Rendered headless by the example itself — click to zoom.
blender --background --python showcase/shipping-crate/shipping_crate.py --
A showcase piece, not an example. Procedural crate (skids under the posts, corner posts with tenoned slats and seeded width jitter, bottom sills, L-straps, filleted iron bail handles through mounting plates) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.
Skids sit under the posts so the outer corner is a mortise, not a cave. Handle bails use quarter-circle corners so a 90-degree loft cannot sit the bar on the plate.
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 | 1200–2800 | 2508 / 2508 / 2508 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2193 / 0.2193 / 0.2057 | | Materials | exactly 2 distinct; ≥200 wood, ≥48 metal faces | 2 slots; 1170 / 280 | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (1.146, 0.726, 0.612) m ± 0.015 | (1.1460, 0.7260, 0.6120), zmin 0 | | Collider tris | ≤ 220 | 76 | | Export | written, size > 0 | 197408 / 197408 / 197392 bytes |
Base triangles rose from 624 to 2508 in the quality pass: the old beveled cube with glued-on slats became a post-and-slat crate with tenons, sills, L-straps, and pipe handles.
DECIMATE COLLAPSE triangle counts are not identical across series — 5.2.1 is leaner 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. Slat-width jitter uses fixed seed 17. 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 supports: 3 skids | each zmin ≤ 1e-3 | 3, skid_z 0.00000 | | Body plan | 1.056 × 0.716 m ± 0.05 | 1.0560 × 0.7160 |
Joint fit and seat
| Axis | Declared | Measured (all three) | | --- | --- | --- | | Handle-end BVH gap | ≤ 0.008 m | 0.00000 | | Slat-post BVH gap | ≤ 0.006 m | 0.00000 |
Falsifiers
Each violates one named budget. All seven 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-skids | named skid supports at Z=0 | 16 | | --float-handle | handle-end gap | 17 | | --omit-slats | slat-post seat | 18 |
Run
blender --background --python shipping_crate.py --
blender --background --python shipping_crate.py -- --skip-decimate
blender --background --python shipping_crate.py -- --stray-vert
blender --background --python shipping_crate.py -- --lift-z
blender --background --python shipping_crate.py -- --short-skids
blender --background --python shipping_crate.py -- --float-handle
blender --background --python shipping_crate.py -- --omit-slats
blender --background --python shipping_crate.py -- --output crate.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 ≠ 2 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 skid floats | | 17 | Joint fit: handle-end gap | | 18 | Seat: slat-post gap | | 19 | Body plan off the stated real-world size |
Source
"""Game-ready shipping crate — a showcase piece, not an example. Asserts budget conformance of a procedural crate (skids, corner posts, tenoned slats with seeded width jitter, L-straps, iron bail handles) after composing shipped pipeline pieces: bmesh construction, UVs, two materials, high-to-low normal bake, LOD chain, convex collider, Unity glTF export. The old piece was a solid beveled cube with identical slats glued on and three overlapping cubes per corner that left window-holes through the iron. 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-skids`` named skid supports, ``--float-handle`` handle-to-end joint-fit, ``--omit-slats`` slat-to-post seat. Fixed seed 17 for slat-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 shipping_crate.py -- blender --background --python shipping_crate.py -- --skip-decimate blender --background --python shipping_crate.py -- --output crate.