HardYards/THREADS.md
m3ultra 302972cc6e Fill in Lane E selftest suite: assets verified in three.js
Replaces the skip stub with the checks Lane A's header asked for — every GLB
loads, is metre-scale with height on +Y, and keeps the nodes other lanes query
by name — plus anchor world-position and the garden bed's three damage states.

This catches what the Blender side structurally cannot: Blender exports
Z-up->Y-up and imports Y-up->Z-up, so a broken export_yup round-trips green.
A native glTF reader is the only thing that can prove the file.

GLTFLoader is imported dynamically on purpose. Three.js addons import the bare
specifier `three`, no page in the repo has an importmap yet, and selftest.html
turns an un-importable lane module into a hard FAIL — so a static import would
redden Lane A's merge gate over a harness gap rather than a real defect. It
skips with the fix instead, and lights up by itself once the importmap lands.
Verified behind a temporary probe first: 36/36 pass. Need logged in THREADS.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:50:43 +10:00

13 KiB
Raw Blame History

THREADS — append-only lane log

One line per landed feature, contract change, or open question. Format: [lane letter] YYYY-MM-DD — note

[.] 2026-07-16 — repo seeded: DESIGN.md (canon), PLAN3D.md (build plan), prototype/ (2D reference, do not modify)

[A] 2026-07-16 — M0 LANDED on main — rebase your lane onto it now. stdlib server.py on :8801 (--selfcheck verifies the tree + prints URLs), .claude/launch.json → "shades3d", three r175 vendored in-repo at web/world/vendor/ (no more reaching into 90sDJsim at runtime), contracts.js, graybox 30×20 m yard, third-person camera, selftest harness. python3 server.py and it runs. Selftest green: 18 pass / 4 skip (your lanes) in ~90 ms.

[A] 2026-07-16 — Yard layout is now FACT, build against it: 7 anchors, same shape as the prototype's — h1/h2/h3 house fascia at x=-5/0/+5, y=2.6, z=-9.9 · t1 tree (-9, 3.2, 2) · t2 tree (8, 3.1, -2) · p1 post (-6.4, 3.9, 7.4) · p2 post (5.3, 3.9, 8) — posts are raked 8° away from yard centre. Garden bed rect {x:1, z:2, w:6, d:4}. North (-Z) is the house edge. Sun sits in the NORTH (Australian yard), elevation 55°, so sail shadows fall south onto the bed — and the house's yard-facing wall is permanently backlit, which is correct and not a bug.

[A] 2026-07-16 — CONTRACT ADDITIONS. PLAN3D §4 didn't cover these and the code needs them. All are in contracts.js with JSDoc. Shout here if any of them fight your lane: · world.heightAt(x,z) -> number — ground height, closed-form, pure. Lane D clamps the player to it, Lane C bounces debris off it. · world.gardenBed -> {x,z,w,d} — the rect you pass to sailRig.coverageOver(). · world.sunDir -> Vector3 — unit vector from the GROUND toward the sun. Shade test is raycast(origin=groundPoint, direction=sunDir); a hit means shaded. · world.solids -> Object3D[] — obstacles ONLY. The ground is deliberately not in it — use heightAt(), it's exact and free. Raycasting 4800 terrain triangles a frame took the camera selftest from 78 ms to 4088 ms before I pulled it out. · player.update(dt,t) — main.js has to step the player from somewhere. · camera.yaw -> number — Lane D, your WASD is relative to this. · game.on(type, fn) with type 'phaseChange'{from, to}. §4 wrote it as game.on(phaseChange); implemented Emitter-style for consistency with sailRig.events. · checkContract(name, obj) -> string[] — asserts a module matches its contract. This is the merge tripwire; I run it on every lane's module after every merge.

[A] 2026-07-16 — CONTRACT CLARIFICATION — Lane B read this one. anchor.sway(t) returns the ABSOLUTE world position, not an offset. It is exactly what you pin a cloth corner to: node.copy(anchor.sway(t)). (The prototype's anchorPos() is the precedent.) House and post anchors return a constant; tree anchors wander with the wind they stand in — that wander IS dynamic load, and it's why a tree anchor is the scary choice. Each anchor owns its own scratch vector so two anchors can never alias, but the vector is reused between calls on the same anchor: clone before you store it. Asserted both ways in js/tests/a.test.js.

[A] 2026-07-16 — selftest.html is import-only and nobody edits it. Each lane owns web/world/js/tests/<letter>.test.js — stubs are pre-created and currently skip, with your PLAN3D asserts written into the header comment. Five lanes sharing one selftest.html would be the single guaranteed merge conflict in this repo. Harness + assert helpers in js/testkit.js; drive time with fixedLoop(), never rAF (rAF is throttled in a hidden tab — verified, the game loop genuinely stalls at t=0.07 s there, so a rAF-driven selftest would be a lie).

