feat: initial implementation with build_rig + build_animation

Validates and cooks rig + animation data into internal representations:
- build_rig: parses bones (with parent-resolution to object refs) and
  tracks (with bone-uniqueness validation). Converts rest angles
  from JSON degrees to radians.
- build_animation: validates each keyframe references only bones in
  the animation's declared track. Converts keyframe angles from
  degrees to radians.

Remaining functions (sample_animation, spawn, update, look-at,
procedural, render, lifecycle) follow in subsequent commits.
This commit is contained in:
Axel Meyer
2026-05-17 19:54:27 +02:00
commit e62671060e
4 changed files with 320 additions and 0 deletions

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Copyright (c) 2026 Calic. All rights reserved.
This software is part of the Sporel platform — **Tier 1 (Official /
Proprietary)** content per the Three-Tier Licensing Model documented in
`meta/docs/archive/design/vision.md §Licensing Model` (current source;
migration to `meta/docs/architecture/licensing-model.md` pending).
⚠ **WIP — Legal review required before public launch.** The terms below
reflect design intent only; the formalized license framework will be
finalized through legal counsel before the first public release. Until
then, this notice serves as a placeholder defending the platform owner's
rights against unintentional re-licensing.
No license is granted to copy, modify, distribute, sublicense, or otherwise
use this software in any form without prior written permission from the
copyright holder.
References:
- Tier 1 (this file): all rights reserved, proprietary, sold/distributed
via official channels (Steam, etc.)
- Tier 2 (Semi-Commercial Co-Development): bilateral contracts, revenue-
share — see vision.md §Licensing Model
- Tier 3 (Community Content): CC BY-NC-SA 4.0 + asymmetric CLA — applies
to community-uploaded libs/modules/assets, not this repo

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# lib-core.puppet
Skeletal animation primitive for top-down 2D characters: bones,
tracks, rest pose, keyframe animations, procedural animations
(Lua-side), and look-at constraint. No footplant IK in v0.1
(deferred).
**Version:** 0.1.0
**Lib-ID:** lib-core.puppet
**Requires:** (none — pure Lua + engine.render.*)
**Tags:** animation, skeleton, puppet, character
## Topology
<!-- topology:start (auto-generated; do not edit) -->
<!-- topology:end -->
## API
### `puppet.build_rig(rig_table)`
Validates a rig table (parsed from `*.rig.json`) and returns an
internal representation with `bones_by_id`, parent-resolved object
references, and track-membership maps. Raises on invalid data
(missing parents, bones in 2 tracks, etc.).
### `puppet.build_animation(anim_table, rig)`
Validates an animation table against a built rig (bones referenced
in keyframes must exist and be in the animation's declared track).
### `puppet.sample_animation(animation, t)`
Returns a frame `{ <bone_id> = { angle = <number>, ... }, ... }`
sampling the animation at time `t` with linear interpolation. Wraps
on `t > duration` if `animation.loop` is true.
### `puppet.spawn(rig, { x, y })`, `puppet.despawn(handle)`
Spawn a new puppet instance at world position (x, y). Returns an
opaque handle. `despawn` removes the instance.
### `puppet.update(dt)`, `puppet.render(handle)`
`update(dt)` runs the pipeline for ALL spawned puppets (rest →
look-at → keyframes → procedural). `render(handle)` draws ONE
puppet via `engine.render.draw_rect_rotated` per bone.
### `puppet.set_look_target(p, world_x, world_y)`, `puppet.clear_look_target(p)`
Set or clear the look-at target. Bones marked `look_at: true` in the
rig rotate to face the target.
### `puppet.bone_angle(p, bone_id)`
Returns the current world-space angle of `bone_id` (after the
full pipeline tick). Used by tests + by callers needing bone-state.
### `puppet.set_procedural(p, name, callback)`, `puppet.clear_procedural(p, name)`
Register or unregister a per-frame procedural callback. Callback
signature: `function(handle, dt)`. Inside the callback, mutate
bones via `puppet.write_bone(handle, bone_id, { angle = <number> })`.
### `puppet.play(p, animation_name, { loop, speed })`, `puppet.stop(p, animation_name)`, `puppet.stop_all(p)`, `puppet.is_playing(p, animation_name)`
Keyframe-layer controls. Animation must be registered via
`puppet.register_animation(p, anim)` first.
### `puppet.register_animation(p, animation)`
Binds a built animation (from `build_animation`) to a puppet
instance, making it available to `play`.
### `puppet.load_rig(path)`, `puppet.load_animation(path)`
Convenience wrappers: read JSON file via `engine.asset.read_file` +
parse + call `build_rig` / `build_animation`.
### `puppet.position(p)`, `puppet.facing(p)`, `puppet.move_to(p, x, y)`
Puppet owns its world position. `move_to` sets it instantly (caller
applies speed). `facing` returns the last-movement-direction angle.
### `puppet.write_bone(handle, bone_id, { angle })`
Procedural-callback-only API to mutate a bone. Validates track
ownership at write time.
## Conventions
- World-coords + pixel-units throughout (per ADR-0031).
- Bone angles in radians (internal). JSON rest-angles and animation
keyframe angles are in degrees, converted on load.
- Update pipeline runs once per frame (`puppet.update(dt)`) for ALL
spawned puppets. `render` is per-puppet so callers can interleave
with other rendering.
## CHANGELOG
### v0.1.0
- Initial release: skeleton + bones + tracks + rest + keyframe +
procedural + look-at constraint. Footplant IK deferred.
## References
- `architecture/puppet.md` (Reference)
- ADR-0037 (Tests-as-Libs)
- ADR-0038 (API-Doc-Convention)

