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>
This commit is contained in:
2026-07-06 14:26:58 +02:00
co-authored by Claude Fable 5
parent e5657179b5
commit eaca6c8c44
6 changed files with 619 additions and 0 deletions
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extends Node3D
## Chromakey garment-clipping QA capture scene (T-1089).
##
## Technique: replace the materials of exactly the body segments a garment CLAIMS
## to cover (coverage.json "hides") with a flat UNSHADED key color (pure magenta).
## The garment keeps its normal materials; head/hands/uncovered segments keep theirs.
## Any key-color pixel the analyzer finds through the garment = a clip-through.
##
## This scene lives under client/ (not tooling/) because Godot res:// paths cannot
## leave the client project root — see tooling/garment-qa/README.md. It reuses
## CharacterVisual (client/scripts/rendering/character_visual.gd): load_descriptor()
## builds the character, get_active_coverage() exposes each garment's coverage.json,
## and get_animation_player() drives the clip cycling (mirrors the T-1088 sandbox).
##
## Config is a JSON file whose path arrives in the GARMENT_QA_CONFIG env var:
## {
## "garments": [{"item_id": "peasant_tunic", "slot": "torso"}, ...]
## (or {"glb": "res://...", "slot": "...", "covers": ["torso", ...]}
## for a raw WIP garment not yet in the catalogue),
## "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": "/abs/path/for/pngs"
## }
const KEY_COLOR := Color(1.0, 0.0, 1.0) # pure magenta — no skin/garment texture lands here
const VIEWPORT_SIZE := Vector2i(768, 1024) # portrait — maximises body pixels per capture
const BODY_KEY_TO_ENUM := {
"average_m": CharacterVisualDescriptor.BodyType.AVERAGE_M,
"average_f": CharacterVisualDescriptor.BodyType.AVERAGE_F,
"muscular_m": CharacterVisualDescriptor.BodyType.MUSCULAR_M,
"muscular_f": CharacterVisualDescriptor.BodyType.MUSCULAR_F,
"thin_m": CharacterVisualDescriptor.BodyType.THIN_M,
"thin_f": CharacterVisualDescriptor.BodyType.THIN_F,
"heavy_m": CharacterVisualDescriptor.BodyType.HEAVY_M,
"heavy_f": CharacterVisualDescriptor.BodyType.HEAVY_F,
"teen_m": CharacterVisualDescriptor.BodyType.TEEN_M,
"teen_f": CharacterVisualDescriptor.BodyType.TEEN_F,
"child": CharacterVisualDescriptor.BodyType.CHILD,
}
var _config: Dictionary = {}
var _out_dir: String = ""
var _cam: Camera3D = null
var _key_material: ShaderMaterial = null
func _ready() -> void:
if not _load_config():
get_tree().quit(1)
return
get_window().size = VIEWPORT_SIZE
_key_material = _make_key_material()
_setup_stage()
_run.call_deferred()
func _load_config() -> bool:
var path := OS.get_environment("GARMENT_QA_CONFIG")
if path.is_empty():
push_error("chromakey_scene: GARMENT_QA_CONFIG env var not set")
return false
if not FileAccess.file_exists(path):
push_error("chromakey_scene: config file not found: %s" % path)
return false
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_error("chromakey_scene: could not open config: %s" % path)
return false
var parsed: Variant = JSON.parse_string(file.get_as_text())
file.close()
if not (parsed is Dictionary):
push_error("chromakey_scene: config is not a JSON object: %s" % path)
return false
_config = parsed
_out_dir = str(_config.get("out_dir", ""))
if _out_dir.is_empty():
push_error("chromakey_scene: config missing 'out_dir'")
