Files
gig-line/Game/GigLine/Source/GigLine/GigLineVehicle.h
T
zwitschi 627737062b test(vehicle): a review shot, and the judge that proves the car is missing
Adds demo-vehicle to the camera list and the visual targets, plus shot 9 in
Screenshots/README.md - marked FAIL, because that is what it shows.

The vehicle is staged and runs: spawned at (-12950,-900,120), 9 visual panels attached,
panel 0 visible with a 238 cm extent, settled at Z 119 cm. The capture shows an empty road
with a soft shadow. Two checks disagree in a useful way: visual_loop --verify PASSES the
frame (it only tests size, blankness and tonal range, so a well-exposed empty road passes),
while judge_screenshot returns verdict=no confidence=1.0.

Strongest clue, recorded in TODO.md: a downward trace from the vehicle finds no ground at
all (ground at Z -9999), so the car sits over a surface without collision or inside
geometry - the shadow and the panels are not in the same place.

Diagnostics added along the way: mesh/visibility/bounds at BeginPlay, per-panel world
positions and extents, and the ground trace. The visual panels were also unhidden from the
physics mesh: SetVisibility(false, ...) hid them whether or not propagation was requested.
2026-11-09 15:27:58 +01:00

61 lines
1.9 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "WheeledVehiclePawn.h"
#include "GigLineVehicle.generated.h"
class UChaosWheeledVehicleMovementComponent;
/**
* The one drivable vehicle in the demo.
*
* A skeletal mesh with a root bone and four wheel bones, driven by Chaos. Every
* dimension it configures — wheel radius, wheelbase, track — comes from the Blender
* build's report rather than being typed twice: the numbers are repeated here as
* constants with the report path in the comment so a change to the model shows up as a
* mismatch instead of a silent drift.
*
* Model: `Art/blender/vehicle/gigline-sedan.blend`, report `Art/blender/vehicle/report.json`
* (4.72 x 1.80 x 1.44 m, wheelbase 2.78 m, track 1.62 m, wheel radius 0.33 m).
*/
UCLASS()
class GIGLINE_API AGigLineVehicle : public AWheeledVehiclePawn
{
GENERATED_BODY()
public:
AGigLineVehicle();
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
/**
* Visual panels, as static mesh components.
*
* The skeletal vehicle asset imported with no usable geometry (runtime bounds of
* 1 cm), so the car was invisible in the scene while its physics body still cast a
* shadow - the "no vehicle in scene" report. The static assets are correct (body
* 476 x 176 x 128 cm), so the visible car is assembled from them and the skeletal
* mesh stays as the physics/animation driver only.
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Visual")
TArray<TObjectPtr<UStaticMeshComponent>> Panels;
/** True once the vehicle reports a forward speed above a walking pace. */
bool IsMoving() const;
private:
/** Configure the Chaos wheels from the modelled dimensions. */
void ConfigureWheels();
/** Attach the visible panels from the imported static systems. */
void BuildVisuals();
float DriveElapsed = 0.f;
bool bDriveReported = false;
FVector DriveStart = FVector::ZeroVector;
float SettleElapsed = 0.f;
bool bSettleReported = false;
};