416 lines
15 KiB
GDScript
416 lines
15 KiB
GDScript
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# v5 bake — seamless limb sleeves + v3 torso plates:
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# limbs: the rectangular gen-v5 sleeve textures wrap the limb cylindrically
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# with a MIRRORED repeat (u ping-pongs around the circumference), so
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# the loop points are continuous by construction — no seam line, no
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# pattern mismatch. Every texel of the limb's UV island is painted
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# (full coverage), shorts texels skipped on legs.
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# torso: the v3 planar chest/back pieces (the look Can preferred), verbatim
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# from bake.gd.
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# Output: baked_body.png. Run headless:
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# tinqs.console.exe --headless --path tattoo-test -s res://bake_v5.gd
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extends SceneTree
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const GLTF_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/Regular_Male_FullBody.gltf"
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const SKIN_TEX_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/T_Regular_Male_Dark_BaseColor_png.png"
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const MARKS_V3 := "C:/Users/CAN/tinqs-ltd/docs/conceptart/generated-images/tattoo-marks/"
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const GEN_V5 := "C:/Users/CAN/tinqs-ltd/tattoo-test/gen-v5/"
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const OUT_PATH := "C:/Users/CAN/tinqs-ltd/tattoo-test/baked_body.png"
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const INK_COLOR := Color(0.10, 0.085, 0.08)
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const INK_OPACITY := 0.88
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const DILATE := 4
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const LIMBS := [
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{"label": "arm_r", "tex": GEN_V5 + "v5_arm_r_chiefs-mark.png",
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"bones": ["upperarm_r", "lowerarm_r", "hand_r"], "center": "spine_03", "hem": false},
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{"label": "arm_l", "tex": GEN_V5 + "v5_arm_l_iron-spine.png",
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"bones": ["upperarm_l", "lowerarm_l", "hand_l"], "center": "spine_03", "hem": false},
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{"label": "leg_r", "tex": GEN_V5 + "v5_leg_r_voyagers-current.png",
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"bones": ["thigh_r", "calf_r", "foot_r"], "center": "pelvis", "hem": true},
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{"label": "leg_l", "tex": GEN_V5 + "v5_leg_l_storm-bearer.png",
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"bones": ["thigh_l", "calf_l", "foot_l"], "center": "pelvis", "hem": true},
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]
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# v3 torso pieces + framing constants, verbatim from bake.gd
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const BACK_PATH := MARKS_V3 + "mark-06-hearth-warmth_back_v3.png"
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const CHEST_PATH := MARKS_V3 + "mark-09-star-eye_chest_v3.png"
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const BACK_HALF_WIDTH := 0.21
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const BACK_Y_TOP_OFFSET := 0.04
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const BACK_Y_CLIP := 1.04
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const CHEST_HALF_WIDTH := 0.21
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const CHEST_Y_TOP := 1.50
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const CHEST_Y_CLIP := 1.15
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var skel: Skeleton3D
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var verts: PackedVector3Array
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var normals: PackedVector3Array
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var uvs: PackedVector2Array
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var indices: PackedInt32Array
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var armw_any: PackedFloat32Array
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var skin_img: Image
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var painted_mask: PackedByteArray
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var tw: int
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var th: int
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func _init() -> void:
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var t_start := Time.get_ticks_msec()
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var doc := GLTFDocument.new()
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var state := GLTFState.new()
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if doc.append_from_file(GLTF_PATH, state) != OK:
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push_error("GLTF load failed")
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quit(1)
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return
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var scene := doc.generate_scene(state)
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var body: Node = null
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var stack: Array = [scene]
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while not stack.is_empty():
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var n: Node = stack.pop_back()
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if n is Skeleton3D and skel == null:
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skel = n
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if (n is MeshInstance3D or n.get_class() == "ImporterMeshInstance3D") \
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and String(n.name).to_lower().contains("regularmale"):
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body = n
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for c in n.get_children():
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stack.push_back(c)
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if skel == null or body == null:
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push_error("skeleton or body mesh not found")
