Rendered headless by the example itself — click to zoom.
blender --background --python showcase/treasure-chest/treasure_chest.py --
A showcase piece, not an example. Procedural iron-bound chest (slatted hollow body, barrel-vault lid, U-wrap bands, corner irons, lock plate, hinge barrels with lid knuckles, wooden feet) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.
The lid is one lofted vault slab, not stacked boxes. Hinge join is measured from local lid knuckles over the barrels — a spanning stile only has verts at the X ends, 8 cm from the knuckles, and reports a false gap.
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 | 3600–4500 | 3852 / 3852 / 3852 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2196 / 0.2196 / 0.2129 | | Materials | exactly 2 distinct; ≥200 wood, ≥80 metal faces | 2 slots; 1608 / 318 | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (0.764, 0.542, 0.691) m ± 0.015 | (0.7640, 0.5423, 0.6907), zmin 0 | | Collider tris | ≤ 200 | 176 | | Export | written, size > 0 | 288196 / 288196 / 288184 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 feet | each zmin ≤ 1e-3 | 4, foot_z 0.00000 | | Body plan | 0.74 × 0.46 m ± 0.04 | 0.7400 × 0.4600 |
Joint fit and seat
| Axis | Declared | Measured (all three) | | --- | --- | --- | | Lid-knuckle to hinge barrel | ≤ 0.020 m | 0.00700 | | Band-wall BVH gap | ≤ 0.008 m | 0.00000 |
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 foot supports at Z=0 | 16 | | --float-hinge | lid-knuckle to hinge barrel | 17 | | --narrow-bands | band-wall seat | 18 |
Run
blender --background --python treasure_chest.py --
blender --background --python treasure_chest.py -- --skip-decimate
blender --background --python treasure_chest.py -- --stray-vert
blender --background --python treasure_chest.py -- --lift-z
blender --background --python treasure_chest.py -- --short-legs
blender --background --python treasure_chest.py -- --float-hinge
blender --background --python treasure_chest.py -- --narrow-bands
blender --background --python treasure_chest.py -- --output chest.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 foot floats | | 17 | Joint fit: lid-knuckle to hinge barrel | | 18 | Seat: band-wall gap | | 19 | Body plan off the stated real-world size |
Source
"""Game-ready treasure chest — a showcase piece, not an example. Asserts budget conformance of a procedural slatted chest 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 foot supports, ``--float-hinge`` lid-hinge joint-fit, ``--narrow-bands`` band-wall 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 treasure_chest.py -- blender --background --python treasure_chest.py -- --skip-decimate blender --background --python treasure_chest.py -- --output chest.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 # A small iron-bound chest: 0.74 × 0.46 m plan, ~0.37 m to the rim, # shallow barrel-vault lid. The old piece was a crate of overlay boxes # with a flat sandwich lid. OUTER_W = 0.74 OUTER_D = 0.46 CAVITY_H = 0.28 WALL = 0.028 BOTTOM = 0.026 FOOT_H = 0.042 FOOT_S = 0.068 FOOT_NEST = 0.012 LID_T = 0.028 N_FRONT = 5 N_SIDE = 4 N_LID = 5 BAND_W = 0.042 BAND_T = 0.010 VAULT_R = 0.50 HINGE_R = 0.011 LID_ANGLE = math.radians(-38.0) BRACKET = 0.050 IRON_T = 0.012 BBOX_TOL = 0.015 BODY_W = OUTER_W BODY_D = OUTER_D BODY_W_TOL = 0.04 BODY_D_TOL = 0.04 OUTER_SIZE = (0.764, 0.542, 0.691) BASE_TRIS_MIN = 3600 BASE_TRIS_MAX = 4500 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 = 200 BAKE_RES = 256 CAGE_EXTRUSION = 0.06 METAL_FACES_MIN = 80 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 FOOT_Z_MAX = 1e-3 HINGE_JOIN = 0.020 BAND_SEAT = 0.008 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 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 list(verts) def add_arc_slab(bm, cz, a0, a1, r_in, r_out, x0, x1, n, mat_idx): """Solid barrel-vault slab along X. Inner/outer arcs, two X stations.""" def mk(x, r, t): return bm.verts.new((x, r * math.sin(t), cz + r * math.cos(t))) rin, rout, lin, lout = [], [], [], [] for i in range(n + 1): t = a0 + (a1 - a0) * (i / float(n)) rin.append(mk(x0, r_in, t)) rout.append(mk(x0, r_out, t)) lin.append(mk(x1, r_in, t)) lout.append(mk(x1, r_out, t)) verts = rin + rout + lin + lout def face(vs): f = bm.faces.new(vs) f.material_index = mat_idx for i in range(n): face((rin[i], lin[i], lin[i + 1], rin[i + 1])) face((rout[i], rout[i + 1], lout[i + 1], lout[i])) face((rin[i], rin[i + 1], rout[i + 1], rout[i])) face((lin[i], lout[i], lout[i + 1], lin[i + 1])) face((rin[0], rout[0], lout[0], lin[0])) face((rin[-1], lin[-1], lout[-1], rout[-1])) 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 build_chest_mesh( name, bevel_offset, bevel_segments, short_legs=False, float_hinge=False, narrow_bands=False, ): bm = bmesh.new() try: wood = [] metal = [] lid_wood = [] lid_metal = [] hx = OUTER_W / 2.0 hy = OUTER_D / 2.0 body_top = FOOT_H + BOTTOM + CAVITY_H wall_h = CAVITY_H wall_z = FOOT_H + BOTTOM + wall_h / 2.0 foot_z0 = 0.05 if short_legs else 0.0 if short_legs: metal.extend( add_box(bm, (0.0, 0.0, 0.004), (0.04, 0.04, 0.008), METAL_IDX) ) for sxn in (-1.0, 1.0): for syn in (-1.0, 1.0): wood.extend( add_box( bm, ( sxn * (hx - FOOT_S / 2.0 - 0.010), syn * (hy - FOOT_S / 2.0 - 0.010), foot_z0 + (FOOT_H + FOOT_NEST) / 2.0, ), (FOOT_S, FOOT_S, FOOT_H + FOOT_NEST), WOOD_IDX, ) ) wood.extend( add_box( bm, (0.0, 0.0, FOOT_H + BOTTOM / 2.0), (OUTER_W, OUTER_D, BOTTOM), WOOD_IDX, ) ) pitch = OUTER_W / N_FRONT overlap = 0.006 for i in range(N_FRONT): jw = 0.004 * math.sin(i * 1.7 + 0.4) x = -hx + pitch * (i + 0.5) y_off = 0.0015 if (i % 2) else 0.0 wood.extend( add_box( bm, (x, -hy + WALL / 2.0 + y_off, wall_z), (pitch + overlap + jw, WALL, wall_h), WOOD_IDX, ) ) wood.extend( add_box( bm, (x, hy - WALL / 2.0 - y_off, wall_z), (pitch + overlap + jw, WALL, wall_h), WOOD_IDX, ) ) pitch_z = wall_h / N_SIDE inner_d = OUTER_D - 2.0 * WALL + 0.010 for sign in (-1.0, 1.0): for i in range(N_SIDE): jh = 0.003 * math.sin(i * 1.3 + sign) z = FOOT_H + BOTTOM + pitch_z * (i + 0.5) x_off = 0.0015 if (i % 2) else 0.0 wood.extend( add_box( bm, (sign * (hx - WALL / 2.0 - sign * x_off), 0.0, z), (WALL, inner_d, pitch_z + 0.006 + jh), WOOD_IDX, ) ) rim_t = 0.012 rim_z = body_top - rim_t / 2.0 - 0.002 wood.extend( add_box( bm, (0.0, -hy + WALL + rim_t / 2.0, rim_z), (OUTER_W - 2.0 * WALL, rim_t, rim_t), WOOD_IDX, ) ) wood.extend( add_box( bm, (0.0, hy - WALL - rim_t / 2.0, rim_z), (OUTER_W - 2.0 * WALL, rim_t, rim_t), WOOD_IDX, ) ) wood.extend( add_box( bm, (-hx + WALL + rim_t / 2.0 + 0.003, 0.0, rim_z), (rim_t, OUTER_D - 2.0 * WALL - 2.0 * rim_t - 0.012, rim_t), WOOD_IDX, ) ) wood.extend( add_box( bm, (hx - WALL - rim_t / 2.0 - 0.003, 0.0, rim_z), (rim_t, OUTER_D - 2.0 * WALL - 2.0 * rim_t - 0.012, rim_t), WOOD_IDX, ) ) band_t = 0.004 if narrow_bands else BAND_T band_y_off = 0.022 if narrow_bands else 0.0 band_xs = (-OUTER_W * 0.32, 0.0, OUTER_W * 0.32) for bx in band_xs: metal.extend( add_box( bm, ( bx, -hy - band_t / 2.0 - band_y_off, FOOT_H + (wall_h + BOTTOM) / 2.0, ), (BAND_W, band_t, wall_h + BOTTOM + band_t), METAL_IDX, ) ) metal.extend( add_box( bm, ( bx, hy + band_t / 2.0 + band_y_off, FOOT_H + (wall_h + BOTTOM) / 2.0, ), (BAND_W, band_t, wall_h + BOTTOM + band_t), METAL_IDX, ) ) metal.extend( add_box( bm, (bx, 0.0, FOOT_H - band_t / 2.0 + 0.002), (BAND_W, OUTER_D - 0.008, band_t), METAL_IDX, ) ) for sxn in (-1.0, 1.0): for syn in (-1.0, 1.0): metal.extend( add_box( bm, ( sxn * (hx - BRACKET / 2.0 + 0.004), syn * (hy + IRON_T / 2.0), wall_z, ), (BRACKET - 0.010, IRON_T, wall_h - 0.020), METAL_IDX, ) ) metal.extend( add_box( bm, ( sxn * (hx + IRON_T / 2.0), syn * (hy - BRACKET / 2.0 + 0.004), wall_z, ), (IRON_T, BRACKET - 0.010, wall_h - 0.020), METAL_IDX, ) ) plate_t = 0.008 metal.extend( add_box( bm, (0.0, -hy - BAND_T - plate_t / 2.0, FOOT_H + BOTTOM + CAVITY_H * 0.48), (0.11, plate_t, 0.12), METAL_IDX, ) ) st_y = -hy - BAND_T - plate_t - 0.006 st_z = FOOT_H + BOTTOM + CAVITY_H * 0.58 metal.extend(add_box(bm, (-0.012, st_y, st_z), (0.008, 0.014, 0.022), METAL_IDX)) metal.extend(add_box(bm, (0.012, st_y, st_z), (0.008, 0.014, 0.022), METAL_IDX)) metal.extend(add_box(bm, (0.0, st_y, st_z + 0.012), (0.032, 0.014, 0.008), METAL_IDX)) cz = body_top - math.sqrt(max(VAULT_R * VAULT_R - hy * hy, 1e-6)) a_front = math.atan2(-hy, body_top - cz) a_back = math.atan2(hy, body_top - cz) lid_wood.extend( add_arc_slab( bm, cz, a_front, a_back, VAULT_R, VAULT_R + LID_T, -hx + 0.008, hx - 0.008, 10, WOOD_IDX, ) ) n_band_seg = 8 bspan = (a_back - a_front) / n_band_seg r_band = VAULT_R + LID_T + BAND_T / 2.0 + 0.002 for bx in band_xs: for i in range(n_band_seg): tmid = a_front + (i + 0.5) * bspan y = r_band * math.sin(tmid) z = cz + r_band * math.cos(tmid) chord = r_band * bspan + 0.003 lid_metal.extend( add_box( bm, (bx, y, z), (BAND_W, chord, BAND_T), METAL_IDX, euler=(tmid, 0.0, 0.0), ) ) tmid = a_front y = r_band * math.sin(tmid) z = cz + r_band * math.cos(tmid) lid_metal.extend( add_box( bm, (bx, y - 0.008, z - 0.006), (BAND_W, BAND_T, LID_T + 0.016), METAL_IDX, euler=(tmid, 0.0, 0.0), ) ) tmid = a_front r_hasp = VAULT_R + LID_T + 0.006 y = r_hasp * math.sin(tmid) z = cz + r_hasp * math.cos(tmid) lid_metal.extend( add_box( bm, (0.0, y - 0.018, z - 0.010), (0.038, 0.010, 0.055), METAL_IDX, euler=(tmid, 0.0, 0.0), ) ) knuckle_verts = [] for hx_i in (-OUTER_W * 0.28, OUTER_W * 0.28): metal.extend( add_box( bm, (hx_i, hy + HINGE_R * 0.15, body_top), (0.050, 0.022, 0.022), METAL_IDX, ) ) lid_metal.extend( add_box( bm, (hx_i, hy - 0.016, body_top + 0.006), (0.036, 0.040, 0.008), METAL_IDX, ) ) # Short lid knuckles over the barrels, not a spanning stile. # A full-width stile only has verts at the X ends, 8 cm from # the barrels, so a BVH join against it is a false gap. kv = add_box( bm, (hx_i, hy + 0.002, body_top + 0.012), (0.070, 0.028, 