The aftermath screen needs something to point at (SPRINT3 §Lane E-2). garden_gnome_01_broken snaps at the ankles with the base left where the player last saw him, head rolled clear with the beard still on, hat off — recognisably him rather than a shattered pile, because wreckage nobody can identify is just gravel. fence_panel_broken loses a few palings and hangs one off a nail; most of it stays standing, which is what makes the hole read as damage rather than as a design choice. Both keep their intact twin's origin and ground plane so Lane A swaps mesh-for-mesh with no offsets, asserted both ways. Also asserts something claimed since Sprint 1 and never checked: that glTF extras reach three's userData. They do — the gnome's collateral_value, the canopy's sway_amp, branch_anchor rating_hint and the bin's mass_hint all arrive as numbers. Had that silently dropped, Lane A's gnome would score $0 and every anchor would rate identical, which reads as a gameplay decision rather than a missing field. Contact-sheet framing now keys the capsule off height, not max(dims): the broken gnome is 0.39 m across but stands 0.11, so spread-based framing buried it the same way it once buried the shackle. Selftest 175/0/0, 30 output files byte-identical across two runs. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
290 lines
14 KiB
JavaScript
290 lines
14 KiB
JavaScript
/**
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* Lane E selftests — asset sanity.
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* Lane E owns this file. Other lanes: yours is js/tests/<letter>.test.js.
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*
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* Why this exists when build_yard_assets.py already verifies: the Blender side
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* re-imports every GLB and asserts dims, tri budget and node names, but it
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* CANNOT catch an axis error. Blender exports Z-up→Y-up and imports Y-up→Z-up,
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* so a broken `export_yup` flips back on the way in and round-trips green. Only
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* a native glTF reader can prove the file is right, and this is the only one in
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* the repo. So this suite targets the failures that silently break other lanes:
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* 1. the GLB loads at all through the vendored loader;
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* 2. it's in metres with its height on +Y — a model exported in centimetres
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* looks fine alone and absurd next to a person;
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* 3. the nodes other lanes query by name survived the export. glTF has no
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* "empty" type, so anchors arrive as bare Object3D and are exactly what an
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* exporter prunes.
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*
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* Standalone version with a fuller report: tools/assetcheck/.
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*/
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import * as THREE from '../../vendor/three.module.js';
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import { assert } from '../testkit.js';
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// GLTFLoader is imported DYNAMICALLY, below, and that is deliberate.
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//
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// Every three.js addon imports the bare specifier `three`, which only resolves
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// via an <script type="importmap">. No page in this repo has one yet — index.html
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// and selftest.html both import `../vendor/three.module.js` by relative path and
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// so never needed it. A static import here would throw at module load, and
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// selftest.html turns an un-importable lane module into a hard FAIL, which would
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// redden Lane A's merge gate over a harness gap rather than a real defect.
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//
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// So: try it at runtime and skip with an actionable message if it's absent. The
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// day the importmap lands this suite lights up on its own, no edit needed.
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// Need + exact fix are logged in THREADS.md [E] — it blocks Lane D too, which
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// can't load a ped without GLTFLoader/SkeletonUtils.
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const LOADER_PATH = '../../vendor/addons/loaders/GLTFLoader.js';
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/** Resolve off import.meta.url, not the document — survives selftest.html moving. */
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const url = (a) => new URL(`../../models/${a.sub ?? ''}${a.name}_v1.glb`, import.meta.url).href;
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/**
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* Height ranges rather than exact dims: this guards against unit and axis
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* regressions, not against Lane E retuning a silhouette. Exact measurements
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* live in tools/blender/asset_report.json. `nodes` are the names other lanes
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* query — changing one is a contract break and should fail here.
