Files
gamedev-the-steward/tools/capture_character_kit.gd
T
2026-09-05 22:54:54 +02:00

101 lines
3.1 KiB
GDScript

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