Files
Papay-Shooter/debug/traversal_animation_check.gd
T
2026-08-02 02:20:02 -04:00

233 lines
8.4 KiB
GDScript

extends SceneTree
## Regression gate for authored wall running and physical grapple posing.
##
## Wall running must select side-specific authored performances, never a ground
## run under another name. 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_RUN_SPEED := 13.0
const WALL_RUN_REFERENCE_SPEED := 8.25
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_run_motion(Vector3(13.0, 0.0, 0.0))
await _settle(model, "wall_run", WALL_RUN_SPEED)
_expect(model.current_clip_debug() == "WallRunLeft",
"left wall selects the authored WallRunLeft performance")
var wall_scale := float(model._anim_tree.get("parameters/loco_scale/scale"))
_expect(absf(wall_scale - WALL_RUN_SPEED / WALL_RUN_REFERENCE_SPEED) < 0.02,
"wall-run cadence tracks %.1f m/s (%.3fx)"
% [WALL_RUN_SPEED, wall_scale])
var wall_foot_motion := await _sample_foot_motion(
model, foot, "wall_run", WALL_RUN_SPEED)
_expect(wall_foot_motion > 0.30,
"wall-run has a full wall-stride leg cycle (%.3f rad)"
% wall_foot_motion)
var wall_forward := model.wall_run_forward_debug()
_expect(wall_forward.dot(Vector3.RIGHT) > 0.97,
"wall-run 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_RUN_SPEED)
_expect(model.current_clip_debug() == "WallRunRight",
"right wall selects the authored WallRunRight 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 := model.skeleton.find_bone(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)
_expect(abdomen_twist < 1.45,
"backward capture keeps hips and abdomen coherent (%.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)