Objekt-Bibliothek: Gruppen-Browser mit Thumbnails, Snap-to-Ground, Raster-Snap, Tests

- Bibliothek-Browser: 11 etablierte Objekte in deutschen Klapp-Gruppen
  (Kisten & Barrieren / Bauwerke / Natur, neue IDs wandern nach Sonstiges)
- 128-px-Thumbnails einmalig gerendert (tools/gen_thumbs.gd, xvfb) und
  committed; fehlendes PNG = sauberer Text-Fallback (LibraryBrowser)
- Snap to Ground: ein Klick setzt ALLE schwebenden Objekte auf Terrain-Höhe,
  EIN Undo-Eintrag (ObjectOps.snap_to_ground)
- Raster-Snap (1 m): Toggle — rastet Platzieren und Ziehen auf ganze Meter
- Deutsche Namen nach LibraryBrowser verschoben (headless testbar)
- tests/test_library.gd: 47 Checks (Bibliothek, Gruppen, Thumbnails, Snap,
  CRUD+Undo über alle Objekte, svmap-Roundtrip byte-identisch, Poly-Budget)
- Desktop-Smoke: --library-demo erzeugt Screenshots (lokal via xvfb verifiziert)
- UI-Layout: linke Spalte min 909→797 px, Statusleiste wieder vollständig sichtbar
This commit is contained in:
Hermes (godot-vr) 2026-10-15 12:18:11 +00:00
parent 82269acfbb
commit 3a5c9d44bb
35 changed files with 1195 additions and 39 deletions

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@ -89,6 +89,37 @@ trotz grünem Test-Lauf (der ja selbst mit importiertem Cache lief).
Registry aus dem Match-Server-Repo — neue Objekte DORT registrieren und hier Registry aus dem Match-Server-Repo — neue Objekte DORT registrieren und hier
synchron ziehen (IDs sind der Vertrag, Entscheidung 20). synchron ziehen (IDs sind der Vertrag, Entscheidung 20).
**Noch offen (folgende Karten der MVP-Kette):** Terrain-Werkzeuge ## Status (M2, Karte t_3a998ae4 — Objekt-Bibliothek FERTIG)
(heben/senken/glätten — nutzen ActionHistory mit `["terrain"]`),
Spawn-Zonen-Editor, Performance-Check-UI, Export-Workflow. Auf dem Terrain-Werkzeug (t_9aba04f1) aufgebaut, nach dem Chef-Grundsatz:
- **Bibliothek-Browser mit Gruppen (`src/editor/library_browser.gd`):** Die
11 etablierten Objekte aus `library/objects.json`, sortiert in deutsche
Klapp-Gruppen (Kisten & Barrieren / Bauwerke / Natur + automatisch
„Sonstiges" für neue, noch ungruppierte IDs). Jeder Button zeigt ein
128-px-Thumbnail (`library/thumbs/*.png` — einmalig mit
`xvfb-run -a godot4 --rendering-driver opengl3 --path . --script
res://tools/gen_thumbs.gd` gerendert und committed; fehlt ein PNG, fällt
der Button sauber aufs Text-Layout zurück). Deutsche Namen wohnen jetzt in
`LibraryBrowser` (ohne UI → headless testbar).
- **Snap to Ground (`src/editor/object_ops.gd`):** Ein Klick auf
„⚡ Alles auf den Boden setzen" holt ALLE schwebenden Objekte auf die
Terrain-Höhe (z. B. nach dem Terrain-Formen) — EIN Undo-Eintrag für die
ganze Aktion. Objekte, die schon auf dem Boden stehen, bleiben unangetastet.
- **Raster-Snap (1 m):** CheckButton in den Objekt-Werkzeugen — beim
Platzieren UND Ziehen rasten X/Z auf ganze Meter (Höhe folgt weiter dem
Terrain). AUS = freies Platzieren wie bisher.
- **svmap-Roundtrip:** Objekte (Bibliotheks-ID + Pos/Rot/Scale) überleben
Speichern/Laden identisch, save→load→save bleibt byte-identisch
(`tests/test_library.gd`).
- **Tests:** `tests/test_library.gd` (Bibliothek laden, Gruppen komplett/
überschneidungsfrei, Thumbnails 128×128, Raster-Snap, Snap-to-Ground + je
Undo für setzen/drehen/verschieben/löschen über ALLE 11 Objekte,
svmap-Roundtrip mit Objekten + Poly-Budget aus dem Katalog).
- **Desktop-Smoke:** `godot … -- --library-demo [ordner] [--library-demo-quit]`
fährt Bibliothek/Platzierung/Schweben/Snap programmatisch durch und
speichert Screenshots.
**Noch offen (folgende Karten der MVP-Kette):** Spawn-Zonen-Editor
(t_c4162c5d — Spawn-Zonen malen, Live-Validierung, Export-Signierung),
Performance-Check-UI, Export-Workflow.

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@ -12,6 +12,7 @@ extends Node3D
const ROT_STEP_DEG := 15.0 const ROT_STEP_DEG := 15.0
const DRAG_THRESHOLD_PX := 4.0 const DRAG_THRESHOLD_PX := 4.0
const GRID_M := 1.0 # Raster-Snap-Weite (Objekt-Werkzeuge links, Karte t_3a998ae4)
var main # Hauptfenster (script-erweitert, Variant — Referenzen per setup()) var main # Hauptfenster (script-erweitert, Variant — Referenzen per setup())
var camera: Camera3D var camera: Camera3D
@ -148,6 +149,16 @@ func _ensure_ghost_visible() -> void:
_ghost.visible = true _ghost.visible = true
## Raster-Snap (wenn in main angeschaltet): X/Z auf ganze Meter rasten —
## Objekte passen dann nebeneinander wie Bauklötze. Höhe bleibt Terrain.
func _apply_grid(pos: Vector3) -> Vector3:
if not bool(main.get("grid_snap")):
return pos
pos.x = ObjectOps.snap_coord(pos.x, true, GRID_M)
pos.z = ObjectOps.snap_coord(pos.z, true, GRID_M)
return pos
func _ghost_update(viewport_pos: Vector2) -> void: func _ghost_update(viewport_pos: Vector2) -> void:
var p: Variant = _ground_point(viewport_pos) var p: Variant = _ground_point(viewport_pos)
if p == null: if p == null:
@ -155,7 +166,7 @@ func _ghost_update(viewport_pos: Vector2) -> void:
_ghost.visible = false _ghost.visible = false
return return
_ghost_active = true _ghost_active = true
var pos := p as Vector3 var pos := _apply_grid(p as Vector3)
var half := _terrain_half() var half := _terrain_half()
pos.x = clampf(pos.x, -half.x, half.x) pos.x = clampf(pos.x, -half.x, half.x)
pos.z = clampf(pos.z, -half.y, half.y) pos.z = clampf(pos.z, -half.y, half.y)
@ -169,7 +180,7 @@ func _place_object(viewport_pos: Vector2) -> void:
if p == null: if p == null:
main.call("_set_status", "Da war kein Boden unter dem Mauszeiger — klicke IN die Karte (die grüne Fläche).", true) main.call("_set_status", "Da war kein Boden unter dem Mauszeiger — klicke IN die Karte (die grüne Fläche).", true)
return return
var pos := p as Vector3 var pos: Vector3 = _apply_grid(p as Vector3)
var half := _terrain_half() var half := _terrain_half()
if absf(pos.x) > half.x or absf(pos.z) > half.y: if absf(pos.x) > half.x or absf(pos.z) > half.y:
main.call("_set_status", "Das wäre außerhalb der Map gelandet — klicke innerhalb der grünen Fläche.", true) main.call("_set_status", "Das wäre außerhalb der Map gelandet — klicke innerhalb der grünen Fläche.", true)
@ -274,7 +285,7 @@ func _unhandled_input(event: InputEvent) -> void:
var p: Variant = _ground_point(mm.position) var p: Variant = _ground_point(mm.position)
if p == null: if p == null:
return return
var new_pos: Vector3 = (p as Vector3) + _grab_offset var new_pos: Vector3 = _apply_grid((p as Vector3) + _grab_offset)
var half := _terrain_half() var half := _terrain_half()
new_pos.x = clampf(new_pos.x, -half.x, half.x) new_pos.x = clampf(new_pos.x, -half.x, half.x)
new_pos.z = clampf(new_pos.z, -half.y, half.y) new_pos.z = clampf(new_pos.z, -half.y, half.y)

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@ -0,0 +1,94 @@
extends RefCounted
class_name LibraryBrowser
## Objekt-Bibliothek des Editors (Karte t_3a998ae4): deutscher Name, Gruppen
## für den Bibliothek-Browser und Thumbnail-Laden (128-px-PNGs, einmalig per
## Headless-Render erzeugt — tools/gen_thumbs.gd).
##
## Bewusst OHNE UI: reine Daten/Funktionen, damit die Tests (tests/test_library.gd)
## headless alles prüfen können. Die IDs sind der Vertrag (Entscheidung 20) —
## Gruppen/Namen leben HIER im Editor (die objects.json bleibt 1:1 die Kopie
## der Server-Registry, damit ein Sync sie nicht verwüstet).
## Deutsche Anzeige-Namen für Bibliotheks-IDs (IDs sind der Vertrag, Entscheidung 20)
const NAMES := {
"crate_wood": "Holzkiste",
"crate_metal": "Metallkiste",
"wall_concrete": "Betonmauer",
"barrier_sandbag": "Sandsack-Sperre",
"bunker_concrete": "Bunker",
"watchtower_wood": "Wachturm",
"fence_metal": "Zaun",
"rock_large": "Großer Felsen",
"boulder_small": "Kleiner Felsen",
"tree_pine": "Nadelbaum",
"bush_small": "Strauch",
}
## Gruppen für den Bibliothek-Browser (Anzeige-Reihenfolge = Reihenfolge hier).
const GROUP_ORDER := ["kisten", "bauwerke", "natur", "sonstiges"]
const GROUP_LABELS := {
"kisten": "Kisten & Barrieren",
"bauwerke": "Bauwerke",
"natur": "Natur",
"sonstiges": "Sonstiges",
}
const GROUP_IDS := {
"kisten": ["crate_wood", "crate_metal", "barrier_sandbag", "wall_concrete"],
"bauwerke": ["bunker_concrete", "watchtower_wood", "fence_metal"],
"natur": ["tree_pine", "bush_small", "rock_large", "boulder_small"],
}
static func object_label(oid: String) -> String:
return NAMES.get(oid, oid.capitalize())
## Gruppe einer ID (Objekte, die keine festen Gruppe haben → "sonstiges").
static func group_of(oid: String) -> String:
for key in GROUP_IDS:
if (GROUP_IDS[key] as Array).has(oid):
return str(key)
return "sonstiges"
## Gruppen für den Browser, geprüft gegen das Manifest: nur IDs, die es in
## der objects.json WIRKLICH gibt, landen in der Liste (und unbekannte,
## noch nicht gruppierte IDs wandern nach "Sonstiges" — neue Bibliotheks-
## Einträge brechen die UI also nicht).
static func groups_in_order(manifest: Dictionary) -> Array:
var lib: Dictionary = manifest.get("objects", {})
var by_group := {}
for oid in lib.keys():
var key := group_of(str(oid))
if not by_group.has(key):
by_group[key] = []
(by_group[key] as Array).append(str(oid))
var out: Array = []
for key in GROUP_ORDER:
var ids: Array = (by_group.get(key, []) as Array)
ids.sort()
if ids.is_empty() and key != "sonstiges":
continue
out.append({"key": key, "label": GROUP_LABELS[key], "ids": ids})
return out
## Thumbnail-Pfad (128-px-PNG, tools/gen_thumbs.gd erzeugt sie einmalig).
static func thumb_path(oid: String) -> String:
return "res://library/thumbs/%s.png" % oid
## Thumbnail als Textur laden — direkt über Image (kein Import-System nötig,
## geht damit auch frisch nach git pull ohne Import), auf Anzeige-Größe
## runtergerechnet. null = noch kein Thumbnail → Button fällt aufs Text-Layout
## zurück (Fehler sieht man nicht, man sieht einfach nur kein Bild).
static func load_thumb(oid: String, size_px := 40) -> Texture2D:
var path := thumb_path(oid)
if not FileAccess.file_exists(path):
return null
var img := Image.load_from_file(path)
if img == null:
return null
if img.get_width() != size_px or img.get_height() != size_px:
img.resize(size_px, size_px, Image.INTERPOLATE_LANCZOS)
return ImageTexture.create_from_image(img)

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uid://o3jwxk87gtw

34
src/editor/object_ops.gd Normal file
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@ -0,0 +1,34 @@
extends RefCounted
class_name ObjectOps
## Objekt-Operationen des Editors (Karte t_3a998ae4) — bewusst pure Funktionen
## (kein UI, kein Knoten): Snap-to-Ground und Raster-Snap. main.gd/interaction.gd
## rufen auf, tests/test_library.gd prüft headless.
const GRID_M := 1.0 # Raster-Snap-Weite (1 m — handhabbar für Objekte)
const FLOAT_EPSILON := 0.01 # ab dieser Abweichung gilt ein Objekt als "schwebend"
