feat(tooling): two-pass clip discriminator for garment QA (T-1089)
Second garment-only render pass per view at the identical paused animation time; the analyzer intersects so body-key pixels split into exposed_skin (no garment behind — informational: collars, sleeveless arms) vs clip_through (garment behind — gating). Highlights differ: lime exposed, red clip. Peasant re-run: 72 captures, 56 clip-through flags — real collar micro-clips under crouch/walk plus suspected 1px boundary artifacts; gate threshold + garment-mask dilation are the tuning knobs, to be calibrated against the first real modern garments. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,33 +1,49 @@
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extends Node3D
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## Chromakey garment-clipping QA capture scene (T-1089).
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##
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## Technique: replace the materials of exactly the body segments a garment CLAIMS
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## to cover (coverage.json "hides") with a flat UNSHADED key color (pure magenta).
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## The garment keeps its normal materials; head/hands/uncovered segments keep theirs.
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## Any key-color pixel the analyzer finds through the garment = a clip-through.
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## Two-pass depth-proximity technique per view, sampling the identical (paused)
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## animation frame twice so the passes are pixel-aligned:
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## Pass A (full) — the body segments a garment CLAIMS to cover (coverage.json
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## "hides") are painted flat UNSHADED magenta; garment + head/hands
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## keep normal materials. Magenta the camera sees = body in FRONT of
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## the garment (or exposed beyond it).
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## Pass B (shift) — identical, except the garment is rendered flat CYAN and every
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## garment vertex is nudged CLIP_EPSILON metres toward the camera
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## (a view-space Z bias). Where the body sits within epsilon in
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## front of the cloth, the nudged garment now covers it → the pixel
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## flips magenta→cyan.
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##
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## The analyzer flags a pixel as a REAL clip only if it is magenta in A AND cyan in B:
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## body ≤ epsilon in front of cloth = poking through. A limb passing ~15 cm in front of
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## the torso, or an open collar with the back panel far behind, stays magenta in B and
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## is reported as exposed_skin (informational), not a clip. This is why "is there any
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## garment behind the ray" is not enough — proximity is the whole signal.
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##
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## To hold exact references to the garment meshes (head-template + hair are skinned,
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## unmeta'd, and structurally indistinguishable from garment meshes on the skeleton),
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## the scene builds body+head+hair via CharacterVisual with NO clothing, then attaches
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## the garment GLBs itself — mirroring character_visual.gd:517-535.
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##
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## This scene lives under client/ (not tooling/) because Godot res:// paths cannot
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## leave the client project root — see tooling/garment-qa/README.md. It reuses
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## CharacterVisual (client/scripts/rendering/character_visual.gd): load_descriptor()
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## builds the character, get_active_coverage() exposes each garment's coverage.json,
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## and get_animation_player() drives the clip cycling (mirrors the T-1088 sandbox).
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##
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## Config is a JSON file whose path arrives in the GARMENT_QA_CONFIG env var:
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## leave the client project root — see tooling/garment-qa/README.md. Config is a JSON
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## file whose path arrives in the GARMENT_QA_CONFIG env var:
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## {
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## "garments": [{"item_id": "peasant_tunic", "slot": "torso"}, ...]
