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.
184 lines
6.8 KiB
TypeScript
184 lines
6.8 KiB
TypeScript
/**
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* @medieval-kit/log-pile
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*
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* A pile of cut firewood. One of the cheapest models in the kit and one of the
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* highest in scene value: put it at the foot of a wall and that spot instantly
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* becomes "somewhere people live".
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*
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* Three things make a pile a pile:
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* - The log end (the grain cross-section) is far lighter than the bark. Those
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* pale circles are the first thing you see when you look at the pile.
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* - No log matches its neighbour in diameter, length, angle or roll.
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* - And most importantly: every log RESTS ON THE ONES BELOW IT.
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*
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* That last one was wrong in two separate attempts. First I used a fixed row
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* height, then I computed it "from the thickest log" — in both cases the thick
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* logs sank into the ones underneath and the thin ones hung in mid-air. The
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* right answer is to solve the real contact height for each log: the point
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* where two circles are tangent. `restingHeight` below does exactly that, and
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* the pile now settles by itself — whatever radii come along.
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*/
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import { Color, type BufferGeometry } from 'three'
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import {
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MEDIEVAL_PALETTE,
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createKitModel,
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headGeometry,
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jitter,
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latheGeometry,
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mergeColoured,
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type Level,
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} from '../core/index.ts'
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export interface LogPileConfig {
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/** How many rows. */
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readonly rows: number
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/** Number of logs in the bottom row. */
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readonly perRow: number
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/** Log length (metres). */
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readonly logLength: number
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/** Average log radius (metres). */
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readonly logRadius: number
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/** Thickness variety. 0 = all the same diameter. */
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readonly variation: number
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/** Pyramid-shaped (1) or a straight stack (0). */
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readonly taperRows: number
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readonly seed: number
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}
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export const logPileDefaults: LogPileConfig = {
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rows: 3,
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perRow: 5,
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logLength: 0.62,
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logRadius: 0.065,
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variation: 0.22,
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taperRows: 1,
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seed: 41,
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}
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export type LogPileParts = 'bark' | 'ends'
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interface Placed {
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readonly x: number
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readonly y: number
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readonly r: number
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}
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/**
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* The height at which a log of radius `r` at position `x` will come to rest.
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*
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* Computes the height at which it is tangent to each log below it and takes the
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* highest; if it touches none of them it rests on the ground. Two circles being
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* tangent means the distance between their centres equals the sum of the radii,
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* so the vertical distance is √((r₁+r₂)² − Δx²).
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*/
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function restingHeight(x: number, r: number, below: readonly Placed[], ground: number): number {
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let y = ground + r
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for (const other of below) {
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const dx = Math.abs(x - other.x)
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const reach = r + other.r
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if (dx >= reach) continue
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y = Math.max(y, other.y + Math.sqrt(reach * reach - dx * dx))
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}
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return y
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}
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export function createModel(overrides: Partial<LogPileConfig> = {}) {
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return createKitModel<LogPileConfig, 'oak', LogPileParts>({
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id: 'log-pile',
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defaults: logPileDefaults,
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slots: ['oak'],
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build: ({ config, random }) => {
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const tint = new Color()
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const barkTint = (): Color => {
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tint.copy(MEDIEVAL_PALETTE.oak)
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tint.offsetHSL(jitter(random, 0.016), jitter(random, 0.07), -0.06 + jitter(random, 0.07))
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return tint
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}
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const endTint = (): Color => {
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tint.copy(MEDIEVAL_PALETTE.oakEnd)
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tint.offsetHSL(jitter(random, 0.012), jitter(random, 0.05), 0.07 + jitter(random, 0.05))
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return tint
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}
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const bark: BufferGeometry[] = []
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const ends: BufferGeometry[] = []
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const rows = Math.max(1, config.rows)
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const spread = Math.max(0, Math.min(0.6, config.variation))
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let below: Placed[] = []
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for (let row = 0; row < rows; row += 1) {
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const inRow = Math.max(1, config.perRow - (config.taperRows >= 0.5 ? row : 0))
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const radii = Array.from({ length: inRow },
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() => config.logRadius * (1 - spread + random() * spread * 2))
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// Horizontally, neighbouring logs are tangent: the gap is the sum of
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// the two radii. A fixed gap drove the thick ones into each other.
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const gaps = radii.slice(0, -1).map((r, i) => r + radii[i + 1]!)
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const rowWidth = gaps.reduce((sum, w) => sum + w, 0)
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// Upper rows are offset so they drop into the GROOVE of the row below;
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// the offset direction alternates, otherwise the pile leans one way.
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const shift = (row % 2 === 1 ? 1 : -1) * config.logRadius * 0.5
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+ jitter(random, config.logRadius * 0.1)
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const placed: Placed[] = []
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let cursor = -rowWidth / 2 + shift
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for (let i = 0; i < inRow; i += 1) {
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const radius = radii[i]!
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const x = cursor
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if (i < gaps.length) cursor += gaps[i]!
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placed.push({ x, y: restingHeight(x, radius, below, 0), r: radius })
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}
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for (const log of placed) {
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const length = config.logLength * (0.86 + random() * 0.28)
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// Body: the ends are left uncapped, the grain cross-section is a
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// separate pair of discs. That lets bark and end take very different
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// colours.
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//
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// CRITICAL: it must NEVER EXCEED `log.r` anywhere. Previously the
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// ends were `log.r * (1 ± 0.05)`, i.e. they fattened by up to 5%;
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// since the layout is computed from `log.r`, neighbours intersected
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// by up to 10% at their ends. A log now only ever TAPERS IN — which
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// closes the bug and matches a real log, which narrows towards the
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// end anyway.
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const taperA = 1 - random() * 0.1
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const taperB = 1 - random() * 0.1
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const profile: Level[] = [
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{ y: -length / 2, radius: log.r * taperA },
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{ y: 0, radius: log.r },
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{ y: length / 2, radius: log.r * taperB },
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]
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const body = latheGeometry(profile, 7, [0, 0, 0], barkTint(), {
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capTop: false,
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capBottom: false,
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})
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const grain = endTint()
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const capA = headGeometry(profile.at(-1)!.radius, length / 2, 7, 'up', grain, 3, 0.07)
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const capB = headGeometry(profile[0]!.radius, -length / 2, 7, 'down', grain, 3, 0.07)
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// Each log is rolled randomly about its own axis: with every facet at
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// the same angle the pile looks mechanical, and on top of that
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// adjacent logs kept parallel faces that could z-fight.
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const roll = random() * Math.PI * 2
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const tilt = jitter(random, 0.04)
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for (const [target, geometry] of [[bark, body], [ends, capA], [ends, capB]] as const) {
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geometry.rotateY(roll)
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geometry.rotateZ(Math.PI / 2)
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geometry.rotateY(tilt)
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geometry.translate(log.x, log.y, jitter(random, config.logLength * 0.015))
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target.push(geometry)
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}
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}
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below = placed
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}
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return {
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bark: { slot: 'oak', geometry: mergeColoured(bark) },
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ends: { slot: 'oak', geometry: mergeColoured(ends) },
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}
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},
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}, overrides)
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}
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