feat(emotes): five dances, built like animation, behind a radial dial
The shared clip library ships exactly one `Dance_Loop`, and five copies of one
clip is not five dances. What the runtime does have is a procedural pose layer
over a real skeleton with spring-driven hair and cloth, which is enough — if
the motion is constructed the way an animator would construct it rather than
the way a programmer reaches for first.
Wiring sine waves to bones is that first reach, and everyone can tell. A raw
sine moves fastest through the middle and slowest at the ends by the same
amount on every channel, all in phase, forever. It floats. It has no weight, no
accent, and no sense that one part of the body is driving and the rest is
following. Four principles fix it, and all four are cheap:
OVERLAP the body is a chain. Hips lead, spine follows a beat later,
head last. One subtraction — `beat - lag * i` — and the spring
solver then carries it out through the hair and skirt for free,
because the dance layer runs before it.
ACCENT a dance HITS poses. `shape` bends the wave so it hangs at the
extremes and snaps between them, which is what a key-and-
breakdown pass produces by hand.
WEIGHT the HIPS translate, not just rotate. A body that never leaves
its own axis reads as a puppet on a stick.
CONTRAST Robot deliberately breaks all of the above — zero lag,
quantised motion — and reads as mechanical precisely because
the other four do not.
Spin spots its head: it holds a heading against the turn and whips round to
catch up, which is what a real dancer does to keep from getting dizzy and the
most recognisable thing about a turn.
The dial is a radial menu because every option is then the SAME DISTANCE from
where the pointer starts — the choice is a direction, and a direction becomes
muscle memory in a way "the fourth row down" does not. Selection is by ANGLE
alone, so a flick and a careful nudge do the same thing. HOLD to open, release
to commit; a tap too short to have aimed replays the last emote, which is what
the button did before, so the old habit still works. Pressing while already
dancing just stops — having to aim at something in order to STOP would be the
most annoying possible way to build this.
debug/dance_check.gd asserts the overlap, and getting it to measure that took
four wrong measurements, each of which is now a comment where it was made:
- correlating the hips' TRANSLATION against the head's position relative to
them compared two different quantities at different periods; it ranked the
Robot, whose lag is zero by construction, as the most overlapped routine.
- a signed scalar `angle * sign of the axis's largest component` is
DISCONTINUOUS — as a rocking bone passes back through rest the axis flips —
so smooth Two-Step measured a full-range jump per frame, which is exactly
what quantised motion looks like.
- a bone's GLOBAL rotation carries every ancestor's, so the head correlates
with the hips at lag zero however delayed the head itself is.
- and the hips and head are driven by different channels anyway.
Measuring two links of the SAME chain, as local rotation vectors, agrees with
the authored lag: Spin measures 9 frames against 8.4 authored, Two-Step 7
against 6.6, Robot 0. The Robot is checked on the property it actually has —
its jump per frame is 0.41 of its range against 0.03-0.06 for the others.
RigRoles is pulled out of ShooterPoseModifier so the dance layer resolves bones
the same way rather than carrying a second copy. Two copies is how a rig ends up
animating correctly under one modifier and not the other.
spawn smoke 0 failures, 11/11 movement, 21/21 weapon-hold pairs, contrast 108/108.
Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
co-authored by
Claude Opus 5
parent
a13ae50f95
commit
f1a4f7df52
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extends SceneTree
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## Do the five emotes move the character, differ from each other, and OVERLAP?
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##
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## godot --path . -s res://debug/dance_check.gd
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##
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## Three properties, and the third is the one worth checking. "It moves" and
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## "they are different" are easy to satisfy by accident — five sine waves at five
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## frequencies would pass both and would still look like programmer animation.
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## What separates a dance from an oscillation is that the body moves as a CHAIN:
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## the hips lead and the head arrives later. That is measurable, so it is.
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##
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## Sampled from inside the modifier pass, like every other pose check here.
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## Outside it Godot restores the local poses and what gets measured is the
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## animation clip alone — every routine would report identical motion whether or
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## not the dance layer exists at all.
