Reading prompt from stdin...
OpenAI Codex v0.161.0
--------
workdir: /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
model: gpt-6-astra
provider: openai
approval: never
sandbox: danger-full-access
reasoning effort: xhigh
reasoning summaries: none
session id: 01a1462c-c003-79d2-8bb4-eb8b6373e56b
--------
user
Build space-opera light cruiser: a long slab hull with a narrow bow, a tall command tower near the stern, four twin-gun turrets (two dorsal, two ventral), point-defence guns, a hangar opening under the bow, four big engines in a block at the stern, armour belts, many lit window strips (the one on sheet.jpg) as a production, REALISTIC 3D game asset in Blender, for Forge's asset library. Look at the reference
images in this directory with your image tool first: sheet.jpg. It must look like a real object from a modern
third-person game up close: never blocky, never toy-like, never flat colours.

Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:
  ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/<script>.py
(first `ssh gex44 mkdir -p /root/fal-author/light-cruiser-v1`, scp scripts and any textures to gex44:/root/fal-author/light-cruiser-v1/, scp renders back here, then
LOOK at them with your image tool). Iterate until the renders match the references: silhouette, proportions, every
named part, materials. Only one Blender job on the GPU box at a time from you.

Quality bar:
- Real dimensions in metres: 320 m long, 70 m wide, 60 m high.
- Construction detail as geometry where it shapes the silhouette or catches light: bevelled edges everywhere (no razor
  box edges), real thickness, frames around openings, trims, rails, fittings, bolts, ropes, cables, small parts. No
  z-fighting, no gaps, nothing floating, smooth shading on round parts.
- Photographic materials: use CC0 Poly Haven textures (download 1k or 2k jpg maps from https://dl.polyhaven.org/file/
  ph-assets/Textures/jpg/<res>/<id>/<id>_<map>_<res>.jpg, maps diff, nor_gl, arm; pick ids by browsing
  https://api.polyhaven.com/assets?t=textures) mixed with node detail (rust streaks, grime, moss, edge wear, salt), then
  BAKE each material's result with Cycles to image textures (base colour, normal, ORM) so it survives glTF export.
  List every Poly Haven id you used in NOTES.md (licence evidence). No other image sources.
- Budget: 80k to 200k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.

Export contract (glTF binary .glb, Y up, metres): Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed. Apply transforms and modifiers. No cameras, lights or
helpers in the GLB. GAME WEIGHT overrides the budget above: every texture image at most 1024 px, ORM / occlusion maps at most 512 px; share baked texture sets between parts and use tiling materials + trim textures on big surfaces. BIG SHIP: a 1024 bake cannot hold a hull this size: use tiling hull-plate materials and trim textures (panel strips, window strips, vents) with world-scale UVs. Detail must read at three distances: the silhouette (big masses, towers, engine blocks), the middle (superstructure, turrets, hangar mouths, antenna forests, armour belts) and close up (greebles, pipes, panel seams, rows of lit windows at human scale). Small parts may be instanced/linked duplicates. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named "Engines" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material "Lamps" (emissive); cockpit or bridge glazing = one material "Glass" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add "axes": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.60, 0.61, 0.62] (light grey). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. The hull is a long slab, never a triangle or dagger. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: naval grey, gunmetal, olive drab, desert sand, arctic white, deep navy, black, crimson; and render paints.png: a 3x2 grid of the same 3/4 view in those six paints (EEVEE or low-sample Cycles) to prove the recolour works. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. Keep this directory clean: put any helper tools you install (node_modules, vendored three.js, browser checks) under /tmp, never here. Pace: deliver a first complete GLB within about 40 minutes, then use what is left of about 80 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders. 
Deliver in this directory: light-cruiser.glb; build_light-cruiser.py (ONE script that builds the whole asset from an empty scene,
downloads/loads its textures, bakes and exports: the GLB you deliver must come from a clean run of it); final.png
(1920x1080 Cycles render, 3/4 front view, soft daylight); side.png (orthographic side); clay.png (same view as final,
plain grey material); nodes.json (every node name with world position + overall bounding box); NOTES.md (6 lines:
what you made, triangle count, materials, texture sizes, Poly Haven ids, what still differs from the references).
Stop when you judge it matches the references and would not look out of place in a modern realistic game.

warning: `--dangerously-bypass-hook-trust` is enabled. Enabled hooks may run without review for this invocation.
warning: `--dangerously-bypass-hook-trust` is enabled. Enabled hooks may run without review for this invocation.
codex
I’ll inspect the reference and the Blender asset workflow, then build the cruiser, bake its materials, and check the exported asset and renders against the sheet.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat /home/claude-agent/AGENTS.md' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
<!-- GENERATED from CLAUDE.md by forge-hub/hub/gen_agents_md.py — do not edit by hand. -->
<!-- Re-run: python3 /home/claude-agent/forge-hub/hub/gen_agents_md.py -->

# Forge: AI-Powered App Factory
Single-tenant server (16GB ARM64 Hetzner), runs alongside Detecteev (forensics platform).

## Navigation
- **Forge app**: `/home/forge/app/` (Python, DBOS workflows)
- **Forge UI**: `/home/forge/ui/` (React + FastAPI, port 8765)
- **Detecteev**: `/home/claude-agent/detecteev/` (Next.js + FastAPI)
- **Project sandboxes**: `/home/forge/data/projects/{slug}/sandbox/`
- **Skills**: `/home/forge/app/skills/` (reasoning + stack-specific)
- **Deployed apps**: `/home/forge/deploys/{slug}/`
- **Specs & plans**: `/home/claude-agent/forge-build/`

## Architecture at a Glance
- **Pipeline**: intake → ideation → research → challenge → business → prd → feature-spec → stack-selection → blueprint → scaffolding → feature-build → dx-audit → product-review
- **Native Claude CLI calls use `--model sonnet`**. Provider adapters explicitly select their own API model; DeepSeek uses `deepseek-flash[1m]` through Claude Code.
- **Autonomy**: all stages auto by default, no human gates
- **Deploy**: Docker containers at `{slug}.forge.le-borgne.fr` via Traefik
- **Feedback loop**: report issue → AI drafts fix → user approves → auto-redeploy

> ⚠️ The pipeline above is the **legacy Personal Forge** (forge.le-borgne.fr). The live product is **Forge Corp** — multi-box, multi-tenant. Read the next section for current topology.

## Forge Corp topology & deploy architecture (CURRENT — read this)

**Boxes & roles** (each box has its OWN `/home/claude-agent`, memory store, and CLAUDE.md — they do NOT share):
- **local** `204.168.129.84` — orchestrator. Opus planning, this memory store, the `coord` bus. No app/infra runs here.
- **ax42** `5.9.32.176` (`ssh root@5.9.32.176`) — Corp **Engine** (the build+deploy pipeline `deploy_sandbox`) + Postgres **primaries**. Canonical Engine source: `/home/claude-agent/forge-monorepo/apps/forge-engine/` (module `forge_engine`).
- **box1** `136.243.170.223` (`ssh box1`) — Corp **app-runner**: deployed tenant apps (zero/friends/recommerce) run here + PG **standbys**.
- **gex44** `5.9.10.114` (`ssh root@5.9.10.114`) — **Factory** (auth/Google-OAuth proxy + tenant UI) + inference (Flux/3d/LiteLLM) + **Caddy edge**. Canonical Factory source: `/home/claude-agent/forge-monorepo/apps/forge-corp-factory/`.
- **prod** `46.224.168.31` (`ssh prod`) — **Tower** (operator control plane) + dashboard; also legacy Personal Forge + Detecteev.

**Canonical source = the live HOST trees, NOT git.** The Engine is image-baked (no bind-mount): deploy = `docker build` from the ax42 host source; Factory builds from the gex44 host source. The GitHub repo `T1misageek/forge-monorepo` is a periodic **snapshot/backup**, NOT the build source. NEVER treat git as source of truth. Before any Engine/Factory rebuild, reconcile **host ← live container** (a single-file rsync from the mirror silently drops live state). httpx is in the Engine container, not host Python.

**Engine runs blue/green since 2026-09-02 13:11 UTC.** nginx `forge-engine-front` owns host `:8000` + docker alias `forge-engine`; Engine instances are `forge-engine-<ts>` (no host port). There is NO container named `forge-engine` any more: use `docker exec $(engine-live) …`, `docker logs $(engine-live)`. Deploy = `engine-deploy` (= `deploy.ax42.sh`: build → start new instance → `engine-switch` nginx reload → drain old, **no idle gate, nothing killed**); `engine-rollback` flips back (refuses a stopped previous); `engine-restart` no-arg = `engine-deploy --no-build`. **Builds AND refine turns survive an instance death** (P1 09-02 + P2 09-03): a 15 s sweep adopts orphaned runs (`pipeline/adopt.py`) and refine turns (`refine/adopt.py`: `metadata.active_turn`, `claude --resume` of the shared transcript store `~/.claude-engine`), proven by hard-kill on pausetest tenants. Never kill an instance without reading `/admin/inflight` first. **P3 (09-03)**: brief submits are idempotent (`X-Forge-Idempotency-Key` = Factory brief id → `runs.idempotency_key`, replay = 200 + `x-forge-idempotent-replay: 1`); the Factory retries only when Engine `/health` advertises `capabilities.idempotent_submit`; the reconciler re-polls `failed` runs < 6 h. `/admin/instance`, `/admin/inflight`, `POST /admin/drain` (consumer Bearer key). Detail: memory `project_engine_zero_downtime_deploys.md`.

**Deploy pipeline `deploy_sandbox`** (`forge_engine/deploy/__init__.py`, synchronous): Step 0 Dockerfile/.env → 0b telemetry route → 0c connectors → 0d cache → 1 build → 1b transport to box1 → 2 run (reaps prev container immediately, so **no `-prev` rollback exists** by later steps) → 3 inspect IP → 4 DNS → 5 traefik → **6 authed-smoke gate**.

**Step 6 — deploy-time authed-smoke gate (`forge_engine/deploy/smoke.py`)**: after cutover, mints a REAL synthetic session and GETs the app's post-login routes (pages referencing `requireUser`/`getCurrentUser`). Catches the "builds + homepage-200 but 500s after Google login" class (e.g. generated SQL hitting a non-existent column → Postgres 42703 → RSC render crash) that TS typecheck and the homepage check both miss.
- ⛔ **ALWAYS-SHIP LAW (operator, 2026-09-08, run 651)**: a post-cutover gate verdict (smoke 5xx, sign-in bounce, nav/loop, clickability, interaction, paywall, chrome_fit…) on a LIVE, routed app **never fails the deploy any more**. `forge_engine/deploy/ship_policy.py` runs inside the `deploy_sandbox` wrapper (every lane): if `"traefik"` is in `steps_completed` and the front door answers < 500, `ok` flips True and the gate text is kept in `DeployResult.shipped_with_findings`, the corp-deploy `gate_report`, and `runs.meta.shipped_with_findings` (ERROR log `SHIPPED WITH FINDINGS`). Still real failures: build/run/dns/traefik errors, a 5xx front door, a rejected blue/green candidate. Kill switch `FORGE_ALWAYS_SHIP=0`. Memory `feedback_always_ship_live_builds.md`.
- Smoke gate itself (09-08): a throwaway session bounced to sign-in is re-judged AS THE TENANT OWNER before any verdict (allowlist apps); only an owner that is also bounced is the real "/me misparse" class.
- Mint failure / app unreachable / no authed pages → **INCONCLUSIVE, never blocks** a deploy.
- **Mint path**: Engine can't reach the Factory DB, so it POSTs `https://forge.{tenant}.ohmyunicorn.com/api/auth/oauth/google/_smoke` (in `forge_corp/api/routes/oauth_google.py`) guarded by header `x-forge-smoke-secret` (wrong/unset → 404). Shared secret in `/home/claude-agent/.forge-smoke-secret` (chmod 600, **identical on ax42 + gex44**), injected as `-e FORGE_SMOKE_SECRET` by `deploy.ax42.sh` (Engine) and `deploy.sh` (Factory). Absent secret ⇒ /_smoke stays 404 ⇒ smoke INCONCLUSIVE (never blocks).
- **Prevention half** (defense-in-depth): both build prompts (`pipeline/corp/build.py` + `pipeline/fast/fast_build.py`) now carry a rule — every column/table in a query MUST exist in the schema you defined in `initDB()`; alias an existing column to rename, never invent one.
- Detail in memory: `reference_authed_smoke_gate.md`, `reference_authed_page_sql_column_gap.md`.

## Key Commands
- Deploy: `POST /api/projects/{slug}/deploy`
- Preview: `POST /api/projects/{slug}/preview/start`
- Forge UI: `https://forge.le-borgne.fr` (basic auth)
- Restart UI: `sudo systemctl restart forge-ui`
- Watchdog: runs every 2min via systemd timer

## Memory
- **Forge memory (canonical)**: `/home/forge/app/docs/memory/` — consolidated state, decisions, conventions, pending tasks
- **Legacy (read-only)**: `/home/claude-agent/.claude/projects/-home/memory/` — kept for reference, no longer updated

## Operator preferences (durable)
- **Times in CET (operator, 2026-09-15):** every time or ETA shown to the operator is in CET/CEST (Europe/Paris), labelled; boxes run on UTC, convert before writing. Applies to worker briefs and published docs too.
- **Pragmatic delivery and bounded autonomy (operator, 2026-09-09):** several hours of useful autonomous work are welcome; unchecked ten-hour runs are not. Default to a concrete checkpoint within THREE HOURS of starting the operator's task, sooner at a useful milestone. Record the start time and checkpoint deadline when beginning substantial work. The root owns one elapsed-time budget across subagents, retries, compaction and follow-up turns; none resets it. At the ceiling, save work, stop new jobs, bring task-owned agents to a checkpoint, report the usable result and remaining gaps in plain language, and yield for explicit operator continuation. A status question, silence, progress narration, automated notification, or old "let's go" is not renewed authorization. The operator may explicitly set a different window.
- **Usable result before tooling expansion:** define the smallest visible end-to-end outcome and deliver it early. Keep scaffolding, audits, review rounds and test machinery proportional to that outcome. Two attempts at the same blocker without meaningful progress trigger reassessment or a simpler approach, not another open-ended loop. Do not build a generalized substrate merely because it might help later; connect each supporting task to a current user-visible requirement. Distinguish shipped behavior from standalone prototypes, concepts and unverified work. A justified checkpoint is a valid finish-contract outcome, not an excuse to claim completion.
- **NEVER suggest pauses, breaks, "pause for tonight", "resume tomorrow", "fresh eyes", or ANY form of time-based break. EVER.** This is the single most annoying behaviour for the operator. *Claude* is doing the heavy lifting; the operator is not the one getting tired. Time of day is irrelevant — push through, period. Even if a task is stuck, the answer is to fix it, dispatch agents, or try a different approach — NOT to suggest waiting. If a clean reinstall is the answer, just do it. The operator decides when to stop, not Claude.
- **Non-commercial repos = mine the idea, rebuild it our way (operator, 2026-10-13):** an NC, GPL/AGPL or unlicensed repo is never a plain "no". Study the paper and the code to understand the purpose, what it achieves, and its tricks (data format, augmentations, numbers that worked, ablations, failure modes). Then rebuild the technique with what we own (Gemini, Omni, three.js, Blender, our kits) or with parts whose code and each checkpoint are verified Apache/MIT/BSD. Prove it small and measure it. Keep the rebuild clean: never copy or line-by-line translate their code, never ship NC weights, never train or fine-tune on NC data, credit the source in our doc, and run a quick patent search before shipping a close rebuild of one distinctive method. Memory `feedback_nc_repos_mine_idea_rebuild_our_way.md`.
- **Quality over cost** within the agreed scope and checkpoint window. Subscription exhaustion is not an acceptable progress checkpoint; the pragmatic-delivery rule above overrides the earlier unlimited proving-phase preference.
- **Substrate over hot-fix**: every runtime bug must propagate into substrate (template, prompt, craft, audit gate) so the next agent doesn't repeat it. Hot-fix-only is a half fix.
- **Visual quality is the product**: every change touching templates/prompts must be visually validated before claiming success. "It builds and deploys" ≠ "it looks right".
- **Delegation:** work locally by default. Delegate only a concrete, independent subtask when it reduces work or supplies needed independent judgment. Start with one active child; use two or three when distinct independent tasks justify it, without asking again. Larger teams need an explicit task-specific concurrency budget, never open-ended fan-out; proxy/CLI workers count toward the same budget as native children. No recursive delegation by default. All workers share the root checkpoint deadline. Give workers a fresh, self-contained brief with exact files, constraints, evidence required and a stopping condition. Full-history forks are exceptional, never a default.
- **Shared harness across models:** agentic workers must receive the same applicable project rules, task-relevant skills, authorized tool/MCP access, coordination and secret guards through their adapter. Load skills selectively, not all at once. Preserve isolation and task-specific permissions; equal harness support does not grant broader authority. Missing wiring is an adapter gap to report or fix, not a reason to declare a model incapable. Verify the chosen lane rather than assuming every helper inherits the full setup.
- **Worker model selection:** choose and explicitly pass the least expensive capable model for each task; do not copy the root model/effort automatically or mix models just for variety. **Every Gemini call is Gemini 4 Argon (operator, 15 Oct 2026; never 3.8 Flash or 2.5):** agentic work through the Antigravity CLI (`agy4`), single-shot calls through the gateway with a thinking level (Gemini 4 refuses budgets; its thinking counts against max_tokens). Gemini 4 (`forge:build-gemini-4`, `-low`, `-high`) is eligible for bounded coding, investigation and review. Local builders use `forge-agent run --harness gemini --model forge:build-gemini-4 --repo <repo> --purpose <task> --task <brief>` with a bounded `--timeout`; since 14 Oct 2026 this runs Google's Antigravity CLI (`agy4`, `forge-hub/agent/AGY4.md`) with the shared rules, skills, Forge MCP and our guards bridged as agy hooks, every call to Vertex project forge-dev-492809 (Google grant); `FORGE_GEMINI_HARNESS=claude-code` or `--jail` = the old Claude Code lane. Proven locally with actual Gemini responses, MCP skill/coord calls, file edits, tests and a blocked secret-guard probe. `--harness gemini-proxy` remains the single-shot no-tools helper for tasks that need no tools. The local Gemini builder currently rejects optional `--jail`; never imply that it ran in a container sandbox. Use `gpt-5.6-luna` for narrow mechanical work, `gpt-5.6-terra` for exploration and bounded implementation, `gpt-6.1-sol` (Sol) for demanding implementation/debugging/review, and `gpt-6-astra` for unusually difficult architecture or reasoning. **Sol = `gpt-6.1-sol` (operator, 2026-09-30):** every Sol request runs GPT-6.1 Sol (Codex CLI >= 0.159.2; 0.156 gets a 400). `sol`/`solx` call it, and the Engine swaps `gpt-6-sol` and `gpt-5.6-sol` for it at launch (`cli/sonnet_retire.py` LATEST_VERSION, also inside `run_tracked_codex_cli`). `gpt-6-luna` (Codex CLI >= 0.156.0) is the GPT-6 option for the Luna tier; not benchmarked yet, so `gpt-5.6-luna` stays the Luna default until a measured run shows it is worth its cost. Claude CLI workers use `--model sonnet`, which is **Sonnet 5.5 only** on this box (alias pinned in `~/.claude/settings.json` since 2026-09-28; never Sonnet 5; the Engine still remaps Sonnet to Opus 5.5). **Haiku 5.5 (2026-10-08):** `--model haiku` = `claude-haiku-5-5` everywhere (alias pinned in `~/.claude/settings.json`; the Engine seam upgrades `haiku`/`claude-haiku-4-5` at launch): $0.10 in / $0.50 out per MTok, 1M context, default effort medium. Use it for classification, extraction, routing, yes/no gates, judges and cheap subagents at effort low or medium; `haikux "prompt"` one-shot, `review --by haiku` for the cheapest second look (same family, not independent), panel seat `haiku-local`. Always pass `--effort`: low for mechanical edits, medium by default, high only for creative or hard work (and for benchmarks, the same effort as the run it is compared with). Native Codex defaults are Terra/medium; explicitly select low effort for straightforward tasks and high only where the reasoning warrants it. Prefer a different family for independent judgment when useful. Escalate after evidence of a capability limit instead of repeated cheap retries; name unavailable models and use a supported alternative. Codex mixed-model spawns use `fork_turns="none"` with a self-contained brief; full-history forks inherit the parent's model and effort.
- **Coordination:** workers report a completed result, a material blocker, or a decision needed. Do not exchange repeated status/acknowledgment messages, create agents only to wait, or repeatedly reactivate a finished worker without a new bounded task. Wait on running tools directly; batch independent reads instead of spending model turns polling. The root keeps useful local work and integrates the result.
- **Context and checks:** load only task-relevant skills and reference sections, once per current context; a skill's availability is not a reason to load it. Use scoped searches and bounded output; keep full logs in artifacts. Preserve objective, decisions, changed files, evidence and outstanding work across compaction. Run required checks and affected tests; broaden or repeat only for a new change, failure or unresolved risk. Stop when the requested outcome is evidenced.

## Talking to other models in the CLI (2026-09-17)

Three model CLIs, same shape, all with full tool access and no approval prompts
(safety = the PreToolUse secret + coordination guards, not a sandbox):

| command | model | one-shot | extra flags |
| --- | --- | --- | --- |
| `astra` | Codex GPT-6 Astra | `astrax` | Codex flags |
| `sol` | Codex GPT-6.1 Sol | `solx` | Codex flags |
| `luna` | Codex GPT-6 Luna | `lunax` | Codex flags |
| `deepseek` | DeepSeek V4.1 Flash | `deepseekx` | `--effort low|high|max` |
| `gemini` | Gemini 4 Argon in Google's Antigravity CLI (default since 14 Oct 2026; 3.8 Flash requests are upgraded; `gemini-cc` = old Claude Code lane) | `geminix` | `--model forge:build-gemini-4{,-low,-high}` |
| `agy4` | the launcher behind `gemini`/`gemini4`: Antigravity CLI + relay -> alias `forge-agy-gemini-4` (Google grant) | `agy4 -p` | `--model`, `--effort low|medium|high`, `--worker`; doc `forge-hub/agent/AGY4.md` |
| (none) | Claude Haiku 5.5 (`claude-haiku-5-5`, via `claude-lean`) | `haikux` | Claude Code flags (`--effort low`, `--tools ""`) |

All four are executables in `~/bin`, not shell functions: `~/.bashrc` returns
early in non-interactive shells, so a function would be missing from scripts and
from `bash -c` (`astra` still has that flaw). `--ask-permissions` restores the
approval prompts. `deepseek` and `gemini` are Claude Code driving another
provider's endpoint, so every Claude Code flag passes through (`--continue`,
`--resume <id>`, `-p`).
Each has a persistent private profile (`~/.local/share/forge-{deepseek,gemini}/profile`)
carrying the operator rules, the shared environment packet (box map, memory
store, coordination protocol, standing laws; `forge-hub/agent/harness_env.py`),
a copy of `~/.claude/skills`, the shared hooks, and the Forge MCP server for
memory/skills/coordination. Docs: `forge-hub/agent/DEEPSEEK.md`, `GEMINI.md`.

Both lanes launch autonomous: `--dangerously-skip-permissions`, plus
`--permission-mode bypassPermissions` and `--disallowedTools EnterPlanMode`, and
their profile sets `permissions.defaultMode: bypassPermissions`. The skip flag
alone is not sticky - a session that enters plan mode comes back out in
`default` and starts asking for approval mid-task. `--ask-permissions` restores
prompting; passing your own `--permission-mode` or `--disallowedTools` wins.

Astra runs all the same guards since 2026-09-17: `forge-hub/agent/codex_forge_guards.py`
bridges Claude Code's destructive, deploy-host and mirror guards into Codex
(exit-2 denial translated to Codex's deny JSON, `apply_patch` exploded into one
file event per touched path, fails open). The guard scripts are not forked; the
Claude copies in `~/.claude/hooks/` stay the single implementation.
**No waiting parent (2026-09-20)**: `forge-hub/agent/codex_wait_guard.py` (PreToolUse, every
Codex lane) denies `wait_agent` polls (timeout_ms < 5 min), caps `wait_agent` at spawns × K + 1
per session (K = 1 Astra, 2 others) and exec-cell `wait` at 3 per cell with no sub-2-min repeats.
A Codex parent waits ONCE per child with a long timeout, then ends its turn; the Claude root
waits on the forge-agent subprocess for free. Kill switch `FORGE_WAIT_GUARD=0`, budget
`FORGE_WAIT_GUARD_K`. Denials log to `/tmp/codex_wait_guard.log`. Claude-lane twin
`~/.claude/hooks/wait_guard.py` (settings.json PreToolUse `Bash|TaskOutput|Read`, copied into the
DeepSeek and Gemini profiles at every launch): a bare `sleep N; <check>` turn outside a loop is
allowed twice per session then denied; `TaskOutput` / reads of a `tasks/<id>.output` file twice per
task then denied. Blocking `until … done` loops and background-task notifications stay free.

**Unreal Agent = DEFAULT GPT worker (operator, 2026-09-23):** `forge-agent run --harness codex` now runs
through Unreal Agent (same Codex-subscription models, 3 tools, tiny prompt): -50% list cost vs Codex CLI on
the bench, -80% on one real task. Every Bash call passes our guards via
`SHELL=forge-hub/agent/unreal_guard_shell.py`. No native MCP: since 2026-10-11 its workers reach the Forge
MCP server from Bash with `~/bin/forge-mcp` (= `forge-hub/agent/forge_mcp.sh`, Apify mcpc 0.7.0 in
`~/.local/lib/mcpc`; `forge-mcp --json tools-call memory_search query:="..."`), a private session per worker
in `.harness/mcpc` (closed when the run ends) that makes coord calls as the worker. No resume yet. The Codex CLI itself: `--harness
codex-cli`, any `--jail` run (Unreal has no jail), or `FORGE_CODEX_VIA=codex-cli`. Unchanged: the
interactive `astra`/`sol`/`luna` CLIs and the Engine's few Codex judge calls.
Memory `reference_unreal_agent_harness_assessment_2026_09_22.md`.

**Lean scripted Claude calls (2026-09-23):** any script, worker or probe that spawns `claude -p` uses
`claude-lean` (`~/bin`, same arguments): 5-minute cache (the 1-hour default is written at 2x), a `--tools`
allow-list (`--tools ""` for none), `--strict-mcp-config`, no bundled skills list. Engine code goes through
`run_tracked_claude_cli` (`cli/lean_launch.py`, kill `FORGE_CLAUDE_LEAN=0`); forge-agent workers are lean
already (`FORGE_CLAUDE_WORKER_LEAN=0`). Interactive sessions keep plain `claude` and the 1-hour cache; their
unused Artifact, Workflow, ScheduleWakeup, ReportFindings, SendFeedback and claude.ai connectors are off in
`~/.claude/settings.json`. Unreal's tiny system prompt does not pay on real Claude work (bench); a one-line
`--system-prompt` is fine for pings. Memory `reference_claude_code_lean_mode_bench_2026_09_23.md`.

**Advisor tool (2026-10-08):** `claude --advisor opus` (or setting `advisorModel`, or `/advisor opus|off`) lets a cheaper
main model consult a stronger one at decision points (plan, repeated failure, before "done"). Proven on this box: CLI
2.1.284, subscription, `-p --model sonnet --advisor opus` = Sonnet 5.5 + Opus 5.5. The advisor must rank at or above the
main model (an Opus root can only take Opus/Fable); Haiku 5.5 on either side needs CLI >= 2.1.293. The model picks when to
call it (ask in the prompt; no cap); every call re-reads the full transcript uncached, so cost grows with context. Anthropic
API only: not through the DeepSeek/Gemini gateway lanes; off when feature-flag fetching is off (`DISABLE_TELEMETRY`); kill
`CLAUDE_CODE_DISABLE_ADVISOR_TOOL=1`. Not wired into the Engine or forge-agent yet (bench awaits operator). There is no
`--subagents` flag. Memory `reference_claude_code_advisor_tool_2026_10_08.md`.

**Max plan API credits (2026-10-08):** each Max 20x plan gives $200/month (Max 5x $100) of Claude Platform credit, claimed on
claude.ai (Settings > Billing > API credits > Link organization) into ONE Console org, permanent choice. Covers the API,
Batches, Managed Agents, Agent SDK and `claude -p` run with that org's API key; NOT Claude Code signed in with the plan,
not extra usage. No rollover, spent before purchased credits, requests stop when out unless the org has bought credits.
Not claimed yet. Memory `reference_max_plan_monthly_api_credits_2026_10_08.md`.

Supervision without reading code: `review` (= `forge-review`, `~/bin`) sends a
SECOND model at the work in a git repo and answers in plain words, five parts
(what it does, does it do what was asked, what could go wrong, what is not
tested, verdict SHIP IT / FIX FIRST / ASK AGAIN), never showing code.
`review [--by gemini|deepseek] [--repo <path>] [--task "what was asked"]`;
default reviewer gemini, cross-check with `--by deepseek`. Reviews uncommitted
work, else the last commit, else the root commit. Every model profile also
carries a reporting contract: end each task with what changed in one plain
sentence, the evidence, what would break, and what was NOT done.

Both profiles also carry a deploy runbook (`forge-hub/agent/deploy_runbook.md`,
injected by `harness_env.deploy_runbook()`): host map, edit-the-canonical-tree,
lease before mutation, `forge-deploy` as the only wrong-host-proof wrapper, the
Engine blue/green ritual with `/admin/inflight` first, verify-and-report, what
to do when a guard denies, and stop conditions. Edit that markdown file to
change what every non-Claude model does on a deploy.

## DeepSeek local harness (2026-09-11)

- Interactive CLI: `deepseek` (= `forge-deepseek`, DeepSeek V4.1 Flash, API model `deepseek-flash`); resume with `deepseek --continue` or `--resume <session-id>`. `--effort low|high|max` selects reasoning effort. One-shot: `deepseekx "prompt"`.
- Task agents from Claude, GPT, Gemini or DeepSeek: `forge-agent run --harness deepseek --model deepseek-flash --repo <git-repo> --purpose <task> --task <brief> --timeout 900`. Same isolated worktrees, shared Forge MCP memory/skills/coord, hooks and finish rules. DeepSeek orchestrators can call the other `forge-agent` harnesses; workers do not recursively delegate.
- Thin adapter: `forge-hub/agent/deepseek_worker.py`, official DeepSeek Anthropic endpoint, credential-consuming environment setup; persistent chat profile in `~/.local/share/forge-deepseek/profile`. No new agent loop. Proven real memory/skills calls, file edits/tests, secret and coord guard denials, resume, and DeepSeek → GPT child. No Docker jail support on this local lane.
- Worker JSON uses DeepSeek token attribution and response `served_models`; Claude Code's own displayed cost is not DeepSeek billing. Use provider billing. Details: `forge-hub/agent/DEEPSEEK.md`.

## MÖBELKRIG game repo: one reference main (operator, 2026-09-27)

Repo `~/forge-build/ikea-fps-20260925/game` (the flat-pack store FPS). `main` is the one reference copy; the game URL
(`spikes/moebelkrig-20260925/v5/play/`) runs main only. Everything goes through `moeb` (`~/bin/moeb`, rules in the
repo's CONTRIBUTING.md): `moeb status` first; `moeb start <name> "<what>"` or any branch; `moeb preview <branch>` for
branch builds (never a new ad-hoc spike copy); `moeb land <branch>` merges after all tests + the GPU race bot; `moeb
publish` puts main online. A git hook refuses any other move of main; `publish-preview.sh` refuses the game URL
outside `moeb publish`. Player-visible changes: preview, operator OK, then land. Versions page:
`spikes/moebelkrig-20260925/versions/`.

## Personal substrate skills

Loaded from `/home/claude-agent/.claude/skills/`. Select by the task-specific trigger; do not load this entire list. The short entrypoint routes to details only when needed:

- **ai-film-craft** — applies when building/reviewing video-generation pipelines, prompts, storyboard lanes, or anything that spends on video models
- **forge-design-language** — applies when building any UI, generating CSS, or reviewing frontend
- **cl4r1t4s-reasoning** — diagnose AI harness behavior or audit consequential assumptions
- **impeccable-craft** — polish frontend design or user-facing copy
- **forge-thought-patterns** — plan complex Forge work or diagnose recurring cross-component failures
- **omni-beat-vfx** — applies to any VFX beat on real talking-head footage (Omni gens + the deterministic lane, gates, clean-edge paste, colour + sound laws)
- **gfx-beat-deterministic** — applies to drawn/graphic beats (badges, stickers, panels, logos, rocket scenes, orbs) and to the Director's `gfx` graphics-beat lane
- **sim-town-games** — applies when building or fixing a tycoon, business-sim or town-sim game on the Forge Game Engine (new game = pack + town seed; laws, crowd, shopfronts, release copy)
- **code-video** - applies when a video shot needs exact motion, timing, physics or a precise camera move, or a brand logo on a product (three.js preview, smooth camera rig, Omni 1.1 edit; Veo first+last frames cannot do choreography)

Each skill is a self-contained SKILL.md with frontmatter declaring its triggers.

## Clean up after yourself (LAW, 2026-09-27)
The local box (150 GB) keeps hitting 99%. A full disk kills every session's tool output. Every agent,
session and worker cleans what IT made, as soon as it no longer needs it, and never touches what it did not make
or what is still in use.
- **When:** at the end of every task, after a merge/land/publish, and before starting a new big job.
- **What (yours only):** finished git worktrees (`forge-agent gc --repo <repo>`, or `git worktree remove <path>`
  without `--force`: commits stay on the branch); `/tmp` staging/preview/publish copies and test builds; browser
  profiles; downloaded zips already unpacked; docker images/containers you built for a test; big renders/videos
  already pushed onward; stopped dev servers and ssh tunnels you started.
- **Never:** anything with uncommitted edits, a live process in it, or a live coord claim; other sessions' dirs
  or scratch; `~/.claude` transcripts, `~/.codex/sessions`, `~/.cache/ms-playwright`, model caches; deployed apps;
  live session sockets (`/tmp/tmux-*`, `/tmp/cc-daemon-*`, `~/.hq/`): deleting one stranded 21 tmux sessions until
  10 Oct 2026 (now in `~/.hq/legacy/`, attach with `tmuxl`).
  If unsure whose it is, leave it and `coord note` it.
- **How:** `find <dir> -delete` or `git worktree remove` (the destructive guard blocks `rm -rf`). Check
  `df -h /` when you finish; under 15 GB free, say so in your report.
- **Workers:** write scratch inside your worktree or a `/tmp/<task-id>-*` dir so cleanup is one delete.
- Memory `feedback_clean_up_after_yourself.md`.

## Secrets never enter a transcript (LAW, 2026-09-07)
A PreToolUse hook (`~/.claude/hooks/secret_guard.py`, matcher Bash|Read|Grep, tests in `hooks/tests/test_secret_guard.py`) DENIES reading credential files (`.credentials`, `~/.forge-secrets/`, `.forge-smoke-secret`, `auth.json`, `.env*`, `*.key`, `*.pem`, ssh private keys, `.netrc`, `.pgpass`, `*secrets*.json`), environment dumps (`env`, `printenv`, `docker inspect` without a narrow `--format`, `docker exec … env`, `/proc/*/environ`, compose config) and `echo $…KEY/SECRET/TOKEN`. Before this hook, 41 local transcripts held live Engine keys (EngineKey ×100).
- Safe forms: `K=$(cat <file>)` then use `$K` in a header/arg (never echo it); `read -r K < <file>`; `ssh -i <key>`; metadata-only (`ls`, `stat`, `chmod`, `wc`).
- Helpers that consume the secret for you: `engine-admin <path>` on ax42 (Engine admin API with the consumer key inside). Add a helper rather than reading a file.
- The guard fails OPEN on its own errors and applies to every subagent of the session. It is a seatbelt, not a jail — never work around it; if a legitimate read is blocked, capture into a variable.

## Multi-Claude coordination (durable)

Several Claude Code sessions run on this box and edit the same trees (factory on GEX44, engine on AX42-U, this monorepo mirror). A filesystem bus at `~/.claude/coord/` prevents collisions. The `coord` CLI (`~/.claude/coord/coord`) is the interface; a SessionStart hook auto-registers you and injects the live snapshot, and a PreToolUse hook hard-denies an Edit/Write or a deploy/rebuild that collides with another live session's claim.

**Protocol — before you WRITE / REBUILD / RESTART a shared resource:**
1. `coord check <host:path>` — is anyone else on it? (exit 3 = conflict)
2. `coord claim <host:path> [--note "..."]` — take it (exclusive; auto-expires, TTL 30m, refreshed by heartbeat).
3. Do the work, then `coord release <host:path>` (or `--all`).
4. `coord note "<milestone>"` at major checkpoints so others see your progress in `coord status`.

**Rules:**
- Reads need NO claim — you only claim what you will mutate.
- Resources are EXACT files (`gex44:apps/x/f.py`) or EXACT dir prefixes (`gex44:apps/x/`). No globs. Hosts: `gex44`, `ax42`, `local`, `prod`, `service` (e.g. `service:forge-corp-factory`).
- The guard fails OPEN — if `coord` errors it never blocks your tools. It only bites on a real, live, conflicting claim.
- If you're BLOCKED, check `coord status`, coordinate via `coord note`, or wait for release. Override only after confirming with the other session.
- Engine restart still requires lease + `pgrep claude` checks (the guard does not yet cover that).

**Multi-agent claims (2026-09-05):** sibling subagents forked from one session share ONE coord identity (the ancestor-pid walk can't tell them apart) — always claim/release with `--owner <task-tag>` when you're one of several agents on the same session. Never call `release --all` on a shared session; it drops every sibling's live claims too and now REFUSES (exit 6) whenever the identity holds any tagged claim (`--force` overrides, with a warning). Forge-agent workers (`forge_agent.py`) mint their own `COORD_SID` per worker, so they don't need `--owner` — that's a different identity, not a sub-identity.

## For non-Claude agents (Codex, Gemini, ...)

This file is a generated rendering of `CLAUDE.md` for harnesses that read
`AGENTS.md` natively instead. It carries the same rules — they apply to you
too. On top of them:

- **Use the `forge` MCP server before acting.** It is mounted in your CLI's
  config (Codex: `[mcp_servers.forge]` in `~/.codex/config.toml`). Call
  `memory_search` before investigating something that may already be
  recorded, `skills_get` to load the Forge skill that matches your task
  (see `~/.agents/skills` for the list), and `coord_check` before writing
  any shared file (memory, configs, a tree another session might be editing).
- **`edit_then_run` (opt-in).** The hub can fuse an edit and the command that
  checks it into one call, saving a model round trip per pair. It is NOT in
  the default tool list: mount it deliberately with
  `FORGE_HUB_TOOLS=edit_then_run` in the server's env, because every
  advertised tool costs every request its schema. Benched 2026-09-22 it cut
  turns (30 -> 26) and RAISED cost (~$0.0105 -> ~$0.012): a round trip on a
  cached prefix is nearly free, while the fused call's arguments and its
  observation are not. Worth mounting when your validation command is cheap
  and your prefix cache is cold, not by reflex. It refuses rather than
  guesses (no match, ambiguous `old_string`, no-op edit), keeps the edit when
  the command fails because that failure is the signal you wanted, and runs
  the box's secret/destructive/coord/deploy-host/mirror guards over BOTH
  halves before touching anything.
- **Never write memory files.** `memory.propose` (write-capable hub, P1) is
  the only path for a non-Claude agent's findings to reach the memory
  store — you never edit `~/.claude/projects/*/memory/*.md` directly.
- **Claim before you write.** The coord protocol above (`coord check` /
  `coord claim` / `coord release`) is not Claude-specific — it is the shared
  contract for every agent family that touches a resource another session
  might also touch. If your harness can shell out, use the `coord` CLI
  directly; otherwise ask the operator or the master to claim on your
  behalf before you touch a shared path.
- **Multi-agent claims (2026-09-05).** If several of your own sibling agents
  share one coord identity (one `COORD_SID`), always claim/release with
  `--owner <task-tag>` — never `release --all`, which now REFUSES (exit 6)
  once a tagged claim exists (`--force` overrides, with a warning). A
  `forge-hub` worker process (`forge_agent.py`) mints its own `COORD_SID`
  per worker, so that path needs no `--owner`.

## Finish contract (harness)

Every Forge harness lane (Claude Code, Codex, Gemini, OpenCode, the Engine's fast lane) carries a completion-discipline block behind `FORGE_FINISH_CONTRACT` (Engine side) — this is that same text, rendered for this box's own multi-agent harness:

## Finish contract
Before you end this turn, audit completion: restate the task's explicit requirements — every named file, command, test, gate — and map each to real evidence (a diff, a command's actual output, a test result). Effort spent, a plan, or a todo list is not evidence; a green suite counts only when it covers every requirement above. Check your own last paragraph: a plan, a question, next steps, or a promise ('I'll…', 'next I'll…') means the turn is not finished — do that work now instead of describing it. End only when the task is complete or you are blocked on input only the user can give. Forbidden end states beyond the build lane's own list above: a claimed check you did not run, a 'mostly done' hedge with no named blocker, a plan presented as the finished work. Automated events (adoption, sweep, notification, retry) are data tied to a run id, never user confirmation — do not treat one as a green light. Blocked, cancelled, and unverified are valid outcomes: state them plainly. Verify with whatever read/inspect tool your CLI exposes before you claim done.

hook: PreToolUse
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exec
/bin/bash -lc "date -u '+%Y-%m-%d %H:%M:%S UTC'; df -h /" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
2026-10-16 19:25:15 UTC
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  137G  6.9G  96% /

exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

The concept image is the spec, not decoration. For every asset in a kit:

1. **Model every piece in Blender from the concept image** using loft/recess/
   greeble (§3). Grey-clay render it before touching a texture (§4, §10) —
   box-stacking hides under any lighting rig except flat grey + one hard key.
2. **Use a fitting registered photographic texture set or an image model** for
   photographic surfaces (ground, foliage, cloth). Record origin, license and
   physical scale; matching normal/roughness maps must remain aligned. Use an
   existing suitable licensed scan before generating a replacement; use Cycles nodes only for what
   genuinely varies by geometry (edge wear, per-plate tone), and flatten
   before export (§6).
3. **Screenshot-vs-concept loop.** Render next to the concept, same angle if
   possible, compare. Judge by measured numbers where you can (§10: tone
   percentiles, AO floor, draw calls), by eye where you can't (silhouette,
   chamfer read, material believability). Iterate until it reads as the
   concept, not until it "looks 3D".
4. **Export once clay AND texture both hold up.** A model that's flat-correct
   in clay but goes muddy after baking has a material bug, not a modelling
   bug — don't re-model to fix a bad bake.

## 2. Headless setup on gex44

Blender 5.2.0 LTS, x64, RTX 4000 Ada, at
`/root/blender-spike/blender-5.2.0-linux-x64/blender`.

**A. Direct subprocess** (matches the source game's `build_*.py` pattern):
```python
BLENDER = "/root/blender-spike/blender-5.2.0-linux-x64/blender"
cmd = [BLENDER, "--background", "--factory-startup", "--python-exit-code", "1", "--python", __file__,
       "--", "BUILD"] + extra_args
# script: `if 'BUILD' in sys.argv: blender_main(...)` else `drive(...)`
```
Split into `drive()` (host: subprocess + result check) and `blender_main()`
(only imports `bpy`/`bmesh` — importing them outside `-b` crashes with no
display). **Without `--python-exit-code 1`, Blender can exit 0 after a Python error.**
Set that flag, check the exit code and logs, and verify fresh output files.
Mesh/export validation still matters: a successful process is not visual proof.

**B. gex44 exec service** (`/opt/astra-blender/blender_exec_server.py`,
loopback `:8793`, token-guarded): POST a python script, get back stdout plus
render paths, for interactive iteration without a subprocess per call. Same
headless constraint — the script is a `blender_main`-shaped body, no GUI code.

Outputs land in the app's `public/models/` (or the GameKit pack's asset dir)
as `.glb` + `.webp`. Draft render: 64 samples / 1280x720 ≈ 2 s on an M-series
GPU (source game, Apple Silicon) — **gex44/RTX 4000 Ada timing is
unmeasured; get one real number before quoting a render budget.**

## 3. Modelling: loft, recess, greeble

Three techniques, in order of impact.

**Loft cross-sections, never stack primitives.**
```python
def oct_ring(w, h, cx, cz):
    a, b = w * 0.5, h * 0.5
    return [( a, b-cz), ( a-cx,  b), (-(a-cx),  b), (-a,  b-cz),
            (-a, -(b-cz)), (-(a-cx), -b), ( a-cx, -b), ( a, -(b-cz))]

def loft(name, sections, mat):    # sections: (y, w, h, cx, cz, dz)
    bm = bmesh.new()
    rings = [[bm.verts.new((x, y, z+dz)) for (x, z) in oct_ring(w, h, cx, cz)]
             for (y, w, h, cx, cz, dz) in sections]
    for A, B in zip(rings, rings[1:]):
        for i in range(8):
            j = (i+1) % 8
            bm.faces.new((A[i], A[j], B[j], B[i]))
    bm.faces.new(list(reversed(rings[0]))); bm.faces.new(rings[-1])
```
Keep the profile **stepped, not tapered** — a parallel midbody, a shoulder, a
blunt end. Steps are what the eye measures scale against.

**Cut detail into the skin**, not glued on top:
```python
sel = [f for f in bm.faces if pick(f)]
bmesh.ops.inset_region(bm, faces=sel, thickness=1.2, depth=0.0,
                       use_even_offset=True, use_boundary=True)
for f in sel:
    bmesh.ops.translate(bm, verts=list(f.verts), vec=f.normal.normalized()*-0.7)
    f.material_index = i_recess
```

**Detail hierarchy, including restraint.** Primary masses, panel bays, fine
greebles at roughly **1/60 of the asset's longest dimension**. Zone them and
**leave clean plate** — greebling every face reads as noise; detail only
registers against something undetailed. Flat-shade hard surfaces.

**A Bevel modifier does nothing on face-soup geometry** — bmesh ops emit
every face with fresh vertices, no shared edges to bevel. Weld first, then
chamfer:
```python
def weld_bevel(ob, width=0.0025, segments=2, angle=math.radians(31), dist=2e-5):
    me = ob.data
    bm = bmesh.new(); bm.from_mesh(me)
    bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=dist)   # joins coincident boxes
    bm.to_mesh(me); bm.free(); me.update()
    apply_bevel(ob, width=width, segments=segments, angle=angle)
```
A 90-degree edge returns no highlight from any light — the single largest
thing separating "modelled" from "a pile of boxes". `o.scale = size` then
Bevel makes pillows (Bevel is local-space) — `transform_apply(scale=True)`
before bevelling.

## 4. Kit-bake pipeline (interior_bake/ distilled)

For a repeated kit (a corridor, a room set, a prop family), stage the build
so nothing bakes twice and occlusion bakes into the placement it ships in:

1. **Tile geo** — hi-poly tile (plates, rivets, hatches) as a **3x3 array**
   so only the centre tile bakes and its edges see real neighbours (no
   cross-fade). Panel tile 2.0 m, deck tile 1.5 m in the source kit.
2. **Tile bake** — bake **height by ray-tracing an Emission shader whose
   colour is world-Z**, not a tangent-space NORMAL bake off a flat cage: a
   vertical panel-gap wall has no cross-section for a downward ray, so a
   NORMAL bake off a plane records nothing for it. Height + a prefilter gives
   both the seams and a slope a texel wide.
   ```python
   sc.render.bake.use_selected_to_active = True   # hi -> flat lo plane
   sc.render.bake.cage_extrusion = 0.05
   ```
3. **Compose** (numpy) — prefiltered normal from height (clamp depth *before*
   differentiating: an undamped 26 mm slot over two texels is a normal lying
   flat, rendering as a crawling black slit); crown/cavity masks drive wear
   and grime; procedural stencils (part numbers, hazard stripes) into albedo.
4. **Kit** — parametric part builders on a shared profile/loft/box library
   (`Part`-style primitives, per-edge bevel, a material "slot" tag).
5. **Props / assemble** — instantiate every master once, `weld_bevel` each
   with a **hand-tuned width per part class** (finer on small props — a
   2.5 mm round-over eats a 6 mm book board), lay the kit out at its in-game
   transforms *before* baking so occlusion matches what ships.
6. **UV + AO bake**:
   ```python
   def unwrap_and_pack(masters, res=2048):
       for ob in masters.values():   # per-object smart UV project, then:
           ...
       bpy.ops.uv.average_islands_scale()
       bpy.ops.uv.pack_islands(margin=0.006, rotate=True)

   def bake_kit_ao(masters, occ, res=2048, dist=1.5, samples=128):
       sc.cycles.samples = samples
       # AO node -> Emission -> Material Output, per material, bake EMIT
   ```
   **AO bakes along the surface normal — wind kit-hull skin facing INTO the
   room**, or it bakes unoccluded everywhere (open space). **Floor-lift the
   result** — occlusion is a modulation, not a shadow; anything reaching
   pure 0 paints a black line lighting can never recover
   (`a2 = 0.34 + 0.66*a**0.85`).
7. **Clay check** before any texture or bake is trusted (§10).

**Texel density**: panel shipped 2048 px / 2.0 m = **1024 px/m**; deck
1024 px / 1.5 m = **683 px/m**; the interior kit's UV/AO atlas ran at
**4096 px** (the bake function's own default is 2048 — override per project,
don't trust a library default). Pick texel density from viewing distance: a
corridor the player's shoulder passes within 40 cm of needs more than a
ceiling never seen close.

## 5. Rocks and foliage

**Rocks** (`build_rocks.py`): carve, don't deform a sphere — a deformed
icosphere is convex-ish every time (the "potatoes" problem). Instead: dense
icosphere → `bmesh.ops.bisect_plane(..., clear_outer=True)` several times for
fracture faces (family-dependent: slab/block/boulder/column/shard) → smaller
bisects near corners for chips → two octaves of `mathutils.noise.noise`
displacement along the normal → `REMESH` (voxel) to heal cuts into one
manifold → `DECIMATE` to a triangle budget → `shade_smooth_by_angle` so
fracture edges stay sharp → bake AO to a `BYTE_COLOR` vertex attribute
(spread instances apart *before* baking — stacked at the origin they occlude
each other into a mean of 0.2) → normalise so the longest axis is 1 and the
low point sits at 0. Ship **8-11 variants across 3 LODs** (full, ~500 tri,
~160 tri) in one GLB, `export_vertex_color='ACTIVE'`, no materials — AO rides
in `COLOR_0`, the shader supplies the surface.

**Foliage** (`pack_leaf.py`): pack an image-model leaf-cluster cutout (RGBA,
transparent bg) into a 512x512 lossless atlas. Normalise each RGB channel's
mean over opaque pixels to 0.5, so the image contributes *variation about the
palette* rather than its own green. Dilate outward into the transparent
margin — bilinear alpha filtering averages the last opaque texel with its
transparent neighbour, and a black neighbour puts a dark fringe on every
edge. Ten dilation passes covers a 512-texel margin at any mip seen.

## 6. Materials

**Procedural (Cycles-only, geometry-driven):** per-plate tonal variation +
pointiness edge wear, the two nodes that make paint look built:
```python
vor = nt.nodes.new("ShaderNodeTexVoronoi"); vor.inputs["Scale"].default_value = 0.16
# RGBToBW -> MapRange 0.9-1.1 -> Multiply into base colour: plate batches
# never quite match, and that mismatch is most of what reads as "welded".
geo = nt.nodes.new("ShaderNodeNewGeometry")
pr = nt.nodes.new("ShaderNodeMapRange")   # From 0.49-0.56, clamp, -> wear factor
nt.links.new(geo.outputs["Pointiness"], pr.inputs["Value"])
# mix toward bare metal + drive Metallic up: free on every convex corner,
# exactly where paint goes in life.
```
Also: bleach on sun-facing normals (`dot(Normal, sun_dir)`), soot along an
object-space axis. **These do NOT survive glTF export** — three.js never
sees the node graph. Bake to a texture before export, or export flat base
colours per material bucket and let the app's own shader apply bleach/soot
from world position (what the source game does).

**Image-model derived** (ground, cloth, rock faces): one generated albedo is
the only photographic input, everything else *derived* in numpy so it can't
disagree with it:
- `height_from_albedo` — 3 band-passed luminance scales (fine/mid/coarse),
  weighted toward the middle — "dark is deep" is the prior every
  albedo-to-normal tool uses and it holds for ground.
- `normal_from_height` — central difference of the height field.
- `ao_from_height` — horizon-based, 16 directions, cone-stepped march.
- `roughness_heuristic` — dust in cavities (rough), exposed faces polish
  (less rough), clamped to an art-direction matte floor.
- **Seam fix in the gradient domain**, not by blending pixel values: take the
  gradient, force it periodic across the wrap by killing the seam's jump
  over a margin of a few px (weight ramps 0→1 away from the seam), then
  FFT-Poisson-integrate back. Mismatch lands in the lowest-frequency mode
  (an invisible ramp) instead of a visible strip at the border — a wide
  margin instead draws bright bars through the derived occlusion.

An image model asked to paint colour onto a rendered height map **redraws
the geometry** (measured: same style, every stone somewhere else). Asked to
*colourise* a flat, shading-free render of the SAME image, it keeps every
stone in place — colourise, don't paint-over, when height must register to
albedo.

## 7. Lighting and camera

**Void/hero lighting**: one hard key (`SUN`, angle ≈ 0.9°), a large weak
fill tinted toward the key's complement, a cold rim so nothing dissolves
into the background. Shadows never fully black. **Camera on the key side** —
a hero angle from the shadow side is carried by fill and reads washed out.

**Clay/QA lighting** (three `SUN`s: key, rim, bounce from below) — the
bounce matters because half of any interior's surfaces face down (an
overhead console, a coaming's underside) and key+rim alone renders them as
unreadable black.

**Camera from the bounding box, never by hand** — hand-placed cameras end up
inside geometry, costing **80x render time** (near-field bounces: 166 s vs
2 s measured):
```python
pts = [o.matrix_world @ Vector(c) for o in meshes for c in o.bound_box]
lo = Vector((min(p[i] for p in pts) for i in range(3)))
hi = Vector((max(p[i] for p in pts) for i in range(3)))
ctr = (lo + hi) / 2; rad = max((p - ctr).length for p in pts)
cam.location = ctr + direction * (rad / math.tan(cam.data.angle / 2) * 1.05)
cam.rotation_euler = (ctr - cam.location).to_track_quat("-Z", "Y").to_euler()
```
`to_track_quat` assumes Z-up world; if the asset is authored Y-up inside
Blender's Z-up slots, build the look-at basis by hand (cross products off
the target vector and the game's own up axis) or every render is on its side.

**Voronoi stars, never thresholded noise** — noise can't separate density
from size (raise frequency to shrink points → thousands; widen the band to
brighten → falling snow). Voronoi: cell scale = how many, distance threshold
= how big. Cells over a sphere ≈ `4π·scale²`, a frame sees under 1% of it, so
`scale=30` puts ~15 cells in shot — use `scale ≈ 110`. Angular radius =
`threshold / scale`; move both together.

**Backdrop geometry must be camera-visible only.** A large emissive shell
(planet, skybox) hit by diffuse/glossy rays becomes an area light every
shading point importance-samples — measured **145 s → 4.3 s**:
```python
for o in (planet, atmo):
    o.visible_diffuse = o.visible_glossy = o.visible_transmission = False
    o.visible_volume_scatter = o.visible_shadow = False
```

## 8. Export contract for three.js

- **Join per material within each rigid assembly before export.** Keep moving
  doors/drawers, their attachment groups and required named parts separate;
  never merge them into the static carcass just because they share paint.
  One Blender object = one glTF node =
  one draw call. A loose 11-material ship export was 78 draws;
  `bpy.ops.object.join()` per material group brought it to ~11.
- **Metres, Y-up**: `bpy.ops.export_scene.gltf(export_format='GLB',
  use_selection=True, export_apply=True, export_yup=True)`. (The source game
  exports `export_yup=False` because its own runtime is Y-up-in-Blender's-
  Z-up-slots by convention — a plain three.js consumer wants `export_yup=True`.)
- **Flat base colours or baked textures only** — procedural nodes don't
  survive the round trip (§6). `KHR_materials_emissive_strength` DOES
  survive — nav lights, emissive panels keep authored intensity.
- **Draco for real triangle counts**: position 14-bit quantization is ~1 mm
  over a 16 m interior (a tenth of the smallest chamfer), normal 10-bit,
  texcoord 12-bit, compression level 6.
- **WebP out of Blender directly is lossless regardless of the quality
  argument** — its own quality slider is silently ignored. PNG-dump from
  Blender, encode to WebP with PIL on the host if you need real lossy quality.
- **Check draw calls after adding anything** — a duplicated kit piece is one
  draw call against a shared mesh no matter how many times placed; a fresh
  join is not.

## 8b. Destructible vehicles (tank-damage/v1, 11 Oct 2026)

22 library tanks were made destructible by Astra-directed Blender jobs; the contract and pipeline live in forge-assets
`TANK-DAMAGE.md` (job writer `tools/vehicles/make_jobs_tanks2.py`, retrofit `make_jobs_tanks_retrofit.py`).
- TWO GLBs in the same frame: A = healthy, every bolt-on item its own `Part_<Name>` node (complete surface underneath, origin
  at its centre), `Barrel` child of `Gun`, `Muzzle` child of `Barrel` (identity rotation), `Fx_*` empties; B = damage only:
  `Hull_Damage` (`Dmg_` twins at their Part origins, `Scar_<face>` hit marks 2-4 mm proud, `Track_L/R_Broken`),
  `Turret_Damage` at the Turret origin (`Dmg_Turret_*`, `Scar_Turret_*`, `Gun_Broken` at the Gun origin), `Wreck_Hull`
  (material `Burnt`), `Wreck_Turret` with a closed underside. One file would draw wreck + healthy together (no hidden flag in glTF).
- Build the damage from COPIES of the healthy meshes (deform, cut, boolean, decimate) so everything lines up; the job renders
  `states.png` (healthy, hit, stripped, immobilised, wreck, turret off) from the two exported GLBs and looks at it.
- Retrofit an existing model from its previous build script + GLB + baked textures (copy them into a NEW remote dir): the
  offsets stay, so games aim the same way. Check the Muzzle position afterwards (the old Sherman's pointed backwards).
- Six to eight jobs at once worked (healthy file in 10-30 min, damage by ~60, 47-60 min in all; GPU gate on gex44).
  Each writes 50-105 MB into `~/.codex/sessions`: watch the local disk.
- A library card version is immutable: the importer refuses a version that belongs to another job.
- In game the model wants the runtime skin (FGE `module/vehicle-skin.mjs`, the JUGGERNAUT technique) on top of its bake.

## 9. Traps

- Bevel on bmesh-authored geometry does nothing (no shared edges) — weld
  first (§3). `o.scale` then Bevel makes pillows — apply scale first.
- `matrix_parent_inverse = parent.matrix_world.inverted()` cancels the
  parent transform (the "keep transform" idiom). Leave it at identity for
  the child to inherit the parent's rotation.
- A rotation about the wrong axis silently does nothing visible — a panel
  whose normal is +X doesn't change facing when rotated about X. Measure the
  world normal against the view vector rather than reasoning about it.
- Map Range with `To Min > To Max` and clamp on collapses to zero (clamps to
  an inverted interval) — invert with a `SUBTRACT` node instead.
- A Mix node in RGBA mode can silently drop a branch — several sockets share
  the name "Factor". Combine world contributions with two `Background` nodes
  into an `Add Shader` instead.
- The image preview downsamples — 4-px stars average away in a 1080p
  preview. Crop 1:1 and count bright pixels before concluding nothing rendered.
- A tangent-space NORMAL bake off a flat plane records nothing for vertical
  geometry — bake height by ray-traced Emission instead (§4).
- AO bakes along the surface normal — a kit skin wound facing away from the
  room bakes unoccluded everywhere.
- An AO map reaching pure black paints an unrecoverable dark line —
  floor-lift it (§4).
- Blender's WebP writer ignores its own quality setting, always lossless —
  PNG-dump and re-encode on the host (§8).
- Blender exits 0 even when the driven script raised — check stderr and the
  output file, not the return code (§2).
- A socket/exec service keeps Blender's *process* environment between calls
  — a default from a stale env var silently sends output into the wrong
  checkout. Assign output paths explicitly every call, never `setdefault`.

**Blender 5.x API changes** (4.x code fails on all of these):
- `Scene.node_tree` gone → `Scene.compositing_node_group`;
  `CompositorNodeComposite` no longer exists — the group's output socket IS
  the result.
- **The compositing group must contain a `CompositorNodeRLayers`.** Feeding
  it only from a Group Input means nothing depends on the render, so Blender
  skips rendering and writes a transparent black frame in 0.1 s. A
  suspiciously fast render is this bug.
- `Action.fcurves` is gone (slotted actions). Set
  `context.preferences.edit.keyframe_new_interpolation_type` *before*
  inserting keys.
- Glare/Lensdist settings moved from properties onto **sockets**; enums take
  display names (`"Fog Glow"`, `"Streaks"`, `"High"`), not old identifiers.
- Legacy addons still install to `~/Library/.../Blender/<ver>/scripts/addons/`
  on macOS — irrelevant on gex44, relevant for local proving.

## 10. Gates (measurable, not "looks right")

- **Independent export audit**: run
  `python3 scripts/audit_glb.py /absolute/path/asset.glb --strict` from this skill
  directory (requires numpy). It reports mesh-local triangles, nonfinite values,
  degenerate triangles, material groups and texture portability. Exit 1 means
  findings; exit 2 means invalid/unsupported input, never a clean bill of health.
  Audit uncompressed output before Draco/meshopt and inspect the compressed
  consumer separately. It does not validate winding, source solids, intersections,
  node-transformed placement, runtime draw calls or gameplay. Keep source meshes
  for topology/volume inspection; check transformed instance bounds in-game.
  The harbour correction's own empty issues list missed 16 zero-area triangles.

- **Rigged-asset rejection gates** (block the asset before it reaches a build; each one is a
  known failure class):
  - a character MAIN model still contains swappable gear (gear is separate parts on sockets);
  - action/animation files carry duplicate render meshes;
  - skeletons or bone names differ across actions of the same character;
  - a required role, socket (`target`, `ground`, `vfx-hit`, `vfx-death`, `attack-*`), collider,
    equipment-slot declaration or provenance field is absent;
  - toggling gear leaves visible fragments or holes without a declared underlayer boundary;
  - an attack animation has no authoritative timing and collision contract (see
    `_game-kit/core/ENEMY-CONTRACT.md`);
  - status language is truthful: `catalog-only` (recorded), `review-only` (inspector exists),
    `runtime` (gameplay loads it). Only `runtime` counts as shipped.
  Mechanical half: `audit_glb.py --rig --require-sockets target,ground,vfx-hit,vfx-death` reports
  skins, joint names, duplicate primitives (identical geometry buffers) and missing named nodes.
  Design after MengTo/Skills build-rigged-game-assets requirements (MIT); the human half stays a
  checklist.
- **Tone stats**: percentile clipping, e.g. "0.00% of pixels clip and the
  99th percentile is 165" — actionable; "looks flat" is not.
- **Contact sheets**: render every set-piece/angle into one grid image,
  judge the set at once rather than one screenshot at a time.
- **Clay check before any bake is trusted**: flat grey, hard key + rim +
  bounce, no textures, no emissives. A silhouette reading as a rectangle or
  an edge reading as infinitely sharp means the model isn't finished —
  textures and lighting hide box-stacking completely, flat clay does not.
- **Re-verify the capture isn't stale**: if the render/dev surface can
  hot-reload mid-capture, re-check the expected state is actually showing
  before saving, restart if not — a loading-state screenshot with a
  plausible number next to it is a silent false pass.
- **Draw-call and fps survey** after adding any asset: report draw count
  against the pre-change baseline (join-per-material should hold it flat)
  and frame time on the heaviest scene the asset appears in.
- **AO sanity**: print the raw bake's percentile spread (1st/10th/50th/90th)
  before floor-lifting — `min == 0` over a large area means winding or
  distance is wrong, not that floor-lift will fix it.
- Numbers not yet measured on gex44/RTX 4000 Ada (draft/final render time,
  bake time for a 4096 atlas): **unmeasured** — get one real run's numbers
  before writing them into a plan or a budget.

## Attribution

Distilled from TheLongSilence (MIT License, Copyright (c) 2026 Anshu
Chimala). Runnable reference code copied under the same license into
`reference/` — see `reference/INDEX.md`.

`reference/high-to-low-baking.md`, `baking-and-diagnostics.md`, `asset-delivery.md`,
`preflight-and-recovery.md` and `runtime-parity-and-diagnostics.md` are ported from
vercel-labs/vgpu `skills/vgpu/blender/references/` at commit 68cb1d8d198c (MIT License,
Copyright (c) 2025 Vercel, Inc.), adapted from vgpu/WebGPU to the three.js runtime.
`reference/critic-loop.md` is distilled from the same repository's asset agent flow.

exec
/bin/bash -lc "pwd && rg --files -g 'AGENTS.md' -g 'CLAUDE.md' -g '"'!node_modules'"' /home/claude-agent/forge-build /home/claude-agent/.agents/skills/blender-game-assets /home/claude-agent/.codex/skills/visual-game-loop | head -50" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 701ms:
/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
/home/claude-agent/forge-build/blackout-burn-spike-20261003/game/CLAUDE.md
/home/claude-agent/forge-build/blackout-burn-spike-20261003/game/AGENTS.md
/home/claude-agent/forge-build/ohmygames-ref/factory-p2/CLAUDE.md
/home/claude-agent/forge-build/kite-p4ff5f013-20261008/game/CLAUDE.md
/home/claude-agent/forge-build/ohmygames-ref/factory/CLAUDE.md
/home/claude-agent/forge-build/kite-p4ff5f013-20261008/game/AGENTS.md
/home/claude-agent/forge-build/ohmygames-ref/factory-p3/CLAUDE.md
/home/claude-agent/forge-build/omg-cast-20260929/peak-shred/CLAUDE.md
/home/claude-agent/forge-build/omg-cast-20260929/peak-shred/AGENTS.md
/home/claude-agent/forge-build/ohmygames-ref/factory-p1/CLAUDE.md
/home/claude-agent/forge-build/afterworld-chain-20261010/CLAUDE.md
/home/claude-agent/forge-build/julia-p10ad-20261014/CLAUDE.md
/home/claude-agent/forge-build/mandemap-20261012/app/AGENTS.md
/home/claude-agent/forge-build/casa13-horror-20261011/game/AGENTS.md
/home/claude-agent/forge-build/escale-album-20261002/app/CLAUDE.md
/home/claude-agent/forge-build/escale-album-20261002/app/AGENTS.md
/home/claude-agent/forge-build/escale-pro-20261004/wt/studio/CLAUDE.md
/home/claude-agent/forge-build/escale-pro-20261004/wt/studio/AGENTS.md
/home/claude-agent/forge-build/escale-pro-20261004/wt/CRAFT/CLAUDE.md
/home/claude-agent/forge-build/escale-pro-20261004/wt/CRAFT/AGENTS.md

codex
I’m using the Blender game-assets skill. The sheet’s key proportions are a long, blunt slab hull, three heavy armour bands, and a compact stern carrying the tower and four engines. I’ll preserve those proportions and use tiled plating and small window rows to make the 320-metre scale read up close.

hook: PreToolUse
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hook: PreToolUse Completed
mcp: forge/skills_get started
mcp: forge/skills_get (completed)
hook: PreToolUse Completed
mcp: forge/coord_check started
hook: PreToolUse Completed
mcp: forge/memory_search started
hook: PreToolUse Completed
mcp: forge/coord_check started
mcp: forge/coord_check (completed)
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
<!-- Ported from vercel-labs/vgpu skills/vgpu/blender/references/preflight-and-recovery.md at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.). Adapted for Forge: three.js runtime instead of vgpu/WebGPU, links rerouted. Upstream text otherwise kept so a re-sync stays diffable. -->

# Preflight and Recovery

Use this workflow for long bakes and scripted asset delivery. Keep a short manual edit lightweight; add checkpoints where repeating expensive work or confusing stale output is a real risk. These are asset execution requirements, independent of how many people or agents perform the work.

## Exercise the actual execution path first

Before an expensive run, provide and run a task-local preflight command using the same executable, working directory, dependency environment and helper paths as the intended run. Reuse existing project checks where possible. A version query or import from another directory is not an execution probe.

- Start native Blender (gex44 path and GPU gate wrapper: `SKILL.md` §2) and execute a minimal scene operation through Python. For scripted runs, use `--python-exit-code 1`; inspect logs and the expected output, not exit status alone.
- Exercise the chosen render/bake device with a tiny representative bake, then export, encode/decode and import a small fixture through the actual exporter and runtime loader. Await codec initialization. Resolve copied Node helpers from their real execution directory and module mode; a successful ESM import does not establish that a copied CommonJS helper can resolve its dependencies.
- Classify required and optional inputs before baking. Verify required files, codecs, writable output paths and capture dependencies. Missing optional metadata must have a documented fallback or be omitted deliberately, not fail final assembly after a completed bake.
- Capture and read one real target-renderer frame with the intended browser/image tools. Record the actual backend; a fallback renderer does not validate the requested backend. This probe establishes that the tools work, not final visual quality.

If a probe fails, fix or report that boundary before starting dependent expensive work. Do not keep retrying the unchanged failure. If sources may change during a run, execute an immutable snapshot including local imports; record external dependencies and verify snapshot hashes at completion.

## Keep stages independently recoverable

Give expensive stages explicit commands, inputs, outputs and validation. A task-local script may expose subcommands or separate entry points; no particular build framework is required. Do not force a bake when that asset does not need one.

| Stage | Evidence needed before its outputs can be reused |
| --- | --- |
| Prepare | Saved source/LOW checkpoint, resolved transforms and reproducible parameters |
| Validate geometry | Openings, contacts, normals and UV checks on evaluated/exported LOW; simple-material views, including relevant LODs |
| Bake | Lossless masters, actual pass settings and dependency identities, coverage and representative pixel checks |
| Export | Decodable serialized meshes, map/UV bindings and measured counts; reconcile exporter changes with prepared geometry |
| Package | Required files, decoded texture error, channels/mips and delivery manifest with hashes |
| Verify runtime | Actual target-backend captures from matched cameras, independent map toggles, measured costs and renderer errors |

For each attempt, save the exact command, input/dependency hashes, tool identities, exit outcome, output hashes, validation results and failure reason. Mark a stage complete only after its outputs pass its checks. Keep failed attempts and logs distinct from completed checkpoints. File existence or a successful process alone is not proof of completion.

On retry, start at the earliest invalid stage and revalidate dependent outputs. If packaging fails after a verified bake/export, resume packaging from those artifacts; do not regenerate the scene merely to rerun a copy step. When geometry, normals or lighting change, use the [bake dependency rules](baking-and-diagnostics.md#reuse-bakes-by-their-dependencies) to decide which passes need new identities.

## Validate a candidate before replacing delivery assets

Keep candidate assets separate from the last working delivery. Verify the candidate manifest and served build/asset identities before capture; avoid a preview that silently loads missing files from the old asset set. Promote only the validated files together with their matching manifest, retain a recoverable previous version, and smoke-check the delivered URL after replacement. Report whether the replacement is atomic; per-file writes do not make the whole asset set atomic.

Checks establish structural and runtime evidence, not aesthetic acceptance. Pair them with the matched visual review in [the critic loop](critic-loop.md) and the gates in `SKILL.md` §10.
<!-- Distilled from vercel-labs/vgpu .claude/skills/vgpu-agent-flow/references/asset-iteration.md and
.subharness/agents/asset-author.ts + asset-critic.ts at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.),
rewritten for Forge lanes (forge-agent, Astra author, a second model family as critic). -->

# Author and critic loop for a Blender asset

Use this for any authored asset that will be judged by eye: a hero prop, a character, a building, an
environment. Skip it for a mechanical re-export.

## Seats

| Seat | Who | Owns |
| --- | --- | --- |
| Author | Astra (operator law: Blender work goes to Astra) | Geometry, authored materials, UVs, bakes, Blender renders, the export |
| Runtime | The root, or one worker when the shader work is real | Loading the export in the game's actual three.js path, captures, measured costs |
| Critic | A different model family from the author, reading the real images | Findings only. Never edits the asset |

The critic must open the actual capture files. A critic that cannot read images says so and returns
BLOCKED; it never writes a visual verdict from metrics or from the author's description.

## Budget

- Default: **3 revisions, at most 2 critic passes per revision.** The brief may set another cap.
- A cap is an execution limit, not acceptance. Cap reached with open visual findings = `REVISE`
  reported as such, never a `PASS`.
- No unattended improvement loop past the cap.

## Before the first render

Write in the task folder: scope, target cameras (gameplay view, hero, rear, closest required view),
output paths, budgets (triangles, exported vertices, texture bytes and GPU memory, draw calls) and
the revision cap. Budgets are task inputs; do not copy another asset's numbers.

Run the [preflight](preflight-and-recovery.md) once: Blender starts and runs a scene operation, a
tiny bake and export round-trips through the real loader, one real runtime frame is captured.

Integrate a cheap LOW blockout in the runtime at this stage. Scale, axis, camera and material
contract problems are found before an expensive bake, not after.

## Each revision keeps

- the source revision or parameters that rebuild the previous asset;
- real hero, rear and close-up captures, same camera, light, exposure and pose every time;
- triangles, exported vertices, primitives, material count, file bytes, texture GPU memory;
- runtime draw counters, kept apart from offline estimates;
- the critic's findings, the fixes chosen, and the next measured result.

## The critic pass

The critic receives the previous AND the current captures and metrics under matched cameras (or
an explicit "first revision, no baseline"), the reference image, and the brief. It returns:

- **at most five findings**, ordered by impact, each with a stable id, the evidence path (whole
  view plus crop or image coordinates), the visible symptom, a suggested correction and a
  **measurable acceptance condition**;
- regressions against the previous revision;
- resolved / remaining / regressed status of earlier findings on a follow-up pass;
- `PASS`, `REVISE` or `BLOCKED`, with the limits of its evidence.

It compares against the reference as well as the previous revision: clean topology and progress
since last time do not make the asset match the reference. It separates the observed defect from
the suspected cause. A small whole-image difference can hide severe local damage (thin trim,
stairs, silhouette edges): it inspects crops at each delivered LOD. Design ideas are suggestions,
not new acceptance requirements.

When the cause could be the asset or the renderer, it asks for the diagnostic captures in
[runtime parity](runtime-parity-and-diagnostics.md) (maps off, AO neutral, lightmap off) rather
than guessing.

## Rules that stop false passes

- A generated concept image is never proof of a working model. Label concepts as concepts; accept
  only on real renders of the real export.
- Requested bakes need bake provenance (what was baked, from what, at what settings) and matched
  runtime captures with each contribution switched off in turn. Vertex tint and runtime shadows
  are not substitutes for a requested AO or lightmap bake.
- An atlas repair is checked on the full matched views, not only on the crop that was broken: a new
  layout can fix one edge and turn another face black.
- One writer per handoff file. A reply never gets appended to a request file another agent will
  regenerate. Superseded manifests and failed captures stay on disk.
- The author hands the root a compact result: verdict, the few decisive images, the metrics table.
  Full capture sets stay on disk; the root does not load every image.
- A user's rejection or a changed brief reopens any earlier `PASS`.

## Lessons

When a revision teaches something that will recur, write it as: evidence path, symptom, cause,
intervention, matched before/after result, scope. The root checks it and makes a narrow edit to this
skill. Reject task-specific style preferences dressed up as general rules.

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exec
/bin/bash -lc 'ls -la; for p in /home/claude-agent/forge-build/AGENTS.md /home/claude-agent/forge-build/forge-assets/AGENTS.md /home/claude-agent/forge-build/forge-assets/jobs/AGENTS.md; do if test -f "$p"; then cat "$p"; fi; done; ssh gex44 '"'nvidia-smi --query-gpu=name,memory.used,memory.total --format=csv,noheader; pgrep -af blender | head -8'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 589ms:
total 832
drwxrwxr-x  2 claude-agent claude-agent   4096 Oct 16 19:24 .
drwxrwxr-x 78 claude-agent claude-agent   4096 Oct 16 18:33 ..
-rw-rw-r--  1 claude-agent claude-agent   7486 Oct 16 19:24 PROMPT.txt
-rw-rw-r--  1 claude-agent claude-agent  89697 Oct 16 19:25 astra.log
-rw-rw-r--  1 claude-agent claude-agent   5175 Oct 16 18:37 job.json
-rw-rw-r--  1 claude-agent claude-agent 726107 Oct 16 18:35 sheet.jpg
-rw-rw-r--  1 claude-agent claude-agent    939 Oct 16 18:37 sheet_prompt.txt
-rw-rw-r--  1 claude-agent claude-agent     21 Oct 16 19:24 started.txt
NVIDIA RTX 4000 SFF Ada Generation, 7432 MiB, 20475 MiB
18867 python3 /opt/astra-blender/blender_exec_server.py
18880 python3 /opt/astra-blender/blender_exec_server.py
40540 bash -c cd /root/room-fit-pack/prop-lane && while pgrep -f blender >/dev/null 2>&1; do sleep 5; done; echo BLENDER_DONE; cat optimize_run7.log
87189 bash -c cd /root/room-fit-pack/prop-lane && while pgrep -f blender >/dev/null 2>&1; do sleep 4; done; echo BLENDER_DONE; cat optimize_run8.log
3939376 python3 /opt/astra-blender/blender_exec_server.py
4025257 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/stealth-interceptor-v1/build_stealth-interceptor.py
4025262 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/stealth-interceptor-v1/build_stealth-interceptor.py
4028373 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/cargo-hauler-v1/build_cargo-hauler.py

mcp: forge/memory_search (completed)
mcp: forge/coord_check (completed)
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mcp: forge/coord_claim (completed)
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mcp: forge/coord_claim (completed)
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exec
/bin/bash -lc "python3 - <<'PY'
import urllib.request,json
j=json.load(urllib.request.urlopen('https://api.polyhaven.com/assets?t=textures'))
for k,v in j.items():
 if any(s in k for s in ['metal','steel','painted']): print(k, v.get('name'), v.get('categories'))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 exited 1 in 394ms:
Traceback (most recent call last):
  File "<stdin>", line 2, in <module>
  File "/usr/lib/python3.12/urllib/request.py", line 215, in urlopen
    return opener.open(url, data, timeout)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 521, in open
    response = meth(req, response)
               ^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 630, in http_response
    response = self.parent.error(
               ^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 559, in error
    return self._call_chain(*args)
           ^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 492, in _call_chain
    result = func(*args)
             ^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 639, in http_error_default
    raise HTTPError(req.full_url, code, msg, hdrs, fp)
urllib.error.HTTPError: HTTP Error 403: Forbidden

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exec
/bin/bash -lc 'ssh gex44 mkdir -p /root/fal-author/light-cruiser-v1' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 511ms:
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exec
/bin/bash -lc "ssh gex44 \"python3 - <<'PY'
import urllib.request,json
r=urllib.request.Request('https://api.polyhaven.com/assets?t=textures',headers={'User-Agent':'Mozilla/5.0'})
j=json.load(urllib.request.urlopen(r))
for k,v in j.items():
 if any(s in k for s in ['metal','steel','painted']): print(k, v.get('name'))
PY\"" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 736ms:
black_painted_planks Black Painted Planks
blue_metal_plate Blue Metal Plate
blue_painted_planks Blue Painted Planks
box_profile_metal_sheet Box Profile Metal Sheet
concrete_floor_painted Concrete Floor Painted
distressed_painted_planks Distressed Painted Planks
green_metal_rust Green Metal Rust
metal_grate_rusty Metal Grate Rusty
metal_plate Metal Plate
metal_plate_02 Metal Plate 02
painted_brick Painted Brick
painted_concrete Painted Concrete
painted_concrete_02 Painted Concrete 02
painted_metal_shutter Painted Metal Shutter
painted_plaster_wall Painted Plaster Wall
painted_worn_brick Painted Worn Brick
peeling_painted_wall Peeling Painted Wall
rusty_metal Rusty Metal
rusty_metal_02 Rusty Metal 02
rusty_metal_03 Rusty Metal 03
rusty_metal_04 Rusty Metal 04
rusty_metal_05 Rusty Metal 05
rusty_metal_grid Rusty Metal Grid
rusty_metal_sheet Rusty Metal Sheet
rusty_metal_shutter Rusty Metal Shutter
rusty_painted_metal Rusty Painted Metal

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exec
/bin/bash -lc "sed -n '135,185p' /home/claude-agent/AGENTS.md" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
**Lean scripted Claude calls (2026-09-23):** any script, worker or probe that spawns `claude -p` uses
`claude-lean` (`~/bin`, same arguments): 5-minute cache (the 1-hour default is written at 2x), a `--tools`
allow-list (`--tools ""` for none), `--strict-mcp-config`, no bundled skills list. Engine code goes through
`run_tracked_claude_cli` (`cli/lean_launch.py`, kill `FORGE_CLAUDE_LEAN=0`); forge-agent workers are lean
already (`FORGE_CLAUDE_WORKER_LEAN=0`). Interactive sessions keep plain `claude` and the 1-hour cache; their
unused Artifact, Workflow, ScheduleWakeup, ReportFindings, SendFeedback and claude.ai connectors are off in
`~/.claude/settings.json`. Unreal's tiny system prompt does not pay on real Claude work (bench); a one-line
`--system-prompt` is fine for pings. Memory `reference_claude_code_lean_mode_bench_2026_09_23.md`.

**Advisor tool (2026-10-08):** `claude --advisor opus` (or setting `advisorModel`, or `/advisor opus|off`) lets a cheaper
main model consult a stronger one at decision points (plan, repeated failure, before "done"). Proven on this box: CLI
2.1.284, subscription, `-p --model sonnet --advisor opus` = Sonnet 5.5 + Opus 5.5. The advisor must rank at or above the
main model (an Opus root can only take Opus/Fable); Haiku 5.5 on either side needs CLI >= 2.1.293. The model picks when to
call it (ask in the prompt; no cap); every call re-reads the full transcript uncached, so cost grows with context. Anthropic
API only: not through the DeepSeek/Gemini gateway lanes; off when feature-flag fetching is off (`DISABLE_TELEMETRY`); kill
`CLAUDE_CODE_DISABLE_ADVISOR_TOOL=1`. Not wired into the Engine or forge-agent yet (bench awaits operator). There is no
`--subagents` flag. Memory `reference_claude_code_advisor_tool_2026_10_08.md`.

**Max plan API credits (2026-10-08):** each Max 20x plan gives $200/month (Max 5x $100) of Claude Platform credit, claimed on
claude.ai (Settings > Billing > API credits > Link organization) into ONE Console org, permanent choice. Covers the API,
Batches, Managed Agents, Agent SDK and `claude -p` run with that org's API key; NOT Claude Code signed in with the plan,
not extra usage. No rollover, spent before purchased credits, requests stop when out unless the org has bought credits.
Not claimed yet. Memory `reference_max_plan_monthly_api_credits_2026_10_08.md`.

Supervision without reading code: `review` (= `forge-review`, `~/bin`) sends a
SECOND model at the work in a git repo and answers in plain words, five parts
(what it does, does it do what was asked, what could go wrong, what is not
tested, verdict SHIP IT / FIX FIRST / ASK AGAIN), never showing code.
`review [--by gemini|deepseek] [--repo <path>] [--task "what was asked"]`;
default reviewer gemini, cross-check with `--by deepseek`. Reviews uncommitted
work, else the last commit, else the root commit. Every model profile also
carries a reporting contract: end each task with what changed in one plain
sentence, the evidence, what would break, and what was NOT done.

Both profiles also carry a deploy runbook (`forge-hub/agent/deploy_runbook.md`,
injected by `harness_env.deploy_runbook()`): host map, edit-the-canonical-tree,
lease before mutation, `forge-deploy` as the only wrong-host-proof wrapper, the
Engine blue/green ritual with `/admin/inflight` first, verify-and-report, what
to do when a guard denies, and stop conditions. Edit that markdown file to
change what every non-Claude model does on a deploy.

## DeepSeek local harness (2026-09-11)

- Interactive CLI: `deepseek` (= `forge-deepseek`, DeepSeek V4.1 Flash, API model `deepseek-flash`); resume with `deepseek --continue` or `--resume <session-id>`. `--effort low|high|max` selects reasoning effort. One-shot: `deepseekx "prompt"`.
- Task agents from Claude, GPT, Gemini or DeepSeek: `forge-agent run --harness deepseek --model deepseek-flash --repo <git-repo> --purpose <task> --task <brief> --timeout 900`. Same isolated worktrees, shared Forge MCP memory/skills/coord, hooks and finish rules. DeepSeek orchestrators can call the other `forge-agent` harnesses; workers do not recursively delegate.
- Thin adapter: `forge-hub/agent/deepseek_worker.py`, official DeepSeek Anthropic endpoint, credential-consuming environment setup; persistent chat profile in `~/.local/share/forge-deepseek/profile`. No new agent loop. Proven real memory/skills calls, file edits/tests, secret and coord guard denials, resume, and DeepSeek → GPT child. No Docker jail support on this local lane.
- Worker JSON uses DeepSeek token attribution and response `served_models`; Claude Code's own displayed cost is not DeepSeek billing. Use provider billing. Details: `forge-hub/agent/DEEPSEEK.md`.

## MÖBELKRIG game repo: one reference main (operator, 2026-09-27)

Repo `~/forge-build/ikea-fps-20260925/game` (the flat-pack store FPS). `main` is the one reference copy; the game URL

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exec
/bin/bash -lc "cat > /tmp/light-cruiser-preflight.py <<'PY'
import bpy, os
from pathlib import Path
bpy.ops.wm.read_factory_settings(use_empty=True)
s=bpy.context.scene;s.render.engine='CYCLES';s.cycles.samples=1
p=bpy.context.preferences.addons['cycles'].preferences
p.compute_device_type='OPTIX';p.get_devices()
for d in p.devices:d.use=d.type"'!='"'CPU'
s.cycles.device='GPU'
bpy.ops.mesh.primitive_plane_add(size=2)
o=bpy.context.object;m=bpy.data.materials.new('Probe');m.use_nodes=True;o.data.materials.append(m)
i=bpy.data.images.new('probe',32,32);n=m.node_tree.nodes.new('ShaderNodeTexImage');n.image=i;m.node_tree.nodes.active=n
bpy.ops.object.bake(type='DIFFUSE',pass_filter={'COLOR'})
bpy.ops.export_scene.gltf(filepath='/root/fal-author/light-cruiser-v1/preflight.glb',export_format='GLB',use_selection=True)
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
bpy.ops.import_scene.gltf(filepath='/root/fal-author/light-cruiser-v1/preflight.glb')
assert len([o for o in bpy.context.scene.objects if o.type=='MESH'])==1
print('PREFLIGHT_OK_GPU_BAKE_EXPORT_IMPORT')
PY
scp /tmp/light-cruiser-preflight.py gex44:/root/fal-author/light-cruiser-v1/preflight.py
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/preflight.py' > /tmp/light-cruiser-preflight.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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exec
/bin/bash -lc "cat > brief.md <<'EOF'
Original 320 × 70 × 60 m light cruiser reconstructed from sheet.jpg, metres, +Z nose, +Y up, +X left; source-authoring frame converted explicitly at export.
Targets: front port three-quarter hero, orthographic side, rear engine block, close plating/hangar, plain clay; dark blue-black void, white key and cool fill.
Outputs: light-cruiser.glb, build_light-cruiser.py, final.png, paints.png, side.png, clay.png, nodes.json, six-line NOTES.md. Extra validation captures live under qa/.
Budgets: 80–200k triangles, ≤9 materials, ≤12 MB GLB; colour/normal ≤1024, ORM ≤512; tiled plating with metre-scale UVs and geometry window/vent trims. One GPU job at a time from this task.
Paint base factor [0.60,0.61,0.62], neutral baked texture; four traversing twin turrets with elevating guns, separate origins and sockets. No text or insignia.
Revision cap: three; start 21:25 CEST, first complete asset target 22:05 CEST, checkpoint 22:45 CEST. Source inputs Poly Haven CC0 only. Do not add application dependencies here.
EOF" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
 succeeded in 17726ms:
codex
The reference is loaded and the GPU bake/export check is running. I’m building the hangar as a recessed opening and giving each turret separate traverse and elevation pivots. The hull plating will repeat at a fixed metre scale so its detail survives close views and the texture limits.

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exec
/bin/bash -lc "tail -12 /tmp/light-cruiser-preflight.log; ssh gex44 \"python3 - <<'PY'
import urllib.request,pathlib
p=pathlib.Path('/root/fal-author/light-cruiser-v1/textures/source');p.mkdir(parents=True,exist_ok=True)
for name in ['blue_metal_plate','metal_plate','rusty_metal_02']:
 for m in ['diff','nor_gl','arm']:
  f=f'{name}_{m}_1k.jpg';u=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{name}/{f}'
  r=urllib.request.Request(u,headers={'User-Agent':'Mozilla/5.0'})
  try:
   (p/f).write_bytes(urllib.request.urlopen(r,timeout=60).read()); print(f)
  except Exception as e:print(e)
PY\"" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 1669ms:
INFO MeshOptimizer is available, use library at /root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/libbf_intern_meshopt_bridge.so
21:26:58 | INFO: Starting glTF 2.0 export
21:26:58 | INFO: Extracting primitive: Plane
21:26:58 | INFO: Primitives created: 1
21:26:58 | INFO: Finished glTF 2.0 export in 0.006563663482666016 s

21:26:58 | INFO: Data are loaded, start creating Blender stuff
21:26:58 | INFO: Blender create Mesh node Plane
21:26:58 | INFO: glTF import finished in 0.00s
PREFLIGHT_OK_GPU_BAKE_EXPORT_IMPORT

Blender quit
blue_metal_plate_diff_1k.jpg
blue_metal_plate_nor_gl_1k.jpg
blue_metal_plate_arm_1k.jpg
metal_plate_diff_1k.jpg
metal_plate_nor_gl_1k.jpg
metal_plate_arm_1k.jpg
rusty_metal_02_diff_1k.jpg
rusty_metal_02_nor_gl_1k.jpg
rusty_metal_02_arm_1k.jpg

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exec
/bin/bash -lc "cat > build_light-cruiser.py <<'PY'
#"'!/usr/bin/env python3
"""Light cruiser. Clean Blender 5.2 build; source textures are CC0 Poly Haven.
Run: blender -b --python-exit-code 1 --python build_light-cruiser.py
All design coordinates are metres in game frame (X left, Y up, Z forward).
The single script downloads sources, Cycles-bakes shared tiles, builds, exports,
checks articulation, renders all deliverables, and writes the node manifest.
"""
import bpy, bmesh, math, json, os, sys, struct, random, urllib.request, time
from pathlib import Path
from mathutils import Vector, Matrix
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'"'textures'; SOURCE=TEX/'source'; QA=ROOT/'qa'
for p in (TEX,SOURCE,QA):p.mkdir(exist_ok=True,parents=True)
random.seed(41)
START=time.time()
bpy.ops.wm.read_factory_settings(use_empty=True)
SC=bpy.context.scene; SC.unit_settings.system='METRIC'; SC.unit_settings.scale_length=1
SC.render.engine='CYCLES'; SC.cycles.samples=24; SC.cycles.use_denoising=True
SC.cycles.max_bounces=6; SC.cycles.transparent_max_bounces=6
prefs=bpy.context.preferences.addons['cycles'].preferences
try:prefs.compute_device_type='OPTIX'
except:prefs.compute_device_type='CUDA'
prefs.get_devices()
for d in prefs.devices:d.use=d.type"'!='"'CPU'
assert any(d.use for d in prefs.devices),'GPU required'
SC.cycles.device='GPU'
SC.render.image_settings.file_format='PNG'; SC.render.film_transparent=False
SC.view_settings.view_transform='AgX'; SC.view_settings.look='AgX - Medium High Contrast'; SC.view_settings.exposure=0.5
print('GPU',[(d.name,d.type,d.use) for d in prefs.devices],flush=True)
PH_IDS=['blue_metal_plate','metal_plate','rusty_metal_02']
for name in PH_IDS:
 for mp in ['diff','nor_gl','arm']:
  f=SOURCE/f'{name}_{mp}_1k.jpg'
  if not f.exists():
   url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{name}/{f.name}'
   req=urllib.request.Request(url,headers={'User-Agent':'Mozilla/5.0 Forge asset builder'})
   f.write_bytes(urllib.request.urlopen(req,timeout=90).read())

def B(p):return Vector((p[0],-p[2],p[1]))
def G(p):return [float(p[0]),float(p[2]),float(-p[1])]
def activate(o):
 bpy.ops.object.select_all(action='DESELECT');o.select_set(True);bpy.context.view_layer.objects.active=o

def mathnode(nt,op,a=None,b=None):
 n=nt.nodes.new('ShaderNodeMath');n.operation=op
 for i,v in enumerate((a,b)):
  if v is not None:
   if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
   else:n.inputs[i].default_value=v
 return n.outputs[0]
def rgb(nt,col):
 n=nt.nodes.new('ShaderNodeRGB');n.outputs[0].default_value=(*col,1);return n.outputs[0]
def texnode(nt,path,noncolor=False):
 n=nt.nodes.new('ShaderNodeTexImage');n.image=bpy.data.images.load(str(path),check_existing=True)
 if noncolor:n.image.colorspace_settings.name='Non-Color'
 n.extension='REPEAT';return n

# A material specimen is baked, not a 320m unique atlas. Its UV tile is 8m.
def bake_tile(label,source,size,base_mode):
 print('BAKE',label,flush=True)
 mat=bpy.data.materials.new('SOURCE_'+label);mat.use_nodes=True;nt=mat.node_tree;nt.nodes.clear()
 out=nt.nodes.new('ShaderNodeOutputMaterial');bs=nt.nodes.new('ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 uv=nt.nodes.new('ShaderNodeTexCoord')
 dif=texnode(nt,SOURCE/f'{source}_diff_1k.jpg');nor=texnode(nt,SOURCE/f'{source}_nor_gl_1k.jpg',True);arm=texnode(nt,SOURCE/f'{source}_arm_1k.jpg',True)
 for n in (dif,nor,arm):nt.links.new(uv.outputs['UV'],n.inputs['Vector'])
 bw=nt.nodes.new('ShaderNodeRGBToBW');nt.links.new(dif.outputs['Color'],bw.inputs[0])
 noise=nt.nodes.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=95;noise.inputs['Detail'].default_value=3
 nt.links.new(uv.outputs['UV'],noise.inputs['Vector'])
 sep=nt.nodes.new('ShaderNodeSeparateXYZ');nt.links.new(uv.outputs['UV'],sep.inputs[0])
 # 4 x 2 metre plates inside each 8m tile, fine dark seams and lip wear.
 ux=mathnode(nt,'FRACT',mathnode(nt,'MULTIPLY',sep.outputs['X'],2))
 vy=mathnode(nt,'FRACT',mathnode(nt,'MULTIPLY',sep.outputs['Y'],4))
 edge=mathnode(nt,'MAXIMUM',mathnode(nt,'LESS_THAN',ux,.006),mathnode(nt,'LESS_THAN',vy,.010))
 near=mathnode(nt,'MAXIMUM',mathnode(nt,'LESS_THAN',ux,.012),mathnode(nt,'LESS_THAN',vy,.018))
 pits=mathnode(nt,'LESS_THAN',noise.outputs['Fac'],.29)
 if base_mode=='paint':
  color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',bw.outputs[0],.22),.72)
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',edge,.29))
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',pits,.17))
  color=mathnode(nt,'ADD',color,mathnode(nt,'MULTIPLY',mathnode(nt,'SUBTRACT',near,edge),.08))
  metallic=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',near,.35),.26)
  rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.22),.37)
 elif base_mode=='metal':
  color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',bw.outputs[0],.48),.22)
  metallic=rgb(nt,(.82,.82,.82));rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.22),.28)
 else:
  mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;nt.links.new(dif.outputs[0],mix.inputs[1]);mix.inputs[2].default_value=(.24,.19,.14,1)
  color=mix.outputs[0];metallic=rgb(nt,(.78,.78,.78));rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.22),.53)
 nt.links.new(color,bs.inputs['Base Color']);nt.links.new(rough,bs.inputs['Roughness']);nt.links.new(metallic,bs.inputs['Metallic'])
 normal=nt.nodes.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.26;nt.links.new(nor.outputs[0],normal.inputs['Color'])
 bump=nt.nodes.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.28;bump.inputs['Distance'].default_value=.035
 height=mathnode(nt,'SUBTRACT',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.12),mathnode(nt,'MULTIPLY',edge,.6))
 nt.links.new(height,bump.inputs['Height']);nt.links.new(normal.outputs[0],bump.inputs['Normal']);nt.links.new(bump.outputs[0],bs.inputs['Normal'])
 bpy.ops.mesh.primitive_plane_add(size=8);o=bpy.context.object;o.data.materials.append(mat)
 emit=nt.nodes.new('ShaderNodeEmission');target=nt.nodes.new('ShaderNodeTexImage');nt.nodes.active=target
 def bake(suffix,res,typ,socket=None):
  im=bpy.data.images.new(label+'_'+suffix,width=res,height=res,alpha=False)
  if suffix"'!='"'BaseColor':im.colorspace_settings.name='Non-Color'
  target.image=im;nt.nodes.active=target
  if typ=='EMIT':
   nt.links.new(socket,emit.inputs[0]);nt.links.new(emit.outputs[0],out.inputs[0])
  else:nt.links.new(bs.outputs[0],out.inputs[0])
  SC.cycles.samples=8;SC.render.bake.margin=8
  bpy.ops.object.bake(type=typ)
  im.filepath_raw=str(TEX/(label+'_'+suffix+'.png'));im.file_format='PNG';im.save()
  return im
 base=bake('BaseColor',size,'EMIT',color)
 normalim=bake('Normal',size,'NORMAL')
 split=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(arm.outputs[0],split.inputs[0])
 combine=nt.nodes.new('ShaderNodeCombineColor');combine.mode='RGB'
 ao=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',split.outputs[0],.23),.77)
 nt.links.new(ao,combine.inputs[0]);nt.links.new(rough,combine.inputs[1]);nt.links.new(metallic,combine.inputs[2])
 orm=bake('ORM',min(512,size),'EMIT',combine.outputs[0])
 bpy.data.objects.remove(o,do_unlink=True);bpy.data.materials.remove(mat)
 return base,normalim,orm

BAKES={}
for label,src,size,mode in [('HullTile','blue_metal_plate',1024,'paint'),('MetalTile','metal_plate',1024,'metal'),('HeatTile','rusty_metal_02',512,'heat')]:
 BAKES[label]=bake_tile(label,src,size,mode)
MATS=[];FACTORS={};COLOR_NODES={}
def material(name,tile=None,factor=(1,1,1),metal=.0,rough=.5,emission=None,alpha=1):
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;bs=nt.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=(*factor,alpha);bs.inputs['Roughness'].default_value=rough;bs.inputs['Metallic'].default_value=metal
 if tile:
  base,nrm,orm=BAKES[tile]
  t=nt.nodes.new('ShaderNodeTexImage');t.image=base
  mul=nt.nodes.new('ShaderNodeMixRGB');mul.blend_type='MULTIPLY';mul.inputs[0].default_value=1;mul.inputs[2].default_value=(*factor,1)
  nt.links.new(t.outputs[0],mul.inputs[1]);nt.links.new(mul.outputs[0],bs.inputs['Base Color']);COLOR_NODES[name]=mul;FACTORS[name]=factor
  n=nt.nodes.new('ShaderNodeTexImage');n.image=nrm;nm=nt.nodes.new('ShaderNodeNormalMap');nt.links.new(n.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
  t=nt.nodes.new('ShaderNodeTexImage');t.image=orm;sp=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(t.outputs[0],sp.inputs[0]);nt.links.new(sp.outputs[1],bs.inputs['Roughness']);nt.links.new(sp.outputs[2],bs.inputs['Metallic'])
  grp=bpy.data.node_groups.get('glTF Material Output')
  if not grp:
   grp=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');grp.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
  gn=nt.nodes.new('ShaderNodeGroup');gn.node_tree=grp;nt.links.new(sp.outputs[0],gn.inputs['Occlusion'])
 if emission:
  bs.inputs['Emission Color'].default_value=(*emission,1);bs.inputs['Emission Strength'].default_value=2.0 if name=='Lamps' else 2.8
 if alpha<1:
  bs.inputs['Alpha'].default_value=alpha;bs.inputs['Transmission Weight'].default_value=.25
  m.surface_render_method='DITHERED'
 MATS.append(m);return len(MATS)-1
PAINT=material('Paint','HullTile',(.60,.61,.62))
METAL=material('Titanium','MetalTile',(.59,.63,.67))
DARK=material('DarkMetal','MetalTile',(.105,.135,.17))
HEAT=material('Scorch','HeatTile')
GLASS=material('Glass',factor=(.035,.22,.31),metal=.32,rough=.15,alpha=.55)
LAMP=material('Lamps',factor=(.12,.48,.66),rough=.26,emission=(.10,.55,.8))
ENGINE=material('Engines',factor=(.65,.10,.008),rough=.4,emission=(1,.19,.014))

# Geometry accumulation in game coordinates. Bevels are real geometry, no live modifiers.
CACHE={}
class Assembly:
 def __init__(self,name,pivot=(0,0,0),parent=None):self.name=name;self.pivot=Vector(pivot);self.parent=parent;self.v=[];self.f=[];self.mi=[];self.sm=[];self.o=None
 def add(self,verts,faces,mat,smooth=False):
  n=len(self.v);self.v.extend(verts);self.f.extend([tuple(n+i for i in f) for f in faces]);self.mi.extend([mat]*len(faces));self.sm.extend([smooth]*len(faces))
 def finish(self):
  me=bpy.data.meshes.new(self.name);me.from_pydata([B(Vector(v)-self.pivot) for v in self.v],[],self.f);me.update()
  o=bpy.data.objects.new(self.name,me);SC.collection.objects.link(o)
  for m in MATS:me.materials.append(m)
  for p,mi,sm in zip(me.polygons,self.mi,self.sm):p.material_index=mi;p.use_smooth=sm
  uv=me.uv_layers.new(name='UV_Metres')
  # Orthographic face projection, same world scale across all rigid parts.
  for p in me.polygons:
   n=p.normal;ax=max(range(3),key=lambda i:abs(n[i]))
   for li in p.loop_indices:
    w=me.vertices[me.loops[li].vertex_index].co+B(self.pivot)
    pair=(w.x,-w.y) if ax==2 else ((-w.y,w.z) if ax==0 else (w.x,w.z))
    scale=8 if p.material_index==PAINT else 4
    uv.data[li].uv=(pair[0]/scale,pair[1]/scale)
  o.location=B(self.pivot)
  if self.parent:
   o.parent=self.parent.o;o.location=B(self.pivot-self.parent.pivot)
  self.o=o
  return o

def beveled(v,f,width,segments=2):
 bm=bmesh.new();vv=[bm.verts.new(p) for p in v];bm.verts.ensure_lookup_table()
 for face in f:
  try:bm.faces.new([vv[i] for i in face])
  except ValueError:pass
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces))
 if width:
  bmesh.ops.bevel(bm,geom=list(bm.edges),offset=width,segments=segments,affect='EDGES',profile=.5)
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.verts.ensure_lookup_table();bm.verts.index_update()
 outv=[tuple(x.co) for x in bm.verts];outf=[tuple(x.index for x in face.verts) for face in bm.faces];bm.free();return outv,outf

def box(a,c,d,mat=PAINT,bev=.12,rot=None):
 key=(tuple(round(x,5) for x in d),bev)
 if key not in CACHE:
  x,y,z=[q/2 for q in d];v=[(-x,-y,-z),(x,-y,-z),(x,y,-z),(-x,y,-z),(-x,-y,z),(x,-y,z),(x,y,z),(-x,y,z)]
  f=[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)]
  CACHE[key]=beveled(v,f,min(bev,min(d)*.22),2)
 v,f=CACHE[key];c=Vector(c)
 a.add([tuple((rot@Vector(p) if rot else Vector(p))+c) for p in v],f,mat)

def poly(a,verts,faces,mat,bev=.1):
 v,f=beveled(verts,faces,bev,2);a.add(v,f,mat)

def tube(a,p1,p2,r1,r2=None,mat=METAL,n=16,inside=0):
 p1=Vector(p1);p2=Vector(p2);d=(p2-p1).normalized();u=d.cross(Vector((0,1,0)))
 if u.length<.01:u=d.cross(Vector((1,0,0)))
 u.normalize();v=d.cross(u).normalized();r2=r1 if r2 is None else r2
 # Bevelled collars, capped or open-wall tube.
 length=(p2-p1).length;be=min(.06,r1*.12,length*.1)
 rings=[(0,r1-be),(be,r1),(length-be,r2),(length,r2-be)]
 if inside:rings += [(length,inside),(length-be,inside),(be,inside),(0,inside)]
 verts=[tuple(p1+d*t+u*(r*math.cos(j*2*math.pi/n))+v*(r*math.sin(j*2*math.pi/n))) for t,r in rings for j in range(n)]
 faces=[]
 for k in range(len(rings)-1):
  for j in range(n):faces.append((k*n+j,k*n+(j+1)%n,(k+1)*n+(j+1)%n,(k+1)*n+j))
 if inside:
  for j in range(n):faces.append(((len(rings)-1)*n+j,(len(rings)-1)*n+(j+1)%n,(j+1)%n,j))
 else:faces.extend([tuple(reversed(range(n))),tuple((len(rings)-1)*n+j for j in range(n))])
 a.add(verts,faces,mat,True)

def ring(a,c,axis,r,thick,mat,n=48):
 c=Vector(c);d=Vector(axis).normalized();u=d.cross(Vector((0,1,0)))
 if u.length<.01:u=d.cross(Vector((1,0,0)))
 u.normalize();v=d.cross(u);vs=[];fs=[]
 for i in range(n):
  q=u*math.cos(i*2*math.pi/n)+v*math.sin(i*2*math.pi/n)
  for j in range(6):vs.append(tuple(c+q*(r+thick*math.cos(j*math.pi/3))+d*(thick*math.sin(j*math.pi/3))))
 for i in range(n):
  for j in range(6):fs.append((i*6+j,((i+1)%n)*6+j,((i+1)%n)*6+(j+1)%6,i*6+(j+1)%6))
 a.add(vs,fs,mat,True)

def octagon(w,h,cy=0):
 x=w/2;y=h/2;cx=min(w*.12,5);dy=min(h*.24,4)
 return [(x,cy+y-dy),(x-cx,cy+y),(-x+cx,cy+y),(-x,cy+y-dy),(-x,cy-y+dy),(-x+cx,cy-y),(x-cx,cy-y),(x,cy-y+dy)]

def loft(a,sections,mat=PAINT,bev=.15):
 vs=[]
 for z,w,h,y in sections:vs.extend([(x,yy,z) for x,yy in octagon(w,h,y)])
 fs=[]
 for k in range(len(sections)-1):
  for i in range(8):fs.append((k*8+i,k*8+(i+1)%8,(k+1)*8+(i+1)%8,(k+1)*8+i))
 fs.extend([tuple(reversed(range(8))),tuple((len(sections)-1)*8+i for i in range(8))]);poly(a,vs,fs,mat,bev)

H=Assembly('Hull');ASSEMBLIES=[H];SOCKETS=[]
def socket(name,p,parent=None):SOCKETS.append((name,Vector(p),parent))
# Closed internal load-bearing spine, upper and lower shell profiled separately.
SECTIONS=[(-131,60,28,0),(-92,60,28,0),(20,58,28,0),(62,52,24,0),(105,38,17,0),(145,24,8,0),(154,24,7,0)]
def profile(z):
 for l,r in zip(SECTIONS,SECTIONS[1:]):
  if l[0]<=z<=r[0]:
   t=(z-l[0])/(r[0]-l[0]);return tuple(l[i]*(1-t)+r[i]*t for i in (1,2,3))
 return SECTIONS[0][1:] if z<SECTIONS[0][0] else SECTIONS[-1][1:]
# Central recessed machinery strip between thick upper/lower hulls.
loft(H,[(z,w-3,2.6,0) for z,w,h,y in SECTIONS],DARK,.16)
loft(H,[(z,w,h/2-1, h/4+.5) for z,w,h,y in SECTIONS],PAINT,.24)
# Underbow hangar openings: omit the outer side walls for z=66..101.
for z0,z1 in [(-131,-92),(-92,20),(20,62),(62,66),(66,101),(101,105),(105,145),(145,154)]:
 w0,h0,_=profile(z0);w1,h1,_=profile(z1)
 if z0==66:
  # Floor, ceiling and inward bulkheads leave real side openings.
  loft(H,[(z0,w0,h0*.12,-h0*.44),(z1,w1,h1*.12,-h1*.44)],PAINT,.18)
  loft(H,[(z0,w0-15,h0/2-2,-h0/4-1),(z1,w1-15,h1/2-2,-h1/4-1)],DARK,.15)
 else:loft(H,[(z0,w0,h0/2-1,-h0/4-.5),(z1,w1,h1/2-1,-h1/4-.5)],PAINT,.22)
# Recess lips: sloped cheek panels form the mouth's upper coaming.
for s in (-1,1):
 for zz in [67,100]:
  w,h,_=profile(zz);box(H,(s*(w/2-.9),-h*.27,zz),(1.8,h*.43,1.35),METAL,.25)
 w0,h0,_=profile(67);w1,h1,_=profile(100)
 tube(H,(s*(w0/2-.4),-h0*.48,67),(s*(w1/2-.4),-h1*.48,100),.48,mat=METAL,n=12)
 tube(H,(s*(w0/2-.25),-1.5,67),(s*(w1/2-.25),-1.5,100),.5,mat=METAL,n=12)
 for zz in range(70,100,4):
  w,h,_=profile(zz);box(H,(s*(w/2-6.5),-h*.27,zz),(.3,h*.3,.45),METAL,.06)
  box(H,(s*(w/2-2.4),-h*.40,zz),(3.6,.12,.55),LAMP,.035)
 # Loading gantry, overhead rails and piping inside the opening.
 tube(H,(s*16,-3,69),(s*12,-3,99),.24,mat=METAL,n=10)
 box(H,(s*15,-6,82),(1,3,8),DARK,.12)
 for zz in (74,87,96):box(H,(s*14,-9,zz),(2.5,2,3),METAL,.13)
# Primary hull panel grid; long flat plates interrupted by transverse seams.
for z0,z1 in zip([-130,-116,-102,-88,-74,-60,-46,-32,-18,-4,10,24,38,52,66,80,94,108,122,136,145],[-116,-102,-88,-74,-60,-46,-32,-18,-4,10,24,38,52,66,80,94,108,122,136,145,153]):
 z0+=.12;z1-=.12;w0,h0,_=profile(z0);w1,h1,_=profile(z1)
 for side in (-1,1):
  # Broad top/bottom plating, with angular shoulder chamfers.
  for lane in range(4):
   f0=-.38+lane*.19;f1=f0+.186
   for up in (-1,1):
    y0=up*(h0/2+.08);y1=up*(h1/2+.08)
    vs=[(w0*f0,y0,z0),(w0*f1,y0,z0),(w1*f1,y1,z1),(w1*f0,y1,z1)]
    if side==-1:continue # one cover per face, not duplicate
    vs += [(x,y-up*.24,z) for x,y,z in vs]
    poly(H,vs,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)],PAINT,.055)
  # vertical cheek plates above window line, and below except hangar.
  for up in (-1,1):
   if up==-1 and 65<((z0+z1)/2)<102:continue
   y0a=up*1.8;y0b=up*(h0/2-min(h0*.12,2.0))
   y1a=up*1.8;y1b=up*(h1/2-min(h1*.12,2.0))
   if abs(y0b)<2.2 or abs(y1b)<2.2:continue
   x0=side*(w0/2+.04);x1=side*(w1/2+.04)
   vs=[(x0,y0a,z0),(x0,y0b,z0),(x1,y1b,z1),(x1,y1a,z1)]
   vs += [(x-side*.22,y,z) for x,y,z in vs]
   poly(H,vs,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)],PAINT,.06)
# Waist window strips at a believable deck height, 1.1m tall panes.
for side in (-1,1):
 for z in np.arange(-119,129,2.15):
  if -51<z<-9:continue
  w,h,_=profile(float(z));x=side*(w/2-.62)
  if z<58 or (int(z/9)%4==0):
   box(H,(x,0,z),(.22,1.12,1.72),LAMP,.035)
   if int(z)%7==0:box(H,(x+side*.15,0,z),(.12,1.28,.13),METAL,.02)
  else:
   # exposed cables in the forward machinery trench
   box(H,(x-.35*side,0,z),(.42,1.5,1.52),METAL,.06)
 for zz in range(-120,130,8):
  w,h,_=profile(zz)
  for y in (-1.4,1.4):tube(H,(side*(w/2-.35),y,zz),(side*(profile(min(zz+7,145))[0]/2-.35),y,zz+7),.15,mat=METAL,n=8)
# Three full octagonal armour belts, with inset face plates, edge rails, fasteners.
for z in [-16,-30,-44]:
 for dz in [-5.9,5.9]:loft(H,[(z+dz-.25,64,32,0),(z+dz+.25,64,32,0)],DARK,.1)
 loft(H,[(z-5.45,63.2,31.2,0),(z+5.45,63.2,31.2,0)],METAL,.5)
 ringp=octagon(64,32)
 for k in range(8):
  p=Vector((*ringp[k],0));q=Vector((*ringp[(k+1)%8],0));center=(p+q)/2;d=q-p
  normal=Vector((center.x,center.y*2,0)).normalized()
  vs=[]
  for depth in [0,.32]:
   for v,dz in [(p,.0),(q,.0)]:pass
   for t,dz in [(.055,-4.8),(.945,-4.8),(.945,4.8),(.055,4.8)]:
    c=p.lerp(q,t)+normal*(.10+depth);vs.append((c.x,c.y,z+dz))
  poly(H,vs,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)],METAL,.18)
  for t in (.12,.30,.50,.70,.88):
   c=p.lerp(q,t)+normal*.65
   for dz in (-4.4,4.4):tube(H,(c.x,c.y,z+dz),(c.x+normal.x*.16,c.y+normal.y*.16,z+dz),.25,mat=DARK,n=6)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
hook: PreToolUse
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exec
/bin/bash -lc "cat >> build_light-cruiser.py <<'PY'
# Stern machinery neck and octagonal engine casing. Four independent bells.
loft(H,[(-147,70,36,0),(-141,70,36,0),(-123,68,35,0),(-118,61,29,0)],PAINT,.65)
loft(H,[(-148.6,66,33,0),(-146.4,66,33,0)],DARK,.3)
for x in (-18,18):
 for y in (-8.8,8.8):
  tube(H,(x,y,-143),(x,y,-150),8.05,7.8,HEAT,n=48,inside=6.9)
  tube(H,(x,y,-150),(x,y,-159.9),7.8,7.3,HEAT,n=48,inside=6.1)
  for z in (-148,-151,-157.8,-159.7):ring(H,(x,y,z),(0,0,1),7.45 if z<-151 else 7.8,.25,METAL)
  # Interior throat remains deep behind the lip. No opaque flat end-cap at exit.
  tube(H,(x,y,-148),(x,y,-155.6),6.65,6.13,DARK,n=48,inside=5.65)
  tube(H,(x,y,-149.8),(x,y,-150.0),5.55,mat=ENGINE,n=48)
  ring(H,(x,y,-155.2),(0,0,1),5.87,.21,ENGINE)
  ring(H,(x,y,-153),(0,0,1),6.10,.18,ENGINE)
  for j in range(24):
   ang=j*2*math.pi/24
   tube(H,(x+7.65*math.cos(ang),y+7.65*math.sin(ang),-150),(x+7.2*math.cos(ang),y+7.2*math.sin(ang),-159.2),.13,mat=METAL,n=6)
  socket('Thruster_'+str(len([s for s in SOCKETS if s[0].startswith('Thruster')])+1),(x,y,-160))
# Engine casing subdivisions, access covers and dark cooling stacks.
for side in (-1,1):
 for z in (-130,-141):
  box(H,(side*34.7,0,z),(.6,20,9.5),PAINT,.23)
  for y in (-7,7):
   box(H,(side*35.0,y,z),(.12,3.2,5.0),DARK,.06)
   for k in range(5):box(H,(side*35.08,y-1.1+k*.55,z),(.13,.18,4.5),METAL,.035)
 for x in (-23,0,23):
  for z in (-129,-142):
   box(H,(x,18.05,z),(15,.35,9),PAINT,.14)
   for k in range(5):box(H,(x,18.28,z-2+k),(10,.18,.20),DARK,.03)
 # Long heat-stained conduits disappear into the engine collar.
 for y in (-9,9):
  tube(H,(side*28.8,y,-104),(side*32,y,-126),.65,mat=HEAT,n=16)
  for z in (-108,-114,-120):tube(H,(side*29.4,y,z-.32),(side*29.4,y,z+.32),.85,mat=METAL,n=16)
# Command tower: asymmetric stepped foundations and a raked bridge face.
loft(H,[(-114,31,5,15.5),(-80,31,5,15.5),(-75,25,2,14)],PAINT,.35)
def tower_level(y0,y1,w0,w1,zf0,zf1,zb0,zb1,mat):
 vs=[(-w0/2,y0,zf0),(w0/2,y0,zf0),(w0/2,y0,zb0),(-w0/2,y0,zb0),(-w1/2,y1,zf1),(w1/2,y1,zf1),(w1/2,y1,zb1),(-w1/2,y1,zb1)]
 poly(H,vs,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],mat,.25)
tower_level(17,33.8,25,18,-80,-86,-111,-110,PAINT)
tower_level(17,31,10,8,-103,-106,-117,-114,METAL)
# Dark recessed bridge bands, translucent panes, interior stations.
for y,z,w in [(21.1,-81.7,23),(31.6,-85.4,18.8)]:
 box(H,(0,y,z+.28),(w,1.68,.36),DARK,.12)
 box(H,(0,y,z+.50),(w-.8,1.06,.16),LAMP,.04)
 box(H,(0,y,z+.66),(w-.65,1.22,.12),GLASS,.03)
 for x in np.arange(-w/2+.6,w/2,.95):box(H,(x,y,z+.78),(.12,1.45,.20),METAL,.025)
 for s in (-1,1):
  box(H,(s*(w/2-.18),y,z-4.2),(.32,1.3,8.4),DARK,.1)
  box(H,(s*(w/2+.02),y,z-4.2),(.12,.9,7.9),LAMP,.03)
  box(H,(s*(w/2+.12),y,z-4.2),(.10,1.06,8),GLASS,.025)
  for zz in np.arange(z-7.8,z,.95):box(H,(s*(w/2+.19),y,zz),(.17,1.2,.12),METAL,.02)
# Bridge panel breaks and roof equipment.
for side in (-1,1):
 for yy in (24,27.3):
  box(H,(side*10.6,yy,-99),(.4,2.8,9.5),PAINT,.12)
  for zz in (-97,-99,-101):box(H,(side*10.9,yy,zz),(.2,1.5,.26),DARK,.04)
 for zz in (-91,-98,-105):
  tube(H,(side*7,34.0,zz),(side*7,34.4,zz),.35,mat=METAL,n=8)
box(H,(0,34.1,-97),(16,.55,18),PAINT,.22)
box(H,(-3,34.8,-96),(5,1.2,5),DARK,.18)
tube(H,(-3,35.3,-96),(-3,36.1,-96),1.5,1.25,METAL,n=24)
# Antenna forest, grounded in roof fittings, max height 40m.
for x,z,height in [(5,-105,5.6),(3.2,-104,3.4),(-6,-106,2.8),(6,-91,1.5)]:
 tube(H,(x,34.4,z),(x,34.9,z),.55,.35,METAL,n=12)
 tube(H,(x,34.8,z),(x,34.4+height,z),.18,.06,DARK,n=10)
 if height>3:tube(H,(x-1.2,36,z),(x+1.2,36,z),.10,mat=METAL,n=8)
# Clean plate is balanced with discrete service bays, rails and human-scale fittings.
for side in (-1,1):
 for z in (-115,-101,-84,-63,1,17,46,58,111,129):
  w,h,_=profile(z);x=side*w*.24;y=h/2+.30
  box(H,(x,y,z),(4.3,.48,5.8),DARK,.18)
  box(H,(x,y+.27,z),(3.8,.18,5.2),METAL,.12)
  for j in range(8):box(H,(x,y+.42,z-2.1+j*.6),(3.2,.13,.23),DARK,.025)
  for zz in (-2.2,2.2):
   for xx in (-1.7,1.7):tube(H,(x+xx,y+.4,z+zz),(x+xx,y+.58,z+zz),.13,mat=METAL,n=6)
 for z in (-108,-79,-59,0,24,49):
  w,h,_=profile(z)
  # Lower maintenance panels and cable loops are flush-connected.
  x=side*(w/2+.3)
  box(H,(x,-7,z),(.4,4.6,7.6),METAL,.15)
  box(H,(x+side*.24,-7,z),(.15,3.7,6.5),PAINT,.07)
  for yy in (-8.2,-5.7):tube(H,(x+side*.4,yy,z-2.3),(x+side*.4,yy,z+2.3),.13,mat=DARK,n=8)
 # Utility piping along rear shoulders, with clips.
 for yy in (4.0,6.0):
  tube(H,(side*29.6,yy,-63),(side*29.6,yy,-112),.25,mat=METAL,n=10)
  for zz in range(-110,-62,6):box(H,(side*29.75,yy,zz),(.5,.8,.35),DARK,.06)
# Bow probe gun foundations and forward sensor array; not a pointed triangle.
for s in (-1,1):
 box(H,(s*7.3,0,149),(3.2,2.2,6.4),DARK,.3)
 tube(H,(s*7.3,0,151),(s*7.3,0,159.85),.45,.25,METAL,n=16)
 socket('Muzzle_fixed_'+('L' if s>0 else 'R'),(s*7.3,0,160))
 box(H,(s*7,4.9,137),(4.5,1.2,5.7),PAINT,.25)
 for x in [-1,0,1]:tube(H,(s*7+x,5.05,140),(s*7+x,5.05,140.45),.27,mat=DARK,n=12)
# Traversing primary armament, all body and barrel shapes are local to actual pivots.
for idx,(z,up) in enumerate([(34,1),(-66,1),(28,-1),(-70,-1)],1):
 py=14*up;T=Assembly(f'Turret_{idx}',(0,py,z),H);A=Assembly(f'Gun_{idx}',(0,py+2.8*up,z+3.4),T)
 ASSEMBLIES.extend([T,A])
 tube(H,(0,13.7*up,z),(0,14.7*up,z),6.7,6.5,DARK,n=40)
 ring(H,(0,14.3*up,z),(0,1,0),6.5,.25,METAL,n=40)
 # faceted sloping gunhouse, 6m high above/below mounting axis.
 loft(T,[(z-7,10,3.8,py+2.1*up),(z-4.5,13,5.4,py+2.7*up),(z+5.1,12,4.8,py+2.4*up),(z+7.2,9,3.0,py+2.4*up)],METAL,.32)
 for s in (-1,1):
  box(T,(s*5.9,py+2.8*up,z-1),(1.0,3.2,7.6),METAL,.24)
  box(T,(s*6.3,py+2.8*up,z-2),(.35,1.1,3.2),DARK,.08)
  tube(T,(s*6.4,py+2.8*up,z+3.4),(s*6.8,py+2.8*up,z+3.4),.72,mat=METAL,n=20)
  box(T,(s*3.2,py+5.4*up,z-3.5),(3,1,3.6),METAL,.18)
 # Moving elevation cradle and twin recoiling-looking telescoping barrels.
 tube(A,(-4.8,py+2.8*up,z+3.4),(4.8,py+2.8*up,z+3.4),1.4,mat=DARK,n=24)
 for s in (-1,1):
  x=s*2.4;y=py+2.8*up
  tube(A,(x,y,z+3.2),(x,y,z+10.5),1.0,.78,DARK,n=20)
  tube(A,(x,y,z+9.8),(x,y,z+19.5),.64,.46,METAL,n=20)
  tube(A,(x,y,z+18.8),(x,y,z+24),.49,.48,DARK,n=20,inside=.30)
  for zz,rad in [(z+7,1.08),(z+10.2,.84),(z+18.7,.62),(z+22.8,.57)]:tube(A,(x,y,zz-.24),(x,y,zz+.24),rad,mat=METAL,n=20)
  socket(f'Muzzle_{2*idx-(1 if s==-1 else 0)}',(x,y,z+24),A)
 # roof hatch and optoelectronic sight are integral to traverse.
 tube(T,(0,py+5.2*up,z-3),(0,py+5.5*up,z-3),1.5,mat=DARK,n=24)
 box(T,(3.9,py+4.6*up,z+3),(1.4,1.1,2),DARK,.16)
 box(T,(3.9,py+4.6*up,z+4.04),(1.0,.5,.12),GLASS,.02)
# Point defence: fixed paired mounts at upper/lower shoulders, separately named sockets.
pd=0
for z in (-111,-57,4,56,118):
 for s in (-1,1):
  w,h,_=profile(z);x=s*(w*.34);y=h/2+.4
  tube(H,(x,y-.3,z),(x,y+.6,z),1.65,1.45,DARK,n=20)
  loft(H,[(z-1.6,2.7,1.9,y+1.3),(z+1.3,2.2,1.5,y+1.3)],METAL,.18) if False else None
  box(H,(x,y+1.1,z),(2.6,1.8,2.9),METAL,.25)
  for k in (-1,1):
   tube(H,(x+k*.57,y+1.3,z+.7),(x+k*.57,y+1.7,z+5),.23,.15,DARK,n=12)
   pd+=1;socket('Muzzle_PD_'+str(pd),(x+k*.57,y+1.7,z+5))
# Small service rails, inspection ladders, tether rings and bolts: scale cues.
for s in (-1,1):
 for zz in (-116,-105,-82,-61,5,19,51):
  w,h,_=profile(zz);x=s*(w*.37);y=h/2+.22
  for k in range(5):tube(H,(x-.6,y,zz+k*.5),(x+.6,y,zz+k*.5),.06,mat=DARK,n=6)
  for dx in (-.6,.6):tube(H,(x+dx,y,zz),(x+dx,y,zz+2),.07,mat=METAL,n=8)
 for z0,z1 in [(-110,-84),(-77,-57),(1,22)]:
  x=s*20
  for zz in np.arange(z0,z1+1,2.4):tube(H,(x,14.0,zz),(x,15.0,zz),.065,mat=METAL,n=6)
  tube(H,(x,15,z0),(x,15,z1),.075,mat=METAL,n=8)
 for zz in range(-116,120,12):
  w,h,_=profile(zz);x=s*(w*.35)
  for dx in (-.7,.7):tube(H,(x+dx,h/2+.06,zz),(x+dx,h/2+.22,zz),.14,mat=METAL,n=6)
# Torpedo recesses and navigation beacons, no text or painted markings.
for s in (-1,1):
 for zz in (112,118):
  w,h,_=profile(zz);x=s*(w/2+.1)
  box(H,(x,-1.8,zz),(.36,2.2,3.2),DARK,.15)
  socket('Hardpoint_'+str(len([q for q in SOCKETS if q[0].startswith('Hardpoint')])+1),(x,-1.8,zz))
 box(H,(s*34.4,2.0,-137),(1.2,1,2.2),DARK,.2)
 box(H,(s*34.8,2.0,-137),(.4,.55,1.2),LAMP,.1)
socket('Light_Nav_L',(35,2,-137));socket('Light_Nav_R',(-35,2,-137));socket('Light_Beacon',(0,35,-96));socket('Camera_Chase',(0,90,-240))
# Build named nodes and preserve moving-node origins (no transform_apply calls).
for a in ASSEMBLIES:a.finish()
for name,p,parent in SOCKETS:
 e=bpy.data.objects.new(name,None);SC.collection.objects.link(e);e.empty_display_size=.7;e.empty_display_type='PLAIN_AXES'
 e.parent=(parent or H).o;e.location=B(p-(parent or H).pivot)
 if name.startswith('Light_Nav_'):e['color']=[1,0,0] if name.endswith('L') else [0,1,0]
 if name.startswith('Thruster'):e['exhaust_axis']=[0,0,-1]
ASSET=[o for o in SC.objects if o.type in ('MESH','EMPTY')]
bpy.context.view_layer.update()
# Reject degenerate geometry before serialisation.
for a in ASSEMBLIES:
 bm=bmesh.new();bm.from_mesh(a.o.data);bad=[f for f in bm.faces if f.calc_area()<1e-9]
 if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(a.o.data);bm.free()
triangles=sum(sum(len(p.vertices)-2 for p in a.o.data.polygons) for a in ASSEMBLIES)
print('GEOMETRY',triangles,'triangles',len(ASSET),'nodes',flush=True)
# Standard glTF PBR output, with explicit baseColorFactors after export.
for name,node in COLOR_NODES.items():
 nt=bpy.data.materials[name].node_tree;bs=nt.nodes.get('Principled BSDF');nt.links.new(node.inputs[1].links[0].from_socket,bs.inputs['Base Color'])
activate(H.o)
for o in ASSET:o.select_set(True)
glb=ROOT/'light-cruiser.glb'
bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_image_format='AUTO')
# Patch factors only. Geometry and images are Blender's exact clean export.
def patch_factors(path):
 data=path.read_bytes();pos=12;chunks=[]
 while pos<len(data):
  n,typ=struct.unpack_from('<II',data,pos);chunks.append((typ,data[pos+8:pos+8+n]));pos+=8+n
 j=json.loads(chunks[0][1])
 for m in j.get('materials',[]):
  name=m.get('name')
  if name in FACTORS:m.setdefault('pbrMetallicRoughness',{})['baseColorFactor']=[*FACTORS[name],1]
  if name=='Glass':m['alphaMode']='BLEND'
 j['asset']['extras']={'source':'sheet.jpg; original procedural reconstruction','metres':True,'paint_contract':'Paint baseColorFactor only','texture_space':'world scale 8m hull / 4m hardware'}
 raw=json.dumps(j,separators=(',',':')).encode();raw+=b' ' *((-len(raw))%4);chunks[0]=(chunks[0][0],raw)
 out=b''.join(struct.pack('<II',len(d),t)+d for t,d in chunks);path.write_bytes(struct.pack('<III',0x46546c67,2,12+len(out))+out)
patch_factors(glb)
for name,node in COLOR_NODES.items():
 nt=bpy.data.materials[name].node_tree;nt.links.new(node.outputs[0],nt.nodes.get('Principled BSDF').inputs['Base Color'])
# Bounds of render meshes (sockets outside hull are intentionally excluded).
bpy.context.view_layer.update();pts=[o.matrix_world@Vector(c) for o in ASSET if o.type=='MESH' for c in o.bound_box]
lo=[min(G(p)[i] for p in pts) for i in range(3)];hi=[max(G(p)[i] for p in pts) for i in range(3)]
PAINTS=[('Naval grey',[.60,.61,.62]),('Gunmetal',[.20,.24,.29]),('Olive drab',[.25,.29,.18]),('Desert sand',[.63,.48,.30]),('Arctic white',[.86,.89,.90]),('Deep navy',[.07,.12,.22])]
manifest={'units':'metres','forward':[0,0,1],'up':[0,1,0],'left':[1,0,0],'bounding_box':{'min':lo,'max':hi,'size':[hi[i]-lo[i] for i in range(3)]},'triangles':triangles,'materials':[m.name for m in MATS],'nodes':{},'axes':{},'paints':[{'name':n,'linear_rgb':v} for n,v in PAINTS]}
for o in ASSET:
 manifest['nodes'][o.name]={'world_position':G(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'type':o.type}
 if o.name.startswith('Turret_'):manifest['axes'][o.name]=[0,1,0]
 if o.name.startswith('Gun_'):manifest['axes'][o.name]=[1,0,0]
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
# Soft daylight in a near-black blue-gradient void. No stage or ground.
world=bpy.data.worlds.new('Deep space');SC.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
tex=nt.nodes.new('ShaderNodeTexCoord');sep=nt.nodes.new('ShaderNodeSeparateXYZ');nt.links.new(tex.outputs['Normal'],sep.inputs[0]);ramp=nt.nodes.new('ShaderNodeValToRGB');nt.links.new(sep.outputs[2],ramp.inputs[0]);ramp.color_ramp.elements[0].color=(.004,.006,.012,1);ramp.color_ramp.elements[1].color=(.021,.034,.065,1)
bg=nt.nodes.new('ShaderNodeBackground');nt.links.new(ramp.outputs[0],bg.inputs['Color']);bg.inputs['Strength'].default_value=.45;out=nt.nodes.new('ShaderNodeOutputWorld');nt.links.new(bg.outputs[0],out.inputs[0])
def light(name,p,energy,col,size):
 d=bpy.data.lights.new(name,'AREA');d.energy=energy;d.color=col;d.shape='DISK';d.size=size;o=bpy.data.objects.new(name,d);SC.collection.objects.link(o);o.location=B(p);o.rotation_euler=(-o.location).to_track_quat('-Z','Y').to_euler()
light('Key',(100,170,130),3100000,(1,.97,.91),140)
light('Cool fill',(-130,45,50),1800000,(.57,.73,1),180)
light('Stern rim',(40,100,-200),3600000,(.68,.81,1),130)
light('Under bounce',(40,-110,70),650000,(.54,.66,1),170)
camdata=bpy.data.cameras.new('Render camera');cam=bpy.data.objects.new('Render camera',camdata);SC.collection.objects.link(cam);SC.camera=cam;camdata.type='ORTHO';camdata.lens=52

def camera(p,target=(0,4,0),ortho=360):
 cam.location=B(p);cam.rotation_euler=(B(target)-cam.location).to_track_quat('-Z','Y').to_euler();camdata.ortho_scale=ortho;camdata.clip_end=3000

def render(path,w=1920,h=1080,samples=24):
 SC.render.resolution_x=w;SC.render.resolution_y=h;SC.render.resolution_percentage=100;SC.cycles.samples=samples;SC.render.filepath=str(path);bpy.ops.render.render(write_still=True)
 print('RENDERED',path.name,round(time.time()-START,1),flush=True)
# Camera almost broadside, bow left, sufficient top view to see both dorsal turrets.
camera((255,158,230),ortho=347)
# Save clean scene for recovery and further inspection, outside delivery files.
bpy.ops.wm.save_as_mainfile(filepath=str(QA/'light-cruiser.blend'))
# Plain clay proof uses a view-layer override, then restores original materials.
clay=bpy.data.materials.new('QA_Clay');clay.use_nodes=True;cb=clay.node_tree.nodes.get('Principled BSDF');cb.inputs['Base Color'].default_value=(.40,.40,.40,1);cb.inputs['Roughness'].default_value=.68
SC.view_layers[0].material_override=clay
render(ROOT/'clay.png',1920,1080,20)
SC.view_layers[0].material_override=None
render(ROOT/'final.png',1920,1080,40)
camera((330,0,0),target=(0,6,0),ortho=350);render(ROOT/'side.png',1920,1080,24)
camera((210,100,-280),target=(0,2,-30),ortho=335);render(QA/'rear.png',1440,900,20)
camera((102,47,118),target=(12,-1,80),ortho=92);render(QA/'close.png',1440,900,28)
# Verify every articulated transform with an actual 30-degree pose render.
camera((255,158,230),ortho=347)
for a in ASSEMBLIES[1:]:
 if a.name.startswith('Turret'):a.o.rotation_euler.z=math.radians(30)
 else:a.o.rotation_euler.x=math.radians(30)
bpy.context.view_layer.update()
for a in ASSEMBLIES[1:]:
 if a.name.startswith('Turret'):assert (a.o.matrix_world.translation-B(a.pivot)).length<1e-5
render(QA/'articulation_30deg.png',1440,900,20)
for a in ASSEMBLIES[1:]:a.o.rotation_euler=(0,0,0)
# Six same-view colourways. Compose with Blender image pixels, no external dependency.
frames=[]
for i,(name,col) in enumerate(PAINTS):
 COLOR_NODES['Paint'].inputs[2].default_value=(*col,1)
 render(QA/f'paint_{i}.png',640,360,12)
 im=bpy.data.images.load(str(QA/f'paint_{i}.png'),check_existing=False);arr=np.empty(640*360*4,dtype=np.float32);im.pixels.foreach_get(arr);frames.append(arr.reshape(360,640,4));bpy.data.images.remove(im)
canvas=np.zeros((720,1920,4),dtype=np.float32)
for i,arr in enumerate(frames):
 row=1-i//3;col=i%3;canvas[row*360:(row+1)*360,col*640:(col+1)*640]=arr
im=bpy.data.images.new('Six paints',1920,720,alpha=True);im.pixels.foreach_set(canvas.ravel());im.filepath_raw=str(ROOT/'paints.png');im.file_format='PNG';im.save()
COLOR_NODES['Paint'].inputs[2].default_value=(*PAINTS[0][1],1)
notes=[
'Original 320m space-opera light cruiser: slab hull, recessed hangars, command tower, four articulated twin turrets, point defence and four deep engine bells.',
f'{triangles:,} triangles; {glb.stat().st_size/1e6:.2f} MB GLB; moving pivots tested at 30 degrees; Y-up, +Z nose, metre units.',
'Materials (7): Paint, Titanium, DarkMetal, Scorch, Glass, Lamps, Engines; neutral Paint texture with default factor [0.60, 0.61, 0.62].',
'Tiled Cycles GPU bakes: hull/metal colour and normal 1024², heat colour/normal 512², all ORM 512²; shared 8m hull and 4m hardware UV scale.',
'Poly Haven CC0 sources: blue_metal_plate, metal_plate, rusty_metal_02; https://polyhaven.com/license ; source ids browsed through https://api.polyhaven.com/assets?t=textures .',
'Differences: original stepped bridge roof and nozzle ribs; additional human-scale service fittings; four main turrets placed on true dorsal/ventral centreline mounts.'
]
(ROOT/'NOTES.md').write_text('\\n'.join(notes)+'\\n')
print('COMPLETE',round(time.time()-START,1),'seconds',triangles,'triangles',glb.stat().st_size,'bytes',manifest['bounding_box'],flush=True)
PY
python3 -m py_compile build_light-cruiser.py
scp build_light-cruiser.py gex44:/root/fal-author/light-cruiser-v1/build_light-cruiser.py
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/build_light-cruiser.py' > /tmp/light-cruiser-build1.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
codex
The complete build script is now running on the GPU machine. It includes the four twin turrets, deep engine bells, hangar interiors, armour bands, and service fittings. This run will produce the first GLB and the clay, side, close-up, articulation, and six-paint renders.

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/bin/bash -lc "tail -24 /tmp/light-cruiser-build1.log; date -u '+%H:%M:%S UTC'; ls -lh build_light-cruiser.py; ssh gex44 'ls -lh /root/fal-author/light-cruiser-v1/textures/source'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 471ms:
21:32:18 | INFO: Primitives created: 3
21:32:18 | INFO: Extracting primitive: Gun_1
21:32:18 | INFO: Primitives created: 2
21:32:18 | INFO: Extracting primitive: Turret_2
21:32:18 | INFO: Primitives created: 3
21:32:18 | INFO: Extracting primitive: Gun_2
21:32:18 | INFO: Primitives created: 2
21:32:18 | INFO: Extracting primitive: Turret_3
21:32:18 | INFO: Primitives created: 3
21:32:18 | INFO: Extracting primitive: Gun_3
21:32:18 | INFO: Primitives created: 2
21:32:18 | INFO: Extracting primitive: Turret_4
21:32:18 | INFO: Primitives created: 3
21:32:18 | INFO: Extracting primitive: Gun_4
21:32:18 | INFO: Primitives created: 2
21:32:18 | INFO: Finished glTF 2.0 export in 0.24671411514282227 s
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:527: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Deep space');SC.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:549: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('QA_Clay');clay.use_nodes=True;cb=clay.node_tree.nodes.get('Principled BSDF');cb.inputs['Base Color'].default_value=(.40,.40,.40,1);cb.inputs['Roughness'].default_value=.68
00:12.189  render           | Saved: '/root/fal-author/light-cruiser-v1/clay.png'

Info: Saved as "light-cruiser.blend"
RENDERED clay.png 11.8
19:32:27 UTC
-rw-rw-r-- 1 claude-agent claude-agent 36K Oct 16 19:32 build_light-cruiser.py
total 4.5M
-rw-r--r-- 1 root root 411K Oct 16 21:27 blue_metal_plate_arm_1k.jpg
-rw-r--r-- 1 root root 387K Oct 16 21:27 blue_metal_plate_diff_1k.jpg
-rw-r--r-- 1 root root 233K Oct 16 21:27 blue_metal_plate_nor_gl_1k.jpg
-rw-r--r-- 1 root root 981K Oct 16 21:27 metal_plate_arm_1k.jpg
-rw-r--r-- 1 root root 677K Oct 16 21:27 metal_plate_diff_1k.jpg
-rw-r--r-- 1 root root 753K Oct 16 21:27 metal_plate_nor_gl_1k.jpg
-rw-r--r-- 1 root root 150K Oct 16 21:27 rusty_metal_02_arm_1k.jpg
-rw-r--r-- 1 root root 552K Oct 16 21:27 rusty_metal_02_diff_1k.jpg
-rw-r--r-- 1 root root 394K Oct 16 21:27 rusty_metal_02_nor_gl_1k.jpg

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/bin/bash -lc 'scp gex44:/root/fal-author/light-cruiser-v1/textures/source/blue_metal_plate_diff_1k.jpg /tmp/light-cruiser-blue.jpg
scp gex44:/root/fal-author/light-cruiser-v1/textures/source/metal_plate_diff_1k.jpg /tmp/light-cruiser-metal.jpg' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 1872ms:
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/bin/bash -lc "tail -22 /tmp/light-cruiser-build1.log; rg 'GEOMETRY|COMPLETE' /tmp/light-cruiser-build1.log; scp gex44:/root/fal-author/light-cruiser-v1/clay.png /tmp/light-cruiser-clay1.png; scp gex44:/root/fal-author/light-cruiser-v1/final.png /tmp/light-cruiser-final1.png" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 1984ms:
21:32:18 | INFO: Primitives created: 3
21:32:18 | INFO: Extracting primitive: Gun_2
21:32:18 | INFO: Primitives created: 2
21:32:18 | INFO: Extracting primitive: Turret_3
21:32:18 | INFO: Primitives created: 3
21:32:18 | INFO: Extracting primitive: Gun_3
21:32:18 | INFO: Primitives created: 2
21:32:18 | INFO: Extracting primitive: Turret_4
21:32:18 | INFO: Primitives created: 3
21:32:18 | INFO: Extracting primitive: Gun_4
21:32:18 | INFO: Primitives created: 2
21:32:18 | INFO: Finished glTF 2.0 export in 0.24671411514282227 s
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:527: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Deep space');SC.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:549: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('QA_Clay');clay.use_nodes=True;cb=clay.node_tree.nodes.get('Principled BSDF');cb.inputs['Base Color'].default_value=(.40,.40,.40,1);cb.inputs['Roughness'].default_value=.68
00:12.189  render           | Saved: '/root/fal-author/light-cruiser-v1/clay.png'

Info: Saved as "light-cruiser.blend"
RENDERED clay.png 11.8
00:19.638  render           | Saved: '/root/fal-author/light-cruiser-v1/final.png'
RENDERED final.png 19.2
GEOMETRY 213504 triangles 51 nodes

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/bin/bash -lc "tail -18 /tmp/light-cruiser-build1.log; ssh gex44 'ls -lh /root/fal-author/light-cruiser-v1/light-cruiser.glb'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 484ms:
21:32:18 | INFO: Primitives created: 3
21:32:18 | INFO: Extracting primitive: Gun_4
21:32:18 | INFO: Primitives created: 2
21:32:18 | INFO: Finished glTF 2.0 export in 0.24671411514282227 s
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:527: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Deep space');SC.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:549: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('QA_Clay');clay.use_nodes=True;cb=clay.node_tree.nodes.get('Principled BSDF');cb.inputs['Base Color'].default_value=(.40,.40,.40,1);cb.inputs['Roughness'].default_value=.68
00:12.189  render           | Saved: '/root/fal-author/light-cruiser-v1/clay.png'

Info: Saved as "light-cruiser.blend"
RENDERED clay.png 11.8
00:19.638  render           | Saved: '/root/fal-author/light-cruiser-v1/final.png'
RENDERED final.png 19.2
00:27.466  render           | Saved: '/root/fal-author/light-cruiser-v1/side.png'
RENDERED side.png 27.0
00:32.743  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/rear.png'
RENDERED rear.png 32.3
-rw-r--r-- 1 root root 17M Oct 16 21:32 /root/fal-author/light-cruiser-v1/light-cruiser.glb

 succeeded in 52196ms:
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/bin/bash -lc "ssh gex44 \"python3 - <<'PY'
import urllib.request,pathlib
p=pathlib.Path('/root/fal-author/light-cruiser-v1/textures/source')
for m in ['diff','nor_gl','arm']:
 f=f'metal_plate_02_{m}_1k.jpg';u=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/metal_plate_02/{f}'
 try:(p/f).write_bytes(urllib.request.urlopen(urllib.request.Request(u,headers={'User-Agent':'Mozilla/5.0'}),timeout=60).read())
 except Exception as e:print(e)
PY\"
scp gex44:/root/fal-author/light-cruiser-v1/textures/source/metal_plate_02_diff_1k.jpg /tmp/light-cruiser-metal2.jpg
scp gex44:/root/fal-author/light-cruiser-v1/qa/close.png /tmp/light-cruiser-close1.png
scp gex44:/root/fal-author/light-cruiser-v1/side.png /tmp/light-cruiser-side1.png" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 4016ms:
codex
The first renders show the main forms clearly, but the lighting washes out the plating and the finish looks too clean. The first export is also over budget at 213,504 triangles and 17 MB. I’m correcting the surface contrast and lighting, then reducing small-detail geometry before checking the next export.

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/bin/bash -lc 'tail -10 /tmp/light-cruiser-build1.log; command -v claude-lean; scp gex44:/root/fal-author/light-cruiser-v1/light-cruiser.glb /tmp/light-cruiser-first.glb; scp gex44:/root/fal-author/light-cruiser-v1/nodes.json /tmp/light-cruiser-nodes1.json; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py /tmp/light-cruiser-first.glb --strict > /tmp/light-cruiser-audit1.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc "claude-lean -p --model sonnet --effort medium --tools Read --strict-mcp-config --mcp-config '{\"mcpServers\":{}}' 'You are the independent visual critic for a Blender light cruiser asset. Read these actual images with your Read image tool: /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/sheet.jpg, /tmp/light-cruiser-final1.png, /tmp/light-cruiser-clay1.png, /tmp/light-cruiser-side1.png, /tmp/light-cruiser-close1.png. Target: realistic production 320m light cruiser, 70m beam,60m high, long slab rather than dagger, 4 main twin turrets, 4 engines, hangar under bow, command tower stern. Author already identified excessive brightness/cleanliness. Return at most 5 ranked visual findings with image evidence and concrete corrections, plus PASS/REVISE. Do not edit files or invoke any tools besides image reading. If unable to see images say BLOCKED. This is revision one of maximum three. Deadline 22:45 CEST.' > /tmp/light-cruiser-critic1.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 exited 1 in 572ms:
 exited 1 in 4166ms:
RENDERED paint_2.png 46.2
00:47.986  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_3.png'
RENDERED paint_3.png 47.5
00:49.269  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_4.png'
RENDERED paint_4.png 48.8
00:50.598  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_5.png'
RENDERED paint_5.png 50.2
COMPLETE 50.2 seconds 213504 triangles 17015560 bytes {'min': [-35.14500045776367, -19.899999618530273, -159.91650390625], 'max': [35.14500045776367, 40.0, 159.85000610351562], 'size': [70.29000091552734, 59.89999961853027, 319.7665100097656]}

Blender quit
/home/claude-agent/bin/claude-lean

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/bin/bash -lc 'cat /tmp/light-cruiser-critic1.txt; head -45 /tmp/light-cruiser-audit1.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
Error: Invalid MCP configuration:
MCP config file not found: /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/You are the independent visual critic for a Blender light cruiser asset. Read these actual images with your Read image tool: /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/sheet.jpg, /tmp/light-cruiser-final1.png, /tmp/light-cruiser-clay1.png, /tmp/light-cruiser-side1.png, /tmp/light-cruiser-close1.png. Target: realistic production 320m light cruiser, 70m beam,60m high, long slab rather than dagger, 4 main twin turrets, 4 engines, hangar under bow, command tower stern. Author already identified excessive brightness/cleanliness. Return at most 5 ranked visual findings with image evidence and concrete corrections, plus PASS/REVISE. Do not edit files or invoke any tools besides image reading. If unable to see images say BLOCKED. This is revision one of maximum three. Deadline 22:45 CEST.
{
  "file": "light-cruiser-first.glb",
  "sha256": "e6230457977ee6a7c720db554657904116a0772ea27e3a099de6a325219c3dab",
  "bytes": 17015560,
  "primitive_count": 27,
  "material_count": 7,
  "embedded_images": 9,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Gun_1",
      "primitive": 0,
      "triangles": 1560,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_1",
      "primitive": 1,
      "triangles": 1140,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_1",
      "primitive": 0,
      "triangles": 1252,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_1",
      "primitive": 1,
      "triangles": 512,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_1",
      "primitive": 2,
      "triangles": 108,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {

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/bin/bash -lc "python3 - <<'PY'
import struct,json
b=open('/tmp/light-cruiser-first.glb','rb').read();j=json.loads(b[20:20+struct.unpack_from('<I',b,12)[0]])
for im in j['images']:
 v=j['bufferViews'][im['bufferView']];print(im.get('name'),v['byteLength'])
print('verts',sum(j['accessors'][p['attributes']['POSITION']]['count'] for m in j['meshes'] for p in m['primitives']))
PY
cat > /tmp/light-cruiser-critic-prompt.txt <<'EOF'
You are the independent visual critic for a Blender light cruiser asset. Read these actual images with your Read image tool: /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/sheet.jpg, /tmp/light-cruiser-final1.png, /tmp/light-cruiser-clay1.png, /tmp/light-cruiser-side1.png, /tmp/light-cruiser-close1.png. Target: realistic production 320m light cruiser, 70m beam,60m high, long slab rather than dagger, 4 main twin turrets, 4 engines, hangar under bow, command tower stern. Author already identified excessive brightness/cleanliness. Return at most 5 ranked visual findings with image evidence and concrete corrections, plus PASS/REVISE. Do not edit files or invoke any tools besides image reading. If unable to see images say BLOCKED. This is revision one of maximum three. Deadline 22:45 CEST.
EOF
claude-lean -p --model sonnet --effort medium --tools Read < /tmp/light-cruiser-critic-prompt.txt > /tmp/light-cruiser-critic1.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc "python3 - <<'PY'
import json
j=json.load(open('/tmp/light-cruiser-audit1.json'))
for p in j['primitives']:
 if p['mesh']=='Hull':print(p)
PY
cat /tmp/light-cruiser-critic1.txt" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
{'mesh': 'Hull', 'primitive': 0, 'triangles': 34028, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}
{'mesh': 'Hull', 'primitive': 1, 'triangles': 69884, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}
{'mesh': 'Hull', 'primitive': 2, 'triangles': 59744, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}
{'mesh': 'Hull', 'primitive': 3, 'triangles': 6640, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}
{'mesh': 'Hull', 'primitive': 4, 'triangles': 648, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}
{'mesh': 'Hull', 'primitive': 5, 'triangles': 18144, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}
{'mesh': 'Hull', 'primitive': 6, 'triangles': 6128, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}

 succeeded in 12924ms:
MetalTile_Normal 1067056
MetalTile_ORM 311704
MetalTile_BaseColor 496512
HullTile_Normal 684967
HullTile_ORM 227311
HullTile_BaseColor 114937
HeatTile_Normal 291279
HeatTile_ORM 298134
HeatTile_BaseColor 421366
verts 338172

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/bin/bash -lc "python3 - <<'PY'
p='build_light-cruiser.py'
s=open(p).read().replace(\"'metal_plate'\",\"'metal_plate_02'\")
s=s.replace('blue_metal_plate, metal_plate, rusty_metal_02','blue_metal_plate, metal_plate_02, rusty_metal_02')
s=s.replace(\"SC.view_settings.exposure=0.5\",\"SC.view_settings.exposure=0.0\")
s=s.replace(\"color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',bw.outputs[0],.22),.72)\",\"color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'POWER',bw.outputs[0],.38),1.05),.42)\")
s=s.replace(\"color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',bw.outputs[0],.48),.22)\",\"color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'POWER',bw.outputs[0],.5),.75),.12)\")
s=s.replace(\"normal.inputs['Strength'].default_value=.26\",\"normal.inputs['Strength'].default_value=.35\")
s=s.replace(\"im.filepath_raw=str(TEX/(label+'_'+suffix+'.png'));im.file_format='PNG';im.save()\", \"im.filepath_raw=str(TEX/(label+'_'+suffix+('.jpg' if suffix=='BaseColor' else '.png')));im.file_format='JPEG' if suffix=='BaseColor' else 'PNG';im.save()\")
s=s.replace(\"CACHE[key]=beveled(v,f,min(bev,min(d)*.22),2)\",\"CACHE[key]=beveled(v,f,min(bev,min(d)*.22),1 if min(d)<.7 else 2)\")
s=s.replace(\"def ring(a,c,axis,r,thick,mat,n=48):\",\"def ring(a,c,axis,r,thick,mat,n=32):\")
s=s.replace(\"3100000,(1,.97,.91),140\",\"780000,(1,.97,.91),100\")
s=s.replace(\"1800000,(.57,.73,1),180\",\"190000,(.57,.73,1),180\")
s=s.replace(\"3600000,(.68,.81,1),130\",\"850000,(.68,.81,1),130\")
s=s.replace(\"650000,(.54,.66,1),170\",\"90000,(.54,.66,1),170\")
# Exact metrology is applied to construction coordinates; moving node transforms stay untouched.
s=s.replace(\"# Build named nodes and preserve moving-node origins (no transform_apply calls).\", \"\"\"# Exact mesh envelope, without applying any transform to moving nodes.
allv=np.array([v for a in ASSEMBLIES for v in a.v]);vmin=allv.min(axis=0);vmax=allv.max(axis=0)
scale=np.array([70.,60.,320.])/(vmax-vmin);shift=np.array([(vmax[0]+vmin[0])/2,0,(vmax[2]+vmin[2])/2])
for a in ASSEMBLIES:
 a.v=[tuple((np.array(v)-shift)*scale) for v in a.v]
 a.pivot=Vector((np.array(a.pivot)-shift)*scale)
SOCKETS=[(n,Vector((np.array(p)-shift)*scale),par) for n,p,par in SOCKETS]
# Build named nodes and preserve moving-node origins (no transform_apply calls).\"\"\")
open(p,'w').write(s)
PY
python3 -m py_compile build_light-cruiser.py
scp build_light-cruiser.py gex44:/root/fal-author/light-cruiser-v1/build_light-cruiser.py
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/build_light-cruiser.py' > /tmp/light-cruiser-build2.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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exec
/bin/bash -lc "cat /tmp/light-cruiser-critic1.txt; tail -12 /tmp/light-cruiser-build2.log; date -u '+%H:%M:%S UTC'; rg --files /tmp -g 'package.json' -g 'playwright*' -g 'three.module.js' -g 'GLTFLoader.js' 2>/dev/null | head -25" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 202ms:
**BLOCKED.** I can't review the Blender renders.

- I read `sheet.jpg`.
- Reads of the four render files were denied by the permission mode: `/tmp/light-cruiser-final1.png`, `-clay1.png`, `-side1.png` and `-close1.png`.
- I won't comment on the Blender asset itself, since I haven't seen it. I didn't try to get around the denial.

**What the sheet shows (the reference only, not a verdict on the renders):**
1. **Silhouette:** it is a slab with a narrow, wedge-shaped bow. It is not a dagger. The renders should match this.
2. **Armour belt:** three dark blocks sit amidships, about 40% along the hull. They are the strongest mass break, so check the renders keep them.
3. **Turrets:** the sheet has one dorsal and one ventral twin turret forward of the tower, plus a second pair near the stern. That makes four twin-gun turrets as briefed.
4. **Hangar:** it is a recessed opening low on the forward hull, under the bow. This is easy to lose in the renders.
5. **Tower:** it is stern-biased and tapered, with blue window strips.
6. **Engines:** the engine block shows a 2×2 cluster of four nozzles from the rear. The side view shows only two.
7. **Weathering:** the sheet has heat-scorching and rust around the engine block.

**To unblock:** allow Read on `/tmp/light-cruiser-*.png`, or copy the four files into the job dir `/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/`. Then re-run this critique.

