ps1 filter variables, crowds
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extends SceneTree
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## Quick visual check for the billboard crowd: builds the generated fallback stand and
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## captures two frames a moment apart (so the flipbook visibly advances) from an angle
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## (so we can confirm the sprites turn to face the camera).
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##
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## godot --script tools/preview_crowd.gd
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## Output: tools/preview/crowd_a.png, crowd_b.png
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const OUT := "res://tools/preview"
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func _init() -> void:
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_run.call_deferred()
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func _run() -> void:
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DirAccess.make_dir_recursive_absolute(OUT)
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var we := WorldEnvironment.new()
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var env := Environment.new()
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env.background_mode = Environment.BG_COLOR
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env.background_color = Color(0.10, 0.12, 0.16)
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we.environment = env
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root.add_child(we)
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var crowd := MultiMeshInstance3D.new()
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crowd.set_script(load("res://crowd_billboards.gd"))
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crowd.set("source_path", NodePath()) # force the generated fallback stand
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crowd.set("fallback_count", 90)
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root.add_child(crowd)
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var cam := Camera3D.new()
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cam.fov = 62.0
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cam.current = true
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root.add_child(cam)
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# Outside the ring edge, elevated, looking across the centre: the NEAR arc has its
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# back to us (facing inward), the FAR arc faces us — so this shot proves both the
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# per-segment inward facing and the front/back sheet selection.
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cam.look_at_from_position(Vector3(0.0, 16.0, 44.0), Vector3(0.0, 3.0, 0.0), Vector3.UP)
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await create_timer(0.15).timeout
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_shot("crowd_a.png")
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await create_timer(0.45).timeout # ~4–5 clap frames later
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_shot("crowd_b.png")
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quit(0)
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func _shot(name: String) -> void:
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var img := root.get_viewport().get_texture().get_image()
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if img == null:
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print("capture failed: ", name)
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return
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img.save_png(OUT + "/" + name)
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print("captured ", name, " ", img.get_width(), "x", img.get_height())
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