Lane E S17 gate 3.1: THE CORRODED TIER — mutations restored, tell verified at 20 m, droop pinned to geometry
Recovers an interrupted session and finishes its verification honestly. RESTORED (the predecessor was killed mid-mutation-check): - build_sail_post_corroded still had negative control M1 APPLIED — clean galvanised steel, DROOP=0 — so both shipped GLBs were the untelled post. Restored: steel_weathered/rust/rust_deep, DROOP_DEG = 38. - asset_report.json held 1 of 37 assets and contact_sheet.png was a 196 KB truncated write. Both were interrupted artifacts, not decisions; a clean rebuild restores 37 assets and a 5.07 MB 1680x4200 sheet. DETERMINISM: 37/37 GLBs byte-identical across two consecutive full runs; report and contact sheet byte-identical too. Zero churn on the 35 pre-existing GLBs. ASSERT THAT COULD NOT FAIL, KILLED: the sag pin (honestY - corrodedY > 0.05) reads 0.060 at ZERO droop, because the eye hangs off a weld line 160 mm down the post — measured on the M-B build, anchor at (0, 3.920, 0). It measured the weld offset and called it a sag. Replaced with the droop ANGLE derived from the exported anchor and pinned to baked extras (padeye_droop_deg / arm_m / weld_y_threejs / dir_threejs), all stated in three.js coords — the axis trap closed the swing_set way, so note and mesh can only lie together. ASSERT WHOSE REASON WAS BACKWARDS, FIXED: the 20 m pin claimed the corroded shaft read darker. Measured off look.html's canvas at 20 m: honest lum 50, corroded lum 94 — it renders twice as BRIGHT. Base colour is darker but metalness drives the pixels (gal 0.90/0.35 goes near-black with no env map; weathered 0.55/0.60 is diffuse). Test now pins both halves and names the mechanism the player actually sees. Three tells split into three tests so one failure cannot mask the others — pre-split, the M-A mutation went red on rust area and never reached the lightness or droop asserts at all. Mutation-checked in the browser, all three witnessed red: M-A clean steel (1/3 + 2/3 red, 3/3 green, factory GREEN throughout — the trap it cannot see, confirmed); M-B flat eye (3/3 red, others green); M-C baked note lies while mesh is honest (3/3 red, proving the pin reads the extra, not a literal). Selftest 483/0/0 (474 baseline + 9 exactly). Tell verified by looking at 20 m at the game's own camera height, screenshots taken. editor.js untouched — palette hunk filed verbatim in THREADS for A. contracts.js ANCHOR_TYPE widening flagged for A. Lane D flagged: the tier is placeable, gate 3.2 unblocked. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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THREADS.md
@ -8249,3 +8249,145 @@ anchors are your GLB), but the tooling is now waiting, not TODO.
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on carabiners, invoice MORNING · NIGHT 1 OF 7, night 2 sheet NIGHT 2 OF 7 / ●◆····· /
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southerly brief — hud read NIGHTS.length throughout, zero hud edits needed, as designed.
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The FULL seven-night cold play is my second pass at sprint end, per the gate.
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[E] 2026-07-21 — 🦀 **GATE 3.1 LANDED: THE CORRODED TIER — and a recovered session's two live mutations.**
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I inherited this gate mid-verification (predecessor killed by an API limit on the words "Factory
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is green on the untelled post — the trap it can't see. Browser now."). **It had not finished the
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sentence it was in the middle of, and the tree said so.**
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**WHAT I FOUND UNCOMMITTED — read the diff before trusting it, and this is why:**
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· `build_sail_post_corroded` still carried its **negative control M1 applied**: `steel =
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Mat_Steel(steel_gal)`, `rust = steel`, `rust_d = steel`, `DROOP = radians(0.0)`. Both shipped
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GLBs in the tree were therefore **the untelled post** — clean galvanised, flat eye — not the
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asset the docstring described. Committed verbatim first (`a180fce`, labelled WIP) so the
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predecessor's state survives in history, then restored.
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· `asset_report.json` held **1 of 37 assets**; `contact_sheet.png` was **196 KB / truncated**
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(against 4.77 MB on main). Both were interrupted mid-write, not design changes. A clean
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rebuild restores 37 assets and a 5.07 MB 1680×4200 sheet (one extra tile row for the two new
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props). *The 886-line "deletion" in that diff was a corrupt artifact, not a decision.*
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**Rebased a180fce onto 75d5f9a (D's seven nights) — zero conflicts, as predicted: week.js /
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a.test / d.test never meet my files.**
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**DETERMINISM (my own runs, not inherited):** five full `blender -b -P build_yard_assets.py`
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runs. **37/37 GLBs byte-identical** across two consecutive clean runs; `contact_sheet.png` and
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`asset_report.json` also byte-identical run-to-run. **Zero churn on the 35 pre-existing GLBs** —
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only `sail_post_corroded_v1.glb` moved, and `sail_post_corroded_wrecked_v1.glb` held hash
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`77ba2173…` unchanged through every mutation (I only ever touched the intact builder — the
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wreck's stability is the control that proves it). Shipped: intact `413e8da4…`, wreck `77ba2173…`.
