Files
gig-line/Tools/ue_import_retail_detail.py
T
zwitschi 2614d259aa feat(facades): 0.1.6 retail frontage first pass — Lee Drug and 6806-6820
Models the two retail buildings beside the hero from their own photograph rather
than the generic kit: bronze cornice, mural row, lettering band, stepped Deco
parapet and rounded corner tower on 6800 Lee Drug; burgundy fascia, pilasters,
white-framed windows and banded parapet on 6806-6820. Reference analysis written
before any geometry (Art/blender/retail/ref-analysis.md), every unmeasured
proportion carried into the part report as an assumption.

6822 Budget is deferred, not guessed: no photograph of it exists and the 6.0 x 5.5 m
sliver cannot be read out of the neighbour shot.

Pipeline fixes found on the way:
- render_screenshots.sh called ./Engine/... for the capture step while every
  commandlet used the absolute path; set -e killed the script at 127 *after* the
  maps were rebuilt, so screenshots silently stayed a day old.
- the facade kit applies to every Frontage_*/North_* actor, so it pasted its own
  language over the new modelled facades; it now skips them, and the trim stages as
  RetailTrim_*.
- pure bay arithmetic moved to Tools/_common.py so it is unit-testable without
  Blender (4 new tests, 82 total pass).

Known gaps recorded in Screenshots/README.md, not hidden: the parapet reads as a
blank band, murals and lettering do not resolve at review distance, the tower is a
plain cylinder, and the review camera crops the east end.
2026-11-09 09:10:49 +01:00

95 lines
3.1 KiB
Python
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Import the retail frontage trim (6800 Lee Drug, 6806–6820) into Unreal.
#
# blender -b --factory-startup --python Tools/retail_frontage_build.py -- \
# --out /tmp/gigline/retail --report /tmp/gigline/retail-report.json
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_import_retail_detail.py -nullrhi -unattended -nopause -stdout
#
# Two meshes arrive, one per building, each already at its world position in the
# project frame (the FBX carries the offset), so staging spawns at the origin.
# Destination: /Game/Hollywood/Frontage/<name> — same folder as the block frontage
# so the demo builder stages them together.
#
# Result file: /tmp/gigline/retail-import.txt
import glob
import os
import unreal
SRC = "/tmp/gigline/retail"
DEST = "/Game/Hollywood/Frontage"
RESULT = "/tmp/gigline/retail-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def import_fbx(path, name):
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 None
# Trim is decoration on a solid the player already collides with: no collision
# of its own, otherwise the cornice and mullions become snag points.
try:
body = mesh.get_editor_property("body_setup")
body.set_editor_property("collision_trace_flag",
unreal.CollisionTraceFlag.CTF_USE_COMPLEX_AS_SIMPLE)
mesh.set_editor_property("body_setup", body)
except Exception as exc: # noqa: BLE001
log(f"{name}: collision flag not set ({exc!r})")
box = mesh.get_bounding_box()
mn, mx = box.min, box.max
log(f"{name:22} X {mn.x:8.0f}..{mx.x:8.0f} Y {mn.y:7.0f}..{mx.y:7.0f} "
f"Z {mn.z:5.0f}..{mx.z:5.0f} slots {len(mesh.get_editor_property('static_materials'))}")
return mesh
def main():
files = sorted(glob.glob(os.path.join(SRC, "*.fbx")))
if not files:
log(f"no FBX in {SRC}; run Tools/retail_frontage_build.py first")
return
for path in files:
import_fbx(path, os.path.splitext(os.path.basename(path))[0])
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")