Rendered headless by the example itself — click to zoom.
blender --background --python showcase/wheelbarrow/wheelbarrow.py --
A showcase piece, not an example. Procedural wooden wheelbarrow (two chassis shafts that are the handles, box tray with overlapping floor slats, iron straps, single flat-tread spoked wheel, rear legs) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.
The tray walls seat into the floor rather than sitting on top of it, so a wood bevel cannot open daylight at the joint. Handles are thinner in Y than the chassis they tenon into. The tyre is a flat felloe wrap, not a torus.
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 | 2300–2800 | 2500 / 2500 / 2500 | | 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 / 0.2104 | | Materials | exactly 2 distinct; ≥700 wood, ≥180 metal faces | 2 slots; 1094 / 190 | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (1.558, 0.630, 0.574) m ± 0.015 | (1.5556, 0.6300, 0.5720), zmin 0 | | Collider tris | ≤ 220 | 90 | | Export | written, size > 0 | 187576 / 187576 / 187560 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: 2 shoes + tyre | each zmin ≤ 1e-3 | shoe_z 0.00000, tyre_z 0.00000 | | Tray size | (0.720, 0.532, 0.220) m ± 0.02 | (0.7200, 0.5320, 0.2200) |
Joint fit and seat
| Axis | Declared | Measured (all three) | | --- | --- | --- | | Spoke clearance (hub − spoke) | ≥ 0.010 m | 0.04000 | | Handle-tray overlap | gap ≤ 0.020 m | −0.07062 | | Wall-floor seat | ≥ 0.005 m | 0.01200 | | Metal-wood BVH gap | ≤ 0.010 m | 0.00000 | | Tread aspect (tyre width / radial) | ≥ 2.5 | 5.111 |
DECIMATE COLLAPSE triangle counts are not identical across series — 5.2.1 is leaner on LOD2. The gate is a ratio band, not an exact count. Bake pixels are stochastic; the gate is has_data plus operator FINISHED, not byte-identity. Construction uses no RNG. Export byte counts differ by 16 B on 5.2.1 (glTF serializer), not a gated axis.
Falsifiers
Each violates one named budget. All eight 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 | | --fat-spokes | spoke clearance inside the hub | 17 | | --float-walls | wall-floor seat | 17 | | --pipe-rim | tread aspect (torus on a flat felloe) | 18 |
Run
blender --background --python wheelbarrow.py --
blender --background --python wheelbarrow.py -- --skip-decimate
blender --background --python wheelbarrow.py -- --stray-vert
blender --background --python wheelbarrow.py -- --lift-z
blender --background --python wheelbarrow.py -- --short-legs
blender --background --python wheelbarrow.py -- --fat-spokes
blender --background --python wheelbarrow.py -- --float-walls
blender --background --python wheelbarrow.py -- --pipe-rim
blender --background --python wheelbarrow.py -- --output barrow.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 shoe/tyre floats | | 17 | Joint fit: spoke clearance, handle join, wall-floor seat, or metal-wood gap | | 18 | Seat: tread aspect of the tyre | | 19 | Tray size off the stated real-world dimensions |
Source
