Merge remote-tracking branch 'origin/lane/e'

This commit is contained in:
m3ultra 2026-07-17 02:39:40 +10:00
commit ce8d22cb60
10 changed files with 232 additions and 398 deletions

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@ -1232,3 +1232,73 @@ Format: `[lane letter] YYYY-MM-DD — note`
represents a whole night of story, so a storm delivers a night's water; that's the time-compression
fiat B asked someone to own. B's finding that ponding cannot pincer the twisted rig (a hypar has no
flat to pool in) is exactly why it's the right mechanism.
[E] 2026-07-17 — ❌ **RETRACTION — my "worst corner 417.7" flag last sprint was a false alarm, ignore it.**
`corner.load` is in **newtons** (sail.js's own header says so: "a 5×5 m sail in a 34 m/s storm genuinely
puts ~14 kN on a corner"). So 417.7 N is 0.42 kN — a perfectly healthy pre-tension load on a rigged
sail, not B's cascade. I read a newton value as if it were alarming and posted it without checking the
unit. Nobody should spend a minute chasing it. Apologies — deleting the claim rather than leaving it to
rot in the log.
[E] 2026-07-17 — **LANE B — pond visual (SPRINT4 §Lane E-1, decision 10). Two textures + the recipe.**
`models/textures/pond_water.png` (256², RGBA) and `pond_normal.png` (256², seamless ripples). Same
ride-the-nodes rule as the tears, same reason: a rigid disc added to the sail group sits still while
the belly moves under it.
· **Alpha is a radial feather**, so the pool dissolves into the cloth instead of ending on a hard
rim, and **RGB darkens toward the middle** because that's where it's deep. Both of those are
encoded *radially*, which is what lets you scale it per `pondMass()` without the shading going
wrong at any size.
· Sizing: for roughly constant depth, area ∝ mass, so **radius ∝ √pondMass** is your starting curve.
· The normal map tiles (asserted in the build, same guard as the weave) — `RepeatWrapping`, repeat to
taste, `normalScale` low (~0.3); it's a puddle, not the ocean.
· Water is grey-green, not blue: rain caught in a sail is shallow, murky, and mostly mirrors an
overcast sky. If it reads too drab against your cloth, say so and I'll lift it.
256² not 512² on purpose: both are smooth low-frequency content, and at 512 they were 256 KB + 320 KB
against ~20 KB for every other texture in the repo. No visible difference, quarter the bytes.
[E] 2026-07-17 — `broom_01_v1.glb` landed (§Lane E-2) — 0.39 × 0.06 × 1.42 m, `mass_hint` 1.2. Nodes
`handle` / `head` / `bristles`, plus `grip_anchor` (two-thirds up, `carry_type="broom"`) and
**`poke_tip` on the BRISTLE end** — Lane D, that's deliberate: a broomstick jabbed at a loaded sail
puts a hole through it, and the soft end is the one a landscaper would actually use. Stands upright
with the head on the ground, i.e. how it lives against the shed wall; rotate it to poke. Carries
`anim_hint` = reuse Crank/Dig, no new Mixamo needed.
[E] 2026-07-17 — ⚠️ **RENAMED: `fence_panel_broken` → `fence_panel_snapped`.** SPRINT4 names it
`fence_panel_snapped` in both §A-4 and §E-3; I'd shipped `fence_panel_broken` in Sprint 3. Lane A codes
against SPRINT4, and `dress()` guards every load — so the mismatch wouldn't have crashed anything, the
wreckage would just have **silently never appeared**, which is the worse failure. Canonical name is now
`fence_panel_snapped_v1.glb`; old file deleted. `garden_gnome_01_broken` is unchanged and already
matches. (Yes, the two suffixes are inconsistent — matching the spec Lane A reads beat matching my own
naming.)
