Add a pose review harness and record the blocked pose capture
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@@ -4,6 +4,15 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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## Decisions
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- **Pose capture is blocked (2026-11-03):** `src/test/capture_npc_pose.gd` stages idle/walk/sit
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poses for the pose/weight review, but the saved frames show the rest pose while the same run
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logs `rig_y=-0.339`, `leg0=-1.357` and a rotated `HipL` bone quaternion at capture time.
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Verified meanwhile: one skinned mesh bound to one `Skeleton3D`; hiding it removes the body;
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direct `set_bone_pose_rotation` on HipL/KneeL/Spine/ShoulderL/ElbowL/Head changes rendered
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pixels; a bone *position* offset moves the head; a standalone probe running the same
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`_animate()` sequence renders the crouch. A staged in-game `film` frame also showed the arms
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down, so live venue animation may be affected too. Do not treat the pose sheets as evidence;
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a scene test (posed frame differs from rest frame) is the next step.
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- **3D review baseline (2026-11-03):** `docs/3d-model-review.md` records the first skill-guided
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measurements: 46/46 assets clean, library 59,012 tris, characters 4,482–5,474 tris (68–69% of
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the 8,000 caps), `npc_base` only 1,204/2,488, 24-NPC 6.94 ms, and authored texel density
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@@ -60,6 +60,14 @@ except the rebuilt assets themselves.
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finger-curl rig or the current open hand plus `HAND_ITEM_FORWARD`, and record the limit.
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- [ ] Weights/pose: capture idle, walk, sit and wave; inspect shoulder, hip and neck collapse;
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fix the worst offenders using `rigging` practice without changing the 13-bone contract.
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**Blocked:** the new `capture_npc_pose.gd` reports the seated/walking pose while the saved
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frames still show the rest pose; direct bone writes deform the mesh, so this is a staging/
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capture discrepancy that may also affect live venue frames. See
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`docs/3d-model-review.md` §"Pose evidence is blocked".
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- [ ] Diagnose the pose-capture discrepancy: compare the harness staging with the working
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standalone probe (SceneTree lifetime, node parents, first-frame skin bind, capture timing)
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and add a scene test asserting a posed avatar renders differently from its rest frame.
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Do not trust pose sheets or claim rig deformation until that test passes.
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- [ ] UV/texel density: measure the 256² slot maps; decide whether atlas, UDIM or a resolution
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change is justified. Do not change `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` without re-running the
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budget smoke and the Web/Compatibility path.
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+32
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@@ -88,14 +88,15 @@ yet reviewed; this document is the place to fill it.
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| Character | Silhouette | Face @1.85 m | Hands/grip | Weights/pose | Cloth/hair | LOD | Verdict |
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| --- | --- | --- | --- | --- | --- | --- | --- |
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| `npc_casual` | accept (0.9.4) | P1 (faceted planes) | accept (open palm) | — | accept | accept (two-quad impostor) | pending owner |
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| `npc_jacket` | accept | P1 | accept | — | accept | accept | pending owner |
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| `npc_coat` | accept | P1 | accept | — | accept (hem 0.76 stride) | accept | pending owner |
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| `npc_vest` | accept | P1 | accept | — | accept | accept | pending owner |
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| `npc_dress` | accept; performer props dominate | P1 | accept | — | accept | accept | pending owner |
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| `npc_hoodie` | accept (hooded criterion) | accept (lower face only) | accept | — | accept | accept | pending owner |
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| `npc_firefighter` | accept | P1 | accept | — | accept | accept | pending owner |
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| `npc_guard` | accept | P1 | accept | — | accept | accept | pending owner |
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| *(pose evidence blocked: see "Pose evidence is blocked" below)* | | | | | | | |
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| `npc_casual` | accept (0.9.4) | P1 (faceted planes) | accept (open palm) | blocked | accept | accept (two-quad impostor) | pending owner |
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| `npc_jacket` | accept | P1 | accept | blocked | accept | accept | pending owner |
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| `npc_coat` | accept | P1 | accept | blocked | accept (hem 0.76 stride) | accept | pending owner |
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| `npc_vest` | accept | P1 | accept | blocked | accept | accept | pending owner |
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| `npc_dress` | accept; performer props dominate | P1 | accept | blocked | accept | accept | pending owner |
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| `npc_hoodie` | accept (hooded criterion) | accept (lower face only) | accept | blocked | accept | accept | pending owner |
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| `npc_firefighter` | accept | P1 | accept | blocked | accept | accept | pending owner |
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| `npc_guard` | accept | P1 | accept | blocked | accept | accept | pending owner |
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### Gear (18)
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@@ -162,6 +163,29 @@ for presence, not re-reviewed for art quality.
