Establish the 0.9.4 NPC visual baseline
Add a neutral 48-frame character contact sheet, acceptance criteria and ranked baseline gaps, plus repeatable sheet/comparison tooling. No character GLB or runtime mesh changes.
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@@ -61,6 +61,13 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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gallery is 13 good / 0 bad, the screen-design judge is 13/13 and a clean
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portrait measured a 0.732 vision gap against the photoreal concept. No
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release build, version bump or tag was created at this gate.
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- **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the
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neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body,
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crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation;
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raw frames stay in `tmp/`, and `tools/npc_baseline.py sheet` builds the committed
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`sheet_npc_baseline.jpg`. Criteria and measurements are in `docs/npc-visual-review.md`. The first
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ranked gaps are: tourist photo prop duplicates the backpack silhouette; shallow/faceted face;
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backpack straps read as rigid bars. No model/GLB changes were made in the baseline step.
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- **UI flow smoke (2026-11-02):** `smoke_ui_flows.gd` boots the real scene and
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exercises inspection allow/deny, normal vs emergency radio, Help filtering,
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wand allow/deny and review return-to-menu. Keep this smoke in the 0.9.6
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@@ -734,7 +741,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- Venue `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
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- Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
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- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
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- Headless suite is **261/261**; Python tooling is **97/97**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
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- Headless suite is **261/261**; Python tooling is **99/99**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
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- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
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- GDScript inference trap that broke the main scene: a `var` typed as a base class
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(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
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@@ -121,6 +121,7 @@ Full setup, every run/test/smoke command, and the controls table are in
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- [`docs/development-status.md`](docs/development-status.md) — Implemented features and what's next.
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- [`docs/smoke-checklist.md`](docs/smoke-checklist.md) — Manual smoke-test checklist.
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- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
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- [`docs/npc-visual-review.md`](docs/npc-visual-review.md) — 0.9.4 NPC baseline, acceptance criteria and ranked visual gaps.
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- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
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- [`TODO.md`](TODO.md) — Active tasks plus the 0.x gap analysis and milestone roadmap.
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@@ -7,7 +7,7 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these
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Baseline: **v0.9.3** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume,
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difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
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escalation/access/radio loop, shift review, the Blender asset library, 261 headless + 97 Python
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escalation/access/radio loop, shift review, the Blender asset library, 261 headless + 99 Python
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tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
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release-candidate foundation, not yet a 0.10.0 release candidate.
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@@ -58,15 +58,26 @@ fallback behavior.
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### Reference and acceptance criteria
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- [ ] Establish a portrait/contact-sheet baseline for all eight variants: front, three-quarter,
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profile, back, full body and a crowd-distance silhouette.
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- [ ] Define acceptance criteria for proportions, face readability, hair, hands, shoes, clothing
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silhouette, gear fit and animation at the gameplay camera height (1.7 m).
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- [ ] Record the camera/lighting/background used for comparison so model changes can be judged
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consistently; keep the existing portrait capture path deterministic.
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- [ ] Identify the highest-impact gaps from the current portraits (e.g. face depth, hair mass,
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- [x] Establish a portrait/contact-sheet baseline for all eight variants: front, three-quarter,
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profile, back, full body and a crowd-distance silhouette. (`capture_npc_baseline.gd`
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produces 48 frames; `sheet_npc_baseline.jpg` is committed.)
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- [x] Define acceptance criteria for proportions, face readability, hair, hands, shoes, clothing
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silhouette, gear fit and animation at the gameplay camera height (1.7 m). (Eight criteria
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in `docs/npc-visual-review.md`; the current 6,000-triangle/5,000-vertex contract is explicit.)
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- [x] Record the camera/lighting/background used for comparison so model changes can be judged
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consistently; keep the existing portrait capture path deterministic. (Neutral studio, fixed
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orbit cameras, no HUD/crowd/animation; commands recorded in `docs/npc-visual-review.md`.)
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- [x] Identify the highest-impact gaps from the current portraits (e.g. face depth, hair mass,
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neck/shoulder transition, hand/foot shape, coat/dress hem) and rank them by player visibility.
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- [ ] Publish a before/after NPC comparison sheet for review before changing the library.
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(P1: tourist duplicate bag, face depth, backpack straps; P2: hands/grips, clothing tiling,
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shoes, headgear scale, performer props.)
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- [x] Publish a before/after NPC comparison sheet for review before changing the library.
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(`sheet_npc_baseline.jpg` is the before artifact; `tools/npc_baseline.py compare` produces
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the side-by-side after sheet without overwriting it.)
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Completed 2026-11-02: 48-frame neutral studio baseline, eight criteria, current fit and
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triangle/vertex measurements, and ranked P1/P2 gaps are in `docs/npc-visual-review.md`. No
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character model was changed in this pass.
