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security-game/tools/quaternius_parts.py
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zwitschi d3a87acf2d
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Record the three failed Swat yaw attempts and keep the guard on the worker base
2026-11-06 19:50:31 +01:00

426 lines
19 KiB
Python

#!/usr/bin/env python3
"""Intake for the Quaternius modular character parts.
The upstream modular pack is distributed as a Google Drive folder, so it cannot be
fetched reproducibly by CI. The owner downloads it once into the gitignored
`tmp/quaternius-intake/`; everything after that is scripted here:
# 1. what is in the download?
python3 tools/quaternius_parts.py inventory --dir tmp/quaternius-intake
# 2. keep one mesh as a part (a single skinned mesh on the 62-joint rig)
python3 tools/quaternius_parts.py extract \
--file tmp/quaternius-intake/Male_Modular.glb \
--mesh "Male_Hair_1" --part hair_1
# 3. record the provenance of what was kept
python3 tools/quaternius_parts.py verify \
--dir assets/models/blender_src/quaternius/parts
`inventory` and `verify` run outside Blender (they parse the GLB container);
`extract` needs Blender, because it re-parents the mesh and rewrites the skin.
Part contract: one mesh, the standard 62-joint vertex-group names, materials named
after a contract slot (`skin`, `cloth`, `pants`, `hair`, `accessory`) or a
fixed-colour detail. `blender_assets.py` refuses a part that breaks it.
"""
import argparse
import hashlib
import math
import json
import struct
import sys
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
PARTS = ROOT / "assets" / "models" / "blender_src" / "quaternius" / "parts"
INTAKE = ROOT / "tmp" / "quaternius-intake"
# The runtime rig. A part that does not carry these groups cannot be skinned by
# `NpcAvatar`, so it is not a part for this project.
REQUIRED_GROUPS = ("Hips", "Chest", "Head", "UpperArm.L", "UpperArm.R",
"UpperLeg.L", "UpperLeg.R")
def _glb_json(path: Path):
"""Return (gltf_json, binary_length) from a GLB container."""
data = path.read_bytes()
magic, version, _length = struct.unpack("<III", data[:12])
if magic != 0x46546C67:
raise ValueError(f"{path}: not a GLB")
offset = 12
gltf = None
binary = 0
while offset < len(data):
chunk_length, chunk_type = struct.unpack("<II", data[offset:offset + 8])
chunk = data[offset + 8:offset + 8 + chunk_length]
if chunk_type == 0x4E4F534A: # JSON
gltf = json.loads(chunk)
elif chunk_type == 0x004E4942: # BIN
binary = chunk_length
offset += 8 + chunk_length + (-chunk_length % 4)
if gltf is None:
raise ValueError(f"{path}: no JSON chunk")
return gltf, binary
def _node_names(gltf):
return [n.get("name", "") for n in gltf.get("nodes", [])]
def _skin_bones(gltf):
nodes = _node_names(gltf)
return [nodes[j] for s in gltf.get("skins", []) for j in s.get("joints", [])]
def _mesh_node_names(gltf):
"""Node names that reference a mesh: the names a Blender import exposes."""
names = []
for node in gltf.get("nodes", []):
if "mesh" in node:
names.append(node.get("name", f"mesh{node['mesh']}"))
return names
def inventory_file(path: Path):
gltf, binary = _glb_json(path)
bones = _skin_bones(gltf)
materials = [m.get("name", "") for m in gltf.get("materials", [])]
node_names = _mesh_node_names(gltf)
meshes = []
for index, mesh in enumerate(gltf.get("meshes", [])):
tris = 0
verts = 0
skinned = True
for prim in mesh.get("primitives", []):
attributes = prim.get("attributes", {})
if "indices" in prim:
tris += gltf["accessors"][prim["indices"]]["count"] // 3
if "POSITION" in attributes:
verts += gltf["accessors"][attributes["POSITION"]]["count"]
if "JOINTS_0" not in attributes:
skinned = False
# Prefer the node name (what Blender shows and what `extract --mesh` takes).
name = node_names[index] if index < len(node_names) else mesh.get("name", "")
meshes.append({"name": name, "triangles": tris,
"vertices": verts, "skinned": skinned})
parts_ready = all(group in bones for group in REQUIRED_GROUPS)
return {
"file": str(path),
"bytes": path.stat().st_size,
"sha256": hashlib.sha256(path.read_bytes()).hexdigest(),
"meshes": meshes,
"bones": len(bones),
"rig_ready": parts_ready,
"materials": materials,
"binary_bytes": binary,
}
def inventory_fbx(files):
"""The pack ships FBX parts; name-level listing, detail comes from Blender."""
