Files
gig-line/Tools/ue_build_review_map.py
T
zwitschi c5e30d1c36 feat: hero facade blockout for 6840 Hollywood Blvd
Tools/hero_facade_build.py builds the north elevation parametrically and writes
a JSON report naming the evidence behind every part: the 25.75 m frontage and
14.5 m height are measured, the 4.96 m column bay comes from the sibling notes
and matches that frontage, the three portal flights follow the photographs (five
risers, overturning the inherited eight-step, 12 m wide claim), and the rest is
labelled assumption.

Tools/ue_hero_facade_import.py imports it with the ue_metric_v1 preset
(2604 x 1257 x 1450 cm, 1892 tris, 4 materials) and places it on the measured
building line of /Game/Hollywood/DemoMap.

Two new review shots at review-04 and review-05, both pending approval. Camera
placement cost four renders: the first two sat inside the facade body, and the
frontage faces Unreal -Y, so a camera has to stand at Y < -1450 cm, not north of
the building line in project terms.
2026-11-07 11:42:29 +01:00

163 lines
7.5 KiB
Python

# Builds /Game/Test/ReviewMap — the visual-review scene — and saves it as a
# map asset. Run before the screenshot pass (Tools/render_screenshots.sh does
# this automatically).
#
# Scene: metric floor, key light, fill sky, sky atmosphere, MPFB character,
# the three 1 m scale cubes, and an AGigLineShotActor with the camera list.
#
# UnrealEditor-Cmd <uproject> -run=pythonscript -script=<repo>/Tools/ue_build_review_map.py \
# -nullrhi -unattended -nopause -stdout
#
# Do NOT load_map here: after a map load the commandlet's spawn context dies
# (every spawn_actor call returns None). Everything is spawned into the
# default world and saved as a new map asset.
import os
import unreal
RESULT = "/tmp/ue-review-map-result.txt"
MAP_PATH = "/Game/Test/ReviewMap"
lines = []
def log(msg):
lines.append(str(msg))
def spawn(cls, loc, label=None, scale=None, rot=None):
a = unreal.EditorLevelLibrary.spawn_actor_from_class(cls, loc)
if a is None:
log(f"spawn {cls.__name__} returned None")
return None
if rot is not None:
a.set_actor_rotation(rot, False)
if scale is not None:
a.set_actor_scale3d(scale)
if label:
a.set_actor_label(label)
return a
# --- scene -------------------------------------------------------------------
try:
# Neutral gray floor material (the scale-test mesh ships red)
floor_mat = None
if not unreal.EditorAssetLibrary.does_asset_exist("/Game/Test/M_ReviewFloor"):
floor_mat = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
"M_ReviewFloor", "/Game/Test", unreal.Material, unreal.MaterialFactoryNew())
n = unreal.MaterialEditingLibrary.create_material_expression(
floor_mat, unreal.MaterialExpressionConstant3Vector)
n.set_editor_property("constant", unreal.LinearColor(0.35, 0.35, 0.35, 1.0))
unreal.MaterialEditingLibrary.connect_material_property(
n, "", unreal.MaterialProperty.MP_BASE_COLOR)
unreal.MaterialEditingLibrary.recompile_material(floor_mat)
unreal.EditorAssetLibrary.save_loaded_asset(floor_mat)
else:
floor_mat = unreal.EditorAssetLibrary.load_asset("/Game/Test/M_ReviewFloor")
floor_mesh = unreal.EditorAssetLibrary.load_asset("/Game/Test/ScaleTest/ScaleTest_A")
if floor_mesh and floor_mat:
floor = spawn(unreal.StaticMeshActor, unreal.Vector(450, 450, -50.0), "ReviewFloor",
scale=(45.0, 45.0, 0.1))
if floor:
floor.static_mesh_component.set_static_mesh(floor_mesh)
floor.static_mesh_component.set_material(0, floor_mat)
log("staged: floor (45 m plane, gray)")
else:
log("floor spawn failed")
if spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 900), "RenderKeyLight",
rot=unreal.Rotator(pitch=-38.0, yaw=35.0, roll=0.0)):
log("staged: DirectionalLight")
if spawn(unreal.SkyLight, unreal.Vector(0, 0, 1200), "RenderFillSky"):
log("staged: SkyLight")