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| The Joke Shop | 22,680 tris / 454 meshes | shape-language review pending |
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| TV Studio | — | shape-language review pending |
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## Pose evidence is blocked (2026-11-03)
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The weights/pose column cannot be filled yet. A pose harness was added
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(`src/test/capture_npc_pose.gd`, staged in `tmp/model-pose*`), and its output does not match the
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state it reports:
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- `_animate()` applies the seated pose (logged `rig_y=-0.339`, `leg0=-1.357`) and
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`Skeleton3D.get_bone_pose_rotation()` returns the rotated quaternion at capture time, yet the
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saved frame shows the rest pose.
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- Ruled out: missing skeleton (one `Skeleton3D`, mesh bound to it, `same=true`), hidden mesh
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(hiding `npc_base` removes the body), pose not applied (proxies and bone poses verified),
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and unbound skinning: writing a single bone rotation directly (`HipL`, `KneeL`, `Spine`,
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`ShoulderL`, `ElbowL`, `Head`) changes the rendered pixels, and a bone *position* offset moves
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the head. A standalone probe that calls the same `_animate()` sequence renders the crouch.
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- Also observed: a staged in-game `film` pose frame showed the arms down, so this may affect the
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live game rather than only the harness. That is why it is a P0/P1 candidate rather than a QA
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tooling nit.
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Next step is a focused diagnosis: compare the harness/venue staging with the standalone probe
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(SceneTree lifetime, node parents, first-frame skin bind, capture timing) and add a scene test
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that asserts a posed avatar renders differently from its rest frame. Do not mark the pose/weight
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scorecard row until that test exists.
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## Ranked candidate gaps
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Ordered by expected player-visible gain per unit of work. None is approved for fixing yet; the
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@@ -307,6 +307,22 @@ height/head/shoulder/hip/torso/leg/arm/foot guide; the current results are in
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[`npc-proportion-audit.md`](npc-proportion-audit.md). It reads the exported GLBs
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and does not require Blender.
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`capture_npc_pose.gd` is the pose/deformation harness for the 3D re-evaluation: idle,
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walk-contact, walk-pass and seated poses of all eight variants, full-body plus shoulder
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close-ups. **It is currently blocked**: the applied pose is visible in the rig and bone values
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but not in the captured frames, so do not use its sheets as pose evidence. The reproduction and
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what was ruled out are in [`3d-model-review.md`](3d-model-review.md) §"Pose evidence is blocked".
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The baseline sheet tool accepts a custom view list, which is also how pose sheets are tiled:
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```bash
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# baseline set (six views, eight variants)
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python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
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# pose set produced by capture_npc_pose.gd
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python3 tools/npc_baseline.py sheet --dir tmp/npc-pose \
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--views idle,walk_contact,walk_pass,sit --out tmp/npc-pose/sheet_pose.jpg
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```
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`capture_npc_baseline.gd` is the 0.9.4 neutral baseline: eight characters ×
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front/three-quarter/profile/back/full-body/crowd = 48 frames with a fixed
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camera, studio lighting and no venue/HUD/animation. The raw PNGs stay in
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@@ -0,0 +1,268 @@
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extends SceneTree
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## Pose/deformation review harness for the 3D model re-evaluation.