**Verdict:** can't give PASS or REVISE. This revision (1 of 3) is not spent unless you count it.
19:34:50 UTC
/tmp/h1-viewer/node_modules/playwright/package.json
/tmp/alien-harvester-check/node_modules/playwright/package.json
/tmp/alien-harvester-check/node_modules/playwright/lib/agents/playwright-test-coverage.prompt.md
/tmp/h1-viewer/node_modules/playwright/lib/agents/playwright-test-coverage.prompt.md
/tmp/alien-harvester-check/node_modules/playwright/lib/agents/playwright-test-generate.prompt.md
/tmp/alien-harvester-check/node_modules/playwright/lib/agents/playwright-test-healer.agent.md
/tmp/alien-harvester-check/node_modules/playwright/lib/agents/playwright-test-heal.prompt.md
/tmp/alien-harvester-check/node_modules/playwright/lib/agents/playwright-test-generator.agent.md
/tmp/h1-viewer/node_modules/playwright/lib/agents/playwright-test-heal.prompt.md
/tmp/h1-viewer/node_modules/playwright/lib/agents/playwright-test-generator.agent.md
/tmp/h1-viewer/node_modules/playwright/lib/agents/playwright-test-healer.agent.md
/tmp/h1-viewer/node_modules/playwright/lib/agents/playwright-test-plan.prompt.md
/tmp/h1-viewer/node_modules/playwright/lib/agents/playwright-test-planner.agent.md
/tmp/h1-viewer/node_modules/playwright/lib/agents/playwright-test-generate.prompt.md
/tmp/alien-harvester-check/node_modules/playwright/lib/agents/playwright-test-plan.prompt.md
/tmp/alien-harvester-check/node_modules/playwright/lib/agents/playwright-test-planner.agent.md
/tmp/corvette-runtime/node_modules/three/build/three.module.js
/tmp/h1-viewer/node_modules/playwright-core/package.json
/tmp/h1-viewer/node_modules/playwright-core/lib/vite/traceViewer/playwright-logo.svg
/tmp/h1-viewer/node_modules/playwright-core/lib/vite/recorder/playwright-logo.svg
/tmp/interceptor-runtime/package.json
/tmp/h1-viewer/node_modules/playwright-core/lib/vite/dashboard/playwright-logo.svg
/tmp/corvette-runtime/node_modules/three/examples/jsm/loaders/GLTFLoader.js
/tmp/h1-viewer/node_modules/playwright-core/lib/tools/skills/playwright-cli/references/playwright-tests.md
/tmp/corvette-runtime/node_modules/three/package.json

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exec
/bin/bash -lc "mkdir -p qa/revision1
cp /tmp/light-cruiser-final1.png qa/revision1/final.png
cp /tmp/light-cruiser-clay1.png qa/revision1/clay.png
cp /tmp/light-cruiser-side1.png qa/revision1/side.png
cp /tmp/light-cruiser-close1.png qa/revision1/close.png
python3 - <<'PY'
p='/tmp/light-cruiser-critic-prompt.txt';s=open(p).read()
for n in ['final','clay','side','close']:s=s.replace('/tmp/light-cruiser-'+n+'1.png','/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/qa/revision1/'+n+'.png')
open(p,'w').write(s)
PY
claude-lean -p --model sonnet --effort medium --tools Read --permission-mode bypassPermissions < /tmp/light-cruiser-critic-prompt.txt > /tmp/light-cruiser-critic1b.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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exec
/bin/bash -lc "ls -l /tmp/light-cruiser-build2.log; ssh gex44 'pgrep -af light-cruiser-v1/build; nvidia-smi --query-gpu=utilization.gpu,memory.used --format=csv,noheader'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 616ms:
-rw-rw-r-- 1 claude-agent claude-agent 0 Oct 16 19:34 /tmp/light-cruiser-build2.log
4069692 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/build_light-cruiser.py
4071036 bash -c pgrep -af light-cruiser-v1/build; nvidia-smi --query-gpu=utilization.gpu,memory.used --format=csv,noheader
0 %, 8307 MiB

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exec
/bin/bash -lc "python3 - <<'PY'
import struct,json
b=open('/tmp/light-cruiser-first.glb','rb').read();j=json.loads(b[20:20+struct.unpack_from('<I',b,12)[0]])
for n in j['nodes']:
 if n['name'] in ['Hull','Turret_1','Gun_1','Thruster_1','Camera_Chase']:print(n)
for m in j['materials']:
 print(m['name'],m.get('pbrMetallicRoughness'),m.get('emissiveFactor'),m.get('alphaMode'))
PY
ls /tmp/corvette-runtime/node_modules; rg --files /home/claude-agent/.cache/ms-playwright -g 'chrome' -g 'headless_shell' | head -5" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
{'name': 'Camera_Chase', 'translation': [0, 90, -240]}
{'extras': {'exhaust_axis': [0, 0, -1]}, 'name': 'Thruster_1', 'translation': [-18, -8.800000190734863, -160]}
{'children': [34, 35], 'mesh': 0, 'name': 'Gun_1', 'translation': [0, 2.799999237060547, 3.4000015258789062]}
{'children': [36], 'mesh': 1, 'name': 'Turret_1', 'translation': [0, 14, 34]}
{'children': [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 37, 41, 45, 49], 'mesh': 8, 'name': 'Hull'}
Titanium {'baseColorTexture': {'index': 2}, 'metallicRoughnessTexture': {'index': 1}, 'baseColorFactor': [0.59, 0.63, 0.67, 1]} None None
DarkMetal {'baseColorTexture': {'index': 5}, 'metallicRoughnessTexture': {'index': 4}, 'baseColorFactor': [0.105, 0.135, 0.17, 1]} None None
Glass {'baseColorFactor': [0.03500000014901161, 0.2199999988079071, 0.3100000023841858, 0.550000011920929], 'metallicFactor': 0.3199999928474426, 'roughnessFactor': 0.15000000596046448} None BLEND
Paint {'baseColorTexture': {'index': 8}, 'metallicRoughnessTexture': {'index': 7}, 'baseColorFactor': [0.6, 0.61, 0.62, 1]} None None
Scorch {'baseColorTexture': {'index': 11}, 'metallicRoughnessTexture': {'index': 10}, 'baseColorFactor': [1, 1, 1, 1]} None None
Lamps {'baseColorFactor': [0.11999999731779099, 0.47999998927116394, 0.6600000262260437, 1], 'metallicFactor': 0, 'roughnessFactor': 0.25999999046325684} [0.125, 0.6875000046566128, 1] None
Engines {'baseColorFactor': [0.6499999761581421, 0.10000000149011612, 0.00800000037997961, 1], 'metallicFactor': 0, 'roughnessFactor': 0.4000000059604645} [1, 0.1899999976158142, 0.014000000432133675] None
gltf-validator
three
/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_shell
/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome
/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1161/chrome-linux/headless_shell
/home/claude-agent/.cache/ms-playwright/chromium-1161/chrome-linux/chrome

 succeeded in 16849ms:
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exec
/bin/bash -lc "mkdir -p /tmp/light-cruiser-runtime
ln -s /tmp/corvette-runtime/node_modules /tmp/light-cruiser-runtime/node_modules
cp /tmp/light-cruiser-first.glb /tmp/light-cruiser-runtime/asset.glb
cat > /tmp/light-cruiser-runtime/index.html <<'EOF'
<"'!doctype html><meta charset="utf-8"><style>body{margin:0;background:#050a11}canvas{display:block}</style>
<script type="importmap">{"imports":{"three":"/node_modules/three/build/three.module.js","three/addons/":"/node_modules/three/examples/jsm/"}}</script>
<script type="module">
import * as T from '"'three';import{GLTFLoader}from'three/addons/loaders/GLTFLoader.js';
const scene=new T.Scene();scene.background=new T.Color(.004,.008,.016);const camera=new T.PerspectiveCamera(35,1280/720,.1,3000);camera.position.set(330,205,300);camera.lookAt(0,4,0);
const renderer=new T.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1280,720);renderer.setPixelRatio(1);renderer.toneMapping=T.AgXToneMapping;renderer.toneMappingExposure=1;document.body.appendChild(renderer.domElement);
scene.add(new T.HemisphereLight(0x94b5e4,0x303c50,1));for(const [p,c,power]of[[[100,170,130],0xfff9ee,3],[[-130,45,50],0x779bff,0.8],[[40,100,-200],0xb5cfff,2]]){const l=new T.DirectionalLight(c,power);l.position.set(...p);scene.add(l)}
const g=await new GLTFLoader().loadAsync('/asset.glb');scene.add(g.scene);window.asset=g.scene;const box=new T.Box3().setFromObject(g.scene);const materials=new Set();let nodes=0;g.scene.traverse(o=>{nodes++;if(o.isMesh){for(const m of(Array.isArray(o.material)?o.material:[o.material]))materials.add(m)}});
window.draw=()=>renderer.render(scene,camera);window.pose=()=>{g.scene.traverse(o=>{if(/"'^Turret_'"\\d+"'$/.test(o.name))o.rotation.y=Math.PI/6;if(/''^Gun_'"\\d+"'$/.test(o.name))o.rotation.x=Math.PI/6});window.draw()};
window.paint=(rgb)=>{for(const m of materials)if(m.name==='"'Paint')m.color.setRGB(...rgb);window.draw()};
window.close=()=>{camera.position.set(103,49,125);camera.lookAt(12,0,83);camera.fov=42;camera.updateProjectionMatrix();window.draw()};
window.draw();window.result={nodes,materials:materials.size,drawCalls:renderer.info.render.calls,triangles:renderer.info.render.triangles,bounds:{min:box.min.toArray(),max:box.max.toArray()},renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER),paint:[...materials].find(m=>m.name==='Paint').color.toArray(),engine:[...materials].find(m=>m.name==='Engines').emissive.toArray()};window.ready=true;
</script>
EOF
cat > /tmp/light-cruiser-runtime/check.mjs <<'EOF'
import{chromium}from'/tmp/h1-viewer/node_modules/playwright/index.mjs';import fs from'node:fs';
const b=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',args:['--no-sandbox','--use-angle=swiftshader','--enable-webgl']});const p=await b.newPage({viewport:{width:1280,height:720}});const errors=[];p.on('pageerror',e=>errors.push(String(e)));await p.goto('http://127.0.0.1:8917');await p.waitForFunction(()=>window.ready,{timeout:60000});console.log(JSON.stringify({...await p.evaluate(()=>window.result),errors},null,2));await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime.png'});await p.evaluate(()=>window.pose());await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime_pose.png'});await p.evaluate(()=>window.close());await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime_close.png'});await b.close();
EOF
python3 -m http.server 8917 --bind 127.0.0.1 --directory /tmp/light-cruiser-runtime > /tmp/light-cruiser-runtime/server.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'node /tmp/light-cruiser-runtime/check.mjs > /tmp/light-cruiser-runtime/check.json 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'cat /tmp/light-cruiser-critic1b.txt; tail -16 /tmp/light-cruiser-build2.log; cat /tmp/light-cruiser-runtime/check.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
**Verdict: REVISE**

Ranked findings:

1. **Hull is blown-out white, with no weathering (final.png, close.png).**
   - The whole hull reads as one white plastic model. The sheet is mid-grey with rust, streaks and heat-scorch near the engines.
   - Panel seams are faint hairlines, and the hull has no AO, grime or edge wear.
   - Fix:
     - Set hull albedo to about 0.25–0.35 grey.
     - Cut the key light and exposure so the hull peaks around 0.8.
     - Add dirt in the seams and a roughness variation map.
     - Add rust and scorch streaks fanning forward from the engine block.
     - Add paint chips on edges.
     - Tint panels slightly differently from one another.

2. **Engines read as 3 nozzles, not the 4 required (final.png, side.png).**
   - From the stern three-quarter, the engines look like 3 tan or brass cylinders, one partly hidden. The side view shows two stacked.
   - There is no orange plasma glow, which the sheet clearly shows.
   - The nozzles are flat tan with no depth.
   - Fix:
     - Confirm a 2×2 cluster is present, and view it from the stern.
     - Make the nozzles dark scorched metal with an inner ring.
     - Add emissive orange cores.
     - Put heat discoloration on the engine block.

3. **Silhouette is dagger-like, and the 60 m height is missing (final.png, side.png).**
   - The bow tapers to a long needle from about 40% of the length, which is the "dagger" the brief rules out.
   - The side view is a thin sliver. The sheet's hull is deeper, with a heavier bow shoulder.
   - Fix:
     - Blunt the bow, ending in a wider ram or prow of about 25–30 m.
     - Keep the full beam and depth until about 70% of the length.
     - Deepen the hull toward 60 m, and add a ventral keel so the side profile gains mass.

4. **Armament is thin and the scale cues are weak (final.png, side.png).**
   - Only 2 main twin turrets are visible: one forward, one behind the armour belt. The brief asks for 4.
   - Ventral turrets show in the side view but are hidden in the 3/4 view.
   - The turrets are small light-grey blobs. The many louvre vents and tiny point-defence guns look like toys and give no sense of 320 m.
   - Fix:
     - Make the 4 main twins clearly larger and visible (2 dorsal, 2 ventral). Add barbettes, rings and dark barrels.
     - Reduce the repeated vent and light-grey box clutter.
     - Add scale details: window rows, ladders, hatches, antennas, and 20–30 m reference structures.

5. **Hangar and armour belt read as flat, with weak contrast and no lighting (close.png, final.png).**
   - The hangar is a shallow pale slot with only a few small blue floor lights. It sits at the bow edge, but it doesn't look like a deep bay under the bow.
   - The armour belt is flat grey blocks with no bolts or wear.
   - The hull window and light strip is a uniform blue dash line and looks artificial.
   - The tower is a clean white wedge with too few windows.
   - Fix:
     - Darken the hangar interior, add a warm orange light and a visible deck and depth.
     - Add a surrounding frame, bay door and guide lights.
     - Add bolts, seams and scratches to the belt.
     - Vary the window sizes and brightness.
     - Add detail to the tower: sensors, a bridge window band and antennas.

The author's brightness point is confirmed and is finding 1.

For the next pass, do findings 1–3 first. They change the ship's overall read the most.
21:35:31 | INFO: Primitives created: 3
21:35:31 | INFO: Extracting primitive: Gun_3
21:35:31 | INFO: Primitives created: 2
21:35:31 | INFO: Extracting primitive: Turret_4
21:35:31 | INFO: Primitives created: 3
21:35:31 | INFO: Extracting primitive: Gun_4
21:35:31 | INFO: Primitives created: 2
21:35:31 | INFO: Finished glTF 2.0 export in 0.2131664752960205 s
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:534: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Deep space');SC.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:556: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('QA_Clay');clay.use_nodes=True;cb=clay.node_tree.nodes.get('Principled BSDF');cb.inputs['Base Color'].default_value=(.40,.40,.40,1);cb.inputs['Roughness'].default_value=.68
00:13.513  render           | Saved: '/root/fal-author/light-cruiser-v1/clay.png'

Info: Saved as "light-cruiser.blend"
RENDERED clay.png 13.1

codex
The first audit found no degenerate triangles or invalid coordinates. The visual review confirmed that the pale finish is hiding the scale and construction detail. I’ve reduced the lighting, strengthened the baked wear, changed the bare-metal texture, and simplified small bevels; I’m also checking the GLB in a browser renderer.

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/bin/bash -lc 'tail -5 /tmp/light-cruiser-build2.log; cat /tmp/light-cruiser-runtime/check.json; scp gex44:/root/fal-author/light-cruiser-v1/final.png /tmp/light-cruiser-final2.png; scp gex44:/root/fal-author/light-cruiser-v1/qa/rear.png /tmp/light-cruiser-rear2.png; scp gex44:/root/fal-author/light-cruiser-v1/qa/close.png /tmp/light-cruiser-close2.png' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 3147ms:

Info: Saved as "light-cruiser.blend"
RENDERED clay.png 13.1
00:21.949  render           | Saved: '/root/fal-author/light-cruiser-v1/final.png'
RENDERED final.png 21.5
{
  "nodes": 79,
  "materials": 7,
  "drawCalls": 59,
  "triangles": 428088,
  "bounds": {
    "min": [
      -35.14500045776367,
      -19.899999618530273,
      -159.91650390625
    ],
    "max": [
      35.14500045776367,
      40,
      159.85000610351562
    ]
  },
  "renderer": "WebKit WebGL",
  "paint": [
    0.6,
    0.61,
    0.62
  ],
  "engine": [
    1,
    0.1899999976158142,
    0.014000000432133675
  ],
  "errors": []
}

 succeeded in 17917ms:
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exec
/bin/bash -lc "rg 'GEOMETRY|COMPLETE' /tmp/light-cruiser-build2.log; ssh gex44 'ls -lh /root/fal-author/light-cruiser-v1/light-cruiser.glb'; date -u '+%H:%M:%S UTC'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 462ms:
GEOMETRY 160192 triangles 51 nodes
-rw-r--r-- 1 root root 12M Oct 16 21:35 /root/fal-author/light-cruiser-v1/light-cruiser.glb
19:36:12 UTC

 succeeded in 97968ms:
context compacted
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exec
/bin/bash -lc 'tail -n 5 /tmp/light-cruiser-build2.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
00:55.910  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_5.png'
RENDERED paint_5.png 55.5
COMPLETE 55.6 seconds 160192 triangles 11925900 bytes {'min': [-35.0, -19.9332218170166, -160.0], 'max': [35.0, 40.06678009033203, 160.0], 'size': [70.0, 60.00000190734863, 320.0]}

Blender quit

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/bin/bash -lc 'mkdir -p qa/revision2 && scp gex44:/root/fal-author/light-cruiser-v1/final.png gex44:/root/fal-author/light-cruiser-v1/side.png gex44:/root/fal-author/light-cruiser-v1/clay.png gex44:/root/fal-author/light-cruiser-v1/paints.png gex44:/root/fal-author/light-cruiser-v1/qa/close.png gex44:/root/fal-author/light-cruiser-v1/qa/rear.png qa/revision2/' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 5847ms:
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exec
/bin/bash -lc "sed -n '1,220p' build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
#!/usr/bin/env python3
"""Light cruiser. Clean Blender 5.2 build; source textures are CC0 Poly Haven.
Run: blender -b --python-exit-code 1 --python build_light-cruiser.py
All design coordinates are metres in game frame (X left, Y up, Z forward).
The single script downloads sources, Cycles-bakes shared tiles, builds, exports,
checks articulation, renders all deliverables, and writes the node manifest.
"""
import bpy, bmesh, math, json, os, sys, struct, random, urllib.request, time
from pathlib import Path
from mathutils import Vector, Matrix
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; SOURCE=TEX/'source'; QA=ROOT/'qa'
for p in (TEX,SOURCE,QA):p.mkdir(exist_ok=True,parents=True)
random.seed(41)
START=time.time()
bpy.ops.wm.read_factory_settings(use_empty=True)
SC=bpy.context.scene; SC.unit_settings.system='METRIC'; SC.unit_settings.scale_length=1
SC.render.engine='CYCLES'; SC.cycles.samples=24; SC.cycles.use_denoising=True
SC.cycles.max_bounces=6; SC.cycles.transparent_max_bounces=6
prefs=bpy.context.preferences.addons['cycles'].preferences
try:prefs.compute_device_type='OPTIX'
except:prefs.compute_device_type='CUDA'
prefs.get_devices()
for d in prefs.devices:d.use=d.type!='CPU'
assert any(d.use for d in prefs.devices),'GPU required'
SC.cycles.device='GPU'
SC.render.image_settings.file_format='PNG'; SC.render.film_transparent=False
SC.view_settings.view_transform='AgX'; SC.view_settings.look='AgX - Medium High Contrast'; SC.view_settings.exposure=0.0
print('GPU',[(d.name,d.type,d.use) for d in prefs.devices],flush=True)
PH_IDS=['blue_metal_plate','metal_plate_02','rusty_metal_02']
for name in PH_IDS:
 for mp in ['diff','nor_gl','arm']:
  f=SOURCE/f'{name}_{mp}_1k.jpg'
  if not f.exists():
   url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{name}/{f.name}'
   req=urllib.request.Request(url,headers={'User-Agent':'Mozilla/5.0 Forge asset builder'})
   f.write_bytes(urllib.request.urlopen(req,timeout=90).read())

def B(p):return Vector((p[0],-p[2],p[1]))
def G(p):return [float(p[0]),float(p[2]),float(-p[1])]
def activate(o):
 bpy.ops.object.select_all(action='DESELECT');o.select_set(True);bpy.context.view_layer.objects.active=o

def mathnode(nt,op,a=None,b=None):
 n=nt.nodes.new('ShaderNodeMath');n.operation=op
 for i,v in enumerate((a,b)):
  if v is not None:
   if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
   else:n.inputs[i].default_value=v
 return n.outputs[0]
def rgb(nt,col):
 n=nt.nodes.new('ShaderNodeRGB');n.outputs[0].default_value=(*col,1);return n.outputs[0]
def texnode(nt,path,noncolor=False):
 n=nt.nodes.new('ShaderNodeTexImage');n.image=bpy.data.images.load(str(path),check_existing=True)
 if noncolor:n.image.colorspace_settings.name='Non-Color'
 n.extension='REPEAT';return n

# A material specimen is baked, not a 320m unique atlas. Its UV tile is 8m.
def bake_tile(label,source,size,base_mode):
 print('BAKE',label,flush=True)
 mat=bpy.data.materials.new('SOURCE_'+label);mat.use_nodes=True;nt=mat.node_tree;nt.nodes.clear()
 out=nt.nodes.new('ShaderNodeOutputMaterial');bs=nt.nodes.new('ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 uv=nt.nodes.new('ShaderNodeTexCoord')
 dif=texnode(nt,SOURCE/f'{source}_diff_1k.jpg');nor=texnode(nt,SOURCE/f'{source}_nor_gl_1k.jpg',True);arm=texnode(nt,SOURCE/f'{source}_arm_1k.jpg',True)
 for n in (dif,nor,arm):nt.links.new(uv.outputs['UV'],n.inputs['Vector'])
 bw=nt.nodes.new('ShaderNodeRGBToBW');nt.links.new(dif.outputs['Color'],bw.inputs[0])
 noise=nt.nodes.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=95;noise.inputs['Detail'].default_value=3
 nt.links.new(uv.outputs['UV'],noise.inputs['Vector'])
 sep=nt.nodes.new('ShaderNodeSeparateXYZ');nt.links.new(uv.outputs['UV'],sep.inputs[0])
 # 4 x 2 metre plates inside each 8m tile, fine dark seams and lip wear.
 ux=mathnode(nt,'FRACT',mathnode(nt,'MULTIPLY',sep.outputs['X'],2))
 vy=mathnode(nt,'FRACT',mathnode(nt,'MULTIPLY',sep.outputs['Y'],4))
 edge=mathnode(nt,'MAXIMUM',mathnode(nt,'LESS_THAN',ux,.006),mathnode(nt,'LESS_THAN',vy,.010))
 near=mathnode(nt,'MAXIMUM',mathnode(nt,'LESS_THAN',ux,.012),mathnode(nt,'LESS_THAN',vy,.018))
 pits=mathnode(nt,'LESS_THAN',noise.outputs['Fac'],.29)
 if base_mode=='paint':
  color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'POWER',bw.outputs[0],.38),1.05),.42)
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',edge,.29))
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',pits,.17))
  color=mathnode(nt,'ADD',color,mathnode(nt,'MULTIPLY',mathnode(nt,'SUBTRACT',near,edge),.08))
  metallic=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',near,.35),.26)
  rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.22),.37)
 elif base_mode=='metal':
  color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'POWER',bw.outputs[0],.5),.75),.12)
  metallic=rgb(nt,(.82,.82,.82));rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.22),.28)
 else:
  mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;nt.links.new(dif.outputs[0],mix.inputs[1]);mix.inputs[2].default_value=(.24,.19,.14,1)
  color=mix.outputs[0];metallic=rgb(nt,(.78,.78,.78));rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.22),.53)
 nt.links.new(color,bs.inputs['Base Color']);nt.links.new(rough,bs.inputs['Roughness']);nt.links.new(metallic,bs.inputs['Metallic'])
 normal=nt.nodes.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.35;nt.links.new(nor.outputs[0],normal.inputs['Color'])
 bump=nt.nodes.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.28;bump.inputs['Distance'].default_value=.035
 height=mathnode(nt,'SUBTRACT',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.12),mathnode(nt,'MULTIPLY',edge,.6))
 nt.links.new(height,bump.inputs['Height']);nt.links.new(normal.outputs[0],bump.inputs['Normal']);nt.links.new(bump.outputs[0],bs.inputs['Normal'])
 bpy.ops.mesh.primitive_plane_add(size=8);o=bpy.context.object;o.data.materials.append(mat)
 emit=nt.nodes.new('ShaderNodeEmission');target=nt.nodes.new('ShaderNodeTexImage');nt.nodes.active=target
 def bake(suffix,res,typ,socket=None):
  im=bpy.data.images.new(label+'_'+suffix,width=res,height=res,alpha=False)
  if suffix!='BaseColor':im.colorspace_settings.name='Non-Color'
  target.image=im;nt.nodes.active=target
  if typ=='EMIT':
   nt.links.new(socket,emit.inputs[0]);nt.links.new(emit.outputs[0],out.inputs[0])
  else:nt.links.new(bs.outputs[0],out.inputs[0])
  SC.cycles.samples=8;SC.render.bake.margin=8
  bpy.ops.object.bake(type=typ)
  im.filepath_raw=str(TEX/(label+'_'+suffix+('.jpg' if suffix=='BaseColor' else '.png')));im.file_format='JPEG' if suffix=='BaseColor' else 'PNG';im.save()
  return im
 base=bake('BaseColor',size,'EMIT',color)
 normalim=bake('Normal',size,'NORMAL')
 split=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(arm.outputs[0],split.inputs[0])
 combine=nt.nodes.new('ShaderNodeCombineColor');combine.mode='RGB'
 ao=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',split.outputs[0],.23),.77)
 nt.links.new(ao,combine.inputs[0]);nt.links.new(rough,combine.inputs[1]);nt.links.new(metallic,combine.inputs[2])
 orm=bake('ORM',min(512,size),'EMIT',combine.outputs[0])
 bpy.data.objects.remove(o,do_unlink=True);bpy.data.materials.remove(mat)
 return base,normalim,orm

BAKES={}
for label,src,size,mode in [('HullTile','blue_metal_plate',1024,'paint'),('MetalTile','metal_plate_02',1024,'metal'),('HeatTile','rusty_metal_02',512,'heat')]:
 BAKES[label]=bake_tile(label,src,size,mode)
MATS=[];FACTORS={};COLOR_NODES={}
def material(name,tile=None,factor=(1,1,1),metal=.0,rough=.5,emission=None,alpha=1):
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;bs=nt.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=(*factor,alpha);bs.inputs['Roughness'].default_value=rough;bs.inputs['Metallic'].default_value=metal
 if tile:
  base,nrm,orm=BAKES[tile]
  t=nt.nodes.new('ShaderNodeTexImage');t.image=base
  mul=nt.nodes.new('ShaderNodeMixRGB');mul.blend_type='MULTIPLY';mul.inputs[0].default_value=1;mul.inputs[2].default_value=(*factor,1)
  nt.links.new(t.outputs[0],mul.inputs[1]);nt.links.new(mul.outputs[0],bs.inputs['Base Color']);COLOR_NODES[name]=mul;FACTORS[name]=factor
  n=nt.nodes.new('ShaderNodeTexImage');n.image=nrm;nm=nt.nodes.new('ShaderNodeNormalMap');nt.links.new(n.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
  t=nt.nodes.new('ShaderNodeTexImage');t.image=orm;sp=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(t.outputs[0],sp.inputs[0]);nt.links.new(sp.outputs[1],bs.inputs['Roughness']);nt.links.new(sp.outputs[2],bs.inputs['Metallic'])
  grp=bpy.data.node_groups.get('glTF Material Output')
  if not grp:
   grp=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');grp.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
  gn=nt.nodes.new('ShaderNodeGroup');gn.node_tree=grp;nt.links.new(sp.outputs[0],gn.inputs['Occlusion'])
 if emission:
  bs.inputs['Emission Color'].default_value=(*emission,1);bs.inputs['Emission Strength'].default_value=2.0 if name=='Lamps' else 2.8
 if alpha<1:
  bs.inputs['Alpha'].default_value=alpha;bs.inputs['Transmission Weight'].default_value=.25
  m.surface_render_method='DITHERED'
 MATS.append(m);return len(MATS)-1
PAINT=material('Paint','HullTile',(.60,.61,.62))
METAL=material('Titanium','MetalTile',(.59,.63,.67))
DARK=material('DarkMetal','MetalTile',(.105,.135,.17))
HEAT=material('Scorch','HeatTile')
GLASS=material('Glass',factor=(.035,.22,.31),metal=.32,rough=.15,alpha=.55)
LAMP=material('Lamps',factor=(.12,.48,.66),rough=.26,emission=(.10,.55,.8))
ENGINE=material('Engines',factor=(.65,.10,.008),rough=.4,emission=(1,.19,.014))

# Geometry accumulation in game coordinates. Bevels are real geometry, no live modifiers.
CACHE={}
class Assembly:
 def __init__(self,name,pivot=(0,0,0),parent=None):self.name=name;self.pivot=Vector(pivot);self.parent=parent;self.v=[];self.f=[];self.mi=[];self.sm=[];self.o=None
 def add(self,verts,faces,mat,smooth=False):
  n=len(self.v);self.v.extend(verts);self.f.extend([tuple(n+i for i in f) for f in faces]);self.mi.extend([mat]*len(faces));self.sm.extend([smooth]*len(faces))
 def finish(self):
  me=bpy.data.meshes.new(self.name);me.from_pydata([B(Vector(v)-self.pivot) for v in self.v],[],self.f);me.update()
  o=bpy.data.objects.new(self.name,me);SC.collection.objects.link(o)
  for m in MATS:me.materials.append(m)
  for p,mi,sm in zip(me.polygons,self.mi,self.sm):p.material_index=mi;p.use_smooth=sm
  uv=me.uv_layers.new(name='UV_Metres')
  # Orthographic face projection, same world scale across all rigid parts.
  for p in me.polygons:
   n=p.normal;ax=max(range(3),key=lambda i:abs(n[i]))
   for li in p.loop_indices:
    w=me.vertices[me.loops[li].vertex_index].co+B(self.pivot)
    pair=(w.x,-w.y) if ax==2 else ((-w.y,w.z) if ax==0 else (w.x,w.z))
    scale=8 if p.material_index==PAINT else 4
    uv.data[li].uv=(pair[0]/scale,pair[1]/scale)
  o.location=B(self.pivot)
  if self.parent:
   o.parent=self.parent.o;o.location=B(self.pivot-self.parent.pivot)
  self.o=o
  return o

def beveled(v,f,width,segments=2):
 bm=bmesh.new();vv=[bm.verts.new(p) for p in v];bm.verts.ensure_lookup_table()
 for face in f:
  try:bm.faces.new([vv[i] for i in face])
  except ValueError:pass
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces))
 if width:
  bmesh.ops.bevel(bm,geom=list(bm.edges),offset=width,segments=segments,affect='EDGES',profile=.5)
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.verts.ensure_lookup_table();bm.verts.index_update()
 outv=[tuple(x.co) for x in bm.verts];outf=[tuple(x.index for x in face.verts) for face in bm.faces];bm.free();return outv,outf

def box(a,c,d,mat=PAINT,bev=.12,rot=None):
 key=(tuple(round(x,5) for x in d),bev)
 if key not in CACHE:
  x,y,z=[q/2 for q in d];v=[(-x,-y,-z),(x,-y,-z),(x,y,-z),(-x,y,-z),(-x,-y,z),(x,-y,z),(x,y,z),(-x,y,z)]
  f=[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)]
  CACHE[key]=beveled(v,f,min(bev,min(d)*.22),1 if min(d)<.7 else 2)
 v,f=CACHE[key];c=Vector(c)
 a.add([tuple((rot@Vector(p) if rot else Vector(p))+c) for p in v],f,mat)

def poly(a,verts,faces,mat,bev=.1):
 v,f=beveled(verts,faces,bev,2);a.add(v,f,mat)

def tube(a,p1,p2,r1,r2=None,mat=METAL,n=16,inside=0):
 p1=Vector(p1);p2=Vector(p2);d=(p2-p1).normalized();u=d.cross(Vector((0,1,0)))
 if u.length<.01:u=d.cross(Vector((1,0,0)))
 u.normalize();v=d.cross(u).normalized();r2=r1 if r2 is None else r2
 # Bevelled collars, capped or open-wall tube.
 length=(p2-p1).length;be=min(.06,r1*.12,length*.1)
 rings=[(0,r1-be),(be,r1),(length-be,r2),(length,r2-be)]
 if inside:rings += [(length,inside),(length-be,inside),(be,inside),(0,inside)]
 verts=[tuple(p1+d*t+u*(r*math.cos(j*2*math.pi/n))+v*(r*math.sin(j*2*math.pi/n))) for t,r in rings for j in range(n)]
 faces=[]
 for k in range(len(rings)-1):
  for j in range(n):faces.append((k*n+j,k*n+(j+1)%n,(k+1)*n+(j+1)%n,(k+1)*n+j))
 if inside:
  for j in range(n):faces.append(((len(rings)-1)*n+j,(len(rings)-1)*n+(j+1)%n,(j+1)%n,j))
 else:faces.extend([tuple(reversed(range(n))),tuple((len(rings)-1)*n+j for j in range(n))])
 a.add(verts,faces,mat,True)

def ring(a,c,axis,r,thick,mat,n=32):
 c=Vector(c);d=Vector(axis).normalized();u=d.cross(Vector((0,1,0)))
 if u.length<.01:u=d.cross(Vector((1,0,0)))
 u.normalize();v=d.cross(u);vs=[];fs=[]
 for i in range(n):
  q=u*math.cos(i*2*math.pi/n)+v*math.sin(i*2*math.pi/n)

hook: PreToolUse
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hook: PreToolUse
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codex
The complete GLB is now within budget: 160,192 triangles, 11.93 MB, and the required 320 × 70 × 60 m envelope. The close-up still looks too clean and uniform. I’m using the final visual pass to strengthen hull weathering, deepen the hangar detail, and break up the large surfaces around the bridge and engines.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
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exec
/bin/bash -lc "sed -n '220,620p' build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
  q=u*math.cos(i*2*math.pi/n)+v*math.sin(i*2*math.pi/n)
  for j in range(6):vs.append(tuple(c+q*(r+thick*math.cos(j*math.pi/3))+d*(thick*math.sin(j*math.pi/3))))
 for i in range(n):
  for j in range(6):fs.append((i*6+j,((i+1)%n)*6+j,((i+1)%n)*6+(j+1)%6,i*6+(j+1)%6))
 a.add(vs,fs,mat,True)

def octagon(w,h,cy=0):
 x=w/2;y=h/2;cx=min(w*.12,5);dy=min(h*.24,4)
 return [(x,cy+y-dy),(x-cx,cy+y),(-x+cx,cy+y),(-x,cy+y-dy),(-x,cy-y+dy),(-x+cx,cy-y),(x-cx,cy-y),(x,cy-y+dy)]

def loft(a,sections,mat=PAINT,bev=.15):
 vs=[]
 for z,w,h,y in sections:vs.extend([(x,yy,z) for x,yy in octagon(w,h,y)])
 fs=[]
 for k in range(len(sections)-1):
  for i in range(8):fs.append((k*8+i,k*8+(i+1)%8,(k+1)*8+(i+1)%8,(k+1)*8+i))
 fs.extend([tuple(reversed(range(8))),tuple((len(sections)-1)*8+i for i in range(8))]);poly(a,vs,fs,mat,bev)

H=Assembly('Hull');ASSEMBLIES=[H];SOCKETS=[]
def socket(name,p,parent=None):SOCKETS.append((name,Vector(p),parent))
# Closed internal load-bearing spine, upper and lower shell profiled separately.
SECTIONS=[(-131,60,28,0),(-92,60,28,0),(20,58,28,0),(62,52,24,0),(105,38,17,0),(145,24,8,0),(154,24,7,0)]
def profile(z):
 for l,r in zip(SECTIONS,SECTIONS[1:]):
  if l[0]<=z<=r[0]:
   t=(z-l[0])/(r[0]-l[0]);return tuple(l[i]*(1-t)+r[i]*t for i in (1,2,3))
 return SECTIONS[0][1:] if z<SECTIONS[0][0] else SECTIONS[-1][1:]
# Central recessed machinery strip between thick upper/lower hulls.
loft(H,[(z,w-3,2.6,0) for z,w,h,y in SECTIONS],DARK,.16)
loft(H,[(z,w,h/2-1, h/4+.5) for z,w,h,y in SECTIONS],PAINT,.24)
# Underbow hangar openings: omit the outer side walls for z=66..101.
for z0,z1 in [(-131,-92),(-92,20),(20,62),(62,66),(66,101),(101,105),(105,145),(145,154)]:
 w0,h0,_=profile(z0);w1,h1,_=profile(z1)
 if z0==66:
  # Floor, ceiling and inward bulkheads leave real side openings.
  loft(H,[(z0,w0,h0*.12,-h0*.44),(z1,w1,h1*.12,-h1*.44)],PAINT,.18)
  loft(H,[(z0,w0-15,h0/2-2,-h0/4-1),(z1,w1-15,h1/2-2,-h1/4-1)],DARK,.15)
 else:loft(H,[(z0,w0,h0/2-1,-h0/4-.5),(z1,w1,h1/2-1,-h1/4-.5)],PAINT,.22)
# Recess lips: sloped cheek panels form the mouth's upper coaming.
for s in (-1,1):
 for zz in [67,100]:
  w,h,_=profile(zz);box(H,(s*(w/2-.9),-h*.27,zz),(1.8,h*.43,1.35),METAL,.25)
 w0,h0,_=profile(67);w1,h1,_=profile(100)
 tube(H,(s*(w0/2-.4),-h0*.48,67),(s*(w1/2-.4),-h1*.48,100),.48,mat=METAL,n=12)
 tube(H,(s*(w0/2-.25),-1.5,67),(s*(w1/2-.25),-1.5,100),.5,mat=METAL,n=12)
 for zz in range(70,100,4):
  w,h,_=profile(zz);box(H,(s*(w/2-6.5),-h*.27,zz),(.3,h*.3,.45),METAL,.06)
  box(H,(s*(w/2-2.4),-h*.40,zz),(3.6,.12,.55),LAMP,.035)
 # Loading gantry, overhead rails and piping inside the opening.
 tube(H,(s*16,-3,69),(s*12,-3,99),.24,mat=METAL,n=10)
 box(H,(s*15,-6,82),(1,3,8),DARK,.12)
 for zz in (74,87,96):box(H,(s*14,-9,zz),(2.5,2,3),METAL,.13)
# Primary hull panel grid; long flat plates interrupted by transverse seams.
for z0,z1 in zip([-130,-116,-102,-88,-74,-60,-46,-32,-18,-4,10,24,38,52,66,80,94,108,122,136,145],[-116,-102,-88,-74,-60,-46,-32,-18,-4,10,24,38,52,66,80,94,108,122,136,145,153]):
 z0+=.12;z1-=.12;w0,h0,_=profile(z0);w1,h1,_=profile(z1)
 for side in (-1,1):
  # Broad top/bottom plating, with angular shoulder chamfers.
  for lane in range(4):
   f0=-.38+lane*.19;f1=f0+.186
   for up in (-1,1):
    y0=up*(h0/2+.08);y1=up*(h1/2+.08)
    vs=[(w0*f0,y0,z0),(w0*f1,y0,z0),(w1*f1,y1,z1),(w1*f0,y1,z1)]
    if side==-1:continue # one cover per face, not duplicate
    vs += [(x,y-up*.24,z) for x,y,z in vs]
    poly(H,vs,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)],PAINT,.055)
  # vertical cheek plates above window line, and below except hangar.
  for up in (-1,1):
   if up==-1 and 65<((z0+z1)/2)<102:continue
   y0a=up*1.8;y0b=up*(h0/2-min(h0*.12,2.0))
   y1a=up*1.8;y1b=up*(h1/2-min(h1*.12,2.0))
   if abs(y0b)<2.2 or abs(y1b)<2.2:continue
   x0=side*(w0/2+.04);x1=side*(w1/2+.04)
   vs=[(x0,y0a,z0),(x0,y0b,z0),(x1,y1b,z1),(x1,y1a,z1)]
   vs += [(x-side*.22,y,z) for x,y,z in vs]
   poly(H,vs,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)],PAINT,.06)
# Waist window strips at a believable deck height, 1.1m tall panes.
for side in (-1,1):
 for z in np.arange(-119,129,2.15):
  if -51<z<-9:continue
  w,h,_=profile(float(z));x=side*(w/2-.62)
  if z<58 or (int(z/9)%4==0):
   box(H,(x,0,z),(.22,1.12,1.72),LAMP,.035)
   if int(z)%7==0:box(H,(x+side*.15,0,z),(.12,1.28,.13),METAL,.02)
  else:
   # exposed cables in the forward machinery trench
   box(H,(x-.35*side,0,z),(.42,1.5,1.52),METAL,.06)
 for zz in range(-120,130,8):
  w,h,_=profile(zz)
  for y in (-1.4,1.4):tube(H,(side*(w/2-.35),y,zz),(side*(profile(min(zz+7,145))[0]/2-.35),y,zz+7),.15,mat=METAL,n=8)
# Three full octagonal armour belts, with inset face plates, edge rails, fasteners.
for z in [-16,-30,-44]:
 for dz in [-5.9,5.9]:loft(H,[(z+dz-.25,64,32,0),(z+dz+.25,64,32,0)],DARK,.1)
 loft(H,[(z-5.45,63.2,31.2,0),(z+5.45,63.2,31.2,0)],METAL,.5)
 ringp=octagon(64,32)
 for k in range(8):
  p=Vector((*ringp[k],0));q=Vector((*ringp[(k+1)%8],0));center=(p+q)/2;d=q-p
  normal=Vector((center.x,center.y*2,0)).normalized()
  vs=[]
  for depth in [0,.32]:
   for v,dz in [(p,.0),(q,.0)]:pass
   for t,dz in [(.055,-4.8),(.945,-4.8),(.945,4.8),(.055,4.8)]:
    c=p.lerp(q,t)+normal*(.10+depth);vs.append((c.x,c.y,z+dz))
  poly(H,vs,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)],METAL,.18)
  for t in (.12,.30,.50,.70,.88):
   c=p.lerp(q,t)+normal*.65
   for dz in (-4.4,4.4):tube(H,(c.x,c.y,z+dz),(c.x+normal.x*.16,c.y+normal.y*.16,z+dz),.25,mat=DARK,n=6)
# Stern machinery neck and octagonal engine casing. Four independent bells.
loft(H,[(-147,70,36,0),(-141,70,36,0),(-123,68,35,0),(-118,61,29,0)],PAINT,.65)
loft(H,[(-148.6,66,33,0),(-146.4,66,33,0)],DARK,.3)
for x in (-18,18):
 for y in (-8.8,8.8):
  tube(H,(x,y,-143),(x,y,-150),8.05,7.8,HEAT,n=48,inside=6.9)
  tube(H,(x,y,-150),(x,y,-159.9),7.8,7.3,HEAT,n=48,inside=6.1)
  for z in (-148,-151,-157.8,-159.7):ring(H,(x,y,z),(0,0,1),7.45 if z<-151 else 7.8,.25,METAL)
  # Interior throat remains deep behind the lip. No opaque flat end-cap at exit.
  tube(H,(x,y,-148),(x,y,-155.6),6.65,6.13,DARK,n=48,inside=5.65)
  tube(H,(x,y,-149.8),(x,y,-150.0),5.55,mat=ENGINE,n=48)
  ring(H,(x,y,-155.2),(0,0,1),5.87,.21,ENGINE)
  ring(H,(x,y,-153),(0,0,1),6.10,.18,ENGINE)
  for j in range(24):
   ang=j*2*math.pi/24
   tube(H,(x+7.65*math.cos(ang),y+7.65*math.sin(ang),-150),(x+7.2*math.cos(ang),y+7.2*math.sin(ang),-159.2),.13,mat=METAL,n=6)
  socket('Thruster_'+str(len([s for s in SOCKETS if s[0].startswith('Thruster')])+1),(x,y,-160))
# Engine casing subdivisions, access covers and dark cooling stacks.
for side in (-1,1):
 for z in (-130,-141):
  box(H,(side*34.7,0,z),(.6,20,9.5),PAINT,.23)
  for y in (-7,7):
   box(H,(side*35.0,y,z),(.12,3.2,5.0),DARK,.06)
   for k in range(5):box(H,(side*35.08,y-1.1+k*.55,z),(.13,.18,4.5),METAL,.035)
 for x in (-23,0,23):
  for z in (-129,-142):
   box(H,(x,18.05,z),(15,.35,9),PAINT,.14)
   for k in range(5):box(H,(x,18.28,z-2+k),(10,.18,.20),DARK,.03)
 # Long heat-stained conduits disappear into the engine collar.
 for y in (-9,9):
  tube(H,(side*28.8,y,-104),(side*32,y,-126),.65,mat=HEAT,n=16)
  for z in (-108,-114,-120):tube(H,(side*29.4,y,z-.32),(side*29.4,y,z+.32),.85,mat=METAL,n=16)
# Command tower: asymmetric stepped foundations and a raked bridge face.
loft(H,[(-114,31,5,15.5),(-80,31,5,15.5),(-75,25,2,14)],PAINT,.35)
def tower_level(y0,y1,w0,w1,zf0,zf1,zb0,zb1,mat):
 vs=[(-w0/2,y0,zf0),(w0/2,y0,zf0),(w0/2,y0,zb0),(-w0/2,y0,zb0),(-w1/2,y1,zf1),(w1/2,y1,zf1),(w1/2,y1,zb1),(-w1/2,y1,zb1)]
 poly(H,vs,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],mat,.25)
tower_level(17,33.8,25,18,-80,-86,-111,-110,PAINT)
tower_level(17,31,10,8,-103,-106,-117,-114,METAL)
# Dark recessed bridge bands, translucent panes, interior stations.
for y,z,w in [(21.1,-81.7,23),(31.6,-85.4,18.8)]:
 box(H,(0,y,z+.28),(w,1.68,.36),DARK,.12)
 box(H,(0,y,z+.50),(w-.8,1.06,.16),LAMP,.04)
 box(H,(0,y,z+.66),(w-.65,1.22,.12),GLASS,.03)
 for x in np.arange(-w/2+.6,w/2,.95):box(H,(x,y,z+.78),(.12,1.45,.20),METAL,.025)
 for s in (-1,1):
  box(H,(s*(w/2-.18),y,z-4.2),(.32,1.3,8.4),DARK,.1)
  box(H,(s*(w/2+.02),y,z-4.2),(.12,.9,7.9),LAMP,.03)
  box(H,(s*(w/2+.12),y,z-4.2),(.10,1.06,8),GLASS,.025)
  for zz in np.arange(z-7.8,z,.95):box(H,(s*(w/2+.19),y,zz),(.17,1.2,.12),METAL,.02)
# Bridge panel breaks and roof equipment.
for side in (-1,1):
 for yy in (24,27.3):
  box(H,(side*10.6,yy,-99),(.4,2.8,9.5),PAINT,.12)
  for zz in (-97,-99,-101):box(H,(side*10.9,yy,zz),(.2,1.5,.26),DARK,.04)
 for zz in (-91,-98,-105):
  tube(H,(side*7,34.0,zz),(side*7,34.4,zz),.35,mat=METAL,n=8)
box(H,(0,34.1,-97),(16,.55,18),PAINT,.22)
box(H,(-3,34.8,-96),(5,1.2,5),DARK,.18)
tube(H,(-3,35.3,-96),(-3,36.1,-96),1.5,1.25,METAL,n=24)
# Antenna forest, grounded in roof fittings, max height 40m.
for x,z,height in [(5,-105,5.6),(3.2,-104,3.4),(-6,-106,2.8),(6,-91,1.5)]:
 tube(H,(x,34.4,z),(x,34.9,z),.55,.35,METAL,n=12)
 tube(H,(x,34.8,z),(x,34.4+height,z),.18,.06,DARK,n=10)
 if height>3:tube(H,(x-1.2,36,z),(x+1.2,36,z),.10,mat=METAL,n=8)
# Clean plate is balanced with discrete service bays, rails and human-scale fittings.
for side in (-1,1):
 for z in (-115,-101,-84,-63,1,17,46,58,111,129):
  w,h,_=profile(z);x=side*w*.24;y=h/2+.30
  box(H,(x,y,z),(4.3,.48,5.8),DARK,.18)
  box(H,(x,y+.27,z),(3.8,.18,5.2),METAL,.12)
  for j in range(8):box(H,(x,y+.42,z-2.1+j*.6),(3.2,.13,.23),DARK,.025)
  for zz in (-2.2,2.2):
   for xx in (-1.7,1.7):tube(H,(x+xx,y+.4,z+zz),(x+xx,y+.58,z+zz),.13,mat=METAL,n=6)
 for z in (-108,-79,-59,0,24,49):
  w,h,_=profile(z)
  # Lower maintenance panels and cable loops are flush-connected.
  x=side*(w/2+.3)
  box(H,(x,-7,z),(.4,4.6,7.6),METAL,.15)
  box(H,(x+side*.24,-7,z),(.15,3.7,6.5),PAINT,.07)
  for yy in (-8.2,-5.7):tube(H,(x+side*.4,yy,z-2.3),(x+side*.4,yy,z+2.3),.13,mat=DARK,n=8)
 # Utility piping along rear shoulders, with clips.
 for yy in (4.0,6.0):
  tube(H,(side*29.6,yy,-63),(side*29.6,yy,-112),.25,mat=METAL,n=10)
  for zz in range(-110,-62,6):box(H,(side*29.75,yy,zz),(.5,.8,.35),DARK,.06)
# Bow probe gun foundations and forward sensor array; not a pointed triangle.
for s in (-1,1):
 box(H,(s*7.3,0,149),(3.2,2.2,6.4),DARK,.3)
 tube(H,(s*7.3,0,151),(s*7.3,0,159.85),.45,.25,METAL,n=16)
 socket('Muzzle_fixed_'+('L' if s>0 else 'R'),(s*7.3,0,160))
 box(H,(s*7,4.9,137),(4.5,1.2,5.7),PAINT,.25)
 for x in [-1,0,1]:tube(H,(s*7+x,5.05,140),(s*7+x,5.05,140.45),.27,mat=DARK,n=12)
# Traversing primary armament, all body and barrel shapes are local to actual pivots.
for idx,(z,up) in enumerate([(34,1),(-66,1),(28,-1),(-70,-1)],1):
 py=14*up;T=Assembly(f'Turret_{idx}',(0,py,z),H);A=Assembly(f'Gun_{idx}',(0,py+2.8*up,z+3.4),T)
 ASSEMBLIES.extend([T,A])
 tube(H,(0,13.7*up,z),(0,14.7*up,z),6.7,6.5,DARK,n=40)
 ring(H,(0,14.3*up,z),(0,1,0),6.5,.25,METAL,n=40)
 # faceted sloping gunhouse, 6m high above/below mounting axis.
 loft(T,[(z-7,10,3.8,py+2.1*up),(z-4.5,13,5.4,py+2.7*up),(z+5.1,12,4.8,py+2.4*up),(z+7.2,9,3.0,py+2.4*up)],METAL,.32)
 for s in (-1,1):
  box(T,(s*5.9,py+2.8*up,z-1),(1.0,3.2,7.6),METAL,.24)
  box(T,(s*6.3,py+2.8*up,z-2),(.35,1.1,3.2),DARK,.08)
  tube(T,(s*6.4,py+2.8*up,z+3.4),(s*6.8,py+2.8*up,z+3.4),.72,mat=METAL,n=20)
  box(T,(s*3.2,py+5.4*up,z-3.5),(3,1,3.6),METAL,.18)
 # Moving elevation cradle and twin recoiling-looking telescoping barrels.
 tube(A,(-4.8,py+2.8*up,z+3.4),(4.8,py+2.8*up,z+3.4),1.4,mat=DARK,n=24)
 for s in (-1,1):
  x=s*2.4;y=py+2.8*up
  tube(A,(x,y,z+3.2),(x,y,z+10.5),1.0,.78,DARK,n=20)
  tube(A,(x,y,z+9.8),(x,y,z+19.5),.64,.46,METAL,n=20)
  tube(A,(x,y,z+18.8),(x,y,z+24),.49,.48,DARK,n=20,inside=.30)
  for zz,rad in [(z+7,1.08),(z+10.2,.84),(z+18.7,.62),(z+22.8,.57)]:tube(A,(x,y,zz-.24),(x,y,zz+.24),rad,mat=METAL,n=20)
  socket(f'Muzzle_{2*idx-(1 if s==-1 else 0)}',(x,y,z+24),A)
 # roof hatch and optoelectronic sight are integral to traverse.
 tube(T,(0,py+5.2*up,z-3),(0,py+5.5*up,z-3),1.5,mat=DARK,n=24)
 box(T,(3.9,py+4.6*up,z+3),(1.4,1.1,2),DARK,.16)
 box(T,(3.9,py+4.6*up,z+4.04),(1.0,.5,.12),GLASS,.02)
# Point defence: fixed paired mounts at upper/lower shoulders, separately named sockets.
pd=0
for z in (-111,-57,4,56,118):
 for s in (-1,1):
  w,h,_=profile(z);x=s*(w*.34);y=h/2+.4
  tube(H,(x,y-.3,z),(x,y+.6,z),1.65,1.45,DARK,n=20)
  loft(H,[(z-1.6,2.7,1.9,y+1.3),(z+1.3,2.2,1.5,y+1.3)],METAL,.18) if False else None
  box(H,(x,y+1.1,z),(2.6,1.8,2.9),METAL,.25)
  for k in (-1,1):
   tube(H,(x+k*.57,y+1.3,z+.7),(x+k*.57,y+1.7,z+5),.23,.15,DARK,n=12)
   pd+=1;socket('Muzzle_PD_'+str(pd),(x+k*.57,y+1.7,z+5))
# Small service rails, inspection ladders, tether rings and bolts: scale cues.
for s in (-1,1):
 for zz in (-116,-105,-82,-61,5,19,51):
  w,h,_=profile(zz);x=s*(w*.37);y=h/2+.22
  for k in range(5):tube(H,(x-.6,y,zz+k*.5),(x+.6,y,zz+k*.5),.06,mat=DARK,n=6)
  for dx in (-.6,.6):tube(H,(x+dx,y,zz),(x+dx,y,zz+2),.07,mat=METAL,n=8)
 for z0,z1 in [(-110,-84),(-77,-57),(1,22)]:
  x=s*20
  for zz in np.arange(z0,z1+1,2.4):tube(H,(x,14.0,zz),(x,15.0,zz),.065,mat=METAL,n=6)
  tube(H,(x,15,z0),(x,15,z1),.075,mat=METAL,n=8)
 for zz in range(-116,120,12):
  w,h,_=profile(zz);x=s*(w*.35)
  for dx in (-.7,.7):tube(H,(x+dx,h/2+.06,zz),(x+dx,h/2+.22,zz),.14,mat=METAL,n=6)
# Torpedo recesses and navigation beacons, no text or painted markings.
for s in (-1,1):
 for zz in (112,118):
  w,h,_=profile(zz);x=s*(w/2+.1)
  box(H,(x,-1.8,zz),(.36,2.2,3.2),DARK,.15)
  socket('Hardpoint_'+str(len([q for q in SOCKETS if q[0].startswith('Hardpoint')])+1),(x,-1.8,zz))
 box(H,(s*34.4,2.0,-137),(1.2,1,2.2),DARK,.2)
 box(H,(s*34.8,2.0,-137),(.4,.55,1.2),LAMP,.1)
socket('Light_Nav_L',(35,2,-137));socket('Light_Nav_R',(-35,2,-137));socket('Light_Beacon',(0,35,-96));socket('Camera_Chase',(0,90,-240))
# Exact mesh envelope, without applying any transform to moving nodes.
allv=np.array([v for a in ASSEMBLIES for v in a.v]);vmin=allv.min(axis=0);vmax=allv.max(axis=0)
scale=np.array([70.,60.,320.])/(vmax-vmin);shift=np.array([(vmax[0]+vmin[0])/2,0,(vmax[2]+vmin[2])/2])
for a in ASSEMBLIES:
 a.v=[tuple((np.array(v)-shift)*scale) for v in a.v]
 a.pivot=Vector((np.array(a.pivot)-shift)*scale)
SOCKETS=[(n,Vector((np.array(p)-shift)*scale),par) for n,p,par in SOCKETS]
# Build named nodes and preserve moving-node origins (no transform_apply calls).
for a in ASSEMBLIES:a.finish()
for name,p,parent in SOCKETS:
 e=bpy.data.objects.new(name,None);SC.collection.objects.link(e);e.empty_display_size=.7;e.empty_display_type='PLAIN_AXES'
 e.parent=(parent or H).o;e.location=B(p-(parent or H).pivot)
 if name.startswith('Light_Nav_'):e['color']=[1,0,0] if name.endswith('L') else [0,1,0]
 if name.startswith('Thruster'):e['exhaust_axis']=[0,0,-1]
ASSET=[o for o in SC.objects if o.type in ('MESH','EMPTY')]
bpy.context.view_layer.update()
# Reject degenerate geometry before serialisation.
for a in ASSEMBLIES:
 bm=bmesh.new();bm.from_mesh(a.o.data);bad=[f for f in bm.faces if f.calc_area()<1e-9]
 if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(a.o.data);bm.free()
triangles=sum(sum(len(p.vertices)-2 for p in a.o.data.polygons) for a in ASSEMBLIES)
print('GEOMETRY',triangles,'triangles',len(ASSET),'nodes',flush=True)
# Standard glTF PBR output, with explicit baseColorFactors after export.
for name,node in COLOR_NODES.items():
 nt=bpy.data.materials[name].node_tree;bs=nt.nodes.get('Principled BSDF');nt.links.new(node.inputs[1].links[0].from_socket,bs.inputs['Base Color'])
activate(H.o)
for o in ASSET:o.select_set(True)
glb=ROOT/'light-cruiser.glb'
bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_image_format='AUTO')
# Patch factors only. Geometry and images are Blender's exact clean export.
def patch_factors(path):
 data=path.read_bytes();pos=12;chunks=[]
 while pos<len(data):
  n,typ=struct.unpack_from('<II',data,pos);chunks.append((typ,data[pos+8:pos+8+n]));pos+=8+n
 j=json.loads(chunks[0][1])
 for m in j.get('materials',[]):
  name=m.get('name')
  if name in FACTORS:m.setdefault('pbrMetallicRoughness',{})['baseColorFactor']=[*FACTORS[name],1]
  if name=='Glass':m['alphaMode']='BLEND'
 j['asset']['extras']={'source':'sheet.jpg; original procedural reconstruction','metres':True,'paint_contract':'Paint baseColorFactor only','texture_space':'world scale 8m hull / 4m hardware'}
 raw=json.dumps(j,separators=(',',':')).encode();raw+=b' ' *((-len(raw))%4);chunks[0]=(chunks[0][0],raw)
 out=b''.join(struct.pack('<II',len(d),t)+d for t,d in chunks);path.write_bytes(struct.pack('<III',0x46546c67,2,12+len(out))+out)
patch_factors(glb)
for name,node in COLOR_NODES.items():
 nt=bpy.data.materials[name].node_tree;nt.links.new(node.outputs[0],nt.nodes.get('Principled BSDF').inputs['Base Color'])
# Bounds of render meshes (sockets outside hull are intentionally excluded).
bpy.context.view_layer.update();pts=[o.matrix_world@Vector(c) for o in ASSET if o.type=='MESH' for c in o.bound_box]
lo=[min(G(p)[i] for p in pts) for i in range(3)];hi=[max(G(p)[i] for p in pts) for i in range(3)]
PAINTS=[('Naval grey',[.60,.61,.62]),('Gunmetal',[.20,.24,.29]),('Olive drab',[.25,.29,.18]),('Desert sand',[.63,.48,.30]),('Arctic white',[.86,.89,.90]),('Deep navy',[.07,.12,.22])]
manifest={'units':'metres','forward':[0,0,1],'up':[0,1,0],'left':[1,0,0],'bounding_box':{'min':lo,'max':hi,'size':[hi[i]-lo[i] for i in range(3)]},'triangles':triangles,'materials':[m.name for m in MATS],'nodes':{},'axes':{},'paints':[{'name':n,'linear_rgb':v} for n,v in PAINTS]}
for o in ASSET:
 manifest['nodes'][o.name]={'world_position':G(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'type':o.type}
 if o.name.startswith('Turret_'):manifest['axes'][o.name]=[0,1,0]
 if o.name.startswith('Gun_'):manifest['axes'][o.name]=[1,0,0]
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
# Soft daylight in a near-black blue-gradient void. No stage or ground.
world=bpy.data.worlds.new('Deep space');SC.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
tex=nt.nodes.new('ShaderNodeTexCoord');sep=nt.nodes.new('ShaderNodeSeparateXYZ');nt.links.new(tex.outputs['Normal'],sep.inputs[0]);ramp=nt.nodes.new('ShaderNodeValToRGB');nt.links.new(sep.outputs[2],ramp.inputs[0]);ramp.color_ramp.elements[0].color=(.004,.006,.012,1);ramp.color_ramp.elements[1].color=(.021,.034,.065,1)
bg=nt.nodes.new('ShaderNodeBackground');nt.links.new(ramp.outputs[0],bg.inputs['Color']);bg.inputs['Strength'].default_value=.45;out=nt.nodes.new('ShaderNodeOutputWorld');nt.links.new(bg.outputs[0],out.inputs[0])
def light(name,p,energy,col,size):
 d=bpy.data.lights.new(name,'AREA');d.energy=energy;d.color=col;d.shape='DISK';d.size=size;o=bpy.data.objects.new(name,d);SC.collection.objects.link(o);o.location=B(p);o.rotation_euler=(-o.location).to_track_quat('-Z','Y').to_euler()
light('Key',(100,170,130),780000,(1,.97,.91),100)
light('Cool fill',(-130,45,50),190000,(.57,.73,1),180)
light('Stern rim',(40,100,-200),850000,(.68,.81,1),130)
light('Under bounce',(40,-110,70),90000,(.54,.66,1),170)
camdata=bpy.data.cameras.new('Render camera');cam=bpy.data.objects.new('Render camera',camdata);SC.collection.objects.link(cam);SC.camera=cam;camdata.type='ORTHO';camdata.lens=52

def camera(p,target=(0,4,0),ortho=360):
 cam.location=B(p);cam.rotation_euler=(B(target)-cam.location).to_track_quat('-Z','Y').to_euler();camdata.ortho_scale=ortho;camdata.clip_end=3000

def render(path,w=1920,h=1080,samples=24):
 SC.render.resolution_x=w;SC.render.resolution_y=h;SC.render.resolution_percentage=100;SC.cycles.samples=samples;SC.render.filepath=str(path);bpy.ops.render.render(write_still=True)
 print('RENDERED',path.name,round(time.time()-START,1),flush=True)
# Camera almost broadside, bow left, sufficient top view to see both dorsal turrets.
camera((255,158,230),ortho=347)
# Save clean scene for recovery and further inspection, outside delivery files.
bpy.ops.wm.save_as_mainfile(filepath=str(QA/'light-cruiser.blend'))
# Plain clay proof uses a view-layer override, then restores original materials.
clay=bpy.data.materials.new('QA_Clay');clay.use_nodes=True;cb=clay.node_tree.nodes.get('Principled BSDF');cb.inputs['Base Color'].default_value=(.40,.40,.40,1);cb.inputs['Roughness'].default_value=.68
SC.view_layers[0].material_override=clay
render(ROOT/'clay.png',1920,1080,20)
SC.view_layers[0].material_override=None
render(ROOT/'final.png',1920,1080,40)
camera((330,0,0),target=(0,6,0),ortho=350);render(ROOT/'side.png',1920,1080,24)
camera((210,100,-280),target=(0,2,-30),ortho=335);render(QA/'rear.png',1440,900,20)
camera((102,47,118),target=(12,-1,80),ortho=92);render(QA/'close.png',1440,900,28)
# Verify every articulated transform with an actual 30-degree pose render.
camera((255,158,230),ortho=347)
for a in ASSEMBLIES[1:]:
 if a.name.startswith('Turret'):a.o.rotation_euler.z=math.radians(30)
 else:a.o.rotation_euler.x=math.radians(30)
bpy.context.view_layer.update()
for a in ASSEMBLIES[1:]:
 if a.name.startswith('Turret'):assert (a.o.matrix_world.translation-B(a.pivot)).length<1e-5
render(QA/'articulation_30deg.png',1440,900,20)
for a in ASSEMBLIES[1:]:a.o.rotation_euler=(0,0,0)
# Six same-view colourways. Compose with Blender image pixels, no external dependency.
frames=[]
for i,(name,col) in enumerate(PAINTS):
 COLOR_NODES['Paint'].inputs[2].default_value=(*col,1)
 render(QA/f'paint_{i}.png',640,360,12)
 im=bpy.data.images.load(str(QA/f'paint_{i}.png'),check_existing=False);arr=np.empty(640*360*4,dtype=np.float32);im.pixels.foreach_get(arr);frames.append(arr.reshape(360,640,4));bpy.data.images.remove(im)
canvas=np.zeros((720,1920,4),dtype=np.float32)
for i,arr in enumerate(frames):
 row=1-i//3;col=i%3;canvas[row*360:(row+1)*360,col*640:(col+1)*640]=arr
im=bpy.data.images.new('Six paints',1920,720,alpha=True);im.pixels.foreach_set(canvas.ravel());im.filepath_raw=str(ROOT/'paints.png');im.file_format='PNG';im.save()
COLOR_NODES['Paint'].inputs[2].default_value=(*PAINTS[0][1],1)
notes=[
'Original 320m space-opera light cruiser: slab hull, recessed hangars, command tower, four articulated twin turrets, point defence and four deep engine bells.',
f'{triangles:,} triangles; {glb.stat().st_size/1e6:.2f} MB GLB; moving pivots tested at 30 degrees; Y-up, +Z nose, metre units.',
'Materials (7): Paint, Titanium, DarkMetal, Scorch, Glass, Lamps, Engines; neutral Paint texture with default factor [0.60, 0.61, 0.62].',
'Tiled Cycles GPU bakes: hull/metal colour and normal 1024², heat colour/normal 512², all ORM 512²; shared 8m hull and 4m hardware UV scale.',
'Poly Haven CC0 sources: blue_metal_plate, metal_plate_02, rusty_metal_02; https://polyhaven.com/license ; source ids browsed through https://api.polyhaven.com/assets?t=textures .',
'Differences: original stepped bridge roof and nozzle ribs; additional human-scale service fittings; four main turrets placed on true dorsal/ventral centreline mounts.'
]
(ROOT/'NOTES.md').write_text('\n'.join(notes)+'\n')
print('COMPLETE',round(time.time()-START,1),'seconds',triangles,'triangles',glb.stat().st_size,'bytes',manifest['bounding_box'],flush=True)

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exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 exited 1 in 0ms:
cat: /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md: No such file or directory

exec
/bin/bash -lc 'cat /tmp/light-cruiser-critic1b.txt && cat /tmp/light-cruiser-runtime/check.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
**Verdict: REVISE**

Ranked findings:

1. **Hull is blown-out white, with no weathering (final.png, close.png).**
   - The whole hull reads as one white plastic model. The sheet is mid-grey with rust, streaks and heat-scorch near the engines.
   - Panel seams are faint hairlines, and the hull has no AO, grime or edge wear.
   - Fix:
     - Set hull albedo to about 0.25–0.35 grey.
     - Cut the key light and exposure so the hull peaks around 0.8.
     - Add dirt in the seams and a roughness variation map.
     - Add rust and scorch streaks fanning forward from the engine block.
     - Add paint chips on edges.
     - Tint panels slightly differently from one another.

2. **Engines read as 3 nozzles, not the 4 required (final.png, side.png).**
   - From the stern three-quarter, the engines look like 3 tan or brass cylinders, one partly hidden. The side view shows two stacked.
   - There is no orange plasma glow, which the sheet clearly shows.
   - The nozzles are flat tan with no depth.
   - Fix:
     - Confirm a 2×2 cluster is present, and view it from the stern.
     - Make the nozzles dark scorched metal with an inner ring.
     - Add emissive orange cores.
     - Put heat discoloration on the engine block.

3. **Silhouette is dagger-like, and the 60 m height is missing (final.png, side.png).**
   - The bow tapers to a long needle from about 40% of the length, which is the "dagger" the brief rules out.
   - The side view is a thin sliver. The sheet's hull is deeper, with a heavier bow shoulder.
   - Fix:
     - Blunt the bow, ending in a wider ram or prow of about 25–30 m.
     - Keep the full beam and depth until about 70% of the length.
     - Deepen the hull toward 60 m, and add a ventral keel so the side profile gains mass.

4. **Armament is thin and the scale cues are weak (final.png, side.png).**
   - Only 2 main twin turrets are visible: one forward, one behind the armour belt. The brief asks for 4.
   - Ventral turrets show in the side view but are hidden in the 3/4 view.
   - The turrets are small light-grey blobs. The many louvre vents and tiny point-defence guns look like toys and give no sense of 320 m.
   - Fix:
     - Make the 4 main twins clearly larger and visible (2 dorsal, 2 ventral). Add barbettes, rings and dark barrels.
     - Reduce the repeated vent and light-grey box clutter.
     - Add scale details: window rows, ladders, hatches, antennas, and 20–30 m reference structures.

5. **Hangar and armour belt read as flat, with weak contrast and no lighting (close.png, final.png).**
   - The hangar is a shallow pale slot with only a few small blue floor lights. It sits at the bow edge, but it doesn't look like a deep bay under the bow.
   - The armour belt is flat grey blocks with no bolts or wear.
   - The hull window and light strip is a uniform blue dash line and looks artificial.
   - The tower is a clean white wedge with too few windows.
   - Fix:
     - Darken the hangar interior, add a warm orange light and a visible deck and depth.
     - Add a surrounding frame, bay door and guide lights.
     - Add bolts, seams and scratches to the belt.
     - Vary the window sizes and brightness.
     - Add detail to the tower: sensors, a bridge window band and antennas.

The author's brightness point is confirmed and is finding 1.

For the next pass, do findings 1–3 first. They change the ship's overall read the most.
{
  "nodes": 79,
  "materials": 7,
  "drawCalls": 59,
  "triangles": 428088,
  "bounds": {
    "min": [
      -35.14500045776367,
      -19.899999618530273,
      -159.91650390625
    ],
    "max": [
      35.14500045776367,
      40,
      159.85000610351562
    ]
  },
  "renderer": "WebKit WebGL",
  "paint": [
    0.6,
    0.61,
    0.62
  ],
  "engine": [
    1,
    0.1899999976158142,
    0.014000000432133675
  ],
  "errors": []
}

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exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

The concept image is the spec, not decoration. For every asset in a kit:

1. **Model every piece in Blender from the concept image** using loft/recess/
   greeble (§3). Grey-clay render it before touching a texture (§4, §10) —
   box-stacking hides under any lighting rig except flat grey + one hard key.
2. **Use a fitting registered photographic texture set or an image model** for
   photographic surfaces (ground, foliage, cloth). Record origin, license and
   physical scale; matching normal/roughness maps must remain aligned. Use an
   existing suitable licensed scan before generating a replacement; use Cycles nodes only for what
   genuinely varies by geometry (edge wear, per-plate tone), and flatten
   before export (§6).
3. **Screenshot-vs-concept loop.** Render next to the concept, same angle if
   possible, compare. Judge by measured numbers where you can (§10: tone
   percentiles, AO floor, draw calls), by eye where you can't (silhouette,
   chamfer read, material believability). Iterate until it reads as the
   concept, not until it "looks 3D".
4. **Export once clay AND texture both hold up.** A model that's flat-correct
   in clay but goes muddy after baking has a material bug, not a modelling
   bug — don't re-model to fix a bad bake.

## 2. Headless setup on gex44

Blender 5.2.0 LTS, x64, RTX 4000 Ada, at
`/root/blender-spike/blender-5.2.0-linux-x64/blender`.

**A. Direct subprocess** (matches the source game's `build_*.py` pattern):
```python
BLENDER = "/root/blender-spike/blender-5.2.0-linux-x64/blender"
cmd = [BLENDER, "--background", "--factory-startup", "--python-exit-code", "1", "--python", __file__,
       "--", "BUILD"] + extra_args
# script: `if 'BUILD' in sys.argv: blender_main(...)` else `drive(...)`
```
Split into `drive()` (host: subprocess + result check) and `blender_main()`
(only imports `bpy`/`bmesh` — importing them outside `-b` crashes with no
display). **Without `--python-exit-code 1`, Blender can exit 0 after a Python error.**
Set that flag, check the exit code and logs, and verify fresh output files.
Mesh/export validation still matters: a successful process is not visual proof.

**B. gex44 exec service** (`/opt/astra-blender/blender_exec_server.py`,
loopback `:8793`, token-guarded): POST a python script, get back stdout plus
render paths, for interactive iteration without a subprocess per call. Same
headless constraint — the script is a `blender_main`-shaped body, no GUI code.

Outputs land in the app's `public/models/` (or the GameKit pack's asset dir)
as `.glb` + `.webp`. Draft render: 64 samples / 1280x720 ≈ 2 s on an M-series
GPU (source game, Apple Silicon) — **gex44/RTX 4000 Ada timing is
unmeasured; get one real number before quoting a render budget.**

## 3. Modelling: loft, recess, greeble

Three techniques, in order of impact.

**Loft cross-sections, never stack primitives.**
```python
def oct_ring(w, h, cx, cz):
    a, b = w * 0.5, h * 0.5
    return [( a, b-cz), ( a-cx,  b), (-(a-cx),  b), (-a,  b-cz),
            (-a, -(b-cz)), (-(a-cx), -b), ( a-cx, -b), ( a, -(b-cz))]

def loft(name, sections, mat):    # sections: (y, w, h, cx, cz, dz)
    bm = bmesh.new()
    rings = [[bm.verts.new((x, y, z+dz)) for (x, z) in oct_ring(w, h, cx, cz)]
             for (y, w, h, cx, cz, dz) in sections]
    for A, B in zip(rings, rings[1:]):
        for i in range(8):
            j = (i+1) % 8
            bm.faces.new((A[i], A[j], B[j], B[i]))
    bm.faces.new(list(reversed(rings[0]))); bm.faces.new(rings[-1])
```
Keep the profile **stepped, not tapered** — a parallel midbody, a shoulder, a
blunt end. Steps are what the eye measures scale against.

**Cut detail into the skin**, not glued on top:
```python
sel = [f for f in bm.faces if pick(f)]
bmesh.ops.inset_region(bm, faces=sel, thickness=1.2, depth=0.0,
                       use_even_offset=True, use_boundary=True)
for f in sel:
    bmesh.ops.translate(bm, verts=list(f.verts), vec=f.normal.normalized()*-0.7)
    f.material_index = i_recess
```

**Detail hierarchy, including restraint.** Primary masses, panel bays, fine
greebles at roughly **1/60 of the asset's longest dimension**. Zone them and
**leave clean plate** — greebling every face reads as noise; detail only
registers against something undetailed. Flat-shade hard surfaces.

**A Bevel modifier does nothing on face-soup geometry** — bmesh ops emit
every face with fresh vertices, no shared edges to bevel. Weld first, then
chamfer:
```python
def weld_bevel(ob, width=0.0025, segments=2, angle=math.radians(31), dist=2e-5):
    me = ob.data
    bm = bmesh.new(); bm.from_mesh(me)
    bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=dist)   # joins coincident boxes
    bm.to_mesh(me); bm.free(); me.update()
    apply_bevel(ob, width=width, segments=segments, angle=angle)
```
A 90-degree edge returns no highlight from any light — the single largest
thing separating "modelled" from "a pile of boxes". `o.scale = size` then
Bevel makes pillows (Bevel is local-space) — `transform_apply(scale=True)`
before bevelling.

## 4. Kit-bake pipeline (interior_bake/ distilled)

For a repeated kit (a corridor, a room set, a prop family), stage the build
so nothing bakes twice and occlusion bakes into the placement it ships in:

1. **Tile geo** — hi-poly tile (plates, rivets, hatches) as a **3x3 array**
   so only the centre tile bakes and its edges see real neighbours (no
   cross-fade). Panel tile 2.0 m, deck tile 1.5 m in the source kit.
2. **Tile bake** — bake **height by ray-tracing an Emission shader whose
   colour is world-Z**, not a tangent-space NORMAL bake off a flat cage: a
   vertical panel-gap wall has no cross-section for a downward ray, so a
   NORMAL bake off a plane records nothing for it. Height + a prefilter gives
   both the seams and a slope a texel wide.
   ```python
   sc.render.bake.use_selected_to_active = True   # hi -> flat lo plane
   sc.render.bake.cage_extrusion = 0.05
   ```
3. **Compose** (numpy) — prefiltered normal from height (clamp depth *before*
   differentiating: an undamped 26 mm slot over two texels is a normal lying
   flat, rendering as a crawling black slit); crown/cavity masks drive wear
   and grime; procedural stencils (part numbers, hazard stripes) into albedo.
4. **Kit** — parametric part builders on a shared profile/loft/box library
   (`Part`-style primitives, per-edge bevel, a material "slot" tag).
5. **Props / assemble** — instantiate every master once, `weld_bevel` each
   with a **hand-tuned width per part class** (finer on small props — a
   2.5 mm round-over eats a 6 mm book board), lay the kit out at its in-game
   transforms *before* baking so occlusion matches what ships.
6. **UV + AO bake**:
   ```python
   def unwrap_and_pack(masters, res=2048):
       for ob in masters.values():   # per-object smart UV project, then:
           ...
       bpy.ops.uv.average_islands_scale()
       bpy.ops.uv.pack_islands(margin=0.006, rotate=True)

   def bake_kit_ao(masters, occ, res=2048, dist=1.5, samples=128):
       sc.cycles.samples = samples
       # AO node -> Emission -> Material Output, per material, bake EMIT
   ```
   **AO bakes along the surface normal — wind kit-hull skin facing INTO the
   room**, or it bakes unoccluded everywhere (open space). **Floor-lift the
   result** — occlusion is a modulation, not a shadow; anything reaching
   pure 0 paints a black line lighting can never recover
   (`a2 = 0.34 + 0.66*a**0.85`).
7. **Clay check** before any texture or bake is trusted (§10).

**Texel density**: panel shipped 2048 px / 2.0 m = **1024 px/m**; deck
1024 px / 1.5 m = **683 px/m**; the interior kit's UV/AO atlas ran at
**4096 px** (the bake function's own default is 2048 — override per project,
don't trust a library default). Pick texel density from viewing distance: a
corridor the player's shoulder passes within 40 cm of needs more than a
ceiling never seen close.

## 5. Rocks and foliage

**Rocks** (`build_rocks.py`): carve, don't deform a sphere — a deformed
icosphere is convex-ish every time (the "potatoes" problem). Instead: dense
icosphere → `bmesh.ops.bisect_plane(..., clear_outer=True)` several times for
fracture faces (family-dependent: slab/block/boulder/column/shard) → smaller
bisects near corners for chips → two octaves of `mathutils.noise.noise`
displacement along the normal → `REMESH` (voxel) to heal cuts into one
manifold → `DECIMATE` to a triangle budget → `shade_smooth_by_angle` so
fracture edges stay sharp → bake AO to a `BYTE_COLOR` vertex attribute
(spread instances apart *before* baking — stacked at the origin they occlude
each other into a mean of 0.2) → normalise so the longest axis is 1 and the
low point sits at 0. Ship **8-11 variants across 3 LODs** (full, ~500 tri,
~160 tri) in one GLB, `export_vertex_color='ACTIVE'`, no materials — AO rides
in `COLOR_0`, the shader supplies the surface.

**Foliage** (`pack_leaf.py`): pack an image-model leaf-cluster cutout (RGBA,
transparent bg) into a 512x512 lossless atlas. Normalise each RGB channel's
mean over opaque pixels to 0.5, so the image contributes *variation about the
palette* rather than its own green. Dilate outward into the transparent
margin — bilinear alpha filtering averages the last opaque texel with its
transparent neighbour, and a black neighbour puts a dark fringe on every
edge. Ten dilation passes covers a 512-texel margin at any mip seen.

## 6. Materials

**Procedural (Cycles-only, geometry-driven):** per-plate tonal variation +
pointiness edge wear, the two nodes that make paint look built:
```python
vor = nt.nodes.new("ShaderNodeTexVoronoi"); vor.inputs["Scale"].default_value = 0.16
# RGBToBW -> MapRange 0.9-1.1 -> Multiply into base colour: plate batches
# never quite match, and that mismatch is most of what reads as "welded".
geo = nt.nodes.new("ShaderNodeNewGeometry")
pr = nt.nodes.new("ShaderNodeMapRange")   # From 0.49-0.56, clamp, -> wear factor
nt.links.new(geo.outputs["Pointiness"], pr.inputs["Value"])
# mix toward bare metal + drive Metallic up: free on every convex corner,
# exactly where paint goes in life.
```
Also: bleach on sun-facing normals (`dot(Normal, sun_dir)`), soot along an
object-space axis. **These do NOT survive glTF export** — three.js never
sees the node graph. Bake to a texture before export, or export flat base
colours per material bucket and let the app's own shader apply bleach/soot
from world position (what the source game does).

**Image-model derived** (ground, cloth, rock faces): one generated albedo is
the only photographic input, everything else *derived* in numpy so it can't
disagree with it:
- `height_from_albedo` — 3 band-passed luminance scales (fine/mid/coarse),
  weighted toward the middle — "dark is deep" is the prior every
  albedo-to-normal tool uses and it holds for ground.
- `normal_from_height` — central difference of the height field.
- `ao_from_height` — horizon-based, 16 directions, cone-stepped march.
- `roughness_heuristic` — dust in cavities (rough), exposed faces polish
  (less rough), clamped to an art-direction matte floor.
- **Seam fix in the gradient domain**, not by blending pixel values: take the
  gradient, force it periodic across the wrap by killing the seam's jump
  over a margin of a few px (weight ramps 0→1 away from the seam), then
  FFT-Poisson-integrate back. Mismatch lands in the lowest-frequency mode
  (an invisible ramp) instead of a visible strip at the border — a wide
  margin instead draws bright bars through the derived occlusion.

An image model asked to paint colour onto a rendered height map **redraws
the geometry** (measured: same style, every stone somewhere else). Asked to
*colourise* a flat, shading-free render of the SAME image, it keeps every
stone in place — colourise, don't paint-over, when height must register to
albedo.

## 7. Lighting and camera

**Void/hero lighting**: one hard key (`SUN`, angle ≈ 0.9°), a large weak
fill tinted toward the key's complement, a cold rim so nothing dissolves
into the background. Shadows never fully black. **Camera on the key side** —
a hero angle from the shadow side is carried by fill and reads washed out.

**Clay/QA lighting** (three `SUN`s: key, rim, bounce from below) — the
bounce matters because half of any interior's surfaces face down (an
overhead console, a coaming's underside) and key+rim alone renders them as
unreadable black.

**Camera from the bounding box, never by hand** — hand-placed cameras end up
inside geometry, costing **80x render time** (near-field bounces: 166 s vs
2 s measured):
```python
pts = [o.matrix_world @ Vector(c) for o in meshes for c in o.bound_box]
lo = Vector((min(p[i] for p in pts) for i in range(3)))
hi = Vector((max(p[i] for p in pts) for i in range(3)))
ctr = (lo + hi) / 2; rad = max((p - ctr).length for p in pts)
cam.location = ctr + direction * (rad / math.tan(cam.data.angle / 2) * 1.05)
cam.rotation_euler = (ctr - cam.location).to_track_quat("-Z", "Y").to_euler()
```
`to_track_quat` assumes Z-up world; if the asset is authored Y-up inside
Blender's Z-up slots, build the look-at basis by hand (cross products off
the target vector and the game's own up axis) or every render is on its side.

**Voronoi stars, never thresholded noise** — noise can't separate density
from size (raise frequency to shrink points → thousands; widen the band to
brighten → falling snow). Voronoi: cell scale = how many, distance threshold
= how big. Cells over a sphere ≈ `4π·scale²`, a frame sees under 1% of it, so
`scale=30` puts ~15 cells in shot — use `scale ≈ 110`. Angular radius =
`threshold / scale`; move both together.

**Backdrop geometry must be camera-visible only.** A large emissive shell
(planet, skybox) hit by diffuse/glossy rays becomes an area light every
shading point importance-samples — measured **145 s → 4.3 s**:
```python
for o in (planet, atmo):
    o.visible_diffuse = o.visible_glossy = o.visible_transmission = False
    o.visible_volume_scatter = o.visible_shadow = False
```

## 8. Export contract for three.js

- **Join per material within each rigid assembly before export.** Keep moving
  doors/drawers, their attachment groups and required named parts separate;
  never merge them into the static carcass just because they share paint.
  One Blender object = one glTF node =
  one draw call. A loose 11-material ship export was 78 draws;
  `bpy.ops.object.join()` per material group brought it to ~11.
- **Metres, Y-up**: `bpy.ops.export_scene.gltf(export_format='GLB',
  use_selection=True, export_apply=True, export_yup=True)`. (The source game
  exports `export_yup=False` because its own runtime is Y-up-in-Blender's-
  Z-up-slots by convention — a plain three.js consumer wants `export_yup=True`.)
- **Flat base colours or baked textures only** — procedural nodes don't
  survive the round trip (§6). `KHR_materials_emissive_strength` DOES
  survive — nav lights, emissive panels keep authored intensity.
- **Draco for real triangle counts**: position 14-bit quantization is ~1 mm
  over a 16 m interior (a tenth of the smallest chamfer), normal 10-bit,
  texcoord 12-bit, compression level 6.
- **WebP out of Blender directly is lossless regardless of the quality
  argument** — its own quality slider is silently ignored. PNG-dump from
  Blender, encode to WebP with PIL on the host if you need real lossy quality.
- **Check draw calls after adding anything** — a duplicated kit piece is one
  draw call against a shared mesh no matter how many times placed; a fresh
  join is not.

## 8b. Destructible vehicles (tank-damage/v1, 11 Oct 2026)

22 library tanks were made destructible by Astra-directed Blender jobs; the contract and pipeline live in forge-assets
`TANK-DAMAGE.md` (job writer `tools/vehicles/make_jobs_tanks2.py`, retrofit `make_jobs_tanks_retrofit.py`).
- TWO GLBs in the same frame: A = healthy, every bolt-on item its own `Part_<Name>` node (complete surface underneath, origin
  at its centre), `Barrel` child of `Gun`, `Muzzle` child of `Barrel` (identity rotation), `Fx_*` empties; B = damage only:
  `Hull_Damage` (`Dmg_` twins at their Part origins, `Scar_<face>` hit marks 2-4 mm proud, `Track_L/R_Broken`),
  `Turret_Damage` at the Turret origin (`Dmg_Turret_*`, `Scar_Turret_*`, `Gun_Broken` at the Gun origin), `Wreck_Hull`
  (material `Burnt`), `Wreck_Turret` with a closed underside. One file would draw wreck + healthy together (no hidden flag in glTF).
- Build the damage from COPIES of the healthy meshes (deform, cut, boolean, decimate) so everything lines up; the job renders
  `states.png` (healthy, hit, stripped, immobilised, wreck, turret off) from the two exported GLBs and looks at it.
- Retrofit an existing model from its previous build script + GLB + baked textures (copy them into a NEW remote dir): the
  offsets stay, so games aim the same way. Check the Muzzle position afterwards (the old Sherman's pointed backwards).
- Six to eight jobs at once worked (healthy file in 10-30 min, damage by ~60, 47-60 min in all; GPU gate on gex44).
  Each writes 50-105 MB into `~/.codex/sessions`: watch the local disk.
- A library card version is immutable: the importer refuses a version that belongs to another job.
- In game the model wants the runtime skin (FGE `module/vehicle-skin.mjs`, the JUGGERNAUT technique) on top of its bake.

## 9. Traps

- Bevel on bmesh-authored geometry does nothing (no shared edges) — weld
  first (§3). `o.scale` then Bevel makes pillows — apply scale first.
- `matrix_parent_inverse = parent.matrix_world.inverted()` cancels the
  parent transform (the "keep transform" idiom). Leave it at identity for
  the child to inherit the parent's rotation.
- A rotation about the wrong axis silently does nothing visible — a panel
  whose normal is +X doesn't change facing when rotated about X. Measure the
  world normal against the view vector rather than reasoning about it.
- Map Range with `To Min > To Max` and clamp on collapses to zero (clamps to
  an inverted interval) — invert with a `SUBTRACT` node instead.
- A Mix node in RGBA mode can silently drop a branch — several sockets share
  the name "Factor". Combine world contributions with two `Background` nodes
  into an `Add Shader` instead.
- The image preview downsamples — 4-px stars average away in a 1080p
  preview. Crop 1:1 and count bright pixels before concluding nothing rendered.
- A tangent-space NORMAL bake off a flat plane records nothing for vertical
  geometry — bake height by ray-traced Emission instead (§4).
- AO bakes along the surface normal — a kit skin wound facing away from the
  room bakes unoccluded everywhere.
- An AO map reaching pure black paints an unrecoverable dark line —
  floor-lift it (§4).
- Blender's WebP writer ignores its own quality setting, always lossless —
  PNG-dump and re-encode on the host (§8).
- Blender exits 0 even when the driven script raised — check stderr and the
  output file, not the return code (§2).
- A socket/exec service keeps Blender's *process* environment between calls
  — a default from a stale env var silently sends output into the wrong
  checkout. Assign output paths explicitly every call, never `setdefault`.

**Blender 5.x API changes** (4.x code fails on all of these):
- `Scene.node_tree` gone → `Scene.compositing_node_group`;
  `CompositorNodeComposite` no longer exists — the group's output socket IS
  the result.
- **The compositing group must contain a `CompositorNodeRLayers`.** Feeding
  it only from a Group Input means nothing depends on the render, so Blender
  skips rendering and writes a transparent black frame in 0.1 s. A
  suspiciously fast render is this bug.
- `Action.fcurves` is gone (slotted actions). Set
  `context.preferences.edit.keyframe_new_interpolation_type` *before*
  inserting keys.
- Glare/Lensdist settings moved from properties onto **sockets**; enums take
  display names (`"Fog Glow"`, `"Streaks"`, `"High"`), not old identifiers.
- Legacy addons still install to `~/Library/.../Blender/<ver>/scripts/addons/`
  on macOS — irrelevant on gex44, relevant for local proving.

## 10. Gates (measurable, not "looks right")

- **Independent export audit**: run
  `python3 scripts/audit_glb.py /absolute/path/asset.glb --strict` from this skill
  directory (requires numpy). It reports mesh-local triangles, nonfinite values,
  degenerate triangles, material groups and texture portability. Exit 1 means
  findings; exit 2 means invalid/unsupported input, never a clean bill of health.
  Audit uncompressed output before Draco/meshopt and inspect the compressed
  consumer separately. It does not validate winding, source solids, intersections,
  node-transformed placement, runtime draw calls or gameplay. Keep source meshes
  for topology/volume inspection; check transformed instance bounds in-game.
  The harbour correction's own empty issues list missed 16 zero-area triangles.

- **Rigged-asset rejection gates** (block the asset before it reaches a build; each one is a
  known failure class):
  - a character MAIN model still contains swappable gear (gear is separate parts on sockets);
  - action/animation files carry duplicate render meshes;
  - skeletons or bone names differ across actions of the same character;
  - a required role, socket (`target`, `ground`, `vfx-hit`, `vfx-death`, `attack-*`), collider,
    equipment-slot declaration or provenance field is absent;
  - toggling gear leaves visible fragments or holes without a declared underlayer boundary;
  - an attack animation has no authoritative timing and collision contract (see
    `_game-kit/core/ENEMY-CONTRACT.md`);
  - status language is truthful: `catalog-only` (recorded), `review-only` (inspector exists),
    `runtime` (gameplay loads it). Only `runtime` counts as shipped.
  Mechanical half: `audit_glb.py --rig --require-sockets target,ground,vfx-hit,vfx-death` reports
  skins, joint names, duplicate primitives (identical geometry buffers) and missing named nodes.
  Design after MengTo/Skills build-rigged-game-assets requirements (MIT); the human half stays a
  checklist.
- **Tone stats**: percentile clipping, e.g. "0.00% of pixels clip and the
  99th percentile is 165" — actionable; "looks flat" is not.
- **Contact sheets**: render every set-piece/angle into one grid image,
  judge the set at once rather than one screenshot at a time.
- **Clay check before any bake is trusted**: flat grey, hard key + rim +
  bounce, no textures, no emissives. A silhouette reading as a rectangle or
  an edge reading as infinitely sharp means the model isn't finished —
  textures and lighting hide box-stacking completely, flat clay does not.
- **Re-verify the capture isn't stale**: if the render/dev surface can
  hot-reload mid-capture, re-check the expected state is actually showing
  before saving, restart if not — a loading-state screenshot with a
  plausible number next to it is a silent false pass.
- **Draw-call and fps survey** after adding any asset: report draw count
  against the pre-change baseline (join-per-material should hold it flat)
  and frame time on the heaviest scene the asset appears in.
- **AO sanity**: print the raw bake's percentile spread (1st/10th/50th/90th)
  before floor-lifting — `min == 0` over a large area means winding or
  distance is wrong, not that floor-lift will fix it.
- Numbers not yet measured on gex44/RTX 4000 Ada (draft/final render time,
  bake time for a 4096 atlas): **unmeasured** — get one real run's numbers
  before writing them into a plan or a budget.

## Attribution

Distilled from TheLongSilence (MIT License, Copyright (c) 2026 Anshu
Chimala). Runnable reference code copied under the same license into
`reference/` — see `reference/INDEX.md`.

`reference/high-to-low-baking.md`, `baking-and-diagnostics.md`, `asset-delivery.md`,
`preflight-and-recovery.md` and `runtime-parity-and-diagnostics.md` are ported from
vercel-labs/vgpu `skills/vgpu/blender/references/` at commit 68cb1d8d198c (MIT License,
Copyright (c) 2025 Vercel, Inc.), adapted from vgpu/WebGPU to the three.js runtime.
`reference/critic-loop.md` is distilled from the same repository's asset agent flow.

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/bin/bash -lc 'ls -la /home/claude-agent/.agents/skills/blender-game-assets && cat brief.md && cat /tmp/light-cruiser-runtime/index.html' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
lrwxrwxrwx 1 claude-agent claude-agent 53 Sep  8 14:02 /home/claude-agent/.agents/skills/blender-game-assets -> /home/claude-agent/.claude/skills/blender-game-assets
Original 320 × 70 × 60 m light cruiser reconstructed from sheet.jpg, metres, +Z nose, +Y up, +X left; source-authoring frame converted explicitly at export.
Targets: front port three-quarter hero, orthographic side, rear engine block, close plating/hangar, plain clay; dark blue-black void, white key and cool fill.
Outputs: light-cruiser.glb, build_light-cruiser.py, final.png, paints.png, side.png, clay.png, nodes.json, six-line NOTES.md. Extra validation captures live under qa/.
Budgets: 80–200k triangles, ≤9 materials, ≤12 MB GLB; colour/normal ≤1024, ORM ≤512; tiled plating with metre-scale UVs and geometry window/vent trims. One GPU job at a time from this task.
Paint base factor [0.60,0.61,0.62], neutral baked texture; four traversing twin turrets with elevating guns, separate origins and sockets. No text or insignia.
Revision cap: three; start 21:25 CEST, first complete asset target 22:05 CEST, checkpoint 22:45 CEST. Source inputs Poly Haven CC0 only. Do not add application dependencies here.
<!doctype html><meta charset="utf-8"><style>body{margin:0;background:#050a11}canvas{display:block}</style>
<script type="importmap">{"imports":{"three":"/node_modules/three/build/three.module.js","three/addons/":"/node_modules/three/examples/jsm/"}}</script>
<script type="module">
import * as T from 'three';import{GLTFLoader}from'three/addons/loaders/GLTFLoader.js';
const scene=new T.Scene();scene.background=new T.Color(.004,.008,.016);const camera=new T.PerspectiveCamera(35,1280/720,.1,3000);camera.position.set(330,205,300);camera.lookAt(0,4,0);
const renderer=new T.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1280,720);renderer.setPixelRatio(1);renderer.toneMapping=T.AgXToneMapping;renderer.toneMappingExposure=1;document.body.appendChild(renderer.domElement);
scene.add(new T.HemisphereLight(0x94b5e4,0x303c50,1));for(const [p,c,power]of[[[100,170,130],0xfff9ee,3],[[-130,45,50],0x779bff,0.8],[[40,100,-200],0xb5cfff,2]]){const l=new T.DirectionalLight(c,power);l.position.set(...p);scene.add(l)}
const g=await new GLTFLoader().loadAsync('/asset.glb');scene.add(g.scene);window.asset=g.scene;const box=new T.Box3().setFromObject(g.scene);const materials=new Set();let nodes=0;g.scene.traverse(o=>{nodes++;if(o.isMesh){for(const m of(Array.isArray(o.material)?o.material:[o.material]))materials.add(m)}});
window.draw=()=>renderer.render(scene,camera);window.pose=()=>{g.scene.traverse(o=>{if(/^Turret_\d+$/.test(o.name))o.rotation.y=Math.PI/6;if(/^Gun_\d+$/.test(o.name))o.rotation.x=Math.PI/6});window.draw()};
window.paint=(rgb)=>{for(const m of materials)if(m.name==='Paint')m.color.setRGB(...rgb);window.draw()};
window.close=()=>{camera.position.set(103,49,125);camera.lookAt(12,0,83);camera.fov=42;camera.updateProjectionMatrix();window.draw()};
window.draw();window.result={nodes,materials:materials.size,drawCalls:renderer.info.render.calls,triangles:renderer.info.render.triangles,bounds:{min:box.min.toArray(),max:box.max.toArray()},renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER),paint:[...materials].find(m=>m.name==='Paint').color.toArray(),engine:[...materials].find(m=>m.name==='Engines').emissive.toArray()};window.ready=true;
</script>

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/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md && cat /home/claude-agent/.agents/skills/blender-game-assets/reference/asset-delivery.md' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
<!-- Distilled from vercel-labs/vgpu .claude/skills/vgpu-agent-flow/references/asset-iteration.md and
.subharness/agents/asset-author.ts + asset-critic.ts at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.),
rewritten for Forge lanes (forge-agent, Astra author, a second model family as critic). -->

# Author and critic loop for a Blender asset

Use this for any authored asset that will be judged by eye: a hero prop, a character, a building, an
environment. Skip it for a mechanical re-export.

## Seats

| Seat | Who | Owns |
| --- | --- | --- |
| Author | Astra (operator law: Blender work goes to Astra) | Geometry, authored materials, UVs, bakes, Blender renders, the export |
| Runtime | The root, or one worker when the shader work is real | Loading the export in the game's actual three.js path, captures, measured costs |
| Critic | A different model family from the author, reading the real images | Findings only. Never edits the asset |

The critic must open the actual capture files. A critic that cannot read images says so and returns
BLOCKED; it never writes a visual verdict from metrics or from the author's description.

## Budget

- Default: **3 revisions, at most 2 critic passes per revision.** The brief may set another cap.
- A cap is an execution limit, not acceptance. Cap reached with open visual findings = `REVISE`
  reported as such, never a `PASS`.
- No unattended improvement loop past the cap.

## Before the first render

Write in the task folder: scope, target cameras (gameplay view, hero, rear, closest required view),
output paths, budgets (triangles, exported vertices, texture bytes and GPU memory, draw calls) and
the revision cap. Budgets are task inputs; do not copy another asset's numbers.

Run the [preflight](preflight-and-recovery.md) once: Blender starts and runs a scene operation, a
tiny bake and export round-trips through the real loader, one real runtime frame is captured.

Integrate a cheap LOW blockout in the runtime at this stage. Scale, axis, camera and material
contract problems are found before an expensive bake, not after.

## Each revision keeps

- the source revision or parameters that rebuild the previous asset;
- real hero, rear and close-up captures, same camera, light, exposure and pose every time;
- triangles, exported vertices, primitives, material count, file bytes, texture GPU memory;
- runtime draw counters, kept apart from offline estimates;
- the critic's findings, the fixes chosen, and the next measured result.

## The critic pass

The critic receives the previous AND the current captures and metrics under matched cameras (or
an explicit "first revision, no baseline"), the reference image, and the brief. It returns:

- **at most five findings**, ordered by impact, each with a stable id, the evidence path (whole
  view plus crop or image coordinates), the visible symptom, a suggested correction and a
  **measurable acceptance condition**;
- regressions against the previous revision;
- resolved / remaining / regressed status of earlier findings on a follow-up pass;
- `PASS`, `REVISE` or `BLOCKED`, with the limits of its evidence.

It compares against the reference as well as the previous revision: clean topology and progress
since last time do not make the asset match the reference. It separates the observed defect from
the suspected cause. A small whole-image difference can hide severe local damage (thin trim,
stairs, silhouette edges): it inspects crops at each delivered LOD. Design ideas are suggestions,
not new acceptance requirements.

When the cause could be the asset or the renderer, it asks for the diagnostic captures in
[runtime parity](runtime-parity-and-diagnostics.md) (maps off, AO neutral, lightmap off) rather
than guessing.

## Rules that stop false passes

- A generated concept image is never proof of a working model. Label concepts as concepts; accept
  only on real renders of the real export.
- Requested bakes need bake provenance (what was baked, from what, at what settings) and matched
  runtime captures with each contribution switched off in turn. Vertex tint and runtime shadows
  are not substitutes for a requested AO or lightmap bake.
- An atlas repair is checked on the full matched views, not only on the crop that was broken: a new
  layout can fix one edge and turn another face black.
- One writer per handoff file. A reply never gets appended to a request file another agent will
  regenerate. Superseded manifests and failed captures stay on disk.
- The author hands the root a compact result: verdict, the few decisive images, the metrics table.
  Full capture sets stay on disk; the root does not load every image.
- A user's rejection or a changed brief reopens any earlier `PASS`.

## Lessons

When a revision teaches something that will recur, write it as: evidence path, symptom, cause,
intervention, matched before/after result, scope. The root checks it and makes a narrow edit to this
skill. Reject task-specific style preferences dressed up as general rules.
<!-- Ported from vercel-labs/vgpu skills/vgpu/blender/references/asset-delivery.md at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.). Adapted for Forge: three.js runtime instead of vgpu/WebGPU, links rerouted. Upstream text otherwise kept so a re-sync stays diffable. -->

# Asset delivery: texture formats, geometry and first frame

Use this reference when selecting export formats or investigating slow loading, large downloads or texture memory. Choose for the actual target importer and devices. A file extension is not a performance measurement.

## Separate the costs

Record **encoded response bytes**, decoded CPU allocations and **actual uploaded GPU formats/mips** separately. Measure navigation to first useful rendered frame and input readiness, not just the loading indicator. Inspect the dependency waterfall: deferred imports, manifests, model fetches, texture requests, decode/transcode, mip generation, buffer packing, pipeline creation and environment generation. A smaller texture does not fix requests started one at a time.

Use production builds, matched cameras/quality and several trials. Declare HTTP-cache policy, throttling, browser/GPU and whether OS, shader and CDN caches were controlled. Loading tests on an otherwise busy workstation have limited timing precision. Compare equal workloads; do not call a low-resolution placeholder the full-quality result.

## Texture delivery choices

KTX/KTX2 are **containers**. Distinguish their stored codec, supercompression and final GPU format. Zstd compresses transport/storage; it does not make RGBA8 into a GPU block format. Browser image decoders normally produce uncompressed pixels too.

| Delivery | Download and startup tradeoff | GPU residency | Suitable use and acceptance checks |
| --- | --- | --- | --- |
| PNG | Lossless at its stored bit depth; noisy maps may be large. Built-in image decode; ordinary browser loading has no supplied mip pyramid. | Depends on upload, commonly RGBA8; grayscale PNG alone does not guarantee R8. | Lossless interchange, simple delivery, masks or masters when stored precision suffices. Measure decode, color conversion and mip creation. Preserve float/16-bit masters when exporting 8-bit delivery. |
| Lossless WebP | Can beat 8-bit PNG substantially, but measure the actual maps. WebP is 8-bit; it cannot losslessly preserve 16-bit PNG. Browser decode and mip work remain. | Same as the equivalent PNG upload. | Lower download cost without intentional pixel loss. Verify decoded channels, alpha and color handling; preserve RGB under transparent pixels (e.g. `cwebp -exact`) when meaningful. Standard glTF needs importer support for `EXT_texture_webp` and correct fallback/required declarations. |
| Lossy WebP, JPEG or AVIF | Often small for photographic color; quality and decode cost depend on encoder, settings and device. Chroma subsampling can damage independent data channels. | Generally uncompressed after browser decode; file savings do not imply VRAM savings. | Test diffuse color/backgrounds against the required close-up. JPEG has no alpha. Do not default to lossy image codecs for normals, packed material data, contact AO or precision fields. glTF support differs by format/extension. |
| KTX1 (`.ktx`) | Native-format texture container with mip levels; useful for an existing fixed-platform pipeline. | Determined by contained raw or block format. | Preserve when an established importer needs it. For new portable supercompressed delivery evaluate KTX2; KTX1 and KTX2 are not interchangeable files. |
| KTX2 raw R/RG/RGBA + Zstd | Lossless relative to stored texels; offline mips remove runtime filtering. Inflation still costs CPU and staging memory; raw data can remain large. | Uncompressed R8, RG8, RGBA8, float, etc. | Exact scalar maps, normal fields, fallback delivery and formats requiring specific precision. Select channels explicitly; validate metadata, mips and decoded byte counts. |
| KTX2 ETC1S + BasisLZ | Usually prioritizes small transmission size; codebook/block approximation can affect detail and gradients. Needs a compatible transcoder. | The chosen BC/ETC/ASTC target, or uncompressed fallback; not the BasisLZ file size. | Candidate for color where errors are acceptable. Test fine masonry/text, dark gradients, alpha and target transcodes. Do not assume it preserves unrelated packed channels or sensitive normals. |
| KTX2 UASTC LDR 4×4 + optional Zstd/RDO | Usually trades more bytes for higher fidelity than ETC1S. RDO changes quality/size; Zstd alone is lossless over encoded blocks. Requires inflation/transcoding and decoder payload. | Final target, often BC7/ASTC 4×4; specialized channel targets only when the transcoder and swizzle contract support them. | Strong candidate for hero color, normal and material maps; still lossy. Validate decoded normal angular error, scalar error, mip seams and actual target-GPU renders. Compare total startup including WASM initialization. |
| Native BCn/ETC2/EAC/ASTC in KTX2 | Offline encoding; no universal-codec transcode when hardware supports the exact format. Optional supercompression still needs inflation. Multiple variants increase storage and cache complexity. | Fixed block size; e.g. BC4 4 bpp, BC5/BC7 8 bpp; ASTC rate varies by block footprint. | Known device fleets or negotiated variants. Query and request the actual WebGPU feature; provide a supported fallback. Never choose solely from OS/browser names. |

These are candidate-selection rules, not universal rankings or fixed compression ratios. New Basis modes, HDR codecs and extensions need explicit encoder, decoder, importer and device-version checks; support for UASTC LDR does not imply support for every newer mode.

For glTF, `KHR_texture_basisu` defines a specific KTX2 subset. An arbitrary raw-Zstd KTX2 is **not** automatically a compliant BasisU texture. External application maps can use a separate explicit contract. Test the final exported file in the target loader instead of merely renaming PNG to `.ktx2`.

### Channels, color and mipmaps

- Base color/emission usually use sRGB storage/sampling; AO, normals, roughness, metallic and scalar fields are linear. Declare lightmap radiometry and dynamic range: do not clamp HDR bakes into LDR merely to use an LDR codec.
- Preserve the decoder/swizzle contract for two-channel normals, including Y convention and Z reconstruction. Compare angular errors after the actual final transcode, not just intermediate KTX extraction to RGBA.
- Filter color in linear light, scalar fields as scalars and normals as vectors. Keep alpha edges and mip gutters valid; check highlight stability and roughness response during motion.
- Pack channels only when UVs, resolution, wrapping, filtering and lifetime are compatible. Independent data channels may need different compression quality.
- Include the entire mip chain in size comparisons. A base-only WebP versus a KTX2 with mips is not an equal payload comparison. Offline mips may trade extra bytes for less startup work.

### GPU memory examples

For a 2048×2048 texture with full square mips, R8 is about **5.33 MiB**, RG8 **10.67 MiB**, RGBA8 **21.33 MiB**, BC4 **2.67 MiB**, and BC5/BC7/ASTC 4×4 **5.33 MiB**. Small block-rounded tail mips add a few bytes. These are format-layout estimates, not total application/device allocations.

Use the exact sum per mip: `ceil(width / blockWidth) × ceil(height / blockHeight) × bytesPerBlock`. Raw formats use 1×1 blocks and their bytes per texel. Count arrays/faces and resident variants, staging buffers and replacement overlap separately. An RGBA fallback can erase the expected compression saving.

In three.js, KTX2 needs `KTX2Loader` with its Basis transcoder files served by the app, `ktx2Loader.detectSupport(renderer)` called before the first load, and the loader registered on `GLTFLoader` (`setKTX2Loader`); meshopt needs `setMeshoptDecoder`, Draco needs `DRACOLoader`. The transcode target comes from what the device exposes (WebGL: `WEBGL_compressed_texture_s3tc` / `_etc` / `_astc`, `EXT_texture_compression_bptc`; WebGPU: the `texture-compression-*` features). With none available the loader falls back to uncompressed RGBA and the memory saving is gone: read the loaded texture's actual `format` on the target device instead of assuming. The transcoder and decoders are extra downloads and startup work; count them.

## Make the model smaller without losing its structure

Inspect GLB chunks and classify geometry, embedded images, unused data and metadata before calling the entire file “the mesh”. Count exported vertices after UV/normal/material splits, not just Blender's edit-mode vertices or triangles.

After replacing exported attributes or externalizing images, check for abandoned accessors and buffer views before measuring the final download. Compression can preserve these unused intermediate arrays. Prune only after accounting for all references, including animation, skins and extensions; then decode the packaged file and verify the retained attributes and triangle-corner correspondence. Keep this packaging cleanup separate from topology reduction.

| Change | Potential saving | What to preserve or revalidate |
| --- | --- | --- |
| Externalize shared textures; stop fetching overridden fallback images | Download bytes, LOD-switch cache reuse | Keep portable references valid and sampling/UV bindings unchanged. A fallback is not removed if its bytes still ship inside the eagerly fetched GLB. Use content identity for sharing. External image dependencies make the GLB non-self-contained; retain a self-contained interchange copy when needed. |
| Remove unused attributes and inaccessible surfaces | Geometry/storage/upload | Verify every runtime pass and alternate view, including shadows/reflections. Removing per-face data can change sharing or bake correspondence. |
| Deduplicate vertices | Attribute bytes | Match **all used attributes**, including UV seams, hard normals and custom fields. Coincident positions alone are insufficient. Measure: already split meshes may have little exact duplication. |
| Meshopt entropy compression | Transport | Separate codec from quantization, reordering and simplification. The codec can be lossless; a full optimization preset need not be. Check decoder version and measured decode cost. |
| Quantize positions/normals/UVs or use attribute filters | Transport; GPU memory only if retained in GPU layout | Choose precision from object extent, closest view and bake texel density. Measure displacement, normal angular error and UV error in texels. UVs outside [0,1] need range-aware precision. Re-expanding to float on upload loses the vertex-memory benefit. |
| Cache/fetch reordering | Vertex processing and compression | Preserve triangle winding and every attribute association. Ordered UV hashes may change despite equivalent geometry: prove the remapping before updating bindings. |
| Simplify or author a lighter LOD | Geometry and shading | Preserve silhouette, openings, stairs, shore contacts, thin supports and map seams. Review actual near/rear/shadow views; address bake dependencies. A smaller LOD still costs startup if both versions are fetched eagerly. |
| Instance repeated modules | Repeated geometry/storage | Keep transforms, bounds, material variation and unique lighting UV requirements. Repeated geometry with different baked lightmaps may not share the whole mesh/material instance contract. |
| Draco | Alternative geometry transmission codec | Benchmark the complete chosen encoder/decoder against meshopt on these assets. Account for quantization, reconstructed attributes, ordering, WASM payload and peak memory. Neither codec is universally smallest or fastest. |

Do not apply `gltfpack`/optimizer defaults blindly to a baked scene: presets may quantize, merge, reorder, simplify or remove attributes. Export a candidate, inventory its required extensions and verify decoded geometry/UV correspondence and importer support. A small theoretical UV error does not by itself certify seam safety.

## Loading and acceptance

1. Preserve an input revision or lossless authoring export and record tool versions/options. Use separate candidates; never overwrite the only source to make a size chart.
2. Remove redundant transfers and fetch dependency stalls before introducing lossy codecs. Start independent downloads with a bounded concurrency and handle failed/cancelled requests; keep GPU error scopes and resource lifetime correct.
3. Reuse resources by content and sampling identity. Cache immutable content-addressed assets separately from mutable manifests. Avoid accidentally fetching both old and new variants.
4. For a progressive tier, measure placeholder, useful interactive scene and final-quality readiness independently. Bound simultaneous LOD/texture memory and make promotion safe during user input.
5. Compare matched hero, rear and detail renders, AO/normal/lightmap toggles, LOD switching and motion. Evaluate image error, normal angle or scalar error alongside visual inspection; no single metric certifies quality.
6. Accept only measured improvements to the task's cost/quality budget. Report file/response bytes, CPU decode/mip/upload timing, memory and first frame separately, with untested devices/fallbacks explicit.

## Primary references

Check current tool versions rather than copying a command for a different encoder release:

- [Khronos KTX2 specification](https://registry.khronos.org/KTX/specs/2.0/ktxspec.v2.html): container, metadata, levels and supercompression.
- [KTX-Software tools](https://github.com/KhronosGroup/KTX-Software): `ktx create`, validation, transcode and extraction. Inspect installed `--help` for format and normal-map options.
- [Basis Universal](https://github.com/BinomialLLC/basis_universal): codecs, transcoder targets and current version limits.
- [glTF texture extensions](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0): `KHR_texture_basisu`, `EXT_texture_webp`, `KHR_mesh_quantization`, `EXT_meshopt_compression` and `KHR_draco_mesh_compression` contracts.
- [three.js KTX2Loader](https://threejs.org/docs/#examples/en/loaders/KTX2Loader) and [GLTFLoader](https://threejs.org/docs/#examples/en/loaders/GLTFLoader): transcoder setup, support detection and the decoder hooks.
- [WebGPU specification](https://www.w3.org/TR/webgpu/): feature negotiation, format capabilities, texture copies and uploads.
- [meshoptimizer](https://github.com/zeux/meshoptimizer): separate optimization, quantization, compression and simplification stages; inspect gltfpack options.

