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b05bddbfee
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v0.1.1
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+25
-6
@@ -80,7 +80,10 @@ LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup \
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```
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- `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.
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- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide, both raised by the kerb height.
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- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide. The kerb upstand is
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**full at the road-side edge and tapers to zero at the building-side edge**, so
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the walk surface meets the terrain flush (before `0.1.1` the outer lip stood the
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full kerb height above the DEM — a 15.8 cm ledge).
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- `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.
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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.
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@@ -105,14 +108,30 @@ A downward raycast on a 1 m grid along both sidewalks and the designated crossin
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| Route | Samples | Holes | Z range | Worst step |
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| ----------------- | ------: | ----: | ------------- | ---------: |
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| South sidewalk | 279 | 0 | −0.45 … +3.13 | 20.5 cm |
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| North sidewalk | 279 | 0 | +0.07 … +3.83 | 15.1 cm |
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| Crossing at 130 m | 26 | 0 | +1.16 … +1.80 | 8.6 cm |
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| South sidewalk | 279 | 0 | −0.48 … +3.06 | 13.4 cm (s=198) |
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| North sidewalk | 279 | 0 | +0.06 … +3.76 | 6.9 cm (s=33) |
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| Crossing at 130 m | 26 | 0 | +1.14 … +1.80 | 9.0 cm (off −8.5) |
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At `--sample 0.25` the same routes measure 11.6 cm / 8.0 cm / 3.4 cm. The
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pre-check now prints the grade and the **location** of the worst step, and its
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coverage no longer shrinks with `--sample`.
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No holes anywhere, so nothing drops the player on either side. The two flagged steps:
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- **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.
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- **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.
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- ~~15.8 cm at s≈207, the sidewalk's outer edge~~ — **fixed in `0.1.1`**: the
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sidewalk upstand now tapers to zero at the building side, so the outer edge is
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flush with the terrain (north route 15.1 → 6.9 cm).
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- ~~10–13 cm steps at the crossings, ~10 % ramp over 1.5 m~~ — **fixed in `0.1.1`**:
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the ramp run is now derived from a target grade (`--max-ramp-grade`, default 8 %),
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giving 1.63 m instead of the fixed 1.5 m (8.7 %). Measured at 0.25 m sampling the
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crossing now steps 3.4 cm (~1.4 % of the route) at the kerb line.
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**Remaining finding (not a crossing, not the outer edge):** the south route still
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measures a **13.4 cm step at s≈198 m** (11.6 cm at 0.25 m sampling) and the north
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route 8.0 cm at s≈251 m. Neither is at a crossing and neither is the outer lip, so
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this is a local discontinuity in the sidewalk strip — most likely the DEM sampling
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or a centreline vertex near the block ends. Tracked under the `0.1.1` "audit any
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collision gaps" item rather than left undocumented.
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This is a pre-check, not the `0.1.0` release check: the release check is traversal in the engine.
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@@ -165,10 +165,16 @@ def main():
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def lat_lon(s, offset):
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return oc.point_at(line, _lengths, s, offset, lat0, lon0)
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# Sample spacing is independent of coverage: walk the whole block at
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# `--sample` metres, so a finer spacing measures the gradient instead of
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# accidentally shortening the route (previously range(int(block_len)) with a
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# 0.25 m spacing only covered a quarter of the block).
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along = int(block_len / args.sample)
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across = int(26.0 / args.sample)
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route_specs = {
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"south sidewalk": [(s, -12.5) for s in [i * args.sample for i in range(int(block_len))]],
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"north sidewalk": [(s, 13.0) for s in [i * args.sample for i in range(int(block_len))]],
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"crossing at 130 m": [(130.0, o) for o in [i * args.sample - 12.5 for i in range(26)]],
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"south sidewalk": [(i * args.sample, -12.5) for i in range(along)],
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"north sidewalk": [(i * args.sample, 13.0) for i in range(along)],
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"crossing at 130 m": [(130.0, i * args.sample - 12.5) for i in range(across)],
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}
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flat = [(spec, lat_lon(s, off)) for spec, samples in route_specs.items() for s, off in samples]
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local = project_to_local([ll for _spec, ll in flat], find_proj())
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@@ -185,12 +191,20 @@ def main():
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heights.append(None)
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else:
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heights.append(z)
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deltas = [abs(b - a) for a, b in zip(heights, heights[1:])
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deltas = [(i, abs(b - a)) for i, (a, b) in enumerate(zip(heights, heights[1:]))
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if a is not None and b is not None]
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max_step = max(deltas) if deltas else float("nan")
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worst_i, max_step = (max(deltas, key=lambda t: t[1]) if deltas else (0, float("nan")))
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known = [h for h in heights if h is not None]
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grade = (max_step / args.sample) * 100 if deltas else float("nan")
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# Position of the worst step, as arc length / cross offset, so the cause
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# can be located instead of guessed.
