Datasets:
Download tool/python/godot_check.gd from codepawl/asset-index: direct link, hf CLI and curl.
- Browser
- Download file 4.04 kB
-
https://huggingface.co/datasets/codepawl/asset-index/resolve/main/tool/python/godot_check.gd
- Command line
-
hf download hf://datasets/codepawl/asset-index/tool/python/godot_check.gd
-
curl -L -o godot_check.gd https://huggingface.co/datasets/codepawl/asset-index/resolve/main/tool/python/godot_check.gd
4.04 kB
| # Loads each GLB listed in a text file the way a Godot game does after the editor imported it (res:// paths in a project | |
| # that ran `--headless --import`; lib/godot.mjs builds that project) and prints one JSON line per file: {"file", "ok", | |
| # "meshes", "bones", "animations", "seconds", "moved_metres", "error"}. An animated file must also play: its first | |
| # animation is sought to nine points and some bone or node must move more than a centimetre from the first frame. | |
| # The runtime importer (GLTFDocument.append_from_file) crashed Godot 4.7.2 with signal 11 on the skinned clips, 2026-11-05. | |
| # Usage: Godot_v4.7.2-stable_win64_console.exe --headless --path <project> --script godot_check.gd -- <res_paths.txt> | |
| extends SceneTree | |
| func count_nodes(root: Node, type_name: String) -> Array: | |
| var found := [] | |
| if root.is_class(type_name): | |
| found.append(root) | |
| for child in root.get_children(): | |
| found.append_array(count_nodes(child, type_name)) | |
| return found | |
| # Bones and every Node3D: a clip on plain nodes (Perseverance's wheels and arm) moves the parts below the node it turns. | |
| func moving_positions(skeletons: Array, nodes: Array) -> Array: | |
| var positions := [] | |
| for skeleton in skeletons: | |
| skeleton.force_update_all_bone_transforms() | |
| for bone in skeleton.get_bone_count(): | |
| positions.append(skeleton.get_bone_global_pose(bone).origin) | |
| for node in nodes: | |
| positions.append(node.global_position) | |
| return positions | |
| func check_file(file_path: String) -> Dictionary: | |
| var record := {"file": file_path, "ok": false} | |
| var packed: PackedScene = load(file_path) | |
| if packed == null: | |
| record["error"] = "the editor import gave no scene" | |
| return record | |
| var scene: Node = packed.instantiate() | |
| root.add_child(scene) | |
| var meshes := count_nodes(scene, "MeshInstance3D") | |
| var skeletons := count_nodes(scene, "Skeleton3D") | |
| var players := count_nodes(scene, "AnimationPlayer") | |
| var spatial_nodes := count_nodes(scene, "Node3D") | |
| var bones := 0 | |
| for skeleton in skeletons: | |
| bones += skeleton.get_bone_count() | |
| record["meshes"] = meshes.size() | |
| record["bones"] = bones | |
| record["animations"] = 0 | |
| var played := true | |
| if players.size() > 0: | |
| var player: AnimationPlayer = players[0] | |
| var names := player.get_animation_list() | |
| record["animations"] = names.size() | |
| if names.size() > 0: | |
| var length := player.get_animation(names[0]).length | |
| record["seconds"] = length | |
| # Manual processing: the script runs before the tree's first frame, so the player is stepped by hand. | |
| player.callback_mode_process = AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL | |
| player.play(names[0]) | |
| player.seek(0.0, true) | |
| player.advance(0.0) | |
| var first_frame := moving_positions(skeletons, spatial_nodes) | |
| # Nine points through the clip: an idle clip barely moves at any single one (Rushed_ID, 9 mm at 37 %). | |
| var moved := 0.0 | |
| for step in range(1, 10): | |
| player.seek(length * step / 10.0, true) | |
| player.advance(0.0) | |
| var posed := moving_positions(skeletons, spatial_nodes) | |
| for index in posed.size(): | |
| moved = max(moved, posed[index].distance_to(first_frame[index])) | |
| record["moved_metres"] = moved | |
| played = moved > 0.01 | |
| record["ok"] = (meshes.size() > 0 or bones > 0) and played | |
| if not record["ok"]: | |
| record["error"] = "no mesh or skeleton" if played else "the first animation does not move anything" | |
| scene.queue_free() | |
| return record | |
| var pending_files := [] | |
| func _initialize() -> void: | |
| var list_file := FileAccess.open(OS.get_cmdline_user_args()[0], FileAccess.READ) | |
| while not list_file.eof_reached(): | |
| var line := list_file.get_line().strip_edges() | |
| if not line.is_empty(): | |
| pending_files.append(line) | |
| # One file per frame: an AnimationPlayer only updates its skeleton inside the running tree, which _initialize is not. | |
| func _process(_delta: float) -> bool: | |
| if pending_files.is_empty(): | |
| return true | |
| print(JSON.stringify(check_file(pending_files.pop_front()))) | |
| return pending_files.is_empty() | |