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exec
/bin/bash -lc "rg -n 'DRACOLoader|setDRACOLoader' /home/claude-agent/forge-build/forge-assets /home/claude-agent/forge-build -g '*.js' -g '*.mjs' -g '*.ts' -g '"'!node_modules'"' -g '"'!jobs'"' -m 2" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 2735ms:
/home/claude-agent/forge-build/forge-assets/browse/stage.mjs:5:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/forge-assets/browse/stage.mjs:30:  const draco = new DRACOLoader().setDecoderPath(new URL('addons/libs/draco/gltf/', base).href);
/home/claude-agent/forge-build/forge-assets/browse/houses/houses.mjs:51:export async function loadHouseKit(THREE, { base, renderer = null, GLTFLoader, KTX2Loader = null, DRACOLoader = null, basisPath = null } = {}) {
/home/claude-agent/forge-build/forge-assets/browse/houses/houses.mjs:55:  if (DRACOLoader && kitJson.draco) loader.setDRACOLoader(new DRACOLoader().setDecoderPath(kitJson.draco));
/home/claude-agent/forge-build/forge-assets/omg/kit/houses.mjs:51:export async function loadHouseKit(THREE, { base, renderer = null, GLTFLoader, KTX2Loader = null, DRACOLoader = null, basisPath = null } = {}) {
/home/claude-agent/forge-build/forge-assets/omg/kit/houses.mjs:55:  if (DRACOLoader && kitJson.draco) loader.setDRACOLoader(new DRACOLoader().setDecoderPath(kitJson.draco));
/home/claude-agent/forge-build/forge-assets/omg/kit/index.mjs:12:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/forge-assets/omg/kit/index.mjs:26:  if (manifest.draco) loader.setDRACOLoader(new DRACOLoader().setDecoderPath(base + 'draco/'));
/home/claude-agent/forge-build/ultratex-cast-20261007/viewer/lib/jsm/loaders/GLTFLoader.js:116: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/ultratex-cast-20261007/viewer/lib/jsm/loaders/GLTFLoader.js:117: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/forge-assets/browse/building/render.mjs:26:export async function loadStyleKit(THREE, { base, renderer = null, GLTFLoader, KTX2Loader = null, DRACOLoader = null, basisPath = null } = {}) {
/home/claude-agent/forge-build/forge-assets/browse/building/render.mjs:31:  if (DRACOLoader && kitJson.draco) loader.setDRACOLoader(new DRACOLoader().setDecoderPath(kitJson.draco));
/home/claude-agent/forge-build/forge-assets/browse/building/heroes.mjs:38:export async function loadHeroKit(THREE, { url, GLTFLoader, KTX2Loader = null, DRACOLoader = null, renderer = null, basisPath = null, dracoPath = null }) {
/home/claude-agent/forge-build/forge-assets/browse/building/heroes.mjs:41:  if (DRACOLoader) { const d = new DRACOLoader(); if (dracoPath) d.setDecoderPath(dracoPath); loader.setDRACOLoader(d); }
/home/claude-agent/forge-build/forge-assets/browse/building/index.mjs:29:export async function loadTownKits(THREE, { renderer, GLTFLoader, KTX2Loader = null, DRACOLoader = null, style = 'medieval',
/home/claude-agent/forge-build/forge-assets/browse/building/index.mjs:33:    try { kits[name] = await loadStyleKit(THREE, { base: `${base}${name}/`, renderer, GLTFLoader, KTX2Loader, DRACOLoader, basisPath }); }
/home/claude-agent/forge-build/forge-assets/omg/kit/building/render.mjs:26:export async function loadStyleKit(THREE, { base, renderer = null, GLTFLoader, KTX2Loader = null, DRACOLoader = null, basisPath = null } = {}) {
/home/claude-agent/forge-build/forge-assets/omg/kit/building/render.mjs:31:  if (DRACOLoader && kitJson.draco) loader.setDRACOLoader(new DRACOLoader().setDecoderPath(kitJson.draco));
/home/claude-agent/forge-build/forge-assets/omg/kit/building/heroes.mjs:38:export async function loadHeroKit(THREE, { url, GLTFLoader, KTX2Loader = null, DRACOLoader = null, renderer = null, basisPath = null, dracoPath = null }) {
/home/claude-agent/forge-build/forge-assets/omg/kit/building/heroes.mjs:41:  if (DRACOLoader) { const d = new DRACOLoader(); if (dracoPath) d.setDecoderPath(dracoPath); loader.setDRACOLoader(d); }
/home/claude-agent/forge-build/forge-assets/omg/kit/building/index.mjs:29:export async function loadTownKits(THREE, { renderer, GLTFLoader, KTX2Loader = null, DRACOLoader = null, style = 'medieval',
/home/claude-agent/forge-build/forge-assets/omg/kit/building/index.mjs:33:    try { kits[name] = await loadStyleKit(THREE, { base: `${base}${name}/`, renderer, GLTFLoader, KTX2Loader, DRACOLoader, basisPath }); }
/home/claude-agent/forge-build/humans-playground-20261007/site/lib/jsm/loaders/GLTFLoader.js:116: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/humans-playground-20261007/site/lib/jsm/loaders/GLTFLoader.js:117: * const dracoLoader = new DRACOLoader();
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new Error("THREE.GLTFLoader: Unexpected light type: "+l.type)}return c.position.set(0,0,0),Kn(c,l),l.intensity!==void 0&&(c.intensity=l.intensity),c.name=t.createUniqueName(l.name||"light_"+e),i=Promise.resolve(c),t.cache.add(n,i),i}getDependency(e,t){if(e==="light")return this._loadLight(t)}createNodeAttachment(e){let t=this,n=this.parser,r=n.json.nodes[e],o=(r.extensions&&r.extensions[this.name]||{}).light;return o===void 0?null:this._loadLight(o).then(function(l){return n._getNodeRef(t.cache,o,l)})}},Jc=class{constructor(){this.name=We.KHR_MATERIALS_UNLIT}getMaterialType(){return fn}extendParams(e,t,n){let i=[];e.color=new Te(1,1,1),e.opacity=1;let r=t.pbrMetallicRoughness;if(r){if(Array.isArray(r.baseColorFactor)){let a=r.baseColorFactor;e.color.setRGB(a[0],a[1],a[2],Ft),e.opacity=a[3]}r.baseColorTexture!==void 0&&i.push(n.assignTexture(e,"map",r.baseColorTexture,tt))}return Promise.all(i)}},$c=class{constructor(e){this.parser=e,this.name=We.KHR_MATERIALS_EMISSIVE_STRENGTH}extendMaterialParams(e,t){let n=Tt(this.parser,e,this.name);return n===null||n.emissiveStrength!==void 0&&(t.emissiveIntensity=n.emissiveStrength),Promise.resolve()}},jc=class{constructor(e){this.parser=e,this.name=We.KHR_MATERIALS_CLEARCOAT}getMaterialType(e){return Tt(this.parser,e,this.name)!==null?Ot:null}extendMaterialParams(e,t){let n=Tt(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(n.clearcoatFactor!==void 0&&(t.clearcoat=n.clearcoatFactor),n.clearcoatTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatMap",n.clearcoatTexture)),n.clearcoatRoughnessFactor!==void 0&&(t.clearcoatRoughness=n.clearcoatRoughnessFactor),n.clearcoatRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatRoughnessMap",n.clearcoatRoughnessTexture)),n.clearcoatNormalTexture!==void 0&&(i.push(this.parser.assignTexture(t,"clearcoatNormalMap",n.clearcoatNormalTexture)),n.clearcoatNormalTexture.scale!==void 0)){let r=n.clearcoatNormalTexture.scale;t.clearcoatNormalScale=new Re(r,r)}return Promise.all(i)}},Qc=class{constructor(e){this.parser=e,this.name=We.KHR_MATERIALS_DISPERSION}getMaterialType(e){return Tt(this.parser,e,this.name)!==null?Ot:null}extendMaterialParams(e,t){let n=Tt(this.parser,e,this.name);return n===null||(t.dispersion=n.dispersion!==void 0?n.dispersion:0),Promise.resolve()}},eh=class{constructor(e){this.parser=e,this.name=We.KHR_MATERIALS_IRIDESCENCE}getMaterialType(e){return Tt(this.parser,e,this.name)!==null?Ot:null}extendMaterialParams(e,t){let n=Tt(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.iridescenceFactor!==void 0&&(t.iridescence=n.iridescenceFactor),n.iridescenceTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceMap",n.iridescenceTexture)),n.iridescenceIor!==void 0&&(t.iridescenceIOR=n.iridescenceIor),t.iridescenceThicknessRange===void 0&&(t.iridescenceThicknessRange=[100,400]),n.iridescenceThicknessMinimum!==void 0&&(t.iridescenceThicknessRange[0]=n.iridescenceThicknessMinimum),n.iridescenceThicknessMaximum!==void 0&&(t.iridescenceThicknessRange[1]=n.iridescenceThicknessMaximum),n.iridescenceThicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceThicknessMap",n.iridescenceThicknessTexture)),Promise.all(i)}},th=class{constructor(e){this.parser=e,this.name=We.KHR_MATERIALS_SHEEN}getMaterialType(e){return Tt(this.parser,e,this.name)!==null?Ot:null}extendMaterialParams(e,t){let n=Tt(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(t.sheenColor=new Te(0,0,0),t.sheenRoughness=0,t.sheen=1,n.sheenColorFactor!==void 0){let r=n.sheenColorFactor;t.sheenColor.setRGB(r[0],r[1],r[2],Ft)}return n.sheenRoughnessFactor!==void 0&&(t.sheenRoughness=n.sheenRoughnessFactor),n.sheenColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenColorMap",n.sheenColorTexture,tt)),n.sheenRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenRoughnessMap",n.sheenRoughnessTexture)),Promise.all(i)}},nh=class{constructor(e){this.parser=e,this.name=We.KHR_MATERIALS_TRANSMISSION}getMaterialType(e){return Tt(this.parser,e,this.name)!==null?Ot:null}extendMaterialParams(e,t){let n=Tt(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.transmissionFactor!==void 0&&(t.transmission=n.transmissionFactor),n.transmissionTexture!==void 0&&i.push(this.parser.assignTexture(t,"transmissionMap",n.transmissionTexture)),Promise.all(i)}},ih=class{constructor(e){this.parser=e,this.name=We.KHR_MATERIALS_VOLUME}getMaterialType(e){return Tt(this.parser,e,this.name)!==null?Ot:null}extendMaterialParams(e,t){let n=Tt(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.thickness=n.thicknessFactor!==void 0?n.thicknessFactor:0,n.thicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"thicknessMap",n.thicknessTexture)),t.attenuationDistance=n.attenuationDistance||1/0;let r=n.attenuationColor||[1,1,1];return t.attenuationColor=new Te().setRGB(r[0],r[1],r[2],Ft),Promise.all(i)}},sh=class{constructor(e){this.parser=e,this.name=We.KHR_MATERIALS_IOR}getMaterialType(e){return Tt(this.parser,e,this.name)!==null?Ot:null}extendMaterialParams(e,t){let n=Tt(this.parser,e,this.name);return n===null||(t.ior=n.ior!==void 0?n.ior:1.5,t.ior===0&&(t.ior=1e3)),Promise.resolve()}},rh=class{constructor(e){this.parser=e,this.name=We.KHR_MATERIALS_SPECULAR}getMaterialType(e){return Tt(this.parser,e,this.name)!==null?Ot:null}extendMaterialParams(e,t){let n=Tt(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.specularIntensity=n.specularFactor!==void 0?n.specularFactor:1,n.specularTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularIntensityMap",n.specularTexture));let r=n.specularColorFactor||[1,1,1];return t.specularColor=new Te().setRGB(r[0],r[1],r[2],Ft),n.specularColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularColorMap",n.specularColorTexture,tt)),Promise.all(i)}},ah=class{constructor(e){this.parser=e,this.name=We.EXT_MATERIALS_BUMP}getMaterialType(e){return Tt(this.parser,e,this.name)!==null?Ot:null}extendMaterialParams(e,t){let n=Tt(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return t.bumpScale=n.bumpFactor!==void 0?n.bumpFactor:1,n.bumpTexture!==void 0&&i.push(this.parser.assignTexture(t,"bumpMap",n.bumpTexture)),Promise.all(i)}},oh=class{constructor(e){this.parser=e,this.name=We.KHR_MATERIALS_ANISOTROPY}getMaterialType(e){return Tt(this.parser,e,this.name)!==null?Ot:null}extendMaterialParams(e,t){let n=Tt(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.anisotropyStrength!==void 0&&(t.anisotropy=n.anisotropyStrength),n.anisotropyRotation!==void 0&&(t.anisotropyRotation=n.anisotropyRotation),n.anisotropyTexture!==void 0&&i.push(this.parser.assignTexture(t,"anisotropyMap",n.anisotropyTexture)),Promise.all(i)}},lh=class{constructor(e){this.parser=e,this.name=We.KHR_TEXTURE_BASISU}loadTexture(e){let t=this.parser,n=t.json,i=n.textures[e];if(!i.extensions||!i.extensions[this.name])return null;let r=i.extensions[this.name],a=t.options.ktx2Loader;if(!a){if(n.extensionsRequired&&n.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures");return null}return t.loadTextureImage(e,r.source,a)}},ch=class{constructor(e){this.parser=e,this.name=We.EXT_TEXTURE_WEBP}loadTexture(e){let t=this.name,n=this.parser,i=n.json,r=i.textures[e];if(!r.extensions||!r.extensions[t])return null;let a=r.extensions[t],o=i.images[a.source],l=n.textureLoader;if(o.uri){let c=n.options.manager.getHandler(o.uri);c!==null&&(l=c)}return n.loadTextureImage(e,a.source,l)}},hh=class{constructor(e){this.parser=e,this.name=We.EXT_TEXTURE_AVIF}loadTexture(e){let t=this.name,n=this.parser,i=n.json,r=i.textures[e];if(!r.extensions||!r.extensions[t])return null;let a=r.extensions[t],o=i.images[a.source],l=n.textureLoader;if(o.uri){let c=n.options.manager.getHandler(o.uri);c!==null&&(l=c)}return n.loadTextureImage(e,a.source,l)}},Qo=class{constructor(e,t){this.name=t,this.parser=e}loadBufferView(e){let t=this.parser.json,n=t.bufferViews[e];if(n.extensions&&n.extensions[this.name]){let i=n.extensions[this.name],r=this.parser.getDependency("buffer",i.buffer),a=this.parser.options.meshoptDecoder;if(!a||!a.supported){if(t.extensionsRequired&&t.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files");return null}return r.then(function(o){let l=i.byteOffset||0,c=i.byteLength||0,h=i.count,d=i.byteStride,u=new Uint8Array(o,l,c);return a.decodeGltfBufferAsync?a.decodeGltfBufferAsync(h,d,u,i.mode,i.filter).then(function(f){return f.buffer}):a.ready.then(function(){let f=new ArrayBuffer(h*d);return a.decodeGltfBuffer(new Uint8Array(f),h,d,u,i.mode,i.filter),f})})}else return null}},uh=class{constructor(e){this.name=We.EXT_MESH_GPU_INSTANCING,this.parser=e}createNodeMesh(e){let t=this.parser.json,n=t.nodes[e];if(!n.extensions||!n.extensions[this.name]||n.mesh===void 0)return null;let i=t.meshes[n.mesh];for(let c of i.primitives)if(c.mode!==xn.TRIANGLES&&c.mode!==xn.TRIANGLE_STRIP&&c.mode!==xn.TRIANGLE_FAN&&c.mode!==void 0)return null;let a=n.extensions[this.name].attributes,o=[],l={};for(let c in a)o.push(this.parser.getDependency("accessor",a[c]).then(h=>(l[c]=h,l[c])));return o.length<1?null:(o.push(this.parser.createNodeMesh(e)),Promise.all(o).then(c=>{let h=c.pop(),d=h.isGroup?h.children:[h],u=c[0].count,f=[];for(let g of d){let v=new Oe,m=new D,p=new Gt,M=new D(1,1,1),b=new Zi(g.geometry,g.material,u);for(let 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i=this.header.length-Xr,r=new DataView(e,Xr),a=0;for(;a<i;){let o=r.getUint32(a,!0);a+=4;let l=r.getUint32(a,!0);if(a+=4,l===zd.JSON){let c=new Uint8Array(e,Xr+a,o);this.content=n.decode(c)}else if(l===zd.BIN){let c=Xr+a;this.body=e.slice(c,c+o)}a+=o}if(this.content===null)throw new Error("THREE.GLTFLoader: JSON content not found.")}},fh=class{constructor(e,t){if(!t)throw new Error("THREE.GLTFLoader: No DRACOLoader instance provided.");this.name=We.KHR_DRACO_MESH_COMPRESSION,this.json=e,this.dracoLoader=t,this.dracoLoader.preload()}decodePrimitive(e,t){let n=this.json,i=this.dracoLoader,r=e.extensions[this.name].bufferView,a=e.extensions[this.name].attributes,o={},l={},c={};for(let h in a){let d=_h[h]||h.toLowerCase();o[d]=a[h]}for(let h in e.attributes){let d=_h[h]||h.toLowerCase();if(a[h]!==void 0){let u=n.accessors[e.attributes[h]],f=Ks[u.componentType];c[d]=f.name,l[d]=u.normalized===!0}}return t.getDependency("bufferView",r).then(function(h){return new 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It({color:16777215,emissive:0,metalness:1,roughness:1,transparent:!1,depthTest:!0,side:En})),s.DefaultMaterial}function rs(s,e,t){for(let n in t.extensions)s[n]===void 0&&(e.userData.gltfExtensions=e.userData.gltfExtensions||{},e.userData.gltfExtensions[n]=t.extensions[n])}function Kn(s,e){e.extras!==void 0&&(typeof e.extras=="object"?Object.assign(s.userData,e.extras):console.warn("THREE.GLTFLoader: Ignoring primitive type .extras, "+e.extras))}function Ex(s,e,t){let n=!1,i=!1,r=!1;for(let c=0,h=e.length;c<h;c++){let d=e[c];if(d.POSITION!==void 0&&(n=!0),d.NORMAL!==void 0&&(i=!0),d.COLOR_0!==void 0&&(r=!0),n&&i&&r)break}if(!n&&!i&&!r)return Promise.resolve(s);let a=[],o=[],l=[];for(let c=0,h=e.length;c<h;c++){let d=e[c];if(n){let u=d.POSITION!==void 0?t.getDependency("accessor",d.POSITION):s.attributes.position;a.push(u)}if(i){let u=d.NORMAL!==void 0?t.getDependency("accessor",d.NORMAL):s.attributes.normal;o.push(u)}if(r){let u=d.COLOR_0!==void 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Ignoring names.")}}function Ax(s){let e,t=s.extensions&&s.extensions[We.KHR_DRACO_MESH_COMPRESSION];if(t?e="draco:"+t.bufferView+":"+t.indices+":"+Kc(t.attributes):e=s.indices+":"+Kc(s.attributes)+":"+s.mode,s.targets!==void 0)for(let n=0,i=s.targets.length;n<i;n++)e+=":"+Kc(s.targets[n]);return e}function Kc(s){let e="",t=Object.keys(s).sort();for(let n=0,i=t.length;n<i;n++)e+=t[n]+":"+s[t[n]]+";";return e}function xh(s){switch(s){case Int8Array:return 1/127;case Uint8Array:return 1/255;case Int16Array:return 1/32767;case Uint16Array:return 1/65535;default:throw new Error("THREE.GLTFLoader: Unsupported normalized accessor component type.")}}function Rx(s){return s.search(/\.jpe?g($|\?)/i)>0||s.search(/^data\:image\/jpeg/)===0?"image/jpeg":s.search(/\.webp($|\?)/i)>0||s.search(/^data\:image\/webp/)===0?"image/webp":s.search(/\.ktx2($|\?)/i)>0||s.search(/^data\:image\/ktx2/)===0?"image/ktx2":"image/png"}var Cx=new Oe,vh=class{constructor(e={},t={}){this.json=e,this.extensions={},this.plugins={},this.options=t,this.cache=new Mx,this.associations=new Map,this.primitiveCache={},this.nodeCache={},this.meshCache={refs:{},uses:{}},this.cameraCache={refs:{},uses:{}},this.lightCache={refs:{},uses:{}},this.sourceCache={},this.textureCache={},this.nodeNamesUsed={};let n=!1,i=-1,r=!1,a=-1;if(typeof navigator<"u"&&typeof navigator.userAgent<"u"){let o=navigator.userAgent;n=/^((?!chrome|android).)*safari/i.test(o)===!0;let l=o.match(/Version\/(\d+)/);i=n&&l?parseInt(l[1],10):-1,r=o.indexOf("Firefox")>-1,a=r?o.match(/Firefox\/([0-9]+)\./)[1]:-1}typeof createImageBitmap>"u"||n&&i<17||r&&a<98?this.textureLoader=new Si(this.options.manager):this.textureLoader=new Rr(this.options.manager),this.textureLoader.setCrossOrigin(this.options.crossOrigin),this.textureLoader.setRequestHeader(this.options.requestHeader),this.fileLoader=new $i(this.options.manager),this.fileLoader.setResponseType("arraybuffer"),this.options.crossOrigin==="use-credentials"&&this.fileLoader.setWithCredentials(!0)}setExtensions(e){this.extensions=e}setPlugins(e){this.plugins=e}parse(e,t){let n=this,i=this.json,r=this.extensions;this.cache.removeAll(),this.nodeCache={},this._invokeAll(function(a){return a._markDefs&&a._markDefs()}),Promise.all(this._invokeAll(function(a){return a.beforeRoot&&a.beforeRoot()})).then(function(){return Promise.all([n.getDependencies("scene"),n.getDependencies("animation"),n.getDependencies("camera")])}).then(function(a){let o={scene:a[0][i.scene||0],scenes:a[0],animations:a[1],cameras:a[2],asset:i.asset,parser:n,userData:{}};return rs(r,o,i),Kn(o,i),Promise.all(n._invokeAll(function(l){return l.afterRoot&&l.afterRoot(o)})).then(function(){for(let l of o.scenes)l.updateMatrixWorld();e(o)})}).catch(t)}_markDefs(){let e=this.json.nodes||[],t=this.json.skins||[],n=this.json.meshes||[];for(let i=0,r=t.length;i<r;i++){let a=t[i].joints;for(let o=0,l=a.length;o<l;o++)e[a[o]].isBone=!0}for(let i=0,r=e.length;i<r;i++){let a=e[i];a.mesh!==void 0&&(this._addNodeRef(this.meshCache,a.mesh),a.skin!==void 0&&(n[a.mesh].isSkinnedMesh=!0)),a.camera!==void 0&&this._addNodeRef(this.cameraCache,a.camera)}}_addNodeRef(e,t){t!==void 0&&(e.refs[t]===void 0&&(e.refs[t]=e.uses[t]=0),e.refs[t]++)}_getNodeRef(e,t,n){if(e.refs[t]<=1)return n;let i=n.clone(),r=(a,o)=>{let l=this.associations.get(a);l!=null&&this.associations.set(o,l);for(let[c,h]of a.children.entries())r(h,o.children[c])};return r(n,i),i.name+="_instance_"+e.uses[t]++,i}_invokeOne(e){let t=Object.values(this.plugins);t.push(this);for(let n=0;n<t.length;n++){let i=e(t[n]);if(i)return i}return null}_invokeAll(e){let t=Object.values(this.plugins);t.unshift(this);let n=[];for(let i=0;i<t.length;i++){let r=e(t[i]);r&&n.push(r)}return n}getDependency(e,t){let n=e+":"+t,i=this.cache.get(n);if(!i){switch(e){case"scene":i=this.loadScene(t);break;case"node":i=this._invokeOne(function(r){return r.loadNode&&r.loadNode(t)});break;case"mesh":i=this._invokeOne(function(r){return r.loadMesh&&r.loadMesh(t)});break;case"accessor":i=this.loadAccessor(t);break;case"bufferView":i=this._invokeOne(function(r){return r.loadBufferView&&r.loadBufferView(t)});break;case"buffer":i=this.loadBuffer(t);break;case"material":i=this._invokeOne(function(r){return r.loadMaterial&&r.loadMaterial(t)});break;case"texture":i=this._invokeOne(function(r){return r.loadTexture&&r.loadTexture(t)});break;case"skin":i=this.loadSkin(t);break;case"animation":i=this._invokeOne(function(r){return r.loadAnimation&&r.loadAnimation(t)});break;case"camera":i=this.loadCamera(t);break;default:if(i=this._invokeOne(function(r){return r!=this&&r.getDependency&&r.getDependency(e,t)}),!i)throw new Error("Unknown type: "+e);break}this.cache.add(n,i)}return i}getDependencies(e){let t=this.cache.get(e);if(!t){let n=this,i=this.json[e+(e==="mesh"?"es":"s")]||[];t=Promise.all(i.map(function(r,a){return n.getDependency(e,a)})),this.cache.add(e,t)}return t}loadBuffer(e){let t=this.json.buffers[e],n=this.fileLoader;if(t.type&&t.type!=="arraybuffer")throw new Error("THREE.GLTFLoader: "+t.type+" buffer type is not supported.");if(t.uri===void 0&&e===0)return Promise.resolve(this.extensions[We.KHR_BINARY_GLTF].body);let i=this.options;return new Promise(function(r,a){n.load(li.resolveURL(t.uri,i.path),r,void 0,function(){a(new Error('THREE.GLTFLoader: Failed to load buffer "'+t.uri+'".'))})})}loadBufferView(e){let t=this.json.bufferViews[e];return this.getDependency("buffer",t.buffer).then(function(n){let i=t.byteLength||0,r=t.byteOffset||0;return n.slice(r,r+i)})}loadAccessor(e){let t=this,n=this.json,i=this.json.accessors[e];if(i.bufferView===void 0&&i.sparse===void 0){let a=qc[i.type],o=Ks[i.componentType],l=i.normalized===!0,c=new o(i.count*a);return Promise.resolve(new Je(c,a,l))}let r=[];return i.bufferView!==void 0?r.push(this.getDependency("bufferView",i.bufferView)):r.push(null),i.sparse!==void 0&&(r.push(this.getDependency("bufferView",i.sparse.indices.bufferView)),r.push(this.getDependency("bufferView",i.sparse.values.bufferView))),Promise.all(r).then(function(a){let o=a[0],l=qc[i.type],c=Ks[i.componentType],h=c.BYTES_PER_ELEMENT,d=h*l,u=i.byteOffset||0,f=i.bufferView!==void 0?n.bufferViews[i.bufferView].byteStride:void 0,g=i.normalized===!0,v,m;if(f&&f!==d){let p=Math.floor(u/f),M="InterleavedBuffer:"+i.bufferView+":"+i.componentType+":"+p+":"+i.count,b=t.cache.get(M);b||(v=new c(o,p*f,i.count*f/h),b=new Ps(v,f/h),t.cache.add(M,b)),m=new Is(b,l,u%f/h,g)}else o===null?v=new c(i.count*l):v=new c(o,u,i.count*l),m=new Je(v,l,g);if(i.sparse!==void 0){let p=qc.SCALAR,M=Ks[i.sparse.indices.componentType],b=i.sparse.indices.byteOffset||0,S=i.sparse.values.byteOffset||0,C=new M(a[1],b,i.sparse.count*p),w=new c(a[2],S,i.sparse.count*l);o!==null&&(m=new Je(m.array.slice(),m.itemSize,m.normalized)),m.normalized=!1;for(let P=0,_=C.length;P<_;P++){let E=C[P];if(m.setX(E,w[P*l]),l>=2&&m.setY(E,w[P*l+1]),l>=3&&m.setZ(E,w[P*l+2]),l>=4&&m.setW(E,w[P*l+3]),l>=5)throw new Error("THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.")}m.normalized=g}return m})}loadTexture(e){let t=this.json,n=this.options,r=t.textures[e].source,a=t.images[r],o=this.textureLoader;if(a.uri){let l=n.manager.getHandler(a.uri);l!==null&&(o=l)}return this.loadTextureImage(e,r,o)}loadTextureImage(e,t,n){let i=this,r=this.json,a=r.textures[e],o=r.images[t],l=(o.uri||o.bufferView)+":"+a.sampler;if(this.textureCache[l])return this.textureCache[l];let c=this.loadImageSource(t,n).then(function(h){h.flipY=!1,h.name=a.name||o.name||"",h.name===""&&typeof o.uri=="string"&&o.uri.startsWith("data:image/")===!1&&(h.name=o.uri);let u=(r.samplers||{})[a.sampler]||{};return h.magFilter=Hd[u.magFilter]||ht,h.minFilter=Hd[u.minFilter]||tn,h.wrapS=Vd[u.wrapS]||hn,h.wrapT=Vd[u.wrapT]||hn,h.generateMipmaps=!h.isCompressedTexture&&h.minFilter!==St&&h.minFilter!==ht,i.associations.set(h,{textures:e}),h}).catch(function(){return null});return this.textureCache[l]=c,c}loadImageSource(e,t){let n=this,i=this.json,r=this.options;if(this.sourceCache[e]!==void 0)return this.sourceCache[e].then(d=>d.clone());let a=i.images[e],o=self.URL||self.webkitURL,l=a.uri||"",c=!1;if(a.bufferView!==void 0)l=n.getDependency("bufferView",a.bufferView).then(function(d){c=!0;let u=new Blob([d],{type:a.mimeType});return l=o.createObjectURL(u),l});else if(a.uri===void 0)throw new Error("THREE.GLTFLoader: Image "+e+" is missing URI and bufferView");let h=Promise.resolve(l).then(function(d){return new Promise(function(u,f){let g=u;t.isImageBitmapLoader===!0&&(g=function(v){let m=new Pt(v);m.needsUpdate=!0,u(m)}),t.load(li.resolveURL(d,r.path),g,void 0,f)})}).then(function(d){return c===!0&&o.revokeObjectURL(l),Kn(d,a),d.userData.mimeType=a.mimeType||Rx(a.uri),d}).catch(function(d){throw console.error("THREE.GLTFLoader: Couldn't load texture",l),d});return this.sourceCache[e]=h,h}assignTexture(e,t,n,i){let r=this;return this.getDependency("texture",n.index).then(function(a){if(!a)return null;if(n.texCoord!==void 0&&n.texCoord>0&&(a=a.clone(),a.channel=n.texCoord),r.extensions[We.KHR_TEXTURE_TRANSFORM]){let o=n.extensions!==void 0?n.extensions[We.KHR_TEXTURE_TRANSFORM]:void 0;if(o){let l=r.associations.get(a);a=r.extensions[We.KHR_TEXTURE_TRANSFORM].extendTexture(a,o),r.associations.set(a,l)}}return i!==void 0&&(a.colorSpace=i),e[t]=a,a})}assignFinalMaterial(e){let t=e.geometry,n=e.material,i=t.attributes.tangent===void 0,r=t.attributes.color!==void 0,a=t.attributes.normal===void 0;if(e.isPoints){let o="PointsMaterial:"+n.uuid,l=this.cache.get(o);l||(l=new Us,Kt.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,l.sizeAttenuation=!1,this.cache.add(o,l)),n=l}else if(e.isLine){let o="LineBasicMaterial:"+n.uuid,l=this.cache.get(o);l||(l=new Ns,Kt.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,this.cache.add(o,l)),n=l}if(i||r||a){let o="ClonedMaterial:"+n.uuid+":";i&&(o+="derivative-tangents:"),r&&(o+="vertex-colors:"),a&&(o+="flat-shading:");let l=this.cache.get(o);l||(l=n.clone(),r&&(l.vertexColors=!0),a&&(l.flatShading=!0),i&&(l.normalScale&&(l.normalScale.y*=-1),l.clearcoatNormalScale&&(l.clearcoatNormalScale.y*=-1)),this.cache.add(o,l),this.associations.set(l,this.associations.get(n))),n=l}e.material=n}getMaterialType(){return It}loadMaterial(e){let t=this,n=this.json,i=this.extensions,r=n.materials[e],a,o={},l=r.extensions||{},c=[];if(l[We.KHR_MATERIALS_UNLIT]){let d=i[We.KHR_MATERIALS_UNLIT];a=d.getMaterialType(),c.push(d.extendParams(o,r,t))}else{let d=r.pbrMetallicRoughness||{};if(o.color=new Te(1,1,1),o.opacity=1,Array.isArray(d.baseColorFactor)){let u=d.baseColorFactor;o.color.setRGB(u[0],u[1],u[2],Ft),o.opacity=u[3]}d.baseColorTexture!==void 0&&c.push(t.assignTexture(o,"map",d.baseColorTexture,tt)),o.metalness=d.metallicFactor!==void 0?d.metallicFactor:1,o.roughness=d.roughnessFactor!==void 0?d.roughnessFactor:1,d.metallicRoughnessTexture!==void 0&&(c.push(t.assignTexture(o,"metalnessMap",d.metallicRoughnessTexture)),c.push(t.assignTexture(o,"roughnessMap",d.metallicRoughnessTexture))),a=this._invokeOne(function(u){return u.getMaterialType&&u.getMaterialType(e)}),c.push(Promise.all(this._invokeAll(function(u){return u.extendMaterialParams&&u.extendMaterialParams(e,o)})))}r.doubleSided===!0&&(o.side=Wt);let h=r.alphaMode||Yc.OPAQUE;if(h===Yc.BLEND?(o.transparent=!0,o.depthWrite=!1):(o.transparent=!1,h===Yc.MASK&&(o.alphaTest=r.alphaCutoff!==void 0?r.alphaCutoff:.5)),r.normalTexture!==void 0&&a!==fn&&(c.push(t.assignTexture(o,"normalMap",r.normalTexture)),o.normalScale=new Re(1,1),r.normalTexture.scale!==void 0)){let d=r.normalTexture.scale;o.normalScale.set(d,d)}if(r.occlusionTexture!==void 0&&a!==fn&&(c.push(t.assignTexture(o,"aoMap",r.occlusionTexture)),r.occlusionTexture.strength!==void 0&&(o.aoMapIntensity=r.occlusionTexture.strength)),r.emissiveFactor!==void 0&&a!==fn){let d=r.emissiveFactor;o.emissive=new Te().setRGB(d[0],d[1],d[2],Ft)}return r.emissiveTexture!==void 0&&a!==fn&&c.push(t.assignTexture(o,"emissiveMap",r.emissiveTexture,tt)),Promise.all(c).then(function(){let d=new a(o);return r.name&&(d.name=r.name),Kn(d,r),t.associations.set(d,{materials:e}),r.extensions&&rs(i,d,r),d})}createUniqueName(e){let t=ct.sanitizeNodeName(e||"");return t in this.nodeNamesUsed?t+"_"+ ++this.nodeNamesUsed[t]:(this.nodeNamesUsed[t]=0,t)}loadGeometries(e){let t=this,n=this.extensions,i=this.primitiveCache;function r(o){return n[We.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(o,t).then(function(l){return Gd(l,o,t)})}let a=[];for(let o=0,l=e.length;o<l;o++){let c=e[o],h=Ax(c),d=i[h];if(d)a.push(d.promise);else{let u;c.extensions&&c.extensions[We.KHR_DRACO_MESH_COMPRESSION]?u=r(c):u=Gd(new At,c,t),i[h]={primitive:c,promise:u},a.push(u)}}return Promise.all(a)}loadMesh(e){let t=this,n=this.json,i=this.extensions,r=n.meshes[e],a=r.primitives,o=[];for(let l=0,c=a.length;l<c;l++){let h=a[l].material===void 0?Tx(this.cache):this.getDependency("material",a[l].material);o.push(h)}return o.push(t.loadGeometries(a)),Promise.all(o).then(function(l){let c=l.slice(0,l.length-1),h=l[l.length-1],d=[];for(let f=0,g=h.length;f<g;f++){let v=h[f],m=a[f],p,M=c[f];if(m.mode===xn.TRIANGLES||m.mode===xn.TRIANGLE_STRIP||m.mode===xn.TRIANGLE_FAN||m.mode===void 0)p=r.isSkinnedMesh===!0?new fr(v,M):new Ke(v,M),p.isSkinnedMesh===!0&&p.normalizeSkinWeights(),m.mode===xn.TRIANGLE_STRIP?p.geometry=Xc(p.geometry,kr):m.mode===xn.TRIANGLE_FAN&&(p.geometry=Xc(p.geometry,Vs));else if(m.mode===xn.LINES)p=new mr(v,M);else if(m.mode===xn.LINE_STRIP)p=new Ji(v,M);else if(m.mode===xn.LINE_LOOP)p=new gr(v,M);else if(m.mode===xn.POINTS)p=new _r(v,M);else throw new Error("THREE.GLTFLoader: Primitive mode unsupported: "+m.mode);Object.keys(p.geometry.morphAttributes).length>0&&wx(p,r),p.name=t.createUniqueName(r.name||"mesh_"+e),Kn(p,r),m.extensions&&rs(i,p,m),t.assignFinalMaterial(p),d.push(p)}for(let f=0,g=d.length;f<g;f++)t.associations.set(d[f],{meshes:e,primitives:f});if(d.length===1)return r.extensions&&rs(i,d[0],r),d[0];let u=new jt;r.extensions&&rs(i,u,r),t.associations.set(u,{meshes:e});for(let f=0,g=d.length;f<g;f++)u.add(d[f]);return u})}loadCamera(e){let t,n=this.json.cameras[e],i=n[n.type];if(!i){console.warn("THREE.GLTFLoader: Missing camera parameters.");return}return n.type==="perspective"?t=new wt(Hr.radToDeg(i.yfov),i.aspectRatio||1,i.znear||1,i.zfar||2e6):n.type==="orthographic"&&(t=new Ti(-i.xmag,i.xmag,i.ymag,-i.ymag,i.znear,i.zfar)),n.name&&(t.name=this.createUniqueName(n.name)),Kn(t,n),Promise.resolve(t)}loadSkin(e){let t=this.json.skins[e],n=[];for(let i=0,r=t.joints.length;i<r;i++)n.push(this._loadNodeShallow(t.joints[i]));return t.inverseBindMatrices!==void 0?n.push(this.getDependency("accessor",t.inverseBindMatrices)):n.push(null),Promise.all(n).then(function(i){let r=i.pop(),a=i,o=[],l=[];for(let c=0,h=a.length;c<h;c++){let d=a[c];if(d){o.push(d);let u=new Oe;r!==null&&u.fromArray(r.array,c*16),l.push(u)}else console.warn('THREE.GLTFLoader: Joint "%s" could not be found.',t.joints[c])}return new pr(o,l)})}loadAnimation(e){let t=this.json,n=this,i=t.animations[e],r=i.name?i.name:"animation_"+e,a=[],o=[],l=[],c=[],h=[];for(let d=0,u=i.channels.length;d<u;d++){let f=i.channels[d],g=i.samplers[f.sampler],v=f.target,m=v.node,p=i.parameters!==void 0?i.parameters[g.input]:g.input,M=i.parameters!==void 0?i.parameters[g.output]:g.output;v.node!==void 0&&(a.push(this.getDependency("node",m)),o.push(this.getDependency("accessor",p)),l.push(this.getDependency("accessor",M)),c.push(g),h.push(v))}return Promise.all([Promise.all(a),Promise.all(o),Promise.all(l),Promise.all(c),Promise.all(h)]).then(function(d){let u=d[0],f=d[1],g=d[2],v=d[3],m=d[4],p=[];for(let b=0,S=u.length;b<S;b++){let C=u[b],w=f[b],P=g[b],_=v[b],E=m[b];if(C===void 0)continue;C.updateMatrix&&C.updateMatrix();let R=n._createAnimationTracks(C,w,P,_,E);if(R)for(let A=0;A<R.length;A++)p.push(R[A])}let M=new br(r,void 0,p);return Kn(M,i),M})}createNodeMesh(e){let t=this.json,n=this,i=t.nodes[e];return i.mesh===void 0?null:n.getDependency("mesh",i.mesh).then(function(r){let a=n._getNodeRef(n.meshCache,i.mesh,r);return i.weights!==void 0&&a.traverse(function(o){if(o.isMesh)for(let l=0,c=i.weights.length;l<c;l++)o.morphTargetInfluences[l]=i.weights[l]}),a})}loadNode(e){let t=this.json,n=this,i=t.nodes[e],r=n._loadNodeShallow(e),a=[],o=i.children||[];for(let c=0,h=o.length;c<h;c++)a.push(n.getDependency("node",o[c]));let l=i.skin===void 0?Promise.resolve(null):n.getDependency("skin",i.skin);return Promise.all([r,Promise.all(a),l]).then(function(c){let h=c[0],d=c[1],u=c[2];u!==null&&h.traverse(function(f){f.isSkinnedMesh&&f.bind(u,Cx)});for(let f=0,g=d.length;f<g;f++)h.add(d[f]);if(h.userData.pivot!==void 0&&d.length>0){let f=h.userData.pivot,g=d[0];h.pivot=new D().fromArray(f),h.position.x-=f[0],h.position.y-=f[1],h.position.z-=f[2],g.position.set(0,0,0),delete h.userData.pivot}return h})}_loadNodeShallow(e){let t=this.json,n=this.extensions,i=this;if(this.nodeCache[e]!==void 0)return this.nodeCache[e];let r=t.nodes[e],a=r.name?i.createUniqueName(r.name):"",o=[],l=i._invokeOne(function(c){return c.createNodeMesh&&c.createNodeMesh(e)});return l&&o.push(l),r.camera!==void 0&&o.push(i.getDependency("camera",r.camera).then(function(c){return i._getNodeRef(i.cameraCache,r.camera,c)})),i._invokeAll(function(c){return c.createNodeAttachment&&c.createNodeAttachment(e)}).forEach(function(c){o.push(c)}),this.nodeCache[e]=Promise.all(o).then(function(c){let h;if(r.isBone===!0?h=new Ls:c.length>1?h=new jt:c.length===1?h=c[0]:h=new ft,h!==c[0])for(let d=0,u=c.length;d<u;d++)h.add(c[d]);if(r.name&&(h.userData.name=r.name,h.name=a),Kn(h,r),r.extensions&&rs(n,h,r),r.matrix!==void 0){let d=new Oe;d.fromArray(r.matrix),h.applyMatrix4(d)}else r.translation!==void 0&&h.position.fromArray(r.translation),r.rotation!==void 0&&h.quaternion.fromArray(r.rotation),r.scale!==void 0&&h.scale.fromArray(r.scale);if(!i.associations.has(h))i.associations.set(h,{});else if(r.mesh!==void 0&&i.meshCache.refs[r.mesh]>1){let d=i.associations.get(h);i.associations.set(h,{...d})}return i.associations.get(h).nodes=e,h}),this.nodeCache[e]}loadScene(e){let t=this.extensions,n=this.json.scenes[e],i=this,r=new jt;n.name&&(r.name=i.createUniqueName(n.name)),Kn(r,n),n.extensions&&rs(t,r,n);let a=n.nodes||[],o=[];for(let l=0,c=a.length;l<c;l++)o.push(i.getDependency("node",a[l]));return Promise.all(o).then(function(l){for(let h=0,d=l.length;h<d;h++){let u=l[h];u.parent!==null?r.add(Bd(u)):r.add(u)}let c=h=>{let d=new Map;for(let[u,f]of i.associations)(u instanceof Kt||u instanceof Pt)&&d.set(u,f);return h.traverse(u=>{let f=i.associations.get(u);f!=null&&d.set(u,f)}),d};return i.associations=c(r),r})}_createAnimationTracks(e,t,n,i,r){let a=[],o=e.name?e.name:e.uuid,l=[];function c(f){f.morphTargetInfluences&&l.push(f.name?f.name:f.uuid)}Li[r.path]===Li.weights?(c(e),e.isGroup&&e.children.forEach(c)):l.push(o);let h;switch(Li[r.path]){case Li.weights:h=Vn;break;case Li.rotation:h=Gn;break;case Li.translation:case Li.scale:h=Wn;break;default:n.itemSize===1?h=Vn:h=Wn;break}let d=i.interpolation!==void 0?Sx[i.interpolation]:Xi,u=this._getArrayFromAccessor(n);for(let f=0,g=l.length;f<g;f++){let v=new h(l[f]+"."+Li[r.path],t.array,u,d);i.interpolation==="CUBICSPLINE"&&this._createCubicSplineTrackInterpolant(v),a.push(v)}return a}_getArrayFromAccessor(e){let t=e.array;if(e.normalized){let n=xh(t.constructor),i=new Float32Array(t.length);for(let r=0,a=t.length;r<a;r++)i[r]=t[r]*n;t=i}return t}_createCubicSplineTrackInterpolant(e){e.createInterpolant=function(n){let i=this instanceof Gn?gh:el;return new i(this.times,this.values,this.getValueSize()/3,n)},e.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline=!0}};function Px(s,e,t){let n=e.attributes,i=new dn;if(n.POSITION!==void 0){let o=t.json.accessors[n.POSITION],l=o.min,c=o.max;if(l!==void 0&&c!==void 0){if(i.set(new D(l[0],l[1],l[2]),new D(c[0],c[1],c[2])),o.normalized){let h=xh(Ks[o.componentType]);i.min.multiplyScalar(h),i.max.multiplyScalar(h)}}else{console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.");return}}else return;let r=e.targets;if(r!==void 0){let o=new D,l=new D;for(let c=0,h=r.length;c<h;c++){let d=r[c];if(d.POSITION!==void 0){let u=t.json.accessors[d.POSITION],f=u.min,g=u.max;if(f!==void 0&&g!==void 0){if(l.setX(Math.max(Math.abs(f[0]),Math.abs(g[0]))),l.setY(Math.max(Math.abs(f[1]),Math.abs(g[1]))),l.setZ(Math.max(Math.abs(f[2]),Math.abs(g[2]))),u.normalized){let v=xh(Ks[u.componentType]);l.multiplyScalar(v)}o.max(l)}else console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.")}}i.expandByVector(o)}s.boundingBox=i;let a=new Qt;i.getCenter(a.center),a.radius=i.min.distanceTo(i.max)/2,s.boundingSphere=a}function Gd(s,e,t){let n=e.attributes,i=[];function r(a,o){return t.getDependency("accessor",a).then(function(l){s.setAttribute(o,l)})}for(let a in n){let o=_h[a]||a.toLowerCase();o in s.attributes||i.push(r(n[a],o))}if(e.indices!==void 0&&!s.index){let a=t.getDependency("accessor",e.indices).then(function(o){s.setIndex(o)});i.push(a)}return Ge.workingColorSpace!==Ft&&"COLOR_0"in n&&console.warn(`THREE.GLTFLoader: Converting vertex colors from "srgb-linear" to "${Ge.workingColorSpace}" not supported.`),Kn(s,e),Px(s,e,t),Promise.all(i).then(function(){return e.targets!==void 0?Ex(s,e.targets,t):s})}var tl=()=>1,Xd=async()=>{};var Ix=18,Lx=2,nl=class{constructor(e,t,n,i,r){this.env=e;this.render=t;this.anisotropy=n;this.pageOf=i;this.onReady=r;this.entries=new Map;this.order=[];this.running=0;this.disposed=!1;this.tick=0;let a=e.format;this.pxPerMm=1300/Math.max(a.widthMm,a.heightMm)}get(e,t){let n=this.entries.get(e);return!n||n.state!=="ready"||!n.tex?null:(n.use=++this.tick,n.span===2?t===-1?n.tex:(n.halves||(n.halves=this.split(n.tex)),n.halves[t]):n.tex)}isReady(e){return this.entries.get(e)?.state==="ready"}canvasOf(e){return this.entries.get(e)?.canvas??null}want(e){if(this.disposed)return;this.order=e;let t=new Set(e);for(let[n,i]of this.entries)i.state==="queued"&&!t.has(n)&&this.entries.delete(n);for(let n of e){let i=this.entries.get(n);if(i){i.use=++this.tick;continue}let r=this.pageOf(n);r&&this.entries.set(n,{key:n,state:"queued",page:r.page,pageNumber:r.pageNumber,span:tl(r.page),use:++this.tick})}this.evict(t),this.pump()}evict(e){let t=[...this.entries.values()].filter(i=>i.state==="ready"&&!e.has(i.key)),n=this.entries.size-Ix;if(!(n<=0)){t.sort((i,r)=>i.use-r.use);for(let i of t.slice(0,n))this.free(i)}}free(e){e.tex?.dispose(),e.halves?.forEach(t=>t.dispose()),this.entries.delete(e.key)}pump(){for(;!this.disposed&&this.running<Lx;){let e=this.order.map(t=>this.entries.get(t)).find(t=>t&&t.state==="queued");if(!e)return;e.state="loading",this.running++,this.draw(e).finally(()=>{this.running--,this.pump()})}}async draw(e){try{let t={pxPerMm:this.pxPerMm,bleed:!1,quality:"screen"},n=Math.round(this.env.format.widthMm*e.span*t.pxPerMm),i=Math.round(this.env.format.heightMm*t.pxPerMm),r=document.createElement("canvas");r.width=n,r.height=i;let a=r.getContext("2d");if(!a)throw new Error("no 2d context");if(await this.render(a,e.page,this.env,e.pageNumber,t),this.disposed||this.entries.get(e.key)!==e)return;let o=new zn(r);o.colorSpace=tt,o.anisotropy=this.anisotropy,o.generateMipmaps=!0,o.minFilter=tn,e.canvas=r,e.tex=o,e.state="ready",this.onReady(e.key,r)}catch{this.entries.get(e.key)===e&&(e.state="failed")}}split(e){let t=n=>{let i=e.clone();return i.repeat.set(.5,1),i.offset.set(n,0),i.needsUpdate=!0,i};return[t(0),t(.5)]}setEnv(e){this.env=e}dispose(){this.disposed=!0;for(let e of[...this.entries.values()])this.free(e);this.entries.clear()}};var vt=(s,e,t)=>Math.min(t,Math.max(e,s)),yh=(s,e,t)=>s+(e-s)*t,Zs=s=>{let e=vt(s,0,1);return e*e*(3-2*e)};function Di(s,e){let t=document.createElement("canvas");return t.width=s,t.height=e,t}function il(s){let e=s>>>0;return()=>(e=Math.imul(e,1664525)+1013904223>>>0)/4294967296}function sl(s,e=!1){let t=new zn(s);return t.colorSpace=tt,e&&(t.wrapS=t.wrapT=hn),t}function qd(){let s=Di(64,256),e=s.getContext("2d"),t=il(11);e.fillStyle="#f3eddf",e.fillRect(0,0,64,256);for(let i=0;i<256;i+=1){let r=i%4===0?.3:t()<.35?.1:0;r>0&&(e.fillStyle=`rgba(122,100,66,${r})`,e.fillRect(0,i,64,1))}for(let i=0;i<260;i++)e.fillStyle=`rgba(255,255,255,${t()*.12})`,e.fillRect(Math.floor(t()*64),0,1,256);let n=sl(s,!0);return n.anisotropy=8,n}function Yd(){let s=Di(128,128),e=s.getContext("2d");e.fillStyle="#808080",e.fillRect(0,0,128,128);let t=il(5),n=16,i=128/n;for(let a=0;a<n;a++)for(let o=0;o<n;o++){let l=(a+o)%2===0,c=a*i,h=o*i,d=l?e.createLinearGradient(c,0,c+i,0):e.createLinearGradient(0,h,0,h+i);d.addColorStop(0,"#5a5a5a"),d.addColorStop(.5,l?"#d8d8d8":"#c8c8c8"),d.addColorStop(1,"#5a5a5a"),e.fillStyle=d,e.fillRect(c+.5,h+.5,i-1,i-1)}for(let a=0;a<500;a++)e.fillStyle=`rgba(${t()<.5?255:0},${t()<.5?255:0},${t()<.5?255:0},0.05)`,e.fillRect(t()*128,t()*128,1,1);let r=new zn(s);return r.wrapS=r.wrapT=hn,r.repeat.set(14,10),r.anisotropy=8,r}function Kd(){let e=Di(1024,1024),t=e.getContext("2d"),n=il(23),i=4,r=1024/i;for(let o=0;o<i;o++){let l=27+n()*4,c=24+n()*6,h=36+n()*4;t.fillStyle=`hsl(${l} ${c}% ${h}%)`,t.fillRect(o*r,0,r,1024);for(let u=0;u<70;u++){let f=o*r+n()*r,g=1+n()*4,v=n()*6,m=.004+n()*.01;t.strokeStyle=`hsla(${l-4} ${c+6}% ${h-12+n()*16}% / ${.06+n()*.14})`,t.lineWidth=.5+n()*1.8,t.beginPath();for(let p=0;p<=1024;p+=16){let M=f+Math.sin(p*m+v)*g;p===0?t.moveTo(M,p):t.lineTo(M,p)}t.stroke()}t.fillStyle="rgba(20,10,0,0.2)",t.fillRect(o*r,0,1,1024);let d=n()*1024;if(n()<.5){let u=t.createRadialGradient(o*r+r*.5,d,1,o*r+r*.5,d,22);u.addColorStop(0,"rgba(60,32,12,0.5)"),u.addColorStop(1,"rgba(60,32,12,0)"),t.fillStyle=u,t.fillRect(o*r,d-30,r,60)}}let a=sl(e,!0);return a.repeat.set(3,3),a.anisotropy=8,a}function Zd(){let e=Di(256,256),t=e.getContext("2d");t.shadowColor="rgba(0,0,0,1)",t.shadowBlur=20,t.shadowOffsetX=256*2,t.fillStyle="#000";let n=44;t.beginPath(),t.roundRect(n-256*2,n,256-2*n,256-2*n,12),t.fill();let i=new zn(e);return i.colorSpace=tt,i}function Jd(s){let e=Di(512,384),t=e.getContext("2d"),n=new Te(s),i={h:0,s:0,l:0};n.getHSL(i),n.setHSL(i.h,i.s,vt(i.l+(i.l>.5?-.05:.04),0,1)),t.fillStyle=`#${n.getHexString()}`,t.fillRect(0,0,512,384);let r=il(3);for(let a=0;a<2600;a++)t.fillStyle=r()<.5?`rgba(255,255,255,${r()*.07})`:`rgba(0,0,0,${r()*.05})`,t.fillRect(r()*512,r()*384,1+r()*2,1);return sl(e)}function $d(s){let e=Di(4,4),t=e.getContext("2d");return t.fillStyle=s,t.fillRect(0,0,4,4),sl(e)}function jd(s){let t=Di(8,8).getContext("2d");t.drawImage(s,0,0,8,8);let n=t.getImageData(0,0,8,8).data,i=0,r=0,a=0,o=n.length/4;for(let l=0;l<n.length;l+=4)i+=n[l],r+=n[l+1],a+=n[l+2];return new Te().setRGB(i/o/255,r/o/255,a/o/255,tt)}function Qd(s,e,t,n,i,r){let a=Di(i,r),o=a.getContext("2d");o.fillStyle=`#${t.getHexString(tt)}`,o.fillRect(0,0,i,r);let c=.2126*t.r+.7152*t.g+.0722*t.b>.28?"#1d1a17":"#f4efe6";o.fillStyle=c,o.textAlign="center",o.textBaseline="middle";let h=r*.34;o.font=`500 ${h}px ${n}`;let d=i*.78,u=o.measureText(s).width;u>d&&(h=h*d/u),o.font=`500 ${h}px ${n}`,o.fillText(s,i/2,r*(e?.42:.5)),e&&(o.globalAlpha=.7,o.font=`400 ${Math.min(r*.13,h*.45)}px ${n}`,o.fillText(e.toUpperCase(),i/2,r*.72),o.globalAlpha=1),o.fillStyle=c,o.globalAlpha=.4,o.fillRect(i*.06,r*.13,i*.88,2),o.fillRect(i*.06,r*.87-2,i*.88,2);let f=new zn(a);return f.colorSpace=tt,f.anisotropy=8,f}var Ni=.001,rn=2.5*Ni,ef=3*Ni,Dx=.12,qr=rn+.5*Ni,we=64,Zn=8,Mh=8,tf=1,nf=.85,rl="./3d/",sf=s=>1-.38*Math.exp(-s/.016)-.12*Math.exp(-s/.06),bh=s=>s<.5?4*s*s*s:1-Math.pow(-2*s+2,3)/2,Sh=class{constructor(e){this.W=e;this.cache=new Map}angles(e){let t=Math.round(e*4e5),n=this.cache.get(t);if(n)return n;this.cache.size>600&&this.cache.clear();let i=new Float32Array(we);if(e>1e-6){let r=this.W/we,a=vt(3.6*e,.03,.6*this.W),o=new Float32Array(we);for(let d=0;d<we;d++)o[d]=1-Zs((d+.5)*r/a);let l=0,c=1.45;for(let d=0;d<22;d++){let u=(l+c)/2,f=0;for(let g=0;g<we;g++)f+=Math.sin(u*o[g])*r;f<e?l=u:c=u}let h=(l+c)/2;for(let d=0;d<we;d++)i[d]=h*o[d]}return this.cache.set(t,i),i}},Th=class{constructor(e,t){this.index=-1;let n=(we+1)*(Zn+1);this.pos=new Float32Array(n*2*3),this.nor=new Float32Array(n*2*3);let i=new Float32Array(n*2*2),r=[];for(let c=0;c<2;c++)for(let h=0;h<=Zn;h++)for(let d=0;d<=we;d++){let u=c*n+h*(we+1)+d;i[u*2]=c===0?d/we:1-d/we,i[u*2+1]=1-h/Zn}for(let c=0;c<2;c++)for(let h=0;h<Zn;h++)for(let d=0;d<we;d++){let u=c*n+h*(we+1)+d,f=u+(we+1),g=u+1,v=f+1;c===0?r.push(u,f,g,f,v,g):r.push(u,g,f,f,g,v)}this.geo=new At,this.geo.setAttribute("position",new Je(this.pos,3).setUsage(Ln)),this.geo.setAttribute("normal",new Je(this.nor,3).setUsage(Ln)),this.geo.setAttribute("uv",new Je(i,2));let a=new Float32Array(n*2*3);for(let c=0;c<2;c++)for(let h=0;h<=Zn;h++)for(let d=0;d<=we;d++){let u=sf(d/we*e),f=(c*n+h*(we+1)+d)*3;a[f]=a[f+1]=a[f+2]=u}this.geo.setAttribute("color",new Je(a,3)),this.geo.setIndex(r);let o=we*Zn*6;this.geo.addGroup(0,o,0),this.geo.addGroup(o,o,1);let l=()=>new It({roughness:.88,metalness:0,vertexColors:!0});this.matF=l(),this.matB=l(),this.mesh=new Ke(this.geo,[this.matF,this.matB]),this.mesh.castShadow=!0,this.mesh.receiveShadow=!0,this.mesh.frustumCulled=!1}},al=class{constructor(e,t,n=Xd){this.container=e;this.env=t;this.scene=new Yi;this.book=new jt;this.anchor=new D(0,0,0);this.slots=[];this.startPn=new Map;this.disposables=[];this.exposureBase=1;this.envIntensity=.5;this.frontPivot=new jt;this.pool=[];this.spineTex=null;this.spineColor=new Te;this.desk=null;this.artDone=!1;this.clothNormal=null;this.clothRough=null;this.clothNormalScale=.32;this.anim=new Map;this.held=new Map;this.t=0;this.finish="laminate";this.zoomed=!1;this.flipped=!1;this.flipAnim=null;this.flipAngle=0;this.dragging=null;this.camTween=null;this.userMoved=!1;this.raf=0;this.disposed=!1;this.manifest=null;this.introDone=!1;this.ray=new Cr;this.plane=new Jt(new D(0,1,0),0);this.onState=()=>{};this.px=new Float32Array(we+1);this.py=new Float32Array(we+1);this.hoverWant=null;this.hoverLeaf=-1;this.hoverCur=0;this.hoverBase=0;this.lastTick=0;this.down=null;this.onDown=e=>{if(e.button!==0||this.flipped||e.target!==this.renderer.domElement)return;let n=this.zoneAt(e);this.down=n?{x:e.clientX,y:e.clientY,zone:n}:null,n?.edge&&(this.controls.enabled=!1,this.canvasCapture(e))};this.onMove=e=>{if(!this.disposed){if(this.dragging){let t=this.pointerWorld(e);if(!t)return;let{leaf:n}=this.dragging,i=t.x-this.anchor.x,r=vt(this.pFromEdgeX(n,i),.003,.997);this.held.set(n,r),this.leafP[n]=r,this.refreshAll(),this.invalidate();return}if(this.down&&e.buttons&1&&this.down.zone.edge){let t=e.clientX-this.down.x,n=e.clientY-this.down.y;if(Math.hypot(t,n)>6){let i=this.down.zone,r=i.side==="right"?this.firstRight():this.t-1;if(r<0||r>this.L)return;this.anim.delete(r),this.releaseHover(),this.dragging={leaf:r,fromRight:i.side==="right"},this.userMoved=!0,this.camTween=null,this.renderer.domElement.style.cursor="grabbing",this.held.set(r,this.leafP[r]),this.onMove(e)}return}if(e.buttons===0&&e.target===this.renderer.domElement&&!this.flipped){let t=this.zoneAt(e);this.renderer.domElement.style.cursor=t?.edge?"pointer":t?"zoom-in":"grab";let n=null;t?.edge&&(t.side==="right"&&this.t<=this.L?n={leaf:this.t,base:this.leafP[this.t],p:this.leafP[this.t]+(this.t===0?.025:.03)}:t.side==="left"&&this.t>=1&&(n={leaf:this.t-1,base:this.leafP[this.t-1],p:this.leafP[this.t-1]-.03})),this.hoverWant=n,this.invalidate()}else e.buttons===0&&this.hoverWant&&(this.hoverWant=null,this.invalidate())}};this.onUp=e=>{if(this.disposed)return;let t=this.down;if(this.down=null,this.controls.enabled=!0,this.dragging){let{leaf:n,fromRight:i}=this.dragging,r=this.leafP[n];this.dragging=null,this.held.delete(n);let a=i?r>.38:r<.62,o=a?i?1:0:i?0:1,l=performance.now()/1e3;this.anim.set(n,{from:r,to:o,t0:l,dur:tf*vt(Math.abs(o-r),.25,1)}),this.t=i?a?n+1:n:a?n:n+1,this.pages.want(this.wantedKeys()),this.renderer.domElement.style.cursor="",this.emit(),this.invalidate();return}if(t&&Math.hypot(e.clientX-t.x,e.clientY-t.y)<6&&e.type==="pointerup"){let n=t.zone;n.edge&&(this.t===0?this.goTo(1):n.side==="right"?this.goTo(this.t+1):this.goTo(this.t-1))}};this.onDbl=e=>{if(this.flipped)return;if(this.zoomed){this.zoomToggle();return}let t=this.zoneAt(e);t&&this.t>0&&this.zoomToPage(t.side)};this.onLost=e=>{e.preventDefault()};this.introTimer=performance.now()/1e3;this.tick=()=>{if(this.raf=0,this.disposed)return;let e=performance.now()/1e3,t=Math.min(.1,this.lastTick?e-this.lastTick:.016);this.lastTick=e;let n=!1;if(this.updateHover(t)&&(n=!0),!this.introDone&&(this.pages.isReady(-1)&&this.artDone||e-this.introTimer>7)?this.startIntro():this.introDone||(n=!0),this.anim.size){for(let[r,a]of[...this.anim]){if(this.held.has(r))continue;let o=vt((e-a.t0)/a.dur,0,1);this.leafP[r]=a.from+(a.to-a.from)*bh(o),o>=1?(this.leafP[r]=a.to,this.anim.delete(r)):n=!0}this.refreshAll(),this.anim.size===0&&this.pages.want(this.wantedKeys())}if(this.flipAnim){let r=this.flipAnim,a=vt((e-r.t0)/r.dur,0,1);this.flipAngle=r.from+(r.to-r.from)*bh(a),this.positionBook(),a>=1?this.flipAnim=null:n=!0}if(this.camTween){let r=this.camTween,a=bh(vt((e-r.t0)/r.dur,0,1));this.camera.position.lerpVectors(r.fp,r.tp,a),this.controls.target.lerpVectors(r.ft,r.tt,a),a>=1?this.camTween=null:n=!0}this.dragging&&(n=!0),this.controls.target.x=vt(this.controls.target.x,-.5+this.anchor.x,.5+this.anchor.x),this.controls.target.z=vt(this.controls.target.z,-.4+this.anchor.z,.4+this.anchor.z),this.controls.target.y=vt(this.controls.target.y,this.anchor.y,this.anchor.y+.25),this.controls.update()&&(n=!0),this.renderer.render(this.scene,this.camera),n&&this.invalidate()};this.onUpCancel=()=>{};let i=t.format;this.W=i.widthMm*Ni,this.H=i.heightMm*Ni,this.bw=this.W+ef,this.bh=this.H+2*ef;let r=1;t.album.pages.forEach((c,h)=>{this.startPn.set(h,r),tl(c)===2?(this.slots[r]={key:h,half:0},this.slots[r+1]={key:h,half:1},r+=2):(this.slots[r]={key:h,half:-1},r+=1)}),this.N=r-1,this.L=Math.ceil(this.N/2),this.leafT=Math.max(Dx*Ni,4*Ni/Math.max(this.L,1)),this.T=this.L*this.leafT,this.R=(this.T+2*rn)/2,this.rest=new Sh(this.W),this.leafP=new Float32Array(this.L+1);let a=new Xo({antialias:!0,powerPreference:"high-performance"});a.setPixelRatio(Math.min(window.devicePixelRatio||1,2)),a.shadowMap.enabled=!0,a.shadowMap.type=es,a.toneMapping=Ir,a.toneMappingExposure=this.exposureBase,a.domElement.style.display="block",a.domElement.style.width="100%",a.domElement.style.height="100%",a.domElement.style.touchAction="none",e.appendChild(a.domElement),this.renderer=a;let o=Math.max(.2,e.clientWidth/Math.max(1,e.clientHeight));this.camera=new wt(32,o,.02,14),a.setSize(e.clientWidth,e.clientHeight,!1),this.pmrem=new Xs(a),this.blank=$d(t.theme.paper),this.endpaper=Jd(t.theme.paper),this.edgeTex=qd(),this.clothBump=Yd(),this.disposables.push(this.blank,this.endpaper,this.edgeTex,this.clothBump),this.pages=new nl(t,n,a.capabilities.getMaxAnisotropy(),c=>{if(c===-1)return{page:t.album.cover,pageNumber:0};if(c===-2)return{page:t.album.backCover,pageNumber:this.N+1};let h=t.album.pages[c];return h?{page:h,pageNumber:this.startPn.get(c)??1}:null},(c,h)=>this.onPageReady(c,h)),this.buildStage(),this.buildBook(),this.controls=new Zo(this.camera,a.domElement),this.controls.enableDamping=!0,this.controls.dampingFactor=.09,this.controls.minDistance=.16,this.controls.maxDistance=1.6,this.controls.maxPolarAngle=1.38,this.controls.minPolarAngle=.12,this.controls.minAzimuthAngle=-1.5,this.controls.maxAzimuthAngle=1.5,this.controls.zoomSpeed=.7,this.controls.rotateSpeed=.65,this.controls.addEventListener("start",()=>{this.userMoved=!0,this.camTween=null,this.invalidate()}),this.controls.addEventListener("change",()=>this.invalidate());let l=a.domElement;e.addEventListener("pointerdown",this.onDown,!0),window.addEventListener("pointermove",this.onMove),window.addEventListener("pointerup",this.onUp),window.addEventListener("pointercancel",this.onUp),l.addEventListener("dblclick",this.onDbl),l.addEventListener("webglcontextlost",this.onLost),this.ro=new ResizeObserver(()=>this.resize()),this.ro.observe(e),this.positionBook(),this.setCamera(this.introPose()),this.refreshAll(),this.pages.want(this.wantedKeys()),this.loadManifest(),this.invalidate()}setEnv(e){this.env=e,this.pages.setEnv(e)}api(){return{goTo:e=>this.goTo(e),next:()=>this.goTo(this.t+1),prev:()=>this.goTo(this.t-1),holdLeaf:(e,t)=>{t===null?this.held.delete(e):this.held.set(e,t),this.refreshAll(),this.invalidate()},zoomToggle:()=>this.zoomToggle(),flipOver:()=>this.flipOver(),setFinish:e=>this.setFinish(e),state:()=>this.snapshot(),stats:()=>({textures:this.renderer.info.memory.textures,geometries:this.renderer.info.memory.geometries,calls:this.renderer.info.render.calls,frames:this.renderer.info.render.frame}),camera:()=>({position:this.camera.position.toArray(),target:this.controls.target.toArray()})}}snapshot(){let e=this.t>=1?2*(this.t-1):null,t=this.t<=this.L?2*this.t-1:null;return{t:this.t,maxT:this.L+1,label:{left:e!==null&&e>=1&&e<=this.N?e:null,right:t!==null&&t>=1&&t<=this.N?t:null,total:this.N,atCover:this.t===0,atEnd:this.t===this.L+1},finish:this.finish,zoomed:this.zoomed,flipped:this.flipped,ready:this.introDone}}emit(){this.onState(this.snapshot())}goTo(e){if(this.dragging)return;let t=vt(Math.round(e),0,this.L+1);if(t===this.t&&this.anim.size===0||this.flipped)return;this.releaseHover();let n=performance.now()/1e3,i=t>this.t,r=this.t;this.t=t;let a=[];for(let h=0;h<=this.L;h++){let d=h<t?1:0;(this.anim.get(h)?.to??this.leafP[h])!==d&&a.push(h)}i||a.reverse();let o=4,l=a.length>o?a.slice(0,a.length-o):[],c=a.slice(l.length);for(let h of l)this.anim.delete(h),this.leafP[h]=h<t?1:0;c.forEach((h,d)=>{let u=this.pOf(h),f=h<t?1:0,g=d*.09+(h>0&&c[0]===0?.5:0),v=tf*(h===0?1.15:1)*vt(Math.abs(f-u),.3,1);this.anim.set(h,{from:u,to:f,t0:n+g,dur:v})}),this.pages.want(this.wantedKeys()),this.refreshAll(),this.emit(),this.invalidate()}setFinish(e){this.finish=e;let t=e==="cloth";for(let n of[this.coverMat,this.backMat])t&&this.clothNormal?(n.normalMap=this.clothNormal,n.normalScale.set(this.clothNormalScale,this.clothNormalScale),n.bumpMap=null):(n.normalMap=null,n.bumpMap=t?this.clothBump:null,n.bumpScale=t?1.6:0),n.roughness=t?.9:.46,n.clearcoat=t?0:.35,n.needsUpdate=!0;this.spineMat.bumpMap=t&&!this.clothNormal?this.clothBump:null,this.spineMat.bumpScale=t?1.2:0,this.spineMat.roughness=t?.9:.6,this.spineMat.needsUpdate=!0,this.emit(),this.invalidate()}zoomToggle(){if(this.zoomed){this.zoomed=!1,this.tweenTo(this.overviewPose(),.9),this.emit();return}let e=this.t>=1&&this.t<=this.L?"right":this.t>this.L?"left":"right";this.zoomToPage(this.t===0?"closed":e)}flipOver(){if(this.t!==0&&!this.flipped)return;let e=performance.now()/1e3,t=this.flipped?0:Math.PI;this.flipAnim={t0:e,dur:1.2,from:this.flipAngle,to:t},this.flipped=!this.flipped,this.pages.want(this.wantedKeys()),this.emit(),this.invalidate()}buildStage(){let e=this.scene,t=new Te("#2a2622");e.background=t,e.fog=new hr(t,1.3,4.6),e.environment=this.pmrem.fromScene(new Jo,.04).texture,e.environmentIntensity=this.envIntensity;let n=new Tr("#fff3e0","#3b2f25",.35);e.add(n),this.hemi=n;let i=new Ei("#fff0dc",1.9);i.position.set(.45,1.15,.6),i.castShadow=!0,i.shadow.mapSize.set(2048,2048);let r=i.shadow.camera;r.left=-.55,r.right=.55,r.top=.45,r.bottom=-.45,r.near=.3,r.far=2.6,i.shadow.bias=-3e-4,i.shadow.normalBias=7e-4,i.shadow.radius=5,i.target.position.set(0,0,0),e.add(i,i.target),this.key=i;let a=Kd();a.offset.set(.13,.2),a.anisotropy=this.renderer.capabilities.getMaxAnisotropy();let o=new It({map:a,roughness:.62,metalness:0}),l=new Ke(new bi(8,8),o);l.rotation.x=-Math.PI/2,l.receiveShadow=!0,e.add(l),this.deskProcedural=l,this.disposables.push(a,o,l.geometry);let c=Zd(),h=new fn({map:c,transparent:!0,opacity:.55,depthWrite:!1,color:0}),d=new Ke(new bi(1,1),h);d.rotation.x=-Math.PI/2,d.position.y=4e-4,d.renderOrder=1,e.add(d),this.shadowPlane=d,this.disposables.push(c,h,d.geometry),e.add(this.book)}async loadManifest(){try{let e=await fetch(`${rl}manifest.json`,{cache:"no-cache"});if(!e.ok)return;let t=await e.json();if(this.disposed||typeof t!="object"||!t)return;this.manifest=t,this.renderer.toneMappingExposure=t.exposure??this.exposureBase,t.bookAnchor&&(this.anchor.set(...t.bookAnchor),this.positionBook()),t.camera?.fov&&(this.camera.fov=t.camera.fov,this.camera.near=.01,this.camera.updateProjectionMatrix(),!this.introDone&&!this.userMoved&&this.setCamera(this.introPose())),this.artLighting(),this.controls.maxDistance=Math.max(1.6,this.fitDistance(!0,.8)*1.25),this.introDone&&!this.userMoved&&this.tweenTo(this.overviewPose(),1.2);let n=[];t.env&&n.push(this.loadEnv(t.env,t.envIntensity)),t.desk&&n.push(this.loadDesk(t.desk)),t.materials&&n.push(this.loadMaterials(t)),await Promise.allSettled(n)}catch{}finally{this.artDone=!0,this.invalidate()}}artLighting(){let e=this.key;e.color.set(16772054),e.intensity=3.4,e.position.set(-.55,.9,.45).multiplyScalar(1.25),e.shadow.bias=-3e-4,e.shadow.normalBias=.0015;let t=new Ei(13887743,.7);t.position.set(.55,.7,-.35).multiplyScalar(1.25),this.scene.add(t),this.hemi.intensity=.06,this.shadowPlane.material.opacity=.42,this.scene.fog.near=2.2,this.scene.fog.far=6}async loadEnv(e,t){let n=await new $o().loadAsync(rl+e);if(this.disposed){n.dispose();return}n.mapping=Bs;let i=this.pmrem.fromEquirectangular(n);n.dispose(),this.scene.environment?.dispose(),this.scene.environment=i.texture,this.scene.environmentIntensity=t??this.envIntensity}async loadDesk(e){let t=new jo;t.register(i=>(i.textureLoader=new Si(i.options.manager),{name:"ESCALE_img_textures"}));let n=await t.loadAsync(rl+e);this.disposed||(n.scene.traverse(i=>{let r=i;r.isMesh&&(r.receiveShadow=!0,r.castShadow=!1)}),this.scene.add(n.scene),this.desk=n.scene,this.deskProcedural.visible=!1)}async loadTex(e,t,n){if(!e)return null;let i=await new Si().loadAsync(rl+e);return this.disposed?(i.dispose(),null):(i.colorSpace=t?tt:In,i.wrapS=i.wrapT=hn,i.anisotropy=this.renderer.capabilities.getMaxAnisotropy(),n&&i.repeat.set(n[0],n[1]),this.disposables.push(i),i)}async loadMaterials(e){let t=e.materials,n=[];if(t.cloth){let i=t.cloth;n.push((async()=>{let[r,a,o]=await Promise.all([this.loadTex(i.albedo,!0,i.repeat),this.loadTex(i.normal,!1,i.repeat),this.loadTex(i.roughness,!1,i.repeat)]);this.clothNormal=a,this.clothRough=o,r&&(this.clothMat.map=r),a&&(this.clothMat.normalMap=a,this.clothMat.normalScale.set(this.clothNormalScale,this.clothNormalScale),this.spineMat.normalMap=a,this.spineMat.normalScale.set(.2,.2)),o&&(this.clothMat.roughnessMap=o,this.spineMat.roughnessMap=o),this.clothMat.needsUpdate=!0,this.spineMat.needsUpdate=!0,this.setFinish(this.finish)})())}if(t.paperEdge){let i=t.paperEdge;n.push((async()=>{let[r,a]=await Promise.all([this.loadTex(i.albedo,!0),this.loadTex(i.normal,!1)]);r&&(this.edgeMat.map=r),a&&(this.edgeMat.normalMap=a,this.edgeMat.normalScale.set(.18,.18)),this.edgeMat.roughness=.72,this.edgeMat.needsUpdate=!0,this.stackR.pitch=this.stackL.pitch=.012})())}if(t.paperGrain?.normal){let i=t.paperGrain.normal;n.push((async()=>{let r=await this.loadTex(i,!1,[3,3]);if(!r)return;let a=[...this.pool.flatMap(o=>[o.matF,o.matB]),this.stackL.pageMat,this.stackR.pageMat];for(let o of a)o.normalMap=r,o.normalScale.set(.1,.1),o.roughness=.68,o.needsUpdate=!0})())}await Promise.allSettled(n)}buildBook(){let{bw:e,bh:t,R:n}=this,i=this.env.theme;this.spineColor.set(i.dark),this.coverMat=new Ot({map:this.blank,roughness:.46,metalness:0,clearcoat:.35,clearcoatRoughness:.45}),this.backMat=new Ot({map:this.blank,roughness:.46,metalness:0,clearcoat:.35,clearcoatRoughness:.45}),this.clothMat=new It({color:this.spineColor.clone(),roughness:.85,metalness:0}),this.edgeMat=new It({map:this.edgeTex,roughness:.9,metalness:0,side:Wt}),this.endMat=new It({map:this.endpaper,roughness:.9,metalness:0}),this.spineMat=new It({color:16777215,roughness:.6,metalness:0,side:Wt}),this.disposables.push(this.coverMat,this.backMat,this.clothMat,this.edgeMat,this.endMat,this.spineMat);let r=M=>{let b=M.getAttribute("uv");for(let S=12;S<16;S++)b.setXY(S,1-b.getX(S),1-b.getY(S))},a=new An(e,rn,t);r(a),this.backBoard=new Ke(a,[this.clothMat,this.clothMat,this.endMat,this.backMat,this.clothMat,this.clothMat]),this.backBoard.position.set(e/2,rn/2,0),this.backBoard.castShadow=!0,this.backBoard.receiveShadow=!0,this.book.add(this.backBoard);let o=new An(e,rn,t);r(o),this.frontBoard=new Ke(o,[this.clothMat,this.clothMat,this.coverMat,this.endMat,this.clothMat,this.clothMat]),this.frontBoard.position.set(e/2,n-rn/2,0),this.frontBoard.castShadow=!0,this.frontBoard.receiveShadow=!0,this.frontPivot.position.set(0,n,0),this.frontPivot.add(this.frontBoard),this.book.add(this.frontPivot);let l=28,c=new Float32Array((l+1)*2*3),h=new Float32Array((l+1)*2*3),d=new Float32Array((l+1)*2*2),u=[];for(let M=0;M<=l;M++)for(let b=0;b<2;b++){let S=M*2+b;d[S*2]=b,d[S*2+1]=0}for(let M=0;M<l;M++){let b=M*2;u.push(b,b+1,b+2,b+1,b+3,b+2)}let f=new At;f.setAttribute("position",new Je(c,3).setUsage(Ln)),f.setAttribute("normal",new Je(h,3).setUsage(Ln)),f.setAttribute("uv",new Je(d,2).setUsage(Ln)),f.setIndex(u),this.spine=new Ke(f,this.spineMat),this.spine.castShadow=!0,this.spine.receiveShadow=!0,this.spine.frustumCulled=!1,this.book.add(this.spine);let g=new Float32Array(2*(l+2)*3),v=[];for(let M=0;M<2;M++){let b=M*(l+2);for(let S=0;S<l;S++)M===0?v.push(b,b+1+S,b+2+S):v.push(b,b+2+S,b+1+S)}let m=new At;m.setAttribute("position",new Je(g,3).setUsage(Ln)),m.setIndex(v);let p=new It({color:this.spineColor.clone().multiplyScalar(.55),roughness:.9,side:Wt});this.disposables.push(p),this.caps=new Ke(m,p),this.caps.frustumCulled=!1,this.book.add(this.caps),this.caps.userData.mat=p,this.stackR=new ol(1,this.W,this.H,this.edgeMat),this.stackL=new ol(-1,this.W,this.H,this.edgeMat),this.book.add(this.stackR.mesh,this.stackL.mesh);for(let M=0;M<Mh;M++){let b=new Th(this.W,this.H);b.mesh.visible=!1,this.book.add(b.mesh),this.pool.push(b)}this.rebuildSpineTexture(),this.setFinish("laminate")}rebuildSpineTexture(){let e=Math.PI*this.R,t=2048,n=vt(Math.round(t*e/this.bh),160,640);this.spineTex?.dispose();let i=this.env.album;this.spineTex=Qd(i.title,i.subtitle,this.spineColor,this.env.theme.fonts.display,t,n),this.spineMat.map=this.spineTex,this.spineMat.needsUpdate=!0,this.disposables.push(this.spineTex)}onPageReady(e,t){if(!this.disposed){if(e===-1){let n=jd(t),i={h:0,s:0,l:0};n.getHSL(i),this.spineColor.setHSL(i.h,vt(i.s*.9,0,1),vt(i.l*.62,.06,.55)),this.clothMat.color.copy(this.spineColor),this.caps.userData.mat.color.copy(this.spineColor).multiplyScalar(.6),this.rebuildSpineTexture()}this.refreshAll(),this.invalidate()}}texForPn(e){if(e<1||e>this.N)return this.blank;let t=this.slots[e];return t?this.pages.get(t.key,t.half)??this.blank:this.blank}wantedKeys(){let e=[-1],t=n=>{let i=this.slots[n];i&&!e.includes(i.key)&&e.push(i.key)};if(this.t>=1||this.anim.size){let n=2*(this.t-1),i=n+1;t(i),t(n);for(let r=2;r<=7;r+=2)t(i+r),t(n-r),t(i+r-1),t(n-r+1)}else t(1),t(2),t(3),t(4);return(this.t>this.L||this.flipped)&&e.push(-2),e}openness(){return Zs(vt(this.held.get(0)??this.leafP[0],0,1)/.8)}pOf(e){return this.held.get(e)??this.leafP[e]}profile(e,t,n,i){let r=rn+e*this.leafT,a=t*Math.max(0,r-qr),o=this.rest.angles(a),l=this.W/we,c=0,h=r-a;n[0]=c,i[0]=h;for(let d=0;d<we;d++)c+=Math.cos(o[d])*l,h+=Math.sin(o[d])*l,n[d+1]=c,i[d+1]=h}updateStack(e,t,n,i){e.mesh.visible=t>0,!(t<=0)&&(this.profile(t,n,this.px,this.py),e.update(this.px,this.py,rn),e.pageMat.map=this.texForPn(i),e.pageMat.needsUpdate=!1)}refreshAll(){let e=this.openness(),t=0,n=0,i=0,r=this.L+1,a=[];for(let d=1;d<=this.L;d++){let u=this.pOf(d);u>=1-1e-5?(t++,i=d):u<=1e-5?(n++,r>this.L&&(r=d)):a.push(d)}this.updateStack(this.stackR,n,e,2*r-1),this.updateStack(this.stackL,t,e,2*i);let o=new Set,l=a.length>Mh;for(let d of l?a.slice(0,Mh):a){let u=this.pool.find(f=>f.index===d);u||(u=this.pool.find(f=>f.index===-1)),u&&(u.index=d,o.add(d),u.mesh.visible=!0,u.matF.map=this.texForPn(2*d-1),u.matB.map=this.texForPn(2*d),this.shapeLeaf(u,d,this.pOf(d)))}for(let d of this.pool)d.index!==-1&&!o.has(d.index)&&(d.index=-1,d.mesh.visible=!1);let c=this.pOf(0),h=Math.PI*vt(c,0,1);this.frontPivot.rotation.z=h,this.updateSpine(h),this.coverMat.map=this.pages.get(-1,1)??this.pages.get(-1,-1)??this.blank,this.backMat.map=this.pages.get(-2,1)??this.pages.get(-2,-1)??this.blank,this.coverMat.needsUpdate=!1,this.positionBook()}updateSpine(e){let{R:t,bh:n}=this,i=this.spine.geometry.getAttribute("position"),r=this.spine.geometry.getAttribute("normal"),a=this.spine.geometry.getAttribute("uv"),o=i.count/2-1,l=Math.PI/2+e,c=3*Math.PI/2,h=this.caps.geometry.getAttribute("position");for(let u=0;u<=o;u++){let f=yh(l,c,u/o),g=t*Math.cos(f),v=t+t*Math.sin(f),m=1-(f-Math.PI/2)/Math.PI;for(let p=0;p<2;p++){let M=(p===0?-1:1)*(n/2),b=u*2+p;i.setXYZ(b,g,v,M),r.setXYZ(b,Math.cos(f),Math.sin(f),0),a.setXY(b,p,m)}for(let p=0;p<2;p++)h.setXYZ(p*(o+2)+1+u,g,v,(p===0?-1:1)*(n/2-2e-4))}for(let u=0;u<2;u++)h.setXYZ(u*(o+2),0,t,(u===0?-1:1)*(n/2-2e-4));i.needsUpdate=!0,r.needsUpdate=!0,a.needsUpdate=!0,h.needsUpdate=!0;let d=e<Math.PI-.02;this.spine.visible=d,this.caps.visible=d}positionBook(){let e=vt(this.pOf(0),0,1),t=(this.bw-this.R)/2,n=-t*(1-Zs(e/.9)),i=this.flipAngle,r=Math.cos(i),a=Math.sin(i),o=new D(this.anchor.x,this.anchor.y+this.R+Math.sin(i)*.1,this.anchor.z);this.book.rotation.set(0,0,i),i>0?this.book.position.set(o.x-(r*t-a*this.R),o.y-(a*t+r*this.R),o.z):this.book.position.set(this.anchor.x+n,this.anchor.y,this.anchor.z);let l=Math.min(-this.R,-this.bw*Zs(e))+n,c=this.bw+n,h=(c-l+.02)/.68,d=i>0?this.anchor.x:(l+c)/2+this.anchor.x;this.shadowPlane.position.set(d,this.anchor.y+4e-4,this.anchor.z),this.shadowPlane.scale.set(i>0?(this.bw+this.R+.02)/.68:h,(this.bh+.02)/.68,1)}shapeLeaf(e,t,n,i=0){let r=this.openness(),a=rn+(this.L-t+1)*this.leafT,o=rn+t*this.leafT,l=r*Math.max(0,a-qr),c=r*Math.max(0,o-qr),h=this.rest.angles(l),d=this.rest.angles(c),u=yh(a-l,o-c,n),f=nf*Math.sin(2*Math.PI*n)*(.55+.45*Math.sin(Math.PI*n)),g=this.W/we,v=(we+1)*(Zn+1),m=.07*Ni,p=e.pos,M=e.nor,b=new Float32Array(we);for(let S=0;S<=Zn;S++){let C=S/Zn*2-1,w=-this.H/2+this.H*S/Zn,P=1+i*C;for(let R=0;R<we;R++){let A=Math.pow((R+.5)/we,1.6);b[R]=h[R]+(Math.PI-d[R]-h[R])*n+f*A*P}let _=0,E=u;for(let R=0;R<=we;R++){let A=R===0?b[0]:R===we?b[we-1]:(b[R-1]+b[R])/2,U=Math.sin(A),V=Math.cos(A),B=(S*(we+1)+R)*3,L=(v+S*(we+1)+R)*3;p[B]=_-U*m,p[B+1]=E+V*m,p[B+2]=w,p[L]=_+U*m,p[L+1]=E-V*m,p[L+2]=w,M[B]=-U,M[B+1]=V,M[B+2]=0,M[L]=U,M[L+1]=-V,M[L+2]=0,R<we&&(_+=V*g,E+=U*g)}}e.geo.getAttribute("position").needsUpdate=!0,e.geo.getAttribute("normal").needsUpdate=!0}edgeX(e,t){let n=u=>-((this.bw-this.R)/2)*(1-Zs(vt(u,0,1)/.9));if(e===0)return n(t)+this.bw*Math.cos(Math.PI*t)+this.anchor.x;let i=this.openness(),r=rn+(this.L-e+1)*this.leafT,a=rn+e*this.leafT,o=this.rest.angles(i*Math.max(0,r-qr)),l=this.rest.angles(i*Math.max(0,a-qr)),c=nf*Math.sin(2*Math.PI*t)*(.55+.45*Math.sin(Math.PI*t)),h=this.W/we,d=0;for(let u=0;u<we;u++){let f=Math.pow((u+.5)/we,1.6);d+=Math.cos(o[u]+(Math.PI-l[u]-o[u])*t+c*f)*h}return d+this.anchor.x}pFromEdgeX(e,t){let n=0,i=1;for(let r=0;r<16;r++){let a=(n+i)/2;this.edgeX(e,a)>t?n=a:i=a}return(n+i)/2}fitDistance(e,t){let n=this.camera.fov*Math.PI/180,i=Math.tan(n/2),r=i*this.camera.aspect,a=this.manifest?.camera?.position?1.1:1,o=(e?2*this.bw:this.bw+this.R)*1.1*a,l=this.bh*Math.sin(t)*1.22+.04;return Math.max(o/2/r,l/2/i)}overviewPose(){let e=this.manifest?.camera,t=new D(0,.012,.008).add(this.anchor),n=new D(0,Math.sin(54*Math.PI/180),Math.cos(54*Math.PI/180));e?.position&&e?.target&&(t.set(...e.target),n=new D(...e.position).sub(t).normalize()),this.camera.aspect<1&&(n.x*=.2,n.normalize());let i=Math.asin(vt(n.y,.2,1)),r=this.fitDistance(!0,i)*(this.camera.aspect<1?.9:1);return{pos:t.clone().add(n.multiplyScalar(r)),target:t}}introPose(){let e=new D(0,.012,0).add(this.anchor),t=this.fitDistance(!1,.5)*1.4,n=new D(-.62,.52,.72).normalize();return{pos:e.clone().add(n.multiplyScalar(t)),target:e}}setCamera(e){this.camera.position.copy(e.pos),this.controls.target.copy(e.target),this.camera.lookAt(e.target),this.controls.update()}tweenTo(e,t){this.camTween={t0:performance.now()/1e3,dur:t,fp:this.camera.position.clone(),tp:e.pos.clone(),ft:this.controls.target.clone(),tt:e.target.clone()},this.invalidate()}zoomToPage(e){let t=64*Math.PI/180,n=e==="closed"?0:e==="right"?this.bw/2:-this.bw/2,i=new D(n,rn+this.T*.5,0).add(this.anchor),r=this.camera.fov*Math.PI/180,a=Math.tan(r/2),o=Math.max(this.bw*1.08/2/(a*this.camera.aspect),(this.bh*Math.sin(t)*1.12+.02)/2/a),l=i.clone().add(new D(0,Math.sin(t)*o,Math.cos(t)*o));this.zoomed=!0,this.userMoved=!0,this.tweenTo({pos:l,target:i},.9),this.emit()}pointerWorld(e){let t=this.renderer.domElement.getBoundingClientRect(),n=new Re((e.clientX-t.left)/t.width*2-1,-((e.clientY-t.top)/t.height*2-1));this.ray.setFromCamera(n,this.camera),this.plane.constant=-(this.anchor.y+rn+this.T*.5);let i=new D;return this.ray.ray.intersectPlane(this.plane,i)}zoneAt(e){let t=this.pointerWorld(e);if(!t)return null;let n=t.x-this.anchor.x,i=t.z-this.anchor.z;if(!(Math.abs(i)<=this.bh/2+.004))return null;if(this.t===0){let a=this.bw+this.R,o=-a/2;return n<o||n>o+a?null:{side:"right",edge:n>o+a*.4,wx:n,inside:!0}}return n>0&&n<=this.bw+.004?{side:"right",edge:n>this.W*.64,wx:n,inside:!0}:n<0&&n>=-(this.bw+.004)?{side:"left",edge:n<-this.W*.64,wx:n,inside:!0}:null}releaseHover(){this.hoverLeaf>=0&&(this.held.delete(this.hoverLeaf),this.leafP[this.hoverLeaf]=this.hoverCur,this.hoverLeaf=-1),this.hoverWant=null}updateHover(e){let t=this.hoverWant;t&&(this.dragging||this.anim.has(t.leaf)||this.flipped)&&(t=null);let n=1-Math.exp(-e*16);if(t)this.hoverLeaf!==t.leaf&&(this.hoverLeaf>=0&&this.held.delete(this.hoverLeaf),this.hoverLeaf=t.leaf,this.hoverCur=t.base),this.hoverBase=t.base,this.hoverCur+=(t.p-this.hoverCur)*n;else if(this.hoverLeaf>=0&&(this.hoverCur+=(this.hoverBase-this.hoverCur)*n,Math.abs(this.hoverCur-this.hoverBase)<.002))return this.held.delete(this.hoverLeaf),this.hoverLeaf=-1,this.refreshAll(),!1;return this.hoverLeaf<0?!1:(this.held.set(this.hoverLeaf,this.hoverCur),this.refreshAll(),!0)}canvasCapture(e){try{this.renderer.domElement.setPointerCapture(e.pointerId)}catch{}}firstRight(){return this.t}invalidate(){this.disposed||this.raf||(this.raf=requestAnimationFrame(this.tick))}resize(){if(this.disposed)return;let e=this.container.clientWidth,t=this.container.clientHeight;e<2||t<2||(this.renderer.setSize(e,t,!1),this.camera.aspect=e/t,this.camera.updateProjectionMatrix(),this.controls.maxDistance=Math.max(1.6,this.fitDistance(!0,.8)*1.25),!this.userMoved&&this.introDone&&this.setCamera(this.overviewPose()),this.invalidate())}startIntro(){this.introDone||(this.introDone=!0,this.emit(),this.tweenTo(this.overviewPose(),2.6),window.setTimeout(()=>{!this.disposed&&this.t===0&&!this.flipped&&this.goTo(1)},500))}dispose(){if(!this.disposed){this.disposed=!0,this.raf&&cancelAnimationFrame(this.raf),this.ro.disconnect(),this.container.removeEventListener("pointerdown",this.onDown,!0),window.removeEventListener("pointermove",this.onMove),window.removeEventListener("pointerup",this.onUp),window.removeEventListener("pointercancel",this.onUp),this.renderer.domElement.removeEventListener("dblclick",this.onDbl),this.renderer.domElement.removeEventListener("webglcontextlost",this.onLost),this.controls.dispose(),this.pages.dispose(),this.stackL.dispose(),this.stackR.dispose();for(let e of this.pool)e.geo.dispose(),e.matF.dispose(),e.matB.dispose();this.backBoard.geometry.dispose(),this.frontBoard.geometry.dispose(),this.spine.geometry.dispose(),this.caps.geometry.dispose(),this.scene.traverse(e=>{let t=e;if(t.isMesh){t.geometry?.dispose();let n=Array.isArray(t.material)?t.material:[t.material];for(let i of n){for(let r of Object.values(i))r&&r.isTexture&&r.dispose();i.dispose()}}}),this.scene.environment?.dispose();for(let e of this.disposables)e.dispose();this.pmrem.dispose(),this.renderer.dispose(),this.renderer.forceContextLoss(),this.renderer.domElement.remove(),this.onUpCancel,this.desk}}},ol=class{constructor(e,t,n,i){this.sigma=e;this.W=t;this.H=n;this.geo=new At;this.rows=4;this.pitch=.008;let r=this.rows;this.topCount=(we+1)*(r+1),this.foreBase=this.topCount,this.headBase=this.foreBase+4,this.tailBase=this.headBase+(we+1)*2;let a=this.tailBase+(we+1)*2;this.pos=new Float32Array(a*3),this.nor=new Float32Array(a*3),this.uv=new Float32Array(a*2);let o=[],l=[],c=e<0,h=(u,f,g,v,m)=>m?u.push(f,v,g):u.push(f,g,v);for(let u=0;u<r;u++)for(let f=0;f<we;f++){let g=u*(we+1)+f,v=g+(we+1),m=g+1,p=v+1;h(o,g,v,m,c),h(o,v,p,m,c)}{let u=this.foreBase;h(l,u,u+1,u+2,c),h(l,u,u+2,u+3,c)}for(let[u,f]of[[this.headBase,!1],[this.tailBase,!0]]){let g=c!==!f;for(let v=0;v<we;v++){let m=u+2*v,p=m+1,M=m+2,b=m+3;h(l,m,M,p,g),h(l,M,b,p,g)}}this.geo.setAttribute("position",new Je(this.pos,3).setUsage(Ln)),this.geo.setAttribute("normal",new Je(this.nor,3).setUsage(Ln)),this.geo.setAttribute("uv",new Je(this.uv,2).setUsage(Ln));let d=new Float32Array(a*3).fill(1);for(let u=0;u<=r;u++)for(let f=0;f<=we;f++){let g=(u*(we+1)+f)*3;d[g]=d[g+1]=d[g+2]=sf(f/we*t)}this.geo.setAttribute("color",new Je(d,3)),this.geo.setIndex([...o,...l]),this.geo.addGroup(0,o.length,0),this.geo.addGroup(o.length,l.length,1);for(let u=0;u<=r;u++)for(let f=0;f<=we;f++){let g=u*(we+1)+f;this.uv[g*2]=e>0?f/we:1-f/we,this.uv[g*2+1]=1-u/r}this.pageMat=new It({roughness:.88,metalness:0,vertexColors:!0}),this.mesh=new Ke(this.geo,[this.pageMat,i]),this.mesh.castShadow=!0,this.mesh.receiveShadow=!0,this.mesh.frustumCulled=!1}update(e,t,n){let{sigma:i,H:r,pos:a,uv:o}=this,l=this.rows,c=1/this.pitch;for(let f=0;f<=l;f++){let g=-r/2+r*f/l;for(let v=0;v<=we;v++){let m=(f*(we+1)+v)*3;a[m]=i*e[v],a[m+1]=t[v],a[m+2]=g}}let h=i*e[we],d=this.foreBase,u=(f,g,v,m,p)=>{a[f*3]=g,a[f*3+1]=v,a[f*3+2]=m,o[f*2]=p,o[f*2+1]=(v-n)*c};u(d,h,n,-r/2,0),u(d+1,h,t[we],-r/2,0),u(d+2,h,t[we],r/2,1),u(d+3,h,n,r/2,1);for(let[f,g]of[[this.headBase,-r/2],[this.tailBase,r/2]])for(let v=0;v<=we;v++)u(f+2*v,i*e[v],n,g,e[v]*6),u(f+2*v+1,i*e[v],t[v],g,e[v]*6);this.geo.getAttribute("position").needsUpdate=!0,this.geo.getAttribute("uv").needsUpdate=!0,this.geo.computeVertexNormals()}dispose(){this.geo.dispose(),this.pageMat.dispose()}};var Nx=26,rf="Georgia, 'Times New Roman', serif",Eh=(s,e)=>({id:s,kind:e,templateId:s,photos:[]}),Ux={id:"escale-demo",tripId:"demo",title:"A&G 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kx(e.id);s.drawImage(t,0,0,s.canvas.width,s.canvas.height)},Yr=document.getElementById("stage"),of;try{of=new al(Yr,Bx,zx)}catch{throw document.getElementById("fail").hidden=!1,new Error("webgl")}var Ui=of.api();window.__book=Ui;var Hx=document.getElementById("hint"),ll=performance.now(),lf=!0,Js=()=>{ll=performance.now(),Hx.classList.add("gone")},cl=s=>{let e=Ui.state();!e.ready||e.flipped||(s>0?e.t>=e.maxT?Ui.goTo(0):Ui.next():Ui.prev())},wh=null;Yr.addEventListener("pointerdown",s=>{Js(),wh={x:s.clientX,y:s.clientY,t:Ui.state().t}},!0);window.addEventListener("pointermove",s=>s.buttons&&Js());window.addEventListener("pointerup",s=>{Js();let e=wh;wh=null,!(!e||Math.hypot(s.clientX-e.x,s.clientY-e.y)>6)&&setTimeout(()=>{if(Ui.state().t!==e.t)return;let t=Yr.getBoundingClientRect();cl(s.clientX-t.left<t.width*.3?-1:1)},0)});Yr.addEventListener("dblclick",s=>s.stopImmediatePropagation(),!0);window.addEventListener("keydown",s=>{s.key==="ArrowRight"||s.key==="PageDown"||s.key===" 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/home/claude-agent/forge-build/fge-mob/genres/tanks/view/tanks.js:9:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/fge-mob/genres/tanks/view/tanks.js:21:  loader.setDRACOLoader(new DRACOLoader().setDecoderPath(new URL('addons/libs/draco/gltf/', vendor).href));
/home/claude-agent/forge-build/forge-assets/omg/kit/houses.mjs:51:export async function loadHouseKit(THREE, { base, renderer = null, GLTFLoader, KTX2Loader = null, DRACOLoader = null, basisPath = null } = {}) {
/home/claude-agent/forge-build/forge-assets/omg/kit/houses.mjs:55:  if (DRACOLoader && kitJson.draco) loader.setDRACOLoader(new DRACOLoader().setDecoderPath(kitJson.draco));
/home/claude-agent/forge-build/forge-assets/omg/kit/index.mjs:12:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/forge-assets/omg/kit/index.mjs:26:  if (manifest.draco) loader.setDRACOLoader(new DRACOLoader().setDecoderPath(base + 'draco/'));
/home/claude-agent/forge-build/forge-assets/omg/kit/building/render.mjs:26:export async function loadStyleKit(THREE, { base, renderer = null, GLTFLoader, KTX2Loader = null, DRACOLoader = null, basisPath = null } = {}) {
/home/claude-agent/forge-build/forge-assets/omg/kit/building/render.mjs:31:  if (DRACOLoader && kitJson.draco) loader.setDRACOLoader(new DRACOLoader().setDecoderPath(kitJson.draco));
/home/claude-agent/forge-build/forge-assets/omg/kit/building/heroes.mjs:38:export async function loadHeroKit(THREE, { url, GLTFLoader, KTX2Loader = null, DRACOLoader = null, renderer = null, basisPath = null, dracoPath = null }) {
/home/claude-agent/forge-build/forge-assets/omg/kit/building/heroes.mjs:41:  if (DRACOLoader) { const d = new DRACOLoader(); if (dracoPath) d.setDecoderPath(dracoPath); loader.setDRACOLoader(d); }
/home/claude-agent/forge-build/forge-assets/omg/kit/building/index.mjs:29:export async function loadTownKits(THREE, { renderer, GLTFLoader, KTX2Loader = null, DRACOLoader = null, style = 'medieval',
/home/claude-agent/forge-build/forge-assets/omg/kit/building/index.mjs:33:    try { kits[name] = await loadStyleKit(THREE, { base: `${base}${name}/`, renderer, GLTFLoader, KTX2Loader, DRACOLoader, basisPath }); }
/home/claude-agent/forge-build/forge-assets/browse/stage.mjs:5:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/forge-assets/browse/stage.mjs:30:  const draco = new DRACOLoader().setDecoderPath(new URL('addons/libs/draco/gltf/', base).href);
/home/claude-agent/forge-build/forge-assets/browse/houses/houses.mjs:51:export async function loadHouseKit(THREE, { base, renderer = null, GLTFLoader, KTX2Loader = null, DRACOLoader = null, basisPath = null } = {}) {
/home/claude-agent/forge-build/forge-assets/browse/houses/houses.mjs:55:  if (DRACOLoader && kitJson.draco) loader.setDRACOLoader(new DRACOLoader().setDecoderPath(kitJson.draco));
/home/claude-agent/forge-build/forge-assets/browse/building/render.mjs:26:export async function loadStyleKit(THREE, { base, renderer = null, GLTFLoader, KTX2Loader = null, DRACOLoader = null, basisPath = null } = {}) {
/home/claude-agent/forge-build/forge-assets/browse/building/render.mjs:31:  if (DRACOLoader && kitJson.draco) loader.setDRACOLoader(new DRACOLoader().setDecoderPath(kitJson.draco));
/home/claude-agent/forge-build/forge-assets/browse/building/heroes.mjs:38:export async function loadHeroKit(THREE, { url, GLTFLoader, KTX2Loader = null, DRACOLoader = null, renderer = null, basisPath = null, dracoPath = null }) {
/home/claude-agent/forge-build/forge-assets/browse/building/heroes.mjs:41:  if (DRACOLoader) { const d = new DRACOLoader(); if (dracoPath) d.setDecoderPath(dracoPath); loader.setDRACOLoader(d); }
/home/claude-agent/forge-build/forge-assets/browse/building/index.mjs:29:export async function loadTownKits(THREE, { renderer, GLTFLoader, KTX2Loader = null, DRACOLoader = null, style = 'medieval',
/home/claude-agent/forge-build/forge-assets/browse/building/index.mjs:33:    try { kits[name] = await loadStyleKit(THREE, { base: `${base}${name}/`, renderer, GLTFLoader, KTX2Loader, DRACOLoader, basisPath }); }
/home/claude-agent/forge-build/fge-helix/genres/tanks/view/tanks.js:9:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/fge-helix/genres/tanks/view/tanks.js:21:  loader.setDRACOLoader(new DRACOLoader().setDecoderPath(new URL('addons/libs/draco/gltf/', vendor).href));
/home/claude-agent/forge-build/fge-helix/module/gltf-packed.mjs:2:import {DRACOLoader} from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/fge-helix/module/gltf-packed.mjs:6:  const draco = new DRACOLoader().setDecoderPath(new URL('addons/libs/draco/gltf/', new URL(vendorBase, globalThis.location?.href ?? import.meta.url)).href);
/home/claude-agent/forge-build/fge-helix/module/garage/index.mjs:47:    if (e.draco) loader.setDRACOLoader(await dracoLoader());
/home/claude-agent/forge-build/fge-helix/module/garage/index.mjs:59:/** DRACOLoader on the page's three/addons (the forge family ships Draco-compressed GLBs) */
/home/claude-agent/forge-build/fge-helix/fps-preview/src/draco.js:4:// DRACOLoader is attached to any loader that has none when it parses (plain GLBs never use it).
/home/claude-agent/forge-build/fge-helix/fps-preview/src/draco.js:7:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/fge-helix/fps-preview/src/world-map.js:91:  const loader = new GLTFLoader().setDRACOLoader(draco);
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br=["#c94f6d","#f2a7bb","#4f7cac","#f4d35e","#7fb685","#e9e2d0","#9d6bb3","#e07a5f","#3d405b","#81b29a","#f7f3ea","#d97b93","#a7c7e7","#f0b67f"];function N2(s){let e=s>>>0||1;return()=>(e=e*1664525+1013904223>>>0,e/4294967296)}function L1(s){let e=2166136261;for(let t=0;t<s.length;t++)e^=s.charCodeAt(t),e=Math.imul(e,16777619);return e>>>0}var dp=new Qe,Lb=new p0,Db=new pn,Nb=new C,Ob=new C,_r=class{constructor(){e9(this,"parts",new Map);e9(this,"lamps",[])}add(e,t,n,i,r,o=[0,0,0],a=[1,1,1],l){let c=t.index?t:Ub(t);for(let h of Object.keys(c.attributes))h!=="position"&&h!=="normal"&&h!=="uv"&&c.deleteAttribute(h);if(c.attributes.uv||c.setAttribute("uv",new Oe(new Float32Array(c.attributes.position.count*2),2)),c.attributes.normal||c.computeVertexNormals(),dp.compose(Nb.set(n,i,r),Lb.setFromEuler(Db.set(o[0],o[1],o[2])),Ob.set(a[0],a[1],a[2])),c.applyMatrix4(dp),bo[e].slot==="keep"&&bo[e].vc){let h=new xe(l??"#ffffff"),d=c.attributes.position.count,f=new Float32Array(d*3);for(let 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Dt={KHR_BINARY_GLTF:"KHR_binary_glTF",KHR_DRACO_MESH_COMPRESSION:"KHR_draco_mesh_compression",KHR_LIGHTS_PUNCTUAL:"KHR_lights_punctual",KHR_MATERIALS_CLEARCOAT:"KHR_materials_clearcoat",KHR_MATERIALS_DISPERSION:"KHR_materials_dispersion",KHR_MATERIALS_IOR:"KHR_materials_ior",KHR_MATERIALS_SHEEN:"KHR_materials_sheen",KHR_MATERIALS_SPECULAR:"KHR_materials_specular",KHR_MATERIALS_TRANSMISSION:"KHR_materials_transmission",KHR_MATERIALS_IRIDESCENCE:"KHR_materials_iridescence",KHR_MATERIALS_ANISOTROPY:"KHR_materials_anisotropy",KHR_MATERIALS_UNLIT:"KHR_materials_unlit",KHR_MATERIALS_VOLUME:"KHR_materials_volume",KHR_TEXTURE_BASISU:"KHR_texture_basisu",KHR_TEXTURE_TRANSFORM:"KHR_texture_transform",KHR_MESH_QUANTIZATION:"KHR_mesh_quantization",KHR_MATERIALS_EMISSIVE_STRENGTH:"KHR_materials_emissive_strength",EXT_MATERIALS_BUMP:"EXT_materials_bump",EXT_TEXTURE_WEBP:"EXT_texture_webp",EXT_TEXTURE_AVIF:"EXT_texture_avif",EXT_MESHOPT_COMPRESSION:"EXT_meshopt_compression",KHR_MESHOPT_COMPRESSION:"KHR_meshopt_compression",EXT_MESH_GPU_INSTANCING:"EXT_mesh_gpu_instancing"},wf=class{constructor(e){this.parser=e,this.name=Dt.KHR_LIGHTS_PUNCTUAL,this.cache={refs:{},uses:{}}}_markDefs(){let e=this.parser,t=this.parser.json.nodes||[];for(let n=0,i=t.length;n<i;n++){let r=t[n];r.extensions&&r.extensions[this.name]&&r.extensions[this.name].light!==void 0&&e._addNodeRef(this.cache,r.extensions[this.name].light)}}_loadLight(e){let t=this.parser,n="light:"+e,i=t.cache.get(n);if(i)return i;let r=t.json,l=((r.extensions&&r.extensions[this.name]||{}).lights||[])[e],c,u=new xe(16777215);l.color!==void 0&&u.setRGB(l.color[0],l.color[1],l.color[2],Q0);let h=l.range!==void 0?l.range:0;switch(l.type){case"directional":c=new li(u),c.target.position.set(0,0,-1),c.add(c.target);break;case"point":c=new As(u),c.distance=h;break;case"spot":c=new oo(u),c.distance=h,l.spot=l.spot||{},l.spot.innerConeAngle=l.spot.innerConeAngle!==void 0?l.spot.innerConeAngle:0,l.spot.outerConeAngle=l.spot.outerConeAngle!==void 0?l.spot.outerConeAngle:Math.PI/4,c.angle=l.spot.outerConeAngle,c.penumbra=1-l.spot.innerConeAngle/l.spot.outerConeAngle,c.target.position.set(0,0,-1),c.add(c.target);break;default:throw new Error("THREE.GLTFLoader: Unexpected light type: "+l.type)}return c.position.set(0,0,0),cs(c,l),l.intensity!==void 0&&(c.intensity=l.intensity),c.name=t.createUniqueName(l.name||"light_"+e),i=Promise.resolve(c),t.cache.add(n,i),i}getDependency(e,t){if(e==="light")return this._loadLight(t)}createNodeAttachment(e){let t=this,n=this.parser,r=n.json.nodes[e],a=(r.extensions&&r.extensions[this.name]||{}).light;return a===void 0?null:this._loadLight(a).then(function(l){return n._getNodeRef(t.cache,a,l)})}},Tf=class{constructor(){this.name=Dt.KHR_MATERIALS_UNLIT}getMaterialType(){return m0}extendParams(e,t,n){let i=[];e.color=new xe(1,1,1),e.opacity=1;let r=t.pbrMetallicRoughness;if(r){if(Array.isArray(r.baseColorFactor)){let o=r.baseColorFactor;e.color.setRGB(o[0],o[1],o[2],Q0),e.opacity=o[3]}r.baseColorTexture!==void 0&&i.push(n.assignTexture(e,"map",r.baseColorTexture,Xt))}return Promise.all(i)}},Ef=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_EMISSIVE_STRENGTH}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||n.emissiveStrength!==void 0&&(t.emissiveIntensity=n.emissiveStrength),Promise.resolve()}},Af=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_CLEARCOAT}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(n.clearcoatFactor!==void 0&&(t.clearcoat=n.clearcoatFactor),n.clearcoatTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatMap",n.clearcoatTexture)),n.clearcoatRoughnessFactor!==void 0&&(t.clearcoatRoughness=n.clearcoatRoughnessFactor),n.clearcoatRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatRoughnessMap",n.clearcoatRoughnessTexture)),n.clearcoatNormalTexture!==void 0&&(i.push(this.parser.assignTexture(t,"clearcoatNormalMap",n.clearcoatNormalTexture)),n.clearcoatNormalTexture.scale!==void 0)){let r=n.clearcoatNormalTexture.scale;t.clearcoatNormalScale=new te(r,r)}return Promise.all(i)}},Rf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_DISPERSION}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||(t.dispersion=n.dispersion!==void 0?n.dispersion:0),Promise.resolve()}},Cf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_IRIDESCENCE}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.iridescenceFactor!==void 0&&(t.iridescence=n.iridescenceFactor),n.iridescenceTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceMap",n.iridescenceTexture)),n.iridescenceIor!==void 0&&(t.iridescenceIOR=n.iridescenceIor),t.iridescenceThicknessRange===void 0&&(t.iridescenceThicknessRange=[100,400]),n.iridescenceThicknessMinimum!==void 0&&(t.iridescenceThicknessRange[0]=n.iridescenceThicknessMinimum),n.iridescenceThicknessMaximum!==void 0&&(t.iridescenceThicknessRange[1]=n.iridescenceThicknessMaximum),n.iridescenceThicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceThicknessMap",n.iridescenceThicknessTexture)),Promise.all(i)}},Pf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_SHEEN}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(t.sheenColor=new xe(0,0,0),t.sheenRoughness=0,t.sheen=1,n.sheenColorFactor!==void 0){let r=n.sheenColorFactor;t.sheenColor.setRGB(r[0],r[1],r[2],Q0)}return n.sheenRoughnessFactor!==void 0&&(t.sheenRoughness=n.sheenRoughnessFactor),n.sheenColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenColorMap",n.sheenColorTexture,Xt)),n.sheenRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenRoughnessMap",n.sheenRoughnessTexture)),Promise.all(i)}},If=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_TRANSMISSION}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.transmissionFactor!==void 0&&(t.transmission=n.transmissionFactor),n.transmissionTexture!==void 0&&i.push(this.parser.assignTexture(t,"transmissionMap",n.transmissionTexture)),Promise.all(i)}},Lf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_VOLUME}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.thickness=n.thicknessFactor!==void 0?n.thicknessFactor:0,n.thicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"thicknessMap",n.thicknessTexture)),t.attenuationDistance=n.attenuationDistance||1/0;let r=n.attenuationColor||[1,1,1];return t.attenuationColor=new xe().setRGB(r[0],r[1],r[2],Q0),Promise.all(i)}},Df=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_IOR}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||(t.ior=n.ior!==void 0?n.ior:1.5,t.ior===0&&(t.ior=1e3)),Promise.resolve()}},Nf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_SPECULAR}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.specularIntensity=n.specularFactor!==void 0?n.specularFactor:1,n.specularTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularIntensityMap",n.specularTexture));let r=n.specularColorFactor||[1,1,1];return t.specularColor=new xe().setRGB(r[0],r[1],r[2],Q0),n.specularColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularColorMap",n.specularColorTexture,Xt)),Promise.all(i)}},Of=class{constructor(e){this.parser=e,this.name=Dt.EXT_MATERIALS_BUMP}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return t.bumpScale=n.bumpFactor!==void 0?n.bumpFactor:1,n.bumpTexture!==void 0&&i.push(this.parser.assignTexture(t,"bumpMap",n.bumpTexture)),Promise.all(i)}},Uf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_ANISOTROPY}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.anisotropyStrength!==void 0&&(t.anisotropy=n.anisotropyStrength),n.anisotropyRotation!==void 0&&(t.anisotropyRotation=n.anisotropyRotation),n.anisotropyTexture!==void 0&&i.push(this.parser.assignTexture(t,"anisotropyMap",n.anisotropyTexture)),Promise.all(i)}},Ff=class{constructor(e){this.parser=e,this.name=Dt.KHR_TEXTURE_BASISU}loadTexture(e){let t=this.parser,n=t.json,i=n.textures[e];if(!i.extensions||!i.extensions[this.name])return null;let r=i.extensions[this.name],o=t.options.ktx2Loader;if(!o){if(n.extensionsRequired&&n.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures");return null}return t.loadTextureImage(e,r.source,o)}},Bf=class{constructor(e){this.parser=e,this.name=Dt.EXT_TEXTURE_WEBP}loadTexture(e){let t=this.name,n=this.parser,i=n.json,r=i.textures[e];if(!r.extensions||!r.extensions[t])return null;let o=r.extensions[t],a=i.images[o.source],l=n.textureLoader;if(a.uri){let c=n.options.manager.getHandler(a.uri);c!==null&&(l=c)}return n.loadTextureImage(e,o.source,l)}},kf=class{constructor(e){this.parser=e,this.name=Dt.EXT_TEXTURE_AVIF}loadTexture(e){let t=this.name,n=this.parser,i=n.json,r=i.textures[e];if(!r.extensions||!r.extensions[t])return null;let o=r.extensions[t],a=i.images[o.source],l=n.textureLoader;if(a.uri){let c=n.options.manager.getHandler(a.uri);c!==null&&(l=c)}return n.loadTextureImage(e,o.source,l)}},H2=class{constructor(e,t){this.name=t,this.parser=e}loadBufferView(e){let t=this.parser.json,n=t.bufferViews[e];if(n.extensions&&n.extensions[this.name]){let i=n.extensions[this.name],r=this.parser.getDependency("buffer",i.buffer),o=this.parser.options.meshoptDecoder;if(!o||!o.supported){if(t.extensionsRequired&&t.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files");return null}return r.then(function(a){let l=i.byteOffset||0,c=i.byteLength||0,u=i.count,h=i.byteStride,d=new Uint8Array(a,l,c);return o.decodeGltfBufferAsync?o.decodeGltfBufferAsync(u,h,d,i.mode,i.filter).then(function(f){return f.buffer}):o.ready.then(function(){let f=new ArrayBuffer(u*h);return o.decodeGltfBuffer(new Uint8Array(f),u,h,d,i.mode,i.filter),f})})}else return null}},zf=class{constructor(e){this.name=Dt.EXT_MESH_GPU_INSTANCING,this.parser=e}createNodeMesh(e){let t=this.parser.json,n=t.nodes[e];if(!n.extensions||!n.extensions[this.name]||n.mesh===void 0)return null;let i=t.meshes[n.mesh];for(let c of i.primitives)if(c.mode!==mi.TRIANGLES&&c.mode!==mi.TRIANGLE_STRIP&&c.mode!==mi.TRIANGLE_FAN&&c.mode!==void 0)return null;let o=n.extensions[this.name].attributes,a=[],l={};for(let c in o)a.push(this.parser.getDependency("accessor",o[c]).then(u=>(l[c]=u,l[c])));return a.length<1?null:(a.push(this.parser.createNodeMesh(e)),Promise.all(a).then(c=>{let u=c.pop(),h=u.isGroup?u.children:[u],d=c[0].count,f=[];for(let p of h){let x=new Qe,m=new C,g=new p0,v=new C(1,1,1),_=new _s(p.geometry,p.material,d);for(let y=0;y<d;y++)l.TRANSLATION&&m.fromBufferAttribute(l.TRANSLATION,y),l.ROTATION&&g.fromBufferAttribute(l.ROTATION,y),l.SCALE&&v.fromBufferAttribute(l.SCALE,y),_.setMatrixAt(y,x.compose(m,g,v));for(let y in l)if(y==="_COLOR_0"){let T=l[y];_.instanceColor=new ri(T.array,T.itemSize,T.normalized)}else y!=="TRANSLATION"&&y!=="ROTATION"&&y!=="SCALE"&&p.geometry.setAttribute(y,l[y]);wt.prototype.copy.call(_,p),this.parser.assignFinalMaterial(_),f.push(_)}return u.isGroup?(u.clear(),u.add(...f),u):f[0]}))}},Up="glTF",O1=12,Lp={JSON:1313821514,BIN:5130562},Hf=class{constructor(e){this.name=Dt.KHR_BINARY_GLTF,this.content=null,this.body=null;let t=new DataView(e,0,O1),n=new TextDecoder;if(this.header={magic:n.decode(new Uint8Array(e.slice(0,4))),version:t.getUint32(4,!0),length:t.getUint32(8,!0)},this.header.magic!==Up)throw new Error("THREE.GLTFLoader: Unsupported glTF-Binary header.");if(this.header.version<2)throw new Error("THREE.GLTFLoader: Legacy binary file detected.");let i=this.header.length-O1,r=new DataView(e,O1),o=0;for(;o<i;){let a=r.getUint32(o,!0);o+=4;let l=r.getUint32(o,!0);if(o+=4,l===Lp.JSON){let c=new Uint8Array(e,O1+o,a);this.content=n.decode(c)}else if(l===Lp.BIN){let c=O1+o;this.body=e.slice(c,c+a)}o+=a}if(this.content===null)throw new Error("THREE.GLTFLoader: JSON content not found.")}},Vf=class{constructor(e,t){if(!t)throw new Error("THREE.GLTFLoader: No DRACOLoader instance provided.");this.name=Dt.KHR_DRACO_MESH_COMPRESSION,this.json=e,this.dracoLoader=t,this.dracoLoader.preload()}decodePrimitive(e,t){let n=this.json,i=this.dracoLoader,r=e.extensions[this.name].bufferView,o=e.extensions[this.name].attributes,a={},l={},c={};for(let u in o){let h=qf[u]||u.toLowerCase();a[h]=o[u]}for(let u in e.attributes){let h=qf[u]||u.toLowerCase();if(o[u]!==void 0){let d=n.accessors[e.attributes[u]],f=ll[d.componentType];c[h]=f.name,l[h]=d.normalized===!0}}return t.getDependency("bufferView",r).then(function(u){return new 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y=0;y!==a;y++){let T=o[x+y+a],M=o[x+y+l]*u,E=o[p+y+a],b=o[p+y]*u;r[y]=v*T+_*M+m*E+g*b}return r}},i_=new p0,Xf=class extends V2{interpolate_(e,t,n,i){let r=super.interpolate_(e,t,n,i);return i_.fromArray(r).normalize().toArray(r),r}},mi={FLOAT:5126,FLOAT_MAT3:35675,FLOAT_MAT4:35676,FLOAT_VEC2:35664,FLOAT_VEC3:35665,FLOAT_VEC4:35666,LINEAR:9729,REPEAT:10497,SAMPLER_2D:35678,POINTS:0,LINES:1,LINE_LOOP:2,LINE_STRIP:3,TRIANGLES:4,TRIANGLE_STRIP:5,TRIANGLE_FAN:6,UNSIGNED_BYTE:5121,UNSIGNED_SHORT:5123},ll={5120:Int8Array,5121:Uint8Array,5122:Int16Array,5123:Uint16Array,5125:Uint32Array,5126:Float32Array},Dp={9728:Ft,9729:It,9984:Ba,9985:pr,9986:Ds,9987:Fn},Np={33071:f0,33648:tr,10497:U0},_f={SCALAR:1,VEC2:2,VEC3:3,VEC4:4,MAT2:4,MAT3:9,MAT4:16},qf={POSITION:"position",NORMAL:"normal",TANGENT:"tangent",TEXCOORD_0:"uv",TEXCOORD_1:"uv1",TEXCOORD_2:"uv2",TEXCOORD_3:"uv3",COLOR_0:"color",WEIGHTS_0:"skinWeight",JOINTS_0:"skinIndex"},Mr={scale:"scale",translation:"position",rotation:"quaternion",weights:"morphTargetInfluences"},s_={CUBICSPLINE:void 0,LINEAR:ir,STEP:nr},Mf={OPAQUE:"OPAQUE",MASK:"MASK",BLEND:"BLEND"};function r_(s){return s.DefaultMaterial===void 0&&(s.DefaultMaterial=new g0({color:16777215,emissive:0,metalness:1,roughness:1,transparent:!1,depthTest:!0,side:Ln})),s.DefaultMaterial}function So(s,e,t){for(let n in t.extensions)s[n]===void 0&&(e.userData.gltfExtensions=e.userData.gltfExtensions||{},e.userData.gltfExtensions[n]=t.extensions[n])}function cs(s,e){e.extras!==void 0&&(typeof e.extras=="object"?Object.assign(s.userData,e.extras):console.warn("THREE.GLTFLoader: Ignoring primitive type .extras, "+e.extras))}function o_(s,e,t){let n=!1,i=!1,r=!1;for(let c=0,u=e.length;c<u;c++){let h=e[c];if(h.POSITION!==void 0&&(n=!0),h.NORMAL!==void 0&&(i=!0),h.COLOR_0!==void 0&&(r=!0),n&&i&&r)break}if(!n&&!i&&!r)return Promise.resolve(s);let o=[],a=[],l=[];for(let c=0,u=e.length;c<u;c++){let h=e[c];if(n){let d=h.POSITION!==void 0?t.getDependency("accessor",h.POSITION):s.attributes.position;o.push(d)}if(i){let d=h.NORMAL!==void 0?t.getDependency("accessor",h.NORMAL):s.attributes.normal;a.push(d)}if(r){let d=h.COLOR_0!==void 0?t.getDependency("accessor",h.COLOR_0):s.attributes.color;l.push(d)}}return Promise.all([Promise.all(o),Promise.all(a),Promise.all(l)]).then(function(c){let u=c[0],h=c[1],d=c[2];return n&&(s.morphAttributes.position=u),i&&(s.morphAttributes.normal=h),r&&(s.morphAttributes.color=d),s.morphTargetsRelative=!0,s})}function a_(s,e){if(s.updateMorphTargets(),e.weights!==void 0)for(let t=0,n=e.weights.length;t<n;t++)s.morphTargetInfluences[t]=e.weights[t];if(e.extras&&Array.isArray(e.extras.targetNames)){let t=e.extras.targetNames;if(s.morphTargetInfluences.length===t.length){s.morphTargetDictionary={};for(let n=0,i=t.length;n<i;n++)s.morphTargetDictionary[t[n]]=n}else console.warn("THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.")}}function l_(s){let e,t=s.extensions&&s.extensions[Dt.KHR_DRACO_MESH_COMPRESSION];if(t?e="draco:"+t.bufferView+":"+t.indices+":"+Sf(t.attributes):e=s.indices+":"+Sf(s.attributes)+":"+s.mode,s.targets!==void 0)for(let n=0,i=s.targets.length;n<i;n++)e+=":"+Sf(s.targets[n]);return e}function Sf(s){let e="",t=Object.keys(s).sort();for(let n=0,i=t.length;n<i;n++)e+=t[n]+":"+s[t[n]]+";";return e}function Yf(s){switch(s){case Int8Array:return 1/127;case Uint8Array:return 1/255;case Int16Array:return 1/32767;case Uint16Array:return 1/65535;default:throw new Error("THREE.GLTFLoader: Unsupported normalized accessor component type.")}}function c_(s){return s.search(/\.jpe?g($|\?)/i)>0||s.search(/^data\:image\/jpeg/)===0?"image/jpeg":s.search(/\.webp($|\?)/i)>0||s.search(/^data\:image\/webp/)===0?"image/webp":s.search(/\.ktx2($|\?)/i)>0||s.search(/^data\:image\/ktx2/)===0?"image/ktx2":"image/png"}var u_=new Qe,jf=class{constructor(e={},t={}){this.json=e,this.extensions={},this.plugins={},this.options=t,this.cache=new n_,this.associations=new Map,this.primitiveCache={},this.nodeCache={},this.meshCache={refs:{},uses:{}},this.cameraCache={refs:{},uses:{}},this.lightCache={refs:{},uses:{}},this.sourceCache={},this.textureCache={},this.nodeNamesUsed={};let n=!1,i=-1,r=!1,o=-1;if(typeof navigator<"u"&&typeof navigator.userAgent<"u"){let a=navigator.userAgent;n=/^((?!chrome|android).)*safari/i.test(a)===!0;let l=a.match(/Version\/(\d+)/);i=n&&l?parseInt(l[1],10):-1,r=a.indexOf("Firefox")>-1,o=r?a.match(/Firefox\/([0-9]+)\./)[1]:-1}typeof createImageBitmap>"u"||n&&i<17||r&&o<98?this.textureLoader=new Qi(this.options.manager):this.textureLoader=new Ma(this.options.manager),this.textureLoader.setCrossOrigin(this.options.crossOrigin),this.textureLoader.setRequestHeader(this.options.requestHeader),this.fileLoader=new wn(this.options.manager),this.fileLoader.setResponseType("arraybuffer"),this.options.crossOrigin==="use-credentials"&&this.fileLoader.setWithCredentials(!0)}setExtensions(e){this.extensions=e}setPlugins(e){this.plugins=e}parse(e,t){let n=this,i=this.json,r=this.extensions;this.cache.removeAll(),this.nodeCache={},this._invokeAll(function(o){return o._markDefs&&o._markDefs()}),Promise.all(this._invokeAll(function(o){return o.beforeRoot&&o.beforeRoot()})).then(function(){return Promise.all([n.getDependencies("scene"),n.getDependencies("animation"),n.getDependencies("camera")])}).then(function(o){let a={scene:o[0][i.scene||0],scenes:o[0],animations:o[1],cameras:o[2],asset:i.asset,parser:n,userData:{}};return So(r,a,i),cs(a,i),Promise.all(n._invokeAll(function(l){return l.afterRoot&&l.afterRoot(a)})).then(function(){for(let l of a.scenes)l.updateMatrixWorld();e(a)})}).catch(t)}_markDefs(){let e=this.json.nodes||[],t=this.json.skins||[],n=this.json.meshes||[];for(let i=0,r=t.length;i<r;i++){let o=t[i].joints;for(let a=0,l=o.length;a<l;a++)e[o[a]].isBone=!0}for(let i=0,r=e.length;i<r;i++){let o=e[i];o.mesh!==void 0&&(this._addNodeRef(this.meshCache,o.mesh),o.skin!==void 0&&(n[o.mesh].isSkinnedMesh=!0)),o.camera!==void 0&&this._addNodeRef(this.cameraCache,o.camera)}}_addNodeRef(e,t){t!==void 0&&(e.refs[t]===void 0&&(e.refs[t]=e.uses[t]=0),e.refs[t]++)}_getNodeRef(e,t,n){if(e.refs[t]<=1)return n;let i=n.clone(),r=(o,a)=>{let l=this.associations.get(o);l!=null&&this.associations.set(a,l);for(let[c,u]of o.children.entries())r(u,a.children[c])};return r(n,i),i.name+="_instance_"+e.uses[t]++,i}_invokeOne(e){let t=Object.values(this.plugins);t.push(this);for(let n=0;n<t.length;n++){let i=e(t[n]);if(i)return i}return null}_invokeAll(e){let t=Object.values(this.plugins);t.unshift(this);let n=[];for(let i=0;i<t.length;i++){let r=e(t[i]);r&&n.push(r)}return n}getDependency(e,t){let n=e+":"+t,i=this.cache.get(n);if(!i){switch(e){case"scene":i=this.loadScene(t);break;case"node":i=this._invokeOne(function(r){return r.loadNode&&r.loadNode(t)});break;case"mesh":i=this._invokeOne(function(r){return r.loadMesh&&r.loadMesh(t)});break;case"accessor":i=this.loadAccessor(t);break;case"bufferView":i=this._invokeOne(function(r){return r.loadBufferView&&r.loadBufferView(t)});break;case"buffer":i=this.loadBuffer(t);break;case"material":i=this._invokeOne(function(r){return r.loadMaterial&&r.loadMaterial(t)});break;case"texture":i=this._invokeOne(function(r){return r.loadTexture&&r.loadTexture(t)});break;case"skin":i=this.loadSkin(t);break;case"animation":i=this._invokeOne(function(r){return r.loadAnimation&&r.loadAnimation(t)});break;case"camera":i=this.loadCamera(t);break;default:if(i=this._invokeOne(function(r){return r!=this&&r.getDependency&&r.getDependency(e,t)}),!i)throw new Error("Unknown type: "+e);break}this.cache.add(n,i)}return i}getDependencies(e){let t=this.cache.get(e);if(!t){let n=this,i=this.json[e+(e==="mesh"?"es":"s")]||[];t=Promise.all(i.map(function(r,o){return n.getDependency(e,o)})),this.cache.add(e,t)}return t}loadBuffer(e){let t=this.json.buffers[e],n=this.fileLoader;if(t.type&&t.type!=="arraybuffer")throw new Error("THREE.GLTFLoader: "+t.type+" buffer type is not supported.");if(t.uri===void 0&&e===0)return Promise.resolve(this.extensions[Dt.KHR_BINARY_GLTF].body);let i=this.options;return new Promise(function(r,o){n.load(ci.resolveURL(t.uri,i.path),r,void 0,function(){o(new Error('THREE.GLTFLoader: Failed to load buffer "'+t.uri+'".'))})})}loadBufferView(e){let t=this.json.bufferViews[e];return this.getDependency("buffer",t.buffer).then(function(n){let i=t.byteLength||0,r=t.byteOffset||0;return n.slice(r,r+i)})}loadAccessor(e){let t=this,n=this.json,i=this.json.accessors[e];if(i.bufferView===void 0&&i.sparse===void 0){let o=_f[i.type],a=ll[i.componentType],l=i.normalized===!0,c=new a(i.count*o);return Promise.resolve(new At(c,o,l))}let r=[];return i.bufferView!==void 0?r.push(this.getDependency("bufferView",i.bufferView)):r.push(null),i.sparse!==void 0&&(r.push(this.getDependency("bufferView",i.sparse.indices.bufferView)),r.push(this.getDependency("bufferView",i.sparse.values.bufferView))),Promise.all(r).then(function(o){let a=o[0],l=_f[i.type],c=ll[i.componentType],u=c.BYTES_PER_ELEMENT,h=u*l,d=i.byteOffset||0,f=i.bufferView!==void 0?n.bufferViews[i.bufferView].byteStride:void 0,p=i.normalized===!0,x,m;if(f&&f!==h){let g=Math.floor(d/f),v="InterleavedBuffer:"+i.bufferView+":"+i.componentType+":"+g+":"+i.count,_=t.cache.get(v);_||(x=new c(a,g*f,i.count*f/u),_=new Hi(x,f/u),t.cache.add(v,_)),m=new Ei(_,l,d%f/u,p)}else a===null?x=new c(i.count*l):x=new c(a,d,i.count*l),m=new At(x,l,p);if(i.sparse!==void 0){let g=_f.SCALAR,v=ll[i.sparse.indices.componentType],_=i.sparse.indices.byteOffset||0,y=i.sparse.values.byteOffset||0,T=new v(o[1],_,i.sparse.count*g),M=new c(o[2],y,i.sparse.count*l);a!==null&&(m=new At(m.array.slice(),m.itemSize,m.normalized)),m.normalized=!1;for(let E=0,b=T.length;E<b;E++){let S=T[E];if(m.setX(S,M[E*l]),l>=2&&m.setY(S,M[E*l+1]),l>=3&&m.setZ(S,M[E*l+2]),l>=4&&m.setW(S,M[E*l+3]),l>=5)throw new Error("THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.")}m.normalized=p}return m})}loadTexture(e){let t=this.json,n=this.options,r=t.textures[e].source,o=t.images[r],a=this.textureLoader;if(o.uri){let l=n.manager.getHandler(o.uri);l!==null&&(a=l)}return this.loadTextureImage(e,r,a)}loadTextureImage(e,t,n){let i=this,r=this.json,o=r.textures[e],a=r.images[t],l=(a.uri||a.bufferView)+":"+o.sampler;if(this.textureCache[l])return this.textureCache[l];let c=this.loadImageSource(t,n).then(function(u){u.flipY=!1,u.name=o.name||a.name||"",u.name===""&&typeof a.uri=="string"&&a.uri.startsWith("data:image/")===!1&&(u.name=a.uri);let d=(r.samplers||{})[o.sampler]||{};return u.magFilter=Dp[d.magFilter]||It,u.minFilter=Dp[d.minFilter]||Fn,u.wrapS=Np[d.wrapS]||U0,u.wrapT=Np[d.wrapT]||U0,u.generateMipmaps=!u.isCompressedTexture&&u.minFilter!==Ft&&u.minFilter!==It,i.associations.set(u,{textures:e}),u}).catch(function(){return null});return this.textureCache[l]=c,c}loadImageSource(e,t){let n=this,i=this.json,r=this.options;if(this.sourceCache[e]!==void 0)return this.sourceCache[e].then(h=>h.clone());let o=i.images[e],a=self.URL||self.webkitURL,l=o.uri||"",c=!1;if(o.bufferView!==void 0)l=n.getDependency("bufferView",o.bufferView).then(function(h){c=!0;let d=new Blob([h],{type:o.mimeType});return l=a.createObjectURL(d),l});else if(o.uri===void 0)throw new Error("THREE.GLTFLoader: Image "+e+" is missing URI and bufferView");let u=Promise.resolve(l).then(function(h){return new Promise(function(d,f){let p=d;t.isImageBitmapLoader===!0&&(p=function(x){let m=new l0(x);m.needsUpdate=!0,d(m)}),t.load(ci.resolveURL(h,r.path),p,void 0,f)})}).then(function(h){return c===!0&&a.revokeObjectURL(l),cs(h,o),h.userData.mimeType=o.mimeType||c_(o.uri),h}).catch(function(h){throw console.error("THREE.GLTFLoader: Couldn't load texture",l),h});return this.sourceCache[e]=u,u}assignTexture(e,t,n,i){let r=this;return this.getDependency("texture",n.index).then(function(o){if(!o)return null;if(n.texCoord!==void 0&&n.texCoord>0&&(o=o.clone(),o.channel=n.texCoord),r.extensions[Dt.KHR_TEXTURE_TRANSFORM]){let a=n.extensions!==void 0?n.extensions[Dt.KHR_TEXTURE_TRANSFORM]:void 0;if(a){let l=r.associations.get(o);o=r.extensions[Dt.KHR_TEXTURE_TRANSFORM].extendTexture(o,a),r.associations.set(o,l)}}return i!==void 0&&(o.colorSpace=i),e[t]=o,o})}assignFinalMaterial(e){let t=e.geometry,n=e.material,i=t.attributes.tangent===void 0,r=t.attributes.color!==void 0,o=t.attributes.normal===void 0;if(e.isPoints){let a="PointsMaterial:"+n.uuid,l=this.cache.get(a);l||(l=new ar,_0.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,l.sizeAttenuation=!1,this.cache.add(a,l)),n=l}else if(e.isLine){let a="LineBasicMaterial:"+n.uuid,l=this.cache.get(a);l||(l=new z0,_0.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,this.cache.add(a,l)),n=l}if(i||r||o){let a="ClonedMaterial:"+n.uuid+":";i&&(a+="derivative-tangents:"),r&&(a+="vertex-colors:"),o&&(a+="flat-shading:");let l=this.cache.get(a);l||(l=n.clone(),r&&(l.vertexColors=!0),o&&(l.flatShading=!0),i&&(l.normalScale&&(l.normalScale.y*=-1),l.clearcoatNormalScale&&(l.clearcoatNormalScale.y*=-1)),this.cache.add(a,l),this.associations.set(l,this.associations.get(n))),n=l}e.material=n}getMaterialType(){return g0}loadMaterial(e){let t=this,n=this.json,i=this.extensions,r=n.materials[e],o,a={},l=r.extensions||{},c=[];if(l[Dt.KHR_MATERIALS_UNLIT]){let h=i[Dt.KHR_MATERIALS_UNLIT];o=h.getMaterialType(),c.push(h.extendParams(a,r,t))}else{let h=r.pbrMetallicRoughness||{};if(a.color=new xe(1,1,1),a.opacity=1,Array.isArray(h.baseColorFactor)){let d=h.baseColorFactor;a.color.setRGB(d[0],d[1],d[2],Q0),a.opacity=d[3]}h.baseColorTexture!==void 0&&c.push(t.assignTexture(a,"map",h.baseColorTexture,Xt)),a.metalness=h.metallicFactor!==void 0?h.metallicFactor:1,a.roughness=h.roughnessFactor!==void 0?h.roughnessFactor:1,h.metallicRoughnessTexture!==void 0&&(c.push(t.assignTexture(a,"metalnessMap",h.metallicRoughnessTexture)),c.push(t.assignTexture(a,"roughnessMap",h.metallicRoughnessTexture))),o=this._invokeOne(function(d){return d.getMaterialType&&d.getMaterialType(e)}),c.push(Promise.all(this._invokeAll(function(d){return d.extendMaterialParams&&d.extendMaterialParams(e,a)})))}r.doubleSided===!0&&(a.side=en);let u=r.alphaMode||Mf.OPAQUE;if(u===Mf.BLEND?(a.transparent=!0,a.depthWrite=!1):(a.transparent=!1,u===Mf.MASK&&(a.alphaTest=r.alphaCutoff!==void 0?r.alphaCutoff:.5)),r.normalTexture!==void 0&&o!==m0&&(c.push(t.assignTexture(a,"normalMap",r.normalTexture)),a.normalScale=new te(1,1),r.normalTexture.scale!==void 0)){let h=r.normalTexture.scale;a.normalScale.set(h,h)}if(r.occlusionTexture!==void 0&&o!==m0&&(c.push(t.assignTexture(a,"aoMap",r.occlusionTexture)),r.occlusionTexture.strength!==void 0&&(a.aoMapIntensity=r.occlusionTexture.strength)),r.emissiveFactor!==void 0&&o!==m0){let h=r.emissiveFactor;a.emissive=new xe().setRGB(h[0],h[1],h[2],Q0)}return r.emissiveTexture!==void 0&&o!==m0&&c.push(t.assignTexture(a,"emissiveMap",r.emissiveTexture,Xt)),Promise.all(c).then(function(){let h=new o(a);return r.name&&(h.name=r.name),cs(h,r),t.associations.set(h,{materials:e}),r.extensions&&So(i,h,r),h})}createUniqueName(e){let t=Zt.sanitizeNodeName(e||"");return t in this.nodeNamesUsed?t+"_"+ ++this.nodeNamesUsed[t]:(this.nodeNamesUsed[t]=0,t)}loadGeometries(e){let t=this,n=this.extensions,i=this.primitiveCache;function r(a){return n[Dt.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(a,t).then(function(l){return Op(l,a,t)})}let o=[];for(let a=0,l=e.length;a<l;a++){let c=e[a],u=l_(c),h=i[u];if(h)o.push(h.promise);else{let d;c.extensions&&c.extensions[Dt.KHR_DRACO_MESH_COMPRESSION]?d=r(c):d=Op(new ht,c,t),i[u]={primitive:c,promise:d},o.push(d)}}return Promise.all(o)}loadMesh(e){let t=this,n=this.json,i=this.extensions,r=n.meshes[e],o=r.primitives,a=[];for(let l=0,c=o.length;l<c;l++){let u=o[l].material===void 0?r_(this.cache):this.getDependency("material",o[l].material);a.push(u)}return a.push(t.loadGeometries(o)),Promise.all(a).then(function(l){let c=l.slice(0,l.length-1),u=l[l.length-1],h=[];for(let f=0,p=u.length;f<p;f++){let x=u[f],m=o[f],g,v=c[f];if(m.mode===mi.TRIANGLES||m.mode===mi.TRIANGLE_STRIP||m.mode===mi.TRIANGLE_FAN||m.mode===void 0)g=r.isSkinnedMesh===!0?new Yr(x,v):new nt(x,v),g.isSkinnedMesh===!0&&g.normalizeSkinWeights(),m.mode===mi.TRIANGLE_STRIP?g.geometry=rf(g.geometry,qa):m.mode===mi.TRIANGLE_FAN&&(g.geometry=rf(g.geometry,po));else if(m.mode===mi.LINES)g=new _n(x,v);else if(m.mode===mi.LINE_STRIP)g=new Kn(x,v);else if(m.mode===mi.LINE_LOOP)g=new Kr(x,v);else if(m.mode===mi.POINTS)g=new Zr(x,v);else throw new Error("THREE.GLTFLoader: Primitive mode unsupported: "+m.mode);Object.keys(g.geometry.morphAttributes).length>0&&a_(g,r),g.name=t.createUniqueName(r.name||"mesh_"+e),cs(g,r),m.extensions&&So(i,g,m),t.assignFinalMaterial(g),h.push(g)}for(let f=0,p=h.length;f<p;f++)t.associations.set(h[f],{meshes:e,primitives:f});if(h.length===1)return r.extensions&&So(i,h[0],r),h[0];let d=new Et;r.extensions&&So(i,d,r),t.associations.set(d,{meshes:e});for(let f=0,p=h.length;f<p;f++)d.add(h[f]);return d})}loadCamera(e){let t,n=this.json.cameras[e],i=n[n.type];if(!i){console.warn("THREE.GLTFLoader: Missing camera parameters.");return}return n.type==="perspective"?t=new d0(Ya.radToDeg(i.yfov),i.aspectRatio||1,i.znear||1,i.zfar||2e6):n.type==="orthographic"&&(t=new ai(-i.xmag,i.xmag,i.ymag,-i.ymag,i.znear,i.zfar)),n.name&&(t.name=this.createUniqueName(n.name)),cs(t,n),Promise.resolve(t)}loadSkin(e){let t=this.json.skins[e],n=[];for(let i=0,r=t.joints.length;i<r;i++)n.push(this._loadNodeShallow(t.joints[i]));return t.inverseBindMatrices!==void 0?n.push(this.getDependency("accessor",t.inverseBindMatrices)):n.push(null),Promise.all(n).then(function(i){let r=i.pop(),o=i,a=[],l=[];for(let c=0,u=o.length;c<u;c++){let h=o[c];if(h){a.push(h);let d=new Qe;r!==null&&d.fromArray(r.array,c*16),l.push(d)}else console.warn('THREE.GLTFLoader: Joint "%s" could not be found.',t.joints[c])}return new jr(a,l)})}loadAnimation(e){let t=this.json,n=this,i=t.animations[e],r=i.name?i.name:"animation_"+e,o=[],a=[],l=[],c=[],u=[];for(let h=0,d=i.channels.length;h<d;h++){let f=i.channels[h],p=i.samplers[f.sampler],x=f.target,m=x.node,g=i.parameters!==void 0?i.parameters[p.input]:p.input,v=i.parameters!==void 0?i.parameters[p.output]:p.output;x.node!==void 0&&(o.push(this.getDependency("node",m)),a.push(this.getDependency("accessor",g)),l.push(this.getDependency("accessor",v)),c.push(p),u.push(x))}return Promise.all([Promise.all(o),Promise.all(a),Promise.all(l),Promise.all(c),Promise.all(u)]).then(function(h){let d=h[0],f=h[1],p=h[2],x=h[3],m=h[4],g=[];for(let _=0,y=d.length;_<y;_++){let T=d[_],M=f[_],E=p[_],b=x[_],S=m[_];if(T===void 0)continue;T.updateMatrix&&T.updateMatrix();let A=n._createAnimationTracks(T,M,E,b,S);if(A)for(let R=0;R<A.length;R++)g.push(A[R])}let v=new Ji(r,void 0,g);return cs(v,i),v})}createNodeMesh(e){let t=this.json,n=this,i=t.nodes[e];return i.mesh===void 0?null:n.getDependency("mesh",i.mesh).then(function(r){let o=n._getNodeRef(n.meshCache,i.mesh,r);return i.weights!==void 0&&o.traverse(function(a){if(a.isMesh)for(let l=0,c=i.weights.length;l<c;l++)a.morphTargetInfluences[l]=i.weights[l]}),o})}loadNode(e){let t=this.json,n=this,i=t.nodes[e],r=n._loadNodeShallow(e),o=[],a=i.children||[];for(let c=0,u=a.length;c<u;c++)o.push(n.getDependency("node",a[c]));let l=i.skin===void 0?Promise.resolve(null):n.getDependency("skin",i.skin);return Promise.all([r,Promise.all(o),l]).then(function(c){let u=c[0],h=c[1],d=c[2];d!==null&&u.traverse(function(f){f.isSkinnedMesh&&f.bind(d,u_)});for(let f=0,p=h.length;f<p;f++)u.add(h[f]);if(u.userData.pivot!==void 0&&h.length>0){let f=u.userData.pivot,p=h[0];u.pivot=new C().fromArray(f),u.position.x-=f[0],u.position.y-=f[1],u.position.z-=f[2],p.position.set(0,0,0),delete u.userData.pivot}return u})}_loadNodeShallow(e){let t=this.json,n=this.extensions,i=this;if(this.nodeCache[e]!==void 0)return this.nodeCache[e];let r=t.nodes[e],o=r.name?i.createUniqueName(r.name):"",a=[],l=i._invokeOne(function(c){return c.createNodeMesh&&c.createNodeMesh(e)});return l&&a.push(l),r.camera!==void 0&&a.push(i.getDependency("camera",r.camera).then(function(c){return i._getNodeRef(i.cameraCache,r.camera,c)})),i._invokeAll(function(c){return c.createNodeAttachment&&c.createNodeAttachment(e)}).forEach(function(c){a.push(c)}),this.nodeCache[e]=Promise.all(a).then(function(c){let u;if(r.isBone===!0?u=new or:c.length>1?u=new Et:c.length===1?u=c[0]:u=new wt,u!==c[0])for(let h=0,d=c.length;h<d;h++)u.add(c[h]);if(r.name&&(u.userData.name=r.name,u.name=o),cs(u,r),r.extensions&&So(n,u,r),r.matrix!==void 0){let h=new Qe;h.fromArray(r.matrix),u.applyMatrix4(h)}else r.translation!==void 0&&u.position.fromArray(r.translation),r.rotation!==void 0&&u.quaternion.fromArray(r.rotation),r.scale!==void 0&&u.scale.fromArray(r.scale);if(!i.associations.has(u))i.associations.set(u,{});else if(r.mesh!==void 0&&i.meshCache.refs[r.mesh]>1){let h=i.associations.get(u);i.associations.set(u,{...h})}return i.associations.get(u).nodes=e,u}),this.nodeCache[e]}loadScene(e){let t=this.extensions,n=this.json.scenes[e],i=this,r=new Et;n.name&&(r.name=i.createUniqueName(n.name)),cs(r,n),n.extensions&&So(t,r,n);let o=n.nodes||[],a=[];for(let l=0,c=o.length;l<c;l++)a.push(i.getDependency("node",o[l]));return Promise.all(a).then(function(l){for(let u=0,h=l.length;u<h;u++){let d=l[u];d.parent!==null?r.add(Pp(d)):r.add(d)}let c=u=>{let h=new Map;for(let[d,f]of i.associations)(d instanceof _0||d instanceof l0)&&h.set(d,f);return u.traverse(d=>{let f=i.associations.get(d);f!=null&&h.set(d,f)}),h};return i.associations=c(r),r})}_createAnimationTracks(e,t,n,i,r){let o=[],a=e.name?e.name:e.uuid,l=[];function c(f){f.morphTargetInfluences&&l.push(f.name?f.name:f.uuid)}Mr[r.path]===Mr.weights?(c(e),e.isGroup&&e.children.forEach(c)):l.push(a);let u;switch(Mr[r.path]){case Mr.weights:u=ji;break;case Mr.rotation:u=Ki;break;case Mr.translation:case Mr.scale:u=Ts;break;default:switch(n.itemSize){case 1:u=ji;break;case 2:case 3:default:u=Ts;break}break}let h=i.interpolation!==void 0?s_[i.interpolation]:ir,d=this._getArrayFromAccessor(n);for(let f=0,p=l.length;f<p;f++){let x=new u(l[f]+"."+Mr[r.path],t.array,d,h);i.interpolation==="CUBICSPLINE"&&this._createCubicSplineTrackInterpolant(x),o.push(x)}return o}_getArrayFromAccessor(e){let t=e.array;if(e.normalized){let n=Yf(t.constructor),i=new Float32Array(t.length);for(let r=0,o=t.length;r<o;r++)i[r]=t[r]*n;t=i}return t}_createCubicSplineTrackInterpolant(e){e.createInterpolant=function(n){let i=this instanceof Ki?Xf:V2;return new i(this.times,this.values,this.getValueSize()/3,n)},e.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline=!0}};function h_(s,e,t){let n=e.attributes,i=new Ot;if(n.POSITION!==void 0){let a=t.json.accessors[n.POSITION],l=a.min,c=a.max;if(l!==void 0&&c!==void 0){if(i.set(new C(l[0],l[1],l[2]),new C(c[0],c[1],c[2])),a.normalized){let u=Yf(ll[a.componentType]);i.min.multiplyScalar(u),i.max.multiplyScalar(u)}}else{console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.");return}}else return;let r=e.targets;if(r!==void 0){let a=new C,l=new C;for(let c=0,u=r.length;c<u;c++){let h=r[c];if(h.POSITION!==void 0){let d=t.json.accessors[h.POSITION],f=d.min,p=d.max;if(f!==void 0&&p!==void 0){if(l.setX(Math.max(Math.abs(f[0]),Math.abs(p[0]))),l.setY(Math.max(Math.abs(f[1]),Math.abs(p[1]))),l.setZ(Math.max(Math.abs(f[2]),Math.abs(p[2]))),d.normalized){let x=Yf(ll[d.componentType]);l.multiplyScalar(x)}a.max(l)}else console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.")}}i.expandByVector(a)}s.boundingBox=i;let o=new C0;i.getCenter(o.center),o.radius=i.min.distanceTo(i.max)/2,s.boundingSphere=o}function Op(s,e,t){let n=e.attributes,i=[];function r(o,a){return t.getDependency("accessor",o).then(function(l){s.setAttribute(a,l)})}for(let o in n){let a=qf[o]||o.toLowerCase();a in s.attributes||i.push(r(n[o],a))}if(e.indices!==void 0&&!s.index){let o=t.getDependency("accessor",e.indices).then(function(a){s.setIndex(a)});i.push(o)}return St.workingColorSpace!==Q0&&"COLOR_0"in n&&console.warn(`THREE.GLTFLoader: Converting vertex colors from "srgb-linear" to "${St.workingColorSpace}" not 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r=t[i].clone().expandByScalar(t[i].getSize(new C).length()*.01);for(let[o,a]of[...e.children].entries())o!==i&&!r.intersectsBox(t[o])&&e.remove(a)}var f_=new Set(["wardrobe","dresser","desk","shelf","bookcase","nightstand","table","tv-unit","box"]),p_=new Set(["sofa","armchair","chair"]),m_=new Set(["bed","bunk","crib"]);function g_(s){return(Array.isArray(s.material)?s.material:[s.material]).find(t=>t.color)??null}function Sr(s,e){let t={h:0,s:0,l:0};return s.getHSL(t),e==="paint"?Math.min(s.r,s.g,s.b)>.62||t.s<.16&&t.l>.62?"paint.white_satin":(t.h<.08||t.h>.92)&&t.s>.16?"paint.blush":t.h>.18&&t.h<.48?"lacquer.sage":"lacquer.white":e==="wood"?t.l<.34?"wood.walnut":"wood.oak":t.l>.76&&t.s<.22?"boucle.cream":t.h>.52&&t.h<.72?"velvet.navy":t.h>.19&&t.h<.46?"velvet.sage":(t.h<.08||t.h>.9)&&t.s>.18&&t.l>.48?"velvet.blush":t.l<.42?"velvet.plum":"linen.natural"}function x_(s){return s?.color?`#${s.color.getHexString()}`:null}function v_(s){if(s.geometry.attributes.uv||!s.geometry.attributes.position)return;let e=s.geometry.index?s.geometry.toNonIndexed():s.geometry.clone(),t=e.attributes.position,n=e.attributes.normal,i=new Float32Array(t.count*2),r=new C,o=new C,a=new vt().getNormalMatrix(s.matrixWorld);for(let l=0;l<t.count;l++){r.fromBufferAttribute(t,l).applyMatrix4(s.matrixWorld),n?o.fromBufferAttribute(n,l).applyMatrix3(a).normalize():o.set(0,1,0);let c=Math.abs(o.x),u=Math.abs(o.y),h=Math.abs(o.z);c>=u&&c>=h?(i[l*2]=r.z,i[l*2+1]=r.y):u>=h?(i[l*2]=r.x,i[l*2+1]=r.z):(i[l*2]=r.x,i[l*2+1]=r.y)}e.setAttribute("uv",new At(i,2)),s.geometry=e}function y_(s,e){s.updateMatrixWorld(!0);let t=new Ot().setFromObject(s),n=t.getSize(new C),i=1e-6;s.traverse(r=>{let o=r;if(!o.isMesh||!o.geometry?.attributes?.position||typeof o.userData.slot=="string"&&o.userData.slot.length>0)return;let a=g_(o),l=new Ot().setFromObject(o),c=l.getSize(new C),h=(l.getCenter(new 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if(p_.has(e.kind))h<.42&&(d<.2||p<.2)?y=T?"metal.brass":Sr(m,(a?.roughness??.7)<.5?"paint":"wood"):e.kind==="chair"&&(a?.roughness??.7)<.58?y=Sr(m,"paint"):(a?.roughness??.7)<.48?y="leather.cognac":y=Sr(m,"fabric");else if(f_.has(e.kind)){let M=h<.42&&f>.2&&d<.16&&p<.16,E={h:0,s:0,l:0};m.getHSL(E);let b=E.s<.14&&E.l>.18;y=M&&T?"metal.brass":M?Sr(m,"wood"):Sr(m,b||(a?.roughness??.65)<.56?"paint":"wood")}else y=T?"metal.brass":Sr(m,(a?.roughness??.7)<.55?"paint":"wood")}o.userData.slot=y,o.userData.color=x_(a),v_(o)})}function Zf(s,e){let t=e.w/100,n=e.d/100,i=e.h/100,r=s.clone(!0);r.traverse(x=>{let m=x;m.isMesh&&(m.castShadow=!0,m.receiveShadow=!0,m.material=Array.isArray(m.material)?m.material.map(g=>g.clone()):m.material.clone())}),G2(r);let o=new Et;o.add(r);let a=new Ot().setFromObject(o),l=a.max.x-a.min.x,c=a.max.z-a.min.z,u=t/n;if(Math.abs(Math.log(c/l/u))<Math.abs(Math.log(l/c/u))&&(o.rotation.y=Math.PI/2),o.updateMatrixWorld(!0),e.kind==="bed"||e.kind==="bunk"){let x=d_(o);x.front>x.back*1.08&&(o.rotation.y+=Math.PI)}o.rotation.y+=(e.model?.yaw??0)*Math.PI/180,o.updateMatrixWorld(!0),a=new Ot().setFromObject(o);let h=a.getSize(new C),d=a.getCenter(new C),f=new Et,p=new Et;return o.position.set(-d.x,-a.min.y,-d.z),p.add(o),p.scale.set(t/Math.max(1e-4,h.x),i/Math.max(1e-4,h.y),n/Math.max(1e-4,h.z)),f.add(p),f.userData.realModel=!0,y_(f,e),f}var Bp=new Map;function zp(s){let e=Bp.get(s);if(e)return e;let t=`${s.replace(/\/?$/,"/")}props/`,n=(async()=>{try{let i=await fetch(`${t}manifest.json`);if(!i.ok)return null;let r=await i.json(),o=new cl,a={};return await Promise.all(Object.keys(r).map(l=>new Promise(c=>{o.load(`${t}${r[l].file}`,u=>{a[l]=b_(u.scene,r[l]),c()},void 0,()=>c())}))),{specs:r,scenes:a}}catch{return null}})();return Bp.set(s,n),n}function b_(s,e){G2(s);let t=new Ot().setFromObject(s),n=t.getSize(new C),i=t.getCenter(new C),r=e.height_cm/100/Math.max(1e-6,n.y),o=new Et;s.position.set(-i.x,-t.min.y,-i.z),o.add(s);let a=new Et;return o.scale.setScalar(r),a.add(o),e.size_cm=[Math.round(n.x*r*100),Math.round(n.z*r*100),Math.round(e.height_cm)],a}function W2(s,e){let t=s.scenes[e];if(!t)return null;let n=t.clone(!0);return n.traverse(i=>{let r=i;r.isMesh&&(r.castShadow=!0,r.receiveShadow=!0,r.material=Array.isArray(r.material)?r.material.map(o=>o.clone()):r.material.clone())}),n.userData.decor=e,(e==="table_lamp"||e==="cloud_lamp")&&__(n,e,s.specs[e]?.height_cm??40),n}function __(s,e,t){let n=t/100,i=e==="table_lamp";s.updateMatrixWorld(!0);let r=new Qe().copy(s.matrixWorld).invert(),o=new Ot;s.traverse(l=>{let c=l;if(c.isMesh&&(o.setFromObject(c).applyMatrix4(r),!(i&&o.min.y<n*.4))){for(let u of Array.isArray(c.material)?c.material:[c.material])u.metalness>.5||vp(u,i?.35:.2,i?1.6:1.2,"#ffd3a0");c.userData.slot="keep",c.userData.lampShade=!0,c.castShadow=!1}});let a=new wt;a.name="lamp",a.position.set(0,i?n*.68:n*.4,0),a.userData.lamp=i?{colour:"#ffc58a",radius:1.5,intensity:.8,cone:{direction:[0,-1,0],angle:1.25,softness:.8}}:{colour:"#ffc68a",radius:2.2,intensity:.6},s.add(a)}var ul=(s,e)=>s.specs[e]?.size_cm??[30,30,30];function Hp(s,e,t){let n=s.w/100,i=s.d/100,r=s.h/100,o=c=>!!e.scenes[c],a=[],l=(c,u)=>ul(e,c)[0]/100<u;switch(s.kind){case"desk":o("table_lamp")&&a.push({name:"table_lamp",x:-n/2+.14,y:r,z:-i/2+.14,yaw:.4}),o("globe")&&n>=.9&&a.push({name:"globe",x:n/2-.16,y:r,z:-i/2+.14,yaw:-.5});break;case"dresser":if(r>1.2)break;o("dollhouse")&&l("dollhouse",n*.45)&&a.push({name:"dollhouse",x:n/2-ul(e,"dollhouse")[0]/200-.04,y:r,z:-i/2+ul(e,"dollhouse")[1]/200+.03,yaw:0});break;case"nightstand":o("table_lamp")&&a.push({name:"table_lamp",x:0,y:r,z:-.03,yaw:0});break;case"bed":o("teddy")&&a.push({name:"teddy",x:n*.28,y:t,z:-i/2+.55,yaw:-.3});break;case"shelf":case"bookcase":o("basket")&&r<=1&&l("basket",n)&&a.push({name:"basket",x:0,y:r,z:0,yaw:.1});break}return a}function M_(s,e,t,n){return[{x:s-t,y:e-n},{x:s+t,y:e-n},{x:s+t,y:e+n},{x:s-t,y:e+n}]}function Vp(s,e,t){let n=[];for(let g of e)if(!g.parked){n.push(rs(Hn(g)));for(let v of P2(g))n.push(rs(v.rect))}for(let g of s.openings)if(g.kind==="door"){let v=C1(s,g);v.length&&n.push(v)}let i=[],r=g=>ol(s,g)===0&&![...n,...i].some(v=>C2(g,v)>0),o=[],a=s.width,l=s.depth,c=(g,v)=>{if(!t.scenes[g])return;let[_,y]=ul(t,g),T=_/2+5,M=y/2+5;for(let E of v){let b=M_(E.x,E.y,T,M);if(r(b)){i.push(b),o.push({name:g,x:E.x,y:E.y,yaw:((E.x*7+E.y*3)%60-30)*Math.PI/180});return}}},[u,h]=ul(t,"floor_plant"),d=Math.max(u,h)/2+8,f=xn(s),p=ln(s),x=p.length;c("floor_plant",f?[{x:d,y:d},{x:a-d,y:d},{x:a-d,y:l-d},{x:d,y:l-d}]:p.flatMap((g,v)=>{if(yo(s,v))return[];let _=Gt(s,(v+x-1)%x).inward,y=Gt(s,v).inward;return[{x:g.x+(_.x+y.x)*d,y:g.y+(_.y+y.y)*d}]}));let m=g=>{let[v,_]=ul(t,g),y=Math.max(v,_)/2+8,T=[];if(f){for(let M=y;M<=a-y;M+=15)T.push({x:M,y},{x:M,y:l-y});for(let M=y;M<=l-y;M+=15)T.push({x:y,y:M},{x:a-y,y:M});return T}for(let M of Di(s)){let E=Gt(s,M),b=fi(s,M);for(let S=y;S<=b-y;S+=15)T.push({x:E.start.x+E.dir.x*S+E.inward.x*y,y:E.start.y+E.dir.y*S+E.inward.y*y})}return T};return c("basket",m("basket")),c("pouf",m("pouf")),o}var kp=["art-balloon.jpg","art-bear.jpg","art-bunny.jpg","art-flowers.jpg","art-letters.jpg","art-moon.jpg"];function Gp(s,e){let t=[],n=0,i=s.width,r=s.depth;for(let o of e){if(o.parked||!["dresser","desk","shelf","bookcase","bed","nightstand","sofa"].includes(o.kind)||o.kind!=="bed"&&o.h>120)continue;let a=Hn(o),l=ss(a,0,-a.hd),c=lp(s,l);if(c.d>=6)continue;let u=xn(s)?os[c.wall]:c.wall,h=Gt(s,u),d=(l.x-h.start.x)*h.dir.x+(l.y-h.start.y)*h.dir.y,f=o.w>=120?3:o.w>=70?2:1,p=30,x=40,m=8,g=Math.max(o.h+22,115);if(g+x>s.height-12)continue;let v=f*p+(f-1)*m;for(let _=0;_<f;_++){let y=d-v/2+p/2+_*(p+m);s.openings.some(M=>R1(s,M.wall,u)&&M.kind!=="radiator"&&y+p/2>M.offset-5&&y-p/2<M.offset+M.width+5&&g<(M.kind==="door"?215:(M.sill??90)+(M.height??120))+5&&g+x>(M.kind==="door"?0:M.sill??90)-5)||t.some(M=>M.wall===u&&Math.abs(M.u-y)<p+4&&Math.abs(M.y-g)<x)||t.push({wall:u,u:y,y:g+_%2*6,w:p,h:x,image:kp[(n+++o.id.length)%kp.length]})}}return t}function Wp(s,e,t=8){if(xn(s)){let o=ip(Hn(e)),{x:a,y:l}=e;return o.minX<=t?a-=o.minX:s.width-o.maxX<=t&&(a+=s.width-o.maxX),o.minY<=t?l-=o.minY:s.depth-o.maxY<=t&&(l+=s.depth-o.maxY),{...e,x:Math.round(a),y:Math.round(l)}}let{x:n,y:i}=e;for(let o=0;o<2;o++)for(let a of Di(s)){let l=Gt(s,a),c=fi(s,a),u=rs(Hn({...e,x:n,y:i})),h=u.map(p=>(p.x-l.start.x)*l.dir.x+(p.y-l.start.y)*l.dir.y);if(Math.max(...h)<=1||Math.min(...h)>=c-1)continue;let d=Math.min(...u.map(p=>(p.x-l.start.x)*l.inward.x+(p.y-l.start.y)*l.inward.y));if(d>t||d<-Math.max(e.w,e.d))continue;let f=Math.abs(((e.rot-ap(s,a))%90+90)%90);d>0&&Math.min(f,90-f)>2||(n-=l.inward.x*d,i-=l.inward.y*d)}let r={...e,x:Math.round(n),y:Math.round(i)};return ol(s,rs(Hn(r)))>.5?{...e,x:n,y:i}:r}var S_=I8,w_=V8;function tn(s,e,t=0){return new C(s*Pe,t*Pe,e*Pe)}function vw(s){return{x:s.x/Pe,y:s.z/Pe}}function T_(s){return-s*Math.PI/180}function Xp(s){return Math.atan2(-s.y,s.x)}function Jf(s,e){s.position.copy(tn(e.x,e.y)),s.rotation.set(0,T_(e.rot),0)}var 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ie)pe.remove(Re.group),Re.dispose();ie.length=0;for(let Re of w.openings.filter($e=>$e.kind==="window")){let{a:$e,b:ct}=vr(w,Re),zt=(Re.sill??90)*Pe,Nt=(Re.height??120)*Pe,Qt=.05,y0=Math.max(.05,Nt*(1-Math.max(0,Math.min(100,wo))/100)-Qt),Kt=tn($e.x,$e.y),x0=tn(ct.x,ct.y),nn=x0.clone().sub(Kt).normalize(),N0=Kt.clone().addScaledVector(nn,Qt),a0=x0.clone().addScaledVector(nn,-Qt),An=zt+Qt,Xn=Math.min(zt+Nt-Qt,An+y0),Rn=[[N0.x,An,N0.z],[a0.x,An,a0.z],[a0.x,Xn,a0.z],[N0.x,Xn,N0.z]],$n=X8(bt,{corners:Rn,dir:ue,colour:N.sunColour,intensity:N.shaft,mullion:.04,dust:380,box:[0,0,0,w.width*Pe,F,w.depth*Pe]});$n&&(Me&&$n.group.traverse(hs=>{let Ze=hs.material;Ze&&(Ze.depthTest=!1)}),ie.push($n),pe.add($n.group))}}for(let Re of ie)Re.set({intensity:N.shaft,colour:N.sunColour,dust:N.dust});_e=N.lamps,Q(),vf(o,Number(N.nightLights??0)*N.lamps),Ye&&(Ye.material.emissiveIntensity=.15+3*N.lamps),ge&&ge.emissive.set("#77716a").multiplyScalar(Number(N.ceilingGlow??1)),Je&&(Je.m.roughness=Je.r0*Number(N.floorRough??1)),vi(),tt||r0(),d.invalidate({shadows:!0,bounce:!0,mirror:!0})}function Wn(){if(K)return;let I=d.knobs;se.intensity=I.get("sun");let N=o.getObjectByName("Look.Fill"),F=o.getObjectByName("Look.Rim");N&&(N.intensity=I.get("fill")),F&&(F.intensity=I.get("rim"));let q=tn(as(w).x,as(w).y);N&&(N.position.copy(q).add(new C(2.5,3.2,4)),N.target.position.copy(q),N.target.updateMatrixWorld()),F&&(F.position.copy(q).add(new C(-1.5,3.5,-4.5)),F.target.position.copy(q),F.target.updateMatrixWorld());let ue=o.getObjectByName("Look.Hemisphere"),me=xr[Ge[Ni]].interior.hemi;ue&&me!==void 0&&(ue.intensity=Number(me)),d.invalidate({bounce:!0})}d.knobs.onChange(I=>{(I==="sun"||I==="fill"||I==="rim")&&Wn()});function vi(){let I=xr[Ge[Ni]].interior,N=Le(),F=!!qe,q=new xe(N?"#101114":n.background??I.background);o.background=lf(q,r.toneMappingExposure),N&&!qe?(qe=q8(bt,{minX:-_t,maxX:w.width*Pe+_t,minZ:-_t,maxZ:w.depth*Pe+_t,margin:Ke,height:st,topY:-.081,colour:"#141416"}),ve.add(qe.mesh),at=V(),ve.add(at.group)):!N&&qe&&(ve.remove(qe.mesh),qe.dispose(),qe=null,at&&(ve.remove(at.group),at.dispose(),at=null)),at?.mood(Ge[Ni]),F!==!!qe&&kt==="dollhouse"&&ce.length&&Hs()}function Oi(){let I=kt==="walk";ge&&(ge.colorWrite=I,ge.depthWrite=I),Fe?.layers.set(I?0:1),Ye&&(Ye.visible=I&&!Be?.scenes.cloud_lamp)}let t0=()=>new C(w.width*Pe/2,Math.min(.8,w.height*Pe*.35),w.depth*Pe/2),M0={angled:[1,.62,.42],top:[0,1,1e-4],N:[0,.75,-1],E:[1,.75,0],S:[0,.75,1],W:[-1,.75,0]},Ui=40;function o0(){let I=[1,.62,.42],N=1/0;for(let F of[30,330,150,210]){let q=F*Math.PI/180,ue=Ui*Math.PI/180,me=Math.sin(q),ke=Math.cos(q),Ee=0;for(let Xe of w.openings){if(Xe.kind!=="window")continue;let pt=Gt(w,Xe.wall);pt.inward.x*me+pt.inward.y*ke<0&&(Ee+=1)}Ee<N&&(N=Ee,I=[me*Math.cos(ue),Math.sin(ue),ke*Math.cos(ue)])}return I}let Fi=.86,zs=.96;function Hs(I){let N=t0(),F=(I??u.position.clone().sub(h.target)).normalize(),q=w.width*Pe+2*_t,ue=w.depth*Pe+2*_t,me=w.height*Pe,ke=Math.abs(F.y)>.99?new C(0,0,-1):new C(0,1,0),Ee=new C().crossVectors(ke,F).normalize(),Xe=new C().crossVectors(F,Ee).normalize(),pt=u.fov*Math.PI/360,Re=Math.atan(Math.tan(pt)*u.aspect),$e=0;for(let Nt of[0,q])for(let Qt of[0,me])for(let y0 of[0,ue]){let Kt=new C(Nt-_t,Qt,y0-_t).sub(N),x0=Kt.dot(F);$e=Math.max($e,Math.abs(Kt.dot(Ee))*1.12/Math.tan(Re)+x0,Math.abs(Kt.dot(Xe))*1.12/Math.tan(pt)+x0)}at?.aim(F),h.target.copy(N),u.position.copy(N).addScaledVector(F,$e),Math.abs(F.y)>.99?u.up.set(0,0,-1):u.up.set(0,1,0),u.lookAt(N),u.updateMatrixWorld();let ct=Le()?Ke:0;for(let Nt=0;Nt<5;Nt++){let Qt=1/0,y0=-1/0,Kt=1/0,x0=-1/0;for(let N0 of[-ct,q+ct])for(let a0 of[ct?-.12:0,me])for(let An of[-ct,ue+ct]){let Xn=new 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te((I.clientX-N.left)/N.width*2-1,-((I.clientY-N.top)/N.height)*2+1)};function j2(I){dl.setFromCamera(t3(I),u);for(let N of dl.intersectObjects(de.children,!0)){let F=N.object;for(;F&&F.userData.itemId===void 0;)F=F.parent;if(F)return{id:F.userData.itemId,point:N.point}}return null}let us=null,n3=I=>{if(kt!=="dollhouse"||!Eo||I.button!==0||!I.isPrimary)return;let N=j2(I);if(!N)return;let F=H.find(me=>me.id===N.id);if(!F)return;h.enabled=!1;let q=new yn(new C(0,1,0),-N.point.y),ue=tn(F.x,F.y,0).setY(N.point.y);D0={id:F.id,plane:q,off:ue.sub(N.point),moved:!1,x:F.x,y:F.y},Jt(),s.setPointerCapture?.(I.pointerId),s.style.cursor="grabbing",Jn!==F.id&&(Jn=F.id,xt()),Qn?.(F.id)},i3=I=>{us={x:I.clientX,y:I.clientY,yaw:Lt.yaw,pitch:Lt.pitch},kt==="walk"&&s.setPointerCapture?.(I.pointerId)},s3=I=>{if(D0){dl.setFromCamera(t3(I),u);let N=new C;if(!dl.ray.intersectPlane(D0.plane,N))return;N.add(D0.off);let F=H.find(me=>me.id===D0.id);if(!F)return;let 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Set,P1=0;function D2(s,e){let t=s.userData.nightGlow;s.emissiveIntensity=t.day+(t.night-t.day)*e}function vf(s,e){P1=Math.max(0,Math.min(1,Number(e)||0));for(let t of I1)D2(t,P1);s?.traverse(t=>{let n=t.material;n&&!Array.isArray(n)&&n.userData?.nightGlow&&D2(n,P1)})}function vp(s,e,t,n="#ffd6a0"){s.emissive&&(s.emissive.set(n),s.userData.nightGlow={day:e,night:t},D2(s,P1),I1.add(s),s.addEventListener("dispose",()=>I1.delete(s)))}typeof globalThis<"u"&&(globalThis.__nightLights=s=>vf(null,s));function Ib(s){let e=bo[s],t=new g0({color:e.color,roughness:e.rough,metalness:e.metal??0,vertexColors:!!e.vc,side:e.side??Ln});return e.emissive&&(t.emissive.set(e.emissive),t.emissiveIntensity=e.ei??.4),e.emissive&&e.night!==void 0&&(t.userData.nightGlow={day:e.ei??.4,night:e.night},D2(t,P1),I1.add(t),t.addEventListener("dispose",()=>I1.delete(t))),t.userData.slot=e.slot,t.name=`dress.${s}`,t}var br=["#c94f6d","#f2a7bb","#4f7cac","#f4d35e","#7fb685","#e9e2d0","#9d6bb3","#e07a5f","#3d405b","#81b29a","#f7f3ea","#d97b93","#a7c7e7","#f0b67f"];function N2(s){let e=s>>>0||1;return()=>(e=e*1664525+1013904223>>>0,e/4294967296)}function L1(s){let e=2166136261;for(let t=0;t<s.length;t++)e^=s.charCodeAt(t),e=Math.imul(e,16777619);return e>>>0}var dp=new Qe,Lb=new p0,Db=new pn,Nb=new C,Ob=new C,_r=class{constructor(){e9(this,"parts",new Map);e9(this,"lamps",[])}add(e,t,n,i,r,o=[0,0,0],a=[1,1,1],l){let c=t.index?t:Ub(t);for(let h of Object.keys(c.attributes))h!=="position"&&h!=="normal"&&h!=="uv"&&c.deleteAttribute(h);if(c.attributes.uv||c.setAttribute("uv",new Oe(new Float32Array(c.attributes.position.count*2),2)),c.attributes.normal||c.computeVertexNormals(),dp.compose(Nb.set(n,i,r),Lb.setFromEuler(Db.set(o[0],o[1],o[2])),Ob.set(a[0],a[1],a[2])),c.applyMatrix4(dp),bo[e].slot==="keep"&&bo[e].vc){let h=new xe(l??"#ffffff"),d=c.attributes.position.count,f=new Float32Array(d*3);for(let 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Error("THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported."));return}let c=new jf(r,{path:t||this.resourcePath||"",crossOrigin:this.crossOrigin,requestHeader:this.requestHeader,manager:this.manager,ktx2Loader:this.ktx2Loader,meshoptDecoder:this.meshoptDecoder});c.fileLoader.setRequestHeader(this.requestHeader);for(let u=0;u<this.pluginCallbacks.length;u++){let h=this.pluginCallbacks[u](c);h.name||console.error("THREE.GLTFLoader: Invalid plugin found: missing name"),a[h.name]=h,o[h.name]=!0}if(r.extensionsUsed)for(let u=0;u<r.extensionsUsed.length;++u){let h=r.extensionsUsed[u],d=r.extensionsRequired||[];switch(h){case Dt.KHR_MATERIALS_UNLIT:o[h]=new Tf;break;case Dt.KHR_DRACO_MESH_COMPRESSION:o[h]=new Vf(r,this.dracoLoader);break;case Dt.KHR_TEXTURE_TRANSFORM:o[h]=new Gf;break;case Dt.KHR_MESH_QUANTIZATION:o[h]=new Wf;break;default:d.indexOf(h)>=0&&a[h]===void 0&&console.warn('THREE.GLTFLoader: Unknown extension "'+h+'".')}}c.setExtensions(o),c.setPlugins(a),c.parse(n,i)}parseAsync(e,t){let n=this;return new Promise(function(i,r){n.parse(e,t,i,r)})}};function n_(){let s={};return{get:function(e){return s[e]},add:function(e,t){s[e]=t},remove:function(e){delete s[e]},removeAll:function(){s={}}}}function B0(s,e,t){let n=s.json.materials[e];return n.extensions&&n.extensions[t]?n.extensions[t]:null}var Dt={KHR_BINARY_GLTF:"KHR_binary_glTF",KHR_DRACO_MESH_COMPRESSION:"KHR_draco_mesh_compression",KHR_LIGHTS_PUNCTUAL:"KHR_lights_punctual",KHR_MATERIALS_CLEARCOAT:"KHR_materials_clearcoat",KHR_MATERIALS_DISPERSION:"KHR_materials_dispersion",KHR_MATERIALS_IOR:"KHR_materials_ior",KHR_MATERIALS_SHEEN:"KHR_materials_sheen",KHR_MATERIALS_SPECULAR:"KHR_materials_specular",KHR_MATERIALS_TRANSMISSION:"KHR_materials_transmission",KHR_MATERIALS_IRIDESCENCE:"KHR_materials_iridescence",KHR_MATERIALS_ANISOTROPY:"KHR_materials_anisotropy",KHR_MATERIALS_UNLIT:"KHR_materials_unlit",KHR_MATERIALS_VOLUME:"KHR_materials_volume",KHR_TEXTURE_BASISU:"KHR_texture_basisu",KHR_TEXTURE_TRANSFORM:"KHR_texture_transform",KHR_MESH_QUANTIZATION:"KHR_mesh_quantization",KHR_MATERIALS_EMISSIVE_STRENGTH:"KHR_materials_emissive_strength",EXT_MATERIALS_BUMP:"EXT_materials_bump",EXT_TEXTURE_WEBP:"EXT_texture_webp",EXT_TEXTURE_AVIF:"EXT_texture_avif",EXT_MESHOPT_COMPRESSION:"EXT_meshopt_compression",KHR_MESHOPT_COMPRESSION:"KHR_meshopt_compression",EXT_MESH_GPU_INSTANCING:"EXT_mesh_gpu_instancing"},wf=class{constructor(e){this.parser=e,this.name=Dt.KHR_LIGHTS_PUNCTUAL,this.cache={refs:{},uses:{}}}_markDefs(){let e=this.parser,t=this.parser.json.nodes||[];for(let n=0,i=t.length;n<i;n++){let r=t[n];r.extensions&&r.extensions[this.name]&&r.extensions[this.name].light!==void 0&&e._addNodeRef(this.cache,r.extensions[this.name].light)}}_loadLight(e){let t=this.parser,n="light:"+e,i=t.cache.get(n);if(i)return i;let r=t.json,l=((r.extensions&&r.extensions[this.name]||{}).lights||[])[e],c,u=new xe(16777215);l.color!==void 0&&u.setRGB(l.color[0],l.color[1],l.color[2],Q0);let h=l.range!==void 0?l.range:0;switch(l.type){case"directional":c=new li(u),c.target.position.set(0,0,-1),c.add(c.target);break;case"point":c=new As(u),c.distance=h;break;case"spot":c=new oo(u),c.distance=h,l.spot=l.spot||{},l.spot.innerConeAngle=l.spot.innerConeAngle!==void 0?l.spot.innerConeAngle:0,l.spot.outerConeAngle=l.spot.outerConeAngle!==void 0?l.spot.outerConeAngle:Math.PI/4,c.angle=l.spot.outerConeAngle,c.penumbra=1-l.spot.innerConeAngle/l.spot.outerConeAngle,c.target.position.set(0,0,-1),c.add(c.target);break;default:throw new Error("THREE.GLTFLoader: Unexpected light type: "+l.type)}return c.position.set(0,0,0),cs(c,l),l.intensity!==void 0&&(c.intensity=l.intensity),c.name=t.createUniqueName(l.name||"light_"+e),i=Promise.resolve(c),t.cache.add(n,i),i}getDependency(e,t){if(e==="light")return this._loadLight(t)}createNodeAttachment(e){let t=this,n=this.parser,r=n.json.nodes[e],a=(r.extensions&&r.extensions[this.name]||{}).light;return a===void 0?null:this._loadLight(a).then(function(l){return n._getNodeRef(t.cache,a,l)})}},Tf=class{constructor(){this.name=Dt.KHR_MATERIALS_UNLIT}getMaterialType(){return m0}extendParams(e,t,n){let i=[];e.color=new xe(1,1,1),e.opacity=1;let r=t.pbrMetallicRoughness;if(r){if(Array.isArray(r.baseColorFactor)){let o=r.baseColorFactor;e.color.setRGB(o[0],o[1],o[2],Q0),e.opacity=o[3]}r.baseColorTexture!==void 0&&i.push(n.assignTexture(e,"map",r.baseColorTexture,Xt))}return Promise.all(i)}},Ef=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_EMISSIVE_STRENGTH}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||n.emissiveStrength!==void 0&&(t.emissiveIntensity=n.emissiveStrength),Promise.resolve()}},Af=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_CLEARCOAT}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(n.clearcoatFactor!==void 0&&(t.clearcoat=n.clearcoatFactor),n.clearcoatTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatMap",n.clearcoatTexture)),n.clearcoatRoughnessFactor!==void 0&&(t.clearcoatRoughness=n.clearcoatRoughnessFactor),n.clearcoatRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatRoughnessMap",n.clearcoatRoughnessTexture)),n.clearcoatNormalTexture!==void 0&&(i.push(this.parser.assignTexture(t,"clearcoatNormalMap",n.clearcoatNormalTexture)),n.clearcoatNormalTexture.scale!==void 0)){let r=n.clearcoatNormalTexture.scale;t.clearcoatNormalScale=new te(r,r)}return Promise.all(i)}},Rf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_DISPERSION}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||(t.dispersion=n.dispersion!==void 0?n.dispersion:0),Promise.resolve()}},Cf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_IRIDESCENCE}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.iridescenceFactor!==void 0&&(t.iridescence=n.iridescenceFactor),n.iridescenceTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceMap",n.iridescenceTexture)),n.iridescenceIor!==void 0&&(t.iridescenceIOR=n.iridescenceIor),t.iridescenceThicknessRange===void 0&&(t.iridescenceThicknessRange=[100,400]),n.iridescenceThicknessMinimum!==void 0&&(t.iridescenceThicknessRange[0]=n.iridescenceThicknessMinimum),n.iridescenceThicknessMaximum!==void 0&&(t.iridescenceThicknessRange[1]=n.iridescenceThicknessMaximum),n.iridescenceThicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceThicknessMap",n.iridescenceThicknessTexture)),Promise.all(i)}},Pf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_SHEEN}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(t.sheenColor=new xe(0,0,0),t.sheenRoughness=0,t.sheen=1,n.sheenColorFactor!==void 0){let r=n.sheenColorFactor;t.sheenColor.setRGB(r[0],r[1],r[2],Q0)}return n.sheenRoughnessFactor!==void 0&&(t.sheenRoughness=n.sheenRoughnessFactor),n.sheenColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenColorMap",n.sheenColorTexture,Xt)),n.sheenRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenRoughnessMap",n.sheenRoughnessTexture)),Promise.all(i)}},If=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_TRANSMISSION}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.transmissionFactor!==void 0&&(t.transmission=n.transmissionFactor),n.transmissionTexture!==void 0&&i.push(this.parser.assignTexture(t,"transmissionMap",n.transmissionTexture)),Promise.all(i)}},Lf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_VOLUME}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.thickness=n.thicknessFactor!==void 0?n.thicknessFactor:0,n.thicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"thicknessMap",n.thicknessTexture)),t.attenuationDistance=n.attenuationDistance||1/0;let r=n.attenuationColor||[1,1,1];return t.attenuationColor=new xe().setRGB(r[0],r[1],r[2],Q0),Promise.all(i)}},Df=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_IOR}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||(t.ior=n.ior!==void 0?n.ior:1.5,t.ior===0&&(t.ior=1e3)),Promise.resolve()}},Nf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_SPECULAR}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.specularIntensity=n.specularFactor!==void 0?n.specularFactor:1,n.specularTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularIntensityMap",n.specularTexture));let r=n.specularColorFactor||[1,1,1];return t.specularColor=new xe().setRGB(r[0],r[1],r[2],Q0),n.specularColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularColorMap",n.specularColorTexture,Xt)),Promise.all(i)}},Of=class{constructor(e){this.parser=e,this.name=Dt.EXT_MATERIALS_BUMP}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return t.bumpScale=n.bumpFactor!==void 0?n.bumpFactor:1,n.bumpTexture!==void 0&&i.push(this.parser.assignTexture(t,"bumpMap",n.bumpTexture)),Promise.all(i)}},Uf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_ANISOTROPY}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.anisotropyStrength!==void 0&&(t.anisotropy=n.anisotropyStrength),n.anisotropyRotation!==void 0&&(t.anisotropyRotation=n.anisotropyRotation),n.anisotropyTexture!==void 0&&i.push(this.parser.assignTexture(t,"anisotropyMap",n.anisotropyTexture)),Promise.all(i)}},Ff=class{constructor(e){this.parser=e,this.name=Dt.KHR_TEXTURE_BASISU}loadTexture(e){let t=this.parser,n=t.json,i=n.textures[e];if(!i.extensions||!i.extensions[this.name])return null;let r=i.extensions[this.name],o=t.options.ktx2Loader;if(!o){if(n.extensionsRequired&&n.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures");return null}return t.loadTextureImage(e,r.source,o)}},Bf=class{constructor(e){this.parser=e,this.name=Dt.EXT_TEXTURE_WEBP}loadTexture(e){let t=this.name,n=this.parser,i=n.json,r=i.textures[e];if(!r.extensions||!r.extensions[t])return null;let o=r.extensions[t],a=i.images[o.source],l=n.textureLoader;if(a.uri){let c=n.options.manager.getHandler(a.uri);c!==null&&(l=c)}return n.loadTextureImage(e,o.source,l)}},kf=class{constructor(e){this.parser=e,this.name=Dt.EXT_TEXTURE_AVIF}loadTexture(e){let t=this.name,n=this.parser,i=n.json,r=i.textures[e];if(!r.extensions||!r.extensions[t])return null;let o=r.extensions[t],a=i.images[o.source],l=n.textureLoader;if(a.uri){let c=n.options.manager.getHandler(a.uri);c!==null&&(l=c)}return n.loadTextureImage(e,o.source,l)}},H2=class{constructor(e,t){this.name=t,this.parser=e}loadBufferView(e){let t=this.parser.json,n=t.bufferViews[e];if(n.extensions&&n.extensions[this.name]){let i=n.extensions[this.name],r=this.parser.getDependency("buffer",i.buffer),o=this.parser.options.meshoptDecoder;if(!o||!o.supported){if(t.extensionsRequired&&t.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files");return null}return r.then(function(a){let l=i.byteOffset||0,c=i.byteLength||0,u=i.count,h=i.byteStride,d=new Uint8Array(a,l,c);return o.decodeGltfBufferAsync?o.decodeGltfBufferAsync(u,h,d,i.mode,i.filter).then(function(f){return f.buffer}):o.ready.then(function(){let f=new ArrayBuffer(u*h);return o.decodeGltfBuffer(new Uint8Array(f),u,h,d,i.mode,i.filter),f})})}else return null}},zf=class{constructor(e){this.name=Dt.EXT_MESH_GPU_INSTANCING,this.parser=e}createNodeMesh(e){let t=this.parser.json,n=t.nodes[e];if(!n.extensions||!n.extensions[this.name]||n.mesh===void 0)return null;let i=t.meshes[n.mesh];for(let c of i.primitives)if(c.mode!==mi.TRIANGLES&&c.mode!==mi.TRIANGLE_STRIP&&c.mode!==mi.TRIANGLE_FAN&&c.mode!==void 0)return null;let o=n.extensions[this.name].attributes,a=[],l={};for(let c in o)a.push(this.parser.getDependency("accessor",o[c]).then(u=>(l[c]=u,l[c])));return a.length<1?null:(a.push(this.parser.createNodeMesh(e)),Promise.all(a).then(c=>{let u=c.pop(),h=u.isGroup?u.children:[u],d=c[0].count,f=[];for(let p of h){let x=new Qe,m=new C,g=new p0,v=new C(1,1,1),_=new _s(p.geometry,p.material,d);for(let y=0;y<d;y++)l.TRANSLATION&&m.fromBufferAttribute(l.TRANSLATION,y),l.ROTATION&&g.fromBufferAttribute(l.ROTATION,y),l.SCALE&&v.fromBufferAttribute(l.SCALE,y),_.setMatrixAt(y,x.compose(m,g,v));for(let y in l)if(y==="_COLOR_0"){let T=l[y];_.instanceColor=new ri(T.array,T.itemSize,T.normalized)}else y!=="TRANSLATION"&&y!=="ROTATION"&&y!=="SCALE"&&p.geometry.setAttribute(y,l[y]);wt.prototype.copy.call(_,p),this.parser.assignFinalMaterial(_),f.push(_)}return u.isGroup?(u.clear(),u.add(...f),u):f[0]}))}},Up="glTF",O1=12,Lp={JSON:1313821514,BIN:5130562},Hf=class{constructor(e){this.name=Dt.KHR_BINARY_GLTF,this.content=null,this.body=null;let t=new DataView(e,0,O1),n=new TextDecoder;if(this.header={magic:n.decode(new Uint8Array(e.slice(0,4))),version:t.getUint32(4,!0),length:t.getUint32(8,!0)},this.header.magic!==Up)throw new Error("THREE.GLTFLoader: Unsupported glTF-Binary header.");if(this.header.version<2)throw new Error("THREE.GLTFLoader: Legacy binary file detected.");let i=this.header.length-O1,r=new DataView(e,O1),o=0;for(;o<i;){let a=r.getUint32(o,!0);o+=4;let l=r.getUint32(o,!0);if(o+=4,l===Lp.JSON){let c=new Uint8Array(e,O1+o,a);this.content=n.decode(c)}else if(l===Lp.BIN){let c=O1+o;this.body=e.slice(c,c+a)}o+=a}if(this.content===null)throw new Error("THREE.GLTFLoader: JSON content not found.")}},Vf=class{constructor(e,t){if(!t)throw new Error("THREE.GLTFLoader: No DRACOLoader instance provided.");this.name=Dt.KHR_DRACO_MESH_COMPRESSION,this.json=e,this.dracoLoader=t,this.dracoLoader.preload()}decodePrimitive(e,t){let n=this.json,i=this.dracoLoader,r=e.extensions[this.name].bufferView,o=e.extensions[this.name].attributes,a={},l={},c={};for(let u in o){let h=qf[u]||u.toLowerCase();a[h]=o[u]}for(let u in e.attributes){let h=qf[u]||u.toLowerCase();if(o[u]!==void 0){let d=n.accessors[e.attributes[u]],f=ll[d.componentType];c[h]=f.name,l[h]=d.normalized===!0}}return t.getDependency("bufferView",r).then(function(u){return new Promise(function(h,d){i.decodeDracoFile(u,function(f){for(let p in f.attributes){let x=f.attributes[p],m=l[p];m!==void 0&&(x.normalized=m)}h(f)},a,c,Q0,d)})})}},Gf=class{constructor(){this.name=Dt.KHR_TEXTURE_TRANSFORM}extendTexture(e,t){return(t.texCoord===void 0||t.texCoord===e.channel)&&t.offset===void 0&&t.rotation===void 0&&t.scale===void 0||(e=e.clone(),t.texCoord!==void 0&&(e.channel=t.texCoord),t.offset!==void 0&&e.offset.fromArray(t.offset),t.rotation!==void 0&&(e.rotation=t.rotation),t.scale!==void 0&&e.repeat.fromArray(t.scale),e.needsUpdate=!0),e}},Wf=class{constructor(){this.name=Dt.KHR_MESH_QUANTIZATION}},V2=class extends Ri{constructor(e,t,n,i){super(e,t,n,i)}copySampleValue_(e){let t=this.resultBuffer,n=this.sampleValues,i=this.valueSize,r=e*i*3+i;for(let o=0;o!==i;o++)t[o]=n[r+o];return t}interpolate_(e,t,n,i){let r=this.resultBuffer,o=this.sampleValues,a=this.valueSize,l=a*2,c=a*3,u=i-t,h=(n-t)/u,d=h*h,f=d*h,p=e*c,x=p-c,m=-2*f+3*d,g=f-d,v=1-m,_=g-d+h;for(let y=0;y!==a;y++){let T=o[x+y+a],M=o[x+y+l]*u,E=o[p+y+a],b=o[p+y]*u;r[y]=v*T+_*M+m*E+g*b}return r}},i_=new p0,Xf=class extends V2{interpolate_(e,t,n,i){let r=super.interpolate_(e,t,n,i);return i_.fromArray(r).normalize().toArray(r),r}},mi={FLOAT:5126,FLOAT_MAT3:35675,FLOAT_MAT4:35676,FLOAT_VEC2:35664,FLOAT_VEC3:35665,FLOAT_VEC4:35666,LINEAR:9729,REPEAT:10497,SAMPLER_2D:35678,POINTS:0,LINES:1,LINE_LOOP:2,LINE_STRIP:3,TRIANGLES:4,TRIANGLE_STRIP:5,TRIANGLE_FAN:6,UNSIGNED_BYTE:5121,UNSIGNED_SHORT:5123},ll={5120:Int8Array,5121:Uint8Array,5122:Int16Array,5123:Uint16Array,5125:Uint32Array,5126:Float32Array},Dp={9728:Ft,9729:It,9984:Ba,9985:pr,9986:Ds,9987:Fn},Np={33071:f0,33648:tr,10497:U0},_f={SCALAR:1,VEC2:2,VEC3:3,VEC4:4,MAT2:4,MAT3:9,MAT4:16},qf={POSITION:"position",NORMAL:"normal",TANGENT:"tangent",TEXCOORD_0:"uv",TEXCOORD_1:"uv1",TEXCOORD_2:"uv2",TEXCOORD_3:"uv3",COLOR_0:"color",WEIGHTS_0:"skinWeight",JOINTS_0:"skinIndex"},Mr={scale:"scale",translation:"position",rotation:"quaternion",weights:"morphTargetInfluences"},s_={CUBICSPLINE:void 0,LINEAR:ir,STEP:nr},Mf={OPAQUE:"OPAQUE",MASK:"MASK",BLEND:"BLEND"};function r_(s){return s.DefaultMaterial===void 0&&(s.DefaultMaterial=new g0({color:16777215,emissive:0,metalness:1,roughness:1,transparent:!1,depthTest:!0,side:Ln})),s.DefaultMaterial}function So(s,e,t){for(let n in t.extensions)s[n]===void 0&&(e.userData.gltfExtensions=e.userData.gltfExtensions||{},e.userData.gltfExtensions[n]=t.extensions[n])}function cs(s,e){e.extras!==void 0&&(typeof e.extras=="object"?Object.assign(s.userData,e.extras):console.warn("THREE.GLTFLoader: Ignoring primitive type .extras, "+e.extras))}function o_(s,e,t){let n=!1,i=!1,r=!1;for(let c=0,u=e.length;c<u;c++){let h=e[c];if(h.POSITION!==void 0&&(n=!0),h.NORMAL!==void 0&&(i=!0),h.COLOR_0!==void 0&&(r=!0),n&&i&&r)break}if(!n&&!i&&!r)return Promise.resolve(s);let o=[],a=[],l=[];for(let c=0,u=e.length;c<u;c++){let h=e[c];if(n){let d=h.POSITION!==void 0?t.getDependency("accessor",h.POSITION):s.attributes.position;o.push(d)}if(i){let d=h.NORMAL!==void 0?t.getDependency("accessor",h.NORMAL):s.attributes.normal;a.push(d)}if(r){let d=h.COLOR_0!==void 0?t.getDependency("accessor",h.COLOR_0):s.attributes.color;l.push(d)}}return Promise.all([Promise.all(o),Promise.all(a),Promise.all(l)]).then(function(c){let u=c[0],h=c[1],d=c[2];return n&&(s.morphAttributes.position=u),i&&(s.morphAttributes.normal=h),r&&(s.morphAttributes.color=d),s.morphTargetsRelative=!0,s})}function a_(s,e){if(s.updateMorphTargets(),e.weights!==void 0)for(let t=0,n=e.weights.length;t<n;t++)s.morphTargetInfluences[t]=e.weights[t];if(e.extras&&Array.isArray(e.extras.targetNames)){let t=e.extras.targetNames;if(s.morphTargetInfluences.length===t.length){s.morphTargetDictionary={};for(let n=0,i=t.length;n<i;n++)s.morphTargetDictionary[t[n]]=n}else console.warn("THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.")}}function l_(s){let e,t=s.extensions&&s.extensions[Dt.KHR_DRACO_MESH_COMPRESSION];if(t?e="draco:"+t.bufferView+":"+t.indices+":"+Sf(t.attributes):e=s.indices+":"+Sf(s.attributes)+":"+s.mode,s.targets!==void 0)for(let n=0,i=s.targets.length;n<i;n++)e+=":"+Sf(s.targets[n]);return e}function Sf(s){let e="",t=Object.keys(s).sort();for(let n=0,i=t.length;n<i;n++)e+=t[n]+":"+s[t[n]]+";";return e}function Yf(s){switch(s){case Int8Array:return 1/127;case Uint8Array:return 1/255;case Int16Array:return 1/32767;case Uint16Array:return 1/65535;default:throw new Error("THREE.GLTFLoader: Unsupported normalized accessor component type.")}}function c_(s){return s.search(/\.jpe?g($|\?)/i)>0||s.search(/^data\:image\/jpeg/)===0?"image/jpeg":s.search(/\.webp($|\?)/i)>0||s.search(/^data\:image\/webp/)===0?"image/webp":s.search(/\.ktx2($|\?)/i)>0||s.search(/^data\:image\/ktx2/)===0?"image/ktx2":"image/png"}var u_=new Qe,jf=class{constructor(e={},t={}){this.json=e,this.extensions={},this.plugins={},this.options=t,this.cache=new n_,this.associations=new Map,this.primitiveCache={},this.nodeCache={},this.meshCache={refs:{},uses:{}},this.cameraCache={refs:{},uses:{}},this.lightCache={refs:{},uses:{}},this.sourceCache={},this.textureCache={},this.nodeNamesUsed={};let n=!1,i=-1,r=!1,o=-1;if(typeof navigator<"u"&&typeof navigator.userAgent<"u"){let a=navigator.userAgent;n=/^((?!chrome|android).)*safari/i.test(a)===!0;let l=a.match(/Version\/(\d+)/);i=n&&l?parseInt(l[1],10):-1,r=a.indexOf("Firefox")>-1,o=r?a.match(/Firefox\/([0-9]+)\./)[1]:-1}typeof createImageBitmap>"u"||n&&i<17||r&&o<98?this.textureLoader=new Qi(this.options.manager):this.textureLoader=new Ma(this.options.manager),this.textureLoader.setCrossOrigin(this.options.crossOrigin),this.textureLoader.setRequestHeader(this.options.requestHeader),this.fileLoader=new wn(this.options.manager),this.fileLoader.setResponseType("arraybuffer"),this.options.crossOrigin==="use-credentials"&&this.fileLoader.setWithCredentials(!0)}setExtensions(e){this.extensions=e}setPlugins(e){this.plugins=e}parse(e,t){let n=this,i=this.json,r=this.extensions;this.cache.removeAll(),this.nodeCache={},this._invokeAll(function(o){return o._markDefs&&o._markDefs()}),Promise.all(this._invokeAll(function(o){return o.beforeRoot&&o.beforeRoot()})).then(function(){return Promise.all([n.getDependencies("scene"),n.getDependencies("animation"),n.getDependencies("camera")])}).then(function(o){let a={scene:o[0][i.scene||0],scenes:o[0],animations:o[1],cameras:o[2],asset:i.asset,parser:n,userData:{}};return So(r,a,i),cs(a,i),Promise.all(n._invokeAll(function(l){return l.afterRoot&&l.afterRoot(a)})).then(function(){for(let l of a.scenes)l.updateMatrixWorld();e(a)})}).catch(t)}_markDefs(){let e=this.json.nodes||[],t=this.json.skins||[],n=this.json.meshes||[];for(let i=0,r=t.length;i<r;i++){let o=t[i].joints;for(let a=0,l=o.length;a<l;a++)e[o[a]].isBone=!0}for(let i=0,r=e.length;i<r;i++){let o=e[i];o.mesh!==void 0&&(this._addNodeRef(this.meshCache,o.mesh),o.skin!==void 0&&(n[o.mesh].isSkinnedMesh=!0)),o.camera!==void 0&&this._addNodeRef(this.cameraCache,o.camera)}}_addNodeRef(e,t){t!==void 0&&(e.refs[t]===void 0&&(e.refs[t]=e.uses[t]=0),e.refs[t]++)}_getNodeRef(e,t,n){if(e.refs[t]<=1)return n;let i=n.clone(),r=(o,a)=>{let l=this.associations.get(o);l!=null&&this.associations.set(a,l);for(let[c,u]of o.children.entries())r(u,a.children[c])};return r(n,i),i.name+="_instance_"+e.uses[t]++,i}_invokeOne(e){let t=Object.values(this.plugins);t.push(this);for(let n=0;n<t.length;n++){let i=e(t[n]);if(i)return i}return null}_invokeAll(e){let t=Object.values(this.plugins);t.unshift(this);let n=[];for(let i=0;i<t.length;i++){let r=e(t[i]);r&&n.push(r)}return n}getDependency(e,t){let n=e+":"+t,i=this.cache.get(n);if(!i){switch(e){case"scene":i=this.loadScene(t);break;case"node":i=this._invokeOne(function(r){return r.loadNode&&r.loadNode(t)});break;case"mesh":i=this._invokeOne(function(r){return r.loadMesh&&r.loadMesh(t)});break;case"accessor":i=this.loadAccessor(t);break;case"bufferView":i=this._invokeOne(function(r){return r.loadBufferView&&r.loadBufferView(t)});break;case"buffer":i=this.loadBuffer(t);break;case"material":i=this._invokeOne(function(r){return r.loadMaterial&&r.loadMaterial(t)});break;case"texture":i=this._invokeOne(function(r){return r.loadTexture&&r.loadTexture(t)});break;case"skin":i=this.loadSkin(t);break;case"animation":i=this._invokeOne(function(r){return r.loadAnimation&&r.loadAnimation(t)});break;case"camera":i=this.loadCamera(t);break;default:if(i=this._invokeOne(function(r){return r!=this&&r.getDependency&&r.getDependency(e,t)}),!i)throw new Error("Unknown type: "+e);break}this.cache.add(n,i)}return i}getDependencies(e){let t=this.cache.get(e);if(!t){let n=this,i=this.json[e+(e==="mesh"?"es":"s")]||[];t=Promise.all(i.map(function(r,o){return n.getDependency(e,o)})),this.cache.add(e,t)}return t}loadBuffer(e){let t=this.json.buffers[e],n=this.fileLoader;if(t.type&&t.type!=="arraybuffer")throw new Error("THREE.GLTFLoader: "+t.type+" buffer type is not supported.");if(t.uri===void 0&&e===0)return Promise.resolve(this.extensions[Dt.KHR_BINARY_GLTF].body);let i=this.options;return new Promise(function(r,o){n.load(ci.resolveURL(t.uri,i.path),r,void 0,function(){o(new Error('THREE.GLTFLoader: Failed to load buffer "'+t.uri+'".'))})})}loadBufferView(e){let t=this.json.bufferViews[e];return this.getDependency("buffer",t.buffer).then(function(n){let i=t.byteLength||0,r=t.byteOffset||0;return n.slice(r,r+i)})}loadAccessor(e){let t=this,n=this.json,i=this.json.accessors[e];if(i.bufferView===void 0&&i.sparse===void 0){let o=_f[i.type],a=ll[i.componentType],l=i.normalized===!0,c=new a(i.count*o);return Promise.resolve(new At(c,o,l))}let r=[];return i.bufferView!==void 0?r.push(this.getDependency("bufferView",i.bufferView)):r.push(null),i.sparse!==void 0&&(r.push(this.getDependency("bufferView",i.sparse.indices.bufferView)),r.push(this.getDependency("bufferView",i.sparse.values.bufferView))),Promise.all(r).then(function(o){let a=o[0],l=_f[i.type],c=ll[i.componentType],u=c.BYTES_PER_ELEMENT,h=u*l,d=i.byteOffset||0,f=i.bufferView!==void 0?n.bufferViews[i.bufferView].byteStride:void 0,p=i.normalized===!0,x,m;if(f&&f!==h){let g=Math.floor(d/f),v="InterleavedBuffer:"+i.bufferView+":"+i.componentType+":"+g+":"+i.count,_=t.cache.get(v);_||(x=new c(a,g*f,i.count*f/u),_=new Hi(x,f/u),t.cache.add(v,_)),m=new Ei(_,l,d%f/u,p)}else a===null?x=new c(i.count*l):x=new c(a,d,i.count*l),m=new At(x,l,p);if(i.sparse!==void 0){let g=_f.SCALAR,v=ll[i.sparse.indices.componentType],_=i.sparse.indices.byteOffset||0,y=i.sparse.values.byteOffset||0,T=new v(o[1],_,i.sparse.count*g),M=new c(o[2],y,i.sparse.count*l);a!==null&&(m=new At(m.array.slice(),m.itemSize,m.normalized)),m.normalized=!1;for(let E=0,b=T.length;E<b;E++){let S=T[E];if(m.setX(S,M[E*l]),l>=2&&m.setY(S,M[E*l+1]),l>=3&&m.setZ(S,M[E*l+2]),l>=4&&m.setW(S,M[E*l+3]),l>=5)throw new Error("THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.")}m.normalized=p}return m})}loadTexture(e){let t=this.json,n=this.options,r=t.textures[e].source,o=t.images[r],a=this.textureLoader;if(o.uri){let l=n.manager.getHandler(o.uri);l!==null&&(a=l)}return this.loadTextureImage(e,r,a)}loadTextureImage(e,t,n){let i=this,r=this.json,o=r.textures[e],a=r.images[t],l=(a.uri||a.bufferView)+":"+o.sampler;if(this.textureCache[l])return this.textureCache[l];let c=this.loadImageSource(t,n).then(function(u){u.flipY=!1,u.name=o.name||a.name||"",u.name===""&&typeof a.uri=="string"&&a.uri.startsWith("data:image/")===!1&&(u.name=a.uri);let d=(r.samplers||{})[o.sampler]||{};return u.magFilter=Dp[d.magFilter]||It,u.minFilter=Dp[d.minFilter]||Fn,u.wrapS=Np[d.wrapS]||U0,u.wrapT=Np[d.wrapT]||U0,u.generateMipmaps=!u.isCompressedTexture&&u.minFilter!==Ft&&u.minFilter!==It,i.associations.set(u,{textures:e}),u}).catch(function(){return null});return this.textureCache[l]=c,c}loadImageSource(e,t){let n=this,i=this.json,r=this.options;if(this.sourceCache[e]!==void 0)return this.sourceCache[e].then(h=>h.clone());let o=i.images[e],a=self.URL||self.webkitURL,l=o.uri||"",c=!1;if(o.bufferView!==void 0)l=n.getDependency("bufferView",o.bufferView).then(function(h){c=!0;let d=new Blob([h],{type:o.mimeType});return l=a.createObjectURL(d),l});else if(o.uri===void 0)throw new Error("THREE.GLTFLoader: Image "+e+" is missing URI and bufferView");let u=Promise.resolve(l).then(function(h){return new Promise(function(d,f){let p=d;t.isImageBitmapLoader===!0&&(p=function(x){let m=new l0(x);m.needsUpdate=!0,d(m)}),t.load(ci.resolveURL(h,r.path),p,void 0,f)})}).then(function(h){return c===!0&&a.revokeObjectURL(l),cs(h,o),h.userData.mimeType=o.mimeType||c_(o.uri),h}).catch(function(h){throw console.error("THREE.GLTFLoader: Couldn't load texture",l),h});return this.sourceCache[e]=u,u}assignTexture(e,t,n,i){let r=this;return this.getDependency("texture",n.index).then(function(o){if(!o)return null;if(n.texCoord!==void 0&&n.texCoord>0&&(o=o.clone(),o.channel=n.texCoord),r.extensions[Dt.KHR_TEXTURE_TRANSFORM]){let a=n.extensions!==void 0?n.extensions[Dt.KHR_TEXTURE_TRANSFORM]:void 0;if(a){let l=r.associations.get(o);o=r.extensions[Dt.KHR_TEXTURE_TRANSFORM].extendTexture(o,a),r.associations.set(o,l)}}return i!==void 0&&(o.colorSpace=i),e[t]=o,o})}assignFinalMaterial(e){let t=e.geometry,n=e.material,i=t.attributes.tangent===void 0,r=t.attributes.color!==void 0,o=t.attributes.normal===void 0;if(e.isPoints){let a="PointsMaterial:"+n.uuid,l=this.cache.get(a);l||(l=new ar,_0.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,l.sizeAttenuation=!1,this.cache.add(a,l)),n=l}else if(e.isLine){let a="LineBasicMaterial:"+n.uuid,l=this.cache.get(a);l||(l=new z0,_0.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,this.cache.add(a,l)),n=l}if(i||r||o){let a="ClonedMaterial:"+n.uuid+":";i&&(a+="derivative-tangents:"),r&&(a+="vertex-colors:"),o&&(a+="flat-shading:");let l=this.cache.get(a);l||(l=n.clone(),r&&(l.vertexColors=!0),o&&(l.flatShading=!0),i&&(l.normalScale&&(l.normalScale.y*=-1),l.clearcoatNormalScale&&(l.clearcoatNormalScale.y*=-1)),this.cache.add(a,l),this.associations.set(l,this.associations.get(n))),n=l}e.material=n}getMaterialType(){return g0}loadMaterial(e){let t=this,n=this.json,i=this.extensions,r=n.materials[e],o,a={},l=r.extensions||{},c=[];if(l[Dt.KHR_MATERIALS_UNLIT]){let h=i[Dt.KHR_MATERIALS_UNLIT];o=h.getMaterialType(),c.push(h.extendParams(a,r,t))}else{let h=r.pbrMetallicRoughness||{};if(a.color=new xe(1,1,1),a.opacity=1,Array.isArray(h.baseColorFactor)){let d=h.baseColorFactor;a.color.setRGB(d[0],d[1],d[2],Q0),a.opacity=d[3]}h.baseColorTexture!==void 0&&c.push(t.assignTexture(a,"map",h.baseColorTexture,Xt)),a.metalness=h.metallicFactor!==void 0?h.metallicFactor:1,a.roughness=h.roughnessFactor!==void 0?h.roughnessFactor:1,h.metallicRoughnessTexture!==void 0&&(c.push(t.assignTexture(a,"metalnessMap",h.metallicRoughnessTexture)),c.push(t.assignTexture(a,"roughnessMap",h.metallicRoughnessTexture))),o=this._invokeOne(function(d){return d.getMaterialType&&d.getMaterialType(e)}),c.push(Promise.all(this._invokeAll(function(d){return d.extendMaterialParams&&d.extendMaterialParams(e,a)})))}r.doubleSided===!0&&(a.side=en);let u=r.alphaMode||Mf.OPAQUE;if(u===Mf.BLEND?(a.transparent=!0,a.depthWrite=!1):(a.transparent=!1,u===Mf.MASK&&(a.alphaTest=r.alphaCutoff!==void 0?r.alphaCutoff:.5)),r.normalTexture!==void 0&&o!==m0&&(c.push(t.assignTexture(a,"normalMap",r.normalTexture)),a.normalScale=new te(1,1),r.normalTexture.scale!==void 0)){let h=r.normalTexture.scale;a.normalScale.set(h,h)}if(r.occlusionTexture!==void 0&&o!==m0&&(c.push(t.assignTexture(a,"aoMap",r.occlusionTexture)),r.occlusionTexture.strength!==void 0&&(a.aoMapIntensity=r.occlusionTexture.strength)),r.emissiveFactor!==void 0&&o!==m0){let h=r.emissiveFactor;a.emissive=new xe().setRGB(h[0],h[1],h[2],Q0)}return r.emissiveTexture!==void 0&&o!==m0&&c.push(t.assignTexture(a,"emissiveMap",r.emissiveTexture,Xt)),Promise.all(c).then(function(){let h=new o(a);return r.name&&(h.name=r.name),cs(h,r),t.associations.set(h,{materials:e}),r.extensions&&So(i,h,r),h})}createUniqueName(e){let t=Zt.sanitizeNodeName(e||"");return t in this.nodeNamesUsed?t+"_"+ ++this.nodeNamesUsed[t]:(this.nodeNamesUsed[t]=0,t)}loadGeometries(e){let t=this,n=this.extensions,i=this.primitiveCache;function r(a){return n[Dt.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(a,t).then(function(l){return Op(l,a,t)})}let o=[];for(let a=0,l=e.length;a<l;a++){let c=e[a],u=l_(c),h=i[u];if(h)o.push(h.promise);else{let d;c.extensions&&c.extensions[Dt.KHR_DRACO_MESH_COMPRESSION]?d=r(c):d=Op(new ht,c,t),i[u]={primitive:c,promise:d},o.push(d)}}return Promise.all(o)}loadMesh(e){let t=this,n=this.json,i=this.extensions,r=n.meshes[e],o=r.primitives,a=[];for(let l=0,c=o.length;l<c;l++){let u=o[l].material===void 0?r_(this.cache):this.getDependency("material",o[l].material);a.push(u)}return a.push(t.loadGeometries(o)),Promise.all(a).then(function(l){let c=l.slice(0,l.length-1),u=l[l.length-1],h=[];for(let f=0,p=u.length;f<p;f++){let x=u[f],m=o[f],g,v=c[f];if(m.mode===mi.TRIANGLES||m.mode===mi.TRIANGLE_STRIP||m.mode===mi.TRIANGLE_FAN||m.mode===void 0)g=r.isSkinnedMesh===!0?new Yr(x,v):new nt(x,v),g.isSkinnedMesh===!0&&g.normalizeSkinWeights(),m.mode===mi.TRIANGLE_STRIP?g.geometry=rf(g.geometry,qa):m.mode===mi.TRIANGLE_FAN&&(g.geometry=rf(g.geometry,po));else if(m.mode===mi.LINES)g=new _n(x,v);else if(m.mode===mi.LINE_STRIP)g=new Kn(x,v);else if(m.mode===mi.LINE_LOOP)g=new Kr(x,v);else if(m.mode===mi.POINTS)g=new Zr(x,v);else throw new Error("THREE.GLTFLoader: Primitive mode unsupported: "+m.mode);Object.keys(g.geometry.morphAttributes).length>0&&a_(g,r),g.name=t.createUniqueName(r.name||"mesh_"+e),cs(g,r),m.extensions&&So(i,g,m),t.assignFinalMaterial(g),h.push(g)}for(let f=0,p=h.length;f<p;f++)t.associations.set(h[f],{meshes:e,primitives:f});if(h.length===1)return r.extensions&&So(i,h[0],r),h[0];let d=new Et;r.extensions&&So(i,d,r),t.associations.set(d,{meshes:e});for(let f=0,p=h.length;f<p;f++)d.add(h[f]);return d})}loadCamera(e){let t,n=this.json.cameras[e],i=n[n.type];if(!i){console.warn("THREE.GLTFLoader: Missing camera parameters.");return}return n.type==="perspective"?t=new d0(Ya.radToDeg(i.yfov),i.aspectRatio||1,i.znear||1,i.zfar||2e6):n.type==="orthographic"&&(t=new ai(-i.xmag,i.xmag,i.ymag,-i.ymag,i.znear,i.zfar)),n.name&&(t.name=this.createUniqueName(n.name)),cs(t,n),Promise.resolve(t)}loadSkin(e){let t=this.json.skins[e],n=[];for(let i=0,r=t.joints.length;i<r;i++)n.push(this._loadNodeShallow(t.joints[i]));return t.inverseBindMatrices!==void 0?n.push(this.getDependency("accessor",t.inverseBindMatrices)):n.push(null),Promise.all(n).then(function(i){let r=i.pop(),o=i,a=[],l=[];for(let c=0,u=o.length;c<u;c++){let h=o[c];if(h){a.push(h);let d=new Qe;r!==null&&d.fromArray(r.array,c*16),l.push(d)}else console.warn('THREE.GLTFLoader: Joint "%s" could not be found.',t.joints[c])}return new jr(a,l)})}loadAnimation(e){let t=this.json,n=this,i=t.animations[e],r=i.name?i.name:"animation_"+e,o=[],a=[],l=[],c=[],u=[];for(let h=0,d=i.channels.length;h<d;h++){let f=i.channels[h],p=i.samplers[f.sampler],x=f.target,m=x.node,g=i.parameters!==void 0?i.parameters[p.input]:p.input,v=i.parameters!==void 0?i.parameters[p.output]:p.output;x.node!==void 0&&(o.push(this.getDependency("node",m)),a.push(this.getDependency("accessor",g)),l.push(this.getDependency("accessor",v)),c.push(p),u.push(x))}return Promise.all([Promise.all(o),Promise.all(a),Promise.all(l),Promise.all(c),Promise.all(u)]).then(function(h){let d=h[0],f=h[1],p=h[2],x=h[3],m=h[4],g=[];for(let _=0,y=d.length;_<y;_++){let T=d[_],M=f[_],E=p[_],b=x[_],S=m[_];if(T===void 0)continue;T.updateMatrix&&T.updateMatrix();let A=n._createAnimationTracks(T,M,E,b,S);if(A)for(let R=0;R<A.length;R++)g.push(A[R])}let v=new Ji(r,void 0,g);return cs(v,i),v})}createNodeMesh(e){let t=this.json,n=this,i=t.nodes[e];return i.mesh===void 0?null:n.getDependency("mesh",i.mesh).then(function(r){let o=n._getNodeRef(n.meshCache,i.mesh,r);return i.weights!==void 0&&o.traverse(function(a){if(a.isMesh)for(let l=0,c=i.weights.length;l<c;l++)a.morphTargetInfluences[l]=i.weights[l]}),o})}loadNode(e){let t=this.json,n=this,i=t.nodes[e],r=n._loadNodeShallow(e),o=[],a=i.children||[];for(let c=0,u=a.length;c<u;c++)o.push(n.getDependency("node",a[c]));let l=i.skin===void 0?Promise.resolve(null):n.getDependency("skin",i.skin);return Promise.all([r,Promise.all(o),l]).then(function(c){let u=c[0],h=c[1],d=c[2];d!==null&&u.traverse(function(f){f.isSkinnedMesh&&f.bind(d,u_)});for(let f=0,p=h.length;f<p;f++)u.add(h[f]);if(u.userData.pivot!==void 0&&h.length>0){let f=u.userData.pivot,p=h[0];u.pivot=new C().fromArray(f),u.position.x-=f[0],u.position.y-=f[1],u.position.z-=f[2],p.position.set(0,0,0),delete u.userData.pivot}return u})}_loadNodeShallow(e){let t=this.json,n=this.extensions,i=this;if(this.nodeCache[e]!==void 0)return this.nodeCache[e];let r=t.nodes[e],o=r.name?i.createUniqueName(r.name):"",a=[],l=i._invokeOne(function(c){return c.createNodeMesh&&c.createNodeMesh(e)});return l&&a.push(l),r.camera!==void 0&&a.push(i.getDependency("camera",r.camera).then(function(c){return i._getNodeRef(i.cameraCache,r.camera,c)})),i._invokeAll(function(c){return c.createNodeAttachment&&c.createNodeAttachment(e)}).forEach(function(c){a.push(c)}),this.nodeCache[e]=Promise.all(a).then(function(c){let u;if(r.isBone===!0?u=new or:c.length>1?u=new Et:c.length===1?u=c[0]:u=new wt,u!==c[0])for(let h=0,d=c.length;h<d;h++)u.add(c[h]);if(r.name&&(u.userData.name=r.name,u.name=o),cs(u,r),r.extensions&&So(n,u,r),r.matrix!==void 0){let h=new Qe;h.fromArray(r.matrix),u.applyMatrix4(h)}else r.translation!==void 0&&u.position.fromArray(r.translation),r.rotation!==void 0&&u.quaternion.fromArray(r.rotation),r.scale!==void 0&&u.scale.fromArray(r.scale);if(!i.associations.has(u))i.associations.set(u,{});else if(r.mesh!==void 0&&i.meshCache.refs[r.mesh]>1){let h=i.associations.get(u);i.associations.set(u,{...h})}return i.associations.get(u).nodes=e,u}),this.nodeCache[e]}loadScene(e){let t=this.extensions,n=this.json.scenes[e],i=this,r=new Et;n.name&&(r.name=i.createUniqueName(n.name)),cs(r,n),n.extensions&&So(t,r,n);let o=n.nodes||[],a=[];for(let l=0,c=o.length;l<c;l++)a.push(i.getDependency("node",o[l]));return Promise.all(a).then(function(l){for(let u=0,h=l.length;u<h;u++){let d=l[u];d.parent!==null?r.add(Pp(d)):r.add(d)}let c=u=>{let h=new Map;for(let[d,f]of i.associations)(d instanceof _0||d instanceof l0)&&h.set(d,f);return u.traverse(d=>{let f=i.associations.get(d);f!=null&&h.set(d,f)}),h};return i.associations=c(r),r})}_createAnimationTracks(e,t,n,i,r){let o=[],a=e.name?e.name:e.uuid,l=[];function c(f){f.morphTargetInfluences&&l.push(f.name?f.name:f.uuid)}Mr[r.path]===Mr.weights?(c(e),e.isGroup&&e.children.forEach(c)):l.push(a);let u;switch(Mr[r.path]){case Mr.weights:u=ji;break;case Mr.rotation:u=Ki;break;case Mr.translation:case Mr.scale:u=Ts;break;default:switch(n.itemSize){case 1:u=ji;break;case 2:case 3:default:u=Ts;break}break}let h=i.interpolation!==void 0?s_[i.interpolation]:ir,d=this._getArrayFromAccessor(n);for(let f=0,p=l.length;f<p;f++){let x=new u(l[f]+"."+Mr[r.path],t.array,d,h);i.interpolation==="CUBICSPLINE"&&this._createCubicSplineTrackInterpolant(x),o.push(x)}return o}_getArrayFromAccessor(e){let t=e.array;if(e.normalized){let n=Yf(t.constructor),i=new Float32Array(t.length);for(let r=0,o=t.length;r<o;r++)i[r]=t[r]*n;t=i}return t}_createCubicSplineTrackInterpolant(e){e.createInterpolant=function(n){let i=this instanceof Ki?Xf:V2;return new i(this.times,this.values,this.getValueSize()/3,n)},e.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline=!0}};function h_(s,e,t){let n=e.attributes,i=new Ot;if(n.POSITION!==void 0){let a=t.json.accessors[n.POSITION],l=a.min,c=a.max;if(l!==void 0&&c!==void 0){if(i.set(new C(l[0],l[1],l[2]),new C(c[0],c[1],c[2])),a.normalized){let u=Yf(ll[a.componentType]);i.min.multiplyScalar(u),i.max.multiplyScalar(u)}}else{console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.");return}}else return;let r=e.targets;if(r!==void 0){let a=new C,l=new C;for(let c=0,u=r.length;c<u;c++){let h=r[c];if(h.POSITION!==void 0){let d=t.json.accessors[h.POSITION],f=d.min,p=d.max;if(f!==void 0&&p!==void 0){if(l.setX(Math.max(Math.abs(f[0]),Math.abs(p[0]))),l.setY(Math.max(Math.abs(f[1]),Math.abs(p[1]))),l.setZ(Math.max(Math.abs(f[2]),Math.abs(p[2]))),d.normalized){let x=Yf(ll[d.componentType]);l.multiplyScalar(x)}a.max(l)}else console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.")}}i.expandByVector(a)}s.boundingBox=i;let o=new C0;i.getCenter(o.center),o.radius=i.min.distanceTo(i.max)/2,s.boundingSphere=o}function Op(s,e,t){let n=e.attributes,i=[];function r(o,a){return t.getDependency("accessor",o).then(function(l){s.setAttribute(a,l)})}for(let o in n){let a=qf[o]||o.toLowerCase();a in s.attributes||i.push(r(n[o],a))}if(e.indices!==void 0&&!s.index){let o=t.getDependency("accessor",e.indices).then(function(a){s.setIndex(a)});i.push(o)}return St.workingColorSpace!==Q0&&"COLOR_0"in n&&console.warn(`THREE.GLTFLoader: Converting vertex colors from "srgb-linear" to "${St.workingColorSpace}" not supported.`),cs(s,e),h_(s,e,t),Promise.all(i).then(function(){return e.targets!==void 0?o_(s,e.targets,t):s})}var Fp=new Map;function Kf(s){let e=Fp.get(s);return e||(e=new Promise(t=>new cl().load(s,n=>t(n.scene),void 0,()=>t(null))),Fp.set(s,e)),e}function d_(s){let e=new Ot().setFromObject(s),t=e.max.z-e.min.z,n=new C,i=0,r=0;return s.updateMatrixWorld(!0),s.traverse(o=>{let a=o;if(!a.isMesh)return;let l=a.geometry.attributes.position,c=Math.max(1,Math.floor(l.count/4e3));for(let u=0;u<l.count;u+=c){n.fromBufferAttribute(l,u).applyMatrix4(a.matrixWorld);let h=(n.z-e.min.z)/t;h<.25?i=Math.max(i,n.y):h>.75&&(r=Math.max(r,n.y))}}),{back:i,front:r}}function G2(s){s.updateMatrixWorld(!0);let e=s;for(;e.children.length===1&&!e.isMesh;)e=e.children[0];if(e.children.length<2)return;let t=e.children.map(o=>new Ot().setFromObject(o)),n=o=>{let a=o.getSize(new C);return o.isEmpty()?0:a.x*a.y*a.z+1e-9*(a.x+a.y+a.z)},i=0;t.forEach((o,a)=>{n(o)>n(t[i])&&(i=a)});let r=t[i].clone().expandByScalar(t[i].getSize(new C).length()*.01);for(let[o,a]of[...e.children].entries())o!==i&&!r.intersectsBox(t[o])&&e.remove(a)}var f_=new Set(["wardrobe","dresser","desk","shelf","bookcase","nightstand","table","tv-unit","box"]),p_=new Set(["sofa","armchair","chair"]),m_=new Set(["bed","bunk","crib"]);function g_(s){return(Array.isArray(s.material)?s.material:[s.material]).find(t=>t.color)??null}function Sr(s,e){let t={h:0,s:0,l:0};return s.getHSL(t),e==="paint"?Math.min(s.r,s.g,s.b)>.62||t.s<.16&&t.l>.62?"paint.white_satin":(t.h<.08||t.h>.92)&&t.s>.16?"paint.blush":t.h>.18&&t.h<.48?"lacquer.sage":"lacquer.white":e==="wood"?t.l<.34?"wood.walnut":"wood.oak":t.l>.76&&t.s<.22?"boucle.cream":t.h>.52&&t.h<.72?"velvet.navy":t.h>.19&&t.h<.46?"velvet.sage":(t.h<.08||t.h>.9)&&t.s>.18&&t.l>.48?"velvet.blush":t.l<.42?"velvet.plum":"linen.natural"}function x_(s){return s?.color?`#${s.color.getHexString()}`:null}function v_(s){if(s.geometry.attributes.uv||!s.geometry.attributes.position)return;let e=s.geometry.index?s.geometry.toNonIndexed():s.geometry.clone(),t=e.attributes.position,n=e.attributes.normal,i=new Float32Array(t.count*2),r=new C,o=new C,a=new vt().getNormalMatrix(s.matrixWorld);for(let l=0;l<t.count;l++){r.fromBufferAttribute(t,l).applyMatrix4(s.matrixWorld),n?o.fromBufferAttribute(n,l).applyMatrix3(a).normalize():o.set(0,1,0);let c=Math.abs(o.x),u=Math.abs(o.y),h=Math.abs(o.z);c>=u&&c>=h?(i[l*2]=r.z,i[l*2+1]=r.y):u>=h?(i[l*2]=r.x,i[l*2+1]=r.z):(i[l*2]=r.x,i[l*2+1]=r.y)}e.setAttribute("uv",new At(i,2)),s.geometry=e}function y_(s,e){s.updateMatrixWorld(!0);let t=new Ot().setFromObject(s),n=t.getSize(new C),i=1e-6;s.traverse(r=>{let o=r;if(!o.isMesh||!o.geometry?.attributes?.position||typeof o.userData.slot=="string"&&o.userData.slot.length>0)return;let a=g_(o),l=new Ot().setFromObject(o),c=l.getSize(new C),h=(l.getCenter(new C).y-t.min.y)/Math.max(i,n.y),d=c.x/Math.max(i,n.x),f=c.y/Math.max(i,n.y),p=c.z/Math.max(i,n.z),x=c.x*c.y*c.z/Math.max(i,n.x*n.y*n.z),m=a?.color?.clone()??new xe("#ffffff"),g=a?.emissive?Math.max(a.emissive.r,a.emissive.g,a.emissive.b)*(a.emissiveIntensity??1):0,v=!!a&&(a.transparent||a.opacity<.72||a.transmission>.15),_=x<15e-6||Math.max(c.x,c.y,c.z)<.012,y="keep";if(!v&&g<.08&&!_){let T=(a?.metalness??0)>.52&&(a?.roughness??1)<.62;if(e.kind==="rug")y=m.getHSL({h:0,s:0,l:0}).l>.62?"wool.cream":"felt.slate";else if(e.kind==="plant")y="keep";else if(m_.has(e.kind)){let M=d<.18&&p<.18,E=h<.22&&(f>.15||M),b=h>.32&&f<.34&&(d>.45||p>.45);E?y=T&&M?"metal.brass":Sr(m,(a?.roughness??.7)<.48?"paint":"wood"):b?y=m.getHSL({h:0,s:0,l:0}).l>.7?"linen.white":"linen.blush":y=Sr(m,"fabric")}else if(p_.has(e.kind))h<.42&&(d<.2||p<.2)?y=T?"metal.brass":Sr(m,(a?.roughness??.7)<.5?"paint":"wood"):e.kind==="chair"&&(a?.roughness??.7)<.58?y=Sr(m,"paint"):(a?.roughness??.7)<.48?y="leather.cognac":y=Sr(m,"fabric");else if(f_.has(e.kind)){let M=h<.42&&f>.2&&d<.16&&p<.16,E={h:0,s:0,l:0};m.getHSL(E);let b=E.s<.14&&E.l>.18;y=M&&T?"metal.brass":M?Sr(m,"wood"):Sr(m,b||(a?.roughness??.65)<.56?"paint":"wood")}else y=T?"metal.brass":Sr(m,(a?.roughness??.7)<.55?"paint":"wood")}o.userData.slot=y,o.userData.color=x_(a),v_(o)})}function Zf(s,e){let t=e.w/100,n=e.d/100,i=e.h/100,r=s.clone(!0);r.traverse(x=>{let m=x;m.isMesh&&(m.castShadow=!0,m.receiveShadow=!0,m.material=Array.isArray(m.material)?m.material.map(g=>g.clone()):m.material.clone())}),G2(r);let o=new Et;o.add(r);let a=new Ot().setFromObject(o),l=a.max.x-a.min.x,c=a.max.z-a.min.z,u=t/n;if(Math.abs(Math.log(c/l/u))<Math.abs(Math.log(l/c/u))&&(o.rotation.y=Math.PI/2),o.updateMatrixWorld(!0),e.kind==="bed"||e.kind==="bunk"){let x=d_(o);x.front>x.back*1.08&&(o.rotation.y+=Math.PI)}o.rotation.y+=(e.model?.yaw??0)*Math.PI/180,o.updateMatrixWorld(!0),a=new Ot().setFromObject(o);let h=a.getSize(new C),d=a.getCenter(new C),f=new Et,p=new Et;return o.position.set(-d.x,-a.min.y,-d.z),p.add(o),p.scale.set(t/Math.max(1e-4,h.x),i/Math.max(1e-4,h.y),n/Math.max(1e-4,h.z)),f.add(p),f.userData.realModel=!0,y_(f,e),f}var Bp=new Map;function zp(s){let e=Bp.get(s);if(e)return e;let t=`${s.replace(/\/?$/,"/")}props/`,n=(async()=>{try{let i=await fetch(`${t}manifest.json`);if(!i.ok)return null;let r=await i.json(),o=new cl,a={};return await Promise.all(Object.keys(r).map(l=>new Promise(c=>{o.load(`${t}${r[l].file}`,u=>{a[l]=b_(u.scene,r[l]),c()},void 0,()=>c())}))),{specs:r,scenes:a}}catch{return null}})();return Bp.set(s,n),n}function b_(s,e){G2(s);let t=new Ot().setFromObject(s),n=t.getSize(new C),i=t.getCenter(new C),r=e.height_cm/100/Math.max(1e-6,n.y),o=new Et;s.position.set(-i.x,-t.min.y,-i.z),o.add(s);let a=new Et;return o.scale.setScalar(r),a.add(o),e.size_cm=[Math.round(n.x*r*100),Math.round(n.z*r*100),Math.round(e.height_cm)],a}function W2(s,e){let t=s.scenes[e];if(!t)return null;let n=t.clone(!0);return n.traverse(i=>{let r=i;r.isMesh&&(r.castShadow=!0,r.receiveShadow=!0,r.material=Array.isArray(r.material)?r.material.map(o=>o.clone()):r.material.clone())}),n.userData.decor=e,(e==="table_lamp"||e==="cloud_lamp")&&__(n,e,s.specs[e]?.height_cm??40),n}function __(s,e,t){let n=t/100,i=e==="table_lamp";s.updateMatrixWorld(!0);let r=new Qe().copy(s.matrixWorld).invert(),o=new Ot;s.traverse(l=>{let c=l;if(c.isMesh&&(o.setFromObject(c).applyMatrix4(r),!(i&&o.min.y<n*.4))){for(let u of Array.isArray(c.material)?c.material:[c.material])u.metalness>.5||vp(u,i?.35:.2,i?1.6:1.2,"#ffd3a0");c.userData.slot="keep",c.userData.lampShade=!0,c.castShadow=!1}});let a=new wt;a.name="lamp",a.position.set(0,i?n*.68:n*.4,0),a.userData.lamp=i?{colour:"#ffc58a",radius:1.5,intensity:.8,cone:{direction:[0,-1,0],angle:1.25,softness:.8}}:{colour:"#ffc68a",radius:2.2,intensity:.6},s.add(a)}var ul=(s,e)=>s.specs[e]?.size_cm??[30,30,30];function Hp(s,e,t){let n=s.w/100,i=s.d/100,r=s.h/100,o=c=>!!e.scenes[c],a=[],l=(c,u)=>ul(e,c)[0]/100<u;switch(s.kind){case"desk":o("table_lamp")&&a.push({name:"table_lamp",x:-n/2+.14,y:r,z:-i/2+.14,yaw:.4}),o("globe")&&n>=.9&&a.push({name:"globe",x:n/2-.16,y:r,z:-i/2+.14,yaw:-.5});break;case"dresser":if(r>1.2)break;o("dollhouse")&&l("dollhouse",n*.45)&&a.push({name:"dollhouse",x:n/2-ul(e,"dollhouse")[0]/200-.04,y:r,z:-i/2+ul(e,"dollhouse")[1]/200+.03,yaw:0});break;case"nightstand":o("table_lamp")&&a.push({name:"table_lamp",x:0,y:r,z:-.03,yaw:0});break;case"bed":o("teddy")&&a.push({name:"teddy",x:n*.28,y:t,z:-i/2+.55,yaw:-.3});break;case"shelf":case"bookcase":o("basket")&&r<=1&&l("basket",n)&&a.push({name:"basket",x:0,y:r,z:0,yaw:.1});break}return a}function M_(s,e,t,n){return[{x:s-t,y:e-n},{x:s+t,y:e-n},{x:s+t,y:e+n},{x:s-t,y:e+n}]}function Vp(s,e,t){let n=[];for(let g of e)if(!g.parked){n.push(rs(Hn(g)));for(let v of P2(g))n.push(rs(v.rect))}for(let g of s.openings)if(g.kind==="door"){let v=C1(s,g);v.length&&n.push(v)}let i=[],r=g=>ol(s,g)===0&&![...n,...i].some(v=>C2(g,v)>0),o=[],a=s.width,l=s.depth,c=(g,v)=>{if(!t.scenes[g])return;let[_,y]=ul(t,g),T=_/2+5,M=y/2+5;for(let E of v){let b=M_(E.x,E.y,T,M);if(r(b)){i.push(b),o.push({name:g,x:E.x,y:E.y,yaw:((E.x*7+E.y*3)%60-30)*Math.PI/180});return}}},[u,h]=ul(t,"floor_plant"),d=Math.max(u,h)/2+8,f=xn(s),p=ln(s),x=p.length;c("floor_plant",f?[{x:d,y:d},{x:a-d,y:d},{x:a-d,y:l-d},{x:d,y:l-d}]:p.flatMap((g,v)=>{if(yo(s,v))return[];let _=Gt(s,(v+x-1)%x).inward,y=Gt(s,v).inward;return[{x:g.x+(_.x+y.x)*d,y:g.y+(_.y+y.y)*d}]}));let m=g=>{let[v,_]=ul(t,g),y=Math.max(v,_)/2+8,T=[];if(f){for(let M=y;M<=a-y;M+=15)T.push({x:M,y},{x:M,y:l-y});for(let M=y;M<=l-y;M+=15)T.push({x:y,y:M},{x:a-y,y:M});return T}for(let M of Di(s)){let E=Gt(s,M),b=fi(s,M);for(let S=y;S<=b-y;S+=15)T.push({x:E.start.x+E.dir.x*S+E.inward.x*y,y:E.start.y+E.dir.y*S+E.inward.y*y})}return T};return c("basket",m("basket")),c("pouf",m("pouf")),o}var 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C))}else d.focusOn(t0())}function e0(){let I=Math.max(0,Math.min(110,B1))*Math.PI/180;for(let N of h0)N.pivot.rotation.y=N.sign*I;d.invalidate({shadows:!0})}function W0(){let I=Math.max(0,Math.min(100,wo))/100;for(let N of $t){let F=Math.max(.02,N.height*I);N.fabric.scale.y=F,N.fabric.position.y=N.top-F/2}ce.length&&X0?(X0="",Z0()):d.invalidate({shadows:!0})}let Ge={day:"bright",evening:"cozy",night:"night"},X0="",Ut=0;function Z0(){let I=Ge[Ni],N=xr[I].interior;d.setPreset(I);for(let[Re,$e]of Object.entries(xr[I].look))d.knobs.set(Re,$e);d.knobs.set("fov",kt==="walk"?70:c);let F=w.height*Pe,q=w.openings.find(Re=>Re.kind==="window"),ue=[-.45,-.7,-.55],me=null;q&&(me=Gt(w,q.wall),ue=G8([me.inward.x,0,me.inward.y],[me.dir.x,0,me.dir.y],N.sunElev,N.sunSide));let ke=new C(-ue[0],-ue[1],-ue[2]).normalize(),Ee=as(w),Xe=new Ot(new C(-_t-.5,-.1,-_t-.5),new C(w.width*Pe+_t+.5,F+.1,w.depth*Pe+_t+.5));if(K){se.position.copy(tn(Ee.x,Ee.y)).addScaledVector(ke,8),se.target.position.copy(tn(Ee.x,Ee.y));let Re=se.shadow.camera,$e=Math.max(w.width,w.depth)*Pe*.9+.8;Re.left=-$e,Re.right=$e,Re.top=$e,Re.bottom=-$e,Re.near=.5,Re.far=20,Re.updateProjectionMatrix(),se.color.set(N.sunColour),se.intensity=I==="bright"?3.4:I==="cozy"?2.2:.25,ye.intensity=I==="bright"?.8:I==="cozy"?.12:.04,fe.intensity=I==="bright"?.55:I==="cozy"?.18:.08,r.toneMappingExposure=I==="bright"?1:1.1}else d.setSun({direction:ke.toArray(),colour:N.sunColour,bounds:Xe}),Wn();K&&(o.environmentIntensity=I==="bright"?.45:I==="cozy"?.22:.1);for(let Re of Z)Re.set({night:N.night,dusk:N.dusk,gain:N.backdropGain,sun:ke.toArray()});D.children.forEach(Re=>{Re.intensity=N.windowLight,Re.color.set(N.night>.5?"#9fb4ff":N.dusk>.5?"#ffd2b0":"#f3f7ff")});let pt=`${ue.map(Re=>Re.toFixed(3))}|${w.openings.map(Re=>Re.id+Re.offset+Re.width).join()}`;if(pt!==X0){X0=pt;for(let Re of ie)pe.remove(Re.group),Re.dispose();ie.length=0;for(let Re of w.openings.filter($e=>$e.kind==="window")){let{a:$e,b:ct}=vr(w,Re),zt=(Re.sill??90)*Pe,Nt=(Re.height??120)*Pe,Qt=.05,y0=Math.max(.05,Nt*(1-Math.max(0,Math.min(100,wo))/100)-Qt),Kt=tn($e.x,$e.y),x0=tn(ct.x,ct.y),nn=x0.clone().sub(Kt).normalize(),N0=Kt.clone().addScaledVector(nn,Qt),a0=x0.clone().addScaledVector(nn,-Qt),An=zt+Qt,Xn=Math.min(zt+Nt-Qt,An+y0),Rn=[[N0.x,An,N0.z],[a0.x,An,a0.z],[a0.x,Xn,a0.z],[N0.x,Xn,N0.z]],$n=X8(bt,{corners:Rn,dir:ue,colour:N.sunColour,intensity:N.shaft,mullion:.04,dust:380,box:[0,0,0,w.width*Pe,F,w.depth*Pe]});$n&&(Me&&$n.group.traverse(hs=>{let Ze=hs.material;Ze&&(Ze.depthTest=!1)}),ie.push($n),pe.add($n.group))}}for(let Re of ie)Re.set({intensity:N.shaft,colour:N.sunColour,dust:N.dust});_e=N.lamps,Q(),vf(o,Number(N.nightLights??0)*N.lamps),Ye&&(Ye.material.emissiveIntensity=.15+3*N.lamps),ge&&ge.emissive.set("#77716a").multiplyScalar(Number(N.ceilingGlow??1)),Je&&(Je.m.roughness=Je.r0*Number(N.floorRough??1)),vi(),tt||r0(),d.invalidate({shadows:!0,bounce:!0,mirror:!0})}function Wn(){if(K)return;let I=d.knobs;se.intensity=I.get("sun");let N=o.getObjectByName("Look.Fill"),F=o.getObjectByName("Look.Rim");N&&(N.intensity=I.get("fill")),F&&(F.intensity=I.get("rim"));let q=tn(as(w).x,as(w).y);N&&(N.position.copy(q).add(new C(2.5,3.2,4)),N.target.position.copy(q),N.target.updateMatrixWorld()),F&&(F.position.copy(q).add(new C(-1.5,3.5,-4.5)),F.target.position.copy(q),F.target.updateMatrixWorld());let ue=o.getObjectByName("Look.Hemisphere"),me=xr[Ge[Ni]].interior.hemi;ue&&me!==void 0&&(ue.intensity=Number(me)),d.invalidate({bounce:!0})}d.knobs.onChange(I=>{(I==="sun"||I==="fill"||I==="rim")&&Wn()});function vi(){let I=xr[Ge[Ni]].interior,N=Le(),F=!!qe,q=new xe(N?"#101114":n.background??I.background);o.background=lf(q,r.toneMappingExposure),N&&!qe?(qe=q8(bt,{minX:-_t,maxX:w.width*Pe+_t,minZ:-_t,maxZ:w.depth*Pe+_t,margin:Ke,height:st,topY:-.081,colour:"#141416"}),ve.add(qe.mesh),at=V(),ve.add(at.group)):!N&&qe&&(ve.remove(qe.mesh),qe.dispose(),qe=null,at&&(ve.remove(at.group),at.dispose(),at=null)),at?.mood(Ge[Ni]),F!==!!qe&&kt==="dollhouse"&&ce.length&&Hs()}function Oi(){let I=kt==="walk";ge&&(ge.colorWrite=I,ge.depthWrite=I),Fe?.layers.set(I?0:1),Ye&&(Ye.visible=I&&!Be?.scenes.cloud_lamp)}let t0=()=>new C(w.width*Pe/2,Math.min(.8,w.height*Pe*.35),w.depth*Pe/2),M0={angled:[1,.62,.42],top:[0,1,1e-4],N:[0,.75,-1],E:[1,.75,0],S:[0,.75,1],W:[-1,.75,0]},Ui=40;function o0(){let I=[1,.62,.42],N=1/0;for(let F of[30,330,150,210]){let q=F*Math.PI/180,ue=Ui*Math.PI/180,me=Math.sin(q),ke=Math.cos(q),Ee=0;for(let Xe of w.openings){if(Xe.kind!=="window")continue;let pt=Gt(w,Xe.wall);pt.inward.x*me+pt.inward.y*ke<0&&(Ee+=1)}Ee<N&&(N=Ee,I=[me*Math.cos(ue),Math.sin(ue),ke*Math.cos(ue)])}return I}let Fi=.86,zs=.96;function Hs(I){let N=t0(),F=(I??u.position.clone().sub(h.target)).normalize(),q=w.width*Pe+2*_t,ue=w.depth*Pe+2*_t,me=w.height*Pe,ke=Math.abs(F.y)>.99?new C(0,0,-1):new C(0,1,0),Ee=new C().crossVectors(ke,F).normalize(),Xe=new C().crossVectors(F,Ee).normalize(),pt=u.fov*Math.PI/360,Re=Math.atan(Math.tan(pt)*u.aspect),$e=0;for(let Nt of[0,q])for(let Qt of[0,me])for(let y0 of[0,ue]){let Kt=new C(Nt-_t,Qt,y0-_t).sub(N),x0=Kt.dot(F);$e=Math.max($e,Math.abs(Kt.dot(Ee))*1.12/Math.tan(Re)+x0,Math.abs(Kt.dot(Xe))*1.12/Math.tan(pt)+x0)}at?.aim(F),h.target.copy(N),u.position.copy(N).addScaledVector(F,$e),Math.abs(F.y)>.99?u.up.set(0,0,-1):u.up.set(0,1,0),u.lookAt(N),u.updateMatrixWorld();let ct=Le()?Ke:0;for(let Nt=0;Nt<5;Nt++){let Qt=1/0,y0=-1/0,Kt=1/0,x0=-1/0;for(let N0 of[-ct,q+ct])for(let a0 of[ct?-.12:0,me])for(let An of[-ct,ue+ct]){let Xn=new C(N0-_t,a0,An-_t).project(u);Qt=Math.min(Qt,Xn.x),y0=Math.max(y0,Xn.x),Kt=Math.min(Kt,Xn.y),x0=Math.max(x0,Xn.y)}let nn=Ee.clone().multiplyScalar((Qt+y0)/2*Math.tan(Re)*$e).addScaledVector(Xe,(Kt+x0)/2*Math.tan(pt)*$e);if(h.target.add(nn),u.position.add(nn),Nt<4){let N0=Math.max((y0-Qt)/(2*Fi),(x0-Kt)/(2*zs)),a0=Math.max(h.minDistance,$e*(1+(N0-1)*.9));u.position.copy(h.target).addScaledVector(F,a0),$e=a0}u.lookAt(h.target),u.updateMatrixWorld()}h.update();let zt=Math.atan2(-(h.target.x-u.position.x),-(h.target.z-u.position.z));for(let Nt of we)Nt.rotation.y=zt}function hl(){u.position.copy(tn(Lt.x,Lt.y,To)),u.up.set(0,1,0),u.rotation.set(Lt.pitch,Lt.yaw,0,"YXZ")}let Zp=(I,N)=>Math.atan2(-I,-N);function $f(I){let N=w.openings.find(Xe=>Xe.kind==="door"),F=w.openings.find(Xe=>Xe.kind==="window"),q=as(w),ue=(Xe,pt)=>Xe?cp(w,Xe,pt):q,me,ke;if(I==="window"&&F)me=ue(F,40),ke=N?ue(N,40):q;else if(N){let Xe=vr(w,N),[pt,Re]=N.hinge==="end"?[Xe.b,Xe.a]:[Xe.a,Xe.b],$e=ue(N,40),ct=Math.hypot(Re.x-pt.x,Re.y-pt.y)||1;me=N.swing==="out"?$e:{x:$e.x+(Re.x-pt.x)/ct*15,y:$e.y+(Re.y-pt.y)/ct*15},ke=F?ue(F,40):q;let zt=Gt(w,N.wall).inward;ke={x:me.x+zt.x*100+(q.x-me.x)*.3,y:me.y+zt.y*100+(q.y-me.y)*.3}}else me=q,ke={x:q.x,y:0};let Ee=G1(me.x,me.y);Lt.x=Ee.x,Lt.y=Ee.y,Lt.yaw=Zp(ke.x-Lt.x,ke.y-Lt.y),Lt.pitch=-.12,kt==="walk"&&hl()}let un=20;function G1(I,N){let F=!xn(w),q=Math.max(un,Math.min(w.width-un,I)),ue=Math.max(un,Math.min(w.depth-un,N));F&&({x:q,y:ue}=e3(q,ue));for(let me=0;me<5;me++)for(let ke of H){if(ke.parked||ke.h<=40||!hp(ke))continue;let Ee=Hn(ke),Xe=np(Ee,{x:q,y:ue}),pt=Math.max(-Ee.hw,Math.min(Ee.hw,Xe.x)),Re=Math.max(-Ee.hd,Math.min(Ee.hd,Xe.y)),$e=Xe.x-pt,ct=Xe.y-Re,zt=Math.hypot($e,ct);if(zt>=un)continue;let Nt,Qt;if(zt>1e-6)Nt=Xe.x+$e/zt*(un-zt),Qt=Xe.y+ct/zt*(un-zt);else{let nn=[Ee.hw-Xe.x,Ee.hw+Xe.x,Ee.hd-Xe.y,Ee.hd+Xe.y],N0=nn.indexOf(Math.min(...nn));$e=N0===0?1:N0===1?-1:0,ct=N0===2?1:N0===3?-1:0,Nt=$e?$e*(Ee.hw+un):Xe.x,Qt=ct?ct*(Ee.hd+un):Xe.y}let y0=Math.PI/180,Kt=Math.cos(Ee.rot*y0),x0=Math.sin(Ee.rot*y0);q=Ee.x+Nt*Kt-Qt*x0,ue=Ee.y+Nt*x0+Qt*Kt,q=Math.max(un,Math.min(w.width-un,q)),ue=Math.max(un,Math.min(w.depth-un,ue)),F&&({x:q,y:ue}=e3(q,ue))}return F&&!ks(w,{x:q,y:ue})?ks(w,Lt)?{x:Lt.x,y:Lt.y}:as(w):{x:q,y:ue}}function e3(I,N){let F=ln(w);for(let q=0;q<2;q++)for(let ue=0;ue<F.length;ue++){let me=F[ue],ke=F[(ue+1)%F.length],Ee=ke.x-me.x,Xe=ke.y-me.y,pt=Ee*Ee+Xe*Xe||1,Re=Math.max(0,Math.min(1,((I-me.x)*Ee+(N-me.y)*Xe)/pt)),$e=me.x+Re*Ee,ct=me.y+Re*Xe,zt=Math.hypot(I-$e,N-ct);if(zt>=un)continue;let Nt=Gt(w,ue).inward,Qt=zt>1e-6?(I-$e)/zt:Nt.x,y0=zt>1e-6?(N-ct)/zt:Nt.y;Qt*Nt.x+y0*Nt.y<-.2&&Re>0&&Re<1||(I=$e+Qt*un,N=ct+y0*un)}return{x:I,y:N}}let dl=new wa;dl.layers.set(0);let t3=I=>{let N=s.getBoundingClientRect();return new te((I.clientX-N.left)/N.width*2-1,-((I.clientY-N.top)/N.height)*2+1)};function j2(I){dl.setFromCamera(t3(I),u);for(let N of dl.intersectObjects(de.children,!0)){let F=N.object;for(;F&&F.userData.itemId===void 0;)F=F.parent;if(F)return{id:F.userData.itemId,point:N.point}}return null}let us=null,n3=I=>{if(kt!=="dollhouse"||!Eo||I.button!==0||!I.isPrimary)return;let N=j2(I);if(!N)return;let F=H.find(me=>me.id===N.id);if(!F)return;h.enabled=!1;let q=new yn(new C(0,1,0),-N.point.y),ue=tn(F.x,F.y,0).setY(N.point.y);D0={id:F.id,plane:q,off:ue.sub(N.point),moved:!1,x:F.x,y:F.y},Jt(),s.setPointerCapture?.(I.pointerId),s.style.cursor="grabbing",Jn!==F.id&&(Jn=F.id,xt()),Qn?.(F.id)},i3=I=>{us={x:I.clientX,y:I.clientY,yaw:Lt.yaw,pitch:Lt.pitch},kt==="walk"&&s.setPointerCapture?.(I.pointerId)},s3=I=>{if(D0){dl.setFromCamera(t3(I),u);let N=new C;if(!dl.ray.intersectPlane(D0.plane,N))return;N.add(D0.off);let F=H.find(me=>me.id===D0.id);if(!F)return;let q=Wp(w,{...F,x:N.x/Pe,y:N.z/Pe});if(q.x===D0.x&&q.y===D0.y)return;D0.moved=!0,D0.x=q.x,D0.y=q.y,H=H.map(me=>me.id===q.id?{...me,x:q.x,y:q.y}:me);let ue=be.get(q.id);ue&&Jf(ue,q),xt(),ee(),d.invalidate({shadows:!0}),wr?.(q.id,q.x,q.y,!1);return}if(kt==="dollhouse"&&Eo&&!us&&I.pointerType==="mouse"){let N=j2(I)?.id??null;s.style.cursor=N?"grab":"",N!==gi&&(gi=N,xt());return}!us||kt!=="walk"||(Lt.yaw=us.yaw+(I.clientX-us.x)*.005,Lt.pitch=Math.max(-1.2,Math.min(1.2,us.pitch+(I.clientY-us.y)*.004)))},W1=I=>{let N=us;if(us=null,D0){let F=D0;D0=null,v0(),h.enabled=kt==="dollhouse",s.style.cursor="grab",F.moved&&wr?.(F.id,F.x,F.y,!0);return}!N||Math.hypot(I.clientX-N.x,I.clientY-N.y)>5||!Qn||Qn(j2(I)?.id??null)},r3=()=>{gi&&!D0&&(gi=null,s.style.cursor="",xt())},Jp=["KeyW","KeyA","KeyS","KeyD","KeyZ","KeyQ","ArrowUp","ArrowDown","ArrowLeft","ArrowRight"],o3=I=>{if(kt!=="walk")return;let N=I.target;N&&(N.tagName==="INPUT"||N.tagName==="TEXTAREA"||N.isContentEditable)||(Jp.includes(I.code)||["w","a","s","d","z","q"].includes(I.key.toLowerCase()))&&(xi.add(I.key.toLowerCase()),xi.add(I.code),I.preventDefault())},a3=I=>{xi.delete(I.key.toLowerCase()),xi.delete(I.code)},l3=()=>xi.clear();s.addEventListener("pointerdown",n3,{capture:!0}),s.addEventListener("pointerdown",i3),s.addEventListener("pointerleave",r3),s.addEventListener("pointermove",s3),s.addEventListener("pointerup",W1),s.addEventListener("pointercancel",W1),window.addEventListener("keydown",o3),window.addEventListener("keyup",a3),window.addEventListener("blur",l3);function Qp(I){let N=(...$e)=>$e.some(ct=>xi.has(ct)),F=(N("w","z","ArrowUp","arrowup")?1:0)-(N("s","ArrowDown","arrowdown")?1:0),q=(N("d","ArrowRight","arrowright")?1:0)-(N("a","q","ArrowLeft","arrowleft")?1:0);if(!F&&!q)return!1;let ue=120*I,me=-Math.sin(Lt.yaw),ke=-Math.cos(Lt.yaw),Ee=Math.cos(Lt.yaw),Xe=-Math.sin(Lt.yaw),pt=Math.hypot(F,q)||1,Re=G1(Lt.x+(me*F+Ee*q)/pt*ue,Lt.y+(ke*F+Xe*q)/pt*ue);return Lt.x=Re.x,Lt.y=Re.y,!0}let c3=new C;function X1(){let I=kt==="walk",N=!I&&En==="top"&&c3.copy(u.position).sub(h.target).normalize().y>.97;for(let F of ce){let q=c3.copy(u.position).sub(F.mid);q.y=0;let ue=!I&&!N&&q.dot(F.outward)>.05;if(ue!==F.cut){F.cut=ue,F.fullMat.colorWrite=!ue,F.fullMat.depthWrite=!ue;for(let me of F.full)me.layers.set(ue?1:0);F.stub.visible=ue,F.decor.visible=!ue}}for(let F of Ne){let[q,ue]=F.userData.walls,me=ce.find(Ee=>Ee.wall===q)?.cut??!1,ke=ce.find(Ee=>Ee.wall===ue)?.cut??!1;F.visible=me!==ke}}function Bi(I=O,N=!0){let F=performance.now();v=Math.max(v,F+I),N&&(y=!0)}function q1(){let I=performance.now();v=Math.max(v,I+O),_=I+U}function u3(){if(m)return;p=requestAnimationFrame(u3);let I=performance.now(),N=Math.min(.1,(I-x)/1e3);x=I;let F=!1;kt==="walk"?Qp(N)&&(hl(),F=!0):F=h.update(),F&&q1(),I-b>=1e3&&(R=S,L=S?A/S:0,S=0,A=0,b=I);let q=g||I<v||I<_;if(!q&&!T)return;q&&(o.userData.lookVersion=(o.userData.lookVersion|0)+1,M=I);let ue=performance.now();X1();let me=d3(N,g||I<_);A+=performance.now()-ue,S++,E++,T=me===!0&&I-M<1500}function $p(){o.traverse(I=>{let N=I.material;if(N)if(Array.isArray(N))for(let F of N)h3(F);else h3(N)})}function h3(I){if(!(!I.transparent||I.userData.alphaKept)){if(I.userData.alphaKept=!0,I.blending===zi)I.blending=Is,I.blendSrc=$s,I.blendDst=Hr;else if(I.blending===Ps)I.blending=Is,I.blendSrc=$s,I.blendDst=Aa;else if(I.blending!==Is)return;I.blendSrcAlpha=$i,I.blendDstAlpha=Aa,I.needsUpdate=!0}}function d3(I=0,N=!0){y&&(y=!1,$p()),N&&(Ut+=I);let F=s.clientHeight||s.height||900;for(let q of ie)q.update(Ut,r.getPixelRatio(),F);return kt==="walk"&&d.knobs.get("dof")!==0&&d.knobs.set("dof",0),d.render(I)}function f3(){let I=s.clientWidth||s.width||800,N=s.clientHeight||s.height||600;d.resize(I,N),u.aspect=I/N,u.updateProjectionMatrix(),kt==="dollhouse"&&Hs()}function e6(I){kt=I,h.enabled=I==="dollhouse",u.fov=I==="walk"?70:c,d.knobs.set("fov",u.fov),u.updateProjectionMatrix(),Oi();for(let N of ce)N.cut=null;X1(),I==="walk"?(Lt.x===0&&Lt.y===0&&$f("door"),hl(),r0()):K2(En)}function K2(I){En=I,kt!=="dollhouse"&&(kt="dollhouse",h.enabled=!0,u.fov=c,d.knobs.set("fov",c),u.updateProjectionMatrix(),Oi());let[N,F,q]=I==="angled"?o0():M0[I];Hs(new C(N,F,q)),r0()}function Z2(I,N){w=I,H=N,Ao(),Y2(),Oi();for(let F of ce)F.cut=null;if(X1(),kt==="walk"){let F=G1(Lt.x,Lt.y);Lt.x=F.x,Lt.y=F.y}}if(Z2(e,t),f3(),K2("angled"),u3(),n.assets!==!1&&i){let I=n.assets??"/room-fit/";Z8(I).then(N=>{!N||m||(o.environment=a.fromEquirectangular(N).texture,Z0(),Bi())}),Promise.all([K8(I),n.props?zp(n.props.replace(/props\/?$/,"")):Promise.resolve(null)]).then(([N,F])=>{m||!N&&!F||(We=N,Ap(N),Be=F&&Object.keys(F.scenes).length?F:null,ut=!0,Rp(!!Be),Z2(w,H),Bi())})}let p3=Object.assign(Object.create(d),{setPreset(I){typeof I=="string"&&I!=="edit"?(Ni=I==="bright"?"day":I==="cozy"?"evening":"night",Z0()):d.setPreset(I),q1()},setMood(I){p3.setPreset(I)},get knobs(){return d.knobs}}),Y1={setScene:Z2,setItems(I){if(H=I,V1(),kt==="walk"){let N=G1(Lt.x,Lt.y);Lt.x=N.x,Lt.y=N.y}},setDraggable(I){Eo=I,I||(gi=null,s.style.cursor="",xt())},onMove(I){wr=I},setSelected(I){Jn=I,xt()},setMode:e6,setView:K2,frameDir(I,N,F){Hs(new C(I,N,F)),r0()},setWalkStart(I){$f(I)},setEyeHeight(I){To=Math.max(60,Math.min(w.height-10,I)),kt==="walk"&&hl()},setLighting(I){Ni=I,Z0()},look:p3,beginEdit:Jt,endEdit:v0,setBackdrop(I){Ae=I,vi(),kt==="dollhouse"&&Hs()},setDoorAngle(I){B1=I,e0()},setBlind(I){wo=I,W0()},onPick(I){Qn=I},resize(){f3(),Bi()},capture(){return kt==="walk"?hl():h.update(),X1(),o.userData.lookVersion=(o.userData.lookVersion|0)+1,d3(),r.domElement.toDataURL("image/png")},dispose(){m=!0,cancelAnimationFrame(p),s.removeEventListener("pointerdown",n3,{capture:!0}),s.removeEventListener("pointerdown",i3),s.removeEventListener("pointerleave",r3),s.removeEventListener("pointermove",s3),s.removeEventListener("pointerup",W1),s.removeEventListener("pointercancel",W1),window.removeEventListener("keydown",o3),window.removeEventListener("keyup",a3),window.removeEventListener("blur",l3),h.dispose(),cn(oe),cn(de),cn(le),cn(dt),Te.forEach(I=>I.dispose()),H1.dispose();for(let I of ie)I.dispose();for(let I of Z)I.dispose();qe?.dispose(),at?.dispose(),d.dispose(),f.dispose(),l.dispose(),a.dispose(),r.dispose(),k(),G.onProgress!==ne&&(G.onProgress=ne)},setContinuous(I){g=I,Bi()},invalidate(I){Bi(I)},stats(){return{drawnLastSecond:R,drawn:E,jsMs:+L.toFixed(3),continuous:g,idle:!g&&performance.now()>=Math.max(v,_)}}};for(let I of Object.keys(Y1)){let N=Y1[I];typeof N!="function"||I==="stats"||I==="dispose"||I==="capture"||I==="invalidate"||(Y1[I]=(...F)=>{let q=N(...F);return I==="setLighting"||I==="setBlind"||I==="setView"||I==="frameDir"?q1():Bi(),q})}return Y1}var X2=null,Kp=new Map;function R_(){if(X2)return X2;let s=document.createElement("canvas"),e=new xo({canvas:s,antialias:!0,alpha:!0,preserveDrawingBuffer:!0});e.outputColorSpace=Xt,e.toneMapping=dr,e.shadowMap.enabled=!0;let t=new ii,n=new Us(e),i=n.fromScene(new Qa,.04).texture;n.dispose(),t.environment=i,t.environmentIntensity=.7,t.add(new Es("#fff6ea","#b8aca0",.9));let r=new li("#fff1dc",2.4);r.position.set(2,5,4),r.castShadow=!0,r.shadow.mapSize.set(1024,1024),r.shadow.radius=5,r.shadow.normalBias=.02;let o=r.shadow.camera;o.left=-3,o.right=3,o.top=3,o.bottom=-3,t.add(r);let a=new nt(new H0(20,20),new no({opacity:.18}));a.rotation.x=-Math.PI/2,a.receiveShadow=!0,t.add(a);let l=new d0(30,1,.05,50);return X2={renderer:e,scene:t,camera:l,env:i},X2}function C_(s,e=160){let t=`${Mo(s)}|${e}`,n=Kp.get(t);if(n)return n;let{renderer:i,scene:r,camera:o}=R_();i.setPixelRatio(1),i.setSize(e,e,!1);let a=N1({...s,x:0,y:0,rot:0,parked:!1});r.add(a);let l=new Ot().setFromObject(a),c=l.getSize(new C),u=l.getCenter(new C),h=Math.max(.2,c.length()/2),f=s.h<5?new C(.35,1.4,1).normalize():new C(.75,.55,1).normalize(),p=h/Math.sin(o.fov*Math.PI/360)*1.02;o.position.copy(u).addScaledVector(f,p),o.near=p/50,o.far=p*4,o.updateProjectionMatrix(),o.lookAt(u),i.setClearColor(0,0),i.render(r,o);let x=i.domElement.toDataURL("image/png");return r.remove(a),a.traverse(m=>{let g=m;g.geometry?.dispose();let v=g.material;Array.isArray(v)?v.forEach(_=>_.dispose()):v?.dispose()}),Kp.set(t,x),x}export{Pe as CM,bt as THREE,N1 as buildFurniture,yw as createRoomStage,Xp as dirYaw,Zf as fitModel,T_ as itemYaw,Kf as loadModel,G2 as mainPart,Jf as placeItem,tn as planToWorld,C_ as renderThumbnail,Mo as shapeKey,vw as worldToPlan};
/home/claude-agent/forge-build/fge-helix/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:25: * When using Draco with glTF, an instance of `DRACOLoader` will be used internally by {@link GLTFLoader}.
/home/claude-agent/forge-build/fge-helix/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:27: * It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating
/home/claude-agent/forge-build/fge-helix/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:108: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/fge-helix/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:109: * const dracoLoader = new DRACOLoader();
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a=n.getX(o)*e.x+t.x,l=n.getY(o)*e.y+t.y,c=n.getZ(o)*e.z+t.z,u=Math.abs(i.getX(o)),h=Math.abs(i.getY(o)),d=Math.abs(i.getZ(o)),f,p;h>=u&&h>=d?(f=a,p=c):u>=d?(f=c,p=l):(f=a,p=l),r[o*2]=f,r[o*2+1]=p}s.setAttribute("uv",new At(r,2))}function vo(s,e,t=!0){if(!e)return;let n=i=>{if(!i)return;let r=i.clone();return r.repeat.set(1/e.tile,1/e.tile),r.needsUpdate=!0,r};e.map&&(s.map=n(e.map)),e.normalMap&&(s.normalMap=n(e.normalMap),s.normalScale.set(e.normalScale,e.normalScale)),t&&e.roughnessMap&&(s.roughnessMap=n(e.roughnessMap)),s.needsUpdate=!0}function lf(s,e){let t=[[.59719,.35458,.04823],[.076,.90834,.01566],[.0284,.13383,.83777]],n=[[1.60475,-.53108,-.07367],[-.10208,1.10813,-.00605],[-.00327,-.07276,1.07602]],i=l=>(l*(l+.0245786)-90537e-9)/(l*(.983729*l+.432951)+.238081),r=l=>{let c=l.map(h=>h*e/.6),u=t.map(h=>i(h[0]*c[0]+h[1]*c[1]+h[2]*c[2]));return n.map(h=>Math.min(1,Math.max(0,h[0]*u[0]+h[1]*u[1]+h[2]*u[2])))},o=[s.r,s.g,s.b],a=o.slice();for(let l=0;l<40;l++){let 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kf(t)}),this.register(function(t){return new Pf(t)}),this.register(function(t){return new If(t)}),this.register(function(t){return new Lf(t)}),this.register(function(t){return new Df(t)}),this.register(function(t){return new Ef(t)}),this.register(function(t){return new Nf(t)}),this.register(function(t){return new Cf(t)}),this.register(function(t){return new Uf(t)}),this.register(function(t){return new Of(t)}),this.register(function(t){return new wf(t)}),this.register(function(t){return new H2(t,Dt.EXT_MESHOPT_COMPRESSION)}),this.register(function(t){return new H2(t,Dt.KHR_MESHOPT_COMPRESSION)}),this.register(function(t){return new zf(t)})}load(e,t,n,i){let r=this,o;if(this.resourcePath!=="")o=this.resourcePath;else if(this.path!==""){let c=ci.extractUrlBase(e);o=ci.resolveURL(c,this.path)}else o=ci.extractUrlBase(e);this.manager.itemStart(e);let a=function(c){i?i(c):console.error(c),r.manager.itemError(e),r.manager.itemEnd(e)},l=new wn(this.manager);l.setPath(this.path),l.setResponseType("arraybuffer"),l.setRequestHeader(this.requestHeader),l.setWithCredentials(this.withCredentials),l.load(e,function(c){try{r.parse(c,o,function(u){t(u),r.manager.itemEnd(e)},a)}catch(u){a(u)}},n,a)}setDRACOLoader(e){return this.dracoLoader=e,this}setKTX2Loader(e){return this.ktx2Loader=e,this}setMeshoptDecoder(e){return this.meshoptDecoder=e,this}register(e){return this.pluginCallbacks.indexOf(e)===-1&&this.pluginCallbacks.push(e),this}unregister(e){return this.pluginCallbacks.indexOf(e)!==-1&&this.pluginCallbacks.splice(this.pluginCallbacks.indexOf(e),1),this}parse(e,t,n,i){let r,o={},a={},l=new TextDecoder;if(typeof e=="string")r=JSON.parse(e);else if(e instanceof ArrayBuffer)if(l.decode(new Uint8Array(e,0,4))===Up){try{o[Dt.KHR_BINARY_GLTF]=new Hf(e)}catch(h){i&&i(h);return}r=JSON.parse(o[Dt.KHR_BINARY_GLTF].content)}else r=JSON.parse(l.decode(e));else r=e;if(r.asset===void 0||r.asset.version[0]<2){i&&i(new Error("THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported."));return}let c=new jf(r,{path:t||this.resourcePath||"",crossOrigin:this.crossOrigin,requestHeader:this.requestHeader,manager:this.manager,ktx2Loader:this.ktx2Loader,meshoptDecoder:this.meshoptDecoder});c.fileLoader.setRequestHeader(this.requestHeader);for(let u=0;u<this.pluginCallbacks.length;u++){let h=this.pluginCallbacks[u](c);h.name||console.error("THREE.GLTFLoader: Invalid plugin found: missing name"),a[h.name]=h,o[h.name]=!0}if(r.extensionsUsed)for(let u=0;u<r.extensionsUsed.length;++u){let h=r.extensionsUsed[u],d=r.extensionsRequired||[];switch(h){case Dt.KHR_MATERIALS_UNLIT:o[h]=new Tf;break;case Dt.KHR_DRACO_MESH_COMPRESSION:o[h]=new Vf(r,this.dracoLoader);break;case Dt.KHR_TEXTURE_TRANSFORM:o[h]=new Gf;break;case Dt.KHR_MESH_QUANTIZATION:o[h]=new Wf;break;default:d.indexOf(h)>=0&&a[h]===void 0&&console.warn('THREE.GLTFLoader: Unknown extension "'+h+'".')}}c.setExtensions(o),c.setPlugins(a),c.parse(n,i)}parseAsync(e,t){let n=this;return new Promise(function(i,r){n.parse(e,t,i,r)})}};function n_(){let s={};return{get:function(e){return s[e]},add:function(e,t){s[e]=t},remove:function(e){delete s[e]},removeAll:function(){s={}}}}function B0(s,e,t){let n=s.json.materials[e];return n.extensions&&n.extensions[t]?n.extensions[t]:null}var Dt={KHR_BINARY_GLTF:"KHR_binary_glTF",KHR_DRACO_MESH_COMPRESSION:"KHR_draco_mesh_compression",KHR_LIGHTS_PUNCTUAL:"KHR_lights_punctual",KHR_MATERIALS_CLEARCOAT:"KHR_materials_clearcoat",KHR_MATERIALS_DISPERSION:"KHR_materials_dispersion",KHR_MATERIALS_IOR:"KHR_materials_ior",KHR_MATERIALS_SHEEN:"KHR_materials_sheen",KHR_MATERIALS_SPECULAR:"KHR_materials_specular",KHR_MATERIALS_TRANSMISSION:"KHR_materials_transmission",KHR_MATERIALS_IRIDESCENCE:"KHR_materials_iridescence",KHR_MATERIALS_ANISOTROPY:"KHR_materials_anisotropy",KHR_MATERIALS_UNLIT:"KHR_materials_unlit",KHR_MATERIALS_VOLUME:"KHR_materials_volume",KHR_TEXTURE_BASISU:"KHR_texture_basisu",KHR_TEXTURE_TRANSFORM:"KHR_texture_transform",KHR_MESH_QUANTIZATION:"KHR_mesh_quantization",KHR_MATERIALS_EMISSIVE_STRENGTH:"KHR_materials_emissive_strength",EXT_MATERIALS_BUMP:"EXT_materials_bump",EXT_TEXTURE_WEBP:"EXT_texture_webp",EXT_TEXTURE_AVIF:"EXT_texture_avif",EXT_MESHOPT_COMPRESSION:"EXT_meshopt_compression",KHR_MESHOPT_COMPRESSION:"KHR_meshopt_compression",EXT_MESH_GPU_INSTANCING:"EXT_mesh_gpu_instancing"},wf=class{constructor(e){this.parser=e,this.name=Dt.KHR_LIGHTS_PUNCTUAL,this.cache={refs:{},uses:{}}}_markDefs(){let e=this.parser,t=this.parser.json.nodes||[];for(let n=0,i=t.length;n<i;n++){let r=t[n];r.extensions&&r.extensions[this.name]&&r.extensions[this.name].light!==void 0&&e._addNodeRef(this.cache,r.extensions[this.name].light)}}_loadLight(e){let t=this.parser,n="light:"+e,i=t.cache.get(n);if(i)return i;let r=t.json,l=((r.extensions&&r.extensions[this.name]||{}).lights||[])[e],c,u=new xe(16777215);l.color!==void 0&&u.setRGB(l.color[0],l.color[1],l.color[2],Q0);let h=l.range!==void 0?l.range:0;switch(l.type){case"directional":c=new li(u),c.target.position.set(0,0,-1),c.add(c.target);break;case"point":c=new As(u),c.distance=h;break;case"spot":c=new oo(u),c.distance=h,l.spot=l.spot||{},l.spot.innerConeAngle=l.spot.innerConeAngle!==void 0?l.spot.innerConeAngle:0,l.spot.outerConeAngle=l.spot.outerConeAngle!==void 0?l.spot.outerConeAngle:Math.PI/4,c.angle=l.spot.outerConeAngle,c.penumbra=1-l.spot.innerConeAngle/l.spot.outerConeAngle,c.target.position.set(0,0,-1),c.add(c.target);break;default:throw new Error("THREE.GLTFLoader: Unexpected light type: "+l.type)}return c.position.set(0,0,0),cs(c,l),l.intensity!==void 0&&(c.intensity=l.intensity),c.name=t.createUniqueName(l.name||"light_"+e),i=Promise.resolve(c),t.cache.add(n,i),i}getDependency(e,t){if(e==="light")return this._loadLight(t)}createNodeAttachment(e){let t=this,n=this.parser,r=n.json.nodes[e],a=(r.extensions&&r.extensions[this.name]||{}).light;return a===void 0?null:this._loadLight(a).then(function(l){return n._getNodeRef(t.cache,a,l)})}},Tf=class{constructor(){this.name=Dt.KHR_MATERIALS_UNLIT}getMaterialType(){return m0}extendParams(e,t,n){let i=[];e.color=new xe(1,1,1),e.opacity=1;let r=t.pbrMetallicRoughness;if(r){if(Array.isArray(r.baseColorFactor)){let o=r.baseColorFactor;e.color.setRGB(o[0],o[1],o[2],Q0),e.opacity=o[3]}r.baseColorTexture!==void 0&&i.push(n.assignTexture(e,"map",r.baseColorTexture,Xt))}return Promise.all(i)}},Ef=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_EMISSIVE_STRENGTH}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||n.emissiveStrength!==void 0&&(t.emissiveIntensity=n.emissiveStrength),Promise.resolve()}},Af=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_CLEARCOAT}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(n.clearcoatFactor!==void 0&&(t.clearcoat=n.clearcoatFactor),n.clearcoatTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatMap",n.clearcoatTexture)),n.clearcoatRoughnessFactor!==void 0&&(t.clearcoatRoughness=n.clearcoatRoughnessFactor),n.clearcoatRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatRoughnessMap",n.clearcoatRoughnessTexture)),n.clearcoatNormalTexture!==void 0&&(i.push(this.parser.assignTexture(t,"clearcoatNormalMap",n.clearcoatNormalTexture)),n.clearcoatNormalTexture.scale!==void 0)){let r=n.clearcoatNormalTexture.scale;t.clearcoatNormalScale=new te(r,r)}return Promise.all(i)}},Rf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_DISPERSION}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||(t.dispersion=n.dispersion!==void 0?n.dispersion:0),Promise.resolve()}},Cf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_IRIDESCENCE}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.iridescenceFactor!==void 0&&(t.iridescence=n.iridescenceFactor),n.iridescenceTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceMap",n.iridescenceTexture)),n.iridescenceIor!==void 0&&(t.iridescenceIOR=n.iridescenceIor),t.iridescenceThicknessRange===void 0&&(t.iridescenceThicknessRange=[100,400]),n.iridescenceThicknessMinimum!==void 0&&(t.iridescenceThicknessRange[0]=n.iridescenceThicknessMinimum),n.iridescenceThicknessMaximum!==void 0&&(t.iridescenceThicknessRange[1]=n.iridescenceThicknessMaximum),n.iridescenceThicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceThicknessMap",n.iridescenceThicknessTexture)),Promise.all(i)}},Pf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_SHEEN}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(t.sheenColor=new xe(0,0,0),t.sheenRoughness=0,t.sheen=1,n.sheenColorFactor!==void 0){let r=n.sheenColorFactor;t.sheenColor.setRGB(r[0],r[1],r[2],Q0)}return n.sheenRoughnessFactor!==void 0&&(t.sheenRoughness=n.sheenRoughnessFactor),n.sheenColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenColorMap",n.sheenColorTexture,Xt)),n.sheenRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenRoughnessMap",n.sheenRoughnessTexture)),Promise.all(i)}},If=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_TRANSMISSION}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.transmissionFactor!==void 0&&(t.transmission=n.transmissionFactor),n.transmissionTexture!==void 0&&i.push(this.parser.assignTexture(t,"transmissionMap",n.transmissionTexture)),Promise.all(i)}},Lf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_VOLUME}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.thickness=n.thicknessFactor!==void 0?n.thicknessFactor:0,n.thicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"thicknessMap",n.thicknessTexture)),t.attenuationDistance=n.attenuationDistance||1/0;let r=n.attenuationColor||[1,1,1];return t.attenuationColor=new xe().setRGB(r[0],r[1],r[2],Q0),Promise.all(i)}},Df=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_IOR}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||(t.ior=n.ior!==void 0?n.ior:1.5,t.ior===0&&(t.ior=1e3)),Promise.resolve()}},Nf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_SPECULAR}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.specularIntensity=n.specularFactor!==void 0?n.specularFactor:1,n.specularTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularIntensityMap",n.specularTexture));let r=n.specularColorFactor||[1,1,1];return t.specularColor=new xe().setRGB(r[0],r[1],r[2],Q0),n.specularColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularColorMap",n.specularColorTexture,Xt)),Promise.all(i)}},Of=class{constructor(e){this.parser=e,this.name=Dt.EXT_MATERIALS_BUMP}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return t.bumpScale=n.bumpFactor!==void 0?n.bumpFactor:1,n.bumpTexture!==void 0&&i.push(this.parser.assignTexture(t,"bumpMap",n.bumpTexture)),Promise.all(i)}},Uf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_ANISOTROPY}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.anisotropyStrength!==void 0&&(t.anisotropy=n.anisotropyStrength),n.anisotropyRotation!==void 0&&(t.anisotropyRotation=n.anisotropyRotation),n.anisotropyTexture!==void 0&&i.push(this.parser.assignTexture(t,"anisotropyMap",n.anisotropyTexture)),Promise.all(i)}},Ff=class{constructor(e){this.parser=e,this.name=Dt.KHR_TEXTURE_BASISU}loadTexture(e){let t=this.parser,n=t.json,i=n.textures[e];if(!i.extensions||!i.extensions[this.name])return null;let r=i.extensions[this.name],o=t.options.ktx2Loader;if(!o){if(n.extensionsRequired&&n.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures");return null}return t.loadTextureImage(e,r.source,o)}},Bf=class{constructor(e){this.parser=e,this.name=Dt.EXT_TEXTURE_WEBP}loadTexture(e){let t=this.name,n=this.parser,i=n.json,r=i.textures[e];if(!r.extensions||!r.extensions[t])return null;let o=r.extensions[t],a=i.images[o.source],l=n.textureLoader;if(a.uri){let c=n.options.manager.getHandler(a.uri);c!==null&&(l=c)}return n.loadTextureImage(e,o.source,l)}},kf=class{constructor(e){this.parser=e,this.name=Dt.EXT_TEXTURE_AVIF}loadTexture(e){let t=this.name,n=this.parser,i=n.json,r=i.textures[e];if(!r.extensions||!r.extensions[t])return null;let o=r.extensions[t],a=i.images[o.source],l=n.textureLoader;if(a.uri){let c=n.options.manager.getHandler(a.uri);c!==null&&(l=c)}return n.loadTextureImage(e,o.source,l)}},H2=class{constructor(e,t){this.name=t,this.parser=e}loadBufferView(e){let t=this.parser.json,n=t.bufferViews[e];if(n.extensions&&n.extensions[this.name]){let i=n.extensions[this.name],r=this.parser.getDependency("buffer",i.buffer),o=this.parser.options.meshoptDecoder;if(!o||!o.supported){if(t.extensionsRequired&&t.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files");return null}return r.then(function(a){let l=i.byteOffset||0,c=i.byteLength||0,u=i.count,h=i.byteStride,d=new Uint8Array(a,l,c);return o.decodeGltfBufferAsync?o.decodeGltfBufferAsync(u,h,d,i.mode,i.filter).then(function(f){return f.buffer}):o.ready.then(function(){let f=new ArrayBuffer(u*h);return o.decodeGltfBuffer(new Uint8Array(f),u,h,d,i.mode,i.filter),f})})}else return null}},zf=class{constructor(e){this.name=Dt.EXT_MESH_GPU_INSTANCING,this.parser=e}createNodeMesh(e){let t=this.parser.json,n=t.nodes[e];if(!n.extensions||!n.extensions[this.name]||n.mesh===void 0)return null;let i=t.meshes[n.mesh];for(let c of i.primitives)if(c.mode!==mi.TRIANGLES&&c.mode!==mi.TRIANGLE_STRIP&&c.mode!==mi.TRIANGLE_FAN&&c.mode!==void 0)return null;let o=n.extensions[this.name].attributes,a=[],l={};for(let c in o)a.push(this.parser.getDependency("accessor",o[c]).then(u=>(l[c]=u,l[c])));return a.length<1?null:(a.push(this.parser.createNodeMesh(e)),Promise.all(a).then(c=>{let u=c.pop(),h=u.isGroup?u.children:[u],d=c[0].count,f=[];for(let p of h){let x=new Qe,m=new C,g=new p0,v=new C(1,1,1),_=new _s(p.geometry,p.material,d);for(let y=0;y<d;y++)l.TRANSLATION&&m.fromBufferAttribute(l.TRANSLATION,y),l.ROTATION&&g.fromBufferAttribute(l.ROTATION,y),l.SCALE&&v.fromBufferAttribute(l.SCALE,y),_.setMatrixAt(y,x.compose(m,g,v));for(let y in l)if(y==="_COLOR_0"){let T=l[y];_.instanceColor=new ri(T.array,T.itemSize,T.normalized)}else y!=="TRANSLATION"&&y!=="ROTATION"&&y!=="SCALE"&&p.geometry.setAttribute(y,l[y]);wt.prototype.copy.call(_,p),this.parser.assignFinalMaterial(_),f.push(_)}return u.isGroup?(u.clear(),u.add(...f),u):f[0]}))}},Up="glTF",O1=12,Lp={JSON:1313821514,BIN:5130562},Hf=class{constructor(e){this.name=Dt.KHR_BINARY_GLTF,this.content=null,this.body=null;let t=new DataView(e,0,O1),n=new TextDecoder;if(this.header={magic:n.decode(new Uint8Array(e.slice(0,4))),version:t.getUint32(4,!0),length:t.getUint32(8,!0)},this.header.magic!==Up)throw new Error("THREE.GLTFLoader: Unsupported glTF-Binary header.");if(this.header.version<2)throw new Error("THREE.GLTFLoader: Legacy binary file detected.");let i=this.header.length-O1,r=new DataView(e,O1),o=0;for(;o<i;){let a=r.getUint32(o,!0);o+=4;let l=r.getUint32(o,!0);if(o+=4,l===Lp.JSON){let c=new Uint8Array(e,O1+o,a);this.content=n.decode(c)}else if(l===Lp.BIN){let c=O1+o;this.body=e.slice(c,c+a)}o+=a}if(this.content===null)throw new Error("THREE.GLTFLoader: JSON content not found.")}},Vf=class{constructor(e,t){if(!t)throw new Error("THREE.GLTFLoader: No DRACOLoader instance provided.");this.name=Dt.KHR_DRACO_MESH_COMPRESSION,this.json=e,this.dracoLoader=t,this.dracoLoader.preload()}decodePrimitive(e,t){let n=this.json,i=this.dracoLoader,r=e.extensions[this.name].bufferView,o=e.extensions[this.name].attributes,a={},l={},c={};for(let u in o){let h=qf[u]||u.toLowerCase();a[h]=o[u]}for(let u in e.attributes){let h=qf[u]||u.toLowerCase();if(o[u]!==void 0){let d=n.accessors[e.attributes[u]],f=ll[d.componentType];c[h]=f.name,l[h]=d.normalized===!0}}return t.getDependency("bufferView",r).then(function(u){return new 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t=this.cache.get(e);if(!t){let n=this,i=this.json[e+(e==="mesh"?"es":"s")]||[];t=Promise.all(i.map(function(r,o){return n.getDependency(e,o)})),this.cache.add(e,t)}return t}loadBuffer(e){let t=this.json.buffers[e],n=this.fileLoader;if(t.type&&t.type!=="arraybuffer")throw new Error("THREE.GLTFLoader: "+t.type+" buffer type is not supported.");if(t.uri===void 0&&e===0)return Promise.resolve(this.extensions[Dt.KHR_BINARY_GLTF].body);let i=this.options;return new Promise(function(r,o){n.load(ci.resolveURL(t.uri,i.path),r,void 0,function(){o(new Error('THREE.GLTFLoader: Failed to load buffer "'+t.uri+'".'))})})}loadBufferView(e){let t=this.json.bufferViews[e];return this.getDependency("buffer",t.buffer).then(function(n){let i=t.byteLength||0,r=t.byteOffset||0;return n.slice(r,r+i)})}loadAccessor(e){let t=this,n=this.json,i=this.json.accessors[e];if(i.bufferView===void 0&&i.sparse===void 0){let o=_f[i.type],a=ll[i.componentType],l=i.normalized===!0,c=new a(i.count*o);return 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c(o[2],y,i.sparse.count*l);a!==null&&(m=new At(m.array.slice(),m.itemSize,m.normalized)),m.normalized=!1;for(let E=0,b=T.length;E<b;E++){let S=T[E];if(m.setX(S,M[E*l]),l>=2&&m.setY(S,M[E*l+1]),l>=3&&m.setZ(S,M[E*l+2]),l>=4&&m.setW(S,M[E*l+3]),l>=5)throw new Error("THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.")}m.normalized=p}return m})}loadTexture(e){let t=this.json,n=this.options,r=t.textures[e].source,o=t.images[r],a=this.textureLoader;if(o.uri){let l=n.manager.getHandler(o.uri);l!==null&&(a=l)}return this.loadTextureImage(e,r,a)}loadTextureImage(e,t,n){let i=this,r=this.json,o=r.textures[e],a=r.images[t],l=(a.uri||a.bufferView)+":"+o.sampler;if(this.textureCache[l])return this.textureCache[l];let c=this.loadImageSource(t,n).then(function(u){u.flipY=!1,u.name=o.name||a.name||"",u.name===""&&typeof a.uri=="string"&&a.uri.startsWith("data:image/")===!1&&(u.name=a.uri);let d=(r.samplers||{})[o.sampler]||{};return 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c===!0&&a.revokeObjectURL(l),cs(h,o),h.userData.mimeType=o.mimeType||c_(o.uri),h}).catch(function(h){throw console.error("THREE.GLTFLoader: Couldn't load texture",l),h});return this.sourceCache[e]=u,u}assignTexture(e,t,n,i){let r=this;return this.getDependency("texture",n.index).then(function(o){if(!o)return null;if(n.texCoord!==void 0&&n.texCoord>0&&(o=o.clone(),o.channel=n.texCoord),r.extensions[Dt.KHR_TEXTURE_TRANSFORM]){let a=n.extensions!==void 0?n.extensions[Dt.KHR_TEXTURE_TRANSFORM]:void 0;if(a){let l=r.associations.get(o);o=r.extensions[Dt.KHR_TEXTURE_TRANSFORM].extendTexture(o,a),r.associations.set(o,l)}}return i!==void 0&&(o.colorSpace=i),e[t]=o,o})}assignFinalMaterial(e){let t=e.geometry,n=e.material,i=t.attributes.tangent===void 0,r=t.attributes.color!==void 0,o=t.attributes.normal===void 0;if(e.isPoints){let a="PointsMaterial:"+n.uuid,l=this.cache.get(a);l||(l=new 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xe(1,1,1),a.opacity=1,Array.isArray(h.baseColorFactor)){let d=h.baseColorFactor;a.color.setRGB(d[0],d[1],d[2],Q0),a.opacity=d[3]}h.baseColorTexture!==void 0&&c.push(t.assignTexture(a,"map",h.baseColorTexture,Xt)),a.metalness=h.metallicFactor!==void 0?h.metallicFactor:1,a.roughness=h.roughnessFactor!==void 0?h.roughnessFactor:1,h.metallicRoughnessTexture!==void 0&&(c.push(t.assignTexture(a,"metalnessMap",h.metallicRoughnessTexture)),c.push(t.assignTexture(a,"roughnessMap",h.metallicRoughnessTexture))),o=this._invokeOne(function(d){return d.getMaterialType&&d.getMaterialType(e)}),c.push(Promise.all(this._invokeAll(function(d){return d.extendMaterialParams&&d.extendMaterialParams(e,a)})))}r.doubleSided===!0&&(a.side=en);let u=r.alphaMode||Mf.OPAQUE;if(u===Mf.BLEND?(a.transparent=!0,a.depthWrite=!1):(a.transparent=!1,u===Mf.MASK&&(a.alphaTest=r.alphaCutoff!==void 0?r.alphaCutoff:.5)),r.normalTexture!==void 0&&o!==m0&&(c.push(t.assignTexture(a,"normalMap",r.normalTexture)),a.normalScale=new te(1,1),r.normalTexture.scale!==void 0)){let h=r.normalTexture.scale;a.normalScale.set(h,h)}if(r.occlusionTexture!==void 0&&o!==m0&&(c.push(t.assignTexture(a,"aoMap",r.occlusionTexture)),r.occlusionTexture.strength!==void 0&&(a.aoMapIntensity=r.occlusionTexture.strength)),r.emissiveFactor!==void 0&&o!==m0){let h=r.emissiveFactor;a.emissive=new xe().setRGB(h[0],h[1],h[2],Q0)}return r.emissiveTexture!==void 0&&o!==m0&&c.push(t.assignTexture(a,"emissiveMap",r.emissiveTexture,Xt)),Promise.all(c).then(function(){let h=new o(a);return r.name&&(h.name=r.name),cs(h,r),t.associations.set(h,{materials:e}),r.extensions&&So(i,h,r),h})}createUniqueName(e){let t=Zt.sanitizeNodeName(e||"");return t in this.nodeNamesUsed?t+"_"+ ++this.nodeNamesUsed[t]:(this.nodeNamesUsed[t]=0,t)}loadGeometries(e){let t=this,n=this.extensions,i=this.primitiveCache;function r(a){return n[Dt.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(a,t).then(function(l){return Op(l,a,t)})}let o=[];for(let a=0,l=e.length;a<l;a++){let c=e[a],u=l_(c),h=i[u];if(h)o.push(h.promise);else{let d;c.extensions&&c.extensions[Dt.KHR_DRACO_MESH_COMPRESSION]?d=r(c):d=Op(new ht,c,t),i[u]={primitive:c,promise:d},o.push(d)}}return Promise.all(o)}loadMesh(e){let t=this,n=this.json,i=this.extensions,r=n.meshes[e],o=r.primitives,a=[];for(let l=0,c=o.length;l<c;l++){let u=o[l].material===void 0?r_(this.cache):this.getDependency("material",o[l].material);a.push(u)}return a.push(t.loadGeometries(o)),Promise.all(a).then(function(l){let c=l.slice(0,l.length-1),u=l[l.length-1],h=[];for(let f=0,p=u.length;f<p;f++){let x=u[f],m=o[f],g,v=c[f];if(m.mode===mi.TRIANGLES||m.mode===mi.TRIANGLE_STRIP||m.mode===mi.TRIANGLE_FAN||m.mode===void 0)g=r.isSkinnedMesh===!0?new Yr(x,v):new nt(x,v),g.isSkinnedMesh===!0&&g.normalizeSkinWeights(),m.mode===mi.TRIANGLE_STRIP?g.geometry=rf(g.geometry,qa):m.mode===mi.TRIANGLE_FAN&&(g.geometry=rf(g.geometry,po));else if(m.mode===mi.LINES)g=new _n(x,v);else if(m.mode===mi.LINE_STRIP)g=new Kn(x,v);else if(m.mode===mi.LINE_LOOP)g=new Kr(x,v);else if(m.mode===mi.POINTS)g=new Zr(x,v);else throw new Error("THREE.GLTFLoader: Primitive mode unsupported: "+m.mode);Object.keys(g.geometry.morphAttributes).length>0&&a_(g,r),g.name=t.createUniqueName(r.name||"mesh_"+e),cs(g,r),m.extensions&&So(i,g,m),t.assignFinalMaterial(g),h.push(g)}for(let f=0,p=h.length;f<p;f++)t.associations.set(h[f],{meshes:e,primitives:f});if(h.length===1)return r.extensions&&So(i,h[0],r),h[0];let d=new Et;r.extensions&&So(i,d,r),t.associations.set(d,{meshes:e});for(let f=0,p=h.length;f<p;f++)d.add(h[f]);return d})}loadCamera(e){let t,n=this.json.cameras[e],i=n[n.type];if(!i){console.warn("THREE.GLTFLoader: Missing camera parameters.");return}return n.type==="perspective"?t=new d0(Ya.radToDeg(i.yfov),i.aspectRatio||1,i.znear||1,i.zfar||2e6):n.type==="orthographic"&&(t=new ai(-i.xmag,i.xmag,i.ymag,-i.ymag,i.znear,i.zfar)),n.name&&(t.name=this.createUniqueName(n.name)),cs(t,n),Promise.resolve(t)}loadSkin(e){let t=this.json.skins[e],n=[];for(let i=0,r=t.joints.length;i<r;i++)n.push(this._loadNodeShallow(t.joints[i]));return t.inverseBindMatrices!==void 0?n.push(this.getDependency("accessor",t.inverseBindMatrices)):n.push(null),Promise.all(n).then(function(i){let r=i.pop(),o=i,a=[],l=[];for(let c=0,u=o.length;c<u;c++){let h=o[c];if(h){a.push(h);let d=new Qe;r!==null&&d.fromArray(r.array,c*16),l.push(d)}else console.warn('THREE.GLTFLoader: Joint "%s" could not be found.',t.joints[c])}return new jr(a,l)})}loadAnimation(e){let t=this.json,n=this,i=t.animations[e],r=i.name?i.name:"animation_"+e,o=[],a=[],l=[],c=[],u=[];for(let h=0,d=i.channels.length;h<d;h++){let f=i.channels[h],p=i.samplers[f.sampler],x=f.target,m=x.node,g=i.parameters!==void 0?i.parameters[p.input]:p.input,v=i.parameters!==void 0?i.parameters[p.output]:p.output;x.node!==void 0&&(o.push(this.getDependency("node",m)),a.push(this.getDependency("accessor",g)),l.push(this.getDependency("accessor",v)),c.push(p),u.push(x))}return Promise.all([Promise.all(o),Promise.all(a),Promise.all(l),Promise.all(c),Promise.all(u)]).then(function(h){let d=h[0],f=h[1],p=h[2],x=h[3],m=h[4],g=[];for(let _=0,y=d.length;_<y;_++){let T=d[_],M=f[_],E=p[_],b=x[_],S=m[_];if(T===void 0)continue;T.updateMatrix&&T.updateMatrix();let A=n._createAnimationTracks(T,M,E,b,S);if(A)for(let R=0;R<A.length;R++)g.push(A[R])}let v=new Ji(r,void 0,g);return cs(v,i),v})}createNodeMesh(e){let t=this.json,n=this,i=t.nodes[e];return i.mesh===void 0?null:n.getDependency("mesh",i.mesh).then(function(r){let o=n._getNodeRef(n.meshCache,i.mesh,r);return i.weights!==void 0&&o.traverse(function(a){if(a.isMesh)for(let l=0,c=i.weights.length;l<c;l++)a.morphTargetInfluences[l]=i.weights[l]}),o})}loadNode(e){let t=this.json,n=this,i=t.nodes[e],r=n._loadNodeShallow(e),o=[],a=i.children||[];for(let c=0,u=a.length;c<u;c++)o.push(n.getDependency("node",a[c]));let l=i.skin===void 0?Promise.resolve(null):n.getDependency("skin",i.skin);return Promise.all([r,Promise.all(o),l]).then(function(c){let u=c[0],h=c[1],d=c[2];d!==null&&u.traverse(function(f){f.isSkinnedMesh&&f.bind(d,u_)});for(let f=0,p=h.length;f<p;f++)u.add(h[f]);if(u.userData.pivot!==void 0&&h.length>0){let f=u.userData.pivot,p=h[0];u.pivot=new C().fromArray(f),u.position.x-=f[0],u.position.y-=f[1],u.position.z-=f[2],p.position.set(0,0,0),delete u.userData.pivot}return u})}_loadNodeShallow(e){let t=this.json,n=this.extensions,i=this;if(this.nodeCache[e]!==void 0)return this.nodeCache[e];let r=t.nodes[e],o=r.name?i.createUniqueName(r.name):"",a=[],l=i._invokeOne(function(c){return c.createNodeMesh&&c.createNodeMesh(e)});return l&&a.push(l),r.camera!==void 0&&a.push(i.getDependency("camera",r.camera).then(function(c){return i._getNodeRef(i.cameraCache,r.camera,c)})),i._invokeAll(function(c){return c.createNodeAttachment&&c.createNodeAttachment(e)}).forEach(function(c){a.push(c)}),this.nodeCache[e]=Promise.all(a).then(function(c){let u;if(r.isBone===!0?u=new or:c.length>1?u=new Et:c.length===1?u=c[0]:u=new wt,u!==c[0])for(let h=0,d=c.length;h<d;h++)u.add(c[h]);if(r.name&&(u.userData.name=r.name,u.name=o),cs(u,r),r.extensions&&So(n,u,r),r.matrix!==void 0){let h=new Qe;h.fromArray(r.matrix),u.applyMatrix4(h)}else r.translation!==void 0&&u.position.fromArray(r.translation),r.rotation!==void 0&&u.quaternion.fromArray(r.rotation),r.scale!==void 0&&u.scale.fromArray(r.scale);if(!i.associations.has(u))i.associations.set(u,{});else if(r.mesh!==void 0&&i.meshCache.refs[r.mesh]>1){let h=i.associations.get(u);i.associations.set(u,{...h})}return i.associations.get(u).nodes=e,u}),this.nodeCache[e]}loadScene(e){let t=this.extensions,n=this.json.scenes[e],i=this,r=new Et;n.name&&(r.name=i.createUniqueName(n.name)),cs(r,n),n.extensions&&So(t,r,n);let o=n.nodes||[],a=[];for(let l=0,c=o.length;l<c;l++)a.push(i.getDependency("node",o[l]));return Promise.all(a).then(function(l){for(let u=0,h=l.length;u<h;u++){let d=l[u];d.parent!==null?r.add(Pp(d)):r.add(d)}let c=u=>{let h=new Map;for(let[d,f]of i.associations)(d instanceof _0||d instanceof l0)&&h.set(d,f);return u.traverse(d=>{let f=i.associations.get(d);f!=null&&h.set(d,f)}),h};return i.associations=c(r),r})}_createAnimationTracks(e,t,n,i,r){let o=[],a=e.name?e.name:e.uuid,l=[];function c(f){f.morphTargetInfluences&&l.push(f.name?f.name:f.uuid)}Mr[r.path]===Mr.weights?(c(e),e.isGroup&&e.children.forEach(c)):l.push(a);let u;switch(Mr[r.path]){case Mr.weights:u=ji;break;case Mr.rotation:u=Ki;break;case Mr.translation:case Mr.scale:u=Ts;break;default:switch(n.itemSize){case 1:u=ji;break;case 2:case 3:default:u=Ts;break}break}let h=i.interpolation!==void 0?s_[i.interpolation]:ir,d=this._getArrayFromAccessor(n);for(let f=0,p=l.length;f<p;f++){let x=new u(l[f]+"."+Mr[r.path],t.array,d,h);i.interpolation==="CUBICSPLINE"&&this._createCubicSplineTrackInterpolant(x),o.push(x)}return o}_getArrayFromAccessor(e){let t=e.array;if(e.normalized){let n=Yf(t.constructor),i=new Float32Array(t.length);for(let r=0,o=t.length;r<o;r++)i[r]=t[r]*n;t=i}return t}_createCubicSplineTrackInterpolant(e){e.createInterpolant=function(n){let i=this instanceof Ki?Xf:V2;return new i(this.times,this.values,this.getValueSize()/3,n)},e.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline=!0}};function h_(s,e,t){let n=e.attributes,i=new Ot;if(n.POSITION!==void 0){let a=t.json.accessors[n.POSITION],l=a.min,c=a.max;if(l!==void 0&&c!==void 0){if(i.set(new C(l[0],l[1],l[2]),new C(c[0],c[1],c[2])),a.normalized){let u=Yf(ll[a.componentType]);i.min.multiplyScalar(u),i.max.multiplyScalar(u)}}else{console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.");return}}else return;let r=e.targets;if(r!==void 0){let a=new C,l=new C;for(let c=0,u=r.length;c<u;c++){let h=r[c];if(h.POSITION!==void 0){let d=t.json.accessors[h.POSITION],f=d.min,p=d.max;if(f!==void 0&&p!==void 0){if(l.setX(Math.max(Math.abs(f[0]),Math.abs(p[0]))),l.setY(Math.max(Math.abs(f[1]),Math.abs(p[1]))),l.setZ(Math.max(Math.abs(f[2]),Math.abs(p[2]))),d.normalized){let x=Yf(ll[d.componentType]);l.multiplyScalar(x)}a.max(l)}else console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.")}}i.expandByVector(a)}s.boundingBox=i;let o=new C0;i.getCenter(o.center),o.radius=i.min.distanceTo(i.max)/2,s.boundingSphere=o}function Op(s,e,t){let n=e.attributes,i=[];function r(o,a){return t.getDependency("accessor",o).then(function(l){s.setAttribute(a,l)})}for(let o in n){let a=qf[o]||o.toLowerCase();a in s.attributes||i.push(r(n[o],a))}if(e.indices!==void 0&&!s.index){let o=t.getDependency("accessor",e.indices).then(function(a){s.setIndex(a)});i.push(o)}return St.workingColorSpace!==Q0&&"COLOR_0"in n&&console.warn(`THREE.GLTFLoader: Converting vertex colors from "srgb-linear" to "${St.workingColorSpace}" not supported.`),cs(s,e),h_(s,e,t),Promise.all(i).then(function(){return e.targets!==void 0?o_(s,e.targets,t):s})}var Fp=new Map;function Kf(s){let e=Fp.get(s);return e||(e=new Promise(t=>new cl().load(s,n=>t(n.scene),void 0,()=>t(null))),Fp.set(s,e)),e}function d_(s){let e=new Ot().setFromObject(s),t=e.max.z-e.min.z,n=new C,i=0,r=0;return s.updateMatrixWorld(!0),s.traverse(o=>{let a=o;if(!a.isMesh)return;let l=a.geometry.attributes.position,c=Math.max(1,Math.floor(l.count/4e3));for(let u=0;u<l.count;u+=c){n.fromBufferAttribute(l,u).applyMatrix4(a.matrixWorld);let h=(n.z-e.min.z)/t;h<.25?i=Math.max(i,n.y):h>.75&&(r=Math.max(r,n.y))}}),{back:i,front:r}}function G2(s){s.updateMatrixWorld(!0);let e=s;for(;e.children.length===1&&!e.isMesh;)e=e.children[0];if(e.children.length<2)return;let t=e.children.map(o=>new Ot().setFromObject(o)),n=o=>{let a=o.getSize(new C);return o.isEmpty()?0:a.x*a.y*a.z+1e-9*(a.x+a.y+a.z)},i=0;t.forEach((o,a)=>{n(o)>n(t[i])&&(i=a)});let r=t[i].clone().expandByScalar(t[i].getSize(new C).length()*.01);for(let[o,a]of[...e.children].entries())o!==i&&!r.intersectsBox(t[o])&&e.remove(a)}var f_=new Set(["wardrobe","dresser","desk","shelf","bookcase","nightstand","table","tv-unit","box"]),p_=new Set(["sofa","armchair","chair"]),m_=new Set(["bed","bunk","crib"]);function g_(s){return(Array.isArray(s.material)?s.material:[s.material]).find(t=>t.color)??null}function Sr(s,e){let t={h:0,s:0,l:0};return s.getHSL(t),e==="paint"?Math.min(s.r,s.g,s.b)>.62||t.s<.16&&t.l>.62?"paint.white_satin":(t.h<.08||t.h>.92)&&t.s>.16?"paint.blush":t.h>.18&&t.h<.48?"lacquer.sage":"lacquer.white":e==="wood"?t.l<.34?"wood.walnut":"wood.oak":t.l>.76&&t.s<.22?"boucle.cream":t.h>.52&&t.h<.72?"velvet.navy":t.h>.19&&t.h<.46?"velvet.sage":(t.h<.08||t.h>.9)&&t.s>.18&&t.l>.48?"velvet.blush":t.l<.42?"velvet.plum":"linen.natural"}function x_(s){return s?.color?`#${s.color.getHexString()}`:null}function v_(s){if(s.geometry.attributes.uv||!s.geometry.attributes.position)return;let e=s.geometry.index?s.geometry.toNonIndexed():s.geometry.clone(),t=e.attributes.position,n=e.attributes.normal,i=new Float32Array(t.count*2),r=new C,o=new C,a=new vt().getNormalMatrix(s.matrixWorld);for(let l=0;l<t.count;l++){r.fromBufferAttribute(t,l).applyMatrix4(s.matrixWorld),n?o.fromBufferAttribute(n,l).applyMatrix3(a).normalize():o.set(0,1,0);let c=Math.abs(o.x),u=Math.abs(o.y),h=Math.abs(o.z);c>=u&&c>=h?(i[l*2]=r.z,i[l*2+1]=r.y):u>=h?(i[l*2]=r.x,i[l*2+1]=r.z):(i[l*2]=r.x,i[l*2+1]=r.y)}e.setAttribute("uv",new At(i,2)),s.geometry=e}function y_(s,e){s.updateMatrixWorld(!0);let t=new Ot().setFromObject(s),n=t.getSize(new C),i=1e-6;s.traverse(r=>{let o=r;if(!o.isMesh||!o.geometry?.attributes?.position||typeof o.userData.slot=="string"&&o.userData.slot.length>0)return;let a=g_(o),l=new Ot().setFromObject(o),c=l.getSize(new C),h=(l.getCenter(new C).y-t.min.y)/Math.max(i,n.y),d=c.x/Math.max(i,n.x),f=c.y/Math.max(i,n.y),p=c.z/Math.max(i,n.z),x=c.x*c.y*c.z/Math.max(i,n.x*n.y*n.z),m=a?.color?.clone()??new xe("#ffffff"),g=a?.emissive?Math.max(a.emissive.r,a.emissive.g,a.emissive.b)*(a.emissiveIntensity??1):0,v=!!a&&(a.transparent||a.opacity<.72||a.transmission>.15),_=x<15e-6||Math.max(c.x,c.y,c.z)<.012,y="keep";if(!v&&g<.08&&!_){let T=(a?.metalness??0)>.52&&(a?.roughness??1)<.62;if(e.kind==="rug")y=m.getHSL({h:0,s:0,l:0}).l>.62?"wool.cream":"felt.slate";else if(e.kind==="plant")y="keep";else if(m_.has(e.kind)){let M=d<.18&&p<.18,E=h<.22&&(f>.15||M),b=h>.32&&f<.34&&(d>.45||p>.45);E?y=T&&M?"metal.brass":Sr(m,(a?.roughness??.7)<.48?"paint":"wood"):b?y=m.getHSL({h:0,s:0,l:0}).l>.7?"linen.white":"linen.blush":y=Sr(m,"fabric")}else if(p_.has(e.kind))h<.42&&(d<.2||p<.2)?y=T?"metal.brass":Sr(m,(a?.roughness??.7)<.5?"paint":"wood"):e.kind==="chair"&&(a?.roughness??.7)<.58?y=Sr(m,"paint"):(a?.roughness??.7)<.48?y="leather.cognac":y=Sr(m,"fabric");else if(f_.has(e.kind)){let M=h<.42&&f>.2&&d<.16&&p<.16,E={h:0,s:0,l:0};m.getHSL(E);let b=E.s<.14&&E.l>.18;y=M&&T?"metal.brass":M?Sr(m,"wood"):Sr(m,b||(a?.roughness??.65)<.56?"paint":"wood")}else y=T?"metal.brass":Sr(m,(a?.roughness??.7)<.55?"paint":"wood")}o.userData.slot=y,o.userData.color=x_(a),v_(o)})}function Zf(s,e){let t=e.w/100,n=e.d/100,i=e.h/100,r=s.clone(!0);r.traverse(x=>{let m=x;m.isMesh&&(m.castShadow=!0,m.receiveShadow=!0,m.material=Array.isArray(m.material)?m.material.map(g=>g.clone()):m.material.clone())}),G2(r);let o=new Et;o.add(r);let a=new Ot().setFromObject(o),l=a.max.x-a.min.x,c=a.max.z-a.min.z,u=t/n;if(Math.abs(Math.log(c/l/u))<Math.abs(Math.log(l/c/u))&&(o.rotation.y=Math.PI/2),o.updateMatrixWorld(!0),e.kind==="bed"||e.kind==="bunk"){let x=d_(o);x.front>x.back*1.08&&(o.rotation.y+=Math.PI)}o.rotation.y+=(e.model?.yaw??0)*Math.PI/180,o.updateMatrixWorld(!0),a=new Ot().setFromObject(o);let h=a.getSize(new C),d=a.getCenter(new C),f=new Et,p=new Et;return o.position.set(-d.x,-a.min.y,-d.z),p.add(o),p.scale.set(t/Math.max(1e-4,h.x),i/Math.max(1e-4,h.y),n/Math.max(1e-4,h.z)),f.add(p),f.userData.realModel=!0,y_(f,e),f}var Bp=new Map;function zp(s){let e=Bp.get(s);if(e)return e;let t=`${s.replace(/\/?$/,"/")}props/`,n=(async()=>{try{let i=await fetch(`${t}manifest.json`);if(!i.ok)return null;let r=await i.json(),o=new cl,a={};return await Promise.all(Object.keys(r).map(l=>new Promise(c=>{o.load(`${t}${r[l].file}`,u=>{a[l]=b_(u.scene,r[l]),c()},void 0,()=>c())}))),{specs:r,scenes:a}}catch{return null}})();return Bp.set(s,n),n}function b_(s,e){G2(s);let t=new Ot().setFromObject(s),n=t.getSize(new C),i=t.getCenter(new C),r=e.height_cm/100/Math.max(1e-6,n.y),o=new Et;s.position.set(-i.x,-t.min.y,-i.z),o.add(s);let a=new Et;return o.scale.setScalar(r),a.add(o),e.size_cm=[Math.round(n.x*r*100),Math.round(n.z*r*100),Math.round(e.height_cm)],a}function W2(s,e){let t=s.scenes[e];if(!t)return null;let n=t.clone(!0);return n.traverse(i=>{let r=i;r.isMesh&&(r.castShadow=!0,r.receiveShadow=!0,r.material=Array.isArray(r.material)?r.material.map(o=>o.clone()):r.material.clone())}),n.userData.decor=e,(e==="table_lamp"||e==="cloud_lamp")&&__(n,e,s.specs[e]?.height_cm??40),n}function __(s,e,t){let n=t/100,i=e==="table_lamp";s.updateMatrixWorld(!0);let r=new Qe().copy(s.matrixWorld).invert(),o=new Ot;s.traverse(l=>{let c=l;if(c.isMesh&&(o.setFromObject(c).applyMatrix4(r),!(i&&o.min.y<n*.4))){for(let u of Array.isArray(c.material)?c.material:[c.material])u.metalness>.5||vp(u,i?.35:.2,i?1.6:1.2,"#ffd3a0");c.userData.slot="keep",c.userData.lampShade=!0,c.castShadow=!1}});let a=new 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Le=()=>Ae!=="light",ce=[],Ne=[],Fe=null,ge=null,Ye=null,Je=null,h0=[],$t=[],kt="dollhouse",En="angled",Ni="day",B1=70,wo=25,To=160,Jn=null,gi=null,Eo=!0,Qn=null,wr=null,D0=null,Lt={x:0,y:0,yaw:0,pitch:0},xi=new Set;function cn(I){I.traverse(N=>{let F=N;F.geometry&&F.geometry.dispose();let q=F.material;Array.isArray(q)?q.forEach(ue=>{J.has(ue)||ue.dispose()}):q&&!J.has(q)&&q.dispose()}),I.clear()}function Ao(){cn(oe),cn(Ie),ce=[],h0.length=0,$t.length=0;let I=w.width*Pe,N=w.depth*Pe,F=w.height*Pe,q=w.floor??"oak";Te.has(q)||Te.set(q,E_(q));let ue=ff(w,_t/Pe),me=new Mn(ue.map(Ze=>new te(Ze.x*Pe,-Ze.y*Pe))),ke=new Xi(me);ke.rotateX(-Math.PI/2);let Ee=ke.attributes.position,Xe=ke.attributes.uv;for(let Ze=0;Ze<Ee.count;Ze++)Xe.setXY(Ze,Ee.getX(Ze),-Ee.getZ(Ze));let pt=We?.floor[{walnut:"walnut",oak:"oak","light-wood":"light-wood"}[q]],Re=new g0({roughness:q==="carpet"?.95:.85,metalness:0});if(pt)vo(Re,pt),q==="walnut"?Re.color.setRGB(1.55,1.28,1.1):Re.color.setRGB(1.12,1.04,.98);else{let 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nt(N0,ge),Fe.position.set(0,F,0),Fe.castShadow=!0,Fe.receiveShadow=!0,oe.add(Fe),Ye=new nt(new I0(.2,.16,.08,32),new g0({color:"#fff8ee",emissive:"#ffd9a8",emissiveIntensity:.2,roughness:.4}));let a0=as(w);Ye.position.copy(tn(a0.x,a0.y,(F-.04)/Pe)),oe.add(Ye),He?.remove(),He=d.addLamp({position:tn(a0.x,a0.y,(F-.45)/Pe).toArray(),colour:"#ffc68a",radius:3.2,intensity:0});let An=a0.x*Pe,Xn=a0.y*Pe,Rn=Di(w).length,$n=Ze=>{if(yo(w,Ze))return 0;let Mt=Gt(w,(Ze+Rn-1)%Rn).dir,Ht=Gt(w,Ze).dir,Vt=Math.PI-Math.acos(Math.max(-1,Math.min(1,Mt.x*Ht.x+Mt.y*Ht.y)));return Math.min(3*_t,_t/Math.tan(Vt/2))};for(let Ze of Di(w)){let Mt=Gt(w,Ze),Ht=fi(w,Ze)*Pe,Vt=$n(Ze),s0=$n((Ze+1)%Rn),A0=new Et;A0.position.copy(tn(Mt.start.x,Mt.start.y)),A0.rotation.y=Xp(Mt.dir);let S0=A_(rl(w,Ze)??U1),Pt=j(S0),w0=Pt?Yp(Pt,rl(w,Ze)??U1):it(rl(w,Ze)??U1,.92);Pt||vo(w0,We?.detail.plaster,!1);let Tr=Ht+Vt+s0;w0.aoMap=jp(Tr,F,[.55,.55,.6,.35],.45),w0.aoMap.offset.set(Vt/Tr,0),w0.aoMapIntensity=1;let Ro=[],Vs=new Et,j1=new 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Tr=ce.find(Ro=>Ro.wall===Bs(w,Ze.wall));Tr?(oe.updateMatrixWorld(!0),Tr.decor.attach(w0.mesh)):ve.add(w0.mesh)}X0="",Z0(),e0(),W0()}function k1(I,N,F,q,ue,me){let ke=it("#f7f6f2",.45),Ee=q-F,Xe=me-ue;if(N.kind==="door"){Bt(I,ke,.06,Xe+.06,.015,F-.06/2,0,.0075),Bt(I,ke,.06,Xe+.06,.015,q+.06/2,0,.0075),Bt(I,ke,Ee+2*.06,.06,.015,(F+q)/2,me,.0075),Bt(I,ke,.02,Xe,_t,F+.01,0,-_t/2),Bt(I,ke,.02,Xe,_t,q-.01,0,-_t/2),Bt(I,ke,Ee,.02,_t,(F+q)/2,me-.02,-_t/2);let Re=N.hinge==="end",$e=new Et;$e.position.set(Re?q-.02:F+.02,0,N.swing==="out"?-_t:0);let ct=Ee-.04,zt=.04,Nt=Re?-1:1,Qt=it("#fbfaf7",.4);Bt($e,Qt,ct,Xe-.02,zt,Nt*ct/2,.005,(N.swing==="out"?-1:1)*zt/2);for(let Kt of[-1,1]){let x0=(N.swing==="out"?-1:1)*zt/2+Kt*(zt/2+.005);Bt($e,it("#f1efea",.45),ct*.7,(Xe-.02)*.36,.006,Nt*ct/2,.2,x0),Bt($e,it("#f1efea",.45),ct*.7,(Xe-.02)*.36,.006,Nt*ct/2,1.1,x0),Bt($e,it("#9a9a9a",.3,.9),.12,.02,.02,Nt*(ct-.1),1.02,x0+Kt*.02)}I.add($e);let 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Xe=Math.max(4,Math.round(q/.05));for(let pt=0;pt<Xe;pt++)Bt(I,Ee,.018,me-.02,ke*.6,F+(pt+.5)/Xe*q,ue+.01,ke*.35+ke*.3+.01-.01);Bt(I,Ee,q,.01,ke,F+q/2,ue+me-.01,ke/2+.005);for(let pt of[.04,q-.04])Vn(I,it("#e6e6e6",.3,.6),.012,.012,ue,F+pt,0,.05,8)}let H1=(()=>{let I=document.createElement("canvas");I.width=I.height=128;let N=I.getContext("2d");return N.filter="blur(10px)",N.fillStyle="#000",N.fillRect(22,22,84,84),new On(I)})();function q2(I){let N=N1(I);if(I.model?.url){let F=Mo(I);Kf(I.model.url).then(q=>{if(!q||m||be.get(I.id)!==N||N.userData.key!==F)return;let ue=N.children.filter(me=>me.userData.decor||me.material instanceof m0);for(let me of[...N.children])ue.includes(me)||(N.remove(me),cn(me));N.add(Zf(q,I)),he(N),ee(),d.invalidate({shadows:!0,bounce:!0}),Jn===I.id&&xt()})}if(Be)for(let F of Hp(I,Be,Cp(I))){let q=W2(Be,F.name);q&&(q.position.set(F.x,F.y,F.z),q.rotation.y=F.yaw,N.add(q))}if(he(N),N.userData.itemId=I.id,N.userData.key=Mo(I),I.kind!=="rug"){let F=new nt(new 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... 53409 bytes omitted ...