if spawn(unreal.SkyAtmosphere, unreal.Vector(0, 0, 0), "RenderSky"):
log("staged: SkyAtmosphere")
char_mesh = unreal.EditorAssetLibrary.load_asset("/Game/Test/Character/character")
if char_mesh:
ch = spawn(unreal.SkeletalMeshActor, unreal.Vector(0, 0, 0), "ReviewCharacter",
rot=unreal.Rotator(pitch=0.0, yaw=180.0, roll=0.0))
if ch:
ch.skeletal_mesh_component.set_skinned_asset_and_update(char_mesh)
log("staged: MPFB character at origin, facing -Y")
else:
log("MISSING: /Game/Test/Character/character")
for name, x in (("ScaleTest_A", -400.0), ("ScaleTest_B", 0.0), ("ScaleTest_C", 400.0)):
m = unreal.EditorAssetLibrary.load_asset(f"/Game/Test/ScaleTest/{name}")
if m:
c = spawn(unreal.StaticMeshActor, unreal.Vector(x, 600.0, 50.0), f"Cube_{name}")
if c:
c.static_mesh_component.set_static_mesh(m)
log(f"staged: {name} at ({x}, 600, 50)")
# Hero facade, if the import has run: two views a reviewer needs — straight on
# from the north sidewalk, and the oblique street view from further west.
hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
# The imported mesh spans Y -7..+1250 cm in local space (front plane at -7, the
# body behind it) and is centred on X. To put the front plane on the block's
# building line the actor goes at Y = building line + 7 cm.
hero_x = -12024.5 + 1302.0
hero_y = -1450.0 + 7.0
if hero:
actor = spawn(unreal.StaticMeshActor, unreal.Vector(hero_x, hero_y, 0.0), "Hero_Facade")
if actor:
actor.static_mesh_component.set_static_mesh(hero)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
log("staged: hero facade at the measured building line")
else:
log("MISSING: /Game/Hollywood/ElCapitan/SM_HeroFacade (run Tools/ue_hero_facade_import.py)")
shots = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
if shots:
shots.set_editor_property("shot_locations", [
unreal.Vector(900, -1100, 500),
unreal.Vector(200, -300, 160),
unreal.Vector(200, 100, 200),
# first-person eye height, just south-east of the character: this is the
# view a player has at spawn, capsule and camera stack in frame
unreal.Vector(120, -260, 165),
# straight on from the north sidewalk at eye height. No camera may sit
# inside the facade body (Y -1443..+250 cm), so both stand north of the
# front plane and look south into the colonnade.
unreal.Vector(hero_x + 200, -3200, 420),
# oblique from the north-west, reading the colonnade in depth
unreal.Vector(hero_x - 2200, -3400, 620),
])
shots.set_editor_property("shot_rotations", [
unreal.MathLibrary.find_look_at_rotation(
unreal.Vector(900, -1100, 500), unreal.Vector(100, 200, 80)),
unreal.MathLibrary.find_look_at_rotation(
unreal.Vector(200, -300, 160), unreal.Vector(0, 0, 85)),
unreal.MathLibrary.find_look_at_rotation(
unreal.Vector(200, 100, 200), unreal.Vector(0, 600, 50)),
unreal.MathLibrary.find_look_at_rotation(
unreal.Vector(120, -260, 165), unreal.Vector(-200, 600, 90)),
unreal.MathLibrary.find_look_at_rotation(
unreal.Vector(hero_x + 200, -3200, 420), unreal.Vector(hero_x, hero_y + 400, 760)),
unreal.MathLibrary.find_look_at_rotation(
unreal.Vector(hero_x - 2200, -3400, 620), unreal.Vector(hero_x + 300, hero_y, 700)),
])
shots.set_editor_property("shot_names",
["overview", "character", "scale-cubes", "first-person",
"hero-facade-front", "hero-facade-oblique"])
shots.set_editor_property("quit_when_done", True)
log("staged: ShotSequencer with 6 cameras")
except Exception as exc: # noqa
log(f"staging failed: {exc!r}")
# --- save --------------------------------------------------------------------
try:
world = unreal.EditorLevelLibrary.get_editor_world()
saved = unreal.EditorLoadingAndSavingUtils.save_map(world, MAP_PATH)
log(f"save_map {MAP_PATH}: {saved}")
except Exception as exc: # noqa
log(f"save_map failed: {exc!r}")
with open(RESULT, "w") as f:
f.write("\n".join(lines) + "\n")