490 lines
20 KiB
GDScript
490 lines
20 KiB
GDScript
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 := CharacterBody3D.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"])
|
|
var thigh_l := model._role_bone("thigh.L", ["thigh.L", "Left thigh"])
|
|
var thigh_r := model._role_bone("thigh.R", ["thigh.R", "Right thigh"])
|
|
var shin_l := model._role_bone("shin.L", ["shin.L", "Left shin"])
|
|
var shin_r := model._role_bone("shin.R", ["shin.R", "Right shin"])
|
|
var spine_roles: Array = model._rig_info.get("roles", {}).get("spine", [])
|
|
var torso_chain := _torso_chain_bones(model, spine_roles)
|
|
var lower_spine := RigRoles.find_imported_bone(
|
|
model.skeleton, String(spine_roles[0])) \
|
|
if not spine_roles.is_empty() else model.skeleton.find_bone(
|
|
"DEF-spine.001")
|
|
_expect(foot >= 0, "a foot bone resolves")
|
|
_expect(hips >= 0 and left_hand >= 0 and right_hand >= 0,
|
|
"hips and both hands resolve")
|
|
if model._has_titanfall_motion_reference and thigh_l >= 0 \
|
|
and thigh_r >= 0 and shin_l >= 0 and shin_r >= 0:
|
|
if lower_spine >= 0:
|
|
var lower_spine_rest_rise := _world_rest_rise(
|
|
model, lower_spine, hips)
|
|
for _frame in SETTLE_FRAMES:
|
|
model.update_state("idle", 0.0, false)
|
|
await process_frame
|
|
var idle_spine_rise := _world_pose_rise(model, lower_spine, hips)
|
|
_expect(idle_spine_rise > maxf(lower_spine_rest_rise * 0.65, 0.02),
|
|
"idle keeps the lower spine above the pelvis (%.3f m)"
|
|
% idle_spine_rise)
|
|
var idle_horizontal_ratio_max := 0.0
|
|
for sample in 120:
|
|
idle_horizontal_ratio_max = maxf(idle_horizontal_ratio_max,
|
|
_max_leg_horizontal_ratio(model, thigh_l, thigh_r, shin_l, shin_r))
|
|
model.update_state("idle", 0.0, false)
|
|
await process_frame
|
|
_expect(idle_horizontal_ratio_max < 0.55,
|
|
"idle keeps both thigh-to-knee segments mostly vertical "
|
|
+ "(%.3f horizontal ratio)" % idle_horizontal_ratio_max)
|
|
if model._has_titanfall_motion_reference and thigh_l >= 0 \
|
|
and thigh_r >= 0 and shin_l >= 0 and shin_r >= 0:
|
|
for side in [-1.0, 1.0]:
|
|
var entry_leg_rise := await _wall_entry_leg_rise(
|
|
model, side, thigh_l, thigh_r, shin_l, shin_r)