families = {}
for path in files:
family = path.parent.name
families.setdefault(family, []).append(path.stem)
print(f"{'outfit family':24s} parts")
for family in sorted(families):
print(f"{family[:24]:24s} {', '.join(sorted(families[family]))}")
print(f"\n{len(files)} FBX parts in {len(families)} families.")
print("Next: `extract --file <fbx> --mesh <name> --part <part>`; the mesh name is the "
"node name inside the FBX (check with `--list`).")
return 0
def inventory(root: Path):
fbx = sorted(p for p in root.rglob("*.fbx"))
files = sorted(p for p in root.rglob("*.glb"))
if not files and fbx:
return inventory_fbx(fbx)
if not files:
print(f"no .glb or .fbx under {root}\n"
f" download the pack into {INTAKE.relative_to(ROOT)}/ first "
f"(see TODO.md, 'Outfit part library')")
return 1
rows = []
for path in files:
try:
rows.append(inventory_file(path))
except (ValueError, KeyError) as error:
print(f"skip {path.name}: {error}")
print(f"{'file':44s} {'meshes':>6s} {'tris':>7s} {'bones':>5s} rig meshes")
for row in rows:
tris = sum(m["triangles"] for m in row["meshes"])
names = ", ".join(m["name"] for m in row["meshes"][:4])
print(f"{Path(row['file']).name[:44]:44s} {len(row['meshes']):6d} {tris:7d} "
f"{row['bones']:5d} {'yes' if row['rig_ready'] else 'NO ':5s} {names}")
ready = [r for r in rows if r["rig_ready"]]
print(f"\n{len(ready)}/{len(rows)} files carry the 62-joint rig and can be cut into parts.")
print("Next: `extract --file <glb> --mesh <name> --part <name>` for each part to keep.")
return 0
def verify(root: Path):
files = sorted(p for p in root.glob("*.glb"))
if not files:
print(f"no part files in {root.relative_to(ROOT)}")
return 1
print(f"{'part':32s} {'sha256':64s} {'tris':>6s} bones")
problems = 0
for path in files:
gltf, _binary = _glb_json(path)
bones = _skin_bones(gltf)
missing = [group for group in REQUIRED_GROUPS if group not in bones]
tris = sum(gltf["accessors"][p["indices"]]["count"] // 3
for mesh in gltf.get("meshes", [])
for p in mesh.get("primitives", {}) if "indices" in p)
digest = hashlib.sha256(path.read_bytes()).hexdigest()
status = "ok" if not missing else "MISSING " + ",".join(missing)
print(f"{path.stem[:32]:32s} {digest} {tris:6d} {len(bones):5d} {status}")
problems += 1 if missing else 0
print(f"\n{len(files)} parts, {problems} unusable. Record the hashes in CREDITS.md.")
return 1 if problems else 0
def extract(source: Path, mesh_name: str, part: str, out_dir: Path):
try:
import bpy # type: ignore
from mathutils import Matrix # type: ignore
except ImportError:
print("extract must run inside Blender:\n"
f" flatpak run org.blender.Blender --background --python {Path(__file__).name} "
f"-- extract --file {source} --mesh {mesh_name} --part {part}",
file=sys.stderr)
return 2
bpy.ops.wm.read_factory_settings(use_empty=True)
if source.suffix.lower() == ".fbx":
bpy.ops.import_scene.fbx(filepath=str(source))
else:
bpy.ops.import_scene.gltf(filepath=str(source))
target = None
for obj in bpy.context.scene.objects:
if obj.type == "MESH" and obj.name.split(".")[0] == mesh_name.split(".")[0]:
target = obj
break
if target is None:
names = [o.name for o in bpy.context.scene.objects if o.type == "MESH"]
print(f"mesh '{mesh_name}' not found; the file has: {', '.join(names)}")