## ALLE Objekte auf die Terrain-Höhe setzen (Snap to Ground). Objekte hängen
## z. B. nach dem Terrain-Formen in der Luft — ein Klick holt sie runter.
## Rückgabe: Anzahl geänderter Objekte (0 = alles stand schon auf dem Boden).
static func snap_to_ground(doc: Dictionary) -> int:
var changed := 0
var objects: Array = doc.get("objects", [])
for obj in objects:
if not (obj is Dictionary):
continue
var pos: Array = obj.get("pos", [0.0, 0.0, 0.0])
if (pos as Array).size() != 3:
continue
var h := SvmapDocument.terrain_height_at(doc, float(pos[0]), float(pos[2]))
if absf(float(pos[1]) - h) > FLOAT_EPSILON:
obj["pos"] = [float(pos[0]), h, float(pos[2])]
changed += 1
return changed
## Eine Koordinate aufs Raster legen (Raster-Snap). grid_m <= 0 oder aus = no-op.
static func snap_coord(value: float, enabled: bool, grid_m := GRID_M) -> float:
if not enabled or grid_m <= 0.0:
return value
return roundf(value / grid_m) * grid_m

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@ -0,0 +1 @@
uid://dnocqoteya1h3

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@ -17,25 +17,11 @@ extends Control
const APP_TITLE := "ScopedVR Map-Editor" const APP_TITLE := "ScopedVR Map-Editor"
## Deutsche Anzeige-Namen für Bibliotheks-IDs (IDs sind der Vertrag, Entscheidung 20)
const GERMAN_NAMES := {
"crate_wood": "Holzkiste",
"crate_metal": "Metallkiste",
"wall_concrete": "Betonmauer",
"barrier_sandbag": "Sandsack-Sperre",
"bunker_concrete": "Bunker",
"watchtower_wood": "Wachturm",
"fence_metal": "Zaun",
"rock_large": "Großer Felsen",
"boulder_small": "Kleiner Felsen",
"tree_pine": "Nadelbaum",
"bush_small": "Strauch",
}
var manifest: Dictionary = {} var manifest: Dictionary = {}
var doc: Dictionary = {} # das Map-Dictionary (1:1 svmap-Format) var doc: Dictionary = {} # das Map-Dictionary (1:1 svmap-Format)
var current_path := "" # leer = noch nie gespeichert var current_path := "" # leer = noch nie gespeichert
var dirty := false var dirty := false
var grid_snap := false # Raster-Snap (1 m) an/aus — Objekt-Werkzeuge links
var history := ActionHistory.new() var history := ActionHistory.new()
var interaction # src/editor/interaction.gd (script-erweitert → untypisiert) var interaction # src/editor/interaction.gd (script-erweitert → untypisiert)
@ -242,15 +228,15 @@ func _build_left_panel() -> PanelContainer:
var panel := PanelContainer.new() var panel := PanelContainer.new()
panel.custom_minimum_size = Vector2(280, 0) panel.custom_minimum_size = Vector2(280, 0)
var vbox := VBoxContainer.new() var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 8) vbox.add_theme_constant_override("separation", 6)
panel.add_child(vbox) panel.add_child(vbox)
vbox.add_child(_header_label("Objekt-Bibliothek")) vbox.add_child(_header_label("Objekt-Bibliothek"))
vbox.add_child(_muted_label("Objekt anklicken, dann in die Karte klicken.\nDer Platzier-Modus bleibt an, bis du Rechtsklick/ESC drückst — so setzt du mehrere hintereinander.")) vbox.add_child(_muted_label("Objekt anklicken, dann in die Karte klicken — der Modus bleibt an bis Rechtsklick/ESC."))
var scroll := ScrollContainer.new() var scroll := ScrollContainer.new()
scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
scroll.custom_minimum_size = Vector2(0, 160) scroll.custom_minimum_size = Vector2(0, 280)
scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
vbox.add_child(scroll) vbox.add_child(scroll)
library_box = VBoxContainer.new() library_box = VBoxContainer.new()
@ -259,12 +245,30 @@ func _build_left_panel() -> PanelContainer:
scroll.add_child(library_box) scroll.add_child(library_box)
_fill_library() _fill_library()
vbox.add_child(_separator())
vbox.add_child(_header_label("Objekt-Werkzeuge"))
var snap_btn := Button.new()
snap_btn.text = "⚡ Alles auf den Boden setzen"
snap_btn.custom_minimum_size = Vector2(0, 44)
snap_btn.tooltip_text = "Setzt ALLE Objekte auf die Terrain-Höhe — z. B. nach dem Terrain-Formen, wenn etwas in der Luft hängt"
snap_btn.pressed.connect(_on_snap_to_ground)
vbox.add_child(snap_btn)
var grid_check := CheckButton.new()
grid_check.text = "Raster-Snap (1 m)"
grid_check.custom_minimum_size = Vector2(0, 40)
grid_check.tooltip_text = "Neue und verschobene Objekte rasten auf ein 1-Meter-Raster ein"
grid_check.toggled.connect(_on_grid_snap_changed)
vbox.add_child(grid_check)
vbox.add_child(_muted_label("Raster-Snap rastet Platzieren und Ziehen auf ganze Meter."))
