rnd(M02): extract character presenters

Work-Package: M02-RND-CHARACTER-PRESENTATION-001

Agent: sindo-main-codex

Tests: presentation/input/movement/terrain/camera regressions; coordinate/streaming/docs/coordination gates; renderer dry-run 7/7

Fidelity: preserves current sandbox model/outfit and Stand/Idle/Run/Walk behavior; build-12340 parity remains unverified
This commit is contained in:
2026-07-14 23:42:12 +04:00
parent 68e6f60d90
commit 97bb53f6cd
14 changed files with 824 additions and 173 deletions
@@ -0,0 +1,150 @@
class_name CharacterAppearancePresenter
extends Node3D
## Composes one sandbox character model, texture compositor and starter outfit.
## The presenter owns only nodes below the existing Visual scene boundary.
const GEOSET_CONTROLLER_SCRIPT := preload("res://src/scenes/character/character_geoset_controller.gd")
const TEXTURE_COMPOSITOR_SCRIPT := preload("res://src/scenes/character/character_texture_compositor.gd")
const OUTFIT_RESOLVER_SCRIPT := preload("res://src/scenes/character/wow_character_outfit_resolver.gd")
signal character_appearance_ready(character_root: Node3D)
## Packed character scene used by the current render sandbox.
@export var character_model_path: String = "res://src/resources/characters/HUMAN/MALE/HumanMale.glb"
## Character class used when resolving the current starter outfit.
@export var character_class_id: int = 1
## Uniform scale applied to the composed character root.
@export var character_scale: float = 1.0
## Model-space yaw correction retained from the current sandbox.
@export var character_yaw_offset_degrees: float = 90.0
## Root containing extracted DBC and item texture inputs.
@export var extracted_data_directory: String = "res://data/extracted"
var character_root: Node3D:
get:
return _character_root
var _character_root: Node3D
## Loads and composes the configured character model below this Visual node.
## A non-empty directory argument keeps the player's terrain/content root aligned.
## Returns false immediately when no model is configured or the resource is invalid.
func load_character_appearance(content_root_override: String = "") -> bool:
if not content_root_override.is_empty():
extracted_data_directory = content_root_override
_clear_character_root()
if character_model_path.is_empty():
return false
var character_scene := load(character_model_path) as PackedScene
if character_scene == null:
push_warning("CharacterAppearancePresenter: cannot load character model: %s" % character_model_path)
return false
if is_class("MeshInstance3D"):
set("mesh", null)
position = Vector3.ZERO
_character_root = Node3D.new()
_character_root.name = "CharacterModel"
_character_root.set_script(GEOSET_CONTROLLER_SCRIPT)
_character_root.scale = Vector3.ONE * maxf(character_scale, 0.001)
_character_root.rotation_degrees.y = character_yaw_offset_degrees
var character_instance := character_scene.instantiate()
character_instance.name = character_model_path.get_file().get_basename()
_character_root.add_child(character_instance)
var texture_compositor := Node.new()
texture_compositor.name = "CharacterTextureCompositor"
texture_compositor.set_script(TEXTURE_COMPOSITOR_SCRIPT)
texture_compositor.set("textures_dir", _character_textures_directory(character_model_path))
texture_compositor.set("extracted_dir", extracted_data_directory)
_character_root.add_child(texture_compositor)
add_child(_character_root)
_complete_character_composition.call_deferred(_character_root, texture_compositor)
return true
func _complete_character_composition(expected_character_root: Node3D, texture_compositor: Node) -> void:
if expected_character_root != _character_root or not is_instance_valid(expected_character_root):
return
_fit_character_to_ground(expected_character_root)
_apply_character_starter_outfit(expected_character_root, texture_compositor)
character_appearance_ready.emit(expected_character_root)
func _clear_character_root() -> void:
if _character_root == null or not is_instance_valid(_character_root):
_character_root = null
return
remove_child(_character_root)
_character_root.queue_free()
_character_root = null
func _fit_character_to_ground(root: Node3D) -> void:
var character_bounds := _calculate_global_bounds(root)
if character_bounds.size == Vector3.ZERO:
return
var local_minimum_y := character_bounds.position.y - root.global_position.y
root.position.y -= local_minimum_y
func _apply_character_starter_outfit(root: Node3D, texture_compositor: Node) -> void:
if texture_compositor == null:
return
var outfit_resolver: RefCounted = OUTFIT_RESOLVER_SCRIPT.new()
if not outfit_resolver.call("load_dbcs", extracted_data_directory):
return
var inferred_identity: Dictionary = outfit_resolver.call(
"infer_race_gender_from_model_path",
character_model_path
)
var race_name := String(inferred_identity.get("race", "Human"))
var gender_name := String(inferred_identity.get("gender", "Male"))
var starter_outfit: Dictionary = outfit_resolver.call(
"resolve_start_outfit",
race_name,
gender_name,
character_class_id
)
if starter_outfit.is_empty():
return
if texture_compositor.has_method("set_equipment_components"):
texture_compositor.call(
"set_equipment_components",
starter_outfit.get("textures", PackedStringArray())
)
if root.has_method("apply_outfit_defaults"):
root.call("apply_outfit_defaults", starter_outfit)
func _calculate_global_bounds(root: Node) -> AABB:
var combined_bounds := AABB()
var has_bounds := false
for mesh_instance in _mesh_instances_below(root):
if mesh_instance.mesh == null:
continue
var global_bounds := mesh_instance.global_transform * mesh_instance.mesh.get_aabb()
combined_bounds = global_bounds if not has_bounds else combined_bounds.merge(global_bounds)
has_bounds = true
return combined_bounds if has_bounds else AABB()
func _mesh_instances_below(root: Node) -> Array[MeshInstance3D]:
var mesh_instances: Array[MeshInstance3D] = []
_collect_mesh_instances(root, mesh_instances)
return mesh_instances
func _collect_mesh_instances(node: Node, mesh_instances: Array[MeshInstance3D]) -> void:
if node is MeshInstance3D:
mesh_instances.append(node)
for child in node.get_children():
_collect_mesh_instances(child, mesh_instances)
func _character_textures_directory(model_path: String) -> String:
return model_path.get_base_dir().path_join(model_path.get_file().get_basename() + "_textures")