feat: large-room blood-pool solids, dash gore burst, GLB weapon refs
This commit is contained in:
Quintine committed 2026-08-14 23:57:23 +10:00
1 parent 988e04b2d4
commit 2cf8dc89fe
9 files changed
+325 -13

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+6 -2
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@@ -100,6 +100,8 @@ function spawnPosAwayFromPlayer() {
const y = rand(a.y0 + 40, a.y1 - 40); const y = rand(a.y0 + 40, a.y1 - 40);
if (dist(x, y, p.x, p.y) <= safeDist) continue; if (dist(x, y, p.x, p.y) <= safeDist) continue;
if (nearAnyDoor(x, y)) continue; if (nearAnyDoor(x, y)) continue;
const obstacles = G.cur && G.cur.obstacles;
if (obstacles && obstacles.some(o => dist(x, y, o.x, o.y) < 16 + o.r)) continue;
return { x, y }; return { x, y };
} }
// fallback: a bounded central region, valid even in the thin hall variants // fallback: a bounded central region, valid even in the thin hall variants
@@ -458,8 +460,8 @@ function updateEnemies(dt) {
e.x += px; e.y += py; o.x -= px; o.y -= py; e.x += px; e.y += py; o.x -= px; o.y -= py;
} }
} }
e.x = clamp(e.x, G.arena.x0 + e.r, G.arena.x1 - e.r); const pos = resolveSolids(e.x, e.y, e.r);
e.y = clamp(e.y, G.arena.y0 + e.r, G.arena.y1 - e.r); e.x = pos.x; e.y = pos.y;
// contact damage // contact damage
if (e.hitT > 0) e.hitT -= dt; if (e.hitT > 0) e.hitT -= dt;
@@ -522,6 +524,8 @@ function updateEnemyAI(e, dt) {
const behind = p.aim + Math.PI, range = rand(90, 125); const behind = p.aim + Math.PI, range = rand(90, 125);
e.x = clamp(p.x + Math.cos(behind) * range, G.arena.x0 + e.r, G.arena.x1 - e.r); e.x = clamp(p.x + Math.cos(behind) * range, G.arena.x0 + e.r, G.arena.x1 - e.r);
e.y = clamp(p.y + Math.sin(behind) * range, G.arena.y0 + e.r, G.arena.y1 - e.r); e.y = clamp(p.y + Math.sin(behind) * range, G.arena.y0 + e.r, G.arena.y1 - e.r);
const landed = resolveSolids(e.x, e.y, e.r);
e.x = landed.x; e.y = landed.y;
e.phased = false; e.alpha = 1; e.ambushState = 'lunge'; e.lungeT = 0.48; e.phased = false; e.alpha = 1; e.ambushState = 'lunge'; e.lungeT = 0.48;
e.faceDir = angleTo(e.x, e.y, p.x, p.y); e.attackT = 0.48; e.actionT = 0; e.faceDir = angleTo(e.x, e.y, p.x, p.y); e.attackT = 0.48; e.actionT = 0;
} }
+17
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@@ -104,6 +104,14 @@ function spawnShockwave(x, y, radius, color, alpha, important) {
}, important); }, important);
} }
function spawnDashBurst(x, y, ang) {
addParticle({ type: 'bloodball', x, y, vx: 0, vy: 0, life: 0.18, t: 0, r: 10, maxR: 56 }, true);
spawnShockwave(x, y, 52, '#8b1020', 0.75);
spawnBlood(x, y, ang, 16, true);
spawnGibs(x, y, 7, false);
}
function spawnSweepFx(x, y, ang, reach, arc) { function spawnSweepFx(x, y, ang, reach, arc) {
addParticle({ type: 'sweep', x, y, ang, arc, r: 20, maxR: reach, life: 0.18, t: 0 }, true); addParticle({ type: 'sweep', x, y, ang, arc, r: 20, maxR: reach, life: 0.18, t: 0 }, true);
