THE ENTITY (Entity.gd) borrows from three places and each borrowing does a job:
SLENDERMAN it does not move while you look at it, and has closed the distance every
time you look back. Looking is ALSO what builds the static — so the safe
option (keep it in view) kills you slowly and the fast option (run) lets
it catch up. That's the trap, and it's why Slender worked.
XENOMORPH it hunts SOUND, and the thing you came here to do is smash furniture.
Every break and every puff of powder drops a marker it walks toward.
Playing well is what feeds it. A loud enough noise overrides the freeze,
because staring is a valid answer to a stalker and not a valid answer to
something that just heard a sledgehammer hit a filing cabinet.
BLAIR WITCH the level wraps: walk far enough and you come out of the opposite wall
into the same room, because every room here IS the same room. A wrap is
also when it repositions, so "I've been here before" and "it's already
here" land in the same second.
It can't be fought. Getting caught doesn't kill you — it costs a lungful, a spike of
rage, and the knowledge that it can do that whenever it likes.
Deliberately unresolved design: 2.5 m, faceless, arms past the knees, cranium swept
backwards. Slenderman from the front, something else in profile. A silhouette your brain
finishes beats a monster it recognises. Blair Witch stick totems hang in the maze.
THE TAPE (Dread.gd) — one shader: grain, scanlines, chroma split, a wandering tracking
tear, an edge that breathes when it's near but unseen, and Slender interference driven
straight off the stare. The static IS the read-out; there's no meter for it.
TWO BUGS WORTH THE COMMIT MESSAGE
1. `seen_now` was a pure view-cone test with NO line of sight, so it built static
through walls — and in a maze that's most of the time.
2. Fixing that exposed the real one: the generated maze was so dense there was no
sightline longer than a few metres ANYWHERE, which kills the entity outright, since
a stalker you can never see can never be stared at. Thinned the generator — skip a
third of the lattice lines, much bigger gaps — which also matches the reference
photographs far better. They're mostly open floor with occasional slabs, not
corridors.
dev/probe_horror.gd verifies all of it headlessly, including hunting for a clear
sightline first (otherwise the Slender test silently tests nothing).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
290 lines
11 KiB
Python
290 lines
11 KiB
Python
"""LEVEL 0's inhabitants.
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/Applications/Blender.app/Contents/MacOS/Blender --background \
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--python tools/gen_horror_props.py -- [--render]
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THE ENTITY is deliberately ambiguous. It's 2.5 m, far too thin, has no face, arms that
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reach past its knees, and a smooth cranium swept backwards — which reads as Slenderman
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from the front and as something else entirely in profile. Keeping it unresolved is the
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point: a silhouette your brain finishes is worse than a monster it recognises.
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Origin at floor-centre, facing -Z (so `look_at` and yaw work the obvious way).
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THE TOTEM is the Blair Witch stick figure — twigs lashed into a person — which exists to
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be found hanging in a corridor you have definitely already walked down.
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"""
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import bpy
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import math
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import os
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import sys
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from mathutils import Vector, Matrix
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OUT_DIR = os.path.join(
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os.path.dirname(os.path.dirname(os.path.abspath(__file__))),
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"game", "assets", "store")
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PREVIEW_DIR = os.path.join(os.path.dirname(os.path.abspath(__file__)), "previews")
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RENDER = "--render" in sys.argv
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def reset():
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bpy.ops.wm.read_factory_settings(use_empty=True)
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def mat(name, color, rough=0.6, metal=0.0):
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m = bpy.data.materials.new(name)
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m.use_nodes = True
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b = m.node_tree.nodes["Principled BSDF"]
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b.inputs["Base Color"].default_value = (color[0], color[1], color[2], 1.0)
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b.inputs["Roughness"].default_value = rough
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b.inputs["Metallic"].default_value = metal
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return m
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def assign(o, m):
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o.data.materials.clear()
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o.data.materials.append(m)
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return o
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def box(size, loc=(0, 0, 0), rot=(0, 0, 0)):
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bpy.ops.mesh.primitive_cube_add(size=1.0, location=loc, rotation=rot)
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o = bpy.context.active_object
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o.scale = (size[0], size[1], size[2])
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bpy.ops.object.transform_apply(scale=True)
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return o
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def cyl(r, depth, loc=(0, 0, 0), rot=(0, 0, 0), verts=14, r2=None):
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if r2 is None:
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bpy.ops.mesh.primitive_cylinder_add(radius=r, depth=depth, vertices=verts,
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location=loc, rotation=rot)
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else:
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bpy.ops.mesh.primitive_cone_add(radius1=r, radius2=r2, depth=depth,
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vertices=verts, location=loc, rotation=rot)
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return bpy.context.active_object
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def ball(r, loc=(0, 0, 0), segs=16, rings=10):
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bpy.ops.mesh.primitive_uv_sphere_add(radius=r, segments=segs, ring_count=rings,
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location=loc)
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return bpy.context.active_object
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def bevel(o, width=0.006, segments=2):
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m = o.modifiers.new("bevel", "BEVEL")
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m.width = width
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m.segments = segments
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m.limit_method = 'ANGLE'
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m.angle_limit = math.radians(40)
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bpy.context.view_layer.objects.active = o
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try:
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bpy.ops.object.modifier_apply(modifier=m.name)
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except Exception:
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o.modifiers.remove(m)
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return o
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def shade_smooth(o, angle=40.0):
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bpy.context.view_layer.objects.active = o
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o.select_set(True)
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try:
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bpy.ops.object.shade_auto_smooth(angle=math.radians(angle))
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except Exception:
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bpy.ops.object.shade_smooth()
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o.select_set(False)
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def span(r0, r1, p0, p1, verts=8):
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p0, p1 = Vector(p0), Vector(p1)
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d = p1 - p0
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n = d.length
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if n < 1e-6:
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return None
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o = cyl(r0, n, verts=verts, r2=r1)
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quat = Vector((0, 0, 1)).rotation_difference(d.normalized())
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o.matrix_world = Matrix.Translation(p0 + d * 0.5) @ quat.to_matrix().to_4x4()
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bpy.ops.object.transform_apply(location=True, rotation=True)
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return o
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# ---------------------------------------------------------------- the entity
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def p_entity(M):
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"""2.5 m, far too thin, no face. Faces -Y in Blender, which the glTF export turns
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into -Z — the direction Godot's look_at treats as forward."""
