0.9.4
feat: large-room blood-pool solids, dash gore burst, GLB weapon refs
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988e04b2d4
commit
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9 files changed
+325
-13
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+6
-2
@@ -100,6 +100,8 @@ function spawnPosAwayFromPlayer() {
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const y = rand(a.y0 + 40, a.y1 - 40);
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if (dist(x, y, p.x, p.y) <= safeDist) continue;
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if (nearAnyDoor(x, y)) continue;
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const obstacles = G.cur && G.cur.obstacles;
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if (obstacles && obstacles.some(o => dist(x, y, o.x, o.y) < 16 + o.r)) continue;
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return { x, y };
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}
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// fallback: a bounded central region, valid even in the thin hall variants
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@@ -458,8 +460,8 @@ function updateEnemies(dt) {
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e.x += px; e.y += py; o.x -= px; o.y -= py;
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}
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}
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e.x = clamp(e.x, G.arena.x0 + e.r, G.arena.x1 - e.r);
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e.y = clamp(e.y, G.arena.y0 + e.r, G.arena.y1 - e.r);
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const pos = resolveSolids(e.x, e.y, e.r);
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e.x = pos.x; e.y = pos.y;
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// contact damage
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if (e.hitT > 0) e.hitT -= dt;
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@@ -522,6 +524,8 @@ function updateEnemyAI(e, dt) {
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const behind = p.aim + Math.PI, range = rand(90, 125);
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e.x = clamp(p.x + Math.cos(behind) * range, G.arena.x0 + e.r, G.arena.x1 - e.r);
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e.y = clamp(p.y + Math.sin(behind) * range, G.arena.y0 + e.r, G.arena.y1 - e.r);
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const landed = resolveSolids(e.x, e.y, e.r);
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e.x = landed.x; e.y = landed.y;
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e.phased = false; e.alpha = 1; e.ambushState = 'lunge'; e.lungeT = 0.48;
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e.faceDir = angleTo(e.x, e.y, p.x, p.y); e.attackT = 0.48; e.actionT = 0;
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}
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@@ -104,6 +104,14 @@ function spawnShockwave(x, y, radius, color, alpha, important) {
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}, important);
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}
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function spawnDashBurst(x, y, ang) {
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addParticle({ type: 'bloodball', x, y, vx: 0, vy: 0, life: 0.18, t: 0, r: 10, maxR: 56 }, true);
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spawnShockwave(x, y, 52, '#8b1020', 0.75);
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spawnBlood(x, y, ang, 16, true);
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spawnGibs(x, y, 7, false);
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}
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function spawnSweepFx(x, y, ang, reach, arc) {
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addParticle({ type: 'sweep', x, y, ang, arc, r: 20, maxR: reach, life: 0.18, t: 0 }, true);
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}
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@@ -249,6 +257,15 @@ function drawParticles(ctx) {
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ctx.beginPath(); ctx.ellipse(p.x, p.y, radius, radius * 0.72, 0, 0, TAU); ctx.stroke();
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ctx.globalAlpha = k * 0.18;
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ctx.fillStyle = p.color; ctx.beginPath(); ctx.ellipse(p.x, p.y, radius * 0.86, radius * 0.58, 0, 0, TAU); ctx.fill();
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} else if (p.type === 'bloodball') {
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const progress = 1 - k;
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const radius = lerp(p.r, p.maxR, progress);
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ctx.globalAlpha = k * 0.82;
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ctx.fillStyle = '#6a0b14';
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ctx.beginPath(); ctx.ellipse(p.x, p.y, radius, radius * 0.72, 0, 0, TAU); ctx.fill();
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ctx.globalAlpha = k * 0.55;
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ctx.fillStyle = '#b41828';
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ctx.beginPath(); ctx.ellipse(p.x, p.y, radius * 0.55, radius * 0.55 * 0.72, 0, 0, TAU); ctx.fill();
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} else if (p.type === 'beam') {
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ctx.globalAlpha = k;
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ctx.strokeStyle = '#d9f6ff'; ctx.lineWidth = 13 * k + 3;
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+11
-6
@@ -87,11 +87,16 @@ function updatePlayer(dt) {
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const firing = held ? (w.id === 'bonepopper' ? 0.95 : 0.85) : 1;
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if (keyPressed('shift') && p.dashSlowT <= 0) {