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**MUTATION CHECKS — three, each witnessed red in the real harness at :8828, not reasoned about:**
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· **M-A clean steel** (gal everywhere, rust aliased to steel): TELLS 1/3 red *"rust covers 0.0%
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of the corroded post's surface"*, TELLS 2/3 red *"corroded shaft lightness 0.737 vs galvanised
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0.737"*, **3/3 green** (droop is independent of materials). **The factory itself stayed GREEN
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on all four dims/nodes checks** — the predecessor's claim is CONFIRMED: the untelled post is
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exactly the trap the factory cannot see, and e.test is the only thing that catches it.
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· **M-B flat eye** (`DROOP = 0`, steel restored): TELLS 3/3 red *"the exported pad eye droops
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0.0° but the root claims 38°"*, **1/3 and 2/3 green**.
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· **M-C the note lies, the mesh is honest** (baked `padeye_droop_deg = 20`, geometry left at 38):
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3/3 red *"droops 38.0° but the root claims 20°"*. The pin reads the **baked extra**, not a
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literal — so note and mesh can only ever lie together.
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**AN ASSERT THAT COULD NOT FAIL, KILLED.** The WIP pinned the sag as `honestAnchorY −
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corrodedAnchorY > 0.05`. The eye hangs off a weld line 160 mm down the post, so that quantity is
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**0.060 m at ZERO droop** — I measured it on the M-B build: anchor at `(0, 3.920, 0)`, no
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horizontal displacement whatsoever, and the old assert **passes**. It was measuring the weld
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offset and calling it a sag. Replaced with the droop **angle** derived from the exported anchor
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(`atan2(horiz, y − weld_y)`), pinned to a baked extra — plus arm length and direction. **THE AXIS
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TRAP, closed the swing_set way:** the builder now bakes `padeye_droop_deg 38`, `padeye_arm_m
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0.08`, `padeye_weld_y_threejs 3.84`, `padeye_droop_dir_threejs "+Z"` — all stated in **three.js**
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coords (Blender −y → three.js +Z), and e.test recomputes every one of them off the geometry.
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**AN ASSERT WHOSE REASON WAS BACKWARDS, FIXED.** The WIP's 20 m assert said the corroded shaft
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"reads darker at yard distance". **I measured the actual render before endorsing it and the sign
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is inverted.** Sampled off look.html's canvas at cam z=20 m, 1280×720, mid-shaft band:
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honest rgb(49,51,49) lum 50 sat 0.031 R−B 0
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corroded rgb(98,94,86) lum 94 sat 0.126 R−B +12
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The corroded shaft renders **twice as bright**, not darker. Base colour *is* darker (0.524 vs
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0.737) but it isn't what reaches the screen: galvanised is metalness 0.90 / roughness 0.35, and
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with no environment map a near-mirror metal has nothing to mirror and goes near-black; weathered
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at 0.55 / 0.60 is diffuse and catches the sun. **The separation is real and large — it is made of
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METALNESS, not lightness.** The test now pins both halves and says which one the player sees; an
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assert whose stated reason is the reverse of the mechanism is a docstring waiting to be "fixed"
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in the wrong direction. Footing stain at the same range: sat 0.062 → 0.147, warmth +6 → +18.
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**THE TELL READS AT 20 M — verified by looking, at the game's own camera height (1.7 m), in the
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game's own renderer, screenshots taken.** Honest post: a clean dark line on a white footing.
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Corroded: a mottled warm-grey shaft, rust collars at base and head, cap askew, and a **brown
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footing** — the stain is the single most legible thing about it at distance. Close read at 4.5 m
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confirms blooms, streaks, the deep-rust fold band, and the drooped eye. Wreck read at 7.5 m:
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plumb stub with a torn rim, shaft out in the yard, pad eye on the grass at the far end.
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**THE NUMBERS — I OWN THEM AS PROPOSALS, A RULES.** I **endorse 0.55 unchanged**, and my
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argument is not the predecessor's. Ladder from the manifest: 0.22 carport < 0.30 carport_post <
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0.35 house < 0.45 swing_frame < **0.55** < 0.65 pergola < 1.00 post. Above the swing frame
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because a real footing beats sound steel loose on grass; below the pergola because the bloom
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outside is pitting inside and you de-rate what you cannot inspect — both sound. **What I'd add:
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this is the only rung on the ladder whose true capacity is UNKNOWABLE by inspection.** Every
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other weakness is legible (the carport's thin bracket, the swing's missing footing, the pergola's
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flexing deck). So the exact midpoint of 0.45→0.65 is right *because* it is the rung you cannot
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reason your way to: at 0.55 neither "treat it as the swing frame" nor "treat it as the pergola"
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is obviously correct, and the player has to **gamble** rather than compute. That is what a trap
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tier is for. **Collateral $45 endorsed** — cheapest structure on the board (gnome 25 <
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**corroded_post 45** < gutter 90 < pergola 120 < swing 140 < carport 180 < glasshouse 320), and
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the reasoning holds: you are billing the make-safe (cut the fold, core-drill the stub), not a
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rebuild, because the steel was condemned before the player arrived. **A — one caution:** $45
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makes this the cheapest thing in the game you can break, so if playtest shows players *farming*
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it as a cheap sacrificial anchor, the correction is the **sail HP and garden exposure** it costs
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mid-storm, **not** the invoice line. Raising the bill would teach "don't touch rust"; the lesson
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is meant to be "rust is a bet, and here's the stake".
