- Tools/facade_kit_build.py: the reusable kit (pilaster, sill, lintel, window bay, shopfront bay, door bay, cornice, parapet + coping) at the measured 4.96 m bay and 3.10 m storey; 16 meshes exported per object through the shared preset with a JSON part report recording dims and evidence. - Tools/ue_import_facade_kit.py: imports to /Game/Hollywood/Kit with complex-as-simple collision, so thin panes keep their real faces. - Tools/ue_apply_facade_kit.py: assembles from each building's own bounding box (bays = round(width/4.96), storeys above the ground floor) with shopfronts at street level, windows above, pilasters on bay boundaries, cornice and parapet at the top. Clears a previous application; unique labels per building. 638 pieces across six frontage buildings and both north buildings. Two bugs fixed en route: the window piece was modelled entirely at +Y so it sat inside the solid wall and was invisible (now projects 3 cm proud with glazing 6 cm inset), and clearing materials mid-build invalidated handles. Screenshots re-rendered; window rhythm now reads (edge transitions per row rose from flat to ~197 on the spawn view).
97 lines
3.3 KiB
Python
97 lines
3.3 KiB
Python
#!/usr/bin/env python3
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"""Import the façade module kit into Unreal: /Game/Hollywood/Kit/*.
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Pairs with `Tools/facade_kit_build.py`. Each piece is imported as its own static
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mesh at the module's origin (bottom-front centre), so a building can place a
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piece by bay index and storey index with a single offset.
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UnrealEditor-Cmd <uproject> -run=pythonscript \
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-script=Tools/ue_import_facade_kit.py -nullrhi -unattended -nopause -stdout
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Result file: /tmp/gigline/kit-import.txt (the commandlet swallows print()).
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"""
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from __future__ import annotations
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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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SRC = "/tmp/gigline/kit"
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DEST = "/Game/Hollywood/Kit"
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RESULT = "/tmp/gigline/kit-import.txt"
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lines: list[str] = []
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def log(message: str) -> None:
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lines.append(message)
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print(message)
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def main() -> None:
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if not os.path.isdir(SRC):
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log(f"MISSING source directory {SRC} — run Tools/facade_kit_build.py first")
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return
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files = sorted(f for f in os.listdir(SRC) if f.lower().endswith(".fbx"))
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if not files:
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log(f"no FBX files in {SRC}")
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return
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for filename in files:
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asset_name = os.path.splitext(filename)[0]
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task = unreal.AssetImportTask()
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task.filename = os.path.join(SRC, filename)
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task.destination_path = DEST
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task.destination_name = asset_name
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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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# Kit pieces are thin boxes and panes: complex-as-simple keeps the
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# collision on the real faces instead of a fat convex hull that would
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# fence off the shopfront glazing.
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smd.auto_generate_collision = False
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task.options = ui
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{asset_name}")
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if mesh is None:
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log(f"{asset_name}: IMPORT FAILED")
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continue
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unreal.GigLineAssetTools.set_complex_collision_as_simple(mesh, True)
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unreal.EditorAssetLibrary.save_loaded_asset(mesh)
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box = mesh.get_bounding_box()
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mn, mx = box.min, box.max
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log(f"{asset_name:20} size=({mx.x - mn.x:6.1f}, {mx.y - mn.y:6.1f}, "
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f"{mx.z - mn.z:6.1f}) cm min=({mn.x:6.1f}, {mn.y:6.1f}, {mn.z:6.1f}) "
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f"collision={unreal.GigLineAssetTools.get_collision_complexity(mesh)}")
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log(f"imported {len(files)} kit piece(s) into {DEST}")
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try:
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main()
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except Exception as exc: # noqa: BLE001 - surface the failure in the result file
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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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os.makedirs(os.path.dirname(RESULT), exist_ok=True)
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with open(RESULT, "w", encoding="utf-8") as handle:
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handle.write("\n".join(lines) + "\n")
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