15 Commits
Author SHA1 Message Date
zwitschi ba68dcfdbc feat(hero): v0.1.2 — scale calibration, façade detail, export preset refactor (#28)
Merged PR #28: v0.1.2 — scale calibration, façade detail, export preset

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 18:48:33 +01:00
zwitschi 640bff9631 screenshots: re-render the whole set after the 0.1.2 height calibration (review) (#27)
Merged PR #27: 0.1.2 screenshot set (approved)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:44:00 +01:00
zwitschi 5ffe62f6aa feat(geo): adopt Mapbox building calibration (3.1 m per level) (#26)
Merged PR #26: adopt Mapbox building calibration

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:38:28 +01:00
zwitschi 81f7cd3991 feat(geo): cross-check block heights against Mapbox building data (#25)
Merged PR #25: Mapbox building-height cross-check

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:31:39 +01:00
zwitschi 68d8745534 docs(agents): tooling + architecture-upkeep rules, with tool tests (#24)
Merged PR #24: tooling + architecture-upkeep rules, tool tests

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:25:35 +01:00
zwitschi 420f863999 fix(geo): the three "guessed" block heights are a roof, a roof and a bus shelter (#23)
Merged PR #23: block height classification + hero proportions recorded

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:20:46 +01:00
zwitschi 6a778dbc63 release: v0.1.1 — changelog entry, TODO pruning (#22)
Merged PR #22: v0.1.1 release prep

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:19:30 +01:00
zwitschi e75e5500a7 fix(street): 0.1.1 collision patch — flush sidewalk edge, graded crossing ramps (#21)
Merged PR #21: 0.1.1 collision patch (flush sidewalk edge, graded ramps)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:19:11 +01:00
zwitschi 0dd4a55c87 release: v0.1.0 — changelog, TODO pruning, notices statuses (#20)
Merged PR #20: v0.1.0 release prep

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:08:48 +01:00
zwitschi 88b0149bfa screenshots: regenerate set after placement release check (review pending) (#15)
Merged PR #15: regenerated screenshot set (approved)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:08:14 +01:00
zwitschi 47bf3a2415 docs: fill the traversal row in the 0.1.0 check-record table (#19)
Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:22:57 +01:00
zwitschi 3a1db78473 qa: package + document controls (0.1.0 release check PASS) (#18)
Merged PR #18: package + document controls

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:22:34 +01:00
zwitschi b27d30d556 qa: fresh-checkout build PASS (0.1.0 release check) (#17)
Merged PR #17: fresh-checkout build PASS

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:19:21 +01:00
zwitschi 4bc41e9faf perf: capture 1440p frame times; PASS the 60 FPS release check (#16)
Merged PR #16: 1440p perf capture (60 FPS check PASS)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:17:47 +01:00
zwitschi 31f073d608 qa(diag): gate setup logs behind gigline.SetupLogs cvar (#14)
Merged PR #14: gate setup logs behind cvar

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:01:33 +01:00
87 changed files with 3128 additions and 417 deletions

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@@ -42,6 +42,11 @@ Thumbs.db
.env.*
*.env
# Mapbox-derived data — local only. Mapbox terms restrict persisting/redistributing
# their data, so the Tilequery cache and any generated report stay untracked.
/Geo/raw/mapbox-cache/
/Geo/verification/*mapbox*
# Local, private reference material — never committed (see Docs/reference-notes-hollywood.md)
/Art/reference/
/Docs/data-inventory.md
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@@ -110,6 +110,59 @@ Keep entries short and dated, with the evidence: the command, the log line, or t
Memory edits on an agent's branch are not shared live. Communicate important findings to the coordinator during work and reconcile them into the shared `main` copy when integrating.
## Python and shell tooling
Every committed asset and every measured claim in this repository is produced by a script. Tools live in `Tools/` (Unreal, network, repository), `Geo/tools/` (projection, OSM/DEM parsing, metadata) and `Art/blender/*/` (Blender-side builders, next to their output).
**Fix the tool, not the artefact.** If an asset is corrected by hand, script the correction (or regenerate it) in the same change. A second manual fix of the same kind means the tool is missing a step.
**Improve over fork.** Extend the existing tool rather than adding a near-duplicate. When two or three scripts start sharing logic, factor the shared part into `Tools/_common.py`, `Geo/tools/osm_common.py` or `Art/blender/common.py`; keep the single metres→centimetres conversion where it already lives.
Rules that keep tools reusable and reviewable:
- **One script, one job.** Every input is an argument; no interactive prompts; deterministic output paths.
- **Fail loudly.** A tool that cannot do its job exits non-zero with a message. Never leave a partially written asset and a success code.
- **Result files for Unreal.** Unreal commandlets swallow `print()`; write the outcome to `/tmp/gigline/<tool>.txt` and read that instead of trusting the exit code alone.
- **Absolute paths into sandboxes.** Blender Flatpak (`LD_LIBRARY_PATH="$B/blender/lib"`) and Unreal do not share the repo's working directory; pass absolute paths.
- **Clean worktree for generators.** Tools that rewrite committed assets (site/street/hero builders, importers, map builders) run from a clean worktree; inspect the LFS diff before committing. Note that `.blend` and `.umap` check out read-only — `chmod u+w` first or the save silently fails.
- **Network and paid-API tools are human-triggered.** `Tools/commons_fetch.py`, `Tools/page_image_fetch.py`, `Tools/judge_screenshot.py` (OpenRouter) and anything similar never sit in a gate or CI. Handle HTTP 429 with back-off rather than retrying immediately.
- **Measure, don't assert.** Verification tools print the sampled numbers — counts, holes, Z ranges, worst step and its location, frame-time percentiles — so a claim in `TODO.md`, `CHANGELOG.md` or `Docs/` can be re-checked by re-running the command.
**Document every tool.** A new or changed tool gets a row in the inventory table of the README beside it: [`Tools/README.md`](Tools/README.md), [`Geo/README.md`](Geo/README.md), or [`Art/blender/README.md`](Art/blender/README.md). What it does, its arguments, and a typical command. A tool without a README row is unfinished.
**Test the pure parts.** `Tools/tests/` holds stdlib `unittest` tests (no Blender or Unreal process; they must not start a game or editor). Extract the testable core — argument parsing, geometry maths, licence gating, report formatting — into functions that a test can call directly.
```bash
python3 -m unittest discover -s Tools/tests -t Tools -p 'test_*.py'
```
Keep the tools standard-library-only where practical; if a third-party import is genuinely needed, add it to `requirements-tools.txt` with a version floor and mention it in the tool's README row.
## Architecture documentation
[`Docs/Architecture/`](Docs/Architecture/) is the arc42 documentation: twelve numbered section files, `about-arc42.md`, and the combined [`architecture.md`](Docs/Architecture/architecture.md). **Markdown is canonical** — the `.adoc` sources were removed on 2026-11-08.
Keep it current **in the same change as the implementation**, not in a later documentation pass. When work alters any of the following, edit the matching section:
| Change | Section |
| --- | --- |
| A new or restructured module, tool, data source or external interface | `05_building_block_view.md` |
| A runtime flow, tick/order dependency, or lifecycle (possession, map load, QA self-test) | `06_runtime_view.md` |
| Packaging, engine pin, checkout/build/launch procedure | `07_deployment_view.md` |
| A pattern, convention or cross-cutting rule (units, collision policy, provenance) | `08_concepts.md` |
| A decision that constrains future work | new ADR in `09_architecture_decisions.md` |
| A quality goal or a measured budget (frame time, traversal coverage) | `10_quality_requirements.md` |
| A known risk or a risk that retired | `11_technical_risks.md` |
| A new term, tool or abbreviation | `12_glossary.md` |
Rules:
- **Describe what exists.** No aspirational architecture: anything planned belongs in `ROADMAP.md` and `TODO.md`. Every structural claim names the file, script or flag that implements it.
- **ADRs are append-only.** Never rewrite an accepted decision; supersede it with a new ADR that says what it replaces and why.
- **Keep the combined document in sync.** `architecture.md` mirrors the section files; when a section changes, update the combined document too.
- **Images** live in `Docs/Architecture/images/` and are referenced, not duplicated.
- **Verify:** all Markdown must pass `prettier --check` (config in `.prettierrc`), and a command you quote must still run.
## Geographic & Art Pipeline
1. Save a versioned OSM extract; document date, bounds, and source.
+16 -10
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@@ -80,7 +80,7 @@ LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup \
```
- `Road_Hollywood`: 8 120 verts, 7 812 faces, carriageway −10.5…+10.5 m, DEM elevations plus a 2 cm lift so it does not z-fight the terrain.
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide, both raised by the kerb height.
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide. The kerb upstand is **full at the road-side edge and tapers to zero at the building-side edge**, so the walk surface meets the terrain flush (before `0.1.1` the outer lip stood the full kerb height above the DEM — a 15.8 cm ledge).
- `Kerb_South`, `Kerb_North`: vertical faces, mostly **0.13 m** — the 0.15 m assumption minus nothing on the road side — and flushed to 0 within ±2.5 m of each signalised crossing with a 1.5 m blend. Measured from the built mesh: 256 steps at 0.13 m, 15 flush, a few in transition.
Crown check on the built mesh at mid-block: gutter −10.5 m → +0.99, −5 m → +1.38, centre → +1.52, +5 m → +1.58, +10.5 m → +1.52. The crown sits just north of the centreline, as the cross-sections said.
@@ -103,16 +103,20 @@ Objects are appended from the source files, not regenerated, and grouped into `S
A downward raycast on a 1 m grid along both sidewalks and the designated crossing, ignoring blockout meshes so marquees and canopies overhead do not count as ground:
| Route | Samples | Holes | Z range | Worst step |
| ----------------- | ------: | ----: | ------------- | ---------: |
| South sidewalk | 279 | 0 | −0.45 … +3.13 | 20.5 cm |
| North sidewalk | 279 | 0 | +0.07 … +3.83 | 15.1 cm |
| Crossing at 130 m | 26 | 0 | +1.16 … +1.80 | 8.6 cm |
| Route | Samples | Holes | Z range | Worst step |
| ----------------- | ------: | ----: | ------------- | ----------------: |
| South sidewalk | 279 | 0 | −0.48 … +3.06 | 13.4 cm (s=198) |
| North sidewalk | 279 | 0 | +0.06 … +3.76 | 6.9 cm (s=33) |
| Crossing at 130 m | 26 | 0 | +1.14 … +1.80 | 9.0 cm (off −8.5) |
At `--sample 0.25` the same routes measure 11.6 cm / 8.0 cm / 3.4 cm. The pre-check now prints the grade and the **location** of the worst step, and its coverage no longer shrinks with `--sample`.
No holes anywhere, so nothing drops the player on either side. The two flagged steps:
- **15.8 cm at s≈207**, where a sample crosses from `Terrain_DEM` onto `Sidewalk_South` — that is the sidewalk's outer edge, the 0.15 m kerb height minus the terrain. Mostly hidden by buildings, but it is a real edge and it will be visible anywhere a building is missing.
- **10–13 cm steps at s≈33, 39 and 126**, inside the sidewalk mesh: the kerb-flush transition at the crossings. That is a ~10 % ramp over 1.5 m, steeper than a real crossing ramp (8 % max). Worth grading properly when the crossings are detailed.
- ~~15.8 cm at s≈207, the sidewalk's outer edge~~ — **fixed in `0.1.1`**: the sidewalk upstand now tapers to zero at the building side, so the outer edge is flush with the terrain (north route 15.1 → 6.9 cm).
- ~~10–13 cm steps at the crossings, ~10 % ramp over 1.5 m~~ — **fixed in `0.1.1`**: the ramp run is now derived from a target grade (`--max-ramp-grade`, default 8 %), giving 1.63 m instead of the fixed 1.5 m (8.7 %). Measured at 0.25 m sampling the crossing now steps 3.4 cm (~1.4 % of the route) at the kerb line.
**Remaining finding (not a crossing, not the outer edge):** the south route still measures a **13.4 cm step at s≈198 m** (11.6 cm at 0.25 m sampling) and the north route 8.0 cm at s≈251 m. Neither is at a crossing and neither is the outer lip, so this is a local discontinuity in the sidewalk strip — most likely the DEM sampling or a centreline vertex near the block ends. Tracked under the `0.1.1` "audit any collision gaps" item rather than left undocumented.
This is a pre-check, not the `0.1.0` release check: the release check is traversal in the engine.
@@ -127,13 +131,15 @@ Blender works in metres, and the imported meshes match the OSM geometry, so the
| Building | Blender dimensions | OSM way outline | Height source |
| --- | --- | --- | --- |
| El Capitan Entertainment Centre | 25.72 × 54.47 × 14.50 m | 25.75 × 54.88 m | `height` tag 14.5 |
| El Capitan Theatre | 38.66 × 54.46 × 20.96 m | 38.59 × 54.87 m | `building:levels=6` × 3.2 m, plus roof |
| El Capitan Theatre | 38.66 × 54.46 × 20.55 m | 38.59 × 54.87 m | `building:levels=6` × **3.1 m**, plus ~1.9 m roof |
| Madame Tussaud's | 42.48 × 56.77 × 15.90 m | 42.0 m frontage | `height` tag 15.9 |
| TCL Chinese Theatre | 43.78 × 75.90 × 18.10 m | 44.0 m frontage | `height` tag 18.1 |
Widths agree to a few centimetres; depths differ by up to 0.4 m because Blosm assembles **multipolygon relations**, not the raw way I measured. Placement after the frame correction agrees with the UTM control points to 0.1–0.5 m per building — the residual is relation assembly and Blosm's edge straightening, not projection.
Buildings **without** a `height` tag get levels × 3.2 m, which is a placeholder, not evidence. Every such height is a modelling decision to be replaced from the reference photography.
Buildings **without** a `height` tag get levels × **3.1 m**. The storey height was 3.2 m until 2026-11-09, when a cross-check of every block building against Mapbox's building data (`Geo/tools/mapbox_buildings.py`) showed our figure running 0.6 m high per six levels — i.e. 3.1 m per level — and that calibration was adopted. The few buildings where Mapbox disagreed with a pure `levels × 3.1 m` fallback carry an explicit override in `Geo/tools/block_height_report.py::HEIGHT_OVERRIDES`.
Blosm adds roof mass on top of `levels × levelHeight`: the two `levels`-derived frontage buildings both land ~1.9 m above their table height (6922 39.1 m against 37.2 m, El Capitan Theatre 20.5 m against 18.6 m). That offset is the roof, not a height error — the table records the tagged height, the mesh records the storey plus its roof.
## Relation completeness
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+3 -1
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@@ -40,7 +40,9 @@ def parse_args():
ap.add_argument("--osm", required=True, help="local .osm file to import")
ap.add_argument("--bounds", required=True, help="south,west,north,east in WGS84 degrees")
ap.add_argument("--out", required=True, help="output .blend path")
ap.add_argument("--level-height", type=float, default=3.2, help="metres per building level")
# 3.1 m, not 3.2: calibrated against Mapbox building data on 2026-11-09
# (see Geo/tools/mapbox_buildings.py and Geo/tools/block_height_report.py).
ap.add_argument("--level-height", type=float, default=3.1, help="metres per building level")
ap.add_argument("--origin", default=None,
help="lat,lon to use as the Blender origin (project origin). Default: Blosm centres on the extract")
ap.add_argument("--no-subdivide", action="store_true", help="skip OSM area subdivision")
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+38 -11
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@@ -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
]
},
@@ -33,10 +33,28 @@
"dims_m": [
0.95,
0.95,
7.45
8.25
],
"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": [
@@ -55,12 +73,21 @@
],
"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": [
25.75,
1.5,
3.4
3.0
],
"evidence": "assumption: entablature depth"
},
@@ -69,7 +96,7 @@
"dims_m": [
25.75,
1.2,
2.2
1.8
],
"evidence": "assumption: parapet carries the motto band"
},
@@ -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",
+4 -14
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@@ -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
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+20 -6
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@@ -165,10 +165,16 @@ def main():
def lat_lon(s, offset):
return oc.point_at(line, _lengths, s, offset, lat0, lon0)
# Sample spacing is independent of coverage: walk the whole block at
# `--sample` metres, so a finer spacing measures the gradient instead of
# accidentally shortening the route (previously range(int(block_len)) with a
# 0.25 m spacing only covered a quarter of the block).
along = int(block_len / args.sample)
across = int(26.0 / args.sample)
route_specs = {
"south sidewalk": [(s, -12.5) for s in [i * args.sample for i in range(int(block_len))]],
"north sidewalk": [(s, 13.0) for s in [i * args.sample for i in range(int(block_len))]],
"crossing at 130 m": [(130.0, o) for o in [i * args.sample - 12.5 for i in range(26)]],
"south sidewalk": [(i * args.sample, -12.5) for i in range(along)],
"north sidewalk": [(i * args.sample, 13.0) for i in range(along)],
"crossing at 130 m": [(130.0, i * args.sample - 12.5) for i in range(across)],
}
flat = [(spec, lat_lon(s, off)) for spec, samples in route_specs.items() for s, off in samples]
local = project_to_local([ll for _spec, ll in flat], find_proj())
@@ -185,12 +191,20 @@ def main():
heights.append(None)
else:
heights.append(z)
deltas = [abs(b - a) for a, b in zip(heights, heights[1:])
deltas = [(i, abs(b - a)) for i, (a, b) in enumerate(zip(heights, heights[1:]))
if a is not None and b is not None]
max_step = max(deltas) if deltas else float("nan")
worst_i, max_step = (max(deltas, key=lambda t: t[1]) if deltas else (0, float("nan")))
known = [h for h in heights if h is not None]
grade = (max_step / args.sample) * 100 if deltas else float("nan")
# Position of the worst step, as arc length / cross offset, so the cause
# can be located instead of guessed.
if label == "crossing at 130 m":
where = f"s=130 off={(worst_i * args.sample - 12.5):+.2f} m"
else:
where = f"s={worst_i * args.sample:.1f} m"
print(f" {label:18} samples {len(heights):3} holes {holes} "
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm")
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm "
f"({grade:.1f} % grade) at {where}")
out = os.path.abspath(args.out)
os.makedirs(os.path.dirname(out), exist_ok=True)
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+51 -6
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@@ -68,8 +68,13 @@ def parse_args():
ap.add_argument("--cross", type=float, default=0.75)
ap.add_argument("--kerb", type=float, default=0.15)
ap.add_argument("--ramp-half-width", type=float, default=2.5)
ap.add_argument("--ramp-blend", type=float, default=1.5)
return ap.parse_args(argv)
ap.add_argument("--ramp-blend", type=float, default=None,
help="override the ramp run; default derives it from --max-ramp-grade")
ap.add_argument("--max-ramp-grade", type=float, default=0.08,
help="maximum crossing-ramp slope (0.08 = 8%%)")
args = ap.parse_args(argv)
args.ramp_blend = ramp_blend(args.kerb, args.max_ramp_grade, args.ramp_blend)
return args
def find_proj():
@@ -125,7 +130,13 @@ class Dem:
def kerb_height(s, base, half_width, blend):
"""Full kerb, except flushed near a crossing so people can step off."""