"""Game-ready wooden wheelbarrow — a showcase piece, not an example. Asserts budget conformance of a procedural wheelbarrow (two chassis shafts, box tray, flat-tread spoked wheel, rear legs) 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. ``--skip-decimate`` skips the LOD DECIMATE stage so the LOD-ratio budget fails. ``--stray-vert`` adds a loose vertex so the mesh-hygiene budget fails. ``--lift-z`` raises the mesh so the grounded-zmin budget fails. ``--short-legs`` lifts only the shoes so the named-support budget fails while the wheel still grounds the AABB. ``--fat-spokes`` thickens the spokes to the hub diameter so joint-fit fails. ``--pipe-rim`` swaps the flat felloe/tyre for a torus so the tread-aspect seat budget fails. ``--float-walls`` lifts the tray walls off the floor so the wall-floor seat budget fails. 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 wheelbarrow.py -- blender --background --python wheelbarrow.py -- --skip-decimate blender --background --python wheelbarrow.py -- --output barrow.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 # Wheel: flat-tread wooden felloe + iron tyre. Torus rims read as bicycle # tyres; the cart pass already killed that class. RIM_MAJOR = 0.170 RIM_RADIAL = 0.014 RIM_W = 0.042 TYRE_T = 0.007 TYRE_BITE = 0.002 TYRE_W = 0.046 HUB_R = 0.032 HUB_W = 0.044 N_SPOKES = 8 SPOKE_T = 0.014 WHEEL_X = 0.58 WHEEL_Z = RIM_MAJOR + RIM_RADIAL + TYRE_T RIM_MINOR_PIPE = 0.020 # Chassis shafts are the handles. They run under the tray, then converge # into forks at the axle. Tray, legs, and wheel all hang off this frame. SHAFT_Y = 0.255 SHAFT_W = 0.036 SHAFT_H = 0.044 SHAFT_Z = 0.280 HANDLE_X = -0.78 HANDLE_Z = 0.56 TRAY_X0 = -0.32 TRAY_X1 = 0.40 TRAY_L = TRAY_X1 - TRAY_X0 TRAY_W = 2.0 * SHAFT_Y FLOOR_T = 0.022 N_FLOOR = 5 # Negative: slats overlap so the wood bevel cannot open daylight # through the tray floor. SLAT_GAP = -0.003 WALL_H = 0.22 WALL_T = 0.022 WALL_SEAT = 0.012 HANDLE_SEAT = 0.055 FRONT_H = 0.26 REAR_H = 0.10 FORK_Y = HUB_W / 2.0 + 0.016 LEG_X = -0.06 SHOE_H = 0.024 SHOE_XY = (0.058, 0.050) BBOX_TOL = 0.015 OUTER_SIZE = (1.558, 0.630, 0.574) TRAY_SIZE = (0.720, 0.532, 0.220) TRAY_SIZE_TOL = (0.02, 0.02, 0.02) BASE_TRIS_MIN = 2300 BASE_TRIS_MAX = 2800 LOD1_RATIO_MIN = 0.32 LOD1_RATIO_MAX = 0.62 LOD2_RATIO_MIN = 0.10 LOD2_RATIO_MAX = 0.35 LOD1_TARGET = 0.50 LOD2_TARGET = 0.22 MATERIAL_COUNT = 2 UV_EPS = 1e-4 UV_OVERLAP_MAX = 1e-5 COLLIDER_TRIS_MAX = 220 BAKE_RES = 256 CAGE_EXTRUSION = 0.08 METAL_FACES_MIN = 180 WOOD_FACES_MIN = 700 ZMIN_EPS = 1e-4 DOUBLES_EPS = 1e-5 AREA_EPS = 1e-10 ZFIGHT_EPS = 1e-4 ZFIGHT_COS = 0.999 LIFT_Z = 0.05 GAP_MAX = 0.010 SPOKE_CLEAR_MIN = 0.010 TREAD_ASPECT_MIN = 2.5 HANDLE_JOIN = 0.020 WALL_SEAT_MIN = 0.005 SHOE_Z_MAX = 1e-3 WOOD_IDX = 0 METAL_IDX = 1 def eevee_engine_id(): return "BLENDER_EEVEE" if bpy.app.version >= (5, 0, 0) else "BLENDER_EEVEE_NEXT" def fail(msg, code): print(f"ERROR: {msg}", file=sys.stderr) return code def triangle_count(mesh): mesh.calc_loop_triangles() return len(mesh.loop_triangles) def evaluated_triangle_count(obj): depsgraph = bpy.context.evaluated_depsgraph_get() eval_obj = obj.evaluated_get(depsgraph) eval_mesh = eval_obj.to_mesh() try: eval_mesh.calc_loop_triangles() return len(eval_mesh.loop_triangles) finally: eval_obj.to_mesh_clear() def deselect_all(): for ob in