feat(facades): 0.1.5 — hero detail, scene audit, material orphaning fixed (#32)
Merged PR #32: 0.1.5 — hero detail, scene audit, material orphaning fixed Co-authored-by: Zwitschi <zwitschi82@gmail.com>
This commit was merged in pull request #32.
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@@ -123,12 +123,28 @@ def apply_to_actor(actor, kit, materials=None, prefix=None):
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f"({width / 100:.1f} x {height / 100:.1f} m)")
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return 0
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# Bays: the kit module is one window bay (4.96 m). A very wide building gets a
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# bay count that keeps the rhythm readable rather than one window per 4.96 m of
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# frontage — 6922 is 65.8 m wide, which is 13 bays, giving a window every 4.96 m
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# across a 37 m tall block: the rhythm reads as a wall of glass, not a building.
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# Above MAX_BAYS the module is widened instead, so the bay count stays legible.
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MAX_BAYS = 9
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bays = max(1, int(round(width / BAY_CM)))
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if bays > MAX_BAYS:
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bays = MAX_BAYS
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bay_w = width / bays # actual bay width for this building
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# Street face: the frontage runs along X, and the street is at smaller Y.
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face_y = mn.y
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base_z = mn.z
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storeys = max(1, int((height - SHOP_FLOOR_CM) // STOREY_CM))
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# Storeys never overrun the volume: cap the count so the top band (cornice +
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# parapet, 145 cm) always lands inside the building.
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storeys = max(1, int((height - SHOP_FLOOR_CM - 145.0) // STOREY_CM) + 1)
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top_z = base_z + height
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# Windows above the shopfront, spread over the available height rather than
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# assumed to be exactly STOREY_CM apart, so a 37 m block does not leave a gap
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# of bare wall under the cornice.
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usable = max(0.0, (top_z - 145.0) - (base_z + SHOP_FLOOR_CM))
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storey_step = (usable / storeys) if storeys else STOREY_CM
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def kit_material(name):
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if materials is None:
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@@ -140,11 +156,13 @@ def apply_to_actor(actor, kit, materials=None, prefix=None):
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for bay in range(bays):
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cx = mn.x + bay_w * (bay + 0.5)
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# ground floor: shopfront
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for piece, dx in (("Kit_ShopPier_L", -bay_w / 2 + 30.0),
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("Kit_ShopPier_R", bay_w / 2 - 30.0)):
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for piece, dx, side in (("Kit_ShopPier_L", -bay_w / 2 + 30.0, "L"),
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("Kit_ShopPier_R", bay_w / 2 - 30.0, "R")):
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if piece in kit:
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# The side belongs in the label: both piers of a bay shared one
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# label, which left 53 ambiguous pairs in the outliner.
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if _spawn(kit[piece], unreal.Vector(cx + dx, face_y, base_z),
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f"{prefix}shop_pier_{bay}", kit_material(piece)):
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f"{prefix}shop_pier_{side}_{bay}", kit_material(piece)):
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placed += 1
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if "Kit_ShopGlass" in kit:
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if _spawn(kit["Kit_ShopGlass"], unreal.Vector(cx, face_y, base_z),
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@@ -153,7 +171,7 @@ def apply_to_actor(actor, kit, materials=None, prefix=None):
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# upper storeys: window bays
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for storey in range(storeys):
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if "Kit_WindowBay" in kit:
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z = base_z + SHOP_FLOOR_CM + STOREY_CM * storey + 65.0
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z = base_z + SHOP_FLOOR_CM + storey_step * storey + 65.0
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if _spawn(kit["Kit_WindowBay"], unreal.Vector(cx, face_y, z),
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f"{prefix}window_{bay}_{storey}", kit_material("Kit_WindowBay")):
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placed += 1
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