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>
11 KiB
LANE C — INTERIORS · progress (PROCITY-C)
Status: v1 complete & verified. Standalone interiors library + test page. Every shop door opens into a unique, seeded, themed interior, generated on demand in ~4ms, byte-identical every revisit.
Last updated: 2026-07-14 · owner: PROCITY-C · reviewer: Fable
What shipped
All files under my lane's ownership (web/js/interiors/*, web/interior_test.html) — no other lane's
files touched. Lane A's core/registry.js hadn't landed, so the lane is fully standalone (its 9
type recipes live in theme.js) with a mergeRegistry() hook for Lane F to wire the registry later.
| file | role |
|---|---|
| interiors.js | public API — buildInterior(shop, THREE, opts) |
| theme.js | 9 shop-type recipes (archetype/wallpaper/floor bias, clutter, counter pos, fittings mix, stock kind, signage) + aliasing + registry-override hook |
| shell.js | room shell: floor/walls/ceiling from lot×archetype, glazed shopfront + street backdrop, blocked back doorway, interior lighting |
| fittings.js | parametric fittings kit (ported from 90sDJsim + extended): bins, crates, racks, 4 shelf types, VHS aisle, glass case, counter+till, fridge, magazine/spinner racks, armchair, escalator, pegboard, barred window, returns slot, art frames |
| layout.js | the placer: per-archetype zones, shuffled wall-slot system, occupancy grid, guaranteed door→counter flood-fill path |
| stock.js | v1 visual stock: pooled canvas-texture sleeves/spines/boxes/garments/snacks with price stickers (dig.js trick) + stockAdapter hook for BaseGod data |
| context.js | build/dispose/seed backbone: independent seeded sub-streams, shared-geometry cache, leak-free disposeAll() |
| glb.js | optional GLB hero-prop upgrade — reads Lane E's manifest.json, swaps primitives for depot GLBs, placeholder-persists. OFF by default; primitive fallback always |
| interior_test.html | standalone test page (below) |
Public API (the contract Lane B/F build against)
import { buildInterior } from './js/interiors/interiors.js';
import * as THREE from 'three';
const room = buildInterior(shop, THREE, opts?);
scene.add(room.group);
// … player walks; on hitting room.exits[i], fire procity:exitShop …
room.dispose(); // frees ALL per-room GPU resources; removes group from parent
// room = {
// group, // THREE.Group, self-contained (lights included)
// spawn: { x, z, ry }, // enter just inside the door, facing −Z (into the shop)
// exits: [ { x, z, w, toStreet } ], // door back to street
// places: [ …meshes w/ userData ], // interactables: counter, bin, case, fridge, returns, exit
// dims: { W, D, H, archetype, type },
// placement, // deterministic summary (deep-equal per seed)
// pathOK, buildMs, counts(), dispose()
// }
shop is tolerant — recognized fields { id, type, name, seed, storeys, lot:{w,d} }:
- seed (uint32) is the ONLY randomness source; falls back to a hash of id/name/type if absent.
- type — any CITY_SPEC type (
record opshop toy book video pawn milkbar dept stall) or a thriftgod/Overpass alias (music charity pawnbroker market video_games …); defaults toopshop. - lot
{w,d}metres — the room adapts to it (never exceeds it); absent → archetype ranges decide. - storeys drives ceiling height 3.2–4.5m.
opts:{ archetype?: 'cosy'|'gallery'|'wide'|'hall'|'pokey', stockAdapter?, useGLB?, manifest?, manifestUrl? }. Registry override is a one-time global —import { mergeRegistry } from interiors.js; mergeRegistry(registry)at init (NOT a per-build opt — a per-call mutation of the shared recipe table would break same-seed determinism).
Coordinate convention (shared with a future Lane B wiring): +Z = door/street side, −Z = back,
origin = room centre, floor y = 0. Everything is in the returned group's local space.
For Lane B (door wiring, later)
buildInterior is a pure function — call it on procity:enterShop, add room.group to the scene,
teleport the player to room.spawn. On procity:exitShop (player reaches room.exits[0]) call
room.dispose() and restore the street. The street window fake is Lane B's; I own the inside view
(a bright canvas street backdrop plane is already behind the glazing).
For content phase (BaseGod / GODVERSE)
Pass opts.stockAdapter = (shop, slotKind) => ({ texture }) | ({ mesh }) | null. Returning a texture
skins that stock item's face; a mesh replaces the item; null → procedural placeholder. No layout/
fittings changes needed. slotKind ∈ { sleeve, spine, box, snack, magazine, garment, treasure }.
Test page — web/interior_test.html
Serve: cd web && python3 -m http.server 8130 → open /interior_test.html.
