The piece the kit had been assembled around without having. The basket, the
vegetables, the sack, the crate and the coin pouch all belong on one, and a
market with none of it is a row of props on a floor. It is also the only thing
here with a roof.
The awning SAGS, and that is the whole model. A flat sheet on four posts is a
table with a lid; cloth slung between four points hangs, and the dip is what
says it is cloth before the colour does. It costs nothing:
`dishedSheetGeometry` bends its cross section by `curve`, and one turn about X
maps that bend onto the world's vertical, so the sag is the helper's own
parameter rather than anything hand-built. Per level, because the reference's
front edge dips further than its back — cloth pulled over a ridge and left
loose at the eaves does not hang symmetrically.
Three faults, each of them a thing I had drawn correctly and built wrong:
- The posts were one height, and the cloth is not one height. It is a
parabola across its length and deeper at the front than the back, so a
single post reached some corners and not others: the awning came away as
its own floating piece 67 mm above the post heads, held up in the drawing
and by nothing in the geometry. Each post is now sized by the sheet's OWN
arithmetic — same parabola, same per-level sag, same quarter turn, same
tilt — rather than by a second version of it that can drift.
- The legs ran up to the rail's top face and ended level with it. Two upward
faces in the plane y = 0.745, at all four corners. A leg is housed in a
rail, not flush with it.
- The posts stopped at the rail's underside, which put their feet in ITS
plane — the same fault one storey down. They now run past it and finish as
a stub below, which is the reference's detail as well as the fix.
And one thing the render corrected rather than the checks: the posts were
inboard, so the counter's boards had posts driven through them a hand's
breadth from each end. That is not how a stall is built and not what the
reference shows — the posts stand at the ends and the top lies between them.
The sag came down from 0.17 of the depth to 0.10 for the same reason: at 0.17
the cloth dropped a tenth of its own span and read as a hammock.
38 models, 32 700 triangles, all checks pass, 0 floating cases, GLB round-trip
clean, Conformant, documentation in step — including the showcase arithmetic,
which every new model moves.
The kit had an anvil, a forge and four edged tools, and nothing that put an
edge on any of them. This is the machine that did, and the only piece of
village equipment here with a working part in it — so it turns: crank it and it
runs for three revolutions over five and a half seconds, which is a heavy stone
on a wooden bearing rather than a flywheel.
The wheel is `limestone` and that was measured, not assumed: the reference
reads hue 32.5, saturation 0.196, lightness 0.511 against the trough's 36.6,
0.161, 0.500. A sandstone wheel and a weathered trough are the same rock as far
as this palette is concerned, and neither is the grey `stone` of a dressed
wall. The frame is `oak` taken well down in value — the reference's timber is
0.25 against the palette's 0.40 — but it stays oak, because a third wood key
for one model would be describing the weather rather than the material.
Three faults, all found by the checks and all of them things I had reasoned my
way past:
- The axle and its washers were built, merged into a local array, and then
never returned. The wheel hung on nothing and the crank floated beside the
machine at 0.60 m. An array you forget to use is not a type error.
- The axle sat 48 mm ABOVE the rails and touched them nowhere. The reference
answers this itself and I had left the answer out: there are bearing
blocks bolted on top of each rail with the axle running through them.
- The low stretcher ran down the centre line from end to end and touched
nothing on the way, because at that height the legs have splayed out to
z = 0.21 and it was at z = 0. It tied the trestles together in the drawing
and not in the geometry. There are now two rails, one down each side, and
where the legs are at that height is worked out from the strut's own two
ends so it stays true when the splay is changed.
The last two shared a symptom — the support check reporting two components,
one on the ground and one containing everything above it — and finding them
took a detour worth writing down. Sampling the frame's VERTICES to see where
the legs were at rail height found no legs at all, because a tapered box has
corners only at its ends. That is the third time in this project the same
mistake has been made with the same consequence: a measurement that returns a
confident number about nothing. Slicing the triangles instead put the leg's
cross section exactly where the arithmetic said it was, which is what proved
the gap was somewhere else.
What is NOT here, said plainly: the reference has a treadle and a linkage down
to a foot board. This has a hand crank instead. Both are period; the treadle is
three more moving parts to serve an animation the crank already carries.
37 models, 32 316 triangles, all checks pass, 0 floating cases at 224 voxels as
well as at 112, GLB round-trip clean, Conformant, documentation in step.
The kit could water nobody. It had a well, a bucket and a cauldron, and all
three are things you carry water IN; a trough is the thing a village keeps
water in, standing in the street outside the smithy.
Two additions to the core, both earned by measurement rather than by wanting
them:
- `limestone`, a palette key. `stone` was measured off dressed and rubble
masonry and is grey, because a wall is quarried and laid face out. One
block left in the open for a century reads hue 36 and saturation 0.16
against the wall's 44 and 0.05 — warmer, three times more saturated,
lighter. Both are right and neither replaces the other. The rendered block
now matches its reference to within a fifth of a degree of hue and 0.004
of lightness.