vbox.add_child(_separator()) vbox.add_child(_separator())
vbox.add_child(_header_label("Map-Inhalt")) vbox.add_child(_header_label("Map-Inhalt"))
content_tree = Tree.new() content_tree = Tree.new()
content_tree.size_flags_vertical = Control.SIZE_EXPAND_FILL content_tree.size_flags_vertical = Control.SIZE_EXPAND_FILL
content_tree.custom_minimum_size = Vector2(0, 200) content_tree.custom_minimum_size = Vector2(0, 160)
content_tree.allow_reselect = true content_tree.allow_reselect = true
content_tree.hide_root = true content_tree.hide_root = true
content_tree.item_selected.connect(_on_tree_selected) content_tree.item_selected.connect(_on_tree_selected)
@ -274,19 +278,44 @@ func _build_left_panel() -> PanelContainer:
func _fill_library() -> void: func _fill_library() -> void:
library_buttons.clear() library_buttons.clear()
# Gruppen-Browser (Karte t_3a998ae4): Klapp-Überschriften je Gruppe,
# darunter die Objekte mit Thumbnail (128-px-Render, runterskaliert).
for group in LibraryBrowser.groups_in_order(manifest):
var g_label: String = group["label"]
var g_ids: Array = group["ids"]
if g_ids.is_empty():
continue
var header := Button.new()
header.text = "▾ %s (%d)" % [g_label, g_ids.size()]
header.toggle_mode = true
header.button_pressed = true
header.alignment = HORIZONTAL_ALIGNMENT_LEFT
header.custom_minimum_size = Vector2(240, 40)
library_box.add_child(header)
var group_box := VBoxContainer.new()
group_box.add_theme_constant_override("separation", 4)
library_box.add_child(group_box)
header.toggled.connect(func(on: bool) -> void:
group_box.visible = on
header.text = "%s %s (%d)" % ["▾" if on else "▸", g_label, g_ids.size()])
for oid in g_ids:
_add_library_button(str(oid), group_box)
func _add_library_button(oid: String, parent: Container) -> void:
var lib: Dictionary = manifest.get("objects", {}) var lib: Dictionary = manifest.get("objects", {})
for oid in lib.keys(): var entry: Dictionary = lib.get(oid, {})
var entry: Dictionary = lib[oid]
var poly := int(entry.get("poly", 0)) var poly := int(entry.get("poly", 0))
var btn := Button.new() var btn := Button.new()
btn.text = "%s · %d Polys" % [object_label(str(oid)), poly] btn.text = "%s · %d Polys" % [LibraryBrowser.object_label(oid), poly]
btn.custom_minimum_size = Vector2(240, 40) btn.icon = LibraryBrowser.load_thumb(oid)
btn.custom_minimum_size = Vector2(240, 44)
btn.alignment = HORIZONTAL_ALIGNMENT_LEFT btn.alignment = HORIZONTAL_ALIGNMENT_LEFT
btn.toggle_mode = true btn.toggle_mode = true
btn.button_pressed = false btn.button_pressed = false
btn.pressed.connect(_on_library_pressed.bind(str(oid))) btn.pressed.connect(_on_library_pressed.bind(oid))
library_box.add_child(btn) parent.add_child(btn)
library_buttons[str(oid)] = btn library_buttons[oid] = btn
func _build_center_viewport() -> SubViewportContainer: func _build_center_viewport() -> SubViewportContainer:
@ -701,7 +730,32 @@ func _highlight_library(oid: String) -> void:
func object_label(oid: String) -> String: func object_label(oid: String) -> String:
return GERMAN_NAMES.get(oid, oid.capitalize()) return LibraryBrowser.object_label(oid)
## Snap to Ground (1 Klick): ALLE Objekte auf die Terrain-Höhe setzen —
## EIN Undo-Eintrag für die ganze Aktion.
func _on_snap_to_ground() -> void:
var objects: Array = doc.get("objects", [])
if objects.is_empty():
_set_status("Es gibt noch keine Objekte — platziere zuerst eins aus der Bibliothek links.")
return
var before: Dictionary = history.snapshot(["objects"])
var changed := ObjectOps.snap_to_ground(doc)
if changed == 0:
_set_status("Alle %d Objekte stehen schon auf dem Boden — nichts zu tun." % objects.size())
return
history.commit("Alle Objekte auf Boden gesetzt (%d)" % changed,
before, history.snapshot(["objects"]))
_after_structure_change()
_set_status("%d von %d Objekten auf den Boden gesetzt — Strg+Z nimmt es zurück." % [changed, objects.size()])
func _on_grid_snap_changed(pressed: bool) -> void:
grid_snap = pressed
_set_status("Raster-Snap %s — Objekte landen jetzt %s." % [
"AN" if pressed else "AUS",
"auf ganzen Metern (wie Bauklötze nebeneinander)" if pressed else "dort, wo du hinklickst"])
# ---------------------------------------------------- Werkzeug-Status ------ # ---------------------------------------------------- Werkzeug-Status ------
@ -1052,6 +1106,9 @@ func _maybe_start_demo_mode() -> void:
if args.has("--terrain-demo"): if args.has("--terrain-demo"):
_start_terrain_demo(args) _start_terrain_demo(args)
return return
if args.has("--library-demo"):
_start_library_demo(args)
return
if not args.has("--ghost-demo"): if not args.has("--ghost-demo"):
return return
var oid := "crate_wood" var oid := "crate_wood"
@ -1165,3 +1222,53 @@ func _demo_shot(path: String) -> void:
var aabb: AABB = mi.mesh.get_aabb() var aabb: AABB = mi.mesh.get_aabb()
print("DEMO_AABB: pos=%s size=%s tris=%d" % [aabb.position, aabb.size, tv.triangle_count()]) print("DEMO_AABB: pos=%s size=%s tris=%d" % [aabb.position, aabb.size, tv.triangle_count()])
print("DEMO_CAM: cam=%s target=%s" % [camera.global_position, camera.target]) print("DEMO_CAM: cam=%s target=%s" % [camera.global_position, camera.target])
## `godot ... -- --library-demo [ordner]` — Desktop-Smoke (Karte t_3a998ae4):
## Gruppen-Bibliothek + platzierte Objekte + Snap-to-Ground programmatisch
## durchspielen, PNGs speichern. Die App bleibt offen.
func _start_library_demo(args: PackedStringArray) -> void:
var out_dir := "/tmp/scopedvr_library"
var idx := args.find("--library-demo")
if idx >= 0 and idx + 1 < args.size() and not args[idx + 1].begins_with("--"):
out_dir = args[idx + 1]
DirAccess.make_dir_recursive_absolute(out_dir)
# 1) Bibliothek-Browser: Gruppen sichtbar, Ghost-Preview aktiv.
_set_status("Demo 1/3: Bibliothek in Gruppen — ein Objekt anklicken setzt eine Vorschau in die Karte.")
