docs(design): add character visuals spec and compositor API from workshop

Round 22 workshop output: character-visuals-spec.md (color mesh regions,
LOD tiers, layered composition) and compositor-api-spec.md (Node3D
architecture, CharacterColors data structure, set_color API).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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co-authored by Claude Opus 4.6
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---
title: "Character Compositor API Specification"
description: "Godot-side compositor data model and node architecture for runtime character compositing"
type: spec
status: active
sprint: 28
ticket: 684
created: 2026-03-17
---
# Character Compositor API Specification
**Produced by:** Sprint 28 Character Visuals Workshop (ticket #684)
**Date:** 2026-03-17
**Implements:** D-149 (3D live rendering), D-150 (inverted hull outline), D-151 (direction count), D-152 (LOD strategy)
**Upstream:** `docs/design/character-visuals-spec.md`
**Downstream:** Ticket #693 (compositor implementation, client team)
---
## 1. Overview
The `CharacterCompositor` is a `Node3D` subtree that replaces the current single `Sprite2D` in `EntityRenderer`. It manages all visual layers for a character: body, clothing, hair, face, accessories, and overlays. It exposes a clean API that `EntityRenderer` calls when appearance or state changes.
The compositor is **purely presentational** — it never queries the server or simulation. All data flows from `EntityRenderer` downward.
---
## 2. Direction Enum
```gdscript
enum CharacterFacing {
NORTH, # Server facings: N, NW
EAST, # Server facings: NE, E (source mesh — not mirrored)
SOUTH, # Server facings: SE, S
WEST, # Server facings: SW, W (mirror of EAST)
}
```
**Perception vs. rendering — critical distinction:**
- `CharacterFacing` (4 values) is the **rendering output** — what the compositor acts on.
- The server tracks 8 facing directions for the **perception system** (fog-of-war, vision cone). The server's 8-direction value is never passed directly to the compositor.
- `EntityRenderer` is responsible for mapping the server's 8-direction value to one of the 4 `CharacterFacing` values and passing that to `compositor.set_facing()`.
- Diagonal facings (NE, NW, SE, SW) do not exist as compositor states. They are perception inputs only.
- `ModelRoot` rotation uses the true 8-direction angle for body lean; `CharacterFacing` controls mesh/material group selection.
**Server-to-client mapping** (exact snap logic — Tyre to confirm based on camera/grid orientation):
| Server Facing | Client Visual Group | Notes |
|---|---|---|
| N | NORTH | |
| NW | NORTH | |
| NE | EAST | |
| E | EAST | |
| SE | SOUTH | |
| S | SOUTH | |
| SW | WEST | Mirror of EAST |
| W | WEST | Mirror of EAST |
The 3D model root rotates to the true server-facing angle (all 8). The visual group snap controls which mesh variant is loaded, but the root rotation gives subtle body lean within a group.
---
## 3. Color Override Data
```gdscript
class_name CharacterColors
extends Resource
## Skin
@export var skin_primary: Color = Color("#c8a882")
@export var skin_secondary: Color = Color.TRANSPARENT # TRANSPARENT = auto-derive from skin_primary
## Hair
@export var hair_primary: Color = Color("#3a2a1a")
@export var hair_highlight: Color = Color.TRANSPARENT # TRANSPARENT = auto-derive from hair_primary
## Clothing slot overrides — keyed by item_id
## Each item carries its own cloth_primary/secondary/accent
## This dict maps item_id -> ClothingColors
@export var clothing: Dictionary = {} # item_id (int) -> ClothingColors
```
```gdscript
class_name ClothingColors
extends Resource
@export var cloth_primary: Color = Color.WHITE
@export var cloth_secondary: Color = Color.TRANSPARENT # TRANSPARENT = use authored default
@export var cloth_accent: Color = Color.TRANSPARENT # TRANSPARENT = use authored default
```
---
## 4. Appearance Data
```gdscript
class_name CharacterAppearance
