diff --git a/.cursor-plugin/plugin.json b/.cursor-plugin/plugin.json index 778cd83..47b052b 100644 --- a/.cursor-plugin/plugin.json +++ b/.cursor-plugin/plugin.json @@ -142,6 +142,8 @@ "showcase/stone-well", "showcase/wooden-barrel", "showcase/campfire", - "showcase/market-stall" + "showcase/market-stall", + "showcase/street-lantern", + "showcase/treasure-chest" ] } diff --git a/AGENTS.md b/AGENTS.md index d837213..d920173 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -21,7 +21,7 @@ classifies it as a `cursor-plugin`. This is content the AI loads when the user asks Blender questions or works on Blender add-ons in Cursor or Claude Code. The content base is 16 skills, 9 rules, 3 templates, 27 snippets, 59 -examples, and 5 showcase pieces (counts are CI-enforced against README.md +examples, and 7 showcase pieces (counts are CI-enforced against README.md and the manifest). The full inventory tables and per-item purposes live in `CLAUDE.md`. Example anatomy and authoring rules: copy `examples/bmesh-gear/`; showcase conventions: `showcase/README.md`. The render look is specified diff --git a/CLAUDE.md b/CLAUDE.md index d5f2662..f41d1c3 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -22,7 +22,7 @@ rules/.mdc - Anti-pattern rules, 9 total templates// - Starter projects, 3 total snippets/.py - Standalone code patterns, 27 total examples// - Runnable smoke-gated examples, 59 total (+ gallery.json) -showcase// - Budget-conformance props, 5 pieces (sibling of examples/; see showcase/README.md) +showcase// - Budget-conformance props, 7 pieces (sibling of examples/; see showcase/README.md) scripts/build_gallery.py - Regenerates docs/gallery/ from examples/gallery.json + showcase/gallery.json scripts/site/ - Vendored landing-page build (Jinja2) docs/gallery/ - Committed generated gallery pages + hero renders diff --git a/README.md b/README.md index 4da406b..60d9673 100644 --- a/README.md +++ b/README.md @@ -18,7 +18,7 @@

- 16 skills  •  9 rules  •  3 templates  •  27 snippets  •  59 examples  •  5 showcase pieces + 16 skills  •  9 rules  •  3 templates  •  27 snippets  •  59 examples  •  7 showcase pieces

@@ -37,7 +37,7 @@ ## Overview -This repository ships **16 skills, 9 rules, 3 templates, 27 snippets, 59 examples, and 5 showcase pieces** for Blender Python development targeting Blender 5.2 LTS (current stable) with Blender 4.5 LTS fallback support. Blender 5.1 is prior stable. +This repository ships **16 skills, 9 rules, 3 templates, 27 snippets, 59 examples, and 7 showcase pieces** for Blender Python development targeting Blender 5.2 LTS (current stable) with Blender 4.5 LTS fallback support. Blender 5.1 is prior stable. The content is consumed by AI coding agents (Cursor, Claude Code, any MCP-capable client) when working on Blender add-ons, geometry nodes scripts, batch pipelines, or animation tooling. There is no build step. Edit the markdown and Python files directly. @@ -80,6 +80,8 @@ Budget-conformance props. Not examples. Conventions: [`showcase/README.md`](show Wooden barrel: a staved barrel with iron hoops on a dark studio floor, warm wedge on the back wall Campfire: a two-course stone fire ring with a tripod of logs on a dark studio floor, warm wedge on the back wall Market stall: a timber frame with post feet, slatted counter, rafters, and a striped awning on a dark studio floor, warm wedge on the back wall +Street lantern: an iron post with brass collars, a braced arm, and a muntined amber cage on a dark studio floor +Treasure chest: a slatted wooden chest with iron bands, corner brackets, and an open lid on a dark studio floor [`shipping-crate`](showcase/shipping-crate/) — procedural crate through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets. Falsifier `--skip-decimate` exits 9. @@ -91,6 +93,10 @@ Budget-conformance props. Not examples. Conventions: [`showcase/README.md`](show [`market-stall`](showcase/market-stall/) — procedural timber stall with striped awning and counter through the same pipeline. Falsifier `--skip-decimate` exits 9. +[`street-lantern`](showcase/street-lantern/) — procedural hanging lantern with iron post, brass fittings, and amber cage through the same pipeline. Falsifier `--skip-decimate` exits 9. + +[`treasure-chest`](showcase/treasure-chest/) — procedural slatted chest with iron bands, corner brackets, and an open lid through the same pipeline. Falsifier `--skip-decimate` exits 9. + ## Examples Runnable, smoke-gated demos live in [`examples/`](examples/) — each is executed headless on diff --git a/ROADMAP.md b/ROADMAP.md index 06325e9..35211d9 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -112,7 +112,9 @@ Not committed; target list for the next content version. (v0.3.0 shipped the smo - ~~Campfire showcase~~ **SHIPPED** as `showcase/campfire/` — two-course fire ring, log tripod; `--skip-decimate` exits 9 on the LOD1 ratio band - ~~Market stall showcase~~ **SHIPPED** as `showcase/market-stall/` — timber frame, slatted counter, striped awning; `--skip-decimate` exits 9 on the LOD1 ratio band - Procedural terrain or landscape showcase using Geometry Nodes scatter -- Hero prop with a more complex silhouette (lantern or treasure chest) as a second showcase piece +- ~~Hero prop with a more complex silhouette (lantern or treasure chest) as a second showcase piece~~ **SHIPPED** as `showcase/street-lantern/` and `showcase/treasure-chest/` — hanging iron lantern with muntined amber cage; slatted chest with iron bands and an open lid; `--skip-decimate` exits 9 on the LOD1 ratio band +- Wrought-iron park bench (slatted seat, scrolled legs) as a game-prop showcase piece +- Wooden wheelbarrow (staved tray, single wheel, handles) as a game-prop showcase piece - Small modular kit showcase on recognizable geometry (`modular-kit-snap` contract) - ~~Custom ID-property delete witness~~ **SHIPPED** as `examples/cross-version-property-delete/` — IDs built via `bpy.data.objects.new` (not `active_object`); `property_unset` is TypeError and leaves the key; `del` removes it on 4.5 LTS and 5.x diff --git a/docs/gallery/assets/street-lantern-hero.webp b/docs/gallery/assets/street-lantern-hero.webp new file mode 100644 index 0000000..238836a Binary files /dev/null and b/docs/gallery/assets/street-lantern-hero.webp differ diff --git a/docs/gallery/assets/treasure-chest-hero.webp b/docs/gallery/assets/treasure-chest-hero.webp new file mode 100644 index 0000000..8bbeffc Binary files /dev/null and b/docs/gallery/assets/treasure-chest-hero.webp differ diff --git a/docs/gallery/index.html b/docs/gallery/index.html index 92694c5..0133e33 100644 --- a/docs/gallery/index.html +++ b/docs/gallery/index.html @@ -272,7 +272,7 @@

Examples Gallery

autocomplete="off" spellcheck="false" aria-label="Search examples" /> - 56 examples + 58 examples
@@ -940,6 +940,28 @@

market-stall

View example
+
+ + street-lantern — A procedural hanging street lantern through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets rather than an API contract. + +
+

street-lantern

+

A procedural hanging street lantern through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets rather than an API contract.

+

witnesses Recomputed: 3520 tris, three materials with 24 glass and 94 brass faces, UVs in 0..1 with zero AABB overlap, outer AABB 0.403×0.892×1.404 m, LOD ratios in band, convex collider 84 tris, non-empty glTF. --skip-decimate exits 9 on the LOD1 ratio budget.

+ View example +
+
+
+ + treasure-chest — A procedural slatted treasure chest through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets rather than an API contract. + +
+

treasure-chest

+

A procedural slatted treasure chest through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets rather than an API contract.

+

witnesses Recomputed: 5724 tris, two materials with 180 metal faces, UVs in 0..1 with zero AABB overlap, outer AABB 0.776×0.549×0.631 m, LOD ratios in band, convex collider 138 tris, non-empty glTF. --skip-decimate exits 9 on the LOD1 ratio budget.

+ View example +
+
diff --git a/docs/gallery/street-lantern/index.html b/docs/gallery/street-lantern/index.html new file mode 100644 index 0000000..0f52a4e --- /dev/null +++ b/docs/gallery/street-lantern/index.html @@ -0,0 +1,1241 @@ + + + + + + street-lantern — Examples — Blender Developer Tools + + + + + + + + + + + + + + + + + + +
+

street-lantern

+

A procedural hanging street lantern through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets rather than an API contract.

+
+
+ +

Rendered headless by the example itself — click to zoom.

+
witnesses Recomputed: 3520 tris, three materials with 24 glass and 94 brass faces, UVs in 0..1 with zero AABB overlap, outer AABB 0.403×0.892×1.404 m, LOD ratios in band, convex collider 84 tris, non-empty glTF. --skip-decimate exits 9 on the LOD1 ratio budget.
+
+
blender --background --python showcase/street-lantern/street_lantern.py --
+ +
+
+

A showcase piece, not an example. Procedural hanging street lantern (stepped iron foot, tapered octagonal post, brass collars, braced arm, muntined cage with amber panes, pyramidal brass roof and finial) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.

+

It asserts budget conformance of the generated result. It does not witness an API contract. "It rendered without error" is not a check.

+

Composes skills mesh-editing-and-bmesh, bake-high-to-low, depsgraph-and-evaluated-data, engine-export-presets, and snippets bake_normal_high_to_low.py, setup_bake_target_image.py, lod_chain.py / decimate_to_budget.py, convex_hull_collider.py, export_preset_unity.py (helpers copied, not imported as a package).

+

Budgets

+

Declared as named constants; every gate recomputes from the mesh, materials, UVs, evaluated LOD, collider, or export file.

+

| Axis | Declared | Measured (4.5.11 / 5.1.2 / 5.2.1) | | --- | --- | --- | | Base triangles | 3400–3650 | 3520 / 3520 / 3520 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2199 / 0.2199 / 0.2199 | | Materials | exactly 3 distinct, ≥8 glass faces, ≥8 brass faces | 3 slots, 24 glass, 94 brass | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (0.403, 0.892, 1.404) m ± 0.01 | (0.4032, 0.8916, 1.4041), zmin 0 | | Collider tris | ≤ 110 | 84 | | Export | written, size > 0 | 254552 / 254552 / 254536 bytes |

+

DECIMATE COLLAPSE triangle counts are not guaranteed identical across series — the gate is a ratio band, not an exact count. This mesh happened to match on 4.5.11 / 5.1.2 / 5.2.1. Bake pixels are stochastic; the gate is has_data plus operator FINISHED, not byte-identity. Construction uses no RNG. glTF byte size differs by a few bytes across series.

+

--skip-decimate skips the LOD DECIMATE stage so LOD1 ratio is 1.0 and exit 9 fires. That is the named budget the falsifier violates.

+

Run

+
blender --background --python street_lantern.py --
+blender --background --python street_lantern.py -- --skip-decimate
+blender --background --python street_lantern.py -- --output lantern.png
+

Smoke does not pass --output or --skip-decimate.

+

Exit codes

+

File-local. 9 is a valid check code. 10 is reserved for gallery_framing.check_framing on the --output path.

+

| Code | Meaning | | --- | --- | | 0 | Success | | 1 | Uncaught exception (FATAL wrapper) | | 2 | argparse / usage | | 3 | Mesh did not build / no UV layer | | 4 | Base triangle count outside range | | 5 | Material count ≠ 3 distinct slots, or glass/brass faces missing | | 6 | UVs outside 0..1 | | 7 | UV AABB overlap above tolerance | | 8 | World AABB off declared outer size | | 9 | LOD ratio band (--skip-decimate lands here) | | 10 | Framing gate (render path only) | | 11 | Collider triangle count above ceiling | | 12 | Bake did not finish or image has no data | | 13 | Export file missing or empty | | 14 | --output produced no file |

