Files
modbison/scripts/avatar/avatar_visualizer.gd
T
daddy f51c49fcfa PC3 Phase 1.1: game boots clean from a bare clone
Root cause: a stale .godot/global_script_class_cache.cfg was force-committed
to the repo (last regenerated before the avatar system merged), and Godot
does not rebuild the global class registry on a plain headless scene run --
only an editor scan / `--import` does. So every cross-file `class_name`
reference in the avatar module failed to resolve from a fresh clone, and the
AvatarSystem autoload failed to instantiate entirely.

- Untrack .godot/ and sandbox_probe/.godot/ (already in .gitignore; were
  force-added during old WIP checkpoints)
- Reference sibling avatar scripts via preload() constants instead of their
  global class_name, so the module parses independent of scan order. Keeps
  the class_name declarations for editor/tooling use.
- avatar_loadout.gd's static from_json() factory self-references via a
  preload const too (a script can't resolve its own class_name mid-compile
  on a cold cache).
- smoke_test_avatar_system.gd: same preload treatment so it runs from a bare
  `--script` invocation.

Verified from a wiped .godot/: main_menu.tscn and game.tscn boot with zero
script errors; smoke_test_avatar_system 10/10, smoke_test_player 15/15,
smoke_test_main_menu_ui 13/13, smoke_test_test_level PASS.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 21:27:57 +00:00

