Per-puppet instance state: position, facing, bone-state cache,
look-target, playing animations, registered procedural callbacks.
Per-frame update pipeline:
1. Reset bones to rest pose
2. Apply look-at constraint (bones marked look_at: true rotate to
face the target's world-position)
3. Advance + sample keyframe animations on their tracks
4. Run procedural callbacks (write_bone validates that the bone's
track is not currently keyframe-active)
Look-at math: bone world-pos = puppet origin + bone.rest offset
(parent-chain resolution stays simple in v0.1 since the only
look-at bone (head) attaches directly to torso at the origin).
Full parent-chain transform reserved for v0.2 when multi-level
rigs exist.
Samples an animation at time t. Wraps t for loops. Finds the
keyframe segment containing t and linearly interpolates per-bone
angles. Returns frame with angles in degrees (intuitive for tests
and callers; internal storage uses radians).
Edge cases handled:
- t = 0 returns first-keyframe values
- t = duration returns last-keyframe values (no overshoot)
- t > duration with loop=true wraps via modulo
- Keyframes with disjoint bone-sets: each bone interpolated where
available, snapped where only one side has it.
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.