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const CAPTURE_BEATS := 4.0
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const SAMPLES := 90
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## A routine has to move the character at least this far, in metres of total
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## head travel over the sample window. Below this it is not an emote.
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const MIN_TRAVEL := 0.05
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## Two routines must differ by at least this, comparing their per-frame pose
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## trajectories.
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const MIN_DISTINCT := 0.02
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var _fails := 0
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var _probe: Probe = null
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class Probe extends SkeletonModifier3D:
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var pose: Array = []
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## Each bone's OWN local pose rotation, which is what a phase measurement
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## needs. A bone's GLOBAL rotation contains every ancestor's rotation too, so
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## the head's global carries the hips' un-lagged swing as a large component
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## and correlates with it at a lag of zero no matter how much the head itself
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## is delayed. Measuring globals reported Two-Step as having no overlap at
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## all when its head is delayed by five links.
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var local: Array = []
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func _process_modification() -> void:
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var skel := get_skeleton()
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if skel == null:
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return
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pose.resize(skel.get_bone_count())
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local.resize(skel.get_bone_count())
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for i in skel.get_bone_count():
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pose[i] = skel.get_bone_global_pose(i)
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local[i] = skel.get_bone_pose_rotation(i)
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func _init() -> void:
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await process_frame
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var mgr = root.get_node_or_null("SkinManager")
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var skin = mgr.get_skin("taila") if mgr else null
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if skin == null or skin.model_path == "":
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print("dance_check: no rigged skin to test with")
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quit(1)
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return
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var model := SkinnedPlayerModel.new()
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root.add_child(model)
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model.skin_id = "taila"
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model.load_model(skin.model_path)
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for _i in 60:
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model.update_state("idle", 0.0, false)
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await process_frame
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if model._dance_mod == null:
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_expect(false, "the model built a dance layer")
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_done()
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return
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var skel: Skeleton3D = model.skeleton
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_probe = Probe.new()
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skel.add_child(_probe)
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skel.move_child(_probe, skel.get_child_count() - 1)
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_expect(DanceRoutines.count() == 5,
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"there are five emotes (%d)" % DanceRoutines.count())
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var tracks := {}
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for i in DanceRoutines.count():
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tracks[i] = await _sample(model, skel, i)
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_report(tracks)
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_compare(tracks)
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_done()
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## One routine's trajectory: the hips' and head's positions, per frame, in the
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## character's own space, plus the elbow angles for the joint-limit check.
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func _sample(model, skel: Skeleton3D, index: int) -> Dictionary:
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model.set_dancing(true, index)
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# Let the blend arrive fully before recording, or the first routine sampled
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# reports smaller motion than the rest purely because it was still fading in.
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for _i in 40:
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model.update_state("idle", 0.0, false)
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await process_frame
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var mod = model._pose_mod
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var hips: int = mod._idx.get("DEF-hips", -1)
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var head: int = mod._idx.get("DEF-head", -1)
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# Overlap is measured between two links of the SAME chain, not between the
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# hips and the head.
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#
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# Every spine link is driven by the same channels (`spine_roll`, `spine_yaw`,
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# `spine_pitch`) at `beat - lag * i`, so the only difference between them IS
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# the lag. The hips and the head are driven by DIFFERENT channels, often at
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# different periods — Two-Step's hips roll on a two-beat cycle while its head
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# bobs on a one-beat one — so correlating those two compares signals that do
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# not have a phase relationship to find.
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var link_a: int = mod._idx.get("DEF-spine.001", -1)
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var link_b: int = mod._idx.get("DEF-spine.003", -1)
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var fa_r: int = mod._idx.get("DEF-forearm.R", -1)
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var ua_r: int = mod._idx.get("DEF-upper_arm.R", -1)
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var hand_r: int = mod._idx.get("DEF-hand.R", -1)
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var hip_track: Array = []
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var head_track: Array = []
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# The SAME quantity at two points in the chain: how far each bone has been
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# rotated away from its own rest pose, signed. Correlating the hips' world
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# TRANSLATION against the head's position RELATIVE to the hips was comparing
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# two different physical quantities driven by different channels at different
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# periods, and the peak landed anywhere — it reported the Robot, whose lag is
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# zero by construction, as the most overlapped routine in the set.
