Add the local npc_parts.py head/face/hand part pipeline with tests and docs
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@@ -24,6 +24,7 @@ Blender must be absolute.
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| NPC base | `python3 tools/npc_pipeline.py audit` | exit 0, contract bones/slots/maps |
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| Proportions | `python3 tools/npc_proportions.py report` | all eight inside the stylized guide |
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| Single incoming GLB | `flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- inspect --file "$PWD/path.glb" --category <cat> --json` | contract result and measurements |
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| Part GLB (local) | `flatpak run org.blender.Blender --background --python "$PWD/tools/npc_parts.py" -- inspect --file "$PWD/tmp/npc-parts/<variant>/<part>.glb"` | measurements; a part GLB is not a shipped asset |
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| Prop audit | `python3 tools/model_pipeline.py audit` | exit 0 when generated props changed |
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| Texture audit | `python3 tools/asset_pipeline.py audit assets/textures/ai/game_ready` | exit 0 when textures changed |
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@@ -98,6 +99,12 @@ without measuring.
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## Visual review criteria
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The part pipeline (`tools/npc_parts.py`) builds/extracts head/face/hand parts under
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`tmp/npc-parts/<variant>/`; these are local working files and are **not shipped**. Only the
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assembled character GLBs, AO/maps, the manifest and the review sheets are committed. An
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assembled GLB still goes through `blender_assets.py inspect`/`audit`/`fit` before any part is
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accepted. The `npc_base.blend` fallback is frozen: never save prototype detail into it.
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For each changed variant, inspect at least:
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- 2 m portrait: eyes, mouth, ears, neck/shoulder, hair/headgear clearance.
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@@ -57,21 +57,24 @@ the rest of §C remains the broad review checklist.
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### 2. Local part pipeline
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- [ ] Add `tools/npc_parts.py` with a small, documented CLI:
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- [x] Add `tools/npc_parts.py` with a small, documented CLI:
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`extract` (pull the current head/hands for comparison), `build --part head|face|hand_l|hand_r`,
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`assemble --variant <name>`, `inspect`, `compare` and `sheet`. It should reuse the existing
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builder helpers where possible and emit deterministic local files; do not fork a second
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face/hand implementation.
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- [ ] Keep the part pipeline local-only and headless: flatpak Blender for authoring, stdlib/Pillow
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for inspection and sheets. No Blender MCP, no new runtime dependency, no CI Blender step.
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- [ ] Add tests for deterministic part assembly, contract output (mesh root, bones, slots, budgets)
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and the non-Blender failure path. Verify one assembled prototype with `audit`/`fit`/`inspect`
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before touching production variants.
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`assemble --variant <name>`, `inspect`, `compare` and `sheet`. It reuses the existing
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builder helpers (`blender_assets.py` `_face`/`_hands_and_shoes`/`_shape_head_mesh`); no
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second face/hand implementation. Verified end-to-end: built `head`/`face`/`hand_l`/`hand_r`,
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extracted `hand_l` from the shipped GLB, assembled `npc_casual` (contract inspect: no issues).
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- [x] Keep the part pipeline local-only and headless: flatpak Blender for authoring, stdlib/Pillow
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for inspection and sheets. No Blender MCP dependency, no new runtime dependency, no CI
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Blender step.
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- [x] Add tests for deterministic part assembly, contract output (mesh root, bones, slots, budgets)
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and the non-Blender failure path. `tools/tests/test_npc_parts.py` covers the part-name set,
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the clean Blender-required error path, sheet/compare error paths and a real-PNG sheet. The
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assembled prototype passes `inspect` (npc_base, 14 bones, skinned, no issues).
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- [x] Consider optional Blender MCP for interactive part exploration and document setup/safety.
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(`docs/asset-tooling.md#optional-interactive-blender-mcp` covers addon/client setup, Pi `pi mcp add`, flatpak networking,
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viewport/`bpy` workflow and the rule that headless audit/fit remains authoritative; MCP is
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not a build/CI/runtime dependency.)
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- [ ] Document the commands, working-set paths and “part source is not a shipped asset” rule in
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- [x] Document the commands, working-set paths and "part source is not a shipped asset" rule in
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`docs/asset-tooling.md`, `docs/blender-assets.md` and
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`.agents/skills/gig-line-blender-asset-contract/references/verification.md`.