return false
return true
## Flat, unshaded magenta. render_mode unshaded → ALBEDO is written straight to the
## framebuffer with no lighting; cull_disabled so a body backface poking through an
## opening still registers. No outline pass is attached to this material (see _apply_key).
func _make_key_material() -> ShaderMaterial:
var shader := Shader.new()
shader.code = (
"shader_type spatial;\n"
+ "render_mode unshaded, cull_disabled;\n"
+ "void fragment() {\n"
+ "\tALBEDO = vec3(1.0, 0.0, 1.0);\n"
+ "}\n"
)
var mat := ShaderMaterial.new()
mat.shader = shader
return mat
func _setup_stage() -> void:
var light := DirectionalLight3D.new()
light.rotation_degrees = Vector3(-45, 30, 0)
light.light_energy = 1.2
add_child(light)
var env := Environment.new()
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(0.8, 0.8, 0.85)
env.ambient_light_energy = 0.9
env.background_mode = Environment.BG_COLOR
# Dark neutral background — never magenta, never skin-toned, so it cannot
# be mistaken for a clip pixel by the analyzer.
env.background_color = Color(0.18, 0.19, 0.22)
var we := WorldEnvironment.new()
we.environment = env
add_child(we)
_cam = Camera3D.new()
_cam.fov = 50.0
add_child(_cam)
# Fixed frame that fits a standing ~1.8 m character with margin. The character
# rotates (not the camera), so the four yaws give front/left/back/right views.
_cam.position = Vector3(0.0, 0.95, 2.4)
_cam.look_at_from_position(_cam.position, Vector3(0.0, 0.95, 0.0), Vector3.UP)
func _run() -> void:
DirAccess.make_dir_recursive_absolute(_out_dir)
var body_types: Array = _config.get("body_types", ["average_m"])
print("chromakey_scene: out_dir = ", _out_dir)
print("chromakey_scene: body_types = ", body_types)
for body_key: String in body_types:
await _capture_body(str(body_key))
print("chromakey_scene: DONE")
get_tree().quit(0)
func _capture_body(body_key: String) -> void:
if not BODY_KEY_TO_ENUM.has(body_key):
push_warning("chromakey_scene: unknown body_type '%s' — skipped" % body_key)
return
var cv := CharacterVisual.new()
add_child(cv)
cv.load_descriptor(_build_descriptor(body_key))
var skel := cv.get_skeleton()
if skel == null:
push_error("chromakey_scene: no skeleton for %s" % body_key)
cv.queue_free()
return
_attach_raw_garments(skel)
var covered := _covered_segments(cv)
var keyed := _apply_key(skel, covered)
print(
"chromakey_scene[%s]: covered=%s keyed_meshes=%d" % [body_key, covered.keys(), keyed]
)
var ap := cv.get_animation_player()
if ap == null:
push_warning("chromakey_scene[%s]: no AnimationPlayer — skipping clips" % body_key)
cv.queue_free()
await _wait_frames(2)
return
var clips: Array = _config.get("clips", ["Walk"])
var frames: int = int(_config.get("frames_per_clip", 3))
var yaws: Array = _config.get("yaws", [0, 90, 180, 270])
for clip: String in clips:
var resolved := _resolve_clip(ap, str(clip))
if resolved.is_empty():
push_warning("chromakey_scene[%s]: clip '%s' not found" % [body_key, clip])
continue
cv.play_animation(resolved)
ap.pause() # freeze — seek() below poses without advancing between yaw shots
var length := ap.current_animation_length
var times := _sample_times(length, frames)
for fi in times.size():
ap.seek(times[fi], true)
await get_tree().process_frame # let the seeked pose propagate to the skeleton
for yaw in yaws:
cv.rotation_degrees.y = float(yaw)
await RenderingServer.frame_post_draw
var img := get_viewport().get_texture().get_image()
var fname := (
"%s__%s__f%d__yaw%03d.png" % [body_key, str(clip), fi, int(yaw)]
)
img.save_png(_out_dir.path_join(fname))
print("chromakey_scene[%s]: captured clip '%s' (%d frames)" % [body_key, clip, times.size()])
cv.queue_free()
await _wait_frames(2)
func _build_descriptor(body_key: String) -> CharacterVisualDescriptor:
var desc := CharacterVisualDescriptor.new()
desc.body_type = BODY_KEY_TO_ENUM[body_key]
desc.head_id = str(_config.get("head_id", "head_001"))
desc.hair_id = str(_config.get("hair_id", "buzzed"))
desc.eyebrow_id = str(_config.get("eyebrow_id", "regular"))
desc.skin_tone = int(_config.get("skin_tone", 3))
var slots := {}
for g: Dictionary in _config.get("garments", []):
if g.has("item_id") and g.has("slot"):
slots[str(g["slot"])] = str(g["item_id"])
