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.
277 lines
12 KiB
Python
277 lines
12 KiB
Python
"""Parametric hero façade: 6840 Hollywood Blvd / El Capitan Entertainment Centre.
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Builds the north elevation in the project frame (X east, Y north, Z up, metres,
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origin Hollywood x Highland) and exports it with the named FBX preset
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`ue_metric_v1`, so it imports into Unreal at 1 m = 100 uu.
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blender -b --factory-startup --python Tools/hero_facade_build.py -- \
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--out /tmp/gigline/hero-facade.fbx \
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--save-blend Art/blender/hero/hero-facade-2026-11-07.blend \
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--report Art/blender/hero/hero-facade-2026-11-07.json
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Every dimension traces to a recorded measurement or a named assumption; the
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report writes both, so a later pass can see what was evidence and what was
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invented:
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width 25.75 m measured, OSM way 424024147 north edge
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height 14.50 m tag `height` on the same way
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6 columns, 4.96 m sibling venue notes, cross-checked against the 25.75 m
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frontage (5 bays + one column = 25.70 m)
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three portals photographs: three separate openings, each with its own
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short flight, not one 12 m grand stair
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everything else assumption, listed in the report
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Quieter choices are deliberate: a blockout for the demo, not a scanned facade.
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Detail that the photographs do not resolve (moulding profiles, window rhythm)
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is left abstract rather than invented in fine detail.
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"""
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import argparse
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import json
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import math
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import os
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import sys
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import bpy
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# --- measured / derived ------------------------------------------------------
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FRONTAGE_W = 25.75
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BODY_D = 12.0 # street-side mass only; the building runs 54.9 m deep
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HEIGHT = 14.5
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COLUMN_COUNT = 6
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COLUMN_BAY = 4.96
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FRONTAGE_Y = 0.0 # front plane sits at the building line of the block frame
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# --- assumptions -------------------------------------------------------------
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PEDESTAL_H = 1.45 # column pedestal top; entrance platform sits on it
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COLUMN_D = 0.95 # Ionic shaft diameter at the base
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CAPITAL_H = 0.95
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ENTABLATURE_H = 2.20
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PARAPET_H = 1.60
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PORTAL_W = 3.10 # each of the three door openings
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PORTAL_H = 3.40
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STEP_TREAD = 0.34
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STEP_RISE = 0.15
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STEP_WIDTH = 3.60
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def cube(name, x, y, z, dx, dy, dz, material=None):
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bpy.ops.mesh.primitive_cube_add(size=1.0, location=(x, y, z))
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obj = bpy.context.active_object
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obj.name = name
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obj.scale = (dx, dy, dz)
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bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
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if material:
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obj.data.materials.append(material)
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return obj
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def cylinder(name, x, y, z0, z1, radius, material, vertices=24):
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bpy.ops.mesh.primitive_cylinder_add(
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vertices=vertices,
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radius=radius,
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depth=(z1 - z0),
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location=(x, y, (z0 + z1) / 2.0),
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)
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obj = bpy.context.active_object
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obj.name = name
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if material:
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obj.data.materials.append(material)
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return obj
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def make_material(name, rgba, roughness=0.75):
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mat = bpy.data.materials.new(name)
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mat.use_nodes = True
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bsdf = mat.node_tree.nodes.get("Principled BSDF")
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bsdf.inputs["Base Color"].default_value = rgba
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bsdf.inputs["Roughness"].default_value = roughness
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return mat
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def build():
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scene = bpy.context.scene
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for obj in list(bpy.data.objects):
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bpy.data.objects.remove(obj, do_unlink=True)
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stone = make_material("M_Facade_Stone", (0.78, 0.74, 0.66, 1.0), 0.85)
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stone_dark = make_material("M_Facade_StoneShadow", (0.62, 0.59, 0.53, 1.0), 0.85)
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glass = make_material("M_Facade_GlassDark", (0.05, 0.06, 0.07, 1.0), 0.25)
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banner = make_material("M_Facade_Banner", (0.66, 0.06, 0.05, 1.0), 0.9)
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half_w = FRONTAGE_W / 2.0
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lines = []
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parts = []
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def note(name, dims, evidence):
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parts.append({"object": name, "dims_m": [round(d, 3) for d in dims], "evidence": evidence})
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lines.append(f"[hero] {name:22} {dims[0]:6.2f} x {dims[1]:6.2f} x {dims[2]:6.2f} m ({evidence})")
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# --- main mass ---------------------------------------------------------
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# The mass sits behind the colonnade; its front face is the colonnade line.
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# Inset so the entablature (1.5 m deep) and parapet (1.2 m deep) sit inside the
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# measured 25.75 m frontage instead of overhanging it.