0.016), WOOD_IDX, ) lid_wood.extend(kv) knuckle_verts.extend(kv) hinge = Vector((0.0, hy, body_top)) rot = Euler((LID_ANGLE, 0.0, 0.0)).to_matrix() for v in lid_wood + lid_metal: v.co = rot @ (v.co - hinge) + hinge if float_hinge: # Lift knuckles off the barrels without swinging the vault # past the declared AABB (a shifted rotation pivot did). for v in knuckle_verts: v.co.z += 0.08 bevel_verts = wood + knuckle_verts if bevel_offset > 0.0: edges = list({e for v in bevel_verts for e in v.link_edges}) bmesh.ops.bevel( bm, geom=edges, offset=bevel_offset, segments=bevel_segments, profile=0.5, affect="EDGES", clamp_overlap=True, ) for v in bevel_verts: if not v.is_valid: continue for f in v.link_faces: f.material_index = WOOD_IDX for v in metal + lid_metal: if not v.is_valid: continue for f in v.link_faces: f.material_index = METAL_IDX xs = [v.co.x for v in bm.verts] ys = [v.co.y for v in bm.verts] zs = [v.co.z for v in bm.verts] cx = 0.5 * (min(xs) + max(xs)) cy = 0.5 * (min(ys) + max(ys)) zmin = min(zs) for v in bm.verts: v.co.x -= cx v.co.y -= cy v.co.z -= zmin if v.co.z < 0.0: v.co.z = 0.0 pack_uvs(bm) bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces)) for face in bm.faces: face.smooth = 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) feet = [] 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[5] < 0.10 and dx < 0.12 and dy < 0.12 and dz > 0.03: feet.append(a) foot_z = min((a[2] for a in feet), default=99.0) return {"feet": len(feet), "foot_z": foot_z} def body_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 = a[3] - a[0], a[4] - a[1] if dx > 0.50 and dy > 0.30 and a[2] < 0.12: area = dx * dy if area > best_area: best_area = area best = a if best is None: return {"w": 0.0, "d": 0.0} return {"w": best[3] - best[0], "d": best[4] - best[1]} def hinge_join(me): """Gap from lid knuckles to the hinge barrels. Barrels are compact metal at the back rim. Knuckles are compact wood at the same station. Lock-plate staples, lid-band caps, and the hasp must not enter this set — they sit on the front of the chest. """ groups = shells(me) hinges = [] lid_wood = [] for g in groups: a = shell_aabb(me, g) m = mat_of(me, g) dx, dy, dz = a[3] - a[0], a[4] - a[1], a[5] - a[2] back_rim = a[1] > 0.15 and a[2] > 0.30 if ( m == METAL_IDX and back_rim and 0.03 < dx < 0.08 and 0.015 < dy < 0.040 and 0.015 < dz < 0.040 ): hinges.append(g) if ( m == WOOD_IDX and back_rim and 0.04 < dx < 0.12 and dy < 0.05 and dz < 0.04 ): lid_wood.append(g) if not hinges or not lid_wood: return 99.0 bm_h = bmesh.new() try: bm_h.from_mesh(me) keep = set() for g in hinges: 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) best = 99.0 for g in lid_wood: for i in g: hit = tree.find_nearest(me.vertices[i].co) if hit[0] is None: continue best = min(best, hit[3]) return best finally: bm_h.free() def band_wall_gap(me): """Worst gap from a vertical iron band to wood. Overlap counts as 0. ``--narrow-bands`` floats the straps off the slats so this goes positive. """ groups = shells(me) bands = [] 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 dz > 0.15 and dx < 0.10 and dy < 0.08: bands.append(g) if not bands: return 99.0 bm_wood = bmesh.new() try: bm_wood.from_mesh(me) drop = [f for f in bm_wood.faces if f.material_index != WOOD_IDX] if drop: bmesh.ops.delete(bm_wood, geom=drop, context="FACES") if not bm_wood.faces: return 99.0 tree_wood = BVHTree.FromBMesh(bm_wood) worst = 0.0 for g in bands: 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_wood.overlap(tree_s): continue best = 99.0 for i in g: hit = tree_wood.