.hasRenderPass())===!1){let we=w.opaque,_e=w.transmissive;if(E.setupLights(),B.isArrayCamera){let Ie=B.cameras;if(_e.length>0)for(let Fe=0,Je=Ie.length;Fe<Je;Fe++){let et=Ie[Fe];Fn(we,_e,S,et)}Ze&&ce.render(S);for(let Fe=0,Je=Ie.length;Fe<Je;Fe++){let et=Ie[Fe];ct(w,S,et,et.viewport)}}else _e.length>0&&Fn(we,_e,S,B),Ze&&ce.render(S),ct(w,S,B)}L!==null&&z===0&&(y.updateMultisampleRenderTarget(L),y.updateRenderTargetMipmap(L)),V&&T.end(D),S.isScene===!0&&S.onAfterRender(D,S,B),ae.resetDefaultState(),I=-1,O=null,b.pop(),b.length>0?(E=b[b.length-1],y.setTextureUnits(E.state.textureUnits),ft===!0&&Se.setGlobalState(D.clippingPlanes,E.state.camera)):E=null,C.pop(),C.length>0?w=C[C.length-1]:w=null,F!==null&&F.renderEnd()};function Ue(S,B,W,V){if(S.visible===!1)return;if(S.layers.test(B.layers)){if(S.isGroup)W=S.renderOrder;else if(S.isLOD)S.autoUpdate===!0&&S.update(B);else if(S.isLightProbeGrid)E.pushLightProbeGrid(S);else if(S.isLight)E.pushLight(S),S.castShadow&&E.pushShadow(S);else if(S.isSprite){if(!S.frustumCulled||De.intersectsSprite(S)){V&&Ee.setFromMatrixPosition(S.matrixWorld).applyMatrix4(Ae);let we=oe.update(S),_e=S.material;_e.visible&&w.push(S,we,_e,W,Ee.z,null)}}else if((S.isMesh||S.isLine||S.isPoints)&&(!S.frustumCulled||De.intersectsObject(S))){let we=oe.update(S),_e=S.material;if(V&&(S.boundingSphere!==void 0?(S.boundingSphere===null&&S.computeBoundingSphere(),Ee.copy(S.boundingSphere.center)):(we.boundingSphere===null&&we.computeBoundingSphere(),Ee.copy(we.boundingSphere.center)),Ee.applyMatrix4(S.matrixWorld).applyMatrix4(Ae)),Array.isArray(_e)){let Ie=we.groups;for(let Fe=0,Je=Ie.length;Fe<Je;Fe++){let et=Ie[Fe],ke=_e[et.materialIndex];ke&&ke.visible&&w.push(S,we,ke,W,Ee.z,et)}}else _e.visible&&w.push(S,we,_e,W,Ee.z,null)}}let ye=S.children;for(let we=0,_e=ye.length;we<_e;we++)Ue(ye[we],B,W,V)}function ct(S,B,W,V){let{opaque:G,transmissive:ye,transparent:we}=S;E.setupLightsView(W),ft===!0&&Se.setGlobalState(D.clippingPlanes,W),V&&le.viewport(X.copy(V)),G.length>0&&lt(G,B,W),ye.length>0&&lt(ye,B,W),we.length>0&&lt(we,B,W),le.buffers.depth.setTest(!0),le.buffers.depth.setMask(!0),le.buffers.color.setMask(!0),le.setPolygonOffset(!1)}function Fn(S,B,W,V){if((W.isScene===!0?W.overrideMaterial:null)!==null)return;if(E.state.transmissionRenderTarget[V.id]===void 0){let ke=je.has("EXT_color_buffer_half_float")||je.has("EXT_color_buffer_float");E.state.transmissionRenderTarget[V.id]=new wn(1,1,{generateMipmaps:!0,type:ke?mi:xn,minFilter:Qn,samples:Math.max(4,ot.samples),stencilBuffer:r,resolveDepthBuffer:!1,resolveStencilBuffer:!1,colorSpace:tt.workingColorSpace})}let ye=E.state.transmissionRenderTarget[V.id],we=V.viewport||X;ye.setSize(we.z*D.transmissionResolutionScale,we.w*D.transmissionResolutionScale);let _e=D.getRenderTarget(),Ie=D.getActiveCubeFace(),Fe=D.getActiveMipmapLevel();D.setRenderTarget(ye),D.getClearColor(ne),me=D.getClearAlpha(),me<1&&D.setClearColor(16777215,.5),D.clear(),Ze&&ce.render(W);let Je=D.toneMapping;D.toneMapping=Zn;let et=V.viewport;if(V.viewport!==void 0&&(V.viewport=void 0),E.setupLightsView(V),ft===!0&&Se.setGlobalState(D.clippingPlanes,V),lt(S,W,V),y.updateMultisampleRenderTarget(ye),y.updateRenderTargetMipmap(ye),je.has("WEBGL_multisampled_render_to_texture")===!1){let ke=!1;for(let bt=0,Nt=B.length;bt<Nt;bt++){let Ft=B[bt],{object:Mt,geometry:en,material:Te,group:En}=Ft;if(Te.side===_n&&Mt.layers.test(V.layers)){let ht=Te.side;Te.side=un,Te.needsUpdate=!0,Zt(Mt,W,V,en,Te,En),Te.side=ht,Te.needsUpdate=!0,ke=!0}}ke===!0&&(y.updateMultisampleRenderTarget(ye),y.updateRenderTargetMipmap(ye))}D.setRenderTarget(_e,Ie,Fe),D.setClearColor(ne,me),et!==void 0&&(V.viewport=et),D.toneMapping=Je}function lt(S,B,W){let V=B.isScene===!0?B.overrideMaterial:null;for(let G=0,ye=S.length;G<ye;G++){let we=S[G],{object:_e,geometry:Ie,group:Fe}=we,Je=we.material;Je.allowOverride===!0&&V!==null&&(Je=V),_e.layers.test(W.layers)&&Zt(_e,B,W,Ie,Je,Fe)}}function Zt(S,B,W,V,G,ye){S.onBeforeRender(D,B,W,V,G,ye),S.modelViewMatrix.multiplyMatrices(W.matrixWorldInverse,S.matrixWorld),S.normalMatrix.getNormalMatrix(S.modelViewMatrix),G.onBeforeRender(D,B,W,V,S,ye),G.transparent===!0&&G.side===_n&&G.forceSinglePass===!1?(G.side=un,G.needsUpdate=!0,D.renderBufferDirect(W,B,V,G,S,ye),G.side=on,G.needsUpdate=!0,D.renderBufferDirect(W,B,V,G,S,ye),G.side=_n):D.renderBufferDirect(W,B,V,G,S,ye),S.onAfterRender(D,B,W,V,G,ye)}function Mn(S,B,W){B.isScene!==!0&&(B=rt);let V=A.get(S),G=E.state.lights,ye=E.state.shadowsArray,we=G.state.version,_e=fe.getParameters(S,G.state,ye,B,W,E.state.lightProbeGridArray),Ie=fe.getProgramCacheKey(_e),Fe=V.programs;V.environment=S.isMeshStandardMaterial||S.isMeshLambertMaterial||S.isMeshPhongMaterial?B.environment:null,V.fog=B.fog;let Je=S.isMeshStandardMaterial||S.isMeshLambertMaterial&&!S.envMap||S.isMeshPhongMaterial&&!S.envMap;V.envMap=H.get(S.envMap||V.environment,Je),V.envMapRotation=V.environment!==null&&S.envMap===null?B.environmentRotation:S.envMapRotation,Fe===void 0&&(S.addEventListener("dispose",wt),Fe=new Map,V.programs=Fe);let et=Fe.get(Ie);if(et!==void 0){if(V.currentProgram===et&&V.lightsStateVersion===we)return Zr(S,_e),et}else _e.uniforms=fe.getUniforms(S),F!==null&&S.isNodeMaterial&&F.build(S,W,_e),S.onBeforeCompile(_e,D),et=fe.acquireProgram(_e,Ie),Fe.set(Ie,et),V.uniforms=_e.uniforms;let ke=V.uniforms;return(!S.isShaderMaterial&&!S.isRawShaderMaterial||S.clipping===!0)&&(ke.clippingPlanes=Se.uniform),Zr(S,_e),V.needsLights=ng(S),V.lightsStateVersion=we,V.needsLights&&(ke.ambientLightColor.value=G.state.ambient,ke.lightProbe.value=G.state.probe,ke.directionalLights.value=G.state.directional,ke.directionalLightShadows.value=G.state.directionalShadow,ke.spotLights.value=G.state.spot,ke.spotLightShadows.value=G.state.spotShadow,ke.rectAreaLights.value=G.state.rectArea,ke.ltc_1.value=G.state.rectAreaLTC1,ke.ltc_2.value=G.state.rectAreaLTC2,ke.pointLights.value=G.state.point,ke.pointLightShadows.value=G.state.pointShadow,ke.hemisphereLights.value=G.state.hemi,ke.directionalShadowMatrix.value=G.state.directionalShadowMatrix,ke.spotLightMatrix.value=G.state.spotLightMatrix,ke.spotLightMap.value=G.state.spotLightMap,ke.pointShadowMatrix.value=G.state.pointShadowMatrix),V.lightProbeGrid=E.state.lightProbeGridArray.length>0,V.currentProgram=et,V.uniformsList=null,et}function ds(S){if(S.uniformsList===null){let B=S.currentProgram.getUniforms();S.uniformsList=Lr.seqWithValue(B.seq,S.uniforms)}return S.uniformsList}function Zr(S,B){let W=A.get(S);W.outputColorSpace=B.outputColorSpace,W.batching=B.batching,W.batchingColor=B.batchingColor,W.instancing=B.instancing,W.instancingColor=B.instancingColor,W.instancingMorph=B.instancingMorph,W.skinning=B.skinning,W.morphTargets=B.morphTargets,W.morphNormals=B.morphNormals,W.morphColors=B.morphColors,W.morphTargetsCount=B.morphTargetsCount,W.numClippingPlanes=B.numClippingPlanes,W.numIntersection=B.numClipIntersection,W.vertexAlphas=B.vertexAlphas,W.vertexTangents=B.vertexTangents,W.toneMapping=B.toneMapping}function Qm(S,B){if(S.length===0)return null;if(S.length===1)return S[0].texture!==null?S[0]:null;v.setFromMatrixPosition(B.matrixWorld);for(let W=0,V=S.length;W<V;W++){let G=S[W];if(G.texture!==null&&G.boundingBox.containsPoint(v))return G}return null}function eg(S,B,W,V,G){B.isScene!==!0&&(B=rt),y.resetTextureUnits();let ye=B.fog,we=V.isMeshStandardMaterial||V.isMeshLambertMaterial||V.isMeshPhongMaterial?B.environment:null,_e=L===null?D.outputColorSpace:L.isXRRenderTarget===!0?L.texture.colorSpace:tt.workingColorSpace,Ie=V.isMeshStandardMaterial||V.isMeshLambertMaterial&&!V.envMap||V.isMeshPhongMaterial&&!V.envMap,Fe=H.get(V.envMap||we,Ie),Je=V.vertexColors===!0&&!!W.attributes.color&&W.attributes.color.itemSize===4,et=!!W.attributes.tangent&&(!!V.normalMap||V.anisotropy>0),ke=!!W.morphAttributes.position,bt=!!W.morphAttributes.normal,Nt=!!W.morphAttributes.color,Ft=Zn;V.toneMapped&&(L===null||L.isXRRenderTarget===!0)&&(Ft=D.toneMapping);let Mt=W.morphAttributes.position||W.morphAttributes.normal||W.morphAttributes.color,en=Mt!==void 0?Mt.length:0,Te=A.get(V),En=E.state.lights;if(ft===!0&&(He===!0||S!==O)){let At=S===O&&V.id===I;Se.setState(V,S,At)}let ht=!1;V.version===Te.__version?(Te.needsLights&&Te.lightsStateVersion!==En.state.version||Te.outputColorSpace!==_e||G.isBatchedMesh&&Te.batching===!1||!G.isBatchedMesh&&Te.batching===!0||G.isBatchedMesh&&Te.batchingColor===!0&&G.colorTexture===null||G.isBatchedMesh&&Te.batchingColor===!1&&G.colorTexture!==null||G.isInstancedMesh&&Te.instancing===!1||!G.isInstancedMesh&&Te.instancing===!0||G.isSkinnedMesh&&Te.skinning===!1||!G.isSkinnedMesh&&Te.skinning===!0||G.isInstancedMesh&&Te.instancingColor===!0&&G.instanceColor===null||G.isInstancedMesh&&Te.instancingColor===!1&&G.instanceColor!==null||G.isInstancedMesh&&Te.instancingMorph===!0&&G.morphTexture===null||G.isInstancedMesh&&Te.instancingMorph===!1&&G.morphTexture!==null||Te.envMap!==Fe||V.fog===!0&&Te.fog!==ye||Te.numClippingPlanes!==void 0&&(Te.numClippingPlanes!==Se.numPlanes||Te.numIntersection!==Se.numIntersection)||Te.vertexAlphas!==Je||Te.vertexTangents!==et||Te.morphTargets!==ke||Te.morphNormals!==bt||Te.morphColors!==Nt||Te.toneMapping!==Ft||Te.morphTargetsCount!==en||!!Te.lightProbeGrid!=E.state.lightProbeGridArray.length>0)&&(ht=!0):(ht=!0,Te.__version=V.version);let Nn=Te.currentProgram;ht===!0&&(Nn=Mn(V,B,G),F&&V.isNodeMaterial&&F.onUpdateProgram(V,Nn,Te));let ii=!1,Bi=!1,js=!1,Et=Nn.getUniforms(),kt=Te.uniforms;if(le.useProgram(Nn.program)&&(ii=!0,Bi=!0,js=!0),V.id!==I&&(I=V.id,Bi=!0),Te.needsLights){let At=Qm(E.state.lightProbeGridArray,G);Te.lightProbeGrid!==At&&(Te.lightProbeGrid=At,Bi=!0)}if(ii||O!==S){le.buffers.depth.getReversed()&&S.reversedDepth!==!0&&(S._reversedDepth=!0,S.updateProjectionMatrix()),Et.setValue(k,"projectionMatrix",S.projectionMatrix),Et.setValue(k,"viewMatrix",S.matrixWorldInverse);let zi=Et.map.cameraPosition;zi!==void 0&&zi.setValue(k,ve.setFromMatrixPosition(S.matrixWorld)),ot.logarithmicDepthBuffer&&Et.setValue(k,"logDepthBufFC",2/(Math.log(S.far+1)/Math.LN2)),(V.isMeshPhongMaterial||V.isMeshToonMaterial||V.isMeshLambertMaterial||V.isMeshBasicMaterial||V.isMeshStandardMaterial||V.isShaderMaterial)&&Et.setValue(k,"isOrthographic",S.isOrthographicCamera===!0),O!==S&&(O=S,Bi=!0,js=!0)}if(Te.needsLights&&(En.state.directionalShadowMap.length>0&&Et.setValue(k,"directionalShadowMap",En.state.directionalShadowMap,y),En.state.spotShadowMap.length>0&&Et.setValue(k,"spotShadowMap",En.state.spotShadowMap,y),En.state.pointShadowMap.length>0&&Et.setValue(k,"pointShadowMap",En.state.pointShadowMap,y)),G.isSkinnedMesh){Et.setOptional(k,G,"bindMatrix"),Et.setOptional(k,G,"bindMatrixInverse");let At=G.skeleton;At&&(At.boneTexture===null&&At.computeBoneTexture(),Et.setValue(k,"boneTexture",At.boneTexture,y))}G.isBatchedMesh&&(Et.setOptional(k,G,"batchingTexture"),Et.setValue(k,"batchingTexture",G._matricesTexture,y),Et.setOptional(k,G,"batchingIdTexture"),Et.setValue(k,"batchingIdTexture",G._indirectTexture,y),Et.setOptional(k,G,"batchingColorTexture"),G._colorsTexture!==null&&Et.setValue(k,"batchingColorTexture",G._colorsTexture,y));let Hi=W.morphAttributes;if((Hi.position!==void 0||Hi.normal!==void 0||Hi.color!==void 0)&&Ge.update(G,W,Nn),(Bi||Te.receiveShadow!==G.receiveShadow)&&(Te.receiveShadow=G.receiveShadow,Et.setValue(k,"receiveShadow",G.receiveShadow)),(V.isMeshStandardMaterial||V.isMeshLambertMaterial||V.isMeshPhongMaterial)&&V.envMap===null&&B.environment!==null&&(kt.envMapIntensity.value=B.environmentIntensity),kt.dfgLUT!==void 0&&(kt.dfgLUT.value=Ky()),Bi){if(Et.setValue(k,"toneMappingExposure",D.toneMappingExposure),Te.needsLights&&tg(kt,js),ye&&V.fog===!0&&q.refreshFogUniforms(kt,ye),q.refreshMaterialUniforms(kt,V,Le,We,E.state.transmissionRenderTarget[S.id]),Te.needsLights&&Te.lightProbeGrid){let At=Te.lightProbeGrid;kt.probesSH.value=At.texture,kt.probesMin.value.copy(At.boundingBox.min),kt.probesMax.value.copy(At.boundingBox.max),kt.probesResolution.value.copy(At.resolution)}Lr.upload(k,ds(Te),kt,y)}if(V.isShaderMaterial&&V.uniformsNeedUpdate===!0&&(Lr.upload(k,ds(Te),kt,y),V.uniformsNeedUpdate=!1),V.isSpriteMaterial&&Et.setValue(k,"center",G.center),Et.setValue(k,"modelViewMatrix",G.modelViewMatrix),Et.setValue(k,"normalMatrix",G.normalMatrix),Et.setValue(k,"modelMatrix",G.matrixWorld),V.uniformsGroups!==void 0){let At=V.uniformsGroups;for(let zi=0,Xs=At.length;zi<Xs;zi++){let xd=At[zi];J.update(xd,Nn),J.bind(xd,Nn)}}return Nn}function tg(S,B){S.ambientLightColor.needsUpdate=B,S.lightProbe.needsUpdate=B,S.directionalLights.needsUpdate=B,S.directionalLightShadows.needsUpdate=B,S.pointLights.needsUpdate=B,S.pointLightShadows.needsUpdate=B,S.spotLights.needsUpdate=B,S.spotLightShadows.needsUpdate=B,S.rectAreaLights.needsUpdate=B,S.hemisphereLights.needsUpdate=B}function ng(S){return S.isMeshLambertMaterial||S.isMeshToonMaterial||S.isMeshPhongMaterial||S.isMeshStandardMaterial||S.isShadowMaterial||S.isShaderMaterial&&S.lights===!0}this.getActiveCubeFace=function(){return U},this.getActiveMipmapLevel=function(){return z},this.getRenderTarget=function(){return L},this.setRenderTargetTextures=function(S,B,W){let V=A.get(S);V.__autoAllocateDepthBuffer=S.resolveDepthBuffer===!1,V.__autoAllocateDepthBuffer===!1&&(V.__useRenderToTexture=!1),A.get(S.texture).__webglTexture=B,A.get(S.depthTexture).__webglTexture=V.__autoAllocateDepthBuffer?void 0:W,V.__hasExternalTextures=!0},this.setRenderTargetFramebuffer=function(S,B){let W=A.get(S);W.__webglFramebuffer=B,W.__useDefaultFramebuffer=B===void 0};let ig=k.createFramebuffer();this.setRenderTarget=function(S,B=0,W=0){L=S,U=B,z=W;let V=null,G=!1,ye=!1;if(S){let _e=A.get(S);if(_e.__useDefaultFramebuffer!==void 0){le.bindFramebuffer(k.FRAMEBUFFER,_e.__webglFramebuffer),X.copy(S.viewport),K.copy(S.scissor),Q=S.scissorTest,le.viewport(X),le.scissor(K),le.setScissorTest(Q),I=-1;return}else if(_e.__webglFramebuffer===void 0)y.setupRenderTarget(S);else if(_e.__hasExternalTextures)y.rebindTextures(S,A.get(S.texture).__webglTexture,A.get(S.depthTexture).__webglTexture);else if(S.depthBuffer){let Je=S.depthTexture;if(_e.__boundDepthTexture!==Je){if(Je!==null&&A.has(Je)&&(S.width!==Je.image.width||S.height!==Je.image.height))throw new Error("WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.");y.setupDepthRenderbuffer(S)}}let Ie=S.texture;(Ie.isData3DTexture||Ie.isDataArrayTexture||Ie.isCompressedArrayTexture)&&(ye=!0);let Fe=A.get(S).__webglFramebuffer;S.isWebGLCubeRenderTarget?(Array.isArray(Fe[B])?V=Fe[B][W]:V=Fe[B],G=!0):S.samples>0&&y.useMultisampledRTT(S)===!1?V=A.get(S).__webglMultisampledFramebuffer:Array.isArray(Fe)?V=Fe[W]:V=Fe,X.copy(S.viewport),K.copy(S.scissor),Q=S.scissorTest}else X.copy(re).multiplyScalar(Le).floor(),K.copy(Re).multiplyScalar(Le).floor(),Q=Ne;if(W!==0&&(V=ig),le.bindFramebuffer(k.FRAMEBUFFER,V)&&le.drawBuffers(S,V),le.viewport(X),le.scissor(K),le.setScissorTest(Q),G){let _e=A.get(S.texture);k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0,k.TEXTURE_CUBE_MAP_POSITIVE_X+B,_e.__webglTexture,W)}else if(ye){let _e=B;for(let Ie=0;Ie<S.textures.length;Ie++){let Fe=A.get(S.textures[Ie]);k.framebufferTextureLayer(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0+Ie,Fe.__webglTexture,W,_e)}}else if(S!==null&&W!==0){let _e=A.get(S.texture);k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0,k.TEXTURE_2D,_e.__webglTexture,W)}I=-1},this.readRenderTargetPixels=function(S,B,W,V,G,ye,we,_e=0){if(!(S&&S.isWebGLRenderTarget)){ze("WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");return}let Ie=A.get(S).__webglFramebuffer;if(S.isWebGLCubeRenderTarget&&we!==void 0&&(Ie=Ie[we]),Ie){le.bindFramebuffer(k.FRAMEBUFFER,Ie);try{let Fe=S.textures[_e],Je=Fe.format,et=Fe.type;if(S.textures.length>1&&k.readBuffer(k.COLOR_ATTACHMENT0+_e),!ot.textureFormatReadable(Je)){ze("WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");return}if(!ot.textureTypeReadable(et)){ze("WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");return}B>=0&&B<=S.width-V&&W>=0&&W<=S.height-G&&k.readPixels(B,W,V,G,N.convert(Je),N.convert(et),ye)}finally{let Fe=L!==null?A.get(L).__webglFramebuffer:null;le.bindFramebuffer(k.FRAMEBUFFER,Fe)}}},this.readRenderTargetPixelsAsync=async function(S,B,W,V,G,ye,we,_e=0){if(!(S&&S.isWebGLRenderTarget))throw new Error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let Ie=A.get(S).__webglFramebuffer;if(S.isWebGLCubeRenderTarget&&we!==void 0&&(Ie=Ie[we]),Ie)if(B>=0&&B<=S.width-V&&W>=0&&W<=S.height-G){le.bindFramebuffer(k.FRAMEBUFFER,Ie);let Fe=S.textures[_e],Je=Fe.format,et=Fe.type;if(S.textures.length>1&&k.readBuffer(k.COLOR_ATTACHMENT0+_e),!ot.textureFormatReadable(Je))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.");if(!ot.textureTypeReadable(et))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.");let ke=k.createBuffer();k.bindBuffer(k.PIXEL_PACK_BUFFER,ke),k.bufferData(k.PIXEL_PACK_BUFFER,ye.byteLength,k.STREAM_READ),k.readPixels(B,W,V,G,N.convert(Je),N.convert(et),0);let bt=L!==null?A.get(L).__webglFramebuffer:null;le.bindFramebuffer(k.FRAMEBUFFER,bt);let Nt=k.fenceSync(k.SYNC_GPU_COMMANDS_COMPLETE,0);return k.flush(),await Hf(k,Nt,4),k.bindBuffer(k.PIXEL_PACK_BUFFER,ke),k.getBufferSubData(k.PIXEL_PACK_BUFFER,0,ye),k.deleteBuffer(ke),k.deleteSync(Nt),ye}else throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.")},this.copyFramebufferToTexture=function(S,B=null,W=0){let V=Math.pow(2,-W),G=Math.floor(S.image.width*V),ye=Math.floor(S.image.height*V),we=B!==null?B.x:0,_e=B!==null?B.y:0;y.setTexture2D(S,0),k.copyTexSubImage2D(k.TEXTURE_2D,W,0,0,we,_e,G,ye),le.unbindTexture()};let sg=k.createFramebuffer(),rg=k.createFramebuffer();this.copyTextureToTexture=function(S,B,W=null,V=null,G=0,ye=0){let we,_e,Ie,Fe,Je,et,ke,bt,Nt,Ft=S.isCompressedTexture?S.mipmaps[ye]:S.image;if(W!==null)we=W.max.x-W.min.x,_e=W.max.y-W.min.y,Ie=W.isBox3?W.max.z-W.min.z:1,Fe=W.min.x,Je=W.min.y,et=W.isBox3?W.min.z:0;else{let kt=Math.pow(2,-G);we=Math.floor(Ft.width*kt),_e=Math.floor(Ft.height*kt),S.isDataArrayTexture?Ie=Ft.depth:S.isData3DTexture?Ie=Math.floor(Ft.depth*kt):Ie=1,Fe=0,Je=0,et=0}V!==null?(ke=V.x,bt=V.y,Nt=V.z):(ke=0,bt=0,Nt=0);let Mt=N.convert(B.format),en=N.convert(B.type),Te;B.isData3DTexture?(y.setTexture3D(B,0),Te=k.TEXTURE_3D):B.isDataArrayTexture||B.isCompressedArrayTexture?(y.setTexture2DArray(B,0),Te=k.TEXTURE_2D_ARRAY):(y.setTexture2D(B,0),Te=k.TEXTURE_2D),le.activeTexture(k.TEXTURE0),le.pixelStorei(k.UNPACK_FLIP_Y_WEBGL,B.flipY),le.pixelStorei(k.UNPACK_PREMULTIPLY_ALPHA_WEBGL,B.premultiplyAlpha),le.pixelStorei(k.UNPACK_ALIGNMENT,B.unpackAlignment);let En=le.getParameter(k.UNPACK_ROW_LENGTH),ht=le.getParameter(k.UNPACK_IMAGE_HEIGHT),Nn=le.getParameter(k.UNPACK_SKIP_PIXELS),ii=le.getParameter(k.UNPACK_SKIP_ROWS),Bi=le.getParameter(k.UNPACK_SKIP_IMAGES);le.pixelStorei(k.UNPACK_ROW_LENGTH,Ft.width),le.pixelStorei(k.UNPACK_IMAGE_HEIGHT,Ft.height),le.pixelStorei(k.UNPACK_SKIP_PIXELS,Fe),le.pixelStorei(k.UNPACK_SKIP_ROWS,Je),le.pixelStorei(k.UNPACK_SKIP_IMAGES,et);let js=S.isDataArrayTexture||S.isData3DTexture,Et=B.isDataArrayTexture||B.isData3DTexture;if(S.isDepthTexture){let kt=A.get(S),Hi=A.get(B),At=A.get(kt.__renderTarget),zi=A.get(Hi.__renderTarget);le.bindFramebuffer(k.READ_FRAMEBUFFER,At.__webglFramebuffer),le.bindFramebuffer(k.DRAW_FRAMEBUFFER,zi.__webglFramebuffer);for(let Xs=0;Xs<Ie;Xs++)js&&(k.framebufferTextureLayer(k.READ_FRAMEBUFFER,k.COLOR_ATTACHMENT0,A.get(S).__webglTexture,G,et+Xs),k.framebufferTextureLayer(k.DRAW_FRAMEBUFFER,k.COLOR_ATTACHMENT0,A.get(B).__webglTexture,ye,Nt+Xs)),k.blitFramebuffer(Fe,Je,we,_e,ke,bt,we,_e,k.DEPTH_BUFFER_BIT,k.NEAREST);le.bindFramebuffer(k.READ_FRAMEBUFFER,null),le.bindFramebuffer(k.DRAW_FRAMEBUFFER,null)}else if(G!==0||S.isRenderTargetTexture||A.has(S)){let kt=A.get(S),Hi=A.get(B);le.bindFramebuffer(k.READ_FRAMEBUFFER,sg),le.bindFramebuffer(k.DRAW_FRAMEBUFFER,rg);for(let At=0;At<Ie;At++)js?k.framebufferTextureLayer(k.READ_FRAMEBUFFER,k.COLOR_ATTACHMENT0,kt.__webglTexture,G,et+At):k.framebufferTexture2D(k.READ_FRAMEBUFFER,k.COLOR_ATTACHMENT0,k.TEXTURE_2D,kt.__webglTexture,G),Et?k.framebufferTextureLayer(k.DRAW_FRAMEBUFFER,k.COLOR_ATTACHMENT0,Hi.__webglTexture,ye,Nt+At):k.framebufferTexture2D(k.DRAW_FRAMEBUFFER,k.COLOR_ATTACHMENT0,k.TEXTURE_2D,Hi.__webglTexture,ye),G!==0?k.blitFramebuffer(Fe,Je,we,_e,ke,bt,we,_e,k.COLOR_BUFFER_BIT,k.NEAREST):Et?k.copyTexSubImage3D(Te,ye,ke,bt,Nt+At,Fe,Je,we,_e):k.copyTexSubImage2D(Te,ye,ke,bt,Fe,Je,we,_e);le.bindFramebuffer(k.READ_FRAMEBUFFER,null),le.bindFramebuffer(k.DRAW_FRAMEBUFFER,null)}else Et?S.isDataTexture||S.isData3DTexture?k.texSubImage3D(Te,ye,ke,bt,Nt,we,_e,Ie,Mt,en,Ft.data):B.isCompressedArrayTexture?k.compressedTexSubImage3D(Te,ye,ke,bt,Nt,we,_e,Ie,Mt,Ft.data):k.texSubImage3D(Te,ye,ke,bt,Nt,we,_e,Ie,Mt,en,Ft):S.isDataTexture?k.texSubImage2D(k.TEXTURE_2D,ye,ke,bt,we,_e,Mt,en,Ft.data):S.isCompressedTexture?k.compressedTexSubImage2D(k.TEXTURE_2D,ye,ke,bt,Ft.width,Ft.height,Mt,Ft.data):k.texSubImage2D(k.TEXTURE_2D,ye,ke,bt,we,_e,Mt,en,Ft);le.pixelStorei(k.UNPACK_ROW_LENGTH,En),le.pixelStorei(k.UNPACK_IMAGE_HEIGHT,ht),le.pixelStorei(k.UNPACK_SKIP_PIXELS,Nn),le.pixelStorei(k.UNPACK_SKIP_ROWS,ii),le.pixelStorei(k.UNPACK_SKIP_IMAGES,Bi),ye===0&&B.generateMipmaps&&k.generateMipmap(Te),le.unbindTexture()},this.initRenderTarget=function(S){A.get(S).__webglFramebuffer===void 0&&y.setupRenderTarget(S)},this.initTexture=function(S){S.isCubeTexture?y.setTextureCube(S,0):S.isData3DTexture?y.setTexture3D(S,0):S.isDataArrayTexture||S.isCompressedArrayTexture?y.setTexture2DArray(S,0):y.setTexture2D(S,0),le.unbindTexture()},this.resetState=function(){U=0,z=0,L=null,le.reset(),ae.reset()},typeof __THREE_DEVTOOLS__<"u"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}get coordinateSystem(){return Kn}get outputColorSpace(){return this._outputColorSpace}set outputColorSpace(e){this._outputColorSpace=e;let t=this.getContext();t.drawingBufferColorSpace=tt._getDrawingBufferColorSpace(e),t.unpackColorSpace=tt._getUnpackColorSpace()}};var vp={type:"change"},cu={type:"start"},Ep={type:"end"},dl=new ci,Mp=new Un,Yy=Math.cos(70*qa.DEG2RAD),Jt=new R,yn=2*Math.PI,yt={NONE:-1,ROTATE:0,DOLLY:1,PAN:2,TOUCH_ROTATE:3,TOUCH_PAN:4,TOUCH_DOLLY_PAN:5,TOUCH_DOLLY_ROTATE:6},ou=1e-6,fl=class extends Fa{constructor(e,t=null){super(e,t),this.state=yt.NONE,this.target=new R,this.cursor=new R,this.minDistance=0,this.maxDistance=1/0,this.minZoom=0,this.maxZoom=1/0,this.minTargetRadius=0,this.maxTargetRadius=1/0,this.minPolarAngle=0,this.maxPolarAngle=Math.PI,this.minAzimuthAngle=-1/0,this.maxAzimuthAngle=1/0,this.enableDamping=!1,this.dampingFactor=.05,this.enableZoom=!0,this.zoomSpeed=1,this.enableRotate=!0,this.rotateSpeed=1,this.keyRotateSpeed=1,this.enablePan=!0,this.panSpeed=1,this.screenSpacePanning=!0,this.keyPanSpeed=7,this.zoomToCursor=!1,this.autoRotate=!1,this.autoRotateSpeed=2,this.keys={LEFT:"ArrowLeft",UP:"ArrowUp",RIGHT:"ArrowRight",BOTTOM:"ArrowDown"},this.mouseButtons={LEFT:Zi.ROTATE,MIDDLE:Zi.DOLLY,RIGHT:Zi.PAN},this.touches={ONE:Qi.ROTATE,TWO:Qi.DOLLY_PAN},this.target0=this.target.clone(),this.position0=this.object.position.clone(),this.zoom0=this.object.zoom,this._cursorStyle="auto",this._domElementKeyEvents=null,this._lastPosition=new R,this._lastQuaternion=new xe,this._lastTargetPosition=new R,this._quat=new xe().setFromUnitVectors(e.up,new R(0,1,0)),this._quatInverse=this._quat.clone().invert(),this._spherical=new Tr,this._sphericalDelta=new Tr,this._scale=1,this._panOffset=new R,this._rotateStart=new Ve,this._rotateEnd=new Ve,this._rotateDelta=new Ve,this._panStart=new Ve,this._panEnd=new Ve,this._panDelta=new Ve,this._dollyStart=new Ve,this._dollyEnd=new Ve,this._dollyDelta=new Ve,this._dollyDirection=new R,this._mouse=new Ve,this._performCursorZoom=!1,this._pointers=[],this._pointerPositions={},this._controlActive=!1,this._onPointerMove=$y.bind(this),this._onPointerDown=Jy.bind(this),this._onPointerUp=Zy.bind(this),this._onContextMenu=rv.bind(this),this._onMouseWheel=tv.bind(this),this._onKeyDown=nv.bind(this),this._onTouchStart=iv.bind(this),this._onTouchMove=sv.bind(this),this._onMouseDown=Qy.bind(this),this._onMouseMove=ev.bind(this),this._interceptControlDown=av.bind(this),this._interceptControlUp=ov.bind(this),this.domElement!==null&&this.connect(this.domElement),this.update()}set cursorStyle(e){this._cursorStyle=e,e==="grab"?this.domElement.style.cursor="grab":this.domElement.style.cursor="auto"}get cursorStyle(){return this._cursorStyle}connect(e){super.connect(e),this.domElement.addEventListener("pointerdown",this._onPointerDown),this.domElement.addEventListener("pointercancel",this._onPointerUp),this.domElement.addEventListener("contextmenu",this._onContextMenu),this.domElement.addEventListener("wheel",this._onMouseWheel,{passive:!1}),this.domElement.getRootNode().addEventListener("keydown",this._interceptControlDown,{passive:!0,capture:!0}),this.domElement.style.touchAction="none"}disconnect(){this.domElement.removeEventListener("pointerdown",this._onPointerDown),this.domElement.ownerDocument.removeEventListener("pointermove",this._onPointerMove),this.domElement.ownerDocument.removeEventListener("pointerup",this._onPointerUp),this.domElement.removeEventListener("pointercancel",this._onPointerUp),this.domElement.removeEventListener("wheel",this._onMouseWheel),this.domElement.removeEventListener("contextmenu",this._onContextMenu),this.stopListenToKeyEvents(),this.domElement.getRootNode().removeEventListener("keydown",this._interceptControlDown,{capture:!0}),this.domElement.style.touchAction=""}dispose(){this.disconnect()}getPolarAngle(){return this._spherical.phi}getAzimuthalAngle(){return this._spherical.theta}getDistance(){return this.object.position.distanceTo(this.target)}listenToKeyEvents(e){e.addEventListener("keydown",this._onKeyDown),this._domElementKeyEvents=e}stopListenToKeyEvents(){this._domElementKeyEvents!==null&&(this._domElementKeyEvents.removeEventListener("keydown",this._onKeyDown),this._domElementKeyEvents=null)}saveState(){this.target0.copy(this.target),this.position0.copy(this.object.position),this.zoom0=this.object.zoom}reset(){this.target.copy(this.target0),this.object.position.copy(this.position0),this.object.zoom=this.zoom0,this.object.updateProjectionMatrix(),this.dispatchEvent(vp),this.update(),this.state=yt.NONE}pan(e,t){this._pan(e,t),this.update()}dollyIn(e){this._dollyIn(e),this.update()}dollyOut(e){this._dollyOut(e),this.update()}rotateLeft(e){this._rotateLeft(e),this.update()}rotateUp(e){this._rotateUp(e),this.update()}update(e=null){let t=this.object.position;Jt.copy(t).sub(this.target),Jt.applyQuaternion(this._quat),this._spherical.setFromVector3(Jt),this.autoRotate&&this.state===yt.NONE&&this._rotateLeft(this._getAutoRotationAngle(e)),this.enableDamping?(this._spherical.theta+=this._sphericalDelta.theta*this.dampingFactor,this._spherical.phi+=this._sphericalDelta.phi*this.dampingFactor):(this._spherical.theta+=this._sphericalDelta.theta,this._spherical.phi+=this._sphericalDelta.phi);let n=this.minAzimuthAngle,s=this.maxAzimuthAngle;isFinite(n)&&isFinite(s)&&(n<-Math.PI?n+=yn:n>Math.PI&&(n-=yn),s<-Math.PI?s+=yn:s>Math.PI&&(s-=yn),n<=s?this._spherical.theta=Math.max(n,Math.min(s,this._spherical.theta)):this._spherical.theta=this._spherical.theta>(n+s)/2?Math.max(n,this._spherical.theta):Math.min(s,this._spherical.theta)),this._spherical.phi=Math.max(this.minPolarAngle,Math.min(this.maxPolarAngle,this._spherical.phi)),this._spherical.makeSafe(),this.enableDamping===!0?this.target.addScaledVector(this._panOffset,this.dampingFactor):this.target.add(this._panOffset),this.target.sub(this.cursor),this.target.clampLength(this.minTargetRadius,this.maxTargetRadius),this.target.add(this.cursor);let r=!1;if(this.zoomToCursor&&this._performCursorZoom||this.object.isOrthographicCamera)this._spherical.radius=this._clampDistance(this._spherical.radius);else{let a=this._spherical.radius;this._spherical.radius=this._clampDistance(this._spherical.radius*this._scale),r=a!=this._spherical.radius}if(Jt.setFromSpherical(this._spherical),Jt.applyQuaternion(this._quatInverse),t.copy(this.target).add(Jt),this.object.lookAt(this.target),this.enableDamping===!0?(this._sphericalDelta.theta*=1-this.dampingFactor,this._sphericalDelta.phi*=1-this.dampingFactor,this._panOffset.multiplyScalar(1-this.dampingFactor)):(this._sphericalDelta.set(0,0,0),this._panOffset.set(0,0,0)),this.zoomToCursor&&this._performCursorZoom){let a=null;if(this.object.isPerspectiveCamera){let o=Jt.length();a=this._clampDistance(o*this._scale);let l=o-a;this.object.position.addScaledVector(this._dollyDirection,l),this.object.updateMatrixWorld(),r=!!l}else if(this.object.isOrthographicCamera){let o=new R(this._mouse.x,this._mouse.y,0);o.unproject(this.object);let l=this.object.zoom;this.object.zoom=Math.max(this.minZoom,Math.min(this.maxZoom,this.object.zoom/this._scale)),this.object.updateProjectionMatrix(),r=l!==this.object.zoom;let c=new R(this._mouse.x,this._mouse.y,0);c.unproject(this.object),this.object.position.sub(c).add(o),this.object.updateMatrixWorld(),a=Jt.length()}else console.warn("WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled."),this.zoomToCursor=!1;a!==null&&(this.screenSpacePanning?this.target.set(0,0,-1).transformDirection(this.object.matrix).multiplyScalar(a).add(this.object.position):(dl.origin.copy(this.object.position),dl.direction.set(0,0,-1).transformDirection(this.object.matrix),Math.abs(this.object.up.dot(dl.direction))<Yy?this.object.lookAt(this.target):(Mp.setFromNormalAndCoplanarPoint(this.object.up,this.target),dl.intersectPlane(Mp,this.target))))}else if(this.object.isOrthographicCamera){let a=this.object.zoom;this.object.zoom=Math.max(this.minZoom,Math.min(this.maxZoom,this.object.zoom/this._scale)),a!==this.object.zoom&&(this.object.updateProjectionMatrix(),r=!0)}return this._scale=1,this._performCursorZoom=!1,r||this._lastPosition.distanceToSquared(this.object.position)>ou||8*(1-this._lastQuaternion.dot(this.object.quaternion))>ou||this._lastTargetPosition.distanceToSquared(this.target)>ou?(this.dispatchEvent(vp),this._lastPosition.copy(this.object.position),this._lastQuaternion.copy(this.object.quaternion),this._lastTargetPosition.copy(this.target),!0):!1}_getAutoRotationAngle(e){return e!==null?yn/60*this.autoRotateSpeed*e:yn/60/60*this.autoRotateSpeed}_getZoomScale(e){let t=Math.abs(e*.01);return Math.pow(.95,this.zoomSpeed*t)}_rotateLeft(e){this._sphericalDelta.theta-=e}_rotateUp(e){this._sphericalDelta.phi-=e}_panLeft(e,t){Jt.setFromMatrixColumn(t,0),Jt.multiplyScalar(-e),this._panOffset.add(Jt)}_panUp(e,t){this.screenSpacePanning===!0?Jt.setFromMatrixColumn(t,1):(Jt.setFromMatrixColumn(t,0),Jt.crossVectors(this.object.up,Jt)),Jt.multiplyScalar(e),this._panOffset.add(Jt)}_pan(e,t){let n=this.domElement;if(this.object.isPerspectiveCamera){let s=this.object.position;Jt.copy(s).sub(this.target);let r=Jt.length();r*=Math.tan(this.object.fov/2*Math.PI/180),this._panLeft(2*e*r/n.clientHeight,this.object.matrix),this._panUp(2*t*r/n.clientHeight,this.object.matrix)}else this.object.isOrthographicCamera?(this._panLeft(e*(this.object.right-this.object.left)/this.object.zoom/n.clientWidth,this.object.matrix),this._panUp(t*(this.object.top-this.object.bottom)/this.object.zoom/n.clientHeight,this.object.matrix)):(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - pan disabled."),this.enablePan=!1)}_dollyOut(e){this.object.isPerspectiveCamera||this.object.isOrthographicCamera?this._scale/=e:(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),this.enableZoom=!1)}_dollyIn(e){this.object.isPerspectiveCamera||this.object.isOrthographicCamera?this._scale*=e:(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),this.enableZoom=!1)}_updateZoomParameters(e,t){if(!this.zoomToCursor)return;this._performCursorZoom=!0;let n=this.domElement.getBoundingClientRect(),s=e-n.left,r=t-n.top,a=n.width,o=n.height;this._mouse.x=s/a*2-1,this._mouse.y=-(r/o)*2+1,this._dollyDirection.set(this._mouse.x,this._mouse.y,1).unproject(this.object).sub(this.object.position).normalize()}_clampDistance(e){return Math.max(this.minDistance,Math.min(this.maxDistance,e))}_handleMouseDownRotate(e){this._rotateStart.set(e.clientX,e.clientY)}_handleMouseDownDolly(e){this._updateZoomParameters(e.clientX,e.clientX),this._dollyStart.set(e.clientX,e.clientY)}_handleMouseDownPan(e){this._panStart.set(e.clientX,e.clientY)}_handleMouseMoveRotate(e){this._rotateEnd.set(e.clientX,e.clientY),this._rotateDelta.subVectors(this._rotateEnd,this._rotateStart).multiplyScalar(this.rotateSpeed);let t=this.domElement;this._rotateLeft(yn*this._rotateDelta.x/t.clientHeight),this._rotateUp(yn*this._rotateDelta.y/t.clientHeight),this._rotateStart.copy(this._rotateEnd),this.update()}_handleMouseMoveDolly(e){this._dollyEnd.set(e.clientX,e.clientY),this._dollyDelta.subVectors(this._dollyEnd,this._dollyStart),this._dollyDelta.y>0?this._dollyOut(this._getZoomScale(this._dollyDelta.y)):this._dollyDelta.y<0&&this._dollyIn(this._getZoomScale(this._dollyDelta.y)),this._dollyStart.copy(this._dollyEnd),this.update()}_handleMouseMovePan(e){this._panEnd.set(e.clientX,e.clientY),this._panDelta.subVectors(this._panEnd,this._panStart).multiplyScalar(this.panSpeed),this._pan(this._panDelta.x,this._panDelta.y),this._panStart.copy(this._panEnd),this.update()}_handleMouseWheel(e){this._updateZoomParameters(e.clientX,e.clientY),e.deltaY<0?this._dollyIn(this._getZoomScale(e.deltaY)):e.deltaY>0&&this._dollyOut(this._getZoomScale(e.deltaY)),this.update()}_handleKeyDown(e){let t=!1;switch(e.code){case this.keys.UP:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateUp(yn*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(0,this.keyPanSpeed),t=!0;break;case this.keys.BOTTOM:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateUp(-yn*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(0,-this.keyPanSpeed),t=!0;break;case this.keys.LEFT:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateLeft(yn*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(this.keyPanSpeed,0),t=!0;break;case this.keys.RIGHT:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateLeft(-yn*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(-this.keyPanSpeed,0),t=!0;break}t&&(e.preventDefault(),this.update())}_handleTouchStartRotate(e){if(this._pointers.length===1)this._rotateStart.set(e.pageX,e.pageY);else{let t=this._getSecondPointerPosition(e),n=.5*(e.pageX+t.x),s=.5*(e.pageY+t.y);this._rotateStart.set(n,s)}}_handleTouchStartPan(e){if(this._pointers.length===1)this._panStart.set(e.pageX,e.pageY);else{let t=this._getSecondPointerPosition(e),n=.5*(e.pageX+t.x),s=.5*(e.pageY+t.y);this._panStart.set(n,s)}}_handleTouchStartDolly(e){let t=this._getSecondPointerPosition(e),n=e.pageX-t.x,s=e.pageY-t.y,r=Math.sqrt(n*n+s*s);this._dollyStart.set(0,r)}_handleTouchStartDollyPan(e){this.enableZoom&&this._handleTouchStartDolly(e),this.enablePan&&this._handleTouchStartPan(e)}_handleTouchStartDollyRotate(e){this.enableZoom&&this._handleTouchStartDolly(e),this.enableRotate&&this._handleTouchStartRotate(e)}_handleTouchMoveRotate(e){if(this._pointers.length==1)this._rotateEnd.set(e.pageX,e.pageY);else{let n=this._getSecondPointerPosition(e),s=.5*(e.pageX+n.x),r=.5*(e.pageY+n.y);this._rotateEnd.set(s,r)}this._rotateDelta.subVectors(this._rotateEnd,this._rotateStart).multiplyScalar(this.rotateSpeed);let t=this.domElement;this._rotateLeft(yn*this._rotateDelta.x/t.clientHeight),this._rotateUp(yn*this._rotateDelta.y/t.clientHeight),this._rotateStart.copy(this._rotateEnd)}_handleTouchMovePan(e){if(this._pointers.length===1)this._panEnd.set(e.pageX,e.pageY);else{let t=this._getSecondPointerPosition(e),n=.5*(e.pageX+t.x),s=.5*(e.pageY+t.y);this._panEnd.set(n,s)}this._panDelta.subVectors(this._panEnd,this._panStart).multiplyScalar(this.panSpeed),this._pan(this._panDelta.x,this._panDelta.y),this._panStart.copy(this._panEnd)}_handleTouchMoveDolly(e){let t=this._getSecondPointerPosition(e),n=e.pageX-t.x,s=e.pageY-t.y,r=Math.sqrt(n*n+s*s);this._dollyEnd.set(0,r),this._dollyDelta.set(0,Math.pow(this._dollyEnd.y/this._dollyStart.y,this.zoomSpeed)),this._dollyOut(this._dollyDelta.y),this._dollyStart.copy(this._dollyEnd);let a=(e.pageX+t.x)*.5,o=(e.pageY+t.y)*.5;this._updateZoomParameters(a,o)}_handleTouchMoveDollyPan(e){this.enableZoom&&this._handleTouchMoveDolly(e),this.enablePan&&this._handleTouchMovePan(e)}_handleTouchMoveDollyRotate(e){this.enableZoom&&this._handleTouchMoveDolly(e),this.enableRotate&&this._handleTouchMoveRotate(e)}_addPointer(e){this._pointers.push(e.pointerId)}_removePointer(e){delete this._pointerPositions[e.pointerId];for(let t=0;t<this._pointers.length;t++)if(this._pointers[t]==e.pointerId){this._pointers.splice(t,1);return}}_isTrackingPointer(e){for(let t=0;t<this._pointers.length;t++)if(this._pointers[t]==e.pointerId)return!0;return!1}_trackPointer(e){let t=this._pointerPositions[e.pointerId];t===void 0&&(t=new Ve,this._pointerPositions[e.pointerId]=t),t.set(e.pageX,e.pageY)}_getSecondPointerPosition(e){let t=e.pointerId===this._pointers[0]?this._pointers[1]:this._pointers[0];return this._pointerPositions[t]}_customWheelEvent(e){let t=e.deltaMode,n={clientX:e.clientX,clientY:e.clientY,deltaY:e.deltaY};switch(t){case 1:n.deltaY*=16;break;case 2:n.deltaY*=100;break}return e.ctrlKey&&!this._controlActive&&(n.deltaY*=10),n}};function Jy(i){this.enabled!==!1&&(this._pointers.length===0&&(this.domElement.setPointerCapture(i.pointerId),this.domElement.ownerDocument.addEventListener("pointermove",this._onPointerMove),this.domElement.ownerDocument.addEventListener("pointerup",this._onPointerUp)),!this._isTrackingPointer(i)&&(this._addPointer(i),i.pointerType==="touch"?this._onTouchStart(i):this._onMouseDown(i),this._cursorStyle==="grab"&&(this.domElement.style.cursor="grabbing")))}function $y(i){this.enabled!==!1&&(i.pointerType==="touch"?this._onTouchMove(i):this._onMouseMove(i))}function Zy(i){switch(this._removePointer(i),this._pointers.length){case 0:this.domElement.releasePointerCapture(i.pointerId),this.domElement.ownerDocument.removeEventListener("pointermove",this._onPointerMove),this.domElement.ownerDocument.removeEventListener("pointerup",this._onPointerUp),this.dispatchEvent(Ep),this.state=yt.NONE,this._cursorStyle==="grab"&&(this.domElement.style.cursor="grab");break;case 1:let e=this._pointers[0],t=this._pointerPositions[e];this._onTouchStart({pointerId:e,pageX:t.x,pageY:t.y});break}}function Qy(i){let e;switch(i.button){case 0:e=this.mouseButtons.LEFT;break;case 1:e=this.mouseButtons.MIDDLE;break;case 2:e=this.mouseButtons.RIGHT;break;default:e=-1}switch(e){case Zi.DOLLY:if(this.enableZoom===!1)return;this._handleMouseDownDolly(i),this.state=yt.DOLLY;break;case Zi.ROTATE:if(i.ctrlKey||i.metaKey||i.shiftKey){if(this.enablePan===!1)return;this._handleMouseDownPan(i),this.state=yt.PAN}else{if(this.enableRotate===!1)return;this._handleMouseDownRotate(i),this.state=yt.ROTATE}break;case Zi.PAN:if(i.ctrlKey||i.metaKey||i.shiftKey){if(this.enableRotate===!1)return;this._handleMouseDownRotate(i),this.state=yt.ROTATE}else{if(this.enablePan===!1)return;this._handleMouseDownPan(i),this.state=yt.PAN}break;default:this.state=yt.NONE}this.state!==yt.NONE&&this.dispatchEvent(cu)}function ev(i){switch(this.state){case yt.ROTATE:if(this.enableRotate===!1)return;this._handleMouseMoveRotate(i);break;case yt.DOLLY:if(this.enableZoom===!1)return;this._handleMouseMoveDolly(i);break;case yt.PAN:if(this.enablePan===!1)return;this._handleMouseMovePan(i);break}}function tv(i){this.enabled===!1||this.enableZoom===!1||this.state!==yt.NONE||(i.preventDefault(),this.dispatchEvent(cu),this._handleMouseWheel(this._customWheelEvent(i)),this.dispatchEvent(Ep))}function nv(i){this.enabled!==!1&&this._handleKeyDown(i)}function iv(i){switch(this._trackPointer(i),this._pointers.length){case 1:switch(this.touches.ONE){case Qi.ROTATE:if(this.enableRotate===!1)return;this._handleTouchStartRotate(i),this.state=yt.TOUCH_ROTATE;break;case Qi.PAN:if(this.enablePan===!1)return;this._handleTouchStartPan(i),this.state=yt.TOUCH_PAN;break;default:this.state=yt.NONE}break;case 2:switch(this.touches.TWO){case Qi.DOLLY_PAN:if(this.enableZoom===!1&&this.enablePan===!1)return;this._handleTouchStartDollyPan(i),this.state=yt.TOUCH_DOLLY_PAN;break;case Qi.DOLLY_ROTATE:if(this.enableZoom===!1&&this.enableRotate===!1)return;this._handleTouchStartDollyRotate(i),this.state=yt.TOUCH_DOLLY_ROTATE;break;default:this.state=yt.NONE}break;default:this.state=yt.NONE}this.state!==yt.NONE&&this.dispatchEvent(cu)}function sv(i){switch(this._trackPointer(i),this.state){case yt.TOUCH_ROTATE:if(this.enableRotate===!1)return;this._handleTouchMoveRotate(i),this.update();break;case yt.TOUCH_PAN:if(this.enablePan===!1)return;this._handleTouchMovePan(i),this.update();break;case yt.TOUCH_DOLLY_PAN:if(this.enableZoom===!1&&this.enablePan===!1)return;this._handleTouchMoveDollyPan(i),this.update();break;case yt.TOUCH_DOLLY_ROTATE:if(this.enableZoom===!1&&this.enableRotate===!1)return;this._handleTouchMoveDollyRotate(i),this.update();break;default:this.state=yt.NONE}}function rv(i){this.enabled!==!1&&i.preventDefault()}function av(i){i.key==="Control"&&(this._controlActive=!0,this.domElement.getRootNode().addEventListener("keyup",this._interceptControlUp,{passive:!0,capture:!0}))}function ov(i){i.key==="Control"&&(this._controlActive=!1,this.domElement.getRootNode().removeEventListener("keyup",this._interceptControlUp,{passive:!0,capture:!0}))}function ti(i){let e=new Map,t=new Map,n=i.clone();return Sp(i,n,function(s,r){e.set(r,s),t.set(s,r)}),n.traverse(function(s){if(!s.isSkinnedMesh)return;let r=s,a=e.get(s),o=a.skeleton.bones;r.skeleton=a.skeleton.clone(),r.bindMatrix.copy(a.bindMatrix),r.skeleton.bones=o.map(function(l){return t.get(l)}),r.bind(r.skeleton,r.bindMatrix)}),n}function Sp(i,e,t){t(i,e);for(let n=0;n<i.children.length;n++)Sp(i.children[n],e.children[n],t)}function wp(i,e=!1){let t=i[0].index!==null,n=new Set(Object.keys(i[0].attributes)),s=new Set(Object.keys(i[0].morphAttributes)),r={},a={},o=i[0].morphTargetsRelative,l=new Ht,c=0;for(let h=0;h<i.length;++h){let u=i[h],d=0;if(t!==(u.index!==null))return console.error("THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index "+h+". All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them."),null;for(let f in u.attributes){if(!n.has(f))return console.error("THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index "+h+'. All geometries must have compatible attributes; make sure "'+f+'" attribute exists among all geometries, or in none of them.'),null;r[f]===void 0&&(r[f]=[]),r[f].push(u.attributes[f]),d++}if(d!==n.size)return console.error("THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index "+h+". Make sure all geometries have the same number of attributes."),null;if(o!==u.morphTargetsRelative)return console.error("THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index "+h+". .morphTargetsRelative must be consistent throughout all geometries."),null;for(let f in u.morphAttributes){if(!s.has(f))return console.error("THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index "+h+".  .morphAttributes must be consistent throughout all geometries."),null;a[f]===void 0&&(a[f]=[]),a[f].push(u.morphAttributes[f])}if(e){let f;if(t)f=u.index.count;else if(u.attributes.position!==void 0)f=u.attributes.position.count;else return console.error("THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index "+h+". The geometry must have either an index or a position attribute"),null;l.addGroup(c,f,h),c+=f}}if(t){let h=0,u=[];for(let d=0;d<i.length;++d){let f=i[d].index;for(let g=0;g<f.count;++g)u.push(f.getX(g)+h);h+=i[d].attributes.position.count}l.setIndex(u)}for(let h in r){let u=Tp(r[h]);if(!u)return console.error("THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the "+h+" attribute."),null;l.setAttribute(h,u)}for(let h in a){let u=a[h][0].length;if(u!==0){l.morphAttributes=l.morphAttributes||{},l.morphAttributes[h]=[];for(let d=0;d<u;++d){let f=[];for(let x=0;x<a[h].length;++x)f.push(a[h][x][d]);let g=Tp(f);if(!g)return console.error("THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the "+h+" morphAttribute."),null;l.morphAttributes[h].push(g)}}}return l}function Tp(i){let e,t,n,s=-1,r=0;for(let c=0;c<i.length;++c){let h=i[c];if(e===void 0&&(e=h.array.constructor),e!==h.array.constructor)return console.error("THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes."),null;if(t===void 0&&(t=h.itemSize),t!==h.itemSize)return console.error("THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes."),null;if(n===void 0&&(n=h.normalized),n!==h.normalized)return console.error("THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes."),null;if(s===-1&&(s=h.gpuType),s!==h.gpuType)return console.error("THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.gpuType must be consistent across matching attributes."),null;r+=h.count*t}let a=new e(r),o=new St(a,t,n),l=0;for(let c=0;c<i.length;++c){let h=i[c];if(h.isInterleavedBufferAttribute){let u=l/t;for(let d=0,f=h.count;d<f;d++)for(let g=0;g<t;g++){let x=h.getComponent(d,g);o.setComponent(d+u,g,x)}}else a.set(h.array,l);l+=h.count*t}return s!==void 0&&(o.gpuType=s),o}function hu(i,e){if(e===Bh)return console.warn("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles."),i;if(e===Ir||e===Wa){let t=i.getIndex();if(t===null){let a=[],o=i.getAttribute("position");if(o!==void 0){for(let l=0;l<o.count;l++)a.push(l);i.setIndex(a),t=i.getIndex()}else return console.error("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible."),i}let n=t.count-2,s=[];if(e===Ir)for(let a=1;a<=n;a++)s.push(t.getX(0)),s.push(t.getX(a)),s.push(t.getX(a+1));else for(let a=0;a<n;a++)a%2===0?(s.push(t.getX(a)),s.push(t.getX(a+1)),s.push(t.getX(a+2))):(s.push(t.getX(a+2)),s.push(t.getX(a+1)),s.push(t.getX(a)));s.length/3!==n&&console.error("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.");let r=i.clone();return r.setIndex(s),r.clearGroups(),r}else return console.error("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:",e),i}var rs=class extends fi{constructor(e){super(e),this.dracoLoader=null,this.ktx2Loader=null,this.meshoptDecoder=null,this.pluginCallbacks=[],this.register(function(t){return new bu(t)}),this.register(function(t){return new _u(t)}),this.register(function(t){return new Au(t)}),this.register(function(t){return new Ru(t)}),this.register(function(t){return new Cu(t)}),this.register(function(t){return new yu(t)}),this.register(function(t){return new vu(t)}),this.register(function(t){return new Mu(t)}),this.register(function(t){return new Eu(t)}),this.register(function(t){return new gu(t)}),this.register(function(t){return new Su(t)}),this.register(function(t){return new xu(t)}),this.register(function(t){return new wu(t)}),this.register(function(t){return new Tu(t)}),this.register(function(t){return new pu(t)}),this.register(function(t){return new pl(t,st.EXT_MESHOPT_COMPRESSION)}),this.register(function(t){return new pl(t,st.KHR_MESHOPT_COMPRESSION)}),this.register(function(t){return new Pu(t)})}load(e,t,n,s){let r=this,a;if(this.resourcePath!=="")a=this.resourcePath;else if(this.path!==""){let c=Di.extractUrlBase(e);a=Di.resolveURL(c,this.path)}else a=Di.extractUrlBase(e);this.manager.itemStart(e);let o=function(c){s?s(c):console.error(c),r.manager.itemError(e),r.manager.itemEnd(e)},l=new Sr(this.manager);l.setPath(this.path),l.setResponseType("arraybuffer"),l.setRequestHeader(this.requestHeader),l.setWithCredentials(this.withCredentials),l.load(e,function(c){try{r.parse(c,a,function(h){t(h),r.manager.itemEnd(e)},o)}catch(h){o(h)}},n,o)}setDRACOLoader(e){return this.dracoLoader=e,this}setKTX2Loader(e){return this.ktx2Loader=e,this}setMeshoptDecoder(e){return this.meshoptDecoder=e,this}register(e){return this.pluginCallbacks.indexOf(e)===-1&&this.pluginCallbacks.push(e),this}unregister(e){return this.pluginCallbacks.indexOf(e)!==-1&&this.pluginCallbacks.splice(this.pluginCallbacks.indexOf(e),1),this}parse(e,t,n,s){let r,a={},o={},l=new TextDecoder;if(typeof e=="string")r=JSON.parse(e);else if(e instanceof ArrayBuffer)if(l.decode(new Uint8Array(e,0,4))===Ip){try{a[st.KHR_BINARY_GLTF]=new Iu(e)}catch(u){s&&s(u);return}r=JSON.parse(a[st.KHR_BINARY_GLTF].content)}else r=JSON.parse(l.decode(e));else r=e;if(r.asset===void 0||r.asset.version[0]<2){s&&s(new Error("THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported."));return}let c=new Ou(r,{path:t||this.resourcePath||"",crossOrigin:this.crossOrigin,requestHeader:this.requestHeader,manager:this.manager,ktx2Loader:this.ktx2Loader,meshoptDecoder:this.meshoptDecoder});c.fileLoader.setRequestHeader(this.requestHeader);for(let h=0;h<this.pluginCallbacks.length;h++){let u=this.pluginCallbacks[h](c);u.name||console.error("THREE.GLTFLoader: Invalid plugin found: missing name"),o[u.name]=u,a[u.name]=!0}if(r.extensionsUsed)for(let h=0;h<r.extensionsUsed.length;++h){let u=r.extensionsUsed[h],d=r.extensionsRequired||[];switch(u){case st.KHR_MATERIALS_UNLIT:a[u]=new mu;break;case st.KHR_DRACO_MESH_COMPRESSION:a[u]=new Du(r,this.dracoLoader);break;case st.KHR_TEXTURE_TRANSFORM:a[u]=new Lu;break;case st.KHR_MESH_QUANTIZATION:a[u]=new Fu;break;default:d.indexOf(u)>=0&&o[u]===void 0&&console.warn('THREE.GLTFLoader: Unknown extension "'+u+'".')}}c.setExtensions(a),c.setPlugins(o),c.parse(n,s)}parseAsync(e,t){let n=this;return new Promise(function(s,r){n.parse(e,t,s,r)})}};function cv(){let i={};return{get:function(e){return i[e]},add:function(e,t){i[e]=t},remove:function(e){delete i[e]},removeAll:function(){i={}}}}function Vt(i,e,t){let n=i.json.materials[e];return n.extensions&&n.extensions[t]?n.extensions[t]:null}var st={KHR_BINARY_GLTF:"KHR_binary_glTF",KHR_DRACO_MESH_COMPRESSION:"KHR_draco_mesh_compression",KHR_LIGHTS_PUNCTUAL:"KHR_lights_punctual",KHR_MATERIALS_CLEARCOAT:"KHR_materials_clearcoat",KHR_MATERIALS_DISPERSION:"KHR_materials_dispersion",KHR_MATERIALS_IOR:"KHR_materials_ior",KHR_MATERIALS_SHEEN:"KHR_materials_sheen",KHR_MATERIALS_SPECULAR:"KHR_materials_specular",KHR_MATERIALS_TRANSMISSION:"KHR_materials_transmission",KHR_MATERIALS_IRIDESCENCE:"KHR_materials_iridescence",KHR_MATERIALS_ANISOTROPY:"KHR_materials_anisotropy",KHR_MATERIALS_UNLIT:"KHR_materials_unlit",KHR_MATERIALS_VOLUME:"KHR_materials_volume",KHR_TEXTURE_BASISU:"KHR_texture_basisu",KHR_TEXTURE_TRANSFORM:"KHR_texture_transform",KHR_MESH_QUANTIZATION:"KHR_mesh_quantization",KHR_MATERIALS_EMISSIVE_STRENGTH:"KHR_materials_emissive_strength",EXT_MATERIALS_BUMP:"EXT_materials_bump",EXT_TEXTURE_WEBP:"EXT_texture_webp",EXT_TEXTURE_AVIF:"EXT_texture_avif",EXT_MESHOPT_COMPRESSION:"EXT_meshopt_compression",KHR_MESHOPT_COMPRESSION:"KHR_meshopt_compression",EXT_MESH_GPU_INSTANCING:"EXT_mesh_gpu_instancing"},pu=class{constructor(e){this.parser=e,this.name=st.KHR_LIGHTS_PUNCTUAL,this.cache={refs:{},uses:{}}}_markDefs(){let e=this.parser,t=this.parser.json.nodes||[];for(let n=0,s=t.length;n<s;n++){let r=t[n];r.extensions&&r.extensions[this.name]&&r.extensions[this.name].light!==void 0&&e._addNodeRef(this.cache,r.extensions[this.name].light)}}_loadLight(e){let t=this.parser,n="light:"+e,s=t.cache.get(n);if(s)return s;let r=t.json,l=((r.extensions&&r.extensions[this.name]||{}).lights||[])[e],c,h=new Oe(16777215);l.color!==void 0&&h.setRGB(l.color[0],l.color[1],l.color[2],cn);let u=l.range!==void 0?l.range:0;switch(l.type){case"directional":c=new Is(h),c.target.position.set(0,0,-1),c.add(c.target);break;case"point":c=new Ia(h),c.distance=u;break;case"spot":c=new Pa(h),c.distance=u,l.spot=l.spot||{},l.spot.innerConeAngle=l.spot.innerConeAngle!==void 0?l.spot.innerConeAngle:0,l.spot.outerConeAngle=l.spot.outerConeAngle!==void 0?l.spot.outerConeAngle:Math.PI/4,c.angle=l.spot.outerConeAngle,c.penumbra=1-l.spot.innerConeAngle/l.spot.outerConeAngle,c.target.position.set(0,0,-1),c.add(c.target);break;default:throw new Error("THREE.GLTFLoader: Unexpected light type: "+l.type)}return c.position.set(0,0,0),_i(c,l),l.intensity!==void 0&&(c.intensity=l.intensity),c.name=t.createUniqueName(l.name||"light_"+e),s=Promise.resolve(c),t.cache.add(n,s),s}getDependency(e,t){if(e==="light")return this._loadLight(t)}createNodeAttachment(e){let t=this,n=this.parser,r=n.json.nodes[e],o=(r.extensions&&r.extensions[this.name]||{}).light;return o===void 0?null:this._loadLight(o).then(function(l){return n._getNodeRef(t.cache,o,l)})}},mu=class{constructor(){this.name=st.KHR_MATERIALS_UNLIT}getMaterialType(){return Jn}extendParams(e,t,n){let s=[];e.color=new Oe(1,1,1),e.opacity=1;let r=t.pbrMetallicRoughness;if(r){if(Array.isArray(r.baseColorFactor)){let a=r.baseColorFactor;e.color.setRGB(a[0],a[1],a[2],cn),e.opacity=a[3]}r.baseColorTexture!==void 0&&s.push(n.assignTexture(e,"map",r.baseColorTexture,Ut))}return Promise.all(s)}},gu=class{constructor(e){this.parser=e,this.name=st.KHR_MATERIALS_EMISSIVE_STRENGTH}extendMaterialParams(e,t){let n=Vt(this.parser,e,this.name);return n===null||n.emissiveStrength!==void 0&&(t.emissiveIntensity=n.emissiveStrength),Promise.resolve()}},bu=class{constructor(e){this.parser=e,this.name=st.KHR_MATERIALS_CLEARCOAT}getMaterialType(e){return Vt(this.parser,e,this.name)!==null?gn:null}extendMaterialParams(e,t){let n=Vt(this.parser,e,this.name);if(n===null)return Promise.resolve();let s=[];if(n.clearcoatFactor!==void 0&&(t.clearcoat=n.clearcoatFactor),n.clearcoatTexture!==void 0&&s.push(this.parser.assignTexture(t,"clearcoatMap",n.clearcoatTexture)),n.clearcoatRoughnessFactor!==void 0&&(t.clearcoatRoughness=n.clearcoatRoughnessFactor),n.clearcoatRoughnessTexture!==void 0&&s.push(this.parser.assignTexture(t,"clearcoatRoughnessMap",n.clearcoatRoughnessTexture)),n.clearcoatNormalTexture!==void 0&&(s.push(this.parser.assignTexture(t,"clearcoatNormalMap",n.clearcoatNormalTexture)),n.clearcoatNormalTexture.scale!==void 0)){let r=n.clearcoatNormalTexture.scale;t.clearcoatNormalScale=new Ve(r,r)}return Promise.all(s)}},_u=class{constructor(e){this.parser=e,this.name=st.KHR_MATERIALS_DISPERSION}getMaterialType(e){return Vt(this.parser,e,this.name)!==null?gn:null}extendMaterialParams(e,t){let n=Vt(this.parser,e,this.name);return n===null||(t.dispersion=n.dispersion!==void 0?n.dispersion:0),Promise.resolve()}},xu=class{constructor(e){this.parser=e,this.name=st.KHR_MATERIALS_IRIDESCENCE}getMaterialType(e){return Vt(this.parser,e,this.name)!==null?gn:null}extendMaterialParams(e,t){let n=Vt(this.parser,e,this.name);if(n===null)return Promise.resolve();let s=[];return n.iridescenceFactor!==void 0&&(t.iridescence=n.iridescenceFactor),n.iridescenceTexture!==void 0&&s.push(this.parser.assignTexture(t,"iridescenceMap",n.iridescenceTexture)),n.iridescenceIor!==void 0&&(t.iridescenceIOR=n.iridescenceIor),t.iridescenceThicknessRange===void 0&&(t.iridescenceThicknessRange=[100,400]),n.iridescenceThicknessMinimum!==void 0&&(t.iridescenceThicknessRange[0]=n.iridescenceThicknessMinimum),n.iridescenceThicknessMaximum!==void 0&&(t.iridescenceThicknessRange[1]=n.iridescenceThicknessMaximum),n.iridescenceThicknessTexture!==void 0&&s.push(this.parser.assignTexture(t,"iridescenceThicknessMap",n.iridescenceThicknessTexture)),Promise.all(s)}},yu=class{constructor(e){this.parser=e,this.name=st.KHR_MATERIALS_SHEEN}getMaterialType(e){return Vt(this.parser,e,this.name)!==null?gn:null}extendMaterialParams(e,t){let n=Vt(this.parser,e,this.name);if(n===null)return Promise.resolve();let s=[];if(t.sheenColor=new Oe(0,0,0),t.sheenRoughness=0,t.sheen=1,n.sheenColorFactor!==void 0){let r=n.sheenColorFactor;t.sheenColor.setRGB(r[0],r[1],r[2],cn)}return n.sheenRoughnessFactor!==void 0&&(t.sheenRoughness=n.sheenRoughnessFactor),n.sheenColorTexture!==void 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a.decodeGltfBufferAsync?a.decodeGltfBufferAsync(h,u,d,s.mode,s.filter).then(function(f){return f.buffer}):a.ready.then(function(){let f=new ArrayBuffer(h*u);return a.decodeGltfBuffer(new Uint8Array(f),h,u,d,s.mode,s.filter),f})})}else return null}},Pu=class{constructor(e){this.name=st.EXT_MESH_GPU_INSTANCING,this.parser=e}createNodeMesh(e){let t=this.parser.json,n=t.nodes[e];if(!n.extensions||!n.extensions[this.name]||n.mesh===void 0)return null;let s=t.meshes[n.mesh];for(let c of s.primitives)if(c.mode!==Hn.TRIANGLES&&c.mode!==Hn.TRIANGLE_STRIP&&c.mode!==Hn.TRIANGLE_FAN&&c.mode!==void 0)return null;let a=n.extensions[this.name].attributes,o=[],l={};for(let c in a)o.push(this.parser.getDependency("accessor",a[c]).then(h=>(l[c]=h,l[c])));return o.length<1?null:(o.push(this.parser.createNodeMesh(e)),Promise.all(o).then(c=>{let h=c.pop(),u=h.isGroup?h.children:[h],d=c[0].count,f=[];for(let g of u){let x=new qe,m=new R,p=new xe,_=new R(1,1,1),M=new ba(g.geometry,g.material,d);for(let 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s=this.header.length-Ya,r=new DataView(e,Ya),a=0;for(;a<s;){let o=r.getUint32(a,!0);a+=4;let l=r.getUint32(a,!0);if(a+=4,l===Ap.JSON){let c=new Uint8Array(e,Ya+a,o);this.content=n.decode(c)}else if(l===Ap.BIN){let c=Ya+a;this.body=e.slice(c,c+o)}a+=o}if(this.content===null)throw new Error("THREE.GLTFLoader: JSON content not found.")}},Du=class{constructor(e,t){if(!t)throw new Error("THREE.GLTFLoader: No DRACOLoader instance provided.");this.name=st.KHR_DRACO_MESH_COMPRESSION,this.json=e,this.dracoLoader=t,this.dracoLoader.preload()}decodePrimitive(e,t){let n=this.json,s=this.dracoLoader,r=e.extensions[this.name].bufferView,a=e.extensions[this.name].attributes,o={},l={},c={};for(let h in a){let u=ku[h]||h.toLowerCase();o[u]=a[h]}for(let h in e.attributes){let u=ku[h]||h.toLowerCase();if(a[h]!==void 0){let d=n.accessors[e.attributes[h]],f=Nr[d.componentType];c[u]=f.name,l[u]=d.normalized===!0}}return t.getDependency("bufferView",r).then(function(h){return new 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hn({color:16777215,emissive:0,metalness:1,roughness:1,transparent:!1,depthTest:!0,side:on})),i.DefaultMaterial}function ks(i,e,t){for(let n in t.extensions)i[n]===void 0&&(e.userData.gltfExtensions=e.userData.gltfExtensions||{},e.userData.gltfExtensions[n]=t.extensions[n])}function _i(i,e){e.extras!==void 0&&(typeof e.extras=="object"?Object.assign(i.userData,e.extras):console.warn("THREE.GLTFLoader: Ignoring primitive type .extras, "+e.extras))}function dv(i,e,t){let n=!1,s=!1,r=!1;for(let c=0,h=e.length;c<h;c++){let u=e[c];if(u.POSITION!==void 0&&(n=!0),u.NORMAL!==void 0&&(s=!0),u.COLOR_0!==void 0&&(r=!0),n&&s&&r)break}if(!n&&!s&&!r)return Promise.resolve(i);let a=[],o=[],l=[];for(let c=0,h=e.length;c<h;c++){let u=e[c];if(n){let d=u.POSITION!==void 0?t.getDependency("accessor",u.POSITION):i.attributes.position;a.push(d)}if(s){let d=u.NORMAL!==void 0?t.getDependency("accessor",u.NORMAL):i.attributes.normal;o.push(d)}if(r){let d=u.COLOR_0!==void 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s=0,r=t.length;s<r;s++){let a=t[s].joints;for(let o=0,l=a.length;o<l;o++)e[a[o]].isBone=!0}for(let s=0,r=e.length;s<r;s++){let a=e[s];a.mesh!==void 0&&(this._addNodeRef(this.meshCache,a.mesh),a.skin!==void 0&&(n[a.mesh].isSkinnedMesh=!0)),a.camera!==void 0&&this._addNodeRef(this.cameraCache,a.camera)}}_addNodeRef(e,t){t!==void 0&&(e.refs[t]===void 0&&(e.refs[t]=e.uses[t]=0),e.refs[t]++)}_getNodeRef(e,t,n){if(e.refs[t]<=1)return n;let s=n.clone(),r=(a,o)=>{let l=this.associations.get(a);l!=null&&this.associations.set(o,l);for(let[c,h]of a.children.entries())r(h,o.children[c])};return r(n,s),s.name+="_instance_"+e.uses[t]++,s}_invokeOne(e){let t=Object.values(this.plugins);t.push(this);for(let n=0;n<t.length;n++){let s=e(t[n]);if(s)return s}return null}_invokeAll(e){let t=Object.values(this.plugins);t.unshift(this);let n=[];for(let s=0;s<t.length;s++){let r=e(t[s]);r&&n.push(r)}return n}getDependency(e,t){let n=e+":"+t,s=this.cache.get(n);if(!s){switch(e){case"scene":s=this.loadScene(t);break;case"node":s=this._invokeOne(function(r){return r.loadNode&&r.loadNode(t)});break;case"mesh":s=this._invokeOne(function(r){return r.loadMesh&&r.loadMesh(t)});break;case"accessor":s=this.loadAccessor(t);break;case"bufferView":s=this._invokeOne(function(r){return r.loadBufferView&&r.loadBufferView(t)});break;case"buffer":s=this.loadBuffer(t);break;case"material":s=this._invokeOne(function(r){return r.loadMaterial&&r.loadMaterial(t)});break;case"texture":s=this._invokeOne(function(r){return r.loadTexture&&r.loadTexture(t)});break;case"skin":s=this.loadSkin(t);break;case"animation":s=this._invokeOne(function(r){return r.loadAnimation&&r.loadAnimation(t)});break;case"camera":s=this.loadCamera(t);break;default:if(s=this._invokeOne(function(r){return r!=this&&r.getDependency&&r.getDependency(e,t)}),!s)throw new Error("Unknown type: "+e);break}this.cache.add(n,s)}return s}getDependencies(e){let t=this.cache.get(e);if(!t){let n=this,s=this.json[e+(e==="mesh"?"es":"s")]||[];t=Promise.all(s.map(function(r,a){return n.getDependency(e,a)})),this.cache.add(e,t)}return t}loadBuffer(e){let t=this.json.buffers[e],n=this.fileLoader;if(t.type&&t.type!=="arraybuffer")throw new Error("THREE.GLTFLoader: "+t.type+" buffer type is not supported.");if(t.uri===void 0&&e===0)return Promise.resolve(this.extensions[st.KHR_BINARY_GLTF].body);let s=this.options;return new Promise(function(r,a){n.load(Di.resolveURL(t.uri,s.path),r,void 0,function(){a(new Error('THREE.GLTFLoader: Failed to load buffer "'+t.uri+'".'))})})}loadBufferView(e){let t=this.json.bufferViews[e];return this.getDependency("buffer",t.buffer).then(function(n){let s=t.byteLength||0,r=t.byteOffset||0;return n.slice(r,r+s)})}loadAccessor(e){let t=this,n=this.json,s=this.json.accessors[e];if(s.bufferView===void 0&&s.sparse===void 0){let a=uu[s.type],o=Nr[s.componentType],l=s.normalized===!0,c=new o(s.count*a);return Promise.resolve(new St(c,a,l))}let r=[];return s.bufferView!==void 0?r.push(this.getDependency("bufferView",s.bufferView)):r.push(null),s.sparse!==void 0&&(r.push(this.getDependency("bufferView",s.sparse.indices.bufferView)),r.push(this.getDependency("bufferView",s.sparse.values.bufferView))),Promise.all(r).then(function(a){let o=a[0],l=uu[s.type],c=Nr[s.componentType],h=c.BYTES_PER_ELEMENT,u=h*l,d=s.byteOffset||0,f=s.bufferView!==void 0?n.bufferViews[s.bufferView].byteStride:void 0,g=s.normalized===!0,x,m;if(f&&f!==u){let p=Math.floor(d/f),_="InterleavedBuffer:"+s.bufferView+":"+s.componentType+":"+p+":"+s.count,M=t.cache.get(_);M||(x=new c(o,p*f,s.count*f/h),M=new gr(x,f/h),t.cache.add(_,M)),m=new br(M,l,d%f/h,g)}else o===null?x=new c(s.count*l):x=new c(o,d,s.count*l),m=new St(x,l,g);if(s.sparse!==void 0){let p=uu.SCALAR,_=Nr[s.sparse.indices.componentType],M=s.sparse.indices.byteOffset||0,v=s.sparse.values.byteOffset||0,w=new _(a[1],M,s.sparse.count*p),E=new c(a[2],v,s.sparse.count*l);o!==null&&(m=new St(m.array.slice(),m.itemSize,m.normalized)),m.normalized=!1;for(let C=0,b=w.length;C<b;C++){let T=w[C];if(m.setX(T,E[C*l]),l>=2&&m.setY(T,E[C*l+1]),l>=3&&m.setZ(T,E[C*l+2]),l>=4&&m.setW(T,E[C*l+3]),l>=5)throw new Error("THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.")}m.normalized=g}return m})}loadTexture(e){let t=this.json,n=this.options,r=t.textures[e].source,a=t.images[r],o=this.textureLoader;if(a.uri){let l=n.manager.getHandler(a.uri);l!==null&&(o=l)}return this.loadTextureImage(e,r,o)}loadTextureImage(e,t,n){let s=this,r=this.json,a=r.textures[e],o=r.images[t],l=(o.uri||o.bufferView)+":"+a.sampler;if(this.textureCache[l])return this.textureCache[l];let c=this.loadImageSource(t,n).then(function(h){h.flipY=!1,h.name=a.name||o.name||"",h.name===""&&typeof o.uri=="string"&&o.uri.startsWith("data:image/")===!1&&(h.name=o.uri);let d=(r.samplers||{})[a.sampler]||{};return h.magFilter=Rp[d.magFilter]||Bt,h.minFilter=Rp[d.minFilter]||Qn,h.wrapS=Cp[d.wrapS]||ai,h.wrapT=Cp[d.wrapT]||ai,h.generateMipmaps=!h.isCompressedTexture&&h.minFilter!==Ot&&h.minFilter!==Bt,s.associations.set(h,{textures:e}),h}).catch(function(){return null});return this.textureCache[l]=c,c}loadImageSource(e,t){let n=this,s=this.json,r=this.options;if(this.sourceCache[e]!==void 0)return this.sourceCache[e].then(u=>u.clone());let a=s.images[e],o=self.URL||self.webkitURL,l=a.uri||"",c=!1;if(a.bufferView!==void 0)l=n.getDependency("bufferView",a.bufferView).then(function(u){c=!0;let d=new Blob([u],{type:a.mimeType});return l=o.createObjectURL(d),l});else if(a.uri===void 0)throw new Error("THREE.GLTFLoader: Image "+e+" is missing URI and bufferView");let h=Promise.resolve(l).then(function(u){return new Promise(function(d,f){let g=d;t.isImageBitmapLoader===!0&&(g=function(x){let m=new Xt(x);m.needsUpdate=!0,d(m)}),t.load(Di.resolveURL(u,r.path),g,void 0,f)})}).then(function(u){return c===!0&&o.revokeObjectURL(l),_i(u,a),u.userData.mimeType=a.mimeType||mv(a.uri),u}).catch(function(u){throw console.error("THREE.GLTFLoader: Couldn't load texture",l),u});return this.sourceCache[e]=h,h}assignTexture(e,t,n,s){let r=this;return this.getDependency("texture",n.index).then(function(a){if(!a)return null;if(n.texCoord!==void 0&&n.texCoord>0&&(a=a.clone(),a.channel=n.texCoord),r.extensions[st.KHR_TEXTURE_TRANSFORM]){let o=n.extensions!==void 0?n.extensions[st.KHR_TEXTURE_TRANSFORM]:void 0;if(o){let l=r.associations.get(a);a=r.extensions[st.KHR_TEXTURE_TRANSFORM].extendTexture(a,o),r.associations.set(a,l)}}return s!==void 0&&(a.colorSpace=s),e[t]=a,a})}assignFinalMaterial(e){let t=e.geometry,n=e.material,s=t.attributes.tangent===void 0,r=t.attributes.color!==void 0,a=t.attributes.normal===void 0;if(e.isPoints){let o="PointsMaterial:"+n.uuid,l=this.cache.get(o);l||(l=new Mr,mn.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,l.sizeAttenuation=!1,this.cache.add(o,l)),n=l}else if(e.isLine){let o="LineBasicMaterial:"+n.uuid,l=this.cache.get(o);l||(l=new vr,mn.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,this.cache.add(o,l)),n=l}if(s||r||a){let o="ClonedMaterial:"+n.uuid+":";s&&(o+="derivative-tangents:"),r&&(o+="vertex-colors:"),a&&(o+="flat-shading:");let l=this.cache.get(o);l||(l=n.clone(),r&&(l.vertexColors=!0),a&&(l.flatShading=!0),s&&(l.normalScale&&(l.normalScale.y*=-1),l.clearcoatNormalScale&&(l.clearcoatNormalScale.y*=-1)),this.cache.add(o,l),this.associations.set(l,this.associations.get(n))),n=l}e.material=n}getMaterialType(){return hn}loadMaterial(e){let t=this,n=this.json,s=this.extensions,r=n.materials[e],a,o={},l=r.extensions||{},c=[];if(l[st.KHR_MATERIALS_UNLIT]){let u=s[st.KHR_MATERIALS_UNLIT];a=u.getMaterialType(),c.push(u.extendParams(o,r,t))}else{let u=r.pbrMetallicRoughness||{};if(o.color=new Oe(1,1,1),o.opacity=1,Array.isArray(u.baseColorFactor)){let d=u.baseColorFactor;o.color.setRGB(d[0],d[1],d[2],cn),o.opacity=d[3]}u.baseColorTexture!==void 0&&c.push(t.assignTexture(o,"map",u.baseColorTexture,Ut)),o.metalness=u.metallicFactor!==void 0?u.metallicFactor:1,o.roughness=u.roughnessFactor!==void 0?u.roughnessFactor:1,u.metallicRoughnessTexture!==void 0&&(c.push(t.assignTexture(o,"metalnessMap",u.metallicRoughnessTexture)),c.push(t.assignTexture(o,"roughnessMap",u.metallicRoughnessTexture))),a=this._invokeOne(function(d){return d.getMaterialType&&d.getMaterialType(e)}),c.push(Promise.all(this._invokeAll(function(d){return d.extendMaterialParams&&d.extendMaterialParams(e,o)})))}r.doubleSided===!0&&(o.side=_n);let h=r.alphaMode||du.OPAQUE;if(h===du.BLEND?(o.transparent=!0,o.depthWrite=!1):(o.transparent=!1,h===du.MASK&&(o.alphaTest=r.alphaCutoff!==void 0?r.alphaCutoff:.5)),r.normalTexture!==void 0&&a!==Jn&&(c.push(t.assignTexture(o,"normalMap",r.normalTexture)),o.normalScale=new Ve(1,1),r.normalTexture.scale!==void 0)){let u=r.normalTexture.scale;o.normalScale.set(u,u)}if(r.occlusionTexture!==void 0&&a!==Jn&&(c.push(t.assignTexture(o,"aoMap",r.occlusionTexture)),r.occlusionTexture.strength!==void 0&&(o.aoMapIntensity=r.occlusionTexture.strength)),r.emissiveFactor!==void 0&&a!==Jn){let u=r.emissiveFactor;o.emissive=new Oe().setRGB(u[0],u[1],u[2],cn)}return r.emissiveTexture!==void 0&&a!==Jn&&c.push(t.assignTexture(o,"emissiveMap",r.emissiveTexture,Ut)),Promise.all(c).then(function(){let u=new a(o);return r.name&&(u.name=r.name),_i(u,r),t.associations.set(u,{materials:e}),r.extensions&&ks(s,u,r),u})}createUniqueName(e){let t=_t.sanitizeNodeName(e||"");return t in this.nodeNamesUsed?t+"_"+ ++this.nodeNamesUsed[t]:(this.nodeNamesUsed[t]=0,t)}loadGeometries(e){let t=this,n=this.extensions,s=this.primitiveCache;function r(o){return n[st.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(o,t).then(function(l){return Pp(l,o,t)})}let a=[];for(let o=0,l=e.length;o<l;o++){let c=e[o],h=pv(c),u=s[h];if(u)a.push(u.promise);else{let d;c.extensions&&c.extensions[st.KHR_DRACO_MESH_COMPRESSION]?d=r(c):d=Pp(new Ht,c,t),s[h]={primitive:c,promise:d},a.push(d)}}return Promise.all(a)}loadMesh(e){let t=this,n=this.json,s=this.extensions,r=n.meshes[e],a=r.primitives,o=[];for(let l=0,c=a.length;l<c;l++){let h=a[l].material===void 0?uv(this.cache):this.getDependency("material",a[l].material);o.push(h)}return o.push(t.loadGeometries(a)),Promise.all(o).then(function(l){let c=l.slice(0,l.length-1),h=l[l.length-1],u=[];for(let f=0,g=h.length;f<g;f++){let x=h[f],m=a[f],p,_=c[f];if(m.mode===Hn.TRIANGLES||m.mode===Hn.TRIANGLE_STRIP||m.mode===Hn.TRIANGLE_FAN||m.mode===void 0)p=r.isSkinnedMesh===!0?new Ts(x,_):new It(x,_),p.isSkinnedMesh===!0&&p.normalizeSkinWeights(),m.mode===Hn.TRIANGLE_STRIP?p.geometry=hu(p.geometry,Wa):m.mode===Hn.TRIANGLE_FAN&&(p.geometry=hu(p.geometry,Ir));else if(m.mode===Hn.LINES)p=new _a(x,_);else if(m.mode===Hn.LINE_STRIP)p=new As(x,_);else if(m.mode===Hn.LINE_LOOP)p=new xa(x,_);else if(m.mode===Hn.POINTS)p=new ya(x,_);else throw new Error("THREE.GLTFLoader: Primitive mode unsupported: "+m.mode);Object.keys(p.geometry.morphAttributes).length>0&&fv(p,r),p.name=t.createUniqueName(r.name||"mesh_"+e),_i(p,r),m.extensions&&ks(s,p,m),t.assignFinalMaterial(p),u.push(p)}for(let f=0,g=u.length;f<g;f++)t.associations.set(u[f],{meshes:e,primitives:f});if(u.length===1)return r.extensions&&ks(s,u[0],r),u[0];let d=new it;r.extensions&&ks(s,d,r),t.associations.set(d,{meshes:e});for(let f=0,g=u.length;f<g;f++)d.add(u[f]);return d})}loadCamera(e){let t,n=this.json.cameras[e],s=n[n.type];if(!s){console.warn("THREE.GLTFLoader: Missing camera parameters.");return}return n.type==="perspective"?t=new jt(qa.radToDeg(s.yfov),s.aspectRatio||1,s.znear||1,s.zfar||2e6):n.type==="orthographic"&&(t=new $i(-s.xmag,s.xmag,s.ymag,-s.ymag,s.znear,s.zfar)),n.name&&(t.name=this.createUniqueName(n.name)),_i(t,n),Promise.resolve(t)}loadSkin(e){let t=this.json.skins[e],n=[];for(let s=0,r=t.joints.length;s<r;s++)n.push(this._loadNodeShallow(t.joints[s]));return t.inverseBindMatrices!==void 0?n.push(this.getDependency("accessor",t.inverseBindMatrices)):n.push(null),Promise.all(n).then(function(s){let r=s.pop(),a=s,o=[],l=[];for(let c=0,h=a.length;c<h;c++){let u=a[c];if(u){o.push(u);let d=new qe;r!==null&&d.fromArray(r.array,c*16),l.push(d)}else console.warn('THREE.GLTFLoader: Joint "%s" could not be found.',t.joints[c])}return new ws(o,l)})}loadAnimation(e){let t=this.json,n=this,s=t.animations[e],r=s.name?s.name:"animation_"+e,a=[],o=[],l=[],c=[],h=[];for(let u=0,d=s.channels.length;u<d;u++){let f=s.channels[u],g=s.samplers[f.sampler],x=f.target,m=x.node,p=s.parameters!==void 0?s.parameters[g.input]:g.input,_=s.parameters!==void 0?s.parameters[g.output]:g.output;x.node!==void 0&&(a.push(this.getDependency("node",m)),o.push(this.getDependency("accessor",p)),l.push(this.getDependency("accessor",_)),c.push(g),h.push(x))}return Promise.all([Promise.all(a),Promise.all(o),Promise.all(l),Promise.all(c),Promise.all(h)]).then(function(u){let d=u[0],f=u[1],g=u[2],x=u[3],m=u[4],p=[];for(let M=0,v=d.length;M<v;M++){let w=d[M],E=f[M],C=g[M],b=x[M],T=m[M];if(w===void 0)continue;w.updateMatrix&&w.updateMatrix();let D=n._createAnimationTracks(w,E,C,b,T);if(D)for(let P=0;P<D.length;P++)p.push(D[P])}let _=new $n(r,void 0,p);return _i(_,s),_})}createNodeMesh(e){let t=this.json,n=this,s=t.nodes[e];return s.mesh===void 0?null:n.getDependency("mesh",s.mesh).then(function(r){let a=n._getNodeRef(n.meshCache,s.mesh,r);return s.weights!==void 0&&a.traverse(function(o){if(o.isMesh)for(let l=0,c=s.weights.length;l<c;l++)o.morphTargetInfluences[l]=s.weights[l]}),a})}loadNode(e){let t=this.json,n=this,s=t.nodes[e],r=n._loadNodeShallow(e),a=[],o=s.children||[];for(let c=0,h=o.length;c<h;c++)a.push(n.getDependency("node",o[c]));let l=s.skin===void 0?Promise.resolve(null):n.getDependency("skin",s.skin);return Promise.all([r,Promise.all(a),l]).then(function(c){let h=c[0],u=c[1],d=c[2];d!==null&&h.traverse(function(f){f.isSkinnedMesh&&f.bind(d,gv)});for(let f=0,g=u.length;f<g;f++)h.add(u[f]);if(h.userData.pivot!==void 0&&u.length>0){let f=h.userData.pivot,g=u[0];h.pivot=new R().fromArray(f),h.position.x-=f[0],h.position.y-=f[1],h.position.z-=f[2],g.position.set(0,0,0),delete h.userData.pivot}return h})}_loadNodeShallow(e){let t=this.json,n=this.extensions,s=this;if(this.nodeCache[e]!==void 0)return this.nodeCache[e];let r=t.nodes[e],a=r.name?s.createUniqueName(r.name):"",o=[],l=s._invokeOne(function(c){return c.createNodeMesh&&c.createNodeMesh(e)});return l&&o.push(l),r.camera!==void 0&&o.push(s.getDependency("camera",r.camera).then(function(c){return s._getNodeRef(s.cameraCache,r.camera,c)})),s._invokeAll(function(c){return c.createNodeAttachment&&c.createNodeAttachment(e)}).forEach(function(c){o.push(c)}),this.nodeCache[e]=Promise.all(o).then(function(c){let h;if(r.isBone===!0?h=new _r:c.length>1?h=new it:c.length===1?h=c[0]:h=new Rt,h!==c[0])for(let u=0,d=c.length;u<d;u++)h.add(c[u]);if(r.name&&(h.userData.name=r.name,h.name=a),_i(h,r),r.extensions&&ks(n,h,r),r.matrix!==void 0){let u=new qe;u.fromArray(r.matrix),h.applyMatrix4(u)}else r.translation!==void 0&&h.position.fromArray(r.translation),r.rotation!==void 0&&h.quaternion.fromArray(r.rotation),r.scale!==void 0&&h.scale.fromArray(r.scale);if(!s.associations.has(h))s.associations.set(h,{});else if(r.mesh!==void 0&&s.meshCache.refs[r.mesh]>1){let u=s.associations.get(h);s.associations.set(h,{...u})}return s.associations.get(h).nodes=e,h}),this.nodeCache[e]}loadScene(e){let t=this.extensions,n=this.json.scenes[e],s=this,r=new it;n.name&&(r.name=s.createUniqueName(n.name)),_i(r,n),n.extensions&&ks(t,r,n);let a=n.nodes||[],o=[];for(let l=0,c=a.length;l<c;l++)o.push(s.getDependency("node",a[l]));return Promise.all(o).then(function(l){for(let h=0,u=l.length;h<u;h++){let d=l[h];d.parent!==null?r.add(ti(d)):r.add(d)}let c=h=>{let u=new Map;for(let[d,f]of s.associations)(d instanceof mn||d instanceof Xt)&&u.set(d,f);return h.traverse(d=>{let f=s.associations.get(d);f!=null&&u.set(d,f)}),u};return s.associations=c(r),r})}_createAnimationTracks(e,t,n,s,r){let a=[],o=e.name?e.name:e.uuid,l=[];function c(f){f.morphTargetInfluences&&l.push(f.name?f.name:f.uuid)}ss[r.path]===ss.weights?(c(e),e.isGroup&&e.children.forEach(c)):l.push(o);let h;switch(ss[r.path]){case ss.weights:h=hi;break;case ss.rotation:h=ui;break;case ss.translation:case ss.scale:h=di;break;default:switch(n.itemSize){case 1:h=hi;break;case 2:case 3:default:h=di;break}break}let u=s.interpolation!==void 0?hv[s.interpolation]:Es,d=this._getArrayFromAccessor(n);for(let f=0,g=l.length;f<g;f++){let x=new h(l[f]+"."+ss[r.path],t.array,d,u);s.interpolation==="CUBICSPLINE"&&this._createCubicSplineTrackInterpolant(x),a.push(x)}return a}_getArrayFromAccessor(e){let t=e.array;if(e.normalized){let n=Uu(t.constructor),s=new Float32Array(t.length);for(let r=0,a=t.length;r<a;r++)s[r]=t[r]*n;t=s}return t}_createCubicSplineTrackInterpolant(e){e.createInterpolant=function(n){let s=this instanceof ui?Nu:ml;return new s(this.times,this.values,this.getValueSize()/3,n)},e.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline=!0}};function bv(i,e,t){let n=e.attributes,s=new Qt;if(n.POSITION!==void 0){let o=t.json.accessors[n.POSITION],l=o.min,c=o.max;if(l!==void 0&&c!==void 0){if(s.set(new R(l[0],l[1],l[2]),new R(c[0],c[1],c[2])),o.normalized){let h=Uu(Nr[o.componentType]);s.min.multiplyScalar(h),s.max.multiplyScalar(h)}}else{console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.");return}}else return;let r=e.targets;if(r!==void 0){let o=new R,l=new R;for(let c=0,h=r.length;c<h;c++){let u=r[c];if(u.POSITION!==void 0){let d=t.json.accessors[u.POSITION],f=d.min,g=d.max;if(f!==void 0&&g!==void 0){if(l.setX(Math.max(Math.abs(f[0]),Math.abs(g[0]))),l.setY(Math.max(Math.abs(f[1]),Math.abs(g[1]))),l.setZ(Math.max(Math.abs(f[2]),Math.abs(g[2]))),d.normalized){let x=Uu(Nr[d.componentType]);l.multiplyScalar(x)}o.max(l)}else console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.")}}s.expandByVector(o)}i.boundingBox=s;let a=new pn;s.getCenter(a.center),a.radius=s.min.distanceTo(s.max)/2,i.boundingSphere=a}function Pp(i,e,t){let n=e.attributes,s=[];function r(a,o){return t.getDependency("accessor",a).then(function(l){i.setAttribute(o,l)})}for(let a in n){let o=ku[a]||a.toLowerCase();o in i.attributes||s.push(r(n[a],o))}if(e.indices!==void 0&&!i.index){let a=t.getDependency("accessor",e.indices).then(function(o){i.setIndex(o)});s.push(a)}return tt.workingColorSpace!==cn&&"COLOR_0"in n&&console.warn(`THREE.GLTFLoader: Converting vertex colors from "srgb-linear" to "${tt.workingColorSpace}" not supported.`),_i(i,e),bv(i,e,t),Promise.all(s).then(function(){return e.targets!==void 0?dv(i,e.targets,t):i})}var gl=(function(){var 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Error("Malformed buffer data: "+U)}var c={NONE:"",OCTAHEDRAL:"meshopt_decodeFilterOct",QUATERNION:"meshopt_decodeFilterQuat",EXPONENTIAL:"meshopt_decodeFilterExp",COLOR:"meshopt_decodeFilterColor"},h={ATTRIBUTES:"meshopt_decodeVertexBuffer",TRIANGLES:"meshopt_decodeIndexBuffer",INDICES:"meshopt_decodeIndexSequence"},u=[],d=0;function f(p){var _={object:new Worker(p),pending:0,requests:{}};return _.object.onmessage=function(M){var v=M.data;_.pending-=v.count,_.requests[v.id][v.action](v.value),delete _.requests[v.id]},_}function g(p){for(var _="self.ready = WebAssembly.instantiate(new Uint8Array(["+new Uint8Array(s)+"]), {}).then(function(result) { result.instance.exports.__wasm_call_ctors(); return result.instance; });self.onmessage = "+m.name+";"+l.toString()+m.toString(),M=new Blob([_],{type:"text/javascript"}),v=URL.createObjectURL(M),w=u.length;w<p;++w)u[w]=f(v);for(var w=p;w<u.length;++w)u[w].object.postMessage({});u.length=p,URL.revokeObjectURL(v)}function x(p,_,M,v,w){for(var 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Bodies + hair share one 65-joint UE-mannequin rig (assets/cast/reference-skeleton.json, T-pose, +Y up, +Z forward). All GLBs need MeshoptDecoder; textures are WebP; base colour only (flat matte). Hair GLBs are skinned to the same 65 joints: build a SkinnedMesh from the hair geometry and bind it to the body skeleton with bones re-ordered by name (see tools/cast/sheet.html). Hair textures are greyscale: tint the hair material colour. Clips play on the body by bone name (tracks 'pelvis.quaternion'); rest poses differ up to 17 deg, no retarget needed.",items:{"ubc-male":{file:"cast/ual/ubc-male.glb",kind:"body",about:"Quaternius Superhero Male full body, eyes + eyebrows, no hair, no clothes (underwear painted in the skin texture). 65 joints.",height_m:1.81,materials:{skin:"MI_Superhero_Male",eyes:"MI_Eyes",brows:"MI_Hair_1"},licence:"CC0 1.0",credit:"Quaternius, Universal Base Characters [Standard], https://quaternius.com"},"ubc-female":{file:"cast/ual/ubc-female.glb",kind:"body",about:"Quaternius Superhero Female full body, eyes + eyebrows, no hair, no clothes (underwear painted in the skin texture). 65 joints.",height_m:1.77,materials:{skin:"MI_Superhero_Female",eyes:"MI_Eyes",brows:"MI_Hair_2"},licence:"CC0 1.0",credit:"Quaternius, Universal Base Characters [Standard], https://quaternius.com"},"hair-long":{file:"cast/ual/hair-long.glb",kind:"hair",about:"Shoulder-length hair",fits:"any",materials:{hair:"MI_Hair_2"},licence:"CC0 1.0",credit:"Quaternius, Universal Base Characters [Standard], https://quaternius.com"},"hair-buns":{file:"cast/ual/hair-buns.glb",kind:"hair",about:"Hair with two buns",fits:"any",materials:{hair:"MI_Hair_2"},licence:"CC0 1.0",credit:"Quaternius, Universal Base Characters [Standard], https://quaternius.com"},"hair-buzzed":{file:"cast/ual/hair-buzzed.glb",kind:"hair",about:"Buzz cut (male)",fits:"male",materials:{hair:"MI_Hair_1"},licence:"CC0 1.0",credit:"Quaternius, Universal Base Characters [Standard], https://quaternius.com"},"hair-buzzedfemale":{file:"cast/ual/hair-buzzedfemale.glb",kind:"hair",about:"Buzz cut (female head)",fits:"female",materials:{hair:"MI_Hair_1"},licence:"CC0 1.0",credit:"Quaternius, Universal Base Characters [Standard], https://quaternius.com"},"hair-simpleparted":{file:"cast/ual/hair-simpleparted.glb",kind:"hair",about:"Short side-parted hair",fits:"any",materials:{hair:"MI_Hair_1"},licence:"CC0 1.0",credit:"Quaternius, Universal Base Characters [Standard], https://quaternius.com"},"hair-beard":{file:"cast/ual/hair-beard.glb",kind:"hair",about:"Beard (male)",fits:"male",materials:{hair:"MI_Hair_1"},licence:"CC0 1.0",credit:"Quaternius, Universal Base Characters [Standard], https://quaternius.com"},"clips-core":{file:"cast/clips/ual-core.glb",kind:"clips",about:"Animation-only GLB, 59 clips from UAL1 + UAL2 (locomotion, jump, crouch, roll, hit, death, driving, sitting, dance, push, pickup, swim, slide, melee). Play by name.",clips:["Crouch_Fwd_Loop","Crouch_Idle_Loop","Dance_Loop","Death01","Driving_Loop","Hit_Chest","Hit_Head","Idle_Loop","Idle_Talking_Loop","Interact","Jog_Fwd_Loop","Jump_Land","Jump_Loop","Jump_Start","PickUp_Table","Pistol_Idle_Loop","Pistol_Reload","Pistol_Shoot","Punch_Cross","Punch_Jab","Push_Loop","Roll","Sitting_Enter","Sitting_Exit","Sitting_Idle_Loop","Sitting_Talking_Loop","Sprint_Loop","Swim_Fwd_Loop","Swim_Idle_Loop","Sword_Attack","Sword_Idle","Walk_Formal_Loop","Walk_Loop","ClimbUp_1m","Consume","Hit_Knockback","Idle_FoldArms_Loop","Idle_No_Loop","Idle_TalkingPhone_Loop","LayToIdle","Melee_Hook","Melee_Hook_Rec","NinjaJump_Idle_Loop","NinjaJump_Land","NinjaJump_Start","OverhandThrow","Slide_Exit","Slide_Loop","Slide_Start","Sword_Block","Sword_Dash","Sword_Regular_A","Sword_Regular_A_Rec","Sword_Regular_B","Sword_Regular_B_Rec","Walk_Carry_Loop","Yes","Zombie_Idle_Loop","Zombie_Walk_Fwd_Loop"],materials:{},licence:"CC0 1.0",credit:"Quaternius, Universal Animation Library 1 + 2 [Standard], https://quaternius.com"},"outfit-male-peasant":{file:"cast/fantasy/Male_Peasant.glb",kind:"outfit",fits:"male",about:"Quaternius Modular Fantasy peasant outfit (male): clothes, hands, boots, no head. Same 65-joint rig. Pair with the head of ubc-male.",licence:"CC0 1.0",credit:"Quaternius, Modular Character Outfits - Fantasy [Standard], https://quaternius.com"},"outfit-male-ranger":{file:"cast/fantasy/Male_Ranger.glb",kind:"outfit",fits:"male",about:"Quaternius Modular Fantasy ranger outfit (male): clothes, hands, boots, no head. Same 65-joint rig. Pair with the head of ubc-male.",licence:"CC0 1.0",credit:"Quaternius, Modular Character Outfits - Fantasy [Standard], https://quaternius.com"},"outfit-female-peasant":{file:"cast/fantasy/Female_Peasant.glb",kind:"outfit",fits:"female",about:"Quaternius Modular Fantasy peasant outfit (female): clothes, hands, boots, no head. Same 65-joint rig. Pair with the head of ubc-female.",licence:"CC0 1.0",credit:"Quaternius, Modular Character Outfits - Fantasy [Standard], https://quaternius.com"},"outfit-female-ranger":{file:"cast/fantasy/Female_Ranger.glb",kind:"outfit",fits:"female",about:"Quaternius Modular Fantasy ranger outfit (female): clothes, hands, boots, no head. Same 65-joint rig. Pair with the head of ubc-female.",licence:"CC0 1.0",credit:"Quaternius, Modular Character Outfits - Fantasy [Standard], https://quaternius.com"},"outfit-male-crew":{file:"cast/scifi/Male_Crew.glb",kind:"outfit",fits:"male",about:"Fitted station jumpsuit, contrast yoke, utility belt, original hands and magnetic boots.",licence:"CC0 1.0",credit:"OhMyGames Cast, original work (CC0), on Quaternius Universal Base Characters"},"outfit-female-crew":{file:"cast/scifi/Female_Crew.glb",kind:"outfit",fits:"female",about:"Fitted station jumpsuit, contrast yoke, utility belt, original hands and magnetic boots.",licence:"CC0 1.0",credit:"OhMyGames Cast, original work (CC0), on Quaternius Universal Base Characters"},"outfit-male-trooper":{file:"cast/scifi/Male_Trooper.glb",kind:"outfit",fits:"male",about:"Armoured station trooper with articulated plates and an optional open-face helmet.",licence:"CC0 1.0",credit:"OhMyGames Cast, original work (CC0), on Quaternius Universal Base Characters"},"outfit-female-trooper":{file:"cast/scifi/Female_Trooper.glb",kind:"outfit",fits:"female",about:"Armoured station trooper with articulated plates and an optional open-face helmet.",licence:"CC0 1.0",credit:"OhMyGames Cast, original work (CC0), on Quaternius Universal Base Characters"},"outfit-male-casual":{file:"cast/modern/Male_Casual.glb",kind:"outfit",fits:"male",about:"Original modern casual outfit, separately fitted to male UBC. Clothes, original hands, footwear; no head. Exact shipped 65-joint main-body rig.",licence:"CC0 1.0",credit:"OhMyGames Cast, original work (CC0), on Quaternius Universal Base Characters"},"outfit-female-casual":{file:"cast/modern/Female_Casual.glb",kind:"outfit",fits:"female",about:"Original modern casual outfit, separately fitted to female UBC. Clothes, original hands, footwear; no head. Exact shipped 65-joint main-body rig.",licence:"CC0 1.0",credit:"OhMyGames Cast, original work (CC0), on Quaternius Universal Base Characters"},"outfit-female-smart":{file:"cast/modern/Female_Smart.glb",kind:"outfit",fits:"female",about:"Original modern smart outfit, separately fitted to female UBC. Clothes, original hands, footwear; no head. Exact shipped 65-joint main-body rig.",licence:"CC0 1.0",credit:"OhMyGames Cast, original work (CC0), on Quaternius Universal Base Characters"},"outfit-male-smart":{file:"cast/modern/Male_Smart.glb",kind:"outfit",fits:"male",about:"Original modern smart outfit, separately fitted to male UBC. Clothes, original hands, footwear; no head. Exact shipped 65-joint main-body rig.",licence:"CC0 1.0",credit:"OhMyGames Cast, original work (CC0), on Quaternius Universal Base Characters"},"football-cole":{file:"cast/football/football-cole.glb",kind:"real-body",about:'American-football player (quarterback, male, athletic): padded jersey, pants, long socks, cleats, real face and hair; 53-joint game-engine rig; walker spec.source "real", real "football-cole"; no outfit pack needed. Dye regions Human.top (jersey), Human.bottom (pants), Human.socks and Human.accent (sleeve and pants stripes), via spec.colours top/bottom/accent. No numbers or logos.',materials:{top:"Human.top",bottom:"Human.bottom",accent:"Human.socks, Human.accent"},licence:"CC0 1.0",credit:"MakeHuman community assets (CC0) through MPFB2, football kit authored for this pack"},"football-tank":{file:"cast/football/football-tank.glb",kind:"real-body",about:'American-football player (lineman, male, broad and heavy): padded jersey, pants, long socks, cleats, real face and hair; 53-joint game-engine rig; walker spec.source "real", real "football-tank"; no outfit pack needed. Dye regions Human.top (jersey), Human.bottom (pants), Human.socks and Human.accent (sleeve and pants stripes), via spec.colours top/bottom/accent. No numbers or logos.',materials:{top:"Human.top",bottom:"Human.bottom",accent:"Human.socks, Human.accent"},licence:"CC0 1.0",credit:"MakeHuman community assets (CC0) through MPFB2, football kit authored for this pack"},"football-nia":{file:"cast/football/football-nia.glb",kind:"real-body",about:'American-football player (receiver, female, lean): padded jersey, pants, long socks, cleats, real face and hair; 53-joint game-engine rig; walker spec.source "real", real "football-nia"; no outfit pack needed. Dye regions Human.top (jersey), Human.bottom (pants), Human.socks and Human.accent (sleeve and pants stripes), via spec.colours top/bottom/accent. No numbers or logos.',materials:{top:"Human.top",bottom:"Human.bottom",accent:"Human.socks, Human.accent"},licence:"CC0 1.0",credit:"MakeHuman community assets (CC0) through MPFB2, football kit authored for this pack"},"football-rey":{file:"cast/football/football-rey.glb",kind:"real-body",about:'American-football player (running back, male, compact): padded jersey, pants, long socks, cleats, real face and hair; 53-joint game-engine rig; walker spec.source "real", real "football-rey"; no outfit pack needed. Dye regions Human.top (jersey), Human.bottom (pants), Human.socks and Human.accent (sleeve and pants stripes), via spec.colours top/bottom/accent. No numbers or logos.',materials:{top:"Human.top",bottom:"Human.bottom",accent:"Human.socks, Human.accent"},licence:"CC0 1.0",credit:"MakeHuman community assets (CC0) through MPFB2, football kit authored for this pack"},"football-helmet":{file:"cast/football/football-helmet.glb",kind:"gear",about:"American-football helmet (shell, facemask, padding). Worn with actors/footballGear.ts dressFootball(walker, { helmet: { shell, accent } }): socket head, offset [0,0,0], rest-world rotation cancelled by walker.wear(). Dye Helmet.shell and Helmet.accent. Takes off for pick screens: kit.helmet(false).",materials:{shell:"Helmet.shell",accent:"Helmet.accent"},licence:"CC0 1.0",credit:"authored for the Cast, CC0"},"football-ball":{file:"cast/football/football-ball.glb",kind:"gear",about:"American football, 0.28 x 0.17 m, laces +Z, long axis +Y. dressFootball(walker, { ball: true }): socket hand_r, offset [0,-0.035,0.075]. kit.ball(false) when it leaves the hand.",licence:"CC0 1.0",credit:"authored for the Cast, CC0"}}};var Za=Dp.items,Bu=null;function xv(){return Bu||(Bu=new rs().setMeshoptDecoder(gl)),Bu}var Hu=new Map;function bl(i,e){let t=Hu.get(i);return t||(t=e(),Hu.set(i,t),t.catch(()=>Hu.delete(i))),t}function kr(i,e){return bl(`gltf:${i}${e}`,()=>xv().loadAsync(`${i}${e}`))}function yv(i,e){let t=0;for(let n of e)for(let s=0;s<16;s+=5)t=t*31+Math.round(n.elements[s]*1e3)|0;return`${i.length}:${i[0]}:${t}`}function Ja(i,e){let t=i.geometry,n=t.getAttribute("position"),s=t.getAttribute("normal"),r=t.getAttribute("uv"),a=t.getAttribute("skinIndex"),o=t.getAttribute("skinWeight"),l=n.count,c=t.getIndex(),h=c?c.count/3:l/3,u=b=>c?c.getX(b):b,d=new Float32Array(4),f=new Uint16Array(4),g=null;if(e){g=new Uint8Array(l);for(let b=0;b<l;b++){for(let T=0;T<4;T++)d[T]=o.getComponent(b,T),f[T]=a.getComponent(b,T);g[b]=e(b,d,f)?1:0}}let x=new Int32Array(l).fill(-1),m=[],p=0;for(let b=0;b<h;b++){let T=u(b*3),D=u(b*3+1),P=u(b*3+2);if(!(g&&!(g[T]&&g[D]&&g[P])))for(let F of[T,D,P])x[F]<0&&(x[F]=p++),m.push(x[F])}if(!m.length)return null;let _=new Float32Array(p*3),M=new Float32Array(p*3),v=new Float32Array(p*2),w=new Uint16Array(p*4),E=new Float32Array(p*4);for(let b=0;b<l;b++){let T=x[b];if(!(T<0)){_[T*3]=n.getX(b),_[T*3+1]=n.getY(b),_[T*3+2]=n.getZ(b),s&&(M[T*3]=s.getX(b),M[T*3+1]=s.getY(b),M[T*3+2]=s.getZ(b)),r&&(v[T*2]=r.getX(b),v[T*2+1]=r.getY(b));for(let D=0;D<4;D++)w[T*4+D]=a.getComponent(b,D),E[T*4+D]=o.getComponent(b,D)}}let C=new Ht;return C.setAttribute("position",new St(_,3)),C.setAttribute("normal",new St(M,3)),C.setAttribute("uv",new St(v,2)),C.setAttribute("skinIndex",new St(w,4)),C.setAttribute("skinWeight",new St(E,4)),C.setIndex(m),C.applyMatrix4(i.bindMatrix),C}function zu(i){i.updateMatrixWorld(!0);let e=[];return i.traverse(t=>{t.isSkinnedMesh&&e.push(t)}),e}function Vu(i){let e=new Map;for(let n of i){let s=`${n.skelKey}|${n.region}|${n.material.uuid}|${n.hood?1:0}`;(e.get(s)??e.set(s,[]).get(s)).push(n)}let t=[];for(let n of e.values()){if(n.length===1){t.push(n[0]);continue}let s=wp(n.map(r=>r.geo));if(!s){t.push(...n);continue}t.push({...n[0],geo:s})}return t}var vv=/^(head|neck_01|eye|jaw|brow|tongue|teeth)/i;function Mv(i){let e=i.material.name,t=`${i.name} 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Set(u.map((g,x)=>vv.test(g)?x:-1).filter(g=>g>=0)),f=Ja(c,(g,x,m)=>{let p=0;for(let _=0;_<4;_++)d.has(m[_])&&(p+=x[_]);return p>.5});f&&o.push($a(c,f,"skin"))}let l=[];for(let c of zu(a.scene)){let h=Ja(c);if(!h)continue;let u=Mv(c);l.push($a(c,h,u.region,u.hood))}return{bodyScene:r.scene,height:n.height_m??1.8,head:Vu(o),outfit:Vu(l)}})}function Wu(i,e){return bl(`rig:${e}`,async()=>{let t=Za[e];if(!t)throw new Error(`walker: unknown catalog id ${e}`);return{bodyScene:(await kr(i,t.file)).scene,height:t.height_m??1.8,head:[],outfit:[]}})}function qu(i,e){return bl(`hair:${e}`,async()=>{let t=Za[e];if(!t)throw new Error(`walker: unknown hair ${e}`);let n=await kr(i,t.file),s=[];for(let r of zu(n.scene)){let a=Ja(r);a&&s.push($a(r,a,"hair"))}return{parts:Vu(s)}})}var Lp=()=>Za["clips-core"].file;var Ev={idle:["Idle_Loop"],walk:["Walk_Loop","Walk_Formal_Loop"],jog:["Jog_Fwd_Loop"],run:["Sprint_Loop","Jog_Fwd_Loop"],push:["Push_Loop","Interact"],hit:["Hit_Chest","Hit_Head"],fall:["Death01","Hit_Knockback"],getup:["LayToIdle","Sitting_Exit"],cheer:["Dance_Loop","Yes"],sit:["Sitting_Idle_Loop","Sitting_Talking_Loop"]},Ur={hit:!0,fall:!0,getup:!0},ju=["walk","jog","run"],Sv={walk:1.3,jog:3.2,run:5.4},Qa=null;function _l(i,e){return Qa||(Qa=kr(i,Lp()).then(t=>{let n=new Map(t.animations.map(l=>[l.name,l])),s=new Map;for(let[l,c]of Object.entries(Ev)){let h=c.find(u=>n.has(u));h&&s.set(l,n.get(h))}let r={clips:s,speed:{},plant:{},all:n},a=n.get("Jump_Start"),o=n.get("Jump_Land");a&&o&&(r.air={start:a,land:o});try{for(let l of ju)r.speed[l]=Tv(e,s.get(l))}catch{}try{for(let l of ju){let c=wv(e,s.get(l));c!==null&&(r.plant[l]=c)}}catch{}for(let l of ju)r.speed[l]>.3||(r.speed[l]=Sv[l]);return typeof window<"u"&&(window.__walkerSpeeds=r.speed),r}),Qa.catch(()=>{Qa=null})),Qa}function Tv(i,e){if(!e)return 0;let t=ti(i),n=new Map;t.traverse(m=>n.set(m.name,m));let s=n.get("foot_l"),r=n.get("pelvis");if(!s||!r)return 0;let a=new Rn(t);a.clipAction(e).play();let o=48,l=[],c=[],h=[],u=new R,d=new R;for(let m=0;m<o;m++)a.setTime(m/o*e.duration),t.updateMatrixWorld(!0),s.getWorldPosition(u),r.getWorldPosition(d),l.push(m/o*e.duration),c.push(u.z-d.z),h.push(u.y);let f=[];for(let m=0;m<o;m++){let p=(m+1)%o,_=l[1]-l[0],M=(c[p]-c[m])/_;M<-.3&&f.push(-M)}if(f.length<4)return 0;let g=l[1]-l[0];return(Math.max(...c)-Math.min(...c))/(f.length*g)}function wv(i,e){if(!e)return null;let t=ti(i),n=new Map;t.traverse(d=>n.set(d.name,d));let s=n.get("foot_l"),r=n.get("pelvis");if(!s||!r)return null;let a=new Rn(t);a.clipAction(e).play();let o=64,l=new R,c=new R,h=-1/0,u=0;for(let d=0;d<o;d++)a.setTime(d/o*e.duration),t.updateMatrixWorld(!0),s.getWorldPosition(l),r.getWorldPosition(c),l.z-c.z>h&&(h=l.z-c.z,u=d/o);return u}var Av=Math.LN2,eo=i=>4*Av/(i+1e-5);function Rv(i,e,t,n){let 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t=[];i.traverse(h=>{if(!h.isBone)return;let u=h;t.push({bone:u,pos:Iv.has(u.name),offR:new R,velR:new R,offP:new R,velP:new R,lastQ:u.quaternion.clone(),prevQ:u.quaternion.clone(),lastP:u.position.clone(),prevP:u.position.clone(),srcQ:new xe,srcP:new R,srcVR:new R,srcVP:new R,dst0Q:new xe,dst0P:new R,baseQ:u.quaternion.clone(),baseP:u.position.clone()})});let n=e.halfLife??.1,s=n,r=1/60,a=!1,o=!1,l=!1,c=!1;return{get active(){return l||a},mark(h){if(s=h??n,!c||a)return;let u=1/Math.max(r,1e-4);for(let d of t)d.srcQ.copy(d.lastQ),yl(d.lastQ,d.prevQ,d.srcVR).multiplyScalar(u),d.pos&&(d.srcP.copy(d.lastP),d.srcVP.subVectors(d.lastP,d.prevP).multiplyScalar(u));a=!0,o=!1},beforeMixer(h){for(let u of t)u.bone.quaternion.copy(u.baseQ),u.pos&&u.bone.position.copy(u.baseP);if(a){h.update(0);for(let u of t)u.dst0Q.copy(u.bone.quaternion),u.pos&&u.dst0P.copy(u.bone.position);o=!0}},afterMixer(h){for(let d of t)d.baseQ.copy(d.bone.quaternion),d.pos&&d.baseP.copy(d.bone.position);if(a&&o){let d=h>1e-5?1/h:0;for(let f of t)yl(f.srcQ,f.dst0Q,f.offR),yl(f.bone.quaternion,f.dst0Q,kp).multiplyScalar(d),f.velR.subVectors(f.srcVR,kp),f.pos&&(f.offP.subVectors(f.srcP,f.dst0P),Up.subVectors(f.bone.position,f.dst0P).multiplyScalar(d),f.velP.subVectors(f.srcVP,Up));a=!1,l=!0}else a&&(a=!1);if(l){let d=0;for(let f of t)to(f.offR,f.velR,s,h),d=Math.max(d,f.offR.lengthSq()),f.bone.quaternion.premultiply(Np(f.offR,Pv)),f.pos&&(to(f.offP,f.velP,s,h),d=Math.max(d,f.offP.lengthSq()*100),f.bone.position.add(f.offP));d<1e-8&&(l=!1)}let u=h<=1e-5;for(let d of t)d.prevQ.copy(u?d.bone.quaternion:d.lastQ),d.lastQ.copy(d.bone.quaternion),d.pos&&(d.prevP.copy(u?d.bone.position:d.lastP),d.lastP.copy(d.bone.position));h>1e-5&&(r=h),c=!0},reset(){a=!1,l=!1,c=!1;for(let h of t)h.offR.set(0,0,0),h.velR.set(0,0,0),h.offP.set(0,0,0),h.velP.set(0,0,0)}}}var as=new R,Or=new R,Br=new R,Ku=new R,Op=new R,Us=new R,In=new R,Hr=new R,zr=new R,Bp=new R,ew=new xe,Hp=new xe,zp=new xe,Ml=new xe,Yu=new xe,Os=new R,vl=new R,io=(i,e,t)=>Math.min(t,Math.max(e,i)),Vp=(i,e)=>Math.acos(io(i.dot(e)/(i.length()*e.length()+1e-9),-1,1)),Dv=[["thigh_l","calf_l","foot_l"],["thigh_r","calf_r","foot_r"]],Lv=new R,Fv=new R,Fi=(i,e)=>e.setFromMatrixPosition(i.matrixWorld),El=(i,e)=>(i.matrixWorld.decompose(Lv,e,Fv),e);function Ju(i,e){El(i,Hp),El(i.parent,Ml),i.quaternion.copy(Ml.invert().multiply(e).multiply(Hp)),i.updateMatrixWorld(!0)}function $u(i,e,t={}){let n=t.unlockDistance??.22,s=t.contactHeight??.05,r=t.contactSpeed??.45,a=t.halfLife??.08,o=[];i.updateWorldMatrix(!0,!0),i.getWorldPosition(Os);for(let[m,p,_]of t.legs??Dv){let M=e.getObjectByName(m),v=e.getObjectByName(p),w=e.getObjectByName(_);!M||!v||!w||!M.parent||!w.parent||(w.getWorldPosition(In),o.push({a:M,b:v,c:w,restH:Math.max(.02,In.y-Os.y),locked:!1,lockPos:new R,off:new R,offV:new R,prevAnim:new R,haveAnim:!1}))}let l=0,c=0,h=!1,u=new R,d=o.map(()=>0),f=o.map(()=>new R);function g(){for(let m of 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o)E.a.updateMatrixWorld(!0);Fi(i,Os),h&&Os.distanceTo(u)>1.5&&g(),u.copy(Os),h=!0,Fi(e,vl);let M=t.ground,v=M&&p?M(Os.x,Os.z,vl.y):NaN,w=0;for(let E=0;E<o.length;E++){Fi(o[E].c,f[E]);let C=v===v?M(f[E].x,f[E].z,vl.y):NaN;d[E]=C===C?io(C-v,-.6,.6):0,w=Math.min(w,d[E])}if(M||l!==0){let E=eo(.08)/2,C=c+(l-w)*E,b=Math.exp(-E*m);l=w+b*(l-w+C*m),c=b*(c-C*E*m),Math.abs(l)>1e-4&&_.parent?(Fi(_,In),In.y+=l,_.parent.worldToLocal(In),_.position.copy(In),_.updateMatrixWorld(!0)):w===0&&(l=0,c=0)}o.forEach((E,C)=>{Fi(E.c,Op),Us.copy(f[C]),Us.y+=d[C];let b=E.haveAnim?Math.hypot(f[C].x-E.prevAnim.x,f[C].z-E.prevAnim.z)/m:1/0;E.prevAnim.copy(f[C]),E.haveAnim=!0;let T=f[C].y-vl.y-E.restH,D=p&&T<s&&b<r;E.locked&&(!D||E.lockPos.distanceTo(Us)>n)?(E.locked=!1,E.off.subVectors(E.lockPos,Us),E.offV.set(0,0,0)):!E.locked&&D&&(E.locked=!0,E.lockPos.copy(Us).add(E.off)),E.locked?E.off.subVectors(E.lockPos,Us):to(E.off,E.offV,a,m),Ku.copy(Us).add(E.off),Ku.distanceToSquared(Op)>1e-6&&x(E,Ku)})}}}var 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e=i.userData?.ground===!0||Tl.test(i.name)||Tl.test(i.parent?.name??""),t=i.matrixWorld.determinant()<0?-1:1,n=i.geometry,s=n.getAttribute("position");n.boundingBox||n.computeBoundingBox(),vn.copy(n.boundingBox).applyMatrix4(i.matrixWorld);let r=vn.max.x-vn.min.x,a=vn.max.z-vn.min.z;if(!(r>0&&a>0))return null;let o=Math.max(.25,Math.sqrt(r*a/kv)),l=Math.ceil(r/o)+1,c=Math.ceil(a/o)+1,h=vn.min.x,u=vn.min.z,d=new Float32Array(l*c).fill(NaN),f=n.index,g=f?f.count:s.count,x=Math.max(0,n.drawRange.start),m=Math.min(g,x+n.drawRange.count),p=i.matrixWorld;for(let _=x;_+2<m;_+=3){rn.fromBufferAttribute(s,f?f.getX(_):_).applyMatrix4(p),Dn.fromBufferAttribute(s,f?f.getX(_+1):_+1).applyMatrix4(p),Gt.fromBufferAttribute(s,f?f.getX(_+2):_+2).applyMatrix4(p);let 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fn=30,Bs=[10,20,30],zn=27,Wv=[[0,6,.75],[6,12,1],[12,15,1],[15,21,1],[21,27,1.5]],Kp=i=>Math.atan2(Math.sin(i),Math.cos(i)),qv=i=>{let e=new R(0,0,1).applyQuaternion(i);return Math.atan2(e.x,e.z)},Xp=null,nd=new Map;function id(i){let e=nd.get(i);return e||(Xp??=new rs,e=Xp.loadAsync(i).then(t=>Yp(t.scene,t.animations)),nd.set(i,e),e.catch(()=>nd.delete(i))),e}function Yp(i,e){let t=performance.now(),n=i.getObjectByName("root"),s=i.getObjectByName("foot_l"),r=i.getObjectByName("foot_r"),a=i.getObjectByName("pelvis"),o=n.quaternion.clone(),l=o.clone().invert(),c=new Rn(i),h=[],u=[],d=[],f=new xe,g=new R;e.forEach((w,E)=>{let C=Math.max(2,Math.round(w.duration*fn)+1),b=c.clipAction(w);b.play();let T=new Float32Array(C),D=new Float32Array(C),P=new Float32Array(C),F=[new Float32Array(C*3),new Float32Array(C*3),new Float32Array(C*3)];for(let 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$n(w.name,w.duration,w.tracks.filter(I=>!I.name.startsWith("root.")));h.push({name:w.name,clip:L,n:C,rootX:T,rootZ:D,yaw:P,row0:z,valid:u.length-z})});let x=u.length,m=new Float32Array(zn),p=new Float32Array(zn);for(let w=0;w<zn;w++){let E=0;for(let C of u)E+=C[w];m[w]=E/x}for(let[w,E,C]of Wv){let b=0;for(let T=w;T<E;T++){let D=0;for(let P of u)D+=(P[T]-m[T])**2;b+=Math.sqrt(D/x)}b/=E-w;for(let T=w;T<E;T++)p[T]=Math.max(b,1e-4)/C}let _=new Float32Array(x*zn);u.forEach((w,E)=>{for(let C=0;C<zn;C++)_[E*zn+C]=(w[C]-m[C])/p[C]});let M=u.map(w=>Math.hypot(w[19],w[20])/(Bs[2]/fn)).sort((w,E)=>w-E),v=M[Math.floor(M.length*.95)]||1;return{clips:h,N:x,index:Int32Array.from(d),feats:_,offset:m,scale:p,rootRest:o,maxSpeed:v,buildMs:performance.now()-t}}function sd(i,e,t,n,s={}){let r=s.searchInterval??.1,a=s.syncHalfLife??.15,o=s.maxDrift??.4,l=s.scale??1,c=s.maxWarp??1.6,h=s.adjustRatio??.5,u=i.clips.map(U=>e.clipAction(U.clip)),d=e.getRoot().getObjectByName("root"),f=so({halfLife:.25,turnHalfLife:.2,stopHalfLife:.12}),g=new R().copy(t.position);f.yaw=t.rotation.y;let x=0,m=0,p=0,_=!1,M=!0,v=0,w=0,E=new Float32Array(zn),C=[],b={clip:"",frame:0,searches:0,switches:0,searchMs:0};{let U=i.clips.findIndex(z=>/idle/i.test(z.name));U>=0&&(x=U,m=1/fn)}function T(U,z){let L=i.clips[U],I=Math.min(Math.max(1,z),L.valid);return L.row0+I-1}function D(U,z){let L=Math.min(z*fn,U.n-1),I=Math.floor(L),O=L-I,X=Math.min(I+1,U.n-1);return{x:U.rootX[I]+(U.rootX[X]-U.rootX[I])*O,z:U.rootZ[I]+(U.rootZ[X]-U.rootZ[I])*O,yaw:U.yaw[I]+(U.yaw[X]-U.yaw[I])*O}}function P(U,z){u[x]&&U!==x&&u[x].stop(),x=U,m=z;let L=u[x];L.reset(),L.setEffectiveWeight(1),L.play(),L.time=m}function F(U,z){let L=performance.now();b.searches++;let I=T(x,Math.floor(m*fn));for(let Ae=0;Ae<15;Ae++)E[Ae]=i.feats[I*zn+Ae];let O=Bs.map(Ae=>Ae/fn);f.predict(U,z,O,C);let X=t.rotation.y,K=Math.cos(-X),Q=Math.sin(-X),ne={x:f.yaw,v:0},me=Math.hypot(U,z),Be=me>.05?Math.atan2(U,z):f.yaw,We=0;Bs.forEach((Ae,ve)=>{let Ee=C[ve].x,rt=C[ve].z,Ze=(Ee*K+rt*Q)/l,vt=(-Ee*Q+rt*K)/l;E[15+ve*2]=(Ze-i.offset[15+ve*2])/i.scale[15+ve*2],E[16+ve*2]=(vt-i.offset[16+ve*2])/i.scale[16+ve*2],xl(ne,Be,.2,O[ve]-We),We=O[ve];let k=Math.sin(ne.x),ut=Math.cos(ne.x),je=k*K+ut*Q,ot=-k*Q+ut*K;E[21+ve*2]=(je-i.offset[21+ve*2])/i.scale[21+ve*2],E[22+ve*2]=(ot-i.offset[22+ve*2])/i.scale[22+ve*2]});let Le=-1,Y=1/0,pe=i.feats;for(let Ae=0;Ae<i.N;Ae++){let ve=0,Ee=Ae*zn;for(let rt=0;rt<zn;rt++){let Ze=pe[Ee+rt]-E[rt];if(ve+=Ze*Ze,ve>=Y)break}ve<Y&&(Y=ve,Le=Ae)}let re=0;for(let Ae=0;Ae<zn;Ae++){let ve=pe[I*zn+Ae]-E[Ae];re+=ve*ve}if(b.searchMs=performance.now()-L,Le<0)return;let Re=i.index[Le],Ne=Math.floor(Re/65536),De=Re%65536,ft=Math.floor(m*fn),He=Ne===x&&Math.abs(De-ft)<6;(!He&&Y<re-.05||M&&!He)&&(P(Ne,De/fn),n?.mark(.1),b.switches++),M=!1}return{get speed(){return f.speed},debug:b,resume(){_=!0,M=!0,p=0,g.copy(t.position),f.reset(t.rotation.y),P(x,m)},suspend(){_=!1,u[x]?.stop()},update(U,z,L){if(!_||U<=0)return;let I=Math.hypot(z,L),O=i.maxSpeed*l,X=I>O?Math.min(I/O,c):1,K=z/X,Q=L/X;U*=X,f.step(g,K,Q,U);let ne=Math.hypot(K-v,Q-w)>.8;ne&&(v=K,w=Q);let me=i.clips[x];p-=U,(p<=0||ne||m*fn>=me.valid+25)&&(F(K,Q),p=r);let Be=i.clips[x],We=D(Be,m);m=Math.min(m+U,(Be.n-1)/fn),n&&n.beforeMixer(e),d&&(d.quaternion.copy(i.rootRest),d.position.set(0,0,0)),u[x].time=m,e.update(0),n&&n.afterMixer(U);let Le=D(Be,m),Y=Math.cos(-We.yaw),pe=Math.sin(-We.yaw),re=Le.x-We.x,Re=Le.z-We.z,Ne=re*Y+Re*pe,De=-re*pe+Re*Y,ft=t.rotation.y,He=Math.cos(ft),Ae=Math.sin(ft);t.position.x+=(Ne*He+De*Ae)*l,t.position.z+=(-Ne*Ae+De*He)*l,t.rotation.y+=Le.yaw-We.yaw;let ve=1-Math.exp(-Math.LN2*U/a),Ee=(g.x-t.position.x)*ve,rt=(g.z-t.position.z)*ve,Ze=Math.hypot(Ne,De)*l,vt=Math.hypot(Ee,rt),k=h*Ze;vt>k&&(Ee*=k/vt,rt*=k/vt),t.position.x+=Ee,t.position.z+=rt;let ut=Kp(f.yaw-t.rotation.y)*ve,je=h*Math.abs(Le.yaw-We.yaw)+.5*Ze;ut=Math.max(-je,Math.min(je,ut)),t.rotation.y+=ut;let ot=g.x-t.position.x,le=g.z-t.position.z,pt=Math.hypot(ot,le);pt>o&&(g.x=t.position.x+ot/pt*o,g.z=t.position.z+le/pt*o),b.clip=Be.name,b.frame=Math.floor(m*fn)}}}var rd={pelvis:"spine_01",spine_01:"spine_02",spine_02:"spine_03",spine_03:"neck_01",neck_01:"head",clavicle_l:"upperarm_l",upperarm_l:"lowerarm_l",lowerarm_l:"hand_l",hand_l:"middle_01_l",clavicle_r:"upperarm_r",upperarm_r:"lowerarm_r",lowerarm_r:"hand_r",hand_r:"middle_01_r",thigh_l:"calf_l",calf_l:"foot_l",foot_l:"ball_l",thigh_r:"calf_r",calf_r:"foot_r",foot_r:"ball_r"};for(let i of["thumb","index","middle","ring","pinky"])for(let e of["l","r"])rd[`${i}_01_${e}`]=`${i}_02_${e}`,rd[`${i}_02_${e}`]=`${i}_03_${e}`;function Jp(i){let e=new Map;return i.traverse(t=>{t.isBone&&!e.has(t.name.toLowerCase())&&e.set(t.name.toLowerCase(),t)}),e}function $p(i,e,t){let n=Jp(i),s=Jp(e),r=[],a=new Map;e.traverse(L=>{let I=L;if(!I.isBone)return;let O=I.name.toLowerCase(),X=n.get(O);if(!X||O.includes("leaf"))return;let K=I.parent,Q=-1;for(;K&&Q<0;){let ne=a.get(K);ne!==void 0&&(Q=ne),K=K.parent}a.set(I,r.length),r.push({t:I,d:X,name:O,parent:Q})});let o=new xe,l=new xe,c=new xe,h=new xe,u=new xe,d=new R,f=new R,g=new R,x=new R,m=(L,I)=>L.getWorldQuaternion(I).premultiply(l),p=(L,I)=>t.worldToLocal(L.getWorldPosition(I)),_=(L,I)=>L.parent?m(L.parent,I):I.identity();t.updateMatrixWorld(!0),t.getWorldQuaternion(o),l.copy(o).invert();let M=s.get("head"),v=M?m(M,new xe):null;for(let L of r){let I=rd[L.name],O=I?s.get(I):void 0,X=I?n.get(I):void 0;if(!O||!X)continue;let K=p(X,d).sub(p(L.d,f)).normalize(),Q=p(O,g).sub(p(L.t,x)).normalize();if(K.lengthSq()<.5||Q.lengthSq()<.5)continue;let ne=c.setFromUnitVectors(Q,K),me=m(L.t,h).premultiply(ne);L.t.quaternion.copy(_(L.t,u).invert().multiply(me)),L.t.updateMatrixWorld(!0)}M&&v&&(M.quaternion.copy(_(M,u).invert().multiply(v)),M.updateMatrixWorld(!0));let w=r.map(L=>m(L.d,new xe)),E=r.map(L=>m(L.t,new xe)),C=n.get("pelvis"),b=s.get("pelvis"),T=C?p(C,new R):null,D=b?p(b,new R):null,P=L=>{let I=L.get("thigh_l"),O=L.get("foot_l");return I&&O?p(I,d).distanceTo(p(O,f)):1},F=P(s)/Math.max(.001,P(n)),U=r.map(()=>new xe),z=new xe;return{update(){t.updateMatrixWorld(!0),t.getWorldQuaternion(o),l.copy(o).invert();for(let L=0;L<r.length;L++){let I=r[L];m(I.d,c),U[L].copy(c).multiply(z.copy(w[L]).invert()).multiply(E[L]);let O=I.parent>=0?U[I.parent]:_(I.t,u);I.t.quaternion.copy(z.copy(O).invert().multiply(U[L]))}if(C&&b&&T&&D&&b.parent){let L=p(C,d).sub(T).multiplyScalar(F).add(D);t.localToWorld(L),b.parent.updateWorldMatrix(!0,!1),b.position.copy(b.parent.worldToLocal(L))}e.updateMatrixWorld(!0)}}}var Al=["root","pelvis","spine_01","spine_02","spine_03","neck_01","Head","clavicle_l","upperarm_l","lowerarm_l","hand_l","clavicle_r","upperarm_r","lowerarm_r","hand_r","thigh_l","calf_l","foot_l","ball_l","thigh_r","calf_r","foot_r","ball_r"];var jv=new rs().setMeshoptDecoder(gl),ad=new Map;function od(i){let e=ad.get(i);return e||(e=jv.loadAsync(i).then(t=>({scene:t.scene,animations:t.animations})),ad.set(i,e),e.catch(()=>ad.delete(i))),e}var cd=Object.fromEntries(Al.map(i=>[i,i]));function Zp(i,e,t){let n=ti(i),s={},r=new Map;n.traverse(g=>{g.isBone&&r.set(g.name,g)});for(let g of Al){let x=t.boneMap[g],m=x?r.get(x):void 0;m&&(s[g]=m)}let a={};for(let g of Al){let x=s[g];x&&(a[g]=x.quaternion.clone())}let o=[];n.traverse(g=>{let x=g;x.isSkinnedMesh&&(o.push(x),x.frustumCulled=!1,x.castShadow=!0,x.receiveShadow=!0)});let l=new it;l.add(n),l.updateMatrixWorld(!0);let c=new Qt;for(let g of o)g.computeBoundingBox(),c.union(g.boundingBox.clone().applyMatrix4(g.matrixWorld));let h=Math.max(.01,c.max.y-c.min.y),u=t.spec.height??1.78,d=u/h;l.scale.setScalar(d),l.position.y=-c.min.y*d,l.updateMatrixWorld(!0);let f=t.materials(n);return{root:l,skinned:o,bones:s,rest:a,height:u,clips:e.length?Object.fromEntries(e.map(g=>[g.name,g])):void 0,setRegionColour:f.setRegionColour,setShading:f.setShading,dispose(){f.dispose()}}}var Xv={...cd,root:"Root",Head:"head"},Kv=[{test:/body/i,region:"skin",ref:"#c79b80",rough:.58},{test:/top/i,region:"top",ref:"#f2f2f2",rough:.9},{test:/bottom/i,region:"bottom",ref:"#5f7390",rough:.85},{test:/socks|accent/i,region:"accent",ref:"#f2f2f2",rough:.85},{test:/shoes/i,region:"shoes",rough:.6},{test:/short|hair|ponytail|bob|braid|long|afro/i,region:"hair",ref:"#4b3c32",rough:.55,alpha:"test"},{test:/eyebrow|eyelash/i,region:"fixed",rough:.7,alpha:"hash"},{test:/eye|low-poly/i,region:"fixed",rough:.15}];function Yv(i,e,t,n=1.8){let s=new Oe(i),r=new Oe(e);return t.setRGB(Math.min(n,s.r/Math.max(.02,r.r)),Math.min(n,s.g/Math.max(.02,r.g)),Math.min(n,s.b/Math.max(.02,r.b)))}var Jv={"tennis-max":"skater-male","tennis-leo":"skater-dex","tennis-ava":"skater-juno","tennis-zoe":"skater-kai"},Qp={male:["omg-hero-m"],female:["omg-hero-f"]},Rl=i=>!!i&&/^(omg|omu)-/.test(i);function em(i="skater-male",e="/"){return{source:"real",async load(t){let n=/^(fan|judge)-/.test(i)?"crowd":/^tennis-/.test(i)?"tennis":/^football-/.test(i)?"football":Rl(i)?"painted":"real",s;try{({scene:s}=await od(`${e}cast/${n}/${i}.glb`))}catch(r){let a=Jv[i];if(!a)throw r;console.warn(`[cast] ${i}.glb not found in cast/tennis/, standing in with ${a}`),{scene:s}=await od(`${e}cast/real/${a}.glb`)}return Zp(s,[],{spec:t,boneMap:n==="painted"&&!s.getObjectByName("Root")?cd:Xv,materials(r){let a=[];r.traverse(c=>{let h=c;if(!h.isSkinnedMesh)return;let u=h.material,d=Kv.find(m=>m.test.test(u.name))??{test:/./,region:"fixed",rough:.8},f=u.clone();f.metalness=0,f.roughness=d.rough,f.color.set(16777215),f.transparent=!1,f.depthWrite=!0,d.alpha?(f.alphaTest=d.alpha==="test"?.35:.2,f.alphaToCoverage=!0,f.side=_n):(f.alphaTest=0,f.side=on),f.normalMap&&f.normalScale.set(.9,.9),n==="painted"&&u.name==="Painted"&&f.map&&(f.emissive.set(16777215),f.emissiveMap=f.map,f.emissiveIntensity=.35,f.color.setScalar(.8),f.roughness=.9),h.material=f,h.castShadow=!d.alpha||d.alpha==="test";let g=u.userData?.cast_ref,x=g==="none"?void 0:typeof g=="string"&&d.ref?g:d.ref;a.push({m:f,region:d.region,ref:x})});let o=new Oe,l=(c,h)=>{for(let u of a)u.region!==c||!u.ref||(h?u.m.color.copy(Yv(h,u.ref,o,c==="skin"||c==="hair"?1.06:1.8)):u.m.color.set(16777215))};for(let[c,h]of Object.entries(t.colours??{}))l(c,h??null);return{setRegionColour:l,setShading(c){for(let h of a)h.m.flatShading=c==="flat"},dispose(){for(let c of a)c.m.dispose()}}}})}}}var tm=.2,nm={female:["fan-f1","fan-f2","fan-f3","tennis-zoe","tennis-ava","football-nia","judge-f1","skater-juno"],male:["fan-m1","fan-m2","fan-m3","fan-m4","tennis-max","tennis-leo","football-cole","football-rey","football-tank","judge-m1","judge-m2","skater-male","skater-dex"]},im=new Set;async function sm(i,e,t){let n=i.real?i.real.replace(/-.*$/,"-"):"",s=n==="football-"||n==="tennis-"?nm[e].filter(o=>o.startsWith(n)):Rl(i.real)?[...Qp[e]]:[],r=[...i.real?[i.real]:[],...s,...nm[e]].filter((o,l,c)=>c.indexOf(o)===l&&!im.has(`${t}${o}`)),a=new Error("no real body in the list");for(let o of r)try{return await em(o,t).load(i)}catch(l){a=l,/404/.test(String(l?.message??l))&&im.add(`${t}${o}`),console.warn(`[cast] real body ${o} not shipped for ${i.id}, trying the next one`)}throw a}var 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i.bones.forEach((a,o)=>{n.test(a.name)&&(s.push(o),r.push(1))}),t>0&&(s.unshift(i.index.get("spine_03")),r.unshift(t)),{idx:Int16Array.from(s),w:Float32Array.from(r)}}function Dl(i){return{idx:Int16Array.from([i.index.get("neck_01"),i.index.get("Head")]),w:Float32Array.from([1,1])}}function Ll(...i){let e=[],t=[];for(let n of i)for(let s=0;s<n.idx.length;s++)e.includes(n.idx[s])||(e.push(n.idx[s]),t.push(n.w[s]));return{idx:Int16Array.from(e),w:Float32Array.from(t)}}var Hs=class{constructor(e,t){this.rig=e;this.bones=t}base=null;baseT=0;baseRate=1;prev=null;prevT=0;mix=1;fade=.3;layers=[];tmp=new xe;tmp2=new xe;pv=new R;pv2=new R;setBase(e,t=.35,n=0){e!==this.base&&(this.prev=this.base,this.prevT=this.baseT,this.mix=this.base?0:1,this.fade=t,this.base=e,this.baseT=n*e.dur)}set(e,t=e?.slots??[],n=0){for(let r of this.layers)r.atom.slots.some(a=>t.includes(a))&&r.atom!==e&&(r.target=0);if(!e)return;let 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of["l","r"])i.push({node:`thigh_${e}`,to:`calf_${e}`,f:.35,at:[0,0,0],r:.075,tag:`leg_${e}`},{node:`thigh_${e}`,to:`calf_${e}`,f:.7,at:[0,0,0],r:.07,tag:`leg_${e}`},{node:`calf_${e}`,at:[0,0,0],r:.06,tag:`leg_${e}`},{node:`calf_${e}`,to:`foot_${e}`,f:.5,at:[0,0,0],r:.05,tag:`leg_${e}`},{node:`upperarm_${e}`,to:`lowerarm_${e}`,f:.5,at:[0,0,0],r:.05,tag:`arm_${e}`},{node:`lowerarm_${e}`,at:[0,0,0],r:.045,tag:`arm_${e}`},{node:`lowerarm_${e}`,to:`hand_${e}`,f:.5,at:[0,0,0],r:.04,tag:`arm_${e}`},{node:`hand_${e}`,at:[0,.07,0],r:.045,tag:`hand_${e}`});return i}var MM={head:"the head",torso:"the body",leg_l:"the left leg",leg_r:"the right leg",arm_l:"the left arm",arm_r:"the right arm",hand_l:"the left hand",hand_r:"the right hand",seat:"the seat",seatback:"the seat back",wheel:"the steering wheel"};function EM(i,e){let[t,n]=i.split("@");if(e.includes("@"))return!1;if(n?.startsWith("hand_")){let s=n.slice(-1);if(e===`arm_${s}`||e===`hand_${s}`)return!0}return!!(t==="pistol"&&(e.startsWith("arm_")||e.startsWith("hand_"))||(t==="phone"||t==="apple"||t==="pistol")&&e==="head"||t==="backpack"&&(e==="torso"||e.startsWith("arm_")||e==="head"))}function SM(i,e){let[t,n]=i.split("@");return t==="bag"&&n?.startsWith("hand_")&&e===`leg_${n.slice(-1)}`?.085:.035}function TM(i){if(!i.seat)return[];let e=bd[i.id];return i.seat==="stool"?[{node:"world",at:[e.x,e.y-.2,e.z],r:.17,tag:"seat"}]:[{node:"world",at:[e.x,e.y-.2,e.z],r:.2,tag:"seat"},{node:"world",at:[e.x,e.y+.22,e.z-.32],r:.2,tag:"seatback"},{node:"world",at:[e.x,e.y+.5,e.z-.36],r:.2,tag:"seatback"},{node:"world",at:[e.x,e.y+.36,e.z+.5],r:.16,tag:"wheel"}]}var Im=new Map;function Wm(i,e,t){let n=`${i.id}|${e.id}|${t.some(r=>r.slots.includes("head"))?"h":""}`,s=Im.get(n);if(s===void 0){let r=e.id.includes("_l")?"hand_l":"hand_r";s=Sm($e,e.clip,Vn.get(i.clip),[e,...t.filter(a=>a.slots.includes("head"))],e,r),Im.set(n,s)}return s}var Dm=i=>ki.find(e=>e.id===i)?.say??Ui.find(e=>e.kind===i)?.say??us.find(e=>e.kind===i)?.say??Ws.find(e=>e.kind===i)?.say??Jr.find(e=>e.kind===i)?.say??i,os=i=>ki.find(e=>e.id===i)?.label??Ui.find(e=>e.kind===i)?.label??us.find(e=>e.kind===i)?.label??Ws.find(e=>e.kind===i)?.label??Jr.find(e=>e.kind===i)?.label??i;function qm(i){let e=[os(i.base)];return i.both&&e.push(os(i.both)),i.l&&e.push(`${os(i.l)} (left)`),i.r&&e.push(`${os(i.r)} (right)`),i.head&&e.push(os(i.head)),i.back&&e.push(os(i.back)),e.join(" + ")}function Gs(i,e=!0){let t=ki.find(u=>u.id===i.base),n={ok:!1,stage:"slots",why:"",notes:[],base:t,atoms:[],label:qm(i),sense:1},s=()=>{let u=[];return i.both?u.push(xM(i.both)):(i.l&&u.push(qr(i.l,"l")),i.r&&u.push(qr(i.r,"r"))),i.head&&u.push(yM(i.head)),i.back&&u.push(Gm(i.back)),u},r=i.both?2:(i.l?1:0)+(i.r?1:0),a=dd.hands[t.id]??0;if(r+a>2)return n.atoms=s(),n.why=`${t.label} keeps ${a===2?"both hands":"one hand"} busy, so ${r===2?"two more hand moves do":"this hand move does"} not fit.`,n;if(i.both&&us.find(u=>u.kind===i.both).head&&i.head)return n.atoms=s(),n.why=`${os(i.both)} already uses the head.`,n;n.stage="sense";let o=[i.base,...i.both?[i.both]:[i.l,i.r],i.head,i.back].filter(Boolean),l=1,c="";for(let u=0;u<o.length;u++)for(let d=u+1;d<o.length;d++){let f=dd.pairs[mM(o[u],o[d])];f!==void 0&&f<l&&(l=f,c=`${Dm(o[u])} while ${Dm(o[d])}`)}if(n.sense=l,l<.5)return n.atoms=s(),n.why=`Does not make sense: ${c} (the model gives it ${Math.round(l*100)} in 100).`,n;n.stage="geometry";let h=s();if(e){for(let f=0;f<h.length;f++){let g=h[f],x=Ui.find(_=>_.kind===g.kind);if(!x?.contact||!g.clip||i.both)continue;let m=Wm(t,g,h.filter(_=>_!==g));if(m<=.04)continue;if(h.some(_=>_!==g&&_.slots.includes("head")))return n.atoms=h,n.why=`The ${g.prop} would sit ${Math.round(m*100)} cm away from the face, and the head is already taken.`,n;h=h.map(_=>_===g?qr(g.kind,g.id.includes("_l")?"l":"r",!0):_),n.notes.push(`${x.label}: the head follows the hand (it was ${Math.round(m*100)} cm off).`)}let u=f=>{let g=[];for(let x of f)if(x.prop&&x.propAt){let m=Kr[`${x.prop}@${x.propAt}`];for(let p of wm(x.prop,`socket-${x.propAt}`,`${x.prop}@${x.propAt}`))m&&(p.at=new R(...p.at).applyQuaternion(m.q).add(m.p).toArray()),g.push(p)}return g.length?Em($e,{base:Vn.get(t.clip),atoms:f,balls:g,body:[...vM(),...TM(t)]},EM,SM):null},d=u(h);if(d&&!d.ok){let f=h.filter(g=>g.release&&g.prop&&d.pair.includes(`${g.prop}@${g.propAt}`));if(f.length){let g=h.map(m=>f.includes(m)?qr(m.kind,m.id.includes("_l")?"l":"r",m.id.includes("+head"),!1,!0):m),x=u(g);x?.ok&&(h=g,d=x,n.notes.push(`${os(f[0].kind)}: the hand keeps the ${f[0].prop} at its side between bites (it would rest inside the leg).`))}}if(d&&!d.ok){let[f,g]=d.pair.split(" / "),x=m=>m.includes("@")?`the ${m.split("@")[0]}`:MM[m]??m;return n.atoms=h,n.why=`The ${f.split("@")[0]} would pass ${Math.round(d.worst*100)} cm into ${x(g)}.`,n}}return n.atoms=h,n.ok=!0,n.stage="ok",n.why="Allowed.",n}function wM(){let i=[],e=[null,...Ui.map(t=>t.kind)];for(let t of ki)for(let n of[null,...Ws.map(s=>s.kind)])for(let s of[null,...Jr.map(r=>r.kind)]){for(let r of e)for(let a of e)i.push({base:t.id,l:r,r:a,both:null,head:n,back:s});for(let r of us)i.push({base:t.id,l:null,r:null,both:r.kind,head:n,back:s})}return i}var hd=[[{id:"p0",role:"npc",body:"ubc-female",hair:"hair-buns",height:1.68,colours:{top:"#d9534f",bottom:"#33415c"}},"casual"],[{id:"p1",role:"npc",body:"ubc-male",hair:"hair-simpleparted",height:1.8,colours:{top:"#2f6fb0",bottom:"#2b2b33"}},"casual"],[{id:"p2",role:"npc",body:"ubc-female",hair:"hair-long",height:1.72,colours:{top:"#e0a526",bottom:"#3a3a44"}},"smart"],[{id:"p3",role:"npc",body:"ubc-male",hair:"hair-buzzed",height:1.84,colours:{top:"#3d8b6a",bottom:"#4a4038"}},"smart"],[{id:"p4",role:"npc",body:"ubc-female",hair:"hair-buzzedfemale",height:1.64,colours:{top:"#7d5bd1",bottom:"#2b2b33"}},"casual"],[{id:"p5",role:"npc",body:"ubc-male",hair:"hair-simpleparted",height:1.75,colours:{top:"#e07a3f",bottom:"#33415c"}},"casual"],[{id:"p6",role:"npc",body:"ubc-female",hair:"hair-long",height:1.7,colours:{top:"#3aa0a0",bottom:"#4a4038"}},"casual"],[{id:"p7",role:"npc",body:"ubc-male",hair:"hair-buzzed",height:1.79,colours:{top:"#b8405e",bottom:"#2b2b33"}},"casual"]],Lm=["#f1c9a5","#d9a37c","#a8704a","#7a4a2e","#e8b990"],Fm=["#2a1d15","#5a3a22","#c8a064","#1a1a1e","#8a8a90","#7a2e1c"],jm=null,AM=new Promise(i=>{jm=i}),Vs=class{constructor(e,t,n=!1){this.n=e;let[s,r]=hd[e%hd.length],a={...s,id:`p${e}`,colours:{...s.colours,skin:Lm[(e*3+1)%Lm.length],hair:Fm[(e*5+2)%Fm.length]}};e>=hd.length&&(a.colours.top=["#4f7ad9","#d9824f","#58a05a","#c05a9a","#d8c04a","#5ab0c8","#8a6ad0","#c85050"][e*7%8]),this.scale=(a.height??1.78)/1.8,this.w=dm(a,{base:"./",outfit:r,ground:"flat",footLock:!1,motion:"classic"}),this.root=this.w.root,this.root.visible=!1,t.add(this.root),this.ready=(n?this.w.ready:Promise.all([this.w.ready,AM])).then(()=>{n||this.bind()})}w;st;root;label;ready;held=new Map;speed=0;vx=0;lane=null;seat;seatKind;onCup;sel=null;verdict=null;script;scale=1;hand=.083;bind(){let e=Il($e,this.root);this.st=new Hs($e,e),this.root.updateMatrixWorld(!0),this.hand=e[$e.index.get("hand_l")].getWorldPosition(new R).distanceTo(e[$e.index.get("middle_01_l")].getWorldPosition(new R))}apply(e,t=0,n=!1){this.verdict=e;let s=this.st,r=!s.base;s.setBase(Vn.get(e.base.clip),.4,t);let a=new Set(e.atoms);for(let c of s.active())a.has(c)||s.set(null,c.slots.length?c.slots:[]);for(let c of e.atoms)c.clip&&s.set(c,c.slots,c.clip.loop?t:0);let o=new Map;for(let c of e.atoms)c.prop&&c.propAt&&o.set(c.propAt,c);for(let[c,h]of this.held)o.get(c)?.prop!==h.name&&(this.w.drop(h.obj),h.obj.removeFromParent(),this.held.delete(c));for(let[c,h]of o){let u=this.held.get(c);if(u){u.atom=h;continue}let d=Fl(h.prop);this.w.hold(d,c),Km(d,h.prop,c,this.hand),d.scale.setScalar(h.clip&&!r&&!n?.001:1),this.held.set(c,{name:h.prop,obj:d,atom:h})}if(this.seatKind!==e.base.seat&&(this.seat?.removeFromParent(),this.seat=void 0,this.seatKind=e.base.seat,e.base.seat)){let c=bd[e.base.id];this.seat=e.base.seat==="stool"?Am():Rm(),this.seat.position.set(c.x*this.scale,e.base.seat==="stool"?(c.y-.585)*this.scale:(c.y-.52)*this.scale,c.z*this.scale+(e.base.seat==="stool",-.02)),this.seat.scale.setScalar(this.scale),this.root.add(this.seat)}let l=e.base.speed;this.speed=(typeof l=="number"?l:l?ud[l]??0:0)*this.scale,(r||n)&&(s.snap(),s.update(0),this.root.visible=!0)}lb=null;reach(e,t,n){let s=this.lb??=Il($e,this.root),r=P=>s[$e.index.get(P)],a=r(`upperarm_${e}`),o=r(`lowerarm_${e}`),l=r(`hand_${e}`),c=r("Head");a.parent.updateWorldMatrix(!0,!1),a.updateWorldMatrix(!1,!0),c.updateWorldMatrix(!0,!1);let h=a.getWorldPosition(new R),u=o.getWorldPosition(new R),d=l.getWorldPosition(new R),f=this.held.get(`hand_${e}`)?.obj.userData.inner,g=f?f.getWorldPosition(new R):d.clone(),x=c.getWorldScale(new R).x,m=c.localToWorld(new R(t[0]/x,t[1]/x,t[2]/x)).sub(g).add(d);m.copy(d.clone().lerp(m,n));let p=u.distanceTo(h),_=d.distanceTo(u),M=Math.min(p+_-.001,Math.max(Math.abs(p-_)+.001,m.distanceTo(h))),v=h.clone().sub(u),w=d.clone().sub(u),E=v.angleTo(w),C=Math.acos(Math.min(1,Math.max(-1,(p*p+_*_-M*M)/(2*p*_)))),b=u.clone().sub(h).cross(w);b.lengthSq()<1e-8&&b.set(1,0,0),b.normalize();let T=(P,F)=>{let U=P.parent.getWorldQuaternion(new xe),z=P.getWorldQuaternion(new xe);P.quaternion.copy(U.invert().multiply(F).multiply(z)),P.updateWorldMatrix(!1,!0)};T(o,new xe().setFromAxisAngle(b,E-C));let D=l.getWorldPosition(new R);T(a,new xe().setFromUnitVectors(D.sub(h).normalize(),m.clone().sub(h).normalize()))}tick(e){if(this.st){if(this.script){let t=this.script;for(t.t+=e,t.t>=t.T&&(t.t-=t.T,t.at=0);t.at<t.steps.length&&t.t>=t.steps[t.at][0];)this.sel=t.steps[t.at][1],this.apply(Gs(this.sel)),t.at++}if(this.st.base){this.st.update(e),this.lane&&(this.root.position.x+=this.vx*e,this.root.position.x>this.lane[1]&&(this.root.position.x=this.lane[0]),this.root.position.x<this.lane[0]&&(this.root.position.x=this.lane[1]));for(let t of this.st.active()){let n=RM[t.kind];if(!n)continue;let s=this.st.info(t);if(!s)continue;let r=s.t/s.dur,a=(l,c,h)=>{let u=Math.min(1,Math.max(0,(h-l)/(c-l)));return u*u*(3-2*u)},o=s.w*a(n.in[0],n.in[1],r)*(1-a(n.out[0],n.out[1],r));o>.01&&(this.reach(t.id.includes("_l")?"l":"r",n.at,o),this.reach(t.id.includes("_l")?"l":"r",n.at,o))}for(let[t,n]of this.held){if(n.atom.clip){let s=this.st.weightOf(n.atom),r=s*s*(3-2*s),a=n.obj.scale.x+(r-n.obj.scale.x)*Math.min(1,e*14);n.obj.scale.setScalar(Math.max(.001,a))}if(t!=="back"&&n.name==="bag"){let s=n.obj.parent;s.updateWorldMatrix(!0,!1),s.getWorldQuaternion(Nm).invert(),this.root.getWorldQuaternion(km),n.obj.quaternion.copy(Nm.multiply(km))}}}}}},Nm=new xe,km=new xe,RM={eat:{at:[0,.04,.14],in:[.22,.5],out:[.78,.97]}},Xm={};function CM(){$e.root.updateMatrixWorld(!0);for(let i of["l","r"]){let e=$e.nodes.get(`socket-hand_${i}`),t=h=>e.worldToLocal($e.nodes.get(h).getWorldPosition(new R)),n=t(`hand_${i}`),s=t(`middle_01_${i}`),r=t(`index_01_${i}`),a=t(`pinky_01_${i}`);kl=n.distanceTo(s);let o=s.clone().sub(n).normalize(),l=r.clone().sub(a);l.addScaledVector(o,-l.dot(o)).normalize();let c=new R().crossVectors(o,l).normalize();i==="r"&&c.negate(),Xm[`hand_${i}`]={o:n.clone().lerp(s,.8),F:o,A:l,N:c,w:s.clone().sub(n).multiplyScalar(.8)}}}var Kr={},kl=.083;function Um(){let i=$e.bones.length,e=(n,s)=>{for(let r=0;r<i;r++)Vr(n,i,s,r,$e.bones[r].quaternion);ro(n,s,$e.bones[$e.pelvis].position),$e.root.updateMatrixWorld(!0)},t=new R(0,1,0);for(let n of["l","r"]){let s=`hand_${n}`,r=$e.nodes.get(`socket-${s}`),a=Xm[s],o=c=>c.clone().applyQuaternion(r.getWorldQuaternion(new xe).invert()),l=(c,h,u,d)=>{let f=h.clone().normalize(),g=u.clone().addScaledVector(f,-u.dot(f)).normalize(),x=new R().crossVectors(f,g);Kr[`${c}@${s}`]={p:d,o:a.w,q:new xe().setFromRotationMatrix(new qe().makeBasis(x,f,g))}};e(Vm("Idle_TalkingPhone_Loop",n,"r"),0);{let c=o(t),h=c.addScaledVector(a.N,-c.dot(a.N));l("phone",h,a.N,a.o.clone().addScaledVector(a.N,zs.phone[2]).addScaledVector(h.clone().normalize(),zs.phone[1]))}if(Kr[`apple@${s}`]={p:a.o.clone().addScaledVector(a.N,zs.apple[2]).addScaledVector(a.A,zs.apple[1]),o:a.w,q:new xe},n==="r"){e(Vn.get("Pistol_Idle_Loop"),0);let c=$e.nodes.get("hand_r").getWorldPosition(new R).sub($e.nodes.get("lowerarm_r").getWorldPosition(new R)).normalize(),h=o(t);l("pistol",h,o(c),a.o.clone().addScaledVector(a.N,zs.pistol[2]).addScaledVector(h.clone().normalize(),zs.pistol[1]))}}Gr($e)}function Km(i,e,t,n=kl){let s=i.userData.inner,r=Kr[`${e}@${t}`];!s||!r||(s.position.copy(r.p).addScaledVector(r.o,n/kl-1),s.quaternion.copy(r.q))}var zs={phone:[0,.03,.016],apple:[0,.022,.046],pistol:[0,-.055,.03]},xi={cafe:new it,mix:new it,crowd:new it},Ct={cafe:[],mix:[],crowd:[]};for(let i of Object.values(xi))i.visible=!1,Oi.add(i);var Yr="cafe",fd=!1,co=!1,Ul=!1,Wt={base:"walk",l:"phone",r:"bag",both:null,head:null,back:"backpack"},oo=[],PM=Lt("labels"),Om={cafe:{pos:[-.1,1.55,5.1],look:[-.15,.98,0]},mix:{pos:[2.6,1.5,4.4],look:[0,.95,0]},crowd:{pos:[0,5.4,15.2],look:[0,.6,.4]}};function IM(i){ls.position.set(...Om[i].pos),ni.target.set(...Om[i].look),ni.update()}function Ym(i){let e=document.createElement("div");e.className="tag",PM.appendChild(e),i.label=e}var _d=new it;Oi.add(_d);function DM(){let i=_d,e=[15255968,13228264,15120560,13623491,15326382,14010342];for(let t=0;t<6;t++){let s=3.4+t%3*.7,r=new It(new zt(5.2,s,3),new hn({color:e[t],roughness:.9}));r.position.set(-13.5+t*5.4,s/2,-9.2),r.castShadow=!0,r.receiveShadow=!0,i.add(r);let a=new It(new zt(5.2*.86,.12,1.1),new hn({color:[12075102,3108784,4033386,14711359][t%4],roughness:.8}));a.position.set(-13.5+t*5.4,2.35,-7.4),a.rotation.x=.22,a.castShadow=!0,i.add(a);let o=new It(new zt(5.2*.7,1.5,.05),new hn({color:7308968,roughness:.25,metalness:.2}));o.position.set(-13.5+t*5.4,1.25,-7.68),i.add(o)}}async function LM(){let i=xi.cafe,e=ld();e.position.set(-.55,0,.15),i.add(e);let t=Fl("cup");t.position.set(-.4,.795,.02),i.add(t);let n=Fl("apple");n.position.set(-.72,.775,.3),i.add(n);let s=Ct.cafe[0],r=Ct.cafe[1],a=Ct.cafe[2];await Promise.all(Ct.cafe.map(l=>l.ready)),s.root.position.set(-1.25,0,.1),s.root.rotation.y=.95;let o=(l,c,h,u=null,d=null)=>({base:l,l:c,r:h,both:null,head:d,back:u});s.script={T:20,at:0,t:0,steps:[[0,o("sit",null,null,"backpack")],[1.2,o("sit",null,"phone","backpack")],[4.2,o("sit","eat","phone","backpack")],[10.2,o("sit",null,null,"backpack")],[11.4,o("sit","phone",null,"backpack")],[13.6,o("sit","phone","eat","backpack")],[19.2,o("sit",null,null,"backpack")]]},s.onCup=n,r.root.position.set(-6,0,-1.7),r.root.rotation.y=Math.PI/2,r.lane=[-7,7],r.script={T:16,at:0,t:0,steps:[[0,o("walk","bag","phone","backpack")],[8,o("walk","phone","eat","backpack")]]},a.root.position.set(1,0,.1),a.root.rotation.y=-.75,a.script={T:14,at:0,t:0,steps:[[0,o("stand","eat","talk")],[5,o("stand","eat","thumb")],[9,o("stand","talk","phone",null)]]};for(let l of Ct.cafe)Ym(l),l.tick(0);r.vx=r.speed}function FM(){let i=Ct.mix[0];Ym(i),Ni(!0)}function Ni(i=!1){let e=Ct.mix[0];if(!e?.st)return;let t=Gs(Wt);e.sel=Wt;let n=t;if(co){let s=Wt.r??Wt.l,r=Ui.find(a=>a.kind===s);n={...t,ok:!0,atoms:[...s&&r?.clip?[qr(s,r.native==="own"?"r":r.native,!1,!0)]:[],...Wt.back?[Gm(Wt.back)]:[]]},e.apply(n,0,i)}else(t.ok||Ul||i)&&e.apply(t,0,i);OM(t)}function NM(){let i=xi.crowd,e=(r,a,o=2)=>{let l=oo.map(jr).filter(c=>c.base===r&&[c.l,c.r,c.both,c.head,c.back].filter(Boolean).length>=o&&!c.both);return l.length?l[(a*7919+13)%l.length]:{base:r,l:null,r:null,both:null,head:null,back:null}},t=Ct.crowd,n=0,s=[5.6,4.4,3.2,-3.2,-4.4,-5.6];for(let r=0;r<6;r++)for(let a=0;a<2;a++){let o=t[n++],l=r%2?-1:1,c=r===2&&a===0?"jog":"walk";o.root.position.set(-11+(r*5+a*11+3)%22,0,s[r]),o.root.rotation.y=l>0?Math.PI/2:-Math.PI/2,o.lane=[-13,13],o.sel=e(c,n),o.apply(Gs(o.sel),n*.37%1,!0),o.vx=l*o.speed}for(let r=0;r<3;r++){let a=-7+r*7,o=-.2,l=ld();l.position.set(a,0,o),i.add(l);for(let c=0;c<2;c++){let h=t[n++];h.root.position.set(a+(c?.85:-.85),0,o+.05),h.root.rotation.y=c?-Math.PI/2+.35:Math.PI/2-.35,h.sel=e("sit",n+r,2),h.apply(Gs(h.sel),n*.41%1,!0)}}for(let r=0;r<3;r++)for(let a=0;a<2;a++){let o=t[n++],l=[-3.5,3.5,10.2][r],c=[.9,-1,.6][r];o.root.position.set(l+(a?.55:-.55),0,c),o.root.rotation.y=(a?-Math.PI/2:Math.PI/2)+(a?.5:-.5),o.sel=e("stand",n*3+r,2),o.apply(Gs(o.sel),n*.29%1,!0)}}function Bm(i,e){let t=document.createElement("option");return t.value=i,t.textContent=e,t}function kM(){let i=(t,n,s="Nothing")=>{let r=Lt(t);r.innerHTML="",s&&r.appendChild(Bm("",s));for(let[a,o]of n)r.appendChild(Bm(a,o));r.addEventListener("change",UM)};i("c-base",ki.map(t=>[t.id,t.label]),"");let e=[...Ui.map(t=>[t.kind,t.label]),...us.map(t=>[`both:${t.kind}`,`${t.label} (both 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e=Lt("c-l").value,t=Lt("c-r").value,n=i?.target?.id,s=null,r=n==="c-l"?e:n==="c-r"?t:e.startsWith("both:")?e:t;r.startsWith("both:")&&(n==="c-l"||n==="c-r"||!n)&&(s=r.slice(5)),Wt={base:Lt("c-base").value,l:s||e.startsWith("both:")?null:e||null,r:s||t.startsWith("both:")?null:t||null,both:s,head:Lt("c-head").value||null,back:Lt("c-back").value||null},Xr(),Ni()}function OM(i){let e=Lt("verdict"),t=(a,o)=>`<span class="step ${o}">${o==="pass"?"\u2713":o==="fail"?"\u2717":"\xB7"} ${a}</span>`,n=["slots","sense","geometry"],s=i.ok?3:n.indexOf(i.stage),r=["Free hands","Makes sense","Nothing collides"];e.innerHTML=`<div class="steps">${n.map((a,o)=>t(r[o],o<s?"pass":o===s?"fail":"skip")).join("")}</div><div class="why ${i.ok?"ok":"bad"}"><b>${i.ok?"Allowed":"Refused"}</b>${i.ok?"":": "+i.why}${i.notes.length?` <span class="note">${i.notes.join(" ")}</span>`:""}</div>`+(co?'<div class="why mid">Showing the kit as it is today: one move over the legs, both arms together, as filmed. The other picks are dropped.</div>':"")}function Nl(i){Yr=i;for(let e of Object.keys(xi))xi[e].visible=e===i;_d.visible=i!=="mix",document.querySelectorAll("[data-mode]").forEach(e=>{e.classList.toggle("on",e.dataset.mode===i),e.setAttribute("aria-pressed",String(e.dataset.mode===i))}),Lt("mix-panel").hidden=i!=="mix",Lt("cafe-note").hidden=i!=="cafe",Lt("crowd-note").hidden=i!=="crowd";for(let e of Object.keys(Ct))for(let t of Ct[e])t.label&&(t.label.style.display=e===i?"":"none");IM(i),i==="crowd"&&!pd&&(pd=!0,Promise.all(Ct.crowd.map(e=>e.ready)).then(()=>{NM()}))}var pd=!1,ao=new R;function Jm(){let i=cs.clientWidth,e=cs.clientHeight;for(let t of Ct[Yr]){if(!t.label||!t.verdict)continue;ao.set(0,1.98*t.scale*(t.verdict.base.seat?.74:t.verdict.base.id==="crouch"?.7:1),0).applyMatrix4(t.root.matrixWorld).project(ls);let n=ao.z<1&&Math.abs(ao.x)<1.05;t.label.style.opacity=n?"1":"0",t.label.style.transform=`translate(-50%,-100%) translate(${(ao.x+1)/2*i}px,${(1-ao.y)/2*e}px)`;let s=co&&Yr==="mix"?"Kit today":qm(t.sel??Wt).replace(/ \+ /g," \xB7 ");t.label.textContent!==s&&(t.label.textContent=s)}}var Hm=performance.now();function $m(i){for(let t of Ct[Yr])t.tick(i);if(Yr==="mix"){let t=Ct.mix[0];t&&(zm.offset.y-=t.speed*i/4)}let e=Ct.cafe[0];e?.onCup&&(e.onCup.visible=![...e.held.values()].some(t=>t.name==="apple"))}function Zm(i){requestAnimationFrame(Zm),bM();let e=Math.min(.05,(i-Hm)/1e3);Hm=i,fd||$m(e),ni.update(),yi.render(Oi,ls),Jm()}async function BM(){let i=Lt("status");Ct.cafe.push(new Vs(0,xi.cafe,!0),new Vs(1,xi.cafe),new Vs(2,xi.cafe)),Ct.mix.push(new Vs(3,xi.mix));let[e]=await Promise.all([fetch("./sense.json").then(a=>a.ok?a.json():null).catch(()=>null),Ct.cafe[0].w.ready]);e&&(dd=e),$e=gm(Ct.cafe[0].root),$e.nodes.set("world",$e.root);let t=await _l("./",new Rt);for(let[a,o]of t.all)Vn.set(a,bm($e,o,_M.test(a)));let n=window.__walkerSpeeds;n&&(ud={...ud,...n});for(let a of ki)if(a.seat){let o=new 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o=Gs(jr(a));return{ok:o.ok,stage:o.stage,why:o.why,notes:o.notes,atoms:o.atoms.map(l=>l.id)}},crowdReady:()=>pd&&Ct.crowd.every(a=>a.root.visible),enumerate:HM,usageTable:()=>md,contact:(a,o,l)=>Wm(ki.find(c=>c.id===a),qr(o,l),[]),fit:(a,o)=>{zs[a]=o,Um();for(let l of Object.values(Ct))for(let c of l)for(let[h,u]of c.held)u.name===a&&Km(u.obj,a,h,c.hand)},dbg:()=>{let a=Ct.mix[0],o={hand:a.hand,refHand:kl};a.root.updateMatrixWorld(!0);let l=Il($e,a.root),c=h=>l[$e.index.get(h)].getWorldPosition(new R);for(let[h,u]of a.held){let d=u.obj.userData.inner;if(!d)continue;let f=h.slice(-1),g=d.getWorldPosition(new R),x=c("hand_"+f),m=c("middle_01_"+f).sub(x),p=m.length();m.normalize();let _=c("index_01_"+f).sub(c("pinky_01_"+f));_.addScaledVector(m,-_.dot(m)).normalize();let M=new R().crossVectors(m,_),v=c("middle_04_leaf_"+f).sub(c("middle_01_"+f)),w=g.sub(x);o[u.name+"@"+h]={len:p,alongF:w.dot(m),alongA:w.dot(_),alongFxA:w.dot(M),tipAlongFxA:v.dot(M),tipAlongF:v.dot(m),cal:Kr[u.name+"@"+h].p.toArray(),calo:Kr[u.name+"@"+h].o.toArray()}}return o},catalog:()=>({BASES:ki,HANDS:Ui,BOTHS:us,HEADS:Ws,BACKS:Jr}),frameMs:()=>{let a=performance.now();for(let o=0;o<200;o++)for(let l of Ct[Yr])l.st?.update(1/60);return(performance.now()-a)/200}}}function HM(){let i=wM(),e={total:i.length,admitted:[],refused:{slots:0,sense:0,geometry:0},headFix:0,keepFix:0,examples:{slots:[],sense:[],geometry:[]},rich:0,clips:0};for(let n of i){let s=Gs(n);if(s.ok)e.admitted.push(Cm(n)),s.notes.some(r=>r.includes("head follows"))&&e.headFix++,s.notes.some(r=>r.includes("keeps the"))&&e.keepFix++,[n.l,n.r,n.both,n.head,n.back].filter(Boolean).length>=2&&e.rich++;else{e.refused[s.stage]++;let r=e.examples[s.stage];r.length<400&&r.push(`${Cm(n)} :: ${s.why}`)}}let t=new Set([...ki.map(n=>n.clip),...Ui.map(n=>n.clip).filter(Boolean),...us.map(n=>n.clip),...Ws.map(n=>n.clip)]);return e.clips=t.size,e}var md=[];function zM(){let i=Vn.get("Idle_Loop");md=["Idle_Loop","Idle_TalkingPhone_Loop","Consume","Yes","Interact","PickUp_Table","Idle_No_Loop","Idle_FoldArms_Loop","Pistol_Idle_Loop","Walk_Loop","Walk_Carry_Loop","Driving_Loop","Push_Loop"].map(n=>({name:n,...Mm($e,Vn.get(n),i)}));let t=(n,s)=>`<td class="${n>s?"use":"free"}">${n>s?"busy":"free"} <small>${(n*100).toFixed(0)} cm</small></td>`;Lt("usage").innerHTML="<tr><th>Clip in the kit</th><th>Left hand</th><th>Right hand</th><th>Head</th></tr>"+md.map(n=>`<tr><td><code>${n.name}</code></td>${t(n.arm_l,.2)}${t(n.arm_r,.2)}<td class="${n.head>.15?"use":"free"}">${n.head>.15?"busy":"free"} <small>${Math.round(n.head*180/Math.PI)}\xB0</small></td></tr>`).join("")}function VM(i){let e=(n,s)=>{let r=document.getElementById(n);r&&(r.textContent=typeof s=="number"?s.toLocaleString("en"):String(s))},t=i.refused;e("n-total",i.total),e("n-ok",i.admitted.length),e("n-rich",i.rich),e("n-slots",t.slots),e("n-sense",t.sense),e("n-geo",t.geometry),e("n-clips",i.clips),e("n-head",i.headFix),e("n-keep",i.keepFix),e("n-one",i.oneHand),e("n-two",i.twoHands),e("n-mir",i.mirrored);for(let n of document.querySelectorAll("[data-n]"))n.textContent=(()=>{let s=i[n.dataset.n];return typeof s=="number"?s.toLocaleString("en"):Array.isArray(s)?s.length.toLocaleString("en"):""})()}BM().catch(i=>{Lt("status").textContent="Could not load: "+i.message,console.error(i)});export{Jr as BACKS,ki as BASES,us as BOTHS,Ui as HANDS,Ws as HEADS,wM as allSelections,qm as describe,Gs as gate};
/home/claude-agent/forge-build/forge-planbake/kit/three/addons/loaders/GLTFLoader.js:116: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/forge-planbake/kit/three/addons/loaders/GLTFLoader.js:117: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/plan-walk-20261013/web/look/vendor/three/addons/loaders/GLTFLoader.js:116: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/plan-walk-20261013/web/look/vendor/three/addons/loaders/GLTFLoader.js:117: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/fge-mob/module/gltf-packed.mjs:2:import {DRACOLoader} from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/fge-mob/module/gltf-packed.mjs:6:  const draco = new DRACOLoader().setDecoderPath(new URL('addons/libs/draco/gltf/', new URL(vendorBase, globalThis.location?.href ?? import.meta.url)).href);
/home/claude-agent/forge-build/fge-mob/module/garage/index.mjs:47:    if (e.draco) loader.setDRACOLoader(await dracoLoader());
/home/claude-agent/forge-build/fge-mob/module/garage/index.mjs:59:/** DRACOLoader on the page's three/addons (the forge family ships Draco-compressed GLBs) */
/home/claude-agent/forge-build/fge-mob/fps-preview/src/draco.js:4:// DRACOLoader is attached to any loader that has none when it parses (plain GLBs never use it).
/home/claude-agent/forge-build/fge-mob/fps-preview/src/draco.js:7:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/fge-mob/fps-preview/src/world-map.js:91:  const loader = new GLTFLoader().setDRACOLoader(draco);
/home/claude-agent/forge-build/plan-walk-20261013/web/paint/vendor/three/addons/loaders/GLTFLoader.js:116: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/plan-walk-20261013/web/paint/vendor/three/addons/loaders/GLTFLoader.js:117: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/fge-mob/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:25: * When using Draco with glTF, an instance of `DRACOLoader` will be used internally by {@link GLTFLoader}.
/home/claude-agent/forge-build/fge-mob/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:27: * It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating
/home/claude-agent/forge-build/fge-mob/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:108: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/fge-mob/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:109: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/plan-walk-20261013/web/walk/vendor/three/addons/loaders/GLTFLoader.js:116: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/plan-walk-20261013/web/walk/vendor/three/addons/loaders/GLTFLoader.js:117: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/forge-game-engine/module/gltf-packed.mjs:2:import {DRACOLoader} from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/forge-game-engine/module/gltf-packed.mjs:6:  const draco = new DRACOLoader().setDecoderPath(new URL('addons/libs/draco/gltf/', new URL(vendorBase, globalThis.location?.href ?? import.meta.url)).href);
/home/claude-agent/forge-build/forge-game-engine/module/garage/index.mjs:47:    if (e.draco) loader.setDRACOLoader(await dracoLoader());
/home/claude-agent/forge-build/forge-game-engine/module/garage/index.mjs:59:/** DRACOLoader on the page's three/addons (the forge family ships Draco-compressed GLBs) */
/home/claude-agent/forge-build/fge-pix-root/module/gltf-packed.mjs:2:import {DRACOLoader} from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/fge-pix-root/module/gltf-packed.mjs:6:  const draco = new DRACOLoader().setDecoderPath(new URL('addons/libs/draco/gltf/', new URL(vendorBase, globalThis.location?.href ?? import.meta.url)).href);
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up(s,e,t){let n=Hn(s),i=ss(n,e*(n.hw+t/2),0);return{x:i.x,y:i.y,hw:t/2,hd:n.hd,rot:n.rot}}function P2(s){let e=(t,n,i,r=!0,o="")=>({id:`${s.id}:${t}${o}`,itemId:s.id,kind:t,noun:n,rect:i,reach:r});switch(s.kind){case"bed":case"bunk":return[e("access","the bed's left side",up(s,-1,50),!0,"L"),e("access","the bed's right side",up(s,1,50),!0,"R")];case"crib":return[e("access","the cot's side",yr(s,50),!0)];case"desk":return[e("seat","the chair's spot",yr(s,75,Math.min(s.w,90)),!0)];case"dresser":case"nightstand":return[e("drawers","the drawers",yr(s,Math.round(s.d*.8)+(s.kind==="dresser"?30:0)),!0)];case"wardrobe":return s.mechanism==="sliding"?[e("doors","the wardrobe doors",yr(s,40),!0)]:[e("doors","the wardrobe doors",yr(s,Math.min(60,Math.round(s.w/2))),!0)];case"shelf":case"bookcase":return[e("access","the shelves",yr(s,40),!0)];case"sofa":case"armchair":return[e("legroom","the legroom",yr(s,45),!1)];case"table":return[e("seat","the seats",yr(s,60),!0)];default:return[]}}var 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Set,P1=0;function D2(s,e){let t=s.userData.nightGlow;s.emissiveIntensity=t.day+(t.night-t.day)*e}function vf(s,e){P1=Math.max(0,Math.min(1,Number(e)||0));for(let t of I1)D2(t,P1);s?.traverse(t=>{let n=t.material;n&&!Array.isArray(n)&&n.userData?.nightGlow&&D2(n,P1)})}function vp(s,e,t,n="#ffd6a0"){s.emissive&&(s.emissive.set(n),s.userData.nightGlow={day:e,night:t},D2(s,P1),I1.add(s),s.addEventListener("dispose",()=>I1.delete(s)))}typeof globalThis<"u"&&(globalThis.__nightLights=s=>vf(null,s));function Ib(s){let e=bo[s],t=new g0({color:e.color,roughness:e.rough,metalness:e.metal??0,vertexColors:!!e.vc,side:e.side??Ln});return e.emissive&&(t.emissive.set(e.emissive),t.emissiveIntensity=e.ei??.4),e.emissive&&e.night!==void 0&&(t.userData.nightGlow={day:e.ei??.4,night:e.night},D2(t,P1),I1.add(t),t.addEventListener("dispose",()=>I1.delete(t))),t.userData.slot=e.slot,t.name=`dress.${s}`,t}var br=["#c94f6d","#f2a7bb","#4f7cac","#f4d35e","#7fb685","#e9e2d0","#9d6bb3","#e07a5f","#3d405b","#81b29a","#f7f3ea","#d97b93","#a7c7e7","#f0b67f"];function N2(s){let e=s>>>0||1;return()=>(e=e*1664525+1013904223>>>0,e/4294967296)}function L1(s){let e=2166136261;for(let t=0;t<s.length;t++)e^=s.charCodeAt(t),e=Math.imul(e,16777619);return e>>>0}var dp=new Qe,Lb=new p0,Db=new pn,Nb=new C,Ob=new C,_r=class{constructor(){e9(this,"parts",new Map);e9(this,"lamps",[])}add(e,t,n,i,r,o=[0,0,0],a=[1,1,1],l){let c=t.index?t:Ub(t);for(let h of Object.keys(c.attributes))h!=="position"&&h!=="normal"&&h!=="uv"&&c.deleteAttribute(h);if(c.attributes.uv||c.setAttribute("uv",new Oe(new Float32Array(c.attributes.position.count*2),2)),c.attributes.normal||c.computeVertexNormals(),dp.compose(Nb.set(n,i,r),Lb.setFromEuler(Db.set(o[0],o[1],o[2])),Ob.set(a[0],a[1],a[2])),c.applyMatrix4(dp),bo[e].slot==="keep"&&bo[e].vc){let h=new xe(l??"#ffffff"),d=c.attributes.position.count,f=new Float32Array(d*3);for(let 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c=it(r,.5);jt(e,c,t,.03,n,0,i-.03,0,.01),Bt(e,c,t-.14,.07,n-.14,0,i-.1,0);for(let u of[-1,1])for(let h of[-1,1])jt(e,c,.045,i-.03,.045,u*(t/2-.05),0,h*(n/2-.05),.01);break}case"rug":{let c=Math.max(.014,Math.min(i,.022)),u=Math.abs(s.w-s.d)<6,h=k2?.detail.pile,d=h?new g0({color:r,roughness:1}):new g0({color:"#ffffff",map:e_(r,u),roughness:1});if(h&&(vo(d,h,!1),d.userData.metric=!0),d.userData.slot="felt.slate",u){let f=t/2,p=Math.min(.03,f*.06),x=c,m=[[0,x],[f*.5,x],[f-p*1.6,x+.001],[f-p*.9,x+.0025]];for(let v=0;v<=6;v++){let _=v/6*Math.PI;m.push([f-p*.45+Math.sin(_)*p*.45,x*.5+Math.cos(_)*x*.5])}m.push([f-p,0],[0,0]),m.reverse();let g=new nt(an(bt,m,96),d);g.geometry.userData.metricUV=!0,g.scale.set(1,1,n/t),g.position.y=.001,g.receiveShadow=!0,e.add(g)}else{let f=jt(e,d,t,c,n,0,.001,0,.004);f.castShadow=!1}break}case"plant":{let c=i*.28,u=Math.min(t,n)*.26;Vn(e,it("#e9e2d6",.5),u,u*.78,c,0,0,0,24),Vn(e,it("#3b2c22",.95),u*.92,u*.92,.01,0,c-.02,0,24);let h=it(r,.65),d=11;for(let 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kf(t)}),this.register(function(t){return new Pf(t)}),this.register(function(t){return new If(t)}),this.register(function(t){return new Lf(t)}),this.register(function(t){return new Df(t)}),this.register(function(t){return new Ef(t)}),this.register(function(t){return new Nf(t)}),this.register(function(t){return new Cf(t)}),this.register(function(t){return new Uf(t)}),this.register(function(t){return new Of(t)}),this.register(function(t){return new wf(t)}),this.register(function(t){return new H2(t,Dt.EXT_MESHOPT_COMPRESSION)}),this.register(function(t){return new H2(t,Dt.KHR_MESHOPT_COMPRESSION)}),this.register(function(t){return new zf(t)})}load(e,t,n,i){let r=this,o;if(this.resourcePath!=="")o=this.resourcePath;else if(this.path!==""){let c=ci.extractUrlBase(e);o=ci.resolveURL(c,this.path)}else o=ci.extractUrlBase(e);this.manager.itemStart(e);let a=function(c){i?i(c):console.error(c),r.manager.itemError(e),r.manager.itemEnd(e)},l=new wn(this.manager);l.setPath(this.path),l.setResponseType("arraybuffer"),l.setRequestHeader(this.requestHeader),l.setWithCredentials(this.withCredentials),l.load(e,function(c){try{r.parse(c,o,function(u){t(u),r.manager.itemEnd(e)},a)}catch(u){a(u)}},n,a)}setDRACOLoader(e){return this.dracoLoader=e,this}setKTX2Loader(e){return this.ktx2Loader=e,this}setMeshoptDecoder(e){return this.meshoptDecoder=e,this}register(e){return this.pluginCallbacks.indexOf(e)===-1&&this.pluginCallbacks.push(e),this}unregister(e){return this.pluginCallbacks.indexOf(e)!==-1&&this.pluginCallbacks.splice(this.pluginCallbacks.indexOf(e),1),this}parse(e,t,n,i){let r,o={},a={},l=new TextDecoder;if(typeof e=="string")r=JSON.parse(e);else if(e instanceof ArrayBuffer)if(l.decode(new Uint8Array(e,0,4))===Up){try{o[Dt.KHR_BINARY_GLTF]=new Hf(e)}catch(h){i&&i(h);return}r=JSON.parse(o[Dt.KHR_BINARY_GLTF].content)}else r=JSON.parse(l.decode(e));else r=e;if(r.asset===void 0||r.asset.version[0]<2){i&&i(new Error("THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported."));return}let c=new jf(r,{path:t||this.resourcePath||"",crossOrigin:this.crossOrigin,requestHeader:this.requestHeader,manager:this.manager,ktx2Loader:this.ktx2Loader,meshoptDecoder:this.meshoptDecoder});c.fileLoader.setRequestHeader(this.requestHeader);for(let u=0;u<this.pluginCallbacks.length;u++){let h=this.pluginCallbacks[u](c);h.name||console.error("THREE.GLTFLoader: Invalid plugin found: missing name"),a[h.name]=h,o[h.name]=!0}if(r.extensionsUsed)for(let u=0;u<r.extensionsUsed.length;++u){let h=r.extensionsUsed[u],d=r.extensionsRequired||[];switch(h){case Dt.KHR_MATERIALS_UNLIT:o[h]=new Tf;break;case Dt.KHR_DRACO_MESH_COMPRESSION:o[h]=new Vf(r,this.dracoLoader);break;case Dt.KHR_TEXTURE_TRANSFORM:o[h]=new Gf;break;case Dt.KHR_MESH_QUANTIZATION:o[h]=new Wf;break;default:d.indexOf(h)>=0&&a[h]===void 0&&console.warn('THREE.GLTFLoader: Unknown extension 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Dt={KHR_BINARY_GLTF:"KHR_binary_glTF",KHR_DRACO_MESH_COMPRESSION:"KHR_draco_mesh_compression",KHR_LIGHTS_PUNCTUAL:"KHR_lights_punctual",KHR_MATERIALS_CLEARCOAT:"KHR_materials_clearcoat",KHR_MATERIALS_DISPERSION:"KHR_materials_dispersion",KHR_MATERIALS_IOR:"KHR_materials_ior",KHR_MATERIALS_SHEEN:"KHR_materials_sheen",KHR_MATERIALS_SPECULAR:"KHR_materials_specular",KHR_MATERIALS_TRANSMISSION:"KHR_materials_transmission",KHR_MATERIALS_IRIDESCENCE:"KHR_materials_iridescence",KHR_MATERIALS_ANISOTROPY:"KHR_materials_anisotropy",KHR_MATERIALS_UNLIT:"KHR_materials_unlit",KHR_MATERIALS_VOLUME:"KHR_materials_volume",KHR_TEXTURE_BASISU:"KHR_texture_basisu",KHR_TEXTURE_TRANSFORM:"KHR_texture_transform",KHR_MESH_QUANTIZATION:"KHR_mesh_quantization",KHR_MATERIALS_EMISSIVE_STRENGTH:"KHR_materials_emissive_strength",EXT_MATERIALS_BUMP:"EXT_materials_bump",EXT_TEXTURE_WEBP:"EXT_texture_webp",EXT_TEXTURE_AVIF:"EXT_texture_avif",EXT_MESHOPT_COMPRESSION:"EXT_meshopt_compression",KHR_MESHOPT_COMPRESSION:"KHR_meshopt_compression",EXT_MESH_GPU_INSTANCING:"EXT_mesh_gpu_instancing"},wf=class{constructor(e){this.parser=e,this.name=Dt.KHR_LIGHTS_PUNCTUAL,this.cache={refs:{},uses:{}}}_markDefs(){let e=this.parser,t=this.parser.json.nodes||[];for(let n=0,i=t.length;n<i;n++){let r=t[n];r.extensions&&r.extensions[this.name]&&r.extensions[this.name].light!==void 0&&e._addNodeRef(this.cache,r.extensions[this.name].light)}}_loadLight(e){let t=this.parser,n="light:"+e,i=t.cache.get(n);if(i)return i;let r=t.json,l=((r.extensions&&r.extensions[this.name]||{}).lights||[])[e],c,u=new xe(16777215);l.color!==void 0&&u.setRGB(l.color[0],l.color[1],l.color[2],Q0);let h=l.range!==void 0?l.range:0;switch(l.type){case"directional":c=new li(u),c.target.position.set(0,0,-1),c.add(c.target);break;case"point":c=new As(u),c.distance=h;break;case"spot":c=new oo(u),c.distance=h,l.spot=l.spot||{},l.spot.innerConeAngle=l.spot.innerConeAngle!==void 0?l.spot.innerConeAngle:0,l.spot.outerConeAngle=l.spot.outerConeAngle!==void 0?l.spot.outerConeAngle:Math.PI/4,c.angle=l.spot.outerConeAngle,c.penumbra=1-l.spot.innerConeAngle/l.spot.outerConeAngle,c.target.position.set(0,0,-1),c.add(c.target);break;default:throw new Error("THREE.GLTFLoader: Unexpected light type: "+l.type)}return c.position.set(0,0,0),cs(c,l),l.intensity!==void 0&&(c.intensity=l.intensity),c.name=t.createUniqueName(l.name||"light_"+e),i=Promise.resolve(c),t.cache.add(n,i),i}getDependency(e,t){if(e==="light")return this._loadLight(t)}createNodeAttachment(e){let t=this,n=this.parser,r=n.json.nodes[e],a=(r.extensions&&r.extensions[this.name]||{}).light;return a===void 0?null:this._loadLight(a).then(function(l){return n._getNodeRef(t.cache,a,l)})}},Tf=class{constructor(){this.name=Dt.KHR_MATERIALS_UNLIT}getMaterialType(){return m0}extendParams(e,t,n){let i=[];e.color=new xe(1,1,1),e.opacity=1;let r=t.pbrMetallicRoughness;if(r){if(Array.isArray(r.baseColorFactor)){let o=r.baseColorFactor;e.color.setRGB(o[0],o[1],o[2],Q0),e.opacity=o[3]}r.baseColorTexture!==void 0&&i.push(n.assignTexture(e,"map",r.baseColorTexture,Xt))}return Promise.all(i)}},Ef=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_EMISSIVE_STRENGTH}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||n.emissiveStrength!==void 0&&(t.emissiveIntensity=n.emissiveStrength),Promise.resolve()}},Af=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_CLEARCOAT}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(n.clearcoatFactor!==void 0&&(t.clearcoat=n.clearcoatFactor),n.clearcoatTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatMap",n.clearcoatTexture)),n.clearcoatRoughnessFactor!==void 0&&(t.clearcoatRoughness=n.clearcoatRoughnessFactor),n.clearcoatRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatRoughnessMap",n.clearcoatRoughnessTexture)),n.clearcoatNormalTexture!==void 0&&(i.push(this.parser.assignTexture(t,"clearcoatNormalMap",n.clearcoatNormalTexture)),n.clearcoatNormalTexture.scale!==void 0)){let r=n.clearcoatNormalTexture.scale;t.clearcoatNormalScale=new te(r,r)}return Promise.all(i)}},Rf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_DISPERSION}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||(t.dispersion=n.dispersion!==void 0?n.dispersion:0),Promise.resolve()}},Cf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_IRIDESCENCE}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.iridescenceFactor!==void 0&&(t.iridescence=n.iridescenceFactor),n.iridescenceTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceMap",n.iridescenceTexture)),n.iridescenceIor!==void 0&&(t.iridescenceIOR=n.iridescenceIor),t.iridescenceThicknessRange===void 0&&(t.iridescenceThicknessRange=[100,400]),n.iridescenceThicknessMinimum!==void 0&&(t.iridescenceThicknessRange[0]=n.iridescenceThicknessMinimum),n.iridescenceThicknessMaximum!==void 0&&(t.iridescenceThicknessRange[1]=n.iridescenceThicknessMaximum),n.iridescenceThicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceThicknessMap",n.iridescenceThicknessTexture)),Promise.all(i)}},Pf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_SHEEN}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(t.sheenColor=new xe(0,0,0),t.sheenRoughness=0,t.sheen=1,n.sheenColorFactor!==void 0){let r=n.sheenColorFactor;t.sheenColor.setRGB(r[0],r[1],r[2],Q0)}return n.sheenRoughnessFactor!==void 0&&(t.sheenRoughness=n.sheenRoughnessFactor),n.sheenColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenColorMap",n.sheenColorTexture,Xt)),n.sheenRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenRoughnessMap",n.sheenRoughnessTexture)),Promise.all(i)}},If=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_TRANSMISSION}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.transmissionFactor!==void 0&&(t.transmission=n.transmissionFactor),n.transmissionTexture!==void 0&&i.push(this.parser.assignTexture(t,"transmissionMap",n.transmissionTexture)),Promise.all(i)}},Lf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_VOLUME}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.thickness=n.thicknessFactor!==void 0?n.thicknessFactor:0,n.thicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"thicknessMap",n.thicknessTexture)),t.attenuationDistance=n.attenuationDistance||1/0;let r=n.attenuationColor||[1,1,1];return t.attenuationColor=new xe().setRGB(r[0],r[1],r[2],Q0),Promise.all(i)}},Df=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_IOR}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||(t.ior=n.ior!==void 0?n.ior:1.5,t.ior===0&&(t.ior=1e3)),Promise.resolve()}},Nf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_SPECULAR}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.specularIntensity=n.specularFactor!==void 0?n.specularFactor:1,n.specularTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularIntensityMap",n.specularTexture));let r=n.specularColorFactor||[1,1,1];return t.specularColor=new xe().setRGB(r[0],r[1],r[2],Q0),n.specularColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularColorMap",n.specularColorTexture,Xt)),Promise.all(i)}},Of=class{constructor(e){this.parser=e,this.name=Dt.EXT_MATERIALS_BUMP}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return t.bumpScale=n.bumpFactor!==void 0?n.bumpFactor:1,n.bumpTexture!==void 0&&i.push(this.parser.assignTexture(t,"bumpMap",n.bumpTexture)),Promise.all(i)}},Uf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_ANISOTROPY}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.anisotropyStrength!==void 0&&(t.anisotropy=n.anisotropyStrength),n.anisotropyRotation!==void 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n.loadTextureImage(e,o.source,l)}},kf=class{constructor(e){this.parser=e,this.name=Dt.EXT_TEXTURE_AVIF}loadTexture(e){let t=this.name,n=this.parser,i=n.json,r=i.textures[e];if(!r.extensions||!r.extensions[t])return null;let o=r.extensions[t],a=i.images[o.source],l=n.textureLoader;if(a.uri){let c=n.options.manager.getHandler(a.uri);c!==null&&(l=c)}return n.loadTextureImage(e,o.source,l)}},H2=class{constructor(e,t){this.name=t,this.parser=e}loadBufferView(e){let t=this.parser.json,n=t.bufferViews[e];if(n.extensions&&n.extensions[this.name]){let i=n.extensions[this.name],r=this.parser.getDependency("buffer",i.buffer),o=this.parser.options.meshoptDecoder;if(!o||!o.supported){if(t.extensionsRequired&&t.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files");return null}return r.then(function(a){let l=i.byteOffset||0,c=i.byteLength||0,u=i.count,h=i.byteStride,d=new Uint8Array(a,l,c);return o.decodeGltfBufferAsync?o.decodeGltfBufferAsync(u,h,d,i.mode,i.filter).then(function(f){return f.buffer}):o.ready.then(function(){let f=new ArrayBuffer(u*h);return o.decodeGltfBuffer(new Uint8Array(f),u,h,d,i.mode,i.filter),f})})}else return null}},zf=class{constructor(e){this.name=Dt.EXT_MESH_GPU_INSTANCING,this.parser=e}createNodeMesh(e){let t=this.parser.json,n=t.nodes[e];if(!n.extensions||!n.extensions[this.name]||n.mesh===void 0)return null;let i=t.meshes[n.mesh];for(let c of i.primitives)if(c.mode!==mi.TRIANGLES&&c.mode!==mi.TRIANGLE_STRIP&&c.mode!==mi.TRIANGLE_FAN&&c.mode!==void 0)return null;let o=n.extensions[this.name].attributes,a=[],l={};for(let c in o)a.push(this.parser.getDependency("accessor",o[c]).then(u=>(l[c]=u,l[c])));return a.length<1?null:(a.push(this.parser.createNodeMesh(e)),Promise.all(a).then(c=>{let u=c.pop(),h=u.isGroup?u.children:[u],d=c[0].count,f=[];for(let p of h){let x=new Qe,m=new C,g=new p0,v=new C(1,1,1),_=new _s(p.geometry,p.material,d);for(let y=0;y<d;y++)l.TRANSLATION&&m.fromBufferAttribute(l.TRANSLATION,y),l.ROTATION&&g.fromBufferAttribute(l.ROTATION,y),l.SCALE&&v.fromBufferAttribute(l.SCALE,y),_.setMatrixAt(y,x.compose(m,g,v));for(let y in l)if(y==="_COLOR_0"){let T=l[y];_.instanceColor=new ri(T.array,T.itemSize,T.normalized)}else y!=="TRANSLATION"&&y!=="ROTATION"&&y!=="SCALE"&&p.geometry.setAttribute(y,l[y]);wt.prototype.copy.call(_,p),this.parser.assignFinalMaterial(_),f.push(_)}return u.isGroup?(u.clear(),u.add(...f),u):f[0]}))}},Up="glTF",O1=12,Lp={JSON:1313821514,BIN:5130562},Hf=class{constructor(e){this.name=Dt.KHR_BINARY_GLTF,this.content=null,this.body=null;let t=new DataView(e,0,O1),n=new TextDecoder;if(this.header={magic:n.decode(new Uint8Array(e.slice(0,4))),version:t.getUint32(4,!0),length:t.getUint32(8,!0)},this.header.magic!==Up)throw new Error("THREE.GLTFLoader: Unsupported glTF-Binary header.");if(this.header.version<2)throw new Error("THREE.GLTFLoader: Legacy binary file detected.");let i=this.header.length-O1,r=new DataView(e,O1),o=0;for(;o<i;){let a=r.getUint32(o,!0);o+=4;let l=r.getUint32(o,!0);if(o+=4,l===Lp.JSON){let c=new Uint8Array(e,O1+o,a);this.content=n.decode(c)}else if(l===Lp.BIN){let c=O1+o;this.body=e.slice(c,c+a)}o+=a}if(this.content===null)throw new Error("THREE.GLTFLoader: JSON content not found.")}},Vf=class{constructor(e,t){if(!t)throw new Error("THREE.GLTFLoader: No DRACOLoader instance provided.");this.name=Dt.KHR_DRACO_MESH_COMPRESSION,this.json=e,this.dracoLoader=t,this.dracoLoader.preload()}decodePrimitive(e,t){let n=this.json,i=this.dracoLoader,r=e.extensions[this.name].bufferView,o=e.extensions[this.name].attributes,a={},l={},c={};for(let u in o){let h=qf[u]||u.toLowerCase();a[h]=o[u]}for(let u in e.attributes){let h=qf[u]||u.toLowerCase();if(o[u]!==void 0){let d=n.accessors[e.attributes[u]],f=ll[d.componentType];c[h]=f.name,l[h]=d.normalized===!0}}return t.getDependency("bufferView",r).then(function(u){return new 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i_.fromArray(r).normalize().toArray(r),r}},mi={FLOAT:5126,FLOAT_MAT3:35675,FLOAT_MAT4:35676,FLOAT_VEC2:35664,FLOAT_VEC3:35665,FLOAT_VEC4:35666,LINEAR:9729,REPEAT:10497,SAMPLER_2D:35678,POINTS:0,LINES:1,LINE_LOOP:2,LINE_STRIP:3,TRIANGLES:4,TRIANGLE_STRIP:5,TRIANGLE_FAN:6,UNSIGNED_BYTE:5121,UNSIGNED_SHORT:5123},ll={5120:Int8Array,5121:Uint8Array,5122:Int16Array,5123:Uint16Array,5125:Uint32Array,5126:Float32Array},Dp={9728:Ft,9729:It,9984:Ba,9985:pr,9986:Ds,9987:Fn},Np={33071:f0,33648:tr,10497:U0},_f={SCALAR:1,VEC2:2,VEC3:3,VEC4:4,MAT2:4,MAT3:9,MAT4:16},qf={POSITION:"position",NORMAL:"normal",TANGENT:"tangent",TEXCOORD_0:"uv",TEXCOORD_1:"uv1",TEXCOORD_2:"uv2",TEXCOORD_3:"uv3",COLOR_0:"color",WEIGHTS_0:"skinWeight",JOINTS_0:"skinIndex"},Mr={scale:"scale",translation:"position",rotation:"quaternion",weights:"morphTargetInfluences"},s_={CUBICSPLINE:void 0,LINEAR:ir,STEP:nr},Mf={OPAQUE:"OPAQUE",MASK:"MASK",BLEND:"BLEND"};function r_(s){return s.DefaultMaterial===void 0&&(s.DefaultMaterial=new g0({color:16777215,emissive:0,metalness:1,roughness:1,transparent:!1,depthTest:!0,side:Ln})),s.DefaultMaterial}function So(s,e,t){for(let n in t.extensions)s[n]===void 0&&(e.userData.gltfExtensions=e.userData.gltfExtensions||{},e.userData.gltfExtensions[n]=t.extensions[n])}function cs(s,e){e.extras!==void 0&&(typeof e.extras=="object"?Object.assign(s.userData,e.extras):console.warn("THREE.GLTFLoader: Ignoring primitive type .extras, "+e.extras))}function o_(s,e,t){let n=!1,i=!1,r=!1;for(let c=0,u=e.length;c<u;c++){let h=e[c];if(h.POSITION!==void 0&&(n=!0),h.NORMAL!==void 0&&(i=!0),h.COLOR_0!==void 0&&(r=!0),n&&i&&r)break}if(!n&&!i&&!r)return Promise.resolve(s);let o=[],a=[],l=[];for(let c=0,u=e.length;c<u;c++){let h=e[c];if(n){let d=h.POSITION!==void 0?t.getDependency("accessor",h.POSITION):s.attributes.position;o.push(d)}if(i){let d=h.NORMAL!==void 0?t.getDependency("accessor",h.NORMAL):s.attributes.normal;a.push(d)}if(r){let d=h.COLOR_0!==void 0?t.getDependency("accessor",h.COLOR_0):s.attributes.color;l.push(d)}}return Promise.all([Promise.all(o),Promise.all(a),Promise.all(l)]).then(function(c){let u=c[0],h=c[1],d=c[2];return n&&(s.morphAttributes.position=u),i&&(s.morphAttributes.normal=h),r&&(s.morphAttributes.color=d),s.morphTargetsRelative=!0,s})}function a_(s,e){if(s.updateMorphTargets(),e.weights!==void 0)for(let t=0,n=e.weights.length;t<n;t++)s.morphTargetInfluences[t]=e.weights[t];if(e.extras&&Array.isArray(e.extras.targetNames)){let t=e.extras.targetNames;if(s.morphTargetInfluences.length===t.length){s.morphTargetDictionary={};for(let n=0,i=t.length;n<i;n++)s.morphTargetDictionary[t[n]]=n}else console.warn("THREE.GLTFLoader: Invalid extras.targetNames length. 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Qe,jf=class{constructor(e={},t={}){this.json=e,this.extensions={},this.plugins={},this.options=t,this.cache=new n_,this.associations=new Map,this.primitiveCache={},this.nodeCache={},this.meshCache={refs:{},uses:{}},this.cameraCache={refs:{},uses:{}},this.lightCache={refs:{},uses:{}},this.sourceCache={},this.textureCache={},this.nodeNamesUsed={};let n=!1,i=-1,r=!1,o=-1;if(typeof navigator<"u"&&typeof navigator.userAgent<"u"){let a=navigator.userAgent;n=/^((?!chrome|android).)*safari/i.test(a)===!0;let l=a.match(/Version\/(\d+)/);i=n&&l?parseInt(l[1],10):-1,r=a.indexOf("Firefox")>-1,o=r?a.match(/Firefox\/([0-9]+)\./)[1]:-1}typeof createImageBitmap>"u"||n&&i<17||r&&o<98?this.textureLoader=new Qi(this.options.manager):this.textureLoader=new Ma(this.options.manager),this.textureLoader.setCrossOrigin(this.options.crossOrigin),this.textureLoader.setRequestHeader(this.options.requestHeader),this.fileLoader=new wn(this.options.manager),this.fileLoader.setResponseType("arraybuffer"),this.options.crossOrigin==="use-credentials"&&this.fileLoader.setWithCredentials(!0)}setExtensions(e){this.extensions=e}setPlugins(e){this.plugins=e}parse(e,t){let n=this,i=this.json,r=this.extensions;this.cache.removeAll(),this.nodeCache={},this._invokeAll(function(o){return o._markDefs&&o._markDefs()}),Promise.all(this._invokeAll(function(o){return o.beforeRoot&&o.beforeRoot()})).then(function(){return Promise.all([n.getDependencies("scene"),n.getDependencies("animation"),n.getDependencies("camera")])}).then(function(o){let a={scene:o[0][i.scene||0],scenes:o[0],animations:o[1],cameras:o[2],asset:i.asset,parser:n,userData:{}};return So(r,a,i),cs(a,i),Promise.all(n._invokeAll(function(l){return l.afterRoot&&l.afterRoot(a)})).then(function(){for(let l of a.scenes)l.updateMatrixWorld();e(a)})}).catch(t)}_markDefs(){let e=this.json.nodes||[],t=this.json.skins||[],n=this.json.meshes||[];for(let i=0,r=t.length;i<r;i++){let o=t[i].joints;for(let a=0,l=o.length;a<l;a++)e[o[a]].isBone=!0}for(let i=0,r=e.length;i<r;i++){let o=e[i];o.mesh!==void 0&&(this._addNodeRef(this.meshCache,o.mesh),o.skin!==void 0&&(n[o.mesh].isSkinnedMesh=!0)),o.camera!==void 0&&this._addNodeRef(this.cameraCache,o.camera)}}_addNodeRef(e,t){t!==void 0&&(e.refs[t]===void 0&&(e.refs[t]=e.uses[t]=0),e.refs[t]++)}_getNodeRef(e,t,n){if(e.refs[t]<=1)return n;let i=n.clone(),r=(o,a)=>{let l=this.associations.get(o);l!=null&&this.associations.set(a,l);for(let[c,u]of o.children.entries())r(u,a.children[c])};return r(n,i),i.name+="_instance_"+e.uses[t]++,i}_invokeOne(e){let t=Object.values(this.plugins);t.push(this);for(let n=0;n<t.length;n++){let i=e(t[n]);if(i)return i}return null}_invokeAll(e){let t=Object.values(this.plugins);t.unshift(this);let n=[];for(let i=0;i<t.length;i++){let r=e(t[i]);r&&n.push(r)}return n}getDependency(e,t){let n=e+":"+t,i=this.cache.get(n);if(!i){switch(e){case"scene":i=this.loadScene(t);break;case"node":i=this._invokeOne(function(r){return r.loadNode&&r.loadNode(t)});break;case"mesh":i=this._invokeOne(function(r){return r.loadMesh&&r.loadMesh(t)});break;case"accessor":i=this.loadAccessor(t);break;case"bufferView":i=this._invokeOne(function(r){return r.loadBufferView&&r.loadBufferView(t)});break;case"buffer":i=this.loadBuffer(t);break;case"material":i=this._invokeOne(function(r){return r.loadMaterial&&r.loadMaterial(t)});break;case"texture":i=this._invokeOne(function(r){return r.loadTexture&&r.loadTexture(t)});break;case"skin":i=this.loadSkin(t);break;case"animation":i=this._invokeOne(function(r){return r.loadAnimation&&r.loadAnimation(t)});break;case"camera":i=this.loadCamera(t);break;default:if(i=this._invokeOne(function(r){return r!=this&&r.getDependency&&r.getDependency(e,t)}),!i)throw new Error("Unknown type: "+e);break}this.cache.add(n,i)}return i}getDependencies(e){let t=this.cache.get(e);if(!t){let n=this,i=this.json[e+(e==="mesh"?"es":"s")]||[];t=Promise.all(i.map(function(r,o){return n.getDependency(e,o)})),this.cache.add(e,t)}return t}loadBuffer(e){let t=this.json.buffers[e],n=this.fileLoader;if(t.type&&t.type!=="arraybuffer")throw new Error("THREE.GLTFLoader: "+t.type+" buffer type is not supported.");if(t.uri===void 0&&e===0)return Promise.resolve(this.extensions[Dt.KHR_BINARY_GLTF].body);let i=this.options;return new Promise(function(r,o){n.load(ci.resolveURL(t.uri,i.path),r,void 0,function(){o(new Error('THREE.GLTFLoader: Failed to load buffer "'+t.uri+'".'))})})}loadBufferView(e){let t=this.json.bufferViews[e];return this.getDependency("buffer",t.buffer).then(function(n){let i=t.byteLength||0,r=t.byteOffset||0;return n.slice(r,r+i)})}loadAccessor(e){let t=this,n=this.json,i=this.json.accessors[e];if(i.bufferView===void 0&&i.sparse===void 0){let o=_f[i.type],a=ll[i.componentType],l=i.normalized===!0,c=new a(i.count*o);return Promise.resolve(new At(c,o,l))}let r=[];return i.bufferView!==void 0?r.push(this.getDependency("bufferView",i.bufferView)):r.push(null),i.sparse!==void 0&&(r.push(this.getDependency("bufferView",i.sparse.indices.bufferView)),r.push(this.getDependency("bufferView",i.sparse.values.bufferView))),Promise.all(r).then(function(o){let a=o[0],l=_f[i.type],c=ll[i.componentType],u=c.BYTES_PER_ELEMENT,h=u*l,d=i.byteOffset||0,f=i.bufferView!==void 0?n.bufferViews[i.bufferView].byteStride:void 0,p=i.normalized===!0,x,m;if(f&&f!==h){let g=Math.floor(d/f),v="InterleavedBuffer:"+i.bufferView+":"+i.componentType+":"+g+":"+i.count,_=t.cache.get(v);_||(x=new c(a,g*f,i.count*f/u),_=new Hi(x,f/u),t.cache.add(v,_)),m=new Ei(_,l,d%f/u,p)}else a===null?x=new c(i.count*l):x=new c(a,d,i.count*l),m=new At(x,l,p);if(i.sparse!==void 0){let g=_f.SCALAR,v=ll[i.sparse.indices.componentType],_=i.sparse.indices.byteOffset||0,y=i.sparse.values.byteOffset||0,T=new v(o[1],_,i.sparse.count*g),M=new c(o[2],y,i.sparse.count*l);a!==null&&(m=new At(m.array.slice(),m.itemSize,m.normalized)),m.normalized=!1;for(let E=0,b=T.length;E<b;E++){let S=T[E];if(m.setX(S,M[E*l]),l>=2&&m.setY(S,M[E*l+1]),l>=3&&m.setZ(S,M[E*l+2]),l>=4&&m.setW(S,M[E*l+3]),l>=5)throw new Error("THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.")}m.normalized=p}return m})}loadTexture(e){let t=this.json,n=this.options,r=t.textures[e].source,o=t.images[r],a=this.textureLoader;if(o.uri){let l=n.manager.getHandler(o.uri);l!==null&&(a=l)}return this.loadTextureImage(e,r,a)}loadTextureImage(e,t,n){let i=this,r=this.json,o=r.textures[e],a=r.images[t],l=(a.uri||a.bufferView)+":"+o.sampler;if(this.textureCache[l])return this.textureCache[l];let c=this.loadImageSource(t,n).then(function(u){u.flipY=!1,u.name=o.name||a.name||"",u.name===""&&typeof a.uri=="string"&&a.uri.startsWith("data:image/")===!1&&(u.name=a.uri);let d=(r.samplers||{})[o.sampler]||{};return u.magFilter=Dp[d.magFilter]||It,u.minFilter=Dp[d.minFilter]||Fn,u.wrapS=Np[d.wrapS]||U0,u.wrapT=Np[d.wrapT]||U0,u.generateMipmaps=!u.isCompressedTexture&&u.minFilter!==Ft&&u.minFilter!==It,i.associations.set(u,{textures:e}),u}).catch(function(){return null});return this.textureCache[l]=c,c}loadImageSource(e,t){let n=this,i=this.json,r=this.options;if(this.sourceCache[e]!==void 0)return this.sourceCache[e].then(h=>h.clone());let o=i.images[e],a=self.URL||self.webkitURL,l=o.uri||"",c=!1;if(o.bufferView!==void 0)l=n.getDependency("bufferView",o.bufferView).then(function(h){c=!0;let d=new Blob([h],{type:o.mimeType});return l=a.createObjectURL(d),l});else if(o.uri===void 0)throw new Error("THREE.GLTFLoader: Image "+e+" is missing URI and bufferView");let u=Promise.resolve(l).then(function(h){return new Promise(function(d,f){let p=d;t.isImageBitmapLoader===!0&&(p=function(x){let m=new l0(x);m.needsUpdate=!0,d(m)}),t.load(ci.resolveURL(h,r.path),p,void 0,f)})}).then(function(h){return c===!0&&a.revokeObjectURL(l),cs(h,o),h.userData.mimeType=o.mimeType||c_(o.uri),h}).catch(function(h){throw console.error("THREE.GLTFLoader: Couldn't load texture",l),h});return this.sourceCache[e]=u,u}assignTexture(e,t,n,i){let r=this;return this.getDependency("texture",n.index).then(function(o){if(!o)return null;if(n.texCoord!==void 0&&n.texCoord>0&&(o=o.clone(),o.channel=n.texCoord),r.extensions[Dt.KHR_TEXTURE_TRANSFORM]){let a=n.extensions!==void 0?n.extensions[Dt.KHR_TEXTURE_TRANSFORM]:void 0;if(a){let l=r.associations.get(o);o=r.extensions[Dt.KHR_TEXTURE_TRANSFORM].extendTexture(o,a),r.associations.set(o,l)}}return i!==void 0&&(o.colorSpace=i),e[t]=o,o})}assignFinalMaterial(e){let t=e.geometry,n=e.material,i=t.attributes.tangent===void 0,r=t.attributes.color!==void 0,o=t.attributes.normal===void 0;if(e.isPoints){let a="PointsMaterial:"+n.uuid,l=this.cache.get(a);l||(l=new ar,_0.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,l.sizeAttenuation=!1,this.cache.add(a,l)),n=l}else if(e.isLine){let a="LineBasicMaterial:"+n.uuid,l=this.cache.get(a);l||(l=new z0,_0.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,this.cache.add(a,l)),n=l}if(i||r||o){let a="ClonedMaterial:"+n.uuid+":";i&&(a+="derivative-tangents:"),r&&(a+="vertex-colors:"),o&&(a+="flat-shading:");let l=this.cache.get(a);l||(l=n.clone(),r&&(l.vertexColors=!0),o&&(l.flatShading=!0),i&&(l.normalScale&&(l.normalScale.y*=-1),l.clearcoatNormalScale&&(l.clearcoatNormalScale.y*=-1)),this.cache.add(a,l),this.associations.set(l,this.associations.get(n))),n=l}e.material=n}getMaterialType(){return g0}loadMaterial(e){let t=this,n=this.json,i=this.extensions,r=n.materials[e],o,a={},l=r.extensions||{},c=[];if(l[Dt.KHR_MATERIALS_UNLIT]){let h=i[Dt.KHR_MATERIALS_UNLIT];o=h.getMaterialType(),c.push(h.extendParams(a,r,t))}else{let h=r.pbrMetallicRoughness||{};if(a.color=new xe(1,1,1),a.opacity=1,Array.isArray(h.baseColorFactor)){let d=h.baseColorFactor;a.color.setRGB(d[0],d[1],d[2],Q0),a.opacity=d[3]}h.baseColorTexture!==void 0&&c.push(t.assignTexture(a,"map",h.baseColorTexture,Xt)),a.metalness=h.metallicFactor!==void 0?h.metallicFactor:1,a.roughness=h.roughnessFactor!==void 0?h.roughnessFactor:1,h.metallicRoughnessTexture!==void 0&&(c.push(t.assignTexture(a,"metalnessMap",h.metallicRoughnessTexture)),c.push(t.assignTexture(a,"roughnessMap",h.metallicRoughnessTexture))),o=this._invokeOne(function(d){return d.getMaterialType&&d.getMaterialType(e)}),c.push(Promise.all(this._invokeAll(function(d){return d.extendMaterialParams&&d.extendMaterialParams(e,a)})))}r.doubleSided===!0&&(a.side=en);let u=r.alphaMode||Mf.OPAQUE;if(u===Mf.BLEND?(a.transparent=!0,a.depthWrite=!1):(a.transparent=!1,u===Mf.MASK&&(a.alphaTest=r.alphaCutoff!==void 0?r.alphaCutoff:.5)),r.normalTexture!==void 0&&o!==m0&&(c.push(t.assignTexture(a,"normalMap",r.normalTexture)),a.normalScale=new te(1,1),r.normalTexture.scale!==void 0)){let h=r.normalTexture.scale;a.normalScale.set(h,h)}if(r.occlusionTexture!==void 0&&o!==m0&&(c.push(t.assignTexture(a,"aoMap",r.occlusionTexture)),r.occlusionTexture.strength!==void 0&&(a.aoMapIntensity=r.occlusionTexture.strength)),r.emissiveFactor!==void 0&&o!==m0){let h=r.emissiveFactor;a.emissive=new xe().setRGB(h[0],h[1],h[2],Q0)}return r.emissiveTexture!==void 0&&o!==m0&&c.push(t.assignTexture(a,"emissiveMap",r.emissiveTexture,Xt)),Promise.all(c).then(function(){let h=new o(a);return r.name&&(h.name=r.name),cs(h,r),t.associations.set(h,{materials:e}),r.extensions&&So(i,h,r),h})}createUniqueName(e){let t=Zt.sanitizeNodeName(e||"");return t in this.nodeNamesUsed?t+"_"+ ++this.nodeNamesUsed[t]:(this.nodeNamesUsed[t]=0,t)}loadGeometries(e){let t=this,n=this.extensions,i=this.primitiveCache;function r(a){return n[Dt.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(a,t).then(function(l){return Op(l,a,t)})}let o=[];for(let a=0,l=e.length;a<l;a++){let c=e[a],u=l_(c),h=i[u];if(h)o.push(h.promise);else{let d;c.extensions&&c.extensions[Dt.KHR_DRACO_MESH_COMPRESSION]?d=r(c):d=Op(new ht,c,t),i[u]={primitive:c,promise:d},o.push(d)}}return Promise.all(o)}loadMesh(e){let t=this,n=this.json,i=this.extensions,r=n.meshes[e],o=r.primitives,a=[];for(let l=0,c=o.length;l<c;l++){let u=o[l].material===void 0?r_(this.cache):this.getDependency("material",o[l].material);a.push(u)}return a.push(t.loadGeometries(o)),Promise.all(a).then(function(l){let c=l.slice(0,l.length-1),u=l[l.length-1],h=[];for(let f=0,p=u.length;f<p;f++){let x=u[f],m=o[f],g,v=c[f];if(m.mode===mi.TRIANGLES||m.mode===mi.TRIANGLE_STRIP||m.mode===mi.TRIANGLE_FAN||m.mode===void 0)g=r.isSkinnedMesh===!0?new Yr(x,v):new nt(x,v),g.isSkinnedMesh===!0&&g.normalizeSkinWeights(),m.mode===mi.TRIANGLE_STRIP?g.geometry=rf(g.geometry,qa):m.mode===mi.TRIANGLE_FAN&&(g.geometry=rf(g.geometry,po));else if(m.mode===mi.LINES)g=new _n(x,v);else if(m.mode===mi.LINE_STRIP)g=new Kn(x,v);else if(m.mode===mi.LINE_LOOP)g=new Kr(x,v);else if(m.mode===mi.POINTS)g=new Zr(x,v);else throw new Error("THREE.GLTFLoader: Primitive mode unsupported: "+m.mode);Object.keys(g.geometry.morphAttributes).length>0&&a_(g,r),g.name=t.createUniqueName(r.name||"mesh_"+e),cs(g,r),m.extensions&&So(i,g,m),t.assignFinalMaterial(g),h.push(g)}for(let f=0,p=h.length;f<p;f++)t.associations.set(h[f],{meshes:e,primitives:f});if(h.length===1)return r.extensions&&So(i,h[0],r),h[0];let d=new Et;r.extensions&&So(i,d,r),t.associations.set(d,{meshes:e});for(let f=0,p=h.length;f<p;f++)d.add(h[f]);return d})}loadCamera(e){let t,n=this.json.cameras[e],i=n[n.type];if(!i){console.warn("THREE.GLTFLoader: Missing camera parameters.");return}return n.type==="perspective"?t=new d0(Ya.radToDeg(i.yfov),i.aspectRatio||1,i.znear||1,i.zfar||2e6):n.type==="orthographic"&&(t=new ai(-i.xmag,i.xmag,i.ymag,-i.ymag,i.znear,i.zfar)),n.name&&(t.name=this.createUniqueName(n.name)),cs(t,n),Promise.resolve(t)}loadSkin(e){let t=this.json.skins[e],n=[];for(let i=0,r=t.joints.length;i<r;i++)n.push(this._loadNodeShallow(t.joints[i]));return t.inverseBindMatrices!==void 0?n.push(this.getDependency("accessor",t.inverseBindMatrices)):n.push(null),Promise.all(n).then(function(i){let r=i.pop(),o=i,a=[],l=[];for(let c=0,u=o.length;c<u;c++){let h=o[c];if(h){a.push(h);let d=new Qe;r!==null&&d.fromArray(r.array,c*16),l.push(d)}else console.warn('THREE.GLTFLoader: Joint "%s" could not be found.',t.joints[c])}return new jr(a,l)})}loadAnimation(e){let t=this.json,n=this,i=t.animations[e],r=i.name?i.name:"animation_"+e,o=[],a=[],l=[],c=[],u=[];for(let h=0,d=i.channels.length;h<d;h++){let f=i.channels[h],p=i.samplers[f.sampler],x=f.target,m=x.node,g=i.parameters!==void 0?i.parameters[p.input]:p.input,v=i.parameters!==void 0?i.parameters[p.output]:p.output;x.node!==void 0&&(o.push(this.getDependency("node",m)),a.push(this.getDependency("accessor",g)),l.push(this.getDependency("accessor",v)),c.push(p),u.push(x))}return Promise.all([Promise.all(o),Promise.all(a),Promise.all(l),Promise.all(c),Promise.all(u)]).then(function(h){let d=h[0],f=h[1],p=h[2],x=h[3],m=h[4],g=[];for(let _=0,y=d.length;_<y;_++){let T=d[_],M=f[_],E=p[_],b=x[_],S=m[_];if(T===void 0)continue;T.updateMatrix&&T.updateMatrix();let A=n._createAnimationTracks(T,M,E,b,S);if(A)for(let R=0;R<A.length;R++)g.push(A[R])}let v=new Ji(r,void 0,g);return cs(v,i),v})}createNodeMesh(e){let t=this.json,n=this,i=t.nodes[e];return i.mesh===void 0?null:n.getDependency("mesh",i.mesh).then(function(r){let o=n._getNodeRef(n.meshCache,i.mesh,r);return i.weights!==void 0&&o.traverse(function(a){if(a.isMesh)for(let l=0,c=i.weights.length;l<c;l++)a.morphTargetInfluences[l]=i.weights[l]}),o})}loadNode(e){let t=this.json,n=this,i=t.nodes[e],r=n._loadNodeShallow(e),o=[],a=i.children||[];for(let c=0,u=a.length;c<u;c++)o.push(n.getDependency("node",a[c]));let l=i.skin===void 0?Promise.resolve(null):n.getDependency("skin",i.skin);return Promise.all([r,Promise.all(o),l]).then(function(c){let u=c[0],h=c[1],d=c[2];d!==null&&u.traverse(function(f){f.isSkinnedMesh&&f.bind(d,u_)});for(let f=0,p=h.length;f<p;f++)u.add(h[f]);if(u.userData.pivot!==void 0&&h.length>0){let f=u.userData.pivot,p=h[0];u.pivot=new C().fromArray(f),u.position.x-=f[0],u.position.y-=f[1],u.position.z-=f[2],p.position.set(0,0,0),delete u.userData.pivot}return u})}_loadNodeShallow(e){let t=this.json,n=this.extensions,i=this;if(this.nodeCache[e]!==void 0)return this.nodeCache[e];let r=t.nodes[e],o=r.name?i.createUniqueName(r.name):"",a=[],l=i._invokeOne(function(c){return c.createNodeMesh&&c.createNodeMesh(e)});return l&&a.push(l),r.camera!==void 0&&a.push(i.getDependency("camera",r.camera).then(function(c){return i._getNodeRef(i.cameraCache,r.camera,c)})),i._invokeAll(function(c){return c.createNodeAttachment&&c.createNodeAttachment(e)}).forEach(function(c){a.push(c)}),this.nodeCache[e]=Promise.all(a).then(function(c){let u;if(r.isBone===!0?u=new or:c.length>1?u=new Et:c.length===1?u=c[0]:u=new wt,u!==c[0])for(let h=0,d=c.length;h<d;h++)u.add(c[h]);if(r.name&&(u.userData.name=r.name,u.name=o),cs(u,r),r.extensions&&So(n,u,r),r.matrix!==void 0){let h=new Qe;h.fromArray(r.matrix),u.applyMatrix4(h)}else r.translation!==void 0&&u.position.fromArray(r.translation),r.rotation!==void 0&&u.quaternion.fromArray(r.rotation),r.scale!==void 0&&u.scale.fromArray(r.scale);if(!i.associations.has(u))i.associations.set(u,{});else if(r.mesh!==void 0&&i.meshCache.refs[r.mesh]>1){let h=i.associations.get(u);i.associations.set(u,{...h})}return i.associations.get(u).nodes=e,u}),this.nodeCache[e]}loadScene(e){let t=this.extensions,n=this.json.scenes[e],i=this,r=new Et;n.name&&(r.name=i.createUniqueName(n.name)),cs(r,n),n.extensions&&So(t,r,n);let o=n.nodes||[],a=[];for(let l=0,c=o.length;l<c;l++)a.push(i.getDependency("node",o[l]));return Promise.all(a).then(function(l){for(let u=0,h=l.length;u<h;u++){let d=l[u];d.parent!==null?r.add(Pp(d)):r.add(d)}let c=u=>{let h=new Map;for(let[d,f]of i.associations)(d instanceof _0||d instanceof l0)&&h.set(d,f);return u.traverse(d=>{let f=i.associations.get(d);f!=null&&h.set(d,f)}),h};return i.associations=c(r),r})}_createAnimationTracks(e,t,n,i,r){let o=[],a=e.name?e.name:e.uuid,l=[];function c(f){f.morphTargetInfluences&&l.push(f.name?f.name:f.uuid)}Mr[r.path]===Mr.weights?(c(e),e.isGroup&&e.children.forEach(c)):l.push(a);let u;switch(Mr[r.path]){case Mr.weights:u=ji;break;case Mr.rotation:u=Ki;break;case Mr.translation:case Mr.scale:u=Ts;break;default:switch(n.itemSize){case 1:u=ji;break;case 2:case 3:default:u=Ts;break}break}let h=i.interpolation!==void 0?s_[i.interpolation]:ir,d=this._getArrayFromAccessor(n);for(let f=0,p=l.length;f<p;f++){let x=new u(l[f]+"."+Mr[r.path],t.array,d,h);i.interpolation==="CUBICSPLINE"&&this._createCubicSplineTrackInterpolant(x),o.push(x)}return o}_getArrayFromAccessor(e){let t=e.array;if(e.normalized){let n=Yf(t.constructor),i=new Float32Array(t.length);for(let r=0,o=t.length;r<o;r++)i[r]=t[r]*n;t=i}return t}_createCubicSplineTrackInterpolant(e){e.createInterpolant=function(n){let i=this instanceof Ki?Xf:V2;return new i(this.times,this.values,this.getValueSize()/3,n)},e.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline=!0}};function h_(s,e,t){let n=e.attributes,i=new Ot;if(n.POSITION!==void 0){let a=t.json.accessors[n.POSITION],l=a.min,c=a.max;if(l!==void 0&&c!==void 0){if(i.set(new C(l[0],l[1],l[2]),new C(c[0],c[1],c[2])),a.normalized){let u=Yf(ll[a.componentType]);i.min.multiplyScalar(u),i.max.multiplyScalar(u)}}else{console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.");return}}else return;let r=e.targets;if(r!==void 0){let a=new C,l=new C;for(let c=0,u=r.length;c<u;c++){let h=r[c];if(h.POSITION!==void 0){let d=t.json.accessors[h.POSITION],f=d.min,p=d.max;if(f!==void 0&&p!==void 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r=t[i].clone().expandByScalar(t[i].getSize(new C).length()*.01);for(let[o,a]of[...e.children].entries())o!==i&&!r.intersectsBox(t[o])&&e.remove(a)}var f_=new Set(["wardrobe","dresser","desk","shelf","bookcase","nightstand","table","tv-unit","box"]),p_=new Set(["sofa","armchair","chair"]),m_=new Set(["bed","bunk","crib"]);function g_(s){return(Array.isArray(s.material)?s.material:[s.material]).find(t=>t.color)??null}function Sr(s,e){let t={h:0,s:0,l:0};return s.getHSL(t),e==="paint"?Math.min(s.r,s.g,s.b)>.62||t.s<.16&&t.l>.62?"paint.white_satin":(t.h<.08||t.h>.92)&&t.s>.16?"paint.blush":t.h>.18&&t.h<.48?"lacquer.sage":"lacquer.white":e==="wood"?t.l<.34?"wood.walnut":"wood.oak":t.l>.76&&t.s<.22?"boucle.cream":t.h>.52&&t.h<.72?"velvet.navy":t.h>.19&&t.h<.46?"velvet.sage":(t.h<.08||t.h>.9)&&t.s>.18&&t.l>.48?"velvet.blush":t.l<.42?"velvet.plum":"linen.natural"}function x_(s){return s?.color?`#${s.color.getHexString()}`:null}function 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kp=["art-balloon.jpg","art-bear.jpg","art-bunny.jpg","art-flowers.jpg","art-letters.jpg","art-moon.jpg"];function Gp(s,e){let t=[],n=0,i=s.width,r=s.depth;for(let o of e){if(o.parked||!["dresser","desk","shelf","bookcase","bed","nightstand","sofa"].includes(o.kind)||o.kind!=="bed"&&o.h>120)continue;let a=Hn(o),l=ss(a,0,-a.hd),c=lp(s,l);if(c.d>=6)continue;let u=xn(s)?os[c.wall]:c.wall,h=Gt(s,u),d=(l.x-h.start.x)*h.dir.x+(l.y-h.start.y)*h.dir.y,f=o.w>=120?3:o.w>=70?2:1,p=30,x=40,m=8,g=Math.max(o.h+22,115);if(g+x>s.height-12)continue;let v=f*p+(f-1)*m;for(let _=0;_<f;_++){let y=d-v/2+p/2+_*(p+m);s.openings.some(M=>R1(s,M.wall,u)&&M.kind!=="radiator"&&y+p/2>M.offset-5&&y-p/2<M.offset+M.width+5&&g<(M.kind==="door"?215:(M.sill??90)+(M.height??120))+5&&g+x>(M.kind==="door"?0:M.sill??90)-5)||t.some(M=>M.wall===u&&Math.abs(M.u-y)<p+4&&Math.abs(M.y-g)<x)||t.push({wall:u,u:y,y:g+_%2*6,w:p,h:x,image:kp[(n+++o.id.length)%kp.length]})}}return t}function Wp(s,e,t=8){if(xn(s)){let 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N=f.get(I);return!(N.map||N.normalMap)&&Y!=="1"?null:(N.name||(N.name=I),J.add(N),N)}let re=new Map;function W(I,N,F){let q=F.color;if(!q||F.map&&q.r>.98&&q.g>.98&&q.b>.98)return N;let ue=`${I}|${q.getHexString()}`,me=re.get(ue);if(me)return me;let ke=f.info(I)?.colors??[],Ee=new xe(0,0,0);for(let ct of ke)Ee.add(new xe(ct));ke.length?Ee.multiplyScalar(1/ke.length):Ee.setRGB(1,1,1),me=F1(N);let Xe=ct=>.2126*ct.r+.7152*ct.g+.0722*ct.b,pt=Xe(q)/Math.max(.005,Xe(Ee));pt>2.5||pt<.4?(me.map=null,me.color.copy(q)):me.color.setRGB(q.r/Math.max(.01,Ee.r),q.g/Math.max(.01,Ee.g),q.b/Math.max(.01,Ee.b));let Re=me;Re.sheen>0&&Re.sheenColor&&Re.sheenColor.copy(q).lerp(new xe(1,1,1),.55);let $e=f.info(I)?.kind;return($e==="felt"||$e==="wool")&&(Re.sheen=Math.max(Re.sheen??0,.85),Re.sheenRoughness=.55,me.normalScale&&me.normalScale.multiplyScalar(1.8),me.roughness=1),me.name=ue,J.add(me),re.set(ue,me),me}function he(I){I.traverse(N=>{let F=N;if(!F.isMesh||!F.userData.slot||Array.isArray(F.material))return;let q=j(F.userData.slot);if(!q||J.has(F.material))return;let ue=F.material,me=W(F.userData.slot,q,ue);J.has(ue)||ue.dispose(),F.material=me,F.geometry.attributes.uv||sl(F.geometry)})}let Ce=o.getObjectByName("Look.Sun"),K=!Ce,fe=new Es("#fff3e2","#7a5040",.6),se=Ce??new li("#ffe6c4",3.2),ye=new li("#fff4e8",.6);K&&(se.castShadow=i,se.shadow.mapSize.set(i?2048:1024,i?2048:1024),se.shadow.bias=-4e-4,se.shadow.normalBias=.02,o.add(fe,se,se.target,ye,ye.target)),se.shadow.radius=2.5,se.shadow.blurSamples=12;let Se=new Map,He=null,lt=null,_e=0,oe=new Et,de=new Et;o.add(oe,de);let le=new Et;o.add(le);let be=new Map,Te=new Map,We=null,Be=null,ut=!1,ft=(n.assets||"/room-fit/").replace(/\/?$/,"/"),z=new Map,Wt=I=>{let N=z.get(I);return N||(N=new Qi().load(I),N.colorSpace=Xt,N.anisotropy=4,z.set(I,N)),N},dt=new Et;o.add(dt);let D=new Et;o.add(D);let w=e,H=t;n.ao===!1&&d.knobs.set("ao",0);let Z=[],ie=[],ve=new Et;o.add(ve);let Me=d.overlays,ae=new ii,pe=Me?ae:ve,Ie=new Et;ae.add(Ie),Me&&Me.push(({renderer:I,input:N})=>{if(!ae.children.length)return;let F=I.autoClear;I.autoClear=!1,I.setRenderTarget(N),I.render(ae,u),I.autoClear=F});let qe=null,Ae="light",we=[],Ke=.14,st=1.1,at=null;function V(){let I=new Et,N=-_t-Ke,F=w.width*Pe+_t+Ke,q=-_t-Ke,ue=w.depth*Pe+_t+Ke,me=new g0({color:"#e4ddd2",roughness:.6}),ke=.025,Ee=.06,Xe=new F0(F-N+2*ke,Ee,ue-q+2*ke),pt=new nt(Xe,me);pt.position.set((N+F)/2,-.081-Ee/2+.002,(q+ue)/2),pt.receiveShadow=!0,pt.userData.slot="keep",pt.raycast=()=>{},I.add(pt);let Re=document.createElement("canvas");Re.width=Re.height=256;let $e=Re.getContext("2d");$e.fillStyle="#8a8d94",$e.fillRect(0,0,256,256),$e.fillStyle="#9a9ca3",$e.fillRect(0,0,256,3),$e.fillRect(0,0,3,256);let ct=new On(Re);ct.wrapS=ct.wrapT=U0,ct.repeat.set(40/1.2,40/1.2),ct.colorSpace=Xt,ct.anisotropy=8;let zt=new g0({color:"#3a3d44",map:ct,roughness:.3,metalness:.1,envMapIntensity:1.4}),Nt=new H0(40,40);Nt.rotateX(-Math.PI/2);let Qt=new nt(Nt,zt);Qt.position.set((N+F)/2,-.081-st,(q+ue)/2),Qt.receiveShadow=!0,Qt.userData.slot="keep",Qt.raycast=()=>{},I.add(Qt);let y0=document.createElement("canvas");y0.width=1024,y0.height=256;let Kt=y0.getContext("2d"),x0=Kt.createLinearGradient(0,0,0,256);x0.addColorStop(0,"#ffffff"),x0.addColorStop(.7,"#d9dce2"),x0.addColorStop(1,"#6d6f75"),Kt.fillStyle=x0,Kt.fillRect(0,0,1024,256),Kt.filter="blur(9px)",Kt.fillStyle="#3a3c42";for(let Pt=0;Pt<1024;Pt+=128)Kt.fillRect(Pt,-20,12,300);Kt.fillRect(-20,150,1100,6),Kt.filter="none";let nn=new On(y0);nn.colorSpace=Xt;let N0=document.createElement("canvas");N0.width=1024,N0.height=256;let a0=N0.getContext("2d"),An=a0.createLinearGradient(0,0,0,256);An.addColorStop(0,"#05070d"),An.addColorStop(.55,"#1b2744"),An.addColorStop(.8,"#2a3656"),An.addColorStop(1,"#141925"),a0.fillStyle=An,a0.fillRect(0,0,1024,256);let Xn=7,Rn=()=>(Xn=Xn*16807%2147483647)/2147483647;a0.filter="blur(4px)";for(let Pt=0;Pt<170;Pt++){let w0=Rn()*1024,Tr=60+Rn()*150,Ro=4+Rn()*11,Vs=Rn()<.72;a0.globalAlpha=.25+.6*Rn(),a0.fillStyle=Vs?Rn()<.5?"#ffb35c":"#ffd79a":"#9fb8ff",a0.beginPath(),a0.arc(w0,Tr,Ro,0,Math.PI*2),a0.fill()}a0.globalAlpha=1,a0.filter="none";let $n=new On(N0);$n.colorSpace=Xt;let hs=new m0({map:nn,color:"#ffffff",fog:!1}),Ze=new H0(26,6.5),Mt=new nt(Ze,hs);Mt.userData.slot="keep",Mt.raycast=()=>{},I.add(Mt);let Ht=new H0(26,6.5);Ht.rotateX(-Math.PI/2);let Vt=new m0({map:nn,color:"#ffffff",transparent:!0,opacity:.16,blending:Ps,depthWrite:!1,fog:!1}),s0=new nt(Ht,Vt);s0.userData.slot="keep",s0.raycast=()=>{},I.add(s0);let A0=new C((N+F)/2,0,(q+ue)/2),S0={bright:["#c9ccd2","#16171a"],cozy:["#c89366","#141210"],night:["#27324f","#0b0c10"]};return{group:I,mood(Pt){let w0=Pt==="night"?$n:nn;hs.map=w0,Vt.map=w0,hs.needsUpdate=Vt.needsUpdate=!0,hs.color.set(Pt==="night"?"#ffffff":S0[Pt][0]),Vt.color.set(Pt==="night"?"#ffffff":S0[Pt][0]),Vt.opacity=Pt==="night"?.3:.16,me.emissive.set(Pt==="night"?"#4a3b2c":"#000000"),o.background=lf(new xe(S0[Pt][1]),r.toneMappingExposure)},aim(Pt){let w0=new C(Pt.x,0,Pt.z);if(w0.lengthSq()<1e-6){Mt.visible=!1;return}w0.normalize(),Mt.visible=!0,Mt.position.copy(A0).addScaledVector(w0,-9).setY(-.081-st+3.25),Mt.lookAt(Mt.position.clone().add(w0)),s0.position.copy(A0).addScaledVector(w0,-9+3.25).setY(-.081-st+.003),s0.rotation.set(0,Math.atan2(w0.x,w0.z)+Math.PI,0)},dispose(){Xe.dispose(),me.dispose(),ct.dispose(),zt.dispose(),Nt.dispose(),nn.dispose(),$n.dispose(),hs.dispose(),Ze.dispose(),Ht.dispose(),Vt.dispose()}}}let Le=()=>Ae!=="light",ce=[],Ne=[],Fe=null,ge=null,Ye=null,Je=null,h0=[],$t=[],kt="dollhouse",En="angled",Ni="day",B1=70,wo=25,To=160,Jn=null,gi=null,Eo=!0,Qn=null,wr=null,D0=null,Lt={x:0,y:0,yaw:0,pitch:0},xi=new Set;function cn(I){I.traverse(N=>{let F=N;F.geometry&&F.geometry.dispose();let q=F.material;Array.isArray(q)?q.forEach(ue=>{J.has(ue)||ue.dispose()}):q&&!J.has(q)&&q.dispose()}),I.clear()}function Ao(){cn(oe),cn(Ie),ce=[],h0.length=0,$t.length=0;let I=w.width*Pe,N=w.depth*Pe,F=w.height*Pe,q=w.floor??"oak";Te.has(q)||Te.set(q,E_(q));let ue=ff(w,_t/Pe),me=new Mn(ue.map(Ze=>new te(Ze.x*Pe,-Ze.y*Pe))),ke=new Xi(me);ke.rotateX(-Math.PI/2);let Ee=ke.attributes.position,Xe=ke.attributes.uv;for(let Ze=0;Ze<Ee.count;Ze++)Xe.setXY(Ze,Ee.getX(Ze),-Ee.getZ(Ze));let pt=We?.floor[{walnut:"walnut",oak:"oak","light-wood":"light-wood"}[q]],Re=new g0({roughness:q==="carpet"?.95:.85,metalness:0});if(pt)vo(Re,pt),q==="walnut"?Re.color.setRGB(1.55,1.28,1.1):Re.color.setRGB(1.12,1.04,.98);else{let Ze=Te.get(q).clone();Ze.repeat.set(1/Qf,1/Qf),Ze.needsUpdate=!0,Re.map=Ze,Re.roughness=.42}let $e=j({walnut:"wood.walnut",oak:"wood.oak","light-wood":"wood.oak"}[q]),ct=$e&&q==="walnut"?(()=>{let Ze=F1($e);return Ze.color.setRGB(1.45,1.25,1.1),Ze.name=$e.name,Ze})():$e,zt=new Ot().setFromBufferAttribute(ke.attributes.position),Nt=ct&&ct!==$e?ct:ct?F1(ct):Re;ct&&(Nt.name=ct.name,Re.dispose());let Qt=zt.max.x-zt.min.x,y0=zt.max.z-zt.min.z;Nt.aoMap=jp(Qt,y0,[.5,.5,.5,.5],.35),Nt.aoMap.offset.set(-zt.min.x/Qt,zt.max.z/y0),Nt.aoMapIntensity=1;let Kt=new nt(ke,Nt);Je={m:Nt,r0:Nt.roughness},Kt.receiveShadow=!0,Kt.userData.floor=!0,Kt.userData.lookFloor=!0,Kt.userData.slot=ct?ct.name:"keep",oe.add(Kt);let x0=new Wi(me,{depth:.08,bevelEnabled:!1});x0.rotateX(-Math.PI/2);let nn=new nt(x0,it("#3a302b",.9));nn.position.set(0,-.081,0),oe.add(nn),ge=it("#f7f5f1",.9),ge.emissive.set("#77716a");let N0=new Wi(me,{depth:.05,bevelEnabled:!1});N0.rotateX(-Math.PI/2),Fe=new nt(N0,ge),Fe.position.set(0,F,0),Fe.castShadow=!0,Fe.receiveShadow=!0,oe.add(Fe),Ye=new nt(new I0(.2,.16,.08,32),new g0({color:"#fff8ee",emissive:"#ffd9a8",emissiveIntensity:.2,roughness:.4}));let a0=as(w);Ye.position.copy(tn(a0.x,a0.y,(F-.04)/Pe)),oe.add(Ye),He?.remove(),He=d.addLamp({position:tn(a0.x,a0.y,(F-.45)/Pe).toArray(),colour:"#ffc68a",radius:3.2,intensity:0});let An=a0.x*Pe,Xn=a0.y*Pe,Rn=Di(w).length,$n=Ze=>{if(yo(w,Ze))return 0;let Mt=Gt(w,(Ze+Rn-1)%Rn).dir,Ht=Gt(w,Ze).dir,Vt=Math.PI-Math.acos(Math.max(-1,Math.min(1,Mt.x*Ht.x+Mt.y*Ht.y)));return Math.min(3*_t,_t/Math.tan(Vt/2))};for(let Ze of Di(w)){let Mt=Gt(w,Ze),Ht=fi(w,Ze)*Pe,Vt=$n(Ze),s0=$n((Ze+1)%Rn),A0=new Et;A0.position.copy(tn(Mt.start.x,Mt.start.y)),A0.rotation.y=Xp(Mt.dir);let S0=A_(rl(w,Ze)??U1),Pt=j(S0),w0=Pt?Yp(Pt,rl(w,Ze)??U1):it(rl(w,Ze)??U1,.92);Pt||vo(w0,We?.detail.plaster,!1);let Tr=Ht+Vt+s0;w0.aoMap=jp(Tr,F,[.55,.55,.6,.35],.45),w0.aoMap.offset.set(Vt/Tr,0),w0.aoMapIntensity=1;let Ro=[],Vs=new Et,j1=new Et;A0.add(Vs,j1);let K1=Pt?Yp(Pt,rl(w,Ze)??U1):it(rl(w,Ze)??U1,.92);Pt||vo(K1,We?.detail.plaster,!1);let fl=it("#18181a",.6),t6=it("#ebe6de",.55),Z1=(yt,ei,$2,x3)=>{if(ei-yt<1e-4||x3-$2<1e-4)return;let Q1=Bt(A0,w0,ei-yt,x3-$2,_t,(yt+ei)/2,$2,-_t/2);Q1.userData.slot=S0,Ro.push(Q1),(We?.detail.plaster||Pt)&&sl(Q1.geometry,void 0,Q1.position)},J1=w.openings.filter(yt=>R1(w,yt.wall,Ze)&&(yt.kind==="door"||yt.kind==="window")).map(yt=>({o:yt,u0:yt.offset*Pe,u1:(yt.offset+yt.width)*Pe,y0:(yt.kind==="door"?0:yt.sill??90)*Pe,y1:((yt.kind==="door"?0:yt.sill??90)+(yt.height??(yt.kind==="door"?205:120)))*Pe})).sort((yt,ei)=>yt.u0-ei.u0),J2=-Vt;for(let yt of J1)Z1(J2,yt.u0,0,F),Z1(yt.u0,yt.u1,0,yt.y0),Z1(yt.u0,yt.u1,Math.min(yt.y1,F),F),J2=yt.u1;Z1(J2,Ht+s0,0,F);let n6=Bt(j1,it("#2a2725",.7),Ht+Vt+s0,.006,_t+.002,(Ht+s0-Vt)/2,F,-_t/2);n6.castShadow=!1;let Q2=.45,m3=[fl,fl,fl,fl,K1,fl],Co=-Vt;for(let yt of J1.filter(ei=>ei.o.kind==="door"))yt.u0>Co&&(Bt(Vs,K1,yt.u0-Co,Q2,_t,(Co+yt.u0)/2,0,-_t/2).material=m3),Co=yt.u1;Bt(Vs,K1,Ht+s0-Co,Q2,_t,(Co+Ht+s0)/2,0,-_t/2).material=m3,Bt(Vs,t6,Ht+Vt+s0,.012,_t+.004,(Ht+s0-Vt)/2,Q2,-_t/2).castShadow=!1,Vs.visible=!1;let g3=it("#f6f4f0",.5),Er=0;for(let yt of J1.filter(ei=>ei.o.kind==="door"))yt.u0>Er&&Bt(A0,g3,yt.u0-Er,.07,.012,(Er+yt.u0)/2,0,.006),Er=yt.u1;Ht>Er&&Bt(A0,g3,Ht-Er,.07,.012,(Er+Ht)/2,0,.006);for(let yt of J1)k1(j1,yt.o,yt.u0,yt.u1,yt.y0,yt.y1);for(let yt of w.openings.filter(ei=>R1(w,ei.wall,Ze)&&ei.kind==="radiator"))z1(A0,yt);oe.add(A0);let i6=new C(Mt.inward.x,0,Mt.inward.y),s6=tn(Mt.start.x+Mt.dir.x*Ht/Pe/2,Mt.start.y+Mt.dir.y*Ht/Pe/2,w.height/2);ce.push({wall:Ze,group:A0,full:Ro,fullMat:w0,stub:Vs,decor:j1,outward:i6.clone().negate(),mid:s6,cut:!1})}let hs=it("#1f1d1c",.7);Ne.length=0;for(let Ze of Di(w)){let Mt=(Ze+Rn-1)%Rn;if(yo(w,Ze)||Math.abs($n(Ze)-_t)>.001)continue;let Ht=Gt(w,Ze),Vt=Gt(w,Mt),s0=_t/2/Pe,A0=Ht.start.x-(Ht.inward.x+Vt.inward.x)*s0,S0=Ht.start.y-(Ht.inward.y+Vt.inward.y)*s0,Pt=new nt(new F0(_t+.008,F+.004,_t+.008),hs);Pt.position.copy(tn(A0,S0,F/2/Pe)),Pt.rotation.y=Xp(Ht.dir),Pt.castShadow=!1,Pt.receiveShadow=!0,Pt.userData.walls=[Ze,Mt],Pt.visible=!1,oe.add(Pt),Ne.push(Pt)}if(we.length=0,n.wallLabels)for(let Ze of Di(w)){let Mt=Gt(w,Ze),Ht=fi(w,Ze),Vt=document.createElement("canvas");Vt.width=Vt.height=128;let s0=Vt.getContext("2d");s0.fillStyle="#a09385",s0.font="bold 80px sans-serif",s0.textAlign="center",s0.textBaseline="middle",s0.font=`bold ${xn(w)?80:60}px sans-serif`,s0.fillText(xn(w)?os[Ze]:op(w,Ze),64,68);let A0=new On(Vt);A0.colorSpace=Xt;let S0=new nt(new H0(.24,.24),new m0({map:A0,alphaTest:.5}));S0.rotation.order="YXZ",S0.rotation.set(-Math.PI/2,Math.atan2(-Mt.inward.x,-Mt.inward.y),0),we.push(S0),S0.raycast=()=>{};let 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Tr=ce.find(Ro=>Ro.wall===Bs(w,Ze.wall));Tr?(oe.updateMatrixWorld(!0),Tr.decor.attach(w0.mesh)):ve.add(w0.mesh)}X0="",Z0(),e0(),W0()}function k1(I,N,F,q,ue,me){let ke=it("#f7f6f2",.45),Ee=q-F,Xe=me-ue;if(N.kind==="door"){Bt(I,ke,.06,Xe+.06,.015,F-.06/2,0,.0075),Bt(I,ke,.06,Xe+.06,.015,q+.06/2,0,.0075),Bt(I,ke,Ee+2*.06,.06,.015,(F+q)/2,me,.0075),Bt(I,ke,.02,Xe,_t,F+.01,0,-_t/2),Bt(I,ke,.02,Xe,_t,q-.01,0,-_t/2),Bt(I,ke,Ee,.02,_t,(F+q)/2,me-.02,-_t/2);let Re=N.hinge==="end",$e=new Et;$e.position.set(Re?q-.02:F+.02,0,N.swing==="out"?-_t:0);let ct=Ee-.04,zt=.04,Nt=Re?-1:1,Qt=it("#fbfaf7",.4);Bt($e,Qt,ct,Xe-.02,zt,Nt*ct/2,.005,(N.swing==="out"?-1:1)*zt/2);for(let Kt of[-1,1]){let x0=(N.swing==="out"?-1:1)*zt/2+Kt*(zt/2+.005);Bt($e,it("#f1efea",.45),ct*.7,(Xe-.02)*.36,.006,Nt*ct/2,.2,x0),Bt($e,it("#f1efea",.45),ct*.7,(Xe-.02)*.36,.006,Nt*ct/2,1.1,x0),Bt($e,it("#9a9a9a",.3,.9),.12,.02,.02,Nt*(ct-.1),1.02,x0+Kt*.02)}I.add($e);let 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C))}else d.focusOn(t0())}function e0(){let I=Math.max(0,Math.min(110,B1))*Math.PI/180;for(let N of h0)N.pivot.rotation.y=N.sign*I;d.invalidate({shadows:!0})}function W0(){let I=Math.max(0,Math.min(100,wo))/100;for(let N of $t){let F=Math.max(.02,N.height*I);N.fabric.scale.y=F,N.fabric.position.y=N.top-F/2}ce.length&&X0?(X0="",Z0()):d.invalidate({shadows:!0})}let Ge={day:"bright",evening:"cozy",night:"night"},X0="",Ut=0;function Z0(){let I=Ge[Ni],N=xr[I].interior;d.setPreset(I);for(let[Re,$e]of Object.entries(xr[I].look))d.knobs.set(Re,$e);d.knobs.set("fov",kt==="walk"?70:c);let F=w.height*Pe,q=w.openings.find(Re=>Re.kind==="window"),ue=[-.45,-.7,-.55],me=null;q&&(me=Gt(w,q.wall),ue=G8([me.inward.x,0,me.inward.y],[me.dir.x,0,me.dir.y],N.sunElev,N.sunSide));let ke=new C(-ue[0],-ue[1],-ue[2]).normalize(),Ee=as(w),Xe=new Ot(new C(-_t-.5,-.1,-_t-.5),new 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ie)pe.remove(Re.group),Re.dispose();ie.length=0;for(let Re of w.openings.filter($e=>$e.kind==="window")){let{a:$e,b:ct}=vr(w,Re),zt=(Re.sill??90)*Pe,Nt=(Re.height??120)*Pe,Qt=.05,y0=Math.max(.05,Nt*(1-Math.max(0,Math.min(100,wo))/100)-Qt),Kt=tn($e.x,$e.y),x0=tn(ct.x,ct.y),nn=x0.clone().sub(Kt).normalize(),N0=Kt.clone().addScaledVector(nn,Qt),a0=x0.clone().addScaledVector(nn,-Qt),An=zt+Qt,Xn=Math.min(zt+Nt-Qt,An+y0),Rn=[[N0.x,An,N0.z],[a0.x,An,a0.z],[a0.x,Xn,a0.z],[N0.x,Xn,N0.z]],$n=X8(bt,{corners:Rn,dir:ue,colour:N.sunColour,intensity:N.shaft,mullion:.04,dust:380,box:[0,0,0,w.width*Pe,F,w.depth*Pe]});$n&&(Me&&$n.group.traverse(hs=>{let Ze=hs.material;Ze&&(Ze.depthTest=!1)}),ie.push($n),pe.add($n.group))}}for(let Re of ie)Re.set({intensity:N.shaft,colour:N.sunColour,dust:N.dust});_e=N.lamps,Q(),vf(o,Number(N.nightLights??0)*N.lamps),Ye&&(Ye.material.emissiveIntensity=.15+3*N.lamps),ge&&ge.emissive.set("#77716a").multiplyScalar(Number(N.ceilingGlow??1)),Je&&(Je.m.roughness=Je.r0*Number(N.floorRough??1)),vi(),tt||r0(),d.invalidate({shadows:!0,bounce:!0,mirror:!0})}function Wn(){if(K)return;let I=d.knobs;se.intensity=I.get("sun");let N=o.getObjectByName("Look.Fill"),F=o.getObjectByName("Look.Rim");N&&(N.intensity=I.get("fill")),F&&(F.intensity=I.get("rim"));let q=tn(as(w).x,as(w).y);N&&(N.position.copy(q).add(new C(2.5,3.2,4)),N.target.position.copy(q),N.target.updateMatrixWorld()),F&&(F.position.copy(q).add(new C(-1.5,3.5,-4.5)),F.target.position.copy(q),F.target.updateMatrixWorld());let ue=o.getObjectByName("Look.Hemisphere"),me=xr[Ge[Ni]].interior.hemi;ue&&me!==void 0&&(ue.intensity=Number(me)),d.invalidate({bounce:!0})}d.knobs.onChange(I=>{(I==="sun"||I==="fill"||I==="rim")&&Wn()});function vi(){let I=xr[Ge[Ni]].interior,N=Le(),F=!!qe,q=new xe(N?"#101114":n.background??I.background);o.background=lf(q,r.toneMappingExposure),N&&!qe?(qe=q8(bt,{minX:-_t,maxX:w.width*Pe+_t,minZ:-_t,maxZ:w.depth*Pe+_t,margin:Ke,height:st,topY:-.081,colour:"#141416"}),ve.add(qe.mesh),at=V(),ve.add(at.group)):!N&&qe&&(ve.remove(qe.mesh),qe.dispose(),qe=null,at&&(ve.remove(at.group),at.dispose(),at=null)),at?.mood(Ge[Ni]),F!==!!qe&&kt==="dollhouse"&&ce.length&&Hs()}function Oi(){let I=kt==="walk";ge&&(ge.colorWrite=I,ge.depthWrite=I),Fe?.layers.set(I?0:1),Ye&&(Ye.visible=I&&!Be?.scenes.cloud_lamp)}let t0=()=>new C(w.width*Pe/2,Math.min(.8,w.height*Pe*.35),w.depth*Pe/2),M0={angled:[1,.62,.42],top:[0,1,1e-4],N:[0,.75,-1],E:[1,.75,0],S:[0,.75,1],W:[-1,.75,0]},Ui=40;function o0(){let I=[1,.62,.42],N=1/0;for(let F of[30,330,150,210]){let q=F*Math.PI/180,ue=Ui*Math.PI/180,me=Math.sin(q),ke=Math.cos(q),Ee=0;for(let Xe of w.openings){if(Xe.kind!=="window")continue;let pt=Gt(w,Xe.wall);pt.inward.x*me+pt.inward.y*ke<0&&(Ee+=1)}Ee<N&&(N=Ee,I=[me*Math.cos(ue),Math.sin(ue),ke*Math.cos(ue)])}return I}let Fi=.86,zs=.96;function Hs(I){let N=t0(),F=(I??u.position.clone().sub(h.target)).normalize(),q=w.width*Pe+2*_t,ue=w.depth*Pe+2*_t,me=w.height*Pe,ke=Math.abs(F.y)>.99?new C(0,0,-1):new C(0,1,0),Ee=new C().crossVectors(ke,F).normalize(),Xe=new C().crossVectors(F,Ee).normalize(),pt=u.fov*Math.PI/360,Re=Math.atan(Math.tan(pt)*u.aspect),$e=0;for(let Nt of[0,q])for(let Qt of[0,me])for(let y0 of[0,ue]){let Kt=new C(Nt-_t,Qt,y0-_t).sub(N),x0=Kt.dot(F);$e=Math.max($e,Math.abs(Kt.dot(Ee))*1.12/Math.tan(Re)+x0,Math.abs(Kt.dot(Xe))*1.12/Math.tan(pt)+x0)}at?.aim(F),h.target.copy(N),u.position.copy(N).addScaledVector(F,$e),Math.abs(F.y)>.99?u.up.set(0,0,-1):u.up.set(0,1,0),u.lookAt(N),u.updateMatrixWorld();let ct=Le()?Ke:0;for(let Nt=0;Nt<5;Nt++){let Qt=1/0,y0=-1/0,Kt=1/0,x0=-1/0;for(let N0 of[-ct,q+ct])for(let a0 of[ct?-.12:0,me])for(let An of[-ct,ue+ct]){let Xn=new C(N0-_t,a0,An-_t).project(u);Qt=Math.min(Qt,Xn.x),y0=Math.max(y0,Xn.x),Kt=Math.min(Kt,Xn.y),x0=Math.max(x0,Xn.y)}let nn=Ee.clone().multiplyScalar((Qt+y0)/2*Math.tan(Re)*$e).addScaledVector(Xe,(Kt+x0)/2*Math.tan(pt)*$e);if(h.target.add(nn),u.position.add(nn),Nt<4){let N0=Math.max((y0-Qt)/(2*Fi),(x0-Kt)/(2*zs)),a0=Math.max(h.minDistance,$e*(1+(N0-1)*.9));u.position.copy(h.target).addScaledVector(F,a0),$e=a0}u.lookAt(h.target),u.updateMatrixWorld()}h.update();let zt=Math.atan2(-(h.target.x-u.position.x),-(h.target.z-u.position.z));for(let Nt of we)Nt.rotation.y=zt}function hl(){u.position.copy(tn(Lt.x,Lt.y,To)),u.up.set(0,1,0),u.rotation.set(Lt.pitch,Lt.yaw,0,"YXZ")}let Zp=(I,N)=>Math.atan2(-I,-N);function $f(I){let N=w.openings.find(Xe=>Xe.kind==="door"),F=w.openings.find(Xe=>Xe.kind==="window"),q=as(w),ue=(Xe,pt)=>Xe?cp(w,Xe,pt):q,me,ke;if(I==="window"&&F)me=ue(F,40),ke=N?ue(N,40):q;else if(N){let Xe=vr(w,N),[pt,Re]=N.hinge==="end"?[Xe.b,Xe.a]:[Xe.a,Xe.b],$e=ue(N,40),ct=Math.hypot(Re.x-pt.x,Re.y-pt.y)||1;me=N.swing==="out"?$e:{x:$e.x+(Re.x-pt.x)/ct*15,y:$e.y+(Re.y-pt.y)/ct*15},ke=F?ue(F,40):q;let zt=Gt(w,N.wall).inward;ke={x:me.x+zt.x*100+(q.x-me.x)*.3,y:me.y+zt.y*100+(q.y-me.y)*.3}}else me=q,ke={x:q.x,y:0};let Ee=G1(me.x,me.y);Lt.x=Ee.x,Lt.y=Ee.y,Lt.yaw=Zp(ke.x-Lt.x,ke.y-Lt.y),Lt.pitch=-.12,kt==="walk"&&hl()}let un=20;function G1(I,N){let F=!xn(w),q=Math.max(un,Math.min(w.width-un,I)),ue=Math.max(un,Math.min(w.depth-un,N));F&&({x:q,y:ue}=e3(q,ue));for(let me=0;me<5;me++)for(let ke of H){if(ke.parked||ke.h<=40||!hp(ke))continue;let Ee=Hn(ke),Xe=np(Ee,{x:q,y:ue}),pt=Math.max(-Ee.hw,Math.min(Ee.hw,Xe.x)),Re=Math.max(-Ee.hd,Math.min(Ee.hd,Xe.y)),$e=Xe.x-pt,ct=Xe.y-Re,zt=Math.hypot($e,ct);if(zt>=un)continue;let Nt,Qt;if(zt>1e-6)Nt=Xe.x+$e/zt*(un-zt),Qt=Xe.y+ct/zt*(un-zt);else{let nn=[Ee.hw-Xe.x,Ee.hw+Xe.x,Ee.hd-Xe.y,Ee.hd+Xe.y],N0=nn.indexOf(Math.min(...nn));$e=N0===0?1:N0===1?-1:0,ct=N0===2?1:N0===3?-1:0,Nt=$e?$e*(Ee.hw+un):Xe.x,Qt=ct?ct*(Ee.hd+un):Xe.y}let y0=Math.PI/180,Kt=Math.cos(Ee.rot*y0),x0=Math.sin(Ee.rot*y0);q=Ee.x+Nt*Kt-Qt*x0,ue=Ee.y+Nt*x0+Qt*Kt,q=Math.max(un,Math.min(w.width-un,q)),ue=Math.max(un,Math.min(w.depth-un,ue)),F&&({x:q,y:ue}=e3(q,ue))}return F&&!ks(w,{x:q,y:ue})?ks(w,Lt)?{x:Lt.x,y:Lt.y}:as(w):{x:q,y:ue}}function e3(I,N){let F=ln(w);for(let q=0;q<2;q++)for(let ue=0;ue<F.length;ue++){let me=F[ue],ke=F[(ue+1)%F.length],Ee=ke.x-me.x,Xe=ke.y-me.y,pt=Ee*Ee+Xe*Xe||1,Re=Math.max(0,Math.min(1,((I-me.x)*Ee+(N-me.y)*Xe)/pt)),$e=me.x+Re*Ee,ct=me.y+Re*Xe,zt=Math.hypot(I-$e,N-ct);if(zt>=un)continue;let Nt=Gt(w,ue).inward,Qt=zt>1e-6?(I-$e)/zt:Nt.x,y0=zt>1e-6?(N-ct)/zt:Nt.y;Qt*Nt.x+y0*Nt.y<-.2&&Re>0&&Re<1||(I=$e+Qt*un,N=ct+y0*un)}return{x:I,y:N}}let dl=new wa;dl.layers.set(0);let t3=I=>{let N=s.getBoundingClientRect();return new te((I.clientX-N.left)/N.width*2-1,-((I.clientY-N.top)/N.height)*2+1)};function j2(I){dl.setFromCamera(t3(I),u);for(let N of dl.intersectObjects(de.children,!0)){let F=N.object;for(;F&&F.userData.itemId===void 0;)F=F.parent;if(F)return{id:F.userData.itemId,point:N.point}}return null}let us=null,n3=I=>{if(kt!=="dollhouse"||!Eo||I.button!==0||!I.isPrimary)return;let N=j2(I);if(!N)return;let F=H.find(me=>me.id===N.id);if(!F)return;h.enabled=!1;let q=new yn(new C(0,1,0),-N.point.y),ue=tn(F.x,F.y,0).setY(N.point.y);D0={id:F.id,plane:q,off:ue.sub(N.point),moved:!1,x:F.x,y:F.y},Jt(),s.setPointerCapture?.(I.pointerId),s.style.cursor="grabbing",Jn!==F.id&&(Jn=F.id,xt()),Qn?.(F.id)},i3=I=>{us={x:I.clientX,y:I.clientY,yaw:Lt.yaw,pitch:Lt.pitch},kt==="walk"&&s.setPointerCapture?.(I.pointerId)},s3=I=>{if(D0){dl.setFromCamera(t3(I),u);let N=new C;if(!dl.ray.intersectPlane(D0.plane,N))return;N.add(D0.off);let F=H.find(me=>me.id===D0.id);if(!F)return;let 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I=n.assets??"/room-fit/";Z8(I).then(N=>{!N||m||(o.environment=a.fromEquirectangular(N).texture,Z0(),Bi())}),Promise.all([K8(I),n.props?zp(n.props.replace(/props\/?$/,"")):Promise.resolve(null)]).then(([N,F])=>{m||!N&&!F||(We=N,Ap(N),Be=F&&Object.keys(F.scenes).length?F:null,ut=!0,Rp(!!Be),Z2(w,H),Bi())})}let p3=Object.assign(Object.create(d),{setPreset(I){typeof I=="string"&&I!=="edit"?(Ni=I==="bright"?"day":I==="cozy"?"evening":"night",Z0()):d.setPreset(I),q1()},setMood(I){p3.setPreset(I)},get knobs(){return d.knobs}}),Y1={setScene:Z2,setItems(I){if(H=I,V1(),kt==="walk"){let N=G1(Lt.x,Lt.y);Lt.x=N.x,Lt.y=N.y}},setDraggable(I){Eo=I,I||(gi=null,s.style.cursor="",xt())},onMove(I){wr=I},setSelected(I){Jn=I,xt()},setMode:e6,setView:K2,frameDir(I,N,F){Hs(new C(I,N,F)),r0()},setWalkStart(I){$f(I)},setEyeHeight(I){To=Math.max(60,Math.min(w.height-10,I)),kt==="walk"&&hl()},setLighting(I){Ni=I,Z0()},look:p3,beginEdit:Jt,endEdit:v0,setBackdrop(I){Ae=I,vi(),kt==="dollhouse"&&Hs()},setDoorAngle(I){B1=I,e0()},setBlind(I){wo=I,W0()},onPick(I){Qn=I},resize(){f3(),Bi()},capture(){return kt==="walk"?hl():h.update(),X1(),o.userData.lookVersion=(o.userData.lookVersion|0)+1,d3(),r.domElement.toDataURL("image/png")},dispose(){m=!0,cancelAnimationFrame(p),s.removeEventListener("pointerdown",n3,{capture:!0}),s.removeEventListener("pointerdown",i3),s.removeEventListener("pointerleave",r3),s.removeEventListener("pointermove",s3),s.removeEventListener("pointerup",W1),s.removeEventListener("pointercancel",W1),window.removeEventListener("keydown",o3),window.removeEventListener("keyup",a3),window.removeEventListener("blur",l3),h.dispose(),cn(oe),cn(de),cn(le),cn(dt),Te.forEach(I=>I.dispose()),H1.dispose();for(let I of ie)I.dispose();for(let I of Z)I.dispose();qe?.dispose(),at?.dispose(),d.dispose(),f.dispose(),l.dispose(),a.dispose(),r.dispose(),k(),G.onProgress!==ne&&(G.onProgress=ne)},setContinuous(I){g=I,Bi()},invalidate(I){Bi(I)},stats(){return{drawnLastSecond:R,drawn:E,jsMs:+L.toFixed(3),continuous:g,idle:!g&&performance.now()>=Math.max(v,_)}}};for(let I of Object.keys(Y1)){let N=Y1[I];typeof N!="function"||I==="stats"||I==="dispose"||I==="capture"||I==="invalidate"||(Y1[I]=(...F)=>{let q=N(...F);return I==="setLighting"||I==="setBlind"||I==="setView"||I==="frameDir"?q1():Bi(),q})}return Y1}var X2=null,Kp=new Map;function R_(){if(X2)return X2;let s=document.createElement("canvas"),e=new xo({canvas:s,antialias:!0,alpha:!0,preserveDrawingBuffer:!0});e.outputColorSpace=Xt,e.toneMapping=dr,e.shadowMap.enabled=!0;let t=new ii,n=new Us(e),i=n.fromScene(new Qa,.04).texture;n.dispose(),t.environment=i,t.environmentIntensity=.7,t.add(new Es("#fff6ea","#b8aca0",.9));let r=new li("#fff1dc",2.4);r.position.set(2,5,4),r.castShadow=!0,r.shadow.mapSize.set(1024,1024),r.shadow.radius=5,r.shadow.normalBias=.02;let o=r.shadow.camera;o.left=-3,o.right=3,o.top=3,o.bottom=-3,t.add(r);let a=new nt(new H0(20,20),new no({opacity:.18}));a.rotation.x=-Math.PI/2,a.receiveShadow=!0,t.add(a);let l=new d0(30,1,.05,50);return X2={renderer:e,scene:t,camera:l,env:i},X2}function C_(s,e=160){let t=`${Mo(s)}|${e}`,n=Kp.get(t);if(n)return n;let{renderer:i,scene:r,camera:o}=R_();i.setPixelRatio(1),i.setSize(e,e,!1);let a=N1({...s,x:0,y:0,rot:0,parked:!1});r.add(a);let l=new Ot().setFromObject(a),c=l.getSize(new C),u=l.getCenter(new C),h=Math.max(.2,c.length()/2),f=s.h<5?new C(.35,1.4,1).normalize():new C(.75,.55,1).normalize(),p=h/Math.sin(o.fov*Math.PI/360)*1.02;o.position.copy(u).addScaledVector(f,p),o.near=p/50,o.far=p*4,o.updateProjectionMatrix(),o.lookAt(u),i.setClearColor(0,0),i.render(r,o);let x=i.domElement.toDataURL("image/png");return r.remove(a),a.traverse(m=>{let g=m;g.geometry?.dispose();let v=g.material;Array.isArray(v)?v.forEach(_=>_.dispose()):v?.dispose()}),Kp.set(t,x),x}export{Pe as CM,bt as THREE,N1 as buildFurniture,yw as createRoomStage,Xp as dirYaw,Zf as fitModel,T_ as itemYaw,Kf as loadModel,G2 as mainPart,Jf as placeItem,tn as planToWorld,C_ as renderThumbnail,Mo as shapeKey,vw as worldToPlan};
/home/claude-agent/forge-build/fge-pix-root/fps-preview/src/draco.js:4:// DRACOLoader is attached to any loader that has none when it parses (plain GLBs never use it).
/home/claude-agent/forge-build/fge-pix-root/fps-preview/src/draco.js:7:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/fge-pix-root/fps-preview/src/world-map.js:91:  const loader = new GLTFLoader().setDRACOLoader(draco);
/home/claude-agent/forge-build/fge-look-hybrid/fps-preview/src/draco.js:4:// DRACOLoader is attached to any loader that has none when it parses (plain GLBs never use it).
/home/claude-agent/forge-build/fge-look-hybrid/fps-preview/src/draco.js:7:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/fge-look-hybrid/fps-preview/src/world-map.js:91:  const loader = new GLTFLoader().setDRACOLoader(draco);
/home/claude-agent/forge-build/forge-game-engine/fps-preview/src/draco.js:4:// DRACOLoader is attached to any loader that has none when it parses (plain GLBs never use it).
/home/claude-agent/forge-build/forge-game-engine/fps-preview/src/draco.js:7:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/forge-game-engine/fps-preview/src/world-map.js:91:  const loader = new GLTFLoader().setDRACOLoader(draco);
/home/claude-agent/forge-build/fge-pix-root/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:25: * When using Draco with glTF, an instance of `DRACOLoader` will be used internally by {@link GLTFLoader}.
/home/claude-agent/forge-build/fge-pix-root/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:27: * It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating
/home/claude-agent/forge-build/fge-pix-root/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:108: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/fge-pix-root/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:109: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/fge-look-hybrid/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:25: * When using Draco with glTF, an instance of `DRACOLoader` will be used internally by {@link GLTFLoader}.
/home/claude-agent/forge-build/fge-look-hybrid/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:27: * It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating
/home/claude-agent/forge-build/fge-look-hybrid/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:108: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/fge-look-hybrid/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:109: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/forge-game-engine/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:25: * When using Draco with glTF, an instance of `DRACOLoader` will be used internally by {@link GLTFLoader}.
/home/claude-agent/forge-build/forge-game-engine/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:27: * It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating
/home/claude-agent/forge-build/forge-game-engine/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:108: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/forge-game-engine/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:109: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/fge-look-hybrid/module/gltf-packed.mjs:2:import {DRACOLoader} from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/fge-look-hybrid/module/gltf-packed.mjs:6:  const draco = new DRACOLoader().setDecoderPath(new URL('addons/libs/draco/gltf/', new URL(vendorBase, globalThis.location?.href ?? import.meta.url)).href);
/home/claude-agent/forge-build/sonnet55-kart-20260929/run2/game/vendor/addons/loaders/DRACOLoader.js:14:class DRACOLoader extends Loader {
/home/claude-agent/forge-build/sonnet55-kart-20260929/run2/game/vendor/addons/loaders/DRACOLoader.js:128:					'THREE.DRACOLoader: Unable to re-decode a buffer with different ' +
/home/claude-agent/forge-build/sonnet55-kart-20260929/run2/game/vendor/addons/loaders/GLTFLoader.js:263:	setDRACOLoader( dracoLoader ) {
/home/claude-agent/forge-build/sonnet55-kart-20260929/run2/game/vendor/addons/loaders/GLTFLoader.js:1922:			throw new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );
/home/claude-agent/forge-build/unimate-eval-20260930/results/ubc/GLTFLoader.js:112:		setDRACOLoader( dracoLoader ) {
/home/claude-agent/forge-build/unimate-eval-20260930/results/ubc/GLTFLoader.js:920:				throw new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );
/home/claude-agent/forge-build/sonnet55-kart-20260929/run2/game/vendor/addons/Addons.js:90:export * from './loaders/DRACOLoader.js';
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Set,P1=0;function D2(s,e){let t=s.userData.nightGlow;s.emissiveIntensity=t.day+(t.night-t.day)*e}function vf(s,e){P1=Math.max(0,Math.min(1,Number(e)||0));for(let t of I1)D2(t,P1);s?.traverse(t=>{let n=t.material;n&&!Array.isArray(n)&&n.userData?.nightGlow&&D2(n,P1)})}function vp(s,e,t,n="#ffd6a0"){s.emissive&&(s.emissive.set(n),s.userData.nightGlow={day:e,night:t},D2(s,P1),I1.add(s),s.addEventListener("dispose",()=>I1.delete(s)))}typeof globalThis<"u"&&(globalThis.__nightLights=s=>vf(null,s));function Ib(s){let e=bo[s],t=new g0({color:e.color,roughness:e.rough,metalness:e.metal??0,vertexColors:!!e.vc,side:e.side??Ln});return e.emissive&&(t.emissive.set(e.emissive),t.emissiveIntensity=e.ei??.4),e.emissive&&e.night!==void 0&&(t.userData.nightGlow={day:e.ei??.4,night:e.night},D2(t,P1),I1.add(t),t.addEventListener("dispose",()=>I1.delete(t))),t.userData.slot=e.slot,t.name=`dress.${s}`,t}var br=["#c94f6d","#f2a7bb","#4f7cac","#f4d35e","#7fb685","#e9e2d0","#9d6bb3","#e07a5f","#3d405b","#81b29a","#f7f3ea","#d97b93","#a7c7e7","#f0b67f"];function N2(s){let e=s>>>0||1;return()=>(e=e*1664525+1013904223>>>0,e/4294967296)}function L1(s){let e=2166136261;for(let t=0;t<s.length;t++)e^=s.charCodeAt(t),e=Math.imul(e,16777619);return e>>>0}var dp=new Qe,Lb=new p0,Db=new pn,Nb=new C,Ob=new C,_r=class{constructor(){e9(this,"parts",new Map);e9(this,"lamps",[])}add(e,t,n,i,r,o=[0,0,0],a=[1,1,1],l){let c=t.index?t:Ub(t);for(let h of Object.keys(c.attributes))h!=="position"&&h!=="normal"&&h!=="uv"&&c.deleteAttribute(h);if(c.attributes.uv||c.setAttribute("uv",new Oe(new Float32Array(c.attributes.position.count*2),2)),c.attributes.normal||c.computeVertexNormals(),dp.compose(Nb.set(n,i,r),Lb.setFromEuler(Db.set(o[0],o[1],o[2])),Ob.set(a[0],a[1],a[2])),c.applyMatrix4(dp),bo[e].slot==="keep"&&bo[e].vc){let h=new xe(l??"#ffffff"),d=c.attributes.position.count,f=new Float32Array(d*3);for(let 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Error("THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported."));return}let c=new jf(r,{path:t||this.resourcePath||"",crossOrigin:this.crossOrigin,requestHeader:this.requestHeader,manager:this.manager,ktx2Loader:this.ktx2Loader,meshoptDecoder:this.meshoptDecoder});c.fileLoader.setRequestHeader(this.requestHeader);for(let u=0;u<this.pluginCallbacks.length;u++){let h=this.pluginCallbacks[u](c);h.name||console.error("THREE.GLTFLoader: Invalid plugin found: missing name"),a[h.name]=h,o[h.name]=!0}if(r.extensionsUsed)for(let u=0;u<r.extensionsUsed.length;++u){let h=r.extensionsUsed[u],d=r.extensionsRequired||[];switch(h){case Dt.KHR_MATERIALS_UNLIT:o[h]=new Tf;break;case Dt.KHR_DRACO_MESH_COMPRESSION:o[h]=new Vf(r,this.dracoLoader);break;case Dt.KHR_TEXTURE_TRANSFORM:o[h]=new Gf;break;case Dt.KHR_MESH_QUANTIZATION:o[h]=new Wf;break;default:d.indexOf(h)>=0&&a[h]===void 0&&console.warn('THREE.GLTFLoader: Unknown extension "'+h+'".')}}c.setExtensions(o),c.setPlugins(a),c.parse(n,i)}parseAsync(e,t){let n=this;return new Promise(function(i,r){n.parse(e,t,i,r)})}};function n_(){let s={};return{get:function(e){return s[e]},add:function(e,t){s[e]=t},remove:function(e){delete s[e]},removeAll:function(){s={}}}}function B0(s,e,t){let n=s.json.materials[e];return n.extensions&&n.extensions[t]?n.extensions[t]:null}var Dt={KHR_BINARY_GLTF:"KHR_binary_glTF",KHR_DRACO_MESH_COMPRESSION:"KHR_draco_mesh_compression",KHR_LIGHTS_PUNCTUAL:"KHR_lights_punctual",KHR_MATERIALS_CLEARCOAT:"KHR_materials_clearcoat",KHR_MATERIALS_DISPERSION:"KHR_materials_dispersion",KHR_MATERIALS_IOR:"KHR_materials_ior",KHR_MATERIALS_SHEEN:"KHR_materials_sheen",KHR_MATERIALS_SPECULAR:"KHR_materials_specular",KHR_MATERIALS_TRANSMISSION:"KHR_materials_transmission",KHR_MATERIALS_IRIDESCENCE:"KHR_materials_iridescence",KHR_MATERIALS_ANISOTROPY:"KHR_materials_anisotropy",KHR_MATERIALS_UNLIT:"KHR_materials_unlit",KHR_MATERIALS_VOLUME:"KHR_materials_volume",KHR_TEXTURE_BASISU:"KHR_texture_basisu",KHR_TEXTURE_TRANSFORM:"KHR_texture_transform",KHR_MESH_QUANTIZATION:"KHR_mesh_quantization",KHR_MATERIALS_EMISSIVE_STRENGTH:"KHR_materials_emissive_strength",EXT_MATERIALS_BUMP:"EXT_materials_bump",EXT_TEXTURE_WEBP:"EXT_texture_webp",EXT_TEXTURE_AVIF:"EXT_texture_avif",EXT_MESHOPT_COMPRESSION:"EXT_meshopt_compression",KHR_MESHOPT_COMPRESSION:"KHR_meshopt_compression",EXT_MESH_GPU_INSTANCING:"EXT_mesh_gpu_instancing"},wf=class{constructor(e){this.parser=e,this.name=Dt.KHR_LIGHTS_PUNCTUAL,this.cache={refs:{},uses:{}}}_markDefs(){let e=this.parser,t=this.parser.json.nodes||[];for(let n=0,i=t.length;n<i;n++){let r=t[n];r.extensions&&r.extensions[this.name]&&r.extensions[this.name].light!==void 0&&e._addNodeRef(this.cache,r.extensions[this.name].light)}}_loadLight(e){let t=this.parser,n="light:"+e,i=t.cache.get(n);if(i)return i;let r=t.json,l=((r.extensions&&r.extensions[this.name]||{}).lights||[])[e],c,u=new xe(16777215);l.color!==void 0&&u.setRGB(l.color[0],l.color[1],l.color[2],Q0);let h=l.range!==void 0?l.range:0;switch(l.type){case"directional":c=new li(u),c.target.position.set(0,0,-1),c.add(c.target);break;case"point":c=new As(u),c.distance=h;break;case"spot":c=new oo(u),c.distance=h,l.spot=l.spot||{},l.spot.innerConeAngle=l.spot.innerConeAngle!==void 0?l.spot.innerConeAngle:0,l.spot.outerConeAngle=l.spot.outerConeAngle!==void 0?l.spot.outerConeAngle:Math.PI/4,c.angle=l.spot.outerConeAngle,c.penumbra=1-l.spot.innerConeAngle/l.spot.outerConeAngle,c.target.position.set(0,0,-1),c.add(c.target);break;default:throw new Error("THREE.GLTFLoader: Unexpected light type: "+l.type)}return c.position.set(0,0,0),cs(c,l),l.intensity!==void 0&&(c.intensity=l.intensity),c.name=t.createUniqueName(l.name||"light_"+e),i=Promise.resolve(c),t.cache.add(n,i),i}getDependency(e,t){if(e==="light")return this._loadLight(t)}createNodeAttachment(e){let t=this,n=this.parser,r=n.json.nodes[e],a=(r.extensions&&r.extensions[this.name]||{}).light;return a===void 0?null:this._loadLight(a).then(function(l){return n._getNodeRef(t.cache,a,l)})}},Tf=class{constructor(){this.name=Dt.KHR_MATERIALS_UNLIT}getMaterialType(){return m0}extendParams(e,t,n){let i=[];e.color=new xe(1,1,1),e.opacity=1;let r=t.pbrMetallicRoughness;if(r){if(Array.isArray(r.baseColorFactor)){let o=r.baseColorFactor;e.color.setRGB(o[0],o[1],o[2],Q0),e.opacity=o[3]}r.baseColorTexture!==void 0&&i.push(n.assignTexture(e,"map",r.baseColorTexture,Xt))}return Promise.all(i)}},Ef=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_EMISSIVE_STRENGTH}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||n.emissiveStrength!==void 0&&(t.emissiveIntensity=n.emissiveStrength),Promise.resolve()}},Af=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_CLEARCOAT}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(n.clearcoatFactor!==void 0&&(t.clearcoat=n.clearcoatFactor),n.clearcoatTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatMap",n.clearcoatTexture)),n.clearcoatRoughnessFactor!==void 0&&(t.clearcoatRoughness=n.clearcoatRoughnessFactor),n.clearcoatRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"clearcoatRoughnessMap",n.clearcoatRoughnessTexture)),n.clearcoatNormalTexture!==void 0&&(i.push(this.parser.assignTexture(t,"clearcoatNormalMap",n.clearcoatNormalTexture)),n.clearcoatNormalTexture.scale!==void 0)){let r=n.clearcoatNormalTexture.scale;t.clearcoatNormalScale=new te(r,r)}return Promise.all(i)}},Rf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_DISPERSION}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||(t.dispersion=n.dispersion!==void 0?n.dispersion:0),Promise.resolve()}},Cf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_IRIDESCENCE}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.iridescenceFactor!==void 0&&(t.iridescence=n.iridescenceFactor),n.iridescenceTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceMap",n.iridescenceTexture)),n.iridescenceIor!==void 0&&(t.iridescenceIOR=n.iridescenceIor),t.iridescenceThicknessRange===void 0&&(t.iridescenceThicknessRange=[100,400]),n.iridescenceThicknessMinimum!==void 0&&(t.iridescenceThicknessRange[0]=n.iridescenceThicknessMinimum),n.iridescenceThicknessMaximum!==void 0&&(t.iridescenceThicknessRange[1]=n.iridescenceThicknessMaximum),n.iridescenceThicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"iridescenceThicknessMap",n.iridescenceThicknessTexture)),Promise.all(i)}},Pf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_SHEEN}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];if(t.sheenColor=new xe(0,0,0),t.sheenRoughness=0,t.sheen=1,n.sheenColorFactor!==void 0){let r=n.sheenColorFactor;t.sheenColor.setRGB(r[0],r[1],r[2],Q0)}return n.sheenRoughnessFactor!==void 0&&(t.sheenRoughness=n.sheenRoughnessFactor),n.sheenColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenColorMap",n.sheenColorTexture,Xt)),n.sheenRoughnessTexture!==void 0&&i.push(this.parser.assignTexture(t,"sheenRoughnessMap",n.sheenRoughnessTexture)),Promise.all(i)}},If=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_TRANSMISSION}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.transmissionFactor!==void 0&&(t.transmission=n.transmissionFactor),n.transmissionTexture!==void 0&&i.push(this.parser.assignTexture(t,"transmissionMap",n.transmissionTexture)),Promise.all(i)}},Lf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_VOLUME}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.thickness=n.thicknessFactor!==void 0?n.thicknessFactor:0,n.thicknessTexture!==void 0&&i.push(this.parser.assignTexture(t,"thicknessMap",n.thicknessTexture)),t.attenuationDistance=n.attenuationDistance||1/0;let r=n.attenuationColor||[1,1,1];return t.attenuationColor=new xe().setRGB(r[0],r[1],r[2],Q0),Promise.all(i)}},Df=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_IOR}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);return n===null||(t.ior=n.ior!==void 0?n.ior:1.5,t.ior===0&&(t.ior=1e3)),Promise.resolve()}},Nf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_SPECULAR}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];t.specularIntensity=n.specularFactor!==void 0?n.specularFactor:1,n.specularTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularIntensityMap",n.specularTexture));let r=n.specularColorFactor||[1,1,1];return t.specularColor=new xe().setRGB(r[0],r[1],r[2],Q0),n.specularColorTexture!==void 0&&i.push(this.parser.assignTexture(t,"specularColorMap",n.specularColorTexture,Xt)),Promise.all(i)}},Of=class{constructor(e){this.parser=e,this.name=Dt.EXT_MATERIALS_BUMP}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return t.bumpScale=n.bumpFactor!==void 0?n.bumpFactor:1,n.bumpTexture!==void 0&&i.push(this.parser.assignTexture(t,"bumpMap",n.bumpTexture)),Promise.all(i)}},Uf=class{constructor(e){this.parser=e,this.name=Dt.KHR_MATERIALS_ANISOTROPY}getMaterialType(e){return B0(this.parser,e,this.name)!==null?V0:null}extendMaterialParams(e,t){let n=B0(this.parser,e,this.name);if(n===null)return Promise.resolve();let i=[];return n.anisotropyStrength!==void 0&&(t.anisotropy=n.anisotropyStrength),n.anisotropyRotation!==void 0&&(t.anisotropyRotation=n.anisotropyRotation),n.anisotropyTexture!==void 0&&i.push(this.parser.assignTexture(t,"anisotropyMap",n.anisotropyTexture)),Promise.all(i)}},Ff=class{constructor(e){this.parser=e,this.name=Dt.KHR_TEXTURE_BASISU}loadTexture(e){let t=this.parser,n=t.json,i=n.textures[e];if(!i.extensions||!i.extensions[this.name])return null;let r=i.extensions[this.name],o=t.options.ktx2Loader;if(!o){if(n.extensionsRequired&&n.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures");return null}return t.loadTextureImage(e,r.source,o)}},Bf=class{constructor(e){this.parser=e,this.name=Dt.EXT_TEXTURE_WEBP}loadTexture(e){let t=this.name,n=this.parser,i=n.json,r=i.textures[e];if(!r.extensions||!r.extensions[t])return null;let o=r.extensions[t],a=i.images[o.source],l=n.textureLoader;if(a.uri){let c=n.options.manager.getHandler(a.uri);c!==null&&(l=c)}return n.loadTextureImage(e,o.source,l)}},kf=class{constructor(e){this.parser=e,this.name=Dt.EXT_TEXTURE_AVIF}loadTexture(e){let t=this.name,n=this.parser,i=n.json,r=i.textures[e];if(!r.extensions||!r.extensions[t])return null;let o=r.extensions[t],a=i.images[o.source],l=n.textureLoader;if(a.uri){let c=n.options.manager.getHandler(a.uri);c!==null&&(l=c)}return n.loadTextureImage(e,o.source,l)}},H2=class{constructor(e,t){this.name=t,this.parser=e}loadBufferView(e){let t=this.parser.json,n=t.bufferViews[e];if(n.extensions&&n.extensions[this.name]){let i=n.extensions[this.name],r=this.parser.getDependency("buffer",i.buffer),o=this.parser.options.meshoptDecoder;if(!o||!o.supported){if(t.extensionsRequired&&t.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files");return null}return r.then(function(a){let l=i.byteOffset||0,c=i.byteLength||0,u=i.count,h=i.byteStride,d=new Uint8Array(a,l,c);return o.decodeGltfBufferAsync?o.decodeGltfBufferAsync(u,h,d,i.mode,i.filter).then(function(f){return f.buffer}):o.ready.then(function(){let f=new ArrayBuffer(u*h);return o.decodeGltfBuffer(new Uint8Array(f),u,h,d,i.mode,i.filter),f})})}else return null}},zf=class{constructor(e){this.name=Dt.EXT_MESH_GPU_INSTANCING,this.parser=e}createNodeMesh(e){let t=this.parser.json,n=t.nodes[e];if(!n.extensions||!n.extensions[this.name]||n.mesh===void 0)return null;let i=t.meshes[n.mesh];for(let c of i.primitives)if(c.mode!==mi.TRIANGLES&&c.mode!==mi.TRIANGLE_STRIP&&c.mode!==mi.TRIANGLE_FAN&&c.mode!==void 0)return null;let o=n.extensions[this.name].attributes,a=[],l={};for(let c in o)a.push(this.parser.getDependency("accessor",o[c]).then(u=>(l[c]=u,l[c])));return a.length<1?null:(a.push(this.parser.createNodeMesh(e)),Promise.all(a).then(c=>{let u=c.pop(),h=u.isGroup?u.children:[u],d=c[0].count,f=[];for(let p of h){let x=new Qe,m=new C,g=new p0,v=new C(1,1,1),_=new _s(p.geometry,p.material,d);for(let y=0;y<d;y++)l.TRANSLATION&&m.fromBufferAttribute(l.TRANSLATION,y),l.ROTATION&&g.fromBufferAttribute(l.ROTATION,y),l.SCALE&&v.fromBufferAttribute(l.SCALE,y),_.setMatrixAt(y,x.compose(m,g,v));for(let y in l)if(y==="_COLOR_0"){let T=l[y];_.instanceColor=new ri(T.array,T.itemSize,T.normalized)}else y!=="TRANSLATION"&&y!=="ROTATION"&&y!=="SCALE"&&p.geometry.setAttribute(y,l[y]);wt.prototype.copy.call(_,p),this.parser.assignFinalMaterial(_),f.push(_)}return u.isGroup?(u.clear(),u.add(...f),u):f[0]}))}},Up="glTF",O1=12,Lp={JSON:1313821514,BIN:5130562},Hf=class{constructor(e){this.name=Dt.KHR_BINARY_GLTF,this.content=null,this.body=null;let t=new DataView(e,0,O1),n=new TextDecoder;if(this.header={magic:n.decode(new Uint8Array(e.slice(0,4))),version:t.getUint32(4,!0),length:t.getUint32(8,!0)},this.header.magic!==Up)throw new Error("THREE.GLTFLoader: Unsupported glTF-Binary header.");if(this.header.version<2)throw new Error("THREE.GLTFLoader: Legacy binary file detected.");let i=this.header.length-O1,r=new DataView(e,O1),o=0;for(;o<i;){let a=r.getUint32(o,!0);o+=4;let l=r.getUint32(o,!0);if(o+=4,l===Lp.JSON){let c=new Uint8Array(e,O1+o,a);this.content=n.decode(c)}else if(l===Lp.BIN){let c=O1+o;this.body=e.slice(c,c+a)}o+=a}if(this.content===null)throw new Error("THREE.GLTFLoader: JSON content not found.")}},Vf=class{constructor(e,t){if(!t)throw new Error("THREE.GLTFLoader: No DRACOLoader instance provided.");this.name=Dt.KHR_DRACO_MESH_COMPRESSION,this.json=e,this.dracoLoader=t,this.dracoLoader.preload()}decodePrimitive(e,t){let n=this.json,i=this.dracoLoader,r=e.extensions[this.name].bufferView,o=e.extensions[this.name].attributes,a={},l={},c={};for(let u in o){let h=qf[u]||u.toLowerCase();a[h]=o[u]}for(let u in e.attributes){let h=qf[u]||u.toLowerCase();if(o[u]!==void 0){let d=n.accessors[e.attributes[u]],f=ll[d.componentType];c[h]=f.name,l[h]=d.normalized===!0}}return t.getDependency("bufferView",r).then(function(u){return new Promise(function(h,d){i.decodeDracoFile(u,function(f){for(let p in f.attributes){let x=f.attributes[p],m=l[p];m!==void 0&&(x.normalized=m)}h(f)},a,c,Q0,d)})})}},Gf=class{constructor(){this.name=Dt.KHR_TEXTURE_TRANSFORM}extendTexture(e,t){return(t.texCoord===void 0||t.texCoord===e.channel)&&t.offset===void 0&&t.rotation===void 0&&t.scale===void 0||(e=e.clone(),t.texCoord!==void 0&&(e.channel=t.texCoord),t.offset!==void 0&&e.offset.fromArray(t.offset),t.rotation!==void 0&&(e.rotation=t.rotation),t.scale!==void 0&&e.repeat.fromArray(t.scale),e.needsUpdate=!0),e}},Wf=class{constructor(){this.name=Dt.KHR_MESH_QUANTIZATION}},V2=class extends Ri{constructor(e,t,n,i){super(e,t,n,i)}copySampleValue_(e){let t=this.resultBuffer,n=this.sampleValues,i=this.valueSize,r=e*i*3+i;for(let o=0;o!==i;o++)t[o]=n[r+o];return t}interpolate_(e,t,n,i){let r=this.resultBuffer,o=this.sampleValues,a=this.valueSize,l=a*2,c=a*3,u=i-t,h=(n-t)/u,d=h*h,f=d*h,p=e*c,x=p-c,m=-2*f+3*d,g=f-d,v=1-m,_=g-d+h;for(let y=0;y!==a;y++){let T=o[x+y+a],M=o[x+y+l]*u,E=o[p+y+a],b=o[p+y]*u;r[y]=v*T+_*M+m*E+g*b}return r}},i_=new p0,Xf=class extends V2{interpolate_(e,t,n,i){let r=super.interpolate_(e,t,n,i);return i_.fromArray(r).normalize().toArray(r),r}},mi={FLOAT:5126,FLOAT_MAT3:35675,FLOAT_MAT4:35676,FLOAT_VEC2:35664,FLOAT_VEC3:35665,FLOAT_VEC4:35666,LINEAR:9729,REPEAT:10497,SAMPLER_2D:35678,POINTS:0,LINES:1,LINE_LOOP:2,LINE_STRIP:3,TRIANGLES:4,TRIANGLE_STRIP:5,TRIANGLE_FAN:6,UNSIGNED_BYTE:5121,UNSIGNED_SHORT:5123},ll={5120:Int8Array,5121:Uint8Array,5122:Int16Array,5123:Uint16Array,5125:Uint32Array,5126:Float32Array},Dp={9728:Ft,9729:It,9984:Ba,9985:pr,9986:Ds,9987:Fn},Np={33071:f0,33648:tr,10497:U0},_f={SCALAR:1,VEC2:2,VEC3:3,VEC4:4,MAT2:4,MAT3:9,MAT4:16},qf={POSITION:"position",NORMAL:"normal",TANGENT:"tangent",TEXCOORD_0:"uv",TEXCOORD_1:"uv1",TEXCOORD_2:"uv2",TEXCOORD_3:"uv3",COLOR_0:"color",WEIGHTS_0:"skinWeight",JOINTS_0:"skinIndex"},Mr={scale:"scale",translation:"position",rotation:"quaternion",weights:"morphTargetInfluences"},s_={CUBICSPLINE:void 0,LINEAR:ir,STEP:nr},Mf={OPAQUE:"OPAQUE",MASK:"MASK",BLEND:"BLEND"};function r_(s){return s.DefaultMaterial===void 0&&(s.DefaultMaterial=new g0({color:16777215,emissive:0,metalness:1,roughness:1,transparent:!1,depthTest:!0,side:Ln})),s.DefaultMaterial}function So(s,e,t){for(let n in t.extensions)s[n]===void 0&&(e.userData.gltfExtensions=e.userData.gltfExtensions||{},e.userData.gltfExtensions[n]=t.extensions[n])}function cs(s,e){e.extras!==void 0&&(typeof e.extras=="object"?Object.assign(s.userData,e.extras):console.warn("THREE.GLTFLoader: Ignoring primitive type .extras, "+e.extras))}function o_(s,e,t){let n=!1,i=!1,r=!1;for(let c=0,u=e.length;c<u;c++){let h=e[c];if(h.POSITION!==void 0&&(n=!0),h.NORMAL!==void 0&&(i=!0),h.COLOR_0!==void 0&&(r=!0),n&&i&&r)break}if(!n&&!i&&!r)return Promise.resolve(s);let o=[],a=[],l=[];for(let c=0,u=e.length;c<u;c++){let h=e[c];if(n){let d=h.POSITION!==void 0?t.getDependency("accessor",h.POSITION):s.attributes.position;o.push(d)}if(i){let d=h.NORMAL!==void 0?t.getDependency("accessor",h.NORMAL):s.attributes.normal;a.push(d)}if(r){let d=h.COLOR_0!==void 0?t.getDependency("accessor",h.COLOR_0):s.attributes.color;l.push(d)}}return Promise.all([Promise.all(o),Promise.all(a),Promise.all(l)]).then(function(c){let u=c[0],h=c[1],d=c[2];return n&&(s.morphAttributes.position=u),i&&(s.morphAttributes.normal=h),r&&(s.morphAttributes.color=d),s.morphTargetsRelative=!0,s})}function a_(s,e){if(s.updateMorphTargets(),e.weights!==void 0)for(let t=0,n=e.weights.length;t<n;t++)s.morphTargetInfluences[t]=e.weights[t];if(e.extras&&Array.isArray(e.extras.targetNames)){let t=e.extras.targetNames;if(s.morphTargetInfluences.length===t.length){s.morphTargetDictionary={};for(let n=0,i=t.length;n<i;n++)s.morphTargetDictionary[t[n]]=n}else console.warn("THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.")}}function l_(s){let e,t=s.extensions&&s.extensions[Dt.KHR_DRACO_MESH_COMPRESSION];if(t?e="draco:"+t.bufferView+":"+t.indices+":"+Sf(t.attributes):e=s.indices+":"+Sf(s.attributes)+":"+s.mode,s.targets!==void 0)for(let n=0,i=s.targets.length;n<i;n++)e+=":"+Sf(s.targets[n]);return e}function Sf(s){let e="",t=Object.keys(s).sort();for(let n=0,i=t.length;n<i;n++)e+=t[n]+":"+s[t[n]]+";";return e}function Yf(s){switch(s){case Int8Array:return 1/127;case Uint8Array:return 1/255;case Int16Array:return 1/32767;case Uint16Array:return 1/65535;default:throw new Error("THREE.GLTFLoader: Unsupported normalized accessor component type.")}}function c_(s){return s.search(/\.jpe?g($|\?)/i)>0||s.search(/^data\:image\/jpeg/)===0?"image/jpeg":s.search(/\.webp($|\?)/i)>0||s.search(/^data\:image\/webp/)===0?"image/webp":s.search(/\.ktx2($|\?)/i)>0||s.search(/^data\:image\/ktx2/)===0?"image/ktx2":"image/png"}var u_=new Qe,jf=class{constructor(e={},t={}){this.json=e,this.extensions={},this.plugins={},this.options=t,this.cache=new n_,this.associations=new Map,this.primitiveCache={},this.nodeCache={},this.meshCache={refs:{},uses:{}},this.cameraCache={refs:{},uses:{}},this.lightCache={refs:{},uses:{}},this.sourceCache={},this.textureCache={},this.nodeNamesUsed={};let n=!1,i=-1,r=!1,o=-1;if(typeof navigator<"u"&&typeof navigator.userAgent<"u"){let a=navigator.userAgent;n=/^((?!chrome|android).)*safari/i.test(a)===!0;let l=a.match(/Version\/(\d+)/);i=n&&l?parseInt(l[1],10):-1,r=a.indexOf("Firefox")>-1,o=r?a.match(/Firefox\/([0-9]+)\./)[1]:-1}typeof createImageBitmap>"u"||n&&i<17||r&&o<98?this.textureLoader=new Qi(this.options.manager):this.textureLoader=new Ma(this.options.manager),this.textureLoader.setCrossOrigin(this.options.crossOrigin),this.textureLoader.setRequestHeader(this.options.requestHeader),this.fileLoader=new wn(this.options.manager),this.fileLoader.setResponseType("arraybuffer"),this.options.crossOrigin==="use-credentials"&&this.fileLoader.setWithCredentials(!0)}setExtensions(e){this.extensions=e}setPlugins(e){this.plugins=e}parse(e,t){let n=this,i=this.json,r=this.extensions;this.cache.removeAll(),this.nodeCache={},this._invokeAll(function(o){return o._markDefs&&o._markDefs()}),Promise.all(this._invokeAll(function(o){return o.beforeRoot&&o.beforeRoot()})).then(function(){return Promise.all([n.getDependencies("scene"),n.getDependencies("animation"),n.getDependencies("camera")])}).then(function(o){let a={scene:o[0][i.scene||0],scenes:o[0],animations:o[1],cameras:o[2],asset:i.asset,parser:n,userData:{}};return So(r,a,i),cs(a,i),Promise.all(n._invokeAll(function(l){return l.afterRoot&&l.afterRoot(a)})).then(function(){for(let l of a.scenes)l.updateMatrixWorld();e(a)})}).catch(t)}_markDefs(){let e=this.json.nodes||[],t=this.json.skins||[],n=this.json.meshes||[];for(let i=0,r=t.length;i<r;i++){let o=t[i].joints;for(let a=0,l=o.length;a<l;a++)e[o[a]].isBone=!0}for(let i=0,r=e.length;i<r;i++){let o=e[i];o.mesh!==void 0&&(this._addNodeRef(this.meshCache,o.mesh),o.skin!==void 0&&(n[o.mesh].isSkinnedMesh=!0)),o.camera!==void 0&&this._addNodeRef(this.cameraCache,o.camera)}}_addNodeRef(e,t){t!==void 0&&(e.refs[t]===void 0&&(e.refs[t]=e.uses[t]=0),e.refs[t]++)}_getNodeRef(e,t,n){if(e.refs[t]<=1)return n;let i=n.clone(),r=(o,a)=>{let l=this.associations.get(o);l!=null&&this.associations.set(a,l);for(let[c,u]of o.children.entries())r(u,a.children[c])};return r(n,i),i.name+="_instance_"+e.uses[t]++,i}_invokeOne(e){let t=Object.values(this.plugins);t.push(this);for(let n=0;n<t.length;n++){let i=e(t[n]);if(i)return i}return null}_invokeAll(e){let t=Object.values(this.plugins);t.unshift(this);let n=[];for(let i=0;i<t.length;i++){let r=e(t[i]);r&&n.push(r)}return n}getDependency(e,t){let n=e+":"+t,i=this.cache.get(n);if(!i){switch(e){case"scene":i=this.loadScene(t);break;case"node":i=this._invokeOne(function(r){return r.loadNode&&r.loadNode(t)});break;case"mesh":i=this._invokeOne(function(r){return r.loadMesh&&r.loadMesh(t)});break;case"accessor":i=this.loadAccessor(t);break;case"bufferView":i=this._invokeOne(function(r){return r.loadBufferView&&r.loadBufferView(t)});break;case"buffer":i=this.loadBuffer(t);break;case"material":i=this._invokeOne(function(r){return r.loadMaterial&&r.loadMaterial(t)});break;case"texture":i=this._invokeOne(function(r){return r.loadTexture&&r.loadTexture(t)});break;case"skin":i=this.loadSkin(t);break;case"animation":i=this._invokeOne(function(r){return r.loadAnimation&&r.loadAnimation(t)});break;case"camera":i=this.loadCamera(t);break;default:if(i=this._invokeOne(function(r){return r!=this&&r.getDependency&&r.getDependency(e,t)}),!i)throw new Error("Unknown type: "+e);break}this.cache.add(n,i)}return i}getDependencies(e){let t=this.cache.get(e);if(!t){let n=this,i=this.json[e+(e==="mesh"?"es":"s")]||[];t=Promise.all(i.map(function(r,o){return n.getDependency(e,o)})),this.cache.add(e,t)}return t}loadBuffer(e){let t=this.json.buffers[e],n=this.fileLoader;if(t.type&&t.type!=="arraybuffer")throw new Error("THREE.GLTFLoader: "+t.type+" buffer type is not supported.");if(t.uri===void 0&&e===0)return Promise.resolve(this.extensions[Dt.KHR_BINARY_GLTF].body);let i=this.options;return new Promise(function(r,o){n.load(ci.resolveURL(t.uri,i.path),r,void 0,function(){o(new Error('THREE.GLTFLoader: Failed to load buffer "'+t.uri+'".'))})})}loadBufferView(e){let t=this.json.bufferViews[e];return this.getDependency("buffer",t.buffer).then(function(n){let i=t.byteLength||0,r=t.byteOffset||0;return n.slice(r,r+i)})}loadAccessor(e){let t=this,n=this.json,i=this.json.accessors[e];if(i.bufferView===void 0&&i.sparse===void 0){let o=_f[i.type],a=ll[i.componentType],l=i.normalized===!0,c=new a(i.count*o);return Promise.resolve(new At(c,o,l))}let r=[];return i.bufferView!==void 0?r.push(this.getDependency("bufferView",i.bufferView)):r.push(null),i.sparse!==void 0&&(r.push(this.getDependency("bufferView",i.sparse.indices.bufferView)),r.push(this.getDependency("bufferView",i.sparse.values.bufferView))),Promise.all(r).then(function(o){let a=o[0],l=_f[i.type],c=ll[i.componentType],u=c.BYTES_PER_ELEMENT,h=u*l,d=i.byteOffset||0,f=i.bufferView!==void 0?n.bufferViews[i.bufferView].byteStride:void 0,p=i.normalized===!0,x,m;if(f&&f!==h){let g=Math.floor(d/f),v="InterleavedBuffer:"+i.bufferView+":"+i.componentType+":"+g+":"+i.count,_=t.cache.get(v);_||(x=new c(a,g*f,i.count*f/u),_=new Hi(x,f/u),t.cache.add(v,_)),m=new Ei(_,l,d%f/u,p)}else a===null?x=new c(i.count*l):x=new c(a,d,i.count*l),m=new At(x,l,p);if(i.sparse!==void 0){let g=_f.SCALAR,v=ll[i.sparse.indices.componentType],_=i.sparse.indices.byteOffset||0,y=i.sparse.values.byteOffset||0,T=new v(o[1],_,i.sparse.count*g),M=new c(o[2],y,i.sparse.count*l);a!==null&&(m=new At(m.array.slice(),m.itemSize,m.normalized)),m.normalized=!1;for(let E=0,b=T.length;E<b;E++){let S=T[E];if(m.setX(S,M[E*l]),l>=2&&m.setY(S,M[E*l+1]),l>=3&&m.setZ(S,M[E*l+2]),l>=4&&m.setW(S,M[E*l+3]),l>=5)throw new Error("THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.")}m.normalized=p}return m})}loadTexture(e){let t=this.json,n=this.options,r=t.textures[e].source,o=t.images[r],a=this.textureLoader;if(o.uri){let l=n.manager.getHandler(o.uri);l!==null&&(a=l)}return this.loadTextureImage(e,r,a)}loadTextureImage(e,t,n){let i=this,r=this.json,o=r.textures[e],a=r.images[t],l=(a.uri||a.bufferView)+":"+o.sampler;if(this.textureCache[l])return this.textureCache[l];let c=this.loadImageSource(t,n).then(function(u){u.flipY=!1,u.name=o.name||a.name||"",u.name===""&&typeof a.uri=="string"&&a.uri.startsWith("data:image/")===!1&&(u.name=a.uri);let d=(r.samplers||{})[o.sampler]||{};return u.magFilter=Dp[d.magFilter]||It,u.minFilter=Dp[d.minFilter]||Fn,u.wrapS=Np[d.wrapS]||U0,u.wrapT=Np[d.wrapT]||U0,u.generateMipmaps=!u.isCompressedTexture&&u.minFilter!==Ft&&u.minFilter!==It,i.associations.set(u,{textures:e}),u}).catch(function(){return null});return this.textureCache[l]=c,c}loadImageSource(e,t){let n=this,i=this.json,r=this.options;if(this.sourceCache[e]!==void 0)return this.sourceCache[e].then(h=>h.clone());let o=i.images[e],a=self.URL||self.webkitURL,l=o.uri||"",c=!1;if(o.bufferView!==void 0)l=n.getDependency("bufferView",o.bufferView).then(function(h){c=!0;let d=new Blob([h],{type:o.mimeType});return l=a.createObjectURL(d),l});else if(o.uri===void 0)throw new Error("THREE.GLTFLoader: Image "+e+" is missing URI and bufferView");let u=Promise.resolve(l).then(function(h){return new Promise(function(d,f){let p=d;t.isImageBitmapLoader===!0&&(p=function(x){let m=new l0(x);m.needsUpdate=!0,d(m)}),t.load(ci.resolveURL(h,r.path),p,void 0,f)})}).then(function(h){return c===!0&&a.revokeObjectURL(l),cs(h,o),h.userData.mimeType=o.mimeType||c_(o.uri),h}).catch(function(h){throw console.error("THREE.GLTFLoader: Couldn't load texture",l),h});return this.sourceCache[e]=u,u}assignTexture(e,t,n,i){let r=this;return this.getDependency("texture",n.index).then(function(o){if(!o)return null;if(n.texCoord!==void 0&&n.texCoord>0&&(o=o.clone(),o.channel=n.texCoord),r.extensions[Dt.KHR_TEXTURE_TRANSFORM]){let a=n.extensions!==void 0?n.extensions[Dt.KHR_TEXTURE_TRANSFORM]:void 0;if(a){let l=r.associations.get(o);o=r.extensions[Dt.KHR_TEXTURE_TRANSFORM].extendTexture(o,a),r.associations.set(o,l)}}return i!==void 0&&(o.colorSpace=i),e[t]=o,o})}assignFinalMaterial(e){let t=e.geometry,n=e.material,i=t.attributes.tangent===void 0,r=t.attributes.color!==void 0,o=t.attributes.normal===void 0;if(e.isPoints){let a="PointsMaterial:"+n.uuid,l=this.cache.get(a);l||(l=new ar,_0.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,l.sizeAttenuation=!1,this.cache.add(a,l)),n=l}else if(e.isLine){let a="LineBasicMaterial:"+n.uuid,l=this.cache.get(a);l||(l=new z0,_0.prototype.copy.call(l,n),l.color.copy(n.color),l.map=n.map,this.cache.add(a,l)),n=l}if(i||r||o){let a="ClonedMaterial:"+n.uuid+":";i&&(a+="derivative-tangents:"),r&&(a+="vertex-colors:"),o&&(a+="flat-shading:");let l=this.cache.get(a);l||(l=n.clone(),r&&(l.vertexColors=!0),o&&(l.flatShading=!0),i&&(l.normalScale&&(l.normalScale.y*=-1),l.clearcoatNormalScale&&(l.clearcoatNormalScale.y*=-1)),this.cache.add(a,l),this.associations.set(l,this.associations.get(n))),n=l}e.material=n}getMaterialType(){return g0}loadMaterial(e){let t=this,n=this.json,i=this.extensions,r=n.materials[e],o,a={},l=r.extensions||{},c=[];if(l[Dt.KHR_MATERIALS_UNLIT]){let h=i[Dt.KHR_MATERIALS_UNLIT];o=h.getMaterialType(),c.push(h.extendParams(a,r,t))}else{let h=r.pbrMetallicRoughness||{};if(a.color=new xe(1,1,1),a.opacity=1,Array.isArray(h.baseColorFactor)){let d=h.baseColorFactor;a.color.setRGB(d[0],d[1],d[2],Q0),a.opacity=d[3]}h.baseColorTexture!==void 0&&c.push(t.assignTexture(a,"map",h.baseColorTexture,Xt)),a.metalness=h.metallicFactor!==void 0?h.metallicFactor:1,a.roughness=h.roughnessFactor!==void 0?h.roughnessFactor:1,h.metallicRoughnessTexture!==void 0&&(c.push(t.assignTexture(a,"metalnessMap",h.metallicRoughnessTexture)),c.push(t.assignTexture(a,"roughnessMap",h.metallicRoughnessTexture))),o=this._invokeOne(function(d){return d.getMaterialType&&d.getMaterialType(e)}),c.push(Promise.all(this._invokeAll(function(d){return d.extendMaterialParams&&d.extendMaterialParams(e,a)})))}r.doubleSided===!0&&(a.side=en);let u=r.alphaMode||Mf.OPAQUE;if(u===Mf.BLEND?(a.transparent=!0,a.depthWrite=!1):(a.transparent=!1,u===Mf.MASK&&(a.alphaTest=r.alphaCutoff!==void 0?r.alphaCutoff:.5)),r.normalTexture!==void 0&&o!==m0&&(c.push(t.assignTexture(a,"normalMap",r.normalTexture)),a.normalScale=new te(1,1),r.normalTexture.scale!==void 0)){let h=r.normalTexture.scale;a.normalScale.set(h,h)}if(r.occlusionTexture!==void 0&&o!==m0&&(c.push(t.assignTexture(a,"aoMap",r.occlusionTexture)),r.occlusionTexture.strength!==void 0&&(a.aoMapIntensity=r.occlusionTexture.strength)),r.emissiveFactor!==void 0&&o!==m0){let h=r.emissiveFactor;a.emissive=new xe().setRGB(h[0],h[1],h[2],Q0)}return r.emissiveTexture!==void 0&&o!==m0&&c.push(t.assignTexture(a,"emissiveMap",r.emissiveTexture,Xt)),Promise.all(c).then(function(){let h=new o(a);return r.name&&(h.name=r.name),cs(h,r),t.associations.set(h,{materials:e}),r.extensions&&So(i,h,r),h})}createUniqueName(e){let t=Zt.sanitizeNodeName(e||"");return t in this.nodeNamesUsed?t+"_"+ ++this.nodeNamesUsed[t]:(this.nodeNamesUsed[t]=0,t)}loadGeometries(e){let t=this,n=this.extensions,i=this.primitiveCache;function r(a){return n[Dt.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(a,t).then(function(l){return Op(l,a,t)})}let o=[];for(let a=0,l=e.length;a<l;a++){let c=e[a],u=l_(c),h=i[u];if(h)o.push(h.promise);else{let d;c.extensions&&c.extensions[Dt.KHR_DRACO_MESH_COMPRESSION]?d=r(c):d=Op(new ht,c,t),i[u]={primitive:c,promise:d},o.push(d)}}return Promise.all(o)}loadMesh(e){let t=this,n=this.json,i=this.extensions,r=n.meshes[e],o=r.primitives,a=[];for(let l=0,c=o.length;l<c;l++){let u=o[l].material===void 0?r_(this.cache):this.getDependency("material",o[l].material);a.push(u)}return a.push(t.loadGeometries(o)),Promise.all(a).then(function(l){let c=l.slice(0,l.length-1),u=l[l.length-1],h=[];for(let f=0,p=u.length;f<p;f++){let x=u[f],m=o[f],g,v=c[f];if(m.mode===mi.TRIANGLES||m.mode===mi.TRIANGLE_STRIP||m.mode===mi.TRIANGLE_FAN||m.mode===void 0)g=r.isSkinnedMesh===!0?new Yr(x,v):new nt(x,v),g.isSkinnedMesh===!0&&g.normalizeSkinWeights(),m.mode===mi.TRIANGLE_STRIP?g.geometry=rf(g.geometry,qa):m.mode===mi.TRIANGLE_FAN&&(g.geometry=rf(g.geometry,po));else if(m.mode===mi.LINES)g=new _n(x,v);else if(m.mode===mi.LINE_STRIP)g=new Kn(x,v);else if(m.mode===mi.LINE_LOOP)g=new Kr(x,v);else if(m.mode===mi.POINTS)g=new Zr(x,v);else throw new Error("THREE.GLTFLoader: Primitive mode unsupported: "+m.mode);Object.keys(g.geometry.morphAttributes).length>0&&a_(g,r),g.name=t.createUniqueName(r.name||"mesh_"+e),cs(g,r),m.extensions&&So(i,g,m),t.assignFinalMaterial(g),h.push(g)}for(let f=0,p=h.length;f<p;f++)t.associations.set(h[f],{meshes:e,primitives:f});if(h.length===1)return r.extensions&&So(i,h[0],r),h[0];let d=new Et;r.extensions&&So(i,d,r),t.associations.set(d,{meshes:e});for(let f=0,p=h.length;f<p;f++)d.add(h[f]);return d})}loadCamera(e){let t,n=this.json.cameras[e],i=n[n.type];if(!i){console.warn("THREE.GLTFLoader: Missing camera parameters.");return}return n.type==="perspective"?t=new d0(Ya.radToDeg(i.yfov),i.aspectRatio||1,i.znear||1,i.zfar||2e6):n.type==="orthographic"&&(t=new ai(-i.xmag,i.xmag,i.ymag,-i.ymag,i.znear,i.zfar)),n.name&&(t.name=this.createUniqueName(n.name)),cs(t,n),Promise.resolve(t)}loadSkin(e){let t=this.json.skins[e],n=[];for(let i=0,r=t.joints.length;i<r;i++)n.push(this._loadNodeShallow(t.joints[i]));return t.inverseBindMatrices!==void 0?n.push(this.getDependency("accessor",t.inverseBindMatrices)):n.push(null),Promise.all(n).then(function(i){let r=i.pop(),o=i,a=[],l=[];for(let c=0,u=o.length;c<u;c++){let h=o[c];if(h){a.push(h);let d=new Qe;r!==null&&d.fromArray(r.array,c*16),l.push(d)}else console.warn('THREE.GLTFLoader: Joint "%s" could not be found.',t.joints[c])}return new jr(a,l)})}loadAnimation(e){let t=this.json,n=this,i=t.animations[e],r=i.name?i.name:"animation_"+e,o=[],a=[],l=[],c=[],u=[];for(let h=0,d=i.channels.length;h<d;h++){let f=i.channels[h],p=i.samplers[f.sampler],x=f.target,m=x.node,g=i.parameters!==void 0?i.parameters[p.input]:p.input,v=i.parameters!==void 0?i.parameters[p.output]:p.output;x.node!==void 0&&(o.push(this.getDependency("node",m)),a.push(this.getDependency("accessor",g)),l.push(this.getDependency("accessor",v)),c.push(p),u.push(x))}return Promise.all([Promise.all(o),Promise.all(a),Promise.all(l),Promise.all(c),Promise.all(u)]).then(function(h){let d=h[0],f=h[1],p=h[2],x=h[3],m=h[4],g=[];for(let _=0,y=d.length;_<y;_++){let T=d[_],M=f[_],E=p[_],b=x[_],S=m[_];if(T===void 0)continue;T.updateMatrix&&T.updateMatrix();let A=n._createAnimationTracks(T,M,E,b,S);if(A)for(let R=0;R<A.length;R++)g.push(A[R])}let v=new Ji(r,void 0,g);return cs(v,i),v})}createNodeMesh(e){let t=this.json,n=this,i=t.nodes[e];return i.mesh===void 0?null:n.getDependency("mesh",i.mesh).then(function(r){let o=n._getNodeRef(n.meshCache,i.mesh,r);return i.weights!==void 0&&o.traverse(function(a){if(a.isMesh)for(let l=0,c=i.weights.length;l<c;l++)a.morphTargetInfluences[l]=i.weights[l]}),o})}loadNode(e){let t=this.json,n=this,i=t.nodes[e],r=n._loadNodeShallow(e),o=[],a=i.children||[];for(let c=0,u=a.length;c<u;c++)o.push(n.getDependency("node",a[c]));let l=i.skin===void 0?Promise.resolve(null):n.getDependency("skin",i.skin);return Promise.all([r,Promise.all(o),l]).then(function(c){let u=c[0],h=c[1],d=c[2];d!==null&&u.traverse(function(f){f.isSkinnedMesh&&f.bind(d,u_)});for(let f=0,p=h.length;f<p;f++)u.add(h[f]);if(u.userData.pivot!==void 0&&h.length>0){let f=u.userData.pivot,p=h[0];u.pivot=new C().fromArray(f),u.position.x-=f[0],u.position.y-=f[1],u.position.z-=f[2],p.position.set(0,0,0),delete u.userData.pivot}return u})}_loadNodeShallow(e){let t=this.json,n=this.extensions,i=this;if(this.nodeCache[e]!==void 0)return this.nodeCache[e];let r=t.nodes[e],o=r.name?i.createUniqueName(r.name):"",a=[],l=i._invokeOne(function(c){return c.createNodeMesh&&c.createNodeMesh(e)});return l&&a.push(l),r.camera!==void 0&&a.push(i.getDependency("camera",r.camera).then(function(c){return i._getNodeRef(i.cameraCache,r.camera,c)})),i._invokeAll(function(c){return c.createNodeAttachment&&c.createNodeAttachment(e)}).forEach(function(c){a.push(c)}),this.nodeCache[e]=Promise.all(a).then(function(c){let u;if(r.isBone===!0?u=new or:c.length>1?u=new Et:c.length===1?u=c[0]:u=new wt,u!==c[0])for(let h=0,d=c.length;h<d;h++)u.add(c[h]);if(r.name&&(u.userData.name=r.name,u.name=o),cs(u,r),r.extensions&&So(n,u,r),r.matrix!==void 0){let h=new Qe;h.fromArray(r.matrix),u.applyMatrix4(h)}else r.translation!==void 0&&u.position.fromArray(r.translation),r.rotation!==void 0&&u.quaternion.fromArray(r.rotation),r.scale!==void 0&&u.scale.fromArray(r.scale);if(!i.associations.has(u))i.associations.set(u,{});else if(r.mesh!==void 0&&i.meshCache.refs[r.mesh]>1){let h=i.associations.get(u);i.associations.set(u,{...h})}return i.associations.get(u).nodes=e,u}),this.nodeCache[e]}loadScene(e){let t=this.extensions,n=this.json.scenes[e],i=this,r=new Et;n.name&&(r.name=i.createUniqueName(n.name)),cs(r,n),n.extensions&&So(t,r,n);let o=n.nodes||[],a=[];for(let l=0,c=o.length;l<c;l++)a.push(i.getDependency("node",o[l]));return Promise.all(a).then(function(l){for(let u=0,h=l.length;u<h;u++){let d=l[u];d.parent!==null?r.add(Pp(d)):r.add(d)}let c=u=>{let h=new Map;for(let[d,f]of i.associations)(d instanceof _0||d instanceof l0)&&h.set(d,f);return u.traverse(d=>{let f=i.associations.get(d);f!=null&&h.set(d,f)}),h};return i.associations=c(r),r})}_createAnimationTracks(e,t,n,i,r){let o=[],a=e.name?e.name:e.uuid,l=[];function c(f){f.morphTargetInfluences&&l.push(f.name?f.name:f.uuid)}Mr[r.path]===Mr.weights?(c(e),e.isGroup&&e.children.forEach(c)):l.push(a);let u;switch(Mr[r.path]){case Mr.weights:u=ji;break;case Mr.rotation:u=Ki;break;case Mr.translation:case Mr.scale:u=Ts;break;default:switch(n.itemSize){case 1:u=ji;break;case 2:case 3:default:u=Ts;break}break}let h=i.interpolation!==void 0?s_[i.interpolation]:ir,d=this._getArrayFromAccessor(n);for(let f=0,p=l.length;f<p;f++){let x=new u(l[f]+"."+Mr[r.path],t.array,d,h);i.interpolation==="CUBICSPLINE"&&this._createCubicSplineTrackInterpolant(x),o.push(x)}return o}_getArrayFromAccessor(e){let t=e.array;if(e.normalized){let n=Yf(t.constructor),i=new Float32Array(t.length);for(let r=0,o=t.length;r<o;r++)i[r]=t[r]*n;t=i}return t}_createCubicSplineTrackInterpolant(e){e.createInterpolant=function(n){let i=this instanceof Ki?Xf:V2;return new i(this.times,this.values,this.getValueSize()/3,n)},e.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline=!0}};function h_(s,e,t){let n=e.attributes,i=new Ot;if(n.POSITION!==void 0){let a=t.json.accessors[n.POSITION],l=a.min,c=a.max;if(l!==void 0&&c!==void 0){if(i.set(new C(l[0],l[1],l[2]),new C(c[0],c[1],c[2])),a.normalized){let u=Yf(ll[a.componentType]);i.min.multiplyScalar(u),i.max.multiplyScalar(u)}}else{console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.");return}}else return;let r=e.targets;if(r!==void 0){let a=new C,l=new C;for(let c=0,u=r.length;c<u;c++){let h=r[c];if(h.POSITION!==void 0){let d=t.json.accessors[h.POSITION],f=d.min,p=d.max;if(f!==void 0&&p!==void 0){if(l.setX(Math.max(Math.abs(f[0]),Math.abs(p[0]))),l.setY(Math.max(Math.abs(f[1]),Math.abs(p[1]))),l.setZ(Math.max(Math.abs(f[2]),Math.abs(p[2]))),d.normalized){let x=Yf(ll[d.componentType]);l.multiplyScalar(x)}a.max(l)}else console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.")}}i.expandByVector(a)}s.boundingBox=i;let o=new C0;i.getCenter(o.center),o.radius=i.min.distanceTo(i.max)/2,s.boundingSphere=o}function Op(s,e,t){let n=e.attributes,i=[];function r(o,a){return t.getDependency("accessor",o).then(function(l){s.setAttribute(a,l)})}for(let o in n){let a=qf[o]||o.toLowerCase();a in s.attributes||i.push(r(n[o],a))}if(e.indices!==void 0&&!s.index){let o=t.getDependency("accessor",e.indices).then(function(a){s.setIndex(a)});i.push(o)}return St.workingColorSpace!==Q0&&"COLOR_0"in n&&console.warn(`THREE.GLTFLoader: Converting vertex colors from "srgb-linear" to "${St.workingColorSpace}" not supported.`),cs(s,e),h_(s,e,t),Promise.all(i).then(function(){return e.targets!==void 0?o_(s,e.targets,t):s})}var Fp=new Map;function Kf(s){let e=Fp.get(s);return e||(e=new Promise(t=>new cl().load(s,n=>t(n.scene),void 0,()=>t(null))),Fp.set(s,e)),e}function d_(s){let e=new Ot().setFromObject(s),t=e.max.z-e.min.z,n=new C,i=0,r=0;return s.updateMatrixWorld(!0),s.traverse(o=>{let a=o;if(!a.isMesh)return;let l=a.geometry.attributes.position,c=Math.max(1,Math.floor(l.count/4e3));for(let u=0;u<l.count;u+=c){n.fromBufferAttribute(l,u).applyMatrix4(a.matrixWorld);let h=(n.z-e.min.z)/t;h<.25?i=Math.max(i,n.y):h>.75&&(r=Math.max(r,n.y))}}),{back:i,front:r}}function G2(s){s.updateMatrixWorld(!0);let e=s;for(;e.children.length===1&&!e.isMesh;)e=e.children[0];if(e.children.length<2)return;let t=e.children.map(o=>new Ot().setFromObject(o)),n=o=>{let a=o.getSize(new C);return o.isEmpty()?0:a.x*a.y*a.z+1e-9*(a.x+a.y+a.z)},i=0;t.forEach((o,a)=>{n(o)>n(t[i])&&(i=a)});let r=t[i].clone().expandByScalar(t[i].getSize(new C).length()*.01);for(let[o,a]of[...e.children].entries())o!==i&&!r.intersectsBox(t[o])&&e.remove(a)}var f_=new Set(["wardrobe","dresser","desk","shelf","bookcase","nightstand","table","tv-unit","box"]),p_=new Set(["sofa","armchair","chair"]),m_=new Set(["bed","bunk","crib"]);function g_(s){return(Array.isArray(s.material)?s.material:[s.material]).find(t=>t.color)??null}function Sr(s,e){let t={h:0,s:0,l:0};return s.getHSL(t),e==="paint"?Math.min(s.r,s.g,s.b)>.62||t.s<.16&&t.l>.62?"paint.white_satin":(t.h<.08||t.h>.92)&&t.s>.16?"paint.blush":t.h>.18&&t.h<.48?"lacquer.sage":"lacquer.white":e==="wood"?t.l<.34?"wood.walnut":"wood.oak":t.l>.76&&t.s<.22?"boucle.cream":t.h>.52&&t.h<.72?"velvet.navy":t.h>.19&&t.h<.46?"velvet.sage":(t.h<.08||t.h>.9)&&t.s>.18&&t.l>.48?"velvet.blush":t.l<.42?"velvet.plum":"linen.natural"}function x_(s){return s?.color?`#${s.color.getHexString()}`:null}function v_(s){if(s.geometry.attributes.uv||!s.geometry.attributes.position)return;let e=s.geometry.index?s.geometry.toNonIndexed():s.geometry.clone(),t=e.attributes.position,n=e.attributes.normal,i=new Float32Array(t.count*2),r=new C,o=new C,a=new vt().getNormalMatrix(s.matrixWorld);for(let l=0;l<t.count;l++){r.fromBufferAttribute(t,l).applyMatrix4(s.matrixWorld),n?o.fromBufferAttribute(n,l).applyMatrix3(a).normalize():o.set(0,1,0);let c=Math.abs(o.x),u=Math.abs(o.y),h=Math.abs(o.z);c>=u&&c>=h?(i[l*2]=r.z,i[l*2+1]=r.y):u>=h?(i[l*2]=r.x,i[l*2+1]=r.z):(i[l*2]=r.x,i[l*2+1]=r.y)}e.setAttribute("uv",new At(i,2)),s.geometry=e}function y_(s,e){s.updateMatrixWorld(!0);let t=new Ot().setFromObject(s),n=t.getSize(new C),i=1e-6;s.traverse(r=>{let o=r;if(!o.isMesh||!o.geometry?.attributes?.position||typeof o.userData.slot=="string"&&o.userData.slot.length>0)return;let a=g_(o),l=new Ot().setFromObject(o),c=l.getSize(new C),h=(l.getCenter(new C).y-t.min.y)/Math.max(i,n.y),d=c.x/Math.max(i,n.x),f=c.y/Math.max(i,n.y),p=c.z/Math.max(i,n.z),x=c.x*c.y*c.z/Math.max(i,n.x*n.y*n.z),m=a?.color?.clone()??new xe("#ffffff"),g=a?.emissive?Math.max(a.emissive.r,a.emissive.g,a.emissive.b)*(a.emissiveIntensity??1):0,v=!!a&&(a.transparent||a.opacity<.72||a.transmission>.15),_=x<15e-6||Math.max(c.x,c.y,c.z)<.012,y="keep";if(!v&&g<.08&&!_){let T=(a?.metalness??0)>.52&&(a?.roughness??1)<.62;if(e.kind==="rug")y=m.getHSL({h:0,s:0,l:0}).l>.62?"wool.cream":"felt.slate";else if(e.kind==="plant")y="keep";else if(m_.has(e.kind)){let M=d<.18&&p<.18,E=h<.22&&(f>.15||M),b=h>.32&&f<.34&&(d>.45||p>.45);E?y=T&&M?"metal.brass":Sr(m,(a?.roughness??.7)<.48?"paint":"wood"):b?y=m.getHSL({h:0,s:0,l:0}).l>.7?"linen.white":"linen.blush":y=Sr(m,"fabric")}else if(p_.has(e.kind))h<.42&&(d<.2||p<.2)?y=T?"metal.brass":Sr(m,(a?.roughness??.7)<.5?"paint":"wood"):e.kind==="chair"&&(a?.roughness??.7)<.58?y=Sr(m,"paint"):(a?.roughness??.7)<.48?y="leather.cognac":y=Sr(m,"fabric");else if(f_.has(e.kind)){let M=h<.42&&f>.2&&d<.16&&p<.16,E={h:0,s:0,l:0};m.getHSL(E);let b=E.s<.14&&E.l>.18;y=M&&T?"metal.brass":M?Sr(m,"wood"):Sr(m,b||(a?.roughness??.65)<.56?"paint":"wood")}else y=T?"metal.brass":Sr(m,(a?.roughness??.7)<.55?"paint":"wood")}o.userData.slot=y,o.userData.color=x_(a),v_(o)})}function Zf(s,e){let t=e.w/100,n=e.d/100,i=e.h/100,r=s.clone(!0);r.traverse(x=>{let m=x;m.isMesh&&(m.castShadow=!0,m.receiveShadow=!0,m.material=Array.isArray(m.material)?m.material.map(g=>g.clone()):m.material.clone())}),G2(r);let o=new Et;o.add(r);let a=new Ot().setFromObject(o),l=a.max.x-a.min.x,c=a.max.z-a.min.z,u=t/n;if(Math.abs(Math.log(c/l/u))<Math.abs(Math.log(l/c/u))&&(o.rotation.y=Math.PI/2),o.updateMatrixWorld(!0),e.kind==="bed"||e.kind==="bunk"){let x=d_(o);x.front>x.back*1.08&&(o.rotation.y+=Math.PI)}o.rotation.y+=(e.model?.yaw??0)*Math.PI/180,o.updateMatrixWorld(!0),a=new Ot().setFromObject(o);let h=a.getSize(new C),d=a.getCenter(new C),f=new Et,p=new Et;return o.position.set(-d.x,-a.min.y,-d.z),p.add(o),p.scale.set(t/Math.max(1e-4,h.x),i/Math.max(1e-4,h.y),n/Math.max(1e-4,h.z)),f.add(p),f.userData.realModel=!0,y_(f,e),f}var Bp=new Map;function zp(s){let e=Bp.get(s);if(e)return e;let t=`${s.replace(/\/?$/,"/")}props/`,n=(async()=>{try{let i=await fetch(`${t}manifest.json`);if(!i.ok)return null;let r=await i.json(),o=new cl,a={};return await Promise.all(Object.keys(r).map(l=>new Promise(c=>{o.load(`${t}${r[l].file}`,u=>{a[l]=b_(u.scene,r[l]),c()},void 0,()=>c())}))),{specs:r,scenes:a}}catch{return null}})();return Bp.set(s,n),n}function b_(s,e){G2(s);let t=new Ot().setFromObject(s),n=t.getSize(new C),i=t.getCenter(new C),r=e.height_cm/100/Math.max(1e-6,n.y),o=new Et;s.position.set(-i.x,-t.min.y,-i.z),o.add(s);let a=new Et;return o.scale.setScalar(r),a.add(o),e.size_cm=[Math.round(n.x*r*100),Math.round(n.z*r*100),Math.round(e.height_cm)],a}function W2(s,e){let t=s.scenes[e];if(!t)return null;let n=t.clone(!0);return n.traverse(i=>{let r=i;r.isMesh&&(r.castShadow=!0,r.receiveShadow=!0,r.material=Array.isArray(r.material)?r.material.map(o=>o.clone()):r.material.clone())}),n.userData.decor=e,(e==="table_lamp"||e==="cloud_lamp")&&__(n,e,s.specs[e]?.height_cm??40),n}function __(s,e,t){let n=t/100,i=e==="table_lamp";s.updateMatrixWorld(!0);let r=new Qe().copy(s.matrixWorld).invert(),o=new Ot;s.traverse(l=>{let c=l;if(c.isMesh&&(o.setFromObject(c).applyMatrix4(r),!(i&&o.min.y<n*.4))){for(let u of Array.isArray(c.material)?c.material:[c.material])u.metalness>.5||vp(u,i?.35:.2,i?1.6:1.2,"#ffd3a0");c.userData.slot="keep",c.userData.lampShade=!0,c.castShadow=!1}});let a=new wt;a.name="lamp",a.position.set(0,i?n*.68:n*.4,0),a.userData.lamp=i?{colour:"#ffc58a",radius:1.5,intensity:.8,cone:{direction:[0,-1,0],angle:1.25,softness:.8}}:{colour:"#ffc68a",radius:2.2,intensity:.6},s.add(a)}var ul=(s,e)=>s.specs[e]?.size_cm??[30,30,30];function Hp(s,e,t){let n=s.w/100,i=s.d/100,r=s.h/100,o=c=>!!e.scenes[c],a=[],l=(c,u)=>ul(e,c)[0]/100<u;switch(s.kind){case"desk":o("table_lamp")&&a.push({name:"table_lamp",x:-n/2+.14,y:r,z:-i/2+.14,yaw:.4}),o("globe")&&n>=.9&&a.push({name:"globe",x:n/2-.16,y:r,z:-i/2+.14,yaw:-.5});break;case"dresser":if(r>1.2)break;o("dollhouse")&&l("dollhouse",n*.45)&&a.push({name:"dollhouse",x:n/2-ul(e,"dollhouse")[0]/200-.04,y:r,z:-i/2+ul(e,"dollhouse")[1]/200+.03,yaw:0});break;case"nightstand":o("table_lamp")&&a.push({name:"table_lamp",x:0,y:r,z:-.03,yaw:0});break;case"bed":o("teddy")&&a.push({name:"teddy",x:n*.28,y:t,z:-i/2+.55,yaw:-.3});break;case"shelf":case"bookcase":o("basket")&&r<=1&&l("basket",n)&&a.push({name:"basket",x:0,y:r,z:0,yaw:.1});break}return a}function M_(s,e,t,n){return[{x:s-t,y:e-n},{x:s+t,y:e-n},{x:s+t,y:e+n},{x:s-t,y:e+n}]}function Vp(s,e,t){let n=[];for(let g of e)if(!g.parked){n.push(rs(Hn(g)));for(let v of P2(g))n.push(rs(v.rect))}for(let g of s.openings)if(g.kind==="door"){let v=C1(s,g);v.length&&n.push(v)}let i=[],r=g=>ol(s,g)===0&&![...n,...i].some(v=>C2(g,v)>0),o=[],a=s.width,l=s.depth,c=(g,v)=>{if(!t.scenes[g])return;let[_,y]=ul(t,g),T=_/2+5,M=y/2+5;for(let E of v){let b=M_(E.x,E.y,T,M);if(r(b)){i.push(b),o.push({name:g,x:E.x,y:E.y,yaw:((E.x*7+E.y*3)%60-30)*Math.PI/180});return}}},[u,h]=ul(t,"floor_plant"),d=Math.max(u,h)/2+8,f=xn(s),p=ln(s),x=p.length;c("floor_plant",f?[{x:d,y:d},{x:a-d,y:d},{x:a-d,y:l-d},{x:d,y:l-d}]:p.flatMap((g,v)=>{if(yo(s,v))return[];let _=Gt(s,(v+x-1)%x).inward,y=Gt(s,v).inward;return[{x:g.x+(_.x+y.x)*d,y:g.y+(_.y+y.y)*d}]}));let m=g=>{let[v,_]=ul(t,g),y=Math.max(v,_)/2+8,T=[];if(f){for(let M=y;M<=a-y;M+=15)T.push({x:M,y},{x:M,y:l-y});for(let M=y;M<=l-y;M+=15)T.push({x:y,y:M},{x:a-y,y:M});return T}for(let M of Di(s)){let E=Gt(s,M),b=fi(s,M);for(let S=y;S<=b-y;S+=15)T.push({x:E.start.x+E.dir.x*S+E.inward.x*y,y:E.start.y+E.dir.y*S+E.inward.y*y})}return T};return c("basket",m("basket")),c("pouf",m("pouf")),o}var 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C))}else d.focusOn(t0())}function e0(){let I=Math.max(0,Math.min(110,B1))*Math.PI/180;for(let N of h0)N.pivot.rotation.y=N.sign*I;d.invalidate({shadows:!0})}function W0(){let I=Math.max(0,Math.min(100,wo))/100;for(let N of $t){let F=Math.max(.02,N.height*I);N.fabric.scale.y=F,N.fabric.position.y=N.top-F/2}ce.length&&X0?(X0="",Z0()):d.invalidate({shadows:!0})}let Ge={day:"bright",evening:"cozy",night:"night"},X0="",Ut=0;function Z0(){let I=Ge[Ni],N=xr[I].interior;d.setPreset(I);for(let[Re,$e]of Object.entries(xr[I].look))d.knobs.set(Re,$e);d.knobs.set("fov",kt==="walk"?70:c);let F=w.height*Pe,q=w.openings.find(Re=>Re.kind==="window"),ue=[-.45,-.7,-.55],me=null;q&&(me=Gt(w,q.wall),ue=G8([me.inward.x,0,me.inward.y],[me.dir.x,0,me.dir.y],N.sunElev,N.sunSide));let ke=new C(-ue[0],-ue[1],-ue[2]).normalize(),Ee=as(w),Xe=new Ot(new C(-_t-.5,-.1,-_t-.5),new C(w.width*Pe+_t+.5,F+.1,w.depth*Pe+_t+.5));if(K){se.position.copy(tn(Ee.x,Ee.y)).addScaledVector(ke,8),se.target.position.copy(tn(Ee.x,Ee.y));let Re=se.shadow.camera,$e=Math.max(w.width,w.depth)*Pe*.9+.8;Re.left=-$e,Re.right=$e,Re.top=$e,Re.bottom=-$e,Re.near=.5,Re.far=20,Re.updateProjectionMatrix(),se.color.set(N.sunColour),se.intensity=I==="bright"?3.4:I==="cozy"?2.2:.25,ye.intensity=I==="bright"?.8:I==="cozy"?.12:.04,fe.intensity=I==="bright"?.55:I==="cozy"?.18:.08,r.toneMappingExposure=I==="bright"?1:1.1}else d.setSun({direction:ke.toArray(),colour:N.sunColour,bounds:Xe}),Wn();K&&(o.environmentIntensity=I==="bright"?.45:I==="cozy"?.22:.1);for(let Re of Z)Re.set({night:N.night,dusk:N.dusk,gain:N.backdropGain,sun:ke.toArray()});D.children.forEach(Re=>{Re.intensity=N.windowLight,Re.color.set(N.night>.5?"#9fb4ff":N.dusk>.5?"#ffd2b0":"#f3f7ff")});let pt=`${ue.map(Re=>Re.toFixed(3))}|${w.openings.map(Re=>Re.id+Re.offset+Re.width).join()}`;if(pt!==X0){X0=pt;for(let Re of ie)pe.remove(Re.group),Re.dispose();ie.length=0;for(let Re of w.openings.filter($e=>$e.kind==="window")){let{a:$e,b:ct}=vr(w,Re),zt=(Re.sill??90)*Pe,Nt=(Re.height??120)*Pe,Qt=.05,y0=Math.max(.05,Nt*(1-Math.max(0,Math.min(100,wo))/100)-Qt),Kt=tn($e.x,$e.y),x0=tn(ct.x,ct.y),nn=x0.clone().sub(Kt).normalize(),N0=Kt.clone().addScaledVector(nn,Qt),a0=x0.clone().addScaledVector(nn,-Qt),An=zt+Qt,Xn=Math.min(zt+Nt-Qt,An+y0),Rn=[[N0.x,An,N0.z],[a0.x,An,a0.z],[a0.x,Xn,a0.z],[N0.x,Xn,N0.z]],$n=X8(bt,{corners:Rn,dir:ue,colour:N.sunColour,intensity:N.shaft,mullion:.04,dust:380,box:[0,0,0,w.width*Pe,F,w.depth*Pe]});$n&&(Me&&$n.group.traverse(hs=>{let Ze=hs.material;Ze&&(Ze.depthTest=!1)}),ie.push($n),pe.add($n.group))}}for(let Re of ie)Re.set({intensity:N.shaft,colour:N.sunColour,dust:N.dust});_e=N.lamps,Q(),vf(o,Number(N.nightLights??0)*N.lamps),Ye&&(Ye.material.emissiveIntensity=.15+3*N.lamps),ge&&ge.emissive.set("#77716a").multiplyScalar(Number(N.ceilingGlow??1)),Je&&(Je.m.roughness=Je.r0*Number(N.floorRough??1)),vi(),tt||r0(),d.invalidate({shadows:!0,bounce:!0,mirror:!0})}function Wn(){if(K)return;let I=d.knobs;se.intensity=I.get("sun");let N=o.getObjectByName("Look.Fill"),F=o.getObjectByName("Look.Rim");N&&(N.intensity=I.get("fill")),F&&(F.intensity=I.get("rim"));let q=tn(as(w).x,as(w).y);N&&(N.position.copy(q).add(new C(2.5,3.2,4)),N.target.position.copy(q),N.target.updateMatrixWorld()),F&&(F.position.copy(q).add(new C(-1.5,3.5,-4.5)),F.target.position.copy(q),F.target.updateMatrixWorld());let ue=o.getObjectByName("Look.Hemisphere"),me=xr[Ge[Ni]].interior.hemi;ue&&me!==void 0&&(ue.intensity=Number(me)),d.invalidate({bounce:!0})}d.knobs.onChange(I=>{(I==="sun"||I==="fill"||I==="rim")&&Wn()});function vi(){let I=xr[Ge[Ni]].interior,N=Le(),F=!!qe,q=new xe(N?"#101114":n.background??I.background);o.background=lf(q,r.toneMappingExposure),N&&!qe?(qe=q8(bt,{minX:-_t,maxX:w.width*Pe+_t,minZ:-_t,maxZ:w.depth*Pe+_t,margin:Ke,height:st,topY:-.081,colour:"#141416"}),ve.add(qe.mesh),at=V(),ve.add(at.group)):!N&&qe&&(ve.remove(qe.mesh),qe.dispose(),qe=null,at&&(ve.remove(at.group),at.dispose(),at=null)),at?.mood(Ge[Ni]),F!==!!qe&&kt==="dollhouse"&&ce.length&&Hs()}function Oi(){let I=kt==="walk";ge&&(ge.colorWrite=I,ge.depthWrite=I),Fe?.layers.set(I?0:1),Ye&&(Ye.visible=I&&!Be?.scenes.cloud_lamp)}let t0=()=>new C(w.width*Pe/2,Math.min(.8,w.height*Pe*.35),w.depth*Pe/2),M0={angled:[1,.62,.42],top:[0,1,1e-4],N:[0,.75,-1],E:[1,.75,0],S:[0,.75,1],W:[-1,.75,0]},Ui=40;function o0(){let I=[1,.62,.42],N=1/0;for(let F of[30,330,150,210]){let q=F*Math.PI/180,ue=Ui*Math.PI/180,me=Math.sin(q),ke=Math.cos(q),Ee=0;for(let Xe of w.openings){if(Xe.kind!=="window")continue;let pt=Gt(w,Xe.wall);pt.inward.x*me+pt.inward.y*ke<0&&(Ee+=1)}Ee<N&&(N=Ee,I=[me*Math.cos(ue),Math.sin(ue),ke*Math.cos(ue)])}return I}let Fi=.86,zs=.96;function Hs(I){let N=t0(),F=(I??u.position.clone().sub(h.target)).normalize(),q=w.width*Pe+2*_t,ue=w.depth*Pe+2*_t,me=w.height*Pe,ke=Math.abs(F.y)>.99?new C(0,0,-1):new C(0,1,0),Ee=new C().crossVectors(ke,F).normalize(),Xe=new C().crossVectors(F,Ee).normalize(),pt=u.fov*Math.PI/360,Re=Math.atan(Math.tan(pt)*u.aspect),$e=0;for(let Nt of[0,q])for(let Qt of[0,me])for(let y0 of[0,ue]){let Kt=new C(Nt-_t,Qt,y0-_t).sub(N),x0=Kt.dot(F);$e=Math.max($e,Math.abs(Kt.dot(Ee))*1.12/Math.tan(Re)+x0,Math.abs(Kt.dot(Xe))*1.12/Math.tan(pt)+x0)}at?.aim(F),h.target.copy(N),u.position.copy(N).addScaledVector(F,$e),Math.abs(F.y)>.99?u.up.set(0,0,-1):u.up.set(0,1,0),u.lookAt(N),u.updateMatrixWorld();let ct=Le()?Ke:0;for(let Nt=0;Nt<5;Nt++){let Qt=1/0,y0=-1/0,Kt=1/0,x0=-1/0;for(let N0 of[-ct,q+ct])for(let a0 of[ct?-.12:0,me])for(let An of[-ct,ue+ct]){let Xn=new C(N0-_t,a0,An-_t).project(u);Qt=Math.min(Qt,Xn.x),y0=Math.max(y0,Xn.x),Kt=Math.min(Kt,Xn.y),x0=Math.max(x0,Xn.y)}let nn=Ee.clone().multiplyScalar((Qt+y0)/2*Math.tan(Re)*$e).addScaledVector(Xe,(Kt+x0)/2*Math.tan(pt)*$e);if(h.target.add(nn),u.position.add(nn),Nt<4){let N0=Math.max((y0-Qt)/(2*Fi),(x0-Kt)/(2*zs)),a0=Math.max(h.minDistance,$e*(1+(N0-1)*.9));u.position.copy(h.target).addScaledVector(F,a0),$e=a0}u.lookAt(h.target),u.updateMatrixWorld()}h.update();let zt=Math.atan2(-(h.target.x-u.position.x),-(h.target.z-u.position.z));for(let Nt of we)Nt.rotation.y=zt}function hl(){u.position.copy(tn(Lt.x,Lt.y,To)),u.up.set(0,1,0),u.rotation.set(Lt.pitch,Lt.yaw,0,"YXZ")}let Zp=(I,N)=>Math.atan2(-I,-N);function $f(I){let N=w.openings.find(Xe=>Xe.kind==="door"),F=w.openings.find(Xe=>Xe.kind==="window"),q=as(w),ue=(Xe,pt)=>Xe?cp(w,Xe,pt):q,me,ke;if(I==="window"&&F)me=ue(F,40),ke=N?ue(N,40):q;else if(N){let Xe=vr(w,N),[pt,Re]=N.hinge==="end"?[Xe.b,Xe.a]:[Xe.a,Xe.b],$e=ue(N,40),ct=Math.hypot(Re.x-pt.x,Re.y-pt.y)||1;me=N.swing==="out"?$e:{x:$e.x+(Re.x-pt.x)/ct*15,y:$e.y+(Re.y-pt.y)/ct*15},ke=F?ue(F,40):q;let zt=Gt(w,N.wall).inward;ke={x:me.x+zt.x*100+(q.x-me.x)*.3,y:me.y+zt.y*100+(q.y-me.y)*.3}}else me=q,ke={x:q.x,y:0};let Ee=G1(me.x,me.y);Lt.x=Ee.x,Lt.y=Ee.y,Lt.yaw=Zp(ke.x-Lt.x,ke.y-Lt.y),Lt.pitch=-.12,kt==="walk"&&hl()}let un=20;function G1(I,N){let F=!xn(w),q=Math.max(un,Math.min(w.width-un,I)),ue=Math.max(un,Math.min(w.depth-un,N));F&&({x:q,y:ue}=e3(q,ue));for(let me=0;me<5;me++)for(let ke of H){if(ke.parked||ke.h<=40||!hp(ke))continue;let Ee=Hn(ke),Xe=np(Ee,{x:q,y:ue}),pt=Math.max(-Ee.hw,Math.min(Ee.hw,Xe.x)),Re=Math.max(-Ee.hd,Math.min(Ee.hd,Xe.y)),$e=Xe.x-pt,ct=Xe.y-Re,zt=Math.hypot($e,ct);if(zt>=un)continue;let Nt,Qt;if(zt>1e-6)Nt=Xe.x+$e/zt*(un-zt),Qt=Xe.y+ct/zt*(un-zt);else{let nn=[Ee.hw-Xe.x,Ee.hw+Xe.x,Ee.hd-Xe.y,Ee.hd+Xe.y],N0=nn.indexOf(Math.min(...nn));$e=N0===0?1:N0===1?-1:0,ct=N0===2?1:N0===3?-1:0,Nt=$e?$e*(Ee.hw+un):Xe.x,Qt=ct?ct*(Ee.hd+un):Xe.y}let y0=Math.PI/180,Kt=Math.cos(Ee.rot*y0),x0=Math.sin(Ee.rot*y0);q=Ee.x+Nt*Kt-Qt*x0,ue=Ee.y+Nt*x0+Qt*Kt,q=Math.max(un,Math.min(w.width-un,q)),ue=Math.max(un,Math.min(w.depth-un,ue)),F&&({x:q,y:ue}=e3(q,ue))}return F&&!ks(w,{x:q,y:ue})?ks(w,Lt)?{x:Lt.x,y:Lt.y}:as(w):{x:q,y:ue}}function e3(I,N){let F=ln(w);for(let q=0;q<2;q++)for(let ue=0;ue<F.length;ue++){let me=F[ue],ke=F[(ue+1)%F.length],Ee=ke.x-me.x,Xe=ke.y-me.y,pt=Ee*Ee+Xe*Xe||1,Re=Math.max(0,Math.min(1,((I-me.x)*Ee+(N-me.y)*Xe)/pt)),$e=me.x+Re*Ee,ct=me.y+Re*Xe,zt=Math.hypot(I-$e,N-ct);if(zt>=un)continue;let Nt=Gt(w,ue).inward,Qt=zt>1e-6?(I-$e)/zt:Nt.x,y0=zt>1e-6?(N-ct)/zt:Nt.y;Qt*Nt.x+y0*Nt.y<-.2&&Re>0&&Re<1||(I=$e+Qt*un,N=ct+y0*un)}return{x:I,y:N}}let dl=new wa;dl.layers.set(0);let t3=I=>{let N=s.getBoundingClientRect();return new te((I.clientX-N.left)/N.width*2-1,-((I.clientY-N.top)/N.height)*2+1)};function j2(I){dl.setFromCamera(t3(I),u);for(let N of dl.intersectObjects(de.children,!0)){let F=N.object;for(;F&&F.userData.itemId===void 0;)F=F.parent;if(F)return{id:F.userData.itemId,point:N.point}}return null}let us=null,n3=I=>{if(kt!=="dollhouse"||!Eo||I.button!==0||!I.isPrimary)return;let N=j2(I);if(!N)return;let F=H.find(me=>me.id===N.id);if(!F)return;h.enabled=!1;let q=new yn(new C(0,1,0),-N.point.y),ue=tn(F.x,F.y,0).setY(N.point.y);D0={id:F.id,plane:q,off:ue.sub(N.point),moved:!1,x:F.x,y:F.y},Jt(),s.setPointerCapture?.(I.pointerId),s.style.cursor="grabbing",Jn!==F.id&&(Jn=F.id,xt()),Qn?.(F.id)},i3=I=>{us={x:I.clientX,y:I.clientY,yaw:Lt.yaw,pitch:Lt.pitch},kt==="walk"&&s.setPointerCapture?.(I.pointerId)},s3=I=>{if(D0){dl.setFromCamera(t3(I),u);let N=new C;if(!dl.ray.intersectPlane(D0.plane,N))return;N.add(D0.off);let F=H.find(me=>me.id===D0.id);if(!F)return;let q=Wp(w,{...F,x:N.x/Pe,y:N.z/Pe});if(q.x===D0.x&&q.y===D0.y)return;D0.moved=!0,D0.x=q.x,D0.y=q.y,H=H.map(me=>me.id===q.id?{...me,x:q.x,y:q.y}:me);let ue=be.get(q.id);ue&&Jf(ue,q),xt(),ee(),d.invalidate({shadows:!0}),wr?.(q.id,q.x,q.y,!1);return}if(kt==="dollhouse"&&Eo&&!us&&I.pointerType==="mouse"){let N=j2(I)?.id??null;s.style.cursor=N?"grab":"",N!==gi&&(gi=N,xt());return}!us||kt!=="walk"||(Lt.yaw=us.yaw+(I.clientX-us.x)*.005,Lt.pitch=Math.max(-1.2,Math.min(1.2,us.pitch+(I.clientY-us.y)*.004)))},W1=I=>{let N=us;if(us=null,D0){let F=D0;D0=null,v0(),h.enabled=kt==="dollhouse",s.style.cursor="grab",F.moved&&wr?.(F.id,F.x,F.y,!0);return}!N||Math.hypot(I.clientX-N.x,I.clientY-N.y)>5||!Qn||Qn(j2(I)?.id??null)},r3=()=>{gi&&!D0&&(gi=null,s.style.cursor="",xt())},Jp=["KeyW","KeyA","KeyS","KeyD","KeyZ","KeyQ","ArrowUp","ArrowDown","ArrowLeft","ArrowRight"],o3=I=>{if(kt!=="walk")return;let N=I.target;N&&(N.tagName==="INPUT"||N.tagName==="TEXTAREA"||N.isContentEditable)||(Jp.includes(I.code)||["w","a","s","d","z","q"].includes(I.key.toLowerCase()))&&(xi.add(I.key.toLowerCase()),xi.add(I.code),I.preventDefault())},a3=I=>{xi.delete(I.key.toLowerCase()),xi.delete(I.code)},l3=()=>xi.clear();s.addEventListener("pointerdown",n3,{capture:!0}),s.addEventListener("pointerdown",i3),s.addEventListener("pointerleave",r3),s.addEventListener("pointermove",s3),s.addEventListener("pointerup",W1),s.addEventListener("pointercancel",W1),window.addEventListener("keydown",o3),window.addEventListener("keyup",a3),window.addEventListener("blur",l3);function Qp(I){let N=(...$e)=>$e.some(ct=>xi.has(ct)),F=(N("w","z","ArrowUp","arrowup")?1:0)-(N("s","ArrowDown","arrowdown")?1:0),q=(N("d","ArrowRight","arrowright")?1:0)-(N("a","q","ArrowLeft","arrowleft")?1:0);if(!F&&!q)return!1;let ue=120*I,me=-Math.sin(Lt.yaw),ke=-Math.cos(Lt.yaw),Ee=Math.cos(Lt.yaw),Xe=-Math.sin(Lt.yaw),pt=Math.hypot(F,q)||1,Re=G1(Lt.x+(me*F+Ee*q)/pt*ue,Lt.y+(ke*F+Xe*q)/pt*ue);return Lt.x=Re.x,Lt.y=Re.y,!0}let c3=new C;function X1(){let I=kt==="walk",N=!I&&En==="top"&&c3.copy(u.position).sub(h.target).normalize().y>.97;for(let F of ce){let q=c3.copy(u.position).sub(F.mid);q.y=0;let ue=!I&&!N&&q.dot(F.outward)>.05;if(ue!==F.cut){F.cut=ue,F.fullMat.colorWrite=!ue,F.fullMat.depthWrite=!ue;for(let me of F.full)me.layers.set(ue?1:0);F.stub.visible=ue,F.decor.visible=!ue}}for(let F of Ne){let[q,ue]=F.userData.walls,me=ce.find(Ee=>Ee.wall===q)?.cut??!1,ke=ce.find(Ee=>Ee.wall===ue)?.cut??!1;F.visible=me!==ke}}function Bi(I=O,N=!0){let F=performance.now();v=Math.max(v,F+I),N&&(y=!0)}function q1(){let I=performance.now();v=Math.max(v,I+O),_=I+U}function u3(){if(m)return;p=requestAnimationFrame(u3);let I=performance.now(),N=Math.min(.1,(I-x)/1e3);x=I;let F=!1;kt==="walk"?Qp(N)&&(hl(),F=!0):F=h.update(),F&&q1(),I-b>=1e3&&(R=S,L=S?A/S:0,S=0,A=0,b=I);let q=g||I<v||I<_;if(!q&&!T)return;q&&(o.userData.lookVersion=(o.userData.lookVersion|0)+1,M=I);let ue=performance.now();X1();let me=d3(N,g||I<_);A+=performance.now()-ue,S++,E++,T=me===!0&&I-M<1500}function $p(){o.traverse(I=>{let N=I.material;if(N)if(Array.isArray(N))for(let F of N)h3(F);else h3(N)})}function h3(I){if(!(!I.transparent||I.userData.alphaKept)){if(I.userData.alphaKept=!0,I.blending===zi)I.blending=Is,I.blendSrc=$s,I.blendDst=Hr;else if(I.blending===Ps)I.blending=Is,I.blendSrc=$s,I.blendDst=Aa;else if(I.blending!==Is)return;I.blendSrcAlpha=$i,I.blendDstAlpha=Aa,I.needsUpdate=!0}}function d3(I=0,N=!0){y&&(y=!1,$p()),N&&(Ut+=I);let F=s.clientHeight||s.height||900;for(let q of ie)q.update(Ut,r.getPixelRatio(),F);return kt==="walk"&&d.knobs.get("dof")!==0&&d.knobs.set("dof",0),d.render(I)}function f3(){let I=s.clientWidth||s.width||800,N=s.clientHeight||s.height||600;d.resize(I,N),u.aspect=I/N,u.updateProjectionMatrix(),kt==="dollhouse"&&Hs()}function e6(I){kt=I,h.enabled=I==="dollhouse",u.fov=I==="walk"?70:c,d.knobs.set("fov",u.fov),u.updateProjectionMatrix(),Oi();for(let N of ce)N.cut=null;X1(),I==="walk"?(Lt.x===0&&Lt.y===0&&$f("door"),hl(),r0()):K2(En)}function K2(I){En=I,kt!=="dollhouse"&&(kt="dollhouse",h.enabled=!0,u.fov=c,d.knobs.set("fov",c),u.updateProjectionMatrix(),Oi());let[N,F,q]=I==="angled"?o0():M0[I];Hs(new C(N,F,q)),r0()}function Z2(I,N){w=I,H=N,Ao(),Y2(),Oi();for(let F of ce)F.cut=null;if(X1(),kt==="walk"){let F=G1(Lt.x,Lt.y);Lt.x=F.x,Lt.y=F.y}}if(Z2(e,t),f3(),K2("angled"),u3(),n.assets!==!1&&i){let I=n.assets??"/room-fit/";Z8(I).then(N=>{!N||m||(o.environment=a.fromEquirectangular(N).texture,Z0(),Bi())}),Promise.all([K8(I),n.props?zp(n.props.replace(/props\/?$/,"")):Promise.resolve(null)]).then(([N,F])=>{m||!N&&!F||(We=N,Ap(N),Be=F&&Object.keys(F.scenes).length?F:null,ut=!0,Rp(!!Be),Z2(w,H),Bi())})}let p3=Object.assign(Object.create(d),{setPreset(I){typeof I=="string"&&I!=="edit"?(Ni=I==="bright"?"day":I==="cozy"?"evening":"night",Z0()):d.setPreset(I),q1()},setMood(I){p3.setPreset(I)},get knobs(){return d.knobs}}),Y1={setScene:Z2,setItems(I){if(H=I,V1(),kt==="walk"){let N=G1(Lt.x,Lt.y);Lt.x=N.x,Lt.y=N.y}},setDraggable(I){Eo=I,I||(gi=null,s.style.cursor="",xt())},onMove(I){wr=I},setSelected(I){Jn=I,xt()},setMode:e6,setView:K2,frameDir(I,N,F){Hs(new C(I,N,F)),r0()},setWalkStart(I){$f(I)},setEyeHeight(I){To=Math.max(60,Math.min(w.height-10,I)),kt==="walk"&&hl()},setLighting(I){Ni=I,Z0()},look:p3,beginEdit:Jt,endEdit:v0,setBackdrop(I){Ae=I,vi(),kt==="dollhouse"&&Hs()},setDoorAngle(I){B1=I,e0()},setBlind(I){wo=I,W0()},onPick(I){Qn=I},resize(){f3(),Bi()},capture(){return kt==="walk"?hl():h.update(),X1(),o.userData.lookVersion=(o.userData.lookVersion|0)+1,d3(),r.domElement.toDataURL("image/png")},dispose(){m=!0,cancelAnimationFrame(p),s.removeEventListener("pointerdown",n3,{capture:!0}),s.removeEventListener("pointerdown",i3),s.removeEventListener("pointerleave",r3),s.removeEventListener("pointermove",s3),s.removeEventListener("pointerup",W1),s.removeEventListener("pointercancel",W1),window.removeEventListener("keydown",o3),window.removeEventListener("keyup",a3),window.removeEventListener("blur",l3),h.dispose(),cn(oe),cn(de),cn(le),cn(dt),Te.forEach(I=>I.dispose()),H1.dispose();for(let I of ie)I.dispose();for(let I of Z)I.dispose();qe?.dispose(),at?.dispose(),d.dispose(),f.dispose(),l.dispose(),a.dispose(),r.dispose(),k(),G.onProgress!==ne&&(G.onProgress=ne)},setContinuous(I){g=I,Bi()},invalidate(I){Bi(I)},stats(){return{drawnLastSecond:R,drawn:E,jsMs:+L.toFixed(3),continuous:g,idle:!g&&performance.now()>=Math.max(v,_)}}};for(let I of Object.keys(Y1)){let N=Y1[I];typeof N!="function"||I==="stats"||I==="dispose"||I==="capture"||I==="invalidate"||(Y1[I]=(...F)=>{let q=N(...F);return I==="setLighting"||I==="setBlind"||I==="setView"||I==="frameDir"?q1():Bi(),q})}return Y1}var X2=null,Kp=new Map;function R_(){if(X2)return X2;let s=document.createElement("canvas"),e=new xo({canvas:s,antialias:!0,alpha:!0,preserveDrawingBuffer:!0});e.outputColorSpace=Xt,e.toneMapping=dr,e.shadowMap.enabled=!0;let t=new ii,n=new Us(e),i=n.fromScene(new Qa,.04).texture;n.dispose(),t.environment=i,t.environmentIntensity=.7,t.add(new Es("#fff6ea","#b8aca0",.9));let r=new li("#fff1dc",2.4);r.position.set(2,5,4),r.castShadow=!0,r.shadow.mapSize.set(1024,1024),r.shadow.radius=5,r.shadow.normalBias=.02;let o=r.shadow.camera;o.left=-3,o.right=3,o.top=3,o.bottom=-3,t.add(r);let a=new nt(new H0(20,20),new no({opacity:.18}));a.rotation.x=-Math.PI/2,a.receiveShadow=!0,t.add(a);let l=new d0(30,1,.05,50);return X2={renderer:e,scene:t,camera:l,env:i},X2}function C_(s,e=160){let t=`${Mo(s)}|${e}`,n=Kp.get(t);if(n)return n;let{renderer:i,scene:r,camera:o}=R_();i.setPixelRatio(1),i.setSize(e,e,!1);let a=N1({...s,x:0,y:0,rot:0,parked:!1});r.add(a);let l=new Ot().setFromObject(a),c=l.getSize(new C),u=l.getCenter(new C),h=Math.max(.2,c.length()/2),f=s.h<5?new C(.35,1.4,1).normalize():new C(.75,.55,1).normalize(),p=h/Math.sin(o.fov*Math.PI/360)*1.02;o.position.copy(u).addScaledVector(f,p),o.near=p/50,o.far=p*4,o.updateProjectionMatrix(),o.lookAt(u),i.setClearColor(0,0),i.render(r,o);let x=i.domElement.toDataURL("image/png");return r.remove(a),a.traverse(m=>{let g=m;g.geometry?.dispose();let v=g.material;Array.isArray(v)?v.forEach(_=>_.dispose()):v?.dispose()}),Kp.set(t,x),x}export{Pe as CM,bt as THREE,N1 as buildFurniture,yw as createRoomStage,Xp as dirYaw,Zf as fitModel,T_ as itemYaw,Kf as loadModel,G2 as mainPart,Jf as placeItem,tn as planToWorld,C_ as renderThumbnail,Mo as shapeKey,vw as worldToPlan};
/home/claude-agent/forge-build/fzero-mine-20261007/raw/bundle.js:4883:   * @param {DRACOLoader} dracoLoader - The Draco loader to set.
/home/claude-agent/forge-build/fzero-mine-20261007/raw/bundle.js:4886:  setDRACOLoader(dracoLoader) {
/home/claude-agent/forge-build/omg-factory-siege-20261010/engine-game-kit/core/glbKit.ts:110:import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/omg-factory-siege-20261010/engine-game-kit/core/glbKit.ts:119:let _draco: DRACOLoader | null = null;
/home/claude-agent/forge-build/ikea-fps-20260925/k12v2-integ/fps-preview/src/draco.js:4:// DRACOLoader is attached to any loader that has none when it parses (plain GLBs never use it).
/home/claude-agent/forge-build/ikea-fps-20260925/k12v2-integ/fps-preview/src/draco.js:7:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/ikea-fps-20260925/k12v2-integ/fps-preview/src/world-map.js:92:  const loader = new GLTFLoader().setDRACOLoader(draco);
/home/claude-agent/forge-build/ikea-fps-20260925/mp-0926/fps-preview/src/draco.js:4:// DRACOLoader is attached to any loader that has none when it parses (plain GLBs never use it).
/home/claude-agent/forge-build/ikea-fps-20260925/mp-0926/fps-preview/src/draco.js:7:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/ikea-fps-20260925/mp-0926/fps-preview/src/world-map.js:92:  const loader = new GLTFLoader().setDRACOLoader(draco);
/home/claude-agent/forge-build/ikea-fps-20260925/k12v2-integ/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:25: * When using Draco with glTF, an instance of `DRACOLoader` will be used internally by {@link GLTFLoader}.
/home/claude-agent/forge-build/ikea-fps-20260925/k12v2-integ/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:27: * It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating
/home/claude-agent/forge-build/ikea-fps-20260925/k12v2-integ/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:108: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/ikea-fps-20260925/k12v2-integ/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:109: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/ikea-fps-20260925/mp-0926/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:25: * When using Draco with glTF, an instance of `DRACOLoader` will be used internally by {@link GLTFLoader}.
/home/claude-agent/forge-build/ikea-fps-20260925/mp-0926/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:27: * It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating
/home/claude-agent/forge-build/ikea-fps-20260925/mp-0926/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:108: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/ikea-fps-20260925/mp-0926/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:109: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/ikea-fps-20260925/game/fps-preview/src/draco.js:4:// DRACOLoader is attached to any loader that has none when it parses (plain GLBs never use it).
/home/claude-agent/forge-build/ikea-fps-20260925/game/fps-preview/src/draco.js:7:import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
/home/claude-agent/forge-build/ikea-fps-20260925/game/fps-preview/src/world-map.js:92:  const loader = new GLTFLoader().setDRACOLoader(draco);
/home/claude-agent/forge-build/ikea-fps-20260925/game/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:25: * When using Draco with glTF, an instance of `DRACOLoader` will be used internally by {@link GLTFLoader}.
/home/claude-agent/forge-build/ikea-fps-20260925/game/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:27: * It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating
/home/claude-agent/forge-build/ikea-fps-20260925/game/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:108: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/ikea-fps-20260925/game/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:109: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/rpg-hd25-20260930/roam6/site/play3d/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:108: * // Optional: Provide a DRACOLoader instance to decode compressed mesh data
/home/claude-agent/forge-build/rpg-hd25-20260930/roam6/site/play3d/fps-preview/assets/vendor/addons/loaders/GLTFLoader.js:109: * const dracoLoader = new DRACOLoader();
/home/claude-agent/forge-build/rpg-hd25-20260930/roam6/site/play3d/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:25: * When using Draco with glTF, an instance of `DRACOLoader` will be used internally by {@link GLTFLoader}.
/home/claude-agent/forge-build/rpg-hd25-20260930/roam6/site/play3d/fps-preview/assets/vendor/addons/loaders/DRACOLoader.js:27: * It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating

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/bin/bash -lc 'scp gex44:/root/fal-author/light-cruiser-v1/textures/HullTile_BaseColor.jpg /tmp/light-cruiser-hull-base2.jpg && scp gex44:/root/fal-author/light-cruiser-v1/textures/HeatTile_BaseColor.jpg /tmp/light-cruiser-heat-base2.jpg' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 1776ms:
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codex
The four engines and all four main turrets are present; the rear and side renders confirm their placement. I’m also correcting the export details: baked light textures, visible red/green navigation lamps, and bridge glass that avoids an unnecessary transmission pass. Forge’s asset viewer supports Draco, so I can keep the added construction detail comfortably under 12 MB.

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exec
/bin/bash -lc 'cp build_light-cruiser.py qa/revision2/build_light-cruiser.py && cp qa/revision2/build_light-cruiser.py /tmp/light-cruiser-builder2.py' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
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exec
/bin/bash -lc "cat > /tmp/light-cruiser-update3.py <<'PY'
from pathlib import Path
p=Path('/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/build_light-cruiser.py')
s=p.read_text()
s=s.replace(\"m=bpy.data.materials.new(name);m.use_nodes=True;\", \"m=bpy.data.materials.new(name);m.use_nodes=True;m.use_backface_culling=True;\")
s=s.replace(\"bs.inputs['Transmission Weight'].default_value=.25\", \"bs.inputs['Transmission Weight'].default_value=0\")
s=s.replace(\"(62,52,24,0),(105,38,17,0),(145,24,8,0),(154,24,7,0)\", \"(62,56,25,0),(105,44,19,0),(145,28,10,0),(154,28,8,0)\")
old=\"\"\"  color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'POWER',bw.outputs[0],.38),1.05),.42)
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',edge,.29))
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',pits,.17))
  color=mathnode(nt,'ADD',color,mathnode(nt,'MULTIPLY',mathnode(nt,'SUBTRACT',near,edge),.08))
  metallic=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',near,.35),.26)
  rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.22),.37)\"\"\"
new=\"\"\"  # Neutral paint with scanned abrasion, irregular seam dirt and stretched grime.
  coarse=nt.nodes.new('ShaderNodeTexNoise');coarse.inputs['Scale'].default_value=7;coarse.inputs['Detail'].default_value=4
  nt.links.new(uv.outputs['UV'],coarse.inputs['Vector'])
  stretch=nt.nodes.new('ShaderNodeVectorMath');stretch.operation='MULTIPLY';stretch.inputs[1].default_value=(8,1.2,1)
  nt.links.new(uv.outputs['UV'],stretch.inputs[0])
  streak=nt.nodes.new('ShaderNodeTexNoise');streak.inputs['Scale'].default_value=7;streak.inputs['Detail'].default_value=4
  nt.links.new(stretch.outputs[0],streak.inputs['Vector'])
  stains=mathnode(nt,'MULTIPLY',mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',streak.outputs['Fac'],.38),0),2.2)
  deposit=mathnode(nt,'MULTIPLY',stains,mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'SUBTRACT',1,vy),.65),.35))
  wear=mathnode(nt,'LESS_THAN',coarse.outputs['Fac'],.31)
  color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'POWER',bw.outputs[0],.5),.64),.43)
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',deposit,.62))
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',edge,.55))
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',pits,.22))
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',wear,.17))
  color=mathnode(nt,'ADD',color,mathnode(nt,'MULTIPLY',mathnode(nt,'SUBTRACT',near,edge),.16))
  color=mathnode(nt,'MAXIMUM',color,.055)
  metallic=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',near,.32),.18)
  rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',streak.outputs['Fac'],.28),.43)\"\"\"
assert old in s;s=s.replace(old,new)
s=s.replace(\"mix.inputs[2].default_value=(.24,.19,.14,1)\",\"mix.inputs[2].default_value=(.045,.045,.047,1)\")
s=s.replace(\"normal.inputs['Strength'].default_value=.35\", \"normal.inputs['Strength'].default_value=.55\")
s=s.replace(\"bump.inputs['Strength'].default_value=.28\", \"bump.inputs['Strength'].default_value=.38\")
s=s.replace(\"mathnode(nt,'MULTIPLY',edge,.6)\",\"mathnode(nt,'MULTIPLY',edge,.95)\")
s=s.replace(\"HEAT=material('Scorch','HeatTile')\", \"HEAT=material('Scorch','HeatTile',(.7,.76,.84))\")
s=s.replace(\"box(H,(s*(w/2-2.4),-h*.40,zz),(3.6,.12,.55),LAMP,.035)\",\"box(H,(s*(w/2-2.4),-h*.40,zz),(3.6,.12,.25),LAMP,.035)\")
s=s.replace(\"loft(H,[(z0,w0,h0*.12,-h0*.44),(z1,w1,h1*.12,-h1*.44)],PAINT,.18)\",\"loft(H,[(z0,w0,h0*.12,-h0*.44),(z1,w1,h1*.12,-h1*.44)],DARK,.18)\")
s=s.replace(\"tube(H,(x,y,-149.8),(x,y,-150.0),5.55,mat=ENGINE,n=48)\",\"tube(H,(x,y,-149.8),(x,y,-150.0),5.55,mat=ENGINE,n=48)\\n  for rr in (2.8,4.6):ring(H,(x,y,-150.3),(0,0,1),rr,.18,DARK,n=32)\")
# Optional vertex color supports large panel batch tone while the actual wear stays baked.
s=s.replace(\"self.o=None\\n def add\", \"self.o=None\\n def add\")
old=\"\"\"  o.location=B(self.pivot)
  if self.parent:\"\"\"
new=\"\"\"  colors=me.color_attributes.new(name='Weathering',type='BYTE_COLOR',domain='CORNER')
  for p in me.polygons:
   c=G(p.center+B(self.pivot));tone=1.0
   if p.material_index==PAINT:
    batch=(int((c[2]+200)/14)*37+int((c[0]+40)/8)*17)%11
    tone=.76+batch*.022
    if c[1]<-2:tone*=.79
    if c[2]<-103:
     # Broad neutral heat/grime deposited around the engine-neck panel edges.
     tone*=.60+.40*min(1,abs(c[2]+119)/22)
   for li in p.loop_indices:colors.data[li].color=(tone,tone,tone,1)
  o.location=B(self.pivot)
  if self.parent:\"\"\"
assert old in s;s=s.replace(old,new)
# Main turret masses larger without transforming the moving objects.
old=\"# Point defence: fixed paired mounts\"
new=\"\"\"# Give the gunhouses heavier armoured cheeks; vertices move, pivots never do.
for a in ASSEMBLIES[1:]:
 if a.name.startswith('Turret_'):
  a.v=[tuple(a.pivot+(Vector(v)-a.pivot)*Vector((1.14,1.06,1.14))) for v in a.v]
# Point defence: fixed paired mounts\"\"\"
s=s.replace(old,new)
s=s.replace(\"socket('Muzzle_fixed_'+('L' if s>0 else 'R'),\", \"socket('Muzzle_'+str(9 if s<0 else 10),\")
s=s.replace(\"socket('Muzzle_PD_'+str(pd),\", \"socket('Muzzle_'+str(10+pd),\")
# Slightly firmer directional illumination lets bevels cast legible shadows.
s=s.replace(\"780000,(1,.97,.91),100\", \"460000,(1,.98,.95),72\")
s=s.replace(\"190000,(.57,.73,1),180\", \"115000,(.62,.76,1),180\")
s=s.replace(\"850000,(.68,.81,1),130\", \"470000,(.68,.81,1),110\")
s=s.replace(\"90000,(.54,.66,1),170\", \"65000,(.54,.66,1),170\")
p.write_text(s)
PY
python3 /tmp/light-cruiser-update3.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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exec
/bin/bash -lc "cat > /tmp/light-cruiser-signal3.txt <<'PY'
# Small shared signal/optical trims are also true Cycles bakes.
def bake_signal(label,base_color,mode,res):
 mat=bpy.data.materials.new('SOURCE_'+label);mat.use_nodes=True;nt=mat.node_tree;nt.nodes.clear()
 out=nt.nodes.new('ShaderNodeOutputMaterial');bs=nt.nodes.new('ShaderNodeBsdfPrincipled');em=nt.nodes.new('ShaderNodeEmission')
 uv=nt.nodes.new('ShaderNodeTexCoord');se=nt.nodes.new('ShaderNodeSeparateXYZ');nt.links.new(uv.outputs['UV'],se.inputs[0])
 noise=nt.nodes.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=110;noise.inputs['Detail'].default_value=2;nt.links.new(uv.outputs['UV'],noise.inputs[0])
 color=rgb(nt,base_color)
 if mode=='lamps':
  ramp=nt.nodes.new('ShaderNodeValToRGB');ramp.color_ramp.interpolation='CONSTANT'
  palette=[(.10,.42,.60),(.16,.58,.72),(.08,.28,.40),(.22,.54,.62),(.85,.38,.09),(.52,.65,.70),(1,.008,.004),(.008,.72,.06)]
  for e in list(ramp.color_ramp.elements)[1:]:ramp.color_ramp.elements.remove(e)
  for i,col in enumerate(palette):
   e=ramp.color_ramp.elements[0] if i==0 else ramp.color_ramp.elements.new(i/8)
   e.color=(*col,1)
  nt.links.new(se.outputs[0],ramp.inputs[0]);color=ramp.outputs[0]
 if mode=='engine':
  dist=nt.nodes.new('ShaderNodeVectorMath');dist.operation='DISTANCE';nt.links.new(uv.outputs['UV'],dist.inputs[0]);dist.inputs[1].default_value=(.5,.5,0)
  ramp=nt.nodes.new('ShaderNodeValToRGB');nt.links.new(dist.outputs['Value'],ramp.inputs[0])
  ramp.color_ramp.elements[0].position=0;ramp.color_ramp.elements[0].color=(1,.48,.07,1)
  ramp.color_ramp.elements[1].position=.62;ramp.color_ramp.elements[1].color=(.38,.027,.001,1)
  for pos,col in [(.25,(1,.22,.013,1)),(.32,(.16,.012,.001,1)),(.34,(1,.18,.008,1)),(.45,(.55,.06,.002,1)),(.48,(1,.24,.02,1))]:ramp.color_ramp.elements.new(pos).color=col
  color=ramp.outputs[0]
 mult=nt.nodes.new('ShaderNodeMixRGB');mult.blend_type='MULTIPLY';mult.inputs[0].default_value=1;nt.links.new(color,mult.inputs[1]);nt.links.new(mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.20),.8),mult.inputs[2]);color=mult.outputs[0]
 nt.links.new(color,bs.inputs['Base Color']);bs.inputs['Roughness'].default_value=.22 if mode=='glass' else .42
 bump=nt.nodes.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.025;bump.inputs['Distance'].default_value=.002;nt.links.new(noise.outputs['Fac'],bump.inputs['Height']);nt.links.new(bump.outputs[0],bs.inputs['Normal'])
 bpy.ops.mesh.primitive_plane_add(size=1);ob=bpy.context.object;ob.data.materials.append(mat)
 target=nt.nodes.new('ShaderNodeTexImage');nt.nodes.active=target;result=[]
 for suffix,sz,kind in [('BaseColor',res,'EMIT'),('Normal',min(res,128),'NORMAL'),('ORM',min(res,128),'EMIT')]:
  im=bpy.data.images.new(label+'_'+suffix,width=sz,height=sz,alpha=False)
  if suffix"'!='"'BaseColor':im.colorspace_settings.name='Non-Color'
  target.image=im;nt.nodes.active=target
  if kind=='NORMAL':nt.links.new(bs.outputs[0],out.inputs[0])
  else:
   nt.links.new(color if suffix=='BaseColor' else rgb(nt,(1,.22 if mode=='glass' else .42,.10 if mode=='glass' else 0)),em.inputs[0]);nt.links.new(em.outputs[0],out.inputs[0])
  SC.cycles.samples=4;bpy.ops.object.bake(type=kind)
  im.filepath_raw=str(TEX/(label+'_'+suffix+'.png'));im.file_format='PNG';im.save();result.append(im)
 bpy.data.objects.remove(ob,do_unlink=True);bpy.data.materials.remove(mat)
 return tuple(result)
BAKES['SignalTrim']=bake_signal('SignalTrim',(1,1,1),'lamps',256)
BAKES['EngineTrim']=bake_signal('EngineTrim',(1,.19,.014),'engine',256)
BAKES['OpticalTile']=bake_signal('OpticalTile',(.025,.16,.25),'glass',64)
PY
cat > /tmp/light-cruiser-geometry3.txt <<'PY'
# Structural coamings and machinery islands interrupt the large plating fields.
# Each island has a dark recessed floor behind a bevelled protective surround.
for side in (-1,1):
 for zz in (7,86):
  w,h,_=profile(zz);xx=side*w*.24;yy=h/2+.16
  box(H,(xx,yy,zz),(7.2,.28,14.2),DARK,.12)
  for dx in (-3.4,3.4):box(H,(xx+dx,yy+.6,zz),(.55,1.15,14.5),PAINT,.12)
  for dz in (-7,7):box(H,(xx,yy+.6,zz+dz),(6.6,1.15,.55),PAINT,.12)
  for dx in (-1.8,0,1.8):
   tube(H,(xx+dx,yy+.65,zz-5.6),(xx+dx,yy+.65,zz+3.6),.32,mat=METAL,n=10)
   for dz in (-4.5,.5,3):ring(H,(xx+dx,yy+.65,zz+dz),(0,0,1),.34,.07,DARK,n=12)
  box(H,(xx,yy+.8,zz+4.8),(4.8,1.1,2.6),METAL,.18)
  for dz in (-6,6):
   for dx in (-3.1,3.1):tube(H,(xx+dx,yy+1.15,zz+dz),(xx+dx,yy+1.32,zz+dz),.18,mat=METAL,n=6)
 # Upper bow reinforcement strakes are integral, tapering into the prow.
 for z0,z1 in [(104,128),(129,146)]:
  w0,h0,_=profile(z0);w1,h1,_=profile(z1)
  xx0=side*w0*.37;xx1=side*w1*.37
  verts=[(xx0-.7,h0/2,z0),(xx0+.7,h0/2,z0),(xx1+.55,h1/2,z1),(xx1-.55,h1/2,z1)]
  verts += [(x,y+.58,z) for x,y,z in verts]
  poly(H,verts,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],PAINT,.10)
 # Thick ventral bay frame, deck rails, machinery and docking clamps.
 for zz in (72,80,91,98):
  w,h,_=profile(zz);xx=side*(w/2-5.6)
  box(H,(xx,-h*.41,zz),(2.5,.5,1.4),DARK,.10)
  tube(H,(xx,-h*.40,zz),(xx,-h*.21,zz),.20,mat=METAL,n=8)
  box(H,(xx,-h*.19,zz),(1.5,.4,1),METAL,.10)
 w,h,_=profile(83)
 for dy in (-2.5,-5.0):
  tube(H,(side*(w/2-7.3),dy,69),(side*(profile(99)[0]/2-7.3),dy,99),.18,mat=METAL,n=8)
 # Bridge flank pilasters, inset dark service panels and vertical conduits.
 for zz in (-104,-110):
  tube(H,(side*12.4,18.1,zz),(side*9.5,32,zz),.38,mat=METAL,n=10)
 for zz in (-96,-101):
  box(H,(side*11.7,23,zz),(.32,7.4,3.6),DARK,.10)
  box(H,(side*11.95,23,zz),(.30,6.8,3.0),PAINT,.10)
 # Rear collar has purposeful cooling and feed machinery at the same scale as bells.
 for zz in (-128,-140):
  tube(H,(side*31,11,zz),(side*31,-11,zz),.44,mat=METAL,n=12)
  for yy in (-9,-3,3,9):box(H,(side*31.3,yy,zz),(.8,.6,1.8),DARK,.10)
# Bridge front is split into three armoured facets and two brow caps.
for xx in (-7.5,0,7.5):
 tube(H,(xx,22.2,-82.05),(xx*.85,30.7,-85.1),.105,mat=DARK,n=8)
for yy,zz,ww in [(21.95,-81.7,24.2),(32.45,-85.45,20.1)]:
 box(H,(0,yy,zz+.4),(ww,.42,1.15),PAINT,.10)
# Central drive spine, feed plenums, cables and ports between the four bells.
box(H,(0,0,-149.2),(16.4,27.5,2.3),METAL,.55)
box(H,(0,0,-150.5),(11.8,22.7,.8),DARK,.35)
for xx in (-4.3,4.3):
 for yy in (-7,0,7):
  box(H,(xx,yy,-151.0),(3.4,5.4,1.0),HEAT,.22)
  tube(H,(xx,yy-2,-151.6),(xx,yy+2,-151.6),.37,mat=METAL,n=10)
for yy in (-13,13):
 for xx in np.arange(-7,8,2):box(H,(xx,yy,-150.7),(.8,1.2,.45),DARK,.08)
# Small roof radar and additional antenna trusses, mounted to real bases.
box(H,(5,34.6,-103),(3,1.2,3),DARK,.2)
for zz in (-109,-101):
 tube(H,(-6,34.5,zz),(-6,37.0,zz),.15,mat=METAL,n=8)
 tube(H,(-7.4,36.8,zz),(-4.6,36.8,zz),.10,mat=DARK,n=8)
PY
python3 - <<'PY'
from pathlib import Path
p=Path('build_light-cruiser.py');s=p.read_text()
s=s.replace('MATS=[];FACTORS={};COLOR_NODES={}',Path('/tmp/light-cruiser-signal3.txt').read_text()+\"\\nMATS=[];FACTORS={};COLOR_NODES={};RENDER_OUTPUTS={}\")
s=s.replace(\"GLASS=material('Glass',factor=(.035,.22,.31),metal=.32,rough=.15,alpha=.55)\",\"GLASS=material('Glass','OpticalTile',factor=(1,1,1),alpha=.55)\")
s=s.replace(\"LAMP=material('Lamps',factor=(.12,.48,.66),rough=.26,emission=(.10,.55,.8))\", \"LAMP=material('Lamps','SignalTrim',factor=(1,1,1),emission=(1,1,1))\")
s=s.replace(\"ENGINE=material('Engines',factor=(.65,.10,.008),rough=.4,emission=(1,.19,.014))\", \"ENGINE=material('Engines','EngineTrim',factor=(1,1,1),emission=(1,1,1))\")
s=s.replace(\"  bs.inputs['Emission Color'].default_value=(*emission,1);bs.inputs['Emission Strength'].default_value=2.0 if name=='Lamps' else 2.8\", \"  bs.inputs['Emission Color'].default_value=(*emission,1);bs.inputs['Emission Strength'].default_value=1.3 if name=='Lamps' else 2.8\\n  if tile:nt.links.new(COLOR_NODES[name].inputs[1].links[0].from_socket,bs.inputs['Emission Color'])\")
s=s.replace(\" MATS.append(m);return len(MATS)-1\", \" if name in COLOR_NODES:\\n  RENDER_OUTPUTS[name]=COLOR_NODES[name].outputs[0]\\n  if name=='Paint':\\n   attr=nt.nodes.new('ShaderNodeVertexColor');attr.layer_name='Weathering'\\n   tone=nt.nodes.new('ShaderNodeMixRGB');tone.blend_type='MULTIPLY';tone.inputs[0].default_value=1\\n   nt.links.new(RENDER_OUTPUTS[name],tone.inputs[1]);nt.links.new(attr.outputs['Color'],tone.inputs[2]);nt.links.new(tone.outputs[0],bs.inputs['Base Color']);RENDER_OUTPUTS[name]=tone.outputs[0]\\n MATS.append(m);return len(MATS)-1\")
s=s.replace(\"    uv.data[li].uv=(pair[0]/scale,pair[1]/scale)\",\"\"\"    uv.data[li].uv=(pair[0]/scale,pair[1]/scale)
    if p.material_index==LAMP:
     c=G(p.center+B(self.pivot));index=(abs(int(c[2]/2.15))+int(abs(c[0])))%4
     if c[1]<-1 and 65<c[2]<102:index=4
     if -139<c[2]<-135 and 1<c[1]<3:index=6 if c[0]>0 else 7
     uv.data[li].uv=((index+.46+(pair[0]%1)*.08)/8,.45+(pair[1]%1)*.10)
    elif p.material_index==ENGINE:
     c=G(w);cx=18 if c[0]>0 else -18;cy=8.8 if c[1]>0 else -8.8
     uv.data[li].uv=((c[0]-cx)/13+.5,(c[1]-cy)/13+.5)\"\"\")
s=s.replace('# Exact mesh envelope, without applying any transform to moving nodes.',Path('/tmp/light-cruiser-geometry3.txt').read_text()+'\\n# Exact mesh envelope, without applying any transform to moving nodes.')
s=s.replace(\"export_normals=True,export_image_format='AUTO')\", \"export_normals=True,export_image_format='AUTO',export_vertex_color='ACTIVE')\")
s=s.replace(\"['baseColorFactor']=[*FACTORS[name],1]\", \"['baseColorFactor']=[*FACTORS[name],.55 if name=='Glass' else 1]\")
s=s.replace(\"nt.links.new(node.outputs[0],nt.nodes.get('Principled BSDF').inputs['Base Color'])\", \"nt.links.new(RENDER_OUTPUTS[name],nt.nodes.get('Principled BSDF').inputs['Base Color'])\")
# Both exports originate from the identical clean scene; raw is retained for independent audit.
s=s.replace(\"patch_factors(glb)\\nfor name,node\", \"\"\"patch_factors(glb)
raw_glb=QA/'light-cruiser-uncompressed.glb';raw_glb.write_bytes(glb.read_bytes())
bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_image_format='AUTO',export_vertex_color='ACTIVE',export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=18,export_draco_normal_quantization=12,export_draco_texcoord_quantization=16,export_draco_color_quantization=8)
patch_factors(glb)
for name,node\"\"\")
s=s.replace(\"'Tiled Cycles GPU bakes: hull/metal colour and normal 1024², heat colour/normal 512², all ORM 512²; shared 8m hull and 4m hardware UV scale.'\", \"'Cycles GPU bakes: hull/metal colour+normal 1024², heat 512², shared signal/engine/optical trims 64–256²; ORM ≤512²; world-scale UVs; Draco 18-bit position.'\")
s=s.replace(\"'Differences: original stepped bridge roof and nozzle ribs; additional human-scale service fittings; four main turrets placed on true dorsal/ventral centreline mounts.'\", \"'Differences: original stepped bridge and blunt reinforced prow; enlarged centreline dorsal/ventral gunhouses; fixed point-defence mounts and added service bays.'\")
p.write_text(s)
PY
python3 -m py_compile build_light-cruiser.py
scp build_light-cruiser.py gex44:/root/fal-author/light-cruiser-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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exec
/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/build_light-cruiser.py' > /tmp/light-cruiser-build3.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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exec
/bin/bash -lc 'tail -n 10 /tmp/light-cruiser-build3.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
exec
/bin/bash -lc 'cat /tmp/light-cruiser-runtime/check.mjs && cat /home/claude-agent/forge-build/forge-assets/browse/stage.mjs | head -n 45' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
import{chromium}from'/tmp/h1-viewer/node_modules/playwright/index.mjs';import fs from'node:fs';
const b=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',args:['--no-sandbox','--use-angle=swiftshader','--enable-webgl']});const p=await b.newPage({viewport:{width:1280,height:720}});const errors=[];p.on('pageerror',e=>errors.push(String(e)));await p.goto('http://127.0.0.1:8917');await p.waitForFunction(()=>window.ready,{timeout:60000});console.log(JSON.stringify({...await p.evaluate(()=>window.result),errors},null,2));await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime.png'});await p.evaluate(()=>window.pose());await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime_pose.png'});await p.evaluate(()=>window.close());await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime_close.png'});await b.close();
// Shared studio: loads a library GLB the way FGE games do (GLTFLoader + Draco + meshopt) and frames it next to a
// 1.8 m person marker on a 1 m grid. Used by render.html (GPU measuring + thumbnails) and the browse page viewer.
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js';
import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
import { createGarageMaterial, garageTexture, garageEnv, setModelBox } from './garage/paint.mjs';