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quit(1)
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return
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var mesh = body.mesh
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if mesh is ImporterMesh:
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mesh = mesh.get_mesh()
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var arrays: Array = mesh.surface_get_arrays(0)
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verts = arrays[Mesh.ARRAY_VERTEX]
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normals = arrays[Mesh.ARRAY_NORMAL]
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uvs = arrays[Mesh.ARRAY_TEX_UV]
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var vbones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
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var vweights = arrays[Mesh.ARRAY_WEIGHTS]
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indices = arrays[Mesh.ARRAY_INDEX]
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var nverts := verts.size()
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var influences := int(float(vbones.size()) / float(nverts))
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var skin: Skin = body.skin
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var bind_bone := PackedInt32Array()
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for i in skin.get_bind_count():
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var b := skin.get_bind_bone(i)
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if b < 0:
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b = skel.find_bone(skin.get_bind_name(i))
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bind_bone.append(b)
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skin_img = Image.load_from_file(SKIN_TEX_PATH)
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skin_img.convert(Image.FORMAT_RGBA8)
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tw = skin_img.get_width()
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th = skin_img.get_height()
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painted_mask = PackedByteArray()
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painted_mask.resize(tw * th)
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# per-vertex weights: per-limb (island pick) + any-arm (torso exclusion)
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var limb_w := {}
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for limb in LIMBS:
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limb_w[limb["label"]] = _weight_sum(bind_bone, vbones, vweights, influences, nverts,
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limb["bones"].slice(0, 2))
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armw_any = _weight_sum(bind_bone, vbones, vweights, influences, nverts,
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["upperarm_l", "lowerarm_l", "hand_l", "upperarm_r", "lowerarm_r", "hand_r"])
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var comp := _uv_components(nverts)
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for limb in LIMBS:
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var root := _dominant_component(comp, limb_w[limb["label"]], nverts)
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_bake_limb_island(limb, comp, root)
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var back_y_top := _bone_pos("neck_01").y + BACK_Y_TOP_OFFSET
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_bake_torso("back hearth-warmth", BACK_PATH, -1.0, BACK_HALF_WIDTH,
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back_y_top, BACK_Y_CLIP, "cover")
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_bake_torso("chest star-eye", CHEST_PATH, 1.0, CHEST_HALF_WIDTH,
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CHEST_Y_TOP, CHEST_Y_CLIP, "width")
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_dilate()
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skin_img.save_png(OUT_PATH)
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print("saved: ", OUT_PATH)
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print("bake took %d ms" % (Time.get_ticks_msec() - t_start))
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quit()
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func _weight_sum(bind_bone: PackedInt32Array, vbones: PackedInt32Array, vweights,
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influences: int, nverts: int, names: Array) -> PackedFloat32Array:
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var bone_ids := {}
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for bn in names:
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var idx := skel.find_bone(bn)
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if idx < 0:
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push_error("bone not found: " + str(bn))
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bone_ids[idx] = true
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var binds := {}
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for i in bind_bone.size():
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if bone_ids.has(bind_bone[i]):
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binds[i] = true
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var w := PackedFloat32Array()
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w.resize(nverts)
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for v in nverts:
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var acc := 0.0
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for k in influences:
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if binds.has(vbones[v * influences + k]):
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acc += vweights[v * influences + k]
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w[v] = acc
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return w
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func _uv_components(nverts: int) -> PackedInt32Array:
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var parent := PackedInt32Array()
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parent.resize(nverts)
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for i in nverts:
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parent[i] = i
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var ntris := indices.size() / 3
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for t in ntris:
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_union(parent, indices[t * 3], indices[t * 3 + 1])
