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# M02-RND-CHARACTER-PRESENTATION-001 — Character presentation boundary
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<!-- OPENWC_CLAIM:M02-RND-CHARACTER-PRESENTATION-001:sindo-main-codex:2026-07-16 -->
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## Ownership
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- Target: M02
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- Program: RND/GMP
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- Owner/Agent ID: sindo-main-codex
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- Branch: `work/sindo-main-codex/m02-character-presentation`
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- Lease expires UTC: 2026-07-16
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- Integrator: M02 milestone integrator
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## Outcome
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Move character GLB composition, geoset/texture/outfit setup and locomotion
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animation selection from `ThirdPersonWowController` into independently
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replaceable `CharacterAppearancePresenter` and `CharacterAnimationPresenter`
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components without changing the current sandbox presentation.
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## Non-goals
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- Add new model, equipment, animation or build-12340 behavior.
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- Change character asset formats, DBC parsing, texture composition or geoset rules.
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- Add network-driven appearance/movement snapshots.
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- Change input, movement, terrain, camera or renderer streaming behavior.
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- Mark M02 complete or edit its checklist/Evidence.
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## Paths
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- Exclusive: `src/scenes/character/character_appearance_presenter.gd`,
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`src/scenes/character/character_animation_presenter.gd`,
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`src/tools/verify_character_presentation.gd`,
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`docs/modules/character-presentation.md`, this claim
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- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`, runtime
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streaming scenes, player regression scene, `src/tools/verify_player_input.gd`,
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`docs/modules/local-player-movement.md`, `docs/modules/README.md`
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- Reused unchanged: geoset controller, texture compositor and outfit resolver
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- Generated/ignored: local `.godot`, native DLL, generated resources and renderer corpus
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## Contracts and data
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- Appearance API loads/replaces one character root under the existing `Visual` node.
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- Animation API binds an `AnimationPlayer` from that root and accepts a typed
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moving/stationary presentation state.
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- Scene paths, model defaults, DBC/cache/coordinate contracts remain unchanged.
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- Consumers: player scene composition and renderer viewport only.
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## Dependencies
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- Requires: merged camera package on master `68e6f60`.
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- Blocks: final M02 sandbox-profile gate and target integration audit.
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- External state: asset-free tests use a synthetic mesh and AnimationPlayer.
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## Verification
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- Dedicated appearance composition, replacement, grounding and failure regression.
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- Dedicated animation discovery, fallback, looping, blend and state regression.
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- Player source-boundary and three-scene wiring checks.
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- Existing input/movement/terrain/camera regressions, coordinate gates and renderer dry-run.
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- Fidelity evidence: preserve current sandbox model path, scale, yaw, outfit,
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Stand/Idle and Run/Walk selection only; no original-client parity claim.
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## Documentation deliverables
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- Inline public API/export documentation for both presenters.
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- Module specification with inputs/outputs, data-flow, lifecycle/state and sequence diagrams.
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- Updated movement consumer/source map and module registry.
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## Simplicity and naming
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- Important names: `CharacterAppearancePresenter`, `CharacterAnimationPresenter`.
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- Simplest approach: two small scene components on the existing `Visual` subtree.
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- Rejected complexity: generic presenter framework, async asset scheduler and duplicated character systems.
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- Unavoidable complexity: scene-tree composition and AnimationPlayer discovery run on the main thread.
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- Measured optimization evidence: not applicable.
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## Status
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- State: ready-for-review
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- Done: extracted both presenters, migrated all runtime/regression scenes,
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added asset-free regressions and completed required module documentation
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- Next: milestone integrator reviews and merges `97bb53f`
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- Blocked by:
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<!-- OPENWC_HANDOFF:READY:M02-RND-CHARACTER-PRESENTATION-001:97bb53f -->
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## Handoff
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- Branch/commit: `work/sindo-main-codex/m02-character-presentation` at `97bb53f`.
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- Outcome: `CharacterAppearancePresenter` owns model/geoset/compositor/outfit
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composition and `CharacterAnimationPresenter` owns AnimationPlayer discovery,
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loop preparation and moving/stationary playback. The player is now only the
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composition and horizontal-velocity adapter.
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- Changed composition: both runtime scenes and the player regression scene keep
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`ThirdPersonPlayer/Visual`; they add `Visual/AnimationPresenter`.
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- Public contracts: appearance load/read-root/ready signal and animation
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bind/present/read-state APIs documented in the module specification.
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- Verification: presentation `appearance_cases=9 animation_cases=10 scenes=3`,
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input `actions=12 intent_cases=6`, movement `cases=12 state_transitions=2`,
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terrain `contract=4 interpolation=1 cache=1 failures=2`, camera
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`state_cases=12 policy_cases=3`, coordinate boundaries `files=99 consumers=5`,
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and StreamingFocus `runtime_scenes=2 capture_tools=3` passed.
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- Renderer: dry-run passed project/material/dedupe/cache/manifest/calibration/
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coordinate/server-spawn gates and planned all seven checkpoints. Missing
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proprietary HumanMale GLB, DBC and ADT corpus produced expected diagnostics.
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- Repository gates: documentation `module_specs=8`, coordination
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`fallback_claims=29`; five unrelated expired M00 claim warnings remain.
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- Fidelity: current model path, scale `1`, yaw `90 degrees`, class `1`, blend
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`0.15 seconds`, starter outfit and Stand/Idle/Run/Walk selection are preserved.
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No build-12340 appearance or animation parity claim is made.
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- Migration: repository scenes are migrated. External/custom scenes must move
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model/class/scale/yaw exports from the player node to the scripted `Visual`
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node and add `Visual/AnimationPresenter`. No cache/database rebuild is needed.
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- Local ignored inputs: native extension DLL, UID cache and generated ADT
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resource scripts supported the dry-run and are not committed.
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- Risks: synchronous model load may hitch; first descendant AnimationPlayer wins;
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moving state is a sandbox threshold boolean; complete equipment/animation
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fidelity remains open.
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- Recommended merge order: merge this package after camera (already on master),
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then implement the sandbox profile gate and perform the final M02 integration audit.
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- Documentation: added character-presentation API, inputs/outputs, data-flow,
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lifecycle/state, sequence, ownership/failure and source-map sections; updated
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the module registry and movement presentation consumer map.
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@@ -13,6 +13,7 @@
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| Local player movement | Implemented | [`local-player-movement.md`](local-player-movement.md) |
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| Terrain query | Implemented | [`terrain-query.md`](terrain-query.md) |
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| Third-person camera | Implemented | [`third-person-camera.md`](third-person-camera.md) |
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| Character presentation | Implemented boundary / Partial fidelity | [`character-presentation.md`](character-presentation.md) |
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| Renderer | Partial | [`world-renderer.md`](world-renderer.md), [`../../RENDER.md`](../../RENDER.md) |
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| Network/session | Planned | [`../../targets/roadmap/03-network-and-session.md`](../../targets/roadmap/03-network-and-session.md) |
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| Gameplay | Prototype/Planned | [`../../targets/roadmap/04-gameplay-systems.md`](../../targets/roadmap/04-gameplay-systems.md) |
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# Character Presentation
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## Metadata
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| Field | Value |
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|---|---|
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| Status | Implemented boundary / Partial fidelity |
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| Target/work package | M02 / M02-RND-CHARACTER-PRESENTATION-001 |
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| Owners | Character appearance composition and locomotion animation presentation |
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| Last verified | `97bb53f`, 2026-07-14 |
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| Profiles/capabilities | Current render sandbox character experiment |
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## Purpose
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Compose the current sandbox character GLB, geosets, skin textures and starter
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outfit below the existing `Visual` node, then independently present its
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stationary or moving animation. Keep visual asset loading and AnimationPlayer
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state out of gameplay movement and the player scene composition root.
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## Non-goals
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- Define authoritative character identity, equipment or movement state.
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- Change the existing GLB, geoset, texture-compositor, DBC or outfit formats.
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- Implement full build-12340 animation selection, blending or equipment visuals.
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- Load world assets, query terrain, process input or control the camera.