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const dashD = 0.45 * (178 * st.speedMul * firing) * DASH_SLOW_T;
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p.x += (mx / len) * dashD;
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p.y += (my / len) * dashD;
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const sx = p.x, sy = p.y;
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const stepD = dashD / 8;
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for (let i = 0; i < 8; i++) {
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p.x += (mx / len) * stepD;
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p.y += (my / len) * stepD;
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const pos = resolveSolids(p.x, p.y, p.r);
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p.x = pos.x; p.y = pos.y;
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}
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p.dashSlowT = DASH_SLOW_T;
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spawnSmoke(p.x, p.y, Math.atan2(-my, -mx), 6, '#9b8d84');
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spawnShockwave(p.x, p.y, 26, '#d8c9a8', 0.35);
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spawnDashBurst(sx, sy, Math.atan2(my, mx));
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Sfx.duck();
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}
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const spd = 178 * st.speedMul * firing * (p.dashSlowT > 0 ? 0.5 : 1);
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@@ -107,8 +112,8 @@ function updatePlayer(dt) {
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p.moveBlend = lerp(p.moveBlend, mx || my ? 1 : 0, clamp(dt * 12, 0, 1));
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p.recoil = Math.max(0, p.recoil - dt * 7);
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p.muzzleT = Math.max(0, p.muzzleT - dt);
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p.x = clamp(p.x, G.arena.x0 + p.r, G.arena.x1 - p.r);
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p.y = clamp(p.y, G.arena.y0 + p.r, G.arena.y1 - p.r);
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const pos = resolveSolids(p.x, p.y, p.r);
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p.x = pos.x; p.y = pos.y;
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// aim
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p.aim = angleTo(p.x, p.y, mxW(), myW());
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+62
-3
@@ -2,6 +2,9 @@
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const DIRS = { n: [0, -1], s: [0, 1], e: [1, 0], w: [-1, 0] };
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const OPP = { n: 's', s: 'n', e: 'w', w: 'e' };
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const OBSTACLE_COUNTS = { grand_hall: 3, deep_hall: 3, meat_hall: 5 };
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const OBSTACLE_R = 42;
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const ROOM_SHAPES = {
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hall: { x0: 48, y0: 48, x1: 912, y1: 592 }, // unchanged — start & boss rooms
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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)
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@@ -64,16 +67,67 @@ function genFloor(floor) {
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for (const [dir, [dx, dy]] of Object.entries(DIRS)) {
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r.doors[dir] = !!G.rooms[(r.gx + dx) + ',' + (r.gy + dy)];
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}
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placeRoomObstacles(r);
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}
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}
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function makeRoom(gx, gy, type) {
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return { gx, gy, type, shape: 'hall', theme: 'abattoir', doors: {}, cleared: type === 'start',
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visited: false, decals: [], wavesLeft: 0, spawnT: 0, bossSpawned: false, pickups: [] };
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visited: false, decals: [], obstacles: [], wavesLeft: 0, spawnT: 0, bossSpawned: false, pickups: [] };
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}
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function roomKey(x, y) { return x + ',' + y; }
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function nearRoomDoor(room, x, y) {
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const a = roomBounds(room);
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const M = Math.min(130, Math.min(a.w, a.h) * 0.32);
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if (room.doors.n && Math.abs(x - a.cx) < DOOR_HALF + 30 && y < a.y0 + M) return true;
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if (room.doors.s && Math.abs(x - a.cx) < DOOR_HALF + 30 && y > a.y1 - M) return true;
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if (room.doors.e && Math.abs(y - a.cy) < DOOR_HALF + 30 && x > a.x1 - M) return true;
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if (room.doors.w && Math.abs(y - a.cy) < DOOR_HALF + 30 && x < a.x0 + M) return true;
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return false;
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}
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function placeRoomObstacles(room) {
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room.obstacles = [];
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const count = OBSTACLE_COUNTS[room.shape];
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if (!count) return;
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const a = roomBounds(room);
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for (let tries = 0; tries < 80 && room.obstacles.length < count; tries++) {
