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tavern-stool

A procedural tavern stool with a lathed seat, turned splayed legs, tenoned stretchers, and iron ferrule cups 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: 2528 tris, two materials with 1168 wood and 256 metal faces, UVs in 0..1 with zero AABB overlap, outer AABB 0.340×0.340×0.470 m, LOD ratios in band, convex collider 396 tris, non-empty glTF. Hygiene all zero, four ferrule cups at zmin 0, stretcher-leg gap 0, ferrule clearance −1.25 mm. --float-stretchers exits 17 on the stretcher join; --pipe-ferrule exits 18 on the ferrule bite band.
blender --background --python showcase/tavern-stool/tavern_stool.py --

A showcase piece, not an example. Procedural tavern stool (lathed round seat, turned splayed legs, tenoned stretchers, iron ferrule cups) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.

Legs are one loft per leg, not stacked cones. Ferrules are vertical cups the foot drops into; wood ends above the cup so a splayed cone does not sawtooth through the wall. Stretchers are classified as compact rails, not the seat disc.

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 | 2300–3200 | 2528 / 2528 / 2528 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2199 / 0.2199 / 0.2199 | | Materials | exactly 2 distinct; ≥200 wood, ≥48 metal faces | 2 slots; 1168 / 256 | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (0.341, 0.341, 0.470) m ± 0.015 | (0.3400, 0.3400, 0.4700), zmin 0 | | Collider tris | ≤ 640 | 396 | | Export | written, size > 0 | 215912 / 215912 / 215900 bytes |

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: 4 ferrule cups | each zmin ≤ 1e-3 | 4, cup_z 0.00000 | | Seat | 0.340 m dia × 0.470 m high ± 0.02 | 0.3400 × 0.4700 |

Joint fit and seat

| Axis | Declared | Measured (all three) | | --- | --- | --- | | Stretcher-leg BVH gap | ≤ 0.008 m | 0.00000 | | Ferrule inner clearance (r_wood − r_in) | −0.005 .. 0.000 m | −0.00125 |

DECIMATE COLLAPSE triangle counts are not identical across series — the gate is a ratio band, not an exact count. Bake pixels are stochastic; the gate is has_data plus operator FINISHED, not byte-identity. Construction uses no RNG. Export byte counts may differ by a few bytes across series.

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-legs | named ferrule cups at Z=0 | 16 | | --float-stretchers | stretcher-leg join | 17 | | --pipe-ferrule | ferrule inner-clearance band | 18 |

Run

blender --background --python tavern_stool.py --
blender --background --python tavern_stool.py -- --skip-decimate
blender --background --python tavern_stool.py -- --stray-vert
blender --background --python tavern_stool.py -- --lift-z
blender --background --python tavern_stool.py -- --short-legs
blender --background --python tavern_stool.py -- --float-stretchers
blender --background --python tavern_stool.py -- --pipe-ferrule
blender --background --python tavern_stool.py -- --output stool.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 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 ferrule cup floats | | 17 | Joint fit: stretcher-leg gap | | 18 | Seat: ferrule inner-clearance band | | 19 | Seat diameter or height off the stated real-world size |

Source

showcase/tavern-stool/tavern_stool.py View on GitHub →
"""Game-ready tavern stool — a showcase piece, not an example.

Asserts budget conformance of a procedural turned-leg stool 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. Each falsifier violates one named
budget: ``--skip-decimate`` the LOD-ratio band, ``--stray-vert`` mesh
hygiene, ``--lift-z`` grounded zmin, ``--short-legs`` named ferrule
supports, ``--float-stretchers`` stretcher joint-fit, ``--pipe-ferrule``
ferrule-cup seat.

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 tavern_stool.py --
    blender --background --python tavern_stool.py -- --skip-decimate
    blender --background --python tavern_stool.py -- --output stool.png
"""
import argparse
import math
import os
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 short tavern stool: ~34 cm seat, 47 cm to the rim, legs splayed so
# the feet land near the seat's shadow. The old piece was a 16-gon puck
# on four stacked cones clustered under the disc.
SEAT_R = 0.170
SEAT_T = 0.040
SEAT_Z = 0.470
SEAT_SEGS = 48
N_LEGS = 4
LEG_TOP_R = 0.128
LEG_BOT_R = 0.202
LEG_SEGS = 16
FERRULE_H = 0.022
FERRULE_T = 0.0045
FERRULE_SEGS = 16
STRETCH_T = 0.58
STRETCH_R = 0.011
STRETCH_SEGS = 12
STRETCH_TENON = 0.012
SEAT_TENON = 0.018
BBOX_TOL = 0.015
BODY_DIA = 2.0 * SEAT_R
BODY_DIA_TOL = 0.02
BODY_H = SEAT_Z
BODY_H_TOL = 0.02
# Fitted after locking geometry. Recomputed from bound_box.
OUTER_SIZE = (0.341, 0.341, 0.470)