} }
@@ -249,6 +257,15 @@ function drawParticles(ctx) {
ctx.beginPath(); ctx.ellipse(p.x, p.y, radius, radius * 0.72, 0, 0, TAU); ctx.stroke(); ctx.beginPath(); ctx.ellipse(p.x, p.y, radius, radius * 0.72, 0, 0, TAU); ctx.stroke();
ctx.globalAlpha = k * 0.18; ctx.globalAlpha = k * 0.18;
ctx.fillStyle = p.color; ctx.beginPath(); ctx.ellipse(p.x, p.y, radius * 0.86, radius * 0.58, 0, 0, TAU); ctx.fill(); ctx.fillStyle = p.color; ctx.beginPath(); ctx.ellipse(p.x, p.y, radius * 0.86, radius * 0.58, 0, 0, TAU); ctx.fill();
} else if (p.type === 'bloodball') {
const progress = 1 - k;
const radius = lerp(p.r, p.maxR, progress);
ctx.globalAlpha = k * 0.82;
ctx.fillStyle = '#6a0b14';
ctx.beginPath(); ctx.ellipse(p.x, p.y, radius, radius * 0.72, 0, 0, TAU); ctx.fill();
ctx.globalAlpha = k * 0.55;
ctx.fillStyle = '#b41828';
ctx.beginPath(); ctx.ellipse(p.x, p.y, radius * 0.55, radius * 0.55 * 0.72, 0, 0, TAU); ctx.fill();
} else if (p.type === 'beam') { } else if (p.type === 'beam') {
ctx.globalAlpha = k; ctx.globalAlpha = k;
ctx.strokeStyle = '#d9f6ff'; ctx.lineWidth = 13 * k + 3; ctx.strokeStyle = '#d9f6ff'; ctx.lineWidth = 13 * k + 3;
+11 -6
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@@ -87,11 +87,16 @@ function updatePlayer(dt) {
const firing = held ? (w.id === 'bonepopper' ? 0.95 : 0.85) : 1; const firing = held ? (w.id === 'bonepopper' ? 0.95 : 0.85) : 1;
if (keyPressed('shift') && p.dashSlowT <= 0) { if (keyPressed('shift') && p.dashSlowT <= 0) {
const dashD = 0.45 * (178 * st.speedMul * firing) * DASH_SLOW_T; const dashD = 0.45 * (178 * st.speedMul * firing) * DASH_SLOW_T;
p.x += (mx / len) * dashD; const sx = p.x, sy = p.y;
p.y += (my / len) * dashD; const stepD = dashD / 8;
for (let i = 0; i < 8; i++) {
p.x += (mx / len) * stepD;
p.y += (my / len) * stepD;
const pos = resolveSolids(p.x, p.y, p.r);
p.x = pos.x; p.y = pos.y;
}
p.dashSlowT = DASH_SLOW_T; p.dashSlowT = DASH_SLOW_T;
spawnSmoke(p.x, p.y, Math.atan2(-my, -mx), 6, '#9b8d84'); spawnDashBurst(sx, sy, Math.atan2(my, mx));
spawnShockwave(p.x, p.y, 26, '#d8c9a8', 0.35);
Sfx.duck(); Sfx.duck();
} }
const spd = 178 * st.speedMul * firing * (p.dashSlowT > 0 ? 0.5 : 1); const spd = 178 * st.speedMul * firing * (p.dashSlowT > 0 ? 0.5 : 1);
@@ -107,8 +112,8 @@ function updatePlayer(dt) {
p.moveBlend = lerp(p.moveBlend, mx || my ? 1 : 0, clamp(dt * 12, 0, 1)); p.moveBlend = lerp(p.moveBlend, mx || my ? 1 : 0, clamp(dt * 12, 0, 1));
p.recoil = Math.max(0, p.recoil - dt * 7); p.recoil = Math.max(0, p.recoil - dt * 7);
p.muzzleT = Math.max(0, p.muzzleT - dt); p.muzzleT = Math.max(0, p.muzzleT - dt);
p.x = clamp(p.x, G.arena.x0 + p.r, G.arena.x1 - p.r); const pos = resolveSolids(p.x, p.y, p.r);
p.y = clamp(p.y, G.arena.y0 + p.r, G.arena.y1 - p.r); p.x = pos.x; p.y = pos.y;
// aim // aim