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## (or {"glb": "res://...", "slot": "...", "covers": ["torso", ...]}
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## for a raw WIP garment not yet in the catalogue),
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## (or {"glb": "res://...", "covers": ["torso", ...]} for a raw
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## WIP garment not yet in the catalogue),
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## "body_types": ["average_m", "average_f"],
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## "clips": ["Walk", "Sprint", "Crouch_Fwd"],
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## "frames_per_clip": 3,
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## "yaws": [0, 90, 180, 270],
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## "clip_epsilon_m": 0.03, # body-in-front-of-cloth tolerance (default 3 cm)
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## "head_id": "head_001", "hair_id": "buzzed",
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## "eyebrow_id": "regular", "skin_tone": 3,
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## "out_dir": "/abs/path/for/pngs"
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## }
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const KEY_COLOR := Color(1.0, 0.0, 1.0) # pure magenta — no skin/garment texture lands here
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const DEFAULT_EPSILON := 0.03 # metres — body within this far in front of cloth = clip
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const VIEWPORT_SIZE := Vector2i(768, 1024) # portrait — maximises body pixels per capture
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const CLOTHING_DIR := "res://assets/characters/clothing/"
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const BODY_KEY_TO_ENUM := {
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"average_m": CharacterVisualDescriptor.BodyType.AVERAGE_M,
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@@ -47,6 +63,7 @@ var _config: Dictionary = {}
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var _out_dir: String = ""
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var _cam: Camera3D = null
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var _key_material: ShaderMaterial = null
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var _shift_material: ShaderMaterial = null
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func _ready() -> void:
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@@ -55,6 +72,7 @@ func _ready() -> void:
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return
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get_window().size = VIEWPORT_SIZE
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_key_material = _make_key_material()
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_shift_material = _make_shift_material(float(_config.get("clip_epsilon_m", DEFAULT_EPSILON)))
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_setup_stage()
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_run.call_deferred()
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@@ -84,9 +102,8 @@ func _load_config() -> bool:
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return true
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## Flat, unshaded magenta. render_mode unshaded → ALBEDO is written straight to the
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## framebuffer with no lighting; cull_disabled so a body backface poking through an
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## opening still registers. No outline pass is attached to this material (see _apply_key).
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## Flat unshaded magenta (pass A key). ALBEDO written straight to the framebuffer with
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## no lighting; cull_disabled so a backface poking through an opening still registers.
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func _make_key_material() -> ShaderMaterial:
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var shader := Shader.new()
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shader.code = (
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@@ -101,6 +118,31 @@ func _make_key_material() -> ShaderMaterial:
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return mat
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## Flat unshaded cyan whose vertices are nudged `shift` metres toward the camera in
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## view space (pass B). Cull is left default so only camera-facing cloth counts as the
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## near layer — a far back panel shifted epsilon closer is still far and won't cover the
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## body-key. Works on skinned garments: VERTEX arrives already skinned in model space.
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func _make_shift_material(epsilon: float) -> ShaderMaterial:
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var shader := Shader.new()
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shader.code = (
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"shader_type spatial;\n"
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+ "render_mode unshaded;\n"
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+ "uniform float shift = 0.03;\n"
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+ "void vertex() {\n"
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+ "\tvec4 view_pos = MODELVIEW_MATRIX * vec4(VERTEX, 1.0);\n"
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+ "\tview_pos.z += shift;\n" # camera looks down -Z; +Z is toward the camera
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+ "\tPOSITION = PROJECTION_MATRIX * view_pos;\n"
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+ "}\n"
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+ "void fragment() {\n"
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+ "\tALBEDO = vec3(0.0, 1.0, 1.0);\n"
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+ "}\n"
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)
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var mat := ShaderMaterial.new()
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mat.shader = shader
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mat.set_shader_parameter("shift", epsilon)
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return mat
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func _setup_stage() -> void:
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var light := DirectionalLight3D.new()
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light.rotation_degrees = Vector3(-45, 30, 0)
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@@ -112,8 +154,8 @@ func _setup_stage() -> void:
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env.ambient_light_color = Color(0.8, 0.8, 0.85)
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env.ambient_light_energy = 0.9
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env.background_mode = Environment.BG_COLOR
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# Dark neutral background — never magenta, never skin-toned, so it cannot
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# be mistaken for a clip pixel by the analyzer.
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# Dark neutral background — never magenta, never cyan, never skin-toned, so it
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# cannot be mistaken for a key or garment pixel by the analyzer.