return 1
# Keep the armature: a glTF mesh only carries JOINTS_0/WEIGHTS_0 when a skin
# references a skeleton, so a parts file without one validates as bone-less and
# cannot be skinned. The builder drops the part's armature when it joins the mesh
# onto the base body, which already owns the skeleton.
armour = next((o for o in bpy.context.scene.objects
if o.type == "ARMATURE" and o is not target), None)
for obj in list(bpy.context.scene.objects):
if obj is not target and obj is not armour:
bpy.data.objects.remove(obj, do_unlink=True)
for group in list(target.vertex_groups):
if group.name not in REQUIRED_GROUPS + (
"LowerArm.L", "LowerArm.R", "LowerLeg.L", "LowerLeg.R", "Wrist.L",
"Wrist.R", "Foot.L", "Foot.R", "Neck", "Shoulder.L", "Shoulder.R",
"Abdomen", "Torso", "Body", "Root", "PT.L", "PT.R"):
target.vertex_groups.remove(group)
out_dir.mkdir(parents=True, exist_ok=True)
path = out_dir / f"{part}.glb"
target.name = part
target.data.name = part
for obj in bpy.context.scene.objects:
obj.select_set(obj is target or obj is armour)
bpy.context.view_layer.objects.active = target
bpy.ops.export_scene.gltf(filepath=str(path), export_format="GLB",
use_selection=True, export_apply=False,
export_animations=False, export_skins=True,
export_yup=True, export_materials="EXPORT")
print(f"wrote {path.relative_to(ROOT)} ({len(target.data.vertices)} verts)")
return 0
def _base_name(name: str) -> str:
"""Strip Blender's `.001` duplicate suffix."""
head, sep, tail = name.rpartition(".")
return head if sep and tail.isdigit() else name
def make_base(family_dir: Path, out: Path, yaw: float = 0.0):
"""Compose one outfit family from its FBX parts into a single skinned GLB base.
The pack ships each outfit as four FBX files (Body/Legs/Feet/Head) that share one
skeleton. Each file carries its own copy of that armature, so this keeps one and
repoints every mesh at it before joining — otherwise `join` would leave three
meshes bound to armatures that no longer exist.
"""
try:
import bpy # type: ignore
import bmesh # type: ignore
except ImportError:
print("make-base must run inside Blender", file=sys.stderr)
return 2
parts = sorted(family_dir.glob("*.fbx"))
if not parts:
print(f"no FBX under {family_dir}")
return 1
bpy.ops.wm.read_factory_settings(use_empty=True)
for path in parts:
bpy.ops.import_scene.fbx(filepath=str(path))
armatures = [o for o in bpy.context.scene.objects if o.type == "ARMATURE"]
meshes = [o for o in bpy.context.scene.objects if o.type == "MESH"]
if not armatures or not meshes:
print(f"{family_dir.name}: import produced no armature/mesh")
return 1
keep = armatures[0]
for extra in armatures[1:]:
bpy.data.objects.remove(extra, do_unlink=True)
# FBX adds artefacts the runtime rig does not have: zero-length `_end` leaf bones
# and a `neutral_bone` root. Godot's importer failed on the exported file with them
# (`resource_format_binary` error), and the accepted rig is the 62 joints only.
bpy.context.view_layer.objects.active = keep
bpy.ops.object.mode_set(mode="EDIT")
for bone in list(keep.data.edit_bones):
if bone.name.endswith("_end") or bone.name == "neutral_bone":
for child in list(bone.children):
child.parent = bone.parent
child.use_connect = False
keep.data.edit_bones.remove(bone)
bpy.ops.object.mode_set(mode="OBJECT")
for mesh in meshes:
mesh.parent = keep
mesh.matrix_parent_inverse.identity()
for modifier in list(mesh.modifiers):
if modifier.type == "ARMATURE":
mesh.modifiers.remove(modifier)
modifier = mesh.modifiers.new("Armature", "ARMATURE")
modifier.object = keep
# The pack reuses one fabric material for jacket and trousers, so the joined base
# would have no `pants` surface. Give the leg meshes their own material copies;
# the slot map in blender_assets.py then maps those to `pants`.
leg_copies = {}
for mesh in meshes:
if "Legs" not in mesh.name:
continue
for slot, material in enumerate(mesh.data.materials):
if material is None:
continue
# `Suit` and `Suit.001` are the same fabric arriving from two FBX files;
# normalise the name so every leg mesh shares one `Suit_legs` material.
base = _base_name(material.name)
if base not in leg_copies:
copy = material.copy()
copy.name = f"{base}_legs"
leg_copies[base] = copy
mesh.data.materials[slot] = leg_copies[base]
for obj in bpy.context.selected_objects:
obj.select_set(False)
for mesh in meshes:
mesh.select_set(True)
bpy.context.view_layer.objects.active = meshes[0]
if len(meshes) > 1:
bpy.ops.object.join()
body = bpy.context.object
body.name = "npc_base"
body.data.name = "npc_base"