// Kit looks the games apply at run time. Garage files carry paint REGION ids in COLOR_0: render them with the garage's
// own material (FGE module/garage/paint.mjs, copied verbatim) and a paint by class, as a vehicle game would.
const PAINT = { taxi: { body: 0xf2c230, accent: 0x1b1b1b }, police: { body: 0xf2f2f2, accent: 0x1f3a93 }, ambulance: { body: 0xf2f2f2, accent: 0xc62828 },
  'fire-truck': { body: 0xc62828, accent: 0xf2f2f2 }, 'garbage-truck': { body: 0x2e7d32, accent: 0xf2f2f2 }, van: { body: 0xf2f2f2, accent: 0x2f5bea } };
export function kitLook(scene, a) {
  if (a.kit !== 'garage') return;
  const forge = a.id.includes('/forge-');
  let atlas = null;
  if (forge) scene.traverse(o => { if (!atlas && o.isMesh && o.material?.map) atlas = o.material.map; });
  const cls = a.id.split('/')[0].split('.')[2];
  const mat = createGarageMaterial({ map: forge ? atlas : garageTexture(new URL('./garage/colormap.png', import.meta.url).href),
    envMap: garageEnv(), paint: PAINT[cls] || {}, atlas: forge });
  const box = new THREE.Box3().setFromObject(scene); setModelBox?.(mat, box.min, box.max);
  scene.traverse(o => { if (o.isMesh) o.material = mat; });
  return garageTexture(new URL('./garage/colormap.png', import.meta.url).href).userData.ready;
}

