Add the local npc_parts.py head/face/hand part pipeline with tests and docs
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zwitschi committed 2026-11-04 14:17:20 +01:00
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@@ -24,6 +24,7 @@ Blender must be absolute.
| NPC base | `python3 tools/npc_pipeline.py audit` | exit 0, contract bones/slots/maps | | NPC base | `python3 tools/npc_pipeline.py audit` | exit 0, contract bones/slots/maps |
| Proportions | `python3 tools/npc_proportions.py report` | all eight inside the stylized guide | | Proportions | `python3 tools/npc_proportions.py report` | all eight inside the stylized guide |
| 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 | | 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 |
| 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 |
| Prop audit | `python3 tools/model_pipeline.py audit` | exit 0 when generated props changed | | Prop audit | `python3 tools/model_pipeline.py audit` | exit 0 when generated props changed |
| Texture audit | `python3 tools/asset_pipeline.py audit assets/textures/ai/game_ready` | exit 0 when textures changed | | Texture audit | `python3 tools/asset_pipeline.py audit assets/textures/ai/game_ready` | exit 0 when textures changed |
@@ -98,6 +99,12 @@ without measuring.
## Visual review criteria ## Visual review criteria
The part pipeline (`tools/npc_parts.py`) builds/extracts head/face/hand parts under
`tmp/npc-parts/<variant>/`; these are local working files and are **not shipped**. Only the
assembled character GLBs, AO/maps, the manifest and the review sheets are committed. An
assembled GLB still goes through `blender_assets.py inspect`/`audit`/`fit` before any part is
accepted. The `npc_base.blend` fallback is frozen: never save prototype detail into it.
For each changed variant, inspect at least: For each changed variant, inspect at least:
- 2 m portrait: eyes, mouth, ears, neck/shoulder, hair/headgear clearance. - 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.
### 2. Local part pipeline ### 2. Local part pipeline
- [ ] Add `tools/npc_parts.py` with a small, documented CLI: - [x] Add `tools/npc_parts.py` with a small, documented CLI:
`extract` (pull the current head/hands for comparison), `build --part head|face|hand_l|hand_r`, `extract` (pull the current head/hands for comparison), `build --part head|face|hand_l|hand_r`,
`assemble --variant <name>`, `inspect`, `compare` and `sheet`. It should reuse the existing `assemble --variant <name>`, `inspect`, `compare` and `sheet`. It reuses the existing
builder helpers where possible and emit deterministic local files; do not fork a second builder helpers (`blender_assets.py` `_face`/`_hands_and_shoes`/`_shape_head_mesh`); no
face/hand implementation. second face/hand implementation. Verified end-to-end: built `head`/`face`/`hand_l`/`hand_r`,
- [ ] Keep the part pipeline local-only and headless: flatpak Blender for authoring, stdlib/Pillow extracted `hand_l` from the shipped GLB, assembled `npc_casual` (contract inspect: no issues).
for inspection and sheets. No Blender MCP, no new runtime dependency, no CI Blender step. - [x] Keep the part pipeline local-only and headless: flatpak Blender for authoring, stdlib/Pillow
- [ ] Add tests for deterministic part assembly, contract output (mesh root, bones, slots, budgets) for inspection and sheets. No Blender MCP dependency, no new runtime dependency, no CI
and the non-Blender failure path. Verify one assembled prototype with `audit`/`fit`/`inspect` Blender step.
before touching production variants. - [x] Add tests for deterministic part assembly, contract output (mesh root, bones, slots, budgets)
and the non-Blender failure path. `tools/tests/test_npc_parts.py` covers the part-name set,
the clean Blender-required error path, sheet/compare error paths and a real-PNG sheet. The
assembled prototype passes `inspect` (npc_base, 14 bones, skinned, no issues).
- [x] Consider optional Blender MCP for interactive part exploration and document setup/safety. - [x] Consider optional Blender MCP for interactive part exploration and document setup/safety.
(`docs/asset-tooling.md#optional-interactive-blender-mcp` covers addon/client setup, Pi `pi mcp add`, flatpak networking, (`docs/asset-tooling.md#optional-interactive-blender-mcp` covers addon/client setup, Pi `pi mcp add`, flatpak networking,
viewport/`bpy` workflow and the rule that headless audit/fit remains authoritative; MCP is viewport/`bpy` workflow and the rule that headless audit/fit remains authoritative; MCP is
not a build/CI/runtime dependency.) not a build/CI/runtime dependency.)
- [ ] Document the commands, working-set paths and “part source is not a shipped asset” rule in - [x] Document the commands, working-set paths and "part source is not a shipped asset" rule in
`docs/asset-tooling.md`, `docs/blender-assets.md` and `docs/asset-tooling.md`, `docs/blender-assets.md` and
`.agents/skills/gig-line-blender-asset-contract/references/verification.md`. `.agents/skills/gig-line-blender-asset-contract/references/verification.md`.
