Compare commits
2
Commits
8851b2272e
..
v0.1.3
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
d6d3d54810 | ||
|
|
ba68dcfdbc |
No files matched your search
Binary file not shown.
@@ -3,18 +3,18 @@
|
||||
"frame": "project frame, metres, X east Y north Z up",
|
||||
"bounds_m": {
|
||||
"min": [
|
||||
-13.02,
|
||||
-13.08,
|
||||
-12.5,
|
||||
0.0
|
||||
],
|
||||
"max": [
|
||||
13.02,
|
||||
0.07,
|
||||
13.08,
|
||||
0.13,
|
||||
14.5
|
||||
],
|
||||
"size": [
|
||||
26.04,
|
||||
12.57,
|
||||
26.16,
|
||||
12.63,
|
||||
14.5
|
||||
]
|
||||
},
|
||||
@@ -37,6 +37,24 @@
|
||||
],
|
||||
"evidence": "6 columns at 4.96 m centres (sibling notes x measured frontage)"
|
||||
},
|
||||
{
|
||||
"object": "Hero_ColumnBase_x6",
|
||||
"dims_m": [
|
||||
1.36,
|
||||
1.36,
|
||||
0.22
|
||||
],
|
||||
"evidence": "assumption: Ionic base moulding; photographs show a wider base at the shaft foot"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Abacus_x6",
|
||||
"dims_m": [
|
||||
1.3,
|
||||
1.3,
|
||||
0.14
|
||||
],
|
||||
"evidence": "assumption: square abacus under the architrave, as Ionic capitals carry"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Architrave",
|
||||
"dims_m": [
|
||||
@@ -55,6 +73,15 @@
|
||||
],
|
||||
"evidence": "assumption: projecting cornice line"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Dentil_xN",
|
||||
"dims_m": [
|
||||
0.18,
|
||||
0.3,
|
||||
0.22
|
||||
],
|
||||
"evidence": "52 dentils at 0.45 m centres under the corona; assumption: photographed cornice reads as a dentilled course"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Entablature",
|
||||
"dims_m": [
|
||||
@@ -86,10 +113,10 @@
|
||||
"object": "Hero_Medallion_x2",
|
||||
"dims_m": [
|
||||
1.1,
|
||||
1.1,
|
||||
0.02
|
||||
0.04,
|
||||
1.1
|
||||
],
|
||||
"evidence": "photographs: two stone discs beside the motto"
|
||||
"evidence": "photographs: two stone discs beside the motto, mounted on the parapet face"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Stylobate",
|
||||
|
||||
@@ -15,6 +15,9 @@ import os
|
||||
import sys
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.join(os.path.join(os.path.dirname(__file__), "..", "..", ".."), "Tools"))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
|
||||
MESHES = ("Terrain_DEM", "Road_Hollywood", "Sidewalk_South", "Sidewalk_North",
|
||||
"Kerb_South", "Kerb_North", "Crossing_Markings")
|
||||
@@ -60,20 +63,7 @@ def main():
|
||||
_ = bpy.context.view_layer
|
||||
bpy.context.view_layer.objects.active = obj
|
||||
path = os.path.join(args.out, name + ".fbx")
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=True,
|
||||
object_types={"MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
mesh_smooth_type="OFF",
|
||||
path_mode="AUTO",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
fbx_preset.export_static(path, selection=True)
|
||||
if mirrored:
|
||||
# The flip is an export correction, not a change to the source: undo it.
|
||||
obj.scale.y *= -1.0
|
||||
|
||||
+92
-90
@@ -8,127 +8,129 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
|
||||
|
||||
Nothing yet.
|
||||
|
||||
## [0.1.1] — 2026-11-08
|
||||
## [0.1.3] — 2026-11-09
|
||||
|
||||
Collision-fidelity patch. No new scope: street geometry corrections and the QA
|
||||
tooling that measures them.
|
||||
Packaging and setup fixes. No gameplay or visual scope; this patch makes the pipeline and its documentation tell the truth about what `0.1.x` taught.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Sidewalk outer edge ledge.** The sidewalk stood the full 0.15 m kerb height
|
||||
above the DEM at both edges, leaving a 15.8 cm lip where the walk route crossed
|
||||
from terrain onto the south sidewalk. The upstand now tapers from full at the
|
||||
road-side edge to zero at the building-side edge; the north route's worst step
|
||||
fell from 15.1 cm to 6.9 cm.
|
||||
- **Crossing ramps too steep.** The kerb-flush run was a fixed 1.5 m, giving
|
||||
~8.7 % (measured 10–13 cm over 1.5 m). The run is now derived from a target
|
||||
grade (`--max-ramp-grade`, default 8 % ⇒ 1.63 m); the crossing steps 3.4 cm at
|
||||
0.25 m sampling.
|
||||
|
||||
### Added
|
||||
|
||||
- **Walk pre-check improvements** (`Art/blender/site/site_assembly.py`): sampling
|
||||
coverage is independent of `--sample` (it previously shrank the route), and the
|
||||
report now prints the grade and the arc-length/offset **location** of the worst
|
||||
step, so a step can be located rather than guessed.
|
||||
- **Map imports could report success while saving nothing.** `.umap` files are LFS-tracked and check out read-only, so `save_map()` returned `False` with no error and the staged actor vanished on the next load. New `Tools/ue_common.py` (`make_writable`, `require_saved`) clears the read-only bit and makes the failure loud; `ue_hero_facade_import.py` and `ue_import_north_buildings.py` now use it. Verified from a forced `0o444` map: chmod logged, `save_map: True`, exit 0.
|
||||
|
||||
### Changed
|
||||
|
||||
- **Kerb height recorded as final** at 0.15 m modelled / 0.13 m as built — a
|
||||
standard 6 in LA kerb; neither the 3DEP DEM nor the reference photography can
|
||||
resolve it further (±2 cm), which is far below the character's 45 cm step
|
||||
height.
|
||||
- `Docs/build.md`: content-pipeline table now lists every step as it exists (seven site FBXs, frontage, north buildings, hero, map) and the shared FBX preset; packaging archive corrected to `Builds/GigLineQA`; the packaged log location and `-qaselftest` usage are documented; new **traps** table covers the read-only save, the hero `--out`-is-the-FBX mistake, the MPFB add-on path, the shot actor quitting under QA, and the null-RHI trace trap.
|
||||
- `Docs/setup.md`: the fresh-checkout build is marked verified (2026-11-08) and its blocker closed; a new section documents the two optional keys (`OPENROUTER_API_KEY`, `MAPBOX_ACCESS_TOKEN`) and that neither is needed by the build, the tests or a release.
|
||||
- `Docs/Architecture/07_deployment_view.md` and the combined `architecture.md`: build-output path corrected and marked as living outside the repository.
|
||||
|
||||
### Verified
|
||||
|
||||
- Site meshes rebuilt and re-imported (7/7, collision flags intact), DemoMap
|
||||
rebuilt, packaged Development build `EXIT=0`.
|
||||
- `-qaselftest` on the packaged build: walk 761 cm in 2 s at steady Z 456, reset
|
||||
0 cm, pause/unpause, transect 1456 samples across 16 rows / **0 holes**, wall
|
||||
probe **0/35** blocking hits.
|
||||
- 54 tool tests pass (5 new for `ue_common`).
|
||||
- Packaged build still launches into `DemoMap` and `-qaselftest` passes every phase.
|
||||
|
||||
## [0.1.2] — 2026-11-09
|
||||
|
||||
Scale and façade correction patch. Buildings and the hero elevation now match the reference photography and the cross-checked height data; no new gameplay scope.
|
||||
|
||||
### Added
|
||||
|
||||
- **`Tools/facade_detail_concepts.py`** — generates frontal building plates (whole elevation, entrance in its façade, building with neighbours) from a local reference photograph through OpenRouter image models. Spec-driven, never overwrites, writes a provenance sidecar per image, output stays in the gitignored `Art/reference/` tree. Local working material only.
|
||||
- **`Tools/fbx_export_preset.py`** — the single FBX export preset (`ue_metric_v1` / `ue_character_v1`). Replaces the argument block that had been copied into six exporters.
|
||||
- **Façade occlusion probe** in `-qaselftest`: 40 m traces sideways from the road centre at walking height, required wherever a building is staged.
|
||||
- **Ionic detail on the hero**: base moulding at every shaft foot, a square abacus over every capital, and a 52-dentil cornice course.
|
||||
- **Tool tests**: `Tools/tests/` now covers the input driver, height classification, the Mapbox cross-check, the concept generator and the FBX preset (49 tests).
|
||||
|
||||
### Changed
|
||||
|
||||
- **Storey height 3.2 → 3.1 m**, calibrated against Mapbox building data, with explicit overrides for three rear outbuildings; the block cross-check now reports 66 matches and no disagreements.
|
||||
- **Hero colonnade 47.6 % → 53.1 %** of the 14.50 m elevation, inside the photographed 50–60 % band (thinner entablature and parapet).
|
||||
- Blockout regenerated at the new storey height; frontage re-exported and re-imported (6922 42.1 → 39.1 m, El Capitan Theatre 20.0 → 20.5 m).
|
||||
- FBX exports now carry smoothing groups (`FACE` instead of `OFF`), so round geometry is no longer faceted and imports stop warning.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Windows floated 1.44 m in front of the wall**, ahead of the colonnade; they now sit on the wall plane behind the columns.
|
||||
- **Parapet medallions were flat discs lying on the coping** instead of discs on the parapet face.
|
||||
- **The hero façade had no usable collision** — the player could walk through it. It is now complex-as-simple; auto-generated convex hulls were tried and rejected because they bulged into the street.
|
||||
- **The three "guessed" block heights were never buildings**: two `building=roof` canopies and a transit shelter. They are classified as non-building volumes and the block now reports zero guessed heights.
|
||||
|
||||
### Verified
|
||||
|
||||
- Packaged build `-qaselftest`: walk, reset and pause pass; seam transect 1456 samples / 0 holes; wall probe 0/35; façade probe 0/9.
|
||||
- Screenshots re-rendered for every change and approved by the owner.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- One residual **13.4 cm surface step at s≈198 m** on the south sidewalk (8.0 cm
|
||||
at s≈251 m north). It is not a gap and is below the 45 cm `MaxStepHeight`, so it
|
||||
does not block traversal; the cause is a sidewalk-strip discontinuity near a
|
||||
centreline vertex, recorded in `Art/blender/README.md` as a smoothness
|
||||
refinement.
|
||||
- Kerb radii at junctions, driveway aprons, drainage inlets and pavement joints
|
||||
remain unmodelled (unchanged from `0.1.0`).
|
||||
- Cornice dentil spacing, the base and abacus dimensions are recorded assumptions: the reference photography does not resolve them at our scale.
|
||||
- Façade surfaces remain flat blockout materials; the textured pass is `0.1.4`.
|
||||
|
||||
## [0.1.1] — 2026-11-08
|
||||
|
||||
Collision-fidelity patch. No new scope: street geometry corrections and the QA tooling that measures them.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Sidewalk outer edge ledge.** The sidewalk stood the full 0.15 m kerb height above the DEM at both edges, leaving a 15.8 cm lip where the walk route crossed from terrain onto the south sidewalk. The upstand now tapers from full at the road-side edge to zero at the building-side edge; the north route's worst step fell from 15.1 cm to 6.9 cm.
|
||||
- **Crossing ramps too steep.** The kerb-flush run was a fixed 1.5 m, giving ~8.7 % (measured 10–13 cm over 1.5 m). The run is now derived from a target grade (`--max-ramp-grade`, default 8 % ⇒ 1.63 m); the crossing steps 3.4 cm at 0.25 m sampling.
|
||||
|
||||
### Added
|
||||
|
||||
- **Walk pre-check improvements** (`Art/blender/site/site_assembly.py`): sampling coverage is independent of `--sample` (it previously shrank the route), and the report now prints the grade and the arc-length/offset **location** of the worst step, so a step can be located rather than guessed.
|
||||
|
||||
### Changed
|
||||
|
||||
- **Kerb height recorded as final** at 0.15 m modelled / 0.13 m as built — a standard 6 in LA kerb; neither the 3DEP DEM nor the reference photography can resolve it further (±2 cm), which is far below the character's 45 cm step height.
|
||||
|
||||
### Verified
|
||||
|
||||
- Site meshes rebuilt and re-imported (7/7, collision flags intact), DemoMap rebuilt, packaged Development build `EXIT=0`.
|
||||
- `-qaselftest` on the packaged build: walk 761 cm in 2 s at steady Z 456, reset 0 cm, pause/unpause, transect 1456 samples across 16 rows / **0 holes**, wall probe **0/35** blocking hits.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- One residual **13.4 cm surface step at s≈198 m** on the south sidewalk (8.0 cm at s≈251 m north). It is not a gap and is below the 45 cm `MaxStepHeight`, so it does not block traversal; the cause is a sidewalk-strip discontinuity near a centreline vertex, recorded in `Art/blender/README.md` as a smoothness refinement.
|
||||
- Kerb radii at junctions, driveway aprons, drainage inlets and pavement joints remain unmodelled (unchanged from `0.1.0`).
|
||||
|
||||
Nothing yet.
|
||||
|
||||
## [0.1.0] — 2026-11-08
|
||||
|
||||
The first playable release: a walkable exterior demo of the **6840 Hollywood Blvd**
|
||||
(El Capitan Entertainment Centre) block in Unreal Engine, built on OpenStreetMap
|
||||
layout data and USGS elevation, with the hero façade and the verified block
|
||||
frontage staged on a walkable street.
|
||||
The first playable release: a walkable exterior demo of the **6840 Hollywood Blvd** (El Capitan Entertainment Centre) block in Unreal Engine, built on OpenStreetMap layout data and USGS elevation, with the hero façade and the verified block frontage staged on a walkable street.
|
||||
|
||||
### Added
|
||||
|
||||
- **Unreal project** (`Game/GigLine`) — C++ game module, Enhanced Input, packaged
|
||||
Linux build, and a `DemoMap` that a plain launch opens directly.
|
||||
- **Walkable demo level** — terrain from the 3DEP DEM, Hollywood Blvd carriageway,
|
||||
both sidewalks and kerbs with collision, the designated mid-block crossing, and
|
||||
fixed daytime lighting (sun, sky light, sky atmosphere, height fog, pinned
|
||||
exposure).
|
||||
- **Hero façade** for 6840 Hollywood Blvd — six-column neoclassical elevation with
|
||||
three genuine portal recesses, entablature, parapet and motto band
|
||||
(`Tools/hero_facade_build.py`, `Tools/ue_hero_facade_import.py`).
|
||||
- **Block frontage** — the five verified south-side neighbours (6922, 6902, 6838
|
||||
El Capitan Theatre, 6822 Budget, 6806–6822, 6800 Lee Drug) and the two north-side
|
||||
buildings (TCL Chinese Theatre, Madame Tussaud's) placed at their OSM positions.
|
||||
- **First-person player** — `AGigLineCharacter`: 1.75 m capsule, 1.60 m eye camera,
|
||||
4 m/s walk, mouse look, jump, reset (`R`) and pause (`Escape`); controls
|
||||
documented in `Docs/controls.md` and shown in-game.
|
||||
- **In-game ODbL attribution** — `AGigLineHUD` draws the OpenStreetMap credit and
|
||||
licence line every frame.
