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v0.1.0
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No files matched your search
@@ -42,6 +42,11 @@ Thumbs.db
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.env.*
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*.env
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||||
# Mapbox-derived data — local only. Mapbox terms restrict persisting/redistributing
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# their data, so the Tilequery cache and any generated report stay untracked.
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/Geo/raw/mapbox-cache/
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/Geo/verification/*mapbox*
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# Local, private reference material — never committed (see Docs/reference-notes-hollywood.md)
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/Art/reference/
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/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
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||||
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.
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## Python and shell tooling
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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).
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||||
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||||
**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.
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||||
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||||
**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.
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||||
|
||||
Rules that keep tools reusable and reviewable:
|
||||
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||||
- **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.
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||||
- **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.
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||||
|
||||
**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.
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||||
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||||
**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.
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||||
|
||||
```bash
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||||
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.
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||||
## 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.
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||||
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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:
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||||
|
||||
| Change | Section |
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||||
| --- | --- |
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||||
| 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` |
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||||
| 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
@@ -80,7 +80,7 @@ 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.
|
||||
- `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.
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||||
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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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||||
@@ -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 |
|
||||
| ----------------- | ------: | ----: | ------------- | ---------: |
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| 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 |
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||||
| 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:
|
||||
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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.
|
||||
- **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
|
||||
|
||||
|
||||
Binary file not shown.
@@ -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")
|
||||
|
||||
Binary file not shown.
@@ -3,18 +3,18 @@
|
||||
"frame": "project frame, metres, X east Y north Z up",
|
||||
"bounds_m": {
|
||||
"min": [
|
||||
-13.02,
|
||||
-13.08,
|
||||
-12.5,
|
||||
0.0
|
||||
],
|
||||
"max": [
|
||||
13.02,
|
||||
0.07,
|
||||
13.08,
|
||||
0.13,
|
||||
14.5
|
||||
],
|
||||
"size": [
|
||||
26.04,
|
||||
12.57,
|
||||
26.16,
|
||||
12.63,
|
||||
14.5
|
||||
]
|
||||
},
|
||||
@@ -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",
|
||||
|
||||
@@ -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
|
||||
|
||||
Binary file not shown.
@@ -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)
|
||||
|
||||
Binary file not shown.
@@ -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)
|
||||
|
||||
+113
-59
@@ -8,75 +8,129 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
|
||||
|
||||
Nothing yet.
|
||||
|
||||
## [0.1.0] — 2026-11-08
|
||||
## [0.1.3] — 2026-11-09
|
||||
|
||||
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.
|
||||
Packaging and setup fixes. No gameplay or visual scope; this patch makes the pipeline and its documentation tell the truth about what `0.1.x` taught.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **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.
|
||||
- **Map imports could report success while saving nothing.** `.umap` files are LFS-tracked and check out read-only, so `save_map()` returned `False` with no error and the staged actor vanished on the next load. New `Tools/ue_common.py` (`make_writable`, `require_saved`) clears the read-only bit and makes the failure loud; `ue_hero_facade_import.py` and `ue_import_north_buildings.py` now use it. Verified from a forced `0o444` map: chmod logged, `save_map: True`, exit 0.
|
||||
|
||||
### Changed
|
||||
|
||||
- `Docs/build.md`: content-pipeline table now lists every step as it exists (seven site FBXs, frontage, north buildings, hero, map) and the shared FBX preset; packaging archive corrected to `Builds/GigLineQA`; the packaged log location and `-qaselftest` usage are documented; new **traps** table covers the read-only save, the hero `--out`-is-the-FBX mistake, the MPFB add-on path, the shot actor quitting under QA, and the null-RHI trace trap.
|
||||
- `Docs/setup.md`: the fresh-checkout build is marked verified (2026-11-08) and its blocker closed; a new section documents the two optional keys (`OPENROUTER_API_KEY`, `MAPBOX_ACCESS_TOKEN`) and that neither is needed by the build, the tests or a release.
|
||||
- `Docs/Architecture/07_deployment_view.md` and the combined `architecture.md`: build-output path corrected and marked as living outside the repository.
|
||||
|
||||
### Verified
|
||||
|
||||
- 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).
|
||||
- 54 tool tests pass (5 new for `ue_common`).
|
||||
- Packaged build still launches into `DemoMap` and `-qaselftest` passes every phase.
|
||||
|
||||
## [0.1.2] — 2026-11-09
|
||||
|
||||
Scale and façade correction patch. Buildings and the hero elevation now match the reference photography and the cross-checked height data; no new gameplay scope.
|
||||
|
||||
### Added
|
||||
|
||||
- **`Tools/facade_detail_concepts.py`** — generates frontal building plates (whole elevation, entrance in its façade, building with neighbours) from a local reference photograph through OpenRouter image models. Spec-driven, never overwrites, writes a provenance sidecar per image, output stays in the gitignored `Art/reference/` tree. Local working material only.
|
||||
- **`Tools/fbx_export_preset.py`** — the single FBX export preset (`ue_metric_v1` / `ue_character_v1`). Replaces the argument block that had been copied into six exporters.
|
||||
- **Façade occlusion probe** in `-qaselftest`: 40 m traces sideways from the road centre at walking height, required wherever a building is staged.
|
||||
- **Ionic detail on the hero**: base moulding at every shaft foot, a square abacus over every capital, and a 52-dentil cornice course.
|
||||
- **Tool tests**: `Tools/tests/` now covers the input driver, height classification, the Mapbox cross-check, the concept generator and the FBX preset (49 tests).
|
||||
|
||||
### Changed
|
||||
|
||||
- **Storey height 3.2 → 3.1 m**, calibrated against Mapbox building data, with explicit overrides for three rear outbuildings; the block cross-check now reports 66 matches and no disagreements.
|
||||
- **Hero colonnade 47.6 % → 53.1 %** of the 14.50 m elevation, inside the photographed 50–60 % band (thinner entablature and parapet).
|
||||
- Blockout regenerated at the new storey height; frontage re-exported and re-imported (6922 42.1 → 39.1 m, El Capitan Theatre 20.0 → 20.5 m).
|
||||
- FBX exports now carry smoothing groups (`FACE` instead of `OFF`), so round geometry is no longer faceted and imports stop warning.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Windows floated 1.44 m in front of the wall**, ahead of the colonnade; they now sit on the wall plane behind the columns.
|
||||
- **Parapet medallions were flat discs lying on the coping** instead of discs on the parapet face.
|
||||
- **The hero façade had no usable collision** — the player could walk through it. It is now complex-as-simple; auto-generated convex hulls were tried and rejected because they bulged into the street.
|
||||
- **The three "guessed" block heights were never buildings**: two `building=roof` canopies and a transit shelter. They are classified as non-building volumes and the block now reports zero guessed heights.
|
||||
|
||||
### Verified
|
||||
|
||||
- Packaged build `-qaselftest`: walk, reset and pause pass; seam transect 1456 samples / 0 holes; wall probe 0/35; façade probe 0/9.
|
||||
- Screenshots re-rendered for every change and approved by the owner.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- 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.
|
||||
- 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/v0.1.0...main
|
||||
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.3...main
|
||||
[0.1.3]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.3
|
||||
[0.1.2]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.2
|
||||
[0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1
|
||||
[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
|
||||
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
|
||||
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLine` (packaged Linux build, ~1.1 GiB) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
|
||||
|
||||
Motivation
|
||||
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
|
||||
|
||||
@@ -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).
|
||||
|
||||
@@ -296,7 +300,7 @@ Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verific
|
||||
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
|
||||
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
|
||||
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLine` (packaged Linux build, ~1.1 GiB) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
|
||||
|
||||
Motivation
|
||||
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
|
||||
|
||||
+45
-37
@@ -1,6 +1,6 @@
|
||||
# Build
|
||||
|
||||
Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was installed and a blank `Game/GigLine` build was packaged and launch-tested.
|
||||
Fresh-checkout build, content-pipeline and packaging procedure for the walkable demo. Begun 2026-11-07 from a blank build and extended through the `0.1.x` patches; the release checks that exercise it are in [release-checks.md](release-checks.md).
|
||||
|
||||
## Constraints
|
||||
|
||||
@@ -10,8 +10,7 @@ Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was
|
||||
|
||||
## Engine
|
||||
|
||||
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at
|
||||
`/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
|
||||
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at `/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
|
||||
|
||||
## Fresh-checkout build
|
||||
|
||||
@@ -42,20 +41,14 @@ cd /run/media/system/DATA/Engines/UE_5.8.4
|
||||
Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
|
||||
-project="/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
|
||||
-noP4 -platform=Linux -clientconfig=Development \
|
||||
-cook -allmaps -build -stage -pak \
|
||||
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLine" \
|
||||
-cook -build -stage -pak \
|
||||
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLineQA" \
|
||||
-unattended
|
||||
# Expected: "BUILD SUCCESSFUL" (~1 min for the blank project; archive ~1.1 GiB)
|
||||
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh
|
||||
# Expected: "AutomationTool exiting with ExitCode=0 (Success)" and "EXIT=0", ~90 s
|
||||
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLineQA/Linux/GigLine.sh
|
||||
```
|
||||
|
||||
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load
|
||||
`/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it
|
||||
instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty
|
||||
non-interactive "stuck" scene — check that `GameDefaultMap` is in
|
||||
`DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine
|
||||
log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`).
|
||||
The archive directory is deliberately **outside** the repository; never archive into the checkout.
|
||||
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load `/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty non-interactive "stuck" scene — check that `GameDefaultMap` is in `DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`). The archive directory is deliberately **outside** the repository; never archive into the checkout.
|
||||
|
||||
## Headless content checks
|
||||
|
||||
@@ -76,9 +69,7 @@ Both content-acceptance tests run headless and are the template for all asset im
|
||||
|
||||
## Content pipeline (current)
|
||||
|
||||
The hero block and the demo level are built by a fixed sequence. Each step writes
|
||||
a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout
|
||||
can be swallowed.
|
||||
The hero block and the demo level are built by a fixed sequence. Each step writes a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout can be swallowed.
|
||||
|
||||
| Step | Tool | Output |
|
||||
| --- | --- | --- |
|
||||
@@ -86,21 +77,23 @@ can be swallowed.
|
||||
| Terrain | `Art/blender/terrain/terrain_from_dem.py` | `Art/blender/terrain/terrain-*.blend` |
|
||||
| Street | `Art/blender/street/street_mesh.py` | `Art/blender/street/street-*.blend` |
|
||||
| Site assembly | `Art/blender/site/site_assembly.py` | `Art/blender/site/site-*.blend` |
|
||||
| Site export | `Art/blender/site/export_site_fbx.py` | six FBXs, one per mesh |
|
||||
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON report |
|
||||
| Site export | `Art/blender/site/export_site_fbx.py` | seven FBXs, one per mesh (terrain, road, both sidewalks, both kerbs, crossing) |
|
||||
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON part report |
|
||||
| Block frontage | `Tools/export_block_frontage.py` | six frontage FBXs from the blockout |
|
||||
| North buildings | `Tools/export_north_buildings.py` | TCL and Tussaud's FBXs from the blockout |
|
||||
| Site import | `Tools/ue_import_site.py` | `/Game/Hollywood/Site/*` |
|
||||
| Frontage import | `Tools/ue_import_block_frontage.py` | `/Game/Hollywood/Frontage/*` |
|
||||
| North import | `Tools/ue_import_north_buildings.py` | `/Game/Hollywood/North/*` |
|
||||
| Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
|
||||
| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
|
||||
| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
|
||||
|
||||
Every Blender exporter calls [`Tools/fbx_export_preset.py`](../Tools/fbx_export_preset.py) (`ue_metric_v1` / `ue_character_v1`) instead of repeating the FBX argument block — one place for the scale conversion, the axis mapping and `mesh_smooth_type="FACE"` (without which every Unreal import warns about missing smoothing groups and round geometry arrives faceted).