+
+
+

Source

+
+ showcase/street-lantern/street_lantern.py + View on GitHub → +
+
"""Game-ready street lantern — a showcase piece, not an example.
+
+Asserts budget conformance of a procedural hanging lantern after composing
+shipped pipeline pieces: bmesh construction, UVs, three materials,
+high-to-low normal bake, LOD chain, convex collider, Unity glTF export.
+
+Budgets are declared below and recomputed from the generated result.
+They are not API-contract witnesses. ``--skip-decimate`` skips the LOD
+DECIMATE stage so the LOD-ratio budget fails.
+
+No RNG. Construction is closed-form. DECIMATE COLLAPSE triangle counts
+are not byte-identical across Blender versions — the LOD gate is a
+ratio band, not an exact count.
+
+    blender --background --python street_lantern.py --
+    blender --background --python street_lantern.py -- --skip-decimate
+    blender --background --python street_lantern.py -- --output lantern.png
+"""
+import argparse
+import math
+import os
+import sys
+import tempfile
+import traceback
+
+import bmesh
+import bpy
+from mathutils import Euler, Vector
+
+# Showcase lives at repo-root/showcase/, not under examples/. The framing
+# helper is the repo's only shared import and lives next to the examples;
+# resolve the repo root so we do not move gallery_framing.py.
+_REPO = os.path.abspath(
+    os.path.join(os.path.dirname(os.path.abspath(__file__)), os.pardir, os.pardir)
+)
+sys.path.insert(0, os.path.join(_REPO, "examples"))
+sys.dont_write_bytecode = True
+import gallery_framing  # noqa: E402
+
+FOOT_XY = 0.34
+FOOT_H = 0.085
+POST_R = 0.046
+POST_H = 1.18
+ARM_LEN = 0.52
+ARM_R = 0.028
+CAGE_W = 0.28
+CAGE_H = 0.34
+FRAME = 0.026
+PANE_T = 0.008
+ROOF_H = 0.12
+FINIAL_H = 0.07
+DROP_H = 0.07
+MUNTIN = 0.012
+
+BBOX_TOL = 0.01
+OUTER_SIZE = (0.403, 0.892, 1.404)
+BASE_TRIS_MIN = 3400
+BASE_TRIS_MAX = 3650
+LOD1_RATIO_MIN = 0.32
+LOD1_RATIO_MAX = 0.62
+LOD2_RATIO_MIN = 0.10
+LOD2_RATIO_MAX = 0.35
+LOD1_TARGET = 0.50
+LOD2_TARGET = 0.22
+MATERIAL_COUNT = 3
+UV_EPS = 1e-4
+UV_OVERLAP_MAX = 1e-5
+COLLIDER_TRIS_MAX = 110
+BAKE_RES = 256
+CAGE_EXTRUSION = 0.06
+GLASS_FACES_MIN = 8
+BRASS_FACES_MIN = 8
+
+METAL_IDX = 0
+GLASS_IDX = 1
+BRASS_IDX = 2
+
+
+def eevee_engine_id():
+    return "BLENDER_EEVEE" if bpy.app.version >= (5, 0, 0) else "BLENDER_EEVEE_NEXT"
+
+
+def fail(msg, code):
+    print(f"ERROR: {msg}", file=sys.stderr)
+    return code
+
+
+def triangle_count(mesh):
+    mesh.calc_loop_triangles()
+    return len(mesh.loop_triangles)
+
+
+def evaluated_triangle_count(obj):
+    # Duplicated from snippets/lod_chain.py / decimate_to_budget.py (not a package).
+    depsgraph = bpy.context.evaluated_depsgraph_get()
+    eval_obj = obj.evaluated_get(depsgraph)
+    eval_mesh = eval_obj.to_mesh()
+    try:
+        eval_mesh.calc_loop_triangles()
+        return len(eval_mesh.loop_triangles)
+    finally:
+        eval_obj.to_mesh_clear()
+
+
+def add_box(bm, loc, scale, mat_idx, euler=(0.0, 0.0, 0.0)):
+    geo = bmesh.ops.create_cube(bm, size=1.0)
+    verts = geo["verts"]
+    rot = Euler(euler).to_matrix()
+    origin = Vector(loc)
+    for v in verts:
+        p = Vector((v.co.x * scale[0], v.co.y * scale[1], v.co.z * scale[2]))
+        v.co = rot @ p + origin
+    faces = {f for v in verts for f in v.link_faces}
+    for f in faces:
+        f.material_index = mat_idx
+    return verts
+
+
+def add_cone(bm, loc, radius1, radius2, depth, segments, mat_idx, euler=(0.0, 0.0, 0.0)):
+    geo = bmesh.ops.create_cone(
+        bm,
+        cap_ends=True,
+        cap_tris=False,
+        segments=segments,
+        radius1=radius1,
+        radius2=radius2,
+        depth=depth,
+    )
+    verts = geo["verts"]
+    rot = Euler(euler).to_matrix()
+    origin = Vector(loc)
+    for v in verts:
+        v.co = rot @ v.co + origin
+    faces = {f for v in verts for f in v.link_faces}
+    for f in faces:
+        f.material_index = mat_idx
+    return verts
+
+
+def pack_uvs(bm, margin=0.08):
+    uv = bm.loops.layers.uv.new("UVMap")
+    faces = list(bm.faces)
+    n = len(faces)
+    cols = max(1, math.ceil(math.sqrt(n)))
+    rows = max(1, math.ceil(n / cols))
+    cell_w = 1.0 / cols
+    cell_h = 1.0 / rows
+    pad_u = margin * cell_w * 0.5
+    pad_v = margin * cell_h * 0.5
+    usable_w = cell_w - 2.0 * pad_u
+    usable_h = cell_h - 2.0 * pad_v
+    for i, face in enumerate(faces):
+        col = i % cols
+        row = i // cols
+        nrm = face.normal
+        ax = abs(nrm.x)
+        ay = abs(nrm.y)
+        az = abs(nrm.z)
+        coords = []
+        for loop in face.loops:
+            co = loop.vert.co
+            if az >= ax and az >= ay:
+                coords.append((co.x, co.y))
+            elif ax >= ay:
+                coords.append((co.y, co.z))
+            else:
+                coords.append((co.x, co.z))
+        xs = [c[0] for c in coords]
+        ys = [c[1] for c in coords]
+        minx, maxx = min(xs), max(xs)
+        miny, maxy = min(ys), max(ys)
+        dx = max(maxx - minx, 1e-8)
+        dy = max(maxy - miny, 1e-8)
+        origin_u = col * cell_w + pad_u
+        origin_v = row * cell_h + pad_v
+        for loop, (x, y) in zip(face.loops, coords):
+            loop[uv].uv = (
+                origin_u + (x - minx) / dx * usable_w,
+                origin_v + (y - miny) / dy * usable_h,
+            )
+
+
+def build_lantern_mesh(name, bevel_offset, bevel_segments):
+    bm = bmesh.new()
+    try:
+        bevel_verts = []
+        post_z0 = FOOT_H
+        post_top = post_z0 + POST_H
+        arm_z = post_top - 0.02
+        cage_y = ARM_LEN
+        cage_top = arm_z - DROP_H
+        cage_bot = cage_top - CAGE_H
+        cage_mid = 0.5 * (cage_top + cage_bot)
+
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (0.0, 0.0, FOOT_H / 2.0),
+                (FOOT_XY, FOOT_XY, FOOT_H),
+                METAL_IDX,
+            )
+        )
+        pad = 0.07
+        pad_h = 0.022
+        hx = FOOT_XY / 2.0 - pad / 2.0 - 0.012
+        for sxn in (-1.0, 1.0):
+            for syn in (-1.0, 1.0):
+                bevel_verts.extend(
+                    add_box(
+                        bm,
+                        (sxn * hx, syn * hx, pad_h / 2.0),
+                        (pad, pad, pad_h),
+                        METAL_IDX,
+                    )
+                )
+        add_cone(
+            bm,
+            (0.0, 0.0, FOOT_H + 0.028),
+            0.12,
+            0.10,
+            0.056,
+            12,
+            BRASS_IDX,
+        )
+        add_cone(
+            bm,
+            (0.0, 0.0, post_z0 + POST_H / 2.0),
+            POST_R,
+            POST_R * 0.86,
+            POST_H,
+            8,
+            METAL_IDX,
+        )
+        add_cone(
+            bm,
+            (0.0, 0.0, post_z0 + POST_H * 0.36),
+            POST_R + 0.028,
+            POST_R + 0.028,
+            0.042,
+            12,
+            BRASS_IDX,
+        )
+        add_cone(
+            bm,
+            (0.0, 0.0, post_top),
+            0.078,
+            0.078,
+            0.052,
+            12,
+            BRASS_IDX,
+        )
+        add_cone(
+            bm,
+            (0.0, ARM_LEN / 2.0, arm_z),
+            ARM_R,
+            ARM_R,
+            ARM_LEN + 0.06,
+            8,
+            METAL_IDX,
+            euler=(math.radians(90.0), 0.0, 0.0),
+        )
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (0.0, 0.18, arm_z - 0.10),
+                (0.032, 0.28, 0.032),
+                METAL_IDX,
+                euler=(math.radians(-36.0), 0.0, 0.0),
+            )
+        )
+        add_cone(
+            bm,
+            (0.0, 0.0, post_top + 0.055),
+            0.032,
+            0.006,
+            0.08,
+            8,
+            BRASS_IDX,
+        )
+        add_cone(
+            bm,
+            (0.0, cage_y, arm_z - DROP_H / 2.0),
+            0.016,
+            0.016,
+            DROP_H + 0.03,
+            8,
+            METAL_IDX,
+        )
+        eave = CAGE_W + 0.04
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (0.0, cage_y, cage_bot - 0.010),
+                (eave, eave, 0.020),
+                METAL_IDX,
+            )
+        )
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (0.0, cage_y, cage_top + 0.010),
+                (eave, eave, 0.020),
+                METAL_IDX,
+            )
+        )
+        hw = CAGE_W / 2.0 - FRAME / 2.0
+        for sxn in (-1.0, 1.0):
+            for syn in (-1.0, 1.0):
+                bevel_verts.extend(
+                    add_box(
+                        bm,
+                        (sxn * hw, cage_y + syn * hw, cage_mid),
+                        (FRAME, FRAME, CAGE_H),
+                        METAL_IDX,
+                    )
+                )
+        rail_z = (cage_bot + FRAME / 2.0, cage_mid, cage_top - FRAME / 2.0)
+        for z in rail_z:
+            for sign in (-1.0, 1.0):
+                bevel_verts.extend(
+                    add_box(
+                        bm,
+                        (0.0, cage_y + sign * (CAGE_W / 2.0 - FRAME / 2.0), z),
+                        (CAGE_W - 2.0 * FRAME, FRAME, FRAME),
+                        METAL_IDX,
+                    )
+                )
+                bevel_verts.extend(
+                    add_box(
+                        bm,
+                        (sign * (CAGE_W / 2.0 - FRAME / 2.0), cage_y, z),
+                        (FRAME, CAGE_W - 2.0 * FRAME, FRAME),
+                        METAL_IDX,
+                    )
+                )
+        for sign in (-1.0, 1.0):
+            bevel_verts.extend(
+                add_box(
+                    bm,
+                    (0.0, cage_y + sign * (CAGE_W / 2.0 - FRAME / 2.0), cage_mid),
+                    (MUNTIN, FRAME * 0.85, CAGE_H - 2.0 * FRAME),
+                    METAL_IDX,
+                )
+            )
+            bevel_verts.extend(
+                add_box(
+                    bm,
+                    (sign * (CAGE_W / 2.0 - FRAME / 2.0), cage_y, cage_mid),
+                    (FRAME * 0.85, MUNTIN, CAGE_H - 2.0 * FRAME),
+                    METAL_IDX,
+                )
+            )
+
+        inset = FRAME + 0.001
+        open_w = CAGE_W - 2.0 * inset
+        open_h = CAGE_H - 2.0 * inset
+        add_box(
+            bm,
+            (0.0, cage_y + CAGE_W / 2.0 - PANE_T / 2.0 - 0.001, cage_mid),
+            (open_w, PANE_T, open_h),
+            GLASS_IDX,
+        )
+        add_box(
+            bm,
+            (0.0, cage_y - CAGE_W / 2.0 + PANE_T / 2.0 + 0.001, cage_mid),
+            (open_w, PANE_T, open_h),
+            GLASS_IDX,
+        )
+        add_box(
+            bm,
+            (CAGE_W / 2.0 - PANE_T / 2.0 - 0.001, cage_y, cage_mid),
+            (PANE_T, open_w, open_h),
+            GLASS_IDX,
+        )
+        add_box(
+            bm,
+            (-CAGE_W / 2.0 + PANE_T / 2.0 + 0.001, cage_y, cage_mid),
+            (PANE_T, open_w, open_h),
+            GLASS_IDX,
+        )
+        add_cone(
+            bm,
+            (0.0, cage_y, cage_bot + 0.045),
+            0.028,
+            0.022,
+            0.055,
+            8,
+            BRASS_IDX,
+        )
+
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (0.0, cage_y, cage_top + 0.022),
+                (CAGE_W + 0.08, CAGE_W + 0.08, 0.016),
+                BRASS_IDX,
+            )
+        )
+        roof_z = cage_top + 0.030 + ROOF_H / 2.0
+        add_cone(
+            bm,
+            (0.0, cage_y, roof_z),
+            CAGE_W * 0.72,
+            0.014,
+            ROOF_H,
+            4,
+            BRASS_IDX,
+        )
+        add_cone(
+            bm,
+            (0.0, cage_y, cage_top + 0.030 + ROOF_H + FINIAL_H * 0.40),
+            0.016,
+            0.016,
+            FINIAL_H * 0.55,
+            8,
+            BRASS_IDX,
+        )
+        add_cone(
+            bm,
+            (0.0, cage_y, cage_top + 0.030 + ROOF_H + FINIAL_H * 0.88),
+            0.024,
+            0.004,
+            FINIAL_H * 0.50,
+            8,
+            BRASS_IDX,
+        )
+
+        if bevel_offset > 0.0:
+            edges = list({e for v in bevel_verts for e in v.link_edges})
+            bmesh.ops.bevel(
+                bm,
+                geom=edges,
+                offset=bevel_offset,
+                segments=bevel_segments,
+                profile=0.5,
+                affect="EDGES",
+                clamp_overlap=True,
+            )
+
+        xs = [v.co.x for v in bm.verts]
+        ys = [v.co.y for v in bm.verts]
+        zs = [v.co.z for v in bm.verts]
+        cx = 0.5 * (min(xs) + max(xs))
+        cy = 0.5 * (min(ys) + max(ys))
+        zmin = min(zs)
+        for v in bm.verts:
+            v.co.x -= cx
+            v.co.y -= cy
+            v.co.z -= zmin
+            if v.co.z < 0.0:
+                v.co.z = 0.0
+
+        pack_uvs(bm)
+        bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces))
+        for face in bm.faces:
+            face.smooth = face.material_index != GLASS_IDX
+        for edge in bm.edges:
+            mats = {f.material_index for f in edge.link_faces}
+            if GLASS_IDX in mats:
+                edge.smooth = False
+            else:
+                edge.smooth = True
+                if edge.is_manifold and len(edge.link_faces) == 2:
+                    if edge.calc_face_angle() > math.radians(35.0):
+                        edge.smooth = False
+        me = bpy.data.meshes.new(name)
+        bm.to_mesh(me)
+        me.update()
+        for poly in me.polygons:
+            poly.use_smooth = poly.material_index != GLASS_IDX
+    finally:
+        bm.free()
+    obj = bpy.data.objects.new(name, me)
+    bpy.context.collection.objects.link(obj)
+    return obj
+
+
+def principled(name, color, metallic, roughness, emission=None):
+    mat = bpy.data.materials.new(name)
+    mat.use_nodes = True
+    bsdf = mat.node_tree.nodes["Principled BSDF"]
+    bsdf.inputs["Base Color"].default_value = color
+    bsdf.inputs["Metallic"].default_value = metallic
+    bsdf.inputs["Roughness"].default_value = roughness
+    if emission is not None:
+        ecol, strength = emission
+        if "Emission Color" in bsdf.inputs:
+            bsdf.inputs["Emission Color"].default_value = ecol
+            bsdf.inputs["Emission Strength"].default_value = strength
+        elif "Emission" in bsdf.inputs:
+            bsdf.inputs["Emission"].default_value = ecol
+            if "Emission Strength" in bsdf.inputs:
+                bsdf.inputs["Emission Strength"].default_value = strength
+    return mat
+
+
+def assign_slots(obj, metal, glass, brass):
+    # Do not materials.clear() — that resets polygon material_index to 0
+    # on this Blender, which would drop glass/brass faces onto metal.
+    mats = obj.data.materials
+    wanted = (metal, glass, brass)
+    for i, mat in enumerate(wanted):
+        if i < len(mats):
+            mats[i] = mat
+        else:
+            mats.append(mat)
+
+
+def world_bbox(obj):
+    corners = [obj.matrix_world @ Vector(c) for c in obj.bound_box]
+    xs = [c.x for c in corners]
+    ys = [c.y for c in corners]
+    zs = [c.z for c in corners]
+    return (min(xs), min(ys), min(zs), max(xs), max(ys), max(zs))
+
+
+def uv_stats(mesh):
+    uv = mesh.uv_layers.active
+    if uv is None:
+        return 0.0, 0.0, 1.0, 1.0, 0, 1.0
+    data = uv.data
+    us = [loop.uv[0] for loop in data]
+    vs = [loop.uv[1] for loop in data]
+    aabbs = []
+    for poly in mesh.polygons:
+        pu = [data[i].uv[0] for i in poly.loop_indices]
+        pv = [data[i].uv[1] for i in poly.loop_indices]
+        aabbs.append((min(pu), min(pv), max(pu), max(pv)))
+    overlap = 0.0
+    for i in range(len(aabbs)):
+        a = aabbs[i]
+        for j in range(i + 1, len(aabbs)):
+            b = aabbs[j]
+            x0 = max(a[0], b[0])
+            y0 = max(a[1], b[1])
+            x1 = min(a[2], b[2])
+            y1 = min(a[3], b[3])
+            overlap += max(0.0, x1 - x0) * max(0.0, y1 - y0)
+    return min(us), min(vs), max(us), max(vs), overlap, len(aabbs)
+
+
+def make_lod(obj, name, ratio, skip_decimate):
+    mesh = obj.data.copy()
+    lod = bpy.data.objects.new(name, mesh)
+    lod.matrix_world = obj.matrix_world.copy()
+    bpy.context.scene.collection.objects.link(lod)
+    if not skip_decimate and 0.0 < ratio < 1.0:
+        mod = lod.modifiers.new("DecimateBudget", "DECIMATE")
+        mod.decimate_type = "COLLAPSE"
+        mod.ratio = ratio
+    return lod
+
+
+def convex_hull_collider(obj, name):
+    # Duplicated from snippets/convex_hull_collider.py (not a package).
+    mesh = bpy.data.meshes.new(name)
+    bm = bmesh.new()
+    try:
+        bm.from_mesh(obj.data)
+        result = bmesh.ops.convex_hull(bm, input=list(bm.verts))
+        interior = result.get("geom_interior") or []
+        unused = result.get("geom_unused") or []
+        if interior:
+            bmesh.ops.delete(bm, geom=interior, context="VERTS")
+        if unused:
+            bmesh.ops.delete(bm, geom=unused, context="VERTS")
+        bm.to_mesh(mesh)
+        mesh.update()
+    finally:
+        bm.free()
+    collider = bpy.data.objects.new(name, mesh)
+    bpy.context.collection.objects.link(collider)
+    collider.matrix_world = obj.matrix_world.copy()
+    return collider
+
+
+def setup_bake_image(obj, target_mat, size=BAKE_RES):
+    # Adapted from snippets/setup_bake_target_image.py — do not replace slots.
+    if not obj.data.uv_layers:
+        return None, None
+    img = bpy.data.images.new("LanternNrm", size, size, alpha=True, float_buffer=False)
+    img.colorspace_settings.name = "Non-Color"
+    nodes = target_mat.node_tree.nodes
+    tex = nodes.new("ShaderNodeTexImage")
+    tex.image = img
+    nodes.active = tex
+    tex.select = True
+    obj.active_material_index = METAL_IDX
+    return img, tex
+
+
+def bake_normal(high, low):
+    # Duplicated from snippets/bake_normal_high_to_low.py (not a package).
+    scene = bpy.context.scene
+    scene.render.engine = "CYCLES"
+    scene.cycles.device = "CPU"
+    scene.cycles.samples = 1
+    scene.cycles.use_denoising = False
+    for ob in bpy.context.view_layer.objects:
+        ob.select_set(False)
+    high.select_set(True)
+    low.select_set(True)
+    bpy.context.view_layer.objects.active = low
+    return bpy.ops.object.bake(
+        type="NORMAL",
+        use_selected_to_active=True,
+        cage_extrusion=CAGE_EXTRUSION,
+        use_cage=False,
+        normal_space="TANGENT",
+        margin=4,
+        margin_type="ADJACENT_FACES",
+        use_clear=True,
+        target="IMAGE_TEXTURES",
+    )
+
+
+def export_unity(path, objects):
+    # Duplicated from snippets/export_preset_unity.py (not a package).
+    for ob in bpy.context.view_layer.objects:
+        ob.select_set(False)
+    for ob in objects:
+        ob.select_set(True)
+    bpy.context.view_layer.objects.active = objects[0]
+    bpy.ops.export_scene.gltf(
+        filepath=path,
+        use_selection=True,
+        export_yup=True,
+        export_apply=True,
+        export_draco_mesh_compression_enable=False,
+        export_animations=False,
+    )
+
+
+def check(skip_decimate):
+    bpy.ops.wm.read_factory_settings(use_empty=True)
+    low = build_lantern_mesh("LanternLow", bevel_offset=0.004, bevel_segments=2)
+    high = build_lantern_mesh("LanternHigh", bevel_offset=0.004, bevel_segments=4)
+    metal = principled("LanternMetal", (0.045, 0.048, 0.055, 1.0), 0.88, 0.34)
+    glass = principled(
+        "LanternGlass",
+        (0.62, 0.32, 0.08, 1.0),
+        0.0,
+        0.22,
+        emission=((0.85, 0.42, 0.10, 1.0), 0.35),
+    )
+    brass = principled("LanternBrass", (0.72, 0.46, 0.14, 1.0), 1.0, 0.28)
+    assign_slots(low, metal, glass, brass)
+    assign_slots(high, metal, glass, brass)
+
+    if low.data is None or len(low.data.polygons) < 6:
+        return fail("lantern mesh did not build", 3), None, None, None, None, None
+
+    base_tris = triangle_count(low.data)
+    mats = [s for s in low.data.materials if s is not None]
+    nmat = len(mats)
+    distinct_mats = len({id(s) for s in mats})
+    idx_counts = {}
+    for poly in low.data.polygons:
+        idx_counts[poly.material_index] = idx_counts.get(poly.material_index, 0) + 1
+    print(f"measured mat_index_counts={idx_counts}")
+    u0, v0, u1, v1, overlap, nfaces = uv_stats(low.data)
+    bb = world_bbox(low)
+    size_x = bb[3] - bb[0]
+    size_y = bb[4] - bb[1]
+    size_z = bb[5] - bb[2]
+
+    img, tex = setup_bake_image(low, metal)
+    if img is None:
+        return fail("lantern has no UV layer", 3), None, None, None, None, None
+    bake_result = bake_normal(high, low)
+
+    lod1 = make_lod(low, "LanternLOD1", LOD1_TARGET, skip_decimate)
+    lod2 = make_lod(low, "LanternLOD2", LOD2_TARGET, skip_decimate)
+    bpy.context.view_layer.update()
+    lod1_tris = evaluated_triangle_count(lod1)
+    lod2_tris = evaluated_triangle_count(lod2)
+    r1 = lod1_tris / base_tris if base_tris else 0.0
+    r2 = lod2_tris / base_tris if base_tris else 0.0
+
+    collider_src = build_lantern_mesh(
+        "LanternColSrc", bevel_offset=0.0, bevel_segments=1
+    )
+    collider = convex_hull_collider(collider_src, "LanternCollider")
+    bpy.data.objects.remove(collider_src, do_unlink=True)
+    col_tris = triangle_count(collider.data)
+
+    export_path = os.path.join(
+        tempfile.gettempdir(),
+        f"bdt_street_lantern_{os.getpid()}.glb",
+    )
+    if os.path.exists(export_path):
+        os.remove(export_path)
+    export_unity(export_path, [low, collider])
+    export_size = os.path.getsize(export_path) if os.path.isfile(export_path) else 0
+
+    print(
+        f"blender={tuple(bpy.app.version)} skip_decimate={skip_decimate}"
+    )
+    print(
+        f"measured base_tris={base_tris} lod1_tris={lod1_tris} "
+        f"lod2_tris={lod2_tris} r1={r1:.4f} r2={r2:.4f}"
+    )
+    print(
+        f"measured nmat={nmat} uv=({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f}) "
+        f"overlap={overlap:.6f} nfaces={nfaces}"
+    )
+    print(
+        f"measured bbox=({size_x:.4f},{size_y:.4f},{size_z:.4f}) "
+        f"outer={OUTER_SIZE} zmin={bb[2]:.4f}"
+    )
+    print(
+        f"measured collider_tris={col_tris} bake={bake_result} "
+        f"bake_has_data={img.has_data} export_bytes={export_size}"
+    )
+
+    if not (BASE_TRIS_MIN <= base_tris <= BASE_TRIS_MAX):
+        return fail(
+            f"base tris {base_tris} not in [{BASE_TRIS_MIN}, {BASE_TRIS_MAX}]",
+            4,
+        ), None, None, None, None, None
+    if nmat != MATERIAL_COUNT or distinct_mats != MATERIAL_COUNT:
+        return fail(
+            f"material slots {nmat} distinct {distinct_mats} != {MATERIAL_COUNT}",
+            5,
+        ), None, None, None, None, None
+    if idx_counts.get(GLASS_IDX, 0) < GLASS_FACES_MIN:
+        return fail(
+            f"glass faces {idx_counts.get(GLASS_IDX, 0)} < {GLASS_FACES_MIN}",
+            5,
+        ), None, None, None, None, None
+    if idx_counts.get(BRASS_IDX, 0) < BRASS_FACES_MIN:
+        return fail(
+            f"brass faces {idx_counts.get(BRASS_IDX, 0)} < {BRASS_FACES_MIN}",
+            5,
+        ), None, None, None, None, None
+    if u0 < -UV_EPS or v0 < -UV_EPS or u1 > 1.0 + UV_EPS or v1 > 1.0 + UV_EPS:
+        return fail(
+            f"UVs outside 0..1: ({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f})",
+            6,
+        ), None, None, None, None, None
+    if overlap > UV_OVERLAP_MAX:
+        return fail(
+            f"UV AABB overlap {overlap:.6f} > {UV_OVERLAP_MAX}",
+            7,
+        ), None, None, None, None, None
+    if (
+        abs(size_x - OUTER_SIZE[0]) > BBOX_TOL
+        or abs(size_y - OUTER_SIZE[1]) > BBOX_TOL
+        or abs(size_z - OUTER_SIZE[2]) > BBOX_TOL
+    ):
+        return fail(
+            f"bbox ({size_x:.4f},{size_y:.4f},{size_z:.4f}) "
+            f"off outer {OUTER_SIZE}",
+            8,
+        ), None, None, None, None, None
+    if not (LOD1_RATIO_MIN <= r1 <= LOD1_RATIO_MAX):
+        return fail(
+            f"LOD1 ratio {r1:.4f} not in [{LOD1_RATIO_MIN}, {LOD1_RATIO_MAX}] "
+            "(--skip-decimate is the designed fail)",
+            9,
+        ), None, None, None, None, None
+    if not (LOD2_RATIO_MIN <= r2 <= LOD2_RATIO_MAX):
+        return fail(
+            f"LOD2 ratio {r2:.4f} not in [{LOD2_RATIO_MIN}, {LOD2_RATIO_MAX}]",
+            9,
+        ), None, None, None, None, None
+    if col_tris > COLLIDER_TRIS_MAX:
+        return fail(
+            f"collider tris {col_tris} > {COLLIDER_TRIS_MAX}",
+            11,
+        ), None, None, None, None, None
+    if bake_result != {"FINISHED"} or not img.has_data:
+        return fail(
+            f"bake failed result={bake_result} has_data={img.has_data}",
+            12,
+        ), None, None, None, None, None
+    if export_size <= 0:
+        return fail("export file missing or empty", 13), None, None, None, None, None
+    return 0, low, high, metal, tex, collider
+
+
+def wire_normal(mat, tex):
+    nt = mat.node_tree
+    bsdf = nt.nodes["Principled BSDF"]
+    nrm = nt.nodes.new("ShaderNodeNormalMap")
+    nrm.inputs["Strength"].default_value = 1.0
+    nt.links.new(tex.outputs["Color"], nrm.inputs["Color"])
+    nt.links.new(nrm.outputs["Normal"], bsdf.inputs["Normal"])
+
+
+def render_still(low, metal, tex, path, engine):
+    scene = bpy.context.scene
+    wire_normal(metal, tex)
+    for ob in list(scene.objects):
+        if ob.type == "MESH" and ob != low:
+            ob.hide_render = True
+            ob.hide_viewport = True
+
+    low.rotation_euler.z = math.radians(-28.0)
+    low.rotation_euler.x = math.radians(2.0)
+
+    floor_me = bpy.data.meshes.new("Floor")
+    bm = bmesh.new()
+    try:
+        bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=14.0)
+        bm.to_mesh(floor_me)
+    finally:
+        bm.free()
+    fmat = bpy.data.materials.new("Floor")
+    fmat.use_nodes = True
+    fb = fmat.node_tree.nodes["Principled BSDF"]
+    fb.inputs["Base Color"].default_value = (0.03, 0.032, 0.037, 1.0)
+    fb.inputs["Roughness"].default_value = 0.7
+    floor_me.materials.append(fmat)
+    floor = bpy.data.objects.new("Floor", floor_me)
+    scene.collection.objects.link(floor)
+    wall = bpy.data.objects.new("Wall", floor_me.copy())
+    wall.location = (0.0, 8.5, 0.0)
+    wall.rotation_euler = (math.radians(90), 0.0, 0.0)
+    scene.collection.objects.link(wall)
+
+    world = bpy.data.worlds.new("World")
+    world.use_nodes = True
+    world.node_tree.nodes["Background"].inputs["Color"].default_value = (
+        0.02, 0.021, 0.025, 1.0,
+    )
+    scene.world = world
+
+    def light(name, loc, energy, size, col, rot):
+        ld = bpy.data.lights.new(name, "AREA")
+        ld.energy = energy
+        ld.size = size
+        ld.color = col
+        ob = bpy.data.objects.new(name, ld)
+        ob.location = loc
+        ob.rotation_euler = tuple(math.radians(a) for a in rot)
+        scene.collection.objects.link(ob)
+
+    light("Key", (-3.6, -5.0, 5.8), 680.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36))
+    light("Fill", (5.0, -3.6, 2.6), 48.0, 8.0, (0.72, 0.82, 1.0), (62, 0, 50))
+    light("Wedge", (2.4, 4.2, 4.1), 640.0, 5.5, (1.0, 0.70, 0.40), (-70, 0, 198))
+
+    cam_data = bpy.data.cameras.new("Cam")
+    cam_data.lens = 50.0
+    cam = bpy.data.objects.new("Cam", cam_data)
+    cam.location = (2.55, -3.70, 1.85)
+    scene.collection.objects.link(cam)
+    aim = bpy.data.objects.new("Aim", None)
+    aim.location = (0.0, 0.0, 0.78)
+    scene.collection.objects.link(aim)
+    con = cam.constraints.new("TRACK_TO")
+    con.target = aim
+    con.track_axis = "TRACK_NEGATIVE_Z"
+    con.up_axis = "UP_Y"
+    scene.camera = cam
+
+    scene.render.engine = "CYCLES" if engine == "cycles" else eevee_engine_id()
+    if engine == "cycles":
+        scene.cycles.samples = 32
+        scene.cycles.device = "CPU"
+    else:
+        try:
+            scene.eevee.taa_render_samples = 64
+        except AttributeError:
+            pass
+    scene.render.resolution_x = 1280
+    scene.render.resolution_y = 720
+    scene.render.image_settings.file_format = (
+        "WEBP" if path.lower().endswith(".webp") else "PNG"
+    )
+    if path.lower().endswith(".webp"):
+        scene.render.image_settings.quality = 90
+    scene.render.filepath = path
+    scene.view_settings.view_transform = "Standard"
+
+    fcode = gallery_framing.check_framing(
+        scene, cam, hero=[low], elements=[low], stage=[floor, wall],
+    )
+    if fcode:
+        return fcode
+    bpy.ops.render.render(write_still=True)
+    if not (os.path.exists(path) and os.path.getsize(path) > 0):
+        return fail("render produced no file", 14)
+    return 0
+
+
+def main():
+    argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
+    p = argparse.ArgumentParser()
+    p.add_argument("--output", default=None)
+    p.add_argument("--engine", default="eevee", choices=("eevee", "cycles"))
+    p.add_argument(
+        "--skip-decimate",
+        action="store_true",
+        help="falsification: skip the LOD DECIMATE stage",
+    )
+    args = p.parse_args(argv)
+
+    code, low, _high, metal, tex, _col = check(args.skip_decimate)
+    if code:
+        return code
+    if args.output:
+        rcode = render_still(low, metal, tex, os.path.abspath(args.output), args.engine)
+        if rcode:
+            return rcode
+        print(f"rendered still {args.output}")
+    print("street-lantern OK")
+    return 0
+
+
+if __name__ == "__main__":
+    try:
+        sys.exit(main())
+    except Exception as e:
+        traceback.print_exc()
+        print(f"FATAL: {e}", file=sys.stderr)
+        sys.exit(1)
+
+
+
+ +
+
+ generated from examples/gallery.json + CC-BY-NC-ND-4.0 + exit 0 +
+
+ + + diff --git a/docs/gallery/treasure-chest/index.html b/docs/gallery/treasure-chest/index.html new file mode 100644 index 0000000..f046b30 --- /dev/null +++ b/docs/gallery/treasure-chest/index.html @@ -0,0 +1,1182 @@ + + + + + + treasure-chest — Examples — Blender Developer Tools + + + + + + + + + + + + + + + + + + +
+