interaction.demo_park_ghost(Vector3(10.0, SvmapDocument.terrain_height_at(doc, 10.0, 6.0), 6.0), "watchtower_wood")
_demo_camera(Vector3(0.0, 2.0, 0.0), 90.0, 35.0, 40.0)
await _demo_shot(out_dir + "/library_browser.png")
# 2) Objekte platziert (versch. Gruppen), eins orange ausgewählt.
var before: Dictionary = history.snapshot(["objects"])
(doc["objects"] as Array).append({"id": "watchtower_wood", "pos": [10.0, 0.0, 6.0], "scale": 1.0, "rot_y_deg": 30.0})
(doc["objects"] as Array).append({"id": "crate_wood", "pos": [-8.0, 0.0, -4.0], "scale": 1.0, "rot_y_deg": 0.0})
(doc["objects"] as Array).append({"id": "tree_pine", "pos": [-20.0, 0.0, 18.0], "scale": 1.0, "rot_y_deg": 75.0})
(doc["objects"] as Array).append({"id": "rock_large", "pos": [24.0, 0.0, -18.0], "scale": 1.0, "rot_y_deg": 0.0})
history.commit("Demo: Objekte gesetzt", before, history.snapshot(["objects"]))
interaction.call("cancel_placement")
_clear_edit_state()
_refresh_all()
interaction.select_object(0, true)
_demo_camera(Vector3(0.0, 2.0, 0.0), 110.0, 40.0, -35.0)
_set_status("Demo 2/3: Objekte platziert (Wachturm orange ausgewählt) — ziehen, drehen, löschen wie gehabt.")
await _demo_shot(out_dir + "/library_placed.png")
# 3) Snap to Ground: Objekte künstlich in die Luft hängen, dann 1 Klick.
var float_before: Dictionary = history.snapshot(["objects"])
for obj in (doc["objects"] as Array):
var pos: Array = obj["pos"]
obj["pos"] = [float(pos[0]), float(pos[1]) + 7.0, float(pos[2])]
history.commit("Demo: Objekte schweben", float_before, history.snapshot(["objects"]))
_refresh_all()
_demo_camera(Vector3(0.0, 6.0, 0.0), 110.0, 30.0, -35.0)
_set_status("Demo 3/3a: Objekte SCHWEBEN nach dem Terrain-Formen — ein Klick auf „Alles auf den Boden setzen\" …")
await _demo_shot(out_dir + "/library_floating.png")
_on_snap_to_ground()
_demo_camera(Vector3(0.0, 4.0, 0.0), 110.0, 38.0, -35.0)
_set_status("Demo 3/3b: … und schon stehen ALLE wieder auf dem Boden (Strg+Z nimmt den ganzen Klick zurück).")
await _demo_shot(out_dir + "/library_after_snap.png")
print("LIBRARY_DEMO_OK: 4 Screenshots in %s" % out_dir)
if args.has("--library-demo-quit"):
get_tree().quit() # Batch-Smoke (xvfb): automatisch beenden, sobald die Shots da sind

307
tests/test_library.gd Normal file
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@ -0,0 +1,307 @@
extends SceneTree
## Editor-Tests (headless): Karte t_3a998ae4 — Objekt-Bibliothek, Snap-to-Ground,
## Raster-Snap, svmap-Roundtrip mit Objekten.
## Ausführen: godot --headless --path . --script res://tests/test_library.gd
## Exit 0 = alles grün. Läuft OHNE UI (LibraryBrowser/ObjectOps/SvmapIO/SvmapDocument).
## UI-Funktionen (Gruppen-Aufklappen, Thumbnail-Anzeige) werden im Desktop-Smoke
## verifiziert (--library-demo), nicht hier.
var failures := 0
var checks := 0
func _init() -> void:
_run_tests()
if failures == 0:
print("ALL OK: %d checks" % checks)
quit(0)
else:
print("FAILED: %d/%d checks" % [failures, checks])
quit(1)
func _check(cond: bool, label: String) -> void:
checks += 1
if cond:
print(" ok: %s" % label)
else:
failures += 1
print(" FAIL: %s" % label)
func _run_tests() -> void:
_test_manifest_load()
_test_groups()
_test_thumbnails()
_test_grid_snap()
_test_snap_to_ground()
_test_snap_to_ground_undo()
_test_crud_undo_all_objects()
_test_svmap_roundtrip_objects()
# ------------------------------------------------------- Bibliothek laden ----
func _load_manifest() -> Dictionary:
var parsed: Variant = JSON.parse_string(FileAccess.get_file_as_string(SvmapIO.MANIFEST_PATH))
return parsed if parsed is Dictionary else {}
func _test_manifest_load() -> void:
print("Testgruppe: Bibliothek laden (library/objects.json)")
var manifest := _load_manifest()
_check(not manifest.is_empty(), "Manifest lädt und ist ein Objekt")
var lib: Dictionary = manifest.get("objects", {})
_check(lib.size() == 11, "Katalog hat die 11 etablierten Objekte (ist %d)" % lib.size())
var all_ok := true
for oid in lib.keys():
var entry: Dictionary = lib[oid]
if int(entry.get("poly", 0)) <= 0:
all_ok = false
var col: Dictionary = entry.get("collision", {})
if str(col.get("shape", "")).is_empty():
all_ok = false
_check(all_ok, "jedes Objekt hat poly > 0 + Kollider-Eintrag")
# Deutsche Namen decken ALLE IDs ab (Bibliothek-Browser zeigt nichts Englisches).
var names_ok := lib.keys().all(func(oid) -> bool: return LibraryBrowser.NAMES.has(oid))
_check(names_ok, "deutsche Namen für alle IDs vorhanden")
_check(LibraryBrowser.object_label("crate_wood") == "Holzkiste", "object_label: crate_wood → Holzkiste")
_check(LibraryBrowser.object_label("gibts_nicht") == "Gibts Nicht", "object_label: unbekannte ID fällt auf capitalize zurück")
func _test_groups() -> void:
print("Testgruppe: Gruppen (Gruppe/Einzelobjekt im Browser)")
var manifest := _load_manifest()
var lib: Dictionary = manifest.get("objects", {})
var groups := LibraryBrowser.groups_in_order(manifest)
var seen := {}
var all_in := true
for group in groups:
_check(not str(group["label"]).is_empty(), "Gruppe „%s“ hat Label" % str(group["key"]))
for oid in (group["ids"] as Array):
if seen.has(oid):
all_in = false
seen[oid] = true
_check(all_in, "keine ID in zwei Gruppen")
_check(seen.size() == lib.size(), "alle %d IDs landen in einer Gruppe (ist %d)" % [lib.size(), seen.size()])
_check(LibraryBrowser.group_of("tree_pine") == "natur", "group_of: tree_pine → natur")
_check(LibraryBrowser.group_of("crate_wood") == "kisten", "group_of: crate_wood → kisten")
_check(LibraryBrowser.group_of("fremdes_ding") == "sonstiges", "group_of: unbekannte ID → sonstiges")
