Files
settled-reach/client/tools/garment_qa/chromakey_scene.gd
T
jpmschweitzerandClaude Fable 5 b09a50efbf fix(tooling): depth-only epsilon bias for the clip discriminator + corrected findings
The pass-B garment shift is now a depth-only bias in the vertex shader (no
screen-space parallax), eliminating silhouette-growth false positives. This
supersedes the previous commit's mid-run numbers: final peasant run is
33/72 clip flags, ALL genuine tight-proximity findings — 0/18 on front
views (discriminator proof), sleeveless armhole seams on average_f (side),
deep-crouch waist gap (back, worst 150px), collar nape. Bare-arm-crossing-
torso cases correctly reclassed exposed_skin (non-gating). Sensitivity
knobs: clip_epsilon_m (3cm) + --min-pixels (8), tuned to surface tight
seams; calibrate against the first real modern garments.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 14:59:32 +02:00

406 lines
15 KiB
GDScript

extends Node3D
## Chromakey garment-clipping QA capture scene (T-1089).
##
## Two-pass depth-proximity technique per view, sampling the identical (paused)
## animation frame twice so the passes are pixel-aligned:
## Pass A (full) — the body segments a garment CLAIMS to cover (coverage.json
## "hides") are painted flat UNSHADED magenta; garment + head/hands
## keep normal materials. Magenta the camera sees = body in FRONT of
## the garment (or exposed beyond it).
## Pass B (shift) — identical, except the garment is rendered flat CYAN and every
## garment vertex is nudged CLIP_EPSILON metres toward the camera
## (a view-space Z bias). Where the body sits within epsilon in
## front of the cloth, the nudged garment now covers it → the pixel
## flips magenta→cyan.
##
## The analyzer flags a pixel as a REAL clip only if it is magenta in A AND cyan in B:
## body ≤ epsilon in front of cloth = poking through. A limb passing ~15 cm in front of
## the torso, or an open collar with the back panel far behind, stays magenta in B and
## is reported as exposed_skin (informational), not a clip. This is why "is there any
## garment behind the ray" is not enough — proximity is the whole signal.
##
## To hold exact references to the garment meshes (head-template + hair are skinned,
## unmeta'd, and structurally indistinguishable from garment meshes on the skeleton),
## the scene builds body+head+hair via CharacterVisual with NO clothing, then attaches
## the garment GLBs itself — mirroring character_visual.gd:517-535.
##
## This scene lives under client/ (not tooling/) because Godot res:// paths cannot
## leave the client project root — see tooling/garment-qa/README.md. 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://...", "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],
## "clip_epsilon_m": 0.03, # body-in-front-of-cloth tolerance (default 3 cm)
## "head_id": "head_001", "hair_id": "buzzed",
## "eyebrow_id": "regular", "skin_tone": 3,
## "out_dir": "/abs/path/for/pngs"
## }
const DEFAULT_EPSILON := 0.03 # metres — body within this far in front of cloth = clip
const VIEWPORT_SIZE := Vector2i(768, 1024) # portrait — maximises body pixels per capture
const CLOTHING_DIR := "res://assets/characters/clothing/"
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
var _shift_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()
_shift_material = _make_shift_material(float(_config.get("clip_epsilon_m", DEFAULT_EPSILON)))
_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 (pass A key). ALBEDO written straight to the framebuffer with