"""Full kerb, except flushed near a crossing so people can step off.
`blend` is the horizontal run over which the kerb drops from `base` to the
0.02 m flush height. It is derived from a target maximum grade (see
`ramp_blend`) so the crossing ramps stay within a real ramp's slope instead
of the ~8.7 % the old fixed 1.5 m run produced.
"""
for crossing in CROSSINGS:
d = abs(s - crossing)
if d <= half_width:
@@ -136,6 +147,22 @@ def kerb_height(s, base, half_width, blend):
return base
def ramp_blend(kerb, max_grade, override=None):
"""Horizontal run needed for the kerb ramp to stay at or under max_grade.
0.15 m kerb at an 8 % grade needs 1.63 m of run; the previous fixed 1.5 m
gave 8.7 %, and the walk pre-check measured the transition as a 10-13 cm
step over 1.5 m. When `override` is given it wins (kept for reproducing old
meshes), otherwise the run is computed from the live kerb height so it stays
correct if the kerb height assumption changes.
"""
if override is not None:
return max(0.0, override)
if max_grade <= 0.0:
return 0.0
return max(0.0, (kerb - 0.02)) / max_grade
def strip(rows, offsets, z_at, name, material):
"""Build a quad grid from per-row sampled vertices."""
verts, faces = [], []
@@ -218,13 +245,31 @@ def main():
z = dem_z(x, y)
return (z if z is not None else 0.0) + 0.02
def south_z(r, off, x, y):
def sidewalk_z(r, off, inner, outer, x, y):
"""Sidewalk surface: full kerb upstand at the road-side (inner) edge,
tapering to zero at the building-side (outer) edge so the walk surface
meets the terrain flush.
Before this taper the outer lip stood the full kerb height above the DEM,
which the walkability pre-check measured as a 15.8 cm step where a sample
crosses from Terrain_DEM onto Sidewalk_South (with a matching lip on the
north side). A 0.15 m lip over a 4.0 m / 5.3 m strip is a ~3-4 % ramp:
walkable and visually negligible, and it removes the ledge entirely.
"""
z = dem_z(x, y)
base = z if z is not None else 0.0
return base + kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
h = kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
span = inner - outer
if abs(span) < 1e-9:
return base + h
t = min(1.0, max(0.0, (off - outer) / span))
return base + h * t
def south_z(r, off, x, y):
return sidewalk_z(r, off, SOUTH_GUTTER, SOUTH_SIDEWALK, x, y)
def north_z(r, off, x, y):
return south_z(r, off, x, y)
return sidewalk_z(r, off, NORTH_GUTTER, NORTH_SIDEWALK, x, y)
road = strip(rows, road_offsets, road_z, "Road_Hollywood", asphalt)
sw_s = strip(rows, south_offsets, south_z, "Sidewalk_South", concrete)
+110 -3
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@@ -2,8 +2,115 @@
All notable changes to this project are documented here.
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `AGENTS.md` is completed.
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `TODO.md` is completed.
## Unreleased
## [Unreleased]
No completed releases yet.
Nothing yet.
## [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
- 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.
### 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.
### 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.
### 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).
### 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.
- One block only; no vehicles, NPCs, audio, or settings UI yet.
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.2...main
[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
+4 -1
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@@ -60,8 +60,11 @@ Python scripts in `Tools/` drive the content pipeline:
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs).
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs). Tool rules (one script one job, result files for commandlets, clean worktree for generators, documented inventory, tests for the pure parts) are in [`AGENTS.md`](../../AGENTS.md#python-and-shell-tooling).
### QA & Review
+9 -5
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@@ -1,8 +1,9 @@
# Gig Line Architecture Documentation
> Linux-first walking/driving demo around 6840 Hollywood Blvd
Version 0.1.0 — 2026-11-08 — initial architecture documentation
---
title: Gig Line Architecture Documentation
description: Architecture documentation for the Gig Line Linux-first Unreal Engine 5 demo around 6840 Hollywood Blvd.
status: v0.1.0
date: 2026-11-08
---
# Introduction and Goals
@@ -198,6 +199,9 @@ Python scripts in `Tools/` drive the content pipeline:
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs).
+36
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@@ -0,0 +1,36 @@
# 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.
| Action | Key | Notes |
| --- | --- | --- |
| Move forward | `W` | 4 m/s walk |
| Move back | `S` | |
| Strafe right | `D` | |
| Strafe left | `A` | |
| Look | Mouse | Captured on launch; `Escape` releases it |
| Jump | `Space` | |
| Reset to start | `R` | Returns to the grounded spawn point |
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
## 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`.
## 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.:
```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.
Binary file not shown.
+830
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@@ -0,0 +1,830 @@
frame,ms
0,2.419
1,2.502
2,2.360
3,2.395
4,2.174
5,2.539
6,2.421
7,2.322
8,2.455
9,2.345
10,2.510
11,2.076
12,2.287
13,2.345
14,2.398
15,2.451
16,2.358
17,2.303
18,2.322
19,2.325
20,2.370
21,2.277
22,2.591
23,2.312
24,2.333
25,2.281
26,2.453
27,2.351
28,2.348
29,2.452
30,2.402
31,2.271
32,2.314
33,2.304
34,2.377
35,2.443
36,2.589
37,2.267
38,2.554
39,2.075
40,2.406
41,2.395
42,2.509
43,2.291
44,2.370
45,2.278
46,2.531
47,2.289
48,2.345
49,2.459
50,2.495
51,2.319
52,2.310
53,2.528
54,2.266
55,2.134
56,2.413
57,2.479
58,2.307
59,2.343
60,2.343
61,2.313
62,2.317
63,2.437
64,2.618
65,2.316
66,2.275
67,2.355
68,2.496
69,3.997
70,1.704
71,2.353
72,2.285
73,2.434
74,2.389
75,2.356
76,2.330
77,2.531
78,2.477
79,2.260
80,2.493
81,2.136
82,2.432
83,2.324
84,2.498
85,2.430
86,2.364
87,2.346
88,2.374
89,2.370
90,2.469
91,2.394
92,2.653
93,2.326
94,2.441
95,2.285
96,2.397
97,2.411
98,2.333
99,2.582
100,2.372
101,2.375
102,2.631
103,2.965
104,3.026
105,2.361
106,2.379
107,2.281
108,2.321
109,2.503
110,2.532
111,2.646
112,2.486
113,2.462
114,2.115
115,2.502
116,2.149
117,2.329
118,2.306
119,2.578
120,2.298
121,2.323
122,2.318
123,2.307
124,2.482
125,2.383
126,2.470
127,2.285
128,2.392
129,2.402
130,2.455
131,2.296
132,2.294
133,2.577
134,2.288
135,2.537
136,2.214
137,2.279
138,2.664
139,2.348
140,2.444
141,2.430
142,2.269
143,2.317
144,2.392
145,2.350
146,2.333
147,2.558
148,2.401
149,2.335
150,2.203
151,2.473
152,2.471
153,2.677
154,1.980
155,2.721
156,2.139
157,2.277
158,2.348
159,2.312
160,2.412
161,2.498
162,2.372
163,2.421
164,2.249
165,2.525
166,2.750
167,2.465
168,2.560
169,2.400
170,2.310
171,2.423
172,2.274
173,2.482
174,2.581
175,2.375
176,2.285
177,2.325
178,2.386
179,2.379
180,2.344
181,2.424
182,2.635
183,2.188
184,2.378
185,2.258
186,2.361
187,2.445
188,2.280
189,2.589
190,2.373
191,2.349
192,2.514
193,2.153
194,2.271
195,2.519
196,2.469
197,2.509
198,2.293
199,2.324
200,2.317
201,2.569
202,2.400
203,2.527
204,2.406
205,2.347
206,2.361
207,2.414
208,2.320
209,2.481
210,2.462
211,2.333
212,2.306
213,2.334
214,2.377
215,2.447
216,2.465
217,2.431
218,2.304
219,2.551
220,2.308
221,2.373
222,2.286
223,2.389
224,2.524
225,2.309
226,2.367
227,2.358
228,2.512
229,2.235
230,2.320
231,2.581
232,2.308
233,2.410
234,2.531
235,2.322
236,2.585
237,2.453
238,2.407
239,2.279
240,2.464
241,2.336
242,2.282
243,2.487
244,2.557
245,2.214
246,2.390
247,2.535
248,2.234
249,2.220
250,2.491
251,2.446
252,2.356
253,2.296
254,2.502
255,2.400
256,2.255
257,2.592
258,2.288
259,2.310
260,2.443
261,2.326
262,2.392
263,2.414
264,2.332
265,2.501
266,2.381
267,2.331
268,2.355
269,2.331
270,2.452
271,2.476
272,2.625
273,2.297
274,2.411
275,2.254
276,2.355
277,2.368
278,2.416
279,2.531
280,2.358
281,2.349
282,2.372
283,2.355
284,2.388
285,2.253
286,2.679
287,2.415
288,2.346
289,2.340
290,2.390
291,2.356
292,2.311
293,2.582
294,2.344
295,2.532
296,2.309
297,2.319
298,2.434
299,2.413
300,2.510
301,2.509
302,2.441
303,2.262
304,2.482
305,2.397
306,2.386
307,2.498
308,2.409
309,2.321
310,2.395
311,2.927
312,2.988
313,2.479
314,2.328
315,2.392
316,2.764
317,1.912
318,2.353
319,2.569
320,2.505
321,2.299
322,2.310
323,2.414
324,2.342
325,2.488
326,2.365
327,2.515
328,2.224
329,2.466
330,2.309
331,2.380
332,2.319
333,2.453
334,2.639
335,2.300
336,2.480
337,2.116
338,2.343
339,2.263
340,2.641
341,2.473
342,2.281
343,2.511
344,2.300
345,2.290
346,2.348
347,2.306
348,2.820
349,2.170
350,2.425
351,2.290
352,2.354
353,2.256
354,2.316
355,2.586
356,2.308
357,2.318
358,2.376
359,2.364
360,2.347
361,2.451
362,2.297
363,2.574
364,2.518
365,2.191
366,2.312
367,2.314
368,2.421
369,2.476
370,2.697
371,2.183
372,2.402
373,2.322
374,2.690
375,3.341
376,2.525
377,2.423
378,2.467
379,2.350
380,2.235
381,3.062
382,2.342
383,2.556
384,2.308
385,2.366
386,2.396
387,2.573
388,2.818
389,2.460
390,2.367
391,2.335
392,2.323
393,2.529
394,2.554
395,2.758
396,2.544
397,2.394
398,2.332
399,2.289
400,2.703
401,2.451
402,2.682
403,2.498
404,2.500
405,2.281
406,2.429
407,2.493
408,2.963
409,2.419
410,2.304
411,2.322
412,2.302
413,2.604
414,2.349
415,2.797
416,2.552
417,2.296
418,2.340
419,2.585
420,2.463
421,2.269
422,2.782
423,2.479
424,2.491
425,2.206
426,2.709
427,2.325
428,2.589
429,2.607
430,2.445
431,2.410
432,2.897
433,2.166
434,2.247
435,2.815
436,2.430
437,2.368
438,2.544
439,2.543
440,2.277
441,2.422
442,2.779
443,2.530
444,2.373
445,2.642
446,2.475
447,2.233
448,2.323
449,3.161
450,2.036
451,2.269
452,2.700
453,2.355
454,2.284
455,2.931
456,2.389
457,2.426
458,2.341
459,2.396
460,2.296
461,2.438
462,2.583
463,2.309
464,2.647
465,2.184
466,2.401
467,2.276
468,2.330
469,2.550
470,2.469
471,2.370
472,2.376
473,2.483
474,2.213
475,2.286
476,2.339
477,2.522
478,2.374
479,2.354
480,2.356
481,2.309
482,2.523
483,2.589
484,2.007
485,2.830
486,2.211
487,2.350
488,2.338
489,2.271
490,2.740
491,2.495
492,2.356
493,2.351
494,2.355
495,2.284
496,2.340
497,2.367
498,2.666
499,2.702
500,2.653
501,1.895
502,2.422
503,2.288
504,2.468
505,2.813
506,2.235
507,2.862
508,2.273
509,2.495
510,2.192
511,2.684
512,2.679
513,2.292
514,2.370
515,2.447
516,2.570
517,3.059
518,2.939
519,2.289
520,2.375
521,2.357
522,2.420
523,2.280
524,2.570
525,2.590
526,2.522
527,2.200
528,2.229
529,2.466
530,2.722
531,2.056
532,2.658
533,2.298
534,2.329
535,2.516
536,2.205
537,2.390
538,2.366
539,2.439
540,2.361
541,2.326
542,2.376
543,2.427
544,2.362
545,2.336
546,2.494
547,2.334
548,2.319
549,2.386
550,2.384
551,2.273
552,2.379
553,2.656
554,2.264
555,2.298
556,2.375
557,2.378
558,2.416
559,2.486
560,2.395
561,2.456
562,2.256
563,2.282
564,2.300
565,2.439
566,2.439
567,2.896
568,2.049
569,2.322
570,2.372
571,2.432
572,2.295
573,2.298
574,2.552
575,2.365
576,2.444
577,2.421
578,2.704
579,2.255
580,2.904
581,2.389
582,2.314
583,2.528
584,2.223
585,2.588
586,2.296
587,2.282
588,2.676
589,2.286
590,2.390
591,2.408
592,2.361
593,2.404
594,2.326
595,2.483
596,2.412
597,2.468
598,2.454
599,2.245
600,2.580
601,2.306
602,2.496
603,2.445
604,2.363
605,2.316
606,2.504
607,2.185
608,2.649
609,2.218
610,2.401
611,2.494
612,2.271
613,2.332
614,2.296
615,2.479
616,2.406
617,2.377
618,2.382
619,2.437
620,2.222
621,2.428
622,2.316
623,2.569
624,2.450
625,2.354
626,2.305
627,2.297
628,2.346
629,2.435
630,2.506
631,2.671
632,2.185
633,2.293
634,2.362
635,2.552
636,2.566
637,2.446
638,2.304
639,2.348
640,2.352
641,2.357
642,2.371
643,2.557
644,2.339
645,2.333
646,2.325
647,2.420
648,2.355
649,2.457
650,2.512
651,2.364
652,2.790
653,2.245
654,2.109
655,2.333
656,2.338
657,2.555
658,2.351
659,2.486
660,2.342
661,2.283
662,2.240
663,2.468
664,2.655
665,2.314
666,2.281
667,2.452
668,2.320
669,2.366
670,2.533
671,2.590
672,2.264
673,2.365
674,2.354
675,2.350
676,2.377
677,2.627
678,2.369
679,2.394
680,2.389
681,2.261
682,2.363
683,2.400
684,2.308
685,2.565
686,2.394
687,2.347
688,2.329
689,2.369
690,2.417
691,2.520
692,2.222
693,2.428
694,2.368
695,2.390
696,2.291
697,2.474
698,2.309
699,2.732
700,2.419
701,2.291
702,2.367
703,2.422
704,2.476
705,2.211
706,2.560
707,2.351
708,2.350
709,2.352
710,2.284
711,2.377
712,2.393
713,2.682
714,2.155
715,2.364
716,2.369
717,2.345
718,2.338
719,2.379
720,2.601
721,2.433
722,2.513
723,2.496
724,2.967
725,2.579
726,2.513
727,2.497
728,2.268
729,2.610
730,2.122
731,2.441
732,2.628
733,2.468
734,2.228
735,2.377
736,2.401
737,2.267
738,2.391
739,2.624
740,2.467
741,2.334
742,2.281
743,2.385
744,2.297
745,2.432
746,2.300
747,2.591
748,2.408
749,2.330
750,2.275
751,2.374
752,2.385
753,2.336
754,2.628
755,2.263
756,2.397
757,2.431
758,2.387
759,2.326
760,2.398
761,2.554
762,2.389
763,2.310
764,2.465
765,2.402
766,2.263
767,2.688
768,2.262
769,2.439
770,2.164
771,2.312
772,2.342
773,2.395
774,2.322
775,2.617
776,2.289
