3fb45f0ef2
checkpoint / checkpoint (push) Successful in 1m47s
Now that cloudbison can render (Radeon GPU via Xvfb, or llvmpipe software), added scripts/tools/screenshot_rig.gd + scenes/dev/ so a scene can be booted, run a few frames, and its rendered frame saved to PNG -- caught three things the headless smoke never could: - limbs floated detached from the torso: widened the torso and overlapped the arm/leg boxes into it, and pulled limb depth in behind the torso front so they stop z-fighting. - proportions were scrawny: reworked to Roblox R6 ratios (2-stud torso, 2-stud arms/legs, 1-stud head) with the head clearly pegged on top. - the walk swing was a 40-deg lunge: STRIDE 0.7->0.42 rad, separate 0.32 arm swing, KNEE 1.0->0.5. Reads as a walk now, not a crouch. test_level lighting was near-black on the shaded side (ambient was disabled) -- colour ambient at 0.8 + a stronger key light, so the avatar reads in-world. avatar_preview.tscn (AGP_PREVIEW_WALK=1) renders the assembled avatar walking in place for quick visual checks. Verified: avatar smoke 14/14 source + exported pack; fresh-clone boot PASS; eyeballed in rendered screenshots (game scene + walk sequence). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
307 lines
12 KiB
GDScript
307 lines
12 KiB
GDScript
extends SceneTree
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## Generates the placeholder avatar asset pack (GLB files) referenced by
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## assets/avatars/catalog.json.
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##
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## These are deliberately crude primitive stand-ins so the avatar loader /
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## customization / in-world rendering can be built and tested now; real art
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## swaps in later as a pure content change (catalog paths are unchanged).
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##
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## The base body is a Roblox-classic (R6) style blocky figure: six chunky box
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## parts (head, torso, two arms, two legs) skinned one-part-per-bone onto the
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## 24-bone canonical rig, arms hanging at the sides, plus a painted-on face.
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##
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## Run: godot --headless --path . --script res://scripts/tools/gen_placeholder_avatars.gd
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## Output: res://assets/avatars/*.glb (13 attachments + 1 rigged base body)
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const OUT_DIR := "res://assets/avatars/"
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# Canonical rig -- must match avatar_loader.gd CANONICAL_BONES. Each entry:
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# name -> [parent_name, global_rest_position] (A-pose, arms down, Y-up, metres)
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const BONES := {
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"Root": ["", Vector3(0.00, 0.00, 0.00)],
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"Hips": ["Root", Vector3(0.00, 0.76, 0.00)],
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"Spine": ["Hips", Vector3(0.00, 1.00, 0.00)],
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"Chest": ["Spine", Vector3(0.00, 1.30, 0.00)],
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"Neck": ["Chest", Vector3(0.00, 1.50, 0.00)],
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"Head": ["Neck", Vector3(0.00, 1.58, 0.00)],
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"HeadTop": ["Head", Vector3(0.00, 2.00, 0.00)],
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"Jaw": ["Head", Vector3(0.00, 1.64, 0.16)],
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"LeftEye": ["Head", Vector3(0.12, 1.76, 0.27)],
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"RightEye": ["Head", Vector3(-0.12, 1.76, 0.27)],
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"LeftShoulder": ["Chest", Vector3(0.42, 1.50, 0.00)],
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"LeftUpperArm": ["LeftShoulder", Vector3(0.60, 1.44, 0.00)],
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"LeftLowerArm": ["LeftUpperArm", Vector3(0.60, 1.14, 0.00)],
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"LeftHand": ["LeftLowerArm", Vector3(0.60, 0.82, 0.00)],
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"RightShoulder": ["Chest", Vector3(-0.42, 1.50, 0.00)],
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"RightUpperArm": ["RightShoulder", Vector3(-0.60, 1.44, 0.00)],
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"RightLowerArm": ["RightUpperArm", Vector3(-0.60, 1.14, 0.00)],
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"RightHand": ["RightLowerArm", Vector3(-0.60, 0.82, 0.00)],
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"LeftUpperLeg": ["Hips", Vector3(0.21, 0.74, 0.00)],
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"LeftLowerLeg": ["LeftUpperLeg", Vector3(0.21, 0.38, 0.00)],
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"LeftFoot": ["LeftLowerLeg", Vector3(0.21, 0.05, 0.06)],
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"RightUpperLeg": ["Hips", Vector3(-0.21, 0.74, 0.00)],
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"RightLowerLeg": ["RightUpperLeg", Vector3(-0.21, 0.38, 0.00)],
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"RightFoot": ["RightLowerLeg", Vector3(-0.21, 0.05, 0.06)],
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}
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# Order matters: parents before children.