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##
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## The neutral baseline (`capture_npc_baseline.gd`) deliberately disables
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## animation, so it cannot show shoulder/hip/neck collapse, leg contact or how
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## coats and dresses behave while walking or seated. This harness stages the same
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## eight characters against the same studio and drives the real pose code:
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##
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## idle rest pose, animation settled
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## walk_contact mid-stride with the legs at maximum split
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## walk_pass half a stride later, opposite leg forward
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## sit seated theater pose (crouch, knees, hem)
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##
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## Two views per pose: a full-body frame for silhouette/proportion and a
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## shoulder close-up for deformation. The avatar's own `_process` drives the real
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## animation path, and the pose settles over the recorded tick count, so a run is
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## deterministic enough for a before/after comparison.
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##
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## STATUS: BLOCKED (2026-11-03). Captured frames still show the rest pose even
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## though `_animate()` reports the seated/walking pose (`rig_y=-0.339`,
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## `leg0=-1.357`) and `Skeleton3D.get_bone_pose_rotation()` returns the posed
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## quaternion at capture time. A near-identical standalone probe that calls the
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## same `_animate()` sequence *does* render the crouch, and writing a single
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## bone rotation directly does deform the mesh, so this is a staging/capture
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## discrepancy, not a rig failure. Do not use these sheets as pose evidence.
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## Repro and what was ruled out: `docs/3d-model-review.md` section
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## "Pose evidence is blocked".
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##
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## Usage (windowed; `xvfb-run -a` works for automation):
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## godot --path . --script res://src/test/capture_npc_pose.gd -- \
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## --out=res://tmp/npc-pose
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##
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## Output is local QA art. Build sheets with the shared tool:
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## python3 tools/npc_baseline.py sheet --dir tmp/npc-pose \
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## --views idle,walk_contact,walk_pass,sit --out tmp/npc-pose/sheet_pose.jpg
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## python3 tools/npc_baseline.py sheet --dir tmp/npc-pose \
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## --views idle_shoulder,walk_contact_shoulder,walk_pass_shoulder,sit_shoulder \
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## --out tmp/npc-pose/sheet_shoulder.jpg
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const Rules := preload("res://src/core/rules.gd")
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const NpcAvatar := preload("res://src/game/npc_avatar.gd")
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const NpcProfile := preload("res://src/core/npc_profile.gd")
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const VARIANTS := [
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{"name": "npc_casual", "type": Rules.NpcType.TOURIST},
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{"name": "npc_jacket", "type": Rules.NpcType.AUTHORIZED_GUEST},
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{"name": "npc_coat", "type": Rules.NpcType.INFLUENCER},
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{"name": "npc_vest", "type": Rules.NpcType.DELIVERY},
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{"name": "npc_dress", "type": Rules.NpcType.PERFORMER},
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{"name": "npc_hoodie", "type": Rules.NpcType.VIOLENT_THREAT},
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{"name": "npc_firefighter", "type": Rules.NpcType.RESPONDER},
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{"name": "npc_guard", "type": Rules.NpcType.CONFUSED_VISITOR},
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]
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## Ticks of `_animate(1/60)` per pose. The walk phase advances by
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## dt * (6 + speed * 1.7) ≈ 0.148 rad/tick at 1.7 m/s, so 30 ticks lands on a
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## near-maximum leg split and 52 ticks on the opposite one.