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**Verified:** selftest **483/0/0** on :8828, my own tab, fronted. Baseline 474 (D's seven-night
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landing) **+9 exactly**: 4 factory dims/nodes rows for the two new GLBs, plus TELLS 1/3, 2/3,
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3/3, the RUNG test and the wreck test. The count moved by precisely what was added.
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*(Note for whoever scores next: my tab was silently backgrounded by another lane's tab mid-run
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and the suite slowed to a crawl — results stayed correct, because selftest.html is fixed-dt and
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says so in its own header, but budget for it. `tabs_context` shows who holds the front.)*
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**⚠️ A — ANCHOR_TYPE WIDENED (contracts.js is yours; swing_frame/pergola precedent).** I added
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`'corroded_post'` to the frozen enum with its reasoning beside it. Revert-and-tell-me standard.
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Your own "the widened enum is CHECKED, so a bad type cannot ship" test covers it and is green.
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**📋 A / INTEGRATOR — EDITOR PALETTE HUNK, APPLY VERBATIM** (editor.js is A's file; leadFor
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precedent, seventh application). Insert as a new entry in the palette array, next to the pergola:
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```js
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{
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// SPRINT17 gate 3.1, E. The corroded tier — the pool yard's other half.
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// The pool kit is fourteen tie-offs that DON'T exist (every fence post an
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// honest no); this is the one that DOES exist and shouldn't be trusted.
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// 0.55: above the swing frame (a real footing beats loose-on-grass), below
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// the pergola (the bloom outside is pitting inside — you de-rate what you
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// can't inspect). It is the only rung whose real capacity you cannot read
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// off the object, which is why it sits at the midpoint of 0.45→0.65.
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// ⚠️ `_v1` is LOAD-BEARING and its absence is SILENT: adoptAnchor does
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// `rating_hint ?? 1`, so a missing model does not fail — it becomes the
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// BEST STEEL IN THE GAME. A typo here rates the corroded post 1.00 and the
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// trap inverts into the safest anchor in the yard. (S14, D's cold pass.)
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kind: 'structure', label: 'Corroded sail post (the trap that stands up)',
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model: 'sail_post_corroded_v1',
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requires: ['corroded_post'],
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hint: 'looks like a post, rates 0.55 — rust at the base and head, and the pad eye has sagged',
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make: (id, x, z) => ({
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id, model: 'sail_post_corroded_v1',
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wreckedModel: 'sail_post_corroded_wrecked_v1',
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x, z, rotYDeg: 0, solid: true,
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collateralKey: 'corroded_post',
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collateralValue: 45, collateralLabel: 'the corroded post',
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anchors: [
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{ id: `${id}_a1`, node: 'top_anchor', type: 'corroded_post', work: 'cloth' },
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],
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}),
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},
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```
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**PLACEMENT FACTS, three.js coords (measured off the exported GLBs, not off the builder):**
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· `sail_post_corroded` — bbox min `(−0.253, −0.020, −0.260)` max `(0.253, 4.032, 0.260)`;
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footprint **0.51 × 0.52 m**, height **4.03 m** (stands POST height on purpose: its lie is
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"I'm a sail post"). Single anchor `top_anchor` at **(0, 3.903, +0.049)** — 0.077 m below the
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honest post's 3.980 and displaced **+Z**, the yard side, because the eye has drooped 38°.
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`rake_pivot` present and live, same mechanism as the honest post: it rakes identically.
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· `sail_post_corroded_wrecked` — bbox min `(−0.525, −0.020, −0.260)` max `(0.253, 0.682, 3.818)`.
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**WRECK APRON: reserve ~3.9 m on +Z and ~0.6 m on −X of clear ground** — the fallen shaft
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lies out into the yard and will interpenetrate anything placed there. Max height 0.682 m.
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**No anchor survives the wreck** (asserted): an anchor that outlives its structure is the
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free-failure bug in a costume, fascia rule, fifth application.
