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park-bench

A procedural wrought-iron park bench with tangent tube scroll feet 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: 2520 tris, two materials with 540 metal and 756 wood faces, UVs in 0..1 with zero AABB overlap, outer AABB 1.295×0.632×0.884 m, grounded zmin, 4 named toes, stretcher gap 1.2 mm, slat gap 0.3 mm, seat span 1.272 m, LOD ratios in band, convex collider 82 tris, hygiene zero, non-empty glTF. --skip-decimate exits 9; --stray-vert 15; --lift-z/--short-feet 16; --float-stretcher 17; --gap-slats 18; --narrow-seat 19.
blender --background --python showcase/park-bench/park_bench.py --

A showcase piece, not an example. Procedural wrought-iron park bench (quarter-circle tube scroll feet tangent to the posts, slatted seat and back, arm scrolls, wood arm caps) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.

Posts, feet, stretchers and arms share named stations (hx, hy, SEAT_Z, ARM_Z, SCROLL_R). A foot is a 6-gon tube about (hy ± R, R) so it is tangent to the post at z=R and plants at z=0. The H-stretcher meets the posts at those stations; slats insert into the post volume without sharing corner verts with the seat rails.

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). Hygiene combinatorics match examples/mesh-hygiene-audit (copied, not imported).

Intended size: 1.40 m sitting width, 0.50 m seat depth, 0.43 m seat height, 0.64 m arm height; outer AABB 1.295 × 0.632 × 0.884 m.

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 | 2200–4200 | 2520 / 2520 / 2520 | | 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, ≥48 metal, ≥24 wood | 2 slots, 540 metal / 756 wood | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (1.295, 0.632, 0.884) m ± 0.015 | (1.2945, 0.6314, 0.8840), zmin 0 | | Collider tris | ≤ 180 | 82 | | Export | written, size > 0 | 188164 / 188164 / 188148 bytes |

Base triangles rose from 2100 to 2520 in the quality pass: box-segment scrolls became 6-gon tubes. Outer AABB widened from 1.080 × 0.566 × 0.853 m to a 1.40 m sitting-width bench.

DECIMATE COLLAPSE triangle counts are not guaranteed identical across series — the gate is a ratio band, not an exact count. This mesh matched 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. Export byte counts differ by 16 B on 5.2.1 (glTF serializer), not a gated axis.

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 toes | 4, each zmin ≤ 0.002 | 4, 0.00000 |

Joint fit and seat

| Axis | Declared | Measured (all three) | | --- | --- | --- | | Stretcher-to-post BVH gap | ≤ 0.008 m | 0.00120 | | Slat-to-post BVH gap | ≤ 0.008 m | 0.00028 | | Seat span vs 2·hx | ± 0.08 m | 1.2720 vs 1.260 |

Falsifiers

Each violates one named budget. All 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-feet | named toes plant at z=0 | 16 | | --float-stretcher | stretcher-to-post BVH gap | 17 | | --gap-slats | slat-to-post BVH gap | 18 | | --narrow-seat | seat span vs 2·hx | 19 |

--short-feet lifts only the outward toe verts. After recenter the post join is the AABB zmin, so the AABB gate would still pass; the named-toe stations fail.

Run

blender --background --python park_bench.py --
blender --background --python park_bench.py -- --skip-decimate
blender --background --python park_bench.py -- --stray-vert
blender --background --python park_bench.py -- --lift-z
blender --background --python park_bench.py -- --short-feet
blender --background --python park_bench.py -- --float-stretcher
blender --background --python park_bench.py -- --gap-slats
blender --background --python park_bench.py -- --narrow-seat
blender --background --python park_bench.py -- --output bench.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. 1519 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 ≠ 2 distinct slots, or wood/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 (--stray-vert lands here) | | 16 | Grounded zmin / named toes (--lift-z, --short-feet) | | 17 | Stretcher-to-post gap (--float-stretcher) | | 18 | Slat-to-post gap (--gap-slats) | | 19 | Seat span (--narrow-seat) |

Source

showcase/park-bench/park_bench.py View on GitHub →
"""Game-ready park bench — a showcase piece, not an example.

