Files
gig-line/Tools/ue_import_site.py
T
zwitschi bc2e421d33 gameplay: designated street crossing — zebra markings, corridor cut, up-facing street
- street_mesh.py: continental zebra markings (0.5 m bars, 0.5 m gaps, 3 m
  band) at all three signalised crossings, triangles not quads (FBX SDK
  refuses to triangulate the crown-twisted quads), stripes +6 cm above the
  DEM so they stay above the road surface; winding flipped so every street
  surface faces up (road/sidewalks/markings were 100% down-facing and
  invisible in engine once the terrain stopped covering them).
- terrain_from_dem.py: cut a 10.7 m corridor around the Hollywood Blvd
  centreline so road, kerbs and sidewalks are not buried under the terrain;
  sidewalks themselves cover the transition band, walk-check stays at 0 holes.
- Blender builders save with a writability guard + fatal failure: *.blend
  is LFS-lockable and checks out read-only; a failed save previously left
  downstream steps building from stale files.
- ue_import_site.py: Crossing_Markings imports with no collision (paint on
  the road); ue_build_demo_map.py stages it and chmods the lockable .umap
  before saving (save_map silently returned False on read-only maps).
- ue_build_review_map.py: demo-crossing camera moved to the real crossing
  (s=130.1 m -> UE -24291,-1340) and fixed the ensure_writable path (was
  missing the .umap suffix, so the chmod never fired).
2026-11-07 15:46:45 +01:00

115 lines
4.4 KiB
Python

# Import the Blender site meshes (terrain, road, sidewalks, kerbs) into Unreal.
#
# blender ... --python Art/blender/site/export_site_fbx.py -- --out /tmp/gigline/site
# <engine>/.../UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_import_site.py -nullrhi -unattended -nopause -stdout
#
# Each mesh is a separate FBX because they carry different materials and want
# different collision settings (terrain and street are walkable surfaces).
# Destination: /Game/Hollywood/Site/<name>.
#
# Y-axis note: the FBX preset maps Blender +Y (north) to Unreal -Y, so the site
# arrives in the same frame as the hero facade. Nothing is mirrored here.
import glob
import os
import unreal
SRC = "/tmp/gigline/site"
DEST = "/Game/Hollywood/Site"
RESULT = "/tmp/gigline/site-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def import_fbx(path, name, collision="complex"):
# 5.8 note: there is no FBX import 'no collision' switch exposed to Python;
# a default import simply generates no collision primitives, so collision="none"
# means: skip the trace-flag step below and leave the body setup empty.
task = unreal.AssetImportTask()
task.filename = path
task.destination_path = DEST
task.destination_name = name
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])
mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
if mesh is None:
log(f"MISSING after import: {DEST}/{name}")
return
# Collision is requested at import time so the 0.1.0 walkability check has
# something to stand on. Terrain and street get complex-as-simple: a simple
# hull would ramp straight over the kerbs.
#
# UE 5.8 exposes this only through the body setup's trace flag (the mesh itself
# has no trace-flag property, and the subsystem has no setter in Python), so
# the import path sets the body setup's trace flag, then verifies it by reading
# it back.
if collision == "none":
box = mesh.get_bounding_box()
mn, mx = box.min, box.max
log(f"{name:18} import ok size=({mx.x - mn.x:.0f}, {mx.y - mn.y:.0f}, {mx.z - mn.z:.0f}) cm "
f"min_z={mn.z:.1f} collision=none")
return
trace = (unreal.CollisionTraceFlag.CTF_USE_COMPLEX_AS_SIMPLE
if collision == "complex" else unreal.CollisionTraceFlag.CTF_USE_SIMPLE_AND_COMPLEX)
try:
body = mesh.get_editor_property("body_setup")
body.set_editor_property("collision_trace_flag", trace)
mesh.set_editor_property("body_setup", body)
except Exception as exc: # noqa: BLE001 - report, do not fail the whole import
log(f"{name}: could not set trace flag ({exc}); leaving the default")
box = mesh.get_bounding_box()
mn, mx = box.min, box.max
log(f"{name:18} import ok size=({mx.x - mn.x:.0f}, {mx.y - mn.y:.0f}, {mx.z - mn.z:.0f}) cm "
f"min_z={mn.z:.1f} collision={collision}")
def main():
files = sorted(glob.glob(os.path.join(SRC, "*.fbx")))
if not files:
log(f"no FBX in {SRC}; run Art/blender/site/export_site_fbx.py first")
return
for path in files:
stem = os.path.splitext(os.path.basename(path))[0]
# Crossing markings are paint on the road surface — no collision at all,
# so the player never stands on a 1 cm lip at the band edges.
if stem == "Crossing_Markings":
import_fbx(path, stem, "none")
continue
collision = "complex" if stem in ("Terrain_DEM", "Road_Hollywood",
"Sidewalk_South", "Sidewalk_North") else "simple"
import_fbx(path, stem, collision)
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
try:
main()
except Exception as exc: # noqa: BLE001
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
with open(RESULT, "w") as f:
f.write("\n".join(lines) + "\n")