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const x = rand(a.x0 + 80, a.x1 - 80);
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const y = rand(a.y0 + 80, a.y1 - 80);
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if (nearRoomDoor(room, x, y)) continue;
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if (dist(x, y, a.cx, a.cy) < 110) continue;
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if (room.obstacles.some(o => dist(x, y, o.x, o.y) < OBSTACLE_R * 2 + 24)) continue;
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room.obstacles.push({ x, y, r: OBSTACLE_R, kind: 'bloodpool' });
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}
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}
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function resolveSolids(x, y, r) {
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const obstacles = G.cur && G.cur.obstacles;
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if (obstacles && obstacles.length) {
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for (let pass = 0; pass < 2; pass++) {
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for (const o of obstacles) {
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const d = dist(x, y, o.x, o.y);
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if (d < r + o.r) {
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if (d > 0.01) {
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const n = (r + o.r) / d;
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x = o.x + (x - o.x) * n;
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y = o.y + (y - o.y) * n;
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} else {
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x = o.x + r + o.r;
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y = o.y;
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}
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}
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}
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}
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}
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x = clamp(x, G.arena.x0 + r, G.arena.x1 - r);
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y = clamp(y, G.arena.y0 + r, G.arena.y1 - r);
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return { x, y };
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}
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function wavesFor(floor) {
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const base = 3 + Math.ceil(floor * 1.4);
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const waves = [base];
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@@ -110,8 +164,9 @@ function enterRoom(gx, gy) {
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// spawn protection: brief invincibility walking into a fresh room
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if (G.player) {
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G.player.invT = Math.max(G.player.invT, 1.0);
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G.player.x = clamp(G.player.x, a.x0 + G.player.r, a.x1 - G.player.r);
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G.player.y = clamp(G.player.y, a.y0 + G.player.r, a.y1 - G.player.r);
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const pos = resolveSolids(G.player.x, G.player.y, G.player.r);
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G.player.x = pos.x;
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G.player.y = pos.y;
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}
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// Iron Lung: re-arm the once-per-room hit block
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if (G.player && G.player.stats.ironLung > 0) G.player.ironLungReady = true;
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@@ -420,6 +475,10 @@ function drawRoom(ctx) {
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for (const d of r.decals) {
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Sprites.draw(ctx, d.img, d.x, d.y, d.rot, 48 * d.s, false, 0.55);
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}
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for (const o of r.obstacles) {
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Sprites.draw(ctx, 'decal_blood1', o.x, o.y, 0, o.r * 2.4, false, 0.92);
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Sprites.draw(ctx, 'decal_blood3', o.x, o.y, 0.7, o.r * 1.7, false, 0.75);
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}
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// hazards
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for (const h of G.hazards) {
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const k = 1 - h.t / h.life;
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+1
-1
@@ -1,7 +1,7 @@
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{
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"name": "meatslicer",
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"productName": "MeatSlicer",
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"version": "0.9.3",
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"version": "0.9.4",
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"private": true,
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"description": "A Butcher's Descent - clear, harvest, descend.",
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"main": "desktop/main.js",
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+42
-1
@@ -64,7 +64,7 @@ for (const f of files) {
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}
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// const/let top-level bindings live in the context's lexical scope, not on the
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// global object — expose the ones the harness pokes at directly.
