Files
gig-line/Tools/README.md
T
zwitschi 2614d259aa feat(facades): 0.1.6 retail frontage first pass — Lee Drug and 6806-6820
Models the two retail buildings beside the hero from their own photograph rather
than the generic kit: bronze cornice, mural row, lettering band, stepped Deco
parapet and rounded corner tower on 6800 Lee Drug; burgundy fascia, pilasters,
white-framed windows and banded parapet on 6806-6820. Reference analysis written
before any geometry (Art/blender/retail/ref-analysis.md), every unmeasured
proportion carried into the part report as an assumption.

6822 Budget is deferred, not guessed: no photograph of it exists and the 6.0 x 5.5 m
sliver cannot be read out of the neighbour shot.

Pipeline fixes found on the way:
- render_screenshots.sh called ./Engine/... for the capture step while every
  commandlet used the absolute path; set -e killed the script at 127 *after* the
  maps were rebuilt, so screenshots silently stayed a day old.
- the facade kit applies to every Frontage_*/North_* actor, so it pasted its own
  language over the new modelled facades; it now skips them, and the trim stages as
  RetailTrim_*.
- pure bay arithmetic moved to Tools/_common.py so it is unit-testable without
  Blender (4 new tests, 82 total pass).

Known gaps recorded in Screenshots/README.md, not hidden: the parapet reads as a
blank band, murals and lettering do not resolve at review distance, the tower is a
plain cylinder, and the review camera crops the east end.
2026-11-09 09:10:49 +01:00

100 lines
10 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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/`](../Geo/README.md) 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 |
| `facade_kit_build.py` | Builds the reusable façade **module kit** at the measured 4.96 m bay: pilaster, sill, lintel, window bay (surround + glazing), shopfront bay (piers, glass, fascia), door bay (jambs, door, threshold), cornice and parapet + coping. Exports each piece with the shared preset plus a JSON part report (dims + evidence per piece). |
| `ue_import_retail_detail.py` | Imports the two retail trim meshes into `/Game/Hollywood/Frontage` with complex-as-simple collision — the trim decorates a solid the player already collides with, so it must not add snag points. Staged by the demo builder as `RetailTrim_*`. |
| `ue_import_facade_kit.py` | Imports the kit into `/Game/Hollywood/Kit/*` as static meshes with complex-as-simple collision; writes `/tmp/gigline/kit-import.txt`. |
| `retail_frontage_build.py` | Retail frontage trim for **6800 Lee Drug** and **6806–6820** (0.1.6): bronze cornice, mural row, lettering band, stepped Deco parapet and rounded corner tower on Lee Drug; burgundy fascia, pilasters, white-framed windows and banded parapet on 6806–6820. Built in world coordinates from the blockout bounds, one joined mesh per building, JSON part report with the evidence behind every piece. `6822 Budget` is **not** built — no photograph exists. |
| `retail_frontage_build.py` | Retail frontage trim for **6800 Lee Drug** and **6806–6820** (0.1.6): bronze cornice, mural row, lettering band, stepped Deco parapet and rounded corner tower on Lee Drug; burgundy fascia, pilasters, white-framed windows and banded parapet on 6806–6820. Built in world coordinates from the blockout bounds, one joined mesh per building, JSON part report with the evidence behind every piece. `6822 Budget` is **not** built — no photograph exists. |
| `theatre_trim_build.py` | El Capitan Theatre trim: projecting marquee canopy, illuminated fascia, recessed soffit, vertical blade sign with frame and bracket. Built **in world coordinates** (span and pavement height baked in) with a JSON part report, so staging is a single spawn at the origin. |
| `ue_stage_theatre_trim.py` | Imports the trim to `/Game/Hollywood/Theatre` and stages one actor per piece in the DemoMap with site materials; clears a previous run first. |
| `ue_apply_facade_kit.py` | Lays the kit over a building's street face from its own bounding box: bay count = round(width / 4.96), storeys from the height, shopfronts on the ground floor, windows above, pilasters on bay boundaries, cornice and parapet at the top. Clears a previous application first; unique labels per building. |
| `generate_facade_textures.py` | Deterministic stdlib PNG generator for the facade maps (`T_StoneAshlar`, `T_Stucco`, `T_Asphalt`, `T_Concrete`, each `_BC` base colour + `_R` roughness). Pure-zlib writer, hash-based value noise, identical bytes on every run; `--size` and `--out` (`/tmp/gigline/textures` by default). `ue_build_demo_map.py` imports them into `/Game/Hollywood/Textures` and samples them world-aligned. |
| `ue_audit_scene.py` | Gate on the DemoMap: no unmaterialed actor, every verified frontage span within tolerance (`ue_placement`), no duplicate actor labels. Writes `/tmp/gigline/scene-audit.txt`; `render_screenshots.sh --verify` fails on a non-zero failure count. Catches the class of defect that still renders plausibly. |
| `ue_placement.py` | Single source of truth for where staged actors belong in the DemoMap (hero position, verified frontage spans) plus `span_error`/`describe_span_failure` validators. Exists because the hero position was written twice and drifted — the importer kept the pre-`0.1.0` value and moved the hero 13 m east onto the wrong side of the boulevard. No `unreal` import, so it is unit-tested. |
| `ue_common.py` | Shared helpers for the Unreal commandlet scripts: `make_writable()` clears the read-only bit an LFS `.umap` checks out with (otherwise `save_map()` returns False silently), and `require_saved()` makes that failure explicit. |
| `fbx_export_preset.py` | The **single** FBX export preset (`ue_metric_v1` / `ue_character_v1`): metres→centimetres via `FBX_SCALE_NONE`, axis mapping east +X / north −Y / up +Z, `mesh_smooth_type="FACE"` (smoothing groups survive the import). Every Blender exporter imports it instead of copying the argument block; `preset_kwargs()` is bpy-free and unit-tested. |
| `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, advisory only — the model is unreliable on this content and never replaces a human verdict. |
| `visual_loop.py` | The reference-vs-render loop. `--verify` gates each capture against its expectation in `visual_targets.json` (blank/short/wrong-size/tone-less shots fail); `--compare` measures luminance, contrast, edge density, palette and 3×3 composition against the reference photograph and turns the deltas into modelling actions naming the skill to consult (`blender-modeler`, `archviz`, `materials`, `lookdev`, `camera-cinematography`); `--iteration N` writes the artefacts under `Art/reference/iterations/N/`, which is **gitignored until the owner confirms a shot**. |
| `visual_targets.json` | Per-shot expectation and reference photograph for `visual_loop.py`. Every entry must be a demo-map shot. |
## 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), a ground-referenced wall probe (0/35) and a **facade occlusion probe** that fires sideways from the road centre and requires a blocking wall wherever a building is staged (0/9), 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 **frontal building plates** (whole elevation, entrance in its facade, or building with neighbours) from a local reference photograph with an image model (OpenRouter); close-up detail crops are deliberately not requested because they cannot be measured for proportion. `--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
```bash
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`](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.