[E] 2026-07-17 — ✅ **Lane A — I booted the dressed yard and it's right.** house_yardside + both gums +
shed + table all load; `fascia_anchor_01..03`, `gutter`, `wall`, `trunk`, `canopy` all present; 11
anchors. Two things I checked specifically because I'd have been embarrassed to be wrong about them:
· **The canopies sway.** They read `rotation 0,0` at t=0 (which briefly fooled me) but after 6 s of
wind they're at 0.019 / 0.006 rad — you re-pointed the sway list at the GLB `canopy` groups on
dress and the old graybox `canopy_0/1/2` are gone. The handle works.
· **`userData` extras are live in production** — world.js:417 reads `rating_hint` and `collateral`
off my nodes. That contract is real now, not just asserted.
Not yet wired: `sway_amp` (0.85 on the big gum, 1.20 on the whippy one) and `sway_phase` — that's your
§A-5 and the data is sitting in `userData` whenever you want it. Free readability: multiply your `lean`
by `sway_amp` and take `sway_phase` instead of the hardcoded 0.7 / 2.9, and gum_02 starts showing gust
fronts before gum_01 does.
[E] 2026-07-17 — 👀 art note, my asset, my call to flag rather than fix: in the dressed yard the tree
**branch stubs read as coat hooks** — bare horizontal pegs off a bare trunk. They looked fine in
isolation; they don't at yard scale. **I'm not touching them unprompted, because the `branch_anchor_*`
tips are now live anchors** (A's 11, with rating hints) and moving them would shift A's yard and
invalidate B's §7 measurements — exactly the churn I avoided in Sprint 2. I *can* taper and re-angle
the limbs while pinning the tips so no anchor moves a millimetre. Say the word and it's a contained
change; otherwise it waits for the content sprint.
[E] 2026-07-17 — 🔧 **TOOLING GAP, and it blocks §Lane E-4 (the assembled-yard picture for DESIGN.md).**
There is no way to get a game screenshot to disk. The canvas is WebGL, so `toDataURL` returns a blank
buffer unless you render and read in the same tick, and even then the only channel out of the page is
text — moving one 900×506 JPEG costs ~60 KB of base64 round-tripped through the harness, which is a
ridiculous price for a picture. I've verified the yard by eye and it looks like the game (screenshot is
in my session), but I'm not committing one this way.
**The durable fix is ~5 lines and it isn't mine:** either a dev key in main.js that does
`render(); canvas.toBlob(b => download(b))`, or a tiny POST handler in server.py writing to `docs/`.
Lane A, if you'd rather I did it, say so and I'll take it as a Lane E chore next sprint — it's your
file, and after that DESIGN.md gets a fresh picture whenever anyone presses a key.

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@ -16,400 +16,7 @@
],
"status": "PASS",
"problems": []
},
{
"name": "tree_gum_01",
"dims": [
4.5522,
4.956,
7.9702
],
"tris": 396,
"nodes": [
"branch_anchor_01",
"branch_anchor_02",
"branch_anchor_03",
"canopy",
"canopy_01",
"canopy_02",
"canopy_03",
"tree_gum_01",
"trunk"
],
"status": "PASS",
"problems": []
},
{
"name": "tree_gum_02",
"dims": [
3.8871,
2.7787,
5.4972
],
"tris": 288,
"nodes": [
"branch_anchor_01",
"branch_anchor_02",
"canopy",
"canopy_01",
"canopy_02",
"tree_gum_02",
"trunk"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_post",
"dims": [
0.13,
0.13,
2.03
],
"tris": 24,
"nodes": [
"fence_post",
