Examples Gallery
GitHub

cart

A procedural two-wheel wooden cart 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: 2600 tris, two materials with metal and wood face floors, UVs in 0..1 with zero AABB overlap, outer AABB 1.539×0.749×0.640 m, LOD ratios in band, convex collider 122 tris, hygiene zero (loose, non-manifold, doubles, n-gons), grounded zmin, non-empty glTF. --skip-decimate exits 9 on the LOD1 ratio budget; --lift-z exits 16 on the grounded budget.
blender --background --python showcase/cart/cart.py --

A showcase piece, not an example. Procedural two-wheel wooden cart (slatted bed, side walls, shafts, spoked wheels, iron hubs and axle) 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 | 2470–2900 | 2600 / 2600 / 2600 | | 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 / 0.2154 | | Materials | exactly 2 distinct, metal ≥ 24, wood ≥ 800 faces | 2 slots, floors met | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (1.539, 0.749, 0.640) m ± 0.01 | (1.5393, 0.7486, 0.6400) | | Grounded | bbox min Z within 1e-4 of 0 | 0.0000 / 0.0000 / 0.0000 | | Hygiene | loose V/E, non-manifold, zero-area, doubles @1e-5, n-gons: all 0 | 0 / 0 / 0 on every axis | | Material-island gap | metal↔wood min distance ≤ 0.008 m | 0.00000 / 0.00000 / 0.00000 | | Collider tris | ≤ 360 | 122 | | Export | written, size > 0 | 201048 / 201048 / 201032 bytes |

DECIMATE COLLAPSE triangle counts are not identical across series — 5.2.1 is more aggressive on LOD2. 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. Construction uses no RNG. Export byte counts differ by 8 B on 5.2.1 (glTF serializer), not a gated axis.

--skip-decimate skips the LOD DECIMATE stage so LOD1 ratio is 1.0 and exit 9 fires. --lift-z raises the finished mesh 0.05 m so the grounded budget fails and exit 16 fires. Those are the named budgets the two falsifiers violate.

Run

blender --background --python cart.py --
blender --background --python cart.py -- --skip-decimate
blender --background --python cart.py -- --lift-z
blender --background --python cart.py -- --output cart.png

Smoke does not pass --output, --skip-decimate, or --lift-z.

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 | | 15 | Hygiene: loose geometry, non-manifold, zero-area, doubles, or n-gons | | 16 | Bbox min Z not grounded (--lift-z lands here) | | 17 | Material-island gap above tolerance (parts meant to touch) |

Source

showcase/cart/cart.py View on GitHub →
"""Game-ready two-wheel wooden cart — a showcase piece, not an example.

Asserts budget conformance of a procedural cart (staved bed, side
walls, shafts, spoked wheels, iron hubs and axle) 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. ``--lift-z`` raises the
mesh so the grounded-zmin hygiene 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 cart.py --
    blender --background --python cart.py -- --skip-decimate
    blender --background --python cart.py -- --lift-z
    blender --background --python cart.py -- --output cart.png
"""
import argparse
import math
import os
import sys
import tempfile
import traceback

import bmesh
import bpy
from mathutils import Euler, 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

RIM_MAJOR = 0.30
# Felloe ring: flat-tread box section, not a round tube — round torus rims
# read as bicycle wheels. The iron tyre wraps the tread.
RIM_RADIAL = 0.012
RIM_W = 0.036
TYRE_T = 0.008
TYRE_W = 0.040
TRACK = 0.68
AXLE_X = -0.16
AXLE_R = 0.020
HUB_R = 0.052
HUB_W = 0.046
N_SPOKES = 8
SPOKE_T = 0.018
BED_L = 0.92
BED_W = 0.50
BED_T = 0.038
WALL_H = 0.16
WALL_T = 0.032
TAILGATE_H = 0.10
SHAFT_L = 0.58
SHAFT_T = 0.034
SHAFT_PITCH = math.radians(7.0)
N_SLATS = 6
IRON_T = 0.014
BOLSTER_H = 0.044

