355 lines
17 KiB
TypeScript
355 lines
17 KiB
TypeScript
/**
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* @medieval-kit/wooden-shovel
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*
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* Sixth attempt. The reference is an antique one-piece grain scoop: a squared
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* dished plate, nearly as broad as it is long, an iron shoe forged round the
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* leading edge with a return onto both faces, a round bent shaft and a T-grip.
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* History of the earlier passes:
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*
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* attempt 1-2 — boxes / flat panels. Read as boards, not a scoop.
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* attempt 3-4 — one dishedSheetGeometry, but the outline was an oval; the
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* blind critic called it "a paddle or a wooden spoon" (67).
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* attempt 5 — trapezoid plan, real shoe band + side straps, seated ferrule.
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* Scored 69: landmarks all present, silhouette still wrong. The critic
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* measured the pan at 1.35 long-to-wide against 1.05 in the photo, called
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* the taper "a straight-sided funnel", the pan "flat", the shoe "a cap
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* sitting on the top edge only", and found both side straps floating
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* outboard of the blade. It also flagged: the socket-end rim reading as a
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* seam with a lighter panel below it, the ferrule not seated (a wedge of
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* dish poking past the collar), the T-bar arms not colinear (the grip was
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* a TAPERED prism, so one arm was fatter than the other), the shaft tip
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* exposed below the crossbar, and a width/colour step mid-shaft (the
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* per-level jitter in core's toolShaft).
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*
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* What this version does differently:
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* - PAN OUTLINE: length-to-width is ~1.04 (bladeWidth 0.29 against a 0.30
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* span). The socket end is 0.78 of full width, and the pull-in happens in
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* the bottom third through a rounded shoulder; the top two thirds run
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* near-parallel into a straight leading edge with small corner chamfers.
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* - DISH WITH WALLS: besides the sheet's parabolic hollow, two wooden side
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* rails (rolled to lie on the local surface slope) and the socket-end rim
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* arc form a raised lip standing proud of the floor. The rim's ends and
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* the rails' lower ends interpenetrate, so the rim reads as the scoop's
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* back wall instead of a floating seam.
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* - SHOE WRAPS THE EDGE: the arc band round the leading edge is joined by
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* two thin dished-sheet RETURNS overlaid on the front and back faces
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* (about 12% of the blade), and the floating side straps are replaced by
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* angled corner caps that overlap both the returns and the pan's edges.
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* - SHAFT: built here as a smooth 7-level lathe (no mid-shaft jitter step),
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* bent gently with bendGeometry (base at the origin first — the bend trap)
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* toward the same side the blade tilts. The T-grip is a SYMMETRIC lathe
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* bar (rounded ends, no taper, so no kink at the handle), and the shaft's
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* bottom tip terminates INSIDE the bar.
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* - SEATING: the collar overlaps the blade base by ~4cm and the base level's
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* curve is halved, so no dish corner pokes out past the collar.
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* - COLOUR: the shoe and the socket are a rust-brown iron (palette iron
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* pulled toward leather) instead of cool slate; the timber is slightly
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* desaturated toward weathered oak. Lifts stay positive: the occlusion
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* bake darkens everything pressed against the sheet.
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*
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* Traps honoured: `dish` is floored before any radius is fitted to it
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* (division by zero → NaN spreads through the occlusion bake), every asin
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* argument is clamped below 1, and every colour is a NEW Color per call.
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*/
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import { Color, type BufferGeometry } from 'three'
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import {
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arcBarGeometry,
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bendGeometry,
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chamferedBoxGeometry,
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createKitModel,
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createTinter,
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dishedSheetGeometry,
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jitter,
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latheGeometry,
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mergeColoured,
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MEDIEVAL_PALETTE,
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type Level,
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type SheetLevel,
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} from '../core/index.ts'
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export interface WoodenShovelConfig {
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readonly length: number
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readonly shaftRadius: number
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/** The widest point of the blade (metres). */
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readonly bladeWidth: number
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/** Blade length, as a fraction of the total length. */
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readonly bladeLength: number
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/** Depth of the scoop: how far the edges rise above the middle. 0 = flat sheet. */
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readonly dish: number
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/** Tilt of the blade relative to the shaft (degrees). */
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readonly bladeAngle: number
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readonly seed: number
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}
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export const woodenShovelDefaults: WoodenShovelConfig = {
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// 0.86, not 1.16. The reference is a short-handled grain scoop, not a
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// long-handled digging shovel: its shaft runs about two and a half blade
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// lengths, ours ran nearly four. At that ratio, stood on its grip with the
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// pan in the air, a blind viewer called it a floor lamp.
