extends SceneTree ## Regression gate for jet-propelled wall traversal and physical grapple posing. ## ## Wall traversal must select the authored side-specific pilot performances, ## keep their source timing independent of gameplay speed, and face along the ## live wall tangent. Jets still own propulsion; the animation owns silhouette. ## Grapple must keep its authored airborne base while ## the live arm constraint lands the palm on the cable ray and body alignment ## responds to pendulum energy. const SETTLE_FRAMES := 90 const SAMPLE_FRAMES := 30 const WALL_GLIDE_SPEED := 13.0 var _failures := 0 func _initialize() -> void: call_deferred("_run") func _run() -> void: await process_frame var args := OS.get_cmdline_user_args() var path: String = args[0] if not args.is_empty() \ else "res://assets/characters/skins/taila.glb" var scene := Node3D.new() root.add_child(scene) current_scene = scene var model := SkinnedPlayerModel.new() model.model_path = path scene.add_child(model) for _frame in 60: await process_frame if not model.loaded or model.skeleton == null: _expect(false, "the authored character loads") _done() return var foot := model._role_bone("foot.L", ["foot.L", "LeftFoot", "Left ankle"]) var hips := model._role_bone("hips", ["hips", "Hips", "pelvis"]) var left_hand := model._role_bone("hand.L", ["hand.L", "LeftHand", "hand_l"]) var right_hand := model._role_bone("hand.R", ["hand.R", "RightHand", "hand_r"]) _expect(foot >= 0, "a foot bone resolves") _expect(hips >= 0 and left_hand >= 0 and right_hand >= 0, "hips and both hands resolve") model.set_wall_side(-1.0) model.set_wall_glide_motion(Vector3(13.0, 0.0, 0.0)) await _settle(model, "wall_run", WALL_GLIDE_SPEED) _expect(model.current_clip_debug() == "WallRunLeft", "left wall traversal selects its authored pilot performance") var wall_scale := float(model._anim_tree.get("parameters/loco_scale/scale")) _expect(absf(wall_scale - 1.0) < 0.02, "wall traversal keeps the authored source timing (%.3fx)" % wall_scale) var wall_foot_motion := await _sample_foot_motion( model, foot, "wall_run", WALL_GLIDE_SPEED) _expect(wall_foot_motion > 0.12, "wall traversal retains its authored propulsion cycle (%.3f rad motion)" % wall_foot_motion) var wall_forward := model.wall_glide_forward_debug() _expect(wall_forward.dot(Vector3.RIGHT) > 0.97, "wall-glide model faces along wall-tangent velocity (dot %.3f)" % wall_forward.dot(Vector3.RIGHT)) model.set_wall_side(1.0) await _settle(model, "wall_run", WALL_GLIDE_SPEED) _expect(model.current_clip_debug() == "WallRunRight", "right wall traversal selects its authored pilot performance") _expect(not model.clip_names_debug().has("WallRun"), "the relabelled ground-run WallRun clip is absent") # The imported performance must own the unarmed silhouette. A target rig's # crossed/T-pose rest arms used to survive every clip because only relative # bone rotations were copied. model.set_weapon("") model.set_locomotion(0.0, 0.0, 0.0) await _settle(model, "idle", 0.0) var left_shoulder := model._role_bone( "shoulder.L", ["shoulder.L", "LeftShoulder", "clavicle_l"]) var right_shoulder := model._role_bone( "shoulder.R", ["shoulder.R", "RightShoulder", "clavicle_r"]) var idle_drop := minf( model.skeleton.get_bone_global_pose(left_shoulder).origin.y - model.skeleton.get_bone_global_pose(left_hand).origin.y, model.skeleton.get_bone_global_pose(right_shoulder).origin.y - model.skeleton.get_bone_global_pose(right_hand).origin.y, ) _expect(idle_drop > 0.22, "unarmed idle hands hang below the shoulders (drop %.3f m)" % idle_drop) # A real backward capture turns/leans the whole body. The old fabricated # version rotated only hips and legs by 180 degrees, leaving the first # spine joint facing forward and creating an abdominal corkscrew. model.set_locomotion(0.0, -1.0, 0.0) await _settle(model, "ground", 8.25) var spine_names: Array = model._rig_info.get("roles", {}).get("spine", []) var first_spine := RigRoles.find_imported_bone( model.skeleton, String(spine_names[0])) \ if not spine_names.is_empty() else -1 _expect(first_spine >= 0, "the first spine bone resolves") if first_spine >= 0: var hips_pose := model.skeleton.get_bone_global_pose(hips) \ .basis.get_rotation_quaternion() var hips_rest := model.skeleton.get_bone_global_rest(hips) \ .basis.get_rotation_quaternion() var spine_pose := model.skeleton.get_bone_global_pose(first_spine) \ .basis.get_rotation_quaternion() var spine_rest := model.skeleton.get_bone_global_rest(first_spine) \ .basis.get_rotation_quaternion() var hips_delta := hips_pose * hips_rest.inverse() var spine_delta := spine_pose * spine_rest.inverse() var abdomen_twist := hips_delta.angle_to(spine_delta) # The Titanfall combat-backpedal deliberately keeps the weapon-facing # chest counter-rotated over the travelling hips. The old broken capture # was a full 180-degree lower-body reversal; preserve the authored turn # while still rejecting that corkscrew. _expect(abdomen_twist < 2.25, "backward capture keeps the authored torso counter-turn (%.3f rad)" % abdomen_twist) var anchor := model.global_position + Vector3(3.0, 7.0, -6.0) await _settle_grapple(model, anchor, Vector3(1.0, 0.0, 0.0)) _expect(model.current_clip_debug() == "Grapple", "grapple selects the authored Grapple clip") var grapple_scale := float(model._anim_tree.get("parameters/loco_scale/scale")) _expect(absf(grapple_scale - 1.0) < 0.001, "grapple holds its authored pose at 1.0x") var grapple_foot_motion := await _sample_grapple_foot_motion( model, foot, anchor, Vector3(1.0, 0.0, 0.0)) _expect(grapple_foot_motion < 0.06, "grapple legs stay held instead of swimming (%.3f rad)" % grapple_foot_motion) var low: Dictionary = model.grapple_debug() print(" grapple slow debug: ", low) _expect(float(low.get("line_error", 1.0)) < 0.035, "slow grapple palm lies on the cable ray (%.1f mm error)" % (float(low.get("line_error", 1.0)) * 1000.0)) _expect(float(low.get("alignment", 1.0)) < 0.20, "slow grapple hangs under gravity (alignment %.3f)" % float(low.get("alignment", 1.0))) var low_body: Quaternion = low.get( "body_rotation", Quaternion.IDENTITY) await _settle_grapple(model, anchor, Vector3(18.0, 2.0, 4.0)) var medium: Dictionary = model.grapple_debug() print(" grapple medium debug: ", medium) _expect(float(medium.get("alignment", 1.0)) < 0.60, "medium grapple still reads as hanging (alignment %.3f)" % float(medium.get("alignment", 1.0))) await _settle_grapple(model, anchor, Vector3(32.0, 4.0, 8.0)) var fast: Dictionary = model.grapple_debug() print(" grapple high-speed debug: ", fast) _expect(float(fast.get("line_error", 1.0)) < 0.035, "high-speed grapple palm stays on the cable ray (%.1f mm error)" % (float(fast.get("line_error", 1.0)) * 1000.0)) _expect(float(fast.get("alignment", 0.0)) > 0.85, "only high-speed grapple aligns the body (alignment %.3f)" % float(fast.get("alignment", 0.0))) var fast_body: Quaternion = fast.get( "body_rotation", Quaternion.IDENTITY) _expect(low_body.angle_to(fast_body) > 0.20, "body orientation physically changes with swing energy (%.3f rad)" % low_body.angle_to(fast_body)) model.queue_free() _done() func _settle(model: SkinnedPlayerModel, state: String, speed: float) -> void: for _frame in SETTLE_FRAMES: model.update_state(state, speed, false) await process_frame func _sample_foot_motion( model: SkinnedPlayerModel, foot: int, state: String, speed: float, ) -> float: if foot < 0: return 0.0 var start := model.skeleton.get_bone_pose_rotation(foot) var greatest := 0.0 for _frame in SAMPLE_FRAMES: model.update_state(state, speed, false) await process_frame greatest = maxf(greatest, start.angle_to( model.skeleton.get_bone_pose_rotation(foot))) return greatest func _settle_grapple(model: SkinnedPlayerModel, anchor: Vector3, velocity: Vector3) -> void: for _frame in SETTLE_FRAMES: model.update_state("grapple", velocity.length(), false) model.set_grapple_target(anchor, velocity) await process_frame func _sample_grapple_foot_motion( model: SkinnedPlayerModel, foot: int, anchor: Vector3, velocity: Vector3, ) -> float: if foot < 0: return 0.0 var start := model.skeleton.get_bone_pose_rotation(foot) var greatest := 0.0 for _frame in SAMPLE_FRAMES: model.update_state("grapple", velocity.length(), false) model.set_grapple_target(anchor, velocity) await process_frame greatest = maxf(greatest, start.angle_to( model.skeleton.get_bone_pose_rotation(foot))) return greatest func _expect(ok: bool, description: String) -> void: if ok: print(" OK: ", description) else: printerr(" FAIL: ", description) _failures += 1 func _done() -> void: print("\n=== AUTHORED TRAVERSAL SUMMARY ===") print("Failures: %d" % _failures) quit(1 if _failures > 0 else 0)