feat(tooling): chromakey garment-clipping QA harness (T-1089)
Automated garment-under-animation QA: CharacterVisual composite with the garment's covered body segments overridden to flat unshaded magenta, cycled clips x frames x 4 yaws; PIL analyzer flags connected key-pixel blobs and emits report.json + highlighted failure frames. Capture scene lives under client/tools/garment_qa/ (res:// boundary; outside the gdUnit scan root), driver/analyzer/config under tooling/garment-qa/. Verified: 72 captures across peasant set x average_m/f x Walk/Sprint/ Crouch_Fwd. Finding: no true mid-cloth clip-through; flags are coverage-claim vs silhouette mismatch (sleeveless/short-sleeve exposure at collar/cuffs) — a two-pass garment-behind-pixel discriminator is the queued refinement. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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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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##
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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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## {
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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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## "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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## "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 VIEWPORT_SIZE := Vector2i(768, 1024) # portrait — maximises body pixels per capture
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const BODY_KEY_TO_ENUM := {
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"average_m": CharacterVisualDescriptor.BodyType.AVERAGE_M,
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"average_f": CharacterVisualDescriptor.BodyType.AVERAGE_F,
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"muscular_m": CharacterVisualDescriptor.BodyType.MUSCULAR_M,
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"muscular_f": CharacterVisualDescriptor.BodyType.MUSCULAR_F,
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"thin_m": CharacterVisualDescriptor.BodyType.THIN_M,
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"thin_f": CharacterVisualDescriptor.BodyType.THIN_F,
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"heavy_m": CharacterVisualDescriptor.BodyType.HEAVY_M,
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"heavy_f": CharacterVisualDescriptor.BodyType.HEAVY_F,
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"teen_m": CharacterVisualDescriptor.BodyType.TEEN_M,
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"teen_f": CharacterVisualDescriptor.BodyType.TEEN_F,
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"child": CharacterVisualDescriptor.BodyType.CHILD,
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}
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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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func _ready() -> void:
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if not _load_config():
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get_tree().quit(1)
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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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_setup_stage()
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_run.call_deferred()
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func _load_config() -> bool:
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var path := OS.get_environment("GARMENT_QA_CONFIG")
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if path.is_empty():
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push_error("chromakey_scene: GARMENT_QA_CONFIG env var not set")
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return false
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if not FileAccess.file_exists(path):
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push_error("chromakey_scene: config file not found: %s" % path)
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return false
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var file := FileAccess.open(path, FileAccess.READ)
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if file == null:
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push_error("chromakey_scene: could not open config: %s" % path)
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return false
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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 not (parsed is Dictionary):
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push_error("chromakey_scene: config is not a JSON object: %s" % path)
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return false
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_config = parsed
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_out_dir = str(_config.get("out_dir", ""))
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if _out_dir.is_empty():
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push_error("chromakey_scene: config missing 'out_dir'")
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return false
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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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func _make_key_material() -> 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, cull_disabled;\n"
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+ "void fragment() {\n"
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+ "\tALBEDO = vec3(1.0, 0.0, 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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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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light.light_energy = 1.2
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add_child(light)
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var env := Environment.new()
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env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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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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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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add_child(we)
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_cam = Camera3D.new()
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_cam.fov = 50.0
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add_child(_cam)
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# Fixed frame that fits a standing ~1.8 m character with margin. The character
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# rotates (not the camera), so the four yaws give front/left/back/right views.
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_cam.position = Vector3(0.0, 0.95, 2.4)
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_cam.look_at_from_position(_cam.position, Vector3(0.0, 0.95, 0.0), Vector3.UP)
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func _run() -> void:
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DirAccess.make_dir_recursive_absolute(_out_dir)
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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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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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get_tree().quit(0)
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func _capture_body(body_key: String) -> void:
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if not BODY_KEY_TO_ENUM.has(body_key):
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push_warning("chromakey_scene: unknown body_type '%s' — skipped" % body_key)
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return
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var cv := CharacterVisual.new()
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add_child(cv)
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cv.load_descriptor(_build_descriptor(body_key))
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var skel := cv.get_skeleton()
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if skel == null:
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push_error("chromakey_scene: no skeleton for %s" % body_key)
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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 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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)
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var ap := cv.get_animation_player()
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if ap == null:
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push_warning("chromakey_scene[%s]: no AnimationPlayer — skipping clips" % body_key)
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cv.queue_free()
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await _wait_frames(2)
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return
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var clips: Array = _config.get("clips", ["Walk"])
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var frames: int = int(_config.get("frames_per_clip", 3))
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var yaws: Array = _config.get("yaws", [0, 90, 180, 270])
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for clip: String in clips:
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var resolved := _resolve_clip(ap, str(clip))
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if resolved.is_empty():
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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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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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ap.seek(times[fi], true)
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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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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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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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desc.head_id = str(_config.get("head_id", "head_001"))
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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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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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for g: Dictionary in _config.get("garments", []):
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if not g.has("glb"):
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continue
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var scene := load(str(g["glb"])) 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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continue
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var inst := scene.instantiate()
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var stack: Array[Node] = [inst]
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while not stack.is_empty():
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var n: Node = stack.pop_back()
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for c in n.get_children():
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stack.append(c)
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if n is MeshInstance3D and (n as MeshInstance3D).skin != null:
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var mi := n as MeshInstance3D
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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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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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## Key-colour every loaded body segment in the covered set and delete the outline
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## duplicates (the dark inverted-hull outline would otherwise poke through the garment
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## and mask a clip as dark rather than magenta). Returns the number of keyed meshes.