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### Body proportions and silhouette
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@@ -11,6 +11,7 @@ This folder holds the project documentation, visual references and generated QA
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- [`architecture.md`](architecture.md) — arc42 system architecture
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- [`getting-started.md`](getting-started.md) — setup, run/test commands and controls
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- [`asset-tooling.md`](asset-tooling.md) — image/model pipelines and screenshot gates
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- [`npc-visual-review.md`](npc-visual-review.md) — NPC visual baseline, acceptance criteria and ranked gaps
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- [`development-status.md`](development-status.md) — implemented features and current gaps
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- [`smoke-checklist.md`](smoke-checklist.md) — manual verification
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- [`ui-copy.md`](ui-copy.md) — screen, copy and button inventory
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@@ -213,6 +213,20 @@ and firefighter helmet so the badge clears the jacket and the brim does not sit
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over the eyes; these are `NpcAvatar.GEAR_OFFSETS`, not changes to the gear
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contract.
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`capture_npc_baseline.gd` is the 0.9.4 neutral baseline: eight characters ×
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front/three-quarter/profile/back/full-body/crowd = 48 frames with a fixed
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camera, studio lighting and no venue/HUD/animation. The raw PNGs stay in
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`tmp/`; `tools/npc_baseline.py sheet` builds the committed contact sheet, and
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`tools/npc_baseline.py compare --before DIR --after DIR` builds the review
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comparison after a model change. See
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[`npc-visual-review.md`](npc-visual-review.md).
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```bash
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godot --path . --script res://src/test/capture_npc_baseline.gd -- \
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--out=res://tmp/npc-baseline
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python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
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```
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`capture_realism.gd` runs seven stages (day, portrait, evening, late, Joke Shop day, Joke Shop night, studio);
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`--stages=day,late` limits it while tuning; `--flashlight` turns on the guard lamp for
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night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one NPC on open sidewalk
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@@ -5,7 +5,10 @@ Architecture context: the asset contracts and fallback path are summarized in
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Status: built, audited, and integrated (2026-11-01). `NpcAvatar` selects the
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character variants and attaches the gear; `WorldBuilder` loads the prop library
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with colliders and phase-driven emissives.
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with colliders and phase-driven emissives. The 0.9.4 neutral baseline and its
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acceptance criteria are in [`npc-visual-review.md`](npc-visual-review.md);
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the committed 8 × 6 contact sheet is
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[`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
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Generator: [`tools/blender_assets.py`](../tools/blender_assets.py). Manifest (the
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source of truth for integration):
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@@ -197,3 +200,7 @@ carry baked AO and the shared neutral material maps described above.
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the legs through the hem.
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- Preview colours (`PREVIEW_TINTS`) only stand in for `outfit_for()`. The GLBs
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stay neutral.
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- The 0.9.4 baseline found three P1 portrait issues: the tourist's photo prop
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duplicates the backpack silhouette, the face is shallow/faceted at portrait
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range, and the backpack straps read as rigid bars. The full ranked list and
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accepted/deferred items are in [`npc-visual-review.md`](npc-visual-review.md).
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@@ -43,6 +43,7 @@ Committed contact sheets and local Blender renders for the character, gear and p
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| <img src="security_podium.png" width="280" alt="security_podium.png"> | [`security_podium.png`](security_podium.png) |
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| <img src="sedan.png" width="280" alt="sedan.png"> | [`sedan.png`](sedan.png) |
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| <img src="sheet_npc.jpg" width="280" alt="sheet_npc.jpg"> | [`sheet_npc.jpg`](sheet_npc.jpg) |
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| <img src="sheet_npc_baseline.jpg" width="280" alt="sheet_npc_baseline.jpg"> | [`sheet_npc_baseline.jpg`](sheet_npc_baseline.jpg) |
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| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
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| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
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| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
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Binary file not shown.
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After Width: | Height: | Size: 268 KiB |
@@ -39,6 +39,7 @@ Implemented so far:
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- Aim-free selection pass (v0.3.0 work, [ADR-0011](adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
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- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing. The wand panel lists the guest's carried items, and multiline HUD/wand strings render real line breaks.
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- NPC visual baseline (0.9.4 work): `src/test/capture_npc_baseline.gd` captures all eight library characters from front, three-quarter, profile, back, full-body and crowd views in a neutral studio (48 frames). The criteria, measurements and ranked gaps are in [`npc-visual-review.md`](npc-visual-review.md); the committed sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg). No model changes were made in this baseline step.
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- UI-state capture pass (0.9.3 work): `src/test/capture_ui_states.gd` adds committed captures 14–21 for the start menu, pause, settings, shift review, emergency radio, action wheel, crowd panic and responder arrival. Every one of the 21 catalogue entries now has a current-build capture; `tools/check_screenshots.sh` reports 21 good / 0 bad and the automatic judge reports 21/21 match, 0 diff. Crowd panic and responder arrival are staged presentation frames, not gameplay changes.