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const POSES := [
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{"name": "idle", "ticks": 40, "speed": 0.0, "sit": false},
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{"name": "walk_contact", "ticks": 30, "speed": 1.7, "sit": false},
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{"name": "walk_pass", "ticks": 52, "speed": 1.7, "sit": false},
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{"name": "sit", "ticks": 45, "speed": 0.0, "sit": true},
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]
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const VIEWS := [
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{"name": "full", "yaw": 0.0, "distance": 4.2, "height": 0.95,
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"target_y": 0.95, "fov": 38.0, "suffix": ""},
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{"name": "shoulder", "yaw": 35.0, "distance": 1.25, "height": 1.50,
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"target_y": 1.42, "fov": 32.0, "suffix": "_shoulder"},
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]
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const SETTLE_FRAMES := 8
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const MAX_FRAMES := 8000
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var out_dir := "user://screenshots/npc_pose"
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var only_pose := ""
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var _poses: Array = POSES
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var frames := 0
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var _phase := "stage"
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var _variant_i := 0
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var _pose_i := 0
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var _view_i := 0
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var _wait := 0
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var _settle_ticks := 0
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var _avatar: NpcAvatar = null
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var _camera: Camera3D = null
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var _stage: Node3D = null
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func _initialize() -> void:
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for arg in OS.get_cmdline_user_args():
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if str(arg).begins_with("--out="):
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out_dir = str(arg).substr(6)
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elif str(arg).begins_with("--pose="):
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only_pose = str(arg).substr(7)
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if only_pose != "":
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_poses = POSES.filter(func(pose): return str(pose["name"]) == only_pose)
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if _poses.is_empty():
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push_error("unknown pose %s" % only_pose)
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root.size = Vector2i(1280, 720)
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_build_stage()
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func _process(_delta: float) -> bool:
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frames += 1
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if frames > MAX_FRAMES:
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push_error("capture_npc_pose timed out")
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quit(1)
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return true
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match _phase:
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"clear":
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if _avatar != null and is_instance_valid(_avatar):
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_avatar.queue_free()
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_avatar = null
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_phase = "stage"
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return false
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"stage":
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_stage_pose()
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# The skinned mesh must be bound for a frame before pose writes stick.
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_wait = 2
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_phase = "bind"
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"bind":
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_wait -= 1
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if _wait <= 0:
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_apply_pose()
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_wait = SETTLE_FRAMES
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_phase = "settle"
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"settle":
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_wait -= 1
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if _wait <= 0:
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_frame_view()
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_wait = 1
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_phase = "frame"
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"frame":
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_wait -= 1
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if _wait <= 0:
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_phase = "shoot"
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"shoot":
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_shoot()
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_view_i += 1
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if _view_i >= VIEWS.size():
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_view_i = 0
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_pose_i += 1
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if _pose_i >= _poses.size():
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_pose_i = 0
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_variant_i += 1
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if _variant_i >= VARIANTS.size():
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print("capture_npc_pose done -> %s" % out_dir)
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quit(0)
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return true
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_phase = "clear"
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else:
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_wait = 1
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_phase = "settle"
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return false
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func _build_stage() -> void:
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_stage = Node3D.new()
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_stage.name = "NpcPoseStage"
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root.add_child(_stage)
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var env := Environment.new()
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env.background_mode = Environment.BG_COLOR
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env.background_color = Color(0.56, 0.59, 0.63)
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env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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env.ambient_light_color = Color(0.72, 0.75, 0.80)
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env.ambient_light_energy = 0.55
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env.tonemap_mode = Environment.TONE_MAPPER_ACES
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var world_env := WorldEnvironment.new()
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world_env.environment = env
