Drop hand items into the palm, raise the lanyard, and capture every gear piece worn on the character
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extends SceneTree
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## Gear-on-character capture: one frame per gear piece, worn by a real avatar.
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##
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## The gear library is authored in attach-point space, so the only way to judge a
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## piece is to see it on the rig it ships with. Each shot stages `npc_casual`,
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## attaches exactly one gear item through the runtime path (`_attach_gear`, which
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## applies the same offsets the game uses) and frames the region that gear lives in.
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##
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## Usage (windowed):
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## godot --path . --script res://src/test/capture_npc_gear.gd -- \
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## --out=res://tmp/npc-gear
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##
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## Then compose the sheet:
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## python3 tools/npc_baseline.py sheet --dir tmp/npc-gear --out tmp/npc-gear/sheet.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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## Gear order matches `NpcAvatar.GEAR_ATTACH`; the crop frames where the piece sits.
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const SHOTS := [
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{"gear": "firefighter_helmet", "view": "head"},
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{"gear": "sunglasses", "view": "head"},
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{"gear": "lanyard", "view": "chest"},
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{"gear": "backpack", "view": "back"},
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{"gear": "shoulder_bag", "view": "back"},
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{"gear": "scba_tank", "view": "back"},
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{"gear": "camera", "view": "hand"},
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{"gear": "clipboard", "view": "hand"},
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{"gear": "phone", "view": "hand"},
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{"gear": "cup", "view": "hand"},
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{"gear": "umbrella", "view": "hand"},
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{"gear": "protest_sign", "view": "hand"},
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{"gear": "flashlight", "view": "hand"},
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{"gear": "wand", "view": "hand"},
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{"gear": "radio", "view": "hand"},
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]
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const VIEWS := {
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"head": {"yaw": 18.0, "distance": 0.95, "height": 1.42, "target_y": 1.72, "fov": 34.0},
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"chest": {"yaw": 18.0, "distance": 1.10, "height": 1.45, "target_y": 1.32, "fov": 34.0},
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"back": {"yaw": 158.0, "distance": 1.80, "height": 1.50, "target_y": 1.25, "fov": 36.0},
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"hand": {"yaw": 22.0, "distance": 1.25, "height": 1.35, "target_y": 0.95, "fov": 34.0},
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}
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const SETTLE_FRAMES := 3
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const MAX_FRAMES := 3000
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var out_dir := "user://screenshots/npc_gear"
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var _stage: Node3D
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var _camera: Camera3D
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var _avatar: NpcAvatar
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var _shot := 0
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var _frames := 0
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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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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_gear timed out")
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quit(1)
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return true
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if _stage == null:
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_build_stage()
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_stage_shot()
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return false
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if _frames < SETTLE_FRAMES:
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return false
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_shoot()
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_shot += 1
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if _shot >= SHOTS.size():
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print("capture_npc_gear done -> %s" % out_dir)
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quit(0)
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return true
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_stage_shot()
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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 = "NpcGearStage"
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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.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.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.current = true
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_stage.add_child(_camera)
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func _stage_shot() -> void:
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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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var shot: Dictionary = SHOTS[_shot]
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var profile := NpcProfile.new()
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profile.id = "gear_" + str(shot["gear"])
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profile.display_name = str(shot["gear"]).to_upper()
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profile.npc_type = Rules.NpcType.TOURIST
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var avatar := NpcAvatar.new()
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avatar.name = "GearSubject"
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# The hoodie base has short sleeves and no gear of its own beyond the outfit's,
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# so the attach point of the tested piece is unobstructed.
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avatar.character_override = "npc_hoodie"
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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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avatar.set_physics_process(false)
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avatar.set_process(false)
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# Clear the gear the outfit attached for itself, or the shot shows two items in
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# the same hand and the tested piece is unreadable.
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for node in avatar.find_children("Gear_*", "Node3D", true, false):
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(node as Node3D).queue_free()
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# Attach the tested piece through the real runtime path, so the offsets under
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# test are exactly the ones the game applies.
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var gear := str(shot["gear"])
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if not avatar._attach_gear(gear):
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push_warning("gear %s did not attach" % gear)
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avatar._animate(1.0 / 60.0)
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_avatar = avatar
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_frame_view(VIEWS[str(shot["view"])])
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func _frame_view(view: Dictionary) -> void:
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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,
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float(view["height"]) - target.y, 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 dir := ProjectSettings.globalize_path(out_dir)
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DirAccess.make_dir_recursive_absolute(dir)
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var path := dir.path_join("%02d-%s.png" % [_shot, SHOTS[_shot]["gear"]])
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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" % [path.get_file(), err])
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