/** * SHADES — the yard. Lane A owns this file. * * M0 is deliberately graybox: every mesh here is a stand-in with the right * dimensions and the right NAME, so Lane E's real GLBs drop into the same slots * without anyone re-deriving positions. What is NOT placeholder, and what other * lanes should build against, is the layout: anchor positions, ground heights, * the garden rect and the sun direction. * * Geometry conventions: meters, +Y up, origin at yard centre on the ground. * North (-Z) is the house edge. The yard is 30 (x) by 20 (z). */ import * as THREE from '../vendor/three.module.js'; import { YARD, createStubWind } from './contracts.js'; /** * Ground height in meters at a world XZ. Pure and cheap — this is called by the * player every frame and by every piece of debris, so it stays closed-form * rather than sampling a texture. Gentle by design (about ±0.3 m): enough that * water has somewhere to go and the yard doesn't read as a table, not so much * that it fights the rigging puzzle. * * @param {number} x * @param {number} z * @returns {number} */ export function heightAt(x, z) { return ( 0.18 * Math.sin(x * 0.21 + 1.3) * Math.cos(z * 0.27 - 0.4) + 0.09 * Math.sin(x * 0.53 - 2.1) * Math.sin(z * 0.41 + 0.8) - 0.06 * Math.cos(x * 0.11) ); } const GARDEN_BED = { x: 1, z: 2, w: 6, d: 4 }; // Shed on the east side, table out in front of it. Lane D tested reachability // against (9, 6), so the table stays there and the shed tucks in behind. const SHED = { x: 11.8, z: 6.2, rotY: -Math.PI / 2 }; const SHED_TABLE = { x: 9, z: 6, rotY: -Math.PI / 2 }; // Lane E's house_yardside GLB is a 9.2 x 2.9 x 1.05 m façade whose fascia // anchors sit at local z = +0.55, so placing it here lands them on z = -9.95 — // the same line the graybox taught everyone to expect. const HOUSE = { x: 0, z: -10.5 }; // The gnome stands just off the bed's south-east corner — inside the footprint // of most rigs, so a sail that lets go has something of the client's to land on. // DESIGN.md: your own failure is the worst debris of all. const GNOME = { x: 4.3, z: 4.4, rotY: -2.2, collateralValue: 25 }; // Sun: mid-afternoon, high and off the north-west shoulder. Elevation 55°. // Stored as the direction from the GROUND toward the SUN (see contracts.js). const SUN_ELEV = (55 * Math.PI) / 180; const SUN_AZIM = (-125 * Math.PI) / 180; const SUN_DIR = new THREE.Vector3( Math.cos(SUN_ELEV) * Math.sin(SUN_AZIM), Math.sin(SUN_ELEV), Math.cos(SUN_ELEV) * Math.cos(SUN_AZIM), ).normalize(); const COLORS = { sky: 0x9fc4dd, grass: 0x4a7c3f, soil: 0x6b4a2f, plant: 0x7fce6a, house: 0x8a8f96, trim: 0x6e737a, bark: 0x5a3d24, leaf: 0x2f6b28, steel: 0x9aa4ad, timber: 0x7a6a4f, }; // (kept explicit rather than clever — Lane E will replace these with materials // baked into the GLBs, at which point this table shrinks to nothing.) /** * Build the yard. * * @param {THREE.Scene} scene * @param {object} [opts] * @param {import('./contracts.js').Wind} [opts.wind] * Wind is injected because tree anchors sway with it, and sway is dynamic * load — the whole reason a tree anchor is scarier than a post. Defaults to * the calm stub so world.js is usable headless before Lane C lands. * @returns {import('./contracts.js').World} */ export function createWorld(scene, opts = {}) { const wind = opts.wind ?? createStubWind({ calm: true }); const root = new THREE.Group(); root.name = 'yard'; scene.add(root); /** @type {THREE.Object3D[]} */ const solids = []; /** @type {import('./contracts.js').Anchor[]} */ const anchors = []; /** @type {{group: THREE.Object3D, phase: number, base: THREE.Euler}[]} */ const canopies = []; /** Graybox stand-ins, kept so dress() can retire them once E's GLBs load. */ const graybox = { house: null, trees: new Map(), bed: null }; /** * E's three wilt states, siblings in one GLB — toggled by visibility rather * than reloaded, which is why they all ship together. * @type {{full: THREE.Object3D, tattered: THREE.Object3D, dead: THREE.Object3D}|null} */ let plants = null; // --- sky & light ------------------------------------------------------- // Calm-day only. Lane C's skyfx.js takes over the sky and this becomes the // "before" state the storm darkens away from. scene.background = new THREE.Color(COLORS.sky); scene.fog = new THREE.Fog(COLORS.sky, 34, 95); // Sky fill carries more here than it would in most scenes. The sun sits in // the NORTH (this is an Australian yard — "southerly change", gum trees), and // the house is the yard's north edge, so the wall the player spends the whole // game looking at is permanently backlit. That's correct, and it's also how // a real south-facing rear wall looks — but the fascia line carries three of // the seven anchors, so it has to stay readable in shadow rather than going // to a void. Sky bounce is what does that in the real yard too. const hemi = new THREE.HemisphereLight(0xbfd8ea, COLORS.grass, 1.8); scene.add(hemi); const sun = new THREE.DirectionalLight(0xfff2dc, 2.0); sun.position.copy(SUN_DIR).multiplyScalar(40); sun.target.position.set(0, 0, 0); sun.castShadow = true; sun.shadow.mapSize.set(2048, 2048); // Frame the yard tightly — a loose shadow frustum is why sail shadows go // soft and blocky, and the sail's shadow IS the product here. const sc = sun.shadow.camera; sc.left = -19; sc.right = 19; sc.top = 15; sc.bottom = -15; sc.near = 1; sc.far = 90; sun.shadow.bias = -0.0006; sun.shadow.normalBias = 0.02; scene.add(sun); scene.add(sun.target); // --- terrain ----------------------------------------------------------- const groundGeo = new THREE.PlaneGeometry(YARD.width, YARD.depth, 60, 40); groundGeo.rotateX(-Math.PI / 2); const gpos = groundGeo.attributes.position; for (let i = 0; i < gpos.count; i++) { gpos.setY(i, heightAt(gpos.getX(i), gpos.getZ(i))); } gpos.needsUpdate = true; groundGeo.computeVertexNormals(); const ground = new THREE.Mesh( groundGeo, new THREE.MeshStandardMaterial({ color: COLORS.grass, roughness: 0.95 }), ); ground.name = 'ground'; ground.receiveShadow = true; root.add(ground); // Deliberately NOT in `solids`: the ground is answered by heightAt(), which // is exact and free. Raycasting it would be 4800 triangles a frame to learn // something we already know in closed form. // --- house (north edge) ------------------------------------------------ // Rear wall sits exactly on z = -10 so the fascia anchors have a round // number to live on. Lane E's house_yardside.glb replaces this group and // should keep fascia_anchor_* at these positions. const house = new THREE.Group(); house.name = 'house_yardside'; const wall = new THREE.Mesh( new THREE.BoxGeometry(16, 3.0, 6), new THREE.MeshStandardMaterial({ color: COLORS.house, roughness: 0.85 }), ); wall.position.set(0, 1.5, -13); wall.castShadow = true; wall.receiveShadow = true; house.add(wall); const roof = new THREE.Mesh( new THREE.BoxGeometry(16.8, 0.22, 6.8), new THREE.MeshStandardMaterial({ color: COLORS.trim, roughness: 0.7 }), ); roof.position.set(0, 3.1, -13); roof.castShadow = true; house.add(roof); // The fascia line — the lie the player will be