/** * @medieval-kit/iron-cauldron * * A cauldron slung from a tripod over a ring of hearth stones. * * The kit had two light sources — a torch and a lantern — and no HEARTH, which * is the wrong way round for a medieval catalogue. A cooking fire is where * everyone in the scene is facing, and it is the only light in most of them. * * Three things about the shape are worth stating because they are what make it * read as a cauldron rather than as a pot: * * - The belly is WIDER than the mouth. A cauldron is bulbous, so that its * contents sit over the fire rather than beside it, and so that the walls * take the heat evenly. Straight-sided, it is a bucket. * - It has three short feet. It spends as much time standing in the ashes as * hanging over them, and a round-bottomed pot cannot stand at all. * - It hangs by a BAIL — a semicircular loop pinned to two lugs — and not by * the rim. The bail is what the chain grips, and it swings, which is how a * cauldron is taken off the fire without touching it. * * Parts: `hearth` (the stone ring and its bed of embers), `tripod`, and `pot` * (the cauldron with its bail and the chain it hangs on). The chain belongs to * the pot rather than to the tripod because it moves with what it carries. */ import { type BufferGeometry } from 'three' import { arcBarGeometry, bandGeometry, createKitModel, createTinter, jitter, latheGeometry, mergeColoured, prismGeometry, roughenGeometry, taperedBoxGeometry, type Level, } from '../core/index.ts' export interface IronCauldronConfig { /** Height from the ground to the tripod's apex (metres). */ readonly height: number /** Outer radius of the ring of hearth stones (metres). */ readonly hearthRadius: number /** Stones in the ring. */ readonly stones: number /** Radius of the cauldron at its belly (metres). */ readonly potRadius: number /** Links in the chain. */ readonly links: number /** Whether the fire is lit (0/1). */ readonly lit: number readonly seed: number } export const ironCauldronDefaults: IronCauldronConfig = { height: 1.28, hearthRadius: 0.46, stones: 12, potRadius: 0.22, links: 4, lit: 1, seed: 29, } export type IronCauldronParts = 'hearth' | 'tripod' | 'pot' export interface IronCauldronActions { /** Lights or puts out the fire. When out, the embers are hidden. */ setLit(on: boolean): void isLit(): boolean } export function createModel(overrides: Partial = {}) { let lit = true return createKitModel({ id: 'iron-cauldron', defaults: ironCauldronDefaults, slots: ['stone', 'iron', 'char', 'ember'], build: ({ config, random }) => { const tint = createTinter(random) const H = config.height const floor = -H / 2 const hearthR = config.hearthRadius // --- Hearth ------------------------------------------------------------- const stones: BufferGeometry[] = [] const count = Math.max(5, Math.round(config.stones)) const stoneH = hearthR * 0.32 const ringR = hearthR - stoneH * 0.5 for (let i = 0; i < count; i += 1) { const a = (i / count) * Math.PI * 2 + jitter(random, 0.05) const arc = (Math.PI * 2 * ringR) / count // Cut long, like the well's kerb: a flat-faced block on a curve cannot // close its joint otherwise, and a fire ring with daylight through it // is not a fire ring. const stone = taperedBoxGeometry( [arc * (1.06 + jitter(random, 0.08)), stoneH * (1 + jitter(random, 0.1))], [arc * (0.78 + jitter(random, 0.1)), stoneH * (0.72 + jitter(random, 0.12))], stoneH * (0.86 + jitter(random, 0.14)), [0, 0, 0], tint('stone', jitter(random, 0.1)), ) stone.rotateY(a) stone.translate( Math.sin(a) * ringR, floor + stoneH * 0.4, Math.cos(a) * ringR, ) stones.push(stone) } const hearth = mergeColoured(stones) roughenGeometry(hearth, stoneH * 0.08, { salt: 19 }) // Ash bed inside the ring, and the embers on it. The bed is char and the // embers sit slightly proud of it; separating them is what lets the fire // be put out without the ashes going with it. const ashR = ringR - stoneH * 0.42 const ash = latheGeometry( [ { y: floor + hearthR * 0.005, radius: ashR }, { y: floor + hearthR * 0.055, radius: ashR * 0.9 }, ] as Level[], 11, [0, 0, 0], tint('char', 0.04), ) const emberPieces: BufferGeometry[] = [] const emberCount = Math.max(4, Math.round(count * 0.7)) for (let i = 0; i < emberCount; i += 1) { const a = i * 2.399963 const r = ashR * 0.72 * Math.sqrt((i + 0.4) / emberCount) const size = hearthR * (0.05 + random() * 0.045) const coal = prismGeometry( size, size * 0.6, size * 0.7, 5, [0, 0, 0], tint(i % 3 === 0 ? 'emberTip' : 'ember', jitter(random, 0.05), 0.4), ) coal.rotateY(random() * Math.PI * 2) coal.translate( Math.sin(a) * r, floor + hearthR * 0.06, Math.cos(a) * r, ) emberPieces.push(coal) } // --- Tripod ------------------------------------------------------------- const apexY = floor + H const iron: BufferGeometry[] = [] const legFoot = hearthR * 1.34 const legRise = apexY - floor const legLength = Math.hypot(legFoot, legRise) const barT = hearthR * 0.045 for (let i = 0; i < 3; i += 1) { // Three legs, not four. A tripod cannot rock: whatever the ground does, // three feet are always on it, which is why every cooking fire in // Europe stood on one. const a = (i / 3) * Math.PI * 2 + 0.4 const leg = taperedBoxGeometry( [barT * 1.15, barT * 1.15], [barT * 0.8, barT * 0.8], legLength * 1.02, [0, 0, 0], tint('iron', -0.02 + jitter(random, 0.04), 0.7), ) // NEGATIVE. `rotateX(+t)` carries the bar's TOP towards +Z, and the // translate that follows also moves it +Z, so the two add: the head // ends up at the full outboard radius and the foot at the axis. The // brace stands on its head, splayed at the top and gathered at the // bottom, which is the opposite of what carries a load. The bounding // box is identical either way, which is why it survives inspection. leg.rotateX(-Math.atan2(legFoot, legRise)) leg.rotateY(a) leg.translate( Math.sin(a) * legFoot * 0.5, (floor + apexY) / 2, Math.cos(a) * legFoot * 0.5, ) iron.push(leg) } // Apex ring: what gathers the three heads and carries the chain. iron.push(bandGeometry( barT * 2.3, apexY - barT * 0.9, barT * 1.8, barT * 0.7, 8, tint('iron', 0.05, 0.7), { inner: true }, )) // --- Pot ---------------------------------------------------------------- // Authored hanging from the APEX, which is where the part's origin goes, // so the whole assembly can be raised and lowered on its chain later // without any of it being rebuilt. const R = config.potRadius // Low over the fire, which is the only place a cooking pot is any use. // At 0.36 of the tripod's height the cauldron hung half a metre clear of // the embers -- close enough to look like a cauldron and far enough to // cook nothing. const potHang = -H * 0.62 const pot: BufferGeometry[] = [] const potIron: BufferGeometry[] = [] // Chain, from the apex ring down to the bail. const linkCount = Math.max(2, Math.round(config.links)) const chainDrop = -potHang - R * 1.5 // The link radius comes from the SPACING the links are actually laid out // at, which is over (count - 1) gaps, not over count. Dividing by the // count made each link a little smaller than half its own gap, so the // chain came apart the