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Написал scripts/util/inspect_models.gd — runtime-инструмент. Запустил через --headless --script, получил РЕАЛЬНЫЕ размеры: ХАРАКТЕРЫ (mini-characters): - Все male: 0.77×0.67-0.79×0.34 м (Ш×В×Г), T-pose шириной 0.77м - Pivot near center (offset 0.0005м) - 32 анимации, ВКЛЮЧАЯ «idle», «walk», «sit», «static» ФУРНИТУРА (выборка): - bedSingle: 1.62×0.51×1.89м (реалистичный single bed) - desk: 0.73×0.38×0.56м (мелко, нужно scale ~2.0) - chairDesk: 0.48×0.42×0.44м (мелко, нужно ~2.0-2.5) - kitchenFridgeLarge: 0.79×1.32×0.39м (нормально) РАСЧЁТЫ ОТЦА: - Цель: рост ~1.7м (взрослый отец) - Базовая высота 0.722м → scale = 1.7/0.722 = 2.35 - В T-pose ширина 1.8м (огромный) — НО idle-поза узкая, ~0.7м - Поэтому КРИТИЧНО запустить idle, не T-pose ФИКСЫ: 1. Father scale 2.35 (рост 1.7м, нормальный взрослый) 2. _start_father_idle через call_deferred — glb children могут быть не готовы в _ready, deferred ждёт следующий кадр 3. Animation list = 32 шт. Алгоритм: - Ищет первую анимацию содержащую «idle» (нижний регистр) - Если нет — играет первую в списке (fallback) - Print имя анимации для debug 4. Position x=1.6 (чуть дальше от двери при scale 2.35) ОСТАЁТСЯ ПРОВЕРИТЬ: - Реально ли запустилась idle (увидим по позе — руки опущены или раскинуты T-pose) - Возможно scale 2.35 слишком много с idle — иногда мини-чары выглядят пухло - Furniture scales — TODO следующим коммитом если попросишь Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
83 lines
2.7 KiB
GDScript
83 lines
2.7 KiB
GDScript
extends SceneTree
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func _init() -> void:
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var paths_to_check: Array[String] = [
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# Mini characters (для отца + других NPC)
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"res://assets/models/characters/character-male-a.glb",
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"res://assets/models/characters/character-male-b.glb",
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"res://assets/models/characters/character-male-c.glb",
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"res://assets/models/characters/character-male-d.glb",
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"res://assets/models/characters/character-male-e.glb",
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"res://assets/models/characters/character-male-f.glb",
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"res://assets/models/characters/character-female-a.glb",
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# Furniture
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"res://assets/models/furniture/bedSingle.glb",
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"res://assets/models/furniture/desk.glb",
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"res://assets/models/furniture/chairDesk.glb",
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"res://assets/models/furniture/chair.glb",
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"res://assets/models/furniture/computerScreen.glb",
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"res://assets/models/furniture/computerKeyboard.glb",
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"res://assets/models/furniture/bookcaseClosedDoors.glb",
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"res://assets/models/furniture/cardboardBoxClosed.glb",
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"res://assets/models/furniture/kitchenFridgeLarge.glb",
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"res://assets/models/furniture/kitchenStove.glb",
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"res://assets/models/furniture/kitchenSink.glb",
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"res://assets/models/furniture/table.glb",
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]
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print("=== MODEL INSPECTION ===")
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for path in paths_to_check:
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var scene: PackedScene = load(path)
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if scene == null:
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print("FAIL load: %s" % path)
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continue
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var instance: Node = scene.instantiate()
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if instance == null:
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print("FAIL instantiate: %s" % path)
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continue
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var aabb: AABB = _get_total_aabb(instance)
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print("--- %s ---" % path.get_file())
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print(" size: x=%.3f y=%.3f z=%.3f" % [aabb.size.x, aabb.size.y, aabb.size.z])
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print(" pos: x=%.3f y=%.3f z=%.3f" % [aabb.position.x, aabb.position.y, aabb.position.z])
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var ap: AnimationPlayer = _find_anim_player(instance)
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if ap != null:
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var anims: PackedStringArray = ap.get_animation_list()
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print(" animations (%d total):" % anims.size())
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for name in anims:
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print(" - %s" % name)
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instance.queue_free()
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print("=== END ===")
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quit()
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func _find_anim_player(node: Node) -> AnimationPlayer:
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if node is AnimationPlayer:
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return node as AnimationPlayer
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for child in node.get_children():
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var found: AnimationPlayer = _find_anim_player(child)
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if found != null:
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return found
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return null
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func _get_total_aabb(node: Node) -> AABB:
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var bounds: AABB = AABB()
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var first: bool = true
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for mesh_node in _find_all_meshes(node):
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var aabb: AABB = mesh_node.get_aabb()
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if first:
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bounds = aabb
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first = false
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else:
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bounds = bounds.merge(aabb)
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return bounds
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func _find_all_meshes(node: Node) -> Array:
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var result: Array = []
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if node is MeshInstance3D:
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result.append(node)
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for child in node.get_children():
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result.append_array(_find_all_meshes(child))
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return result
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