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_union(parent, indices[t * 3 + 1], indices[t * 3 + 2])
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for i in nverts:
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parent[i] = _find(parent, i)
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return parent
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func _find(parent: PackedInt32Array, i: int) -> int:
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while parent[i] != i:
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parent[i] = parent[parent[i]]
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i = parent[i]
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return i
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func _union(parent: PackedInt32Array, a: int, b: int) -> void:
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var ra := _find(parent, a)
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var rb := _find(parent, b)
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if ra != rb:
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parent[ra] = rb
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func _dominant_component(comp: PackedInt32Array, w: PackedFloat32Array, nverts: int) -> int:
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var sums := {}
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for v in nverts:
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sums[comp[v]] = sums.get(comp[v], 0.0) + w[v]
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var best := -1
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var best_w := 0.0
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for c in sums:
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if sums[c] > best_w:
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best_w = sums[c]
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best = c
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return best
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func _bone_pos(bone: String) -> Vector3:
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return skel.get_bone_global_rest(skel.find_bone(bone)).origin
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func _ink_bbox(img: Image) -> Rect2:
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var w := img.get_width()
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var h := img.get_height()
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var minx := w
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var maxx := -1
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var miny := h
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var maxy := -1
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for y in h:
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for x in w:
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var c := img.get_pixel(x, y)
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if (c.r + c.g + c.b) / 3.0 < 0.75:
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minx = mini(minx, x)
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maxx = maxi(maxx, x)
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miny = mini(miny, y)
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maxy = maxi(maxy, y)
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return Rect2(float(minx) / w, float(miny) / h,
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float(maxx - minx + 1) / w, float(maxy - miny + 1) / h)
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func _sample_crop(img: Image, rect: Rect2, u: float, v: float) -> Color:
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return _sample_bilinear(img,
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rect.position.x + clampf(u, 0.0, 1.0) * rect.size.x,
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rect.position.y + clampf(v, 0.0, 1.0) * rect.size.y)
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func _is_skin(px: int, py: int) -> bool:
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var c := skin_img.get_pixel(px, py)
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return (c.r + c.g + c.b) / 3.0 >= 0.30
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# cylindrical coords of a 3D point against the limb's bone chain
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func _limb_coords(pos: Vector3, segs: Array, total_len: float, outward: Vector3) -> Vector2:
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var best_dist := 1e9
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var t_along := 0.0
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var ang := 0.0
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for seg in segs:
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var a: Vector3 = seg[0]
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var axis: Vector3 = (seg[1] as Vector3) - a
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var seg_len := axis.length()
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axis /= seg_len
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var s := clampf((pos - a).dot(axis), 0.0, seg_len)
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var cp: Vector3 = a + axis * s
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var d := pos.distance_to(cp)
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if d < best_dist:
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best_dist = d
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t_along = ((seg[2] as float) + s) / total_len
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var uref: Vector3 = (outward - axis * outward.dot(axis)).normalized()
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var dv: Vector3 = pos - cp
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ang = atan2(dv.dot(axis.cross(uref)), dv.dot(uref))
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return Vector2(ang, t_along)
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# ── limb sleeve: full island painted, mirrored wrap (seamless loop) ─────────
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func _bake_limb_island(limb: Dictionary, comp: PackedInt32Array, root: int) -> void:
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var tat := Image.load_from_file(limb["tex"])
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tat.convert(Image.FORMAT_RGBA8)
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var crop := _ink_bbox(tat)
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var bones: Array = limb["bones"]
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var p0 := _bone_pos(bones[0])
