feat(vagrant-skeleton): Subterrain-style lower-body control model

Add lower_control virtual bone (reparents legs for independent orientation).
Update look_at fields: body uses "soft" target with slerp=6, head uses
"aim" target with instant snap and ±60° clamp. Rename walk.anim.json to
walk_fwd_lower.anim.json and add walk_back_lower, walk_left_lower,
walk_right_lower anims ported from substrate. Port HandleAnimationLower:
signed-angle sector selection (±45°/±135°) drives 4-directional walk anim
choice; wedge clamp sets lower_control rotation. Separate aim/soft look
targets both track raw mouse for now.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Axel Meyer
2026-05-18 21:19:08 +02:00
parent 926cb9da29
commit 794287fd10
6 changed files with 234 additions and 86 deletions

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@@ -0,0 +1,28 @@
{
"id": "walk_back_lower",
"track": "lower",
"duration": 0.8,
"loop": true,
"keyframes": [
{ "t": 0.0,
"leg_l": {"scl": [-1, 0]}, "leg_r": {"scl": [ 1, 0]},
"foot_l": {"pos": [0, 0]}, "foot_r": {"pos": [0, 0]}
},
{ "t": 0.2,
"leg_l": {"scl": [-1, -1]}, "leg_r": {"scl": [ 1, 1]},
"foot_l": {"pos": [-0.044, 25.47]}, "foot_r": {"pos": [0.249, 25.85]}
},
{ "t": 0.4,
"leg_l": {"scl": [-1, 0]}, "leg_r": {"scl": [ 1, 0]},
"foot_l": {"pos": [0, 0]}, "foot_r": {"pos": [0, 0]}
},
{ "t": 0.6,
"leg_l": {"scl": [-1, 1]}, "leg_r": {"scl": [ 1, -1]},
"foot_l": {"pos": [ 0.044, -25.47]}, "foot_r": {"pos": [-0.249, -25.85]}
},
{ "t": 0.8,
"leg_l": {"scl": [-1, 0]}, "leg_r": {"scl": [ 1, 0]},
"foot_l": {"pos": [0, 0]}, "foot_r": {"pos": [0, 0]}
}
]
}

View File

@@ -1,5 +1,5 @@
{
"id": "walk",
"id": "walk_fwd_lower",
"track": "lower",
"duration": 0.8,
"loop": true,

View File

@@ -0,0 +1,28 @@
{
"id": "walk_left_lower",
"track": "lower",
"duration": 0.8,
"loop": true,
"keyframes": [
{ "t": 0.0,
"leg_l": {"scl": [-1, 0]}, "leg_r": {"scl": [ 1, 0]},
"foot_l": {"pos": [0, 0]}, "foot_r": {"pos": [0, 0]}
},
{ "t": 0.2,
"leg_l": {"scl": [-1, -1]}, "leg_r": {"scl": [ 1, 1]},
"foot_l": {"pos": [-0.044, 25.47]}, "foot_r": {"pos": [0.249, 25.85]}
},
{ "t": 0.4,
"leg_l": {"scl": [-1, 0]}, "leg_r": {"scl": [ 1, 0]},
"foot_l": {"pos": [0, 0]}, "foot_r": {"pos": [0, 0]}
},
{ "t": 0.6,
"leg_l": {"scl": [-1, 1]}, "leg_r": {"scl": [ 1, -1]},
"foot_l": {"pos": [ 0.044, -25.47]}, "foot_r": {"pos": [-0.249, -25.85]}
},
{ "t": 0.8,
"leg_l": {"scl": [-1, 0]}, "leg_r": {"scl": [ 1, 0]},
"foot_l": {"pos": [0, 0]}, "foot_r": {"pos": [0, 0]}
}
]
}