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env.background_color = Color(0.18, 0.19, 0.22)
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var we := WorldEnvironment.new()
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we.environment = env
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@@ -133,6 +175,7 @@ func _run() -> void:
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var body_types: Array = _config.get("body_types", ["average_m"])
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print("chromakey_scene: out_dir = ", _out_dir)
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print("chromakey_scene: body_types = ", body_types)
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print("chromakey_scene: clip_epsilon_m = ", _config.get("clip_epsilon_m", DEFAULT_EPSILON))
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for body_key: String in body_types:
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await _capture_body(str(body_key))
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print("chromakey_scene: DONE")
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@@ -146,6 +189,8 @@ func _capture_body(body_key: String) -> void:
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var cv := CharacterVisual.new()
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add_child(cv)
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# Build body + head + hair only; the garments are attached below so the scene
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# holds exact references to garment geometry for the pass-B shift material.
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cv.load_descriptor(_build_descriptor(body_key))
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var skel := cv.get_skeleton()
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@@ -154,13 +199,17 @@ func _capture_body(body_key: String) -> void:
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cv.queue_free()
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return
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_attach_raw_garments(skel)
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var covered := _covered_segments(cv)
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var garments: Array[MeshInstance3D] = []
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var covered := {}
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_attach_garments(skel, body_key, garments, covered)
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var keyed := _apply_key(skel, covered)
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print(
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"chromakey_scene[%s]: covered=%s keyed_meshes=%d" % [body_key, covered.keys(), keyed]
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"chromakey_scene[%s]: covered=%s keyed=%d garment_meshes=%d"
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% [body_key, covered.keys(), keyed, garments.size()]
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)
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if garments.is_empty():
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push_warning("chromakey_scene[%s]: no garment meshes attached" % body_key)
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var ap := cv.get_animation_player()
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if ap == null:
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@@ -179,7 +228,7 @@ func _capture_body(body_key: String) -> void:
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push_warning("chromakey_scene[%s]: clip '%s' not found" % [body_key, clip])
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continue
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cv.play_animation(resolved)
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ap.pause() # freeze — seek() below poses without advancing between yaw shots
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ap.pause() # freeze — seek() below poses without advancing; both passes share it
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var length := ap.current_animation_length
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var times := _sample_times(length, frames)
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for fi in times.size():
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@@ -187,18 +236,36 @@ func _capture_body(body_key: String) -> void:
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await get_tree().process_frame # let the seeked pose propagate to the skeleton
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for yaw in yaws:
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cv.rotation_degrees.y = float(yaw)
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await RenderingServer.frame_post_draw
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var img := get_viewport().get_texture().get_image()
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var fname := (
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"%s__%s__f%d__yaw%03d.png" % [body_key, str(clip), fi, int(yaw)]
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)
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img.save_png(_out_dir.path_join(fname))
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var stem := "%s__%s__f%d__yaw%03d" % [body_key, str(clip), fi, int(yaw)]
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await _capture_pair(garments, stem)
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print("chromakey_scene[%s]: captured clip '%s' (%d frames)" % [body_key, clip, times.size()])
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cv.queue_free()
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await _wait_frames(2)
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## Capture pass A (garment normal) then pass B (garment cyan + shifted) at the current,
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## frozen pose. Only the garment material changes between passes — pixel-aligned.
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func _capture_pair(garments: Array[MeshInstance3D], stem: String) -> void:
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for g in garments:
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g.material_override = null
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await RenderingServer.frame_post_draw
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_save(stem + ".png")
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for g in garments:
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g.material_override = _shift_material
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await RenderingServer.frame_post_draw
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_save(stem + "__shift.png")
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for g in garments:
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g.material_override = null
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func _save(fname: String) -> void:
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var img := get_viewport().get_texture().get_image()
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img.save_png(_out_dir.path_join(fname))
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func _build_descriptor(body_key: String) -> CharacterVisualDescriptor:
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var desc := CharacterVisualDescriptor.new()
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desc.body_type = BODY_KEY_TO_ENUM[body_key]
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@@ -206,24 +273,37 @@ func _build_descriptor(body_key: String) -> CharacterVisualDescriptor:
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desc.hair_id = str(_config.get("hair_id", "buzzed"))
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desc.eyebrow_id = str(_config.get("eyebrow_id", "regular"))
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desc.skin_tone = int(_config.get("skin_tone", 3))
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var slots := {}
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for g: Dictionary in _config.get("garments", []):
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if g.has("item_id") and g.has("slot"):
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slots[str(g["slot"])] = str(g["item_id"])
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desc.clothing_slots = slots
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desc.clothing_slots = {} # garments attached manually in _attach_garments
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return desc
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## Reparent skinned meshes from a raw garment GLB (config "glb" entries) onto our
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## skeleton — mirrors character_visual.gd:517-535. Used only for WIP garments that
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## are not yet catalogue items; catalogue garments load via clothing_slots instead.
