Files
settled-reach/client/tools/garment_preview/preview_slides.gd
T
jpmschweitzerandClaude Fable 5 ded5c62515 feat(assets): wardrobe wave 2 — footwear, sportswear, swimwear, sweater, cargos, thrds parka, slides (T-1089)
Twelve garments, per-body on all 11 bodies, chromakey-gated (worst clips:
parka 3px, boots 54, sweater/tank 83, sneakers 100 final-geometry, slides
123, swim trunks 132, cargo 138 — all under the 150px gate), previewed:
tank top, sweater (crew-neck via per-body ring-valley probe — first draft
read mock-neck, fixed by measured rim circularization), track jacket
(recolorable sleeve-stripe region), joggers (side-stripe region), cargo
pants, swim trunks, one-piece swimsuit, sneakers (prism-sole), formal
shoes, ankle boots (calf shaft), slides (open strap + sole), and the
hip-length thrds parka — the first canon-branded garment (Braemar
cold-weather cooperative), quilted, logo-capable.

Tops now hem into real hip geometry (the natural seg_torso bottom is a
9-14cm tooth ring — the sweater established the hem-into-hips practice).
Manifest merged by the lead: 24 clothing entries with region/default-tint
metadata. Full modern catalogue: 21 garments across tops/bottoms/feet/
full-body x casual/formal/sport/swim/outerwear.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:20:18 +02:00