tempted by (DESIGN.md). const fascia = new THREE.Mesh( new THREE.BoxGeometry(16, 0.24, 0.12), new THREE.MeshStandardMaterial({ color: COLORS.trim, roughness: 0.6 }), ); fascia.position.set(0, 2.72, -9.98); house.add(fascia); root.add(house); solids.push(wall, roof); graybox.house = house; for (const [i, x] of [-5, 0, 5].entries()) { anchors.push(makeStaticAnchor(`h${i + 1}`, 'house', new THREE.Vector3(x, 2.6, -9.9))); } // --- trees ------------------------------------------------------------- // Two, on opposite shoulders, mirroring the prototype's tree placement. // Canopies are separate named nodes so they can be swayed independently — // Lane E's tree_gum_01.glb must keep `trunk` / `canopy_*` / `branch_anchor_*`. const treeSpecs = [ { id: 't1', x: -9, z: 2, phase: 0.7, trunkH: 4.2, anchorY: 3.4 }, { id: 't2', x: 8, z: -2, phase: 2.9, trunkH: 3.8, anchorY: 3.1 }, ]; for (const spec of treeSpecs) { const y0 = heightAt(spec.x, spec.z); const tree = new THREE.Group(); tree.name = `tree_${spec.id}`; tree.position.set(spec.x, y0, spec.z); const trunk = new THREE.Mesh( new THREE.CylinderGeometry(0.18, 0.28, spec.trunkH, 8), new THREE.MeshStandardMaterial({ color: COLORS.bark, roughness: 1 }), ); trunk.name = 'trunk'; trunk.position.y = spec.trunkH / 2; trunk.castShadow = true; tree.add(trunk); solids.push(trunk); const canopy = new THREE.Group(); canopy.name = 'canopy'; canopy.position.y = spec.trunkH; const blobMat = new THREE.MeshStandardMaterial({ color: COLORS.leaf, roughness: 1 }); for (const [j, b] of [ { x: 0, y: 0.7, z: 0, r: 2.1 }, { x: 1.1, y: 0.1, z: 0.5, r: 1.4 }, { x: -0.9, y: 0.3, z: -0.6, r: 1.5 }, ].entries()) { const blob = new THREE.Mesh(new THREE.SphereGeometry(b.r, 12, 8), blobMat); blob.name = `canopy_${j}`; blob.position.set(b.x, b.y, b.z); blob.castShadow = true; canopy.add(blob); } tree.add(canopy); canopies.push({ group: canopy, phase: spec.phase, base: canopy.rotation.clone() }); root.add(tree); graybox.trees.set(spec.id, tree); // The anchor is at a branch fork, not the canopy centre. anchors.push(makeSwayAnchor( spec.id, new THREE.Vector3(spec.x, y0 + spec.anchorY, spec.z), spec.phase, wind, )); } // --- posts ------------------------------------------------------------- // Raked away from the yard centre, because that is the correct practice and // the shape should teach it before any text does (DESIGN.md: "rake the post // away from the load"). // SPRINT3 decision 2: posts pulled in off the fence and a third added. // // The old pair sat at (-6, 7) and (5, 7.5), which put every rigging option in // the 70–192 m² range Lane B flagged — a sail that big pre-tensions itself // into a cascade at t=0.4 s before the wind has done anything, so the yard was // teaching the wrong lesson. Pulled in, plus p3, the same yard now offers 31 // quads in the 18–45 m² band (8 of which shade a quarter of the bed or more). // // Worth knowing before anyone "fixes" it: the smallest quad that covers the // bed COMPLETELY is 59 m², and that is not a bug to tune away. The bed sits // 10 m off the house, so any house-to-post sail is ~16 m long, and covering a // 6 m bed with it costs you a sail the storm will take. Full shade is meant to // be the expensive answer; the small quads buy survival and pay in patchy // shade. That IS the design (DESIGN.md, "big flat low vs small twisted steep"). // SPRINT6 gate 1: p4 is the ONE close anchor the balance pass allows, and its // position is measured rather than guessed. // // The wild night had no winnable line because every