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timmy-config/bin/glitch_patterns.py

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Python

"""
Glitch pattern definitions for 3D world anomaly detection.
Defines known visual artifact categories commonly found in 3D web worlds,
particularly The Matrix environments. Each pattern includes detection
heuristics and severity ratings.
"""
from dataclasses import dataclass, field
from enum import Enum
from typing import Optional
class GlitchSeverity(Enum):
CRITICAL = "critical"
HIGH = "high"
MEDIUM = "medium"
LOW = "low"
INFO = "info"
class GlitchCategory(Enum):
FLOATING_ASSETS = "floating_assets"
Z_FIGHTING = "z_fighting"
MISSING_TEXTURES = "missing_textures"
CLIPPING = "clipping"
BROKEN_NORMALS = "broken_normals"
SHADOW_ARTIFACTS = "shadow_artifacts"
LIGHTMAP_ERRORS = "lightmap_errors"
LOD_POPPING = "lod_popping"
WATER_REFLECTION = "water_reflection"
SKYBOX_SEAM = "skybox_seam"
# Three.js-specific categories (ref: timmy-config#543)
SHADER_FAILURE = "shader_failure"
TEXTURE_PLACEHOLDER = "texture_placeholder"
UV_MAPPING_ERROR = "uv_mapping_error"
FRUSTUM_CULLING = "frustum_culling"
SHADOW_MAP_ARTIFACT = "shadow_map_artifact"
BLOOM_OVERFLOW = "bloom_overflow"
@dataclass
class GlitchPattern:
"""Definition of a known glitch pattern with detection parameters."""
category: GlitchCategory
name: str
description: str
severity: GlitchSeverity
detection_prompts: list[str]
visual_indicators: list[str]
confidence_threshold: float = 0.6
def to_dict(self) -> dict:
return {
"category": self.category.value,
"name": self.name,
"description": self.description,
"severity": self.severity.value,
"detection_prompts": self.detection_prompts,
"visual_indicators": self.visual_indicators,
"confidence_threshold": self.confidence_threshold,
}
# Known glitch patterns for Matrix 3D world scanning
MATRIX_GLITCH_PATTERNS: list[GlitchPattern] = [
GlitchPattern(
category=GlitchCategory.FLOATING_ASSETS,
name="Floating Object",
description="Object not properly grounded or anchored to the scene geometry. "
"Common in procedurally placed assets or after physics desync.",
severity=GlitchSeverity.HIGH,
detection_prompts=[
"Identify any objects that appear to float above the ground without support.",
"Look for furniture, props, or geometry suspended in mid-air with no visible attachment.",
"Check for objects whose shadows do not align with the surface below them.",
],
visual_indicators=[
"gap between object base and surface",
"shadow detached from object",
"object hovering with no structural support",
],
confidence_threshold=0.65,
),
GlitchPattern(
category=GlitchCategory.Z_FIGHTING,
name="Z-Fighting Flicker",
description="Two coplanar surfaces competing for depth priority, causing "
"visible flickering or shimmering textures.",
severity=GlitchSeverity.MEDIUM,
detection_prompts=[
"Look for surfaces that appear to shimmer, flicker, or show mixed textures.",
"Identify areas where two textures seem to overlap and compete for visibility.",
"Check walls, floors, or objects for surface noise or pattern interference.",
],
visual_indicators=[
"shimmering surface",
"texture flicker between two patterns",
"noisy flat surfaces",
"moire-like patterns on planar geometry",
],
confidence_threshold=0.55,
),
GlitchPattern(
category=GlitchCategory.MISSING_TEXTURES,
name="Missing or Placeholder Texture",
description="A surface rendered with a fallback checkerboard, solid magenta, "
"or the default engine placeholder texture.",
severity=GlitchSeverity.CRITICAL,
detection_prompts=[
"Look for bright magenta, checkerboard, or solid-color surfaces that look out of place.",
"Identify any surfaces that appear as flat untextured colors inconsistent with the scene.",
"Check for black, white, or magenta patches where detailed textures should be.",
],
visual_indicators=[
"magenta/pink solid color surface",