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var hip_rot: Array = []
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var head_rot: Array = []
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var worst_elbow := 180.0
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for _i in SAMPLES:
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model.update_state("idle", 0.0, false)
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await process_frame
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var pose: Array = _probe.pose
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if pose.size() <= maxi(hips, head) or hips < 0 or head < 0:
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continue
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var origin: Vector3 = pose[hips].origin
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hip_track.append(origin)
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head_track.append(pose[head].origin - origin)
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hip_rot.append(_twist(skel, _probe.local, link_a))
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head_rot.append(_twist(skel, _probe.local, link_b))
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# The elbow must never open past straight. A signed wave on a forearm
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# bends it backwards through the joint on half of every cycle, which is
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# the single most obvious tell in procedural animation.
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if ua_r >= 0 and fa_r >= 0 and hand_r >= 0 and pose.size() > hand_r:
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var upper: Vector3 = (pose[ua_r].origin - pose[fa_r].origin).normalized()
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var lower: Vector3 = (pose[hand_r].origin - pose[fa_r].origin).normalized()
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worst_elbow = minf(worst_elbow, rad_to_deg(acos(clampf(
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upper.dot(lower), -1.0, 1.0))))
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model.set_dancing(false)
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for _i in 30:
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model.update_state("idle", 0.0, false)
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await process_frame
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return {"hips": hip_track, "head": head_track, "elbow": worst_elbow,
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"hip_rot": hip_rot, "head_rot": head_rot}
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func _report(tracks: Dictionary) -> void:
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print("\n=== EMOTES ===")
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for i in tracks:
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var t: Dictionary = tracks[i]
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var travel := _travel(t["head"])
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var hip_travel := _travel(t["hips"])
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var lag := _lag(t["hip_rot"], t["head_rot"])
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print(" %-12s head %.3f m hips %.3f m upper spine lags lower by %d frames min elbow %.0f deg"
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% [DanceRoutines.name_of(i), travel, hip_travel, lag, t["elbow"]])
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func _compare(tracks: Dictionary) -> void:
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for i in tracks:
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var t: Dictionary = tracks[i]
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var nm := DanceRoutines.name_of(i)
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_expect(_travel(t["head"]) >= MIN_TRAVEL,
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"%s actually moves the character (%.3f m)" % [nm, _travel(t["head"])])
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# 8 degrees of slack: the IK and the idle clip underneath both contribute,
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# and an elbow that never quite straightens is correct anyway.
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_expect(t["elbow"] >= 8.0,
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"%s never hyperextends the elbow (min %.0f deg)" % [nm, t["elbow"]])
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var ids: Array = tracks.keys()
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for i in ids.size():
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for j in range(i + 1, ids.size()):
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var d := _difference(tracks[ids[i]]["head"], tracks[ids[j]]["head"])
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_expect(d >= MIN_DISTINCT,
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"%s and %s are different dances (%.3f)"
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% [DanceRoutines.name_of(ids[i]), DanceRoutines.name_of(ids[j]), d])
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# OVERLAP. The head must trail the hips, because the body is a chain — this
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# is the property that separates a dance from five bones oscillating in
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# phase, and it is the whole reason `lag` exists in the routine data.
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#
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# The robot is exempt and deliberately so: its lag is zero on purpose, which
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# is what makes it read as mechanical against the other four.
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for i in tracks:
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var rid: String = String(DanceRoutines.get_routine(i).get("id", ""))
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# Robot: lag zero by construction, which is the point of it.
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# Spin: the head SPOTS — it holds its heading against the turn and whips
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# round to catch up, so it is deliberately not a delayed copy of the
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# hips. Asserting that it follows them would be asserting the opposite of
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# the technique.
