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wooden-barrel

A procedural wine-cask with croze-seated heads and chord-lofted hoops through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets rather than an API contract.

Rendered headless by the example itself — click to zoom.

witnesses Recomputed: 7216 tris, two materials with 2512 wood and 1440 metal faces, UVs in 0..1 with zero AABB overlap, outer AABB 0.722×0.714×0.880 m, 20 grounded staves, hoop bite 0.003 m, head-croze gap 0.007 m, LOD ratios in band, convex collider 238 tris, non-empty glTF. --skip-decimate exits 9; --round-band exits 18 on the hoop-seat budget.
blender --background --python showcase/wooden-barrel/wooden_barrel.py --

A showcase piece, not an example. Procedural wine-cask (20 staves with seeded width jitter, heads seated in a croze below a chime, iron hoops lofted on the stave faces, a bung) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.

Hoops evaluate the same host_outer_r chord as the stave flats. --round-band is the falsifier: a circle of radius_at(z) instead of the chord, which is what made the old capped cylinder float off every face. Heads follow the inner stave polygon, not a circle, so they fill the croze instead of leaving triangular slots at every joint.

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 | 6000–8500 | 7216 / 7216 / 7216 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2198 / 0.2198 / 0.2198 | | Materials | exactly 2 distinct; ≥400 wood, ≥200 metal faces | 2 slots; 2512 / 1440 | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (0.722, 0.714, 0.880) m ± 0.015 | (0.7220, 0.7142, 0.8800), zmin 0 | | Collider tris | ≤ 400 | 238 | | Export | written, size > 0 | 544140 / 544140 / 544124 bytes |

Base triangles rose from 4312 to 7216 in the quality pass: 12 identical staves with 5 mm daylight and circular hoops became 20 jittered staves, 8-ring bulge, chord-seated hoops, polygonal croze heads, and a bung.

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 fixed seed 17. Export byte counts differ by 16 B on 5.2.1 (glTF serializer), not a gated axis.

Hygiene

Recomputed from the generated mesh, not asserted about the script.

| Axis | Declared | Measured (all three) | | --- | --- | --- | | Non-manifold edges | 0 | 0 | | Loose verts / edges | 0 / 0 | 0 / 0 | | Doubles merged at 1e-5 | 0 | 0 | | Zero-area faces | 0 | 0 | | N-gons | 0 | 0 | | Coplanar disjoint face pairs | 0 | 0 | | Grounded: zmin | within 1e-4 of 0 | 0.0000 | | Named supports: 20 staves | each zmin ≤ 0.001 | 20, stave_z 0.00000 | | Body plan | 0.714 m dia × 0.880 m high ± 0.04 | 0.7142 × 0.8800 |

Joint fit and seat

| Axis | Declared | Measured (all three) | | --- | --- | --- | | Head-croze rim BVH gap | ≤ 0.010 m | 0.00698 | | Hoop bite (host r − inner hoop r) | 0.0012–0.008 m | 0.00300 |

Falsifiers

Each violates one named budget. All six 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-staves | named stave supports at Z=0 | 16 | | --float-head | head-croze gap | 17 | | --round-band | hoop bite band | 18 |

Run

blender --background --python wooden_barrel.py --
blender --background --python wooden_barrel.py -- --skip-decimate
blender --background --python wooden_barrel.py -- --stray-vert
blender --background --python wooden_barrel.py -- --lift-z
blender --background --python wooden_barrel.py -- --short-staves
blender --background --python wooden_barrel.py -- --float-head
blender --background --python wooden_barrel.py -- --round-band
blender --background --python wooden_barrel.py -- --output barrel.png

Smoke passes no flags.