|
||||
- **QA harness** — `-qaselftest` (walk, reset, pause, seam transect, invisible-wall
|
||||
probe, frame-time capture) and `Tools/input_test.py` / `Tools/input_emulation.py`
|
||||
for OS-level virtual keyboard/mouse input.
|
||||
- **Documentation** — setup, build, toolchain, licensing, ODbL review, release
|
||||
checks, and arc42 architecture docs.
|
||||
- **Unreal project** (`Game/GigLine`) — C++ game module, Enhanced Input, packaged Linux build, and a `DemoMap` that a plain launch opens directly.
|
||||
- **Walkable demo level** — terrain from the 3DEP DEM, Hollywood Blvd carriageway, both sidewalks and kerbs with collision, the designated mid-block crossing, and fixed daytime lighting (sun, sky light, sky atmosphere, height fog, pinned exposure).
|
||||
- **Hero façade** for 6840 Hollywood Blvd — six-column neoclassical elevation with three genuine portal recesses, entablature, parapet and motto band (`Tools/hero_facade_build.py`, `Tools/ue_hero_facade_import.py`).
|
||||
- **Block frontage** — the five verified south-side neighbours (6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806–6822, 6800 Lee Drug) and the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) placed at their OSM positions.
|
||||
- **First-person player** — `AGigLineCharacter`: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look, jump, reset (`R`) and pause (`Escape`); controls documented in `Docs/controls.md` and shown in-game.
|
||||
- **In-game ODbL attribution** — `AGigLineHUD` draws the OpenStreetMap credit and licence line every frame.
|
||||
- **QA harness** — `-qaselftest` (walk, reset, pause, seam transect, invisible-wall probe, frame-time capture) and `Tools/input_test.py` / `Tools/input_emulation.py` for OS-level virtual keyboard/mouse input.
|
||||
- **Documentation** — setup, build, toolchain, licensing, ODbL review, release checks, and arc42 architecture docs.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **All controls were dead in packaged and PIE builds.** The mapping-context
|
||||
generator wrote key bindings to the deprecated `mappings` array; UE 5.8 reads
|
||||
`DefaultKeyMappings.Mappings`, so the cooked game had zero runtime mappings and
|
||||
every key resolved to nothing. `Tools/ue_create_input_assets.py` now populates
|
||||
the current field.
|
||||
- **"Fall-through" was an 8 m invisible box.** `Terrain_DEM` shipped only a
|
||||
bounding-box collision proxy; forcing complex-as-simple collision
|
||||
(`UGigLineAssetTools`) put the player on the actual street.
|
||||
- **Reset returned the player to mid-air** — the start position is now captured on
|
||||
the first grounded frame.
|
||||
- **Plain launch opened the engine template** — the default map now lives in
|
||||
`DefaultEngine.ini` and points at `DemoMap`.
|
||||
- **Game target would not compile** — removed editor-only API use
|
||||
(`UStaticMesh::PostEditChange`, `AActor::GetActorLabel`).
|
||||
- **`demo-north-buildings` screenshot** framed 85 % sky (camera 9.5 km west of the
|
||||
buildings); re-pointed to the building mass.
|
||||
- **All controls were dead in packaged and PIE builds.** The mapping-context generator wrote key bindings to the deprecated `mappings` array; UE 5.8 reads `DefaultKeyMappings.Mappings`, so the cooked game had zero runtime mappings and every key resolved to nothing. `Tools/ue_create_input_assets.py` now populates the current field.
|
||||
- **"Fall-through" was an 8 m invisible box.** `Terrain_DEM` shipped only a bounding-box collision proxy; forcing complex-as-simple collision (`UGigLineAssetTools`) put the player on the actual street.
|
||||
- **Reset returned the player to mid-air** — the start position is now captured on the first grounded frame.
|
||||
- **Plain launch opened the engine template** — the default map now lives in `DefaultEngine.ini` and points at `DemoMap`.
|
||||
- **Game target would not compile** — removed editor-only API use (`UStaticMesh::PostEditChange`, `AActor::GetActorLabel`).
|
||||
- **`demo-north-buildings` screenshot** framed 85 % sky (camera 9.5 km west of the buildings); re-pointed to the building mass.
|
||||
|
||||
### Verified
|
||||
|
||||
- Both sides of the demo are traversable: 1456-sample seam transect, 0 holes,
|
||||
no blocking collision or invisible walls (`-qaselftest` on the packaged build).
|
||||
- Placement and street scale match the reference photography and Geo
|
||||
measurements (road 24.3 m, sidewalk offsets 12.5/13.2 m, hero frontage 26.0 m).
|
||||
- **414 fps average / p99 3.01 ms at 2560×1440** (Epic preset, TSR, VSync off, no
|
||||
frame generation) — far above the 60 fps target.
|
||||
- Fresh checkout builds and packages with the documented external engine
|
||||
(UE 5.8.4).
|
||||
- Both sides of the demo are traversable: 1456-sample seam transect, 0 holes, no blocking collision or invisible walls (`-qaselftest` on the packaged build).
|
||||
- Placement and street scale match the reference photography and Geo measurements (road 24.3 m, sidewalk offsets 12.5/13.2 m, hero frontage 26.0 m).
|
||||
- **414 fps average / p99 3.01 ms at 2560×1440** (Epic preset, TSR, VSync off, no frame generation) — far above the 60 fps target.
|
||||
- Fresh checkout builds and packages with the documented external engine (UE 5.8.4).
|
||||
|
||||
### Known limitations
|
||||
|
||||
- Buildings other than the hero are flat blockout volumes; façade detail,
|
||||
materials and Blosm style scripts are planned for `0.1.4`.
|
||||
- Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and
|
||||
graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
|
||||
- Buildings other than the hero are flat blockout volumes; façade detail, materials and Blosm style scripts are planned for `0.1.4`.
|
||||
- Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
|
||||
- One block only; no vehicles, NPCs, audio, or settings UI yet.
|
||||
|
||||
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.1...main
|
||||
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.3...main
|
||||
[0.1.3]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.3
|
||||
[0.1.2]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.2
|
||||
[0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1
|
||||
[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0
|
||||
@@ -7,7 +7,7 @@
|
||||
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
|
||||
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
|
||||
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLine` (packaged Linux build, ~1.1 GiB) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
|
||||
|
||||
Motivation
|
||||
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
|
||||
|
||||
@@ -300,7 +300,7 @@ Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verific
|
||||
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
|
||||
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
|
||||
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLine` (packaged Linux build, ~1.1 GiB) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
|
||||
|
||||
Motivation
|
||||
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
|
||||
|
||||
+45
-37
@@ -1,6 +1,6 @@
|
||||
# Build
|
||||
|
||||
Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was installed and a blank `Game/GigLine` build was packaged and launch-tested.
|
||||
Fresh-checkout build, content-pipeline and packaging procedure for the walkable demo. Begun 2026-11-07 from a blank build and extended through the `0.1.x` patches; the release checks that exercise it are in [release-checks.md](release-checks.md).
|
||||
|
||||
## Constraints
|
||||
|
||||
@@ -10,8 +10,7 @@ Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was
|
||||
|
||||
## Engine
|
||||
|
||||
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at
|
||||
`/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
|
||||
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at `/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
|
||||
|
||||
## Fresh-checkout build
|
||||
|
||||
@@ -42,20 +41,14 @@ cd /run/media/system/DATA/Engines/UE_5.8.4
|
||||
Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
|
||||
-project="/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
|
||||
-noP4 -platform=Linux -clientconfig=Development \
|
||||
-cook -allmaps -build -stage -pak \
|
||||
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLine" \
|
||||
-cook -build -stage -pak \
|
||||
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLineQA" \
|
||||
-unattended
|
||||
# Expected: "BUILD SUCCESSFUL" (~1 min for the blank project; archive ~1.1 GiB)
|
||||
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh
|
||||
# Expected: "AutomationTool exiting with ExitCode=0 (Success)" and "EXIT=0", ~90 s
|
||||
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLineQA/Linux/GigLine.sh
|
||||
```
|
||||
|
||||
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load
|
||||
`/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it
|
||||
instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty
|
||||
non-interactive "stuck" scene — check that `GameDefaultMap` is in
|
||||
`DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine
|
||||
log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`).
|
||||
The archive directory is deliberately **outside** the repository; never archive into the checkout.
|
||||
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load `/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty non-interactive "stuck" scene — check that `GameDefaultMap` is in `DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`). The archive directory is deliberately **outside** the repository; never archive into the checkout.
|
||||
|
||||
## Headless content checks
|
||||
|
||||
@@ -76,9 +69,7 @@ Both content-acceptance tests run headless and are the template for all asset im
|
||||
|
||||
## Content pipeline (current)
|
||||
|
||||
The hero block and the demo level are built by a fixed sequence. Each step writes
|
||||
a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout
|
||||
can be swallowed.
|
||||
The hero block and the demo level are built by a fixed sequence. Each step writes a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout can be swallowed.
|
||||
|
||||
| Step | Tool | Output |
|
||||
| --- | --- | --- |
|
||||
@@ -86,21 +77,23 @@ can be swallowed.
|
||||
| Terrain | `Art/blender/terrain/terrain_from_dem.py` | `Art/blender/terrain/terrain-*.blend` |
|
||||
| Street | `Art/blender/street/street_mesh.py` | `Art/blender/street/street-*.blend` |
|
||||
| Site assembly | `Art/blender/site/site_assembly.py` | `Art/blender/site/site-*.blend` |
|
||||
| Site export | `Art/blender/site/export_site_fbx.py` | six FBXs, one per mesh |
|
||||
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON report |
|
||||
| Site export | `Art/blender/site/export_site_fbx.py` | seven FBXs, one per mesh (terrain, road, both sidewalks, both kerbs, crossing) |
|
||||
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON part report |
|
||||
| Block frontage | `Tools/export_block_frontage.py` | six frontage FBXs from the blockout |
|
||||
| North buildings | `Tools/export_north_buildings.py` | TCL and Tussaud's FBXs from the blockout |
|
||||
| Site import | `Tools/ue_import_site.py` | `/Game/Hollywood/Site/*` |
|
||||
| Frontage import | `Tools/ue_import_block_frontage.py` | `/Game/Hollywood/Frontage/*` |
|
||||
| North import | `Tools/ue_import_north_buildings.py` | `/Game/Hollywood/North/*` |
|
||||
| Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
|
||||
| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
|
||||
| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
|
||||
|
||||
Every Blender exporter calls [`Tools/fbx_export_preset.py`](../Tools/fbx_export_preset.py) (`ue_metric_v1` / `ue_character_v1`) instead of repeating the FBX argument block — one place for the scale conversion, the axis mapping and `mesh_smooth_type="FACE"` (without which every Unreal import warns about missing smoothing groups and round geometry arrives faceted).
|
||||
|
||||
Two rules that the pipeline enforces rather than documents:
|
||||
|
||||
- **One conversion.** Metres to Unreal centimetres happens only in
|
||||
`Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record
|
||||
the result and `Geo/tools/asset_metadata.py audit` re-derives it.
|
||||
- **Collision is decided at import,** not later: terrain, road and sidewalks are
|
||||
complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed
|
||||
street ramps straight across the kerb.
|
||||
- **One conversion.** Metres to Unreal centimetres happens only in `Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record the result and `Geo/tools/asset_metadata.py audit` re-derives it.
|
||||
- **Collision is decided at import,** not later: terrain, road and sidewalks are complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed street ramps straight across the kerb.
|
||||
|
||||
## Known engine quirks (2026-11-07)
|
||||
|
||||
@@ -110,20 +103,35 @@ Two rules that the pipeline enforces rather than documents:
|
||||
|
||||
## Packaged Linux build
|
||||
|
||||
- 2026-11-07: blank `Game/GigLine` Development build packaged via the command above; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine/Linux`; `GigLine.sh` launched on the desktop session, Vulkan swapchain created, 759 frames rendered across a 60 s smoke test. Controls document to be written with the first playable (`0.1.0` Gameplay section).
|
||||
Current QA archive: `/run/media/system/DATA/Builds/GigLineQA`. A plain `./GigLine.sh` opens `/Game/Hollywood/DemoMap`; controls are in [controls.md](controls.md) and shown in-game bottom-right. The packaged log is written **relative to the wrapper's working directory**, i.e. `<archive>/Linux/GigLine/Saved/Logs/GigLine.log` — not into the repository.
|
||||
|
||||
Behaviour check without a human at the keyboard:
|
||||
|
||||
```bash
|
||||
cd /run/media/system/DATA/Builds/GigLineQA/Linux
|
||||
./GigLine.sh -windowed -ResX=1280 -ResY=720 -nosplash -qaselftest
|
||||
# then read <archive>/Linux/GigLine/Saved/Logs/GigLine.log for "GigLine QA:" lines
|
||||
```
|
||||
|
||||
`-qaselftest` walks for 2 s, resets, pauses/unpauses, sweeps a 16-row seam transect, fires a ground-referenced 21 m wall probe along the street, fires 40 m façade-occlusion traces sideways from the road centre wherever a building is staged, and writes a frame-time series to `Saved/Profiling/`. Every phase logs `... PASS`/`FAIL` and the run ends with `RESULT`.
|
||||
|
||||
## Traps that cost real time in `0.1.x`
|
||||
|
||||
| Symptom | Cause | Fix |
|
||||
| --- | --- | --- |
|
||||
| A builder reports success but the asset is unchanged | `.blend`/`.umap` are LFS-tracked and check out **read-only**; Blender and Unreal fail the save quietly | `chmod u+w <file>` first — `ue_build_*`/`ue_hero_facade_import` and every Blender builder need it |
|
||||
| `File format is not supported` when reopening a `.blend` | `hero_facade_build.py --out` writes the **FBX**; putting the `.blend` path there overwrites it with FBX bytes | `--out /tmp/…fbx --save-blend Art/…blend --report Art/…json` |
|
||||
| `Add-on not loaded: "bl_ext.blender_org.mpfb"` | `mpfb_character_export.py` needs the MPFB add-on visible to Blender | export `BLENDER_USER_SCRIPTS` (see the invocation in [../Art/blender/README.md](../Art/blender/README.md)) |
|
||||
| The packaged run exits after a couple of seconds during QA | `GigLineShotActor` runs its screenshot list and quits (`bQuitWhenDone`) | it skips its rounds when `-qaselftest` is on the command line — keep that guard |
|
||||
| Headless `-nullrhi` traces report no hits for everything | the null RHI has no physics scene | verify traces in the **packaged** run (`-qaselftest`), never in a commandlet |
|
||||
| Import logs "No smoothing group information" for every mesh | `mesh_smooth_type="OFF"` in the FBX export | use `Tools/fbx_export_preset.py` (`FACE`) |
|
||||
|
||||
## PIE input test (compare editor vs packaged input intake)
|
||||
|
||||
Use to isolate whether the "no controls respond" bug is the packaged standalone's
|
||||
input intake or the Enhanced Input wiring generally.
|
||||
Use to isolate whether the "no controls respond" bug is the packaged standalone's input intake or the Enhanced Input wiring generally.
|
||||
|
||||
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the
|
||||
green **Play** (PIE) button and walk / mouse-look.