p.aim = angleTo(p.x, p.y, mxW(), myW()); p.aim = angleTo(p.x, p.y, mxW(), myW());
+62 -3
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@@ -2,6 +2,9 @@
const DIRS = { n: [0, -1], s: [0, 1], e: [1, 0], w: [-1, 0] }; const DIRS = { n: [0, -1], s: [0, 1], e: [1, 0], w: [-1, 0] };
const OPP = { n: 's', s: 'n', e: 'w', w: 'e' }; const OPP = { n: 's', s: 'n', e: 'w', w: 'e' };
const OBSTACLE_COUNTS = { grand_hall: 3, deep_hall: 3, meat_hall: 5 };
const OBSTACLE_R = 42;
const ROOM_SHAPES = { const ROOM_SHAPES = {
hall: { x0: 48, y0: 48, x1: 912, y1: 592 }, // unchanged — start & boss rooms hall: { x0: 48, y0: 48, x1: 912, y1: 592 }, // unchanged — start & boss rooms
wide_hall: { x0: 48, y0: 176, x1: 912, y1: 464 }, // h 224 -> 288 ("a little wider"; cy stays 320, min dim 288 < 300 keeps censer/broodsac excluded) wide_hall: { x0: 48, y0: 176, x1: 912, y1: 464 }, // h 224 -> 288 ("a little wider"; cy stays 320, min dim 288 < 300 keeps censer/broodsac excluded)
@@ -64,16 +67,67 @@ function genFloor(floor) {
for (const [dir, [dx, dy]] of Object.entries(DIRS)) { for (const [dir, [dx, dy]] of Object.entries(DIRS)) {
r.doors[dir] = !!G.rooms[(r.gx + dx) + ',' + (r.gy + dy)]; r.doors[dir] = !!G.rooms[(r.gx + dx) + ',' + (r.gy + dy)];
} }
placeRoomObstacles(r);
} }
} }
function makeRoom(gx, gy, type) { function makeRoom(gx, gy, type) {
return { gx, gy, type, shape: 'hall', theme: 'abattoir', doors: {}, cleared: type === 'start', return { gx, gy, type, shape: 'hall', theme: 'abattoir', doors: {}, cleared: type === 'start',
visited: false, decals: [], wavesLeft: 0, spawnT: 0, bossSpawned: false, pickups: [] }; visited: false, decals: [], obstacles: [], wavesLeft: 0, spawnT: 0, bossSpawned: false, pickups: [] };
} }
function roomKey(x, y) { return x + ',' + y; } function roomKey(x, y) { return x + ',' + y; }
function nearRoomDoor(room, x, y) {
const a = roomBounds(room);
const M = Math.min(130, Math.min(a.w, a.h) * 0.32);
if (room.doors.n && Math.abs(x - a.cx) < DOOR_HALF + 30 && y < a.y0 + M) return true;
if (room.doors.s && Math.abs(x - a.cx) < DOOR_HALF + 30 && y > a.y1 - M) return true;
if (room.doors.e && Math.abs(y - a.cy) < DOOR_HALF + 30 && x > a.x1 - M) return true;
if (room.doors.w && Math.abs(y - a.cy) < DOOR_HALF + 30 && x < a.x0 + M) return true;
return false;
}
function placeRoomObstacles(room) {
room.obstacles = [];
const count = OBSTACLE_COUNTS[room.shape];
if (!count) return;
const a = roomBounds(room);
for (let tries = 0; tries < 80 && room.obstacles.length < count; tries++) {
const x = rand(a.x0 + 80, a.x1 - 80);
const y = rand(a.y0 + 80, a.y1 - 80);
if (nearRoomDoor(room, x, y)) continue;
if (dist(x, y, a.cx, a.cy) < 110) continue;
if (room.obstacles.some(o => dist(x, y, o.x, o.y) < OBSTACLE_R * 2 + 24)) continue;
room.obstacles.push({ x, y, r: OBSTACLE_R, kind: 'bloodpool' });
}
}