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_wood.free() 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("ChestNrm", 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_hinge=False, narrow_bands=False, ): bpy.ops.wm.read_factory_settings(use_empty=True) flags = dict( short_legs=short_legs, float_hinge=float_hinge, narrow_bands=narrow_bands, ) low = build_chest_mesh("ChestLow", 0.003, 2, **flags) high = build_chest_mesh("ChestHigh", 0.003, 4, **flags) wood = principled( "ChestWood", (0.40, 0.18, 0.06, 1.0), 0.0, 0.54, noise_scale=6.5, wear=(0.22, 0.10, 0.04, 1.0), ) metal = principled( "ChestMetal", (0.18, 0.19, 0.22, 1.0), 1.0, 0.32, noise_scale=5.0, wear=(0.08, 0.08, 0.09, 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("chest 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("chest has no UV layer", 3), None, None, None, None, None bake_result = bake_normal(high, low) lod1 = make_lod(low, "ChestLOD1", LOD1_TARGET, skip_decimate) lod2 = make_lod(low, "ChestLOD2", 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_chest_mesh("ChestColSrc", 0.0, 1, **flags) collider = convex_hull_collider(collider_src, "ChestCollider") bpy.data.objects.remove(collider_src, do_unlink=True) col_tris = triangle_count(collider.data) export_path = os.path.join( tempfile.gettempdir(), f"bdt_treasure_chest_{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 = hinge_join(low.data) bg = band_wall_gap(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 feet={sup['feet']} foot_z={sup['foot_z']:.5f} " f"body_w={body['w']:.4f} body_d={body['d']:.4f} " f"hinge_join={hj:.5f} band_gap={bg:.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["feet"] < 4 or sup["foot_z"] > FOOT_Z_MAX: return fail( f"foot supports {sup['feet']} foot_z={sup['foot_z']:.5f} " "(--short-legs is the designed fail)", 16, ), None, None, None, None, None if hj > HINGE_JOIN: return fail( f"lid-hinge gap {hj:.5f} > {HINGE_JOIN} " "(--float-hinge is the designed fail)", 17, ), None, None, None, None, None if bg > BAND_SEAT: return fail( f"band-wall gap {bg:.5f} > {BAND_SEAT} " "(--narrow-bands is the designed fail)", 18, ), None, None, None, None, None if abs(body["w"] - BODY_W) > BODY_W_TOL: return fail( f"body width {body['w']:.4f} off {BODY_W}", 19, ), None, None, None, None, None if abs(body["d"] - BODY_D) > BODY_D_TOL: return fail( f"body depth {body['d']:.4f} off {BODY_D}", 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(-28.0) 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, 5.8), 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 = (1.62, -2.22, 1.42) scene.collection.objects.link(cam) aim = bpy.data.objects.new("Aim", None) aim.location = (0.0, 0.0, 0.36) 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-hinge", action="store_true") p.add_argument("--narrow-bands", 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_hinge=args.float_hinge, narrow_bands=args.narrow_bands, ) 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("treasure-chest 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)