Bend limbs along a single axis with a Bézier spine

- core: Bezier (any degree, De Casteljau), LimbBend (cubic spine through
  the rigid upper/joint/lower shape, one ring per texture row spaced by
  arc length, rigid rings so pieces share vertices) and QuadSplitter
  (cuts faces at the rings, interpolating UVs).
- fabric: ModelPartMixin draws parts that have a bend with
  BentCubeRenderer, which deforms vanilla's own cubes. Overlays and armor
  use the limb's spine so they stay attached. Bends are reset every
  setupAnim because models are shared between entities.
- testmod: flap and squat animations, and a client gametest that
  screenshots each animation from the front and side
  (runClientGameTest). The tester runs with the full Fabric API because
  single modules don't bring their version-specific dependencies.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
2026-09-26 19:43:57 +02:00
co-authored by claude
parent d5af8d65c2
commit 8bac5eef64
18 changed files with 881 additions and 23 deletions
+26 -5
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@@ -10,7 +10,9 @@ A player emote library for Saturn Client, with limb bending.
version with [Stonecutter](https://stonecutter.kikugie.dev/) and published as
`org.saturnclient:emotes-fabric:<version>+<mc>`, with `core` bundled inside the jar.
- `src/testmod/`: a dev-only tester mod that is never published. It adds `/emotes play <name>`,
`/emotes stop` and `/emotes info`. Press F5 to see yourself.
`/emotes stop` and `/emotes info`. Press F5 to see yourself. It also has a Fabric client gametest
that creates a world and screenshots each animation from the front and side, into
`versions/<mc>/build/run/clientGameTest/screenshots/`.
Supported versions: 1.21.4 to 1.21.11, the same range as Saturn Client. Each version's Fabric API
version is set in `stonecutter.properties.toml`. The code uses Mojang mappings.
@@ -22,22 +24,41 @@ version is set in `stonecutter.properties.toml`. The code uses Mojang mappings.
and the armor layers both go through this method, so armor follows the pose.
Both hook points exist unchanged in every supported version. Version-specific code goes behind
Stonecutter comments:
Stonecutter comments, like the vertex accessors in `BentCubeRenderer`:
```java
//? if >=1.21.9 {
import net.minecraft.client.renderer.entity.state.AvatarRenderState;
return new float[] { vertex.x(), vertex.y(), vertex.z(), vertex.u(), vertex.v() };
//?} else
/*import net.minecraft.client.renderer.entity.state.PlayerRenderState;*/
/*return new float[] { vertex.pos().x(), vertex.pos().y(), vertex.pos().z(), vertex.u(), vertex.v() };*/
```
Bending (`BoneTransform.bend` / `bendAxis`) is part of the model but isn't rendered yet.
## Bending
Each limb bends along a single axis (`BoneTransform.bend`, `bendAxis`). It works like the cloak
renderer: build a spine, put a ring of shared vertices along it, and draw the faces between the rings.
- `LimbBend` (core) runs the spine along a cubic Bézier (`Bezier`). The control points are the rigid
"upper half, joint, lower half" shape, and `sharpness` goes from a round curve (0) to a tight joint
(1). The spine is cut into one ring per texture row (12 per limb), spaced evenly by arc length, so
the limb keeps its length. Each ring moves its cross-section rigidly, so neighbouring pieces share
vertices and the mesh stays closed.
- `QuadSplitter` (core) cuts each vanilla face into strips at the rings and splits its UVs to match.
The texture is unchanged apart from the cuts.
- `ModelPartMixin` swaps in `BentCubeRenderer` for any part with a bend. That renderer deforms
vanilla's own cubes, so slim arms, sleeves, pants and armor all work. Overlays and armor use the
limb's spine, not their own inflated box, so they stay attached.
Axis 0 folds towards the front (-Z) and PI/2 towards +X, in the limb's own space. Knees fold back,
so they use axis PI. The body bends too, but the head and arms don't follow its upper half yet.
Held items still attach to the unbent arm.
## Commands
```sh
./gradlew :core:test # core unit tests
./gradlew :1.21.11:runTestmodClient # launch the game with the tester (run dir: ./run)
./gradlew :1.21.11:runClientGameTest # screenshot each test animation, then quit
./gradlew :1.21.4:compileTestmodJava # quick compile check for one version
./gradlew buildAll # every version's jar → build/libs/<version>/
GITEA_TOKEN=... ./gradlew publish # publish core + every version to Gitea