Rendered headless by the example itself — click to zoom.
blender --background --python showcase/campfire/campfire.py --
A showcase piece, not an example. Procedural campfire (two-course running-bond stone ring of 14 barrelled wedges, pit-floor cobbles, ash, a kissing log tripod that overshoots a shared apex ring, floor logs, and charcoal) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.
Courses share a Z plane; --gap-courses is the falsifier. Teepee axes aim at a ring of radius (STICK_R * 0.55) / sin(π/N) and overshoot so the caps cross; --float-logs inflates that ring.
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 | 1400–3600 | 2200 / 2200 / 2200 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2200 / 0.2200 / 0.2200 | | Materials | exactly 3 distinct; ≥80 wood, ≥24 ash, ≥200 stone | 3 slots; 216 / 48 / 1304 | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (0.807, 0.808, 0.404) m ± 0.015 | (0.8069, 0.8079, 0.4037), zmin 0 | | Collider tris | ≤ 360 | 198 | | Export | written, size > 0 | 206244 / 206244 / 206236 bytes |
Base triangles dropped from 3616 to 2200 in the quality pass: the old piece stacked identical boxes with a mortar gap and a teepee that met at one point. The rebuild is two seated courses plus crossing sticks; hidden overlapping volume went away.
DECIMATE COLLAPSE triangle counts are not guaranteed identical across series — the gate is a ratio band, not an exact count. Bake pixels are stochastic; the gate is has_data plus operator FINISHED, not byte-identity. Stone-width jitter uses fixed seed 17. glTF byte size differs by 8 B on 5.2.1.
Hygiene
Recomputed from the generated mesh, not asserted about the script.
| Axis | Declared | Measured (all three) | | --- | --- | --- | | Non-manifold edges | 0 | 0 | | Loose verts / edges | 0 / 0 | 0 / 0 | | Doubles merged at 1e-5 | 0 | 0 | | Zero-area faces | 0 | 0 | | N-gons | 0 | 0 | | Coplanar disjoint face pairs | 0 | 0 | | Grounded: zmin | within 1e-4 of 0 | 0.0000 | | Named supports: 14 bottom stones | each zmin ≤ 0.001 | 14, stone_z 0.00000 | | Ring plan | 0.807 m dia × 0.156 m high ± 0.04 | 0.8074 × 0.1560 |
Joint fit and seat
| Axis | Declared | Measured (all three) | | --- | --- | --- | | Teepee kiss (BVH nearest at caps) | ≤ 0.008 m | 0.00001 | | Course seat (upper zmin − lower zmax) | abs ≤ 0.004 m | 0.00000 |
Falsifiers
Each violates one named budget. All six were run on 4.5.11, 5.1.2 and 5.2.1 and returned the same code on each.
| Flag | Budget violated | Exit | | --- | --- | --- | | --skip-decimate | LOD1 ratio band | 9 | | --stray-vert | loose vertex count is 0 | 15 | | --lift-z | bounding box zmin is 0 | 16 | | --short-stones | named bottom-course supports at Z=0 | 16 | | --float-logs | teepee kiss | 17 | | --gap-courses | course seat | 18 |
Run
blender --background --python campfire.py --
blender --background --python campfire.py -- --skip-decimate
blender --background --python campfire.py -- --stray-vert
blender --background --python campfire.py -- --lift-z
blender --background --python campfire.py -- --short-stones
blender --background --python campfire.py -- --float-logs
blender --background --python campfire.py -- --gap-courses
blender --background --python campfire.py -- --output campfire.png
Smoke passes no flags.
