"""HNX-01 crewed interstellar starship dataset for the artifact pipeline. Concept A "Keel" — a crewed fusion-torch starship study built on the same Blender contract as the YJ-01 probe dataset (stage/blender/probe.py): --step-id --output --result-output [--render-output ] Design intent (visual research, NOT a closed engineering design): - Long axial keel so the crew habitat sits as far as practical from the reactor section (inverse-square separation for neutron/gamma dose). - Rotating habitat torus for continuous spin gravity; six spokes carry the pressurized transfer tunnels; the hub is the zero-g docking core. - Heavy water-shadow shield collar and a storm cellar between the habitat and the reactor. - Aft fusion core with a magnetic nozzle; six droop radiators reject the waste heat. These hardware positions are placeholders — the script does not claim thrust, burn time, shielding closure, or life-support closure. Object ids: starship.[.], lowercase dotted, stable per step. Cumulative object lists must stay in lockstep with Design.shipSteps in src/SomhairlesDream.Modeling/Definitions.fs. """ import argparse import json import math import os import sys from datetime import datetime, timezone import bpy # noqa: F401 (must be imported before mathutils: registers the bundled mathutils module) from mathutils import Vector STEP_OBJECTS = { "ship-01-keel": [ "starship.keel.spine", "starship.nose.cone", "starship.dock.ring", ], "ship-02-hab": [ "starship.keel.spine", "starship.nose.cone", "starship.dock.ring", "starship.hab.torus", "starship.hub.core", "starship.spoke.00", "starship.spoke.01", "starship.spoke.02", "starship.spoke.03", "starship.spoke.04", "starship.spoke.05", ], "ship-03-radiation": [ "starship.keel.spine", "starship.nose.cone", "starship.dock.ring", "starship.hab.torus", "starship.hub.core", "starship.spoke.00", "starship.spoke.01", "starship.spoke.02", "starship.spoke.03", "starship.spoke.04", "starship.spoke.05", "starship.shadow.collar", "starship.storm.cellar", ], "ship-04-reactor": [ "starship.keel.spine", "starship.nose.cone", "starship.dock.ring", "starship.hab.torus", "starship.hub.core", "starship.spoke.00", "starship.spoke.01", "starship.spoke.02", "starship.spoke.03", "starship.spoke.04", "starship.spoke.05", "starship.shadow.collar", "starship.storm.cellar", "starship.core.pressure", "starship.core.shield.plug", "starship.nozzle.magnetic", "starship.radiator.00", "starship.radiator.01", "starship.radiator.02", "starship.radiator.03", "starship.radiator.04", "starship.radiator.05", ], "ship-05-power": [ "starship.keel.spine", "starship.nose.cone", "starship.dock.ring", "starship.hab.torus", "starship.hub.core", "starship.spoke.00", "starship.spoke.01", "starship.spoke.02", "starship.spoke.03", "starship.spoke.04", "starship.spoke.05", "starship.shadow.collar", "starship.storm.cellar", "starship.core.pressure", "starship.core.shield.plug", "starship.nozzle.magnetic", "starship.radiator.00", "starship.radiator.01", "starship.radiator.02", "starship.radiator.03", "starship.radiator.04", "starship.radiator.05", "starship.power.truss", "starship.capacitor.ring", "starship.comm.dish", "starship.comm.feed", ], "ship-06-cabin": [ "starship.keel.spine", "starship.nose.cone", "starship.dock.ring", "starship.hab.torus", "starship.hub.core", "starship.spoke.00", "starship.spoke.01", "starship.spoke.02", "starship.spoke.03", "starship.spoke.04", "starship.spoke.05", "starship.shadow.collar", "starship.storm.cellar", "starship.core.pressure", "starship.core.shield.plug", "starship.nozzle.magnetic", "starship.radiator.00", "starship.radiator.01", "starship.radiator.02", "starship.radiator.03", "starship.radiator.04", "starship.radiator.05", "starship.power.truss", "starship.capacitor.ring", "starship.comm.dish", "starship.comm.feed", "starship.window.00", "starship.window.01", "starship.window.02", "starship.window.03", "starship.airlock.ring", "starship.airlock.tunnel", "starship.cargo.pod.00", "starship.cargo.pod.01", ], "ship-07-livery": [ "starship.keel.spine", "starship.nose.cone", "starship.dock.ring", "starship.hab.torus", "starship.hub.core", "starship.spoke.00", "starship.spoke.01", "starship.spoke.02", "starship.spoke.03", "starship.spoke.04", "starship.spoke.05", "starship.shadow.collar", "starship.storm.cellar", "starship.core.pressure", "starship.core.shield.plug", "starship.nozzle.magnetic", "starship.radiator.00", "starship.radiator.01", "starship.radiator.02", "starship.radiator.03", "starship.radiator.04", "starship.radiator.05", "starship.power.truss", "starship.capacitor.ring", "starship.comm.dish", "starship.comm.feed", "starship.window.00", "starship.window.01", "starship.window.02", "starship.window.03", "starship.airlock.ring", "starship.airlock.tunnel", "starship.cargo.pod.00", "starship.cargo.pod.01", ], } LIVERY_STEPS = {"ship-07-livery"} def utc_now(): return datetime.now(timezone.utc).isoformat().replace("+00:00", "Z") def fail(message, code): print(message, file=sys.stderr) raise SystemExit(code) def rgba(rgb, alpha=1.0): return (*rgb, alpha) def make_material(bpy, name, color, *, metallic=0.0, roughness=0.45, emission=None, emission_strength=0.0): material = bpy.data.materials.get(name) or bpy.data.materials.new(name) material.use_nodes = True material.diffuse_color = rgba(color) shader = material.node_tree.nodes.get("Principled BSDF") shader.inputs["Base Color"].default_value = rgba(color) shader.inputs["Metallic"].default_value = metallic shader.inputs["Roughness"].default_value = roughness if emission is not None: emission_input = shader.inputs.get("Emission Color") or shader.inputs.get("Emission") if emission_input: emission_input.default_value = rgba(emission) strength_input = shader.inputs.get("Emission Strength") if strength_input: strength_input.default_value = emission_strength return material def build_materials(bpy): return { "clay_body": make_material(bpy, "CLAY BODY", (0.38, 0.42, 0.46), metallic=0.20, roughness=0.38), "clay_structure": make_material(bpy, "CLAY STRUCTURE", (0.17, 0.21, 0.25), metallic=0.65, roughness=0.32), "clay_dark": make_material(bpy, "CLAY DARK", (0.045, 0.055, 0.065), metallic=0.45, roughness=0.28), "clay_white": make_material(bpy, "CLAY REFLECTOR", (0.62, 0.65, 0.67), metallic=0.18, roughness=0.34), "clay_glass": make_material(bpy, "CLAY GLASS", (0.035, 0.10, 0.13), metallic=0.12, roughness=0.14, emission=(0.01, 0.05, 0.07), emission_strength=0.15), "livery_hull": make_material(bpy, "LIVERY HULL BONE", (0.72, 0.70, 0.64), metallic=0.30, roughness=0.30), "livery_structure": make_material(bpy, "LIVERY STRUCTURE", (0.13, 0.18, 0.22), metallic=0.78, roughness=0.24), "livery_dark": make_material(bpy, "LIVERY GRAPHITE", (0.018, 0.025, 0.032), metallic=0.70, roughness=0.24), "livery_ceramic": make_material(bpy, "LIVERY SHADOW CERAMIC", (0.10, 0.115, 0.125), metallic=0.25, roughness=0.42), "livery_amber": make_material(bpy, "LIVERY AMBER STRIPE", (0.62, 0.34, 0.05), metallic=0.25, roughness=0.30), "livery_white": make_material(bpy, "LIVERY DISH WHITE", (0.78, 0.81, 0.79), metallic=0.15, roughness=0.28), "livery_glass": make_material(bpy, "LIVERY GLASS", (0.008, 0.055, 0.085), metallic=0.20, roughness=0.10, emission=(0.005, 0.045, 0.09), emission_strength=0.20), "livery_nozzle": make_material(bpy, "LIVERY NOZZLE COIL", (0.16, 0.17, 