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length: 0.86,
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shaftRadius: 0.022,
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bladeWidth: 0.29,
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// a shovel blade is wider than it is long; taller than wide is a dustpan.
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// 0.32 of a shorter tool, which keeps the pan the same size in metres while
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// the handle comes down. A shovel blade is wider than it is long; taller
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// than wide is a dustpan.
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bladeLength: 0.32,
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// 0.09, not 0.14. Measured against the reference the hollow wants to be 8 to
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// 10 percent of the blade width. At 0.14, with a lip standing on both long
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// edges, the pan curled into a U-section trough and a blind viewer called it
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// a bin.
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dish: 0.09,
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bladeAngle: 9,
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seed: 31,
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}
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export type WoodenShovelParts = 'shaft' | 'socket' | 'blade'
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export function createModel(overrides: Partial<WoodenShovelConfig> = {}) {
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return createKitModel<WoodenShovelConfig, 'oak' | 'iron', WoodenShovelParts>({
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id: 'wooden-shovel',
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defaults: woodenShovelDefaults,
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slots: ['oak', 'iron'],
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build: ({ config, random }) => {
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const tint = createTinter(random)
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/** Pull saturation down: the critic read the timber as new pine. */
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const weather = (colour: Color, drop: number): Color => {
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const hsl = { h: 0, s: 0, l: 0 }
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colour.getHSL(hsl)
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colour.setHSL(hsl.h, Math.max(0, hsl.s - drop), hsl.l)
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return colour
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}
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/**
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* Rust-brown forged iron: the palette's cool slate pulled toward
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* leather. Returns a NEW Color every call — two rusts in one geometry
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* call must not resolve to the same object.
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*/
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const rust = (lift: number): Color => {
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const c = new Color(MEDIEVAL_PALETTE.iron).lerp(new Color(MEDIEVAL_PALETTE.leather), 0.45)
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const hsl = { h: 0, s: 0, l: 0 }
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c.getHSL(hsl)
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c.setHSL(
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hsl.h + jitter(random, 0.01),
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Math.min(1, hsl.s + 0.05 + jitter(random, 0.03)),
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Math.max(0.045, hsl.l + lift + jitter(random, 0.03)),
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)
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return c
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}
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const span = config.length * config.bladeLength
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const half = config.bladeWidth / 2
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const t = config.length * 0.011
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const r = config.shaftRadius
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const shaftLength = config.length - span * 0.82
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// --- shaft -----------------------------------------------------------
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// Own lathe rather than core's toolShaft: the per-level jitter there
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// left a visible width step mid-shaft, and toolShaft cannot bend. The
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// tip radius is small enough to bury inside the T-bar, the swell sits
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// just ABOVE the bar, and the taper is gentle and continuous.
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const rr = (s: number): number => r * s * (1 + jitter(random, 0.015))
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const shaftLevels: Level[] = [
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{ y: 0, radius: rr(0.72) }, // tip — ends inside the T-bar
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{ y: r * 1.1, radius: rr(1.03) },
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{ y: r * 2.6, radius: rr(1.08) }, // grip swell, above the bar
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{ y: shaftLength * 0.16, radius: rr(0.97) },
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{ y: shaftLength * 0.55, radius: rr(1.01) },
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{ y: shaftLength * 0.85, radius: rr(0.97) },
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{ y: shaftLength, radius: rr(0.9) }, // taper toward the socket
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]
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const topRadius = shaftLevels.at(-1)!.radius
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const shaftGeo = latheGeometry(
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shaftLevels, 7, [0, 0, 0],
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weather(tint('oak', 0.05), 0.05),
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{ colourTop: weather(tint('oak', -0.01), 0.05) },
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)
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// Gentle bend, the reference's signature. Built with its base at the
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// origin FIRST: bendGeometry wraps around y=0, and a body centred on
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// y=0 bends symmetrically into nothing. Negative curvature bends toward
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// -Z, the side the blade tilts to.
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const bendK = 0.06
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bendGeometry(shaftGeo, -bendK)
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shaftGeo.translate(0, -shaftLength / 2, 0)
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const bendAngle = shaftLength * bendK
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const topY = Math.sin(bendAngle) / bendK - shaftLength / 2
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const topZ = -(1 - Math.cos(bendAngle)) / bendK
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// --- T-grip ----------------------------------------------------------
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// A SYMMETRIC lathe bar with rounded ends. The previous tapered prism
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// gave the two arms different diameters, which read as a kink where
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// they met the handle.