# Gruppen, die im Katalog leer sind, werden nicht angezeigt (außer Sonstiges).
var labels: Array = []
for group in groups:
labels.append(str(group["label"]))
var no_empty := true
for group in groups:
if str(group["key"]) != "sonstiges" and (group["ids"] as Array).is_empty():
no_empty = false
_check(no_empty, "leere feste Gruppen tauchen nicht auf")
func _test_thumbnails() -> void:
print("Testgruppe: Thumbnails (128 px, einmalig gerendert + committed)")
var manifest := _load_manifest()
var lib: Dictionary = manifest.get("objects", {})
var missing: Array = []
var wrong_size := false
for oid in lib.keys():
var path := LibraryBrowser.thumb_path(str(oid))
if not FileAccess.file_exists(path):
missing.append(str(oid))
continue
var img := Image.load_from_file(path)
if img == null or img.get_width() != 128 or img.get_height() != 128:
wrong_size = true
_check(missing.is_empty(), "Thumbnail für jedes Objekt vorhanden (fehlend: %s)" % str(missing))
_check(not wrong_size, "alle Thumbnails sind 128×128")
var tex := LibraryBrowser.load_thumb("crate_wood", 40)
_check(tex != null, "load_thumb liefert Textur")
var fallback := LibraryBrowser.load_thumb("gibts_nicht")
_check(fallback == null, "load_thumb: fehlendes Thumbnail → null (Button fällt aufs Text-Layout zurück)")
# ------------------------------------------------------------ Raster-Snap ----
func _test_grid_snap() -> void:
print("Testgruppe: Raster-Snap (1 m)")
_check(ObjectOps.snap_coord(10.4, true) == 10.0, "10.4 rastet auf 10")
_check(ObjectOps.snap_coord(10.6, true) == 11.0, "10.6 rastet auf 11")
_check(ObjectOps.snap_coord(-0.6, true) == -1.0, "-0.6 rastet auf -1")
_check(ObjectOps.snap_coord(-0.4, true) == 0.0, "-0.4 rastet auf 0")
_check(ObjectOps.snap_coord(10.4, false) == 10.4, "aus = unverändert")
_check(ObjectOps.snap_coord(10.4, true, 4.0) == 12.0, "4-m-Raster: 10.4 → 12")
# ---------------------------------------------------------- Snap to Ground ---
## Alle Heightmap-Samples auf einen 16-bit-Wert setzen → Terrain überall
## gleich hoch (h = min + v/65535 × Spannweite). Für Snap-Tests ohne
## Terrain-Werkzeug. uint16 little-endian (Low-Byte zuerst, map_format.md).
func _flatten_terrain(doc: Dictionary, v: int) -> void:
var terrain: Dictionary = doc["terrain"]
var res := int(terrain["resolution"])
var bytes := PackedByteArray()
bytes.resize(res * res * 2)
for i in res * res:
bytes[i * 2] = v & 0xFF
bytes[i * 2 + 1] = (v >> 8) & 0xFF
terrain["heightmap_r16_b64"] = Marshalls.raw_to_base64(bytes)
func _test_snap_to_ground() -> void:
print("Testgruppe: Snap to Ground (alle schwebenden Objekte auf Terrain-Höhe)")
var doc := SvmapDocument.create_new("Snap-Test", 1024.0, "mittag")
(doc["objects"] as Array).append({"id": "crate_wood", "pos": [10.0, 0.0, 10.0], "scale": 1.0, "rot_y_deg": 0.0})
(doc["objects"] as Array).append({"id": "tree_pine", "pos": [-5.0, 0.0, 3.0], "scale": 1.0, "rot_y_deg": 45.0})
_check(ObjectOps.snap_to_ground(doc) == 0, "flaches Terrain: alles steht schon (0 Änderungen)")
_flatten_terrain(doc, 65535) # Terrain überall auf max_height (50 m)
var h := SvmapDocument.terrain_height_at(doc, 10.0, 10.0)
_check(absf(h - 50.0) < 0.01, "Terrain-Höhe nach Heben: %.1f m" % h)
var changed := ObjectOps.snap_to_ground(doc)
_check(changed == 2, "2 schwebende Objekte erkannt")
var objects: Array = doc["objects"]
_check(absf(float(objects[0]["pos"][1]) - 50.0) < 0.01, "Objekt 1 steht auf dem Boden")
_check(absf(float(objects[1]["pos"][1]) - 50.0) < 0.01, "Objekt 2 steht auf dem Boden")
_check(ObjectOps.snap_to_ground(doc) == 0, "zweiter Klick: nichts mehr zu tun")