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func _apply_key(skel: Skeleton3D, covered: Dictionary) -> int:
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var keyed := 0
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var to_free: Array[Node] = []
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for child in skel.get_children():
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if not (child is MeshInstance3D):
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continue
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var mi := child as MeshInstance3D
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if mi.name.begins_with("_outline_"):
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to_free.append(mi) # strip ALL outlines — see docstring
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continue
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var seg := str(mi.get_meta("segment", ""))
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if not seg.is_empty() and covered.has(seg):
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mi.material_override = _key_material
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keyed += 1
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for n in to_free:
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skel.remove_child(n)
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n.free()
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return keyed
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## Resolve a logical clip name to a playable animation. Tries an exact match first,
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## then a case-insensitive exact match, then a case-insensitive substring — robust
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## to library prefixes. Returns "" if nothing matches.
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func _resolve_clip(ap: AnimationPlayer, requested: String) -> String:
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var names: Array[String] = []
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for lib_name in ap.get_animation_library_list():
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var lib := ap.get_animation_library(lib_name)
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for a in lib.get_animation_list():
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names.append(str(a))
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for n in names:
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if n == requested:
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return n
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for n in names:
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if n.to_lower() == requested.to_lower():
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return n
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for n in names:
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if n.to_lower().contains(requested.to_lower()):
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return n
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return ""
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## Evenly spaced sample times across a clip, centred in each 1/count slice so we
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## never land exactly on t=0 (rest pose) or t=length (loop wrap).
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func _sample_times(length: float, count: int) -> Array[float]:
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var out: Array[float] = []
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if count <= 1 or length <= 0.0:
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out.append(maxf(length, 0.0) * 0.5)
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return out
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for i in count:
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out.append(length * (float(i) + 0.5) / float(count))
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return out
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func _wait_frames(n: int) -> void:
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for i in n:
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await get_tree().process_frame
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@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://cgarmentqachroma0"]
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[ext_resource type="Script" path="res://tools/garment_qa/chromakey_scene.gd" id="1"]
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[node name="ChromakeyQA" type="Node3D"]
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script = ExtResource("1")
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@@ -0,0 +1,26 @@
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# garment-qa — chromakey garment-clipping QA (T-1089)
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Automatically detects clothing clip-through. The capture scene paints the body
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segments a garment *claims to cover* (coverage.json `hides`) flat **unshaded magenta**,
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leaves the garment and uncovered segments (head/hands/etc.) normal, then cycles
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animation clips × sampled frames × 4 camera yaws and saves a PNG per view. Any magenta
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the camera sees = body poking through cloth. The analyzer counts connected magenta
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pixels per capture and flags clips.
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**Run:** `tooling/garment-qa/run-garment-qa [config.json]` (defaults to
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`configs/peasant.json`). It launches Godot (`~/bin/godot4`, `opengl3`, `xvfb-run` when
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headless) on the capture scene, then runs the analyzer.
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**Config** (path passed to the scene via `GARMENT_QA_CONFIG`): `garments`
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(`{item_id,slot}` catalogue items, or `{glb,slot,covers[]}` for a raw WIP garment),
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`body_types`, `clips`, `frames_per_clip`, `yaws`, `head_id/hair_id/eyebrow_id/skin_tone`,
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`out_dir`.
