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Author SHA1 Message Date
zwitschi f2863abeac Draw prop models with a single atlas material
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Successful in 3m39s
Each generated prop used one material per part (body, accent, metal...). The
model pipeline now packs a prop's palette into one power-of-two colour atlas plus a
matching metallic/roughness atlas and emits a single material:

- atlas_for(): 8x8 cells per palette role, colours in sRGB, roughness in the G and
  metallic in the B channel of the second atlas; NEAREST sampling keeps cells flat.
- build_glb(): every part merges into one primitive with constant per-vertex atlas
  UVs; the material uses baseColorTexture + metallicRoughnessTexture with factors 1.0.
- audit_glb(): fails unless a prop has exactly one material, both atlas textures,
  two images, and TEXCOORD_0 on every primitive.
- Removed the now-unused sRGB->linear factor helpers; colour travels in the texture.

Verification: headless 181 -> 182 (new "one material per prop scene" test), Python
tooling 53/53 (atlas determinism/size/UV/palette-override tests replace the old
factor tests), model audit OK for all six props, screenshots regenerated and
screen_designs.py compare still 6 good / 0 bad. Version 0.3.1.
2026-10-31 23:47:15 +01:00
zwitschi 7f92b8861d List the Web build in the README downloads table
Full build / Full desktop build + optional release (push) Skipped
Full build / Import + headless tests (push) Successful in 25s
The v0.3.0 release now carries step-line-web-0.3.0.zip (37.5 MB, 63 MB unzipped);
downloads anonymously and serves from any static host. Docs only.
2026-10-31 23:13:43 +01:00
32 changed files with 276 additions and 97 deletions

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@@ -661,3 +661,20 @@ produces a 63 MB static bundle and it serves locally with HTTP 200s for html/was
- [x] Cover the preset, the non-threaded choice, and the release wiring in - [x] Cover the preset, the non-threaded choice, and the release wiring in
`src/test/tests/test_web_export.gd`. `src/test/tests/test_web_export.gd`.
- [x] Document the artifact in `docs/RELEASING.md`, the README gallery/status, and `PLAN.md`. - [x] Document the artifact in `docs/RELEASING.md`, the README gallery/status, and `PLAN.md`.
## Prop Texture Atlas
Completed 2026-10-31 (v0.3.1). Headless **182/182**, Python tooling **53/53**; screenshots
regenerated and `screen_designs.py compare` still reports 6 good / 0 bad.
- [x] `model_pipeline.atlas_for()` packs each prop's palette roles into one small power-of-two
PNG and a matching metallic/roughness atlas (roughness in G, metallic in B), with nearest
sampling so a palette cell stays a flat colour.
- [x] `build_glb()` merges every part into a single primitive with per-vertex atlas UVs and one
material (`baseColorTexture` + `metallicRoughnessTexture`), so a prop is one draw material
instead of one per part.
- [x] `audit_glb()` checks the single-material/atlas contract (one material, both textures,
TEXCOORD_0 on every primitive, two images).
- [x] Tests: atlas determinism and power-of-two sizing, UV range, palette override reaching the
atlas, and a Godot test that each imported prop scene uses exactly one material.
- [x] Removed the now-unused sRGB→linear factor helpers (colours travel in the sRGB texture).
+6
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@@ -31,6 +31,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
(static hosting, no COOP/COEP); `tools/build_releases.sh` exports `build/web/` and zips it to (static hosting, no COOP/COEP); `tools/build_releases.sh` exports `build/web/` and zips it to
`build/step-line-web-<ver>.zip`, and `publish_release.sh` uploads it. Covered by `build/step-line-web-<ver>.zip`, and `publish_release.sh` uploads it. Covered by
`src/test/tests/test_web_export.gd`. `src/test/tests/test_web_export.gd`.
