Rendered headless by the example itself — click to zoom.
blender --background --python showcase/water-trough/water_trough.py --
A showcase piece, not an example. Procedural staved water trough on a timber stand (watertight U-hull, U end-caps, contained water, iron straps, trestle legs) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.
The hull, ends, straps and water all sample the same YZ arc. End caps are U-boards the staves tenon into, not a bounding-box slab around the U. Straps sit at STRAP_X, offset from LEG_X, so the trestle does not punch through the iron. Stretchers span the inner faces of the legs. --round-band is not used; --float-strap is the seat falsifier.
It asserts budget conformance of the generated result. It does not witness an API contract. "It rendered without error" is not a check.
Composes skills mesh-editing-and-bmesh, bake-high-to-low, depsgraph-and-evaluated-data, engine-export-presets, and snippets bake_normal_high_to_low.py, setup_bake_target_image.py, lod_chain.py / decimate_to_budget.py, convex_hull_collider.py, export_preset_unity.py (helpers copied, not imported as a package). Hygiene combinatorics match examples/mesh-hygiene-audit (copied, not imported).
Intended size: 1.08 m tray length, 0.44 m across the U, 0.50 m overall height; outer AABB 1.093 × 0.552 × 0.504 m.
Budgets
Declared as named constants; every gate recomputes from the mesh, materials, UVs, evaluated LOD, collider, or export file.
| Axis | Declared | Measured (4.5.11 / 5.1.2 / 5.2.1) | | --- | --- | --- | | Base triangles | 3300–4000 | 3700 / 3700 / 3700 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2200 / 0.2200 / 0.2200 | | Materials | exactly 3 distinct; ≥24 wood, ≥24 metal, ≥6 water | 3 slots; 1674 / 156 / 29 | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (1.093, 0.552, 0.504) m ± 0.01 | (1.0932, 0.5520, 0.5040), zmin 0 | | Collider tris | ≤ 80 | 64 | | Export | written, size > 0 | 268840 / 268840 / 268824 bytes |
Base triangles rose from 2484 to 3700 in the quality pass: box end slabs and a single extruded U became ten jittered staves, U end-caps, continuous straps offset from the legs, and stretchers that meet the inner faces.
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. Stave-width jitter uses closed-form sin(i), no RNG. Export byte counts differ by 16 B on 5.2.1 (glTF serializer), not a gated axis.
The hull-size budget (exit 19) runs before the outer AABB budget (exit 8) so --narrow-hull is not swallowed by a moved bounding box.
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 shoes | each zmin ≤ 0.001 | 4, shoe_z 0.00000 | | Hull plan | 1.08 m × 0.44 m ± 0.08 | 1.0448 × 0.4661 |
Joint fit and seat
| Axis | Declared | Measured (all three) | | --- | --- | --- | | End-cap rim Z-span | ≤ 0.080 m | 0.0050 | | Strap-to-hull BVH gap | ≤ 0.008 m | 0.00000 | | Water-to-hull BVH gap | ≤ 0.008 m | 0.00260 |
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 shoe supports at Z=0 | 16 | | --box-ends | end-cap rim span | 17 | | --float-strap | strap-to-hull gap | 18 | | --narrow-hull | hull plan vs stated size | 19 |
--short-legs lifts the shoes only, so AABB zmin stays 0 (the legs still plant) and the named-support gate is what fires.