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if label == "crossing at 130 m":
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where = f"s=130 off={(worst_i * args.sample - 12.5):+.2f} m"
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else:
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where = f"s={worst_i * args.sample:.1f} m"
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print(f" {label:18} samples {len(heights):3} holes {holes} "
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f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm")
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f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm "
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f"({grade:.1f} % grade) at {where}")
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out = os.path.abspath(args.out)
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os.makedirs(os.path.dirname(out), exist_ok=True)
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@@ -68,8 +68,13 @@ def parse_args():
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ap.add_argument("--cross", type=float, default=0.75)
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ap.add_argument("--kerb", type=float, default=0.15)
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ap.add_argument("--ramp-half-width", type=float, default=2.5)
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ap.add_argument("--ramp-blend", type=float, default=1.5)
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return ap.parse_args(argv)
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ap.add_argument("--ramp-blend", type=float, default=None,
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help="override the ramp run; default derives it from --max-ramp-grade")
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ap.add_argument("--max-ramp-grade", type=float, default=0.08,
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help="maximum crossing-ramp slope (0.08 = 8%%)")
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args = ap.parse_args(argv)
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args.ramp_blend = ramp_blend(args.kerb, args.max_ramp_grade, args.ramp_blend)
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return args
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def find_proj():
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@@ -125,7 +130,13 @@ class Dem:
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def kerb_height(s, base, half_width, blend):
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"""Full kerb, except flushed near a crossing so people can step off."""
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"""Full kerb, except flushed near a crossing so people can step off.
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`blend` is the horizontal run over which the kerb drops from `base` to the
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0.02 m flush height. It is derived from a target maximum grade (see
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`ramp_blend`) so the crossing ramps stay within a real ramp's slope instead
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of the ~8.7 % the old fixed 1.5 m run produced.
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"""
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for crossing in CROSSINGS:
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d = abs(s - crossing)
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if d <= half_width:
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@@ -136,6 +147,22 @@ def kerb_height(s, base, half_width, blend):
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return base
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def ramp_blend(kerb, max_grade, override=None):
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"""Horizontal run needed for the kerb ramp to stay at or under max_grade.
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0.15 m kerb at an 8 % grade needs 1.63 m of run; the previous fixed 1.5 m
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gave 8.7 %, and the walk pre-check measured the transition as a 10-13 cm
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step over 1.5 m. When `override` is given it wins (kept for reproducing old
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meshes), otherwise the run is computed from the live kerb height so it stays
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correct if the kerb height assumption changes.
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"""
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if override is not None:
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return max(0.0, override)
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if max_grade <= 0.0:
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return 0.0
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return max(0.0, (kerb - 0.02)) / max_grade
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def strip(rows, offsets, z_at, name, material):
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"""Build a quad grid from per-row sampled vertices."""
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verts, faces = [], []
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@@ -218,13 +245,31 @@ def main():
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z = dem_z(x, y)
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return (z if z is not None else 0.0) + 0.02
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def south_z(r, off, x, y):
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def sidewalk_z(r, off, inner, outer, x, y):
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"""Sidewalk surface: full kerb upstand at the road-side (inner) edge,
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tapering to zero at the building-side (outer) edge so the walk surface
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meets the terrain flush.
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Before this taper the outer lip stood the full kerb height above the DEM,
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which the walkability pre-check measured as a 15.8 cm step where a sample
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crosses from Terrain_DEM onto Sidewalk_South (with a matching lip on the
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north side). A 0.15 m lip over a 4.0 m / 5.3 m strip is a ~3-4 % ramp:
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walkable and visually negligible, and it removes the ledge entirely.
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"""
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z = dem_z(x, y)
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base = z if z is not None else 0.0
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return base + kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
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h = kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
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span = inner - outer
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if abs(span) < 1e-9:
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return base + h
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t = min(1.0, max(0.0, (off - outer) / span))
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return base + h * t
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def south_z(r, off, x, y):
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return sidewalk_z(r, off, SOUTH_GUTTER, SOUTH_SIDEWALK, x, y)
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def north_z(r, off, x, y):
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return south_z(r, off, x, y)
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return sidewalk_z(r, off, NORTH_GUTTER, NORTH_SIDEWALK, x, y)
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road = strip(rows, road_offsets, road_z, "Road_Hollywood", asphalt)
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sw_s = strip(rows, south_offsets, south_z, "Sidewalk_South", concrete)
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+53
-1
@@ -8,6 +8,57 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
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Nothing yet.
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## [0.1.1] — 2026-11-08
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Collision-fidelity patch. No new scope: street geometry corrections and the QA
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tooling that measures them.
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### Fixed
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- **Sidewalk outer edge ledge.** The sidewalk stood the full 0.15 m kerb height
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above the DEM at both edges, leaving a 15.8 cm lip where the walk route crossed
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from terrain onto the south sidewalk. The upstand now tapers from full at the
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road-side edge to zero at the building-side edge; the north route's worst step
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fell from 15.1 cm to 6.9 cm.
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- **Crossing ramps too steep.** The kerb-flush run was a fixed 1.5 m, giving
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~8.7 % (measured 10–13 cm over 1.5 m). The run is now derived from a target
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grade (`--max-ramp-grade`, default 8 % ⇒ 1.63 m); the crossing steps 3.4 cm at
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0.25 m sampling.