|
||||
|
||||
Two rules that the pipeline enforces rather than documents:
|
||||
|
||||
- **One conversion.** Metres to Unreal centimetres happens only in
|
||||
`Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record
|
||||
the result and `Geo/tools/asset_metadata.py audit` re-derives it.
|
||||
- **Collision is decided at import,** not later: terrain, road and sidewalks are
|
||||
complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed
|
||||
street ramps straight across the kerb.
|
||||
- **One conversion.** Metres to Unreal centimetres happens only in `Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record the result and `Geo/tools/asset_metadata.py audit` re-derives it.
|
||||
- **Collision is decided at import,** not later: terrain, road and sidewalks are complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed street ramps straight across the kerb.
|
||||
|
||||
## Known engine quirks (2026-11-07)
|
||||
|
||||
@@ -110,20 +103,35 @@ Two rules that the pipeline enforces rather than documents:
|
||||
|
||||
## Packaged Linux build
|
||||
|
||||
- 2026-11-07: blank `Game/GigLine` Development build packaged via the command above; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine/Linux`; `GigLine.sh` launched on the desktop session, Vulkan swapchain created, 759 frames rendered across a 60 s smoke test. Controls document to be written with the first playable (`0.1.0` Gameplay section).
|
||||
Current QA archive: `/run/media/system/DATA/Builds/GigLineQA`. A plain `./GigLine.sh` opens `/Game/Hollywood/DemoMap`; controls are in [controls.md](controls.md) and shown in-game bottom-right. The packaged log is written **relative to the wrapper's working directory**, i.e. `<archive>/Linux/GigLine/Saved/Logs/GigLine.log` — not into the repository.
|
||||
|
||||
Behaviour check without a human at the keyboard:
|
||||
|
||||
```bash
|
||||
cd /run/media/system/DATA/Builds/GigLineQA/Linux
|
||||
./GigLine.sh -windowed -ResX=1280 -ResY=720 -nosplash -qaselftest
|
||||
# then read <archive>/Linux/GigLine/Saved/Logs/GigLine.log for "GigLine QA:" lines
|
||||
```
|
||||
|
||||
`-qaselftest` walks for 2 s, resets, pauses/unpauses, sweeps a 16-row seam transect, fires a ground-referenced 21 m wall probe along the street, fires 40 m façade-occlusion traces sideways from the road centre wherever a building is staged, and writes a frame-time series to `Saved/Profiling/`. Every phase logs `... PASS`/`FAIL` and the run ends with `RESULT`.
|
||||
|
||||
## Traps that cost real time in `0.1.x`
|
||||
|
||||
| Symptom | Cause | Fix |
|
||||
| --- | --- | --- |
|
||||
| A builder reports success but the asset is unchanged | `.blend`/`.umap` are LFS-tracked and check out **read-only**; Blender and Unreal fail the save quietly | `chmod u+w <file>` first — `ue_build_*`/`ue_hero_facade_import` and every Blender builder need it |
|
||||
| `File format is not supported` when reopening a `.blend` | `hero_facade_build.py --out` writes the **FBX**; putting the `.blend` path there overwrites it with FBX bytes | `--out /tmp/…fbx --save-blend Art/…blend --report Art/…json` |
|
||||
| `Add-on not loaded: "bl_ext.blender_org.mpfb"` | `mpfb_character_export.py` needs the MPFB add-on visible to Blender | export `BLENDER_USER_SCRIPTS` (see the invocation in [../Art/blender/README.md](../Art/blender/README.md)) |
|
||||
| The packaged run exits after a couple of seconds during QA | `GigLineShotActor` runs its screenshot list and quits (`bQuitWhenDone`) | it skips its rounds when `-qaselftest` is on the command line — keep that guard |
|
||||
| Headless `-nullrhi` traces report no hits for everything | the null RHI has no physics scene | verify traces in the **packaged** run (`-qaselftest`), never in a commandlet |
|
||||
| Import logs "No smoothing group information" for every mesh | `mesh_smooth_type="OFF"` in the FBX export | use `Tools/fbx_export_preset.py` (`FACE`) |
|
||||
|
||||
## PIE input test (compare editor vs packaged input intake)
|
||||
|
||||
Use to isolate whether the "no controls respond" bug is the packaged standalone's
|
||||
input intake or the Enhanced Input wiring generally.
|
||||
Use to isolate whether the "no controls respond" bug is the packaged standalone's input intake or the Enhanced Input wiring generally.
|
||||
|
||||
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the
|
||||
green **Play** (PIE) button and walk / mouse-look.
|
||||
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the green **Play** (PIE) button and walk / mouse-look.
|
||||
- Interpretation:
|
||||
- PIE **works** -> the Enhanced Input wiring is fine and the standalone
|
||||
packaged build's SDL input intake is the environment-dependent bug.
|
||||
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild
|
||||
the input config / character from scratch.
|
||||
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` +
|
||||
`GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at
|
||||
`(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
|
||||
- PIE **works** -> the Enhanced Input wiring is fine and the standalone packaged build's SDL input intake is the environment-dependent bug.
|
||||
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild the input config / character from scratch.
|
||||
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` + `GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at `(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
|
||||
+10
-16
@@ -1,36 +1,30 @@
|
||||
# Controls (`0.1.0` walkable demo)
|
||||
|
||||
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame
|
||||
(`AGigLineHUD`), and the packaged Linux build ships with these bindings.
|
||||
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
|
||||
|
||||
| Action | Key | Notes |
|
||||
| --- | --- | --- |
|
||||
| Move forward | `W` | 4 m/s walk |
|
||||
| Move back | `S` | |
|
||||
| Strafe right | `D` | |
|
||||
| Strafe left | `A` | |
|
||||
| Move back | `S` | |
|
||||
| Strafe right | `D` | |
|
||||
| Strafe left | `A` | |
|
||||
| Look | Mouse | Captured on launch; `Escape` releases it |
|
||||
| Jump | `Space` | |
|
||||
| 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`.
|
||||
- Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
|
||||
- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
|
||||
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
|
||||
|
||||
## Testing input without a physical keyboard
|
||||
|
||||
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual
|
||||
`/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
|
||||
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
|
||||
|
||||
```bash
|
||||
python3 Tools/input_test.py --sequence move:2,look:3
|
||||
```
|
||||
|
||||
It drives the focused game window exactly like real hardware, which is how the
|
||||
controls were regression-tested on the packaged build.
|
||||
It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.
|
||||
+9
-26
@@ -37,22 +37,12 @@ Important nuance: ODbL governs the **database** (the OSM data as a collection an
|
||||
|
||||
## 4. Decision: posture for the derived geometry
|
||||
|
||||
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a
|
||||
**Produced Work / derivative database** of the OpenStreetMap database.
|
||||
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a **Produced Work / derivative database** of the OpenStreetMap database.
|
||||
|
||||
- The **share-alike obligation is accepted for the data layer only**. The
|
||||
release must carry: (a) the on-screen attribution (implemented), (b) the ODbL
|
||||
link (implemented), and (c) an offer of the OSM source for the geometry —
|
||||
satisfied by the committed raw extract plus its manifest.
|
||||
- **Project creative work (code, shaders, artist-authored façades, textures) is
|
||||
NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no
|
||||
share-alike obligation. Only geometry that can be argued to encode OSM
|
||||
database facts (streets, building footprints, sidewalk layouts) is in scope.
|
||||
- **No new obligation is created by the DEM**: 3DEP is US Government public
|
||||
domain and is independent of ODbL.
|
||||
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial
|
||||
imagery are separately licensed); the project already treats OSM as layout
|
||||
only (`Docs/licensing.md` rule 3).
|
||||
- The **share-alike obligation is accepted for the data layer only**. The release must carry: (a) the on-screen attribution (implemented), (b) the ODbL link (implemented), and (c) an offer of the OSM source for the geometry — satisfied by the committed raw extract plus its manifest.
|
||||
- **Project creative work (code, shaders, artist-authored façades, textures) is NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no share-alike obligation. Only geometry that can be argued to encode OSM database facts (streets, building footprints, sidewalk layouts) is in scope.
|
||||
- **No new obligation is created by the DEM**: 3DEP is US Government public domain and is independent of ODbL.
|
||||
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial imagery are separately licensed); the project already treats OSM as layout only (`Docs/licensing.md` rule 3).
|
||||
|
||||
Release checklist items this lands:
|
||||
|
||||
@@ -63,20 +53,13 @@ Release checklist items this lands:
|
||||
|
||||
## 5. Remaining (tracked separately)
|
||||
|
||||
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only,
|
||||
not distributed — must be checked once, not a release blocker for ODbL).
|
||||
- Façade signage/trademarks: separate rights from the photograph, own the
|
||||
geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference
|
||||
photography" rules).
|
||||
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only, not distributed — must be checked once, not a release blocker for ODbL).
|
||||
- Façade signage/trademarks: separate rights from the photograph, own the geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference photography" rules).
|
||||
|
||||
## 6. Sources checked
|
||||
|
||||
- ODbL text: <https://opendatacommons.org/licenses/odbl/1-0/>
|
||||
- OSM licence summary: <https://www.openstreetmap.org/copyright>
|
||||
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints
|
||||
(objective standard: attribution + produced-work offer, share-alike limited
|
||||
to the data layer).
|
||||
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints (objective standard: attribution + produced-work offer, share-alike limited to the data layer).
|
||||
|
||||
Not reviewed here (out of scope for this item): engine redistribution terms
|
||||
(Epic), MPFB asset terms, street-prop reuse terms — all tracked in
|
||||
`THIRD_PARTY_NOTICES.md`.
|
||||
Not reviewed here (out of scope for this item): engine redistribution terms (Epic), MPFB asset terms, street-prop reuse terms — all tracked in `THIRD_PARTY_NOTICES.md`.