list(bpy.context.view_layer.objects): if ob is None: continue ob.select_set(False) def add_box(bm, loc, scale, mat_idx, euler=(0.0, 0.0, 0.0)): geo = bmesh.ops.create_cube(bm, size=1.0) verts = geo["verts"] rot = Euler(euler).to_matrix() origin = Vector(loc) for v in verts: p = Vector((v.co.x * scale[0], v.co.y * scale[1], v.co.z * scale[2])) v.co = rot @ p + origin faces = {f for v in verts for f in v.link_faces} for f in faces: f.material_index = mat_idx return verts def add_oriented_box(bm, a, b, scale_xy, mat_idx): a = Vector(a) b = Vector(b) delta = b - a length = delta.length if length < 1e-8: return [] quat = Vector((0.0, 0.0, 1.0)).rotation_difference(delta.normalized()) eul = quat.to_euler("XYZ") return add_box( bm, ((a + b) * 0.5), (scale_xy[0], scale_xy[1], length), mat_idx, euler=(eul.x, eul.y, eul.z), ) def add_cyl(bm, loc, radius, depth, segments, mat_idx, euler=(0.0, 0.0, 0.0)): geo = bmesh.ops.create_cone( bm, cap_ends=True, cap_tris=True, segments=segments, radius1=radius, radius2=radius, depth=depth, ) verts = geo["verts"] rot = Euler(euler).to_matrix() origin = Vector(loc) for v in verts: v.co = rot @ v.co + 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_ring(bm, loc, r_mid, radial_t, width, segments, mat_idx, euler=(0.0, 0.0, 0.0)): """Flat-sided ring (felloe / tyre). Quads only; box cross-section.""" r_in = r_mid - radial_t r_out = r_mid + radial_t hw = width / 2.0 rings = [] for i in range(segments): u = i * (2.0 * math.pi / segments) cu = math.cos(u) su = math.sin(u) rings.append( [ bm.verts.new((r_in * cu, r_in * su, -hw)), bm.verts.new((r_out * cu, r_out * su, -hw)), bm.verts.new((r_out * cu, r_out * su, hw)), bm.verts.new((r_in * cu, r_in * su, hw)), ] ) for i in range(segments): i2 = (i + 1) % segments a = rings[i] b = rings[i2] for quad in ( (a[1], b[1], b[2], a[2]), (a[3], b[3], b[0], a[0]), (a[2], b[2], b[3], a[3]), (a[0], b[0], b[1], a[1]), ): face = bm.faces.new(quad) face.material_index = mat_idx verts = [v for ring in rings for v in ring] rot = Euler(euler).to_matrix() origin = Vector(loc) for v in verts: v.co = rot @ v.co + origin return verts def add_rim(bm, loc, major, minor, mat_idx, euler=(0.0, 0.0, 0.0)): """Torus rim — used only by the --pipe-rim falsifier.""" n_major = 16 n_minor = 8 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) x = (major + minor * math.cos(v)) * math.cos(u) y = (major + minor * math.cos(v)) * math.sin(u) z = minor * math.sin(v) ring.append(bm.verts.new((x, y, z))) rings.append(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 verts = [v for ring in rings for v in ring] rot = Euler(euler).to_matrix() origin = Vector(loc) for v in verts: v.co = rot @ v.co + origin return verts def add_wheel(bm, loc, wood, metal, pipe_rim, spoke_t): if pipe_rim: # Metal is the outer tyre so named-support zmin stays 0 and the # falsifier can reach the tread-aspect gate (exit 18). An inner # metal torus floats and trips exit 16 first. wood.extend( add_rim( bm, loc, RIM_MAJOR, RIM_MINOR_PIPE * 0.45, WOOD_IDX, euler=(math.pi / 2.0, 0.0, 0.0), ) ) metal.extend( add_rim( bm, loc, RIM_MAJOR + 0.004, RIM_MINOR_PIPE, METAL_IDX, euler=(math.pi / 2.0, 0.0, 