moment the drop grew -- the same arithmetic slip // the tavern sign's chain had, and the support check caught this one for // the same reason it caught that one. const linkGap = (chainDrop - barT * 1.2) / Math.max(1, linkCount - 1) const linkR = Math.max(barT * 0.9, linkGap * 0.62) for (let i = 0; i < linkCount; i += 1) { const y = -barT * 1.2 - linkGap * i const ring = bandGeometry( linkR, 0, barT * 0.7, barT * 0.42, 6, tint('iron', jitter(random, 0.05), 0.7), { inner: true }, ) // Successive links pass through each other at right angles. ring.rotateY(i * 0.41) ring.rotateX(i % 2 === 0 ? Math.PI / 2 : 0) ring.rotateZ(i % 2 === 0 ? 0 : Math.PI / 2) ring.translate(0, y, 0) potIron.push(ring) } // The cauldron itself. The widest point is BELOW the mouth. const belly = potHang const profile: Level[] = [ { y: belly - R * 0.82, radius: R * 0.34 }, { y: belly - R * 0.62, radius: R * 0.66 }, { y: belly - R * 0.2, radius: R * 0.97 }, { y: belly + R * 0.1, radius: R }, { y: belly + R * 0.5, radius: R * 0.86 }, { y: belly + R * 0.72, radius: R * 0.82 }, ] pot.push(latheGeometry(profile, 11, [0, 0, 0], tint('char', 0.05, 0.5), { colourTop: tint('char', 0.11, 0.5), capTop: false, })) // The inside, so the mouth is not a hole through to nothing. pot.push(latheGeometry( [ { y: belly - R * 0.55, radius: R * 0.6 }, { y: belly + R * 0.72, radius: R * 0.76 }, ] as Level[], 11, [0, 0, 0], tint('char', -0.06, 0.4), { capTop: false }, )) // Rim, and the girth band round the belly: cast ridges, and the two lines // that stop the body reading as a smooth blob. potIron.push(bandGeometry( R * 0.86, belly + R * 0.7, R * 0.1, R * 0.06, 11, tint('iron', -0.04, 0.6), )) potIron.push(bandGeometry( R * 1.02, belly + R * 0.06, R * 0.07, R * 0.05, 11, tint('iron', -0.08, 0.6), )) // Three feet. Short, splayed, and the reason it can stand in the ashes. for (let i = 0; i < 3; i += 1) { const a = (i / 3) * Math.PI * 2 + 0.9 const foot = taperedBoxGeometry( [R * 0.14, R * 0.14], [R * 0.1, R * 0.1], R * 0.38, [0, 0, 0], tint('iron', -0.05, 0.6), ) foot.rotateX(0.22) foot.rotateY(a) foot.translate( Math.sin(a) * R * 0.52, belly - R * 0.86, Math.cos(a) * R * 0.52, ) potIron.push(foot) } // Bail: a real arc, pinned to two lugs. `arcBarGeometry` sweeps from 0 to // PI in the XY plane, which is already the shape of a handle standing // over the pot, so no rotation is involved. const bailR = R * 0.92 potIron.push(arcBarGeometry( bailR, barT * 0.75, -0.22, Math.PI + 0.22, 9, [0, belly + R * 0.42, 0], tint('iron', 0.06, 0.7), )) for (const side of [-1, 1]) { potIron.push(bandGeometry( R * 0.13, belly + R * 0.5, R * 0.13, R * 0.06, 6, tint('iron', 0.02, 0.6), { inner: true }, ).translate(side * bailR * 0.94, 0, 0)) } return { hearth: { slot: 'stone' as const, geometry: hearth, extras: [ { slot: 'char' as const, geometry: ash }, { slot: 'ember' as const, geometry: mergeColoured(emberPieces) }, ], }, tripod: { slot: 'iron' as const, geometry: mergeColoured(iron) }, pot: { slot: 'char' as const, geometry: mergeColoured(pot), extras: [{ slot: 'iron' as const, geometry: mergeColoured(potIron) }], origin: [0, apexY, 0] as const, }, } }, actions: ({ parts, getConfig }) => { lit = getConfig().lit >= 0.5 // The embers are the SECOND body of the hearth part. Hiding the part // itself would take the stones with it. const embers = parts.hearth.anchor.children[2] if (embers) embers.visible = lit return { setLit: (on) => { lit = on const body = parts.hearth.anchor.children[2] if (body) body.visible = on }, isLit: () => lit, } }, }, overrides) }