@tool extends McpTestSuite ## 回归测试:面部那套「UV 孤岛 + 预设 + 画笔」的契约。 ## ## 脸是 body_mesh 的 surface 1,UV 是一个孤岛;shader 靠 face_uv_min / face_uv_size 把孤岛 ## 重映射到 0~1,再拿这个 UV 去采样预设和笔画层。**模型重导后 UV 一变,脸就会画歪或者被裁掉, ## 而且不报任何错** —— 所以这里把数值钉死,改模型时先让测试红一次。 const PLAYER_SCENE_PATH := "res://character/player/player.tscn" const SHADER_PATH := "res://character/player/face/face_paint.gdshader" const PRESET_DIR := "res://character/player/face/presets" const BODY_MESH_PATH := "Body/mouse/MouseRig/Skeleton3D/body_mesh" ## FaceRig 里 face_uv_min / face_uv_size 的默认值,必须和 shader 的 uniform 默认值一致 const FACE_UV_MIN := Vector2(0.142, 0.031) const FACE_UV_SIZE := 0.214 ## UV 是浮点,两边各写一份,给点容差 const EPS := 0.003 func suite_name() -> String: return "face" func _player() -> Node: var packed := load(PLAYER_SCENE_PATH) as PackedScene assert_true(packed != null, "%s 未能加载" % PLAYER_SCENE_PATH) if packed == null: return null var player := packed.instantiate() track(player) return player func _body_mesh() -> MeshInstance3D: var player := _player() if player == null: return null return player.get_node_or_null(BODY_MESH_PATH) as MeshInstance3D func test_player_has_face_rig_wired() -> void: var player := _player() if player == null: return var rig := player.get_node_or_null("FaceRig") as FaceRig assert_true(rig != null, "Player 下缺少 FaceRig 节点") if rig == null: return assert_eq(rig.surface_index, 1, "面部是 surface 1(名字叫 face),索引写错就画到身体上了") assert_true(rig.get_node_or_null(rig.mesh_path) is MeshInstance3D, "FaceRig.mesh_path(%s)解析不到 MeshInstance3D —— 换模型后路径要跟着改" % rig.mesh_path) func test_face_surface_exists() -> void: var mi := _body_mesh() assert_true(mi != null, "找不到 %s" % BODY_MESH_PATH) if mi == null: return var m := mi.mesh as ArrayMesh assert_true(m != null, "body_mesh 的 mesh 不是 ArrayMesh") if m == null: return assert_gt(m.get_surface_count(), 1, "body_mesh 至少要有两个 surface(0 身体 / 1 脸)") if m.get_surface_count() < 2: return assert_eq(m.surface_get_name(1), "face", "surface 1 不叫 face 了 —— 确认过再改 surface_index") func test_face_uv_island_matches_shader() -> void: var mi := _body_mesh() if mi == null: return var m := mi.mesh as ArrayMesh if m == null or m.get_surface_count() < 2: return var uv: PackedVector2Array = m.surface_get_arrays(1)[Mesh.ARRAY_TEX_UV] var mn := Vector2(INF, INF) var mx := Vector2(-INF, -INF) for v in uv: mn = mn.min(v) mx = mx.max(v) var far := FACE_UV_MIN + Vector2(FACE_UV_SIZE, FACE_UV_SIZE) # 孤岛必须整个落在 shader 重映射用的那个方框里,否则脸会错位 / 被裁掉 assert_true(mn.x >= FACE_UV_MIN.x - EPS and mn.y >= FACE_UV_MIN.y - EPS, "面部 UV 起点 %s 跑出了 face_uv_min %s —— 模型重导后 UV 变了?" % [mn, FACE_UV_MIN]) assert_true(mx.x <= far.x + EPS and mx.y <= far.y + EPS, "面部 UV 终点 %s 超出了 face_uv_min + face_uv_size = %s" % [mx, far]) func test_face_shader_has_expected_uniforms() -> void: var sh: Shader = load(SHADER_PATH) assert_true(sh != null, "%s 加载失败" % SHADER_PATH) if sh == null: return var names: Array[String] = [] for p in sh.get_shader_uniform_list(): names.append(str(p.get("name"))) for required in ["face_uv_min", "face_uv_size", "base_tex", "paint_tex"]: assert_true(names.has(required), "shader 少了 uniform %s,实际为 %s" % [required, names]) ## 联机同步靠这三个方法名,改名了要一起改 —— 改了就不同步,而且不报错 func test_face_sync_methods_exist() -> void: var script := load("res://character/player/face/face_rig.gd") as GDScript assert_true(script != null, "face_rig.gd 加载失败") if script == null: return var names: Array[String] = [] for m in script.get_script_method_list(): names.append(str(m.get("name"))) for required in ["_pull_remote_face", "_rpc_request_face", "_rpc_send_face"]: assert_true(names.has(required), "face_rig.gd 少了 %s,联机时脸不会同步" % required) func test_presets_are_square() -> void: var dir := DirAccess.open(PRESET_DIR) assert_true(dir != null, "打不开预设目录 %s" % PRESET_DIR) if dir == null: return var found := 0 for f in dir.get_files(): if not f.ends_with(".png"): continue found += 1 var tex: Texture2D = load(PRESET_DIR + "/" + f) assert_true(tex != null, "预设 %s 加载失败" % f) if tex == null: continue var s := tex.get_size() assert_eq(int(s.x), int(s.y), "预设 %s 不是正方形(%s),贴到脸上会拉伸" % [f, s]) assert_gt(found, 0, "%s 里一张预设都没有" % PRESET_DIR)