treasure-chest

+

A procedural slatted treasure chest through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets rather than an API contract.

+
+
+ +

Rendered headless by the example itself — click to zoom.

+
witnesses Recomputed: 5724 tris, two materials with 180 metal faces, UVs in 0..1 with zero AABB overlap, outer AABB 0.776×0.549×0.631 m, LOD ratios in band, convex collider 138 tris, non-empty glTF. --skip-decimate exits 9 on the LOD1 ratio budget.
+
+
blender --background --python showcase/treasure-chest/treasure_chest.py --
+ +
+
+

A showcase piece, not an example. Procedural slatted treasure chest (hollow body, open lid, iron bands, corner brackets, lock plate) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.

+

It asserts budget conformance of the generated result. It does not witness an API contract. "It rendered without error" is not a check.

+

Composes skills mesh-editing-and-bmesh, bake-high-to-low, depsgraph-and-evaluated-data, engine-export-presets, and snippets bake_normal_high_to_low.py, setup_bake_target_image.py, lod_chain.py / decimate_to_budget.py, convex_hull_collider.py, export_preset_unity.py (helpers copied, not imported as a package).

+

Budgets

+

Declared as named constants; every gate recomputes from the mesh, materials, UVs, evaluated LOD, collider, or export file.

+

| Axis | Declared | Measured (4.5.11 / 5.1.2 / 5.2.1) | | --- | --- | --- | | Base triangles | 5600–5850 | 5724 / 5724 / 5724 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2198 / 0.2198 / 0.2198 | | Materials | exactly 2 distinct, ≥24 metal faces | 2 slots, 180 metal | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (0.776, 0.549, 0.631) m ± 0.01 | (0.7760, 0.5486, 0.6312), zmin 0 | | Collider tris | ≤ 160 | 138 | | Export | written, size > 0 | 416656 / 416656 / 416644 bytes |

+

DECIMATE COLLAPSE triangle counts are not guaranteed identical across series — the gate is a ratio band, not an exact count. This mesh happened to match on 4.5.11 / 5.1.2 / 5.2.1. Bake pixels are stochastic; the gate is has_data plus operator FINISHED, not byte-identity. Construction uses no RNG. glTF byte size differs by a few bytes across series.

+

--skip-decimate skips the LOD DECIMATE stage so LOD1 ratio is 1.0 and exit 9 fires. That is the named budget the falsifier violates.

+

Run

+
blender --background --python treasure_chest.py --
+blender --background --python treasure_chest.py -- --skip-decimate
+blender --background --python treasure_chest.py -- --output chest.png
+

Smoke does not pass --output or --skip-decimate.

+

Exit codes

+

File-local. 9 is a valid check code. 10 is reserved for gallery_framing.check_framing on the --output path.

+

| Code | Meaning | | --- | --- | | 0 | Success | | 1 | Uncaught exception (FATAL wrapper) | | 2 | argparse / usage | | 3 | Mesh did not build / no UV layer | | 4 | Base triangle count outside range | | 5 | Material count ≠ 2 distinct slots, or metal faces missing | | 6 | UVs outside 0..1 | | 7 | UV AABB overlap above tolerance | | 8 | World AABB off declared outer size | | 9 | LOD ratio band (--skip-decimate lands here) | | 10 | Framing gate (render path only) | | 11 | Collider triangle count above ceiling | | 12 | Bake did not finish or image has no data | | 13 | Export file missing or empty | | 14 | --output produced no file |