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- Introduce asynchronous streaming, background scene mutation or persistence.
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## Context and boundaries
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```mermaid
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flowchart LR
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Scene[ThirdPersonWowController composition] --> Appearance[CharacterAppearancePresenter]
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Model[Configured PackedScene] --> Appearance
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DBC[Extracted DBC/item textures] --> Appearance
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Appearance --> Root[CharacterModel root]
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Root --> Geosets[Existing geoset controller]
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Root --> Compositor[Existing texture compositor]
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Appearance -->|ready root| Scene
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Scene --> Animation[CharacterAnimationPresenter]
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Velocity[Movement read model] -->|moving boolean| Animation
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Animation --> Player[AnimationPlayer below root]
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```
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Allowed dependencies:
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- configured Godot `PackedScene` character asset;
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- existing `CharacterGeosetController`, `CharacterTextureCompositor` and
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`WowCharacterOutfitResolver` presentation components;
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- `AnimationPlayer` and animation resources below the composed character root;
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- main-thread player scene composition and movement velocity read model.
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Forbidden dependencies:
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- `MoveIntent`, input devices or movement integration;
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- `TerrainQuery`, ADT parsing, coordinate conversion or streaming decisions;
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- cameras, network packets, server databases or gameplay reducers;
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- direct production database writes or cache-format ownership.
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## Public API
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| Symbol | Kind | Purpose | Thread/lifetime | Errors |
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|---|---|---|---|---|
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| `CharacterAppearancePresenter.load_character_appearance(content_root_override)` | Command | Replaces the owned character root and schedules final grounding/outfit composition | Main thread; may be called again during scene lifetime | Returns `false` for empty/invalid model; warning for invalid resource |
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| `CharacterAppearancePresenter.character_root` | Read-only state | Current owned model root or null | Stable until next load | None |
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| `character_appearance_ready(character_root)` | Signal | Publishes a fully attached, grounded root | Deferred main-thread completion | Not emitted for invalid/empty model |
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| `CharacterAnimationPresenter.bind_character_root(character_root)` | Command | Discovers and prepares the first descendant AnimationPlayer | Main thread; binding lifetime | Returns `false` and clears state when absent |
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| `CharacterAnimationPresenter.present_locomotion(is_moving)` | Command | Selects current stationary/moving candidate and starts it once | Main/physics thread | Returns `false` when unavailable, missing or unchanged |
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| `active_animation_name` | Read-only state | Selected animation name | Stable until bind/state transition | Empty when unbound |
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| `has_animation_player` | Read-only state | Whether the presenter has a valid bound player | Stable until bind | None |
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## Inputs and outputs
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| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
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|---|---|---|---|---|---|
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| Input | Model resource path, class, scale and yaw | Runtime scene composition | Appearance presenter | Exported configuration | Captured at load |
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| Input | Extracted content root | Player scene configuration | Appearance presenter | Copied string | Captured at load |
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| Input | Packed character scene | Godot resource loader | Appearance presenter | Shared resource; presenter owns instance | Scene lifetime |
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| Output | Composed `CharacterModel` root | Appearance presenter | Scene/animation presenter | Appearance presenter owns node | Until replacement |
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| Output | Ready signal | Appearance presenter | Player composition | Synchronous signal after deferred completion | One per successful load |
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| Input | Moving/stationary boolean | Player adapter from horizontal velocity | Animation presenter | Value copy | One physics tick |
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| Output | AnimationPlayer playback mutation | Animation presenter | Rendered character | Bound root owns player/resources | Until next transition |
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Side effects:
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- loads and instantiates the configured model on the main thread;
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- adds/removes one owned `CharacterModel` subtree;
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- composes the existing texture/outfit components and reads their extracted inputs;
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- changes model transform for scale, yaw and ground alignment;
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- configures locomotion loop modes and starts AnimationPlayer playback;
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- does not write files, caches, databases or network state.
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## Data flow
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```mermaid
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flowchart TD
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Config[Model/class/scale/yaw/content root] --> Load[Load PackedScene]
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Load --> Replace[Replace owned CharacterModel]
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Replace --> Attach[Attach model and compositor]
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Attach --> Ground[Fit mesh bounds to visual ground]
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DBC[Existing outfit resolver] --> Outfit[Apply starter outfit]
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Ground --> Ready[Emit ready root]
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Outfit --> Ready
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Ready --> Bind[Discover AnimationPlayer]
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Velocity[Horizontal movement velocity] --> State[Moving or stationary]
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State --> Select[Run/Walk or Stand/Idle selection]
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Bind --> Select
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Select --> Playback[Loop and play with blend]
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```
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## Lifecycle/state
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```mermaid
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stateDiagram-v2
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[*] --> Empty
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Empty --> Loading: valid load command
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Loading --> Ready: attach + deferred composition
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Loading --> Empty: invalid resource
|
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Ready --> Loading: replacement load
|
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Ready --> Empty: empty model command
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|
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state Animation {
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[*] --> Unbound
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Unbound --> Stationary: bind root with animations
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Stationary --> Moving: moving=true
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Moving --> Stationary: moving=false
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Stationary --> Unbound: bind missing player
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Moving --> Unbound: bind missing player
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}
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```
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Appearance replacement removes the old root from the scene immediately and
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queues it for deletion. Deferred completion checks root identity, so a stale
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completion cannot publish a replaced model.
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## Main sequence
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```mermaid
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sequenceDiagram
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participant Scene as ThirdPersonWowController
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participant Appearance as CharacterAppearancePresenter
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participant Existing as Geoset/Compositor/Outfit
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participant Animation as CharacterAnimationPresenter
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participant Player as AnimationPlayer
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Scene->>Appearance: load_character_appearance(content root)
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Appearance->>Appearance: load, instantiate and attach root
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Appearance->>Existing: compose textures and starter outfit
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Appearance-->>Scene: character_appearance_ready(root)
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Scene->>Animation: bind_character_root(root)
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Animation->>Player: prepare loops and play Stand/Idle
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loop Physics ticks
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Scene->>Animation: present_locomotion(is moving)
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Animation->>Player: play only on state/name change
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end
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```
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|
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## Ownership, threading and resources
|
||||
|
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- The runtime scene owns one appearance presenter on `Visual` and one animation
|
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presenter below it.
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- The appearance presenter exclusively owns the generated `CharacterModel`
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subtree; imported shared resources remain Godot-owned.
|
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- The animation presenter borrows an AnimationPlayer reference until rebind or
|
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subtree replacement; the player scene orders rebind through the ready signal.
|
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- Loading, node mutation, bounds calculation, outfit setup and playback occur
|
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on the main thread. There are no workers, locks, RIDs or cancellation tokens.
|
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- The player controller owns neither model resources nor animation state.
|
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|
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## Errors, cancellation and recovery
|
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|
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| Failure | Detection | Behavior | Diagnostic | Recovery |
|
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|---|---|---|---|---|
|
||||
| Empty model path | Load guard | Clears old root and returns `false` | Contract regression | Configure a path and retry |
|
||||
| Invalid model resource | Failed PackedScene cast | Remains empty | Named warning with path | Correct/extract asset and retry |
|
||||
| Replaced deferred completion | Root identity check | Stale completion ignored | Replacement regression | No action required |
|
||||
| Missing DBC/outfit inputs | Existing resolver returns false/empty | Base model remains visible | Existing resolver diagnostics | Restore extracted inputs and reload |
|
||||
| Missing AnimationPlayer | Recursive discovery returns null | Presenter becomes unbound | Contract return/read state | Bind a root with animations |
|
||||
| Missing candidate animation | Candidate selection returns empty | Current playback unchanged | Verifier/source diagnostics | Extend verified candidate policy later |
|
||||
|
||||
There is no background load cancellation. Replacement is the recovery path and
|
||||
invalid model state is explicit through the return value and null read model.