extends Resource
## Body
@export var body_type: int = 1 # 0=slim, 1=average, 2=stocky
@export var face_id: int = 0 # index into face mesh library
@export var hair_id: int = 0 # index into hair mesh library
## Clothing — item IDs (0 = no item for that slot)
@export var clothing_torso_id: int = 0
@export var clothing_legs_id: int = 0
@export var footwear_id: int = 0
@export var accessory_ids: Array[int] = [] # multiple accessories supported
## Overlays — IDs (empty = none)
@export var scar_ids: Array[int] = []
@export var tattoo_ids: Array[int] = []
## State
@export var injury_state: int = 0 # 0=undamaged, 1=light, 2=heavy
@export var expression_state: int = 0 # 0=neutral, 1=alert, 2=stressed, 3=distressed
## Colors
@export var colors: CharacterColors = CharacterColors.new()
```
---
## 5. Node Architecture
```
CharacterCompositor (Node3D) — root; receives API calls
├── ModelRoot (Node3D) — rotated to true server-facing angle
│ ├── BodyMesh (MeshInstance3D) — body_type variant; skin regions
│ ├── LegClothing (MeshInstance3D) — clothing_legs_id mesh; cloth regions
│ ├── Footwear (MeshInstance3D) — footwear_id mesh; cloth regions
│ ├── TorsoClothingBack (MeshInstance3D) — back half of torso clothing
│ ├── TorsoClothingFront (MeshInstance3D) — front half of torso clothing
│ ├── Accessories (Node3D) — child MeshInstance3D per accessory_id
│ ├── HeadFace (MeshInstance3D) — face_id variant; skin + expression regions
│ ├── HairBack (MeshInstance3D) — hair_id variant (back mesh)
│ ├── HairFront (MeshInstance3D) — hair_id variant (front mesh)
│ └── Overlays (Node3D)
│ ├── ScarOverlay (MeshInstance3D) — scar_ids; additive blend
│ ├── TattooOverlay (MeshInstance3D) — tattoo_ids; multiply blend
│ ├── InjuryOverlay (MeshInstance3D) — injury_state; over clothing + skin
│ └── ExpressionOverlay (MeshInstance3D) — expression_state; over face
└── LOD (Node3D) — manages tier transitions
└── BillboardSprite (Sprite3D) — tier 2 impostor (baked outline included)
```
**Outline:** Inverted hull is a material property on `ModelRoot` and all child meshes — not a separate node. Disabled at LOD Tier 2 (billboard replaces the entire ModelRoot).
---
## 6. Public API
```gdscript
class_name CharacterCompositor
extends Node3D
## Apply a full appearance update.
## Called on: character creation, equip/unequip, editor preview.
func apply_appearance(appearance: CharacterAppearance) -> void:
pass
## Update facing direction. Called every time server reports a facing change.
func set_facing(facing: CharacterFacing) -> void:
pass
## Set LOD tier. Called by the global LOD manager based on frame budget.
## 0 = full, 1 = simplified mesh, 2 = billboard impostor
func set_lod_tier(tier: int) -> void:
pass
## Return a snapshot of the current appearance (used by character editor).
func get_appearance() -> CharacterAppearance:
return CharacterAppearance.new()
## Update a single color region without a full appearance rebuild.
## More efficient than apply_appearance() for color picker preview.
func set_color(region: StringName, color: Color) -> void:
pass
```
---
## 7. EntityRenderer Integration
Current state: `EntityRenderer` (`client/scripts/rendering/entity_renderer.gd`) uses a single `Sprite2D` per entity.
**Migration plan:**
1. Add `CharacterCompositor` as a packed scene resource
2. In `EntityRenderer._ready()`: if entity is a character type, instantiate `CharacterCompositor` and add as child; hide `Sprite2D`
3. Wire `EntityRenderer`'s existing facing-update path to call `compositor.set_facing()`
4. Wire `EntityRenderer`'s appearance-update path to call `compositor.apply_appearance()`
5. Register `EntityRenderer` with the global LOD manager to receive `set_lod_tier()` calls
Non-character entities (items, furniture, tiles) continue to use `Sprite2D` and are unaffected.
---
## 8. LOD Manager
A singleton (`CharacterLODManager`) monitors the GPU frame budget and calls `set_lod_tier()` on registered `CharacterCompositor` instances.
