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Fit Lab: poke metric follows holdout margin, push-out and occlusion modes (#16) - #21

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worker/issue-16
Oct 7, 2026
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DatMoshu merged 2 commits into
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worker/issue-16

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@DatMoshu DatMoshu commented Oct 6, 2026

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Fixes #16.

Rule (README, Measure section; code in tools/fit-lab/web/poke-rules.mjs)

A body pixel counts as poke where the body shows in front of the item by more than an allowance:

  • 1 cm holdout margin: HOLDOUT_MARGIN in the installed canonical renderer's render_uo_layer.py (workspace canonical-model pipeline), and blocked_pixels in tools/uo-content/occlusion.py. In clothing mode with Hide body on, the larger of the margin and Hide body inward.
  • 6 mm push-out: BODY_GAP in the same renderer file; tools/uo-content/blender_build.py sets it to 0 for rigid items and helm/weapon/shield/bow/quiver, and the rule does too. Added to the allowance as an upper bound; the push-out solver itself is not modelled.
  • Occlusion modes as in the renderer: clothing = limb/head faces under the item, body = whole body ignoring Hide body, none = nothing counted.
    The body is pushed back by the allowance in the UO camera depth (same shader trick the preview cutout already used).

Before/after (cc0-starter, actions 0/2/4/9/16, 5 directions, slot totals, Measure "first" vs this branch)

slot before after
Shirt 3747 445
Shoes 8727 871
OuterLegs 4659 1905
Pants 1014 237
OuterTorso 527 305
Neck 437 62
MiddleTorso 359 170
Hair 333 86
Helm 308 289
FacialHair 301 3
TwoHanded 767 400
Face 73 14
Gloves 32 2
OneHanded 4 2
Arms, Backpack, Cloak, InnerLegs, InnerTorso, Waist 0 0
Helm drops least, as expected (margin only, no push-out). Measured in headless Chrome against the lab served from this branch and from main (same data, same fits).

Old baselines

Measure baselines live only in the open page (state.baseline, never persisted), so they reset on reload; no stored baseline mixes old and new counts. A tab left open from before this change keeps old "first" numbers until reloaded.

Verification

  • node --test in tools/fit-lab/web: 7 pass (5 new in poke-rules.test.mjs).
  • pytest: 103 passed, 1 skipped; run with PYTHONPATH=<worktree>, but spritemotion still resolved to the main checkout's common/ (the venv trap). This change touches no Python, so it doesn't matter here. No lease taken.
  • outfit-lab unittest: 15 OK. tools/agents/run.py --check: up to date.
  • Not run: Godot editor-tests (no editor changes). Counts are from headless Chrome, not a hand-checked comparison against a Blender render; the rule's agreement with final renders is by reading the renderer code.

🤖 Generated with Claude Code

…and occlusion modes

Fixes #16. Pure rule in poke-rules.mjs with Node tests; README Measure section states the rule.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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Reviewed commit: edb0ab3fb6

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Comment thread tools/fit-lab/web/lab.js
const pokeMaterials = new Map(); // allowance in metres -> red body material shifted back by it
function pokeMaterial(allowance) {
const key = allowance.toFixed(4);
if (!pokeMaterials.has(key)) { const m = flat(0xff0000); m.onBeforeCompile = pushBack(allowance); pokeMaterials.set(key, m); }

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P1 Badge Give each allowance shader a distinct program cache key

When measurements use different allowances—for example, a 1.6 cm skinned garment followed by a 1 cm rigid item—all callbacks returned by pushBack() have the same string representation. Three.js r160 uses onBeforeCompile.toString() as the default custom program cache key, so it reuses the first compiled shader, including that shader's embedded distance literal, for subsequent materials. Measurements after the first allowance therefore use the wrong depth offset; define a customProgramCacheKey containing the allowance or pass the distance through a uniform.

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Comment thread tools/fit-lab/web/poke-rules.mjs Outdated
const mode = fit.occlusion || 'clothing';
if (mode === 'none') return { measure: false, mode, allowance: 0, faces: 'none' }; // renderer skips the holdout
const tolerance = mode === 'clothing' && fit.hide?.enabled ? (fit.hide.inward ?? 0.01) : 0;
const pushed = fit.bind !== 'rigid' && !NO_PUSH_OUT.has(info.part) && !NO_PUSH_OUT.has(info.slot);

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P2 Badge Check the renderer part when disabling push-out

For mapped assets, info.part is the pack-specific code and info.slot is the UO equipment slot, while blender_build.py disables BODY_GAP using the mapping's canonical studio_part. Consequently, skinned items whose codes are not literally weapon, shield, bow, or quiver receive an erroneous 6 mm allowance here; the committed CC0 weapon-sword and shield-round entries are concrete examples. Include the canonical studio part in the manifest/rule input so the metric matches the build.

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…t pack part code or layer name

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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DatMoshu commented Oct 7, 2026

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Correction (SM-16a, work/SM-16a 373c2d7): push-out is decided by studio_part

pokeRule now takes the mapping part's studio_part (what builds.py passes the renderer as spec.part); info.part / info.slot are no longer used. The earlier line "Helm drops least, as expected" is withdrawn.

Re-measured in headless Chrome, cc0-starter, actions 0/2/4/9/16 x 5 directions, slot totals, same saved fits. before = main (94e84f5), edb0ab3 = PR head as committed, fixed = 373c2d7.

slot before edb0ab3 fixed
Neck 437 388 62
Hair 333 256 86
Helm 308 308 289
FacialHair 301 139 3
TwoHanded 767 728 400
Face 73 65 14
Gloves 32 26 2
OneHanded 4 4 2
Backpack, Arms, Waist 0 0 0
Other slots (Shirt 3747->445, Shoes 8727->871, OuterLegs 4659->1905, Pants 1014->237, OuterTorso 527->305, MiddleTorso 359->170, Cloak/InnerLegs/InnerTorso 0) are the same as the first table. Note: the first table's "after" column equals the fixed column, not edb0ab3 as committed; I could not reproduce those after-numbers from edb0ab3.

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DatMoshu merged commit 2f05e73 into main Oct 7, 2026
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DatMoshu deleted the worker/issue-16 branch October 7, 2026 14:03
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Fit Lab: poke metric should account for holdout margin and push-out

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