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 # A chest-sized shipping crate, ~96 × 62 × 58 cm inner, sitting on # three skids. Outer AABB includes the proud L-straps and handles. INNER = (0.96, 0.62, 0.52) POST = 0.048 SKID_H = 0.036 SKID_W = 0.058 SLAT_T = 0.016 RAIL_H = 0.040 TENON = 0.010 IRON_T = 0.004 IRON_WRAP = 0.072 HANDLE_OUT = 0.038 HANDLE_R = 0.007 N_FLOOR = 6 N_LID = 6 N_LONG = 5 N_END = 4 SLAT_SEED = 17 SLAT_JITTER = 0.045 BBOX_TOL = 0.015 OUTER_SIZE = (1.146, 0.726, 0.612) BODY_X, BODY_Y, BODY_Z = 1.056, 0.716, 0.576 BODY_TOL = 0.05 BASE_TRIS_MIN = 1200 BASE_TRIS_MAX = 2800 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 = 220 BAKE_RES = 256 CAGE_EXTRUSION = 0.08 METAL_FACES_MIN = 48 WOOD_FACES_MIN = 200 ZMIN_EPS = 1e-4 DOUBLES_EPS = 1e-5 AREA_EPS = 1e-10 ZFIGHT_EPS = 1e-4 ZFIGHT_COS = 0.999 LIFT_Z = 0.05 SKID_Z_MAX = 1e-3 HANDLE_JOIN = 0.008 SLAT_JOIN = 0.006 WOOD_IDX = 0 METAL_IDX = 1 def eevee_engine_id(): return "BLENDER_EEVEE_NEXT" if bpy.app.version >= (4, 2, 0) else "BLENDER_EEVEE" def fail(msg, code): print(f"FAIL[{code}]: {msg}", file=sys.stderr) return code def triangle_count(mesh): mesh.calc_loop_triangles() return len(mesh.loop_triangles) def evaluated_triangle_count(obj): deps = bpy.context.evaluated_depsgraph_get() ev = obj.evaluated_get(deps) mesh = ev.to_mesh() try: mesh.calc_loop_triangles() return len(mesh.loop_triangles) finally: ev.to_mesh_clear() def add_box(bm, loc, scale, mat_idx): geo = bmesh.ops.create_cube(bm, size=1.0) verts = geo["verts"] for v in verts: v.co.x = v.co.x * scale[0] + loc[0] v.co.y = v.co.y * scale[1] + loc[1] v.co.z = v.co.z * scale[2] + loc[2] faces = {f for v in verts for f in v.link_faces} for f in faces: f.material_index = mat_idx return verts def _bridge_rings(bm, a, b, mat_idx): segs = len(a) for k in range(segs): kn = (k + 1) % segs face = bm.faces.new((a[k], a[kn], b[kn], b[k])) face.material_index = mat_idx def loft_rings(bm, rings, mat_idx, cap_start=True, cap_end=True): verts = [v for ring in rings for v in ring] n = len(rings) for i in range(n - 1): _bridge_rings(bm, rings[i], rings[i + 1], mat_idx) if cap_start and len(rings[0]) > 1: ring = rings[0] c = bm.verts.new(sum((v.co for v in ring), Vector((0, 0, 0))) / len(ring)) verts.append(c) for k in range(len(ring)): kn = (k + 1) % len(ring) face = bm.faces.new((c, ring[kn], ring[k])) face.material_index = mat_idx if cap_end and len(rings[-1]) > 1: ring = rings[-1] c = bm.verts.new(sum((v.co for v in ring), Vector((0, 0, 0))) / len(ring)) verts.append(c) for k in range(len(ring)): kn = (k + 1) % len(ring) face = bm.faces.new((c, ring[k], ring[kn])) face.material_index = mat_idx return verts def add_pipe_curve(bm, points, radius, segs, mat_idx): rings = [] n = len(points) for i, p in enumerate(points): p = Vector(p) if i < n - 1: tangent = (Vector(points[i + 1]) - p).normalized() else: tangent = (p - Vector(points[i - 1])).normalized() side = Vector((-tangent.y, tangent.x, 0.0)) if side.length < 1e-6: side = Vector((1.0, 0.0, 0.0)) else: side.normalize() up = tangent.cross(side).normalized() ring = [] for k in range(segs): a = 2.0 * math.pi * k / segs ring.append( bm.verts.new( p + side * (radius * math.cos(a)) + up * (radius * math.sin(a)) ) ) rings.append(ring) return loft_rings(bm, rings, mat_idx, cap_start=True, cap_end=True) def add_handle_bail(bm, x_in, x_out, y0, y1, z, radius, segs, mat_idx): """U-bail with quarter-circle corners so the loft stays on the tube. A four-point polyline puts a 90-degree tangent jump at each outer corner; the