Files
gig-line/Art/blender/street/street_mesh.py
T
zwitschi eab89bae47 fix(street): taper sidewalk upstand to flush at the building edge
The sidewalk stood the full 0.15 m kerb height above the DEM at *both* edges, so
the outer (building-side) lip was a 15.8 cm ledge where the walk route crossed
from Terrain_DEM onto Sidewalk_South. sidewalk_z now tapers the upstand from full
at the road-side edge to zero at the building-side edge (a ~3-4 % ramp, walkable
and visually negligible).

Pre-check: south max step 20.5 -> 13.4 cm, north 15.1 -> 7.2 cm (the residual
13.4 cm is the crossing-ramp gradient, tracked separately). Street and site
rebuilt, site re-imported (7/7 meshes, collision flags intact), DemoMap rebuilt;
packaged -qaselftest still PASS. README step table updated.
2026-11-08 16:12:46 +01:00

354 lines
14 KiB
Python
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.
"""Build the street corridor — road, kerbs, sidewalks — on the DEM.
B=/var/lib/flatpak/app/org.blender.Blender/x86_64/stable/active/files
LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup \
--python Tools/street_mesh.py -- \
--osm Geo/raw/osm-api-map-2026-11-06.osm \
--dem Geo/raw/dem-3dep-1m-26911-2026-11-06.tif \
--out Art/blender/street/street-2026-11-06.blend
Everything lands in the project frame from `Geo/manifests/local-origin.md`:
X east, Y north, Z up, metres, origin at Hollywood × Highland.
Geometry follows the measured profile rather than a guess:
* carriageway between gutters at ±10.5 m from the centreline (cross-sections
put them at −10 and +10…+12; the crossing length says 20.9 m);
* kerb upstand **0.15 m**, which is an assumption — the DEM does not resolve a
kerb (see `Geo/verification/2026-11-06-cross-sections.md`);
* kerbs are flushed to 0.02 m within ±2.5 m of each signalised crossing, with a
1.5 m blend, so the crossings are actually usable on foot;
* each signalised crossing gets continental zebra markings — 0.5 m white bars
with 0.5 m gaps across a 3 m band, laid 1 cm above the road surface — so the
mid-block crossing (OSM way 385648319, s ≈ 130 m) reads as a designated
crossing in game;
* sidewalk widths 4.0 m south and 5.3 m north, from the DEM-derived setback
arithmetic;
* the DEM supplies every elevation, so the 3.4 m fall and the ~2 % crown come
through unchanged.
The road surface is lifted 2 cm above the DEM so it does not z-fight the terrain
mesh. When the terrain is cut to the corridor later, that lift can go.
"""
import argparse
import glob
import math
import os
import shutil
import subprocess
import sys
import bpy
HERE = os.path.dirname(os.path.abspath(__file__))
sys.path.insert(0, os.path.join(HERE, "..", "..", "..", "Geo", "tools"))
import dem_stats # noqa: E402
import osm_common as oc # noqa: E402
ORIGIN_E = 376515.389
ORIGIN_N = 3774224.083
ORIGIN_Z = 115.911
SOUTH_GUTTER = -10.5
NORTH_GUTTER = 10.5
SOUTH_SIDEWALK = -14.5
NORTH_SIDEWALK = 15.8
CROSSINGS = (36.6, 130.1, 266.1)
def parse_args():
