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security-game/tools/npc_pipeline.py
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Python

#!/usr/bin/env python3
"""Build the low-poly, skinned NPC base mesh used by Gig Line.
The mesh, armature, UVs and neutral material maps are authored procedurally in
Blender and exported to `assets/models/generated/npc_base.glb`. Godot imports the
GLB as a PackedScene, tints the material slots per avatar, and drives the armature
bones (see `src/game/npc_avatar.gd`). The procedural capsule rig stays as the
offline fallback when the GLB is missing.
The tool runs inside Blender (the flatpak sandbox cannot see `/tmp`, so every
path must be absolute):
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_pipeline.py" -- build
python3 tools/npc_pipeline.py prepare # layer AI fabric albedos (Pillow)
python3 tools/npc_pipeline.py palette # derive outfit colours -> palette.json
python3 tools/npc_pipeline.py audit
Contract (frozen in ADR-0013 and docs/assets/blender-assets.md):
* scene root "Rig" with a skinned mesh and an armature
* bones: Head, HipL/R, KneeL/R, ShoulderL/R, ElbowL/R, HandL/R
(plus Hips/Spine/Neck as parents)
* material slots: skin, cloth, pants, accessory, hair
* neutral albedo + normal + packed ORM maps, albedo tinted at runtime
* <= 24000 triangles / 24000 vertices, UVs in [0,1], feet at y ~= 0
* the 13 core bones are required; extra optional bones are allowed
"""
import argparse
import json
import math
import struct
import sys
import zlib
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
GLB_PATH = ROOT / "assets" / "models" / "generated" / "npc_base.glb"
BLEND_PATH = ROOT / "assets" / "models" / "npc" / "npc_base.blend"
TEX_DIR = ROOT / "assets" / "textures" / "npc"
SLOTS = ["skin", "cloth", "pants", "accessory", "hair"]
BONES = [
"Head", "HipL", "HipR", "KneeL", "KneeR",
"ShoulderL", "ShoulderR", "ElbowL", "ElbowR", "HandL", "HandR",
]
MAX_TRIANGLES = 24000
MAX_VERTICES = 24000
TEX_SIZE = 256
AI_DIR = TEX_DIR / "ai"
# Base material slots that get an AI fabric albedo (`prepare` layers them over
# the procedural weave). Outer layers (jacket / vest / coat / dress) have no
# material slot yet; Phase 3 adds them and can reuse this override mechanism.
AI_FABRICS = {"cloth": "shirt", "pants": "trousers"}
AI_FABRICS_ALL = ["shirt", "trousers", "jacket", "vest", "coat", "dress"]
try: # Blender's Python has bpy; the audit command works without it.
import bpy # type: ignore
except ImportError: # pragma: no cover - exercised outside Blender
bpy = None
# ---------------------------------------------------------------------------
# Texture helpers (stdlib only: Blender ships no Pillow)
# ---------------------------------------------------------------------------
SLOT_STYLE = {
# base sRGB tone, weave frequency, roughness, metallic, AO strength
"skin": ((222, 184, 150), 0.05, 150, 0, 0.10),
"cloth": ((232, 232, 228), 0.30, 220, 0, 0.18),
"pants": ((70, 78, 92), 0.22, 235, 0, 0.20),
"accessory": ((46, 48, 56), 0.12, 120, 180, 0.22),
"hair": ((58, 44, 34), 0.18, 170, 0, 0.16),
}
def _png(width: int, height: int, rgba: bytes) -> bytes:
rows = bytearray()
stride = width * 4
for y in range(height):
rows.append(0)
rows.extend(rgba[y * stride:(y + 1) * stride])
def chunk(tag: bytes, data: bytes) -> bytes:
return (struct.pack(">I", len(data)) + tag + data +
struct.pack(">I", zlib.crc32(tag + data) & 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 _fabric_pattern(slot: str, x: int, y: int) -> float:
"""A repeatable 0..1 height/weave signal per slot."""