# Teilweise schwebend: nur das schwebende wird erfasst.
objects[0]["pos"][1] = 50.0
objects[1]["pos"][1] = 60.0
_check(ObjectOps.snap_to_ground(doc) == 1, "nur das schwebende Objekt wird gesnapt")
func _test_snap_to_ground_undo() -> void:
print("Testgruppe: Snap to Ground = EIN Undo-Eintrag")
var doc := SvmapDocument.create_new("Snap-Undo", 1024.0, "mittag")
var hist := ActionHistory.new()
hist.begin(doc)
(doc["objects"] as Array).append({"id": "bunker_concrete", "pos": [0.0, 0.0, 0.0], "scale": 1.0, "rot_y_deg": 0.0})
(doc["objects"] as Array).append({"id": "fence_metal", "pos": [4.0, 0.0, -2.0], "scale": 1.0, "rot_y_deg": 90.0})
_flatten_terrain(doc, 32768) # Terrain auf ~25 m
var before: Dictionary = hist.snapshot(["objects"])
var changed := ObjectOps.snap_to_ground(doc)
hist.commit("Alle Objekte auf Boden gesetzt (%d)" % changed, before, hist.snapshot(["objects"]))
var objects: Array = doc["objects"]
_check(changed == 2, "beide Objekte gesnapt")
_check(absf(float(objects[0]["pos"][1]) - 25.0) < 0.05, "Objekt 1 auf Terrain-Höhe")
hist.undo()
_check(absf(float(objects[0]["pos"][1]) - 0.0) < 0.0001, "undo: beide wieder schwebend (1 Schritt)")
_check(absf(float(objects[1]["pos"][1]) - 0.0) < 0.0001, "undo: Objekt 2 auch")
hist.redo()
_check(absf(float(objects[0]["pos"][1]) - 25.0) < 0.05 and absf(float(objects[1]["pos"][1]) - 25.0) < 0.05, "redo: wieder auf dem Boden")
# ------------------------------------------- setzen/drehen/verschieben/löschen —
func _test_crud_undo_all_objects() -> void:
print("Testgruppe: JEDES Bibliotheks-Objekt — setzen/drehen/verschieben/löschen + je Undo")
var manifest := _load_manifest()
var lib: Dictionary = manifest.get("objects", {})
var doc := SvmapDocument.create_new("CRUD-Test", 1024.0, "mittag")
var hist := ActionHistory.new()
hist.begin(doc)
var all_ok := true
var first := true
for oid in lib.keys():
var x := randf() * 100.0 - 50.0
var z := randf() * 100.0 - 50.0
var y := SvmapDocument.terrain_height_at(doc, x, z)
# setzen (+ Undo)
var before := hist.snapshot(["objects"])
var obj := {"id": oid, "pos": [x, y, z], "scale": 1.0, "rot_y_deg": 0.0}
(doc["objects"] as Array).append(obj)
hist.commit("Test: %s platzieren" % oid, before, hist.snapshot(["objects"]))
var objects: Array = doc["objects"]
if objects.size() != 1 or absf(float(objects[0]["pos"][1]) - y) > 0.0001:
all_ok = false
hist.undo()
if not (doc["objects"] as Array).is_empty():
all_ok = false
hist.redo()
if (doc["objects"] as Array).size() != 1:
all_ok = false
# drehen (+ Undo)
before = hist.snapshot(["objects"])
objects[0]["rot_y_deg"] = 90.0
hist.commit("Test: drehen", before, hist.snapshot(["objects"]), "rot:0")
hist.undo()
if absf(float(objects[0]["rot_y_deg"]) - 0.0) > 0.0001:
all_ok = false
hist.redo()
if absf(float(objects[0]["rot_y_deg"]) - 90.0) > 0.0001:
all_ok = false
# verschieben (+ Undo)
before = hist.snapshot(["objects"])
objects[0]["pos"] = [x + 3.0, y, z + 3.0]
hist.commit("Test: verschieben", before, hist.snapshot(["objects"]), "move:0")
hist.undo()
if absf(float(objects[0]["pos"][0]) - x) > 0.0001:
all_ok = false
hist.redo()
if absf(float(objects[0]["pos"][0]) - (x + 3.0)) > 0.0001:
all_ok = false
# löschen (+ Undo)
before = hist.snapshot(["objects"])
(doc["objects"] as Array).remove_at(0)
hist.commit("Test: löschen", before, hist.snapshot(["objects"]))
hist.undo()
if (doc["objects"] as Array).size() != 1:
all_ok = false
hist.redo()
if not (doc["objects"] as Array).is_empty():
all_ok = false
if first:
first = false
_check(all_ok, "alle 11 Objekte: setzen/drehen/verschieben/löschen je mit Undo+Redo sauber")
# -------------------------------------------------------- svmap-Roundtrip ----
func _test_svmap_roundtrip_objects() -> void:
print("Testgruppe: svmap-Roundtrip — Objekte (ID + Pos/Rot/Scale) überleben Speichern/Laden")
var doc := SvmapDocument.create_new("Roundtrip", 1024.0, "abend")
_flatten_terrain(doc, 20000) # Terrain leicht erhöht (~15 m)
var objects: Array = doc["objects"]
objects.append({"id": "watchtower_wood", "pos": [10.0, SvmapDocument.terrain_height_at(doc, 10.0, 6.0), 6.0], "scale": 1.0, "rot_y_deg": 30.0})
objects.append({"id": "crate_wood", "pos": [-8.0, SvmapDocument.terrain_height_at(doc, -8.0, -4.0), -4.0], "scale": 2.0, "rot_y_deg": 0.0})
objects.append({"id": "tree_pine", "pos": [-20.0, SvmapDocument.terrain_height_at(doc, -20.0, 18.0), 18.0], "scale": 1.0, "rot_y_deg": 75.0})
objects.append({"id": "rock_large", "pos": [24.0, SvmapDocument.terrain_height_at(doc, 24.0, -18.0), -18.0], "scale": 0.5, "rot_y_deg": 180.0})
objects.append({"id": "bunker_concrete", "pos": [0.0, SvmapDocument.terrain_height_at(doc, 0.0, 40.0), 40.0], "scale": 1.0, "rot_y_deg": 270.0})
var manifest := _load_manifest()
SvmapIO.sign_map(doc) # Prüfsumme setzen → validate_map (inkl. V13) prüfbar
_check(SvmapIO.validate_map(doc, manifest).is_empty(), "Map mit 5 Objekten validiert sauber (V1–V14)")
var save1 := SvmapIO.save_to_file("user://test_library_roundtrip.svmap", doc)
_check(save1["ok"], "save_to_file ok: %s" % str(save1["errors"]))
var load1 := SvmapIO.load_from_file("user://test_library_roundtrip.svmap")
_check(load1["ok"], "load_from_file ok: %s" % str(load1["errors"]))
var doc2: Dictionary = load1["data"]
var objs2: Array = doc2["objects"]
var same := objs2.size() == objects.size()
if same:
for i in objects.size():
var a: Dictionary = objects[i]
var b: Dictionary = objs2[i]
if str(a["id"]) != str(b["id"]):
same = false
for k in 3:
if absf(float(a["pos"][k]) - float(b["pos"][k])) > 0.0001:
same = false
if absf(float(a["rot_y_deg"]) - float(b["rot_y_deg"])) > 0.0001:
same = false
if absf(float(a["scale"]) - float(b["scale"])) > 0.0001:
same = false
_check(same, "alle Objekte identisch zurück (ID, Pos, Rot, Scale)")
_check(SvmapIO.validate_map(doc2, manifest).is_empty(), "geladene Map validiert erneut sauber")
var save2 := SvmapIO.save_to_file("user://test_library_roundtrip2.svmap", doc2)
_check(save2["ok"], "zweites Speichern ok")
var text1 := FileAccess.get_file_as_string("user://test_library_roundtrip.svmap")
var text2 := FileAccess.get_file_as_string("user://test_library_roundtrip2.svmap")
_check(text1 == text2, "save→load→save byte-identisch")