argv = sys.argv
argv = argv[argv.index("--") + 1:] if "--" in argv else []
ap = argparse.ArgumentParser()
ap.add_argument("--osm", required=True)
ap.add_argument("--dem", required=True)
ap.add_argument("--out", required=True)
ap.add_argument("--along", type=float, default=1.0)
ap.add_argument("--cross", type=float, default=0.75)
ap.add_argument("--kerb", type=float, default=0.15)
ap.add_argument("--ramp-half-width", type=float, default=2.5)
ap.add_argument("--ramp-blend", type=float, default=1.5)
return ap.parse_args(argv)
def find_proj():
env = os.environ.get("PROJ_BIN")
if env and os.path.exists(env):
return env
which = shutil.which("proj")
if which:
return which
matches = sorted(glob.glob(os.path.expanduser(
"~/.local/share/flatpak/app/org.qgis.qgis/x86_64/stable/*/files/bin/proj")))
if not matches:
raise SystemExit("no PROJ binary; set PROJ_BIN")
return matches[0]
def project_to_utm(points, proj_bin):
app_files = os.path.dirname(os.path.dirname(proj_bin))
env = dict(os.environ)
env["LD_LIBRARY_PATH"] = f"{app_files}/lib:{env.get('LD_LIBRARY_PATH', '')}"
payload = "\n".join(f"{lon:.9f} {lat:.9f}" for lat, lon in points) + "\n"
out = subprocess.run([proj_bin, "+proj=utm", "+zone=11", "+datum=NAD83", "-f", "%.4f"],
input=payload, capture_output=True, text=True, env=env, check=True)
return [tuple(float(v) for v in line.split()) for line in out.stdout.strip().splitlines()]
class Dem:
def __init__(self, path):
entries, w, h, values = dem_stats.read_tiff(path)
self.w, self.h, self.v = w, h, values
scale, tie = entries[33550], entries[33922]
self.x0 = tie[3] - tie[0] * scale[0]
self.y0 = tie[4] + tie[1] * scale[1]
self.sx, self.sy = scale[0], scale[1]
nodata = entries.get(42113)
self.nodata = float(nodata) if nodata not in (None, "") else None
def at(self, e, n):
col = (e - self.x0) / self.sx - 0.5
row = (self.y0 - n) / self.sy - 0.5
c0, r0 = int(col // 1), int(row // 1)
if c0 < 0 or r0 < 0 or c0 + 1 >= self.w or r0 + 1 >= self.h:
return None
fx, fy = col - c0, row - r0
p = []
for r, c in ((r0, c0), (r0, c0 + 1), (r0 + 1, c0), (r0 + 1, c0 + 1)):
val = self.v[r * self.w + c]
if self.nodata is not None and val == self.nodata:
return None
p.append(val)
return (p[0] * (1 - fx) * (1 - fy) + p[1] * fx * (1 - fy)
+ p[2] * (1 - fx) * fy + p[3] * fx * fy)
def kerb_height(s, base, half_width, blend):
"""Full kerb, except flushed near a crossing so people can step off."""
for crossing in CROSSINGS:
d = abs(s - crossing)
if d <= half_width:
return 0.02
if d <= half_width + blend:
t = (d - half_width) / blend
return 0.02 + (base - 0.02) * t
return base
def strip(rows, offsets, z_at, name, material):
"""Build a quad grid from per-row sampled vertices."""
verts, faces = [], []
cols = len(offsets)
for r, (_s, base, normal) in enumerate(rows):
for off in offsets:
x = base[0] + off * normal[0]
y = base[1] + off * normal[1]
verts.append((x, y, z_at(r, off, x, y)))
for r in range(len(rows) - 1):
for c in range(cols - 1):