u = x / TEX_SIZE
v = y / TEX_SIZE
if slot == "cloth":
return 0.5 + 0.5 * math.sin(u * math.tau * 22.0) * math.sin(v * math.tau * 18.0)
if slot == "pants":
return 0.5 + 0.5 * math.sin((u + v) * math.tau * 26.0)
if slot == "skin":
return 0.5 + 0.5 * math.sin(u * math.tau * 7.0 + v * math.tau * 11.0)
if slot == "hair":
return 0.5 + 0.5 * math.sin((u * 1.7 - v) * math.tau * 30.0)
return 0.5 + 0.5 * math.sin(u * math.tau * 9.0) * math.sin(v * math.tau * 9.0)
def write_slot_textures() -> None:
"""Write neutral sRGB albedo, tangent normal and packed ORM for each slot."""
TEX_DIR.mkdir(parents=True, exist_ok=True)
for slot in SLOTS:
base, freq, roughness, metallic, ao_strength = SLOT_STYLE[slot]
albedo = bytearray(TEX_SIZE * TEX_SIZE * 4)
normal = bytearray(TEX_SIZE * TEX_SIZE * 4)
orm = bytearray(TEX_SIZE * TEX_SIZE * 4)
fabric = AI_FABRICS.get(slot)
use_ai_albedo = fabric is not None and (AI_DIR / f"{fabric}.png").is_file()
for y in range(TEX_SIZE):
for x in range(TEX_SIZE):
pattern = _fabric_pattern(slot, x, y)
# Baked AO approximation: darker in creases (pattern valleys) and
# toward the bottom of the tile.
ao = 1.0 - ao_strength * (1.0 - pattern) - 0.08 * (y / TEX_SIZE)
r = min(255, int(base[0] * ao))
g = min(255, int(base[1] * ao))
b = min(255, int(base[2] * ao))
offset = (y * TEX_SIZE + x) * 4
albedo[offset:offset + 4] = bytes((r, g, b, 255))
dx = _fabric_pattern(slot, (x + 1) % TEX_SIZE, y) - pattern
dy = _fabric_pattern(slot, x, (y + 1) % TEX_SIZE) - pattern
nx = 128 + int(dx * 90.0)
ny = 128 + int(dy * 90.0)
normal[offset:offset + 4] = bytes((max(0, min(255, nx)),
max(0, min(255, ny)), 255, 255))
orm[offset:offset + 4] = bytes((int(ao * 255), roughness, metallic, 255))
# The prepared AI fabric replaces the procedural albedo; the baked AO now
# lives in the ORM R channel, so the albedo can stay unshaded.
if not use_ai_albedo:
(TEX_DIR / f"{slot}_albedo.png").write_bytes(_png(TEX_SIZE, TEX_SIZE, albedo))
(TEX_DIR / f"{slot}_normal.png").write_bytes(_png(TEX_SIZE, TEX_SIZE, normal))
(TEX_DIR / f"{slot}_orm.png").write_bytes(_png(TEX_SIZE, TEX_SIZE, orm))
kept = [s for s, f in AI_FABRICS.items() if (AI_DIR / f"{f}.png").is_file()]
print(f"wrote {len(SLOTS) * 3} textures to {TEX_DIR}" +
(f" (kept AI albedo for {', '.join(kept)})" if kept else ""))
# ---------------------------------------------------------------------------
# Blender build
# ---------------------------------------------------------------------------
def _material(slot: str):
mat = bpy.data.materials.new(slot)
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
bsdf = nodes.get("Principled BSDF")
base, _, roughness, metallic, _ = SLOT_STYLE[slot]
bsdf.inputs["Base Color"].default_value = (
base[0] / 255.0, base[1] / 255.0, base[2] / 255.0, 1.0)
bsdf.inputs["Roughness"].default_value = roughness / 255.0
bsdf.inputs["Metallic"].default_value = metallic / 255.0
albedo = nodes.new("ShaderNodeTexImage")
albedo.image = bpy.data.images.load(str(TEX_DIR / f"{slot}_albedo.png"))
albedo.image.colorspace_settings.name = "sRGB"
links.new(albedo.outputs["Color"], bsdf.inputs["Base Color"])
normal_tex = nodes.new("ShaderNodeTexImage")
normal_tex.image = bpy.data.images.load(str(TEX_DIR / f"{slot}_normal.png"))