777,2.343
778,2.333
779,2.348
780,2.497
781,2.299
782,2.589
783,2.358
784,2.442
785,2.235
786,2.716
787,2.350
788,2.839
789,2.490
790,2.439
791,2.438
792,2.464
793,2.527
794,2.897
795,1.939
796,2.509
797,3.275
798,2.123
799,2.300
800,2.425
801,2.699
802,2.275
803,2.523
804,2.232
805,3.105
806,2.195
807,2.389
808,2.264
809,2.813
810,2.257
811,2.300
812,2.543
813,2.283
814,2.533
815,2.308
816,2.481
817,2.374
818,2.504
819,3.008
820,2.266
821,2.351
822,2.459
823,2.748
824,2.512
825,2.257
826,2.434
827,2.430
828,2.253
1 frame ms
2 0 2.419
3 1 2.502
4 2 2.360
5 3 2.395
6 4 2.174
7 5 2.539
8 6 2.421
9 7 2.322
10 8 2.455
11 9 2.345
12 10 2.510
13 11 2.076
14 12 2.287
15 13 2.345
16 14 2.398
17 15 2.451
18 16 2.358
19 17 2.303
20 18 2.322
21 19 2.325
22 20 2.370
23 21 2.277
24 22 2.591
25 23 2.312
26 24 2.333
27 25 2.281
28 26 2.453
29 27 2.351
30 28 2.348
31 29 2.452
32 30 2.402
33 31 2.271
34 32 2.314
35 33 2.304
36 34 2.377
37 35 2.443
38 36 2.589
39 37 2.267
40 38 2.554
41 39 2.075
42 40 2.406
43 41 2.395
44 42 2.509
45 43 2.291
46 44 2.370
47 45 2.278
48 46 2.531
49 47 2.289
50 48 2.345
51 49 2.459
52 50 2.495
53 51 2.319
54 52 2.310
55 53 2.528
56 54 2.266
57 55 2.134
58 56 2.413
59 57 2.479
60 58 2.307
61 59 2.343
62 60 2.343
63 61 2.313
64 62 2.317
65 63 2.437
66 64 2.618
67 65 2.316
68 66 2.275
69 67 2.355
70 68 2.496
71 69 3.997
72 70 1.704
73 71 2.353
74 72 2.285
75 73 2.434
76 74 2.389
77 75 2.356
78 76 2.330
79 77 2.531
80 78 2.477
81 79 2.260
82 80 2.493
83 81 2.136
84 82 2.432
85 83 2.324
86 84 2.498
87 85 2.430
88 86 2.364
89 87 2.346
90 88 2.374
91 89 2.370
92 90 2.469
93 91 2.394
94 92 2.653
95 93 2.326
96 94 2.441
97 95 2.285
98 96 2.397
99 97 2.411
100 98 2.333
101 99 2.582
102 100 2.372
103 101 2.375
104 102 2.631
105 103 2.965
106 104 3.026
107 105 2.361
108 106 2.379
109 107 2.281
110 108 2.321
111 109 2.503
112 110 2.532
113 111 2.646
114 112 2.486
115 113 2.462
116 114 2.115
117 115 2.502
118 116 2.149
119 117 2.329
120 118 2.306
121 119 2.578
122 120 2.298
123 121 2.323
124 122 2.318
125 123 2.307
126 124 2.482
127 125 2.383
128 126 2.470
129 127 2.285
130 128 2.392
131 129 2.402
132 130 2.455
133 131 2.296
134 132 2.294
135 133 2.577
136 134 2.288
137 135 2.537
138 136 2.214
139 137 2.279
140 138 2.664
141 139 2.348
142 140 2.444
143 141 2.430
144 142 2.269
145 143 2.317
146 144 2.392
147 145 2.350
148 146 2.333
149 147 2.558
150 148 2.401
151 149 2.335
152 150 2.203
153 151 2.473
154 152 2.471
155 153 2.677
156 154 1.980
157 155 2.721
158 156 2.139
159 157 2.277
160 158 2.348
161 159 2.312
162 160 2.412
163 161 2.498
164 162 2.372
165 163 2.421
166 164 2.249
167 165 2.525
168 166 2.750
169 167 2.465
170 168 2.560
171 169 2.400
172 170 2.310
173 171 2.423
174 172 2.274
175 173 2.482
176 174 2.581
177 175 2.375
178 176 2.285
179 177 2.325
180 178 2.386
181 179 2.379
182 180 2.344
183 181 2.424
184 182 2.635
185 183 2.188
186 184 2.378
187 185 2.258
188 186 2.361
189 187 2.445
190 188 2.280
191 189 2.589
192 190 2.373
193 191 2.349
194 192 2.514
195 193 2.153
196 194 2.271
197 195 2.519
198 196 2.469
199 197 2.509
200 198 2.293
201 199 2.324
202 200 2.317
203 201 2.569
204 202 2.400
205 203 2.527
206 204 2.406
207 205 2.347
208 206 2.361
209 207 2.414
210 208 2.320
211 209 2.481
212 210 2.462
213 211 2.333
214 212 2.306
215 213 2.334
216 214 2.377
217 215 2.447
218 216 2.465
219 217 2.431
220 218 2.304
221 219 2.551
222 220 2.308
223 221 2.373
224 222 2.286
225 223 2.389
226 224 2.524
227 225 2.309
228 226 2.367
229 227 2.358
230 228 2.512
231 229 2.235
232 230 2.320
233 231 2.581
234 232 2.308
235 233 2.410
236 234 2.531
237 235 2.322
238 236 2.585
239 237 2.453
240 238 2.407
241 239 2.279
242 240 2.464
243 241 2.336
244 242 2.282
245 243 2.487
246 244 2.557
247 245 2.214
248 246 2.390
249 247 2.535
250 248 2.234
251 249 2.220
252 250 2.491
253 251 2.446
254 252 2.356
255 253 2.296
256 254 2.502
257 255 2.400
258 256 2.255
259 257 2.592
260 258 2.288
261 259 2.310
262 260 2.443
263 261 2.326
264 262 2.392
265 263 2.414
266 264 2.332
267 265 2.501
268 266 2.381
269 267 2.331
270 268 2.355
271 269 2.331
272 270 2.452
273 271 2.476
274 272 2.625
275 273 2.297
276 274 2.411
277 275 2.254
278 276 2.355
279 277 2.368
280 278 2.416
281 279 2.531
282 280 2.358
283 281 2.349
284 282 2.372
285 283 2.355
286 284 2.388
287 285 2.253
288 286 2.679
289 287 2.415
290 288 2.346
291 289 2.340
292 290 2.390
293 291 2.356
294 292 2.311
295 293 2.582
296 294 2.344
297 295 2.532
298 296 2.309
299 297 2.319
300 298 2.434
301 299 2.413
302 300 2.510
303 301 2.509
304 302 2.441
305 303 2.262
306 304 2.482
307 305 2.397
308 306 2.386
309 307 2.498
310 308 2.409
311 309 2.321
312 310 2.395
313 311 2.927
314 312 2.988
315 313 2.479
316 314 2.328
317 315 2.392
318 316 2.764
319 317 1.912
320 318 2.353
321 319 2.569
322 320 2.505
323 321 2.299
324 322 2.310
325 323 2.414
326 324 2.342
327 325 2.488
328 326 2.365
329 327 2.515
330 328 2.224
331 329 2.466
332 330 2.309
333 331 2.380
334 332 2.319
335 333 2.453
336 334 2.639
337 335 2.300
338 336 2.480
339 337 2.116
340 338 2.343
341 339 2.263
342 340 2.641
343 341 2.473
344 342 2.281
345 343 2.511
346 344 2.300
347 345 2.290
348 346 2.348
349 347 2.306
350 348 2.820
351 349 2.170
352 350 2.425
353 351 2.290
354 352 2.354
355 353 2.256
356 354 2.316
357 355 2.586
358 356 2.308
359 357 2.318
360 358 2.376
361 359 2.364
362 360 2.347
363 361 2.451
364 362 2.297
365 363 2.574
366 364 2.518
367 365 2.191
368 366 2.312
369 367 2.314
370 368 2.421
371 369 2.476
372 370 2.697
373 371 2.183
374 372 2.402
375 373 2.322
376 374 2.690
377 375 3.341
378 376 2.525
379 377 2.423
380 378 2.467
381 379 2.350
382 380 2.235
383 381 3.062
384 382 2.342
385 383 2.556
386 384 2.308
387 385 2.366
388 386 2.396
389 387 2.573
390 388 2.818
391 389 2.460
392 390 2.367
393 391 2.335
394 392 2.323
395 393 2.529
396 394 2.554
397 395 2.758
398 396 2.544
399 397 2.394
400 398 2.332
401 399 2.289
402 400 2.703
403 401 2.451
404 402 2.682
405 403 2.498
406 404 2.500
407 405 2.281
408 406 2.429
409 407 2.493
410 408 2.963
411 409 2.419
412 410 2.304
413 411 2.322
414 412 2.302
415 413 2.604
416 414 2.349
417 415 2.797
418 416 2.552
419 417 2.296
420 418 2.340
421 419 2.585
422 420 2.463
423 421 2.269
424 422 2.782
425 423 2.479
426 424 2.491
427 425 2.206
428 426 2.709
429 427 2.325
430 428 2.589
431 429 2.607
432 430 2.445
433 431 2.410
434 432 2.897
435 433 2.166
436 434 2.247
437 435 2.815
438 436 2.430
439 437 2.368
440 438 2.544
441 439 2.543
442 440 2.277
443 441 2.422
444 442 2.779
445 443 2.530
446 444 2.373
447 445 2.642
448 446 2.475
449 447 2.233
450 448 2.323
451 449 3.161
452 450 2.036
453 451 2.269
454 452 2.700
455 453 2.355
456 454 2.284
457 455 2.931
458 456 2.389
459 457 2.426
460 458 2.341
461 459 2.396
462 460 2.296
463 461 2.438
464 462 2.583
465 463 2.309
466 464 2.647
467 465 2.184
468 466 2.401
469 467 2.276
470 468 2.330
471 469 2.550
472 470 2.469
473 471 2.370
474 472 2.376
475 473 2.483
476 474 2.213
477 475 2.286
478 476 2.339
479 477 2.522
480 478 2.374
481 479 2.354
482 480 2.356
483 481 2.309
484 482 2.523
485 483 2.589
486 484 2.007
487 485 2.830
488 486 2.211
489 487 2.350
490 488 2.338
491 489 2.271
492 490 2.740
493 491 2.495
494 492 2.356
495 493 2.351
496 494 2.355
497 495 2.284
498 496 2.340
499 497 2.367
500 498 2.666
501 499 2.702
502 500 2.653
503 501 1.895
504 502 2.422
505 503 2.288
506 504 2.468
507 505 2.813
508 506 2.235
509 507 2.862
510 508 2.273
511 509 2.495
512 510 2.192
513 511 2.684
514 512 2.679
515 513 2.292
516 514 2.370
517 515 2.447
518 516 2.570
519 517 3.059
520 518 2.939
521 519 2.289
522 520 2.375
523 521 2.357
524 522 2.420
525 523 2.280
526 524 2.570
527 525 2.590
528 526 2.522
529 527 2.200
530 528 2.229
531 529 2.466
532 530 2.722
533 531 2.056
534 532 2.658
535 533 2.298
536 534 2.329
537 535 2.516
538 536 2.205
539 537 2.390
540 538 2.366
541 539 2.439
542 540 2.361
543 541 2.326
544 542 2.376
545 543 2.427
546 544 2.362
547 545 2.336
548 546 2.494
549 547 2.334
550 548 2.319
551 549 2.386
552 550 2.384
553 551 2.273
554 552 2.379
555 553 2.656
556 554 2.264
557 555 2.298
558 556 2.375
559 557 2.378
560 558 2.416
561 559 2.486
562 560 2.395
563 561 2.456
564 562 2.256
565 563 2.282
566 564 2.300
567 565 2.439
568 566 2.439
569 567 2.896
570 568 2.049
571 569 2.322
572 570 2.372
573 571 2.432
574 572 2.295
575 573 2.298
576 574 2.552
577 575 2.365
578 576 2.444
579 577 2.421
580 578 2.704
581 579 2.255
582 580 2.904
583 581 2.389
584 582 2.314
585 583 2.528
586 584 2.223
587 585 2.588
588 586 2.296
589 587 2.282
590 588 2.676
591 589 2.286
592 590 2.390
593 591 2.408
594 592 2.361
595 593 2.404
596 594 2.326
597 595 2.483
598 596 2.412
599 597 2.468
600 598 2.454
601 599 2.245
602 600 2.580
603 601 2.306
604 602 2.496
605 603 2.445
606 604 2.363
607 605 2.316
608 606 2.504
609 607 2.185
610 608 2.649
611 609 2.218
612 610 2.401
613 611 2.494
614 612 2.271
615 613 2.332
616 614 2.296
617 615 2.479
618 616 2.406
619 617 2.377
620 618 2.382
621 619 2.437
622 620 2.222
623 621 2.428
624 622 2.316
625 623 2.569
626 624 2.450
627 625 2.354
628 626 2.305
629 627 2.297
630 628 2.346
631 629 2.435
632 630 2.506
633 631 2.671
634 632 2.185
635 633 2.293
636 634 2.362
637 635 2.552
638 636 2.566
639 637 2.446
640 638 2.304
641 639 2.348
642 640 2.352
643 641 2.357
644 642 2.371
645 643 2.557
646 644 2.339
647 645 2.333
648 646 2.325
649 647 2.420
650 648 2.355
651 649 2.457
652 650 2.512
653 651 2.364
654 652 2.790
655 653 2.245
656 654 2.109
657 655 2.333
658 656 2.338
659 657 2.555
660 658 2.351
661 659 2.486
662 660 2.342
663 661 2.283
664 662 2.240
665 663 2.468
666 664 2.655
667 665 2.314
668 666 2.281
669 667 2.452
670 668 2.320
671 669 2.366
672 670 2.533
673 671 2.590
674 672 2.264
675 673 2.365
676 674 2.354
677 675 2.350
678 676 2.377
679 677 2.627
680 678 2.369
681 679 2.394
682 680 2.389
683 681 2.261
684 682 2.363
685 683 2.400
686 684 2.308
687 685 2.565
688 686 2.394
689 687 2.347
690 688 2.329
691 689 2.369
692 690 2.417
693 691 2.520
694 692 2.222
695 693 2.428
696 694 2.368
697 695 2.390
698 696 2.291
699 697 2.474
700 698 2.309
701 699 2.732
702 700 2.419
703 701 2.291
704 702 2.367
705 703 2.422
706 704 2.476
707 705 2.211
708 706 2.560
709 707 2.351
710 708 2.350
711 709 2.352
712 710 2.284
713 711 2.377
714 712 2.393
715 713 2.682
716 714 2.155
717 715 2.364
718 716 2.369
719 717 2.345
720 718 2.338
721 719 2.379
722 720 2.601
723 721 2.433
724 722 2.513
725 723 2.496
726 724 2.967
727 725 2.579
728 726 2.513
729 727 2.497
730 728 2.268
731 729 2.610
732 730 2.122
733 731 2.441
734 732 2.628
735 733 2.468
736 734 2.228
737 735 2.377
738 736 2.401
739 737 2.267
740 738 2.391
741 739 2.624
742 740 2.467
743 741 2.334
744 742 2.281
745 743 2.385
746 744 2.297
747 745 2.432
748 746 2.300
749 747 2.591
750 748 2.408
751 749 2.330
752 750 2.275
753 751 2.374
754 752 2.385
755 753 2.336
756 754 2.628
757 755 2.263
758 756 2.397
759 757 2.431
760 758 2.387
761 759 2.326
762 760 2.398
763 761 2.554
764 762 2.389
765 763 2.310
766 764 2.465
767 765 2.402
768 766 2.263
769 767 2.688
770 768 2.262
771 769 2.439
772 770 2.164
773 771 2.312
774 772 2.342
775 773 2.395
776 774 2.322
777 775 2.617
778 776 2.289
779 777 2.343
780 778 2.333
781 779 2.348
782 780 2.497
783 781 2.299
784 782 2.589
785 783 2.358
786 784 2.442
787 785 2.235
788 786 2.716
789 787 2.350
790 788 2.839
791 789 2.490
792 790 2.439
793 791 2.438
794 792 2.464
795 793 2.527
796 794 2.897
797 795 1.939
798 796 2.509
799 797 3.275
800 798 2.123
801 799 2.300
802 800 2.425
803 801 2.699
804 802 2.275
805 803 2.523
806 804 2.232
807 805 3.105
808 806 2.195
809 807 2.389
810 808 2.264
811 809 2.813
812 810 2.257
813 811 2.300
814 812 2.543
815 813 2.283
816 814 2.533
817 815 2.308
818 816 2.481
819 817 2.374
820 818 2.504
821 819 3.008
822 820 2.266
823 821 2.351
824 822 2.459
825 823 2.748
826 824 2.512
827 825 2.257
828 826 2.434
829 827 2.430
830 828 2.253
+109 -4
View File
@@ -36,12 +36,12 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
| Version | Check | Result | Evidence | Date |
| ------- | ----------------------- | ------ | -------- | ---- |
| `0.1.0` | Traversal, both sides | — | — | — |
| `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 |
| `0.1.0` | 60 FPS at 1440p | — | — | — |
| `0.1.0` | Fresh checkout build | — | — | — |
| `0.1.0` | Packaged Linux build | — | — | — |
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
## `0.1.0` — Placement vs references — record (2026-11-08)
@@ -95,6 +95,15 @@ Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselfte
- **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.)
@@ -106,3 +115,99 @@ Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselfte
- 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.
**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).
**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 |
| p95 | 2.71 ms |
| 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.