i = r * cols + c
# Winding faces up: the natural (i, i+1, i+cols+1, i+cols) order
# produces downward normals (every surface faced the ground and was
# invisible in engine until the terrain corridor cut exposed it).
faces.append((i, i + cols, i + cols + 1, i + 1))
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(verts, [], faces)
mesh.update()
if material:
mesh.materials.append(material)
obj = bpy.data.objects.new(name, mesh)
bpy.context.scene.collection.objects.link(obj)
return obj
def main():
args = parse_args()
nodes, ways = oc.load(args.osm)
line, _, _, _, block_len = oc.block_extent(
nodes, ways, "Hollywood Boulevard", "North Orange Drive", "North Highland Avenue")
utm = project_to_utm(line, find_proj())
local = [(e - ORIGIN_E, n - ORIGIN_N) for e, n in utm]
# arc length + unit normals in the local frame
acc, lengths = 0.0, [0.0]
for a, b in zip(local, local[1:]):
acc += math.hypot(b[0] - a[0], b[1] - a[1])
lengths.append(acc)
total = lengths[-1]
print(f"centreline {total:.1f} m")
def at(s):
for i in range(len(local) - 1):
if lengths[i] <= s <= lengths[i + 1]:
seg = lengths[i + 1] - lengths[i]
t = 0.0 if seg == 0 else (s - lengths[i]) / seg
ax, ay = local[i]
bx, by = local[i + 1]
dx, dy = bx - ax, by - ay
norm = math.hypot(dx, dy) or 1.0
return ((ax + t * dx, ay + t * dy), (-dy / norm, dx / norm), (dx / norm, dy / norm))
ax, ay = local[-1]
return ((ax, ay), (0.0, 1.0), (1.0, 0.0))
dem = Dem(args.dem)
rows = []
s = 0.0
while s <= total + 1e-9:
base, normal, tangent = at(s)
rows.append((s, base, normal))
s += args.along
# materials
asphalt = bpy.data.materials.new("Asphalt")
asphalt.diffuse_color = (0.09, 0.09, 0.095, 1.0)
concrete = bpy.data.materials.new("Concrete")
concrete.diffuse_color = (0.55, 0.53, 0.50, 1.0)
def dem_z(x, y):
z = dem.at(x + ORIGIN_E, y + ORIGIN_N)
return None if z is None else z - ORIGIN_Z
road_offsets = [SOUTH_GUTTER + i * (NORTH_GUTTER - SOUTH_GUTTER) / 28 for i in range(29)]
south_offsets = [SOUTH_SIDEWALK + i * (SOUTH_GUTTER - SOUTH_SIDEWALK) / 8 for i in range(9)]
north_offsets = [NORTH_GUTTER + i * (NORTH_SIDEWALK - NORTH_GUTTER) / 10 for i in range(11)]
def road_z(r, off, x, y):
z = dem_z(x, y)
return (z if z is not None else 0.0) + 0.02
def sidewalk_z(r, off, inner, outer, x, y):
"""Sidewalk surface: full kerb upstand at the road-side (inner) edge,
tapering to zero at the building-side (outer) edge so the walk surface
meets the terrain flush.
Before this taper the outer lip stood the full kerb height above the DEM,
which the walkability pre-check measured as a 15.8 cm step where a sample
crosses from Terrain_DEM onto Sidewalk_South (with a matching lip on the
north side). A 0.15 m lip over a 4.0 m / 5.3 m strip is a ~3-4 % ramp:
walkable and visually negligible, and it removes the ledge entirely.
"""
z = dem_z(x, y)
base = z if z is not None else 0.0
h = kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
span = inner - outer
if abs(span) < 1e-9:
return base + h
t = min(1.0, max(0.0, (off - outer) / span))
return base + h * t
def south_z(r, off, x, y):
return sidewalk_z(r, off, SOUTH_GUTTER, SOUTH_SIDEWALK, x, y)
def north_z(r, off, x, y):
return sidewalk_z(r, off, NORTH_GUTTER, NORTH_SIDEWALK, x, y)
road = strip(rows, road_offsets, road_z, "Road_Hollywood", asphalt)
sw_s = strip(rows, south_offsets, south_z, "Sidewalk_South", concrete)
sw_n = strip(rows, north_offsets, north_z, "Sidewalk_North", concrete)
# kerb faces: vertical quads joining road edge to sidewalk edge
def kerb_faces(offset, name):
verts, faces = [], []
for idx, (s_val, base, normal) in enumerate(rows):
x = base[0] + offset * normal[0]
y = base[1] + offset * normal[1]
z_road = road_z(idx, offset, x, y)
h = kerb_height(s_val, args.kerb, args.ramp_half_width, args.ramp_blend)
z_walk = (dem_z(x, y) or 0.0) + h
verts.extend([(x, y, z_road), (x, y, z_walk)])
for idx in range(len(rows) - 1):
i = idx * 2
faces.append((i, i + 1, i + 3, i + 2))
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(verts, [], faces)
mesh.update()
mesh.materials.append(concrete)
obj = bpy.data.objects.new(name, mesh)
bpy.context.scene.collection.objects.link(obj)
return obj
kerb_faces(SOUTH_GUTTER, "Kerb_South")
kerb_faces(NORTH_GUTTER, "Kerb_North")