|
||||
+38
-80
@@ -34,21 +34,18 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
|
||||
## Check-record template
|
||||
|
||||
| Version | Check | Result | Evidence | Date |
|
||||
| ------- | ----------------------- | ------ | -------- | ---- |
|
||||
| `0.1.0` | Traversal, both sides | PASS — Blender pre-check + in-engine swept transect, 0 holes, ground Z 317..395 | `-qaselftest`, TODO 0.1.0 notes | 2026-11-08 |
|
||||
| Version | Check | Result | Evidence | Date |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| `0.1.0` | Traversal, both sides | PASS — Blender pre-check + in-engine swept transect, 0 holes, ground Z 317..395 | `-qaselftest`, TODO 0.1.0 notes | 2026-11-08 |
|
||||
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
|
||||
| `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` | 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)
|
||||
|
||||
Checked against the reference photography (`Art/reference/`) and the Geo measurements
|
||||
(`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via
|
||||
`Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions
|
||||
probed from the DemoMap (commandlet, 2026-11-08).
|
||||
Checked against the reference photography (`Art/reference/`) and the Geo measurements (`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via `Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions probed from the DemoMap (commandlet, 2026-11-08).
|
||||
|
||||
### Placement and scale (in-engine ↔ reference)
|
||||
|
||||
@@ -80,69 +77,43 @@ probed from the DemoMap (commandlet, 2026-11-08).
|
||||
- **Crossing ramps are kerb flushes, not graded ramps** — the `0.1.1` Crossing ramp gradient item.
|
||||
- Site identity (the neoclassical hero with motto band) matches the 2009 façade photograph and the 1922 Masonic elevation within blockout fidelity.
|
||||
|
||||
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified
|
||||
flat surfaces as "unexpected" — those flags are the deliberate deviations above, not
|
||||
placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
|
||||
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified flat surfaces as "unexpected" — those flags are the deliberate deviations above, not placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
|
||||
|
||||
## `0.1.0` — Collision and packaging — audit note (2026-11-08)
|
||||
|
||||
Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselftest`.
|
||||
|
||||
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the
|
||||
kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and
|
||||
X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3
|
||||
lane centres; the seam rows are what this check adds.)
|
||||
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above
|
||||
the local ground, along the road and both seam rows. Result **0/35 blocking hits
|
||||
inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
|
||||
(First pass used a fixed Z 160 start; the street is at Z ~366, so the probe
|
||||
started inside the earth and reported every row as a dist-0 blocker. Grounding
|
||||
the probe fixed that measurement bug.)
|
||||
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause
|
||||
`IsGamePaused()=1`, unpause 0 — all PASS.
|
||||
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits
|
||||
cleanly. The `GigLineShotActor` screenshot rounds are suppressed under
|
||||
`-qaselftest` so they cannot quit the run before the audit phases.
|
||||
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge
|
||||
artifacts of the widened extent, not walkable holes — the walkable corridor is
|
||||
continuous (walk + transect both PASS).
|
||||
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3 lane centres; the seam rows are what this check adds.)
|
||||
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above the local ground, along the road and both seam rows. Result **0/35 blocking hits inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
|
||||
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking height toward each frontage, required only where the map stages a building (the spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`). Result **0/9 directions without a blocking wall** — the player cannot walk through the hero or the frontage. This probe found the hero façade had **no simple collision** at all (complex-only, so traces and capsule sweeps passed through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were tried first and rejected: on a 95-part, 26 m façade they bulged into the street (the wall probe went 0/35 → 2/35). (First pass used a fixed Z 160 start; the street is at Z ~366, so the probe started inside the earth and reported every row as a dist-0 blocker. Grounding the probe fixed that measurement bug.)
|
||||
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause `IsGamePaused()=1`, unpause 0 — all PASS.
|
||||
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits cleanly. The `GigLineShotActor` screenshot rounds are suppressed under `-qaselftest` so they cannot quit the run before the audit phases.
|
||||
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge artifacts of the widened extent, not walkable holes — the walkable corridor is continuous (walk + transect both PASS).
|
||||
|
||||
## `0.1.0` — 60 FPS at 1440p — record (2026-11-08)
|
||||
|
||||
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5,
|
||||
NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
|
||||
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5, NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
|
||||
|
||||
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at
|
||||
3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3,
|
||||
sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3,
|
||||
sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
|
||||
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at 3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3, sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3, sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
|
||||
|
||||
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**,
|
||||
default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable**
|
||||
(`r.Streamline.FrameGeneration.Mode` absent → -999).
|
||||
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**, default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable** (`r.Streamline.FrameGeneration.Mode` absent → -999).
|
||||
|
||||
**Route:** the deterministic `-qaselftest` traversal — spawn
|
||||
`(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are
|
||||
captured every frame over that route (829 frames), not a single sample.
|
||||
**Route:** the deterministic `-qaselftest` traversal — spawn `(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are captured every frame over that route (829 frames), not a single sample.
|
||||
|
||||
**Result at 2560×1440:**
|
||||
|
||||
| Metric | Value |
|
||||
| --- | --- |
|
||||
| Frames captured | 829 |
|
||||
| Average | **2.42 ms → 414 fps** |
|
||||
| p50 | 2.38 ms |
|
||||
| p95 | 2.71 ms |
|
||||
| p99 | 3.01 ms (≈332 fps) |
|
||||
| Max | 4.00 ms |
|
||||
| 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.
|
||||
**Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS target without frame generation.
|
||||
|
||||
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another
|
||||
game instance / busy compositor overlapped the capture; repeated clean runs
|
||||
(windowed and fullscreen, Wayland and X11 drivers, window focused) all measured
|
||||
~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
|
||||
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another game instance / busy compositor overlapped the capture; repeated clean runs (windowed and fullscreen, Wayland and X11 drivers, window focused) all measured ~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
|
||||
|
||||
**Reproduce:**
|
||||
|
||||
@@ -156,8 +127,7 @@ Committed frame-time series: `Docs/perf/0.1.0-walk-frametimes.csv`.
|
||||
|
||||
## `0.1.0` — Fresh checkout build — record (2026-11-08)
|
||||
|
||||
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean
|
||||
directory with no prior state:
|
||||
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean directory with no prior state:
|
||||
|
||||
```bash
|
||||
git clone https://git.allucanget.biz/zwitschi/gig-line.git /tmp/fresh-check
|
||||
@@ -170,35 +140,23 @@ Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
|
||||
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
|
||||
```
|
||||
|
||||
- Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE
|
||||
package content, not a pointer).
|
||||
- `GigLineEditor` → **Result: Succeeded** (28.2 s); produced
|
||||
`/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
|
||||
- Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE package content, not a pointer).
|
||||
- `GigLineEditor` → **Result: Succeeded** (28.2 s); produced `/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
|
||||
- `GigLine` (game) → **Result: Succeeded** (26.9 s).
|
||||
- Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4`
|
||||
(UE 5.8.4), system clang; no machine-specific paths beyond the documented
|
||||
`-project=` argument.
|
||||
- Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4` (UE 5.8.4), system clang; no machine-specific paths beyond the documented `-project=` argument.
|
||||
|
||||
**Verdict: PASS.**
|
||||
|
||||
## `0.1.0` — Packaged Linux build + documented controls — record (2026-11-08)
|
||||
|
||||
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development
|
||||
-cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA`
|
||||
→ `EXIT=0` (Success).
|
||||
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development -cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA` → `EXIT=0` (Success).
|
||||
|
||||
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) →
|
||||
`LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens
|
||||
the walkable demo directly (the default-map fix holds in a package, not just the
|
||||
editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
|
||||
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) → `LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens the walkable demo directly (the default-map fix holds in a package, not just the editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
|
||||
|
||||
**Controls documented and shown in-game:**
|
||||
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus
|
||||
how to test input headlessly.
|
||||
- `AGigLineHUD` now draws a control legend bottom-right every frame:
|
||||
"WASD move · Mouse look · Space jump · R reset · Esc pause".
|
||||
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px
|
||||
(a single right-aligned line), attributed text bottom-left. Screenshot:
|
||||
`Docs/perf/0.1.0-packaged-hud-controls.png`.
|
||||
|
||||
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus how to test input headlessly.
|
||||
- `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause".
|
||||
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px (a single right-aligned line), attributed text bottom-left. Screenshot: `Docs/perf/0.1.0-packaged-hud-controls.png`.
|
||||
|
||||
**Verdict: PASS.**
|
||||
+13
-2
@@ -83,13 +83,24 @@ Without `git lfs install`, adding an LFS-matched file does not error — it comm
|
||||
|
||||
Sizes: the engine lives outside the repository (pinned install path recorded in `toolchain.md`). The repository holds the Unreal project, Blender sources, geo sources, and tooling.
|
||||
|
||||
**Fresh checkout not yet tested end to end.** The build procedure in [build.md](build.md) was produced from a working tree, not from a clean clone. Exercise it before `v0.1.0` is tagged — it is a release check on the board.
|
||||
**Fresh checkout verified 2026-11-08.** A clean clone of `main` with `git lfs pull` built both `GigLineEditor` and `GigLine` against the documented external engine (recorded in [release-checks.md](release-checks.md)). Re-run it before a release tag if the engine pin or the module's dependencies change.
|
||||
|
||||
### Optional keys (local only)
|
||||
|
||||
Two tools talk to paid services and read their keys from the gitignored `.env`:
|
||||
|
||||
| Variable | Used by | Needed for |
|
||||
| --- | --- | --- |
|
||||
| `OPENROUTER_API_KEY` | `Tools/judge_screenshot.py`, `Tools/facade_detail_concepts.py` | vision pre-check and AI concept plates |
|
||||
| `MAPBOX_ACCESS_TOKEN` | `Geo/tools/mapbox_buildings.py` | the second building-height source |
|
||||
|
||||
Nothing in the build, the tests or the release path needs either key. Never commit `.env`; `git check-ignore .env` should succeed.
|
||||
|
||||
## Known blockers
|
||||
|
||||
| Blocker | Owner | Needed for |
|
||||
| --- | --- | --- |
|
||||
| Delete the fallback 5.2.0 engine archive (`/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.2.0.zip`) once the 5.8.4 pin is trusted through asset production | agent | Disk hygiene (19.6 GiB), pin safety |
|
||||
| Fresh-checkout build exercised against the documented procedure | agent | `v0.1.0` release check |
|
||||
| ~~Fresh-checkout build exercised against the documented procedure~~ | — | Done 2026-11-08 |
|
||||
|
||||
Closed 2026-11-07: Epic account and engine download, QGIS `lts` removal, Blosm and MPFB on Blender 5.2 (headless invocation fix in `Art/blender/README.md`), engine validation on Bazzite, full project bootstrap. Earlier closed: Bazzite update and reboot, driver and Vulkan verification, `git-lfs`/`clang`/`cmake`/`ninja` layering.
|
||||
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@@ -416,6 +416,81 @@ void AGigLineCharacter::StartQASelfTest()
|
||||
TEXT("GigLine QA: wall probe %d/%d traces with blocking hit inside 21 m -> %s"),
|
||||
Walls, WallSamples,
|
||||
Walls == 0 ? TEXT("PASS") : TEXT("FAIL"));
|
||||
|
||||
// Facade occlusion probe: walkable street is only half the story —
|
||||
// the player must also NOT be able to walk through the buildings.