- **Prop atlas (v0.3.1):** `model_pipeline.atlas_for()` builds a per-prop power-of-two PNG with
one 8×8 cell per palette role, plus a metallic/roughness atlas (G=roughness, B=metallic). The
GLB merges all parts into one primitive with constant per-vertex UVs (cell centre) and a single
material (`baseColorTexture` + `metallicRoughnessTexture`, NEAREST sampling). Colours are sRGB in
the texture, so the old `srgb_to_linear`/`_linear_rgba` helpers were removed. `audit_glb` fails
if a prop is not exactly one material or misses TEXCOORD_0/images.
- **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md` - **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md`
now only lists optional future ideas (live 3D replay, NPC LOD, more venues, real audio, prop now only lists optional future ideas (live 3D replay, NPC LOD, more venues, real audio, prop
atlas, AI mockups for the new catalogue entries, image-to-mesh props). GUT was consciously not atlas, AI mockups for the new catalogue entries, image-to-mesh props). GUT was consciously not
+4 -3
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@@ -25,14 +25,14 @@ The central design goal is simple:
| **Linux — AppImage** | [`step-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run | | **Linux — AppImage** | [`step-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run |
| **Linux — portable** | [`step-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run | | **Linux — portable** | [`step-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
| **macOS** | [`step-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below | | **macOS** | [`step-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
| **Web (browser)** | [`step-line-web-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unzip and serve the folder from any static host (no special headers) |
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases> **All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
> Downloads are public (no sign-in required) since the host's instance-wide > Downloads are public (no sign-in required) since the host's instance-wide
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31. > `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
> >
> **Latest: v0.3.0** — rendering and NPC presentation pass, generated prop models, aim-free > **Latest: v0.3.1** — props draw with a single atlas material instead of one material per part.
> selection with precision walk, and a Web (browser) build.
> Releases are built automatically when a `vX.Y.Z` tag is pushed > Releases are built automatically when a `vX.Y.Z` tag is pushed
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use > (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline > `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
@@ -377,7 +377,7 @@ Implemented so far:
- Godot 4.3 project scaffold, input map, procedural world builder - Godot 4.3 project scaffold, input map, procedural world builder
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem` - Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools - Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **181 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset) - Headless unit tests: **182 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material)
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event - Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review - First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`) - Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
@@ -400,6 +400,7 @@ Implemented so far:
- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets - Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock) - Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
- Rendering pass (v0.3.0 work, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing - Rendering pass (v0.3.0 work, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing
- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes - Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
- Web build: `build/step-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host - Web build: `build/step-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
- Aim-free selection pass (v0.3.0 work, [ADR-0011](docs/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 - Aim-free selection pass (v0.3.0 work, [ADR-0011](docs/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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@@ -1,7 +1,7 @@
# TODO # TODO
Godot 4.3 prototype. Latest release **v0.3.0** (rendering, model pipeline, selection pass and a Godot 4.3 prototype. Latest release **v0.3.1** (prop atlas). Headless suite **182/182** plus
Web build). Headless suite **181/181** plus **53** Python tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, and **53** Python tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, and
windowed focus/radial smokes pass. Anonymous downloads are enabled on the host. windowed focus/radial smokes pass. Anonymous downloads are enabled on the host.
All planned backlog sections are complete (see `DONE.md`). Optional future ideas live below. All planned backlog sections are complete (see `DONE.md`). Optional future ideas live below.
@@ -14,6 +14,5 @@ All planned backlog sections are complete (see `DONE.md`). Optional future ideas
- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural). - [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same - [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
`assets/models/generated/<prop>.glb` contract. `assets/models/generated/<prop>.glb` contract.
- [ ] Texture atlas for the props so they share one material instead of one per part.
- [ ] Regenerate the AI screen mockups for the seven new catalogue entries (only the - [ ] Regenerate the AI screen mockups for the seven new catalogue entries (only the
deterministic wireframes exist so far). deterministic wireframes exist so far).