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**🌊 D — THE TIER IS PLACEABLE, YOUR GATE 3.2 IS UNBLOCKED.** `sail_post_corroded` /
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`..._wrecked` are landed, deterministic, and manifest-resolvable **node-less** (type
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`corroded_post` → 0.55, collateral `corroded_post` → $45), so a pool-yard site JSON can place
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them with a plain entry and no `node` field and the rating still lands — you do not need to wait
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on A applying the palette hunk above to write the site. Anchor node is `top_anchor` if you do
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want it explicit. Mind the wreck apron (+Z ~3.9 m) when you lay out the pool fence: the corroded
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post falls INTO the yard, which is the whole point of putting it where a corner wants to go.
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@ -1,6 +1,912 @@
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{
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"blender": "5.1.2",
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"assets": [
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{
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"name": "ref_capsule",
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"dims": [
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0.4,
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0.4,
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1.7
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],
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"tris": 220,
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"nodes": [
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"head_height",
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"ref_capsule",
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"ref_capsule_mesh"
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],
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"anchors": [],
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"status": "PASS",
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"problems": []
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},
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{
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"name": "tree_gum_01",
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"dims": [
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4.5522,
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4.956,
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7.9702
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],
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"tris": 492,
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"nodes": [
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"branch_anchor_01",
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"branch_anchor_02",
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"branch_anchor_03",
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"canopy",
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"canopy_01",
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"canopy_02",
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"canopy_03",
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"tree_gum_01",
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"trunk"
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],
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"anchors": [
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{
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"node": "branch_anchor_01",
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"anchor_type": "tree",
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"rating_hint": 1.0
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},
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{
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"node": "branch_anchor_02",
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"anchor_type": "tree",
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"rating_hint": 0.88
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},
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{
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"node": "branch_anchor_03",
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"anchor_type": "tree",
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"rating_hint": 0.76
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}
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],
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"status": "PASS",
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"problems": []
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},
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{
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"name": "tree_gum_02",
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"dims": [
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3.8871,
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2.7787,
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5.4972
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],
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"tris": 352,
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"nodes": [
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"branch_anchor_01",
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"branch_anchor_02",
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"canopy",
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"canopy_01",
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"canopy_02",
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"tree_gum_02",
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"trunk"
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],
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"anchors": [
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{
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"node": "branch_anchor_01",
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"anchor_type": "tree",
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"rating_hint": 1.0
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},
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{
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"node": "branch_anchor_02",
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"anchor_type": "tree",
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"rating_hint": 0.88
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}
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],
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"status": "PASS",
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"problems": []
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},
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{
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"name": "tree_jacaranda_01",
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"dims": [
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7.4789,
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6.5035,
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6.0535
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],
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"tris": 632,
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"nodes": [
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"branch_anchor_01",
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"branch_anchor_02",
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"branch_anchor_03",
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"canopy",
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"canopy_01",
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"canopy_02",
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"canopy_03",
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"canopy_04",
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"tree_jacaranda_01",
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"trunk"
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],
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"anchors": [
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{
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"node": "branch_anchor_01",
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"anchor_type": "tree",
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"rating_hint": 0.95
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},
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{
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"node": "branch_anchor_02",
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"anchor_type": "tree",
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"rating_hint": 0.52
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},
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{