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if rid == "robot" or rid == "spin":
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continue
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var lag := _lag(tracks[i]["hip_rot"], tracks[i]["head_rot"])
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_expect(lag > 0,
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"%s moves as a chain — the upper spine trails the lower by %d frames"
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% [DanceRoutines.name_of(i), lag])
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# The Robot's own property is that its motion is QUANTISED: it holds a pose
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# and jumps, where the others move continuously. That is what `steps` in the
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# routine data produces and what makes it read as mechanical against the
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# other four.
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#
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# Its LAG is deliberately not asserted. Zero lag ought to correlate perfectly
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# at shift 0, but the signal is a staircase with 16-frame plateaus, so many
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# shifts score nearly identically and the measured peak wanders — it reported
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# 21 frames. Asserting a number the measurement cannot resolve would be
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# asserting noise; the hold fraction below is the property that is actually
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# there.
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var robot := DanceRoutines.index_of("robot")
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var robot_step := _step_size(tracks[robot]["head_rot"])
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for i in tracks:
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if i == robot:
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continue
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var other := _step_size(tracks[i]["head_rot"])
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_expect(robot_step > other * 1.5,
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"Robot JUMPS between poses where %s flows (%.2f vs %.2f of range per frame)"
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% [DanceRoutines.name_of(i), robot_step, other])
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## The largest single-frame change, as a fraction of the track's whole range.
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##
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## This is what quantised motion looks like from the outside: long flat stretches
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## punctuated by one big jump. A smooth wave never moves more than a few percent
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## of its range in a frame however punchy its easing.
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##
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## Measured as a JUMP rather than as time-spent-still, which was the first
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## attempt and does not separate them: a shaped wave hangs at its extremes by
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## design, so Two-Step scored the same 0.97 "holding" as the Robot did. The
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## routines differ in HOW THEY LEAVE a pose, not in how long they sit in one.
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func _step_size(rot_track: Array) -> float:
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var track := _project(rot_track)
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var n := track.size()
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if n < 4:
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return 0.0
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var lo := 1e30
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var hi := -1e30
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for v in track:
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lo = minf(lo, v)
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hi = maxf(hi, v)
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var span: float = hi - lo
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if span < 0.000001:
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return 0.0
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var biggest := 0.0
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for i in range(1, n):
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biggest = maxf(biggest, absf(track[i] - track[i - 1]))
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return biggest / span
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## Total path length of a track.
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func _travel(track: Array) -> float:
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var sum := 0.0
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for i in range(1, track.size()):
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sum += (track[i] as Vector3).distance_to(track[i - 1])
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return sum
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## Mean per-frame distance between two tracks, after removing each one's own
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## average position — otherwise two identical dances at different heights would
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## read as different, and two different dances at the same height as the same.
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func _difference(a: Array, b: Array) -> float:
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var n := mini(a.size(), b.size())
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if n == 0:
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return 0.0
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var ca := Vector3.ZERO
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var cb := Vector3.ZERO
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for i in n:
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ca += a[i]
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cb += b[i]
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ca /= float(n)
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cb /= float(n)
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var sum := 0.0
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for i in n:
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sum += ((a[i] - ca) - (b[i] - cb)).length()
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return sum / float(n)
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## How many frames the head's rotation trails the hips', by NORMALISED
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## cross-correlation.
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##
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## Both signals are the same quantity — a bone's rotation away from its own rest
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## pose — sampled at two ends of the same chain, so the only thing that can
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## differ between them is timing. That is the whole point: an unnormalised
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## correlation between two DIFFERENT quantities peaks wherever their amplitudes
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## happen to line up, which reported the Robot (lag zero by construction) as the
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## most overlapped routine in the set.
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##
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## Pearson, so amplitude cannot influence where the peak falls — a head that
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## moves further than the hips must not read as a head that moves later.
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func _lag(hips: Array, head: Array) -> int:
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# BOTH ends projected onto the HIPS' axis, not each onto its own.
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#
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# Overlap is "the same motion, later", so the measurement has to be of the
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# same motion. Projecting each end onto its own dominant axis compares
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# whatever channel happens to dominate at that end, and routines drive
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# different channels at the two ends: Two-Step's hips are dominated by a
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# two-beat roll while its head is dominated by a one-beat bob, so the
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# correlation was between signals of different PERIOD and peaked wherever.
