fix(vagrant): legs rotate to walk direction (user preference)

User feedback: 'Beine sollten in die richtung oszillieren, in die
gegangen wird, nicht nach norden/süden relativ zum fenster.'

Old: lower_control.rot = wedge_deg (substrate's body-relative ±30°
sub-angle), legs always oscillated near world-up axis.

New: lower_control.rot = atan(move_x, -move_y) = walk direction in
sprite-top-up convention. Legs visually rotate to align with WASD
direction → stride animation cycles along the walk axis.

Side-effect: 4-direction-anim picker collapsed to single
walk_fwd_lower (the rotation handles directional differentiation;
4 anims kept on disk for later gait-style work). Bumps puppet dep
to 0.4.1 (head south-flick fix).
This commit is contained in:
Axel Meyer
2026-05-18 21:48:10 +02:00
parent 3f176f6105
commit 0a7ef7f270
2 changed files with 16 additions and 15 deletions

View File

@@ -71,11 +71,18 @@ local function pick_walk_anim(num_deg)
end
end
-- HandleAnimationLower port: chooses walk anim based on signed angle between
-- body-forward and move-direction. Manages idle_lower / walk_* transitions.
-- Lower-body controller: legs rotate to walk direction (NOT Substrate's
-- body-relative wedge). User preference: leg stride visually aligns with
-- movement axis. lower_control.rot = atan(move_x, -move_y) so leg sprites
-- (which oscillate scl_y along their local Y) cycle along the walk axis.
-- One generic walk_fwd_lower anim suffices since the rotation handles
-- the directional change (4-direction anims kept on disk for future
-- gait-style differentiation).
local function update_lower_anim(moving, move_x, move_y)
if not moving then
-- Idle: stop all walk anims, resume idle_lower.
-- Idle: stop walk anims, resume idle_lower. Preserve last
-- lower_control_rot_deg so legs keep their last orientation
-- (no snap-back to north on stop).
if state.walk_anim_current ~= nil then
for _, a in ipairs(WALK_ANIMS) do
puppet.stop(state.player, a)
@@ -91,22 +98,16 @@ local function update_lower_anim(moving, move_x, move_y)
ci_last_state = "idle"
end
end
state.lower_control_rot_deg = 0
return
end
-- Walking: read body's previous-frame world.rot for signed angle computation.
local _, _, body_rot = puppet.bone_world_transform(state.player, "body")
-- Body forward direction (sprite-top-up convention): forward = -Y at rot=0.
-- In world coords: fwd_x = sin(rot), fwd_y = -cos(rot).
local fwd_x = math.sin(body_rot)
local fwd_y = -math.cos(body_rot)
local num = signed_angle_2d(fwd_x, fwd_y, move_x, move_y)
local anim_id, wedge_deg = pick_walk_anim(num)
state.lower_control_rot_deg = wedge_deg
-- Walking: legs face walk direction (sprite-top convention: rot=0 = -Y).
state.lower_control_rot_deg = math.deg(math.atan(move_x, -move_y))
-- Single generic walk anim (4-direction-picker deferred until we have
-- differentiated gait styles per direction).
local anim_id = "walk_fwd_lower"
if state.walk_anim_current ~= anim_id then
-- Swap to new walk anim.
for _, a in ipairs(WALK_ANIMS) do
if a ~= anim_id then puppet.stop(state.player, a) end
end