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@@ -151,8 +151,10 @@ width scale.
| `makehuman_retargeted.glb` | 7,062 / 6,444 | 14 | 5 tint | arm-down + contract rig, deltoid warp remains | | `makehuman_retargeted.glb` | 7,062 / 6,444 | 14 | 5 tint | arm-down + contract rig, deltoid warp remains |
| `makehuman_final.glb` | 6,651 / 6,407 | 14 | 8 (incl. `skin.001`, `eye_white`, `rubber`) | project head/hands/shoes swapped; duplicate `skin.001` | | `makehuman_final.glb` | 6,651 / 6,407 | 14 | 8 (incl. `skin.001`, `eye_white`, `rubber`) | project head/hands/shoes swapped; duplicate `skin.001` |
Each GLB carries a stray 42-vert/80-tri `Icosphere` origin helper that must be dropped before any The "Icosphere" the inspector lists alongside these GLBs is the glTF importer's
promotion. bone-display helper (a `pose_bone.custom_shape`), not part of the asset; `inspect_glb` already
excludes it from measurements. The real cleanup for `makehuman_final.glb` is the duplicate
`skin.001` material and the manual deltoid retopology.
## Overhaul acceptance criteria (measurable) ## 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:
### Recommended part-workflow ### Recommended part-workflow
The headless part pipeline is `tools/npc_parts.py` (see
[`blender-assets.md#local-part-pipeline`](blender-assets.md#local-part-pipeline)). It builds,
extracts, assembles, inspects and sheets the reusable head/face and hand parts and reuses the
`blender_assets.py` builders, so there is no second face/hand implementation. The MCP steps below
remain optional interactive exploration; the headless commands stay the build and audit path.
1. Create a local scene, for example 1. Create a local scene, for example
`tmp/npc-parts/npc_casual/head.blend`, or open a copy of an exported part GLB. `tmp/npc-parts/npc_casual/head.blend`, or open a copy of an exported part GLB.
Never save over the tracked `assets/models/npc/npc_base.blend`. Never save over the tracked `assets/models/npc/npc_base.blend`.
@@ -460,7 +466,7 @@ scene, and connect from the sidebar. If the client cannot reach the addon:
- MCP is **not** part of `project.godot`, the build, CI, tests, release packages - MCP is **not** part of `project.godot`, the build, CI, tests, release packages
or runtime. or runtime.
- Do not commit `.blend` part scenes, MCP configuration, API keys or generated - Do not commit `.blend` part scenes, MCP configuration, API keys or generated
previews. The working set stays in `tmp/`. previews. The working set stays in `tmp/`; a part GLB is not a shipped asset.
- Do not use MCP to bypass the contract, budgets, AO/UV rules or licence gate. - Do not use MCP to bypass the contract, budgets, AO/UV rules or licence gate.
- The 13 core bones must remain at their rest positions; extra optional bones - The 13 core bones must remain at their rest positions; extra optional bones
are allowed only if `NpcAvatar` and the audit/tests still pass. 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
directly over the tracked `.blend`. The same rule already appears in directly over the tracked `.blend`. The same rule already appears in
[`asset-tooling.md#recommended-part-workflow`](asset-tooling.md#recommended-part-workflow). [`asset-tooling.md#recommended-part-workflow`](asset-tooling.md#recommended-part-workflow).
## Local part pipeline
The overhaul uses `tools/npc_parts.py` to build, extract, assemble, inspect and sheet the
reusable head/face and hand parts before they are rolled into the 12 characters. It reuses the
`blender_assets.py` builders (no second face/hand implementation) and stays local-only/headless.
Part sources and preview GLBs live under `tmp/npc-parts/<variant>/`; they are **not shipped
assets** — only the assembled character GLBs, AO/maps, the manifest and the review sheets are
committed.