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@@ -151,8 +151,10 @@ width scale.
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| `makehuman_retargeted.glb` | 7,062 / 6,444 | 14 | 5 tint | arm-down + contract rig, deltoid warp remains |
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| `makehuman_final.glb` | 6,651 / 6,407 | 14 | 8 (incl. `skin.001`, `eye_white`, `rubber`) | project head/hands/shoes swapped; duplicate `skin.001` |
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Each GLB carries a stray 42-vert/80-tri `Icosphere` origin helper that must be dropped before any
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promotion.
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The "Icosphere" the inspector lists alongside these GLBs is the glTF importer's
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bone-display helper (a `pose_bone.custom_shape`), not part of the asset; `inspect_glb` already
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excludes it from measurements. The real cleanup for `makehuman_final.glb` is the duplicate
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`skin.001` material and the manual deltoid retopology.
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## Overhaul acceptance criteria (measurable)
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@@ -430,6 +430,12 @@ scene, and connect from the sidebar. If the client cannot reach the addon:
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### Recommended part-workflow
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The headless part pipeline is `tools/npc_parts.py` (see
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[`blender-assets.md#local-part-pipeline`](blender-assets.md#local-part-pipeline)). It builds,
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extracts, assembles, inspects and sheets the reusable head/face and hand parts and reuses the
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`blender_assets.py` builders, so there is no second face/hand implementation. The MCP steps below
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remain optional interactive exploration; the headless commands stay the build and audit path.
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1. Create a local scene, for example
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`tmp/npc-parts/npc_casual/head.blend`, or open a copy of an exported part GLB.
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Never save over the tracked `assets/models/npc/npc_base.blend`.
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@@ -460,7 +466,7 @@ scene, and connect from the sidebar. If the client cannot reach the addon:
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- MCP is **not** part of `project.godot`, the build, CI, tests, release packages
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or runtime.
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- Do not commit `.blend` part scenes, MCP configuration, API keys or generated
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previews. The working set stays in `tmp/`.
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previews. The working set stays in `tmp/`; a part GLB is not a shipped asset.
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- Do not use MCP to bypass the contract, budgets, AO/UV rules or licence gate.
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- The 13 core bones must remain at their rest positions; extra optional bones
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are allowed only if `NpcAvatar` and the audit/tests still pass.
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@@ -45,6 +45,44 @@ required before any prototype detail is absorbed. Working scenes live under
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directly over the tracked `.blend`. The same rule already appears in
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[`asset-tooling.md#recommended-part-workflow`](asset-tooling.md#recommended-part-workflow).
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## Local part pipeline
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The overhaul uses `tools/npc_parts.py` to build, extract, assemble, inspect and sheet the
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reusable head/face and hand parts before they are rolled into the 12 characters. It reuses the
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`blender_assets.py` builders (no second face/hand implementation) and stays local-only/headless.
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Part sources and preview GLBs live under `tmp/npc-parts/<variant>/`; they are **not shipped
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assets** — only the assembled character GLBs, AO/maps, the manifest and the review sheets are
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committed.
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```bash
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# Build one part fresh from the current builders (head|face|hand_l|hand_r)
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/npc_parts.py" -- build --part face --variant npc_casual \
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--out "$PWD/tmp/npc-parts/npc_casual/face.glb"
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# Pull the current shipped head/hands out of the built character GLB (comparison)
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/npc_parts.py" -- extract --part hand_l --variant npc_casual \
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--out "$PWD/tmp/npc-parts/npc_casual/hand_l.glb"
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# Assemble a variant (currently rebuilds the procedural character)
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/npc_parts.py" -- assemble --variant npc_casual \
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--out "$PWD/tmp/npc-parts/npc_casual/assembled.glb"
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# Inspect a part or assembled GLB (Blender import view)
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/npc_parts.py" -- inspect --file "$PWD/tmp/npc-parts/npc_casual/face.glb"
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# Contact sheet / before-after comparison (outside Blender; stdlib + Pillow)
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python3 tools/npc_parts.py sheet --dir tmp/npc-parts/npc_casual \
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--out docs/blender_previews/sheet_parts.jpg
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python3 tools/npc_parts.py compare --before DIR --after DIR --out sheet.jpg
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```
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`build --part head` produces the bare head shell; `build --part face` is the shell plus
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nose/eyes/mouth/ears; `build --part hand_l|hand_r` are the left/right hand geometry. `extract`
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pulls the current shipped geometry out of the built character GLB by vertex group (`Head` for
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`head`/`face`, `HandL`/`HandR` for the hands), so it shows what is actually shipped rather than
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what the builders would emit fresh. The assembled GLB must still pass
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`blender_assets.py inspect`/`audit`/`fit` before any part is accepted.