- `water`, a slot, and it is far less green than instinct says. Sampled
inside the reference's basin the film reads hue 39.5 — which is the hue of
the stone UNDERNEATH it, not a colour of its own. It darkens and slightly
saturates whatever it lies on and does that through the material's
opacity. Painted the pond green I was about to reach for, the composite
would have missed the reference by a hundred degrees.
Making it read as CARVED rather than sawn took three goes, and the two failures
are opposite errors worth keeping:
1. Each wall in two tiers, to give `roughenGeometry` more corners to move.
The tiers' corners sit at different positions, the hash moved them by
different amounts, and the render showed a lid on a base with a hard seam
right round it.
2. One box per wall, roughened harder to compensate. A box has eight corners
and every face is two triangles, so moving those corners folded each wall
along its own diagonal. Not stone: creased cardboard.
Both were trying to get subdivision out of the wrong thing. The walls are
`dishedSheetGeometry`, whose own docstring says the trough wants it: one
continuous body with levels along its length, so the rim undulates because
each level carries its own height, the wall thickens and thins because each
carries its own thickness, and there is no join for a seam to open in.
The z-fight checker earned its keep twice on the same plane, `0,-1,0 | 0`.
Four walls standing on the ground all have a face down there, and where the
corners overlap — which is where they are MEANT to overlap — two of those
faces share it. Lifting the basin floor only moved the pairing from
floor-against-wall to wall-against-wall. The answer was to stop there being
four things down there at all: a trough is solid below the water line, so it
is one block from the ground to the basin with the walls sunk into it, by
different amounts, because two buried faces in one plane are still two faces
in one plane.
Last, two defaults that the render corrected rather than the reference. The
walls at 0.27 of the width shut the basin so far that a three-quarter view
showed only its inner face, against the reference's opening of about three
fifths — now 0.21. And the water at 0.55 of the basin's depth sits below the
near rim and the trough reads as dry from every angle anyone will look at it
from; the reference stands a couple of centimetres under the rim, which is
0.85.
36 models, 31 748 triangles, fourteen material slots, all checks pass, 0
floating cases, GLB round-trip clean, Conformant, documentation in step.
The first thing in this kit that grew rather than got made, and the first one
built entirely against reference photographs from the start rather than after
three rounds of guessing.
Two references, generated with the same Codex tool the rest of the kit now
uses: one oak in full leaf and the same tree bare. Both of them contradicted
what I was about to build, and the default lowpoly tree -- a tall pole with a
ball on it -- turns out to be wrong in every measurement that matters.
crown width / tree height 1.32 to 1.43. An open-grown oak is half again
as WIDE as it is tall. Nothing else in this kit
is wider than it is tall.
widest at 24% of the height. Not halfway up: a quarter,
just above the ground, because the lowest limbs
are the longest and leave almost horizontally.
bole runs to 72% of the height as one continuous stem. It
does not fork low into equal leaders, which is
what the leafy photograph alone suggested and
the winter one disproved.
bole width / height 0.130 at 2% of the height, 0.073 at 10%. It
nearly halves in the bottom tenth and then
barely tapers at all for a quarter of the tree.
The taper table in the model is those rows, read off the photograph one at a
time. The limbs SWEEP -- out at a shallow angle, turning up at the end -- which
comes free from bending each limb along its own axis before rotating it into
place, and which cost a correction I had not expected: bending a limb swings
its whole chord up by half the arc, so every limb was arriving 0.21 rad high
and the crown's widest point had climbed to 38%. Aiming low by exactly what the
bend will lift is the fix, and it is a constant.
Measuring is the whole story of this one. `scripts/probe-tree.ts` prints the
four reference numbers off the built geometry the same way they came off the
photographs, plus one a photograph cannot give: how many separate pieces the
crown is in. A crown is one piece. This one was four, then one, then two, then
one again, and the flood fill was right every time my eye was vague.
Four things it caught that looking would not have:
- Forks throwing DOWNWARD. The rise of a fork is sin(splay) * sin(spin), so
the sign of the PRODUCT decides it. I constrained the spin and alternated
the splay, which left every second fork pointing at the floor. The
measurement said so plainly while the reasoning said the opposite.
- The crown torn in two, and not where I kept looking. Locating the loose
piece -- height 10-64%, bearing 228-313, reaching 5.7 m where the main mass
stopped at 4.5 -- ended four rounds of widening clumps and evening out
bearings, none of which were the gap. The gap was the MIDDLE: pushing the
leaves outboard to open the space under the crown had taken the inside out
with it, and nine lobes hung off a bare hub. The reference's crown is full
from the bole outward; the clear space is underneath.