"checkerboard pattern",
"flat single-color geometry",
"UV-debug texture visible",
],
confidence_threshold=0.7,
),
GlitchPattern(
category=GlitchCategory.CLIPPING,
name="Geometry Clipping",
description="Objects passing through each other or intersecting in physically "
"impossible ways due to collision mesh errors.",
severity=GlitchSeverity.HIGH,
detection_prompts=[
"Look for objects that visibly pass through other objects (walls, floors, furniture).",
"Identify characters or props embedded inside geometry where they should not be.",
"Check for intersecting meshes where solid objects overlap unnaturally.",
],
visual_indicators=[
"object passing through wall or floor",
"embedded geometry",
"overlapping solid meshes",
"character limb inside furniture",
],
confidence_threshold=0.6,
),
GlitchPattern(
category=GlitchCategory.BROKEN_NORMALS,
name="Broken Surface Normals",
description="Inverted or incorrect surface normals causing faces to appear "
"inside-out, invisible from certain angles, or lit incorrectly.",
severity=GlitchSeverity.MEDIUM,
detection_prompts=[
"Look for surfaces that appear dark or black on one side while lit on the other.",
"Identify objects that seem to vanish when viewed from certain angles.",
"Check for inverted shading where lit areas should be in shadow.",
],
visual_indicators=[
"dark/unlit face on otherwise lit model",
"invisible surface from one direction",
"inverted shadow gradient",
"inside-out appearance",
],
confidence_threshold=0.5,
),
GlitchPattern(
category=GlitchCategory.SHADOW_ARTIFACTS,
name="Shadow Artifact",
description="Broken, detached, or incorrectly rendered shadows that do not "
"match the casting geometry or scene lighting.",
severity=GlitchSeverity.LOW,
detection_prompts=[
"Look for shadows that do not match the shape of nearby objects.",
"Identify shadow acne: banding or striped patterns on surfaces.",
"Check for floating shadows detached from any visible caster.",
],
visual_indicators=[
"shadow shape mismatch",
"shadow acne bands",
"detached floating shadow",
"Peter Panning (shadow offset from base)",
],
confidence_threshold=0.5,
),
GlitchPattern(
category=GlitchCategory.LOD_POPPING,
name="LOD Transition Pop",
description="Visible pop-in when level-of-detail models switch abruptly, "
"causing geometry or textures to change suddenly.",
severity=GlitchSeverity.LOW,
detection_prompts=[
"Look for areas where mesh detail changes abruptly at visible boundaries.",
"Identify objects that appear to morph or shift geometry suddenly.",
"Check for texture resolution changes that create visible seams.",
],
visual_indicators=[
"visible mesh simplification boundary",
"texture resolution jump",
"geometry pop-in artifacts",
],
confidence_threshold=0.45,
),
GlitchPattern(
category=GlitchCategory.LIGHTMAP_ERRORS,
name="Lightmap Baking Error",
description="Incorrect or missing baked lighting causing dark spots, light "
"leaks, or mismatched illumination on static geometry.",
severity=GlitchSeverity.MEDIUM,
detection_prompts=[
"Look for unusually dark patches on walls or ceilings that should be lit.",
"Identify bright light leaks through solid geometry seams.",
"Check for mismatched lighting between adjacent surfaces.",
],
visual_indicators=[
"dark splotch on lit surface",
"bright line at geometry seam",
"lighting discontinuity between adjacent faces",
],
confidence_threshold=0.5,
),
GlitchPattern(
category=GlitchCategory.WATER_REFLECTION,
name="Water/Reflection Error",
description="Incorrect reflections, missing water surfaces, or broken "
"reflection probe assignments.",
severity=GlitchSeverity.MEDIUM,
detection_prompts=[
"Look for reflections that do not match the surrounding environment.",
"Identify water surfaces that appear solid or incorrectly rendered.",
"Check for mirror surfaces showing wrong scene geometry.",
],
visual_indicators=[
"reflection mismatch",