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@@ -8,7 +8,7 @@ config_version=5
config/name="Step Line" config/name="Step Line"
config/description="Workplace security simulation about observation, access verification, and proportionate escalation." config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.3.0" config/version="0.3.1"
run/main_scene="res://scenes/main.tscn" run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility") config/features=PackedStringArray("4.3", "GL Compatibility")
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@@ -39,6 +39,35 @@ func test_prop_scenes_instantiate_with_meshes() -> bool:
instance.free() instance.free()
return TestUtils.check(problems.is_empty(), "every prop scene has geometry (%s)" % str(problems)) return TestUtils.check(problems.is_empty(), "every prop scene has geometry (%s)" % str(problems))
func test_prop_scenes_share_one_atlas_material() -> bool:
## All parts of a prop share one material backed by the colour atlas, so a
## prop is a single draw material instead of one per part.
var problems: Array[String] = []
for prop in WorldBuilder.MODEL_PROPS:
var packed := ResourceLoader.load(MODEL_DIR + str(prop) + ".glb") as PackedScene
if packed == null:
problems.append("%s: no scene" % prop)
continue
var instance := packed.instantiate()
var meshes := instance.find_children("*", "MeshInstance3D", true, false)
var materials := {}
var surfaces := 0
for node in meshes:
var mesh: Mesh = (node as MeshInstance3D).mesh
if mesh == null:
continue
for index in mesh.get_surface_count():
surfaces += 1
var material := mesh.surface_get_material(index)
if material != null:
materials[material.get_instance_id()] = true
if surfaces == 0:
problems.append("%s: no surfaces" % prop)
elif materials.size() != 1:
problems.append("%s: %d materials (expected 1)" % [prop, materials.size()])
instance.free()
return TestUtils.check(problems.is_empty(), "one atlas material per prop (%s)" % str(problems))
func test_world_places_generated_props() -> bool: func test_world_places_generated_props() -> bool:
var root := Node3D.new() var root := Node3D.new()
var builder := WorldBuilder.new(root) var builder := WorldBuilder.new(root)
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@@ -475,99 +475,196 @@ def generate_concepts(only="", model=DEFAULT_CONCEPT_MODEL, size=1024,
# glTF binary writer. # glTF binary writer.
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
ATLAS_CELL = 8
def _next_pow2(value: int) -> int:
size = 1
while size < value:
size *= 2
return size
def _png_bytes(width: int, height: int, rgba: bytearray) -> bytes:
"""Encode raw RGBA rows as a PNG without requiring Pillow."""
import zlib
rows = bytearray()
stride = width * 4
for y in range(height):
rows.append(0) # filter type 0
rows.extend(rgba[y * stride:(y + 1) * stride])
def chunk(tag: bytes, payload: bytes) -> bytes:
return (struct.pack(">I", len(payload)) + tag + payload +
struct.pack(">I", zlib.crc32(tag + payload) & 0xFFFFFFFF))
header = struct.pack(">IIBBBBB", width, height, 8, 6, 0, 0, 0)
return (b"\x89PNG\r\n\x1a\n" + chunk(b"IHDR", header) +
chunk(b"IDAT", zlib.compress(bytes(rows), 9)) + chunk(b"IEND", b""))
def atlas_for(prop: dict, palette: dict = None) -> dict:
"""Pack every colour this prop uses into one tiny texture atlas.
Each part gets a constant UV pointing at its palette cell, so all parts can
share a single material instead of one material per part. The same layout
is written into a metallic/roughness atlas (glTF reads roughness from G and
metallic from B), keeping the per-role surface response.