- Occlusion, exonerated. Turning it off entirely changed the clipping by
nothing at all, which took two minutes and saved a redesign.
- My own metric, wrong twice. It counted every dark pixel in the crown's box
and 87% of what it found was the cast shadow, so it read 10.8% clipping on
a crown that was barely clipping. And it measured the reference by row
width but our own geometry by twice its radius, which is a different
quantity on anything that is not symmetric.
Colour is measured too, and the measurement contradicted me again: I was about
to bake a top-to-bottom gradient into the crown, and sampled in three bands the
reference reads 0.362, 0.336, 0.324 -- no gradient at all. What is there is
local, a spread of 0.45 in lightness within one band. Foliage varies leaf to
leaf, not top to bottom. Chasing that 0.45 with tint, mottle and occlusion all
at once put 2.2% of the crown through the floor into pure black against the
reference's 0.19%, which is the straw trap for the third time: a statistic taken
off fine detail cannot be added on top of the machinery that already
reproduces it.
The bark is measured off the WINTER photograph after the summer one gave a
colour 28 degrees too green -- a trunk under a full crown is lit through the
leaves. Low saturation made it worse than the hue did: a nearly neutral colour
takes its hue from its light, and this renderer's blue-grey sky dragged the
rendered bole to hue 119 on a tree whose bark is brown.
Finished: hue 79.6 against 77.9, saturation 0.386 against 0.381, lightness
0.386 against 0.373, 0.00% clipped. Crown 1.325 wide for its height, in one
piece, hanging from 8% where the reference hangs from 11%.
The honest limits. What fills a real winter silhouette is thousands of twigs
and no budget here reaches them, so `leafiness: 0` is a bare tree of LIMBS --
a good dead or winter tree, not a photograph of one. And the crown still
carries more of its width high than the reference does: widest at 50% against
24%, on a reference profile that is nearly flat from 24 to 44 so the peak is
softer than the number sounds.
2310 triangles, inside the kit's 2500 budget, which cost a side off every clump
and a level off every fork -- but not one clump, because the count is what
holds the crown together. 35 models, 31 404 triangles, thirteen material slots,
all checks pass, 0 floating cases, GLB round-trip clean, Conformant.
Committing these because the code should not be lost, not because they are
ready. Both pass every check and neither looks good enough to ship, and the
catalogue table and contact sheet are deliberately NOT regenerated so the
kit does not advertise them yet.
The shield opens a category the kit did not have at all -- no arms or armour
anywhere -- and its construction is right: planks cut to the chord of the
circle rather than squared off, a rawhide rim gripping their ends, an iron
boss over the hole the hand goes through, and quarters painted on the
diagonal by giving each plank's two halves different colours, which costs
no geometry because the halves exist anyway.
The forge is the other half of a smithy that has had an anvil and no fire
since early on: a raised hearth at working height, a bed that `setLit` puts
out without taking the charcoal with it, a tapering stack over the back,
and a bellows blowing through the side.
Four faults found and fixed on the way, and three of them are the same
mistake:
A two-rotation chain put the bellows boards on the wrong axis -- thickness
along Z, length along Y -- so both boards stood on edge in nearly one plane
with every face coplanar. The lever went the same way, ending up across the
bellows instead of over it and touching the post at neither end, which the
support check called a floating bar. And the shield's boss was turned -90
degrees about X instead of +90, which pointed the dome into the back of the
shield and left only its open rim showing from the front -- the reason the
boss rendered as a flat black ring.
The fourth was subtler and took three passes to see. Every plate of the
bellows -- two boards, a gusset, two ribs -- was built from one profile, so
all five ended at exactly the same x and began at exactly the same x. I
staggered the tails and the check moved to the noses; staggering both is
what fixed it.
What is still wrong, and neither is small: the forge's fire bed reads as a
black hole with a few orange specks rather than a bed of coals, and the
bellows still reads as loose boards rather than a bag of leather. The
shield's paint comes out pastel where the reference is deep, and it leans
further than it should.
34 models, 28 728 triangles, all checks pass, 0 floating cases, build clean.
Eight kinds mixed by two sliders: how many of them appear, and which one
leads. Turnip, cabbage, onion, leek, parsnip, carrot, tomato, potato.
The first six are what a medieval European kitchen had and the last two are
New World crops that only reach Europe after 1492 -- they are in because a
kit is more useful than it is a museum, and the carrot is orange rather
than the purple a medieval one would have been. The kinds are ordered so
that the period-correct set costs no thought: `lead: 0` with `kinds: 6`
gives exactly those six and never reaches the two after them.
Two parts, `bulbs` and `roots`, because those are the two ways a vegetable
rests -- on its base or on its side -- and a consumer wanting one should not
have to take the other.