Exit codes

File-local. 9 is a valid check code. 10 is reserved for gallery_framing.check_framing on the --output path. 1519 are the hygiene and joint-fit family.

| Code | Meaning | | --- | --- | | 0 | Success | | 1 | Uncaught exception (FATAL wrapper) | | 2 | argparse / usage | | 3 | Mesh did not build / no UV layer | | 4 | Base triangle count outside range | | 5 | Material count ≠ 2 distinct slots, or a face-count floor missed | | 6 | UVs outside 0..1 | | 7 | UV AABB overlap above tolerance | | 8 | World AABB off declared outer size | | 9 | LOD ratio band (--skip-decimate lands here) | | 10 | Framing gate (render path only) | | 11 | Collider triangle count above ceiling | | 12 | Bake did not finish or image has no data | | 13 | Export file missing or empty | | 14 | --output produced no file | | 15 | Mesh hygiene: loose, non-manifold, zero-area, doubles, n-gons, z-fight | | 16 | Not grounded: bounding box zmin off 0, or a named stave floats | | 17 | Joint fit: head-croze gap (--float-head) | | 18 | Seat: hoop bite band (--round-band) | | 19 | Body diameter or height off the stated real-world size |

Source

showcase/wooden-barrel/wooden_barrel.py View on GitHub →
"""Game-ready wooden barrel — a showcase piece, not an example.

Asserts budget conformance of a procedural staved barrel (tight staves
with seeded width jitter, heads seated in a croze, iron hoops lofted on
the stave faces, a bung) after composing shipped pipeline pieces: bmesh
construction, UVs, two materials, high-to-low normal bake, LOD chain,
convex collider, Unity glTF export.

The old piece was a 12-gon with 5 mm daylight between identical staves
and circular capped-cylinder hoops that floated off every stave face.

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-staves`` named stave
supports, ``--float-head`` head-croze joint-fit, ``--round-band`` hoop
seat (hoop generated on a circle instead of the stave chords).

Fixed seed 17 for stave-width jitter. DECIMATE COLLAPSE triangle counts
are not byte-identical across Blender versions — the LOD gate is a
ratio band, not an exact count.

    blender --background --python wooden_barrel.py --
    blender --background --python wooden_barrel.py -- --skip-decimate
    blender --background --python wooden_barrel.py -- --output barrel.png
"""
import argparse
import math
import os
import random
import sys
import tempfile
import traceback

import bmesh
import bpy
from mathutils import Vector
from mathutils.bvhtree import BVHTree

_REPO = os.path.abspath(
    os.path.join(os.path.dirname(os.path.abspath(__file__)), os.pardir, os.pardir)
)
sys.path.insert(0, os.path.join(_REPO, "examples"))
sys.dont_write_bytecode = True
import gallery_framing  # noqa: E402

# Wine-cask scale: 88 cm tall, 72 cm at the bulge.
HEIGHT = 0.88
R_END = 0.27
R_MID = 0.36
N_STAVES = 20
STAVE_THICK = 0.028
N_RINGS = 8
STAVE_SEED = 17
STAVE_JITTER = 0.08
GAP_M = 0.0012
HOOP_ZS = (0.085, 0.255, 0.625, 0.795)
HOOP_H = 0.030
HOOP_PROUD = 0.007
HOOP_BITE = 0.003
HOOP_CHAMFER = 0.003
HOOP_BITE_MIN = 0.0012
HOOP_BITE_MAX = 0.008
LID_T = 0.028
CHIME = 0.014
CROZE_BITE = 0.003
HEAD_GAP_MAX = 0.010
BUNG_Z = 0.44
BUNG_R = 0.022
BUNG_SEGS = 24
STAVE_ZMIN_MAX = 0.001
SHORT_STAVES_LIFT = 0.045
LIFT_Z = 0.05
AREA_EPS = 1e-10
DOUBLES_EPS = 1e-5
ZMIN_EPS = 1e-4
ZFIGHT_EPS = 1e-4
ZFIGHT_COS = 0.998
BODY_TOL = 0.04
BODY_DIA = 0.714
BODY_H = 0.880
BBOX_TOL = 0.015
OUTER_SIZE = (0.722, 0.714, 0.880)

BASE_TRIS_MIN = 6000
BASE_TRIS_MAX = 8500
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
WOOD_FACES_MIN = 400
METAL_FACES_MIN = 200
UV_EPS = 1e-4
UV_OVERLAP_MAX = 1e-5
COLLIDER_TRIS_MAX = 400
BAKE_RES = 256
CAGE_EXTRUSION = 0.05
STAVE_COUNT = N_STAVES