|
||||
// From the road centre, fire 40 m sideways at walking height toward
|
||||
// each frontage and require a blocking hit. A miss means the
|
||||
// building has no collision (or only non-blocking collision) and the
|
||||
// player would pass through the wall.
|
||||
// Expect a wall only where the map actually stages a building.
|
||||
// Spans below mirror the actors placed by Tools/ue_build_demo_map.py
|
||||
// (frontage + hero) and the two north buildings; update them if
|
||||
// that list changes. Gaps between buildings are legitimate misses.
|
||||
struct FSpan { float Min, Max; };
|
||||
static const FSpan SouthSpans[] = {
|
||||
{-24276.f, -17700.f}, // 6922
|
||||
{-17749.f, -14591.f}, // 6902
|
||||
{-14638.f, -12034.f}, // 6840 hero
|
||||
{-12082.f, -8210.f}, // 6838 El Capitan Theatre
|
||||
{-7854.f, -7252.f}, // 6822 Budget
|
||||
{-6608.f, -3307.f}, // 6806-6820
|
||||
{-3320.f, -1437.f}, // 6800 Lee Drug
|
||||
};
|
||||
static const FSpan NorthSpans[] = {
|
||||
{-27071.f, -22799.f}, // Madame Tussaud's
|
||||
{-22889.f, -18442.f}, // TCL Chinese Theatre
|
||||
};
|
||||
auto InSpans = [](const FSpan* Spans, int32 Count, float X)
|
||||
{
|
||||
for (int32 i = 0; i < Count; ++i)
|
||||
{
|
||||
if (X >= Spans[i].Min && X <= Spans[i].Max) { return true; }
|
||||
}
|
||||
return false;
|
||||
};
|
||||
int32 Facades = 0, FacadeSamples = 0;
|
||||
for (float X0 = -19000.0f; X0 <= -3000.0f; X0 += 2000.0f)
|
||||
{
|
||||
for (float Dir : {1.0f, -1.0f}) // +Y south frontage, -Y north side
|
||||
{
|
||||
const bool bExpectWall = (Dir > 0.0f)
|
||||
? InSpans(SouthSpans, UE_ARRAY_COUNT(SouthSpans), X0)
|
||||
: InSpans(NorthSpans, UE_ARRAY_COUNT(NorthSpans), X0);
|
||||
if (!bExpectWall)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
FHitResult GroundHit2;
|
||||
FCollisionQueryParams GQ2(TEXT("GigLineFacadeGround"), false, this);
|
||||
if (!W->LineTraceSingleByChannel(GroundHit2,
|
||||
FVector(X0, 0.0f, 3000.f), FVector(X0, 0.0f, -1000.f),
|
||||
ECC_Visibility, GQ2))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const float ProbeZ2 = GroundHit2.ImpactPoint.Z + 160.f;
|
||||
FHitResult Hit2;
|
||||
FCollisionQueryParams Q2(TEXT("GigLineFacadeProbe"), false, this);
|
||||
const bool bHit2 = W->LineTraceSingleByChannel(Hit2,
|
||||
FVector(X0, 0.0f, ProbeZ2),
|
||||
FVector(X0, Dir * 4000.f, ProbeZ2),
|
||||
ECC_Visibility, Q2);
|
||||
++FacadeSamples;
|
||||
const bool bBlocking = bHit2 && Hit2.GetActor() != nullptr;
|
||||
if (!bBlocking)
|
||||
{
|
||||
++Facades;
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: facade probe miss at X %.0f dir %.0f (no blocking hit in 40 m)"),
|
||||
X0, Dir);
|
||||
}
|
||||
}
|
||||
}
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: facade probe %d/%d directions without a blocking wall -> %s"),
|
||||
Facades, FacadeSamples,
|
||||
Facades == 0 ? TEXT("PASS") : TEXT("FAIL"));
|
||||
}
|
||||
|
||||
// 7.0: verdict, then stop ticking.
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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}")
|
||||
|
||||
|
||||
@@ -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())
|
||||
@@ -345,3 +345,183 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
|
||||
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.
|
||||
|
||||
## 2026-11-09 — 0.1.3 packaging/setup fixes
|
||||
|
||||
- **`Tools/ue_common.py`**: `make_writable()` clears the read-only bit an LFS
|
||||
`.umap` checks out with (otherwise `save_map()` returns False with no error and
|
||||
the staged actors vanish), and `require_saved()` makes that failure visible.
|
||||
`ue_hero_facade_import.py` and `ue_import_north_buildings.py` never did this —
|
||||
which is why importing the hero appeared to succeed while saving nothing.
|
||||
Verified by forcing `chmod u-w` on DemoMap first: the run logged
|
||||
`map writable: chmod u+w … (was 0o444)`, then `save_map: True`, exit 0.
|
||||
- Gotcha while adding it: `ue_hero_facade_import.py` had **no** `import os`/`sys`
|
||||
(only `unreal`), so the sys.path line raised `NameError: name 'sys' is not
|
||||
defined` inside the commandlet — an exit code of 255 with no obvious cause.
|
||||
- Docs: `build.md` gained the current pipeline table (7 site FBXs, frontage, north,
|
||||
hero, map), the `Builds/GigLineQA` archive, the packaged-log path, `-qaselftest`
|
||||
usage and a **traps** table; `setup.md` marks the fresh-checkout build verified and
|
||||
documents the two optional API keys; architecture 07 + combined doc corrected the
|
||||
build-output path.
|
||||
+25
-19
@@ -14,26 +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).
|
||||
|
||||
**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).
|
||||
| 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 |
|
||||
| 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. |
|
||||
| # | 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
|
||||
|
||||
@@ -48,10 +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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@@ -9,43 +9,6 @@ Actionable task list for this project. This file is the single, central place fo
|
||||
- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
|
||||
- Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
|
||||
|
||||
## 0.1.1 — 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.
|
||||
|
||||
## 0.1.3 — Packaging and setup fixes (patch)
|
||||
|
||||
Suggested blender skills: **export-pipeline** and **unreal-export** (scale/pivot/normals/materials/collision verification) if any packaging defect traces back to the Blender export presets.
|
||||
|
||||
### Patch tasks
|
||||
|
||||
- [ ] Fix any packaging or build issues encountered in `0.1.x`.
|
||||
- [ ] Update `Docs/` setup instructions for anything that changed.
|
||||
- [ ] Tag `v0.1.3` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
## 0.1.4 — Proper building façades (patch)
|
||||
|
||||
Suggested blender skills: **procedural-modeling** + **geometry-nodes** (the façade module kit — bay, pilaster, cornice, parapet, window, shopfront, door — as reusable node groups), **archviz** (real-world scale and façade composition), **materials** (procedural brick, concrete, stone, render, glass — the ported generators), **texture-workflow** (AO/curvature/normal bakes and decals for the motto band and medallions), **uv-workflow** (texel density and modular UV layouts for the kit), **scene-assembly** (assembling kit pieces onto the fifteen block buildings), **lookdev** (screenshot-comparison loop until shading reads correctly), **historical-worlds** or **realistic-style** (1920s Hollywood Blvd neoclassical direction), **asset-optimization** + **unreal-export** (pre-export validation, `ue_metric_v1` preset), **qa-review** (final gate before the `Tools/render_screenshots.sh` review).
|
||||
|
||||
+27
-1
@@ -16,6 +16,8 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
|
||||
| Tool | Purpose |
|
||||
| --- | --- |
|
||||
| `check-lfs.sh` | Fails if the `lfs` filter is missing or an LFS-tracked file was committed as a plain blob |
|
||||
| `ue_common.py` | Shared helpers for the Unreal commandlet scripts: `make_writable()` clears the read-only bit an LFS `.umap` checks out with (otherwise `save_map()` returns False silently), and `require_saved()` makes that failure explicit. |
|
||||
| `fbx_export_preset.py` | The **single** FBX export preset (`ue_metric_v1` / `ue_character_v1`): metres→centimetres via `FBX_SCALE_NONE`, axis mapping east +X / north −Y / up +Z, `mesh_smooth_type="FACE"` (smoothing groups survive the import). Every Blender exporter imports it instead of copying the argument block; `preset_kwargs()` is bpy-free and unit-tested. |
|
||||
| `sibling_asset_audit.py` | Reads the sibling project's prop library from GLB headers into `Art/props/reuse-manifest.json`; copies nothing |
|
||||
| `scale_test_export.py` / `ue_scale_test_import.py` | The 1 m = 100 uu scale test; the named presets `ue_metric_v1` live in these two files |
|
||||
|
||||
@@ -57,4 +59,28 @@ 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.
|
||||
@@ -19,6 +19,9 @@ import os
|
||||
import sys
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
|
||||
# blockout object name -> (asset name, note). Addresses from the verification doc.
|
||||
BUILDINGS = {
|
||||
@@ -69,20 +72,7 @@ def main():
|
||||
bpy.context.view_layer.objects.active = new_obj
|
||||
|
||||
path = os.path.join(args.out, asset_name + ".fbx")
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=True,
|
||||
object_types={"MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
mesh_smooth_type="OFF",
|
||||
path_mode="AUTO",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
fbx_preset.export_static(path, selection=True)
|
||||
world = new_obj.matrix_world
|
||||
zs = [(world @ v.co).z for v in new_mesh.vertices]
|
||||
ys = [(world @ v.co).y for v in new_mesh.vertices]
|
||||
|
||||
@@ -13,6 +13,9 @@ import os
|
||||
import sys
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
|
||||
BUILDINGS = ("TCL Chinese Theatre", "Madame Tussaud's")
|
||||
|
||||
@@ -50,20 +53,7 @@ def main():
|
||||
bpy.context.view_layer.objects.active = new_obj
|
||||
|
||||
path = os.path.join(args.out, name.replace(" ", "_").replace("'", "") + ".fbx")
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=True,
|
||||
object_types={"MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
mesh_smooth_type="OFF",
|
||||
path_mode="AUTO",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
fbx_preset.export_static(path, selection=True)
|
||||
world = new_obj.matrix_world
|
||||
zs = [(world @ v.co).z for v in new_mesh.vertices]
|
||||
print(f"[north] {name:22} verts {len(new_mesh.vertices):5} z {min(zs):+.2f}..{max(zs):+.2f} m "
|
||||
|
||||
@@ -0,0 +1,328 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Generate frontal building plates from the local reference photography.
|
||||
|
||||
Each study takes one photograph we already hold (`Art/reference/`, gitignored) as
|
||||
the geometric anchor and asks an image model to re-stage it as a clean **frontal
|
||||
view of the building** — the whole elevation, the entrance in its facade, or the
|
||||
building with its neighbours — evenly lit, no crowd, no staging, so the modelling
|
||||
pass has something measurable instead of a tourist photo.
|
||||
|
||||
Deliberately **not** close-up detail crops: a doorway or cornice crop cannot be
|
||||
measured for proportion, which is what the modelling pass actually needs.