+
+
+

Source

+
+ showcase/treasure-chest/treasure_chest.py + View on GitHub → +
+
"""Game-ready treasure chest — a showcase piece, not an example.
+
+Asserts budget conformance of a procedural slatted chest after composing
+shipped pipeline pieces: bmesh construction, UVs, two materials, high-to-low
+normal bake, LOD chain, convex collider, Unity glTF export.
+
+Budgets are declared below and recomputed from the generated result.
+They are not API-contract witnesses. ``--skip-decimate`` skips the LOD
+DECIMATE stage so the LOD-ratio budget fails.
+
+No RNG. Construction is closed-form. DECIMATE COLLAPSE triangle counts
+are not byte-identical across Blender versions — the LOD gate is a
+ratio band, not an exact count.
+
+    blender --background --python treasure_chest.py --
+    blender --background --python treasure_chest.py -- --skip-decimate
+    blender --background --python treasure_chest.py -- --output chest.png
+"""
+import argparse
+import math
+import os
+import sys
+import tempfile
+import traceback
+
+import bmesh
+import bpy
+from mathutils import Euler, Vector
+
+# Showcase lives at repo-root/showcase/, not under examples/. The framing
+# helper is the repo's only shared import and lives next to the examples;
+# resolve the repo root so we do not move gallery_framing.py.
+_REPO = os.path.abspath(
+    os.path.join(os.path.dirname(os.path.abspath(__file__)), os.pardir, os.pardir)
+)
+sys.path.insert(0, os.path.join(_REPO, "examples"))
+sys.dont_write_bytecode = True
+import gallery_framing  # noqa: E402
+
+OUTER_W = 0.74
+OUTER_D = 0.46
+CAVITY_H = 0.30
+WALL = 0.030
+BOTTOM = 0.028
+FOOT_H = 0.038
+FOOT_S = 0.072
+LID_T = 0.032
+LID_LIP = 0.042
+SLAT_T = 0.018
+N_FRONT = 5
+N_LID = 5
+BAND_W = 0.048
+BAND_T = 0.016
+LID_ANGLE = math.radians(-26.0)
+BBOX_TOL = 0.01
+OUTER_SIZE = (0.776, 0.549, 0.631)
+BASE_TRIS_MIN = 5600
+BASE_TRIS_MAX = 5850
+LOD1_RATIO_MIN = 0.32
+LOD1_RATIO_MAX = 0.62
+LOD2_RATIO_MIN = 0.10
+LOD2_RATIO_MAX = 0.35
+LOD1_TARGET = 0.50
+LOD2_TARGET = 0.22
+MATERIAL_COUNT = 2
+UV_EPS = 1e-4
+UV_OVERLAP_MAX = 1e-5
+COLLIDER_TRIS_MAX = 160
+BAKE_RES = 256
+CAGE_EXTRUSION = 0.06
+METAL_FACES_MIN = 24
+
+WOOD_IDX = 0
+METAL_IDX = 1
+
+
+def eevee_engine_id():
+    return "BLENDER_EEVEE" if bpy.app.version >= (5, 0, 0) else "BLENDER_EEVEE_NEXT"
+
+
+def fail(msg, code):
+    print(f"ERROR: {msg}", file=sys.stderr)
+    return code
+
+
+def triangle_count(mesh):
+    mesh.calc_loop_triangles()
+    return len(mesh.loop_triangles)
+
+
+def evaluated_triangle_count(obj):
+    # Duplicated from snippets/lod_chain.py / decimate_to_budget.py (not a package).
+    depsgraph = bpy.context.evaluated_depsgraph_get()
+    eval_obj = obj.evaluated_get(depsgraph)
+    eval_mesh = eval_obj.to_mesh()
+    try:
+        eval_mesh.calc_loop_triangles()
+        return len(eval_mesh.loop_triangles)
+    finally:
+        eval_obj.to_mesh_clear()
+
+
+def add_box(bm, loc, scale, mat_idx, euler=(0.0, 0.0, 0.0)):
+    geo = bmesh.ops.create_cube(bm, size=1.0)
+    verts = geo["verts"]
+    rot = Euler(euler).to_matrix()
+    origin = Vector(loc)
+    for v in verts:
+        p = Vector((v.co.x * scale[0], v.co.y * scale[1], v.co.z * scale[2]))
+        v.co = rot @ p + origin
+    faces = {f for v in verts for f in v.link_faces}
+    for f in faces:
+        f.material_index = mat_idx
+    return verts
+
+
+def pack_uvs(bm, margin=0.08):
+    uv = bm.loops.layers.uv.new("UVMap")
+    faces = list(bm.faces)
+    n = len(faces)
+    cols = max(1, math.ceil(math.sqrt(n)))
+    rows = max(1, math.ceil(n / cols))
+    cell_w = 1.0 / cols
+    cell_h = 1.0 / rows
+    pad_u = margin * cell_w * 0.5
+    pad_v = margin * cell_h * 0.5
+    usable_w = cell_w - 2.0 * pad_u
+    usable_h = cell_h - 2.0 * pad_v
+    for i, face in enumerate(faces):
+        col = i % cols
+        row = i // cols
+        nrm = face.normal
+        ax = abs(nrm.x)
+        ay = abs(nrm.y)
+        az = abs(nrm.z)
+        coords = []
+        for loop in face.loops:
+            co = loop.vert.co
+            if az >= ax and az >= ay:
+                coords.append((co.x, co.y))
+            elif ax >= ay:
+                coords.append((co.y, co.z))
+            else:
+                coords.append((co.x, co.z))
+        xs = [c[0] for c in coords]
+        ys = [c[1] for c in coords]
+        minx, maxx = min(xs), max(xs)
+        miny, maxy = min(ys), max(ys)
+        dx = max(maxx - minx, 1e-8)
+        dy = max(maxy - miny, 1e-8)
+        origin_u = col * cell_w + pad_u
+        origin_v = row * cell_h + pad_v
+        for loop, (x, y) in zip(face.loops, coords):
+            loop[uv].uv = (
+                origin_u + (x - minx) / dx * usable_w,
+                origin_v + (y - miny) / dy * usable_h,
+            )
+
+
+def build_chest_mesh(name, bevel_offset, bevel_segments):
+    bm = bmesh.new()
+    try:
+        bevel_verts = []
+        lid_verts = []
+        body_top = FOOT_H + BOTTOM + CAVITY_H
+        hx = OUTER_W / 2.0
+        hy = OUTER_D / 2.0
+
+        for sxn in (-1.0, 1.0):
+            for syn in (-1.0, 1.0):
+                bevel_verts.extend(
+                    add_box(
+                        bm,
+                        (
+                            sxn * (hx - FOOT_S / 2.0 - 0.01),
+                            syn * (hy - FOOT_S / 2.0 - 0.01),
+                            FOOT_H / 2.0,
+                        ),
+                        (FOOT_S, FOOT_S, FOOT_H),
+                        METAL_IDX,
+                    )
+                )
+
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (0.0, 0.0, FOOT_H + BOTTOM / 2.0),
+                (OUTER_W, OUTER_D, BOTTOM),
+                WOOD_IDX,
+            )
+        )
+        wall_h = CAVITY_H
+        wall_z = FOOT_H + BOTTOM + wall_h / 2.0
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (0.0, -hy + WALL / 2.0, wall_z),
+                (OUTER_W, WALL, wall_h),
+                WOOD_IDX,
+            )
+        )
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (0.0, hy - WALL / 2.0, wall_z),
+                (OUTER_W, WALL, wall_h),
+                WOOD_IDX,
+            )
+        )
+        inner_d = OUTER_D - 2.0 * WALL
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (-hx + WALL / 2.0, 0.0, wall_z),
+                (WALL, inner_d, wall_h),
+                WOOD_IDX,
+            )
+        )
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (hx - WALL / 2.0, 0.0, wall_z),
+                (WALL, inner_d, wall_h),
+                WOOD_IDX,
+            )
+        )
+
+        slat_w = (OUTER_W - 0.06) / N_FRONT
+        gap = 0.006
+        usable = slat_w - gap
+        x0 = -hx + 0.03 + usable / 2.0
+        for i in range(N_FRONT):
+            x = x0 + i * slat_w
+            bevel_verts.extend(
+                add_box(
+                    bm,
+                    (x, -hy - SLAT_T / 2.0, wall_z),
+                    (usable, SLAT_T, wall_h - 0.02),
+                    WOOD_IDX,
+                )
+            )
+
+        n_side = 3
+        side_h = (wall_h - 0.04) / n_side
+        for sign in (-1.0, 1.0):
+            for i in range(n_side):
+                z = FOOT_H + BOTTOM + 0.02 + side_h / 2.0 + i * (side_h + 0.006)
+                bevel_verts.extend(
+                    add_box(
+                        bm,
+                        (sign * (hx + SLAT_T / 2.0), 0.0, z),
+                        (SLAT_T, OUTER_D - 0.08, side_h - 0.008),
+                        WOOD_IDX,
+                    )
+                )
+
+        band_xs = (-OUTER_W * 0.32, 0.0, OUTER_W * 0.32)
+        for bx in band_xs:
+            bevel_verts.extend(
+                add_box(
+                    bm,
+                    (bx, -hy - BAND_T / 2.0, wall_z),
+                    (BAND_W, BAND_T, wall_h + 0.01),
+                    METAL_IDX,
+                )
+            )
+            bevel_verts.extend(
+                add_box(
+                    bm,
+                    (bx, hy + BAND_T / 2.0, wall_z),
+                    (BAND_W, BAND_T, wall_h + 0.01),
+                    METAL_IDX,
+                )
+            )
+            bevel_verts.extend(
+                add_box(
+                    bm,
+                    (bx, 0.0, FOOT_H + BAND_T / 2.0),
+                    (BAND_W, OUTER_D + 2.0 * BAND_T, BAND_T),
+                    METAL_IDX,
+                )
+            )
+
+        plate_w = 0.12
+        plate_h = 0.13
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (0.0, -hy - BAND_T - 0.006, FOOT_H + BOTTOM + CAVITY_H * 0.55),
+                (plate_w, 0.014, plate_h),
+                METAL_IDX,
+            )
+        )
+        bevel_verts.extend(
+            add_box(
+                bm,
+                (0.0, -hy - BAND_T - 0.018, FOOT_H + BOTTOM + CAVITY_H * 0.70),
+                (0.036, 0.028, 0.022),
+                METAL_IDX,
+            )
+        )
+
+        bracket = 0.055
+        thick = 0.016
+        for sxn in (-1.0, 1.0):
+            for syn in (-1.0, 1.0):
+                bevel_verts.extend(
+                    add_box(
+                        bm,
+                        (
+                            sxn * (hx + thick / 2.0),
+                            syn * (hy - bracket / 2.0),
+                            wall_z,
+                        ),
+                        (thick, bracket, wall_h - 0.02),
+                        METAL_IDX,
+                    )
+                )
+                bevel_verts.extend(
+                    add_box(
+                        bm,
+                        (
+                            sxn * (hx - bracket / 2.0),
+                            syn * (hy + thick / 2.0),
+                            wall_z,
+                        ),
+                        (bracket, thick, wall_h - 0.02),
+                        METAL_IDX,
+                    )
+                )
+
+        # Closed lid, then rotate around the back hinge so the front lifts.
+        lid_z = body_top + LID_T / 2.0
+        lid_verts.extend(
+            add_box(
+                bm,
+                (0.0, 0.0, lid_z),
+                (OUTER_W, OUTER_D, LID_T),
+                WOOD_IDX,
+            )
+        )
+        lid_verts.extend(
+            add_box(
+                bm,
+                (0.0, -hy + LID_LIP / 2.0, body_top - LID_LIP / 2.0 + 0.004),
+                (OUTER_W - 0.02, LID_LIP, LID_LIP),
+                WOOD_IDX,
+            )
+        )
+        lid_slat_w = (OUTER_W - 0.05) / N_LID
+        usable_l = lid_slat_w - 0.006
+        x0l = -hx + 0.025 + usable_l / 2.0
+        for i in range(N_LID):
+            x = x0l + i * lid_slat_w
+            lid_verts.extend(
+                add_box(
+                    bm,
+                    (x, 0.0, body_top + LID_T + SLAT_T / 2.0),
+                    (usable_l, OUTER_D - 0.04, SLAT_T),
+                    WOOD_IDX,
+                )
+            )
+        for bx in band_xs:
+            lid_verts.extend(
+                add_box(
+                    bm,
+                    (bx, 0.0, body_top + LID_T + SLAT_T + BAND_T / 2.0),
+                    (BAND_W, OUTER_D + 2.0 * BAND_T, BAND_T),
+                    METAL_IDX,
+                )
+            )
+            lid_verts.extend(
+                add_box(
+                    bm,
+                    (bx, -hy - BAND_T / 2.0, body_top + LID_T / 2.0),
+                    (BAND_W, BAND_T, LID_T + SLAT_T + 0.01),
+                    METAL_IDX,
+                )
+            )
+        lid_verts.extend(
+            add_box(
+                bm,
+                (0.0, -hy - BAND_T - 0.006, body_top + 0.012),
+                (0.055, 0.016, 0.028),
+                METAL_IDX,
+            )
+        )
+
+        hinge = Vector((0.0, hy, body_top))
+        rot = Euler((LID_ANGLE, 0.0, 0.0)).to_matrix()
+        for v in lid_verts:
+            v.co = rot @ (v.co - hinge) + hinge
+
+        if bevel_offset > 0.0:
+            edges = list(
+                {e for v in (bevel_verts + lid_verts) for e in v.link_edges}
+            )
+            bmesh.ops.bevel(
+                bm,
+                geom=edges,
+                offset=bevel_offset,
+                segments=bevel_segments,
+                profile=0.5,
+                affect="EDGES",
+                clamp_overlap=True,
+            )
+
+        xs = [v.co.x for v in bm.verts]
+        ys = [v.co.y for v in bm.verts]
+        zs = [v.co.z for v in bm.verts]
+        cx = 0.5 * (min(xs) + max(xs))
+        cy = 0.5 * (min(ys) + max(ys))
+        zmin = min(zs)
+        for v in bm.verts:
+            v.co.x -= cx
+            v.co.y -= cy
+            v.co.z -= zmin
+            if v.co.z < 0.0:
+                v.co.z = 0.0
+
+        pack_uvs(bm)
+        bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces))
+        for face in bm.faces:
+            face.smooth = True
+        for edge in bm.edges:
+            edge.smooth = True
+            if edge.is_manifold and len(edge.link_faces) == 2:
+                if edge.calc_face_angle() > math.radians(35.0):
+                    edge.smooth = False
+        me = bpy.data.meshes.new(name)
+        bm.to_mesh(me)
+        me.update()
+    finally:
+        bm.free()
+    obj = bpy.data.objects.new(name, me)
+    bpy.context.collection.objects.link(obj)
+    return obj
+
+
+def principled(name, color, metallic, roughness):
+    mat = bpy.data.materials.new(name)
+    mat.use_nodes = True
+    bsdf = mat.node_tree.nodes["Principled BSDF"]
+    bsdf.inputs["Base Color"].default_value = color
+    bsdf.inputs["Metallic"].default_value = metallic
+    bsdf.inputs["Roughness"].default_value = roughness
+    return mat
+
+
+def assign_slots(obj, wood, metal):
+    # Do not materials.clear() — that resets polygon material_index to 0
+    # on this Blender, which would drop metal faces onto wood.
+    mats = obj.data.materials
+    wanted = (wood, metal)
+    for i, mat in enumerate(wanted):
+        if i < len(mats):
+            mats[i] = mat
+        else:
+            mats.append(mat)
+
+
+def world_bbox(obj):
+    corners = [obj.matrix_world @ Vector(c) for c in obj.bound_box]
+    xs = [c.x for c in corners]
+    ys = [c.y for c in corners]
+    zs = [c.z for c in corners]
+    return (min(xs), min(ys), min(zs), max(xs), max(ys), max(zs))
+
+
+def uv_stats(mesh):
+    uv = mesh.uv_layers.active
+    if uv is None:
+        return 0.0, 0.0, 1.0, 1.0, 0, 1.0
+    data = uv.data
+    us = [loop.uv[0] for loop in data]
+    vs = [loop.uv[1] for loop in data]
+    aabbs = []
+    for poly in mesh.polygons:
+        pu = [data[i].uv[0] for i in poly.loop_indices]
+        pv = [data[i].uv[1] for i in poly.loop_indices]
+        aabbs.append((min(pu), min(pv), max(pu), max(pv)))
+    overlap = 0.0
+    for i in range(len(aabbs)):
+        a = aabbs[i]
+        for j in range(i + 1, len(aabbs)):
+            b = aabbs[j]
+            x0 = max(a[0], b[0])
+            y0 = max(a[1], b[1])
+            x1 = min(a[2], b[2])
+            y1 = min(a[3], b[3])
+            overlap += max(0.0, x1 - x0) * max(0.0, y1 - y0)
+    return min(us), min(vs), max(us), max(vs), overlap, len(aabbs)
+
+
+def make_lod(obj, name, ratio, skip_decimate):
+    mesh = obj.data.copy()
+    lod = bpy.data.objects.new(name, mesh)
+    lod.matrix_world = obj.matrix_world.copy()
+    bpy.context.scene.collection.objects.link(lod)
+    if not skip_decimate and 0.0 < ratio < 1.0:
+        mod = lod.modifiers.new("DecimateBudget", "DECIMATE")
+        mod.decimate_type = "COLLAPSE"
+        mod.ratio = ratio
+    return lod
+
+
+def convex_hull_collider(obj, name):
+    # Duplicated from snippets/convex_hull_collider.py (not a package).
+    mesh = bpy.data.meshes.new(name)
+    bm = bmesh.new()
+    try:
+        bm.from_mesh(obj.data)
+        result = bmesh.ops.convex_hull(bm, input=list(bm.verts))
+        interior = result.get("geom_interior") or []
+        unused = result.get("geom_unused") or []
+        if interior:
+            bmesh.ops.delete(bm, geom=interior, context="VERTS")
+        if unused:
+            bmesh.ops.delete(bm, geom=unused, context="VERTS")
+        bm.to_mesh(mesh)
+        mesh.update()
+    finally:
+        bm.free()
+    collider = bpy.data.objects.new(name, mesh)
+    bpy.context.collection.objects.link(collider)
+    collider.matrix_world = obj.matrix_world.copy()
+    return collider
+
+
+def setup_bake_image(obj, target_mat, size=BAKE_RES):
+    # Adapted from snippets/setup_bake_target_image.py — do not replace slots.
+    if not obj.data.uv_layers:
+        return None, None
+    img = bpy.data.images.new("ChestNrm", size, size, alpha=True, float_buffer=False)
+    img.colorspace_settings.name = "Non-Color"
+    nodes = target_mat.node_tree.nodes
+    tex = nodes.new("ShaderNodeTexImage")
+    tex.image = img
+    nodes.active = tex
+    tex.select = True
+    obj.active_material_index = WOOD_IDX
+    return img, tex
+
+
+def bake_normal(high, low):
