Add IRCSS all-node graph atlas

This commit is contained in:
Meta Vens 2026-05-04 23:21:06 +01:00
commit 1864fc86f3
6 changed files with 1287 additions and 11 deletions

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@ -134,6 +134,9 @@ Use these only after the smaller idioms are reliable.
- Source: https://github.com/IRCSS/Blender-Geometry-Node-French-Houses
- Completed foothold:
`docs/research/translations/ircss-french-houses.md`
- Structural maps:
`docs/research/translations/ircss-french-houses-system-map.md` and
`docs/research/translations/ircss-french-houses-node-atlas.md`
- Why it matters: city-scale architectural kit with houses, gates, towers,
walls, bridges, church parts, stalls, terrain, roads, vegetation, banners,
windows, doors, and roofs.
@ -259,6 +262,8 @@ Completed IRCSS French Houses foothold:
- `docs/research/translations/ircss-french-houses.md`
- File-level map: `docs/research/translations/ircss-french-houses-system-map.md`
- All-node atlas:
`docs/research/translations/ircss-french-houses-node-atlas.md`
- Source groups: `MakeSpiral`, `PointyGothicCone`
- Verification: spiral output curve converted to points matches source with
ordered max vertex delta `0.0`; plain and ornamented gothic cone cases match

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@ -8,6 +8,9 @@ Source file:
Inspection cache:
`experiments/inspection/ircss-french-houses-node-groups.json`
All-node atlas:
`docs/research/translations/ircss-french-houses-node-atlas.md`
Generated with Blender 5.1.1 after extending
`tools/inspect_blend_node_groups.py` to record nested `GeometryNodeGroup`
`node_tree` references.
@ -347,10 +350,12 @@ Avoid as first next targets:
support.
- Empty-output harnesses such as the rejected `WindowBeams` case.
## What Is Still Not Understood
## Remaining Unknowns
- Behavioral equivalence for most groups. The atlas accounts for every graph
structurally; only accepted translations have evaluated-geometry proof.
- Exact visual appearance of every modifier root under render lighting.
- Runtime behavior of all converter drafts; compile success is only the first
- Runtime behavior of all converter drafts. Compile success is only the first
gate.
- Repeat-zone state semantics for topology accumulators.
- Foreach-zone semantics for edge/window/wall systems.
@ -358,5 +363,6 @@ Avoid as first next targets:
- How unset object/collection inputs are meant to be supplied by modifier users
in every root object.
This is enough understanding to choose translation targets intelligently. It is
not enough to claim the whole town can be regenerated from script.
This is enough structural understanding to choose translation targets without
pretending the town has been regenerated from script. The next proof must be
behavioral: pick a target, script it, and compare evaluated geometry.

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@ -50,7 +50,9 @@ nodes, and a rejected empty-output harness for `WindowBeams`. The previous
`nodes_to_script` duplicate-key failure around axes-to-rotation is fixed in the
Geometry Script fork, so `GenerateArc` and `MakeStairs` now have compiling
converter drafts. The file-level dependency map lives at
`docs/research/translations/ircss-french-houses-system-map.md`.
`docs/research/translations/ircss-french-houses-system-map.md`; the all-node
structural atlas lives at
`docs/research/translations/ircss-french-houses-node-atlas.md`.
Current authoring prior: use the full Python stack. Python structures intent,
tables, loops, variants, cleanup, validation, docs, and scene/render
@ -71,10 +73,10 @@ The GameCult fork is intentionally pruned to `main` plus VibeGeometry-owned
tooling branches. Do not copy upstream branch soup forward unless a future patch
actually needs it.
The current next action is to continue IRCSS French Houses by choosing the next
city-organ target after either fixing repeat-zone/foreach/gizmo toolchain
blockers or selecting another non-zone architectural helper with a non-empty
behavioral harness.
The current next action is to continue IRCSS French Houses with a behaviorally
verifiable city-organ target from the atlas, preferring `GenerateArc`, `Switch
On Roof Type`, `Is Edge Manifold`, or `Generate Windows` unless deliberately
attacking repeat/foreach/gizmo support.
## Important Invariants

