Files
tactical-shooter/client/scripts/validate_scene.gd
T
shawn 16e062c739 build: baked lighting pass on kit_demo test map
Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room:
- 2x2 floor tiles, 8 wall segments (including doorway + window)
- Pillar at room center, beam overhead, accent panels
- West/east walls rotated 90° Y for proper enclosure

Lighting infrastructure:
- WorldEnvironment with ambient light
- DirectionalLight3D (sun key light, 45° angle, shadows enabled)
- OmniLight3D (warm interior fill light)
- ReflectionProbe (box projection, room-sized extents)
- LightmapGI (Quality=High, bounces=3, denoiser=true)
- Tool script prints bake status in editor

Scripts:
- bake_lighting.gd: validates LightmapGI config from CLI
- validate_scene.gd: full scene validation (17 checks, all pass)

Note: Godot 4.7 removed LightmapGI.bake() from runtime API.
Baking must be done in the editor: select LightmapGI node > Bake Lightmap.
2026-07-01 00:28:55 -04:00

102 lines
3.4 KiB
GDScript

extends SceneTree
# Validate kit_demo.tscn scene structure.
# Usage: godot --display-driver x11 --rendering-driver opengl3 --script scripts/validate_scene.gd
func _init():
print("=== Validating kit_demo.tscn ===")
var scene = ResourceLoader.load("res://assets/scenes/modular/kit_demo.tscn")
if not scene:
printerr("ERROR: Could not load kit_demo.tscn!")
quit(1)
return
print("Scene loaded successfully.")
var instance = scene.instantiate()
if not instance:
printerr("ERROR: Could not instantiate scene!")
quit(1)
return
root.add_child(instance)
print("Scene instantiated successfully.")
print("")
# Validate key nodes
var checks = _check_nodes(instance)
# Print results
var passed = 0
var failed = 0
for check in checks:
var status = "" if check[1] else ""
if check[1]:
passed += 1
else:
failed += 1
print(" ", status, " ", check[0])
# General info
var node_count = _count_nodes(instance)
print("")
print("Scene stats:")
print(" Total nodes: ", node_count)
print(" Checks passed: ", passed)
print(" Checks failed: ", failed)
print("")
if failed > 0:
printerr("Validation FAILED — ", failed, " check(s) failed.")
quit(1)
else:
print("Validation PASSED.")
quit(0)
func _check_nodes(root_node: Node) -> Array:
var r = []
# Built-in lighting nodes
r.append(["WorldEnvironment (Environment+Sky)", root_node.find_child("WorldEnvironment", true, false) != null])
r.append(["DirectionalLight3D (SunLight)", root_node.find_child("SunLight", true, false) != null])
r.append(["OmniLight3D (FillLight)", root_node.find_child("FillLight", true, false) != null])
r.append(["ReflectionProbe", root_node.find_child("ReflectionProbe", true, false) != null])
r.append(["LightmapGI", root_node.find_child("LightmapGI", true, false) != null])
# Lightmap config
var lm = root_node.find_child("LightmapGI", true, false)
if lm:
r.append(["LightmapGI.bounces = 3", lm.bounces == 3])
r.append(["LightmapGI.interior = true", lm.interior == true])
r.append(["LightmapGI.use_denoiser = true", lm.use_denoiser == true])
r.append(["LightmapGI.texel_scale = 1.0", abs(lm.texel_scale - 1.0) < 0.01])
# Module pieces (floor, walls, pillar, beam, accent panels)
r.append(["Floor tiles (4 pieces, one ceramic)", _count_instances(root_node, "Floor") >= 4])
r.append(["Wall segments (8 total)", _count_instances(root_node, "Wall") + _count_instances(root_node, "South") + _count_instances(root_node, "North") + _count_instances(root_node, "East") + _count_instances(root_node, "West") >= 8])
r.append(["Pillar (center)", root_node.find_child("Pillar", true, false) != null])
r.append(["Beam (overhead)", root_node.find_child("Beam", true, false) != null])
r.append(["AccentRed panel", root_node.find_child("AccentRed", true, false) != null])
r.append(["AccentBlue panel", root_node.find_child("AccentBlue", true, false) != null])
r.append(["Doorway segment", root_node.find_child("SouthDoorway", true, false) != null])
r.append(["Window segment", root_node.find_child("NorthWindow", true, false) != null])
return r
func _count_nodes(parent: Node) -> int:
var count = 1
for child in parent.get_children():
count += _count_nodes(child)
return count
func _count_instances(parent: Node, name_prefix: String) -> int:
var count = 0
for child in parent.get_children():
if child.name.begins_with(name_prefix):
count += 1
return count