feat(hero): v0.1.2 — scale calibration, façade detail, export preset refactor (#28)

Merged PR #28: v0.1.2 — scale calibration, façade detail, export preset

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
This commit was merged in pull request #28.
This commit is contained in:
zwitschi authored and zwitschi committed 2026-11-08 18:48:33 +01:00
1 parent 640bff9631
commit ba68dcfdbc
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@@ -61,6 +61,16 @@ def measure_and_place():
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}) "