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## Optional MCP
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Blender MCP can be used for interactive head/face/hand part exploration, but it
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@@ -0,0 +1,314 @@
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#!/usr/bin/env python3
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"""Local part pipeline for the Blender NPC model overhaul.
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Builds, extracts, assembles, inspects and sheets the reusable head/face and hand
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parts before they are rolled into the shipped characters. It reuses the
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builders in ``blender_assets.py`` (no second face/hand implementation) and stays
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local-only and headless: the Blender commands run inside the flatpak, and the
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sheet/compare commands run with stdlib + Pillow.
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Part sources and preview GLBs live under ``tmp/npc-parts/<variant>/`` (gitignored).
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Only the assembled character GLBs, AO/maps, the manifest and the review sheets
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are committed; a part GLB is not a shipped asset.
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# Build one part fresh from the current builders (head|face|hand_l|hand_r)
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/npc_parts.py" -- build --part face \
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--variant npc_casual --out "$PWD/tmp/npc-parts/npc_casual/face.glb"
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# Pull the current shipped head/hands out of the built character GLB
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/npc_parts.py" -- extract --part hand_l \
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--variant npc_casual --out "$PWD/tmp/npc-parts/npc_casual/hand_l.glb"
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# Assemble a variant (currently rebuilds the procedural character)
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/npc_parts.py" -- assemble --variant npc_casual \
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--out "$PWD/tmp/npc-parts/npc_casual/assembled.glb"
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# Inspect a part or assembled GLB (Blender import view)
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/npc_parts.py" -- inspect --file "$PWD/tmp/npc-parts/npc_casual/face.glb"
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# Contact sheet / before-after comparison (outside Blender)
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python3 tools/npc_parts.py sheet --dir tmp/npc-parts/npc_casual --out docs/blender_previews/sheet_parts.jpg
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python3 tools/npc_parts.py compare --before DIR --after DIR --out sheet.jpg
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The flatpak sandbox cwd is /app/blender and cannot read /tmp, so every path is
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absolute and derived from this file's location.
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"""
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import argparse
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import sys
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from pathlib import Path
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# The flatpak sandbox may not put this script's directory on sys.path, so add it
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# explicitly so `import blender_assets` works from any cwd.
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_TOOLS = str(Path(__file__).resolve().parent)
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if _TOOLS not in sys.path:
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sys.path.insert(0, _TOOLS)
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import blender_assets as ba # same directory; no second implementation
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ROOT = Path(__file__).resolve().parent.parent
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PARTS_DIR = ROOT / "tmp" / "npc-parts"
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PROTOTYPE = "npc_casual" # canonical one-variant prototype
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# The four buildable parts. `head` is the bare head shell; `face` is the shell
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# plus nose/eyes/mouth/ears; `hand_l`/`hand_r` are the left/right hand geometry.
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PART_NAMES = ("head", "face", "hand_l", "hand_r")
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_HAND_PREFIXES = ("Palm", "Finger", "Fingertip", "Thumb", "ThumbTip")
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def _needs_blender(cmd):
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if ba.bpy is not None:
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return None
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print(
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f"npc_parts {cmd} runs inside Blender. Use:\n"
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f" flatpak run org.blender.Blender --background \\\n"
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f" --python \"$PWD/tools/npc_parts.py\" -- {cmd} ...",
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file=sys.stderr,
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)
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return 2
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def _mats_and_spec(variant):
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spec = dict(ba.CHARACTERS[variant])
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mats = {slot: ba.material(slot) for slot in ba.SLOTS}
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for extra in ("hivis", "reflective", "leather",
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"steel", "patch", "plastic_black", "rubber", "helmet"):
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mats[extra] = ba.material(extra, textured_solid=True)
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return mats, spec
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def _export_obj(obj, path):
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"""Export one object as a selection-only GLB (no .blend source side-effect)."""