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"node": "branch_anchor_03",
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"anchor_type": "tree",
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"rating_hint": 0.4
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}
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],
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"status": "PASS",
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"problems": []
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},
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{
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"name": "fence_post",
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"dims": [
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0.13,
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0.13,
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2.03
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],
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"tris": 24,
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"nodes": [
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"fence_post",
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"post"
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],
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"anchors": [],
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"status": "PASS",
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"problems": []
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},
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{
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"name": "fence_panel",
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"dims": [
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2.4,
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0.054,
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1.8194
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],
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"tris": 324,
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"nodes": [
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"fence_panel",
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"palings",
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"rails"
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],
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"anchors": [],
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"status": "PASS",
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"problems": []
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},
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{
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"name": "gate",
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"dims": [
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1.045,
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0.0615,
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1.75
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],
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"tris": 220,
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"nodes": [
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"gate",
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"gate_frame",
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"gate_palings",
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"hinge_axis",
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"hinges"
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],
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"anchors": [],
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"status": "PASS",
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"problems": []
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},
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{
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"name": "house_yardside",
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"dims": [
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9.2,
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1.0547,
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2.9
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],
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"tris": 212,
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"nodes": [
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"door",
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"fascia",
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"fascia_anchor_01",
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
"status": "PASS",
|
||||
"problems": []
|
||||
},
|
||||
{
|
||||
"name": "glasshouse_01_wrecked",
|
||||
"dims": [
|
||||
4.3356,
|
||||
2.9387,
|
||||
2.3025
|
||||
],
|
||||
"tris": 680,
|
||||
"nodes": [
|
||||
"door",
|
||||
"frame",
|
||||
"glasshouse_01_wrecked",
|
||||
"panes_left",
|
||||
"shards"
|
||||
],
|
||||
"anchors": [],
|
||||
"status": "PASS",
|
||||
"problems": []
|
||||
},
|
||||
{
|
||||
"name": "pool_kit_01",
|
||||
"dims": [
|
||||
5.645,
|
||||
4.5207,
|
||||
1.22
|
||||
],
|
||||
"tris": 2780,
|
||||
"nodes": [
|
||||
"fence_post_01",
|
||||
"fence_post_02",
|
||||
"fence_post_03",
|
||||
"fence_post_04",
|
||||
"fence_post_05",
|
||||
"fence_post_06",
|
||||
"fence_post_07",
|
||||
"fence_post_08",
|
||||
"fence_post_09",
|
||||
"fence_post_10",
|
||||
"fence_post_11",
|
||||
"fence_post_12",
|
||||
"fence_post_13",
|
||||
"fence_post_14",
|
||||
"fence_rails",
|
||||
"pool_gate",
|
||||
"pool_kit_01",
|
||||
"pool_shell",
|
||||
"pool_water"
|
||||
],
|
||||
"anchors": [
|
||||
{
|
||||
"node": "fence_post_01",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_02",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_03",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_04",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_05",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_06",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_07",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_08",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_09",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_10",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_11",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_12",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_13",
|
||||
"tie_off": false
|
||||
},
|
||||
{
|
||||
"node": "fence_post_14",
|
||||
"tie_off": false
|
||||
}
|
||||
],
|
||||
"status": "PASS",
|
||||
"problems": []
|
||||
},
|
||||
{
|
||||
"name": "sail_post_corroded",
|
||||
"dims": [
|
||||
@ -28,6 +934,25 @@
|
||||
],
|
||||
"status": "PASS",
|
||||
"problems": []
|
||||
},
|
||||
{
|
||||
"name": "sail_post_corroded_wrecked",
|
||||
"dims": [
|
||||
0.7786,
|
||||
4.0784,
|
||||
0.7015
|
||||
],
|
||||
"tris": 836,
|
||||
"nodes": [
|
||||
"footing",
|
||||
"pad_eye_down",
|
||||
"post_down",
|
||||
"post_stub",
|
||||
"sail_post_corroded_wrecked"
|
||||
],
|
||||
"anchors": [],
|
||||
"status": "PASS",
|
||||
"problems": []
|
||||
}
|
||||
],
|
||||
"debris": []
|
||||
|
||||
@ -2319,12 +2319,18 @@ def build_sail_post_corroded(name):
|
||||
weld), deep-rust fold line just above the footing, streaks bleeding
|
||||
down the shaft, and the pad eye SAGS — the weld ate through and the
|
||||
eye drooped toward the yard. The anchor empty sits at the DROOPED
|
||||
eye, so the sag is a measured fact (e.test pins corroded top_anchor
|
||||
below the honest one), not set dressing.
|
||||
eye, so the sag is a measured fact, not set dressing: e.test derives
|
||||
the droop ANGLE back out of the exported anchor position and pins it
|
||||
to `padeye_droop_deg` below. (Pinning "the corroded anchor is lower
|
||||
than the honest one" would NOT have worked — the eye hangs off a weld
|
||||
line 160 mm down the post, so that test reads 0.06 m and passes at
|
||||
zero droop. Measure the angle, not the altitude.)
|
||||
|
||||
Corrosion a player can't see is a trap with no tell, and this repo
|
||||
doesn't ship those — the tell is pinned by AREA in e.test.js: rebuild
|
||||
this in clean steel with the same 0.55 hint and the suite goes red.
|
||||
doesn't ship those — the three tells are pinned as three SEPARATE tests
|
||||
in e.test.js (rust area, shaft lightness, eye droop) so that one failure
|
||||
can't mask the other two. Rebuild this in clean steel at the same 0.55
|
||||
hint and all three go red; flatten only the eye and only the third does.
|
||||
"""
|
||||
root = add_empty(name)
|
||||
steel = get_material("Mat_SteelWeathered", PAL["steel_weathered"], 0.6,
|
||||
@ -2334,12 +2340,11 @@ def build_sail_post_corroded(name):
|
||||
rust_d = get_material("Mat_RustDeep", PAL["rust_deep"], 0.95, metallic=0.05)
|
||||
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
|
||||
H, R = 4.0, 0.048 # same post the honest one is — that's the trap
|
||||
# NEGATIVE CONTROL M1 (S17): the untelled corroded post — same 0.55 hint,
|
||||
# no visual. Clean galvanised everywhere, no droop.
|
||||
steel = get_material("Mat_Steel", PAL["steel_gal"], 0.35, metallic=0.9)