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parts = []
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H = 2.50
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# legs: absurdly long, barely tapering, no feet to speak of
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for s in (-1, 1):
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hip = Vector((s * 0.085, 0.0, 1.18))
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knee = Vector((s * 0.10, 0.02, 0.62))
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ankle = Vector((s * 0.095, -0.01, 0.045))
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parts.append(assign(span(0.062, 0.052, hip, knee), M["suit"]))
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parts.append(assign(span(0.052, 0.040, knee, ankle), M["suit"]))
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foot = box((0.10, 0.24, 0.045), loc=(s * 0.095, -0.05, 0.022))
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parts.append(assign(bevel(foot, 0.014, 2), M["suit"]))
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# torso: a narrow slab, wider at the shoulders than anything human
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torso = box((0.40, 0.20, 0.78), loc=(0.0, 0.0, 1.56))
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parts.append(assign(bevel(torso, 0.055, 3), M["suit"]))
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hips = box((0.26, 0.17, 0.22), loc=(0.0, 0.0, 1.20))
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parts.append(assign(bevel(hips, 0.045, 3), M["suit"]))
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# lapels, so it reads as a suit and not a mannequin
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for s in (-1, 1):
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lap = box((0.10, 0.03, 0.46), loc=(s * 0.085, -0.10, 1.68),
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rot=(0, math.radians(s * 5), 0))
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parts.append(assign(lap, M["shirt"]))
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tie = box((0.05, 0.02, 0.40), loc=(0.0, -0.108, 1.62))
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parts.append(assign(tie, M["tie"]))
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# arms: they reach past the knees. This is the tell.
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for s in (-1, 1):
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sh = Vector((s * 0.205, 0.0, 1.90))
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elb = Vector((s * 0.255, 0.03, 1.24))
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wr = Vector((s * 0.235, 0.01, 0.58))
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parts.append(assign(span(0.058, 0.044, sh, elb), M["suit"]))
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parts.append(assign(span(0.044, 0.034, elb, wr), M["suit"]))
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# long pale fingers
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for f in range(4):
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a = wr + Vector((s * 0.006 * (f - 1.5), -0.012, -0.02))
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b = a + Vector((s * 0.012 * (f - 1.5), -0.03, -0.20 - 0.02 * abs(f - 1.5)))
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parts.append(assign(span(0.011, 0.006, a, b, verts=6), M["skin"]))
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parts.append(assign(ball(0.038, loc=tuple(wr), segs=12, rings=8), M["skin"]))
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# head: smooth, blank, and swept BACKWARDS — Slenderman from the front, something
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# with a cranium from the side. Never resolving which is the whole idea.
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neck = span(0.052, 0.060, Vector((0, 0, 1.93)), Vector((0, 0.01, 2.10)))
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parts.append(assign(neck, M["skin"]))
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skull = ball(0.115, loc=(0.0, 0.03, 2.24), segs=24, rings=16)
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skull.scale = (0.86, 1.30, 1.02)
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bpy.ops.object.transform_apply(scale=True)
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parts.append(assign(skull, M["skin"]))
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back = ball(0.095, loc=(0.0, 0.14, 2.27), segs=20, rings=14)
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back.scale = (0.78, 1.55, 0.86)
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bpy.ops.object.transform_apply(scale=True)
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parts.append(assign(back, M["skin"]))
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return parts
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# ---------------------------------------------------------------- the totem
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def p_totem(M):
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"""Twigs lashed into a person. Hangs from a doorway you have already walked through."""