BBOX_TOL = 0.01
OUTER_SIZE = (1.539, 0.749, 0.640)
BASE_TRIS_MIN = 2470
BASE_TRIS_MAX = 2900
ZMIN_EPS = 1e-4
DOUBLES_EPS = 1e-5
AREA_EPS = 1e-10
GAP_MAX = 0.008
LIFT_Z = 0.05
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 = 360
BAKE_RES = 256
CAGE_EXTRUSION = 0.08
METAL_FACES_MIN = 24
WOOD_FACES_MIN = 800

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):
    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 deselect_all():
    for ob in list(bpy.context.view_layer.objects):
        if ob is None:
            continue
        ob.select_set(False)


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_cyl(bm, loc, radius, depth, segments, mat_idx, euler=(0.0, 0.0, 0.0)):
    geo = bmesh.ops.create_cone(
        bm,
        cap_ends=True,
        cap_tris=True,
        segments=segments,
        radius1=radius,
        radius2=radius,
        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 add_ring(bm, loc, r_mid, radial_t, width, segments, mat_idx, euler=(0.0, 0.0, 0.0)):
    """Flat-sided ring with a box cross-section (felloe / tyre profile).

    Manifold: outer tread, inner surface, and two side annuli, all quads.
    Built in the XY plane, width along Z, then rotated/translated.
    """
    r_in = r_mid - radial_t
    r_out = r_mid + radial_t
    hw = width / 2.0
    rings = []
    for i in range(segments):
        u = i * (2.0 * math.pi / segments)
        cu = math.cos(u)
        su = math.sin(u)
        rings.append(
            [
                bm.verts.new((r_in * cu, r_in * su, -hw)),
                bm.verts.new((r_out * cu, r_out * su, -hw)),
                bm.verts.new((r_out * cu, r_out * su, hw)),
                bm.verts.new((r_in * cu, r_in * su, hw)),
            ]
        )
    for i in range(segments):
        i2 = (i + 1) % segments
        a = rings[i]
        b = rings[i2]
        for quad in (
            (a[1], b[1], b[2], a[2]),
            (a[3], b[3], b[0], a[0]),
            (a[2], b[2], b[3], a[3]),
            (a[0], b[0], b[1], a[1]),
        ):
            face = bm.faces.new(quad)
            face.material_index = mat_idx
    verts = [v for ring in rings for v in ring]
    rot = Euler(euler).to_matrix()
    origin = Vector(loc)
    for v in verts:
        v.co = rot @ v.co + origin
    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 add_wheel(bm, loc, wood, metal):
    wood.extend(
        add_ring(
            bm, loc, RIM_MAJOR, RIM_RADIAL, RIM_W, 16, WOOD_IDX,
            euler=(math.pi / 2.0, 0.0, 0.0),
        )
    )
    metal.extend(
        add_ring(
            bm, loc, RIM_MAJOR + RIM_RADIAL + TYRE_T / 2.0, TYRE_T / 2.0,
            TYRE_W, 16, METAL_IDX,
            euler=(math.pi / 2.0, 0.0, 0.0),
        )
    )
    wood.extend(
        add_cyl(
            bm,
            loc,
            HUB_R,
            HUB_W,
            12,
            WOOD_IDX,
            euler=(math.pi / 2.0, 0.0, 0.0),
        )
    )
    # Spokes root inside the hub and embed into the felloe ring — no
    # floating ends hidden by the hub band.
    inner = HUB_R * 0.4
    outer = RIM_MAJOR - RIM_RADIAL + 0.008
    mid_r = 0.5 * (inner + outer)
    slen = outer - inner
    for i in range(N_SPOKES):
        a = i * (2.0 * math.pi / N_SPOKES)
        dx = math.cos(a)
        dz = math.sin(a)
        cx = loc[0] + dx * mid_r
        cy = loc[1]
        cz = loc[2] + dz * mid_r
        wood.extend(
            add_box(
                bm,
                (cx, cy, cz),
                (slen, SPOKE_T * 0.85, SPOKE_T),
                WOOD_IDX,
                euler=(0.0, -a, 0.0),
            )
        )
    metal.extend(
        add_cyl(
            bm,
            loc,
            HUB_R + 0.010,
            0.016,
            12,
            METAL_IDX,
            euler=(math.pi / 2.0, 0.0, 0.0),
        )
    )
    metal.extend(
        add_cyl(
            bm,
            (loc[0], loc[1] + (HUB_W * 0.55 if loc[1] > 0 else -HUB_W * 0.55), loc[2]),
            0.022,
            0.018,
            10,
            METAL_IDX,
            euler=(math.pi / 2.0, 0.0, 0.0),
        )
    )