"post"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_panel",
"dims": [
2.4,
0.054,
1.8194
],
"tris": 324,
"nodes": [
"fence_panel",
"palings",
"rails"
],
"status": "PASS",
"problems": []
},
{
"name": "gate",
"dims": [
1.045,
0.0615,
1.75
],
"tris": 220,
"nodes": [
"gate",
"gate_frame",
"gate_palings",
"hinge_axis",
"hinges"
],
"status": "PASS",
"problems": []
},
{
"name": "house_yardside",
"dims": [
9.2,
1.0547,
2.9
],
"tris": 200,
"nodes": [
"door",
"fascia",
"fascia_anchor_01",
"fascia_anchor_02",
"fascia_anchor_03",
"gutter",
"house_yardside",
"roof",
"wall",
"window"
],
"status": "PASS",
"problems": []
},
{
"name": "shed_01",
"dims": [
2.58,
1.9708,
2.2224
],
"tris": 96,
"nodes": [
"door_anchor",
"doors",
"roof",
"shed_01",
"shell"
],
"status": "PASS",
"problems": []
},
{
"name": "shed_table",
"dims": [
1.6,
0.6,
0.9
],
"tris": 72,
"nodes": [
"pickup_anchor",
"shed_table",
"table_frame",
"table_top"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_bed",
"dims": [
3.0,
1.2,
0.8609
],
"tris": 2580,
"nodes": [
"bed",
"garden_bed",
"plants_dead",
"plants_full",
"plants_tattered",
"soil"
],
"status": "PASS",
"problems": []
},
{
"name": "sail_post",
"dims": [
0.507,
0.52,
4.0327
],
"tris": 528,
"nodes": [
"footing",
"pad_eye",
"post",
"rake_pivot",
"sail_post",
"top_anchor"
],
"status": "PASS",
"problems": []
},
{
"name": "ladder_01",
"dims": [
0.455,
0.075,
3.0
],
"tris": 276,
"nodes": [
"ladder",
"ladder_01",
"ladder_base",
"ladder_top"
],
"status": "PASS",
"problems": []
},
{
"name": "shackle",
"dims": [
0.0569,
0.019,
0.0744
],
"tris": 560,
"nodes": [
"bow",
"pin",
"shackle"
],
"status": "PASS",
"problems": []
},
{
"name": "carabiner",
"dims": [
0.049,
0.009,
0.1027
],
"tris": 476,
"nodes": [
"body",
"carabiner",
"gate"
],
"status": "PASS",
"problems": []
},
{
"name": "turnbuckle",
"dims": [
0.0292,
0.0341,
0.1955
],
"tris": 728,
"nodes": [
"body",
"eye_a",
"eye_b",
"turnbuckle"
],
"status": "PASS",
"problems": []
},
{
"name": "tramp_01",
"dims": [
2.9555,
2.9555,
0.78
],
"tris": 976,
"nodes": [
"legs",
"mat",
"pad",
"rim",
"tramp_01"
],
"status": "PASS",
"problems": []
},
{
"name": "wheelie_bin_01",
"dims": [
0.58,
0.6808,
1.1188
],
"tris": 120,
"nodes": [
"bin_body",
"lid",
"lid_plate",
"wheelie_bin_01",
"wheels"
],
"status": "PASS",
"problems": []
},
{
"name": "washing_line_01",
"dims": [
2.8441,
2.8441,
2.2777
],
"tris": 336,
"nodes": [
"arms",
"head",
"mast",
"washing_line_01"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_gnome_01",
"dims": [
0.1427,
0.15,
0.365
],
"tris": 236,
"nodes": [
"garden_gnome_01",
"gnome"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_gnome_01_broken",
"dims": [
0.3947,
0.3519,
0.106
],
"tris": 344,
"nodes": [
"garden_gnome_01_broken",
"hat",
"head",
"shards",
"stump"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_panel_broken",
"dims": [
2.4,
0.7749,
1.8197
],
"tris": 336,
"nodes": [
"debris_palings",
"fence_panel_broken",
"palings",
"rails"
],
"status": "PASS",
"problems": []
}
],
"debris": [
{
"file": "BlueCrate_v2.glb",
"dims": [
0.36,
0.36,
0.29
],
"sane": true
},
{
"file": "BlackTub_v2.glb",
"dims": [
0.36,
0.54,
0.2
],
"sane": true
},
{
"file": "WhiteTub_v2.glb",
"dims": [
0.36,
0.54,
0.2
],
"sane": true
},
{
"file": "WoodenBin_v2.glb",
"dims": [
0.35,
0.36,
0.31
],
"sane": true
}
]
"debris": []
}

View File

