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# Loads each GLB listed in a text file the way a Godot game does after the editor imported it (res:// paths in a project
# that ran `--headless --import`; lib/godot.mjs builds that project) and prints one JSON line per file: {"file", "ok",
# "meshes", "bones", "animations", "seconds", "moved_metres", "error"}. An animated file must also play: its first
# animation is sought to nine points and some bone or node must move more than a centimetre from the first frame.
# The runtime importer (GLTFDocument.append_from_file) crashed Godot 4.7.2 with signal 11 on the skinned clips, 2026-11-05.
# Usage: Godot_v4.7.2-stable_win64_console.exe --headless --path <project> --script godot_check.gd -- <res_paths.txt>
extends SceneTree


func count_nodes(root: Node, type_name: String) -> Array:
	var found := []
	if root.is_class(type_name):
		found.append(root)
	for child in root.get_children():
		found.append_array(count_nodes(child, type_name))
	return found


# Bones and every Node3D: a clip on plain nodes (Perseverance's wheels and arm) moves the parts below the node it turns.
func moving_positions(skeletons: Array, nodes: Array) -> Array:
	var positions := []
	for skeleton in skeletons:
		skeleton.force_update_all_bone_transforms()
		for bone in skeleton.get_bone_count():
			positions.append(skeleton.get_bone_global_pose(bone).origin)
	for node in nodes:
		positions.append(node.global_position)
	return positions


func check_file(file_path: String) -> Dictionary:
	var record := {"file": file_path, "ok": false}
	var packed: PackedScene = load(file_path)
	if packed == null:
		record["error"] = "the editor import gave no scene"
		return record
	var scene: Node = packed.instantiate()
	root.add_child(scene)
	var meshes := count_nodes(scene, "MeshInstance3D")
	var skeletons := count_nodes(scene, "Skeleton3D")
	var players := count_nodes(scene, "AnimationPlayer")
	var spatial_nodes := count_nodes(scene, "Node3D")
	var bones := 0
	for skeleton in skeletons:
		bones += skeleton.get_bone_count()
	record["meshes"] = meshes.size()
	record["bones"] = bones
	record["animations"] = 0
	var played := true
	if players.size() > 0:
		var player: AnimationPlayer = players[0]
		var names := player.get_animation_list()
		record["animations"] = names.size()
		if names.size() > 0:
			var length := player.get_animation(names[0]).length
			record["seconds"] = length
			# Manual processing: the script runs before the tree's first frame, so the player is stepped by hand.
			player.callback_mode_process = AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL
			player.play(names[0])
			player.seek(0.0, true)
			player.advance(0.0)
			var first_frame := moving_positions(skeletons, spatial_nodes)
			# Nine points through the clip: an idle clip barely moves at any single one (Rushed_ID, 9 mm at 37 %).
			var moved := 0.0
			for step in range(1, 10):
				player.seek(length * step / 10.0, true)
				player.advance(0.0)
				var posed := moving_positions(skeletons, spatial_nodes)
				for index in posed.size():
					moved = max(moved, posed[index].distance_to(first_frame[index]))
			record["moved_metres"] = moved
			played = moved > 0.01
	record["ok"] = (meshes.size() > 0 or bones > 0) and played
	if not record["ok"]:
		record["error"] = "no mesh or skeleton" if played else "the first animation does not move anything"
	scene.queue_free()
	return record


var pending_files := []


func _initialize() -> void:
	var list_file := FileAccess.open(OS.get_cmdline_user_args()[0], FileAccess.READ)
	while not list_file.eof_reached():
		var line := list_file.get_line().strip_edges()
		if not line.is_empty():
			pending_files.append(line)


# One file per frame: an AnimationPlayer only updates its skeleton inside the running tree, which _initialize is not.
func _process(_delta: float) -> bool:
	if pending_files.is_empty():
		return true
	print(JSON.stringify(check_file(pending_files.pop_front())))
	return pending_files.is_empty()