## no lighting; cull_disabled so a backface poking through an opening still registers.
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
## Flat unshaded cyan garment with a DEPTH-ONLY bias of `shift` metres toward the camera
## (pass B). The screen x/y is kept exactly (clip_orig.xy) while the NDC depth is taken
## from the epsilon-nearer vertex — so the garment renders at its true silhouette but
## depth-tests as if `shift` closer. This biases depth WITHOUT the ~1.25% silhouette
## magnification a plain view-space translation would cause, so skin merely BESIDE a
## cloth edge is not falsely covered — only skin the garment actually projects over
## (i.e. cloth truly behind it) and within epsilon flips to cyan. Cull is left default
## so a far back panel (shifted epsilon closer, still far) won't cover the body-key.
## Works on skinned garments: VERTEX arrives already skinned in model space.
func _make_shift_material(epsilon: float) -> ShaderMaterial:
var shader := Shader.new()
shader.code = (
"shader_type spatial;\n"
+ "render_mode unshaded;\n"
+ "uniform float shift = 0.03;\n"
+ "void vertex() {\n"
+ "\tvec4 view_pos = MODELVIEW_MATRIX * vec4(VERTEX, 1.0);\n"
+ "\tvec4 clip_orig = PROJECTION_MATRIX * view_pos;\n"
+ "\tvec4 view_near = view_pos;\n"
+ "\tview_near.z += shift;\n" # camera looks down -Z; +Z is toward the camera
+ "\tvec4 clip_near = PROJECTION_MATRIX * view_near;\n"
+ "\tfloat ndc_z_near = clip_near.z / clip_near.w;\n"
+ "\tPOSITION = vec4(clip_orig.x, clip_orig.y, ndc_z_near * clip_orig.w, clip_orig.w);\n"
+ "}\n"
+ "void fragment() {\n"
+ "\tALBEDO = vec3(0.0, 1.0, 1.0);\n"
+ "}\n"
)
var mat := ShaderMaterial.new()
mat.shader = shader
mat.set_shader_parameter("shift", epsilon)
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 cyan, never skin-toned, so it
# cannot be mistaken for a key or garment 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)
print("chromakey_scene: clip_epsilon_m = ", _config.get("clip_epsilon_m", DEFAULT_EPSILON))
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)
# Build body + head + hair only; the garments are attached below so the scene
# holds exact references to garment geometry for the pass-B shift material.
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
var garments: Array[MeshInstance3D] = []
var covered := {}
_attach_garments(skel, body_key, garments, covered)
var keyed := _apply_key(skel, covered)
print(
"chromakey_scene[%s]: covered=%s keyed=%d garment_meshes=%d"
% [body_key, covered.keys(), keyed, garments.size()]
)
if garments.is_empty():
push_warning("chromakey_scene[%s]: no garment meshes attached" % body_key)
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; both passes share it
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)
var stem := "%s__%s__f%d__yaw%03d" % [body_key, str(clip), fi, int(yaw)]
await _capture_pair(garments, stem)
print("chromakey_scene[%s]: captured clip '%s' (%d frames)" % [body_key, clip, times.size()])
cv.queue_free()
await _wait_frames(2)
## Capture pass A (garment normal) then pass B (garment cyan + shifted) at the current,
## frozen pose. Only the garment material changes between passes — pixel-aligned.
func _capture_pair(garments: Array[MeshInstance3D], stem: String) -> void:
for g in garments:
g.material_override = null
await RenderingServer.frame_post_draw
_save(stem + ".png")
for g in garments:
g.material_override = _shift_material
await RenderingServer.frame_post_draw
_save(stem + "__shift.png")
for g in garments:
g.material_override = null
func _save(fname: String) -> void:
var img := get_viewport().get_texture().get_image()
img.save_png(_out_dir.path_join(fname))
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))
desc.clothing_slots = {} # garments attached manually in _attach_garments
return desc
## Attach every configured garment's skinned meshes onto the skeleton (mirrors
## character_visual.gd:517-535) and accumulate the covered-segment set. Catalogue
## garments resolve to clothing/<item_id>/<body_key>.glb with hides read from the
## sibling coverage.json; raw garments carry a "glb" path + explicit "covers" list.
## Garments keep their embedded GLB materials (opaque, depth-writing) in pass A —
## geometry, not shading, is what clip detection needs.
func _attach_garments(
skel: Skeleton3D, body_key: String, out_meshes: Array[MeshInstance3D], out_covered: Dictionary
) -> void:
for g: Dictionary in _config.get("garments", []):
var glb_path := ""
if g.has("item_id"):
glb_path = CLOTHING_DIR + "%s/%s.glb" % [str(g["item_id"]), body_key]
for seg in _read_coverage_hides(str(g["item_id"])):
out_covered[str(seg)] = true
elif g.has("glb"):
glb_path = str(g["glb"])
if g.has("covers"):
for seg in g["covers"]:
out_covered[str(seg)] = true
if glb_path.is_empty() or not ResourceLoader.exists(glb_path):
push_warning("chromakey_scene: garment GLB missing: %s" % glb_path)
continue
var scene := load(glb_path) as PackedScene
if scene == null:
push_error("chromakey_scene: garment GLB failed to load: %s" % glb_path)
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)
out_meshes.append(mi)
inst.queue_free()
func _read_coverage_hides(item_id: String) -> Array:
var path := CLOTHING_DIR + "%s/coverage.json" % item_id
if not FileAccess.file_exists(path):
push_warning("chromakey_scene: coverage.json missing for %s" % item_id)
return []
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
return []
var parsed: Variant = JSON.parse_string(file.get_as_text())
file.close()
if parsed is Dictionary and (parsed as Dictionary).has("hides"):
return (parsed as Dictionary)["hides"]
return []
## 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