PC3 Phase 1.2: placeholder avatar asset pack + make the loader actually assemble

assets/avatars/catalog.json referenced 14 GLB files that were never in the
repo, so the avatar system could not load a single avatar. And the loader's
assembly path had never run against a real skeleton -- it called
Skeleton3D.has_bone() (no such method in Godot 4) and hand-copied bones in a
way that dropped the skin binding.

- scripts/tools/gen_placeholder_avatars.gd: generates the pack headlessly via
  GLTFDocument -- one rigged/skinned base body (the full 24-bone canonical
  rig from a T-pose) + 13 primitive attachments. Crude on purpose; real art
  swaps in as a pure content change (catalog paths unchanged).
- assets/avatars/*.glb: the generated pack (checked in).
- avatar_loader.gd: rewrote _parse_glb_as_avatar to lift the skin-bound
  Skeleton3D that generate_scene() already produces, instead of rebuilding it.
  Attachments now mount via BoneAttachment3D to the catalog's mount_bone and
  are actually added to the avatar tree (they were parsed then dropped).
  Fixed the has_bone() crash, the null ARRAY_BONES cast in _retarget_skin,
  and the Array[String] type mismatch on the accessory list.
- smoke_test_avatar_system.gd: replaced the "asserts it fails gracefully
  because the files don't exist" section with a real assembly check --
  Skeleton3D present, full 24-bone rig, canonical bones resolve by name,
  visible body mesh, equipped items mounted to bones. 14/14 from a cold cache.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
This commit is contained in:
2026-09-05 21:38:00 +00:00
parent f51c49fcfa
commit d6cd3293ae
31 changed files with 1045 additions and 154 deletions
+116 -128
View File
@@ -175,7 +175,7 @@ func load_attachment(slot_id: String, asset_id: String) -> Node3D:
# Check slot exclusivity for accessory slot.
if slot_id == "accessory":
var current_accessories: Array[String] = _attachments.get("accessory", [])
var current_accessories: Array = _attachments.get("accessory", [])
if current_accessories.size() >= MAX_ACCESSORY_COUNT:
load_error.emit("Accessory slot full (%d/%d)" % [
MAX_ACCESSORY_COUNT, MAX_ACCESSORY_COUNT])
@@ -192,19 +192,37 @@ func load_attachment(slot_id: String, asset_id: String) -> Node3D:
load_error.emit("Failed to parse attachment GLB: %s" % path)
return null
# Retarget skin to the canonical skeleton.
# If the attachment carries its own skin, retarget it to the canonical
# skeleton; static props (the common case) are unaffected.
_retarget_skin(attachment_node)
# Parent static accessories to their mount bone.
_parent_attachment(attachment_node, slot_id, asset_meta)
# Mount to the appropriate bone via a BoneAttachment3D so it follows the
# skeleton. Falls back to a plain skeleton child if the mount bone is
# missing (a bad catalog entry) rather than dropping the attachment.
var mount_bone: String = asset_meta.get("mount_bone", "")
if mount_bone.is_empty():
mount_bone = _slot_to_mount_bone(slot_id)
var mount_node: Node3D
if not mount_bone.is_empty() and skeleton.find_bone(mount_bone) != -1:
var ba := BoneAttachment3D.new()
ba.name = "Mount_%s" % slot_id if slot_id != "accessory" else "Mount_accessory_%s" % asset_id
ba.bone_name = mount_bone
skeleton.add_child(ba)
ba.add_child(attachment_node)
mount_node = ba
else:
skeleton.add_child(attachment_node)
mount_node = attachment_node
# Store reference.
# Store the top-level mount node so unload can free the whole unit.
if slot_id == "accessory":
var list: Array[String] = _attachments.get("accessory", [])
list.append(asset_id)
var list: Array = _attachments.get("accessory", [])
list.append(mount_node)
_attachments["accessory"] = list
else:
_attachments[slot_id] = attachment_node
if _attachments.has(slot_id) and is_instance_valid(_attachments[slot_id]):
_attachments[slot_id].queue_free()
_attachments[slot_id] = mount_node
attachment_loaded.emit(slot_id, attachment_node)
return attachment_node
@@ -213,15 +231,13 @@ func load_attachment(slot_id: String, asset_id: String) -> Node3D:
## Remove an attachment from the given slot.
func unload_attachment(slot_id: String) -> void:
if slot_id == "accessory":
var list: Array[String] = _attachments.get("accessory", [])
for asset_id in list:
var node = _attachments.get(asset_id)
if node and node is Node:
for node in _attachments.get("accessory", []):
if is_instance_valid(node):
node.queue_free()
_attachments.erase("accessory")
else:
var node = _attachments.get(slot_id)
if node and node is Node:
if is_instance_valid(node):
node.queue_free()
_attachments.erase(slot_id)
@@ -280,58 +296,73 @@ func reset() -> void:
# Internal: GLB Parsing
# ---------------------------------------------------------------------------
## Parse a GLB byte array into an avatar Node3D structure.
## Creates: Avatar (Node3D) -> Skeleton3D + BodyMeshes + AttachmentPoints
## Parse a GLB byte array into an avatar Node3D structure:
## Avatar (Node3D)
## Skeleton3D -- the canonical rig, with skinned body meshes as children
## BodyMeshes (Node3D) -- references to the skinned body meshes, for slot hiding
## Attachments (Node3D)-- equipped attachment nodes (added by load_attachment)
##
## Rather than hand-copying the GLB skeleton bone-by-bone (which loses the skin
## binding), this uses GLTFDocument.generate_scene() -- which already produces a
## correctly skin-bound Skeleton3D + MeshInstance3D tree -- and lifts that
## skeleton into our container structure intact.
func _parse_glb_as_avatar(glb_data: PackedByteArray, path: String) -> Node3D:
var avatar := Node3D.new()
avatar.name = "Avatar"
# Create the skeleton container.
var skeleton_node := Skeleton3D.new()
skeleton_node.name = "Skeleton3D"
skeleton_node.position = Vector3(0, 0, 0)
avatar.add_child(skeleton_node)
# Create attachment points container.
var attach_points := Node3D.new()
attach_points.name = "AttachmentPoints"
avatar.add_child(attach_points)
# Create body meshes container.
var body_meshes := Node3D.new()
body_meshes.name = "BodyMeshes"
avatar.add_child(body_meshes)
# Create attachments container.
var attachments_container := Node3D.new()
attachments_container.name = "Attachments"
avatar.add_child(attachments_container)
# Parse the GLB and extract skeleton + meshes.
var gltf_document := GLTFDocument.new()
var gltf_state := GLTFState.new()
var parse_result := gltf_document.append_from_buffer(glb_data, "", gltf_state)
if parse_result != OK:
push_error("GLB parse error: %s" % error_string(parse_result))
avatar.queue_free()
return null
# Generate the actual scene tree from the parsed GLTF state.
var scene_root := gltf_document.generate_scene(gltf_state)
if scene_root == null:
if not (scene_root is Node3D):
push_error("Failed to generate scene from GLB: %s" % path)
avatar.queue_free()
if scene_root:
scene_root.queue_free()
return null
# Merge GLB nodes into our avatar structure (recurses into children).
if scene_root is Node3D:
_merge_node_into_avatar(scene_root, avatar, body_meshes,
attach_points, attachments_container)
var src_skel := _find_first_skeleton(scene_root)
if src_skel == null:
push_error("No Skeleton3D in generated scene for base body: %s" % path)
scene_root.queue_free()
return null
var avatar := Node3D.new()
avatar.name = "Avatar"
# Reparent the real (skin-bound) skeleton into our structure, renamed so
# downstream get_node("Skeleton3D") lookups work regardless of the GLB's
# own naming.
src_skel.get_parent().remove_child(src_skel)
src_skel.name = "Skeleton3D"
src_skel.transform = Transform3D.IDENTITY
_clear_owner_recursive(src_skel)
avatar.add_child(src_skel)
scene_root.queue_free()
var body_meshes := Node3D.new()
body_meshes.name = "BodyMeshes"
avatar.add_child(body_meshes)
var attachments_container := Node3D.new()
attachments_container.name = "Attachments"
avatar.add_child(attachments_container)
return avatar
## Depth-first search for the first Skeleton3D under [param node].
func _find_first_skeleton(node: Node) -> Skeleton3D:
if node is Skeleton3D:
return node as Skeleton3D
for child in node.get_children():
var found := _find_first_skeleton(child)
if found:
return found
return null
## Parse a GLB byte array into an attachment Node3D.
func _parse_glb_as_attachment(glb_data: PackedByteArray, path: String,
slot_id: String) -> Node3D:
@@ -345,99 +376,52 @@ func _parse_glb_as_attachment(glb_data: PackedByteArray, path: String,
return null
var scene_root := gltf_document.generate_scene(gltf_state)
if scene_root == null:
if not (scene_root is Node3D):
push_error("Failed to generate scene from attachment GLB: %s" % path)
if scene_root:
scene_root.queue_free()
return null
# Wrap the generated attachment geometry in a single named Node3D so the
# caller can mount it to a bone as one unit.
var attachment := Node3D.new()
attachment.name = "%s_%s" % [slot_id, path.get_file().get_basename()]
if scene_root is Node3D:
attachment.add_child(scene_root.duplicate())
for child in scene_root.get_children().duplicate():
scene_root.remove_child(child)
_clear_owner_recursive(child)
attachment.add_child(child)
scene_root.queue_free()