Exit codes
File-local. 9 is a valid check code. 10 is reserved for gallery_framing.check_framing on the --output path. 15–19 are the hygiene and joint-fit family.
| 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 a face-count floor missed | | 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 | | 15 | Mesh hygiene: loose, non-manifold, zero-area, doubles, n-gons, z-fight | | 16 | Not grounded: bounding box zmin off 0, or a named bottom stone floats | | 17 | Joint fit: teepee kiss (--float-logs) | | 18 | Seat: course gap (--gap-courses) | | 19 | Ring diameter or height off the stated real-world size |
Source
"""Game-ready campfire — a showcase piece, not an example. Asserts budget conformance of a procedural campfire (two-course wedge-stone ring stacked on a shared plane, pit-floor cobbles and ash, a kissing log tripod, and resting firewood) after composing shipped pipeline pieces: bmesh construction, UVs, three materials, high-to-low normal bake, LOD chain, convex collider, Unity glTF export. The old piece was two floating courses of identical boxes with a daylight mortar gap, a 12-gon teepee whose tips occupied the same point, and an empty pit. Budgets are declared below and recomputed from the generated result. They are not API-contract witnesses. Each falsifier violates one named budget: ``--skip-decimate`` the LOD-ratio band, ``--stray-vert`` mesh hygiene, ``--lift-z`` grounded zmin, ``--short-stones`` named bottom-course supports, ``--float-logs`` teepee kiss, ``--gap-courses`` the stacked-course seat. Fixed seed 17 for stone-width jitter. 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 campfire.py -- blender --background --python campfire.py -- --skip-decimate blender --background --python campfire.py -- --output campfire.png """ import argparse import math import os import random import sys import tempfile import traceback import bmesh import bpy from mathutils import Vector from mathutils.bvhtree import BVHTree _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 N_AROUND = 14 N_ROWS = 2 R_INNER = 0.26 R_OUTER = 0.39 R_MID = 0.5 * (R_INNER + R_OUTER) STONE_H = 0.078 STONE_SEED = 17 STONE_JITTER = 0.10 GAP_ANG = 0.004 N_COBBLES = 12 COBBLE_H = 0.016 ASH_H = 0.010 ASH_R = 0.20 N_STICKS = 3 STICK_R = 0.028 STICK_SEGS = 12 LOG_R = 0.030 LOG_LEN = 0.28 Z_APEX = 0.365 R_BASE = 0.20 COURSE_GAP = 0.022 FLOAT_LOG = 0.055 SHORT_STONES_LIFT = 0.040 LIFT_Z = 0.05 KISS_MAX = 0.008 COURSE_SEAT_MAX = 0.004 STAVE_ZMIN_MAX = 0.001 AREA_EPS = 1e-10 DOUBLES_EPS = 1e-5 ZMIN_EPS = 1e-4 ZFIGHT_EPS = 1e-4 ZFIGHT_COS = 0.998 BODY_TOL = 0.04 RING_DIA = 0.807 RING_H = 0.156 BBOX_TOL = 0.015 OUTER_SIZE = (0.807, 0.808, 0.404) BASE_TRIS_MIN = 1400 BASE_TRIS_MAX = 3600 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 WOOD_FACES_MIN = 80 ASH_FACES_MIN = 24 STONE_FACES_MIN = 200 UV_EPS = 1e-4 UV_OVERLAP_MAX = 1e-5 COLLIDER_TRIS_MAX = 360 BAKE_RES = 256 CAGE_EXTRUSION = 0.06 BOTTOM_COUNT = N_AROUND STONE_IDX = 0 WOOD_IDX = 1 ASH_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): 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 stone_spans(n, gap_ang, jitter, seed): rng = random.Random(seed) weights = [1.0 + rng.uniform(-jitter, jitter) for _ in range(n)] total = sum(weights) usable = 2.0 * math.pi - n * gap_ang spans = [] a = 0.0 for w in weights: width = usable * (w / total) spans.append((a, a + width)) a += width + gap_ang return spans def add_wedge(bm, a0, a1, r_in, r_out, z0, z1, mat_idx, lump=0.0): mid_z = 0.5 * (z0 + z1) mid_ang = 0.5 * (a0 + a1) layers = ( (z0, 0.985, 0.0), (mid_z, 1.025, lump), (z1, 0.97, 0.0), ) rings = [] for z, r_scale, lp in layers: ring = [] for ang, r in ( (a0, r_in), (a1, r_in), (a1, r_out * r_scale), (a0, r_out * r_scale), ): x = r * math.cos(ang) y = r * math.sin(ang) if lp > 0.0 and r > 0.5 * (r_in + r_out): h = math.sin(ang * 5.0 + z * 17.0 + mid_ang * 3.0) scale = 1.0 + lp * max(-0.7, min(0.7, h)) x *= scale y *= scale ring.append(bm.verts.new((x, y, z))) rings.append(ring) verts = [v for ring in rings for v in ring] for k in range(len(rings) - 1): a, b = rings[k], rings[k + 1] for i in range(4): j = (i + 1) % 4 face = bm.faces.new((a[i], a[j], b[j], b[i])) face.material_index = mat_idx bot = rings[0] top = rings[-1] face = bm.faces.new((bot[0], bot[3], bot[2], bot[1])) face.material_index = mat_idx face = bm.faces.new((top[0], top[1], top[2], top[3])) face.material_index = mat_idx return verts def add_cyl_between(bm, a, b, r0, r1, segs, mat_idx): a = Vector(a) b = Vector(b) delta = b - a length = delta.length if length < 1e-8: return [] geo = bmesh.ops.create_cone( bm, cap_ends=True, cap_tris=True, segments=segs, radius1=r0, radius2=r1, depth=length, ) verts = list(geo["verts"]) quat = Vector((0.0, 0.0, 1.0)).rotation_difference(delta.normalized()) rot = quat.to_matrix() mid = (a + b) * 0.5 for v in verts: v.co = rot @ v.co + mid 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_ash_disk(bm, radius, height, segs, mat_idx): geo = bmesh.ops.create_cone( bm, cap_ends=True, cap_tris=True, segments=segs, radius1=radius, radius2=radius * 0.92, depth=height, ) verts = list(geo["verts"]) for v in verts: v.co.z += height * 0.5 faces = {f for v in verts for f in v.link_faces} for f in faces: f.material_index = mat_idx return verts def triangulate_ngons(bm): faces = [f for f in bm.faces if len(f.verts) > 4] if faces: bmesh.ops.triangulate(bm, faces=faces) 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_campfire_mesh( name, bevel_offset, bevel_segments, short_stones=False, float_logs=False, gap_courses=False, ): bm = bmesh.new() spans = stone_spans(N_AROUND, GAP_ANG, STONE_JITTER, STONE_SEED) z_ground = SHORT_STONES_LIFT if short_stones else 0.0 extra = COURSE_GAP if gap_courses else 0.0 stone_verts = [] try: for row in range(N_ROWS): z0 = z_ground + row * STONE_H + (extra if row else 0.0) z1 = z0 + STONE_H rot_off = (row % 2) * (math.pi / N_AROUND) for a0, a1 in spans: stone_verts.extend( add_wedge( bm, a0 + rot_off, a1 + rot_off, R_INNER, R_OUTER, z0, z1, STONE_IDX, lump=0.022, ) ) if bevel_offset > 0.0: vertical = [] seen = set() for v in stone_verts: for e in v.link_edges: if e in seen: continue seen.add(e) a, b = e.verts if abs(a.co.z - b.co.z) > 0.02: vertical.append(e) if vertical: ret = bmesh.ops.bevel( bm, geom=vertical, offset=min(bevel_offset, 0.008), segments=bevel_segments, profile=0.5, affect="EDGES", clamp_overlap=True, ) for f in ret.get("faces") or []: f.material_index = STONE_IDX add_ash_disk(bm, ASH_R, ASH_H, 16, ASH_IDX) rng = random.Random(STONE_SEED) for i in range(N_COBBLES): ang = 2.0 * math.pi * i / N_COBBLES + 0.18 r = 0.07 + 0.05 * ((i % 3) / 2.0) sz = 0.028 + 0.010 * (i % 2) loc = Vector((r * math.cos(ang), r * math.sin(ang), COBBLE_H * 0.5)) geo = bmesh.ops.create_cube(bm, size=1.0) verts = geo["verts"] for v in verts: p = Vector(( v.co.x * (sz * 1.4), v.co.y * sz, v.co.z * COBBLE_H, )) h = rng.uniform(-0.12, 0.12) p = Vector((p.x * (1.0 + h), p.y * (1.0 - 0.5 * h), p.z)) rot_z = ang + rng.uniform(-0.2, 0.2) c, s = math.cos(rot_z), math.sin(rot_z) v.co = Vector(( p.x * c - p.y * s, p.x * s + p.y * c, p.z, )) + loc for f in {f for v in verts for f in v.link_faces}: f.material_index = STONE_IDX apex_ring = (STICK_R * 0.55) / math.sin(math.pi / N_STICKS) if float_logs: apex_ring *= 2.8 z_base = COBBLE_H + STICK_R * 0.35 overshoot = STICK_R * 1.15 for i in range(N_STICKS): yaw = i * (2.0 * math.pi / N_STICKS) + math.pi / 6.0 base = Vector(( R_BASE * math.cos(yaw), R_BASE * math.sin(yaw), z_base, )) apex = Vector(( apex_ring * math.cos(yaw), apex_ring * math.sin(yaw), Z_APEX - i * (STICK_R * 0.55), )) direction = (apex - base).normalized() end = apex + direction * overshoot add_cyl_between( bm, base, end, STICK_R, STICK_R * 0.78, STICK_SEGS, WOOD_IDX, ) for i in range(2): yaw = i * (math.pi / 2.0) + math.radians(22.0) z = COBBLE_H + LOG_R + 0.010 * i a = Vector(( 0.5 * LOG_LEN * math.cos(yaw), 0.5 * LOG_LEN * math.sin(yaw), z, )) b = Vector((-a.x, -a.y, z)) add_cyl_between(bm, a, b, LOG_R * (1.0 - 0.06 * i), LOG_R * 0.86, 12, WOOD_IDX) for i in range(6): ang = 2.0 * math.pi * i / 6.0 + 0.4 r = 0.04 + 0.02 * (i % 2) sz = 0.018 + 0.006 * (i % 3) loc = ( r * math.cos(ang), r * math.sin(ang), ASH_H + sz * 0.45, ) geo = bmesh.ops.create_cube(bm, size=1.0) verts = geo["verts"] for v in verts: p = Vector((v.co.x * sz * 1.3, v.co.y * sz, v.co.z * sz * 0.7)) c, s = math.cos(ang), math.sin(ang) v.co = Vector((p.x * c - p.y * s, p.x * s + p.y * c, p.z)) + Vector(loc) for f in {f for v in verts for f in v.link_faces}: f.material_index = WOOD_IDX triangulate_ngons(bm) bmesh.ops.remove_doubles(bm, verts=list(bm.verts), dist=1e-5) bmesh.ops.dissolve_degenerate(bm, dist=1e-6) pack_uvs(bm) bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces)) for face in bm.faces: face.smooth = face.material_index == WOOD_IDX for edge in bm.edges: mats = {f.material_index for f in edge.link_faces} if WOOD_IDX in mats and STONE_IDX not in mats and ASH_IDX not in mats: edge.smooth = True if edge.is_manifold and len(edge.link_faces) == 2: if edge.calc_face_angle() > math.radians(38.0): edge.smooth = False else: 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 == WOOD_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, noise_scale=0.0, wear=None): mat = bpy.data.materials.new(name) mat.use_nodes = True nt = mat.node_tree bsdf = nt.nodes["Principled BSDF"] bsdf.inputs["Base Color"].default_value = color bsdf.inputs["Metallic"].default_value = metallic bsdf.inputs["Roughness"].default_value = roughness if noise_scale > 0.0 and wear is not None: tex = nt.nodes.new("ShaderNodeTexNoise") tex.inputs["Scale"].default_value = noise_scale tex.inputs["Detail"].default_value = 8.0 tex.inputs["Roughness"].default_value = 0.55 mix = nt.nodes.new("ShaderNodeMix") mix.data_type = "RGBA" mix.inputs["A"].default_value = color mix.inputs["B"].default_value = wear fac = mix.inputs.get("Factor") or mix.inputs.get("Fac") nt.links.new(tex.outputs["Fac"], fac) nt.links.new(mix.outputs["Result"], bsdf.inputs["Base Color"]) rmix = nt.nodes.new("ShaderNodeMix") rmix.data_type = "FLOAT" rmix.inputs["A"].default_value = roughness rmix.inputs["B"].default_value = min(1.0, roughness + 0.16) rfac = rmix.inputs.get("Factor") or rmix.inputs.get("Fac") nt.links.new(tex.outputs["Fac"], rfac) nt.links.new(rmix.outputs["Result"], bsdf.inputs["Roughness"]) return mat def assign_slots(obj, stone, wood, ash): mats = obj.data.materials