Files
gig-line/Tools
zwitschi abace2ad05 feat(tools): AI detail plates from the reference photography; fix floating windows
Adds Tools/facade_detail_concepts.py: generates architectural detail plates from a
local reference photograph through OpenRouter's image models. Spec-driven (eight
studies: door recess, entrance, column order, entablature/cornice, parapet/motto,
window rhythm, street wall, banner), never overwrites (writes -vN), writes a
.refgen.json sidecar (model, prompt, source photo, SHA-256) per image, and keeps
all output under the gitignored Art/reference/facade-details/ - local only, never
shipped. Stdlib only; http 429/5xx back-off; refuses to write a sidecar containing
the token. 11 tests cover the study table, prompt assembly, next-free naming,
data-URL decoding (both response shapes plus a refusal) and the local-only rule.

Measurement pass on the plates: the hero window panes were at Y -1.98, i.e. 1.44 m
in FRONT of the wall (Y -0.50) and ahead of the column line, so the glazing floated
in the colonnade instead of reading as openings behind it. Moved to Y -0.56; hero
rebuilt, re-imported, DemoMap rebuilt, full screenshot set re-rendered.

Docs: Tools/README row, Screenshots README known-issues entry now records the fix.
2026-11-08 17:27:27 +01:00
..

Tools

Repeatable helpers that drive Blender, Unreal, and the reference/asset sources. Nothing here is hand-run twice: every step that produced committed content has a script.

Geographic tools live in Geo/tools/ and the Blender-side builders live next to their output in Art/blender/*/; this folder holds everything that talks to Unreal, the network, or the repository.

Conventions

  • One script, one job. Every input is an argument; no interactive prompts.
  • Absolute paths where a tool crosses into a sandbox (Blender Flatpak, the Unreal commandlet). Those processes do not share the repo's working directory.
  • Unreal commandlets swallow print(), so each writes a result file under /tmp/gigline/. Read the file; do not trust the exit code alone.
  • No credentials, no writes outside the project by default.

Repository and assets

Tool Purpose
check-lfs.sh Fails if the lfs filter is missing or an LFS-tracked file was committed as a plain blob
sibling_asset_audit.py Reads the sibling project's prop library from GLB headers into Art/props/reuse-manifest.json; copies nothing
scale_test_export.py / ue_scale_test_import.py The 1 m = 100 uu scale test; the named presets ue_metric_v1 live in these two files

Reference gathering

Tool Purpose
commons_fetch.py Wikimedia Commons: search, exact File: titles, or a whole category; writes a provenance sidecar.json
page_image_fetch.py Resolves a web page's og:image and downloads it (Flickr, Commons file pages, photo blogs)
addon_compat_probe.py Verifies MPFB/Blosm can load and generate headless on the pinned Blender

Blender content

Tool Purpose
hero_facade_build.py Parametric hero façade; emits a JSON report naming the evidence behind every part
mpfb_character_export.py MPFB human, standard rig, baked skin, FBX export

Unreal import and level building

Tool Purpose
ue_import_site.py Imports the six site FBXs into /Game/Hollywood/Site, setting collision complexity per mesh
ue_hero_facade_import.py Imports the façade and places it on the measured building line
ue_build_demo_map.py Builds /Game/Hollywood/DemoMap: lighting, façade, site meshes, player start
ue_build_review_map.py Rebuilds Test/ReviewMap, stages the shot camera list, and stages the demo-map views
ue_create_input_assets.py Creates /Game/Input actions and the mapping context headlessly
ue_character_import.py Skeletal import plus the material/texture chain Interchange skips

Visual review

Tool Purpose
render_screenshots.py / render_screenshots.sh Rebuilds the review map, runs the game, captures the shot list into Screenshots/
judge_screenshot.py Vision-model pre-check: judges a screenshot against an expected-scene description (--image + --expect, or --shots for every shot in the README). Reads OPENROUTER_API_KEY from .env (ignored). Optional helper — a human must still approve.

Gameplay QA

Command Purpose
UnrealEditor <uproject> /Game/Hollywood/DemoMap -game -qaselftest Headless behaviour check: drives forward input for 2 s, then resets and pauses. Logs GigLine QA: ... PASS/FAIL lines and a final RESULT. Runs only with -qaselftest, so normal play is unaffected.
-qaselftest phases Walk, reset, pause/unpause, a 16-row seam transect (0 holes) and a ground-referenced wall probe (0/35), plus a frame-time capture writing Saved/Profiling/perf-walk-frametimes.csv and logging GigLine PERF:.
gigline.SetupLogs cvar Spawn/input setup logging, off by default (DefaultEngine.ini [ConsoleVariables]); enable at runtime with gigline.SetupLogs 1.

Reference and concept generation

Tool Purpose
facade_detail_concepts.py Generates architectural detail plates from a local reference photograph with an image model (OpenRouter). --list is free and shows which studies have their reference present; --all/--only <name> generates. Never overwrites (writes -v2, -v3), writes a .refgen.json sidecar per image (model, prompt, source photo, SHA-256), and puts everything under Art/reference/facade-details/ — gitignored, local-only, never shipped. Costs money per image, so it is never automatic.
judge_screenshot.py (see Visual review)

Input injection

Tool Purpose
input_emulation.py Pure-stdlib ctypes/fcntl driver that creates a virtual keyboard+mouse on /dev/uinput. The desktop treats it as real hardware, so it proves whether OS input actually reaches the game. Needs /dev/uinput writable (ACL on this host).
input_test.py Injects a scripted sequence into the focused window: --sequence move:2,look:3,jump:1,reset:1,pause:1,click.

Tests

python3 -m pip install -r requirements-tools.txt
python3 -m unittest discover -s Tools/tests -t Tools -p 'test_*.py'

Stdlib unittest, no Blender/Unreal process. See tests/README.md: test the pure parts (encoding, classification, maths, parsing); if logic is buried in main(), extract it into a function so it can be tested.