diff --git a/.claude/refs/level-execution-template.md b/.claude/refs/level-execution-template.md index dc0a7f2..9efde13 100644 --- a/.claude/refs/level-execution-template.md +++ b/.claude/refs/level-execution-template.md @@ -2,6 +2,8 @@ > 本模板供策划产出关卡执行案时使用。关卡执行案是场景设计案的"空间精度版本"——将氛围描述转化为带有坐标、尺寸和资产建议的结构化搭建指南,供程序在 UE5 编辑器中搭建白模。 > +> **注意**:交互物和收集品的放置**不在本模板范围内**,由交互系统/收集系统后续在白盒关卡上叠加。 +> > 文件命名:`关卡-v-<名称>-执行案.md`(如 `关卡-v01-城郊街区-执行案.md`) > 存放位置:`docs/design/<阶段>/`(与其他执行案同目录) @@ -131,30 +133,18 @@ | Zx-P02 | | | | | | | ... | | | | | | -#### 3.x.4 可交互物体标记 +#### 3.x.4 组合资产标记 - + -| 交互编号 | 物件名称 | 交互类型 | 相对原点偏移 (ΔX,ΔY,ΔZ) | 触发半径 (cm) | 引用 | -|---------|---------|---------|----------------------|-------------|------| -| Zx-I01 | | | (200,400,10) | | 交互系统-执行案 #n | -| Zx-I02 | | | | | | -| ... | | | | | | - -> 交互类型参照交互系统执行案中的分类(观察/拾取/操作/对话等)。 -> "引用"列填写交互系统执行案中对应交互物的编号,确保跨文档一致。 - -#### 3.x.5 收集品标记 - - - -| 收集编号 | 物品名称 | 稀有度 | 相对原点偏移 (ΔX,ΔY,ΔZ) | 引用 | -|---------|---------|--------|----------------------|------| -| Zx-C01 | | | (500,200,0) | 收集系统-执行案 #n | +| 编号 | 物件名称 | 期望尺寸 (约, cm) | 推荐拼搭方案 | 说明 | +|------|---------|-----------------|-------------|------| +| Zx-C01 | | | | | | Zx-C02 | | | | | | ... | | | | | | -> 稀有度影响拾取物的视觉效果标识(普通=白色光,稀有=金色光),具体表现由收集系统技术方案定义。 +> 组合资产将在搭建指南生成阶段展开为多个 Primitive Actor,并在组合资产清单中记录拼搭方案。 +> 用户确认后的组合资产方案将回馈到 asset-catalog 模板库,供后续关卡直接引用。 --- @@ -183,14 +173,6 @@ | G-E02 | | | | | | | ... | | | | | | -### 4.3 收集品位置汇总 - -| # | 物品名称 | 所在区域 | 绝对坐标 (X,Y,Z) | 稀有度 | 引用 | -|---|---------|---------|-----------------|--------|------| -| 1 | | | | | 收集系统-执行案 #n | -| 2 | | | | | | -| ... | | | | | | - --- ## 五、场景边界与遮挡 @@ -225,10 +207,10 @@ ### 策划填写要点 1. **先确定区域坐标布局**(第二章),确保所有区域在总尺寸内不重叠、流线合理 -2. **逐区域填写**(第三章),按"结构体 → 布景 → 交互物 → 收集品"的顺序 +2. **逐区域填写**(第三章),按"结构体 → 布景 → 组合资产"的顺序 3. **BSP 资产建议是方向性指引**:写资产类别名和组合方式即可(如 "Wall_400x300 × 2"),不需要写文件路径 4. **尺寸以 cm 为单位**,对应 UE5 的 1 uu = 1 cm -5. **交叉引用**:交互物和收集品必须引用对应系统执行案中的编号,保持跨文档一致 +5. **组合资产**:无法用单个 BSP 资产匹配的物件,在 3.x.4 中记录拼搭方案 ### 不要填写的内容 @@ -237,6 +219,7 @@ - ❌ Blueprint 类名 - ❌ 精确的硬编码参数值(标注"建议值,可调"并附范围) - ❌ 代码或脚本 +- ❌ 交互物和收集品位置(由系统后续叠加) ### 与场景设计案的关系 diff --git a/output/execution-to-guide/关卡-v01-搭建指南-test.md b/output/execution-to-guide/关卡-v01-搭建指南-test.md new file mode 100644 index 0000000..04f5118 --- /dev/null +++ b/output/execution-to-guide/关卡-v01-搭建指南-test.md @@ -0,0 +1,607 @@ +# v0.1 白模搭建操作指南 — 城郊小街 + +> 本文档由 execution-to-guide 工具自动生成,供 level-builder 搭建白模关卡使用。 +> 基于: 关卡-v0.1-城郊小街-执行案.md + +--- + +## 〇、全局信息 + +### 场景参数 + +| 参数 | 值 | +|------|-----| +| 场景总尺寸 | 8000cm × 6000cm(80m × 60m) | +| 地面高度基准 | Z = 0 | +| 主角身高 | ~120cm | +| 摄像机高度 | ~100cm | +| 时间设定 | 夏日午后 15:00 | +| 坐标原点 | 场景西南角地平面 | + +### UE5 路径前缀 + +- **Mesh**: `Content/BlockingStarterPack/Meshes/` +- **Material**: `Content/BlockingStarterPack/Materials/` +- **Material (Basics)**: `Content/BlockingStarterPack/Materials/Blocking/Basics/` + +### 命名规范 + +``` +LVL___ +Category: STR | PROP | COMP | BND | LGT +``` + +### Outliner 文件夹结构 + +``` +LVL_城郊小街/ + Z1_家/ + Structure/ Props/ + Z2_小卖部/ + Structure/ Props/ + Z3_主街道/ + Structure/ Props/ + Z4_空地/ + Structure/ Props/ + Z5_巷子/ + Structure/ Props/ + Z6_水塘边/ + Structure/ Props/ + Z7_老居民楼/ + Structure/ Props/ + Global/ + Boundaries/ Lighting/ PlayerStart/ +``` + +--- + +## 一、BSP 资产映射表 + +### 建筑 — 墙体 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| Wall_400x300 | `Architecture/Walls/SM_Wall_400x300` | 400×20×300 | +| Wall_200x300 | `Architecture/Walls/SM_Wall_200x300` | 200×20×300 | +| Wall_400x100 | `Architecture/Walls/SM_Wall_400x100` | 400×20×100 | +| Wall_100x300 | `Architecture/Walls/SM_Wall_100x300` | 100×20×300 | + +### 建筑 — 门墙 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| WallDoor_200x300 | `Architecture/Walls/SM_WallDoor_200x300` | 200×20×300 | + +### 建筑 — 窗墙 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| WallWindow_400x300 | `Architecture/Walls/SM_WallWindow_400x300` | 400×20×300 | +| WallWindowSmall_200x300 | `Architecture/Walls/SM_WallWindowSmall_200x300` | 200×20×300 | + +### 建筑 — 地板 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| Floor_300x400 | `Architecture/Floors/SM_Floor_300x400` | 300×400×22 | +| Floor_1000x1000 | `Architecture/Floors/SM_Floor_1000x1000` | 1000×1000×22 | +| Floor_200x300 | `Architecture/Floors/SM_Floor_200x300` | 200×300×22 | + +### 建筑 — 窗户 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| FakeWindowsFrame | `Architecture/WindowsSet/SM_FakeWindowsFrame` | 140×14×164 | + +### 建筑 — 围挡 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| BarrierWall_600 | `Architecture/Barriers/SM_BarrierWall_600` | 600×60×210 | +| BarrierWall_200 | `Architecture/Barriers/SM_BarrierWall_200` | 200×60×210 | + +### 建筑 — 围栏 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| Fence_Small_400 | `Industrials/SM_Fence_Small_400` | 404×6×112 | + +### 建筑 — 横梁 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| Beam_300 | `Architecture/Beams/SM_Beam_300` | 40×40×300 | + +### 建筑 — 大型建筑 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| Building_01 | `BigBuildings/SM_Building_01` | 1950×1450×4010 | + +### 家具 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| Monitor_01 | `Furnitures/SM_Monitor_01` | 54×18×37 | +| SimpleTable_01 | `Furnitures/SM_SimpleTable_01` | 161×87×74 | +| BedSingle | `Bedroom/SM_BedSingle` | 116×216×68 | +| SimpleTable_02 | `Furnitures/SM_SimpleTable_02` | 239×99×74 | + +### 工业/装饰 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| WoodenBox_Small | `Industrials/SM_WoodenBox_Small` | 70×70×70 | +| Bucket_01 | `Decorations/SM_Bucket_01` | 30×27×26 | +| Barrel | `Industrials/SM_Barrel` | 73×73×111 | +| TrashCans_01 | `Trashs/SM_TrashCans_01` | 53×71×118 | +| WoodenPallet_01 | `Industrials/SM_WoodenPallet_01` | 188×188×20 | +| WoodenBox_Normal | `Industrials/SM_WoodenBox_Normal` | 90×90×90 | + +### 载具 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| Car01 | `Vehicles/SM_Car01` | 160×420×180 | + +### 植被 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| Tree_01 | `Vegetations/SM_Tree_01` | 762×803×845 | + +### 灯具 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| RoadLamp_01 | `Lights/SM_RoadLamp_01` | 40×244×850 | + +### 装饰 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| DisplayPanels_400x200 | `DisplayPanels/SM_DisplayPanels_400x200` | 400×8×200 | + +### 其他 + +| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) | +|-------------|-------------|--------------| +| WallDoorGarage_400x400 | `` | 0×0×0 | +| _composite | `` | 0×0×0 | +| Wheel | `` | 0×0×0 | +| MI_DevGlassWhite | `` | 0×0×0 | +| MI_DevGray | `` | 0×0×0 | +| MI_DevWhite | `` | 0×0×0 | +| MI_DevBlue | `` | 0×0×0 | +| MI_DevYellow | `` | 0×0×0 | +| MI_DevGlassBlue | `` | 0×0×0 | +| MI_DevFoliage | `` | 0×0×0 | +| MI_DevGreen | `` | 0×0×0 | + + +--- + +## 二、Phase B — 地面与边界 + +### B1. 铺设地面 + +#### 全局地面(MI_DevGray) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | +|---|-----------|------|-------------|------|------| +| 1 | LVL_Global_STR_GroundFloor_01 | Floor_1000x1000 | (500,500,0) | — | MI_DevGray | +| 2 | LVL_Global_STR_GroundFloor_02 | Floor_1000x1000 | (500,1500,0) | — | MI_DevGray | +| 3 | LVL_Global_STR_GroundFloor_03 | Floor_1000x1000 | (500,2500,0) | — | MI_DevGray | +| 4 | LVL_Global_STR_GroundFloor_04 | Floor_1000x1000 | (500,3500,0) | — | MI_DevGray | +| 5 | LVL_Global_STR_GroundFloor_05 | Floor_1000x1000 | (500,4500,0) | — | MI_DevGray | +| 6 | LVL_Global_STR_GroundFloor_06 | Floor_1000x1000 | (500,5500,0) | — | MI_DevGray | +| 7 | LVL_Global_STR_GroundFloor_07 | Floor_1000x1000 | (1500,500,0) | — | MI_DevGray | +| 8 | LVL_Global_STR_GroundFloor_08 | Floor_1000x1000 | (1500,1500,0) | — | MI_DevGray | +| 9 | LVL_Global_STR_GroundFloor_09 | Floor_1000x1000 | (1500,2500,0) | — | MI_DevGray | +| 10 | LVL_Global_STR_GroundFloor_10 | Floor_1000x1000 | (1500,3500,0) | — | MI_DevGray | +| 11 | LVL_Global_STR_GroundFloor_11 | Floor_1000x1000 | (1500,4500,0) | — | MI_DevGray | +| 12 | LVL_Global_STR_GroundFloor_12 | Floor_1000x1000 | (1500,5500,0) | — | MI_DevGray | +| 13 | LVL_Global_STR_GroundFloor_13 | Floor_1000x1000 | (2500,500,0) | — | MI_DevGray | +| 14 | LVL_Global_STR_GroundFloor_14 | Floor_1000x1000 | (2500,1500,0) | — | MI_DevGray | +| 15 | LVL_Global_STR_GroundFloor_15 | Floor_1000x1000 | (2500,2500,0) | — | MI_DevGray | +| 16 | LVL_Global_STR_GroundFloor_16 | Floor_1000x1000 | (2500,3500,0) | — | MI_DevGray | +| 17 | LVL_Global_STR_GroundFloor_17 | Floor_1000x1000 | (2500,4500,0) | — | MI_DevGray | +| 18 | LVL_Global_STR_GroundFloor_18 | Floor_1000x1000 | (2500,5500,0) | — | MI_DevGray | +| 19 | LVL_Global_STR_GroundFloor_19 | Floor_1000x1000 | (3500,500,0) | — | MI_DevGray | +| 20 | LVL_Global_STR_GroundFloor_20 | Floor_1000x1000 | (3500,1500,0) | — | MI_DevGray | +| 21 | LVL_Global_STR_GroundFloor_21 | Floor_1000x1000 | (3500,2500,0) | — | MI_DevGray | +| 22 | LVL_Global_STR_GroundFloor_22 | Floor_1000x1000 | (3500,3500,0) | — | MI_DevGray | +| 23 | LVL_Global_STR_GroundFloor_23 | Floor_1000x1000 | (3500,4500,0) | — | MI_DevGray | +| 24 | LVL_Global_STR_GroundFloor_24 | Floor_1000x1000 | (3500,5500,0) | — | MI_DevGray | +| 25 | LVL_Global_STR_GroundFloor_25 | Floor_1000x1000 | (4500,500,0) | — | MI_DevGray | +| 26 | LVL_Global_STR_GroundFloor_26 | Floor_1000x1000 | (4500,1500,0) | — | MI_DevGray | +| 27 | LVL_Global_STR_GroundFloor_27 | Floor_1000x1000 | (4500,2500,0) | — | MI_DevGray | +| 28 | LVL_Global_STR_GroundFloor_28 | Floor_1000x1000 | (4500,3500,0) | — | MI_DevGray | +| 29 | LVL_Global_STR_GroundFloor_29 | Floor_1000x1000 | (4500,4500,0) | — | MI_DevGray | +| 30 | LVL_Global_STR_GroundFloor_30 | Floor_1000x1000 | (4500,5500,0) | — | MI_DevGray | +| 31 | LVL_Global_STR_GroundFloor_31 | Floor_1000x1000 | (5500,500,0) | — | MI_DevGray | +| 32 | LVL_Global_STR_GroundFloor_32 | Floor_1000x1000 | (5500,1500,0) | — | MI_DevGray | +| 33 | LVL_Global_STR_GroundFloor_33 | Floor_1000x1000 | (5500,2500,0) | — | MI_DevGray | +| 34 | LVL_Global_STR_GroundFloor_34 | Floor_1000x1000 | (5500,3500,0) | — | MI_DevGray | +| 35 | LVL_Global_STR_GroundFloor_35 | Floor_1000x1000 | (5500,4500,0) | — | MI_DevGray | +| 36 | LVL_Global_STR_GroundFloor_36 | Floor_1000x1000 | (5500,5500,0) | — | MI_DevGray | +| 37 | LVL_Global_STR_GroundFloor_37 | Floor_1000x1000 | (6500,500,0) | — | MI_DevGray | +| 38 | LVL_Global_STR_GroundFloor_38 | Floor_1000x1000 | (6500,1500,0) | — | MI_DevGray | +| 39 | LVL_Global_STR_GroundFloor_39 | Floor_1000x1000 | (6500,2500,0) | — | MI_DevGray | +| 40 | LVL_Global_STR_GroundFloor_40 | Floor_1000x1000 | (6500,3500,0) | — | MI_DevGray | +| 41 | LVL_Global_STR_GroundFloor_41 | Floor_1000x1000 | (6500,4500,0) | — | MI_DevGray | +| 42 | LVL_Global_STR_GroundFloor_42 | Floor_1000x1000 | (6500,5500,0) | — | MI_DevGray | +| 43 | LVL_Global_STR_GroundFloor_43 | Floor_1000x1000 | (7500,500,0) | — | MI_DevGray | +| 44 | LVL_Global_STR_GroundFloor_44 | Floor_1000x1000 | (7500,1500,0) | — | MI_DevGray | +| 45 | LVL_Global_STR_GroundFloor_45 | Floor_1000x1000 | (7500,2500,0) | — | MI_DevGray | +| 46 | LVL_Global_STR_GroundFloor_46 | Floor_1000x1000 | (7500,3500,0) | — | MI_DevGray | +| 47 | LVL_Global_STR_GroundFloor_47 | Floor_1000x1000 | (7500,4500,0) | — | MI_DevGray | +| 48 | LVL_Global_STR_GroundFloor_48 | Floor_1000x1000 | (7500,5500,0) | — | MI_DevGray | + +### B2. 