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const BONE_ORDER := [
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"Root", "Hips", "Spine", "Chest", "Neck", "Head", "HeadTop", "Jaw",
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"LeftEye", "RightEye",
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"LeftShoulder", "LeftUpperArm", "LeftLowerArm", "LeftHand",
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"RightShoulder", "RightUpperArm", "RightLowerArm", "RightHand",
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"LeftUpperLeg", "LeftLowerLeg", "LeftFoot",
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"RightUpperLeg", "RightLowerLeg", "RightFoot",
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]
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# Roblox-classic colour blocks.
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const C_SKIN := Color(0.96, 0.80, 0.19) # bright yellow (head + arms)
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const C_SHIRT := Color(0.05, 0.41, 0.67) # bright blue (torso)
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const C_PANTS := Color(0.18, 0.49, 0.30) # bright green (legs)
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const C_FACE := Color(0.05, 0.05, 0.06) # near-black (eyes + smile)
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# Body parts: [bone, centre, size, colour]. Each part is one rigid box, fully
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# weighted to its bone -- so the rig still drives it, but it reads as a clean
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# solid block (no banding, no capsule taper).
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const PARTS := [
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["Head", Vector3(0.00, 1.74, 0.00), Vector3(0.58, 0.56, 0.56), C_SKIN],
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["Spine", Vector3(0.00, 1.14, 0.00), Vector3(0.90, 0.80, 0.48), C_SHIRT],
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["LeftUpperArm", Vector3(0.58, 1.14, 0.00), Vector3(0.34, 0.78, 0.40), C_SKIN],
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["RightUpperArm", Vector3(-0.58, 1.14, 0.00), Vector3(0.34, 0.78, 0.40), C_SKIN],
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["LeftUpperLeg", Vector3(0.21, 0.38, 0.00), Vector3(0.40, 0.78, 0.40), C_PANTS],
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["RightUpperLeg", Vector3(-0.21, 0.38, 0.00), Vector3(0.40, 0.78, 0.40), C_PANTS],
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# painted-on face -- thin plates on the front of the head (+Z), rigged to Head
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["Head", Vector3(0.13, 1.78, 0.28), Vector3(0.09, 0.12, 0.02), C_FACE],
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["Head", Vector3(-0.13, 1.78, 0.28), Vector3(0.09, 0.12, 0.02), C_FACE],
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["Head", Vector3(0.00, 1.64, 0.28), Vector3(0.32, 0.05, 0.02), C_FACE],
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]
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# Attachments: id -> [Mesh, local_offset_from_mount_bone, colour]
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# Mesh is built in _attachment_mesh().
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const ATTACHMENTS := {
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"head_cyber_01": ["head", Vector3(0, 0.04, 0.0), Color(0.20, 0.85, 0.95)],
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"hair_mohawk_01": ["mohawk", Vector3(0, 0.0, 0.0), Color(0.90, 0.20, 0.35)],
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"hair_ponytail_01": ["ponytail", Vector3(0, -0.06, -0.16), Color(0.45, 0.30, 0.15)],
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"face_glasses_01": ["glasses", Vector3(0, 0.12, 0.16), Color(0.10, 0.10, 0.12)],
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"chest_bandit_01": ["torso", Vector3(0, -0.12, 0.0), Color(0.55, 0.20, 0.20)],
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"back_backpack_01": ["box", Vector3(0, -0.06, -0.28), Color(0.30, 0.35, 0.25)],
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"pants_cargo_01": ["hips", Vector3(0, -0.04, 0.0), Color(0.30, 0.35, 0.45)],
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"left_hand_glove_01": ["blob", Vector3(0, 0.0, 0.0), Color(0.15, 0.15, 0.18)],
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"right_hand_glove_01": ["blob", Vector3(0, 0.0, 0.0), Color(0.15, 0.15, 0.18)],
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"left_foot_boot_01": ["boot", Vector3(0, -0.02, 0.05), Color(0.12, 0.10, 0.09)],
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"right_foot_boot_01": ["boot", Vector3(0, -0.02, 0.05), Color(0.12, 0.10, 0.09)],
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"accessory_belt_01": ["belt", Vector3(0, 0.74, 0.0), Color(0.20, 0.18, 0.12)],
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"accessory_necklace_01": ["necklace", Vector3(0, 1.34, 0.10), Color(0.85, 0.75, 0.20)],
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}
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var _fail := 0
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func _initialize() -> void:
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var abs_dir := ProjectSettings.globalize_path(OUT_DIR)
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DirAccess.make_dir_recursive_absolute(abs_dir)
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_gen_base_body()
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for id in ATTACHMENTS:
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var spec: Array = ATTACHMENTS[id]
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_gen_attachment(id, spec[0], spec[1], spec[2])
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print("\n%s" % ("DONE — all placeholder avatar GLBs written" if _fail == 0
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else "FAILED (%d errors)" % _fail))
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quit(_fail)
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# ---------------------------------------------------------------------------