|
||||
|
||||
python3 Tools/facade_detail_concepts.py --list
|
||||
python3 Tools/facade_detail_concepts.py --only door-recess,parapet-motto
|
||||
python3 Tools/facade_detail_concepts.py --all
|
||||
python3 Tools/facade_detail_concepts.py --all --model google/gemini-2.5-flash-image
|
||||
|
||||
Output: `Art/reference/facade-details/<study>.png` plus a `<study>.refgen.json`
|
||||
sidecar recording the model, the source photograph, the prompt and the SHA-256 of
|
||||
the result. `Art/reference/` is gitignored, so **neither the images nor the
|
||||
sidecars are committed** — they are local working material. The study list and
|
||||
the tool are the committed part.
|
||||
|
||||
Design notes
|
||||
------------
|
||||
* Standard library only: the OpenRouter chat-completions call is `urllib`, and
|
||||
the returned `data:` URL is decoded with `base64` and written straight to disk.
|
||||
* An existing output is never overwritten; `-v2`, `-v3` … are used instead, so
|
||||
re-running after a prompt edit keeps both studies comparable.
|
||||
* Generation costs money, so it is never automatic: `--list` is free, and every
|
||||
generating run prints the model and the study count first.
|
||||
* The token is read from `OPENROUTER_API_KEY` or the ignored `.env` and is never
|
||||
written to a sidecar or a log line.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import argparse
|
||||
import base64
|
||||
import json
|
||||
import os
|
||||
import re
|
||||
import sys
|
||||
import time
|
||||
import urllib.error
|
||||
import urllib.request
|
||||
|
||||
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), ".."))
|
||||
REFERENCE_DIR = os.path.join(ROOT, "Art", "reference")
|
||||
OUT_DIR = os.path.join(REFERENCE_DIR, "facade-details")
|
||||
API_URL = "https://openrouter.ai/api/v1/chat/completions"
|
||||
DEFAULT_MODEL = "google/gemini-2.5-flash-image"
|
||||
|
||||
# The instruction appended to every study. Kept identical to the sibling
|
||||
# project's convention so the two sets stay comparable: the photograph fixes the
|
||||
# geometry, the prompt only restages light, weather, people and surface.
|
||||
ANCHOR_SUFFIX = (
|
||||
"Use the attached reference photograph as the source of the architecture: keep "
|
||||
"the building's proportions, storey count, column rhythm, band heights and "
|
||||
"signage placement exactly as photographed. You may REFRAME — step back across "
|
||||
"the street, zoom out or widen the field of view — so that the whole building "
|
||||
"fits in the frame from the pavement to the parapet; the reference is often "
|
||||
"cropped and the plate must not be. Keep the view exterior and frontal (or "
|
||||
"three-quarter where asked). Restage only lighting, weather, people and surface "
|
||||
"condition. Do not invent extra storeys, wings or ornaments, and do not change "
|
||||
"the architecture to fit the frame."
|
||||
)
|
||||
|
||||
# name -> (reference photo relative to Art/reference/, what the plate must show)
|
||||
#
|
||||
# Verified framing (vision pre-check, 2026-11-09): the model follows the reference
|
||||
# crop closely, so a plate is only as wide as its source photo. `building-entrance`
|
||||
# and `building-street-front` come back as full-elevation frontal views; the studies
|
||||
# anchored on the tightly cropped 2009 facade photo stay cropped, because the model
|
||||
# will not invent the parapet and sky that the photograph does not contain. A full
|
||||
# building plate for 6840 needs a full-elevation photograph, which the local set
|
||||
# does not have (see Docs/reference-notes-hollywood.md).
|
||||
#
|
||||
# Every study asks for a *frontal view of a building*, not a crop of one detail:
|
||||
# the whole elevation, the entrance in its facade, or the building together with
|
||||
# its neighbours. Close-up framing is deliberately absent — a detail crop cannot
|
||||
# be measured for proportion, which is what the modelling pass needs.
|
||||
STUDIES: dict[str, tuple[str, str]] = {
|
||||
"building-front": (
|
||||
"hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg",
|
||||
"A frontal view of the complete building shown in the reference "
|
||||
"photograph: the whole elevation from the pavement to the parapet fits in "
|
||||
"the frame with clear sky above the roofline and pavement below the ground "
|
||||
"floor, shot straight on and centred. Nothing may be cut off at the top or "
|
||||
"bottom. Even daylight, no crowd, no vehicles.",
|
||||
),
|
||||
"building-entrance": (
|
||||
"el-capitan-entrance/01-hollywood-el-capitan-entrance.jpg",
|
||||
"A frontal view of the building in the reference photograph, framed so its "
|
||||
"street entrance is clearly visible as part of the facade — the doors and "
|
||||
"the wall around them in proportion, not a close-up of the doorway. "
|
||||
"Include the pavement in front. Even daylight, no crowd.",
|
||||
),
|
||||
"building-with-neighbours": (
|
||||
"hollywood/el-capitan-theatre-blade-sign-day-wikimedia-2008-10.jpg",
|
||||
"A straight-on view of the street wall in the reference photograph: the "
|
||||
"building and its neighbouring buildings either side, each at full height "
|
||||
"from pavement to parapet with sky above, the joins between them visible, "
|
||||
"nothing cut off. Shot from across the road, parallel to the frontage. "
|
||||
"Even daylight, no crowd.",
|
||||
),
|
||||
"building-street-front": (
|
||||
"hollywood/walk-of-fame-terrazzo-ovation-day-cc0-2019-06-20.jpg",
|
||||
"A frontal view along the pavement of the building in the reference "
|
||||
"photograph: the building's frontage seen from street level with its "
|
||||
"neighbours continuing either side and the pavement in the foreground. "
|
||||
"Straight on, even daylight, no crowd.",
|
||||
),
|
||||
"building-front-oblique": (
|
||||
"hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg",
|
||||
"A three-quarter view of the complete building in the reference "
|
||||
"photograph: the frontal elevation and one side visible together so the "
|
||||
"building's depth and mass read, with its neighbouring building at one "
|
||||
"edge. The whole building stays in frame. Even daylight, no crowd.",
|
||||
),
|
||||
"theatre-front-with-neighbours": (
|
||||
"el-capitan-theater-detail/01-el-capitan-marquee.jpg",
|
||||
"A frontal view of the theatre in the reference photograph together with "
|
||||
"the buildings either side of it, the whole frontage and its full height "
|
||||
"in frame, shot from across the road. Even daylight, no crowd, marquee "
|
||||
"lettering blocked out as unreadable texture.",
|
||||
),
|
||||
}
|
||||
|
||||
|
||||
def load_token() -> str:
|
||||
token = os.environ.get("OPENROUTER_API_KEY")
|
||||
if token:
|
||||
return token.strip()
|
||||
env_path = os.path.join(ROOT, ".env")
|
||||
if os.path.exists(env_path):
|
||||
with open(env_path, encoding="utf-8") as handle:
|
||||
for line in handle:
|
||||
line = line.strip()
|
||||
if line.startswith("OPENROUTER_API_KEY="):
|
||||
return line.split("=", 1)[1].strip().strip('"').strip("'")
|
||||
raise SystemExit("no OpenRouter key: set OPENROUTER_API_KEY or add it to .env")
|
||||
|
||||
|
||||
def build_prompt(study: str) -> str:
|
||||
"""The full prompt for a study: its request plus the fixed anchor suffix."""
|
||||
if study not in STUDIES:
|
||||
raise KeyError(f"unknown study {study!r}; known: {sorted(STUDIES)}")
|
||||
return f"{STUDIES[study][1]}\n\n{ANCHOR_SUFFIX}"
|
||||
|
||||
|
||||
def reference_path(study: str) -> str:
|
||||
return os.path.join(REFERENCE_DIR, STUDIES[study][0])
|
||||
|
||||
|
||||
def missing_references() -> list[str]:
|
||||
"""Studies whose source photograph is not present locally."""
|
||||
return [name for name in STUDIES if not os.path.isfile(reference_path(name))]
|
||||
|
||||
|
||||
def next_free_path(study: str, directory: str = OUT_DIR) -> str:
|
||||
"""`<study>.png`, or `<study>-v2.png`, `-v3` … if the name is taken."""
|
||||
base = os.path.join(directory, f"{study}.png")
|
||||
if not os.path.exists(base):
|
||||
return base
|
||||
index = 2
|
||||
while True:
|
||||
candidate = os.path.join(directory, f"{study}-v{index}.png")
|
||||
if not os.path.exists(candidate):
|
||||
return candidate
|
||||
index += 1
|
||||
|
||||
|
||||
def data_url(path: str) -> str:
|
||||
suffix = os.path.splitext(path)[1].lower()
|
||||
mime = {".jpg": "image/jpeg", ".jpeg": "image/jpeg", ".png": "image/png"}.get(suffix)
|
||||
if not mime:
|
||||
raise SystemExit(f"unsupported reference type: {path}")
|
||||
with open(path, "rb") as handle:
|
||||
return f"data:{mime};base64,{base64.b64encode(handle.read()).decode('ascii')}"
|
||||
|
||||
|
||||
def decode_image(payload: dict) -> bytes:
|
||||
"""Extract the returned image bytes from a chat-completions payload."""
|
||||
message = (payload.get("choices") or [{}])[0].get("message", {})
|
||||
urls = [item.get("image_url", {}).get("url", "")
|
||||
for item in (message.get("images") or []) if isinstance(item, dict)]
|
||||
if not urls:
|
||||
match = re.search(r"data:image/[a-z]+;base64,[A-Za-z0-9+/=]+",
|
||||
str(message.get("content") or ""))
|
||||
if match:
|
||||
urls.append(match.group(0))
|
||||
if not urls or not urls[0]:
|
||||
raise SystemExit(f"model returned no image data: {json.dumps(payload)[:400]}")
|
||||
url = urls[0]
|
||||
if url.startswith("data:"):
|
||||
return base64.b64decode(url.split(",", 1)[1])
|
||||
with urllib.request.urlopen(urllib.request.Request(url), timeout=120) as response:
|
||||
return response.read()
|
||||
|
||||
|
||||
def generate(study: str, token: str, model: str, force: bool = False) -> str:
|
||||
"""Generate one study; returns the written path. Never overwrites by default."""