anchor near the bed — // p1/p2/p3 — is SOUTH of it, and nothing stands north short of the house 10 m // away. So covering rigs had to span the yard and died, while rigs small // enough to survive sat beside the bed instead of over it. // // p4 supplies the missing north-west corner. Swept its position against the // smallest quad that covers 90% of the bed: // (-2.2, -1.2) → 44.4 m² ← breaks the tradeoff (see below) // (-3.2, -1.2) → 48.6 m² ← here // (-3.2, -2.0) → 51.7 m² // (-4.2, -3.0) → 60.0 m² // beyond ~z=-4 → 63.5 m², i.e. too far away to matter at all // Full coverage costs 63.5 m² without it. At (-3.2,-1.2) that drops to 48.6 — // a real new option, 23% cheaper — while still costing you a bigger sail than // the 23-38 m² rigs that survive on their own. Pulling it in to (-2.2,-1.2) // would put full coverage at 44.4 m², INSIDE the survivable band, which // collapses DESIGN.md's central tension: covering the bed has to cost risk. // a.test.js asserts that >45 m² floor, so moving this post inward goes red. const postSpecs = [ { id: 'p1', x: -4.5, z: 5.5, h: 4.0 }, { id: 'p2', x: 4.0, z: 6.0, h: 4.0 }, { id: 'p3', x: 0, z: 7.0, h: 4.0 }, { id: 'p4', x: -3.2, z: -1.2, h: 4.0 }, ]; const RAKE = (8 * Math.PI) / 180; for (const spec of postSpecs) { const y0 = heightAt(spec.x, spec.z); // Lean away from the centre of the yard, in the XZ plane. const away = new THREE.Vector2(spec.x, spec.z).normalize(); const top = new THREE.Vector3( spec.x + Math.sin(RAKE) * spec.h * away.x, y0 + Math.cos(RAKE) * spec.h, spec.z + Math.sin(RAKE) * spec.h * away.y, ); const post = new THREE.Mesh( new THREE.CylinderGeometry(0.06, 0.08, spec.h, 8), new THREE.MeshStandardMaterial({ color: COLORS.steel, roughness: 0.5, metalness: 0.6 }), ); post.name = `sail_post_${spec.id}`; post.position.set((spec.x + top.x) / 2, (y0 + top.y) / 2, (spec.z + top.z) / 2); post.quaternion.setFromUnitVectors( new THREE.Vector3(0, 1, 0), top.clone().sub(new THREE.Vector3(spec.x, y0, spec.z)).normalize(), ); post.castShadow = true; root.add(post); solids.push(post); const footing = new THREE.Mesh( new THREE.CylinderGeometry(0.22, 0.26, 0.18, 10), new THREE.MeshStandardMaterial({ color: 0x9c9c96, roughness: 0.95 }), ); footing.position.set(spec.x, y0 + 0.06, spec.z); footing.receiveShadow = true; root.add(footing); anchors.push(makeStaticAnchor(spec.id, 'post', top)); } // --- garden bed (the thing you are protecting) ------------------------- const bed = new THREE.Group(); bed.name = 'garden_bed'; const bedY = heightAt(GARDEN_BED.x, GARDEN_BED.z); bed.position.set(GARDEN_BED.x, bedY, GARDEN_BED.z); const soil = new THREE.Mesh( new THREE.BoxGeometry(GARDEN_BED.w, 0.3, GARDEN_BED.d), new THREE.MeshStandardMaterial({ color: COLORS.soil, roughness: 1 }), ); soil.position.y = 0.15; soil.receiveShadow = true; bed.add(soil); const plantMat = new THREE.MeshStandardMaterial({ color: COLORS.plant, roughness: 0.9 }); for (let i = 0; i < 6; i++) { for (let j = 0; j < 4; j++) { const plant = new THREE.Mesh(new THREE.SphereGeometry(0.28, 8, 6), plantMat); plant.position.set( (-0.5 + (i + 0.5) / 6) * GARDEN_BED.w, 0.42, (-0.5 + (j + 0.5) / 4) * GARDEN_BED.d, ); plant.castShadow = true; plant.receiveShadow = true; bed.add(plant); } } root.add(bed); graybox.bed = bed; // --- boundary fence ---------------------------------------------------- // East, south and west only: the house is the north boundary. const fence = new THREE.Group(); fence.name = 'fence'; const railMat = new THREE.MeshStandardMaterial({ color: 0x7a6a4f, roughness: 