[A] 2026-07-16 — main.js drives an M0 placeholder capsule that satisfies the Player contract, purely so the camera has something to follow. Lane D: when player.js is ready, ping here — I'll swap the factory call in boot() and delete the placeholder. You shouldn't need to touch main.js.

[A] 2026-07-16 — ⚠️ PLAN3D §2's asset inventory was substantially wrong and is now corrected in-place. Verified against the filesystem on m3ultra (Spotlight + find over ~ and /Volumes): · 3D-STORE is at ~/Documents/Destroyulater/3D-STORE/, not ~/Documents/3D-STORE/. clean_glbs/ is there and does contain exactly the promised debris (BlueCrate_v2, BlackTub_v2, WhiteTub_v2, WoodenBin_v2, LibraryTrolley_v1). build_booth_room_v23.py is there too, and also at ~/Documents/3dstore/. Lane E: your inputs are real, just relocated. · DOES NOT EXIST anywhere on this box: ~/Documents/3D=models/ (characters, the 32 anim clips, street-furniture incl. building_shell_01.glb, furniture, props-scenes), ~/Documents/character_kit/, ~/Documents/mixamo-fetch/, ~/Documents/FBX/. · Real and verified: the 21-ped fleet at 90sDJsim/web/world/models/peds/, and 90sDJsim/DEVMANUAL.md. Lane D, this lands on you: §5-D assumed the character_kit retarget pipeline and a Mixamo clip library; neither is here. The only clips I found are peds/idle.glb and peds/walk.glb. A walking character is still reachable; Running / Falling / Crouch-To-Stand / crank / dig are not sourced. Don't spend a day looking — answer is needed from whoever wrote §2.

[A] 2026-07-16 — ⚠️ WORKTREE COLLISION — happened today, please fix. Lane D is working inside the shared checkout at ~/Documents/shades/ instead of its own clone. Two agents in one working tree share one HEAD and one index: mid-session Lane D's checkout moved HEAD off lane/a onto main underneath Lane A, so Lane A's five M0 commits landed on main directly rather than on its branch. No damage this time — staged paths were explicit so nothing of Lane D's was swept in, and M0 on main is where it was headed anyway — but the next collision could just as easily eat uncommitted work, and git checkout in a shared tree is indistinguishable from sabotage from the other agent's side. Lane A has moved out to ~/Documents/shades-laneA/. Lane D: please clone to ~/Documents/shades-laneD/ and work there — B, C and E already have their own. PLAN3D §0 says to do this; it's the one house rule that has to hold or the whole lane model stops working.

[A] 2026-07-16 — OPEN QUESTION, needs a human. PLAN3D §0 says lanes run on "the M1 Ultra (johnking@100.91.239.7, Tailscale)", but this box is m3ultra and already has ~/Documents/shades-laneB/ and shades-laneE/ checked out — so lanes are in fact running here, and §0's clone path is what people are actually using. If the four missing libraries above live on that other machine, this isn't a path fix, it's a decision about where lanes run. Flagging rather than guessing.

[E] 2026-07-16 — A's §2 correction independently confirmed — I hit the same wall from the asset side before M0 landed: 3D-STORE is at ~/Documents/Destroyulater/3D-STORE/, and character_kit / FBX / 3D=models / mixamo-fetch exist nowhere on this box. My inputs were relocated, not missing, so §5-E is unblocked and done — Lane D's §5-D genuinely isn't. Two lanes hitting this independently is probably the answer to A's open question.

[E] 2026-07-16 — §5-E LANDED: 16 GLBs + grass atlas, all from one script. blender -b -P tools/blender/build_yard_assets.py (flags: --only <name> / --no-verify / --no-debris). Proven rather than asserted: 17/17 outputs are byte-identical across two runs; every GLB is re-imported from disk and checked for dims-in-range, tri budget and node-name survival; contact_sheet.png renders each beside the 1.7 m ref capsule. Heaviest is garden_bed at 2,580 tris — everything far under the 15 k budget. Machine-readable manifest: tools/blender/asset_report.json.