|
||||
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the green **Play** (PIE) button and walk / mouse-look.
|
||||
- Interpretation:
|
||||
- PIE **works** -> the Enhanced Input wiring is fine and the standalone
|
||||
packaged build's SDL input intake is the environment-dependent bug.
|
||||
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild
|
||||
the input config / character from scratch.
|
||||
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` +
|
||||
`GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at
|
||||
`(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
|
||||
- PIE **works** -> the Enhanced Input wiring is fine and the standalone packaged build's SDL input intake is the environment-dependent bug.
|
||||
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild the input config / character from scratch.
|
||||
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` + `GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at `(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
|
||||
+6
-12
@@ -1,7 +1,6 @@
|
||||
# Controls (`0.1.0` walkable demo)
|
||||
|
||||
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame
|
||||
(`AGigLineHUD`), and the packaged Linux build ships with these bindings.
|
||||
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
|
||||
|
||||
| Action | Key | Notes |
|
||||
| --- | --- | --- |
|
||||
@@ -16,21 +15,16 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame
|
||||
|
||||
## Notes
|
||||
|
||||
- Movement is relative to where you are looking (controller yaw), so the capsule
|
||||
stays upright on the sloped street.
|
||||
- The mouse is captured on launch, so looking works without clicking first.
|
||||
`Escape` toggles the capture as part of pause.
|
||||
- Bindings are Enhanced Input actions in `/Game/Input` built by
|
||||
`Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
|
||||
- Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
|
||||
- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
|
||||
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
|
||||
|
||||
## Testing input without a physical keyboard
|
||||
|
||||
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual
|
||||
`/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
|
||||
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
|
||||
|
||||
```bash
|
||||
python3 Tools/input_test.py --sequence move:2,look:3
|
||||
```
|
||||
|
||||
It drives the focused game window exactly like real hardware, which is how the
|
||||
controls were regression-tested on the packaged build.
|
||||
It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.
|
||||
+9
-26
@@ -37,22 +37,12 @@ Important nuance: ODbL governs the **database** (the OSM data as a collection an
|
||||
|
||||
## 4. Decision: posture for the derived geometry
|
||||
|
||||
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a
|
||||
**Produced Work / derivative database** of the OpenStreetMap database.
|
||||
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a **Produced Work / derivative database** of the OpenStreetMap database.
|
||||
|
||||
- The **share-alike obligation is accepted for the data layer only**. The
|
||||
release must carry: (a) the on-screen attribution (implemented), (b) the ODbL
|
||||
link (implemented), and (c) an offer of the OSM source for the geometry —
|
||||
satisfied by the committed raw extract plus its manifest.
|
||||
- **Project creative work (code, shaders, artist-authored façades, textures) is
|
||||
NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no
|
||||
share-alike obligation. Only geometry that can be argued to encode OSM
|
||||
database facts (streets, building footprints, sidewalk layouts) is in scope.
|
||||
- **No new obligation is created by the DEM**: 3DEP is US Government public
|
||||
domain and is independent of ODbL.
|
||||
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial
|
||||
imagery are separately licensed); the project already treats OSM as layout
|
||||
only (`Docs/licensing.md` rule 3).
|
||||
- The **share-alike obligation is accepted for the data layer only**. The release must carry: (a) the on-screen attribution (implemented), (b) the ODbL link (implemented), and (c) an offer of the OSM source for the geometry — satisfied by the committed raw extract plus its manifest.
|
||||
- **Project creative work (code, shaders, artist-authored façades, textures) is NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no share-alike obligation. Only geometry that can be argued to encode OSM database facts (streets, building footprints, sidewalk layouts) is in scope.
|
||||
- **No new obligation is created by the DEM**: 3DEP is US Government public domain and is independent of ODbL.
|
||||
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial imagery are separately licensed); the project already treats OSM as layout only (`Docs/licensing.md` rule 3).
|
||||
|
||||
Release checklist items this lands:
|
||||
|
||||
@@ -63,20 +53,13 @@ Release checklist items this lands:
|
||||
|
||||
## 5. Remaining (tracked separately)
|
||||
|
||||
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only,
|
||||
not distributed — must be checked once, not a release blocker for ODbL).
|
||||
- Façade signage/trademarks: separate rights from the photograph, own the
|
||||
geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference
|
||||
photography" rules).
|
||||
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only, not distributed — must be checked once, not a release blocker for ODbL).
|
||||
- Façade signage/trademarks: separate rights from the photograph, own the geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference photography" rules).
|
||||
|
||||
## 6. Sources checked
|
||||
|
||||
- ODbL text: <https://opendatacommons.org/licenses/odbl/1-0/>
|
||||
- OSM licence summary: <https://www.openstreetmap.org/copyright>
|
||||
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints
|
||||
(objective standard: attribution + produced-work offer, share-alike limited
|
||||
to the data layer).
|
||||
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints (objective standard: attribution + produced-work offer, share-alike limited to the data layer).
|
||||
|
||||
Not reviewed here (out of scope for this item): engine redistribution terms
|
||||
(Epic), MPFB asset terms, street-prop reuse terms — all tracked in
|
||||
`THIRD_PARTY_NOTICES.md`.
|
||||
Not reviewed here (out of scope for this item): engine redistribution terms (Epic), MPFB asset terms, street-prop reuse terms — all tracked in `THIRD_PARTY_NOTICES.md`.
|
||||
+26
-68
@@ -35,7 +35,7 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
## Check-record template
|
||||
|
||||
| Version | Check | Result | Evidence | Date |
|
||||
| ------- | ----------------------- | ------ | -------- | ---- |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| `0.1.0` | Traversal, both sides | PASS — Blender pre-check + in-engine swept transect, 0 holes, ground Z 317..395 | `-qaselftest`, TODO 0.1.0 notes | 2026-11-08 |
|
||||
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
|
||||
@@ -45,10 +45,7 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
|
||||
## `0.1.0` — Placement vs references — record (2026-11-08)
|
||||
|
||||
Checked against the reference photography (`Art/reference/`) and the Geo measurements
|
||||
(`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via
|
||||
`Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions
|
||||
probed from the DemoMap (commandlet, 2026-11-08).
|
||||
Checked against the reference photography (`Art/reference/`) and the Geo measurements (`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via `Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions probed from the DemoMap (commandlet, 2026-11-08).
|
||||
|
||||
### Placement and scale (in-engine ↔ reference)
|
||||
|
||||
@@ -80,55 +77,33 @@ probed from the DemoMap (commandlet, 2026-11-08).
|
||||
- **Crossing ramps are kerb flushes, not graded ramps** — the `0.1.1` Crossing ramp gradient item.
|
||||
- Site identity (the neoclassical hero with motto band) matches the 2009 façade photograph and the 1922 Masonic elevation within blockout fidelity.
|
||||
|
||||
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified
|
||||
flat surfaces as "unexpected" — those flags are the deliberate deviations above, not
|
||||
placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
|
||||
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified flat surfaces as "unexpected" — those flags are the deliberate deviations above, not placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
|
||||
|
||||
## `0.1.0` — Collision and packaging — audit note (2026-11-08)
|
||||
|
||||
Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselftest`.
|
||||
|
||||
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the
|
||||
kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and
|
||||
X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3
|
||||
lane centres; the seam rows are what this check adds.)
|
||||
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above
|
||||
the local ground, along the road and both seam rows. Result **0/35 blocking hits
|
||||
inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
|
||||
(First pass used a fixed Z 160 start; the street is at Z ~366, so the probe
|
||||
started inside the earth and reported every row as a dist-0 blocker. Grounding
|
||||
the probe fixed that measurement bug.)
|
||||
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause
|
||||
`IsGamePaused()=1`, unpause 0 — all PASS.
|
||||
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits
|
||||
cleanly. The `GigLineShotActor` screenshot rounds are suppressed under
|
||||
`-qaselftest` so they cannot quit the run before the audit phases.
|
||||
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge
|
||||
artifacts of the widened extent, not walkable holes — the walkable corridor is
|
||||
continuous (walk + transect both PASS).
|
||||
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3 lane centres; the seam rows are what this check adds.)
|
||||
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above the local ground, along the road and both seam rows. Result **0/35 blocking hits inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
|
||||
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking height toward each frontage, required only where the map stages a building (the spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`). Result **0/9 directions without a blocking wall** — the player cannot walk through the hero or the frontage. This probe found the hero façade had **no simple collision** at all (complex-only, so traces and capsule sweeps passed through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were tried first and rejected: on a 95-part, 26 m façade they bulged into the street (the wall probe went 0/35 → 2/35). (First pass used a fixed Z 160 start; the street is at Z ~366, so the probe started inside the earth and reported every row as a dist-0 blocker. Grounding the probe fixed that measurement bug.)
|
||||
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause `IsGamePaused()=1`, unpause 0 — all PASS.
|
||||
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits cleanly. The `GigLineShotActor` screenshot rounds are suppressed under `-qaselftest` so they cannot quit the run before the audit phases.
|
||||
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge artifacts of the widened extent, not walkable holes — the walkable corridor is continuous (walk + transect both PASS).
|
||||
|
||||
## `0.1.0` — 60 FPS at 1440p — record (2026-11-08)
|
||||
|
||||
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5,
|
||||
NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
|
||||
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5, NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
|
||||
|
||||
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at
|
||||
3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3,
|
||||
sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3,
|
||||
sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
|
||||
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at 3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3, sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3, sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
|
||||
|
||||
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**,
|
||||
default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable**
|
||||
(`r.Streamline.FrameGeneration.Mode` absent → -999).
|
||||
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**, default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable** (`r.Streamline.FrameGeneration.Mode` absent → -999).
|
||||
|
||||
**Route:** the deterministic `-qaselftest` traversal — spawn
|
||||
`(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are
|
||||
captured every frame over that route (829 frames), not a single sample.
|
||||
**Route:** the deterministic `-qaselftest` traversal — spawn `(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are captured every frame over that route (829 frames), not a single sample.
|
||||
|
||||
**Result at 2560×1440:**
|
||||
|
||||
| Metric | Value |
|
||||
| --- | --- |
|
||||
| --------------- | --------------------- |
|
||||
| Frames captured | 829 |
|
||||
| Average | **2.42 ms → 414 fps** |
|
||||
| p50 | 2.38 ms |
|
||||
@@ -136,13 +111,9 @@ captured every frame over that route (829 frames), not a single sample.
|
||||
| p99 | 3.01 ms (≈332 fps) |
|
||||
| Max | 4.00 ms |
|
||||
|
||||
**Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS
|
||||
target without frame generation.
|
||||
**Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS target without frame generation.
|
||||
|
||||
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another
|
||||
game instance / busy compositor overlapped the capture; repeated clean runs
|
||||
(windowed and fullscreen, Wayland and X11 drivers, window focused) all measured
|
||||
~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
|
||||
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another game instance / busy compositor overlapped the capture; repeated clean runs (windowed and fullscreen, Wayland and X11 drivers, window focused) all measured ~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
|
||||
|
||||
**Reproduce:**
|
||||
|
||||
@@ -156,8 +127,7 @@ Committed frame-time series: `Docs/perf/0.1.0-walk-frametimes.csv`.
|
||||
|
||||
## `0.1.0` — Fresh checkout build — record (2026-11-08)
|
||||
|
||||
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean
|
||||
directory with no prior state:
|
||||
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean directory with no prior state:
|
||||
|
||||
```bash
|
||||
git clone https://git.allucanget.biz/zwitschi/gig-line.git /tmp/fresh-check
|
||||
@@ -170,35 +140,23 @@ Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
|
||||
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
|
||||
```
|
||||
|
||||
- Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE
|
||||
package content, not a pointer).
|
||||
- `GigLineEditor` → **Result: Succeeded** (28.2 s); produced
|
||||
`/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
|
||||
- Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE package content, not a pointer).
|
||||
- `GigLineEditor` → **Result: Succeeded** (28.2 s); produced `/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
|
||||
- `GigLine` (game) → **Result: Succeeded** (26.9 s).
|
||||
- Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4`
|
||||
(UE 5.8.4), system clang; no machine-specific paths beyond the documented
|
||||
`-project=` argument.
|
||||
- Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4` (UE 5.8.4), system clang; no machine-specific paths beyond the documented `-project=` argument.
|
||||
|
||||
**Verdict: PASS.**
|
||||
|
||||
## `0.1.0` — Packaged Linux build + documented controls — record (2026-11-08)
|
||||
|
||||
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development
|
||||
-cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA`
|
||||
→ `EXIT=0` (Success).
|
||||
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development -cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA` → `EXIT=0` (Success).
|
||||
|
||||
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) →
|
||||
`LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens
|
||||
the walkable demo directly (the default-map fix holds in a package, not just the
|
||||
editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
|
||||
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) → `LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens the walkable demo directly (the default-map fix holds in a package, not just the editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
|
||||
|
||||
**Controls documented and shown in-game:**
|
||||
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus
|
||||
how to test input headlessly.
|
||||
- `AGigLineHUD` now draws a control legend bottom-right every frame:
|
||||
"WASD move · Mouse look · Space jump · R reset · Esc pause".
|
||||
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px
|
||||
(a single right-aligned line), attributed text bottom-left. Screenshot:
|
||||
`Docs/perf/0.1.0-packaged-hud-controls.png`.
|
||||
|
||||
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus how to test input headlessly.
|
||||
- `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause".
|
||||
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px (a single right-aligned line), attributed text bottom-left. Screenshot: `Docs/perf/0.1.0-packaged-hud-controls.png`.
|
||||
|
||||
**Verdict: PASS.**
|
||||
+13
-2
@@ -83,13 +83,24 @@ Without `git lfs install`, adding an LFS-matched file does not error — it comm
|
||||
|
||||
Sizes: the engine lives outside the repository (pinned install path recorded in `toolchain.md`). The repository holds the Unreal project, Blender sources, geo sources, and tooling.
|
||||
|
||||
**Fresh checkout not yet tested end to end.** The build procedure in [build.md](build.md) was produced from a working tree, not from a clean clone. Exercise it before `v0.1.0` is tagged — it is a release check on the board.
|
||||
**Fresh checkout verified 2026-11-08.** A clean clone of `main` with `git lfs pull` built both `GigLineEditor` and `GigLine` against the documented external engine (recorded in [release-checks.md](release-checks.md)). Re-run it before a release tag if the engine pin or the module's dependencies change.
|
||||
|
||||
### Optional keys (local only)
|
||||
|
||||
Two tools talk to paid services and read their keys from the gitignored `.env`:
|
||||
|
||||
| Variable | Used by | Needed for |
|
||||
| --- | --- | --- |
|
||||
| `OPENROUTER_API_KEY` | `Tools/judge_screenshot.py`, `Tools/facade_detail_concepts.py` | vision pre-check and AI concept plates |
|
||||
| `MAPBOX_ACCESS_TOKEN` | `Geo/tools/mapbox_buildings.py` | the second building-height source |
|
||||
|
||||
Nothing in the build, the tests or the release path needs either key. Never commit `.env`; `git check-ignore .env` should succeed.
|
||||
|
||||
## Known blockers
|
||||
|
||||
| Blocker | Owner | Needed for |
|
||||
| --- | --- | --- |
|
||||
| Delete the fallback 5.2.0 engine archive (`/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.2.0.zip`) once the 5.8.4 pin is trusted through asset production | agent | Disk hygiene (19.6 GiB), pin safety |
|
||||
| Fresh-checkout build exercised against the documented procedure | agent | `v0.1.0` release check |
|
||||
| ~~Fresh-checkout build exercised against the documented procedure~~ | — | Done 2026-11-08 |
|
||||
|
||||
Closed 2026-11-07: Epic account and engine download, QGIS `lts` removal, Blosm and MPFB on Blender 5.2 (headless invocation fix in `Art/blender/README.md`), engine validation on Bazzite, full project bootstrap. Earlier closed: Bazzite update and reboot, driver and Vulkan verification, `git-lfs`/`clang`/`cmake`/`ninja` layering.