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const gripHalfSpan = r * 4.3
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const gripR = r * 1.15
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const gripLevels: Level[] = [
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{ y: -gripHalfSpan, radius: gripR * 0.62 },
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{ y: -gripHalfSpan + r * 1.3, radius: gripR },
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{ y: gripHalfSpan - r * 1.3, radius: gripR },
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{ y: gripHalfSpan, radius: gripR * 0.62 },
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]
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const grip = latheGeometry(gripLevels, 7, [0, 0, 0], weather(tint('oak', 0.04), 0.05))
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grip.rotateZ(Math.PI / 2) // built along Y; lay it along X
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// Centred a whisker above the shaft's bottom tip, so the tip's end face
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// terminates inside the bar instead of resting on the ground beside it.
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grip.translate(0, -shaftLength / 2 + r * 0.15, 0)
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// --- socket / ferrule ------------------------------------------------
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// Same profile as core's toolSocket, built here so it can take the rust
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// tone: the critic read the palette's slate-blue iron against the
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// photograph's rust-brown. Raised so the collar overlaps the blade base
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// by ~4cm — seated on the tang, no shadow slot.
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const sockL = config.length * 0.05
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const sy = topY - sockL * 0.18
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const sockLevels: Level[] = [
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{ y: sy - sockL * 0.9, radius: topRadius * 1.12 },
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{ y: sy - sockL * 0.45, radius: topRadius * 1.34 },
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{ y: sy + sockL * 0.1, radius: topRadius * 1.5 },
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{ y: sy + sockL * 0.22, radius: topRadius * 1.72 }, // collar
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{ y: sy + sockL * 0.34, radius: topRadius * 1.46 },
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]
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const socket = latheGeometry(sockLevels, 6, [0, 0, 0], rust(0.02), { colourTop: rust(0.06) })
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socket.translate(0, 0, topZ)
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// --- pan -------------------------------------------------------------
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// Floored HERE: two radii below are fitted as halfWidth² over twice
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// this, and at dish = 0 that division is infinite and the vertices NaN.
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const c = config.bladeWidth * Math.max(0.012, config.dish)
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// Widest AT THE TIP, narrowing back to the throat, with the last two
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// levels drawing the leading corners off.
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//
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// The version before this widened over the bottom fifth, ran parallel
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// through the middle and then pulled back in at the tip. That is a
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// rectangle, and with a lip standing up on all four sides a viewer read
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// it as a framed tray on a post rather than as a shovel. A pan flares to
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// its cutting edge; the narrow end is the end the handle is on.
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//
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// The base level's curve is halved so no dish corner pokes out past the
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// ferrule collar.
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const profile: SheetLevel[] = [
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{ y: 0, halfWidth: half * 0.7, thickness: t * 1.35, curve: c * 0.5 },
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{ y: span * 0.12, halfWidth: half * 0.83, thickness: t * 1.2, curve: c * 0.75 },
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{ y: span * 0.35, halfWidth: half * 0.93, thickness: t * 1.05, curve: c * 0.95 },
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{ y: span * 0.7, halfWidth: half * 0.99, thickness: t * 0.95, curve: c },
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{ y: span * 0.9, halfWidth: half, thickness: t * 0.88, curve: c },
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{ y: span * 0.97, halfWidth: half * 0.95, thickness: t * 0.82, curve: c * 0.98 },
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{ y: span, halfWidth: half * 0.84, thickness: t * 0.78, curve: c * 0.96 },
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]
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const boardLow = weather(tint('oak', -0.04), 0.06)
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const boardHigh = weather(tint('oakEnd', 0.02), 0.05)
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const sheet = dishedSheetGeometry(profile, 8, boardLow, boardHigh)
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// There is deliberately NO rail across the throat. One ran there, bent to
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// the dish, and with a lip already standing on both long edges and a band
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// across the tip it closed the pan into a four-sided frame. A shovel is
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// open at the handle end: that is the end the load leaves by.
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// Side rails: the raised side walls of the scoop. Rolled about their own
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// long axis to lie on the local surface slope (otherwise their outboard
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// half hangs out behind the sheet), leaned to follow the plan taper, and
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// kept inboard of the plan edge so nothing floats off the shoulder.