|
|
# A real crossfade may raise the leading knee slightly; reject only
|
|
# the old near-vertical inversion, not the authored wall-run stride.
|
|
_expect(entry_leg_rise < 0.20,
|
|
"wall-run entry avoids an inverted leg on side %+.0f (%.3f m)"
|
|
% [side, entry_leg_rise])
|
|
|
|
model.set_wall_side(-1.0)
|
|
model.set_wall_surface(Vector3.RIGHT, Vector3(-0.4, 0.0, 0.0))
|
|
model.set_wall_glide_motion(Vector3(13.0, 0.0, 0.0))
|
|
await _settle(model, "wall_run", WALL_GLIDE_SPEED)
|
|
var expected_left_wall_clip := "WallRunRight" \
|
|
if model._has_titanfall_motion_reference else "Grapple"
|
|
_expect(model.current_clip_debug() == expected_left_wall_clip,
|
|
"left wall traversal selects its configured authored performance")
|
|
if model._has_titanfall_motion_reference:
|
|
var left_torso_joint := _max_torso_joint_delta(model, torso_chain)
|
|
_expect(left_torso_joint < 1.35,
|
|
"left wallrun keeps a continuous authored torso (%.3f rad max joint)"
|
|
% left_torso_joint)
|
|
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)
|
|
if model._has_titanfall_motion_reference:
|
|
_expect(wall_foot_motion > 0.12,
|
|
"wall traversal retains its authored propulsion cycle "
|
|
+ "(%.3f rad motion)" % wall_foot_motion)
|
|
else:
|
|
_expect(wall_foot_motion < 0.08,
|
|
"fallback wall glide holds its authored stabilization pose "
|
|
+ "(%.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)
|
|
model.set_wall_surface(Vector3.LEFT, Vector3(0.4, 0.0, 0.0))
|
|
await _settle(model, "wall_run", WALL_GLIDE_SPEED)
|
|
var expected_right_wall_clip := "WallRunLeft" \
|
|
if model._has_titanfall_motion_reference else "Grapple"
|
|
_expect(model.current_clip_debug() == expected_right_wall_clip,
|
|
"right wall traversal selects its configured authored performance")
|
|
if model._has_titanfall_motion_reference:
|
|
var right_torso_joint := _max_torso_joint_delta(model, torso_chain)
|
|
_expect(right_torso_joint < 1.35,
|
|
"right wallrun keeps a continuous authored torso (%.3f rad max joint)"
|
|
% right_torso_joint)
|
|
if model._has_titanfall_motion_reference and thigh_l >= 0 \
|
|
and thigh_r >= 0 and shin_l >= 0 and shin_r >= 0 \
|
|
and lower_spine >= 0:
|
|
var right_wall_spine_rise := _world_pose_rise(
|
|
model, lower_spine, hips)
|
|
var lower_spine_rest_rise := _world_rest_rise(
|
|
model, lower_spine, hips)
|
|
_expect(right_wall_spine_rise > maxf(
|
|
lower_spine_rest_rise * 0.65, 0.02),
|
|
"right wallrun keeps the lower spine above the pelvis (%.3f m)"
|
|
% right_wall_spine_rise)
|
|
var exit_leg_rise := await _wall_exit_leg_rise(
|
|
model, thigh_l, thigh_r, shin_l, shin_r)
|
|
_expect(exit_leg_rise < 0.35,
|
|
"right wallrun ground exit avoids an exaggerated knee flip")
|
|
var jump_exit_leg_rise := await _wall_jump_exit_leg_rise(
|
|
model, thigh_l, thigh_r, shin_l, shin_r)
|
|
_expect(jump_exit_leg_rise < 0.05,
|
|
"right wallrun jump hands off without a leg flip")
|
|
_expect(not model.clip_names_debug().has("WallRun"),
|
|
"the relabelled ground-run WallRun clip is absent")
|
|
|
|
# The wall-glide orientation is a temporary presentation frame. It must not
|
|
# ease back around the floor after traversal ends, and a character with an
|
|
# authored slide entry must use that entry pose before the loop.
|
|
model.update_state("ground", WALL_GLIDE_SPEED, false)
|
|
await process_frame
|
|
_expect(absf(model._motion_root.rotation.y) < 0.001,
|
|
"wall-glide presentation yaw resets on exit")
|
|
if model._has_titanfall_motion_reference:
|
|
for _frame in 20:
|
|
model.update_state("idle", 0.0, false)
|
|
await process_frame
|
|
var recovered_torso_joint := _max_torso_joint_delta(model, torso_chain)
|
|
_expect(recovered_torso_joint < 0.70,