0.20), metallic=0.85, roughness=0.20), } def clear_scene(bpy): bpy.ops.wm.read_factory_settings(use_empty=True) def assign_variants(obj, clay_material, livery_material): obj["object_id"] = obj.name obj["clay_material"] = clay_material.name obj["livery_material"] = livery_material.name obj.data.materials.clear() obj.data.materials.append(clay_material) return obj def apply_material_mode(bpy, materials, mode): if mode not in {"clay", "livery"}: raise ValueError(f"unknown material mode: {mode}") for obj in bpy.context.scene.objects: material_name = obj.get(f"{mode}_material") if not material_name or not obj.data or not hasattr(obj.data, "materials"): continue material = bpy.data.materials.get(material_name) if material is None: raise RuntimeError(f"missing material {material_name!r} for {obj.name}") obj.data.materials.clear() obj.data.materials.append(material) def add_beveled_cube(bpy, name, location, dimensions, clay_material, livery_material, bevel=0.04, rotation=None): bpy.ops.mesh.primitive_cube_add(location=location, rotation=rotation or (0.0, 0.0, 0.0)) obj = bpy.context.object obj.name = name obj.data.name = name + ".mesh" obj.dimensions = dimensions bpy.ops.object.transform_apply(location=False, rotation=False, scale=True) if bevel: modifier = obj.modifiers.new("Structural edge softening", "BEVEL") modifier.width = bevel modifier.segments = 3 return assign_variants(obj, clay_material, livery_material) def add_cylinder(bpy, name, location, radius, depth, clay_material, livery_material, *, rotation=(0.0, 0.0, 0.0), vertices=32): bpy.ops.mesh.primitive_cylinder_add( vertices=vertices, radius=radius, depth=depth, location=location, rotation=rotation, ) obj = bpy.context.object obj.name = name obj.data.name = name + ".mesh" return assign_variants(obj, clay_material, livery_material) def add_cone(bpy, name, location, radius1, radius2, depth, clay_material, livery_material, *, rotation=(0.0, 0.0, 0.0)): bpy.ops.mesh.primitive_cone_add( vertices=24, radius1=radius1, radius2=radius2, depth=depth, location=location, rotation=rotation, ) obj = bpy.context.object obj.name = name obj.data.name = name + ".mesh" return assign_variants(obj, clay_material, livery_material) def add_torus(bpy, name, location, major_radius, minor_radius, clay_material, livery_material, *, rotation=(0.0, 0.0, 0.0), minor_segments=12): bpy.ops.mesh.primitive_torus_add( major_radius=major_radius, minor_radius=minor_radius, major_segments=64, minor_segments=minor_segments, location=location, rotation=rotation, ) obj = bpy.context.object obj.name = name obj.data.name = name + ".mesh" return assign_variants(obj, clay_material, livery_material) def add_between(bpy, name, start, end, radius, clay_material, livery_material, vertices=20): start_vec = Vector(start) end_vec = Vector(end) delta = end_vec - start_vec obj = add_cylinder( bpy, name, (start_vec + end_vec) / 2.0, radius, delta.length, clay_material, livery_material, vertices=vertices, ) obj.rotation_euler = delta.to_track_quat("Z", "Y").to_euler() return obj def add_dish(bpy, name, base_x, center_y, center_z, radius, depth, clay_material, livery_material): """Create a shallow open paraboloid whose boresight points along +X.""" segments = 64 rings = 9 vertices = [(base_x, center_y, center_z)] for ring in range(1, rings + 1): fraction = ring / rings ring_radius = radius * fraction ring_x = base_x + depth * fraction * fraction for segment in range(segments): angle = 2.0 * math.pi * segment / segments vertices.append( ( ring_x, center_y + ring_radius * math.cos(angle), center_z + ring_radius * math.sin(angle), ) ) faces = [] for segment in range(segments): faces.append((0, 1 + segment, 1 + (segment + 