# Imported FBX parts share seams, which leaves zero-area triangles that the audit
# rejects (and Godot warns about during LOD generation). Dissolve and drop them
# after the join: nothing that small carries a meaningful weight.
bm = bmesh.new()
bm.from_mesh(body.data)
bmesh.ops.dissolve_degenerate(bm, dist=2e-4, edges=bm.edges)
bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method="BEAUTY",
ngon_method="BEAUTY")
bad = [f for f in bm.faces if f.calc_area() < 1e-10]
if bad:
bmesh.ops.delete(bm, geom=bad, context="FACES_ONLY")
bm.to_mesh(body.data)
bm.free()
# The FBX rig comes in at the pack's own scale; normalise to the 1.81 m the roster
# uses so gear attach points and the pose maths stay valid.
evaluated = body.evaluated_get(bpy.context.evaluated_depsgraph_get())
zs = [(body.matrix_world @ v.co).z for v in evaluated.data.vertices]
height = max(zs) - min(zs)
scale = 1.81 / height if height > 0 else 1.0
if abs(scale - 1.0) > 0.02:
keep.scale = [component * scale for component in keep.scale]
bpy.context.view_layer.update()
print(f" scaled {family_dir.name} by {scale:.3f} (was {height:.3f} m)")
# Some families are authored facing the other way; the project's front is Godot
# +Z (Blender -Y), so a 180 degree yaw is applied before the transforms are baked.
# Bake the armature and mesh object transforms into their data. An FBX import
# keeps a scale/rotation on the objects, and the glTF exporter then writes node
# transforms that change the rest pose on import (Godot rendered the head at
# several times its size before this).
for obj in bpy.context.selected_objects:
obj.select_set(False)
for obj in (keep, body):
obj.select_set(True)
bpy.context.view_layer.objects.active = keep
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
# Some families are authored facing the other way; the project's front is Godot
# +Z. Rotate the *armature object* and export that node transform — rotating the
# mesh as well double-applies the skin, and baking the rotation into an already
# bound mesh collapses the character.
if abs(yaw) > 0.01:
# Rotate in *data* space, after the object transforms are baked: turning the
# exported armature node rotates with the skin and renders headless, and
# rotating the object pair on top of a bound skin collapses it. Rotating the
# vertices and the rest bones by the same matrix keeps the bind intact.
from mathutils import Matrix # type: ignore
rotation = Matrix.Rotation(math.radians(yaw), 4, "Z")
body.data.transform(rotation)
bpy.context.view_layer.objects.active = keep
bpy.ops.object.mode_set(mode="EDIT")
for bone in keep.data.edit_bones:
bone.head = rotation @ bone.head
bone.tail = rotation @ bone.tail
bpy.ops.object.mode_set(mode="OBJECT")
bpy.context.view_layer.update()
out.parent.mkdir(parents=True, exist_ok=True)
for obj in bpy.context.scene.objects:
obj.select_set(obj is body or obj is keep)
bpy.context.view_layer.objects.active = body
bpy.ops.export_scene.gltf(filepath=str(out), export_format="GLB",
use_selection=True, export_apply=False,
export_animations=False, export_skins=True,
export_yup=True, export_materials="EXPORT")
print(f"wrote {out.relative_to(ROOT)} ({len(body.data.vertices)} verts, "
f"{len(keep.data.bones)} bones)")
return 0
def main(argv=None):
parser = argparse.ArgumentParser(description="Quaternius modular part intake")
sub = parser.add_subparsers(dest="cmd", required=True)
inv = sub.add_parser("inventory", help="list the GLBs in a download")
inv.add_argument("--dir", default=str(INTAKE))
ver = sub.add_parser("verify", help="hash and validate the kept parts")
ver.add_argument("--dir", default=str(PARTS))
ext = sub.add_parser("extract", help="write one mesh as a part (needs Blender)")
ext.add_argument("--file", required=True)
ext.add_argument("--mesh", required=True)
ext.add_argument("--part", required=True)
ext.add_argument("--out", default=str(PARTS))
base = sub.add_parser("make-base", help="compose one outfit family as a base GLB")
base.add_argument("--family", required=True, help="folder under the pack's Separate Skeletal Meshes")
base.add_argument("--out", required=True)
base.add_argument("--yaw", type=float, default=0.0,
help="rotate the finished base about Z (degrees)")
argv = list(argv if argv is not None else sys.argv[1:])
if "--" in argv: # Blender hands the script path over before its own `--`
argv = argv[argv.index("--") + 1:]
args = parser.parse_args(argv)
if args.cmd == "inventory":
return inventory(Path(args.dir))
if args.cmd == "verify":
return verify(Path(args.dir))
if args.cmd == "make-base":
return make_base(Path(args.family), Path(args.out), args.yaw)
return extract(Path(args.file), args.mesh, args.part, Path(args.out))
if __name__ == "__main__":
sys.exit(main())