def build_cart_mesh(name, bevel_offset, bevel_segments):
    bm = bmesh.new()
    try:
        body = []
        wood_wheels = []
        metal = []
        axle_z = RIM_MAJOR
        # The bed rides on the axle through a bolster: axle top -> bolster ->
        # bed bottom. Never let the axle interpenetrate the slats.
        bed_z = axle_z + AXLE_R + BOLSTER_H + BED_T / 2.0
        bed_bottom = bed_z - BED_T / 2.0
        bed_cx = 0.06

        add_wheel(bm, (AXLE_X, TRACK / 2.0, axle_z), wood_wheels, metal)
        add_wheel(bm, (AXLE_X, -TRACK / 2.0, axle_z), wood_wheels, metal)

        metal.extend(
            add_cyl(
                bm,
                (AXLE_X, 0.0, axle_z),
                AXLE_R,
                TRACK + 0.06,
                10,
                METAL_IDX,
                euler=(math.pi / 2.0, 0.0, 0.0),
            )
        )

        slat_w = BED_W / N_SLATS
        y0 = -BED_W / 2.0 + slat_w / 2.0
        for i in range(N_SLATS):
            y = y0 + i * slat_w
            body.extend(
                add_box(
                    bm,
                    (bed_cx, y, bed_z),
                    (BED_L, slat_w * 0.88, BED_T),
                    WOOD_IDX,
                )
            )
        # Side walls and the front board finish flush at WALL_H; the back
        # board is a deliberately lower tailgate.
        for ysign in (-1.0, 1.0):
            body.extend(
                add_box(
                    bm,
                    (bed_cx, ysign * (BED_W / 2.0 + WALL_T / 2.0), bed_z + WALL_H / 2.0),
                    (BED_L * 0.98, WALL_T, WALL_H),
                    WOOD_IDX,
                )
            )
        body.extend(
            add_box(
                bm,
                (bed_cx + BED_L / 2.0 - WALL_T / 2.0, 0.0, bed_z + WALL_H / 2.0),
                (WALL_T, BED_W + WALL_T * 2.0, WALL_H),
                WOOD_IDX,
            )
        )
        body.extend(
            add_box(
                bm,
                (bed_cx - BED_L / 2.0 + WALL_T / 2.0, 0.0, bed_z + TAILGATE_H / 2.0),
                (WALL_T, BED_W + WALL_T * 2.0, TAILGATE_H),
                WOOD_IDX,
            )
        )
        # Bolsters: one sits on the axle, one forward; both carry the bed.
        for xj in (AXLE_X, bed_cx + BED_L * 0.28):
            body.extend(
                add_box(
                    bm,
                    (xj, 0.0, axle_z + AXLE_R + BOLSTER_H / 2.0),
                    (0.055, BED_W * 0.92, BOLSTER_H),
                    WOOD_IDX,
                )
            )