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 radius_at(z):
    return R_END + (R_MID - R_END) * math.sin(math.pi * z / HEIGHT)


def stave_spans(n, gap_ang, jitter, seed):
    rng = random.Random(seed)
    weights = [1.0 + rng.uniform(-jitter, jitter) for _ in range(n)]
    total = sum(weights)
    usable = 2.0 * math.pi - n * gap_ang
    spans = []
    a = 0.0
    for w in weights:
        width = usable * (w / total)
        spans.append((a, a + width))
        a += width + gap_ang
    return spans


def host_outer_r(u, z, spans, round_band):
    """Radial distance of the outer stave face at angle u.

    One function owns the surface. The hoop, the head croze and the
    assertions all evaluate it. ``round_band`` is the falsifier: a circle
    of ``radius_at(z)`` instead of the stave chord, which is what made
    the old cylinder float off every flat.
    """
    r = radius_at(z)
    if round_band:
        return r
    u = u % (2.0 * math.pi)
    for a0, a1 in spans:
        if a0 - 1e-9 <= u <= a1 + 1e-9:
            mid = 0.5 * (a0 + a1)
            half = 0.5 * (a1 - a0)
            den = math.cos(u - mid)
            if abs(den) < 1e-4:
                return r * math.cos(half)
            return r * math.cos(half) / den
    return r


def loft_cyclic(bm, sections, mat_idx):
    vert_rings = [[bm.verts.new(p) for p in s] for s in sections]
    m = len(vert_rings)
    n = len(vert_rings[0])
    faces = []
    for k in range(m):
        a = vert_rings[k]
        b = vert_rings[(k + 1) % m]
        for i in range(n):
            j = (i + 1) % n
            face = bm.faces.new((a[i], a[j], b[j], b[i]))
            face.material_index = mat_idx
            faces.append(face)
    return [v for ring in vert_rings for v in ring], faces


def fan_cap(bm, ring, mat_idx, flip=False):
    center = Vector((0.0, 0.0, 0.0))
    for v in ring:
        center += v.co
    center /= len(ring)
    hub = bm.verts.new(center)
    faces = []
    n = len(ring)
    for i in range(n):
        vs = (hub, ring[i], ring[(i + 1) % n])
        if flip:
            vs = (hub, vs[2], vs[1])
        face = bm.faces.new(vs)
        face.material_index = mat_idx
        faces.append(face)
    return hub, faces


def croze_xy(spans, z, bite, shrink=0.0):
    """Head outline = inner stave chords plus croze bite.

    A circle leaves a triangular slot at every stave joint. Sampling
    each stave at both edges and the mid-face, then connecting in
    order, makes the head follow the same host as the hoops.
    """
    pts = []
    for a0, a1 in spans:
        for u in (a0, 0.5 * (a0 + a1), a1):
            r = host_outer_r(u, z, spans, False) - STAVE_THICK + bite - shrink
            pts.append((r * math.cos(u), r * math.sin(u)))
    return pts


def add_polygon_disk(bm, z0, z1, xy_ring, mat_idx):
    rings = []
    for z in (z0, z1):
        ring = [bm.verts.new((x, y, z)) for x, y in xy_ring]
        rings.append(ring)
    a, b = rings
    n = len(xy_ring)
    for i in range(n):
        j = (i + 1) % n
        face = bm.faces.new((a[i], a[j], b[j], b[i]))
        face.material_index = mat_idx
    fan_cap(bm, a, mat_idx, flip=True)
    fan_cap(bm, b, mat_idx, flip=False)


