medieval-kit/my-registry/models/iron-cauldron/model.ts

399 lines
17 KiB
TypeScript

/**
* @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.
*
* FOURTH PASS, after a blind critique (68, worst axis material: "clay or wood
* before iron"). What it found and what was done, so none of it is re-tried:
*
* - The previous pass DESCRIBED a flipped interior lathe but never called
* `flipGeometry`: the inner lathe faced outward and rendered as a pale
* dome plugging the mouth, which the critic read as a lidless flat disc.
* The interior is now genuinely flipped — wall faces inward, the bottom
* cap flips to face UP and becomes the dark interior floor, dropped about
* a quarter of the pot height below the lip.
* - The previous pass also hand-rolled a `soot()` HSL helper on the `char`
* entry and kept the body in the matte `char` slot; it came out mid-grey,
* LIGHTER than the tripod, and the two darker bands then read as barrel
* hoops on a pale stave body. The body now lives in the IRON slot and is
* tinted `iron` exactly like the legs and chain, so slot metalness and
* palette agree; the two contrasting bands are gone and the one girth
* bead at the widest point carries the SAME colour as the body, so it
* shows as a shading break, not a stripe.
* - The bail ears were horizontal rings floating tangent to the flank (the
* "cross-shaped fitting in mid-air"). They are now solid lug blocks sunk
* into the outer wall just below the lip at exactly opposite points, and
* the bail is a symmetric arc about the pot's axis whose slightly
* over-swept ends terminate INSIDE those blocks.
* - The straight collar between shoulder and rim is deleted: the profile
* now runs lip, immediate bulge, widest just below half height, tuck
* under to a small flat base, with the mouth about 0.9 of the belly.
* - The stone ring showed daylight: bases hovered (translate was fixed at
* 0.4·stoneH regardless of each stone's own height) and the taper opened
* wedge gaps between neighbours. Each stone is now buried by its own
* height, cut longer at the base so neighbours interpenetrate, and the
* ash bed extends UNDER the ring so any remaining gap shows ash, not
* background. The coals ride proud of the ash plane instead of level
* with it, which is what had them clipping against its silhouette.
*/
import { type BufferGeometry } from 'three'
import {
arcBarGeometry,
bandGeometry,
createKitModel,
createTinter,
flipGeometry,
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<IronCauldronConfig> = {}) {
let lit = true
return createKitModel<IronCauldronConfig, 'stone' | 'iron' | 'char' | 'ember', IronCauldronParts, IronCauldronActions>({
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 at the base, like the well's kerb: a flat-faced block on a
// curve cannot close its joint otherwise, and the taper towards the
// top otherwise opens wedge gaps between neighbours that drop straight
// through to the background.
const h = stoneH * (0.92 + jitter(random, 0.12))
const stone = taperedBoxGeometry(
[arc * (1.18 + jitter(random, 0.08)), stoneH * (1.05 + jitter(random, 0.1))],
[arc * (0.86 + jitter(random, 0.1)), stoneH * (0.74 + jitter(random, 0.12))],
h,
[0, 0, 0],
tint('stone', jitter(random, 0.1)),
)
stone.rotateY(a)
// Buried by each stone's OWN height. The old translate was a fixed
// fraction of the nominal height, so short stones hovered and the
// roughening pass then lifted some bottoms clean off the ground —
// the black bars the critique saw under the front of the ring.
stone.translate(
Math.sin(a) * ringR,
floor + h * 0.5 - stoneH * 0.08,
Math.cos(a) * ringR,
)
stones.push(stone)
}
const hearth = mergeColoured(stones)
roughenGeometry(hearth, stoneH * 0.08, { salt: 19 })
// Ash bed. It runs UNDER the stone ring, not up to its inner face, so a
// gap between two stones shows ash behind it rather than background.
const ashTop = floor + hearthR * 0.055
const ash = latheGeometry(
[
{ y: floor + hearthR * 0.005, radius: ringR + stoneH * 0.25 },
{ y: ashTop, radius: ringR - stoneH * 0.05 },
] as Level[],
11, [0, 0, 0], tint('char', 0.04),
)
// The embers sit PROUD of the ash plane — base buried, top clear of it —
// rather than level with it, which is what had them clipping against
// the ash disc's silhouette. Separate from the ash so the fire can be
// put out without the ashes going with it.
