diff --git a/Assets/MagnetismHeroes/Editor/VisualUpgradeAssets.cs b/Assets/MagnetismHeroes/Editor/VisualUpgradeAssets.cs new file mode 100644 index 0000000..9797acc --- /dev/null +++ b/Assets/MagnetismHeroes/Editor/VisualUpgradeAssets.cs @@ -0,0 +1,293 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Security.Cryptography; +using MagnetismHeroes.UnityRuntime.Presentation; +using MagnetismHeroes.UnityRuntime.StageAssets; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace MagnetismHeroes.Editor +{ + // Deliberately scoped: never invokes the initial project/content builders. + public static class VisualUpgradeAssets + { + private const string Root = "Assets/MagnetismHeroes/UnityRuntime/Presentation/"; + private const float FarHorizonRadius = 27; + [Serializable] private sealed class ApprovedFile { public string repositoryRelativePath, sha256; } + [Serializable] private sealed class Approval { public string status; public ApprovedFile[] approvedFiles; } + [Serializable] private sealed class PortableMaterial + { + public string name; + public float[] baseColorSrgb, authoredSRGB; + public float roughness, metallic; + } + [Serializable] private sealed class Provenance { public PortableMaterial[] portableMaterials, materials; } + [Serializable] private sealed class ImportRecord + { + public string asset, sha256; + public Vector3 rootEuler; + public int meshes, triangles; + } + [Serializable] private sealed class ApplyRecord + { + public string utc, status; + public int approvedFiles, stages; + public ImportRecord[] imports; + public string[] unchangedNonvisualStageSignatures; + } + + public static void ApplyDaylightShadows() + { + var app = PrefabUtility.LoadPrefabContents(FirstSliceAssets.AppPrefabPath); + try + { + var sun = app.transform.Find("Sun").GetComponent(); + sun.shadows = LightShadows.Soft; sun.shadowStrength = .55f; + sun.color = new Color(1, .97f, .91f); sun.intensity = 1.3f; + PrefabUtility.SaveAsPrefabAsset(app, FirstSliceAssets.AppPrefabPath); + } + finally { PrefabUtility.UnloadPrefabContents(app); } + var pipeline = new SerializedObject(AssetDatabase.LoadMainAssetAtPath("Assets/Settings/Mobile_RPAsset.asset")); + pipeline.FindProperty("m_SoftShadowsSupported").boolValue = true; + pipeline.FindProperty("m_SoftShadowQuality").intValue = 1; + pipeline.FindProperty("m_ShadowDistance").floatValue = 30; + pipeline.ApplyModifiedPropertiesWithoutUndo(); AssetDatabase.SaveAssets(); + Debug.Log("[VisualUpgrade] Existing daylight light and mobile URP: soft .55-strength shadows, low soft-shadow quality, one 1024 cascade, 30m distance; model/material/stage bytes untouched."); + } + + public static void ApplyHorizonContinuity() + { + foreach (int id in Enumerable.Range(1, 30)) + { + var stage = AssetDatabase.LoadAssetAtPath($"Assets/MagnetismHeroes/UnityRuntime/StageAssets/Stage{id:D2}.asset"); + string before = StageSignature(stage); + if (stage.Decorations.Count(item => item.prefab.name == "FarHorizon") != 4) + throw new InvalidOperationException("Expected four existing horizon placements in stage " + id); + Undo.RecordObject(stage, "Connect distant horizon to meadow apron"); + var data = new SerializedObject(stage); var placements = data.FindProperty("_decorations"); + for (int index = 0; index < placements.arraySize; index++) + { + var placement = placements.GetArrayElementAtIndex(index); + if (placement.FindPropertyRelative("prefab").objectReferenceValue.name != "FarHorizon") continue; + var position = placement.FindPropertyRelative("position"); var point = position.vector3Value; + var direction = new Vector3(point.x, 0, point.z).normalized; + position.vector3Value = new Vector3(direction.x * FarHorizonRadius, point.y, direction.z * FarHorizonRadius); + } + data.ApplyModifiedPropertiesWithoutUndo(); + if (StageSignature(stage) != before) throw new InvalidOperationException("Nonvisual stage state changed: " + id); + } + AssetDatabase.SaveAssets(); + Debug.Log("[VisualUpgrade] Only 120 FarHorizon positions moved inward to overlap the existing apron/ridge; stage nonvisual fields unchanged."); + } + + public static void Apply() + { + string approvalPath = Environment.GetEnvironmentVariable("MAGNETISM_VISUAL_APPROVAL"); + if (string.IsNullOrEmpty(approvalPath)) throw new InvalidOperationException("Exact reviewed approval record is required."); + var approval = JsonUtility.FromJson(File.ReadAllText(approvalPath)); + if (approval.status != "APPROVED" || approval.approvedFiles.Length != 25) + throw new InvalidOperationException("All 25 reviewed files must be approved before adoption."); + foreach (var file in approval.approvedFiles) + if (Hash(file.repositoryRelativePath) != file.sha256) + throw new InvalidOperationException("Approved bytes changed: " + file.repositoryRelativePath); + + var stages = Enumerable.Range(1, 30).Select(id => AssetDatabase.LoadAssetAtPath( + $"Assets/MagnetismHeroes/UnityRuntime/StageAssets/Stage{id:D2}.asset")).ToArray(); + var signatures = stages.Select(StageSignature).ToArray(); + Directory.CreateDirectory(Root + "Materials/VisualUpgrade"); + Directory.CreateDirectory(Root + "Prefabs/Meadow"); + AssetDatabase.Refresh(); + var materials = new Dictionary(); + foreach (string path in new[] { "SourceAssets/Models/Heroes/provenance.json", "SourceAssets/Models/Meadow/provenance.json" }) + { + var provenance = JsonUtility.FromJson(File.ReadAllText(path)); + foreach (var spec in provenance.portableMaterials ?? provenance.materials) + { + string materialPath = Root + "Materials/VisualUpgrade/" + spec.name + ".mat"; + var material = AssetDatabase.LoadAssetAtPath(materialPath); + if (material == null) + { + material = new Material(Shader.Find("Universal Render Pipeline/Lit")); + AssetDatabase.CreateAsset(material, materialPath); + } + // Unity's material Color is sRGB; Lit converts it for the linear render pipeline. + // The Blender linearBaseColor is deliberately not assigned as another sRGB color. + var color = spec.baseColorSrgb ?? spec.authoredSRGB; + material.SetColor("_BaseColor", new Color(color[0], color[1], color[2], 1)); + material.SetFloat("_Smoothness", 1 - spec.roughness); + material.SetFloat("_Metallic", spec.metallic); + material.enableInstancing = true; + EditorUtility.SetDirty(material); materials.Add(spec.name, material); + } + } + var imports = new List(); + foreach (var file in approval.approvedFiles.Where(item => item.repositoryRelativePath.EndsWith(".fbx", StringComparison.Ordinal))) + { + var importer = (ModelImporter)AssetImporter.GetAtPath(file.repositoryRelativePath); + importer.globalScale = 1; importer.useFileScale = true; importer.bakeAxisConversion = true; + importer.importAnimation = false; importer.importCameras = false; importer.importLights = false; + importer.SaveAndReimport(); + foreach (var source in AssetDatabase.LoadAllAssetsAtPath(file.repositoryRelativePath).OfType()) + { + if (!materials.TryGetValue(source.name, out var material)) + throw new InvalidOperationException("Material has no portable provenance: " + source.name); + importer.AddRemap(new AssetImporter.SourceAssetIdentifier(typeof(Material), source.name), material); + } + importer.SaveAndReimport(); + var model = AssetDatabase.LoadAssetAtPath(file.repositoryRelativePath); + var meshes = model.GetComponentsInChildren(true); + imports.Add(new ImportRecord { asset = file.repositoryRelativePath, sha256 = file.sha256, + rootEuler = model.transform.localEulerAngles, meshes = meshes.Length, + triangles = meshes.Sum(filter => filter.sharedMesh.triangles.Length / 3) }); + } + ApplyBody(); ApplyEquipment(); + var props = approval.approvedFiles.Where(item => item.repositoryRelativePath.Contains("/Models/Meadow/") && item.repositoryRelativePath.EndsWith(".fbx", StringComparison.Ordinal)) + .ToDictionary(item => Path.GetFileNameWithoutExtension(item.repositoryRelativePath), item => Scenery(item.repositoryRelativePath)); + foreach (var stage in stages) ApplyStage(stage, props); + for (int index = 0; index < stages.Length; index++) + if (StageSignature(stages[index]) != signatures[index]) throw new InvalidOperationException("Nonvisual stage state changed: " + (index + 1)); + var app = PrefabUtility.LoadPrefabContents(FirstSliceAssets.AppPrefabPath); + try + { + // Preserve the old floor's exact input/drag collision boundary. + app.transform.Find("Playground/PlaygroundIsland").GetComponent().enabled = false; + app.transform.Find("GameCamera").GetComponent().backgroundColor = new Color(.58f, .83f, .88f); + PrefabUtility.SaveAsPrefabAsset(app, FirstSliceAssets.AppPrefabPath); + } + finally { PrefabUtility.UnloadPrefabContents(app); } + AssetDatabase.SaveAssets(); + string evidence = Environment.GetEnvironmentVariable("MAGNETISM_VISUAL_EVIDENCE"); + Directory.CreateDirectory(evidence); + File.WriteAllText(Path.Combine(evidence, "source-import.json"), JsonUtility.ToJson(new ApplyRecord { + utc = DateTime.UtcNow.ToString("o"), status = "APPLIED_EXACT_APPROVED_BYTES_NONVISUAL_STAGE_FIELDS_UNCHANGED", + approvedFiles = approval.approvedFiles.Length, stages = stages.Length, imports = imports.ToArray(), + unchangedNonvisualStageSignatures = signatures }, true)); + Debug.Log("[VisualUpgrade] Exact approved models imported, original gameplay stage fields preserved, one equipment assembly per badge connected."); + } + + private static void ApplyBody() + { + string path = Root + "Prefabs/MagnetFriend.prefab"; + var ball = PrefabUtility.LoadPrefabContents(path); + try + { + var old = ball.transform.Find("ApprovedHeroBody"); + if (old != null) Object.DestroyImmediate(old.gameObject); + var body = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath(Root + "Models/Heroes/HeroBody.fbx")); + body.name = "ApprovedHeroBody"; body.transform.SetParent(ball.transform, false); + var renderer = body.GetComponentInChildren(); + var data = new SerializedObject(ball.GetComponent()); + data.FindProperty("_body").objectReferenceValue = renderer; data.ApplyModifiedPropertiesWithoutUndo(); + Object.DestroyImmediate(ball.GetComponent()); + Object.DestroyImmediate(ball.GetComponent()); + PrefabUtility.SaveAsPrefabAsset(ball, path); + } + finally { PrefabUtility.UnloadPrefabContents(ball); } + } + private static void ApplyEquipment() + { + string path = Root + "Prefabs/GroupBadge.prefab"; + var badge = PrefabUtility.LoadPrefabContents(path); + try + { + var old = badge.transform.Find("KnightEquipment"); + if (old != null) Object.DestroyImmediate(old.gameObject); + var equipment = new GameObject("KnightEquipment"); equipment.transform.SetParent(badge.transform, false); + var alignment = new GameObject("ViewAlignment"); alignment.transform.SetParent(equipment.transform, false); + var model = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath(Root + "Models/Heroes/KnightEquipment.fbx")); + model.transform.SetParent(alignment.transform, false); + // Keep the imported FBX root untouched. Orient its front to the sprite's -Z front. + var shield = model.GetComponentsInChildren().Single(item => item.name == "Shield_TealFace"); + float front = equipment.transform.InverseTransformPoint(shield.bounds.center).z; + if (Mathf.Abs(front) < .01f) throw new InvalidOperationException("Cannot identify imported equipment front."); + if (front > 0) alignment.transform.localRotation = Quaternion.Euler(0, 180, 0); + var data = new SerializedObject(badge.GetComponent()); + data.FindProperty("_equipment").objectReferenceValue = equipment.transform; data.ApplyModifiedPropertiesWithoutUndo(); + Debug.Log($"[VisualUpgrade] equipment imported front={front}, view alignment={alignment.transform.localEulerAngles}, imported root={model.transform.localEulerAngles}"); + PrefabUtility.SaveAsPrefabAsset(badge, path); + } + finally { PrefabUtility.UnloadPrefabContents(badge); } + } + private static GameObject Scenery(string source) + { + string name = Path.GetFileNameWithoutExtension(source); + var prop = new GameObject(name); + try + { + var model = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath(source)); + model.transform.SetParent(prop.transform, false); + if (name == "OpenStoneArch" || name == "MossStoneSteps") + foreach (var filter in model.GetComponentsInChildren()) + filter.gameObject.AddComponent().sharedMesh = filter.sharedMesh; + return PrefabUtility.SaveAsPrefabAsset(prop, Root + "Prefabs/Meadow/" + name + ".prefab"); + } + finally { Object.DestroyImmediate(prop); } + } + private static void ApplyStage(StageAsset stage, Dictionary props) + { + var placements = new List(); + void Place(string name, float x, float y, float z, float scale = 1, float yaw = 0) => placements.Add(new StageDecoration { + prefab = props[name], position = new Vector3(x, y, z), scale = Vector3.one * scale, eulerAngles = new Vector3(0, yaw, 0) }); + // A broad, nearly level visual meadow meets the original floor at y=-.45. + // Keep its approved mesh/material bytes and the existing playable collider. + placements.Add(new StageDecoration { prefab = props["MeadowClearing"], + position = new Vector3(0, -.485f, 0), scale = new Vector3(5, .2f, 5) }); + Place("OpenStoneArch", -4, 0, 1.6f); Place("MossStoneSteps", 4, 0, 1.7f); + Place("PebbleScatter", 3.8f, 0, -2.6f); + for (int side = 0; side < 4; side++) + { + float yaw = side * 90; var direction = Quaternion.Euler(0, yaw, 0) * Vector3.forward; + Place("FarHorizon", direction.x * FarHorizonRadius, -.485f, direction.z * FarHorizonRadius, 1, yaw); + Place("DistantRidge", direction.x * 22, -.485f, direction.z * 22, 1, yaw); + var corner = Quaternion.Euler(0, yaw + 45, 0) * Vector3.forward * 19; + Place("GentleHill", corner.x, -.485f, corner.z, 1.8f, yaw); + } + string tree = stage.StageId <= 10 ? "RoundCanopyTree" : stage.StageId <= 20 ? "SageCanopyTree" : "TallWindTree"; + Place(tree, -6.6f, -.45f, 4.8f); Place(tree, 6.6f, -.45f, 5.8f); + Place(tree, -7.5f, -.45f, -6); Place(tree, 7.5f, -.45f, -6); + Place(stage.StageId <= 10 ? "MintShrub" : "SageShrub", -6, -.45f, -2.4f, .75f); + if (stage.StageId <= 10) + { + Place("DaisyColony", -4.1f, 0, -1.8f, .7f); Place("FernCluster", 4.7f, 0, 3.3f); + Place("GrassTuftMint", -3.4f, 0, 1.4f); Place("GrassTuftGold", 3.7f, 0, 3); + } + else if (stage.StageId <= 20) + { + Place("PinkCosmosColony", -4.1f, 0, -1.8f, .7f); Place("LavenderLupineColony", 4.7f, 0, 3.3f, .8f); + Place("DaisyColony", -5.6f, 0, 3.8f); Place("GrassTuftGold", 3.7f, 0, 3); + } + else + { + Place("SlateBoulder", -6.2f, -.45f, 5.4f); Place("RoundLimestone", 5.6f, -.45f, 4.2f); + Place("LowLimestone", -4.8f, 0, -2.7f); Place("FernCluster", 3.7f, 0, 3); + } + var data = new SerializedObject(stage); var decorations = data.FindProperty("_decorations"); + decorations.arraySize = placements.Count; + for (int index = 0; index < placements.Count; index++) + { + var target = decorations.GetArrayElementAtIndex(index); var placement = placements[index]; + target.FindPropertyRelative("prefab").objectReferenceValue = placement.prefab; + target.FindPropertyRelative("position").vector3Value = placement.position; + target.FindPropertyRelative("eulerAngles").vector3Value = placement.eulerAngles; + target.FindPropertyRelative("scale").vector3Value = placement.scale; + } + data.ApplyModifiedPropertiesWithoutUndo(); + } + private static string StageSignature(StageAsset stage) + { + var data = new SerializedObject(stage); + string Array(string field) { var value = data.FindProperty(field); return string.Join("|", Enumerable.Range(0, value.arraySize).Select(index => { + var item = value.GetArrayElementAtIndex(index); + return item.propertyType == SerializedPropertyType.Vector3 ? JsonUtility.ToJson(item.vector3Value) : item.intValue.ToString(); })); } + return stage.StageId + ";" + stage.Theme + ";" + data.FindProperty("_kind").intValue + ";" + Array("_initialGroups") + ";" + Array("_targetGroups") + ";" + Array("_ballPositions"); + } + private static string Hash(string path) + { + using (var algorithm = SHA256.Create()) using (var file = File.OpenRead(path)) + return BitConverter.ToString(algorithm.ComputeHash(file)).Replace("-", "").ToLowerInvariant(); + } + } +} diff --git a/Assets/MagnetismHeroes/Editor/VisualUpgradeAssets.cs.meta b/Assets/MagnetismHeroes/Editor/VisualUpgradeAssets.cs.meta new file mode 100644 index 0000000..5efaf13 --- /dev/null +++ b/Assets/MagnetismHeroes/Editor/VisualUpgradeAssets.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 40789cbe0397f8745bff78d14a544113 \ No newline at end of file diff --git a/Assets/MagnetismHeroes/Tests/EditMode/ContentAssetTests.cs b/Assets/MagnetismHeroes/Tests/EditMode/ContentAssetTests.cs index 31f31ec..73a57af 100644 --- a/Assets/MagnetismHeroes/Tests/EditMode/ContentAssetTests.cs +++ b/Assets/MagnetismHeroes/Tests/EditMode/ContentAssetTests.cs @@ -30,8 +30,19 @@ namespace MagnetismHeroes.Tests Assert.That(definition.Total, Is.EqualTo(definition.TargetGroups.Sum())); Assert.That(definition.Total, Is.InRange(1,10)); Assert.That(definition.BallPositions.Count, Is.EqualTo(definition.Total)); Assert.That(asset.Theme, Is.EqualTo(id<=10 ? "Garden" : id<=20 ? "Cloud" : "Workshop")); - Assert.That(asset.Decorations.Count, Is.EqualTo(7)); foreach (var placement in asset.Decorations) Assert.That(placement.prefab, Is.Not.Null); + var expectedDecorations = new[] { "MeadowClearing", "OpenStoneArch", "MossStoneSteps", "PebbleScatter" } + .Concat(Enumerable.Repeat("FarHorizon", 4)).Concat(Enumerable.Repeat("DistantRidge", 4)) + .Concat(Enumerable.Repeat("GentleHill", 4)) + .Concat(Enumerable.Repeat(id <= 10 ? "RoundCanopyTree" : id <= 20 ? "SageCanopyTree" : "TallWindTree", 4)) + .Concat(new[] { id <= 10 ? "MintShrub" : "SageShrub" }) + .Concat(id <= 10 ? new[] { "DaisyColony", "FernCluster", "GrassTuftMint", "GrassTuftGold" } + : id <= 20 ? new[] { "PinkCosmosColony", "LavenderLupineColony", "DaisyColony", "GrassTuftGold" } + : new[] { "SlateBoulder", "RoundLimestone", "LowLimestone", "FernCluster" }); + Assert.That(asset.Decorations.Select(placement => placement.prefab.name), Is.EquivalentTo(expectedDecorations), $"Stage {id} natural theme composition"); + foreach (string name in new[] { "FarHorizon", "DistantRidge", "GentleHill" }) + Assert.That(asset.Decorations.Where(placement => placement.prefab.name == name).Select(placement => placement.eulerAngles.y), + Is.EquivalentTo(new[] { 0f, 90f, 180f, 270f }), $"Stage {id} {name} surrounds all four directions"); string before=EditorJsonUtility.ToJson(asset); var board=new BoardRules(definition); board.TryMoveGroup(board.Groups[0].id,new Position3(1,0,0)); Assert.That(EditorJsonUtility.ToJson(asset), Is.EqualTo(before), "Runtime rules never mutate their source asset."); diff --git a/Assets/MagnetismHeroes/Tests/EditMode/VisualUpgradeAssetTests.cs b/Assets/MagnetismHeroes/Tests/EditMode/VisualUpgradeAssetTests.cs new file mode 100644 index 0000000..119381e --- /dev/null +++ b/Assets/MagnetismHeroes/Tests/EditMode/VisualUpgradeAssetTests.cs @@ -0,0 +1,76 @@ +using System.Linq; +using MagnetismHeroes.UnityRuntime.Presentation; +using MagnetismHeroes.UnityRuntime.StageAssets; +using NUnit.Framework; +using UnityEditor; +using UnityEngine; + +namespace MagnetismHeroes.Tests +{ + public sealed class VisualUpgradeAssetTests + { + private const string Root = "Assets/MagnetismHeroes/UnityRuntime/Presentation/"; + [Test] public void MobileDaylightSupportsSoftGroundShadowsWithoutReplacingThePlayableFloor() + { + var app = AssetDatabase.LoadAssetAtPath(Root + "Prefabs/GameApp.prefab"); + var sun = app.transform.Find("Sun").GetComponent(); + Assert.That(sun.shadows, Is.EqualTo(LightShadows.Soft)); + Assert.That(sun.shadowStrength, Is.InRange(.3f, .7f)); + Assert.That(sun.intensity, Is.InRange(1.1f, 1.5f)); + var pipeline = new SerializedObject(AssetDatabase.LoadMainAssetAtPath("Assets/Settings/Mobile_RPAsset.asset")); + Assert.That(pipeline.FindProperty("m_MainLightShadowsSupported").boolValue, Is.True); + Assert.That(pipeline.FindProperty("m_SoftShadowsSupported").boolValue, Is.True); + Assert.That(pipeline.FindProperty("m_MainLightShadowmapResolution").intValue, Is.EqualTo(1024)); + Assert.That(pipeline.FindProperty("m_ShadowCascadeCount").intValue, Is.EqualTo(1)); + Assert.That(pipeline.FindProperty("m_ShadowDistance").floatValue, Is.InRange(20f, 35f)); + var floor = app.transform.Find("Playground/PlaygroundIsland"); + Assert.That(floor.GetComponent(), Is.Not.Null); + Assert.That(floor.GetComponent().enabled, Is.False); + } + [Test] public void ApprovedBodyAndOneEquipmentAssemblyAreConnectedWithoutChangingSelectionSphere() + { + var ball = AssetDatabase.LoadAssetAtPath(Root + "Prefabs/MagnetFriend.prefab"); + var body = ball.transform.Find("ApprovedHeroBody"); + Assert.That(body, Is.Not.Null, "Approved FBX body must replace the primitive rendering."); + Assert.That(ball.transform.localScale, Is.EqualTo(Vector3.one)); + Assert.That(ball.GetComponentsInChildren(true).Length, Is.EqualTo(1)); + Assert.That(ball.GetComponent().radius, Is.EqualTo(.5f)); + var renderer = body.GetComponentInChildren(); + Assert.That(renderer.sharedMaterial.name, Is.EqualTo("Hero_CyanSatin")); + Assert.That(renderer.sharedMaterial.color.r, Is.EqualTo(.17f).Within(.0001f)); + Assert.That(renderer.sharedMaterial.color.g, Is.EqualTo(.72f).Within(.0001f)); + Assert.That(renderer.sharedMaterial.color.b, Is.EqualTo(.83f).Within(.0001f)); + var mesh = body.GetComponentInChildren().sharedMesh; + Assert.That(mesh.bounds.size.x, Is.EqualTo(1).Within(.002f)); + var badge = AssetDatabase.LoadAssetAtPath(Root + "Prefabs/GroupBadge.prefab"); + Assert.That(badge.transform.Cast().Count(child => child.name == "KnightEquipment"), Is.EqualTo(1)); + Assert.That(badge.GetComponentsInChildren(true), Is.Empty); + Assert.That(badge.GetComponentsInChildren(true), Is.Empty); + Assert.That(badge.GetComponentsInChildren(true), Is.Empty); + Assert.That(badge.GetComponentsInChildren(true).Length, Is.EqualTo(1)); + foreach (var material in badge.transform.Find("KnightEquipment").GetComponentsInChildren(true).SelectMany(item => item.sharedMaterials)) + Assert.That(AssetDatabase.GetAssetPath(material), Does.StartWith(Root + "Materials/VisualUpgrade/")); + foreach (string name in new[] { "HeroBody", "KnightEquipment" }) + { + var importer = (ModelImporter)AssetImporter.GetAtPath(Root + "Models/Heroes/" + name + ".fbx"); + Assert.That(importer.globalScale, Is.EqualTo(1)); + Assert.That(importer.bakeAxisConversion, Is.True); Assert.That(importer.importAnimation, Is.False); + } + } + [Test] public void AllThirtyStagesConnectNaturalThemesWithOpenNearMeshCollidersAndColliderFreeDistantDecor() + { + foreach (int id in Enumerable.Range(1, 30)) + { + var stage = AssetDatabase.LoadAssetAtPath($"Assets/MagnetismHeroes/UnityRuntime/StageAssets/Stage{id:D2}.asset"); + Assert.That(stage.Theme, Is.EqualTo(id <= 10 ? "Garden" : id <= 20 ? "Cloud" : "Workshop")); + Assert.That(stage.Decorations.Any(item => item.prefab.name == "MeadowClearing"), Is.True); + var arch = stage.Decorations.Single(item => item.prefab.name == "OpenStoneArch").prefab; + Assert.That(arch.GetComponentsInChildren(true), Is.Empty); + Assert.That(arch.GetComponentsInChildren(true).All(item => !item.convex && item.sharedMesh != null), Is.True); + Assert.That(arch.GetComponentsInChildren(true), Is.Not.Empty); + foreach (var decoration in stage.Decorations.Where(item => item.prefab.name != "OpenStoneArch" && item.prefab.name != "MossStoneSteps")) + Assert.That(decoration.prefab.GetComponentsInChildren(true), Is.Empty, decoration.prefab.name); + } + } + } +} diff --git a/Assets/MagnetismHeroes/Tests/EditMode/VisualUpgradeAssetTests.cs.meta b/Assets/MagnetismHeroes/Tests/EditMode/VisualUpgradeAssetTests.cs.meta new file mode 100644 index 0000000..68eabff --- /dev/null +++ b/Assets/MagnetismHeroes/Tests/EditMode/VisualUpgradeAssetTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 61d4021e6d4aace41964197d9377009b \ No newline at end of file diff --git a/Assets/MagnetismHeroes/Tests/PlayMode/ContentPlayTests.cs b/Assets/MagnetismHeroes/Tests/PlayMode/ContentPlayTests.cs index cee329c..aa260b3 100644 --- a/Assets/MagnetismHeroes/Tests/PlayMode/ContentPlayTests.cs +++ b/Assets/MagnetismHeroes/Tests/PlayMode/ContentPlayTests.cs @@ -272,9 +272,13 @@ namespace