Asserts budget conformance of a procedural wrought-iron bench (quarter-
circle scroll feet tangent to the posts, slatted seat and back, arm
scrolls) after composing shipped pipeline pieces: bmesh construction,
UVs, two materials, high-to-low normal bake, LOD chain, convex collider,
Unity glTF export.

Posts, feet, stretchers and arms share named stations (hx, hy, SEAT_Z,
ARM_Z, SCROLL_R). A foot is a quarter-circle about (hy ± R, R) so it is
tangent to the post at z=R and plants at z=0.

Budgets are declared below and recomputed from the generated result.
They are not API-contract witnesses. Each falsifier violates one named
budget: ``--skip-decimate`` LOD, ``--stray-vert`` hygiene, ``--lift-z``
zmin, ``--short-feet`` named toes, ``--float-stretcher`` stretcher seat,
``--gap-slats`` slat-to-rail, ``--narrow-seat`` sitting width.

No RNG. Slat widths use closed-form ``sin(i)``. 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 park_bench.py --
    blender --background --python park_bench.py -- --skip-decimate
    blender --background --python park_bench.py -- --output bench.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

SEAT_W = 1.40
SEAT_D = 0.50
SEAT_Z = 0.43
N_SEAT = 7
N_BACK = 5
SLAT_T = 0.030
BACK_H = 0.38
IRON_T = 0.024
SCROLL_R = 0.11
SCROLL_N = 12
ARM_Z = 0.64
ARM_SCROLL_R = 0.055
STRETCHER_Z = 0.16
POST_INSET_X = 0.07
POST_INSET_Y = 0.045
HX = SEAT_W / 2.0 - POST_INSET_X
HY = SEAT_D / 2.0 - POST_INSET_Y
SEAT_SPAN = 2.0 * HX
SEAT_SPAN_TOL = 0.08

BBOX_TOL = 0.015
OUTER_SIZE = (1.295, 0.632, 0.884)
BASE_TRIS_MIN = 2200
BASE_TRIS_MAX = 4200
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 = 180
BAKE_RES = 256
CAGE_EXTRUSION = 0.08
METAL_FACES_MIN = 48
WOOD_FACES_MIN = 24
ZMIN_EPS = 1e-4
DOUBLES_EPS = 1e-5
AREA_EPS = 1e-10
ZFIGHT_EPS = 1e-4
ZFIGHT_COS = 0.998
STRETCHER_GAP_MAX = 0.008
SLAT_GAP_MAX = 0.008
TOE_COUNT = 4
TOE_ZMIN_MAX = 0.002
FLOAT_STRETCHER = 0.10
GAP_SLAT = 0.10
SHORT_FOOT = 0.16
LIFT_Z = 0.05
NARROW_SEAT = 0.55

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_oriented_box(bm, a, b, scale_xy, mat_idx):
    a = Vector(a)
    b = Vector(b)
    delta = b - a
    length = delta.length
    if length < 1e-8:
        return []
    quat = Vector((0.0, 0.0, 1.0)).rotation_difference(delta.normalized())
    eul = quat.to_euler("XYZ")
    return add_box(
        bm,
        ((a + b) * 0.5),
        (scale_xy[0], scale_xy[1], length),
        mat_idx,
        euler=(eul.x, eul.y, eul.z),
    )


