feat(assets): add body type showcase with 16 Trellis-generated bodies

8 body types (slim, average, stocky, tall_lean, short_stout, athletic,
heavyset, petite) × male/female. Style-anchored concept images fed
through Trellis and Blender postprocess.

Adds body_showcase scene with grid display, highlight controls (1-8),
and toon shader with cull_disabled for Trellis mesh normals.

Finding: Trellis works well for props but produces rough character
meshes — characters will likely need composite body parts approach.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-18 01:21:53 +01:00
co-authored by Claude Opus 4.6
parent c27ff44d96
commit 033e9afb2b
21 changed files with 216 additions and 2 deletions
+2
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@@ -5,3 +5,5 @@
# Extracted textures (regenerated by Godot import)
*_Image_*.png
*_[0-9].png
*_[0-9][0-9].png
+1 -1
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@@ -4,7 +4,7 @@
[application]
config/name="SR 3D Pipeline Spike"
run/main_scene="res://scenes/spike_3d.tscn"
run/main_scene="res://scenes/body_showcase.tscn"
config/features=PackedStringArray("4.6")
[display]
@@ -0,0 +1,13 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/spike/body_showcase.gd" id="1"]
[node name="BodyShowcase" type="Node3D"]
script = ExtResource("1")
[node name="Camera3D" type="Camera3D" parent="."]
projection = 1
current = true
size = 12.0
near = 0.1
far = 100.0
@@ -0,0 +1,199 @@
extends Node3D
## Body Type Showcase — displays all 16 body types in a grid
## Controls:
## Mouse wheel: zoom in/out
## WASD: pan camera (screen-aligned)
## T: toggle camera angle
## 1-8: highlight a body type pair (dims others)
## 0: show all
@onready var camera: Camera3D = $Camera3D
var camera_pivot := Vector3(7.0, 0.0, 3.0)
var camera_size_target: float = 12.0
var camera_angle: int = 2
var camera_target_rot := Vector3.ZERO
var camera_current_rot := Vector3.ZERO
const ZOOM_MIN: float = 3.0
const ZOOM_MAX: float = 30.0
const ZOOM_SPEED: float = 1.5
const PAN_SPEED: float = 15.0
const TILT_SPEED: float = 3.0
const CAM_DIST: float = 30.0
const ANGLE_PRESETS := [
Vector3(-90.0, 0.0, 0.0),
Vector3(-45.0, 45.0, 0.0),
Vector3(-30.0, 45.0, 0.0),
]
## Body types in display order — male top row, female bottom row
const BODY_TYPES := [
"slim", "average", "stocky", "tall_lean",
"short_stout", "athletic", "heavyset", "petite",
]
var body_nodes: Dictionary = {} # "slim_m" -> Node3D
func _ready() -> void:
camera.projection = Camera3D.PROJECTION_ORTHOGONAL
camera.size = camera_size_target
camera.near = 0.1
camera.far = 100.0
camera_target_rot = ANGLE_PRESETS[camera_angle]
camera_current_rot = camera_target_rot
_apply_camera()
_build_floor()
_load_bodies()
_add_labels()
print("Body Showcase ready! Controls: scroll=zoom, WASD=pan, T=tilt, 1-8=highlight, 0=all")
func _apply_camera() -> void:
camera.rotation_degrees = camera_current_rot
var basis := Basis.from_euler(camera_current_rot * (PI / 180.0))
camera.position = camera_pivot + basis * Vector3(0, 0, CAM_DIST)
func _process(delta: float) -> void:
camera.size = lerp(camera.size, camera_size_target, 8.0 * delta)
camera_current_rot = camera_current_rot.lerp(camera_target_rot, TILT_SPEED * delta)
_apply_camera()
var input_dir := Vector2.ZERO
if Input.is_key_pressed(KEY_W): input_dir.y += 1.0
if Input.is_key_pressed(KEY_S): input_dir.y -= 1.0
if Input.is_key_pressed(KEY_A): input_dir.x -= 1.0
if Input.is_key_pressed(KEY_D): input_dir.x += 1.0
if input_dir.length() > 0:
input_dir = input_dir.normalized()
var cam_right := camera.global_basis.x
var cam_up := camera.global_basis.y
var pan_right := Vector3(cam_right.x, 0, cam_right.z).normalized()
var pan_up := Vector3(cam_up.x, 0, cam_up.z).normalized()
camera_pivot += (pan_right * input_dir.x + pan_up * input_dir.y) * PAN_SPEED * delta