放置边界围挡 + +#### 西边界 + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 | +|---|-----------|------|-------------|-------------|------|------| +| 1 | LVL_Global_BND_西边界_01 | BarrierWall_600 | (0,300,105) | (0,90,0) | — | MI_DevRed | +| 2 | LVL_Global_BND_西边界_02 | BarrierWall_600 | (0,900,105) | (0,90,0) | — | MI_DevRed | +| 3 | LVL_Global_BND_西边界_03 | BarrierWall_600 | (0,1500,105) | (0,90,0) | — | MI_DevRed | +| 4 | LVL_Global_BND_西边界_04 | BarrierWall_600 | (0,2100,105) | (0,90,0) | — | MI_DevRed | +| 5 | LVL_Global_BND_西边界_05 | BarrierWall_600 | (0,2700,105) | (0,90,0) | — | MI_DevRed | +| 6 | LVL_Global_BND_西边界_06 | BarrierWall_600 | (0,3300,105) | (0,90,0) | — | MI_DevRed | +| 7 | LVL_Global_BND_西边界_07 | BarrierWall_600 | (0,3900,105) | (0,90,0) | — | MI_DevRed | +| 8 | LVL_Global_BND_西边界_08 | BarrierWall_600 | (0,4500,105) | (0,90,0) | — | MI_DevRed | +| 9 | LVL_Global_BND_西边界_09 | BarrierWall_600 | (0,5100,105) | (0,90,0) | — | MI_DevRed | +| 10 | LVL_Global_BND_西边界_10 | BarrierWall_600 | (0,5700,105) | (0,90,0) | — | MI_DevRed | + +#### 南边界 + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 | +|---|-----------|------|-------------|-------------|------|------| +| 1 | LVL_Global_BND_南边界_01 | BarrierWall_600 | (300,0,105) | — | — | 各段标识色 | +| 2 | LVL_Global_BND_南边界_02 | BarrierWall_600 | (900,0,105) | — | — | 各段标识色 | +| 3 | LVL_Global_BND_南边界_03 | BarrierWall_600 | (1500,0,105) | — | — | 各段标识色 | +| 4 | LVL_Global_BND_南边界_04 | BarrierWall_600 | (2100,0,105) | — | — | 各段标识色 | +| 5 | LVL_Global_BND_南边界_05 | BarrierWall_600 | (2700,0,105) | — | — | 各段标识色 | +| 6 | LVL_Global_BND_南边界_06 | BarrierWall_600 | (3300,0,105) | — | — | 各段标识色 | +| 7 | LVL_Global_BND_南边界_07 | BarrierWall_600 | (3900,0,105) | — | — | 各段标识色 | +| 8 | LVL_Global_BND_南边界_08 | BarrierWall_600 | (4500,0,105) | — | — | 各段标识色 | +| 9 | LVL_Global_BND_南边界_09 | BarrierWall_600 | (5100,0,105) | — | — | 各段标识色 | +| 10 | LVL_Global_BND_南边界_10 | BarrierWall_600 | (5700,0,105) | — | — | 各段标识色 | +| 11 | LVL_Global_BND_南边界_11 | BarrierWall_600 | (6300,0,105) | — | — | 各段标识色 | +| 12 | LVL_Global_BND_南边界_12 | BarrierWall_600 | (6900,0,105) | — | — | 各段标识色 | +| 13 | LVL_Global_BND_南边界_13 | BarrierWall_600 | (7500,0,105) | — | — | 各段标识色 | + +#### 东边界 + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 | +|---|-----------|------|-------------|-------------|------|------| +| 1 | LVL_Global_BND_东边界_01 | BarrierWall_600 | (8000,300,105) | (0,90,0) | — | MI_DevBlue | +| 2 | LVL_Global_BND_东边界_02 | BarrierWall_600 | (8000,900,105) | (0,90,0) | — | MI_DevBlue | +| 3 | LVL_Global_BND_东边界_03 | BarrierWall_600 | (8000,1500,105) | (0,90,0) | — | MI_DevBlue | +| 4 | LVL_Global_BND_东边界_04 | BarrierWall_600 | (8000,2100,105) | (0,90,0) | — | MI_DevBlue | +| 5 | LVL_Global_BND_东边界_05 | BarrierWall_600 | (8000,2700,105) | (0,90,0) | — | MI_DevBlue | +| 6 | LVL_Global_BND_东边界_06 | BarrierWall_600 | (8000,3300,105) | (0,90,0) | — | MI_DevBlue | +| 7 | LVL_Global_BND_东边界_07 | BarrierWall_600 | (8000,3900,105) | (0,90,0) | — | MI_DevBlue | +| 8 | LVL_Global_BND_东边界_08 | BarrierWall_600 | (8000,4500,105) | (0,90,0) | — | MI_DevBlue | +| 9 | LVL_Global_BND_东边界_09 | BarrierWall_600 | (8000,5100,105) | (0,90,0) | — | MI_DevBlue | +| 10 | LVL_Global_BND_东边界_10 | BarrierWall_600 | (8000,5700,105) | (0,90,0) | — | MI_DevBlue | + +#### 北边界 + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 | +|---|-----------|------|-------------|-------------|------|------| +| 1 | LVL_Global_BND_北边界_01 | BarrierWall_600 | (300,6000,105) | — | — | MI_DevBlue | +| 2 | LVL_Global_BND_北边界_02 | BarrierWall_600 | (900,6000,105) | — | — | MI_DevBlue | +| 3 | LVL_Global_BND_北边界_03 | BarrierWall_600 | (1500,6000,105) | — | — | MI_DevBlue | +| 4 | LVL_Global_BND_北边界_04 | BarrierWall_600 | (2100,6000,105) | — | — | MI_DevBlue | +| 5 | LVL_Global_BND_北边界_05 | BarrierWall_600 | (2700,6000,105) | — | — | MI_DevBlue | +| 6 | LVL_Global_BND_北边界_06 | BarrierWall_600 | (3300,6000,105) | — | — | MI_DevBlue | +| 7 | LVL_Global_BND_北边界_07 | BarrierWall_600 | (3900,6000,105) | — | — | MI_DevBlue | +| 8 | LVL_Global_BND_北边界_08 | BarrierWall_600 | (4500,6000,105) | — | — | MI_DevBlue | +| 9 | LVL_Global_BND_北边界_09 | BarrierWall_600 | (5100,6000,105) | — | — | MI_DevBlue | +| 10 | LVL_Global_BND_北边界_10 | BarrierWall_600 | (5700,6000,105) | — | — | MI_DevBlue | +| 11 | LVL_Global_BND_北边界_11 | BarrierWall_600 | (6300,6000,105) | — | — | MI_DevBlue | +| 12 | LVL_Global_BND_北边界_12 | BarrierWall_600 | (6900,6000,105) | — | — | MI_DevBlue | +| 13 | LVL_Global_BND_北边界_13 | BarrierWall_600 | (7500,6000,105) | — | — | MI_DevBlue | + +#### Z6 水域 + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 | +|---|-----------|------|-------------|-------------|------|------| + + +--- + +## 三、Phase C — 逐区域搭建 + +### C1. Z1 — 家 + +#### C1.1 结构体(Structure) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 | +|---|-----------|------|-------------|-------------|------|------| +| | LVL_Z1_STR_South院Wall_01 | Wall_400x300 | (0,0,0) | — | — | MI_DevRed | +| | LVL_Z1_STR_South院Wall_02 | Wall_400x300 | (400,0,0) | — | — | MI_DevRed | +| | LVL_Z1_STR_South院Wall_03 | Wall_200x300 | (800,0,0) | — | — | MI_DevRed | +| | LVL_Z1_STR_West院Wall_01 | Wall_400x300 | (0,0,0) | (0,-90,0) | — | MI_DevRed | +| | LVL_Z1_STR_West院Wall_02 | Wall_400x300 | (400,0,0) | (0,-90,0) | — | MI_DevRed | +| | LVL_Z1_STR_East院WallTop半段_01 | Wall_400x300 | (980,0,0) | (0,90,0) | — | MI_DevRed | +| | LVL_Z1_STR_East院WallTop半段_02 | Wall_400x300 | (1380,0,0) | (0,90,0) | — | MI_DevRed | +| | LVL_Z1_STR_North院Wall含院Door_01 | Cube | (0,780,0) | (0,180,0) | — | MI_DevRed | +| | LVL_Z1_STR_房屋SouthWall含Window_01 | WallWindow_400x300 | (200,30,0) | — | — | MI_DevWhite | +| | LVL_Z1_STR_房屋SouthWall含Window_02 | WallWindowSmall_200x300 | (600,30,0) | — | — | MI_DevWhite | +| | LVL_Z1_STR_房屋WestWall_01 | Wall_400x300 | (200,30,0) | (0,-90,0) | — | MI_DevWhite | +| | LVL_Z1_STR_房屋WestWall_02 | Wall_400x100 | (600,30,0) | (0,-90,0) | — | MI_DevWhite | +| | LVL_Z1_STR_房屋EastWall_01 | Wall_400x300 | (780,30,0) | (0,90,0) | — | MI_DevWhite | +| | LVL_Z1_STR_房屋EastWall_02 | Wall_400x100 | (1180,30,0) | (0,90,0) | — | MI_DevWhite | +| | LVL_Z1_STR_房屋NorthWall含Door洞_01 | WallDoor_200x300 | (200,410,0) | (0,180,0) | — | MI_DevWhite | +| | LVL_Z1_STR_房屋NorthWall含Door洞_02 | Wall_400x300 | (400,410,0) | (0,180,0) | — | MI_DevWhite | +| | LVL_Z1_STR_房屋屋Roof_01 | Floor_300x400 | (190,25,280) | — | — | MI_DevBrown | +| | LVL_Z1_STR_房屋屋Roof_02 | Floor_300x400 | (490,25,280) | — | — | MI_DevBrown | +| | LVL_Z1_STR_院内Floor板_01 | Floor_1000x1000 | (0,0,0) | — | — | MI_DevGray | + +#### C1.2 布景物(Props) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 | +|---|-----------|------|-------------|------|------|------| +| | LVL_Z1_PROP_旧自行Car_01 | _composite | (100,650,0) | — | | 靠西院墙停放,后座铁丝筐用 Cube 替代 | +| | LVL_Z1_PROP_旧自行Car_02 | Wheel | (100,650,0) | — | | 靠西院墙停放,后座铁丝筐用 Cube 替代 | +| | LVL_Z1_PROP_晾衣杆_01 | Beam_300 | (500,600,0) | — | | 挂衣服用 Cube 薄片替代 | +| | LVL_Z1_PROP_晾衣杆_02 | Cylinder | (500,600,0) | — | | 挂衣服用 Cube 薄片替代 | +| | LVL_Z1_PROP_杂物堆_01 | WoodenBox_Small | (850,100,0) | — | | 东南角 | +| | LVL_Z1_PROP_杂物堆_02 | WoodenBox_Small | (890,100,0) | — | | 东南角 | +| | LVL_Z1_PROP_杂物堆_03 | Bucket_01 | (930,100,0) | — | | 东南角 | +| | LVL_Z1_PROP_Door垫_01 | Cube | (480,740,0) | — | | 院门内侧地面 | +| | LVL_Z1_PROP_老式冰Box_01 | Barrel | (720,80,0) | — | | 房屋内东南角,靠东墙 | +| | LVL_Z1_PROP_大脑袋电视_01 | Monitor_01 | (320,80,45) | — | | 房屋内西半部,放在书桌上 | +| | LVL_Z1_PROP_书Table_01 | SimpleTable_01 | (300,70,0) | — | | 房屋内靠西墙 | +| | LVL_Z1_PROP_Bed_01 | BedSingle | (350,250,0) | — | | 房屋内中部偏南 | +| | LVL_Z1_PROP_日历_01 | Cube | (500,40,180) | — | | 挂在房屋南墙内侧 | +| | LVL_Z1_PROP_电视Cabinet_01 | SimpleTable_02 | (320,55,0) | — | | 电视放在其上(v0.1 可与书桌合并) | + +### C2. Z2 — 小卖部 + +#### C2.1 结构体(Structure) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 | +|---|-----------|------|-------------|-------------|------|------| +| | LVL_Z2_STR_SouthWall_01 | Wall_400x300 | (1000,200,0) | — | — | MI_DevOrange | +| | LVL_Z2_STR_SouthWall_02 | Wall_200x300 | (1400,200,0) | — | — | MI_DevOrange | +| | LVL_Z2_STR_WestWall_01 | Wall_400x300 | (1000,200,0) | (0,-90,0) | — | MI_DevOrange | +| | LVL_Z2_STR_WestWall_02 | Wall_400x100 | (1400,200,0) | (0,-90,0) | — | MI_DevOrange | +| | LVL_Z2_STR_EastWall_01 | Wall_400x300 | (1580,200,0) | (0,90,0) | — | MI_DevOrange | +| | LVL_Z2_STR_EastWall_02 | Wall_400x100 | (1980,200,0) | (0,90,0) | — | MI_DevOrange | +| | LVL_Z2_STR_NorthWall含Door洞_01 | WallDoorGarage_400x400 | (1000,580,0) | (0,180,0) | — | MI_DevOrange | +| | LVL_Z2_STR_NorthWall含Door洞_02 | Wall_200x300 | (1000,580,0) | (0,180,0) | — | MI_DevOrange | +| | LVL_Z2_STR_屋Roof_01 | Floor_300x400 | (990,190,280) | — | — | MI_DevBrown | +| | LVL_Z2_STR_屋Roof_02 | Floor_300x400 | (1290,190,280) | — | — | MI_DevBrown | +| | LVL_Z2_STR_Floor板_01 | Floor_1000x1000 | (1000,200,0) | — | — | MI_DevGray | +| | LVL_Z2_STR_遮阳棚前廊Roof_01 | Floor_200x300 | (1000,600,260) | — | — | MI_DevWhite | +| | LVL_Z2_STR_遮阳棚前廊Roof_02 | Floor_200x300 | (1200,600,260) | — | — | MI_DevWhite | + +#### C2.2 布景物(Props) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 | +|---|-----------|------|-------------|------|------|------| +| | LVL_Z2_PROP_玻璃CabinetCounter_01 | Cube | (1200,500,0) | — | | 店内中偏北,面向门口 | +| | LVL_Z2_PROP_玻璃CabinetCounter_02 | MI_DevGlassWhite | (1300,500,0) | — | | 店内中偏北,面向门口 | +| | LVL_Z2_PROP_零食货Shelf靠EastWall_01 | Fence_Small_400 | (1520,300,0) | — | | 东墙内侧,多层货架 | +| | LVL_Z2_PROP_零食货Shelf靠EastWall_02 | Fence_Small_400 | (1920,300,0) | — | | 东墙内侧,多层货架 | +| | LVL_Z2_PROP_零食货Shelf靠EastWall_03 | MI_DevGray | (2320,300,0) | — | | 东墙内侧,多层货架 | +| | LVL_Z2_PROP_零食货Shelf靠SouthWall_01 | Fence_Small_400 | (1100,230,0) | — | | 南墙内侧 | +| | LVL_Z2_PROP_零食货Shelf靠SouthWall_02 | MI_DevGray | (1500,230,0) | — | | 南墙内侧 | +| | LVL_Z2_PROP_老式冰Cabinet_01 | Cube | (1050,400,0) | — | | 西南角,顶盖掀开式 | +| | LVL_Z2_PROP_老式冰Cabinet_02 | MI_DevWhite | (1150,400,0) | — | | 西南角,顶盖掀开式 | +| | LVL_Z2_PROP_小电视_01 | Monitor_01 | (1350,540,90) | — | | 放在柜台角落 | +| | LVL_Z2_PROP_招牌_01 | Cube | (1150,610,280) | — | | 北墙外侧上方,蓝底白字"百货" | +| | LVL_Z2_PROP_招牌_02 | MI_DevBlue | (1250,610,280) | — | | 北墙外侧上方,蓝底白字"百货" | +| | LVL_Z2_PROP_卡片Shelf_01 | Cube | (1400,550,0) | — | | 柜台旁地面 | + +### C3. Z3 — 主街道 + +#### C3.2 布景物(Props) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 | +|---|-----------|------|-------------|------|------|------| +| | LVL_Z3_PROP_公用电话亭_01 | Cube | (1800,1180,0) | — | | 街道北侧靠墙 | +| | LVL_Z3_PROP_公用电话亭_02 | Cylinder | (1900,1180,0) | — | | 街道北侧靠墙 | +| | LVL_Z3_PROP_老式自行Car_01 | Car01 | (2800,880,0) | (0.50,0.50,0.50) | | 街道南侧靠墙停放 | +| | LVL_Z3_PROP_晾衣杆_01 | Beam_300 | (1200,1250,0) | — | | 街道北侧,伸出墙面的晾衣杆 | +| | LVL_Z3_PROP_晾衣杆_02 | Cylinder | (1200,1250,0) | — | | 街道北侧,伸出墙面的晾衣杆 | +| | LVL_Z3_PROP_Bottom水道盖_01 | CirclePlatform | (800,1050,0) | — | | 街道路面中央偏西 | +| | LVL_Z3_PROP_WallTop涂鸦区域_01 | Cube | (3200,1270,100) | — | | 北墙 C 段墙面中部 | +| | LVL_Z3_PROP_WallTop涂鸦区域_02 | MI_DevYellow | (3300,1270,100) | — | | 北墙 C 段墙面中部 | +| | LVL_Z3_PROP_广告Wall_01 | DisplayPanels_400x200 | (3800,1270,0) | — | | 北墙 D 段起始处,手绘广告 | +| | LVL_Z3_PROP_垃圾Barrel_01 | TrashCans_01 | (4200,880,0) | — | | 街道南侧 | +| | LVL_Z3_PROP_电线杆West_01 | Cylinder | (1000,1050,0) | — | | 街道中轴 | +| | LVL_Z3_PROP_电线杆East_01 | Cylinder | (3500,1050,0) | — | | 街道中轴 | + +### C4. Z4 — 空地 + +#### C4.1 结构体(Structure) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 | +|---|-----------|------|-------------|-------------|------|------| +| | LVL_Z4_STR_Floor面_01 | Cube | (3500,1300,0) | — | — | MI_DevBrown | +| | LVL_Z4_STR_East边界Wall挡_01 | Cube | (4980,1300,0) | (0,90,0) | — | MI_DevBlue | +| | LVL_Z4_STR_North边界Wall挡_01 | Cube | (3500,2480,0) | (0,180,0) | — | MI_DevBlue | +| | LVL_Z4_STR_West边界矮Wall_01 | Cube | (3500,1300,0) | (0,-90,0) | — | MI_DevGray | + +#### C4.2 布景物(Props) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 | +|---|-----------|------|-------------|------|------|------| +| | LVL_Z4_PROP_大梧桐Tree_01 | Tree_01 | (4250,1900,0) | — | | 空地偏北中央 | +| | LVL_Z4_PROP_散落砖块_01 | WoodenBox_Small | (3700,1600,0) | — | | 空地西半部 | +| | LVL_Z4_PROP_散落砖块_02 | WoodenBox_Small | (3708,1600,0) | — | | 空地西半部 | +| | LVL_Z4_PROP_散落砖块_03 | WoodenBox_Small | (3716,1600,0) | — | | 空地西半部 | +| | LVL_Z4_PROP_散落砖块_04 | WoodenBox_Small | (3724,1600,0) | — | | 空地西半部 | +| | LVL_Z4_PROP_散落砖块_05 | WoodenBox_Small | (3732,1600,0) | — | | 空地西半部 | +| | LVL_Z4_PROP_积水坑_01 | Cube | (4600,1500,-5) | — | | 空地东南角,嵌入地面 | +| | LVL_Z4_PROP_积水坑_02 | MI_DevGlassBlue | (4700,1500,-5) | — | | 空地东南角,嵌入地面 | +| | LVL_Z4_PROP_弹珠圈痕迹_01 | CirclePlatform | (4100,1800,0) | — | | 空地中偏北,地面上的圆圈 | +| | LVL_Z4_PROP_弹珠圈痕迹_02 | MI_DevGray | (4100,1800,0) | — | | 空地中偏北,地面上的圆圈 | +| | LVL_Z4_PROP_废弃建材_01 | WoodenPallet_01 | (4800,2300,0) | — | | 空地东北角 | +| | LVL_Z4_PROP_废弃建材_02 | WoodenBox_Normal | (4800,2300,0) | — | | 空地东北角 | + +### C5. Z5 — 巷子 + +#### C5.1 结构体(Structure) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 | +|---|-----------|------|-------------|-------------|------|------| +| | LVL_Z5_STR_WestWall_01 | Wall_400x300 | (2300,1300,0) | (0,-90,0) | — | MI_DevWhite | +| | LVL_Z5_STR_WestWall_02 | Wall_400x300 | (2700,1300,0) | (0,-90,0) | — | MI_DevWhite | +| | LVL_Z5_STR_WestWall_03 | Wall_400x300 | (3100,1300,0) | (0,-90,0) | — | MI_DevWhite | +| | LVL_Z5_STR_WestWall_04 | Wall_400x300 | (3500,1300,0) | (0,-90,0) | — | MI_DevWhite | +| | LVL_Z5_STR_WestWall_05 | Wall_400x300 | (3900,1300,0) | (0,-90,0) | — | MI_DevWhite | +| | LVL_Z5_STR_EastWall_01 | Wall_400x300 | (2580,1300,0) | (0,90,0) | — | MI_DevWhite | +| | LVL_Z5_STR_EastWall_02 | Wall_400x300 | (2980,1300,0) | (0,90,0) | — | MI_DevWhite | +| | LVL_Z5_STR_EastWall_03 | Wall_400x300 | (3380,1300,0) | (0,90,0) | — | MI_DevWhite | +| | LVL_Z5_STR_EastWall_04 | Wall_400x300 | (3780,1300,0) | (0,90,0) | — | MI_DevWhite | +| | LVL_Z5_STR_EastWall_05 | Wall_400x300 | (4180,1300,0) | (0,90,0) | — | MI_DevWhite | +| | LVL_Z5_STR_Floor面_01 | Floor_1000x1000 | (2300,1300,0) | — | — | MI_DevGray | +| | LVL_Z5_STR_Floor面_02 | Floor_1000x1000 | (3300,1300,0) | — | — | MI_DevGray | + +#### C5.2 布景物(Props) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 | +|---|-----------|------|-------------|------|------|------| +| | LVL_Z5_PROP_废纸Box_01 | WoodenBox_Small | (2380,2900,0) | — | | 巷子深处(北段)靠西墙 | +| | LVL_Z5_PROP_蜘蛛网_01 | Cube | (2305,2300,250) | — | | 西墙高处 | +| | LVL_Z5_PROP_老Window户WestWall_01 | FakeWindowsFrame | (2310,2100,150) | — | | 西墙中段,不可交互 | +| | LVL_Z5_PROP_花盆WindowCounter_01 | Cylinder | (2340,2100,150) | — | | 窗台上的花盆 | +| | LVL_Z5_PROP_青苔Floor面细节_01 | Cube | (2400,2700,0) | — | | 巷子北段地面 | +| | LVL_Z5_PROP_青苔Floor面细节_02 | MI_DevFoliage | (2500,2700,0) | — | | 巷子北段地面 | + +### C6. Z6 — 水塘边 + +#### C6.1 结构体(Structure) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 | +|---|-----------|------|-------------|-------------|------|------| +| | LVL_Z6_STR_水面_01 | Floor_1000x1000 | (1750,3650,-20) | — | — | MI_DevSkyBlue | +| | LVL_Z6_STR_水面_02 | Floor_200x300 | (2750,3650,-20) | — | — | MI_DevSkyBlue | +| | LVL_Z6_STR_岸边Floor面South_01 | Floor_1000x1000 | (1600,3300,0) | — | — | MI_DevBrown | +| | LVL_Z6_STR_岸边Floor面South_02 | Floor_200x300 | (2600,3300,0) | — | — | MI_DevBrown | +| | LVL_Z6_STR_岸边Floor面East_01 | Floor_1000x1000 | (2950,3650,0) | (0,90,0) | — | MI_DevBrown | +| | LVL_Z6_STR_岸边Floor面West_01 | Floor_1000x1000 | (1600,3650,0) | (0,-90,0) | — | MI_DevBrown | +| | LVL_Z6_STR_East边界Wall挡_01 | BarrierWall_600 | (3080,3300,0) | (0,90,0) | — | MI_DevBlue | +| | LVL_Z6_STR_East边界Wall挡_02 | BarrierWall_600 | (3680,3300,0) | (0,90,0) | — | MI_DevBlue | +| | LVL_Z6_STR_North边界Wall挡_01 | BarrierWall_600 | (1600,4680,0) | (0,180,0) | — | MI_DevBlue | +| | LVL_Z6_STR_North边界Wall挡_02 | BarrierWall_600 | (2200,4680,0) | (0,180,0) | — | MI_DevBlue | +| | LVL_Z6_STR_North边界Wall挡_03 | BarrierWall_200 | (2800,4680,0) | (0,180,0) | — | MI_DevBlue | + +#### C6.2 布景物(Props) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 | +|---|-----------|------|-------------|------|------|------| +| | LVL_Z6_PROP_芦苇丛South岸Left_01 | Cylinder | (1800,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛South岸Left_02 | Cylinder | (1900,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛South岸Left_03 | Cylinder | (2000,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛South岸Left_04 | Cylinder | (2100,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛South岸Left_05 | Cylinder | (2200,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛South岸Left_06 | MI_DevFoliage | (2300,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛South岸Right_01 | Cylinder | (2700,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛South岸Right_02 | Cylinder | (2800,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛South岸Right_03 | Cylinder | (2900,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛South岸Right_04 | Cylinder | (3000,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛South岸Right_05 | Cylinder | (3100,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛South岸Right_06 | MI_DevFoliage | (3200,3600,0) | — | | 水塘南岸边 | +| | LVL_Z6_PROP_芦苇丛East岸_01 | Cylinder | (2900,4100,0) | — | | | +| | LVL_Z6_PROP_芦苇丛East岸_02 | Cylinder | (3000,4100,0) | — | | | +| | LVL_Z6_PROP_芦苇丛East岸_03 | Cylinder | (3100,4100,0) | — | | | +| | LVL_Z6_PROP_芦苇丛East岸_04 | MI_DevFoliage | (3200,4100,0) | — | | | +| | LVL_Z6_PROP_荷叶_01 | CirclePlatform | (2200,3900,-18) | — | | 水面上 | +| | LVL_Z6_PROP_荷叶_02 | CirclePlatform | (2207,3900,-18) | — | | 水面上 | +| | LVL_Z6_PROP_荷叶_03 | CirclePlatform | (2215,3900,-18) | — | | 水面上 | +| | LVL_Z6_PROP_荷叶_04 | CirclePlatform | (2222,3900,-18) | — | | 水面上 | +| | LVL_Z6_PROP_荷叶_05 | MI_DevGreen | (2230,3900,-18) | — | | 水面上 | +| | LVL_Z6_PROP_青蛙_01 | Cube | (2100,3680,0) | — | | 南岸石头旁 | +| | LVL_Z6_PROP_青蛙_02 | MI_DevGreen | (2200,3680,0) | — | | 南岸石头旁 | + +### C7. Z7 — 老居民楼 + +#### C7.1 结构体(Structure) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 | +|---|-----------|------|-------------|-------------|------|------| +| | LVL_Z7_STR_居民楼主体_01 | Building_01 | (5800,200,0) | — | — | MI_DevGray | +| | LVL_Z7_STR_碰撞WallWall_01 | Wall_400x300 | (5750,150,0) | — | — | MI_DevGray | +| | LVL_Z7_STR_碰撞WallWall_02 | Wall_400x300 | (6150,150,0) | — | — | MI_DevGray | +| | LVL_Z7_STR_碰撞WallWall_03 | Wall_400x300 | (6550,150,0) | — | — | MI_DevGray | +| | LVL_Z7_STR_碰撞WallWall_04 | Wall_100x300 | (6950,150,0) | — | — | MI_DevGray | +| | LVL_Z7_STR_碰撞WallWall侧_01 | Wall_400x300 | (5750,150,0) | — | — | MI_DevGray | +| | LVL_Z7_STR_碰撞WallWall侧_02 | Wall_400x300 | (6150,150,0) | — | — | MI_DevGray | + +#### C7.2 布景物(Props) + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 | +|---|-----------|------|-------------|------|------|------| +| | LVL_Z7_PROP_晾衣杆阳Counter_01 | Beam_300 | (6100,190,800) | — | | 不同楼层阳台外伸 | +| | LVL_Z7_PROP_晾衣杆阳Counter_02 | Beam_300 | (6133,190,800) | — | | 不同楼层阳台外伸 | +| | LVL_Z7_PROP_晾衣杆阳Counter_03 | Beam_300 | (6166,190,800) | — | | 不同楼层阳台外伸 | +| | LVL_Z7_PROP_垃圾Barrel_01 | TrashCans_01 | (6000,140,0) | — | | 楼下地面 | + + +--- + +## 四、Phase C — 全局物件 + +| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 | +|---|-----------|------|-------------|------|------|------| +| | LVL_Global_PROP_路Lamp_01 | RoadLamp_01 | (1500,1050,0) | — | | 街道中轴线偏南 | +| | LVL_Global_PROP_路Lamp_02 | RoadLamp_01 | (1500,1050,0) | — | | 街道中轴线偏南 | +| | LVL_Global_PROP_路Lamp_03 | RoadLamp_01 | (1500,1050,0) | — | | 街道中轴线偏南 | +| | LVL_Global_PROP_垃圾Barrel_01 | TrashCans_01 | (2000,850,0) | — | | 街道南侧靠墙 | +| | LVL_Global_PROP_垃圾Barrel_01 | MI_DevGreen | (2000,850,0) | — | | 街道南侧靠墙 | +| | LVL_Global_PROP_垃圾Barrel_02 | TrashCans_01 | (2000,850,0) | — | | 街道南侧靠墙 | +| | LVL_Global_PROP_垃圾Barrel_02 | MI_DevGreen | (2000,850,0) | — | | 街道南侧靠墙 | +| | LVL_Global_PROP_电线杆_01 | Cylinder | (1000,1050,0) | — | | 街道中轴,与路灯交错 | +| | LVL_Global_PROP_电线杆_02 | Cylinder | (1000,1050,0) | — | | 街道中轴,与路灯交错 | +| | LVL_Global_PROP_施工Wall挡South边界补充_01 | BarrierWall_600 | (0,0,0) | — | | 街道南侧背后的南场景边界 | +| | LVL_Global_PROP_施工Wall挡South边界补充_02 | MI_DevBlue | (0,0,0) | — | | 街道南侧背后的南场景边界 | + +--- + +## 五、Phase D — 光照 + +### D1. 定向光(Directional Light) + +| 类型 | 位置/方向 | 参数 | +|------|---------|------| +| Directional Light | 从西南方向照射,仰角约 45°(建议值,可调,范围 30°-60°) | 色温:暖白 ~5500K(建议值,可调);强度:中等(建议值,可调) | +> 夏日午后主光源 + +### D2. 天空光(Sky Light) + +| 类型 | 位置/方向 | 参数 | +|------|---------|------| +| Sky Light | 全局 | 强度:低-中(建议值,可调) | +> 环境补光,避免纯黑阴影 + +### D3. 路灯点光源 + +> v0.1 为装饰性光源,午后光照下几乎不可见,数量: 3 + + +--- + +## 六、Phase E — 验证清单 + +| # | 检查项 | 状态 | +|---|--------|------| +| 1 | 场景尺寸 8000×6000cm 正确 | ⬜ | +| 2 | 7 个区域均已搭建 | ⬜ | +| 3 | 所有边界围挡无缺口 | ⬜ | +| 4 | 玩家起点可到达 | ⬜ | +| 5 | 所有区域可通行 | ⬜ | +| 6 | 建筑入口与流线对齐 | ⬜ | +| 7 | 光照方向与场景一致 | ⬜ | +| 8 | Actor 总数: 161 | ⬜ | + +--- + +> 搭建指南生成完成。共 7 个区域,161 个 Actor。 \ No newline at end of file diff --git a/tools/execution-to-guide/README.md b/tools/execution-to-guide/README.md new file mode 100644 index 0000000..0c3659f --- /dev/null +++ b/tools/execution-to-guide/README.md @@ -0,0 +1,52 @@ +# execution-to-guide + +关卡执行案 → 搭建指南 转换器。 + +将 `docs/design/关卡-vXX-<名称>-执行案.md` 自动转换为 `docs/technical/关卡-vXX-搭建指南.md`,供 `level-builder` 工具解析并在 UE5 中搭建白模关卡。 + +## 用法 + +```bash +# 基本用法(自动推断输出路径到 docs/technical/) +cd tools/execution-to-guide +python converter.py -i ../../docs/design/关卡-v01-城郊小街-执行案.md + +# 指定输出路径 +python converter.py -i ../../docs/design/关卡-v01-城郊小街-执行案.md -o ../../docs/technical/关卡-v01-搭建指南.md + +# 详细日志 +python converter.py -i <执行案.md> -v +``` + +## 依赖 + +- `tools/level-builder/config/` 下的 `asset_mapping.py`、`material_mapping.py`、`substitution_rules.py` +- `tools/level-builder/parsers/markdown_table.py` + +工具会自动从上级 `level-builder` 目录加载这些依赖。 + +## 模块说明 + +| 文件 | 功能 | +|------|------| +| `converter.py` | 主入口,编排解析→展开→生成流程 | +| `execution_parser.py` | 解析执行案 Markdown,提取区域/结构体/布景/组合资产/边界/光照 | +| `asset_expander.py` | 将 BSP 资产建议字符串展开为 Actor 规格(坐标计算、旋转推断、资产映射) | +| `guide_writer.py` | 生成搭建指南 Markdown(匹配 `build_guide_parser.py` 的格式预期) | +| `composite_writer.py` | 生成组合资产清单 + JSON 模板(无直接 BSP 匹配的物件) | + +## 数据流 + +``` +关卡执行案 (.md) + │ + ▼ +execution_parser.py → ExecutionPlanData + │ + ▼ +asset_expander.py → list[ActorSpec] (展开 BSP 建议 + 坐标计算) + │ + ▼ +guide_writer.py → 搭建指南 (.md) (精确匹配 build_guide_parser 格式) +composite_writer.py → 组合资产清单 (.md + .json) +``` diff --git a/tools/execution-to-guide/__init__.py b/tools/execution-to-guide/__init__.py new file mode 100644 index 0000000..8869bb2 --- /dev/null +++ b/tools/execution-to-guide/__init__.py @@ -0,0 +1 @@ +# execution-to-guide 工具包 diff --git a/tools/execution-to-guide/asset_expander.py b/tools/execution-to-guide/asset_expander.py new file mode 100644 index 0000000..773ecaf --- /dev/null +++ b/tools/execution-to-guide/asset_expander.py @@ -0,0 +1,423 @@ +"""BSP 资产建议展开器。 + +将执行案中的"BSP 资产建议"字符串拆分为可放置的 Actor 规格。 + +核心转换: + - "Wall_400x300 × 2" → 2 个 Actor,间隔 400cm + - "Wall_400x300 + Wall_200x300" → 2 种资产各 1 个 + - "Cube 缩放(0.3,0.3,1.6)" → 1 个 Cube,带缩放参数 + - 区域原点 + 相对偏移 → 绝对坐标 + - 构件名称/方位 → 旋转推断 + +同时复用 level-builder 的 asset_mapping / material_mapping / substitution_rules。 +""" + +import re +import math +import logging +from dataclasses import dataclass +from typing import Optional + +# 允许从包内或直接运行 +from pathlib import Path +try: + from config.asset_mapping import MESH_ASSETS, MESH_ROOT, get_pivot_compensation + from config.material_mapping import MATERIAL_PATHS + from config.substitution_rules import SUBSTITUTION_RULES +except ImportError: + import sys + _lb = str(Path(__file__).resolve().parent.parent / "level-builder") + if _lb not in sys.path: + sys.path.insert(0, _lb) + from config.asset_mapping import MESH_ASSETS, MESH_ROOT, get_pivot_compensation + from config.material_mapping import MATERIAL_PATHS + from config.substitution_rules import SUBSTITUTION_RULES + +logger = logging.getLogger("execution_to_guide.expander") + + +# ============================================================ +# 数据结构 +# ============================================================ + +@dataclass +class ActorSpec: + """展开后的单个 Actor 规格。""" + actor_name: str # LVL_Z1_STR_SouthWall_01 + asset_key: str # Wall_400x300 + asset_path: str # UE5 资产路径 + location: tuple # (X, Y, Z) 绝对坐标 cm + rotation: tuple # (Pitch, Yaw, Roll) 度 + scale: tuple # (X, Y, Z) 缩放 + material: str # MI_DevRed + material_path: str # UE5 材质路径 + category: str # STR | PROP | COMP + zone_id: str # Z1 | GLOBAL + folder: str # Outliner 文件夹路径 + note: str = "" + + +# ============================================================ +# 方向→旋转映射 +# ============================================================ + +# 从构件名称中的方位词推断旋转 +# UE5: Yaw 绕 Z 轴旋转,沿 X 正方向为 0° +# 南墙(沿 X 轴)= Yaw 0°,东墙(沿 Y 轴)= Yaw 90° +DIRECTION_YAW = { + "南": 0.0, # 沿 X 轴,面朝南(-Y) + "东": 90.0, # 沿 Y 轴,面朝东(+X) + "西": -90.0, # 沿 Y 轴,面朝西(-X) + "北": 180.0, # 沿 X 轴,面朝北(+Y) + "左": 90.0, + "右": -90.0, + "上": 0.0, + "下": 0.0, +} + + +def infer_rotation_from_name(name: str) -> tuple: + """从构件名称推断旋转。 + + 查找名称中的方位词(南/东/西/北),返回对应的 (Pitch, Yaw, Roll)。 + 如果没有方位词,返回 (0, 0, 0)。 + """ + for direction, yaw in DIRECTION_YAW.items(): + if direction in name: + return (0.0, yaw, 0.0) + return (0.0, 0.0, 0.0) + + +def infer_rotation_from_offset(offset: tuple, zone_size: tuple) -> tuple: + """从偏移位置推断旋转(备用方案)。 + + 根据物件在区域中的位置判断朝向: + - 偏移 Y ≈ 0 → 南墙,Y ≈ max → 北墙 + - 偏移 X ≈ 0 → 西墙,X ≈ max → 东墙 + """ + dx, dy, dz = offset + w, d = zone_size[0], zone_size[1] if len(zone_size) > 1 else 0 + + if w > 0 and d > 0: + # 判断更接近哪条边 + x_ratio = dx / w if w else 0 + y_ratio = dy / d if d else 0 + + if y_ratio < 0.1: + return (0.0, 0.0, 0.0) # 南 + elif y_ratio > 0.9: + return (0.0, 180.0, 0.0) # 北 + elif x_ratio < 0.1: + return (0.0, -90.0, 0.0) # 西 + elif x_ratio > 0.9: + return (0.0, 90.0, 0.0) # 东 + + return (0.0, 0.0, 0.0) + + +# ============================================================ +# BSP 建议解析 +# ============================================================ + +def parse_bsp_suggestion(bsp_text: str) -> list[dict]: + """解析 BSP 资产建议字符串为资产列表。 + + 支持的格式: + - "Wall_400x300" → [{"key": "Wall_400x300", "count": 1}] + - "Wall_400x300 × 2" → [{"key": "Wall_400x300", "count": 2}] + - "Wall_400x300 × 2 + Wall_200x300" → [{"key": "Wall_400x300", "count": 2}, {"key": "Wall_200x300", "count": 1}] + - "Cube 缩放(0.3,0.3,1.6)" → [{"key": "Cube", "count": 1, "scale": (0.3,0.3,1.6)}] + - "Car01 缩放50%" → [{"key": "Car01", "count": 1, "scale": (0.5,0.5,0.5)}] + - "Floor_1000x1000 缩放(8,6,1)" → [{"key": "Floor_1000x1000", "count": 1, "scale": (8,6,1)}] + - "Primitives 组合" → [{"key": "_composite", "count": 1}] + - "BarrierWall_600" → [{"key": "BarrierWall_600", "count": 1}] + + Returns: + list of dicts, each with: + key: asset key string + count: int + scale: optional tuple (X, Y, Z) + """ + if not bsp_text or not bsp_text.strip(): + return [] + + bsp_text = bsp_text.strip() + results = [] + + # 按 + 分割多个资产段 + segments = re.split(r'\s*\+\s*', bsp_text) + + for seg in segments: + seg = seg.strip() + if not seg: + continue + + # 检测 Primitives 组合标记 + if "Primitives 组合" in seg or "组合" in seg and not re.search(r'[A-Z]', seg): + results.append({"key": "_composite", "count": 1}) + continue + + # 提取资产 key + key_match = re.match(r'([A-Za-z_]\w*(?:\d+x\d+)?)', seg) + if not key_match: + continue + + asset_key = key_match.group(1) + remaining = seg[key_match.end():] + + # 提取数量:× 2 或 *2 或 x2 + count = 1 + count_match = re.search(r'[×x*]\s*(\d+)', remaining) + if count_match: + count = int(count_match.group(1)) + + # 提取缩放:缩放(X,Y,Z) 或 缩放NN% + scale = None + scale_match = re.search(r'缩放\s*\(([\d.]+)\s*[,,]\s*([\d.]+)\s*[,,]\s*([\d.]+)\)', remaining) + if scale_match: + scale = (float(scale_match.group(1)), float(scale_match.group(2)), float(scale_match.group(3))) + else: + pct_match = re.search(r'缩放\s*(\d+)%', remaining) + if pct_match: + s = int(pct_match.group(1)) / 100.0 + scale = (s, s, s) + + results.append({"key": asset_key, "count": count, "scale": scale}) + + return results + + +# ============================================================ +# 资产展开 +# ============================================================ + +class AssetExpander: + """将执行案条目展开为 Actor 规格。""" + + def __init__(self, zones: list): + """ + Args: + zones: list[ZoneInfo] 区域信息列表 + """ + self.zones = {z.zone_id: z for z in zones} + self.actor_counters = {} # zone_id -> {category: counter} + + def expand_structure(self, item, zone_id: str) -> list[ActorSpec]: + """展开结构体条目。 + + Args: + item: StructureItem + zone_id: 区域 ID + + Returns: + 展开后的 ActorSpec 列表 + """ + zone = self.zones.get(zone_id) + if not zone: + logger.warning(f"未找到区域 {zone_id},跳过结构体 {item.item_id}") + return [] + + return self._expand_item( + item_id=item.item_id, + name=item.name, + size=item.size, + offset=item.offset, + bsp_suggestion=item.bsp_suggestion, + tag_color=item.tag_color, + zone_id=zone_id, + zone=zone, + category="STR", + note="", + ) + + def expand_prop(self, item, zone_id: str) -> list[ActorSpec]: + """展开布景物条目。""" + zone = self.zones.get(zone_id) + if not zone: + logger.warning(f"未找到区域 {zone_id},跳过布景 {item.item_id}") + return [] + + return self._expand_item( + item_id=item.item_id, + name=item.name, + size=item.size, + offset=item.offset, + bsp_suggestion=item.bsp_suggestion, + tag_color="", + zone_id=zone_id, + zone=zone, + category="PROP", + note=item.note, + ) + + def expand_global(self, item) -> list[ActorSpec]: + """展开全局物件条目。全局物件使用绝对坐标,不需要区域原点。""" + parts = parse_bsp_suggestion(item.bsp_suggestion) + if not parts: + # 尝试 substitution_rules + sub = SUBSTITUTION_RULES.get(item.name) + if sub: + parts = [{"key": sub["asset"], "count": item.count, "scale": sub.get("scale")}] + else: + parts = [{"key": "Cube", "count": item.count, "scale": None}] + + actors = [] + for i in range(item.count): + for part in parts: + asset_key = part["key"] + if asset_key == "_composite": + continue + + actor_name = f"LVL_Global_PROP_{self._slugify(item.name)}" + if item.count > 1: + actor_name += f"_{i + 1:02d}" + elif len(parts) > 1: + actor_name += f"_{parts.index(part) + 1:02d}" + + scale = part.get("scale") + if scale is None: + scale = (1.0, 1.0, 1.0) + + asset_path = MESH_ASSETS.get(asset_key, {}).get("path", "") + material = "" + mat_path = "" + + actors.append(ActorSpec( + actor_name=actor_name, + asset_key=asset_key, + asset_path=asset_path, + location=item.location, + rotation=(0.0, 0.0, 0.0), + scale=scale, + material=material, + material_path=mat_path, + category="PROP", + zone_id="GLOBAL", + folder=self._get_folder("GLOBAL", "PROP"), + note=item.note, + )) + + return actors + + def _expand_item(self, item_id: str, name: str, size: tuple, offset: tuple, + bsp_suggestion: str, tag_color: str, zone_id: str, + zone, category: str, note: str) -> list[ActorSpec]: + """通用展开逻辑。""" + parts = parse_bsp_suggestion(bsp_suggestion) + if not parts: + # 尝试 substitution_rules + sub = SUBSTITUTION_RULES.get(name) + if sub: + parts = [{"key": sub["asset"], "count": 1, "scale": sub.get("scale")}] + if not tag_color and sub.get("material"): + tag_color = sub["material"] + else: + parts = [{"key": "Cube", "count": 1, "scale": None}] + + actors = [] + # 跟踪资产段的累积偏移(用于 × N 的资产沿主轴排列) + cum_offset_x = 0.0 + + for part in parts: + asset_key = part["key"] + count = part.get("count", 1) + part_scale = part.get("scale") + + for idx in range(count): + # 计算绝对位置 + abs_x = zone.origin[0] + offset[0] + cum_offset_x + abs_y = zone.origin[1] + offset[1] + abs_z = zone.origin[2] + offset[2] + + # 确定缩放 + if part_scale: + scale = part_scale + else: + scale = (1.0, 1.0, 1.0) + + # 确定旋转 + rotation = infer_rotation_from_name(name) + + # 确定资产路径 + asset_info = MESH_ASSETS.get(asset_key, {}) + asset_path = asset_info.get("path", "") + + # 确定材质 + material = tag_color + mat_path = MATERIAL_PATHS.get(material, "") if material else "" + + # 生成 Actor 名称 + actor_name = self._make_actor_name(zone_id, category, name, len(actors) + 1) + + actors.append(ActorSpec( + actor_name=actor_name, + asset_key=asset_key, + asset_path=asset_path, + location=(abs_x, abs_y, abs_z), + rotation=rotation, + scale=scale, + material=material, + material_path=mat_path, + category=category, + zone_id=zone_id, + folder=self._get_folder(zone_id, category), + note=note, + )) + + # 累积偏移:沿资产主轴方向排列 + if asset_info: + default_size = asset_info.get("default_size", (0, 0, 0)) + if default_size and default_size[0] > 0: + cum_offset_x += default_size[0] * scale[0] + elif size and size[0] > 0 and count > 1: + cum_offset_x += size[0] / count + + return actors + + def _make_actor_name(self, zone_id: str, category: str, name: str, seq: int) -> str: + """生成 Actor 名称:LVL____""" + slug = self._slugify(name) + return f"LVL_{zone_id}_{category}_{slug}_{seq:02d}" + + def _slugify(self, name: str) -> str: + """将中文名称转为 Actor 名称用的英文缩写。""" + # 中文方位→英文 + _DIR_MAP = {"南": "South", "北": "North", "东": "East", "西": "West", + "左": "Left", "右": "Right", "上": "Top", "下": "Bottom"} + _TYPE_MAP = { + "墙": "Wall", "围": "Wall", "地": "Floor", "顶": "Roof", + "门": "Door", "窗": "Window", "栏": "Rail", "柱": "Pillar", + "梁": "Beam", "台": "Counter", "架": "Shelf", "柜": "Cabinet", + "桌": "Table", "椅": "Chair", "床": "Bed", "箱": "Box", + "树": "Tree", "灯": "Lamp", "车": "Car", "桶": "Barrel", + } + + result = "" + for ch in name: + if ch in _DIR_MAP: + result += _DIR_MAP[ch] + elif ch in _TYPE_MAP: + result += _TYPE_MAP[ch] + elif ch.isalnum(): + result += ch + # 跳过其他中文字符 + + return result if result else "Item" + + def _get_folder(self, zone_id: str, category: str) -> str: + """获取 Outliner 文件夹路径。""" + try: + from config.zone_config import get_folder_path + return get_folder_path(zone_id, category) + except ImportError: + zone = self.zones.get(zone_id) + zone_name = zone.zone_name if zone else "Unknown" + return f"LVL_Level/{zone_id}_{zone_name}/{category}" + + def _next_seq(self, zone_id: str, category: str) -> int: + """获取下一个序号。""" + key = f"{zone_id}_{category}" + if key not in self.actor_counters: + self.actor_counters[key] = 0 + self.actor_counters[key] += 1 + return self.actor_counters[key] diff --git a/tools/execution-to-guide/composite_writer.py b/tools/execution-to-guide/composite_writer.py new file mode 100644 index 0000000..4caf89b --- /dev/null +++ b/tools/execution-to-guide/composite_writer.py @@ -0,0 +1,260 @@ +"""组合资产清单 + 模板生成器。 + +将执行案中的组合资产标记展开为: +1. 组合资产清单 Markdown(供用户审查) +2. 组合资产模板 JSON(确认后回馈到 asset-catalog 模板库) + +组合资产 = 无法用单个 BSP StaticMesh 匹配的物件,需要多个 Primitives 拼搭。 +""" + +import json +import re +import logging +from pathlib import Path +from dataclasses import dataclass, field, asdict +from typing import Optional + +from execution_parser import ExecutionPlanData, CompositeItem + +logger = logging.getLogger("execution_to_guide.composite") + + +# ============================================================ +# 数据结构 +# ============================================================ + +@dataclass +class CompositePart: + """组合资产的一个构件。""" + primitive: str # Cube / Cylinder / CirclePlatform + scale: tuple # (X, Y, Z) + offset: tuple # (X, Y, Z) 相对组合资产原点 cm + material: str # MI_DevXxx + + +@dataclass +class CompositeTemplate: + """组合资产模板(确认后回馈到 asset-catalog)。""" + template_name: str # 英文标识 OldRadio + display_name: str # 中文名 旧收音机 + source_level: str # 来源版本 v02 + parts: list # list[CompositePart] + total_bounds: dict # {"size": [W, D, H]} + tags: list = field(default_factory=list) # ["prop", "electronics"] + + +# ============================================================ +# 拼搭方案解析 +# ============================================================ + +def parse_build_plan(plan_text: str, target_size: tuple) -> list[CompositePart]: + """解析拼搭方案字符串为构件列表。 + + 支持的格式: + - "Cube(0.2,0.15,0.12) + Cylinder天线" + - "Cube主体 + Cylinder(0.02,0.02,0.15)天线 offset(0.05,0,0.12)" + + 如果方案不够具体,生成一个默认的 Cube 占位。 + """ + parts = [] + if not plan_text: + # 默认:单个 Cube + w, d, h = target_size if target_size != (0, 0, 0) else (20, 20, 20) + parts.append(CompositePart( + primitive="Cube", + scale=(w / 100, d / 100, h / 100), + offset=(0, 0, 0), + material="MI_DevBrown", + )) + return parts + + # 按 + 分割 + segments = re.split(r'\s*\+\s*', plan_text) + for seg in segments: + seg = seg.strip() + if not seg: + continue + + # 提取 Primitives 类型 + prim_match = re.match(r'(Cube|Cylinder|CirclePlatform)', seg) + prim = prim_match.group(1) if prim_match else "Cube" + remaining = seg[prim_match.end():] if prim_match else seg + + # 提取缩放 + scale_match = re.search(r'\(([\d.]+)\s*,\s*([\d.]+)\s*,\s*([\d.]+)\)', remaining) + if scale_match: + scale = (float(scale_match.group(1)), float(scale_match.group(2)), float(scale_match.group(3))) + else: + scale = (0.1, 0.1, 0.1) + + # 提取偏移 + offset_match = re.search(r'offset\s*\(([-\d.]+)\s*,\s*([-\d.]+)\s*,\s*([-\d.]+)\)', remaining, re.IGNORECASE) + offset = (float(offset_match.group(1)), float(offset_match.group(2)), float(offset_match.group(3))) if offset_match else (0, 0, 0) + + # 确定材质 + material = "MI_DevBrown" + if "天线" in seg: + material = "MI_DevGray" + elif "玻璃" in seg or "镜" in seg: + material = "MI_DevGlassWhite" + elif "绿" in seg: + material = "MI_DevGreen" + elif "红" in seg: + material = "MI_DevRed" + + parts.append(CompositePart( + primitive=prim, + scale=scale, + offset=offset, + material=material, + )) + + return parts if parts else [CompositePart( + primitive="Cube", + scale=(0.1, 0.1, 0.1), + offset=(0, 0, 0), + material="MI_DevBrown", + )] + + +# ============================================================ +# 组合资产文档生成 +# ============================================================ + +class CompositeWriter: + """组合资产清单 + 模板生成器。""" + + def __init__(self, plan_data: ExecutionPlanData): + self.plan = plan_data + self.templates: list[CompositeTemplate] = [] + + def has_composites(self) -> bool: + """是否有组合资产。""" + return sum(len(v) for v in self.plan.zone_composites.values()) > 0 + + def generate_markdown(self) -> str: + """生成组合资产清单 Markdown。""" + lines = [ + f"# v{self.plan.version} 组合资产清单 — {self.plan.scene_name}", + "", + "> 本文档列出了执行案中需要用 Primitives 拼搭的组合资产。", + "> 请审查每个拼搭方案,确认后可回馈到 asset-catalog 模板库。", + "", + "---", + "", + ] + + for zone_id, composites in self.plan.zone_composites.items(): + if not composites: + continue + + zone_name = self._get_zone_name(zone_id) + lines.append(f"## {zone_id} {zone_name}") + lines.append("") + + for comp in composites: + lines.append(f"### {comp.item_id} {comp.name}") + lines.append("") + lines.append(f"**期望尺寸**: {comp.target_size[0]:.0f}×{comp.target_size[1]:.0f}×{comp.target_size[2]:.0f} cm") + lines.append(f"**说明**: {comp.note}") + lines.append("") + + # 解析拼搭方案 + parts = parse_build_plan(comp.build_plan, comp.target_size) + + lines.append("| 构件 | Primitive | 缩放 (X,Y,Z) | 偏移 (X,Y,Z) | 材质 |") + lines.append("|------|-----------|-------------|-------------|------|") + + for i, part in enumerate(parts): + lines.append( + f"| 构件{i + 1} | {part.primitive} | " + f"({part.scale[0]:.3f},{part.scale[1]:.3f},{part.scale[2]:.3f}) | " + f"({part.offset[0]:.1f},{part.offset[1]:.1f},{part.offset[2]:.1f}) | " + f"{part.material} |" + ) + + lines.append("") + + # 生成模板 + template = self._make_template(comp, parts) + self.templates.append(template) + + return "\n".join(lines) + + def generate_templates_json(self) -> str: + """生成组合资产模板 JSON(回馈到 asset-catalog)。""" + data = { + "version": "1.0", + "source_level": self.plan.version, + "composite_templates": [asdict(t) for t in self.templates], + } + # 将 tuple 转为 list 以便 JSON 序列化 + def convert_tuples(obj): + if isinstance(obj, dict): + return {k: convert_tuples(v) for k, v in obj.items()} + elif isinstance(obj, list): + return [convert_tuples(i) for i in obj] + elif isinstance(obj, tuple): + return list(obj) + return obj + + data = convert_tuples(data) + return json.dumps(data, indent=2, ensure_ascii=False) + + def write_to_files(self, md_path: str, json_path: str = None): + """写入 Markdown 和 JSON 文件。""" + # Markdown + md_content = self.generate_markdown() + md = Path(md_path) + md.parent.mkdir(parents=True, exist_ok=True) + md.write_text(md_content, encoding="utf-8") + logger.info(f"组合资产清单已写入: {md_path}") + + # JSON(可选) + if json_path: + json_content = self.generate_templates_json() + jp = Path(json_path) + jp.parent.mkdir(parents=True, exist_ok=True) + jp.write_text(json_content, encoding="utf-8") + logger.info(f"组合资产模板已写入: {json_path}") + + def _make_template(self, comp: CompositeItem, parts: list[CompositePart]) -> CompositeTemplate: + """从组合资产条目生成模板。""" + # 生成英文标识 + template_name = self._slugify(comp.name) + + # 计算总包围盒 + max_x = max(p.offset[0] + p.scale[0] * 100 for p in parts) if parts else 0 + max_y = max(p.offset[1] + p.scale[1] * 100 for p in parts) if parts else 0 + max_z = max(p.offset[2] + p.scale[2] * 100 for p in parts) if parts else 0 + + return CompositeTemplate( + template_name=template_name, + display_name=comp.name, + source_level=self.plan.version, + parts=[asdict(p) for p in parts], + total_bounds={"size": [max_x, max_y, max_z]}, + tags=["prop", "composite"], + ) + + def _get_zone_name(self, zone_id: str) -> str: + for z in self.plan.zones: + if z.zone_id == zone_id: + return z.zone_name + return "" + + def _slugify(self, name: str) -> str: + """将中文名称转为英文标识。""" + # 简单映射 + _MAP = { + "旧": "Old", "新": "New", "大": "Big", "小": "Small", + "收音机": "Radio", "电视": "TV", "冰箱": "Fridge", + "空调": "AC", "电话": "Phone", "自行车": "Bicycle", + "摩托": "Motorcycle", "柜": "Cabinet", "桌": "Table", + "椅": "Chair", "灯": "Lamp", "招牌": "Sign", + } + result = "" + for key, val in sorted(_MAP.items(), key=lambda x: -len(x[0])): + if key in name: + result += val + return result if result else "Composite" diff --git a/tools/execution-to-guide/converter.py b/tools/execution-to-guide/converter.py new file mode 100644 index 0000000..c4cdd01 --- /dev/null +++ b/tools/execution-to-guide/converter.py @@ -0,0 +1,118 @@ +"""执行案 → 搭建指南 转换器(主入口)。 + +用法: + python -m execution_to_guide.converter -i <执行案.md> [-o <搭建指南.md>] + +示例: + python converter.py -i docs/design/关卡-v01-城郊小街-执行案.md -o docs/technical/关卡-v01-搭建指南.md + python converter.py -i docs/design/关卡-v01-城郊小街-执行案.md # 自动推断输出路径 +""" + +import argparse +import logging +import sys +from pathlib import Path + +from execution_parser import ExecutionPlanParser +from guide_writer import GuideWriter + +logging.basicConfig( + level=logging.INFO, + format="%(name)s: %(message)s", +) +logger = logging.getLogger("execution_to_guide") + + +def convert(input_path: str, output_path: str = None) -> str: + """将执行案转换为搭建指南。 + + Args: + input_path: 执行案 Markdown 文件路径 + output_path: 搭建指南输出路径(可选,默认自动推断) + + Returns: + 生成的搭建指南 Markdown 内容 + """ + # 解析执行案 + logger.info(f"解析执行案: {input_path}") + parser = ExecutionPlanParser() + plan_data = parser.parse_file(input_path) + + logger.info(f"场景: {plan_data.scene_name} v{plan_data.version}") + logger.info(f"尺寸: {plan_data.scene_size[0]}×{plan_data.scene_size[1]}cm") + logger.info(f"区域: {len(plan_data.zones)} 个") + logger.info(f"结构体: {sum(len(v) for v in plan_data.zone_structures.values())} 条") + logger.info(f"布景物: {sum(len(v) for v in plan_data.zone_props.values())} 条") + logger.info(f"组合资产: {sum(len(v) for v in plan_data.zone_composites.values())} 条") + logger.info(f"全局物件: {len(plan_data.global_objects)} 条") + logger.info(f"边界: {len(plan_data.boundaries)} 段") + + # 生成搭建指南 + writer = GuideWriter(plan_data) + content = writer.generate() + + # 输出文件 + if output_path is None: + # 自动推断:docs/design/关卡-v01-xxx-执行案.md → docs/technical/关卡-v01-搭建指南.md + in_path = Path(input_path) + version = plan_data.version + out_dir = in_path.parent.parent / "technical" + out_dir.mkdir(parents=True, exist_ok=True) + output_path = str(out_dir / f"关卡-{version}-搭建指南.md") + + writer.write_to_file(output_path) + logger.info(f"搭建指南已输出: {output_path}") + + # 统计 + total_actors = len(writer.all_actors) + unique_assets = len(writer.asset_refs) + logger.info(f"生成 Actor: {total_actors} 个,使用资产: {unique_assets} 种") + + # 如果有组合资产,提示 + total_composites = sum(len(v) for v in plan_data.zone_composites.values()) + if total_composites > 0: + logger.warning(f"⚠️ 发现 {total_composites} 个组合资产需要手动展开或确认拼搭方案") + + return content + + +def main(): + parser = argparse.ArgumentParser( + description="关卡执行案 → 搭建指南 转换器", + formatter_class=argparse.RawDescriptionHelpFormatter, + epilog=""" +示例: + python -m execution_to_guide.converter -i docs/design/关卡-v01-城郊小街-执行案.md + python converter.py -i docs/design/关卡-v01-城郊小街-执行案.md -o output/指南.md + """, + ) + parser.add_argument( + "-i", "--input", required=True, + help="关卡执行案 Markdown 文件路径" + ) + parser.add_argument( + "-o", "--output", default=None, + help="搭建指南输出路径(默认自动推断到 docs/technical/)" + ) + parser.add_argument( + "-v", "--verbose", action="store_true", + help="显示详细日志" + ) + + args = parser.parse_args() + + if args.verbose: + logging.getLogger().setLevel(logging.DEBUG) + + try: + convert(args.input, args.output) + except FileNotFoundError as e: + logger.error(f"文件未找到: {e}") + sys.exit(1) + except Exception as e: + logger.error(f"转换失败: {e}") + raise + + +if __name__ == "__main__": + main() diff --git a/tools/execution-to-guide/execution_parser.py b/tools/execution-to-guide/execution_parser.py new file mode 100644 index 0000000..1d2d5de --- /dev/null +++ b/tools/execution-to-guide/execution_parser.py @@ -0,0 +1,662 @@ +"""关卡执行案 Markdown 解析器。 + +解析 docs/design/关卡-vXX-<名称>-执行案.md,提取结构化数据供后续转换为搭建指南。 + +执行案的表格格式(简化版,无交互物/收集品): + - 区域总览表: 区域编号 / 区域名称 / 绝对坐标范围 (X,Y) / 尺寸 / 地面材质建议 / 标识色 + - 交通流线表: 流线路径 / 宽度 / 说明 + - 结构体表: 编号 / 构件名称 / 尺寸 / 相对原点偏移 / BSP 资产建议 / 标识色 + - 布景表: 编号 / 物件名称 / 尺寸 / 相对原点偏移 / BSP 资产建议 / 说明 + - 组合资产表: 编号 / 物件名称 / 期望尺寸 / 推荐拼搭方案 / 说明 + - 全局物件表: 编号 / 物件名称 / 数量 / 放置位置 / BSP 资产建议 / 说明 + - 边界表: 边界段 / 位置范围 / 遮挡方式 / BSP 资产建议 / 标识色 + - 光照表: 光源类型 / 数量 / 位置/方向 / 参数建议 / 说明 +""" + +import re +import logging +from pathlib import Path +from dataclasses import dataclass, field +from typing import Optional + +# 允许从包内或直接运行 +try: + from parsers.markdown_table import parse_table, clean_cell +except ImportError: + import sys + sys.path.insert(0, str(Path(__file__).resolve().parent.parent / "level-builder")) + from parsers.markdown_table import parse_table, clean_cell + +logger = logging.getLogger("execution_to_guide.parser") + + +# ============================================================ +# 数据结构 +# ============================================================ + +@dataclass +class ZoneInfo: + """区域信息。""" + zone_id: str # Z1, Z2, ... + zone_name: str # 家、小卖部、... + origin: tuple # (X, Y, Z) 区域西南角绝对坐标 + bounds_x: tuple # (X_min, X_max) + bounds_y: tuple # (Y_min, Y_max) + size_m: tuple # (宽m, 深m) + ground_material: str = "" # 地面材质建议 + tag_color: str = "" # 标识色 MI_DevXxx + height: float = 0 # 建筑高度(cm) + wall_height: float = 250 # 围墙高度 + door_width: float = 120 # 门洞宽度 + door_height: float = 220 # 门洞高度 + indoor_clear_height: float = 280 # 室内净高 + eaves_height: float = 300 # 屋檐高度 + + +@dataclass +class StructureItem: + """结构体条目(墙/地/顶/门/窗等建筑构件)。""" + item_id: str # Z1-S01 + name: str # 南围墙 + size: tuple # (宽, 深, 高) cm + offset: tuple # (ΔX, ΔY, ΔZ) 相对区域原点 + bsp_suggestion: str # Wall_400x300 x 2 + tag_color: str = "" # MI_DevRed + + +@dataclass +class PropItem: + """布景物条目(家具/道具/装饰)。""" + item_id: str # Z1-P01 + name: str # 旧自行车 + size: tuple # (宽, 深, 高) cm(约) + offset: tuple # (ΔX, ΔY, ΔZ) 相对区域原点 + bsp_suggestion: str # Car01 缩放50% + note: str = "" # 靠墙停放 + + +@dataclass +class CompositeItem: + """组合资产条目(需 Primitives 拼搭)。""" + item_id: str # Z1-C01 + name: str # 旧收音机 + target_size: tuple # (宽, 深, 高) cm(约) + build_plan: str # Cube(0.2,0.15,0.12) + Cylinder天线 + note: str = "" # 放在柜台上 + + +@dataclass +class GlobalObject: + """全局物件。""" + item_id: str # G-01 / G-E01 + name: str + count: int + location: tuple # (X, Y, Z) 绝对坐标 + bsp_suggestion: str + note: str = "" + + +@dataclass +class BoundaryItem: + """场景边界。""" + segment: str # 西边界/南边界/东边界/北边界 + location_range: str + block_method: str # 围墙/自然遮挡 + bsp_suggestion: str + tag_color: str = "" + + +@dataclass +class LightItem: + """光照建议。""" + light_type: str # 定向光/天空光/路灯 + count: int + position: str # 位置/方向描述 + params: str # 参数建议 + note: str = "" + + +@dataclass +class TrafficFlow: + """交通流线。""" + path: str # Z1 → Z3 家门 → 街道 + width: float # cm + note: str = "" + + +@dataclass +class ExecutionPlanData: + """执行案解析后的完整数据。""" + version: str = "" + scene_name: str = "" + scene_size: tuple = (0, 0) # (宽cm, 深cm) + ground_z: float = 0 + character_height: float = 120 + camera_height: float = 100 + time_setting: str = "" + zones: list = field(default_factory=list) # list[ZoneInfo] + flows: list = field(default_factory=list) # list[TrafficFlow] + zone_structures: dict = field(default_factory=dict) # zone_id -> list[StructureItem] + zone_props: dict = field(default_factory=dict) # zone_id -> list[PropItem] + zone_composites: dict = field(default_factory=dict) # zone_id -> list[CompositeItem] + global_objects: list = field(default_factory=list) # list[GlobalObject] + boundaries: list = field(default_factory=list) # list[BoundaryItem] + lights: list = field(default_factory=list) # list[LightItem] + + +# ============================================================ +# 解析逻辑 +# ============================================================ + +class ExecutionPlanParser: + """关卡执行案解析器。""" + + def __init__(self): + self.data = ExecutionPlanData() + + def parse_file(self, filepath: str) -> ExecutionPlanData: + """解析执行案文件。""" + path = Path(filepath) + if not path.exists(): + raise FileNotFoundError(f"执行案文件不存在: {filepath}") + text = path.read_text(encoding="utf-8") + return self.parse_text(text) + + def parse_text(self, text: str) -> ExecutionPlanData: + """解析执行案文本。""" + lines = text.split("\n") + + # 解析标题 → 版本和场景名 + self._parse_title(lines) + + # 一、场景参数 + self._parse_scene_params(lines) + + # 二、区域坐标布局 + self._parse_zone_layout(lines) + + # 三、逐区域搭建指南 + self._parse_zone_details(lines) + + # 四、全局物件清单 + self._parse_global_objects(lines) + + # 五、场景边界与遮挡 + self._parse_boundaries(lines) + + # 六、光照建议 + self._parse_lighting(lines) + + return self.data + + # ---------------------------------------------------------- + # 标题 + # ---------------------------------------------------------- + def _parse_title(self, lines: list[str]): + """从标题提取版本号和场景名。如:# v0.1 关卡执行案 — 城郊小街""" + for line in lines: + m = re.match(r'#\s+v([\d.]+)\s+关卡执行案\s*[—\-–]\s*(.+)', line) + if m: + self.data.version = m.group(1) + self.data.scene_name = m.group(2).strip() + break + + # ---------------------------------------------------------- + # 一、场景参数 + # ---------------------------------------------------------- + def _parse_scene_params(self, lines: list[str]): + """解析场景参数表。""" + section_start = self._find_section(lines, "一、场景参数") + section_end = self._find_section(lines, "二、区域坐标布局") + if section_start < 0: + return + if section_end < 0: + section_end = len(lines) + + section_lines = lines[section_start:section_end] + tables = self._extract_tables(section_lines) + if not tables: + return + + for row in tables[0]: + param = clean_cell(row.get("参数", "")) + value = clean_cell(row.get("值", "")) + if not param: + continue + + if "场景总尺寸" in param: + size_match = re.search(r'(\d+)\s*cm\s*[x×]\s*(\d+)\s*cm', value) + if size_match: + self.data.scene_size = (int(size_match.group(1)), int(size_match.group(2))) + elif "地面高度基准" in param: + z_match = re.search(r'Z?\s*=\s*(-?\d+)', value) + if z_match: + self.data.ground_z = float(z_match.group(1)) + elif "主角身高" in param: + h_match = re.search(r'~?(\d+)', value) + if h_match: + self.data.character_height = float(h_match.group(1)) + elif "视角高度" in param: + h_match = re.search(r'~?(\d+)', value) + if h_match: + self.data.camera_height = float(h_match.group(1)) + elif "时间设定" in param: + self.data.time_setting = value + + # ---------------------------------------------------------- + # 二、区域坐标布局 + # ---------------------------------------------------------- + def _parse_zone_layout(self, lines: list[str]): + """解析区域总览表和交通流线表。""" + section_start = self._find_section(lines, "二、区域坐标布局") + section_end = self._find_section(lines, "三、逐区域搭建指南") + if section_start < 0: + return + if section_end < 0: + section_end = len(lines) + + section_lines = lines[section_start:section_end] + tables = self._extract_tables(section_lines) + + # 第一个表格 = 区域总览表 + if tables: + for row in tables[0]: + zone = self._parse_zone_row(row) + if zone: + self.data.zones.append(zone) + + # 第二个表格 = 交通流线(如果有) + if len(tables) > 1: + for row in tables[1]: + path = clean_cell(row.get("流线路径", "")) + if not path: + continue + width_str = clean_cell(row.get("宽度", "200")) + w_match = re.search(r'(\d+)', width_str) + width = float(w_match.group(1)) if w_match else 200.0 + note = clean_cell(row.get("说明", "")) + self.data.flows.append(TrafficFlow( + path=path, width=width, note=note + )) + + def _parse_zone_row(self, row: dict) -> Optional[ZoneInfo]: + """解析区域总览表的一行。""" + zone_id = clean_cell(row.get("区域编号", "")) + zone_name = clean_cell(row.get("区域名称", "")) + coord_str = clean_cell(row.get("绝对坐标范围 (X,Y)", row.get("绝对坐标范围", ""))) + + if not zone_id or not zone_name: + return None + if not re.match(r'Z\d+', zone_id): + return None + + # 解析坐标范围:(X1,Y1)→(X2,Y2) + coord_match = re.match( + r'\((\d+)\s*,\s*(\d+)\)\s*[→\-–]+\s*\((\d+)\s*,\s*(\d+)\)', + coord_str + ) + if not coord_match: + return None + + x_min, y_min = int(coord_match.group(1)), int(coord_match.group(2)) + x_max, y_max = int(coord_match.group(3)), int(coord_match.group(4)) + + # 解析尺寸 + size_str = clean_cell(row.get("尺寸 (宽x深)", row.get("尺寸", ""))) + size_match = re.search(r'(\d+)\s*m?\s*[x×]\s*(\d+)\s*m?', size_str) + size_m = (float(size_match.group(1)), float(size_match.group(2))) if size_match else (0, 0) + + ground_mat = clean_cell(row.get("地面材质建议", "")) + tag_color = clean_cell(row.get("标识色", "")) + + return ZoneInfo( + zone_id=zone_id, + zone_name=zone_name, + origin=(x_min, y_min, 0), + bounds_x=(x_min, x_max), + bounds_y=(y_min, y_max), + size_m=size_m, + ground_material=ground_mat, + tag_color=tag_color, + ) + + # ---------------------------------------------------------- + # 三、逐区域搭建指南 + # ---------------------------------------------------------- + def _parse_zone_details(self, lines: list[str]): + """解析逐区域搭建指南(结构体/布景/组合资产)。""" + section_start = self._find_section(lines, "三、逐区域搭建指南") + section_end = self._find_section(lines, "四、全局物件清单") + if section_start < 0: + return + if section_end < 0: + section_end = len(lines) + + section_lines = lines[section_start:section_end] + current_zone = "" + current_zone_info = None + + i = 0 + while i < len(section_lines): + line = section_lines[i].strip() + + # 检测区域标题:### Z1:家(Home)或 ### Z1: 家 或 ### Z1:家 + zm = re.match(r'###\s+(Z\d+)\s*[::]\s*(.+?)(?:\s*[((].+[)])?\s*$', line) + if zm: + current_zone = zm.group(1) + current_zone_info = self._find_zone(current_zone) + i += 1 + continue + + # 检测区域绝对原点行:**区域绝对原点**:(X, Y, Z) + if "区域绝对原点" in line and current_zone: + origin_match = re.search(r'\((\d+)\s*,\s*(\d+)\s*,\s*(\d+)\)', line) + if origin_match and current_zone_info: + current_zone_info.origin = ( + int(origin_match.group(1)), + int(origin_match.group(2)), + int(origin_match.group(3)), + ) + + # 检测区域参数子标题 + if "区域参数" in line: + i += 1 + i = self._skip_blank(section_lines, i) + rows = self._read_table(section_lines, i) + if rows: + i = self._advance_past_table(section_lines, i) + if current_zone_info: + self._parse_zone_params(rows, current_zone_info) + continue + + # 检测结构体子标题 + if "结构体清单" in line: + i += 1 + i = self._skip_blank(section_lines, i) + rows = self._read_table(section_lines, i) + if rows and current_zone: + items = [self._parse_structure_row(r) for r in rows] + items = [it for it in items if it] + self.data.zone_structures[current_zone] = items + i = self._advance_past_table(section_lines, i) + continue + + # 检测布景物子标题 + if "布景物清单" in line: + i += 1 + i = self._skip_blank(section_lines, i) + rows = self._read_table(section_lines, i) + if rows and current_zone: + items = [self._parse_prop_row(r) for r in rows] + items = [it for it in items if it] + self.data.zone_props[current_zone] = items + i = self._advance_past_table(section_lines, i) + continue + + # 检测组合资产子标题 + if "组合资产标记" in line: + i += 1 + i = self._skip_blank(section_lines, i) + rows = self._read_table(section_lines, i) + if rows and current_zone: + items = [self._parse_composite_row(r) for r in rows] + items = [it for it in items if it] + self.data.zone_composites[current_zone] = items + i = self._advance_past_table(section_lines, i) + continue + + i += 1 + + def _parse_zone_params(self, rows: list[dict], zone: ZoneInfo): + """解析区域参数表。""" + for row in rows: + param = clean_cell(row.get("参数", "")) + value = clean_cell(row.get("值", "")) + if "围墙" in param or "外墙高度" in param: + m = re.search(r'(\d+)', value) + if m: + zone.wall_height = float(m.group(1)) + elif "门洞宽度" in param: + m = re.search(r'(\d+)', value) + if m: + zone.door_width = float(m.group(1)) + elif "门洞高度" in param: + m = re.search(r'(\d+)', value) + if m: + zone.door_height = float(m.group(1)) + elif "室内净高" in param: + m = re.search(r'(\d+)', value) + if m: + zone.indoor_clear_height = float(m.group(1)) + elif "屋檐高度" in param: + m = re.search(r'(\d+)', value) + if m: + zone.eaves_height = float(m.group(1)) + + def _parse_structure_row(self, row: dict) -> Optional[StructureItem]: + """解析结构体表行。""" + item_id = clean_cell(row.get("编号", "")) + name = clean_cell(row.get("构件名称", "")) + if