|
||||
rust = steel
|
||||
rust_d = steel
|
||||
DROOP = math.radians(0.0) # pad-eye sag off vertical
|
||||
DROOP_DEG = 38.0 # pad-eye sag off vertical. 38° is slumped
|
||||
# past argument but still recognisably an eye
|
||||
# you COULD clip to — which is the whole trap.
|
||||
DROOP = math.radians(DROOP_DEG)
|
||||
EYE_ARM = 0.08 # eye centre's distance from the weld line
|
||||
WELD_Z = H - 0.16 # the slumped weld line the eye hinges at
|
||||
|
||||
# Footing identical to the honest post's, plus the stain skirt: rust
|
||||
@ -2392,10 +2397,11 @@ def build_sail_post_corroded(name):
|
||||
# The sagging pad eye: plate and ring both pitched DROOP about the weld
|
||||
# line, hanging toward -y (three.js +Z, the yard side — same face the
|
||||
# pergola presents). Built in the tilted plane directly, no post-rotation.
|
||||
ring_c = (0, -math.sin(DROOP) * 0.08, WELD_Z + math.cos(DROOP) * 0.08)
|
||||
ring_c = (0, -math.sin(DROOP) * EYE_ARM,
|
||||
WELD_Z + math.cos(DROOP) * EYE_ARM)
|
||||
eye_parts = [add_box(f"{name}_padeye", (0.012, 0.07, 0.09),
|
||||
(0, -math.sin(DROOP) * 0.04,
|
||||
WELD_Z + math.cos(DROOP) * 0.04), rust_d,
|
||||
(0, -math.sin(DROOP) * EYE_ARM / 2,
|
||||
WELD_Z + math.cos(DROOP) * EYE_ARM / 2), rust_d,
|
||||
rot=(-DROOP, 0, 0))]
|
||||
r_eye, segs = 0.026, 10
|
||||
pts = []
|
||||
@ -2432,8 +2438,28 @@ def build_sail_post_corroded(name):
|
||||
root["collateral_label"] = "the corroded post"
|
||||
root["breakable"] = True
|
||||
root["corrosion_note"] = ("the tell is load-bearing: e.test pins rust "
|
||||
"area, shaft dullness and the eye sag — a "
|
||||
"area, shaft dullness and the eye droop — a "
|
||||
"clean-steel rebuild at the same hint goes red")
|
||||
|
||||
# THE AXIS TRAP (E's swing_set precedent, fourth application). The droop
|
||||
# is an ORIENTATION CLAIM, and orientation claims in this repo are the
|
||||
# ones that rot: the exporter maps Blender (x,y,z) → three.js (x,z,−y), so
|
||||
# a docstring saying "-y" and a mesh leaning +Z agree only by luck. These
|
||||
# extras are stated in THREE.JS coords and e.test recomputes them off the
|
||||
# exported geometry — so note and mesh can only ever lie together.
|
||||
# Blender ring_c (0, −sinD·ARM, WELD_Z+cosD·ARM)
|
||||
# → three.js (0, WELD_Z+cosD·ARM, +sinD·ARM)
|
||||
# i.e. the eye hangs toward +Z, the yard side, the face the pergola
|
||||
# presents — so the sag is pointed at the player who has to judge it.
|
||||
root["padeye_droop_deg"] = DROOP_DEG
|
||||
root["padeye_arm_m"] = EYE_ARM
|
||||
root["padeye_droop_dir_threejs"] = "+Z"
|
||||
root["padeye_weld_y_threejs"] = WELD_Z # blender z → three.js y
|
||||
root["padeye_droop_note"] = (
|
||||
"top_anchor sits EYE_ARM from the weld line, pitched DROOP_DEG off "
|
||||
"vertical toward three.js +Z (the yard). e.test derives the angle "
|
||||
"back out of the exported anchor position and pins it to this number: "
|
||||
"flatten the eye and the note goes red with it")
|
||||
return root
|
||||
|
||||
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 192 KiB After Width: | Height: | Size: 4.8 MiB |
@ -1110,7 +1110,13 @@ export default async function run(t) {
|
||||
return hsl.h <= 0.12 && hsl.s >= 0.35 && hsl.l <= 0.45;
|
||||
};
|
||||
|
||||
t.test('the corroded post TELLS: rust area, duller steel, and a pad eye that sags — all measured', () => {
|
||||
// The three tells are three SEPARATE tests on purpose. Shipped as one
|
||||
// block, the first failing assert masked the other two — the S17 M1
|
||||
// negative control (clean steel, flat eye) went red on rust area alone and
|
||||
// never reached the lightness or droop checks, so their strength was
|
||||
// unproven. Split, each tell is independently red-checkable, which is the
|
||||
// only way "mutation-checked" means anything.
|
||||
t.test('the corroded post TELLS (1/3): rust reads as AREA, and the honest post stays clean', () => {
|
||||
const g = loaded.get('sail_post_corroded');
|
||||
const honest = loaded.get('sail_post');
|
||||
assert(g && honest, 'both post variants must load — the tell is a comparison');
|
||||
@ -1130,36 +1136,123 @@ export default async function run(t) {
|
||||
assert(h.hit === 0,
|
||||
`the HONEST sail post carries ${(h.hit / h.total * 100).toFixed(1)}% rust-coloured area — ` +
|
||||
'either the post rusted or the rust predicate is reading galvanised steel as rust');
|
||||
});
|
||||
|
||||
// (b) The 20 m read: the corroded SHAFT is measurably duller/darker than
|
||||
// galvanised. Compare the lightest non-rust material on each 'post' node —
|
||||
// that's the shaft steel on both (dark trim is darker by construction).
