One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:
Tools/unreal/ commandlets and the two map builders, with ue_common.py and ue_placement.py as the
shared imports (they need the engine)
Tools/blender/ builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
(they need the Blender Flatpak)
Tools/review/ the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
visual_targets.json
Tools/gen/ image and texture generation: the ComfyUI driver, deterministic texture writers,
reference fetching
Tools/input/ OS-level input injection
root _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/
Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.
51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.
Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
369 lines
15 KiB
Python
369 lines
15 KiB
Python
#!/usr/bin/env python3
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"""Turn the provided hot-hatch .blend into UE-ready assets.
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blender -b "Art/blender/vehicle/hot hatch.blend" \
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--python Tools/blender/vehicle_from_template.py -- \
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--out /tmp/gigline/hatch --report /tmp/gigline/hatch/report.json
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Follows two skills:
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* **vehicle-artist** — one object per system (body, wheels, glass, lights, trim,
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mirrors), collision planned with the body, LODs planned before export.
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* **unreal-export** — scale confirmed with a known dimension, `SM_`/`UCX_` naming,
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LOD chain, and every asset measured after import.
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The template is not to scale: its longest axis is 7.21 m, which no hot hatch is. The
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tool therefore normalises to a documented real length (default 4.05 m) and records the
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factor, rather than exporting whatever units the file happened to use. That is the
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"confirm scale with known-dimension test" step, done before the export instead of after
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the import.
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"""
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from __future__ import annotations
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import argparse
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import json
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import os
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import sys
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import bpy
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sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
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import fbx_export_preset # noqa: E402
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# A three-door hot hatch: 4.05 m long, 1.75 m wide, 1.42 m tall.
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TARGET_LENGTH_M = 4.05
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TARGET_WIDTH_M = 1.75
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TARGET_HEIGHT_M = 1.42
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PARTS: list[str] = []
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def log(message: str) -> None:
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PARTS.append(message)
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print(f"[hatch] {message}")
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SYSTEM_RULES = (
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# (system, material substrings that identify it, object-name substrings)
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("glass", ("windows",), ("Cube.003",)),
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("lights", ("light", "reflector"), ("lights and grill", "Cylinder.003", "Cylinder.004")),
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("mirrors", ("mirror",), ("Cube.005",)),
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("wheels", ("rubber", "brake caliper", "black shiny metal"), ("Cylinder", "Cylinder.001")),
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("trim", ("plastic black", "pure black", "chrome", "black metal", "rough chrome"),
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("Cube.001", "Cube.002", "Cube.004", "Cube.006", "Cube.007", "Cylinder.002")),
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)
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def _colour_rank(colour):
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"""Sort key for picking a paint colour: saturation first, then brightness."""
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return (max(colour) - min(colour), sum(colour))
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def read_material(material):
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"""Base colour, roughness and metallic for a material, Principled or legacy.
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The template's car paint is a **legacy node graph** - mix shaders over glossy and
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diffuse BSDFs - not a Principled shader. Reading only Principled skipped it, which is
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exactly why the car arrived in Unreal near-black: the paint colour never left Blender.
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For those graphs the colour is taken from the mix nodes, which is where the red lives.
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"""
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if not material.use_nodes:
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return None
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nodes = material.node_tree.nodes
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bsdf = nodes.get("Principled BSDF")
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if bsdf:
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colour = bsdf.inputs["Base Color"].default_value
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return {
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"base_color": [round(colour[0], 4), round(colour[1], 4), round(colour[2], 4)],
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"roughness": round(bsdf.inputs["Roughness"].default_value, 4),
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"metallic": round(bsdf.inputs["Metallic"].default_value, 4),
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"source": "principled",
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}
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# Legacy graph: the largest colour found on a mix or diffuse node is the paint.
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best = None
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roughness = 0.5
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metallic = 0.0
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for node in nodes:
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if node.type in ("MIX", "MIX_RGB"):
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for socket in node.inputs:
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try:
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value = socket.default_value
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except Exception: # noqa: BLE001 - not every socket has a default
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continue
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if not hasattr(value, "__len__") or len(value) < 3:
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continue
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candidate = (value[0], value[1], value[2])
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if max(candidate) < 0.03:
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continue
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# Prefer the most saturated colour, not the brightest: the paint's red
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# (0.49, 0, 0) is darker than the 0.8 grey diffuse beside it, and a
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# "brightest wins" rule picked the grey - which is how a red car reaches
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# Unreal as a grey one.
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if best is None or _colour_rank(candidate) > _colour_rank(best):
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best = candidate
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elif node.type == "BSDF_DIFFUSE":
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colour = node.inputs["Color"].default_value
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candidate = (colour[0], colour[1], colour[2])
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if best is None or _colour_rank(candidate) > _colour_rank(best):
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best = candidate
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elif node.type == "BSDF_GLOSSY":
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try:
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roughness = round(node.inputs["Roughness"].default_value, 4)
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except Exception: # noqa: BLE001
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pass
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if best is None:
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return None
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return {
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"base_color": [round(best[0], 4), round(best[1], 4), round(best[2], 4)],
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"roughness": roughness,
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"metallic": metallic,
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"source": "legacy graph",
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}
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def ensure_principled(material):
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"""Rewire a legacy graph to a Principled BSDF so the FBX export carries a colour.