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- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
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- Input/reliability fixes: selecting a venue releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status. Mouse look now reads at `_input`, restores capture on window focus/click-back, and the HUD is mouse-transparent. Normal radio reports submit on click; emergency calls still require the hold-to-confirm path.
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@@ -0,0 +1,183 @@
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# NPC visual baseline and acceptance criteria
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Status: baseline captured 2026-11-02. No character GLB, texture, gear or runtime
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mesh was changed in this step. The baseline is the reference for the 0.9.4 NPC
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visual optimization.
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## What was captured
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`src/test/capture_npc_baseline.gd` stages all eight library characters in a
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neutral studio and captures six views per character:
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| View | Camera | Purpose |
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| --- | --- | --- |
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| `front` | 1.85 m, 32° FOV, head/upper body | face, hair, collar, shoulders |
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| `three_quarter` | 1.85 m, yaw 35° | cheek/jaw, ear, profile transition |
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| `profile` | 1.85 m, yaw 90° | head depth, nose, ear, chest silhouette |
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| `back` | 1.85 m, yaw 180° | hair cap, neck, coat/backpack fit |
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| `full_body` | 4.2 m, 38° FOV | proportions, hands, shoes, hem |
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| `crowd` | 8.0 m, 45° FOV | silhouette read at normal crowd distance |
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The stage is deliberately separate from the venue review harness: a mid-grey
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solid background, ground plane, one key light and one cool fill light, no HUD,
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no crowd, no flashlight, no phase lighting and no animation. Front is Godot +Z,
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matching `NpcAvatar.yaw_towards()`. The camera orbits at the recorded yaw rather
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than rotating the avatar, so the pose and foot contact stay fixed between views.
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The full command is:
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```bash
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godot --path . --script res://src/test/capture_npc_baseline.gd -- \
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--out=res://tmp/npc-baseline
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python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
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```
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The 48 raw PNGs are local QA under `tmp/` (gitignored). The committed contact
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sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
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The capture is deterministic apart from engine rasterisation; re-running into
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the same directory keeps the earlier files and writes `-vN` copies rather than
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overwriting them.
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## Acceptance criteria
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The criteria below are for the stylized target, not photorealism. A change must
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pass every applicable item before a library rebuild is accepted.
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1. **Asset contract:** `npc_base` mesh node, the required bones, five tint slots,
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front +Z, feet within 3 cm of y=0, 1.6–2.1 m height, at most 6,000 triangles
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and 5,000 glTF vertices per character. Gear remains at most 1,500 triangles.
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2. **Proportion and silhouette:** head, neck, shoulders, torso, hips, limbs and
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feet read as one body; front/three-quarter/profile silhouettes agree with the
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rest of the eight-character library; broad/slim/average build variation is
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preserved.
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3. **Face:** at 1.85 m the eyes, iris, brows, nose, mouth and ears are distinct;
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the head volume has a readable jaw/cheek/chin transition; no face-plane seams,
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inverted normals or z-fighting. The face direction must remain unambiguous.
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4. **Hair and headgear:** hair covers the scalp without gaps or scalp-through
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seams; fringes, buns and beards keep their silhouette. Caps, beanies, hoods,
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sunglasses and the firefighter helmet clear the brow, eyes and ears. Headgear
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may sit outside the 1.55–1.81 m face band, but its brim must not cover the
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eyes.
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5. **Hands and footwear:** at conversation distance the fingers and thumb read
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as a hand, not a mitten; hand items contact the palm rather than floating;
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shoes and boots are grounded with a readable toe/heel silhouette and preserve
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the responder/firefighter footwear language.
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6. **Clothing:** collars, cuffs, plackets, waistbands, pockets, badges and
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reflective bands transition cleanly; no z-fighting or floating detail; coat,
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dress and skirt hems do not show legs through the fabric during idle, walk,
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block, sit or turn; the five tint slots and fixed detail colours remain
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unchanged.
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7. **Gear:** head gear clears the refined face/hair; the lanyard badge remains
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readable in front of the jacket; backpack, shoulder bag and SCBA tank straps
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lie outside the torso and do not read as a second bag; hand items use the
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authored grip points.
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8. **Crowd and performance:** the silhouette remains readable at the 8 m crowd
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frame and the LOD/impostor tiers match the full mesh; the 24-NPC budget stays
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within the existing 6.93 ms baseline (no regression beyond the measured
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variance), and no new per-frame material or mesh churn is introduced.
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Asset-space `fit` values are measurements of the untouched GLBs, not a pass/fail
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result. A negative `x_clearance` means the gear's narrowest face is inside the
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body reference; a negative `radial_clearance` means it extends beyond the body
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silhouette (normal for a backpack, suspicious when it is a strap). Runtime
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`NpcAvatar.GEAR_OFFSETS` is applied after attachment and is not part of the GLB
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measurement.