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@ -32,3 +32,4 @@
{"ts": "2026-05-04T19:05:41+00:00", "type": "tooling", "status": "accepted", "note": "Patched Geometry Script nodes_to_script on branch vibegeometry/blender-5-nodes-to-script to drop duplicate property keywords when a same-named input socket exists; GenerateArc and MakeStairs now compile from converter drafts, and expanded IRCSS smoke passes for 11 target groups."}
{"ts": "2026-05-04T22:03:08+00:00", "type": "research", "status": "accepted", "note": "Mapped IRCSS French Houses at file level: 108 node groups, 63 modifier roots, 163 dependency edges, composer/organ/utility hierarchy, dependency hubs, blocker feature counts, and next target candidates. Inspector now records nested GeometryNodeGroup node_tree references."}
{"ts": "2026-05-04T22:09:04+00:00", "type": "research", "status": "accepted", "note": "IRCSS final result is object-level scene composition, not a single master town graph: visible collections combine generated houses, church/cathedral parts, walls/gate/bridge, farms, terrain, river, and set-dressing roots; top evaluated roots are HousesOnCurves and Geometry Nodes.002 cathedral."}
{"ts": "2026-05-04T22:19:41+00:00", "type": "research", "status": "accepted", "note": "Accounted for all 108 IRCSS French Houses geometry node group datablocks in a structural node atlas, including modifier use, dependencies, feature pressure, asset bindings, and translation posture. This upgrades corpus knowledge from scene-level map to per-graph coverage, while preserving the boundary that only accepted translations have behavioral equivalence proof."}

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@ -69,6 +69,7 @@ current_artifacts:
- docs/research/procedural-doctrine.md
- docs/research/geometry-script-fork-notes.md
- docs/research/translations/ircss-french-houses-system-map.md
- docs/research/translations/ircss-french-houses-node-atlas.md
tools:
- tools/vibegeometry_state.py
- tools/vibegeometry_prepare_compaction.py
@ -92,8 +93,8 @@ data_flow:
- If state grows faster than understanding, cut it back.
current_status:
summary: VibeGeometry has an initial persistence scaffold plus verified Geometry Script translations for local math/utility samples, a first official Blender demo tranche, and two IRCSS French Houses city-scale footholds. The IRCSS pass verified MakeSpiral as an architectural spine and PointyGothicCone as ornament grown from a structural host, and now includes a file-level dependency map of the 108-group town kit. The remaining large-system blockers are repeat-zone feedback, repeat Top outputs, foreach zones, and gizmo nodes. The repo-local Geometry Script fork includes a Blender 5.1 nodes_to_script converter port plus nested-group, menu-socket, and duplicate-key fixes needed by these translations.
next_action: Continue IRCSS French Houses by using the newly compiling GenerateArc/MakeStairs converter drafts as candidates for the next city-organ translation, or select another non-zone architectural helper with a non-empty behavioral harness.
summary: VibeGeometry has an initial persistence scaffold plus verified Geometry Script translations for local math/utility samples, a first official Blender demo tranche, and two IRCSS French Houses city-scale footholds. The IRCSS pass verified MakeSpiral as an architectural spine and PointyGothicCone as ornament grown from a structural host, and now includes a file-level dependency map plus an all-node atlas for the 108-group town kit. The remaining large-system blockers are repeat-zone feedback, repeat Top outputs, foreach zones, and gizmo nodes. The repo-local Geometry Script fork includes a Blender 5.1 nodes_to_script converter port plus nested-group, menu-socket, and duplicate-key fixes needed by these translations.
next_action: Continue IRCSS French Houses with a behaviorally verifiable city-organ target from the atlas, preferring GenerateArc, Switch On Roof Type, Is Edge Manifold, or Generate Windows unless deliberately attacking repeat/foreach/gizmo support.
remotes:
vibegeometry: https://github.com/GameCult/VibeGeometry
geometry_script_fork: https://github.com/GameCult/geometry-script