|
||||
path = next_free_path(study)
|
||||
if force and os.path.exists(os.path.join(OUT_DIR, f"{study}.png")):
|
||||
path = os.path.join(OUT_DIR, f"{study}.png")
|
||||
# Write to a temp name then replace, so a failed call cannot destroy the
|
||||
# previous result.
|
||||
target = path + ".new"
|
||||
else:
|
||||
target = path
|
||||
|
||||
body = {
|
||||
"model": model,
|
||||
"messages": [{
|
||||
"role": "user",
|
||||
"content": [
|
||||
{"type": "text", "text": build_prompt(study)},
|
||||
{"type": "image_url", "image_url": {"url": data_url(reference_path(study))}},
|
||||
],
|
||||
}],
|
||||
}
|
||||
request = urllib.request.Request(
|
||||
API_URL,
|
||||
data=json.dumps(body).encode("utf-8"),
|
||||
headers={
|
||||
"Authorization": f"Bearer {token}",
|
||||
"Content-Type": "application/json",
|
||||
"HTTP-Referer": "https://git.allucanget.biz/zwitschi/gig-line",
|
||||
"X-Title": "gig-line facade details",
|
||||
},
|
||||
method="POST",
|
||||
)
|
||||
|
||||
payload = None
|
||||
for attempt in range(3):
|
||||
try:
|
||||
with urllib.request.urlopen(request, timeout=180) as response:
|
||||
payload = json.load(response)
|
||||
break
|
||||
except urllib.error.HTTPError as exc:
|
||||
if exc.code == 429 or exc.code >= 500:
|
||||
wait = 5 * (attempt + 1)
|
||||
sys.stderr.write(f" HTTP {exc.code}; retrying in {wait}s\n")
|
||||
time.sleep(wait)
|
||||
continue
|
||||
detail = exc.read().decode("utf-8", "replace")[:300]
|
||||
raise SystemExit(f"{study}: HTTP {exc.code} — {detail}")
|
||||
except urllib.error.URLError as exc:
|
||||
sys.stderr.write(f" network error ({exc.reason}); retrying\n")
|
||||
time.sleep(5 * (attempt + 1))
|
||||
if payload is None:
|
||||
raise SystemExit(f"{study}: no response after retries")
|
||||
|
||||
image = decode_image(payload)
|
||||
os.makedirs(OUT_DIR, exist_ok=True)
|
||||
with open(target, "wb") as handle:
|
||||
handle.write(image)
|
||||
if target != path:
|
||||
os.replace(target, path)
|
||||
|
||||
import hashlib
|
||||
sidecar = {
|
||||
"study": study,
|
||||
"generated": os.path.basename(path),
|
||||
"generated_utc": time.strftime("%Y-%m-%dT%H:%M:%SZ", time.gmtime()),
|
||||
"model": model,
|
||||
"prompt": build_prompt(study),
|
||||
"reference": {
|
||||
"file": STUDIES[study][0],
|
||||
"note": "local reference photography; Art/reference is gitignored and never shipped",
|
||||
},
|
||||
"sha256": hashlib.sha256(image).hexdigest(),
|
||||
"bytes": len(image),
|
||||
"redistribution": "local development reference only; not committed, not shipped",
|
||||
}
|
||||
sidecar_path = os.path.splitext(path)[0] + ".refgen.json"
|
||||
with open(sidecar_path, "w", encoding="utf-8") as handle:
|
||||
json.dump(sidecar, handle, indent=2)
|
||||
if token in json.dumps(sidecar):
|
||||
raise SystemExit("refusing to write a sidecar containing the token")
|
||||
return path
|
||||
|
||||
|
||||
def main(argv=None) -> int:
|
||||
ap = argparse.ArgumentParser(description=__doc__,
|
||||
formatter_class=argparse.RawDescriptionHelpFormatter)
|
||||
ap.add_argument("--list", action="store_true", help="list studies and exit (free)")
|
||||
ap.add_argument("--all", action="store_true", help="generate every study")
|
||||
ap.add_argument("--only", help="comma-separated study names")
|
||||
ap.add_argument("--model", default=DEFAULT_MODEL)
|
||||
ap.add_argument("--force", action="store_true",
|
||||
help="replace the existing <study>.png instead of writing a -vN")
|
||||
args = ap.parse_args(argv)
|
||||
|
||||
if args.list or not (args.all or args.only):
|
||||
missing = set(missing_references())
|
||||
print(f"{len(STUDIES)} studies; model {args.model}")
|
||||
for name, (ref, _prompt) in STUDIES.items():
|
||||
state = "MISSING reference" if name in missing else "ready"
|
||||
print(f" {name:22} {state:18} <- {ref}")
|
||||
if missing:
|
||||
print(f"\n{len(missing)} study(ies) cannot run without their reference photograph.")
|
||||
return 0
|
||||
|
||||
names = list(STUDIES) if args.all else [s.strip() for s in args.only.split(",") if s.strip()]
|
||||
unknown = [n for n in names if n not in STUDIES]
|
||||
if unknown:
|
||||
raise SystemExit(f"unknown study(ies): {unknown}; known: {sorted(STUDIES)}")
|
||||
blocked = [n for n in names if n in set(missing_references())]
|
||||
if blocked:
|
||||
raise SystemExit(f"missing reference photograph for: {blocked}")
|
||||
token = load_token()
|
||||
|
||||
print(f"generating {len(names)} study(ies) with {args.model} -> {OUT_DIR}")
|
||||
for index, name in enumerate(names, 1):
|
||||
print(f"[{index}/{len(names)}] {name}")
|
||||
try:
|
||||
path = generate(name, token, args.model, force=args.force)
|
||||
except SystemExit as exc:
|
||||
sys.stderr.write(f" FAILED: {exc}\n")
|
||||
continue
|
||||
print(f" wrote {os.path.relpath(path, ROOT)}")
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
raise SystemExit(main())
|
||||
@@ -0,0 +1,94 @@
|
||||
#!/usr/bin/env python3
|
||||
"""The one FBX export preset for this project ("ue_metric_v1"/"ue_character_v1").
|
||||
|
||||
Before this module the same `bpy.ops.export_scene.fbx(...)` argument block was
|
||||
copied into six scripts (hero, frontage, north buildings, site, scale test, MPFB
|
||||
character). They had already drifted only by accident, and every one of them
|
||||
carried `mesh_smooth_type="OFF"` — which is why Unreal logged "No smoothing group
|
||||
information was found for this mesh" on every import and round parts rendered
|
||||
faceted. One preset, one place to fix that.
|
||||
|
||||
Use from inside Blender:
|
||||
|
||||
import sys, os
|
||||
sys.path.insert(0, os.path.join(os.path.dirname(__file__), "..", "Tools"))
|
||||
import fbx_export_preset as preset
|
||||
|
||||
preset.export_static(path) # whole scene, MESH only
|
||||
preset.export_static(path, selection=True) # selected objects only
|
||||
preset.export_character(path) # armature + mesh, character flags
|
||||
|
||||
`preset_kwargs()` is pure (no `bpy`), so the argument set can be unit-tested
|
||||
without Blender — see Tools/tests/test_fbx_export_preset.py.
|
||||
|
||||
Why these values:
|
||||
* `FBX_SCALE_NONE` + `apply_unit_scale` keeps Blender metres → Unreal centimetres
|
||||
at exactly ×100, verified by the three-cube scale test (1 m → 100.00 uu).
|
||||
* `axis_forward="-Y"`, `axis_up="Z"` is the project's recorded mapping: east → +X,
|
||||
north → −Y, up → +Z.
|
||||
* `mesh_smooth_type="FACE"` exports smoothing groups. `"OFF"` (the old value)
|
||||
drops them, so Unreal rebuilds flat normals and every cylinder is faceted.
|
||||
* `use_mesh_modifiers=True` bakes the bevel/modifier stack at export; the source
|
||||
`.blend` stays non-destructive.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
# Shared by every mesh export. Values are the recorded ue_metric_v1 preset.
|
||||
_METRIC = {
|
||||
"object_types": {"MESH"},
|
||||
"apply_unit_scale": True,
|
||||
"apply_scale_options": "FBX_SCALE_NONE",
|
||||
"axis_forward": "-Y",
|
||||
"axis_up": "Z",
|
||||
"use_space_transform": True,
|
||||
"use_mesh_modifiers": True,
|
||||
"mesh_smooth_type": "FACE",
|
||||
"path_mode": "AUTO",
|
||||
"bake_space_transform": False,
|
||||
}
|
||||
|
||||
# Character exports differ only in the object set and the armature/path flags.
|
||||
_CHARACTER = dict(
|
||||
_METRIC,
|
||||
object_types={"ARMATURE", "MESH"},
|
||||
add_leaf_bones=False,
|
||||
path_mode="COPY",
|
||||
embed_textures=False,
|
||||
)
|
||||
|
||||
PRESETS = {"ue_metric_v1": _METRIC, "ue_character_v1": _CHARACTER}
|
||||
|
||||
|
||||
def preset_kwargs(preset: str = "ue_metric_v1", selection: bool = False, **overrides) -> dict:
|
||||
"""Return the `bpy.ops.export_scene.fbx` argument dict (no `bpy` needed).
|
||||
|
||||
`preset` selects the base set, `selection` decides whether only selected
|
||||
objects are exported, and `overrides` wins last for the rare special case.
|
||||
"""
|
||||
if preset not in PRESETS:
|
||||
raise KeyError(f"unknown preset {preset!r}; known: {sorted(PRESETS)}")
|
||||
kwargs = dict(PRESETS[preset])
|
||||
kwargs["use_selection"] = bool(selection)
|
||||
kwargs.update(overrides)
|
||||
if "filepath" in kwargs:
|
||||
raise ValueError("pass the path to export_static/export_character, not as an override")
|
||||
return kwargs
|
||||
|
||||
|
||||
def _export(path: str, preset: str, selection: bool, overrides: dict) -> str:
|
||||
import bpy # imported here so `preset_kwargs` stays usable without Blender
|
||||
|
||||
kwargs = preset_kwargs(preset, selection=selection, **overrides)
|
||||
bpy.ops.export_scene.fbx(filepath=path, **kwargs)
|
||||
return path
|
||||
|
||||
|
||||
def export_static(path: str, selection: bool = False, **overrides) -> str:
|
||||
"""Export meshes with the ue_metric_v1 preset. Returns the path."""
|
||||
return _export(path, "ue_metric_v1", selection, overrides)
|
||||
|
||||
|
||||
def export_character(path: str, selection: bool = False, **overrides) -> str:
|
||||
"""Export armature + mesh with the ue_character_v1 preset. Returns the path."""
|
||||
return _export(path, "ue_character_v1", selection, overrides)
|
||||
+91
-29
@@ -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}")
|
||||
|
||||
|
||||
|
||||
@@ -19,6 +19,9 @@ import sys
|
||||
import zlib
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
import numpy
|
||||
|
||||
from mathutils import Euler
|
||||
@@ -149,22 +152,7 @@ def make_diffuse(human, size=1024):
|
||||
def export_fbx(human, path):
|
||||
os.makedirs(os.path.dirname(path), exist_ok=True)
|
||||
# Named export preset "ue_character_v1" — change only via a new preset name.
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=False,
|
||||
object_types={"ARMATURE", "MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
add_leaf_bones=False,
|
||||
path_mode="COPY",
|
||||
embed_textures=False,
|
||||
mesh_smooth_type="OFF",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
fbx_preset.export_character(path)
|
||||
log(f"export: FBX preset ue_character_v1 -> {path}")
|
||||
|
||||
|
||||
|
||||
@@ -16,6 +16,9 @@ import os
|
||||
import sys
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
|
||||
|
||||
def build_scene():
|
||||
@@ -44,20 +47,7 @@ def build_scene():
|
||||
def export_fbx(path):
|
||||
os.makedirs(os.path.dirname(path), exist_ok=True)
|
||||
# Named export preset "ue_metric_v1" - change only via a new preset name.
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=False,
|
||||
object_types={"MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
mesh_smooth_type="OFF",
|
||||
path_mode="AUTO",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
fbx_preset.export_static(path)
|
||||
print(f"[scale_test] exported FBX preset ue_metric_v1 -> {path}")
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
# 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.
|
||||
@@ -0,0 +1 @@
|
||||
"""Package marker so `python3 -m unittest Tools.tests.<module>` resolves."""
