Rendering fixes (real): - m2_material shaders: cull_disabled -> cull_back (inside-of-mesh faces were z-winning and darkening/hiding the head under the ShaderMaterial path). - drop `* COLOR` from the shader (meshes carry no ARRAY_COLOR). Animation: convert gr2 global poses to Godot *local* bone poses and set via set_bone_pose (was set_bone_global_pose). MTGODOT_VERIFY=1 confirms get_bone_global_pose(i) == conv(world[i]) for all 75 bones (<=2.6e-5). Head/upper-armor collapse on dance_1 is NOT a Godot-route bug: - reproduced identically in xrender-poc's bgfx demo at the same anim/t - reproduced by the new MTGODOT_CPUSKIN=1 reference path (same LBS math as xrender's validated skin_mesh) - `general/wait` / `run` render correctly in all three => upstream libgr2 Curve::eval (degree-2 quaternion B-spline) vs Granny. Demo default animation switched to general/wait; documented in MIDREVIEW §4 and README. Debug scaffolding gated behind MTGODOT_VERIFY / MTGODOT_CPUSKIN. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WaHYEY9rwLWt21PULiYjeJ
291 lines
9.1 KiB
GDScript
291 lines
9.1 KiB
GDScript
extends Node3D
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## mtgodot-poc harness — M1 (static render) + M2 (skeletal animation).
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##
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## Loads a Metin2 .gr2 via the Metin2Model GDExtension node, renders it with
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## Godot's Forward+ renderer, and (if an anim .gr2 is given) drives it with
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## Metin2AnimPlayer.
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##
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## Asset paths default to the sibling m2dev-client-main checkout; override with
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## MTGODOT_MODEL / MTGODOT_ANIM / MTGODOT_TEXDIR env vars.
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##
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## Keys: drag = orbit wheel = zoom Space = play/pause B = bind pose
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## [ / ] = scrub R = reload F2 = screenshot
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const ORBIT_SPEED := 0.01
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const ZOOM_STEP := 0.15
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const PITCH_LIMIT := 1.45
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var _assets_root := ""
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var _cam: Camera3D
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var _model: Node3D # Metin2Model
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var _anim: Node3D # Metin2AnimPlayer
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var _yaw := 0.7
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var _pitch := 0.25
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var _dist := 3.0
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var _target := Vector3(0.0, 1.0, 0.0)
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var _dragging := false
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func _ready() -> void:
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_assets_root = ProjectSettings.globalize_path("res://../../m2dev-client-main/assets")
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_build_environment()
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_build_sun()
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_build_camera()
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var stress := OS.get_environment("MTGODOT_STRESS")
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if stress != "":
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await _run_stress(int(stress))
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return
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_load_content()
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_frame_model()
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print("[mtgodot] harness ready")
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var autoshot := OS.get_environment("MTGODOT_AUTOSHOT")
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if autoshot != "":
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# let a few frames render (and the anim settle) before capturing
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for i in 8:
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await get_tree().process_frame
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var img := get_viewport().get_texture().get_image()
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img.save_png(autoshot)
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print("[mtgodot] autoshot -> ", autoshot)
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get_tree().quit()
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func _build_environment() -> void:
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var we := WorldEnvironment.new()
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var env := Environment.new()
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var sky := Sky.new()
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sky.sky_material = ProceduralSkyMaterial.new()
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env.background_mode = Environment.BG_SKY
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env.sky = sky
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env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
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env.ambient_light_energy = 0.6
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env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
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# T2.5.4 — distance fog via the engine (not per-shader).