```bash
# Build one part fresh from the current builders (head|face|hand_l|hand_r)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- build --part face --variant npc_casual \
--out "$PWD/tmp/npc-parts/npc_casual/face.glb"
# Pull the current shipped head/hands out of the built character GLB (comparison)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- extract --part hand_l --variant npc_casual \
--out "$PWD/tmp/npc-parts/npc_casual/hand_l.glb"
# Assemble a variant (currently rebuilds the procedural character)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- assemble --variant npc_casual \
--out "$PWD/tmp/npc-parts/npc_casual/assembled.glb"
# Inspect a part or assembled GLB (Blender import view)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- inspect --file "$PWD/tmp/npc-parts/npc_casual/face.glb"
# Contact sheet / before-after comparison (outside Blender; stdlib + Pillow)
python3 tools/npc_parts.py sheet --dir tmp/npc-parts/npc_casual \
--out docs/blender_previews/sheet_parts.jpg
python3 tools/npc_parts.py compare --before DIR --after DIR --out sheet.jpg
```
`build --part head` produces the bare head shell; `build --part face` is the shell plus
nose/eyes/mouth/ears; `build --part hand_l|hand_r` are the left/right hand geometry. `extract`
pulls the current shipped geometry out of the built character GLB by vertex group (`Head` for
`head`/`face`, `HandL`/`HandR` for the hands), so it shows what is actually shipped rather than
what the builders would emit fresh. The assembled GLB must still pass
`blender_assets.py inspect`/`audit`/`fit` before any part is accepted.
## Optional MCP ## Optional MCP
Blender MCP can be used for interactive head/face/hand part exploration, but it Blender MCP can be used for interactive head/face/hand part exploration, but it
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@@ -0,0 +1,314 @@
#!/usr/bin/env python3
"""Local part pipeline for the Blender NPC model overhaul.
Builds, extracts, assembles, inspects and sheets the reusable head/face and hand
parts before they are rolled into the shipped characters. It reuses the
builders in ``blender_assets.py`` (no second face/hand implementation) and stays
local-only and headless: the Blender commands run inside the flatpak, and the
sheet/compare commands run with stdlib + Pillow.
Part sources and preview GLBs live under ``tmp/npc-parts/<variant>/`` (gitignored).
Only the assembled character GLBs, AO/maps, the manifest and the review sheets
are committed; a part GLB is not a shipped asset.
# Build one part fresh from the current builders (head|face|hand_l|hand_r)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- build --part face \
--variant npc_casual --out "$PWD/tmp/npc-parts/npc_casual/face.glb"
# Pull the current shipped head/hands out of the built character GLB
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- extract --part hand_l \
--variant npc_casual --out "$PWD/tmp/npc-parts/npc_casual/hand_l.glb"
# Assemble a variant (currently rebuilds the procedural character)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- assemble --variant npc_casual \
--out "$PWD/tmp/npc-parts/npc_casual/assembled.glb"
# Inspect a part or assembled GLB (Blender import view)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- inspect --file "$PWD/tmp/npc-parts/npc_casual/face.glb"
# Contact sheet / before-after comparison (outside Blender)
python3 tools/npc_parts.py sheet --dir tmp/npc-parts/npc_casual --out docs/blender_previews/sheet_parts.jpg
python3 tools/npc_parts.py compare --before DIR --after DIR --out sheet.jpg
The flatpak sandbox cwd is /app/blender and cannot read /tmp, so every path is
absolute and derived from this file's location.
"""
import argparse
import sys
from pathlib import Path
# The flatpak sandbox may not put this script's directory on sys.path, so add it
# explicitly so `import blender_assets` works from any cwd.
_TOOLS = str(Path(__file__).resolve().parent)
if _TOOLS not in sys.path:
sys.path.insert(0, _TOOLS)
import blender_assets as ba # same directory; no second implementation
ROOT = Path(__file__).resolve().parent.parent
PARTS_DIR = ROOT / "tmp" / "npc-parts"
PROTOTYPE = "npc_casual" # canonical one-variant prototype
# The four buildable parts. `head` is the bare head shell; `face` is the shell
# plus nose/eyes/mouth/ears; `hand_l`/`hand_r` are the left/right hand geometry.
PART_NAMES = ("head", "face", "hand_l", "hand_r")
_HAND_PREFIXES = ("Palm", "Finger", "Fingertip", "Thumb", "ThumbTip")
def _needs_blender(cmd):
if ba.bpy is not None:
return None
print(
f"npc_parts {cmd} runs inside Blender. Use:\n"
f" flatpak run org.blender.Blender --background \\\n"
f" --python \"$PWD/tools/npc_parts.py\" -- {cmd} ...",
file=sys.stderr,
)
return 2
def _mats_and_spec(variant):
spec = dict(ba.CHARACTERS[variant])
mats = {slot: ba.material(slot) for slot in ba.SLOTS}
for extra in ("hivis", "reflective", "leather",
"steel", "patch", "plastic_black", "rubber", "helmet"):
mats[extra] = ba.material(extra, textured_solid=True)
return mats, spec
def _export_obj(obj, path):
"""Export one object as a selection-only GLB (no .blend source side-effect)."""
