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.
134 lines
4.9 KiB
TypeScript
134 lines
4.9 KiB
TypeScript
/**
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* @medieval-kit/wooden-bucket
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*
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* A bucket is really a small barrel: tapering staves, an iron hoop, a base sunk
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* inside. It using the same `staveGeometry` as the barrel is no accident — so
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* that when the two stand side by side you read at a glance that they come from
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* the same catalogue.
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*
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* Where it differs from the barrel: conical (no belly), open at the top, and it
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* has an iron handle.
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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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arcBarGeometry,
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bandGeometry,
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createKitModel,
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headGeometry,
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jitter,
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mergeColoured,
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staveGeometry,
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type Level,
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} from '../core/index.ts'
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export interface WoodenBucketConfig {
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/** Height (metres). */
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readonly height: number
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/** Mouth radius. The base is always narrower. */
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readonly radius: number
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/** How far the base narrows against the mouth. 0.25 = base at 75% width. */
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readonly taper: number
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/** Stave count. */
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readonly staveCount: number
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/** Iron hoop count. */
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readonly hoopCount: number
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/** Handle present (1) or not (0). */
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readonly handle: number
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readonly seed: number
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}
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export const woodenBucketDefaults: WoodenBucketConfig = {
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height: 0.32,
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radius: 0.15,
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taper: 0.26,
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staveCount: 11,
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hoopCount: 2,
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handle: 1,
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seed: 5,
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}
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export type WoodenBucketParts = 'staves' | 'base' | 'hoops' | 'handle'
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/** t ∈ [0,1], 0 = base, 1 = mouth. */
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function profileAt(t: number, taper: number): number {
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return 1 - taper * (1 - t)
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}
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export function createModel(overrides: Partial<WoodenBucketConfig> = {}) {
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return createKitModel<WoodenBucketConfig, 'oak' | 'iron', WoodenBucketParts>({
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id: 'wooden-bucket',
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defaults: woodenBucketDefaults,
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slots: ['oak', 'iron'],
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build: ({ config, random }) => {
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const half = config.height / 2
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const wall = config.radius * 0.11
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const tint = new Color()
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// --- wall staves ---
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const step = (Math.PI * 2) / config.staveCount
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// NO GAP between the staves. On the barrel a visible seam looked good,
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// but a bucket carries water: the 4 mm slots between the 11 staves turned
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// the bucket into a sieve. The seam now reads out of the per-stave radius
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// deviation — every stave that comes out slightly different from its
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// neighbour casts its own shadow, without leaving a hole.
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const gap = 0
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const levels = [0, 0.5, 1]
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const staves: BufferGeometry[] = []
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for (let i = 0; i < config.staveCount; i += 1) {
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const bias = 1 + jitter(random, 0.006)
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const rimBias = jitter(random, 0.004)
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const shaped: Level[] = levels.map((t, index) => ({
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y: -half + t * config.height + (index === levels.length - 1 ? rimBias : 0),
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radius: config.radius * profileAt(t, config.taper) * bias,
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}))
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tint.copy(MEDIEVAL_PALETTE.oak)
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tint.offsetHSL(jitter(random, 0.014), jitter(random, 0.05), jitter(random, 0.06))
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staves.push(staveGeometry(shaped, i * step + gap / 2, (i + 1) * step - gap / 2, wall, tint))
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}
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// --- base: seats inside the body ---
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const baseRadius = config.radius * profileAt(0, config.taper) - wall * 0.85
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tint.copy(MEDIEVAL_PALETTE.oakEnd)
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tint.offsetHSL(0, jitter(random, 0.03), jitter(random, 0.04))
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const base = headGeometry(baseRadius, -half + config.height * 0.07, config.staveCount, 'up', tint, 3, 0.05)
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// --- iron hoops ---
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const hoops: BufferGeometry[] = []
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for (let i = 0; i < config.hoopCount; i += 1) {
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// From the top and the bottom inwards; a single hoop sits in the middle.
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const t = config.hoopCount === 1 ? 0.5 : 0.14 + (0.72 * i) / (config.hoopCount - 1)
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tint.copy(MEDIEVAL_PALETTE.iron)
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tint.offsetHSL(0, jitter(random, 0.02), jitter(random, 0.05))
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hoops.push(bandGeometry(
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config.radius * profileAt(t, config.taper) + config.radius * 0.02,
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-half + t * config.height,
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config.height * 0.055,
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config.radius * 0.05,
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config.staveCount,
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tint,
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))
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}
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// --- handle (bail): a half arc just above the mouth ---
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let handle: BufferGeometry | undefined
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if (config.handle >= 0.5) {
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tint.copy(MEDIEVAL_PALETTE.iron)
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tint.offsetHSL(0, jitter(random, 0.02), jitter(random, 0.04))
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const span = config.radius * profileAt(1, config.taper) + config.radius * 0.02
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// The arc is produced in the XY plane; since the bucket's axis is Y it
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// stands as it is, and is only shifted up level with the mouth.
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handle = arcBarGeometry(span, config.radius * 0.055, 0, Math.PI, 9, [0, half * 0.92, 0], tint)
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}
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return {
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staves: { slot: 'oak', geometry: mergeColoured(staves) },
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base: { slot: 'oak', geometry: base },
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hoops: hoops.length ? { slot: 'iron', geometry: mergeColoured(hoops) } : undefined,
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handle: handle ? { slot: 'iron', geometry: handle } : undefined,
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}
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},
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}, overrides)
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}
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