0.0), ) ) else: wood.extend( add_ring( bm, loc, RIM_MAJOR, RIM_RADIAL, RIM_W, 16, WOOD_IDX, euler=(math.pi / 2.0, 0.0, 0.0), ) ) metal.extend( add_ring( bm, loc, RIM_MAJOR + RIM_RADIAL + TYRE_T / 2.0 - TYRE_BITE / 2.0, TYRE_T / 2.0 + TYRE_BITE / 2.0, TYRE_W, 16, METAL_IDX, euler=(math.pi / 2.0, 0.0, 0.0), ) ) wood.extend( add_cyl( bm, loc, HUB_R, HUB_W, 12, WOOD_IDX, euler=(math.pi / 2.0, 0.0, 0.0), ) ) inner = HUB_R * 0.4 outer = RIM_MAJOR - RIM_RADIAL + 0.008 mid_r = 0.5 * (inner + outer) slen = outer - inner for i in range(N_SPOKES): a = i * (2.0 * math.pi / N_SPOKES) dx = math.cos(a) dz = math.sin(a) cx = loc[0] + dx * mid_r cy = loc[1] cz = loc[2] + dz * mid_r wood.extend( add_box( bm, (cx, cy, cz), (slen, spoke_t * 0.85, spoke_t), WOOD_IDX, euler=(0.0, -a, 0.0), ) ) metal.extend( add_cyl( bm, loc, HUB_R + 0.010, 0.016, 12, METAL_IDX, euler=(math.pi / 2.0, 0.0, 0.0), ) ) metal.extend( add_cyl( bm, loc, 0.014, FORK_Y * 2.0 + 0.04, 10, METAL_IDX, euler=(math.pi / 2.0, 0.0, 0.0), ) ) def pack_uvs(bm, margin=0.08): uv = bm.loops.layers.uv.new("UVMap") faces = list(bm.faces) n = len(faces) cols = max(1, math.ceil(math.sqrt(n))) rows = max(1, math.ceil(n / cols)) cell_w = 1.0 / cols cell_h = 1.0 / rows pad_u = margin * cell_w * 0.5 pad_v = margin * cell_h * 0.5 usable_w = cell_w - 2.0 * pad_u usable_h = cell_h - 2.0 * pad_v for i, face in enumerate(faces): col = i % cols row = i // cols nrm = face.normal ax = abs(nrm.x) ay = abs(nrm.y) az = abs(nrm.z) coords = [] for loop in face.loops: co = loop.vert.co if az >= ax and az >= ay: coords.append((co.x, co.y)) elif ax >= ay: coords.append((co.y, co.z)) else: coords.append((co.x, co.z)) xs = [c[0] for c in coords] ys = [c[1] for c in coords] minx, maxx = min(xs), max(xs) miny, maxy = min(ys), max(ys) dx = max(maxx - minx, 1e-8) dy = max(maxy - miny, 1e-8) origin_u = col * cell_w + pad_u origin_v = row * cell_h + pad_v for loop, (x, y) in zip(face.loops, coords): loop[uv].uv = ( origin_u + (x - minx) / dx * usable_w, origin_v + (y - miny) / dy * usable_h, ) def build_barrow_mesh( name, bevel_offset, bevel_segments, pipe_rim=False, fat_spokes=False, short_legs=False, float_walls=False, ): bm = bmesh.new() try: body = [] metal = [] spoke_t = HUB_R * 2.2 if fat_spokes else SPOKE_T shoe_z = 0.05 if short_legs else 0.0 shoe_top = shoe_z + SHOE_H floor_z = SHAFT_Z + SHAFT_H / 2.0 + FLOOR_T / 2.0 floor_top = SHAFT_Z + SHAFT_H / 2.0 + FLOOR_T seat = -0.003 if float_walls else WALL_SEAT wall_z = floor_top - seat + WALL_H / 2.0 front_z = floor_top - seat + FRONT_H / 2.0 rear_z = floor_top - seat + REAR_H / 2.0 for ysign in (-1.0, 1.0): y = ysign * SHAFT_Y fy = ysign * FORK_Y body.extend( add_oriented_box( bm, (HANDLE_X, y, HANDLE_Z), (TRAY_X0 + HANDLE_SEAT, y, SHAFT_Z), (SHAFT_W - 0.010, SHAFT_H - 0.010), WOOD_IDX, ) ) body.extend( add_oriented_box( bm, (TRAY_X0, y, SHAFT_Z), (TRAY_X1, y, SHAFT_Z), (SHAFT_W, SHAFT_H), WOOD_IDX, ) ) body.extend( add_oriented_box( bm, (TRAY_X1, y, SHAFT_Z), (WHEEL_X, fy, WHEEL_Z), (SHAFT_W, SHAFT_H), WOOD_IDX, ) ) body.extend( add_oriented_box( bm, (LEG_X, y, SHAFT_Z), (LEG_X + 0.02, ysign * (SHAFT_Y + 0.035), shoe_top), (0.034, 