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## Baseline measurements
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From `python3 tools/blender_assets.py fit` and the manifest:
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| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
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| --- | ---: | ---: | ---: | ---: | --- |
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| `npc_casual` | 3,974 | 3,744 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
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| `npc_jacket` | 4,394 | 4,175 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
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| `npc_coat` | 5,026 | 4,807 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
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| `npc_vest` | 4,474 | 4,340 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
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| `npc_dress` | 4,428 | 4,026 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
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| `npc_hoodie` | 4,826 | 4,504 | 0.315 m | 0.190 m (hip) | — |
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| `npc_firefighter` | 4,848 | 4,735 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
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| `npc_guard` | 4,560 | 4,529 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
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The widest character is `npc_coat` at 5,026 triangles and 4,807 vertices, so
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the current headroom is 974 triangles and 193 vertices per character. Any face
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or hand refinement must come out of that budget or replace existing detail.
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## Baseline findings, ranked
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### P1 — fix in the first model pass
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1. **The tourist carries two bag silhouettes.** `_add_props()` creates a
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0.30 × 0.36 × 0.14 box at `(-0.34, 1.15, -0.18)` for the tourist photo pose
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while `_add_accessory("backpack")` also attaches the library backpack. From
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the three-quarter/back view the two read as separate bags. The photo prop
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should be hidden outside the photo pose, merged into the backpack, or moved to
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a clearly held camera.
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2. **The face is the largest portrait gap.** The eyes, nose and lips are
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readable but sit on a shallow, faceted head: the eye whites protrude, the
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eyelid/cheek transition is missing, and the mouth is a dark slot. This is
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intentionally stylized, but the head volume and eye socket are the first
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things a player sees at conversation range.
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3. **Backpack straps read as rigid black bars.** The back gear's straps cross
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the chest as thin, straight geometry with visible gaps from the shoulders,
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not as fabric sitting on the torso. A player sees this on the most common
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tourist silhouette in every crowd.
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### P2 — fix after the first P1 pass
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4. **Hands and grips are not proven at conversation distance.** The full-body
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frame shows small block hands; the camera, phone and clipboard need a
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close-up grip check before the hand mesh is accepted.
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5. **Clothing detail is tile-driven and transitional seams are visible.** The
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fabric pattern repeats strongly on the casual, coat and dress variants, and
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collar/cuff/waist edges are abrupt. This is more visible than the shoe/hem
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details in the current portraits.
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6. **Shoes are simple blocks.** They are grounded, but the toe/heel silhouette
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is minimal; the responder and firefighter footwear should remain distinct
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after any refinement.
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7. **Headgear scale needs a visual, not just numeric, check.** The cap and
|
||||
helmet width ratios are 1.067 and 1.651; those are expected for headgear, but
|
||||
the brim/ear clearance and the helmet's relationship to the head still need a
|
||||
face-on check.
|
||||
8. **Performer props dominate the silhouette.** The red cone hat and the
|
||||
primitive sign are intentionally large stage props, but they should be
|
||||
checked during the pose pass so they do not read as head/body geometry.
|
||||
|
||||
### Accepted or deferred for this baseline
|
||||
|
||||
- The hooded variants intentionally cover part of the face; face readability is
|
||||
judged on the visible lower face and silhouette, not on hidden eyes.
|
||||
- The low-poly style is the target. The acceptance bar is readability and clean
|
||||
construction, not photoreal skin or hair.
|
||||
- Hem-through-leg clipping during a walk cannot be judged from a rest pose; it
|
||||
stays in the body/clothing workstream.
|
||||
- The 8 m `crowd` view is still LOD 0. The separate LOD/impostor check remains
|
||||
required; this baseline does not claim to validate it.
|
||||
|
||||
## Before/after workflow
|
||||
|
||||
Keep the baseline directory, rebuild the same capture into a new directory after
|
||||
the model changes, then produce a comparison sheet. Do not overwrite the
|
||||
committed baseline image:
|
||||
|
||||
```bash
|
||||
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
|
||||
--out=res://tmp/npc-baseline-after
|
||||
python3 tools/npc_baseline.py compare \
|
||||
--before tmp/npc-baseline --after tmp/npc-baseline-after \
|
||||
--out tmp/npc-baseline-compare.jpg
|
||||
```
|
||||
|
||||
The comparison sheet places the before/after pair for each view side by side.
|
||||
If the change is accepted, copy the after sheet to a new committed name
|
||||
(`sheet_npc_baseline_after.jpg`) and link both from the preview index. The
|
||||
baseline is not replaced.
|
||||
|
||||
## Next implementation order
|
||||
|
||||
1. Remove the duplicate tourist bag silhouette and refit the backpack straps.
|
||||
2. Refine the head/eye socket/jaw volume without changing the face direction or
|
||||
the five tint slots.
|
||||
3. Add a conversation-distance hand/grip capture and fix hand geometry before
|
||||
judging hand items.