|
|
"idle after right wallrun has no residual waist rotation "
|
|
+ "(%.3f rad max joint)" % recovered_torso_joint)
|
|
model.update_state("slide", WALL_GLIDE_SPEED, true)
|
|
var slide_start_clip := String(model._resolved_clips.get("SlideStart", ""))
|
|
if slide_start_clip != "" and slide_start_clip != \
|
|
model._resolved_clips.get("Slide", ""):
|
|
_expect(model.current_clip_debug() == "SlideStart",
|
|
"slide enters through the authored SlideStart pose")
|
|
if model._has_titanfall_motion_reference and thigh_l >= 0 \
|
|
and thigh_r >= 0 and shin_l >= 0 and shin_r >= 0:
|
|
var slide_entry_rise := -INF
|
|
for _frame in 12:
|
|
model.update_state("slide", WALL_GLIDE_SPEED, true)
|
|
await process_frame
|
|
var slide_leg_l := _world_bone_segment(model, thigh_l, shin_l)
|
|
var slide_leg_r := _world_bone_segment(model, thigh_r, shin_r)
|
|
slide_entry_rise = maxf(slide_entry_rise,
|
|
maxf(slide_leg_l.y, slide_leg_r.y))
|
|
_expect(slide_entry_rise < 0.20,
|
|
"slide entry avoids an inverted leg (%.3f m)" % slide_entry_rise)
|
|
model.update_state("ground", 0.0, false)
|
|
await process_frame
|
|
model.update_state("slide", 4.0, true)
|
|
var slow_slide_scale := float(model._anim_tree.get(
|
|
"parameters/loco_scale/scale"))
|
|
model.update_state("ground", 0.0, false)
|
|
await process_frame
|
|
model.update_state("slide", WALL_GLIDE_SPEED, true)
|
|
var fast_slide_scale := float(model._anim_tree.get(
|
|
"parameters/loco_scale/scale"))
|
|
_expect(fast_slide_scale > slow_slide_scale + 0.25,
|
|
"slide entry playback follows momentum (%.2fx -> %.2fx)"
|
|
% [slow_slide_scale, fast_slide_scale])
|
|
|
|
# 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 skeleton_basis := model.skeleton.global_transform.basis
|
|
var idle_drop := minf(
|
|
(skeleton_basis * (model.skeleton.get_bone_global_pose(
|
|
left_shoulder).origin - model.skeleton.get_bone_global_pose(
|
|
left_hand).origin)).y,
|
|
(skeleton_basis * (model.skeleton.get_bone_global_pose(
|
|
right_shoulder).origin - model.skeleton.get_bone_global_pose(
|
|
right_hand).origin)).y,
|
|
)
|
|
_expect(idle_drop > 0.14,
|
|
"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 _torso_chain_bones(model: SkinnedPlayerModel, spine_roles: Array) -> Array:
|
|
var role_data: Dictionary = model._rig_info.get("roles", {})
|
|
var neck_name := String(role_data.get("neck", ""))
|
|
var head_name := String(role_data.get("head", ""))
|
|
var chain := [model._role_bone("hips", ["hips", "Hips", "pelvis"])]
|
|
for role in spine_roles:
|
|
var bone_name := String(role)
|
|
if bone_name == neck_name or bone_name == head_name:
|
|
continue
|
|
chain.append(RigRoles.find_imported_bone(model.skeleton, bone_name))
|
|
return chain
|
|
|
|
|
|
func _max_torso_joint_delta(model: SkinnedPlayerModel, chain: Array) -> float:
|
|
var greatest := 0.0
|
|
for index in range(1, chain.size()):
|
|
var parent: int = int(chain[index - 1])
|
|
var child: int = int(chain[index])
|
|
if parent < 0 or child < 0:
|
|
continue
|
|
var posed_relative := model.skeleton.get_bone_global_pose(parent) \
|
|
.basis.inverse() * model.skeleton.get_bone_global_pose(child).basis
|
|
var rest_relative := model.skeleton.get_bone_global_rest(parent) \
|
|
.basis.inverse() * model.skeleton.get_bone_global_rest(child).basis
|
|
greatest = maxf(greatest,
|
|
posed_relative.get_rotation_quaternion().angle_to(
|
|
rest_relative.get_rotation_quaternion()))
|
|
return greatest
|
|
|
|
|
|
func _max_leg_horizontal_ratio(model: SkinnedPlayerModel,
|
|
thigh_l: int, thigh_r: int, shin_l: int, shin_r: int) -> float:
|
|
var greatest := 0.0
|
|
for pair in [[thigh_l, shin_l], [thigh_r, shin_r]]:
|
|
var segment := _world_bone_segment(
|
|