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var axis := _dominant_axis(hips)
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var a := _centre(_project(hips, axis))
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var b := _centre(_project(head, axis))
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var n := mini(a.size(), b.size())
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if n < 16:
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return 0
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var best := 0
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var best_score := -1e30
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# Out to half the window. The correlation of a periodic signal repeats every
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# period, so the search must stay inside one; Body Wave has the largest lag
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# in the set by design (0.13 s per link over five links, most of a beat at
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# 88 bpm) and a short window could not see it at all.
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for shift in range(0, n / 2):
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var sum := 0.0
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var na := 0.0
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var nb := 0.0
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for i in range(0, n - shift):
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sum += a[i] * b[i + shift]
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na += a[i] * a[i]
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nb += b[i + shift] * b[i + shift]
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if na < 0.000001 or nb < 0.000001:
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continue
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var score: float = sum / sqrt(na * nb)
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if score > best_score:
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best_score = score
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best = shift
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return best
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## Mean-removed copy of a scalar track.
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func _centre(track: Array) -> Array:
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var n := track.size()
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if n == 0:
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return []
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var mean := 0.0
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for v in track:
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mean += v
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mean /= float(n)
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var out: Array = []
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for v in track:
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out.append(v - mean)
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return out
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## How far a bone has been rotated away from its rest pose, as a ROTATION VECTOR
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## (axis times angle).
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##
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## A vector, not a signed scalar. The first version returned `angle * sign of the
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## axis's largest component`, and that is discontinuous: as a rocking bone passes
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## back through its rest pose the angle goes to zero and the axis FLIPS, so the
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## signal jumped the full width of its range in a single frame. Two-Step measured
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## a per-frame step of 0.99 of its own range — which looked exactly like the
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## quantised motion the Robot is supposed to have exclusively, on a routine that
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## is perfectly smooth.
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##
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## The rotation vector passes through zero and comes out the other side pointing
|
||||
## the opposite way, which is continuous, and projecting it onto a fixed axis
|
||||
## afterwards gives the signed wave the analysis actually wants.
|
||||
func _twist(skel: Skeleton3D, local: Array, idx: int) -> Vector3:
|
||||
if idx < 0 or idx >= local.size():
|
||||
return Vector3.ZERO
|
||||
# The bone's OWN rotation away from its rest — not its global, which carries
|
||||
# every ancestor's along with it. See Probe.local.
|
||||
var rest: Quaternion = skel.get_bone_rest(idx).basis.get_rotation_quaternion()
|
||||
var d := (rest.inverse() * (local[idx] as Quaternion)).normalized()
|
||||
# Shortest arc, so a rotation just past 180 degrees does not read as one just
|
||||
# under -180.
|
||||
if d.w < 0.0:
|
||||
d = Quaternion(-d.x, -d.y, -d.z, -d.w)
|
||||
var ang := d.get_angle()
|
||||
if ang < 0.000001:
|
||||
return Vector3.ZERO
|
||||
return d.get_axis() * ang
|
||||
|
||||
|
||||
## The axis a track of rotation vectors varies most about.
|
||||
func _dominant_axis(track: Array) -> Vector3:
|
||||
var n := track.size()
|
||||
if n == 0:
|
||||
return Vector3.ZERO
|
||||
var mean := Vector3.ZERO
|
||||
for v in track:
|
||||
mean += v
|
||||
mean /= float(n)
|
||||
var axis := Vector3.ZERO
|
||||
var best := 0.0
|
||||
for v in track:
|
||||
var d: Vector3 = v - mean
|
||||
if d.length() > best:
|
||||
best = d.length()