0.034), WOOD_IDX, ) ) metal.extend( add_box( bm, (LEG_X + 0.02, ysign * (SHAFT_Y + 0.035), shoe_z + SHOE_H / 2.0), (SHOE_XY[0], SHOE_XY[1], SHOE_H), METAL_IDX, ) ) metal.extend( add_box( bm, (WHEEL_X, ysign * (FORK_Y - SHAFT_W / 2.0 - 0.005), WHEEL_Z), (0.040, 0.008, 0.040), METAL_IDX, ) ) body.extend( add_oriented_box( bm, (LEG_X, -SHAFT_Y, 0.12), (LEG_X, SHAFT_Y, 0.12), (0.028, 0.028), WOOD_IDX, ) ) body.extend( add_oriented_box( bm, (TRAY_X1 + 0.04, -FORK_Y, WHEEL_Z + 0.02), (TRAY_X1 + 0.04, FORK_Y, WHEEL_Z + 0.02), (0.024, 0.024), WOOD_IDX, ) ) slat_span = TRAY_L slat_w = (slat_span - (N_FLOOR - 1) * SLAT_GAP) / N_FLOOR # Slats run under the side walls; walls sit on the floor, not # beside a through-gap at the inner arris. slat_y = TRAY_W + WALL_T for i in range(N_FLOOR): x = TRAY_X0 + slat_w / 2.0 + i * (slat_w + SLAT_GAP) body.extend( add_box( bm, (x, 0.0, floor_z), (slat_w, slat_y, FLOOR_T), WOOD_IDX, ) ) for ysign in (-1.0, 1.0): body.extend( add_box( bm, (0.5 * (TRAY_X0 + TRAY_X1), ysign * (TRAY_W / 2.0), wall_z), (TRAY_L, WALL_T, WALL_H), WOOD_IDX, ) ) body.extend( add_box( bm, (TRAY_X1, 0.0, front_z), (WALL_T, TRAY_W + WALL_T, FRONT_H), WOOD_IDX, ) ) body.extend( add_box( bm, (TRAY_X0, 0.0, rear_z), (WALL_T, TRAY_W + WALL_T, REAR_H), WOOD_IDX, ) ) strap_r_y = TRAY_W / 2.0 + WALL_T / 2.0 + 0.004 for sx in (TRAY_X0 + TRAY_L * 0.28, TRAY_X0 + TRAY_L * 0.72): z0 = SHAFT_Z + SHAFT_H / 2.0 z1 = z0 + FLOOR_T + WALL_H for ysign in (-1.0, 1.0): metal.extend( add_oriented_box( bm, (sx, ysign * strap_r_y, z0), (sx, ysign * strap_r_y, z1), (0.018, 0.008), METAL_IDX, ) ) metal.extend( add_oriented_box( bm, (sx, -strap_r_y, z0), (sx, strap_r_y, z0), (0.018, 0.008), METAL_IDX, ) ) if bevel_offset > 0.0: edges = [] for e in {e for v in body for e in v.link_edges}: if min(v.co.z for v in e.verts) < shoe_top + 0.008: continue edges.append(e) if 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 wood_wheel = [] wheel_z = ( RIM_MAJOR + 0.004 + RIM_MINOR_PIPE if pipe_rim else WHEEL_Z ) add_wheel( bm, (WHEEL_X, 0.0, wheel_z), wood_wheel, metal, pipe_rim, spoke_t ) xs = [v.co.x for v in bm.verts] ys = [v.co.y for v in bm.verts] cx = 0.5 * (min(xs) + max(xs)) cy = 0.5 * (min(ys) + max(ys)) for v in bm.verts: v.co.x -= cx v.co.y -= cy 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, 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): 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): """Disjoint faces sharing a plane and a position, which z-fight.""" 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 support_audit(me): """Named supports must each sit on Z=0. AABB zmin is the lowest one.""" groups = shells(me) metal_groups = [] for g in groups: faces = [ p for p in me.polygons if all(i in set(g) for i in p.vertices) ] if not faces: continue if faces[0].material_index != METAL_IDX: continue metal_groups.append(shell_aabb(me, g)) shoes = [a for a in metal_groups if a[5] < 0.08 and (a[4] - a[1]) > 0.03] tyres = [ a for a in metal_groups if (a[3] - a[0]) > 0.25 and (a[5] - a[2]) > 0.25 ] shoe_z = min((a[2] for a in shoes), default=99.0) tyre_z = min((a[2] for a in tyres), default=99.0) return { "shoes": len(shoes), "tyres": len(tyres), "shoe_z": shoe_z, "tyre_z": tyre_z, } def tray_size(me): """Side-wall pair: length, track, and height of the box they bound.""" groups = shells(me) walls = [] for g in groups: faces = [ p for p in me.polygons if all(i in set(g) for i in p.vertices) ] if not faces or faces[0].material_index != WOOD_IDX: continue a = shell_aabb(me, g) dx, dy, dz = a[3] - a[0], a[4] - a[1], a[5] - a[2] if abs(dx - TRAY_L) < 0.10 and dy < 0.06 and abs(dz - WALL_H) < 0.08: walls.append(a) if len(walls) < 2: return (0.0, 0.0, 0.0) left = min(walls, key=lambda a: a[1]) right = max(walls, key=lambda a: a[1]) return ( 0.5 * ((left[3] - left[0]) + (right[3] - right[0])), right[4] - left[1], 0.5 * ((left[5] - left[2]) + (right[5] - right[2])), ) def wall_floor_seat(me): """How far the side walls drop into the floor shells, metres. Recomputed from AABBs. A wall that only kisses the floor top after a bevel reports ~0 and fails the seat floor. """ groups = shells(me) floors = [] walls = [] for g in groups: faces = [ p for p in me.polygons if all(i in set(g) for i in p.vertices) ] if not faces or faces[0].material_index != 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 < FLOOR_T * 2.2 and dy > TRAY_W * 0.5: floors.append(a) if abs(dx - TRAY_L) < 0.10 and dy < WALL_T * 4.0 and abs(dz - WALL_H) < 0.08: walls.append(a) if not floors or not walls: return -1.0 floor_top = max(a[5] for a in floors) wall_bot = min(a[2] for a in walls) return floor_top - wall_bot def handle_join_gap(me): """Daylight between the handle sticks and the tray rear. Handles are the wood shells whose xmax is behind the tray; the tray rear is the wood shell with the smallest xmax among tall-wide parts. """ groups = shells(me) wood = [] for g in groups: faces = [ p for p in me.polygons if all(i in set(g) for i in p.vertices) ] if not faces or faces[0].material_index != WOOD_IDX: continue wood.append(shell_aabb(me, g)) if not wood: return 99.0 xmin = min(a[0] for a in wood) handles = [a for a in wood if a[0] < xmin + 0.08] trayish = [a for a in wood if (a[4] - a[1]) > TRAY_W * 0.6] if not handles or not trayish: return 99.0 tray_x0 = min(a[0] for a in trayish) handle_x1 = max(a[3] for a in handles) return tray_x0 - handle_x1 def spoke_clearance(me): """Hub diameter minus fattest spoke thickness. Spokes are the wood shells around the wheel centroid. Floor slats also have a thin Z and a long X; matching on those dimensions reports a false clearance that ``--fat-spokes`` cannot violate. """ groups = shells(me) hubs = [] spoke_thick = [] for g in groups: faces = [ p for p in me.polygons if all(i in set(g) for i in p.vertices) ] if not faces or faces[0].material_index != WOOD_IDX: continue a = shell_aabb(me, g) dx, dy, dz = a[3] - a[0], a[4] - a[1], a[5] - a[2] cx = 0.5 * (a[0] + a[3]) cz = 0.5 * (a[2] + a[5]) if abs(cx - WHEEL_X) > RIM_MAJOR or abs(cz - WHEEL_Z) > RIM_MAJOR: continue if abs(dy - HUB_W) < 0.012 and max(dx, dz) < HUB_R * 2.4: hubs.append(a) continue if dx > RIM_MAJOR and dz > RIM_MAJOR: continue thick = min(dx, dy, dz) longest = max(dx, dy, dz) if longest > HUB_R * 2.0 and thick < HUB_R * 2.6: spoke_thick.append(thick) if not hubs: return -1.0 hub = hubs[0] hub_d = max(hub[3] - hub[0], hub[5] - hub[2]) if not spoke_thick: return hub_d return hub_d - max(spoke_thick) def tread_aspect(me): """Tyre Y-width over radial thickness. Flat treads are wide; torii are not. Measured on the tyre shell's own verts, not on every vert in its AABB — the felloe and hub sit inside that box and would inflate the radial span. """ groups = shells(me) best = None for g in groups: member = set(g) faces = [ p for p in me.polygons if all(i in member for i in p.vertices) ] if not faces or faces[0].material_index != METAL_IDX: continue a = shell_aabb(me, g) dx, dy, dz = a[3] - a[0], a[4] - a[1], a[5] - a[2] if dx < 0.25 or dz < 0.25: continue cx = 0.5 * (a[0] + a[3]) cz = 0.5 * (a[2] + a[5]) rs = [ math.hypot(me.vertices[i].co.x - cx, me.vertices[i].co.z - cz) for i in g ] radial = max(rs) - min(rs) if radial < 1e-6: continue aspect = dy / radial score = dx * dz if best is None or score > best[0]: best = (score, aspect) return best[1] if best else 0.0 def min_mat_distance(me, ia, ib): bm_a = bmesh.new() bm_b = bmesh.new() try: bm_a.from_mesh(me) bm_b.from_mesh(me) drop_a = [f for f in bm_a.faces if f.material_index != ia] drop_b = [f for f in bm_b.faces if f.material_index != ib] 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 src in list(bm_a.verts) + list(bm_a.faces): co = src.co if hasattr(src, "co") else src.calc_center_median() hit = tree.find_nearest(co) if hit[0] is None: continue best = min(best, hit[3]) return best finally: bm_a.free() bm_b.free() def add_stray_vert(me): bm = bmesh.new() try: bm.from_mesh(me) bm.verts.new((0.0, 0.0, SHAFT_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("BarrowNrm", 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, fat_spokes=False, pipe_rim=False, short_legs=False, float_walls=False, ): bpy.ops.wm.read_factory_settings(use_empty=True) flags = dict( pipe_rim=pipe_rim, fat_spokes=fat_spokes, short_legs=short_legs, float_walls=float_walls, ) low = build_barrow_mesh("BarrowLow", 0.004, 2, **flags) high = build_barrow_mesh("BarrowHigh", 0.004, 4, **flags) wood = principled( "BarrowWood", (0.40, 0.22, 0.09, 1.0), 0.0, 0.58, noise_scale=7.0, wear=(0.24, 0.12, 0.04, 1.0), ) metal = principled( "BarrowIron", (0.11, 0.115, 0.13, 1.0), 1.0, 0.32, noise_scale=5.0, wear=(0.05, 0.05, 0.06, 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("barrow 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("barrow has no UV layer", 3), None, None, None, None, None bake_result = bake_normal(high, low) lod1 = make_lod(low, "BarrowLOD1", LOD1_TARGET, skip_decimate) lod2 = make_lod(low, "BarrowLOD2", 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_barrow_mesh("BarrowColSrc", 0.0, 1, **flags) collider = convex_hull_collider(collider_src, "BarrowCollider") bpy.data.objects.remove(collider_src, do_unlink=True) col_tris = triangle_count(collider.data) export_path = os.path.join( tempfile.gettempdir(), f"bdt_wheelbarrow_{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) tsz = tray_size(low.data) hgap = handle_join_gap(low.data) sclear = spoke_clearance(low.data) aspect = tread_aspect(low.data) gap_mw = min_mat_distance(low.data, METAL_IDX, WOOD_IDX) seat = wall_floor_seat(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 shoes={sup['shoes']} shoe_z={sup['shoe_z']:.5f} " f"tyres={sup['tyres']} tyre_z={sup['tyre_z']:.5f}" ) print( f"measured tray=({tsz[0]:.4f},{tsz[1]:.4f},{tsz[2]:.4f}) " f"handle_gap={hgap:.5f} spoke_clear={sclear:.5f} " f"tread_aspect={aspect:.3f} gap_metal_wood={gap_mw:.5f} " f"wall_floor_seat={seat:.