tools/build_level_osm.py extrudes OSM buildings (-col), lays road strips, Spawn + RacePath empties; osm_level_args.py computes a building-clear spawn on a named way and race-loop corners from street intersection nodes. game.gd builds Path3D from GLB RacePath empties, sanitizes spawn bases, and places bodies BEFORE add_child. Three real bugs fixed: mall canopies (building=roof) extruded as solid blocks, underground busways rendered at surface, and the km-wide ground trimesh breaking suspension raycasts (now -convcol). Cars get continuous_cd for thin building shells. tests/probe.gd is the physics raycast debugger that found it. Data (c) OpenStreetMap contributors, ODbL. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
44 lines
1.7 KiB
GDScript
44 lines
1.7 KiB
GDScript
extends SceneTree
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## Boot straight into the game and save a viewport screenshot (needs a window, not --headless):
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## Godot --path . --script tests/screenshot.gd -- car=datto_120y mode=cruise out=shot.png frames=90 throttle=1
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## Defaults: first car, cruise, screenshot.png, 90 physics frames, throttle held.
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func _initialize() -> void:
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_run()
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func _run() -> void:
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var opts := {}
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for a in OS.get_cmdline_user_args():
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var kv := a.split("=")
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if kv.size() == 2:
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opts[kv[0]] = kv[1]
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var cars := Registry.cars()
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Game.car_path = cars.get(opts.get("car", ""), cars.values()[0])
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var levels := Registry.levels()
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Game.level_path = levels.get(opts.get("level", ""), levels.values()[0])
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Game.mode = opts.get("mode", "cruise")
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var game: Game = (load("res://src/game.tscn") as PackedScene).instantiate()
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root.add_child(game)
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await process_frame
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if opts.get("throttle", "1") == "1":
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Input.action_press("throttle")
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for i in int(opts.get("frames", "90")):
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await physics_frame
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if opts.get("cam", "") == "front":
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game.set_process(false) # stop the chase cam fighting us
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game.cam.global_position = game.car.global_position + game.car.global_basis * Vector3(2.6, 1.6, -6.5)
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game.cam.look_at(game.car.global_position + Vector3.UP * 0.4)
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await process_frame
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await process_frame
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elif opts.get("cam", "") == "top":
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game.set_process(false)
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var alt := float(opts.get("alt", "150"))
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game.cam.far = 4000.0
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game.cam.global_position = game.car.global_position + Vector3(0, alt, 0)
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game.cam.look_at(game.car.global_position, Vector3.FORWARD)
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await process_frame
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await process_frame
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root.get_texture().get_image().save_png("res://" + opts.get("out", "screenshot.png"))
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print("screenshot saved")
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quit(0)
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