|
||||
|
||||
## Configuration and capabilities
|
||||
|
||||
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|
||||
|---|---|---|---|---|
|
||||
| Character model | Human male sandbox GLB | Current sandbox | Before reload | Model scene input |
|
||||
| Character class ID | `1` | Current sandbox | Before reload | Starter outfit lookup |
|
||||
| Uniform scale | `1.0` | Current sandbox | Before reload | Character root scale |
|
||||
| Yaw offset | `90` degrees | Current sandbox | Before reload | Imported model correction |
|
||||
| Extracted content root | `res://data/extracted` | Local content | Per load override | DBC/item texture input |
|
||||
| Animation blend | `0.15` seconds | Current sandbox | Before bind/transition | Playback cross-fade/default blend |
|
||||
| Stationary candidates | `Stand`, then `Idle` | Current sandbox | Fixed | Exact then substring selection |
|
||||
| Moving candidates | `Run`, then `Walk` | Current sandbox | Fixed | Exact then substring selection |
|
||||
|
||||
## Persistence, cache and migration
|
||||
|
||||
Presenter state is transient. No saved settings, user profile, database schema
|
||||
or cache format changes. Existing scene paths remain
|
||||
`ThirdPersonPlayer/Visual` and add only `Visual/AnimationPresenter`; model and
|
||||
extracted-data paths retain their defaults. Moving the model exports from the
|
||||
player node to `Visual` is a scene-authoring ownership change, not persisted
|
||||
runtime data migration.
|
||||
|
||||
## Diagnostics and observability
|
||||
|
||||
- Logs: invalid model path warns with the responsible presenter and path.
|
||||
- Read models: current character root, animation binding and active name.
|
||||
- Tests: dedicated verifier reports appearance, animation, scene and player boundaries.
|
||||
- Metrics/correlation IDs: not applicable to this synchronous sandbox presenter.
|
||||
|
||||
## Verification
|
||||
|
||||
- Unit/contract: synthetic model fixture verifies load, scale, yaw, grounding,
|
||||
compositor composition, ready signal, replacement and empty-model clearing.
|
||||
- Animation: synthetic libraries verify nested discovery, exact and substring
|
||||
candidate selection, loop policy, blend configuration and duplicate suppression.
|
||||
- Boundary: player source contains no model loading, outfit, bounds or
|
||||
AnimationPlayer logic; appearance and animation dependencies remain separate.
|
||||
- Integration: Eastern Kingdoms, Kalimdor and player regression scenes compose
|
||||
both presenters; existing input/movement/terrain/camera tests remain required.
|
||||
- Fidelity evidence: only preservation of the current sandbox defaults and
|
||||
selection rules. No build-12340 appearance or animation parity is claimed.
|
||||
- Performance: one synchronous model composition per load and constant-time
|
||||
locomotion calls except on state transition; asset streaming remains future work.
|
||||
|
||||
## Extension points
|
||||
|
||||
- Replace starter outfit inputs with a versioned appearance/equipment snapshot.
|
||||
- Replace boolean locomotion input with a typed presentation state after
|
||||
movement/network contracts define walk, run, jump, fall, swim, mount and emotes.
|
||||
- Add asynchronous/preloaded model providers behind the appearance command
|
||||
without moving resource loading back into gameplay.
|
||||
- Add verified animation IDs/variation policy after build-12340 fixtures exist.
|
||||
|
||||
## Capability status
|
||||
|
||||
| Capability | Status | Evidence | Gap/next step |
|
||||
|---|---|---|---|
|
||||
| Independent appearance composition | Implemented | Synthetic fixture and three scene wirings | Integrator target update |
|
||||
| Independent locomotion animation | Implemented | Exact/fallback/loop/blend regression | Add typed presentation state later |
|
||||
| Current starter outfit | Partial | Existing resolver reused unchanged | Needs extracted DBC fixture and client comparison |
|
||||
| Current skin/geoset composition | Partial | Existing components reused | Full equipment/customization fidelity incomplete |
|
||||
| Build-12340 animation semantics | Planned | No original-client fixture | Capture animation IDs/transitions/timing |
|
||||
| Runtime equipment/network updates | Planned | No snapshot contract | M08/M09/M12 work |
|
||||
|
||||
## Known gaps and risks
|
||||
|
||||
- Model loading remains synchronous and can hitch when not preloaded.
|
||||
- Exact appearance, equipment, animation choice, playback speed and blending are unverified.
|
||||
- The moving input is a sandbox threshold boolean, not authoritative locomotion state.
|
||||
- The first descendant AnimationPlayer wins; multi-player imported scenes need a
|
||||
more explicit binding contract if they appear.
|
||||
- Existing geoset/compositor/outfit implementations retain their own fidelity gaps.
|
||||
|
||||
## Source map
|
||||
|
||||
| Path | Responsibility |
|
||||
|---|---|
|
||||
| `src/scenes/character/character_appearance_presenter.gd` | Model-root ownership, composition, ground fit and outfit setup |
|
||||
| `src/scenes/character/character_animation_presenter.gd` | AnimationPlayer binding and locomotion playback state |
|
||||
| `src/scenes/character/character_geoset_controller.gd` | Existing geoset visibility and outfit defaults |
|
||||
| `src/scenes/character/character_texture_compositor.gd` | Existing skin/equipment texture composition |
|
||||
| `src/scenes/character/wow_character_outfit_resolver.gd` | Existing DBC starter outfit lookup |
|
||||
| `src/scenes/player/third_person_wow_controller.gd` | Scene composition and moving-state adapter |
|
||||
| `src/tests/scenes/character_presentation_model_fixture.tscn` | Asset-free model/grounding fixture |
|
||||
| `src/tools/verify_character_presentation.gd` | Presenter, scene and dependency regression |
|
||||
|
||||
## Related decisions and references
|
||||
|
||||
- ADR: none; current behavior and resource formats are preserved.
|
||||
- Upstream/reference: `targets/02-player-decomposition.md`,
|
||||
`targets/roadmap/02-rendering-and-graphics.md`,
|
||||
`targets/roadmap/04-gameplay-systems.md`, `RENDER.md`.
|
||||
@@ -5,9 +5,9 @@
|
||||
| Field | Value |
|
||||
|---|---|
|
||||
| Status | Implemented |
|
||||
| Target/work package | M02 / M02-GMP-MOVEMENT-001, M02-RND-CAMERA-001 basis producer update |
|
||||
| Target/work package | M02 / M02-GMP-MOVEMENT-001, camera basis and character-presentation consumer updates |
|
||||
| Owners | Gameplay local movement state; scene composition owns the instance |
|
||||
| Last verified | `8c1cf9b`, 2026-07-14 |
|
||||
| Last verified | `97bb53f`, 2026-07-14 |
|
||||
| Profiles/capabilities | Current render sandbox; production/debug profile gate pending |
|
||||
|
||||
## Purpose
|
||||
@@ -38,7 +38,7 @@ flowchart LR
|
||||
Displacement --> Scene
|
||||
Scene --> Transform[Player world transform]
|
||||
Scene --> Terrain[TerrainQuery and ground snap adapter]
|
||||
Velocity --> Presentation[Visual facing and animation adapter]
|
||||
Velocity --> Presentation[Visual facing and CharacterAnimationPresenter adapter]
|
||||
```
|
||||
|
||||
Allowed dependencies:
|
||||
@@ -83,7 +83,7 @@ Constructor units:
|
||||
| Input | Delta seconds | Godot physics loop | Movement controller | Scalar value | One physics tick |
|
||||
| Input | Flight toggle command | Remappable sandbox action via scene adapter | Movement controller | Synchronous command | Input event dispatch |
|
||||
| Output | Displacement `Vector3` | Movement controller | Player scene adapter | Value copy | Applied in same tick |
|
||||
| Output | Velocity `Vector3` | Movement controller | Facing/animation adapter | Read-only value copy | Until next update |
|
||||
| Output | Velocity `Vector3` | Movement controller | Facing and `CharacterAnimationPresenter` scene adapter | Read-only value copy | Until next update |
|
||||
| Output | Flight state | Movement controller | Basis/terrain scene adapter | Read-only boolean | Until next toggle |
|
||||
|
||||
Side effects:
|
||||
@@ -128,7 +128,7 @@ sequenceDiagram
|
||||
participant Input as PlayerInputSource
|
||||
participant Scene as ThirdPersonWowController
|
||||
participant Move as LocalPlayerMovementController
|
||||
participant Present as Facing/Animation adapter
|
||||
participant Present as CharacterAnimationPresenter adapter
|
||||
Input-->>Scene: MoveIntent
|
||||
Scene->>Move: advance(intent, selected basis, delta)
|
||||
Move-->>Scene: displacement
|
||||
@@ -234,7 +234,8 @@ separate versioned movement snapshot contract.