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*/
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const ASSETS = [
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{ name: 'ref_capsule', h: [1.68, 1.72], nodes: ['ref_capsule_mesh', 'head_height'] },
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{ name: 'tree_gum_01', h: [4.0, 9.0],
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nodes: ['trunk', 'canopy_01', 'canopy_02', 'canopy_03',
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'branch_anchor_01', 'branch_anchor_02', 'branch_anchor_03'] },
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{ name: 'tree_gum_02', h: [4.0, 9.0],
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nodes: ['trunk', 'canopy_01', 'canopy_02', 'branch_anchor_01', 'branch_anchor_02'] },
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{ name: 'fence_post', h: [1.8, 2.2], nodes: ['post'] },
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{ name: 'fence_panel', h: [1.6, 2.0], nodes: ['palings', 'rails'] },
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{ name: 'gate', h: [1.6, 2.0], nodes: ['gate_palings', 'gate_frame', 'hinges', 'hinge_axis'] },
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{ name: 'house_yardside', h: [2.5, 3.5],
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nodes: ['wall', 'door', 'window', 'roof', 'fascia', 'gutter',
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'fascia_anchor_01', 'fascia_anchor_02', 'fascia_anchor_03'] },
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{ name: 'shed_01', h: [1.9, 2.4], nodes: ['shell', 'roof', 'doors', 'door_anchor'] },
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{ name: 'shed_table', h: [0.8, 1.0], nodes: ['table_top', 'table_frame', 'pickup_anchor'] },
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{ name: 'garden_bed', h: [0.5, 1.1],
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nodes: ['bed', 'soil', 'plants_full', 'plants_tattered', 'plants_dead'] },
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{ name: 'sail_post', h: [3.8, 4.2],
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nodes: ['footing', 'post', 'pad_eye', 'top_anchor', 'rake_pivot'] },
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{ name: 'ladder_01', h: [2.8, 3.2], nodes: ['ladder', 'ladder_base', 'ladder_top'] },
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{ name: 'shackle', h: [0.05, 0.15], nodes: ['bow', 'pin'] },
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{ name: 'carabiner', h: [0.06, 0.15], nodes: ['body', 'gate'] },
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{ name: 'turnbuckle', h: [0.12, 0.25], nodes: ['body', 'eye_a', 'eye_b'] },
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{ name: 'tramp_01', h: [0.6, 1.0], nodes: ['mat', 'rim', 'pad', 'legs'], sub: 'debris/' },
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{ name: 'wheelie_bin_01', h: [1.0, 1.2],
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nodes: ['bin_body', 'lid', 'lid_plate', 'wheels'], sub: 'debris/' },
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{ name: 'washing_line_01', h: [2.0, 2.4], nodes: ['mast', 'head', 'arms'] },
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{ name: 'garden_gnome_01', h: [0.33, 0.42], nodes: ['gnome'] },
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{ name: 'garden_gnome_01_broken', h: [0.08, 0.20],
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nodes: ['stump', 'head', 'hat', 'shards'] },
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{ name: 'fence_panel_broken', h: [1.70, 1.90],
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nodes: ['palings', 'rails', 'debris_palings'] },
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];
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function sizeOf(gltf) {
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const s = new THREE.Vector3();
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new THREE.Box3().setFromObject(gltf.scene).getSize(s);
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return s;
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}
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/** @param {import('../testkit.js').Suite} t */
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export default async function run(t) {
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let GLTFLoader;
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try {
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({ GLTFLoader } = await import(LOADER_PATH));
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} catch (err) {
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t.skip('needs an importmap for the bare `three` specifier — see THREADS [E]. ' +
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'Assets ARE verified meanwhile: tools/assetcheck/ (16/16 green in three.js r175)');
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return;
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}
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const loader = new GLTFLoader();
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const loaded = new Map();
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const failed = new Map();
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await Promise.all(ASSETS.map(async (a) => {
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try { loaded.set(a.name, await loader.loadAsync(url(a))); }
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catch (err) { failed.set(a.name, err?.message ?? String(err)); }
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}));
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t.test('every yard GLB loads through the vendored GLTFLoader', () => {
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const lost = [...failed].map(([n, e]) => `${n} (${e})`).join('; ');
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assert(failed.size === 0, `failed to load: ${lost}`);
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});
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// The anchor of the whole scale system. If this is wrong, every judgement
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// made against the contact sheet was made against a lie.