def add_arc_yz(bm, x, cy, cz, radius, a0, a1, n, thick, mat_idx, t0=0.0, t1=1.0):
    pts = []
    for i in range(n + 1):
        t = t0 + (t1 - t0) * (i / n)
        ang = a0 + (a1 - a0) * t
        pts.append(Vector((x, cy + radius * math.cos(ang), cz + radius * math.sin(ang))))
    rings = 6
    r = thick * 0.5
    ring_verts = []
    for i, p in enumerate(pts):
        if i < n:
            tangent = (pts[i + 1] - p).normalized()
        else:
            tangent = (p - pts[i - 1]).normalized()
        side = tangent.cross(Vector((1.0, 0.0, 0.0)))
        if side.length < 1e-6:
            side = tangent.cross(Vector((0.0, 1.0, 0.0)))
        side.normalize()
        up = tangent.cross(side).normalized()
        ring = []
        for k in range(rings):
            ang = (2.0 * math.pi * k) / rings
            offset = side * math.cos(ang) * r + up * math.sin(ang) * r
            ring.append(bm.verts.new(p + offset))
        ring_verts.append(ring)
    bm.verts.ensure_lookup_table()
    bm.faces.ensure_lookup_table()
    for a, b in zip(ring_verts, ring_verts[1:]):
        for k in range(rings):
            k2 = (k + 1) % rings
            face = bm.faces.new((a[k], a[k2], b[k2], b[k]))
            face.material_index = mat_idx
    for end_i, p in ((0, pts[0]), (-1, pts[-1])):
        center = bm.verts.new(p)
        ring = ring_verts[end_i]
        for k in range(rings):
            k2 = (k + 1) % rings
            if end_i == 0:
                face = bm.faces.new((center, ring[k2], ring[k]))
            else:
                face = bm.faces.new((center, ring[k], ring[k2]))
            face.material_index = mat_idx
    return [v for ring in ring_verts for v in ring]


def add_foot_scroll(bm, x, y_post, y_out, thick, mat_idx):
    """Quarter-circle from post join (y_post, R) to toe (y_out, 0)."""
    cy = y_out
    cz = SCROLL_R
    if y_out < y_post:
        a0, a1 = 0.0, -math.pi / 2.0
    else:
        a0, a1 = math.pi, 1.5 * math.pi
    return add_arc_yz(
        bm, x, cy, cz, SCROLL_R, a0, a1, SCROLL_N, thick, mat_idx, t0=0.08, t1=1.0
    )


def add_arm_scroll(bm, x, y_post, thick, mat_idx):
    cy = y_post - ARM_SCROLL_R
    cz = ARM_Z
    return add_arc_yz(
        bm, x, cy, cz, ARM_SCROLL_R, 0.0, -math.pi / 2.0, 8, thick, mat_idx, t0=0.08, t1=1.0
    )


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_bench_mesh(
    name,
    bevel_offset,
    bevel_segments,
    float_stretcher=False,
    gap_slats=False,
    short_feet=False,
    narrow_seat=False,
):
    bm = bmesh.new()
    try:
        wood = []
        t = IRON_T
        hx, hy = HX, HY
        slat_span = SEAT_SPAN + t * 0.50
        if gap_slats:
            slat_span = SEAT_SPAN - IRON_T - 0.024
        if narrow_seat:
            slat_span = SEAT_SPAN * NARROW_SEAT

        usable = 2.0 * hy - 0.06
        gap = 0.010
        widths = []
        for i in range(N_SEAT):
            widths.append(1.0 + 0.10 * math.sin(i * 1.7 + 0.3))
        scale = (usable - gap * (N_SEAT - 1)) / sum(widths)
        y_cursor = -hy + 0.03
        for i, w in enumerate(widths):
            slat_w = w * scale
            y = y_cursor + slat_w * 0.5
            wood.extend(
                add_box(
                    bm,
                    (0.0, y, SEAT_Z + SLAT_T / 2.0),
                    (slat_span, slat_w * 0.92, SLAT_T),
                    WOOD_IDX,
                )
            )
            y_cursor += slat_w + gap

        back_span = BACK_H - 0.04
        bwidths = [1.0 + 0.08 * math.sin(i * 1.4 + 0.8) for i in range(N_BACK)]
        bscale = (back_span - gap * (N_BACK - 1)) / sum(bwidths)
        z_cursor = SEAT_Z + SLAT_T + 0.04
        for w in bwidths:
            slat_h = w * bscale
            z = z_cursor + slat_h * 0.5
            wood.extend(
                add_box(
                    bm,
                    (0.0, hy, z),
                    (slat_span, SLAT_T, slat_h * 0.90),
                    WOOD_IDX,
                )
            )
            z_cursor += slat_h + gap