+    # Duplicated from snippets/bake_normal_high_to_low.py (not a package).
+    scene = bpy.context.scene
+    scene.render.engine = "CYCLES"
+    scene.cycles.device = "CPU"
+    scene.cycles.samples = 1
+    scene.cycles.use_denoising = False
+    for ob in bpy.context.view_layer.objects:
+        ob.select_set(False)
+    high.select_set(True)
+    low.select_set(True)
+    bpy.context.view_layer.objects.active = low
+    return bpy.ops.object.bake(
+        type="NORMAL",
+        use_selected_to_active=True,
+        cage_extrusion=CAGE_EXTRUSION,
+        use_cage=False,
+        normal_space="TANGENT",
+        margin=4,
+        margin_type="ADJACENT_FACES",
+        use_clear=True,
+        target="IMAGE_TEXTURES",
+    )
+
+
+def export_unity(path, objects):
+    # Duplicated from snippets/export_preset_unity.py (not a package).
+    for ob in bpy.context.view_layer.objects:
+        ob.select_set(False)
+    for ob in objects:
+        ob.select_set(True)
+    bpy.context.view_layer.objects.active = objects[0]
+    bpy.ops.export_scene.gltf(
+        filepath=path,
+        use_selection=True,
+        export_yup=True,
+        export_apply=True,
+        export_draco_mesh_compression_enable=False,
+        export_animations=False,
+    )
+
+
+def check(skip_decimate):
+    bpy.ops.wm.read_factory_settings(use_empty=True)
+    low = build_chest_mesh("ChestLow", bevel_offset=0.008, bevel_segments=2)
+    high = build_chest_mesh("ChestHigh", bevel_offset=0.008, bevel_segments=4)
+    wood = principled("ChestWood", (0.42, 0.20, 0.07, 1.0), 0.0, 0.52)
+    metal = principled("ChestMetal", (0.22, 0.23, 0.26, 1.0), 1.0, 0.30)
+    assign_slots(low, wood, metal)
+    assign_slots(high, wood, metal)
+
+    if low.data is None or len(low.data.polygons) < 6:
+        return fail("chest mesh did not build", 3), None, None, None, None, None
+
+    base_tris = triangle_count(low.data)
+    mats = [s for s in low.data.materials if s is not None]
+    nmat = len(mats)
+    distinct_mats = len({id(s) for s in mats})
+    idx_counts = {}
+    for poly in low.data.polygons:
+        idx_counts[poly.material_index] = idx_counts.get(poly.material_index, 0) + 1
+    print(f"measured mat_index_counts={idx_counts}")
+    u0, v0, u1, v1, overlap, nfaces = uv_stats(low.data)
+    bb = world_bbox(low)
+    size_x = bb[3] - bb[0]
+    size_y = bb[4] - bb[1]
+    size_z = bb[5] - bb[2]
+
+    img, tex = setup_bake_image(low, wood)
+    if img is None:
+        return fail("chest has no UV layer", 3), None, None, None, None, None
+    bake_result = bake_normal(high, low)
+
+    lod1 = make_lod(low, "ChestLOD1", LOD1_TARGET, skip_decimate)
+    lod2 = make_lod(low, "ChestLOD2", LOD2_TARGET, skip_decimate)
+    bpy.context.view_layer.update()
+    lod1_tris = evaluated_triangle_count(lod1)
+    lod2_tris = evaluated_triangle_count(lod2)
+    r1 = lod1_tris / base_tris if base_tris else 0.0
+    r2 = lod2_tris / base_tris if base_tris else 0.0
+
+    collider_src = build_chest_mesh(
+        "ChestColSrc", bevel_offset=0.0, bevel_segments=1
+    )
+    collider = convex_hull_collider(collider_src, "ChestCollider")
+    bpy.data.objects.remove(collider_src, do_unlink=True)
+    col_tris = triangle_count(collider.data)
+
+    export_path = os.path.join(
+        tempfile.gettempdir(),
+        f"bdt_treasure_chest_{os.getpid()}.glb",
+    )
+    if os.path.exists(export_path):
+        os.remove(export_path)
+    export_unity(export_path, [low, collider])
+    export_size = os.path.getsize(export_path) if os.path.isfile(export_path) else 0
+
+    print(
+        f"blender={tuple(bpy.app.version)} skip_decimate={skip_decimate}"
+    )
+    print(
+        f"measured base_tris={base_tris} lod1_tris={lod1_tris} "
+        f"lod2_tris={lod2_tris} r1={r1:.4f} r2={r2:.4f}"
+    )
+    print(
+        f"measured nmat={nmat} uv=({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f}) "
+        f"overlap={overlap:.6f} nfaces={nfaces}"
+    )
+    print(
+        f"measured bbox=({size_x:.4f},{size_y:.4f},{size_z:.4f}) "
+        f"outer={OUTER_SIZE} zmin={bb[2]:.4f}"
+    )
+    print(
+        f"measured collider_tris={col_tris} bake={bake_result} "
+        f"bake_has_data={img.has_data} export_bytes={export_size}"
+    )
+
+    if not (BASE_TRIS_MIN <= base_tris <= BASE_TRIS_MAX):
+        return fail(
+            f"base tris {base_tris} not in [{BASE_TRIS_MIN}, {BASE_TRIS_MAX}]",
+            4,
+        ), None, None, None, None, None
+    if nmat != MATERIAL_COUNT or distinct_mats != MATERIAL_COUNT:
+        return fail(
+            f"material slots {nmat} distinct {distinct_mats} != {MATERIAL_COUNT}",
+            5,
+        ), None, None, None, None, None
+    if idx_counts.get(METAL_IDX, 0) < METAL_FACES_MIN:
+        return fail(
+            f"metal faces {idx_counts.get(METAL_IDX, 0)} < {METAL_FACES_MIN}",
+            5,
+        ), None, None, None, None, None
+    if u0 < -UV_EPS or v0 < -UV_EPS or u1 > 1.0 + UV_EPS or v1 > 1.0 + UV_EPS:
+        return fail(
+            f"UVs outside 0..1: ({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f})",
+            6,
+        ), None, None, None, None, None
+    if overlap > UV_OVERLAP_MAX:
+        return fail(
+            f"UV AABB overlap {overlap:.6f} > {UV_OVERLAP_MAX}",
+            7,
+        ), None, None, None, None, None
+    if (
+        abs(size_x - OUTER_SIZE[0]) > BBOX_TOL
+        or abs(size_y - OUTER_SIZE[1]) > BBOX_TOL
+        or abs(size_z - OUTER_SIZE[2]) > BBOX_TOL
+    ):
+        return fail(
+            f"bbox ({size_x:.4f},{size_y:.4f},{size_z:.4f}) "
+            f"off outer {OUTER_SIZE}",
+            8,
+        ), None, None, None, None, None
+    if not (LOD1_RATIO_MIN <= r1 <= LOD1_RATIO_MAX):
+        return fail(
+            f"LOD1 ratio {r1:.4f} not in [{LOD1_RATIO_MIN}, {LOD1_RATIO_MAX}] "
+            "(--skip-decimate is the designed fail)",
+            9,
+        ), None, None, None, None, None
+    if not (LOD2_RATIO_MIN <= r2 <= LOD2_RATIO_MAX):
+        return fail(
+            f"LOD2 ratio {r2:.4f} not in [{LOD2_RATIO_MIN}, {LOD2_RATIO_MAX}]",
+            9,
+        ), None, None, None, None, None
+    if col_tris > COLLIDER_TRIS_MAX:
+        return fail(
+            f"collider tris {col_tris} > {COLLIDER_TRIS_MAX}",
+            11,
+        ), None, None, None, None, None
+    if bake_result != {"FINISHED"} or not img.has_data:
+        return fail(
+            f"bake failed result={bake_result} has_data={img.has_data}",
+            12,
+        ), None, None, None, None, None
+    if export_size <= 0:
+        return fail("export file missing or empty", 13), None, None, None, None, None
+    return 0, low, high, wood, tex, collider
+
+
+def wire_normal(mat, tex):
+    nt = mat.node_tree
+    bsdf = nt.nodes["Principled BSDF"]
+    nrm = nt.nodes.new("ShaderNodeNormalMap")
+    nrm.inputs["Strength"].default_value = 1.0
+    nt.links.new(tex.outputs["Color"], nrm.inputs["Color"])
+    nt.links.new(nrm.outputs["Normal"], bsdf.inputs["Normal"])
+
+
+def render_still(low, wood, tex, path, engine):
+    scene = bpy.context.scene
+    wire_normal(wood, tex)
+    for ob in list(scene.objects):
+        if ob.type == "MESH" and ob != low:
+            ob.hide_render = True
+            ob.hide_viewport = True
+
+    low.rotation_euler.z = math.radians(-28.0)
+    low.rotation_euler.x = math.radians(2.0)
+
+    floor_me = bpy.data.meshes.new("Floor")
+    bm = bmesh.new()
+    try:
+        bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=14.0)
+        bm.to_mesh(floor_me)
+    finally:
+        bm.free()
+    fmat = bpy.data.materials.new("Floor")
+    fmat.use_nodes = True
+    fb = fmat.node_tree.nodes["Principled BSDF"]
+    fb.inputs["Base Color"].default_value = (0.03, 0.032, 0.037, 1.0)
+    fb.inputs["Roughness"].default_value = 0.7
+    floor_me.materials.append(fmat)
+    floor = bpy.data.objects.new("Floor", floor_me)
+    scene.collection.objects.link(floor)
+    wall = bpy.data.objects.new("Wall", floor_me.copy())
+    wall.location = (0.0, 8.5, 0.0)
+    wall.rotation_euler = (math.radians(90), 0.0, 0.0)
+    scene.collection.objects.link(wall)
+
+    world = bpy.data.worlds.new("World")
+    world.use_nodes = True
+    world.node_tree.nodes["Background"].inputs["Color"].default_value = (
+        0.02, 0.021, 0.025, 1.0,
+    )
+    scene.world = world
+
+    def light(name, loc, energy, size, col, rot):
+        ld = bpy.data.lights.new(name, "AREA")
+        ld.energy = energy
+        ld.size = size
+        ld.color = col
+        ob = bpy.data.objects.new(name, ld)
+        ob.location = loc
+        ob.rotation_euler = tuple(math.radians(a) for a in rot)
+        scene.collection.objects.link(ob)
+
+    light("Key", (-3.6, -5.0, 5.8), 680.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36))
+    light("Fill", (5.0, -3.6, 2.6), 48.0, 8.0, (0.72, 0.82, 1.0), (62, 0, 50))
+    light("Wedge", (2.4, 4.2, 4.1), 640.0, 5.5, (1.0, 0.70, 0.40), (-70, 0, 198))
+
+    cam_data = bpy.data.cameras.new("Cam")
+    cam_data.lens = 50.0
+    cam = bpy.data.objects.new("Cam", cam_data)
+    cam.location = (1.54, -2.16, 1.37)
+    scene.collection.objects.link(cam)
+    aim = bpy.data.objects.new("Aim", None)
+    aim.location = (0.0, 0.0, 0.34)
+    scene.collection.objects.link(aim)
+    con = cam.constraints.new("TRACK_TO")
+    con.target = aim
+    con.track_axis = "TRACK_NEGATIVE_Z"
+    con.up_axis = "UP_Y"
+    scene.camera = cam
+
+    scene.render.engine = "CYCLES" if engine == "cycles" else eevee_engine_id()
+    if engine == "cycles":
+        scene.cycles.samples = 32
+        scene.cycles.device = "CPU"
+    else:
+        try:
+            scene.eevee.taa_render_samples = 64
+        except AttributeError:
+            pass
+    scene.render.resolution_x = 1280
+    scene.render.resolution_y = 720
+    scene.render.image_settings.file_format = (
+        "WEBP" if path.lower().endswith(".webp") else "PNG"
+    )
+    if path.lower().endswith(".webp"):
+        scene.render.image_settings.quality = 90
+    scene.render.filepath = path
+    scene.view_settings.view_transform = "Standard"
+
+    fcode = gallery_framing.check_framing(
+        scene, cam, hero=[low], elements=[low], stage=[floor, wall],
+    )
+    if fcode:
+        return fcode
+    bpy.ops.render.render(write_still=True)
+    if not (os.path.exists(path) and os.path.getsize(path) > 0):
+        return fail("render produced no file", 14)
+    return 0
+
+
+def main():
+    argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
+    p = argparse.ArgumentParser()
+    p.add_argument("--output", default=None)
+    p.add_argument("--engine", default="eevee", choices=("eevee", "cycles"))
+    p.add_argument(
+        "--skip-decimate",
+        action="store_true",
+        help="falsification: skip the LOD DECIMATE stage",
+    )
+    args = p.parse_args(argv)
+
+    code, low, _high, wood, tex, _col = check(args.skip_decimate)
+    if code:
+        return code
+    if args.output:
+        rcode = render_still(low, wood, tex, os.path.abspath(args.output), args.engine)
+        if rcode:
+            return rcode
+        print(f"rendered still {args.output}")
+    print("treasure-chest OK")
+    return 0
+
+
+if __name__ == "__main__":
+    try:
+        sys.exit(main())
+    except Exception as e:
+        traceback.print_exc()
+        print(f"FATAL: {e}", file=sys.stderr)
+        sys.exit(1)
+
+
+
+ +
+
+ generated from examples/gallery.json + CC-BY-NC-ND-4.0 + exit 0 +
+
+ + + diff --git a/showcase/gallery.json b/showcase/gallery.json index 98fdc4a..981c2e6 100644 --- a/showcase/gallery.json +++ b/showcase/gallery.json @@ -64,6 +64,30 @@ "mesh", "export" ] + }, + { + "name": "street-lantern", + "dir": "showcase/street-lantern", + "teaches": "A procedural hanging street lantern through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets rather than an API contract.", + "witnessesFix": "Recomputed: 3520 tris, three materials with 24 glass and 94 brass faces, UVs in 0..1 with zero AABB overlap, outer AABB 0.403×0.892×1.404 m, LOD ratios in band, convex collider 84 tris, non-empty glTF. --skip-decimate exits 9 on the LOD1 ratio budget.", + "hero": "docs/gallery/assets/street-lantern-hero.webp", + "preview": "showcase/street-lantern/preview.webp", + "tags": [ + "mesh", + "export" + ] + }, + { + "name": "treasure-chest", + "dir": "showcase/treasure-chest", + "teaches": "A procedural slatted treasure chest through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets rather than an API contract.", + "witnessesFix": "Recomputed: 5724 tris, two materials with 180 metal faces, UVs in 0..1 with zero AABB overlap, outer AABB 0.776×0.549×0.631 m, LOD ratios in band, convex collider 138 tris, non-empty glTF. --skip-decimate exits 9 on the LOD1 ratio budget.", + "hero": "docs/gallery/assets/treasure-chest-hero.webp", + "preview": "showcase/treasure-chest/preview.webp", + "tags": [ + "mesh", + "export" + ] } ] } diff --git a/showcase/street-lantern/README.md b/showcase/street-lantern/README.md new file mode 100644 index 0000000..58957a1 --- /dev/null +++ b/showcase/street-lantern/README.md @@ -0,0 +1,74 @@ +# Street lantern + +A showcase piece, not an example. Procedural hanging street lantern +(stepped iron foot, tapered octagonal post, brass collars, braced arm, +muntined cage with amber panes, pyramidal brass roof and finial) then +the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, +LOD chain, convex collider, Unity glTF export. + +It asserts **budget conformance** of the generated result. It does not +witness an API contract. "It rendered without error" is not a check. + +**Composes** skills `mesh-editing-and-bmesh`, `bake-high-to-low`, +`depsgraph-and-evaluated-data`, `engine-export-presets`, and snippets +`bake_normal_high_to_low.py`, `setup_bake_target_image.py`, +`lod_chain.py` / `decimate_to_budget.py`, `convex_hull_collider.py`, +`export_preset_unity.py` (helpers copied, not imported as a package). + +## Budgets + +Declared as named constants; every gate **recomputes** from the mesh, +materials, UVs, evaluated LOD, collider, or export file. + +| Axis | Declared | Measured (4.5.11 / 5.1.2 / 5.2.1) | +| --- | --- | --- | +| Base triangles | 3400–3650 | 3520 / 3520 / 3520 | +| LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | +| LOD2 ratio | 0.10–0.35 of base | 0.2199 / 0.2199 / 0.2199 | +| Materials | exactly 3 distinct, ≥8 glass faces, ≥8 brass faces | 3 slots, 24 glass, 94 brass | +| UVs | in `0..1`, AABB overlap ≤ 1e-5 | in range, overlap 0 | +| Outer AABB | (0.403, 0.892, 1.404) m ± 0.01 | (0.4032, 0.8916, 1.4041), zmin 0 | +| Collider tris | ≤ 110 | 84 | +| Export | written, size > 0 | 254552 / 254552 / 254536 bytes | + +DECIMATE COLLAPSE triangle counts are **not** guaranteed identical across +series — the gate is a ratio band, not an exact count. This mesh happened +to match on 4.5.11 / 5.1.2 / 5.2.1. Bake pixels are stochastic; the gate +is `has_data` plus operator `FINISHED`, not byte-identity. Construction +uses no RNG. glTF byte size differs by a few bytes across series. + +`--skip-decimate` skips the LOD DECIMATE stage so LOD1 ratio is 1.0 and +exit 9 fires. That is the named budget the falsifier violates. + +## Run + +```bash +blender --background --python street_lantern.py -- +blender --background --python street_lantern.py -- --skip-decimate +blender --background --python street_lantern.py -- --output lantern.png +``` + +Smoke does not pass `--output` or `--skip-decimate`. + +## Exit codes + +File-local. `9` is a valid check code. `10` is reserved for +`gallery_framing.check_framing` on the `--output` path. + +| Code | Meaning | +| --- | --- | +| 0 | Success | +| 1 | Uncaught exception (FATAL wrapper) | +| 2 | argparse / usage | +| 3 | Mesh did not build / no UV layer | +| 4 | Base triangle count outside range | +| 5 | Material count ≠ 3 distinct slots, or glass/brass faces missing | +| 6 | UVs outside 0..1 | +| 7 | UV AABB overlap above tolerance | +| 8 | World AABB off declared outer size | +| 9 | LOD ratio band (`--skip-decimate` lands here) | +| 10 | Framing gate (render path only) | +| 11 | Collider triangle count above ceiling | +| 12 | Bake did not finish or image has no data | +| 13 | Export file missing or empty | +| 14 | `--output` produced no file | diff --git a/showcase/street-lantern/preview.webp b/showcase/street-lantern/preview.webp new file mode 100644 index 0000000..c7ba133 Binary files /dev/null and b/showcase/street-lantern/preview.webp differ diff --git a/showcase/street-lantern/street_lantern.py b/showcase/street-lantern/street_lantern.py new file mode 100644 index 0000000..d012138 --- /dev/null +++ b/showcase/street-lantern/street_lantern.py @@ -0,0 +1,917 @@ +"""Game-ready street lantern — a showcase piece, not an example. + +Asserts budget conformance of a procedural hanging lantern after composing +shipped pipeline pieces: bmesh construction, UVs, three materials, +high-to-low normal bake, LOD chain, convex collider, Unity glTF export. + +Budgets