Four faults on the way in, and every one of them was about placement rather
than shape.
The header claimed each vegetable is authored with its lowest point at the
origin, and I asserted that instead of measuring it: a leek's blades lean
four times its own radius away from the axis, and a cabbage's loose leaves
hang below its base. Whichever vegetable dug in deepest then defined the
model's floor and made every other one look as though it were hovering.
Reading the bounding box and setting each one down by what it actually
measures makes the claim true by construction rather than by an argument
that has to be right about eight shapes.
The leaves were flung off their vegetables outright. They were built
already in place and then rotated, and rotation turns a body about the
ORIGIN, so each one moved away by its own distance times the sine of the
angle. Origin, rotate, place -- which is the order the hoe's neck already
has a comment about.
Tightening the heap so it read as a pile rather than a display then made
the bulbs collide, twice. Standing vegetables were never turned about their
own axis, so every turnip presented its facets at the same phase and
neighbours met in parallel faces. And where the turnip's cream body meets
its purple shoulder -- two lathes, because `colourTop` interpolates across a
whole profile and bled the purple down to the root -- both pieces were
capping an end that is buried inside the vegetable. Two turnips touching
met on those hidden discs. They are not generated any more, which is the
same saving `bandGeometry` makes on the inside of a hoop.
32 models, 26 939 triangles, all checks pass, 0 floating cases, GLB
round-trip clean, Conformant, build clean.
Two models that each fill a hole the catalogue could name.
The kit had a torch and a lantern and no HEARTH, which is the wrong way
round: a cooking fire is what everyone in a medieval scene is facing and
the only light in most of them. The cauldron hangs from a tripod over a
ring of hearth stones, with embers that `setLit` puts out. Its belly is
wider than its mouth, it has three short feet because it stands in the
ashes as often as it hangs over them, and it hangs by a bail rather than by
its rim.
And there was a `cart-wheel` with nothing to put it on -- while every
container in the catalogue, crates and sacks and barrels and baskets, is a
thing you would MOVE. The handcart's axle sits aft of the bed's centre so a
load leans on the puller rather than away from him, and its shafts leave
the bed at an angle and rest on the ground, which is what lets one person
lift them to waist height without the load shifting.
The cauldron found a fault in the mill on its way in. Both build their
splayed legs the same way -- lean about X, swing about Y, translate out
along the radius -- and the lean was POSITIVE, which carries the top the
same way the translate does. The two add, so the head ends up at the full
outboard radius and the foot at the axis: the tripod stood on its apex and
the mill's quarter-bars stood on their heads, splayed over the cross-trees
and gathered at the post, which is precisely backwards for a brace whose
job is to carry a load out to the ground. Nothing had caught it in the
mill, because a bar joins post to cross-tree either way round and the
bounding box is identical; in the cauldron it separated the tripod from the
ground and the support check finally had something to say.
Lowering the pot to where it could actually cook then broke its chain, and
for a reason this session has seen before: the link radius was derived by
dividing the drop by the link COUNT while the links are laid out over
count-1 gaps, so each link came out a little smaller than half its own gap
and the chain came apart as soon as the drop grew. The tavern sign's chain
had the same slip.
31 models, 25 221 triangles, all checks pass, 0 floating cases, GLB
round-trip clean, Conformant, build clean.
A village well: a drystone kerb, a timber frame over it, a windlass with
its collars and crank, and a rope and bucket that lower down the shaft.
`setDepth` and `setWinding` drive the bucket; its part origin is the
roller's axis, so winding is a translation and costs nothing per frame.
The kit had no masonry at all, which for a medieval catalogue is a hole
rather than an omission -- a well, a trough, a millstone, a boundary wall
and a hearth are all stone before they are anything else. `stone` is the
twelfth slot. Its colour sits close to weathered oak on purpose: what
separates the two at a glance is not hue but that stone scatters light
completely flat, and roughness is not something vertex colour can carry,
which is exactly the argument the slot table makes for keeping iron and
steel apart.
Four faults on the way in, and three of them are ones this session has seen
before in other models.
The blocks were written footprint-first as [wall, arc]. `rotateY` carries a
footprint's +Z out along the radius and its +X round the circumference, so
every block sat across the ring rather than along it -- each one sticking a
block's length out of a wall a block's width thick. The kerb came out as
rubble thrown at a circle.
The rope started at the roller's axis, which put its whole surface inside
the barrel's hollow interior touching nothing. Then it started in the eye
of the wound coil, which is also a hole. It has to begin within the coil's
material, between 1.0 and 1.34 of the roller radius, so that it crosses the
coil's outer face on the way down.
The actions set `anchor.position.y = 0`, which destroys what `origin` had
just done and dropped the whole rope and bucket by the height of the
roller. Everything the actions touch is now an offset from where the origin
put the anchor.
