Merged PR #29: v0.1.3 packaging and setup fixes Co-authored-by: Zwitschi <zwitschi82@gmail.com>
139 lines
5.4 KiB
Python
139 lines
5.4 KiB
Python
# Imports the hero façade FBX into Unreal with the named preset `ue_metric_v1`
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# and places it at the measured site position.
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#
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# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/ue_hero_facade_import.py -nullrhi -unattended -nopause -stdout
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#
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# Placement follows Geo/manifests/local-origin.md and the blockout frame:
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# project X = UTM easting - 376515.389 (east +)
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# project Y = -(UTM northing - 3774224.083) in Unreal, because the FBX preset
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# maps Blender +Y (north) to Unreal -Y and Blender +X to Unreal +X. The building
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# line of the hero block sits at Unreal Y = -1450 cm (14.5 m south of the road
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# centreline, from the street profile), and the hero's east edge at
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# X = -12024.5 cm (projected control point in local-origin.md).
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import os
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import sys
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import unreal
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import ue_common # noqa: E402
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FBX = "/tmp/gigline/hero-facade.fbx"
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DEST = "/Game/Hollywood/ElCapitan"
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ACTOR_LABEL = "Hero_Facade"
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LEVEL = "/Game/Hollywood/DemoMap"
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# Unreal centimetres: south-east corner of the façade, on the building line.
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PLACEMENT_CM = (-12024.5, -1450.0, 0.0)
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RESULT = "/tmp/gigline/hero-facade-import.txt"
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lines = []
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def log(msg):
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lines.append(str(msg))
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def import_fbx():
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task = unreal.AssetImportTask()
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task.filename = FBX
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task.destination_path = DEST
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task.destination_name = "SM_HeroFacade"
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task.automated = True
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task.save = True
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task.replace_existing = True
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ui = unreal.FbxImportUI()
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ui.import_mesh = True
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ui.import_materials = True
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ui.import_textures = False
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ui.import_as_skeletal = False
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smd = ui.static_mesh_import_data
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smd.import_uniform_scale = 1.0
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smd.combine_meshes = True
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smd.convert_scene_unit = False
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smd.force_front_x_axis = False
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smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
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task.options = ui
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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def _make_map_writable(level: str) -> None:
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"""Clear the read-only bit an LFS .umap checks out with.
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Without this `save_map()` returns False and the staged actor is lost on the
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next load — no exception, no non-zero exit (see MEMORY: 0.1.x trap).
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"""
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content = unreal.Paths.project_content_dir()
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rel = level[len("/Game/"):] if level.startswith("/Game/") else level
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umap = os.path.join(content, rel + ".umap")
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note = ue_common.make_writable(umap)
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if note:
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log(f"map writable: {note}")
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def measure_and_place():
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asset = unreal.EditorAssetLibrary.load_asset(f"{DEST}/SM_HeroFacade")
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if asset is None:
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log(f"MISSING {DEST}/SM_HeroFacade")
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return
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# Collision: complex-as-simple, not auto-generated convex hulls.
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# The facade is 95 separate parts across 26 m; Unreal's auto hull generation
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# wraps them in a few coarse hulls that bulged into the street (the QA wall
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# probe went 0/35 -> 2/35 after trying it). Complex-as-simple makes the real
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# triangles the simple collision, so line traces and capsule sweeps block on
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# the actual wall — the same approach used for the terrain, for the same
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# reason. The flag lives on the asset, so save it explicitly.
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unreal.GigLineAssetTools.set_complex_collision_as_simple(asset, True)
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saved = unreal.EditorAssetLibrary.save_loaded_asset(asset)
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log(f"collision: {unreal.GigLineAssetTools.get_collision_complexity(asset)} (saved={saved})")
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box = asset.get_bounding_box()
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mn, mx = box.min, box.max
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log(f"SM_HeroFacade bounds cm: size=({mx.x - mn.x:.1f}, {mx.y - mn.y:.1f}, {mx.z - mn.z:.1f}) "
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f"min=({mn.x:.1f}, {mn.y:.1f}, {mn.z:.1f})")
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# StaticMaterial is a struct wrapper: the material is its material_interface.
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names = []
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for sm in asset.get_editor_property("static_materials"):
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mat = sm.get_editor_property("material_interface")
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names.append(mat.get_name() if mat else "None")
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log(f"materials: {names}")
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# Place on the demo map if it exists; otherwise create it from the empty level.
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if unreal.EditorAssetLibrary.does_asset_exist(LEVEL):
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unreal.EditorLevelLibrary.load_level(LEVEL)
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else:
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if not unreal.EditorLevelLibrary.new_level(LEVEL):
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log(f"could not create {LEVEL}")
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return
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for actor in unreal.EditorLevelLibrary.get_all_level_actors():
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if actor.get_actor_label() == ACTOR_LABEL:
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unreal.EditorLevelLibrary.destroy_actor(actor)
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actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
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unreal.StaticMeshActor, unreal.Vector(*PLACEMENT_CM))
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actor.set_actor_label(ACTOR_LABEL)
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comp = actor.static_mesh_component
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comp.set_static_mesh(asset)
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comp.set_mobility(unreal.ComponentMobility.STATIC)
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log(f"placed {ACTOR_LABEL} at {PLACEMENT_CM} (cm) on {LEVEL}")
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_make_map_writable(LEVEL)
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saved = unreal.EditorLoadingAndSavingUtils.save_map(
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unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
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log(f"save_map {LEVEL}: {saved}")
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if not ue_common.require_saved(saved, LEVEL):
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log(f"FAILED to save {LEVEL} — staged content will not persist")
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try:
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import_fbx()
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measure_and_place()
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except Exception as exc: # noqa: BLE001
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import traceback
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log(f"FAILED: {type(exc).__name__}: {exc}")
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log(traceback.format_exc())
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with open(RESULT, "w") as handle:
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handle.write("\n".join(lines) + "\n")
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