Feat/14 movement overhaul #20

Merged
Dotts merged 86 commits from feat/14-movement-overhaul into main 2026-07-17 10:44:23 -07:00
3 changed files with 0 additions and 123 deletions
Showing only changes of commit 0b0497e128 - Show all commits
-49
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extends SceneTree
func _init():
print("=== GLTFDocument API Test ===")
var path = "res://assets/characters/skins/miku_rigged_animated.glb"
var file = FileAccess.open(path, FileAccess.READ)
var bytes = file.get_buffer(file.get_length())
file.close()
var gltf = GLTFDocument.new()
var state = GLTFState.new()
var err = gltf.append_from_buffer(bytes, "", state)
print("append_from_buffer: %d" % err)
if err == OK:
# List all methods
var methods = gltf.get_method_list()
print("Total methods: %d" % methods.size())
for m in methods:
var n = m.name
if n.contains("anim") or n.contains("mesh") or n.contains("scene") or n.contains("generate") or n.contains("get_") or n.contains("instantiate"):
print(" %s" % n)
# Try generate_scene
if gltf.has_method("generate_scene"):
var scene = gltf.generate_scene(state)
if scene:
print("Scene: %s" % scene.name)
get_root().add_child(scene)
else:
print("generate_scene returned null")
else:
print("No generate_scene method")
# Try instantiate
if gltf.has_method("instantiate"):
var node = gltf.instantiate(state)
if node:
print("Instantiated: %s" % node.name)
get_root().add_child(node)
else:
print("instantiate returned null")
else:
print("No instantiate method")
quit()
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extends SceneTree
func _init():
print("=== GLTFDocument Test ===")
var path = "res://assets/characters/skins/miku_rigged_animated.glb"
if not FileAccess.file_exists(path):
print("File not found")
quit()
return
var file = FileAccess.open(path, FileAccess.READ)
var bytes = file.get_buffer(file.get_length())
file.close()
print("Read %d bytes" % bytes.size())
var gltf = GLTFDocument.new()
var state = GLTFState.new()
var err = gltf.append_from_buffer(bytes, "", state)
print("append_from_buffer returned: %d" % err)
if err == OK:
print("Animations: %d" % gltf.get_animation_count())
print("Meshes: %d" % gltf.get_mesh_count())
var scene = gltf.generate_scene(state)
if scene:
print("Scene: %s" % scene.name)
get_root().add_child(scene)
else:
print("Failed to generate scene")
else:
print("Failed to parse")
quit()
-36
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extends SceneTree
func _init():
print("=== Test GLB Load ===")
var path = "res://assets/characters/skins/miku_rigged_animated.glb"
# Read GLB
var file = FileAccess.open(path, FileAccess.READ)
var bytes = file.get_buffer(file.get_length())
file.close()
print("Read %d bytes" % bytes.size())
# Parse
var gltf = GLTFDocument.new()
var state = GLTFState.new()
var err = gltf.append_from_buffer(bytes, "", state)
print("Parse result: %d" % err)
if err == OK:
var scene = gltf.generate_scene(state)
if scene:
print("Scene: %s" % scene.name)
print("Children:")
for child in scene.get_children():
print(" %s (%s)" % [child.name, child.get_class()])
if child is Skeleton3D:
print(" Bones: %d" % child.get_bone_count())
if child is AnimationPlayer:
print(" Animations: %s" % child.get_animation_list())
get_root().add_child(scene)
print("Scene added to tree!")
else:
print("Failed to generate scene")
quit()