From dde451fd691d9253c7334ba4ca7492f559f68119 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Mon, 9 Nov 2026 17:02:30 +0100 Subject: [PATCH] test(review): floating is a judging criterion now, and the judge applies it The spawn-view expectation states that nothing may float and that a shadow more than a hand's width below an object means the object is floating. The judge picks it up unprompted in its reasoning: 'the person appears to be floating above the pavement, as their feet do not touch the ground ... shadows do not align correctly with the objects'. That is the criterion working. It does not settle whether the float is real: the objects stand on a raised pavement and the sun throws their shadows past the kerb onto the road, which looks identical in a still. The gap is measurable in pixels and the next step is to measure it rather than keep asking a vision model to arbitrate. Also lowered the player start to 455 (pavement 367 + capsule half 88), which puts the feet on the pavement in the capture; 600 and 561 both hovered. --- Game/GigLine/Content/Hollywood/DemoMap.umap | 4 ++-- Game/GigLine/Content/Hollywood/Site/M_Asphalt.uasset | 2 +- Game/GigLine/Content/Hollywood/Site/M_Concrete.uasset | 2 +- Game/GigLine/Content/Hollywood/Site/M_FacadeBanner.uasset | 2 +- Game/GigLine/Content/Hollywood/Site/M_FacadeGlass.uasset | 2 +- Game/GigLine/Content/Hollywood/Site/M_FacadeStone.uasset | 2 +- .../GigLine/Content/Hollywood/Site/M_FacadeStoneShadow.uasset | 2 +- Game/GigLine/Content/Hollywood/Site/M_Ground.uasset | 2 +- Game/GigLine/Content/Hollywood/Site/M_KerbConcrete.uasset | 2 +- Game/GigLine/Content/Hollywood/Site/M_RoadPaint.uasset | 2 +- Game/GigLine/Content/Hollywood/Site/M_Stucco.uasset | 2 +- Game/GigLine/Content/Hollywood/Site/Terrain_DEM.uasset | 2 +- Game/GigLine/Content/Hollywood/Textures/T_Asphalt_BC.uasset | 2 +- Game/GigLine/Content/Hollywood/Textures/T_Asphalt_R.uasset | 2 +- Game/GigLine/Content/Hollywood/Textures/T_Concrete_BC.uasset | 2 +- Game/GigLine/Content/Hollywood/Textures/T_Concrete_R.uasset | 2 +- .../Content/Hollywood/Textures/T_StoneAshlar_BC.uasset | 2 +- .../GigLine/Content/Hollywood/Textures/T_StoneAshlar_R.uasset | 2 +- Game/GigLine/Content/Hollywood/Textures/T_Stucco_BC.uasset | 2 +- Game/GigLine/Content/Hollywood/Textures/T_Stucco_R.uasset | 2 +- .../Content/Hollywood/Theatre/SM_Trim_BladeSign.uasset | 2 +- .../Content/Hollywood/Theatre/SM_Trim_BladeSignBracket.uasset | 2 +- .../Content/Hollywood/Theatre/SM_Trim_BladeSignFrame.uasset | 2 +- .../Content/Hollywood/Theatre/SM_Trim_MarqueeCanopy.uasset | 2 +- .../Content/Hollywood/Theatre/SM_Trim_MarqueeFascia.uasset | 2 +- .../Content/Hollywood/Theatre/SM_Trim_MarqueeSoffit.uasset | 2 +- Game/GigLine/Content/Test/ReviewMap.umap | 2 +- Screenshots/demo/review-demo-crossing.png | 4 ++-- Screenshots/demo/review-demo-north-buildings.png | 4 ++-- Screenshots/demo/review-demo-retail-frontage.png | 4 ++-- Screenshots/demo/review-demo-spawn-view.png | 4 ++-- Screenshots/demo/review-demo-street-level.png | 4 ++-- Screenshots/demo/review-demo-third-person-front.png | 4 ++-- Screenshots/demo/review-demo-third-person-walk.png | 4 ++-- Screenshots/demo/review-demo-third-person.png | 4 ++-- Screenshots/demo/review-demo-vehicle.png | 4 ++-- TODO.md | 1 + Tools/visual_targets.json | 2 +- 38 files changed, 48 insertions(+), 47 deletions(-) diff --git a/Game/GigLine/Content/Hollywood/DemoMap.umap b/Game/GigLine/Content/Hollywood/DemoMap.umap index 9f3c2c5..2d1dca7 100644 --- a/Game/GigLine/Content/Hollywood/DemoMap.umap +++ b/Game/GigLine/Content/Hollywood/DemoMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e4261de0e9445f80dacad28440b914846df3e6b91e2eab54c9fca5cb74149302 -size 790645 +oid 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a/Screenshots/demo/review-demo-vehicle.png +++ b/Screenshots/demo/review-demo-vehicle.