Files
gig-line/Tools/ue_hero_facade_import.py
T
zwitschi c5e30d1c36 feat: hero facade blockout for 6840 Hollywood Blvd
Tools/hero_facade_build.py builds the north elevation parametrically and writes
a JSON report naming the evidence behind every part: the 25.75 m frontage and
14.5 m height are measured, the 4.96 m column bay comes from the sibling notes
and matches that frontage, the three portal flights follow the photographs (five
risers, overturning the inherited eight-step, 12 m wide claim), and the rest is
labelled assumption.

Tools/ue_hero_facade_import.py imports it with the ue_metric_v1 preset
(2604 x 1257 x 1450 cm, 1892 tris, 4 materials) and places it on the measured
building line of /Game/Hollywood/DemoMap.

Two new review shots at review-04 and review-05, both pending approval. Camera
placement cost four renders: the first two sat inside the facade body, and the
frontage faces Unreal -Y, so a camera has to stand at Y < -1450 cm, not north of
the building line in project terms.
2026-11-07 11:42:29 +01:00

107 lines
3.9 KiB
Python

# Imports the hero façade FBX into Unreal with the named preset `ue_metric_v1`
# and places it at the measured site position.
#
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_hero_facade_import.py -nullrhi -unattended -nopause -stdout
#
# Placement follows Geo/manifests/local-origin.md and the blockout frame:
# project X = UTM easting - 376515.389 (east +)
# project Y = -(UTM northing - 3774224.083) in Unreal, because the FBX preset
# maps Blender +Y (north) to Unreal -Y and Blender +X to Unreal +X. The building
# line of the hero block sits at Unreal Y = -1450 cm (14.5 m south of the road
# centreline, from the street profile), and the hero's east edge at
# X = -12024.5 cm (projected control point in local-origin.md).
import unreal
FBX = "/tmp/gigline/hero-facade.fbx"
DEST = "/Game/Hollywood/ElCapitan"
ACTOR_LABEL = "Hero_Facade"
LEVEL = "/Game/Hollywood/DemoMap"
# Unreal centimetres: south-east corner of the façade, on the building line.
PLACEMENT_CM = (-12024.5, -1450.0, 0.0)
RESULT = "/tmp/gigline/hero-facade-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
def import_fbx():
task = unreal.AssetImportTask()
task.filename = FBX
task.destination_path = DEST
task.destination_name = "SM_HeroFacade"
task.automated = True
task.save = True
task.replace_existing = True
ui = unreal.FbxImportUI()
ui.import_mesh = True
ui.import_materials = True
ui.import_textures = False
ui.import_as_skeletal = False
smd = ui.static_mesh_import_data
smd.import_uniform_scale = 1.0
smd.combine_meshes = True
smd.convert_scene_unit = False
smd.force_front_x_axis = False
smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
def measure_and_place():
asset = unreal.EditorAssetLibrary.load_asset(f"{DEST}/SM_HeroFacade")
if asset is None:
log(f"MISSING {DEST}/SM_HeroFacade")
return
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}) "
f"min=({mn.x:.1f}, {mn.y:.1f}, {mn.z:.1f})")
# StaticMaterial is a struct wrapper: the material is its material_interface.
names = []
for sm in asset.get_editor_property("static_materials"):
mat = sm.get_editor_property("material_interface")
names.append(mat.get_name() if mat else "None")
log(f"materials: {names}")
# Place on the demo map if it exists; otherwise create it from the empty level.
if unreal.EditorAssetLibrary.does_asset_exist(LEVEL):
unreal.EditorLevelLibrary.load_level(LEVEL)
else:
if not unreal.EditorLevelLibrary.new_level(LEVEL):
log(f"could not create {LEVEL}")
return
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
if actor.get_actor_label() == ACTOR_LABEL:
unreal.EditorLevelLibrary.destroy_actor(actor)
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
unreal.StaticMeshActor, unreal.Vector(*PLACEMENT_CM))
actor.set_actor_label(ACTOR_LABEL)
comp = actor.static_mesh_component
comp.set_static_mesh(asset)
comp.set_mobility(unreal.ComponentMobility.STATIC)
log(f"placed {ACTOR_LABEL} at {PLACEMENT_CM} (cm) on {LEVEL}")
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
log(f"save_map {LEVEL}: {saved}")
try:
import_fbx()
measure_and_place()
except Exception as exc: # noqa: BLE001
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
with open(RESULT, "w") as handle:
handle.write("\n".join(lines) + "\n")