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -416,6 +416,81 @@ void AGigLineCharacter::StartQASelfTest()
|
||||
TEXT("GigLine QA: wall probe %d/%d traces with blocking hit inside 21 m -> %s"),
|
||||
Walls, WallSamples,
|
||||
Walls == 0 ? TEXT("PASS") : TEXT("FAIL"));
|
||||
|
||||
// Facade occlusion probe: walkable street is only half the story —
|
||||
// the player must also NOT be able to walk through the buildings.
|
||||
// From the road centre, fire 40 m sideways at walking height toward
|
||||
// each frontage and require a blocking hit. A miss means the
|
||||
// building has no collision (or only non-blocking collision) and the
|
||||
// player would pass through the wall.
|
||||
// Expect a wall only where the map actually stages a building.
|
||||
// Spans below mirror the actors placed by Tools/ue_build_demo_map.py
|
||||
// (frontage + hero) and the two north buildings; update them if
|
||||
// that list changes. Gaps between buildings are legitimate misses.
|
||||
struct FSpan { float Min, Max; };
|
||||
static const FSpan SouthSpans[] = {
|
||||
{-24276.f, -17700.f}, // 6922
|
||||
{-17749.f, -14591.f}, // 6902
|
||||
{-14638.f, -12034.f}, // 6840 hero
|
||||
{-12082.f, -8210.f}, // 6838 El Capitan Theatre
|
||||
{-7854.f, -7252.f}, // 6822 Budget
|
||||
{-6608.f, -3307.f}, // 6806-6820
|
||||
{-3320.f, -1437.f}, // 6800 Lee Drug
|
||||
};
|
||||
static const FSpan NorthSpans[] = {
|
||||
{-27071.f, -22799.f}, // Madame Tussaud's
|
||||
{-22889.f, -18442.f}, // TCL Chinese Theatre
|
||||
};
|
||||
auto InSpans = [](const FSpan* Spans, int32 Count, float X)
|
||||
{
|
||||
for (int32 i = 0; i < Count; ++i)
|
||||
{
|
||||
if (X >= Spans[i].Min && X <= Spans[i].Max) { return true; }
|
||||
}
|
||||
return false;
|
||||
};
|
||||
int32 Facades = 0, FacadeSamples = 0;
|
||||
for (float X0 = -19000.0f; X0 <= -3000.0f; X0 += 2000.0f)
|
||||
{
|
||||
for (float Dir : {1.0f, -1.0f}) // +Y south frontage, -Y north side
|
||||
{
|
||||
const bool bExpectWall = (Dir > 0.0f)
|
||||
? InSpans(SouthSpans, UE_ARRAY_COUNT(SouthSpans), X0)
|
||||
: InSpans(NorthSpans, UE_ARRAY_COUNT(NorthSpans), X0);
|
||||
if (!bExpectWall)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
FHitResult GroundHit2;
|
||||
FCollisionQueryParams GQ2(TEXT("GigLineFacadeGround"), false, this);
|
||||
if (!W->LineTraceSingleByChannel(GroundHit2,
|
||||
FVector(X0, 0.0f, 3000.f), FVector(X0, 0.0f, -1000.f),
|
||||
ECC_Visibility, GQ2))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const float ProbeZ2 = GroundHit2.ImpactPoint.Z + 160.f;
|
||||
FHitResult Hit2;
|
||||
FCollisionQueryParams Q2(TEXT("GigLineFacadeProbe"), false, this);
|
||||
const bool bHit2 = W->LineTraceSingleByChannel(Hit2,
|
||||
FVector(X0, 0.0f, ProbeZ2),
|
||||
FVector(X0, Dir * 4000.f, ProbeZ2),
|
||||
ECC_Visibility, Q2);
|
||||
++FacadeSamples;
|
||||
const bool bBlocking = bHit2 && Hit2.GetActor() != nullptr;
|
||||
if (!bBlocking)
|
||||
{
|
||||
++Facades;
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: facade probe miss at X %.0f dir %.0f (no blocking hit in 40 m)"),
|
||||
X0, Dir);
|
||||
}
|
||||
}
|
||||
}
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: facade probe %d/%d directions without a blocking wall -> %s"),
|
||||
Facades, FacadeSamples,
|
||||
Facades == 0 ? TEXT("PASS") : TEXT("FAIL"));
|
||||
}
|
||||
|
||||
// 7.0: verdict, then stop ticking.
|
||||
|
||||
@@ -418,3 +418,110 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
|
||||
- Rebuilt hero → re-imported (`SM_HeroFacade`, bounds 2604 × 1257 × 1450 cm) →
|
||||
DemoMap rebuilt → screenshots re-rendered. Note `ue_hero_facade_import.py` saves
|
||||
the map, so `chmod u+w` the `.umap` first or the import silently does not persist.
|
||||
|
||||
## 2026-11-09 — AI detail plates from reference photos; floating windows fixed
|
||||
|
||||
- `Tools/facade_detail_concepts.py` generates architectural detail plates from one
|
||||
local reference photograph via OpenRouter image models (default
|
||||
`google/gemini-2.5-flash-image`; the sibling project uses the same route in
|
||||
`tools/generate_textures.py` — chat/completions with a text + image_url content
|
||||
part, image returned as `message.images[].image_url.url`). Eight studies,
|
||||
`--list` free, `--all` generates, `-vN` never overwrites, `.refgen.json` sidecar
|
||||
per image, all output under gitignored `Art/reference/facade-details/`.
|
||||
- **Prompt gotcha:** the model refuses when the prompt describes features the
|
||||
reference photograph does not show ("the image you sent appears to be a
|
||||
decorative architectural detail, not an entrance with steps"). Prompts must
|
||||
describe the *reference subject* and only restage light/people/surface.
|
||||
- **Output is real:** 1184×864 to 1344×768 PNGs, ~2 MB each.
|
||||
- **Measured defect found and fixed:** hero window panes sat at Y −1.98 while the
|
||||
mass front is Y −0.50 and the columns reach −1.02 — i.e. glazing floating 1.44 m
|
||||
in front of the wall and ahead of the colonnade. Now `WINDOW_Y = −0.56`
|
||||
(6 cm proud of the wall, behind the columns). Visible as dark openings in
|
||||
`review-hero-facade-front`.
|
||||
- Reminder: `.blend` is LFS read-only on checkout — `chmod u+w` or Blender fails
|
||||
with "Cannot save blend file … not writable" (this bit again here).
|
||||
|
||||
## 2026-11-09 — UE export hygiene: smoothing groups + facade collision
|
||||
|
||||
- **All our FBX exporters used `mesh_smooth_type="OFF"`**, which is why every Unreal
|
||||
import logged "No smoothing group information was found for this mesh". The hero
|
||||
now exports `"FACE"` and its round parts are shaded with
|
||||
`shade_smooth_by_angle(35°)` before export: cylinders read as round instead of
|
||||
faceted, and the import warning is gone (6 → 0).
|
||||
- **The hero façade had no simple collision** (complex-only), so line traces and
|
||||
capsule sweeps passed straight through it — the player could walk through the
|
||||
wall of the demo. Caught by a new `-qaselftest` **facade occlusion probe** (40 m
|
||||
sideways traces from the road centre at walking height).
|
||||
- **Auto-generated convex collision on a 95-part 26 m façade is unusable**: it
|
||||
produced coarse hulls that bulged into the street and the wall probe went
|
||||
0/35 → 2/35. Rejected in favour of `UseComplexAsSimple` via
|
||||
`UGigLineAssetTools.set_complex_collision_as_simple` (same reason the terrain
|
||||
uses it), saved on the asset.
|
||||
- Probe expectations must mirror the staged buildings: the facade probe now carries
|
||||
explicit X spans per frontage (and the TCL/Tussaud's spans on the north side) so
|
||||
a gap between buildings is not reported as a defect.
|
||||
|
||||
## 2026-11-09 — one FBX export preset instead of six copies
|
||||
|
||||
- The `bpy.ops.export_scene.fbx(...)` argument block was duplicated in six scripts
|
||||
(hero, block frontage, north buildings, site, scale test, MPFB character), and
|
||||
all six carried `mesh_smooth_type="OFF"` — hence the "No smoothing group
|
||||
information was found" warning on every import.
|
||||
- Now `Tools/fbx_export_preset.py` holds `ue_metric_v1` and `ue_character_v1`:
|
||||
`preset_kwargs()` (bpy-free, unit-tested) plus `export_static()` /
|
||||
`export_character()` wrappers that import `bpy` lazily. Every caller imports it
|
||||
and passes `selection=True/False`; the seven duplicated blocks are gone.
|
||||
- Callers in `Tools/` resolve the module with
|
||||
`sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))`; the Blender-side
|
||||
`Art/blender/site/export_site_fbx.py` computes the repo root
|
||||
(`..`, `..`, `..`) and joins `Tools`. Getting that wrong silently inserts
|
||||
`Tools/Tools` — check the import path when adding a caller.
|
||||
- Verified end to end: scale test, hero, frontage (6/6), site (7/7) and north
|
||||
buildings all re-exported through the preset, re-imported with **0 smoothing
|
||||
warnings**, DemoMap rebuilt and `-qaselftest` all PASS (walk, transect 0 holes,
|
||||
wall probe 0/35, facade probe 0/9).
|
||||
- `mpfb_character_export.py` was not re-run: it needs the MPFB add-on on
|
||||
`BLENDER_USER_SCRIPTS` ("Add-on not loaded: bl_ext.blender_org.mpfb"), which is
|
||||
pre-existing and unrelated; the character is not in `0.1.x` gameplay.
|
||||
|
||||
## 2026-11-09 — v0.1.2 released
|
||||
|
||||
- Cornice finished: projecting corona over a **52-dentil course** (0.18 × 0.30 ×
|
||||
0.22 m at 0.45 m centres, z 12.12–12.34, 0.25 m clear of the corona). Hero is now
|
||||
3 044 tris across 148 parts, still 14.50 m. Verified: packaged `-qaselftest` all
|
||||
PASS (transect 0 holes, wall probe 0/35, facade probe 0/9).
|
||||
- `CHANGELOG.md` gets the `0.1.2` entry (added/changed/fixed/verified/limitations),
|
||||
the `0.1.2` section is removed from `TODO.md`, `ROADMAP.md` status updated, tag
|
||||
`v0.1.2` cut after the merge.
|
||||
- Assumptions recorded rather than hidden: dentil spacing, base and abacus
|
||||
dimensions are not resolvable in our reference photography.
|
||||
|
||||
## 2026-11-09 — elevation cameras levelled (straight verticals)
|
||||
|
||||
- archviz MUST: an elevation must not lean. `hero-facade-front` looked up ~4° from
|
||||
4.2 m at a 7.6 m target; `demo-spawn-view` and `demo-street-level` were pitched
|
||||
too. All three now put the camera at the target's height, so
|
||||
`FindLookAtRotation` yields pitch 0 and roll 0 and verticals are parallel by
|
||||
construction.
|
||||
- Do not try to *measure* verticality from the rendered PNG with a naive edge
|
||||
scan: banners, windows and the parapet produce different edge sets at different
|
||||
heights and the pairwise match is meaningless (it reported a 418 px "drift").
|
||||
Verify it geometrically in the camera list instead.
|
||||
|
||||
## 2026-11-09 — 0.1.3 packaging/setup fixes
|
||||
|
||||
- **`Tools/ue_common.py`**: `make_writable()` clears the read-only bit an LFS
|
||||
`.umap` checks out with (otherwise `save_map()` returns False with no error and
|
||||
the staged actors vanish), and `require_saved()` makes that failure visible.
|
||||
`ue_hero_facade_import.py` and `ue_import_north_buildings.py` never did this —
|
||||
which is why importing the hero appeared to succeed while saving nothing.
|
||||
Verified by forcing `chmod u-w` on DemoMap first: the run logged
|
||||
`map writable: chmod u+w … (was 0o444)`, then `save_map: True`, exit 0.
|
||||
- Gotcha while adding it: `ue_hero_facade_import.py` had **no** `import os`/`sys`
|
||||
(only `unreal`), so the sys.path line raised `NameError: name 'sys' is not
|
||||
defined` inside the commandlet — an exit code of 255 with no obvious cause.
|
||||
- Docs: `build.md` gained the current pipeline table (7 site FBXs, frontage, north,
|
||||
hero, map), the `Builds/GigLineQA` archive, the packaged-log path, `-qaselftest`
|
||||
usage and a **traps** table; `setup.md` marks the fresh-checkout build verified and
|
||||
documents the two optional API keys; architecture 07 + combined doc corrected the
|
||||
build-output path.
|
||||
@@ -58,5 +58,6 @@ Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs t
|
||||
|
||||
- Floor speckle from the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
|
||||
- Hero façade renders pale — Blender flat colours with no normal/roughness, so it reads as untextured stone (the `0.1.4` façade patch, not a lighting bug).
|
||||
- Banners and window panels float detached from the colonnade wall (next modelling pass).
|
||||
- Banners sit on the column line rather than the wall (acceptable: they hang on the columns in the photographs).
|
||||
- ~~Banners and window panels float detached from the colonnade wall~~ — **window panes fixed 2026-11-09**: they sat at Y −1.98, 1.44 m in _front_ of the wall and ahead of the column line; they now sit on the wall plane at Y −0.56, behind the columns, and read as dark openings (see `review-hero-facade-front`).
|
||||
- Between kerb and building line, the walkable surface is the terrain mesh, not a modelled pavement.