@ -117,9 +117,16 @@ PAL = {
"gnome_skin": "#E0A986",
"gnome_coat": "#3E6FA8",
"gnome_hat": "#B33C36",
"bristle": "#C9A659", # broom straw
"ref_pink": "#E85C8A", # the reference capsule — deliberately loud
}
# Rainwater caught in a sail is not swimming-pool blue. It's shallow, murky, it
# picks up dust off the cloth, and mostly it mirrors an overcast sky — so it
# reads grey-green, and it goes darker where it's deeper.
WATER_SHALLOW = (0.46, 0.51, 0.46)
WATER_DEEP = (0.22, 0.28, 0.26)
# ============================================================================
# UTILS — lifted from racks_to_glb.py, kept deliberately close to the original
@ -1181,7 +1188,52 @@ def build_garden_gnome_01_broken(name):
return root
def build_fence_panel_broken(name):
def build_broom_01(name):
"""The poke-the-pond tool (SPRINT4 §Lane E-2).
Stands upright, head on the ground, because that's how it lives against the
shed wall Lane D rotates it to poke. `poke_tip` is on the BRISTLE end, not
the handle: a broomstick jabbed at a loaded sail puts a hole through it, and
the soft end is the one a landscaper would actually use. `grip_anchor` is
where the hand goes, two thirds up.
"""
rng = rng_for(name)
root = add_empty(name)
dowel = get_material("Mat_Timber", PAL["timber"], 0.7)
head_m = get_material("Mat_TimberDark", PAL["timber_dark"], 0.85)
bristle = get_material("Mat_Bristle", PAL["bristle"], 0.95)
H, HEAD_W = 1.42, 0.30
join_group([add_cyl(f"{name}_handle", 0.014, H - 0.10, (0, 0, 0.10 + (H - 0.10) / 2),
dowel, verts=8)], "handle", root)
join_group([add_box(f"{name}_head", (HEAD_W, 0.055, 0.05), (0, 0, 0.125), head_m),
add_cone(f"{name}_ferrule", 0.020, 0.014, 0.05, (0, 0, 0.16), head_m,
verts=8)], "head", root)
# Bristles: a row of tapered tufts, splayed a little and unevenly worn. A
# solid block reads as a paint roller.
tufts = []
n = 11
for i in range(n):
x = -HEAD_W / 2 + 0.02 + i * ((HEAD_W - 0.04) / (n - 1))
ln = rng.uniform(0.085, 0.105)
lean = (x / (HEAD_W / 2)) * rng.uniform(0.04, 0.09)
tufts.append(add_tube_between(f"{name}_tuft_{i:02d}", (x, 0, 0.10),
(x + lean, rng.uniform(-0.01, 0.01), 0.10 - ln),
0.010, bristle, verts=4))
join_group(tufts, "bristles", root)
g = add_empty("grip_anchor", (0, 0, 0.95), root, size=0.12)
g["carry_type"] = "broom"
p = add_empty("poke_tip", (0, 0, 0.02), root, size=0.12)
p["use"] = "push the pond up from under the sail; soft end, won't hole the cloth"
stamp(root, name, "tool")
root["mass_hint"] = 1.2
root["anim_hint"] = "reuse Crank/Dig for the poke — no new Mixamo needed"
return root
def build_fence_panel_snapped(name):
"""A panel the storm went through. Same 2.4 m tile footprint and origin as
fence_panel, so Lane A drops it into the run in place of one instance rather
than re-tiling the fence.
@ -1366,6 +1418,103 @@ def build_sail_textures():
return [p1, p2]
def build_pond_textures():
"""The pond in a flat sail's belly (SPRINT4 §Lane E-1, decision 10).