are declared below and recomputed from the generated result. +They are not API-contract witnesses. ``--skip-decimate`` skips the LOD +DECIMATE stage so the LOD-ratio budget fails. + +No RNG. Construction is closed-form. DECIMATE COLLAPSE triangle counts +are not byte-identical across Blender versions — the LOD gate is a +ratio band, not an exact count. + + blender --background --python street_lantern.py -- + blender --background --python street_lantern.py -- --skip-decimate + blender --background --python street_lantern.py -- --output lantern.png +""" +import argparse +import math +import os +import sys +import tempfile +import traceback + +import bmesh +import bpy +from mathutils import Euler, Vector + +# Showcase lives at repo-root/showcase/, not under examples/. The framing +# helper is the repo's only shared import and lives next to the examples; +# resolve the repo root so we do not move gallery_framing.py. +_REPO = os.path.abspath( + os.path.join(os.path.dirname(os.path.abspath(__file__)), os.pardir, os.pardir) +) +sys.path.insert(0, os.path.join(_REPO, "examples")) +sys.dont_write_bytecode = True +import gallery_framing # noqa: E402 + +FOOT_XY = 0.34 +FOOT_H = 0.085 +POST_R = 0.046 +POST_H = 1.18 +ARM_LEN = 0.52 +ARM_R = 0.028 +CAGE_W = 0.28 +CAGE_H = 0.34 +FRAME = 0.026 +PANE_T = 0.008 +ROOF_H = 0.12 +FINIAL_H = 0.07 +DROP_H = 0.07 +MUNTIN = 0.012 + +BBOX_TOL = 0.01 +OUTER_SIZE = (0.403, 0.892, 1.404) +BASE_TRIS_MIN = 3400 +BASE_TRIS_MAX = 3650 +LOD1_RATIO_MIN = 0.32 +LOD1_RATIO_MAX = 0.62 +LOD2_RATIO_MIN = 0.10 +LOD2_RATIO_MAX = 0.35 +LOD1_TARGET = 0.50 +LOD2_TARGET = 0.22 +MATERIAL_COUNT = 3 +UV_EPS = 1e-4 +UV_OVERLAP_MAX = 1e-5 +COLLIDER_TRIS_MAX = 110 +BAKE_RES = 256 +CAGE_EXTRUSION = 0.06 +GLASS_FACES_MIN = 8 +BRASS_FACES_MIN = 8 + +METAL_IDX = 0 +GLASS_IDX = 1 +BRASS_IDX = 2 + + +def eevee_engine_id(): + return "BLENDER_EEVEE" if bpy.app.version >= (5, 0, 0) else "BLENDER_EEVEE_NEXT" + + +def fail(msg, code): + print(f"ERROR: {msg}", file=sys.stderr) + return code + + +def triangle_count(mesh): + mesh.calc_loop_triangles() + return len(mesh.loop_triangles) + + +def evaluated_triangle_count(obj): + # Duplicated from snippets/lod_chain.py / decimate_to_budget.py (not a package). + depsgraph = bpy.context.evaluated_depsgraph_get() + eval_obj = obj.evaluated_get(depsgraph) + eval_mesh = eval_obj.to_mesh() + try: + eval_mesh.calc_loop_triangles() + return len(eval_mesh.loop_triangles) + finally: + eval_obj.to_mesh_clear() + + +def add_box(bm, loc, scale, mat_idx, euler=(0.0, 0.0, 0.0)): + geo = bmesh.ops.create_cube(bm, size=1.0) + verts = geo["verts"] + rot = Euler(euler).to_matrix() + origin = Vector(loc) + for v in verts: + p = Vector((v.co.x * scale[0], v.co.y * scale[1], v.co.z * scale[2])) + v.co = rot @ p + origin + faces = {f for v in verts for f in v.link_faces} + for f in faces: + f.material_index = mat_idx + return verts + + +def add_cone(bm, loc, radius1, radius2, depth, segments, mat_idx, euler=(0.0, 0.0, 0.0)): + geo = bmesh.ops.create_cone( + bm, + cap_ends=True, + cap_tris=False, + segments=segments, + radius1=radius1, + radius2=radius2, + depth=depth, + ) + verts = geo["verts"] + rot = Euler(euler).to_matrix() + origin = Vector(loc) + for v in verts: + v.co = rot @ v.co + origin + faces = {f for v in verts for f in v.link_faces} + for f in faces: + f.material_index = mat_idx + return verts + + +def pack_uvs(bm, margin=0.08): + uv = bm.loops.layers.uv.new("UVMap") + faces = list(bm.faces) + n = len(faces) + cols = max(1, math.ceil(math.sqrt(n))) + rows = max(1, math.ceil(n / cols)) + cell_w = 1.0 / cols + cell_h = 1.0 / rows + pad_u = margin * cell_w * 0.5 + pad_v = margin * cell_h * 0.5 + usable_w = cell_w - 2.0 * pad_u + usable_h = cell_h - 2.0 * pad_v + for i, face in enumerate(faces): + col = i % cols + row = i // cols + nrm = face.normal + ax = abs(nrm.x) + ay = abs(nrm.y) + az = abs(nrm.z) + coords = [] + for loop in face.loops: + co = loop.vert.co + if az >= ax and az >= ay: + coords.append((co.x, co.y)) + elif ax >= ay: + coords.append((co.y, co.z)) + else: + coords.append((co.x, co.z)) + xs = [c[0] for c in coords] + ys = [c[1] for c in coords] + minx, maxx = min(xs), max(xs) + miny, maxy = min(ys), max(ys) + dx = max(maxx - minx, 1e-8) + dy = max(maxy - miny, 1e-8) + origin_u = col * cell_w + pad_u + origin_v = row * cell_h + pad_v + for loop, (x, y) in zip(face.loops, coords): + loop[uv].uv = ( + origin_u + (x - minx) / dx * usable_w, + origin_v + (y - miny) / dy * usable_h, + ) + + +def build_lantern_mesh(name, bevel_offset, bevel_segments): + bm = bmesh.new() + try: + bevel_verts = [] + post_z0 = FOOT_H + post_top = post_z0 + POST_H + arm_z = post_top - 0.02 + cage_y = ARM_LEN + cage_top = arm_z - DROP_H + cage_bot = cage_top - CAGE_H + cage_mid = 0.5 * (cage_top + cage_bot) + + bevel_verts.extend( + add_box( + bm, + (0.0, 0.0, FOOT_H / 2.0), + (FOOT_XY, FOOT_XY, FOOT_H), + METAL_IDX, + ) + ) + pad = 0.07 + pad_h = 0.022 + hx = FOOT_XY / 2.0 - pad / 2.0 - 0.012 + for sxn in (-1.0, 1.0): + for syn in (-1.0, 1.0): + bevel_verts.extend( + add_box( + bm, + (sxn * hx, syn * hx, pad_h / 2.0), + (pad, pad, pad_h), + METAL_IDX, + ) + ) + add_cone( + bm, + (0.0, 0.0, FOOT_H + 0.028), + 0.12, + 0.10, + 0.056, + 12, + BRASS_IDX, + ) + add_cone( + bm, + (0.0, 0.0, post_z0 + POST_H / 2.0), + POST_R, + POST_R * 0.86, + POST_H, + 8, + METAL_IDX, + ) + add_cone( + bm, + (0.0, 0.0, post_z0 + POST_H * 0.36), + POST_R + 0.028, + POST_R + 0.028, + 0.042, + 12, + BRASS_IDX, + ) + add_cone( + bm, + (0.0, 0.0, post_top), + 0.078, + 0.078, + 0.052, + 12, + BRASS_IDX, + ) + add_cone( + bm, + (0.0, ARM_LEN / 2.0, arm_z), + ARM_R, + ARM_R, + ARM_LEN + 0.06, + 8, + METAL_IDX, + euler=(math.radians(90.0), 0.0, 0.0), + ) + bevel_verts.extend( + add_box( + bm, + (0.0, 0.18, arm_z - 0.10), + (0.032, 0.28, 0.032), + METAL_IDX, + euler=(math.radians(-36.0), 0.0, 0.0), + ) + ) + add_cone( + bm, + (0.0, 0.0, post_top + 0.055), + 0.032, + 0.006, + 0.08, + 8, + BRASS_IDX, + ) + add_cone( + bm, + (0.0, cage_y, arm_z - DROP_H / 2.0), + 0.016, + 0.016, + DROP_H + 0.03, + 8, + METAL_IDX, + ) + eave = CAGE_W + 0.04 + bevel_verts.extend( + add_box( + bm, + (0.0, cage_y, cage_bot - 0.010), + (eave, eave, 0.020), + METAL_IDX, + ) + ) + bevel_verts.extend( + add_box( + bm, + (0.0, cage_y, cage_top + 0.010), + (eave, eave, 0.020), + METAL_IDX, + ) + ) + hw = CAGE_W / 2.0 - FRAME / 2.0 + for sxn in (-1.0, 1.0): + for syn in (-1.0, 1.0): + bevel_verts.extend( + add_box( + bm, + (sxn * hw, cage_y + syn * hw, cage_mid), + (FRAME, FRAME, CAGE_H), + METAL_IDX, + ) + ) + rail_z = (cage_bot + FRAME / 2.0, cage_mid, cage_top - FRAME / 2.0) + for z in rail_z: + for sign in (-1.0, 1.0): + bevel_verts.extend( + add_box( + bm, + (0.0, cage_y + sign * (CAGE_W / 2.0 - FRAME / 2.0), z), + (CAGE_W - 2.0 * FRAME, FRAME, FRAME), + METAL_IDX, + ) + ) + bevel_verts.extend( + add_box( + bm, + (sign * (CAGE_W / 2.0 - FRAME / 2.0), cage_y, z), + (FRAME, CAGE_W - 2.0 * FRAME, FRAME), + METAL_IDX, + ) + ) + for sign in (-1.0, 1.0): + bevel_verts.extend( + add_box( + bm, + (0.0, cage_y + sign * (CAGE_W / 2.0 - FRAME / 2.0), cage_mid), + (MUNTIN, FRAME * 0.85, CAGE_H - 2.0 * FRAME), + METAL_IDX, + ) + ) + bevel_verts.extend( + add_box( + bm, + (sign * (CAGE_W / 2.0 - FRAME / 2.0), cage_y, cage_mid), + (FRAME * 0.85, MUNTIN, CAGE_H - 2.0 * FRAME), + METAL_IDX, + ) + ) + + inset = FRAME + 0.001 + open_w = CAGE_W - 2.0 * inset + open_h = CAGE_H - 2.0 * inset + add_box( + bm, + (0.0, cage_y + CAGE_W / 2.0 - PANE_T / 2.0 - 0.001, cage_mid), + (open_w, PANE_T, open_h), + GLASS_IDX, + ) + add_box( + bm, + (0.0, cage_y - CAGE_W / 2.0 + PANE_T / 2.0 + 0.001, cage_mid), + (open_w, PANE_T, open_h), + GLASS_IDX, + ) + add_box( + bm, + (CAGE_W / 2.0 - PANE_T / 2.0 - 0.001, cage_y, cage_mid), + (PANE_T, open_w, open_h), + GLASS_IDX, + ) + add_box( + bm, + (-CAGE_W / 2.0 + PANE_T / 2.0 + 0.001, cage_y, cage_mid), + (PANE_T, open_w, open_h), + GLASS_IDX, + ) + add_cone( + bm, + (0.0, cage_y, cage_bot + 0.045), + 0.028, + 0.022, + 0.055, + 8, + BRASS_IDX, + ) + + bevel_verts.extend( + add_box( + bm, + (0.0, cage_y, cage_top + 0.022), + (CAGE_W + 0.08, CAGE_W + 0.08, 0.016), + BRASS_IDX, + ) + ) + roof_z = cage_top + 0.030 + ROOF_H / 2.0 + add_cone( + bm, + (0.0, cage_y, roof_z), + CAGE_W * 0.72, + 0.014, + ROOF_H, + 4, + BRASS_IDX, + ) + add_cone( + bm, + (0.0, cage_y, cage_top + 0.030 + ROOF_H + FINIAL_H * 0.40), + 0.016, + 0.016, + FINIAL_H * 0.55, + 8, + BRASS_IDX, + ) + add_cone( + bm, + (0.0, cage_y, cage_top + 0.030 + ROOF_H + FINIAL_H * 0.88), + 0.024, + 0.004, + FINIAL_H * 0.50, + 8, + BRASS_IDX, + ) + + if bevel_offset > 0.0: + edges = list({e for v in bevel_verts for e in v.link_edges}) + bmesh.ops.bevel( + bm, + geom=edges, + offset=bevel_offset, + segments=bevel_segments, + profile=0.5, + affect="EDGES", + clamp_overlap=True, + ) + + xs = [v.co.x for v in bm.verts] + ys = [v.co.y for v in bm.verts] + zs = [v.co.z for v in bm.verts] + cx = 0.5 * (min(xs) + max(xs)) + cy = 0.5 * (min(ys) + max(ys)) + zmin = min(zs) + for v in bm.verts: + v.co.x -= cx + v.co.y -= cy + v.co.z -= zmin + if v.co.z < 0.0: + v.co.z = 0.0 + + pack_uvs(bm) + bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces)) + for face in bm.faces: + face.smooth = face.material_index != GLASS_IDX + for edge in bm.edges: + mats = {f.material_index for f in edge.link_faces} + if GLASS_IDX in mats: + edge.smooth = False + else: + edge.smooth = True + if edge.is_manifold and len(edge.link_faces) == 2: + if edge.calc_face_angle() > math.radians(35.0): + edge.smooth = False + me = bpy.data.meshes.new(name) + bm.to_mesh(me) + me.update() + for poly in me.polygons: + poly.use_smooth = poly.material_index != GLASS_IDX + finally: + bm.free() + obj = bpy.data.objects.new(name, me) + bpy.context.collection.objects.link(obj) + return obj + + +def principled(name, color, metallic, roughness, emission=None): + mat = bpy.data.materials.new(name) + mat.use_nodes = True + bsdf = mat.node_tree.nodes["Principled BSDF"] + bsdf.inputs["Base Color"].default_value = color + bsdf.inputs["Metallic"].default_value = metallic + bsdf.inputs["Roughness"].default_value = roughness + if emission is not None: + ecol, strength = emission + if "Emission Color" in bsdf.inputs: + bsdf.inputs["Emission Color"].default_value = ecol + bsdf.inputs["Emission Strength"].default_value = strength + elif "Emission" in bsdf.inputs: + bsdf.inputs["Emission"].default_value = ecol + if "Emission Strength" in bsdf.inputs: + bsdf.inputs["Emission Strength"].default_value = strength + return mat + + +def assign_slots(obj, metal, glass, brass): + # Do not materials.clear() — that resets polygon material_index to 0 + # on this Blender, which would drop glass/brass faces onto metal. + mats = obj.data.materials + wanted = (metal, glass, brass) + for i, mat in enumerate(wanted): + if i < len(mats): + mats[i] = mat + else: + mats.append(mat) + + +def world_bbox(obj): + corners = [obj.matrix_world @ Vector(c) for c in obj.bound_box] + xs = [c.x for c in corners] + ys = [c.y for c in corners] + zs = [c.z for c in corners] + return (min(xs), min(ys), min(zs), max(xs), max(ys), max(zs)) + + +def uv_stats(mesh): + uv = mesh.uv_layers.active + if uv is None: + return 0.0, 0.0, 1.0, 1.0, 0, 1.0 + data = uv.data + us = [loop.uv[0] for loop in data] + vs = [loop.uv[1] for loop in data] + aabbs = [] + for poly in mesh.polygons: + pu = [data[i].uv[0] for i in poly.loop_indices] + pv = [data[i].uv[1] for i in poly.loop_indices] + aabbs.append((min(pu), min(pv), max(pu), max(pv))) + overlap = 0.0 + for i in range(len(aabbs)): + a = aabbs[i] + for j in range(i + 1, len(aabbs)): + b = aabbs[j] + x0 = max(a[0], b[0]) + y0 = max(a[1], b[1]) + x1 = min(a[2], b[2]) + y1 = min(a[3], b[3]) + overlap += max(0.0, x1 - x0) * max(0.0, y1 - y0) + return min(us), min(vs), max(us), max(vs), overlap, len(aabbs) + + +def make_lod(obj, name, ratio, skip_decimate): + mesh = obj.data.copy() + lod = bpy.data.objects.new(name, mesh) + lod.matrix_world = obj.matrix_world.copy() + bpy.context.scene.collection.objects.link(lod) + if not skip_decimate and 0.0 < ratio < 1.0: + mod = lod.modifiers.new("DecimateBudget", "DECIMATE") + mod.decimate_type = "COLLAPSE" + mod.ratio = ratio + return lod + + +def convex_hull_collider(obj, name): + # Duplicated from snippets/convex_hull_collider.py (not a package). + mesh = bpy.data.meshes.new(name) + bm = bmesh.new() + try: + bm.from_mesh(obj.data) + result = bmesh.ops.convex_hull(bm, input=list(bm.verts)) + interior = result.get("geom_interior") or [] + unused = result.get("geom_unused") or [] + if interior: + bmesh.ops.delete(bm, geom=interior, context="VERTS") + if unused: + bmesh.ops.delete(bm, geom=unused, context="VERTS") + bm.to_mesh(mesh) + mesh.update() + finally: + bm.free() + collider = bpy.data.objects.new(name, mesh) + bpy.context.collection.objects.link(collider) + collider.matrix_world = obj.matrix_world.copy() + return collider + + +def setup_bake_image(obj, target_mat, size=BAKE_RES): + # Adapted from snippets/setup_bake_target_image.py — do not replace slots. + if not obj.data.uv_layers: + return None, None + img = bpy.data.images.new("LanternNrm", size, size, alpha=True, float_buffer=False) + img.colorspace_settings.name = "Non-Color" + nodes = target_mat.node_tree.nodes + tex = nodes.new("ShaderNodeTexImage") + tex.image = img + nodes.active = tex + tex.select = True + obj.active_material_index = METAL_IDX + return img, tex + + +def bake_normal(high, low): + # Duplicated from snippets/bake_normal_high_to_low.py (not a package). + scene = bpy.context.scene + scene.render.engine = "CYCLES" + scene.cycles.device = "CPU" + scene.cycles.samples = 1 + scene.cycles.use_denoising = False + for ob in bpy.context.view_layer.objects: + ob.select_set(False) + high.select_set(True) + low.select_set(True) + bpy.context.view_layer.objects.active = low + return bpy.ops.object.bake( + type="NORMAL", + use_selected_to_active=True, + cage_extrusion=CAGE_EXTRUSION, + use_cage=False, + normal_space="TANGENT", + margin=4, + margin_type="ADJACENT_FACES", + use_clear=True, + target="IMAGE_TEXTURES", + ) + + +def export_unity(path, objects): + # Duplicated from snippets/export_preset_unity.py (not a package). + for ob in bpy.context.view_layer.objects: + ob.select_set(False) + for ob in objects: + ob.select_set(True) + bpy.context.view_layer.objects.active = objects[0] + bpy.ops.export_scene.gltf( + filepath=path, + use_selection=True, + export_yup=True, + export_apply=True, + export_draco_mesh_compression_enable=False, + export_animations=False, + ) + + +def check(skip_decimate): + bpy.ops.wm.read_factory_settings(use_empty=True) + low = build_lantern_mesh("LanternLow", bevel_offset=0.004, bevel_segments=2) + high = build_lantern_mesh("LanternHigh", bevel_offset=0.004, bevel_segments=4) + metal = principled("LanternMetal", (0.045, 0.048, 0.055, 1.0), 0.88, 0.34) + glass = principled( + "LanternGlass", + (0.62, 0.32, 0.08, 1.0), + 0.0, + 0.22, + emission=((0.85, 0.42, 0.10, 1.0), 0.35), + ) + brass = principled("LanternBrass", (0.72, 0.46, 0.14, 1.0), 1.0, 0.28) + assign_slots(low, metal, glass, brass) + assign_slots(high, metal, glass, brass) + + if low.data is None or len(low.data.polygons) < 6: + return fail("lantern mesh did not build", 3), None, None, None, None, None + + base_tris = triangle_count(low.data) + mats = [s for s in low.data.materials if s is not None] + nmat = len(mats) + distinct_mats = len({id(s) for s in mats}) + idx_counts = {} + for poly in low.data.polygons: + idx_counts[poly.material_index] = idx_counts.get(poly.material_index, 0) + 1 + print(f"measured mat_index_counts={idx_counts}") + u0, v0, u1, v1, overlap, nfaces = uv_stats(low.data) + bb = world_bbox(low) + size_x = bb[3] - bb[0] + size_y = bb[4] - bb[1] + size_z = bb[5] - bb[2] + + img, tex = setup_bake_image(low, metal) + if img is None: + return fail("lantern has no UV layer", 3), None, None, None, None, None + bake_result = bake_normal(high, low) + + lod1 = make_lod(low, "LanternLOD1", LOD1_TARGET, skip_decimate) + lod2 = make_lod(low, "LanternLOD2", LOD2_TARGET, skip_decimate) + bpy.context.view_layer.update() + lod1_tris = evaluated_triangle_count(lod1) + lod2_tris = evaluated_triangle_count(lod2) + r1 = lod1_tris / base_tris if base_tris else 0.0 + r2 = lod2_tris / base_tris if base_tris else 0.0 + + collider_src = build_lantern_mesh( + "LanternColSrc", bevel_offset=0.0, bevel_segments=1 + ) + collider = convex_hull_collider(collider_src, "LanternCollider") + bpy.data.objects.remove(collider_src, do_unlink=True) + col_tris = triangle_count(collider.data) + + export_path = os.path.join( + tempfile.gettempdir(), + f"bdt_street_lantern_{os.getpid()}.glb", + ) + if os.path.exists(export_path): + os.remove(export_path) + export_unity(export_path, [low, collider]) + export_size = os.path.getsize(export_path) if os.path.isfile(export_path) else 0 + + print( + f"blender={tuple(bpy.app.version)} skip_decimate={skip_decimate}" + ) + print( + f"measured base_tris={base_tris} lod1_tris={lod1_tris} " + f"lod2_tris={lod2_tris} r1={r1:.4f} r2={r2:.4f}" + ) + print( + f"measured