function resolveSolids(x, y, r) {
const obstacles = G.cur && G.cur.obstacles;
if (obstacles && obstacles.length) {
for (let pass = 0; pass < 2; pass++) {
for (const o of obstacles) {
const d = dist(x, y, o.x, o.y);
if (d < r + o.r) {
if (d > 0.01) {
const n = (r + o.r) / d;
x = o.x + (x - o.x) * n;
y = o.y + (y - o.y) * n;
} else {
x = o.x + r + o.r;
y = o.y;
}
}
}
}
}
x = clamp(x, G.arena.x0 + r, G.arena.x1 - r);
y = clamp(y, G.arena.y0 + r, G.arena.y1 - r);
return { x, y };
}
function wavesFor(floor) { function wavesFor(floor) {
const base = 3 + Math.ceil(floor * 1.4); const base = 3 + Math.ceil(floor * 1.4);
const waves = [base]; const waves = [base];
@@ -110,8 +164,9 @@ function enterRoom(gx, gy) {
// spawn protection: brief invincibility walking into a fresh room // spawn protection: brief invincibility walking into a fresh room
if (G.player) { if (G.player) {
G.player.invT = Math.max(G.player.invT, 1.0); G.player.invT = Math.max(G.player.invT, 1.0);
G.player.x = clamp(G.player.x, a.x0 + G.player.r, a.x1 - G.player.r); const pos = resolveSolids(G.player.x, G.player.y, G.player.r);
G.player.y = clamp(G.player.y, a.y0 + G.player.r, a.y1 - G.player.r); G.player.x = pos.x;
G.player.y = pos.y;
} }
// Iron Lung: re-arm the once-per-room hit block // Iron Lung: re-arm the once-per-room hit block
if (G.player && G.player.stats.ironLung > 0) G.player.ironLungReady = true; if (G.player && G.player.stats.ironLung > 0) G.player.ironLungReady = true;
@@ -420,6 +475,10 @@ function drawRoom(ctx) {
for (const d of r.decals) { for (const d of r.decals) {
Sprites.draw(ctx, d.img, d.x, d.y, d.rot, 48 * d.s, false, 0.55); Sprites.draw(ctx, d.img, d.x, d.y, d.rot, 48 * d.s, false, 0.55);
} }
for (const o of r.obstacles) {
Sprites.draw(ctx, 'decal_blood1', o.x, o.y, 0, o.r * 2.4, false, 0.92);
Sprites.draw(ctx, 'decal_blood3', o.x, o.y, 0.7, o.r * 1.7, false, 0.75);
}
// hazards // hazards
for (const h of G.hazards) { for (const h of G.hazards) {
const k = 1 - h.t / h.life; const k = 1 - h.t / h.life;
+1 -1
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@@ -1,7 +1,7 @@
{ {
"name": "meatslicer", "name": "meatslicer",
"productName": "MeatSlicer", "productName": "MeatSlicer",
"version": "0.9.3", "version": "0.9.4",
"private": true, "private": true,
"description": "A Butcher's Descent - clear, harvest, descend.", "description": "A Butcher's Descent - clear, harvest, descend.",
"main": "desktop/main.js", "main": "desktop/main.js",
+42 -1
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@@ -64,7 +64,7 @@ for (const f of files) {
} }
// const/let top-level bindings live in the context's lexical scope, not on the // const/let top-level bindings live in the context's lexical scope, not on the
// global object — expose the ones the harness pokes at directly. // global object — expose the ones the harness pokes at directly.
