Add a pose review harness and record the blocked pose capture
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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)
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func _shoot() -> 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 view: Dictionary = VIEWS[_view_i]
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var dir := ProjectSettings.globalize_path(out_dir)
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DirAccess.make_dir_recursive_absolute(dir)
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var base := "%s__%s%s" % [variant["name"], pose["name"], view["suffix"]]
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var path := dir.path_join(base + ".png")
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var index := 2
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while FileAccess.file_exists(path):
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path = dir.path_join("%s-v%d.png" % [base, index])
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index += 1
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var hip_bone: int = int(_avatar._bone_indices.get("HipL", -1))
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var knee_bone: int = int(_avatar._bone_indices.get("KneeL", -1))
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var img: Image = root.get_texture().get_image()
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var err := img.save_png(path)
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print("%s -> err=%d" % [base, err])
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