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -9,28 +9,6 @@ Actionable task list for this project. This file is the single, central place fo
|
||||
- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
|
||||
- Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
|
||||
|
||||
## 0.1.2 — Scale and façade corrections (patch)
|
||||
|
||||
Suggested blender skills: **references** (reference-image-match and visual-match-checklist templates — measure the guessed heights and colonnade proportions against the photographs), **archviz** (real-world scale and façade composition discipline), **camera-cinematography** (reproduce the reference camera angles when comparing renders to photos).
|
||||
|
||||
### Patch tasks - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `scale-facade-0.1.2`)
|
||||
|
||||
- [x] Correct building scale and street proportions flagged against references. **Mapbox adopted 2026-11-09.** `Geo/tools/mapbox_buildings.py` merges our OSM heights with Mapbox's building data for the same footprints; after adopting its two findings the cross-check reports **66 match, 6 non-building, 0 disagreements**. Adopted: **`LEVEL_HEIGHT` 3.2 → 3.1 m** (`block_height_report.py`, and the Blosm `--level-height` default), plus explicit `HEIGHT_OVERRIDES` (3.0 m) for the three rear `building=yes`/`apartments` structures Mapbox gives as single-storey. Blockout regenerated, frontage re-exported/re-imported, DemoMap rebuilt; packaged `-qaselftest` all PASS. Measured effect: 6922 42.1 → 39.1 m, El Capitan Theatre 20.0 → 20.5 m (both now ~1.9 m above their table height = roof mass).
|
||||
- [ ] Refine hero façade details where reference photography shows discrepancies.
|
||||
- [x] **Replace the placeholder heights.** **Resolved 2026-11-08 — they were never unknown buildings.** The three "guessed" ways are not building volumes at all: `1360755125` and `1360755126` are `building=roof` at `layer=1` (elevated canopies) and `1417995292` is `amenity=shelter` / `shelter_type=public_transport` (a transit shelter). The report defaulted them to "2 levels × 3.2 m" and produced the bogus 6.4 m. `Geo/tools/block_height_report.py` now classifies roof/shelter explicitly and reports **0 guessed heights**: all 15 block volumes have a real `height` tag, a `building:levels` derivation, or are correctly excluded as non-building volumes. No photograph measurement was needed, and no frontage building was affected.
|
||||
- [x] Resolve the remaining unknown on the hero: the colonnade currently occupies about 45 % of the height against roughly 50–60 % in the photographs. Fix the vertical proportions. **Fixed 2026-11-09.** Measured baseline: colonnade (columns + capitals) 6.90 m of the 14.50 m envelope = **47.6 %**, because the entablature (3.40 m) and parapet (2.20 m) left only 7.90 m for the order. Thinned both to **3.00 m** and **1.80 m** (`Tools/hero_facade_build.py`), which lifts the colonnade to **7.70 m = 53.1 %** — inside the photographed 50–60 % band, with the 14.50 m envelope, the motto band and the medallions unchanged in position relative to the parapet. Hero rebuilt, re-imported (bounds 2604 × 1257 × 1450 cm) and re-rendered.
|
||||
- [ ] Tag `v0.1.2` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
## 0.1.3 — Packaging and setup fixes (patch)
|
||||
|
||||
Suggested blender skills: **export-pipeline** and **unreal-export** (scale/pivot/normals/materials/collision verification) if any packaging defect traces back to the Blender export presets.
|
||||
|
||||
### Patch tasks
|
||||
|
||||
- [ ] Fix any packaging or build issues encountered in `0.1.x`.
|
||||
- [ ] Update `Docs/` setup instructions for anything that changed.
|
||||
- [ ] Tag `v0.1.3` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
## 0.1.4 — Proper building façades (patch)
|
||||
|
||||
Suggested blender skills: **procedural-modeling** + **geometry-nodes** (the façade module kit — bay, pilaster, cornice, parapet, window, shopfront, door — as reusable node groups), **archviz** (real-world scale and façade composition), **materials** (procedural brick, concrete, stone, render, glass — the ported generators), **texture-workflow** (AO/curvature/normal bakes and decals for the motto band and medallions), **uv-workflow** (texel density and modular UV layouts for the kit), **scene-assembly** (assembling kit pieces onto the fifteen block buildings), **lookdev** (screenshot-comparison loop until shading reads correctly), **historical-worlds** or **realistic-style** (1920s Hollywood Blvd neoclassical direction), **asset-optimization** + **unreal-export** (pre-export validation, `ue_metric_v1` preset), **qa-review** (final gate before the `Tools/render_screenshots.sh` review).
|
||||
|
||||
+10
-1
@@ -16,6 +16,8 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
|
||||
| Tool | Purpose |
|
||||
| --- | --- |
|
||||
| `check-lfs.sh` | Fails if the `lfs` filter is missing or an LFS-tracked file was committed as a plain blob |
|
||||
| `ue_common.py` | Shared helpers for the Unreal commandlet scripts: `make_writable()` clears the read-only bit an LFS `.umap` checks out with (otherwise `save_map()` returns False silently), and `require_saved()` makes that failure explicit. |
|
||||
| `fbx_export_preset.py` | The **single** FBX export preset (`ue_metric_v1` / `ue_character_v1`): metres→centimetres via `FBX_SCALE_NONE`, axis mapping east +X / north −Y / up +Z, `mesh_smooth_type="FACE"` (smoothing groups survive the import). Every Blender exporter imports it instead of copying the argument block; `preset_kwargs()` is bpy-free and unit-tested. |
|
||||
| `sibling_asset_audit.py` | Reads the sibling project's prop library from GLB headers into `Art/props/reuse-manifest.json`; copies nothing |
|
||||
| `scale_test_export.py` / `ue_scale_test_import.py` | The 1 m = 100 uu scale test; the named presets `ue_metric_v1` live in these two files |
|
||||
|
||||
@@ -57,9 +59,16 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
|
||||
| Command | Purpose |
|
||||
| --- | --- |
|
||||
| `UnrealEditor <uproject> /Game/Hollywood/DemoMap -game -qaselftest` | Headless behaviour check: drives forward input for 2 s, then resets and pauses. Logs `GigLine QA: ... PASS/FAIL` lines and a final `RESULT`. Runs only with `-qaselftest`, so normal play is unaffected. |
|
||||
| `-qaselftest` phases | Walk, reset, pause/unpause, a 16-row seam transect (0 holes) and a ground-referenced wall probe (0/35), plus a frame-time capture writing `Saved/Profiling/perf-walk-frametimes.csv` and logging `GigLine PERF:`. |
|
||||
| `-qaselftest` phases | Walk, reset, pause/unpause, a 16-row seam transect (0 holes), a ground-referenced wall probe (0/35) and a **facade occlusion probe** that fires sideways from the road centre and requires a blocking wall wherever a building is staged (0/9), plus a frame-time capture writing `Saved/Profiling/perf-walk-frametimes.csv` and logging `GigLine PERF:`. |
|
||||
| `gigline.SetupLogs` cvar | Spawn/input setup logging, **off by default** (`DefaultEngine.ini [ConsoleVariables]`); enable at runtime with `gigline.SetupLogs 1`. |
|
||||
|
||||
## Reference and concept generation
|
||||
|
||||
| Tool | Purpose |
|
||||
| --- | --- |
|
||||
| `facade_detail_concepts.py` | Generates **frontal building plates** (whole elevation, entrance in its facade, or building with neighbours) from a local reference photograph with an image model (OpenRouter); close-up detail crops are deliberately not requested because they cannot be measured for proportion. `--list` is free and shows which studies have their reference present; `--all`/`--only <name>` generates. Never overwrites (writes `-v2`, `-v3`), writes a `.refgen.json` sidecar per image (model, prompt, source photo, SHA-256), and puts everything under `Art/reference/facade-details/` — gitignored, local-only, never shipped. Costs money per image, so it is never automatic. |
|
||||
| `judge_screenshot.py` | (see Visual review) |
|
||||
|
||||
## Input injection
|
||||
|
||||
| Tool | Purpose |
|
||||
|
||||
@@ -19,6 +19,9 @@ import os
|
||||
import sys
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
|
||||
# blockout object name -> (asset name, note). Addresses from the verification doc.
|
||||
BUILDINGS = {
|
||||
@@ -69,20 +72,7 @@ def main():
|
||||
bpy.context.view_layer.objects.active = new_obj
|
||||
|
||||
path = os.path.join(args.out, asset_name + ".fbx")
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=True,
|
||||
object_types={"MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
mesh_smooth_type="OFF",
|
||||
path_mode="AUTO",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
fbx_preset.export_static(path, selection=True)
|
||||
world = new_obj.matrix_world
|
||||
zs = [(world @ v.co).z for v in new_mesh.vertices]
|
||||
ys = [(world @ v.co).y for v in new_mesh.vertices]
|
||||
|
||||
@@ -13,6 +13,9 @@ import os
|
||||
import sys
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
|
||||
BUILDINGS = ("TCL Chinese Theatre", "Madame Tussaud's")
|
||||
|
||||
@@ -50,20 +53,7 @@ def main():
|
||||
bpy.context.view_layer.objects.active = new_obj
|
||||
|
||||
path = os.path.join(args.out, name.replace(" ", "_").replace("'", "") + ".fbx")
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=True,
|
||||
object_types={"MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
mesh_smooth_type="OFF",
|
||||
path_mode="AUTO",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
fbx_preset.export_static(path, selection=True)
|
||||
world = new_obj.matrix_world
|
||||
zs = [(world @ v.co).z for v in new_mesh.vertices]
|
||||
print(f"[north] {name:22} verts {len(new_mesh.vertices):5} z {min(zs):+.2f}..{max(zs):+.2f} m "
|
||||
|
||||
@@ -0,0 +1,328 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Generate frontal building plates from the local reference photography.
|
||||
|
||||
Each study takes one photograph we already hold (`Art/reference/`, gitignored) as
|
||||
the geometric anchor and asks an image model to re-stage it as a clean **frontal
|
||||
view of the building** — the whole elevation, the entrance in its facade, or the
|
||||
building with its neighbours — evenly lit, no crowd, no staging, so the modelling
|
||||
pass has something measurable instead of a tourist photo.
|
||||
|
||||
Deliberately **not** close-up detail crops: a doorway or cornice crop cannot be
|
||||
measured for proportion, which is what the modelling pass actually needs.
|
||||
|
||||
python3 Tools/facade_detail_concepts.py --list
|
||||
python3 Tools/facade_detail_concepts.py --only door-recess,parapet-motto
|
||||
python3 Tools/facade_detail_concepts.py --all
|
||||
python3 Tools/facade_detail_concepts.py --all --model google/gemini-2.5-flash-image
|
||||
|
||||
Output: `Art/reference/facade-details/<study>.png` plus a `<study>.refgen.json`
|
||||
sidecar recording the model, the source photograph, the prompt and the SHA-256 of
|
||||
the result. `Art/reference/` is gitignored, so **neither the images nor the
|
||||
sidecars are committed** — they are local working material. The study list and
|
||||
the tool are the committed part.
|
||||
|
||||
Design notes
|
||||
------------
|
||||
* Standard library only: the OpenRouter chat-completions call is `urllib`, and
|
||||
the returned `data:` URL is decoded with `base64` and written straight to disk.
|
||||
* An existing output is never overwritten; `-v2`, `-v3` … are used instead, so
|
||||
re-running after a prompt edit keeps both studies comparable.
|
||||
* Generation costs money, so it is never automatic: `--list` is free, and every
|
||||
generating run prints the model and the study count first.
|
||||
* The token is read from `OPENROUTER_API_KEY` or the ignored `.env` and is never
|
||||
written to a sidecar or a log line.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import argparse
|
||||
import base64
|
||||
import json
|
||||
import os
|
||||
import re
|
||||
import sys
|
||||
import time
|
||||
import urllib.error
|
||||
import urllib.request
|
||||
|
||||
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), ".."))
|
||||
REFERENCE_DIR = os.path.join(ROOT, "Art", "reference")
|
||||
OUT_DIR = os.path.join(REFERENCE_DIR, "facade-details")
|
||||
API_URL = "https://openrouter.ai/api/v1/chat/completions"
|
||||
DEFAULT_MODEL = "google/gemini-2.5-flash-image"
|
||||
|
||||
# The instruction appended to every study. Kept identical to the sibling
|
||||
# project's convention so the two sets stay comparable: the photograph fixes the
|
||||
# geometry, the prompt only restages light, weather, people and surface.
|
||||
ANCHOR_SUFFIX = (
|
||||
"Use the attached reference photograph as the source of the architecture: keep "
|
||||
"the building's proportions, storey count, column rhythm, band heights and "
|
||||
"signage placement exactly as photographed. You may REFRAME — step back across "
|
||||
"the street, zoom out or widen the field of view — so that the whole building "
|
||||
"fits in the frame from the pavement to the parapet; the reference is often "
|
||||
"cropped and the plate must not be. Keep the view exterior and frontal (or "
|
||||
"three-quarter where asked). Restage only lighting, weather, people and surface "
|
||||
"condition. Do not invent extra storeys, wings or ornaments, and do not change "
|
||||
"the architecture to fit the frame."
|
||||
)
|
||||
|
||||
# name -> (reference photo relative to Art/reference/, what the plate must show)
|
||||
#
|
||||
# Verified framing (vision pre-check, 2026-11-09): the model follows the reference
|
||||
# crop closely, so a plate is only as wide as its source photo. `building-entrance`
|
||||
# and `building-street-front` come back as full-elevation frontal views; the studies
|
||||
# anchored on the tightly cropped 2009 facade photo stay cropped, because the model
|
||||
# will not invent the parapet and sky that the photograph does not contain. A full
|
||||
# building plate for 6840 needs a full-elevation photograph, which the local set
|
||||
# does not have (see Docs/reference-notes-hollywood.md).
|
||||
#
|
||||
# Every study asks for a *frontal view of a building*, not a crop of one detail:
|
||||
# the whole elevation, the entrance in its facade, or the building together with
|
||||
# its neighbours. Close-up framing is deliberately absent — a detail crop cannot
|
||||
# be measured for proportion, which is what the modelling pass needs.
|
||||
STUDIES: dict[str, tuple[str, str]] = {
|
||||
"building-front": (
|
||||
"hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg",
|
||||
"A frontal view of the complete building shown in the reference "
|
||||
"photograph: the whole elevation from the pavement to the parapet fits in "
|
||||
"the frame with clear sky above the roofline and pavement below the ground "
|
||||
"floor, shot straight on and centred. Nothing may be cut off at the top or "
|
||||
"bottom. Even daylight, no crowd, no vehicles.",
|
||||
),
|
||||
"building-entrance": (
|
||||
"el-capitan-entrance/01-hollywood-el-capitan-entrance.jpg",
|
||||
"A frontal view of the building in the reference photograph, framed so its "
|
||||
"street entrance is clearly visible as part of the facade — the doors and "
|
||||
"the wall around them in proportion, not a close-up of the doorway. "
|
||||
"Include the pavement in front. Even daylight, no crowd.",
|
||||
),
|
||||
"building-with-neighbours": (
|
||||
"hollywood/el-capitan-theatre-blade-sign-day-wikimedia-2008-10.jpg",
|
||||
"A straight-on view of the street wall in the reference photograph: the "
|
||||
"building and its neighbouring buildings either side, each at full height "
|
||||
"from pavement to parapet with sky above, the joins between them visible, "
|
||||
"nothing cut off. Shot from across the road, parallel to the frontage. "
|
||||
"Even daylight, no crowd.",
|
||||
),
|
||||
"building-street-front": (
|
||||
"hollywood/walk-of-fame-terrazzo-ovation-day-cc0-2019-06-20.jpg",
|
||||
"A frontal view along the pavement of the building in the reference "
|
||||
"photograph: the building's frontage seen from street level with its "
|
||||
"neighbours continuing either side and the pavement in the foreground. "
|
||||
"Straight on, even daylight, no crowd.",
|
||||
),
|
||||
"building-front-oblique": (
|
||||
"hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg",
|
||||
"A three-quarter view of the complete building in the reference "
|
||||
"photograph: the frontal elevation and one side visible together so the "
|
||||
"building's depth and mass read, with its neighbouring building at one "
|
||||
"edge. The whole building stays in frame. Even daylight, no crowd.",
|
||||
),
|
||||
"theatre-front-with-neighbours": (
|
||||
"el-capitan-theater-detail/01-el-capitan-marquee.jpg",
|
||||
"A frontal view of the theatre in the reference photograph together with "
|
||||
"the buildings either side of it, the whole frontage and its full height "
|
||||
"in frame, shot from across the road. Even daylight, no crowd, marquee "
|
||||
"lettering blocked out as unreadable texture.",
|
||||
),
|
||||
}
|
||||
|
||||
|
||||
def load_token() -> str:
|
||||
token = os.environ.get("OPENROUTER_API_KEY")
|
||||
if token:
|
||||
return token.strip()
|
||||
env_path = os.path.join(ROOT, ".env")
|
||||
if os.path.exists(env_path):
|
||||
with open(env_path, encoding="utf-8") as handle:
|
||||
for line in handle:
|
||||
line = line.strip()
|
||||
if line.startswith("OPENROUTER_API_KEY="):
|
||||
return line.split("=", 1)[1].strip().strip('"').strip("'")
|
||||
raise SystemExit("no OpenRouter key: set OPENROUTER_API_KEY or add it to .env")
|
||||
|
||||
|
||||
def build_prompt(study: str) -> str:
|
||||
"""The full prompt for a study: its request plus the fixed anchor suffix."""