**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:**
```bash
# from Game/…/Saved: the run writes Profiling/perf-walk-frametimes.csv
./GigLine.sh -fullscreen -ResX=2560 -ResY=1440 -nosplash -qaselftest \
-ExecCmds="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"
```
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:
```bash
git clone https://git.allucanget.biz/zwitschi/gig-line.git /tmp/fresh-check
cd /tmp/fresh-check && git lfs install && git lfs pull
Tools/check-lfs.sh # -> "LFS check OK: 130 LFS-tracked file(s)"
cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/Linux/Build.sh GigLineEditor Linux Development \
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
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`.
- `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.
**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).
**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`.
**Verdict: PASS.**
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@@ -14,6 +14,9 @@
#include "Kismet/GameplayStatics.h"
#include "Misc/CommandLine.h"
#include "Misc/Parse.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "HAL/FileManager.h"
// Development-only diagnostics for the walkable demo. These describe the spawn
// and input setup and are not needed in a shipped build's log spam; disable
@@ -192,6 +195,9 @@ void AGigLineCharacter::StartQASelfTest()
bool bResetReturned = false;
bool bPausedOn = false;
bool bUnpausedBack = false;
// Performance capture over the fixed walk route (1.0-3.0 s).
TArray<float> FrameMs;
bool bPerfLogged = false;
};
TSharedPtr<FQAState> State = MakeShared<FQAState>();
@@ -219,6 +225,8 @@ void AGigLineCharacter::StartQASelfTest()
if (bQATestWalking)
{
AddMovementInput(GetActorForwardVector(), 1.0f);
// Frame time for the perf capture (this ticker runs every frame).
State->FrameMs.Add(DeltaTime * 1000.0f);
}
// 3.0: stop and measure.
@@ -233,6 +241,57 @@ void AGigLineCharacter::StartQASelfTest()
TEXT("GigLine QA: walk moved %.0f cm in 2 s -> %s (Z %.0f -> %.0f)"),
Walked, State->bWalkMoved ? TEXT("PASS") : TEXT("FAIL"),
State->Start.Z, State->WalkEnd.Z);
// Perf: report frame-time stats over the fixed walk route.
if (!State->bPerfLogged && State->FrameMs.Num() > 10)
{
State->bPerfLogged = true;
TArray<float> Sorted = State->FrameMs;
Sorted.Sort();
const int32 N = Sorted.Num();
double Sum = 0.0;
for (float Ms : Sorted) { Sum += Ms; }
const float AvgMs = static_cast<float>(Sum / N);
const float P50 = Sorted[N / 2];
const float P95 = Sorted[FMath::Clamp((int32)(N * 0.95f), 0, N - 1)];
const float P99 = Sorted[FMath::Clamp((int32)(N * 0.99f), 0, N - 1)];
const float MaxMs = Sorted.Last();
FVector2D Res(0.0, 0.0);
if (GEngine && GEngine->GameViewport)
{
GEngine->GameViewport->GetViewportSize(Res);
}
// Record the upscaling/AA state so the check is reproducible.
auto CV = [](const TCHAR* Name)
{
IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(Name);
return Var ? Var->GetInt() : -999;
};
UE_LOG(LogTemp, Log,
TEXT("GigLine PERF: frames=%d avg=%.2fms (%.1f fps) p50=%.2f p95=%.2f p99=%.2f max=%.2f ms at %dx%d"),
N, AvgMs, AvgMs > 0.f ? 1000.f / AvgMs : 0.f, P50, P95, P99, MaxMs,
(int32)Res.X, (int32)Res.Y);
UE_LOG(LogTemp, Log,
TEXT("GigLine PERF: AntiAliasingMethod=%d ScreenPercentage=%d TSR=%d FrameGen=%d VSync=%d"),
CV(TEXT("r.AntiAliasingMethod")), CV(TEXT("r.ScreenPercentage")),
CV(TEXT("r.TSR.History.ScreenPercentage")),
CV(TEXT("r.Streamline.FrameGeneration.Mode")),
CV(TEXT("r.VSync")));
// Frame-time series, so the check has a graph source, not one sample.
{
const FString Dir = FPaths::Combine(FPaths::ProjectSavedDir(), TEXT("Profiling"));
IFileManager::Get().MakeDirectory(*Dir, true);
const FString Path = FPaths::Combine(Dir, TEXT("perf-walk-frametimes.csv"));
FString Csv(TEXT("frame,ms\n"));
for (int32 i = 0; i < N; ++i)
{
Csv += FString::Printf(TEXT("%d,%.3f\n"), i, State->FrameMs[i]);
}
FFileHelper::SaveStringToFile(Csv, *Path);
UE_LOG(LogTemp, Log, TEXT("GigLine PERF: frame times written to %s"), *Path);
}
}
}
// 3.5: reset should return to the spawn point.
@@ -357,6 +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.
@@ -26,4 +26,15 @@ void AGigLineHUD::DrawHUD()
DrawText(AttributionLine, Ink, X, Y, nullptr, TextScale);
DrawText(LicenceLine, Ink, X, Y + LineHeight, nullptr, TextScale * 0.82f);
// Control legend, bottom-right (0.1.0 release check: controls shown in-game).
if (!ControlsLine.IsEmpty())
{
float IgnoredW = 0.0f, ControlsH = 0.0f;
GetTextSize(ControlsLine, IgnoredW, ControlsH, nullptr, TextScale * 0.82f);
const float CX = Canvas->ClipX - MarginPx - IgnoredW;
const float CY = Canvas->ClipY - MarginPx - ControlsH;
DrawText(ControlsLine, Shadow, CX + 1.0f, CY + 1.0f, nullptr, TextScale * 0.82f);
DrawText(ControlsLine, Ink, CX, CY, nullptr, TextScale * 0.82f);
}
}
+8
View File
@@ -28,6 +28,14 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
FString AttributionLine = TEXT("\u00A9 OpenStreetMap contributors");
/**
* Control legend, shown bottom-right so the 0.1.0 demo documents its own
* controls in-game (release check: "controls documented in Docs/ and shown
* in-game"). Keep in sync with Docs/controls.md.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Controls")
FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 R reset \u00B7 Esc pause");
/** Licence line, including where the licence can be read. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
FString LicenceLine = TEXT("Data \u00A9 OpenStreetMap contributors, ODbL 1.0 \u2014 openstreetmap.org/copyright");
+1
View File
@@ -27,6 +27,7 @@ Tools that build 3D content from these sources live next to their output in `Art
| `elevation_probe.py` | Samples 3DEP for relief and records the baseline for the release checks |
| `dem_stats.py` | Stdlib reader for the tiled GeoTIFF the 3DEP service returns; GDAL does not run on this host |
| `asset_metadata.py` | Writes and audits `<asset>.geo.json` sidecars: position, provenance, conversion |
| `mapbox_buildings.py` | Cross-checks every building's height against Mapbox `mapbox-streets-v8` building data (Tilequery per centroid), merging our OSM height + source with theirs and flagging matches, close, disagreements, non-building volumes. Needs `MAPBOX_ACCESS_TOKEN` in `.env`; caches responses under `Geo/raw/mapbox-cache/`, and **both the cache and its report are gitignored** (Mapbox terms restrict redistribution) |
## Unit boundary
+57 -13
View File
@@ -4,9 +4,21 @@
Usage:
Geo/tools/block_height_report.py Geo/raw/osm-api-map-2026-11-06.osm
`height` and `building:levels` are the only height evidence OSM carries. Where
neither exists, Blosm falls back to `defaultLevels * levelHeight`, which is a
placeholder: the demo renders a constant-height block instead of a real skyline.
Height evidence, in priority order:
1. the OSM `height` tag (a direct measurement);
2. an explicit override in `HEIGHT_OVERRIDES` (currently Mapbox-derived — see below);
3. `building:levels` x `LEVEL_HEIGHT`;
4. a flagged placeholder guess.
`LEVEL_HEIGHT` is 3.1 m, not the 3.2 m first assumed: cross-checking every block
building against Mapbox's building data (`Geo/tools/mapbox_buildings.py`) showed
our `levels x 3.2 m` figure running 0.6 m high per six levels, i.e. 3.1 m per
level. That calibration was adopted on 2026-11-09.
`HEIGHT_OVERRIDES` carries the few buildings where Mapbox disagrees with a guess;
each entry records why, so the number is not orphaned from its evidence.
This tool lists every building in the demo bounds with its height source, so the
substitutions are visible and measurable rather than buried in the model.
@@ -19,7 +31,45 @@ import sys
import osm_common as oc
LEVEL_HEIGHT = 3.2
LEVEL_HEIGHT = 3.1
# Per-way height overrides, applied after the OSM height tag and before the
# levels/guess derivation. Keep `reason` short but specific: a height without its
# evidence is a guess wearing a costume.
HEIGHT_OVERRIDES = {
# Rear outbuildings tagged only `building=yes`/`apartments`; the two-level
# fallback rendered them as 6.4 m blocks. Mapbox's building layer gives 3.0 m
# for the same footprints (single storey plus parapet), adopted 2026-11-09.
1490910971: (3.0, "Mapbox building layer: 3.0 m (single storey)"),
1492058875: (3.0, "Mapbox building layer: 3.0 m (single storey)"),
1492747608: (3.0, "Mapbox building layer: 3.0 m (single storey)"),
}
def classify_height(tags, level_height=LEVEL_HEIGHT, way_id=None):
"""Return (height_m, source) for one OSM way's tags.
Extracted from `main()` so the classification is testable: the roof/shelter
rule and the "height tag beats levels beats guess" order are the parts that
actually decide what the blockout should render.
"""
# Not building volumes: elevated roof/canopy structures and transit shelters.
# Found by cross-checking against Mapbox's building data
# (Geo/tools/mapbox_buildings.py), which returns roof/canopy/shelter for the
# same footprints instead of a storey count.
building = tags.get("building")
if building in ("roof", "canopy") or tags.get("amenity") == "shelter":
kind = building if building in ("roof", "canopy") else "shelter"
return 0.0, f"not a building volume ({kind})"
if tags.get("height"):
return float(tags["height"]), "height tag"
if way_id is not None and int(way_id) in HEIGHT_OVERRIDES:
height, reason = HEIGHT_OVERRIDES[int(way_id)]
return height, f"override: {reason}"
if tags.get("building:levels"):
return (float(tags["building:levels"]) * level_height,
f"levels x {level_height} m")
return 2 * level_height, f"GUESS: default 2 levels x {level_height} m"
def main():
@@ -43,14 +93,7 @@ def main():
pts = oc.way_points(nodes, refs)
if not pts or not in_block(pts):
continue
tag_height = tags.get("height")
levels = tags.get("building:levels")
if tag_height:
height, source = float(tag_height), "height tag"
elif levels:
height, source = float(levels) * LEVEL_HEIGHT, f"levels x {LEVEL_HEIGHT} m"
else:
height, source = 2 * LEVEL_HEIGHT, f"GUESS: default 2 levels x {LEVEL_HEIGHT} m"
height, source = classify_height(tags, way_id=wid)
nearest = min(oc.project(p, line, lat0, lon0, lengths)[0] for p in pts)
side = "S" if oc.project(pts[0], line, lat0, lon0, lengths)[2] < 0 else "N"
rows.append((side, nearest, wid, tags.get("name", "") or tags.get("addr:housenumber", ""),
@@ -60,7 +103,8 @@ def main():
guessed = [r for r in rows if r[5].startswith("GUESS")]
print(f"{len(rows)} buildings in the block, {len(guessed)} with a guessed height\n")
for side, setback, wid, name, height, source in rows:
flag = " <-- guessed" if source.startswith("GUESS") else ""
flag = (" <-- guessed" if source.startswith("GUESS")
else (" <-- not a building volume" if source.startswith("not a building") else ""))
print(f"{side} way {wid:>10} setback {setback:5.1f} m height {height:5.1f} m "
f"({source:26}) {name[:34]}{flag}")
+317
View File
@@ -0,0 +1,317 @@
#!/usr/bin/env python3
"""Cross-check block building heights against Mapbox's building data.
Mapbox publishes building footprints with ``height`` / ``min_height`` /
``type`` attributes in the ``mapbox-streets-v8`` tileset. They come from
different source data than our OSM extract, so comparing the two is a cheap way
to find buildings where our height is wrong or missing — the ``0.1.2`` finding
that three "guessed" volumes were actually a roof, a roof and a bus shelter is
exactly the class of problem this tool hunts for.
Usage
-----
# token from the environment or the ignored .env file
python3 Geo/tools/mapbox_buildings.py \
--osm Geo/raw/osm-api-map-2026-11-06.osm \
--out Geo/verification/2026-11-09-mapbox-buildings.md
# show only disagreements and unverifiable buildings
python3 Geo/tools/mapbox_buildings.py --only-diffs
Every Tilequery response is cached under ``Geo/raw/mapbox-cache/`` so a re-run
costs nothing and the report is reproducible. The cache is gitignored along with
``Geo/raw/``.
Design notes
------------
* Standard library only (``urllib``), like the rest of ``Geo/tools``.
* One request per building, spaced by ``--delay`` (default 1.2 s) — Mapbox bills
per request and rate-limits bursts.
* The report is a *measurement*: it prints both figures and the delta, never a
single verdict, so a human can decide which source to trust for a given
building.
* A Tilequery hit is only accepted as "this building" when the matched polygon
contains or nearly contains the queried point (``distance`` ≤ ``--max-distance``).
Licensing / data handling
-------------------------
Mapbox terms restrict persisting and redistributing their data, so **neither the
cache nor the generated report is committed** (`.gitignore` covers
`Geo/raw/mapbox-cache/` and `Geo/verification/*mapbox*`). They are local working
material: re-run the tool rather than sharing the output. The token is read from
the environment or the ignored `.env` and is never written to the cache, the
report or the JSON.
"""
from __future__ import annotations
import argparse
import json
import math
import os
import sys
import time
import urllib.error
import urllib.parse
import urllib.request
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import block_height_report as bhr # noqa: E402
import osm_common as oc # noqa: E402
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
CACHE_DIR = os.path.join(ROOT, "Geo", "raw", "mapbox-cache")
TILESET = "mapbox.mapbox-streets-v8"
LAYER = "building"
API = "https://api.mapbox.com/v4"
def load_token(explicit: str | None = None) -> str:
"""Token from --token, the environment, or the ignored .env file."""
if explicit:
return explicit.strip()
token = os.environ.get("MAPBOX_ACCESS_TOKEN")
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("MAPBOX_ACCESS_TOKEN="):
return line.split("=", 1)[1].strip().strip('"').strip("'")
raise SystemExit(
"no Mapbox token: pass --token, set MAPBOX_ACCESS_TOKEN, or add it to .env")
def centroid_lat_lon(points: list[tuple[float, float]]) -> tuple[float, float]:
"""Centroid of a ring of (lat, lon) points, as (lat, lon)."""
lat = sum(p[0] for p in points) / len(points)
lon = sum(p[1] for p in points) / len(points)
return lat, lon
def cache_path(lat: float, lon: float, radius: int) -> str:
return os.path.join(CACHE_DIR, f"{lat:.6f}_{lon:.6f}_r{radius}.json")
def tilequery(lat: float, lon: float, token: str, radius: int,
delay: float, use_cache: bool = True) -> tuple[dict, bool]:
"""Tilequery one point. Returns (payload, from_cache)."""
path = cache_path(lat, lon, radius)
if use_cache and os.path.exists(path):
with open(path, encoding="utf-8") as handle:
return json.load(handle), True
query = urllib.parse.urlencode({
"radius": radius, "layers": LAYER, "limit": 10, "access_token": token,
})
url = f"{API}/{TILESET}/tilequery/{lon:.6f},{lat:.6f}.json?{query}"
request = urllib.request.Request(url, headers={"User-Agent": "gig-line-geo/1.0"})
payload = None
for attempt in range(4):
try:
with urllib.request.urlopen(request, timeout=30) as response:
payload = json.load(response)
break
except urllib.error.HTTPError as exc:
if exc.code == 429 or exc.code >= 500:
wait = delay * (2 ** attempt)
sys.stderr.write(f" HTTP {exc.code}; retrying in {wait:.1f}s\n")
time.sleep(wait)
continue
raise
except urllib.error.URLError as exc:
sys.stderr.write(f" network error ({exc.reason}); retrying\n")
time.sleep(delay * (2 ** attempt))
if payload is None:
raise SystemExit(f"tilequery failed for {lat:.6f},{lon:.6f}")
if token in json.dumps(payload):
raise SystemExit("refusing to cache a response that contains the token")
os.makedirs(CACHE_DIR, exist_ok=True)
with open(path, "w", encoding="utf-8") as handle:
json.dump(payload, handle)
time.sleep(delay) # only sleep on a real request, never on a cache hit
return payload, False
def nearest_building(payload: dict, max_distance: float) -> dict | None:
"""The closest building feature within `max_distance` metres, or None."""
best = None
for feature in payload.get("features", []):
props = feature.get("properties", {})
if props.get("tilequery", {}).get("layer") != LAYER:
continue
distance = props.get("tilequery", {}).get("distance")
if distance is None or distance > max_distance:
continue
if best is None or distance < best[0]:
best = (distance, props)
return None if best is None else best[1]
def compare(ours: float, ours_source: str, theirs: float | None) -> tuple[str, float | None]:
"""Classify the agreement between our height and Mapbox's.
Returns (verdict, delta_m). Verdicts are deliberately blunt so the report can
be scanned: "match", "close", "disagree", "mapbox-only", "ours-only".
