Files
gig-line/Game/GigLine/Source/GigLine/GigLineShotActor.cpp
T
zwitschi 9a3784683f feat(materials): masonry coursing, glass/banner materials, per-slot assignment, telephoto elevations
0.1.4 materials pass plus the camera fix levelling exposed.

Materials (Tools/ue_build_demo_map.py):
- ensure_material() gains optional masonry coursing (world-space course height,
  joint band, joint tint) and roughness variation, so facades read as coursed
  stone/stucco instead of one flat specular plane.
- WorldPosition is in centimetres: course heights in metres are scaled by 100
  (the first attempt divided by 0.55 and the coursing was invisible).
- connect_material_expressions returns False rather than raising, so every link
  now goes through a link() helper that logs failures; UE has no
  MaterialExpressionLess, so the joint mask is Frac -> Divide -> OneMinus -> Clamp.
- New materials: M_FacadeStoneShadow, M_FacadeGlass (specular 0.62 ~ IOR 1.5),
  M_FacadeBanner.
- Material assignment is now per SLOT keyed on the imported slot material name.
  It was slot-0 only, which on the hero is the banner, so stone, shadow stone and
  glazing still wore flat Blender materials. Hero now 4/4 slots.

Cameras (GigLineShotActor + ue_build_review_map):
- Optional per-shot ShotFieldOfView; the shot tuples take a 4th element.
- Elevations use a 42-55 deg lens from across the street: with the cameras
  levelled (0.1.2 follow-up) the building was small in frame, and tilting to fill
  it is what breaks the verticals. hero-facade-front sky 39% -> 20%,
  demo-spawn-view 23% -> 16%.

Screenshots re-rendered for the whole set.
2026-11-08 19:00:41 +01:00

101 lines
2.7 KiB
C++

#include "GigLineShotActor.h"
#include "Camera/CameraActor.h"
#include "Camera/CameraComponent.h"
#include "Engine/World.h"
#include "GameFramework/PlayerController.h"
#include "UnrealClient.h"
AGigLineShotActor::AGigLineShotActor()
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
}
void AGigLineShotActor::BeginPlay()
{
Super::BeginPlay();
NextShot();
}
void AGigLineShotActor::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
// QA mode: the -qaselftest run owns the process (it walks, resets, pauses,
// transects, then quits on its own). Skip the screenshot rounds so the game
// does not exit mid-test via bQuitWhenDone.
if (FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
{
return;
}
if (bWaitingForSettle)
{
SettleCountdown -= DeltaSeconds;
if (SettleCountdown <= 0.f)
{
bWaitingForSettle = false;
// Use the stable custom name only (no list-index prefix): inserting or
// reordering cameras must not renumber files and orphan the old ones.
const FString Name = CurrentShot < ShotNames.Num()
? ShotNames[CurrentShot]
: FString::FromInt(CurrentShot);
const FString FileName = FString::Printf(TEXT("review-%s"), *Name);
// Resolution is the game window's; the runner passes -ResX/-ResY.
FScreenshotRequest::RequestScreenshot(FileName, /*bInShowUI=*/true, false);
bWaitingForScreenshot = true;
}
return;
}
if (bWaitingForScreenshot && !FScreenshotRequest::IsScreenshotRequested())
{
bWaitingForScreenshot = false;
UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: captured %s"), *FScreenshotRequest::GetFilename());
++CurrentShot;
NextShot();
}
}
void AGigLineShotActor::NextShot()
{
if (!PlayerController)
{
PlayerController = GetWorld()->GetFirstPlayerController();
}
if (CurrentShot >= ShotLocations.Num() || !PlayerController)
{
UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: done (%d shots)"), CurrentShot);
if (bQuitWhenDone)
{
PlayerController->ConsoleCommand(TEXT("quit"));
}
return;
}
if (CurrentCamera)
{
CurrentCamera->Destroy();
}
FActorSpawnParameters Params;
Params.ObjectFlags |= RF_Transient;
CurrentCamera = GetWorld()->SpawnActor<ACameraActor>(
ACameraActor::StaticClass(), ShotLocations[CurrentShot], ShotRotations[CurrentShot], Params);
if (ShotFieldOfView.IsValidIndex(CurrentShot) && ShotFieldOfView[CurrentShot] > 0.0f)
{
if (UCameraComponent* Cam = CurrentCamera->GetCameraComponent())
{
// Long lens for elevations: fills the frame from across the street
// without pitching the camera, so verticals stay parallel.
Cam->SetFieldOfView(ShotFieldOfView[CurrentShot]);
}
}
PlayerController->SetViewTarget(CurrentCamera);
SettleCountdown = SettleSeconds;
bWaitingForSettle = true;
}