Two textures, both for a patch Lane B builds from the cloth's own nodes —
same ride-the-nodes rule as the tear decals, and for the same reason: a rigid
disc added to the sail group would sit still while the belly moves under it.
pond_water.png RGBA decal. Alpha is a radial feather so the pool dissolves
into the cloth instead of ending at a hard rim; RGB darkens
toward the middle because that's where it's deep. Scale it
per pond mass and the shading stays right, because depth is
encoded radially rather than baked at one size.
pond_normal.png SEAMLESS tiling ripple normals, so the pool catches the sun
and reads as liquid rather than as a painted patch. Tiles
because B will repeat it across whatever area the pond has.
"""
import numpy as np
# 256², not 512²: both of these are smooth, low-frequency content (a radial
# gradient and some sine ripples), so the extra resolution buys nothing you
# can see and costs 4x the bytes. At 512 they were 256 KB + 320 KB against
# ~20 KB for every other texture here, in a repo whose entire model set is
# 672 KB. The fastest pond is the one that isn't most of the download.
SIZE = 256
Y, X = np.mgrid[0:SIZE, 0:SIZE]
c = (SIZE - 1) / 2.0
nx, ny = (X - c) / (SIZE / 2.0), (Y - c) / (SIZE / 2.0)
r = np.clip(np.sqrt(nx * nx + ny * ny), 0.0, 1.0)
# Wind chop. Not concentric rings — a puddle ringed like a dartboard reads as
# a target. But three crossed sines don't work either: at similar frequencies
# they interfere into a regular lattice and the pond reads as basketweave.
# Seven waves, directions spaced by the golden angle and frequencies in a
# non-harmonic ratio, so nothing lines up and the surface stays irregular the
# way real chop is. Free choice here — this decal is radial, never tiled, so
# unlike the normal map it owes nothing to seamlessness.
chop = np.zeros((SIZE, SIZE), dtype=np.float32)
rw = rng_for("pond_chop")
total = 0.0
for i in range(7):
ang = i * 2.39996 # golden angle: maximally non-repeating
freq = 5.0 * (1.37 ** i) # non-harmonic progression
amp = 1.0 / (1.0 + i * 0.8)
chop += amp * np.sin((nx * math.cos(ang) + ny * math.sin(ang)) * freq * math.pi
+ rw.uniform(0, math.tau))
total += amp
chop = np.clip(0.5 + 0.5 * chop / total, 0.0, 1.0)
depth = np.clip(1.0 - r, 0.0, 1.0) ** 0.7
water = np.zeros((SIZE, SIZE, 4), dtype=np.float32)
for i in range(3):
base = WATER_SHALLOW[i] + (WATER_DEEP[i] - WATER_SHALLOW[i]) * depth
water[:, :, i] = np.clip(base * (0.86 + 0.28 * chop), 0.0, 1.0)
# Feather the last quarter of the radius: a hard edge would read as a decal.
a = np.clip((1.0 - r) / 0.25, 0.0, 1.0)
water[:, :, 3] = (a * a * (3.0 - 2.0 * a)).astype(np.float32) # smoothstep
p1, kb1 = save_png(water, "pond_water")
print(f" pond_water.png {SIZE}x{SIZE}, radial feather, {kb1} KB")
# --- ripple normals, seamless -----------------------------------------
def height(px, py):
h = np.zeros_like(px, dtype=np.float32)