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@@ -0,0 +1,28 @@
{
"id": "walk_right_lower",
"track": "lower",
"duration": 0.8,
"loop": true,
"keyframes": [
{ "t": 0.0,
"leg_l": {"scl": [-1, 0]}, "leg_r": {"scl": [ 1, 0]},
"foot_l": {"pos": [0, 0]}, "foot_r": {"pos": [0, 0]}
},
{ "t": 0.2,
"leg_l": {"scl": [-1, -1]}, "leg_r": {"scl": [ 1, 1]},
"foot_l": {"pos": [-0.044, 25.47]}, "foot_r": {"pos": [0.249, 25.85]}
},
{ "t": 0.4,
"leg_l": {"scl": [-1, 0]}, "leg_r": {"scl": [ 1, 0]},
"foot_l": {"pos": [0, 0]}, "foot_r": {"pos": [0, 0]}
},
{ "t": 0.6,
"leg_l": {"scl": [-1, 1]}, "leg_r": {"scl": [ 1, -1]},
"foot_l": {"pos": [ 0.044, -25.47]}, "foot_r": {"pos": [-0.249, -25.85]}
},
{ "t": 0.8,
"leg_l": {"scl": [-1, 0]}, "leg_r": {"scl": [ 1, 0]},
"foot_l": {"pos": [0, 0]}, "foot_r": {"pos": [0, 0]}
}
]
}

