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.
This commit is contained in:
zwitschi authored and zwitschi committed 2026-11-08 22:56:08 +01:00
1 parent 743a290ac9
commit 73aca9db80
50 files changed
+1326 -88

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