BASE_TRIS_MIN = 2300
BASE_TRIS_MAX = 3200
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 = 640
BAKE_RES = 256
CAGE_EXTRUSION = 0.06
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
FERRULE_Z_MAX = 1e-3
STRETCH_JOIN = 0.008
FERRULE_BITE_MIN = -0.005
FERRULE_BITE_MAX = 0.000

WOOD_IDX = 0
METAL_IDX = 1

# Turned-leg profile: (t along the axis from seat tenon to ferrule, radius).
# One loft, not four stacked cones. t=0 is up in the seat.
LEG_PROFILE = (
    (0.00, 0.018),
    (0.08, 0.022),
    (0.20, 0.025),
    (0.36, 0.016),
    (0.52, 0.015),
    (0.60, 0.018),
    (0.78, 0.016),
    (0.92, 0.018),
    (1.00, 0.017),
)

# Seat, underside to dish. One lathe, not three stacked cylinders.
# (z above the underside, radius). r=0 is the dish centre.
SEAT_PROFILE = (
    (0.000, 0.122),
    (0.010, 0.138),
    (0.016, 0.158),
    (0.022, 0.168),
    (0.032, 0.170),
    (0.040, 0.164),
    (0.037, 0.095),
    (0.034, 0.000),
)


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 _bridge_rings(bm, a, b, mat_idx):
    if len(a) == 1 and len(b) > 1:
        c = a[0]
        for k in range(len(b)):
            kn = (k + 1) % len(b)
            face = bm.faces.new((c, b[k], b[kn]))
            face.material_index = mat_idx
    elif len(b) == 1 and len(a) > 1:
        c = b[0]
        for k in range(len(a)):
            kn = (k + 1) % len(a)
            face = bm.faces.new((c, a[kn], a[k]))
            face.material_index = mat_idx
    else:
        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, cyclic=False):
    """Loft a stack of rings. A ring of one vert is a centre cap."""
    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 cyclic and n > 2:
        _bridge_rings(bm, rings[-1], rings[0], 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 lathe_z(bm, profile, segs, mat_idx, z0=0.0):
    rings = []
    for z, r in profile:
        if r <= 1e-8:
            rings.append([bm.verts.new((0.0, 0.0, z0 + z))])
            continue
        ring = []
        for i in range(segs):
            a = 2.0 * math.pi * i / segs
            ring.append(
                bm.verts.new((r * math.cos(a), r * math.sin(a), z0 + z))
            )
        rings.append(ring)
    # Profile already ends at r=0 (dish) or a ring. No extra caps.
    cap_start = len(rings[0]) > 1
    cap_end = len(rings[-1]) > 1
    return loft_rings(bm, rings, mat_idx, cap_start=cap_start, cap_end=cap_end)


def lathe_axis(bm, a, b, profile, segs, mat_idx, cap_start=True, cap_end=True):
    a = Vector(a)
    b = Vector(b)
    delta = b - a
    length = delta.length
    if length < 1e-8:
        return []
    tangent = delta.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()
    rings = []
    for t, radius in profile:
        p = a + tangent * (t * length)
        if radius <= 1e-8:
            rings.append([bm.verts.new(p)])
            continue
        ring = []
        for i in range(segs):
            ang = 2.0 * math.pi * i / segs
            ring.append(
                bm.verts.new(p + side * (radius * math.cos(ang)) + up * (radius * math.sin(ang)))
            )
        rings.append(ring)
    return loft_rings(
        bm, rings, mat_idx, cap_start=cap_start, cap_end=cap_end,
    )


def add_cup(bm, xy, z0, z1, r_in, r_out, segs, mat_idx):
    """Vertical ferrule cup: annulus walls, open on the top, planted at z0."""
    cx, cy = xy
    specs = (
        (z0, r_in),
        (z0, r_out),
        (z1, r_out),
        (z1, r_in),
    )
    rings = []
    for z, r in specs:
        ring = []
        for i in range(segs):
            a = 2.0 * math.pi * i / segs
            ring.append(
                bm.verts.new((cx + r * math.cos(a), cy + r * math.sin(a), z))
            )
        rings.append(ring)
    return loft_rings(
        bm, rings, mat_idx, cap_start=False, cap_end=False, cyclic=True,
    )