def add_bung(bm, u, z, spans):
    r_out = host_outer_r(u, z, spans, False)
    cu, su = math.cos(u), math.sin(u)
    radial = Vector((cu, su, 0.0))
    origin = radial * (r_out - STAVE_THICK * 0.45)
    geo = bmesh.ops.create_cone(
        bm,
        cap_ends=True,
        cap_tris=True,
        segments=BUNG_SEGS,
        radius1=BUNG_R,
        radius2=BUNG_R * 0.92,
        depth=STAVE_THICK + 0.018,
    )
    verts = list(geo["verts"])
    quat = Vector((0.0, 0.0, 1.0)).rotation_difference(radial)
    rot = quat.to_matrix()
    for v in verts:
        v.co = rot @ v.co + origin + Vector((0.0, 0.0, z))
    faces = {f for v in verts for f in v.link_faces}
    for f in faces:
        f.material_index = WOOD_IDX
    return verts


def build_hoops(bm, spans, round_band):
    faces_all = []
    for z_mid in HOOP_ZS:
        z0 = z_mid - HOOP_H * 0.5
        z1 = z_mid + HOOP_H * 0.5
        c = HOOP_CHAMFER
        sections = []
        samples = []
        for a0, a1 in spans:
            samples.append(a0)
            samples.append(0.5 * (a0 + a1))
            samples.append(a1)
        for u in samples:
            cu, su = math.cos(u), math.sin(u)
            r0 = host_outer_r(u, z0, spans, round_band)
            r1 = host_outer_r(u, z1, spans, round_band)
            profile = (
                (r0 - HOOP_BITE, z0),
                (r0 + HOOP_PROUD - c, z0),
                (r0 + HOOP_PROUD, z0 + c),
                (r1 + HOOP_PROUD, z1 - c),
                (r1 + HOOP_PROUD - c, z1),
                (r1 - HOOP_BITE, z1),
            )
            sections.append([Vector((r * cu, r * su, z)) for r, z in profile])
        _verts, faces = loft_cyclic(bm, sections, METAL_IDX)
        faces_all.extend(faces)
    return faces_all


def build_staves(bm, spans, z0, bevel_offset, bevel_segments):
    zs = [HEIGHT * i / (N_RINGS - 1) for i in range(N_RINGS)]
    stave_verts = []
    for a0, a1 in spans:
        outer = []
        inner = []
        for z in zs:
            r = radius_at(z)
            ov = (
                bm.verts.new((r * math.cos(a0), r * math.sin(a0), z0 + z)),
                bm.verts.new((r * math.cos(a1), r * math.sin(a1), z0 + z)),
            )
            ri = r - STAVE_THICK
            iv = (
                bm.verts.new((ri * math.cos(a0), ri * math.sin(a0), z0 + z)),
                bm.verts.new((ri * math.cos(a1), ri * math.sin(a1), z0 + z)),
            )
            outer.append(ov)
            inner.append(iv)
            stave_verts.extend(ov)
            stave_verts.extend(iv)
        for k in range(N_RINGS - 1):
            o0a, o0b = outer[k]
            o1a, o1b = outer[k + 1]
            i0a, i0b = inner[k]
            i1a, i1b = inner[k + 1]
            for vs in (
                (o0a, o1a, o1b, o0b),
                (i0b, i1b, i1a, i0a),
                (o0a, i0a, i1a, o1a),
                (o0b, o1b, i1b, i0b),
            ):
                face = bm.faces.new(vs)
                face.material_index = WOOD_IDX
        top = bm.faces.new((outer[-1][0], outer[-1][1], inner[-1][1], inner[-1][0]))
        top.material_index = WOOD_IDX
        bot = bm.faces.new((outer[0][1], outer[0][0], inner[0][0], inner[0][1]))
        bot.material_index = WOOD_IDX
    if bevel_offset > 0.0:
        long_edges = []
        seen = set()
        for v in stave_verts:
            for e in v.link_edges:
                if e in seen:
                    continue
                seen.add(e)
                a, b = e.verts
                if abs(a.co.z - b.co.z) > 0.02:
                    long_edges.append(e)
        if long_edges:
            bmesh.ops.bevel(
                bm,
                geom=long_edges,
                offset=bevel_offset,
                segments=bevel_segments,
                profile=0.5,
                affect="EDGES",
                clamp_overlap=True,
            )
    return stave_verts