vm.runInContext('Object.assign(this, { G, Input, WEAPONS, Music, Sfx, SfxBank, W, H, WALL, ITEMS, ACTIVES, PERKS, ENEMY_TYPES, BOSS_DEFS, SPRITE_MANIFEST, Sprites, ACTOR_ANIMS, PRESSURE_UNIT, PRESSURE_MIN, PRESSURE_MAX, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX, PRESSURE_DROP_BASE, PRESSURE_RELIEF_MUL, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN, ENTRY_WARN, ENTRY_BUFFER, STUN_UNIT, stunChance, separateEntryWave, defaultPlayerStats, applyPressureDelta, debugRebuildStats, debugRefillAmmo, debugEnabled, DEBUG_PAGES, updateCamera, mxW, myW, angleTo, genFloor, roomBounds, WEAPON_DROP_LOCKOUT, CAM_EDGE_PEEK })', sandbox); vm.runInContext('Object.assign(this, { G, Input, WEAPONS, Music, Sfx, SfxBank, W, H, WALL, ITEMS, ACTIVES, PERKS, ENEMY_TYPES, BOSS_DEFS, SPRITE_MANIFEST, Sprites, ACTOR_ANIMS, PRESSURE_UNIT, PRESSURE_MIN, PRESSURE_MAX, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX, PRESSURE_DROP_BASE, PRESSURE_RELIEF_MUL, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN, ENTRY_WARN, ENTRY_BUFFER, STUN_UNIT, stunChance, separateEntryWave, defaultPlayerStats, applyPressureDelta, debugRebuildStats, debugRefillAmmo, debugEnabled, DEBUG_PAGES, updateCamera, mxW, myW, angleTo, genFloor, roomBounds, WEAPON_DROP_LOCKOUT, CAM_EDGE_PEEK, placeRoomObstacles, resolveSolids, spawnDashBurst })', sandbox);
let simTime = 0; let simTime = 0;
const ctx = sandbox; const ctx = sandbox;
@@ -1277,6 +1277,47 @@ console.log('== dash: burst, slow, cooldown ==');
ctx.startRun(); step(3, 16); ctx.startRun(); step(3, 16);
} }
console.log('== large-room blood pools and dash gore ==');
{
ctx.startRun(); step(3, 16);
const hall = ctx.makeRoom(0, 0, 'combat'); hall.shape = 'hall'; hall.doors = {};
ctx.placeRoomObstacles(hall);
check('small rooms get no obstacles', hall.obstacles.length === 0);
const meat = ctx.makeRoom(1, 0, 'combat'); meat.shape = 'meat_hall';
meat.doors = { e: true, w: true, n: false, s: false };
ctx.placeRoomObstacles(meat);
check('meat_hall places five pools', meat.obstacles.length === 5);
const mb = ctx.roomBounds(meat);
check('pools stay off center and doors', meat.obstacles.every(o =>
Math.hypot(o.x - mb.cx, o.y - mb.cy) >= 110));
ctx.G.cur = meat; ctx.setArenaForRoom(meat);
const o = meat.obstacles[0];
const pushed = ctx.resolveSolids(o.x, o.y, 20);
check('resolveSolids pushes out of a pool', Math.hypot(pushed.x - o.x, pushed.y - o.y) >= o.r + 20 - 0.05);
const p = ctx.G.player;
p.x = o.x - (o.r + p.r + 8); p.y = o.y; p.dashSlowT = 0;
ctx.G.parts.length = 0;
ctx.Input.keys.d = true;
press('shift'); step(1, 16); release('shift');
check('dash does not enter the pool', Math.hypot(p.x - o.x, p.y - o.y) >= o.r + p.r - 0.05);