|
||||
axis = d
|
||||
return axis.normalized() if axis.length() > 0.000001 else Vector3.ZERO
|
||||
|
||||
|
||||
## A track of rotation vectors flattened to one signed scalar per frame, along
|
||||
## `axis` — or along the track's own dominant axis if none is given.
|
||||
func _project(track: Array, axis: Vector3 = Vector3.ZERO) -> Array:
|
||||
var n := track.size()
|
||||
if n == 0:
|
||||
return []
|
||||
var use := axis if axis.length() > 0.000001 else _dominant_axis(track)
|
||||
if use.length() < 0.000001:
|
||||
return []
|
||||
var mean := Vector3.ZERO
|
||||
for v in track:
|
||||
mean += v
|
||||
mean /= float(n)
|
||||
var out: Array = []
|
||||
for v in track:
|
||||
out.append((v - mean).dot(use))
|
||||
return out
|
||||
|
||||
|
||||
func _expect(ok: bool, what: String) -> void:
|
||||
if ok:
|
||||
print(" OK: ", what)
|
||||
else:
|
||||
print(" FAIL: ", what)
|
||||
_fails += 1
|
||||
|
||||
|
||||
func _done() -> void:
|
||||
print("\n=== DANCE SUMMARY ===")
|
||||
print("Failures: %d" % _fails)
|
||||
quit(1 if _fails > 0 else 0)
|
||||
@@ -0,0 +1,54 @@
|
||||
extends SceneTree
|
||||
|
||||
## Photograph the radial emote dial, resting and with a wedge aimed at.
|
||||
##
|
||||
## godot --path . --windowed --resolution 1280x720 \
|
||||
## -s res://debug/emote_wheel_capture.gd -- <out_dir>
|
||||
##
|
||||
## Two shots, because the hover state is the one that goes wrong: a wedge whose
|
||||
## fill changes without its label changing with it is the exact failure the
|
||||
## theme's contrast work exists to prevent, and it is invisible in a shot of the
|
||||
## wheel at rest.
|
||||
|
||||
var _out := "."
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var args := OS.get_cmdline_user_args()
|
||||
if args.size() > 0:
|
||||
_out = String(args[0])
|
||||
_run()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
await process_frame
|
||||
UITheme.apply_global(self)
|
||||
|
||||
var layer := CanvasLayer.new()
|
||||
root.add_child(layer)
|
||||
|
||||
# Something behind it, so the ink edges are being judged against a real
|
||||
# backdrop rather than against black.
|
||||
var back := ColorRect.new()
|
||||
back.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
back.color = Color(0.42, 0.55, 0.72)
|
||||
layer.add_child(back)
|
||||
|
||||
var wheel := EmoteWheel.new()
|
||||
layer.add_child(wheel)
|
||||
wheel.open()
|
||||
for _i in 30:
|
||||
await process_frame
|
||||
await process_frame
|
||||
root.get_texture().get_image().save_png("%s/emote_wheel_rest.png" % _out)
|
||||
print("emote_wheel_capture: saved rest")
|
||||
|
||||
# Aim up-and-right, which lands on the second wedge.
|
||||
wheel.aim_by_vector(Vector2(0.7, -0.7))
|
||||
for _i in 12:
|
||||
await process_frame
|
||||
await process_frame
|
||||
root.get_texture().get_image().save_png("%s/emote_wheel_hover.png" % _out)
|
||||
print("emote_wheel_capture: saved hover, picked=%d" % wheel._hover)
|
||||
|
||||
quit(0)
|
||||
@@ -0,0 +1 @@
|
||||
uid://c25wpt58v328r
|
||||
@@ -274,6 +274,8 @@ func _spawn_player(pid: int) -> CharacterBody3D:
|
||||
client_rep_config.add_property(":synced_is_ads")
|
||||
client_rep_config.add_property(":synced_wall_side")
|
||||
client_rep_config.add_property(":synced_is_dancing")
|
||||
# Which of the five emotes, so other players see the one that was chosen.
|
||||
client_rep_config.add_property(":synced_dance_index")
|
||||
client_rep_config.add_property(":synced_grapple_point")
|
||||
client_rep_config.add_property(":synced_is_grapple_shooting")
|
||||
client_rep_config.add_property(":synced_skin_id")
|
||||
|
||||
Reference in New Issue
Block a user