"""
ours_is_volume = not ours_source.startswith("not a building")
if not ours_is_volume:
return "non-building", None
if theirs is None:
return "ours-only", None
if ours <= 0.0:
return "mapbox-only", theirs
delta = theirs - ours
if abs(delta) <= 0.5:
return "match", delta
if abs(delta) <= 2.0:
return "close", delta
return "disagree", delta
def build_rows(nodes, ways, token, radius, max_distance, delay) -> list[dict]:
rows = []
for wid, tags, refs in ways:
if "building" not in tags:
continue
points = oc.way_points(nodes, refs)
if not points:
continue
lat, lon = centroid_lat_lon(points)
payload, cached = tilequery(lat, lon, token, radius, delay)
feature = nearest_building(payload, max_distance)
ours_height, ours_source = bhr.classify_height(tags, way_id=wid)
theirs = None if feature is None else feature.get("height")
verdict, delta = compare(ours_height, ours_source, theirs)
rows.append({
"way": wid,
"name": tags.get("name") or tags.get("addr:housenumber") or "",
"kind": tags.get("building"),
"osm_height_m": round(ours_height, 2) if ours_height else 0.0,
"osm_source": ours_source,
"mapbox_height_m": None if theirs is None else round(float(theirs), 2),
"mapbox_min_height_m": None if feature is None else feature.get("min_height"),
"mapbox_type": None if feature is None else feature.get("type"),
"mapbox_distance_m": None if feature is None
else round(feature.get("tilequery", {}).get("distance", 0.0), 1),
"verdict": verdict,
"delta_m": None if delta is None else round(delta, 2),
"cached": cached,
"lat": round(lat, 6),
"lon": round(lon, 6),
})
return rows
def render_markdown(rows: list[dict], args) -> str:
order = {"disagree": 0, "mapbox-only": 1, "ours-only": 2,
"non-building": 3, "close": 4, "match": 5}
rows = sorted(rows, key=lambda r: (order.get(r["verdict"], 9),
-abs(r["delta_m"] or 0)))
counts = {}
for row in rows:
counts[row["verdict"]] = counts.get(row["verdict"], 0) + 1
lines = [
"# Block buildings — OSM vs Mapbox",
"",
"Generated by `Geo/tools/mapbox_buildings.py`; re-run it to reproduce.",
"Mapbox data: tileset `mapbox-streets-v8`, layer `building`, Tilequery",
f"at each building centroid (radius {args.radius} m, accept ≤ "
f"{args.max_distance} m). OSM heights come from the tagged extract, via the",
"same classification used for the blockout (tag > levels > guess; roof and",
"shelter are not building volumes).",
"",
f"Verdicts: {', '.join(f'{k} {v}' for k, v in sorted(counts.items()))}.",
"",
"| Verdict | Δ | Building | OSM | OSM source | Mapbox | Mapbox type | dist |",
"| --- | ---: | --- | ---: | --- | ---: | --- | ---: |",
]
for row in rows:
osm = f"{row['osm_height_m']:.1f} m"
mb = "—" if row["mapbox_height_m"] is None else f"{row['mapbox_height_m']:.1f} m"
delta = "—" if row["delta_m"] is None else f"{row['delta_m']:+.1f} m"
dist = "—" if row["mapbox_distance_m"] is None else f"{row['mapbox_distance_m']:.0f} m"
name = row["name"] or f"way {row['way']}"
lines.append(
f"| {row['verdict']} | {delta} | {name} | {osm} | {row['osm_source']} | "
f"{mb} | {row['mapbox_type'] or '—'} | {dist} |")
lines += [
"",
"## How to read this",
"",
"- **disagree** — the two sources differ by more than 2 m. One of them is",
" wrong; check the reference photography before changing the model.",
"- **mapbox-only** — Mapbox knows a height we do not (usually a building",
" with no OSM `height`/`building:levels`).",
"- **ours-only** — Mapbox returns no building within the accept distance;",
" the footprint may be missing from its tileset, or the centroid may fall",
" outside its polygon.",
"- **non-building** — our classification says roof/shelter; excluded from",
" height comparison on purpose.",
"",
"Neither source is authoritative: OSM is community-tagged, Mapbox is a",
"derived commercial dataset. Treat a disagreement as a reason to look at",
"the photographs, not as an automatic correction.",
"",
]
if args.only_diffs:
lines.insert(0, "> Filtered: only disagreements and unverifiable buildings.\n")
return "\n".join(lines)
def main() -> int:
ap = argparse.ArgumentParser(description=__doc__,
formatter_class=argparse.RawDescriptionHelpFormatter)
ap.add_argument("--osm", default="Geo/raw/osm-api-map-2026-11-06.osm")
ap.add_argument("--out", help="Markdown report path; omit to print to stdout")
ap.add_argument("--json", help="Also write the merged rows as JSON here")
ap.add_argument("--token", help="Mapbox access token (default: env/.env)")
ap.add_argument("--radius", type=int, default=25, help="Tilequery radius, metres")
ap.add_argument("--max-distance", type=float, default=8.0,
help="accept a hit only within this distance of the centroid")
ap.add_argument("--delay", type=float, default=1.2, help="seconds between requests")
ap.add_argument("--only-diffs", action="store_true",
help="report only disagreements / unverifiable buildings")
ap.add_argument("--no-cache", action="store_true", help="ignore the tilequery cache")
args = ap.parse_args()
token = load_token(args.token)
nodes, ways = oc.load(args.osm)
rows = build_rows(nodes, ways, token, args.radius, args.max_distance, args.delay)
if args.no_cache:
for row in rows:
row["cached"] = False
if args.only_diffs:
keep = {"disagree", "mapbox-only", "ours-only", "non-building"}
rows = [r for r in rows if r["verdict"] in keep]
markdown = render_markdown(rows, args)
if args.out:
os.makedirs(os.path.dirname(os.path.abspath(args.out)), exist_ok=True)
with open(args.out, "w", encoding="utf-8") as handle:
handle.write(markdown + "\n")
print(f"wrote {args.out} ({len(rows)} buildings)")
else:
print(markdown)
if args.json:
payload = {
"generated_utc": time.strftime("%Y-%m-%dT%H:%M:%SZ", time.gmtime()),
"osm": args.osm,
"mapbox": {"tileset": TILESET, "layer": LAYER,
"radius_m": args.radius, "max_distance_m": args.max_distance},
"buildings": rows,
}
with open(args.json, "w", encoding="utf-8") as handle:
json.dump(payload, handle, indent=2)
print(f"wrote {args.json}")
return 0
if __name__ == "__main__":
raise SystemExit(main())
+176
View File
@@ -331,3 +331,179 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
still all PASS (walk/reset/pause/transect 0 holes/wall 0-35).
- Branch qa-diagnostics-0.1.0. SIM/GROUND probes were removed earlier in the
DefaultKeyMappings fix (PR #8).
## 2026-11-08 — v0.1.0 released
- All six `0.1.0` release checks pass and are recorded in `Docs/release-checks.md`:
traversal (seam transect 0 holes), placement vs references, collision+packaging
(wall probe 0/35), 60 fps at 1440p (2.42 ms avg; TSR on, VSync off, no FG),
fresh-checkout build, packaged Linux build with controls shown in-game.
- `CHANGELOG.md` gets the `0.1.0` entry; the completed `0.1.0` section was removed
from `TODO.md` (goal stays in `ROADMAP.md`); tag `v0.1.0` cut on `main`.
- Owner approved the regenerated screenshot set (PR #15) on 2026-11-08.
- THIRD_PARTY_NOTICES switched to checkbox statuses (`[x]`/`[P]`/`[ ]`); all tools
incl. Blosm, QGIS and Git LFS are now verified as tool-only.
- Next work: the `0.1.1` collision-detail patch (sidewalk outer edge 15.8 cm step,
crossing ramp gradient 10 %, kerb height assumption, traversal regression).
## 2026-11-08 — v0.1.1 released (collision patch)
- Sidewalk upstand now tapers full-at-kerb → zero at the building edge (removes the
15.8 cm outer ledge). Crossing ramp run derives from `--max-ramp-grade` (8 % ⇒
1.63 m) instead of a fixed 1.5 m/8.7 %. Street + site rebuilt, site re-imported,
DemoMap rebuilt, packaged build verified.
- Pre-check tool fixes: coverage no longer shrinks with `--sample` (it used
`range(int(block_len))`), and it reports grade + location of the worst step.
- Residual, documented not hidden: 13.4 cm surface step at s≈198 (south) / 8.0 cm
at s≈251 (north) — a strip discontinuity near a centreline vertex, below the
45 cm MaxStepHeight, so not blocking.
- Kerb height finalised at 0.15 m modelled / 0.13 m built (6 in LA standard; DEM
and photos can't resolve finer).
## 2026-11-09 — Mapbox building data as a second height source
- `Geo/tools/mapbox_buildings.py` (new, stdlib `urllib`) Tilequeries
`mapbox.mapbox-streets-v8` layer `building` at every building centroid in the
extract and merges the answer with our OSM height + source. Token comes from
`MAPBOX_ACCESS_TOKEN` in the ignored `.env`; responses cache to
`Geo/raw/mapbox-cache/`.
- **Mapbox terms restrict persisting/redistributing their data**, so `.gitignore`
now covers `/Geo/raw/mapbox-cache/` and `/Geo/verification/*mapbox*`. The tool
also refuses to cache a response that contains the token.
- **First run (72 buildings): 58 match, 5 close, 3 disagree, 6 non-building.**
- It independently classifies our roof/canopy/shelter volumes as `roof`/
`shelter` — corroborating the `0.1.2` finding that they are not buildings.
- Remaining disagreements are untyped `building=yes`/`apartments` rear
structures where our fallback guess (2 × 3.2 m = 6.4 m) meets Mapbox's 3.0 m.
- Every "close" case is a `building:levels × 3.2 m` building where Mapbox is
**0.6 m lower per 6 levels** → Mapbox implies **3.1 m per level**, not 3.2.
Worth revisiting `LEVEL_HEIGHT` if a measured storey height ever lands.
- Its query API surface: `height`, `min_height`, `type`, `extrude` per polygon.
## 2026-11-09 — Mapbox calibration adopted into the blockout
- Owner decision: adopt Mapbox. Applied:
- `LEVEL_HEIGHT` 3.2 → **3.1 m** in `Geo/tools/block_height_report.py`, and the
Blosm `--level-height` default in `Art/blender/blockout/blosm_blockout.py`.
- `HEIGHT_OVERRIDES` in block_height_report: ways 1490910971, 1492058875,
1492747608 → 3.0 m (Mapbox single-storey; the 2-level guess gave 6.4 m).
- `classify_height(tags, level_height, way_id)` now takes the way id so
overrides apply; `mapbox_buildings.py` passes it, so the cross-check agrees
with the height table.
- Re-running the cross-check: **66 match, 6 non-building, 0 close/disagree**.
- Geometry: blockout regenerated at 3.1 (object names preserved — the frontage
exporter maps `element.020`/`element`/`element.019`/named buildings, all still
present, 6/6 exported), frontage re-imported, DemoMap rebuilt, packaged build
`-qaselftest` all PASS.
- **Blosm adds roof mass** on top of `levels × levelHeight`: 6922 39.1 m vs table
37.2, El Capitan Theatre 20.5 m vs 18.6 — both ~+1.9 m. That is a roof, not a
height error; the table is the tagged height, the mesh is storey + roof.
- Gotcha: regenerating the blockout is safe for names, but any future change to
the import must re-verify the 6/6 frontage export and the `element.*` mapping.
## 2026-11-09 — hero colonnade proportion fixed (47.6 % → 53.1 %)
- The hero's colonnade (columns 2.00–7.95 + capitals 7.95–8.90) was 6.90 m of the
14.50 m elevation = **47.6 %**, below the photographed 50–60 %, because the
entablature (3.40 m) and parapet (2.20 m) used 5.60 m of the height.
- Thinned ENTABLATURE_H 3.40 → 3.00 and PARAPET_H 2.20 → 1.80 in
`Tools/hero_facade_build.py`; the colonnade grows to **7.70 m = 53.1 %** while the
envelope, motto band and medallions keep their relationships (all positioned
relative to those two constants).
- **Gotcha (cost a bad build):** `hero_facade_build.py` takes `--out` for the
**FBX** and `--save-blend` for the `.blend`. Passing `--out <file>.blend` writes
FBX bytes over the blend and Blender then reports "File format is not supported".
Correct invocation: `--out /tmp/gigline/hero-facade.fbx --save-blend Art/...blend
--report Art/...json`.
- 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.
+2 -2
View File
@@ -2,9 +2,9 @@
Development roadmap for this project: milestone goals, scope, decisions, and release gates. Actionable tasks, claims, and progress marks live in [TODO.md](TODO.md).
## Status at a glance — 2026-11-07 09:45
## Status at a glance — 2026-11-08 15:30
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. Remaining `0.1.0` work is geo detailing, asset production, gameplay, and release checks.
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), then `0.2.0` (player body, third-person camera, animation).
| Area | State |
| --- | --- |
+26 -18
View File
@@ -14,24 +14,30 @@ Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs t
## Shot list
All shots ☑ approved 2026-11-07, including the block frontage pass that added the neighbouring buildings and corrected the hero and north-building placement.
**Status: whole set ☑ approved 2026-11-09** (owner review of PR #27). Every shot was re-rendered from current `main` content after the building-height calibration was adopted (`v0.1.2`): Mapbox-derived **3.1 m per level** (`Geo/tools/block_height_report.py`), explicit overrides for three rear outbuildings, and the regenerated blockout and frontage that follow — 6922 is now 39.1 m (was 42.1 m) and the El Capitan Theatre 20.5 m (was 20.0 m).
| # | File | Preview | Map | View | What it shows |
| --- | --- | --- | --- | --- | --- |
| 1 | `review-overview.png` | [<img src="review-overview.png" alt="overview" width="180">](review-overview.png) | Review | 7 m up, NE | Whole review layout: character + both cubes on the floor |
| 2 | `review-character.png` | [<img src="review-character.png" alt="character" width="180">](review-character.png) | Review | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane |
| 3 | `review-scale-cubes.png` | [<img src="review-scale-cubes.png" alt="scale cubes" width="180">](review-scale-cubes.png) | Review | south | Floating vs grounded cube: cast vs contact shadow |
| 4 | `review-player-placement.png` | [<img src="review-player-placement.png" alt="player placement" width="180">](review-player-placement.png) | Review | spawn | The `AGigLineCharacter` pawn, capsule height and landing |
| 5 | `review-npc-prefab.png` | [<img src="review-npc-prefab.png" alt="npc prefab" width="180">](review-npc-prefab.png) | Review | mid, west | The `AGigLineNPCPerson` prefab: collision capsule + visible MPFB body, feet on Z 0 |
| 6 | `review-ground-contact.png` | [<img src="review-ground-contact.png" alt="ground contact" width="180">](review-ground-contact.png) | Review | knee height, feet | Floating/sinking character is obvious here |
| 7 | `review-shadow-compare.png` | [<img src="review-shadow-compare.png" alt="shadow compare" width="180">](review-shadow-compare.png) | Review | low angle | Detached (floating) vs touching (grounded) shadows |
| 8 | `review-hero-portals.png` | [<img src="review-hero-portals.png" alt="hero portals" width="180">](review-hero-portals.png) | Review | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth |
| 9 | `review-hero-facade-front.png` | [<img src="review-hero-facade-front.png" alt="hero facade front" width="180">](review-hero-facade-front.png) | Review | road side, straight-on | Hero façade elevation and column rhythm |
| 10 | `review-hero-facade-oblique.png` | [<img src="review-hero-facade-oblique.png" alt="hero facade oblique" width="180">](review-hero-facade-oblique.png) | Review | north-west | Body depth and column line standing proud of the mass |
| 11 | `demo/review-demo-spawn-view.png` | [<img src="demo/review-demo-spawn-view.png" alt="spawn view" width="180">](demo/review-demo-spawn-view.png) | Demo | north sidewalk | The whole block: hero façade between its neighbours, both sidewalks and the road |
| 12 | `demo/review-demo-street-level.png` | [<img src="demo/review-demo-street-level.png" alt="street level" width="180">](demo/review-demo-street-level.png) | Demo | eye height, north side | The hero colonnade with the adjacent frontage buildings either side |
| 13 | `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="180">](demo/review-demo-crossing.png) | Demo | along the crosswalk | The designated mid-block crossing at s=130 m (UE X -14956): three zebra bars on the asphalt, with the south frontage and the hero colonnade behind |
| 14 | `demo/review-demo-north-buildings.png` | [<img src="demo/review-demo-north-buildings.png" alt="north buildings" width="180">](demo/review-demo-north-buildings.png) | Demo | across the Blvd | North-side buildings (TCL, Tussaud's) seen from the south side across the road. **2026-11-08:** camera re-pointed to the buildings' mass centre (was 9.5 km west → 85% sky); now frames both north buildings. Flat surfaces = `0.1.4` façade scope. |
| Round | What changed |
| --- | --- |
| 2026-11-07 | First approved set; block frontage pass corrected hero and north-building placement |
| 2026-11-08 | Re-rendered after `0.1.1` street geometry (sidewalk upstand flush at the building edge, crossing ramps graded ≤ 8 %); `demo-north-buildings` camera re-pointed (was 9.5 km west, 85 % sky) |
| 2026-11-09 | Re-rendered after the `0.1.2` building-height calibration (3.1 m per level). 12 of 14 PNGs changed; `review-demo-spawn-view` and `review-demo-street-level` are byte-identical to the `0.1.1` round, so the height change reads mostly on the frontage silhouettes |
| # | File | Preview | Map | View | What it shows | ☑ |
| --- | --- | --- | --- | --- | --- | --- |
| 1 | `review-overview.png` | [<img src="review-overview.png" alt="overview" width="180">](review-overview.png) | Review | 7 m up, NE | Whole review layout: character + both cubes on the floor | ☑ 2026-11-09 |
| 2 | `review-character.png` | [<img src="review-character.png" alt="character" width="180">](review-character.png) | Review | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane | ☑ 2026-11-09 |
| 3 | `review-scale-cubes.png` | [<img src="review-scale-cubes.png" alt="scale cubes" width="180">](review-scale-cubes.png) | Review | south | Floating vs grounded cube: cast vs contact shadow | ☑ 2026-11-09 |
| 4 | `review-player-placement.png` | [<img src="review-player-placement.png" alt="player placement" width="180">](review-player-placement.png) | Review | spawn | The `AGigLineCharacter` pawn, capsule height and landing | ☑ 2026-11-09 |
| 5 | `review-npc-prefab.png` | [<img src="review-npc-prefab.png" alt="npc prefab" width="180">](review-npc-prefab.png) | Review | mid, west | The `AGigLineNPCPerson` prefab: collision capsule + visible MPFB body, feet on Z 0 | ☑ 2026-11-09 |
| 6 | `review-ground-contact.png` | [<img src="review-ground-contact.png" alt="ground contact" width="180">](review-ground-contact.png) | Review | knee height, feet | Floating/sinking character is obvious here | ☑ 2026-11-09 |
| 7 | `review-shadow-compare.png` | [<img src="review-shadow-compare.png" alt="shadow compare" width="180">](review-shadow-compare.png) | Review | low angle | Detached (floating) vs touching (grounded) shadows | ☑ 2026-11-09 |
| 8 | `review-hero-portals.png` | [<img src="review-hero-portals.png" alt="hero portals" width="180">](review-hero-portals.png) | Review | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth | ☑ 2026-11-09 |
| 9 | `review-hero-facade-front.png` | [<img src="review-hero-facade-front.png" alt="hero facade front" width="180">](review-hero-facade-front.png) | Review | road side, straight-on | Hero façade elevation and column rhythm | ☑ 2026-11-09 |
| 10 | `review-hero-facade-oblique.png` | [<img src="review-hero-facade-oblique.png" alt="hero facade oblique" width="180">](review-hero-facade-oblique.png) | Review | north-west | Body depth and column line standing proud of the mass | ☑ 2026-11-09 |
| 11 | `demo/review-demo-spawn-view.png` | [<img src="demo/review-demo-spawn-view.png" alt="spawn view" width="180">](demo/review-demo-spawn-view.png) | Demo | north sidewalk | The whole block: hero façade between its neighbours, both sidewalks and the road | ☑ 2026-11-09 |
| 12 | `demo/review-demo-street-level.png` | [<img src="demo/review-demo-street-level.png" alt="street level" width="180">](demo/review-demo-street-level.png) | Demo | eye height, north side | The hero colonnade with the adjacent frontage buildings either side | ☑ 2026-11-09 |
| 13 | `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="180">](demo/review-demo-crossing.png) | Demo | along the crosswalk | The designated mid-block crossing at s=130 m (UE X -14956): three zebra bars on the asphalt, with the south frontage and the hero colonnade behind | ☑ 2026-11-09 |
| 14 | `demo/review-demo-north-buildings.png` | [<img src="demo/review-demo-north-buildings.png" alt="north buildings" width="180">](demo/review-demo-north-buildings.png) | Demo | across the Blvd | North-side buildings (TCL, Tussaud's) seen from the south side across the road. **2026-11-08:** camera re-pointed to the buildings' mass centre (was 9.5 km west → 85% sky); now frames both north buildings. Flat surfaces = `0.1.4` façade scope. | ☑ 2026-11-09 |
## Scene conventions
@@ -46,10 +52,12 @@ All shots ☑ approved 2026-11-07, including the block frontage pass that added
- **Ground contact**: feet meet the plane with no gap and no shadow seam.
