feat(hero): facade rework — inscription, medallions, motto band, banner lettering #39

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zwitschi merged 93 commits from hero-facade-0.3.0 into main 2026-11-10 15:37:40 +01:00
2 changed files with 44 additions and 0 deletions
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@@ -1045,6 +1045,36 @@ void AGigLineCharacter::Tick(float DeltaSeconds)
if (FootProbeDelay <= 0.f)
{
LogFootProbes();
if (FParse::Param(FCommandLine::Get(), TEXT("profile")) && GetWorld())
{
// Ground profile along the street: one downward trace every 20 m at the
// player's Y, naming the surface each time. Comparing the road's profile
// with the sidewalks' is what the per-mesh bounding boxes could not do.
const FVector Base = GetActorLocation();
for (int32 Step = 0; Step < 14; ++Step)
{
const float X = Base.X + Step * 2000.0f - 1000.0f;
FHitResult Hit;
FCollisionQueryParams Q(TEXT("GigLineProfile"), false, this);
const bool bHit = GetWorld()->LineTraceSingleByChannel(Hit,
FVector(X, Base.Y, Base.Z + 2000.0f),
FVector(X, Base.Y, Base.Z - 4000.0f), ECC_WorldStatic, Q);
FString MeshName = TEXT("none");
if (bHit)
{
if (const UStaticMeshComponent* HitMesh =
Cast<UStaticMeshComponent>(Hit.GetComponent()))
{
if (const UStaticMesh* Asset = HitMesh->GetStaticMesh())
{
MeshName = Asset->GetName();
}
}
}
UE_LOG(LogTemp, Warning, TEXT("GigLine profile x=%.0f z=%.0f mesh=%s"),
X, bHit ? Hit.ImpactPoint.Z : -9999.f, *MeshName);
}
}
if (bProbeAndQuit && GetWorld())
{
// One frame later, so the log lines are flushed before the process exits.
+14
View File
@@ -546,3 +546,17 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
- Checked for two `Demo_Road_Hollywood` actors after several import rounds: **none**. One actor, at the origin, identity scale, mesh Z spanning -44..366 cm.
- So the 366 cm the trace reports at the player's XY is the road mesh's own local height there, not a stale duplicate and not a far-side hit. The sidewalk slice at the same X tops at 169 cm.
- In the source blend at the same street position both surfaces sit around 1.4-1.6 m and agree within a kerb height, so the ~2 m gap appears **after** the mesh leaves Blender - which points at the import path (unit handling, or the Y mirror noted in `export_site_fbx.py`) rather than the strip generation.
## 2026-11-09 — The road is FLAT at 366 while the sidewalks slope: that is the gap
- Ground profile along Hollywood Blvd, traced every 20 m at the player's Y (`-probes -profile`):
```
x=-14336 z=366 Road_Hollywood x=-2336 z=366 Road_Hollywood
x=-12336 z=366 Road_Hollywood x= -336 z=302 Road_Hollywood
x=-10336 z=366 Road_Hollywood x= 1664 z= 5 Terrain_DEM
```
- **The road is a flat slab at 366 cm** across the whole demo block, while the sidewalk slices follow the DEM and descend 380 -> 104 cm. The gap is therefore in the street generator: the road is not sampling the elevation per row the way the sidewalks do, or it was written with a single Z.
- That also explains why every sidewalk fix failed - the street the player actually stands on is the flat road, and the sloped sidewalk is metres below it.
- **Next:** inspect how `rows` is built in `Art/blender/street/street_mesh.py` - the road's `road_z` reads `dem_z(x, y)` from the same rows as the sidewalk, so a flat result means `dem_z` is returning the same value for every row (origin offset or a lookup that fails and falls back), and the fix is in that sampler.