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-- lib-core.puppet v0.1.0
-- Skeletal animation: skeleton + bones + tracks + rest + keyframe
-- + procedural + look-at constraint. No footplant in v0.1.
local M = {}
-- ====================================================================
-- Module state (lib-singleton)
-- ====================================================================
local all_puppets = {} -- {[handle] = puppet_instance}
local next_handle = 1
-- ====================================================================
-- Utility helpers
-- ====================================================================
local function deep_copy(t)
if type(t) ~= "table" then return t end
local copy = {}
for k, v in pairs(t) do copy[k] = deep_copy(v) end
return copy
end
local function clamp_angle_rad(a)
-- Normalize to [-pi, pi]
local pi = math.pi
while a > pi do a = a - 2 * pi end
while a < -pi do a = a + 2 * pi end
return a
end
-- Subsequent tasks add: sample_animation,
-- spawn, despawn, update, render, set_look_target, clear_look_target,
-- bone_angle, set_procedural, clear_procedural, write_bone, play, stop,
-- stop_all, is_playing, position, facing, move_to, register_animation,
-- load_rig, load_animation.
-- ====================================================================
-- Rig validation + build
-- ====================================================================
function M.build_rig(rig_table)
if type(rig_table) ~= "table" then
error("puppet.build_rig: rig_table must be a table")
end
if type(rig_table.bones) ~= "table" or #rig_table.bones == 0 then
error("puppet.build_rig: rig.bones must be a non-empty array")
end
if type(rig_table.tracks) ~= "table" then
error("puppet.build_rig: rig.tracks must be an array")
end
-- Build bones_by_id with shallow copies of rest pose.
local bones_by_id = {}
for _, b in ipairs(rig_table.bones) do
if type(b.id) ~= "string" then
error("puppet.build_rig: bone.id must be string")
end
if bones_by_id[b.id] ~= nil then
error("puppet.build_rig: duplicate bone id: " .. b.id)
end
bones_by_id[b.id] = {
id = b.id,
parent = nil, -- resolved below
rest = {
x = b.rest.x, y = b.rest.y,
-- JSON angles in degrees; convert to radians once.
angle = math.rad(b.rest.angle or 0),
},
look_at = (b.look_at == true),
color = b.color or { 200, 200, 200 },
}
end
-- Resolve parents (object references).
for _, b_src in ipairs(rig_table.bones) do
local b = bones_by_id[b_src.id]
if b_src.parent ~= nil then
local parent_obj = bones_by_id[b_src.parent]
if parent_obj == nil then
error("puppet.build_rig: parent '" .. tostring(b_src.parent)
.. "' of bone '" .. b.id .. "' not found")
end
b.parent = parent_obj
end
end
-- Build tracks + validate each bone is in EXACTLY ONE track.
local bone_to_track = {}
local tracks_by_id = {}
for _, t in ipairs(rig_table.tracks) do
if type(t.id) ~= "string" then
error("puppet.build_rig: track.id must be string")