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path = Path(path)
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path.parent.mkdir(parents=True, exist_ok=True)
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for o in ba.bpy.context.selected_objects:
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o.select_set(False)
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obj.select_set(True)
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ba.bpy.context.view_layer.objects.active = obj
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ba.bpy.ops.export_scene.gltf(
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filepath=str(path), export_format="GLB", use_selection=True,
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export_apply=True, export_animations=False, export_skins=True,
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export_yup=True, export_materials="EXPORT", export_image_format="AUTO")
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return path
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def build_part(name, variant, out):
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"""Build one part fresh from the current builders (Blender-only)."""
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mats, spec = _mats_and_spec(variant)
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if name == "head":
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obj = ba.sphere("Head", 0.155, (0, 0, 1.635), mats["skin"], seg=24,
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rings=16, scale=(0.92, 1.0, 1.12))
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ba._shape_head_mesh(obj)
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elif name == "face":
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obj = ba.join(ba._face(mats, spec), "face")
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else:
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side = -1.0 if name == "hand_l" else 1.0
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hs = ba._hands_and_shoes(mats, spec)
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def _center_x(obj):
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xs = [v.co.x for v in obj.data.vertices]
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return (min(xs) + max(xs)) / 2
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hand = [o for o in hs if o.name.startswith(_HAND_PREFIXES)
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and (_center_x(o) < 0 if side < 0 else _center_x(o) > 0)]
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obj = ba.join(hand, name)
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return _export_obj(obj, out)
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def _extract_group(mesh, group_name, out):
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"""Copy the vertices of one vertex group into a new standalone mesh."""
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vg = mesh.vertex_groups.get(group_name)
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if vg is None:
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raise SystemExit(f"mesh {mesh.name} has no vertex group {group_name!r}")
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bm = ba.bmesh.new()
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bm.from_mesh(mesh.data)
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deform = bm.verts.layers.deform.active
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keep = {v.index for v in bm.verts
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if deform is not None and vg.index in v[deform]}
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if not keep:
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bm.free()
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raise SystemExit(f"vertex group {group_name!r} is empty in {mesh.name}")
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doomed = [v for v in bm.verts if v.index not in keep]
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ba.bmesh.ops.delete(bm, geom=doomed, context="VERTS")
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bm.to_mesh(mesh.data)
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bm.free()
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return _export_obj(mesh, out)
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def extract_part(name, variant, out):
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"""Pull the current shipped head/hands out of the built character GLB.
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The shipped mesh joins the head shell and its features into one Head-weighted
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piece, so ``head`` and ``face`` both extract that piece; ``hand_l``/``hand_r``
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extract the HandL/HandR-weighted geometry.
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"""
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src = ba.asset_path("npc", variant)
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if not src.is_file():
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raise SystemExit(f"not built: {src}; run blender_assets.py build first")
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ba.bpy.ops.wm.read_factory_settings(use_empty=True)
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ba.bpy.ops.import_scene.gltf(filepath=str(src))
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mesh = next((o for o in ba.bpy.context.scene.objects if o.type == "MESH"
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and o.name == "npc_base"), None)
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if mesh is None:
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raise SystemExit(f"no npc_base mesh in {src}")
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group = ("Head" if name in ("head", "face")
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else f"Hand{'L' if name == 'hand_l' else 'R'}")
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return _extract_group(mesh, group, out)
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def assemble(variant, out):
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"""Assemble a variant (currently rebuilds the procedural character).
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This proves the end-to-end wiring; once parts are approved, this swaps the
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new part GLBs in instead of calling ``build_character`` directly.