_apply_camera()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
camera_size_target = max(ZOOM_MIN, camera_size_target - ZOOM_SPEED)
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
camera_size_target = min(ZOOM_MAX, camera_size_target + ZOOM_SPEED)
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_T:
camera_angle = (camera_angle + 1) % ANGLE_PRESETS.size()
camera_target_rot = ANGLE_PRESETS[camera_angle]
elif event.keycode >= KEY_1 and event.keycode <= KEY_8:
_highlight_pair(event.keycode - KEY_1)
elif event.keycode == KEY_0:
_show_all()
func _build_floor() -> void:
for x in range(16):
for z in range(8):
var mi := MeshInstance3D.new()
var quad := PlaneMesh.new()
quad.size = Vector2(0.95, 0.95)
mi.mesh = quad
mi.position = Vector3(float(x), 0.0, float(z))
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
if (x + z) % 2 == 0:
mat.albedo_color = Color(0.30, 0.32, 0.36)
else:
mat.albedo_color = Color(0.25, 0.27, 0.30)
mi.material_override = mat
add_child(mi)
func _load_bodies() -> void:
var spacing := 2.0
for i in range(BODY_TYPES.size()):
var type_name: String = BODY_TYPES[i]
var x_pos: float = float(i) * spacing
# Male — top row (z=1)
var m_key: String = type_name + "_m"
var m_path: String = "res://models/characters/bodies/%s.glb" % m_key
_place_body(m_path, m_key, Vector3(x_pos, 0, 2.0))
# Female — bottom row (z=4)
var f_key: String = type_name + "_f"
var f_path: String = "res://models/characters/bodies/%s.glb" % f_key
_place_body(f_path, f_key, Vector3(x_pos, 0, 5.0))
var _toon_shader: Shader = preload("res://shaders/spike/toon_masked.gdshader")
func _place_body(path: String, key: String, pos: Vector3) -> void:
if not ResourceLoader.exists(path):
print(" Missing: ", path)
return
var scene: PackedScene = load(path)
if scene == null:
print(" Failed to load: ", path)
return
var inst: Node3D = scene.instantiate()
inst.position = pos
_apply_shader(inst)
add_child(inst)
body_nodes[key] = inst
print(" Loaded: ", key)
func _apply_shader(node: Node) -> void:
if node is MeshInstance3D:
var mi := node as MeshInstance3D
var mesh: Mesh = mi.mesh
if mesh:
for surf_idx in range(mesh.get_surface_count()):
var existing: Material = mi.get_active_material(surf_idx)
var albedo_tex: Texture2D = _extract_albedo(existing)
var shader_mat := ShaderMaterial.new()
shader_mat.shader = _toon_shader
if albedo_tex:
shader_mat.set_shader_parameter("albedo_tex", albedo_tex)
# No mask — show original texture as-is
shader_mat.set_shader_parameter("tint_color", Color(0.9, 0.85, 0.8))
mi.set_surface_override_material(surf_idx, shader_mat)
for child in node.get_children():
_apply_shader(child)
func _extract_albedo(mat: Material) -> Texture2D:
if mat == null:
return null
if mat is BaseMaterial3D:
var tex := (mat as BaseMaterial3D).albedo_texture
if tex:
return tex
if mat is ShaderMaterial:
var sm := mat as ShaderMaterial
for param_name in ["albedo_tex", "albedo_texture", "texture_albedo", "base_color_texture"]:
var val = sm.get_shader_parameter(param_name)
if val is Texture2D:
return val as Texture2D
return null
func _highlight_pair(index: int) -> void:
if index >= BODY_TYPES.size():
return
var type_name: String = BODY_TYPES[index]
print("Highlight: ", type_name)
for key in body_nodes:
var node: Node3D = body_nodes[key]
if key.begins_with(type_name):
node.visible = true
else:
node.visible = false
func _show_all() -> void:
for key in body_nodes:
body_nodes[key].visible = true
print("Showing all")
func _add_labels() -> void:
# Labels are just 3D text at the top of each column
# Godot doesn't have easy 3D text, so we skip for now
pass
@@ -1,5 +1,5 @@
shader_type spatial;
render_mode unshaded;
render_mode unshaded, cull_disabled;
// Original Trellis atlas texture
uniform sampler2D albedo_tex : source_color;