wanted = (stone, wood, ash) 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 face_area(me, poly): verts = [me.vertices[i].co for i in poly.vertices] if len(verts) < 3: return 0.0 acc = Vector((0.0, 0.0, 0.0)) origin = verts[0] for a, b in zip(verts[1:], verts[2:]): acc += (a - origin).cross(b - origin) return 0.5 * acc.length 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 hygiene_audit(me): nv, ne, nf = len(me.vertices), len(me.edges), len(me.polygons) ngons = sum(1 for p in me.polygons if len(p.vertices) > 4) zero_area = sum(1 for p in me.polygons if face_area(me, p) <= AREA_EPS) bm = bmesh.new() try: bm.from_mesh(me) bm.verts.ensure_lookup_table() bm.edges.ensure_lookup_table() loose_v = sum(1 for v in bm.verts if len(v.link_edges) == 0) loose_e = sum(1 for e in bm.edges if len(e.link_faces) == 0) nonman = sum(1 for e in bm.edges if not e.is_manifold) ret = bmesh.ops.find_doubles(bm, verts=list(bm.verts), dist=DOUBLES_EPS) doubles = len(ret.get("targetmap") or {}) finally: bm.free() return { "nv": nv, "ne": ne, "nf": nf, "ngons": ngons, "loose_v": loose_v, "loose_e": loose_e, "nonman": nonman, "zero_area": zero_area, "doubles": doubles, "euler": nv - ne + nf, } def zfight_pairs(me): data = [ (p.center.copy(), p.normal.copy(), frozenset(p.vertices)) for p in me.polygons ] eps2 = ZFIGHT_EPS * ZFIGHT_EPS count = 0 for i in range(len(data)): ci, ni, vi = data[i] for j in range(i + 1, len(data)): cj, nj, vj = data[j] if (cj - ci).length_squared > eps2: continue if abs(ni.dot(nj)) <= ZFIGHT_COS: continue if vi & vj: continue count += 1 return count def shells(me): neighbors = [[] for _ in range(len(me.vertices))] for edge in me.edges: a, b = edge.vertices neighbors[a].append(b) neighbors[b].append(a) seen = [False] * len(me.vertices) groups = [] for start in range(len(me.vertices)): if seen[start]: continue seen[start] = True stack = [start] group = [] while stack: current = stack.pop() group.append(current) for nxt in neighbors[current]: if not seen[nxt]: seen[nxt] = True stack.append(nxt) groups.append(group) return groups def shell_aabb(me, group): pts = [me.vertices[i].co for i in group] return ( min(p.x for p in pts), min(p.y for p in pts), min(p.z for p in pts), max(p.x for p in pts), max(p.y for p in pts), max(p.z for p in pts), ) def mat_of(me, group): member = set(group) for p in me.polygons: if all(i in member for i in p.vertices): return p.material_index return None def support_audit(me): groups = shells(me) bottoms = [] for g in groups: if mat_of(me, g) != STONE_IDX: continue a = shell_aabb(me, g) dz = a[5] - a[2] r = 0.25 * ((a[3] - a[0]) + (a[4] - a[1])) if dz > 0.05 and r > 0.04 and a[2] < 0.02: bottoms.append(a) zmin = min((a[2] for a in bottoms), default=99.0) return {"stones": len(bottoms), "stone_z": zmin} def course_seat(me): groups = shells(me) lower, upper = [], [] for g in groups: if mat_of(me, g) != STONE_IDX: continue a = shell_aabb(me, g) dz = a[5] - a[2] r = 0.25 * ((a[3] - a[0]) + (a[4] - a[1])) if dz < 0.05 or r < 0.04: continue mid = 0.5 * (a[2] + a[5]) if mid < STONE_H: lower.append(a) else: upper.append(a) if not lower or not upper: return 99.0 return min(a[2] for a in upper) - max(a[5] for a in lower) def teepee_kiss(me): groups = shells(me) sticks = [] for g in groups: if mat_of(me, g) != WOOD_IDX: continue a = shell_aabb(me, g) if a[5] < 0.25: continue sticks.append(g) if len(sticks) < 2: return 99.0 trees = [] for g in sticks: bm_s = bmesh.new() bm_s.from_mesh(me) keep = set(g) drop = [f for f in bm_s.faces if not all(v.index in keep for v in f.verts)] if drop: bmesh.ops.delete(bm_s, geom=drop, context="FACES") if bm_s.faces: trees.append((g, BVHTree.FromBMesh(bm_s), bm_s)) else: bm_s.free() best = 99.0 try: for i in range(len(trees)): g, _tree, _bm = trees[i] zmax = max(me.vertices[k].co.z for k in g) for j in range(i + 1, len(trees)): tree = trees[j][1] pair = 99.0 for k in g: p = me.vertices[k].co if p.z < zmax - 0.10: continue loc, _n, _idx, dist = tree.find_nearest(p) if loc is None: continue pair = min(pair, dist) best = min(best, pair) return best finally: for _g, _t, bm_s in trees: bm_s.free() def body_plan(me): groups = shells(me) xs, ys, z0s, z1s = [], [], [], [] for g in groups: if mat_of(me, g) != STONE_IDX: continue a = shell_aabb(me, g) if a[5] - a[2] < 0.05: continue xs.extend((a[0], a[3])) ys.extend((a[1], a[4])) z0s.append(a[2]) z1s.append(a[5]) if not xs: return 0.0, 0.0 dia = 0.5 * ((max(xs) - min(xs)) + (max(ys) - min(ys))) return dia, max(z1s) - min(z0s) def add_stray_vert(me): bm = bmesh.new() try: bm.from_mesh(me) bm.verts.new((0.0, 0.0, 0.20)) bm.to_mesh(me) me.update() finally: bm.free() 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.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): 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") bmesh.ops.dissolve_limit( bm, angle_limit=math.radians(10.0), verts=list(bm.verts), edges=list(bm.edges), delimit={"NORMAL"}, ) bmesh.ops.triangulate(bm, faces=list(bm.faces)) 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): if not obj.data.uv_layers: return None, None img = bpy.data.images.new("CampfireNrm", 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 = STONE_IDX return img, tex def bake_normal(high, low): 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): 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, lift_z=False, stray_vert=False, short_stones=False, float_logs=False, gap_courses=False, ): bpy.ops.wm.read_factory_settings(use_empty=True) flags = dict( short_stones=short_stones, float_logs=float_logs, gap_courses=gap_courses, ) low = build_campfire_mesh("CampfireLow", 0.006, 2, **flags) high = build_campfire_mesh("CampfireHigh", 0.006, 4, **flags) stone = principled( "CampfireStone", (0.40, 0.42, 0.46, 1.0), 0.0, 0.84, noise_scale=8.0, wear=(0.28, 0.27, 0.24, 1.0), ) wood = principled( "CampfireWood", (0.38, 0.18, 0.07, 1.0), 0.0, 0.62, noise_scale=6.0, wear=(0.18, 0.09, 0.04, 1.0), ) ash = principled( "CampfireAsh", (0.12, 0.11, 0.10, 1.0), 0.0, 0.94, noise_scale=10.0, wear=(0.08, 0.07, 0.06, 1.0), ) assign_slots(low, stone, wood, ash) assign_slots(high, stone, wood, ash) if stray_vert: add_stray_vert(low.data) if lift_z: for v in low.data.vertices: v.co.z += LIFT_Z low.data.update() bpy.context.view_layer.update() if low.data is None or len(low.data.polygons) < 6: return fail("campfire 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] hyg = hygiene_audit(low.data) zf = zfight_pairs(low.data) sup = support_audit(low.data) cseat = course_seat(low.data) kiss = teepee_kiss(low.data) dia, ht = body_plan(low.data) print( f"measured hygiene loose_v={hyg['loose_v']} loose_e={hyg['loose_e']} " f"nonman={hyg['nonman']} zero_area={hyg['zero_area']} " f"doubles={hyg['doubles']} ngons={hyg['ngons']} zfight={zf}" ) print( f"measured stones={sup['stones']} stone_z={sup['stone_z']:.5f} " f"course_seat={cseat:.5f} kiss={kiss:.5f} body={dia:.4f}x{ht:.4f}" ) img, tex = setup_bake_image(low, stone) if img is None: return fail("campfire has no UV layer", 3), None, None, None, None, None bake_result = bake_normal(high, low) lod1 = make_lod(low, "CampfireLOD1", LOD1_TARGET, skip_decimate) lod2 = make_lod(low, "CampfireLOD2", 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_campfire_mesh("CampfireColSrc", 0.0, 1) collider = convex_hull_collider(collider_src, "CampfireCollider") bpy.data.objects.remove(collider_src, do_unlink=True) col_tris = triangle_count(collider.data) export_path = os.path.join( tempfile.gettempdir(), f"bdt_campfire_{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(WOOD_IDX, 0) < WOOD_FACES_MIN: return fail( f"wood faces {idx_counts.get(WOOD_IDX, 0)} < {WOOD_FACES_MIN}", 5, ), None, None, None, None, None if idx_counts.get(ASH_IDX, 0) < ASH_FACES_MIN: return fail( f"ash faces {idx_counts.get(ASH_IDX, 0)} < {ASH_FACES_MIN}", 5, ), None, None, None, None, None if idx_counts.get(STONE_IDX, 0) < STONE_FACES_MIN: return fail( f"stone faces {idx_counts.get(STONE_IDX, 0)} < {STONE_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 if ( hyg["loose_v"] or hyg["loose_e"] or hyg["nonman"] or hyg["zero_area"] or hyg["doubles"] or hyg["ngons"] or zf ): return fail( f"hygiene loose_v={hyg['loose_v']} loose_e={hyg['loose_e']} " f"nonman={hyg['nonman']} zero_area={hyg['zero_area']} " f"doubles={hyg['doubles']} ngons={hyg['ngons']} zfight={zf}", 15, ), None, None, None, None, None if bb[2] > ZMIN_EPS or sup["stones"] != BOTTOM_COUNT or sup["stone_z"] > STAVE_ZMIN_MAX: return fail( f"grounded zmin={bb[2]:.5f} stones={sup['stones']} " f"stone_z={sup['stone_z']:.5f}", 16, ), None, None, None, None, None if kiss > KISS_MAX: return fail(f"teepee kiss {kiss:.5f} > {KISS_MAX}", 17), None, None, None, None, None if abs(cseat) > COURSE_SEAT_MAX: return fail( f"course seat {cseat:.5f} abs > {COURSE_SEAT_MAX}", 18, ), None, None, None, None, None if abs(dia - RING_DIA) > BODY_TOL or abs(ht - RING_H) > BODY_TOL: return fail( f"ring {dia:.4f}x{ht:.4f} off {RING_DIA}x{RING_H}", 19, ), None, None, None, None, None return 0, low, high, stone, tex, collider def render_still(low, _stone, _tex, path, engine): scene = bpy.context.scene 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) 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)) bb = world_bbox(low) span = max(bb[3] - bb[0], bb[4] - bb[1], bb[5] - bb[2], 0.2) cam_data = bpy.data.cameras.new("Cam") cam_data.lens = 50.0 cam = bpy.data.objects.new("Cam", cam_data) cam.location = (span * 1.24, -span * 1.80, span * 1.36) scene.collection.objects.link(cam) aim = bpy.data.objects.new("Aim", None) aim.location = (0.0, 0.0, 0.5 * (bb[2] + bb[5]) - 0.04 * span) 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") p.add_argument("--stray-vert", action="store_true") p.add_argument("--lift-z", action="store_true") p.add_argument("--short-stones", action="store_true") p.add_argument("--float-logs", action="store_true") p.add_argument("--gap-courses", action="store_true") args = p.parse_args(argv) code, low, _high, stone, tex, _col = check( args.skip_decimate, lift_z=args.lift_z, stray_vert=args.stray_vert, short_stones=args.short_stones, float_logs=args.float_logs, gap_courses=args.gap_courses, ) if code: return code if args.output: rcode = render_still(low, stone, tex, os.path.abspath(args.output), args.engine) if rcode: return rcode print(f"rendered still {args.output}") print("campfire 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)