end
if tracks_by_id[t.id] ~= nil then
error("puppet.build_rig: duplicate track id: " .. t.id)
end
local bones_in_track = {}
for _, bid in ipairs(t.bones) do
if bones_by_id[bid] == nil then
error("puppet.build_rig: track '" .. t.id
.. "' references unknown bone '" .. bid .. "'")
end
if bone_to_track[bid] ~= nil then
error("puppet.build_rig: bone '" .. bid
.. "' assigned to multiple tracks ('"
.. bone_to_track[bid] .. "' and '" .. t.id .. "')")
end
bone_to_track[bid] = t.id
bones_in_track[#bones_in_track + 1] = bid
end
tracks_by_id[t.id] = { id = t.id, bones = bones_in_track }
end
return {
id = rig_table.id or "anonymous",
bones = rig_table.bones, -- keep original-order array
bones_by_id = bones_by_id,
tracks_by_id = tracks_by_id,
bone_to_track = bone_to_track,
}
end
-- ====================================================================
-- Animation validation + build
-- ====================================================================
function M.build_animation(anim_table, rig)
if type(anim_table) ~= "table" then
error("puppet.build_animation: anim_table must be a table")
end
if type(anim_table.track) ~= "string" then
error("puppet.build_animation: animation.track must be string")
end
if rig.tracks_by_id[anim_table.track] == nil then
error("puppet.build_animation: animation.track '"
.. anim_table.track .. "' not found in rig")
end
if type(anim_table.duration) ~= "number" or anim_table.duration <= 0 then
error("puppet.build_animation: animation.duration must be positive number")
end
if type(anim_table.keyframes) ~= "table" or #anim_table.keyframes == 0 then
error("puppet.build_animation: animation.keyframes must be non-empty array")
end
-- Validate each keyframe: t in [0, duration], bones referenced are in this animation's track.
local track_bones = {}
for _, bid in ipairs(rig.tracks_by_id[anim_table.track].bones) do
track_bones[bid] = true
end
local keyframes = {}
for i, kf in ipairs(anim_table.keyframes) do
if type(kf.t) ~= "number" or kf.t < 0 or kf.t > anim_table.duration + 1e-9 then
error("puppet.build_animation: keyframe[" .. i .. "].t out of [0, duration]")
end
local cooked = { t = kf.t, bones = {} }
for k, v in pairs(kf) do
if k ~= "t" then
if rig.bones_by_id[k] == nil then
error("puppet.build_animation: keyframe references unknown bone '" .. k .. "'")
end
if not track_bones[k] then
error("puppet.build_animation: keyframe writes bone '" .. k
.. "' which is not in animation's track '" .. anim_table.track .. "'")
end
cooked.bones[k] = {
angle = math.rad(v.angle or 0), -- JSON degrees → radians
}
end
end
keyframes[i] = cooked
end
return {
id = anim_table.id or "anonymous",
track = anim_table.track,
duration = anim_table.duration,
loop = (anim_table.loop == true),
keyframes = keyframes,
}
end
return M

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{
"id": "lib-core.puppet",
"version": "0.1.0",
"api_min": "0.1",
"deps": []
}