"""
palette = palette or PALETTE
slots = {}
for part in prop["parts"]:
role = part.get("role", "body")
colour = tuple(round(float(c), 5)
for c in palette.get(role, PALETTE[role])[:3])
metallic, roughness = PBR.get(role, PBR["body"])
slots[role] = (colour, metallic, roughness)
roles = sorted(slots.keys())
grid = max(1, int(math.ceil(math.sqrt(len(roles)))))
size = _next_pow2(grid * ATLAS_CELL)
base = bytearray(size * size * 4)
metal_rough = bytearray(size * size * 4)
role_uv = {}
for index, role in enumerate(roles):
colour, metallic, roughness = slots[role]
col = index % grid
row = index // grid
x0 = col * ATLAS_CELL
y0 = row * ATLAS_CELL
rgb = bytes((int(round(colour[0] * 255)), int(round(colour[1] * 255)),
int(round(colour[2] * 255)), 255))
mr = bytes((0, int(round(roughness * 255)), int(round(metallic * 255)), 255))
for y in range(ATLAS_CELL):
for x in range(ATLAS_CELL):
offset = ((y0 + y) * size + (x0 + x)) * 4
base[offset:offset + 4] = rgb
metal_rough[offset:offset + 4] = mr
role_uv[role] = ((x0 + ATLAS_CELL / 2.0) / size,
(y0 + ATLAS_CELL / 2.0) / size)
return {
"size": size,
"roles": roles,
"role_uv": role_uv,
"colours": {role: slots[role][0] for role in roles},
"base_png": _png_bytes(size, size, base),
"metal_rough_png": _png_bytes(size, size, metal_rough),
}
def _pad(data: bytes, fill: bytes) -> bytes: def _pad(data: bytes, fill: bytes) -> bytes:
remainder = len(data) % 4 remainder = len(data) % 4
return data if remainder == 0 else data + fill * (4 - remainder) return data if remainder == 0 else data + fill * (4 - remainder)
def srgb_to_linear(channel: float) -> float: def build_glb(prop: dict, palette: dict = None, atlas: dict = None) -> bytes:
"""Convert one 0..1 sRGB channel to linear. """Serialise one prop as a self-contained .glb (glTF 2.0) file.
glTF stores `baseColorFactor` in linear space, while the catalogue palettes All parts share one material backed by a colour atlas and a
(and the colours sampled from a concept PNG) are sRGB. Writing sRGB numbers metallic/roughness atlas, so the prop draws with a single material.
straight into the factor makes every prop render several shades too light,
which is why the first build's bins and newspaper boxes looked pastel.
""" """
if channel <= 0.04045:
return channel / 12.92
return ((channel + 0.055) / 1.055) ** 2.4
def _linear_rgba(color) -> list:
return [round(srgb_to_linear(float(c)), 5) for c in color[:3]] + [1.0]
def build_glb(prop: dict, palette: dict = None) -> bytes:
"""Serialise one prop as a self-contained .glb (glTF 2.0) file."""
palette = palette or PALETTE palette = palette or PALETTE
atlas = atlas or atlas_for(prop, palette)
positions = []
normals = []
uvs = []
indices = []
for part in prop["parts"]:
mesh = build_part_mesh(part)
base = len(positions)
uv = atlas["role_uv"][part.get("role", "body")]
for position, normal in zip(mesh.positions, mesh.normals):
positions.append(position)
normals.append(normal)
uvs.append(uv)
indices.extend(index + base for index in mesh.indices)
binary = bytearray() binary = bytearray()
buffer_views = [] buffer_views = []
accessors = [] accessors = []
materials = []
primitives = []
def add_view(payload: bytes, target: int) -> int: def add_view(payload: bytes, target=None) -> int:
buffer_views.append({ view = {
"buffer": 0, "buffer": 0,
"byteOffset": len(binary), "byteOffset": len(binary),
"byteLength": len(payload), "byteLength": len(payload),
"target": target, }
}) if target is not None:
view["target"] = target
buffer_views.append(view)
binary.extend(_pad(payload, b"\x00")) binary.extend(_pad(payload, b"\x00"))
return len(buffer_views) - 1 return len(buffer_views) - 1
# One primitive per part: the parts share a mesh but need separate pos_payload = b"".join(struct.pack("<3f", *p) for p in positions)
# materials, and a glTF primitive is the unit of material assignment. nrm_payload = b"".join(struct.pack("<3f", *n) for n in normals)
for part in prop["parts"]: uv_payload = b"".join(struct.pack("<2f", *uv) for uv in uvs)
mesh = build_part_mesh(part) idx_payload = b"".join(struct.pack("<H", i) for i in indices)
positions = b"".join(struct.pack("<3f", *p) for p in mesh.positions)
normals = b"".join(struct.pack("<3f", *n) for n in mesh.normals)
indices = b"".join(struct.pack("<H", i) for i in mesh.indices)
pos_view = add_view(positions, 34962)
nrm_view = add_view(normals, 34962)
idx_view = add_view(indices, 34963)
xs = [p[0] for p in mesh.positions] or [0.0] pos_view = add_view(pos_payload, 34962)
ys = [p[1] for p in mesh.positions] or [0.0] nrm_view = add_view(nrm_payload, 34962)
zs = [p[2] for p in mesh.positions] or [0.0] uv_view = add_view(uv_payload, 34962)
pos_accessor = len(accessors) idx_view = add_view(idx_payload, 34963)
accessors.append({"bufferView": pos_view, "componentType": 5126,
"count": len(mesh.positions), "type": "VEC3",
"min": [min(xs), min(ys), min(zs)],
"max": [max(xs), max(ys), max(zs)]})
nrm_accessor = len(accessors)
accessors.append({"bufferView": nrm_view, "componentType": 5126,
"count": len(mesh.normals), "type": "VEC3"})
idx_accessor = len(accessors)
accessors.append({"bufferView": idx_view, "componentType": 5123,
"count": len(mesh.indices), "type": "SCALAR"})
role = part.get("role", "body") xs = [p[0] for p in positions] or [0.0]
color = palette.get(role, PALETTE[role]) ys = [p[1] for p in positions] or [0.0]
metallic, roughness = PBR.get(role, PBR["body"]) zs = [p[2] for p in positions] or [0.0]
materials.append({ pos_accessor = len(accessors)
"name": role, accessors.append({"bufferView": pos_view, "componentType": 5126,
"doubleSided": False, "count": len(positions), "type": "VEC3",
"pbrMetallicRoughness": { "min": [min(xs), min(ys), min(zs)],
"baseColorFactor": _linear_rgba(color), "max": [max(xs), max(ys), max(zs)]})
"metallicFactor": metallic, nrm_accessor = len(accessors)
"roughnessFactor": roughness, accessors.append({"bufferView": nrm_view, "componentType": 5126,
}, "count": len(normals), "type": "VEC3"})
}) uv_accessor = len(accessors)
primitives.append({ accessors.append({"bufferView": uv_view, "componentType": 5126,
"attributes": {"POSITION": pos_accessor, "NORMAL": nrm_accessor}, "count": len(uvs), "type": "VEC2"})
"indices": idx_accessor, idx_accessor = len(accessors)
"material": len(materials) - 1, accessors.append({"bufferView": idx_view, "componentType": 5123,
}) "count": len(indices), "type": "SCALAR"})
base_view = add_view(atlas["base_png"])
mr_view = add_view(atlas["metal_rough_png"])
gltf = { gltf = {
"asset": {"version": "2.0", "generator": "step-line model_pipeline"}, "asset": {"version": "2.0", "generator": "step-line model_pipeline"},
"scene": 0, "scene": 0,
"scenes": [{"name": prop["name"], "nodes": [0]}], "scenes": [{"name": prop["name"], "nodes": [0]}],
"nodes": [{"name": prop["name"], "mesh": 0}], "nodes": [{"name": prop["name"], "mesh": 0}],
"meshes": [{"name": prop["name"], "primitives": primitives}], "meshes": [{