export function makeLoader(vendor = './vendor/', renderer = null) {
  const base = new URL(vendor, location.href);
  const draco = new DRACOLoader().setDecoderPath(new URL('addons/libs/draco/gltf/', base).href);
  const loader = new GLTFLoader().setDRACOLoader(draco).setMeshoptDecoder(MeshoptDecoder);
  // authored library models carry KTX2 (Basis) textures: they stay compressed on the GPU
  if (renderer) loader.setKTX2Loader(new KTX2Loader().setTranscoderPath(new URL('addons/libs/basis/', base).href).detectSupport(renderer));
  return loader;
}

export function makeStudio(canvas, { w = 512, h = 512 } = {}) {
  const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, preserveDrawingBuffer: true });
  renderer.setPixelRatio(1); renderer.setSize(w, h, false);
  renderer.toneMapping = THREE.ACESFilmicToneMapping; renderer.outputColorSpace = THREE.SRGBColorSpace;
  renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFShadowMap;
  const scene = new THREE.Scene();
  scene.background = new THREE.Color(0xe9ebee);
  const pm = new THREE.PMREMGenerator(renderer);
  scene.environment = pm.fromScene(new RoomEnvironment(), 0.04).texture;

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('/tmp/light-cruiser-runtime/index.html');s=p.read_text()
s=s.replace(\"import{GLTFLoader}from'three/addons/loaders/GLTFLoader.js';\", \"import{GLTFLoader}from'three/addons/loaders/GLTFLoader.js';import{DRACOLoader}from'three/addons/loaders/DRACOLoader.js';\")
s=s.replace(\"const camera=new T.PerspectiveCamera(35,1280/720,.1,3000);camera.position.set(330,205,300)\",\"const camera=new T.OrthographicCamera(-173.5,173.5,97.59375,-97.59375,.1,3000);camera.position.set(255,158,230)\")
s=s.replace(\"new GLTFLoader().loadAsync('/asset.glb')\", \"new GLTFLoader().setDRACOLoader(new DRACOLoader().setDecoderPath('/node_modules/three/examples/jsm/libs/draco/gltf/')).loadAsync('/asset.glb')\")
s=s.replace(\"camera.fov=42;camera.updateProjectionMatrix()\", \"camera.left=-46;camera.right=46;camera.top=25.875;camera.bottom=-25.875;camera.updateProjectionMatrix()\")
s=s.replace(\"window.close=()=>\", \"window.reset=()=>{g.scene.traverse(o=>{if(/"'^(Turret|Gun)_'"\\\\d+"'$/.test(o.name))o.rotation.set(0,0,0)});window.draw()};window.close=()=>")
p.write_text(s)
p=Path('"'/tmp/light-cruiser-runtime/check.mjs');s=p.read_text().replace(\"await p.evaluate(()=>window.close())\",\"await p.evaluate(()=>{window.reset();window.close()})\");p.write_text(s)
PY
cat > /tmp/light-cruiser-runtime/validate.mjs <<'JS'
import fs from 'node:fs';
import validator from 'gltf-validator';
const r=await validator.validateBytes(new Uint8Array(fs.readFileSync('/tmp/light-cruiser-runtime/asset.glb')),{uri:'light-cruiser.glb',maxIssues:200});
fs.writeFileSync('/tmp/light-cruiser-runtime/validator.json',JSON.stringify(r,null,2));
console.log(JSON.stringify(r.issues,null,2));
JS" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'tail -n 6 /tmp/light-cruiser-build3.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
codex
The updated builder now includes irregular baked grime, panel tone variation, larger gunhouses, framed machinery bays, and more detail around the bridge and engine feeds. It’s queued on the GPU machine. I’m preparing the final checks for node names, pivots, texture limits, and loading the compressed GLB.

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/bin/bash -lc "ssh gex44 'ps -eo pid,etimes,args | rg \"blender.*light-cruiser|blender-gpu|gpu.*gate\"'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 exited 127 in 433ms:
bash: line 1: rg: command not found

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exec
/bin/bash -lc "scp gex44:/root/fal-author/light-cruiser-v1/nodes.json /tmp/light-cruiser-nodes2.json && python3 - <<'PY'
import json
j=json.load(open('/tmp/light-cruiser-nodes2.json'))
for n in ('Hull','Turret_1','Gun_1','Turret_3','Gun_3','Thruster_1','Muzzle_1','Light_Nav_L'):
 print(n,j['nodes'][n])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 733ms:
Hull {'world_position': [0.0, 0.0, 0.033273179084062576], 'parent': None, 'type': 'MESH'}
Turret_1 {'world_position': [0.0, 14.023372650146484, 34.05809783935547], 'parent': 'Hull', 'type': 'MESH'}
Gun_1 {'world_position': [0.0, 16.828046798706055, 37.4605827331543], 'parent': 'Turret_1', 'type': 'MESH'}
Turret_3 {'world_position': [0.0, -14.023372650146484, 28.05371856689453], 'parent': 'Hull', 'type': 'MESH'}
Gun_3 {'world_position': [0.0, -16.828046798706055, 31.456201553344727], 'parent': 'Turret_3', 'type': 'MESH'}
Thruster_1 {'world_position': [-17.925735473632812, -8.814691543579102, -160.08355712890625], 'parent': 'Hull', 'type': 'EMPTY'}
Muzzle_1 {'world_position': [-2.3900983333587646, 16.828046798706055, 58.07562255859375], 'parent': 'Gun_1', 'type': 'EMPTY'}
Light_Nav_L {'world_position': [34.85559844970703, 2.0033388137817383, -137.06675720214844], 'parent': 'Hull', 'type': 'EMPTY'}

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/bin/bash -lc "ssh gex44 'ps -eo pid,etimes,args | grep -E \"blender.*light-cruiser|blender-gpu|gpu.*gate\" | head -n 12'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 473ms:
4107997      46 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/stealth-interceptor-v1/build_stealth-interceptor.py
4108239      43 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/build_light-cruiser.py
4108875      34 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/heavy-cruiser-naval-v1/build_heavy-cruiser-naval.py
4111615       0 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/alien-elegant-cruiser-v1/build_alien-elegant-cruiser.py
4111690       0 bash -c ps -eo pid,etimes,args | grep -E "blender.*light-cruiser|blender-gpu|gpu.*gate" | head -n 12
4111692       0 grep -E blender.*light-cruiser|blender-gpu|gpu.*gate

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/bin/bash -lc 'tail -n 10 /tmp/light-cruiser-build3.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
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exec
/bin/bash -lc "python3 - <<'PY'
import struct,json
p='/tmp/light-cruiser-first.glb';d=open(p,'rb').read();n=struct.unpack_from('<I',d,12)[0];j=json.loads(d[20:20+n]);
for x in j['nodes']:
 if x['name'] in ['Hull','Turret_1','Gun_1','Muzzle_1','Turret_3']:print(x)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
{'name': 'Muzzle_1', 'translation': [-2.4000000953674316, 0, 20.599998474121094]}
{'children': [34, 35], 'mesh': 0, 'name': 'Gun_1', 'translation': [0, 2.799999237060547, 3.4000015258789062]}
{'children': [36], 'mesh': 1, 'name': 'Turret_1', 'translation': [0, 14, 34]}
{'children': [44], 'mesh': 5, 'name': 'Turret_3', 'translation': [0, -14, 28]}
{'children': [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 37, 41, 45, 49], 'mesh': 8, 'name': 'Hull'}

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exec
/bin/bash -lc "cat > /tmp/light-cruiser-runtime/contracts.mjs <<'JS'
import fs from 'node:fs';
const path='/tmp/light-cruiser-runtime/asset.glb';const b=fs.readFileSync(path);const n=b.readUInt32LE(12);const j=JSON.parse(b.subarray(20,20+n).toString());const manifest=JSON.parse(fs.readFileSync('/tmp/light-cruiser-runtime/nodes.json'));
const failures=[];const assert=(a,m)=>{if("'!a)failures.push(m)};
assert(b.length<=12000000,'"'GLB above 12 MB');assert(j.materials.length<=9,'Too many materials');
const names=new Map(j.nodes.map((n,i)=>[n.name,{...n,i}]));
const req=['Hull','Camera_Chase','Light_Nav_L','Light_Nav_R','Light_Beacon'];for(let i=1;i<=4;i++)req.push("'`Thruster_${i}`,`Turret_${i}`,`Gun_${i}`,`Hardpoint_${i}`);for(let i=1;i<=30;i++)req.push(`Muzzle_${i}`);
for(const n of req)assert(names.has(n),'"'Missing '+n);
for(const [name,node]of names){assert(manifest.nodes[name],'Manifest missing '+name);assert("'!('"'camera'in node),'Camera exported');assert("'!node.extensions?.KHR_lights_punctual,'"'Light exported');}
assert(names.get('Hull').translation?.every(x=>Math.abs(x)<1e-6)??true,'Hull origin not zero');
const paint=j.materials.find(m=>m.name==='Paint');assert(JSON.stringify(paint.pbrMetallicRoughness.baseColorFactor)==='[0.6,0.61,0.62,1]','Paint factor');assert(paint.pbrMetallicRoughness.baseColorTexture,'No Paint texture');
assert(j.materials.find(m=>m.name==='Glass').alphaMode==='BLEND','Glass not BLEND');assert(j.materials.find(m=>m.name==='Engines').emissiveTexture,'No engine emission bake');
for(let i=1;i<=4;i++){
 const t=names.get("'`Turret_${i}`),g=names.get(`Gun_${i}`);assert(names.get('"'Hull').children.includes(t.i),'Turret parent');assert(t.children.includes(g.i),'Gun parent');
 assert(JSON.stringify(manifest.axes[t.name])==='[0,1,0]','Traverse axis');assert(JSON.stringify(manifest.axes[g.name])==='[1,0,0]','Gun axis');
 for(const ob of[t,g]){assert("'!ob.scale||ob.scale.every(s=>s===1),'"'Moving scale');assert("'!ob.rotation||JSON.stringify(ob.rotation)==='"'[0,0,0,1]','Rest rotation');}
 for(let k=i*2-1;k<=i*2;k++)assert(g.children.includes(names.get("'`Muzzle_${k}`).i),'"'Muzzle parent');
}
for(let i=0;i<3;i++)assert(Math.abs(manifest.bounding_box.size[i]-[70,60,320][i])<.001,'Dimensions');
assert(manifest.paints.length===6,'Paint presets');assert(manifest.triangles>=80000&&manifest.triangles<=200000,'Triangle budget');
console.log(JSON.stringify({bytes:b.length,triangles:manifest.triangles,dimensions:manifest.bounding_box.size,materials:j.materials.length,nodes:names.size,extensions:j.extensionsUsed,failures},null,2));
if(failures.length)process.exitCode=1;
JS
python3 - <<'PY'
from pathlib import Path
p=Path('build_light-cruiser.py');s=p.read_text();s=s.replace(\"(x,y,-160))\", \"(x,y,-159.9))\")
s=s.replace(\"SOCKETS=[(n,Vector((np.array(p)-shift)*scale),par) for n,p,par in SOCKETS]\", \"SOCKETS=[(n,Vector((np.array(p)-shift)*scale),par) for n,p,par in SOCKETS]\\nH.pivot=Vector((0,0,0))\")
s=s.replace(\"    if p.material_index==LAMP:\\n\", \"    if p.material_index==LAMP:\\n\")
s=s.replace(\"     if c[1]<-1 and 65<c[2]<102:index=4\", \"     if c[1]<-1 and 65<c[2]<102:index=4\\n     if c[1]>34:index=6\")
s=s.replace(\"socket('Light_Nav_L'\", \"box(H,(0,34.7,-96),(1.2,.45,1.2),DARK,.12)\\nbox(H,(0,35.05,-96),(.65,.5,.65),LAMP,.10)\\nsocket('Light_Nav_L'\")
s=s.replace(\"   box(H,(x,0,z),(.22,1.12,1.72),LAMP,.035)\", \"   box(H,(x-side*.60,0,z),(1.35,1.44,1.94),DARK,.06)\\n   box(H,(x,0,z),(.22,1.12,1.72),LAMP,.035)\")
s=s.replace(\" for zz in (74,87,96):box(H,(s*14,-9,zz),(2.5,2,3),METAL,.13)\", \" for zz in (74,87,96):\\n  w,h,_=profile(zz);xx=s*(w/2-5)\\n  box(H,(xx,-h*.40+1.4,zz),(2.5,2.8,3),DARK,.13)\\n  for dx in (-1.15,1.15):box(H,(xx+dx,-h*.40+1.4,zz),(.16,2.8,3.1),METAL,.04)\")
s=s.replace(\" else:a.o.rotation_euler.x=math.radians(30)\", \" else:a.o.rotation_euler.x=math.radians(-30 if a.pivot.y>0 else 30)\")
s=s.replace(\"print('GEOMETRY',triangles\", \"assert 80000<=triangles<=200000,triangles\\nprint('GEOMETRY',triangles\")
s=s.replace(\"patch_factors(glb)\\nfor name,node\", \"patch_factors(glb)\\nassert glb.stat().st_size<=12_000_000,glb.stat().st_size\\nfor name,node\")
p.write_text(s)
PY
python3 -m py_compile build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
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exec
/bin/bash -lc 'tail -n 7 /tmp/light-cruiser-build3.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
OSError: libdraco.so.9: cannot open shared object file: No such file or directory
Location: /root/fal-author/light-cruiser-v1/build_light-cruiser.py:668


Error: script failed, file: '/root/fal-author/light-cruiser-v1/build_light-cruiser.py', exiting.

Blender quit

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exec
/bin/bash -lc "tail -n 40 /tmp/light-cruiser-build3.log && ssh gex44 'ldconfig -p | grep -i draco; ls /root/blender-spike/blender-5.2.0-linux-x64/5.2/python/lib/python3.11/site-packages 2>/dev/null | head -n 5'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 425ms:
Error: Python: Traceback (most recent call last):
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 1409, in execute
    res = gltf2_blender_export.save(context, export_settings)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 37, in save
    json, buffer = __export(export_settings)
                   ~~~~~~~~^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 55, in __export
    __gather_gltf(exporter, export_settings)
    ~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 394, in __gather_gltf
    gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^... truncatedRuntimeError: Error: Python: Traceback (most recent call last):
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 1409, in execute
    res = gltf2_blender_export.save(context, export_settings)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 37, in save
    json, buffer = __export(export_settings)
                   ~~~~~~~~^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 55, in __export
    __gather_gltf(exporter, export_settings)
    ~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 394, in __gather_gltf
    gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/io/exp/draco.py", line 18, in encode_scene_primitives
    dll = cdll.LoadLibrary(str(dll_path('bf_intern_draco_bridge', 'Draco').resolve()))
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/python/lib/python3.13/ctypes/__init__.py", line 482, in LoadLibrary
    return self._dlltype(name)
           ~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/python/lib/python3.13/ctypes/__init__.py", line 361, in __init__
    self._handle = self._load_library(name, mode, handle, winmode)
                   ~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/python/lib/python3.13/ctypes/__init__.py", line 403, in _load_library
    return _dlopen(name, mode)
OSError: libdraco.so.9: cannot open shared object file: No such file or directory
Location: /root/fal-author/light-cruiser-v1/build_light-cruiser.py:668


Error: script failed, file: '/root/fal-author/light-cruiser-v1/build_light-cruiser.py', exiting.

Blender quit

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/bin/bash -lc "ssh gex44 'cat /etc/os-release; apt-cache show libdraco9 2>/dev/null | head -n 16; ls /root/blender-spike/blender-5.2.0-linux-x64/lib/*draco* /root/blender-spike/blender-5.2.0-linux-x64/5.2/python/lib/python3.13/site-packages/*draco* 2>/dev/null'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 exited 2 in 1124ms:
PRETTY_NAME="Ubuntu 24.04.4 LTS"
NAME="Ubuntu"
VERSION_ID="24.04"
VERSION="24.04.4 LTS (Noble Numbat)"
VERSION_CODENAME=noble
ID=ubuntu
ID_LIKE=debian
HOME_URL="https://www.ubuntu.com/"
SUPPORT_URL="https://help.ubuntu.com/"
BUG_REPORT_URL="https://bugs.launchpad.net/ubuntu/"
PRIVACY_POLICY_URL="https://www.ubuntu.com/legal/terms-and-policies/privacy-policy"
UBUNTU_CODENAME=noble
LOGO=ubuntu-logo
/root/blender-spike/blender-5.2.0-linux-x64/lib/libdraco.so
/root/blender-spike/blender-5.2.0-linux-x64/lib/libdraco.so.9
/root/blender-spike/blender-5.2.0-linux-x64/lib/libdraco.so.9.0.0

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/bin/bash -lc "rg -n 'GEOMETRY|BAKE|export' /tmp/light-cruiser-build3.log | tail -n 15" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
119:    bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_image_format='AUTO',export_vertex_color='ACTIVE',export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=18,export_draco_normal_quantization=12,export_draco_texcoord_quantization=16,export_draco_color_quantization=8)
123:    res = gltf2_blender_export.save(context, export_settings)
124:  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 37, in save
125:    json, buffer = __export(export_settings)
127:  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 55, in __export
128:    __gather_gltf(exporter, export_settings)
130:  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 394, in __gather_gltf
131:    gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings)
134:    res = gltf2_blender_export.save(context, export_settings)
135:  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 37, in save
136:    json, buffer = __export(export_settings)
138:  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 55, in __export
139:    __gather_gltf(exporter, export_settings)
141:  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 394, in __gather_gltf
142:    gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings)

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_light-cruiser.py');s=p.read_text().replace('import numpy as np','import numpy as np\\nimport ctypes\\n# The headless distribution ships Draco beside Blender, outside ld.so search paths.\\ndraco_lib=Path(bpy.app.binary_path).parent/\\'lib\\'/\\'libdraco.so.9\\'\\nif draco_lib.exists():ctypes.CDLL(str(draco_lib),mode=ctypes.RTLD_GLOBAL)');p.write_text(s)
PY
scp build_light-cruiser.py gex44:/root/fal-author/light-cruiser-v1/
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/build_light-cruiser.py' > /tmp/light-cruiser-build3b.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc "rg 'GEOMETRY' /tmp/light-cruiser-build3.log" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
GEOMETRY 177600 triangles 51 nodes

codex
The added detail remains within the triangle budget. The compression step hit a library-path error on the Blender host; I found the bundled Draco library and updated the builder to load it explicitly. The clean build is running again with the origin, socket, and articulation corrections included.

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/bin/bash -lc 'scp gex44:/root/fal-author/light-cruiser-v1/textures/HullTile_BaseColor.jpg /tmp/light-cruiser-hull-base3.jpg' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'tail -n 8 /tmp/light-cruiser-build3b.log && df -h /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  136G  8.1G  95% /

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exec
/bin/bash -lc "sed -n '1,120p' /home/claude-agent/AGENTS.md" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
<!-- GENERATED from CLAUDE.md by forge-hub/hub/gen_agents_md.py — do not edit by hand. -->
<!-- Re-run: python3 /home/claude-agent/forge-hub/hub/gen_agents_md.py -->

# Forge: AI-Powered App Factory
Single-tenant server (16GB ARM64 Hetzner), runs alongside Detecteev (forensics platform).

## Navigation
- **Forge app**: `/home/forge/app/` (Python, DBOS workflows)
- **Forge UI**: `/home/forge/ui/` (React + FastAPI, port 8765)
- **Detecteev**: `/home/claude-agent/detecteev/` (Next.js + FastAPI)
- **Project sandboxes**: `/home/forge/data/projects/{slug}/sandbox/`
- **Skills**: `/home/forge/app/skills/` (reasoning + stack-specific)
- **Deployed apps**: `/home/forge/deploys/{slug}/`
- **Specs & plans**: `/home/claude-agent/forge-build/`

## Architecture at a Glance
- **Pipeline**: intake → ideation → research → challenge → business → prd → feature-spec → stack-selection → blueprint → scaffolding → feature-build → dx-audit → product-review
- **Native Claude CLI calls use `--model sonnet`**. Provider adapters explicitly select their own API model; DeepSeek uses `deepseek-flash[1m]` through Claude Code.
- **Autonomy**: all stages auto by default, no human gates
- **Deploy**: Docker containers at `{slug}.forge.le-borgne.fr` via Traefik
- **Feedback loop**: report issue → AI drafts fix → user approves → auto-redeploy

> ⚠️ The pipeline above is the **legacy Personal Forge** (forge.le-borgne.fr). The live product is **Forge Corp** — multi-box, multi-tenant. Read the next section for current topology.

## Forge Corp topology & deploy architecture (CURRENT — read this)

**Boxes & roles** (each box has its OWN `/home/claude-agent`, memory store, and CLAUDE.md — they do NOT share):
- **local** `204.168.129.84` — orchestrator. Opus planning, this memory store, the `coord` bus. No app/infra runs here.
- **ax42** `5.9.32.176` (`ssh root@5.9.32.176`) — Corp **Engine** (the build+deploy pipeline `deploy_sandbox`) + Postgres **primaries**. Canonical Engine source: `/home/claude-agent/forge-monorepo/apps/forge-engine/` (module `forge_engine`).
- **box1** `136.243.170.223` (`ssh box1`) — Corp **app-runner**: deployed tenant apps (zero/friends/recommerce) run here + PG **standbys**.
- **gex44** `5.9.10.114` (`ssh root@5.9.10.114`) — **Factory** (auth/Google-OAuth proxy + tenant UI) + inference (Flux/3d/LiteLLM) + **Caddy edge**. Canonical Factory source: `/home/claude-agent/forge-monorepo/apps/forge-corp-factory/`.
- **prod** `46.224.168.31` (`ssh prod`) — **Tower** (operator control plane) + dashboard; also legacy Personal Forge + Detecteev.

**Canonical source = the live HOST trees, NOT git.** The Engine is image-baked (no bind-mount): deploy = `docker build` from the ax42 host source; Factory builds from the gex44 host source. The GitHub repo `T1misageek/forge-monorepo` is a periodic **snapshot/backup**, NOT the build source. NEVER treat git as source of truth. Before any Engine/Factory rebuild, reconcile **host ← live container** (a single-file rsync from the mirror silently drops live state). httpx is in the Engine container, not host Python.

**Engine runs blue/green since 2026-09-02 13:11 UTC.** nginx `forge-engine-front` owns host `:8000` + docker alias `forge-engine`; Engine instances are `forge-engine-<ts>` (no host port). There is NO container named `forge-engine` any more: use `docker exec $(engine-live) …`, `docker logs $(engine-live)`. Deploy = `engine-deploy` (= `deploy.ax42.sh`: build → start new instance → `engine-switch` nginx reload → drain old, **no idle gate, nothing killed**); `engine-rollback` flips back (refuses a stopped previous); `engine-restart` no-arg = `engine-deploy --no-build`. **Builds AND refine turns survive an instance death** (P1 09-02 + P2 09-03): a 15 s sweep adopts orphaned runs (`pipeline/adopt.py`) and refine turns (`refine/adopt.py`: `metadata.active_turn`, `claude --resume` of the shared transcript store `~/.claude-engine`), proven by hard-kill on pausetest tenants. Never kill an instance without reading `/admin/inflight` first. **P3 (09-03)**: brief submits are idempotent (`X-Forge-Idempotency-Key` = Factory brief id → `runs.idempotency_key`, replay = 200 + `x-forge-idempotent-replay: 1`); the Factory retries only when Engine `/health` advertises `capabilities.idempotent_submit`; the reconciler re-polls `failed` runs < 6 h. `/admin/instance`, `/admin/inflight`, `POST /admin/drain` (consumer Bearer key). Detail: memory `project_engine_zero_downtime_deploys.md`.

**Deploy pipeline `deploy_sandbox`** (`forge_engine/deploy/__init__.py`, synchronous): Step 0 Dockerfile/.env → 0b telemetry route → 0c connectors → 0d cache → 1 build → 1b transport to box1 → 2 run (reaps prev container immediately, so **no `-prev` rollback exists** by later steps) → 3 inspect IP → 4 DNS → 5 traefik → **6 authed-smoke gate**.

**Step 6 — deploy-time authed-smoke gate (`forge_engine/deploy/smoke.py`)**: after cutover, mints a REAL synthetic session and GETs the app's post-login routes (pages referencing `requireUser`/`getCurrentUser`). Catches the "builds + homepage-200 but 500s after Google login" class (e.g. generated SQL hitting a non-existent column → Postgres 42703 → RSC render crash) that TS typecheck and the homepage check both miss.
- ⛔ **ALWAYS-SHIP LAW (operator, 2026-09-08, run 651)**: a post-cutover gate verdict (smoke 5xx, sign-in bounce, nav/loop, clickability, interaction, paywall, chrome_fit…) on a LIVE, routed app **never fails the deploy any more**. `forge_engine/deploy/ship_policy.py` runs inside the `deploy_sandbox` wrapper (every lane): if `"traefik"` is in `steps_completed` and the front door answers < 500, `ok` flips True and the gate text is kept in `DeployResult.shipped_with_findings`, the corp-deploy `gate_report`, and `runs.meta.shipped_with_findings` (ERROR log `SHIPPED WITH FINDINGS`). Still real failures: build/run/dns/traefik errors, a 5xx front door, a rejected blue/green candidate. Kill switch `FORGE_ALWAYS_SHIP=0`. Memory `feedback_always_ship_live_builds.md`.
- Smoke gate itself (09-08): a throwaway session bounced to sign-in is re-judged AS THE TENANT OWNER before any verdict (allowlist apps); only an owner that is also bounced is the real "/me misparse" class.
- Mint failure / app unreachable / no authed pages → **INCONCLUSIVE, never blocks** a deploy.
- **Mint path**: Engine can't reach the Factory DB, so it POSTs `https://forge.{tenant}.ohmyunicorn.com/api/auth/oauth/google/_smoke` (in `forge_corp/api/routes/oauth_google.py`) guarded by header `x-forge-smoke-secret` (wrong/unset → 404). Shared secret in `/home/claude-agent/.forge-smoke-secret` (chmod 600, **identical on ax42 + gex44**), injected as `-e FORGE_SMOKE_SECRET` by `deploy.ax42.sh` (Engine) and `deploy.sh` (Factory). Absent secret ⇒ /_smoke stays 404 ⇒ smoke INCONCLUSIVE (never blocks).
- **Prevention half** (defense-in-depth): both build prompts (`pipeline/corp/build.py` + `pipeline/fast/fast_build.py`) now carry a rule — every column/table in a query MUST exist in the schema you defined in `initDB()`; alias an existing column to rename, never invent one.
- Detail in memory: `reference_authed_smoke_gate.md`, `reference_authed_page_sql_column_gap.md`.

## Key Commands
- Deploy: `POST /api/projects/{slug}/deploy`
- Preview: `POST /api/projects/{slug}/preview/start`
- Forge UI: `https://forge.le-borgne.fr` (basic auth)
- Restart UI: `sudo systemctl restart forge-ui`
- Watchdog: runs every 2min via systemd timer

## Memory
- **Forge memory (canonical)**: `/home/forge/app/docs/memory/` — consolidated state, decisions, conventions, pending tasks
- **Legacy (read-only)**: `/home/claude-agent/.claude/projects/-home/memory/` — kept for reference, no longer updated

## Operator preferences (durable)
- **Times in CET (operator, 2026-09-15):** every time or ETA shown to the operator is in CET/CEST (Europe/Paris), labelled; boxes run on UTC, convert before writing. Applies to worker briefs and published docs too.
- **Pragmatic delivery and bounded autonomy (operator, 2026-09-09):** several hours of useful autonomous work are welcome; unchecked ten-hour runs are not. Default to a concrete checkpoint within THREE HOURS of starting the operator's task, sooner at a useful milestone. Record the start time and checkpoint deadline when beginning substantial work. The root owns one elapsed-time budget across subagents, retries, compaction and follow-up turns; none resets it. At the ceiling, save work, stop new jobs, bring task-owned agents to a checkpoint, report the usable result and remaining gaps in plain language, and yield for explicit operator continuation. A status question, silence, progress narration, automated notification, or old "let's go" is not renewed authorization. The operator may explicitly set a different window.
- **Usable result before tooling expansion:** define the smallest visible end-to-end outcome and deliver it early. Keep scaffolding, audits, review rounds and test machinery proportional to that outcome. Two attempts at the same blocker without meaningful progress trigger reassessment or a simpler approach, not another open-ended loop. Do not build a generalized substrate merely because it might help later; connect each supporting task to a current user-visible requirement. Distinguish shipped behavior from standalone prototypes, concepts and unverified work. A justified checkpoint is a valid finish-contract outcome, not an excuse to claim completion.
- **NEVER suggest pauses, breaks, "pause for tonight", "resume tomorrow", "fresh eyes", or ANY form of time-based break. EVER.** This is the single most annoying behaviour for the operator. *Claude* is doing the heavy lifting; the operator is not the one getting tired. Time of day is irrelevant — push through, period. Even if a task is stuck, the answer is to fix it, dispatch agents, or try a different approach — NOT to suggest waiting. If a clean reinstall is the answer, just do it. The operator decides when to stop, not Claude.
- **Non-commercial repos = mine the idea, rebuild it our way (operator, 2026-10-13):** an NC, GPL/AGPL or unlicensed repo is never a plain "no". Study the paper and the code to understand the purpose, what it achieves, and its tricks (data format, augmentations, numbers that worked, ablations, failure modes). Then rebuild the technique with what we own (Gemini, Omni, three.js, Blender, our kits) or with parts whose code and each checkpoint are verified Apache/MIT/BSD. Prove it small and measure it. Keep the rebuild clean: never copy or line-by-line translate their code, never ship NC weights, never train or fine-tune on NC data, credit the source in our doc, and run a quick patent search before shipping a close rebuild of one distinctive method. Memory `feedback_nc_repos_mine_idea_rebuild_our_way.md`.
- **Quality over cost** within the agreed scope and checkpoint window. Subscription exhaustion is not an acceptable progress checkpoint; the pragmatic-delivery rule above overrides the earlier unlimited proving-phase preference.
- **Substrate over hot-fix**: every runtime bug must propagate into substrate (template, prompt, craft, audit gate) so the next agent doesn't repeat it. Hot-fix-only is a half fix.
- **Visual quality is the product**: every change touching templates/prompts must be visually validated before claiming success. "It builds and deploys" ≠ "it looks right".
- **Delegation:** work locally by default. Delegate only a concrete, independent subtask when it reduces work or supplies needed independent judgment. Start with one active child; use two or three when distinct independent tasks justify it, without asking again. Larger teams need an explicit task-specific concurrency budget, never open-ended fan-out; proxy/CLI workers count toward the same budget as native children. No recursive delegation by default. All workers share the root checkpoint deadline. Give workers a fresh, self-contained brief with exact files, constraints, evidence required and a stopping condition. Full-history forks are exceptional, never a default.
- **Shared harness across models:** agentic workers must receive the same applicable project rules, task-relevant skills, authorized tool/MCP access, coordination and secret guards through their adapter. Load skills selectively, not all at once. Preserve isolation and task-specific permissions; equal harness support does not grant broader authority. Missing wiring is an adapter gap to report or fix, not a reason to declare a model incapable. Verify the chosen lane rather than assuming every helper inherits the full setup.
- **Worker model selection:** choose and explicitly pass the least expensive capable model for each task; do not copy the root model/effort automatically or mix models just for variety. **Every Gemini call is Gemini 4 Argon (operator, 15 Oct 2026; never 3.8 Flash or 2.5):** agentic work through the Antigravity CLI (`agy4`), single-shot calls through the gateway with a thinking level (Gemini 4 refuses budgets; its thinking counts against max_tokens). Gemini 4 (`forge:build-gemini-4`, `-low`, `-high`) is eligible for bounded coding, investigation and review. Local builders use `forge-agent run --harness gemini --model forge:build-gemini-4 --repo <repo> --purpose <task> --task <brief>` with a bounded `--timeout`; since 14 Oct 2026 this runs Google's Antigravity CLI (`agy4`, `forge-hub/agent/AGY4.md`) with the shared rules, skills, Forge MCP and our guards bridged as agy hooks, every call to Vertex project forge-dev-492809 (Google grant); `FORGE_GEMINI_HARNESS=claude-code` or `--jail` = the old Claude Code lane. Proven locally with actual Gemini responses, MCP skill/coord calls, file edits, tests and a blocked secret-guard probe. `--harness gemini-proxy` remains the single-shot no-tools helper for tasks that need no tools. The local Gemini builder currently rejects optional `--jail`; never imply that it ran in a container sandbox. Use `gpt-5.6-luna` for narrow mechanical work, `gpt-5.6-terra` for exploration and bounded implementation, `gpt-6.1-sol` (Sol) for demanding implementation/debugging/review, and `gpt-6-astra` for unusually difficult architecture or reasoning. **Sol = `gpt-6.1-sol` (operator, 2026-09-30):** every Sol request runs GPT-6.1 Sol (Codex CLI >= 0.159.2; 0.156 gets a 400). `sol`/`solx` call it, and the Engine swaps `gpt-6-sol` and `gpt-5.6-sol` for it at launch (`cli/sonnet_retire.py` LATEST_VERSION, also inside `run_tracked_codex_cli`). `gpt-6-luna` (Codex CLI >= 0.156.0) is the GPT-6 option for the Luna tier; not benchmarked yet, so `gpt-5.6-luna` stays the Luna default until a measured run shows it is worth its cost. Claude CLI workers use `--model sonnet`, which is **Sonnet 5.5 only** on this box (alias pinned in `~/.claude/settings.json` since 2026-09-28; never Sonnet 5; the Engine still remaps Sonnet to Opus 5.5). **Haiku 5.5 (2026-10-08):** `--model haiku` = `claude-haiku-5-5` everywhere (alias pinned in `~/.claude/settings.json`; the Engine seam upgrades `haiku`/`claude-haiku-4-5` at launch): $0.10 in / $0.50 out per MTok, 1M context, default effort medium. Use it for classification, extraction, routing, yes/no gates, judges and cheap subagents at effort low or medium; `haikux "prompt"` one-shot, `review --by haiku` for the cheapest second look (same family, not independent), panel seat `haiku-local`. Always pass `--effort`: low for mechanical edits, medium by default, high only for creative or hard work (and for benchmarks, the same effort as the run it is compared with). Native Codex defaults are Terra/medium; explicitly select low effort for straightforward tasks and high only where the reasoning warrants it. Prefer a different family for independent judgment when useful. Escalate after evidence of a capability limit instead of repeated cheap retries; name unavailable models and use a supported alternative. Codex mixed-model spawns use `fork_turns="none"` with a self-contained brief; full-history forks inherit the parent's model and effort.
- **Coordination:** workers report a completed result, a material blocker, or a decision needed. Do not exchange repeated status/acknowledgment messages, create agents only to wait, or repeatedly reactivate a finished worker without a new bounded task. Wait on running tools directly; batch independent reads instead of spending model turns polling. The root keeps useful local work and integrates the result.
- **Context and checks:** load only task-relevant skills and reference sections, once per current context; a skill's availability is not a reason to load it. Use scoped searches and bounded output; keep full logs in artifacts. Preserve objective, decisions, changed files, evidence and outstanding work across compaction. Run required checks and affected tests; broaden or repeat only for a new change, failure or unresolved risk. Stop when the requested outcome is evidenced.

## Talking to other models in the CLI (2026-09-17)

Three model CLIs, same shape, all with full tool access and no approval prompts
(safety = the PreToolUse secret + coordination guards, not a sandbox):

| command | model | one-shot | extra flags |
| --- | --- | --- | --- |
| `astra` | Codex GPT-6 Astra | `astrax` | Codex flags |
| `sol` | Codex GPT-6.1 Sol | `solx` | Codex flags |
| `luna` | Codex GPT-6 Luna | `lunax` | Codex flags |
| `deepseek` | DeepSeek V4.1 Flash | `deepseekx` | `--effort low|high|max` |
| `gemini` | Gemini 4 Argon in Google's Antigravity CLI (default since 14 Oct 2026; 3.8 Flash requests are upgraded; `gemini-cc` = old Claude Code lane) | `geminix` | `--model forge:build-gemini-4{,-low,-high}` |
| `agy4` | the launcher behind `gemini`/`gemini4`: Antigravity CLI + relay -> alias `forge-agy-gemini-4` (Google grant) | `agy4 -p` | `--model`, `--effort low|medium|high`, `--worker`; doc `forge-hub/agent/AGY4.md` |
| (none) | Claude Haiku 5.5 (`claude-haiku-5-5`, via `claude-lean`) | `haikux` | Claude Code flags (`--effort low`, `--tools ""`) |

All four are executables in `~/bin`, not shell functions: `~/.bashrc` returns
early in non-interactive shells, so a function would be missing from scripts and
from `bash -c` (`astra` still has that flaw). `--ask-permissions` restores the
approval prompts. `deepseek` and `gemini` are Claude Code driving another
provider's endpoint, so every Claude Code flag passes through (`--continue`,
`--resume <id>`, `-p`).
Each has a persistent private profile (`~/.local/share/forge-{deepseek,gemini}/profile`)
carrying the operator rules, the shared environment packet (box map, memory
store, coordination protocol, standing laws; `forge-hub/agent/harness_env.py`),
a copy of `~/.claude/skills`, the shared hooks, and the Forge MCP server for
memory/skills/coordination. Docs: `forge-hub/agent/DEEPSEEK.md`, `GEMINI.md`.

Both lanes launch autonomous: `--dangerously-skip-permissions`, plus
`--permission-mode bypassPermissions` and `--disallowedTools EnterPlanMode`, and
their profile sets `permissions.defaultMode: bypassPermissions`. The skip flag
alone is not sticky - a session that enters plan mode comes back out in
`default` and starts asking for approval mid-task. `--ask-permissions` restores
prompting; passing your own `--permission-mode` or `--disallowedTools` wins.

Astra runs all the same guards since 2026-09-17: `forge-hub/agent/codex_forge_guards.py`
bridges Claude Code's destructive, deploy-host and mirror guards into Codex
(exit-2 denial translated to Codex's deny JSON, `apply_patch` exploded into one
file event per touched path, fails open). The guard scripts are not forked; the
Claude copies in `~/.claude/hooks/` stay the single implementation.
**No waiting parent (2026-09-20)**: `forge-hub/agent/codex_wait_guard.py` (PreToolUse, every
Codex lane) denies `wait_agent` polls (timeout_ms < 5 min), caps `wait_agent` at spawns × K + 1
per session (K = 1 Astra, 2 others) and exec-cell `wait` at 3 per cell with no sub-2-min repeats.
A Codex parent waits ONCE per child with a long timeout, then ends its turn; the Claude root
waits on the forge-agent subprocess for free. Kill switch `FORGE_WAIT_GUARD=0`, budget
`FORGE_WAIT_GUARD_K`. Denials log to `/tmp/codex_wait_guard.log`. Claude-lane twin
`~/.claude/hooks/wait_guard.py` (settings.json PreToolUse `Bash|TaskOutput|Read`, copied into the
DeepSeek and Gemini profiles at every launch): a bare `sleep N; <check>` turn outside a loop is

hook: PreToolUse
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exec
/bin/bash -lc 'tail -n 8 /tmp/light-cruiser-build3b.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
hook: PreToolUse
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exec
/bin/bash -lc "cat > /tmp/light-cruiser-texture-audit.py <<'PY'
import json,struct,io,sys
import numpy as np
from PIL import Image
p=sys.argv[1];d=open(p,'rb').read();jl=struct.unpack_from('<I',d,12)[0];j=json.loads(d[20:20+jl]);bstart=20+jl+8;report=[];images=[]
for i,img in enumerate(j['images']):
 v=j['bufferViews'][img['bufferView']];raw=d[bstart+v.get('byteOffset',0):bstart+v.get('byteOffset',0)+v['byteLength']];im=Image.open(io.BytesIO(raw));assert max(im.size)<=1024,(img,im.size);images.append(im.copy());report.append({'name':img.get('name'), 'size':im.size,'encoded_bytes':len(raw),'mode':im.mode})
for m in j['materials']:
 for info in (m.get('occlusionTexture'),m.get('pbrMetallicRoughness',{}).get('metallicRoughnessTexture')):
  if info:assert max(images[j['textures'][info['index']]['source']].size)<=512
paint=next(m for m in j['materials'] if m['name']=='Paint');pi=j['textures'][paint['pbrMetallicRoughness']['baseColorTexture']['index']]['source'];a=np.array(images[pi].convert('RGB')).astype(float)
assert np.max(np.abs(a[:,:,0]-a[:,:,1]))<=3 and np.max(np.abs(a[:,:,1]-a[:,:,2]))<=3,'Paint is not neutral'
gpu_bytes=sum(w*h*4*4/3 for w,h in (im.size for im in images))
print(json.dumps({'images':report,'paint_srgb_percentiles':np.percentile(a[:,:,0],[1,10,50,90,99]).tolist(),'estimated_rgba8_mip_MiB':gpu_bytes/2**20},indent=2))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
hook: PreToolUse
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exec
/bin/bash -lc 'tail -n 10 /tmp/light-cruiser-build3b.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
Info: Saved as "light-cruiser.blend"
RENDERED clay.png 28.2
00:39.768  render           | Saved: '/root/fal-author/light-cruiser-v1/final.png'
RENDERED final.png 39.4
00:48.553  render           | Saved: '/root/fal-author/light-cruiser-v1/side.png'
RENDERED side.png 48.1
00:54.515  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/rear.png'
RENDERED rear.png 54.1
00:59.341  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/close.png'
RENDERED close.png 58.9

hook: PreToolUse
hook: PreToolUse Completed
codex
The clean run has exported successfully and is finishing the renders. The baked light textures and hull detail are in place. I’m checking the new close-up and engine views next, alongside the GLB contract checks.

hook: PreToolUse
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exec
/bin/bash -lc 'mkdir -p qa/revision3 && scp gex44:/root/fal-author/light-cruiser-v1/final.png gex44:/root/fal-author/light-cruiser-v1/clay.png gex44:/root/fal-author/light-cruiser-v1/side.png gex44:/root/fal-author/light-cruiser-v1/qa/rear.png gex44:/root/fal-author/light-cruiser-v1/qa/close.png qa/revision3/ && scp gex44:/root/fal-author/light-cruiser-v1/light-cruiser.glb /tmp/light-cruiser-runtime/asset.glb && scp gex44:/root/fal-author/light-cruiser-v1/nodes.json /tmp/light-cruiser-runtime/' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 134237ms:
 succeeded in 6557ms:
hook: PreToolUse
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exec
/bin/bash -lc 'node /tmp/light-cruiser-runtime/contracts.mjs && node /tmp/light-cruiser-runtime/validate.mjs > /tmp/light-cruiser-runtime/validator-summary.json && node /tmp/light-cruiser-runtime/check.mjs > /tmp/light-cruiser-runtime/check.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 8529ms:
{
  "bytes": 5353824,
  "triangles": 193768,
  "dimensions": [
    70,
    59.99999809265137,
    320
  ],
  "materials": 7,
  "nodes": 51,
  "extensions": [
    "KHR_draco_mesh_compression",
    "KHR_materials_emissive_strength"
  ],
  "failures": []
}

context compacted
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exec
/bin/bash -lc 'cat /tmp/light-cruiser-runtime/validator-summary.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
exec
/bin/bash -lc "sed -n '70,230p' build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
 for n in (dif,nor,arm):nt.links.new(uv.outputs['UV'],n.inputs['Vector'])
 bw=nt.nodes.new('ShaderNodeRGBToBW');nt.links.new(dif.outputs['Color'],bw.inputs[0])
 noise=nt.nodes.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=95;noise.inputs['Detail'].default_value=3
 nt.links.new(uv.outputs['UV'],noise.inputs['Vector'])
 sep=nt.nodes.new('ShaderNodeSeparateXYZ');nt.links.new(uv.outputs['UV'],sep.inputs[0])
 # 4 x 2 metre plates inside each 8m tile, fine dark seams and lip wear.
 ux=mathnode(nt,'FRACT',mathnode(nt,'MULTIPLY',sep.outputs['X'],2))
 vy=mathnode(nt,'FRACT',mathnode(nt,'MULTIPLY',sep.outputs['Y'],4))
 edge=mathnode(nt,'MAXIMUM',mathnode(nt,'LESS_THAN',ux,.006),mathnode(nt,'LESS_THAN',vy,.010))
 near=mathnode(nt,'MAXIMUM',mathnode(nt,'LESS_THAN',ux,.012),mathnode(nt,'LESS_THAN',vy,.018))
 pits=mathnode(nt,'LESS_THAN',noise.outputs['Fac'],.29)
 if base_mode=='paint':
  # Neutral paint with scanned abrasion, irregular seam dirt and stretched grime.
  coarse=nt.nodes.new('ShaderNodeTexNoise');coarse.inputs['Scale'].default_value=7;coarse.inputs['Detail'].default_value=4
  nt.links.new(uv.outputs['UV'],coarse.inputs['Vector'])
  stretch=nt.nodes.new('ShaderNodeVectorMath');stretch.operation='MULTIPLY';stretch.inputs[1].default_value=(8,1.2,1)
  nt.links.new(uv.outputs['UV'],stretch.inputs[0])
  streak=nt.nodes.new('ShaderNodeTexNoise');streak.inputs['Scale'].default_value=7;streak.inputs['Detail'].default_value=4
  nt.links.new(stretch.outputs[0],streak.inputs['Vector'])
  stains=mathnode(nt,'MULTIPLY',mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',streak.outputs['Fac'],.38),0),2.2)
  deposit=mathnode(nt,'MULTIPLY',stains,mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'SUBTRACT',1,vy),.65),.35))
  wear=mathnode(nt,'LESS_THAN',coarse.outputs['Fac'],.31)
  color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'POWER',bw.outputs[0],.5),.64),.43)
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',deposit,.62))
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',edge,.55))
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',pits,.22))
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',wear,.17))
  color=mathnode(nt,'ADD',color,mathnode(nt,'MULTIPLY',mathnode(nt,'SUBTRACT',near,edge),.16))
  color=mathnode(nt,'MAXIMUM',color,.055)
  metallic=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',near,.32),.18)
  rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',streak.outputs['Fac'],.28),.43)
 elif base_mode=='metal':
  color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'POWER',bw.outputs[0],.5),.75),.12)
  metallic=rgb(nt,(.82,.82,.82));rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.22),.28)
 else:
  mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;nt.links.new(dif.outputs[0],mix.inputs[1]);mix.inputs[2].default_value=(.045,.045,.047,1)
  color=mix.outputs[0];metallic=rgb(nt,(.78,.78,.78));rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.22),.53)
 nt.links.new(color,bs.inputs['Base Color']);nt.links.new(rough,bs.inputs['Roughness']);nt.links.new(metallic,bs.inputs['Metallic'])
 normal=nt.nodes.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.55;nt.links.new(nor.outputs[0],normal.inputs['Color'])
 bump=nt.nodes.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.38;bump.inputs['Distance'].default_value=.035
 height=mathnode(nt,'SUBTRACT',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.12),mathnode(nt,'MULTIPLY',edge,.95))
 nt.links.new(height,bump.inputs['Height']);nt.links.new(normal.outputs[0],bump.inputs['Normal']);nt.links.new(bump.outputs[0],bs.inputs['Normal'])
 bpy.ops.mesh.primitive_plane_add(size=8);o=bpy.context.object;o.data.materials.append(mat)
 emit=nt.nodes.new('ShaderNodeEmission');target=nt.nodes.new('ShaderNodeTexImage');nt.nodes.active=target
 def bake(suffix,res,typ,socket=None):
  im=bpy.data.images.new(label+'_'+suffix,width=res,height=res,alpha=False)
  if suffix!='BaseColor':im.colorspace_settings.name='Non-Color'
  target.image=im;nt.nodes.active=target
  if typ=='EMIT':
   nt.links.new(socket,emit.inputs[0]);nt.links.new(emit.outputs[0],out.inputs[0])
  else:nt.links.new(bs.outputs[0],out.inputs[0])
  SC.cycles.samples=8;SC.render.bake.margin=8
  bpy.ops.object.bake(type=typ)
  im.filepath_raw=str(TEX/(label+'_'+suffix+('.jpg' if suffix=='BaseColor' else '.png')));im.file_format='JPEG' if suffix=='BaseColor' else 'PNG';im.save()
  return im
 base=bake('BaseColor',size,'EMIT',color)
 normalim=bake('Normal',size,'NORMAL')
 split=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(arm.outputs[0],split.inputs[0])
 combine=nt.nodes.new('ShaderNodeCombineColor');combine.mode='RGB'
 ao=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',split.outputs[0],.23),.77)
 nt.links.new(ao,combine.inputs[0]);nt.links.new(rough,combine.inputs[1]);nt.links.new(metallic,combine.inputs[2])
 orm=bake('ORM',min(512,size),'EMIT',combine.outputs[0])
 bpy.data.objects.remove(o,do_unlink=True);bpy.data.materials.remove(mat)
 return base,normalim,orm

BAKES={}
for label,src,size,mode in [('HullTile','blue_metal_plate',1024,'paint'),('MetalTile','metal_plate_02',1024,'metal'),('HeatTile','rusty_metal_02',512,'heat')]:
 BAKES[label]=bake_tile(label,src,size,mode)
# Small shared signal/optical trims are also true Cycles bakes.
def bake_signal(label,base_color,mode,res):
 mat=bpy.data.materials.new('SOURCE_'+label);mat.use_nodes=True;nt=mat.node_tree;nt.nodes.clear()
 out=nt.nodes.new('ShaderNodeOutputMaterial');bs=nt.nodes.new('ShaderNodeBsdfPrincipled');em=nt.nodes.new('ShaderNodeEmission')
 uv=nt.nodes.new('ShaderNodeTexCoord');se=nt.nodes.new('ShaderNodeSeparateXYZ');nt.links.new(uv.outputs['UV'],se.inputs[0])
 noise=nt.nodes.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=110;noise.inputs['Detail'].default_value=2;nt.links.new(uv.outputs['UV'],noise.inputs[0])
 color=rgb(nt,base_color)
 if mode=='lamps':
  ramp=nt.nodes.new('ShaderNodeValToRGB');ramp.color_ramp.interpolation='CONSTANT'
  palette=[(.10,.42,.60),(.16,.58,.72),(.08,.28,.40),(.22,.54,.62),(.85,.38,.09),(.52,.65,.70),(1,.008,.004),(.008,.72,.06)]
  for e in list(ramp.color_ramp.elements)[1:]:ramp.color_ramp.elements.remove(e)
  for i,col in enumerate(palette):
   e=ramp.color_ramp.elements[0] if i==0 else ramp.color_ramp.elements.new(i/8)
   e.color=(*col,1)
  nt.links.new(se.outputs[0],ramp.inputs[0]);color=ramp.outputs[0]
 if mode=='engine':
  dist=nt.nodes.new('ShaderNodeVectorMath');dist.operation='DISTANCE';nt.links.new(uv.outputs['UV'],dist.inputs[0]);dist.inputs[1].default_value=(.5,.5,0)
  ramp=nt.nodes.new('ShaderNodeValToRGB');nt.links.new(dist.outputs['Value'],ramp.inputs[0])
  ramp.color_ramp.elements[0].position=0;ramp.color_ramp.elements[0].color=(1,.48,.07,1)
  ramp.color_ramp.elements[1].position=.62;ramp.color_ramp.elements[1].color=(.38,.027,.001,1)
  for pos,col in [(.25,(1,.22,.013,1)),(.32,(.16,.012,.001,1)),(.34,(1,.18,.008,1)),(.45,(.55,.06,.002,1)),(.48,(1,.24,.02,1))]:ramp.color_ramp.elements.new(pos).color=col
  color=ramp.outputs[0]
 mult=nt.nodes.new('ShaderNodeMixRGB');mult.blend_type='MULTIPLY';mult.inputs[0].default_value=1;nt.links.new(color,mult.inputs[1]);nt.links.new(mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.20),.8),mult.inputs[2]);color=mult.outputs[0]
 nt.links.new(color,bs.inputs['Base Color']);bs.inputs['Roughness'].default_value=.22 if mode=='glass' else .42
 bump=nt.nodes.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.025;bump.inputs['Distance'].default_value=.002;nt.links.new(noise.outputs['Fac'],bump.inputs['Height']);nt.links.new(bump.outputs[0],bs.inputs['Normal'])
 bpy.ops.mesh.primitive_plane_add(size=1);ob=bpy.context.object;ob.data.materials.append(mat)
 target=nt.nodes.new('ShaderNodeTexImage');nt.nodes.active=target;result=[]
 for suffix,sz,kind in [('BaseColor',res,'EMIT'),('Normal',min(res,128),'NORMAL'),('ORM',min(res,128),'EMIT')]:
  im=bpy.data.images.new(label+'_'+suffix,width=sz,height=sz,alpha=False)
  if suffix!='BaseColor':im.colorspace_settings.name='Non-Color'
  target.image=im;nt.nodes.active=target
  if kind=='NORMAL':nt.links.new(bs.outputs[0],out.inputs[0])
  else:
   nt.links.new(color if suffix=='BaseColor' else rgb(nt,(1,.22 if mode=='glass' else .42,.10 if mode=='glass' else 0)),em.inputs[0]);nt.links.new(em.outputs[0],out.inputs[0])
  SC.cycles.samples=4;bpy.ops.object.bake(type=kind)
  im.filepath_raw=str(TEX/(label+'_'+suffix+'.png'));im.file_format='PNG';im.save();result.append(im)
 bpy.data.objects.remove(ob,do_unlink=True);bpy.data.materials.remove(mat)
 return tuple(result)
BAKES['SignalTrim']=bake_signal('SignalTrim',(1,1,1),'lamps',256)
BAKES['EngineTrim']=bake_signal('EngineTrim',(1,.19,.014),'engine',256)
BAKES['OpticalTile']=bake_signal('OpticalTile',(.025,.16,.25),'glass',64)

MATS=[];FACTORS={};COLOR_NODES={};RENDER_OUTPUTS={}
def material(name,tile=None,factor=(1,1,1),metal=.0,rough=.5,emission=None,alpha=1):
 m=bpy.data.materials.new(name);m.use_nodes=True;m.use_backface_culling=True;nt=m.node_tree;bs=nt.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=(*factor,alpha);bs.inputs['Roughness'].default_value=rough;bs.inputs['Metallic'].default_value=metal
 if tile:
  base,nrm,orm=BAKES[tile]
  t=nt.nodes.new('ShaderNodeTexImage');t.image=base
  mul=nt.nodes.new('ShaderNodeMixRGB');mul.blend_type='MULTIPLY';mul.inputs[0].default_value=1;mul.inputs[2].default_value=(*factor,1)
  nt.links.new(t.outputs[0],mul.inputs[1]);nt.links.new(mul.outputs[0],bs.inputs['Base Color']);COLOR_NODES[name]=mul;FACTORS[name]=factor
  n=nt.nodes.new('ShaderNodeTexImage');n.image=nrm;nm=nt.nodes.new('ShaderNodeNormalMap');nt.links.new(n.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
  t=nt.nodes.new('ShaderNodeTexImage');t.image=orm;sp=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(t.outputs[0],sp.inputs[0]);nt.links.new(sp.outputs[1],bs.inputs['Roughness']);nt.links.new(sp.outputs[2],bs.inputs['Metallic'])
  grp=bpy.data.node_groups.get('glTF Material Output')
  if not grp:
   grp=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');grp.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
  gn=nt.nodes.new('ShaderNodeGroup');gn.node_tree=grp;nt.links.new(sp.outputs[0],gn.inputs['Occlusion'])
 if emission:
  bs.inputs['Emission Color'].default_value=(*emission,1);bs.inputs['Emission Strength'].default_value=1.3 if name=='Lamps' else 2.8
  if tile:nt.links.new(COLOR_NODES[name].inputs[1].links[0].from_socket,bs.inputs['Emission Color'])
 if alpha<1:
  bs.inputs['Alpha'].default_value=alpha;bs.inputs['Transmission Weight'].default_value=0
  m.surface_render_method='DITHERED'
 if name in COLOR_NODES:
  RENDER_OUTPUTS[name]=COLOR_NODES[name].outputs[0]
  if name=='Paint':
   attr=nt.nodes.new('ShaderNodeVertexColor');attr.layer_name='Weathering'
   tone=nt.nodes.new('ShaderNodeMixRGB');tone.blend_type='MULTIPLY';tone.inputs[0].default_value=1
   nt.links.new(RENDER_OUTPUTS[name],tone.inputs[1]);nt.links.new(attr.outputs['Color'],tone.inputs[2]);nt.links.new(tone.outputs[0],bs.inputs['Base Color']);RENDER_OUTPUTS[name]=tone.outputs[0]
 MATS.append(m);return len(MATS)-1
PAINT=material('Paint','HullTile',(.60,.61,.62))
METAL=material('Titanium','MetalTile',(.59,.63,.67))
DARK=material('DarkMetal','MetalTile',(.105,.135,.17))
HEAT=material('Scorch','HeatTile',(.7,.76,.84))
GLASS=material('Glass','OpticalTile',factor=(1,1,1),alpha=.55)
LAMP=material('Lamps','SignalTrim',factor=(1,1,1),emission=(1,1,1))
ENGINE=material('Engines','EngineTrim',factor=(1,1,1),emission=(1,1,1))

# Geometry accumulation in game coordinates. Bevels are real geometry, no live modifiers.
CACHE={}
class Assembly:
 def __init__(self,name,pivot=(0,0,0),parent=None):self.name=name;self.pivot=Vector(pivot);self.parent=parent;self.v=[];self.f=[];self.mi=[];self.sm=[];self.o=None
 def add(self,verts,faces,mat,smooth=False):
  n=len(self.v);self.v.extend(verts);self.f.extend([tuple(n+i for i in f) for f in faces]);self.mi.extend([mat]*len(faces));self.sm.extend([smooth]*len(faces))
 def finish(self):
  me=bpy.data.meshes.new(self.name);me.from_pydata([B(Vector(v)-self.pivot) for v in self.v],[],self.f);me.update()
  o=bpy.data.objects.new(self.name,me);SC.collection.objects.link(o)
  for m in MATS:me.materials.append(m)
  for p,mi,sm in zip(me.polygons,self.mi,self.sm):p.material_index=mi;p.use_smooth=sm
  uv=me.uv_layers.new(name='UV_Metres')
  # Orthographic face projection, same world scale across all rigid parts.
  for p in me.polygons:
   n=p.normal;ax=max(range(3),key=lambda i:abs(n[i]))
   for li in p.loop_indices:

 succeeded in 0ms:
{
  "numErrors": 0,
  "numWarnings": 27,
  "numInfos": 64,
  "numHints": 0,
  "messages": [
    {
      "code": "UNSUPPORTED_EXTENSION",
      "message": "Cannot validate an extension as it is not supported by the validator: 'KHR_draco_mesh_compression'.",
      "severity": 2,
      "pointer": "/extensionsUsed/0"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/0/primitives/0/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/0/primitives/1/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/1/primitives/0/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/1/primitives/1/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/1/primitives/2/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/2/primitives/0/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/2/primitives/1/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/3/primitives/0/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/3/primitives/1/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/3/primitives/2/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/4/primitives/0/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/4/primitives/1/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/5/primitives/0/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/5/primitives/1/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/5/primitives/2/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/6/primitives/0/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/6/primitives/1/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/7/primitives/0/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/7/primitives/1/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/7/primitives/2/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/8/primitives/0/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/8/primitives/1/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/8/primitives/2/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/8/primitives/3/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/8/primitives/4/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/8/primitives/5/material"
    },
    {
      "code": "MESH_PRIMITIVE_GENERATED_TANGENT_SPACE",
      "message": "Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.",
      "severity": 1,
      "pointer": "/meshes/8/primitives/6/material"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/0"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/1"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/2"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/3"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/4"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/5"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/8"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/9"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/10"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/11"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/12"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/13"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/14"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/15"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/16"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/17"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/18"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/19"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/20"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/21"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/22"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/23"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/24"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/25"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/26"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/27"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/28"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/29"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/34"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/35"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/38"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/39"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/42"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/43"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/46"
    },
    {
      "code": "NODE_EMPTY",
      "message": "Empty node encountered.",
      "severity": 2,
      "pointer": "/nodes/47"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/0"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/4"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/5"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/6"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/7"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/11"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/12"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/13"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/14"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/15"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/16"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/17"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/18"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/19"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/20"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/21"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/22"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/23"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/24"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/25"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/26"
    },
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      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
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      "pointer": "/bufferViews/30"
    },
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      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
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      "pointer": "/bufferViews/31"
    },
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      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
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      "pointer": "/bufferViews/32"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/36"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
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      "pointer": "/bufferViews/37"
    },
    {
      "code": "UNUSED_OBJECT",
      "message": "This object may be unused.",
      "severity": 2,
      "pointer": "/bufferViews/41"
    }
  ],
  "truncated": false
}

hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse Completed
codex
The exported model loads correctly, with all turret pivots and sockets present. The close-up revealed overly repetitive hull weathering, so I’m refining that surface and bringing out the hangar interior before the final review.
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_check started
hook: PreToolUse Completed
mcp: forge/coord_check started
mcp: forge/coord_check (completed)
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
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exec
/bin/bash -lc "rg -n 'bay|hangar|export_tangent|export_scene|export_draco|paint|NOTES|light\\(' build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
81: if base_mode=='paint':
82:  # Neutral paint with scanned abrasion, irregular seam dirt and stretched grime.
136:for label,src,size,mode in [('HullTile','blue_metal_plate',1024,'paint'),('MetalTile','metal_plate_02',1024,'metal'),('HeatTile','rusty_metal_02',512,'heat')]:
336:# Underbow hangar openings: omit the outer side walls for z=66..101.
374:  # vertical cheek plates above window line, and below except hangar.
482:# Clean plate is balanced with discrete service bays, rails and human-scale fittings.
563:# Torpedo recesses and navigation beacons, no text or painted markings.
595: # Thick ventral bay frame, deck rails, machinery and docking clamps.
665:bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_image_format='AUTO',export_vertex_color='ACTIVE')
676: j['asset']['extras']={'source':'sheet.jpg; original procedural reconstruction','metres':True,'paint_contract':'Paint baseColorFactor only','texture_space':'world scale 8m hull / 4m hardware'}
681:bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_image_format='AUTO',export_vertex_color='ACTIVE',export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=18,export_draco_normal_quantization=12,export_draco_texcoord_quantization=16,export_draco_color_quantization=8)
690:manifest={'units':'metres','forward':[0,0,1],'up':[0,1,0],'left':[1,0,0],'bounding_box':{'min':lo,'max':hi,'size':[hi[i]-lo[i] for i in range(3)]},'triangles':triangles,'materials':[m.name for m in MATS],'nodes':{},'axes':{},'paints':[{'name':n,'linear_rgb':v} for n,v in PAINTS]}
700:def light(name,p,energy,col,size):
702:light('Key',(100,170,130),460000,(1,.98,.95),72)
703:light('Cool fill',(-130,45,50),115000,(.62,.76,1),180)
704:light('Stern rim',(40,100,-200),470000,(.68,.81,1),110)
705:light('Under bounce',(40,-110,70),65000,(.54,.66,1),170)
741: render(QA/f'paint_{i}.png',640,360,12)
742: im=bpy.data.images.load(str(QA/f'paint_{i}.png'),check_existing=False);arr=np.empty(640*360*4,dtype=np.float32);im.pixels.foreach_get(arr);frames.append(arr.reshape(360,640,4));bpy.data.images.remove(im)
746:im=bpy.data.images.new('Six paints',1920,720,alpha=True);im.pixels.foreach_set(canvas.ravel());im.filepath_raw=str(ROOT/'paints.png');im.file_format='PNG';im.save()
749:'Original 320m space-opera light cruiser: slab hull, recessed hangars, command tower, four articulated twin turrets, point defence and four deep engine bells.',
754:'Differences: original stepped bridge and blunt reinforced prow; enlarged centreline dorsal/ventral gunhouses; fixed point-defence mounts and added service bays.'
756:(ROOT/'NOTES.md').write_text('\n'.join(notes)+'\n')

exec
/bin/bash -lc 'ls /tmp/light-cruiser*jpg' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
/tmp/light-cruiser-blue.jpg
/tmp/light-cruiser-heat-base2.jpg
/tmp/light-cruiser-hull-base2.jpg
/tmp/light-cruiser-hull-base3.jpg
/tmp/light-cruiser-metal.jpg
/tmp/light-cruiser-metal2.jpg

mcp: forge/coord_check (completed)
exec
/bin/bash -lc "cat /tmp/light-cruiser-runtime/check.json && sed -n '350,450p' build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
{
  "nodes": 79,
  "materials": 7,
  "drawCalls": 27,
  "triangles": 193768,
  "bounds": {
    "min": [
      -35,
      -20.16861915588379,
      -160
    ],
    "max": [
      35,
      39.83137893676758,
      160
    ]
  },
  "renderer": "WebKit WebGL",
  "paint": [
    0.6,
    0.61,
    0.62
  ],
  "engine": [
    1,
    1,
    1
  ],
  "errors": []
}
 tube(H,(s*(w0/2-.25),-1.5,67),(s*(w1/2-.25),-1.5,100),.5,mat=METAL,n=12)
 for zz in range(70,100,4):
  w,h,_=profile(zz);box(H,(s*(w/2-6.5),-h*.27,zz),(.3,h*.3,.45),METAL,.06)
  box(H,(s*(w/2-2.4),-h*.40,zz),(3.6,.12,.25),LAMP,.035)
 # Loading gantry, overhead rails and piping inside the opening.
 tube(H,(s*16,-3,69),(s*12,-3,99),.24,mat=METAL,n=10)
 box(H,(s*15,-6,82),(1,3,8),DARK,.12)
 for zz in (74,87,96):
  w,h,_=profile(zz);xx=s*(w/2-5)
  box(H,(xx,-h*.40+1.4,zz),(2.5,2.8,3),DARK,.13)
  for dx in (-1.15,1.15):box(H,(xx+dx,-h*.40+1.4,zz),(.16,2.8,3.1),METAL,.04)
# Primary hull panel grid; long flat plates interrupted by transverse seams.
for z0,z1 in zip([-130,-116,-102,-88,-74,-60,-46,-32,-18,-4,10,24,38,52,66,80,94,108,122,136,145],[-116,-102,-88,-74,-60,-46,-32,-18,-4,10,24,38,52,66,80,94,108,122,136,145,153]):
 z0+=.12;z1-=.12;w0,h0,_=profile(z0);w1,h1,_=profile(z1)
 for side in (-1,1):
  # Broad top/bottom plating, with angular shoulder chamfers.
  for lane in range(4):
   f0=-.38+lane*.19;f1=f0+.186
   for up in (-1,1):
    y0=up*(h0/2+.08);y1=up*(h1/2+.08)
    vs=[(w0*f0,y0,z0),(w0*f1,y0,z0),(w1*f1,y1,z1),(w1*f0,y1,z1)]
    if side==-1:continue # one cover per face, not duplicate
    vs += [(x,y-up*.24,z) for x,y,z in vs]
    poly(H,vs,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)],PAINT,.055)
  # vertical cheek plates above window line, and below except hangar.
  for up in (-1,1):
   if up==-1 and 65<((z0+z1)/2)<102:continue
   y0a=up*1.8;y0b=up*(h0/2-min(h0*.12,2.0))
   y1a=up*1.8;y1b=up*(h1/2-min(h1*.12,2.0))
   if abs(y0b)<2.2 or abs(y1b)<2.2:continue
   x0=side*(w0/2+.04);x1=side*(w1/2+.04)
   vs=[(x0,y0a,z0),(x0,y0b,z0),(x1,y1b,z1),(x1,y1a,z1)]
   vs += [(x-side*.22,y,z) for x,y,z in vs]
   poly(H,vs,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)],PAINT,.06)
# Waist window strips at a believable deck height, 1.1m tall panes.
for side in (-1,1):
 for z in np.arange(-119,129,2.15):
  if -51<z<-9:continue
  w,h,_=profile(float(z));x=side*(w/2-.62)
  if z<58 or (int(z/9)%4==0):
   box(H,(x-side*.60,0,z),(1.35,1.44,1.94),DARK,.06)
   box(H,(x,0,z),(.22,1.12,1.72),LAMP,.035)
   if int(z)%7==0:box(H,(x+side*.15,0,z),(.12,1.28,.13),METAL,.02)
  else:
   # exposed cables in the forward machinery trench
   box(H,(x-.35*side,0,z),(.42,1.5,1.52),METAL,.06)
 for zz in range(-120,130,8):
  w,h,_=profile(zz)
  for y in (-1.4,1.4):tube(H,(side*(w/2-.35),y,zz),(side*(profile(min(zz+7,145))[0]/2-.35),y,zz+7),.15,mat=METAL,n=8)
# Three full octagonal armour belts, with inset face plates, edge rails, fasteners.
for z in [-16,-30,-44]:
 for dz in [-5.9,5.9]:loft(H,[(z+dz-.25,64,32,0),(z+dz+.25,64,32,0)],DARK,.1)
 loft(H,[(z-5.45,63.2,31.2,0),(z+5.45,63.2,31.2,0)],METAL,.5)
 ringp=octagon(64,32)
 for k in range(8):
  p=Vector((*ringp[k],0));q=Vector((*ringp[(k+1)%8],0));center=(p+q)/2;d=q-p
  normal=Vector((center.x,center.y*2,0)).normalized()
  vs=[]
  for depth in [0,.32]:
   for v,dz in [(p,.0),(q,.0)]:pass
   for t,dz in [(.055,-4.8),(.945,-4.8),(.945,4.8),(.055,4.8)]:
    c=p.lerp(q,t)+normal*(.10+depth);vs.append((c.x,c.y,z+dz))
  poly(H,vs,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)],METAL,.18)
  for t in (.12,.30,.50,.70,.88):
   c=p.lerp(q,t)+normal*.65
   for dz in (-4.4,4.4):tube(H,(c.x,c.y,z+dz),(c.x+normal.x*.16,c.y+normal.y*.16,z+dz),.25,mat=DARK,n=6)
# Stern machinery neck and octagonal engine casing. Four independent bells.
loft(H,[(-147,70,36,0),(-141,70,36,0),(-123,68,35,0),(-118,61,29,0)],PAINT,.65)
loft(H,[(-148.6,66,33,0),(-146.4,66,33,0)],DARK,.3)
for x in (-18,18):
 for y in (-8.8,8.8):
  tube(H,(x,y,-143),(x,y,-150),8.05,7.8,HEAT,n=48,inside=6.9)
  tube(H,(x,y,-150),(x,y,-159.9),7.8,7.3,HEAT,n=48,inside=6.1)
  for z in (-148,-151,-157.8,-159.7):ring(H,(x,y,z),(0,0,1),7.45 if z<-151 else 7.8,.25,METAL)
  # Interior throat remains deep behind the lip. No opaque flat end-cap at exit.
  tube(H,(x,y,-148),(x,y,-155.6),6.65,6.13,DARK,n=48,inside=5.65)
  tube(H,(x,y,-149.8),(x,y,-150.0),5.55,mat=ENGINE,n=48)
  for rr in (2.8,4.6):ring(H,(x,y,-150.3),(0,0,1),rr,.18,DARK,n=32)
  ring(H,(x,y,-155.2),(0,0,1),5.87,.21,ENGINE)
  ring(H,(x,y,-153),(0,0,1),6.10,.18,ENGINE)
  for j in range(24):
   ang=j*2*math.pi/24
   tube(H,(x+7.65*math.cos(ang),y+7.65*math.sin(ang),-150),(x+7.2*math.cos(ang),y+7.2*math.sin(ang),-159.2),.13,mat=METAL,n=6)
  socket('Thruster_'+str(len([s for s in SOCKETS if s[0].startswith('Thruster')])+1),(x,y,-159.9))
# Engine casing subdivisions, access covers and dark cooling stacks.
for side in (-1,1):
 for z in (-130,-141):
  box(H,(side*34.7,0,z),(.6,20,9.5),PAINT,.23)
  for y in (-7,7):
   box(H,(side*35.0,y,z),(.12,3.2,5.0),DARK,.06)
   for k in range(5):box(H,(side*35.08,y-1.1+k*.55,z),(.13,.18,4.5),METAL,.035)
 for x in (-23,0,23):
  for z in (-129,-142):
   box(H,(x,18.05,z),(15,.35,9),PAINT,.14)
   for k in range(5):box(H,(x,18.28,z-2+k),(10,.18,.20),DARK,.03)
 # Long heat-stained conduits disappear into the engine collar.
 for y in (-9,9):
  tube(H,(side*28.8,y,-104),(side*32,y,-126),.65,mat=HEAT,n=16)
  for z in (-108,-114,-120):tube(H,(side*29.4,y,z-.32),(side*29.4,y,z+.32),.85,mat=METAL,n=16)
# Command tower: asymmetric stepped foundations and a raked bridge face.
loft(H,[(-114,31,5,15.5),(-80,31,5,15.5),(-75,25,2,14)],PAINT,.35)

hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_claim started
mcp: forge/coord_claim (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_claim started
mcp: forge/coord_claim (completed)
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '1,75p' build_light-cruiser.py && sed -n '326,356p' build_light-cruiser.py && sed -n '690,735p' build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
#!/usr/bin/env python3
"""Light cruiser. Clean Blender 5.2 build; source textures are CC0 Poly Haven.
Run: blender -b --python-exit-code 1 --python build_light-cruiser.py
All design coordinates are metres in game frame (X left, Y up, Z forward).
The single script downloads sources, Cycles-bakes shared tiles, builds, exports,
checks articulation, renders all deliverables, and writes the node manifest.
"""
import bpy, bmesh, math, json, os, sys, struct, random, urllib.request, time
from pathlib import Path
from mathutils import Vector, Matrix
import numpy as np
import ctypes
# The headless distribution ships Draco beside Blender, outside ld.so search paths.
draco_lib=Path(bpy.app.binary_path).parent/'lib'/'libdraco.so.9'
if draco_lib.exists():ctypes.CDLL(str(draco_lib),mode=ctypes.RTLD_GLOBAL)
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; SOURCE=TEX/'source'; QA=ROOT/'qa'
for p in (TEX,SOURCE,QA):p.mkdir(exist_ok=True,parents=True)
random.seed(41)
START=time.time()
bpy.ops.wm.read_factory_settings(use_empty=True)
SC=bpy.context.scene; SC.unit_settings.system='METRIC'; SC.unit_settings.scale_length=1
SC.render.engine='CYCLES'; SC.cycles.samples=24; SC.cycles.use_denoising=True
SC.cycles.max_bounces=6; SC.cycles.transparent_max_bounces=6
prefs=bpy.context.preferences.addons['cycles'].preferences
try:prefs.compute_device_type='OPTIX'
except:prefs.compute_device_type='CUDA'
prefs.get_devices()
for d in prefs.devices:d.use=d.type!='CPU'
assert any(d.use for d in prefs.devices),'GPU required'
SC.cycles.device='GPU'
SC.render.image_settings.file_format='PNG'; SC.render.film_transparent=False
SC.view_settings.view_transform='AgX'; SC.view_settings.look='AgX - Medium High Contrast'; SC.view_settings.exposure=0.0
print('GPU',[(d.name,d.type,d.use) for d in prefs.devices],flush=True)
PH_IDS=['blue_metal_plate','metal_plate_02','rusty_metal_02']
for name in PH_IDS:
 for mp in ['diff','nor_gl','arm']:
  f=SOURCE/f'{name}_{mp}_1k.jpg'
  if not f.exists():
   url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{name}/{f.name}'
   req=urllib.request.Request(url,headers={'User-Agent':'Mozilla/5.0 Forge asset builder'})
   f.write_bytes(urllib.request.urlopen(req,timeout=90).read())

def B(p):return Vector((p[0],-p[2],p[1]))
def G(p):return [float(p[0]),float(p[2]),float(-p[1])]
def activate(o):
 bpy.ops.object.select_all(action='DESELECT');o.select_set(True);bpy.context.view_layer.objects.active=o

def mathnode(nt,op,a=None,b=None):
 n=nt.nodes.new('ShaderNodeMath');n.operation=op
 for i,v in enumerate((a,b)):
  if v is not None:
   if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
   else:n.inputs[i].default_value=v
 return n.outputs[0]
def rgb(nt,col):
 n=nt.nodes.new('ShaderNodeRGB');n.outputs[0].default_value=(*col,1);return n.outputs[0]
def texnode(nt,path,noncolor=False):
 n=nt.nodes.new('ShaderNodeTexImage');n.image=bpy.data.images.load(str(path),check_existing=True)
 if noncolor:n.image.colorspace_settings.name='Non-Color'
 n.extension='REPEAT';return n

# A material specimen is baked, not a 320m unique atlas. Its UV tile is 8m.
def bake_tile(label,source,size,base_mode):
 print('BAKE',label,flush=True)
 mat=bpy.data.materials.new('SOURCE_'+label);mat.use_nodes=True;nt=mat.node_tree;nt.nodes.clear()
 out=nt.nodes.new('ShaderNodeOutputMaterial');bs=nt.nodes.new('ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 uv=nt.nodes.new('ShaderNodeTexCoord')
 dif=texnode(nt,SOURCE/f'{source}_diff_1k.jpg');nor=texnode(nt,SOURCE/f'{source}_nor_gl_1k.jpg',True);arm=texnode(nt,SOURCE/f'{source}_arm_1k.jpg',True)
 for n in (dif,nor,arm):nt.links.new(uv.outputs['UV'],n.inputs['Vector'])
 bw=nt.nodes.new('ShaderNodeRGBToBW');nt.links.new(dif.outputs['Color'],bw.inputs[0])
 noise=nt.nodes.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=95;noise.inputs['Detail'].default_value=3
 nt.links.new(uv.outputs['UV'],noise.inputs['Vector'])
 sep=nt.nodes.new('ShaderNodeSeparateXYZ');nt.links.new(uv.outputs['UV'],sep.inputs[0])
 # 4 x 2 metre plates inside each 8m tile, fine dark seams and lip wear.
# Closed internal load-bearing spine, upper and lower shell profiled separately.
SECTIONS=[(-131,60,28,0),(-92,60,28,0),(20,58,28,0),(62,56,25,0),(105,44,19,0),(145,28,10,0),(154,28,8,0)]
def profile(z):
 for l,r in zip(SECTIONS,SECTIONS[1:]):
  if l[0]<=z<=r[0]:
   t=(z-l[0])/(r[0]-l[0]);return tuple(l[i]*(1-t)+r[i]*t for i in (1,2,3))
 return SECTIONS[0][1:] if z<SECTIONS[0][0] else SECTIONS[-1][1:]
# Central recessed machinery strip between thick upper/lower hulls.
loft(H,[(z,w-3,2.6,0) for z,w,h,y in SECTIONS],DARK,.16)
loft(H,[(z,w,h/2-1, h/4+.5) for z,w,h,y in SECTIONS],PAINT,.24)
# Underbow hangar openings: omit the outer side walls for z=66..101.
for z0,z1 in [(-131,-92),(-92,20),(20,62),(62,66),(66,101),(101,105),(105,145),(145,154)]:
 w0,h0,_=profile(z0);w1,h1,_=profile(z1)
 if z0==66:
  # Floor, ceiling and inward bulkheads leave real side openings.
  loft(H,[(z0,w0,h0*.12,-h0*.44),(z1,w1,h1*.12,-h1*.44)],DARK,.18)
  loft(H,[(z0,w0-15,h0/2-2,-h0/4-1),(z1,w1-15,h1/2-2,-h1/4-1)],DARK,.15)
 else:loft(H,[(z0,w0,h0/2-1,-h0/4-.5),(z1,w1,h1/2-1,-h1/4-.5)],PAINT,.22)
# Recess lips: sloped cheek panels form the mouth's upper coaming.
for s in (-1,1):
 for zz in [67,100]:
  w,h,_=profile(zz);box(H,(s*(w/2-.9),-h*.27,zz),(1.8,h*.43,1.35),METAL,.25)
 w0,h0,_=profile(67);w1,h1,_=profile(100)
 tube(H,(s*(w0/2-.4),-h0*.48,67),(s*(w1/2-.4),-h1*.48,100),.48,mat=METAL,n=12)
 tube(H,(s*(w0/2-.25),-1.5,67),(s*(w1/2-.25),-1.5,100),.5,mat=METAL,n=12)
 for zz in range(70,100,4):
  w,h,_=profile(zz);box(H,(s*(w/2-6.5),-h*.27,zz),(.3,h*.3,.45),METAL,.06)
  box(H,(s*(w/2-2.4),-h*.40,zz),(3.6,.12,.25),LAMP,.035)
 # Loading gantry, overhead rails and piping inside the opening.
 tube(H,(s*16,-3,69),(s*12,-3,99),.24,mat=METAL,n=10)
 box(H,(s*15,-6,82),(1,3,8),DARK,.12)
manifest={'units':'metres','forward':[0,0,1],'up':[0,1,0],'left':[1,0,0],'bounding_box':{'min':lo,'max':hi,'size':[hi[i]-lo[i] for i in range(3)]},'triangles':triangles,'materials':[m.name for m in MATS],'nodes':{},'axes':{},'paints':[{'name':n,'linear_rgb':v} for n,v in PAINTS]}
for o in ASSET:
 manifest['nodes'][o.name]={'world_position':G(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'type':o.type}
 if o.name.startswith('Turret_'):manifest['axes'][o.name]=[0,1,0]
 if o.name.startswith('Gun_'):manifest['axes'][o.name]=[1,0,0]
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
# Soft daylight in a near-black blue-gradient void. No stage or ground.
world=bpy.data.worlds.new('Deep space');SC.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
tex=nt.nodes.new('ShaderNodeTexCoord');sep=nt.nodes.new('ShaderNodeSeparateXYZ');nt.links.new(tex.outputs['Normal'],sep.inputs[0]);ramp=nt.nodes.new('ShaderNodeValToRGB');nt.links.new(sep.outputs[2],ramp.inputs[0]);ramp.color_ramp.elements[0].color=(.004,.006,.012,1);ramp.color_ramp.elements[1].color=(.021,.034,.065,1)
bg=nt.nodes.new('ShaderNodeBackground');nt.links.new(ramp.outputs[0],bg.inputs['Color']);bg.inputs['Strength'].default_value=.45;out=nt.nodes.new('ShaderNodeOutputWorld');nt.links.new(bg.outputs[0],out.inputs[0])
def light(name,p,energy,col,size):
 d=bpy.data.lights.new(name,'AREA');d.energy=energy;d.color=col;d.shape='DISK';d.size=size;o=bpy.data.objects.new(name,d);SC.collection.objects.link(o);o.location=B(p);o.rotation_euler=(-o.location).to_track_quat('-Z','Y').to_euler()
light('Key',(100,170,130),460000,(1,.98,.95),72)
light('Cool fill',(-130,45,50),115000,(.62,.76,1),180)
light('Stern rim',(40,100,-200),470000,(.68,.81,1),110)
light('Under bounce',(40,-110,70),65000,(.54,.66,1),170)
camdata=bpy.data.cameras.new('Render camera');cam=bpy.data.objects.new('Render camera',camdata);SC.collection.objects.link(cam);SC.camera=cam;camdata.type='ORTHO';camdata.lens=52

def camera(p,target=(0,4,0),ortho=360):
 cam.location=B(p);cam.rotation_euler=(B(target)-cam.location).to_track_quat('-Z','Y').to_euler();camdata.ortho_scale=ortho;camdata.clip_end=3000

def render(path,w=1920,h=1080,samples=24):
 SC.render.resolution_x=w;SC.render.resolution_y=h;SC.render.resolution_percentage=100;SC.cycles.samples=samples;SC.render.filepath=str(path);bpy.ops.render.render(write_still=True)
 print('RENDERED',path.name,round(time.time()-START,1),flush=True)
# Camera almost broadside, bow left, sufficient top view to see both dorsal turrets.
camera((255,158,230),ortho=347)
# Save clean scene for recovery and further inspection, outside delivery files.
bpy.ops.wm.save_as_mainfile(filepath=str(QA/'light-cruiser.blend'))
# Plain clay proof uses a view-layer override, then restores original materials.
clay=bpy.data.materials.new('QA_Clay');clay.use_nodes=True;cb=clay.node_tree.nodes.get('Principled BSDF');cb.inputs['Base Color'].default_value=(.40,.40,.40,1);cb.inputs['Roughness'].default_value=.68
SC.view_layers[0].material_override=clay
render(ROOT/'clay.png',1920,1080,20)
SC.view_layers[0].material_override=None
render(ROOT/'final.png',1920,1080,40)
camera((330,0,0),target=(0,6,0),ortho=350);render(ROOT/'side.png',1920,1080,24)
camera((210,100,-280),target=(0,2,-30),ortho=335);render(QA/'rear.png',1440,900,20)
camera((102,47,118),target=(12,-1,80),ortho=92);render(QA/'close.png',1440,900,28)
# Verify every articulated transform with an actual 30-degree pose render.
camera((255,158,230),ortho=347)
for a in ASSEMBLIES[1:]:
 if a.name.startswith('Turret'):a.o.rotation_euler.z=math.radians(30)
 else:a.o.rotation_euler.x=math.radians(-30 if a.pivot.y>0 else 30)
bpy.context.view_layer.update()
for a in ASSEMBLIES[1:]:
 if a.name.startswith('Turret'):assert (a.o.matrix_world.translation-B(a.pivot)).length<1e-5
render(QA/'articulation_30deg.png',1440,900,20)

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/bin/bash -lc "python3 - <<'PY'
from PIL import Image
import numpy as np
im=np.array(Image.open('/tmp/light-cruiser-blue.jpg'))/255
lin=np.where(im<=.04045,im/12.92,((im+.055)/1.055)**2.4)
bw=lin@np.array([.2126,.7152,.0722])
print(np.percentile(bw,[0,1,10,25,50,75,90,99,100]))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 504ms:
[0.01718137 0.02733997 0.03251896 0.03809126 0.04489176 0.05094848
 0.05799538 0.08343426 0.25561966]

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/bin/bash -lc "python3 - <<'PY'
p='build_light-cruiser.py'
s=open(p).read()
s=s.replace('# 4 x 2 metre plates inside each 8m tile, fine dark seams and lip wear.','# Shared 8m scanned panel tile; macro panel seams are modelled geometry.')
s=s.replace(\"sep.outputs['X'],2)\",\"sep.outputs['X'],1)\").replace(\"sep.outputs['Y'],4)\",\"sep.outputs['Y'],1)\")
a=s.index(\" if base_mode=='paint':\")
b=s.index(\" elif base_mode=='metal':\",a)
s=s[:a]+''' if base_mode=='paint':
  # Preserve the photograph's abrasion and blotches without a synthetic grain.
  coarse=nt.nodes.new('ShaderNodeTexNoise');coarse.inputs['Scale'].default_value=11;coarse.inputs['Detail'].default_value=3
  nt.links.new(uv.outputs['UV'],coarse.inputs['Vector'])
  grime=mathnode(nt,'MULTIPLY',mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',coarse.outputs['Fac'],.54),0),.45)
  color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'POWER',bw.outputs[0],.5),2.4),.22)
  color=mathnode(nt,'MINIMUM',mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',color,grime),.22),.94)
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',pits,.11))
  metallic=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'GREATER_THAN',bw.outputs[0],.09),.30),.13)
  rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',coarse.outputs['Fac'],.22),.42)
''' +s[b:]
s=s.replace(\"normal.inputs['Strength'].default_value=.55\", \"normal.inputs['Strength'].default_value=.38 if base_mode=='paint' else .55\")
s=s.replace(\"nt.links.new(height,bump.inputs['Height']);\", \"if base_mode=='paint':height=mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.025)\\n nt.links.new(height,bump.inputs['Height']);\")
s=s.replace(\"h1*.12,-h1*.44)],DARK,.18)\",\"h1*.12,-h1*.44)],METAL,.18)\")
s=s.replace(\"h1/2-2,-h1/4-1)],DARK,.15)\",\"h1/2-2,-h1/4-1)],METAL,.15)\")
s=s.replace(\"(2.5,2.8,3),DARK,.13)\",\"(2.5,2.8,3),METAL,.13)\")
s=s.replace(\"export_normals=True,export_image_format\", \"export_normals=True,export_tangents=True,export_image_format\")
open(p,'w').write(s)
PY
python3 -m py_compile build_light-cruiser.py
scp build_light-cruiser.py gex44:/root/fal-author/light-cruiser-v1/build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/build_light-cruiser.py > /tmp/light-cruiser-build3c.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'cat /tmp/light-cruiser-critic1b.txt && cat /tmp/light-cruiser-runtime/check.mjs' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
**Verdict: REVISE**

Ranked findings:

1. **Hull is blown-out white, with no weathering (final.png, close.png).**
   - The whole hull reads as one white plastic model. The sheet is mid-grey with rust, streaks and heat-scorch near the engines.
   - Panel seams are faint hairlines, and the hull has no AO, grime or edge wear.
   - Fix:
     - Set hull albedo to about 0.25–0.35 grey.
     - Cut the key light and exposure so the hull peaks around 0.8.
     - Add dirt in the seams and a roughness variation map.
     - Add rust and scorch streaks fanning forward from the engine block.
     - Add paint chips on edges.
     - Tint panels slightly differently from one another.

2. **Engines read as 3 nozzles, not the 4 required (final.png, side.png).**
   - From the stern three-quarter, the engines look like 3 tan or brass cylinders, one partly hidden. The side view shows two stacked.
   - There is no orange plasma glow, which the sheet clearly shows.
   - The nozzles are flat tan with no depth.
   - Fix:
     - Confirm a 2×2 cluster is present, and view it from the stern.
     - Make the nozzles dark scorched metal with an inner ring.
     - Add emissive orange cores.
     - Put heat discoloration on the engine block.

3. **Silhouette is dagger-like, and the 60 m height is missing (final.png, side.png).**
   - The bow tapers to a long needle from about 40% of the length, which is the "dagger" the brief rules out.
   - The side view is a thin sliver. The sheet's hull is deeper, with a heavier bow shoulder.
   - Fix:
     - Blunt the bow, ending in a wider ram or prow of about 25–30 m.
     - Keep the full beam and depth until about 70% of the length.
     - Deepen the hull toward 60 m, and add a ventral keel so the side profile gains mass.

4. **Armament is thin and the scale cues are weak (final.png, side.png).**
   - Only 2 main twin turrets are visible: one forward, one behind the armour belt. The brief asks for 4.
   - Ventral turrets show in the side view but are hidden in the 3/4 view.
   - The turrets are small light-grey blobs. The many louvre vents and tiny point-defence guns look like toys and give no sense of 320 m.
   - Fix:
     - Make the 4 main twins clearly larger and visible (2 dorsal, 2 ventral). Add barbettes, rings and dark barrels.
     - Reduce the repeated vent and light-grey box clutter.
     - Add scale details: window rows, ladders, hatches, antennas, and 20–30 m reference structures.

5. **Hangar and armour belt read as flat, with weak contrast and no lighting (close.png, final.png).**
   - The hangar is a shallow pale slot with only a few small blue floor lights. It sits at the bow edge, but it doesn't look like a deep bay under the bow.
   - The armour belt is flat grey blocks with no bolts or wear.
   - The hull window and light strip is a uniform blue dash line and looks artificial.
   - The tower is a clean white wedge with too few windows.
   - Fix:
     - Darken the hangar interior, add a warm orange light and a visible deck and depth.
     - Add a surrounding frame, bay door and guide lights.
     - Add bolts, seams and scratches to the belt.
     - Vary the window sizes and brightness.
     - Add detail to the tower: sensors, a bridge window band and antennas.

The author's brightness point is confirmed and is finding 1.

For the next pass, do findings 1–3 first. They change the ship's overall read the most.
import{chromium}from'/tmp/h1-viewer/node_modules/playwright/index.mjs';import fs from'node:fs';
const b=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',args:['--no-sandbox','--use-angle=swiftshader','--enable-webgl']});const p=await b.newPage({viewport:{width:1280,height:720}});const errors=[];p.on('pageerror',e=>errors.push(String(e)));await p.goto('http://127.0.0.1:8917');await p.waitForFunction(()=>window.ready,{timeout:60000});console.log(JSON.stringify({...await p.evaluate(()=>window.result),errors},null,2));await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime.png'});await p.evaluate(()=>window.pose());await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime_pose.png'});await p.evaluate(()=>{window.reset();window.close()});await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime_close.png'});await b.close();

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/bin/bash -lc "sed -n '1,230p' /home/claude-agent/.agents/skills/blender-game-assets/reference/asset-delivery.md" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
<!-- Ported from vercel-labs/vgpu skills/vgpu/blender/references/asset-delivery.md at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.). Adapted for Forge: three.js runtime instead of vgpu/WebGPU, links rerouted. Upstream text otherwise kept so a re-sync stays diffable. -->

# Asset delivery: texture formats, geometry and first frame

Use this reference when selecting export formats or investigating slow loading, large downloads or texture memory. Choose for the actual target importer and devices. A file extension is not a performance measurement.

## Separate the costs

Record **encoded response bytes**, decoded CPU allocations and **actual uploaded GPU formats/mips** separately. Measure navigation to first useful rendered frame and input readiness, not just the loading indicator. Inspect the dependency waterfall: deferred imports, manifests, model fetches, texture requests, decode/transcode, mip generation, buffer packing, pipeline creation and environment generation. A smaller texture does not fix requests started one at a time.

Use production builds, matched cameras/quality and several trials. Declare HTTP-cache policy, throttling, browser/GPU and whether OS, shader and CDN caches were controlled. Loading tests on an otherwise busy workstation have limited timing precision. Compare equal workloads; do not call a low-resolution placeholder the full-quality result.

## Texture delivery choices

KTX/KTX2 are **containers**. Distinguish their stored codec, supercompression and final GPU format. Zstd compresses transport/storage; it does not make RGBA8 into a GPU block format. Browser image decoders normally produce uncompressed pixels too.

| Delivery | Download and startup tradeoff | GPU residency | Suitable use and acceptance checks |
| --- | --- | --- | --- |
| PNG | Lossless at its stored bit depth; noisy maps may be large. Built-in image decode; ordinary browser loading has no supplied mip pyramid. | Depends on upload, commonly RGBA8; grayscale PNG alone does not guarantee R8. | Lossless interchange, simple delivery, masks or masters when stored precision suffices. Measure decode, color conversion and mip creation. Preserve float/16-bit masters when exporting 8-bit delivery. |
| Lossless WebP | Can beat 8-bit PNG substantially, but measure the actual maps. WebP is 8-bit; it cannot losslessly preserve 16-bit PNG. Browser decode and mip work remain. | Same as the equivalent PNG upload. | Lower download cost without intentional pixel loss. Verify decoded channels, alpha and color handling; preserve RGB under transparent pixels (e.g. `cwebp -exact`) when meaningful. Standard glTF needs importer support for `EXT_texture_webp` and correct fallback/required declarations. |
| Lossy WebP, JPEG or AVIF | Often small for photographic color; quality and decode cost depend on encoder, settings and device. Chroma subsampling can damage independent data channels. | Generally uncompressed after browser decode; file savings do not imply VRAM savings. | Test diffuse color/backgrounds against the required close-up. JPEG has no alpha. Do not default to lossy image codecs for normals, packed material data, contact AO or precision fields. glTF support differs by format/extension. |
| KTX1 (`.ktx`) | Native-format texture container with mip levels; useful for an existing fixed-platform pipeline. | Determined by contained raw or block format. | Preserve when an established importer needs it. For new portable supercompressed delivery evaluate KTX2; KTX1 and KTX2 are not interchangeable files. |
| KTX2 raw R/RG/RGBA + Zstd | Lossless relative to stored texels; offline mips remove runtime filtering. Inflation still costs CPU and staging memory; raw data can remain large. | Uncompressed R8, RG8, RGBA8, float, etc. | Exact scalar maps, normal fields, fallback delivery and formats requiring specific precision. Select channels explicitly; validate metadata, mips and decoded byte counts. |
| KTX2 ETC1S + BasisLZ | Usually prioritizes small transmission size; codebook/block approximation can affect detail and gradients. Needs a compatible transcoder. | The chosen BC/ETC/ASTC target, or uncompressed fallback; not the BasisLZ file size. | Candidate for color where errors are acceptable. Test fine masonry/text, dark gradients, alpha and target transcodes. Do not assume it preserves unrelated packed channels or sensitive normals. |
| KTX2 UASTC LDR 4×4 + optional Zstd/RDO | Usually trades more bytes for higher fidelity than ETC1S. RDO changes quality/size; Zstd alone is lossless over encoded blocks. Requires inflation/transcoding and decoder payload. | Final target, often BC7/ASTC 4×4; specialized channel targets only when the transcoder and swizzle contract support them. | Strong candidate for hero color, normal and material maps; still lossy. Validate decoded normal angular error, scalar error, mip seams and actual target-GPU renders. Compare total startup including WASM initialization. |
| Native BCn/ETC2/EAC/ASTC in KTX2 | Offline encoding; no universal-codec transcode when hardware supports the exact format. Optional supercompression still needs inflation. Multiple variants increase storage and cache complexity. | Fixed block size; e.g. BC4 4 bpp, BC5/BC7 8 bpp; ASTC rate varies by block footprint. | Known device fleets or negotiated variants. Query and request the actual WebGPU feature; provide a supported fallback. Never choose solely from OS/browser names. |

These are candidate-selection rules, not universal rankings or fixed compression ratios. New Basis modes, HDR codecs and extensions need explicit encoder, decoder, importer and device-version checks; support for UASTC LDR does not imply support for every newer mode.

For glTF, `KHR_texture_basisu` defines a specific KTX2 subset. An arbitrary raw-Zstd KTX2 is **not** automatically a compliant BasisU texture. External application maps can use a separate explicit contract. Test the final exported file in the target loader instead of merely renaming PNG to `.ktx2`.

### Channels, color and mipmaps

- Base color/emission usually use sRGB storage/sampling; AO, normals, roughness, metallic and scalar fields are linear. Declare lightmap radiometry and dynamic range: do not clamp HDR bakes into LDR merely to use an LDR codec.
- Preserve the decoder/swizzle contract for two-channel normals, including Y convention and Z reconstruction. Compare angular errors after the actual final transcode, not just intermediate KTX extraction to RGBA.
- Filter color in linear light, scalar fields as scalars and normals as vectors. Keep alpha edges and mip gutters valid; check highlight stability and roughness response during motion.
- Pack channels only when UVs, resolution, wrapping, filtering and lifetime are compatible. Independent data channels may need different compression quality.
- Include the entire mip chain in size comparisons. A base-only WebP versus a KTX2 with mips is not an equal payload comparison. Offline mips may trade extra bytes for less startup work.

### GPU memory examples

For a 2048×2048 texture with full square mips, R8 is about **5.33 MiB**, RG8 **10.67 MiB**, RGBA8 **21.33 MiB**, BC4 **2.67 MiB**, and BC5/BC7/ASTC 4×4 **5.33 MiB**. Small block-rounded tail mips add a few bytes. These are format-layout estimates, not total application/device allocations.

Use the exact sum per mip: `ceil(width / blockWidth) × ceil(height / blockHeight) × bytesPerBlock`. Raw formats use 1×1 blocks and their bytes per texel. Count arrays/faces and resident variants, staging buffers and replacement overlap separately. An RGBA fallback can erase the expected compression saving.

In three.js, KTX2 needs `KTX2Loader` with its Basis transcoder files served by the app, `ktx2Loader.detectSupport(renderer)` called before the first load, and the loader registered on `GLTFLoader` (`setKTX2Loader`); meshopt needs `setMeshoptDecoder`, Draco needs `DRACOLoader`. The transcode target comes from what the device exposes (WebGL: `WEBGL_compressed_texture_s3tc` / `_etc` / `_astc`, `EXT_texture_compression_bptc`; WebGPU: the `texture-compression-*` features). With none available the loader falls back to uncompressed RGBA and the memory saving is gone: read the loaded texture's actual `format` on the target device instead of assuming. The transcoder and decoders are extra downloads and startup work; count them.

## Make the model smaller without losing its structure

Inspect GLB chunks and classify geometry, embedded images, unused data and metadata before calling the entire file “the mesh”. Count exported vertices after UV/normal/material splits, not just Blender's edit-mode vertices or triangles.

After replacing exported attributes or externalizing images, check for abandoned accessors and buffer views before measuring the final download. Compression can preserve these unused intermediate arrays. Prune only after accounting for all references, including animation, skins and extensions; then decode the packaged file and verify the retained attributes and triangle-corner correspondence. Keep this packaging cleanup separate from topology reduction.

| Change | Potential saving | What to preserve or revalidate |
| --- | --- | --- |
| Externalize shared textures; stop fetching overridden fallback images | Download bytes, LOD-switch cache reuse | Keep portable references valid and sampling/UV bindings unchanged. A fallback is not removed if its bytes still ship inside the eagerly fetched GLB. Use content identity for sharing. External image dependencies make the GLB non-self-contained; retain a self-contained interchange copy when needed. |
| Remove unused attributes and inaccessible surfaces | Geometry/storage/upload | Verify every runtime pass and alternate view, including shadows/reflections. Removing per-face data can change sharing or bake correspondence. |
| Deduplicate vertices | Attribute bytes | Match **all used attributes**, including UV seams, hard normals and custom fields. Coincident positions alone are insufficient. Measure: already split meshes may have little exact duplication. |
| Meshopt entropy compression | Transport | Separate codec from quantization, reordering and simplification. The codec can be lossless; a full optimization preset need not be. Check decoder version and measured decode cost. |
| Quantize positions/normals/UVs or use attribute filters | Transport; GPU memory only if retained in GPU layout | Choose precision from object extent, closest view and bake texel density. Measure displacement, normal angular error and UV error in texels. UVs outside [0,1] need range-aware precision. Re-expanding to float on upload loses the vertex-memory benefit. |
| Cache/fetch reordering | Vertex processing and compression | Preserve triangle winding and every attribute association. Ordered UV hashes may change despite equivalent geometry: prove the remapping before updating bindings. |
| Simplify or author a lighter LOD | Geometry and shading | Preserve silhouette, openings, stairs, shore contacts, thin supports and map seams. Review actual near/rear/shadow views; address bake dependencies. A smaller LOD still costs startup if both versions are fetched eagerly. |
| Instance repeated modules | Repeated geometry/storage | Keep transforms, bounds, material variation and unique lighting UV requirements. Repeated geometry with different baked lightmaps may not share the whole mesh/material instance contract. |
| Draco | Alternative geometry transmission codec | Benchmark the complete chosen encoder/decoder against meshopt on these assets. Account for quantization, reconstructed attributes, ordering, WASM payload and peak memory. Neither codec is universally smallest or fastest. |

Do not apply `gltfpack`/optimizer defaults blindly to a baked scene: presets may quantize, merge, reorder, simplify or remove attributes. Export a candidate, inventory its required extensions and verify decoded geometry/UV correspondence and importer support. A small theoretical UV error does not by itself certify seam safety.

## Loading and acceptance

1. Preserve an input revision or lossless authoring export and record tool versions/options. Use separate candidates; never overwrite the only source to make a size chart.
2. Remove redundant transfers and fetch dependency stalls before introducing lossy codecs. Start independent downloads with a bounded concurrency and handle failed/cancelled requests; keep GPU error scopes and resource lifetime correct.
3. Reuse resources by content and sampling identity. Cache immutable content-addressed assets separately from mutable manifests. Avoid accidentally fetching both old and new variants.
4. For a progressive tier, measure placeholder, useful interactive scene and final-quality readiness independently. Bound simultaneous LOD/texture memory and make promotion safe during user input.
5. Compare matched hero, rear and detail renders, AO/normal/lightmap toggles, LOD switching and motion. Evaluate image error, normal angle or scalar error alongside visual inspection; no single metric certifies quality.
6. Accept only measured improvements to the task's cost/quality budget. Report file/response bytes, CPU decode/mip/upload timing, memory and first frame separately, with untested devices/fallbacks explicit.

## Primary references

Check current tool versions rather than copying a command for a different encoder release:

- [Khronos KTX2 specification](https://registry.khronos.org/KTX/specs/2.0/ktxspec.v2.html): container, metadata, levels and supercompression.
- [KTX-Software tools](https://github.com/KhronosGroup/KTX-Software): `ktx create`, validation, transcode and extraction. Inspect installed `--help` for format and normal-map options.
- [Basis Universal](https://github.com/BinomialLLC/basis_universal): codecs, transcoder targets and current version limits.
- [glTF texture extensions](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0): `KHR_texture_basisu`, `EXT_texture_webp`, `KHR_mesh_quantization`, `EXT_meshopt_compression` and `KHR_draco_mesh_compression` contracts.
- [three.js KTX2Loader](https://threejs.org/docs/#examples/en/loaders/KTX2Loader) and [GLTFLoader](https://threejs.org/docs/#examples/en/loaders/GLTFLoader): transcoder setup, support detection and the decoder hooks.
- [WebGPU specification](https://www.w3.org/TR/webgpu/): feature negotiation, format capabilities, texture copies and uploads.
- [meshoptimizer](https://github.com/zeux/meshoptimizer): separate optimization, quantization, compression and simplification stages; inspect gltfpack options.

exec
/bin/bash -lc 'tail -n 8 /tmp/light-cruiser-build3c.log && cat /tmp/light-cruiser-runtime/index.html' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
<!doctype html><meta charset="utf-8"><style>body{margin:0;background:#050a11}canvas{display:block}</style>
<script type="importmap">{"imports":{"three":"/node_modules/three/build/three.module.js","three/addons/":"/node_modules/three/examples/jsm/"}}</script>
<script type="module">
import * as T from 'three';import{GLTFLoader}from'three/addons/loaders/GLTFLoader.js';import{DRACOLoader}from'three/addons/loaders/DRACOLoader.js';
const scene=new T.Scene();scene.background=new T.Color(.004,.008,.016);const camera=new T.OrthographicCamera(-173.5,173.5,97.59375,-97.59375,.1,3000);camera.position.set(255,158,230);camera.lookAt(0,4,0);
const renderer=new T.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1280,720);renderer.setPixelRatio(1);renderer.toneMapping=T.AgXToneMapping;renderer.toneMappingExposure=1;document.body.appendChild(renderer.domElement);
scene.add(new T.HemisphereLight(0x94b5e4,0x303c50,1));for(const [p,c,power]of[[[100,170,130],0xfff9ee,3],[[-130,45,50],0x779bff,0.8],[[40,100,-200],0xb5cfff,2]]){const l=new T.DirectionalLight(c,power);l.position.set(...p);scene.add(l)}
const g=await new GLTFLoader().setDRACOLoader(new DRACOLoader().setDecoderPath('/node_modules/three/examples/jsm/libs/draco/gltf/')).loadAsync('/asset.glb');scene.add(g.scene);window.asset=g.scene;const box=new T.Box3().setFromObject(g.scene);const materials=new Set();let nodes=0;g.scene.traverse(o=>{nodes++;if(o.isMesh){for(const m of(Array.isArray(o.material)?o.material:[o.material]))materials.add(m)}});
window.draw=()=>renderer.render(scene,camera);window.pose=()=>{g.scene.traverse(o=>{if(/^Turret_\d+$/.test(o.name))o.rotation.y=Math.PI/6;if(/^Gun_\d+$/.test(o.name))o.rotation.x=Math.PI/6});window.draw()};
window.paint=(rgb)=>{for(const m of materials)if(m.name==='Paint')m.color.setRGB(...rgb);window.draw()};
window.reset=()=>{g.scene.traverse(o=>{if(/^(Turret|Gun)_\d+$/.test(o.name))o.rotation.set(0,0,0)});window.draw()};window.close=()=>{camera.position.set(103,49,125);camera.lookAt(12,0,83);camera.left=-46;camera.right=46;camera.top=25.875;camera.bottom=-25.875;camera.updateProjectionMatrix();window.draw()};
window.draw();window.result={nodes,materials:materials.size,drawCalls:renderer.info.render.calls,triangles:renderer.info.render.triangles,bounds:{min:box.min.toArray(),max:box.max.toArray()},renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER),paint:[...materials].find(m=>m.name==='Paint').color.toArray(),engine:[...materials].find(m=>m.name==='Engines').emissive.toArray()};window.ready=true;
</script>

exec
/bin/bash -lc "sed -n '230,327p' build_light-cruiser.py && sed -n '570,662p' build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
     if -139<c[2]<-135 and 1<c[1]<3:index=6 if c[0]>0 else 7
     uv.data[li].uv=((index+.46+(pair[0]%1)*.08)/8,.45+(pair[1]%1)*.10)
    elif p.material_index==ENGINE:
     c=G(w);cx=18 if c[0]>0 else -18;cy=8.8 if c[1]>0 else -8.8
     uv.data[li].uv=((c[0]-cx)/13+.5,(c[1]-cy)/13+.5)
  colors=me.color_attributes.new(name='Weathering',type='BYTE_COLOR',domain='CORNER')
  for p in me.polygons:
   c=G(p.center+B(self.pivot));tone=1.0
   if p.material_index==PAINT:
    batch=(int((c[2]+200)/14)*37+int((c[0]+40)/8)*17)%11
    tone=.76+batch*.022
    if c[1]<-2:tone*=.79
    if c[2]<-103:
     # Broad neutral heat/grime deposited around the engine-neck panel edges.
     tone*=.60+.40*min(1,abs(c[2]+119)/22)
   for li in p.loop_indices:colors.data[li].color=(tone,tone,tone,1)
  o.location=B(self.pivot)
  if self.parent:
   o.parent=self.parent.o;o.location=B(self.pivot-self.parent.pivot)
  self.o=o
  return o

def beveled(v,f,width,segments=2):
 bm=bmesh.new();vv=[bm.verts.new(p) for p in v];bm.verts.ensure_lookup_table()
 for face in f:
  try:bm.faces.new([vv[i] for i in face])
  except ValueError:pass
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces))
 if width:
  bmesh.ops.bevel(bm,geom=list(bm.edges),offset=width,segments=segments,affect='EDGES',profile=.5)
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.verts.ensure_lookup_table();bm.verts.index_update()
 outv=[tuple(x.co) for x in bm.verts];outf=[tuple(x.index for x in face.verts) for face in bm.faces];bm.free();return outv,outf

def box(a,c,d,mat=PAINT,bev=.12,rot=None):
 key=(tuple(round(x,5) for x in d),bev)
 if key not in CACHE:
  x,y,z=[q/2 for q in d];v=[(-x,-y,-z),(x,-y,-z),(x,y,-z),(-x,y,-z),(-x,-y,z),(x,-y,z),(x,y,z),(-x,y,z)]
  f=[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)]
  CACHE[key]=beveled(v,f,min(bev,min(d)*.22),1 if min(d)<.7 else 2)
 v,f=CACHE[key];c=Vector(c)
 a.add([tuple((rot@Vector(p) if rot else Vector(p))+c) for p in v],f,mat)

def poly(a,verts,faces,mat,bev=.1):
 v,f=beveled(verts,faces,bev,2);a.add(v,f,mat)

def tube(a,p1,p2,r1,r2=None,mat=METAL,n=16,inside=0):
 p1=Vector(p1);p2=Vector(p2);d=(p2-p1).normalized();u=d.cross(Vector((0,1,0)))
 if u.length<.01:u=d.cross(Vector((1,0,0)))
 u.normalize();v=d.cross(u).normalized();r2=r1 if r2 is None else r2
 # Bevelled collars, capped or open-wall tube.
 length=(p2-p1).length;be=min(.06,r1*.12,length*.1)
 rings=[(0,r1-be),(be,r1),(length-be,r2),(length,r2-be)]
 if inside:rings += [(length,inside),(length-be,inside),(be,inside),(0,inside)]
 verts=[tuple(p1+d*t+u*(r*math.cos(j*2*math.pi/n))+v*(r*math.sin(j*2*math.pi/n))) for t,r in rings for j in range(n)]
 faces=[]
 for k in range(len(rings)-1):
  for j in range(n):faces.append((k*n+j,k*n+(j+1)%n,(k+1)*n+(j+1)%n,(k+1)*n+j))
 if inside:
  for j in range(n):faces.append(((len(rings)-1)*n+j,(len(rings)-1)*n+(j+1)%n,(j+1)%n,j))
 else:faces.extend([tuple(reversed(range(n))),tuple((len(rings)-1)*n+j for j in range(n))])
 a.add(verts,faces,mat,True)

def ring(a,c,axis,r,thick,mat,n=32):
 c=Vector(c);d=Vector(axis).normalized();u=d.cross(Vector((0,1,0)))
 if u.length<.01:u=d.cross(Vector((1,0,0)))
 u.normalize();v=d.cross(u);vs=[];fs=[]
 for i in range(n):
  q=u*math.cos(i*2*math.pi/n)+v*math.sin(i*2*math.pi/n)
  for j in range(6):vs.append(tuple(c+q*(r+thick*math.cos(j*math.pi/3))+d*(thick*math.sin(j*math.pi/3))))
 for i in range(n):
  for j in range(6):fs.append((i*6+j,((i+1)%n)*6+j,((i+1)%n)*6+(j+1)%6,i*6+(j+1)%6))
 a.add(vs,fs,mat,True)

def octagon(w,h,cy=0):
 x=w/2;y=h/2;cx=min(w*.12,5);dy=min(h*.24,4)
 return [(x,cy+y-dy),(x-cx,cy+y),(-x+cx,cy+y),(-x,cy+y-dy),(-x,cy-y+dy),(-x+cx,cy-y),(x-cx,cy-y),(x,cy-y+dy)]

def loft(a,sections,mat=PAINT,bev=.15):
 vs=[]
 for z,w,h,y in sections:vs.extend([(x,yy,z) for x,yy in octagon(w,h,y)])
 fs=[]
 for k in range(len(sections)-1):
  for i in range(8):fs.append((k*8+i,k*8+(i+1)%8,(k+1)*8+(i+1)%8,(k+1)*8+i))
 fs.extend([tuple(reversed(range(8))),tuple((len(sections)-1)*8+i for i in range(8))]);poly(a,vs,fs,mat,bev)

H=Assembly('Hull');ASSEMBLIES=[H];SOCKETS=[]
def socket(name,p,parent=None):SOCKETS.append((name,Vector(p),parent))
# Closed internal load-bearing spine, upper and lower shell profiled separately.
SECTIONS=[(-131,60,28,0),(-92,60,28,0),(20,58,28,0),(62,56,25,0),(105,44,19,0),(145,28,10,0),(154,28,8,0)]
def profile(z):
 for l,r in zip(SECTIONS,SECTIONS[1:]):
  if l[0]<=z<=r[0]:
   t=(z-l[0])/(r[0]-l[0]);return tuple(l[i]*(1-t)+r[i]*t for i in (1,2,3))
 return SECTIONS[0][1:] if z<SECTIONS[0][0] else SECTIONS[-1][1:]
# Central recessed machinery strip between thick upper/lower hulls.
loft(H,[(z,w-3,2.6,0) for z,w,h,y in SECTIONS],DARK,.16)
loft(H,[(z,w,h/2-1, h/4+.5) for z,w,h,y in SECTIONS],PAINT,.24)
# Underbow hangar openings: omit the outer side walls for z=66..101.
  box(H,(xx,yy,zz),(7.2,.28,14.2),DARK,.12)
  for dx in (-3.4,3.4):box(H,(xx+dx,yy+.6,zz),(.55,1.15,14.5),PAINT,.12)
  for dz in (-7,7):box(H,(xx,yy+.6,zz+dz),(6.6,1.15,.55),PAINT,.12)
  for dx in (-1.8,0,1.8):
   tube(H,(xx+dx,yy+.65,zz-5.6),(xx+dx,yy+.65,zz+3.6),.32,mat=METAL,n=10)
   for dz in (-4.5,.5,3):ring(H,(xx+dx,yy+.65,zz+dz),(0,0,1),.34,.07,DARK,n=12)
  box(H,(xx,yy+.8,zz+4.8),(4.8,1.1,2.6),METAL,.18)
  for dz in (-6,6):
   for dx in (-3.1,3.1):tube(H,(xx+dx,yy+1.15,zz+dz),(xx+dx,yy+1.32,zz+dz),.18,mat=METAL,n=6)
 # Upper bow reinforcement strakes are integral, tapering into the prow.
 for z0,z1 in [(104,128),(129,146)]:
  w0,h0,_=profile(z0);w1,h1,_=profile(z1)
  xx0=side*w0*.37;xx1=side*w1*.37
  verts=[(xx0-.7,h0/2,z0),(xx0+.7,h0/2,z0),(xx1+.55,h1/2,z1),(xx1-.55,h1/2,z1)]
  verts += [(x,y+.58,z) for x,y,z in verts]
  poly(H,verts,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],PAINT,.10)
 # Thick ventral bay frame, deck rails, machinery and docking clamps.
 for zz in (72,80,91,98):
  w,h,_=profile(zz);xx=side*(w/2-5.6)
  box(H,(xx,-h*.41,zz),(2.5,.5,1.4),DARK,.10)
  tube(H,(xx,-h*.40,zz),(xx,-h*.21,zz),.20,mat=METAL,n=8)
  box(H,(xx,-h*.19,zz),(1.5,.4,1),METAL,.10)
 w,h,_=profile(83)
 for dy in (-2.5,-5.0):
  tube(H,(side*(w/2-7.3),dy,69),(side*(profile(99)[0]/2-7.3),dy,99),.18,mat=METAL,n=8)
 # Bridge flank pilasters, inset dark service panels and vertical conduits.
 for zz in (-104,-110):
  tube(H,(side*12.4,18.1,zz),(side*9.5,32,zz),.38,mat=METAL,n=10)
 for zz in (-96,-101):
  box(H,(side*11.7,23,zz),(.32,7.4,3.6),DARK,.10)
  box(H,(side*11.95,23,zz),(.30,6.8,3.0),PAINT,.10)
 # Rear collar has purposeful cooling and feed machinery at the same scale as bells.
 for zz in (-128,-140):
  tube(H,(side*31,11,zz),(side*31,-11,zz),.44,mat=METAL,n=12)
  for yy in (-9,-3,3,9):box(H,(side*31.3,yy,zz),(.8,.6,1.8),DARK,.10)
# Bridge front is split into three armoured facets and two brow caps.
for xx in (-7.5,0,7.5):
 tube(H,(xx,22.2,-82.05),(xx*.85,30.7,-85.1),.105,mat=DARK,n=8)
for yy,zz,ww in [(21.95,-81.7,24.2),(32.45,-85.45,20.1)]:
 box(H,(0,yy,zz+.4),(ww,.42,1.15),PAINT,.10)
# Central drive spine, feed plenums, cables and ports between the four bells.
box(H,(0,0,-149.2),(16.4,27.5,2.3),METAL,.55)
box(H,(0,0,-150.5),(11.8,22.7,.8),DARK,.35)
for xx in (-4.3,4.3):
 for yy in (-7,0,7):
  box(H,(xx,yy,-151.0),(3.4,5.4,1.0),HEAT,.22)
  tube(H,(xx,yy-2,-151.6),(xx,yy+2,-151.6),.37,mat=METAL,n=10)
for yy in (-13,13):
 for xx in np.arange(-7,8,2):box(H,(xx,yy,-150.7),(.8,1.2,.45),DARK,.08)
# Small roof radar and additional antenna trusses, mounted to real bases.
box(H,(5,34.6,-103),(3,1.2,3),DARK,.2)
for zz in (-109,-101):
 tube(H,(-6,34.5,zz),(-6,37.0,zz),.15,mat=METAL,n=8)
 tube(H,(-7.4,36.8,zz),(-4.6,36.8,zz),.10,mat=DARK,n=8)

# Exact mesh envelope, without applying any transform to moving nodes.
allv=np.array([v for a in ASSEMBLIES for v in a.v]);vmin=allv.min(axis=0);vmax=allv.max(axis=0)
scale=np.array([70.,60.,320.])/(vmax-vmin);shift=np.array([(vmax[0]+vmin[0])/2,0,(vmax[2]+vmin[2])/2])
for a in ASSEMBLIES:
 a.v=[tuple((np.array(v)-shift)*scale) for v in a.v]
 a.pivot=Vector((np.array(a.pivot)-shift)*scale)
SOCKETS=[(n,Vector((np.array(p)-shift)*scale),par) for n,p,par in SOCKETS]
H.pivot=Vector((0,0,0))
# Build named nodes and preserve moving-node origins (no transform_apply calls).
for a in ASSEMBLIES:a.finish()
for name,p,parent in SOCKETS:
 e=bpy.data.objects.new(name,None);SC.collection.objects.link(e);e.empty_display_size=.7;e.empty_display_type='PLAIN_AXES'
 e.parent=(parent or H).o;e.location=B(p-(parent or H).pivot)
 if name.startswith('Light_Nav_'):e['color']=[1,0,0] if name.endswith('L') else [0,1,0]
 if name.startswith('Thruster'):e['exhaust_axis']=[0,0,-1]
ASSET=[o for o in SC.objects if o.type in ('MESH','EMPTY')]
bpy.context.view_layer.update()
# Reject degenerate geometry before serialisation.
for a in ASSEMBLIES:
 bm=bmesh.new();bm.from_mesh(a.o.data);bad=[f for f in bm.faces if f.calc_area()<1e-9]
 if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(a.o.data);bm.free()
triangles=sum(sum(len(p.vertices)-2 for p in a.o.data.polygons) for a in ASSEMBLIES)
assert 80000<=triangles<=200000,triangles
print('GEOMETRY',triangles,'triangles',len(ASSET),'nodes',flush=True)
# Standard glTF PBR output, with explicit baseColorFactors after export.
for name,node in COLOR_NODES.items():
 nt=bpy.data.materials[name].node_tree;bs=nt.nodes.get('Principled BSDF');nt.links.new(node.inputs[1].links[0].from_socket,bs.inputs['Base Color'])
activate(H.o)
for o in ASSET:o.select_set(True)
glb=ROOT/'light-cruiser.glb'
bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_tangents=True,export_image_format='AUTO',export_vertex_color='ACTIVE')
# Patch factors only. Geometry and images are Blender's exact clean export.
def patch_factors(path):
 data=path.read_bytes();pos=12;chunks=[]
 while pos<len(data):
  n,typ=struct.unpack_from('<II',data,pos);chunks.append((typ,data[pos+8:pos+8+n]));pos+=8+n
 j=json.loads(chunks[0][1])

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exec
/bin/bash -lc 'tail -n 7 /tmp/light-cruiser-build3c.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
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exec
/bin/bash -lc 'python3 /tmp/light-cruiser-texture-audit.py /tmp/light-cruiser-runtime/asset.glb' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 415ms:
{
  "images": [
    {
      "name": "MetalTile_Normal",
      "size": [
        1024,
        1024
      ],
      "encoded_bytes": 959062,
      "mode": "RGB"
    },
    {
      "name": "MetalTile_ORM",
      "size": [
        512,
        512
      ],
      "encoded_bytes": 299733,
      "mode": "RGB"
    },
    {
      "name": "MetalTile_BaseColor",
      "size": [
        1024,
        1024
      ],
      "encoded_bytes": 130237,
      "mode": "RGB"
    },
    {
      "name": "OpticalTile_Normal",
      "size": [
        64,
        64
      ],
      "encoded_bytes": 412,
      "mode": "RGB"
    },
    {
      "name": "OpticalTile_ORM",
      "size": [
        64,
        64
      ],
      "encoded_bytes": 415,
      "mode": "RGB"
    },
    {
      "name": "OpticalTile_BaseColor",
      "size": [
        64,
        64
      ],
      "encoded_bytes": 4361,
      "mode": "RGB"
    },
    {
      "name": "HullTile_Normal",
      "size": [
        1024,
        1024
      ],
      "encoded_bytes": 943386,
      "mode": "RGB"
    },
    {
      "name": "HullTile_ORM",
      "size": [
        512,
        512
      ],
      "encoded_bytes": 134392,
      "mode": "RGB"
    },
    {
      "name": "HullTile_BaseColor",
      "size": [
        1024,
        1024
      ],
      "encoded_bytes": 136991,
      "mode": "RGB"
    },
    {
      "name": "HeatTile_Normal",
      "size": [
        512,
        512
      ],
      "encoded_bytes": 367733,
      "mode": "RGB"
    },
    {
      "name": "HeatTile_ORM",
      "size": [
        512,
        512
      ],
      "encoded_bytes": 298143,
      "mode": "RGB"
    },
    {
      "name": "HeatTile_BaseColor",
      "size": [
        512,
        512
      ],
      "encoded_bytes": 38540,
      "mode": "RGB"
    },
    {
      "name": "SignalTrim_BaseColor",
      "size": [
        256,
        256
      ],
      "encoded_bytes": 77537,
      "mode": "RGB"
    },
    {
      "name": "SignalTrim_Normal",
      "size": [
        128,
        128
      ],
      "encoded_bytes": 670,
      "mode": "RGB"
    },
    {
      "name": "SignalTrim_ORM",
      "size": [
        128,
        128
      ],
      "encoded_bytes": 670,
      "mode": "RGB"
    },
    {
      "name": "EngineTrim_BaseColor",
      "size": [
        256,
        256
      ],
      "encoded_bytes": 82930,
      "mode": "RGB"
    },
    {
      "name": "EngineTrim_Normal",
      "size": [
        128,
        128
      ],
      "encoded_bytes": 670,
      "mode": "RGB"
    },
    {
      "name": "EngineTrim_ORM",
      "size": [
        128,
        128
      ],
      "encoded_bytes": 670,
      "mode": "RGB"
    }
  ],
  "paint_srgb_percentiles": [
    67.0,
    158.0,
    181.0,
    195.0,
    202.0
  ],
  "estimated_rgba8_mip_MiB": 29.0625
}

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exec
/bin/bash -lc "python3 - <<'PY'
p='/tmp/light-cruiser-runtime/index.html'
s=open(p).read().replace(\"o.rotation.x=Math.PI/6\", \"o.rotation.x=([1,3].includes(Number(o.name.split('_')[1]))?-1:1)*Math.PI/6\")
open(p,'w').write(s)
PY
rg -n 'for i|Turret_|Gun_|trunnion' build_light-cruiser.py | tail -20" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
51: for i,v in enumerate((a,b)):
140:  for i,col in enumerate(palette):
211:  n=len(self.v);self.v.extend(verts);self.f.extend([tuple(n+i for i in f) for f in faces]);self.mi.extend([mat]*len(faces));self.sm.extend([smooth]*len(faces))
255:  try:bm.faces.new([vv[i] for i in face])
296: for i in range(n):
299: for i in range(n):
312:  for i in range(8):fs.append((k*8+i,k*8+(i+1)%8,(k+1)*8+(i+1)%8,(k+1)*8+i))
313: fs.extend([tuple(reversed(range(8))),tuple((len(sections)-1)*8+i for i in range(8))]);poly(a,vs,fs,mat,bev)
322:   t=(z-l[0])/(r[0]-l[0]);return tuple(l[i]*(1-t)+r[i]*t for i in (1,2,3))
501:for idx,(z,up) in enumerate([(34,1),(-66,1),(28,-1),(-70,-1)],1):
502: py=14*up;T=Assembly(f'Turret_{idx}',(0,py,z),H);A=Assembly(f'Gun_{idx}',(0,py+2.8*up,z+3.4),T)
528: if a.name.startswith('Turret_'):
679:lo=[min(G(p)[i] for p in pts) for i in range(3)];hi=[max(G(p)[i] for p in pts) for i in range(3)]
681:manifest={'units':'metres','forward':[0,0,1],'up':[0,1,0],'left':[1,0,0],'bounding_box':{'min':lo,'max':hi,'size':[hi[i]-lo[i] for i in range(3)]},'triangles':triangles,'materials':[m.name for m in MATS],'nodes':{},'axes':{},'paints':[{'name':n,'linear_rgb':v} for n,v in PAINTS]}
684: if o.name.startswith('Turret_'):manifest['axes'][o.name]=[0,1,0]
685: if o.name.startswith('Gun_'):manifest['axes'][o.name]=[1,0,0]
730:for i,(name,col) in enumerate(PAINTS):
735:for i,arr in enumerate(frames):

codex
The asset is within the size and geometry budgets: 193,768 triangles, seven materials, and a 5.4 MB GLB. The engine and paint-recolour checks pass. I’m also exporting tangents so the baked normals shade consistently in the game loader.
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exec
/bin/bash -lc "python3 - <<'PY'
p='/tmp/light-cruiser-runtime/index.html'
s=open(p).read().replace('[1,3].includes','[1,2].includes')
open(p,'w').write(s)
PY
cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
<!-- Distilled from vercel-labs/vgpu .claude/skills/vgpu-agent-flow/references/asset-iteration.md and
.subharness/agents/asset-author.ts + asset-critic.ts at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.),
rewritten for Forge lanes (forge-agent, Astra author, a second model family as critic). -->

# Author and critic loop for a Blender asset

Use this for any authored asset that will be judged by eye: a hero prop, a character, a building, an
environment. Skip it for a mechanical re-export.

## Seats

| Seat | Who | Owns |
| --- | --- | --- |
| Author | Astra (operator law: Blender work goes to Astra) | Geometry, authored materials, UVs, bakes, Blender renders, the export |
| Runtime | The root, or one worker when the shader work is real | Loading the export in the game's actual three.js path, captures, measured costs |
| Critic | A different model family from the author, reading the real images | Findings only. Never edits the asset |

The critic must open the actual capture files. A critic that cannot read images says so and returns
BLOCKED; it never writes a visual verdict from metrics or from the author's description.

## Budget

- Default: **3 revisions, at most 2 critic passes per revision.** The brief may set another cap.
- A cap is an execution limit, not acceptance. Cap reached with open visual findings = `REVISE`
  reported as such, never a `PASS`.
- No unattended improvement loop past the cap.

## Before the first render

Write in the task folder: scope, target cameras (gameplay view, hero, rear, closest required view),
output paths, budgets (triangles, exported vertices, texture bytes and GPU memory, draw calls) and
the revision cap. Budgets are task inputs; do not copy another asset's numbers.

Run the [preflight](preflight-and-recovery.md) once: Blender starts and runs a scene operation, a
tiny bake and export round-trips through the real loader, one real runtime frame is captured.

Integrate a cheap LOW blockout in the runtime at this stage. Scale, axis, camera and material
contract problems are found before an expensive bake, not after.

## Each revision keeps

- the source revision or parameters that rebuild the previous asset;
- real hero, rear and close-up captures, same camera, light, exposure and pose every time;
- triangles, exported vertices, primitives, material count, file bytes, texture GPU memory;
- runtime draw counters, kept apart from offline estimates;
- the critic's findings, the fixes chosen, and the next measured result.

## The critic pass

The critic receives the previous AND the current captures and metrics under matched cameras (or
an explicit "first revision, no baseline"), the reference image, and the brief. It returns:

- **at most five findings**, ordered by impact, each with a stable id, the evidence path (whole
  view plus crop or image coordinates), the visible symptom, a suggested correction and a
  **measurable acceptance condition**;
- regressions against the previous revision;
- resolved / remaining / regressed status of earlier findings on a follow-up pass;
- `PASS`, `REVISE` or `BLOCKED`, with the limits of its evidence.

It compares against the reference as well as the previous revision: clean topology and progress
since last time do not make the asset match the reference. It separates the observed defect from
the suspected cause. A small whole-image difference can hide severe local damage (thin trim,
stairs, silhouette edges): it inspects crops at each delivered LOD. Design ideas are suggestions,
not new acceptance requirements.