        for xsign in (-1.0, 1.0):
            x = xsign * hx
            wood.extend(
                add_box(
                    bm,
                    (x, 0.0, ARM_Z + t * 0.5 + SLAT_T * 0.5),
                    (SLAT_T * 1.15, 2.0 * hy + t, SLAT_T),
                    WOOD_IDX,
                )
            )

        if bevel_offset > 0.0:
            edges = list({e for v in wood 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

        add_box(bm, (0.0, -hy, SEAT_Z - t * 0.35), (SEAT_SPAN, t, t), METAL_IDX)
        add_box(bm, (0.0, hy, SEAT_Z - t * 0.35), (SEAT_SPAN, t, t), METAL_IDX)
        for xsign in (-1.0, 1.0):
            add_box(
                bm,
                (xsign * hx, 0.0, SEAT_Z - t * 0.35),
                (t, 2.0 * hy, t),
                METAL_IDX,
            )

        back_top = SEAT_Z + SLAT_T + BACK_H + 0.02
        for xsign in (-1.0, 1.0):
            x = xsign * hx
            add_oriented_box(
                bm, (x, hy, SCROLL_R), (x, hy, back_top), (t, t), METAL_IDX
            )
            add_oriented_box(
                bm, (x, -hy, SCROLL_R), (x, -hy, ARM_Z), (t, t), METAL_IDX
            )
            add_oriented_box(
                bm, (x, -hy, ARM_Z), (x, hy, ARM_Z), (t * 0.95, t * 0.95), METAL_IDX
            )
            add_foot_scroll(bm, x, -hy, -hy - SCROLL_R, t, METAL_IDX)
            add_foot_scroll(bm, x, hy, hy + SCROLL_R, t, METAL_IDX)
            add_arm_scroll(bm, x, -hy, t * 0.90, METAL_IDX)

        add_box(bm, (0.0, hy, back_top), (SEAT_SPAN, t, t), METAL_IDX)

        st_trim = FLOAT_STRETCHER if float_stretcher else 0.0
        yx = hx - st_trim
        add_oriented_box(
            bm,
            (-yx, -hy, STRETCHER_Z),
            (-yx, hy, STRETCHER_Z),
            (t * 0.9, t * 0.9),
            METAL_IDX,
        )
        add_oriented_box(
            bm,
            (yx, -hy, STRETCHER_Z),
            (yx, hy, STRETCHER_Z),
            (t * 0.9, t * 0.9),
            METAL_IDX,
        )
        cx_end = yx - t * 0.40
        add_oriented_box(
            bm,
            (-cx_end, 0.0, STRETCHER_Z),
            (cx_end, 0.0, STRETCHER_Z),
            (t * 0.9, t * 0.9),
            METAL_IDX,
        )

        if short_feet:
            for v in bm.verts:
                if v.co.z < SCROLL_R * 0.55 and abs(v.co.y) > hy + SCROLL_R * 0.35:
                    v.co.z += SHORT_FOOT

        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

        ngons = [f for f in bm.faces if len(f.verts) > 4]
        if ngons:
            bmesh.ops.triangulate(bm, faces=ngons)
        pack_uvs(bm)
        bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces))
        for face in bm.faces:
            face.smooth = face.material_index == METAL_IDX
        me = bpy.data.meshes.new(name)
        bm.to_mesh(me)
        me.update()
        for poly in me.polygons:
            poly.use_smooth = poly.material_index == METAL_IDX
    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 = 6.0
        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"])
    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):
    mat = obj.matrix_world
    pts = [mat @ v.co for v in obj.data.vertices]
    xs = [p.x for p in pts]
    ys = [p.y for p in pts]
    zs = [p.z for p in pts]
    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):
    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 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):
    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)
        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 poly in me.polygons:
        if all(i in member for i in poly.vertices):
            return poly.material_index
    return None