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var p1 := _bone_pos(bones[1])
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var p2 := _bone_pos(bones[2])
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var center := _bone_pos(limb["center"])
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var len1 := p0.distance_to(p1)
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var total_len := len1 + p1.distance_to(p2)
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var outward := (p0 - center).normalized()
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var segs := [[p0, p1, 0.0], [p1, p2, len1]]
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var skip_shorts: bool = limb["hem"]
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# v range over the island's SKIN vertices (legs: hem→ankle, arms: cap→wrist)
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var t_min := 1e9
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var t_max := -1e9
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for v in verts.size():
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if comp[v] != root:
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continue
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if skip_shorts:
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var sx := clampi(int(uvs[v].x * tw), 0, tw - 1)
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var sy := clampi(int(uvs[v].y * th), 0, th - 1)
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if not _is_skin(sx, sy):
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continue
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var t := _limb_coords(verts[v], segs, total_len, outward).y
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t_min = minf(t_min, t)
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t_max = maxf(t_max, t)
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print("%s v-range %.3f..%.3f" % [limb["label"], t_min, t_max])
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var painted := 0
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var ntris := indices.size() / 3
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for t in ntris:
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var i0 := indices[t * 3]
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if comp[i0] != root:
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continue
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var i1 := indices[t * 3 + 1]
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var i2 := indices[t * 3 + 2]
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painted += _raster_tri(i0, i1, i2, skip_shorts,
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func(pos: Vector3, _nrm: Vector3, _bary: Vector3) -> float:
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var cc := _limb_coords(pos, segs, total_len, outward)
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var v_norm := clampf((cc.y - t_min) / (t_max - t_min), 0.0, 1.0)
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var frac := fposmod(0.5 + cc.x / TAU, 1.0)
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var u := 1.0 - absf(2.0 * frac - 1.0) # mirrored repeat: seamless loop
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var c := _sample_crop(tat, crop, u, v_norm)
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var ink := 1.0 - smoothstep(0.45, 0.80, (c.r + c.g + c.b) / 3.0)
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return ink * INK_OPACITY)
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print(limb["label"], " painted px: ", painted)
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# ── torso piece, v3 planar projection (verbatim from bake.gd) ────────────────
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func _bake_torso(label: String, tex_path: String, facing: float, hw: float,
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y_top: float, y_clip: float, fit: String) -> void:
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var tat := Image.load_from_file(tex_path)
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tat.convert(Image.FORMAT_RGBA8)
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var crop := _ink_bbox(tat)
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var aspect := crop.size.y / crop.size.x # normalized rect → recompute px aspect
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var timg_aspect := float(tat.get_height()) / float(tat.get_width())
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aspect = aspect * timg_aspect / 1.0
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var box_w := 2.0 * hw
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var design_w := box_w
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if fit == "cover":
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design_w = maxf(box_w, (y_top - y_clip) / aspect)
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var design_h := design_w * aspect
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var y_bot := maxf(y_clip, y_top - design_h)
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print("%s: design %.2fw x %.2fh, y %.2f..%.2f" % [label, design_w, design_h, y_bot, y_top])
|
||
|
|
var painted := 0
|
||
|
|
var ntris := indices.size() / 3
|
||
|
|
for t in ntris:
|
||
|
|
var i0 := indices[t * 3]
|
||
|
|
var i1 := indices[t * 3 + 1]
|
||
|
|
var i2 := indices[t * 3 + 2]
|
||
|
|
if min(armw_any[i0], min(armw_any[i1], armw_any[i2])) > 0.5:
|
||
|
|
continue
|
||
|
|
var ymax := maxf(verts[i0].y, maxf(verts[i1].y, verts[i2].y))
|
||
|
|
var ymin := minf(verts[i0].y, minf(verts[i1].y, verts[i2].y))
|
||
|
|
if ymin > y_top + 0.05 or ymax < y_bot - 0.05:
|
||
|
|
continue
|
||
|
|
painted += _raster_tri(i0, i1, i2, true,
|
||
|
|
func(pos: Vector3, nrm: Vector3, bary: Vector3) -> float:
|
||
|
|
if pos.y < y_bot or pos.y > y_top or absf(pos.x) > hw:
|
||
|
|
return -1.0
|
||
|
|
var faceness := nrm.z * facing
|
||
|
|
if faceness < 0.25:
|
||
|
|
return -1.0
|
||
|
|
var aw: float = bary.x * armw_any[i0] + bary.y * armw_any[i1] + bary.z * armw_any[i2]
|
||
|
|
if aw > 0.4:
|
||
|
|
return -1.0
|
||
|
|
var x_norm := (pos.x * facing + hw) / box_w
|
||
|
|
var u := 0.5 + (x_norm - 0.5) * (box_w / design_w)
|
||
|
|
var v := (y_top - pos.y) / design_h
|
||
|
|
if u < 0.0 or u > 1.0 or v > 1.0:
|
||
|
|
return -1.0
|
||
|
|
var c := _sample_crop(tat, crop, u, v)
|
||
|
|
var ink := 1.0 - smoothstep(0.45, 0.80, (c.r + c.g + c.b) / 3.0)
|
||
|
|
var alpha := ink * INK_OPACITY * smoothstep(0.25, 0.45, faceness)
|
||
|
|
alpha *= 1.0 - smoothstep(0.2, 0.4, aw)
|
||
|
|
return alpha)
|
||
|
|
print(label, " painted px: ", painted)