|
||||
const lightestL = (gl) => {
|
||||
let best = -1;
|
||||
t.test('the corroded post TELLS (2/3): the shaft is NOT galvanised — base colour and PBR both moved', () => {
|
||||
const g = loaded.get('sail_post_corroded');
|
||||
const honest = loaded.get('sail_post');
|
||||
assert(g && honest, 'both post variants must load — the tell is a comparison');
|
||||
|
||||
// (b) The 20 m read. This assert shipped in the S17 WIP saying the
|
||||
// corroded shaft "reads darker at yard distance"; I measured the actual
|
||||
// render before endorsing it and the SIGN IS BACKWARDS. Sampled off
|
||||
// look.html's canvas at cam z=20 m, 1280×720, over the mid-shaft band:
|
||||
//
|
||||
// honest rgb(49,51,49) lum 50 sat 0.031 R−B 0
|
||||
// corroded rgb(98,94,86) lum 94 sat 0.126 R−B +12
|
||||
//
|
||||
// The corroded shaft renders TWICE AS BRIGHT, not darker. Base colour is
|
||||
// genuinely darker (0.524 vs 0.737) but it does not drive the pixels:
|
||||
// galvanised is metalness 0.90 / roughness 0.35 and, with no environment
|
||||
// map in this renderer, a near-mirror metal has almost nothing to mirror
|
||||
// and goes near-black. The weathered shaft at 0.55 / 0.60 is far more
|
||||
// diffuse, so it actually catches the sun. The separation is real and
|
||||
// large — it is just made of METALNESS, not lightness.
|
||||
//
|
||||
// So the test now pins both halves, and the comment states which one the
|
||||
// player is actually seeing. An assert whose stated reason is the reverse
|
||||
// of the mechanism is a docstring waiting to be "fixed" in the wrong
|
||||
// direction by whoever tunes this next.
|
||||
const shaftOf = (gl) => {
|
||||
let best = null;
|
||||
gl.scene.getObjectByName('post').traverse((o) => {
|
||||
if (!o.isMesh || isRust(o.material)) return;
|
||||
const hsl = { h: 0, s: 0, l: 0 };
|
||||
o.material.color.getHSL(hsl);
|
||||
best = Math.max(best, hsl.l);
|
||||
if (!best || hsl.l > best.l) best = { l: hsl.l, m: o.material };
|
||||
});
|
||||
return best;
|
||||
};
|
||||
const lHonest = lightestL(honest), lCorroded = lightestL(g);
|
||||
assert(lHonest >= 0 && lCorroded >= 0, 'could not find shaft materials on the post nodes');
|
||||
assert(lCorroded < lHonest - 0.08,
|
||||
`corroded shaft lightness ${lCorroded.toFixed(3)} vs galvanised ${lHonest.toFixed(3)} — ` +
|
||||
'the shafts read the same at yard distance, which erases the long-range half of the tell');
|
||||
const sHonest = shaftOf(honest), sCorroded = shaftOf(g);
|
||||
assert(sHonest && sCorroded, 'could not find shaft materials on the post nodes');
|
||||
|
||||
// (c) The sag is geometry the sim SEES: the anchor sits at the drooped
|
||||
// eye, below where the honest post carries its. Not set dressing.
|
||||
const anchorY = (gl) => {
|
||||
gl.scene.updateMatrixWorld(true);
|
||||
return gl.scene.getObjectByName('top_anchor').getWorldPosition(new THREE.Vector3()).y;
|
||||
};
|
||||
const sag = anchorY(honest) - anchorY(g);
|
||||
assert(sCorroded.l < sHonest.l - 0.08,
|
||||
`corroded shaft base lightness ${sCorroded.l.toFixed(3)} vs galvanised ${sHonest.l.toFixed(3)} — ` +
|
||||
'the corroded shaft is wearing galvanised paint, so nothing distinguishes them but the rust');
|
||||
|
||||
// The half that actually reaches the screen. Weathered steel is rougher
|
||||
// and less metallic than gal; if a future edit "tidies" these back to the
|
||||
// galvanised values the post keeps its rust and loses its 20 m silhouette.