And the masonry was over the triangle budget at 2 784, almost 1 900 of
which were chamfers on forty-four blocks -- edges the roughen pass softens
anyway, and stone is the one material here where a sharp arris is not
wrong. Plain tapered boxes bring the model to 1 376.
Two things about the wall itself, both from looking at it. Varying each
block by a tenth in arc and thickness put every stone at its own radius and
its own width; a dry wall is irregular the way a hand-cut stone is
irregular, which is a few percent. And blocks cut to exactly their share of
the arc cannot close: a flat face on a curve leaves a wedge of daylight at
every joint, so they are cut long and bite into each other -- safe here
because each is rotated to its own angle and no two adjoining faces are
parallel.
29 models, 22 043 triangles, all checks pass, 0 floating cases, GLB
round-trip clean, Conformant, build clean.
The largest thing in the kit, and the one whose name is its whole design:
the entire body -- millstones, gearing, miller and all -- is balanced on one
massive vertical post and turns bodily on it, so the sails can be pointed
into whatever wind there is. The miller does that by walking the tail
ladder round, which is why the ladder is not a way up but a lever, and why
it reaches so far behind the mill.
Four parts, in the order the thing is built: `trestle` (two cross-trees,
the post standing on them, four quarter-bars), `body` (the boarded buck and
its pitched roof), `sails` (a windshaft leaving the front gable, with its
own origin so `setTurning` spins it alone), and `ladder`. `setTurning`,
`setAngle` and `update` drive the sails at about ten revolutions a minute
-- a working mill turns slowly, not in the blur people draw.
The sails are where the triangles went, and deliberately. A sail is not a
blade, it is a LATTICE the miller dresses with canvas according to the
wind. Drawn solid the silhouette is wrong in the one place everyone looks,
so the bars are modelled and the budget is taken from the buck's boarding,
which reads perfectly well as vertex colour. 1 516 triangles.
Four faults on the way in, all found by measuring rather than by looking:
The roof pitches were built `slope * 2` long and tilted by the complement
of the roof angle, which made two panels 2.79 m across a building 1.80 m
wide, standing up like the covers of an open book. Each pitch covers half a
roof, and the tilt is measured from the horizontal because
`chamferedBoxGeometry` takes an X-Z footprint.
The rails of the tail ladder were tilted the wrong way round. `run` is
positive -- the head sits at a larger z than the foot -- so rotating by
`-lean` laid the rails along the opposite diagonal to the one the rungs
were placed on. They crossed near the middle and diverged towards the ends,
and the bounding box looked correct the whole time because the translation
put the ladder where it belonged and only its internals were wrong. The
support audit found it as loose rungs, and found it only at the small end
of the height slider, where the voxel grid is fine enough not to bridge the
gap: the joint was never real at any size.
Fixing the ladder's foot, which sat 0.10 m below the cross-trees so the
mill hovered above whatever it was placed on, then displaced the rails
perpendicular to their own axis by almost exactly a rung's half-depth --
correcting the rails alone was worse than not correcting at all. Rails and
rungs now share one lift.
And the lowest sail tip came within 0.27 m of the ground, which reads as a
mill about to plough its own field.
28 models, 20 523 triangles, all checks pass, 0 floating cases, GLB
round-trip clean, Conformant at 30 items, build clean.
Three faults across two tools, and two of them come down to a model being
named after a material it was not made of.
The pitchfork had three steel tines, 0.24 m on a 1.5 m shaft -- 16% of the
tool against roughly 22% in the reference -- fanned out like a cultivator.
A hay fork has four or five, they are the working length of the thing, and
they stay close to parallel so a forkful stays on them. They are also
wood: the model is called wooden-pitchfork and a hay fork really was cut
and steamed from a branch, because iron is heavy at the end of a long shaft
and hay needs no edge. The socket stays iron, since that is the ferrule.
The shovel's blade was a sheet of polished steel. The strap that runs up
behind it has been modelled as an iron shoe all along -- a shoe for a board
that was being rendered as steel. A medieval digging shovel is a shaped
board with iron along its lip, so the blade moves to oak and the shoe
becomes the only metal on the head.
And it had no handle: the shaft simply ended in a swelled knob. A digging
spade is worked with both hands with the lower one round a crossbar, which
is what separates a spade from a stick with a plate on the end, and it sits
right at the end of the silhouette where the eye lands. The bar crosses the
grip swell rather than butting onto it.
Two notes for later. The wider tine spread pushed the fork past its size
guard at 0.35 m across; 30-40 cm is the head of a real hay fork, so the
limit moved rather than the geometry. And `createTinter` returns one Color
and mutates it while `steelTint` and `ironTint` allocate per call -- the
new code copies out of the first before the next call, but the two helpers
disagreeing about this is a trap in itself.