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, 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_barrel_mesh(
    name,
    bevel_offset,
    bevel_segments,
    short_staves=False,
    float_head=False,
    round_band=False,
):
    bm = bmesh.new()
    gap_ang = GAP_M / R_MID
    spans = stave_spans(N_STAVES, gap_ang, STAVE_JITTER, STAVE_SEED)
    z0 = SHORT_STAVES_LIFT if short_staves else 0.0
    try:
        build_staves(bm, spans, z0, bevel_offset, bevel_segments)
        shrink = 0.028 if float_head else 0.0
        bot_z0 = CHIME
        bot_z1 = CHIME + LID_T
        top_z0 = HEIGHT - CHIME - LID_T
        top_z1 = HEIGHT - CHIME
        add_polygon_disk(
            bm, bot_z0, bot_z1,
            croze_xy(spans, 0.5 * (bot_z0 + bot_z1), CROZE_BITE, shrink),
            WOOD_IDX,
        )
        add_polygon_disk(
            bm, top_z0, top_z1,
            croze_xy(spans, 0.5 * (top_z0 + top_z1), CROZE_BITE, shrink),
            WOOD_IDX,
        )
        add_bung(bm, 0.5 * (spans[0][0] + spans[0][1]), BUNG_Z, spans)
        build_hoops(bm, spans, round_band)
        triangulate_ngons(bm)
        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 face_area(me, poly):
    verts = [me.vertices[i].co for i in poly.vertices]
    if len(verts) < 3:
        return 0.0
    acc = Vector((0.0, 0.0, 0.0))
    origin = verts[0]
    for a, b in zip(verts[1:], verts[2:]):
        acc += (a - origin).cross(b - origin)
    return 0.5 * acc.length


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 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)
    staves = []
    for g in groups:
        if mat_of(me, g) != WOOD_IDX:
            continue
        a = shell_aabb(me, g)
        dz = a[5] - a[2]
        if dz > 0.50:
            staves.append(a)
    stave_z = min((a[2] for a in staves), default=99.0)
    return {"staves": len(staves), "stave_z": stave_z}


def hoop_seat(me, spans):
    groups = shells(me)
    bites = []
    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 > 0.08 or max(dx, dy) < 0.40:
            continue
        rs = [math.hypot(me.vertices[i].co.x, me.vertices[i].co.y) for i in g]
        for i, r in zip(g, rs):
            p = me.vertices[i].co
            u = math.atan2(p.y, p.x)
            host = host_outer_r(u, p.z, spans, False)
            if r > host + 0.0005:
                continue
            bites.append(host - r)
    if not bites:
        return 0.05, 0.05
    return min(bites), max(bites)


def head_gap(me, spans):
    groups = shells(me)
    heads, staves = [], []
    for g in groups:
        if mat_of(me, g) != WOOD_IDX:
            continue
        a = shell_aabb(me, g)
        dz = a[5] - a[2]
        r = 0.25 * ((a[3] - a[0]) + (a[4] - a[1]))
        if dz < 0.06 and r > 0.15:
            heads.append(g)
        elif dz > 0.50:
            staves.append(g)
    if not heads or not staves:
        return 99.0
    bm_s = bmesh.new()
    try:
        bm_s.from_mesh(me)
        keep = set()
        for g in staves:
            keep.update(g)
        drop = [f for f in bm_s.faces if not all(v.index in keep for v in f.verts)]
        if drop:
            bmesh.ops.delete(bm_s, geom=drop, context="FACES")
        if not bm_s.faces:
            return 99.0
        tree = BVHTree.FromBMesh(bm_s)
        worst = 0.0
        for g in heads:
            a = shell_aabb(me, g)
            if a[2] > 0.2:
                continue
            rmax = max(math.hypot(me.vertices[i].co.x, me.vertices[i].co.y) for i in g)
            for i in g:
                p = me.vertices[i].co
                if math.hypot(p.x, p.y) < 0.90 * rmax:
                    continue
                loc, _n, _i, dist = tree.find_nearest(p)
                if loc is None:
                    continue
                worst = max(worst, dist)
        return worst
    finally:
        bm_s.free()