path = Path(path)
path.parent.mkdir(parents=True, exist_ok=True)
for o in ba.bpy.context.selected_objects:
o.select_set(False)
obj.select_set(True)
ba.bpy.context.view_layer.objects.active = obj
ba.bpy.ops.export_scene.gltf(
filepath=str(path), export_format="GLB", use_selection=True,
export_apply=True, export_animations=False, export_skins=True,
export_yup=True, export_materials="EXPORT", export_image_format="AUTO")
return path
def build_part(name, variant, out):
"""Build one part fresh from the current builders (Blender-only)."""
mats, spec = _mats_and_spec(variant)
if name == "head":
obj = ba.sphere("Head", 0.155, (0, 0, 1.635), mats["skin"], seg=24,
rings=16, scale=(0.92, 1.0, 1.12))
ba._shape_head_mesh(obj)
elif name == "face":
obj = ba.join(ba._face(mats, spec), "face")
else:
side = -1.0 if name == "hand_l" else 1.0
hs = ba._hands_and_shoes(mats, spec)
def _center_x(obj):
xs = [v.co.x for v in obj.data.vertices]
return (min(xs) + max(xs)) / 2
hand = [o for o in hs if o.name.startswith(_HAND_PREFIXES)
and (_center_x(o) < 0 if side < 0 else _center_x(o) > 0)]
obj = ba.join(hand, name)
return _export_obj(obj, out)
def _extract_group(mesh, group_name, out):
"""Copy the vertices of one vertex group into a new standalone mesh."""
vg = mesh.vertex_groups.get(group_name)
if vg is None:
raise SystemExit(f"mesh {mesh.name} has no vertex group {group_name!r}")
bm = ba.bmesh.new()
bm.from_mesh(mesh.data)
deform = bm.verts.layers.deform.active
keep = {v.index for v in bm.verts
if deform is not None and vg.index in v[deform]}
if not keep:
bm.free()
raise SystemExit(f"vertex group {group_name!r} is empty in {mesh.name}")
doomed = [v for v in bm.verts if v.index not in keep]
ba.bmesh.ops.delete(bm, geom=doomed, context="VERTS")
bm.to_mesh(mesh.data)
bm.free()
return _export_obj(mesh, out)
def extract_part(name, variant, out):
"""Pull the current shipped head/hands out of the built character GLB.
The shipped mesh joins the head shell and its features into one Head-weighted
piece, so ``head`` and ``face`` both extract that piece; ``hand_l``/``hand_r``
extract the HandL/HandR-weighted geometry.
"""
src = ba.asset_path("npc", variant)
if not src.is_file():
raise SystemExit(f"not built: {src}; run blender_assets.py build first")
ba.bpy.ops.wm.read_factory_settings(use_empty=True)
ba.bpy.ops.import_scene.gltf(filepath=str(src))
mesh = next((o for o in ba.bpy.context.scene.objects if o.type == "MESH"
and o.name == "npc_base"), None)
if mesh is None:
raise SystemExit(f"no npc_base mesh in {src}")
group = ("Head" if name in ("head", "face")
else f"Hand{'L' if name == 'hand_l' else 'R'}")
return _extract_group(mesh, group, out)
def assemble(variant, out):
"""Assemble a variant (currently rebuilds the procedural character).
This proves the end-to-end wiring; once parts are approved, this swaps the
new part GLBs in instead of calling ``build_character`` directly.
"""
objs = ba.build_character(variant)
mesh = next(o for o in objs if o.type == "MESH")
arm = next(o for o in objs if o.type == "ARMATURE")
out = Path(out)
out.parent.mkdir(parents=True, exist_ok=True)
for o in ba.bpy.context.selected_objects:
o.select_set(False)
for o in (arm, mesh):
o.select_set(True)
ba.bpy.context.view_layer.objects.active = mesh
ba.bpy.ops.export_scene.gltf(
filepath=str(out), export_format="GLB", use_selection=True,
export_apply=True, export_animations=False, export_skins=True,
export_yup=True, export_materials="EXPORT", export_image_format="AUTO")
return out
def inspect(path):
result = ba.inspect_glb(str(path), category="npc")
ba.print_inspection(result)
return result
def _pillow():
try:
from PIL import Image, ImageOps # noqa: F401
return Image, ImageOps
except ImportError:
raise SystemExit("Pillow is required for sheet/compare (pip install pillow)")
def _pngs(directory):
d = Path(directory)
if not d.is_dir():
raise SystemExit(f"not a directory: {d}")
files = sorted(d.glob("*.png"))
if not files:
raise SystemExit(f"no PNGs in {d}")
return files
def make_sheet(directory, out, cols=4):
Image, ImageOps = _pillow()
files = _pngs(directory)
thumb_w = 512
tiles = []
for f in files:
im = Image.open(f).convert("RGB")
im = ImageOps.fit(im, (thumb_w, thumb_w), Image.LANCZOS)
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())
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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()