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_stage.add_child(world_env)
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var sun := DirectionalLight3D.new()
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sun.name = "KeyLight"
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sun.rotation_degrees = Vector3(-38.0, -32.0, 0.0)
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sun.light_energy = 1.35
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sun.light_color = Color(1.0, 0.97, 0.92)
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sun.shadow_enabled = true
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_stage.add_child(sun)
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var fill := DirectionalLight3D.new()
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fill.name = "FillLight"
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fill.rotation_degrees = Vector3(-12.0, 145.0, 0.0)
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fill.light_energy = 0.45
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fill.light_color = Color(0.75, 0.82, 1.0)
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_stage.add_child(fill)
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var ground := MeshInstance3D.new()
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var plane := PlaneMesh.new()
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plane.size = Vector2(24.0, 24.0)
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ground.mesh = plane
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var mat := StandardMaterial3D.new()
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mat.albedo_color = Color(0.30, 0.32, 0.35)
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mat.roughness = 0.92
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ground.material_override = mat
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_stage.add_child(ground)
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_camera = Camera3D.new()
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_camera.name = "PoseCamera"
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_camera.current = true
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_stage.add_child(_camera)
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func _stage_pose() -> void:
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var variant: Dictionary = VARIANTS[_variant_i]
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var pose: Dictionary = _poses[_pose_i]
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var profile := NpcProfile.new()
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profile.id = "pose_" + str(variant["name"])
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profile.display_name = str(variant["name"]).to_upper()
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profile.npc_type = int(variant["type"])
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var avatar := NpcAvatar.new()
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avatar.name = "PoseSubject%d" % (_variant_i * 10 + _pose_i)
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avatar.character_override = str(variant["name"])
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avatar.setup(profile, "roam", 4242, Vector3.ZERO, Vector3(0, 0, 2),
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Vector3(0, 0.5, 1.2), str(profile.id))
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_stage.add_child(avatar)
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avatar.global_position = Vector3.ZERO
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avatar.rotation.y = 0.0
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for node in avatar.find_children("*", "Label3D", true, false):
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(node as Label3D).visible = false
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for node in avatar.find_children("FocusCircle", "MeshInstance3D", true, false):
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(node as MeshInstance3D).visible = false
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_avatar = avatar
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# Drive the real pose code deterministically: the walk branch reads
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# `velocity`, the theater branch needs `arrived` + the sit intent.
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## Drive the real pose code deterministically. `_animate` lives in
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## `_physics_process`, which stays disabled so navigation cannot overwrite the
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## velocity we set for the walk poses.
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func _apply_pose() -> void:
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if _avatar == null or not is_instance_valid(_avatar):
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return
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var pose: Dictionary = _poses[_pose_i]
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_avatar.velocity = Vector3(0.0, 0.0, float(pose["speed"]))
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_avatar.arrived = bool(pose["sit"])
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_avatar.npc.intent = "sit" if bool(pose["sit"]) else "roam"
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for _tick in int(pose["ticks"]):
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_avatar._animate(1.0 / 60.0)
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print("pose %s/%s rig_y=%.3f leg0=%.3f" % [
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VARIANTS[_variant_i]["name"], pose["name"], _avatar._rig.position.y,
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_avatar._legs[0].rotation.x])
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func _frame_view() -> void:
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if _avatar == null or not is_instance_valid(_avatar):
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return
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var view: Dictionary = VIEWS[_view_i]
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var yaw := deg_to_rad(float(view["yaw"]))
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var distance := float(view["distance"])
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var target := Vector3(0.0, float(view["target_y"]), 0.0)
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_camera.position = target + Vector3(sin(yaw) * distance, float(view["height"]) - target.y,
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cos(yaw) * distance)
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_camera.fov = float(view["fov"])
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_camera.look_at(target, Vector3.UP)
|
||||
|
||||
func _shoot() -> void:
|
||||
var variant: Dictionary = VARIANTS[_variant_i]
|
||||
var pose: Dictionary = _poses[_pose_i]
|
||||
var view: Dictionary = VIEWS[_view_i]
|
||||
var dir := ProjectSettings.globalize_path(out_dir)
|
||||
DirAccess.make_dir_recursive_absolute(dir)
|
||||
var base := "%s__%s%s" % [variant["name"], pose["name"], view["suffix"]]
|
||||
var path := dir.path_join(base + ".png")
|
||||
var index := 2
|
||||
while FileAccess.file_exists(path):
|
||||
path = dir.path_join("%s-v%d.png" % [base, index])
|
||||
index += 1
|
||||
var hip_bone: int = int(_avatar._bone_indices.get("HipL", -1))
|
||||
var knee_bone: int = int(_avatar._bone_indices.get("KneeL", -1))
|
||||
var img: Image = root.get_texture().get_image()
|
||||
var err := img.save_png(path)
|
||||
print("%s -> err=%d" % [base, err])
|
||||
+12
-5
@@ -52,21 +52,24 @@ def next_free_path(path: Path) -> Path:
|
||||
index += 1
|
||||
|
||||
|
||||
def build_sheet(source: Path, output: Path) -> Path:
|
||||
def build_sheet(source: Path, output: Path, views: list[str] | None = None) -> Path:
|
||||
"""Tile one capture per (variant, view). `views` defaults to the six baseline
|
||||
views; the pose harness passes pose names instead (see the module docstring)."""