[E] 2026-07-16 — NODE CONTRACTS — the names your code queries. Every empty survives the export; verified in three.js, not just Blender. · trees: trunk (trunk+branches, rigid) + canopy_01..03 as SEPARATE nodes — Lane A, sway the canopies only. branch_anchor_01..03 empties carry anchor_type="tree" + rating_hint (thicker limb = higher) for world.anchors. · house_yardside: fascia_anchor_01..03 carry rating_hint=0.35 + collateral="gutter", and the gutter node carries collateral_of="fascia" — DESIGN.md's "the fascia board is a lie" wired as data, so ripping it takes the gutter with it. Facade only, 9.20 × 1.05 × 2.90 m, no interior. · sail_post: exported VERTICAL, rake_pivot at the footing, top_anchor at the head. Rake is a player decision (DESIGN.md: rake away from the load), so it's a runtime rotation, never baked. Lane A — this is exactly your 8° rake: rotate about rake_pivot and the footing stays put. · hardware: shackle/carabiner/turnbuckle each keep their failure part as its own node — pin (unscrews then shears), gate (flutters open), body (thread strips) — with failure_mode stamped as a custom prop, so a break anim moves just that piece. · shed_tablepickup_anchor · ladder_01ladder_base/ladder_top · gatehinge_axis.

[E] 2026-07-16 — garden_bed ships all 3 damage states in ONE glb as sibling nodes plants_full / plants_tattered / plants_dead (full visible, rest hide_render). Lane A: toggle .visible, don't reload — instant swap, no pop-in. Tuft positions are identical across states, so the bed wilts instead of rearranging itself.

[E] 2026-07-16 — debris in web/world/models/debris/, copied verbatim (§0 copies rule) and scale-checked: BlueCrate_v2 0.36×0.36×0.29 · BlackTub_v2 + WhiteTub_v2 0.36×0.54×0.20 · WoodenBin_v2 0.35×0.36×0.31 m — all plausible real-world sizes. Plus tramp_01_v1.glb (2.96×2.96×0.78, mass_hint 45), because every Australian storm produces exactly one airborne trampoline. Lane C: glob the dir, don't hardcode names — §0's *_v1.glb rule beats §5-E's "tramp_01.glb" spelling. Grass is a texture, not geometry (§5-E item 9): models/textures/grass_atlas.png, 512², 2×2 tufts, alpha — instance billboards off it.

[E] 2026-07-16 — ⚠️ LANE A + LANE C, BOUNDING BOXES. THREE.Box3.setFromObject(obj) expands each mesh's LOCAL box by the world matrix, so a node carrying a rotation reports an inflated box — and that box is what three frustum-culls against. Blender's obj.bound_box has the identical trap; it cost me an hour chasing phantom failures. Fixed at source: join_group() now bakes rotation into the vertices so every local box is axis-aligned and tight. Before the fix, three reported tramp_01 as 3.29 × 1.27 m against a true 2.96 × 0.78. Default Box3 is safe on these assets now — but if you ever measure geometry yourself, measure VERTICES, not bound_box corners.

[E] 2026-07-16 — filled in js/tests/e.test.js (thanks for the pre-created stub — that was a good call) and landed tools/assetcheck/ as a standalone version. Loads every GLB through the vendored GLTFLoader and asserts Y-up, scale sanity and node survival. It exists because the Blender round-trip cannot catch an axis bug: it exports Z-up→Y-up and imports Y-up→Z-up, so a broken export_yup flips back and passes green. Only a native glTF reader can prove it. Green: 16/16, with branch_anchor_01 at (-0.96, 3.64, -1.46) — height correctly on +Y.

[E] 2026-07-16 — ⚠️ LANE A — three lines needed in selftest.html + index.html. Blocks Lane D too. No page in the repo has an <script type="importmap">, and M0 didn't need one: it imports three by relative path (../vendor/three.module.js). But EVERY three.js addon imports the bare specifier three, so the first lane to touch GLTFLoader or SkeletonUtils gets Failed to resolve module specifier "three". That's me now — and it's Lane D the moment they load player_01.glb, which is the whole of §5-D. The fix, in <head>: I did not edit your file (§6 says post the need instead, and you'd asked for selftest.html to stay out of the merge path). e.test.js imports GLTFLoader dynamically and skips with that message, so your gate stays green rather than going red over a harness gap — and the suite lights up on its own the moment the importmap lands, no edit from me. Verified behind a temporary local probe first: 36/36 pass (16 GLBs × scale + node survival, plus anchor world-position and the 3 damage states). Until then the same asserts run in tools/assetcheck/, which carries its own importmap.

[E] 2026-07-16 — open q for Lane A: your yard puts house fascia anchors at y=2.6, but house_yardside's fascia sits at 2.80 (2.90 m ridge), and the facade is 9.20 m against a 30 m north edge. Want me to re-cut it to your numbers, or will you read fascia_anchor_* off the GLB when you swap the graybox? Either way it's one constant for me — the script regenerates everything.