Run
blender --background --python water_trough.py --
blender --background --python water_trough.py -- --skip-decimate
blender --background --python water_trough.py -- --stray-vert
blender --background --python water_trough.py -- --lift-z
blender --background --python water_trough.py -- --short-legs
blender --background --python water_trough.py -- --box-ends
blender --background --python water_trough.py -- --float-strap
blender --background --python water_trough.py -- --narrow-hull
blender --background --python water_trough.py -- --output trough.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 ≠ 3 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 shoe floats | | 17 | Joint fit: end-cap U-rim span (--box-ends) | | 18 | Seat: strap or water BVH gap (--float-strap) | | 19 | Hull length or width off the stated real-world size (--narrow-hull) |
Source
"""Game-ready wooden water trough — a showcase piece, not an example. Asserts budget conformance of a procedural staved trough on a timber stand (U-staves and U end-caps from one radius function, contained water, iron straps lofted on that same host, trestle legs) after composing shipped pipeline pieces: bmesh construction, UVs, three materials, high-to-low normal bake, LOD chain, convex collider, Unity glTF export. The hull, ends, straps and water all sample the same YZ arc. End caps are U-boards the staves tenon into, not a bounding-box slab around the U. Legs run from a hull-outer station to a shoe at Z=0. Budgets are declared below and recomputed from the generated result. They are not API-contract witnesses. Each falsifier violates one named budget: ``--skip-decimate`` the LOD-ratio band, ``--stray-vert`` mesh hygiene, ``--lift-z`` grounded zmin, ``--short-legs`` named shoe supports, ``--box-ends`` end-cap U-fit, ``--float-strap`` strap seat, ``--narrow-hull`` hull real-world size. No RNG. Stave seams use closed-form ``sin(i)``. DECIMATE COLLAPSE triangle counts are not byte-identical across Blender versions — the LOD gate is a ratio band, not an exact count. blender --background --python water_trough.py -- blender --background --python water_trough.py -- --skip-decimate blender --background --python water_trough.py -- --output trough.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 TRAY_L = 1.08 TRAY_R = 0.22 STAVE_T = 0.032 N_STAVES = 10 A_SPAN = 1.20 END_T = 0.044 END_OVERHANG = 0.010 STAVE_GAP = 0.008 STRAP_W = 0.028 STRAP_T = 0.008 STRAP_BITE = 0.008 SHOE_H = 0.028 SHOE_XY = (0.058, 0.052) LEG_X = TRAY_L * 0.28 STRAP_X = TRAY_L * 0.18 LEG_TOP_Y = 0.090 LEG_BOT_Y = 0.250 STRETCHER_Z = 0.115 STRETCHER_T = 0.028 LEG_W = 0.048 WATER_GAP = 0.004 WATER_FILL = 0.68 BBOX_TOL = 0.01 OUTER_SIZE = (1.093, 0.552, 0.504) HULL_SIZE = (1.08, 0.44) HULL_SIZE_TOL = (0.08, 0.08) NARROW_HULL_R = 0.12 BASE_TRIS_MIN = 3300 BASE_TRIS_MAX = 4000 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 = 3 UV_EPS = 1e-4 UV_OVERLAP_MAX = 1e-5 COLLIDER_TRIS_MAX = 80 BAKE_RES = 256 CAGE_EXTRUSION = 0.08 METAL_FACES_MIN = 24 WOOD_FACES_MIN = 24 WATER_FACES_MIN = 6 ZMIN_EPS = 1e-4 DOUBLES_EPS = 1e-5 AREA_EPS = 1e-10 ZFIGHT_EPS = 1e-4 ZFIGHT_COS = 0.998 LIFT_Z = 0.05 SHOE_COUNT = 4 SHOE_ZMIN_MAX = 1e-3 END_RIM_SPAN_MAX = 0.080 STRAP_GAP_MAX = 0.008 WATER_CONTACT_MAX = 0.008 PLUMB_MAX = 0.010 WOOD_IDX = 0 METAL_IDX = 1 WATER_IDX = 2 def eevee_engine_id(): return "BLENDER_EEVEE" if bpy.app.version >= (5, 0, 0) else "BLENDER_EEVEE_NEXT" def fail(msg, code): print(f"ERROR: {msg}", file=sys.stderr) return code def triangle_count(mesh): mesh.calc_loop_triangles() return len(mesh.loop_triangles) def evaluated_triangle_count(obj): depsgraph = bpy.context.evaluated_depsgraph_get() eval_obj = obj.evaluated_get(depsgraph) eval_mesh = eval_obj.to_mesh() try: eval_mesh.calc_loop_triangles() return len(eval_mesh.loop_triangles) finally: eval_obj.to_mesh_clear() def deselect_all(): for ob in list(bpy.context.view_layer.objects): if ob is None: continue ob.select_set(False) def add_box(bm, loc, scale, mat_idx, euler=(0.0, 0.0, 0.0)): geo = bmesh.ops.create_cube(bm, size=1.0) verts = geo["verts"] rot = Euler(euler).to_matrix() origin = Vector(loc) for v in verts: p = Vector((v.co.x * scale[0], v.co.y * scale[1], v.co.z * scale[2])) v.co = rot @ p + origin faces = {f for v in verts for f in v.link_faces} for f in faces: f.material_index = mat_idx return verts def add_oriented_box(bm, a, b, scale_xy, mat_idx): a = Vector(a) b = Vector(b) delta = b - a length = delta.length if length < 1e-8: return [] quat = Vector((0.0, 0.0, 1.0)).rotation_difference(delta.normalized()) eul = quat.to_euler("XYZ") return add_box( bm, ((a + b) * 0.5), (scale_xy[0], scale_xy[1], length), mat_idx, euler=(eul.x, eul.y, eul.z), ) def _face(bm, vs, mat_idx): face = bm.faces.new(vs) face.material_index = mat_idx return face def _arc_point(a, radius, x, zc): return Vector((x, radius * math.sin(a), zc - radius * math.cos(a))) def hull_z_at_y(y, radius, zc): y = max(-radius + 1e-6, min(radius - 1e-6, y)) return zc - math.sqrt(radius * radius - y * y) def add_u_shell(bm, x0, x1, r_in, r_out, n_seg, zc, a_span, mat_idx): in0, out0, in1, out1 = [], [], [], [] for i in range(n_seg + 1): a = -a_span + 2.0 * a_span * i / n_seg in0.append(bm.verts.new(_arc_point(a, r_in, x0, zc))) out0.append(bm.verts.new(_arc_point(a, r_out, x0, zc))) in1.append(bm.verts.new(_arc_point(a, r_in, x1, zc))) out1.append(bm.verts.new(_arc_point(a, r_out, x1, zc))) collected = in0 + out0 + in1 + out1 for i in range(n_seg): _face(bm, (out0[i], out0[i + 1], out1[i + 1], out1[i]), mat_idx) _face(bm, (in0[i + 1], in0[i], in1[i], in1[i + 1]), mat_idx) _face(bm, (out0[i], in0[i], in0[i + 1], out0[i + 1]), mat_idx) _face(bm, (out1[i + 1], in1[i + 1], in1[i], out1[i]), mat_idx) _face(bm, (out0[0], out1[0], in1[0], in0[0]), mat_idx) _face(bm, (out0[n_seg], in0[n_seg], in1[n_seg], out1[n_seg]), mat_idx) return collected def add_stave(bm, a0, a1, x0, x1, r_in, r_out, zc, mat_idx): def ring(x): return [ bm.verts.new(_arc_point(a0, r_out, x, zc)), bm.verts.new(_arc_point(a1, r_out, x, zc)), bm.verts.new(_arc_point(a1, r_in, x, zc)), bm.verts.new(_arc_point(a0, r_in, x, zc)), ] r0 = ring(x0) r1 = ring(x1) _face(bm, (r0[0], r0[1], r1[1], r1[0]), mat_idx) _face(bm, (r0[2], r0[3], r1[3], r1[2]), mat_idx) _face(bm, (r0[1], r0[2], r1[2], r1[1]), mat_idx) _face(bm, (r0[3], r0[0], r1[0], r1[3]), mat_idx) _face(bm, (r0[0], r0[3], r0[2], r0[1]), mat_idx) _face(bm, (r1[0], r1[1], r1[2], r1[3]), mat_idx) return r0 + r1 def add_box_end(bm, x_mid, radius, zc, a_span, thick, mat_idx): y_span = 2.0 * radius * math.sin(a_span) z_lo = zc - radius z_hi = zc - radius * math.cos(a_span) z_mid = 0.5 * (z_lo + z_hi) verts = add_box( bm, (x_mid, 0.0, z_mid), (thick, y_span, z_hi - z_lo), mat_idx, ) edges = list({e for v in verts for e in v.link_edges}) bmesh.ops.subdivide_edges(bm, edges=edges, cuts=6, use_grid_fill=True) return verts def add_u_water(bm, x0, x1, r, n_seg, zc, z_water, mat_idx): ca = max(-1.0, min(1.0, (zc - z_water) / r)) a_wl = math.acos(ca) ring0, ring1 = [], [] for i in range(n_seg + 1): a = -a_wl + 2.0 * a_wl * i / n_seg ring0.append(bm.verts.new(_arc_point(a, r, x0, zc))) ring1.append(bm.verts.new(_arc_point(a, r, x1, zc))) collected = ring0 + ring1 for i in range(n_seg): _face(bm, (ring0[i], ring0[i + 1], ring1[i + 1], ring1[i]), mat_idx) _face(bm, (ring0[0], ring1[0], ring1[n_seg], ring0[n_seg]), mat_idx) _face(bm, tuple(reversed(ring0)), mat_idx) _face(bm, tuple(ring1), mat_idx) return collected def triangulate_ngons(bm): faces = [f for f in bm.faces if len(f.verts) > 4] if faces: bmesh.ops.triangulate(bm, faces=faces) def