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The template's car paint is a mix-shader graph, and the FBX exporter cannot map that -
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which is why SM_Vehicle_Body arrived in Unreal holding `WorldGridMaterial` (the default
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fallback) and rendered black while Blender showed red. Converting in place keeps the
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colour and makes the export uniform.
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"""
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if not material.use_nodes:
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return False
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nodes = material.node_tree.nodes
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if nodes.get("Principled BSDF"):
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return False
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spec = read_material(material)
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if not spec:
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return False
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nodes.clear()
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output = nodes.new("ShaderNodeOutputMaterial")
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bsdf = nodes.new("ShaderNodeBsdfPrincipled")
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colour = spec["base_color"]
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bsdf.inputs["Base Color"].default_value = (colour[0], colour[1], colour[2], 1.0)
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bsdf.inputs["Roughness"].default_value = max(0.05, spec.get("roughness", 0.5))
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bsdf.inputs["Metallic"].default_value = spec.get("metallic", 0.0)
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material.node_tree.links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
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log(f"converted {material.name} to Principled, base "
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f"{tuple(round(c, 3) for c in colour)}")
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return True
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def classify(obj):
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"""Assign an object to a system by its materials first, then by its name."""
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materials = [m.name.lower() for m in obj.data.materials if m]
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name = obj.name.lower()
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for system, materials_hint, names_hint in SYSTEM_RULES:
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if any(hint in name for hint in (n.lower() for n in names_hint)):
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return system
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if any(any(h in material for h in materials_hint) for material in materials):
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return system
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return "body"
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def min_z(objects):
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from mathutils import Vector
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lowest = None
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for obj in objects:
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for corner in obj.bound_box:
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z = (obj.matrix_world @ Vector(corner)).z
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lowest = z if lowest is None else min(lowest, z)
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return lowest if lowest is not None else 0.0
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def normalise_scale(objects):
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"""Scale and centre the whole car so it matches the documented dimensions."""
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xs, ys, zs = [], [], []
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for obj in objects:
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for corner in obj.bound_box:
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world = obj.matrix_world @ __import__("mathutils").Vector(corner)
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xs.append(world.x)
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ys.append(world.y)
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zs.append(world.z)
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length = max(ys) - min(ys)
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width = max(xs) - min(xs)
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height = max(zs) - min(zs)
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log(f"template bounds: {length:.2f} x {width:.2f} x {height:.2f} m")
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factor = TARGET_LENGTH_M / length if length > 0.01 else 1.0
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log(f"scale factor {factor:.4f} (target length {TARGET_LENGTH_M} m, "
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f"was {length:.2f} m)")
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for obj in objects:
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obj.scale = tuple(s * factor for s in obj.scale)
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obj.location = tuple(l * factor for l in obj.location)
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bpy.context.view_layer.update()
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# Drop the car onto Z 0 and centre it on the origin in X/Y. Ground on the WHEELS, not
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# on the whole model: the lowest geometry in the file is exhaust/underbody, so grounding
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# on everything left the tyres floating by the difference.
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xs, ys, zs = [], [], []
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for obj in objects:
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for corner in obj.bound_box:
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world = obj.matrix_world @ __import__("mathutils").Vector(corner)
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xs.append(world.x)
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ys.append(world.y)
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zs.append(world.z)
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wheels = [o for o in objects if "rubber" in [m.name.lower() for m in o.data.materials if m]]
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ground = min_z(wheels) if wheels else min(zs)
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log(f"grounding on {'wheels' if wheels else 'whole model'}: lowest Z {ground:.3f} m")
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offset = __import__("mathutils").Vector(
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(-(min(xs) + max(xs)) / 2.0, -(min(ys) + max(ys)) / 2.0, -ground))
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for obj in objects:
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obj.location = tuple(l + o for l, o in zip(obj.location, offset))
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bpy.context.view_layer.update()
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log(f"centred and grounded (offset {offset.x:.2f}, {offset.y:.2f}, {offset.z:.2f} m)")
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def join_system(objects, name):
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bpy.ops.object.select_all(action="DESELECT")
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for obj in objects:
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obj.select_set(True)
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bpy.context.view_layer.objects.active = objects[0]
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if len(objects) > 1:
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bpy.ops.object.join()
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joined = bpy.context.active_object
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joined.name = name
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return joined
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def add_collision(body):
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"""One convex box per major volume, `UCX_`-prefixed for Unreal."""