MagnetismHeroes.Tests [UnityTest] public IEnumerator MeshArchReallyHasAnOpenGapAndHelpHighlightsOnlyCurrentIdsWithoutExecuting() { _app.StartStage(14); yield return null; Physics.SyncTransforms(); - var arch=_app.Environment.GetComponentsInChildren().First(collider=>collider.sharedMesh.name.Contains("BlockArch")); - var local=new Ray(new Vector3(0,1,-3),Vector3.forward); - Assert.That(arch.Raycast(new Ray(arch.transform.parent.TransformPoint(local.origin),Vector3.forward),out _,6), Is.False,"No box collider can close the Blender arch gap."); + var arch=_app.Environment.GetComponentsInChildren().Single(item=>item.name=="OpenStoneArch(Clone)"); + var colliders=arch.GetComponentsInChildren(); + Assert.That(colliders, Is.Not.Empty); + Assert.That(arch.GetComponentsInChildren(), Is.Empty); + Ray ArchRay(float x) => new Ray(arch.TransformPoint(new Vector3(x,1,-3)),arch.TransformDirection(Vector3.forward)); + Assert.That(colliders.Any(collider=>collider.Raycast(ArchRay(0),out _,6)), Is.False,"Actual approved arch gap remains open."); + Assert.That(colliders.Any(collider=>collider.Raycast(ArchRay(1.1f),out _,6)), Is.True,"Actual approved arch side blocks input rays."); var before=JsonUtility.ToJson(_store.Saved); var hint=_app.Session.Hint; _app.ShowHelp(); Assert.That(JsonUtility.ToJson(_store.Saved), Is.EqualTo(before)); Assert.That(_app.Presenter.Balls.Values.Where(ball=>ball.Hinted).Select(ball=>ball.BallId), Is.EquivalentTo(hint.BallIds)); diff --git a/Assets/MagnetismHeroes/Tests/PlayMode/VisualUpgradePlayTests.cs b/Assets/MagnetismHeroes/Tests/PlayMode/VisualUpgradePlayTests.cs new file mode 100644 index 0000000..9c4fd27 --- /dev/null +++ b/Assets/MagnetismHeroes/Tests/PlayMode/VisualUpgradePlayTests.cs @@ -0,0 +1,401 @@ +#if UNITY_EDITOR +using System; +using System.Collections; +using System.IO; +using System.Linq; +using MagnetismHeroes.Core; +using MagnetismHeroes.UnityRuntime.Bootstrap; +using MagnetismHeroes.UnityRuntime.Presentation; +using NUnit.Framework; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.Profiling; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; +using Object = UnityEngine.Object; + +namespace MagnetismHeroes.Tests +{ + public sealed class VisualUpgradePlayTests + { + private sealed class Store : IProgressStore + { + public ProgressSave Saved = new ProgressSave { completedStageIds = Enumerable.Range(1, 30).ToArray(), seenTutorialIds = new[] { "merge", "split" } }; + public bool TryLoad(out ProgressSave save, out string error) { save = Saved; error = null; return true; } + public bool TrySave(ProgressSave save, out string error) { Saved = save; error = null; return true; } + } + [Serializable] private sealed class CaptureRecord + { + public string name, sourceCommit, sourceDirty, boardOrigin, theme, utc, method; + public int width, height, stage, balls, groups, equipmentAssemblies, meshInstances, triangles, sharedMaterials; + public long textureMemory, allocatedMemory; + public float editorCameraRenderMilliseconds, fieldOfView; + public Vector3 cameraPosition; + public Quaternion cameraRotation; + } + private GameApp _app; + private Store _store; + private string _evidence; + [UnitySetUp] public IEnumerator SetUp() + { + EditorSceneManager.LoadSceneInPlayMode("Assets/MagnetismHeroes/Scenes/Main.unity", new LoadSceneParameters(LoadSceneMode.Single)); + yield return null; + _app = Object.FindFirstObjectByType(); + Assert.That(_app, Is.Not.Null, "Actual Main scene must initialize its app."); + _store = new Store(); _app.Initialize(_store); + _evidence = Environment.GetEnvironmentVariable("MAGNETISM_VISUAL_EVIDENCE") ?? Path.GetFullPath("artifacts/verification/VisualUpgrade/editor-play"); + Directory.CreateDirectory(_evidence); + yield return null; + } + [UnityTearDown] public IEnumerator TearDown() { Object.Destroy(_app.gameObject); yield return null; } + + private void AssertEquipmentFollowsRepresentatives(BoardRules board) + { + _app.Presenter.SendMessage("LateUpdate"); + var badges = _app.Presenter.GetComponentsInChildren(); + Assert.That(badges.Length, Is.EqualTo(board.Groups.Length)); + Assert.That(_app.Presenter.Balls.Keys, Is.EquivalentTo(board.Balls.Select(ball => ball.id))); + Assert.That(board.Groups.SelectMany(group => group.ballIds), Is.EquivalentTo(board.Balls.Select(ball => ball.id))); + Assert.That(_app.Presenter.GetComponentsInChildren().Length, Is.EqualTo(board.Groups.Length)); + Assert.That(_app.Presenter.GetComponentsInChildren().Select(label => label.text), + Is.EqualTo(board.Groups.Select(group => group.ballIds.Length.ToString()))); + for (int index = 0; index < badges.Length; index++) + { + var gear = badges[index].transform.Find("KnightEquipment"); + Assert.That(gear, Is.Not.Null); + var representative = board.Groups[index].ballIds.Select(id => _app.Presenter.Balls[id].transform.position) + .OrderBy(point => Vector3.Dot(point - _app.Presenter.Camera.transform.position, _app.Presenter.Camera.transform.forward)).First(); + Assert.That(Vector3.Distance(gear.position, representative), Is.LessThan(.0001f)); + Assert.That(Quaternion.Angle(gear.rotation, _app.Presenter.Camera.transform.rotation), Is.LessThan(.001f)); + Assert.That(gear.GetComponentsInChildren(), Is.Empty); + Assert.That(badges[index].transform.Find("RibbonCape"), Is.Not.Null); + foreach (string id in board.Groups[index].ballIds) + Assert.That(_app.Presenter.Balls[id].GroupId, Is.EqualTo(board.Groups[index].id)); + } + } + + private void CaptureViews(string name, string origin) + { + var saved = _app.Orbit.Snapshot(); + Capture(name + "-phone-default", origin, 2400, 1080); + Capture(name + "-tablet-default", origin, 1600, 1000); + var rotation = Quaternion.Euler(25, 95, 0); + _app.Orbit.Apply(new CameraState { target = saved.target, distance = 9, + rotation = new Rotation4(rotation.x, rotation.y, rotation.z, rotation.w) }); + Capture(name + "-phone-orbitzoom", origin, 2400, 1080); + Capture(name + "-tablet-orbitzoom", origin, 1600, 1000); + _app.Orbit.Apply(saved); + } + + [UnityTest] public IEnumerator DistantTerrainHasContinuousApronAcrossItsVisibleFootInsteadOfSkyGaps() + { + var report = new System.Collections.Generic.List(); + foreach (int stage in new[] { 1, 11, 21 }) + { + _app.StartStage(stage); _app.Voice.Clear(); yield return null; + CaptureViews("horizon-world" + stage, "Actual Main board, unchanged default/orbitzoom cameras; terrain continuity regression"); + var horizon = _app.Environment.GetComponentsInChildren().Where(item => item.name == "FarHorizon(Clone)").ToArray(); + var originalPositions = horizon.Select(item => item.position).ToArray(); + var savedCamera = _app.Orbit.Snapshot(); var closeRotation = Quaternion.Euler(25, 95, 0); + _app.Orbit.Apply(new CameraState { target = savedCamera.target, distance = 9, + rotation = new Rotation4(closeRotation.x, closeRotation.y, closeRotation.z, closeRotation.w) }); + var camera = _app.Presenter.Camera; float fieldOfView = camera.fieldOfView; + try + { + // Real camera renders of the reproduced (+X, z12) foot gap; no screenshot cropping/editing. + camera.fieldOfView = 14; camera.transform.LookAt(new Vector3(28, -.45f, 12)); + Capture("horizon-world" + stage + "-foot-current", "Actual Main terrain foot; temporary narrow camera FOV only", 2400, 1080); + foreach (var far in horizon) + { + var direction = new Vector3(far.position.x, 0, far.position.z).normalized; + far.position = new Vector3(direction.x * 35, far.position.y, direction.z * 35); + } + Capture("horizon-world" + stage + "-foot-legacy-radius35", "Same actual Main board, materials and close camera; temporary previous radius35 placement control", 2400, 1080); + } + finally + { + for (int index = 0; index < horizon.Length; index++) horizon[index].position = originalPositions[index]; + camera.fieldOfView = fieldOfView; _app.Orbit.Apply(savedCamera); + } + string board = JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot())); + var collisionBefore = _app.GetComponentsInChildren(); + var probeScene = SceneManager.CreateScene("TerrainGeometryProbe", new CreateSceneParameters(LocalPhysicsMode.Physics3D)); + var probes = new System.Collections.Generic.List(); + try + { + var terrain = _app.Environment.GetComponentsInChildren().Where(item => + item.name == "MeadowClearing(Clone)" || item.name == "GentleHill(Clone)" || + item.name == "DistantRidge(Clone)" || item.name == "FarHorizon(Clone)").ToArray(); + foreach (var surface in terrain.SelectMany(item => item.GetComponentsInChildren())) + { + var probe = new GameObject("GeometryOnly-" + surface.name); + SceneManager.MoveGameObjectToScene(probe, probeScene); + probe.transform.SetPositionAndRotation(surface.transform.position, surface.transform.rotation); + probe.transform.localScale = surface.transform.lossyScale; + probes.Add(probe.AddComponent()); probes.Last().sharedMesh = surface.sharedMesh; + report.Add($"stage={stage}; terrain={surface.name}; actualRendererBounds={surface.GetComponent().bounds}; meshBounds={surface.sharedMesh.bounds}; rootPosition={surface.transform.position}"); + } + probeScene.GetPhysicsScene().Simulate(.001f); + int missing = 0; + foreach (var far in terrain.Where(item => item.name == "FarHorizon(Clone)")) + { + var direction = new Vector3(far.position.x, 0, far.position.z).normalized; + var right = Vector3.Cross(Vector3.up, direction); + float distance = new Vector2(far.position.x, far.position.z).magnitude; + // Traverse the apron to the far mound crown across its central 24m foot. + // A positive gap is real missing geometry, independent of lighting/material colors. + for (float lateral = -12; lateral <= 12; lateral += 2) + for (float radial = 0; radial <= distance; radial += .25f) + { + var point = direction * radial + right * lateral; + var ray = new Ray(point + Vector3.up * 20, Vector3.down); + if (probes.Any(probe => probe.Raycast(ray, out _, 40))) continue; + missing++; + if (missing <= 24) report.Add($"stage={stage}; unsupportedApron={point}; farCrown={far.position}"); + } + } + report.Add($"stage={stage}; missingApronSamples={missing}; probe=separate local PhysicsScene using actual shared mesh geometry, no product collider edits"); + File.WriteAllLines(Path.Combine(_evidence, "horizon-geometry.txt"), report); + Assert.That(missing, Is.Zero, "Far terrain foot must join the actual clearing/hills/ridge without open geometry gaps."); + } + finally { SceneManager.UnloadSceneAsync(probeScene); } + yield return null; + Assert.That(_app.GetComponentsInChildren(), Is.EqualTo(collisionBefore)); + Assert.That(JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot())), Is.EqualTo(board)); + } + } + + [UnityTest] public IEnumerator FiveBallMergeDisconnectedSplitAndZeroResupplyKeepActualIdsAcrossAllWorlds() + { + foreach (int stage in new[] { 9, 11, 21 }) + { + // Boundary fixture: a completed-stage store with a validated five-ball free board, + // not evidence of normal puzzle progression. All operations below use the real app/session. + var balls = Enumerable.Range(0, 5).Select(index => new BallState { id = "five-" + index, + position = new Position3(index - 2, .8f, 0) }).ToArray(); + _store.Saved.latestFreePlay = new FreePlayState { sourceStageId = stage, + camera = _app.Orbit.Snapshot(), balls = balls, + groups = new[] { new GroupState { id = "two", ballIds = balls.Take(2).Select(ball => ball.id).ToArray() }, + new GroupState { id = "three", ballIds = balls.Skip(2).Select(ball => ball.id).ToArray() } } }; + _app.Initialize(_store); _app.ContinueFreePlay(); _app.Voice.Clear(); yield return null; + var ids = _app.Session.Board.Balls.Select(ball => ball.id).ToArray(); + AssertEquipmentFollowsRepresentatives(_app.Session.Board); + CaptureViews("world" + stage + "-two-plus-three", "Validated five-ball 2+3 free-play store fixture; actual Main app/session"); + var before = JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot())); + _app.Presenter.PreviewGroup("two", new Vector3(.3f, .2f, 0)); + AssertEquipmentFollowsRepresentatives(_app.Session.Board); _app.Presenter.CancelPreview(); + Assert.That(JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot())), Is.EqualTo(before)); + _app.CommitMove("two", new Position3(.1f, 0, 0), "three"); yield return null; + Assert.That(_app.Session.Board.Groups.Single().ballIds.Length, Is.EqualTo(5)); + Assert.That(_app.Session.Board.Balls.Select(ball => ball.id), Is.EquivalentTo(ids)); + AssertEquipmentFollowsRepresentatives(_app.Session.Board); + CaptureViews("world" + stage + "-merged-five", "Actual app/session 2+3 merge from labeled boundary fixture"); + var selected = new[] { ids[0], ids[4] }; + var points = selected.Select(id => BoardPresenter.ToVector(_app.Session.Board.Balls.Single(ball => ball.id == id).position)).ToArray(); + Assert.That(Vector3.Distance(points[0], points[1]), Is.GreaterThan(2f), "Selected endpoints are disconnected."); + var merged = _app.Session.Board.Groups.Single(); + before = JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot())); + Assert.That(_app.Presenter.PreviewSplit(merged.id, selected, new Vector3(0, 1.5f, 0)), Is.True); + AssertEquipmentFollowsRepresentatives(_app.Session.Board); _app.Presenter.CancelPreview(); + Assert.That(JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot())), Is.EqualTo(before)); + Assert.That(_app.CommitSplit(merged.id, selected, new Position3(0, 1.5f, 0)), Is.True); yield return null; + Assert.That(_app.Session.Board.Groups.Select(group => group.ballIds.Length), Is.EquivalentTo(new[] { 2, 3 })); + Assert.That(_app.Session.Board.Groups.Single(group => group.ballIds.Length == 2).ballIds, Is.EquivalentTo(selected)); + Assert.That(_app.Session.Board.Balls.Select(ball => ball.id), Is.EquivalentTo(ids)); + AssertEquipmentFollowsRepresentatives(_app.Session.Board); + CaptureViews("world" + stage + "-disconnected-split-two-three", "Actual app/session split of disconnected five-group endpoints"); + before = JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot())); + _app.ShowHome(); yield return null; + Assert.That(_app.Presenter.GetComponentsInChildren(), Is.Empty); + _app.ContinueFreePlay(); yield return null; + Assert.That(JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot())), Is.EqualTo(before)); + AssertEquipmentFollowsRepresentatives(_app.Session.Board); + foreach (var group in _app.Session.Board.Groups) Assert.That(_app.Session.ReturnGroup(group.id).Accepted, Is.True); + _app.ContinueFreePlay(); yield return null; + Assert.That(_app.Session.Board.BallCount, Is.Zero); AssertEquipmentFollowsRepresentatives(_app.Session.Board); + CaptureViews("world" + stage + "-zero", "Actual app/session return of both groups; empty free play"); + _app.SpawnFriend(); yield return null; + Assert.That(_app.Session.Board.BallCount, Is.EqualTo(1)); AssertEquipmentFollowsRepresentatives(_app.Session.Board); + CaptureViews("world" + stage + "-single-resupplied", "Actual app/session resupply after empty board"); + } + } + + [UnityTest] public IEnumerator BelowGroundComparisonKeepsOriginalPhysicalOcclusionAndActualBoardUnchanged() + { + _app.StartStage(21); _app.Voice.Clear(); yield return null; + var rotation = Quaternion.Euler(-45, 210, 0); + _app.Orbit.Apply(new CameraState { target = _app.Orbit.Snapshot().target, distance = 15, + rotation = new Rotation4(rotation.x, rotation.y, rotation.z, rotation.w) }); + Physics.SyncTransforms(); + var camera = _app.Presenter.Camera; + var floor = _app.transform.Find("Playground/PlaygroundIsland"); + var originalRenderer = floor.GetComponent(); var originalCollider = floor.GetComponent(); + var clearing = _app.Environment.GetComponentsInChildren().Single(item => item.name == "MeadowClearing(Clone)"); + var groundRenderers = clearing.GetComponentsInChildren(); + var board = JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot())); + var proof = new System.Collections.Generic.List(); + var rays = _app.Session.Board.Balls.Select(ball => new Ray(camera.transform.position, + (BoardPresenter.ToVector(ball.position) - camera.transform.position).normalized)).ToArray(); + var priorHits = rays.Select(ray => { Assert.That(Physics.Raycast(ray, out var hit, 100), Is.True); return hit; }).ToArray(); + Capture("belowground-approved-clearing", "Actual stage21 board/camera; approved ground rendered, unchanged original collider"); + try + { + foreach (var renderer in groundRenderers) renderer.enabled = false; + originalRenderer.enabled = true; + Capture("belowground-original-island", "Same actual board/camera/colliders; temporary original floor renderer instead of clearing"); + for (int index = 0; index < rays.Length; index++) + { + Assert.That(Physics.Raycast(rays[index], out var hit, 100), Is.True); + Assert.That(hit.collider, Is.SameAs(priorHits[index].collider)); + Assert.That(hit.distance, Is.EqualTo(priorHits[index].distance).Within(.0001f)); + Assert.That(originalCollider.Raycast(rays[index], out var floorHit, 100), Is.True, + "Original floor physically occludes this below-ground board ray."); + var sphere = _app.Presenter.Balls[_app.Session.Board.Balls[index].id].GetComponent(); + Assert.That(sphere.Raycast(rays[index], out var sphereHit, 100), Is.True); + Assert.That(floorHit.distance, Is.LessThan(sphereHit.distance)); + proof.Add($"id={_app.Session.Board.Balls[index].id}; firstHit={hit.collider.name}; floorDepth={floorHit.distance}; sphereDepth={sphereHit.distance}; originalBounds={originalCollider.bounds}; clearingBounds={groundRenderers[0].bounds}"); + } + Assert.That(JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot())), Is.EqualTo(board)); + File.WriteAllLines(Path.Combine(_evidence, "belowground-raycast-comparison.txt"), proof); + } + finally { foreach (var renderer in groundRenderers) renderer.enabled = true; originalRenderer.enabled = false; } + } + + [UnityTest] public IEnumerator AllWorldsProduceActualSoftShadowPixelsWithUnchangedBoardAndMaterials() + { + var sun = _app.transform.Find("Sun").GetComponent(); + _app.ShowHome(); yield return null; + Capture("home-cyan-readiness", "Actual Main home UI for Android sky readiness predicate", 2400, 1080); + foreach (int stage in new[] { 1, 11, 21 }) + { + _app.StartStage(stage); _app.Voice.Clear(); yield return null; + string before = JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot())); + Capture("world" + stage + "-soft-shadow", "Actual Main daylight with soft shadows"); + try { sun.shadows = LightShadows.None; Capture("world" + stage + "-shadow-off", "Same board/camera/materials; light shadow toggle comparison only"); } + finally { sun.shadows = LightShadows.Soft; } + var on = new Texture2D(2, 2); var off = new Texture2D(2, 2); + try + { + on.LoadImage(File.ReadAllBytes(Path.Combine(_evidence, "world" + stage + "-soft-shadow.png"))); + off.LoadImage(File.ReadAllBytes(Path.Combine(_evidence, "world" + stage + "-shadow-off.png"))); + var a = on.GetPixels32(); var b = off.GetPixels32(); int darker = 0; + // The central lower ground excludes the board, badge labels, scenery crowns and HUD. + for (int y = 140; y < 300; y++) for (int x = 350; x < 1000; x++) + { + int index = y * on.width + x; + if (a[index].r + a[index].g + a[index].b + 12 < b[index].r + b[index].g + b[index].b) darker++; + } + File.WriteAllText(Path.Combine(_evidence, "world" + stage + "-shadow-pixels.txt"), $"same-board/camera/materials; shadow-on darker ground ROI pixels={darker}; groundROI=350,140,650,160; viewport=1280x720; Editor RT only"); + Assert.That(darker, Is.GreaterThan(100), "Actual rendered soft shadows must darken a meaningful ground area."); + } + finally { Object.Destroy(on); Object.Destroy(off); } + Assert.That(JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot())), Is.EqualTo(before)); + } + } + [UnityTest] public IEnumerator ActualMainShowsThreeThemesAndEquipmentFollowsPreviewCancelMergeSplitAndReentry() + { + foreach (int stage in new[] { 1, 11, 21 }) + { + _app.StartStage(stage); _app.Voice.Clear(); yield return null; + AssertEquipmentFollowsRepresentatives(_app.Session.Board); + Capture("stage" + stage.ToString("D2"), "Actual Main GameApp.Session.Board; unlocked-stage fixture store"); + } + var normalView = _app.Orbit.Snapshot(); + foreach (var view in new[] { (name: "orbit95-pitch45-distance6", yaw: 95f, pitch: 45f, distance: 6f), + (name: "orbit210-pitch-45-distance15", yaw: 210f, pitch: -45f, distance: 15f) }) + { + var rotation = Quaternion.Euler(view.pitch, view.yaw, 0); + _app.Orbit.Apply(new CameraState { target = normalView.target, distance = view.distance, + rotation = new Rotation4(rotation.x, rotation.y, rotation.z, rotation.w) }); + yield return null; AssertEquipmentFollowsRepresentatives(_app.Session.Board); + Capture(view.name, "Actual Main session; camera-only orbit/pitch/distance exploration fixture"); + } + _app.Orbit.Apply(normalView); + _app.StartStage(6); _app.Voice.Clear(); yield return null; + var original = _app.Session.Board.Balls.Select(ball => ball.position).ToArray(); + var groups = _app.Session.Board.Groups; + _app.Presenter.PreviewGroup(groups[0].id, new Vector3(.3f, .2f, 0)); + AssertEquipmentFollowsRepresentatives(_app.Session.Board); + _app.Presenter.CancelPreview(); + AssertEquipmentFollowsRepresentatives(_app.Session.Board); + for (int index = 0; index < original.Length; index++) + Assert.That(_app.Presenter.Balls[_app.Session.Board.Balls[index].id].transform.position, Is.EqualTo(BoardPresenter.ToVector(original[index]))); + _app.Presenter.ShowSelection(new[] { groups[0].ballIds[0] }); yield return null; + Capture("selected-two-groups", "Actual Main session, visual selection only"); + _app.CommitMove(groups[0].id, new Position3(.1f, 0, 0), groups[1].id); yield return null; + Assert.That(_app.Session.Board.Groups.Length, Is.EqualTo(1)); + AssertEquipmentFollowsRepresentatives(_app.Session.Board); Capture("merged-single-group", "Actual Main session merge -> free play"); + var merged = _app.Session.Board.Groups[0]; + Assert.That(_app.CommitSplit(merged.id, new[] { merged.ballIds[0] }, new Position3(1.5f, 0, 0)), Is.True); yield return null; + Assert.That(_app.Session.Board.Groups.Length, Is.EqualTo(2)); AssertEquipmentFollowsRepresentatives(_app.Session.Board); + _app.ShowHome(); _app.ContinueFreePlay(); yield return null; + Assert.That(_app.Session.Board.BallCount, Is.EqualTo(2)); + Assert.That(_app.Environment.Theme, Is.EqualTo("Garden")); AssertEquipmentFollowsRepresentatives(_app.Session.Board); + Capture("split-reentered-two-groups", "Actual Main session free play split and home/reentry"); + } + [UnityTest] public IEnumerator TenSingleGroupsAndOneTenBallGroupRenderActualImportedResourceCounts() + { + var balls = Enumerable.Range(0, 10).Select(index => new BallState { id = "render-" + index, + position = new Position3((index % 5 - 2) * 1.6f, .8f + index / 5 * 1.8f, 0) }).ToArray(); + foreach (int stage in new[] { 1, 11, 21 }) + { + _app.StartStage(stage); _app.Voice.Clear(); yield return null; + foreach (bool singles in new[] { true, false }) + { + var groups = singles ? balls.Select(ball => new GroupState { id = ball.id, ballIds = new[] { ball.id } }).ToArray() + : new[] { new GroupState { id = "ten", ballIds = balls.Select(ball => ball.id).ToArray() } }; + var board = BoardRules.CreateFreePlay(new FreePlayState { sourceStageId = stage, balls = balls, groups = groups }); + _app.Presenter.Render(board); yield return null; + AssertEquipmentFollowsRepresentatives(board); + CaptureViews("world" + stage + (singles ? "-ten-single-groups" : "-ten-one-group"), "Validated synthetic Core FreePlay render fixture; session UI remains underlying stage " + stage); + } + } + } + private void Capture(string name, string origin, int width = 1280, int height = 720) + { + var camera = _app.Presenter.Camera; var canvas = _app.GetComponentInChildren(); + var oldTarget = camera.targetTexture; var oldActive = RenderTexture.active; var oldMode = canvas.renderMode; + var oldCamera = canvas.worldCamera; float oldPlane = canvas.planeDistance, oldAspect = camera.aspect; + var target = new RenderTexture(width, height, 24); var image = new Texture2D(width, height, TextureFormat.RGB24, false); + try + { + camera.targetTexture = target; camera.aspect = (float)width / height; + canvas.renderMode = RenderMode.ScreenSpaceCamera; canvas.worldCamera = camera; canvas.planeDistance = .5f; + foreach (var ball in _app.Presenter.Balls.Values) ball.SendMessage("Update"); + if (_app.Presenter.gameObject.activeInHierarchy) _app.Presenter.SendMessage("LateUpdate"); + Canvas.ForceUpdateCanvases(); + var timer = System.Diagnostics.Stopwatch.StartNew(); camera.Render(); timer.Stop(); + RenderTexture.active = target; image.ReadPixels(new Rect(0, 0, width, height), 0, 0); image.Apply(); + File.WriteAllBytes(Path.Combine(_evidence, name + ".png"), image.EncodeToPNG()); + var meshes = _app.GetComponentsInChildren(); + var badges = _app.Presenter.GetComponentsInChildren(); + var record = new CaptureRecord { name = name, sourceCommit = Environment.GetEnvironmentVariable("MAGNETISM_PROOF_COMMIT"), + sourceDirty = Environment.GetEnvironmentVariable("MAGNETISM_PROOF_DIRTY"), utc = DateTime.UtcNow.ToString("o"), + boardOrigin = origin, theme = _app.Environment.Theme, stage = _app.Session.Board?.StageId ?? 