Lane C: on-demand seeded shop interiors (library + test page)
Every shop door opens into a unique, believable, seeded interior — generated
in ~4ms, byte-identical every revisit (shop.seed), themed by shop.type.
- interiors.js: buildInterior(shop, THREE, opts) public API — pure fn of shop,
returns {group, spawn, exits, places, dims, placement, dispose()}.
- theme.js: 9 CITY_SPEC type recipes (archetype/wallpaper/floor bias, clutter,
counter pos, fittings mix, stock kind, signage) + type aliasing + one-time
mergeRegistry() override seam for Lane F. Standalone (no hard registry dep).
- shell.js: room shell from lot x archetype (cosy/gallery/wide/hall/pokey),
glazed shopfront + street backdrop, blocked back doorway, interior lighting.
- fittings.js: parametric kit ported from 90sDJsim + extended (bins, crates,
4 shelf types, VHS aisle, glass case, counter+till, fridge, magazine/spinner
racks, armchair, escalator, pegboard, barred window, returns slot, art).
- layout.js: per-archetype zones, thriftgod shuffled wall-slot system,
occupancy grid, guaranteed door->counter flood-fill path (pull/carve).
- stock.js: v1 visual stock (pooled canvas sleeves/spines/boxes/garments/snacks
with price stickers) + stockAdapter hook for BaseGod content later.
- context.js: seed sub-streams + shared-geometry cache + leak-free disposeAll().
- glb.js: optional GLB hero-prop upgrade via Lane E manifest (off by default,
primitive fallback).
- interior_test.html: standalone page — seed/type/archetype, first-person walk,
wireframe/occupancy/path debug, 50-room soak (perf + leak + determinism).
Acceptance (verified): same seed -> identical placement (0/810 mismatches);
9 types x 5 archetypes render sensibly (docs/shots/laneC grid); build <50ms
(steady ~4ms, soak worst 8ms); leak-free dispose (geo/tex delta 0); door->counter
path always exists (0 fails, 0 carves); runs with zero assets and zero network.
Adversarial multi-agent review: 5 findings, all fixed and re-verified.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>