def body_plan(me):
    groups = shells(me)
    xs, ys, z0s, z1s = [], [], [], []
    for g in groups:
        if mat_of(me, g) != WOOD_IDX:
            continue
        a = shell_aabb(me, g)
        if a[5] - a[2] < 0.50:
            continue
        xs.extend((a[0], a[3]))
        ys.extend((a[1], a[4]))
        z0s.append(a[2])
        z1s.append(a[5])
    if not xs:
        return 0.0, 0.0
    dia = 0.5 * ((max(xs) - min(xs)) + (max(ys) - min(ys)))
    return dia, max(z1s) - min(z0s)


def add_stray_vert(me):
    bm = bmesh.new()
    try:
        bm.from_mesh(me)
        bm.verts.new((0.0, 0.0, HEIGHT * 0.5))
        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")
        bmesh.ops.dissolve_limit(
            bm,
            angle_limit=math.radians(10.0),
            verts=list(bm.verts),
            edges=list(bm.edges),
            delimit={"NORMAL"},
        )
        bmesh.ops.triangulate(bm, faces=list(bm.faces))
        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("BarrelNrm", 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_staves=False,
    float_head=False,
    round_band=False,
):
    bpy.ops.wm.read_factory_settings(use_empty=True)
    flags = dict(
        short_staves=short_staves,
        float_head=float_head,
        round_band=round_band,
    )
    low = build_barrel_mesh("BarrelLow", 0.004, 2, **flags)
    high = build_barrel_mesh("BarrelHigh", 0.004, 4, **flags)
    wood = principled(
        "BarrelWood", (0.48, 0.22, 0.07, 1.0), 0.0, 0.50,
        noise_scale=7.0, wear=(0.28, 0.14, 0.05, 1.0),
    )
    metal = principled(
        "BarrelHoop", (0.55, 0.53, 0.50, 1.0), 1.0, 0.28,
        noise_scale=5.0, wear=(0.35, 0.32, 0.28, 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("barrel mesh did not build", 3), None, None, None, None, None

    spans = stave_spans(N_STAVES, GAP_M / R_MID, STAVE_JITTER, STAVE_SEED)
    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)
    bite_min, bite_max = hoop_seat(low.data, spans)
    hgap = head_gap(low.data, spans)
    dia, ht = body_plan(low.data)
    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 staves={sup['staves']} stave_z={sup['stave_z']:.5f} "
        f"hoop_bite={bite_min:.5f}..{bite_max:.5f} head_gap={hgap:.5f} "
        f"body={dia:.4f}x{ht:.4f}"
    )

    img, tex = setup_bake_image(low, wood)
    if img is None:
        return fail("barrel has no UV layer", 3), None, None, None, None, None
    bake_result = bake_normal(high, low)

    lod1 = make_lod(low, "BarrelLOD1", LOD1_TARGET, skip_decimate)
    lod2 = make_lod(low, "BarrelLOD2", 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_barrel_mesh("BarrelColSrc", 0.0, 1)
    collider = convex_hull_collider(collider_src, "BarrelCollider")
    bpy.data.objects.remove(collider_src, do_unlink=True)
    col_tris = triangle_count(collider.data)

    export_path = os.path.join(
        tempfile.gettempdir(),
        f"bdt_wooden_barrel_{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}"
    )

