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