refactor(tools): group the sixty scripts by what they talk to

One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:

  Tools/unreal/    commandlets and the two map builders, with ue_common.py and ue_placement.py as the
                   shared imports (they need the engine)
  Tools/blender/   builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
                   (they need the Blender Flatpak)
  Tools/review/    the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
                   build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
                   visual_targets.json
  Tools/gen/       image and texture generation: the ComfyUI driver, deterministic texture writers,
                   reference fetching
  Tools/input/     OS-level input injection
  root             _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/

Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.

51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.

Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
This commit is contained in:
zwitschi committed 2026-11-10 12:40:30 +01:00
1 parent f681d83736
commit 4d27109668
168 files changed
+799 -407

No files matched your search

+292
View File
@@ -0,0 +1,292 @@
# Imports the hero façade FBX into Unreal with the named preset `ue_metric_v1`
# and places it at the measured site position.
#
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/unreal/ue_hero_facade_import.py -nullrhi -unattended -nopause -stdout
#
# Placement follows Geo/manifests/local-origin.md and the blockout frame:
# project X = UTM easting - 376515.389 (east +)
# project Y = -(UTM northing - 3774224.083) in Unreal, because the FBX preset
# maps Blender +Y (north) to Unreal -Y and Blender +X to Unreal +X. The building
# line of the hero block sits at Unreal Y = -1450 cm (14.5 m south of the road
# centreline, from the street profile), and the hero's east edge at
# X = -12024.5 cm (projected control point in local-origin.md).
import os
import sys
import unreal
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
import ue_common # noqa: E402
import ue_placement # noqa: E402
FBX = "/tmp/gigline/hero-facade.fbx"
DEST = "/Game/Hollywood/ElCapitan"
ACTOR_LABEL = ue_placement.HERO_ACTOR
LEVEL = "/Game/Hollywood/DemoMap"
# Unreal centimetres: south-east corner of the façade, on the building line.
# Placement lives in Tools/unreal/ue_placement.py. It used to be a literal here, and it
# drifted from ue_build_demo_map.py: this file kept the pre-0.1.0 position
# (-12024.5, -1450) while the builder staged (-13336, 1307), so running the importer
# on its own moved the hero 13 m east and onto the north side of the boulevard.
PLACEMENT_CM = ue_placement.HERO_LOCATION_CM
RESULT = "/tmp/gigline/hero-facade-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
# Generated with Tools/gen/comfyui_generate.py texture (AlbedoBase XL, see the sidecar beside the PNG). The
# reference facade is coursed rubble-ashlar, not a flat tint, and a texture is what carries that at 45 m.
FACADE_ALBEDO = "Art/textures/generated/T_FacadeAshlar_AI.png"
FACADE_ALBEDO_ASSET = "T_FacadeAshlar_AI"
TEXTURE_DIR = "/Game/Hollywood/Textures"
FACADE_TINTS = {
# Linear values, sampled from the reference photograph: the blockout's near-white stone was the one
# thing the judge kept calling out. The FBX import keeps an existing material asset, so the colour has
# to be written into the material after the import - dropping the asset instead broke the mesh's slots.
"M_Facade_Stone": (0.34, 0.29, 0.21),
"M_Facade_StoneShadow": (0.21, 0.175, 0.125),
"M_Facade_GlassDark": (0.02, 0.025, 0.03),
"M_Facade_Banner": (0.42, 0.035, 0.03),
"M_Facade_Grille": (0.06, 0.06, 0.065),
}
def import_albedo():
"""Import the generated ashlar albedo, if it is on disk. Returns the asset or None."""
# unreal.Paths.project_dir() is Game/GigLine, not the repository root: the textures live beside Art/,
# two levels above this file.
repo_root = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
path = os.path.join(repo_root, FACADE_ALBEDO)
if not os.path.exists(path):
log(f"albedo missing: {path}")
return None
task = unreal.AssetImportTask()
task.filename = path
task.destination_path = TEXTURE_DIR
task.destination_name = FACADE_ALBEDO_ASSET
task.automated = True
task.save = True
task.replace_existing = True