"solid water surface",
"incorrect environment map",
],
confidence_threshold=0.5,
),
GlitchPattern(
category=GlitchCategory.SKYBOX_SEAM,
name="Skybox Seam",
description="Visible seams or color mismatches at the edges of skybox cubemap faces.",
severity=GlitchSeverity.LOW,
detection_prompts=[
"Look at the edges of the sky for visible seams or color shifts.",
"Identify discontinuities where skybox faces meet.",
"Check for texture stretching at skybox corners.",
],
visual_indicators=[
"visible line in sky",
"color discontinuity at sky edge",
"sky texture seam",
],
confidence_threshold=0.45,
),
# --- Three.js-Specific Glitch Patterns (ref: timmy-config#543) ---
GlitchPattern(
category=GlitchCategory.SHADER_FAILURE,
name="Shader Compilation Failure",
description="Three.js shader failed to compile, rendering the material as solid black. "
"Common when custom ShaderMaterial has syntax errors or missing uniforms.",
severity=GlitchSeverity.CRITICAL,
detection_prompts=[
"Look for objects or surfaces rendered as pure black (#000000) that should have visible textures or materials.",
"Identify geometry that appears completely dark while surrounding objects are normally lit.",
"Check for objects where the material seems to 'absorb all light' — flat black with no shading gradient.",
],
visual_indicators=[
"solid black object with no shading",
"geometry rendered as silhouette",
"material appears to absorb light entirely",
"black patch inconsistent with scene lighting",
],
confidence_threshold=0.7,
),
GlitchPattern(
category=GlitchCategory.TEXTURE_PLACEHOLDER,
name="Three.js Texture Not Loaded",
description="Three.js failed to load the texture asset, rendering a 1x1 white pixel "
"stretched across the entire surface. Distinguished from missing-texture by "
"the uniform white/grey appearance rather than magenta.",
severity=GlitchSeverity.CRITICAL,
detection_prompts=[
"Look for surfaces that are uniformly white or light grey with no texture detail, even on large geometry.",
"Identify objects where the texture appears as a single solid color stretched across complex UVs.",
"Check for surfaces that look 'blank' or 'unloaded' — flat white/grey where detail should exist.",
],
visual_indicators=[
"uniform white or light grey surface",
"no texture detail on large geometry",
"stretched single-color appearance",
"1x1 pixel placeholder stretched to fill UV space",
],
confidence_threshold=0.65,
),
GlitchPattern(
category=GlitchCategory.UV_MAPPING_ERROR,
name="BufferGeometry UV Mapping Error",
description="Three.js BufferGeometry has incorrect UV coordinates, causing textures to "
"appear stretched, compressed, or mapped to the wrong faces.",
severity=GlitchSeverity.HIGH,
detection_prompts=[
"Look for textures that appear dramatically stretched in one direction on specific faces.",
"Identify surfaces where the texture pattern is distorted but other nearby surfaces look correct.",
"Check for faces where the texture seems 'smeared' or mapped with incorrect aspect ratio.",
],
visual_indicators=[
"texture stretching on specific faces",
"distorted pattern on geometry",
"smeared texture appearance",
"aspect ratio mismatch between texture and surface",
],
confidence_threshold=0.6,
),
GlitchPattern(
category=GlitchCategory.FRUSTUM_CULLING,
name="Frustum Culling Artifact",
description="Three.js frustum culling incorrectly marks objects as outside the camera "
"frustum, causing them to pop in/out of existence at screen edges.",
severity=GlitchSeverity.MEDIUM,
detection_prompts=[
"Look for objects that are partially visible at the edge of the frame — half-rendered or cut off unnaturally.",
"Identify geometry that seems to 'pop' into existence as the view angle changes.",
"Check screen edges for objects that appear suddenly rather than smoothly entering the viewport.",
],
visual_indicators=[
"half-visible object at screen edge",
"object popping into frame",