# Integer cycles across the tile = exact wrap, same trick as the weave.
# Six of them rather than three, on deliberately unrelated (kx, ky) pairs:
# too few waves and they beat into a visible lattice, same failure the
# albedo chop had. Integer pairs are the only constraint seamlessness puts
# on this — which ones is free.
for kx, ky, amp in ((3, 5, 1.0), (7, 2, 0.62), (11, 9, 0.36),
(2, 13, 0.28), (13, 4, 0.20), (5, 11, 0.16)):
h += amp * np.sin(2 * np.pi * (kx * px + ky * py) / SIZE)
return h
Yn, Xn = np.mgrid[0:SIZE, 0:SIZE]
e = 1.0
dhdx = (height(Xn + e, Yn) - height(Xn - e, Yn)) / (2 * e)
dhdy = (height(Xn, Yn + e) - height(Xn, Yn - e)) / (2 * e)
strength = 6.0
nxv, nyv, nzv = -dhdx * strength, -dhdy * strength, np.ones_like(dhdx)
ln = np.sqrt(nxv * nxv + nyv * nyv + nzv * nzv)
normal = np.zeros((SIZE, SIZE, 4), dtype=np.float32)
normal[:, :, 0] = (nxv / ln) * 0.5 + 0.5
normal[:, :, 1] = (nyv / ln) * 0.5 + 0.5
normal[:, :, 2] = (nzv / ln) * 0.5 + 0.5
normal[:, :, 3] = 1.0
# Same guard as the weave: B is told to RepeatWrapping this, and a bad wrap
# is a visible seam gridded across the pond.
if not np.allclose(height(Xn, Yn), height(Xn + SIZE, Yn), atol=1e-4):
raise AssertionError("pond_normal does not tile on X")
if not np.allclose(height(Xn, Yn), height(Xn, Yn + SIZE), atol=1e-4):
raise AssertionError("pond_normal does not tile on Y")
p2, kb2 = save_png(normal, "pond_normal")
print(f" pond_normal.png {SIZE}x{SIZE}, seamless ripples, {kb2} KB")
return [p1, p2]
def build_grass_atlas():
"""4-tuft billboard atlas, 2x2 cells. Drawn with numpy (no PIL in Blender's
python) and saved through bpy's image API. Lane A instances quads with this."""
@ -1487,7 +1636,12 @@ ASSETS = [
# Deeper than fence_panel on purpose: the snapped palings lie on the grass in
# front of it. Bounded so wreckage on a boundary fence can't reach through
# whatever is behind it.
dict(name="fence_panel_broken", fn=build_fence_panel_broken,
# Wider than the 0.30 head: the bristles splay past it, which is what a worn
# broom does. A real yard broom is 0.300.45 m across.
dict(name="broom_01", fn=build_broom_01,
dims=((0.28, 0.45), (0.04, 0.12), (1.35, 1.50)),
nodes=["handle", "head", "bristles", "grip_anchor", "poke_tip"]),
dict(name="fence_panel_snapped", fn=build_fence_panel_snapped,
dims=((2.38, 2.60), (0.03, 1.05), (1.70, 1.90)),
nodes=["palings", "rails", "debris_palings"]),
]
@ -1815,6 +1969,7 @@ def main():
reset_to_empty()
build_grass_atlas()
build_sail_textures()
build_pond_textures()
debris = [] if no_debris else copy_debris()
failures = []

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@ -75,8 +75,10 @@ const ASSETS = [
{ name: 'garden_gnome_01', h: [0.33, 0.42], nodes: ['gnome'] },
{ name: 'garden_gnome_01_broken', h: [0.08, 0.20],
nodes: ['stump', 'head', 'hat', 'shards'] },
{ name: 'fence_panel_broken', h: [1.70, 1.90],
{ name: 'fence_panel_snapped', h: [1.70, 1.90],
nodes: ['palings', 'rails', 'debris_palings'] },
{ name: 'broom_01', h: [1.35, 1.50],
nodes: ['handle', 'head', 'bristles', 'grip_anchor', 'poke_tip'] },
];
function sizeOf(gltf) {
@ -268,7 +270,7 @@ export default async function run(t) {
// swap needs a fudge offset per prop and will grow one.
t.test('broken variants sit on the same ground plane as their intact twin', () => {
for (const [intact, broken] of [['garden_gnome_01', 'garden_gnome_01_broken'],
['fence_panel', 'fence_panel_broken']]) {
['fence_panel', 'fence_panel_snapped']]) {
for (const n of [intact, broken]) {
const box = new THREE.Box3().setFromObject(loaded.get(n).scene);
assert(Math.abs(box.min.y) < 0.03,

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