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**Read the report:** `<out_dir>/report.json` — per-capture `key_pixels`,
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`largest_component`, `fail`, plus a `by_group` (body__clip) roll-up; the same summary
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prints to stdout. A capture FAILS when its largest connected magenta blob ≥ `--min-pixels`
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(default 8, tolerating AA edges). Failing frames are copied to `<out_dir>/failures/` with
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clip pixels recoloured lime and each blob boxed red.
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**Note:** the Godot scene lives at `client/tools/garment_qa/chromakey_scene.gd` (not here)
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because Godot `res://` paths cannot leave the client project root.
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@@ -0,0 +1,209 @@
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#!/usr/bin/env python3
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"""Chromakey garment-clipping analyzer (T-1089).
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Counts key-colour (pure magenta) pixels in each capture PNG produced by
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client/tools/garment_qa/chromakey_scene.gd. Any solid patch of key pixels showing
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through a garment is a body-clip-through: the QA scene painted the covered body
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segments flat magenta, so magenta the camera can see = body poking through cloth.
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A capture FAILS when its largest connected key-pixel component is >= --min-pixels
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(default 8; a small tolerance for anti-aliased edges). For each failing capture a
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highlighted copy is written to <out_dir>/failures/ with the clip pixels recoloured
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lime and each component boxed in red. Results land in <out_dir>/report.json plus a
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one-screen summary on stdout.
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Reads the same JSON config as the capture scene (via --config) to locate out_dir,
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or takes --dir directly.
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"""
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from __future__ import annotations
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import argparse
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import collections
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import json
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import sys
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from pathlib import Path
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from PIL import Image, ImageChops, ImageDraw
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# Key-colour gate. Pure magenta is (255, 0, 255); the blue channel is the decisive
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# discriminator — skin/garment texture is never simultaneously high-red, low-green
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# AND high-blue, so this never fires on legitimate body or cloth pixels.
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R_MIN = 200
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G_MAX = 60
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B_MIN = 200
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def build_key_mask(img: Image.Image) -> Image.Image:
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"""Return an "L" mask, 255 where the pixel is key-colour, else 0."""
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r, g, b = img.convert("RGB").split()
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r_ok = r.point(lambda v: 255 if v >= R_MIN else 0)
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g_ok = g.point(lambda v: 255 if v <= G_MAX else 0)
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b_ok = b.point(lambda v: 255 if v >= B_MIN else 0)
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return ImageChops.multiply(ImageChops.multiply(r_ok, g_ok), b_ok)
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|
||||
def connected_components(mask: Image.Image) -> list[dict]:
|
||||
"""8-connected components of the key-pixel mask.
|
||||
|
||||
Only the mask bounding box is scanned, so cost tracks the (sparse) clip area,
|
||||
not the whole frame. Returns one dict per component: size + pixel bbox.
|
||||
"""
|
||||
bbox = mask.getbbox()
|
||||
if bbox is None:
|
||||
return []
|
||||
x0, y0, x1, y1 = bbox
|
||||
region = mask.crop(bbox)
|
||||
width, height = region.size
|
||||
px = region.load()
|
||||
|
||||
seen = [[False] * width for _ in range(height)]
|
||||
components: list[dict] = []
|
||||
for sy in range(height):
|
||||
for sx in range(width):
|
||||
if px[sx, sy] == 0 or seen[sy][sx]:
|
||||
continue
|
||||
size = 0
|
||||
min_x = max_x = sx
|
||||
min_y = max_y = sy
|
||||
queue = collections.deque([(sx, sy)])
|
||||
seen[sy][sx] = True
|
||||
while queue:
|
||||
cx, cy = queue.popleft()
|
||||
size += 1
|
||||
min_x, max_x = min(min_x, cx), max(max_x, cx)
|
||||
min_y, max_y = min(min_y, cy), max(max_y, cy)
|
||||
for dy in (-1, 0, 1):
|
||||
for dx in (-1, 0, 1):
|
||||
nx, ny = cx + dx, cy + dy
|
||||
if 0 <= nx < width and 0 <= ny < height:
|
||||
if px[nx, ny] != 0 and not seen[ny][nx]:
|
||||
seen[ny][nx] = True
|
||||
queue.append((nx, ny))
|
||||
components.append(
|
||||
{
|
||||
"size": size,
|
||||
# bbox back in full-image coordinates
|
||||
"bbox": [x0 + min_x, y0 + min_y, x0 + max_x + 1, y0 + max_y + 1],
|
||||
}
|
||||
)
|
||||
components.sort(key=lambda c: c["size"], reverse=True)
|
||||
return components
|
||||
|
||||
|
||||
def write_highlight(img: Image.Image, mask: Image.Image, comps: list[dict], dest: Path) -> None:
|
||||
"""Recolour key pixels lime and box each component in red."""
