refactor(kit): SM_ asset naming and topology validation per the modeling checklist

- Kit pieces export as SM_Kit_* (Unreal static-mesh convention) while the Blender
  objects keep their readable names; the kit loader strips the prefix so layout
  still addresses pieces by short name.
- facade_kit_build.py validates each piece before handoff (non-manifold edges,
  loose vertices, triangle count) and records the result in the part report:
  16 pieces, all manifold, no loose geometry, 12 tris each.
- ue_import_facade_kit.py removes kit assets the current build no longer produces,
  so a rename cannot leave two generations of the same piece behind.
- Kit re-imported and re-applied (625 pieces); packaged QA still PASS.
This commit is contained in:
zwitschi committed 2026-11-08 19:38:29 +01:00
1 parent 32dff056c3
commit 1b069188a2
60 files changed
+154 -97

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@@ -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_<Name>; 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