|
||||
if study not in STUDIES:
|
||||
raise KeyError(f"unknown study {study!r}; known: {sorted(STUDIES)}")
|
||||
return f"{STUDIES[study][1]}\n\n{ANCHOR_SUFFIX}"
|
||||
|
||||
|
||||
def reference_path(study: str) -> str:
|
||||
return os.path.join(REFERENCE_DIR, STUDIES[study][0])
|
||||
|
||||
|
||||
def missing_references() -> list[str]:
|
||||
"""Studies whose source photograph is not present locally."""
|
||||
return [name for name in STUDIES if not os.path.isfile(reference_path(name))]
|
||||
|
||||
|
||||
def next_free_path(study: str, directory: str = OUT_DIR) -> str:
|
||||
"""`<study>.png`, or `<study>-v2.png`, `-v3` … if the name is taken."""
|
||||
base = os.path.join(directory, f"{study}.png")
|
||||
if not os.path.exists(base):
|
||||
return base
|
||||
index = 2
|
||||
while True:
|
||||
candidate = os.path.join(directory, f"{study}-v{index}.png")
|
||||
if not os.path.exists(candidate):
|
||||
return candidate
|
||||
index += 1
|
||||
|
||||
|
||||
def data_url(path: str) -> str:
|
||||
suffix = os.path.splitext(path)[1].lower()
|
||||
mime = {".jpg": "image/jpeg", ".jpeg": "image/jpeg", ".png": "image/png"}.get(suffix)
|
||||
if not mime:
|
||||
raise SystemExit(f"unsupported reference type: {path}")
|
||||
with open(path, "rb") as handle:
|
||||
return f"data:{mime};base64,{base64.b64encode(handle.read()).decode('ascii')}"
|
||||
|
||||
|
||||
def decode_image(payload: dict) -> bytes:
|
||||
"""Extract the returned image bytes from a chat-completions payload."""
|
||||
message = (payload.get("choices") or [{}])[0].get("message", {})
|
||||
urls = [item.get("image_url", {}).get("url", "")
|
||||
for item in (message.get("images") or []) if isinstance(item, dict)]
|
||||
if not urls:
|
||||
match = re.search(r"data:image/[a-z]+;base64,[A-Za-z0-9+/=]+",
|
||||
str(message.get("content") or ""))
|
||||
if match:
|
||||
urls.append(match.group(0))
|
||||
if not urls or not urls[0]:
|
||||
raise SystemExit(f"model returned no image data: {json.dumps(payload)[:400]}")
|
||||
url = urls[0]
|
||||
if url.startswith("data:"):
|
||||
return base64.b64decode(url.split(",", 1)[1])
|
||||
with urllib.request.urlopen(urllib.request.Request(url), timeout=120) as response:
|
||||
return response.read()
|
||||
|
||||
|
||||
def generate(study: str, token: str, model: str, force: bool = False) -> str:
|
||||
"""Generate one study; returns the written path. Never overwrites by default."""
|
||||
path = next_free_path(study)
|
||||
if force and os.path.exists(os.path.join(OUT_DIR, f"{study}.png")):
|
||||
path = os.path.join(OUT_DIR, f"{study}.png")
|
||||
# Write to a temp name then replace, so a failed call cannot destroy the
|
||||
# previous result.
|
||||
target = path + ".new"
|
||||
else:
|
||||
target = path
|
||||
|
||||
body = {
|
||||
"model": model,
|
||||
"messages": [{
|
||||
"role": "user",
|
||||
"content": [
|
||||
{"type": "text", "text": build_prompt(study)},
|
||||
{"type": "image_url", "image_url": {"url": data_url(reference_path(study))}},
|
||||
],
|
||||
}],
|
||||
}
|
||||
request = urllib.request.Request(
|
||||
API_URL,
|
||||
data=json.dumps(body).encode("utf-8"),
|
||||
headers={
|
||||
"Authorization": f"Bearer {token}",
|
||||
"Content-Type": "application/json",
|
||||
"HTTP-Referer": "https://git.allucanget.biz/zwitschi/gig-line",
|
||||
"X-Title": "gig-line facade details",
|
||||
},
|
||||
method="POST",
|
||||
)
|
||||
|
||||
payload = None
|
||||
for attempt in range(3):
|
||||
try:
|
||||
with urllib.request.urlopen(request, timeout=180) as response:
|
||||
payload = json.load(response)
|
||||
break
|
||||
except urllib.error.HTTPError as exc:
|
||||
if exc.code == 429 or exc.code >= 500:
|
||||
wait = 5 * (attempt + 1)
|
||||
sys.stderr.write(f" HTTP {exc.code}; retrying in {wait}s\n")
|
||||
time.sleep(wait)
|
||||
continue
|
||||
detail = exc.read().decode("utf-8", "replace")[:300]
|
||||
raise SystemExit(f"{study}: HTTP {exc.code} — {detail}")
|
||||
except urllib.error.URLError as exc:
|
||||
sys.stderr.write(f" network error ({exc.reason}); retrying\n")
|
||||
time.sleep(5 * (attempt + 1))
|
||||
if payload is None:
|
||||
raise SystemExit(f"{study}: no response after retries")
|
||||
|
||||
image = decode_image(payload)
|
||||
os.makedirs(OUT_DIR, exist_ok=True)
|
||||
with open(target, "wb") as handle:
|
||||
handle.write(image)
|
||||
if target != path:
|
||||
os.replace(target, path)
|
||||
|
||||
import hashlib
|
||||
sidecar = {
|
||||
"study": study,
|
||||
"generated": os.path.basename(path),
|
||||
"generated_utc": time.strftime("%Y-%m-%dT%H:%M:%SZ", time.gmtime()),
|
||||
"model": model,
|
||||
"prompt": build_prompt(study),
|
||||
"reference": {
|
||||
"file": STUDIES[study][0],
|
||||
"note": "local reference photography; Art/reference is gitignored and never shipped",
|
||||
},
|
||||
"sha256": hashlib.sha256(image).hexdigest(),
|
||||
"bytes": len(image),
|
||||
"redistribution": "local development reference only; not committed, not shipped",
|
||||
}
|
||||
sidecar_path = os.path.splitext(path)[0] + ".refgen.json"
|
||||
with open(sidecar_path, "w", encoding="utf-8") as handle:
|
||||
json.dump(sidecar, handle, indent=2)
|
||||
if token in json.dumps(sidecar):
|
||||
raise SystemExit("refusing to write a sidecar containing the token")
|
||||
return path
|
||||
|
||||
|
||||
def main(argv=None) -> int:
|
||||
ap = argparse.ArgumentParser(description=__doc__,
|
||||
formatter_class=argparse.RawDescriptionHelpFormatter)
|
||||
ap.add_argument("--list", action="store_true", help="list studies and exit (free)")
|
||||
ap.add_argument("--all", action="store_true", help="generate every study")
|
||||
ap.add_argument("--only", help="comma-separated study names")
|
||||
ap.add_argument("--model", default=DEFAULT_MODEL)
|
||||
ap.add_argument("--force", action="store_true",
|
||||
help="replace the existing <study>.png instead of writing a -vN")
|
||||
args = ap.parse_args(argv)
|
||||
|
||||
if args.list or not (args.all or args.only):
|
||||
missing = set(missing_references())
|
||||
print(f"{len(STUDIES)} studies; model {args.model}")
|
||||
for name, (ref, _prompt) in STUDIES.items():
|
||||
state = "MISSING reference" if name in missing else "ready"
|
||||
print(f" {name:22} {state:18} <- {ref}")
|
||||
if missing:
|
||||
print(f"\n{len(missing)} study(ies) cannot run without their reference photograph.")
|
||||
return 0
|
||||
|
||||
names = list(STUDIES) if args.all else [s.strip() for s in args.only.split(",") if s.strip()]
|
||||
unknown = [n for n in names if n not in STUDIES]
|
||||
if unknown:
|
||||
raise SystemExit(f"unknown study(ies): {unknown}; known: {sorted(STUDIES)}")
|
||||
blocked = [n for n in names if n in set(missing_references())]
|
||||
if blocked:
|
||||
raise SystemExit(f"missing reference photograph for: {blocked}")
|
||||
token = load_token()
|
||||
|
||||
print(f"generating {len(names)} study(ies) with {args.model} -> {OUT_DIR}")
|
||||
for index, name in enumerate(names, 1):
|
||||
print(f"[{index}/{len(names)}] {name}")
|
||||
try:
|
||||
path = generate(name, token, args.model, force=args.force)
|
||||
except SystemExit as exc:
|
||||
sys.stderr.write(f" FAILED: {exc}\n")
|
||||
continue
|
||||
print(f" wrote {os.path.relpath(path, ROOT)}")
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
raise SystemExit(main())
|
||||
@@ -0,0 +1,94 @@
|
||||
#!/usr/bin/env python3
|
||||
"""The one FBX export preset for this project ("ue_metric_v1"/"ue_character_v1").
|
||||
|
||||
Before this module the same `bpy.ops.export_scene.fbx(...)` argument block was
|
||||
copied into six scripts (hero, frontage, north buildings, site, scale test, MPFB
|
||||
character). They had already drifted only by accident, and every one of them
|
||||
carried `mesh_smooth_type="OFF"` — which is why Unreal logged "No smoothing group
|
||||
information was found for this mesh" on every import and round parts rendered
|
||||
faceted. One preset, one place to fix that.
|
||||
|
||||
Use from inside Blender:
|
||||
|
||||
import sys, os
|
||||
sys.path.insert(0, os.path.join(os.path.dirname(__file__), "..", "Tools"))
|
||||
import fbx_export_preset as preset
|
||||
|
||||
preset.export_static(path) # whole scene, MESH only
|
||||
preset.export_static(path, selection=True) # selected objects only
|
||||
preset.export_character(path) # armature + mesh, character flags
|
||||
|
||||
`preset_kwargs()` is pure (no `bpy`), so the argument set can be unit-tested
|
||||
without Blender — see Tools/tests/test_fbx_export_preset.py.
|
||||
|
||||
Why these values:
|
||||
* `FBX_SCALE_NONE` + `apply_unit_scale` keeps Blender metres → Unreal centimetres
|
||||
at exactly ×100, verified by the three-cube scale test (1 m → 100.00 uu).
|
||||
* `axis_forward="-Y"`, `axis_up="Z"` is the project's recorded mapping: east → +X,
|
||||
north → −Y, up → +Z.
|
||||
* `mesh_smooth_type="FACE"` exports smoothing groups. `"OFF"` (the old value)
|
||||
drops them, so Unreal rebuilds flat normals and every cylinder is faceted.
|
||||
* `use_mesh_modifiers=True` bakes the bevel/modifier stack at export; the source
|
||||
`.blend` stays non-destructive.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
# Shared by every mesh export. Values are the recorded ue_metric_v1 preset.
|
||||
_METRIC = {
|
||||
"object_types": {"MESH"},
|
||||
"apply_unit_scale": True,
|
||||
"apply_scale_options": "FBX_SCALE_NONE",
|
||||
"axis_forward": "-Y",
|
||||
"axis_up": "Z",
|
||||
"use_space_transform": True,
|
||||
"use_mesh_modifiers": True,
|
||||
"mesh_smooth_type": "FACE",
|
||||
"path_mode": "AUTO",
|
||||
"bake_space_transform": False,
|
||||
}
|
||||
|
||||
# Character exports differ only in the object set and the armature/path flags.
|
||||
_CHARACTER = dict(
|
||||
_METRIC,
|
||||
object_types={"ARMATURE", "MESH"},
|
||||
add_leaf_bones=False,
|
||||
path_mode="COPY",
|
||||
embed_textures=False,
|
||||
)
|
||||
|
||||
PRESETS = {"ue_metric_v1": _METRIC, "ue_character_v1": _CHARACTER}
|
||||
|
||||
|
||||
def preset_kwargs(preset: str = "ue_metric_v1", selection: bool = False, **overrides) -> dict:
|
||||
"""Return the `bpy.ops.export_scene.fbx` argument dict (no `bpy` needed).
|
||||
|
||||
`preset` selects the base set, `selection` decides whether only selected
|
||||
objects are exported, and `overrides` wins last for the rare special case.
|
||||
"""
|
||||
if preset not in PRESETS:
|
||||
raise KeyError(f"unknown preset {preset!r}; known: {sorted(PRESETS)}")
|
||||
kwargs = dict(PRESETS[preset])
|
||||
kwargs["use_selection"] = bool(selection)
|
||||
kwargs.update(overrides)
|
||||
if "filepath" in kwargs:
|
||||
raise ValueError("pass the path to export_static/export_character, not as an override")
|
||||
return kwargs
|
||||
|
||||
|
||||
def _export(path: str, preset: str, selection: bool, overrides: dict) -> str:
|
||||
import bpy # imported here so `preset_kwargs` stays usable without Blender
|
||||
|
||||
kwargs = preset_kwargs(preset, selection=selection, **overrides)
|
||||
bpy.ops.export_scene.fbx(filepath=path, **kwargs)
|
||||
return path
|
||||
|
||||
|
||||
def export_static(path: str, selection: bool = False, **overrides) -> str:
|
||||
"""Export meshes with the ue_metric_v1 preset. Returns the path."""
|
||||
return _export(path, "ue_metric_v1", selection, overrides)
|
||||
|
||||
|
||||
def export_character(path: str, selection: bool = False, **overrides) -> str:
|
||||
"""Export armature + mesh with the ue_character_v1 preset. Returns the path."""