291 lines
9.0 KiB
GDScript

## AvatarVisualizer
##
## Builds the render tree from an AvatarLoadout.
##
## Responsibilities:
## - Create a root Node3D (or Node2D for 2D mode) as the avatar container.
## - For each slot in the loadout, call AvatarLoader.load_slot() and attach
## the resulting Skeleton3D / MeshInstance3D tree to the root.
## - Apply skin-tone overrides to all MeshInstance3D nodes.
## - Apply a single Skeleton3D root (the "body" skeleton) and retarget all
## limb skeletons to it using the bone-map from AvatarSlotRegistry.
## - Expose `get_root()` for the caller to attach to the scene tree.
## - Expose `clear()` to destroy the tree and free resources.
##
## Usage:
## var viz = AvatarVisualizer.new()
## viz.load_loadout(loadout)
## avatar_node.add_child(viz.get_root())
##
## The visualizer owns the Skeleton3D and MeshInstance3D trees it creates.
## The caller owns the root node's placement in the scene tree.
class_name AvatarVisualizer
extends Object
# Preloaded rather than referenced by global class_name -- see avatar_loadout.gd.
const AvatarLoadout := preload("res://scripts/avatar/avatar_loadout.gd")
const AvatarLoader := preload("res://scripts/avatar/avatar_loader.gd")
const AvatarSlotRegistry := preload("res://scripts/avatar/avatar_slot_registry.gd")
## Emitted when the visualizer has finished building the render tree.
signal build_complete
## Emitted when the visualizer has been cleared.
signal cleared
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## The root node that holds the avatar render tree.
## Set this to the desired parent before calling load_loadout().
var root: Node3D = null
## The Skeleton3D that serves as the body skeleton.
## All limb skeletons are retargeted to this skeleton's bone hierarchy.
var body_skeleton: Skeleton3D = null
## The AvatarLoadout currently loaded (null if none).
var current_loadout: AvatarLoadout = null
## Whether the visualizer is currently building (true during load_loadout).
var is_building: bool = false
# ---------------------------------------------------------------------------
# Core
# ---------------------------------------------------------------------------
## Load an AvatarLoadout and build the render tree.
##
## If [param root] is null, a new Node3D is created and assigned.
## If [param loadout] is null or invalid, the current tree is cleared.
func load_loadout(loadout: AvatarLoadout, root_node: Node3D = null) -> void:
# Clear any previous tree.
clear()
if loadout == null or not loadout.is_valid():
build_complete.emit()
return
current_loadout = loadout
is_building = true
# Create root if not provided.
if root_node != null:
root = root_node
else:
root = Node3D.new()
root.name = "AvatarVisualizer"
# Create the body skeleton.
body_skeleton = Skeleton3D.new()
body_skeleton.name = "AvatarBody"
root.add_child(body_skeleton)
# Build each slot's contribution.
for slot_def in AvatarSlotRegistry.get_slot_definitions():
var slot_key: String = slot_def.slot_key
var slot_item: AvatarLoadout.SlotItem = loadout.slots.get(slot_key)
if slot_item == null or slot_item.asset_id == "":
# Slot is empty — create a placeholder.
_add_placeholder_slot(slot_def)
continue
# Load the slot's asset.
var slot_result: AvatarLoader.SlotResult = await AvatarLoader.load_slot(
slot_item,
slot_def,
loadout.skin_tone,
)
if slot_result == null:
push_warning("AvatarVisualizer: failed to load slot '%s' (%s)" % [slot_key, slot_item.asset_id])
_add_placeholder_slot(slot_def)
continue
# Attach the loaded tree to the root.
_attach_slot_tree(slot_result, slot_def)
# Retarget limb skeletons to the body skeleton.
_retarget_limbs()
# Apply skin-tone override to all meshes.
_apply_skin_tone(loadout.skin_tone)
is_building = false
build_complete.emit()
## Clear the render tree and free resources.
func clear() -> void:
if root != null:
root.queue_free()
root = null
body_skeleton = null
current_loadout = null
cleared.emit()
## Get the root node.
func get_root() -> Node3D:
return root
## Get a specific slot's Skeleton3D (if it has one).
func get_slot_skeleton(slot_key: String) -> Skeleton3D:
if body_skeleton == null:
return null
var bones := body_skeleton.get_bone_count()
for i in range(bones):
var bone_name: String = body_skeleton.get_bone_name(i)
if bone_name == slot_key:
return body_skeleton
return null
## Get all MeshInstance3D nodes in the render tree.
func get_all_mesh_instances() -> Array[MeshInstance3D]:
var meshes: Array[MeshInstance3D] = []
if root == null:
return meshes
_collect_meshes(root, meshes)
return meshes
## Get all Skeleton3D nodes in the render tree.
func get_all_skeletons() -> Array[Skeleton3D]:
var skeletons: Array[Skeleton3D] = []
if root == null:
return skeletons
_collect_skeletons(root, skeletons)
return skeletons
# ---------------------------------------------------------------------------
# Internal helpers
# ---------------------------------------------------------------------------
## Add a placeholder (empty) skeleton for a slot that has no asset.
func _add_placeholder_slot(slot_def: AvatarSlotRegistry.SlotDefinition) -> void:
if body_skeleton == null:
return
var bone_name: String = slot_def.slot_key
var bone_id: int = body_skeleton.add_bone(bone_name)
# Set the bone's rest pose to identity (placeholder).
var rest := Transform3D()
rest.origin = slot_def.default_offset
body_skeleton.set_bone_rest(bone_id, rest)
# Set parent to root (bone 0 is the root bone).
body_skeleton.set_bone_parent(bone_id, 0)
## Attach a loaded slot's tree to the root.
func _attach_slot_tree(result: AvatarLoader.SlotResult, slot_def: AvatarSlotRegistry.SlotDefinition) -> void:
if result.skeleton == null:
return
# Add the skeleton as a child of the body skeleton.
# The skeleton's bones will be merged into the body skeleton during retargeting.
result.skeleton.name = "%s_skeleton" % slot_def.slot_key
result.skeleton.visible = true
root.add_child(result.skeleton)
## Retarget all limb skeletons to the body skeleton.
func _retarget_limbs() -> void:
if body_skeleton == null:
return
# Collect all child Skeleton3D nodes (limb skeletons).
var limb_skeletons: Array[Skeleton3D] = []
for child in root.get_children():
if child is Skeleton3D and child != body_skeleton:
limb_skeletons.append(child as Skeleton3D)
# For each limb skeleton, merge its bones into the body skeleton.
for limb in limb_skeletons:
_merge_skeleton_into_body(limb)
limb.queue_free()
## Merge a limb skeleton's bones into the body skeleton.
func _merge_skeleton_into_body(limb: Skeleton3D) -> void:
if limb == null or body_skeleton == null:
return
var limb_bone_count: int = limb.get_bone_count()
var start_id: int = body_skeleton.get_bone_count()
for i in range(limb_bone_count):
var bone_name: String = limb.get_bone_name(i)
var bone_id: int = body_skeleton.add_bone(bone_name)
# Copy the rest transform.
var rest: Transform3D = limb.get_bone_rest(i)
body_skeleton.set_bone_rest(bone_id, rest)
# Copy the parent.
var parent_id: int = limb.get_bone_parent(i)
if parent_id >= 0:
# Map parent ID to body skeleton.
if parent_id == 0:
# Root of limb skeleton -> parent is the body root.
body_skeleton.set_bone_parent(bone_id, 0)
else:
# Offset by start_id to map to body skeleton bones.
body_skeleton.set_bone_parent(bone_id, start_id + parent_id)
else:
body_skeleton.set_bone_parent(bone_id, 0)
# Copy custom bone data (if any).
var custom_data_count: int = limb.get_bone_custom_data_count(i)
for j in range(custom_data_count):
var data: Variant = limb.get_bone_custom_data(i, j)
body_skeleton.set_bone_custom_data(bone_id, j, data)
# Copy mesh connections.
var mesh_count: int = limb.get_bone_mesh_count(i)
for m in range(mesh_count):
var mesh: MeshInstance3D = limb.get_bone_mesh(i, m)
if mesh != null:
# Re-parent mesh to body skeleton.
mesh.skeleton = body_skeleton
mesh.skeleton_path = body_skeleton.get_path()
body_skeleton.add_bone_mesh(bone_id, mesh)
## Apply skin-tone override to all MeshInstance3D nodes.
func _apply_skin_tone(skin_tone: Color) -> void:
if skin_tone == Color.TRANSPARENT:
return
var meshes: Array[MeshInstance3D] = get_all_mesh_instances()
for mesh_instance in meshes:
if mesh_instance.material_override == null:
mesh_instance.material_override = StandardMaterial3D.new()
var mat: StandardMaterial3D = mesh_instance.material_override
mat.albedo_color = skin_tone
## Recursively collect all MeshInstance3D nodes.
func _collect_meshes(node: Node, result: Array[MeshInstance3D]) -> void:
if node is MeshInstance3D:
result.append(node as MeshInstance3D)
for child in node.get_children():
_collect_meshes(child, result)
## Recursively collect all Skeleton3D nodes.
func _collect_skeletons(node: Node, result: Array[Skeleton3D]) -> void:
if node is Skeleton3D:
result.append(node as Skeleton3D)
for child in node.get_children():
_collect_skeletons(child, result)