ps1 filter variables, crowds
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extends SceneTree
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## Renders the real arena (scene.tscn) with the billboard crowd wired in, from a camera
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## near the arena centre, to confirm the stands populate and face inward in-game.
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## godot --script tools/preview_crowd_scene.gd
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## Output: tools/preview/scene_crowd.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 ps := load("res://scene.tscn") as PackedScene
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var scene := ps.instantiate()
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root.add_child(scene)
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current_scene = scene
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await create_timer(0.4).timeout
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var cam := Camera3D.new()
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cam.fov = 74.0
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scene.add_child(cam)
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# Out past one stand looking across the arena: the near crowd has its back to us,
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# the far crowd faces us — the case the front/back sheet must get right.
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cam.look_at_from_position(Vector3(0.0, 9.0, -22.0), Vector3(0.0, 4.0, 6.0), Vector3.UP)
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cam.current = true
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await create_timer(0.3).timeout
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var crowd := scene.get_node_or_null(^"CrowdBillboards") as MultiMeshInstance3D
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if crowd != null and crowd.multimesh != null:
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print("crowd instances = ", crowd.multimesh.instance_count)
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else:
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print("crowd node/multimesh missing")
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var img := root.get_viewport().get_texture().get_image()
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if img != null:
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img.save_png(OUT + "/scene_crowd.png")
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print("captured scene_crowd.png ", img.get_width(), "x", img.get_height())
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quit(0)
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