# Building Block View ## Whitebox Overall System The system decomposes into five top-level building blocks: | **Name** | **Responsibility** | | --- | --- | | Gameplay | Player pawn, movement, camera, input bindings, HUD, game mode | | Site | Terrain, road, sidewalks, kerbs, crossing markings, site-level collision | | Façades | Hero façade (El Capitan), south block frontage, north-side buildings | | Art Pipeline | Blender models, geographic data, export scripts, import scripts | | QA & Review | Screenshot pipeline, self-test harness, visual review workflow | ### Gameplay C++ classes in `Game/GigLine/Source/GigLine/`: | Class | Responsibility | Key detail | | --- | --- | --- | | `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness | | `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` | | `AGigLineHUD` | ODbL attribution overlay | `DrawText` every frame, bottom-left | | `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 | | `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits | | `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets | Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`. ### Site Static meshes and materials in `/Game/Hollywood/Site/`: | Asset | Role | | --- | --- | | `Terrain_DEM` | Ground heightfield (complex-as-simple collision) | | `Road_Hollywood` | Carriageway surface (block-all collision) | | `Sidewalk_North`, `Sidewalk_South` | Pedestrian surfaces (block-all collision) | | `Kerb_North`, `Kerb_South` | Kerb edges | | `Crossing_Markings` | Zebra markings at signalised crossing | | `M_Asphalt`, `M_Concrete`, `M_KerbConcrete`, `M_Ground`, `M_RoadPaint`, `M_Stucco`, `M_FacadeStone` | Procedural materials (world-space-noise blend + roughness) | ### Façades | Asset | Role | | --- | --- | | `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade | | `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) | | `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) | ### Art Pipeline Python scripts in `Tools/` drive the content pipeline: | Script group | Purpose | | --- | --- | | `export_*`, `hero_facade_build` | Blender headless export (FBX) | | `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement | | `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) | | `ue_create_input_assets` | Enhanced Input actions + mapping context | | `render_screenshots.sh` | Screenshot capture pipeline | | `judge_screenshot.py` | Vision-model pre-check (optional) | Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs). ### QA & Review - `AGigLineShotActor` walks fixed cameras in `-game` mode, captures PNGs, and quits. - `-qaselftest` switch on `AGigLineCharacter` runs a core-ticker harness: walk 2 s, reset, pause/unpause, ground transect — all PASS/FAIL logged. - `Screenshots/` holds committed PNGs and `README.md` approval table. ## Level 2 ### White Box Gameplay — Input Flow 1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`. 2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`. 3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`). 4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation. 5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor. ### White Box Site — Collision Model - Every site mesh (road, sidewalks, kerbs, crossing) is `STATIC` with `BlockAll` collision. - `Terrain_DEM` uses `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset). - The terrain corridor is carved to half-width 10.7 m around the road centreline so the player can walk the carriageway and both sidewalks. - Ground Z: north sidewalk 395, road 366, south sidewalk 317 (3.94 m fall along the block, matching the DEM).