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# Base body -- rigged, skinned
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# ---------------------------------------------------------------------------
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func _global_rest(bone: String) -> Transform3D:
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return Transform3D(Basis.IDENTITY, BONES[bone][1])
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func _gen_base_body() -> void:
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var root := Node3D.new()
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root.name = "AvatarRoot"
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var skel := Skeleton3D.new()
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skel.name = "Skeleton3D"
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root.add_child(skel)
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var idx := {}
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for bone in BONE_ORDER:
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var i := skel.add_bone(bone)
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idx[bone] = i
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for bone in BONE_ORDER:
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var parent: String = BONES[bone][0]
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var g := _global_rest(bone)
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if parent == "":
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skel.set_bone_rest(idx[bone], g)
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else:
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skel.set_bone_parent(idx[bone], idx[parent])
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skel.set_bone_rest(idx[bone], _global_rest(parent).affine_inverse() * g)
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for bone in BONE_ORDER:
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skel.set_bone_pose_position(idx[bone], skel.get_bone_rest(idx[bone]).origin)
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# Skin: one bind per bone, bind pose = inverse global rest.
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var skin := Skin.new()
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for bone in BONE_ORDER:
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skin.add_named_bind(bone, _global_rest(bone).affine_inverse())
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var bind_index := {}
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for b in range(BONE_ORDER.size()):
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bind_index[BONE_ORDER[b]] = b
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# One surface per distinct colour so parts stay flat-shaded solids.
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var groups: Dictionary = {} # Color (as key string) -> {color, verts, normals, bones, weights}
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for part in PARTS:
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var bone: String = part[0]
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var centre: Vector3 = part[1]
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var size: Vector3 = part[2]
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var col: Color = part[3]
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var key := col.to_html()
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if not groups.has(key):
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groups[key] = {
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"color": col,
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"verts": PackedVector3Array(),
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"normals": PackedVector3Array(),
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"bones": PackedInt32Array(),
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"weights": PackedFloat32Array(),
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}
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var gg = groups[key]
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_append_box(gg.verts, gg.normals, gg.bones, gg.weights,
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centre, size, bind_index[bone])
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var mesh := ArrayMesh.new()
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var surf := 0
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for key in groups:
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var gg = groups[key]
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var arr := []
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arr.resize(Mesh.ARRAY_MAX)
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arr[Mesh.ARRAY_VERTEX] = gg.verts
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arr[Mesh.ARRAY_NORMAL] = gg.normals
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arr[Mesh.ARRAY_BONES] = gg.bones
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arr[Mesh.ARRAY_WEIGHTS] = gg.weights
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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var mat := StandardMaterial3D.new()
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mat.albedo_color = gg.color
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mat.roughness = 0.9
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mesh.surface_set_material(surf, mat)
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surf += 1
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var mi := MeshInstance3D.new()
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mi.name = "Body"
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mi.mesh = mesh
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mi.skin = skin
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skel.add_child(mi)
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mi.skeleton = mi.get_path_to(skel)
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_write_glb(root, "base_human_male_01")
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root.free()
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# Append an axis-aligned box (centre, size) with every vert weighted 1.0 to bone_idx.