# Poly-Budget-Rechnung kommt aus dem Katalog (Σ poly × scale²).
var expected := 0.0
for o in objects:
expected += float(manifest["objects"][str(o["id"])]["poly"]) * float(o["scale"]) * float(o["scale"])
_check(absf(SvmapDocument.poly_usage(doc, manifest) - expected) < 0.01,
"Poly-Budget aus Katalog: %.0f (erwartet %.0f)" % [SvmapDocument.poly_usage(doc, manifest), expected])
DirAccess.remove_absolute(ProjectSettings.globalize_path("user://test_library_roundtrip.svmap"))
DirAccess.remove_absolute(ProjectSettings.globalize_path("user://test_library_roundtrip2.svmap"))

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uid://gcjtf6ekk4ub

100
tools/gen_thumbs.gd Normal file
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extends SceneTree
## Thumbnail-Generator für die Objekt-Bibliothek (Karte t_3a998ae4).
## Rendert JEDESM Bibliotheks-Objekt einmalig als 128-px-PNG nach
## library/thumbs/<id>.png — die Bilder werden committed, der Editor lädt sie
## dann einfach aus der Datei (LibraryBrowser.load_thumb).
##
## Ausführen (braucht echtes Rendering, NICHT --headless):
## xvfb-run -a godot4 --rendering-driver opengl3 --path . --script res://tools/gen_thumbs.gd
## (auf Slys PC auch ohne xvfb: godot4 --rendering-driver opengl3 --path . --script ...)
##
## Exit 0 = alle Thumbnails geschrieben.
const SIZE := 128
const BG_COLOR := Color(0.16, 0.18, 0.21)
var manifest: Dictionary = {}
var ids: Array = []
var idx := -1
var settle_frames := 0
var vp: SubViewport
var mi: MeshInstance3D
var cam: Camera3D
var out_dir := ""
func _initialize() -> void:
var parsed: Variant = JSON.parse_string(FileAccess.get_file_as_string(SvmapIO.MANIFEST_PATH))
if parsed is Dictionary:
manifest = parsed
ids = (manifest.get("objects", {}) as Dictionary).keys()
if ids.is_empty():
push_error("gen_thumbs: Bibliothek leer — nichts zu rendern.")
quit(1)
return
out_dir = ProjectSettings.globalize_path("res://library/thumbs")
DirAccess.make_dir_recursive_absolute(out_dir)
vp = SubViewport.new()
vp.size = Vector2i(SIZE, SIZE)
vp.own_world_3d = true
vp.render_target_update_mode = SubViewport.UPDATE_ALWAYS
root.add_child(vp)
var env := Environment.new()
env.background_mode = Environment.BG_COLOR
env.background_color = BG_COLOR
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(1, 1, 1)
env.ambient_light_energy = 0.7
var we := WorldEnvironment.new()
we.environment = env
vp.add_child(we)
var sun := DirectionalLight3D.new()
sun.rotation_degrees = Vector3(-55.0, 35.0, 0.0)
sun.light_energy = 1.1
vp.add_child(sun)
mi = MeshInstance3D.new()
vp.add_child(mi)
cam = Camera3D.new()
cam.current = true
vp.add_child(cam)
idx = -1 # erst im ersten _process starten — look_at braucht eingetretene Knoten
func _next() -> void:
idx += 1
if idx >= ids.size():
print("GEN_THUMBS_OK: %d Thumbnails in %s" % [ids.size(), out_dir])
quit(0)
return
var oid := str(ids[idx])
var entry: Dictionary = (manifest["objects"] as Dictionary)[oid]
var col: Dictionary = entry.get("collision", {})
var mesh := MeshShapes.make_placeholder(str(col.get("shape", "box")), col, 1.0)
mi.mesh = mesh
# Kamera diagonal aufs Objekt, passend zur Mesh-Größe (Kiste nah, Turm weit).
var aabb := mesh.get_aabb()
var center := aabb.get_center()
var radius := aabb.size.length() * 0.5
var dir := Vector3(1.0, 0.65, 1.0).normalized()
cam.position = center + dir * (radius * 2.3 + 0.3)
cam.look_at(center, Vector3.UP)
settle_frames = 4
func _process(_delta: float) -> bool:
if idx < 0:
_next()
return false
if settle_frames > 0:
settle_frames -= 1
return false
var img := vp.get_texture().get_image()
var oid := str(ids[idx])
img.save_png(out_dir + "/" + oid + ".png")
print(" thumb: %s (%dx%d)" % [oid, img.get_width(), img.get_height()])
_next()
return false

1
tools/gen_thumbs.gd.uid Normal file
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uid://b37674pu4v4nc

15
tools/parse_check.sh Normal file
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#!/bin/bash
# Parse-Check über alle geänderten/neuen Scripts (Karte t_3a998ae4)
cd "$(dirname "$0")/.."
GODOT=~/bin/godot4
fail=0
for f in src/ui/main.gd src/editor/library_browser.gd src/editor/object_ops.gd \
src/editor/interaction.gd tools/gen_thumbs.gd tests/test_library.gd; do
out=$("$GODOT" --headless --path . --check-only --script "res://$f" 2>&1 | grep -iv "godot engine\|^$" || true)
if [ -n "$out" ]; then
echo "FAIL $f:"; echo "$out"; fail=1
else
echo "OK $f"
fi
done
exit $fail

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tools/run_tests.sh Normal file
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#!/bin/bash
# Regression: alle Editor-Testsuiten (Karte t_3a998ae4)
cd "$(dirname "$0")/.."
GODOT=~/bin/godot4
rc=0
for t in test_ux test_editor_svmap test_terrain test_library; do
"$GODOT" --headless --path . --script "res://tests/$t.gd" > "/tmp/$t.log" 2>&1
code=$?
line=$(grep -E "ALL OK|FAILED" "/tmp/$t.log" | tail -1)
echo "$t: exit=$code $line"
[ $code -ne 0 ] && rc=1
done
exit $rc