renderer: build_room_kit r3 — wall/pillar mass, baked lighting, brazier shape (#83)#1683
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evaOS review status: closed or merged before reviewPR: #1683 - renderer: build_room_kit r3 — wall/pillar mass, baked lighting, brazier shape (#83) evaOS review stopped because the PR closed or merged before this queued head could be reviewed. Automation note: agents should wait for this comment to reach PR URL: #1683 Details: state=closed |
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| Vector3 tOff = tomb.transform.position - tbR.center; | ||
| tomb.transform.position = new Vector3(tbR.center.x + tOff.x, tOff.y - tbR.min.y, tbR.center.z + tOff.z); |
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Re-seat the raised sarcophagus against the floor
When a fitted tomb is shorter than 1.2u, this re-seat formula uses the post-scale world-space center/min as if they were origin-relative bounds. That moves the tomb by -tbR.center.y too far, so a base-seated tomb with a bottom at 0 ends up sunk below the floor after the vertical scale bump; the lid and glow are then placed from those lowered bounds, undermining the intended waist-high sarcophagus pass. Re-seat by applying the delta from the current world min instead of recomputing from tOff.
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Round-3 beauty pass on
extensions/renderers/unity/scripts/build_room_kit.cs(on main since #1682) for the #83 3D-first crypt. All fixes are in the C# build script; C# is uncompilable on the authoring Mac, so this is authored to mirror the proven sibling idioms and is compiled + run on the GEX44 Unity box.Evidence. Defects measured from
kit_crypt_r1.png/kit_crypt_r2.pngagainst the target read of the painted cryptextensions/renderers/unity/plates/crypt_v36_registered.png(massive stone walls, fat carved pillars, warm fire pools on cool stone, high contrast).Per-defect changes
Walls were paper-thin planes barely taller than a person (r1/r2: knee-to-shoulder panels).
PlaceWallrewritten for MASS: detect which local axis is the length (was hardcoded to local-x), fit length → one CELL edge, then scale height up to ~3.6u (WALL_H,Mathf.Max(1f, …)so a natively-taller wall is never shrunk) and thicken the short horizontal axis to ~0.8u (WALL_T; a thin panel bulks ≈3–4×, a natively-thick wall is left alone). Base re-seated on the floor as before.Pillars were toothpicks (r1/r2: slender posts). New
PlacePillarreplaces the native-scalePlacecall: widens the horizontal footprint to ~0.9 cell (PILLAR_FOOT=1.8u, keeping the round X/Z proportion) and lands height in a 3.5–5u band (PILLAR_H_MIN/MAX, clamped) → fat carved columns. Primitive fallback height bumped 3.0→4.2u.Lighting too dark both rounds (r1/r2: near-black floor, no ambient fill). Baked into the build: flat ambient (0.20,0.22,0.30); cool directional key intensity 0.7, tint (0.65,0.72,0.9), Euler(55,30,0); fire point lights range 10, intensity 3.2, color (1.0,0.62,0.28); + a low warm point light (intensity 1.4) over the sarcophagus for the painted crypt's centre glow.
PurgeStrayKitLightssweeps any orphaned prior-buildKitRoom_*lights so a re-run never doubles the rig (root is also destroyed+rebuilt each run → idempotent).Braziers read as glowing mushroom orbs (r1/r2: emissive sphere on a fat pedestal).
BuildBrazierreshaped brazier-like: narrow dark stem cylinder + wide shallow dark bowl cylinder + a flat ember-orange emissive DISC on top (fresh Standard material instance with_EmissionColor+RealtimeEmissive), replacing the sphere. FireAnchor empty preserved.Sarcophagus read as a flat slab. If the fitted tomb is under 1.2u tall, its vertical scale is raised to ~1.3u (footprint unchanged) and re-seated on the floor — done before the lid pass so the closed lid seats on the raised top. Its warm rim comes from the sarcophagus glow light in (3).
Deterministic (no RNG), material-defensive rule, summary log line +
SaveScene— all preserved.// r3round note added to the header + inline.Diff: 1 file, +131/−28. Brace-balanced; not locally compilable (Unity Editor script) — runtime verification is on the GEX44 box.