0, + width = width, height = height, balls = _app.Presenter.Balls.Count, groups = badges.Length, + equipmentAssemblies = badges.Count(item => item.transform.Find("KnightEquipment") != null), meshInstances = meshes.Length, + triangles = meshes.Sum(item => Enumerable.Range(0, item.sharedMesh.subMeshCount).Sum(submesh => (int)item.sharedMesh.GetIndexCount(submesh) / 3)), + sharedMaterials = _app.GetComponentsInChildren().SelectMany(item => item.sharedMaterials).Where(item => item != null).Distinct().Count(), + editorCameraRenderMilliseconds = (float)timer.Elapsed.TotalMilliseconds, + fieldOfView = camera.fieldOfView, + textureMemory = Resources.FindObjectsOfTypeAll().Sum(item => Profiler.GetRuntimeMemorySizeLong(item)), + allocatedMemory = Profiler.GetTotalAllocatedMemoryLong(), cameraPosition = camera.transform.position, cameraRotation = camera.transform.rotation, + method = "Actual Main scene PlayMode Camera.Render to RT, ScreenSpaceCamera canvas; simulated viewport, not Android capture. Triangles are resident index counts for active mesh instances, including the retained floor with its Renderer disabled; they are not submitted GPU triangles. Camera.Render elapsed is Editor CPU wall time, not GPU time or device FPS. Texture memory includes all Editor-loaded textures." }; + File.WriteAllText(Path.Combine(_evidence, name + ".json"), JsonUtility.ToJson(record, true)); + if (name == "world21-ten-single-groups-phone-default") + File.WriteAllLines(Path.Combine(_evidence, "editor-loaded-textures.txt"), Resources.FindObjectsOfTypeAll() + .Select(item => $"{AssetDatabase.GetAssetPath(item)};name={item.name};dimensions={item.width}x{item.height};format={(item is Texture2D texture ? texture.format.ToString() : item.GetType().Name)};runtimeBytes={Profiler.GetRuntimeMemorySizeLong(item)}")); + } + finally + { + camera.targetTexture = oldTarget; camera.aspect = oldAspect; RenderTexture.active = oldActive; + canvas.renderMode = oldMode; canvas.worldCamera = oldCamera; canvas.planeDistance = oldPlane; + Object.DestroyImmediate(image); target.Release(); Object.DestroyImmediate(target); + if (_app.Presenter.gameObject.activeInHierarchy) _app.Presenter.SendMessage("LateUpdate"); + Canvas.ForceUpdateCanvases(); + } + } + } +} +#endif diff --git a/Assets/MagnetismHeroes/Tests/PlayMode/VisualUpgradePlayTests.cs.meta b/Assets/MagnetismHeroes/Tests/PlayMode/VisualUpgradePlayTests.cs.meta new file mode 100644 index 0000000..bfe7e15 --- /dev/null +++ b/Assets/MagnetismHeroes/Tests/PlayMode/VisualUpgradePlayTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0ef592ccad6c188458f0ab2ec0f9e291 \ No newline at end of file diff --git a/Assets/MagnetismHeroes/UnityRuntime/Presentation/GroupBadge.cs b/Assets/MagnetismHeroes/UnityRuntime/Presentation/GroupBadge.cs index 5261250..40c93ef 100644 --- a/Assets/MagnetismHeroes/UnityRuntime/Presentation/GroupBadge.cs +++ b/Assets/MagnetismHeroes/UnityRuntime/Presentation/GroupBadge.cs @@ -8,6 +8,7 @@ namespace MagnetismHeroes.UnityRuntime.Presentation [SerializeField] private TMP_Text _number; [SerializeField] private Transform _face; [SerializeField] private Transform _cape; + [SerializeField] private Transform _equipment; [SerializeField] private SpriteRenderer _expression; [SerializeField] private Sprite[] _expressions; private float _celebrateUntil; @@ -28,6 +29,8 @@ namespace MagnetismHeroes.UnityRuntime.Presentation _number.transform.rotation = camera.transform.rotation; _face.SetPositionAndRotation(_facePosition + camera.transform.up * (Mathf.Sin(remaining / .45f * Mathf.PI) * .025f), camera.transform.rotation * Quaternion.Euler(0, 0, _look * 6 + Mathf.Sin(remaining * 18) * 3)); + if (_equipment != null) + _equipment.SetPositionAndRotation(_facePosition + camera.transform.forward * .49f, camera.transform.rotation); if (_expression != null && _expressions != null && _expressions.Length == 6) _expression.sprite = _expressions[remaining > 0 ? 5 : _mood]; if (_cape != null) diff --git a/Assets/MagnetismHeroes/UnityRuntime/Presentation/Materials/VisualUpgrade.meta b/Assets/MagnetismHeroes/UnityRuntime/Presentation/Materials/VisualUpgrade.meta new file mode 100644 index 0000000..4d8efee --- /dev/null +++ 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eulerAngles: {x: 0, y: 0, z: 0} + scale: {x: 1, y: 1, z: 1} + - prefab: {fileID: 2495524721437218021, guid: 45523fe6a08d8f54abc72454cb9790d6, type: 3} + position: {x: -4.8, y: 0, z: -2.7} + eulerAngles: {x: 0, y: 0, z: 0} + scale: {x: 1, y: 1, z: 1} + - prefab: {fileID: 6507715110376438889, guid: b52c2642865b0904e9b9ccbed656837e, type: 3} position: {x: 3.7, y: 0, z: 3} eulerAngles: {x: 0, y: 0, z: 0} scale: {x: 1, y: 1, z: 1} diff --git a/Assets/Settings/Mobile_RPAsset.asset b/Assets/Settings/Mobile_RPAsset.asset index 199dc88..c1c4124 100644 --- a/Assets/Settings/Mobile_RPAsset.asset +++ b/Assets/Settings/Mobile_RPAsset.asset @@ -54,7 +54,7 @@ MonoBehaviour: m_ReflectionProbeBlending: 1 m_ReflectionProbeBoxProjection: 1 m_ReflectionProbeAtlas: 1 - m_ShadowDistance: 50 + m_ShadowDistance: 30 m_ShadowCascadeCount: 1 m_Cascade2Split: 0.25 m_Cascade3Split: {x: 0.1, y: 0.3} @@ -63,10 +63,10 @@ MonoBehaviour: m_ShadowDepthBias: 1 m_ShadowNormalBias: 1 m_AnyShadowsSupported: 1 - m_SoftShadowsSupported: 0 + m_SoftShadowsSupported: 1 m_ConservativeEnclosingSphere: 1 m_NumIterationsEnclosingSphere: 64 - m_SoftShadowQuality: 2 + m_SoftShadowQuality: 1 m_AdditionalLightsCookieResolution: 1024 m_AdditionalLightsCookieFormat: 1 m_UseSRPBatcher: 1 diff --git a/SourceAssets/Models/Heroes/MagneticKnight.blend b/SourceAssets/Models/Heroes/MagneticKnight.blend new file mode 100644 index 0000000..fc02ef8 Binary files /dev/null and b/SourceAssets/Models/Heroes/MagneticKnight.blend differ diff --git a/SourceAssets/Models/Heroes/README.md b/SourceAssets/Models/Heroes/README.md new file mode 100644 index 0000000..da45716 --- /dev/null +++ b/SourceAssets/Models/Heroes/README.md @@ -0,0 +1,44 @@ +# 자력 기사 모델 후보 + +사용자 모델·재질 검토를 위한 후보이며 아직 게임에 채택하지 않았다. +프리팹·씬·스테이지·콜라이더·입력 대상·게임 상태에 연결하지 않았고, +Unity 가져오기나 Android 표현·선택 검사를 통과했다고 주장하지 않는다. +게임 적용은 사용자 모델·재질 승인 이후에 진행한다. + +`MagneticKnight.blend`에는 지름 1m 구 몸체, 기사 장비, 기존 얼굴 미리보기, +얇은 리본 미리보기, 렌더 스튜디오가 각각 이름 붙은 편집 가능한 컬렉션으로 +분리되어 있다. 기존 얼굴 atlas는 바이트 변경 없이 원본에 패킹했다. +얼굴·리본 미리보기는 FBX에서 제외했으므로 후속 게임 적용에서는 기존 +6표정 SpriteRenderer와 움직이는 빛 리본을 유지한다. 새 얼굴·머리·팔·다리· +리깅·애니메이션은 만들지 않았다. + +`HeroBody.fbx`의 피벗은 몸체 중심이며 반지름은 0.5m다. +`KnightEquipment.fbx`는 같은 부착 기준 원점을 사용하고 열린 투구, +짧고 끝이 둥근 장난감 칼, 자석 문양의 둥근 다층 방패를 이름별 메시로 담는다. +배율을 적용하여 오브젝트 scale은 1이다. 원본은 m·Z-up이며 내보내기는 +-Z forward·Y-up, 애니메이션 없음이다. 후속 wrapper를 만들 때 가져온 +축 변환을 보존한다. 기존 SphereCollider 반지름 0.5, 루트 배율 1과 구 ID는 +기존 게임이 소유한다. 장비는 콜라이더·입력 대상 없는 시각 장식으로 유지하고, +묶음별 대표 구 한 개의 GroupBadge에 부착할 후보로 취급한다. + +내보낸 불투명 재질은 균일한 base color·roughness·metallic 값만 사용하며 +절차적 텍스처나 Blender 전용 셰이더에 의존하지 않는다. 정확한 값은 +`provenance.json`에 기록했다. 몸체는 극점을 연결한 매끄러운 메시이며 +기하학적 이음새가 없다. 투구 세부 장식은 곡면을 따르고 칼·방패는 열린 +눈·입 영역의 양옆에 배치했다. 숫자·선택 강조·밀집한 묶음·카메라 추종은 +승인 후 Unity에서 확인해야 하며 Blender 렌더만으로 게임 검사를 대체하지 않는다. + +재생성은 이 checkout 루트에서 Blender 실행 소유자와 순차 진행한다. +다른 PC에서는 설치된 Blender 실행 파일 위치를 사용한다. + +```powershell +& 'C:/Program Files/Blender Foundation/Blender 5.2/blender.exe' --background --python tools/models/build_hero.py -- --review-dir 'artifacts/verification/VisualUpgrade/ModelReview/Heroes' +& 'C:/Program Files/Blender Foundation/Blender 5.2/blender.exe' --background --python tools/models/build_hero.py -- --verify-only +``` + +도구는 Heroes 원본·내보내기 폴더와 지정한 검토 폴더만 작성하며 초기 배경 +builder는 실행하지 않는다. 출처 기록에는 실제 Blender 버전, 원본·내보낸 +파일의 바이트 수와 SHA256, 기존 sprite rect, 재질 값, 사용 조건과 검수 범위를 +담았다. `verification.json`은 실제 원본 재열기, 몸체 반지름·배율·메시 검사와 +FBX 재가져오기 결과를 담는다. 후보에는 수동 작성한 `.meta`가 없다. +후속 Unity 가져오기 담당자가 승인 이후 Unity에서 생성해야 한다. diff --git a/SourceAssets/Models/Heroes/active-adoption.json b/SourceAssets/Models/Heroes/active-adoption.json new file mode 100644 index 0000000..76d8147 --- /dev/null +++ b/SourceAssets/Models/Heroes/active-adoption.json @@ -0,0 +1,1024 @@ +{ + "schemaVersion": 1, + "status": "APPROVED_MODELS_ADOPTED_VERIFIED_PRODUCT_CANDIDATE", + "recordedKstDate": "2026-10-09", + "scope": "사용자 승인 바이트와 실제 Unity 채택을 연결한다. 제품 전체의 새 사용자 최종 승인은 별도이며 원본 후보 이력을 덮어쓰지 않는다.", + "approval": { + "path": "artifacts/verification/VisualUpgrade/ModelReview/user-approval.json", + "sha256": "b539d582aa77d032918bbb580d10d2374f65be4bdd6868432a84ed1d23a46bc5", + "userResponse": "승인합니다", + "confirmedUtc": "2026-10-08T14:05:56.585939+00:00", + "approvedFileCount": 25, + "reviewPacket": { + "path": "artifacts/verification/VisualUpgrade/ModelReview/review-packet.json", + "sha256": "4787e5679d1fe940060a889ffee42020258587ffb19eff32696ea6fc2f48cc99" + } + }, + "approvedFiles": [ + { + "kind": "BLENDER_SOURCE", + "repositoryRelativePath": "SourceAssets/Models/Heroes/MagneticKnight.blend", + "bytes": 1833499, + "sha256": "7ce1272dfe861aee986609cdb899f0edf8b8f2f0f17269c0eda472c8aa90ee3a" + }, + { + "kind": "FBX", + "repositoryRelativePath": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Models/Heroes/HeroBody.fbx", + "bytes": 60076, + "sha256": "56f3301176c612ebeab3fdaaba5c019674beeb0f727f97ed27dd67e32ff50a40" + }, + { + "kind": "FBX", + "repositoryRelativePath": 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"baseColorSrgb": [ + 0.17, + 0.72, + 0.83 + ], + "roughness": 0.48, + "smoothness": 0.52, + "metallic": 0, + "enableInstancing": true + }, + { + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Materials/VisualUpgrade/Helmet_SilverTint.mat", + "bytes": 3919, + "sha256": "3aeca0f84d254552a3decf8004d4fbd6909fb26c75509069828605e1f3d9de39", + "guid": "6bc3d158d578da846bebebd6363bd204", + "metaSha256": "89a1606ce98219701647a35e393456945882a03011a45bfbc218b2be1e454c30", + "sourceMaterial": "Helmet_SilverTint", + "shader": "Universal Render Pipeline/Lit", + "baseColorSrgb": [ + 0.72, + 0.85, + 0.86 + ], + "roughness": 0.39, + "smoothness": 0.61, + "metallic": 0.18, + "enableInstancing": true + }, + { + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Materials/VisualUpgrade/Ceramic_WarmCream.mat", + "bytes": 3922, + "sha256": "04f690db82d0cf505e4822f8f309c2905367b1fa83670f5422ab952f13b1a559", + "guid": "dad2eea71471abc488393ffb4dc0cc6f", + "metaSha256": 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"enableInstancing": true + } + ], + "prefabs": [ + { + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Prefabs/MagnetFriend.prefab", + "bytes": 18184, + "sha256": "5e986e01ad9bcd2026e713b62601f92c7d8cfb9febf91d3591a833e38f7b4d46", + "guid": "91ae23d420859244686c2c654ab58bf3", + "metaSha256": "5e31161dac1026b55ff8b8c40fec85f1acdf7f154efb573036cda67c7e99139b" + }, + { + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Prefabs/GroupBadge.prefab", + "bytes": 18371, + "sha256": "8804ed655c33dddff00f5b060e84ca67c9b91a65fbffb501fc83ada4e1594edc", + "guid": "f6475c2f7cafe4441a6f4706a3b2b6a4", + "metaSha256": "b76c78e7133454e8bf325948bcbc9f392c96c10fb4eb5a78b01eefac2109c8d7" + }, + { + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Prefabs/GameApp.prefab", + "bytes": 406884, + "sha256": "a36a37bc84fe99dd8dc2c0bcf24ee5dfae266dd5da0c1a272caeb7bfbc7fc44c", + "guid": "73c3215bc432df740b907a1edefa9ea1", + "metaSha256": "248f9572123fca7ee45d9d56358e2e89a67c2a78b4c27cb74c4281170ace1db6" + } + ], + "stages": [], + "sourceImportEvidence": { + "path": "artifacts/verification/VisualUpgrade/UnityApply/source-import.json", + "sha256": "4a8788aff69cd30befe5c20d94e63542ee9ad4a102710bfd7c208a8beb14f9a6" + }, + "sourceImportEvidenceScope": "실제 초기 채택 import 기록이다. 현재 제품의 GUID·SHA는 별도로 위에 기록한다.", + "colorMapping": "원본 sRGB 값을 URP Lit BaseColor에 연결하고 linearBaseColor를 sRGB 입력으로 재사용하지 않는다. smoothness=1−roughness, metallic은 원본 값이다.", + "geometryBoundary": "원본 미터·Z-up 및 FBX -Z forward·Y-up, import scale 1·원래 import root 회전을 유지한다. 승인 메시·원본 재질 바이트를 변경하지 않는다." + }, + "verification": { + "finalCompletion": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/completion.json", + "sha256": "dd898f331a31fb49545e9c3ee2d1c5b52adca97d907f5cff1b0c21b1e6d429fd" + }, + "editorCaptureDirectory": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture", + "previousGameReview": { + "path": "artifacts/verification/VisualUpgrade/GameReview/visual-review.json", + "sha256": "c1d86277177ae32b891a1b4be4ecb637fe48ecb0785e292ee6a43835206ee6dc" + }, + "previousGameReviewScope": "이전 통합 소스 b4d8854의 검수 이력이며 현재 최종 명령 결과를 대신하지 않는다.", + "limitations": "지면 아래 시점의 넓어진 지면 가림은 docs/tracking/findings.md에 기록한다. Editor 비율 캡처·CPU 시간·상주 자원은 Android 실기기 성능이 아니다.", + "representativeEditorCaptures": [ + { + "metadata": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world1-soft-shadow.json", + "sha256": "68ec9ed734cbd5919f30f708a4062d01084b7d54872f23ac7b3a904150e2af12" + }, + "image": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world1-soft-shadow.png", + "sha256": "abced35a2047a504dce2d0322cc31f87f68ed88bb9d530c4bf658970d65d166b" + }, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "utc": "2026-10-08T16:57:42.2101736Z", + "width": 1280, + "height": 720, + "balls": 1, + "groups": 1, + "equipmentAssemblies": 1, + "boardOrigin": "Actual Main daylight with soft shadows", + "scope": "실제 Main PlayMode 렌더링의 모의 viewport이다. Android 화면이 아니며 합성 상태는 정상 진행 증거가 아니다.", + "resourceMetrics": { + "meshInstances": 50, + "triangles": 91970, + "sharedMaterials": 27, + "textureMemory": 86683169, + "allocatedMemory": 460169970, + "editorCameraRenderMilliseconds": 1.1468000411987305, + "fieldOfView": 62.0 + } + }, + { + "metadata": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world11-soft-shadow.json", + "sha256": "7480b58de0a332c30da016739d1c4a6d939f0886e999ae78f935df240667e6e8" + }, + "image": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world11-soft-shadow.png", + "sha256": "d3a656195a308feb9e6296b9425a1057c790d4391a92315c611600ee71fa9826" + }, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "utc": "2026-10-08T16:57:42.3114855Z", + "width": 1280, + "height": 720, + "balls": 3, + "groups": 1, + "equipmentAssemblies": 1, + "boardOrigin": "Actual Main daylight with soft shadows", + "scope": "실제 Main PlayMode 렌더링의 모의 viewport이다. Android 화면이 아니며 합성 상태는 정상 진행 증거가 아니다.", + "resourceMetrics": { + "meshInstances": 52, + "triangles": 104900, + "sharedMaterials": 28, + "textureMemory": 86683169, + "allocatedMemory": 460286942, + "editorCameraRenderMilliseconds": 1.1657999753952026, + "fieldOfView": 62.0 + } + }, + { + "metadata": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world21-soft-shadow.json", + "sha256": "6a15bcc8a72db2d26e1c800aed8f38da4237413d7c133813a87109483cbedda7" + }, + "image": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world21-soft-shadow.png", + "sha256": "126d329c7de8619711568f7fd79bcabc4b19b8d2ee75a5c5cd9b77bae4710c5d" + }, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "utc": "2026-10-08T16:57:42.4126258Z", + "width": 1280, + "height": 720, + "balls": 6, + "groups": 2, + "equipmentAssemblies": 2, + "boardOrigin": "Actual Main daylight with soft shadows", + "scope": "실제 Main PlayMode 렌더링의 모의 viewport이다. Android 화면이 아니며 합성 상태는 정상 진행 증거가 아니다.", + "resourceMetrics": { + "meshInstances": 78, + "triangles": 112532, + "sharedMaterials": 23, + "textureMemory": 86683169, + "allocatedMemory": 460479941, + "editorCameraRenderMilliseconds": 1.020400047302246, + "fieldOfView": 62.0 + } + }, + { + "metadata": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world11-two-plus-three-phone-default.json", + "sha256": "8baa85ef8454ab47d37dc051ce3b1642f1d38dd3704623b02e29094eb8683119" + }, + "image": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world11-two-plus-three-phone-default.png", + "sha256": "574652616f8cd0d3ac0d0be469e4c0f1b8b129a3266f93ccc8c9fc8d3cee9a1d" + }, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "utc": "2026-10-08T16:57:45.3385822Z", + "width": 2400, + "height": 1080, + "balls": 5, + "groups": 2, + "equipmentAssemblies": 2, + "boardOrigin": "Validated five-ball 2+3 free-play store fixture; actual Main app/session", + "scope": "실제 Main PlayMode 렌더링의 모의 viewport이다. Android 화면이 아니며 합성 상태는 정상 진행 증거가 아니다.", + "resourceMetrics": { + "meshInstances": 77, + "triangles": 124524, + "sharedMaterials": 28, + "textureMemory": 118420769, + "allocatedMemory": 466851911, + "editorCameraRenderMilliseconds": 0.9291999936103821, + "fieldOfView": 62.0 + } + }, + { + "metadata": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world11-merged-five-phone-default.json", + "sha256": "9ff48f6ec5ca6ee7dd09732ef4a5a9e7ae393f6220ed429d7e1dcc67d38929ca" + }, + "image": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world11-merged-five-phone-default.png", + "sha256": "b42e30691f84e76e9f12503e133ea2f4946fa83995e5131ddb022c20727b85eb" + }, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "utc": "2026-10-08T16:57:45.6171820Z", + "width": 2400, + "height": 1080, + "balls": 5, + "groups": 1, + "equipmentAssemblies": 1, + "boardOrigin": "Actual app/session 2+3 merge from labeled boundary fixture", + "scope": "실제 Main PlayMode 렌더링의 모의 viewport이다. Android 화면이 아니며 합성 상태는 정상 진행 증거가 아니다.", + "resourceMetrics": { + "meshInstances": 54, + "triangles": 112836, + "sharedMaterials": 28, + "textureMemory": 118420769, + "allocatedMemory": 466829060, + "editorCameraRenderMilliseconds": 1.1601999998092651, + "fieldOfView": 62.0 + } + }, + { + "metadata": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world11-disconnected-split-two-three-tablet-orbitzoom.json", + "sha256": "3abc8fae3b71dc5fa14bcf319d57436a0522fd9c4291e94cfef8dd29c1706ef1" + }, + "image": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world11-disconnected-split-two-three-tablet-orbitzoom.png", + "sha256": "1c6c9317e183a30ac7647a54d21881df25b12b974ea857b3b44afebc14a9f6d6" + }, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "utc": "2026-10-08T16:57:46.0651945Z", + "width": 1600, + "height": 1000, + "balls": 5, + "groups": 2, + "equipmentAssemblies": 2, + "boardOrigin": "Actual app/session split of disconnected five-group endpoints", + "scope": "실제 Main PlayMode 렌더링의 모의 viewport이다. Android 화면이 아니며 합성 상태는 정상 진행 증거가 아니다.", + "resourceMetrics": { + "meshInstances": 77, + "triangles": 124524, + "sharedMaterials": 28, + "textureMemory": 99572769, + "allocatedMemory": 463953034, + "editorCameraRenderMilliseconds": 1.1318000555038452, + "fieldOfView": 62.0 + } + }, + { + "metadata": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world1-ten-single-groups-phone-default.json", + "sha256": "28bf53b56db30cf861e115aee1e6f03ab3d59725a0e4ea8748a71fd8cad3d011" + }, + "image": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world1-ten-single-groups-phone-default.png", + "sha256": "2072f115be6faef2a02de3ad62a2634f9bdd5c605abe4b454bd74b2ec017cf06" + }, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "utc": "2026-10-08T16:57:47.9677285Z", + "width": 2400, + "height": 1080, + "balls": 10, + "groups": 10, + "equipmentAssemblies": 10, + "boardOrigin": "Validated synthetic Core FreePlay render fixture; session UI remains underlying stage 1", + "scope": "실제 Main PlayMode 렌더링의 모의 viewport이다. Android 화면이 아니며 합성 상태는 정상 진행 증거가 아니다.", + "resourceMetrics": { + "meshInstances": 266, + "triangles": 232874, + "sharedMaterials": 27, + "textureMemory": 118420769, + "allocatedMemory": 467703162, + "editorCameraRenderMilliseconds": 2.098900079727173, + "fieldOfView": 62.0 + } + }, + { + "metadata": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world1-ten-one-group-tablet-default.json", + "sha256": "305960074b579817f17aa4a44e0a2ef58c90bae56e12913d7b85acabb689170a" + }, + "image": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world1-ten-one-group-tablet-default.png", + "sha256": "5b1b4883e19f1af9f28d9b00521260ad8aed8e5ae5571db510f08a6765b0e166" + }, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "utc": "2026-10-08T16:57:48.2929966Z", + "width": 1600, + "height": 1000, + "balls": 10, + "groups": 1, + "equipmentAssemblies": 1, + "boardOrigin": "Validated synthetic Core FreePlay render fixture; session UI remains underlying stage 1", + "scope": "실제 Main PlayMode 렌더링의 모의 viewport이다. Android 화면이 아니며 합성 상태는 정상 진행 증거가 아니다.", + "resourceMetrics": { + "meshInstances": 59, + "triangles": 127684, + "sharedMaterials": 27, + "textureMemory": 99572769, + "allocatedMemory": 463947314, + "editorCameraRenderMilliseconds": 1.3295999765396118, + "fieldOfView": 62.0 + } + } + ], + "modelRoundtripEvidence": { + "path": "artifacts/verification/VisualUpgrade/ModelReview/integration-verification.json", + "sha256": "9dbe2c85a83c5f5098669724a8e0e73e34bda137a5cbe40e08e8c459e0a810ca" + }, + "finalEvidenceAudit": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/documentation-final-evidence-audit.json", + "sha256": "14e62264a22f360f9afda94e1c8660507cda3b27c30d6f9916607889c2819e08" + }, + "actualFinalResults": { + "productSourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "phaseExitCodes": { + "EditMode": 0, + "PlayMode": 0, + "AndroidBuild": 0, + "AndroidSmoke": 0 + }, + "editorTests": { + "EditMode": 103, + "PlayMode": 53 + }, + "androidChecks": 226, + "children": [ + { + "suite": "Fresh30", + "checks": 151, + "exitCode": 0, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "apkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "Fresh 30-stage sequential actual touch progression, no save writes or completion fixtures; separate boundary suites are labelled separately" + }, + { + "suite": "FinalBoundary", + "checks": 37, + "exitCode": 0, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "apkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "Separate native boundaries after real30 completion; deliberate corrupt-file tests labelled, no fabricated completion or board injection" + }, + { + "suite": "RapidBoundary", + "checks": 39, + "exitCode": 0, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "apkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "Separate QA planar collected10 replay20 fixture; real30 source record preserved. Actual offline native11 taps and complete numeric PCM; not fresh progression evidence." + }, + { + "suite": "ContentBoundary", + "checks": 69, + "exitCode": 0, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "apkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "별도 명시 경계 검사. 