|
||||
| `src/gameplay/movement/local_player_movement_controller.gd` | Owned velocity/flight state and deterministic integration |
|
||||
| `src/gameplay/terrain/terrain_query.gd` | Replaceable ground-height input boundary |
|
||||
| `src/scenes/player/third_person_camera_rig.gd` | Camera-relative sandbox flight basis producer |
|
||||
| `src/scenes/player/third_person_wow_controller.gd` | Composition, basis selection, displacement/terrain/presentation adapters |
|
||||
| `src/scenes/character/character_animation_presenter.gd` | Locomotion presentation consumer behind the scene adapter |
|
||||
| `src/scenes/player/third_person_wow_controller.gd` | Composition, basis selection, displacement/terrain and presentation-state adapters |
|
||||
| `src/tools/verify_local_player_movement.gd` | Pure numeric, state-transition and dependency regression |
|
||||
| `src/tests/scenes/player_input_regression.tscn` | Asset-free integrated player fixture |
|
||||
| `src/tools/verify_player_input.gd` | Input-to-movement scene regression |
|
||||
|
||||
@@ -0,0 +1,95 @@
|
||||
class_name CharacterAnimationPresenter
|
||||
extends Node
|
||||
|
||||
## Selects and plays the current sandbox idle or moving animation.
|
||||
## Animation import, movement simulation and model composition remain external.
|
||||
|
||||
const MOVING_ANIMATION_CANDIDATES: Array[String] = ["Run", "Walk"]
|
||||
const STATIONARY_ANIMATION_CANDIDATES: Array[String] = ["Stand", "Idle"]
|
||||
|
||||
## Cross-fade time retained from the current sandbox controller.
|
||||
@export var animation_blend_time_seconds: float = 0.15
|
||||
|
||||
var active_animation_name: String:
|
||||
get:
|
||||
return _active_animation_name
|
||||
|
||||
var has_animation_player: bool:
|
||||
get:
|
||||
return _animation_player != null and is_instance_valid(_animation_player)
|
||||
|
||||
var _animation_player: AnimationPlayer
|
||||
var _active_animation_name := ""
|
||||
|
||||
|
||||
## Finds the first AnimationPlayer below a newly composed character root.
|
||||
## Binding null or a root without animations clears the current presentation.
|
||||
func bind_character_root(character_root: Node) -> bool:
|
||||
_animation_player = (
|
||||
_find_animation_player(character_root)
|
||||
if character_root != null and is_instance_valid(character_root)
|
||||
else null
|
||||
)
|
||||
_active_animation_name = ""
|
||||
if _animation_player == null:
|
||||
return false
|
||||
_prepare_animation_player(_animation_player)
|
||||
present_locomotion(false)
|
||||
return true
|
||||
|
||||
|
||||
## Presents the current moving/stationary locomotion state.
|
||||
## Returns true only when a different animation starts playing.
|
||||
func present_locomotion(is_moving: bool) -> bool:
|
||||
if _animation_player == null or not is_instance_valid(_animation_player):
|
||||
_animation_player = null
|
||||
_active_animation_name = ""
|
||||
return false
|
||||
var candidates := MOVING_ANIMATION_CANDIDATES if is_moving else STATIONARY_ANIMATION_CANDIDATES
|
||||
var selected_animation := _choose_animation(candidates)
|
||||
if selected_animation.is_empty() or selected_animation == _active_animation_name:
|
||||
return false
|
||||
_active_animation_name = selected_animation
|
||||
_animation_player.play(selected_animation, animation_blend_time_seconds)
|
||||
return true
|
||||
|
||||
|
||||
func _prepare_animation_player(animation_player: AnimationPlayer) -> void:
|
||||
animation_player.playback_default_blend_time = animation_blend_time_seconds
|
||||
for animation_name in animation_player.get_animation_list():
|
||||
var lowercase_name := String(animation_name).to_lower()
|
||||
if (
|
||||
lowercase_name == "stand"
|
||||
or lowercase_name == "idle"
|
||||
or lowercase_name == "run"
|
||||
or lowercase_name == "walk"
|
||||
or lowercase_name.contains("stand")
|
||||
or lowercase_name.contains("run")
|
||||
or lowercase_name.contains("walk")
|
||||
):
|
||||
var animation := animation_player.get_animation(animation_name)
|
||||
if animation != null:
|
||||
animation.loop_mode = Animation.LOOP_LINEAR
|
||||
|
||||
|
||||
func _choose_animation(candidates: Array[String]) -> String:
|
||||
for candidate in candidates:
|
||||
if _animation_player.has_animation(candidate):
|
||||
return candidate
|
||||
var animation_names := _animation_player.get_animation_list()
|
||||
for candidate in candidates:
|
||||
var lowercase_candidate := candidate.to_lower()
|
||||
for animation_name in animation_names:
|
||||
if String(animation_name).to_lower().contains(lowercase_candidate):
|
||||
return String(animation_name)
|
||||
return ""
|
||||
|
||||
|
||||
func _find_animation_player(root: Node) -> AnimationPlayer:
|
||||
if root is AnimationPlayer:
|
||||
return root
|
||||
for child in root.get_children():
|
||||
var animation_player := _find_animation_player(child)
|
||||
if animation_player != null:
|
||||
return animation_player
|
||||
return null
|
||||
@@ -0,0 +1 @@
|
||||
uid://c2jnn0e3mmymc
|
||||
@@ -0,0 +1,150 @@
|
||||
class_name CharacterAppearancePresenter
|
||||
extends Node3D
|
||||
|
||||
## Composes one sandbox character model, texture compositor and starter outfit.
|
||||
## The presenter owns only nodes below the existing Visual scene boundary.
|
||||
|
||||
const GEOSET_CONTROLLER_SCRIPT := preload("res://src/scenes/character/character_geoset_controller.gd")
|
||||
const TEXTURE_COMPOSITOR_SCRIPT := preload("res://src/scenes/character/character_texture_compositor.gd")
|
||||
const OUTFIT_RESOLVER_SCRIPT := preload("res://src/scenes/character/wow_character_outfit_resolver.gd")
|
||||
|
||||
signal character_appearance_ready(character_root: Node3D)
|
||||
|
||||
## Packed character scene used by the current render sandbox.
|
||||
@export var character_model_path: String = "res://src/resources/characters/HUMAN/MALE/HumanMale.glb"
|
||||
## Character class used when resolving the current starter outfit.
|
||||
@export var character_class_id: int = 1
|
||||
## Uniform scale applied to the composed character root.
|
||||
@export var character_scale: float = 1.0
|
||||
## Model-space yaw correction retained from the current sandbox.
|
||||
@export var character_yaw_offset_degrees: float = 90.0
|
||||
## Root containing extracted DBC and item texture inputs.
|
||||
@export var extracted_data_directory: String = "res://data/extracted"
|
||||
|
||||
var character_root: Node3D:
|
||||
get:
|
||||
return _character_root
|
||||
|
||||
var _character_root: Node3D
|
||||
|
||||
|
||||
## Loads and composes the configured character model below this Visual node.
|
||||
## A non-empty directory argument keeps the player's terrain/content root aligned.
|
||||
## Returns false immediately when no model is configured or the resource is invalid.
|
||||
func load_character_appearance(content_root_override: String = "") -> bool:
|
||||
if not content_root_override.is_empty():
|
||||
extracted_data_directory = content_root_override
|
||||
_clear_character_root()
|
||||
if character_model_path.is_empty():
|
||||
return false
|
||||
var character_scene := load(character_model_path) as PackedScene
|
||||
if character_scene == null:
|
||||
push_warning("CharacterAppearancePresenter: cannot load character model: %s" % character_model_path)
|
||||
return false
|
||||
|
||||
if is_class("MeshInstance3D"):
|
||||
set("mesh", null)
|
||||
position = Vector3.ZERO
|
||||
|
||||
_character_root = Node3D.new()
|
||||
_character_root.name = "CharacterModel"
|
||||
_character_root.set_script(GEOSET_CONTROLLER_SCRIPT)
|
||||
_character_root.scale = Vector3.ONE * maxf(character_scale, 0.001)
|
||||
_character_root.rotation_degrees.y = character_yaw_offset_degrees
|
||||
|
||||
var character_instance := character_scene.instantiate()
|
||||
character_instance.name = character_model_path.get_file().get_basename()
|
||||
_character_root.add_child(character_instance)
|
||||
|
||||
var texture_compositor := Node.new()
|
||||
texture_compositor.name = "CharacterTextureCompositor"
|
||||
texture_compositor.set_script(TEXTURE_COMPOSITOR_SCRIPT)
|
||||
texture_compositor.set("textures_dir", _character_textures_directory(character_model_path))
|
||||
texture_compositor.set("extracted_dir", extracted_data_directory)
|
||||
_character_root.add_child(texture_compositor)
|
||||
add_child(_character_root)
|
||||
_complete_character_composition.call_deferred(_character_root, texture_compositor)
|
||||
return true
|
||||
|
||||
|
||||
func _complete_character_composition(expected_character_root: Node3D, texture_compositor: Node) -> void:
|
||||
if expected_character_root != _character_root or not is_instance_valid(expected_character_root):
|
||||
return
|
||||
_fit_character_to_ground(expected_character_root)
|
||||
_apply_character_starter_outfit(expected_character_root, texture_compositor)
|
||||
character_appearance_ready.emit(expected_character_root)
|
||||
|
||||
|
||||
func _clear_character_root() -> void:
|
||||
if _character_root == null or not is_instance_valid(_character_root):
|
||||
_character_root = null
|
||||
return
|
||||
remove_child(_character_root)
|
||||
_character_root.queue_free()
|
||||
_character_root = null
|
||||
|
||||
|
||||
func _fit_character_to_ground(root: Node3D) -> void:
|
||||
var character_bounds := _calculate_global_bounds(root)
|
||||
if character_bounds.size == Vector3.ZERO:
|
||||
return
|
||||
var local_minimum_y := character_bounds.position.y - root.global_position.y
|
||||
root.position.y -= local_minimum_y
|
||||
|
||||
|
||||
func _apply_character_starter_outfit(root: Node3D, texture_compositor: Node) -> void:
|
||||
if texture_compositor == null:
|
||||
return
|
||||
var outfit_resolver: RefCounted = OUTFIT_RESOLVER_SCRIPT.new()
|
||||
if not outfit_resolver.call("load_dbcs", extracted_data_directory):
|
||||
return
|
||||
var inferred_identity: Dictionary = outfit_resolver.call(
|
||||
"infer_race_gender_from_model_path",
|
||||
character_model_path
|
||||
)
|
||||
var race_name := String(inferred_identity.get("race", "Human"))
|
||||
var gender_name := String(inferred_identity.get("gender", "Male"))
|
||||
var starter_outfit: Dictionary = outfit_resolver.call(
|
||||
"resolve_start_outfit",
|
||||
race_name,
|
||||
gender_name,
|
||||
character_class_id
|
||||
)
|
||||
if starter_outfit.is_empty():
|
||||
return
|
||||
if texture_compositor.has_method("set_equipment_components"):
|
||||
texture_compositor.call(
|
||||
"set_equipment_components",
|
||||
starter_outfit.get("textures", PackedStringArray())
|
||||
)
|
||||
if root.has_method("apply_outfit_defaults"):
|
||||
root.call("apply_outfit_defaults", starter_outfit)
|
||||
|
||||
|
||||
func _calculate_global_bounds(root: Node) -> AABB:
|
||||
var combined_bounds := AABB()
|
||||
var has_bounds := false
|
||||
for mesh_instance in _mesh_instances_below(root):
|
||||
if mesh_instance.mesh == null:
|
||||
continue
|
||||
var global_bounds := mesh_instance.global_transform * mesh_instance.mesh.get_aabb()
|
||||
combined_bounds = global_bounds if not has_bounds else combined_bounds.merge(global_bounds)
|
||||
has_bounds = true
|
||||
return combined_bounds if has_bounds else AABB()
|
||||
|
||||
|
||||
func _mesh_instances_below(root: Node) -> Array[MeshInstance3D]:
|
||||
var mesh_instances: Array[MeshInstance3D] = []
|
||||
_collect_mesh_instances(root, mesh_instances)
|
||||
return mesh_instances
|
||||
|
||||
|
||||
func _collect_mesh_instances(node: Node, mesh_instances: Array[MeshInstance3D]) -> void:
|
||||
if node is MeshInstance3D:
|
||||
mesh_instances.append(node)
|
||||
for child in node.get_children():
|
||||
_collect_mesh_instances(child, mesh_instances)
|
||||
|
||||
|
||||
func _character_textures_directory(model_path: String) -> String:
|
||||
return model_path.get_base_dir().path_join(model_path.get_file().get_basename() + "_textures")
|
||||
@@ -0,0 +1 @@
|
||||
uid://bhqbo1ftrt3a3
|
||||
@@ -1,8 +1,5 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
const GEOSET_CONTROLLER_SCRIPT := preload("res://src/scenes/character/character_geoset_controller.gd")
|
||||
const TEXTURE_COMPOSITOR_SCRIPT := preload("res://src/scenes/character/character_texture_compositor.gd")
|
||||
const OUTFIT_RESOLVER_SCRIPT := preload("res://src/scenes/character/wow_character_outfit_resolver.gd")
|
||||
const COORDINATE_MAPPER_SCRIPT := preload("res://src/domain/coordinates/coordinate_mapper.gd")
|
||||
const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
|
||||
const ADT_TILE_COORDINATE_SCRIPT := preload("res://src/domain/coordinates/adt_tile_coordinate.gd")
|
||||
@@ -29,17 +26,11 @@ const ADT_TERRAIN_QUERY_SCRIPT := preload("res://src/gameplay/terrain/adt_terrai
|
||||
|
||||
@export var camera_pivot_path: NodePath = NodePath("CameraPivot")
|
||||
@export var visual_path: NodePath = NodePath("Visual")
|
||||
@export var character_model_path: String = "res://src/resources/characters/HUMAN/MALE/HumanMale.glb"
|
||||
@export var character_class_id: int = 1
|
||||
@export var character_scale: float = 1.0
|
||||
@export var character_yaw_offset_degrees: float = 90.0
|
||||
@export var animation_blend_time: float = 0.15
|
||||