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inset = 0.75
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cube("Hero_Mass", 0.0, -BODY_D / 2.0 - 0.5, HEIGHT / 2.0, FRONTAGE_W - 2 * inset, BODY_D, HEIGHT, stone_dark)
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note("Hero_Mass", (FRONTAGE_W - 2 * inset, BODY_D, HEIGHT),
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"measured frontage x assumption depth x measured height, inset behind the cornice")
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# --- stylobate and steps ----------------------------------------------
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# A plinth from the pavement to the pedestal shelf, with three door flights.
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cube("Hero_Stylobate", 0.0, -1.2, PEDESTAL_H / 2.0, FRONTAGE_W, 2.4, PEDESTAL_H, stone)
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note("Hero_Stylobate", (FRONTAGE_W, 2.4, PEDESTAL_H), "assumption: pedestal height")
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# --- Ionic colonnade ---------------------------------------------------
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col_xs = []
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span = (COLUMN_COUNT - 1) * COLUMN_BAY
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for i in range(COLUMN_COUNT):
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x = -span / 2.0 + i * COLUMN_BAY
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col_xs.append(x)
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cylinder(f"Hero_Pedestal_{i + 1}", x, -0.55, PEDESTAL_H, PEDESTAL_H + 0.55,
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0.62, stone, vertices=16)
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cylinder(f"Hero_Column_{i + 1}", x, -0.55, PEDESTAL_H + 0.55,
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PEDESTAL_H + 0.55 + (HEIGHT - ENTABLATURE_H - PARAPET_H - PEDESTAL_H - 0.55 - CAPITAL_H),
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COLUMN_D / 2.0, stone)
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cylinder(f"Hero_Capital_{i + 1}", x, -0.55,
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HEIGHT - ENTABLATURE_H - PARAPET_H - CAPITAL_H,
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HEIGHT - ENTABLATURE_H - PARAPET_H, 0.62, stone, vertices=16)
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note("Hero_Column_x6", (COLUMN_D, COLUMN_D, HEIGHT - ENTABLATURE_H - PARAPET_H - PEDESTAL_H),
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f"6 columns at {COLUMN_BAY} m centres (sibling notes x measured frontage)")
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# --- entablature and parapet ------------------------------------------
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ent_z0 = HEIGHT - ENTABLATURE_H - PARAPET_H
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cube("Hero_Entablature", 0.0, -0.75, ent_z0 + ENTABLATURE_H / 2.0,
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FRONTAGE_W, 1.5, ENTABLATURE_H, stone)
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note("Hero_Entablature", (FRONTAGE_W, 1.5, ENTABLATURE_H), "assumption: entablature depth")
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cube("Hero_Parapet", 0.0, -0.75, HEIGHT - PARAPET_H / 2.0,
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FRONTAGE_W, 1.2, PARAPET_H, stone)
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note("Hero_Parapet", (FRONTAGE_W, 1.2, PARAPET_H), "assumption: parapet carries the motto band")
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# Motto band: a recessed panel across the parapet, as the photographs show.
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cube("Hero_MottoBand", 0.0, -1.32, HEIGHT - PARAPET_H / 2.0,
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FRONTAGE_W - 3.0, 0.08, 0.85, stone_dark)
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note("Hero_MottoBand", (FRONTAGE_W - 3.0, 0.08, 0.85), "photographs: motto panel above the colonnade")
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# Medallions either side of the inscription.
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for i, x in enumerate((-6.2, 6.2), start=1):
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cylinder(f"Hero_Medallion_{i}", x, -1.36, HEIGHT - PARAPET_H / 2.0 + 0.42,
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HEIGHT - PARAPET_H / 2.0 + 0.44, 0.55, stone_dark, vertices=20)
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note("Hero_Medallion_x2", (1.1, 1.1, 0.02), "photographs: two stone discs beside the motto")
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# --- entrances ---------------------------------------------------------
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# Three portals between column pairs, each with its own short flight.
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portal_xs = (-COLUMN_BAY, 0.0, COLUMN_BAY)
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for i, x in enumerate(portal_xs, start=1):
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# Recessed doorway: a dark panel set into the stylobate face.
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cube(f"Hero_Portal_{i}", x, -2.35, PORTAL_H / 2.0,
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PORTAL_W, 0.10, PORTAL_H, glass)
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# Door grille above the steps, using the banner red for the sign panel.
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cube(f"Hero_PortalSign_{i}", x, -2.42, PORTAL_H + 0.55,
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0.7, 0.06, 0.9, banner)
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# Photographs show four to five risers per portal; the count follows the
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# pedestal height rather than inheriting the old "eight steps" claim.