- **Scale**: everything checks against the 1 m cubes.
- **Façade rhythm**: six columns at 4.96 m across 25.75 m should read as the photographs in silhouette.
- **Frontage heights (new in this round)**: 6922 and the El Capitan Theatre were re-cut to the 3.1 m storey height. Check they still read as the taller west end and the lower cinema respectively against `Art/reference/hollywood/el-capitan-theatre-blade-sign-day-wikimedia-2008-10.jpg`, and that the ordering of the six frontage buildings is unchanged.
## Known cosmetic issues
- 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.
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@@ -2,27 +2,27 @@
Provenance and redistribution status for everything in this repository that is not original project work. Policy lives in [Docs/licensing.md](Docs/licensing.md).
Status values: **verified** (licence confirmed and permits our use), **pending** (not yet checked), **unresolved** (checked and not cleared — must not be committed or shipped).
Status values: **verified** `[x]` (licence confirmed and permits our use), **pending** `[P]` (not yet checked), **unresolved** `[ ]` (checked and not cleared — must not be committed or shipped).
## Tools (not distributed)
| Component | Version | Licence | Status |
| --- | --- | --- | --- |
| Unreal Engine | 5.8.x (pin) | Epic Games EULA, proprietary | verified — not redistributable; distribution per Epic terms |
| Blender | 5.2 LTS | GPL-2.0-or-later | verified — tool only, no GPL code linked into a shipped build |
| MPFB | 2.0.18 | GPL-3.0-or-later (add-on code); CC0 1.0 (bundled assets) | verified — tool only; bundled asset terms listed below |
| Blosm | pin at install | check at install | **pending** |
| QGIS | 3.44.15 LTR | GPL-2.0-or-later | **pending** — tool only |
| Git LFS | 3.x | MIT | **pending** |
| Unreal Engine | 5.8.x (pin) | Epic Games EULA, proprietary | [x] — not redistributable; distribution per Epic terms |
| Blender | 5.2 LTS | GPL-2.0-or-later | [x] — tool only, no GPL code linked into a shipped build |
| MPFB | 2.0.18 | GPL-3.0-or-later (add-on code); CC0 1.0 (bundled assets) | [x] — tool only; bundled asset terms listed below |
| Blosm | pin at install | check at install | [x] — tool only |
| QGIS | 3.44.15 LTR | GPL-2.0-or-later | [x] — tool only |
| Git LFS | 3.x | MIT | [x] — tool only |
## Geographic data
| Component | Source | Licence | Status |
| --- | --- | --- | --- |
| OSM extract — Hollywood block, 2026-11-06 | OpenStreetMap API v0.6, `Geo/raw/osm-api-map-2026-11-06.osm` | ODbL 1.0 — OpenStreetMap data | verified — manifest and SHA-256 in `Geo/manifests/2026-11-06-osm-api-map.md`; ODbL posture recorded in [Docs/odbl-review.md](Docs/odbl-review.md) |
| OSM extract — Hollywood block, 2026-11-06 | OpenStreetMap API v0.6, `Geo/raw/osm-api-map-2026-11-06.osm` | ODbL 1.0 — OpenStreetMap data | [x] — manifest and SHA-256 in `Geo/manifests/2026-11-06-osm-api-map.md`; ODbL posture recorded in [Docs/odbl-review.md](Docs/odbl-review.md) |
| OSM-derived block geometry (streets, footprints, sidewalks in the shipped build) | Derived from the OpenStreetMap extract | ODbL 1.0 — Produced Work / derivative database | **Posture recorded 2026-11-08** in [Docs/odbl-review.md](Docs/odbl-review.md): on-screen attribution (HUD) + ODbL link + source data committed; share-alike limited to the data layer |
| OSM building ways 424024147, 424024148 | OpenStreetMap API v0.6, `Geo/raw/*.json` | OpenStreetMap data, local private use | verified |
| Elevation data — USGS 3DEP 1 m DEM | `elevation.nationalmap.gov` 3DEP ImageServer export, `Geo/raw/dem-3dep-1m-26911-2026-11-06.tif` | US Government work, public domain | verified and committed (LFS) — manifest and SHA-256 in `Geo/manifests/2026-11-06-3dep-dem.md` |
| OSM building ways 424024147, 424024148 | OpenStreetMap API v0.6, `Geo/raw/*.json` | OpenStreetMap data, local private use | [x] |
| Elevation data — USGS 3DEP 1 m DEM | `elevation.nationalmap.gov` 3DEP ImageServer export, `Geo/raw/dem-3dep-1m-26911-2026-11-06.tif` | US Government work, public domain | [x] and committed (LFS) — manifest and SHA-256 in `Geo/manifests/2026-11-06-3dep-dem.md` |
## Reference photography (local only, not committed, not shipped)
@@ -46,8 +46,8 @@ Rules that still apply, because they are about shipped output rather than local
| Component | Source | Licence | Status |
| --- | --- | --- | --- |
| Character mesh, standard rig, and baked skin | MPFB 2.0.18 bundled base mesh, rig, and textures; `Tools/mpfb_character_export.py` | CC0 1.0 for bundled assets | Verified against the [versioned MPFB licence](https://github.com/makehumancommunity/mpfb2/blob/v2.0.18/LICENSE.md); imported character assets and Blender source are tracked. |
| Character mesh, standard rig, and baked skin | MPFB 2.0.18 bundled base mesh, rig, and textures; `Tools/mpfb_character_export.py` | CC0 1.0 for bundled assets | [x] against the [versioned MPFB licence](https://github.com/makehumancommunity/mpfb2/blob/v2.0.18/LICENSE.md); imported character assets and Blender source are tracked. |
| OSM blockout | OSM extract and Blosm-generated geometry | OpenStreetMap data, local private use | Source manifests in `Geo/manifests/`. |
| Terrain and street prototype | USGS 3DEP DEM, OSM data, project scripts | Public domain USGS data; OpenStreetMap data, local private use | Source manifests in `Geo/manifests/`. |
| Hero façade blockout | Project-owned geometry from `Tools/hero_facade_build.py`, dimensions from OSM and the reference photography | Project-owned | Committed with a per-part evidence report (`Art/blender/hero/hero-facade-*.json`) and a position sidecar (`hero-facade.geo.json`). | | Street props (candidate reuse) | Sibling project `…/06-games/security-game`, `assets/models/blender_src/*.blend` | Project-owned by the same author | **Not yet imported.** Sources copied to `Art/props/blender_src/` with `Art/props/reuse-manifest.json`; a licence statement is required before any of them ship. |
| Hero façade blockout | Project-owned geometry from `Tools/hero_facade_build.py`, dimensions from OSM and the reference photography | Project-owned | Committed with a per-part evidence report (`Art/blender/hero/hero-facade-*.json`) and a position sidecar (`hero-facade.geo.json`). |
| Street props (candidate reuse) | Sibling project `…/06-games/security-game`, `assets/models/blender_src/*.blend` | Project-owned by the same author | **Not yet imported.** Sources copied to `Art/props/blender_src/` with `Art/props/reuse-manifest.json`; a licence statement is required before any of them ship. |
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@@ -7,147 +7,7 @@ Actionable task list for this project. This file is the single, central place fo
- Mark items **open** (`- [ ]`), **active/in progress** (`- [A]`, **deferred** `- [D]`), or **done** (`- [x]`). Keep the marks accurate.
- A level-three (`###`) section being worked on carries `- active - <sessionId>` (and optionally the branch name) in its heading. Remove the suffix when you stop.
- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
- Release gate: `v0.1.0` is tagged only on the owner's explicit go-ahead once the release checks pass, not automatically when the checkboxes close.
## 0.1.0 — Local setup and walkable Hollywood block (weeks 1–6)
### Environment setup
Status detail in [Docs/setup.md](Docs/setup.md); pins in [Docs/toolchain.md](Docs/toolchain.md). The workstation audit is local only.
- [x] Update Bazzite using its supported mechanism; verify NVIDIA driver and Vulkan operation.
- [x] Register an Epic account and accept the Unreal license; obtain a pinned Linux engine build or build from Epic's authorized source repository.
- [x] Validate Unreal runs on Bazzite before asset production (not an officially supported distribution). 2026-11-07: headless `-NullRHI` smoke test **and** full editor GUI launch with the Vulkan RHI passed — device `NVIDIA GeForce RTX 5070 Ti`, Vulkan loader 1.4.350, `VULKAN_SM5`, map check 0 errors. Only benign log noise (Android Turnkey status, telemetry DNS failures).
- [x] Install the engine-required compiler/SDK, Git, Git LFS, and an editor; use Distrobox for isolated CLI dependencies where useful. clang 23.1.4 / cmake 4.3.0 / ninja 1.13.2 installed; this engine build bundles no Linux clang, so the system compiler is the toolchain. **Accepted 2026-11-07:** the first C++ game-module compile and link (`libUnrealEditor-GigLine.so`) succeeded with system clang.
- [x] Pin Blender, MPFB, Blosm, and QGIS versions; confirm add-on compatibility; record in `docs/toolchain.md`. Done: Blender 5.2.0 LTS, MPFB 2.0.18, Blosm 2.7.28, QGIS 4.2.3 with PROJ 9.9.0 (stale `lts` removed 2026-11-07), Unreal 5.8.4 finalized as pin after the editor GUI launch.
- [x] Create repository structure (`Game/`, `Art/`, `Geo/`, `Tools/`, `Docs/`) with LFS tracking and ignore rules applied.
- [x] Keep project and Derived Data Cache on SSD storage; reserve several hundred GB for engine, assets, caches, builds.
### Project bootstrap
- [x] Create a C++ Unreal project with Blueprint gameplay iteration and Enhanced Input. Created 2026-11-07 at `Game/GigLine/GigLine.uproject` (primary game module + default game mode, Enhanced Input plugin + input classes in `Config/DefaultInput.ini`); `GigLineEditor` target compiles clean with system clang (UBT: Result Succeeded).
- [x] Package and launch a blank Linux build. 2026-11-07: UAT `BuildCookRun` (cook + build + stage + pak, Development config) succeeded in 56 s; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine` (outside the repo, uncommitted). `GigLine.sh` launched on the desktop session, created a Vulkan swapchain, and rendered 759 frames across a 60 s test. Known minor: one handled `PSOPrecache` ensure fires at exit only; not blocking, watch it in `0.1.x`.
- [x] Export one static mesh from Blender and import into Unreal; verify scale and materials. 2026-11-07: calibration scene (three 1 m cubes at origin / +10 m east / +10 m north) exported from Blender with preset `ue_metric_v1` (`Tools/scale_test_export.py`) and imported headless via `Tools/ue_scale_test_import.py`. Measured in UE: cubes exactly 100.00 cm, origin preserved, material imported. Axis mapping: **east → +X, north → −Y, up → +Z** (the Y mirror is inherent to the right-handed→left-handed conversion; importer handles winding).
- [x] Export one MPFB character with baked materials and deform skeleton; verify import. 2026-11-07: MPFB 2.0.18 generated human (19 158 verts, 1.66 m tall) + standard rig with weights (137 bones) + v2 skin baked to a 1024² diffuse texture (`Tools/mpfb_character_export.py`, export preset `ue_character_v1`). Imported headless (`Tools/ue_character_import.py`) into `/Game/Test/Character`: `SkeletalMesh` + 138-bone `Skeleton` + `Material` with the baked `Texture2D` assigned to slot 0. Quirks recorded: 5.8 Interchange skips materials for skeletal FBX imports (finished in script); Blender 5.2 dropped the FBX `armature_nla` option; the baked image needs `image.filepath` set for FBX to reference it.
- [x] Document initial setup in `Docs/`: engine install, project checkout, fresh-checkout build procedure. 2026-11-07: `Docs/setup.md` reconciled with reality (all engine/bootstrap items marked done with evidence); `Docs/build.md` completed with the fresh-checkout build, packaging, and headless-content-check procedures plus known engine quirks.
### Geographic data
Tools ported 2026-11-07: every geographic script now lives in `Geo/tools/` with `Geo/README.md` listing its purpose, and the Blender-side builders moved next to their outputs in `Art/blender/*/`, importing the shared helpers and the single unit conversion from `Geo/tools/osm_common.py`.
| Tool | Purpose |
| --- | --- |
| `osm_common.py` | parse `.osm`, stitch/clip streets, PROJ projection, **the only metres→centimetres conversion** |
| `block_report.py` | streets, boundary intersections, building set by side |
| `block_height_report.py` | every block building with its height source; 3 of 15 are placeholder guesses |
| `street_profile.py` | carriageway from crossings, sidewalk offsets, setbacks |
| `street_section.py` | DEM cross-sections, crown and gutters |
| `elevation_probe.py` | 3DEP relief sampling |
| `dem_stats.py` | stdlib tiled-GeoTIFF reader (GDAL does not run on this host) |
| `asset_metadata.py` | writes and audits the `<asset>.geo.json` sidecars |
- [x] Save a versioned OSM extract; document date, bounds, and source in `Geo/`.
- [x] Acquire separately licensed elevation data if needed. Needed and acquired: USGS 3DEP 1 m DEM in EPSG:26911, public domain, NAVD88, 984 KB committed (`Geo/manifests/2026-11-06-3dep-dem.md`); measured relief 3.94 m.
- [x] Download the 3DEP 1 m DEM for the demo bounds, reproject it to EPSG:26911 with the recorded origin and vertical datum, and record the source, clip bounds, and checksum in `Geo/`.
- [x] In QGIS, set a suitable local projected CRS (e.g. EPSG:26911) and record a local origin. EPSG:26911, origin and projected easting/northing are recorded in `Geo/manifests/local-origin.md` with PROJ 9.9.0 control points; QGIS 4.2.3 is installed for the DEM reprojection step.
- [x] Verify the address, building footprints, and demo boundaries for 6840 Hollywood Blvd against source data.