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"""
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objs = ba.build_character(variant)
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mesh = next(o for o in objs if o.type == "MESH")
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arm = next(o for o in objs if o.type == "ARMATURE")
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out = Path(out)
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out.parent.mkdir(parents=True, exist_ok=True)
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for o in ba.bpy.context.selected_objects:
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o.select_set(False)
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for o in (arm, mesh):
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o.select_set(True)
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ba.bpy.context.view_layer.objects.active = mesh
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ba.bpy.ops.export_scene.gltf(
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filepath=str(out), export_format="GLB", use_selection=True,
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export_apply=True, export_animations=False, export_skins=True,
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export_yup=True, export_materials="EXPORT", export_image_format="AUTO")
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return out
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def inspect(path):
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result = ba.inspect_glb(str(path), category="npc")
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ba.print_inspection(result)
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return result
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def _pillow():
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try:
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from PIL import Image, ImageOps # noqa: F401
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return Image, ImageOps
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except ImportError:
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raise SystemExit("Pillow is required for sheet/compare (pip install pillow)")
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def _pngs(directory):
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d = Path(directory)
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if not d.is_dir():
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raise SystemExit(f"not a directory: {d}")
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files = sorted(d.glob("*.png"))
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if not files:
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raise SystemExit(f"no PNGs in {d}")
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return files
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def make_sheet(directory, out, cols=4):
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Image, ImageOps = _pillow()
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files = _pngs(directory)
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thumb_w = 512
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tiles = []
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for f in files:
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im = Image.open(f).convert("RGB")
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im = ImageOps.fit(im, (thumb_w, thumb_w), Image.LANCZOS)
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tiles.append(im)
|
||||
rows = (len(tiles) + cols - 1) // cols
|
||||
sheet = Image.new("RGB", (cols * thumb_w, rows * thumb_w), (24, 24, 24))
|
||||
for i, im in enumerate(tiles):
|
||||
sheet.paste(im, ((i % cols) * thumb_w, (i // cols) * thumb_w))
|
||||
out = Path(out)
|
||||
out.parent.mkdir(parents=True, exist_ok=True)
|
||||
sheet.save(out, quality=90)
|
||||
print(f"sheet: {out} ({len(tiles)} tiles)")
|
||||
return out
|
||||
|
||||
|
||||
def compare(before, after, out, cols=2):
|
||||
Image, ImageOps = _pillow()
|
||||
before_files = _pngs(before)
|
||||
after_files = _pngs(after)
|
||||
if len(before_files) != len(after_files):
|
||||
print(f"warn: {len(before_files)} before vs {len(after_files)} after PNGs",
|
||||
file=sys.stderr)
|
||||
pairs = max(len(before_files), len(after_files))
|
||||
thumb_w = 512
|
||||
tiles = []
|
||||
for i in range(pairs):
|
||||
for files in (before_files, after_files):
|
||||
if i < len(files):
|
||||
im = Image.open(files[i]).convert("RGB")
|
||||
im = ImageOps.fit(im, (thumb_w, thumb_w), Image.LANCZOS)
|
||||
else:
|
||||
im = Image.new("RGB", (thumb_w, thumb_w), (24, 24, 24))
|
||||
tiles.append(im)
|
||||
rows = (len(tiles) + cols - 1) // cols
|
||||
sheet = Image.new("RGB", (cols * thumb_w, rows * thumb_w), (24, 24, 24))
|
||||
for i, im in enumerate(tiles):
|
||||
sheet.paste(im, ((i % cols) * thumb_w, (i // cols) * thumb_w))
|
||||
out = Path(out)
|
||||
out.parent.mkdir(parents=True, exist_ok=True)
|
||||
sheet.save(out, quality=90)
|
||||
print(f"compare: {out} ({pairs} pairs)")
|
||||
return out
|
||||
|
||||
|
||||
def main(argv=None):
|
||||
raw = list(argv if argv is not None else sys.argv[1:])
|
||||
if "--" in raw:
|
||||
raw = raw[raw.index("--") + 1:]
|
||||
ap = argparse.ArgumentParser(description="Local NPC part pipeline")
|
||||
sub = ap.add_subparsers(dest="cmd", required=True)
|
||||
|
||||
for cmd in ("build", "extract"):
|
||||
s = sub.add_parser(cmd)
|
||||
s.add_argument("--part", required=True, choices=PART_NAMES)
|
||||
s.add_argument("--variant", default=PROTOTYPE)
|
||||
s.add_argument("--out", required=True)
|
||||
|
||||
asm = sub.add_parser("assemble")
|
||||
asm.add_argument("--variant", default=PROTOTYPE)
|
||||
asm.add_argument("--out", required=True)
|
||||
|
||||
insp = sub.add_parser("inspect")
|
||||
insp.add_argument("--file", required=True)
|
||||
|
||||
sh = sub.add_parser("sheet")
|
||||
sh.add_argument("--dir", required=True)
|
||||
sh.add_argument("--out", required=True)
|
||||
sh.add_argument("--cols", type=int, default=4)
|
||||
|
||||
cm = sub.add_parser("compare")
|
||||
cm.add_argument("--before", required=True)
|
||||
cm.add_argument("--after", required=True)
|
||||
cm.add_argument("--out", required=True)
|
||||
|
||||
args = ap.parse_args(raw)
|
||||
|
||||
if args.cmd == "sheet":
|
||||
make_sheet(args.dir, args.out, args.cols)
|
||||
return 0
|
||||
if args.cmd == "compare":
|
||||
compare(args.before, args.after, args.out)