def add_pipe_torus(bm, xy, z, major, minor, mat_idx):
    """Falsifier: a metal torus planted at z that does not cup the foot."""
    n_major, n_minor = 12, 4
    cx, cy = xy
    rings = []
    for i in range(n_major):
        u = i * (2.0 * math.pi / n_major)
        ring = []
        for j in range(n_minor):
            v = j * (2.0 * math.pi / n_minor)
            px = cx + (major + minor * math.cos(v)) * math.cos(u)
            py = cy + (major + minor * math.cos(v)) * math.sin(u)
            pz = z + minor * (1.0 + math.sin(v))
            ring.append(bm.verts.new((px, py, pz)))
        rings.append(ring)
    verts = [v for ring in rings for v in ring]
    for i in range(n_major):
        i2 = (i + 1) % n_major
        for j in range(n_minor):
            j2 = (j + 1) % n_minor
            face = bm.faces.new(
                (rings[i][j], rings[i2][j], rings[i2][j2], rings[i][j2])
            )
            face.material_index = mat_idx
    return verts


def pack_uvs(bm, margin=0.08):
    uv = bm.loops.layers.uv.new("UVMap")
    faces = list(bm.faces)
    n = len(faces)
    cols = max(1, math.ceil(math.sqrt(n)))
    rows = max(1, math.ceil(n / cols))
    cell_w = 1.0 / cols
    cell_h = 1.0 / rows
    pad_u = margin * cell_w * 0.5
    pad_v = margin * cell_h * 0.5
    usable_w = cell_w - 2.0 * pad_u
    usable_h = cell_h - 2.0 * pad_v
    for i, face in enumerate(faces):
        col = i % cols
        row = i // cols
        nrm = face.normal
        ax, 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 _leg_ends(i):
    ang = math.pi / 4.0 + i * (math.pi * 2.0 / N_LEGS)
    c, s = math.cos(ang), math.sin(ang)
    seat_under = SEAT_Z - SEAT_T
    top = Vector((LEG_TOP_R * c, LEG_TOP_R * s, seat_under + SEAT_TENON))
    bot = Vector((LEG_BOT_R * c, LEG_BOT_R * s, FERRULE_H + 0.003))
    foot_xy = (LEG_BOT_R * c, LEG_BOT_R * s)
    return top, bot, foot_xy, ang


def build_stool_mesh(
    name,
    short_legs=False,
    float_stretchers=False,
    pipe_ferrule=False,
):
    bm = bmesh.new()
    try:
        wood_faces = []
        metal_faces = []
        before = set(bm.faces)
        lathe_z(bm, SEAT_PROFILE, SEAT_SEGS, WOOD_IDX, z0=SEAT_Z - SEAT_T)
        wood_faces.extend(set(bm.faces) - before)

        ferrule_z0 = 0.05 if short_legs else 0.0
        if short_legs:
            before = set(bm.faces)
            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
            metal_faces.extend(set(bm.faces) - before)

        leg_pts = []
        for i in range(N_LEGS):
            top, bot, foot_xy, ang = _leg_ends(i)
            leg_pts.append((top, bot, foot_xy, ang))
            before = set(bm.faces)
            lathe_axis(bm, top, bot, LEG_PROFILE, LEG_SEGS, WOOD_IDX)
            wood_faces.extend(set(bm.faces) - before)

            r_foot = LEG_PROFILE[-1][1]
            r_in = r_foot + 0.001
            r_out = r_in + FERRULE_T
            before = set(bm.faces)
            if pipe_ferrule:
                add_pipe_torus(
                    bm, foot_xy, ferrule_z0, 0.016, 0.006, METAL_IDX,
                )
            else:
                add_cup(
                    bm,
                    foot_xy,
                    ferrule_z0,
                    ferrule_z0 + FERRULE_H,
                    r_in,
                    r_out,
                    FERRULE_SEGS,
                    METAL_IDX,
                )
            metal_faces.extend(set(bm.faces) - before)

