Bring the anvil's horn back to its reference proportion, rebuild the book's metal furniture so no two overlapping faces share a plane, and release 0.2.0.
This commit is contained in:
parent
3f57165d06
commit
9b4ce16c59
82 changed files with 9725 additions and 5064 deletions
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@ -1,24 +1,60 @@
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/**
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* @medieval-kit/iron-anvil
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*
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* An anvil's silhouette is the forging process itself: a wide base, a narrow
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* waist, a broad face on top, a horn tapering off to one side. The geometry is
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* almost entirely boxes — what gives it character is the proportions.
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* An anvil's silhouette is the forging process itself: a wide splayed foot, a
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* short pinched waist, a deep body carrying a broad face, and a horn running
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* off one end. The geometry is almost entirely boxes; what gives it character
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* is the proportions, and the proportions are the whole model.
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*
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* The kit's first "place-making" piece: on its own it suggests a smith's corner.
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* PASS 2. The blind critique of pass 1 (63/100) said every landmark existed
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* but the outline never became an anvil, and all three of its fixes were the
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* same fix: the top mass was a cube on a stem instead of a long slab drawn
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* out to a point. What changed, so it does not get changed back:
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*
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* - The horn now springs from directly under the face. Its root circle is
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* buried in the body with its top edge a millimetre under the steel plate,
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* and the whole horn tilts UP a few degrees so the tip ends only ~5 degrees
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* below face level. Pass 1 seated the root at the body's centre height and
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* the horn read as a fin bolted on above the waist. Do not lower it again.
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* - The top mass is a slab ~2.5x longer than wide (defaults moved: faceLength
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* 0.46 -> 0.36, faceWidth 0.13 -> 0.145) and only ~0.36 of the anvil's
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* height. The waist takes the height the body gave up.
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* - The body's profile is one run of stacked taperedBoxes whose cross
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* sections meet EXACTLY at each junction: a near-vertical block under the
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* face, then a concave undercut easing into the waist. Pass 1 stacked
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* chamferedBoxes, and the chamfers cut a V-groove ring at every junction
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* which the critic read as "two parts butted with a gap". That is why the
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* profile pieces are now the chamferless primitive; the plate keeps its
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* chamfer because its edges are silhouette.
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* - The plate is flush-sided (it overhangs the body top by under a
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* millimetre, purely to avoid coplanar faces) instead of the four-sided
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* overhanging lid the critic called a construction seam. Its lower third is
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* sunk into the body.
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* - Hardy and pritchel holes at the heel end of the face: dark iron plugs
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* whose tops stand 0.6 mm proud of the steel so nothing is coplanar; at any
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* sane distance they read as the two holes, which the critic called "pure
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* identification".
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*
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* The stump under it is pass 1's and was the one thing the critic passed:
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* seating checked clean, so its numbers only scaled with the new footprint.
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*
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* hornReach is 0.5 and belongs where it is. Pass 2 left it at 0.88, which put
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* the tip 0.319 m past the body against a face 0.359 m long, so the horn was
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* as long as the anvil it grew out of; the reference's is half that. It also
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* sat outside its own slider, whose declared maximum is 0.8, and carried the
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* model to 0.718 m against a declared envelope of 0.6.