정상 30단계 진행 수에 합산하지 않는다." + } + ], + "smokeStartedUtc": "2026-10-08T17:04:22.9959710Z", + "smokeFinishedUtc": "2026-10-08T17:19:58.4677196Z", + "completedUtc": "2026-10-08T17:19:58.7340281Z", + "androidReport": { + "path": "artifacts/verification/Final/android-final-evidence.json", + "sha256": "18ec499dd9d30cd0a00df16012e8e8021e0cbf77a97089611a3954ed5c00aa7b" + }, + "freshAll30SuccessAndIdsChecked": true, + "freshSavePushCommandCount": 0, + "failedAttemptsPreserved": [ + { + "phase": "AndroidSmoke", + "command": "pwsh -NoProfile -File tools/verify.ps1 -Phase AndroidSmoke -Milestone Final", + "startedUtc": "2026-10-08T16:58:49.3785491Z", + "finishedUtc": "2026-10-08T17:00:52.0393312Z", + "exitCode": 1, + "status": "failed", + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "sourceDirty": false, + "sourceDirtyEnd": null, + "outerLog": "C:\\git\\MagnetismHeroes\\artifacts\\verification\\VisualUpgrade\\HorizonFailedSmokeAttempt1\\artifacts\\verification\\VisualUpgrade\\FinalProduct\\androidsmoke-outer.log", + "evidence": "C:\\git\\MagnetismHeroes\\artifacts\\verification\\VisualUpgrade\\HorizonFailedSmokeAttempt1\\artifacts\\verification\\Final\\androidsmoke-evidence.json", + "evidenceOriginalPath": "C:\\git\\MagnetismHeroes\\artifacts\\verification\\Final\\androidsmoke-evidence.json", + "outerLogOriginalPath": "C:\\git\\MagnetismHeroes\\artifacts\\verification\\VisualUpgrade\\FinalProduct\\androidsmoke-outer.log" + } + ], + "firstThreePhasesRerun": false, + "productRawFilesPreserved": 732 + }, + "apkProvenance": { + "apk": { + "path": "artifacts/android/MagnetismHeroes.apk", + "sha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "bytes": 57215937 + }, + "installedApk": { + "path": "artifacts/verification/Final/Fresh30/installed-base.apk", + "sha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829" + }, + "actualClipCount": 44, + "voicePayload": { + "path": "artifacts/verification/Final/VoicePayload/apk-voice-payload.json", + "sha256": "a3c1fc9e0ef0170b3fcb60170ae4ca5b9ec640b644fd1f2b00fea591bdc28650" + }, + "notices": [ + { + "name": "NotoSansCJK-OFL.txt", + "sha256": "88f117575237307bdd86a17ef15e21790fc9a662fe4dfb103ca1ca077f0d9982" + }, + { + "name": "TTS-Apache-2.0.txt", + "sha256": "7137274bab133744763a3906ace2a13844c2b34635136fc6d4454c25bfd76eda" + }, + { + "name": "TTS-model-card.txt", + "sha256": "2157466302fcaf8e4979d0505aa4b648ad32468aff98b3e964046db05e574f3c" + } + ] + }, + "actualAndroidAvdCaptures": [ + { + "stage": 1, + "image": { + "path": "artifacts/verification/Final/Fresh30/stage-1-enter.png", + "sha256": "24a1fee6f57ed238976dde803184895fbe4900e3ed218fc3064c9743ef9c7e63" + }, + "captureCommands": { + "path": "artifacts/verification/Final/Fresh30/stage-1-enter-commands.json", + "sha256": "331258895e501db85925861d7b2211c42896b58c1169fcb24b748f832c8feaba" + }, + "observedUtc": "2026-10-08T17:04:51.8507959Z", + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "installedApkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "실제 Android API37 AVD 2400×1080 화면. 정상 30단계 실제 입력의 한 시점이며 모든 얼굴의 동시 가시성을 보장하지 않는다." + }, + { + "stage": 11, + "image": { + "path": "artifacts/verification/Final/Fresh30/stage-10-next.png", + "sha256": "a17e8540e959fcad55fcde48ccee3654999647e59f7e245839e3872108776fc9" + }, + "captureCommands": { + "path": "artifacts/verification/Final/Fresh30/stage-10-next-commands.json", + "sha256": "b9794ef9c33aab6b7f6379458701b3a89d075fce688517b222cfaf2ba79ff2a5" + }, + "observedUtc": "2026-10-08T17:07:23.9081359Z", + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "installedApkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "실제 Android API37 AVD 2400×1080 화면. 정상 30단계 실제 입력의 한 시점이며 모든 얼굴의 동시 가시성을 보장하지 않는다." + }, + { + "stage": 21, + "image": { + "path": "artifacts/verification/Final/Fresh30/stage-20-next.png", + "sha256": "79cf0d0bef7671ebc92c2d1cf1f9b557633f7832425b6fc01809944ea8b0b3b3" + }, + "captureCommands": { + "path": "artifacts/verification/Final/Fresh30/stage-20-next-commands.json", + "sha256": "762d84fdeb5cc822f24be5256cb30a26501516dfd73f4a32d1182283cf910528" + }, + "observedUtc": "2026-10-08T17:12:18.2030067Z", + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "installedApkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "실제 Android API37 AVD 2400×1080 화면. 정상 30단계 실제 입력의 한 시점이며 모든 얼굴의 동시 가시성을 보장하지 않는다." + } + ], + "newFinalProductUserApproval": "별도 최종 사용자 승인 대기이며 모델 승인과 구분한다.", + "editorCaptureCount": 119, + "editorResourceMeasurements": [ + { + "theme": "Garden", + "balls": 10, + "groups": 1, + "equipmentAssemblies": 1, + "captureCount": 4, + "metrics": { + "meshInstances": { + "min": 59, + "max": 59 + }, + "triangles": { + "min": 127684, + "max": 127684 + }, + "sharedMaterials": { + "min": 27, + "max": 27 + }, + "textureMemory": { + "min": 99572769, + "max": 118420769 + }, + "allocatedMemory": { + "min": 463947314, + "max": 466923575 + }, + "editorCameraRenderMilliseconds": { + "min": 1.0715999603271484, + "max": 1.3295999765396118 + } + }, + "captures": [ + { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world1-ten-one-group-phone-default.json", + "sha256": "6d70d89d9fbc4cf1aab09c528b26d05e7b32f4f5f3f72b9e5ae3772cd7f7d427" + }, + { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world1-ten-one-group-phone-orbitzoom.json", + "sha256": "158540fdd6f861ba4c77a02b5ddc3c380b57e261c80fa21d86a8a103e8596c69" + 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GPU 제출 삼각형 수가 아니다. 전체 Editor-loaded texture 메모리/치수와 Camera.Render CPU wall time이며 Android FPS·GPU·실기기 비용으로 환산하지 않는다.", + "editorLoadedTextures": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/editor-loaded-textures.txt", + "sha256": "d60f414fbb4753a288291d3efd8bf0de6e0d454fd6436bf2604d6ce584c31a54" + }, + "horizonFix": { + "commands.json": { + "path": "artifacts/verification/VisualUpgrade/HorizonFix/commands.json", + "sha256": "30aa2370d563444fb5354fd7aad6e4c996baa2d2bbfd5c67499931a314deea5e" + }, + "result.json": { + "path": "artifacts/verification/VisualUpgrade/HorizonFix/result.json", + "sha256": "d3b70ae81c29b15582fe77b0c9c6636432c62f68606d39faff1da8d48da2f7a4" + }, + "preservation.json": { + "path": "artifacts/verification/VisualUpgrade/HorizonFix/preservation.json", + "sha256": "cbab404eef5524a053cfca09be50a579f6bae858cfab78dc3dfdc6e2501ddb34" + }, + "geometryProofScope": "중앙 24m 복도 표본의 366→6→세 풍경 각각 0 및 실제 같은 카메라 화면 대조이며 전체 외곽·모든 픽셀·모든 시점을 보장하지 않는다.", + "farHorizonPositionsChanged": 120, + "previousRadius": 35, + "currentRadius": 27, + "approvedGeometryMaterialsUnchanged": true + }, + "previousFinalProduct": { + "manifest": { + "path": "artifacts/verification/VisualUpgrade/BeforeHorizonFix/manifest.json", + "sha256": "e717944ae93ca5ff5744c64968e66449bd3680022a301fa73e2b34df82bd6950" + }, + "productSourceCommit": "83182e7f3e86926bf130817d401a331829401fac", + "fileCount": 2311, + "previousAdoptionGitRecord": { + "commit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "repositoryRelativePath": "SourceAssets/Models/Heroes/active-adoption.json", + "canonicalBlobSha256": "46d569d80a51e60c6d46460e215fce5246d6deec05de00f644e17d74c5056c88" + }, + "scope": "원경 보정 전 성공 검증·APK·갤러리의 고정 이력이며 새 결과가 아니다." + }, + "failedAttemptArchive": { + "manifest": { + "path": "artifacts/verification/VisualUpgrade/HorizonFailedSmokeAttempt1/manifest.json", + "sha256": "e1a94d7e0480bdafe551a017ef7b6f696f9cd12c301d2cfc84e67e6731246592" + }, + "evidence": { + "path": "artifacts/verification/VisualUpgrade/HorizonFailedSmokeAttempt1/artifacts/verification/Final/androidsmoke-evidence.json", + "sha256": "08cba6e1754b552d8089c2092f14708fe3c413ae8b69b7ff0b4e8189883dca13" + }, + "outerLog": { + "path": "artifacts/verification/VisualUpgrade/HorizonFailedSmokeAttempt1/artifacts/verification/VisualUpgrade/FinalProduct/androidsmoke-outer.log", + "sha256": "919133a40d047d00471f0414ed83c1141260f77c564d59dc1c27c0c06a8ede2d" + }, + "fileCount": 1257, + "status": "failed", + "exitCode": 1, + "observedFailure": "Fresh30 stage5 ADB shell wm size의 localhost:5037 연결 timeout 10060. 이후 같은 query 종료 0 확인 후 Smoke만 재실행했다. AVD 충돌·게임 판정 실패로 단정하지 않는다." + } + }, + "preservation": "기존 13 FBX·원본·출처, 기존 GUID, 30 비시각 정의·초기 구 위치·ID·수량, 음성 44개·얼굴 6표정·폰트·UI·Mixer·Core·저장을 유지한다.", + "fileHashScope": "실제 최종 빌드 저장소 파일 바이트이며 Git 체크아웃의 줄바꿈 차이와 구분한다.", + "pathBase": "path와 repositoryRelativePath는 저장소 루트를 기준으로 한다. artifacts 경로는 검증 원문이며 제품 자산이 아니다." +} diff --git a/SourceAssets/Models/Heroes/provenance.json b/SourceAssets/Models/Heroes/provenance.json new file mode 100644 index 0000000..3073788 --- /dev/null +++ b/SourceAssets/Models/Heroes/provenance.json @@ -0,0 +1,212 @@ +{ + "schemaVersion": 1, + "status": "CANDIDATE_ONLY_USER_MODEL_REVIEW_REQUIRED", + "authoring": "Project-original meshes made by tools/models/build_hero.py; no downloaded character geometry.", + "license": "Original project-authored mesh/material work; existing generated face atlas retains SourceAssets/Art/Faces/provenance.json usage/service terms. 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Preserve imported axis transform in future wrapper." + }, + "portableMaterials": [ + { + "name": "Hero_CyanSatin", + "baseColorSrgb": [ + 0.17, + 0.72, + 0.83 + ], + "roughness": 0.48, + "metallic": 0 + }, + { + "name": "Helmet_SilverTint", + "baseColorSrgb": [ + 0.72, + 0.85, + 0.86 + ], + "roughness": 0.39, + "metallic": 0.18 + }, + { + "name": "Ceramic_WarmCream", + "baseColorSrgb": [ + 0.97, + 0.92, + 0.78 + ], + "roughness": 0.43, + "metallic": 0 + }, + { + "name": "Trim_HoneyGold", + "baseColorSrgb": [ + 0.94, + 0.71, + 0.34 + ], + "roughness": 0.42, + "metallic": 0.12 + }, + { + "name": "Enamel_DeepTeal", + "baseColorSrgb": [ + 0.055, + 0.4, + 0.44 + ], + "roughness": 0.42, + "metallic": 0 + }, + { + "name": "Blade_SatinSilver", + "baseColorSrgb": [ + 0.85, + 0.92, + 0.91 + ], + "roughness": 0.4, + "metallic": 0.2 + } + ], + "existingFace": { + "source": { + "path": "SourceAssets/Art/Faces/face-expressions-v2.png", + "bytes": 1609191, + "sha256": "0e3c115619c4ae68cf8859ccbc6d4bfb3a26a1a247b3ddb41327c46829540c98" + }, + "runtime": { + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Textures/FaceExpressions.png", + "bytes": 1609191, + "sha256": "0e3c115619c4ae68cf8859ccbc6d4bfb3a26a1a247b3ddb41327c46829540c98" + }, + "spriteRecords": [ + { + "name": "Neutral", + "rect": [ + 0.0, + 512.0, + 682.0, + 512.0 + ], + "pivot": [ + 0.5, + 0.5 + ], + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Sprites/Face0.asset", + "sha256": "a351d09aef580f8bf3d73401008aa93c7fffb250ea010595824dff15766dfcf6" + }, + { + "name": "Interested", + "rect": [ + 682.0, + 512.0, + 682.0, + 512.0 + ], + "pivot": [ + 0.5, + 0.5 + ], + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Sprites/Face1.asset", + "sha256": "a555b81eb573044b53edc7c57bbc2937ba1e7d789527bae02f97686cce6ff816" + }, + { + "name": "Focused", + "rect": [ + 1365.0, + 512.0, + 682.0, + 512.0 + ], + "pivot": [ + 0.5, + 0.5 + ], + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Sprites/Face2.asset", + "sha256": "6c8cfcc79bf7ab2781b39303ebd6e723fd0f96aec9f30378c7197bb73720d020" + }, + { + "name": "Laughing", + "rect": [ + 0.0, + 0.0, + 682.0, + 512.0 + ], + "pivot": [ + 0.5, + 0.68 + ], + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Sprites/Face3.asset", + "sha256": "9130d438849dc678504cc939f51c9ea91c5b1dff97b7f7f9248b2f617af4da26" + }, + { + "name": "Encouraging", + "rect": [ + 682.0, + 0.0, + 682.0, + 512.0 + ], + "pivot": [ + 0.5, + 0.68 + ], + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Sprites/Face4.asset", + "sha256": "8325c280f8fd83b1f55102593dc772153a3953a70e818467894d7ac98c9f87c0" + }, + { + "name": "Celebrating", + "rect": [ + 1365.0, + 0.0, + 682.0, + 512.0 + ], + "pivot": [ + 0.5, + 0.68 + ], + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Sprites/Face5.asset", + "sha256": "a63967c62e7f1ddebe5cfa073b536992b1e02f2ff3aeacd515dc9cb230dca321" + } + ], + "reviewNormalization": "Read existing rects and pivots. 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mode 100644 index 0000000..e9f3d31 Binary files /dev/null and b/SourceAssets/Models/Meadow/MeadowCandidates.blend differ diff --git a/SourceAssets/Models/Meadow/README.md b/SourceAssets/Models/Meadow/README.md new file mode 100644 index 0000000..6247f3d --- /dev/null +++ b/SourceAssets/Models/Meadow/README.md @@ -0,0 +1,20 @@ +# 자연 풍경 모델 후보 + +이 묶음은 사용자 미술 검토를 위한 후보다. 현재 게임의 씬·프리팹·스테이지·공통 재질에 연결하거나 기존 배경을 채택 교체하지 않았다. Unity 메타데이터는 후속 import 담당자가 생성한다. + +`MeadowCandidates.blend`에는 바닥 피벗의 독립 메시 21개와 정리된 지형·나무·작은 식생·바위/발견 소품 컬렉션이 있다. `Preview_ClearMeadow`, `Preview_FlowerHills`, `Preview_StoneHills`는 각각 1–10 맑은 초원, 11–20 꽃언덕, 21–30 바위언덕의 조립 검토 장면이다. 내부 테마 식별자는 Garden/Cloud/Workshop로 기록하지만 게임 데이터는 수정하지 않는다. 중앙은 퍼즐 구를 위한 낮은 밀도의 빈 공간이고 주변 지형과 원경이 이어진다. + +나무는 휘어진 줄기·드러난 가지·뿌리·곡면 수관·잎을 갖는다. 꽃은 두께 있는 꽃잎·꽃 중심·휘어진 줄기·잎으로 나뉘며, 풀과 고사리는 개별 굽은 잎으로 제작했다. 바위는 큰 면 변화와 부드러운 모서리를 갖는다. 모든 표면은 이름 있는 재질 슬롯과 고정 Base Color/Roughness를 사용한다. Blender 전용 procedural 표면에 의존하지 않으므로 별도 텍스처가 필요하지 않다. 팔레트는 sRGB에서 선형 색으로 변환한 값이며 실제 값은 provenance에 함께 기록한다. + +원본은 m·Z-up이며 FBX는 -Z forward/Y-up, 적용된 unit scale, 애니메이션 없음이다. Unity 후속 import는 scale 1·축 변환과 imported root 회전 보존을 확인한다. 가까운 발견 소품은 보이는 형상에 맞는 Collider가 필요하다. `OpenStoneArch`의 열린 구멍을 둘러싸는 BoxCollider로 막거나 앞 hit를 무시하지 않는다. 먼 지형과 작은 식생에는 입력 Collider를 추가하지 않는다. 지형·단차·아치의 실제 배치는 기존 구 초기 위치, 접촉 후보, 회전·확대 범위와 발견 가능성을 별도로 검증해야 한다. + +저장소 루트에서 재현한다. 현재 승인된 검토 출력 경로는 호출 시 `--review-dir`로 지정할 수 있다. + +```powershell +& 'C:/Program Files/Blender Foundation/Blender 5.2/blender.exe' --background --python-exit-code 1 --python tools/models/build_meadow.py -- --review-dir artifacts/verification/VisualUpgrade/ModelReview/Meadow +& 'C:/Program Files/Blender Foundation/Blender 5.2/blender.exe' --background --python-exit-code 1 --python tools/models/build_meadow.py -- --verify-only --review-dir artifacts/verification/VisualUpgrade/ModelReview/Meadow +``` + +검토 출력에는 풍경 overview 3장, 소품 catalog 4장, 가지/잎·꽃잎/줄기/잎·아치/단차 closeup 3장, 렌더별 source SHA·scene·frame·camera·GPU·해상도 정보가 들어 있다. 원본 재열기, native 메시의 피벗·UV·재질·상향 지형 법선·삼각형 수, 실제 FBX 재import의 축/크기/재질/UV, 아치 구멍과 기둥의 ray 대조군, 파일 SHA/bytes 검사는 `source-verification.json`에 남긴다. 이 검사는 Unity import, 실제 퍼즐 조작·발견, Android 성능과 사용자 승인 검사를 대체하지 않는다. + +자체 제작 원본·도구·내보낸 파일의 실제 SHA/bytes와 Blender 버전/build hash·export 설정·재질 값은 이 디렉터리의 별도 `provenance.json`으로 연결한다. 참고 이미지에서는 청록 하늘과 둥근 자연·파스텔 식생·따뜻한 낮의 방향만 참고했고 캐릭터·무기·UI·화면 구성을 복제하지 않았다. diff --git a/SourceAssets/Models/Meadow/active-adoption.json b/SourceAssets/Models/Meadow/active-adoption.json new file mode 100644 index 0000000..b1baeae --- /dev/null +++ b/SourceAssets/Models/Meadow/active-adoption.json @@ -0,0 +1,2094 @@ +{ + "schemaVersion": 1, + "status": "APPROVED_MODELS_ADOPTED_VERIFIED_PRODUCT_CANDIDATE", + "recordedKstDate": "2026-10-09", + "scope": "사용자 승인 바이트와 실제 Unity 채택을 연결한다. 제품 전체의 새 사용자 최종 승인은 별도이며 원본 후보 이력을 덮어쓰지 않는다.", + "approval": { + "path": "artifacts/verification/VisualUpgrade/ModelReview/user-approval.json", + "sha256": "b539d582aa77d032918bbb580d10d2374f65be4bdd6868432a84ed1d23a46bc5", + "userResponse": "승인합니다", + "confirmedUtc": 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GUID·SHA는 별도로 위에 기록한다.", + "colorMapping": "원본 sRGB 값을 URP Lit BaseColor에 연결하고 linearBaseColor를 sRGB 입력으로 재사용하지 않는다. smoothness=1−roughness, metallic은 원본 값이다.", + "geometryBoundary": "원본 미터·Z-up 및 FBX -Z forward·Y-up, import scale 1·원래 import root 회전을 유지한다. 승인 메시·원본 재질 바이트를 변경하지 않는다." + }, + "verification": { + "finalCompletion": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/completion.json", + "sha256": "dd898f331a31fb49545e9c3ee2d1c5b52adca97d907f5cff1b0c21b1e6d429fd" + }, + "editorCaptureDirectory": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture", + "previousGameReview": { + "path": "artifacts/verification/VisualUpgrade/GameReview/visual-review.json", + "sha256": "c1d86277177ae32b891a1b4be4ecb637fe48ecb0785e292ee6a43835206ee6dc" + }, + "previousGameReviewScope": "이전 통합 소스 b4d8854의 검수 이력이며 현재 최종 명령 결과를 대신하지 않는다.", + "limitations": "지면 아래 시점의 넓어진 지면 가림은 docs/tracking/findings.md에 기록한다. Editor 비율 캡처·CPU 시간·상주 자원은 Android 실기기 성능이 아니다.", + "representativeEditorCaptures": [ + { + "metadata": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world1-soft-shadow.json", + "sha256": "68ec9ed734cbd5919f30f708a4062d01084b7d54872f23ac7b3a904150e2af12" + }, + "image": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world1-soft-shadow.png", + "sha256": "abced35a2047a504dce2d0322cc31f87f68ed88bb9d530c4bf658970d65d166b" + }, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "utc": "2026-10-08T16:57:42.2101736Z", + "width": 1280, + "height": 720, + "balls": 1, + "groups": 1, + "equipmentAssemblies": 1, + "boardOrigin": "Actual Main daylight with soft shadows", + "scope": "실제 Main PlayMode 렌더링의 모의 viewport이다. Android 화면이 아니며 합성 상태는 정상 진행 증거가 아니다.", + "resourceMetrics": { + "meshInstances": 50, + "triangles": 91970, + "sharedMaterials": 27, + "textureMemory": 86683169, + "allocatedMemory": 460169970, + "editorCameraRenderMilliseconds": 1.1468000411987305, + "fieldOfView": 62.0 + } + }, + { + "metadata": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world11-soft-shadow.json", + "sha256": "7480b58de0a332c30da016739d1c4a6d939f0886e999ae78f935df240667e6e8" + }, + "image": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world11-soft-shadow.png", + "sha256": "d3a656195a308feb9e6296b9425a1057c790d4391a92315c611600ee71fa9826" + }, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "utc": "2026-10-08T16:57:42.3114855Z", + "width": 1280, + "height": 720, + "balls": 3, + "groups": 1, + "equipmentAssemblies": 1, + "boardOrigin": "Actual Main daylight with soft shadows", + "scope": "실제 Main PlayMode 렌더링의 모의 viewport이다. Android 화면이 아니며 합성 상태는 정상 진행 증거가 아니다.", + "resourceMetrics": { + "meshInstances": 52, + "triangles": 104900, + "sharedMaterials": 28, + "textureMemory": 86683169, + "allocatedMemory": 460286942, + "editorCameraRenderMilliseconds": 1.1657999753952026, + "fieldOfView": 62.0 + } + }, + { + "metadata": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world21-soft-shadow.json", + "sha256": "6a15bcc8a72db2d26e1c800aed8f38da4237413d7c133813a87109483cbedda7" + }, + "image": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world21-soft-shadow.png", + "sha256": "126d329c7de8619711568f7fd79bcabc4b19b8d2ee75a5c5cd9b77bae4710c5d" + }, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "utc": "2026-10-08T16:57:42.4126258Z", + "width": 1280, + "height": 720, + "balls": 6, + "groups": 2, + "equipmentAssemblies": 2, + "boardOrigin": "Actual Main daylight with soft shadows", + "scope": "실제 Main PlayMode 렌더링의 모의 viewport이다. Android 화면이 아니며 합성 상태는 정상 진행 증거가 아니다.", + "resourceMetrics": { + "meshInstances": 78, + "triangles": 112532, + "sharedMaterials": 23, + "textureMemory": 86683169, + "allocatedMemory": 460479941, + "editorCameraRenderMilliseconds": 1.020400047302246, + "fieldOfView": 62.0 + } + } + ], + "modelRoundtripEvidence": { + "path": "artifacts/verification/VisualUpgrade/ModelReview/integration-verification.json", + "sha256": "9dbe2c85a83c5f5098669724a8e0e73e34bda137a5cbe40e08e8c459e0a810ca" + }, + "finalEvidenceAudit": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/documentation-final-evidence-audit.json", + "sha256": "14e62264a22f360f9afda94e1c8660507cda3b27c30d6f9916607889c2819e08" + }, + "actualFinalResults": { + "productSourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "phaseExitCodes": { + "EditMode": 0, + "PlayMode": 0, + "AndroidBuild": 0, + "AndroidSmoke": 0 + }, + "editorTests": { + "EditMode": 103, + "PlayMode": 53 + }, + "androidChecks": 226, + "children": [ + { + "suite": "Fresh30", + "checks": 151, + "exitCode": 0, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "apkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "Fresh 30-stage sequential actual touch progression, no save writes or completion fixtures; separate boundary suites are labelled separately" + }, + { + "suite": "FinalBoundary", + "checks": 37, + "exitCode": 0, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "apkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "Separate native boundaries after real30 completion; deliberate corrupt-file tests labelled, no fabricated completion or board injection" + }, + { + "suite": "RapidBoundary", + "checks": 39, + "exitCode": 0, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "apkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "Separate QA planar collected10 replay20 fixture; real30 source record preserved. Actual offline native11 taps and complete numeric PCM; not fresh progression evidence." + }, + { + "suite": "ContentBoundary", + "checks": 69, + "exitCode": 0, + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "apkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "별도 명시 경계 검사. 정상 30단계 진행 수에 합산하지 않는다." + } + ], + "smokeStartedUtc": "2026-10-08T17:04:22.9959710Z", + "smokeFinishedUtc": "2026-10-08T17:19:58.4677196Z", + "completedUtc": "2026-10-08T17:19:58.7340281Z", + "androidReport": { + "path": "artifacts/verification/Final/android-final-evidence.json", + "sha256": "18ec499dd9d30cd0a00df16012e8e8021e0cbf77a97089611a3954ed5c00aa7b" + }, + "freshAll30SuccessAndIdsChecked": true, + "freshSavePushCommandCount": 0, + "failedAttemptsPreserved": [ + { + "phase": "AndroidSmoke", + "command": "pwsh -NoProfile -File tools/verify.ps1 -Phase AndroidSmoke -Milestone Final", + "startedUtc": "2026-10-08T16:58:49.3785491Z", + "finishedUtc": "2026-10-08T17:00:52.0393312Z", + "exitCode": 1, + "status": "failed", + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "sourceDirty": false, + "sourceDirtyEnd": null, + "outerLog": "C:\\git\\MagnetismHeroes\\artifacts\\verification\\VisualUpgrade\\HorizonFailedSmokeAttempt1\\artifacts\\verification\\VisualUpgrade\\FinalProduct\\androidsmoke-outer.log", + "evidence": "C:\\git\\MagnetismHeroes\\artifacts\\verification\\VisualUpgrade\\HorizonFailedSmokeAttempt1\\artifacts\\verification\\Final\\androidsmoke-evidence.json", + "evidenceOriginalPath": "C:\\git\\MagnetismHeroes\\artifacts\\verification\\Final\\androidsmoke-evidence.json", + "outerLogOriginalPath": "C:\\git\\MagnetismHeroes\\artifacts\\verification\\VisualUpgrade\\FinalProduct\\androidsmoke-outer.log" + } + ], + "firstThreePhasesRerun": false, + "productRawFilesPreserved": 732 + }, + "apkProvenance": { + "apk": { + "path": "artifacts/android/MagnetismHeroes.apk", + "sha256": 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"3346eb559bdfba24332feb4d9be4b7104520233e", + "installedApkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "실제 Android API37 AVD 2400×1080 화면. 정상 30단계 실제 입력의 한 시점이며 모든 얼굴의 동시 가시성을 보장하지 않는다." + }, + { + "stage": 21, + "image": { + "path": "artifacts/verification/Final/Fresh30/stage-20-next.png", + "sha256": "79cf0d0bef7671ebc92c2d1cf1f9b557633f7832425b6fc01809944ea8b0b3b3" + }, + "captureCommands": { + "path": "artifacts/verification/Final/Fresh30/stage-20-next-commands.json", + "sha256": "762d84fdeb5cc822f24be5256cb30a26501516dfd73f4a32d1182283cf910528" + }, + "observedUtc": "2026-10-08T17:12:18.2030067Z", + "sourceCommit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "installedApkSha256": "da533f235a9869e5a68f4a244af9a89e34a8e6fb9e7c7f2f57d830939507b829", + "scope": "실제 Android API37 AVD 2400×1080 화면. 정상 30단계 실제 입력의 한 시점이며 모든 얼굴의 동시 가시성을 보장하지 않는다." + } + ], + "newFinalProductUserApproval": "별도 최종 사용자 승인 대기이며 모델 승인과 구분한다.", + 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+ { + "theme": "Workshop", + "balls": 10, + "groups": 10, + "equipmentAssemblies": 10, + "captureCount": 4, + "metrics": { + "meshInstances": { + "min": 266, + "max": 266 + }, + "triangles": { + "min": 221908, + "max": 221908 + }, + "sharedMaterials": { + "min": 23, + "max": 23 + }, + "textureMemory": { + "min": 99572769, + "max": 118420769 + }, + "allocatedMemory": { + "min": 464961384, + "max": 467942131 + }, + "editorCameraRenderMilliseconds": { + "min": 1.2496000528335571, + "max": 1.4726999998092651 + } + }, + "captures": [ + { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world21-ten-single-groups-phone-default.json", + "sha256": "db7b08da12c389326ea10de4c85ab784f33de73532c6fababcb18dced60168be" + }, + { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/world21-ten-single-groups-phone-orbitzoom.json", + "sha256": "035b8464064c3a6bcff2d6ddb44a5e83ac9cf6ce69e4f39db1792b385cbb2a24" + }, + { + "path": 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GPU 제출 삼각형 수가 아니다. 