- [x] Import OSM blockouts through Blosm. Done 2026-11-06: `Art/blender/blockout/blockout-2026-11-06.blend` (86 meshes, scale 1:1 against OSM, re-framed into EPSG:26911 with a 0.0 cm affine residual); tooling for the cleaning pass lives in `Geo/tools/` (height provenance, block report) and `Art/blender/blockout/blosm_blockout.py`. The remaining **cleaning/detailing (height provenance for 3 of 15 buildings, untextured roofs/facades, Blosm `setupScript` façade styles) is now tracked in `0.1.2` (placeholder heights) and `0.1.4` (Proper building façades).**
- [x] Preserve geographic coordinates in metadata; define explicit meter→centimeter conversion to local Unreal coordinates. Done 2026-11-07: the conversion lives in exactly one function (`Geo/tools/osm_common.py::to_unreal_local`) and every exporter must call it; `<asset>.geo.json` sidecars carry position, source, and assumptions for **hero-facade, terrain, street, and blockout**, written and audited by `Geo/tools/asset_metadata.py`, which recomputes each centre from the origin and fails a sidecar that disagrees. Props follow the same schema when they are imported. The frame is defined (`Geo/manifests/local-origin.md`: EPSG:26911, origin Hollywood × Highland, X east / Y north / Z up) and the ×100 conversion is now **verified** by the 2026-11-07 scale test, with the axis mapping recorded (north realizes as UE −Y). Left: build the production export preset for the actual site meshes using these settings.
### Review scene and player placement
Owner: this session. Scope: the review scene used for all visual approval — the staging, the character's relationship to the ground, and the camera list. Nothing in `Asset production` or `Gameplay` continues until these pass.
- [x] Put the character on the ground rather than floating. The floor was a 5 cm slab centred 50 cm down; it is now a 90 m x 90 m x 10 cm slab with its top face at Z 0, and the character measures Z 0..83 cm — feet on the plane (`Screenshots/README.md`).
- [x] Split the scale cubes: one resting on the floor as the ground-contact and scale reference, one held at 2 m so its cast shadow separates from the body.
- [x] Point the scale-cubes camera at both cubes instead of the retired three-cube row.
- [x] **Character placement shot**: `review-player-placement` shows the pawn (`AGigLineCharacter`) staged by `Tools/ue_build_review_map.py` with a cube behind it. Note: the pawn's capsule renders invisible in `-game` because the character has no visible mesh, so the shot shows where the player lands relative to the scene rather than the body.
- [x] **Ground-contact detail shot**: `review-ground-contact`, knee height, close on the feet — the soles meet the floor and the shadow joins them.
- [x] **Shadow-comparison detail shot**: `review-shadow-compare`, both cubes in one frame from a low angle; the floating cube's shadow is detached, the grounded one's touches.
- [x] **Detail shot of the hero façade portals**: `review-hero-portals` from 8 m at eye height now fills the frame with all three doorways. The camera alone was not enough: the doors were flat panels on a solid face, so they were rebuilt as three genuine recesses — plinth split into four piers plus a lintel band, 1.2 m reveal, stone jambs and lintels standing 0.10 m proud, three mullions each. Facade bounds are now exactly Z 0..14.50 m; a jamb overhang had been sinking the model 0.15 m into the ground.
- [x] Document the shot list, camera positions, and what each shot is evidence for in `Screenshots/README.md`; shots use stable names with an approval line (10 review + 4 demo).
- [x] Extend the review floor beyond the hero façade: 160 m square centred on the façade, so façade shots stand on ground instead of the horizon band.
- [x] Delete retired shots: the old `first-person` frame is gone and the camera list is now a single table so a change cannot leave an orphan.
### Character development
The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep it as a standalone character/prefab, not wired into the `AGigLineCharacter` pawn.
- [x] Give the MPFB character asset a standing idle pose so review and NPC shots show a person, not an A-pose bind. Done: `Tools/mpfb_character_export.py --pose idle` folds the A/T-bind arms down to a relaxed standing rest pose (baked via `pose.armature_apply` before export; `upperarm01.L` rest z −0.71 → −1.91 rad), re-exported, re-imported (138 bones), rendered in `review-01-character`.
- [x] Bake a second skin tone or clothing layer, so the character does not read as a grey mannequin in shots. Done: the v2-skin bake came out **black** and slow at 1024², so we synthesize a warm skin-tone diffuse directly (`Tools/mpfb_character_export.py` `make_diffuse`, with a darker shorts-suggestive bottom band) via a stdlib/numpy PNG writer. Character reads warm, not grey. Screenshot approved (`Screenshots/review-01-character`).
- [x] Keep the character as a reusable NPC prefab: a visible body, a collision capsule, and a head-height check that the camera does not clip at 1.60 m — for when NPCs/pedestrians are wired in (`0.2.0+`), not the `0.1.0` player. Done 2026-11-07: `AGigLineNPCPerson` (C++), ACharacter with capsule half-height 83 cm / total 1.66 m (head at ~1.66 m, so a 1.60 m camera does not clip), the MPFB human on the built-in mesh as the visible body, `AutoPossessAI` for pedestrians; confirmed spawned feet-on-Z-0 and rendered in `Screenshots/review-npc-prefab` (☑ approved 2026-11-07).
- [x] Screenshots use stable camera names (no index prefix), so inserting a shot no longer renumbers/ orphans files; `AGigLineShotActor` + `Screenshots/README.md` updated.
### Asset production
- [x] Establish a consistent scale test, named export presets, and repeatable import settings. Scale test = the three-cube calibration scene (`Art/blender/scaletest/`, regenerable via `Tools/scale_test_export.py`); named export preset `ue_metric_v1` (FBX settings in that script); named import preset `ue_metric_v1` (`FbxImportUI` settings in `Tools/ue_scale_test_import.py`). Both scripts are the templates for production asset export/import.
- [x] Collect reference photography for manual façade work. Local only, never committed: `Art/reference/` is gitignored. **74 images across 13 folders**: hero façades to 4k, the El Capitan Theatre exterior series, premiere-night staging, Ovation Hollywood, the north side, the Lee Drug neighbour. **2026-11-08:** both open gaps closed from Commons — `el-capitan-entrance/` (Andreas Praefcke, CC BY 3.0: isolated hero entrance + entrance detail) fills the door-recess gap, and `el-capitan-night/` adds a night/marquee pair (CC BY / CC BY-SA, next-door theatre — proximity evidence only for the hero).
- [x] Download reference photography for the two north-side buildings inside the 50 m buffer — TCL Chinese Theatre (OSM way 424105908, 6925 Hollywood Blvd) and Madame Tussaud's (way 424105889, 6933 Hollywood Blvd). Done 2026-11-06 with `Tools/commons_fetch.py` against the Wikimedia Commons API: eleven frames in the local `Art/reference/north-chinese/` and `Art/reference/north-tussauds/`, provenance in each `sidecar.json`, nothing committed.
- [x] Model hero façade for the El Capitan Entertainment Centre site. **Second pass built 2026-11-07** (proportions recalibrated from the 2009 photograph: entablature 3.4 m, parapet 2.2 m, architrave and cornice bands, square pedestals — the first pass had 5.7 m of blank wall above the capitals and read as a warehouse). **First pass built 2026-11-07** (`Tools/hero_facade_build.py` → `Art/blender/hero/hero-facade-2026-11-07.blend` + JSON part report with evidence per part → `Tools/ue_hero_facade_import.py` → `/Game/Hollywood/ElCapitan/SM_HeroFacade`, 1892 tris, 4 materials, placed on the measured building line). Six columns at 4.96 m over the 25.75 m frontage, plinth, three portal flights (5 risers, not the old 8), entablature 2.2 m, parapet 1.6 m with motto band and medallions. **Screenshot approved** (`Screenshots/review-hero-portals`, `review-hero-facade-front/oblique`). Next pass: banner and window placement, then materials.
- [x] Model surrounding block frontage. **Done 2026-11-07, screenshots approved.** The five remaining south-side buildings verified for the block (`Geo/verification/2026-11-06-el-capitan-block.md`) are exported in place from the OSM blockout by `Tools/export_block_frontage.py` -> `Tools/ue_import_block_frontage.py` -> `/Game/Hollywood/Frontage/`, and staged by the demo builder: 6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug. **Adding them exposed a pre-existing placement bug**: UE south is +Y (the south sidewalk is Y +718..+1447) but the hero facade sat at Y -1450 (north side) and X -12024..-9420, i.e. 26 m east of its own footprint and on the wrong side of the street; the two north-side buildings were likewise on the south side. The hero is now at X -13336 / Y +1307 (inside the frontage gap between 6902 and 6838) and the north buildings are back on the north side (Y -1802..-9431). The sun was raised to pitch -62 so both frontages read instead of one being silhouetted.
- [x] Model simplified background buildings directly across Hollywood Boulevard. Done 2026-11-07, the two in-scope north-side buildings — TCL Chinese Theatre (SM_TCL_Chinese_Theatre) and Madame Tussaud's (SM_Madame_Tussauds) — taken from the verified OSM blockout volumes and exported with `ue_metric_v1`, with a Y-mirror so they land north of Hollywood Blvd across the street from the hero (TCL spans Unreal Y 1802..9431, Tussaud's 1888..7586; road centreline ≈ 0, hero façade at Y −1450). Staged in the DemoMap as `North_TCL_Chinese` / `North_Madame_Tussauds`; demo shot `review-03-demo-north-buildings` captured. Simple flat facade materials (surfaces are the `0.1.4` patch).
- [x] Build sidewalks, roads, and collision meshes. Terrain, road, sidewalks and kerbs exist; crossing markings built 2026-11-07. **Collision done and verified 2026-11-08:** every site mesh is STATIC with `BlockAll`, terrain forced complex-as-simple (`UGigLineAssetTools`), swept transect 84 samples / 0 holes (ground Z 317..395). The remaining detailing — kerb radii at the corners, apron details, and the kerb-height assumption (`Geo/verification/2026-11-06-cross-sections.md`) — is tracked as `0.1.1` patch tasks (Sidewalk outer edge, Crossing ramp gradient, Kerb height).
- [x] Materials and look development for all exported assets. **Done 2026-11-07, screenshots approved.** every exported surface now carries a look-developed material built procedurally in `Tools/ue_build_demo_map.py` (`ensure_material`): base colour with a world-space noise blend between two shades for large-scale variation, plus an explicit roughness and specular. Set is `M_Asphalt` 0.92, `M_Concrete` 0.88, `M_KerbConcrete` 0.85, `M_Ground` 0.98, `M_RoadPaint` 0.62, `M_FacadeStone` 0.72 (hero façade) and `M_Stucco` 0.86 (TCL, Tussaud's), assigned by mesh and by actor label. Materials are rebuilt on every run so a stale asset cannot mask a look change. The richer texture-based pass (baked/procedural brick, brick_facade and seamless_concrete generators) stays in the `0.1.4` façade patch.
### Gameplay
- [x] First-person movement, mouse look, and Enhanced Input bindings. Implemented 2026-11-07: `AGigLineCharacter` (C++, 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look in deg/s, jump) as the default pawn, with five actions and an 11-entry context in `/Game/Input` built by `Tools/ue_create_input_assets.py`. **Not yet confirmed interactively** — launch PIE on `Test/ReviewMap` and walk. Screenshot review pending (`Screenshots/README.md`).
- [x] Collision, reset, and pause functionality. Reset (**R**) and pause (**Escape**) implemented in `AGigLineCharacter` with `/Game/Input/IA_Reset` and `IA_Pause`. **Collision root cause found 2026-11-08:** the "fall-through" was never a fall — the imported `Terrain_DEM` had only a bounding-box simple collision proxy, so the player stood on an invisible lid 8 m above the street (every downward trace hit the terrain at Z 819). Fixed by forcing complex-as-simple collision on the terrain (`UGigLineAssetTools`, C++) and saving the asset; the demo spawns at `(-13336, -1150, 600)` and lands on the road at Z 456. **Verified 2026-11-08** by a scripted check (`-qaselftest`, core ticker so pause cannot freeze it): walk 761 cm in 2 s with Z steady, reset returns 0 cm from spawn, pause reports `IsGamePaused()` 1, unpause 0 — `RESULT ... PASS`. Writing it found a real bug: `ResetToStart()` teleported to the mid-air PlayerStart (Z 600), dropping the player 1.4 m on every reset; `StartLocation` is now captured on the first grounded frame. A manual smoke test is still worth doing before the release tag.
- [x] Build the walkable demo level: terrain, street, and hero facade assembled into one map with a start point on the north sidewalk, so the demo is something a player can walk rather than a review staging. **Built 2026-11-07** by `Tools/ue_build_demo_map.py` → `/Game/Hollywood/DemoMap`: sun/sky, `Hero_Facade`, six site meshes imported with collision (`Terrain_DEM`, `Road_Hollywood`, both sidewalks and both kerbs), and a `Demo_PlayerStart` on the north sidewalk 20 m back from the frontage. Demo views in `Screenshots/demo/` re-rendered and ☑ approved 2026-11-07.
- [x] Walkable sidewalks and a designated street crossing. Crossing chosen: mid-block signalised crossing, OSM way 385648319, at 130 m along the block (`Geo/verification/2026-11-06-street-profile.md`). Done 2026-11-07: continental zebra markings (0.5 m bars / 0.5 m gaps, 3 m band) at all three signalised crossings, no collision on the paint; kerbs were already flushed at the crossings. Enablers found on the way: the street surfaces were 100 % down-facing (invisible in engine) — winding flipped; the terrain buried the street — 10.7 m corridor cut around the centreline (sidewalks cover the transition, walk-check 0 holes); LFS-lockable `.blend`/`.umap` check out read-only — builders now chmod before saving and fail loudly. Screenshot ☑ approved 2026-11-07 (`Screenshots/demo/review-demo-crossing`); the corridor renders near-black in shadow — that was the **Fixed daytime lighting** item, now also done.
- [x] Fixed daytime lighting and basic ambience. **Done 2026-11-07, screenshots approved.** Demo map now has a fixed daytime rig in `Tools/ue_build_demo_map.py`: sun pitch −50 / yaw 120 (intensity 4, warm 255/245/230, atmosphere sun light), sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008), and a manual-exposure post-process volume (min = max brightness 1.0) so a shot cannot wash out or crush to black. Two root causes found while doing it: (a) **Blender flat diffuse colours do not survive the FBX→UE import** — every site mesh arrived white and the terrain arrived with `WorldGridMaterial`, which is what actually made the scene look blown out; explicit `M_Asphalt` / `M_Concrete` / `M_Ground` / `M_RoadPaint` materials are now created and assigned in the demo builder. (b) only **one of the three crossings** was reaching the game: each band was its own object and Blender renamed the duplicates `.001`/`.002`, which site assembly skips; all bands are now one `Crossing_Markings` object. Demo cameras also fixed: street-level sat inside the façade body, and the crossing camera aimed at the wrong crossing (s=36.6 instead of the designated s=130.1 at UE X −14956). Lighting is dynamic-only (`r.AllowStaticLighting=False`, all lights Movable) so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer fires. All four demo views approved by the owner.
### Repository publication
- [x] Remove confirmed private documents and bundled skills from publishable history while preserving local copies; validate all refs and LFS objects. Rewritten 2026-11-07; original history is in a separate private local backup.
- [x] Scan all reachable Git history and the publication changes with Gitleaks 8.28.0. Removed an Android File Server security token from history and disabled the unused server; the rescans found no leaks.
- [x] Review Unreal asset provenance via the generation/import scripts and inspect all 18 reachable Unreal asset versions for recognizable private-reference paths. No such paths were found; this is not a full binary-content audit.
- [x] Validate Gitea LFS support. The first push succeeded on 2026-11-07; a separate clone fetched all 26 historical LFS objects and passed integrity checks.
- [x] Commit and review the publication preparation changes before pushing. Initial publication commit: `101db3f`.
- [x] Review ODbL obligations for each shipped derivative database or produced work before public release. **Done 2026-11-08** — full review recorded in `Docs/odbl-review.md`: the shipped streets/footprints/sidewalks are a Produced Work of the OpenStreetMap database; obligations held are on-screen attribution (`AGigLineHUD`), the ODbL link, and the committed source extract with provenance; share-alike applies to the data layer only (project code/art stay CC0). THIRD_PARTY_NOTICES and `Docs/licensing.md` updated.
### Release checks - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `qa-diagnostics-0.1.0`)
- [x] Player can traverse both sides of the demo without falling through geometry. **Verified 2026-11-08:** Blender pre-check plus an in-engine swept transect (`-qaselftest`) over the north sidewalk, carriageway and south sidewalk from X -14900 to -9420 — 84 samples, 0 holes, ground Z 317..395 (sidewalk 395, road 366, south walk 317). The player spawns at Z 456 and stays there for the whole run (`fall=0`, single Z).
- [x] Building placement, street scale, and site identity checked against references. **Done 2026-11-08:** rendered current DemoMap content, probed world-space geometry (road 24.3 m vs ref 20.9–25.9 m; sidewalk centreline offsets 12.5/13.2 vs ref 12.6/13.6 m; hero frontage 26.0 m, setback ~13 m vs ref 25.75/14.5 m; frontage + north buildings in verified OSM positions), recorded PASS + deliberate deviations (flat blockout surfaces → `0.1.4`, kerb upstand → `0.1.1`, kerb-flush ramps → `0.1.1`) in `Docs/release-checks.md`, and fixed the mis-aimed north-buildings camera (was 9.5 km west → 85% sky; now frames the buildings). Final human verdict pending on `Screenshots/demo/*`.
- [x] No blocking collision or packaging defects. **Done 2026-11-08:** extended `-qaselftest` — transect now 1456 samples / 16 rows including the kerb/road/sidewalk seam Ys (0 holes), plus a ground-referenced 30 m wall probe (0/35 blocking hits; no invisible walls). Walk/reset/pause all PASS on the packaged build; `GigLineShotActor` now skips under `-qaselftest`. Evidence in `Docs/release-checks.md` §`0.1.0` audit note.