model, int(pair[0]), int(pair[1]))
|
|
if segment.length() > 0.0001:
|
|
greatest = maxf(greatest,
|
|
Vector2(segment.x, segment.z).length() / segment.length())
|
|
return greatest
|
|
|
|
|
|
func _world_bone_segment(model: SkinnedPlayerModel,
|
|
from_bone: int, to_bone: int) -> Vector3:
|
|
var local_segment := model.skeleton.get_bone_global_pose(to_bone).origin \
|
|
- model.skeleton.get_bone_global_pose(from_bone).origin
|
|
return model.skeleton.global_transform.basis * local_segment
|
|
|
|
|
|
func _world_pose_rise(model: SkinnedPlayerModel, top: int, hips: int) -> float:
|
|
var basis := model.skeleton.global_transform
|
|
var top_world := basis * model.skeleton.get_bone_global_pose(top).origin
|
|
var hips_world := basis * model.skeleton.get_bone_global_pose(hips).origin
|
|
return top_world.y - hips_world.y
|
|
|
|
|
|
func _world_rest_rise(model: SkinnedPlayerModel, top: int, hips: int) -> float:
|
|
var basis := model.skeleton.global_transform
|
|
var top_world := basis * model.skeleton.get_bone_global_rest(top).origin
|
|
var hips_world := basis * model.skeleton.get_bone_global_rest(hips).origin
|
|
return top_world.y - hips_world.y
|
|
|
|
|
|
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 _wall_entry_leg_rise(model: SkinnedPlayerModel, side: float,
|
|
thigh_l: int, thigh_r: int, shin_l: int, shin_r: int) -> float:
|
|
# Enter from the airborne pose so this exercises the exact full-body
|
|
# transition that used to rotate the right-wall waist and legs through
|
|
# vertical before the authored loop settled.
|
|
model.set_wall_side(side)
|
|
for _frame in 24:
|
|
model.update_state("air", 4.0, false)
|
|
await process_frame
|
|
var greatest_rise := -INF
|
|
for _frame in 20:
|
|
model.update_state("wall_run", WALL_GLIDE_SPEED, false)
|
|
await process_frame
|
|
var leg_l := _world_bone_segment(model, thigh_l, shin_l)
|
|
var leg_r := _world_bone_segment(model, thigh_r, shin_r)
|
|
greatest_rise = maxf(greatest_rise, maxf(leg_l.y, leg_r.y))
|
|
return greatest_rise
|
|
|
|
|
|
func _wall_exit_leg_rise(model: SkinnedPlayerModel,
|
|
thigh_l: int, thigh_r: int, shin_l: int, shin_r: int) -> float:
|
|
# Start on the problematic right-wall performance, then leave into the
|
|
# ground locomotion state and measure the transition frames.
|
|
model.set_wall_side(1.0)
|
|
for _frame in SETTLE_FRAMES:
|
|
model.update_state("wall_run", WALL_GLIDE_SPEED, false)
|
|
await process_frame
|
|
var greatest_rise := -INF
|
|
for _frame in 20:
|
|
model.update_state("ground", WALL_GLIDE_SPEED, false)
|
|
await process_frame
|
|
var leg_l := _world_bone_segment(model, thigh_l, shin_l)
|
|
var leg_r := _world_bone_segment(model, thigh_r, shin_r)
|
|
greatest_rise = maxf(greatest_rise, maxf(leg_l.y, leg_r.y))
|
|
return greatest_rise
|
|
|
|
|
|
func _wall_jump_exit_leg_rise(model: SkinnedPlayerModel,
|
|
thigh_l: int, thigh_r: int, shin_l: int, shin_r: int) -> float:
|
|
# The real controller reports a positive parent velocity on the first frame
|
|
# after a wall jump, so this exercises WallRun -> Jump rather than Fall.
|
|
model.set_wall_side(1.0)
|
|
for _frame in SETTLE_FRAMES:
|
|
model.update_state("wall_run", WALL_GLIDE_SPEED, false)
|
|
await process_frame
|
|
var body := model.get_parent() as CharacterBody3D
|
|
var greatest_rise := -INF
|
|
for _frame in 20:
|
|
if body:
|
|
body.velocity.y = 8.0
|
|
model.update_state("air", WALL_GLIDE_SPEED, false)
|
|
await process_frame
|
|
var leg_l := _world_bone_segment(model, thigh_l, shin_l)
|
|
var leg_r := _world_bone_segment(model, thigh_r, shin_r)
|
|
greatest_rise = maxf(greatest_rise, maxf(leg_l.y, leg_r.y))
|
|
return greatest_rise
|
|
|
|
|
|
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)
|