"materials": materials, "name": prop["name"],
"primitives": [{
"attributes": {"POSITION": pos_accessor,
"NORMAL": nrm_accessor,
"TEXCOORD_0": uv_accessor},
"indices": idx_accessor,
"material": 0,
}],
}],
"materials": [{
"name": "prop_palette",
"doubleSided": False,
"pbrMetallicRoughness": {
"baseColorTexture": {"index": 0},
"metallicRoughnessTexture": {"index": 1},
"metallicFactor": 1.0,
"roughnessFactor": 1.0,
},
}],
"textures": [
{"sampler": 0, "source": 0},
{"sampler": 0, "source": 1},
],
"samplers": [{
"magFilter": 9728, # NEAREST, so a palette cell stays a flat colour
"minFilter": 9728,
"wrapS": 33071, # CLAMP_TO_EDGE
"wrapT": 33071,
}],
"images": [
{"bufferView": base_view, "mimeType": "image/png"},
{"bufferView": mr_view, "mimeType": "image/png"},
],
"accessors": accessors, "accessors": accessors,
"bufferViews": buffer_views, "bufferViews": buffer_views,
"buffers": [{"byteLength": len(binary)}], "buffers": [{"byteLength": len(binary)}],
@@ -646,8 +743,25 @@ def audit_glb(path: Path) -> dict:
issues.append("primitive references a missing accessor") issues.append("primitive references a missing accessor")
if triangles <= 0: if triangles <= 0:
issues.append("no triangles") issues.append("no triangles")
if not gltf.get("materials"): materials = gltf.get("materials", [])
if not materials:
issues.append("no materials") issues.append("no materials")
elif len(materials) != 1:
issues.append(f"expected 1 shared material, found {len(materials)}")
else:
pbr = materials[0].get("pbrMetallicRoughness", {})
if "baseColorTexture" not in pbr:
issues.append("shared material has no baseColorTexture")
if "metallicRoughnessTexture" not in pbr:
issues.append("shared material has no metallicRoughnessTexture")
if len(gltf.get("textures", [])) < 2:
issues.append("expected colour and metallic/roughness textures")
if len(gltf.get("images", [])) < 2:
issues.append("expected colour and metallic/roughness atlas images")
for mesh in gltf.get("meshes", []):
for primitive in mesh.get("primitives", []):
if "TEXCOORD_0" not in primitive.get("attributes", {}):
issues.append("primitive has no atlas UVs (TEXCOORD_0)")
for buffer in gltf.get("buffers", []): for buffer in gltf.get("buffers", []):
if int(buffer.get("byteLength", 0)) > len(data): if int(buffer.get("byteLength", 0)) > len(data):
issues.append("buffer larger than the file") issues.append("buffer larger than the file")
+36 -23
View File
@@ -94,14 +94,17 @@ class GlbTests(unittest.TestCase):
self.assertEqual(gltf["asset"]["version"], "2.0") self.assertEqual(gltf["asset"]["version"], "2.0")
self.assertEqual(len(gltf["scenes"]), 1) self.assertEqual(len(gltf["scenes"]), 1)
primitives = gltf["meshes"][0]["primitives"] primitives = gltf["meshes"][0]["primitives"]
self.assertEqual(len(primitives), len(prop("bench")["parts"]), self.assertEqual(len(primitives), 1,
"one primitive per part") "parts share one primitive (one material)")
self.assertEqual(len(gltf["materials"]), len(primitives)) self.assertEqual(len(gltf["materials"]), 1,
"the prop draws with a single material")
for primitive in primitives: for primitive in primitives:
self.assertIn("POSITION", primitive["attributes"]) self.assertIn("POSITION", primitive["attributes"])
self.assertIn("NORMAL", primitive["attributes"]) self.assertIn("NORMAL", primitive["attributes"])
self.assertIn("TEXCOORD_0", primitive["attributes"],
"atlas UVs are required")
self.assertIsNotNone(primitive["indices"]) self.assertIsNotNone(primitive["indices"])