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parts = []
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# the cord it hangs by
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parts.append(assign(span(0.006, 0.006, Vector((0, 0, 1.10)), Vector((0, 0, 0.86))),
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M["cord"]))
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# body + limbs, all crooked on purpose
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parts.append(assign(span(0.015, 0.013, Vector((0, 0, 0.86)), Vector((0.01, 0, 0.40))),
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M["twig"]))
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parts.append(assign(span(0.013, 0.011, Vector((-0.20, 0.02, 0.78)),
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Vector((0.21, -0.02, 0.72))), M["twig"]))
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for s in (-1, 1):
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parts.append(assign(span(0.012, 0.009, Vector((0.01, 0, 0.42)),
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Vector((s * 0.16, 0.03 * s, 0.06))), M["twig"]))
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# head: a bundle
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for i in range(5):
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a = i * 1.1
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parts.append(assign(span(0.008, 0.008,
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Vector((math.cos(a) * 0.05, math.sin(a) * 0.04, 0.90)),
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Vector((-math.cos(a) * 0.05, -math.sin(a) * 0.04, 0.80))),
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M["twig"]))
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# lashings
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for z in (0.86, 0.75, 0.42):
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r = cyl(0.026, 0.014, loc=(0.005, 0, z), verts=10)
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parts.append(assign(r, M["cord"]))
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return parts
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PROPS = {"entity": p_entity, "totem": p_totem}
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def materials():
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return {
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# near-black, but not pure — pure black reads as a hole, and a hole is less
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# frightening than a thing
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"suit": mat("suit", (0.045, 0.045, 0.055), rough=0.72),
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"shirt": mat("shirt", (0.80, 0.79, 0.76), rough=0.85),
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"tie": mat("tie", (0.10, 0.09, 0.11), rough=0.6),
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"skin": mat("skin", (0.90, 0.89, 0.86), rough=0.42),
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"twig": mat("twig", (0.32, 0.24, 0.15), rough=0.95),
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"cord": mat("cord", (0.58, 0.52, 0.38), rough=1.0),
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}
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def export(objs, name):
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objs = [o for o in objs if o is not None]
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bpy.ops.object.select_all(action='DESELECT')
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for o in objs:
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o.select_set(True)
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bpy.context.view_layer.objects.active = objs[0]
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path = os.path.join(OUT_DIR, name + ".glb")
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bpy.ops.export_scene.gltf(filepath=path, export_format='GLB',
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use_selection=True, export_apply=True, export_yup=True)
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print("[horror] %-12s -> %s" % (name, os.path.basename(path)))
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bpy.ops.object.select_all(action='DESELECT')
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def render_preview(name):
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scene = bpy.context.scene
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engines = scene.render.bl_rna.properties['engine'].enum_items.keys()
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for want in ('BLENDER_EEVEE_NEXT', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'):
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if want in engines:
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scene.render.engine = want
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break
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scene.render.resolution_x = 560
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scene.render.resolution_y = 760
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if scene.world is None:
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scene.world = bpy.data.worlds.new("preview")
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scene.world.use_nodes = True
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bg = scene.world.node_tree.nodes.get("Background")
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if bg:
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bg.inputs[0].default_value = (0.44, 0.42, 0.22, 1.0) # backrooms yellow
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lo = Vector((1e9,) * 3)
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hi = Vector((-1e9,) * 3)
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for o in scene.objects:
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if o.type != 'MESH':
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continue
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for c in o.bound_box:
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w = o.matrix_world @ Vector(c)
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lo = Vector((min(lo.x, w.x), min(lo.y, w.y), min(lo.z, w.z)))
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hi = Vector((max(hi.x, w.x), max(hi.y, w.y), max(hi.z, w.z)))
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centre = (lo + hi) * 0.5
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radius = max((hi - lo).length * 0.5, 0.05)
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dist = radius * 2.5
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d = Vector((0.42, -0.88, 0.10)).normalized()
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bpy.ops.object.camera_add(location=tuple(centre + d * dist))
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cam = bpy.context.active_object
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cam.data.lens = 62
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cam.rotation_mode = 'QUATERNION'
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cam.rotation_quaternion = (-d).to_track_quat('-Z', 'Y')
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scene.camera = cam
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for off, e, s in ((Vector((0.7, -1.0, 0.9)), 42.0, 1.4),
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(Vector((-1.0, -0.3, 0.2)), 12.0, 2.0)):
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bpy.ops.object.light_add(type='AREA', location=tuple(centre + off * dist))
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L = bpy.context.active_object
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L.data.energy = e * (dist ** 2)
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L.data.size = s * radius
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scene.render.filepath = os.path.join(PREVIEW_DIR, name + ".png")
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bpy.ops.render.render(write_still=True)
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def main():
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os.makedirs(OUT_DIR, exist_ok=True)
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os.makedirs(PREVIEW_DIR, exist_ok=True)
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for name, builder in PROPS.items():
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reset()
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M = materials()
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parts = builder(M)
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for p in parts:
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shade_smooth(p, 40.0)
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export(parts, name)
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if RENDER:
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render_preview(name)
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print("[horror] done -> %s" % OUT_DIR)
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main()
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