|
||||
@@ -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()
|
||||
@@ -0,0 +1,108 @@
|
||||
"""Tests for Tools/facade_detail_concepts.py — the pure parts.
|
||||
|
||||
No network calls: the OpenRouter request and the image bytes are represented as
|
||||
the small structures the API uses. Generation itself is manual and paid.
|
||||
"""
|
||||
|
||||
import base64
|
||||
import json
|
||||
import os
|
||||
import sys
|
||||
import unittest
|
||||
|
||||
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
|
||||
sys.path.insert(0, os.path.join(ROOT, "Tools"))
|
||||
|
||||
import facade_detail_concepts as fc # noqa: E402
|
||||
|
||||
|
||||
class StudyTableTest(unittest.TestCase):
|
||||
def test_every_study_has_a_reference_and_a_prompt(self):
|
||||
self.assertTrue(fc.STUDIES)
|
||||
for name, (ref, prompt) in fc.STUDIES.items():
|
||||
self.assertTrue(ref, f"{name} has no reference")
|
||||
self.assertTrue(prompt.strip(), f"{name} has no prompt")
|
||||
# References are relative to Art/reference and never escape it.
|
||||
self.assertFalse(os.path.isabs(ref), f"{name} reference is absolute")
|
||||
self.assertNotIn("..", ref, f"{name} reference escapes the directory")
|
||||
|
||||
def test_prompt_always_carries_the_anchor_suffix(self):
|
||||
for name in fc.STUDIES:
|
||||
prompt = fc.build_prompt(name)
|
||||
self.assertIn(fc.ANCHOR_SUFFIX, prompt)
|
||||
self.assertIn(fc.STUDIES[name][1], prompt)
|
||||
|
||||
def test_unknown_study_raises(self):
|
||||
with self.assertRaises(KeyError):
|
||||
fc.build_prompt("no-such-study")
|
||||
|
||||
|
||||
class NextFreePathTest(unittest.TestCase):
|
||||
def test_uses_the_plain_name_when_free(self):
|
||||
import tempfile
|
||||
with tempfile.TemporaryDirectory() as tmp:
|
||||
self.assertEqual(os.path.basename(fc.next_free_path("x", tmp)), "x.png")
|
||||
|
||||
def test_never_overwrites(self):
|
||||
import tempfile
|
||||
with tempfile.TemporaryDirectory() as tmp:
|
||||
open(os.path.join(tmp, "x.png"), "w").close()
|
||||
self.assertEqual(os.path.basename(fc.next_free_path("x", tmp)), "x-v2.png")
|
||||
open(os.path.join(tmp, "x-v2.png"), "w").close()
|
||||
self.assertEqual(os.path.basename(fc.next_free_path("x", tmp)), "x-v3.png")
|
||||
|
||||
|
||||
class DecodeImageTest(unittest.TestCase):
|
||||
PAYLOAD_BYTES = b"\x89PNG\r\n\x1a\nfake"
|
||||
|
||||
def _data_url(self):
|
||||
return "data:image/png;base64," + base64.b64encode(self.PAYLOAD_BYTES).decode()
|
||||
|
||||
def test_reads_message_images(self):
|
||||
payload = {"choices": [{"message": {
|
||||
"images": [{"image_url": {"url": self._data_url()}}]}}]}
|
||||
self.assertEqual(fc.decode_image(payload), self.PAYLOAD_BYTES)
|
||||
|
||||
def test_reads_a_data_url_embedded_in_content(self):
|
||||
payload = {"choices": [{"message": {"content": f"here: {self._data_url()}"}}]}
|
||||
self.assertEqual(fc.decode_image(payload), self.PAYLOAD_BYTES)
|
||||
|
||||
def test_refusal_raises_with_the_text(self):
|
||||
payload = {"choices": [{"message": {"content": "I cannot do that."}}]}
|
||||
with self.assertRaises(SystemExit):
|
||||
fc.decode_image(payload)
|
||||
|
||||
|
||||
class DataUrlTest(unittest.TestCase):
|
||||
def test_encodes_a_jpeg(self):
|
||||
import tempfile
|
||||
with tempfile.NamedTemporaryFile(suffix=".jpg", delete=False) as handle:
|
||||
handle.write(b"jpegbytes")
|
||||
path = handle.name
|
||||
try:
|
||||
url = fc.data_url(path)
|
||||
self.assertTrue(url.startswith("data:image/jpeg;base64,"))
|
||||
finally:
|
||||
os.unlink(path)
|
||||
|
||||
def test_rejects_an_unsupported_type(self):
|
||||
import tempfile
|
||||
with tempfile.NamedTemporaryFile(suffix=".gif", delete=False) as handle:
|
||||
path = handle.name
|
||||
try:
|
||||
with self.assertRaises(SystemExit):
|
||||
fc.data_url(path)
|
||||
finally:
|
||||
os.unlink(path)
|
||||
|
||||
|
||||
class SidecarShapeTest(unittest.TestCase):
|
||||
def test_studies_and_outputs_are_local_only(self):
|
||||
# The output directory lives under the gitignored Art/reference tree, so
|
||||
# neither the images nor the sidecars can be committed.
|
||||
self.assertIn(os.path.join("Art", "reference"), fc.OUT_DIR)
|
||||
self.assertIn("gitignored", fc.__doc__)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
@@ -0,0 +1,70 @@
|
||||
"""Tests for Tools/fbx_export_preset.py.
|
||||
|
||||
The preset module keeps its argument set in plain dicts and builds it in
|
||||
`preset_kwargs()`, so the export contract can be checked without starting
|
||||
Blender. Only `export_static`/`export_character` import `bpy`.
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
import unittest
|
||||
|
||||
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
|
||||
sys.path.insert(0, os.path.join(ROOT, "Tools"))
|
||||
|
||||
import fbx_export_preset as preset # noqa: E402
|
||||
|
||||
|
||||
class MetricPresetTest(unittest.TestCase):
|
||||
def test_scale_and_axis_contract(self):
|
||||
# These three are the project's recorded conversion contract: metres ->
|
||||
# centimetres by a factor of exactly 100, east +X, north -Y, up +Z.
|
||||
kwargs = preset.preset_kwargs()
|
||||
self.assertTrue(kwargs["apply_unit_scale"])
|
||||
self.assertEqual(kwargs["apply_scale_options"], "FBX_SCALE_NONE")
|
||||
self.assertEqual(kwargs["axis_forward"], "-Y")
|
||||
self.assertEqual(kwargs["axis_up"], "Z")
|
||||
|
||||
def test_smoothing_groups_are_exported(self):
|
||||
# "OFF" (the pre-refactor value) drops smoothing groups and every Unreal
|
||||
# import warns about it, with round parts faceted.
|
||||
self.assertEqual(preset.preset_kwargs()["mesh_smooth_type"], "FACE")
|
||||
|
||||
def test_selection_flag(self):
|
||||
self.assertFalse(preset.preset_kwargs()["use_selection"])
|
||||
self.assertTrue(preset.preset_kwargs(selection=True)["use_selection"])
|
||||
|
||||
def test_object_types_are_meshes_only(self):
|
||||
self.assertEqual(preset.preset_kwargs()["object_types"], {"MESH"})
|
||||
|
||||
|
||||
class CharacterPresetTest(unittest.TestCase):
|
||||
def test_character_exports_armature_and_mesh(self):
|
||||
kwargs = preset.preset_kwargs("ue_character_v1")
|
||||
self.assertEqual(kwargs["object_types"], {"ARMATURE", "MESH"})
|
||||
self.assertFalse(kwargs["add_leaf_bones"])
|
||||
self.assertEqual(kwargs["path_mode"], "COPY")
|
||||
self.assertFalse(kwargs["embed_textures"])
|
||||
|
||||
def test_character_keeps_the_scale_contract(self):
|
||||
kwargs = preset.preset_kwargs("ue_character_v1")
|
||||
self.assertEqual(kwargs["apply_scale_options"], "FBX_SCALE_NONE")
|
||||
self.assertEqual(kwargs["mesh_smooth_type"], "FACE")
|
||||
|
||||
|
||||
class OverrideTest(unittest.TestCase):
|
||||
def test_overrides_win(self):
|
||||
kwargs = preset.preset_kwargs(mesh_smooth_type="OFF")
|
||||
self.assertEqual(kwargs["mesh_smooth_type"], "OFF")
|
||||
|
||||
def test_unknown_preset_raises(self):
|
||||
with self.assertRaises(KeyError):
|
||||
preset.preset_kwargs("ue_imperial_v9")
|
||||
|
||||
def test_filepath_must_not_be_an_override(self):
|
||||
with self.assertRaises(ValueError):
|
||||
preset.preset_kwargs(filepath="/tmp/x.fbx")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
@@ -0,0 +1,57 @@
|
||||
"""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()
|
||||
@@ -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()
|
||||
@@ -0,0 +1,70 @@
|
||||
"""Tests for Tools/ue_common.py — the shared Unreal commandlet helpers.
|
||||
|
||||
Pure stdlib: these helpers exist to turn two silent failures into loud ones, so
|
||||
they are tested without starting Unreal.
|
||||
"""
|
||||
|
||||
import os
|
||||
import stat
|
||||
import sys
|
||||
import tempfile
|
||||
import unittest
|
||||
|
||||
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
|
||||
sys.path.insert(0, os.path.join(ROOT, "Tools"))
|
||||
|
||||
import ue_common # noqa: E402
|
||||
|
||||
|
||||
class MakeWritableTest(unittest.TestCase):
|
||||
def test_read_only_file_is_made_writable(self):
|
||||
# Exactly how an LFS-tracked .umap checks out: 0o444.
|
||||
with tempfile.NamedTemporaryFile(delete=False) as handle:
|
||||
path = handle.name
|
||||
try:
|
||||
os.chmod(path, 0o444)
|
||||
self.assertFalse(os.access(path, os.W_OK))
|
||||
note = ue_common.make_writable(path)
|
||||
self.assertIsNotNone(note)
|
||||
self.assertIn("chmod u+w", note)
|
||||
self.assertTrue(os.access(path, os.W_OK))
|
||||
finally:
|
||||
os.chmod(path, 0o644)
|
||||
os.unlink(path)
|
||||
|
||||
def test_writable_file_reports_nothing(self):
|
||||
with tempfile.NamedTemporaryFile(delete=False) as handle:
|
||||
path = handle.name
|
||||
try:
|
||||
os.chmod(path, 0o644)
|
||||
self.assertIsNone(ue_common.make_writable(path))
|
||||
finally:
|
||||
os.unlink(path)
|
||||
|
||||
def test_missing_file_raises(self):