|
||||
4. Audit hems and footwear in walk/sit/block poses.
|
||||
5. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC
|
||||
budget and `blender_assets.py audit/fit`; publish the before/after sheet.
|
||||
@@ -0,0 +1,194 @@
|
||||
extends SceneTree
|
||||
## Neutral-studio contact-sheet baseline for the 0.9.4 NPC visual pass.
|
||||
##
|
||||
## Stages all eight library characters at a fixed camera height against a
|
||||
## mid-grey studio backdrop: front, three-quarter, profile and back portraits, then a
|
||||
## full-body front and a crowd-distance silhouette. No venue, crowd, HUD,
|
||||
## flashlight or phase lighting is involved, so the same frames are directly
|
||||
## comparable before and after a model change.
|
||||
##
|
||||
## Usage (windowed):
|
||||
## godot --path . --script res://src/test/capture_npc_baseline.gd -- \
|
||||
## --out=res://tmp/npc-baseline
|
||||
##
|
||||
## The outputs are local QA art. Build the contact sheet with:
|
||||
## python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
|
||||
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
const NpcAvatar := preload("res://src/game/npc_avatar.gd")
|
||||
const NpcProfile := preload("res://src/core/npc_profile.gd")
|
||||
|
||||
const VARIANTS := [
|
||||
{"name": "npc_casual", "type": Rules.NpcType.TOURIST},
|
||||
{"name": "npc_jacket", "type": Rules.NpcType.AUTHORIZED_GUEST},
|
||||
{"name": "npc_coat", "type": Rules.NpcType.INFLUENCER},
|
||||
{"name": "npc_vest", "type": Rules.NpcType.DELIVERY},
|
||||
{"name": "npc_dress", "type": Rules.NpcType.PERFORMER},
|
||||
{"name": "npc_hoodie", "type": Rules.NpcType.VIOLENT_THREAT},
|
||||
{"name": "npc_firefighter", "type": Rules.NpcType.RESPONDER},
|
||||
{"name": "npc_guard", "type": Rules.NpcType.CONFUSED_VISITOR},
|
||||
]
|
||||
## Camera orbits the subject at yaw 0 (front = Godot +Z). Portrait views keep
|
||||
## the eye/head in frame; the last two show the full body and crowd silhouette.
|
||||
const VIEWS := [
|
||||
{"name": "front", "yaw": 0.0, "distance": 1.85, "height": 1.55,
|
||||
"target_y": 1.52, "fov": 32.0},
|
||||
{"name": "three_quarter", "yaw": 35.0, "distance": 1.85, "height": 1.55,
|
||||
"target_y": 1.52, "fov": 32.0},
|
||||
{"name": "profile", "yaw": 90.0, "distance": 1.85, "height": 1.55,
|
||||
"target_y": 1.52, "fov": 32.0},
|
||||
{"name": "back", "yaw": 180.0, "distance": 1.85, "height": 1.55,
|
||||
"target_y": 1.52, "fov": 32.0},
|
||||
{"name": "full_body", "yaw": 0.0, "distance": 4.2, "height": 0.95,
|
||||
"target_y": 0.95, "fov": 38.0},
|
||||
{"name": "crowd", "yaw": 0.0, "distance": 8.0, "height": 1.45,
|
||||
"target_y": 1.0, "fov": 45.0},
|
||||
]
|
||||
const SETTLE_FRAMES := 4
|
||||
const MAX_FRAMES := 4000
|
||||
|
||||
var out_dir := "user://screenshots/npc_baseline"
|
||||
var frames := 0
|
||||
var _phase := "stage_variant"
|
||||
var _variant_i := 0
|
||||
var _view_i := 0
|
||||
var _wait := 0
|
||||
var _avatar: NpcAvatar = null
|
||||
var _camera: Camera3D = null
|
||||
var _stage: Node3D = null
|
||||
|
||||
func _initialize() -> void:
|
||||
for arg in OS.get_cmdline_user_args():
|
||||
if str(arg).begins_with("--out="):
|
||||
out_dir = str(arg).substr(6)
|
||||
root.size = Vector2i(1280, 720)
|
||||
_build_stage()
|
||||
|
||||
func _process(_delta: float) -> bool:
|
||||
frames += 1
|
||||
if frames > MAX_FRAMES:
|
||||
push_error("capture_npc_baseline timed out")
|
||||
quit(1)
|
||||
return true
|
||||
match _phase:
|
||||
"stage_variant":
|
||||
_stage_variant()
|
||||
_wait = SETTLE_FRAMES
|
||||
_phase = "settle"
|
||||
"settle":
|
||||
_wait -= 1
|
||||
if _wait <= 0:
|
||||
_frame_view()
|
||||
_phase = "shoot"
|
||||
"shoot":
|
||||
_shoot()
|
||||
_view_i += 1
|
||||
if _view_i >= VIEWS.size():
|
||||
_view_i = 0
|
||||
_variant_i += 1
|
||||
if _variant_i >= VARIANTS.size():
|
||||
print("capture_npc_baseline done -> %s" % out_dir)
|
||||
quit(0)
|
||||
return true
|
||||
_phase = "stage_variant"
|
||||
else:
|
||||
_wait = 1
|
||||
_phase = "settle"