전체 Editor-loaded texture 메모리/치수와 Camera.Render CPU wall time이며 Android FPS·GPU·실기기 비용으로 환산하지 않는다.", + "editorLoadedTextures": { + "path": "artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/editor-loaded-textures.txt", + "sha256": "d60f414fbb4753a288291d3efd8bf0de6e0d454fd6436bf2604d6ce584c31a54" + }, + "horizonFix": { + "commands.json": { + "path": "artifacts/verification/VisualUpgrade/HorizonFix/commands.json", + "sha256": "30aa2370d563444fb5354fd7aad6e4c996baa2d2bbfd5c67499931a314deea5e" + }, + "result.json": { + "path": "artifacts/verification/VisualUpgrade/HorizonFix/result.json", + "sha256": "d3b70ae81c29b15582fe77b0c9c6636432c62f68606d39faff1da8d48da2f7a4" + }, + "preservation.json": { + "path": "artifacts/verification/VisualUpgrade/HorizonFix/preservation.json", + "sha256": "cbab404eef5524a053cfca09be50a579f6bae858cfab78dc3dfdc6e2501ddb34" + }, + "geometryProofScope": "중앙 24m 복도 표본의 366→6→세 풍경 각각 0 및 실제 같은 카메라 화면 대조이며 전체 외곽·모든 픽셀·모든 시점을 보장하지 않는다.", + "farHorizonPositionsChanged": 120, + "previousRadius": 35, + "currentRadius": 27, + "approvedGeometryMaterialsUnchanged": true + }, + "previousFinalProduct": { + "manifest": { + "path": "artifacts/verification/VisualUpgrade/BeforeHorizonFix/manifest.json", + "sha256": "e717944ae93ca5ff5744c64968e66449bd3680022a301fa73e2b34df82bd6950" + }, + "productSourceCommit": "83182e7f3e86926bf130817d401a331829401fac", + "fileCount": 2311, + "previousAdoptionGitRecord": { + "commit": "3346eb559bdfba24332feb4d9be4b7104520233e", + "repositoryRelativePath": "SourceAssets/Models/Meadow/active-adoption.json", + "canonicalBlobSha256": "1642da692b5ddb538da250005152dcf33cf25ccb2de4be28c31c1fe93e4dd386" + }, + "scope": "원경 보정 전 성공 검증·APK·갤러리의 고정 이력이며 새 결과가 아니다." + }, + "failedAttemptArchive": { + "manifest": { + "path": "artifacts/verification/VisualUpgrade/HorizonFailedSmokeAttempt1/manifest.json", + "sha256": "e1a94d7e0480bdafe551a017ef7b6f696f9cd12c301d2cfc84e67e6731246592" + }, + "evidence": { + "path": "artifacts/verification/VisualUpgrade/HorizonFailedSmokeAttempt1/artifacts/verification/Final/androidsmoke-evidence.json", + "sha256": "08cba6e1754b552d8089c2092f14708fe3c413ae8b69b7ff0b4e8189883dca13" + }, + "outerLog": { + "path": "artifacts/verification/VisualUpgrade/HorizonFailedSmokeAttempt1/artifacts/verification/VisualUpgrade/FinalProduct/androidsmoke-outer.log", + "sha256": "919133a40d047d00471f0414ed83c1141260f77c564d59dc1c27c0c06a8ede2d" + }, + "fileCount": 1257, + "status": "failed", + "exitCode": 1, + "observedFailure": "Fresh30 stage5 ADB shell wm size의 localhost:5037 연결 timeout 10060. 이후 같은 query 종료 0 확인 후 Smoke만 재실행했다. AVD 충돌·게임 판정 실패로 단정하지 않는다." + } + }, + "preservation": "기존 13 FBX·원본·출처, 기존 GUID, 30 비시각 정의·초기 구 위치·ID·수량, 음성 44개·얼굴 6표정·폰트·UI·Mixer·Core·저장을 유지한다.", + "fileHashScope": "실제 최종 빌드 저장소 파일 바이트이며 Git 체크아웃의 줄바꿈 차이와 구분한다.", + "pathBase": "path와 repositoryRelativePath는 저장소 루트를 기준으로 한다. artifacts 경로는 검증 원문이며 제품 자산이 아니다." +} diff --git a/SourceAssets/Models/Meadow/provenance.json b/SourceAssets/Models/Meadow/provenance.json new file mode 100644 index 0000000..8f32c30 --- /dev/null +++ b/SourceAssets/Models/Meadow/provenance.json @@ -0,0 +1,1014 @@ +{ + "schemaVersion": 1, + "status": "CANDIDATE_USER_REVIEW_REQUIRED_NOT_ADOPTED", + "creator": "MagnetismHeroes project-authored native Blender geometry via tools/models/build_meadow.py", + "license": "Self-created project artwork; no third-party mesh or texture assets; no copied reference characters, guns, UI, or composition", + "reference": "cartoon-landscape.png viewed only for cyan sky, rounded nature, pastel vegetation, warm soft daylight", + 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renders; visual inspection recorded separately", + "userApproval": "PENDING", + "unityImport": "NOT_RUN", + "gameplayDiscovery": "NOT_RUN", + "mobilePerformance": "NOT_RUN" + }, + "files": [ + { + "path": "SourceAssets/Models/Meadow/MeadowCandidates.blend", + "bytes": 1350505, + "sha256": "2d95f1797c1a1042e32bb2588d0bde735b6e109a5f947b1f0720c7537bda6ea9" + }, + { + "path": "tools/models/build_meadow.py", + "bytes": 43245, + "sha256": "f0e7717a5154bf85eeff68639f6f21ca1f79f6d69af8fa0125acf43415f32db1" + }, + { + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Models/Meadow/DaisyColony.fbx", + "bytes": 179196, + "sha256": "a646a875d99b7cbcef727723b45c6a1e5d6231255ef100689fe69db2e55af63c" + }, + { + "path": "Assets/MagnetismHeroes/UnityRuntime/Presentation/Models/Meadow/DistantRidge.fbx", + "bytes": 67788, + "sha256": "af68a4b08e0696cb0b56acf92bf0753d288ad6ba89fd4f19b183995f4ed6fd0c" + }, + { + "path": 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ScriptableObject와 GameApp의 대표 선택·나누기·취소 # Content 추가: 실제 Blender 세 테마 -2026-10-05 T6에서 아래 실제 소스와 공유 프리팹을 제작했다. 앞의 첫 퍼즐 임시 배경/후속 상태는 해당 시점의 이력이며, 현재 30개 스테이지는 이 고정 배경 자산을 사용한다. +2026-10-05 T6에서 아래 실제 소스와 공유 프리팹을 제작했다. 앞의 첫 퍼즐 임시 배경/후속 상태는 해당 시점의 이력이며, 당시 30개 스테이지는 이 고정 배경 자산을 사용했다. 현재 자연 배경 적용은 아래 2026-10-09 기록을 따른다. | 자산 | 실제 경로 | 사용·출처·조건 | | --- | --- | --- | @@ -41,7 +41,7 @@ Stage06/10/14 ScriptableObject와 GameApp의 대표 선택·나누기·취소 수집 자석 55개(1..5,16..20)의 시점 탐색·실제 Collider pick·직접 drag/수집을 PlayMode에서 확인하고 `artifacts/verification/Content/editor-play/counting-discovery.txt`에 stage/ID/yaw/pitch 기록을 남긴다. 세 테마의 Free 0..10 공급, 전체 묶음 반납, 원래 stage 테마 복원도 검사한다. 시범 실루엣은 UI Image만 사용하며 실제 구 ID/Collider가 없다. T6 당시 T7 외형·음향은 후속 작업이었다. 현재 얼굴·UI·VFX 채택 상태는 아래 T7 등록을 따르고, SFX/BGM은 2026-10-06 결정으로 첫 버전에서 제외한다. -## T7 현재 채택: 얼굴·표현·음성 (2026-10-05) +## T7 채택 이력: 얼굴·표현·음성 (2026-10-05) 동일 기본 구 하나의 표면에 6표정(기본/관심/집중/웃음/격려/축하) 눈·입·얇은 파란 마스크 Sprite를 붙인다. 구 몸체·추가 머리·숫자 캐릭터 그림으로 대체하지 않는다. 수와 한국어는 TMP 동적 텍스트이며 얼굴/숫자/얇은 빛 리본은 안정 묶음당 하나다. 장식 Collider/raycast target이 없다. 선택 황색 테두리와 접촉 녹색 작은 고리는 독립적이며 확정 접촉 고리와 실제 접촉 위치에서의 짧은 거리별 빛 전파는 표현만 바꾼다. 기존 Core/저장 배열/구 기본 크기는 유지한다. @@ -55,3 +55,17 @@ Stage06/10/14 ScriptableObject와 GameApp의 대표 선택·나누기·취소 | SFX/BGM 연결 | `Presentation/GameSound.cs` | 기존 Mixer Voice/SFX/Music 직접 연결과 lifecycle hooks 유지. 사용자 결정으로 첫 버전 SFX/BGM 제외. GameApp의 효과음 10개·음악 4개 clip 참조는 null이며 대체 음원 없음. 실제 음원 청취·음악 3회 반복은 제외 항목이며 통과로 표시하지 않음. | Editor RT 캡처는 Camera.Render와 임시 ScreenSpaceCamera Canvas/안전영역 시뮬레이션 후 복원한 결과이며 Android 기기 화면과 구별한다. JSON은 raw CameraState, 실제 transform/FOV/pivot, 화면·Canvas·viewport 및 측정 범위를 기록한다. editorUnityStatsDrawCalls는 UnityEditor.UnityStats.drawCalls의 해당 Editor frame 관찰값이다. GameView/SceneView 귀속을 이 API만으로 확정할 수 없어 RT GPU draw/overdraw나 제품 draw call 합격으로 취급하지 않는다. Camera.Render wall time은 Editor 비용이며 AVD/실기기 프레임 합격 증거가 아니다. 0/미측정 값을 합격으로 취급하지 않는다. + +## 승인 모델 적용 상태 (2026-10-09 KST) + +2026-10-08 KST 사용자가 다섯 모델 묶음의 검수 갤러리를 확인하고 “승인합니다”라고 답했다. 승인 범위는 Blender 원본 2개와 FBX 23개의 정확한 바이트이며 최종 제품 전체의 새 사용자 승인을 뜻하지 않는다. [모델 승인 원문](../artifacts/verification/VisualUpgrade/ModelReview/user-approval.json)과 [검수 갤러리](../artifacts/verification/VisualUpgrade/ModelReview/index.html)를 보존한다. + +현재 몸체는 승인된 청록색 구 FBX이며 메시 반경 0.5·구 루트 크기 1·기존 SphereCollider 반경 0.5를 유지한다. 기존 6표정·얇은 마스크·TMP 숫자·빛 리본은 유지하고, 대표 친구마다 둥근 투구·무딘 검·둥근 방패 한 벌을 붙인다. 팔·다리·리그·장비 Collider는 없다. 합체·분리·취소·미리보기·재진입 때 얼굴과 장비는 같은 대표 친구를 따른다. + +정원 1..10은 맑은 초원, 구름 11..20은 꽃 언덕, 별 작업실 21..30은 바위 언덕으로 표현한다. 기존 Garden/Cloud/Workshop 식별자와 자유 놀이의 sourceStageId는 그대로다. 나무의 가지·수관, 꽃의 줄기·잎, 풀·돌·지면·원경은 실제 승인 메시와 원본 재질 값으로 연결했다. 가까운 아치·계단은 실제 메시 Collider를 사용하며 아치 구멍을 보존한다. 작은 장식·원경에는 Collider를 추가하지 않았다. 원래 바닥 Collider는 유지하고 렌더러만 숨겼다. + +원본 `PlaygroundProps.blend`·기존 13 FBX·과거 출처 기록을 보존한다. 새 원본의 후보 provenance도 당시 검수 상태의 고정 이력으로 유지하고, 실제 채택은 [영웅 채택 기록](../SourceAssets/Models/Heroes/active-adoption.json)과 [자연 배경 채택 기록](../SourceAssets/Models/Meadow/active-adoption.json)에 별도로 연결한다. 새 Unity 재질은 31개(영웅 6·배경 25)다. 30개 스테이지의 초기 구 ID·수량·배치·위치·목표·종류 등 비시각 필드, 기존 GUID, 44개 음성·6표정 atlas·폰트·UI·Mixer·Core·저장 형식을 바꾸지 않았다. + +제품 소스 `3346eb559bdfba24332feb4d9be4b7104520233e`의 실제 최종 결과는 EditMode 103/103·PlayMode 53/53·Android 226/226이며 네 명령 종료는 모두 0이다. 실행·APK 대응 원문은 `artifacts/verification/VisualUpgrade/FinalProduct/completion.json`이다. 기존 카메라의 yaw 210도·pitch −45도·거리 15에서는 넓어진 지면 뒷면이 보드를 더 많이 가리며 실제 대조는 `FinalProduct/EditorCapture/belowground-raycast-comparison.txt`에 있다. Editor의 스마트폰·태블릿 비율 렌더링과 실제 Android AVD 화면을 구분하며 실기기 성능·아이 대상 사용성·iOS·스토어 게시를 완료로 표시하지 않는다. + +원경 하단의 실제 틈을 보정하기 위해 30개 Stage의 FarHorizon 120개 x/z 배치 반경만 35에서 27로 옮겼다. 승인 메시·31개 재질·높이·회전·크기·다른 배치와 카메라·입력·Collider는 유지했다. 실제 가져온 sharedMesh의 별도 물리 장면에서 중앙 24m 복도 표본 누락은 366→반경 28의 6→반경 27의 세 풍경 각각 0이었다. 같은 카메라의 근접 A/B와 지적된 두 전체 화면에서도 중앙 틈 제거를 확인했으며 모든 외곽·픽셀·시점의 무틈을 보장하지 않는다. 원문은 `artifacts/verification/VisualUpgrade/HorizonFix/result.json`과 `HorizonFix/final`의 119개 PNG다. diff --git a/docs/content.md b/docs/content.md index 18dd809..6210ceb 100644 --- a/docs/content.md +++ b/docs/content.md @@ -1,8 +1,10 @@ # T6 고정 30개 콘텐츠 +아래 제작·음성 후보·가독성 잔여는 2026-10-05 당시 구현 이력이다. 현재 시각 채택은 2026-10-09 기록, 음성은 승인 44개 active-adoption을 따른다. 당시 후속 상태를 현재 미완료로 확대하지 않는다. + R07의 1..30 초기 묶음·목표·종류를 30개 ScriptableObject로 작성했다. 수 세기는 1..5에서 N=번호, 16..20에서 N=번호−10의 분리된 1인 친구를 정확히 제공한다. 수량·구 ID·묶음 소속·수집·계수·성공은 기존 순수 C# Core가 담당한다. 모든 구성 퍼즐은 전체 최종 group multiset으로 판정하며 구의 모양, 조작 횟수와 풀이 순서를 조건으로 삼지 않는다. -`ContentAssets.Build`는 고정 정의·초기 배치·공유 프리팹 참조를 Unity Editor API로 작성한다. 번호별 씬/실행 규칙은 없다. 기존 단일 GameApp/Main 연결을 사용한다. 정원 1..10, 구름 11..20, 별 작업실 21..30은 같은 공통 바닥·아치·계단·돌과 테마별 세 소품으로 구성한다. Blender 원본/FBX/설정/해시는 [자산 등록](asset-register.md)에 있다. +`ContentAssets.Build`는 고정 정의·초기 배치·공유 프리팹 참조를 Unity Editor API로 작성한다. 번호별 씬/실행 규칙은 없다. 기존 단일 GameApp/Main 연결을 사용한다. 당시 정원 1..10, 구름 11..20, 별 작업실 21..30은 같은 공통 바닥·아치·계단·돌과 테마별 세 소품으로 구성했다. Blender 원본/FBX/설정/해시는 [자산 등록](asset-register.md)에 있다. 새 저장은 1번만 열리며 성공하면 원래 배치·카메라·공간을 유지한 Free로 전환한다. 자동 다음 이동은 없다. 선택 화면은 잠금/완료/이어하기/시작을 표시한다. Free의 다음 버튼은 다음 번호의 저장 퍼즐을 먼저 복원하며 30에서는 표시하지 않는다. 완료 퍼즐을 다시 풀다가 나와도 완료 기록과 뒤 해금은 유지한다. 테마 저장 필드는 추가하지 않고 퍼즐 stageId/Free sourceStageId로 Stage SO를 찾는다. @@ -21,3 +23,11 @@ T7의 AI 최종 캐릭터/UI 이미지·표정/VFX, SFX/BGM 및 아직 응답받 시각 검수 잔여: Free 10개를 두 줄로 공급한 기본 시점에서는 아래 줄 일부 개별 묶음의 숫자 배지가 위 줄 친구 몸체와 겹쳐 보인다. T7에서 모든 배열의 배지·선택·계수 표시 가독성을 최종 검수할 대상으로 기록한다. 배경에 의한 기존 아래 시점 숫자 가림은 Blender 바닥을 원래 평면 범위로 조정하여 Collider를 유지한 채 회귀 검사를 통과시켰다. 탐험 자석 몸체는 시점 회전으로 발견할 수 있으며 장식 Collider를 무시하지 않는다. Android 음성 검사는 Content만 `record-native-audio.ps1`의 Android AudioRecord REMOTE_SUBMIX 무압축 stereo48k PCM16을 원시 보존하고 각 좌우 프레임의 정확한 정수 평균으로 mono48k를 만든다. 공식 scrcpy4.1 ZIP SHA `5b12172b3264b2889f4583ee64752ce832e29bc8b1089dca81093459697165db`를 검증하며 도구·서버·캐시는 ignored artifacts에만 있어 APK에 들어가지 않는다. 기존 gRPC/T5 경로와 비교기의 기본 동작은 유지한다. Content의 `-RequireFullSpeech`는 기존 전체 .95 상관과 동일 onset에서100ms/50ms 겹침의 모든 source RMS32 이상 창 .95를 함께 요구하고, 유효 창0개/불충분 자료는 실패한다. 실제 native 정상 발화와 다른 clip/앞뒤250ms 삭제/중간250ms 삭제·중복/노이즈 negative를 검사한다. gRPC 경로는 같은 APK·원본의 전체발화 불일치가 있었고 이전 T5 APK/native48/냉간부팅 교차 실패를 원시 보존했다. 내부 Android 경로의 정상 대조와 구분하며 정확한 SDK 원인을 확정하지 않는다. + +## 현재 자연 테마 연결 (2026-10-09 KST) + +승인한 영웅 2 FBX와 자연 배경 21 FBX를 실제 Unity 참조로 연결했다. Garden 1..10의 맑은 초원, Cloud 11..20의 꽃 언덕, Workshop 21..30의 바위 언덕은 자유 놀이에서도 원래 sourceStageId를 따른다. 30개 정의의 수량·ID·초기 위치·목표·종류 등 비시각 필드와 기존 GUID를 유지한다. 장비는 실제 묶음당 한 벌이며 새 장식의 배치가 정답 조건이 되지 않는다. 기존 구 탐색·직접 pick/drag·숫자 가독성 검사의 기준을 낮추지 않았다. + +현재 얼굴 6표정·한국어 UI·승인 음성 44개는 유지하며 SFX/BGM은 첫 버전 제외다. 당시 자유 놀이 배지 겹침의 후속 검수는 현재 단일/복수 묶음·합체/분리·10개 상태의 실제 캡처로 확인했다. 기존 카메라의 yaw 210도·pitch −45도·거리 15에서는 넓어진 지면 뒷면이 보드를 더 많이 가린다. 적용 원본은 `SourceAssets/Models/{Heroes,Meadow}/active-adoption.json`, 실제 실행은 `artifacts/verification/VisualUpgrade/FinalProduct/completion.json`에 연결한다. 제품 소스 `3346eb559bdfba24332feb4d9be4b7104520233e`의 EditMode 103/103·PlayMode 53/53·Android 226/226와 네 명령의 실제 종료 0을 확인했다. + +원경 하단의 실제 틈을 보정하기 위해 30개 Stage의 FarHorizon 120개 x/z 배치 반경만 35에서 27로 옮겼다. 승인 메시·31개 재질·높이·회전·크기·다른 배치와 카메라·입력·Collider는 유지했다. 실제 가져온 sharedMesh의 별도 물리 장면에서 중앙 24m 복도 표본 누락은 366→반경 28의 6→반경 27의 세 풍경 각각 0이었다. 같은 카메라의 근접 A/B와 지적된 두 전체 화면에서도 중앙 틈 제거를 확인했으며 모든 외곽·픽셀·시점의 무틈을 보장하지 않는다. 원문은 `artifacts/verification/VisualUpgrade/HorizonFix/result.json`과 `HorizonFix/final`의 119개 PNG다. diff --git a/docs/engineering-notes.md b/docs/engineering-notes.md index b4aa88a..208b55f 100644 --- a/docs/engineering-notes.md +++ b/docs/engineering-notes.md @@ -26,11 +26,18 @@ ## Unity 자산 - 배치 Edit/Play 검사에서 URP의 Editor 생성 runtime 참조 목록이 비워지고 설정이 LF로 재작성됐다. 검사 전 Git 원문과 다른 모든 바이트가 같고 알려진 목록 변환만 존재하는지 확인한 경우에만 정리했다. 실제 설정 변경을 같은 처리로 숨기면 안 된다. -- Blender FBX의 root 회전을 제거하면 배경 소품이 눕는다. 제작 원본은 m·Z-up이고 내보내기는 -Z forward·Y-up이다. Unity import scale 1과 bakeAxisConversion을 맞추고 프리팹 wrapper에서 import root 회전을 유지한 뒤 바닥 피벗을 실제 화면에서 확인한다. +- Blender FBX의 root 회전을 제거하면 소품이 눕는다. 승인 몸체의 실제 import root X는 약 89.98도, 자연 소품은 90도이며 장비는 0도다. 제작 원본 m·Z-up, 내보내기 -Z forward·Y-up, Unity import scale 1·bakeAxisConversion을 유지하고 wrapper 아래 원래 root를 보존한다. 얼굴 평면을 장비 중심으로 쓰면 장비가 구 앞에 뜨므로 대표 구 중심으로 되돌려 배치한다. - 아치 전체를 BoxCollider로 감싸면 보이는 구멍도 Raycast를 막는다. 실제 아치 메시의 MeshCollider로 구멍을 보존하고 뒤쪽 자석을 선택할 수 있는지 확인한다. - 투명 얼굴 PNG는 일부 뷰어에서 alpha 0 픽셀의 RGB가 파란 배경처럼 보인다. 원본 alpha와 실제 Unity 구 표면의 가장자리를 함께 확인한다. 현재 v2는 도구 편집 결과 자체를 채택했고 별도 래스터 변환 없이 런타임 파일과 같은 바이트를 유지한다. - 글꼴 이름의 `FirstSlice`는 과거 이름이며 현재 전체 한국어를 포함한다. 이름만 보고 다시 만들면 승인된 화면과 자산 GUID가 달라질 수 있다. 실제 glyph와 static atlas를 검사하고 새 문구의 누락만 보완한다. +- Blender 재질 기록의 `linearBaseColor`를 Unity `_BaseColor`에 그대로 넣으면 의도한 팔레트와 달라진다. 실제 채택은 `baseColorSrgb`/`authoredSRGB`를 사용하고 URP의 색 공간 변환에 맡겼다. 거칠기는 smoothness=1−roughness, 금속성은 원본 값을 사용하며 승인 메시·팔레트를 다시 제작하지 않는다. +- Light의 Soft 설정만 바꿔도 URP의 soft 지원이 꺼져 있으면 실제 그림자가 나오지 않는다. 현재 Sun은 따뜻한 색 (1, .97, .91), 강도 1.3·Soft strength .55이며 URP는 1024·1 cascade·Low soft·거리 30이다. 실제 같은 보드의 shadow-off/soft-shadow 화면 대조로 확인했다. 설정 존재만으로 렌더 결과를 통과로 쓰지 않는다. +- 넓은 새 지면과 보존된 바닥 Collider는 가림 범위가 다르다. yaw 210도·pitch −45도·거리 15의 지면 아래 시점에서 여섯 Raycast의 첫 바닥 hit가 동일해도 새 지면 뒷면은 보드를 더 많이 가린다. 실제 원본/새 지면 A/B와 카메라 값은 `artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/belowground-raycast-comparison.txt` 및 같은 폴더의 두 PNG에 남겼다. +- Editor 자원 기록의 active MeshFilter 합계에는 Renderer가 꺼진 원래 바닥도 포함된다. 제출 GPU 삼각형 수가 아니며 Editor 전체 texture memory에는 폰트·RenderTexture도 포함된다. Camera.Render의 CPU wall time을 Android FPS나 실기기 성능으로 환산하지 않는다. + +- 유한한 원경 메시의 경계와 지면 가장자리가 충분히 겹치지 않으면 실제 하늘 틈이 생긴다. 실제 가져온 sharedMesh를 별도 LocalPhysics3D Scene에서 탐색하고 같은 카메라의 원래/새 배치를 대조했다. 반경 35→28→27에서 중앙 24m 표본 누락 366→6→0을 확인했다. ±12m·횡단 2m/방사 .25m의 표본이며 전체 폭 약 ±15.35m나 모든 각도를 검사한 것은 아니다. 근접 비교 FOV14를 실제 게임 FOV62 변경으로 해석하지 않는다. 원문은 `artifacts/verification/VisualUpgrade/HorizonFix/result.json`과 `HorizonFix/final`에 있다. + ## 제작 도구의 수명 초기 자산 builder는 현재 완성된 씬·스테이지·얼굴·음성 참조를 재작성할 수 있다. `ProjectBootstrap.Prepare/ConnectApp`, `CompositionAssets.Build`, `PersistenceAssets.Build`, `ContentAssets.Build`, `PresentationAssets.Build`를 정상 프로젝트 열기·검사 전 준비 작업으로 실행하지 않는다. 변경 대상과 생성 diff를 먼저 확인하고 승인된 기존 자산을 보존할 수 있을 때만 사용한다. diff --git a/docs/final-verification.md b/docs/final-verification.md index 7b0de02..6ef454e 100644 --- a/docs/final-verification.md +++ b/docs/final-verification.md @@ -1,8 +1,37 @@ -# T8 최종 검증 기록 +# 최종 검증 기록 -## 통합 dev의 최종 검사 (2026-10-07) +## 승인 모델 적용의 최종 실행 (2026-10-09 KST) -최신 완료 검사는 루트 `C:/git/MagnetismHeroes`, 고정 소스 `ea2ad4506ce2288f7777c0eb017833723679f487`에서 수행했다. 아래 작업 디렉터리의 이전 결과와 구분한다. 네 실제 명령의 외부 종료가 모두 0이고 실행 전후 tracked 변경과 소스 변경이 없다. +제품 소스는 `3346eb559bdfba24332feb4d9be4b7104520233e`다. 네 단계 실제 종료 0을 확인했다. 최종 제품 전체의 새 사용자 승인은 별도이며 2026-10-08 KST의 승인은 모델 다섯 묶음·원본 2개·FBX 23개의 정확한 바이트에만 적용한다. + +| 실제 명령 | 결과 | 실제 외부 종료 | +|---|---|---| +| `pwsh -NoProfile -File tools/verify.ps1 -Phase EditMode -Milestone Final` | 103/103 | 0 | +| `pwsh -NoProfile -File tools/verify.ps1 -Phase PlayMode -Milestone Final` | 53/53 | 0 | +| `pwsh -NoProfile -File tools/verify.ps1 -Phase AndroidBuild -Milestone Final` | ARM64 IL2CPP APK 생성 | 0 | +| `pwsh -NoProfile -File tools/verify.ps1 -Phase AndroidSmoke -Milestone Final` | 226/226, 네 child 종료 0 | 0 | + +현재 빌드 [APK](../artifacts/android/MagnetismHeroes.apk)는 57,215,937바이트, SHA-256 `DA533F235A9869E5A68F4A244AF9A89E34A8E6FB9E7C7F2F57D830939507B829`다. 표준 사본·Final 사본·Fresh30의 실제 설치 후 가져온 APK는 같은 바이트다. 실제 APK의 승인 44개 PCM과 고지 3개의 정확한 바이트를 대조했다. 실행 소스·시각·실제 종료 원문은 [completion.json](../artifacts/verification/VisualUpgrade/FinalProduct/completion.json), 별도 오프라인 원문 대조는 [문서 근거 확인](../artifacts/verification/VisualUpgrade/FinalProduct/documentation-final-evidence-audit.json)에 연결한다. + +성공한 Smoke는 2026-10-08 17:04:22.9959710~17:19:58.4677196 UTC에 실행했다. Fresh30 151/151, FinalBoundary 37/37, RapidBoundary 39/39, ContentBoundary 69/69가 각각 종료 0이다. 하위 수를 독립 제품 기능 수로 합산하지 않는다. 새 저장에서 실제 입력으로 1~30을 순서대로 해결했으며 저장 push는 0회다. 각 단계 실제 성공·전체 구 ID 보존, 두 미완료 퍼즐과 최근 자유 놀이·부분 계수·카메라의 독립 복원, 0..10·반납·재공급·취소·손상 복구·오프라인·전체 숫자 발화·마지막 발화 보존을 확인했다. 별도 빠른 계수·경계 QA 상태는 정상 진행 증거와 구분한다. + +세 자연 테마, 2+3 합체·떨어진 선택 구의 분리, 10개 단독/한 묶음, 0·재공급·재진입의 현재 Editor 화면 119개는 `artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture`에 있다. [적용 검수 갤러리](../artifacts/verification/VisualUpgrade/FinalProduct/index.html)는 실제 Unity 렌더링의 스마트폰 2400×1080·태블릿 1600×1000 모의 viewport와 Android AVD 화면을 구분한다. 합성 Core 검수 상태는 정상 30단계 진행 증거가 아니다. 이전 101개 시각 검수의 원문은 [GameReview](../artifacts/verification/VisualUpgrade/GameReview/visual-review.json)이며 소스 b4d8854의 이력으로 보존한다. + +자원 측정은 active hierarchy의 상주 MeshFilter 인덱스 합계이며 Renderer가 꺼진 원래 바닥을 포함한다. GPU 제출 삼각형 수가 아니다. 전체 Editor-loaded texture의 메모리·치수와 Camera.Render CPU wall time은 Android FPS·GPU 비용·실기기 성능을 증명하지 않는다. + +원래 30개 비시각 정의·구 ID/총량/초기 위치·기존 GUID·44개 음성·6표정·폰트·UI·Mixer·Core·저장 경계를 유지했다. yaw 210도·pitch −45도·거리 15의 지면 아래 시점에서 새 지면 뒷면은 원래 Island보다 보드를 더 많이 가린다. 같은 여섯 물리 Raycast가 원래 바닥을 먼저 맞아도 시각적 가림이 같다는 뜻은 아니다. 실제 대조는 `FinalProduct/EditorCapture/belowground-raycast-comparison.txt`와 같은 폴더의 원본/새 지면 PNG에 있다. 기존 카메라·pick·초기 배치 보존을 우선했으며 카메라 범위·복귀 동작은 별도 UX 결정으로 남겼다. 실제 기기·아이 대상 사용성·iOS·스토어 검증은 후속이다. + +원경 하단의 실제 틈을 보정하기 위해 30개 Stage의 FarHorizon 120개 x/z 배치 반경만 35에서 27로 옮겼다. 승인 메시·31개 재질·높이·회전·크기·다른 배치와 카메라·입력·Collider는 유지했다. 실제 가져온 sharedMesh의 별도 물리 장면에서 중앙 24m 복도 표본 누락은 366→반경 28의 6→반경 27의 세 풍경 각각 0이었다. 같은 카메라의 근접 A/B와 지적된 두 전체 화면에서도 중앙 틈 제거를 확인했으며 모든 외곽·픽셀·시점의 무틈을 보장하지 않는다. 원문은 `artifacts/verification/VisualUpgrade/HorizonFix/result.json`과 `HorizonFix/final`의 119개 PNG다. + +원경 보정 전 제품 소스 `83182e7f3e86926bf130817d401a331829401fac`의 성공 검증·APK·갤러리는 `artifacts/verification/VisualUpgrade/BeforeHorizonFix/manifest.json`에 2,311개 파일과 SHA로 보존했다. 그 결과를 새 제품의 증거로 혼용하지 않는다. + +이번 첫 AndroidSmoke는 2026-10-08 16:58:49.3785491~17:00:52.0393312 UTC에 실제 종료 1이었다. Fresh30 stage5의 ADB `shell wm size` 관찰 명령에서 localhost:5037 연결이 약 21초 뒤 timeout 10060으로 실패했다. AVD 충돌이나 게임 판정 실패로 원인을 단정하지 않는다. 실패 원문·부분 결과 1,257개는 `artifacts/verification/VisualUpgrade/HorizonFailedSmokeAttempt1/manifest.json`에 보존했다. 실행 소유자는 정상 장치와 같은 조회 명령의 종료 0을 확인한 뒤 실패한 Smoke만 재실행했다. 먼저 통과한 EditMode·PlayMode·AndroidBuild는 재실행하지 않았으며 소스와 제품 732개 바이트·APK SHA는 그대로였다. 실제 완료 시각은 2026-10-08 17:19:58.7340281 UTC다. 실패 시도를 통과로 바꾸지 않았다. + +2026-10-07 제품의 이전 Final 원문은 [PreviousFinal 보존 목록](../artifacts/verification/VisualUpgrade/PreviousFinal/manifest.json)에 2,517개 파일과 SHA로 보존했다. 원경 보정 전 제품의 첫 Smoke는 실제 종료 1이며 원문 113개를 `FinalProduct/FailedAndroidAttempt1`에 보존했다. Unity 빌드 뒤 서로 다른 SDK의 ADB daemon 연결이 막힌 실행 소유자는 daemon을 재연결하고 실제 device/boot를 확인한 뒤 같은 clean 소스·APK로 실패한 Smoke만 재실행했다. 실패 결과를 통과로 바꾸지 않았다. [보존·정리 원문](../artifacts/verification/VisualUpgrade/FinalProduct/FailedAndroidAttempt1/preservation-and-pruning.json)은 과거 잔여 2,480개를 고정 사본과 정확한 SHA 대조 후 제거한 기록이다. 당시 실행 UTC·소스·APK가 맞는 원문만 당시 결과로 채택했다. + +## T8 이전 통합 dev 검사 (2026-10-07) + +당시 완료 검사는 루트 `C:/git/MagnetismHeroes`, 고정 소스 `ea2ad4506ce2288f7777c0eb017833723679f487`에서 수행했다. 아래 작업 디렉터리의 이전 결과와 구분한다. 네 실제 명령의 외부 종료가 모두 0이고 실행 전후 tracked 변경과 소스 변경이 없다. | 실제 명령 | 결과 | 외부 종료 | |---|---|---| @@ -13,7 +42,7 @@ Smoke는 2026-10-06 17:46:54.093493~18:03:58.028723 UTC에 실행됐다. 새 저장·실제 입력의 Fresh30 151/151, FinalBoundary 37/37, RapidBoundary 39/39, ContentBoundary 69/69가 통과했다. 정상 1~30 진행에는 저장 push나 완료 기록 주입이 없다. 두 미완료 퍼즐·최근 자유 놀이 독립 복원과 부분 계수·카메라, 별도 명시 QA 상태의 빠른 계수·전체 숫자 발화·마지막 발화 보존, 취소·손상 복구·오프라인을 확인했다. -최신 [APK](../artifacts/android/MagnetismHeroes.apk)·Final 사본·이번 설치 후 가져온 APK의 SHA-256은 **`0D341465FD2DC4809DF8FA423490A9CFB3BA755220A8685479399CACBD9BDDE8`**다. 아래 이전 작업 APK `223F...`는 별도 보존본이다. 이번 실제 APK에서도 승인 44개 PCM, 원본/편집본/runtime 132개 해시와 고지 3개의 정확한 일치를 확인했다. 효과음·배경음악은 제외하며 한국어 음성은 유지한다. +당시 [고정 APK](../artifacts/verification/T8/BaseEa2/artifacts/android/Final/MagnetismHeroes.apk)·Final 사본·그때 설치 후 가져온 APK의 SHA-256은 **`0D341465FD2DC4809DF8FA423490A9CFB3BA755220A8685479399CACBD9BDDE8`**다. 아래 이전 작업 APK `223F...`는 별도 보존본이다. 당시 실제 APK에서도 승인 44개 PCM, 원본/편집본/runtime 132개 해시와 고지 3개의 정확한 일치를 확인했다. 효과음·배경음악은 제외하며 한국어 음성은 유지한다. 실제 원문은 `artifacts/verification/Final`의 `*-outer.json`, phase 기록·XML·네 child report와 JSON/PNG/PCM이다. [고정 보존 목록](../artifacts/verification/T8/BaseEa2/manifest.json)은 2,527개 파일의 SHA를 대조한 사본이다. [독립 원문 확인](../artifacts/verification/T8/independent-base-evidence-ea2.json)은 실제 234개 조건과 종료 0을 기록한다. 이전 작업 원문 16,032개는 `Implementation5eb`, 실패한 첫 통합 검사와 진단 1,146개는 `BaseD9Failure`에 따로 보존했다. @@ -51,7 +80,7 @@ Fresh30은 각 단계의 실제 완료 JSON·원래 구 ID·목표 묶음을 확 ## APK와 음성 -[이전 작업의 고정 APK](../artifacts/verification/T8/Implementation5eb/artifacts/android/Final/MagnetismHeroes.apk)와 그 작업의 표준 사본·Fresh30 설치 후 가져온 `installed-base.apk`는 모두 다음 SHA-256이었다. 현재 배포용 파일은 위 통합본의 APK다. +[이전 작업의 고정 APK](../artifacts/verification/T8/Implementation5eb/artifacts/android/Final/MagnetismHeroes.apk)와 그 작업의 표준 사본·Fresh30 설치 후 가져온 `installed-base.apk`는 모두 다음 SHA-256이었다. 당시 배포용 파일은 위 통합본의 APK였다. `223F26C5E2EFAE6A7C50A36CF654195C7EF3AD37DCCDC3001B8CF6E3A515C8C7` diff --git a/docs/handoff.md b/docs/handoff.md index 0e20612..98012cd 100644 --- a/docs/handoff.md +++ b/docs/handoff.md @@ -1,12 +1,28 @@ # MagnetismHeroes 개발 인수인계 -## 최신 재개·최종 검사 상태 (2026-10-07) +## 승인 모델 적용 인수인계 (2026-10-09 KST) + +제품 소스 `3346eb559bdfba24332feb4d9be4b7104520233e`는 기존 규칙·저장·배치를 보존하고 승인한 구 몸체·묶음당 기사 장비·30개 자연 테마를 연결했다. 모델 승인일은 2026-10-08 KST이며 제품 전체의 새 사용자 최종 승인은 별도다. 기존 13 소품과 출처 기록, 후보 원본 기록을 덮어쓰지 않고 `SourceAssets/Models/{Heroes,Meadow}/active-adoption.json`에 정확한 원본·FBX·도구·Unity 재질·프리팹·GUID·검수·APK 해시를 연결한다. + +네 단계 실제 종료 0을 확인했다. EditMode 103/103·PlayMode 53/53·Android 226/226, 하위 Fresh30 151·FinalBoundary 37·RapidBoundary 39·ContentBoundary 69개가 통과했다. 하위 수를 독립 기능 수로 합산하지 않는다. 실행·실제 설치 APK `DA533F235A9869E5A68F4A244AF9A89E34A8E6FB9E7C7F2F57D830939507B829`의 대응은 `artifacts/verification/VisualUpgrade/FinalProduct/completion.json`과 `documentation-final-evidence-audit.json`에 있다. 원경 보정 전 적용 제품의 고정 사본은 `VisualUpgrade/BeforeHorizonFix/manifest.json`의 2,311개이며, 그 이전 제품은 `VisualUpgrade/PreviousFinal/manifest.json`에 보존했다. 이전 결과와 새 결과의 소스·UTC·APK를 섞지 않는다. 이 인수인계 변경은 문서와 채택 메타데이터만이며 제품 파일을 바꾸거나 Unity 재import를 실행하지 않는다. + +원경 하단의 실제 틈을 보정하기 위해 30개 Stage의 FarHorizon 120개 x/z 배치 반경만 35에서 27로 옮겼다. 승인 메시·31개 재질·높이·회전·크기·다른 배치와 카메라·입력·Collider는 유지했다. 실제 가져온 sharedMesh의 별도 물리 장면에서 중앙 24m 복도 표본 누락은 366→반경 28의 6→반경 27의 세 풍경 각각 0이었다. 같은 카메라의 근접 A/B와 지적된 두 전체 화면에서도 중앙 틈 제거를 확인했으며 모든 외곽·픽셀·시점의 무틈을 보장하지 않는다. 원문은 `artifacts/verification/VisualUpgrade/HorizonFix/result.json`과 `HorizonFix/final`의 119개 PNG다. + +이번 첫 AndroidSmoke는 2026-10-08 16:58:49.3785491~17:00:52.0393312 UTC에 실제 종료 1이었다. Fresh30 stage5의 ADB `shell wm size` 관찰 명령에서 localhost:5037 연결이 약 21초 뒤 timeout 10060으로 실패했다. AVD 충돌이나 게임 판정 실패로 원인을 단정하지 않는다. 실패 원문·부분 결과 1,257개는 `artifacts/verification/VisualUpgrade/HorizonFailedSmokeAttempt1/manifest.json`에 보존했다. 실행 소유자는 정상 장치와 같은 조회 명령의 종료 0을 확인한 뒤 실패한 Smoke만 재실행했다. 먼저 통과한 EditMode·PlayMode·AndroidBuild는 재실행하지 않았으며 소스와 제품 732개 바이트·APK SHA는 그대로였다. 실제 완료 시각은 2026-10-08 17:19:58.7340281 UTC다. 실패 시도를 통과로 바꾸지 않았다. + +체험은 기존 Main 씬을 연다. 초기 builder와 `VisualUpgradeAssets.Apply`는 정상 실행 준비로 재실행하지 않는다. 이미 승인된 모델·얼굴·44개 음성을 재생성하지 않는다. 검증·Editor·ADB·녹음 실행 소유자를 하나로 유지한다. + +기존 무제한 카메라의 yaw 210도·pitch −45도·거리 15에서 넓어진 지면 뒷면이 보드를 더 많이 가린다. 물리 첫 hit가 같아도 화면 가림이 같지는 않으며 실제 대조는 `FinalProduct/EditorCapture/belowground-raycast-comparison.txt`에 있다. 기존 카메라·물리·초기 위치 보존을 우선해 이번 적용에서 카메라 제한이나 hit 우회를 넣지 않았다. 별도 카메라 UX 결정과 실기기·아이 대상 사용성·성능 검증이 후속이다. 실제 Android AVD 화면과 Editor의 모의 스마트폰/태블릿 viewport·CPU 자원 측정을 구분한다. + +아래는 과거 제품의 승인·중단·재개 이력이며 이번 제품의 현재 실행 상태를 대신하지 않는다. + +## 이전 재개·최종 검사 상태 (2026-10-07) 사용자의 “효과음·배경음악 없이 진행하겠습니다. T7을 마무리하고 T8을 진행하세요.” 요청에 따라 개발을 재개해 T7을 마감하고 T8의 통합 최종 검사를 완료했다. **아래 과거 중단·음원 대기·T8 미착수 설명은 현재 지시가 아니다.** 한국어 승인 음성 44개는 유지하며 효과음·배경음악은 첫 버전 제외 상태다. - 로컬 `dev`의 `ea2ad4506ce2288f7777c0eb017833723679f487`에서 Final EditMode 100/100, PlayMode 47/47, AndroidBuild, AndroidSmoke의 실제 외부 종료가 모두 0이며 전후 소스는 clean이었다. - 새 저장에서 실제 입력으로 1~30을 모두 해결했고 완료 기록 주입은 없다. Final 226개, 하위 Fresh30 151·경계 37·빠른 계수 39·콘텐츠 69개가 통과했다. 두 미완료 퍼즐과 최근 자유 놀이의 부분 계수·카메라 포함 독립 복원도 확인했다. -- 최신 APK는 `artifacts/android/MagnetismHeroes.apk`와 Final 사본이며 SHA-256 `0D341465FD2DC4809DF8FA423490A9CFB3BA755220A8685479399CACBD9BDDE8`이다. 실제 설치본·승인 44개 PCM·132개 원본 대응 SHA·고지 3개를 대조했다. +- 당시 APK는 `artifacts/android/MagnetismHeroes.apk`와 Final 사본이며 SHA-256 `0D341465FD2DC4809DF8FA423490A9CFB3BA755220A8685479399CACBD9BDDE8`이다. 