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["shoes"] < 2 or sup["shoe_z"] > SHOE_Z_MAX: return fail( f"shoe supports {sup['shoes']} shoe_z={sup['shoe_z']:.5f} " "(--short-legs is the designed fail)", 16, ), None, None, None, None, None if sup["tyres"] < 1 or sup["tyre_z"] > SHOE_Z_MAX: return fail( f"tyre supports {sup['tyres']} tyre_z={sup['tyre_z']:.5f}", 16, ), None, None, None, None, None if sclear < SPOKE_CLEAR_MIN: return fail( f"spoke clearance {sclear:.5f} < {SPOKE_CLEAR_MIN} " "(--fat-spokes is the designed fail)", 17, ), None, None, None, None, None if hgap > HANDLE_JOIN: return fail( f"handle-tray gap {hgap:.5f} > {HANDLE_JOIN}", 17, ), None, None, None, None, None if seat < WALL_SEAT_MIN: return fail( f"wall-floor seat {seat:.5f} < {WALL_SEAT_MIN} " "(--float-walls is the designed fail)", 17, ), None, None, None, None, None if gap_mw > GAP_MAX: return fail( f"metal-wood gap {gap_mw:.5f} > {GAP_MAX}", 17, ), None, None, None, None, None if aspect < TREAD_ASPECT_MIN: return fail( f"tread aspect {aspect:.3f} < {TREAD_ASPECT_MIN} " "(--pipe-rim is the designed fail)", 18, ), None, None, None, None, None if ( abs(tsz[0] - TRAY_SIZE[0]) > TRAY_SIZE_TOL[0] or abs(tsz[1] - TRAY_SIZE[1]) > TRAY_SIZE_TOL[1] or abs(tsz[2] - TRAY_SIZE[2]) > TRAY_SIZE_TOL[2] ): return fail( f"tray size ({tsz[0]:.4f},{tsz[1]:.4f},{tsz[2]:.4f}) " f"off declared {TRAY_SIZE}", 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(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 = (1.95, -2.35, 1.18) scene.collection.objects.link(cam) aim = bpy.data.objects.new("Aim", None) aim.location = (0.0, 0.0, 0.32) 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", help="falsification: skip the LOD DECIMATE stage", ) p.add_argument( "--lift-z", action="store_true", help="falsification: lift the mesh so zmin fails the grounded budget", ) p.add_argument( "--stray-vert", action="store_true", help="falsification: add a loose vertex so the hygiene budget fails", ) p.add_argument( "--fat-spokes", action="store_true", help="falsification: spokes as thick as the hub, failing joint fit", ) p.add_argument( "--pipe-rim", action="store_true", help="falsification: torus tyre on a flat felloe, failing tread aspect", ) p.add_argument( "--short-legs", action="store_true", help="falsification: shoes float while the wheel still grounds the AABB", ) p.add_argument( "--float-walls", action="store_true", help="falsification: walls kiss the floor so the seat budget fails", ) 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, fat_spokes=args.fat_spokes, pipe_rim=args.pipe_rim, short_legs=args.short_legs, float_walls=args.float_walls, ) 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("wheelbarrow 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)