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if OS.get_environment("MTGODOT_FOG") == "1":
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env.fog_enabled = true
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env.fog_mode = Environment.FOG_MODE_DEPTH
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env.fog_light_color = Color(0.55, 0.55, 0.62)
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env.fog_sun_scatter = 0.1
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env.fog_density = 0.0
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env.fog_depth_begin = 3.0
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env.fog_depth_end = 12.0
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we.environment = env
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add_child(we)
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func _build_sun() -> void:
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var sun := DirectionalLight3D.new()
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sun.rotation_degrees = Vector3(-50.0, -40.0, 0.0)
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sun.shadow_enabled = true
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sun.light_energy = 1.1
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add_child(sun)
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func _build_camera() -> void:
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_cam = Camera3D.new()
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_cam.current = true
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_cam.fov = 45.0
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_cam.near = 0.01
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add_child(_cam)
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_update_camera()
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func _env(name: String, fallback: String) -> String:
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var v := OS.get_environment(name)
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return v if v != "" else fallback
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func _load_content() -> void:
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if not ClassDB.class_exists("Metin2Model"):
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push_error("[mtgodot] Metin2Model not registered — GDExtension failed to load")
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return
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var model_path := _env("MTGODOT_MODEL",
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_assets_root.path_join("PC/ymir work/pc/warrior/warrior_cheongrin.gr2"))
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var tex_dir := _env("MTGODOT_TEXDIR",
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_assets_root.path_join("PC/ymir work/pc/warrior"))
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# Default to an idle: dance_1 (and other emotes) hit a libgr2 curve-decode
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# bug that collapses the head/neck — reproduced in xrender-poc's bgfx demo
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# too, i.e. upstream, not a Godot-route issue. See docs/MIDREVIEW.md.
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var anim_path := _env("MTGODOT_ANIM",
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_assets_root.path_join("PC/ymir work/pc/warrior/general/wait.gr2"))
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_model = ClassDB.instantiate("Metin2Model")
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_model.name = "Metin2Model"
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_model.set("texture_dir", tex_dir)
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_model.set("gr2_path", model_path)
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add_child(_model)
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if _model.has_method("get_info"):
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print("[mtgodot] model: ", _model.call("get_info"))
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if anim_path != "-" and FileAccess.file_exists(anim_path) and ClassDB.class_exists("Metin2AnimPlayer"):
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_anim = ClassDB.instantiate("Metin2AnimPlayer")
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_anim.name = "Metin2AnimPlayer"
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_anim.set("model_path", _anim.get_path_to(_model) if false else NodePath("../Metin2Model"))
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_anim.set("anim_path", anim_path)
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add_child(_anim)
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if _anim.has_method("get_info"):
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print("[mtgodot] anim: ", _anim.call("get_info"))
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if _anim.has_method("selfcheck"):
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print("[mtgodot] ", _anim.call("selfcheck", 24))
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_anim.call("reload")
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var fixed_t := OS.get_environment("MTGODOT_ANIM_T")
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if fixed_t != "":
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_anim.set("playing", false)
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_anim.call("set_time", float(fixed_t))
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print("[mtgodot] fixed t=", _anim.call("get_time"), " dur=", _anim.call("get_duration"))
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func _frame_model() -> void:
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# Place the orbit target/dist from the model's converted world-space AABB.
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var mi := _model.get_node_or_null("MeshInstance3D") if _model else null
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if mi and mi is VisualInstance3D:
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var aabb: AABB = _model.transform * (mi as VisualInstance3D).get_aabb()
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var h := maxf(aabb.size.y, 0.5)
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_target = Vector3(aabb.get_center().x, aabb.position.y + h * 0.5, aabb.get_center().z)
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_dist = h * 3.2
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_pitch = 0.12
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var yenv := OS.get_environment("MTGODOT_YAW")
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if yenv != "":
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_yaw = float(yenv)
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print("[mtgodot] frame: aabb=", aabb, " target=", _target, " dist=", _dist)
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_update_camera()
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func _update_camera() -> void:
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var offset := Vector3(
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cos(_pitch) * sin(_yaw),
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sin(_pitch),
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cos(_pitch) * cos(_yaw)) * _dist
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_cam.position = _target + offset
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_cam.look_at(_target, Vector3.UP)
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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var mb := event as InputEventMouseButton
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match mb.button_index:
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MOUSE_BUTTON_LEFT:
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_dragging = mb.pressed
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MOUSE_BUTTON_WHEEL_UP:
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_dist = maxf(0.2, _dist * (1.0 - ZOOM_STEP))
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_update_camera()
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MOUSE_BUTTON_WHEEL_DOWN:
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_dist = minf(200.0, _dist * (1.0 + ZOOM_STEP))
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_update_camera()
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elif event is InputEventMouseMotion and _dragging:
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var mm := event as InputEventMouseMotion
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_yaw -= mm.relative.x * ORBIT_SPEED
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_pitch = clampf(_pitch + mm.relative.y * ORBIT_SPEED, -PITCH_LIMIT, PITCH_LIMIT)
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_update_camera()
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elif event is InputEventKey and event.pressed and not event.echo:
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_on_key(event.keycode)
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func _on_key(kc: int) -> void:
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match kc:
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KEY_F2:
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_screenshot()
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KEY_SPACE:
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if _anim:
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_anim.set("playing", not _anim.get("playing"))
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KEY_B:
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if _anim:
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_anim.set("playing", false)
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_anim.call("set_time", 0.0)
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KEY_R:
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if _model:
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_model.call("reload")
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if _anim:
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_anim.call("reload")
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_frame_model()
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KEY_BRACKETLEFT:
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if _anim:
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_anim.call("set_time", _anim.call("get_time") - 0.05)
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KEY_BRACKETRIGHT:
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if _anim:
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_anim.call("set_time", _anim.call("get_time") + 0.05)
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## MTGODOT_STRESS=N : spawn N animated warriors in a grid, measure frame time
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## over ~180 frames, write test/godot-macos-stress.json, quit.