|
||||
out = img.convert("RGB")
|
||||
out.paste((0, 255, 0), mask=mask)
|
||||
draw = ImageDraw.Draw(out)
|
||||
for comp in comps:
|
||||
draw.rectangle(comp["bbox"], outline=(255, 0, 0), width=2)
|
||||
dest.parent.mkdir(parents=True, exist_ok=True)
|
||||
out.save(dest)
|
||||
|
||||
|
||||
def analyze_dir(out_dir: Path, min_pixels: int) -> dict:
|
||||
captures = sorted(p for p in out_dir.glob("*.png") if p.is_file())
|
||||
fail_dir = out_dir / "failures"
|
||||
results: list[dict] = []
|
||||
|
||||
for path in captures:
|
||||
img = Image.open(path)
|
||||
mask = build_key_mask(img)
|
||||
total = mask.histogram()[255]
|
||||
comps = connected_components(mask) if total else []
|
||||
largest = comps[0]["size"] if comps else 0
|
||||
failed = largest >= min_pixels
|
||||
if failed:
|
||||
write_highlight(img, mask, comps, fail_dir / (path.stem + "_HL.png"))
|
||||
results.append(
|
||||
{
|
||||
"file": path.name,
|
||||
"key_pixels": total,
|
||||
"components": len(comps),
|
||||
"largest_component": largest,
|
||||
"component_sizes": [c["size"] for c in comps[:10]],
|
||||
"fail": failed,
|
||||
}
|
||||
)
|
||||
|
||||
return summarize(out_dir, min_pixels, results)
|
||||
|
||||
|
||||
def summarize(out_dir: Path, min_pixels: int, results: list[dict]) -> dict:
|
||||
failures = [r for r in results if r["fail"]]
|
||||
by_group: dict[str, dict] = {}
|
||||
for r in results:
|
||||
# filename: <body>__<clip>__f<n>__yaw<deg>.png
|
||||
parts = r["file"].split("__")
|
||||
group = "__".join(parts[:2]) if len(parts) >= 2 else r["file"]
|
||||
entry = by_group.setdefault(group, {"captures": 0, "failures": 0, "worst": 0})
|
||||
entry["captures"] += 1
|
||||
entry["failures"] += 1 if r["fail"] else 0
|
||||
entry["worst"] = max(entry["worst"], r["largest_component"])
|
||||
return {
|
||||
"out_dir": str(out_dir),
|
||||
"min_component_pixels": min_pixels,
|
||||
"key_gate": {"r_min": R_MIN, "g_max": G_MAX, "b_min": B_MIN},
|
||||
"total_captures": len(results),
|
||||
"failures": len(failures),
|
||||
"by_group": by_group,
|
||||
"captures": results,
|
||||
}
|
||||
|
||||
|
||||
def print_summary(report: dict) -> None:
|
||||
print("=" * 64)
|
||||
print("garment-qa chromakey analysis")
|
||||
print(f" out_dir : {report['out_dir']}")
|
||||
print(f" min clip pixels : {report['min_component_pixels']}")
|
||||
print(f" captures : {report['total_captures']}")
|
||||
print(f" FAILING captures : {report['failures']}")
|
||||
print("-" * 64)
|
||||
print(f" {'group (body__clip)':<28}{'caps':>6}{'fails':>7}{'worst':>7}")
|
||||
for group, g in sorted(report["by_group"].items()):
|
||||
print(f" {group:<28}{g['captures']:>6}{g['failures']:>7}{g['worst']:>7}")
|
||||
print("=" * 64)
|
||||
|
||||
|
||||
def resolve_out_dir(args: argparse.Namespace) -> Path:
|
||||
if args.dir:
|
||||
return Path(args.dir)
|
||||
if args.config:
|
||||
cfg = json.loads(Path(args.config).read_text())
|
||||
out = cfg.get("out_dir")
|
||||
if not out:
|
||||
sys.exit("analyze_captures: config has no 'out_dir'")
|
||||
return Path(out)
|
||||
sys.exit("analyze_captures: pass --dir or --config")
|
||||
|
||||
|
||||
def main() -> int:
|
||||
parser = argparse.ArgumentParser(description="Chromakey garment-clipping analyzer")
|
||||
parser.add_argument("--config", help="capture config JSON (reads out_dir from it)")
|
||||
parser.add_argument("--dir", help="directory of capture PNGs (overrides --config out_dir)")