|
||||
return false
|
||||
|
||||
func _build_stage() -> void:
|
||||
_stage = Node3D.new()
|
||||
_stage.name = "NpcBaselineStage"
|
||||
root.add_child(_stage)
|
||||
|
||||
var env := Environment.new()
|
||||
env.background_mode = Environment.BG_COLOR
|
||||
env.background_color = Color(0.56, 0.59, 0.63)
|
||||
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
|
||||
env.ambient_light_color = Color(0.72, 0.75, 0.80)
|
||||
env.ambient_light_energy = 0.55
|
||||
env.tonemap_mode = Environment.TONE_MAPPER_ACES
|
||||
var world_env := WorldEnvironment.new()
|
||||
world_env.environment = env
|
||||
_stage.add_child(world_env)
|
||||
|
||||
var sun := DirectionalLight3D.new()
|
||||
sun.name = "KeyLight"
|
||||
sun.rotation_degrees = Vector3(-38.0, -32.0, 0.0)
|
||||
sun.light_energy = 1.35
|
||||
sun.light_color = Color(1.0, 0.97, 0.92)
|
||||
sun.shadow_enabled = true
|
||||
_stage.add_child(sun)
|
||||
var fill := DirectionalLight3D.new()
|
||||
fill.name = "FillLight"
|
||||
fill.rotation_degrees = Vector3(-12.0, 145.0, 0.0)
|
||||
fill.light_energy = 0.45
|
||||
fill.light_color = Color(0.75, 0.82, 1.0)
|
||||
_stage.add_child(fill)
|
||||
|
||||
var ground := MeshInstance3D.new()
|
||||
var plane := PlaneMesh.new()
|
||||
plane.size = Vector2(24.0, 24.0)
|
||||
ground.mesh = plane
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = Color(0.30, 0.32, 0.35)
|
||||
mat.roughness = 0.92
|
||||
ground.material_override = mat
|
||||
_stage.add_child(ground)
|
||||
|
||||
_camera = Camera3D.new()
|
||||
_camera.name = "BaselineCamera"
|
||||
_camera.current = true
|
||||
_stage.add_child(_camera)
|
||||
|
||||
func _stage_variant() -> void:
|
||||
if _avatar != null and is_instance_valid(_avatar):
|
||||
_avatar.queue_free()
|
||||
_avatar = null
|
||||
var variant: Dictionary = VARIANTS[_variant_i]
|
||||
var profile := NpcProfile.new()
|
||||
profile.id = "baseline_" + str(variant["name"])
|
||||
profile.display_name = str(variant["name"]).to_upper()
|
||||
profile.npc_type = int(variant["type"])
|
||||
var avatar := NpcAvatar.new()
|
||||
avatar.name = "BaselineSubject"
|
||||
avatar.character_override = str(variant["name"])
|
||||
avatar.setup(profile, "roam", 4242, Vector3.ZERO, Vector3(0, 0, 2),
|
||||
Vector3(0, 0.5, 1.2), str(profile.id))
|
||||
_stage.add_child(avatar)
|
||||
avatar.global_position = Vector3.ZERO
|
||||
avatar.rotation.y = 0.0
|
||||
avatar.set_physics_process(false)
|
||||
avatar.set_process(false)
|
||||
for node in avatar.find_children("*", "Label3D", true, false):
|
||||
(node as Label3D).visible = false
|
||||
for node in avatar.find_children("FocusCircle", "MeshInstance3D", true, false):
|
||||
(node as MeshInstance3D).visible = false
|
||||
_avatar = avatar
|
||||
|
||||
func _frame_view() -> void:
|
||||
if _avatar == null or not is_instance_valid(_avatar):
|
||||
return
|
||||
var view: Dictionary = VIEWS[_view_i]
|
||||
var yaw := deg_to_rad(float(view["yaw"]))
|
||||
var distance := float(view["distance"])
|
||||
var target := Vector3(0.0, float(view["target_y"]), 0.0)
|
||||
_camera.position = target + Vector3(sin(yaw) * distance, float(view["height"]) - target.y,
|
||||
cos(yaw) * distance)
|
||||
_camera.fov = float(view["fov"])
|
||||
_camera.look_at(target, Vector3.UP)
|
||||
|
||||
func _shoot() -> void:
|
||||
var variant: Dictionary = VARIANTS[_variant_i]
|
||||
var view: Dictionary = VIEWS[_view_i]
|
||||
var dir := ProjectSettings.globalize_path(out_dir)
|
||||
DirAccess.make_dir_recursive_absolute(dir)
|
||||
var base := "%s__%s" % [variant["name"], view["name"]]
|
||||
var path := dir.path_join(base + ".png")
|
||||
var index := 2
|
||||
while FileAccess.file_exists(path):
|
||||
path = dir.path_join("%s-v%d.png" % [base, index])
|
||||
index += 1
|
||||
var img: Image = root.get_texture().get_image()
|
||||
var err := img.save_png(path)
|
||||
print("%s -> err=%d" % [base, err])
|
||||
@@ -0,0 +1,169 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Assemble the local NPC visual-baseline contact sheet.