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hulls = []
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xs, ys, zs = [], [], []
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for corner in body.bound_box:
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world = body.matrix_world @ __import__("mathutils").Vector(corner)
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xs.append(world.x)
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ys.append(world.y)
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zs.append(world.z)
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length, width, height = max(ys) - min(ys), max(xs) - min(xs), max(zs) - min(zs)
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centre = ((min(xs) + max(xs)) / 2.0, (min(ys) + max(ys)) / 2.0,
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min(zs) + height * 0.5)
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bpy.ops.mesh.primitive_cube_add(size=1.0, location=centre)
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hull = bpy.context.active_object
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hull.name = "UCX_SM_Vehicle_Body_01"
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hull.scale = (width * 0.96, length * 0.98, height * 0.62)
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bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
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hull.hide_render = True
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hulls.append(hull)
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log(f"collision: 1 hull {width*0.96:.2f} x {length*0.98:.2f} x {height*0.62:.2f} m")
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return hulls
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def decimate_copy(source, name, ratio):
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bpy.ops.object.select_all(action="DESELECT")
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source.select_set(True)
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bpy.context.view_layer.objects.active = source
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bpy.ops.object.duplicate()
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copy = bpy.context.active_object
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copy.name = name
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modifier = copy.modifiers.new(name="LOD", type="DECIMATE")
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modifier.ratio = ratio
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bpy.ops.object.modifier_apply(modifier=modifier.name)
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return copy
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def main(argv=None) -> int:
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argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
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ap = argparse.ArgumentParser(description=__doc__,
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formatter_class=argparse.RawDescriptionHelpFormatter)
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ap.add_argument("--out", default="/tmp/gigline/hatch")
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ap.add_argument("--report", default="/tmp/gigline/hatch/report.json")
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args = ap.parse_args(argv)
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meshes = [o for o in bpy.data.objects if o.type == "MESH"]
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if not meshes:
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raise SystemExit("no meshes in the template")
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log(f"template: {len(meshes)} mesh objects, "
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f"{sum(len(o.data.vertices) for o in meshes)} vertices")
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normalise_scale(meshes)
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systems = {}
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for obj in meshes:
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systems.setdefault(classify(obj), []).append(obj)
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log("systems: " + ", ".join(f"{k}={len(v)} objects" for k, v in systems.items()))
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os.makedirs(args.out, exist_ok=True)
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exported = {}
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joined = {}
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for system, objects in systems.items():
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name = {
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"body": "SM_Vehicle_Body",
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"glass": "SM_Vehicle_Glass",
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"lights": "SM_Vehicle_Lights",
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"mirrors": "SM_Vehicle_Mirrors",
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"wheels": "SM_Vehicle_Wheels",
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"trim": "SM_Vehicle_Trim",
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}[system]
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obj = join_system(objects, name)
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joined[system] = obj
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path = os.path.join(args.out, f"{system}.fbx")
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bpy.ops.object.select_all(action="DESELECT")
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obj.select_set(True)
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bpy.context.view_layer.objects.active = obj
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fbx_export_preset.export_static(path, selection=True)
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exported[system] = path
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tris = sum(len(p.vertices) - 2 for p in obj.data.polygons)
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log(f"{name}: {tris} triangles -> {path}")
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hulls = add_collision(joined["body"])
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bpy.ops.object.select_all(action="DESELECT")
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joined["body"].select_set(True)
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for hull in hulls:
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hull.select_set(True)
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bpy.context.view_layer.objects.active = joined["body"]
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fbx_export_preset.export_static(os.path.join(args.out, "body.fbx"), selection=True)
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log("body re-exported with its UCX hull")
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lods = {}
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for index, ratio in ((1, 0.35), (2, 0.12)):
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lod = decimate_copy(joined["body"], f"SM_Vehicle_Body_LOD{index}", ratio)
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path = os.path.join(args.out, f"body_lod{index}.fbx")
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bpy.ops.object.select_all(action="DESELECT")
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lod.select_set(True)
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bpy.context.view_layer.objects.active = lod
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fbx_export_preset.export_static(path, selection=True)
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tris = sum(len(p.vertices) - 2 for p in lod.data.polygons)
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lods[f"body_lod{index}"] = {"path": path, "triangles": tris}
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log(f"SM_Vehicle_Body_LOD{index}: {tris} triangles")
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bpy.data.objects.remove(lod, do_unlink=True)
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converted = sum(1 for m in bpy.data.materials if ensure_principled(m))
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log(f"legacy materials converted for export: {converted}")
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materials = {}
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for material in bpy.data.materials:
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found = read_material(material)
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if found:
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materials[material.name] = found
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principled = sum(1 for m in bpy.data.materials
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if m.use_nodes and m.node_tree.nodes.get("Principled BSDF"))
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log(f"materials: {len(materials)} read, {principled} of them Principled, "
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f"{len(materials) - principled} from legacy graphs")
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report = {
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"template": bpy.data.filepath,
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"materials": materials,
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"target_dimensions_m": {"length": TARGET_LENGTH_M, "width": TARGET_WIDTH_M,
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"height": TARGET_HEIGHT_M},
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"systems": {system: {"object": joined[system].name,
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"triangles": sum(len(p.vertices) - 2
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for p in joined[system].data.polygons),
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"fbx": exported.get(system)}
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for system in joined},
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"lods": lods,
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"collision": [h.name for h in hulls],
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"log": PARTS,
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}
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os.makedirs(os.path.dirname(os.path.abspath(args.report)), exist_ok=True)
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with open(args.report, "w") as handle:
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json.dump(report, handle, indent=2)
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print(f"[hatch] report -> {args.report}")
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return 0
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if __name__ == "__main__":
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raise SystemExit(main())
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