|
||
|
|
|
||
|
|
# rasterize one triangle in UV space; shade(pos, nrm, bary) → alpha (<=0 skips
|
||
|
|
# ink but still marks coverage). skip_shorts guards dark shorts texels.
|
||
|
|
func _raster_tri(i0: int, i1: int, i2: int, skip_shorts: bool, shade: Callable) -> int:
|
||
|
|
var p0 := Vector2(uvs[i0].x * tw, uvs[i0].y * th)
|
||
|
|
var p1 := Vector2(uvs[i1].x * tw, uvs[i1].y * th)
|
||
|
|
var p2 := Vector2(uvs[i2].x * tw, uvs[i2].y * th)
|
||
|
|
var denom := (p1.y - p2.y) * (p0.x - p2.x) + (p2.x - p1.x) * (p0.y - p2.y)
|
||
|
|
if absf(denom) < 1e-9:
|
||
|
|
return 0
|
||
|
|
var minx := clampi(int(floor(min(p0.x, min(p1.x, p2.x)))), 0, tw - 1)
|
||
|
|
var maxx := clampi(int(ceil(max(p0.x, max(p1.x, p2.x)))), 0, tw - 1)
|
||
|
|
var miny := clampi(int(floor(min(p0.y, min(p1.y, p2.y)))), 0, th - 1)
|
||
|
|
var maxy := clampi(int(ceil(max(p0.y, max(p1.y, p2.y)))), 0, th - 1)
|
||
|
|
var painted := 0
|
||
|
|
for py in range(miny, maxy + 1):
|
||
|
|
for px in range(minx, maxx + 1):
|
||
|
|
var fx := px + 0.5
|
||
|
|
var fy := py + 0.5
|
||
|
|
var b0 := ((p1.y - p2.y) * (fx - p2.x) + (p2.x - p1.x) * (fy - p2.y)) / denom
|
||
|
|
var b1 := ((p2.y - p0.y) * (fx - p2.x) + (p0.x - p2.x) * (fy - p2.y)) / denom
|
||
|
|
var b2 := 1.0 - b0 - b1
|
||
|
|
if b0 < -0.001 or b1 < -0.001 or b2 < -0.001:
|
||
|
|
continue
|
||
|
|
if skip_shorts and not _is_skin(px, py):
|
||
|
|
continue
|
||
|
|
var pos: Vector3 = verts[i0] * b0 + verts[i1] * b1 + verts[i2] * b2
|
||
|
|
var nrm: Vector3 = (normals[i0] * b0 + normals[i1] * b1 + normals[i2] * b2).normalized()
|
||
|
|
var alpha: float = shade.call(pos, nrm, Vector3(b0, b1, b2))
|
||
|
|
painted_mask[py * tw + px] = 1
|
||
|
|
if alpha <= 0.003:
|
||
|
|
continue
|
||
|
|
skin_img.set_pixel(px, py, skin_img.get_pixel(px, py).lerp(INK_COLOR, alpha))
|
||
|
|
painted += 1
|
||
|
|
return painted
|
||
|
|
|
||
|
|
# pull composited colors DILATE px into unpainted texels (seam gutters)
|
||
|
|
func _dilate() -> void:
|
||
|
|
for pass_i in DILATE:
|
||
|
|
var grown := PackedInt32Array()
|
||
|
|
for y in th:
|
||
|
|
for x in tw:
|
||
|
|
if painted_mask[y * tw + x] == 1:
|
||
|
|
continue
|
||
|
|
var acc := Color(0, 0, 0)
|
||
|
|
var n := 0
|
||
|
|
for d in [[1, 0], [-1, 0], [0, 1], [0, -1]]:
|
||
|
|
var nx: int = x + d[0]
|
||
|
|
var ny: int = y + d[1]
|
||
|
|
if nx < 0 or nx >= tw or ny < 0 or ny >= th:
|
||
|
|
continue
|
||
|
|
if painted_mask[ny * tw + nx] == 1:
|
||
|
|
acc += skin_img.get_pixel(nx, ny)
|
||
|
|
n += 1
|
||
|
|
if n > 0:
|
||
|
|
skin_img.set_pixel(x, y, acc / n)
|
||
|
|
grown.append(y * tw + x)
|
||
|
|
for p in grown:
|
||
|
|
painted_mask[p] = 1
|
||
|
|
|
||
|
|
func _sample_bilinear(img: Image, x: float, y: float) -> Color:
|
||
|
|
var w := img.get_width()
|
||
|
|
var h := img.get_height()
|
||
|
|
var fx := clampf(x * w - 0.5, 0.0, w - 1.001)
|
||
|
|
var fy := clampf(y * h - 0.5, 0.0, h - 1.001)
|
||
|
|
var x0 := int(fx)
|
||
|
|
var y0 := int(fy)
|
||
|
|
var x1 := mini(x0 + 1, w - 1)
|
||
|
|
var y1 := mini(y0 + 1, h - 1)
|
||
|
|
var tx := fx - x0
|
||
|
|
var ty := fy - y0
|
||
|
|
return img.get_pixel(x0, y0).lerp(img.get_pixel(x1, y0), tx) \
|
||
|
|
.lerp(img.get_pixel(x0, y1).lerp(img.get_pixel(x1, y1), tx), ty)
|