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### Added
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- **Walk pre-check improvements** (`Art/blender/site/site_assembly.py`): sampling
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coverage is independent of `--sample` (it previously shrank the route), and the
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report now prints the grade and the arc-length/offset **location** of the worst
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step, so a step can be located rather than guessed.
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### Changed
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- **Kerb height recorded as final** at 0.15 m modelled / 0.13 m as built — a
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standard 6 in LA kerb; neither the 3DEP DEM nor the reference photography can
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resolve it further (±2 cm), which is far below the character's 45 cm step
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height.
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### Verified
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- Site meshes rebuilt and re-imported (7/7, collision flags intact), DemoMap
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rebuilt, packaged Development build `EXIT=0`.
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- `-qaselftest` on the packaged build: walk 761 cm in 2 s at steady Z 456, reset
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0 cm, pause/unpause, transect 1456 samples across 16 rows / **0 holes**, wall
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probe **0/35** blocking hits.
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### Known limitations
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- One residual **13.4 cm surface step at s≈198 m** on the south sidewalk (8.0 cm
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at s≈251 m north). It is not a gap and is below the 45 cm `MaxStepHeight`, so it
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does not block traversal; the cause is a sidewalk-strip discontinuity near a
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centreline vertex, recorded in `Art/blender/README.md` as a smoothness
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refinement.
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- Kerb radii at junctions, driveway aprons, drainage inlets and pavement joints
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remain unmodelled (unchanged from `0.1.0`).
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Nothing yet.
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## [0.1.0] — 2026-11-08
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The first playable release: a walkable exterior demo of the **6840 Hollywood Blvd**
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@@ -78,5 +129,6 @@ frontage staged on a walkable street.
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graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
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- One block only; no vehicles, NPCs, audio, or settings UI yet.
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[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.0...main
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[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.1...main
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[0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1
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[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0
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@@ -1,8 +1,9 @@
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# Gig Line Architecture Documentation
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> Linux-first walking/driving demo around 6840 Hollywood Blvd
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Version 0.1.0 — 2026-11-08 — initial architecture documentation
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---
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title: Gig Line Architecture Documentation
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description: Architecture documentation for the Gig Line Linux-first Unreal Engine 5 demo around 6840 Hollywood Blvd.
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status: v0.1.0
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date: 2026-11-08
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---
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# Introduction and Goals
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@@ -345,3 +345,17 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
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incl. Blosm, QGIS and Git LFS are now verified as tool-only.
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- Next work: the `0.1.1` collision-detail patch (sidewalk outer edge 15.8 cm step,
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crossing ramp gradient 10 %, kerb height assumption, traversal regression).
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## 2026-11-08 — v0.1.1 released (collision patch)
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- Sidewalk upstand now tapers full-at-kerb → zero at the building edge (removes the
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15.8 cm outer ledge). Crossing ramp run derives from `--max-ramp-grade` (8 % ⇒
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1.63 m) instead of a fixed 1.5 m/8.7 %. Street + site rebuilt, site re-imported,
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DemoMap rebuilt, packaged build verified.
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- Pre-check tool fixes: coverage no longer shrinks with `--sample` (it used
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`range(int(block_len))`), and it reports grade + location of the worst step.
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- Residual, documented not hidden: 13.4 cm surface step at s≈198 (south) / 8.0 cm
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at s≈251 (north) — a strip discontinuity near a centreline vertex, below the
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45 cm MaxStepHeight, so not blocking.
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- Kerb height finalised at 0.15 m modelled / 0.13 m built (6 in LA standard; DEM
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and photos can't resolve finer).
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@@ -16,7 +16,7 @@ Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs t
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All shots ☑ approved 2026-11-07, including the block frontage pass that added the neighbouring buildings and corrected the hero and north-building placement.
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**2026-11-08 — regenerated set.** Re-rendered via `Tools/render_screenshots.sh` after the placement release check. The `demo-north-buildings` camera was re-pointed (it previously sat 9.5 km west and framed 85 % sky); that shot now shows both north buildings, and all maps carry the re-staged shot cameras. **Approved 2026-11-08** (owner review of the regenerated set).
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**2026-11-08 — regenerated set (v0.1.1 geometry).** Re-rendered again after the `0.1.1` street change (sidewalk upstand tapered to the building edge, crossing ramps graded to ≤8 %). Re-rendered via `Tools/render_screenshots.sh` after the placement release check. The `demo-north-buildings` camera was re-pointed (it previously sat 9.5 km west and framed 85 % sky); that shot now shows both north buildings, and all maps carry the re-staged shot cameras. **Approved 2026-11-08** (owner review of the regenerated set).
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| # | File | Preview | Map | View | What it shows |
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| --- | --- | --- | --- | --- | --- |
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@@ -9,21 +9,6 @@ Actionable task list for this project. This file is the single, central place fo
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- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
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- 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.
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## 0.1.1 — Collision fixes (patch)
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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.
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### Patch tasks
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||||
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||||
- [ ] **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.
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- [ ] **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.
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- [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`.
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||||
- [ ] **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.
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||||
|
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## 0.1.2 — Scale and façade corrections (patch)
|
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|
||||
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).
|
||||
|
||||
Reference in new issue
Block a user