- seed input · type dropdown (9) · archetype override (auto + 5) · lot
w×d/auto · re-roll · seed ± - first-person walk (PointerLock + WASD) with occupancy-grid collision + room clamp
- debug toggles: wireframe (F), occupancy grid (G), path (spawn/counter markers)
- ▶ 50-room soak test: builds+disposes 50 seeded rooms, asserts ms/room, leaked geometries vs baseline, and determinism (same seed → identical placement)
Acceptance — all met
| requirement | result |
|---|---|
| Same seed twice → identical room (deep-equal placement) | ✅ 0 mismatches / 810 builds |
| All 9 types × 5 archetypes render sensibly | ✅ contact sheet docs/shots/laneC/_grid_9types_5archetypes.jpg |
| Build < 50ms/room | ✅ steady-state ~4ms, clean-soak worst ~8ms (first-ever build ~60ms one-time cold-JIT; occasional ~60ms GC pauses only under back-to-back torture loops — not a real per-room cost) |
| Dispose leak-free (info.memory → baseline) | ✅ soak leak: geo 0, tex 0 |
| Flood-fill door→counter always exists | ✅ 0 path-fails, 0 carves / 810 builds |
| Runs with zero assets & zero network | ✅ seeded flat-colour fallback under every texture; map only assigned on load |
Full sweep (9 types × {auto+5 archetypes} × 3 seeds × {null,4×4,5×14,20×20,3×3} lots = 810 builds):
throws 0 · pathFail 0 · determinismFail 0 · carved 0. Warm perf: all < 50ms (worst 33.2ms).
Soak (50 rooms): avg 4.0ms · worst 9.6ms · leakGeo 0 · leakTex 0 · detFail 0 · pathFail 0.
Key decisions & notes for review
- 90sDJsim
fittings.jsported (it was written to be lifted):clothesRack,shelfUnit,recordBin,table,counter,pegboard, garment-silhouette canvas trick. Extended with the fittings CITY_SPEC's registry needs (cube/metal/book/VHS shelving, glass case, fridge, spinner, magazine rack, armchair, escalator prop, returns slot, barred window, listening corner). - thriftgod
buildShopported: the 5 archetypes, the shuffled wall-slot system, bins with fanned sleeves wearing covers, corner counter+till, crooked wall art, blocked back doorway. - Determinism via independent seeded sub-streams keyed by a salt string (
ctx.stream('wallpaper')etc.) so adding a fitting in one subsystem never shifts another subsystem's picks. - Leak-free via a tracked build context: per-room geometry/material/CanvasTexture/tiled-file-texture
are freed in
dispose(); globally-cached file textures (core/loaders.loadTex) are shared and not disposed (bounded cache). Dispose-before-texture-load race is guarded (_disposed). - Perf: shared-geometry cache (
ctx.boxGeo/planeGeo/cylGeo) collapses the hundreds of identical stock items in a room down to ~80–110 geometries; spine density tuned so a book barn is ~600 meshes. - GLB upgrades:
web/assets/manifest.json(Lane E) is read if present, primitive fallback always. Not present yet → 100% primitives, which is why the test page runs asset-free.
Integration with sibling lanes (landed in parallel)
- Lane A
core/registry.js— itsSHOP_TYPE_IDSmatch my 9 recipe keys exactly. I kept the interior recipes local (the registry doesn't carry archetype-bias/clutter/counter-pos/stock detail), withmergeRegistry()as the one-time override seam for Lane F. - Lane E
web/assets/manifest.json— itsfittingssection (9 depot GLBs with footprints) is now wired throughglb.js(opt-inuseGLB, primitive fallback). Depot GLBs may not be uploaded yet; verified the fallback (unreachable depot → primitives persist, no crash, no leak).
Adversarial review — 5 findings, all fixed
Ran a 5-dimension adversarial multi-agent review (determinism / disposal-leaks / path-guarantee / three-api / edge-robustness) with a per-finding verify pass. 5 real defects surfaced; all fixed and re-verified (830-build sweep + 50-room soak green after each fix):
| # | sev | file | defect | fix |
|---|---|---|---|---|
| 1 | med | interiors.js | per-build opts.registry permanently mutated the shared recipe table → latent same-seed determinism break across differing registry states |
removed per-build option; registry override is now a one-time global mergeRegistry() (Lane F setup) |
| 2 | low | interiors.js | explicit null opts threw (opts = {} default only covers undefined) |
normalize opts = opts || {} |
| 3 | low | shell.js | empty archetypeBias array → bias[0][0] on [] throws |
fall back to uniform bias when missing or empty |
| 4 | med | layout.js | fittings pulled by the path loop left phantom interactables in places (dangling after dispose) |
collect places from survivors at the end, not incrementally at placement |
| 5 | low | layout.js | rebuildOcc re-stamped wall-mounted fittings that placeAtWall never stamped → phantom floor obstacles after a blocker-pull |
mark wall-mounted noStamp; skip in rebuildOcc and exclude from the removable pool |
Verify evidence (post-fix): nullOpts ok · phantomPlaces 0/332 · determinismAcrossBuilds identical · emptyBias ok · sweep 810 {throws 0, pathFail 0, detFail 0} · soak {avg 4.2ms, worst 8ms, leakGeo 0, leakTex 0}. (Reviewers also confirmed no disposal/leak or three.js-contract defects.)
Not done (out of scope for v1 / depends on other lanes)
- Real item data / economy (content phase —
stockAdapterhook is ready). - GLB hero props are wired (
glb.js, opt-in) but not visually validated end-to-end — needs the depot GLBs actually uploaded (Lane E) +useGLBflipped on by Lane B/F. Primitive path is the tested baseline. - Interior-mapping shader for street windows (Lane B stretch goal).
- Back-room beyond the blocked doorway (v2).