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
asset = unreal.EditorAssetLibrary.load_asset(f"{TEXTURE_DIR}/{FACADE_ALBEDO_ASSET}")
log(f"albedo imported: {asset.get_path_name() if asset else 'FAILED'}")
return asset
def tint_imported_materials():
"""Author plain facade materials for the imported slots.
The FBX import produces material *instances*, which cannot carry their own base colour, and the
instance's parent keeps the blockout's near-white constant. Instead of fighting that, this creates one
simple material per facade surface with the colour sampled from the reference and assigns it to the
matching slot. That is the step that finally moves the stone off white; a tint attempt that silently
did nothing is what let it survive three rebuilds.
"""
mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/SM_HeroFacade")
if mesh is None:
log("no SM_HeroFacade to tint")
return
library = unreal.MaterialEditingLibrary
albedo = import_albedo()
slots = mesh.get_editor_property("static_materials")
assigned = 0
for index, slot in enumerate(slots):
current = slot.get_editor_property("material_interface")
name = current.get_name() if current else ""
base = name.split(".")[0].replace("_T", "")
rgb = FACADE_TINTS.get(base)
if rgb is None:
continue
path = f"{DEST}/{base}_Ref"
if unreal.EditorAssetLibrary.does_asset_exist(path):
unreal.EditorAssetLibrary.delete_asset(path)
material = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
base + "_Ref", DEST, unreal.Material, unreal.MaterialFactoryNew())
colour = library.create_material_expression(
material, unreal.MaterialExpressionConstant3Vector, -400, 0)
colour.set_editor_property("constant", unreal.LinearColor(rgb[0], rgb[1], rgb[2], 1.0))
source = colour
if albedo is not None and base in ("M_Facade_Stone", "M_Facade_StoneShadow"):
# Texture sample multiplied by the tint: the map carries the coursing and grain, the tint keeps
# the value in the reference's range instead of the generator's brighter one.
sample = library.create_material_expression(
material, unreal.MaterialExpressionTextureSampleParameter2D, -700, 0)
sample.set_editor_property("parameter_name", f"Albedo_{base}")
sample.set_editor_property("texture", albedo)
if hasattr(unreal, "MaterialExpressionTextureCoordinate"):
uvs = library.create_material_expression(
material, unreal.MaterialExpressionTextureCoordinate, -950, 0)
uvs.set_editor_property("u_tiling", 6.0)
uvs.set_editor_property("v_tiling", 6.0)
library.connect_material_expressions(uvs, "", sample, "UVs")
multiply = library.create_material_expression(
material, unreal.MaterialExpressionMultiply, -250, 0)
library.connect_material_expressions(sample, "RGB", multiply, "A")
library.connect_material_expressions(colour, "", multiply, "B")
source = multiply
library.connect_material_property(source, "", unreal.MaterialProperty.MP_BASE_COLOR)
library.recompile_material(material)
# Save the material itself. Saving only the mesh left these assets unsaved, so after a reload the
# slots pointed at nothing and the whole elevation rendered in one default colour.
saved = unreal.EditorAssetLibrary.save_loaded_asset(material)
log(f"{base}_Ref saved: {saved}")
slot.set_editor_property("material_interface", material)
assigned += 1
log(f"slot {index} {base}: {material.get_name()} {rgb}")
if assigned:
mesh.set_editor_property("static_materials", slots)
unreal.EditorAssetLibrary.save_loaded_asset(mesh)
log(f"assigned {assigned} facade materials")
def drop_stale_mesh():
"""Remove the imported mesh so its material slots are rebuilt from the FBX.
An earlier pass deleted the facade materials without the mesh, and the mesh kept pointing at the deleted
objects: every slot fell back and the whole elevation rendered in one colour with no banners or windows.
"""
path = f"{DEST}/SM_HeroFacade"
if unreal.EditorAssetLibrary.does_asset_exist(path):
unreal.EditorAssetLibrary.delete_asset(path)
log(f"dropped stale mesh {path}")
def drop_stale_materials():
"""Delete the imported facade materials so the FBX recreates them with the current colours.
Unreal keeps an existing material asset when an FBX that references the same name is re-imported, so a
colour change in the Blender builder never reached the engine - the wall stayed the blockout's near-white
through several rebuilds. Deleting first is what makes the material part of the model.