195 lines
6.6 KiB
GDScript

extends Node3D
## slides preview capture (T-1089 wave 2, swim set) — parameterized copy of
## preview_swim_trunks.gd for the FOOTWEAR slot, 2-region garment: per-body
## region mask (reference fallback), no logo, camera framed low on the feet so
## the sole slab and midfoot strap band read. Front + 3/4 Walk renders.
## Temporary tool scene — safe to delete after captures.
##
## Config via env vars (all optional):
## GARMENT_PREVIEW_ITEM default "slides"
## GARMENT_PREVIEW_BODY default "average_m"
## GARMENT_PREVIEW_OUT default "<repo>/.cache/garment-preview/slides"
const CLOTHING_DIR := "res://assets/characters/clothing/"
const SHADER_PATH := "res://assets/characters/shaders/toon_garment.gdshader"
const VIEWPORT := Vector2i(1024, 768)
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,
}
# Bright swim palette matching the painted albedo (sole=R off-white foam,
# strap=G coral) so tinted and untinted renders agree.
const TINT_SOLE := Color(0.82, 0.83, 0.85) # R region, off-white foam
const TINT_STRAP := Color(0.93, 0.35, 0.20) # G region, bright coral
const TINT_UNUSED := Color.WHITE
var _out_dir := ""
var _cam: Camera3D = null
func _ready() -> void:
var item := _env("GARMENT_PREVIEW_ITEM", "slides")
var body := _env("GARMENT_PREVIEW_BODY", "average_m")
_out_dir = _env("GARMENT_PREVIEW_OUT",
"/var/mnt/data/projects/settled-reach/.cache/garment-preview/slides")
get_window().size = VIEWPORT
_setup_stage()
_run.call_deferred(item, body)
func _env(key: String, fallback: String) -> String:
var v := OS.get_environment(key)
return v if not v.is_empty() else fallback
func _setup_stage() -> void:
var light := DirectionalLight3D.new()
light.rotation_degrees = Vector3(-38, 28, 0)
light.light_energy = 1.3
add_child(light)
var env := Environment.new()
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(0.82, 0.82, 0.86)
env.ambient_light_energy = 0.9
env.background_mode = Environment.BG_COLOR
env.background_color = Color(0.16, 0.17, 0.20)
var we := WorldEnvironment.new()
we.environment = env
add_child(we)
_cam = Camera3D.new()
_cam.fov = 40.0
add_child(_cam)
# Low, close framing on the feet: the sole slab, the strap band and the
# open toe/heel must all read. Slight downward angle shows the footbed.
_cam.position = Vector3(0.0, 0.42, 1.15)
_cam.look_at_from_position(_cam.position, Vector3(0.0, 0.10, 0.0), Vector3.UP)
func _run(item: String, body: String) -> void:
DirAccess.make_dir_recursive_absolute(_out_dir)
if not BODY_KEY_TO_ENUM.has(body):
push_error("preview: unknown body %s" % body)
get_tree().quit(1)
return
var cv := CharacterVisual.new()
add_child(cv)
var desc := CharacterVisualDescriptor.new()
desc.body_type = BODY_KEY_TO_ENUM[body]
desc.head_id = "head_001"
desc.hair_id = "buzzed"
desc.eyebrow_id = "regular"
desc.skin_tone = 3
cv.load_descriptor(desc)
var skel := cv.get_skeleton()
if skel == null:
push_error("preview: no skeleton")
get_tree().quit(1)
return
var meshes := _attach_garment(skel, item, body)
print("preview: attached %d garment meshes" % meshes.size())
var shader := load(SHADER_PATH) as Shader
# Per-body region mask (offset-shell route); reference fallback mirrors
# the runtime compositor.
var mask := _try_load(CLOTHING_DIR + "%s/%s_mask.png" % [item, body])
if mask == null:
mask = _try_load(CLOTHING_DIR + "%s/reference_mask.png" % item)
for mi in meshes:
_apply_garment_shader(mi, shader, mask)
# Freeze on a mid-stride Walk pose so the strap and sole read under motion.
var ap := cv.get_animation_player()
if ap != null:
var walk := _resolve_clip(ap, "Walk")
if not walk.is_empty():
cv.play_animation(walk)
ap.pause()
ap.seek(ap.current_animation_length * 0.25, true)
await get_tree().process_frame
# Front + 3/4 (task deliverable: two preview renders).
for yaw in [0, 45]:
cv.rotation_degrees.y = float(yaw)
await RenderingServer.frame_post_draw
await RenderingServer.frame_post_draw
var fname := "%s__%s__yaw%03d.png" % [item, body, yaw]
get_viewport().get_texture().get_image().save_png(_out_dir.path_join(fname))
print("preview: wrote ", fname)
print("preview: DONE")
get_tree().quit(0)
func _attach_garment(skel: Skeleton3D, item: String, body: String) -> Array:
var out: Array = []
var glb := CLOTHING_DIR + "%s/%s.glb" % [item, body]
if not ResourceLoader.exists(glb):
push_error("preview: garment GLB missing %s" % glb)
return out
var inst := (load(glb) as PackedScene).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)
out.append(mi)
inst.queue_free()
return out
func _apply_garment_shader(mi: MeshInstance3D, shader: Shader, mask: Texture2D) -> void:
if mi.mesh == null or shader == null:
return
var albedo := _albedo_of(mi)
var mat := ShaderMaterial.new()
mat.shader = shader
if albedo:
mat.set_shader_parameter("albedo_tex", albedo)
if mask:
mat.set_shader_parameter("region_mask", mask)
mat.set_shader_parameter("tint_0", TINT_SOLE)
mat.set_shader_parameter("tint_1", TINT_STRAP)
mat.set_shader_parameter("tint_2", TINT_UNUSED)
mat.set_shader_parameter("tint_3", TINT_UNUSED)
mat.set_shader_parameter("shadow_strength", 0.2)
mi.material_override = mat
func _albedo_of(mi: MeshInstance3D) -> Texture2D:
for surf in range(mi.mesh.get_surface_count()):
var m := mi.mesh.surface_get_material(surf)
if m is BaseMaterial3D:
return (m as BaseMaterial3D).albedo_texture
return null
func _try_load(path: String) -> Texture2D:
return load(path) as Texture2D if ResourceLoader.exists(path) else null
func _resolve_clip(ap: AnimationPlayer, requested: String) -> 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():
if str(a).to_lower().contains(requested.to_lower()):
return str(a)
return ""