male(v15): Tripo mesh + Meshy rig, UAL retarget test beds
- male/: raw + z-facing + quat-named bodies, Meshy rigged GLB/FBX, stock walk/run clips, male-ual-clips.glb (16 UAL1 clips baked via ariki-game mixamo_retarget.py --map ual) - anim_male.tscn: Meshy stock clips; anim_male_ual.tscn: UAL clips (scales position keys x100 — Meshy skeleton is cm, clips are m) - view_tripo.tscn: env-var GLB turntable/anim shots + interactive orbit - rotate_glb.gd: headless face-+Z/height fixup (Meshy pose estimation rejects Tripo's +X-facing normalized output) - Meshy spine chain is reverse-named: Spine02 = lowest vertebra Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# Generic GLB inspection viewer for AI-generated meshes (Tripo / Meshy rigged).
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# Reads env vars:
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# VIEW_GLB - absolute path to the .glb to load
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# VIEW_SHOTS - absolute dir for screenshots
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# VIEW_PREFIX - filename prefix for shots
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# Takes turntable shots (auto-framed from the mesh AABB); if the GLB carries
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# animations, also captures frames across the first clip. Quits when done.
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# Set VIEW_INTERACTIVE=1 to skip shots and orbit live instead
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# (left-drag orbits, wheel zooms; animation loops if present).
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extends Node3D
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var model: Node3D
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var cam: Camera3D
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var shot_dir: String
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var prefix: String
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var interactive := false
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var dragging := false
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var orbit_yaw := 0.0
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var orbit_pitch := 0.08
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var orbit_dist := 3.4
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var orbit_target := Vector3(0, 1.0, 0)
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func _ready() -> void:
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var glb_path := OS.get_environment("VIEW_GLB")
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shot_dir = OS.get_environment("VIEW_SHOTS")
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prefix = OS.get_environment("VIEW_PREFIX")
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interactive = OS.get_environment("VIEW_INTERACTIVE") == "1"
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if interactive and shot_dir == "":
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shot_dir = "C:/Users/CAN/AppData/Local/Temp/"
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if glb_path == "" or shot_dir == "":
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push_error("VIEW_GLB / VIEW_SHOTS not set")
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get_tree().quit(1)
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return
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if not shot_dir.ends_with("/"):
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shot_dir += "/"
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DirAccess.make_dir_recursive_absolute(shot_dir)
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var env := Environment.new()
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env.background_mode = Environment.BG_COLOR
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env.background_color = Color(0.12, 0.13, 0.16)
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env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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env.ambient_light_color = Color(0.75, 0.78, 0.85)
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env.ambient_light_energy = 0.7
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env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
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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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var sun := DirectionalLight3D.new()
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sun.rotation_degrees = Vector3(-40, -35, 0)
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sun.light_energy = 1.5
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add_child(sun)
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var fill := DirectionalLight3D.new()
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fill.rotation_degrees = Vector3(-15, 140, 0)
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fill.light_energy = 0.6
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add_child(fill)
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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(glb_path, state) != OK:
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push_error("GLB load failed: " + glb_path)
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get_tree().quit(1)
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return
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model = doc.generate_scene(state)
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add_child(model)
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# inventory: meshes, verts, skeleton bones, animations
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var anim_player: AnimationPlayer = null
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var skel: Skeleton3D = null
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var tri_count := 0
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var stack: Array = [model]
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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 AnimationPlayer and anim_player == null:
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anim_player = n
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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 and n.mesh != null:
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for s in n.mesh.get_surface_count():
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tri_count += n.mesh.surface_get_arrays(s)[Mesh.ARRAY_INDEX].size() / 3
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for c in n.get_children():
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stack.push_back(c)
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print("INFO tris=", tri_count)
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if skel != null:
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var names := PackedStringArray()
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for i in skel.get_bone_count():
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names.append(skel.get_bone_name(i))
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print("INFO bones=", skel.get_bone_count(), " names=", ",".join(names))
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else:
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print("INFO bones=0")
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if anim_player != null:
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print("INFO anims=", ",".join(anim_player.get_animation_list()))
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# auto-frame from merged AABB (skinned meshes report bogus tiny AABBs —
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# fall back to skeleton bone rest positions)
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await get_tree().process_frame
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var aabb := _merged_aabb()
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if skel != null and max(aabb.size.x, max(aabb.size.y, aabb.size.z)) < 0.5:
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aabb = _skeleton_aabb(skel)
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print("INFO aabb pos=", aabb.position, " size=", aabb.size)
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var center := aabb.get_center()
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var radius: float = max(aabb.size.x, max(aabb.size.y, aabb.size.z)) * 0.5
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var dist := radius * 2.6
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cam = Camera3D.new()
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cam.fov = 50
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add_child(cam)
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cam.current = true
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if interactive:
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orbit_target = center
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orbit_dist = dist
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_update_cam()
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if anim_player != null and anim_player.get_animation_list().size() > 0:
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var loop_anim: String = anim_player.get_animation_list()[0]
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anim_player.get_animation(loop_anim).loop_mode = Animation.LOOP_LINEAR
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anim_player.play(loop_anim)
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print("INTERACTIVE — left-drag orbit, wheel zoom")
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return
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# turntable
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var angles := {"01_front": 0.0, "02_three_quarter": PI * 0.25, "03_side": PI * 0.5, "04_back": PI}
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for shot_name in angles:
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var a: float = angles[shot_name]
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cam.look_at_from_position(center + Vector3(sin(a) * dist, radius * 0.35, cos(a) * dist), center)
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await _snap(shot_name)
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# head closeup (top of AABB)
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var head := center + Vector3(0, aabb.size.y * 0.38, 0)
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cam.look_at_from_position(head + Vector3(0, 0.05 * radius, dist * 0.35), head)
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await _snap("05_head")
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# animation frames
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if anim_player != null and anim_player.get_animation_list().size() > 0:
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var anim_name: String = anim_player.get_animation_list()[0]
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var anim := anim_player.get_animation(anim_name)
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var frames := 6
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for i in frames:
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var t := anim.length * float(i) / float(frames)
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anim_player.play(anim_name)
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anim_player.seek(t, true)
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anim_player.pause()
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cam.look_at_from_position(center + Vector3(sin(PI * 0.2) * dist, radius * 0.35, cos(PI * 0.2) * dist), center)
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await _snap("anim_f%d" % i)
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print("SHOTS_DONE")
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get_tree().quit(0)
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func _unhandled_input(event: InputEvent) -> void:
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if not interactive:
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return
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT:
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dragging = event.pressed
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elif event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_UP:
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orbit_dist = clampf(orbit_dist * 0.90, 0.35, 12.0)
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_update_cam()
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elif event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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orbit_dist = clampf(orbit_dist / 0.90, 0.35, 12.0)
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_update_cam()
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elif event is InputEventMouseMotion and dragging:
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orbit_yaw -= event.relative.x * 0.008
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orbit_pitch = clampf(orbit_pitch + event.relative.y * 0.008, -1.3, 1.3)
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_update_cam()
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func _update_cam() -> void:
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var dir := Vector3(
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sin(orbit_yaw) * cos(orbit_pitch),
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sin(orbit_pitch),
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cos(orbit_yaw) * cos(orbit_pitch))
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cam.look_at_from_position(orbit_target + dir * orbit_dist, orbit_target)
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func _skeleton_aabb(skel: Skeleton3D) -> AABB:
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var box := AABB(skel.global_transform * skel.get_bone_global_rest(0).origin, Vector3.ZERO)
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for i in skel.get_bone_count():
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box = box.expand(skel.global_transform * skel.get_bone_global_rest(i).origin)
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box = box.grow(box.size.y * 0.12)
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return box
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func _merged_aabb() -> AABB:
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var merged := AABB()
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var first := true
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var stack: Array = [model]
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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 MeshInstance3D:
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var box: AABB = n.global_transform * n.get_aabb()
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if first:
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merged = box
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first = false
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else:
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merged = merged.merge(box)
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for c in n.get_children():
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stack.push_back(c)
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return merged
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func _snap(shot_name: String) -> void:
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await get_tree().process_frame
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await get_tree().process_frame
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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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img.save_png(shot_dir + prefix + shot_name + ".png")
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print("shot saved: ", shot_dir + prefix + shot_name + ".png")
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