return attachment
## Merge a GLB node tree into the avatar's container structure.
func _merge_node_into_avatar(node: Node3D, avatar: Node3D,
body_meshes: Node3D, attach_points: Node3D,
attachments_container: Node3D) -> void:
var node_name := node.name
# Identify skeleton nodes.
if node is Skeleton3D:
var src_skel := node as Skeleton3D
var dst_skel := avatar.get_node_or_null("Skeleton3D") as Skeleton3D
if dst_skel:
# Copy bones from source skeleton to destination.
for i in src_skel.get_bone_count():
var bone_name := src_skel.get_bone_name(i)
var bone_pose := src_skel.get_bone_pose(i)
var parent_idx := src_skel.get_bone_parent(i)
if dst_skel.has_bone(bone_name):
# Bone already exists (canonical).
dst_skel.set_bone_pose(i, bone_pose)
if parent_idx >= 0:
var parent_name := src_skel.get_bone_name(parent_idx)
var dst_parent_idx := dst_skel.find_bone(parent_name)
if dst_parent_idx >= 0:
dst_skel.set_bone_parent(i, dst_parent_idx)
else:
# Add new bone.
var new_idx := dst_skel.add_bone(bone_name)
dst_skel.set_bone_pose(new_idx, bone_pose)
if parent_idx >= 0:
var parent_name := src_skel.get_bone_name(parent_idx)
var dst_parent_idx := dst_skel.find_bone(parent_name)
if dst_parent_idx >= 0:
dst_skel.set_bone_parent(new_idx, dst_parent_idx)
# Skinned meshes are commonly children of the skeleton node in a GLB
# export, not siblings — fall through to the recursion below instead
# of returning, so they still get merged in.
for child in src_skel.get_children():
if child is Node3D:
_merge_node_into_avatar(child, avatar, body_meshes,
attach_points, attachments_container)
return
# Identify attachment point nodes (empty nodes named attach_*).
if node_name.begins_with("attach_"):
var cloned := node.duplicate()
cloned.name = node_name
attach_points.add_child(cloned)
return
# Identify mesh nodes.
if node is MeshInstance3D:
var mesh_inst := node as MeshInstance3D
var cloned := mesh_inst.duplicate() as MeshInstance3D
# Determine which container to place it in.
if node_name == "Body" or node_name.ends_with("_Mesh"):
body_meshes.add_child(cloned)
else:
attachments_container.add_child(cloned)
return
# For other nodes, recurse into children.
## generate_scene() stamps every node with the GLB root as `owner`; that
## becomes inconsistent (and noisy) once we reparent the node elsewhere.
func _clear_owner_recursive(node: Node) -> void:
node.owner = null
for child in node.get_children():
if child is Node3D:
_merge_node_into_avatar(child, avatar, body_meshes,
attach_points, attachments_container)
_clear_owner_recursive(child)
## Extract base body meshes from the avatar and store them by slot.
## Index the base body's skinned meshes by slot so equipping a body-part
## attachment can hide the corresponding base mesh. generate_scene() parents
## skinned meshes under the Skeleton3D, so scan there.
func _extract_base_meshes(avatar: Node3D) -> void:
var body_meshes := avatar.get_node_or_null("BodyMeshes") as Node3D
if body_meshes == null:
var skel := avatar.get_node_or_null("Skeleton3D") as Skeleton3D
if skel == null:
return
for child in body_meshes.get_children():
for child in skel.get_children():
if child is MeshInstance3D:
var mesh_name := child.name
var slot_id := _mesh_name_to_slot(mesh_name)
if slot_id != "":
_base_meshes[slot_id] = child
# The single "Body" placeholder mesh is registered only under
# "torso" -- mapping it to every body-part slot would make it
# vanish the moment any one body-part item is equipped. A real
# multi-mesh body registers each mesh under its own slot.
if child.name == "Body":
_base_meshes["torso"] = child
else:
var slot_id := _mesh_name_to_slot(child.name)
if slot_id != "":
_base_meshes[slot_id] = child
## Map a mesh name to a slot id based on naming conventions (§4.3).
@@ -484,8 +468,12 @@ func _retarget_skin(attachment_node: Node3D) -> void:
for surface_idx in surface_count:
var arrays := arr_mesh.surface_get_arrays(surface_idx)
var joints_array := arrays[Mesh.ARRAY_BONES] as PackedInt32Array
var weights_array := arrays[Mesh.ARRAY_WEIGHTS] as PackedFloat32Array
# Static props (the common attachment) carry no bone/weight
# arrays at all -- nothing to retarget.
if arrays[Mesh.ARRAY_BONES] == null or arrays[Mesh.ARRAY_WEIGHTS] == null:
continue
var joints_array: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
var weights_array: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS]
if joints_array.is_empty():
continue