        if not float_stretchers:
            for i in range(N_LEGS):
                a_top, a_bot, _, _ = leg_pts[i]
                b_top, b_bot, _, _ = leg_pts[(i + 1) % N_LEGS]
                a = a_top.lerp(a_bot, STRETCH_T)
                b = b_top.lerp(b_bot, STRETCH_T)
                d = (b - a).normalized()
                r_leg = 0.0
                for t, r in LEG_PROFILE:
                    if t >= STRETCH_T:
                        r_leg = r
                        break
                a_end = a + d * (r_leg - STRETCH_TENON)
                b_end = b - d * (r_leg - STRETCH_TENON)
                before = set(bm.faces)
                lathe_axis(
                    bm, a_end, b_end,
                    ((0.0, STRETCH_R), (1.0, STRETCH_R)),
                    STRETCH_SEGS, WOOD_IDX,
                )
                wood_faces.extend(set(bm.faces) - before)

        pack_uvs(bm)
        bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces))
        wood_set = set(wood_faces)
        metal_set = set(metal_faces)
        for face in bm.faces:
            if face in metal_set:
                face.material_index = METAL_IDX
                face.smooth = True
            else:
                face.material_index = WOOD_IDX
                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(40.0):
                    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)
    cups = []
    for g in groups:
        if mat_of(me, g) != METAL_IDX:
            continue
        a = shell_aabb(me, g)
        dx, dy, dz = a[3] - a[0], a[4] - a[1], a[5] - a[2]
        if a[5] < 0.08 and dx > 0.03 and dy > 0.03 and dz < 0.05:
            cups.append(a)
    cup_z = min((a[2] for a in cups), default=99.0)
    return {"cups": len(cups), "cup_z": cup_z}


def seat_audit(me):
    groups = shells(me)
    best = None
    best_area = -1.0
    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]
        area = dx * dy
        if dz > 0.02 and area > best_area:
            best_area = area
            best = a
    if best is None:
        return {"dia": 0.0, "height": 0.0, "zmin": 99.0}
    dia = 0.5 * ((best[3] - best[0]) + (best[4] - best[1]))
    return {"dia": dia, "height": best[5], "zmin": best[2]}


def stretcher_join(me):
    """Worst gap from a stretcher shell to the nearest leg."""
    groups = shells(me)
    legs = []
    stretchers = []
    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 > 0.20 and max(dx, dy) < 0.16:
            legs.append(g)
        elif dz < 0.035 and 0.10 < max(dx, dy) < 0.30:
            stretchers.append(g)
    if not legs or not stretchers:
        return 99.0
    bm_leg = bmesh.new()
    try:
        bm_leg.from_mesh(me)
        keep = set()
        for g in legs:
            keep.update(g)
        drop = [
            f for f in bm_leg.faces
            if not all(v.index in keep for v in f.verts)
        ]
        if drop:
            bmesh.ops.delete(bm_leg, geom=drop, context="FACES")
        if not bm_leg.faces:
            return 99.0
        tree = BVHTree.FromBMesh(bm_leg)
        worst = 0.0
        for g in stretchers:
            bm_s = bmesh.new()
            try:
                bm_s.from_mesh(me)
                member = set(g)
                drop_s = [
                    f for f in bm_s.faces
                    if not all(v.index in member for v in f.verts)
                ]
                if drop_s:
                    bmesh.ops.delete(bm_s, geom=drop_s, context="FACES")
                if not bm_s.faces:
                    worst = max(worst, 99.0)
                    continue
                tree_s = BVHTree.FromBMesh(bm_s)
                if tree.overlap(tree_s):
                    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_s.free()
        return worst
    finally:
        bm_leg.free()


def ferrule_bite(me):
    """How far the ferrule inner wall sits inside the foot radius.

    Sample metal verts on the inner ring (closest to the foot axis) against
    wood at the same angle. A torus planted around the foot has no inner
    bite; a cup does.
    """
    groups = shells(me)
    cups = []
    woods = []
    for g in groups:
        a = shell_aabb(me, g)
        if mat_of(me, g) == METAL_IDX and a[5] < 0.08:
            cups.append(g)
        elif mat_of(me, g) == WOOD_IDX and a[2] < 0.08 and (a[5] - a[2]) > 0.15:
            woods.append(g)
    if not cups or not woods:
        return 0.0
    wood_pts = [me.vertices[i].co for g in woods for i in g if me.vertices[i].co.z < 0.08]
    if not wood_pts:
        return 0.0
    bites = []
    for g in cups:
        pts = [me.vertices[i].co for i in g]
        cx = sum(p.x for p in pts) / len(pts)
        cy = sum(p.y for p in pts) / len(pts)
        inner = min(pts, key=lambda p: (p.x - cx) ** 2 + (p.y - cy) ** 2)
        r_in = math.hypot(inner.x - cx, inner.y - cy)
        ring = [
            p for p in wood_pts
            if 0.008 < math.hypot(p.x - cx, p.y - cy) < 0.06 and p.z < 0.05
        ]
        if not ring:
            continue
        foot = min(ring, key=lambda p: math.hypot(p.x - cx, p.y - cy))
        r_wood = math.hypot(foot.x - cx, foot.y - cy)
        bites.append(r_wood - r_in)
    if not bites:
        return 0.0
    return min(bites)