|
||||
parser.add_argument(
|
||||
"--min-pixels",
|
||||
type=int,
|
||||
default=8,
|
||||
help="largest connected key-pixel component that counts as a clip (default 8)",
|
||||
)
|
||||
parser.add_argument("--report", help="report JSON path (default: <out_dir>/report.json)")
|
||||
args = parser.parse_args()
|
||||
|
||||
out_dir = resolve_out_dir(args)
|
||||
if not out_dir.is_dir():
|
||||
sys.exit(f"analyze_captures: not a directory: {out_dir}")
|
||||
|
||||
report = analyze_dir(out_dir, args.min_pixels)
|
||||
report_path = Path(args.report) if args.report else out_dir / "report.json"
|
||||
report_path.write_text(json.dumps(report, indent=2))
|
||||
print_summary(report)
|
||||
print(f" report : {report_path}")
|
||||
if report["failures"]:
|
||||
print(f" highlighted failing frames : {out_dir / 'failures'}")
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
raise SystemExit(main())
|
||||
@@ -0,0 +1,15 @@
|
||||
{
|
||||
"garments": [
|
||||
{"item_id": "peasant_tunic", "slot": "torso"},
|
||||
{"item_id": "peasant_pants", "slot": "legs"}
|
||||
],
|
||||
"body_types": ["average_m", "average_f"],
|
||||
"clips": ["Walk", "Sprint", "Crouch_Fwd"],
|
||||
"frames_per_clip": 3,
|
||||
"yaws": [0, 90, 180, 270],
|
||||
"head_id": "head_001",
|
||||
"hair_id": "buzzed",
|
||||
"eyebrow_id": "regular",
|
||||
"skin_tone": 3,
|
||||
"out_dir": "/var/mnt/data/projects/settled-reach/.cache/garment-qa/peasant"
|
||||
}
|
||||
Executable
+47
@@ -0,0 +1,47 @@
|
||||
#!/usr/bin/env bash
|
||||
# run-garment-qa: drive the chromakey garment-clipping QA harness (T-1089).
|
||||
#
|
||||
# Usage: tooling/garment-qa/run-garment-qa [config.json]
|
||||
# config.json defaults to tooling/garment-qa/configs/peasant.json
|
||||
#
|
||||
# Step 1 launches Godot on the client project with the capture scene, pointing it
|
||||
# at the config via GARMENT_QA_CONFIG. Step 2 runs the pixel analyzer over the PNGs
|
||||
# the scene wrote. Both steps are deliberately kept to a single command each.
|
||||
set -euo pipefail
|
||||
|
||||
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
|
||||
REPO_ROOT="$(cd "$SCRIPT_DIR/../.." && pwd)"
|
||||
|
||||
CONFIG="${1:-$SCRIPT_DIR/configs/peasant.json}"
|
||||
if [[ ! -f "$CONFIG" ]]; then
|
||||
echo "run-garment-qa: config not found: $CONFIG" >&2
|
||||
exit 2
|
||||
fi
|
||||
|
||||
GODOT="${GODOT:-$HOME/bin/godot4}"
|
||||
if [[ ! -x "$GODOT" ]]; then
|
||||
GODOT="$(command -v godot4 || command -v godot || true)"
|
||||
fi
|
||||
if [[ -z "$GODOT" ]]; then
|
||||
echo "run-garment-qa: godot binary not found (set GODOT=/path/to/godot4)" >&2
|
||||
exit 3
|
||||
fi
|
||||
|
||||
PY="$REPO_ROOT/.venv/bin/python"
|
||||
[[ -x "$PY" ]] || PY="python3"
|
||||
|
||||
SCENE="res://tools/garment_qa/chromakey_scene.tscn"
|
||||
|
||||
echo "run-garment-qa: config = $CONFIG"
|
||||
echo "run-garment-qa: godot = $GODOT"
|
||||
|
||||
# Step 1 — capture. Needs a display; use xvfb-run when running headless.
|
||||
export GARMENT_QA_CONFIG="$CONFIG"
|
||||
if [[ -n "${DISPLAY:-}" ]]; then
|
||||
"$GODOT" --path "$REPO_ROOT/client" --rendering-driver opengl3 "$SCENE"
|
||||
else
|
||||
xvfb-run -a "$GODOT" --path "$REPO_ROOT/client" --rendering-driver opengl3 "$SCENE"
|
||||
fi
|
||||
|
||||
# Step 2 — analyze.
|
||||
"$PY" "$SCRIPT_DIR/analyze_captures.py" --config "$CONFIG"
|
||||
Reference in New Issue
Block a user