"""
dropped = []
for name in ("M_Facade_Stone", "M_Facade_StoneShadow", "M_Facade_GlassDark",
"M_Facade_Banner", "M_Facade_Grille"):
path = f"{DEST}/{name}"
if unreal.EditorAssetLibrary.does_asset_exist(path):
unreal.EditorAssetLibrary.delete_asset(path)
dropped.append(name)
log(f"dropped stale materials: {dropped if dropped else 'none'}")
def import_fbx():
task = unreal.AssetImportTask()
task.filename = FBX
task.destination_path = DEST
task.destination_name = "SM_HeroFacade"
task.automated = True
task.save = True
task.replace_existing = True
ui = unreal.FbxImportUI()
ui.import_mesh = True
ui.import_materials = True
ui.import_textures = False
ui.import_as_skeletal = False
smd = ui.static_mesh_import_data
smd.import_uniform_scale = 1.0
smd.combine_meshes = True
smd.convert_scene_unit = False
smd.force_front_x_axis = False
smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
def _make_map_writable(level: str) -> None:
"""Clear the read-only bit an LFS .umap checks out with.
Without this `save_map()` returns False and the staged actor is lost on the
next load — no exception, no non-zero exit (see MEMORY: 0.1.x trap).
"""
content = unreal.Paths.project_content_dir()
rel = level[len("/Game/"):] if level.startswith("/Game/") else level
umap = os.path.join(content, rel + ".umap")
note = ue_common.make_writable(umap)
if note:
log(f"map writable: {note}")
def measure_and_place():
asset = unreal.EditorAssetLibrary.load_asset(f"{DEST}/SM_HeroFacade")
if asset is None:
log(f"MISSING {DEST}/SM_HeroFacade")
return
# Collision: complex-as-simple, not auto-generated convex hulls.
# The facade is 95 separate parts across 26 m; Unreal's auto hull generation
# wraps them in a few coarse hulls that bulged into the street (the QA wall
# probe went 0/35 -> 2/35 after trying it). Complex-as-simple makes the real
# triangles the simple collision, so line traces and capsule sweeps block on
# the actual wall — the same approach used for the terrain, for the same
# reason. The flag lives on the asset, so save it explicitly.
unreal.GigLineAssetTools.set_complex_collision_as_simple(asset, True)
saved = unreal.EditorAssetLibrary.save_loaded_asset(asset)
log(f"collision: {unreal.GigLineAssetTools.get_collision_complexity(asset)} (saved={saved})")
box = asset.get_bounding_box()
mn, mx = box.min, box.max
log(f"SM_HeroFacade bounds cm: size=({mx.x - mn.x:.1f}, {mx.y - mn.y:.1f}, {mx.z - mn.z:.1f}) "
f"min=({mn.x:.1f}, {mn.y:.1f}, {mn.z:.1f})")
# StaticMaterial is a struct wrapper: the material is its material_interface.
names = []
for sm in asset.get_editor_property("static_materials"):
mat = sm.get_editor_property("material_interface")
names.append(mat.get_name() if mat else "None")
log(f"materials: {names}")
# Place on the demo map if it exists; otherwise create it from the empty level.
if unreal.EditorAssetLibrary.does_asset_exist(LEVEL):
unreal.EditorLevelLibrary.load_level(LEVEL)
else:
if not unreal.EditorLevelLibrary.new_level(LEVEL):
log(f"could not create {LEVEL}")
return
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
if actor.get_actor_label() == ACTOR_LABEL:
unreal.EditorLevelLibrary.destroy_actor(actor)
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
unreal.StaticMeshActor, unreal.Vector(*PLACEMENT_CM))
actor.set_actor_label(ACTOR_LABEL)
comp = actor.static_mesh_component
comp.set_static_mesh(asset)
comp.set_mobility(unreal.ComponentMobility.STATIC)
log(f"placed {ACTOR_LABEL} at {PLACEMENT_CM} (cm) on {LEVEL}")
# Prove it landed on its verified footprint, not merely that it spawned.
box = asset.get_bounding_box() if asset else None
if box:
lo = box.min.x + PLACEMENT_CM[0]
hi = box.max.x + PLACEMENT_CM[0]
problem = ue_placement.describe_span_failure("hero", lo, hi)
if problem:
log(f"PLACEMENT ERROR: {problem}")
else:
log(f"span ok: X {lo:.0f}..{hi:.0f}")
_make_map_writable(LEVEL)
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
log(f"save_map {LEVEL}: {saved}")
if not ue_common.require_saved(saved, LEVEL):
log(f"FAILED to save {LEVEL} — staged content will not persist")
try:
drop_stale_mesh()
drop_stale_materials()
import_fbx()
tint_imported_materials()
measure_and_place()
except Exception as exc: # noqa: BLE001
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
with open(RESULT, "w") as handle:
handle.write("\n".join(lines) + "\n")