ring there orients to the next span and the bar sits on the mounting plate instead of entering it. """ sign_x = 1.0 if x_out > x_in else -1.0 sign_y = 1.0 if y1 > y0 else -1.0 rad = min(0.014, abs(x_out - x_in) * 0.40, abs(y1 - y0) * 0.20) pts = [ Vector((x_in, y0, z)), Vector((x_out - sign_x * rad, y0, z)), ] c1 = Vector((x_out - sign_x * rad, y0 + sign_y * rad, z)) s1 = Vector((0.0, -sign_y * rad, 0.0)) e1 = Vector((sign_x * rad, 0.0, 0.0)) for i in range(1, 5): a = (math.pi / 2.0) * i / 4.0 pts.append(c1 + s1 * math.cos(a) + e1 * math.sin(a)) pts.append(Vector((x_out, y1 - sign_y * rad, z))) c2 = Vector((x_out - sign_x * rad, y1 - sign_y * rad, z)) s2 = Vector((sign_x * rad, 0.0, 0.0)) e2 = Vector((0.0, sign_y * rad, 0.0)) for i in range(1, 5): a = (math.pi / 2.0) * i / 4.0 pts.append(c2 + s2 * math.cos(a) + e2 * math.sin(a)) pts.append(Vector((x_in, y1, z))) add_pipe_curve(bm, pts, radius, segs, mat_idx) 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, ay, az = abs(nrm.x), abs(nrm.y), 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 _span_layout(count, span, rng): """Uneven slat widths that still fill `span` with named gaps.""" raw = [1.0 + rng.uniform(-SLAT_JITTER, SLAT_JITTER) for _ in range(count)] s = sum(raw) gap = 0.010 usable = span - gap * (count + 1) widths = [usable * r / s for r in raw] pos = -span / 2.0 + gap centres = [] for w in widths: centres.append(pos + w / 2.0) pos += w + gap return centres, widths def build_crate_mesh( name, short_skids=False, float_handle=False, omit_slats=False, ): ix, iy, iz = INNER hx = ix / 2.0 + POST / 2.0 hy = iy / 2.0 + POST / 2.0 post_h = iz + RAIL_H top_z = SKID_H + post_h rng = random.Random(SLAT_SEED) bm = bmesh.new() wood_verts = [] try: skid_z0 = 0.055 if short_skids else 0.0 if short_skids: geo = bmesh.ops.create_cube(bm, size=1.0) for v in geo["verts"]: v.co.x *= 0.024 v.co.y *= 0.024 v.co.z *= 0.006 v.co.z += 0.003 for f in {f for v in geo["verts"] for f in v.link_faces}: f.material_index = WOOD_IDX # Skids sit under the posts, not inset at the inner wall line — # that left a cave at the outer corner. skid_ys = (-hy, 0.0, hy) for sy in skid_ys: wood_verts.extend( add_box( bm, (0.0, sy, skid_z0 + SKID_H / 2.0), (ix + 2.0 * POST, SKID_W, SKID_H), WOOD_IDX, ) ) for sxn in (-1.0, 1.0): for syn in (-1.0, 1.0): wood_verts.extend( add_box( bm, (sxn * hx, syn * hy, SKID_H - TENON + (post_h + TENON) / 2.0), (POST, POST, post_h + TENON), WOOD_IDX, ) ) # Top rails tenon into the posts — overlapping, not sharing a plane. wood_verts.extend( add_box( bm, (0.0, hy, top_z - RAIL_H / 2.0), (ix + 2.0 * TENON, POST, RAIL_H), WOOD_IDX, ) ) wood_verts.extend( add_box( bm, (0.0, -hy, top_z - RAIL_H / 2.0), (ix + 2.0 * TENON, POST, RAIL_H), WOOD_IDX, ) ) wood_verts.extend( add_box( bm, (hx, 0.0, top_z - RAIL_H / 2.0), (POST, iy + 2.0 * TENON, RAIL_H), WOOD_IDX, ) ) wood_verts.extend( add_box( bm, (-hx, 0.0, top_z - RAIL_H / 2.0), (POST, iy + 2.0 * TENON, RAIL_H), WOOD_IDX, ) ) # Bottom sill tenons into the skid so the shared z=SKID_H plane # is not two coplanar faces (z-fight). sill_h = RAIL_H + TENON sill_z = SKID_H - TENON + sill_h / 2.0 wood_verts.extend( add_box( bm, (0.0, hy, sill_z), (ix + 2.0 * TENON, POST, sill_h), WOOD_IDX, ) ) wood_verts.extend( add_box( bm, (0.0, -hy, sill_z), (ix + 2.0 * TENON, POST, sill_h), WOOD_IDX, ) ) wood_verts.extend( add_box( bm, (hx, 0.0, sill_z), (POST, iy + 2.0 * TENON, sill_h), WOOD_IDX, ) ) wood_verts.extend( add_box( bm, (-hx, 0.0, sill_z), (POST, iy + 2.0 * TENON, sill_h), WOOD_IDX, ) ) floor_c, floor_w = _span_layout(N_FLOOR, ix, rng) for c, w in zip(floor_c, floor_w): wood_verts.extend( add_box( bm, (c, 0.0, SKID_H + SLAT_T / 2.0), (w, iy + TENON, SLAT_T), WOOD_IDX, ) ) lid_c, lid_w = _span_layout(N_LID, ix + POST * 0.5, rng) for c, w in zip(lid_c, lid_w): wood_verts.extend( add_box( bm, (c, 0.0, top_z + SLAT_T / 2.0), (w, iy + POST, SLAT_T), WOOD_IDX, ) ) if not omit_slats: long_c, long_w = _span_layout(N_LONG, iz - 0.04, rng) for sign in (-1.0, 1.0): y = sign * (iy / 2.0 + POST - SLAT_T / 2.0 - 0.001) for c, w in zip(long_c, long_w): wood_verts.extend( add_box( bm, (0.0, y, SKID_H + 0.02 + iz / 2.0 + c), (ix + TENON, SLAT_T, w), WOOD_IDX, ) ) end_c, end_w = _span_layout(N_END, iz - 0.04, rng) for sign in (-1.0, 1.0): x = sign * (ix / 2.0 + POST - SLAT_T / 2.0 - 0.001) for c, w in zip(end_c, end_w): wood_verts.extend( add_box( bm, (x, 0.0, SKID_H + 0.02 + iz / 2.0 + c), (SLAT_T, iy + TENON, w), WOOD_IDX, ) ) if wood_verts: edges = list({e for v in wood_verts for e in v.link_edges if v.is_valid}) if edges: bmesh.ops.bevel( bm, geom=edges, offset=0.002, segments=1, profile=0.5, affect="EDGES", clamp_overlap=True, ) # L-straps: two plates meeting at a vertical edge, proud of the # post. Not three overlapping cubes — those leave window holes. wrap = IRON_WRAP strap_z0 = 0.006 strap_h = top_z - strap_z0 zc = strap_z0 + strap_h / 2.0 for sxn in (-1.0, 1.0): for syn in (-1.0, 1.0): ox = sxn * (hx + POST / 2.0 + IRON_T / 2.0) oy = syn * (hy + POST / 2.0 + IRON_T / 2.0) add_box( bm, (ox, syn * (hy + POST / 2.0 - wrap / 2.0 + IRON_T / 2.0), zc), (IRON_T, wrap, strap_h), METAL_IDX, ) add_box( bm, (sxn * (hx + POST / 2.0 - wrap / 2.0 + IRON_T / 2.0), oy, zc), (wrap - IRON_T, IRON_T, strap_h), METAL_IDX, ) hz = SKID_H + post_h * 0.52 for sxn in (-1.0, 1.0): x_plate = sxn * (ix / 2.0 + POST - SLAT_T / 2.0) x_in = sxn * (ix / 2.0 + POST - SLAT_T - 0.008) x_out = sxn * (ix / 2.0 + POST + HANDLE_OUT) y0, y1 = -0.11, 0.11 add_box( bm, (x_plate, y0, hz), (SLAT_T + IRON_T * 2.0, 0.034, 0.044), METAL_IDX, ) add_box( bm, (x_plate, y1, hz), (SLAT_T + IRON_T * 2.0, 0.034, 0.044), METAL_IDX, ) if float_handle: add_box( bm, (x_out, 0.0, hz), (0.020, 0.020, 0.020), METAL_IDX, ) else: add_handle_bail( bm, x_in, x_out, y0, y1, hz, HANDLE_R, 8, METAL_IDX, ) pack_uvs(bm) bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces)) for face in bm.faces: face.smooth = True for edge in bm.edges: edge.smooth = True if edge.is_manifold and len(edge.link_faces) == 2: if edge.calc_face_angle() > math.radians(35.0): edge.smooth = False me = bpy.data.meshes.new(name) bm.to_mesh(me) me.update() finally: bm.free() obj = bpy.data.objects.new(name, me) bpy.context.collection.objects.link(obj) return obj def principled(name, color, metallic, roughness, 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): idxs = poly.vertices if len(idxs) < 3: return 0.0 v0 = me.vertices[idxs[0]].co area = 0.0 for i in range(1, len(idxs) - 1): vs = (me.vertices[idxs[i]].co, me.vertices[idxs[i + 1]].co) area += (vs[0] - v0).cross(vs[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) 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) skids = [] for g in groups: if mat_of(me, g) != WOOD_IDX: continue a = shell_aabb(me, g) dx, dy, dz = a[3] - a[0], a[4] - a[1], a[5] - a[2] if a[2] < 0.01 and dx > 0.6 and dy < 0.12 and dz < 0.08: skids.append(a) skid_z = min((a[2] for a in skids), default=99.0) return {"skids": len(skids), "skid_z": skid_z} def body_audit(me): wood_ids = set() for p in me.polygons: if p.material_index == WOOD_IDX: wood_ids.update(p.vertices) pts = [ me.vertices[i].co for i in wood_ids if me.vertices[i].co.z > SKID_H + 0.01 ] if not pts: return {"dx": 0.0, "dy": 0.0, "dz": 0.0} xs, ys, zs = [p.x for p in pts], [p.y for p in pts], [p.z for p in pts] return { "dx": max(xs) - min(xs), "dy": max(ys) - min(ys), "dz": max(zs) - min(zs), } def _bvh_gap(me, hosts, guests): if not hosts or not guests: return 99.0 bm_h = bmesh.new() try: bm_h.from_mesh(me) keep = set() for g in hosts: keep.update(g) drop = [ f for f in bm_h.faces if not all(v.index in keep for v in f.verts) ] if drop: bmesh.ops.delete(bm_h, geom=drop, context="FACES") if not bm_h.faces: return 99.0 tree = BVHTree.FromBMesh(bm_h) worst = 0.0 for g in guests: bm_g = bmesh.new() try: bm_g.from_mesh(me) member = set(g) drop_g = [ f for f in bm_g.faces if not all(v.index in member for v in f.verts) ] if drop_g: bmesh.ops.delete(bm_g, geom=drop_g, context="FACES") if not bm_g.faces: worst = max(worst, 99.0) continue tree_g = BVHTree.FromBMesh(bm_g) if tree.overlap(tree_g): continue best = 99.0 for i in g: hit = tree.find_nearest(me.vertices[i].co) if hit[0] is None: continue best = min(best, hit[3]) if best > worst: worst = best finally: bm_g.free() return worst finally: bm_h.free() def handle_join(me): groups = shells(me) ends, handles = [], [] for g in groups: a = shell_aabb(me, g) dx, dy, dz = a[3] - a[0], a[4] - a[1], a[5] - a[2] if mat_of(me, g) == WOOD_IDX and dx < 0.04 and dy > 0.40 and 0.03 < dz < 0.18: ends.append(g) elif mat_of(me, g) == METAL_IDX and dz < 0.12 and max(dx, dy) > 0.15: handles.append(g) return _bvh_gap(me, ends, handles) def slat_join(me): groups = shells(me) posts, slats = [], [] for g in groups: if mat_of(me, g) != WOOD_IDX: continue a = shell_aabb(me, g) dx, dy, dz = a[3] - a[0], a[4] - a[1], a[5] - a[2] if dz > 0.30 and dx < 0.08 and dy < 0.08: posts.append(g) elif 0.04 < dz < 0.16 and dx > 0.40 and dy < 0.030: slats.append(g) return _bvh_gap(me, posts, slats) def add_stray_vert(me): bm = bmesh.new() try: bm.from_mesh(me) bm.verts.new((0.0, 0.0, 0.40)) 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.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("CrateNrm", 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 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_skids=False, float_handle=False, omit_slats=False, ): bpy.ops.wm.read_factory_settings(use_empty=True) flags = dict( short_skids=short_skids, float_handle=float_handle, omit_slats=omit_slats, ) low = build_crate_mesh("CrateLow", **flags) high = build_crate_mesh("CrateHigh", **flags) wood = principled( "CrateWood", (0.48, 0.22, 0.07, 1.0), 0.0, 0.50, noise_scale=7.0, wear=(0.28, 0.14, 0.05, 1.0), ) metal = principled( "CrateMetal", (0.18, 0.17, 0.16, 1.0), 0.86, 0.36, noise_scale=5.0, wear=(0.10, 0.09, 0.08, 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() bpy.context.view_layer.update() if low.data is None or len(low.data.polygons) < 6: return fail("crate 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("crate has no UV layer", 3), None, None, None, None, None bake_result = bake_normal(high, low) lod1 = make_lod(low, "CrateLOD1", LOD1_TARGET, skip_decimate) lod2 = make_lod(low, "CrateLOD2", 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_crate_mesh("CrateColSrc", **flags) collider = convex_hull_collider(collider_src, "CrateCollider") bpy.data.objects.remove(collider_src, do_unlink=True) col_tris = triangle_count(collider.data) export_path = os.path.join( tempfile.gettempdir(), f"bdt_shipping_crate_{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 hyg = hygiene_audit(low.data) zf = zfight_pairs(low.data) sup = support_audit(low.data) body = body_audit(low.data) hj = handle_join(low.data) sj = slat_join(low.data) 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}" ) 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 supports skids={sup['skids']} skid_z={sup['skid_z']:.5f} " f"body=({body['dx']:.4f},{body['dy']:.4f},{body['dz']:.4f}) " f"handle_join={hj:.5f} slat_join={sj:.