def shell_bvh_gap(me, ga, gb):
    bm_a = bmesh.new()
    bm_b = bmesh.new()
    try:
        bm_a.from_mesh(me)
        bm_b.from_mesh(me)
        keep_a, keep_b = set(ga), set(gb)
        drop_a = [f for f in bm_a.faces if not all(v.index in keep_a for v in f.verts)]
        drop_b = [f for f in bm_b.faces if not all(v.index in keep_b for v in f.verts)]
        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 v in bm_a.verts:
            hit = tree.find_nearest(v.co)
            if hit[0] is not None:
                best = min(best, hit[3])
        for f in bm_a.faces:
            hit = tree.find_nearest(f.calc_center_median())
            if hit[0] is not None:
                best = min(best, hit[3])
        return best
    finally:
        bm_a.free()
        bm_b.free()


def add_stray_vert(me):
    bm = bmesh.new()
    try:
        bm.from_mesh(me)
        bm.verts.new((0.0, 0.0, SEAT_Z + 0.12))
        bm.to_mesh(me)
        me.update()
    finally:
        bm.free()


def joint_audit(me):
    groups = shells(me)
    posts = []
    stretchers = []
    slats = []
    for g in groups:
        a = shell_aabb(me, g)
        dx, dy, dz = a[3] - a[0], a[4] - a[1], a[5] - a[2]
        mat = mat_of(me, g)
        if mat == METAL_IDX and dz > 0.28 and dx < 0.08 and dy < 0.08:
            posts.append((g, a))
        if mat == METAL_IDX and abs(0.5 * (a[2] + a[5]) - STRETCHER_Z) < 0.05 and max(dx, dy) > 0.25:
            stretchers.append((g, a))
        if mat == WOOD_IDX and dz < 0.08 and dx > SEAT_SPAN * 0.4:
            slats.append((g, a))
    metal_verts = []
    for poly in me.polygons:
        if poly.material_index != METAL_IDX:
            continue
        for i in poly.vertices:
            metal_verts.append(me.vertices[i].co)
    stations = (
        (HX, HY + SCROLL_R, 0.0),
        (HX, -HY - SCROLL_R, 0.0),
        (-HX, HY + SCROLL_R, 0.0),
        (-HX, -HY - SCROLL_R, 0.0),
    )
    toes = 0
    toe_z = 99.0
    for sx, sy, sz in stations:
        nearby = []
        for co in metal_verts:
            d = ((co.x - sx) ** 2 + (co.y - sy) ** 2) ** 0.5
            if d < SCROLL_R * 0.55:
                nearby.append(co)
        if nearby:
            toes += 1
            toe_z = min(toe_z, min(c.z for c in nearby))
    st_gap = 99.0
    if stretchers and posts:
        st_gap = min(shell_bvh_gap(me, s[0], p[0]) for s in stretchers for p in posts)
    slat_gap = 99.0
    rails = [p for p in posts]
    if slats and rails:
        slat_gap = min(shell_bvh_gap(me, s[0], p[0]) for s in slats for p in rails)
    seat_x = 0.0
    if slats:
        xs = [v for _g, a in slats for v in (a[0], a[3])]
        seat_x = max(xs) - min(xs)
    return {
        "toes": toes,
        "toe_z": toe_z,
        "posts": len(posts),
        "stretchers": len(stretchers),
        "st_gap": st_gap,
        "slat_gap": slat_gap,
        "seat_x": seat_x,
        "slats": len(slats),
    }