self.assertLess(primitive["material"], len(gltf["materials"])) self.assertEqual(primitive["material"], 0)
for accessor in gltf["accessors"]: for accessor in gltf["accessors"]:
self.assertIn(accessor["bufferView"], self.assertIn(accessor["bufferView"],
range(len(gltf["bufferViews"]))) range(len(gltf["bufferViews"])))
@@ -114,31 +117,41 @@ class GlbTests(unittest.TestCase):
second = model_pipeline.build_glb(prop("bollard")) second = model_pipeline.build_glb(prop("bollard"))
self.assertEqual(first, second) self.assertEqual(first, second)
def test_palette_override_changes_material_colour(self): def test_palette_override_changes_the_atlas_colour(self):
palette = {role: list(rgb) palette = {role: list(rgb)
for role, rgb in model_pipeline.PALETTE.items()} for role, rgb in model_pipeline.PALETTE.items()}
palette["metal"] = [0.9, 0.1, 0.1] palette["metal"] = [0.9, 0.1, 0.1]
gltf = parse_glb(model_pipeline.build_glb( atlas = model_pipeline.atlas_for(prop("bollard"), palette)
prop("bollard"), palette))["gltf"] self.assertIn((0.9, 0.1, 0.1), atlas["colours"].values())
factors = [m["pbrMetallicRoughness"]["baseColorFactor"] default = model_pipeline.build_glb(prop("bollard"))
for m in gltf["materials"]] overridden = model_pipeline.build_glb(prop("bollard"), palette)
self.assertIn(model_pipeline._linear_rgba([0.9, 0.1, 0.1]), factors) self.assertNotEqual(default, overridden,
"the atlas texture carries the palette")
def test_glb_colours_are_written_in_linear_space(self): def test_material_uses_both_atlas_textures(self):
# glTF baseColorFactor is linear; writing sRGB made props render pastel.
gltf = parse_glb(model_pipeline.build_glb(prop("bollard")))["gltf"] gltf = parse_glb(model_pipeline.build_glb(prop("bollard")))["gltf"]
factor = gltf["materials"][0]["pbrMetallicRoughness"]["baseColorFactor"] pbr = gltf["materials"][0]["pbrMetallicRoughness"]
srgb_metal = model_pipeline.PALETTE["metal"][0] self.assertEqual(pbr["metallicFactor"], 1.0)
self.assertLess(factor[0], srgb_metal) self.assertEqual(pbr["roughnessFactor"], 1.0)
self.assertAlmostEqual(factor[0], self.assertIn("baseColorTexture", pbr)
model_pipeline.srgb_to_linear(srgb_metal), self.assertIn("metallicRoughnessTexture", pbr)
places=4) self.assertEqual(len(gltf["images"]), 2)
self.assertEqual(len(gltf["textures"]), 2)
for image in gltf["images"]:
self.assertEqual(image["mimeType"], "image/png")
self.assertEqual(gltf["samplers"][0]["magFilter"], 9728,
"nearest sampling keeps palette cells flat")
def test_srgb_to_linear_reference_values(self): def test_atlas_is_deterministic_and_power_of_two(self):
self.assertAlmostEqual(model_pipeline.srgb_to_linear(0.0), 0.0) first = model_pipeline.atlas_for(prop("planter_box"))
self.assertAlmostEqual(model_pipeline.srgb_to_linear(1.0), 1.0) second = model_pipeline.atlas_for(prop("planter_box"))
self.assertAlmostEqual(model_pipeline.srgb_to_linear(0.5), 0.2140, self.assertEqual(first["base_png"], second["base_png"])
places=4) size = first["size"]
self.assertEqual(size & (size - 1), 0, "atlas size is a power of two")
for u, v in first["role_uv"].values():
self.assertTrue(0.0 < u < 1.0 and 0.0 < v < 1.0,
"UVs stay on the texture")
self.assertEqual(len(first["roles"]), len(set(first["roles"])))
def test_indices_stay_inside_their_primitive(self): def test_indices_stay_inside_their_primitive(self):
payload = model_pipeline.build_glb(prop("planter_box")) payload = model_pipeline.build_glb(prop("planter_box"))