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func _append_box(verts: PackedVector3Array, normals: PackedVector3Array,
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bones: PackedInt32Array, weights: PackedFloat32Array,
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centre: Vector3, size: Vector3, bone_idx: int) -> void:
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var h := size * 0.5
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# 8 corners
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var c: Array[Vector3] = [
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centre + Vector3(-h.x, -h.y, -h.z), centre + Vector3(h.x, -h.y, -h.z),
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centre + Vector3(h.x, -h.y, h.z), centre + Vector3(-h.x, -h.y, h.z),
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centre + Vector3(-h.x, h.y, -h.z), centre + Vector3(h.x, h.y, -h.z),
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centre + Vector3(h.x, h.y, h.z), centre + Vector3(-h.x, h.y, h.z),
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]
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# Vertex order per face is CCW seen from outside -> the computed normal
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# points outward. (Getting this backwards renders the whole mesh as an
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# inside-out black shell: every face is lit from behind.)
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var faces := [
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[3, 2, 6, 7], # +Z front
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[1, 0, 4, 5], # -Z back
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[7, 6, 5, 4], # +Y top
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[0, 1, 2, 3], # -Y bottom
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[2, 1, 5, 6], # +X right
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[3, 7, 4, 0], # -X left
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]
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for f in faces:
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var q: Array[Vector3] = [c[f[0]], c[f[1]], c[f[2]], c[f[3]]]
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var n: Vector3 = (q[1] - q[0]).cross(q[2] - q[0]).normalized()
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for tri in [[0, 1, 2], [0, 2, 3]]:
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for vi in tri:
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verts.append(q[vi])
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normals.append(n)
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bones.append_array([bone_idx, 0, 0, 0])
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weights.append_array([1.0, 0.0, 0.0, 0.0])
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# ---------------------------------------------------------------------------
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# Attachments -- plain static meshes
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# ---------------------------------------------------------------------------
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func _gen_attachment(id: String, kind: String, offset: Vector3, col: Color) -> void:
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var root := Node3D.new()
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root.name = "AttachmentRoot"
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var mi := MeshInstance3D.new()
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mi.name = id
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mi.mesh = _attachment_mesh(kind)
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mi.position = offset
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var mat := StandardMaterial3D.new()
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mat.albedo_color = col
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mat.roughness = 0.9
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mi.material_override = mat
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root.add_child(mi)
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_write_glb(root, id)
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root.free()
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func _attachment_mesh(kind: String) -> Mesh:
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match kind:
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"head":
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var m := BoxMesh.new(); m.size = Vector3(0.60, 0.56, 0.56); return m
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"mohawk":
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var m := PrismMesh.new(); m.size = Vector3(0.08, 0.20, 0.44); return m
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"ponytail":
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var m := BoxMesh.new(); m.size = Vector3(0.14, 0.30, 0.16); return m
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"glasses":
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var m := BoxMesh.new(); m.size = Vector3(0.44, 0.10, 0.03); return m
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"torso":
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var m := BoxMesh.new(); m.size = Vector3(0.80, 0.66, 0.42); return m
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"box":
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var m := BoxMesh.new(); m.size = Vector3(0.34, 0.40, 0.16); return m
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"hips":
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var m := BoxMesh.new(); m.size = Vector3(0.66, 0.34, 0.40); return m
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"blob":
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var m := BoxMesh.new(); m.size = Vector3(0.30, 0.24, 0.34); return m
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"boot":
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var m := BoxMesh.new(); m.size = Vector3(0.34, 0.16, 0.42); return m
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"belt":
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var m := TorusMesh.new(); m.inner_radius = 0.22; m.outer_radius = 0.30; return m
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"necklace":
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var m := TorusMesh.new(); m.inner_radius = 0.10; m.outer_radius = 0.14; return m
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_:
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return BoxMesh.new()
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# ---------------------------------------------------------------------------
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# GLB export
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# ---------------------------------------------------------------------------
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func _write_glb(scene_root: Node, basename: String) -> void:
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# append_from_scene needs the node in a tree.
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get_root().add_child(scene_root)
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var doc := GLTFDocument.new()
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var state := GLTFState.new()
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var err := doc.append_from_scene(scene_root, state)
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if err != OK:
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push_error("append_from_scene failed for %s: %s" % [basename, error_string(err)])
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_fail += 1
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get_root().remove_child(scene_root)
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return
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var out_path := ProjectSettings.globalize_path("%s%s.glb" % [OUT_DIR, basename])
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err = doc.write_to_filesystem(state, out_path)
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get_root().remove_child(scene_root)
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if err != OK:
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push_error("write_to_filesystem failed for %s: %s" % [basename, error_string(err)])
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_fail += 1
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return
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print(" wrote %s.glb (%d bytes)" % [basename, FileAccess.get_file_as_bytes(out_path).size()])
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