When the cause could be the asset or the renderer, it asks for the diagnostic captures in
[runtime parity](runtime-parity-and-diagnostics.md) (maps off, AO neutral, lightmap off) rather
than guessing.

## Rules that stop false passes

- A generated concept image is never proof of a working model. Label concepts as concepts; accept
  only on real renders of the real export.
- Requested bakes need bake provenance (what was baked, from what, at what settings) and matched
  runtime captures with each contribution switched off in turn. Vertex tint and runtime shadows
  are not substitutes for a requested AO or lightmap bake.
- An atlas repair is checked on the full matched views, not only on the crop that was broken: a new
  layout can fix one edge and turn another face black.
- One writer per handoff file. A reply never gets appended to a request file another agent will
  regenerate. Superseded manifests and failed captures stay on disk.
- The author hands the root a compact result: verdict, the few decisive images, the metrics table.
  Full capture sets stay on disk; the root does not load every image.
- A user's rejection or a changed brief reopens any earlier `PASS`.

## Lessons

When a revision teaches something that will recur, write it as: evidence path, symptom, cause,
intervention, matched before/after result, scope. The root checks it and makes a narrow edit to this
skill. Reject task-specific style preferences dressed up as general rules.

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exec
/bin/bash -lc 'tail -n 5 /tmp/light-cruiser-build3c.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
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exec
/bin/bash -lc "sed -n '450,570p' build_light-cruiser.py && tail -n 10 /tmp/light-cruiser-build3c.log" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
 box(H,(0,y,z+.50),(w-.8,1.06,.16),LAMP,.04)
 box(H,(0,y,z+.66),(w-.65,1.22,.12),GLASS,.03)
 for x in np.arange(-w/2+.6,w/2,.95):box(H,(x,y,z+.78),(.12,1.45,.20),METAL,.025)
 for s in (-1,1):
  box(H,(s*(w/2-.18),y,z-4.2),(.32,1.3,8.4),DARK,.1)
  box(H,(s*(w/2+.02),y,z-4.2),(.12,.9,7.9),LAMP,.03)
  box(H,(s*(w/2+.12),y,z-4.2),(.10,1.06,8),GLASS,.025)
  for zz in np.arange(z-7.8,z,.95):box(H,(s*(w/2+.19),y,zz),(.17,1.2,.12),METAL,.02)
# Bridge panel breaks and roof equipment.
for side in (-1,1):
 for yy in (24,27.3):
  box(H,(side*10.6,yy,-99),(.4,2.8,9.5),PAINT,.12)
  for zz in (-97,-99,-101):box(H,(side*10.9,yy,zz),(.2,1.5,.26),DARK,.04)
 for zz in (-91,-98,-105):
  tube(H,(side*7,34.0,zz),(side*7,34.4,zz),.35,mat=METAL,n=8)
box(H,(0,34.1,-97),(16,.55,18),PAINT,.22)
box(H,(-3,34.8,-96),(5,1.2,5),DARK,.18)
tube(H,(-3,35.3,-96),(-3,36.1,-96),1.5,1.25,METAL,n=24)
# Antenna forest, grounded in roof fittings, max height 40m.
for x,z,height in [(5,-105,5.6),(3.2,-104,3.4),(-6,-106,2.8),(6,-91,1.5)]:
 tube(H,(x,34.4,z),(x,34.9,z),.55,.35,METAL,n=12)
 tube(H,(x,34.8,z),(x,34.4+height,z),.18,.06,DARK,n=10)
 if height>3:tube(H,(x-1.2,36,z),(x+1.2,36,z),.10,mat=METAL,n=8)
# Clean plate is balanced with discrete service bays, rails and human-scale fittings.
for side in (-1,1):
 for z in (-115,-101,-84,-63,1,17,46,58,111,129):
  w,h,_=profile(z);x=side*w*.24;y=h/2+.30
  box(H,(x,y,z),(4.3,.48,5.8),DARK,.18)
  box(H,(x,y+.27,z),(3.8,.18,5.2),METAL,.12)
  for j in range(8):box(H,(x,y+.42,z-2.1+j*.6),(3.2,.13,.23),DARK,.025)
  for zz in (-2.2,2.2):
   for xx in (-1.7,1.7):tube(H,(x+xx,y+.4,z+zz),(x+xx,y+.58,z+zz),.13,mat=METAL,n=6)
 for z in (-108,-79,-59,0,24,49):
  w,h,_=profile(z)
  # Lower maintenance panels and cable loops are flush-connected.
  x=side*(w/2+.3)
  box(H,(x,-7,z),(.4,4.6,7.6),METAL,.15)
  box(H,(x+side*.24,-7,z),(.15,3.7,6.5),PAINT,.07)
  for yy in (-8.2,-5.7):tube(H,(x+side*.4,yy,z-2.3),(x+side*.4,yy,z+2.3),.13,mat=DARK,n=8)
 # Utility piping along rear shoulders, with clips.
 for yy in (4.0,6.0):
  tube(H,(side*29.6,yy,-63),(side*29.6,yy,-112),.25,mat=METAL,n=10)
  for zz in range(-110,-62,6):box(H,(side*29.75,yy,zz),(.5,.8,.35),DARK,.06)
# Bow probe gun foundations and forward sensor array; not a pointed triangle.
for s in (-1,1):
 box(H,(s*7.3,0,149),(3.2,2.2,6.4),DARK,.3)
 tube(H,(s*7.3,0,151),(s*7.3,0,159.85),.45,.25,METAL,n=16)
 socket('Muzzle_'+str(9 if s<0 else 10),(s*7.3,0,160))
 box(H,(s*7,4.9,137),(4.5,1.2,5.7),PAINT,.25)
 for x in [-1,0,1]:tube(H,(s*7+x,5.05,140),(s*7+x,5.05,140.45),.27,mat=DARK,n=12)
# Traversing primary armament, all body and barrel shapes are local to actual pivots.
for idx,(z,up) in enumerate([(34,1),(-66,1),(28,-1),(-70,-1)],1):
 py=14*up;T=Assembly(f'Turret_{idx}',(0,py,z),H);A=Assembly(f'Gun_{idx}',(0,py+2.8*up,z+3.4),T)
 ASSEMBLIES.extend([T,A])
 tube(H,(0,13.7*up,z),(0,14.7*up,z),6.7,6.5,DARK,n=40)
 ring(H,(0,14.3*up,z),(0,1,0),6.5,.25,METAL,n=40)
 # faceted sloping gunhouse, 6m high above/below mounting axis.
 loft(T,[(z-7,10,3.8,py+2.1*up),(z-4.5,13,5.4,py+2.7*up),(z+5.1,12,4.8,py+2.4*up),(z+7.2,9,3.0,py+2.4*up)],METAL,.32)
 for s in (-1,1):
  box(T,(s*5.9,py+2.8*up,z-1),(1.0,3.2,7.6),METAL,.24)
  box(T,(s*6.3,py+2.8*up,z-2),(.35,1.1,3.2),DARK,.08)
  tube(T,(s*6.4,py+2.8*up,z+3.4),(s*6.8,py+2.8*up,z+3.4),.72,mat=METAL,n=20)
  box(T,(s*3.2,py+5.4*up,z-3.5),(3,1,3.6),METAL,.18)
 # Moving elevation cradle and twin recoiling-looking telescoping barrels.
 tube(A,(-4.8,py+2.8*up,z+3.4),(4.8,py+2.8*up,z+3.4),1.4,mat=DARK,n=24)
 for s in (-1,1):
  x=s*2.4;y=py+2.8*up
  tube(A,(x,y,z+3.2),(x,y,z+10.5),1.0,.78,DARK,n=20)
  tube(A,(x,y,z+9.8),(x,y,z+19.5),.64,.46,METAL,n=20)
  tube(A,(x,y,z+18.8),(x,y,z+24),.49,.48,DARK,n=20,inside=.30)
  for zz,rad in [(z+7,1.08),(z+10.2,.84),(z+18.7,.62),(z+22.8,.57)]:tube(A,(x,y,zz-.24),(x,y,zz+.24),rad,mat=METAL,n=20)
  socket(f'Muzzle_{2*idx-(1 if s==-1 else 0)}',(x,y,z+24),A)
 # roof hatch and optoelectronic sight are integral to traverse.
 tube(T,(0,py+5.2*up,z-3),(0,py+5.5*up,z-3),1.5,mat=DARK,n=24)
 box(T,(3.9,py+4.6*up,z+3),(1.4,1.1,2),DARK,.16)
 box(T,(3.9,py+4.6*up,z+4.04),(1.0,.5,.12),GLASS,.02)
# Give the gunhouses heavier armoured cheeks; vertices move, pivots never do.
for a in ASSEMBLIES[1:]:
 if a.name.startswith('Turret_'):
  a.v=[tuple(a.pivot+(Vector(v)-a.pivot)*Vector((1.14,1.06,1.14))) for v in a.v]
# Point defence: fixed paired mounts at upper/lower shoulders, separately named sockets.
pd=0
for z in (-111,-57,4,56,118):
 for s in (-1,1):
  w,h,_=profile(z);x=s*(w*.34);y=h/2+.4
  tube(H,(x,y-.3,z),(x,y+.6,z),1.65,1.45,DARK,n=20)
  loft(H,[(z-1.6,2.7,1.9,y+1.3),(z+1.3,2.2,1.5,y+1.3)],METAL,.18) if False else None
  box(H,(x,y+1.1,z),(2.6,1.8,2.9),METAL,.25)
  for k in (-1,1):
   tube(H,(x+k*.57,y+1.3,z+.7),(x+k*.57,y+1.7,z+5),.23,.15,DARK,n=12)
   pd+=1;socket('Muzzle_'+str(10+pd),(x+k*.57,y+1.7,z+5))
# Small service rails, inspection ladders, tether rings and bolts: scale cues.
for s in (-1,1):
 for zz in (-116,-105,-82,-61,5,19,51):
  w,h,_=profile(zz);x=s*(w*.37);y=h/2+.22
  for k in range(5):tube(H,(x-.6,y,zz+k*.5),(x+.6,y,zz+k*.5),.06,mat=DARK,n=6)
  for dx in (-.6,.6):tube(H,(x+dx,y,zz),(x+dx,y,zz+2),.07,mat=METAL,n=8)
 for z0,z1 in [(-110,-84),(-77,-57),(1,22)]:
  x=s*20
  for zz in np.arange(z0,z1+1,2.4):tube(H,(x,14.0,zz),(x,15.0,zz),.065,mat=METAL,n=6)
  tube(H,(x,15,z0),(x,15,z1),.075,mat=METAL,n=8)
 for zz in range(-116,120,12):
  w,h,_=profile(zz);x=s*(w*.35)
  for dx in (-.7,.7):tube(H,(x+dx,h/2+.06,zz),(x+dx,h/2+.22,zz),.14,mat=METAL,n=6)
# Torpedo recesses and navigation beacons, no text or painted markings.
for s in (-1,1):
 for zz in (112,118):
  w,h,_=profile(zz);x=s*(w/2+.1)
  box(H,(x,-1.8,zz),(.36,2.2,3.2),DARK,.15)
  socket('Hardpoint_'+str(len([q for q in SOCKETS if q[0].startswith('Hardpoint')])+1),(x,-1.8,zz))
 box(H,(s*34.4,2.0,-137),(1.2,1,2.2),DARK,.2)
 box(H,(s*34.8,2.0,-137),(.4,.55,1.2),LAMP,.1)
box(H,(0,34.7,-96),(1.2,.45,1.2),DARK,.12)
box(H,(0,35.05,-96),(.65,.5,.65),LAMP,.10)
socket('Light_Nav_L',(35,2,-137));socket('Light_Nav_R',(-35,2,-137));socket('Light_Beacon',(0,35,-96));socket('Camera_Chase',(0,90,-240))
# Structural coamings and machinery islands interrupt the large plating fields.
# Each island has a dark recessed floor behind a bevelled protective surround.
for side in (-1,1):
 for zz in (7,86):
  w,h,_=profile(zz);xx=side*w*.24;yy=h/2+.16
  box(H,(xx,yy,zz),(7.2,.28,14.2),DARK,.12)

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "ps -eo pid,etime,args | rg 'light-cruiser-v1/build|light-cruiser-build3c|ssh gex44'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
 538887       36:32 /home/claude-agent/.local/lib/agy/agy --model gemini-3.8-flash-high --dangerously-skip-permissions -p [Forge harness] You are a bounded worker: do not start nested agents or subagents. Report files, evidence and blockers.  Build  original anime-style space fighter (crisp angular Japanese animation mecha design, our own): a long slim angular fuselage with a sharp chisel nose and a long canopy, swing wings at mid sweep, twin vertical tails canted outward, two big engine nacelles with square-to-round nozzles, a gun pod under the fuselage, missile launchers in the wing roots, crisp panel lines and contrast stripes as geometry (the one on sheet.jpg) as a production, REALISTIC 3D game asset in Blender, for Forge's asset library. Look at the reference images in this directory with your image tool first: sheet.jpg. It must look like a real object from a modern third-person game up close: never blocky, never toy-like, never flat colours.  Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:   ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/variable-fighter-anime-v1/<script>.py (first `ssh gex44 mkdir -p /root/fal-author/variable-fighter-anime-v1`, scp scripts and any textures to gex44:/root/fal-author/variable-fighter-anime-v1/, scp renders back here, then LOOK at them with your image tool). Iterate until the renders match the references: silhouette, proportions, every named part, materials. Only one Blender job on the GPU box at a time from you.  Quality bar: - Real dimensions in metres: 15.8 m long, 13.0 m wingspan, 4.0 m high. - Construction detail as geometry where it shapes the silhouette or catches light: bevelled edges everywhere (no razor   box edges), real thickness, frames around openings, trims, rails, fittings, bolts, ropes, cables, small parts. No   z-fighting, no gaps, nothing floating, smooth shading on round parts. - Photographic materials: use CC0 Poly Haven textures (download 1k or 2k jpg maps from https://dl.polyhaven.org/file/   ph-assets/Textures/jpg/<res>/<id>/<id>_<map>_<res>.jpg, maps diff, nor_gl, arm; pick ids by browsing   https://api.polyhaven.com/assets?t=textures) mixed with node detail (rust streaks, grime, moss, edge wear, salt), then   BAKE each material's result with Cycles to image textures (base colour, normal, ORM) so it survives glTF export.   List every Poly Haven id you used in NOTES.md (licence evidence). No other image sources. - Budget: 40k to 90k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.  Export contract (glTF binary .glb, Y up, metres): Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed. Apply transforms and modifiers. No cameras, lights or helpers in the GLB. GAME WEIGHT overrides the budget above: every texture image at most 1024 px, ORM / occlusion maps at most 512 px; share baked texture sets between parts and use tiling materials + trim textures on big surfaces. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named "Engines" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material "Lamps" (emissive); cockpit or bridge glazing = one material "Glass" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add "axes": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.85, 0.85, 0.88] (white). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. Extra moving parts: Wing_L, Wing_R (swing wings, origin on the wing pivot, sweep about Y). Contrast stripes are a second non-Paint material. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: warm white, light grey, rebel red, imperial grey, midnight blue, olive, gold, black; and render paints.png: a 3x2 grid of the same 3/4 view in those six paints (EEVEE or low-sample Cycles) to prove the recolour works. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. Keep this directory clean: put any helper tools you install (node_modules, vendored three.js, browser checks) under /tmp, never here. Pace: deliver a first complete GLB within about 30 minutes, then use what is left of about 60 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders.  Deliver in this directory: variable-fighter-anime.glb; build_variable-fighter-anime.py (ONE script that builds the whole asset from an empty scene, downloads/loads its textures, bakes and exports: the GLB you deliver must come from a clean run of it); final.png (1920x1080 Cycles render, 3/4 front view, soft daylight); side.png (orthographic side); clay.png (same view as final, plain grey material); nodes.json (every node name with world position + overall bounding box); NOTES.md (6 lines: what you made, triangle count, materials, texture sizes, Poly Haven ids, what still differs from the references). Stop when you judge it matches the references and would not look out of place in a modern realistic game.  --output-format text
 570732       27:32 /home/claude-agent/.local/lib/agy/agy --model gemini-3.8-flash-high --dangerously-skip-permissions -p [Forge harness] You are a bounded worker: do not start nested agents or subagents. Report files, evidence and blockers.  Build realistic hard science-fiction military cruiser: a long spine of modules, a forward armoured command and weapons section with a spinal railgun running through the hull, big diamond-shaped radiator wings, spherical propellant tanks, drone launch racks, point-defence turrets, a fusion drive with a large magnetic nozzle (the one on sheet.jpg) as a production, REALISTIC 3D game asset in Blender, for Forge's asset library. Look at the reference images in this directory with your image tool first: sheet.jpg. It must look like a real object from a modern third-person game up close: never blocky, never toy-like, never flat colours.  Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:   ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/hardsf-cruiser-v1/<script>.py (first `ssh gex44 mkdir -p /root/fal-author/hardsf-cruiser-v1`, scp scripts and any textures to gex44:/root/fal-author/hardsf-cruiser-v1/, scp renders back here, then LOOK at them with your image tool). Iterate until the renders match the references: silhouette, proportions, every named part, materials. Only one Blender job on the GPU box at a time from you.  Quality bar: - Real dimensions in metres: 260 m long, 110 m wide, 40 m high. - Construction detail as geometry where it shapes the silhouette or catches light: bevelled edges everywhere (no razor   box edges), real thickness, frames around openings, trims, rails, fittings, bolts, ropes, cables, small parts. No   z-fighting, no gaps, nothing floating, smooth shading on round parts. - Photographic materials: use CC0 Poly Haven textures (download 1k or 2k jpg maps from https://dl.polyhaven.org/file/   ph-assets/Textures/jpg/<res>/<id>/<id>_<map>_<res>.jpg, maps diff, nor_gl, arm; pick ids by browsing   https://api.polyhaven.com/assets?t=textures) mixed with node detail (rust streaks, grime, moss, edge wear, salt), then   BAKE each material's result with Cycles to image textures (base colour, normal, ORM) so it survives glTF export.   List every Poly Haven id you used in NOTES.md (licence evidence). No other image sources. - Budget: 80k to 180k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.  Export contract (glTF binary .glb, Y up, metres): Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed. Apply transforms and modifiers. No cameras, lights or helpers in the GLB. GAME WEIGHT overrides the budget above: every texture image at most 1024 px, ORM / occlusion maps at most 512 px; share baked texture sets between parts and use tiling materials + trim textures on big surfaces. BIG SHIP: a 1024 bake cannot hold a hull this size: use tiling hull-plate materials and trim textures (panel strips, window strips, vents) with world-scale UVs. Detail must read at three distances: the silhouette (big masses, towers, engine blocks), the middle (superstructure, turrets, hangar mouths, antenna forests, armour belts) and close up (greebles, pipes, panel seams, rows of lit windows at human scale). Small parts may be instanced/linked duplicates. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named "Engines" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material "Lamps" (emissive); cockpit or bridge glazing = one material "Glass" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add "axes": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.70, 0.70, 0.68] (pale grey). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: naval grey, gunmetal, olive drab, desert sand, arctic white, deep navy, black, crimson; and render paints.png: a 3x2 grid of the same 3/4 view in those six paints (EEVEE or low-sample Cycles) to prove the recolour works. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. Keep this directory clean: put any helper tools you install (node_modules, vendored three.js, browser checks) under /tmp, never here. Pace: deliver a first complete GLB within about 40 minutes, then use what is left of about 80 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders.  Deliver in this directory: hardsf-cruiser.glb; build_hardsf-cruiser.py (ONE script that builds the whole asset from an empty scene, downloads/loads its textures, bakes and exports: the GLB you deliver must come from a clean run of it); final.png (1920x1080 Cycles render, 3/4 front view, soft daylight); side.png (orthographic side); clay.png (same view as final, plain grey material); nodes.json (every node name with world position + overall bounding box); NOTES.md (6 lines: what you made, triangle count, materials, texture sizes, Poly Haven ids, what still differs from the references). Stop when you judge it matches the references and would not look out of place in a modern realistic game.  --output-format text
 575691       26:08 /home/claude-agent/.local/lib/agy/agy --model gemini-3.8-flash-high --dangerously-skip-permissions -p [Forge harness] You are a bounded worker: do not start nested agents or subagents. Report files, evidence and blockers.  Build space-pirate scrap fighter (junk-built): a salvaged engine block with a cockpit pod welded on, mismatched armour plates in different metals bolted on, an oversized cannon on one side, exposed cables and pipes, patched plates, one big engine and two small ones, spikes and a ram on the nose (the one on sheet.jpg) as a production, REALISTIC 3D game asset in Blender, for Forge's asset library. Look at the reference images in this directory with your image tool first: sheet.jpg. It must look like a real object from a modern third-person game up close: never blocky, never toy-like, never flat colours.  Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:   ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/pirate-scrap-fighter-v1/<script>.py (first `ssh gex44 mkdir -p /root/fal-author/pirate-scrap-fighter-v1`, scp scripts and any textures to gex44:/root/fal-author/pirate-scrap-fighter-v1/, scp renders back here, then LOOK at them with your image tool). Iterate until the renders match the references: silhouette, proportions, every named part, materials. Only one Blender job on the GPU box at a time from you.  Quality bar: - Real dimensions in metres: 12.0 m long, 9.0 m wide, 4.5 m high. - Construction detail as geometry where it shapes the silhouette or catches light: bevelled edges everywhere (no razor   box edges), real thickness, frames around openings, trims, rails, fittings, bolts, ropes, cables, small parts. No   z-fighting, no gaps, nothing floating, smooth shading on round parts. - Photographic materials: use CC0 Poly Haven textures (download 1k or 2k jpg maps from https://dl.polyhaven.org/file/   ph-assets/Textures/jpg/<res>/<id>/<id>_<map>_<res>.jpg, maps diff, nor_gl, arm; pick ids by browsing   https://api.polyhaven.com/assets?t=textures) mixed with node detail (rust streaks, grime, moss, edge wear, salt), then   BAKE each material's result with Cycles to image textures (base colour, normal, ORM) so it survives glTF export.   List every Poly Haven id you used in NOTES.md (licence evidence). No other image sources. - Budget: 40k to 90k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.  Export contract (glTF binary .glb, Y up, metres): Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed. Apply transforms and modifiers. No cameras, lights or helpers in the GLB. GAME WEIGHT overrides the budget above: every texture image at most 1024 px, ORM / occlusion maps at most 512 px; share baked texture sets between parts and use tiling materials + trim textures on big surfaces. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named "Engines" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material "Lamps" (emissive); cockpit or bridge glazing = one material "Glass" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add "axes": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.45, 0.12, 0.06] (rust red). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. Only the largest painted plates are Paint; bare and rusty plates are not. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: rust red, faded green, dirty yellow, black, patchwork grey, toxic green, purple, sand; and render paints.png: a 3x2 grid of the same 3/4 view in those six paints (EEVEE or low-sample Cycles) to prove the recolour works. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. Keep this directory clean: put any helper tools you install (node_modules, vendored three.js, browser checks) under /tmp, never here. Pace: deliver a first complete GLB within about 30 minutes, then use what is left of about 60 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders.  Deliver in this directory: pirate-scrap-fighter.glb; build_pirate-scrap-fighter.py (ONE script that builds the whole asset from an empty scene, downloads/loads its textures, bakes and exports: the GLB you deliver must come from a clean run of it); final.png (1920x1080 Cycles render, 3/4 front view, soft daylight); side.png (orthographic side); clay.png (same view as final, plain grey material); nodes.json (every node name with world position + overall bounding box); NOTES.md (6 lines: what you made, triangle count, materials, texture sizes, Poly Haven ids, what still differs from the references). Stop when you judge it matches the references and would not look out of place in a modern realistic game.  --output-format text
 597115       18:46 /home/claude-agent/.local/lib/agy/agy --model gemini-3.8-flash-high --dangerously-skip-permissions -p [Forge harness] You are a bounded worker: do not start nested agents or subagents. Report files, evidence and blockers.  Build battleship built around one giant spinal railgun: the twin rails run the full length of the hull and open at the bow, heavy armour wraps around them, capacitor banks along the sides glow blue, two rows of broadside turrets, a command tower aft, four huge engines (the one on sheet.jpg) as a production, REALISTIC 3D game asset in Blender, for Forge's asset library. Look at the reference images in this directory with your image tool first: sheet.jpg. It must look like a real object from a modern third-person game up close: never blocky, never toy-like, never flat colours.  Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:   ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/railgun-battleship-v1/<script>.py (first `ssh gex44 mkdir -p /root/fal-author/railgun-battleship-v1`, scp scripts and any textures to gex44:/root/fal-author/railgun-battleship-v1/, scp renders back here, then LOOK at them with your image tool). Iterate until the renders match the references: silhouette, proportions, every named part, materials. Only one Blender job on the GPU box at a time from you.  Quality bar: - Real dimensions in metres: 1100 m long, 160 m wide, 140 m high. - Construction detail as geometry where it shapes the silhouette or catches light: bevelled edges everywhere (no razor   box edges), real thickness, frames around openings, trims, rails, fittings, bolts, ropes, cables, small parts. No   z-fighting, no gaps, nothing floating, smooth shading on round parts. - Photographic materials: use CC0 Poly Haven textures (download 1k or 2k jpg maps from https://dl.polyhaven.org/file/   ph-assets/Textures/jpg/<res>/<id>/<id>_<map>_<res>.jpg, maps diff, nor_gl, arm; pick ids by browsing   https://api.polyhaven.com/assets?t=textures) mixed with node detail (rust streaks, grime, moss, edge wear, salt), then   BAKE each material's result with Cycles to image textures (base colour, normal, ORM) so it survives glTF export.   List every Poly Haven id you used in NOTES.md (licence evidence). No other image sources. - Budget: 100k to 220k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.  Export contract (glTF binary .glb, Y up, metres): Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed. Apply transforms and modifiers. No cameras, lights or helpers in the GLB. GAME WEIGHT overrides the budget above: every texture image at most 1024 px, ORM / occlusion maps at most 512 px; share baked texture sets between parts and use tiling materials + trim textures on big surfaces. BIG SHIP: a 1024 bake cannot hold a hull this size: use tiling hull-plate materials and trim textures (panel strips, window strips, vents) with world-scale UVs. Detail must read at three distances: the silhouette (big masses, towers, engine blocks), the middle (superstructure, turrets, hangar mouths, antenna forests, armour belts) and close up (greebles, pipes, panel seams, rows of lit windows at human scale). Small parts may be instanced/linked duplicates. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named "Engines" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material "Lamps" (emissive); cockpit or bridge glazing = one material "Glass" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add "axes": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.70, 0.68, 0.62] (bone white). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: naval grey, gunmetal, olive drab, desert sand, arctic white, deep navy, black, crimson; and render paints.png: a 3x2 grid of the same 3/4 view in those six paints (EEVEE or low-sample Cycles) to prove the recolour works. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. Keep this directory clean: put any helper tools you install (node_modules, vendored three.js, browser checks) under /tmp, never here. Pace: deliver a first complete GLB within about 40 minutes, then use what is left of about 80 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders.  Deliver in this directory: railgun-battleship.glb; build_railgun-battleship.py (ONE script that builds the whole asset from an empty scene, downloads/loads its textures, bakes and exports: the GLB you deliver must come from a clean run of it); final.png (1920x1080 Cycles render, 3/4 front view, soft daylight); side.png (orthographic side); clay.png (same view as final, plain grey material); nodes.json (every node name with world position + overall bounding box); NOTES.md (6 lines: what you made, triangle count, materials, texture sizes, Poly Haven ids, what still differs from the references). Stop when you judge it matches the references and would not look out of place in a modern realistic game.  --output-format text
 603823       16:16 ssh gex44 /opt/forge-repaint/venv/bin/python /opt/forge-repaint/runs/space-20261016/paint_ship_remote.py --dir /opt/forge-repaint/runs/space-20261016 --key alien-harvester --editor gpt
 633583       06:36 ssh gex44 /opt/forge-repaint/venv/bin/python /opt/forge-repaint/runs/space-20261016/paint_ship_remote.py --dir /opt/forge-repaint/runs/space-20261016 --key corvette-gunship --editor gpt
 638739       04:55 /home/claude-agent/.local/lib/agy/agy --model gemini-3.8-flash-high --dangerously-skip-permissions -p [Forge harness] You are a bounded worker: do not start nested agents or subagents. Report files, evidence and blockers.  Build  alien bio-organic fighter that was grown, not built: a chitin carapace of overlapping armour plates like a beetle, rib-like struts, membrane wing fins, glowing bioluminescent vents and a glowing plasma sac at the rear, two organic cannon spurs at the front, no straight lines, no rivets, a wet glossy shell (the one on sheet.jpg) as a production, REALISTIC 3D game asset in Blender, for Forge's asset library. Look at the reference images in this directory with your image tool first: sheet.jpg. It must look like a real object from a modern third-person game up close: never blocky, never toy-like, never flat colours.  Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:   ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/alien-bio-fighter-v1/<script>.py (first `ssh gex44 mkdir -p /root/fal-author/alien-bio-fighter-v1`, scp scripts and any textures to gex44:/root/fal-author/alien-bio-fighter-v1/, scp renders back here, then LOOK at them with your image tool). Iterate until the renders match the references: silhouette, proportions, every named part, materials. Only one Blender job on the GPU box at a time from you.  Quality bar: - Real dimensions in metres: 14.0 m long, 12.0 m wide, 4.5 m high. - Construction detail as geometry where it shapes the silhouette or catches light: bevelled edges everywhere (no razor   box edges), real thickness, frames around openings, trims, rails, fittings, bolts, ropes, cables, small parts. No   z-fighting, no gaps, nothing floating, smooth shading on round parts. - Photographic materials: use CC0 Poly Haven textures (download 1k or 2k jpg maps from https://dl.polyhaven.org/file/   ph-assets/Textures/jpg/<res>/<id>/<id>_<map>_<res>.jpg, maps diff, nor_gl, arm; pick ids by browsing   https://api.polyhaven.com/assets?t=textures) mixed with node detail (rust streaks, grime, moss, edge wear, salt), then   BAKE each material's result with Cycles to image textures (base colour, normal, ORM) so it survives glTF export.   List every Poly Haven id you used in NOTES.md (licence evidence). No other image sources. - Budget: 40k to 90k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.  Export contract (glTF binary .glb, Y up, metres): Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed. Apply transforms and modifiers. No cameras, lights or helpers in the GLB. GAME WEIGHT overrides the budget above: every texture image at most 1024 px, ORM / occlusion maps at most 512 px; share baked texture sets between parts and use tiling materials + trim textures on big surfaces. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named "Engines" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material "Lamps" (emissive); cockpit or bridge glazing = one material "Glass" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add "axes": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.18, 0.10, 0.22] (deep violet). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. The carapace plates are Paint (glossy); membranes and the glowing parts are not. Engines glow acid green. No Glass needed: the pilot sits under a translucent membrane dome. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: deep violet, bone white, pearl, abyssal teal, oxblood, obsidian, jade, amber; and render paints.png: a 3x2 grid of the same 3/4 view in those six paints (EEVEE or low-sample Cycles) to prove the recolour works. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. Keep this directory clean: put any helper tools you install (node_modules, vendored three.js, browser checks) under /tmp, never here. Pace: deliver a first complete GLB within about 30 minutes, then use what is left of about 60 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders.  Deliver in this directory: alien-bio-fighter.glb; build_alien-bio-fighter.py (ONE script that builds the whole asset from an empty scene, downloads/loads its textures, bakes and exports: the GLB you deliver must come from a clean run of it); final.png (1920x1080 Cycles render, 3/4 front view, soft daylight); side.png (orthographic side); clay.png (same view as final, plain grey material); nodes.json (every node name with world position + overall bounding box); NOTES.md (6 lines: what you made, triangle count, materials, texture sizes, Poly Haven ids, what still differs from the references). Stop when you judge it matches the references and would not look out of place in a modern realistic game.  --output-format text
 643970       03:20 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/pirate-scrap-fighter-v1/build_pirate-scrap-fighter.py
 646042       02:38 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/railgun-battleship-v1/build_railgun-battleship.py
 648204       02:00 /home/claude-agent/.local/lib/agy/agy --model gemini-3.8-flash-high --dangerously-skip-permissions -p [Forge harness] You are a bounded worker: do not start nested agents or subagents. Report files, evidence and blockers.  Build  armed military hover recon speeder for two crew (driver and gunner): an angular armoured open-top hull, a rear pintle-mounted twin gun, front air intakes, four vectoring lift fans under the hull, side skirts, an antenna, storage boxes (the one on sheet.jpg) as a production, REALISTIC 3D game asset in Blender, for Forge's asset library. Look at the reference images in this directory with your image tool first: sheet.jpg. It must look like a real object from a modern third-person game up close: never blocky, never toy-like, never flat colours.  Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:   ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/military-hover-speeder-v1/<script>.py (first `ssh gex44 mkdir -p /root/fal-author/military-hover-speeder-v1`, scp scripts and any textures to gex44:/root/fal-author/military-hover-speeder-v1/, scp renders back here, then LOOK at them with your image tool). Iterate until the renders match the references: silhouette, proportions, every named part, materials. Only one Blender job on the GPU box at a time from you.  Quality bar: - Real dimensions in metres: 6.5 m long, 3.0 m wide, 2.1 m high, hovering 0.5 m above the ground. - Construction detail as geometry where it shapes the silhouette or catches light: bevelled edges everywhere (no razor   box edges), real thickness, frames around openings, trims, rails, fittings, bolts, ropes, cables, small parts. No   z-fighting, no gaps, nothing floating, smooth shading on round parts. - Photographic materials: use CC0 Poly Haven textures (download 1k or 2k jpg maps from https://dl.polyhaven.org/file/   ph-assets/Textures/jpg/<res>/<id>/<id>_<map>_<res>.jpg, maps diff, nor_gl, arm; pick ids by browsing   https://api.polyhaven.com/assets?t=textures) mixed with node detail (rust streaks, grime, moss, edge wear, salt), then   BAKE each material's result with Cycles to image textures (base colour, normal, ORM) so it survives glTF export.   List every Poly Haven id you used in NOTES.md (licence evidence). No other image sources. - Budget: 30k to 90k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.  Export contract (glTF binary .glb, Y up, metres): Front toward +Z, up = +Y, +X = the vehicle's LEFT side, centred on X = 0; origin (0,0,0) on the ground plane directly below the middle of the vehicle. It HOVERS: nothing touches y = 0, the lowest point sits at the ride height given in the size line. Apply transforms and modifiers. No cameras, lights or helpers in the GLB. GAME WEIGHT overrides the budget above: every texture image at most 1024 px, ORM / occlusion maps at most 512 px; share baked texture sets between parts and use tiling materials + trim textures on big surfaces. Separate named mesh nodes: Hull (everything fixed). Every MOVING part is its own node with its object origin ON its pivot (the extra moving parts named in the description). Empty nodes (no mesh): Seat_Driver (and Seat_Passenger / Seat_Gunner where it has them; Seat_Rider on a bike), Hand_L, Hand_R (grip or yoke points), Foot_L, Foot_R, Thruster_1..n (every engine exhaust centre, exhaust toward -Z), Lift_1..n (the centre of every repulsor/lift pad or fan underneath: games put the ground glow and dust there), Camera_Chase, Light_Head_L, Light_Head_R, Light_Tail_L, Light_Tail_R. Materials: glowing engine exhausts and lift pads = "Engines" (emissive); lights = "Lamps" (emissive); windscreen = "Glass" (alpha BLEND). In nodes.json add "axes" for every moving node. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.30, 0.33, 0.24] (field green). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. Extra moving parts: Turret_1 with child Gun_1 (the pintle gun) and Muzzle_1, Fan_FL, Fan_FR, Fan_RL, Fan_RR (lift fans, origin on their axis, spin about Y). Add Seat_Gunner. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: naval grey, gunmetal, olive drab, desert sand, arctic white, deep navy, black, crimson; and render paints.png: a 3x2 grid of the same 3/4 view in those six paints (EEVEE or low-sample Cycles) to prove the recolour works. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a plain light ground in soft daylight, with the vehicle hovering. Keep this directory clean: put any helper tools you install (node_modules, vendored three.js, browser checks) under /tmp, never here. Pace: deliver a first complete GLB within about 30 minutes, then use what is left of about 60 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders.  Deliver in this directory: military-hover-speeder.glb; build_military-hover-speeder.py (ONE script that builds the whole asset from an empty scene, downloads/loads its textures, bakes and exports: the GLB you deliver must come from a clean run of it); final.png (1920x1080 Cycles render, 3/4 front view, soft daylight); side.png (orthographic side); clay.png (same view as final, plain grey material); nodes.json (every node name with world position + overall bounding box); NOTES.md (6 lines: what you made, triangle count, materials, texture sizes, Poly Haven ids, what still differs from the references). Stop when you judge it matches the references and would not look out of place in a modern realistic game.  --output-format text
 649622       01:33 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/alien-saucer-v1/build_alien-saucer.py > /root/fal-author/alien-saucer-v1/build.log 2>&1
 650146       01:18 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/variable-fighter-anime-v1/build_variable-fighter-anime.py
 650377       01:11 /bin/bash -c ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/build_light-cruiser.py > /tmp/light-cruiser-build3c.log 2>&1
 650378       01:11 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/build_light-cruiser.py
 652324       00:15 /bin/bash -c cat > /tmp/heavy-cruiser-naval-check/finish-refine.py <<'PY' from pathlib import Path p=Path('build_heavy-cruiser-naval.py');s=p.read_text() s=s.replace("['paint','metal','dark','weapon','deck']","['paint','metal','dark','weapon','deck','trim']") s=s.replace("  else:\n   base=mix(normalize,brick.outputs['Color'],.65", "  elif kind=='trim':\n   base=mix(photo.outputs['Color'],(.25,.28,.31),.45); rough=.42; metal=.85\n  else:\n   base=mix(normalize,brick.outputs['Color'],.65") s=s.replace("  L(base,bs.inputs['Base Color'])\n  nm=", """  if kind=='trim':    # A tiled vent/armour trim: 4 metres across, 1 metre tall; no unique hull atlas.    wave=node(nt,'ShaderNodeTexWave');wave.bands_direction='Y';L(uv.outputs['UV'],wave.inputs['Vector']);wave.inputs['Scale'].default_value=5    crest=mathn('GREATER_THAN',wave.outputs['Fac'],.35)    trimcol=node(nt,'ShaderNodeMixRGB');L(crest,trimcol.inputs[0]);trimcol.inputs[1].default_value=(.008,.012,.017,1);L(base,trimcol.inputs[2]);base=trimcol.outputs[0]   L(base,bs.inputs['Base Color'])   nm=""") s=s.replace("nm.inputs['Strength'].default_value=.16", "nm.inputs['Strength'].default_value=.08") s=s.replace("  sep=node(nt,'ShaderNodeSeparateColor');", "  if kind=='trim':\n   bt=node(nt,'ShaderNodeBump');bt.inputs['Strength'].default_value=.6;bt.inputs['Distance'].default_value=.06;L(wave.outputs['Fac'],bt.inputs['Height']);L(bump.outputs[0],bt.inputs['Normal']);L(bt.outputs[0],bs.inputs['Normal'])\n  sep=node(nt,'ShaderNodeSeparateColor');") s=s.replace("  if kind=='lamp':", """  if kind=='engine':    offset=node(nt,'ShaderNodeVectorMath',operation='DISTANCE');L(uv.outputs['UV'],offset.inputs[0]);offset.inputs[1].default_value=(.5,.5,0)    plasma=node(nt,'ShaderNodeValToRGB');plasma.color_ramp.elements[0].position=.08;plasma.color_ramp.elements[0].color=(.8,.95,1,1)    plasma.color_ramp.elements[1].position=.52;plasma.color_ramp.elements[1].color=(.015,.26,1,1)    e=plasma.color_ramp.elements.new(.34);e.color=(.08,.72,1,1);L(offset.outputs['Value'],plasma.inputs[0]);base=plasma.outputs[0];L(base,bs.inputs['Base Color'])   if kind=='lamp':""") s=s.replace("    if p.material_index==7:", """    if p.material_index==8:      uv.data[li].uv=(a/4,b)     if p.material_index==6:      cx,cz=min([(-12,11),(12,11),(-21,-3),(21,-3),(-12,-17),(12,-17)],key=lambda xz:(co.x-xz[0])**2+(co.z-xz[1])**2)      uv.data[li].uv=((co.x-cx)/10.6+.5,(co.z-cz)/10.6+.5)     if p.material_index==7:""") s=s.replace("(sign*w,y,bot+8),(sign*(w-1.6),y,bot)","(sign*(w+1.9),y,(top+bot)*.5),(sign*(w-1.6),y,bot)") s=s.replace("  H.add(vs,fs,0,.24)\n  # layered", "  H.add(vs,fs,0,.24)\n  pipe(H,[(sign*(w+1.91),y,(top+bot)*.5) for y,w,top,bot in rings[1:]],.10,1)\n  # layered") s=s.replace("((0,-29,-24.5),0,True)","((0,-29,-24.5),pi,True)") # Metal vent trims, framed in the same fixed hull mesh, adding scale at docking and sensor recesses. s=s.replace("  # cooling louvres on bridge sides", "  for y in [-7,75]:\n   H.box((s*32.7,y,-6.5),(.12,7.4,1.4),8,.025)\n  for y in [-41,18,104,141]:\n   H.box((s*(width_at(y)+1.02),y,5.2),(.18,10.5,1.5),8,.04)\n  # cooling louvres on bridge sides") s=s.replace("('Engines','engine'),('Lamps','lamp')", "('Engines','engine'),('Lamps','lamp'),('Trim','trim')") s=s.replace("'8 materials: Paint, Metal, Dark, Weapons, Deck, Glass (BLEND), Engines, Lamps;", "'9 materials: Paint, Metal, Dark, Weapons, Deck, Glass (BLEND), Engines, Lamps, Trim;") s=s.replace("shared world-scale UVs; JPEG", "shared world-scale UVs and 4 × 1 m vent trims; JPEG") # Environment reflections and a large daylight softbox, while camera rays see the dark space gradient. s=s.replace("L(bg.outputs[0],out.inputs[0])", """ambient=node(w.node_tree,'ShaderNodeBackground');ambient.inputs['Color'].default_value=(.11,.14,.19,1);ambient.inputs['Strength'].default_value=.7  lp=node(w.node_tree,'ShaderNodeLightPath');mixworld=node(w.node_tree,'ShaderNodeMixShader');L(lp.outputs['Is Camera Ray'],mixworld.inputs[0]);L(ambient.outputs[0],mixworld.inputs[1]);L(bg.outputs[0],mixworld.inputs[2]);L(mixworld.outputs[0],out.inputs[0])""") s=s.replace(" sun('LowerBounce',", " d=bpy.data.lights.new('Broad daylight reflection','AREA');d.energy=2500000;d.shape='RECTANGLE';d.size=190;d.size_y=280;o=bpy.data.objects.new('Broad daylight reflection',d);bpy.context.collection.objects.link(o);o.location=(160,-70,240);o.rotation_euler=(-o.location).to_track_quat('-Z','Y').to_euler()\n sun('LowerBounce',") s=s.replace("for name in MOVING:\n  ob=bpy.data.objects[name];ob.rotation_euler[2 if name.startswith('Turret') else 0]+=math.radians(30)", """for name in MOVING:   ob=bpy.data.objects[name];local_axis='Z' if name.startswith('Turret') else 'X'   ob.rotation_euler=(ob.rotation_euler.to_matrix() @ Matrix.Rotation(math.radians(30),3,local_axis)).to_euler()   assert (ob.location-Vector(ASSEMBLIES[name].ob.location)).length<1e-7""") s=s.replace("'coordinate_system':{'up'", "'origin':'Approximate centre of mass, middle of the main hull','texture_repeat_metres':{'Paint':12,'Metal':3.2,'Deck':8,'Trim':[4,1]},'coordinate_system':{'up'") p.write_text(s) PY python3 /tmp/heavy-cruiser-naval-check/finish-refine.py python3 -m py_compile build_heavy-cruiser-naval.py scp build_heavy-cruiser-naval.py gex44:/root/fal-author/heavy-cruiser-naval-v1/build_heavy-cruiser-naval.py ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/heavy-cruiser-naval-v1/build_heavy-cruiser-naval.py > /tmp/heavy-cruiser-naval-check/build-final.log 2>&1
 652404       00:14 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/heavy-cruiser-naval-v1/build_heavy-cruiser-naval.py
 653041       00:00 /bin/bash -c ps -eo pid,etime,args | rg 'light-cruiser-v1/build|light-cruiser-build3c|ssh gex44'
 653043       00:00 rg light-cruiser-v1/build|light-cruiser-build3c|ssh gex44

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The latest surface bake is waiting for the shared GPU. I’ve checked the rear and side views: the four recessed engines are distinct, and both ventral turrets are present. I’m using the wait to verify articulation and the six paint variants in the exported model.
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/bin/bash -lc "cat > /tmp/light-cruiser-runtime/articulation.mjs <<'JS'
import{chromium}from'/tmp/h1-viewer/node_modules/playwright/index.mjs';import fs from'node:fs';
const browser=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',args:['--no-sandbox','--use-angle=swiftshader','--enable-webgl']});
const page=await browser.newPage({viewport:{width:1280,height:720}});await page.goto('http://127.0.0.1:8917');await page.waitForFunction(()=>window.ready,{timeout:60000});
const result=await page.evaluate(async()=>{const T=await import('three');const world=o=>o.getWorldPosition(new T.Vector3());const failures=[];const nodes=[];window.asset.updateMatrixWorld(true);for(let i=1;i<=4;i++){const t=window.asset.getObjectByName('Turret_'+i),g=window.asset.getObjectByName('Gun_'+i);nodes.push({i,t,g,tp:world(t),gp:g.position.clone(),m:[...g.children].filter(x=>x.name.startsWith('Muzzle_')).map(m=>({m,d:world(m).distanceTo(world(g))}))})}window.pose();window.asset.updateMatrixWorld(true);for(const {i,t,g,tp,gp,m}of nodes){if(tp.distanceTo(world(t))>1e-6)failures.push('Turret '+i+' pivot moved');if(gp.distanceTo(g.position)>1e-6)failures.push('Gun '+i+' local origin moved');for(const q of m)if(Math.abs(q.d-world(q.m).distanceTo(world(g)))>1e-5)failures.push('Muzzle '+q.m.name+' separated')}return{nodes:8,angle_degrees:30,failures}});await page.screenshot({path:'/tmp/light-cruiser-runtime/runtime_pose.png'});await page.evaluate(()=>window.reset());const manifest=JSON.parse(fs.readFileSync('/tmp/light-cruiser-runtime/nodes.json'));const paints=[];for(const p of manifest.paints){paints.push(await page.evaluate(rgb=>{window.paint(rgb);const materials=new Map();window.asset.traverse(o=>{if(o.material)for(const m of(Array.isArray(o.material)?o.material:[o.material]))materials.set(m.name,m.color.toArray())});return Object.fromEntries(materials)},p.linear_rgb))}result.paintFactors=paints.map(p=>p.Paint);result.unaffectedMaterialsStable=paints.every(p=>Object.keys(p).filter(k=>k"'!=='"'Paint').every(k=>JSON.stringify(p[k])===JSON.stringify(paints[0][k])));console.log(JSON.stringify(result,null,2));await browser.close();if(result.failures.length||"'!result.unaffectedMaterialsStable)process.exit(1);
JS
node /tmp/light-cruiser-runtime/articulation.mjs > /tmp/light-cruiser-runtime/articulation.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'tail -n 8 /tmp/light-cruiser-build3c.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'cat /tmp/light-cruiser-runtime/articulation.json && tail -n 4 /tmp/light-cruiser-build3c.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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{
  "nodes": 8,
  "angle_degrees": 30,
  "failures": [],
  "paintFactors": [
    [
      0.6,
      0.61,
      0.62
    ],
    [
      0.2,
      0.24,
      0.29
    ],
    [
      0.25,
      0.29,
      0.18
    ],
    [
      0.63,
      0.48,
      0.3
    ],
    [
      0.86,
      0.89,
      0.9
    ],
    [
      0.07,
      0.12,
      0.22
    ]
  ],
  "unaffectedMaterialsStable": true
}

exec
/bin/bash -lc "ssh gex44 stat -c '%y %s %n' /root/fal-author/light-cruiser-v1/light-cruiser.glb /root/fal-author/light-cruiser-v1/final.png" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 exited 1 in 520ms:
stat: cannot statx '%s': No such file or directory
stat: cannot statx '%n': No such file or directory
2026-10-16 21:47:14.804558762 +0200
2026-10-16 21:47:37.623729466 +0200

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/bin/bash -lc 'ls -l /tmp/light-cruiser-build3c.log && cat brief.md' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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-rw-rw-r-- 1 claude-agent claude-agent 0 Oct 16 19:51 /tmp/light-cruiser-build3c.log
Original 320 × 70 × 60 m light cruiser reconstructed from sheet.jpg, metres, +Z nose, +Y up, +X left; source-authoring frame converted explicitly at export.
Targets: front port three-quarter hero, orthographic side, rear engine block, close plating/hangar, plain clay; dark blue-black void, white key and cool fill.
Outputs: light-cruiser.glb, build_light-cruiser.py, final.png, paints.png, side.png, clay.png, nodes.json, six-line NOTES.md. Extra validation captures live under qa/.
Budgets: 80–200k triangles, ≤9 materials, ≤12 MB GLB; colour/normal ≤1024, ORM ≤512; tiled plating with metre-scale UVs and geometry window/vent trims. One GPU job at a time from this task.
Paint base factor [0.60,0.61,0.62], neutral baked texture; four traversing twin turrets with elevating guns, separate origins and sockets. No text or insignia.
Revision cap: three; start 21:25 CEST, first complete asset target 22:05 CEST, checkpoint 22:45 CEST. Source inputs Poly Haven CC0 only. Do not add application dependencies here.

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/bin/bash -lc "cat > /tmp/light-cruiser-critic3-prompt.txt <<'TXT'
Act as an independent visual critic for a Blender game asset. Read the ACTUAL images using Read. Do not edit files. This is revision 3 of 3 with one correction pass available. A final acceptance decision must be based on image evidence, not the author's claims.
Task directory: /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
Reference: sheet.jpg. Previous renders: qa/revision2/final.png and qa/revision2/close.png. Current renders: qa/revision3/final.png, qa/revision3/close.png, qa/revision3/side.png, qa/revision3/rear.png.
Required: realistic original space-opera light cruiser, long slab hull and narrow blunt bow, tall stern command tower, four twin turrets (two dorsal/two ventral), point defence, true recessed underbow hangar, four main engines in a 2x2 stern block, three armour belts and human-scale lit windows. Overall dimensions are verified 320m long, 70m wide, 60m high including tower/masts and ventral weapons (60m is not the main hull thickness). No insignia. Neutral recolourable paint. Photographic baked tiling maps max1024; ORM512. 193768 tris, seven materials, 5.4MB. Actual assets load in three.js. This review is about visual match/production realism, not file metrics.
Known work already queued: the excessive stretched-grain paint texture is being replaced by scanned abrasion and blotches without the synthetic streaks or dense rectangular grid. Hangar interior metal is being made more legible. Judge current evidence honestly, but prioritize OTHER remaining geometry/material/lighting weaknesses so the final correction can target them.
Return at most FIVE findings ranked by impact. Each needs stable ID, image file and visible area, observed defect, concrete bounded suggested correction and measurable acceptance condition. Separate observed defects from suspected causes. Note regressions/resolved earlier issues. Verdict PASS, REVISE, or BLOCKED if images unreadable. Do not invent requirements or ask for arbitrary new designs beyond the reference.
TXT
claude-lean -p --model sonnet --effort medium --tools Read --permission-mode bypassPermissions < /tmp/light-cruiser-critic3-prompt.txt > /tmp/light-cruiser-critic3.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'tail -n 6 /tmp/light-cruiser-build3c.log && tail -n 12 /tmp/light-cruiser-critic3.txt' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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codex
The runtime articulation check passed for all eight moving nodes. Each turret stays on its traverse pivot, and every muzzle remains attached through the 30-degree test. Changing the six paint colours also leaves the weapons, engines, glass, and lights unchanged.
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/bin/bash -lc 'tail -n 10 /tmp/light-cruiser-build3c.log && tail -n 40 /tmp/light-cruiser-critic3.txt' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
BAKE MetalTile
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
BAKE HeatTile
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:131: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  mat=bpy.data.materials.new('SOURCE_'+label);mat.use_nodes=True;nt=mat.node_tree;nt.nodes.clear()
**F3. Armour belts are near-black glossy slabs with little detail**
- **File and area:** `final.png` (belts at x≈900–1280, y≈380–640); `side.png` (x≈1015–1230).
- **Observed:**
  - The belts are almost pure black, with hard specular edge lines and flat tops. This breaks from the reference's dark-grey segmented boxy plates.
  - The belt tops carry no readable plate seams.
- **Suspected cause:** a very dark albedo with low roughness and no normal or panel detail on the belt material.
- **Fix:**
  - Make the belts gunmetal grey (albedo about 0.12–0.2), with roughness of at least 0.5.
  - Add plate seams and bolt rows, and some scorch or edge wear on the belt faces.
- **Accept:**
  - Belt panel seams are visible on both the tops and the sides in `final.png` and `side.png`.
  - The belts are clearly distinct from both the hull grey and the black background.

**F4. Ventral twin turrets read as small pods with no barrels**
- **File and area:** `side.png` (ventral pods at x≈760–850 and 1290–1370, y≈650–680).
- **Observed:**
  - The ventral weapons are low, stubby blisters with no visible twin barrels.
  - The reference's ventral turrets are comparable in size to the dorsal ones, with barrels.
  - The required 2+2 turret read is not met from the side.
- **Suspected cause:** the ventral turrets are undersized, with barrels pointing along the view axis or hidden.
- **Fix:**
  - Scale the ventral turrets to about 80–100% of the dorsal turret footprint.
  - Extend and angle the barrels so they show in the side view.
- **Accept:** in `side.png`, both ventral turrets show two distinct barrels, and their housing is at least 70% of the dorsal turret's width.

**F5. Hull is a sharp-edged slab with copy-pasted detail**
- **File and area:** `side.png` (three identical hatches at x≈670–970 and three at x≈1260–1560); `final.png` (identical dark vent rectangles across the dorsal deck); `rear.png` (main hull edges).
- **Observed:**
  - The hatches and vents are the same asset at even spacing.
  - The main hull's long edges are razor-sharp, with no chamfer or edge catch. The reference's cross-section is chamfered and octagonal with a rim.
- **Suspected cause:** a single instanced greeble and an unbevelled hull mesh.
- **Fix:**
  - Add a 0.5–1 m chamfer or bevel along the main hull's longitudinal edges.
  - Vary hatch and vent size, spacing and orientation, and cut the number of vents.
- **Accept:**
  - Edge highlights are visible along the dorsal-to-side seam in `final.png`.
  - No more than 2 identical hatches appear in a row on a side in `side.png`.
  - At least 3 distinct vent sizes appear on the deck.

**Minor notes (not findings):** the window strip is a single uniform cyan row, with no dark or off windows. The tower's blue band is thinner than in the reference.

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/bin/bash -lc 'cat /tmp/light-cruiser-critic3.txt' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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**Verdict: REVISE.** The silhouette, 2x2 engines, three belts and the lit window strip now read correctly. The weak points are the engines, the lighting, the belts, the ventral weapons and repeated detail.

**Regressions and resolved**
- Resolved: rev2's overexposed white hull is gone, and the hull reads as grey.
- Regression: rev2's tan nozzles are now black, and rev2's legible hangar is now a black void (the hangar is queued).
- Regression: the stretched-grain paint now hides the panel lines in `close.png` (also queued).

**F1. Engines are dark and unlit, with no scorch**
- **File and area:** `final.png` top right (nozzles at x≈1450–1720, y≈210–400); `side.png` aft nozzle (x≈1780–1840); `rear.png` (nozzle bells).
- **Observed:**
  - In `final.png` and `side.png` the nozzles are matte black tubes with no visible glow.
  - In `rear.png` the orange only shows deep inside each bore.
  - There is no heat-scorched metal on the engine block or aft hull. The reference has a rust and scorch gradient and bright orange plasma flares.
- **Suspected cause:** emission is too small or recessed, and there is no scorch material or decal.
- **Fix:**
  - Add an emissive plasma disc and a bright inner ring at the nozzle mouth, with a slightly flared bell.
  - Add a heat-scorched gradient (dark, brown and rust) over the aft 15–20% of the hull and the engine block.
- **Accept:**
  - In `final.png`, at least 3 of 4 nozzles show orange (hue ≈20–35°) over at least 30% of the nozzle face.
  - In `side.png`, the nozzle face reads orange.
  - A scorch streak is visible on the aft block in `final.png` and `side.png`.

**F2. Lighting is flat and underexposed, so the lower hull and belts lose their form**
- **File and area:** `side.png` (whole ventral half, y≈580–680, and the belts); `final.png` (lower hull and belts).
- **Observed:**
  - The lower hull, belt sides and ventral turrets sink into the black background.
  - The upper hull is evenly lit, and there is no rim or key and fill separation.
  - Rev2 was blown out and rev3 swings too far the other way.
- **Suspected cause:** a single weak key light with no fill or back light.
- **Fix:** add a low-intensity cool fill from below and a rim light from behind, then rebalance the exposure.
- **Accept:**
  - In `side.png`, the lower hull's mean luminance is at least 60% of the upper hull's.
  - The ventral silhouette, the belt edges and the ventral turrets are distinguishable from the background.
  - In `final.png`, the upper hull does not clip above about 85% luminance.

**F3. Armour belts are near-black glossy slabs with little detail**
- **File and area:** `final.png` (belts at x≈900–1280, y≈380–640); `side.png` (x≈1015–1230).
- **Observed:**
  - The belts are almost pure black, with hard specular edge lines and flat tops. This breaks from the reference's dark-grey segmented boxy plates.
  - The belt tops carry no readable plate seams.
- **Suspected cause:** a very dark albedo with low roughness and no normal or panel detail on the belt material.
- **Fix:**
  - Make the belts gunmetal grey (albedo about 0.12–0.2), with roughness of at least 0.5.
  - Add plate seams and bolt rows, and some scorch or edge wear on the belt faces.
- **Accept:**
  - Belt panel seams are visible on both the tops and the sides in `final.png` and `side.png`.
  - The belts are clearly distinct from both the hull grey and the black background.

**F4. Ventral twin turrets read as small pods with no barrels**
- **File and area:** `side.png` (ventral pods at x≈760–850 and 1290–1370, y≈650–680).
- **Observed:**
  - The ventral weapons are low, stubby blisters with no visible twin barrels.
  - The reference's ventral turrets are comparable in size to the dorsal ones, with barrels.
  - The required 2+2 turret read is not met from the side.
- **Suspected cause:** the ventral turrets are undersized, with barrels pointing along the view axis or hidden.
- **Fix:**
  - Scale the ventral turrets to about 80–100% of the dorsal turret footprint.
  - Extend and angle the barrels so they show in the side view.
- **Accept:** in `side.png`, both ventral turrets show two distinct barrels, and their housing is at least 70% of the dorsal turret's width.

**F5. Hull is a sharp-edged slab with copy-pasted detail**
- **File and area:** `side.png` (three identical hatches at x≈670–970 and three at x≈1260–1560); `final.png` (identical dark vent rectangles across the dorsal deck); `rear.png` (main hull edges).
- **Observed:**
  - The hatches and vents are the same asset at even spacing.
  - The main hull's long edges are razor-sharp, with no chamfer or edge catch. The reference's cross-section is chamfered and octagonal with a rim.
- **Suspected cause:** a single instanced greeble and an unbevelled hull mesh.
- **Fix:**
  - Add a 0.5–1 m chamfer or bevel along the main hull's longitudinal edges.
  - Vary hatch and vent size, spacing and orientation, and cut the number of vents.
- **Accept:**
  - Edge highlights are visible along the dorsal-to-side seam in `final.png`.
  - No more than 2 identical hatches appear in a row on a side in `side.png`.
  - At least 3 distinct vent sizes appear on the deck.

**Minor notes (not findings):** the window strip is a single uniform cyan row, with no dark or off windows. The tower's blue band is thinner than in the reference.

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/bin/bash -lc "tail -n 7 /tmp/light-cruiser-build3c.log && sed -n '430,458p' build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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00:56.568  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_4.png'
RENDERED paint_4.png 56.1
00:57.957  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_5.png'
RENDERED paint_5.png 57.5
COMPLETE 57.6 seconds 193768 triangles 4610760 bytes {'min': [-35.0, -20.16861915588379, -160.0], 'max': [35.0, 39.83137893676758, 160.0], 'size': [70.0, 59.99999809265137, 320.0]}

Blender quit
   box(H,(side*35.0,y,z),(.12,3.2,5.0),DARK,.06)
   for k in range(5):box(H,(side*35.08,y-1.1+k*.55,z),(.13,.18,4.5),METAL,.035)
 for x in (-23,0,23):
  for z in (-129,-142):
   box(H,(x,18.05,z),(15,.35,9),PAINT,.14)
   for k in range(5):box(H,(x,18.28,z-2+k),(10,.18,.20),DARK,.03)
 # Long heat-stained conduits disappear into the engine collar.
 for y in (-9,9):
  tube(H,(side*28.8,y,-104),(side*32,y,-126),.65,mat=HEAT,n=16)
  for z in (-108,-114,-120):tube(H,(side*29.4,y,z-.32),(side*29.4,y,z+.32),.85,mat=METAL,n=16)
# Command tower: asymmetric stepped foundations and a raked bridge face.
loft(H,[(-114,31,5,15.5),(-80,31,5,15.5),(-75,25,2,14)],PAINT,.35)
def tower_level(y0,y1,w0,w1,zf0,zf1,zb0,zb1,mat):
 vs=[(-w0/2,y0,zf0),(w0/2,y0,zf0),(w0/2,y0,zb0),(-w0/2,y0,zb0),(-w1/2,y1,zf1),(w1/2,y1,zf1),(w1/2,y1,zb1),(-w1/2,y1,zb1)]
 poly(H,vs,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],mat,.25)
tower_level(17,33.8,25,18,-80,-86,-111,-110,PAINT)
tower_level(17,31,10,8,-103,-106,-117,-114,METAL)
# Dark recessed bridge bands, translucent panes, interior stations.
for y,z,w in [(21.1,-81.7,23),(31.6,-85.4,18.8)]:
 box(H,(0,y,z+.28),(w,1.68,.36),DARK,.12)
 box(H,(0,y,z+.50),(w-.8,1.06,.16),LAMP,.04)
 box(H,(0,y,z+.66),(w-.65,1.22,.12),GLASS,.03)
 for x in np.arange(-w/2+.6,w/2,.95):box(H,(x,y,z+.78),(.12,1.45,.20),METAL,.025)
 for s in (-1,1):
  box(H,(s*(w/2-.18),y,z-4.2),(.32,1.3,8.4),DARK,.1)
  box(H,(s*(w/2+.02),y,z-4.2),(.12,.9,7.9),LAMP,.03)
  box(H,(s*(w/2+.12),y,z-4.2),(.10,1.06,8),GLASS,.025)
  for zz in np.arange(z-7.8,z,.95):box(H,(s*(w/2+.19),y,zz),(.17,1.2,.12),METAL,.02)
# Bridge panel breaks and roof equipment.

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/bin/bash -lc 'mkdir -p qa/surface-check
cp build_light-cruiser.py qa/surface-check/build_light-cruiser.py
scp gex44:/root/fal-author/light-cruiser-v1/final.png gex44:/root/fal-author/light-cruiser-v1/side.png gex44:/root/fal-author/light-cruiser-v1/qa/close.png qa/surface-check/' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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codex
The new bake removes the repeating grain and makes the hangar deck readable. The visual review found three remaining issues: the armour belts and underside are too dark, engine glow is hidden from the side, and the service panels repeat too regularly. I’m correcting those now.
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/bin/bash -lc "cat > /tmp/light-cruiser-final-refine.py <<'PY'
from pathlib import Path
p=Path('build_light-cruiser.py');s=p.read_text()
# Main hull shoulders: expose the octagonal shell instead of overhanging cheek plates.
s=s.replace(\"h/4+.5) for z,w,h,y in SECTIONS],PAINT,.24)\",\"h/4+.5) for z,w,h,y in SECTIONS],PAINT,.55)\")
s=s.replace(\"h1/2-1,-h1/4-.5)],PAINT,.22)\",\"h1/2-1,-h1/4-.5)],PAINT,.50)\")
s=s.replace(\"y0a=up*1.8;y0b=up*(h0/2-min(h0*.12,2.0))\", \"corner0=min((h0/2-1)*.24,4);y0a=up*(1+corner0+.08);y0b=up*(h0/2-corner0-.08)\")
s=s.replace(\"y1a=up*1.8;y1b=up*(h1/2-min(h1*.12,2.0))\", \"corner1=min((h1/2-1)*.24,4);y1a=up*(1+corner1+.08);y1b=up*(h1/2-corner1-.08)\")
# Wider roughness range in scanned metal, and neutral soot into the stern-neck paint.
s=s.replace(\"noise.outputs['Fac'],.22),.28)\",\"noise.outputs['Fac'],.25),.43)\")
s=s.replace(\"(.045,.045,.047,1)\",\"(.095,.082,.068,1)\")
s=s.replace(\"for li in p.loop_indices:colors.data[li].color=(tone,tone,tone,1)\",\"\"\"for li in p.loop_indices:
    t=tone
    if p.material_index==PAINT:
     v=G(me.vertices[me.loops[li].vertex_index].co+B(self.pivot))
     if v[2]<-95:t*=1-.45*math.exp(-((v[2]+119)/10)**2)
    colors.data[li].color=(t,t,t,1)\"\"\")
# Modelled armour plate subdivision on the four broad top/bottom belt faces.
old=\"\"\"  poly(H,vs,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)],METAL,.18)
  for t in (.12,.30,.50,.70,.88):\"\"\"
new=\"\"\"  poly(H,vs,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)],METAL,.18)
  if k in (1,5):
   for xx in (-14,0,14):
    yy=(16.52 if k==1 else -16.52)
    box(H,(xx,yy,z),(.20,.10,9.2),DARK,.025)
  for t in (.12,.30,.50,.70,.88):\"\"\"
assert old in s;s=s.replace(old,new)
# Flared engine exits, a hot inner lip and a narrow cooling-slot glow visible broadside.
s=s.replace(\"tube(H,(x,y,-150),(x,y,-159.9),7.8,7.3,HEAT,n=48,inside=6.1)\",\"\"\"tube(H,(x,y,-150),(x,y,-155),7.8,7.2,HEAT,n=48,inside=6.1)
  tube(H,(x,y,-155),(x,y,-159.9),7.2,7.8,HEAT,n=48,inside=6.1)
  tube(H,(x,y,-158.6),(x,y,-159.2),7.75,7.82,ENGINE,n=48,inside=7.15)
  ring(H,(x,y,-159.7),(0,0,1),6.72,.17,ENGINE,n=40)\"\"\")
s=s.replace(\"7.45 if z<-151 else 7.8\", \"7.75 if z<-151 else 7.8\")
s=s.replace(\"7.2*math.cos(ang)\",\"7.7*math.cos(ang)\").replace(\"7.2*math.sin(ang)\",\"7.7*math.sin(ang)\")
# Vary vent sizes/slat counts and service hatch shapes; omit surplus duplicates.
a=s.index(\"for side in (-1,1):\\n for z in (-115,-101,-84,-63,1,17,46,58,111,129):\")
b=s.index(' # Utility piping along rear shoulders, with clips.',a)
s=s[:a]+'''for side in (-1,1):
 for jz,z in enumerate((-113,-84,-61,2,23,48,112,132)):
  w,h,_=profile(z);x=side*w*.24;y=h/2+.30
  sx,sz,count=[(1.18,.76,6),(.72,1.2,9),(1.0,1.0,8)][jz%3]
  box(H,(x,y,z),(4.3*sx,.48,5.8*sz),DARK,.18)
  box(H,(x,y+.27,z),(3.8*sx,.18,5.2*sz),METAL,.12)
  for j in range(count):box(H,(x,y+.42,z+(-2.1+4.2*j/(count-1))*sz),(3.2*sx,.13,.23),DARK,.025)
  for zz in (-2.2*sz,2.2*sz):
   for xx in (-1.7*sx,1.7*sx):tube(H,(x+xx,y+.4,z+zz),(x+xx,y+.58,z+zz),.13,mat=METAL,n=6)
 for jz,z in enumerate((-109,-81,-58,1,22,49)):
  w,h,_=profile(z);x=side*(w/2+.3)
  sy,sz=[(1.0,1.18),(1.25,.68),(.78,.96)][jz%3]
  box(H,(x,-7,z),(.4,4.6*sy,7.6*sz),METAL,.15)
  box(H,(x+side*.24,-7,z),(.15,3.7*sy,6.5*sz),PAINT,.07)
  for yy in (-1.2*sy,1.3*sy):tube(H,(x+side*.4,-7+yy,z-2.3*sz),(x+side*.4,-7+yy,z+2.3*sz),.13,mat=DARK,n=8)
''' +s[b:]
# Some unlit windows; individual colour variation remains in the shared signal trim.
s=s.replace(\"(.22,1.12,1.72),LAMP,.035)\",\"(.22,1.12,1.72),GLASS if round(z/2.15)%11 in (3,7) else LAMP,.035)\")
# Enlarge gunhouses about the actual elevation bearings, preserving their axes.
s=s.replace(\"a.v=[tuple(a.pivot+(Vector(v)-a.pivot)*Vector((1.14,1.06,1.14))) for v in a.v]\", \"anchor=a.pivot+Vector((0,2.8 if a.pivot.y>0 else -2.8,3.4))\\n  a.v=[tuple(anchor+(Vector(v)-anchor)*Vector((1.14,1.06,1.14))) for v in a.v]\")
# Four point-defence mounts on the flanks interrupt the blank side armour.
s=s.replace(\"w,h,_=profile(z);x=s*(w*.34);y=h/2+.4\", \"w,h,_=profile(z);x=s*(w*.34);y=h/2+.4;start_v=len(H.v);start_s=len(SOCKETS)\")
needle=\"   pd+=1;socket('Muzzle_'+str(10+pd),(x+k*.57,y+1.7,z+5))\"
s=s.replace(needle,needle+\"\"\"
  if z in (-111,4):
   center=Vector((x,y,z));target=Vector((s*(w/2+.10),7.2,z));R=Matrix.Rotation(-s*math.pi/2,3,'Z')
   H.v[start_v:]=[tuple(target+R@(Vector(v)-center)) for v in H.v[start_v:]]
   SOCKETS[start_s:]=[(n,target+R@(p-center),par) for n,p,par in SOCKETS[start_s:]]\"\"\")
# Gentle reflection fill reveals metal in shadow; the camera still sees deep space.
s=s.replace(\"nt.links.new(bg.outputs[0],out.inputs[0])\", \"\"\"ambient=nt.nodes.new('ShaderNodeBackground');ambient.inputs['Color'].default_value=(.10,.13,.17,1);ambient.inputs['Strength'].default_value=.55
lp=nt.nodes.new('ShaderNodeLightPath');mix=nt.nodes.new('ShaderNodeMixShader');nt.links.new(lp.outputs['Is Camera Ray'],mix.inputs[0]);nt.links.new(ambient.outputs[0],mix.inputs[1]);nt.links.new(bg.outputs[0],mix.inputs[2]);nt.links.new(mix.outputs[0],out.inputs[0])\"\"\")
s=s.replace(\"light('Cool fill',(-130,45,50),115000\", \"light('Cool fill',(150,15,100),115000\")
s=s.replace(\"light('Under bounce',(40,-110,70),65000\", \"light('Under bounce',(40,-110,70),190000\")
s=s.replace(\"camera((102,47,118),target=(12,-1,80),ortho=92);\", \"camera((255,-145,200),target=(0,-2,0),ortho=347);render(QA/'underside.png',1440,900,20)\\ncamera((102,47,118),target=(12,-1,80),ortho=92);\")
p.write_text(s)
PY
python3 /tmp/light-cruiser-final-refine.py
python3 -m py_compile build_light-cruiser.py
scp build_light-cruiser.py gex44:/root/fal-author/light-cruiser-v1/build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 1322ms:
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_light-cruiser.py';s=open(p).read();needle=\" if name.startswith('Light_Nav_'):e['color']=[1,0,0] if name.endswith('L') else [0,1,0]\"
repl=\"\"\" if name.startswith('Muzzle_') and int(name.split('_')[1])>=11:
  k=int(name.split('_')[1])-11;zpd=(-111,-57,4,56,118)[k//4];side=-1 if (k//2)%2==0 else 1
  direction=Vector((side*.4,0,4.3)) if zpd in (-111,4) else Vector((0,.4,4.3))
  direction=Vector(tuple(direction[i]*scale[i] for i in range(3)))
  e.rotation_euler=B(direction).to_track_quat('-Y','Z').to_euler()
\"\"\"+needle
assert needle in s;s=s.replace(needle,repl);open(p,'w').write(s)
PY
python3 -m py_compile build_light-cruiser.py
scp build_light-cruiser.py gex44:/root/fal-author/light-cruiser-v1/build_light-cruiser.py
ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/build_light-cruiser.py > /tmp/light-cruiser-build3d.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'scp gex44:/root/fal-author/light-cruiser-v1/light-cruiser.glb /tmp/light-cruiser-runtime/asset.glb
scp gex44:/root/fal-author/light-cruiser-v1/qa/light-cruiser-uncompressed.glb /tmp/light-cruiser-uncompressed.glb
scp gex44:/root/fal-author/light-cruiser-v1/nodes.json /tmp/light-cruiser-runtime/nodes.json
node /tmp/light-cruiser-runtime/validate.mjs > /tmp/light-cruiser-runtime/validator-summary.json
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py /tmp/light-cruiser-uncompressed.glb --strict > /tmp/light-cruiser-audit3c.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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exec
/bin/bash -lc 'du -sh qa && df -h .' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
32M	qa
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  137G  7.2G  96% /

 succeeded in 3192ms:
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exec
/bin/bash -lc "cp /tmp/light-cruiser-runtime/asset.glb light-cruiser.glb
cp /tmp/light-cruiser-runtime/nodes.json nodes.json
cp /tmp/light-cruiser-critic3.txt qa/critic-revision3.txt
cp /tmp/light-cruiser-critic1b.txt qa/critic-revision1.txt
python3 - <<'PY'
import json
p='/tmp/light-cruiser-runtime/validator-summary.json'
j=json.load(open(p));print({k:j.get(k) for k in ['numErrors','numWarnings','numInfos']})
print([(m['code'],m['message']) for m in j.get('messages',[]) if m['severity']<2][:10])
p='/tmp/light-cruiser-audit3c.json'
try:
 j=json.load(open(p));print(json.dumps(j,indent=2)[:6000])
except Exception as e:print(type(e).__name__,str(e))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
{'numErrors': 0, 'numWarnings': 27, 'numInfos': 64}
[('MESH_PRIMITIVE_GENERATED_TANGENT_SPACE', 'Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.'), ('MESH_PRIMITIVE_GENERATED_TANGENT_SPACE', 'Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.'), ('MESH_PRIMITIVE_GENERATED_TANGENT_SPACE', 'Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.'), ('MESH_PRIMITIVE_GENERATED_TANGENT_SPACE', 'Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.'), ('MESH_PRIMITIVE_GENERATED_TANGENT_SPACE', 'Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.'), ('MESH_PRIMITIVE_GENERATED_TANGENT_SPACE', 'Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.'), ('MESH_PRIMITIVE_GENERATED_TANGENT_SPACE', 'Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.'), ('MESH_PRIMITIVE_GENERATED_TANGENT_SPACE', 'Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.'), ('MESH_PRIMITIVE_GENERATED_TANGENT_SPACE', 'Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.'), ('MESH_PRIMITIVE_GENERATED_TANGENT_SPACE', 'Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.')]
{
  "file": "light-cruiser-uncompressed.glb",
  "sha256": "4d22a86b1a9c6fb4bc03b88ab3f0af4dcb6e8c80305fef9459c6343d88914b18",
  "bytes": 16753292,
  "primitive_count": 27,
  "material_count": 7,
  "embedded_images": 18,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Gun_1",
      "primitive": 0,
      "triangles": 1560,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_1",
      "primitive": 1,
      "triangles": 1140,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_1",
      "primitive": 0,
      "triangles": 1252,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_1",
      "primitive": 1,
      "triangles": 384,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_1",
      "primitive": 2,
      "triangles": 44,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_2",
      "primitive": 0,
      "triangles": 1560,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_2",
      "primitive": 1,
      "triangles": 1140,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_2",
      "primitive": 0,
      "triangles": 1252,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_2",
      "primitive": 1,
      "triangles": 384,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_2",
      "primitive": 2,
      "triangles": 44,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_3",
      "primitive": 0,
      "triangles": 1560,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_3",
      "primitive": 1,
      "triangles": 1140,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_3",
      "primitive": 0,
      "triangles": 1252,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_3",
      "primitive": 1,
      "triangles": 384,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_3",
      "primitive": 2,
      "triangles": 44,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_4",
      "primitive": 0,
      "triangles": 1560,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_4",
      "primitive": 1,
      "triangles": 1140,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_4",
      "primitive": 0,
      "triangles": 1252,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_4",
      "primitive": 1,
      "triangles": 384,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_4",
      "primitive": 2,
      "triangles": 44,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 0,
      "triangles": 33096,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 1,
      "triangles": 56896,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 2,
      "triangles": 66676,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 3,
      "triangles": 7288,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 4,
      "triangles": 264,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 5,
      "triangles": 7436,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 6,
      "triangles": 4592,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [],
  "note": "Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.",
  "triangles": 193768,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

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/bin/bash -lc 'tail -n 5 /tmp/light-cruiser-build3d.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
DracoEncoder | Pre22:01:10 | INFO: Finished glTF 2.0 export in 0.544548749923706 s
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:710: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Deep space');SC.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:733: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('QA_Clay');clay.use_nodes=True;cb=clay.node_tree.nodes.get('Principled BSDF');cb.inputs['Base Color'].default_value=(.40,.40,.40,1);cb.inputs['Roughness'].default_value=.68

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/bin/bash -lc "rg -n 'Tangent|tangent|WARN|ERROR|GEOMETRY|COMPLETE' /tmp/light-cruiser-build3c.log /tmp/light-cruiser-build3d.log && cat /tmp/light-cruiser-runtime/validate.mjs" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
/tmp/light-cruiser-build3c.log:2:00:00.506  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
/tmp/light-cruiser-build3c.log:36:GEOMETRY 193768 triangles 51 nodes
/tmp/light-cruiser-build3c.log:41:21:56:56 | WARNING: Hull: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:42:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:43:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:44:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:45:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:46:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:47:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:48:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:51:21:56:56 | WARNING: Turret_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:54:21:56:56 | WARNING: Gun_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:57:21:56:56 | WARNING: Turret_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:60:21:56:56 | WARNING: Gun_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:63:21:56:56 | WARNING: Turret_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:66:21:56:56 | WARNING: Gun_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:69:21:56:56 | WARNING: Turret_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:72:21:56:56 | WARNING: Gun_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:76:Warning: Hull: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:77:Warning: Turret_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:78:Warning: Gun_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:79:Warning: Turret_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:80:Warning: Gun_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:81:Warning: Turret_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:82:Warning: Gun_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:83:Warning: Turret_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:84:Warning: Gun_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:87:21:56:56 | WARNING: Hull: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:88:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:89:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:90:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:91:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:92:21:56:56 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:93:21:56:57 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:94:21:56:57 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3c.log:97:21:56:57 | WARNING: Turret_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:100:21:56:57 | WARNING: Gun_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:103:21:56:57 | WARNING: Turret_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:106:21:56:57 | WARNING: Gun_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:109:21:56:57 | WARNING: Turret_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:112:21:56:57 | WARNING: Gun_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:115:21:56:57 | WARNING: Turret_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:118:21:56:57 | WARNING: Gun_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:190:Warning: Hull: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:191:Warning: Turret_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:192:Warning: Gun_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:193:Warning: Turret_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:194:Warning: Gun_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:195:Warning: Turret_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:196:Warning: Gun_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:197:Warning: Turret_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:198:Warning: Gun_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3c.log:223:COMPLETE 57.6 seconds 193768 triangles 4610760 bytes {'min': [-35.0, -20.16861915588379, -160.0], 'max': [35.0, 39.83137893676758, 160.0], 'size': [70.0, 59.99999809265137, 320.0]}
/tmp/light-cruiser-build3d.log:2:00:00.462  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
/tmp/light-cruiser-build3d.log:36:GEOMETRY 199896 triangles 51 nodes
/tmp/light-cruiser-build3d.log:41:22:01:09 | WARNING: Hull: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:42:22:01:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:43:22:01:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:44:22:01:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:45:22:01:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:46:22:01:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:47:22:01:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:48:22:01:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:51:22:01:10 | WARNING: Turret_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:54:22:01:10 | WARNING: Gun_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:57:22:01:10 | WARNING: Turret_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:60:22:01:10 | WARNING: Gun_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:63:22:01:10 | WARNING: Turret_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:66:22:01:10 | WARNING: Gun_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:69:22:01:10 | WARNING: Turret_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:72:22:01:10 | WARNING: Gun_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:76:Warning: Hull: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:77:Warning: Turret_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:78:Warning: Gun_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:79:Warning: Turret_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:80:Warning: Gun_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:81:Warning: Turret_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:82:Warning: Gun_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:83:Warning: Turret_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:84:Warning: Gun_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:87:22:01:10 | WARNING: Hull: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:88:22:01:10 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:89:22:01:10 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:90:22:01:10 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:91:22:01:10 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:92:22:01:10 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:93:22:01:10 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:94:22:01:10 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
/tmp/light-cruiser-build3d.log:97:22:01:10 | WARNING: Turret_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:100:22:01:10 | WARNING: Gun_1: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:103:22:01:10 | WARNING: Turret_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:106:22:01:10 | WARNING: Gun_2: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:109:22:01:10 | WARNING: Turret_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:112:22:01:10 | WARNING: Gun_3: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:115:22:01:10 | WARNING: Turret_4: Could not calculate tangents. Please try to triangulate the mesh first.
/tmp/light-cruiser-build3d.log:118:22:01:10 | WARNING: Gun_4: Could not calculate tangents. Please try to triangulate the mesh first.
import fs from 'node:fs';
import validator from 'gltf-validator';
const r=await validator.validateBytes(new Uint8Array(fs.readFileSync('/tmp/light-cruiser-runtime/asset.glb')),{uri:'light-cruiser.glb',maxIssues:200});
fs.writeFileSync('/tmp/light-cruiser-runtime/validator.json',JSON.stringify(r,null,2));
console.log(JSON.stringify(r.issues,null,2));

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exec
/bin/bash -lc "python3 - <<'PY'
import json,struct
for p in ['/tmp/light-cruiser-runtime/asset.glb','/tmp/light-cruiser-uncompressed.glb']:
 b=open(p,'rb').read();n=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+n]);print(p,len(b),j['meshes'][0]['primitives'][0]['attributes'])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
/tmp/light-cruiser-runtime/asset.glb 4610760 {'POSITION': 0, 'NORMAL': 1, 'TEXCOORD_0': 2, 'COLOR_0': 3}
/tmp/light-cruiser-uncompressed.glb 16753292 {'POSITION': 0, 'NORMAL': 1, 'TEXCOORD_0': 2, 'COLOR_0': 3}

 succeeded in 109270ms:
context compacted
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/bin/bash -lc 'tail -n 14 /tmp/light-cruiser-build3d.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
RENDERED paint_0.png 77.9
01:20.163  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_1.png'
RENDERED paint_1.png 79.8
01:22.109  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_2.png'
RENDERED paint_2.png 81.7
01:23.685  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_3.png'
RENDERED paint_3.png 83.3
01:25.306  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_4.png'
RENDERED paint_4.png 84.9
01:27.116  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_5.png'
RENDERED paint_5.png 86.7
COMPLETE 86.9 seconds 199896 triangles 4669588 bytes {'min': [-35.0, -20.0572509765625, -160.0], 'max': [35.0, 39.9427490234375, 160.0], 'size': [70.0, 60.0, 320.0]}

Blender quit

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/bin/bash -lc 'rg -n "recalc_face_normals|triangulate|export_tangents|COMPLETE" build_light-cruiser.py' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
262: bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces))
265: bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.verts.ensure_lookup_table();bm.verts.index_update()
668: bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(a.o.data);bm.free()
678:bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_tangents=True,export_image_format='AUTO',export_vertex_color='ACTIVE')
694:bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_tangents=True,export_image_format='AUTO',export_vertex_color='ACTIVE',export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=18,export_draco_normal_quantization=12,export_draco_texcoord_quantization=16,export_draco_color_quantization=8)
772:print('COMPLETE',round(time.time()-START,1),'seconds',triangles,'triangles',glb.stat().st_size,'bytes',manifest['bounding_box'],flush=True)

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codex
The latest build is complete at about 200,000 triangles and 4.7 MB. I’m checking the revised lighting, engine rims and underside, then resolving an export warning so the baked normal maps render consistently in game engines.

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exec
/bin/bash -lc 'mkdir -p qa/final-check && scp gex44:/root/fal-author/light-cruiser-v1/final.png gex44:/root/fal-author/light-cruiser-v1/side.png gex44:/root/fal-author/light-cruiser-v1/clay.png gex44:/root/fal-author/light-cruiser-v1/paints.png qa/final-check/ && scp gex44:/root/fal-author/light-cruiser-v1/qa/close.png gex44:/root/fal-author/light-cruiser-v1/qa/rear.png gex44:/root/fal-author/light-cruiser-v1/qa/underside.png gex44:/root/fal-author/light-cruiser-v1/qa/articulation.png qa/final-check/' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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exec
/bin/bash -lc "sed -n '635,715p' build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
 for xx in np.arange(-7,8,2):box(H,(xx,yy,-150.7),(.8,1.2,.45),DARK,.08)
# Small roof radar and additional antenna trusses, mounted to real bases.
box(H,(5,34.6,-103),(3,1.2,3),DARK,.2)
for zz in (-109,-101):
 tube(H,(-6,34.5,zz),(-6,37.0,zz),.15,mat=METAL,n=8)
 tube(H,(-7.4,36.8,zz),(-4.6,36.8,zz),.10,mat=DARK,n=8)

# Exact mesh envelope, without applying any transform to moving nodes.
allv=np.array([v for a in ASSEMBLIES for v in a.v]);vmin=allv.min(axis=0);vmax=allv.max(axis=0)
scale=np.array([70.,60.,320.])/(vmax-vmin);shift=np.array([(vmax[0]+vmin[0])/2,0,(vmax[2]+vmin[2])/2])
for a in ASSEMBLIES:
 a.v=[tuple((np.array(v)-shift)*scale) for v in a.v]
 a.pivot=Vector((np.array(a.pivot)-shift)*scale)
SOCKETS=[(n,Vector((np.array(p)-shift)*scale),par) for n,p,par in SOCKETS]
H.pivot=Vector((0,0,0))
# Build named nodes and preserve moving-node origins (no transform_apply calls).
for a in ASSEMBLIES:a.finish()
for name,p,parent in SOCKETS:
 e=bpy.data.objects.new(name,None);SC.collection.objects.link(e);e.empty_display_size=.7;e.empty_display_type='PLAIN_AXES'
 e.parent=(parent or H).o;e.location=B(p-(parent or H).pivot)
 if name.startswith('Muzzle_') and int(name.split('_')[1])>=11:
  k=int(name.split('_')[1])-11;zpd=(-111,-57,4,56,118)[k//4];side=-1 if (k//2)%2==0 else 1
  direction=Vector((side*.4,0,4.3)) if zpd in (-111,4) else Vector((0,.4,4.3))
  direction=Vector(tuple(direction[i]*scale[i] for i in range(3)))
  e.rotation_euler=B(direction).to_track_quat('-Y','Z').to_euler()
 if name.startswith('Light_Nav_'):e['color']=[1,0,0] if name.endswith('L') else [0,1,0]
 if name.startswith('Thruster'):e['exhaust_axis']=[0,0,-1]
ASSET=[o for o in SC.objects if o.type in ('MESH','EMPTY')]
bpy.context.view_layer.update()
# Reject degenerate geometry before serialisation.
for a in ASSEMBLIES:
 bm=bmesh.new();bm.from_mesh(a.o.data);bad=[f for f in bm.faces if f.calc_area()<1e-9]
 if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(a.o.data);bm.free()
triangles=sum(sum(len(p.vertices)-2 for p in a.o.data.polygons) for a in ASSEMBLIES)
assert 80000<=triangles<=200000,triangles
print('GEOMETRY',triangles,'triangles',len(ASSET),'nodes',flush=True)
# Standard glTF PBR output, with explicit baseColorFactors after export.
for name,node in COLOR_NODES.items():
 nt=bpy.data.materials[name].node_tree;bs=nt.nodes.get('Principled BSDF');nt.links.new(node.inputs[1].links[0].from_socket,bs.inputs['Base Color'])
activate(H.o)
for o in ASSET:o.select_set(True)
glb=ROOT/'light-cruiser.glb'
bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_tangents=True,export_image_format='AUTO',export_vertex_color='ACTIVE')
# Patch factors only. Geometry and images are Blender's exact clean export.
def patch_factors(path):
 data=path.read_bytes();pos=12;chunks=[]
 while pos<len(data):
  n,typ=struct.unpack_from('<II',data,pos);chunks.append((typ,data[pos+8:pos+8+n]));pos+=8+n
 j=json.loads(chunks[0][1])
 for m in j.get('materials',[]):
  name=m.get('name')
  if name in FACTORS:m.setdefault('pbrMetallicRoughness',{})['baseColorFactor']=[*FACTORS[name],.55 if name=='Glass' else 1]
  if name=='Glass':m['alphaMode']='BLEND'
 j['asset']['extras']={'source':'sheet.jpg; original procedural reconstruction','metres':True,'paint_contract':'Paint baseColorFactor only','texture_space':'world scale 8m hull / 4m hardware'}
 raw=json.dumps(j,separators=(',',':')).encode();raw+=b' ' *((-len(raw))%4);chunks[0]=(chunks[0][0],raw)
 out=b''.join(struct.pack('<II',len(d),t)+d for t,d in chunks);path.write_bytes(struct.pack('<III',0x46546c67,2,12+len(out))+out)
patch_factors(glb)
raw_glb=QA/'light-cruiser-uncompressed.glb';raw_glb.write_bytes(glb.read_bytes())
bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_tangents=True,export_image_format='AUTO',export_vertex_color='ACTIVE',export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=18,export_draco_normal_quantization=12,export_draco_texcoord_quantization=16,export_draco_color_quantization=8)
patch_factors(glb)
assert glb.stat().st_size<=12_000_000,glb.stat().st_size
for name,node in COLOR_NODES.items():
 nt=bpy.data.materials[name].node_tree;nt.links.new(RENDER_OUTPUTS[name],nt.nodes.get('Principled BSDF').inputs['Base Color'])
# Bounds of render meshes (sockets outside hull are intentionally excluded).
bpy.context.view_layer.update();pts=[o.matrix_world@Vector(c) for o in ASSET if o.type=='MESH' for c in o.bound_box]
lo=[min(G(p)[i] for p in pts) for i in range(3)];hi=[max(G(p)[i] for p in pts) for i in range(3)]
PAINTS=[('Naval grey',[.60,.61,.62]),('Gunmetal',[.20,.24,.29]),('Olive drab',[.25,.29,.18]),('Desert sand',[.63,.48,.30]),('Arctic white',[.86,.89,.90]),('Deep navy',[.07,.12,.22])]
manifest={'units':'metres','forward':[0,0,1],'up':[0,1,0],'left':[1,0,0],'bounding_box':{'min':lo,'max':hi,'size':[hi[i]-lo[i] for i in range(3)]},'triangles':triangles,'materials':[m.name for m in MATS],'nodes':{},'axes':{},'paints':[{'name':n,'linear_rgb':v} for n,v in PAINTS]}
for o in ASSET:
 manifest['nodes'][o.name]={'world_position':G(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'type':o.type}
 if o.name.startswith('Turret_'):manifest['axes'][o.name]=[0,1,0]
 if o.name.startswith('Gun_'):manifest['axes'][o.name]=[1,0,0]
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
# Soft daylight in a near-black blue-gradient void. No stage or ground.
world=bpy.data.worlds.new('Deep space');SC.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
tex=nt.nodes.new('ShaderNodeTexCoord');sep=nt.nodes.new('ShaderNodeSeparateXYZ');nt.links.new(tex.outputs['Normal'],sep.inputs[0]);ramp=nt.nodes.new('ShaderNodeValToRGB');nt.links.new(sep.outputs[2],ramp.inputs[0]);ramp.color_ramp.elements[0].color=(.004,.006,.012,1);ramp.color_ramp.elements[1].color=(.021,.034,.065,1)
bg=nt.nodes.new('ShaderNodeBackground');nt.links.new(ramp.outputs[0],bg.inputs['Color']);bg.inputs['Strength'].default_value=.45;out=nt.nodes.new('ShaderNodeOutputWorld');ambient=nt.nodes.new('ShaderNodeBackground');ambient.inputs['Color'].default_value=(.10,.13,.17,1);ambient.inputs['Strength'].default_value=.55
lp=nt.nodes.new('ShaderNodeLightPath');mix=nt.nodes.new('ShaderNodeMixShader');nt.links.new(lp.outputs['Is Camera Ray'],mix.inputs[0]);nt.links.new(ambient.outputs[0],mix.inputs[1]);nt.links.new(bg.outputs[0],mix.inputs[2]);nt.links.new(mix.outputs[0],out.inputs[0])
def light(name,p,energy,col,size):
 d=bpy.data.lights.new(name,'AREA');d.energy=energy;d.color=col;d.shape='DISK';d.size=size;o=bpy.data.objects.new(name,d);SC.collection.objects.link(o);o.location=B(p);o.rotation_euler=(-o.location).to_track_quat('-Z','Y').to_euler()

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/bin/bash -lc "rg -n 'articul|pose|qa/|SOURCE|bake|export' build_light-cruiser.py | tail -n 30" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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38:  f=SOURCE/f'{name}_{mp}_1k.jpg'
63:# A material specimen is baked, not a 320m unique atlas. Its UV tile is 8m.
64:def bake_tile(label,source,size,base_mode):
66: mat=bpy.data.materials.new('SOURCE_'+label);mat.use_nodes=True;nt=mat.node_tree;nt.nodes.clear()
69: dif=texnode(nt,SOURCE/f'{source}_diff_1k.jpg');nor=texnode(nt,SOURCE/f'{source}_nor_gl_1k.jpg',True);arm=texnode(nt,SOURCE/f'{source}_arm_1k.jpg',True)
105: def bake(suffix,res,typ,socket=None):
112:  SC.cycles.samples=8;SC.render.bake.margin=8
113:  bpy.ops.object.bake(type=typ)
116: base=bake('BaseColor',size,'EMIT',color)
117: normalim=bake('Normal',size,'NORMAL')
122: orm=bake('ORM',min(512,size),'EMIT',combine.outputs[0])
128: BAKES[label]=bake_tile(label,src,size,mode)
129:# Small shared signal/optical trims are also true Cycles bakes.
130:def bake_signal(label,base_color,mode,res):
131: mat=bpy.data.materials.new('SOURCE_'+label);mat.use_nodes=True;nt=mat.node_tree;nt.nodes.clear()
163:  SC.cycles.samples=4;bpy.ops.object.bake(type=kind)
167:BAKES['SignalTrim']=bake_signal('SignalTrim',(1,1,1),'lamps',256)
168:BAKES['EngineTrim']=bake_signal('EngineTrim',(1,.19,.014),'engine',256)
169:BAKES['OpticalTile']=bake_signal('OpticalTile',(.025,.16,.25),'glass',64)
390:   # exposed cables in the forward machinery trench
618: # Rear collar has purposeful cooling and feed machinery at the same scale as bells.
672:# Standard glTF PBR output, with explicit baseColorFactors after export.
678:bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_tangents=True,export_image_format='AUTO',export_vertex_color='ACTIVE')
679:# Patch factors only. Geometry and images are Blender's exact clean export.
694:bpy.ops.export_scene.gltf(filepath=str(glb),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_extras=True,export_texcoords=True,export_normals=True,export_tangents=True,export_image_format='AUTO',export_vertex_color='ACTIVE',export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=18,export_draco_normal_quantization=12,export_draco_texcoord_quantization=16,export_draco_color_quantization=8)
742:# Verify every articulated transform with an actual 30-degree pose render.
750:render(QA/'articulation_30deg.png',1440,900,20)
752:# Six same-view colourways. Compose with Blender image pixels, no external dependency.
764:'Original 320m space-opera light cruiser: slab hull, recessed hangars, command tower, four articulated twin turrets, point defence and four deep engine bells.',
767:'Cycles GPU bakes: hull/metal colour+normal 1024², heat 512², shared signal/engine/optical trims 64–256²; ORM ≤512²; world-scale UVs; Draco 18-bit position.',

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/bin/bash -lc "sed -n '1,130p' build_light-cruiser.py && sed -n '220,285p' build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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#!/usr/bin/env python3
"""Light cruiser. Clean Blender 5.2 build; source textures are CC0 Poly Haven.
Run: blender -b --python-exit-code 1 --python build_light-cruiser.py
All design coordinates are metres in game frame (X left, Y up, Z forward).
The single script downloads sources, Cycles-bakes shared tiles, builds, exports,
checks articulation, renders all deliverables, and writes the node manifest.
"""
import bpy, bmesh, math, json, os, sys, struct, random, urllib.request, time
from pathlib import Path
from mathutils import Vector, Matrix
import numpy as np
import ctypes
# The headless distribution ships Draco beside Blender, outside ld.so search paths.
draco_lib=Path(bpy.app.binary_path).parent/'lib'/'libdraco.so.9'
if draco_lib.exists():ctypes.CDLL(str(draco_lib),mode=ctypes.RTLD_GLOBAL)
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; SOURCE=TEX/'source'; QA=ROOT/'qa'
for p in (TEX,SOURCE,QA):p.mkdir(exist_ok=True,parents=True)
random.seed(41)
START=time.time()
bpy.ops.wm.read_factory_settings(use_empty=True)
SC=bpy.context.scene; SC.unit_settings.system='METRIC'; SC.unit_settings.scale_length=1
SC.render.engine='CYCLES'; SC.cycles.samples=24; SC.cycles.use_denoising=True
SC.cycles.max_bounces=6; SC.cycles.transparent_max_bounces=6
prefs=bpy.context.preferences.addons['cycles'].preferences
try:prefs.compute_device_type='OPTIX'
except:prefs.compute_device_type='CUDA'
prefs.get_devices()
for d in prefs.devices:d.use=d.type!='CPU'
assert any(d.use for d in prefs.devices),'GPU required'
SC.cycles.device='GPU'
SC.render.image_settings.file_format='PNG'; SC.render.film_transparent=False
SC.view_settings.view_transform='AgX'; SC.view_settings.look='AgX - Medium High Contrast'; SC.view_settings.exposure=0.0
print('GPU',[(d.name,d.type,d.use) for d in prefs.devices],flush=True)
PH_IDS=['blue_metal_plate','metal_plate_02','rusty_metal_02']
for name in PH_IDS:
 for mp in ['diff','nor_gl','arm']:
  f=SOURCE/f'{name}_{mp}_1k.jpg'
  if not f.exists():
   url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{name}/{f.name}'
   req=urllib.request.Request(url,headers={'User-Agent':'Mozilla/5.0 Forge asset builder'})
   f.write_bytes(urllib.request.urlopen(req,timeout=90).read())

def B(p):return Vector((p[0],-p[2],p[1]))
def G(p):return [float(p[0]),float(p[2]),float(-p[1])]
def activate(o):
 bpy.ops.object.select_all(action='DESELECT');o.select_set(True);bpy.context.view_layer.objects.active=o

def mathnode(nt,op,a=None,b=None):
 n=nt.nodes.new('ShaderNodeMath');n.operation=op
 for i,v in enumerate((a,b)):
  if v is not None:
   if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
   else:n.inputs[i].default_value=v
 return n.outputs[0]
def rgb(nt,col):
 n=nt.nodes.new('ShaderNodeRGB');n.outputs[0].default_value=(*col,1);return n.outputs[0]
def texnode(nt,path,noncolor=False):
 n=nt.nodes.new('ShaderNodeTexImage');n.image=bpy.data.images.load(str(path),check_existing=True)
 if noncolor:n.image.colorspace_settings.name='Non-Color'
 n.extension='REPEAT';return n

# A material specimen is baked, not a 320m unique atlas. Its UV tile is 8m.
def bake_tile(label,source,size,base_mode):
 print('BAKE',label,flush=True)
 mat=bpy.data.materials.new('SOURCE_'+label);mat.use_nodes=True;nt=mat.node_tree;nt.nodes.clear()
 out=nt.nodes.new('ShaderNodeOutputMaterial');bs=nt.nodes.new('ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 uv=nt.nodes.new('ShaderNodeTexCoord')
 dif=texnode(nt,SOURCE/f'{source}_diff_1k.jpg');nor=texnode(nt,SOURCE/f'{source}_nor_gl_1k.jpg',True);arm=texnode(nt,SOURCE/f'{source}_arm_1k.jpg',True)
 for n in (dif,nor,arm):nt.links.new(uv.outputs['UV'],n.inputs['Vector'])
 bw=nt.nodes.new('ShaderNodeRGBToBW');nt.links.new(dif.outputs['Color'],bw.inputs[0])
 noise=nt.nodes.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=95;noise.inputs['Detail'].default_value=3
 nt.links.new(uv.outputs['UV'],noise.inputs['Vector'])
 sep=nt.nodes.new('ShaderNodeSeparateXYZ');nt.links.new(uv.outputs['UV'],sep.inputs[0])
 # Shared 8m scanned panel tile; macro panel seams are modelled geometry.
 ux=mathnode(nt,'FRACT',mathnode(nt,'MULTIPLY',sep.outputs['X'],1))
 vy=mathnode(nt,'FRACT',mathnode(nt,'MULTIPLY',sep.outputs['Y'],1))
 edge=mathnode(nt,'MAXIMUM',mathnode(nt,'LESS_THAN',ux,.006),mathnode(nt,'LESS_THAN',vy,.010))
 near=mathnode(nt,'MAXIMUM',mathnode(nt,'LESS_THAN',ux,.012),mathnode(nt,'LESS_THAN',vy,.018))
 pits=mathnode(nt,'LESS_THAN',noise.outputs['Fac'],.29)
 if base_mode=='paint':
  # Preserve the photograph's abrasion and blotches without a synthetic grain.
  coarse=nt.nodes.new('ShaderNodeTexNoise');coarse.inputs['Scale'].default_value=11;coarse.inputs['Detail'].default_value=3
  nt.links.new(uv.outputs['UV'],coarse.inputs['Vector'])
  grime=mathnode(nt,'MULTIPLY',mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',coarse.outputs['Fac'],.54),0),.45)
  color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'POWER',bw.outputs[0],.5),2.4),.22)
  color=mathnode(nt,'MINIMUM',mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',color,grime),.22),.94)
  color=mathnode(nt,'SUBTRACT',color,mathnode(nt,'MULTIPLY',pits,.11))
  metallic=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'GREATER_THAN',bw.outputs[0],.09),.30),.13)
  rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',coarse.outputs['Fac'],.22),.42)
 elif base_mode=='metal':
  color=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',mathnode(nt,'POWER',bw.outputs[0],.5),.75),.12)
  metallic=rgb(nt,(.82,.82,.82));rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.25),.43)
 else:
  mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;nt.links.new(dif.outputs[0],mix.inputs[1]);mix.inputs[2].default_value=(.095,.082,.068,1)
  color=mix.outputs[0];metallic=rgb(nt,(.78,.78,.78));rough=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.22),.53)
 nt.links.new(color,bs.inputs['Base Color']);nt.links.new(rough,bs.inputs['Roughness']);nt.links.new(metallic,bs.inputs['Metallic'])
 normal=nt.nodes.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.38 if base_mode=='paint' else .55;nt.links.new(nor.outputs[0],normal.inputs['Color'])
 bump=nt.nodes.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.38;bump.inputs['Distance'].default_value=.035
 height=mathnode(nt,'SUBTRACT',mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.12),mathnode(nt,'MULTIPLY',edge,.95))
 if base_mode=='paint':height=mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.025)
 nt.links.new(height,bump.inputs['Height']);nt.links.new(normal.outputs[0],bump.inputs['Normal']);nt.links.new(bump.outputs[0],bs.inputs['Normal'])
 bpy.ops.mesh.primitive_plane_add(size=8);o=bpy.context.object;o.data.materials.append(mat)
 emit=nt.nodes.new('ShaderNodeEmission');target=nt.nodes.new('ShaderNodeTexImage');nt.nodes.active=target
 def bake(suffix,res,typ,socket=None):
  im=bpy.data.images.new(label+'_'+suffix,width=res,height=res,alpha=False)
  if suffix!='BaseColor':im.colorspace_settings.name='Non-Color'
  target.image=im;nt.nodes.active=target
  if typ=='EMIT':
   nt.links.new(socket,emit.inputs[0]);nt.links.new(emit.outputs[0],out.inputs[0])
  else:nt.links.new(bs.outputs[0],out.inputs[0])
  SC.cycles.samples=8;SC.render.bake.margin=8
  bpy.ops.object.bake(type=typ)
  im.filepath_raw=str(TEX/(label+'_'+suffix+('.jpg' if suffix=='BaseColor' else '.png')));im.file_format='JPEG' if suffix=='BaseColor' else 'PNG';im.save()
  return im
 base=bake('BaseColor',size,'EMIT',color)
 normalim=bake('Normal',size,'NORMAL')
 split=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(arm.outputs[0],split.inputs[0])
 combine=nt.nodes.new('ShaderNodeCombineColor');combine.mode='RGB'
 ao=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',split.outputs[0],.23),.77)
 nt.links.new(ao,combine.inputs[0]);nt.links.new(rough,combine.inputs[1]);nt.links.new(metallic,combine.inputs[2])
 orm=bake('ORM',min(512,size),'EMIT',combine.outputs[0])
 bpy.data.objects.remove(o,do_unlink=True);bpy.data.materials.remove(mat)
 return base,normalim,orm

BAKES={}
for label,src,size,mode in [('HullTile','blue_metal_plate',1024,'paint'),('MetalTile','metal_plate_02',1024,'metal'),('HeatTile','rusty_metal_02',512,'heat')]:
 BAKES[label]=bake_tile(label,src,size,mode)
# Small shared signal/optical trims are also true Cycles bakes.
def bake_signal(label,base_color,mode,res):
   n=p.normal;ax=max(range(3),key=lambda i:abs(n[i]))
   for li in p.loop_indices:
    w=me.vertices[me.loops[li].vertex_index].co+B(self.pivot)
    pair=(w.x,-w.y) if ax==2 else ((-w.y,w.z) if ax==0 else (w.x,w.z))
    scale=8 if p.material_index==PAINT else 4
    uv.data[li].uv=(pair[0]/scale,pair[1]/scale)
    if p.material_index==LAMP:
     c=G(p.center+B(self.pivot));index=(abs(int(c[2]/2.15))+int(abs(c[0])))%4
     if c[1]<-1 and 65<c[2]<102:index=4
     if c[1]>34:index=6
     if -139<c[2]<-135 and 1<c[1]<3:index=6 if c[0]>0 else 7
     uv.data[li].uv=((index+.46+(pair[0]%1)*.08)/8,.45+(pair[1]%1)*.10)
    elif p.material_index==ENGINE:
     c=G(w);cx=18 if c[0]>0 else -18;cy=8.8 if c[1]>0 else -8.8
     uv.data[li].uv=((c[0]-cx)/13+.5,(c[1]-cy)/13+.5)
  colors=me.color_attributes.new(name='Weathering',type='BYTE_COLOR',domain='CORNER')
  for p in me.polygons:
   c=G(p.center+B(self.pivot));tone=1.0
   if p.material_index==PAINT:
    batch=(int((c[2]+200)/14)*37+int((c[0]+40)/8)*17)%11
    tone=.76+batch*.022
    if c[1]<-2:tone*=.79
    if c[2]<-103:
     # Broad neutral heat/grime deposited around the engine-neck panel edges.
     tone*=.60+.40*min(1,abs(c[2]+119)/22)
   for li in p.loop_indices:
    t=tone
    if p.material_index==PAINT:
     v=G(me.vertices[me.loops[li].vertex_index].co+B(self.pivot))
     if v[2]<-95:t*=1-.45*math.exp(-((v[2]+119)/10)**2)
    colors.data[li].color=(t,t,t,1)
  o.location=B(self.pivot)
  if self.parent:
   o.parent=self.parent.o;o.location=B(self.pivot-self.parent.pivot)
  self.o=o
  return o

def beveled(v,f,width,segments=2):
 bm=bmesh.new();vv=[bm.verts.new(p) for p in v];bm.verts.ensure_lookup_table()
 for face in f:
  try:bm.faces.new([vv[i] for i in face])
  except ValueError:pass
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces))
 if width:
  bmesh.ops.bevel(bm,geom=list(bm.edges),offset=width,segments=segments,affect='EDGES',profile=.5)
 bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.verts.ensure_lookup_table();bm.verts.index_update()
 outv=[tuple(x.co) for x in bm.verts];outf=[tuple(x.index for x in face.verts) for face in bm.faces];bm.free();return outv,outf

def box(a,c,d,mat=PAINT,bev=.12,rot=None):
 key=(tuple(round(x,5) for x in d),bev)
 if key not in CACHE:
  x,y,z=[q/2 for q in d];v=[(-x,-y,-z),(x,-y,-z),(x,y,-z),(-x,y,-z),(-x,-y,z),(x,-y,z),(x,y,z),(-x,y,z)]
  f=[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)]
  CACHE[key]=beveled(v,f,min(bev,min(d)*.22),1 if min(d)<.7 else 2)
 v,f=CACHE[key];c=Vector(c)
 a.add([tuple((rot@Vector(p) if rot else Vector(p))+c) for p in v],f,mat)

def poly(a,verts,faces,mat,bev=.1):
 v,f=beveled(verts,faces,bev,2);a.add(v,f,mat)

def tube(a,p1,p2,r1,r2=None,mat=METAL,n=16,inside=0):
 p1=Vector(p1);p2=Vector(p2);d=(p2-p1).normalized();u=d.cross(Vector((0,1,0)))
 if u.length<.01:u=d.cross(Vector((1,0,0)))
 u.normalize();v=d.cross(u).normalized();r2=r1 if r2 is None else r2
 # Bevelled collars, capped or open-wall tube.
 length=(p2-p1).length;be=min(.06,r1*.12,length*.1)

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_light-cruiser.py')
s=p.read_text()
old=\" bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(a.o.data);bm.free()\"
new=\" # Explicit triangles are required for deterministic tangent export on bevelled ngons.\\n bmesh.ops.triangulate(bm,faces=list(bm.faces),quad_method='BEAUTY',ngon_method='BEAUTY')\\n bad=[f for f in bm.faces if f.calc_area()<1e-9]\\n if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')\\n bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(a.o.data);bm.free()\"
assert s.count(old)==1
p.write_text(s.replace(old,new))
PY
python3 -m py_compile build_light-cruiser.py
scp build_light-cruiser.py gex44:/root/fal-author/light-cruiser-v1/build_light-cruiser.py
ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/light-cruiser-v1/build_light-cruiser.py > /tmp/light-cruiser-build-final.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc "cat > /tmp/light-cruiser-critic-final-prompt.txt <<'EOF'
Independent image review, revision 3 pass 2/final. Use the Read tool on the images below; do not rely on descriptions. Review this original realistic 320m light cruiser against its concept reference. No files to edit. Return verdict PASS / REVISE with short concrete remaining observations and resolved IDs from previous report. The export is 199896 triangles, 7 materials, 4.7 MB, all image maps <=1024px and ORM<=512; exact 320x70x60m. All 4 main twin turrets have independent moving bases and child barrels. Do not invent additional requirements.
Previous critique: read /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/qa/critic-revision3.txt.
Changes since previous critique: neutral photographic abrasion bake reduced regular grain; underside fill and ambient reflection illumination increased; metal roughness increased; belt cross-panel seams; fewer and varied service hatches/vents; shoulder PD mounts; exposed octagonal chamfers; broader neutral stern grime; engine orange rim/band and recessed glowing interiors. No flames required: game attaches flames. Final primary view necessarily hides inner engines; judge engine geometry also in rear view. Underside shot directly shows both ventral twin turrets. Distinguish geometry defects from occlusion in a particular view; twins overlap in perfect side projection.
Reference: /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/sheet.jpg
Current: /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/qa/final-check/final.png
/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/qa/final-check/side.png
/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/qa/final-check/close.png
/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/qa/final-check/underside.png
/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/qa/final-check/rear.png
Assess silhouette, named parts and realistic game quality. Remaining limits should be precise and visible. Treat the concept as a target, not a requirement to replicate painted shadows literally. Don't rubber stamp. Do not mention 'product signoff' or require user approval; just state your visual verdict.
EOF
claude-lean -p --model sonnet --effort medium --tools Read --permission-mode bypassPermissions < /tmp/light-cruiser-critic-final-prompt.txt > /tmp/light-cruiser-critic-final.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
codex
The underside render now clearly shows both ventral twin-gun turrets, and the armour belts have readable seams and edge highlights. The final clean build is running with explicit mesh tangents; afterward I’ll check the exported GLB’s pivots, sockets, paint variants and texture limits.

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exec
/bin/bash -lc 'cat /tmp/light-cruiser-runtime/contracts.mjs && cat /tmp/light-cruiser-runtime/articulation.mjs' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
import fs from 'node:fs';
const path='/tmp/light-cruiser-runtime/asset.glb';const b=fs.readFileSync(path);const n=b.readUInt32LE(12);const j=JSON.parse(b.subarray(20,20+n).toString());const manifest=JSON.parse(fs.readFileSync('/tmp/light-cruiser-runtime/nodes.json'));
const failures=[];const assert=(a,m)=>{if(!a)failures.push(m)};
assert(b.length<=12000000,'GLB above 12 MB');assert(j.materials.length<=9,'Too many materials');
const names=new Map(j.nodes.map((n,i)=>[n.name,{...n,i}]));
const req=['Hull','Camera_Chase','Light_Nav_L','Light_Nav_R','Light_Beacon'];for(let i=1;i<=4;i++)req.push(`Thruster_${i}`,`Turret_${i}`,`Gun_${i}`,`Hardpoint_${i}`);for(let i=1;i<=30;i++)req.push(`Muzzle_${i}`);
for(const n of req)assert(names.has(n),'Missing '+n);
for(const [name,node]of names){assert(manifest.nodes[name],'Manifest missing '+name);assert(!('camera'in node),'Camera exported');assert(!node.extensions?.KHR_lights_punctual,'Light exported');}
assert(names.get('Hull').translation?.every(x=>Math.abs(x)<1e-6)??true,'Hull origin not zero');
const paint=j.materials.find(m=>m.name==='Paint');assert(JSON.stringify(paint.pbrMetallicRoughness.baseColorFactor)==='[0.6,0.61,0.62,1]','Paint factor');assert(paint.pbrMetallicRoughness.baseColorTexture,'No Paint texture');
assert(j.materials.find(m=>m.name==='Glass').alphaMode==='BLEND','Glass not BLEND');assert(j.materials.find(m=>m.name==='Engines').emissiveTexture,'No engine emission bake');
for(let i=1;i<=4;i++){
 const t=names.get(`Turret_${i}`),g=names.get(`Gun_${i}`);assert(names.get('Hull').children.includes(t.i),'Turret parent');assert(t.children.includes(g.i),'Gun parent');
 assert(JSON.stringify(manifest.axes[t.name])==='[0,1,0]','Traverse axis');assert(JSON.stringify(manifest.axes[g.name])==='[1,0,0]','Gun axis');
 for(const ob of[t,g]){assert(!ob.scale||ob.scale.every(s=>s===1),'Moving scale');assert(!ob.rotation||JSON.stringify(ob.rotation)==='[0,0,0,1]','Rest rotation');}
 for(let k=i*2-1;k<=i*2;k++)assert(g.children.includes(names.get(`Muzzle_${k}`).i),'Muzzle parent');
}
for(let i=0;i<3;i++)assert(Math.abs(manifest.bounding_box.size[i]-[70,60,320][i])<.001,'Dimensions');
assert(manifest.paints.length===6,'Paint presets');assert(manifest.triangles>=80000&&manifest.triangles<=200000,'Triangle budget');
console.log(JSON.stringify({bytes:b.length,triangles:manifest.triangles,dimensions:manifest.bounding_box.size,materials:j.materials.length,nodes:names.size,extensions:j.extensionsUsed,failures},null,2));
if(failures.length)process.exitCode=1;
import{chromium}from'/tmp/h1-viewer/node_modules/playwright/index.mjs';import fs from'node:fs';
const browser=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',args:['--no-sandbox','--use-angle=swiftshader','--enable-webgl']});
const page=await browser.newPage({viewport:{width:1280,height:720}});await page.goto('http://127.0.0.1:8917');await page.waitForFunction(()=>window.ready,{timeout:60000});
const result=await page.evaluate(async()=>{const T=await import('three');const world=o=>o.getWorldPosition(new T.Vector3());const failures=[];const nodes=[];window.asset.updateMatrixWorld(true);for(let i=1;i<=4;i++){const t=window.asset.getObjectByName('Turret_'+i),g=window.asset.getObjectByName('Gun_'+i);nodes.push({i,t,g,tp:world(t),gp:g.position.clone(),m:[...g.children].filter(x=>x.name.startsWith('Muzzle_')).map(m=>({m,d:world(m).distanceTo(world(g))}))})}window.pose();window.asset.updateMatrixWorld(true);for(const {i,t,g,tp,gp,m}of nodes){if(tp.distanceTo(world(t))>1e-6)failures.push('Turret '+i+' pivot moved');if(gp.distanceTo(g.position)>1e-6)failures.push('Gun '+i+' local origin moved');for(const q of m)if(Math.abs(q.d-world(q.m).distanceTo(world(g)))>1e-5)failures.push('Muzzle '+q.m.name+' separated')}return{nodes:8,angle_degrees:30,failures}});await page.screenshot({path:'/tmp/light-cruiser-runtime/runtime_pose.png'});await page.evaluate(()=>window.reset());const manifest=JSON.parse(fs.readFileSync('/tmp/light-cruiser-runtime/nodes.json'));const paints=[];for(const p of manifest.paints){paints.push(await page.evaluate(rgb=>{window.paint(rgb);const materials=new Map();window.asset.traverse(o=>{if(o.material)for(const m of(Array.isArray(o.material)?o.material:[o.material]))materials.set(m.name,m.color.toArray())});return Object.fromEntries(materials)},p.linear_rgb))}result.paintFactors=paints.map(p=>p.Paint);result.unaffectedMaterialsStable=paints.every(p=>Object.keys(p).filter(k=>k!=='Paint').every(k=>JSON.stringify(p[k])===JSON.stringify(paints[0][k])));console.log(JSON.stringify(result,null,2));await browser.close();if(result.failures.length||!result.unaffectedMaterialsStable)process.exit(1);

exec
/bin/bash -lc 'tail -n 14 /tmp/light-cruiser-build-final.log && tail -n 12 /tmp/light-cruiser-critic-final.txt' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
exec
/bin/bash -lc 'cat /tmp/light-cruiser-runtime/check.mjs && cat /tmp/light-cruiser-runtime/validate.mjs' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
import{chromium}from'/tmp/h1-viewer/node_modules/playwright/index.mjs';import fs from'node:fs';
const b=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',args:['--no-sandbox','--use-angle=swiftshader','--enable-webgl']});const p=await b.newPage({viewport:{width:1280,height:720}});const errors=[];p.on('pageerror',e=>errors.push(String(e)));await p.goto('http://127.0.0.1:8917');await p.waitForFunction(()=>window.ready,{timeout:60000});console.log(JSON.stringify({...await p.evaluate(()=>window.result),errors},null,2));await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime.png'});await p.evaluate(()=>window.pose());await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime_pose.png'});await p.evaluate(()=>{window.reset();window.close()});await p.screenshot({path:'/tmp/light-cruiser-runtime/runtime_close.png'});await b.close();
import fs from 'node:fs';
import validator from 'gltf-validator';
const r=await validator.validateBytes(new Uint8Array(fs.readFileSync('/tmp/light-cruiser-runtime/asset.glb')),{uri:'light-cruiser.glb',maxIssues:200});
fs.writeFileSync('/tmp/light-cruiser-runtime/validator.json',JSON.stringify(r,null,2));
console.log(JSON.stringify(r.issues,null,2));

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exec
/bin/bash -lc 'cat /tmp/light-cruiser-runtime/index.html && cat brief.md' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
<!doctype html><meta charset="utf-8"><style>body{margin:0;background:#050a11}canvas{display:block}</style>
<script type="importmap">{"imports":{"three":"/node_modules/three/build/three.module.js","three/addons/":"/node_modules/three/examples/jsm/"}}</script>
<script type="module">
import * as T from 'three';import{GLTFLoader}from'three/addons/loaders/GLTFLoader.js';import{DRACOLoader}from'three/addons/loaders/DRACOLoader.js';
const scene=new T.Scene();scene.background=new T.Color(.004,.008,.016);const camera=new T.OrthographicCamera(-173.5,173.5,97.59375,-97.59375,.1,3000);camera.position.set(255,158,230);camera.lookAt(0,4,0);
const renderer=new T.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1280,720);renderer.setPixelRatio(1);renderer.toneMapping=T.AgXToneMapping;renderer.toneMappingExposure=1;document.body.appendChild(renderer.domElement);
scene.add(new T.HemisphereLight(0x94b5e4,0x303c50,1));for(const [p,c,power]of[[[100,170,130],0xfff9ee,3],[[-130,45,50],0x779bff,0.8],[[40,100,-200],0xb5cfff,2]]){const l=new T.DirectionalLight(c,power);l.position.set(...p);scene.add(l)}
const g=await new GLTFLoader().setDRACOLoader(new DRACOLoader().setDecoderPath('/node_modules/three/examples/jsm/libs/draco/gltf/')).loadAsync('/asset.glb');scene.add(g.scene);window.asset=g.scene;const box=new T.Box3().setFromObject(g.scene);const materials=new Set();let nodes=0;g.scene.traverse(o=>{nodes++;if(o.isMesh){for(const m of(Array.isArray(o.material)?o.material:[o.material]))materials.add(m)}});
window.draw=()=>renderer.render(scene,camera);window.pose=()=>{g.scene.traverse(o=>{if(/^Turret_\d+$/.test(o.name))o.rotation.y=Math.PI/6;if(/^Gun_\d+$/.test(o.name))o.rotation.x=([1,2].includes(Number(o.name.split('_')[1]))?-1:1)*Math.PI/6});window.draw()};
window.paint=(rgb)=>{for(const m of materials)if(m.name==='Paint')m.color.setRGB(...rgb);window.draw()};
window.reset=()=>{g.scene.traverse(o=>{if(/^(Turret|Gun)_\d+$/.test(o.name))o.rotation.set(0,0,0)});window.draw()};window.close=()=>{camera.position.set(103,49,125);camera.lookAt(12,0,83);camera.left=-46;camera.right=46;camera.top=25.875;camera.bottom=-25.875;camera.updateProjectionMatrix();window.draw()};
window.draw();window.result={nodes,materials:materials.size,drawCalls:renderer.info.render.calls,triangles:renderer.info.render.triangles,bounds:{min:box.min.toArray(),max:box.max.toArray()},renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER),paint:[...materials].find(m=>m.name==='Paint').color.toArray(),engine:[...materials].find(m=>m.name==='Engines').emissive.toArray()};window.ready=true;
</script>
Original 320 × 70 × 60 m light cruiser reconstructed from sheet.jpg, metres, +Z nose, +Y up, +X left; source-authoring frame converted explicitly at export.
Targets: front port three-quarter hero, orthographic side, rear engine block, close plating/hangar, plain clay; dark blue-black void, white key and cool fill.
Outputs: light-cruiser.glb, build_light-cruiser.py, final.png, paints.png, side.png, clay.png, nodes.json, six-line NOTES.md. Extra validation captures live under qa/.
Budgets: 80–200k triangles, ≤9 materials, ≤12 MB GLB; colour/normal ≤1024, ORM ≤512; tiled plating with metre-scale UVs and geometry window/vent trims. One GPU job at a time from this task.
Paint base factor [0.60,0.61,0.62], neutral baked texture; four traversing twin turrets with elevating guns, separate origins and sockets. No text or insignia.
Revision cap: three; start 21:25 CEST, first complete asset target 22:05 CEST, checkpoint 22:45 CEST. Source inputs Poly Haven CC0 only. Do not add application dependencies here.

exec
/bin/bash -lc 'wc -c /tmp/light-cruiser-build-final.log /tmp/light-cruiser-critic-final.txt && ls -lh qa/final-check' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
0 /tmp/light-cruiser-build-final.log
0 /tmp/light-cruiser-critic-final.txt
0 total
total 12M
-rw-r--r-- 1 claude-agent claude-agent 2.0M Oct 16 20:03 clay.png
-rw-r--r-- 1 claude-agent claude-agent 1.6M Oct 16 20:03 close.png
-rw-r--r-- 1 claude-agent claude-agent 2.1M Oct 16 20:03 final.png
-rw-r--r-- 1 claude-agent claude-agent 1.3M Oct 16 20:03 paints.png
-rw-r--r-- 1 claude-agent claude-agent 1.4M Oct 16 20:03 rear.png
-rw-r--r-- 1 claude-agent claude-agent 2.0M Oct 16 20:03 side.png
-rw-r--r-- 1 claude-agent claude-agent 1.4M Oct 16 20:03 underside.png

 succeeded in 22393ms:
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exec
/bin/bash -lc 'scp gex44:/root/fal-author/light-cruiser-v1/qa/articulation_30deg.png qa/final-check/articulation_30deg.png' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 900ms:
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exec
/bin/bash -lc 'tail -n 10 /tmp/light-cruiser-build-final.log && tail -n 10 /tmp/light-cruiser-critic-final.txt' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
**Remaining limits (visible, not blocking)**
1. **No visible scorch or grime.** The engine block and aft hull are clean light grey in `final.png` and `rear.png`. The reference has a rust and scorch gradient there, and the stern grime you describe isn't perceptible at these distances.
2. **Engine block is a plain box.** The reference has a stepped, paneled cowling around the nozzles. Here the nozzle bells are short, caged-looking tubes with vertical bars (`side.png`, `final.png`) and little bell flare.
3. **Repeated side panels.** `side.png` still shows three near-identical recessed hatches before the belts and two or three after. The pattern is evenly spaced and still reads as copies.
4. **Flat top deck.** The bow deck in `final.png` is a large, low-contrast slab with a faint tile pattern and little wear, so it looks somewhat concrete-like compared with the reference's weathered paint.
5. **Blue-grey underside.** The underside fill is cool and a little uniform in `underside.png`. That is acceptable, but it's flatter than the top.

**Occlusion, not defects**
- Only some turrets show in `side.png` because the twins overlap in a perfect side projection.
- `final.png` hides the inner engines, as expected for that angle.

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exec
/bin/bash -lc 'cat /tmp/light-cruiser-critic-final.txt && ls -l /tmp/light-cruiser-build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
**Verdict: PASS.** The remaining issues are polish, not defects in the named parts or the silhouette.

**Resolved from the previous report**
- **F1 (engines): resolved for the stated scope.** `rear.png` shows four separate nozzles with glowing orange interiors, orange rims and a recessed bore. `final.png` shows orange rims on three visible nozzles. The side view reads orange at the aft edge. You said flames are attached in game, so I did not require plasma discs.
- **F2 (lighting): resolved.** The underside, lower hull, belts and ventral turrets now separate from the background in `side.png` and `underside.png`. The hull is no longer clipped or flat black.
- **F3 (belts): resolved.** They read as gunmetal plate with cross seams, bolt rows and visible tops and sides. They are clearly distinct from both the hull and the background.
- **F4 (ventral turrets): resolved.** `underside.png` shows both ventral twin turrets with two barrels each, and in `side.png` they are about the size of the dorsal turrets with barrels visible. The 2+2 turret count is met.
- **F5 (greeble and edges): mostly resolved.** The deck vents vary in size and orientation, and the hull edges now catch light. The octagonal chamfer reads on the engine block in `rear.png`.
- **Earlier regressions: resolved.** The hangar bay is legible again, with a lit interior and crates, in `close.png`. The panel lines are visible again in `close.png`. The window strip now has dark and off windows.

**Remaining limits (visible, not blocking)**
1. **No visible scorch or grime.** The engine block and aft hull are clean light grey in `final.png` and `rear.png`. The reference has a rust and scorch gradient there, and the stern grime you describe isn't perceptible at these distances.
2. **Engine block is a plain box.** The reference has a stepped, paneled cowling around the nozzles. Here the nozzle bells are short, caged-looking tubes with vertical bars (`side.png`, `final.png`) and little bell flare.
3. **Repeated side panels.** `side.png` still shows three near-identical recessed hatches before the belts and two or three after. The pattern is evenly spaced and still reads as copies.
4. **Flat top deck.** The bow deck in `final.png` is a large, low-contrast slab with a faint tile pattern and little wear, so it looks somewhat concrete-like compared with the reference's weathered paint.
5. **Blue-grey underside.** The underside fill is cool and a little uniform in `underside.png`. That is acceptable, but it's flatter than the top.

**Occlusion, not defects**
- Only some turrets show in `side.png` because the twins overlap in a perfect side projection.
- `final.png` hides the inner engines, as expected for that angle.
-rw-rw-r-- 1 claude-agent claude-agent 0 Oct 16 20:04 /tmp/light-cruiser-build-final.log

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exec
/bin/bash -lc "sed -n '740,785p' build_light-cruiser.py && rg -n 'triangles|textures|degenerate' /tmp/light-cruiser-texture-audit.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
SC.view_layers[0].material_override=None
render(ROOT/'final.png',1920,1080,40)
camera((330,0,0),target=(0,6,0),ortho=350);render(ROOT/'side.png',1920,1080,24)
camera((210,100,-280),target=(0,2,-30),ortho=335);render(QA/'rear.png',1440,900,20)
camera((255,-145,200),target=(0,-2,0),ortho=347);render(QA/'underside.png',1440,900,20)
camera((102,47,118),target=(12,-1,80),ortho=92);render(QA/'close.png',1440,900,28)
# Verify every articulated transform with an actual 30-degree pose render.
camera((255,158,230),ortho=347)
for a in ASSEMBLIES[1:]:
 if a.name.startswith('Turret'):a.o.rotation_euler.z=math.radians(30)
 else:a.o.rotation_euler.x=math.radians(-30 if a.pivot.y>0 else 30)
bpy.context.view_layer.update()
for a in ASSEMBLIES[1:]:
 if a.name.startswith('Turret'):assert (a.o.matrix_world.translation-B(a.pivot)).length<1e-5
render(QA/'articulation_30deg.png',1440,900,20)
for a in ASSEMBLIES[1:]:a.o.rotation_euler=(0,0,0)
# Six same-view colourways. Compose with Blender image pixels, no external dependency.
frames=[]
for i,(name,col) in enumerate(PAINTS):
 COLOR_NODES['Paint'].inputs[2].default_value=(*col,1)
 render(QA/f'paint_{i}.png',640,360,12)
 im=bpy.data.images.load(str(QA/f'paint_{i}.png'),check_existing=False);arr=np.empty(640*360*4,dtype=np.float32);im.pixels.foreach_get(arr);frames.append(arr.reshape(360,640,4));bpy.data.images.remove(im)
canvas=np.zeros((720,1920,4),dtype=np.float32)
for i,arr in enumerate(frames):
 row=1-i//3;col=i%3;canvas[row*360:(row+1)*360,col*640:(col+1)*640]=arr
im=bpy.data.images.new('Six paints',1920,720,alpha=True);im.pixels.foreach_set(canvas.ravel());im.filepath_raw=str(ROOT/'paints.png');im.file_format='PNG';im.save()
COLOR_NODES['Paint'].inputs[2].default_value=(*PAINTS[0][1],1)
notes=[
'Original 320m space-opera light cruiser: slab hull, recessed hangars, command tower, four articulated twin turrets, point defence and four deep engine bells.',
f'{triangles:,} triangles; {glb.stat().st_size/1e6:.2f} MB GLB; moving pivots tested at 30 degrees; Y-up, +Z nose, metre units.',
'Materials (7): Paint, Titanium, DarkMetal, Scorch, Glass, Lamps, Engines; neutral Paint texture with default factor [0.60, 0.61, 0.62].',
'Cycles GPU bakes: hull/metal colour+normal 1024², heat 512², shared signal/engine/optical trims 64–256²; ORM ≤512²; world-scale UVs; Draco 18-bit position.',
'Poly Haven CC0 sources: blue_metal_plate, metal_plate_02, rusty_metal_02; https://polyhaven.com/license ; source ids browsed through https://api.polyhaven.com/assets?t=textures .',
'Differences: original stepped bridge and blunt reinforced prow; enlarged centreline dorsal/ventral gunhouses; fixed point-defence mounts and added service bays.'
]
(ROOT/'NOTES.md').write_text('\n'.join(notes)+'\n')
print('COMPLETE',round(time.time()-START,1),'seconds',triangles,'triangles',glb.stat().st_size,'bytes',manifest['bounding_box'],flush=True)
9:  if info:assert max(images[j['textures'][info['index']]['source']].size)<=512
10:paint=next(m for m in j['materials'] if m['name']=='Paint');pi=j['textures'][paint['pbrMetallicRoughness']['baseColorTexture']['index']]['source'];a=np.array(images[pi].convert('RGB')).astype(float)

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exec
/bin/bash -lc 'ls -lh /tmp/light-cruiser-runtime/runtime*.png && cat /tmp/light-cruiser-audit3c.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
-rw-rw-r-- 1 claude-agent claude-agent 275K Oct 16 19:48 /tmp/light-cruiser-runtime/runtime.png
-rw-rw-r-- 1 claude-agent claude-agent 761K Oct 16 19:48 /tmp/light-cruiser-runtime/runtime_close.png
-rw-rw-r-- 1 claude-agent claude-agent 275K Oct 16 19:54 /tmp/light-cruiser-runtime/runtime_pose.png
{
  "file": "light-cruiser-uncompressed.glb",
  "sha256": "4d22a86b1a9c6fb4bc03b88ab3f0af4dcb6e8c80305fef9459c6343d88914b18",
  "bytes": 16753292,
  "primitive_count": 27,
  "material_count": 7,
  "embedded_images": 18,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Gun_1",
      "primitive": 0,
      "triangles": 1560,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_1",
      "primitive": 1,
      "triangles": 1140,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_1",
      "primitive": 0,
      "triangles": 1252,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_1",
      "primitive": 1,
      "triangles": 384,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_1",
      "primitive": 2,
      "triangles": 44,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_2",
      "primitive": 0,
      "triangles": 1560,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_2",
      "primitive": 1,
      "triangles": 1140,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_2",
      "primitive": 0,
      "triangles": 1252,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_2",
      "primitive": 1,
      "triangles": 384,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_2",
      "primitive": 2,
      "triangles": 44,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_3",
      "primitive": 0,
      "triangles": 1560,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_3",
      "primitive": 1,
      "triangles": 1140,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_3",
      "primitive": 0,
      "triangles": 1252,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_3",
      "primitive": 1,
      "triangles": 384,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_3",
      "primitive": 2,
      "triangles": 44,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_4",
      "primitive": 0,
      "triangles": 1560,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun_4",
      "primitive": 1,
      "triangles": 1140,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_4",
      "primitive": 0,
      "triangles": 1252,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_4",
      "primitive": 1,
      "triangles": 384,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret_4",
      "primitive": 2,
      "triangles": 44,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 0,
      "triangles": 33096,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 1,
      "triangles": 56896,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 2,
      "triangles": 66676,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 3,
      "triangles": 7288,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 4,
      "triangles": 264,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 5,
      "triangles": 7436,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 6,
      "triangles": 4592,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [],
  "note": "Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.",
  "triangles": 193768,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

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/bin/bash -lc "rg --files -g '"'!sheet.jpg'"' -g '"'!astra.log'"' -g '"'!PROMPT.txt'"' -g '"'!sheet_prompt.txt'"' -g '"'!job.json'"' -g '"'!started.txt'"'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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build_light-cruiser.py
nodes.json
brief.md
qa/critic-revision1.txt
qa/critic-revision3.txt
qa/final-check/rear.png
qa/final-check/clay.png
qa/final-check/paints.png
qa/final-check/close.png
qa/final-check/side.png
qa/final-check/final.png
qa/final-check/underside.png
qa/final-check/articulation_30deg.png
qa/revision3/rear.png
qa/revision3/clay.png
qa/revision3/close.png
qa/revision3/side.png
qa/revision3/final.png
qa/surface-check/build_light-cruiser.py
qa/surface-check/close.png
qa/surface-check/side.png
qa/surface-check/final.png
qa/revision2/rear.png
qa/revision2/build_light-cruiser.py
qa/revision2/clay.png
qa/revision2/paints.png
qa/revision2/close.png
qa/revision2/side.png
qa/revision2/final.png
qa/revision1/side.png
qa/revision1/clay.png
qa/revision1/close.png
qa/revision1/final.png

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/bin/bash -lc 'tail -n 8 /tmp/light-cruiser-build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('/tmp/light-cruiser-runtime/index.html')
s=p.read_text()
s=s.replace(\"import * as T from 'three';\", \"import * as T from 'three';import{RoomEnvironment}from'three/addons/environments/RoomEnvironment.js';\")
s=s.replace(\"document.body.appendChild(renderer.domElement);\", \"document.body.appendChild(renderer.domElement);const pmrem=new T.PMREMGenerator(renderer);scene.environment=pmrem.fromScene(new RoomEnvironment(),.04).texture;scene.environmentIntensity=.35;\")
p.write_text(s)
PY
cp /tmp/light-cruiser-critic-final.txt qa/critic-final.txt" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'tail -n 12 /tmp/light-cruiser-build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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codex
The independent visual review passed the silhouette and all named parts. It notes that the finish is cleaner and the engine cowling simpler than the reference. The rebuild is waiting for the shared GPU; its geometry and materials are unchanged, with only the tangent-export fix added.

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/bin/bash -lc "cat /tmp/light-cruiser-texture-audit.py && rg -n 'production|signoff|audit|manifest|critic|reference|budget|delivery|review' /home/claude-agent/.agents/skills/blender-game-assets/references/asset-delivery.md" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 exited 2 in 0ms:
import json,struct,io,sys
import numpy as np
from PIL import Image
p=sys.argv[1];d=open(p,'rb').read();jl=struct.unpack_from('<I',d,12)[0];j=json.loads(d[20:20+jl]);bstart=20+jl+8;report=[];images=[]
for i,img in enumerate(j['images']):
 v=j['bufferViews'][img['bufferView']];raw=d[bstart+v.get('byteOffset',0):bstart+v.get('byteOffset',0)+v['byteLength']];im=Image.open(io.BytesIO(raw));assert max(im.size)<=1024,(img,im.size);images.append(im.copy());report.append({'name':img.get('name'), 'size':im.size,'encoded_bytes':len(raw),'mode':im.mode})
for m in j['materials']:
 for info in (m.get('occlusionTexture'),m.get('pbrMetallicRoughness',{}).get('metallicRoughnessTexture')):
  if info:assert max(images[j['textures'][info['index']]['source']].size)<=512
paint=next(m for m in j['materials'] if m['name']=='Paint');pi=j['textures'][paint['pbrMetallicRoughness']['baseColorTexture']['index']]['source'];a=np.array(images[pi].convert('RGB')).astype(float)
assert np.max(np.abs(a[:,:,0]-a[:,:,1]))<=3 and np.max(np.abs(a[:,:,1]-a[:,:,2]))<=3,'Paint is not neutral'
gpu_bytes=sum(w*h*4*4/3 for w,h in (im.size for im in images))
print(json.dumps({'images':report,'paint_srgb_percentiles':np.percentile(a[:,:,0],[1,10,50,90,99]).tolist(),'estimated_rgba8_mip_MiB':gpu_bytes/2**20},indent=2))
rg: /home/claude-agent/.agents/skills/blender-game-assets/references/asset-delivery.md: IO error for operation on /home/claude-agent/.agents/skills/blender-game-assets/references/asset-delivery.md: No such file or directory (os error 2)

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/bin/bash -lc "ssh gex44 'test -f /root/fal-author/light-cruiser-v1/build_light-cruiser.py && sha256sum /root/fal-author/light-cruiser-v1/build_light-cruiser.py' && sha256sum build_light-cruiser.py" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 394ms:
62174ada58271546e161dd71f6a1a27f54eb119269383388c20ec9a351c037a6  /root/fal-author/light-cruiser-v1/build_light-cruiser.py
62174ada58271546e161dd71f6a1a27f54eb119269383388c20ec9a351c037a6  build_light-cruiser.py

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/bin/bash -lc 'tail -n 16 /tmp/light-cruiser-build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc "find /home/claude-agent/.agents/skills/blender-game-assets -maxdepth 2 -type f -name '*deliver*'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc 'tail -n 16 /tmp/light-cruiser-build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
DracoEncoder | Encoded 1440 vertices, 4680 indices, raw size: 90000, encoded size: 18176, compression ratio: 4.95
DracoEnc22:07:34 | INFO: Finished glTF 2.0 export in 1.1236865520477295 s
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:714: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Deep space');SC.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
/root/fal-author/light-cruiser-v1/build_light-cruiser.py:737: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('QA_Clay');clay.use_nodes=True;cb=clay.node_tree.nodes.get('Principled BSDF');cb.inputs['Base Color'].default_value=(.40,.40,.40,1);cb.inputs['Roughness'].default_value=.68
oder | Preserve triangle order: no
DracoEncoder | Encoded 1000 vertices, 3420 indices, raw size: 62840, encoded size: 13741, compression ratio: 4.57
00:25.448  render           | Saved: '/root/fal-author/light-cruiser-v1/clay.png'

Info: Saved as "light-cruiser.blend"
RENDERED clay.png 24.4
00:32.747  render           | Saved: '/root/fal-author/light-cruiser-v1/final.png'
RENDERED final.png 31.7
00:40.022  render           | Saved: '/root/fal-author/light-cruiser-v1/side.png'
RENDERED side.png 38.9

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codex
The rebuild has exported successfully and is rendering the final images. The tangent warning is gone. I’m now checking the compressed GLB in a game-style viewer and testing all eight moving nodes through a 30° pose.

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/bin/bash -lc 'scp gex44:/root/fal-author/light-cruiser-v1/light-cruiser.glb gex44:/root/fal-author/light-cruiser-v1/nodes.json . && scp gex44:/root/fal-author/light-cruiser-v1/qa/light-cruiser-uncompressed.glb /tmp/light-cruiser-uncompressed.glb && cp light-cruiser.glb /tmp/light-cruiser-runtime/asset.glb && cp nodes.json /tmp/light-cruiser-runtime/nodes.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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/bin/bash -lc "rg 'Could not calculate|GEOMETRY|WARNING|ERROR' /tmp/light-cruiser-build-final.log" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
00:01.191  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
GEOMETRY 199896 triangles 51 nodes
22:07:32 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:32 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:32 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:32 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:32 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:32 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:32 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:33 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:33 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:33 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:33 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:33 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:33 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:07:33 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.

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/bin/bash -lc 'tail -n 9 /tmp/light-cruiser-build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
RENDERED clay.png 24.4
00:32.747  render           | Saved: '/root/fal-author/light-cruiser-v1/final.png'
RENDERED final.png 31.7
00:40.022  render           | Saved: '/root/fal-author/light-cruiser-v1/side.png'
RENDERED side.png 38.9
00:45.029  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/rear.png'
RENDERED rear.png 43.9
00:52.656  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/underside.png'
RENDERED underside.png 51.6

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exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py /tmp/light-cruiser-uncompressed.glb --strict > qa/geometry-audit.json && python3 /tmp/light-cruiser-texture-audit.py light-cruiser.glb > qa/texture-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
exec
/bin/bash -lc 'node /tmp/light-cruiser-runtime/contracts.mjs > qa/contracts.json && node /tmp/light-cruiser-runtime/validate.mjs > /tmp/light-cruiser-validator-issues.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
exec
/bin/bash -lc 'node /tmp/light-cruiser-runtime/check.mjs > qa/runtime.json && node /tmp/light-cruiser-runtime/articulation.mjs > qa/articulation.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 134ms:
 succeeded in 769ms:
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/bin/bash -lc "python3 - <<'PY'
import json
for n in ['contracts','texture-audit','geometry-audit']:
 d=json.load(open('qa/'+n+'.json'))
 if n=='geometry-audit':d={k:v for k,v in d.items() if k"'!='"'primitives'}
 print(n,json.dumps(d))
r=json.load(open('/tmp/light-cruiser-runtime/validator.json'))
print('validator',json.dumps(r['issues']))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
contracts {"bytes": 5678608, "triangles": 199896, "dimensions": [70, 60, 320], "materials": 7, "nodes": 51, "extensions": ["KHR_draco_mesh_compression", "KHR_materials_emissive_strength"], "failures": []}
texture-audit {"images": [{"name": "MetalTile_Normal", "size": [1024, 1024], "encoded_bytes": 956723, "mode": "RGB"}, {"name": "MetalTile_ORM", "size": [512, 512], "encoded_bytes": 306661, "mode": "RGB"}, {"name": "MetalTile_BaseColor", "size": [1024, 1024], "encoded_bytes": 130242, "mode": "RGB"}, {"name": "OpticalTile_Normal", "size": [64, 64], "encoded_bytes": 412, "mode": "RGB"}, {"name": "OpticalTile_ORM", "size": [64, 64], "encoded_bytes": 415, "mode": "RGB"}, {"name": "OpticalTile_BaseColor", "size": [64, 64], "encoded_bytes": 4375, "mode": "RGB"}, {"name": "HullTile_Normal", "size": [1024, 1024], "encoded_bytes": 252005, "mode": "RGB"}, {"name": "HullTile_ORM", "size": [512, 512], "encoded_bytes": 124998, "mode": "RGB"}, {"name": "HullTile_BaseColor", "size": [1024, 1024], "encoded_bytes": 99928, "mode": "RGB"}, {"name": "HeatTile_Normal", "size": [512, 512], "encoded_bytes": 365408, "mode": "RGB"}, {"name": "HeatTile_ORM", "size": [512, 512], "encoded_bytes": 298143, "mode": "RGB"}, {"name": "HeatTile_BaseColor", "size": [512, 512], "encoded_bytes": 44645, "mode": "RGB"}, {"name": "SignalTrim_BaseColor", "size": [256, 256], "encoded_bytes": 77541, "mode": "RGB"}, {"name": "SignalTrim_Normal", "size": [128, 128], "encoded_bytes": 670, "mode": "RGB"}, {"name": "SignalTrim_ORM", "size": [128, 128], "encoded_bytes": 670, "mode": "RGB"}, {"name": "EngineTrim_BaseColor", "size": [256, 256], "encoded_bytes": 82930, "mode": "RGB"}, {"name": "EngineTrim_Normal", "size": [128, 128], "encoded_bytes": 670, "mode": "RGB"}, {"name": "EngineTrim_ORM", "size": [128, 128], "encoded_bytes": 670, "mode": "RGB"}], "paint_srgb_percentiles": [204.0, 211.0, 221.0, 230.0, 244.0], "estimated_rgba8_mip_MiB": 29.0625}
geometry-audit {"file": "light-cruiser-uncompressed.glb", "sha256": "4b43892b5705bd0b448a897928d8ff7961edebab6778cde72abd607b09335329", "bytes": 24428600, "primitive_count": 27, "material_count": 7, "embedded_images": 18, "external_uris": [], "duplicate_primitives": [], "note": "Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.", "triangles": 199896, "zero_area_triangles": 0, "nonfinite_attribute_components": 0, "findings": []}
validator {"numErrors": 0, "numWarnings": 0, "numInfos": 64, "numHints": 0, "messages": [{"code": "UNSUPPORTED_EXTENSION", "message": "Cannot validate an extension as it is not supported by the validator: 'KHR_draco_mesh_compression'.", "severity": 2, "pointer": "/extensionsUsed/0"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/0"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/1"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/2"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/3"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/4"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/5"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/8"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/9"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/10"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/11"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/12"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/13"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/14"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/15"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/16"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/17"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/18"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/19"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/20"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/21"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/22"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/23"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/24"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/25"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/26"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/27"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/28"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/29"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/34"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/35"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/38"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/39"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/42"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/43"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/46"}, {"code": "NODE_EMPTY", "message": "Empty node encountered.", "severity": 2, "pointer": "/nodes/47"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/0"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/4"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/5"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/6"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/7"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/11"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/12"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/13"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/14"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/15"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/16"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/17"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/18"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/19"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/20"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/21"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/22"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/23"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/24"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/25"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/26"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/30"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/31"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/32"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/36"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/37"}, {"code": "UNUSED_OBJECT", "message": "This object may be unused.", "severity": 2, "pointer": "/bufferViews/41"}], "truncated": false}

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/bin/bash -lc 'tail -n 9 /tmp/light-cruiser-build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
RENDERED side.png 38.9
00:45.029  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/rear.png'
RENDERED rear.png 43.9
00:52.656  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/underside.png'
RENDERED underside.png 51.6
01:02.215  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/close.png'
RENDERED close.png 61.1
01:08.578  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/articulation_30deg.png'
RENDERED articulation_30deg.png 67.5

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exec
/bin/bash -lc 'cat qa/runtime.json && cat qa/articulation.json && tail -n 8 /tmp/light-cruiser-build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
{
  "nodes": 79,
  "materials": 7,
  "drawCalls": 27,
  "triangles": 199896,
  "bounds": {
    "min": [
      -35,
      -20.0572509765625,
      -160
    ],
    "max": [
      35,
      39.9427490234375,
      160
    ]
  },
  "renderer": "WebKit WebGL",
  "paint": [
    0.6,
    0.61,
    0.62
  ],
  "engine": [
    1,
    1,
    1
  ],
  "errors": []
}
RENDERED paint_3.png 77.7
01:21.924  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_4.png'
RENDERED paint_4.png 80.8
01:23.535  render           | Saved: '/root/fal-author/light-cruiser-v1/qa/paint_5.png'
RENDERED paint_5.png 82.5
COMPLETE 82.6 seconds 199896 triangles 5678608 bytes {'min': [-35.0, -20.0572509765625, -160.0], 'max': [35.0, 39.9427490234375, 160.0], 'size': [70.0, 60.0, 320.0]}

Blender quit

 succeeded in 266660ms:
 succeeded in 22323ms:
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exec
/bin/bash -lc 'scp gex44:/root/fal-author/light-cruiser-v1/final.png gex44:/root/fal-author/light-cruiser-v1/side.png gex44:/root/fal-author/light-cruiser-v1/clay.png gex44:/root/fal-author/light-cruiser-v1/paints.png gex44:/root/fal-author/light-cruiser-v1/NOTES.md . && scp gex44:/root/fal-author/light-cruiser-v1/qa/close.png gex44:/root/fal-author/light-cruiser-v1/qa/rear.png gex44:/root/fal-author/light-cruiser-v1/qa/underside.png gex44:/root/fal-author/light-cruiser-v1/qa/articulation_30deg.png qa/ && cp /tmp/light-cruiser-runtime/validator.json qa/gltf-validator.json && cp /tmp/light-cruiser-build-final.log qa/build.log' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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exec
/bin/bash -lc "cat > /tmp/light-cruiser-runtime/decoded-audit.mjs <<'EOF'
import{chromium}from'/tmp/h1-viewer/node_modules/playwright/index.mjs';
const browser=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',args:['--no-sandbox','--use-angle=swiftshader','--enable-webgl']});
const page=await browser.newPage({viewport:{width:1280,height:720}});await page.goto('http://127.0.0.1:8917');await page.waitForFunction(()=>window.ready,{timeout:60000});
const result=await page.evaluate(()=>{let triangles=0,degenerate=0,nonfinite=0,missingTangents=0;const primitives=[];window.asset.traverse(o=>{if("'!o.isMesh)return;const g=o.geometry,p=g.attributes.position,idx=g.index;let bad=0;for(const a of Object.values(g.attributes))for(const v of a.array)if(!Number.isFinite(v))nonfinite++;if(!g.attributes.tangent)missingTangents++;for(let k=0;k<idx.count;k+=3){let a=idx.getX(k),b=idx.getX(k+1),c=idx.getX(k+2);let ux=p.getX(b)-p.getX(a),uy=p.getY(b)-p.getY(a),uz=p.getZ(b)-p.getZ(a),vx=p.getX(c)-p.getX(a),vy=p.getY(c)-p.getY(a),vz=p.getZ(c)-p.getZ(a);let area2=Math.hypot(uy*vz-uz*vy,uz*vx-ux*vz,ux*vy-uy*vx);if(area2<1e-12)bad++;}triangles+=idx.count/3;degenerate+=bad;primitives.push({name:o.name,triangles:idx.count/3,zeroArea:bad,tangents:!!g.attributes.tangent})});return{triangles,degenerate,nonfinite,missingTangents,primitives}});console.log(JSON.stringify(result,null,2));await browser.close();if(result.degenerate||result.nonfinite||result.missingTangents)process.exit(1);
EOF
node /tmp/light-cruiser-runtime/decoded-audit.mjs > qa/decoded-geometry-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
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exec
/bin/bash -lc 'cat qa/articulation.json' in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
{
  "nodes": 8,
  "angle_degrees": 30,
  "failures": [],
  "paintFactors": [
    [
      0.6,
      0.61,
      0.62
    ],
    [
      0.2,
      0.24,
      0.29
    ],
    [
      0.25,
      0.29,
      0.18
    ],
    [
      0.63,
      0.48,
      0.3
    ],
    [
      0.86,
      0.89,
      0.9
    ],
    [
      0.07,
      0.12,
      0.22
    ]
  ],
  "unaffectedMaterialsStable": true
}

 succeeded in 8629ms:
 succeeded in 9659ms:
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codex
The final GLB is 5.68 MB with 199,896 triangles, seven materials and 51 named nodes. It passes validation with zero errors or warnings. The viewer checks also pass: all eight moving parts retain their pivots, muzzle sockets stay attached, and all six paints change only the `Paint` material.

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exec
/bin/bash -lc "python3 - <<'PY'
import json
p=json.load(open('qa/decoded-geometry-audit.json'))
print({k:v for k,v in p.items() if k"'!='"'primitives'})
PY
wc -l NOTES.md
sha256sum build_light-cruiser.py light-cruiser.glb" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
{'triangles': 199896, 'degenerate': 0, 'nonfinite': 0, 'missingTangents': 0}
6 NOTES.md
62174ada58271546e161dd71f6a1a27f54eb119269383388c20ec9a351c037a6  build_light-cruiser.py
1c3841d2724ad0b871551bc648e82709f00a7450b5b8536c5143c5203da5496c  light-cruiser.glb

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
from PIL import Image
import json,hashlib,shutil
root=Path.cwd()
files=['light-cruiser.glb','build_light-cruiser.py','final.png','side.png','clay.png','paints.png','nodes.json','NOTES.md']
artifacts={}
for name in files:
 p=root/name;assert p.is_file() and p.stat().st_size>0
 artifacts[name]={'bytes':p.stat().st_size,'sha256':hashlib.sha256(p.read_bytes()).hexdigest()}
 if p.suffix=='.png':artifacts[name]['pixels']=list(Image.open(p).size)
assert artifacts['final.png']['pixels']==[1920,1080]
assert artifacts['paints.png']['pixels']==[1920,720]
assert len((root/'NOTES.md').read_text().splitlines())==6
for name in ['runtime.png','runtime_close.png','runtime_pose.png']:
 shutil.copyfile('/tmp/light-cruiser-runtime/'+name,root/'qa'/name)
validator=json.loads((root/'qa/gltf-validator.json').read_text())
decoded=json.loads((root/'qa/decoded-geometry-audit.json').read_text())
contract=json.loads((root/'qa/contracts.json').read_text())
articulation=json.loads((root/'qa/articulation.json').read_text())
report={
 'status':'PASS',
 'clean_build':'Blender 5.2 on gex44, Cycles OptiX GPU; factory-empty scene; source SHA matches delivered script; all outputs from the same completed run.',
 'artifacts':artifacts,
 'budgets':contract,
 'validator':{k:validator['issues'][k] for k in ['numErrors','numWarnings','numInfos']},
 'validator_info_notes':'Expected named empty sockets and Draco buffer views; compressed geometry was decoded and audited separately in Three.js.',
 'decoded_geometry':{k:v for k,v in decoded.items() if k"'!='"'primitives'},
 'runtime':'Three.js GLTFLoader + DRACOLoader, WebGL via headless Chromium/SwiftShader; 27 draw calls; no page errors. Runtime image lighting differs from the Cycles presentation.',
 'articulation':articulation,
 'visual_review':{'verdict':'PASS','evidence':'critic-final.txt','scope':'Reference plus final three-quarter, side, rear, underside and close views. The subsequent clean run only triangulated the same surfaces for tangent export; final render and paint/clay grid re-inspected.'},
 'remaining_reference_differences':['Cleaner paint and less prominent stern scorch than the reference.','Simpler octagonal engine cowling and short ribbed bells.','Some repeated side hatches; original bridge and reinforced blunt prow details.'],
 'texture_limits':'18 embedded images; maximum colour/normal 1024, ORM 512; tiled shared sets; neutral Paint image; estimated RGBA8 texture memory with mipmaps 29.06 MiB, not measured GPU residency.'
}
(root/'qa/validation.json').write_text(json.dumps(report,indent=2)+'\\n')
for p in [root/'qa/revision2/build_light-cruiser.py',root/'qa/surface-check/build_light-cruiser.py']:
 if p.exists():p.unlink()
cache=root/'__pycache__'
if cache.exists():
 for p in cache.glob('build_light-cruiser.*.pyc'):p.unlink()
 if not any(cache.iterdir()):cache.rmdir()
print('DELIVERY VERIFIED:', ', '.join(files))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
DELIVERY VERIFIED: light-cruiser.glb, build_light-cruiser.py, final.png, side.png, clay.png, paints.png, nodes.json, NOTES.md

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/bin/bash -lc "ssh gex44 'sha256sum /root/fal-author/light-cruiser-v1/light-cruiser.glb /root/fal-author/light-cruiser-v1/build_light-cruiser.py'" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 460ms:
1c3841d2724ad0b871551bc648e82709f00a7450b5b8536c5143c5203da5496c  /root/fal-author/light-cruiser-v1/light-cruiser.glb
62174ada58271546e161dd71f6a1a27f54eb119269383388c20ec9a351c037a6  /root/fal-author/light-cruiser-v1/build_light-cruiser.py

 succeeded in 2094560ms:
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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
print('\\n'.join(str(p) for p in sorted(Path('/tmp').glob('light-cruiser*'))))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
/tmp/light-cruiser-audit1.json
/tmp/light-cruiser-audit3c.json
/tmp/light-cruiser-blue.jpg
/tmp/light-cruiser-build-final.log
/tmp/light-cruiser-build1.log
/tmp/light-cruiser-build2.log
/tmp/light-cruiser-build3.log
/tmp/light-cruiser-build3b.log
/tmp/light-cruiser-build3c.log
/tmp/light-cruiser-build3d.log
/tmp/light-cruiser-builder2.py
/tmp/light-cruiser-clay1.png
/tmp/light-cruiser-close1.png
/tmp/light-cruiser-close2.png
/tmp/light-cruiser-critic-final-prompt.txt
/tmp/light-cruiser-critic-final.txt
/tmp/light-cruiser-critic-prompt.txt
/tmp/light-cruiser-critic1.txt
/tmp/light-cruiser-critic1b.txt
/tmp/light-cruiser-critic3-prompt.txt
/tmp/light-cruiser-critic3.txt
/tmp/light-cruiser-final-refine.py
/tmp/light-cruiser-final1.png
/tmp/light-cruiser-final2.png
/tmp/light-cruiser-first.glb
/tmp/light-cruiser-geometry3.txt
/tmp/light-cruiser-heat-base2.jpg
/tmp/light-cruiser-hull-base2.jpg
/tmp/light-cruiser-hull-base3.jpg
/tmp/light-cruiser-metal.jpg
/tmp/light-cruiser-metal2.jpg
/tmp/light-cruiser-nodes1.json
/tmp/light-cruiser-nodes2.json
/tmp/light-cruiser-preflight.log
/tmp/light-cruiser-preflight.py
/tmp/light-cruiser-rear2.png
/tmp/light-cruiser-runtime
/tmp/light-cruiser-side1.png
/tmp/light-cruiser-signal3.txt
/tmp/light-cruiser-texture-audit.py
/tmp/light-cruiser-uncompressed.glb
/tmp/light-cruiser-update3.py
/tmp/light-cruiser-validator-issues.json

codex
All requested files are now in the directory, including the single rebuild script, render set, node manifest and six-line notes. I’ve saved the validation results and comparison views under `qa/`; I’m cleaning up the temporary viewer tools.

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
import shutil
for p in Path('/tmp').glob('light-cruiser-*'):
 if p.is_file() or p.is_symlink():p.unlink()
 elif p.name=='light-cruiser-runtime':shutil.rmtree(p)
print('Removed task-owned temporary files and viewer; shared dependency targets retained.')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1
 succeeded in 0ms:
Removed task-owned temporary files and viewer; shared dependency targets retained.

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codex
Delivered [light-cruiser.glb](/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/light-cruiser.glb): **199,896 triangles · 7 materials · 5.68 MB · 320 × 70 × 60 m**.

[Final render](/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/final.png) · [Six paints](/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/paints.png) · [Rebuild script](/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/build_light-cruiser.py)

All requested files are present. Validation passed with zero errors or warnings; articulation and recolouring checks passed. The finish is cleaner and engine cowling simpler than the reference.
tokens used
412,801
Delivered [light-cruiser.glb](/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/light-cruiser.glb): **199,896 triangles · 7 materials · 5.68 MB · 320 × 70 × 60 m**.

[Final render](/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/final.png) · [Six paints](/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/paints.png) · [Rebuild script](/home/claude-agent/forge-build/forge-assets/jobs/light-cruiser-v1/build_light-cruiser.py)

All requested files are present. Validation passed with zero errors or warnings; articulation and recolouring checks passed. The finish is cleaner and engine cowling simpler than the reference.
