101 lines
3.1 KiB
GDScript
101 lines
3.1 KiB
GDScript
extends SceneTree
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## Native-renderer proof of the same modular meshes and profiles used in gameplay.
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const OUTPUT := "res://docs/baselines/"
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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root.size = Vector2i(1600, 1000)
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if OS.get_cmdline_user_args().has("--world"):
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await _capture_world()
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quit()
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return
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var workshop := load("res://tools/CharacterWorkshop.tscn").instantiate() as Node3D
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root.add_child(workshop)
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for frame in 30:
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await process_frame
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await _save("character_workshop")
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workshop.ui.hide()
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workshop.set_process(false)
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var actor: Node3D = workshop.actor
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actor.position.x = 0
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actor.rotation.y = 0
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var camera: Camera3D = workshop.camera
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camera.position = Vector3(3.1, 2.4, 6.0)
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camera.look_at(Vector3(0, 1.3, 0))
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camera.size = 3.15
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await _save("character_traveler")
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camera.position = Vector3(-3.5, 2.8, -6.0)
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camera.look_at(Vector3(0, 1.3, 0))
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await _save("character_traveler_back")
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actor.hide()
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for index in workshop.PRESETS.size():
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var person := load("res://player/PlayerVisual.tscn").instantiate() as Node3D
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workshop.add_child(person)
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person.set_process(false)
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person.get_node("Sword").hide()
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var profile: CharacterAppearanceProfile = load(
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workshop.PROFILE_DIR + workshop.PRESETS[index] + ".tres"
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)
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AnimalAppearance.apply_to(person, 0, false, profile)
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person.position.x = (float(index) - 2.5) * 1.7
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person.rotation.y = -0.2
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camera.position = Vector3(0, 2.8, 13.0)
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camera.look_at(Vector3(0, 1.35, 0))
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camera.size = 7.2
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await _save("character_variations")
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workshop.queue_free()
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await process_frame
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quit()
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func _capture_world() -> void:
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var main := load("res://main.tscn").instantiate() as Node3D
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main.get_node("SimulationManager").set("debug_logs", false)
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root.add_child(main)
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await process_frame
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main.get_node("SimulationManager").set_process(false)
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var cycle := main.get_node("JajceWorld/DayNightCycle")
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cycle.set_process(false)
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cycle.call("_apply_light_rotation", 0.40)
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cycle.call("_apply_environment", 0.40)
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var demo := main.get_node("DemoController")
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if demo.get("debug_overlay_visible"):
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demo.call("toggle_debug_overlay")
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for child in main.get_children():
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if child is CanvasLayer:
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child.hide()
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var rig := main.get_node("CameraRig") as Node3D
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rig.set_physics_process(false)
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rig.set_process_unhandled_input(false)
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var player := main.get_node("Player") as CharacterBody3D
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for frame in 30:
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await process_frame
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player.set_physics_process(false)
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var camera := root.get_camera_3d()
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camera.reparent(main)
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camera.global_position = player.global_position + Vector3(7.5, 5.5, 10.5)
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camera.look_at(player.global_position + Vector3(0, 1.25, 0))
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camera.fov = 48.0
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await _save("character_gameplay")
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main.queue_free()
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await process_frame
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func _save(name_stem: String) -> void:
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for frame in 10:
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await process_frame
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await RenderingServer.frame_post_draw
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var suffix := (
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"_compatibility"
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if RenderingServer.get_current_rendering_method() == "gl_compatibility"
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else ""
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)
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var path := OUTPUT + name_stem + suffix + ".png"
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assert(root.get_texture().get_image().save_png(path) == OK)
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print("[TOOL] Saved " + path)
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