@export var animation_presenter_path: NodePath = NodePath("Visual/AnimationPresenter")
|
||||
|
||||
var _camera_rig: ThirdPersonCameraRig
|
||||
var _visual: Node3D
|
||||
var _character_root: Node3D
|
||||
var _animation_player: AnimationPlayer
|
||||
var _active_animation := ""
|
||||
var _appearance_presenter: CharacterAppearancePresenter
|
||||
var _animation_presenter: CharacterAnimationPresenter
|
||||
var _player_input_source: PlayerInputSource
|
||||
var _local_movement_controller: LocalPlayerMovementController
|
||||
var _terrain_query: TerrainQuery
|
||||
@@ -67,18 +58,25 @@ func _ready() -> void:
|
||||
sprint_multiplier
|
||||
)
|
||||
_camera_rig = get_node_or_null(camera_pivot_path) as ThirdPersonCameraRig
|
||||
_visual = get_node_or_null(visual_path) as Node3D
|
||||
_appearance_presenter = get_node_or_null(visual_path) as CharacterAppearancePresenter
|
||||
_animation_presenter = get_node_or_null(animation_presenter_path) as CharacterAnimationPresenter
|
||||
if _camera_rig == null:
|
||||
push_error("ThirdPersonWowController: ThirdPersonCameraRig not found at %s" % camera_pivot_path)
|
||||
else:
|
||||
_camera_rig.initialize_for_character(self)
|
||||
if _appearance_presenter == null:
|
||||
push_error("ThirdPersonWowController: CharacterAppearancePresenter not found at %s" % visual_path)
|
||||
else:
|
||||
_appearance_presenter.character_appearance_ready.connect(_on_character_appearance_ready)
|
||||
_appearance_presenter.load_character_appearance(extracted_dir)
|
||||
if _animation_presenter == null:
|
||||
push_error("ThirdPersonWowController: CharacterAnimationPresenter not found at %s" % animation_presenter_path)
|
||||
if spawn_at_tile_center:
|
||||
var spawn_tile = ADT_TILE_COORDINATE_SCRIPT.new(spawn_tile_x, spawn_tile_y)
|
||||
var half_tile_size := COORDINATE_MAPPER_SCRIPT.ADT_TILE_SIZE_YARDS * 0.5
|
||||
var spawn_local = ADT_TILE_LOCAL_POSITION_SCRIPT.new(half_tile_size, global_position.y, half_tile_size)
|
||||
var spawn_position = COORDINATE_MAPPER_SCRIPT.adt_tile_local_to_godot(spawn_tile, spawn_local)
|
||||
global_position = Vector3(spawn_position.x_units, spawn_position.y_units, spawn_position.z_units)
|
||||
_load_character_visual()
|
||||
var spawn_ground_sample := _sample_ground_height(global_position)
|
||||
if spawn_ground_sample.is_available:
|
||||
global_position.y = spawn_ground_sample.height_units + ground_offset
|
||||
@@ -106,160 +104,16 @@ func _physics_process(delta: float) -> void:
|
||||
|
||||
var movement_velocity := _local_movement_controller.godot_world_velocity_units_per_second
|
||||
var horizontal_motion := Vector2(movement_velocity.x, movement_velocity.z)
|
||||
if _visual and horizontal_motion.length_squared() > 0.01:
|
||||
_visual.global_rotation.y = atan2(-movement_velocity.x, -movement_velocity.z)
|
||||
if _appearance_presenter != null and horizontal_motion.length_squared() > 0.01:
|
||||
_appearance_presenter.global_rotation.y = atan2(-movement_velocity.x, -movement_velocity.z)
|
||||
|
||||
_update_character_animation(horizontal_motion.length_squared() > 0.04)
|
||||
|
||||
func _load_character_visual() -> void:
|
||||
if character_model_path.is_empty() or _visual == null:
|
||||
return
|
||||
if _visual is MeshInstance3D:
|
||||
(_visual as MeshInstance3D).mesh = null
|
||||
_visual.position = Vector3.ZERO
|
||||
|
||||
if _character_root and is_instance_valid(_character_root):
|
||||
_character_root.queue_free()
|
||||
_character_root = null
|
||||
_animation_player = null
|
||||
_active_animation = ""
|
||||
|
||||
var scene: PackedScene = load(character_model_path)
|
||||
if scene == null:
|
||||
push_warning("ThirdPersonWowController: cannot load character model: %s" % character_model_path)
|
||||
return
|
||||
|
||||
_character_root = Node3D.new()
|
||||
_character_root.name = "CharacterModel"
|
||||
_character_root.set_script(GEOSET_CONTROLLER_SCRIPT)
|
||||
_character_root.scale = Vector3.ONE * maxf(character_scale, 0.001)
|
||||
_character_root.rotation_degrees.y = character_yaw_offset_degrees
|
||||
|
||||
var instance := scene.instantiate()
|
||||
instance.name = character_model_path.get_file().get_basename()
|
||||
_character_root.add_child(instance)
|
||||
|
||||
var compositor := Node.new()
|
||||
compositor.name = "CharacterTextureCompositor"
|
||||
compositor.set_script(TEXTURE_COMPOSITOR_SCRIPT)
|
||||
compositor.set("textures_dir", _character_textures_dir(character_model_path))
|
||||
compositor.set("extracted_dir", extracted_dir)
|
||||
_character_root.add_child(compositor)
|
||||
|
||||
_visual.add_child(_character_root)
|
||||
await get_tree().process_frame
|
||||
_fit_character_to_ground()
|
||||
_apply_character_starter_outfit(compositor)
|
||||
_animation_player = _find_animation_player(_character_root)
|
||||
if _animation_player:
|
||||
_prepare_animation_player(_animation_player)
|
||||
_update_character_animation(false)
|
||||
if _animation_presenter != null:
|
||||
_animation_presenter.present_locomotion(horizontal_motion.length_squared() > 0.04)
|
||||
|
||||
|
||||
func _fit_character_to_ground() -> void:
|
||||
if _character_root == null:
|
||||
return
|
||||
var aabb := _calculate_aabb(_character_root)
|
||||
if aabb.size == Vector3.ZERO:
|
||||
return
|
||||
var local_min_y := aabb.position.y - _character_root.global_position.y
|
||||
_character_root.position.y -= local_min_y
|
||||
|
||||
|
||||
func _apply_character_starter_outfit(compositor: Node) -> void:
|
||||
if _character_root == null or compositor == null:
|
||||
return
|
||||
var resolver: RefCounted = OUTFIT_RESOLVER_SCRIPT.new()
|
||||
if not resolver.call("load_dbcs", extracted_dir):
|
||||
return
|
||||
var inferred: Dictionary = resolver.call("infer_race_gender_from_model_path", character_model_path)
|
||||
var race := String(inferred.get("race", "Human"))
|
||||
var gender := String(inferred.get("gender", "Male"))
|
||||
var outfit: Dictionary = resolver.call("resolve_start_outfit", race, gender, character_class_id)
|
||||
if outfit.is_empty():
|
||||
return
|
||||
if compositor.has_method("set_equipment_components"):
|
||||
compositor.call("set_equipment_components", outfit.get("textures", PackedStringArray()))
|
||||
if _character_root.has_method("apply_outfit_defaults"):
|
||||
_character_root.call("apply_outfit_defaults", outfit)
|
||||
|
||||
|
||||
func _update_character_animation(is_moving: bool) -> void:
|
||||
if _animation_player == null:
|
||||
return
|
||||
var wanted := _choose_animation(["Run", "Walk"]) if is_moving else _choose_animation(["Stand", "Idle"])
|
||||
if wanted.is_empty() or wanted == _active_animation:
|
||||
return
|
||||
_active_animation = wanted
|
||||
_animation_player.play(wanted, animation_blend_time)
|
||||
|
||||
|
||||
func _prepare_animation_player(player: AnimationPlayer) -> void:
|
||||
player.playback_default_blend_time = animation_blend_time
|
||||
for animation_name in player.get_animation_list():
|
||||
var lower := String(animation_name).to_lower()
|
||||
if lower == "stand" or lower == "idle" or lower == "run" or lower == "walk" or lower.contains("stand") or lower.contains("run") or lower.contains("walk"):
|
||||
var animation := player.get_animation(animation_name)
|
||||
if animation:
|
||||
animation.loop_mode = Animation.LOOP_LINEAR
|
||||
|
||||
|
||||
func _choose_animation(candidates: Array[String]) -> String:
|
||||
if _animation_player == null:
|
||||
return ""
|
||||
for candidate in candidates:
|
||||
if _animation_player.has_animation(candidate):
|
||||
return candidate
|
||||
var list := _animation_player.get_animation_list()
|
||||
for candidate in candidates:
|
||||
var lower := candidate.to_lower()
|
||||
for animation_name in list:
|
||||
if String(animation_name).to_lower().contains(lower):
|
||||
return String(animation_name)
|
||||
return ""
|
||||
|
||||
|
||||
func _find_animation_player(root: Node) -> AnimationPlayer:
|
||||
if root is AnimationPlayer:
|
||||
return root
|
||||
for child in root.get_children():
|
||||
var found := _find_animation_player(child)
|
||||
if found:
|
||||
return found
|
||||
return null
|
||||
|
||||
|
||||
func _calculate_aabb(root: Node) -> AABB:
|
||||
var result := AABB()
|
||||
var has_aabb := false
|
||||
for mesh_inst in _iter_mesh_instances(root):
|
||||
if mesh_inst.mesh == null:
|
||||
continue
|
||||
var local_aabb := mesh_inst.mesh.get_aabb()
|
||||
var global_aabb := mesh_inst.global_transform * local_aabb
|
||||
if not has_aabb:
|
||||
result = global_aabb
|
||||
has_aabb = true
|
||||
else:
|
||||
result = result.merge(global_aabb)
|
||||
return result if has_aabb else AABB()
|
||||
|
||||
|
||||
func _iter_mesh_instances(root: Node) -> Array[MeshInstance3D]:
|
||||
var result: Array[MeshInstance3D] = []
|
||||
_collect_mesh_instances(root, result)
|
||||
return result
|
||||
|
||||
|
||||
func _collect_mesh_instances(node: Node, result: Array[MeshInstance3D]) -> void:
|
||||
if node is MeshInstance3D:
|
||||
result.append(node)
|
||||
for child in node.get_children():
|
||||
_collect_mesh_instances(child, result)
|
||||
|
||||
|
||||
func _character_textures_dir(model_path: String) -> String:
|
||||
return model_path.get_base_dir().path_join(model_path.get_file().get_basename() + "_textures")
|
||||
func _on_character_appearance_ready(character_root: Node3D) -> void:
|
||||
if _animation_presenter != null:
|
||||
_animation_presenter.bind_character_root(character_root)
|
||||
|
||||
|
||||
func _sample_ground_height(godot_world_position: Vector3) -> TerrainGroundSample:
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
[ext_resource type="Script" uid="uid://ltn2ko5kxvo4" path="res://src/scenes/player/third_person_wow_controller.gd" id="2_player"]
|
||||
[ext_resource type="Script" uid="uid://didjth34ut0v1" path="res://src/scenes/sky/wow_sky_controller.gd" id="3_sky"]
|
||||
[ext_resource type="Script" path="res://src/scenes/player/third_person_camera_rig.gd" id="4_camera_rig"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_appearance_presenter.gd" id="5_appearance"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_animation_presenter.gd" id="6_animation"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="PlayerCapsuleShape_1"]
|
||||
radius = 0.45
|
||||
@@ -105,6 +107,10 @@ shape = SubResource("PlayerCapsuleShape_1")
|
||||
[node name="Visual" type="MeshInstance3D" parent="ThirdPersonPlayer" unique_id=1028210492]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.05, 0)
|
||||
mesh = SubResource("PlayerCapsuleMesh_1")
|
||||
script = ExtResource("5_appearance")
|
||||
|
||||
[node name="AnimationPresenter" type="Node" parent="ThirdPersonPlayer/Visual"]
|
||||
script = ExtResource("6_animation")
|
||||
|
||||
[node name="CameraPivot" type="Node3D" parent="ThirdPersonPlayer" unique_id=499263249]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.7, 0)
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
[ext_resource type="Script" uid="uid://ltn2ko5kxvo4" path="res://src/scenes/player/third_person_wow_controller.gd" id="2_puy8r"]
|
||||
[ext_resource type="Script" uid="uid://didjth34ut0v1" path="res://src/scenes/sky/wow_sky_controller.gd" id="3_43ha7"]
|
||||
[ext_resource type="Script" path="res://src/scenes/player/third_person_camera_rig.gd" id="4_camera_rig"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_appearance_presenter.gd" id="5_appearance"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_animation_presenter.gd" id="6_animation"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="PlayerCapsuleShape_1"]
|
||||
radius = 0.45
|
||||
@@ -106,6 +108,10 @@ shape = SubResource("PlayerCapsuleShape_1")
|
||||
[node name="Visual" type="MeshInstance3D" parent="ThirdPersonPlayer" unique_id=1028210492]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.05, 0)
|
||||
mesh = SubResource("PlayerCapsuleMesh_1")
|
||||
script = ExtResource("5_appearance")
|
||||
|
||||
[node name="AnimationPresenter" type="Node" parent="ThirdPersonPlayer/Visual"]
|
||||
script = ExtResource("6_animation")
|
||||
|
||||
[node name="CameraPivot" type="Node3D" parent="ThirdPersonPlayer" unique_id=499263249]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.7, 0)
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_character"]
|
||||
size = Vector3(1, 2, 1)
|
||||
|
||||
[node name="SyntheticCharacter" type="Node3D"]
|
||||
|
||||
[node name="Body" type="MeshInstance3D" parent="."]
|
||||
position = Vector3(0, 2, 0)
|
||||
mesh = SubResource("BoxMesh_character")
|
||||
@@ -1,14 +1,20 @@
|
||||
[gd_scene load_steps=3 format=3]
|
||||
[gd_scene load_steps=5 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/scenes/player/third_person_wow_controller.gd" id="1_player"]
|
||||
[ext_resource type="Script" path="res://src/scenes/player/third_person_camera_rig.gd" id="2_camera_rig"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_appearance_presenter.gd" id="3_appearance"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_animation_presenter.gd" id="4_animation"]
|
||||
|
||||
[node name="PlayerInputRegression" type="CharacterBody3D"]
|
||||
script = ExtResource("1_player")
|
||||
spawn_at_tile_center = false
|
||||
character_model_path = ""
|
||||
|
||||
[node name="Visual" type="Node3D" parent="."]
|
||||
script = ExtResource("3_appearance")
|
||||
character_model_path = ""
|
||||
|
||||
[node name="AnimationPresenter" type="Node" parent="Visual"]
|
||||
script = ExtResource("4_animation")
|
||||
|
||||
[node name="CameraPivot" type="Node3D" parent="."]
|
||||
script = ExtResource("2_camera_rig")