|
||||
assert(sCorroded.m.roughness > sHonest.m.roughness + 0.15,
|
||||
`corroded shaft roughness ${sCorroded.m.roughness} vs galvanised ${sHonest.m.roughness} — ` +
|
||||
'weathered steel that is as polished as gal loses the long-range read (this is the ' +
|
||||
'property that actually drove lum 94 vs 50 at 20 m, measured)');
|
||||
assert(sCorroded.m.metalness < sHonest.m.metalness - 0.15,
|
||||
`corroded shaft metalness ${sCorroded.m.metalness} vs galvanised ${sHonest.m.metalness} — ` +
|
||||
'corroded steel must be the more diffuse of the two or the yard-distance contrast inverts');
|
||||
});
|
||||
|
||||
t.test('the corroded post TELLS (3/3): the pad eye DROOPS — angle derived from geometry, pinned to the baked note', () => {
|
||||
const g = loaded.get('sail_post_corroded');
|
||||
const honest = loaded.get('sail_post');
|
||||
assert(g && honest, 'both post variants must load — the tell is a comparison');
|
||||
g.scene.updateMatrixWorld(true);
|
||||
honest.scene.updateMatrixWorld(true);
|
||||
|
||||
const root = g.scene.getObjectByName('sail_post_corroded');
|
||||
const anchor = g.scene.getObjectByName('top_anchor');
|
||||
assert(root && anchor, 'root and top_anchor must both survive the export');
|
||||
const u = root.userData;
|
||||
|
||||
// THE AXIS TRAP (E's swing_set precedent). The builder writes the droop
|
||||
// as a claim in THREE.JS coords; this derives the same numbers back out
|
||||
// of the exported anchor position. Note and mesh can only lie together.
|
||||
//
|
||||
// Why not "the corroded anchor sits lower than the honest one" — the
|
||||
// assert this REPLACES? Because the eye hangs off a weld line 160 mm
|
||||
// down the post, so that comparison reads 0.06 m at ZERO droop and sails
|
||||
// past a `> 0.05` threshold. It measured the weld offset, not the sag:
|
||||
// an assert that cannot fail on the thing it names is decoration. This
|
||||
// one drives the derived angle to 0° when the eye is flat.
|
||||
const baked = u.padeye_droop_deg;
|
||||
const arm = u.padeye_arm_m;
|
||||
const weldY = u.padeye_weld_y_threejs;
|
||||
assert(typeof baked === 'number' && typeof arm === 'number' && typeof weldY === 'number',
|
||||
'the droop must be BAKED as numbers on the root (deg, arm, weld y in three.js) — ' +
|
||||
'an orientation claim that lives only in a docstring is the axis trap waiting to happen');
|
||||
assert(baked > 0, `padeye_droop_deg is ${baked} — a corroded eye that does not droop has no tell`);
|
||||
|
||||
const p = anchor.getWorldPosition(new THREE.Vector3());
|
||||
// The post axis is x=z=0; the eye hangs off the weld line at (0, weldY, 0).
|
||||
const horiz = Math.hypot(p.x, p.z); // out from the axis
|
||||
const vert = p.y - weldY; // up from the weld
|
||||
const armMeasured = Math.hypot(horiz, vert);
|
||||
assert(Math.abs(armMeasured - arm) < 0.004,
|
||||
`the eye sits ${armMeasured.toFixed(4)} m off the weld line but the note says ${arm} m — ` +
|
||||
'the baked arm and the exported geometry disagree');
|
||||
|
||||
const derivedDeg = Math.atan2(horiz, vert) * 180 / Math.PI;
|
||||
assert(Math.abs(derivedDeg - baked) < 1.5,
|
||||
`the exported pad eye droops ${derivedDeg.toFixed(1)}° but the root claims ${baked}° — ` +
|
||||
'the mesh and its own note disagree about the sag (flatten the eye and this is what you see)');
|
||||
|
||||
// DIRECTION, measured — not asserted by reading the string. Blender −y
|
||||
// maps to three.js +Z, so the eye must hang toward the YARD, the face the
|
||||
// player judges it from. A sag pointing into the fence is a tell nobody sees.
|
||||
assert(u.padeye_droop_dir_threejs === '+Z',
|
||||
`the baked droop direction is ${u.padeye_droop_dir_threejs} — this test only knows how to check +Z`);
|
||||
assert(p.z > 0.5 * horiz,
|
||||
`the eye hangs toward (x=${p.x.toFixed(3)}, z=${p.z.toFixed(3)}) — the note says +Z (the yard side), ` +
|
||||
'so either the exporter axis mapping moved or the note is wrong');
|
||||
assert(Math.abs(p.x) < 0.006,
|
||||
`the eye is displaced ${p.x.toFixed(3)} m on X — the droop is meant to be purely +Z`);
|
||||
|
||||
// And the weaker claim, kept as a sanity check now that it is no longer
|
||||
// carrying the argument: the drooped anchor does sit below the honest one.
|
||||
const sag = honest.scene.getObjectByName('top_anchor')
|
||||
.getWorldPosition(new THREE.Vector3()).y - p.y;
|
||||
assert(sag > 0.05,
|
||||
`the corroded top_anchor sits only ${sag.toFixed(3)} m below the honest one — ` +
|
||||
'the pad eye is meant to have SAGGED, visibly and measurably');
|
||||
`the corroded top_anchor sits only ${sag.toFixed(3)} m below the honest one`);
|
||||
});
|
||||
|
||||
t.test('corroded steel is a RUNG: above the swing frame, below sound timber, resolvable node-less', () => {
|
||||
|
||||
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Reference in New Issue
Block a user