27 models, 18599 triangles, all checks pass, 0 floating cases, build clean.
The file header has claimed this model "comes to ~0.75 m with a real anvil
stump" for as long as it has existed, while shipping a 0.34 m anvil on its
own, lying on the floor. An anvil is bedded into the end grain of a log:
the block kills the ring, and it puts the face at the smith's knuckle. The
stump is its own part, so anyone wanting the bare anvil for their own bench
hides `parts.stump` -- the same arrangement the bell's frame uses.
Two things went wrong on the way in, and the second corrects the first.
Passing `woodTint('oak', ...)` and `woodTint('oakEnd', ...)` as two
arguments of one call hands the callee the same object twice: the tinter
returns one Color and mutates it, which its own docstring warns about. The
block was painted end-grain on every face. That is a real bug and the fix
stands -- but it was not why the stump looked wrong, and the measurement is
what said so. Against the bench and the table on the same oak slot our
stump is LESS saturated, not more (0.35 against 0.45 and 0.49), so the
colour handling was never anomalous.
The actual gap was in one axis: value 0.54 against the reference's 0.28. A
chopping block is old, split and weathered nearly black, which is a
genuinely darker piece of wood than fresh oak, not a rendering artefact.
Sweeping the lift and measuring lands at hue 30 / saturation 0.28 / value
0.34, against 31 / 0.29 / 0.28.
The block is also wider than first drawn. The anvil overhung it, and a
block the anvil overhangs looks like it would go over the first time
anyone swung at it.
27 models, 18517 triangles, all checks pass, 0 floating cases, build clean.
The head read as a lampshade pushed onto a stick, and two numbers were
responsible.
The spray angle is derived as atan((tip - tie) / span), which at a tip
radius of 0.102 came to five degrees. Five degrees is not a besom; the
reference fans out until the spread at the sweeping end is comparable to
the length of the bundle itself, which is about twenty. The tip radius
carries that, and the slider range moves with it.
The twig lengths varied by three percent, so every twig finished within a
few millimetres of its neighbours and the bundle ended in a straight cut
across the bottom. That single edge is most of what made it look
manufactured: no bundle of cut birch ends level, and the ragged tip is
what identifies a besom on sight. Lengths now spread by about a third --
downwards only, never above the nominal span. Centring the spread on 1.0
first produced a 1.32 m broom from a declared length of 1.2, which the size
guard caught and which was a real inconsistency rather than a tolerance
problem.
Two supporting changes. The bundle ran from the binding down for 36% of the
broom against roughly half in the reference, so it is longer. And each
sheaf was a 31 mm slat, which at thirty-two of them read as a fan of laths;
they are narrower now and there are forty-six, keeping about the same mass
in the bundle with the pieces at the right scale.
One correction to the record: the head was not, as I first estimated by
eye, a fifth of the broom. Measured, it was 46% of the whole and 36% below
the binding. The eye was reading a diagonal reference against a vertical
render.
27 models, 18021 triangles, all checks pass, 0 floating cases.
Three defects, two of them mine.
The weave had gaps you could see the contents through. The band height was
a flat 0.11 of the model height while the spacing between rows is 1/rows --
0.167 at the default six -- leaving a 12 mm hole between every course. It
was a slatted crate, not a weave. The height now derives from the row
count so rows meet at any setting.
The fruit was invisible, and that was a regression I introduced. An earlier
pass fixed produce that hung level with the rim over a gap by resting it on
the base. That was right; what did not follow was that a basket deeper than
its contents then needs enough contents to fill it. Nine apples in two
layers topped out 12 cm below a 10 cm rim -- correctly supported, and
completely out of sight. The basket is shallower, holds fifteen, and the
layers nest at 0.95 of a diameter rather than 1.5, so the heap now mounds
over the rim, which is the only state a fruit basket is ever drawn in.
Closing the weave then exposed two collisions. Overlapping rows meet in
coplanar faces at the nodes where the undulation crosses zero -- on a
cylindrical basket every row shares one radius -- so alternate rows now sit
slightly proud of and behind each other, which is how a weaver's rod really
passes the stakes. And the rim's inner surface sat at 0.16055 against the
liner's 0.16065: a tenth of a millimetre apart, by coincidence, and the
same 22-sided prism. The rim is now the heavy rod it should be and clears
the liner.
Colour: the basket drew from the `straw` palette and rendered at hue 41,
saturation 0.59 against a reference at 29 and 0.50 -- bright yellow
plastic. Willow is a wood, so both the colour and the material slot move to
oak, which measures 7 and 0.03 away instead of 12 and 0.09.