|
||||
|
||||
@@ -0,0 +1,164 @@
|
||||
extends SceneTree
|
||||
|
||||
## Asset-free M02 appearance, animation and player-boundary regression.
|
||||
|
||||
const MODEL_FIXTURE_PATH := "res://src/tests/scenes/character_presentation_model_fixture.tscn"
|
||||
const PLAYER_CONTROLLER_PATH := "res://src/scenes/player/third_person_wow_controller.gd"
|
||||
const APPEARANCE_PRESENTER_PATH := "res://src/scenes/character/character_appearance_presenter.gd"
|
||||
const ANIMATION_PRESENTER_PATH := "res://src/scenes/character/character_animation_presenter.gd"
|
||||
const REGRESSION_SCENE_PATH := "res://src/tests/scenes/player_input_regression.tscn"
|
||||
const RUNTIME_SCENE_PATHS: Array[String] = [
|
||||
"res://src/scenes/streaming/eastern_kingdoms_streaming.tscn",
|
||||
"res://src/scenes/streaming/kalimdor_streaming.tscn",
|
||||
]
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
_run_verification.call_deferred()
|
||||
|
||||
|
||||
func _run_verification() -> void:
|
||||
var failures: Array[String] = []
|
||||
await _verify_appearance_presenter(failures)
|
||||
_verify_animation_presenter(failures)
|
||||
_verify_source_boundaries(failures)
|
||||
_verify_scene_wiring(failures)
|
||||
|
||||
if not failures.is_empty():
|
||||
for failure in failures:
|
||||
push_error("CHARACTER_PRESENTATION: %s" % failure)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
print("CHARACTER_PRESENTATION PASS appearance_cases=9 animation_cases=10 scenes=3 player_boundary=1")
|
||||
quit(0)
|
||||
|
||||
|
||||
func _verify_appearance_presenter(failures: Array[String]) -> void:
|
||||
var presenter := CharacterAppearancePresenter.new()
|
||||
presenter.character_model_path = MODEL_FIXTURE_PATH
|
||||
presenter.character_scale = 2.0
|
||||
presenter.character_yaw_offset_degrees = 45.0
|
||||
root.add_child(presenter)
|
||||
var ready_roots: Array[Node3D] = []
|
||||
presenter.character_appearance_ready.connect(func(character_root: Node3D) -> void: ready_roots.append(character_root))
|
||||
|
||||
_expect_true(presenter.load_character_appearance("res://missing-extracted-fixture"), "fixture load starts", failures)
|
||||
await process_frame
|
||||
var character_root := presenter.character_root
|
||||
_expect_true(character_root != null, "character root composed", failures)
|
||||
if character_root != null:
|
||||
_expect_near(character_root.scale.x, 2.0, "uniform character scale", failures)
|
||||
_expect_near(character_root.rotation_degrees.y, 45.0, "character yaw offset", failures)
|
||||
_expect_near(character_root.position.y, -2.0, "character grounded after scale", failures)
|
||||
_expect_true(character_root.has_node("CharacterTextureCompositor"), "texture compositor composed", failures)
|
||||
_expect_true(ready_roots.size() == 1, "appearance ready emitted", failures)
|
||||
_expect_true(presenter.extracted_data_directory == "res://missing-extracted-fixture", "content root override retained", failures)
|
||||
|
||||
var previous_root := character_root
|
||||
_expect_true(presenter.load_character_appearance(), "replacement load starts", failures)
|
||||
_expect_true(presenter.character_root != previous_root, "replacement swaps owned root", failures)
|
||||
await process_frame
|
||||
_expect_true(ready_roots.size() == 2, "replacement ready emitted", failures)
|
||||
|
||||
presenter.character_model_path = ""
|
||||
_expect_true(not presenter.load_character_appearance(), "empty model rejected", failures)
|
||||
_expect_true(presenter.character_root == null, "empty model clears old root", failures)
|
||||
await process_frame
|
||||
presenter.free()
|
||||
|
||||
|
||||
func _verify_animation_presenter(failures: Array[String]) -> void:
|
||||
var animation_root := Node.new()
|
||||
var nested_node := Node.new()
|
||||
var animation_player := AnimationPlayer.new()
|
||||
animation_root.add_child(nested_node)
|
||||
nested_node.add_child(animation_player)
|
||||
var animation_library := AnimationLibrary.new()
|
||||
for animation_name in ["Stand", "Run", "Emote"]:
|
||||
animation_library.add_animation(animation_name, Animation.new())
|
||||
animation_player.add_animation_library("", animation_library)
|
||||
|
||||
var presenter := CharacterAnimationPresenter.new()
|
||||
presenter.animation_blend_time_seconds = 0.25
|
||||
_expect_true(presenter.bind_character_root(animation_root), "nested animation player bound", failures)
|
||||
_expect_true(presenter.has_animation_player, "animation player state exposed", failures)
|
||||
_expect_true(presenter.active_animation_name == "Stand", "stationary animation selected", failures)
|
||||
_expect_true(animation_player.current_animation == "Stand", "stationary animation playing", failures)
|
||||
_expect_near(animation_player.playback_default_blend_time, 0.25, "default blend configured", failures)
|
||||
_expect_true(animation_player.get_animation("Stand").loop_mode == Animation.LOOP_LINEAR, "stand loops", failures)
|
||||
_expect_true(animation_player.get_animation("Run").loop_mode == Animation.LOOP_LINEAR, "run loops", failures)
|
||||
_expect_true(animation_player.get_animation("Emote").loop_mode == Animation.LOOP_NONE, "unrelated animation unchanged", failures)
|
||||
_expect_true(presenter.present_locomotion(true), "moving transition starts", failures)
|
||||
_expect_true(presenter.active_animation_name == "Run", "moving animation selected", failures)
|
||||
_expect_true(not presenter.present_locomotion(true), "duplicate moving state ignored", failures)
|
||||
|
||||
var fallback_root := Node.new()
|
||||
var fallback_player := AnimationPlayer.new()
|
||||
fallback_root.add_child(fallback_player)
|
||||
var fallback_library := AnimationLibrary.new()
|
||||
fallback_library.add_animation("CharacterStandLoop", Animation.new())
|
||||
fallback_library.add_animation("FastRunCycle", Animation.new())
|
||||
fallback_player.add_animation_library("", fallback_library)
|
||||
_expect_true(presenter.bind_character_root(fallback_root), "fallback animation player bound", failures)
|
||||
_expect_true(presenter.active_animation_name == "CharacterStandLoop", "substring stationary fallback", failures)
|
||||
presenter.present_locomotion(true)
|
||||
_expect_true(presenter.active_animation_name == "FastRunCycle", "substring moving fallback", failures)
|
||||
fallback_root.free()
|
||||
_expect_true(not presenter.present_locomotion(false), "freed animation root rejected", failures)
|
||||
_expect_true(not presenter.has_animation_player, "freed animation binding cleared", failures)
|
||||
var missing_animation_root := Node.new()
|
||||
_expect_true(not presenter.bind_character_root(missing_animation_root), "missing animation player rejected", failures)
|
||||
_expect_true(not presenter.has_animation_player, "missing binding clears state", failures)
|
||||
presenter.free()
|
||||
animation_root.free()
|
||||
missing_animation_root.free()
|
||||
|
||||
|
||||
func _verify_source_boundaries(failures: Array[String]) -> void:
|
||||
var player_source := _read_text(PLAYER_CONTROLLER_PATH, failures)
|
||||
for forbidden_text in [
|
||||
"GEOSET_CONTROLLER_SCRIPT",
|
||||
"TEXTURE_COMPOSITOR_SCRIPT",
|
||||
"OUTFIT_RESOLVER_SCRIPT",
|
||||
"func _load_character_visual",
|
||||
"func _find_animation_player",
|
||||
"func _calculate_aabb",
|
||||
"_animation_player",
|
||||
]:
|
||||
_expect_true(not player_source.contains(forbidden_text), "player omits %s" % forbidden_text, failures)
|
||||
_expect_true(player_source.contains("_appearance_presenter.load_character_appearance"), "player delegates appearance", failures)
|
||||
_expect_true(player_source.contains("_animation_presenter.present_locomotion"), "player delegates animation", failures)
|
||||
|
||||
var appearance_source := _read_text(APPEARANCE_PRESENTER_PATH, failures)
|
||||
for forbidden_text in ["MoveIntent", "TerrainQuery", "ThirdPersonCameraRig", "AnimationPlayer"]:
|
||||
_expect_true(not appearance_source.contains(forbidden_text), "appearance omits %s" % forbidden_text, failures)
|
||||
var animation_source := _read_text(ANIMATION_PRESENTER_PATH, failures)
|
||||
for forbidden_text in ["load(character_model_path)", "TerrainQuery", "MoveIntent", "Camera3D"]:
|
||||
_expect_true(not animation_source.contains(forbidden_text), "animation omits %s" % forbidden_text, failures)
|
||||
|
||||
|
||||
func _verify_scene_wiring(failures: Array[String]) -> void:
|
||||
for scene_path in RUNTIME_SCENE_PATHS + [REGRESSION_SCENE_PATH]:
|
||||
var scene_source := _read_text(scene_path, failures)
|
||||
_expect_true(scene_source.contains("character_appearance_presenter.gd"), "%s references appearance presenter" % scene_path, failures)
|
||||
_expect_true(scene_source.contains("character_animation_presenter.gd"), "%s references animation presenter" % scene_path, failures)
|
||||
_expect_true(scene_source.contains('name="AnimationPresenter"'), "%s composes animation presenter" % scene_path, failures)
|
||||
|
||||
|
||||
func _read_text(path: String, failures: Array[String]) -> String:
|
||||
var file := FileAccess.open(path, FileAccess.READ)
|
||||
if file == null:
|
||||
failures.append("cannot open %s" % path)
|
||||
return ""
|
||||
return file.get_as_text()
|
||||
|
||||
|
||||
func _expect_near(actual_value: float, expected_value: float, label: String, failures: Array[String]) -> void:
|
||||
if absf(actual_value - expected_value) > 0.000001:
|
||||
failures.append("%s expected %.6f, got %.6f" % [label, expected_value, actual_value])
|
||||
|
||||
|
||||
func _expect_true(actual_value: bool, label: String, failures: Array[String]) -> void:
|
||||
if not actual_value:
|
||||
failures.append("%s expected true" % label)
|
||||
Reference in New Issue
Block a user