normal_tex.image.colorspace_settings.name = "Non-Color"
normal_map = nodes.new("ShaderNodeNormalMap")
links.new(normal_tex.outputs["Color"], normal_map.inputs["Color"])
links.new(normal_map.outputs["Normal"], bsdf.inputs["Normal"])
return mat
def _assign(obj, material, bone: str) -> None:
obj.data.materials.append(material)
group = obj.vertex_groups.new(name=bone)
group.add(list(range(len(obj.data.vertices))), 1.0, "REPLACE")
def _cube(name, size, loc, material, bone) -> None:
bpy.ops.mesh.primitive_cube_add(size=1.0, location=loc)
obj = bpy.context.object
obj.name = name
obj.scale = (size[0], size[1], size[2])
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
_assign(obj, material, bone)
def _cylinder(name, radius, depth, loc, material, bone, vertices=8) -> None:
bpy.ops.mesh.primitive_cylinder_add(vertices=vertices, radius=radius,
depth=depth, location=loc)
obj = bpy.context.object
obj.name = name
_assign(obj, material, bone)
def _sphere(name, radius, loc, material, bone, segments=12, rings=8,
scale=(1.0, 1.0, 1.0), rotation=(0.0, 0.0, 0.0)) -> None:
bpy.ops.mesh.primitive_uv_sphere_add(segments=segments, ring_count=rings,
radius=radius, location=loc)
obj = bpy.context.object
obj.name = name
obj.scale = scale
obj.rotation_euler = rotation
bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
_assign(obj, material, bone)
def _bone(edit_bones, name, head, tail, parent=None) -> None:
bone = edit_bones.new(name)
bone.head = head
bone.tail = tail
if parent is not None:
bone.parent = parent
def build_character() -> None:
bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.delete(use_global=False)
for collection in (bpy.data.meshes, bpy.data.armatures, bpy.data.materials):
for datablock in list(collection):
if datablock.users == 0:
collection.remove(datablock)
write_slot_textures()
mats = {slot: _material(slot) for slot in SLOTS}
parts = []
# Body (Blender is Z-up; the glTF exporter converts to Godot Y-up. The face
# points toward Blender -Y, which becomes Godot +Z like the fallback rig).
_cube("Pelvis", (0.36, 0.23, 0.22), (0, 0, 0.71), mats["pants"], "Hips")
_cube("Torso", (0.42, 0.26, 0.56), (0, 0, 1.10), mats["cloth"], "Spine")
_cube("Shoulders", (0.50, 0.26, 0.12), (0, 0, 1.38), mats["cloth"], "Spine")
_cylinder("Neck", 0.07, 0.15, (0, 0, 1.47), mats["skin"], "Neck", vertices=8)
_sphere("Head", 0.17, (0, 0, 1.63), mats["skin"], "Head",
scale=(1.0, 0.95, 1.08))
_sphere("Hair", 0.178, (0, 0.01, 1.69), mats["hair"], "Head",
scale=(1.0, 1.0, 0.82))
for side in (-1.0, 1.0):
_sphere("Ear", 0.04, (0.165 * side, 0.0, 1.62), mats["skin"], "Head",
segments=8, rings=6)
_sphere("Eye", 0.027, (0.058 * side, -0.155, 1.655), mats["accessory"],
"Head", segments=8, rings=6)
_cube("Brow", (0.065, 0.02, 0.014), (0.058 * side, -0.158, 1.705),
mats["hair"], "Head")
_cube("Mouth", (0.085, 0.02, 0.014), (0, -0.155, 1.575),
mats["accessory"], "Head")
for side in (-1.0, 1.0):
x = 0.27 * side
_cylinder("UpperArm", 0.075, 0.30, (x, 0, 1.21), mats["cloth"],
"ShoulderL" if side < 0 else "ShoulderR")
_cylinder("Forearm", 0.065, 0.28, (x, 0, 0.92), mats["cloth"],
"ElbowL" if side < 0 else "ElbowR")
_sphere("Hand", 0.06, (x, 0, 0.745), mats["skin"],
"HandL" if side < 0 else "HandR", segments=10, rings=6)