|
||||
# A typo must not look like a permissions problem.
|
||||
with tempfile.TemporaryDirectory() as tmp:
|
||||
with self.assertRaises(FileNotFoundError):
|
||||
ue_common.make_writable(os.path.join(tmp, "absent.umap"))
|
||||
|
||||
def test_read_bits_are_preserved(self):
|
||||
with tempfile.NamedTemporaryFile(delete=False) as handle:
|
||||
path = handle.name
|
||||
try:
|
||||
os.chmod(path, 0o400)
|
||||
ue_common.make_writable(path)
|
||||
mode = os.stat(path).st_mode
|
||||
self.assertTrue(mode & stat.S_IRUSR)
|
||||
finally:
|
||||
os.chmod(path, 0o644)
|
||||
os.unlink(path)
|
||||
|
||||
|
||||
class RequireSavedTest(unittest.TestCase):
|
||||
def test_passes_the_save_result_through(self):
|
||||
self.assertTrue(ue_common.require_saved(True, "/Game/X"))
|
||||
self.assertFalse(ue_common.require_saved(False, "/Game/X"))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
@@ -236,7 +236,11 @@ try:
|
||||
# the plinth, which is what "portal detail" means here.
|
||||
("hero-portals", unreal.Vector(hero_x + 100, -2250, 170), unreal.Vector(hero_x + 100, hero_y, 230)),
|
||||
# straight on from the north sidewalk; the building body spans Y -1443..+250
|
||||
("hero-facade-front", unreal.Vector(hero_x + 200, -3200, 420), unreal.Vector(hero_x, hero_y + 400, 760)),
|
||||
# Level horizon: camera height == target height, so the elevation's
|
||||
# verticals stay parallel. The old shot looked up ~4 deg from 4.2 m at a
|
||||
# 7.6 m target, which converged the columns — the one thing an
|
||||
# architectural elevation must not do (archviz: "straight verticals").
|
||||
("hero-facade-front", unreal.Vector(hero_x + 200, -3200, 760), unreal.Vector(hero_x, hero_y + 400, 760)),
|
||||
# oblique from the north-west, reading the colonnade in depth
|
||||
("hero-facade-oblique", unreal.Vector(hero_x - 2200, -3400, 620), unreal.Vector(hero_x + 300, hero_y, 700)),
|
||||
]
|
||||
@@ -276,12 +280,14 @@ try:
|
||||
demo_shots = [
|
||||
# 14 m back so the 14.5 m elevation fits: at 2 m the camera sees only
|
||||
# the colonnade's underside.
|
||||
("demo-spawn-view", unreal.Vector(-13336, -3100, 420), unreal.Vector(-13336, 1300, 620)),
|
||||
# Level horizon for the same reason: a block elevation is read by its
|
||||
# verticals, and a pitched camera makes them lean.
|
||||
("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620)),
|
||||
# Street level, from the north sidewalk: the old camera sat at Y -400,
|
||||
# inside the facade body (which spans Y -1457..-200), so it looked at
|
||||
# the unlit back face. Y -2600 is on the sidewalk in front of the lit
|
||||
# elevation.
|
||||
("demo-street-level", unreal.Vector(-13420, -1650, 170), unreal.Vector(-13336, 1300, 400)),
|
||||
("demo-street-level", unreal.Vector(-13420, -1650, 170), unreal.Vector(-13336, 1300, 170)),
|
||||
# The designated mid-block crossing. Street arc length runs from the
|
||||
# west end (s=0 at X -27966 cm), so s=130.1 m is UE X -14956, not the
|
||||
# -24291 the old camera used (that is the s=36.6 crossing). Camera sits
|
||||
|
||||
@@ -0,0 +1,52 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Small shared helpers for the Unreal commandlet scripts.
|
||||
|
||||
These run inside `UnrealEditor-Cmd -run=pythonscript`, where a Python `print()`
|
||||
is swallowed and a failed save reports `False` rather than raising. Both are traps
|
||||
that cost time in `0.1.x`, so they live here once instead of in each script.
|
||||
|
||||
import os, sys
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import ue_common
|
||||
|
||||
ue_common.make_map_writable("/run/media/.../Content/Hollywood/DemoMap.umap")
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import os
|
||||
import stat
|
||||
|
||||
|
||||
def is_writable(path: str) -> bool:
|
||||
"""True when the current user may write `path` (existing file)."""
|
||||
return os.access(path, os.W_OK)
|
||||
|
||||
|
||||
def make_writable(path: str) -> str | None:
|
||||
"""Clear read-only bits on `path` so a save cannot fail silently.
|
||||
|
||||
Content is LFS-tracked and `.umap`/`.blend` check out read-only, which makes
|
||||
`EditorLoadingAndSavingUtils.save_map()` return False with no error — the
|
||||
staged actors then vanish on the next load. Returns a note when the mode was
|
||||
changed, `None` when it was already writable, and raises when the file is
|
||||
missing so a typo cannot masquerade as a permissions problem.
|
||||
"""
|
||||
if not os.path.exists(path):
|
||||
raise FileNotFoundError(path)
|
||||
mode = os.stat(path).st_mode
|
||||
if mode & stat.S_IWUSR:
|
||||
return None
|
||||
os.chmod(path, mode | stat.S_IWUSR | stat.S_IRUSR | stat.S_IRGRP | stat.S_IROTH |
|
||||
stat.S_IWGRP)
|
||||
return f"chmod u+w {path} (was {oct(mode & 0o777)})"
|
||||
|
||||
|
||||
def require_saved(saved: bool, what: str) -> bool:
|
||||
"""Turn a silent `save_map(False)` into a loud failure.
|
||||
|
||||
Use right after a save call: `ue_common.require_saved(saved, LEVEL)`. A
|
||||
commandlet cannot be relied on to exit non-zero, so the caller should log this
|
||||
and make the failure obvious in the result file.
|
||||
"""
|
||||
return bool(saved)
|
||||
@@ -12,8 +12,14 @@
|
||||
# centreline, from the street profile), and the hero's east edge at
|
||||
# X = -12024.5 cm (projected control point in local-origin.md).
|
||||
|
||||
import os
|
||||
import sys
|
||||
|
||||
import unreal
|
||||
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import ue_common # noqa: E402
|
||||
|
||||
FBX = "/tmp/gigline/hero-facade.fbx"
|
||||
DEST = "/Game/Hollywood/ElCapitan"
|
||||
ACTOR_LABEL = "Hero_Facade"
|
||||
@@ -56,11 +62,34 @@ def import_fbx():
|
||||
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
|
||||
|
||||
|
||||
def _make_map_writable(level: str) -> None:
|
||||
"""Clear the read-only bit an LFS .umap checks out with.
|
||||
|
||||
Without this `save_map()` returns False and the staged actor is lost on the
|
||||
next load — no exception, no non-zero exit (see MEMORY: 0.1.x trap).
|
||||
"""
|
||||
content = unreal.Paths.project_content_dir()
|
||||
rel = level[len("/Game/"):] if level.startswith("/Game/") else level
|
||||
umap = os.path.join(content, rel + ".umap")
|
||||
note = ue_common.make_writable(umap)
|
||||
if note:
|
||||
log(f"map writable: {note}")
|
||||
|
||||
def measure_and_place():
|
||||
asset = unreal.EditorAssetLibrary.load_asset(f"{DEST}/SM_HeroFacade")
|
||||
if asset is None:
|
||||
log(f"MISSING {DEST}/SM_HeroFacade")
|
||||
return
|
||||
# Collision: complex-as-simple, not auto-generated convex hulls.
|
||||
# The facade is 95 separate parts across 26 m; Unreal's auto hull generation
|
||||
# wraps them in a few coarse hulls that bulged into the street (the QA wall
|
||||
# probe went 0/35 -> 2/35 after trying it). Complex-as-simple makes the real
|
||||
# triangles the simple collision, so line traces and capsule sweeps block on
|
||||
# the actual wall — the same approach used for the terrain, for the same
|
||||
# reason. The flag lives on the asset, so save it explicitly.
|
||||
unreal.GigLineAssetTools.set_complex_collision_as_simple(asset, True)
|
||||
saved = unreal.EditorAssetLibrary.save_loaded_asset(asset)
|
||||
log(f"collision: {unreal.GigLineAssetTools.get_collision_complexity(asset)} (saved={saved})")
|
||||
box = asset.get_bounding_box()
|
||||
mn, mx = box.min, box.max
|
||||
log(f"SM_HeroFacade bounds cm: size=({mx.x - mn.x:.1f}, {mx.y - mn.y:.1f}, {mx.z - mn.z:.1f}) "
|
||||
@@ -89,9 +118,12 @@ def measure_and_place():
|
||||
comp.set_static_mesh(asset)
|
||||
comp.set_mobility(unreal.ComponentMobility.STATIC)
|
||||
log(f"placed {ACTOR_LABEL} at {PLACEMENT_CM} (cm) on {LEVEL}")
|
||||
_make_map_writable(LEVEL)
|
||||
saved = unreal.EditorLoadingAndSavingUtils.save_map(
|
||||
unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
|
||||
log(f"save_map {LEVEL}: {saved}")
|
||||
if not ue_common.require_saved(saved, LEVEL):
|
||||
log(f"FAILED to save {LEVEL} — staged content will not persist")
|
||||
|
||||
|
||||
try:
|
||||
|
||||
@@ -15,6 +15,9 @@ import os
|
||||
|
||||
import unreal
|
||||
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import ue_common # noqa: E402
|
||||
|
||||
SRC = "/tmp/gigline/north"
|
||||
DEST = "/Game/Hollywood/North"
|
||||
LEVEL = "/Game/Hollywood/DemoMap"
|
||||
@@ -72,11 +75,27 @@ def stage():
|
||||
mn, mx = box.min, box.max
|
||||
log(f"{label}: mesh world-space X {mn.x:.0f}..{mx.x:.0f} Y {mn.y:.0f}..{mx.y:.0f} size "
|
||||
f"{mx.x-mn.x:.0f}x{mx.y-mn.y:.0f} cm")
|
||||
_make_map_writable(LEVEL)
|
||||
saved = unreal.EditorLoadingAndSavingUtils.save_map(
|
||||
unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
|
||||
log(f"save_map {LEVEL}: {saved}")
|
||||
if not ue_common.require_saved(saved, LEVEL):
|
||||
log(f"FAILED to save {LEVEL} — staged content will not persist")
|
||||
|
||||
|
||||
def _make_map_writable(level: str) -> None:
|
||||
"""Clear the read-only bit an LFS .umap checks out with.
|
||||
|
||||
Without this `save_map()` returns False and the staged actor is lost on the
|
||||
next load — no exception, no non-zero exit (see MEMORY: 0.1.x trap).
|
||||
"""
|
||||
content = unreal.Paths.project_content_dir()
|
||||
rel = level[len("/Game/"):] if level.startswith("/Game/") else level
|
||||
umap = os.path.join(content, rel + ".umap")
|
||||
note = ue_common.make_writable(umap)
|
||||
if note:
|
||||
log(f"map writable: {note}")
|
||||
|
||||
def main():
|
||||
for fn, asset_name in IMPORTS:
|
||||
task = unreal.AssetImportTask()
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
requests>=2.28
|
||||
Reference in new issue
Block a user