실제 설치본·승인 44개 PCM·132개 원본 대응 SHA·고지 3개를 대조했다. - 원본은 `artifacts/verification/Final`, 고정 사본은 `artifacts/verification/T8/BaseEa2`의 2,527개 파일과 manifest다. root 독립 원문 확인 234개도 실제 종료 0이다. 작업 디렉터리의 5eb 검사·APK는 `Implementation5eb`에 16,032개, 첫 통합 d9 실패·상하 회전 진단은 `BaseD9Failure`에 1,146개 파일로 보존했다. 다른 APK·소스의 증거를 혼용하지 않는다. - ea2는 18번의 소품 가림을 찾아 세는 검사에 상하 회전을 추가한 한 줄 QA 수정이다. 제품 코드·자산·저장 스키마는 T7 완료 상태와 같다. 이후 개발 지침·인수인계와 새 문서의 Unity 메타데이터 3개만 추가했다. 실제 Unity import는 종료 0, 기존 제품 tracked 변경은 없으며 원문은 `artifacts/verification/T8/DocumentationImport`다. Editor·녹음은 종료하고 AVD만 유지했으며 런타임 단독 실행 소유권은 해제됐다. - 첫 버전 개발 지침은 루트 AGENTS.md/CLAUDE.md, docs의 규칙·구조·저장/CLI 계약·운영·실패 대응 및 모듈별 AGENTS.md에 정리했다. 최종 소스 `73ffcbef`의 독립 검토는 approved, blocking 0·남은 advisory 0이며 원문은 `artifacts/verification/T8/FinalReview`다. 후보 출력과 예정 runtime 경로 구분 보완도 재검토했다. 사용자가 2026-10-07 “승인합니다”로 최종 결과와 개발 문서를 승인했다. 계획 원본은 `.dryforge/001/`에 해시를 확인해 보관하며 완료 표시는 `.dryforge/status.json`이다. 작업별 원시 증거는 기존 고정 사본과 `artifacts/verification/Completion20261007/`에 보존한 뒤 통합된 임시 작업을 정리한다. diff --git a/docs/operations.md b/docs/operations.md index 2f66df3..b727b2d 100644 --- a/docs/operations.md +++ b/docs/operations.md @@ -46,7 +46,13 @@ AndroidSmoke 전에 `Medium_Phone_API_37.0` AVD를 Android Studio Device Manager ## 새 자산 제작 -모델을 바꿀 때만 Blender `5.2.2 LTS`에서 `tools/models/build_playgrounds.py`를 실행한다. 저장소 루트에서 Blender의 `--background --python tools/models/build_playgrounds.py`를 사용하면 `.blend`와 13개 FBX를 재작성한다. 자동 생성 전에 기존 소품 변경을 보존하고 실제 내보내기 diff·방향·바닥 피벗·콜라이더를 확인한다. +기존 `tools/models/build_playgrounds.py`는 과거 소품 원본과 13 FBX를 재작성하는 도구다. 현재 자연 테마를 실행하거나 검증하기 위해 재실행하지 않는다. 새 모델 제작 도구는 Blender `5.2.2 LTS`의 `tools/models/build_hero.py`와 `tools/models/build_meadow.py`이며 승인된 원본·FBX는 재생성 없이 사용한다. 새 후보를 만들 때만 별도 제작·검수 회차를 준비하고 기존 승인 바이트를 보존한다. + +모델 채택은 원본 2개·FBX 23개의 사용자 승인 SHA와 실제 Unity 방향·재질·대표 장비·선택 경계를 확인한 뒤 수행한다. 대상이 제한된 `VisualUpgradeAssets.Apply`는 `MAGNETISM_VISUAL_APPROVAL`의 승인 JSON과 `MAGNETISM_VISUAL_EVIDENCE`의 별도 증거 경로를 요구하는 채택용 Editor API다. 정상 프로젝트 열기나 검사 전 준비 명령이 아니다. 후보 provenance의 과거 상태를 고쳐 승인으로 만들지 않고 별도 active-adoption에 원본·입력·도구·Unity 참조·검수 해시를 연결한다. + +재검증 전에는 이전 Final의 로그·화면·PCM·APK 대응 기록을 해시 목록과 함께 고정 사본으로 보존한다. 같은 경로에 남은 과거 파일을 이번 결과로 세지 않는다. 현재 실행의 소스·UTC·설치 APK SHA가 맞는 phase/child 결과만 채택한다. 현재 원경 보정 전 제품의 증거 2,311개는 `artifacts/verification/VisualUpgrade/BeforeHorizonFix/manifest.json`, 그 이전 제품은 `VisualUpgrade/PreviousFinal/manifest.json`, 새 실행 연결은 `VisualUpgrade/FinalProduct/completion.json`에 있다. 이번 첫 Smoke의 환경 관찰 명령 실패 원문 1,257개는 `VisualUpgrade/HorizonFailedSmokeAttempt1/manifest.json`에 실제 종료 1로 보존했다. 소스·제품 732개 바이트·APK 동일성을 확인한 뒤 Smoke만 재실행했으며 다른 세 단계의 통과는 유지했다. + +`VisualUpgradeAssets.ApplyHorizonContinuity`는 기존 30개 Stage의 FarHorizon x/z 반경만 27로 옮기는 대상 한정 Editor API다. 정상 실행 준비로 재실행하지 않는다. 해당 보정은 실제 메시의 중앙 24m 표본과 근접/전체 화면으로 확인했으며 모든 외곽·시점의 연속성을 주장하지 않는다. 승인 메시·재질·나머지 배치와 게임 카메라는 유지했다. 음성 제작은 conda `qwen3-tts`의 CUDA 환경과 고정 1.7B CustomVoice/Sohee를 사용한다. 이미 승인된 44개는 그대로 사용한다. 새 대본이 필요할 때만 선택 ID를 별도로 생성한다. diff --git a/docs/tracking/decisions/0005-hybrid-assets.md b/docs/tracking/decisions/0005-hybrid-assets.md index 72d3893..a020ae5 100644 --- a/docs/tracking/decisions/0005-hybrid-assets.md +++ b/docs/tracking/decisions/0005-hybrid-assets.md @@ -6,7 +6,7 @@ ## 결정 -Unity에서 공유 구·대표 얼굴 배치·숫자·효과·프리팹을 만들고 Blender에서 작은 배경 소품을 제작한다. AI 이미지의 실제 채택은 투명 얼굴 atlas이며 한국어·숫자는 TMP로 표시한다. 원본과 Unity 입력 파일을 분리하고 출처·생성 입력·수정·검수·사용 조건을 보존한다. +Unity가 대표 얼굴 배치·숫자·효과·프리팹과 상태 연결을 소유하고, Blender에서 구 몸체·대표 친구의 기사 장비·자연 배경을 제작한다. 2026-10-08 KST 사용자 승인 원본 2개·FBX 23개를 정확한 해시로 채택했다. 구 몸체는 반경 0.5를 유지하며 장비는 묶음당 한 벌이다. 기존 얼굴·마스크·빛 리본과 구 ID·위치·수학·저장 경계는 유지한다. AI 이미지의 실제 채택은 투명 얼굴 atlas이며 한국어·숫자는 TMP로 표시한다. 원본과 Unity 입력 파일을 분리하고 출처·생성 입력·수정·검수·사용 조건을 보존한다. ## 대안 @@ -15,3 +15,7 @@ Unity 기본 도형만 사용하면 제작 부담은 줄지만 배경 소품 표 ## 결과 FBX 방향·피벗·콜라이더와 PNG alpha·구 위의 표정 위치를 각각 검수해야 한다. 생성 이미지에 독점권을 주장하거나 도구가 공개하지 않은 모델 ID를 추측할 수 없다. 얼굴 장식은 별도 머리나 구가 아니며 숫자를 그림에 굳히지 않는다. 테마 소품·배치의 다양성은 학습 정답 조건을 늘리는 근거가 아니다. + +2026-10-09 KST 적용은 `SourceAssets/Models/{Heroes,Meadow}/active-adoption.json`과 `artifacts/verification/VisualUpgrade/ModelReview/user-approval.json`의 정확한 원본·FBX·Unity 참조 해시를 따른다. 초기 Unity 기본 구와 13개 Blender 소품은 제작 이력으로 보존한다. 현재 세 테마는 맑은 초원·꽃 언덕·바위 언덕이며 Garden/Cloud/Workshop 식별자를 바꾸지 않는다. import root 회전과 sRGB 재질 변환을 실제 Unity 결과로 검수한다. yaw 210도·pitch −45도·거리 15의 지면 아래 시점에서는 넓어진 지면 뒷면이 보드를 더 많이 가리며 실제 대조는 `artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/belowground-raycast-comparison.txt`에 있다. 카메라 제한이나 앞쪽 Collider 무시를 이번 미술 채택에 섞지 않고 후속 카메라 UX 결정으로 남겼다. + +원경 하단 틈은 승인 메시·31개 재질을 다시 제작하는 대신 기존 FarHorizon이 지면과 겹치도록 배치해 보정했다. 사용자 승인 형태와 기존 카메라·Collider 경계를 보존하기 위해 전체 builder 재실행이나 새 카메라 동작을 추가하지 않았다. diff --git a/docs/tracking/findings.md b/docs/tracking/findings.md index 0761314..905fca7 100644 --- a/docs/tracking/findings.md +++ b/docs/tracking/findings.md @@ -1,3 +1,15 @@ # 미해결 문제 -2026-10-07 통합본의 규칙·화면 연결·저장·AVD 진행 검증 범위에서 재현되는 미해결 결함은 없다. 발견한 입력 검사·저장 관찰·녹음 수명 문제는 수정 후 실제 사례로 확인했다. 실기기 사용성·성능과 iOS는 아직 검사하지 않았으며 관찰된 결함으로 기록하지 않는다. +2026-10-07 통합본의 당시 규칙·저장·AVD 진행 검증에서는 재현되는 미해결 결함이 없었다. 아래는 2026-10-09 KST 승인 모델 적용에서 확인한 제한이며 과거 결과를 모든 시점의 무결함 보장으로 확대하지 않는다. + +## 지면 아래 카메라에서 넓어진 지면이 보드를 가림 + +재현: 실제 Main의 Stage21 초기 6구를 유지한 상태에서 기존 카메라를 yaw 210도·pitch −45도·거리 15로 이동한다. 기존 무제한 회전은 카메라가 지면 아래로 갈 수 있으며 새 넓은 초원 지면의 뒷면이 원래 작은 Island보다 보드를 더 넓게 가린다. 실제 원본 렌더러/새 지면의 같은 보드·카메라 A/B는 `artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/belowground-original-island.png`, `belowground-approved-clearing.png`에 있다. + +영향: 이 시점에서 일부 구·얼굴·숫자를 확인하기 어렵다. 카메라를 다시 위쪽으로 회전해 탐색할 수 있으나 모든 각도에서의 가독성을 보장하지 않는다. 초기 구를 이동하거나 구 ID·수량·저장을 바꾸지 않았다. 새 지면의 시각적 가림을 원래 지면과 동일하다고 주장하지 않는다. + +물리 대조: `belowground-raycast-comparison.txt`의 s21-b01..06 여섯 실제 Raycast는 양쪽 모두 보존된 PlaygroundIsland를 먼저 맞았다. 바닥 hit 거리는 12.24272~13.68166, 구 hit 거리는 13.46607~15.75898이었다. 원래 바닥 Collider를 새 지면 크기로 확대하지 않았고 앞쪽 hit를 우회하지 않는다. 기존 엄격한 55구 탐색·Collider pick·drag 검사는 통과했지만 일부 기록은 음의 pitch이며 모든 사례가 지면 위 시점이라는 뜻은 아니다. + +현재 미수정 이유: 이번 적용은 기존 카메라·pick·초기 배치 보존을 우선했으며 pitch 제한·입력 hit 우회·초기 구 이동을 추가하지 않았다. 카메라 회전 범위와 복귀 동작의 변경 여부는 별도 UX 결정으로 남겼다. 후속 결정 뒤 원본/새 지면·모든 구 탐색·직접 조작·저장 복원을 함께 검증한다. + +실제 스마트폰·태블릿의 손가락 조작·가독성·성능·발열·배터리, 5~7세 사용 관찰·학습 효과, iOS·스토어 게시의 미검증은 후속 범위이며 재현된 결함으로 계산하지 않는다. diff --git a/docs/tracking/status.md b/docs/tracking/status.md index f252551..4b73af9 100644 --- a/docs/tracking/status.md +++ b/docs/tracking/status.md @@ -1,5 +1,23 @@ # 현재 구현과 검증 범위 +2026-10-09 KST. 한국어·Android·가로 화면·오프라인 체험판의 기존 30개 스테이지와 성공 후 자유 놀이를 유지하며 승인 모델을 적용했다. 아래 2026-10-07 제품 승인·검사 결과는 이전 외형의 이력이며 새 제품 전체의 사용자 승인으로 확대하지 않는다. + +청록색 구 몸체와 대표 친구의 투구·무딘 검·둥근 방패 한 벌, 정원 1..10의 맑은 초원·구름 11..20의 꽃 언덕·별 작업실 21..30의 바위 언덕을 연결했다. 원본 2개·새 FBX 23개와 Unity 재질 31개는 `SourceAssets/Models/{Heroes,Meadow}/active-adoption.json`에 해시로 연결한다. 기존 13 FBX·원본·후보 provenance는 보존한다. 기존 Garden/Cloud/Workshop 식별자, 30개 비시각 정의·구 ID/초기 위치/총량·GUID·44개 승인 음성·6표정·UI·폰트·Mixer·Core·저장은 유지한다. + +현재 제품 소스 `3346eb559bdfba24332feb4d9be4b7104520233e`의 최종 실행은 `artifacts/verification/VisualUpgrade/FinalProduct/completion.json`과 `documentation-final-evidence-audit.json`에 연결한다. EditMode 103/103·PlayMode 53/53·Android 226/226, 하위 Fresh30 151·FinalBoundary 37·RapidBoundary 39·ContentBoundary 69개가 각각 종료 0이며 하위 수를 독립 제품 기능 수로 합산하지 않는다. 네 단계 실제 종료 0을 확인했다. 현재 APK SHA-256은 `DA533F235A9869E5A68F4A244AF9A89E34A8E6FB9E7C7F2F57D830939507B829`다. 스마트폰·태블릿 Editor 비율 화면과 실제 AVD 결과를 구분한다. + +원경 하단의 실제 틈을 보정하기 위해 30개 Stage의 FarHorizon 120개 x/z 배치 반경만 35에서 27로 옮겼다. 승인 메시·31개 재질·높이·회전·크기·다른 배치와 카메라·입력·Collider는 유지했다. 실제 가져온 sharedMesh의 별도 물리 장면에서 중앙 24m 복도 표본 누락은 366→반경 28의 6→반경 27의 세 풍경 각각 0이었다. 같은 카메라의 근접 A/B와 지적된 두 전체 화면에서도 중앙 틈 제거를 확인했으며 모든 외곽·픽셀·시점의 무틈을 보장하지 않는다. 원문은 `artifacts/verification/VisualUpgrade/HorizonFix/result.json`과 `HorizonFix/final`의 119개 PNG다. + +원경 보정 전 제품 소스 `83182e7f3e86926bf130817d401a331829401fac`의 성공 검증·APK·갤러리는 `artifacts/verification/VisualUpgrade/BeforeHorizonFix/manifest.json`에 2,311개 파일과 SHA로 보존했다. 그 결과를 새 제품의 증거로 혼용하지 않는다. + +이번 첫 Smoke 종료 1 원문을 보존하고 같은 소스·APK에서 Smoke만 재실행해 종료 0을 확인했다. 다른 세 단계의 통과는 유지했으며 새 최종 완료는 2026-10-08 17:19:58.7340281 UTC다. + +기존 무제한 카메라의 yaw 210도·pitch −45도·거리 15에서는 넓어진 지면 뒷면이 보드를 더 많이 가린다. 실제 대조는 `artifacts/verification/VisualUpgrade/FinalProduct/EditorCapture/belowground-raycast-comparison.txt`에 있다. 엄격한 실제 구 탐색·Collider pick/drag·숫자 가독성 검사를 유지했지만 모든 시점 가독성을 보장하지 않는다. 기존 카메라·pick·초기 배치 보존을 우선했으며 카메라 범위·복귀 동작은 별도 UX 결정으로 남겼다. + +실제 Android 스마트폰·태블릿의 손가락 조작·가독성·성능·발열·배터리, 5~7세 사용 관찰·학습 효과, iOS·스토어 배포는 후속 범위다. SFX/BGM은 사용자의 첫 버전 제외 결정대로다. + +## 이전 제품 승인 이력 (2026-10-07) + 2026-10-07. 한국어·Android·가로 화면·오프라인 체험판을 구현했다. 수 세기 10개와 합체·분리·혼합 20개, 순차 해금·재플레이·도움·시범·성공 후 자유 놀이가 연결됐다. 자유 놀이는 공급·묶음 반납·빈 보드와 10개 한도를 지원한다. 미완료 퍼즐별 저장과 최근 자유 놀이 하나, 손상 파일 복구를 구현했다. 독립 최종 검토에서 완료를 막는 문제와 남은 개선 지적이 없음을 확인했고, 사용자가 2026-10-07 최종 결과와 개발 문서를 승인했다. @@ -23,4 +41,4 @@ Unity 자석 구·얼굴/마스크·연결 빛·망토, Blender 소품 13개, 3. iPhone·iPad는 Mac/Xcode와 실제 기기를 확보한 뒤 별도 빌드·조작·저장 검증을 수행한다. 스토어 배포·서명·AAB 준비도 후속 범위다. 4. 생활 장치·소풍 열차 등 영웅 미션과 곱셈·나눗셈 확장은 검토 아이디어다. 정해진 장치 배치나 새 성공 조건을 현재 퍼즐에 이미 구현한 것으로 취급하지 않는다. -효과음·배경음악 추가는 후속 요청과 사용자 파일 선정으로 진행한다. 추가 언어, 계정·동기화, 여러 작품 보관함, 넓은 탐험 월드, 광고·결제는 현재 구현 범위가 아니며 도입 여부부터 별도로 결정한다. 현재 승인 범위의 실행을 막는 미해결 문제는 없다. +효과음·배경음악 추가는 후속 요청과 사용자 파일 선정으로 진행한다. 추가 언어, 계정·동기화, 여러 작품 보관함, 넓은 탐험 월드, 광고·결제는 현재 구현 범위가 아니며 도입 여부부터 별도로 결정한다. 당시 승인 범위의 실행을 막는 미해결 문제는 없었다. 새 적용의 시점 제한은 위 현재 기록을 따른다. diff --git a/tools/android/exercise-content.ps1 b/tools/android/exercise-content.ps1 index 707d0ef..a8ced7d 100644 --- a/tools/android/exercise-content.ps1 +++ b/tools/android/exercise-content.ps1 @@ -60,7 +60,7 @@ function StartHome([string]$Name) { try { for($y=1;$y-lt20;$y++){for($x=1;$x-lt30;$x++) { $pixel=$image.GetPixel([int]($image.Width*$x/30),[int]($image.Height*$y/20)) - if($pixel.R-ge150-and$pixel.G-ge180-and$pixel.B-ge210){$sky++} + if($pixel.R-ge135-and$pixel.R-le163-and$pixel.G-ge197-and$pixel.G-le225-and$pixel.B-ge210-and$pixel.B-le239){$sky++} if($pixel.R-ge200-and$pixel.G-ge130-and$pixel.B-le120){$gold++} if($y-le6-and$pixel.R-lt110-and$pixel.G-lt110-and$pixel.B-lt110){$dark++} }} diff --git a/tools/android/final-common.ps1 b/tools/android/final-common.ps1 index 709bb42..2de30ab 100644 --- a/tools/android/final-common.ps1 +++ b/tools/android/final-common.ps1 @@ -101,7 +101,7 @@ function StartHome([string]$Name) { try { for($y=1;$y-lt20;$y++){for($x=1;$x-lt30;$x++) { $pixel=$image.GetPixel([int]($image.Width*$x/30),[int]($image.Height*$y/20)) - if($pixel.R-ge150-and$pixel.G-ge180-and$pixel.B-ge210){$sky++} + if($pixel.R-ge135-and$pixel.R-le163-and$pixel.G-ge197-and$pixel.G-le225-and$pixel.B-ge210-and$pixel.B-le239){$sky++} if($pixel.R-ge200-and$pixel.G-ge130-and$pixel.B-le120){$gold++} if($y-le6-and$pixel.R-lt110-and$pixel.G-lt110-and$pixel.B-lt110){$dark++} }} diff --git a/tools/models/build_hero.py b/tools/models/build_hero.py new file mode 100644 index 0000000..1cac415 --- /dev/null +++ b/tools/models/build_hero.py @@ -0,0 +1,433 @@ +"""Author an unadopted magnetic knight candidate; Blender owns all mesh generation. + +Blender --background --python tools/models/build_hero.py -- --review-dir PATH +Blender --background --python tools/models/build_hero.py -- --verify-only +Existing game assets, sprites, prefabs and import settings are read only. +""" +import argparse +import hashlib +import json +import math +from pathlib import Path +import re +import sys + +import bpy +from mathutils import Vector + +ROOT = Path(__file__).resolve().parents[2] +SOURCE = ROOT / 'SourceAssets/Models/Heroes' +EXPORT = ROOT / 'Assets/MagnetismHeroes/UnityRuntime/Presentation/Models/Heroes' +ATLAS = ROOT / 'SourceAssets/Art/Faces/face-expressions-v2.png' +RUNTIME_ATLAS = ROOT / 'Assets/MagnetismHeroes/UnityRuntime/Presentation/Textures/FaceExpressions.png' +BLEND = SOURCE / 'MagneticKnight.blend' +parser = argparse.ArgumentParser() +parser.add_argument('--review-dir', type=Path) +parser.add_argument('--verify-only', action='store_true') +args = parser.parse_args(sys.argv[sys.argv.index('--') + 1:] if '--' in sys.argv else []) + + +def sha(path): + return hashlib.sha256(path.read_bytes()).hexdigest() + + +def srgb(value): + return value / 12.92 if value <= .04045 else ((value + .055) / 1.055) ** 2.4 + + +def material(name, color, roughness=.45, metallic=0): + mat = bpy.data.materials.new(name) + mat.diffuse_color = (*[srgb(c) for c in color], 1) + mat.use_nodes = True + node = mat.node_tree.nodes.get('Principled BSDF') + node.inputs['Base Color'].default_value = mat.diffuse_color + node.inputs['Roughness'].default_value = roughness + node.inputs['Metallic'].default_value = metallic + mat['base_color_srgb'] = list(color) + mat['portable_roughness'] = roughness + mat['portable_metallic'] = metallic + return mat + + +def collection(name): + coll = bpy.data.collections.new(name) + bpy.context.scene.collection.children.link(coll) + return coll + + +def mesh(name, vertices, faces, mat, coll, smooth=True): + data = bpy.data.meshes.new(name + '_Mesh') + data.from_pydata(vertices, [], faces) + data.update() + obj = bpy.data.objects.new(name, data) + coll.objects.link(obj) + data.materials.append(mat) + for poly in data.polygons: + poly.use_smooth = smooth + return obj + + +def activate(obj): + bpy.ops.object.select_all(action='DESELECT') + obj.select_set(True) + bpy.context.view_layer.objects.active = obj + + +def bevel(obj, width=.015, segments=3): + activate(obj) + mod = obj.modifiers.new('Manufactured_soft_edges', 'BEVEL') + mod.width = width + mod.segments = segments + bpy.ops.object.modifier_apply(modifier=mod.name) + normal = obj.modifiers.new('Consistent_corner_normals', 'WEIGHTED_NORMAL') + normal.keep_sharp = True + bpy.ops.object.modifier_apply(modifier=normal.name) + + +def outline(name, points, thickness, mat, coll, y=0, edge=.01): + count = len(points) + verts = [(x, y - thickness / 2, z) for x, z in points] + verts += [(x, y + thickness / 2, z) for x, z in points] + faces = [tuple(range(count - 1, -1, -1)), tuple(range(count, count * 2))] + faces += [(i, (i + 1) % count, (i + 1) % count + count, i + count) for i in range(count)] + obj = mesh(name, verts, faces, mat, coll, False) + bevel(obj, edge) + return obj + + +def tube(name, points, radius, mat, coll, sides=10): + verts = [] + for i, point in enumerate(points): + tangent = Vector(points[min(i + 1, len(points) - 1)]) - Vector(points[max(i - 1, 0)]) + tangent.normalize() + normal = tangent.cross(Vector((0, 0, 1))) + if normal.length < .01: + normal = tangent.cross(Vector((0, 1, 0))) + normal.normalize() + second = tangent.cross(normal).normalized() + for j in range(sides): + verts.append(Vector(point) + radius * (normal * math.cos(j * math.tau / sides) + second * math.sin(j * math.tau / sides))) + faces = [] + for i in range(len(points) - 1): + for j in range(sides): + a = i * sides + j + b = i * sides + (j + 1) % sides + faces.append((a, b, b + sides, a + sides)) + faces += [tuple(range(sides - 1, -1, -1)), tuple((len(points) - 1) * sides + j for j in range(sides))] + return mesh(name, verts, faces, mat, coll) + + +def disk(name, center, radius, depth, mat, coll, vertical_scale=1): + count = 48 + profile = [(radius - .009, -depth / 2), (radius, -depth / 2 + .008), + (radius, depth / 2 - .008), (radius - .009, depth / 2)] + verts = [(center[0], center[1] - depth / 2, center[2])] + for r, y in profile: + verts += [(center[0] + r * math.cos(i * math.tau / count), center[1] + y, + center[2] + r * vertical_scale * math.sin(i * math.tau / count)) for i in range(count)] + verts.append((center[0], center[1] + depth / 2, center[2])) + faces = [(0, 1 + i, 1 + (i + 1) % count) for i in range(count)] + for row in range(3): + for i in range(count): + a, b = 1 + row * count + i, 1 + row * count + (i + 1) % count + faces.append((a, a + count, b + count, b)) + faces += [(len(verts) - 1, 1 + 3 * count + (i + 1) % count, 1 + 3 * count + i) for i in range(count)] + return mesh(name, verts, faces, mat, coll) + + +def export(name, objects): + bpy.ops.object.select_all(action='DESELECT') + for obj in objects: + obj.select_set(True) + bpy.context.view_layer.objects.active = objects[0] + bpy.ops.export_scene.fbx(filepath=str(EXPORT / (name + '.fbx')), use_selection=True, + object_types={'MESH'}, axis_forward='-Z', axis_up='Y', global_scale=1, + apply_unit_scale=True, apply_scale_options='FBX_SCALE_ALL', use_mesh_modifiers=True, + bake_anim=False, add_leaf_bones=False, path_mode='AUTO') + + +def aim(obj, point): + obj.rotation_euler = (Vector(point) - obj.location).to_track_quat('-Z', 'Y').to_euler() + + +def camera(location, target, size=1.95): + cam = bpy.data.objects.get('ReviewCamera') + if cam is None: + data = bpy.data.cameras.new('ReviewCamera') + cam = bpy.data.objects.new('ReviewCamera', data) + review.objects.link(cam) + # Keep every orthographic ray origin above the floor, including low front views. + cam.location = Vector(target) + (Vector(location) - Vector(target)) * 4 + aim(cam, target) + cam.data.type = 'ORTHO' + cam.data.ortho_scale = size + bpy.context.scene.camera = cam + + +def read_sprite(index): + path = ROOT / f'Assets/MagnetismHeroes/UnityRuntime/Presentation/Sprites/Face{index}.asset' + text = path.read_text(encoding='utf-8') + rect = re.search(r'm_Rect:\s*serializedVersion: \d+\s*x: ([\d.]+)\s*y: ([\d.]+)\s*width: ([\d.]+)\s*height: ([\d.]+)', text) + pivot = re.search(r'm_Pivot: \{x: ([\d.]+), y: ([\d.]+)\}', text) + return {'name': re.search(r'm_Name: (.+)', text).group(1), 'rect': list(map(float, rect.groups())), 'pivot': list(map(float, pivot.groups())), 'path': path.relative_to(ROOT).as_posix(), 'sha256': sha(path)} + + +def expression(index): + # Unity nPOTScale=1 imports the 1536-wide PNG at width 2048. + # Existing Sprite rects are in imported pixels; use their normalized UVs. + record = sprite_records[index] + x, y, width, height = record['rect'] + px, py = record['pivot'] + for item, uv in zip(face.data.uv_layers.active.data, face_base_uv): + item.uv = ((x + width * uv[0]) / 2048, (y + height * uv[1]) / 1024) + # Maintain bottom-row .68 sprite pivot in the displayed plane. + for vertex, original in zip(face.data.vertices, face_base_vertices): + vertex.co = (original[0], original[1], original[2] + (.5 - py) * .48) + + +def validate_source(): + body = bpy.data.objects['HeroBody'] + assert max(abs(v.co.length - .5) for v in body.data.vertices) < 1e-6, 'Body radius changed' + assert tuple(body.location) == (0, 0, 0) + all_mesh = [o for c in ('01_Body', '02_KnightEquipment') for o in bpy.data.collections[c].objects if o.type == 'MESH'] + for obj in all_mesh: + assert all(abs(s - 1) < 1e-6 for s in obj.scale), obj.name + assert len(obj.data.materials) > 0 + assert len(obj.modifiers) == 0 + assert all(math.isfinite(v) for vertex in obj.data.vertices for v in vertex.co) + assert all(len(p.vertices) >= 3 for p in obj.data.polygons) + triangles = sum(sum(len(p.vertices) - 2 for p in o.data.polygons) for o in all_mesh) + assert triangles <= 18000, triangles + assert not any(o.type == 'ARMATURE' or o.animation_data for o in all_mesh) + assert sha(ATLAS) == sha(RUNTIME_ATLAS), 'Atlas copies differ' + print(f'ASSERTIONS_OK body_radius=.5 source_meshes={len(all_mesh)} triangles={triangles} root_scale=1 no_animation no_colliders') + return {'meshCount': len(all_mesh), 'triangles': triangles, 'bodyRadiusMeters': .5, 'sourceBounds': {o.name: [[min(v.co[i] for v in o.data.vertices), max(v.co[i] for v in o.data.vertices)] for i in range(3)] for o in all_mesh}} + + +def file_record(path): + return {'path': path.relative_to(ROOT).as_posix(), 'bytes': path.stat().st_size, 'sha256': sha(path)} + + +if args.verify_only: + bpy.ops.wm.open_mainfile(filepath=str(BLEND)) + results = validate_source() + export_checks = [] + for filename in ('HeroBody.fbx', 'KnightEquipment.fbx'): + bpy.ops.object.select_all(action='SELECT') + bpy.ops.object.delete(use_global=False) + bpy.ops.import_scene.fbx(filepath=str(EXPORT / filename)) + objects = [o for o in bpy.context.scene.objects if o.type == 'MESH'] + assert objects, filename + assert all(abs(s - 1) < 1e-5 for o in objects for s in o.scale) + assert all(len(o.data.polygons) > 0 for o in objects) + if filename == 'HeroBody.fbx': + obj = objects[0] + assert max(abs((obj.matrix_world @ v.co).length - .5) for v in obj.data.vertices) < 1e-5 + export_checks.append({'file': filename, 'meshCount': len(objects), 'nonEmpty': True, 'scaleOne': True}) + report = {'tool': bpy.app.version_string, 'sourceReopened': True, 'sourceAssertions': results, 'fbxReimportChecks': export_checks, 'files': [file_record(BLEND)] + [file_record(EXPORT / n) for n in ('HeroBody.fbx', 'KnightEquipment.fbx')]} + (SOURCE / 'verification.json').write_text(json.dumps(report, indent=2), encoding='utf-8') + print('REOPEN_AND_FBX_REIMPORT_OK') + sys.exit(0) + +SOURCE.mkdir(parents=True, exist_ok=True) +EXPORT.mkdir(parents=True, exist_ok=True) +bpy.ops.object.select_all(action='SELECT') +bpy.ops.object.delete(use_global=False) +for coll in list(bpy.data.collections): + bpy.data.collections.remove(coll) +body_coll = collection('01_Body') +gear = collection('02_KnightEquipment') +face_coll = collection('03_ExistingFace_ReviewOnly') +ribbon_coll = collection('04_Ribbon_ReviewOnly') +review = collection('90_ReviewStudio_NotExported') +cyan = material('Hero_CyanSatin', (.17, .72, .83), .48) +silver = material('Helmet_SilverTint', (.72, .85, .86), .39, .18) +cream = material('Ceramic_WarmCream', (.97, .92, .78), .43) +gold = material('Trim_HoneyGold', (.94, .71, .34), .42, .12) +teal = material('Enamel_DeepTeal', (.055, .40, .44), .42) +blade_mat = material('Blade_SatinSilver', (.85, .92, .91), .4, .2) + +# Seamless latitude mesh, welded poles and smooth normals; fixed diameter one meter. +verts = [(0, 0, .5)] +segments, rings = 64, 32 +for row in range(1, rings): + latitude = math.pi * row / rings + for col in range(segments): + longitude = math.tau * col / segments + verts.append((.5 * math.sin(latitude) * math.cos(longitude), .5 * math.sin(latitude) * math.sin(longitude), .5 * math.cos(latitude))) +verts.append((0, 0, -.5)) +faces = [(0, 1 + col, 1 + (col + 1) % segments) for col in range(segments)] +for row in range(rings - 2): + for col in range(segments): + a = 1 + row * segments + col + b = 1 + row * segments + (col + 1) % segments + faces.append((a, a + segments, b + segments, b)) +faces += [(len(verts) - 1, 1 + (rings - 2) * segments + (col + 1) % segments, 1 + (rings - 2) * segments + col) for col in range(segments)] +body = mesh('HeroBody', verts, faces, cyan, body_coll) + +# Open rounded helmet: raised front brow, protective sides/back, continuous rolled edge. +verts, faces, rim = [(0, 0, .538)], [], [] +steps = 14 +for row in range(1, steps + 1): + for col in range(64): + phi = col * math.tau / 64 + front = max(0, -math.sin(phi)) + bottom_z = -.07 + .405 * front ** 4 + theta = math.acos(bottom_z / .532) * row / steps + point = (.532 * math.sin(theta) * math.cos(phi), .532 * math.sin(theta) * math.sin(phi), .538 * math.cos(theta)) + verts.append(point) + if row == steps: + rim.append(point) +for col in range(64): + faces.append((0, 1 + col, 1 + (col + 1) % 64)) +for row in range(steps - 1): + for col in range(64): + a, b = 1 + row * 64 + col, 1 + row * 64 + (col + 1) % 64 + faces.append((a, a + 64, b + 64, b)) +helmet = mesh('Helmet_OpenShell', verts, faces, silver, gear) +activate(helmet) +solid = helmet.modifiers.new('RealShellThickness', 'SOLIDIFY') +solid.thickness = .018 +solid.offset = -1 +bpy.ops.object.modifier_apply(modifier=solid.name) +tube('Helmet_RolledCreamRim', rim + [rim[0]], .018, cream, gear) +# Low crown ridge tracks the shell rather than becoming a tall plume. +ridge_points = [(0, -.43 + i * .86 / 28, math.sqrt(max(0, .54 ** 2 - (-.43 + i * .86 / 28) ** 2)) + .018) for i in range(29)] +tube('Helmet_CrownGoldRail', ridge_points, .028, gold, gear, 12) +tube('Helmet_CrownTealInlay', [(x, y, z + .019) for x, y, z in ridge_points], .014, teal, gear) +for sign in (-1, 1): + # Small recessed hinge / fastening details only, no arms or secondary heads. + disk(f'Helmet_Hinge_{sign}', (sign * .465, -.24, .035), .042, .024, gold, gear) + disk(f'Helmet_HingeInset_{sign}', (sign * .465, -.257, .035), .022, .013, teal, gear) + +# Rounded short toy blade with a shaped point, recessed full-length center inlay. +sword = [] +sword.append(outline('Sword_SoftBlade', [(-.66, -.015), (-.72, .39), (-.705, .445), (-.67, .478), (-.636, .445), (-.618, .39), (-.615, -.015)], .055, blade_mat, gear, -.105, .013)) +sword.append(outline('Sword_CenterInlay', [(-.676, .035), (-.692, .383), (-.67, .432), (-.65, .383), (-.649, .035)], .008, cream, gear, -.139, .005)) +sword.append(outline('Sword_SoftCrossguard', [(-.79, -.036), (-.785, .008), (-.54, .008), (-.535, -.036), (-.565, -.06), (-.76, -.06)], .085, gold, gear, -.105, .018)) +sword.append(outline('Sword_TealGrip', [(-.705, -.195), (-.697, -.04), (-.633, -.04), (-.625, -.195)], .075, teal, gear, -.105, .015)) +sword.append(disk('Sword_CreamPommel', (-.665, -.105, -.205), .05, .075, cream, gear)) +for z in (-.08, -.13, -.18): + sword.append(outline('Sword_GripBand' + str(z), [(-.704, z - .006), (-.704, z + .006), (-.631, z + .006), (-.631, z - .006)], .079, gold, gear, -.106, .004)) + +# Convex layered circular shield with an unmistakable horseshoe magnet emblem. +disk('Shield_CreamRolledEdge', (.567, -.17, -.13), .228, .07, cream, gear, 1.06) +disk('Shield_GoldInsetRing', (.567, -.213, -.13), .202, .029, gold, gear, 1.06) +disk('Shield_TealFace', (.567, -.233, -.13), .18, .023, teal, gear, 1.06) +magnet_points = [] +for i in range(25): + angle = math.pi + math.pi * i / 24 + magnet_points.append((.567 + .080 * math.cos(angle), -.262, -.104 + .080 * math.sin(angle))) +magnet_points = [(.487, -.262, -.058)] + magnet_points + [(.647, -.262, -.058)] +tube('Shield_MagnetEmblem', magnet_points, .021, cream, gear, 12) +for x in (.487, .647): + outline('Shield_MagnetPole_' + str(x), [(x - .024, -.075), (x + .024, -.075), (x + .024, -.038), (x - .024, -.038)], .035, gold, gear, -.263, .006) + +# Atlas is packed unchanged; rendered face is review-only, game retains its sprites. +sprite_records = [read_sprite(i) for i in range(6)] +face_mat = material('ExistingAtlas_AlphaDecal_REVIEW_ONLY', (1, 1, 1), .65) +nodes = face_mat.node_tree.nodes +node = nodes.get('Principled BSDF') +image = bpy.data.images.load(str(ATLAS), check_existing=True) +image.pack() +texture = nodes.new('ShaderNodeTexImage') +texture.image = image +texture.interpolation = 'Linear' +face_mat.node_tree.links.new(texture.outputs['Color'], node.inputs['Base Color']) +face_mat.node_tree.links.new(texture.outputs['Alpha'], node.inputs['Alpha']) +face_mat.surface_render_method = 'DITHERED' +face = mesh('ExistingExpression_ReviewOnly', [(-.39, -.505, -.26), (.39, -.505, -.26), (.39, -.505, .22), (-.39, -.505, .22)], [(0, 1, 2, 3)], face_mat, face_coll, False) +uv = face.data.uv_layers.new(name='ExistingSpriteRect') +face_base_uv = [(0, 0), (1, 0), (1, 1), (0, 1)] +face_base_vertices = [tuple(v.co) for v in face.data.vertices] +expression(0) + +# Review illustration of the existing light ribbon's thin taper, not a replacement cape. +for side in (-1, 1): + points = [(side * (.1 + i * .03), .41 + i * .025, .12 - i * .028 + .02 * math.sin(i * .5)) for i in range(13)] + verts = [(x + offset, y, z) for i, (x, y, z) in enumerate(points) for offset in (-.038 * (1 - i / 18), .038 * (1 - i / 18))] + faces = [(i * 2, i * 2 + 1, i * 2 + 3, i * 2 + 2) for i in range(12)] + mesh('Ribbon_Reference_' + str(side), verts, faces, teal, ribbon_coll) + +scene = bpy.context.scene +scene.unit_settings.system = 'METRIC' +scene.unit_settings.scale_length = 1 +scene.render.engine = 'CYCLES' +prefs = bpy.context.preferences.addons['cycles'].preferences +prefs.compute_device_type = 'OPTIX' +prefs.get_devices() +for device in prefs.devices: + device.use = device.type == 'OPTIX' +assert any(d.use for d in prefs.devices), 'Expected authorized OPTIX renderer unavailable' +scene.cycles.device = 'GPU' +scene.cycles.samples = 48 +scene.cycles.use_denoising = True +scene.render.resolution_x = 1000 +scene.render.resolution_y = 1000 +scene.render.resolution_percentage = 100 +scene.render.image_settings.file_format = 'PNG' +scene.view_settings.view_transform = 'AgX' +scene.world.use_nodes = True +scene.world.node_tree.nodes.get('Background').inputs[0].default_value = (.72, .84, .85, 1) +scene.world.node_tree.nodes.get('Background').inputs[1].default_value = .35 +floor_mat = material('Review_Backdrop_Mint', (.84, .91, .87), .8) +mesh('ReviewGround', [(-200, -200, -.52), (200, -200, -.52), (200, 200, -.52), (-200, 200, -.52)], [(0, 1, 2, 3)], floor_mat, review, False) +for name, location, energy, size, color in [ + ('SoftKey', (-3, -4, 5), 400, 4, (1, .87, .72)), + ('SkyFill', (4, -2, 2), 230, 3.5, (.67, .86, 1)), + ('WarmRim', (1, 3, 4), 450, 3, (1, .93, .76))]: + data = bpy.data.lights.new(name, 'AREA') + data.energy, data.shape, data.size, data.color = energy, 'DISK', size, color + obj = bpy.data.objects.new(name, data) + review.objects.link(obj) + obj.location = location + aim(obj, (0, 0, 0)) +camera((1.5, -3, 1.35), (0, 0, .01)) +validate_source() +export('HeroBody', list(body_coll.objects)) +export('KnightEquipment', list(gear.objects)) +bpy.ops.wm.save_as_mainfile(filepath=str(BLEND)) + +if args.review_dir: + args.review_dir.mkdir(parents=True, exist_ok=True) + shots = [('hero_three_quarter', (1.6, -3.2, 1.45)), ('knight_front', (0, -4, .3)), + ('knight_side', (4, 0, .35)), ('knight_back', (0, 4, .3))] + for name, position in shots: + camera(position, (0, 0, .02), 1.95) + scene.render.filepath = str(args.review_dir / (name + '.png')) + bpy.ops.render.render(write_still=True) + for obj in list(gear.objects) + list(face_coll.objects) + list(ribbon_coll.objects): + obj.hide_render = True + camera((1.3, -3.2, 1), (0, 0, 0), 1.5) + scene.render.filepath = str(args.review_dir / 'body_standalone.png') + bpy.ops.render.render(write_still=True) + for obj in list(gear.objects) + list(face_coll.objects) + list(ribbon_coll.objects): + obj.hide_render = False + camera((0, -4, .15), (0, 0, .02), 1.95) + scene.render.resolution_x = scene.render.resolution_y = 800 + for i in range(6): + expression(i) + scene.render.filepath = str(args.review_dir / f'expression_{i}_{sprite_records[i]["name"].strip()}.png') + bpy.ops.render.render(write_still=True) + expression(0) + camera((1.5, -3, 1.35), (0, 0, .01)) + scene.render.resolution_x = scene.render.resolution_y = 1000 + bpy.ops.wm.save_as_mainfile(filepath=str(BLEND)) + +manifest = { + 'schemaVersion': 1, 'status': 'CANDIDATE_ONLY_USER_MODEL_REVIEW_REQUIRED', + 'authoring': 'Project-original meshes made by tools/models/build_hero.py; no downloaded character geometry.', + 'license': 'Original project-authored mesh/material work; existing generated face atlas retains SourceAssets/Art/Faces/provenance.json usage/service terms. No exclusive rights claim for generated decal.', + 'tool': {'name': 'Blender', 'actualVersion': bpy.app.version_string}, + 'units': 'meters; authoring Z up, body-centered pivot at origin; .5m body radius; scale applied, object scales 1', + 'export': {'axisForward': '-Z', 'axisUp': 'Y', 'globalScale': 1, 'applyUnitScale': True, 'applyScaleOptions': 'FBX_SCALE_ALL', 'bakeAnim': False, 'selection': 'Body separately; knight equipment assembly of named meshes. Review face/ribbon/studio excluded.'}, + 'attachments': {'Helmet': 'Upper sphere shell with open front, eye/mouth clearance', 'Sword': 'Body-left, short blunt toy blade; no arm, no collider', 'Shield': 'Body-right round layered shield; magnet emblem', 'pivot': 'Every exported mesh local origin is the same body center. Preserve imported axis transform in future wrapper.'}, + 'portableMaterials': [{'name': m.name, 'baseColorSrgb': list(m['base_color_srgb']), 'roughness': m['portable_roughness'], 'metallic': m['portable_metallic']} for m in (cyan, silver, cream, gold, teal, blade_mat)], + 'existingFace': {'source': file_record(ATLAS), 'runtime': file_record(RUNTIME_ATLAS), 'spriteRecords': sprite_records, + 'reviewNormalization': 'Read existing rects and pivots. TextureImporter nPOTScale=1 imports original 1536x1024 PNG at 2048x1024. Review UV uses existing imported-grid x/2048,width/2048,y/1024,height/1024; pivot preserved. Existing files unchanged. Game face appearance/import still requires later review.'}, + 'files': [file_record(BLEND)] + [file_record(EXPORT / name) for name in ('HeroBody.fbx', 'KnightEquipment.fbx')], + 'reviewScope': 'Actual Blender renders and source/export geometry assertions. No Unity import, no Android, no gameplay/selection/UI-clearance pass claimed. Candidate files have no hand-authored .meta; future Unity import owner must generate them after approval.', + 'renders': str(args.review_dir) if args.review_dir else None, +} +(SOURCE / 'provenance.json').write_text(json.dumps(manifest, indent=2), encoding='utf-8') +print('CANDIDATE_AUTHORING_COMPLETE') diff --git a/tools/models/build_meadow.py b/tools/models/build_meadow.py new file mode 100644 index 0000000..23bcfbb --- /dev/null +++ b/tools/models/build_meadow.py @@ -0,0 +1,756 @@ +"""Author the unadopted Meadow scenery candidate with Blender's native meshes. + +Blender --background --python tools/models/build_meadow.py -- --review-dir PATH +Blender --background --python tools/models/build_meadow.py -- --verify-only --review-dir PATH +No existing playground, scene, prefab, material, or stage asset is rewritten. +""" +import argparse +import hashlib +import json +import math +import random +import sys +from pathlib import Path + +import bpy +from mathutils import Vector +from mathutils.bvhtree import BVHTree + +ROOT = Path(__file__).resolve().parents[2] +SOURCE = ROOT / 'SourceAssets/Models/Meadow' +EXPORT = ROOT / 'Assets/MagnetismHeroes/UnityRuntime/Presentation/Models/Meadow' +DEFAULT_REVIEW = ROOT / 'artifacts/verification/VisualUpgrade/ModelReview/Meadow' +SETTINGS = dict(use_selection=True, object_types={'MESH'}, axis_forward='-Z', axis_up='Y', + apply_unit_scale=True, apply_scale_options='FBX_SCALE_ALL', + use_mesh_modifiers=True, bake_anim=False, add_leaf_bones=False, + path_mode='AUTO') +ASSETS = {} +MATERIALS = {} +RNG = random.Random(20517) + + +def material(name, color, roughness=.68): + srgb = color + color = tuple(c / 12.92 if c <= .04045 else ((c + .055) / 1.055) ** 2.4 for c in color) + mat = bpy.data.materials.new(name) + mat.diffuse_color = (*color, 1) + mat.use_nodes = True + bsdf = mat.node_tree.nodes.get('Principled BSDF') + bsdf.inputs['Base Color'].default_value = (*color, 1) + bsdf.inputs['Roughness'].default_value = roughness + mat['portableSurface'] = 'constant base color and roughness; no procedural texture dependency' + mat['authoredSRGB'] = list(srgb) + MATERIALS[name] = mat + return mat + + +def mesh(name, vertices, faces, mats, indices=None, smooth=True): + data = bpy.data.meshes.new(name + 'Mesh') + data.from_pydata(vertices, [], faces) + data.update() + obj = bpy.data.objects.new(name, data) + bpy.context.collection.objects.link(obj) + for mat in mats: + data.materials.append(MATERIALS[mat]) + uv = data.uv_layers.new(name='UVMap') + # Dominant-normal box projection: every face has usable, nonzero UV area. + for poly in data.polygons: + poly.use_smooth = smooth + poly.material_index = indices[poly.index] if indices else 0 + axis = max(range(3), key=lambda n: abs(poly.normal[n])) + a, b = [n for n in range(3) if n != axis] + for loop_index in poly.loop_indices: + point = data.vertices[data.loops[loop_index].vertex_index].co + uv.data[loop_index].uv = (point[a] * .25, point[b] * .25) + return obj + + +def tube(name, points, radii, mat='BarkHoney', sides=10): + verts, faces = [], [] + for i, p in enumerate(points): + direction = Vector(points[min(i + 1, len(points) - 1)]) - Vector(points[max(0, i - 1)]) + direction.normalize() + right = direction.cross(Vector((0, 1, 0))).normalized() + if right.length < .1: + right = direction.cross(Vector((1, 0, 0))).normalized() + up = direction.cross(right).normalized() + for j in range(sides): + a = math.tau * j / sides + q = Vector(p) + radii[i] * (right * math.cos(a) + up * math.sin(a)) + verts.append(tuple(q)) + faces.extend([tuple(reversed(range(sides))), tuple((len(points) - 1) * sides + j for j in range(sides))]) + for i in range(len(points) - 1): + for j in range(sides): + k = i * sides + j + next_k = i * sides + (j + 1) % sides + faces.append((k, next_k, next_k + sides, k + sides)) + return mesh(name, verts, faces, [mat]) + + +def leaf(name, start, direction, length, width, mat='LeafLight', bend=.14): + """Thick curved lance/oval leaf with an explicit raised midrib and tapered tip.""" + origin = Vector(start) + forward = Vector(direction).normalized() + side = forward.cross(Vector((0, 0, 1))).normalized() + if side.length < .1: + side = Vector((1, 0, 0)) + normal = side.cross(forward).normalized() + verts, faces = [], [] + for layer in (0, 1): + for i in range(9): + t = i / 8 + half = max(.007, width * math.sin(math.pi * t) ** .7) + center = origin + forward * length * t + normal * (bend * math.sin(math.pi * t) - layer * .022) + for s in (-1, 0, 1): + verts.append(tuple(center + side * s * half + normal * (.025 * (1 - abs(s)) * math.sin(math.pi * t)))) + for i in range(8): + for j in range(2): + k = i * 3 + j + faces.append((k, k + 3, k + 4, k + 1)) + faces.append((k + 27, k + 28, k + 31, k + 30)) + for j in (0, 2): + k = i * 3 + j + faces.append((k, k + 27, k + 30, k + 3) if j == 0 else (k, k + 3, k + 30, k + 27)) + faces.extend([(0, 1, 2, 29, 28, 27), (24, 51, 52, 53, 26, 25)]) + return mesh(name, verts, [tuple(reversed(f)) for f in faces], [mat]) + + +def organic(name, center, size, mats, seed=0, rock=False, segments=24, rings=12): + """Authored asymmetric section mesh; foliage lobes and rock planes have different profiles.""" + verts, faces, indices = [], [], [] + cx, cy, cz = center + sx, sy, sz = size + for k in range(rings + 1): + phi = math.pi * k / rings + ring_radius = max(.015, math.sin(phi)) + for j in range(segments): + theta = math.tau * j / segments + lobes = .10 * math.sin(5 * theta + seed + phi * 2) + .06 * math.cos(3 * theta - phi * 4) + shape = 1 + lobes * math.sin(phi) + if rock: + shape += .08 * math.sin(theta * 2 + seed) + z = math.cos(phi) + if rock: + z = math.copysign(abs(z) ** .70, z) + verts.append((cx + sx * ring_radius * math.cos(theta) * shape + .13 * sx * math.sin(phi * 2), + cy + sy * ring_radius * math.sin(theta) * shape, + cz + sz * z * (1 + .035 * math.sin(theta * 3 + seed) * math.sin(phi)))) + for k in range(rings): + for j in range(segments): + faces.append((k * segments + j, k * segments + (j + 1) % segments, + (k + 1) * segments + (j + 1) % segments, (k + 1) * segments + j)) + # Broad intentional colored planes, rather than isolated checkerboard faces. + band = (j + seed) % segments + accent = (1 if band < segments // 4 and k < rings * .6 else (2 if band > segments * .72 and k > rings * .3 else 0)) if rock else 0 + indices.append(min(len(mats) - 1, accent)) + faces.extend([tuple(reversed(range(segments))), tuple(rings * segments + j for j in range(segments))]) + indices.extend([0, 0]) + return mesh(name, verts, [tuple(reversed(f)) for f in faces], mats, indices, smooth=not rock) + + +def terrain(name, rx, ry, height, hill=False): + verts = [(0, 0, height if hill else .14)] + segments, rings = 64, 16 + for k in range(1, rings + 1): + r = k / rings + for j in range(segments): + a = math.tau * j / segments + warp = 1 + .045 * math.sin(3 * a) + .025 * math.sin(7 * a + 1) + z = height * (math.cos(r * math.pi / 2) ** 2) if hill else .14 + .035 * math.sin(a * 3) * r ** 3 + verts.append((rx * r * math.cos(a) * warp, ry * r * math.sin(a) * warp, max(.015, z))) + faces, indices = [], [] + for j in range(segments): + faces.append((0, 1 + j, 1 + (j + 1) % segments)) + indices.append(0) + for k in range(rings - 1): + for j in range(segments): + p = 1 + k * segments + j + q = 1 + k * segments + (j + 1) % segments + faces.append((p, p + segments, q + segments, q)) + indices.append(0) + bottom = len(verts) + verts.extend([(verts[1 + (rings - 1) * segments + j][0], verts[1 + (rings - 1) * segments + j][1], 0) for j in range(segments)]) + for j in range(segments): + p = 1 + (rings - 1) * segments + j + q = 1 + (rings - 1) * segments + (j + 1) % segments + faces.append((p, bottom + j, bottom + (j + 1) % segments, q)) + indices.append(2) + faces.append(tuple(reversed(range(bottom, bottom + segments)))) + indices.append(2) + return mesh(name, verts, faces, ['GroundMint', 'GroundSage', 'SoilWarm'], indices) + + +def finish(name, parts, role, collider='none'): + bpy.ops.object.select_all(action='DESELECT') + for obj in parts: + obj.select_set(True) + bpy.context.view_layer.objects.active = parts[0] + if len(parts) > 1: + bpy.ops.object.join() + obj = bpy.context.object + obj.name = name + # FBX consolidates identical material pointers: make the native slot contract + # equally explicit before export instead of treating consolidation as loss. + old_materials = list(obj.data.materials) + unique_materials = list(dict.fromkeys(old_materials)) + remap = [unique_materials.index(m) for m in old_materials] + indices = [remap[p.material_index] for p in obj.data.polygons] + obj.data.materials.clear() + for mat in unique_materials: + obj.data.materials.append(mat) + for polygon, index in zip(obj.data.polygons, indices): + polygon.material_index = index + min_z = min(v.co.z for v in obj.data.vertices) + for vertex in obj.data.vertices: + vertex.co.z -= min_z + bpy.context.scene.cursor.location = (0, 0, 0) + bpy.ops.object.origin_set(type='ORIGIN_CURSOR') + obj['role'] = role + obj['colliderGuidance'] = collider + obj['candidateStatus'] = 'USER_REVIEW_REQUIRED_NOT_ADOPTED' + obj['nativeGeometry'] = 'custom section surfaces, curved tubes, thick curved leaves; no external meshes' + obj.data.update() + ASSETS[name] = obj + return obj + + +def tree(name, kind): + parts = [] + if kind == 'tall': + parts.append(tube('TaperedTrunk', [(0, 0, 0), (.08, 0, 1), (-.1, .08, 2.2), (.03, 0, 3.8)], [.24, .18, .10, .025])) + for i, (z, radius) in enumerate([(1.45, .87), (2.15, .76), (2.85, .58), (3.45, .36)]): + parts.append(organic('SweptCrownTier', (0, 0, z), (radius, radius * .76, .84), ['PineMint', 'LeafLight', 'LeafShade'], i)) + for i in range(12): + a = i * 2.4 + z = 1.5 + (i % 4) * .46 + parts.append(leaf('CrownTip', (.36 * math.cos(a), .3 * math.sin(a), z), (math.cos(a), math.sin(a), .4), .57, .12, 'LeafLight')) + else: + parts.append(tube('BentTrunk', [(0, 0, 0), (-.13, .03, .6), (-.03, 0, 1.25), (.22, .06, 2.15), (.35, .12, 2.7)], [.35, .27, .21, .13, .055])) + for j, (end, radius) in enumerate([((-1, .05, 2.45), .87), ((1.08, .1, 2.8), .92), ((.1, .70, 3.15), .93), ((-.45, -.52, 2.95), .80)]): + parts.append(tube('VisibleBranch', [(-.04, 0, 1.25), (end[0] * .5, end[1] * .5, 1.85), end], [.13, .09, .025])) + palette = ['LeafMint', 'LeafLight', 'LeafShade'] if kind == 'round' else ['LeafSage', 'LeafLight', 'LeafShade'] + if j == 2: + palette[0] = 'LeafLight' + parts.append(organic('SculptedCanopy', end, (radius, radius * .82, radius * .77), palette, j + 4)) + # Root flares and long bark ridges keep the trunk readable in a closeup. + for j in range(5): + a = math.tau * j / 5 + parts.append(tube('RootFlare', [(.59 * math.cos(a), .5 * math.sin(a), .05), (.27 * math.cos(a), .25 * math.sin(a), .20), (0, 0, .55)], [.035, .10, .09])) + for j in range(3): + a = j * 2.1 + parts.append(tube('BarkRibbon', [(.29 * math.cos(a), .29 * math.sin(a), .2), (-.12 + .22 * math.cos(a), .23 * math.sin(a), .7), (.18 * math.cos(a), .18 * math.sin(a), 1.3)], [.012, .018, .012], 'BarkLight', 6)) + for j in range(16): + a = j * 2.4 + start = (1.06 * math.cos(a), .83 * math.sin(a), 2.7 + .25 * math.sin(j)) + parts.append(leaf('CanopyLeafAccent', start, (.35 * math.cos(a), .35 * math.sin(a), .35), .40, .13, 'LeafLight')) + return finish(name, parts, 'near tree with visible branched trunk and separate foliage', 'mesh on visible near tree only; no enclosing canopy box') + + +def flower_cluster(name, variety, count, seed): + rng = random.Random(seed) + parts = [] + for n in range(count): + x, y = rng.uniform(-.58, .58), rng.uniform(-.4, .4) + h = rng.uniform(.54, .92) if variety != 'spike' else rng.uniform(.85, 1.22) + tip = Vector((x + .09, y, h)) + parts.append(tube('CurvedStem', [(x, y, .025), (x - .035, y, h * .4), tuple(tip)], [.023, .019, .012], 'Stem', 7)) + for j in range(2): + a = n * 1.7 + j * math.pi + parts.append(leaf('StemLeaf', (x, y, h * (.28 + j * .19)), (math.cos(a), math.sin(a), .25), .32, .085, 'LeafSage')) + if variety == 'spike': + for row in range(5): + for j in range(4): + a = math.tau * j / 4 + row * .6 + base = tip + Vector((0, 0, -.37 + row * .085)) + parts.append(leaf('LupineFloret', tuple(base), (math.cos(a), math.sin(a), .65), .16 - row * .016, .063, 'PetalLavender', .05)) + else: + petal_mat = 'PetalCream' if variety == 'daisy' else 'PetalPink' + petals = 8 if variety == 'daisy' else 6 + for j in range(petals): + a = math.tau * j / petals + n * .3 + parts.append(leaf('SpoonPetal', tuple(tip), (math.cos(a), math.sin(a), .10), .25, .10, petal_mat, .09)) + parts.append(organic('RecessedFlowerCenter', tuple(tip + Vector((0, 0, .025))), (.079, .079, .036), ['PollenHoney'], n, segments=12, rings=6)) + return finish(name, parts, 'flower colony with petals, stems, leaves; no faces', 'none: small decorative vegetation') + + +def build_assets(): + palette = { + 'GroundMint': (.53, .74, .50), 'GroundSage': (.59, .77, .49), 'SoilWarm': (.52, .42, .29), + 'LeafMint': (.45, .67, .44), 'LeafSage': (.53, .69, .41), 'LeafLight': (.62, .77, .46), + 'LeafShade': (.31, .56, .45), 'PineMint': (.38, .66, .55), 'BarkHoney': (.52, .36, .21), + 'BarkLight': (.68, .49, .30), 'Stem': (.32, .52, .27), 'GrassMint': (.49, .73, .46), + 'GrassGold': (.69, .80, .46), 'PetalCream': (.98, .88, .59), 'PetalPink': (.90, .43, .56), + 'PetalLavender': (.54, .42, .77), 'PollenHoney': (.94, .58, .13), + 'StoneCream': (.59, .64, .57), 'StoneLight': (.75, .76, .65), 'StoneShade': (.42, .53, .49), + 'StoneBlue': (.58, .70, .71), 'PathSand': (.76, .77, .57), 'RidgeTeal': (.54, .73, .72), + 'RidgeLight': (.61, .78, .74), 'RidgeFar': (.66, .82, .83), + } + for name, color in palette.items(): + material(name, color, .78 if name.startswith('Stone') else .67) + finish('MeadowClearing', [terrain('OpenPlayGround', 6.2, 5.0, .15)], 'flat playable clearing; arrange outside existing sphere positions', 'future gameplay floor only; top .14m authored, placement must align existing floor') + finish('GentleHill', [terrain('SoftSlopingLand', 5.5, 4.3, 1.55, True)], 'surrounding rolling terrain', 'none: peripheral scenery') + ridge = terrain('DistantRollingRidge', 12, 6, 4.0, True) + ridge.data.materials[0] = MATERIALS['RidgeTeal'] + ridge.data.materials[1] = MATERIALS['RidgeLight'] + finish('DistantRidge', [ridge], 'far terrain; atmospheric teal', 'none: distant decoration') + far = terrain('FarHorizon', 15, 7, 5.0, True) + far.data.materials[0] = MATERIALS['RidgeFar'] + far.data.materials[1] = MATERIALS['RidgeFar'] + finish('FarHorizon', [far], 'distant skyline terrain', 'none: distant decoration') + tree('RoundCanopyTree', 'round') + tree('SageCanopyTree', 'sage') + tree('TallWindTree', 'tall') + for name, color, seed in [('SageShrub', 'LeafSage', 8), ('MintShrub', 'LeafMint', 16)]: + parts = [] + for n in range(4): + a = n * 2.4 + end = (.35 * math.cos(a), .3 * math.sin(a), .52 + (n % 2) * .18) + parts.append(tube('ShrubWoodyBranch', [(0, 0, 0), (end[0] * .5, end[1] * .5, .35), end], [.085, .045, .015], 'BarkHoney', 7)) + parts.append(organic('ShrubLeafMass', end, (.46, .36, .39), [color, 'LeafLight', 'LeafShade'], seed + n, segments=18, rings=10)) + for n in range(12): + a = n * 2.4 + parts.append(leaf('ReadableShrubLeaf', (.40 * math.cos(a), .35 * math.sin(a), .58), (math.cos(a), math.sin(a), .3), .27, .10, 'LeafLight')) + finish(name, parts, 'branched near shrub', 'none: small decorative vegetation') + fern_parts = [] + for n in range(7): + a = n * math.tau / 7 + direction = Vector((math.cos(a), math.sin(a), .55)) + for j in range(5): + p = direction * (.10 + j * .12) + for side in (-1, 1): + sideways = Vector((-math.sin(a) * side, math.cos(a) * side, .15)) + fern_parts.append(leaf('FernLeaflet', tuple(p), tuple(direction * .3 + sideways), .20 - .019 * j, .060, 'LeafSage')) + fern_parts.append(tube('FernSpine', [(0, 0, .02), tuple(direction * .30), tuple(direction * .70)], [.016, .011, .005], 'Stem', 6)) + finish('FernCluster', fern_parts, 'individual curved fern fronds and leaflets', 'none: small decorative vegetation') + for name, seed in [('GrassTuftMint', 1), ('GrassTuftGold', 2)]: + rng = random.Random(seed) + parts = [] + for n in range(19): + a = rng.random() * math.tau + length = rng.uniform(.21, .48) + parts.append(leaf('CurvedGrassBlade', (rng.uniform(-.28, .28), rng.uniform(-.22, .22), .025), + (.55 * math.cos(a), .55 * math.sin(a), 1), length, rng.uniform(.02, .043), + 'GrassMint' if n % 3 else 'GrassGold', .04)) + finish(name, parts, 'small grass colony with tapered curved blades', 'none: small decorative vegetation') + flower_cluster('DaisyColony', 'daisy', 5, 11) + flower_cluster('PinkCosmosColony', 'cosmos', 5, 21) + flower_cluster('LavenderLupineColony', 'spike', 4, 31) + for name, size, seed, blue in [('RoundLimestone', (1.12, .78, .73), 3, False), ('SlateBoulder', (1.0, .72, 1.15), 7, True), + ('LowLimestone', (.72, .52, .32), 9, False)]: + obj = organic('CarvedStone', (0, 0, size[2]), size, ['StoneBlue' if blue else 'StoneCream', 'StoneLight', 'StoneShade'], seed, rock=True, segments=16, rings=10) + bevel = obj.modifiers.new('SoftStoneEdges', 'BEVEL') + bevel.width = .035 + bevel.segments = 2 + bevel.angle_limit = .35 + bpy.context.view_layer.objects.active = obj + bpy.ops.object.modifier_apply(modifier=bevel.name) + finish(name, [obj], 'soft rock silhouette with readable broad planes', 'mesh on visible near rock only') + pebbles = [] + for n, (x, y, s) in enumerate([(-.36, -.10, .22), (.20, .14, .29), (.46, -.14, .15), (-.06, -.25, .12)]): + pebbles.append(organic('RoundedPebble', (x, y, s * .43), (s, s * .75, s * .43), ['StoneCream', 'StoneLight'], n, rock=True, segments=12, rings=6)) + finish('PebbleScatter', pebbles, 'small pebble scatter', 'none: small distant or ground decoration') + # One continuous tunnel surface, with an open center and non-box collider contract. + points, radii = [], [] + for i in range(33): + a = math.pi - math.pi * i / 32 + points.append((1.18 * math.cos(a), 0, .04 + 1.72 * math.sin(a))) + radii.append(.30 + .035 * math.sin(i * .8)) + arch = tube('OpenStoneTunnel', points, radii, 'StoneCream', 12) + arch.data.materials.append(MATERIALS['StoneLight']) + arch.data.materials.append(MATERIALS['StoneShade']) + for face in arch.data.polygons: + face.material_index = 0 + finish('OpenStoneArch', [arch], 'natural stone discovery arch with a physically open hole', 'nonconvex visible mesh collider; NEVER enclosing BoxCollider; do not ignore front raycast hits') + parts = [] + for n in range(3): + slab = terrain('StoneTerrace', .76, .57, .15) + for v in slab.data.vertices: + v.co.x += (n - 1) * .76 + v.co.z = v.co.z * (1.5 + n * 1.6) + for j in range(3): + slab.data.materials[j] = MATERIALS[['StoneCream', 'StoneLight', 'StoneShade'][j]] + parts.append(slab) + finish('MossStoneSteps', parts, 'three rounded stone terraces retaining stage discovery height differences', 'nonconvex mesh matching terraces; integration must preserve existing sphere positions') + + +def scene_setup(name): + scene = bpy.data.scenes.new(name) + scene.unit_settings.system = 'METRIC' + scene.unit_settings.scale_length = 1 + scene.render.engine = 'CYCLES' + scene.cycles.samples = 32 + scene.cycles.use_denoising = True + preferences = bpy.context.preferences.addons['cycles'].preferences + preferences.compute_device_type = 'OPTIX' + preferences.get_devices() + for device in preferences.devices: + device.use = device.type == 'OPTIX' + assert any(d.use and d.type == 'OPTIX' for d in preferences.devices), 'Expected coordinated RTX OPTIX render device' + scene.cycles.device = 'GPU' + scene.render.resolution_x = 1600 + scene.render.resolution_y = 900 + scene.render.resolution_percentage = 100 + scene.render.image_settings.file_format = 'PNG' + scene.view_settings.view_transform = 'AgX' + scene.view_settings.look = 'AgX - Medium High Contrast' + world = bpy.data.worlds.new(name + '_CyanDay') + world.use_nodes = True + world.node_tree.nodes['Background'].inputs['Color'].default_value = (.40, .76, .85, 1) + world.node_tree.nodes['Background'].inputs['Strength'].default_value = .45 + # Lighting stays physical; the visible cyan sky keeps its bright art direction. + nodes, links = world.node_tree.nodes, world.node_tree.links + sky = nodes.new('ShaderNodeBackground') + sky.name = 'VisibleCyanSky' + sky.inputs['Color'].default_value = (.12, .67, .85, 1) + sky.inputs['Strength'].default_value = 1 + ray = nodes.new('ShaderNodeLightPath') + mix = nodes.new('ShaderNodeMixShader') + links.new(ray.outputs['Is Camera Ray'], mix.inputs[0]) + links.new(nodes['Background'].outputs[0], mix.inputs[1]) + links.new(sky.outputs[0], mix.inputs[2]) + links.new(mix.outputs[0], nodes['World Output'].inputs['Surface']) + scene.world = world + for label, light_type, location, energy, size, color in [ + ('WarmSoftSun', 'AREA', (-10, -8, 18), 3800, 10, (1.0, .89, .72)), + ('SkyFill', 'AREA', (8, -1, 12), 2200, 14, (.76, .91, 1.0)), + ]: + data = bpy.data.lights.new(label, light_type) + data.energy, data.shape, data.size, data.color = energy, 'DISK', size, color + obj = bpy.data.objects.new(label, data) + scene.collection.objects.link(obj) + obj.location = location + obj.rotation_euler = (Vector((0, 3, 0)) - obj.location).to_track_quat('-Z', 'Y').to_euler() + sun = bpy.data.lights.new('Daylight', 'SUN') + sun.energy, sun.angle, sun.color = 2.0, .18, (1.0, .92, .79) + obj = bpy.data.objects.new('Daylight', sun) + scene.collection.objects.link(obj) + obj.rotation_euler = (.42, -.55, -.45) + return scene + + +def camera(scene, position, target, lens=44, ortho=None): + data = bpy.data.cameras.new(scene.name + '_ReviewCamera') + obj = bpy.data.objects.new(data.name, data) + scene.collection.objects.link(obj) + obj.location = position + obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler() + data.lens = lens + data.clip_end = 250 + if ortho: + data.type, data.ortho_scale = 'ORTHO', ortho + scene.camera = obj + scene['cameraPurpose'] = 'slightly elevated three-quarter puzzle-compatible review; does not change game camera' + + +def instance(scene, name, loc, scale=1, rotation=0): + obj = ASSETS[name].copy() + obj.data = ASSETS[name].data + obj.name = name + '_SetDress' + scene.collection.objects.link(obj) + obj.location = loc + obj.scale = (scale,) * 3 if isinstance(scale, (float, int)) else scale + obj.rotation_euler.z = rotation + return obj + + +def landscape(name, theme): + scene = scene_setup(name) + scene['themeRuntimeIdentifier'] = ['Garden', 'Cloud', 'Workshop'][theme] + scene['stageRange'] = ['01-10', '11-20', '21-30'][theme] + scene['layoutStatus'] = 'concept preview only; original sphere positions and discoveries must be preserved during later integration' + # Continuous terrain continues behind the play area and to the horizon. + instance(scene, 'MeadowClearing', (0, 8, -.14), (9, 8, 1)) + for i in range(8): + a = math.pi * .04 + math.pi * .92 * i / 7 + instance(scene, 'DistantRidge', (math.cos(a) * 33, 25 + math.sin(a) * 18, -.2), 1.1 + .15 * math.sin(i), i * .7) + for i in range(6): + instance(scene, 'FarHorizon', (-44 + i * 17, 57 + (i % 2) * 4, -1.5), 1.3, i * .4) + for x, y, s in [(-10, 9, 1.2), (10, 13, 1.3), (-14, 19, 1.6), (18, 20, 1.5), (0, 22, 1.8)]: + instance(scene, 'GentleHill', (x, y, -.05), s) + if theme == 1: + for x, y in [(-8, 4), (9, 8), (-4, 13)]: + instance(scene, 'GentleHill', (x, y, -.03), .9) + positions = [(-7.6, 1, 1.3), (7.6, 5, 1.25), (-10, 13, 1.5), (11, 16, 1.55), (-4, 19, 1.4), (5, 24, 1.4), (-16, 21, 1.2), (20, 25, 1.8)] + for i, (x, y, s) in enumerate(positions): + instance(scene, ['RoundCanopyTree', 'SageCanopyTree', 'TallWindTree'][(i + theme) % 3], (x, y, .03), s, i * .9) + for i in range(24): + a = i * math.tau / 24 + x, y = 8.4 * math.cos(a), 4 + 8 * math.sin(a) + if -4 < y < 2 and abs(x) < 6: + continue + instance(scene, 'MintShrub' if i % 2 else 'SageShrub', (x, y, .02), .7 + (i % 3) * .13, a) + # Irregular colonies, no luminous spherical decorations or face plants. + rng = random.Random(120 + theme) + for i in range(145 if theme == 1 else 100): + x, y = rng.uniform(-15, 15), rng.uniform(-9, 24) + if (x / 6.1) ** 2 + (y / 4.9) ** 2 < 1.1: + continue + obj_name = ['GrassTuftMint', 'GrassTuftGold', 'FernCluster'][i % 3] + instance(scene, obj_name, (x, y, .015), rng.uniform(.7, 1.25), rng.random() * math.tau) + if i % (2 if theme == 1 else 6) == 0: + flower_name = ['DaisyColony', 'PinkCosmosColony', 'LavenderLupineColony'][i % 3] + instance(scene, flower_name, (x + .45, y + .2, .02), rng.uniform(.7, 1.2), rng.random() * math.tau) + for i in range(14 if theme == 2 else 6): + a = i * 2.4 + r = 7 + (i % 3) * 2.2 + x, y = r * math.cos(a), 4 + r * math.sin(a) + instance(scene, ['RoundLimestone', 'SlateBoulder', 'LowLimestone'][i % 3], (x, y, .02), 1.0 + (.6 if theme == 2 else .1) * (i % 2), a) + instance(scene, 'PebbleScatter', (x + .65, y - .75, .02), .9, -a) + instance(scene, 'OpenStoneArch', (-5.5, 5.8, .03), 1.15, -.22) + instance(scene, 'MossStoneSteps', (5.0, 3.6, .03), 1.25, .36) + scene.view_layers[0].update() + ground_names = {'MeadowClearing', 'GentleHill', 'DistantRidge', 'FarHorizon'} + grounds = [o for o in scene.objects if o.get('role') and any(o.name.startswith(n + '_SetDress') for n in ground_names)] + terrain_bvhs = {g: BVHTree.FromPolygons([v.co for v in g.data.vertices], [list(p.vertices) for p in g.data.polygons]) for g in grounds} + for obj in list(scene.objects): + if obj.type != 'MESH' or obj in grounds: + continue + x, y = obj.location.x, obj.location.y + high = Vector((x, y, 40)) + ground_z = 0 + for ground in grounds: + inverse = ground.matrix_world.inverted() + point, _, _, _ = terrain_bvhs[ground].ray_cast(inverse @ high, (inverse.to_3x3() @ Vector((0, 0, -1))).normalized()) + if point is not None: + ground_z = max(ground_z, (ground.matrix_world @ point).z) + obj.location.z = ground_z + .008 + camera(scene, (17, -25, 16), (0, 7, 1.8), lens=34) + return scene + + +def catalog_scene(name, assets): + scene = scene_setup(name) + for i, asset_name in enumerate(assets): + obj = ASSETS[asset_name] + width = max(obj.dimensions.x, obj.dimensions.y) + scale = min(2.6, 2.8 / max(width, .1)) + x, y = (i % 3 - 1) * 4.8, (i // 3) * 5.2 + instance(scene, asset_name, (x, y, 0), scale) + data = bpy.data.curves.new(asset_name + '_Label', 'FONT') + data.body, data.size, data.align_x = asset_name, .23, 'CENTER' + data.extrude = .002 + data.materials.append(MATERIALS['BarkHoney']) + label = bpy.data.objects.new(data.name, data) + scene.collection.objects.link(label) + label.location = (x, y - 1.8, .03) + instance(scene, 'MeadowClearing', (0, 4, -.14), (4, 4, 1)) + camera(scene, (12, -20, 19), (0, 2.5, .85), ortho=18) + return scene + + +def closeup_scene(name, asset_names, positions, target, ortho): + scene = scene_setup(name) + for asset_name, position in zip(asset_names, positions): + instance(scene, asset_name, position) + instance(scene, 'MeadowClearing', (0, 0, -.14), 3) + camera(scene, (7, -12, 8), target, ortho=ortho) + return scene + + +def validate_source(): + result = [] + candidates = [o for o in bpy.data.objects if o.get('candidateStatus') and not o.name.endswith('_SetDress') and o.name in ASSETS] + assert len(candidates) == 21, f'Expected 21 authored candidate assets, found {len(candidates)}' + for obj in candidates: + assert obj.type == 'MESH' and obj.data.polygons, obj.name + assert obj.location.length < 1e-6, f'Nonzero native pivot: {obj.name}' + assert all(abs(s - 1) < 1e-6 for s in obj.scale), obj.name + assert abs(min(v.co.z for v in obj.data.vertices)) < .0001, f'Not floor pivot: {obj.name}' + assert all(math.isfinite(c) for v in obj.data.vertices for c in v.co), obj.name + assert obj.data.uv_layers.active and len(obj.data.uv_layers.active.data) == len(obj.data.loops), obj.name + assert all(math.isfinite(c) for loop in obj.data.uv_layers.active.data for c in loop.uv), obj.name + assert all(poly.area > 1e-10 for poly in obj.data.polygons), f'Degenerate face: {obj.name}' + if obj.name in {'MeadowClearing', 'GentleHill', 'DistantRidge', 'FarHorizon'}: + top = [p for p in obj.data.polygons if p.index < 1024] + assert all(p.normal.z > 0 for p in top), f'Inverted terrain top normals: {obj.name}' + assert obj.data.materials and all(m and m.use_nodes for m in obj.data.materials), obj.name + assert all(m.node_tree.nodes.get('Principled BSDF') for m in obj.data.materials), obj.name + triangles = sum(len(p.vertices) - 2 for p in obj.data.polygons) + assert triangles <= 16000, f'Excessive mobile candidate mesh: {obj.name} ({triangles})' + result.append(dict(name=obj.name, vertices=len(obj.data.vertices), triangles=triangles, + materials=[m.name for m in obj.data.materials], colliderGuidance=obj['colliderGuidance'], + boundsMin=[min(v.co[i] for v in obj.data.vertices) for i in range(3)], + boundsMax=[max(v.co[i] for v in obj.data.vertices) for i in range(3)])) + arch = bpy.data.objects['OpenStoneArch'] + bvh = BVHTree.FromPolygons([v.co for v in arch.data.vertices], [list(p.vertices) for p in arch.data.polygons]) + assert bvh.ray_cast(Vector((0, -2, .8)), Vector((0, 1, 0)), 4)[0] is None, 'Arch center hole blocked' + assert bvh.ray_cast(Vector((1.18, -2, .3)), Vector((0, 1, 0)), 4)[0] is not None, 'Arch side must occlude' + assert all(name in bpy.data.scenes for name in ['Preview_ClearMeadow', 'Preview_FlowerHills', 'Preview_StoneHills']), 'Missing assembled landscape previews' + return result + + +def verify_fbx_roundtrip(names): + """Read the actual exported bytes; source mesh checks alone cannot validate FBX.""" + scene = bpy.data.scenes.new('TemporaryFBXVerification') + bpy.context.window.scene = scene + results = [] + for name in names: + previous = set(bpy.data.objects) + bpy.ops.import_scene.fbx(filepath=str(EXPORT / (name + '.fbx'))) + imported = set(bpy.data.objects) - previous + imported_meshes = [o for o in imported if o.type == 'MESH'] + assert len(imported_meshes) == 1, f'FBX must contain one mesh: {name}' + obj = imported_meshes[0] + native = ASSETS[name] + points = [obj.matrix_world @ v.co for v in obj.data.vertices] + for axis in range(3): + expected_min = min(v.co[axis] for v in native.data.vertices) + expected_max = max(v.co[axis] for v in native.data.vertices) + assert abs(min(p[axis] for p in points) - expected_min) < .005, f'FBX axis/pivot min mismatch: {name}' + assert abs(max(p[axis] for p in points) - expected_max) < .005, f'FBX axis/scale max mismatch: {name}' + assert obj.data.uv_layers.active, f'FBX UV lost: {name}' + assert len(obj.data.materials) == len(native.data.materials), f'FBX material slots lost: {name}' + results.append(dict(asset=name, importedMeshCount=1, worldBoundsMatchNative=True, + uvPresent=True, materialSlots=len(obj.data.materials))) + for item in imported: + bpy.data.objects.remove(item, do_unlink=True) + bpy.data.scenes.remove(scene) + bpy.context.window.scene = bpy.data.scenes['Preview_ClearMeadow'] + return results + + +def file_record(path): + return dict(path=path.relative_to(ROOT).as_posix(), bytes=path.stat().st_size, + sha256=hashlib.sha256(path.read_bytes()).hexdigest()) + + +def organize_collections(library, scenes): + terrain_names = {'MeadowClearing', 'GentleHill', 'DistantRidge', 'FarHorizon'} + tree_names = {'RoundCanopyTree', 'SageCanopyTree', 'TallWindTree'} + stone_names = {'RoundLimestone', 'SlateBoulder', 'LowLimestone', 'PebbleScatter', 'OpenStoneArch', 'MossStoneSteps'} + for scene in [library] + scenes: + groups = {} + for obj in list(scene.objects): + name = obj.name.split('_SetDress')[0] + group = ('01_Terrain' if name in terrain_names else '02_Trees' if name in tree_names else + '04_StoneDiscovery' if name in stone_names else '03_SmallVegetation' if obj.type == 'MESH' else '05_LightingCameraLabels') + if group not in groups: + collection = bpy.data.collections.new(scene.name + '_' + group) + scene.collection.children.link(collection) + groups[group] = collection + groups[group].objects.link(obj) + for collection in list(obj.users_collection): + if collection != groups[group]: + collection.objects.unlink(obj) + + +def verify_existing(review): + blend = SOURCE / 'MeadowCandidates.blend' + assert blend.is_file(), f'Missing native source: {blend}' + manifest_path = SOURCE / 'provenance.json' + assert manifest_path.is_file(), f'Missing provenance: {manifest_path}' + manifest = json.loads(manifest_path.read_text(encoding='utf-8')) + for record in manifest['files']: + path = ROOT / record['path'] + assert path.is_file(), f'Missing resource: {path}' + assert path.stat().st_size == record['bytes'], f'Byte mismatch: {path}' + assert hashlib.sha256(path.read_bytes()).hexdigest() == record['sha256'], f'Hash mismatch: {path}' + bpy.ops.wm.open_mainfile(filepath=str(blend)) + for obj in bpy.data.objects: + if obj.name in manifest['assetNames']: + ASSETS[obj.name] = obj + meshes = validate_source() + for name in manifest['assetNames']: + path = EXPORT / (name + '.fbx') + assert path.is_file() and path.stat().st_size > 8000, f'Missing/empty export: {path}' + for name in manifest['reviewRenders']: + path = review / name + assert path.is_file() and path.stat().st_size > 10000, f'Missing review render: {path}' + roundtrip = verify_fbx_roundtrip(manifest['assetNames']) + report = dict(status='PASS', sourceReopened=True, meshContracts=meshes, fbxRoundtrip=roundtrip, + resourcesAndHashesChecked=len(manifest['files']), + archHoleRayPass=True, archSideRayOccludes=True, + unityImportAndGameplay='NOT_RUN; user candidate review required') + (review / 'source-verification.json').write_text(json.dumps(report, indent=2), encoding='utf-8') + print('MEADOW_VERIFY_PASS ' + json.dumps(dict(assets=len(meshes), sourceReopened=True, resources=len(manifest['files'])))) + + +def main(): + argv = sys.argv[sys.argv.index('--') + 1:] if '--' in sys.argv else [] + parser = argparse.ArgumentParser() + parser.add_argument('--review-dir', type=Path, default=DEFAULT_REVIEW) + parser.add_argument('--verify-only', action='store_true') + args = parser.parse_args(argv) + review = args.review_dir.resolve() + assert not any(p.resolve() == review or p.resolve() in review.parents for p in [SOURCE, EXPORT]), 'Review renders must not overwrite authored source or FBX export folders' + review.mkdir(parents=True, exist_ok=True) + if args.verify_only: + verify_existing(review) + return + SOURCE.mkdir(parents=True, exist_ok=True) + EXPORT.mkdir(parents=True, exist_ok=True) + bpy.ops.wm.read_factory_settings(use_empty=True) + library = bpy.context.scene + library.name = 'AssetLibrary_21NativeCandidates' + library.unit_settings.system = 'METRIC' + library.unit_settings.scale_length = 1 + collection = bpy.data.collections.new('Meadow_NativeAssetLibrary') + library.collection.children.link(collection) + bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[collection.name] + build_assets() + previews = [landscape('Preview_ClearMeadow', 0), landscape('Preview_FlowerHills', 1), landscape('Preview_StoneHills', 2)] + catalogs = [ + catalog_scene('Catalog_TerrainDiscovery', ['MeadowClearing', 'GentleHill', 'DistantRidge', 'FarHorizon', 'OpenStoneArch', 'MossStoneSteps']), + catalog_scene('Catalog_TreesShrubs', ['RoundCanopyTree', 'SageCanopyTree', 'TallWindTree', 'MintShrub', 'SageShrub', 'FernCluster']), + catalog_scene('Catalog_FlowersGrass', ['DaisyColony', 'PinkCosmosColony', 'LavenderLupineColony', 'GrassTuftMint', 'GrassTuftGold']), + catalog_scene('Catalog_RockPlanes', ['RoundLimestone', 'SlateBoulder', 'LowLimestone', 'PebbleScatter']), + closeup_scene('Closeup_BranchesAndLeaves', ['RoundCanopyTree', 'FernCluster', 'SageShrub'], [(0, 0, 0), (-1.4, -.9, 0), (1.6, .6, 0)], (0, 0, 1.95), 9.6), + closeup_scene('Closeup_PetalsStemsLeaves', ['DaisyColony', 'PinkCosmosColony', 'LavenderLupineColony'], [(-1, 0, 0), (.5, .15, 0), (1.6, .5, 0)], (.2, 0, .6), 4.4), + closeup_scene('Closeup_OpenArchAndTerraces', ['OpenStoneArch', 'MossStoneSteps', 'SlateBoulder'], [(-1.5, .4, 0), (1.5, 0, 0), (2.1, 1.5, 0)], (0, .4, .8), 8), + ] + mesh_report = validate_source() + organize_collections(library, previews + catalogs) + bpy.context.window.scene = library + for name, obj in ASSETS.items(): + bpy.ops.object.select_all(action='DESELECT') + obj.select_set(True) + bpy.context.view_layer.objects.active = obj + bpy.ops.export_scene.fbx(filepath=str(EXPORT / (name + '.fbx')), **SETTINGS) + print('EXPORTED ' + name) + # Asset library objects stay at their native pivots. Separate linked preview scenes + # provide layout without sacrificing reusable asset transforms. + bpy.context.window.scene = previews[0] + bpy.context.preferences.filepaths.save_version = 0 + blend = SOURCE / 'MeadowCandidates.blend' + bpy.ops.wm.save_as_mainfile(filepath=str(blend)) + render_names, render_records = [], [] + for scene in previews + catalogs: + filename = scene.name + '.png' + scene.render.filepath = str(review / filename) + bpy.ops.render.render(write_still=True, scene=scene.name) + assert (review / filename).is_file(), f'Render not saved: {filename}' + render_names.append(filename) + render_records.append(dict(file=filename, scene=scene.name, frame=scene.frame_current, + source=file_record(blend), camera=scene.camera.name, + cameraLocation=list(scene.camera.location), cameraEuler=list(scene.camera.rotation_euler), + cameraType=scene.camera.data.type, lens=scene.camera.data.lens, + orthoScale=scene.camera.data.ortho_scale, + resolution=[scene.render.resolution_x, scene.render.resolution_y], + engine=scene.render.engine, device=scene.cycles.device, + samples=scene.cycles.samples, denoise=scene.cycles.use_denoising, + bytes=(review / filename).stat().st_size, + sha256=hashlib.sha256((review / filename).read_bytes()).hexdigest())) + print('REVIEW_RENDER ' + filename) + files = [file_record(blend), file_record(Path(__file__))] + [file_record(EXPORT / (name + '.fbx')) for name in sorted(ASSETS)] + manifest = dict(schemaVersion=1, status='CANDIDATE_USER_REVIEW_REQUIRED_NOT_ADOPTED', + creator='MagnetismHeroes project-authored native Blender geometry via tools/models/build_meadow.py', + license='Self-created project artwork; no third-party mesh or texture assets; no copied reference characters, guns, UI, or composition', + reference='cartoon-landscape.png viewed only for cyan sky, rounded nature, pastel vegetation, warm soft daylight', + tool='Blender ' + bpy.app.version_string, toolBuildHash=bpy.app.build_hash.decode(), + source='SourceAssets/Models/Meadow/MeadowCandidates.blend', + coordinateConvention='meters Z-up native; FBX -Z forward/Y-up; applied unit scale; floor pivots; later Unity globalScale=1 bakeAxisConversion=true and preserve imported root rotation', + exportSettings={k: sorted(v) if isinstance(v, set) else v for k, v in SETTINGS.items()}, + materialTransfer='native named material slots; constant Base Color and Roughness; UVMap; no Blender-only procedural surface or external texture dependency', + materials=[dict(name=m.name, authoredSRGB=list(m['authoredSRGB']), linearBaseColor=list(m.diffuse_color), + roughness=m.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value) for m in MATERIALS.values()], + assetNames=sorted(ASSETS), meshContracts=mesh_report, + previewScenes=[s.name for s in previews], reviewRenders=render_names, + reviewState=dict(blender='native source contracts and saved review renders; visual inspection recorded separately', + userApproval='PENDING', unityImport='NOT_RUN', gameplayDiscovery='NOT_RUN', mobilePerformance='NOT_RUN'), files=files) + (SOURCE / 'provenance.json').write_text(json.dumps(manifest, indent=2, ensure_ascii=False) + '\n', encoding='utf-8') + (review / 'render-manifest.json').write_text(json.dumps(render_records, indent=2) + '\n', encoding='utf-8') + verify_existing(review) + + +if __name__ == '__main__': + main()