nmat={nmat} uv=({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f}) " + f"overlap={overlap:.6f} nfaces={nfaces}" + ) + print( + f"measured bbox=({size_x:.4f},{size_y:.4f},{size_z:.4f}) " + f"outer={OUTER_SIZE} zmin={bb[2]:.4f}" + ) + print( + f"measured collider_tris={col_tris} bake={bake_result} " + f"bake_has_data={img.has_data} export_bytes={export_size}" + ) + + if not (BASE_TRIS_MIN <= base_tris <= BASE_TRIS_MAX): + return fail( + f"base tris {base_tris} not in [{BASE_TRIS_MIN}, {BASE_TRIS_MAX}]", + 4, + ), None, None, None, None, None + if nmat != MATERIAL_COUNT or distinct_mats != MATERIAL_COUNT: + return fail( + f"material slots {nmat} distinct {distinct_mats} != {MATERIAL_COUNT}", + 5, + ), None, None, None, None, None + if idx_counts.get(GLASS_IDX, 0) < GLASS_FACES_MIN: + return fail( + f"glass faces {idx_counts.get(GLASS_IDX, 0)} < {GLASS_FACES_MIN}", + 5, + ), None, None, None, None, None + if idx_counts.get(BRASS_IDX, 0) < BRASS_FACES_MIN: + return fail( + f"brass faces {idx_counts.get(BRASS_IDX, 0)} < {BRASS_FACES_MIN}", + 5, + ), None, None, None, None, None + if u0 < -UV_EPS or v0 < -UV_EPS or u1 > 1.0 + UV_EPS or v1 > 1.0 + UV_EPS: + return fail( + f"UVs outside 0..1: ({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f})", + 6, + ), None, None, None, None, None + if overlap > UV_OVERLAP_MAX: + return fail( + f"UV AABB overlap {overlap:.6f} > {UV_OVERLAP_MAX}", + 7, + ), None, None, None, None, None + if ( + abs(size_x - OUTER_SIZE[0]) > BBOX_TOL + or abs(size_y - OUTER_SIZE[1]) > BBOX_TOL + or abs(size_z - OUTER_SIZE[2]) > BBOX_TOL + ): + return fail( + f"bbox ({size_x:.4f},{size_y:.4f},{size_z:.4f}) " + f"off outer {OUTER_SIZE}", + 8, + ), None, None, None, None, None + if not (LOD1_RATIO_MIN <= r1 <= LOD1_RATIO_MAX): + return fail( + f"LOD1 ratio {r1:.4f} not in [{LOD1_RATIO_MIN}, {LOD1_RATIO_MAX}] " + "(--skip-decimate is the designed fail)", + 9, + ), None, None, None, None, None + if not (LOD2_RATIO_MIN <= r2 <= LOD2_RATIO_MAX): + return fail( + f"LOD2 ratio {r2:.4f} not in [{LOD2_RATIO_MIN}, {LOD2_RATIO_MAX}]", + 9, + ), None, None, None, None, None + if col_tris > COLLIDER_TRIS_MAX: + return fail( + f"collider tris {col_tris} > {COLLIDER_TRIS_MAX}", + 11, + ), None, None, None, None, None + if bake_result != {"FINISHED"} or not img.has_data: + return fail( + f"bake failed result={bake_result} has_data={img.has_data}", + 12, + ), None, None, None, None, None + if export_size <= 0: + return fail("export file missing or empty", 13), None, None, None, None, None + return 0, low, high, metal, tex, collider + + +def wire_normal(mat, tex): + nt = mat.node_tree + bsdf = nt.nodes["Principled BSDF"] + nrm = nt.nodes.new("ShaderNodeNormalMap") + nrm.inputs["Strength"].default_value = 1.0 + nt.links.new(tex.outputs["Color"], nrm.inputs["Color"]) + nt.links.new(nrm.outputs["Normal"], bsdf.inputs["Normal"]) + + +def render_still(low, metal, tex, path, engine): + scene = bpy.context.scene + wire_normal(metal, tex) + for ob in list(scene.objects): + if ob.type == "MESH" and ob != low: + ob.hide_render = True + ob.hide_viewport = True + + low.rotation_euler.z = math.radians(-28.0) + low.rotation_euler.x = math.radians(2.0) + + floor_me = bpy.data.meshes.new("Floor") + bm = bmesh.new() + try: + bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=14.0) + bm.to_mesh(floor_me) + finally: + bm.free() + fmat = bpy.data.materials.new("Floor") + fmat.use_nodes = True + fb = fmat.node_tree.nodes["Principled BSDF"] + fb.inputs["Base Color"].default_value = (0.03, 0.032, 0.037, 1.0) + fb.inputs["Roughness"].default_value = 0.7 + floor_me.materials.append(fmat) + floor = bpy.data.objects.new("Floor", floor_me) + scene.collection.objects.link(floor) + wall = bpy.data.objects.new("Wall", floor_me.copy()) + wall.location = (0.0, 8.5, 0.0) + wall.rotation_euler = (math.radians(90), 0.0, 0.0) + scene.collection.objects.link(wall) + + world = bpy.data.worlds.new("World") + world.use_nodes = True + world.node_tree.nodes["Background"].inputs["Color"].default_value = ( + 0.02, 0.021, 0.025, 1.0, + ) + scene.world = world + + def light(name, loc, energy, size, col, rot): + ld = bpy.data.lights.new(name, "AREA") + ld.energy = energy + ld.size = size + ld.color = col + ob = bpy.data.objects.new(name, ld) + ob.location = loc + ob.rotation_euler = tuple(math.radians(a) for a in rot) + scene.collection.objects.link(ob) + + light("Key", (-3.6, -5.0, 5.8), 680.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36)) + light("Fill", (5.0, -3.6, 2.6), 48.0, 8.0, (0.72, 0.82, 1.0), (62, 0, 50)) + light("Wedge", (2.4, 4.2, 4.1), 640.0, 5.5, (1.0, 0.70, 0.40), (-70, 0, 198)) + + cam_data = bpy.data.cameras.new("Cam") + cam_data.lens = 50.0 + cam = bpy.data.objects.new("Cam", cam_data) + cam.location = (2.55, -3.70, 1.85) + scene.collection.objects.link(cam) + aim = bpy.data.objects.new("Aim", None) + aim.location = (0.0, 0.0, 0.78) + scene.collection.objects.link(aim) + con = cam.constraints.new("TRACK_TO") + con.target = aim + con.track_axis = "TRACK_NEGATIVE_Z" + con.up_axis = "UP_Y" + scene.camera = cam + + scene.render.engine = "CYCLES" if engine == "cycles" else eevee_engine_id() + if engine == "cycles": + scene.cycles.samples = 32 + scene.cycles.device = "CPU" + else: + try: + scene.eevee.taa_render_samples = 64 + except AttributeError: + pass + scene.render.resolution_x = 1280 + scene.render.resolution_y = 720 + scene.render.image_settings.file_format = ( + "WEBP" if path.lower().endswith(".webp") else "PNG" + ) + if path.lower().endswith(".webp"): + scene.render.image_settings.quality = 90 + scene.render.filepath = path + scene.view_settings.view_transform = "Standard" + + fcode = gallery_framing.check_framing( + scene, cam, hero=[low], elements=[low], stage=[floor, wall], + ) + if fcode: + return fcode + bpy.ops.render.render(write_still=True) + if not (os.path.exists(path) and os.path.getsize(path) > 0): + return fail("render produced no file", 14) + return 0 + + +def main(): + argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else [] + p = argparse.ArgumentParser() + p.add_argument("--output", default=None) + p.add_argument("--engine", default="eevee", choices=("eevee", "cycles")) + p.add_argument( + "--skip-decimate", + action="store_true", + help="falsification: skip the LOD DECIMATE stage", + ) + args = p.parse_args(argv) + + code, low, _high, metal, tex, _col = check(args.skip_decimate) + if code: + return code + if args.output: + rcode = render_still(low, metal, tex, os.path.abspath(args.output), args.engine) + if rcode: + return rcode + print(f"rendered still {args.output}") + print("street-lantern OK") + return 0 + + +if __name__ == "__main__": + try: + sys.exit(main()) + except Exception as e: + traceback.print_exc() + print(f"FATAL: {e}", file=sys.stderr) + sys.exit(1) diff --git a/showcase/treasure-chest/README.md b/showcase/treasure-chest/README.md new file mode 100644 index 0000000..d3488b9 --- /dev/null +++ b/showcase/treasure-chest/README.md @@ -0,0 +1,73 @@ +# Treasure chest + +A showcase piece, not an example. Procedural slatted treasure chest +(hollow body, open lid, iron bands, corner brackets, lock plate) then +the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, +LOD chain, convex collider, Unity glTF export. + +It asserts **budget conformance** of the generated result. It does not +witness an API contract. "It rendered without error" is not a check. + +**Composes** skills `mesh-editing-and-bmesh`, `bake-high-to-low`, +`depsgraph-and-evaluated-data`, `engine-export-presets`, and snippets +`bake_normal_high_to_low.py`, `setup_bake_target_image.py`, +`lod_chain.py` / `decimate_to_budget.py`, `convex_hull_collider.py`, +`export_preset_unity.py` (helpers copied, not imported as a package). + +## Budgets + +Declared as named constants; every gate **recomputes** from the mesh, +materials, UVs, evaluated LOD, collider, or export file. + +| Axis | Declared | Measured (4.5.11 / 5.1.2 / 5.2.1) | +| --- | --- | --- | +| Base triangles | 5600–5850 | 5724 / 5724 / 5724 | +| LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | +| LOD2 ratio | 0.10–0.35 of base | 0.2198 / 0.2198 / 0.2198 | +| Materials | exactly 2 distinct, ≥24 metal faces | 2 slots, 180 metal | +| UVs | in `0..1`, AABB overlap ≤ 1e-5 | in range, overlap 0 | +| Outer AABB | (0.776, 0.549, 0.631) m ± 0.01 | (0.7760, 0.5486, 0.6312), zmin 0 | +| Collider tris | ≤ 160 | 138 | +| Export | written, size > 0 | 416656 / 416656 / 416644 bytes | + +DECIMATE COLLAPSE triangle counts are **not** guaranteed identical across +series — the gate is a ratio band, not an exact count. This mesh happened +to match on 4.5.11 / 5.1.2 / 5.2.1. Bake pixels are stochastic; the gate +is `has_data` plus operator `FINISHED`, not byte-identity. Construction +uses no RNG. glTF byte size differs by a few bytes across series. + +`--skip-decimate` skips the LOD DECIMATE stage so LOD1 ratio is 1.0 and +exit 9 fires. That is the named budget the falsifier violates. + +## Run + +```bash +blender --background --python treasure_chest.py -- +blender --background --python treasure_chest.py -- --skip-decimate +blender --background --python treasure_chest.py -- --output chest.png +``` + +Smoke does not pass `--output` or `--skip-decimate`. + +## Exit codes + +File-local. `9` is a valid check code. `10` is reserved for +`gallery_framing.check_framing` on the `--output` path. + +| Code | Meaning | +| --- | --- | +| 0 | Success | +| 1 | Uncaught exception (FATAL wrapper) | +| 2 | argparse / usage | +| 3 | Mesh did not build / no UV layer | +| 4 | Base triangle count outside range | +| 5 | Material count ≠ 2 distinct slots, or metal faces missing | +| 6 | UVs outside 0..1 | +| 7 | UV AABB overlap above tolerance | +| 8 | World AABB off declared outer size | +| 9 | LOD ratio band (`--skip-decimate` lands here) | +| 10 | Framing gate (render path only) | +| 11 | Collider triangle count above ceiling | +| 12 | Bake did not finish or image has no data | +| 13 | Export file missing or empty | +| 14 | `--output` produced no file | diff --git a/showcase/treasure-chest/preview.webp b/showcase/treasure-chest/preview.webp new file mode 100644 index 0000000..25cef64 Binary files /dev/null and b/showcase/treasure-chest/preview.webp differ diff --git a/showcase/treasure-chest/treasure_chest.py b/showcase/treasure-chest/treasure_chest.py new file mode 100644 index 0000000..8520625 --- /dev/null +++ b/showcase/treasure-chest/treasure_chest.py @@ -0,0 +1,858 @@ +"""Game-ready treasure chest — a showcase piece, not an example. + +Asserts budget conformance of a procedural slatted chest after composing +shipped pipeline pieces: bmesh construction, UVs, two materials, high-to-low +normal bake, LOD chain, convex collider, Unity glTF export. + +Budgets are declared below and recomputed from the generated result. +They are not API-contract witnesses. ``--skip-decimate`` skips the LOD +DECIMATE stage so the LOD-ratio budget fails. + +No RNG. Construction is closed-form. DECIMATE COLLAPSE triangle counts +are not byte-identical across Blender versions — the LOD gate is a +ratio band, not an exact count. + + blender --background --python treasure_chest.py -- + blender --background --python treasure_chest.py -- --skip-decimate + blender --background --python treasure_chest.py -- --output chest.png +""" +import argparse +import math +import os +import sys +import tempfile +import traceback + +import bmesh +import bpy +from mathutils import Euler, Vector + +# Showcase lives at repo-root/showcase/, not under examples/. The framing +# helper is the repo's only shared import and lives next to the examples; +# resolve the repo root so we do not move gallery_framing.py. +_REPO = os.path.abspath( + os.path.join(os.path.dirname(os.path.abspath(__file__)), os.pardir, os.pardir) +) +sys.path.insert(0, os.path.join(_REPO, "examples")) +sys.dont_write_bytecode = True +import gallery_framing # noqa: E402 + +OUTER_W = 0.74 +OUTER_D = 0.46 +CAVITY_H = 0.30 +WALL = 0.030 +BOTTOM = 0.028 +FOOT_H = 0.038 +FOOT_S = 0.072 +LID_T = 0.032 +LID_LIP = 0.042 +SLAT_T = 0.018 +N_FRONT = 5 +N_LID = 5 +BAND_W = 0.048 +BAND_T = 0.016 +LID_ANGLE = math.radians(-26.0) +BBOX_TOL = 0.01 +OUTER_SIZE = (0.776, 0.549, 0.631) +BASE_TRIS_MIN = 5600 +BASE_TRIS_MAX = 5850 +LOD1_RATIO_MIN = 0.32 +LOD1_RATIO_MAX = 0.62 +LOD2_RATIO_MIN = 0.10 +LOD2_RATIO_MAX = 0.35 +LOD1_TARGET = 0.50 +LOD2_TARGET = 0.22 +MATERIAL_COUNT = 2 +UV_EPS = 1e-4 +UV_OVERLAP_MAX = 1e-5 +COLLIDER_TRIS_MAX = 160 +BAKE_RES = 256 +CAGE_EXTRUSION = 0.06 +METAL_FACES_MIN = 24 + +WOOD_IDX = 0 +METAL_IDX = 1 + + +def eevee_engine_id(): + return "BLENDER_EEVEE" if bpy.app.version >= (5, 0, 0) else "BLENDER_EEVEE_NEXT" + + +def fail(msg, code): + print(f"ERROR: {msg}", file=sys.stderr) + return code + + +def triangle_count(mesh): + mesh.calc_loop_triangles() + return len(mesh.loop_triangles) + + +def evaluated_triangle_count(obj): + # Duplicated from snippets/lod_chain.py / decimate_to_budget.py (not a package). + depsgraph = bpy.context.evaluated_depsgraph_get() + eval_obj = obj.evaluated_get(depsgraph) + eval_mesh = eval_obj.to_mesh() + try: + eval_mesh.calc_loop_triangles() + return len(eval_mesh.loop_triangles) + finally: + eval_obj.to_mesh_clear() + + +def add_box(bm, loc, scale, mat_idx, euler=(0.0, 0.0, 0.0)): + geo = bmesh.ops.create_cube(bm, size=1.0) + verts = geo["verts"] + rot = Euler(euler).to_matrix() + origin = Vector(loc) + for v in verts: + p = Vector((v.co.x * scale[0], v.co.y * scale[1], v.co.z * scale[2])) + v.co = rot @ p + origin + faces = {f for v in verts for f in v.link_faces} + for f in faces: + f.material_index = mat_idx + return verts + + +def pack_uvs(bm, margin=0.08): + uv = bm.loops.layers.uv.new("UVMap") + faces = list(bm.faces) + n = len(faces) + cols = max(1, math.ceil(math.sqrt(n))) + rows = max(1, math.ceil(n / cols)) + cell_w = 1.0 / cols + cell_h = 1.0 / rows + pad_u = margin * cell_w * 0.5 + pad_v = margin * cell_h * 0.5 + usable_w = cell_w - 2.0 * pad_u + usable_h = cell_h - 2.0 * pad_v + for i, face in enumerate(faces): + col = i % cols + row = i // cols + nrm = face.normal + ax = abs(nrm.x) + ay = abs(nrm.y) + az = abs(nrm.z) + coords = [] + for loop in face.loops: + co = loop.vert.co + if az >= ax and az >= ay: + coords.append((co.x, co.y)) + elif ax >= ay: + coords.append((co.y, co.z)) + else: + coords.append((co.x, co.z)) + xs = [c[0] for c in coords] + ys = [c[1] for c in coords] + minx, maxx = min(xs), max(xs) + miny, maxy = min(ys), max(ys) + dx = max(maxx - minx, 1e-8) + dy = max(maxy - miny, 1e-8) + origin_u = col * cell_w + pad_u + origin_v = row * cell_h + pad_v + for loop, (x, y) in zip(face.loops, coords): + loop[uv].uv = ( + origin_u + (x - minx) / dx * usable_w, + origin_v + (y - miny) / dy * usable_h, + ) + + +def build_chest_mesh(name, bevel_offset, bevel_segments): + bm = bmesh.new() + try: + bevel_verts = [] + lid_verts = [] + body_top = FOOT_H + BOTTOM + CAVITY_H + hx = OUTER_W / 2.0 + hy = OUTER_D / 2.0 + + for sxn in (-1.0, 1.0): + for syn in (-1.0, 1.0): + bevel_verts.extend( + add_box( + bm, + ( + sxn * (hx - FOOT_S / 2.0 - 0.01), + syn * (hy - FOOT_S / 2.0 - 0.01), + FOOT_H / 2.0, + ), + (FOOT_S, FOOT_S, FOOT_H), + METAL_IDX, + ) + ) + + bevel_verts.extend( + add_box( + bm, + (0.0, 0.0, FOOT_H + BOTTOM / 2.0), + (OUTER_W, OUTER_D, BOTTOM), + WOOD_IDX, + ) + ) + wall_h = CAVITY_H + wall_z = FOOT_H + BOTTOM + wall_h / 2.0 + bevel_verts.extend( + add_box( + bm, + (0.0, -hy + WALL / 2.0, wall_z), + (OUTER_W, WALL, wall_h), + WOOD_IDX, + ) + ) + bevel_verts.extend( + add_box( + bm, + (0.0, hy - WALL / 2.0, wall_z), + (OUTER_W, WALL, wall_h), + WOOD_IDX, + ) + ) + inner_d = OUTER_D - 2.0 * WALL + bevel_verts.extend( + add_box( + bm, + (-hx + WALL / 2.0, 0.0, wall_z), + (WALL, inner_d, wall_h), + WOOD_IDX, + ) + ) + bevel_verts.extend( + add_box( + bm, + (hx - WALL / 2.0, 0.0, wall_z), + (WALL, inner_d, wall_h), + WOOD_IDX, + ) + ) + + slat_w = (OUTER_W - 0.06) / N_FRONT + gap = 0.006 + usable = slat_w - gap + x0 = -hx + 0.03 + usable / 2.0 + for i in range(N_FRONT): + x = x0 + i * slat_w + bevel_verts.extend( + add_box( + bm, + (x, -hy - SLAT_T / 2.0, wall_z), + (usable, SLAT_T, wall_h - 0.02), + WOOD_IDX, + ) + ) + + n_side = 3 + side_h = (wall_h - 0.04) / n_side + for sign in (-1.0, 1.0): + for i in range(n_side): + z = FOOT_H + BOTTOM + 0.02 + side_h / 2.0 + i * (side_h + 0.006) + bevel_verts.extend( + add_box( + bm, + (sign * (hx + SLAT_T / 2.0), 0.0, z), + (SLAT_T, OUTER_D - 0.08, side_h - 0.008), + WOOD_IDX, + ) + ) + + band_xs = (-OUTER_W * 0.32, 0.0, OUTER_W * 0.32) + for bx in band_xs: + bevel_verts.extend( + add_box( + bm, + (bx, -hy - BAND_T / 2.0, wall_z), + (BAND_W, BAND_T, wall_h + 0.01), + METAL_IDX, + ) + ) + bevel_verts.extend( + add_box( + bm, + (bx, hy + BAND_T / 2.0, wall_z), + (BAND_W, BAND_T, wall_h + 0.01), + METAL_IDX, + ) + ) + bevel_verts.extend( + add_box( + bm, + (bx, 0.0, FOOT_H + BAND_T / 2.0), + (BAND_W, OUTER_D + 2.0 * BAND_T, BAND_T), + METAL_IDX, + ) + ) + + plate_w = 0.12 + plate_h = 