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t.test('ref_capsule is 1.70 m tall on +Y — the scale everything is judged against', () => {
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const g = loaded.get('ref_capsule');
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assert(g, 'ref_capsule did not load');
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const s = sizeOf(g);
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assert(Math.abs(s.y - 1.70) < 0.02, `capsule is ${s.y.toFixed(3)} m on Y, want 1.70`);
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assert(s.x < 0.6 && s.z < 0.6,
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`capsule is ${s.x.toFixed(2)} x ${s.z.toFixed(2)} in plan — height is not on +Y`);
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});
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for (const a of ASSETS) {
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const gltf = loaded.get(a.name);
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if (!gltf) continue; // already reported by the load test
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const s = sizeOf(gltf);
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t.test(`${a.name}: metre-scale, height on +Y`, () => {
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assert(s.y >= a.h[0] && s.y <= a.h[1],
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`${a.name} stands ${s.y.toFixed(3)} m, want ${a.h[0]}–${a.h[1]} m ` +
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`(box ${s.x.toFixed(2)} x ${s.y.toFixed(2)} x ${s.z.toFixed(2)})`);
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});
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t.test(`${a.name}: named nodes survive the export`, () => {
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const names = new Set();
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gltf.scene.traverse((o) => names.add(o.name));
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const missing = a.nodes.filter((n) => !names.has(n));
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assert(missing.length === 0,
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`${a.name} lost ${missing.join(', ')} — other lanes query these by name`);
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});
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}
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// Anchors are the actual product here: Lane B pins cloth corners to them and
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// Lane A builds world.anchors from them. A surviving name isn't enough — the
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// position has to be usable.
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t.test('branch_anchor_01 resolves to a usable world position up the tree', () => {
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const g = loaded.get('tree_gum_01');
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assert(g, 'tree_gum_01 did not load');
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const anchor = g.scene.getObjectByName('branch_anchor_01');
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assert(anchor, 'branch_anchor_01 missing — glTF has no "empty", check it was not pruned');
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g.scene.updateWorldMatrix(true, true);
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const p = new THREE.Vector3().setFromMatrixPosition(anchor.matrixWorld);
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assert(p.y > 1.0 && p.y < 6.0,
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`anchor sits at y=${p.y.toFixed(2)} — want 1–6 m up the trunk`);
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assert(Number.isFinite(p.x) && Number.isFinite(p.z), 'anchor world position is not finite');
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});
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// A canopy that can't sway is just decoration, and the gust front the player
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// reads a beat before it hits the sail (world.js) is the canopy leaning. Lane A
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// rotates a `canopy` group; the blobs must swing about the TRUNK, not spin
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// about their own centres — a sphere spinning in place is invisible, which is
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// exactly the failure this catches.
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t.test('canopy sways about the trunk when Lane A rotates it', () => {
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const g = loaded.get('tree_gum_01');
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assert(g, 'tree_gum_01 did not load');
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const canopy = g.scene.getObjectByName('canopy');
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assert(canopy, 'no `canopy` group node — world.js rotates this to sway the tree');
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const blob = g.scene.getObjectByName('canopy_01');
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assert(blob, 'canopy_01 missing');
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g.scene.updateWorldMatrix(true, true);
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const before = new THREE.Vector3().setFromMatrixPosition(blob.matrixWorld);
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const restZ = canopy.rotation.z;
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canopy.rotation.z = restZ + 0.20; // ≈ world.js's max lean of 0.22 rad
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canopy.updateWorldMatrix(true, true);
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const after = new THREE.Vector3().setFromMatrixPosition(blob.matrixWorld);
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canopy.rotation.z = restZ;
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canopy.updateWorldMatrix(true, true);
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const moved = before.distanceTo(after);
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assert(moved > 0.15,
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`canopy_01 moved only ${moved.toFixed(3)} m under a 0.2 rad lean — the pivot is at ` +
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'the blob centre, not the trunk top, so the tree cannot visibly sway');
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});
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// DESIGN.md: rake the post away from the load — so rake is a runtime rotation,
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// not baked. Rotating rake_pivot must carry the post and its top_anchor over
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// while the concrete footing stays level in the ground. A post whose footing
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// tips out of the dirt with it isn't raked, it's falling.
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t.test('sail_post rakes about rake_pivot with the footing left planted', () => {
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const g = loaded.get('sail_post');
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assert(g, 'sail_post did not load');
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const rake = g.scene.getObjectByName('rake_pivot');
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const anchor = g.scene.getObjectByName('top_anchor');
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const footing = g.scene.getObjectByName('footing');
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assert(rake && anchor && footing, 'sail_post needs rake_pivot, top_anchor and footing');
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const at = () => {
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g.scene.updateWorldMatrix(true, true);
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return [new THREE.Vector3().setFromMatrixPosition(anchor.matrixWorld),
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new THREE.Vector3().setFromMatrixPosition(footing.matrixWorld)];
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};
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const [a0, f0] = at();
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rake.rotation.x += (8 * Math.PI) / 180; // Lane A rakes 8°
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const [a1, f1] = at();
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rake.rotation.x -= (8 * Math.PI) / 180;
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g.scene.updateWorldMatrix(true, true);
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const head = a0.distanceTo(a1), foot = f0.distanceTo(f1);
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assert(head > 0.3,
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`an 8° rake moved the head only ${head.toFixed(3)} m — rake_pivot has no children`);
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assert(foot < 0.01,
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`the footing moved ${foot.toFixed(3)} m — concrete should stay planted`);
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});
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// Same pivot class as the canopy: the Hills Hoist head freewheels, so spinning
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// it has to carry the arms round. If the arms were parented to the root, the
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// head would turn and nothing would move.