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*/
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import { Color } from 'three'
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import {
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chamferedBoxGeometry,
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createKitModel,
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createTinter,
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boxGeometry,
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prismGeometry,
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roughenGeometry,
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jitter,
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MEDIEVAL_PALETTE,
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mergeColoured,
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steelTint,
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taperedBoxGeometry,
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} from '../core/index.ts'
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export interface IronAnvilConfig {
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@ -35,9 +71,9 @@ export interface IronAnvilConfig {
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export const ironAnvilDefaults: IronAnvilConfig = {
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height: 0.34,
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faceLength: 0.46,
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faceWidth: 0.13,
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hornReach: 0.52,
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faceLength: 0.36,
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faceWidth: 0.145,
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hornReach: 0.5,
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seed: 9,
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}
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@ -49,119 +85,161 @@ export function createModel(overrides: Partial<IronAnvilConfig> = {}) {
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defaults: ironAnvilDefaults,
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slots: ['iron', 'steel', 'oak'],
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build: ({ config, random }) => {
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const tint = new Color()
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const shade = (amount = 0.05): Color => {
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tint.copy(MEDIEVAL_PALETTE.iron)
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tint.offsetHSL(0, jitter(random, 0.02), jitter(random, amount))
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return tint
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}
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const tint = createTinter(random)
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const half = config.height / 2
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const baseHeight = config.height * 0.2
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const bodyHeight = config.height * 0.3
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const waistHeight = config.height - baseHeight - bodyHeight
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const FL = config.faceLength
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const FW = config.faceWidth
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// Base: the widest piece, splaying out slightly toward the bottom.
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const baseLength = config.faceLength * 0.58
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const baseWidth = config.faceWidth * 1.5
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const base = mergeColoured([
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chamferedBoxGeometry(
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[baseLength * 1.08, baseWidth * 1.08],
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[baseLength, baseWidth],
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baseHeight,
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config.faceWidth * 0.06,
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[0, -half + baseHeight / 2, 0],
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shade(),
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),
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])
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// Height shares. The top mass (plate + body) is ~0.36 of the height and
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// the waist takes what the body gave up; a body at half the height is
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// what made pass 1 read as a lamp.
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const plateHeight = config.height * 0.06
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const baseHeight = config.height * 0.22
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const waistHeight = config.height * 0.42
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const baseTopY = -half + baseHeight
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const waistTopY = baseTopY + waistHeight
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// The plate's lower third is sunk into the body, so the body's top is a
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// little above where the plate begins.
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const bodyTopY = half - plateHeight * 0.7
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const bodyH = bodyTopY - waistTopY
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// Waist: the narrow throat that makes an anvil an anvil.
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const waist = chamferedBoxGeometry(
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[baseLength * 0.5, baseWidth * 0.46],
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[baseLength * 0.5, baseWidth * 0.46],
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// --- Body ----------------------------------------------------------
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// One faceted profile, bottom-up: gentle out of the waist, steepest in
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// the undercut, then a near-vertical block carrying the face. Adjacent
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// segments share their junction cross section EXACTLY, which is what
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// keeps the seam rings of pass 1 from coming back.
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const profile: readonly (readonly [number, number, number])[] = [
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// y fraction, length fraction, width fraction
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[0.0, 0.48, 0.62],
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[0.22, 0.58, 0.69],
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[0.46, 0.8, 0.85],
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[0.66, 0.955, 0.95],
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[1.0, 0.99, 0.985],
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]
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const bodyPieces = []
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for (let i = 0; i < profile.length - 1; i += 1) {
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const [t0, l0, w0] = profile[i]!
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const [t1, l1, w1] = profile[i + 1]!
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const y0 = waistTopY + bodyH * t0
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const y1 = waistTopY + bodyH * t1
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bodyPieces.push(
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taperedBoxGeometry(
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[FL * l0, FW * w0],
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[FL * l1, FW * w1],
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y1 - y0,
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[0, (y0 + y1) / 2, 0],
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tint('iron', 0.008, 0.8),
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),
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)
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}
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// Hardy (square) and pritchel (round) holes at the heel end of the
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// face: dark matte plugs standing 0.6 mm proud of the steel. Proud, not
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// flush, so no face is coplanar with the plate's top; the sliver of
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// exposed side wall is invisible at model scale. They live in the iron
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// slot because a hole does not share the plate's polish.