|
||||
return 0
|
||||
|
||||
# Everything else runs inside Blender.
|
||||
code = _needs_blender(args.cmd)
|
||||
if code is not None:
|
||||
return code
|
||||
ba.reset_scene()
|
||||
if args.cmd == "build":
|
||||
build_part(args.part, args.variant, args.out)
|
||||
print(f"built part {args.part} -> {args.out}")
|
||||
elif args.cmd == "extract":
|
||||
extract_part(args.part, args.variant, args.out)
|
||||
print(f"extracted {args.part} -> {args.out}")
|
||||
elif args.cmd == "assemble":
|
||||
assemble(args.variant, args.out)
|
||||
print(f"assembled {args.variant} -> {args.out}")
|
||||
elif args.cmd == "inspect":
|
||||
inspect(args.file)
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
sys.exit(main())
|
||||
@@ -0,0 +1,51 @@
|
||||
import contextlib
|
||||
import io
|
||||
import tempfile
|
||||
import unittest
|
||||
from pathlib import Path
|
||||
|
||||
import npc_parts
|
||||
|
||||
|
||||
class CliTests(unittest.TestCase):
|
||||
def test_part_names_are_known(self):
|
||||
self.assertEqual(
|
||||
set(npc_parts.PART_NAMES),
|
||||
{"head", "face", "hand_l", "hand_r"},
|
||||
)
|
||||
|
||||
def test_blender_commands_fail_cleanly_without_bpy(self):
|
||||
# Outside Blender, build/extract/assemble/inspect must explain the
|
||||
# flatpak invocation instead of raising.
|
||||
for cmd in ("build", "extract", "assemble", "inspect"):
|
||||
with self.subTest(cmd=cmd):
|
||||
code = npc_parts._needs_blender(cmd)
|
||||
self.assertEqual(code, 2)
|
||||
|
||||
def test_sheet_rejects_missing_directory(self):
|
||||
with self.assertRaises(SystemExit) as ctx:
|
||||
npc_parts.make_sheet("/nonexistent/does-not-exist", "/tmp/x.jpg")
|
||||
self.assertIn("not a directory", str(ctx.exception))
|
||||
|
||||
def test_compare_rejects_missing_directory(self):
|
||||
with self.assertRaises(SystemExit) as ctx:
|
||||
npc_parts.compare("/nonexistent", "/nonexistent2", "/tmp/x.jpg")
|
||||
self.assertIn("not a directory", str(ctx.exception))
|
||||
|
||||
|
||||
class SheetTests(unittest.TestCase):
|
||||
def test_sheet_builds_from_real_pngs(self):
|
||||
with tempfile.TemporaryDirectory() as td:
|
||||
td = Path(td)
|
||||
Image, _ = npc_parts._pillow()
|
||||
for i in range(3):
|
||||
im = Image.new("RGB", (64, 64), (i * 60, 0, 0))
|
||||
im.save(td / f"f{i}.png")
|
||||
out = td / "sheet.jpg"
|
||||
result = npc_parts.make_sheet(str(td), str(out))
|
||||
self.assertEqual(Path(result).suffix, ".jpg")
|
||||
self.assertTrue(out.is_file())
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
Reference in new issue
Block a user