1) % segments)) for ring in range(1, rings): first = 1 + (ring - 1) * segments next_first = first + segments for segment in range(segments): current = first + segment following = first + (segment + 1) % segments next_current = next_first + segment next_following = next_first + (segment + 1) % segments faces.append((current, next_current, next_following, following)) mesh = bpy.data.meshes.new(name + ".mesh") mesh.from_pydata(vertices, [], faces) mesh.update() obj = bpy.data.objects.new(name, mesh) bpy.context.collection.objects.link(obj) assign_variants(obj, clay_material, livery_material) solidify = obj.modifiers.new("Reflector thickness", "SOLIDIFY") solidify.thickness = 0.012 return obj # --------------------------------------------------------------------------- # Starship layout (units are display metres, unscaled示意 dimensions). # # nose +X : forward docking / sensor section # -X : reactor + nozzle (the ship accelerates toward -X) # # habitat : torus in the Y-Z plane at x=+1.2 (far from reactor at x<-3) # shadow : water-shadow collar at x=-1.2, storm cellar hugs the keel # reactor : fusion pressure vessel x in [-4.2, -2.6], nozzle to x=-5.6 # --------------------------------------------------------------------------- HAB_X = 1.2 HAB_RADIUS = 1.7 HAB_MINOR = 0.30 SPOKE_COUNT = 6 def build_geometry(bpy, materials, step_id): """Build every object of the cumulative step, in STEP_OBJECTS order.""" clay_body = materials["clay_body"] clay_structure = materials["clay_structure"] clay_dark = materials["clay_dark"] clay_white = materials["clay_white"] clay_glass = materials["clay_glass"] livery_hull = materials["livery_hull"] livery_structure = materials["livery_structure"] livery_dark = materials["livery_dark"] livery_ceramic = materials["livery_ceramic"] livery_amber = materials["livery_amber"] livery_white = materials["livery_white"] livery_glass = materials["livery_glass"] livery_nozzle = materials["livery_nozzle"] def spoke_end(index): angle = 2.0 * math.pi * index / SPOKE_COUNT return (HAB_X, HAB_RADIUS * math.cos(angle), HAB_RADIUS * math.sin(angle)) objects = {} for object_id in STEP_OBJECTS[step_id]: if object_id == "starship.keel.spine": objects[object_id] = add_beveled_cube(bpy, object_id, (-0.8, 0.0, 0.0), (10.0, 0.46, 0.42), clay_structure, livery_structure, bevel=0.05) elif object_id == "starship.nose.cone": objects[object_id] = add_cone(bpy, object_id, (4.6, 0.0, 0.0), 0.42, 0.08, 1.0, clay_body, livery_hull, rotation=(0.0, -math.pi / 2.0, 0.0)) elif object_id == "starship.dock.ring": objects[object_id] = add_torus(bpy, object_id, (4.1, 0.0, 0.0), 0.44, 0.06, clay_structure, livery_amber, rotation=(0.0, math.pi / 2.0, 0.0)) elif object_id == "starship.hab.torus": objects[object_id] = add_torus(bpy, object_id, (HAB_X, 0.0, 0.0), HAB_RADIUS, HAB_MINOR, clay_body, livery_hull, rotation=(0.0, math.pi / 2.0, 0.0), minor_segments=18) elif object_id == "starship.hub.core": objects[object_id] = add_cylinder(bpy, object_id, (HAB_X, 0.0, 0.0), 0.34, 1.4, clay_structure, livery_structure, rotation=(0.0, math.pi / 2.0, 0.0)) elif object_id.startswith("starship.spoke."): index = int(object_id.rsplit(".", 1)[-1]) end = spoke_end(index) objects[object_id] = add_between(bpy, object_id, (HAB_X, 0.0, 0.0), end, 0.11, clay_structure, livery_structure, vertices=16) elif object_id == "starship.shadow.collar": objects[object_id] = add_torus(bpy, object_id, (-1.35, 0.0, 0.0), 0.78, 0.24, clay_dark, livery_ceramic, rotation=(0.0, math.pi / 2.0, 0.0), minor_segments=16) elif object_id == "starship.storm.cellar": objects[object_id] = add_beveled_cube(bpy, object_id, (-0.55, 0.0, 0.0), (1.1, 0.62, 0.58), clay_dark, livery_ceramic, bevel=0.06) elif