        # Shafts hang under the bed front: the back end embeds 6 mm into the
        # slat bottom and never pokes through the bed floor.
        shaft_x = bed_cx + BED_L / 2.0 + SHAFT_L / 2.0 - 0.04
        shaft_z = (
            bed_bottom + 0.006 - SHAFT_T / 2.0
            - math.sin(SHAFT_PITCH) * (SHAFT_L / 2.0)
        )
        for ysign in (-1.0, 1.0):
            body.extend(
                add_box(
                    bm,
                    (shaft_x, ysign * 0.12, shaft_z),
                    (SHAFT_L, SHAFT_T, SHAFT_T),
                    WOOD_IDX,
                    euler=(0.0, SHAFT_PITCH, 0.0),
                )
            )
            metal.extend(
                add_box(
                    bm,
                    (bed_cx + BED_L / 2.0 - 0.02, ysign * 0.12, bed_bottom - IRON_T / 2.0),
                    (0.05, 0.042, IRON_T),
                    METAL_IDX,
                )
            )

        # Tie-down plates sit on top of the bed floor, fully inboard of the
        # walls — visible, not buried inside the slats.
        for sx, sy in (
            (bed_cx - BED_L / 2.0 + 0.055, -BED_W / 2.0 + 0.055),
            (bed_cx - BED_L / 2.0 + 0.055, BED_W / 2.0 - 0.055),
            (bed_cx + BED_L / 2.0 - 0.055, -BED_W / 2.0 + 0.055),
            (bed_cx + BED_L / 2.0 - 0.055, BED_W / 2.0 - 0.055),
        ):
            metal.extend(
                add_box(
                    bm,
                    (sx, sy, bed_z + BED_T / 2.0 + IRON_T / 2.0),
                    (0.055, 0.055, IRON_T),
                    METAL_IDX,
                )
            )

        if bevel_offset > 0.0:
            edges = list({e for v in body for e in v.link_edges})
            ret = bmesh.ops.bevel(
                bm,
                geom=edges,
                offset=bevel_offset,
                segments=bevel_segments,
                profile=0.5,
                affect="EDGES",
                clamp_overlap=True,
            )
            for f in ret.get("faces") or []:
                f.material_index = WOOD_IDX

        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 = False
        me = bpy.data.meshes.new(name)
        bm.to_mesh(me)
        me.update()
        for poly in me.polygons:
            poly.use_smooth = False
    finally:
        bm.free()
    out = bpy.data.objects.new(name, me)
    bpy.context.collection.objects.link(out)
    return out


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 + 0.18)
        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, wood, metal):
    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 face_area(me, poly):
    vs = [me.vertices[i].co for i in poly.vertices]
    if len(vs) < 3:
        return 0.0
    v0 = vs[0]
    area = 0.0
    for i in range(1, len(vs) - 1):
        area += (vs[i] - v0).cross(vs[i + 1] - v0).length * 0.5
    return area


def hygiene_audit(me):
    # Combinatorics match examples/mesh-hygiene-audit.audit (copied, not imported).
    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)
    areas = [face_area(me, p) for p in me.polygons]
    zero_area = sum(1 for a in areas if a <= 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 min_mat_distance(me, ia, ib):
    """Closest surface distance between two material islands via BVH.