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func _attach_raw_garments(skel: Skeleton3D) -> void:
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## Attach every configured garment's skinned meshes onto the skeleton (mirrors
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## character_visual.gd:517-535) and accumulate the covered-segment set. Catalogue
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## garments resolve to clothing/<item_id>/<body_key>.glb with hides read from the
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## sibling coverage.json; raw garments carry a "glb" path + explicit "covers" list.
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## Garments keep their embedded GLB materials (opaque, depth-writing) in pass A —
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## geometry, not shading, is what clip detection needs.
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func _attach_garments(
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skel: Skeleton3D, body_key: String, out_meshes: Array[MeshInstance3D], out_covered: Dictionary
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) -> void:
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for g: Dictionary in _config.get("garments", []):
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if not g.has("glb"):
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var glb_path := ""
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if g.has("item_id"):
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glb_path = CLOTHING_DIR + "%s/%s.glb" % [str(g["item_id"]), body_key]
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for seg in _read_coverage_hides(str(g["item_id"])):
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out_covered[str(seg)] = true
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elif g.has("glb"):
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glb_path = str(g["glb"])
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if g.has("covers"):
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for seg in g["covers"]:
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out_covered[str(seg)] = true
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if glb_path.is_empty() or not ResourceLoader.exists(glb_path):
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push_warning("chromakey_scene: garment GLB missing: %s" % glb_path)
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continue
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var scene := load(str(g["glb"])) as PackedScene
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var scene := load(glb_path) as PackedScene
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if scene == null:
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push_error("chromakey_scene: raw garment GLB failed to load: %s" % g["glb"])
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push_error("chromakey_scene: garment GLB failed to load: %s" % glb_path)
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continue
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var inst := scene.instantiate()
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var stack: Array[Node] = [inst]
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@@ -236,23 +316,23 @@ func _attach_raw_garments(skel: Skeleton3D) -> void:
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mi.get_parent().remove_child(mi)
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mi.owner = null
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skel.add_child(mi)
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out_meshes.append(mi)
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inst.queue_free()
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## Union of the body segments every equipped garment claims to cover. Catalogue
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## garments report this via CharacterVisual.get_active_coverage() (coverage.json
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## "hides"); raw garments carry an explicit "covers" list in the config.
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func _covered_segments(cv: CharacterVisual) -> Dictionary:
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var covered := {}
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for g: Dictionary in _config.get("garments", []):
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if g.has("item_id"):
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var cov: Dictionary = cv.get_active_coverage(str(g["item_id"]))
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for seg in cov.get("hides", []):
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covered[str(seg)] = true
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if g.has("covers"):
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for seg in g["covers"]:
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covered[str(seg)] = true
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return covered
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func _read_coverage_hides(item_id: String) -> Array:
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var path := CLOTHING_DIR + "%s/coverage.json" % item_id
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if not FileAccess.file_exists(path):
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push_warning("chromakey_scene: coverage.json missing for %s" % item_id)
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return []
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var file := FileAccess.open(path, FileAccess.READ)
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if file == null:
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return []
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var parsed: Variant = JSON.parse_string(file.get_as_text())
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file.close()
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if parsed is Dictionary and (parsed as Dictionary).has("hides"):
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return (parsed as Dictionary)["hides"]
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return []
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## Key-colour every loaded body segment in the covered set and delete the outline
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Reference in New Issue
Block a user