def add_stray_vert(me):
    bm = bmesh.new()
    try:
        bm.from_mesh(me)
        bm.verts.new((0.0, 0.0, SEAT_Z))
        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("StoolNrm", 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_legs=False,
    float_stretchers=False,
    pipe_ferrule=False,
):
    bpy.ops.wm.read_factory_settings(use_empty=True)
    flags = dict(
        short_legs=short_legs,
        float_stretchers=float_stretchers,
        pipe_ferrule=pipe_ferrule,
    )
    low = build_stool_mesh("StoolLow", **flags)
    high = build_stool_mesh("StoolHigh", **flags)
    wood = principled(
        "StoolWood", (0.46, 0.26, 0.10, 1.0), 0.0, 0.50,
        noise_scale=7.0, wear=(0.28, 0.14, 0.05, 1.0),
    )
    metal = principled(
        "StoolMetal", (0.50, 0.48, 0.44, 1.0), 1.0, 0.32,
        noise_scale=5.0, wear=(0.22, 0.20, 0.18, 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("stool 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("stool has no UV layer", 3), None, None, None, None, None
    bake_result = bake_normal(high, low)

    lod1 = make_lod(low, "StoolLOD1", LOD1_TARGET, skip_decimate)
    lod2 = make_lod(low, "StoolLOD2", 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_stool_mesh("StoolColSrc", **flags)
    collider = convex_hull_collider(collider_src, "StoolCollider")
    bpy.data.objects.remove(collider_src, do_unlink=True)
    col_tris = triangle_count(collider.data)

    export_path = os.path.join(
        tempfile.gettempdir(),
        f"bdt_tavern_stool_{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)
    st = seat_audit(low.data)
    sj = stretcher_join(low.data)
    bite = ferrule_bite(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 cups={sup['cups']} cup_z={sup['cup_z']:.5f} "
        f"seat_dia={st['dia']:.4f} seat_h={st['height']:.4f} "
        f"stretch_join={sj:.5f} ferrule_bite={bite:.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["cups"] < 4 or sup["cup_z"] > FERRULE_Z_MAX:
        return fail(
            f"ferrule supports {sup['cups']} cup_z={sup['cup_z']:.5f} "
            "(--short-legs is the designed fail)",
            16,
        ), None, None, None, None, None
    if sj > STRETCH_JOIN:
        return fail(
            f"stretcher-leg gap {sj:.5f} > {STRETCH_JOIN} "
            "(--float-stretchers is the designed fail)",
            17,
        ), None, None, None, None, None
    if not (FERRULE_BITE_MIN <= bite <= FERRULE_BITE_MAX):
        return fail(
            f"ferrule bite {bite:.5f} not in "
            f"[{FERRULE_BITE_MIN}, {FERRULE_BITE_MAX}] "
            "(--pipe-ferrule is the designed fail)",
            18,
        ), None, None, None, None, None
    if abs(st["dia"] - BODY_DIA) > BODY_DIA_TOL:
        return fail(
            f"seat diameter {st['dia']:.4f} off {BODY_DIA}",
            19,
        ), None, None, None, None, None
    if abs(st["height"] - BODY_H) > BODY_H_TOL:
        return fail(
            f"seat height {st['height']:.4f} off {BODY_H}",
            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(-32.0)
    low.rotation_euler.x = math.radians(6.0)

    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 = (1.05, -1.38, 0.92)
    scene.collection.objects.link(cam)
    aim = bpy.data.objects.new("Aim", None)
    aim.location = (0.0, 0.0, 0.26)
    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-legs", action="store_true")
    p.add_argument("--float-stretchers", action="store_true")
    p.add_argument("--pipe-ferrule", 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_legs=args.short_legs,
        float_stretchers=args.float_stretchers,
        pipe_ferrule=args.pipe_ferrule,
    )
    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("tavern-stool 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)