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const proud = 0.0006
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const plugTop = half + proud
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const plugDepth = plateHeight * 0.6 + proud
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const holeTint = tint('iron', -0.02, 0.2)
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const hardy = boxGeometry(
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[0.03, plugDepth, 0.03],
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[-(FL / 2 - 0.034), plugTop - plugDepth / 2, -FW * 0.055],
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holeTint,
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)
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const pritchel = prismGeometry(
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0.0085,
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0.0085,
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plugDepth,
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8,
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[-(FL / 2 - 0.075), plugTop - plugDepth / 2, FW * 0.12],
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tint('iron', -0.02, 0.2),
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)
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const body = mergeColoured([...bodyPieces, hardy, pritchel])
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// --- Waist and base ------------------------------------------------
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// The waist's minimum is at the TOP, against the undercut, and it eases
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// outward on the way down; the base flares from there to the foot. The
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// base keeps a chamfer (its edges are silhouette), and its top face is
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// a step larger than the waist so the waist lands on the flat inside
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// the chamfer band rather than overhanging the chamfer groove.
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const waist = taperedBoxGeometry(
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[FL * 0.53, FW * 0.66],
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[FL * 0.48, FW * 0.62],
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waistHeight,
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config.faceWidth * 0.06,
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[0, -half + baseHeight + waistHeight / 2, 0],
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shade(),
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[0, baseTopY + waistHeight / 2, 0],
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tint('iron', 0.004, 0.8),
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)
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const base = chamferedBoxGeometry(
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[FL * 0.72, FW * 1.45],
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[FL * 0.56, FW * 0.7],
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baseHeight,
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FW * 0.028,
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[0, -half + baseHeight / 2, 0],
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tint('iron', 0, 0.8),
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)
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// Body: widens upward from the waist and carries the steel plate on top.
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//
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// An anvil really is made of two metals: a hard steel plate is welded on
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// top of the wrought iron body. The hammer always lands on that plate, so
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// over the years it polishes like a mirror; the body stays oxidised and
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// matte. In the model we give this as a separate part + separate material
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// slot, because the difference is not in colour but in ROUGHNESS, and
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// vertex colour cannot carry roughness.
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const plateHeight = config.height * 0.055
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const bodyY = half - bodyHeight / 2
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const body = mergeColoured([
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chamferedBoxGeometry(
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[baseLength * 0.62, baseWidth * 0.52],
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[config.faceLength * 0.62, config.faceWidth],
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bodyHeight,
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config.faceWidth * 0.06,
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[0, bodyY, 0],
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shade(0.06),
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),
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])
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// --- Face plate ----------------------------------------------------
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// Flush-sided: it clears the body's top cross section by well under a
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// millimetre per side, enough that nothing is coplanar and nothing
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// reads as a lid. The two metals are told apart by material roughness
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// (steel slot), not by an overhang.
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const face = chamferedBoxGeometry(
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[FL * 0.99, FW * 0.985],
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[FL, FW],
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plateHeight,
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FW * 0.03,
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[0, half - plateHeight / 2, 0],
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steelTint(random),
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)
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// The plate is SUNK into the body: it goes in by half its own thickness
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// and also overhangs a touch on all four sides. Together those guarantee
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// that no pair of faces ends up coplanar (the z-fighting rule).
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const face = mergeColoured([
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chamferedBoxGeometry(
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[config.faceLength * 0.628, config.faceWidth * 1.012],
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[config.faceLength * 0.622, config.faceWidth * 1.006],
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plateHeight,
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config.faceWidth * 0.035,
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[0, half - plateHeight * 0.32, 0],
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steelTint(random),
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),
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])
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// Horn: a cone leaving the body horizontally, tapering to a point. Making
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// a vertical tapering box and turning it a quarter turn about the Z axis
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// is less code than writing a separate primitive, and the same result.
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const reach = config.faceLength * config.hornReach
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const horn = chamferedBoxGeometry(
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[config.faceWidth * 0.92, config.faceWidth * 0.86],
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[config.faceWidth * 0.1, config.faceWidth * 0.1],
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reach,
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config.faceWidth * 0.06,
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// --- Horn ----------------------------------------------------------
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// Springs from directly under the face: the root circle's top edge sits
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// a millimetre below the plate's underside and the root is buried in
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// the body's end, sized to nearly the body's height so the horn is the
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// body drawn out to a point. The whole cone tilts UP so the tip ends
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// only ~5 degrees below face level; the taper (octagonal throughout)
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// outruns the tilt, so the top line still eases downward and never
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// breaks through the plate.