object_id == "starship.core.pressure": objects[object_id] = add_cylinder(bpy, object_id, (-3.4, 0.0, 0.0), 0.56, 1.7, clay_structure, livery_nozzle, rotation=(0.0, math.pi / 2.0, 0.0)) elif object_id == "starship.core.shield.plug": objects[object_id] = add_cylinder(bpy, object_id, (-2.45, 0.0, 0.0), 0.60, 0.5, clay_dark, livery_ceramic, rotation=(0.0, math.pi / 2.0, 0.0)) elif object_id == "starship.nozzle.magnetic": objects[object_id] = add_cone(bpy, object_id, (-5.35, 0.0, 0.0), 1.15, 0.60, 2.4, clay_structure, livery_nozzle, rotation=(0.0, math.pi / 2.0, 0.0)) elif object_id.startswith("starship.radiator."): index = int(object_id.rsplit(".", 1)[-1]) angle = 2.0 * math.pi * index / 6.0 + math.pi / 6.0 y = 0.95 * math.cos(angle) z = 0.95 * math.sin(angle) objects[object_id] = add_beveled_cube(bpy, object_id, (-3.6, y, z), (1.5, 0.04, 0.42), clay_white, livery_white, bevel=0.02, rotation=(angle, 0.0, 0.0)) elif object_id == "starship.power.truss": objects[object_id] = add_between(bpy, object_id, (-1.2, 0.0, 0.34), (3.9, 0.0, 0.34), 0.09, clay_structure, livery_structure, vertices=14) elif object_id == "starship.capacitor.ring": objects[object_id] = add_torus(bpy, object_id, (2.6, 0.0, 0.34), 0.42, 0.08, clay_structure, livery_amber, rotation=(math.pi / 2.0, 0.0, 0.0)) elif object_id == "starship.comm.dish": objects[object_id] = add_dish(bpy, object_id, 3.4, 0.0, 0.50, 0.55, 0.10, clay_white, livery_white) elif object_id == "starship.comm.feed": objects[object_id] = add_cylinder(bpy, object_id, (3.72, 0.0, 0.50), 0.05, 0.09, clay_glass, livery_glass, rotation=(0.0, math.pi / 2.0, 0.0)) elif object_id.startswith("starship.window."): index = int(object_id.rsplit(".", 1)[-1]) angle = 2.0 * math.pi * index / SPOKE_COUNT + math.pi / 6.0 y = (HAB_RADIUS + HAB_MINOR * 0.55) * math.cos(angle) z = (HAB_RADIUS + HAB_MINOR * 0.55) * math.sin(angle) objects[object_id] = add_cylinder(bpy, object_id, (HAB_X + 0.16, y, z), 0.14, 0.10, clay_glass, livery_glass, rotation=(angle, 0.0, 0.0), vertices=18) elif object_id == "starship.airlock.ring": objects[object_id] = add_torus(bpy, object_id, (4.1, 0.0, 0.0), 0.30, 0.05, clay_structure, livery_amber, rotation=(0.0, math.pi / 2.0, 0.0)) elif object_id == "starship.airlock.tunnel": objects[object_id] = add_cylinder(bpy, object_id, (4.55, 0.0, 0.0), 0.26, 0.9, clay_body, livery_hull, rotation=(0.0, math.pi / 2.0, 0.0)) elif object_id.startswith("starship.cargo.pod."): index = int(object_id.rsplit(".", 1)[-1]) y = (-0.62, 0.62)[index] objects[object_id] = add_beveled_cube(bpy, object_id, (0.35, y, 0.0), (1.2, 0.24, 0.30), clay_body, livery_hull, bevel=0.03) else: fail("unknown object id: " + object_id, 4) ordered = [objects[object_id] for object_id in STEP_OBJECTS[step_id]] for obj, object_id in zip(ordered, STEP_OBJECTS[step_id]): if obj.get("object_id") != object_id: fail("source object custom property verification failed", 4) return ordered def add_render_setup(bpy): from mathutils import Vector scene = bpy.context.scene scene.render.resolution_x = 512 scene.render.resolution_y = 512 scene.render.resolution_percentage = 100 scene.render.image_settings.file_format = "PNG" if scene.world is None: scene.world = bpy.data.worlds.new("ship.world") scene.world.color = (0.025, 0.035, 0.045) camera_data = bpy.data.cameras.new("ship.camera") camera_data.type = "ORTHO" camera_data.ortho_scale = 13.5 camera = bpy.data.objects.new("ship.camera", camera_data) bpy.context.collection.objects.link(camera) camera.location = (7.0, -13.5, 7.5) camera.rotation_euler = (Vector((-0.5, 0.0, 0.0)) - camera.location).to_track_quat("-Z", "Y").to_euler() scene.camera = camera light_data = bpy.data.lights.new("ship.key", type="AREA") light_data.energy = 1400 light_data.shape = "DISK" light_data.size = 6.0 light = bpy.data.objects.new("ship.key", light_data) bpy.context.collection.objects.link(light) light.location = (5.0, -6.0, 9.0) light.rotation_euler = (Vector((-0.5, 0.0, 0.0)) - light.location).to_track_quat("-Z", "Y").to_euler() def export_glb(bpy, objects, output): for obj in bpy.context.selected_objects: obj.select_set(False) for obj in objects: obj.select_set(True) bpy.context.view_layer.objects.active = objects[-1] result = bpy.ops.export_scene.gltf(filepath=output, export_format="GLB", use_selection=True, export_apply=True) if "FINISHED" not in result or not os.path.isfile(output) or os.path.getsize(output) <= 0: fail("GLB export failed", 4) def write_result(path, response): path = os.path.abspath(path) os.makedirs(os.path.dirname(path), exist_ok=True) temporary_path = path + ".tmp" with open(temporary_path, "w", encoding="utf-8") as stream: json.dump(response, stream, separators=(",", ":")) stream.flush() os.fsync(stream.fileno()) os.replace(temporary_path, path) def verify_reimport(bpy, output, expected): clear_scene(bpy) result = bpy.ops.import_scene.gltf(filepath=output) if "FINISHED" not in result: fail("GLB reimport failed", 4) names = [obj.name for obj in bpy.context.scene.objects if obj.type == "MESH"] if len(names) != len(expected) or set(names) != set(expected): fail("GLB reimport object IDs did not match", 4) return [object_id for object_id in expected if object_id in names] def main(): parser = argparse.ArgumentParser(add_help=False) parser.add_argument("--step-id", required=True) parser.add_argument("--output", required=True) parser.add_argument("--render-output") parser.add_argument("--result-output", required=True) args = parser.parse_args() if args.step_id not in STEP_OBJECTS: fail("unknown step id", 2) if bool(args.render_output) and os.path.abspath(args.render_output) == os.path.abspath(args.output): fail("render output must differ from GLB output", 2) try: import bpy except Exception as exc: fail("bpy is unavailable: " + str(exc), 3) if tuple(bpy.app.version) < (3, 0, 0): fail("bpy version is unsupported", 3) output = os.path.abspath(args.output) result_output = os.path.abspath(args.result_output) os.makedirs(os.path.dirname(output), exist_ok=True) try: clear_scene(bpy) materials = build_materials(bpy) objects = build_geometry(bpy, materials, args.step_id) apply_material_mode(bpy, materials, "livery" if args.step_id in LIVERY_STEPS else "clay") export_glb(bpy, objects, output) exported_at = utc_now() glb_bytes = os.path.getsize(output) rendered_at = None if args.render_output: render_output = os.path.abspath(args.render_output) os.makedirs(os.path.dirname(render_output), exist_ok=True) add_render_setup(bpy) bpy.context.scene.render.filepath = render_output result = bpy.ops.render.render(write_still=True) if "FINISHED" not in result or not os.path.isfile(render_output) or os.path.getsize(render_output) <= 0: fail("PNG render failed", 4) rendered_at = utc_now() verified = verify_reimport(bpy, output, STEP_OBJECTS[args.step_id]) response = { "ok": True, "blenderVersion": ".".join(str(part) for part in bpy.app.version), "exportedAt": exported_at, "objectIds": STEP_OBJECTS[args.step_id], "verifiedObjectIds": verified, "glbBytes": glb_bytes, } if args.render_output: response["renderPath"] = os.path.abspath(args.render_output) response["renderedAt"] = rendered_at write_result(result_output, response) print("starship result written: " + result_output) except SystemExit: raise except Exception as exc: fail("starship failed: " + str(exc), 4) if __name__ == "__main__": main()