|
||||
|
||||
The frames are produced by `src/test/capture_npc_baseline.gd`; this script only
|
||||
labels and tiles them so the eight variants and six views can be reviewed in
|
||||
one image. It is deliberately offline and has no game-engine dependency.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import argparse
|
||||
from pathlib import Path
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
VARIANTS = [
|
||||
"npc_casual",
|
||||
"npc_jacket",
|
||||
"npc_coat",
|
||||
"npc_vest",
|
||||
"npc_dress",
|
||||
"npc_hoodie",
|
||||
"npc_firefighter",
|
||||
"npc_guard",
|
||||
]
|
||||
VIEWS = ["front", "three_quarter", "profile", "back", "full_body", "crowd"]
|
||||
|
||||
|
||||
def expected_files() -> list[tuple[str, str, str]]:
|
||||
"""Return (variant, view, filename) for the complete 8 x 6 baseline."""
|
||||
return [(variant, view, f"{variant}__{view}.png")
|
||||
for variant in VARIANTS for view in VIEWS]
|
||||
|
||||
|
||||
def latest_for(directory: Path, stem: str) -> Path | None:
|
||||
"""Return the newest capture for a stem, ignoring the no-overwrite -vN copies."""
|
||||
candidates = [directory / f"{stem}.png"]
|
||||
candidates.extend(directory.glob(f"{stem}-v*.png"))
|
||||
existing = [path for path in candidates if path.is_file()]
|
||||
if not existing:
|
||||
return None
|
||||
return max(existing, key=lambda path: path.stat().st_mtime_ns)
|
||||
|
||||
|
||||
def next_free_path(path: Path) -> Path:
|
||||
if not path.exists():
|
||||
return path
|
||||
index = 2
|
||||
while True:
|
||||
candidate = path.with_name(f"{path.stem}-v{index}{path.suffix}")
|
||||
if not candidate.exists():
|
||||
return candidate
|
||||
index += 1
|
||||
|
||||
|
||||
def build_sheet(source: Path, output: Path) -> Path:
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
cell_w, cell_h = 320, 180
|
||||
label_h = 22
|
||||
header_h = 28
|
||||
sheet_w = cell_w * len(VIEWS)
|
||||
sheet_h = header_h + (cell_h + label_h) * len(VARIANTS)
|
||||
sheet = Image.new("RGB", (sheet_w, sheet_h), (24, 26, 30))
|
||||
draw = ImageDraw.Draw(sheet)
|
||||
for column, view in enumerate(VIEWS):
|
||||
draw.text((column * cell_w + 8, 8), view.replace("_", " ").title(),
|
||||
fill=(220, 224, 230))
|
||||
for row, variant in enumerate(VARIANTS):
|
||||
for column, view in enumerate(VIEWS):
|
||||
path = latest_for(source, f"{variant}__{view}")
|
||||
if path is None:
|
||||
raise FileNotFoundError(
|
||||
f"missing baseline frame: {variant}__{view}.png in {source}")
|
||||
with Image.open(path) as image:
|
||||
tile = image.convert("RGB").resize((cell_w, cell_h),
|
||||
Image.Resampling.LANCZOS)
|
||||
x = column * cell_w
|
||||
y = header_h + row * (cell_h + label_h)
|
||||
sheet.paste(tile, (x, y))
|
||||
draw.text((x + 8, y + cell_h + 4), variant, fill=(230, 230, 230))
|
||||
output.parent.mkdir(parents=True, exist_ok=True)
|
||||
sheet.save(output, quality=86, optimize=True)
|
||||
return output
|
||||
|
||||
|
||||
def build_comparison(before: Path, after: Path, output: Path) -> Path:
|
||||
"""Tile the before and after frames as one review sheet.
|
||||
|
||||
The layout is variant-major, with each view represented by a before/after
|
||||
pair. Frames are deliberately smaller than the single-run sheet so all 96
|
||||
cells remain viewable on a normal desktop.