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:feed1f5642563cb18080489b8fba68226afd5cefd1d7b66be87b8904b0ab0338 -size 2977721 +oid sha256:1789c7c8cdb31a532a8158b8fb58fbf9e7982c12948cd5b5c0eabfd4d70e6b29 +size 2980703 diff --git a/TODO.md b/TODO.md index 988461b..b6be19e 100644 --- a/TODO.md +++ b/TODO.md @@ -26,6 +26,7 @@ Actionable task list for this project. This file is the single, central place fo - [x] Fix the character and car floating. **The measurement was taken at the wrong moment.** The foot probe ran in `BeginPlay`, while the pawn is still at its spawn height and falling, so every trace reported a surface far below it (`ground 366` against an actor at 561) and read as a float that was not there. The probe now runs **three seconds after spawn**, from the capsule's feet, on three channels, and names the actor it hits. Character: the player start at Z 600 left the soles 39 cm in the air (the capsule settles at 561 on this pavement); the start is now the measured 561. Car: the template's lowest geometry is exhaust, so grounding on the whole model put the tyres 4 cm above the origin - it is now grounded on its wheels, staged at Z 342 after the traced road height (366) disagreed with the visible road by ~25 cm. - [x] Fix the vehicle's material colour. The template's `car paint` is a legacy mix-shader graph that the FBX exporter cannot map, so `SM_Vehicle_Body` imported holding `WorldGridMaterial` and rendered black while Blender showed red. Legacy graphs are now converted to Principled before export (saturated colour wins over the grey diffuse next to it), and the staged body panel is assigned `M_Vehicle_HatchPaint`. Judge: `verdict=yes confidence=0.9`. - [x] Fix the missing vehicle glazing. The `windows` material was metallic 1.0 with roughness 0.0 - a black void that read as an empty cabin. Now tinted translucent (opacity 0.85, roughness 0.08); opacity 0.45 was tried first and made the glass invisible. The vision judge still returns `verdict=no` for the frame, disagreeing with what is visibly tinted glass; it is advisory, and the human verdict decides. +- [A] Measure the shadow gap instead of arguing with the vision model. The judge now flags the character and car as floating in the spawn view, and its criterion is in the expectation ("a shadow more than a hand's width below an object means the object is floating"). Two readings are possible and both fit the pixels: the object really floats, or it stands on the raised pavement and the sun throws its shadow past the kerb onto the road. A shadow-gap measurement - lowest object pixels versus its shadow, in pixels - settles it; the judge cannot. - [ ] Implement enter/exit interaction. - [ ] Build a closed driving route with boundaries. - [ ] Tune basic handling to a drivable state. diff --git a/Tools/visual_targets.json b/Tools/visual_targets.json index febcef1..e4c3f12 100644 --- a/Tools/visual_targets.json +++ b/Tools/visual_targets.json @@ -11,7 +11,7 @@ "references": [ "Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg" ], - "expect": "A daytime street view from the north sidewalk: a light-coloured neoclassical facade with columns across the road, a red car and a walking person on the pavement, road in the foreground" + "expect": "A daytime street view from the north sidewalk: a light-coloured neoclassical facade with columns across the road, a red car and a walking person on the pavement, road in the foreground Nothing may float: the person's feet and the car's wheels must meet the pavement and their shadows must touch them. A shadow on the ground more than a hand's width below an object means the object is floating." }, { "name": "demo-street-level",