Files
gig-line/Tools/ue_build_demo_map.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

128 lines
5.1 KiB
Python

# Build /Game/Hollywood/DemoMap: the walkable demo level.
#
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_build_demo_map.py -nullrhi -unattended -nopause -stdout
#
# Content this map expects (built by earlier steps):
# /Game/Hollywood/ElCapitan/SM_HeroFacade Tools/ue_hero_facade_import.py
# /Game/Hollywood/Site/... Tools/ue_import_site.py
#
# Map conventions, from Geo/manifests/local-origin.md:
# X east, Y south, Z up, centimetres, origin at Hollywood x Highland.
# The player starts on the north sidewalk opposite the hero frontage, looking
# south at it, which is the view the reference photographs were taken from.
#
# Every actor is (re)created by label, so rerunning the script rebuilds the map
# deterministically instead of stacking duplicates.
import os
import unreal
MAP = "/Game/Hollywood/DemoMap"
RESULT = "/tmp/gigline/demo-map.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def spawn(cls, loc, label, rot=None):
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(cls, loc)
if actor is None:
log(f"spawn {cls} failed")
return None
if rot is not None:
actor.set_actor_rotation(rot, False)
actor.set_actor_label(label)
return actor
def clear(prefixes=()):
removed = 0
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
label = actor.get_actor_label()
if label.startswith(prefixes):
unreal.EditorLevelLibrary.destroy_actor(actor)
removed += 1
return removed
def build():
# --- level ------------------------------------------------------------
if unreal.EditorAssetLibrary.does_asset_exist(MAP):
if not unreal.EditorLevelLibrary.load_level(MAP):
log(f"could not load {MAP}")
return
else:
if not unreal.EditorLevelLibrary.new_level(MAP):
log(f"could not create {MAP}")
return
removed = clear(("Demo_", "PlayerStart", "Hero_Facade"))
log(f"cleared {removed} previous demo actors")
# --- lighting ---------------------------------------------------------
spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 2000), "Demo_Sun",
unreal.Rotator(pitch=-35.0, yaw=200.0, roll=0.0))
spawn(unreal.SkyLight, unreal.Vector(0, 0, 2000), "Demo_SkyLight")
spawn(unreal.SkyAtmosphere, unreal.Vector(0, 0, 0), "Demo_Sky")
log("staged: sun, sky light, sky atmosphere")
# --- hero facade on the measured building line ------------------------
hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
if hero:
actor = spawn(unreal.StaticMeshActor, unreal.Vector(-10722.5, -1443.0, 0.0), "Hero_Facade")
if actor:
actor.static_mesh_component.set_static_mesh(hero)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
log("staged: Hero_Facade at the building line")
else:
log("MISSING: SM_HeroFacade — run Tools/ue_hero_facade_import.py")
# --- site meshes, if they have been imported --------------------------
imported = 0
for name in ("Terrain_DEM", "Road_Hollywood", "Sidewalk_South", "Sidewalk_North",
"Kerb_South", "Kerb_North", "Crossing_Markings"):
mesh = unreal.EditorAssetLibrary.load_asset(f"/Game/Hollywood/Site/{name}")
if mesh is None:
continue
actor = spawn(unreal.StaticMeshActor, unreal.Vector(0, 0, 0), f"Demo_{name}")
if actor:
actor.static_mesh_component.set_static_mesh(mesh)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
imported += 1
log(f"staged {imported} site meshes from /Game/Hollywood/Site")
# --- player start: north sidewalk, facing the hero frontage -------------
# Signs were measured from the imported meshes rather than assumed: the FBX
# preset flips north, so in Unreal the road spans Y -1382..+1047, the NORTH
# sidewalk is at Y -1912..-1053 and the SOUTH sidewalk at Y +718..+1447. The
# facade stands at Y -1450. Stand on the north sidewalk and look north (-Y).
spawn(unreal.PlayerStart, unreal.Vector(-10722.5, -3500.0, 120.0), "Demo_PlayerStart",
unreal.Rotator(pitch=0.0, yaw=0.0, roll=0.0))
log("staged: Demo_PlayerStart on the north sidewalk facing south")
# A lockable LFS .umap checks out read-only, which makes save_map silently
# return False — chmod u+w first or the staged actors never persist.
umap = os.path.join(unreal.Paths.project_dir(), MAP.replace("/Game/", "Content/") + ".umap")
if os.path.exists(umap) and not os.access(umap, os.W_OK):
os.chmod(umap, 0o644)
log(f"map writable: chmod u+w {umap}")
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), MAP)
log(f"save_map {MAP}: {saved}")
try:
build()
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")