Stage the Blender character/gear/prop library

Commit the finished generator output from the parallel Blender pass:
8 skinned NPC variants, 18 gear pieces, and 20 props under
assets/models/blender/, editable sources (gdignored), manifest, review sheets,
and the integration notes in docs/blender-assets.md.

- audit: all 46 assets clean (characters 3,788-4,640 tris, under 6000/4000)
- tests: Python manifest/audit contract and Godot import/bone/slot/ground checks
- docs: README library section, architecture/plan references, TODO Phase 3.5
  status, MEMORY integration rules
- .gitignore: per-asset preview PNGs, extracted GLB textures, blend1 backups

Nothing in the game loads the library yet; integration follows." && git log --oneline -1
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zwitschi committed 2026-11-01 14:33:30 +01:00
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extends RefCounted
## Headless checks for the Blender-authored assets staged under
## `assets/models/blender/` (tools/blender_assets.py). Nothing in the game loads
## them yet; these tests keep them import-clean and drop-in compatible with the
## npc_base contract until they are integrated.
const MANIFEST := "res://assets/models/blender/manifest.json"
const NPC_BASE := "res://assets/models/generated/npc_base.glb"
const SLOTS := ["skin", "cloth", "pants", "accessory", "hair"]
const BONES := ["Head", "HipL", "HipR", "KneeL", "KneeR", "ShoulderL", "ShoulderR",
"ElbowL", "ElbowR", "HandL", "HandR"]
func _manifest() -> Dictionary:
if not FileAccess.file_exists(MANIFEST):
return {}
var parsed: Variant = JSON.parse_string(FileAccess.get_file_as_string(MANIFEST))
return parsed if parsed is Dictionary else {}
func _assets(category: String = "") -> Dictionary:
var out := {}
var assets: Dictionary = _manifest().get("assets", {})
for name in assets:
var entry: Dictionary = assets[name]
if category == "" or str(entry.get("category", "")) == category:
out[name] = entry
return out
func _instance(entry: Dictionary) -> Node3D:
var packed := ResourceLoader.load("res://" + str(entry["path"])) as PackedScene
if packed == null:
return null
return packed.instantiate() as Node3D
func _global_rest(skeleton: Skeleton3D, bone: int) -> Transform3D:
var xf := skeleton.get_bone_rest(bone)
var parent := skeleton.get_bone_parent(bone)
while parent >= 0:
xf = skeleton.get_bone_rest(parent) * xf
parent = skeleton.get_bone_parent(parent)
return xf
func test_manifest_lists_every_category() -> bool:
var counts := {}
for entry in _assets().values():
var category := str(entry.get("category", ""))
counts[category] = int(counts.get(category, 0)) + 1
return TestUtils.check(int(counts.get("npc", 0)) >= 8
and int(counts.get("npc_gear", 0)) >= 10 and int(counts.get("props", 0)) >= 10,
"manifest lists characters, gear and props (%s)" % str(counts))
func test_every_asset_imports_as_a_scene_with_geometry() -> bool:
var problems: Array[String] = []
var assets := _assets()
for name in assets:
var node := _instance(assets[name])
if node == null:
problems.append("%s not imported" % name)
continue
if node.find_children("*", "MeshInstance3D", true, false).is_empty():
problems.append("%s has no mesh" % name)
node.free()
return TestUtils.check(not assets.is_empty() and problems.is_empty(),
"Blender assets import (%s)" % str(problems))
func test_characters_match_the_npc_base_contract() -> bool:
var problems: Array[String] = []
var assets := _assets("npc")
for name in assets:
var node := _instance(assets[name])
if node == null:
problems.append("%s missing" % name)
continue
var skeleton := node.find_child("Skeleton3D", true, false) as Skeleton3D
var mesh := node.find_child("npc_base", true, false) as MeshInstance3D
if skeleton == null or mesh == null:
problems.append("%s lacks Skeleton3D/npc_base" % name)
node.free()
continue
for bone in BONES:
if skeleton.find_bone(bone) < 0:
problems.append("%s missing bone %s" % [name, bone])
var slots := {}
for i in mesh.mesh.get_surface_count():
var mat := mesh.mesh.surface_get_material(i)
if mat != null:
slots[str(mat.resource_name)] = true
for slot in SLOTS:
if not slots.has(slot):
problems.append("%s missing slot %s" % [name, slot])
node.free()
return TestUtils.check(assets.size() >= 8 and problems.is_empty(),
"characters keep bones + slots (%s)" % str(problems))
func test_character_joints_line_up_with_npc_base() -> bool:
## NpcAvatar positions its animation proxies for npc_base; a drop-in
## replacement must put the same joints in the same places.
if not ResourceLoader.exists(NPC_BASE):
return TestUtils.check(true, "npc_base not imported; skipped")
var base := (ResourceLoader.load(NPC_BASE) as PackedScene).instantiate()
var base_skel := base.find_child("Skeleton3D", true, false) as Skeleton3D
var problems: Array[String] = []
var assets := _assets("npc")
for name in assets:
var node := _instance(assets[name])
var skeleton := node.find_child("Skeleton3D", true, false) as Skeleton3D if node else null
if skeleton == null:
problems.append("%s has no skeleton" % name)
else:
for bone in BONES:
var a := _global_rest(base_skel, base_skel.find_bone(bone)).origin
var b := _global_rest(skeleton, skeleton.find_bone(bone)).origin
if a.distance_to(b) > 0.01:
problems.append("%s.%s off by %.3f" % [name, bone, a.distance_to(b)])
if node:
node.free()
base.free()
return TestUtils.check(problems.is_empty(), "joints match npc_base (%s)" % str(problems))
func test_character_bones_accept_the_avatar_pose_math() -> bool:
## Same composition as NpcAvatar._pose_bone(): rest * offset must stay a
## valid rotation on every limb bone.
var problems: Array[String] = []
var assets := _assets("npc")
for name in assets:
var node := _instance(assets[name])
var skeleton := node.find_child("Skeleton3D", true, false) as Skeleton3D if node else null
if skeleton == null:
problems.append(name)
else:
for bone in BONES:
var index := skeleton.find_bone(bone)
var rest := skeleton.get_bone_rest(index).basis.get_rotation_quaternion()
skeleton.set_bone_pose_rotation(index, rest * Quaternion(Vector3.RIGHT, 0.4))
if not skeleton.get_bone_pose_rotation(index).is_normalized():
problems.append("%s.%s" % [name, bone])
if node:
node.free()
return TestUtils.check(problems.is_empty(), "bones pose cleanly (%s)" % str(problems))
func test_grounded_props_sit_on_the_floor() -> bool:
var problems: Array[String] = []
var assets := _assets("props")
for name in assets:
var bounds: Dictionary = assets[name].get("bounds_godot", {})
if name in ["wall_lantern", "marquee"] or bounds.is_empty():
continue
var min_y := float(bounds["min"][1])
if absf(min_y) > 0.03:
problems.append("%s min y %.3f" % [name, min_y])
return TestUtils.check(problems.is_empty(), "props grounded (%s)" % str(problems))