**Interface:**
```gdscript
class_name CharacterLODManager
extends Node
## Register a compositor for LOD management.
func register(compositor: CharacterCompositor, entity_id: int) -> void:
pass
## Unregister when entity leaves scene.
func unregister(entity_id: int) -> void:
pass
## Called by compositor to report its distance from player (updated each frame by EntityRenderer).
func update_distance(entity_id: int, distance: float) -> void:
pass
```
**LOD algorithm — proactive, not reactive:**
The LOD manager operates on **projected character count**, not frame-drop detection. Triggering on frame drop produces visible hitches. Proactive demotion is invisible to the player.
```
Each frame:
projected_full_count = count of registered compositors within full-detail radius
if projected_full_count > TIER_0_BUDGET:
demote furthest tier-0 compositors until within budget
if still over TIER_1_BUDGET:
demote furthest tier-1 compositors to tier-2 until within budget
When count drops below budget * HYSTERESIS_FACTOR:
promote nearest tier-2 → tier-1, tier-1 → tier-0
When paused (get_tree().paused == true):
promote all compositors to tier 0
```
`TIER_0_BUDGET` and `TIER_1_BUDGET` are tunable constants. Initial values TBD by profiling.
**Billboard impostor requirements (Tier 2):**
The impostor sprite is not a generic silhouette — it is a per-character snapshot. The bake process **must** preserve:
1. **Body size tier** — slim / average / stocky silhouette must be distinguishable at billboard scale
2. **Dominant clothing color** — `cloth_primary` of the most visible clothing item must read clearly
These are non-negotiable fidelity requirements. Implementation must not optimize them away.
Implementation detail: use an indexed priority queue keyed by distance. Full implementation is Tyre's responsibility in ticket #693.
---
## 9. Character Editor Integration
The character creation/editor screen (`character_select.gd` and related) can use `CharacterCompositor` directly for the preview pane.
**Preview pane setup:**
- Instantiate `CharacterCompositor` in a `SubViewport`
- Apply `CharacterAppearance` from the current editor state on every change
- Default facing on open: **`CharacterFacing.SOUTH`** — face-forward at 30° camera, maximum cosmetic utility
- Button order: S → E → N → W
- No LOD management in the editor — always tier 0
```gdscript
# In editor preview pane script:
func _on_direction_button_pressed(facing: CharacterFacing) -> void:
preview_compositor.set_facing(facing)
func _on_appearance_changed() -> void:
preview_compositor.apply_appearance(build_appearance_from_editor_state())
```
**D-146 compatibility note:** D-146 specifies "tile-scale sprite with heavy zoom." Under D-149 (3D live rendering), the editor preview shows the live 3D compositor rendered in a SubViewport at tile scale, then displayed zoomed. This is compatible with D-146's intent (showing the actual in-game appearance, not a separate portrait render). D-146 is not superseded.
---
## 10. Asset Pipeline Notes
**For Araminta (visual team):**
- Each body type variant is a separate `.blend`/`.glb` export for `BodyMesh`
- Clothing items export as separate `.glb` per body type (e.g. `jacket_01_slim.glb`, `jacket_01_average.glb`)
- Hair styles export as two meshes per style: `hair_short_a_back.glb`, `hair_short_a_front.glb`
- Color regions are defined via UV2 channel: compositor reads UV2 to apply `ShaderMaterial` color overrides per region
- Naming convention for regions: UV2 islands correspond to named shader uniforms (`uniform sampler2D skin_primary_mask`, etc.)
**For tickets #686–#692 (visual team):**
- Reference this spec and the `CharacterAppearance` data class for mesh naming and region conventions
- All meshes must validate at the 30° tilt, 45° map rotation camera (D-148) — no art review at top-down angle
---
## 11. Open Questions
| Item | Status | Owner |
|---|---|---|
| Exact server-facing → visual group mapping | Open | Tyre — confirm against camera/grid orientation in compositor implementation |
| Expression: mesh swap vs. morph target | Open | Tyre — cost/quality tradeoff |
| Clothing mesh per body type vs. compositor-level scale | Open | Tyre — separate `.glb` per body type is simpler; scaling risks clipping |
| UV2 region masking vs. vertex color for color regions | Open | Tyre — UV2 is cleaner; vertex color is cheaper; both work |
| Impostor bake process for LOD Tier 2 | Open | Tyre — static pre-bake vs. runtime bake |