pack_uvs(bm, margin=0.08): uv = bm.loops.layers.uv.new("UVMap") faces = list(bm.faces) n = len(faces) cols = max(1, math.ceil(math.sqrt(n))) rows = max(1, math.ceil(n / cols)) cell_w = 1.0 / cols cell_h = 1.0 / rows pad_u = margin * cell_w * 0.5 pad_v = margin * cell_h * 0.5 usable_w = cell_w - 2.0 * pad_u usable_h = cell_h - 2.0 * pad_v for i, face in enumerate(faces): col = i % cols row = i // cols nrm = face.normal ax = abs(nrm.x) ay = abs(nrm.y) az = abs(nrm.z) coords = [] for loop in face.loops: co = loop.vert.co if az >= ax and az >= ay: coords.append((co.x, co.y)) elif ax >= ay: coords.append((co.y, co.z)) else: coords.append((co.x, co.z)) xs = [c[0] for c in coords] ys = [c[1] for c in coords] minx, maxx = min(xs), max(xs) miny, maxy = min(ys), max(ys) dx = max(maxx - minx, 1e-8) dy = max(maxy - miny, 1e-8) origin_u = col * cell_w + pad_u origin_v = row * cell_h + pad_v for loop, (x, y) in zip(face.loops, coords): loop[uv].uv = ( origin_u + (x - minx) / dx * usable_w, origin_v + (y - miny) / dy * usable_h, ) def build_trough_mesh( name, bevel_offset, bevel_segments, box_ends=False, float_strap=False, short_legs=False, narrow_hull=False, ): bm = bmesh.new() try: wood = [] tray_r = NARROW_HULL_R if narrow_hull else TRAY_R zc = SHOE_H + 0.335 + TRAY_R r_in = tray_r r_out = tray_r + STAVE_T x_cap_l0 = -TRAY_L / 2.0 - END_T * 0.15 x_cap_l1 = -TRAY_L / 2.0 + END_T * 0.85 x_cap_r0 = TRAY_L / 2.0 - END_T * 0.85 x_cap_r1 = TRAY_L / 2.0 + END_T * 0.15 x_stave_0 = -TRAY_L / 2.0 + END_T * 0.40 x_stave_1 = TRAY_L / 2.0 - END_T * 0.40 span = 2.0 * A_SPAN usable = span - STAVE_GAP * N_STAVES width = usable / N_STAVES a = -A_SPAN + STAVE_GAP * 0.5 for i in range(N_STAVES): jitter = 0.0035 * math.sin(i * 1.7 + 0.4) a0 = a a1 = a + width + jitter wood.extend( add_stave(bm, a0, a1, x_stave_0, x_stave_1, r_in, r_out, zc, WOOD_IDX) ) a = a1 + STAVE_GAP if not box_ends: r_cap_in = r_in - 0.006 r_cap_out = r_out + END_OVERHANG wood.extend( add_u_shell( bm, x_cap_l0, x_cap_l1, r_cap_in, r_cap_out, N_STAVES, zc, A_SPAN, WOOD_IDX ) ) wood.extend( add_u_shell( bm, x_cap_r0, x_cap_r1, r_cap_in, r_cap_out, N_STAVES, zc, A_SPAN, WOOD_IDX ) ) top_z = hull_z_at_y(LEG_TOP_Y, r_out, zc) bot_z = SHOE_H * 0.55 shoe_mid = SHOE_H / 2.0 if short_legs: shoe_mid += 0.045 for sx in (-LEG_X, LEG_X): for ysign in (-1.0, 1.0): top_pt = Vector((sx, ysign * LEG_TOP_Y, top_z)) bot_pt = Vector((sx, ysign * LEG_BOT_Y, bot_z)) direction = (top_pt - bot_pt).normalized() top_pt = top_pt + direction * (STAVE_T * 0.35) wood.extend(add_oriented_box(bm, top_pt, bot_pt, (LEG_W, 0.034), WOOD_IDX)) t_st = (STRETCHER_Z - bot_z) / max(top_z - bot_z, 1e-6) y_leg = LEG_BOT_Y + t_st * (LEG_TOP_Y - LEG_BOT_Y) # Inner face of the diagonal leg, not through its volume. side_len = 2.0 * (y_leg - 0.022) wood.extend( add_box( bm, (sx, 0.0, STRETCHER_Z), (0.042, side_len, STRETCHER_T), WOOD_IDX, ) ) long_len = 2.0 * LEG_X - LEG_W wood.extend( add_box( bm, (0.0, 0.0, STRETCHER_Z), (long_len, 0.042, STRETCHER_T), WOOD_IDX, ) ) if bevel_offset > 0.0: edges = list({e for v in wood for e in v.link_edges}) ret = bmesh.ops.bevel( bm, geom=edges, offset=bevel_offset, segments=bevel_segments, profile=0.5, affect="EDGES", clamp_overlap=True, ) for f in ret.get("faces") or []: f.material_index = WOOD_IDX if box_ends: add_box_end( bm, 0.5 * (x_cap_l0 + x_cap_l1), r_out, zc, A_SPAN, END_T, WOOD_IDX ) add_box_end( bm, 0.5 * (x_cap_r0 + x_cap_r1), r_out, zc, A_SPAN, END_T, WOOD_IDX ) r_strap_in = r_out + 0.040 if float_strap else r_out - STRAP_BITE r_strap_out = r_strap_in + STRAP_T for sx in (-STRAP_X, STRAP_X): add_u_shell( bm, sx - STRAP_W / 2.0, sx + STRAP_W / 2.0, r_strap_in, r_strap_out, 16, zc, A_SPAN, METAL_IDX, ) for sx in (-LEG_X, LEG_X): for ysign in (-1.0, 1.0): add_box( bm, (sx, ysign * LEG_BOT_Y, shoe_mid), (SHOE_XY[0], SHOE_XY[1], SHOE_H), METAL_IDX, ) z_bot = zc - r_in z_rim = zc - r_in * math.cos(A_SPAN) z_water = z_bot + WATER_FILL * (z_rim - z_bot) add_u_water( bm, x_cap_l1 - 0.010, x_cap_r0 + 0.010, r_in - WATER_GAP, N_STAVES, zc, z_water, WATER_IDX, ) triangulate_ngons(bm) bmesh.ops.remove_doubles(bm, verts=list(bm.verts), dist=1e-5) bmesh.ops.dissolve_degenerate(bm, dist=1e-6) 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] rcx = 0.5 * (min(xs) + max(xs)) rcy = 0.5 * (min(ys) + max(ys)) zmin = min(zs) for v in bm.verts: v.co.x -= rcx v.co.y -= rcy v.co.z -= zmin if v.co.z < 0.0: v.co.z = 0.0 pack_uvs(bm) bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces)) for face in bm.faces: face.smooth = False me = bpy.data.meshes.new(name) bm.to_mesh(me) me.update() for poly in me.polygons: poly.use_smooth = False finally: bm.free() out = bpy.data.objects.new(name, me) bpy.context.collection.objects.link(out) return out def principled(name, color, metallic, roughness, roughness_var=0.0): 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 roughness_var > 0.0: noise = nt.nodes.new("ShaderNodeTexNoise") noise.inputs["Scale"].default_value = 11.0 ramp = nt.nodes.new("ShaderNodeValToRGB") lo = max(0.08, roughness - roughness_var) hi = min(0.95, roughness + roughness_var) ramp.color_ramp.elements[0].position = 0.28 ramp.color_ramp.elements[0].color = (lo, lo, lo, 1.0) ramp.color_ramp.elements[1].position = 0.72 ramp.color_ramp.elements[1].color = (hi, hi, hi, 1.0) nt.links.new(noise.outputs["Fac"], ramp.inputs["Fac"]) nt.links.new(ramp.outputs["Color"], bsdf.inputs["Roughness"]) return mat def assign_slots(obj, wood, metal, water): mats = obj.data.materials wanted = (wood, metal, water) for i, mat in enumerate(wanted): if i < len(mats): mats[i] = mat else: mats.append(mat) def world_bbox(obj): corners = [obj.matrix_world @ Vector(c) for c in obj.bound_box] xs = [c.x for c in corners] ys = [c.y for c in corners] zs = [c.z for c in corners] return (min(xs), min(ys), min(zs), max(xs), max(ys), max(zs)) def uv_stats(mesh): uv = mesh.uv_layers.active if uv is None: return 0.0, 0.0, 1.0, 1.0, 0, 1.0 data = uv.data us = [loop.uv[0] for loop in data] vs = [loop.uv[1] for loop in data] aabbs = [] for poly in mesh.polygons: pu = [data[i].uv[0] for i in poly.loop_indices] pv = [data[i].uv[1] for i in poly.loop_indices] aabbs.append((min(pu), min(pv), max(pu), max(pv))) overlap = 0.0 for i in range(len(aabbs)): a = aabbs[i] for j in range(i + 1, len(aabbs)): b = aabbs[j] x0 = max(a[0], b[0]) y0 = max(a[1], b[1]) x1 = min(a[2], b[2]) y1 = min(a[3], b[3]) overlap += max(0.0, x1 - x0) * max(0.0, y1 - y0) return min(us), min(vs), max(us), max(vs), overlap, len(aabbs) def face_area(me, poly): vs = [me.vertices[i].co for i in poly.vertices] if len(vs) < 3: return 0.0 v0 = vs[0] area = 0.0 for i in range(1, len(vs) - 1): area += (vs[i] - v0).cross(vs[i + 1] - v0).length * 0.5 return area def hygiene_audit(me): # Combinatorics match examples/mesh-hygiene-audit.audit (copied, not imported). nv, ne, nf = len(me.vertices), len(me.edges), len(me.polygons) ngons = sum(1 for p in me.polygons if len(p.vertices) > 4) 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 poly in me.polygons: if all(i in member for i in poly.vertices): return poly.material_index return None def shell_bvh_gap(me, ga, gb): bm_a = bmesh.new() bm_b = bmesh.new() try: bm_a.from_mesh(me) bm_b.from_mesh(me) keep_a, keep_b = set(ga), set(gb) drop_a = [f for f in bm_a.faces if not all(v.index in keep_a for v in f.verts)] drop_b = [f for f in bm_b.faces if not all(v.index in keep_b for v in f.verts)] if drop_a: bmesh.ops.delete(bm_a, geom=drop_a, context="FACES") if drop_b: bmesh.ops.delete(bm_b, geom=drop_b, context="FACES") if not bm_a.faces or not bm_b.faces: return 1e9 tree = BVHTree.FromBMesh(bm_b) best = 1e9 for v in bm_a.verts: hit = tree.find_nearest(v.co) if hit[0] is None: continue best = min(best, hit[3]) for face in bm_a.faces: hit = tree.find_nearest(face.calc_center_median()) if hit[0] is None: continue best = min(best, hit[3]) return best finally: bm_a.free() bm_b.free() def min_vert_gap(me, ga, gb): pa = [me.vertices[i].co for i in ga] pb = [me.vertices[i].co for i in gb] step_a = max(1, len(pa) // 80) step_b = max(1, len(pb) // 80) best = 1e9 for a in pa[::step_a]: for b in pb[::step_b]: d = (a - b).length if d < best: best = d return best def support_audit(me): shoes = [] for group in shells(me): if mat_of(me, group) != METAL_IDX: continue a = shell_aabb(me, group) dz = a[5] - a[2] dx = a[3] - a[0] dy = a[4] - a[1] cz = 0.5 * (a[2] + a[5]) if cz > 0.08 or dz > 0.06: continue if max(dx, dy) < 0.03: continue shoes.append(a) zmin = min((a[2] for a in shoes), default=99.0) return {"shoes": len(shoes), "shoe_z": zmin} def joint_audit(me): groups = shells(me) boxes = [(g, shell_aabb(me, g), mat_of(me, g)) for g in groups] staves = [] ends = [] straps = [] waters = [] for g, a, mat in boxes: dx, dy, dz = a[3] - a[0], a[4] - a[1], a[5] - a[2] cx = 0.5 * (a[0] + a[3]) if mat == WOOD_IDX and dx > TRAY_L * 0.5: staves.append((g, a)) continue if mat == WOOD_IDX and dx < END_T * 3.5 and dy > 0.25 and abs(cx) > TRAY_L * 0.35: ends.append((g, a)) continue if mat == METAL_IDX and dy > 0.15 and dz > 0.10: straps.append((g, a)) continue if mat == WATER_IDX: waters.append((g, a)) hulls = staves rim_span = 0.0 for g, a in ends: pts = [me.vertices[i].co for i in g] ymax = max(abs(p.y) for p in pts) rim = [p for p in pts if abs(abs(p.y) - ymax) < 0.025] if rim: span = max(p.z for p in rim) - min(p.z for p in rim) if span > rim_span: rim_span = span strap_gap = 99.0 if straps and hulls: strap_gap = min(shell_bvh_gap(me, s[0], h[0]) for s in straps for h in hulls) water_gap = 99.0 if waters and hulls: water_gap = min(shell_bvh_gap(me, w[0], h[0]) for w in waters for h in hulls) hull_xy = (0.0, 0.0) if staves: xs = [v for _g, a in staves for v in (a[0], a[3])] ys = [v for _g, a in staves for v in (a[1], a[4])] hull_xy = (max(xs) - min(xs), max(ys) - min(ys)) return { "parts": len(groups), "hulls": len(hulls), "ends": len(ends), "straps": len(straps), "waters": len(waters), "rim_span": rim_span, "strap_gap": strap_gap, "water_gap": water_gap, "hull_xy": hull_xy, } def add_stray_vert(me): bm = bmesh.new() try: bm.from_mesh(me) bm.verts.new((0.0, 0.0, 0.25)) 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("TroughNrm", size, size, alpha=True, float_buffer=False) img.colorspace_settings.name = "Non-Color" nodes = target_mat.node_tree.nodes tex = nodes.new("ShaderNodeTexImage") tex.image = img nodes.active = tex tex.select = True obj.active_material_index = WOOD_IDX return img, tex def bake_normal(high, low): scene = bpy.context.scene scene.render.engine = "CYCLES" scene.cycles.device = "CPU" scene.cycles.samples = 1 scene.cycles.use_denoising = False deselect_all() high.select_set(True) low.select_set(True) bpy.context.view_layer.objects.active = low return bpy.ops.object.bake( type="NORMAL", use_selected_to_active=True, cage_extrusion=CAGE_EXTRUSION, use_cage=False, normal_space="TANGENT", margin=4, margin_type="ADJACENT_FACES", use_clear=True, target="IMAGE_TEXTURES", ) def export_unity(path, objects): deselect_all() for ob in objects: ob.select_set(True) bpy.context.view_layer.objects.active = objects[0] bpy.ops.export_scene.gltf( filepath=path, use_selection=True, export_yup=True, export_apply=True, export_draco_mesh_compression_enable=False, export_animations=False, ) def check( skip_decimate, lift_z=False, stray_vert=False, box_ends=False, float_strap=False, short_legs=False, narrow_hull=False, ): bpy.ops.wm.read_factory_settings(use_empty=True) low = build_trough_mesh( "TroughLow", bevel_offset=0.004, bevel_segments=2, box_ends=box_ends, float_strap=float_strap, short_legs=short_legs, narrow_hull=narrow_hull, ) high = build_trough_mesh( "TroughHigh", bevel_offset=0.004, bevel_segments=4, box_ends=box_ends, float_strap=float_strap, short_legs=short_legs, narrow_hull=narrow_hull, ) wood = principled("TroughWood", (0.40, 0.22, 0.08, 1.0), 0.0, 0.58, roughness_var=0.10) metal = principled("TroughIron", (0.10, 0.105, 0.12, 1.0), 1.0, 0.32, roughness_var=0.08) water = principled("TroughWater", (0.06, 0.16, 0.18, 1.0), 0.0, 0.08) assign_slots(low, wood, metal, water) assign_slots(high, wood, metal, water) if stray_vert: add_stray_vert(low.data) if lift_z: for v in low.data.vertices: v.co.z += LIFT_Z low.data.update() if low.data is None or len(low.data.polygons) < 6: return fail("trough 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] hyg = hygiene_audit(low.data) zf = zfight_pairs(low.data) sup = support_audit(low.data) jnt = joint_audit(low.data) img, tex = setup_bake_image(low, wood) if img is None: return fail("trough has no UV layer", 3), None, None, None, None, None bake_result = bake_normal(high, low) lod1 = make_lod(low, "TroughLOD1", LOD1_TARGET, skip_decimate) lod2 = make_lod(low, "TroughLOD2", 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_trough_mesh("TroughColSrc", bevel_offset=0.0, bevel_segments=1) collider = convex_hull_collider(collider_src, "TroughCollider") bpy.data.objects.remove(collider_src, do_unlink=True) col_tris = triangle_count(collider.data) export_path = os.path.join( tempfile.gettempdir(), f"bdt_water_trough_{os.getpid()}.glb", ) if os.path.exists(export_path): os.remove(export_path) export_unity(export_path, [low, collider]) export_size = os.path.getsize(export_path) if os.path.isfile(export_path) else 0 print(f"blender={tuple(bpy.app.version)} skip_decimate={skip_decimate}") print( f"measured base_tris={base_tris} lod1_tris={lod1_tris} " f"lod2_tris={lod2_tris} r1={r1:.4f} r2={r2:.4f}" ) print( f"measured nmat={nmat} uv=({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f}) " f"overlap={overlap:.6f} nfaces={nfaces}" ) print( f"measured bbox=({size_x:.4f},{size_y:.4f},{size_z:.4f}) " f"outer={OUTER_SIZE} zmin={bb[2]:.4f}" ) print( f"measured collider_tris={col_tris} bake={bake_result} " f"bake_has_data={img.has_data} export_bytes={export_size}" ) 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 shoes={sup['shoes']} shoe_z={sup['shoe_z']:.5f} " f"rim_span={jnt['rim_span']:.4f} strap_gap={jnt['strap_gap']:.5f} " f"water_gap={jnt['water_gap']:.5f} hull_xy={jnt['hull_xy']} " f"ends={jnt['ends']} straps={jnt['straps']}" ) 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 idx_counts.get(WATER_IDX, 0) < WATER_FACES_MIN: return fail( f"water faces {idx_counts.get(WATER_IDX, 0)} < {WATER_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 hx, hy = jnt["hull_xy"] if abs(hx - HULL_SIZE[0]) > HULL_SIZE_TOL[0] or abs(hy - HULL_SIZE[1]) > HULL_SIZE_TOL[1]: return fail( f"hull size ({hx:.4f},{hy:.4f}) off {HULL_SIZE}", 19, ), 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 ( bb[2] > ZMIN_EPS or sup["shoes"] != SHOE_COUNT or sup["shoe_z"] > SHOE_ZMIN_MAX ): return fail( f"grounded zmin={bb[2]:.5f} shoes={sup['shoes']} " f"shoe_z={sup['shoe_z']:.5f}", 16, ), None, None, None, None, None if jnt["ends"] < 2 or jnt["rim_span"] > END_RIM_SPAN_MAX: return fail( f"end rim span {jnt['rim_span']:.4f} ends={jnt['ends']}", 17, ), None, None, None, None, None if jnt["straps"] < 2 or jnt["strap_gap"] > STRAP_GAP_MAX: return fail( f"strap gap {jnt['strap_gap']:.5f} straps={jnt['straps']}", 18, ), None, None, None, None, None if jnt["water_gap"] > WATER_CONTACT_MAX: return fail( f"water-hull gap {jnt['water_gap']:.5f}", 