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b/Game/GigLine/Content/Test/ReviewMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:fd3c39d5ee6ba05ce72d2c32d02fdc25af7ffef7f1351aafba6020a1e5a0f289 +oid sha256:ba861bcf0740c9deeacda9c8d8696229550aaa699a89c0ad03ab4dac3ae23f8b size 28811 diff --git a/MEMORY.md b/MEMORY.md index 16d2e96..5795c56 100644 --- a/MEMORY.md +++ b/MEMORY.md @@ -612,3 +612,17 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO. - Lesson: after any blockout regeneration, probe the staged buildings' world X spans and compare them with `Geo/verification/2026-11-06-el-capitan-block.md` before trusting a render. A shift of this size is invisible in a screenshot. + +## 2026-11-09 — kit naming + topology validation (blender-modeler checklist) + +- Kit assets now follow the Unreal convention: the Blender object keeps its readable + name (`Kit_Pilaster`), the exported asset and file are `SM_Kit_Pilaster`. The + kit loader strips the `SM_` prefix so the layout code still addresses pieces by + short name. +- `facade_kit_build.py::validate()` runs the blender-modeler cleanup checklist on + every piece before handoff — non-manifold edges, loose vertices, triangle count — + and records the result in the part report. Current kit: 16 pieces, **all + manifold, no loose geometry, 12 tris each**. +- `ue_import_facade_kit.py` now deletes kit assets that the current build no longer + produces, so a rename cannot leave two generations of the same piece in the + folder (the rename from `Kit_*` to `SM_Kit_*` did exactly that until it did). diff --git a/Screenshots/demo/review-demo-crossing.png b/Screenshots/demo/review-demo-crossing.png index d4d518f..f1d9975 100644 --- a/Screenshots/demo/review-demo-crossing.png +++ b/Screenshots/demo/review-demo-crossing.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b3e6877437bc5b7034da60d51c01c463c8b0fdc3c267b9be847ce8b59a0ef255 -size 2997213 +oid sha256:1ff0f9b141a0382bbeafcc490d24b4c57b9254066ff92f4bc01eab88231d1e24 +size 2943229 diff --git a/Screenshots/demo/review-demo-north-buildings.png b/Screenshots/demo/review-demo-north-buildings.png index 7900ebd..cc698e7 100644 --- a/Screenshots/demo/review-demo-north-buildings.png +++ 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a/Tools/facade_kit_build.py +++ b/Tools/facade_kit_build.py @@ -76,11 +76,39 @@ def make_material(name, value): return mat +def validate(obj, tri_budget=4000): + """Topology check before handoff (blender-modeler cleanup checklist). + + Reports non-manifold edges, loose geometry and the triangle count. Kit pieces + are primitive solids, so any non-manifold edge means a modelling slip rather + than an intentional hole. + """ + import bmesh + + me = obj.data + bm = bmesh.new() + bm.from_mesh(me) + bm.edges.ensure_lookup_table() + non_manifold = [e for e in bm.edges if len(e.link_faces) != 2] + loose_verts = [v for v in bm.verts if not v.link_edges] + tri_count = sum(len(f.verts) - 2 for f in bm.faces) + bm.free() + if non_manifold or loose_verts: + print(f"[kit] WARNING {obj.name}: {len(non_manifold)} non-manifold edge(s), " + f"{len(loose_verts)} loose vertex/vertices") + if tri_count > tri_budget: + print(f"[kit] WARNING {obj.name}: {tri_count} tris exceeds the {tri_budget} budget") + return {"manifold": not non_manifold, "loose_verts": len(loose_verts), + "tris": tri_count} + + def note(obj, note_text): PARTS.append({ "object": obj.name, + "asset": "SM_" + obj.name, "dims_m": [round(d, 3) for d in obj.dimensions], "location_m": [round(c, 3) for c in obj.location], + "topology": validate(obj), "evidence": note_text, }) print(f"[kit] {obj.name:22} {obj.dimensions.x:.2f} x {obj.dimensions.y:.2f} " @@ -235,7 +263,9 @@ def export_group(objects, out_dir): bpy.ops.object.select_all(action="DESELECT") obj.select_set(True) bpy.context.view_layer.objects.active = obj - path = os.path.join(out_dir, obj.name + ".fbx") + # Unreal naming convention for static meshes is SM_; the Blender + # object keeps its readable name, the asset the importable one. + path = os.path.join(out_dir, "SM_" + obj.name + ".fbx") fbx_preset.export_static(path, selection=True) exported.append(path) return exported diff --git a/Tools/ue_apply_facade_kit.py b/Tools/ue_apply_facade_kit.py index 04e6ae7..f332d3c 100644 --- a/Tools/ue_apply_facade_kit.py +++ b/Tools/ue_apply_facade_kit.py @@ -53,7 +53,10 @@ def load_kit() -> dict: for data in registry.get_assets(filt): mesh = unreal.EditorAssetLibrary.load_asset(str(data.package_name)) if mesh: - kit[mesh.get_name()] = mesh + # Assets are SM_-prefixed (Unreal convention); the layout code refers to + # pieces by their short name, so key on the name without the prefix. + name = mesh.get_name() + kit[name[3:] if name.startswith("SM_") else name] = mesh return kit diff --git a/Tools/ue_import_facade_kit.py b/Tools/ue_import_facade_kit.py index 4419907..a8742f1 100644 --- a/Tools/ue_import_facade_kit.py +++ b/Tools/ue_import_facade_kit.py @@ -42,6 +42,16 @@ def main() -> None: log(f"no FBX files in {SRC}") return + # Drop kit assets that the current build no longer produces (the pieces were + # renamed to follow the SM_ convention), so the folder cannot accumulate two + # generations of the same piece. + expected = {os.path.splitext(f)[0] for f in files} + for existing in unreal.EditorAssetLibrary.list_assets(DEST, recursive=False): + name = existing.split("/")[-1].split(".")[0] + if name not in expected: + unreal.EditorAssetLibrary.delete_asset(f"{DEST}/{name}") + log(f"removed stale kit asset {name}") + for filename in files: asset_name = os.path.splitext(filename)[0] task = unreal.AssetImportTask()