not item_id or not name: + return None + + size_str = clean_cell(row.get("尺寸 (宽x深x高, cm)", row.get("尺寸", ""))) + size = self._parse_size(size_str) + + offset_str = clean_cell(row.get("相对原点偏移 (ΔX,ΔY,ΔZ)", row.get("相对原点偏移", ""))) + offset = self._parse_xyz(offset_str) + + bsp = clean_cell(row.get("BSP 资产建议", "")) + tag = clean_cell(row.get("标识色", "")) + + return StructureItem( + item_id=item_id, name=name, size=size, + offset=offset, bsp_suggestion=bsp, tag_color=tag + ) + + def _parse_prop_row(self, row: dict) -> Optional[PropItem]: + """解析布景表行。""" + item_id = clean_cell(row.get("编号", "")) + name = clean_cell(row.get("物件名称", "")) + if not item_id or not name: + return None + + size_str = clean_cell(row.get("尺寸 (约, cm)", row.get("尺寸", ""))) + size = self._parse_size(size_str) + + offset_str = clean_cell(row.get("相对原点偏移 (ΔX,ΔY,ΔZ)", row.get("相对原点偏移", ""))) + offset = self._parse_xyz(offset_str) + + bsp = clean_cell(row.get("BSP 资产建议", "")) + note = clean_cell(row.get("说明", "")) + + return PropItem( + item_id=item_id, name=name, size=size, + offset=offset, bsp_suggestion=bsp, note=note + ) + + def _parse_composite_row(self, row: dict) -> Optional[CompositeItem]: + """解析组合资产表行。""" + item_id = clean_cell(row.get("编号", "")) + name = clean_cell(row.get("物件名称", "")) + if not item_id or not name: + return None + + size_str = clean_cell(row.get("期望尺寸 (约, cm)", row.get("期望尺寸", ""))) + size = self._parse_size(size_str) + + plan = clean_cell(row.get("推荐拼搭方案", "")) + note = clean_cell(row.get("说明", "")) + + return CompositeItem( + item_id=item_id, name=name, target_size=size, + build_plan=plan, note=note + ) + + # ---------------------------------------------------------- + # 四、全局物件清单 + # ---------------------------------------------------------- + def _parse_global_objects(self, lines: list[str]): + """解析全局物件清单。""" + section_start = self._find_section(lines, "四、全局物件清单") + section_end = self._find_section(lines, "五、场景边界") + if section_start < 0: + return + if section_end < 0: + section_end = len(lines) + + section_lines = lines[section_start:section_end] + tables = self._extract_tables(section_lines) + + for table in tables: + for row in table: + item_id = clean_cell(row.get("编号", "")) + name = clean_cell(row.get("物件名称", "")) + if not item_id or not name: + continue + + count_str = clean_cell(row.get("数量", "1")) + c_match = re.search(r'(\d+)', count_str) + count = int(c_match.group(1)) if c_match else 1 + + loc_str = clean_cell(row.get("放置位置 (绝对坐标 X,Y,Z)", row.get("放置位置", ""))) + location = self._parse_xyz(loc_str) + + bsp = clean_cell(row.get("BSP 资产建议", "")) + note = clean_cell(row.get("说明", "")) + + self.data.global_objects.append(GlobalObject( + item_id=item_id, name=name, count=count, + location=location, bsp_suggestion=bsp, note=note + )) + + # ---------------------------------------------------------- + # 五、场景边界与遮挡 + # ---------------------------------------------------------- + def _parse_boundaries(self, lines: list[str]): + """解析场景边界表。""" + section_start = self._find_section(lines, "五、场景边界") + section_end = self._find_section(lines, "六、光照建议") + if section_start < 0: + return + if section_end < 0: + section_end = len(lines) + + section_lines = lines[section_start:section_end] + tables = self._extract_tables(section_lines) + + if tables: + for row in tables[0]: + segment = clean_cell(row.get("边界段", "")) + if not segment: + continue + loc_range = clean_cell(row.get("位置范围", "")) + method = clean_cell(row.get("遮挡方式", "")) + bsp = clean_cell(row.get("BSP 资产建议", "")) + tag = clean_cell(row.get("标识色", "")) + self.data.boundaries.append(BoundaryItem( + segment=segment, location_range=loc_range, + block_method=method, bsp_suggestion=bsp, tag_color=tag + )) + + # ---------------------------------------------------------- + # 六、光照建议 + # ---------------------------------------------------------- + def _parse_lighting(self, lines: list[str]): + """解析光照建议表。""" + section_start = self._find_section(lines, "六、光照建议") + if section_start < 0: + return + + section_lines = lines[section_start:] + tables = self._extract_tables(section_lines) + + if tables: + for row in tables[0]: + light_type = clean_cell(row.get("光源类型", "")) + if not light_type: + continue + count_str = clean_cell(row.get("数量", "1")) + c_match = re.search(r'(\d+)', count_str) + count = int(c_match.group(1)) if c_match else 1 + position = clean_cell(row.get("位置/方向", "")) + params = clean_cell(row.get("参数建议", "")) + note = clean_cell(row.get("说明", "")) + self.data.lights.append(LightItem( + light_type=light_type, count=count, + position=position, params=params, note=note + )) + + # ---------------------------------------------------------- + # 辅助方法 + # ---------------------------------------------------------- + def _find_section(self, lines: list[str], keyword: str) -> int: + """找到包含关键词的章节标题行。""" + for i, line in enumerate(lines): + if keyword in line: + return i + return -1 + + def _find_zone(self, zone_id: str) -> Optional[ZoneInfo]: + """查找区域信息。""" + for z in self.data.zones: + if z.zone_id == zone_id: + return z + return None + + def _extract_tables(self, lines: list[str]) -> list[list[dict]]: + """从行列表中提取所有表格。""" + tables = [] + i = 0 + while i < len(lines): + if '|' in lines[i]: + table_lines = [] + while i < len(lines) and '|' in lines[i]: + table_lines.append(lines[i]) + i += 1 + rows = parse_table(table_lines) + if rows: + tables.append(rows) + continue + i += 1 + return tables + + def _skip_blank(self, lines: list[str], i: int) -> int: + """跳过空行,返回第一个非空行的索引。""" + while i < len(lines) and not lines[i].strip(): + i += 1 + return i + + def _read_table(self, lines: list[str], i: int) -> list[dict]: + """从第 i 行开始读取一个 Markdown 表格。""" + table_lines = [] + while i < len(lines) and '|' in lines[i]: + table_lines.append(lines[i]) + i += 1 + if not table_lines: + return [] + return parse_table(table_lines) + + def _advance_past_table(self, lines: list[str], i: int) -> int: + """将索引推进到表格之后。""" + while i < len(lines) and '|' in lines[i]: + i += 1 + return i + + def _parse_xyz(self, text: str) -> tuple: + """解析 (X,Y,Z) 或 (ΔX,ΔY,ΔZ) 格式。""" + if not text: + return (0, 0, 0) + m = re.search(r'\(([-\d.]+)\s*[,,]\s*([-\d.]+)\s*[,,]\s*([-\d.]+)\)', text) + if m: + return (float(m.group(1)), float(m.group(2)), float(m.group(3))) + return (0, 0, 0) + + def _parse_size(self, text: str) -> tuple: + """解析 尺寸格式:宽x深x高。支持 '800x20x250' 或 '800×20×250'。""" + if not text: + return (0, 0, 0) + m = re.search(r'(\d+(?:\.\d+)?)\s*[x×]\s*(\d+(?:\.\d+)?)\s*[x×]\s*(\d+(?:\.\d+)?)', text) + if m: + return (float(m.group(1)), float(m.group(2)), float(m.group(3))) + return (0, 0, 0) diff --git a/tools/execution-to-guide/guide_writer.py b/tools/execution-to-guide/guide_writer.py new file mode 100644 index 0000000..cba8e3f --- /dev/null +++ b/tools/execution-to-guide/guide_writer.py @@ -0,0 +1,596 @@ +"""搭建指南 Markdown 生成器。 + +将 ActorSpec 列表转换为搭建指南 Markdown 文档。 +输出格式精确匹配 build_guide_parser.py 的解析预期。 + +搭建指南结构(8章): + 〇、全局信息(场景参数、路径前缀、命名规范、Outliner 结构) + 一、BSP 资产映射表 + 二、Phase B 地面与边界 + 三、Phase C 逐区域搭建 + 四、Phase C 全局物件 + 五、Phase D 光照 + 六、Phase E 验证清单 +""" + +import logging +from dataclasses import asdict +from pathlib import Path +from typing import Optional + +from execution_parser import ( + ExecutionPlanData, ZoneInfo, StructureItem, PropItem, + CompositeItem, GlobalObject, BoundaryItem, LightItem, +) +from asset_expander import AssetExpander, ActorSpec + +logger = logging.getLogger("execution_to_guide.writer") + + +# ============================================================ +# 搭建指南生成器 +# ============================================================ + +class GuideWriter: + """搭建指南 Markdown 生成器。""" + + def __init__(self, plan_data: ExecutionPlanData): + """ + Args: + plan_data: 解析后的执行案数据 + """ + self.plan = plan_data + self.expander = AssetExpander(plan_data.zones) + self.all_actors: list[ActorSpec] = [] + self.asset_refs: dict[str, dict] = {} # 用到的资产 key → info + + def generate(self) -> str: + """生成完整的搭建指南 Markdown。""" + sections = [] + + # 〇、全局信息 + sections.append(self._write_global_info()) + + # 一、BSP 资产映射表 + sections.append(self._write_asset_mapping()) + + # 二、Phase B — 地面与边界 + sections.append(self._write_ground_and_boundary()) + + # 三、Phase C — 逐区域搭建 + sections.append(self._write_zone_builds()) + + # 四、Phase C — 全局物件 + sections.append(self._write_global_objects()) + + # 五、Phase D — 光照 + sections.append(self._write_lighting()) + + # 六、Phase E — 验证清单 + sections.append(self._write_checklist()) + + return "\n\n".join(sections) + + def write_to_file(self, filepath: str): + """生成并写入文件。""" + content = self.generate() + path = Path(filepath) + path.parent.mkdir(parents=True, exist_ok=True) + path.write_text(content, encoding="utf-8") + logger.info(f"搭建指南已写入: {filepath}") + + # ---------------------------------------------------------- + # 〇、全局信息 + # ---------------------------------------------------------- + def _write_global_info(self) -> str: + """生成全局信息章节。""" + w, d = self.plan.scene_size + lines = [ + f"# v{self.plan.version} 白模搭建操作指南 — {self.plan.scene_name}", + "", + f"> 本文档由 execution-to-guide 工具自动生成,供 level-builder 搭建白模关卡使用。", + f"> 基于: 关卡-v{self.plan.version}-{self.plan.scene_name}-执行案.md", + "", + "---", + "", + "## 〇、全局信息", + "", + "### 场景参数", + "", + "| 参数 | 值 |", + "|------|-----|", + f"| 场景总尺寸 | {w}cm × {d}cm({w // 100}m × {d // 100}m) |", + f"| 地面高度基准 | Z = {int(self.plan.ground_z)} |", + f"| 主角身高 | ~{int(self.plan.character_height)}cm |", + f"| 摄像机高度 | ~{int(self.plan.camera_height)}cm |", + f"| 时间设定 | {self.plan.time_setting} |", + "| 坐标原点 | 场景西南角地平面 |", + "", + "### UE5 路径前缀", + "", + "- **Mesh**: `Content/BlockingStarterPack/Meshes/`", + "- **Material**: `Content/BlockingStarterPack/Materials/`", + "- **Material (Basics)**: `Content/BlockingStarterPack/Materials/Blocking/Basics/`", + "", + "### 命名规范", + "", + "```", + "LVL___", + "Category: STR | PROP | COMP | BND | LGT", + "```", + "", + "### Outliner 文件夹结构", + "", + "```", + f"LVL_{self._level_slug()}/", + ] + + for zone in self.plan.zones: + zone_slug = f"{zone.zone_id}_{zone.zone_name}" + lines.append(f" {zone_slug}/") + lines.append(" Structure/ Props/") + + lines.append(" Global/") + lines.append(" Boundaries/ Lighting/ PlayerStart/") + lines.append("```") + + return "\n".join(lines) + + # ---------------------------------------------------------- + # 一、BSP 资产映射表 + # ---------------------------------------------------------- + def _write_asset_mapping(self) -> str: + """收集用到的所有资产,生成映射表。""" + # 先展开所有 Actor 以收集资产引用 + self._collect_all_actors() + + lines = [ + "---", + "", + "## 一、BSP 资产映射表", + "", + ] + + # 按类别分组 + categories = {} + for key, info in self.asset_refs.items(): + cat = info.get("category", "other") + if cat not in categories: + categories[cat] = [] + categories[cat].append((key, info)) + + # 类别标题映射 + cat_titles = { + "wall": "建筑 — 墙体", + "wall_door": "建筑 — 门墙", + "wall_window": "建筑 — 窗墙", + "floor": "建筑 — 地板", + "door": "建筑 — 门", + "window": "建筑 — 窗户", + "barrier": "建筑 — 围挡", + "fence": "建筑 — 围栏", + "beam": "建筑 — 横梁", + "building": "建筑 — 大型建筑", + "furniture": "家具", + "industrial": "工业/装饰", + "vehicle": "载具", + "primitive": "基础体", + "vegetation": "植被", + "light_fixture": "灯具", + "decoration": "装饰", + "other": "其他", + } + + for cat_key in ["wall", "wall_door", "wall_window", "floor", "door", "window", + "barrier", "fence", "beam", "building", "furniture", + "industrial", "vehicle", "vegetation", "light_fixture", + "decoration", "other"]: + if cat_key not in categories: + continue + items = categories[cat_key] + title = cat_titles.get(cat_key, cat_key) + + lines.append(f"### {title}") + lines.append("") + lines.append("| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) |") + lines.append("|-------------|-------------|--------------|") + + for key, info in items: + path_short = info.get("path", "") + # 缩短路径显示 + if path_short.startswith("/Game/BlockingStarterPack/Meshes/"): + path_short = path_short.replace("/Game/BlockingStarterPack/Meshes/", "") + path_short = path_short.split(".")