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steps = max(3, min(5, int(round((PEDESTAL_H - 0.2) / STEP_RISE))))
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for s in range(steps):
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top = PEDESTAL_H - s * STEP_RISE
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cube(f"Hero_Step_{i}_{s + 1}", x,
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-2.4 - 0.14 - s * STEP_TREAD - STEP_TREAD / 2.0,
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top - STEP_RISE / 2.0,
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STEP_WIDTH, STEP_TREAD, STEP_RISE, stone)
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note(f"Hero_PortalFlight_{i}", (PORTAL_W, STEP_TREAD * steps, PEDESTAL_H - 0.2),
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f"{steps} steps at {STEP_RISE:.2f} m rise / {STEP_TREAD:.2f} m tread "
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f"(assumption; photos show 4-5, the old notes said 8)")
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# --- banners -----------------------------------------------------------
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# Three vertical event banners hung from the column line, as the recordings show.
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for i, x in enumerate(portal_xs, start=1):
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cube(f"Hero_Banner_{i}", x, -1.05, 7.9, 1.55, 0.06, 5.4, banner)
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note("Hero_Banner_x3", (1.55, 0.06, 5.4), "photographs: JIMMY KIMMEL LIVE banners on the column line")
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# --- windows -----------------------------------------------------------
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# Two ranks of windows between the columns and behind the colonnade.
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for rank, z in enumerate((4.4, 8.2), start=1):
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for i, x in enumerate(col_xs[:-1], start=1):
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wx = x + COLUMN_BAY / 2.0
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cube(f"Hero_Window_{rank}_{i}", wx, -1.98, z, 2.0, 0.08, 1.9, glass)
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note("Hero_Window_x10", (2.0, 0.08, 1.9), "photographs: window bands behind the colonnade")
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return parts, lines
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def export_fbx(path):
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os.makedirs(os.path.dirname(path), exist_ok=True)
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# Named export preset "ue_metric_v1" - same settings as Tools/scale_test_export.py.
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bpy.ops.export_scene.fbx(
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filepath=path,
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use_selection=False,
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object_types={"MESH"},
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apply_unit_scale=True,
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apply_scale_options="FBX_SCALE_NONE",
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axis_forward="-Y",
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axis_up="Z",
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use_space_transform=True,
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use_mesh_modifiers=True,
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mesh_smooth_type="OFF",
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path_mode="AUTO",
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bake_space_transform=False,
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)
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print(f"[hero] exported FBX preset ue_metric_v1 -> {path}")
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def main():
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argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
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parser = argparse.ArgumentParser()
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parser.add_argument("--out", default="/tmp/gigline/hero-facade.fbx")
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parser.add_argument("--save-blend", default=None)
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parser.add_argument("--report", default=None)
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args = parser.parse_args(argv)
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parts, lines = build()
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for line in lines:
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print(line)
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# Bounds check: the facade must be exactly the measured frontage and height.
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import mathutils
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mn = mathutils.Vector((1e9, 1e9, 1e9))
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mx = mathutils.Vector((-1e9, -1e9, -1e9))
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for obj in bpy.context.scene.objects:
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if obj.type != "MESH":
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continue
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for corner in obj.bound_box:
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world = obj.matrix_world @ mathutils.Vector(corner)
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mn = mathutils.Vector((min(mn[i], world[i]) for i in range(3)))
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mx = mathutils.Vector((max(mx[i], world[i]) for i in range(3)))
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size = mx - mn
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print(f"[hero] bounds: {size.x:.2f} x {size.y:.2f} x {size.z:.2f} m "
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f"(x {mn.x:.2f}..{mx.x:.2f}, y {mn.y:.2f}..{mx.y:.2f}, z {mn.z:.2f}..{mx.z:.2f})")
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if abs(size.z - HEIGHT) > 0.05:
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print(f"[hero] WARNING: height {size.z:.2f} m does not match the {HEIGHT} m tag")
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if args.save_blend:
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os.makedirs(os.path.dirname(args.save_blend), exist_ok=True)
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bpy.ops.wm.save_as_mainfile(filepath=args.save_blend)
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print(f"[hero] saved {args.save_blend}")
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if args.report:
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os.makedirs(os.path.dirname(args.report), exist_ok=True)
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with open(args.report, "w") as handle:
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json.dump(
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{
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"asset": "hero-facade",
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"frame": "project frame, metres, X east Y north Z up",
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"bounds_m": {"min": [round(v, 3) for v in mn], "max": [round(v, 3) for v in mx],
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"size": [round(v, 3) for v in size]},
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"parts": parts,
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},
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handle,
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indent=2,
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)
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print(f"[hero] wrote {args.report}")
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export_fbx(args.out)
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main()
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