191
init.lua
View File

@@ -1,6 +1,8 @@
-- sporel-module-vagrant-skeleton v0.3.2
-- sporel-module-vagrant-skeleton v0.4.0
-- Sprite-mode test-chamber: 13-bone humanoid puppet + sprite-tilemap +
-- hardcoded furniture. F.vagrant Tier-1 + Sprite-Upgrade-Bridge state.
-- hardcoded furniture. Subterrain-style puppet control model:
-- multi-look-target (aim/soft), slerp body rotation, virtual lower_control bone,
-- 4 directional walk animations, HandleAnimationLower port.
local input = require("lib-core.input")
local camera = require("lib-core.camera")
@@ -17,10 +19,11 @@ local state = {
bed_tex = nil,
bench_tex = nil,
backpack_tex = nil,
is_walking = false,
walk_phase = 0, -- 0..1 cycle position
walk_dir_rad = 0, -- world-angle of walk direction (sprite-top convention)
walk_dir_set = false, -- true after first move; legs orient even at idle once set
-- Subterrain-style controller state:
walk_anim_current = nil, -- "walk_fwd_lower" / "walk_back_lower" / etc. (nil = idle_lower)
lower_control_rot_deg = 0,
move_x = 0,
move_y = 0,
}
-- CI hook gating (mirrors Phase 1 convention).
@@ -33,22 +36,89 @@ local ci_last_state = nil
local ci_sprite_traced = false
local ci_assets_traced = false
local function set_walk_or_idle(moving)
local new_state = moving and "walk" or "idle"
if moving then
if not puppet.is_playing(state.player, "walk_upper") then
puppet.stop(state.player, "idle")
puppet.play(state.player, "walk_upper", { loop = true })
-- All 4 directional walk animation ids.
local WALK_ANIMS = {"walk_fwd_lower", "walk_back_lower", "walk_left_lower", "walk_right_lower"}
-- Signed angle between two 2D vectors (in degrees, range [-180, 180]).
-- Returns the signed angle from v1 to v2, positive = counter-clockwise (left).
local function signed_angle_2d(v1x, v1y, v2x, v2y)
local cross = v1x * v2y - v1y * v2x
local dot = v1x * v2x + v1y * v2y
return math.deg(math.atan(cross, dot))
end
-- Given signed angle num_deg from body-forward to move-direction, pick the
-- appropriate walk animation and compute the lower_control offset rotation (degrees).
-- Substrate convention: body-forward = sprite top = -Y at rot=0.
local function pick_walk_anim(num_deg)
if num_deg >= -45 and num_deg <= 45 then
-- Movement roughly aligns with body-forward = backpedaling
return "walk_back_lower", math.max(-30, math.min(30, num_deg))
elseif num_deg > 45 and num_deg < 135 then
-- Movement ~90° left of body-forward = strafe left
return "walk_left_lower", math.max(60, math.min(120, num_deg)) - 90
elseif num_deg > -135 and num_deg < -45 then
-- Movement ~90° right of body-forward = strafe right
return "walk_right_lower", math.max(-120, math.min(-60, num_deg)) + 90
elseif num_deg > 0 then
-- Movement roughly opposite body-forward, positive side = walk forward
return "walk_fwd_lower", -(30 - (math.max(150, math.min(180, num_deg)) - 150))
else
if not puppet.is_playing(state.player, "idle") then
-- Movement roughly opposite body-forward, negative side = walk forward
return "walk_fwd_lower", 30 + (math.max(-180, math.min(-150, num_deg)) + 150)
end
end
-- HandleAnimationLower port: chooses walk anim based on signed angle between
-- body-forward and move-direction. Manages idle_lower / walk_* transitions.
local function update_lower_anim(moving, move_x, move_y)
if not moving then
-- Idle: stop all walk anims, resume idle_lower.
if state.walk_anim_current ~= nil then
for _, a in ipairs(WALK_ANIMS) do
puppet.stop(state.player, a)
end
state.walk_anim_current = nil
puppet.play(state.player, "idle_lower", { loop = true })
puppet.stop(state.player, "walk_upper")
if not puppet.is_playing(state.player, "idle") then
puppet.play(state.player, "idle", { loop = true })
end
if CI_FRAME_PERF and ci_last_state ~= "idle" then
engine.print("vagrant: state=idle")
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
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
puppet.stop(state.player, "idle_lower")
puppet.stop(state.player, "idle")
puppet.play(state.player, anim_id, { loop = true })
if not puppet.is_playing(state.player, "walk_upper") then
puppet.play(state.player, "walk_upper", { loop = true })
end
state.walk_anim_current = anim_id
if CI_FRAME_PERF and ci_last_state ~= "walk" then
engine.print("vagrant: state=walk")
ci_last_state = "walk"
end
if CI_FRAME_PERF and new_state ~= ci_last_state then
engine.print("vagrant: state=" .. new_state)
ci_last_state = new_state
end
end
@@ -60,49 +130,33 @@ function M.init(ctx)
maps.set_current(state.map)
maps.load_textures(aliases)
-- Puppet rig + sprite textures + animations.
-- Puppet rig + sprite textures.
local rig = puppet.load_rig("rigs/humanoid.rig.json", aliases)
state.player = puppet.spawn(rig, { x = 320, y = 240 })
-- Load all animations.
local walk_fwd = puppet.load_animation("animations/walk_fwd_lower.anim.json", rig)
local walk_back = puppet.load_animation("animations/walk_back_lower.anim.json", rig)
local walk_left = puppet.load_animation("animations/walk_left_lower.anim.json", rig)
local walk_right = puppet.load_animation("animations/walk_right_lower.anim.json", rig)
local walk_upper = puppet.load_animation("animations/walk_upper.anim.json", rig)