hx = 0.12 * side
_cylinder("Thigh", 0.10, 0.36, (hx, 0, 0.46), mats["pants"],
"HipL" if side < 0 else "HipR")
_cylinder("Shin", 0.085, 0.30, (hx, 0, 0.15), mats["pants"],
"KneeL" if side < 0 else "KneeR")
_cube("Shoe", (0.16, 0.29, 0.10), (hx, 0.04, 0.05),
mats["accessory"], "KneeL" if side < 0 else "KneeR")
parts = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"]
bpy.ops.object.select_all(action="DESELECT")
for obj in parts:
obj.select_set(True)
bpy.context.view_layer.objects.active = parts[0]
bpy.ops.object.join()
mesh = bpy.context.object
mesh.name = "npc_base"
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.uv.smart_project(angle_limit=math.radians(66.0), island_margin=0.02)
bpy.ops.object.mode_set(mode="OBJECT")
# Neutral flat shading keeps the low-poly read; smoothing is not needed.
for polygon in mesh.data.polygons:
polygon.use_smooth = False
arm_data = bpy.data.armatures.new("Armature")
arm = bpy.data.objects.new("Armature", arm_data)
bpy.context.scene.collection.objects.link(arm)
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode="EDIT")
bones = arm_data.edit_bones
_bone(bones, "Hips", (0, 0, 0.62), (0, 0, 0.82))
_bone(bones, "Spine", (0, 0, 0.82), (0, 0, 1.40), bones["Hips"])
_bone(bones, "Neck", (0, 0, 1.40), (0, 0, 1.52), bones["Spine"])
_bone(bones, "Head", (0, 0, 1.52), (0, 0, 1.82), bones["Neck"])
for side, suffix in ((-1.0, "L"), (1.0, "R")):
x = 0.27 * side
_bone(bones, f"Shoulder{suffix}", (x, 0, 1.38), (x, 0, 1.06),
bones["Spine"])
_bone(bones, f"Elbow{suffix}", (x, 0, 1.06), (x, 0, 0.78),
bones[f"Shoulder{suffix}"])
_bone(bones, f"Hand{suffix}", (x, 0, 0.78), (x, 0, 0.68),
bones[f"Elbow{suffix}"])
hx = 0.12 * side
_bone(bones, f"Hip{suffix}", (hx, 0, 0.62), (hx, 0, 0.30),
bones["Hips"])
_bone(bones, f"Knee{suffix}", (hx, 0, 0.30), (hx, 0, 0.0),
bones[f"Hip{suffix}"])
bpy.ops.object.mode_set(mode="OBJECT")
mesh.parent = arm
modifier = mesh.modifiers.new("Armature", "ARMATURE")
modifier.object = arm
for obj in bpy.context.scene.objects:
obj.select_set(True)
bpy.context.view_layer.objects.active = mesh
GLB_PATH.parent.mkdir(parents=True, exist_ok=True)
bpy.ops.export_scene.gltf(
filepath=str(GLB_PATH), export_format="GLB", use_selection=False,
export_apply=False, export_animations=False, export_skins=True,
export_yup=True, export_materials="EXPORT", export_image_format="AUTO",
)
BLEND_PATH.parent.mkdir(parents=True, exist_ok=True)
bpy.ops.wm.save_as_mainfile(filepath=str(BLEND_PATH))
print(f"wrote {GLB_PATH} and {BLEND_PATH}")
# ---------------------------------------------------------------------------
# Audit (stdlib only)
# ---------------------------------------------------------------------------
def _read_accessor(gltf, binary, index):
accessor = gltf["accessors"][index]
width = {"SCALAR": 1, "VEC2": 2, "VEC3": 3, "VEC4": 4}[accessor["type"]]
fmt = {5126: "f", 5125: "I", 5123: "H", 5121: "B"}[int(accessor["componentType"])]
view = gltf["bufferViews"][accessor["bufferView"]]
offset = int(view.get("byteOffset", 0)) + int(accessor.get("byteOffset", 0))
stride = int(view.get("byteStride", width * struct.calcsize(fmt)))
values = []
for i in range(int(accessor["count"])):
row = struct.unpack_from("<" + fmt * width, binary, offset + i * stride)