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
views = views or VIEWS
|
||||
cell_w, cell_h = 320, 180
|
||||
label_h = 22
|
||||
header_h = 28
|
||||
sheet_w = cell_w * len(VIEWS)
|
||||
sheet_w = cell_w * len(views)
|
||||
sheet_h = header_h + (cell_h + label_h) * len(VARIANTS)
|
||||
sheet = Image.new("RGB", (sheet_w, sheet_h), (24, 26, 30))
|
||||
draw = ImageDraw.Draw(sheet)
|
||||
for column, view in enumerate(VIEWS):
|
||||
for column, view in enumerate(views):
|
||||
draw.text((column * cell_w + 8, 8), view.replace("_", " ").title(),
|
||||
fill=(220, 224, 230))
|
||||
for row, variant in enumerate(VARIANTS):
|
||||
for column, view in enumerate(VIEWS):
|
||||
for column, view in enumerate(views):
|
||||
path = latest_for(source, f"{variant}__{view}")
|
||||
if path is None:
|
||||
raise FileNotFoundError(
|
||||
@@ -132,6 +135,9 @@ def main(argv: list[str] | None = None) -> int:
|
||||
help="directory containing the capture_npc_baseline.gd PNGs")
|
||||
sheet.add_argument("--out", type=Path, default=None,
|
||||
help="output JPEG (default: <dir>/sheet.jpg; never overwritten)")
|
||||
sheet.add_argument("--views", default="",
|
||||
help="comma-separated view tokens instead of the six baseline views "
|
||||
"(pose harness: idle,walk_contact,walk_pass,sit)")
|
||||
compare = sub.add_parser("compare")
|
||||
compare.add_argument("--before", required=True, type=Path)
|
||||
compare.add_argument("--after", required=True, type=Path)
|
||||
@@ -143,8 +149,9 @@ def main(argv: list[str] | None = None) -> int:
|
||||
if not output.is_absolute():
|
||||
output = ROOT / output
|
||||
output = next_free_path(output)
|
||||
views = [v.strip() for v in args.views.split(",") if v.strip()] or None
|
||||
try:
|
||||
written = build_sheet(source, output)
|
||||
written = build_sheet(source, output, views)
|
||||
except FileNotFoundError as exc:
|
||||
print(exc)
|
||||
return 2
|
||||
|
||||
@@ -14,6 +14,19 @@ class NpcBaselineTests(unittest.TestCase):
|
||||
self.assertEqual({row[1] for row in rows}, set(npc_baseline.VIEWS))
|
||||
self.assertEqual(len({row[2] for row in rows}), 48)
|
||||
|
||||
def test_sheet_accepts_a_custom_view_list(self):
|
||||
from PIL import Image
|
||||
with tempfile.TemporaryDirectory() as tmp:
|
||||
folder = Path(tmp)
|
||||
for variant in npc_baseline.VARIANTS:
|
||||
for view in ("idle", "sit"):
|
||||
Image.new("RGB", (32, 18), (40, 60, 80)).save(
|
||||
folder / f"{variant}__{view}.png")
|
||||
out = npc_baseline.build_sheet(folder, folder / "sheet.jpg", ["idle", "sit"])
|
||||
with Image.open(out) as sheet:
|
||||
# 2 views x 320 px cells.
|
||||
self.assertEqual(sheet.width, 640)
|
||||
|
||||
def test_latest_capture_prefers_the_full_stem(self):
|
||||
with tempfile.TemporaryDirectory() as tmp:
|
||||
folder = Path(tmp)
|
||||
|
||||
Reference in new issue
Block a user