"abrupt appearance of geometry",
"bounding box visible but mesh missing",
],
confidence_threshold=0.55,
),
GlitchPattern(
category=GlitchCategory.SHADOW_MAP_ARTIFACT,
name="Shadow Map Resolution Artifact",
description="Three.js shadow map has insufficient resolution, causing pixelated, "
"blocky shadows with visible texel edges instead of smooth shadow gradients.",
severity=GlitchSeverity.MEDIUM,
detection_prompts=[
"Look for shadows with visible blocky or pixelated edges instead of smooth gradients.",
"Identify shadow maps where individual texels (texture pixels) are clearly visible.",
"Check for shadows that appear as jagged stair-stepped patterns rather than soft edges.",
],
visual_indicators=[
"blocky shadow edges",
"visible texel grid in shadows",
"stair-stepped shadow boundary",
"pixelated shadow gradient",
],
confidence_threshold=0.55,
),
GlitchPattern(
category=GlitchCategory.BLOOM_OVERFLOW,
name="Post-Processing Bloom Overflow",
description="Three.js UnrealBloomPass or similar post-processing bloom effect is too "
"intense, causing bright areas to bleed glow into surrounding geometry.",
severity=GlitchSeverity.LOW,
detection_prompts=[
"Look for bright areas that have an unusually large, soft glow bleeding into adjacent surfaces.",
"Identify scenes where light sources appear to have a 'halo' that extends beyond physical plausibility.",
"Check for bright objects whose glow color bleeds onto nearby unrelated geometry.",
],
visual_indicators=[
"excessive glow bleeding from bright surfaces",
"halo around light sources",
"bloom color tinting adjacent geometry",
"glow bleeding beyond object boundaries",
],
confidence_threshold=0.5,
),
]
def get_patterns_by_severity(min_severity: GlitchSeverity) -> list[GlitchPattern]:
"""Return patterns at or above the given severity level."""
severity_order = [
GlitchSeverity.INFO,
GlitchSeverity.LOW,
GlitchSeverity.MEDIUM,
GlitchSeverity.HIGH,
GlitchSeverity.CRITICAL,
]
min_idx = severity_order.index(min_severity)
return [p for p in MATRIX_GLITCH_PATTERNS if severity_order.index(p.severity) >= min_idx]
def get_pattern_by_category(category: GlitchCategory) -> Optional[GlitchPattern]:
"""Return the pattern definition for a specific category."""
for p in MATRIX_GLITCH_PATTERNS:
if p.category == category:
return p
return None
def build_vision_prompt(patterns: list[GlitchPattern] | None = None) -> str:
"""Build a composite vision analysis prompt from pattern definitions."""
if patterns is None:
patterns = MATRIX_GLITCH_PATTERNS
sections = []
for p in patterns:
prompt_text = " ".join(p.detection_prompts)
indicators = ", ".join(p.visual_indicators)
sections.append(
f"[{p.category.value.upper()}] {p.name} (severity: {p.severity.value})\n"
f" {p.description}\n"
f" Look for: {prompt_text}\n"
f" Visual indicators: {indicators}"
)
return (
"Analyze this 3D world screenshot for visual glitches and artifacts. "
"For each detected issue, report the category, description of what you see, "
"approximate location in the image (x%, y%), and confidence (0.0-1.0).\n\n"
"Known glitch patterns to check:\n\n" + "\n\n".join(sections)
)
# Three.js-specific category set for filtering (ref: timmy-config#543)
THREEJS_CATEGORIES = {
GlitchCategory.SHADER_FAILURE,
GlitchCategory.TEXTURE_PLACEHOLDER,
GlitchCategory.UV_MAPPING_ERROR,
GlitchCategory.FRUSTUM_CULLING,
GlitchCategory.SHADOW_MAP_ARTIFACT,
GlitchCategory.BLOOM_OVERFLOW,
}
def get_threejs_patterns() -> list[GlitchPattern]:
"""Return only Three.js-specific glitch patterns."""
return [p for p in MATRIX_GLITCH_PATTERNS if p.category in THREEJS_CATEGORIES]
if __name__ == "__main__":
import json
print(f"Loaded {len(MATRIX_GLITCH_PATTERNS)} glitch patterns:\n")
for p in MATRIX_GLITCH_PATTERNS:
print(f" [{p.severity.value:8s}] {p.category.value}: {p.name}")
print(f"\nVision prompt preview:\n{build_vision_prompt()[:500]}...")