It still does not look like the photograph, and the measurement cannot say
why. Filtering to pixels above 0.18 saturation discards precisely the grey,
weathered pixels that give the reference its character, so the statistic
reports agreement that the eye does not see. Setting the lift to 0.12 to
make willow "paler than oak" turned it salmon -- raising HSL lightness
holds saturation, so a saturated brown climbs towards peach. Sweeping the
lift over 0.00 / 0.04 / 0.08 moved the measurement by 0.01, which is the
clearest evidence that this axis is not where the remaining gap lives.
27 models, 17853 triangles, all checks pass, 0 floating cases, build clean.
Two rules were missing, and each one had been quietly failing for a while.
The first is structural. Every check in this repo asked about surfaces --
winding, coplanarity, triangle counts -- and none of them could see a piece
of a model hanging in the air with nothing holding it up. A chest lid
separated from its chest passed everything we had. scripts/support.ts
voxelises the model, finds the connected components of occupied space and
requires each one to reach the floor; scripts/audit.ts runs that across
default, min, max, both sweep ends, actions and the midpoint of a morph, so
a variation cannot break what the default gets right. That audit started at
22 failing cases: the bell and the sign had no supporting structure at all
and now have a frame and a post, the lantern was in four pieces, the sack's
collar floated above its body, the basket's fruit hung level with the rim
instead of resting on the base, and the ladder's rungs were sized by a
formula that disagreed with where the rails actually were. It now reports 0.
The second is that we had no target. The feedback loop was an offline
render of our own output, which can only answer "is this broken", never
"is this right". Given a reference photograph of a cask, five defects were
obvious in seconds that three rounds of self-review had missed: four hoops
where there should be six, no rivets at all, a chime cut so shallow it did
not read, and a stave count low enough to leave a visibly polygonal
silhouette. All four are fixed here.
Two things the rivets taught us, both kept as comments rather than as
scars: a stud that tapers outward tilts its side normals back towards the
axis, which the radial check correctly reports as reversed winding -- a
real rivet head flares, so the honest shape is also the passing one. And
once seated deep enough to look right, the stud's buried inner cap falls
inside the shell the check inspects, so it is not generated at all, exactly
as bandGeometry already declines to build the inside of a hoop.
27 models, 16973 triangles, all checks pass, 0 floating cases.
The kit is going public, so everything a reader sees is now English:
27 model sources, the core vocabulary, meta.ts (titles, descriptions and
every slider label), the viewer UI, all script output, REFERENCE.md and
the READMEs.
Rules applied: only comments, doc comments and human-facing strings were
touched. Identifiers, numbers, logic, registry item ids, part names and
material slot names are unchanged — those are a published contract and
were already English.
Verified rather than assumed: for all 53 changed .ts files the code
skeleton (source with comments stripped and string contents replaced by a
placeholder) is byte-identical before and after. Full gate is green —
typecheck, registry conformance, ~510 model checks, GLB round trip and a
production build.
Also fixed here:
- index.html and viewer.html were missed by the translation pass because
the file list only covered .ts/.md/.css. Both had lang="tr" and Turkish
titles.
- The viewer formatted triangle counts with toLocaleString('tr-TR'), which
prints 15.425 rather than 15,425.
- REFERENCE.md's model table header did not match what
scripts/catalog-table.ts emits, so the next regeneration would have
silently changed it. Aligned to the generator.
- Removed scripts/probe.ts and scripts/zdiag.ts; they were throwaway
diagnostics that got committed by accident.
Üçü de render'a bakılarak elden geçirildi. Ortak sebep: her birinde
modelin KONUSU eksikti.
çit — birleşim yoktu. Dört kare çubuk ve önlerine konmuş iki lata;
derinlik/boy oranı 54:1, yani karton. Artık gerçek zıvana var: direk iki
yanak + köprü bloklarından kuruluyor, delik geometrik olarak var oluyor,
kiriş içinden geçip uçlarda karşı yüzden taşıyor. Ayrıca kiriş dağılımı
formülü kaç kiriş olursa olsun hep 0.28–0.78 aralığını dolduruyordu —
üstü ve altı doldurmak yapısal olarak imkânsızdı. 440 → 860 üçgen,
derinlik 0.09 → 0.31 m.
çapa — kaz boynu yoktu. Ağzı sapın ekseninden öne taşıyan kıvrık boyun
olmadan model "kürsü / yol tabelası" diye okunuyordu. Boyun latheGeometry
ile kurulup bükülüyor, ağız boyun ucunun teğetine hizalanıyor; ikisi de
hesapla, gözle değil.
süpürge — demet içi boş bir koni kabuğuydu: bütün levhalar tek halkada.
Üç eşmerkezli halka (6/10/16) kütleyi kuruyor. Bağlar artık demetin dış
yarıçapına oturuyor; eskiden ayrı bir tahmin formülüyle levhaların İÇİNDE
kalıyor ve hiç görünmüyorlardı.