|
||||
"""
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
cell_w, cell_h = 200, 112
|
||||
label_h = 16
|
||||
header_h = 28
|
||||
pair_w = cell_w * 2
|
||||
sheet_w = pair_w * len(VIEWS)
|
||||
sheet_h = header_h + (cell_h + label_h) * len(VARIANTS)
|
||||
sheet = Image.new("RGB", (sheet_w, sheet_h), (24, 26, 30))
|
||||
draw = ImageDraw.Draw(sheet)
|
||||
for column, view in enumerate(VIEWS):
|
||||
x = column * pair_w
|
||||
draw.text((x + 4, 8), f"{view.replace('_', ' ').title()} before",
|
||||
fill=(220, 224, 230))
|
||||
draw.text((x + cell_w + 4, 8), "after", fill=(220, 224, 230))
|
||||
for row, variant in enumerate(VARIANTS):
|
||||
for column, view in enumerate(VIEWS):
|
||||
for offset, source in enumerate((before, after)):
|
||||
path = latest_for(source, f"{variant}__{view}")
|
||||
if path is None:
|
||||
raise FileNotFoundError(
|
||||
f"missing {variant}__{view}.png in {source}")
|
||||
with Image.open(path) as image:
|
||||
tile = image.convert("RGB").resize((cell_w, cell_h),
|
||||
Image.Resampling.LANCZOS)
|
||||
x = column * pair_w + offset * cell_w
|
||||
y = header_h + row * (cell_h + label_h)
|
||||
sheet.paste(tile, (x, y))
|
||||
draw.text((x + 4, y + cell_h + 2), variant, fill=(230, 230, 230))
|
||||
output.parent.mkdir(parents=True, exist_ok=True)
|
||||
sheet.save(output, quality=86, optimize=True)
|
||||
return output
|
||||
|
||||
|
||||
def main(argv: list[str] | None = None) -> int:
|
||||
parser = argparse.ArgumentParser(description="NPC baseline contact sheet")
|
||||
sub = parser.add_subparsers(dest="command", required=True)
|
||||
sheet = sub.add_parser("sheet")
|
||||
sheet.add_argument("--dir", required=True, type=Path,
|
||||
help="directory containing the capture_npc_baseline.gd PNGs")
|
||||
sheet.add_argument("--out", type=Path, default=None,
|
||||
help="output JPEG (default: <dir>/sheet.jpg; never overwritten)")
|
||||
compare = sub.add_parser("compare")
|
||||
compare.add_argument("--before", required=True, type=Path)
|
||||
compare.add_argument("--after", required=True, type=Path)
|
||||
compare.add_argument("--out", type=Path, required=True)
|
||||
args = parser.parse_args(argv)
|
||||
if args.command == "sheet":
|
||||
source = args.dir if args.dir.is_absolute() else ROOT / args.dir
|
||||
output = args.out or source / "sheet.jpg"
|
||||
if not output.is_absolute():
|
||||
output = ROOT / output
|
||||
output = next_free_path(output)
|
||||
try:
|
||||
written = build_sheet(source, output)
|
||||
except FileNotFoundError as exc:
|
||||
print(exc)
|
||||
return 2
|
||||
print(f"wrote {written.relative_to(ROOT)}")
|
||||
return 0
|
||||
if args.command == "compare":
|
||||
before = args.before if args.before.is_absolute() else ROOT / args.before
|
||||
after = args.after if args.after.is_absolute() else ROOT / args.after
|
||||
output = args.out if args.out.is_absolute() else ROOT / args.out
|
||||
output = next_free_path(output)
|
||||
try:
|
||||
written = build_comparison(before, after, output)
|
||||
except FileNotFoundError as exc:
|
||||
print(exc)
|
||||
return 2
|
||||
print(f"wrote {written.relative_to(ROOT)}")
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
raise SystemExit(main())
|
||||
@@ -0,0 +1,28 @@
|
||||
import os
|
||||
import tempfile
|
||||
import unittest
|
||||
from pathlib import Path
|
||||
|
||||
import npc_baseline
|
||||
|
||||
|
||||
class NpcBaselineTests(unittest.TestCase):
|
||||
def test_expected_files_cover_all_variants_and_views(self):
|
||||
rows = npc_baseline.expected_files()
|
||||
self.assertEqual(len(rows), 48)
|
||||
self.assertEqual({row[0] for row in rows}, set(npc_baseline.VARIANTS))
|
||||
self.assertEqual({row[1] for row in rows}, set(npc_baseline.VIEWS))
|
||||
self.assertEqual(len({row[2] for row in rows}), 48)
|
||||
|
||||
def test_latest_capture_prefers_the_full_stem(self):
|
||||
with tempfile.TemporaryDirectory() as tmp:
|
||||
folder = Path(tmp)
|
||||
(folder / "npc_casual__front.png").write_bytes(b"old")
|
||||
newer = folder / "npc_casual__front-v2.png"
|
||||
newer.write_bytes(b"new")
|
||||
os.utime(newer, (2_000_000_000, 2_000_000_000))
|
||||
self.assertEqual(npc_baseline.latest_for(folder, "npc_casual__front"), newer)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
Reference in new issue
Block a user