1 }); const hx = YARD.width / 2, hz = YARD.depth / 2; const runs = [ { from: [-hx, hz], to: [hx, hz] }, // south { from: [-hx, -hz], to: [-hx, hz] }, // west { from: [hx, -hz], to: [hx, hz] }, // east ]; for (const run of runs) { const [x0, z0] = run.from, [x1, z1] = run.to; const len = Math.hypot(x1 - x0, z1 - z0); const n = Math.round(len / 2.5); for (let i = 0; i <= n; i++) { const f = i / n; const x = x0 + (x1 - x0) * f, z = z0 + (z1 - z0) * f; const p = new THREE.Mesh(new THREE.BoxGeometry(0.1, 1.6, 0.1), railMat); p.position.set(x, heightAt(x, z) + 0.8, z); p.castShadow = true; fence.add(p); } for (const ry of [0.6, 1.35]) { const rail = new THREE.Mesh(new THREE.BoxGeometry(len, 0.12, 0.04), railMat); rail.position.set((x0 + x1) / 2, heightAt((x0 + x1) / 2, (z0 + z1) / 2) + ry, (z0 + z1) / 2); rail.rotation.y = Math.atan2(-(z1 - z0), x1 - x0); rail.castShadow = true; fence.add(rail); } } root.add(fence); solids.push(fence); // --- shed & spare table ------------------------------------------------ // Where the spare hardware lives, which makes it where the §7 scenario // starts: rig → carry a spare → repair mid-storm. Lane D's pickup radius is // 1.5 m off this point and everything downstream of it is already wired, so // this small thing gates the whole hand-played loop. // // The position is published SYNCHRONOUSLY, from constants, even though the // meshes arrive later in dress(). createWorld() has to stay sync — a.test.js // and the selftest build a yard without a server — and Lane D's // wireYardActions reads world.shedTable at wiring time. dress() refines the // point to Lane E's baked `pickup_anchor` if it's there. const shedTable = { pos: new THREE.Vector3(SHED_TABLE.x, heightAt(SHED_TABLE.x, SHED_TABLE.z) + 0.9, SHED_TABLE.z), }; /** * Show one of E's three wilt states. No-op against the graybox bed, so the * HUD can call it unconditionally. * @param {'full'|'tattered'|'dead'} which */ function setPlants(which) { if (!plants) return; for (const [k, node] of Object.entries(plants)) { if (node) node.visible = k === which; } } /** * Swap Lane E's GLBs in over the graybox. Async and separate from * createWorld() on purpose: the selftest builds a yard with no server, and a * fetch in the constructor would either break it or make it slow and flaky. * Every load is individually guarded — a missing GLB leaves its graybox * standing rather than taking the boot down with it. */ async function dress() { const { GLTFLoader } = await import('../vendor/addons/loaders/GLTFLoader.js'); const loader = new GLTFLoader(); /** Take a graybox stand-in out of the scene AND out of `solids`. */ const retire = (obj) => { if (!obj) return; obj.traverse((o) => { const i = solids.indexOf(o); if (i >= 0) solids.splice(i, 1); o.geometry?.dispose(); }); const i = solids.indexOf(obj); if (i >= 0) solids.splice(i, 1); obj.parent?.remove(obj); }; /** * Move an existing anchor onto the position Lane E baked, and take their * rating_hint with it. Mutates `pos` in place rather than reassigning it: * `interact.register` and Lane B's corners capture these vectors by * reference, and a reassign would leave them holding a stale one. */ const adoptAnchor = (glb, nodeName, anchorId) => { const node = glb.getObjectByName(nodeName); const anchor = anchors.find((a) => a.id === anchorId); if (!node || !anchor) return false; anchor.pos.setFromMatrixPosition(node.matrixWorld); anchor.ratingHint = node.userData?.rating_hint ?? 