    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(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(METAL_IDX, 0) < METAL_FACES_MIN:
        return fail(
            f"metal hoop faces {idx_counts.get(METAL_IDX, 0)} < {METAL_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 (
        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} "
            "(--stray-vert is the designed fail)",
            15,
        ), None, None, None, None, None
    if (
        abs(bb[2]) > ZMIN_EPS
        or sup["staves"] != STAVE_COUNT
        or sup["stave_z"] > STAVE_ZMIN_MAX
    ):
        return fail(
            f"zmin {bb[2]:.6f} staves={sup['staves']} stave_z={sup['stave_z']:.5f} "
            "(--lift-z / --short-staves is the designed fail)",
            16,
        ), 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 hgap > HEAD_GAP_MAX:
        return fail(
            f"head-croze gap {hgap:.5f} > {HEAD_GAP_MAX} "
            "(--float-head is the designed fail)",
            17,
        ), None, None, None, None, None
    if bite_min < HOOP_BITE_MIN or bite_max > HOOP_BITE_MAX:
        return fail(
            f"hoop bite {bite_min:.5f}..{bite_max:.5f} "
            f"outside [{HOOP_BITE_MIN}, {HOOP_BITE_MAX}] "
            "(--round-band is the designed fail)",
            18,
        ), None, None, None, None, None
    if abs(dia - BODY_DIA) > BODY_TOL or abs(ht - BODY_H) > BODY_TOL:
        return fail(
            f"body plan {dia:.4f}x{ht:.4f} off {BODY_DIA}x{BODY_H}",
            19,
        ), None, None, None, None, None
    return 0, low, high, wood, tex, collider


def wire_normal(mat, tex):
    nt = mat.node_tree
    bsdf = nt.nodes["Principled BSDF"]
    nrm = nt.nodes.new("ShaderNodeNormalMap")
    nrm.inputs["Strength"].default_value = 1.0
    nt.links.new(tex.outputs["Color"], nrm.inputs["Color"])
    nt.links.new(nrm.outputs["Normal"], bsdf.inputs["Normal"])


def render_still(low, wood, _tex, path, engine):
    scene = bpy.context.scene
    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(4.0)

    floor_me = bpy.data.meshes.new("Floor")
    bm = bmesh.new()
    try:
        bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=14.0)
        bm.to_mesh(floor_me)
    finally:
        bm.free()
    fmat = bpy.data.materials.new("Floor")
    fmat.use_nodes = True
    fb = fmat.node_tree.nodes["Principled BSDF"]
    fb.inputs["Base Color"].default_value = (0.03, 0.032, 0.037, 1.0)
    fb.inputs["Roughness"].default_value = 0.7
    floor_me.materials.append(fmat)
    floor = bpy.data.objects.new("Floor", floor_me)
    scene.collection.objects.link(floor)
    wall = bpy.data.objects.new("Wall", floor_me.copy())
    wall.location = (0.0, 8.5, 0.0)
    wall.rotation_euler = (math.radians(90), 0.0, 0.0)
    scene.collection.objects.link(wall)

    world = bpy.data.worlds.new("World")
    world.use_nodes = True
    world.node_tree.nodes["Background"].inputs["Color"].default_value = (
        0.02, 0.021, 0.025, 1.0,
    )
    scene.world = world

    def light(name, loc, energy, size, col, rot):
        ld = bpy.data.lights.new(name, "AREA")
        ld.energy = energy
        ld.size = size
        ld.color = col
        ob = bpy.data.objects.new(name, ld)
        ob.location = loc
        ob.rotation_euler = tuple(math.radians(a) for a in rot)
        scene.collection.objects.link(ob)

    light("Key", (-3.6, -5.0, 5.8), 680.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36))
    light("Fill", (5.0, -3.6, 2.6), 48.0, 8.0, (0.72, 0.82, 1.0), (62, 0, 50))
    light("Wedge", (2.4, 4.2, 4.1), 640.0, 5.5, (1.0, 0.70, 0.40), (-70, 0, 198))

    cam_data = bpy.data.cameras.new("Cam")
    cam_data.lens = 50.0
    cam = bpy.data.objects.new("Cam", cam_data)
    cam.location = (1.68, -2.38, 1.38)
    scene.collection.objects.link(cam)
    aim = bpy.data.objects.new("Aim", None)
    aim.location = (0.0, 0.0, HEIGHT / 2.0 + 0.02)
    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-staves", action="store_true")
    p.add_argument("--float-head", action="store_true")
    p.add_argument("--round-band", 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_staves=args.short_staves,
        float_head=args.float_head,
        round_band=args.round_band,
    )
    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("wooden-barrel 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)