const emberPieces: BufferGeometry[] = []
const emberR = ringR - stoneH * 0.7
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 = emberR * 0.8 * Math.sqrt((i + 0.4) / emberCount)
const size = hearthR * (0.05 + random() * 0.045)
const coalH = size * 0.6
const coal = prismGeometry(
size, size * 0.7, coalH, 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,
ashTop + coalH * 0.2,
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 potChar: 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: lip, immediate bulge, widest just below half
// height, tuck under to a small flat base. No straight collar — the
// collar is what made the profile read as a barrel. One colour for the
// whole vessel, taken off the SAME palette entry as the tripod and the
// chain, because the critique's whole material complaint reduces to the
// pot not being the colour of its own hardware.
const belly = potHang
const cast = tint('iron', -0.02, 0.35)
const profile: Level[] = [
{ y: belly - R * 0.78, radius: R * 0.36 },
{ y: belly - R * 0.62, radius: R * 0.66 },
{ y: belly - R * 0.38, radius: R * 0.9 },
{ y: belly - R * 0.12, radius: R },
{ y: belly + R * 0.14, radius: R * 0.965 },
{ y: belly + R * 0.42, radius: R * 0.9 },
]
potIron.push(latheGeometry(profile, 11, [0, 0, 0], cast, {
colourTop: tint('iron', 0.02, 0.35),
capTop: false,
}))
// The interior, FLIPPED: the wall faces inward and the bottom cap flips
// to face up, so from above the mouth is an open cavity with a dark
// floor about a quarter of the pot height below the lip — not a plug.
// It stays in the matte char slot (soot does not gleam), but its colour
// comes off the iron entry: the char entry is warm, and a warm interior
// read as clay or as contents rather than as an empty black pot.
potChar.push(flipGeometry(latheGeometry(
[
{ y: belly + R * 0.13, radius: R * 0.7 },
{ y: belly + R * 0.46, radius: R * 0.82 },
] as Level[],
11, [0, 0, 0], tint('iron', -0.05, 0.3), { capTop: false },
)))
// The rim: an outer ring that closes the annulus between the outer wall
// and the interior wall — both wall tops end inside it. Same colour as
// the body, so it reads as a cast lip, not a stripe.
potIron.push(bandGeometry(
R * 0.95, belly + R * 0.44, R * 0.09, R * 0.16, 11,
cast, { inner: true },
))
// One girth bead at the widest point, in the body's own colour: a
// shading break, the way the reference shows it. The two contrasting
// dark hoops of the last pass are gone — they were the barrel.
potIron.push(bandGeometry(
R * 1.04, belly - R * 0.12, R * 0.07, R * 0.06, 11,
cast,
))
// 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 * 0.15, R * 0.15],
[R * 0.1, R * 0.1],
R * 0.4,
[0, 0, 0],
tint('iron', -0.05, 0.6),
)
foot.rotateX(0.2)
foot.rotateY(a)
foot.translate(
Math.sin(a) * R * 0.5,
belly - R * 0.83,
Math.cos(a) * R * 0.5,
)
potIron.push(foot)
}
// Bail: one symmetric arc about the pot's axis, hung between two solid
// lug blocks sunk into the outer wall at opposite points just below the
// lip. The arc is swept a little past the half circle so both end caps
// terminate INSIDE the lugs; nothing rests on the rim's top plane and
// nothing floats beside the belly.
const lugY = belly + R * 0.29
for (const side of [-1, 1]) {
potIron.push(taperedBoxGeometry(
[R * 0.14, R * 0.13],
[R * 0.11, R * 0.1],
R * 0.24,
[side * R * 0.99, lugY, 0],
tint('iron', 0.02, 0.5),
))
}
potIron.push(arcBarGeometry(
R * 0.95, barT * 0.75, -0.08, Math.PI + 0.08, 9,
[0, lugY, 0],
tint('iron', 0.06, 0.7),
))
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: 'iron' as const,
geometry: mergeColoured(potIron),
extras: [{ slot: 'char' as const, geometry: mergeColoured(potChar) }],
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)
}