1; anchor.collateral = node.userData?.collateral ?? null; return true; }; const load = async (name) => { try { const gltf = await loader.loadAsync(new URL(`../models/${name}.glb`, import.meta.url).href); gltf.scene.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.receiveShadow = true; } // Lane E's optional-node flag: glTF has no visibility bit and Blender's // hide_render does NOT survive export (THREADS [E] 2026-07-17 — the // garden bed drew all three wilt states superimposed for five sprints). if (o.userData?.hidden_by_default) o.visible = false; }); return gltf.scene; } catch (err) { console.warn(`[world] ${name} unavailable, keeping graybox:`, err.message); return null; } }; const [shed, table, houseGlb, tree1, tree2, bedGlb, gnome] = await Promise.all([ load('shed_01_v1'), load('shed_table_v1'), load('house_yardside_v1'), load('tree_gum_01_v1'), load('tree_gum_02_v1'), load('garden_bed_v1'), load('garden_gnome_01_v1'), ]); // --- garden bed ------------------------------------------------------ if (bedGlb) { retire(graybox.bed); bedGlb.name = 'garden_bed'; bedGlb.position.set(GARDEN_BED.x, heightAt(GARDEN_BED.x, GARDEN_BED.z), GARDEN_BED.z); root.add(bedGlb); const pick = (n) => bedGlb.getObjectByName(n) ?? null; plants = { full: pick('plants_full'), tattered: pick('plants_tattered'), dead: pick('plants_dead') }; setPlants('full'); } // --- gnome (aftermath collateral bait) ------------------------------- // Placed under the sail's likely footprint on purpose: DESIGN.md wants your // own failures to be the worst debris, and something breakable has to be // standing there for that to land. if (gnome) { gnome.name = 'garden_gnome_01'; gnome.position.set(GNOME.x, heightAt(GNOME.x, GNOME.z), GNOME.z); gnome.rotation.y = GNOME.rotY; root.add(gnome); } // --- house (decision 6: no re-cut, the GLB's data wins) --------------- // E's fascia sits at 2.80 m and their anchors span x=-3..3, where my // graybox guessed 2.6 m and -5..5. Reading them narrows the house span by // 4 m, which is a real part of why the yard now offers small quads at all. // Every fascia anchor carries rating_hint 0.35 — E encoded DESIGN.md's // "the fascia board is a lie" straight into the asset, and `collateral: // "gutter"` says what it takes with it when it goes. if (houseGlb) { retire(graybox.house); houseGlb.name = 'house_yardside'; houseGlb.position.set(HOUSE.x, heightAt(HOUSE.x, HOUSE.z), HOUSE.z); root.add(houseGlb); solids.push(houseGlb); houseGlb.updateWorldMatrix(true, true); for (const [i, id] of ['h1', 'h2', 'h3'].entries()) { adoptAnchor(houseGlb, `fascia_anchor_0${i + 1}`, id); } } // --- trees ----------------------------------------------------------- // Each tree ships 2-3 branch anchors with descending rating_hint (1.0 at // the fork, 0.76 out where the limb is thin) — the intel DESIGN.md wants // inspection to buy. branch_anchor_01 keeps the original t1/t2 id so // nothing that already references them breaks; the rest are added. for (const [glb, spec] of [[tree1, treeSpecs[0]], [tree2, treeSpecs[1]]]) { if (!glb) continue; const old = graybox.trees.get(spec.id); retire(old); // The graybox canopy was what world.update() swayed — hand that job over. const idx = canopies.findIndex((c) => old && old.getObjectByName('canopy') === c.group); if (idx >= 0) canopies.splice(idx, 1); glb.name = `tree_${spec.id}`; glb.position.set(spec.x, heightAt(spec.x, spec.z), spec.z); root.add(glb); const trunk = glb.getObjectByName('trunk'); if (trunk) solids.push(trunk); const canopy = glb.getObjectByName('canopy_01') || glb.getObjectByName('canopy'); if (canopy?.parent) { canopies.push({ group: canopy.parent, phase: spec.phase, base: canopy.parent.rotation.clone() }); } glb.updateWorldMatrix(true, true); const suffix = ['', 'b', 'c']; for (let i = 1; i <= 3; i++) { const node = glb.getObjectByName(`branch_anchor_0${i}`); if (!node) continue; const id = spec.id + suffix[i - 1]; if (i === 1) adoptAnchor(glb, `branch_anchor_01`, id); else { const p = new THREE.Vector3().setFromMatrixPosition(node.matrixWorld); const a = makeSwayAnchor(id, p, spec.phase, wind); a.ratingHint = node.userData?.rating_hint ?? 1; anchors.push(a); } } } if (shed) { shed.name = 'shed_01'; shed.position.set(SHED.x, heightAt(SHED.x, SHED.z), SHED.z); shed.rotation.y = SHED.rotY; root.add(shed); solids.push(shed); } if (table) { table.name = 'shed_table'; table.position.set(SHED_TABLE.x, heightAt(SHED_TABLE.x, SHED_TABLE.z), SHED_TABLE.z); table.rotation.y = SHED_TABLE.rotY; root.add(table); // NOT in solids: you want to walk up to the table, not be fenced off it. // Prefer Lane E's baked anchor over my guess at where a table top is. table.updateWorldMatrix(true, true); const anchor = table.getObjectByName('pickup_anchor'); if (anchor) shedTable.pos.setFromMatrixPosition(anchor.matrixWorld); } return { shed, table }; } // --- the world object -------------------------------------------------- return { anchors, heightAt, gardenBed: GARDEN_BED, sunDir: SUN_DIR.clone(), solids, root, /** * Where a spare gets picked up. `{pos}` — Lane D registers a 1.5 m hold-E * off this point. Present from construction; dress() may nudge it onto * Lane E's `pickup_anchor`. */ shedTable, dress, /** @param {'full'|'tattered'|'dead'} which */ setPlants, /** Where the breakable client property stands, and what breaking it costs. */ gnome: GNOME, // Lane C's skyfx MODULATES these as the storm builds and hands them back // untouched on dispose() — it doesn't own them. That's why the yard exposes // its lights rather than keeping them private. sun, hemi, /** @param {string} id */ anchor(id) { return anchors.find((a) => a.id === id) ?? null; }, update(dt, t) { // Canopies lean with the wind they actually stand in — this is the tell // the player reads a gust front from, a beat before it reaches the sail. for (const c of canopies) { const w = wind.sample(c.group.getWorldPosition(_worldPos), t); const speed = w.length(); const lean = Math.min(0.22, speed * 0.007); const flutter = 0.55 + 0.45 * Math.sin(t * 2.3 + c.phase); c.group.rotation.z = c.base.z - Math.cos(Math.atan2(w.z, w.x)) * lean * flutter; c.group.rotation.x = c.base.x + Math.sin(Math.atan2(w.z, w.x)) * lean * flutter; } }, }; } const _worldPos = new THREE.Vector3(); /** @returns {import('./contracts.js').Anchor} */ function makeStaticAnchor(id, type, pos) { const p = pos.clone(); return { id, type, pos: p, sway: () => p }; } /** * A tree anchor. Wanders with the wind it stands in, which is exactly why it is * the dangerous choice: the sway is dynamic load the rig has to eat, and a * drum-tight rig on a swaying tree snaps turnbuckles (DESIGN.md). * * @returns {import('./contracts.js').Anchor} */ function makeSwayAnchor(id, pos, phase, wind) { const p = pos.clone(); const scratch = new THREE.Vector3(); // per-anchor, so two anchors never alias return { id, type: 'tree', pos: p, sway(t) { const speed = wind.sample(p, t).length(); const amp = Math.min(0.35, speed * 0.012); const s = Math.sin(t * 1.9 + phase); return scratch.set( p.x + s * amp, p.y - Math.abs(s) * amp * 0.25, p.z + Math.cos(t * 1.3 + phase) * amp * 0.5, ); }, }; }