docs: CR-4 — README+init.lua auf v0.5.0 synct (atlas-handle bone draw, M.2 load_textures, bone_world_transform, anchor)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
26
README.md
26
README.md
@@ -7,7 +7,7 @@ playback (multi-channel: rot/pos/scl), multi-target look-at constraints
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and a per-channel conflict guard that allows animation and procedural
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and a per-channel conflict guard that allows animation and procedural
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layers to coexist on the same bones.
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layers to coexist on the same bones.
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**Version:** 0.4.4
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**Version:** 0.5.0
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**Lib-ID:** lib-core.puppet
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**Lib-ID:** lib-core.puppet
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**Requires:** (none — pure Lua + engine.render.* + engine.asset.*)
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**Requires:** (none — pure Lua + engine.render.* + engine.asset.*)
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**Tags:** animation, skeleton, puppet, character
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**Tags:** animation, skeleton, puppet, character
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@@ -97,10 +97,13 @@ sprite-mode rendering; omit for colored-rect-only rigs.
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### `puppet.load_textures(rig, asset_aliases)`
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### `puppet.load_textures(rig, asset_aliases)`
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For each bone with a `texture` field, resolves the atlas-id to a
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Lädt den Atlas des Rigs (`asset_pack`) und bindet jeden Bone mit
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texture-handle via the asset-lib indirection. Also resolves bone anchors
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`texture`-Feld an dessen UV-Rect im Atlas. Seit v0.5.0 (M.2-Rewrite) hält
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from the atlas (unless the bone has an explicit `anchor` field). Caches
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das Rig **einen** Atlas-Texture-Handle (`rig.atlas.diffuse_texture_handle`);
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texture dimensions for locomotion sprite_reach computation.
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die Bones referenzieren Atlas-Index + UV-Rect statt eines per-Bone-Handles
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über die alte Asset-Alias-Indirection. Löst zudem Bone-Anchors aus dem Atlas
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auf (sofern der Bone kein explizites `anchor`-Feld hat) und cacht die
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Texture-Höhe für die Locomotion-`sprite_reach`-Berechnung.
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### `puppet.load_animation(path, rig)`
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### `puppet.load_animation(path, rig)`
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@@ -151,6 +154,17 @@ Not for production use.
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## CHANGELOG
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## CHANGELOG
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### v0.5.0
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- Atlas-Handle Bone-Draw: `render` zeichnet jeden Bone über den einzelnen
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Atlas-Texture-Handle (`rig.atlas.diffuse_texture_handle`) plus per-Bone
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UV-Rect (ADR-0044 Source-Rect-Args), statt eines per-Bone-Handles.
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- `load_textures` M.2-Rewrite: Per-Atlas-Texture-Handle; Bones referenzieren
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Atlas-Index + UV-Rect statt der alten per-Bone Asset-Alias-Indirection.
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- `bone_world_transform(handle, bone_id)`: gibt die gecachte
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Welt-Transform `x, y, rot` des Bones zurück.
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- Anchor-Hardcoding: Render liest `b.anchor[1]/[2]` (Default 0); fehlender
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Bone-Anchor wird in `load_textures` auf die Tile-UV-Mitte gesetzt.
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### v0.4.4
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### v0.4.4
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- `puppet.set_play_speed(handle, anim_id, speed)`: mutates the play-speed
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- `puppet.set_play_speed(handle, anim_id, speed)`: mutates the play-speed
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of a currently-running animation WITHOUT resetting its cycle position.
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of a currently-running animation WITHOUT resetting its cycle position.
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@@ -216,7 +230,7 @@ Not for production use.
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## References
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## References
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- `architecture/puppet.md` (Reference — updated to v0.4.4)
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- `architecture/puppet.md` (Reference — updated to v0.5.0)
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- `superpowers/specs/2026-05-18-puppet-subterrain-model-design.md` (Baseline Spec v0.4.3+)
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- `superpowers/specs/2026-05-18-puppet-subterrain-model-design.md` (Baseline Spec v0.4.3+)
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- `docs/adrs/0040-puppet-subterrain-model-pivot.md` (Pivot rationale)
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- `docs/adrs/0040-puppet-subterrain-model-pivot.md` (Pivot rationale)
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- ADR-0037 (Tests-as-Libs)
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- ADR-0037 (Tests-as-Libs)
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2
init.lua
2
init.lua
@@ -1,4 +1,4 @@
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-- lib-core.puppet v0.4.0
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-- lib-core.puppet v0.5.0
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-- Skeletal animation: skeleton + bones + tracks + rest + keyframe
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-- Skeletal animation: skeleton + bones + tracks + rest + keyframe
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-- + procedural + look-at constraint. Multi-channel animation (rot/pos/scl)
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-- + procedural + look-at constraint. Multi-channel animation (rot/pos/scl)
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-- + cascaded world-transform with scale propagation.
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-- + cascaded world-transform with scale propagation.
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