Commit Graph

3 Commits (8f253a848a2cd7cac1c3abf4df4ebca485ae0e8d)

Author SHA1 Message Date
Amir Alexander Abdelbaki 8e5178ece6 A hue per object, and faces that cannot be confused with their opposite
Untextured, every model came out the same red. The hue was the box's index
within its model and almost every model here is one box, so a scene of eight
was eight objects sharing hue zero - the one thing the colour was supposed to
tell you was the one thing it did not. So `face_colour` takes a hue now, and
the quickstart hands each model its own: successive golden-ratio turns around
the wheel, so any two are far apart and the third is not squeezed between them,
indexed on the model's place in the whole list rather than on what happens to
be visible. The boxes of one model spread a tenth of a turn either side, near
enough to read as one object and far enough to count. Left alone the hue is
what it always was - the wheel split per shape - so ARMOUR_GUI and the unwrap
templates are unchanged.

The shades were the other half. Six faces were sharing three saturations, and
east and west were separated by nothing but a fifth of a value - which is the
worst place to be thin, because opposite faces are the pair you can only ever
see one of at a time and so have nothing to compare against. Each face now sits
at its own rung of both ladders, and each opposite pair is far apart on both:
up is pale and brightest against a down that is vivid and darkest, north vivid
and bright against a washed, dim south, west the palest against a vivid,
mid-dark east.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 21:23:45 +02:00
Amir Alexander Abdelbaki e7b211932f A viewport that draws, and a front door that opens with no arguments
The armour tools would not start and then would not draw, for two reasons that
looked like one. pyvista and pyvistaqt are packaged by hardly any distribution,
so `guiplatform` now keeps a virtualenv at `tools/.venv` and re-runs the tool
inside it when the interpreter it was started with cannot find the stack -
built with `--system-site-packages`, so the distribution's Qt stays the Qt in
use. Only an absent module sends us there; a PySide6 that will not load is a
system problem the venv shares, and it still gets its own message.

The black viewport was the other half, and it was ours. Handing pyvistaqt a
`vtkGenericOpenGLRenderWindow` is the right idea for VTK's C++ widget and wrong
for this one: the Python `QVTKRenderWindowInteractor` paints from `paintEvent`,
never implements `paintGL`, never binds Qt's framebuffer and never makes a
context current, so the render window it was given drew into no context at all.
Nothing raised - VTK would not even read its own buffer back. pyvistaqt makes
its own render window now, which is the only one it knows how to drive, and the
probe builds its viewport the same way the tools do rather than a way that
always failed. That probe had been timing out on every launch for the same
reason, so Wayland could never be chosen anywhere; it now says what actually
went wrong, X protocol errors included.

ARMOUR_QUICKSTART is the front door: no arguments, every model in the tree -
worn armour, icons, sword parts, the loose item models - listed with the first
one showing, and a jar's models listed after ours when one is passed, because a
socket is geometry cut into a plate that lives in Armory's jar. Where each
model goes comes from the mod's own module data, since the `origin` a module
names is the part MIAPI draws it under; without Armory's slot transforms a worn
model is flipped onto its part but not offset along it, and it says so.

The left panel is that model's MIAPI transform. Three arrows on the model's
origin move it, a toggle swaps them for three rotation rings, and the numbers
are the ones a module writes - a drag is unwound back through the pivot and the
flip before it reaches them, so what the panel reads is what goes in the JSON.
Nothing here writes: the number is what you leave with.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 20:53:07 +02:00
Amir Alexander Abdelbaki 5e1b62fd9b Tools that draw the armour instead of guessing at it
Five of them, sharing one geometry layer. mcmodel.py reads Minecraft and MIAPI
models out of jars and implements both of the game's UV conventions separately -
entity cubes for vanilla armour, JSON model faces for every module - because
they disagree on four of six faces, which survives an eyeball on a symmetric
breastplate and then ruins a pauldron.

armour_editor.py places modules and writes the numbers back into the JSON they
came from. It replaces what preview_armour.py did and fixes what that got
wrong: sorting whole faces by average depth is not a depth buffer, and a gem
half-sunk into a plate was sorting arbitrarily - exactly the case the tool
existed to judge. VTK rasterises against a real z-buffer instead.

armour_gui.py draws new geometry onto a body part, with the origin settable,
since that is what decides which part a model is drawn under and therefore what
it moves with. It unwraps as it goes and writes a painting template beside the
model. The untextured view colours a hue per shape and a shade per face, and
the template uses the same key, so one is the legend for the other.

material_editor.py edits materials.py by rewriting one argument's source span
at a time, so ingots(...) stays a call, the comments stay put, and a two-number
change is a two-number diff. The generated JSON is downstream and would be
overwritten, so it is not what gets edited.

guiplatform.py prefers Wayland and falls back to X11. VTK's wheels have no
Wayland backend, but handing Qt the GL context works on both; where that fails
the process dies on an X BadAccess that nothing in-process can catch, so the
question is asked in a subprocess that renders the same features the tools use.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 15:12:31 +02:00