local idle = puppet.load_animation("animations/idle.anim.json", rig)
puppet.register_animation(state.player, walk_upper)
puppet.register_animation(state.player, idle)
puppet.play(state.player, "idle", { loop = true })
local idle_lower = puppet.load_animation("animations/idle_lower.anim.json", rig)
-- Procedural lower-body: leg-cycle driven per-frame by walk-direction + phase.
-- Replaces keyframe walk.anim + idle_lower.anim. Runs every frame in
-- update_bone_recursive's procedural callback step.
puppet.set_procedural(state.player, "walk_cycle", function(handle, dt)
if state.is_walking then
-- Advance phase. 0.8s full cycle (1/0.8 = 1.25 Hz, matches substrate walk_fwd_lower).
state.walk_phase = (state.walk_phase + dt * 1.25) % 1.0
local phase_rad = state.walk_phase * 2 * math.pi
local cycle_l = math.sin(phase_rad)
local cycle_r = -cycle_l
local walk_dir_deg = math.deg(state.walk_dir_rad)
-- Leg-rotation orients along walk direction (root stays at 0; legs rotate directly)
puppet.write_bone(handle, "leg_l", { rot = walk_dir_deg, scl = {-1, cycle_l} })
puppet.write_bone(handle, "leg_r", { rot = walk_dir_deg, scl = { 1, cycle_r} })
-- Foot: scale follows leg-extension absolute value; pos along leg axis
puppet.write_bone(handle, "foot_l", {
scl = { 1, math.abs(cycle_l) },
pos = { 0, cycle_l > 0 and 25 or 0 }
})
puppet.write_bone(handle, "foot_r", {
scl = { 1, math.abs(cycle_r) },
pos = { 0, cycle_r > 0 and 25 or 0 }
})
else
-- Idle: legs collapsed (scl=0), feet collapsed and centered
local walk_dir_deg = state.walk_dir_set and math.deg(state.walk_dir_rad) or 0
puppet.write_bone(handle, "leg_l", { rot = walk_dir_deg, scl = {-1, 0} })
puppet.write_bone(handle, "leg_r", { rot = walk_dir_deg, scl = { 1, 0} })
puppet.write_bone(handle, "foot_l", { scl = { 1, 0 }, pos = { 0, 0 } })
puppet.write_bone(handle, "foot_r", { scl = { 1, 0 }, pos = { 0, 0 } })
for _, a in ipairs({walk_fwd, walk_back, walk_left, walk_right, walk_upper, idle, idle_lower}) do
puppet.register_animation(state.player, a)
end
-- Start in idle state.
puppet.play(state.player, "idle", { loop = true })
puppet.play(state.player, "idle_lower", { loop = true })
-- Procedural lower_control: applies the per-frame wedge rotation (set by update_lower_anim).
puppet.set_procedural(state.player, "lower_control", function(handle, dt)
puppet.write_bone(handle, "lower_control", { rot = state.lower_control_rot_deg })
end)
-- Furniture textures (preload to avoid first-frame load stutter).
-- Furniture textures.
local world_lib = aliases.world
state.bed_tex = engine.asset.load_texture(world_lib .. "/assets/world/bed_001.png")
state.bench_tex = engine.asset.load_texture(world_lib .. "/assets/world/bench_001.png")
@@ -133,21 +187,20 @@ function M.update(ctx, dt)
return
end
-- WASD input → normalized move vector.
local dx, dy = 0, 0
if input.is_action_down("walk_left") then dx = dx - 1 end
if input.is_action_down("walk_right") then dx = dx + 1 end
if input.is_action_down("walk_up") then dy = dy - 1 end
if input.is_action_down("walk_down") then dy = dy + 1 end
local moving = (dx ~= 0 or dy ~= 0)
-- CI_DRIVE: synthetic scripted move (preserve existing P0-S25b semantics).
if CI_DRIVE then
ci_drive_frame = ci_drive_frame + 1
if ci_drive_frame > 20 and ci_drive_frame <= 40 then
dx = 1; dy = 0
moving = true
state.walk_dir_rad = math.atan(dx, -dy) -- atan(1, 0) = pi/2 = 90deg
state.walk_dir_set = true
local pos = puppet.position(state.player)
puppet.move_to(state.player,
pos.x + dx * state.player_speed * dt, pos.y)
@@ -156,23 +209,33 @@ function M.update(ctx, dt)
end
end
-- Move puppet.
if moving and not CI_DRIVE then
local len = math.sqrt(dx * dx + dy * dy)
-- Update walk_dir_rad (sprite-top convention: angle=atan(dx,-dy)).
state.walk_dir_rad = math.atan(dx / len, -dy / len)
state.walk_dir_set = true
state.move_x = dx / len
state.move_y = dy / len
local pos = puppet.position(state.player)
puppet.move_to(state.player,
pos.x + dx / len * state.player_speed * dt,
pos.y + dy / len * state.player_speed * dt)
pos.x + state.move_x * state.player_speed * dt,
pos.y + state.move_y * state.player_speed * dt)
elseif not moving then
state.move_x = 0
state.move_y = 0
end
state.is_walking = moving
set_walk_or_idle(moving)
-- Headtrack: head looks at mouse world-position.
-- CI_DRIVE move_x/move_y for anim selection.
if CI_DRIVE and moving then
state.move_x = dx
state.move_y = dy
end
update_lower_anim(moving, state.move_x, state.move_y)
-- Look-targets: head tracks raw mouse (aim), body tracks same for now (soft).
local mx, my = engine.input.get_mouse_pos()
local wx, wy = camera.screen_to_world(mx, my)
puppet.set_look_target(state.player, wx, wy)
puppet.set_look_target(state.player, "aim", wx, wy)
puppet.set_look_target(state.player, "soft", wx, wy)
-- Camera follows puppet position each frame.
local pos = puppet.position(state.player)
@@ -194,7 +257,7 @@ end
function M.draw(ctx)
camera.begin()
-- Sprite-tilemap (maps.draw_map with sprite-mode + tile_rotations).
-- Sprite-tilemap.
r_lib.draw_map()
-- Hardcoded furniture placements (test-chamber spirit).
engine.render.draw_sprite_transform(state.bed_tex, 200, 150, 0, 1, 1, 32, 32, 0xFFFFFFFF)