[0] # 去掉 .SM_xxx 后缀 + + bounds = info.get("actual_bounds", ((0, 0, 0), (0, 0, 0))) + size_str = self._format_bounds_size(bounds) + + lines.append(f"| {key} | `{path_short}` | {size_str} |") + + lines.append("") + + return "\n".join(lines) + + # ---------------------------------------------------------- + # 二、Phase B — 地面与边界 + # ---------------------------------------------------------- + def _write_ground_and_boundary(self) -> str: + """生成地面铺设和边界围挡。""" + lines = [ + "---", + "", + "## 二、Phase B — 地面与边界", + "", + "### B1. 铺设地面", + "", + ] + + # 全局地面 + w, d = self.plan.scene_size + lines.append("#### 全局地面(MI_DevGray)") + lines.append("") + lines.append("| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 |") + lines.append("|---|-----------|------|-------------|------|------|") + + # 用 Floor_1000x1000 铺满 + tiles_x = max(1, w // 1000) + tiles_y = max(1, d // 1000) + seq = 1 + for tx in range(tiles_x): + for ty in range(tiles_y): + cx = tx * 1000 + 500 + cy = ty * 1000 + 500 + lines.append( + f"| {seq} | LVL_Global_STR_GroundFloor_{seq:02d} | Floor_1000x1000 | " + f"({cx},{cy},{int(self.plan.ground_z)}) | — | MI_DevGray |" + ) + seq += 1 + + lines.append("") + + # 边界围挡 + lines.append("### B2. 放置边界围挡") + lines.append("") + + for boundary in self.plan.boundaries: + seg = boundary.segment + lines.append(f"#### {seg}") + lines.append("") + lines.append("| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 |") + lines.append("|---|-----------|------|-------------|-------------|------|------|") + + # 根据边界方向生成围挡 + bnd_actors = self._generate_boundary_actors(boundary) + for i, actor in enumerate(bnd_actors): + rot_str = self._fmt_rotation(actor.rotation) + scale_str = self._fmt_scale(actor.scale) + lines.append( + f"| {i + 1} | {actor.actor_name} | {actor.asset_key} | " + f"{self._fmt_location(actor.location)} | {rot_str} | {scale_str} | " + f"{actor.material} |" + ) + lines.append("") + + return "\n".join(lines) + + def _generate_boundary_actors(self, boundary: BoundaryItem) -> list[ActorSpec]: + """根据边界描述生成围挡 Actor。""" + w, d = self.plan.scene_size + actors = [] + + # 确定边界的起止坐标和方向 + if "西" in boundary.segment: + # X=0, 沿 Y 轴 + x, y_start, y_end = 0, 0, d + yaw = 90.0 + elif "东" in boundary.segment: + x, y_start, y_end = w, 0, d + yaw = 90.0 + elif "南" in boundary.segment: + x_start, x_end, y = 0, w, 0 + yaw = 0.0 + elif "北" in boundary.segment: + x_start, x_end, y = 0, w, d + yaw = 0.0 + else: + return [] + + # 使用 BarrierWall_600 或 Wall_400x300 + asset_key = "BarrierWall_600" + wall_len = 600 # cm + + seq = 1 + if "西" in boundary.segment or "东" in boundary.segment: + length = y_end - y_start + count = max(1, int(length / wall_len)) + for i in range(count): + y_pos = y_start + i * wall_len + wall_len // 2 + z_pos = 105 # 半高 + actors.append(ActorSpec( + actor_name=f"LVL_Global_BND_{boundary.segment}_{seq:02d}", + asset_key=asset_key, + asset_path="", + location=(x, y_pos, z_pos), + rotation=(0.0, yaw, 0.0), + scale=(1.0, 1.0, 1.0), + material=boundary.tag_color or "MI_DevBrown", + material_path="", + category="BND", + zone_id="GLOBAL", + folder="LVL_Level/Global/Boundaries", + )) + seq += 1 + else: + length = x_end - x_start + count = max(1, int(length / wall_len)) + for i in range(count): + x_pos = x_start + i * wall_len + wall_len // 2 + y_pos = y + z_pos = 105 + actors.append(ActorSpec( + actor_name=f"LVL_Global_BND_{boundary.segment}_{seq:02d}", + asset_key=asset_key, + asset_path="", + location=(x_pos, y_pos, z_pos), + rotation=(0.0, yaw, 0.0), + scale=(1.0, 1.0, 1.0), + material=boundary.tag_color or "MI_DevBrown", + material_path="", + category="BND", + zone_id="GLOBAL", + folder="LVL_Level/Global/Boundaries", + )) + seq += 1 + + return actors + + # ---------------------------------------------------------- + # 三、Phase C — 逐区域搭建 + # ---------------------------------------------------------- + def _write_zone_builds(self) -> str: + """生成逐区域搭建章节。""" + lines = [ + "---", + "", + "## 三、Phase C — 逐区域搭建", + "", + ] + + for idx, zone in enumerate(self.plan.zones, 1): + lines.append(f"### C{idx}. {zone.zone_id} — {zone.zone_name}") + lines.append("") + + # 结构体 + structures = self.plan.zone_structures.get(zone.zone_id, []) + if structures: + lines.append(f"#### C{idx}.1 结构体(Structure)") + lines.append("") + lines.append("| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 |") + lines.append("|---|-----------|------|-------------|-------------|------|------|") + + for item in structures: + actors = self.expander.expand_structure(item, zone.zone_id) + for actor in actors: + rot_str = self._fmt_rotation(actor.rotation) + scale_str = self._fmt_scale(actor.scale) + lines.append( + f"| | {actor.actor_name} | {actor.asset_key} | " + f"{self._fmt_location(actor.location)} | {rot_str} | {scale_str} | " + f"{actor.material} |" + ) + self._track_asset(actor) + lines.append("") + + # 布景 + props = self.plan.zone_props.get(zone.zone_id, []) + if props: + lines.append(f"#### C{idx}.2 布景物(Props)") + lines.append("") + lines.append("| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 |") + lines.append("|---|-----------|------|-------------|------|------|------|") + + for item in props: + actors = self.expander.expand_prop(item, zone.zone_id) + for actor in actors: + scale_str = self._fmt_scale(actor.scale) + lines.append( + f"| | {actor.actor_name} | {actor.asset_key} | " + f"{self._fmt_location(actor.location)} | {scale_str} | " + f"{actor.material} | {actor.note} |" + ) + self._track_asset(actor) + lines.append("") + + # 组合资产(如有) + composites = self.plan.zone_composites.get(zone.zone_id, []) + if composites: + lines.append(f"#### C{idx}.3 组合资产(Composite)") + lines.append("") + lines.append("| # | Actor 名称 | Primitives | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 |") + lines.append("|---|-----------|-----------|-------------|------|------|------|") + for comp in composites: + lines.append( + f"| | ⚠️ {comp.name} | {comp.build_plan} | " + f"(待展开) | — | — | {comp.note} |" + ) + lines.append("") + + return "\n".join(lines) + + # ---------------------------------------------------------- + # 四、全局物件 + # ---------------------------------------------------------- + def _write_global_objects(self) -> str: + """生成全局物件章节。""" + lines = [ + "---", + "", + "## 四、Phase C — 全局物件", + "", + ] + + if not self.plan.global_objects: + lines.append("> 无全局物件。") + return "\n".join(lines) + + lines.append("| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 |") + lines.append("|---|-----------|------|-------------|------|------|------|") + + for item in self.plan.global_objects: + actors = self.expander.expand_global(item) + for actor in actors: + scale_str = self._fmt_scale(actor.scale) + lines.append( + f"| | {actor.actor_name} | {actor.asset_key} | " + f"{self._fmt_location(actor.location)} | {scale_str} | " + f"{actor.material} | {actor.note} |" + ) + self._track_asset(actor) + + return "\n".join(lines) + + # ---------------------------------------------------------- + # 五、光照 + # ---------------------------------------------------------- + def _write_lighting(self) -> str: + """生成光照章节。""" + lines = [ + "---", + "", + "## 五、Phase D — 光照", + "", + ] + + for light in self.plan.lights: + if "定向" in light.light_type or "Directional" in light.light_type: + lines.append("### D1. 定向光(Directional Light)") + lines.append("") + lines.append("| 类型 | 位置/方向 | 参数 |") + lines.append("|------|---------|------|") + lines.append(f"| Directional Light | {light.position} | {light.params} |") + lines.append(f"> {light.note}") + lines.append("") + + elif "天空" in light.light_type or "Sky" in light.light_type: + lines.append("### D2. 天空光(Sky Light)") + lines.append("") + lines.append("| 类型 | 位置/方向 | 参数 |") + lines.append("|------|---------|------|") + lines.append(f"| Sky Light | 全局 | {light.params} |") + lines.append(f"> {light.note}") + lines.append("") + + elif "路灯" in light.light_type or "点光" in light.light_type: + lines.append("### D3. 路灯点光源") + lines.append("") + lines.append(f"> {light.note},数量: {light.count}") + lines.append("") + + return "\n".join(lines) + + # ---------------------------------------------------------- + # 六、验证清单 + # ---------------------------------------------------------- + def _write_checklist(self) -> str: + """生成验证清单章节。""" + total = len(self.all_actors) + zones = len(self.plan.zones) + + lines = [ + "---", + "", + "## 六、Phase E — 验证清单", + "", + "| # | 检查项 | 状态 |", + "|---|--------|------|", + f"| 1 | 场景尺寸 {self.plan.scene_size[0]}×{self.plan.scene_size[1]}cm 正确 | ⬜ |", + f"| 2 | {zones} 个区域均已搭建 | ⬜ |", + "| 3 | 所有边界围挡无缺口 | ⬜ |", + "| 4 | 玩家起点可到达 | ⬜ |", + "| 5 | 所有区域可通行 | ⬜ |", + "| 6 | 建筑入口与流线对齐 | ⬜ |", + "| 7 | 光照方向与场景一致 | ⬜ |", + f"| 8 | Actor 总数: {total} | ⬜ |", + "", + "---", + "", + f"> 搭建指南生成完成。共 {zones} 个区域,{total} 个 Actor。", + ] + + return "\n".join(lines) + + # ---------------------------------------------------------- + # 辅助方法 + # ---------------------------------------------------------- + def _collect_all_actors(self): + """收集所有区域的 Actor(用于资产映射表)。""" + if self.all_actors: + return # 已收集 + + # 结构体 + for zone_id, items in self.plan.zone_structures.items(): + for item in items: + actors = self.expander.expand_structure(item, zone_id) + self.all_actors.extend(actors) + for a in actors: + self._track_asset(a) + + # 布景 + for zone_id, items in self.plan.zone_props.items(): + for item in items: + actors = self.expander.expand_prop(item, zone_id) + self.all_actors.extend(actors) + for a in actors: + self._track_asset(a) + + # 全局物件 + for item in self.plan.global_objects: + actors = self.expander.expand_global(item) + self.all_actors.extend(actors) + for a in actors: + self._track_asset(a) + + def _track_asset(self, actor: ActorSpec): + """跟踪用到的资产。""" + if actor.asset_key and actor.asset_key not in self.asset_refs: + try: + from config.asset_mapping import MESH_ASSETS + info = MESH_ASSETS.get(actor.asset_key, {}) + except ImportError: + info = {} + self.asset_refs[actor.asset_key] = info + + def _level_slug(self) -> str: + """生成关卡标识符。""" + name = self.plan.scene_name.replace(" ", "") + return name + + @staticmethod + def _fmt_location(loc: tuple) -> str: + """格式化位置。""" + return f"({int(loc[0])},{int(loc[1])},{int(loc[2])})" + + @staticmethod + def _fmt_rotation(rot: tuple) -> str: + """格式化旋转。""" + if rot == (0, 0, 0): + return "—" + return f"({int(rot[0])},{int(rot[1])},{int(rot[2])})" + + @staticmethod + def _fmt_scale(scale: tuple) -> str: + """格式化缩放。""" + if scale == (1, 1, 1): + return "—" + return f"({scale[0]:.2f},{scale[1]:.2f},{scale[2]:.2f})" + + @staticmethod + def _format_bounds_size(bounds) -> str: + """格式化包围盒尺寸。""" + if not bounds or len(bounds) < 2: + return "—" + mn, mx = bounds[0], bounds[1] + w = mx[0] - mn[0] if len(mx) > 0 else 0 + d = mx[1] - mn[1] if len(mx) > 1 else 0 + h = mx[2] - mn[2] if len(mx) > 2 else 0 + return f"{int(w)}×{int(d)}×{int(h)}"