18, ), None, None, None, None, None return 0, low, high, wood, tex, collider def wire_normal(mat, tex): nt = mat.node_tree bsdf = nt.nodes["Principled BSDF"] nrm = nt.nodes.new("ShaderNodeNormalMap") nrm.inputs["Strength"].default_value = 1.0 nt.links.new(tex.outputs["Color"], nrm.inputs["Color"]) nt.links.new(nrm.outputs["Normal"], bsdf.inputs["Normal"]) def render_still(low, wood, tex, path, engine): scene = bpy.context.scene wire_normal(wood, tex) for ob in list(scene.objects): if ob.type == "MESH" and ob != low: ob.hide_render = True ob.hide_viewport = True low.rotation_euler.z = math.radians(-38.0) low.rotation_euler.x = math.radians(0.0) floor_me = bpy.data.meshes.new("Floor") bm = bmesh.new() try: bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=14.0) bm.to_mesh(floor_me) finally: bm.free() fmat = bpy.data.materials.new("Floor") fmat.use_nodes = True fb = fmat.node_tree.nodes["Principled BSDF"] fb.inputs["Base Color"].default_value = (0.03, 0.032, 0.037, 1.0) fb.inputs["Roughness"].default_value = 0.7 floor_me.materials.append(fmat) floor = bpy.data.objects.new("Floor", floor_me) scene.collection.objects.link(floor) wall = bpy.data.objects.new("Wall", floor_me.copy()) wall.location = (0.0, 8.5, 0.0) wall.rotation_euler = (math.radians(90), 0.0, 0.0) scene.collection.objects.link(wall) world = bpy.data.worlds.new("World") world.use_nodes = True world.node_tree.nodes["Background"].inputs["Color"].default_value = ( 0.02, 0.021, 0.025, 1.0, ) scene.world = world def light(name, loc, energy, size, col, rot): ld = bpy.data.lights.new(name, "AREA") ld.energy = energy ld.size = size ld.color = col ob = bpy.data.objects.new(name, ld) ob.location = loc ob.rotation_euler = tuple(math.radians(a) for a in rot) scene.collection.objects.link(ob) light("Key", (-3.6, -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 = (1.349, -1.833, 1.030) scene.collection.objects.link(cam) aim = bpy.data.objects.new("Aim", None) aim.location = (0.0, 0.0, 0.28) scene.collection.objects.link(aim) con = cam.constraints.new("TRACK_TO") con.target = aim con.track_axis = "TRACK_NEGATIVE_Z" con.up_axis = "UP_Y" scene.camera = cam scene.render.engine = "CYCLES" if engine == "cycles" else eevee_engine_id() if engine == "cycles": scene.cycles.samples = 32 scene.cycles.device = "CPU" else: try: scene.eevee.taa_render_samples = 64 except AttributeError: pass scene.render.resolution_x = 1280 scene.render.resolution_y = 720 scene.render.image_settings.file_format = ( "WEBP" if path.lower().endswith(".webp") else "PNG" ) if path.lower().endswith(".webp"): scene.render.image_settings.quality = 90 scene.render.filepath = path scene.view_settings.view_transform = "Standard" fcode = gallery_framing.check_framing( scene, cam, hero=[low], elements=[low], stage=[floor, wall], ) if fcode: return fcode bpy.ops.render.render(write_still=True) if not (os.path.exists(path) and os.path.getsize(path) > 0): return fail("render produced no file", 14) return 0 def main(): argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else [] p = argparse.ArgumentParser() p.add_argument("--output", default=None) p.add_argument("--engine", default="eevee", choices=("eevee", "cycles")) p.add_argument("--skip-decimate", action="store_true") p.add_argument("--stray-vert", action="store_true") p.add_argument("--lift-z", action="store_true") p.add_argument("--short-legs", action="store_true") p.add_argument("--box-ends", action="store_true") p.add_argument("--float-strap", action="store_true") p.add_argument("--narrow-hull", 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, box_ends=args.box_ends, float_strap=args.float_strap, short_legs=args.short_legs, narrow_hull=args.narrow_hull, ) 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("water-trough 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)