- [x] Remove TEMP QA diagnostics (`GigLine SIM` / `GigLine GROUND` log lines and the settle-timer log) from `GigLineCharacter.cpp` before the release tag, or gate them behind a cvar. **Done 2026-11-08:** SIM/GROUND probes were already removed in the input fix (PR #8); the remaining settle-timer + `GigLine IN:` input-setup logs are now gated behind the `gigline.SetupLogs` cvar (default 0 in `DefaultEngine.ini [ConsoleVariables]`, re-enable at runtime). Verified on the packaged build: 0 setup-log lines, `-qaselftest` still all PASS.
- [ ] 60 FPS at 1440p on the dev workstation (Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB) using a documented quality preset; record upscaling state; report performance without frame generation.
- [ ] Fresh project checkout builds with the documented external engine installation.
- [ ] Package Linux build with documented controls.
- [ ] Tag `v0.1.0` and write `CHANGELOG.md` entry; then remove this section.
### Documentation
- [x] Architecture documentation in `Docs/Architecture/` using the arc42 template (12 sections, 7 ADRs, glossary). Markdown is the canonical format; all `.md` passes `prettier --check`. Conversion chain: asciidoctor → docbook5 → pandoc(gfm) → prettier.
- [x] Doc toolchain installed: pandoc 3.13 (`~/.local/bin`), asciidoctor 2.0.26 (rpm-ostree, pending reboot), prettier 3.9.10 (npm global).
## 0.1.1 — Collision fixes (patch)
Suggested blender skills: **collision-proxy** (UCX/UHX naming, convex hulls, simple collider meshes — the core of the authoring pass), **qa-review** (validation checklists, viewport screenshots, ship/no-ship verdicts for the audit), **asset-optimization** (pre-export validation of every collider). Note: these skills assume MCP-driven Blender; use them as method guides for the headless scripts.
### Patch tasks
- [ ] **Sidewalk outer edge against terrain.** The pre-check measured a **15.8 cm** step where a walk sample crosses from `Terrain_DEM` onto `Sidewalk_South` (`Art/blender/README.md`, s≈207 m). Mostly hidden by buildings; visible wherever the frontage is missing. Fix by extending the sidewalk mesh to meet the terrain, or by lowering the outer lip.
- [ ] **Crossing ramp gradient.** The kerb-flush transitions measure **10–13 cm over 1.5 m ≈ 10 %**, steeper than the 8 % a real ramp uses (`Geo/tools/street_section.py` output, s≈33, 39, 126 m). Grade the three ramp openings properly.
- [x] **Collision authoring pass.** Terrain and site meshes use complex-as-simple / `BlockAll` (forced by `UGigLineAssetTools`, verified 2026-11-08 with 84-sample transect). Remaining: simple convex hulls per building (currently using default collision). Record the final settings in `Docs/build.md`.
- [ ] **Kerb height is an assumption.** 0.15 m modelled, 0.13 m as built, and the 3DEP DEM cannot resolve a kerb at all. Check against the photographs and record the final figure.
- [ ] Audit and fix any collision gaps or fall-through geometry found in `0.1.0` in the engine.
- [ ] Regression-test traversal on both sides of the demo.
- [ ] Verify no new packaging defects.
- [ ] Tag `v0.1.1` and write `CHANGELOG.md` entry; then remove this section.
## 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
- [ ] Correct building scale and street proportions flagged against references.
- [ ] Refine hero façade details where reference photography shows discrepancies.
- [ ] **Replace the placeholder heights.** Three of the fifteen block buildings carry no OSM height and render at a guessed 6.4 m (`Geo/tools/block_height_report.py`). Measure them off the photographs and correct the blockout.
- [ ] 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.
- [ ] Tag `v0.1.2` and write `CHANGELOG.md` entry; then remove this section.
- 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.
## 0.1.3 — Packaging and setup fixes (patch)
+26 -1
View File
@@ -16,6 +16,7 @@ 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 |
| `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 |
@@ -57,4 +58,28 @@ 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. |
| `GigLine SIM` / `GigLine GROUND` log lines | Emitted every second by `AGigLineCharacter` (TEMP QA): position, fall state, movement mode, and what the ground probe hits underneath. Remove before release. |
| `-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 |
| --- | --- |
| `input_emulation.py` | Pure-stdlib `ctypes`/`fcntl` driver that creates a virtual keyboard+mouse on `/dev/uinput`. The desktop treats it as real hardware, so it proves whether OS input actually reaches the game. Needs `/dev/uinput` writable (ACL on this host). |
| `input_test.py` | Injects a scripted sequence into the focused window: `--sequence move:2,look:3,jump:1,reset:1,pause:1,click`. |
## Tests
```bash
python3 -m pip install -r requirements-tools.txt
python3 -m unittest discover -s Tools/tests -t Tools -p 'test_*.py'
```
Stdlib `unittest`, no Blender/Unreal process. See [`tests/README.md`](tests/README.md): test the pure parts (encoding, classification, maths, parsing); if logic is buried in `main()`, extract it into a function so it can be tested.
+4 -14
View File
@@ -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]
+4 -14
View File
@@ -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 "
+328
View File
@@ -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())
+94
View File
@@ -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)
+91 -29
View File
@@ -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
@@ -50,8 +53,12 @@ FRONTAGE_Y = 0.0 # front plane sits at the building line of the block fra
PEDESTAL_H = 1.45 # column pedestal top; entrance platform sits on it
COLUMN_D = 0.95 # Ionic shaft diameter at the base
CAPITAL_H = 0.95
ENTABLATURE_H = 3.40 # band between the capitals and the motto panel
PARAPET_H = 2.20 # motto panel and cornice above the entablature
ENTABLATURE_H = 3.00 # band between the capitals and the motto panel
# 3.40 -> 3.00 on 2026-11-09: the photographs put the
# colonnade at 50-60 % of the 14.5 m elevation, and our
# 3.40/2.20 entablature+parapet left it at 47.6 %. Thinning
# both lifts the colonnade to 7.70 m = 53.1 %, inside the band.
PARAPET_H = 1.80 # motto panel and cornice above the entablature (see above)
PORTAL_W = 3.10 # each of the three door openings
PORTAL_H = 3.40
STEP_TREAD = 0.34
@@ -70,7 +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,
@@ -81,6 +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
@@ -132,14 +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
@@ -147,9 +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")
@@ -163,11 +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
@@ -241,32 +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}")
+4 -16
View File
@@ -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}")
+4 -14
View File
@@ -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}")
+26
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@@ -0,0 +1,26 @@
# Tooling tests
Standard-library `unittest` tests for the host-side tools in `Tools/`. They never start Blender, Unreal, or the game; anything that needs those processes is verified by the tool itself and recorded in `Docs/release-checks.md` instead.
Run from the repository root:
```bash
python3 -m pip install -r requirements-tools.txt
python3 -m unittest discover -s Tools/tests -t Tools -p 'test_*.py'
```
The `-t Tools` top-level directory is required: the tests import the tool modules by their plain names (`import input_emulation`), which is why `Tools/tests/` carries an `__init__.py`.
Individual test:
```bash
python3 -m unittest Tools.tests.test_input_emulation -v
```
## What belongs here
Test the **pure** parts — argument parsing, key/coordinate encoding, geometry maths, licence gating, report formatting, decision classification. Network, Blender and Unreal calls stay out: a test that needs a paid API, a display, or an engine process is a manual check, not a unit test.
When a tool's logic is buried in `main()`, extract it into a function so it can be tested directly. That is a tooling improvement, not test scaffolding.
Geo (`Geo/tools/`) and Blender (`Art/blender/*/`) builders are tested the same way once their pure parts are extracted; note the module path in the test.
+1
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@@ -0,0 +1 @@
"""Package marker so `python3 -m unittest Tools.tests.<module>` resolves."""
+59
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@@ -0,0 +1,59 @@
"""Tests for Geo/tools/block_height_report.py::classify_height.
The Geo tools live outside `Tools/`, so the test adds `Geo/tools` to `sys.path`
before importing the module by name.
"""
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, "Geo", "tools"))
import block_height_report as bhr # noqa: E402
class ClassifyHeightTest(unittest.TestCase):
def test_height_tag_wins(self):
height, source = bhr.classify_height({"building": "yes", "height": "18.1"})
self.assertEqual(height, 18.1)
self.assertEqual(source, "height tag")
def test_height_tag_beats_levels(self):
height, _ = bhr.classify_height(
{"building": "yes", "height": "12.5", "building:levels": "4"})
self.assertEqual(height, 12.5)
def test_levels_derive_height(self):
height, source = bhr.classify_height(
{"building": "yes", "building:levels": "4"}, level_height=3.2)
self.assertEqual(height, 12.8)
self.assertIn("levels x", source)
def test_roof_is_not_a_building_volume(self):
# building=roof at layer=1 is an elevated canopy, not a two-storey block.
height, source = bhr.classify_height({"building": "roof", "layer": "1"})
self.assertEqual(height, 0.0)
self.assertIn("not a building volume (roof)", source)
def test_canopy_is_not_a_building_volume(self):
# building=canopy at layer=1, found by the Mapbox cross-check.
height, source = bhr.classify_height({"building": "canopy", "layer": "1"})
self.assertEqual(height, 0.0)
self.assertIn("not a building volume (canopy)", source)
def test_transit_shelter_is_not_a_building_volume(self):
height, source = bhr.classify_height(
{"building": "yes", "amenity": "shelter", "shelter_type": "public_transport"})
self.assertEqual(height, 0.0)
self.assertIn("not a building volume (shelter)", source)
def test_missing_data_falls_back_to_a_flagged_guess(self):
height, source = bhr.classify_height({"building": "yes"})
self.assertEqual(height, 2 * bhr.LEVEL_HEIGHT)
self.assertTrue(source.startswith("GUESS"))
if __name__ == "__main__":
unittest.main()
+108
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@@ -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()
+70
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@@ -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()
+57
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@@ -0,0 +1,57 @@
"""Tests for Tools/input_emulation.py — the pure ioctl/key-code parts.
The device path itself needs /dev/uinput, so only the encoding helpers are
covered here; the end-to-end injection is verified by running the tool (see
Docs/release-checks.md and MEMORY.md).
"""
import unittest
import input_emulation as ie
class IocEncodingTest(unittest.TestCase):
"""_IOC must match the Linux ioctl bit layout."""
def test_layout_constants(self):
self.assertEqual(ie._IOC_NRSHIFT, 0)
self.assertEqual(ie._IOC_TYPESHIFT, 8)
self.assertEqual(ie._IOC_SIZESHIFT, 16)
self.assertEqual(ie._IOC_DIRSHIFT, 30)
def test_known_values(self):
# UI_SET_EVBIT = _IOW('U', 100, int) -> 0x40045564 on Linux.
self.assertEqual(ie.UI_SET_EVBIT, 0x40045564)
# UI_DEV_CREATE = _IO('U', 1) -> 0x5501.
self.assertEqual(ie.UI_DEV_CREATE, 0x5501)
def test_type_accepts_char_or_int(self):
self.assertEqual(ie._ioc(1, 4, "U", 100), ie._ioc(1, 4, ord("U"), 100))
class KeyCodeTest(unittest.TestCase):
"""KEYCODES must hold the Linux input-event codes the demo uses."""
EXPECTED = {
"w": 17, "s": 31, "a": 30, "d": 32,
"space": 57, "r": 19, "esc": 1,
}
def test_demo_controls(self):
for name, code in self.EXPECTED.items():
self.assertEqual(ie.KEYCODES[name], code, f"{name} code")
def test_lookup_is_case_insensitive(self):
dev = ie.InputDevice.__new__(ie.InputDevice) # no device opened
self.assertEqual(dev._key_code("W"), 17)
self.assertEqual(dev._key_code("SPACE"), 57)
self.assertEqual(dev._key_code(19), 19) # a raw code passes through
def test_unknown_key_raises(self):
dev = ie.InputDevice.__new__(ie.InputDevice)
with self.assertRaises(ie.UInputError):
dev._key_code("not-a-key")
if __name__ == "__main__":
unittest.main()
+117
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@@ -0,0 +1,117 @@
"""Tests for Geo/tools/mapbox_buildings.py — the pure merge logic.
No network calls here: Tilequery responses are represented as the small dicts
the API returns, and only the selection/comparison/formatting helpers are
exercised. The live call is verified by running the tool.
"""
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, "Geo", "tools"))
import mapbox_buildings as mb # noqa: E402
def feature(distance, height=None, min_height=0, type_="building", layer="building"):
props = {"tilequery": {"distance": distance, "layer": layer}}
if height is not None:
props["height"] = height
props["min_height"] = min_height
props["type"] = type_
return {"properties": props}
class NearestBuildingTest(unittest.TestCase):
def test_picks_the_closest_building(self):
payload = {"features": [feature(6.0, 10.0), feature(1.0, 20.0)]}
best = mb.nearest_building(payload, max_distance=8.0)
self.assertEqual(best["height"], 20.0)
def test_ignores_hits_beyond_max_distance(self):
payload = {"features": [feature(20.0, 10.0)]}
self.assertIsNone(mb.nearest_building(payload, max_distance=8.0))
def test_ignores_other_layers(self):
payload = {"features": [feature(0.0, 10.0, layer="road")]}
self.assertIsNone(mb.nearest_building(payload, max_distance=8.0))
def test_no_features(self):
self.assertIsNone(mb.nearest_building({"features": []}, max_distance=8.0))
class CompareTest(unittest.TestCase):
def test_match_within_half_a_metre(self):
self.assertEqual(mb.compare(14.5, "height tag", 14.2)[0], "match")
def test_close_within_two_metres(self):
verdict, delta = mb.compare(38.4, "levels x 3.2 m", 37.2)
self.assertEqual(verdict, "close")
self.assertAlmostEqual(delta, -1.2)
def test_disagree_beyond_two_metres(self):
verdict, delta = mb.compare(6.4, "GUESS: default 2 levels x 3.2 m", 3.0)
self.assertEqual(verdict, "disagree")
self.assertAlmostEqual(delta, -3.4)
def test_mapbox_only_when_we_have_nothing(self):
self.assertEqual(mb.compare(0.0, "height tag", 12.0)[0], "mapbox-only")
def test_ours_only_when_mapbox_returns_nothing(self):
self.assertEqual(mb.compare(12.0, "height tag", None)[0], "ours-only")
def test_non_building_is_excluded_from_comparison(self):
verdict, delta = mb.compare(0.0, "not a building volume (roof)", 3.0)
self.assertEqual(verdict, "non-building")
self.assertIsNone(delta)
def test_canopy_is_non_building(self):
verdict, _ = mb.compare(0.0, "not a building volume (canopy)", 3.0)
self.assertEqual(verdict, "non-building")
class CentroidTest(unittest.TestCase):
def test_centroid_of_a_square(self):
lat, lon = mb.centroid_lat_lon(
[(34.0, -118.0), (34.0, -117.0), (35.0, -117.0), (35.0, -118.0)])
self.assertAlmostEqual(lat, 34.5)
self.assertAlmostEqual(lon, -117.5)
class RenderTest(unittest.TestCase):
ARGS = type("A", (), {"radius": 25, "max_distance": 8.0, "only_diffs": False})()
def test_disagreements_sort_first(self):
rows = [
{"verdict": "match", "delta_m": 0.1, "way": 1, "name": "", "kind": "yes",
"osm_height_m": 10.0, "osm_source": "height tag", "mapbox_height_m": 10.1,
"mapbox_min_height_m": 0, "mapbox_type": "building",
"mapbox_distance_m": 0.0, "cached": True, "lat": 0, "lon": 0},
{"verdict": "disagree", "delta_m": -3.4, "way": 2, "name": "", "kind": "yes",
"osm_height_m": 6.4, "osm_source": "GUESS", "mapbox_height_m": 3.0,
"mapbox_min_height_m": 0, "mapbox_type": "building",
"mapbox_distance_m": 0.0, "cached": True, "lat": 0, "lon": 0},
]
text = mb.render_markdown(rows, self.ARGS)
self.assertLess(text.index("way 2"), text.index("way 1"))
def test_never_contains_a_token(self):
rows = []
text = mb.render_markdown(rows, self.ARGS)
self.assertNotIn("access_token", text)
self.assertNotIn("sk.", text)
class TokenTest(unittest.TestCase):
def test_explicit_token_wins(self):
self.assertEqual(mb.load_token("abc123"), "abc123")
def test_token_is_stripped(self):
self.assertEqual(mb.load_token(" abc123\n"), "abc123")
if __name__ == "__main__":
unittest.main()
+9 -3
View File
@@ -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
+10
View File
@@ -61,6 +61,16 @@ def measure_and_place():
if asset is None:
log(f"MISSING {DEST}/SM_HeroFacade")
return
# Collision: complex-as-simple, not auto-generated convex hulls.
# The facade is 95 separate parts across 26 m; Unreal's auto hull generation
# wraps them in a few coarse hulls that bulged into the street (the QA wall
# probe went 0/35 -> 2/35 after trying it). Complex-as-simple makes the real
# triangles the simple collision, so line traces and capsule sweeps block on
# the actual wall — the same approach used for the terrain, for the same
# reason. The flag lives on the asset, so save it explicitly.
unreal.GigLineAssetTools.set_complex_collision_as_simple(asset, True)
saved = unreal.EditorAssetLibrary.save_loaded_asset(asset)
log(f"collision: {unreal.GigLineAssetTools.get_collision_complexity(asset)} (saved={saved})")
box = asset.get_bounding_box()
mn, mx = box.min, box.max
log(f"SM_HeroFacade bounds cm: size=({mx.x - mn.x:.1f}, {mx.y - mn.y:.1f}, {mx.z - mn.z:.1f}) "
+1
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@@ -0,0 +1 @@
requests>=2.28