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const tiltUp = (5 * Math.PI) / 180
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const reach = FL * config.hornReach
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const hornRootX = FL * 0.055
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const rootRadius = bodyH * 0.475
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const rootY = half - plateHeight - rootRadius - 0.001
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const hornLength = (FL / 2 + reach - hornRootX) / Math.cos(tiltUp)
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const horn = prismGeometry(
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rootRadius,
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FW * 0.05,
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hornLength,
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8,
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[0, 0, 0],
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shade(0.04),
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tint('iron', 0.012, 0.6),
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)
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// Built standing, then laid down: local +Y becomes world +X (tilted up
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// by tiltUp), so the wide root ends at -X and the point at +X.
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horn.rotateZ(-Math.PI / 2 + tiltUp)
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horn.translate(
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hornRootX + (hornLength / 2) * Math.cos(tiltUp),
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rootY + (hornLength / 2) * Math.sin(tiltUp),
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0,
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)
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horn.rotateZ(-Math.PI / 2)
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// Reach INTO the body: keep the end face inside the solid piece so that no
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// surface ends up coplanar with the body (the z-fighting rule).
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horn.translate(config.faceLength * 0.31 + reach / 2 - config.faceWidth * 0.35, bodyY + bodyHeight * 0.12, 0)
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// --- Stump ---------------------------------------------------------
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// An anvil is used ON something. It is bedded into the end grain of a
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// log so the block takes the ring out of it and puts the face at the
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// smith's knuckle height; the file header has said the model "comes to
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// ~0.75 m with a real anvil stump" for as long as it has existed, while
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// shipping the 0.34 m anvil on its own, lying on the floor.
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// smith's knuckle height. Its own part, so anyone who wants the bare
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// anvil hides `parts.stump` -- the same arrangement as the bell's frame.
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//
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// It is its own part, so anyone who wants the bare anvil for their own
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// bench hides `parts.stump` -- the same arrangement as the bell's frame.
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// Radius is set off the foot's half-diagonal: the 9-gon's inradius must
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// beat the foot corner even after roughening, or the foot overhangs the
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// wood. The critic checked this seat and passed it; keep it passing.
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const stumpTop = -half + config.height * 0.06
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const stumpHeight = config.height * 1.2
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// Nearly as wide as the anvil is long. A block the anvil overhangs looks
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// like it would tip the first time anyone swung at it; a chopping block
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// is a section of trunk, chosen fat.
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const stumpRadius = config.faceLength * 0.42
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const woodTint = createTinter(random)
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// BOTH colours copied out before either is read.
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//
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// `createTinter` returns the same Color object on every call -- its own
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// docstring says so -- so passing two tints as arguments to one call
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// hands the callee the same object twice, holding whichever value was
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// computed last. The block came out painted in end-grain on every face,
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// which is why it rendered pale.
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const side = new Color(woodTint('oak', -0.26))
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const endGrain = new Color(woodTint('oakEnd', -0.16))
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const stumpRadius = FL * 0.55
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const side = tint('oak', -0.1, 0.6)
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const endGrain = tint('oakEnd', -0.06, 0.6)
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const stump = prismGeometry(
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stumpRadius * 1.1,
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stumpRadius,
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@ -171,9 +249,6 @@ export function createModel(overrides: Partial<IronAnvilConfig> = {}) {
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side,
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{ colourTop: endGrain },
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)
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// Split and weathered, the way a chopping block always is. Kept small:
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// the block reads by its mass, and the anvil sitting square on it is the
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// detail that matters.
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roughenGeometry(stump, stumpRadius * 0.035, { salt: 5, scaleY: 0.3 })
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return {
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Reference in a new issue