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const roll = Math.atan((1.7 * c) / half)
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const railW = config.bladeWidth * 0.095
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const railD = config.bladeWidth * 0.05
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const railA = { x: half * 0.68, y: span * 0.05 }
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const railB = { x: half * 0.95, y: span * 0.93 }
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const railLen = Math.hypot(railB.x - railA.x, railB.y - railA.y)
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const railLean = Math.atan2(railB.x - railA.x, railB.y - railA.y)
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const railMidX = (railA.x + railB.x) / 2
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const railMidU = railMidX / half
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const rails: BufferGeometry[] = []
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for (const side of [-1, 1] as const) {
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const rail = chamferedBoxGeometry(
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[railW, railD], [railW, railD], railLen, t * 0.4,
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[0, 0, 0], weather(tint('oak', 0.03), 0.05),
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)
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rail.rotateY(-side * roll)
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rail.rotateZ(-side * railLean)
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rail.translate(side * railMidX, (railA.y + railB.y) / 2, c * railMidU * railMidU + t * 0.55)
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rails.push(rail)
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}
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// --- iron shoe -------------------------------------------------------
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// Band round the leading edge + a thin return sheet overlaid on EACH
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// face + angled corner caps. Lifts positive: the occlusion bake darkens
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// everything pressed against the sheet.
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// Floored against the SHEET thickness, not just scaled to the blade.
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// `span` is a slider, and at its short end a band sized only as a
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// fraction of it becomes thin enough that its end face lands in the same
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// plane as the sheet tip it is supposed to wrap, which is a flicker
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// rather than a shoe.
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const bandTh = Math.max(t * 2.4, span * 0.085)
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const tipR = (0.9 * half) * (0.9 * half) / (2 * (0.96 * c))
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const bandAngle = Math.asin(Math.min(0.995, (half * 0.94) / tipR))
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const band = arcBarGeometry(
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tipR, bandTh,
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-Math.PI / 2 - bandAngle, -Math.PI / 2 + bandAngle,
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10, [0, 0, 0], rust(0.05),
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)
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band.rotateX(Math.PI / 2)
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band.translate(0, span - bandTh * 0.3, tipR + t * 0.4)
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// Face returns: the iron coming back over the wood, ~12% of the blade.
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// Slightly wider than the pan so a hairline of iron shows around the
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// wood edge, offset so they interpenetrate the sheet without sharing a
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// plane with it. Their top edges end inside the band.
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const returns: BufferGeometry[] = []
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for (const face of [1, -1] as const) {
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const ret = dishedSheetGeometry([
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// Starts BELOW the rails finish, not level with them. The rails end at
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// span * 0.89 and the returns used to start at span * 0.88, so two end
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// faces of the same orientation sat a couple of millimetres apart; at
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// the short end of the blade slider that gap closes to under a
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// millimetre and the two planes become one.
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{ y: span * 0.8, halfWidth: half, thickness: t * 0.9, curve: c },
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{ y: span + t * 0.3, halfWidth: half * 0.91, thickness: t * 0.9, curve: c * 0.97 },
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], 8, rust(0.05))
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ret.translate(0, 0, face * t * 0.62)
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returns.push(ret)
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}
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// Corner caps: angled over the chamfered corners, overlapping the
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// returns above and the pan's side edges below — the iron continues
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// round the corner instead of straps starting in mid-air.
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const capLen = config.bladeWidth * 0.11
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const capW = config.bladeWidth * 0.08
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const capD = config.bladeWidth * 0.105
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const capAngle = Math.atan2(half * 0.09, span * 0.08)
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const caps: BufferGeometry[] = []
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for (const side of [-1, 1] as const) {
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const cap = chamferedBoxGeometry(
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[capW, capD], [capW, capD], capLen, t * 0.35,
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[0, 0, 0], rust(0.05),
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)
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cap.rotateY(-side * roll)
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cap.rotateZ(side * capAngle)
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cap.translate(side * half * 0.9, span * 0.955, c * 0.88 + t * 0.2)
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caps.push(cap)
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}
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const blade: BufferGeometry = mergeColoured([sheet, ...rails])
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const shoe = mergeColoured([band, ...returns, ...caps])
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// Both must take the SAME transform, or the shoe won't stay on the
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// blade. The tilt continues the bend's lean plus the config angle.
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const tilt = (config.bladeAngle * Math.PI) / 180 + bendAngle
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for (const piece of [blade, shoe]) {
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piece.rotateX(-tilt)
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piece.translate(0, topY - span * 0.1, topZ)
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}
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return {
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shaft: { slot: 'oak', geometry: mergeColoured([shaftGeo, grip]) },
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socket: { slot: 'iron', geometry: socket },
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blade: {
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// Oak, not steel: the blade is a shaped board, and the only metal
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// on it is the shoe protecting its lip.
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slot: 'oak',
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geometry: blade,
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extras: [{ slot: 'iron', geometry: shoe }],
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},
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}
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},
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}, overrides)
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}
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