:PROPERTIES: :ID: 4d5e6bc8-32eb-469f-a69f-84b14458c55b :END: #+title: trmn/assets #+filetags: :project: :knowledge: :assets: [[id:6293baa2-c8a8-4c49-9284-1fa2eed75032][trmn]] — asset pipeline: SVG sprites + GLB objects + location scenes ** Architecture Three asset types, all served from ~$out/assets/~ by Caddy: - *Sprites*: SVG files in ~assets/sprites/{eyes,nose,mouth}/~, static/committed, no build step - *3D objects*: GLB files in ~assets/objects/~, generated during ~nix build~ by Node.js scripts in ~scripts/~ - *Location scenes*: ~.blend~ files in ~assets/scenes/**~ are the source of truth; Blender exports GLBs at build time, then packed into ~assets/scenes/scenes.pack~ (single binary, one browser fetch) Face compositing at runtime: load SVG parts → draw onto ~OffscreenCanvas(128,128)~ → ~THREE.CanvasTexture~. Applied to the +z front face (index 4) of the head ~BoxGeometry~ via a material array. ** Location Scene Pipeline ~.blend~ files are the source of truth (edit in Blender, commit ~.blend~, GLBs are build artifacts): 1. ~flake.nix~ buildPhase: ~blender --background file.blend --python scripts/export-glb.py -- out.glb~ for each ~.blend~ in ~assets/scenes/**~ 2. ~scripts/pack-scenes.mjs glb_tmp assets/scenes/scenes.pack~: validates all SCENES location IDs have a GLB (warn by default, ~STRICT_LOCATIONS=1~ to error), concatenates into ~scenes.pack~ 3. Pack format: ~[4-byte LE uint32: manifest len][JSON manifest][...GLB bytes]~ 4. Runtime: ~loadPack()~ fetches once, ~loadLocationScene(id)~ slices + parses per scene, cached 34 unique location IDs (e.g. ~home/bedroom~, ~office~, ~school/classroom~). Directory mirrors IDs: ~assets/scenes/home/bedroom.blend~ → ID ~home/bedroom~. Full mapping in ~ASSETS.md~. ** Blender Naming Conventions (procedural overrides) - ~IF_~ meshes: toggled visible/hidden at runtime by ~applyLocationProps()~ Examples: ~IF_CRIB~ (age<3), ~IF_ADULT_BED~ (age≥13), ~IF_TV_LARGE~ (wealthLevel>70) - ~WALLS~, ~FLOOR~: material color replaced at runtime with deterministic palette color - All other mesh names: always visible, untouched Full ~IF_*~ table and authoring guide in ~ASSETS.md~. ** Blender Scene Setup - Character is ~2 units tall; typical interior: 5–8 units wide, 3 units tall - Camera: pos ~(0.5, 1.6, 6.5)~, looks at ~(0, 1.0, 0)~, FOV 26°, aspect 2.39:1 - No lights in .blend files — runtime adds ambient + two directional lights - Materials: Diffuse BSDF (flat color); Principled BSDF works but is overkill under Lambert - ~export_apply=True~ in export script — modifiers applied; no armatures/animations - Poly budget: ~500 triangles/scene; outdoor scenes skip WALLS/FLOOR (no runtime error) - Run ~nix develop~ to get a shell with ~blender~ on PATH for authoring ** Runtime API (~index.html~ Three.js block) - ~loadPack()~: called once at init; gracefully no-ops if pack not built yet - ~loadLocationScene(locationId)~: returns ~THREE.Group~ (cloned from cache), or ~null~ if not in pack - ~applyLocationProps(threeScene, props)~: traverses scene, applies ~IF_*~ visibility + WALLS/FLOOR colors - ~generateLocationProps(locationId, masterSeed, playerState, eventLog?)~ from ~locations.js~ - ~window.__sceneLoader.loadAndShow(locationId, props)~: removes previous loc scene, loads + applies new one ** Debug Panel (~▸ scene debug~ in browser) Collapsible ~
~ panel below the chat box. Controls: - Location dropdown (all 34 IDs, populated from ~SCENES~ at runtime) - Sliders: age, wealth, children, job tier, moves (home move count) - *sync from today*: pulls actual simulated state from ~window.__life~ - *load scene*: calls ~window.__sceneLoader.loadAndShow()~; shows ~[not in pack]~ if .blend missing - Live props display: wall/floor color swatches + hex, visible ~IF_*~ mesh names Props update on every slider move even without a loaded scene. ** locations.js ES module, imported by Three.js block and debug module. Exports ~generateLocationProps~. - Home: seeded from ~makeRng(masterSeed, 200000 + moveIndex)~ where moveIndex = count of ~move_city~ events ≤ currentDay → new house each time player moves - Office: offset 300000; School: 301000; University/dorm: 302000; others: hash into 303000–399999 - ~playerState~ fields: ~{ age, wealthLevel, numChildren, jobTier, inCollege, retired, currentDay }~ ** PRNG Offset Allocation (all streams) | Range | Owner | |---|---| | -2 to -1 | Family layout + protagonist traits | | 0 – 36,500 | Life simulation daily | | 50,000+ | Schedule (per-day, offset 50000) | | 200,000 + moveIndex | Home appearance (per house) | | 300,000 | Workplace | | 301,000 | School | | 302,000 | University / dorm | | 303,000–399,999 | Other locations (hashed from ID) | ** Conventions - All sprite SVGs are 128×128; composite with ~drawImage(img, 0, 0, 128, 128)~ - Face part selection seeded from ~window.__life.masterSeed~ via inline ~mulberry32~ in Three.js block - GLB generators: pure Node.js stdlib only (no npm), accept output path as arg - ~pkgs.blender~ in ~nativeBuildInputs~ (build) and ~devShells.buildInputs~ (~nix develop~ shell) ** Gotchas - ~src = ./.~ only includes git-tracked files. Run ~git add assets/scenes/ scripts/export-glb.py scripts/pack-scenes.mjs locations.js~ before ~nix build~ or they are silently excluded. - ~BoxGeometry~ material array face order: ~[+x, -x, +y, -y, +z, -z]~ → index 4 is front face - GLB generator runs in Nix buildPhase and writes to build dir; ~cp -r assets $out/assets~ picks up generated files - ~locations.js~ imports ~makeRng~ from ~./life.js~; served by Caddy alongside other JS modules - Blender headless needs ~--background~ flag; no X11 required in stdenvNoCC sandbox ** Key Files - ~assets/sprites/eyes/eyes_{1,2}.svg~ — wide-open vs narrow/tired eyes - ~assets/sprites/nose/nose_{1,2}.svg~ — dot vs nostrils nose - ~assets/sprites/mouth/mouth_{1,2}.svg~ — smile vs neutral mouth - ~assets/objects/book.glb~ — generated at build time; dark-red flat box 0.14×0.18×0.03 - ~assets/scenes/~ — ~.blend~ source files, mirroring location ID hierarchy - ~assets/scenes/scenes.pack~ — build artifact; binary pack of all location GLBs - ~scripts/gen-book.mjs~ — pure Node.js GLB writer for book object - ~scripts/export-glb.py~ — Blender Python: exports active scene to GLB - ~scripts/pack-scenes.mjs~ — validates + concatenates GLBs into ~scenes.pack~ - ~locations.js~ — ~generateLocationProps(locationId, masterSeed, playerState, eventLog?)~ - ~ASSETS.md~ — full authoring guide: location→file map, IF_* table, Blender setup, workflow