def setup_bake_image(obj, target_mat, size=BAKE_RES):
    if not obj.data.uv_layers:
        return None, None
    img = bpy.data.images.new("BenchNrm", 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,
    stray_vert=False,
    float_stretcher=False,
    gap_slats=False,
    short_feet=False,
    narrow_seat=False,
):
    bpy.ops.wm.read_factory_settings(use_empty=True)
    kw = dict(
        float_stretcher=float_stretcher,
        gap_slats=gap_slats,
        short_feet=short_feet,
        narrow_seat=narrow_seat,
    )
    low = build_bench_mesh("BenchLow", bevel_offset=0.004, bevel_segments=2, **kw)
    high = build_bench_mesh("BenchHigh", bevel_offset=0.004, bevel_segments=4, **kw)
    wood = principled(
        "BenchWood", (0.40, 0.20, 0.07, 1.0), 0.0, 0.58,
        noise_scale=18.0, wear=(0.28, 0.14, 0.05, 1.0),
    )
    metal = principled(
        "BenchIron", (0.09, 0.095, 0.11, 1.0), 1.0, 0.32,
        noise_scale=22.0, wear=(0.16, 0.14, 0.10, 1.0),
    )
    assign_slots(low, wood, metal)
    assign_slots(high, wood, metal)

    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()

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

    lod1 = make_lod(low, "BenchLOD1", LOD1_TARGET, skip_decimate)
    lod2 = make_lod(low, "BenchLOD2", 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_bench_mesh(
        "BenchColSrc", bevel_offset=0.0, bevel_segments=1, **kw
    )
    collider = convex_hull_collider(collider_src, "BenchCollider")
    bpy.data.objects.remove(collider_src, do_unlink=True)
    col_tris = triangle_count(collider.data)

    export_path = os.path.join(
        tempfile.gettempdir(),
        f"bdt_park_bench_{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)
    zf = zfight_pairs(low.data)
    jnt = joint_audit(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 toes={jnt['toes']} toe_z={jnt['toe_z']:.5f} "
        f"posts={jnt['posts']} stretchers={jnt['stretchers']} "
        f"st_gap={jnt['st_gap']:.5f} slat_gap={jnt['slat_gap']:.5f} "
        f"seat_x={jnt['seat_x']:.4f} slats={jnt['slats']}"
    )

    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(jnt["seat_x"] - SEAT_SPAN) > SEAT_SPAN_TOL:
        return fail(
            f"seat span {jnt['seat_x']:.4f} off {SEAT_SPAN}",
            19,
        ), None, None, None, None, None
    if bb[2] > ZMIN_EPS or jnt["toes"] != TOE_COUNT or jnt["toe_z"] > TOE_ZMIN_MAX:
        return fail(
            f"grounded zmin={bb[2]:.5f} toes={jnt['toes']} toe_z={jnt['toe_z']:.5f}",
            16,
        ), 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 jnt["stretchers"] < 2 or jnt["st_gap"] > STRETCHER_GAP_MAX:
        return fail(
            f"stretcher gap {jnt['st_gap']:.5f} stretchers={jnt['stretchers']}",
            17,
        ), None, None, None, None, None
    if jnt["slats"] < 4 or jnt["slat_gap"] > SLAT_GAP_MAX:
        return fail(
            f"slat gap {jnt['slat_gap']:.5f} slats={jnt['slats']}",
            18,
        ), 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(-14.0)
    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, 5.4), 660.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36))
    light("Fill", (5.0, -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 = (2.22, -2.90, 1.34)
    scene.collection.objects.link(cam)
    aim = bpy.data.objects.new("Aim", None)
    aim.location = (0.0, 0.0, 0.42)
    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-feet", action="store_true")
    p.add_argument("--float-stretcher", action="store_true")
    p.add_argument("--gap-slats", action="store_true")
    p.add_argument("--narrow-seat", action="store_true")
    args = p.parse_args(argv)

    code, low, _high, wood, tex, _col = check(
        args.skip_decimate,
        lift_z=args.lift_z,
        stray_vert=args.stray_vert,
        float_stretcher=args.float_stretcher,
        gap_slats=args.gap_slats,
        short_feet=args.short_feet,
        narrow_seat=args.narrow_seat,
    )
    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("park-bench 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)