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@@ -3,15 +3,16 @@
"asset_pack": "player",
"bones": [
{ "id": "root", "parent": null, "rest": {"x": 0, "y": 0, "rot": 0}, "z_order": -1 },
{ "id": "body", "parent": "root", "rest": {"x": 0, "y": 0, "rot": 0}, "z_order": 2, "texture": "body_001", "look_at": true, "look_at_speed": 180 },
{ "id": "head", "parent": "body", "rest": {"x": 0, "y": -3, "rot": 0, "rot_min": -90, "rot_max": 90}, "z_order": 6, "texture": "head_001", "look_at": true, "sprite_rot": -90 },
{ "id": "lower_control", "parent": "root", "rest": {"x": 0, "y": 0, "rot": 0}, "virtual": true },
{ "id": "body", "parent": "root", "rest": {"x": 0, "y": 0, "rot": 0}, "z_order": 2, "texture": "body_001", "look_at": "soft", "look_at_slerp": 6 },
{ "id": "head", "parent": "body", "rest": {"x": 0, "y": -3, "rot": 0, "rot_min": -60, "rot_max": 60}, "z_order": 6, "texture": "head_001", "look_at": "aim", "sprite_rot": -90 },
{ "id": "shoulders", "parent": "body", "rest": {"x": 0, "y": 0, "rot": 0}, "z_order": 5, "texture": "shoulder_001" },
{ "id": "upper_arm_l", "parent": "shoulders", "rest": {"x": -19, "y": -3, "rot": 0, "scl": [-1, 1]}, "z_order": 3, "texture": "upper_arm_001" },
{ "id": "upper_arm_r", "parent": "shoulders", "rest": {"x": 20, "y": -4, "rot": 0}, "z_order": 3, "texture": "upper_arm_001" },
{ "id": "lower_arm_l", "parent": "upper_arm_l", "rest": {"x": 14, "y": -18, "rot": 0}, "z_order": 2, "texture": "lower_arm_001" },
{ "id": "lower_arm_r", "parent": "upper_arm_r", "rest": {"x": 13, "y": -17, "rot": 0}, "z_order": 2, "texture": "lower_arm_001" },
{ "id": "leg_l", "parent": "root", "rest": {"x": -9, "y": 1, "rot": 0, "scl": [-1, -1]}, "z_order": 1, "texture": "leg_001" },
{ "id": "leg_r", "parent": "root", "rest": {"x": 9, "y": 1, "rot": 0, "scl": [ 1, -1]}, "z_order": 1, "texture": "leg_001" },
{ "id": "leg_l", "parent": "lower_control", "rest": {"x": -9, "y": 1, "rot": 0, "scl": [-1, -1]}, "z_order": 1, "texture": "leg_001" },
{ "id": "leg_r", "parent": "lower_control", "rest": {"x": 9, "y": 1, "rot": 0, "scl": [ 1, -1]}, "z_order": 1, "texture": "leg_001" },
{ "id": "foot_l", "parent": "leg_l", "rest": {"x": 0, "y": 25, "rot": 0, "scl": [ 1, -1]}, "z_order": 0, "texture": "foot_001" },
{ "id": "foot_r", "parent": "leg_r", "rest": {"x": 0, "y": 26, "rot": 0, "scl": [ 1, -1]}, "z_order": 0, "texture": "foot_001" }
],