values.append(row[0] if width == 1 else row)
return values
def audit_glb(path: Path = GLB_PATH) -> dict:
issues = []
if not path.is_file():
return {"ok": False, "issues": ["missing npc_base.glb"], "triangles": 0,
"vertices": 0, "bones": []}
data = path.read_bytes()
try:
magic, version, length = struct.unpack_from("<III", data, 0)
json_len, json_type = struct.unpack_from("<II", data, 12)
gltf = json.loads(data[20:20 + json_len].decode("utf-8"))
_, bin_len, _ = struct.unpack_from("<III", data, 12 + 8 + json_len)
binary = data[12 + 8 + json_len + 8:12 + 8 + json_len + 8 + bin_len]
except (struct.error, ValueError) as exc:
return {"ok": False, "issues": [f"unreadable GLB: {exc}"],
"triangles": 0, "vertices": 0, "bones": []}
if magic != 0x46546C67 or version != 2 or length != len(data):
issues.append("bad GLB container")
if json_type != 0x4E4F534A:
issues.append("first chunk is not JSON")
nodes = gltf.get("nodes", [])
bones = []
for skin in gltf.get("skins", []):
for joint in skin.get("joints", []):
if 0 <= joint < len(nodes):
bones.append(nodes[joint].get("name", ""))
for bone in BONES:
if bone not in bones:
issues.append(f"missing bone {bone}")
if not gltf.get("skins"):
issues.append("no skin (mesh is not skinned)")
materials = [m.get("name", "") for m in gltf.get("materials", [])]
for slot in SLOTS:
if slot not in materials:
issues.append(f"missing material slot {slot}")
if len(gltf.get("images", [])) < len(SLOTS) * 2:
issues.append("expected albedo + normal textures per slot")
for slot in SLOTS:
if not (TEX_DIR / f"{slot}_orm.png").is_file():
issues.append(f"missing packed ORM map for {slot}")
triangles = 0
vertices = 0
min_y = 1e9
for mesh in gltf.get("meshes", []):
for primitive in mesh.get("primitives", []):
attrs = primitive.get("attributes", {})
for required in ("POSITION", "NORMAL", "TEXCOORD_0", "JOINTS_0", "WEIGHTS_0"):
if required not in attrs:
issues.append(f"primitive missing {required}")
if "POSITION" in attrs:
positions = _read_accessor(gltf, binary, attrs["POSITION"])
vertices += len(positions)
if positions:
min_y = min(min_y, min(p[1] for p in positions))
if "TEXCOORD_0" in attrs:
for u, v in _read_accessor(gltf, binary, attrs["TEXCOORD_0"]):
if not (0.0 <= u <= 1.0 and 0.0 <= v <= 1.0):
issues.append("UV outside [0, 1]")
break
if primitive.get("indices") is not None:
triangles += gltf["accessors"][primitive["indices"]]["count"] // 3
if min_y < 1e9 and abs(min_y) > 0.03:
issues.append(f"feet not on the ground (min y {min_y:.3f})")
if triangles > MAX_TRIANGLES:
issues.append(f"triangle budget exceeded ({triangles} > {MAX_TRIANGLES})")
if vertices > MAX_VERTICES:
issues.append(f"vertex budget exceeded ({vertices} > {MAX_VERTICES})")
if not BLEND_PATH.is_file():
issues.append("editable .blend source missing")
return {"ok": not issues, "issues": issues, "triangles": triangles,
"vertices": vertices, "bones": bones}
# ---------------------------------------------------------------------------
# AI fabric preparation (Pillow; runs outside Blender)
# ---------------------------------------------------------------------------
def prepare_albedos() -> list:
"""Layer the committed AI fabric albedos over the procedural slot albedos.