# Continental zebra markings: one band per signalised crossing. Bars run
# along the road (traffic direction), side by side across the carriageway;
# a pedestrian crosses perpendicular to them. Lifted 1 cm above the road
# surface (which is itself 2 cm above the DEM) to avoid z-fighting.
paint = bpy.data.materials.new("Road_Paint_White")
paint.diffuse_color = (0.85, 0.85, 0.85, 1.0)
# All three bands live in ONE object. Creating one object per crossing used
# to produce Crossing_Markings, .001 and .002; site assembly appends by the
# exact name, so only the first crossing ever reached the game.
band_verts, band_faces = [], []
def add_crossing_band(s_c):
# Stripes are emitted as two triangles each: the road crown makes the
# quad non-planar and the FBX SDK refuses to triangulate it on import
# ("unable to triangulate mesh" — the mesh is omitted entirely).
zone = 3.0 # band length along the road, m
w, g = 0.5, 0.5 # stripe width / gap, m
span = (SOUTH_GUTTER + 0.2, NORTH_GUTTER - 0.2)
n = int(zone // (w + g))
covered = n * w + (n - 1) * g # actual stripe coverage, centred on s_c
for k in range(n):
s0 = s_c - covered / 2 + k * (w + g)
base_idx = len(band_verts) # sampled positions, then vertices
pts = []
for s_edge in (s0, s0 + w):
base, normal, _ = at(s_edge)
for off in span:
x = base[0] + off * normal[0]
y = base[1] + off * normal[1]
# +6 cm above the DEM = 4 cm above the road surface: the road
# interpolates the DEM along 1 m rows while the markings sample
# only their own corners, so a 1 cm lift left parts of the
# stripes sunk under the road and invisible in game.
pts.append((x, y, (dem_z(x, y) or 0.0) + 0.06))
# pts order: (s0,off_s), (s0,off_n), (s1,off_s), (s1,off_n)
band_verts.extend(pts)
band_faces.append((base_idx + 0, base_idx + 3, base_idx + 1))
band_faces.append((base_idx + 0, base_idx + 2, base_idx + 3))
for s_c in CROSSINGS:
add_crossing_band(s_c)
mesh = bpy.data.meshes.new("Crossing_Markings")
mesh.from_pydata(band_verts, [], band_faces)
mesh.update()
mesh.materials.append(paint)
markings = bpy.data.objects.new("Crossing_Markings", mesh)
bpy.context.scene.collection.objects.link(markings)
print(f"crossing markings: {len(CROSSINGS)} bands, "
f"{len(markings.data.vertices)} verts, {len(markings.data.polygons)} faces")
for obj in (road, sw_s, sw_n):
print(f"{obj.name:16} verts {len(obj.data.vertices):5} faces {len(obj.data.polygons):5}")
# crown check on the built mesh
mid = total / 2
for off in (SOUTH_GUTTER, -5.0, 0.0, 5.0, NORTH_GUTTER):
base, normal, _ = at(mid)
x = base[0] + off * normal[0]
y = base[1] + off * normal[1]
zr = road_z(0, off, x, y)
print(f" crown at {off:+5.1f} m: road Z {zr:+.2f} m")
out = os.path.abspath(args.out)
os.makedirs(os.path.dirname(out), exist_ok=True)
# *.blend is LFS-lockable, so a fresh checkout marks it read-only. Make it
# writable again or the save fails and downstream steps build from a stale
# file — which is worse than failing here.
if os.path.exists(out) and not os.access(out, os.W_OK):
os.chmod(out, 0o644)
result = bpy.ops.wm.save_as_mainfile(filepath=out)
if result != {"FINISHED"}:
raise RuntimeError(f"could not save {out}: {result}")
print(f"saved {out}")
if __name__ == "__main__":
main()