desc.clothing_slots = slots
return desc
## Reparent skinned meshes from a raw garment GLB (config "glb" entries) onto our
## skeleton — mirrors character_visual.gd:517-535. Used only for WIP garments that
## are not yet catalogue items; catalogue garments load via clothing_slots instead.
func _attach_raw_garments(skel: Skeleton3D) -> void:
for g: Dictionary in _config.get("garments", []):
if not g.has("glb"):
continue
var scene := load(str(g["glb"])) as PackedScene
if scene == null:
push_error("chromakey_scene: raw garment GLB failed to load: %s" % g["glb"])
continue
var inst := scene.instantiate()
var stack: Array[Node] = [inst]
while not stack.is_empty():
var n: Node = stack.pop_back()
for c in n.get_children():
stack.append(c)
if n is MeshInstance3D and (n as MeshInstance3D).skin != null:
var mi := n as MeshInstance3D
mi.get_parent().remove_child(mi)
mi.owner = null
skel.add_child(mi)
inst.queue_free()
## Union of the body segments every equipped garment claims to cover. Catalogue
## garments report this via CharacterVisual.get_active_coverage() (coverage.json
## "hides"); raw garments carry an explicit "covers" list in the config.
func _covered_segments(cv: CharacterVisual) -> Dictionary:
var covered := {}
for g: Dictionary in _config.get("garments", []):
if g.has("item_id"):
var cov: Dictionary = cv.get_active_coverage(str(g["item_id"]))
for seg in cov.get("hides", []):
covered[str(seg)] = true
if g.has("covers"):
for seg in g["covers"]:
covered[str(seg)] = true
return covered
## Key-colour every loaded body segment in the covered set and delete the outline
## duplicates (the dark inverted-hull outline would otherwise poke through the garment
## and mask a clip as dark rather than magenta). Returns the number of keyed meshes.
func _apply_key(skel: Skeleton3D, covered: Dictionary) -> int:
var keyed := 0
var to_free: Array[Node] = []
for child in skel.get_children():
if not (child is MeshInstance3D):
continue
var mi := child as MeshInstance3D
if mi.name.begins_with("_outline_"):
to_free.append(mi) # strip ALL outlines — see docstring
continue
var seg := str(mi.get_meta("segment", ""))
if not seg.is_empty() and covered.has(seg):
mi.material_override = _key_material
keyed += 1
for n in to_free:
skel.remove_child(n)
n.free()
return keyed
## Resolve a logical clip name to a playable animation. Tries an exact match first,
## then a case-insensitive exact match, then a case-insensitive substring — robust
## to library prefixes. Returns "" if nothing matches.
func _resolve_clip(ap: AnimationPlayer, requested: String) -> String:
var names: Array[String] = []
for lib_name in ap.get_animation_library_list():
var lib := ap.get_animation_library(lib_name)
for a in lib.get_animation_list():
names.append(str(a))
for n in names:
if n == requested:
return n
for n in names:
if n.to_lower() == requested.to_lower():
return n
for n in names:
if n.to_lower().contains(requested.to_lower()):
return n
return ""
## Evenly spaced sample times across a clip, centred in each 1/count slice so we
## never land exactly on t=0 (rest pose) or t=length (loop wrap).
func _sample_times(length: float, count: int) -> Array[float]:
var out: Array[float] = []
if count <= 1 or length <= 0.0:
out.append(maxf(length, 0.0) * 0.5)
return out
for i in count:
out.append(length * (float(i) + 0.5) / float(count))
return out
func _wait_frames(n: int) -> void:
for i in n:
await get_tree().process_frame
@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://cgarmentqachroma0"]
[ext_resource type="Script" path="res://tools/garment_qa/chromakey_scene.gd" id="1"]
[node name="ChromakeyQA" type="Node3D"]
script = ExtResource("1")