For each slot in AI_FABRICS, resize `assets/textures/npc/ai/<fabric>.png`
to TEX_SIZE and write it as `<slot>_albedo.png`. A later `build` then keeps
that albedo (write_slot_textures skips it) and still regenerates the
procedural normal + packed ORM maps, so the AI colour sits on top of the
baked normal/AO detail.
"""
from PIL import Image
TEX_DIR.mkdir(parents=True, exist_ok=True)
written = []
for slot, fabric in AI_FABRICS.items():
src = AI_DIR / f"{fabric}.png"
if not src.is_file():
print(f"skip {slot}: {src.relative_to(ROOT)} missing (procedural albedo stays)")
continue
with Image.open(src) as image:
image.load()
image.convert("RGB").resize(
(TEX_SIZE, TEX_SIZE), Image.Resampling.LANCZOS
).save(TEX_DIR / f"{slot}_albedo.png")
written.append(f"{slot}<={fabric}")
print("prepared albedos: " + (", ".join(written) if written else "none"))
return written
def write_palette() -> dict:
"""Derive one representative colour per AI fabric and write palette.json.
Reuses model_pipeline.dominant_colors so the colours come from the same
centre-crop + saturation ranking as the prop concepts. Phase 3 can consume
these as deterministic, committed outfit base colours.
"""
import model_pipeline
from PIL import Image
palette = {}
for fabric in AI_FABRICS_ALL:
src = AI_DIR / f"{fabric}.png"
if not src.is_file():
continue
with Image.open(src) as image:
image.load()
colors = model_pipeline.dominant_colors(image, count=1)
if not colors:
continue
r, g, b = colors[0]
palette[fabric] = {
"rgb": [round(c, 4) for c in (r, g, b)],
"hex": f"#{int(round(r * 255)):02x}{int(round(g * 255)):02x}"
f"{int(round(b * 255)):02x}",
}
(TEX_DIR / "palette.json").write_text(
json.dumps(palette, indent=2, sort_keys=True) + "\n", encoding="utf-8")
print(f"wrote {TEX_DIR / 'palette.json'}")
return palette
def list_contract() -> int:
print("npc_base contract")
print(f" glb: {GLB_PATH.relative_to(ROOT)}")
print(f" blend: {BLEND_PATH.relative_to(ROOT)}")
print(f" slots: {', '.join(SLOTS)}")
print(f" bones: {', '.join(BONES)} (+ Hips/Spine/Neck)")
print(f" budget: <= {MAX_TRIANGLES} tris / {MAX_VERTICES} verts")
return 0
def main(argv=None) -> int:
raw = list(argv if argv is not None else sys.argv[1:])
if "--" in raw:
raw = raw[raw.index("--") + 1:]
parser = argparse.ArgumentParser(description=__doc__)
sub = parser.add_subparsers(dest="command", required=True)
sub.add_parser("list")
sub.add_parser("build")
sub.add_parser("prepare")
sub.add_parser("palette")
audit = sub.add_parser("audit")
audit.add_argument("--json", action="store_true")
args = parser.parse_args(raw)
if args.command == "list":
return list_contract()
if args.command == "build":
if bpy is None:
print("build must run inside Blender:\n flatpak run org.blender.Blender "
"--background --python %s -- build" % Path(__file__).resolve(),
file=sys.stderr)
return 2
build_character()
result = audit_glb()
print(json.dumps(result, indent=2))
return 0 if result["ok"] else 1
if args.command == "prepare":
prepare_albedos()
return 0
if args.command == "palette":
write_palette()
return 0
result = audit_glb()
if args.json:
print(json.dumps(result, indent=2))
else:
print(f"{'OK ' if result['ok'] else 'BAD'} npc_base.glb "
f"tris={result['triangles']} verts={result['vertices']} "
f"bones={len(result['bones'])}")
for issue in result["issues"]:
print(" -", issue)
return 0 if result["ok"] else 1
if __name__ == "__main__":
sys.exit(main())