    Vert-vert distance is the wrong metric for thin parts: a face interior
    can touch while its corner verts sit a radius apart.
    """
    bm_a = bmesh.new()
    bm_b = bmesh.new()
    try:
        bm_a.from_mesh(me)
        bm_b.from_mesh(me)
        bm_a.faces.ensure_lookup_table()
        bm_b.faces.ensure_lookup_table()
        drop_a = [f for f in bm_a.faces if f.material_index != ia]
        drop_b = [f for f in bm_b.faces if f.material_index != ib]
        if drop_a:
            bmesh.ops.delete(bm_a, geom=drop_a, context="FACES")
        if drop_b:
            bmesh.ops.delete(bm_b, geom=drop_b, context="FACES")
        if not bm_a.faces or not bm_b.faces:
            return 1e9
        tree = BVHTree.FromBMesh(bm_b)
        best = 1e9
        for src in list(bm_a.verts) + list(bm_a.faces):
            co = src.co if hasattr(src, "co") else src.calc_center_median()
            hit = tree.find_nearest(co)
            if hit[0] is None:
                continue
            best = min(best, hit[3])
        return best
    finally:
        bm_a.free()
        bm_b.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.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):
    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):
    if not obj.data.uv_layers:
        return None, None
    img = bpy.data.images.new("CartNrm", 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):
    scene = bpy.context.scene
    scene.render.engine = "CYCLES"
    scene.cycles.device = "CPU"
    scene.cycles.samples = 1
    scene.cycles.use_denoising = False
    deselect_all()
    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):
    deselect_all()
    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):
    bpy.ops.wm.read_factory_settings(use_empty=True)
    low = build_cart_mesh("CartLow", bevel_offset=0.005, bevel_segments=2)
    high = build_cart_mesh("CartHigh", bevel_offset=0.005, bevel_segments=4)
    wood = principled(
        "CartWood", (0.42, 0.22, 0.08, 1.0), 0.0, 0.58,
        noise_scale=7.0, wear=(0.26, 0.12, 0.04, 1.0),
    )
    metal = principled(
        "CartIron", (0.13, 0.135, 0.15, 1.0), 1.0, 0.32,
        noise_scale=5.0, wear=(0.05, 0.05, 0.06, 1.0),
    )
    assign_slots(low, wood, metal)
    assign_slots(high, wood, metal)
    if lift_z:
        for v in low.data.vertices:
            v.co.z += LIFT_Z
        low.data.update()

    if low.data is None or len(low.data.polygons) < 6:
        return fail("cart 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("cart has no UV layer", 3), None, None, None, None, None
    bake_result = bake_normal(high, low)

    lod1 = make_lod(low, "CartLOD1", LOD1_TARGET, skip_decimate)
    lod2 = make_lod(low, "CartLOD2", 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_cart_mesh("CartColSrc", bevel_offset=0.0, bevel_segments=1)
    collider = convex_hull_collider(collider_src, "CartCollider")
    bpy.data.objects.remove(collider_src, do_unlink=True)
    col_tris = triangle_count(collider.data)

    export_path = os.path.join(
        tempfile.gettempdir(),
        f"bdt_cart_{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}"
    )
    hyg = hygiene_audit(low.data)
    gap_mw = min_mat_distance(low.data, METAL_IDX, WOOD_IDX)
    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']} euler={hyg['euler']}"
    )
    print(f"measured gap_metal_wood={gap_mw:.5f}")

    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 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 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"]
    ):
        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']}",
            15,
        ), None, None, None, None, None
    if abs(bb[2]) > ZMIN_EPS:
        return fail(
            f"zmin {bb[2]:.6f} not within {ZMIN_EPS} of 0 "
            "(--lift-z is the designed fail)",
            16,
        ), None, None, None, None, None
    if gap_mw > GAP_MAX:
        return fail(
            f"metal-wood gap {gap_mw:.5f} > {GAP_MAX} "
            "(tyres, hubs, straps, and plates must touch the wood they mount to)",
            17,
        ), 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(0.0)

    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", (-3.4, -4.8, 5.4), 640.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36))
    light("Fill", (4.8, -3.4, 2.4), 46.0, 8.0, (0.72, 0.82, 1.0), (62, 0, 50))
    light("Wedge", (2.2, 4.0, 3.8), 600.0, 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 = (1.34, -1.62, 0.88)
    scene.collection.objects.link(cam)
    aim = bpy.data.objects.new("Aim", None)
    aim.location = (0.05, 0.0, 0.30)
    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",
    )
    p.add_argument(
        "--lift-z",
        action="store_true",
        help="falsification: lift the mesh so zmin fails the grounded budget",
    )
    args = p.parse_args(argv)

    code, low, _high, wood, tex, _col = check(
        args.skip_decimate, lift_z=args.lift_z
    )
    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("cart 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)