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## Feeds the Phase-2 animation A/B (per-frame set_bone_global_pose vs baked).
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func _run_stress(n: int) -> void:
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
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Engine.max_fps = 0
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var model_path := _assets_root.path_join("PC/ymir work/pc/warrior/warrior_cheongrin.gr2")
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var tex_dir := _assets_root.path_join("PC/ymir work/pc/warrior")
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var anim_path := _assets_root.path_join("PC/ymir work/pc/warrior/action/dance_1.gr2")
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var cols := int(ceil(sqrt(float(n))))
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var t_build_start := Time.get_ticks_usec()
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for i in n:
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var m: Node3D = ClassDB.instantiate("Metin2Model")
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m.name = "M%d" % i
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m.set("texture_dir", tex_dir)
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m.set("gr2_path", model_path)
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m.position = Vector3((i % cols) * 1.2 - cols * 0.6, 0, (i / cols) * 1.2)
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add_child(m)
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var a: Node3D = ClassDB.instantiate("Metin2AnimPlayer")
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a.set("model_path", NodePath("../M%d" % i))
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a.set("anim_path", anim_path)
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a.set("time_scale", 1.0 + 0.01 * i) # desync
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add_child(a)
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a.call("reload")
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a.call("set_time", 0.13 * i)
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var build_ms := (Time.get_ticks_usec() - t_build_start) / 1000.0
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_target = Vector3(0, 1.0, cols * 0.6)
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_dist = cols * 2.2
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_pitch = 0.35
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_update_camera()
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# warm-up
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for i in 40:
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await get_tree().process_frame
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var total: Array[float] = []
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var proc: Array[float] = []
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for i in 240:
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await get_tree().process_frame
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total.append(1000.0 / maxf(Engine.get_frames_per_second(), 1.0))
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proc.append(Performance.get_monitor(Performance.TIME_PROCESS) * 1000.0)
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total.sort()
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proc.sort()
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var tsum := 0.0
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for s in total:
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tsum += s
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var psum := 0.0
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for s in proc:
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psum += s
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var report := {
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"characters": n,
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"build_ms_total": build_ms,
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"build_ms_per_char": build_ms / n,
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"frames": total.size(),
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"frame_ms_avg": tsum / total.size(),
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"frame_ms_p95": total[int(total.size() * 0.95)],
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"frame_ms_max": total[-1],
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"fps_avg": 1000.0 / (tsum / total.size()),
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"cpu_process_ms_avg": psum / proc.size(),
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"cpu_process_ms_p95": proc[int(proc.size() * 0.95)],
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"renderer": RenderingServer.get_video_adapter_name(),
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"method": "per-frame set_bone_global_pose (B)",
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}
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var out := OS.get_environment("MTGODOT_STRESS_OUT")
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if out == "":
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out = ProjectSettings.globalize_path("res://../test/godot-macos-stress.json")
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var f := FileAccess.open(out, FileAccess.WRITE)
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if f:
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f.store_string(JSON.stringify(report, " "))
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f.close()
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print("[mtgodot] stress ", n, " -> ", report)
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get_tree().quit()
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func _screenshot() -> void:
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var img := get_viewport().get_texture().get_image()
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var path := "user://shot_%d.png" % Time.get_ticks_msec()
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img.save_png(path)
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print("[mtgodot] screenshot -> ", ProjectSettings.globalize_path(path))
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