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"] 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 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 sup["skids"] < 3 or sup["skid_z"] > SKID_Z_MAX: return fail( f"skid supports {sup['skids']} skid_z={sup['skid_z']:.5f} " "(--short-skids is the designed fail)", 16, ), None, None, None, None, None if hj > HANDLE_JOIN: return fail( f"handle-end gap {hj:.5f} > {HANDLE_JOIN} " "(--float-handle is the designed fail)", 17, ), None, None, None, None, None if sj > SLAT_JOIN: return fail( f"slat-post gap {sj:.5f} > {SLAT_JOIN} " "(--omit-slats is the designed fail)", 18, ), None, None, None, None, None if abs(body["dx"] - BODY_X) > BODY_TOL: return fail(f"body dx {body['dx']:.4f} off {BODY_X}", 19), None, None, None, None, None if abs(body["dy"] - BODY_Y) > BODY_TOL: return fail(f"body dy {body['dy']:.4f} off {BODY_Y}", 19), 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(-48.0) low.rotation_euler.x = math.radians(4.0) floor_me = bpy.data.meshes.new("Floor") bm = bmesh.new() try: bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=14.0) bm.to_mesh(floor_me) finally: bm.free() fmat = bpy.data.materials.new("Floor") fmat.use_nodes = True fb = fmat.node_tree.nodes["Principled BSDF"] fb.inputs["Base Color"].default_value = (0.03, 0.032, 0.037, 1.0) fb.inputs["Roughness"].default_value = 0.7 floor_me.materials.append(fmat) floor = bpy.data.objects.new("Floor", floor_me) scene.collection.objects.link(floor) wall = bpy.data.objects.new("Wall", floor_me.copy()) wall.location = (0.0, 8.5, 0.0) wall.rotation_euler = (math.radians(90), 0.0, 0.0) scene.collection.objects.link(wall) world = bpy.data.worlds.new("World") world.use_nodes = True world.node_tree.nodes["Background"].inputs["Color"].default_value = ( 0.02, 0.021, 0.025, 1.0, ) scene.world = world def light(name, loc, energy, size, col, rot): ld = bpy.data.lights.new(name, "AREA") ld.energy = energy ld.size = size ld.color = col ob = bpy.data.objects.new(name, ld) ob.location = loc ob.rotation_euler = tuple(math.radians(a) for a in rot) scene.collection.objects.link(ob) light("Key", (-3.6, -5.0, 5.8), 680.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36)) light("Fill", (5.0, -3.6, 2.6), 48.0, 8.0, (0.72, 0.82, 1.0), (62, 0, 50)) light("Wedge", (2.4, 4.2, 4.1), 640.0, 5.5, (1.0, 0.70, 0.40), (-70, 0, 198)) cam_data = bpy.data.cameras.new("Cam") cam_data.lens = 50.0 cam = bpy.data.objects.new("Cam", cam_data) cam.location = (1.96, -2.44, 1.32) scene.collection.objects.link(cam) aim = bpy.data.objects.new("Aim", None) aim.location = (0.0, 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") p.add_argument("--lift-z", action="store_true") p.add_argument("--stray-vert", action="store_true") p.add_argument("--short-skids", action="store_true") p.add_argument("--float-handle", action="store_true") p.add_argument("--omit-slats", 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, short_skids=args.short_skids, float_handle=args.float_handle, omit_slats=args.omit_slats, ) 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("shipping-crate 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)