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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);
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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);
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let simTime = 0;
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const ctx = sandbox;
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@@ -1277,6 +1277,47 @@ console.log('== dash: burst, slow, cooldown ==');
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ctx.startRun(); step(3, 16);
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}
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console.log('== large-room blood pools and dash gore ==');
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{
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ctx.startRun(); step(3, 16);
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const hall = ctx.makeRoom(0, 0, 'combat'); hall.shape = 'hall'; hall.doors = {};
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ctx.placeRoomObstacles(hall);
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check('small rooms get no obstacles', hall.obstacles.length === 0);
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const meat = ctx.makeRoom(1, 0, 'combat'); meat.shape = 'meat_hall';
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meat.doors = { e: true, w: true, n: false, s: false };
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ctx.placeRoomObstacles(meat);
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check('meat_hall places five pools', meat.obstacles.length === 5);
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const mb = ctx.roomBounds(meat);
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check('pools stay off center and doors', meat.obstacles.every(o =>
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Math.hypot(o.x - mb.cx, o.y - mb.cy) >= 110));
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ctx.G.cur = meat; ctx.setArenaForRoom(meat);
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const o = meat.obstacles[0];
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const pushed = ctx.resolveSolids(o.x, o.y, 20);
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check('resolveSolids pushes out of a pool', Math.hypot(pushed.x - o.x, pushed.y - o.y) >= o.r + 20 - 0.05);
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const p = ctx.G.player;
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p.x = o.x - (o.r + p.r + 8); p.y = o.y; p.dashSlowT = 0;
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ctx.G.parts.length = 0;
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ctx.Input.keys.d = true;
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press('shift'); step(1, 16); release('shift');
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check('dash does not enter the pool', Math.hypot(p.x - o.x, p.y - o.y) >= o.r + p.r - 0.05);
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check('dash emits a bloodball', ctx.G.parts.some(pt => pt.type === 'bloodball'));
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ctx.Input.keys.d = false;
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ctx.G.bullets.length = 0;
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ctx.G.bullets.push({
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x: o.x - 80, y: o.y, vx: 400, vy: 0, r: 5, dmg: 1,
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pierce: 0, bounce: 0, bounces: 0, life: 1, t: 0, behavior: 'bullet',
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sprite: 'bullet_bone', homing: 0, hit: null, dragTarget: null,
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});
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ctx.updateBullets(0.3);
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check('projectiles pass through pools', ctx.G.bullets.length === 1 && ctx.G.bullets[0].x > o.x);
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ctx.startRun(); step(3, 16);
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}
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console.log('== debug refill tops up holstered specials ==');
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{
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ctx.startRun(); step(3, 16);
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@@ -390,6 +390,12 @@ def reference_payload(name: str) -> list[dict]:
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if not REFERENCE.exists():
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raise SystemExit(f"Missing style reference: {REFERENCE}")
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references = [{"type": "image_url", "image_url": {"url": data_url(REFERENCE)}}]
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if name.startswith(("w_", "wt_", "pt_")):
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mid = name[3:] if name.startswith(("wt_", "pt_")) else name[2:]
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prefix = "wt_" if name.startswith(("wt_", "pt_")) else "w_"
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model = RAW / "guides" / "models" / f"{prefix}{mid}.png"
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if model.exists():
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references.append({"type": "image_url", "image_url": {"url": data_url(model)}})
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guide = shape_guide(name)
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if guide:
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references.append({"type": "image_url", "image_url": {"url": data_url(guide)}})
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Executable
+39
@@ -0,0 +1,39 @@
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#!/usr/bin/env python3
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"""Render Meshy weapon GLBs to 2D magenta-backed stills via Blender."""
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from __future__ import annotations
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import shutil
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import subprocess
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import sys
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from pathlib import Path
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ROOT = Path(__file__).resolve().parent.parent
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BLENDER_SCRIPT = Path(__file__).resolve().parent / "render_model_refs_blender.py"
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IN_DIR = ROOT / "assets" / "raw" / "models"
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OUT_DIR = ROOT / "assets" / "raw" / "guides" / "models"
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def main() -> int:
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blender = shutil.which("blender")
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if not blender:
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print("blender: missing binary; skipping model reference renders")
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return 0
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OUT_DIR.mkdir(parents=True, exist_ok=True)
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cmd = [
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blender,
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"--background",
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"--python",
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str(BLENDER_SCRIPT),
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"--",
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"--in",
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str(IN_DIR),
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"--out",
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str(OUT_DIR),
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]
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print(" ".join(cmd))
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return subprocess.call(cmd)
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if __name__ == "__main__":
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sys.exit(main())
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Executable
+141
@@ -0,0 +1,141 @@
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#!/usr/bin/env python3
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"""Blender 5.2: orthographic stills of each weapon_<id>.glb."""
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from __future__ import annotations
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import argparse
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import math
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import sys
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from pathlib import Path
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import bpy
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from mathutils import Vector
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||||
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)
|
||||
Reference in new issue
Block a user