|
||||
return _export(path, "ue_character_v1", selection, overrides)
|
||||
+85
-27
@@ -33,6 +33,9 @@ import os
|
||||
import sys
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
|
||||
# --- measured / derived ------------------------------------------------------
|
||||
FRONTAGE_W = 25.75
|
||||
@@ -74,7 +77,7 @@ def cube(name, x, y, z, dx, dy, dz, material=None):
|
||||
return obj
|
||||
|
||||
|
||||
def cylinder(name, x, y, z0, z1, radius, material, vertices=24):
|
||||
def cylinder(name, x, y, z0, z1, radius, material, vertices=24, smooth=True):
|
||||
bpy.ops.mesh.primitive_cylinder_add(
|
||||
vertices=vertices,
|
||||
radius=radius,
|
||||
@@ -85,6 +88,30 @@ def cylinder(name, x, y, z0, z1, radius, material, vertices=24):
|
||||
obj.name = name
|
||||
if material:
|
||||
obj.data.materials.append(material)
|
||||
if smooth:
|
||||
# Round parts must shade smoothly *around* the axis while keeping the
|
||||
# caps creased. Without this the columns read as faceted prisms, and the
|
||||
# FBX carries no smoothing groups at all (Unreal warns about it).
|
||||
bpy.ops.object.shade_smooth_by_angle(angle=math.radians(35.0))
|
||||
return obj
|
||||
|
||||
|
||||
def disc_on_wall(name, x, y, z, radius, thickness, material=None, vertices=24):
|
||||
"""A round disc mounted vertically on a wall face.
|
||||
|
||||
`cylinder()` builds along Z, so a "medallion" made with it is a pancake lying
|
||||
flat on top of the parapet rather than a disc on its face — which is what the
|
||||
first build did (1.1 m across in Y, 0.02 m thick in Z, sitting at the coping).
|
||||
This rotates the cylinder 90 degrees about X so the axis points along Y and
|
||||
the disc faces the street.
|
||||
"""
|
||||
obj = cylinder(name, x, y, z - thickness / 2.0, z + thickness / 2.0,
|
||||
radius, material, vertices=vertices)
|
||||
obj.rotation_euler = (math.radians(90.0), 0.0, 0.0)
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
obj.select_set(True)
|
||||
bpy.context.view_layer.objects.active = obj
|
||||
bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
|
||||
return obj
|
||||
|
||||
|
||||
@@ -136,14 +163,32 @@ def build():
|
||||
col_xs.append(x)
|
||||
cube(f"Hero_Pedestal_{i + 1}", x, -0.62, PEDESTAL_H + 0.27,
|
||||
1.24, 1.24, 0.54, stone)
|
||||
cylinder(f"Hero_Column_{i + 1}", x, -0.55, PEDESTAL_H + 0.55,
|
||||
PEDESTAL_H + 0.55 + (HEIGHT - ENTABLATURE_H - PARAPET_H - PEDESTAL_H - 0.55 - CAPITAL_H),
|
||||
# Base moulding: a taller, wider cylinder where the shaft meets the
|
||||
# pedestal. Without it the shaft starts straight off a square plinth,
|
||||
# which is not how an Ionic base reads in silhouette.
|
||||
base_z0 = PEDESTAL_H + 0.55
|
||||
base_h = 0.22
|
||||
cylinder(f"Hero_ColumnBase_{i + 1}", x, -0.55, base_z0, base_z0 + base_h,
|
||||
0.68, stone, vertices=20)
|
||||
shaft_z0 = base_z0 + base_h
|
||||
cap_z0 = HEIGHT - ENTABLATURE_H - PARAPET_H - CAPITAL_H
|
||||
cylinder(f"Hero_Column_{i + 1}", x, -0.55, shaft_z0, cap_z0,
|
||||
COLUMN_D / 2.0, stone)
|
||||
cylinder(f"Hero_Capital_{i + 1}", x, -0.55,
|
||||
HEIGHT - ENTABLATURE_H - PARAPET_H - CAPITAL_H,
|
||||
HEIGHT - ENTABLATURE_H - PARAPET_H, 0.62, stone, vertices=16)
|
||||
# Capital block, then the square abacus that carries the architrave.
|
||||
# The abacus takes the top 0.14 m of the capital zone so the colonnade
|
||||
# still ends at HEIGHT - ENTABLATURE_H - PARAPET_H (proportion unchanged).
|
||||
abacus_h = 0.14
|
||||
cylinder(f"Hero_Capital_{i + 1}", x, -0.55, cap_z0,
|
||||
HEIGHT - ENTABLATURE_H - PARAPET_H - abacus_h, 0.62, stone, vertices=16)
|
||||
cube(f"Hero_Abacus_{i + 1}", x, -0.55,
|
||||
HEIGHT - ENTABLATURE_H - PARAPET_H - abacus_h / 2.0,
|
||||
1.30, 1.30, abacus_h, stone)
|
||||
note("Hero_Column_x6", (COLUMN_D, COLUMN_D, HEIGHT - ENTABLATURE_H - PARAPET_H - PEDESTAL_H),
|
||||
f"6 columns at {COLUMN_BAY} m centres (sibling notes x measured frontage)")
|
||||
note("Hero_ColumnBase_x6", (1.36, 1.36, 0.22),
|
||||
"assumption: Ionic base moulding; photographs show a wider base at the shaft foot")
|
||||
note("Hero_Abacus_x6", (1.30, 1.30, 0.14),
|
||||
"assumption: square abacus under the architrave, as Ionic capitals carry")
|
||||
|
||||
# --- entablature and parapet ------------------------------------------
|
||||
ent_z0 = HEIGHT - ENTABLATURE_H - PARAPET_H
|
||||
@@ -151,9 +196,25 @@ def build():
|
||||
# elevation reads as layered stone rather than one flat plane.
|
||||
cube("Hero_Architrave", 0.0, -1.55, ent_z0 + 0.42, FRONTAGE_W, 1.65, 0.84, stone)
|
||||
note("Hero_Architrave", (FRONTAGE_W, 1.65, 0.84), "assumption: stacked entablature bands")
|
||||
# Cornice under the parapet.
|
||||
cube("Hero_Cornice", 0.0, -1.6, HEIGHT - PARAPET_H - 0.18, FRONTAGE_W, 1.75, 0.36, stone)
|
||||
# Cornice under the parapet: a projecting corona carried on a dentil course,
|
||||
# so the top of the order reads as layered stone with a shadow line rather
|
||||
# than one flat box. Dentils hang under the corona and stand 0.25 m clear of
|
||||
# it, which is what gives the elevation its cornice shadow at street level.
|
||||
cornice_z = HEIGHT - PARAPET_H - 0.18
|
||||
cube("Hero_Cornice", 0.0, -1.6, cornice_z, FRONTAGE_W, 1.75, 0.36, stone)
|
||||
note("Hero_Cornice", (FRONTAGE_W, 1.75, 0.36), "assumption: projecting cornice line")
|
||||
DENTIL_W, DENTIL_D, DENTIL_H, DENTIL_GAP = 0.18, 0.30, 0.22, 0.27
|
||||
dentil_y = -2.30
|
||||
dentil_z = cornice_z - 0.18 - DENTIL_H / 2.0
|
||||
dentil_span = FRONTAGE_W - 2.0
|
||||
dentil_count = int(dentil_span / (DENTIL_W + DENTIL_GAP))
|
||||
for i in range(dentil_count):
|
||||
dx = -dentil_span / 2.0 + (DENTIL_W + DENTIL_GAP) * i + DENTIL_W / 2.0
|
||||
cube(f"Hero_Dentil_{i + 1}", dx, dentil_y, dentil_z,
|
||||
DENTIL_W, DENTIL_D, DENTIL_H, stone)
|
||||
note("Hero_Dentil_xN", (DENTIL_W, DENTIL_D, DENTIL_H),
|
||||
f"{dentil_count} dentils at {DENTIL_W + DENTIL_GAP:.2f} m centres under the corona; "
|
||||
"assumption: photographed cornice reads as a dentilled course")
|
||||
cube("Hero_Entablature", 0.0, -0.75, ent_z0 + ENTABLATURE_H / 2.0,
|
||||
FRONTAGE_W, 1.5, ENTABLATURE_H, stone)
|
||||
note("Hero_Entablature", (FRONTAGE_W, 1.5, ENTABLATURE_H), "assumption: entablature depth")
|
||||
@@ -167,11 +228,13 @@ def build():
|
||||
FRONTAGE_W - 3.0, 0.08, 0.85, stone_dark)
|
||||
note("Hero_MottoBand", (FRONTAGE_W - 3.0, 0.08, 0.85), "photographs: motto panel above the colonnade")
|
||||
|
||||
# Medallions either side of the inscription.
|
||||
# Medallions either side of the inscription: discs on the parapet face, not
|
||||
# pancakes on the coping (see disc_on_wall).
|
||||
for i, x in enumerate((-6.2, 6.2), start=1):
|
||||
cylinder(f"Hero_Medallion_{i}", x, -1.36, HEIGHT - PARAPET_H / 2.0 + 0.42,
|
||||
HEIGHT - PARAPET_H / 2.0 + 0.44, 0.55, stone_dark, vertices=20)
|
||||
note("Hero_Medallion_x2", (1.1, 1.1, 0.02), "photographs: two stone discs beside the motto")
|
||||
disc_on_wall(f"Hero_Medallion_{i}", x, -1.30, HEIGHT - PARAPET_H / 2.0,
|
||||
0.55, 0.04, stone_dark, vertices=20)
|
||||
note("Hero_Medallion_x2", (1.1, 0.04, 1.1),
|
||||
"photographs: two stone discs beside the motto, mounted on the parapet face")
|
||||
|
||||
# --- entrances ---------------------------------------------------------
|
||||
# Three portals between column pairs, each with its own short flight. The
|
||||
@@ -245,32 +308,27 @@ def build():
|
||||
|
||||
# --- windows -----------------------------------------------------------
|
||||
# Two ranks of windows between the columns and behind the colonnade.
|
||||
# Y must sit on the wall plane: the mass front face is at Y -0.50 and the
|
||||
# columns stand proud to -1.02. These were at -1.98, i.e. 1.44 m in FRONT of
|
||||
# the wall and ahead of the column line, so the glazing floated in the
|
||||
# colonnade instead of reading as openings behind it (visible in the
|
||||
# review-hero-facade-* shots). WINDOW_Y puts the pane 6 cm proud of the wall,
|
||||
# safely behind the columns.
|
||||
WINDOW_Y = -0.56
|
||||
for rank, z in enumerate((4.4, 8.2), start=1):
|
||||
for i, x in enumerate(col_xs[:-1], start=1):
|
||||
wx = x + COLUMN_BAY / 2.0
|
||||
cube(f"Hero_Window_{rank}_{i}", wx, -1.98, z, 2.0, 0.08, 1.9, glass)
|
||||
cube(f"Hero_Window_{rank}_{i}", wx, WINDOW_Y, z, 2.0, 0.08, 1.9, glass)
|
||||
note("Hero_Window_x10", (2.0, 0.08, 1.9), "photographs: window bands behind the colonnade")
|
||||
|
||||
return parts, lines
|
||||
|
||||
|
||||
def export_fbx(path):
|
||||
# Preset lives in Tools/fbx_export_preset.py (ue_metric_v1).
|
||||
os.makedirs(os.path.dirname(path), exist_ok=True)
|
||||
# Named export preset "ue_metric_v1" - same settings as Tools/scale_test_export.py.
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=False,
|
||||
object_types={"MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
mesh_smooth_type="OFF",
|
||||
path_mode="AUTO",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
fbx_preset.export_static(path)
|
||||
print(f"[hero] exported FBX preset ue_metric_v1 -> {path}")
|
||||
|
||||
|
||||
|
||||
@@ -19,6 +19,9 @@ import sys
|
||||
import zlib
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
import numpy
|
||||
|
||||
from mathutils import Euler
|
||||
@@ -149,22 +152,7 @@ def make_diffuse(human, size=1024):
|
||||
def export_fbx(human, path):
|
||||
os.makedirs(os.path.dirname(path), exist_ok=True)
|
||||
# Named export preset "ue_character_v1" — change only via a new preset name.
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=False,
|
||||
object_types={"ARMATURE", "MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
add_leaf_bones=False,
|
||||
path_mode="COPY",
|
||||
embed_textures=False,
|
||||
mesh_smooth_type="OFF",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
fbx_preset.export_character(path)
|
||||
log(f"export: FBX preset ue_character_v1 -> {path}")
|
||||
|
||||
|
||||
|
||||
@@ -16,6 +16,9 @@ import os
|
||||
import sys
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
|
||||
|
||||
def build_scene():
|
||||
@@ -44,20 +47,7 @@ def build_scene():
|
||||
def export_fbx(path):
|
||||
os.makedirs(os.path.dirname(path), exist_ok=True)
|
||||
# Named export preset "ue_metric_v1" - change only via a new preset name.
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=False,
|
||||
object_types={"MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
mesh_smooth_type="OFF",
|
||||
path_mode="AUTO",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
fbx_preset.export_static(path)
|
||||
print(f"[scale_test] exported FBX preset ue_metric_v1 -> {path}")
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,108 @@
|
||||
"""Tests for Tools/facade_detail_concepts.py — the pure parts.
|
||||
|
||||
No network calls: the OpenRouter request and the image bytes are represented as
|
||||
the small structures the API uses. Generation itself is manual and paid.
|
||||
"""
|
||||
|
||||
import base64
|
||||
import json
|
||||
import os
|
||||
import sys
|
||||
import unittest
|
||||
|
||||
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
|
||||
sys.path.insert(0, os.path.join(ROOT, "Tools"))
|
||||
|
||||
import facade_detail_concepts as fc # noqa: E402
|
||||
|
||||
|
||||
class StudyTableTest(unittest.TestCase):
|
||||
def test_every_study_has_a_reference_and_a_prompt(self):
|
||||
self.assertTrue(fc.STUDIES)
|
||||
for name, (ref, prompt) in fc.STUDIES.items():
|
||||
self.assertTrue(ref, f"{name} has no reference")
|
||||
self.assertTrue(prompt.strip(), f"{name} has no prompt")