Ölçerek bulunan iki gerçek hata:
- bendGeometry'nin etkisi geometrinin y=0'a göre nerede durduğuna bağlı.
Orijinde ORTALANMIŞ bir gövde simetrik bükülüyor: iki uç aynı yöne
gidiyor, siluet değişmiyor. Çapanın ağzında Z aralığı 0.0337'den
0.0327'ye DÜŞÜYORDU — yani yorumda "sorunu çözüyor" dediğim kavis hiç
yoktu. Tabanı orijinde kurulunca kaçış 44 mm. Yardımcıya yazıldı.
- Süpürgede açılma işareti tersti: rotateX(+f) levhanın ucunu -Z'ye
atıyor, rotateY onu EKSENE doğru çeviriyor. Levhalar ekseni geçip karşı
tarafa savruluyordu; demetin kabuk olmasının asıl sebebi buydu. Gözle
değil ölçüyle yakalandı (genişlik 0.23 beklerken 0.13).
Sistemik: kapanma yarıçapı ve alaca hücresi modelin en büyük ölçüsünden
türetiliyordu. 4.89 m'lik çitte hücre 0.27 m çıkıyor, yani bütün direk tek
hücreye düşüyor ve doku sistemi hiçbir şey yapmıyordu; kapanma yarıçapı
0.69 m ile her şeyi battaniye gibi karartıyordu. İkisi de mutlak sınırlara
alındı — ahşabın damar lekesi nesnenin boyundan bağımsızdır.
Doğrulama: test yamalarının gerçek config alanlarına işaret ettiği artık
denetleniyor. Çapa yeniden yazılırken `bladeAngle` alanı kalkmıştı ama
test hâlâ onu yamalıyordu, yani o varyant sessizce varsayılan modeli
sınıyordu.
render.ts: --angles ile turntable. Tek bir 3/4 açı yanıltıcı — çit ancak
tam yandan bakınca cılız görünüyor.
Kullanıcının prop listesindeki son madde meyve/sebzeydi; sepetle birlikte
kapatıldı çünkü kitte zaten sepet eksikti.
Örgü, biçimi yapımdan türetiyor: yatay halkalar önce düz bant olarak
üretilip köşeleri açılarına bağlı olarak içeri-dışarı itiliyor
(yarıçap × (1 + genlik·cos(dikeySayısı·açı + faz))), ardışık sıralarda faz
π kaydırılıyor. Dikey çubuk başına iki segment yeterli — dalga tam olarak
her çubukta bir artı bir eksi örnekleniyor.
Halka başına iç yüz üretmek altı sırada ~800 üçgen tutuyor ve modeli
lowpoly bütçesinin dışına çıkarıyordu; yerine 44 üçgenlik tek parça iç
astar var.
Yeni `produce` materyal yuvası (mumsu kabuk, roughness 0.52). Meyve rengi
`hue` alanından geliyor: aynı modelden elma, şalgam ya da lahana sepeti.
Modeller (13 → 26): chest, bench, torch, lantern, bell, sign, hay bale,
sack, broom, tankard, book, phial, coin pouch. Kürek, çapa ve yaba
render'lara bakılarak yeniden yazıldı.
core:
- createKitModel artık tipli `actions` ve `update(dt)` taşıyor
- BuiltPart.extras: bir parça birden çok materyal yuvası kullanabiliyor
(sandığın kapağı = meşe tahta + demir kayış, birlikte dönmek zorunda)
- BuiltPart.origin: parça başına dönme merkezi (menteşe, sarkaç)
- bendGeometry / roughenGeometry / mottleGeometry
- 5 yeni materyal yuvası: steel, brass, straw, cloth, leather, glass
- bandGeometry({ inner }) — serbest halkalar kapalı katı olabilsin
my-registry/meta.ts: katalog metadata'sı artık build.ts ve viewer için
tek kaynak. Doğrulama modelle metadata'nın uyuştuğunu denetliyor ve bu
eklendiği gün dört modelde gerçek bir sapma yakaladı.
Doğrulama (~500 kontrol):
- metadata uyumu, eylem semantiği, kare hızı bağımsızlığı
- scripts/render.ts: tarayıcısız yazılım rasterleyici. Bütün doğrulama
geometrikti; "bu kürek küreğe benzemiyor" diyebilmek için modele
bakmak gerekiyordu
- scripts/verify-glb.ts: dışa aktar → geri oku → karşılaştır
GLB dışa aktarımı: viewer düğmesi ve toplu CLI aynı kodu kullanıyor.
Viewer:
- parça paneli (solo/izole) ve materyal yuvası paneli (canlı renk override)
- kit görünümü: 26 model tek sahnede, ölçek ve ton tutarlılığı için
- configure() sonrası gölge bayraklarının düşmesi düzeltildi