check('dash emits a bloodball', ctx.G.parts.some(pt => pt.type === 'bloodball'));
ctx.Input.keys.d = false;
ctx.G.bullets.length = 0;
ctx.G.bullets.push({
x: o.x - 80, y: o.y, vx: 400, vy: 0, r: 5, dmg: 1,
pierce: 0, bounce: 0, bounces: 0, life: 1, t: 0, behavior: 'bullet',
sprite: 'bullet_bone', homing: 0, hit: null, dragTarget: null,
});
ctx.updateBullets(0.3);
check('projectiles pass through pools', ctx.G.bullets.length === 1 && ctx.G.bullets[0].x > o.x);
ctx.startRun(); step(3, 16);
}
console.log('== debug refill tops up holstered specials =='); console.log('== debug refill tops up holstered specials ==');
{ {
ctx.startRun(); step(3, 16); ctx.startRun(); step(3, 16);
+6
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@@ -390,6 +390,12 @@ def reference_payload(name: str) -> list[dict]:
if not REFERENCE.exists(): if not REFERENCE.exists():
raise SystemExit(f"Missing style reference: {REFERENCE}") raise SystemExit(f"Missing style reference: {REFERENCE}")
references = [{"type": "image_url", "image_url": {"url": data_url(REFERENCE)}}] references = [{"type": "image_url", "image_url": {"url": data_url(REFERENCE)}}]
if name.startswith(("w_", "wt_", "pt_")):
mid = name[3:] if name.startswith(("wt_", "pt_")) else name[2:]
prefix = "wt_" if name.startswith(("wt_", "pt_")) else "w_"
model = RAW / "guides" / "models" / f"{prefix}{mid}.png"
if model.exists():
references.append({"type": "image_url", "image_url": {"url": data_url(model)}})
guide = shape_guide(name) guide = shape_guide(name)
if guide: if guide:
references.append({"type": "image_url", "image_url": {"url": data_url(guide)}}) references.append({"type": "image_url", "image_url": {"url": data_url(guide)}})
+39
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@@ -0,0 +1,39 @@
#!/usr/bin/env python3
"""Render Meshy weapon GLBs to 2D magenta-backed stills via Blender."""
from __future__ import annotations
import shutil
import subprocess
import sys
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
BLENDER_SCRIPT = Path(__file__).resolve().parent / "render_model_refs_blender.py"
IN_DIR = ROOT / "assets" / "raw" / "models"
OUT_DIR = ROOT / "assets" / "raw" / "guides" / "models"
def main() -> int:
blender = shutil.which("blender")
if not blender:
print("blender: missing binary; skipping model reference renders")
return 0
OUT_DIR.mkdir(parents=True, exist_ok=True)
cmd = [
blender,
"--background",
"--python",
str(BLENDER_SCRIPT),
"--",
"--in",
str(IN_DIR),
"--out",
str(OUT_DIR),
]
print(" ".join(cmd))
return subprocess.call(cmd)
if __name__ == "__main__":
sys.exit(main())
+141
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@@ -0,0 +1,141 @@
#!/usr/bin/env python3
"""Blender 5.2: orthographic stills of each weapon_<id>.glb."""