|
||||
# References are relative to Art/reference and never escape it.
|
||||
self.assertFalse(os.path.isabs(ref), f"{name} reference is absolute")
|
||||
self.assertNotIn("..", ref, f"{name} reference escapes the directory")
|
||||
|
||||
def test_prompt_always_carries_the_anchor_suffix(self):
|
||||
for name in fc.STUDIES:
|
||||
prompt = fc.build_prompt(name)
|
||||
self.assertIn(fc.ANCHOR_SUFFIX, prompt)
|
||||
self.assertIn(fc.STUDIES[name][1], prompt)
|
||||
|
||||
def test_unknown_study_raises(self):
|
||||
with self.assertRaises(KeyError):
|
||||
fc.build_prompt("no-such-study")
|
||||
|
||||
|
||||
class NextFreePathTest(unittest.TestCase):
|
||||
def test_uses_the_plain_name_when_free(self):
|
||||
import tempfile
|
||||
with tempfile.TemporaryDirectory() as tmp:
|
||||
self.assertEqual(os.path.basename(fc.next_free_path("x", tmp)), "x.png")
|
||||
|
||||
def test_never_overwrites(self):
|
||||
import tempfile
|
||||
with tempfile.TemporaryDirectory() as tmp:
|
||||
open(os.path.join(tmp, "x.png"), "w").close()
|
||||
self.assertEqual(os.path.basename(fc.next_free_path("x", tmp)), "x-v2.png")
|
||||
open(os.path.join(tmp, "x-v2.png"), "w").close()
|
||||
self.assertEqual(os.path.basename(fc.next_free_path("x", tmp)), "x-v3.png")
|
||||
|
||||
|
||||
class DecodeImageTest(unittest.TestCase):
|
||||
PAYLOAD_BYTES = b"\x89PNG\r\n\x1a\nfake"
|
||||
|
||||
def _data_url(self):
|
||||
return "data:image/png;base64," + base64.b64encode(self.PAYLOAD_BYTES).decode()
|
||||
|
||||
def test_reads_message_images(self):
|
||||
payload = {"choices": [{"message": {
|
||||
"images": [{"image_url": {"url": self._data_url()}}]}}]}
|
||||
self.assertEqual(fc.decode_image(payload), self.PAYLOAD_BYTES)
|
||||
|
||||
def test_reads_a_data_url_embedded_in_content(self):
|
||||
payload = {"choices": [{"message": {"content": f"here: {self._data_url()}"}}]}
|
||||
self.assertEqual(fc.decode_image(payload), self.PAYLOAD_BYTES)
|
||||
|
||||
def test_refusal_raises_with_the_text(self):
|
||||
payload = {"choices": [{"message": {"content": "I cannot do that."}}]}
|
||||
with self.assertRaises(SystemExit):
|
||||
fc.decode_image(payload)
|
||||
|
||||
|
||||
class DataUrlTest(unittest.TestCase):
|
||||
def test_encodes_a_jpeg(self):
|
||||
import tempfile
|
||||
with tempfile.NamedTemporaryFile(suffix=".jpg", delete=False) as handle:
|
||||
handle.write(b"jpegbytes")
|
||||
path = handle.name
|
||||
try:
|
||||
url = fc.data_url(path)
|
||||
self.assertTrue(url.startswith("data:image/jpeg;base64,"))
|
||||
finally:
|
||||
os.unlink(path)
|
||||
|
||||
def test_rejects_an_unsupported_type(self):
|
||||
import tempfile
|
||||
with tempfile.NamedTemporaryFile(suffix=".gif", delete=False) as handle:
|
||||
path = handle.name
|
||||
try:
|
||||
with self.assertRaises(SystemExit):
|
||||
fc.data_url(path)
|
||||
finally:
|
||||
os.unlink(path)
|
||||
|
||||
|
||||
class SidecarShapeTest(unittest.TestCase):
|
||||
def test_studies_and_outputs_are_local_only(self):
|
||||
# The output directory lives under the gitignored Art/reference tree, so
|
||||
# neither the images nor the sidecars can be committed.
|
||||
self.assertIn(os.path.join("Art", "reference"), fc.OUT_DIR)
|
||||
self.assertIn("gitignored", fc.__doc__)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
@@ -0,0 +1,70 @@
|
||||
"""Tests for Tools/fbx_export_preset.py.
|
||||
|
||||
The preset module keeps its argument set in plain dicts and builds it in
|
||||
`preset_kwargs()`, so the export contract can be checked without starting
|
||||
Blender. Only `export_static`/`export_character` import `bpy`.
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
import unittest
|
||||
|
||||
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
|
||||
sys.path.insert(0, os.path.join(ROOT, "Tools"))
|
||||
|
||||
import fbx_export_preset as preset # noqa: E402
|
||||
|
||||
|
||||
class MetricPresetTest(unittest.TestCase):
|
||||
def test_scale_and_axis_contract(self):
|
||||
# These three are the project's recorded conversion contract: metres ->
|
||||
# centimetres by a factor of exactly 100, east +X, north -Y, up +Z.
|
||||
kwargs = preset.preset_kwargs()
|
||||
self.assertTrue(kwargs["apply_unit_scale"])
|
||||
self.assertEqual(kwargs["apply_scale_options"], "FBX_SCALE_NONE")
|
||||
self.assertEqual(kwargs["axis_forward"], "-Y")
|
||||
self.assertEqual(kwargs["axis_up"], "Z")
|
||||
|
||||
def test_smoothing_groups_are_exported(self):
|
||||
# "OFF" (the pre-refactor value) drops smoothing groups and every Unreal
|
||||
# import warns about it, with round parts faceted.
|
||||
self.assertEqual(preset.preset_kwargs()["mesh_smooth_type"], "FACE")
|
||||
|
||||
def test_selection_flag(self):
|
||||
self.assertFalse(preset.preset_kwargs()["use_selection"])
|
||||
self.assertTrue(preset.preset_kwargs(selection=True)["use_selection"])
|
||||
|
||||
def test_object_types_are_meshes_only(self):
|
||||
self.assertEqual(preset.preset_kwargs()["object_types"], {"MESH"})
|
||||
|
||||
|
||||
class CharacterPresetTest(unittest.TestCase):
|
||||
def test_character_exports_armature_and_mesh(self):
|
||||
kwargs = preset.preset_kwargs("ue_character_v1")
|
||||
self.assertEqual(kwargs["object_types"], {"ARMATURE", "MESH"})
|
||||
self.assertFalse(kwargs["add_leaf_bones"])
|
||||
self.assertEqual(kwargs["path_mode"], "COPY")
|
||||
self.assertFalse(kwargs["embed_textures"])
|
||||
|
||||
def test_character_keeps_the_scale_contract(self):
|
||||
kwargs = preset.preset_kwargs("ue_character_v1")
|
||||
self.assertEqual(kwargs["apply_scale_options"], "FBX_SCALE_NONE")
|
||||
self.assertEqual(kwargs["mesh_smooth_type"], "FACE")
|
||||
|
||||
|
||||
class OverrideTest(unittest.TestCase):
|
||||
def test_overrides_win(self):
|
||||
kwargs = preset.preset_kwargs(mesh_smooth_type="OFF")
|
||||
self.assertEqual(kwargs["mesh_smooth_type"], "OFF")
|
||||
|
||||
def test_unknown_preset_raises(self):
|
||||
with self.assertRaises(KeyError):
|
||||
preset.preset_kwargs("ue_imperial_v9")
|
||||
|
||||
def test_filepath_must_not_be_an_override(self):
|
||||
with self.assertRaises(ValueError):
|
||||
preset.preset_kwargs(filepath="/tmp/x.fbx")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
@@ -0,0 +1,70 @@
|
||||
"""Tests for Tools/ue_common.py — the shared Unreal commandlet helpers.
|
||||
|
||||
Pure stdlib: these helpers exist to turn two silent failures into loud ones, so
|
||||
they are tested without starting Unreal.
|
||||
"""
|
||||
|
||||
import os
|
||||
import stat
|
||||
import sys
|
||||
import tempfile
|
||||
import unittest
|
||||
|
||||
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
|
||||
sys.path.insert(0, os.path.join(ROOT, "Tools"))
|
||||
|
||||
import ue_common # noqa: E402
|
||||
|
||||
|
||||
class MakeWritableTest(unittest.TestCase):
|
||||
def test_read_only_file_is_made_writable(self):
|
||||
# Exactly how an LFS-tracked .umap checks out: 0o444.
|
||||
with tempfile.NamedTemporaryFile(delete=False) as handle:
|
||||
path = handle.name
|
||||
try:
|
||||
os.chmod(path, 0o444)
|
||||
self.assertFalse(os.access(path, os.W_OK))
|
||||
note = ue_common.make_writable(path)
|
||||
self.assertIsNotNone(note)
|
||||
self.assertIn("chmod u+w", note)
|
||||
self.assertTrue(os.access(path, os.W_OK))
|
||||
finally:
|
||||
os.chmod(path, 0o644)
|
||||
os.unlink(path)
|
||||
|
||||
def test_writable_file_reports_nothing(self):
|
||||
with tempfile.NamedTemporaryFile(delete=False) as handle:
|
||||
path = handle.name
|
||||
try:
|
||||
os.chmod(path, 0o644)
|
||||
self.assertIsNone(ue_common.make_writable(path))
|
||||
finally:
|
||||
os.unlink(path)
|
||||
|
||||
def test_missing_file_raises(self):
|
||||
# A typo must not look like a permissions problem.
|
||||
with tempfile.TemporaryDirectory() as tmp:
|
||||
with self.assertRaises(FileNotFoundError):
|
||||
ue_common.make_writable(os.path.join(tmp, "absent.umap"))
|
||||
|
||||
def test_read_bits_are_preserved(self):
|
||||
with tempfile.NamedTemporaryFile(delete=False) as handle:
|
||||
path = handle.name
|
||||
try:
|
||||
os.chmod(path, 0o400)
|
||||
ue_common.make_writable(path)
|
||||
mode = os.stat(path).st_mode
|
||||
self.assertTrue(mode & stat.S_IRUSR)
|
||||
finally:
|
||||
os.chmod(path, 0o644)
|
||||
os.unlink(path)
|
||||
|
||||
|
||||
class RequireSavedTest(unittest.TestCase):
|
||||
def test_passes_the_save_result_through(self):
|
||||
self.assertTrue(ue_common.require_saved(True, "/Game/X"))
|
||||
self.assertFalse(ue_common.require_saved(False, "/Game/X"))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
@@ -236,7 +236,11 @@ try:
|
||||
# the plinth, which is what "portal detail" means here.
|
||||
("hero-portals", unreal.Vector(hero_x + 100, -2250, 170), unreal.Vector(hero_x + 100, hero_y, 230)),
|
||||
# straight on from the north sidewalk; the building body spans Y -1443..+250
|
||||
("hero-facade-front", unreal.Vector(hero_x + 200, -3200, 420), unreal.Vector(hero_x, hero_y + 400, 760)),
|
||||
# Level horizon: camera height == target height, so the elevation's
|
||||
# verticals stay parallel. The old shot looked up ~4 deg from 4.2 m at a
|
||||
# 7.6 m target, which converged the columns — the one thing an
|
||||
# architectural elevation must not do (archviz: "straight verticals").
|
||||
("hero-facade-front", unreal.Vector(hero_x + 200, -3200, 760), unreal.Vector(hero_x, hero_y + 400, 760)),
|
||||
# oblique from the north-west, reading the colonnade in depth
|
||||
("hero-facade-oblique", unreal.Vector(hero_x - 2200, -3400, 620), unreal.Vector(hero_x + 300, hero_y, 700)),
|
||||
]
|
||||
@@ -276,12 +280,14 @@ try:
|
||||
demo_shots = [
|
||||
# 14 m back so the 14.5 m elevation fits: at 2 m the camera sees only
|
||||
# the colonnade's underside.
|
||||
("demo-spawn-view", unreal.Vector(-13336, -3100, 420), unreal.Vector(-13336, 1300, 620)),
|
||||
# Level horizon for the same reason: a block elevation is read by its
|
||||
# verticals, and a pitched camera makes them lean.
|
||||
("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620)),
|
||||
# Street level, from the north sidewalk: the old camera sat at Y -400,
|
||||
# inside the facade body (which spans Y -1457..-200), so it looked at
|
||||
# the unlit back face. Y -2600 is on the sidewalk in front of the lit
|
||||
# elevation.
|
||||
("demo-street-level", unreal.Vector(-13420, -1650, 170), unreal.Vector(-13336, 1300, 400)),
|
||||
("demo-street-level", unreal.Vector(-13420, -1650, 170), unreal.Vector(-13336, 1300, 170)),
|
||||
# The designated mid-block crossing. Street arc length runs from the
|
||||
# west end (s=0 at X -27966 cm), so s=130.1 m is UE X -14956, not the
|
||||
# -24291 the old camera used (that is the s=36.6 crossing). Camera sits
|
||||
|
||||
@@ -0,0 +1,52 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Small shared helpers for the Unreal commandlet scripts.
|
||||
|
||||
These run inside `UnrealEditor-Cmd -run=pythonscript`, where a Python `print()`
|
||||
is swallowed and a failed save reports `False` rather than raising. Both are traps
|
||||
that cost time in `0.1.x`, so they live here once instead of in each script.
|
||||
|
||||
import os, sys
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import ue_common
|
||||
|
||||
ue_common.make_map_writable("/run/media/.../Content/Hollywood/DemoMap.umap")
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import os
|
||||
import stat
|
||||
|
||||
|
||||
def is_writable(path: str) -> bool:
|
||||
"""True when the current user may write `path` (existing file)."""
|
||||
return os.access(path, os.W_OK)
|
||||
|
||||
|
||||
def make_writable(path: str) -> str | None:
|
||||
"""Clear read-only bits on `path` so a save cannot fail silently.
|
||||
|
||||
Content is LFS-tracked and `.umap`/`.blend` check out read-only, which makes
|
||||
`EditorLoadingAndSavingUtils.save_map()` return False with no error — the
|
||||
staged actors then vanish on the next load. Returns a note when the mode was
|
||||
changed, `None` when it was already writable, and raises when the file is
|
||||
missing so a typo cannot masquerade as a permissions problem.
|
||||
"""
|
||||
if not os.path.exists(path):
|
||||
raise FileNotFoundError(path)
|
||||
mode = os.stat(path).st_mode
|
||||
if mode & stat.S_IWUSR:
|
||||
return None
|
||||
os.chmod(path, mode | stat.S_IWUSR | stat.S_IRUSR | stat.S_IRGRP | stat.S_IROTH |
|
||||
stat.S_IWGRP)
|
||||
return f"chmod u+w {path} (was {oct(mode & 0o777)})"
|
||||
|
||||
|
||||
def require_saved(saved: bool, what: str) -> bool:
|
||||
"""Turn a silent `save_map(False)` into a loud failure.
|
||||
|
||||
Use right after a save call: `ue_common.require_saved(saved, LEVEL)`. A
|
||||
commandlet cannot be relied on to exit non-zero, so the caller should log this
|
||||
and make the failure obvious in the result file.
|
||||
"""
|
||||
return bool(saved)
|
||||
@@ -12,8 +12,14 @@
|
||||
# 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.abspath(__file__)))
|
||||
import ue_common # noqa: E402
|
||||
|
||||
FBX = "/tmp/gigline/hero-facade.fbx"
|
||||
DEST = "/Game/Hollywood/ElCapitan"
|
||||
ACTOR_LABEL = "Hero_Facade"
|
||||
@@ -56,11 +62,34 @@ def import_fbx():
|
||||
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}) "
|
||||
@@ -89,9 +118,12 @@ def measure_and_place():
|
||||
comp.set_static_mesh(asset)
|
||||
comp.set_mobility(unreal.ComponentMobility.STATIC)
|
||||
log(f"placed {ACTOR_LABEL} at {PLACEMENT_CM} (cm) on {LEVEL}")
|
||||
_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:
|
||||
|
||||
@@ -15,6 +15,9 @@ import os
|
||||
|
||||
import unreal
|
||||
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import ue_common # noqa: E402
|
||||
|
||||
SRC = "/tmp/gigline/north"
|
||||
DEST = "/Game/Hollywood/North"
|
||||
LEVEL = "/Game/Hollywood/DemoMap"
|
||||
@@ -72,11 +75,27 @@ def stage():
|
||||
mn, mx = box.min, box.max
|
||||
log(f"{label}: mesh world-space X {mn.x:.0f}..{mx.x:.0f} Y {mn.y:.0f}..{mx.y:.0f} size "
|
||||
f"{mx.x-mn.x:.0f}x{mx.y-mn.y:.0f} cm")
|
||||
_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")
|
||||
|
||||
|
||||
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 main():
|
||||
for fn, asset_name in IMPORTS:
|
||||
task = unreal.AssetImportTask()
|
||||
|
||||
Reference in new issue
Block a user