extends SceneTree var failures: Array[String] = [] var report := {"species": [], "maps": [], "scope": "native static tree geometry/materials; not SpeedTree wind/LOD parity"} func check(ok: bool, label: String) -> void: if not ok: failures.append(label) printerr("FAIL: " + label) func _init() -> void: call_deferred("run") func run() -> void: var assets := AssetRoot.path() var directory := assets.path_join("TreeGeometry") var manifest: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(directory.path_join("manifest.json"))) check(manifest.trees.size() == 87, "all 87 extracted species staged") var sample_mesh: ArrayMesh for hash in manifest.trees: var record: Dictionary = manifest.trees[hash] var path := directory.path_join(record.glb) check(FileAccess.get_sha256(assets.path_join(record.source)) == hash, "SPT provenance " + record.source) check(FileAccess.get_sha256(path) == record.glb_sha256, "GLB provenance " + record.source) var state := GLTFState.new() var doc := GLTFDocument.new() check(doc.append_from_file(path, state) == OK, "GLB loads " + record.source) if state.get_meshes().size() != 1: check(false, "one native combined mesh") continue var mesh: ArrayMesh = state.get_meshes()[0].get_mesh().get_mesh() check(mesh.get_surface_count() == int(record.primitives), "all branch/frond/leaf surfaces retained") var masked := 0 var vertices := 0 for surface in mesh.get_surface_count(): var arrays := mesh.surface_get_arrays(surface) vertices += arrays[Mesh.ARRAY_VERTEX].size() var material: StandardMaterial3D = mesh.surface_get_material(surface) check(material != null and material.albedo_texture != null, "real texture retained") if material and material.transparency == BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR: masked += 1 check(material.cull_mode == BaseMaterial3D.CULL_DISABLED, "leaf cards double-sided") check(is_equal_approx(material.alpha_scissor_threshold, 0.3), "native alpha cutoff retained") check(vertices > 0 and mesh.get_aabb().size.is_finite(), "finite native geometry") report.species.append({"source": record.source, "vertices": vertices, "surfaces": mesh.get_surface_count(), "masked": masked, "height_m": mesh.get_aabb().size.y}) if String(record.source).ends_with("b1_beech_rt2.spt"): sample_mesh = mesh for map in ["OutdoorA1/metin2_map_a1", "OutdoorA3/metin2_map_a3", "OutdoorB1/metin2_map_b1", "OutdoorB3/metin2_map_b3", "OutdoorC1/metin2_map_c1", "OutdoorC3/metin2_map_c3"]: var world := Metin2World.new() world.auto_load = false world.env_enabled = false world.assets_root = assets world.map_path = map root.add_child(world) check(world.load_map(), "map loads " + map) var stats: Dictionary = world.get_load_report() check(stats.native_trees_placed > 0 and stats.proxy_trees_placed == 0, "all placed trees native " + map) check(stats.native_trees_placed == stats.trees_placed, "tree placement count preserved") for node in world.find_children("*", "MultiMeshInstance3D", true, false): if node.has_meta("tree_geometry"): check(node.get_meta("tree_geometry") == "native_spt", "renderer uses native path") check(node.multimesh.mesh.get_meta("source_sha256", "") != "", "mesh provenance retained") report.maps.append({"map": map, "native": stats.native_trees_placed, "proxy": stats.proxy_trees_placed}) world.free() await process_frame var output := OS.get_environment("MT_TREE_OUTPUT") if output == "": output = ProjectSettings.globalize_path("res://../build/rendering/native-trees") DirAccess.make_dir_recursive_absolute(output) if sample_mesh and DisplayServer.get_name() != "headless": await render_sample(sample_mesh, output) report["failures"] = failures FileAccess.open(output.path_join("report.json"), FileAccess.WRITE).store_string(JSON.stringify(report, "\t")) print("native_tree_test: failures=%d report=%s" % [failures.size(), output]) quit(1 if not failures.is_empty() else 0) func render_sample(mesh: ArrayMesh, output: String) -> void: var viewport := SubViewport.new() viewport.size = Vector2i(640, 640) viewport.own_world_3d = true viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS root.add_child(viewport) var environment := WorldEnvironment.new() environment.environment = Environment.new() environment.environment.background_mode = Environment.BG_COLOR environment.environment.background_color = Color(0.12, 0.16, 0.23) environment.environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR environment.environment.ambient_light_color = Color.WHITE environment.environment.ambient_light_energy = 0.8 viewport.add_child(environment) var instance := MeshInstance3D.new() instance.mesh = mesh viewport.add_child(instance) var light := DirectionalLight3D.new() light.rotation_degrees = Vector3(-40, -30, 0) viewport.add_child(light) var camera := Camera3D.new() camera.projection = Camera3D.PROJECTION_ORTHOGONAL camera.size = 28 viewport.add_child(camera) for angle in [0.0, PI / 2]: camera.position = Vector3(sin(angle) * 35, 12, cos(angle) * 35) camera.look_at(Vector3(0, 10, 0)) await process_frame await RenderingServer.frame_post_draw var image := viewport.get_texture().get_image() var background := image.get_pixel(0, 0) var visible := 0 for y in 640: for x in 640: if image.get_pixel(x, y) != background: visible += 1 check(visible > 5000 and visible < 200000, "native tree silhouette is visible without opaque atlas rectangle") check(image.save_png(output.path_join("beech-%d.png" % int(rad_to_deg(angle)))) == OK, "native tree screenshot") viewport.free() await process_frame