from __future__ import annotations
import argparse
import math
import sys
from pathlib import Path
import bpy
from mathutils import Vector
MAGENTA = (1.0, 0.0, 1.0, 1.0)
def parse_args(argv):
parser = argparse.ArgumentParser()
parser.add_argument("--in", dest="in_dir", required=True)
parser.add_argument("--out", dest="out_dir", required=True)
return parser.parse_args(argv)
def reset_scene():
bpy.ops.wm.read_factory_settings(use_empty=True)
scene = bpy.context.scene
scene.render.engine = "BLENDER_EEVEE"
scene.render.resolution_x = 1024
scene.render.resolution_y = 1024
scene.render.film_transparent = False
scene.render.image_settings.file_format = "PNG"
scene.render.image_settings.color_mode = "RGBA"
world = bpy.data.worlds.new("Magenta")
scene.world = world
world.use_nodes = True
bg = world.node_tree.nodes.get("Background")
if bg:
bg.inputs[0].default_value = MAGENTA
bg.inputs[1].default_value = 1.0
light_data = bpy.data.lights.new("Sun", "SUN")
light_data.energy = 5.0
light = bpy.data.objects.new("Sun", light_data)
scene.collection.objects.link(light)
light.location = (-1.0, -1.0, 2.0)
light.rotation_euler = (math.atan2(math.hypot(1, 1), 2), 0.0, math.atan2(-1, -1))
cam_data = bpy.data.cameras.new("Cam")
cam_data.type = "ORTHO"
cam_data.ortho_scale = 2.4
cam = bpy.data.objects.new("Cam", cam_data)
scene.collection.objects.link(cam)
scene.camera = cam
return scene, cam
def import_weapon(path: Path):
before = set(bpy.data.objects)
bpy.ops.import_scene.gltf(filepath=str(path))
imported = [obj for obj in bpy.data.objects if obj not in before]
meshes = [obj for obj in imported if obj.type == "MESH"]
if not meshes:
return None
bpy.ops.object.select_all(action="DESELECT")
for obj in meshes:
obj.select_set(True)
bpy.context.view_layer.objects.active = meshes[0]
if len(meshes) > 1:
bpy.ops.object.join()
joined = bpy.context.view_layer.objects.active
return joined
def normalize_weapon(obj):
bpy.context.view_layer.update()
bbox = [obj.matrix_world @ Vector(corner) for corner in obj.bound_box]
min_c = Vector((min(v.x for v in bbox), min(v.y for v in bbox), min(v.z for v in bbox)))
max_c = Vector((max(v.x for v in bbox), max(v.y for v in bbox), max(v.z for v in bbox)))
size = max_c - min_c
longest = max(size.x, size.y, size.z, 1e-6)
scale = 2.0 / longest
obj.scale *= scale
bpy.context.view_layer.update()
bbox = [obj.matrix_world @ Vector(corner) for corner in obj.bound_box]
center = sum(bbox, Vector()) / 8.0
obj.location -= center
bpy.context.view_layer.update()
bbox = [obj.matrix_world @ Vector(corner) for corner in obj.bound_box]
min_c = Vector((min(v.x for v in bbox), min(v.y for v in bbox), min(v.z for v in bbox)))
max_c = Vector((max(v.x for v in bbox), max(v.y for v in bbox), max(v.z for v in bbox)))
size = max_c - min_c
axis = max(((size.x, "x"), (size.y, "y"), (size.z, "z")))[1]
if axis == "y":
obj.rotation_euler[2] += -math.pi / 2
elif axis == "z":
obj.rotation_euler[1] += math.pi / 2
bpy.context.view_layer.update()
bbox = [obj.matrix_world @ Vector(corner) for corner in obj.bound_box]
center = sum(bbox, Vector()) / 8.0
obj.location -= center
bpy.context.view_layer.update()
def aim_camera(cam, location):
cam.location = location
direction = Vector((0.0, 0.0, 0.0)) - Vector(location)
cam.rotation_euler = direction.to_track_quat("-Z", "Y").to_euler()
def render_to(scene, path: Path):
scene.render.filepath = str(path)
bpy.ops.render.render(write_still=True)
def main(argv):
args = parse_args(argv)
in_dir = Path(args.in_dir)
out_dir = Path(args.out_dir)
out_dir.mkdir(parents=True, exist_ok=True)
glbs = sorted(in_dir.glob("weapon_*.glb"))
for glb in glbs:
wid = glb.stem[len("weapon_") :]
scene, cam = reset_scene()
obj = import_weapon(glb)
if obj is None:
print(f"skip {glb.name}: no mesh")
continue
normalize_weapon(obj)
aim_camera(cam, (0.0, 0.0, 4.0))
render_to(scene, out_dir / f"wt_{wid}.png")
aim_camera(cam, (0.0, -3.2, 1.4))
render_to(scene, out_dir / f"w_{wid}.png")
print(f"rendered {wid}")
if __name__ == "__main__":
argv = sys.argv
if "--" in argv:
argv = argv[argv.index("--") + 1 :]
else:
argv = []
main(argv)