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t.test('washing line head carries the arms round when spun', () => {
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const g = loaded.get('washing_line_01');
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assert(g, 'washing_line_01 did not load');
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const head = g.scene.getObjectByName('head');
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const arms = g.scene.getObjectByName('arms');
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assert(head && arms, 'washing_line_01 needs both `head` and `arms`');
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assert(arms.parent === head || arms.parent?.parent === head,
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'`arms` is not under `head` — spinning the head would move nothing');
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g.scene.updateWorldMatrix(true, true);
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const before = new THREE.Vector3().setFromMatrixPosition(arms.matrixWorld);
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head.rotation.y += Math.PI / 2;
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head.updateWorldMatrix(true, true);
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const after = new THREE.Vector3().setFromMatrixPosition(arms.matrixWorld);
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head.rotation.y -= Math.PI / 2;
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head.updateWorldMatrix(true, true);
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// The arms group's own origin sits on the spin axis, so its centre barely
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// moves — what must hold is that it is genuinely under the rotating node.
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assert(Number.isFinite(before.x) && Number.isFinite(after.x), 'arms world position is not finite');
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});
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// Custom props are a contract, not decoration — and I have been telling other
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// lanes to read these since Sprint 1 without ever checking they survive the
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// export. glTF `extras` arrive as three's userData, but only if export_extras
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// held all the way through; if it silently dropped, Lane A's gnome scores $0
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// and Lane B's anchors all rate the same, both of which would look like a
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// gameplay decision rather than a missing field.
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t.test('glTF extras survive as userData — the props other lanes read', () => {
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const gnome = loaded.get('garden_gnome_01')?.scene.getObjectByName('garden_gnome_01');
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assert(gnome, 'gnome root node missing');
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assert(gnome.userData?.collateral_value === 25,
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`collateral_value lost (userData=${JSON.stringify(gnome.userData)}) — Lane A scores off this`);
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const canopy = loaded.get('tree_gum_01')?.scene.getObjectByName('canopy');
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assert(typeof canopy?.userData?.sway_amp === 'number',
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'canopy.sway_amp lost — world.js per-tree sway tuning reads it');
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const branch = loaded.get('tree_gum_01')?.scene.getObjectByName('branch_anchor_01');
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assert(typeof branch?.userData?.rating_hint === 'number',
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'branch_anchor_01.rating_hint lost — Lane B picks anchors on it');
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const bin = loaded.get('wheelie_bin_01')?.scene.getObjectByName('wheelie_bin_01');
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assert(typeof bin?.userData?.mass_hint === 'number',
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'wheelie_bin mass_hint lost — Lane C throws it with this');
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});
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// The wreckage has to drop into the intact asset's place, so both variants
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// stand on the same ground plane. If the broken one floats or sinks, Lane A's
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// swap needs a fudge offset per prop and will grow one.
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t.test('broken variants sit on the same ground plane as their intact twin', () => {
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for (const [intact, broken] of [['garden_gnome_01', 'garden_gnome_01_broken'],
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['fence_panel', 'fence_panel_broken']]) {
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for (const n of [intact, broken]) {
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const box = new THREE.Box3().setFromObject(loaded.get(n).scene);
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assert(Math.abs(box.min.y) < 0.03,
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`${n} rests at y=${box.min.y.toFixed(3)}, not on the ground`);
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}
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}
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});
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// One GLB carries three wilt states as siblings; Lane A toggles .visible
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// rather than reloading, so all three have to be present at once.
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t.test('garden_bed carries all 3 damage states in one GLB', () => {
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const g = loaded.get('garden_bed');
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assert(g, 'garden_bed did not load');
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for (const state of ['plants_full', 'plants_tattered', 'plants_dead']) {
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assert(g.scene.getObjectByName(state), `${state} missing — Lane A toggles these by name`);
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}
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});
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}
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