0.13 + bevel_verts.extend( + add_box( + bm, + (0.0, -hy - BAND_T - 0.006, FOOT_H + BOTTOM + CAVITY_H * 0.55), + (plate_w, 0.014, plate_h), + METAL_IDX, + ) + ) + bevel_verts.extend( + add_box( + bm, + (0.0, -hy - BAND_T - 0.018, FOOT_H + BOTTOM + CAVITY_H * 0.70), + (0.036, 0.028, 0.022), + METAL_IDX, + ) + ) + + bracket = 0.055 + thick = 0.016 + for sxn in (-1.0, 1.0): + for syn in (-1.0, 1.0): + bevel_verts.extend( + add_box( + bm, + ( + sxn * (hx + thick / 2.0), + syn * (hy - bracket / 2.0), + wall_z, + ), + (thick, bracket, wall_h - 0.02), + METAL_IDX, + ) + ) + bevel_verts.extend( + add_box( + bm, + ( + sxn * (hx - bracket / 2.0), + syn * (hy + thick / 2.0), + wall_z, + ), + (bracket, thick, wall_h - 0.02), + METAL_IDX, + ) + ) + + # Closed lid, then rotate around the back hinge so the front lifts. + lid_z = body_top + LID_T / 2.0 + lid_verts.extend( + add_box( + bm, + (0.0, 0.0, lid_z), + (OUTER_W, OUTER_D, LID_T), + WOOD_IDX, + ) + ) + lid_verts.extend( + add_box( + bm, + (0.0, -hy + LID_LIP / 2.0, body_top - LID_LIP / 2.0 + 0.004), + (OUTER_W - 0.02, LID_LIP, LID_LIP), + WOOD_IDX, + ) + ) + lid_slat_w = (OUTER_W - 0.05) / N_LID + usable_l = lid_slat_w - 0.006 + x0l = -hx + 0.025 + usable_l / 2.0 + for i in range(N_LID): + x = x0l + i * lid_slat_w + lid_verts.extend( + add_box( + bm, + (x, 0.0, body_top + LID_T + SLAT_T / 2.0), + (usable_l, OUTER_D - 0.04, SLAT_T), + WOOD_IDX, + ) + ) + for bx in band_xs: + lid_verts.extend( + add_box( + bm, + (bx, 0.0, body_top + LID_T + SLAT_T + BAND_T / 2.0), + (BAND_W, OUTER_D + 2.0 * BAND_T, BAND_T), + METAL_IDX, + ) + ) + lid_verts.extend( + add_box( + bm, + (bx, -hy - BAND_T / 2.0, body_top + LID_T / 2.0), + (BAND_W, BAND_T, LID_T + SLAT_T + 0.01), + METAL_IDX, + ) + ) + lid_verts.extend( + add_box( + bm, + (0.0, -hy - BAND_T - 0.006, body_top + 0.012), + (0.055, 0.016, 0.028), + METAL_IDX, + ) + ) + + hinge = Vector((0.0, hy, body_top)) + rot = Euler((LID_ANGLE, 0.0, 0.0)).to_matrix() + for v in lid_verts: + v.co = rot @ (v.co - hinge) + hinge + + if bevel_offset > 0.0: + edges = list( + {e for v in (bevel_verts + lid_verts) for e in v.link_edges} + ) + bmesh.ops.bevel( + bm, + geom=edges, + offset=bevel_offset, + segments=bevel_segments, + profile=0.5, + affect="EDGES", + clamp_overlap=True, + ) + + xs = [v.co.x for v in bm.verts] + ys = [v.co.y for v in bm.verts] + zs = [v.co.z for v in bm.verts] + cx = 0.5 * (min(xs) + max(xs)) + cy = 0.5 * (min(ys) + max(ys)) + zmin = min(zs) + for v in bm.verts: + v.co.x -= cx + v.co.y -= cy + v.co.z -= zmin + if v.co.z < 0.0: + v.co.z = 0.0 + + pack_uvs(bm) + bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces)) + for face in bm.faces: + face.smooth = True + for edge in bm.edges: + edge.smooth = True + if edge.is_manifold and len(edge.link_faces) == 2: + if edge.calc_face_angle() > math.radians(35.0): + edge.smooth = False + me = bpy.data.meshes.new(name) + bm.to_mesh(me) + me.update() + finally: + bm.free() + obj = bpy.data.objects.new(name, me) + bpy.context.collection.objects.link(obj) + return obj + + +def principled(name, color, metallic, roughness): + mat = bpy.data.materials.new(name) + mat.use_nodes = True + bsdf = mat.node_tree.nodes["Principled BSDF"] + bsdf.inputs["Base Color"].default_value = color + bsdf.inputs["Metallic"].default_value = metallic + bsdf.inputs["Roughness"].default_value = roughness + return mat + + +def assign_slots(obj, wood, metal): + # Do not materials.clear() — that resets polygon material_index to 0 + # on this Blender, which would drop metal faces onto wood. + mats = obj.data.materials + wanted = (wood, metal) + for i, mat in enumerate(wanted): + if i < len(mats): + mats[i] = mat + else: + mats.append(mat) + + +def world_bbox(obj): + corners = [obj.matrix_world @ Vector(c) for c in obj.bound_box] + xs = [c.x for c in corners] + ys = [c.y for c in corners] + zs = [c.z for c in corners] + return (min(xs), min(ys), min(zs), max(xs), max(ys), max(zs)) + + +def uv_stats(mesh): + uv = mesh.uv_layers.active + if uv is None: + return 0.0, 0.0, 1.0, 1.0, 0, 1.0 + data = uv.data + us = [loop.uv[0] for loop in data] + vs = [loop.uv[1] for loop in data] + aabbs = [] + for poly in mesh.polygons: + pu = [data[i].uv[0] for i in poly.loop_indices] + pv = [data[i].uv[1] for i in poly.loop_indices] + aabbs.append((min(pu), min(pv), max(pu), max(pv))) + overlap = 0.0 + for i in range(len(aabbs)): + a = aabbs[i] + for j in range(i + 1, len(aabbs)): + b = aabbs[j] + x0 = max(a[0], b[0]) + y0 = max(a[1], b[1]) + x1 = min(a[2], b[2]) + y1 = min(a[3], b[3]) + overlap += max(0.0, x1 - x0) * max(0.0, y1 - y0) + return min(us), min(vs), max(us), max(vs), overlap, len(aabbs) + + +def make_lod(obj, name, ratio, skip_decimate): + mesh = obj.data.copy() + lod = bpy.data.objects.new(name, mesh) + lod.matrix_world = obj.matrix_world.copy() + bpy.context.scene.collection.objects.link(lod) + if not skip_decimate and 0.0 < ratio < 1.0: + mod = lod.modifiers.new("DecimateBudget", "DECIMATE") + mod.decimate_type = "COLLAPSE" + mod.ratio = ratio + return lod + + +def convex_hull_collider(obj, name): + # Duplicated from snippets/convex_hull_collider.py (not a package). + mesh = bpy.data.meshes.new(name) + bm = bmesh.new() + try: + bm.from_mesh(obj.data) + result = bmesh.ops.convex_hull(bm, input=list(bm.verts)) + interior = result.get("geom_interior") or [] + unused = result.get("geom_unused") or [] + if interior: + bmesh.ops.delete(bm, geom=interior, context="VERTS") + if unused: + bmesh.ops.delete(bm, geom=unused, context="VERTS") + bm.to_mesh(mesh) + mesh.update() + finally: + bm.free() + collider = bpy.data.objects.new(name, mesh) + bpy.context.collection.objects.link(collider) + collider.matrix_world = obj.matrix_world.copy() + return collider + + +def setup_bake_image(obj, target_mat, size=BAKE_RES): + # Adapted from snippets/setup_bake_target_image.py — do not replace slots. + if not obj.data.uv_layers: + return None, None + img = bpy.data.images.new("ChestNrm", size, size, alpha=True, float_buffer=False) + img.colorspace_settings.name = "Non-Color" + nodes = target_mat.node_tree.nodes + tex = nodes.new("ShaderNodeTexImage") + tex.image = img + nodes.active = tex + tex.select = True + obj.active_material_index = WOOD_IDX + return img, tex + + +def bake_normal(high, low): + # Duplicated from snippets/bake_normal_high_to_low.py (not a package). + scene = bpy.context.scene + scene.render.engine = "CYCLES" + scene.cycles.device = "CPU" + scene.cycles.samples = 1 + scene.cycles.use_denoising = False + for ob in bpy.context.view_layer.objects: + ob.select_set(False) + high.select_set(True) + low.select_set(True) + bpy.context.view_layer.objects.active = low + return bpy.ops.object.bake( + type="NORMAL", + use_selected_to_active=True, + cage_extrusion=CAGE_EXTRUSION, + use_cage=False, + normal_space="TANGENT", + margin=4, + margin_type="ADJACENT_FACES", + use_clear=True, + target="IMAGE_TEXTURES", + ) + + +def export_unity(path, objects): + # Duplicated from snippets/export_preset_unity.py (not a package). + for ob in bpy.context.view_layer.objects: + ob.select_set(False) + for ob in objects: + ob.select_set(True) + bpy.context.view_layer.objects.active = objects[0] + bpy.ops.export_scene.gltf( + filepath=path, + use_selection=True, + export_yup=True, + export_apply=True, + export_draco_mesh_compression_enable=False, + export_animations=False, + ) + + +def check(skip_decimate): + bpy.ops.wm.read_factory_settings(use_empty=True) + low = build_chest_mesh("ChestLow", bevel_offset=0.008, bevel_segments=2) + high = build_chest_mesh("ChestHigh", bevel_offset=0.008, bevel_segments=4) + wood = principled("ChestWood", (0.42, 0.20, 0.07, 1.0), 0.0, 0.52) + metal = principled("ChestMetal", (0.22, 0.23, 0.26, 1.0), 1.0, 0.30) + assign_slots(low, wood, metal) + assign_slots(high, wood, metal) + + if low.data is None or len(low.data.polygons) < 6: + return fail("chest mesh did not build", 3), None, None, None, None, None + + base_tris = triangle_count(low.data) + mats = [s for s in low.data.materials if s is not None] + nmat = len(mats) + distinct_mats = len({id(s) for s in mats}) + idx_counts = {} + for poly in low.data.polygons: + idx_counts[poly.material_index] = idx_counts.get(poly.material_index, 0) + 1 + print(f"measured mat_index_counts={idx_counts}") + u0, v0, u1, v1, overlap, nfaces = uv_stats(low.data) + bb = world_bbox(low) + size_x = bb[3] - bb[0] + size_y = bb[4] - bb[1] + size_z = bb[5] - bb[2] + + img, tex = setup_bake_image(low, wood) + if img is None: + return fail("chest has no UV layer", 3), None, None, None, None, None + bake_result = bake_normal(high, low) + + lod1 = make_lod(low, "ChestLOD1", LOD1_TARGET, skip_decimate) + lod2 = make_lod(low, "ChestLOD2", LOD2_TARGET, skip_decimate) + bpy.context.view_layer.update() + lod1_tris = evaluated_triangle_count(lod1) + lod2_tris = evaluated_triangle_count(lod2) + r1 = lod1_tris / base_tris if base_tris else 0.0 + r2 = lod2_tris / base_tris if base_tris else 0.0 + + collider_src = build_chest_mesh( + "ChestColSrc", bevel_offset=0.0, bevel_segments=1 + ) + collider = convex_hull_collider(collider_src, "ChestCollider") + bpy.data.objects.remove(collider_src, do_unlink=True) + col_tris = triangle_count(collider.data) + + export_path = os.path.join( + tempfile.gettempdir(), + f"bdt_treasure_chest_{os.getpid()}.glb", + ) + if os.path.exists(export_path): + os.remove(export_path) + export_unity(export_path, [low, collider]) + export_size = os.path.getsize(export_path) if os.path.isfile(export_path) else 0 + + print( + f"blender={tuple(bpy.app.version)} skip_decimate={skip_decimate}" + ) + print( + f"measured base_tris={base_tris} lod1_tris={lod1_tris} " + f"lod2_tris={lod2_tris} r1={r1:.4f} r2={r2:.4f}" + ) + print( + f"measured nmat={nmat} uv=({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f}) " + f"overlap={overlap:.6f} nfaces={nfaces}" + ) + print( + f"measured bbox=({size_x:.4f},{size_y:.4f},{size_z:.4f}) " + f"outer={OUTER_SIZE} zmin={bb[2]:.4f}" + ) + print( + f"measured collider_tris={col_tris} bake={bake_result} " + f"bake_has_data={img.has_data} export_bytes={export_size}" + ) + + if not (BASE_TRIS_MIN <= base_tris <= BASE_TRIS_MAX): + return fail( + f"base tris {base_tris} not in [{BASE_TRIS_MIN}, {BASE_TRIS_MAX}]", + 4, + ), None, None, None, None, None + if nmat != MATERIAL_COUNT or distinct_mats != MATERIAL_COUNT: + return fail( + f"material slots {nmat} distinct {distinct_mats} != {MATERIAL_COUNT}", + 5, + ), None, None, None, None, None + if idx_counts.get(METAL_IDX, 0) < METAL_FACES_MIN: + return fail( + f"metal faces {idx_counts.get(METAL_IDX, 0)} < {METAL_FACES_MIN}", + 5, + ), None, None, None, None, None + if u0 < -UV_EPS or v0 < -UV_EPS or u1 > 1.0 + UV_EPS or v1 > 1.0 + UV_EPS: + return fail( + f"UVs outside 0..1: ({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f})", + 6, + ), None, None, None, None, None + if overlap > UV_OVERLAP_MAX: + return fail( + f"UV AABB overlap {overlap:.6f} > {UV_OVERLAP_MAX}", + 7, + ), None, None, None, None, None + if ( + abs(size_x - OUTER_SIZE[0]) > BBOX_TOL + or abs(size_y - OUTER_SIZE[1]) > BBOX_TOL + or abs(size_z - OUTER_SIZE[2]) > BBOX_TOL + ): + return fail( + f"bbox ({size_x:.4f},{size_y:.4f},{size_z:.4f}) " + f"off outer {OUTER_SIZE}", + 8, + ), None, None, None, None, None + if not (LOD1_RATIO_MIN <= r1 <= LOD1_RATIO_MAX): + return fail( + f"LOD1 ratio {r1:.4f} not in [{LOD1_RATIO_MIN}, {LOD1_RATIO_MAX}] " + "(--skip-decimate is the designed fail)", + 9, + ), None, None, None, None, None + if not (LOD2_RATIO_MIN <= r2 <= LOD2_RATIO_MAX): + return fail( + f"LOD2 ratio {r2:.4f} not in [{LOD2_RATIO_MIN}, {LOD2_RATIO_MAX}]", + 9, + ), None, None, None, None, None + if col_tris > COLLIDER_TRIS_MAX: + return fail( + f"collider tris {col_tris} > {COLLIDER_TRIS_MAX}", + 11, + ), None, None, None, None, None + if bake_result != {"FINISHED"} or not img.has_data: + return fail( + f"bake failed result={bake_result} has_data={img.has_data}", + 12, + ), None, None, None, None, None + if export_size <= 0: + return fail("export file missing or empty", 13), None, None, None, None, None + return 0, low, high, wood, tex, collider + + +def wire_normal(mat, tex): + nt = mat.node_tree + bsdf = nt.nodes["Principled BSDF"] + nrm = nt.nodes.new("ShaderNodeNormalMap") + nrm.inputs["Strength"].default_value = 1.0 + nt.links.new(tex.outputs["Color"], nrm.inputs["Color"]) + nt.links.new(nrm.outputs["Normal"], bsdf.inputs["Normal"]) + + +def render_still(low, wood, tex, path, engine): + scene = bpy.context.scene + wire_normal(wood, tex) + for ob in list(scene.objects): + if ob.type == "MESH" and ob != low: + ob.hide_render = True + ob.hide_viewport = True + + low.rotation_euler.z = math.radians(-28.0) + low.rotation_euler.x = math.radians(2.0) + + floor_me = bpy.data.meshes.new("Floor") + bm = bmesh.new() + try: + bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=14.0) + bm.to_mesh(floor_me) + finally: + bm.free() + fmat = bpy.data.materials.new("Floor") + fmat.use_nodes = True + fb = fmat.node_tree.nodes["Principled BSDF"] + fb.inputs["Base Color"].default_value = (0.03, 0.032, 0.037, 1.0) + fb.inputs["Roughness"].default_value = 0.7 + floor_me.materials.append(fmat) + floor = bpy.data.objects.new("Floor", floor_me) + scene.collection.objects.link(floor) + wall = bpy.data.objects.new("Wall", floor_me.copy()) + wall.location = (0.0, 8.5, 0.0) + wall.rotation_euler = (math.radians(90), 0.0, 0.0) + scene.collection.objects.link(wall) + + world = bpy.data.worlds.new("World") + world.use_nodes = True + world.node_tree.nodes["Background"].inputs["Color"].default_value = ( + 0.02, 0.021, 0.025, 1.0, + ) + scene.world = world + + def light(name, loc, energy, size, col, rot): + ld = bpy.data.lights.new(name, "AREA") + ld.energy = energy + ld.size = size + ld.color = col + ob = bpy.data.objects.new(name, ld) + ob.location = loc + ob.rotation_euler = tuple(math.radians(a) for a in rot) + scene.collection.objects.link(ob) + + light("Key", (-3.6, -5.0, 5.8), 680.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36)) + light("Fill", (5.0, -3.6, 2.6), 48.0, 8.0, (0.72, 0.82, 1.0), (62, 0, 50)) + light("Wedge", (2.4, 4.2, 4.1), 640.0, 5.5, (1.0, 0.70, 0.40), (-70, 0, 198)) + + cam_data = bpy.data.cameras.new("Cam") + cam_data.lens = 50.0 + cam = bpy.data.objects.new("Cam", cam_data) + cam.location = (1.54, -2.16, 1.37) + scene.collection.objects.link(cam) + aim = bpy.data.objects.new("Aim", None) + aim.location = (0.0, 0.0, 0.34) + scene.collection.objects.link(aim) + con = cam.constraints.new("TRACK_TO") + con.target = aim + con.track_axis = "TRACK_NEGATIVE_Z" + con.up_axis = "UP_Y" + scene.camera = cam + + scene.render.engine = "CYCLES" if engine == "cycles" else eevee_engine_id() + if engine == "cycles": + scene.cycles.samples = 32 + scene.cycles.device = "CPU" + else: + try: + scene.eevee.taa_render_samples = 64 + except AttributeError: + pass + scene.render.resolution_x = 1280 + scene.render.resolution_y = 720 + scene.render.image_settings.file_format = ( + "WEBP" if path.lower().endswith(".webp") else "PNG" + ) + if path.lower().endswith(".webp"): + scene.render.image_settings.quality = 90 + scene.render.filepath = path + scene.view_settings.view_transform = "Standard" + + fcode = gallery_framing.check_framing( + scene, cam, hero=[low], elements=[low], stage=[floor, wall], + ) + if fcode: + return fcode + bpy.ops.render.render(write_still=True) + if not (os.path.exists(path) and os.path.getsize(path) > 0): + return fail("render produced no file", 14) + return 0 + + +def main(): + argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else [] + p = argparse.ArgumentParser() + p.add_argument("--output", default=None) + p.add_argument("--engine", default="eevee", choices=("eevee", "cycles")) + p.add_argument( + "--skip-decimate", + action="store_true", + help="falsification: skip the LOD DECIMATE stage", + ) + args = p.parse_args(argv) + + code, low, _high, wood, tex, _col = check(args.skip_decimate) + if code: + return code + if args.output: + rcode = render_still(low, wood, tex, os.path.abspath(args.output), args.engine) + if rcode: + return rcode + print(f"rendered still {args.output}") + print("treasure-chest OK") + return 0 + + +if __name__ == "__main__": + try: + sys.exit(main()) + except Exception as e: + traceback.print_exc() + print(f"FATAL: {e}", file=sys.stderr) + sys.exit(1) diff --git a/tests/smoke/catalog.json b/tests/smoke/catalog.json index 34bbe5b..d73ce53 100644 --- a/tests/smoke/catalog.json +++ b/tests/smoke/catalog.json @@ -78,5 +78,7 @@ {"name": "stone-well", "script": "showcase/stone-well/stone_well.py"}, {"name": "wooden-barrel", "script": "showcase/wooden-barrel/wooden_barrel.py"}, {"name": "campfire", "script": "showcase/campfire/campfire.py"}, - {"name": "market-stall", "script": "showcase/market-stall/market_stall.py"} + {"name": "market-stall", "script": "showcase/market-stall/market_stall.py"}, + {"name": "street-lantern", "script": "showcase/street-lantern/street_lantern.py"}, + {"name": "treasure-chest", "script": "showcase/treasure-chest/treasure_chest.py"} ]