Selftest on merged main: 263 pass / 0 fail (winnable-line assert self-skips pending SPRINT7 gate 0 harness convergence). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
672 lines
26 KiB
JavaScript
672 lines
26 KiB
JavaScript
/**
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* SHADES — the yard. Lane A owns this file.
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*
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* M0 is deliberately graybox: every mesh here is a stand-in with the right
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* dimensions and the right NAME, so Lane E's real GLBs drop into the same slots
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* without anyone re-deriving positions. What is NOT placeholder, and what other
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* lanes should build against, is the layout: anchor positions, ground heights,
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* the garden rect and the sun direction.
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*
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* Geometry conventions: meters, +Y up, origin at yard centre on the ground.
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* North (-Z) is the house edge. The yard is 30 (x) by 20 (z).
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*/
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import * as THREE from '../vendor/three.module.js';
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import { YARD, createStubWind } from './contracts.js';
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/**
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* Ground height in meters at a world XZ. Pure and cheap — this is called by the
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* player every frame and by every piece of debris, so it stays closed-form
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* rather than sampling a texture. Gentle by design (about ±0.3 m): enough that
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* water has somewhere to go and the yard doesn't read as a table, not so much
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* that it fights the rigging puzzle.
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*
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* @param {number} x
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* @param {number} z
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* @returns {number}
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*/
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export function heightAt(x, z) {
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return (
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0.18 * Math.sin(x * 0.21 + 1.3) * Math.cos(z * 0.27 - 0.4) +
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0.09 * Math.sin(x * 0.53 - 2.1) * Math.sin(z * 0.41 + 0.8) -
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0.06 * Math.cos(x * 0.11)
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);
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}
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const GARDEN_BED = { x: 1, z: 2, w: 6, d: 4 };
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// Shed on the east side, table out in front of it. Lane D tested reachability
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// against (9, 6), so the table stays there and the shed tucks in behind.
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const SHED = { x: 11.8, z: 6.2, rotY: -Math.PI / 2 };
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const SHED_TABLE = { x: 9, z: 6, rotY: -Math.PI / 2 };
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// Lane E's house_yardside GLB is a 9.2 x 2.9 x 1.05 m façade whose fascia
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// anchors sit at local z = +0.55, so placing it here lands them on z = -9.95 —
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// the same line the graybox taught everyone to expect.
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const HOUSE = { x: 0, z: -10.5 };
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// The gnome stands just off the bed's south-east corner — inside the footprint
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// of most rigs, so a sail that lets go has something of the client's to land on.
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// DESIGN.md: your own failure is the worst debris of all.
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const GNOME = { x: 4.3, z: 4.4, rotY: -2.2, collateralValue: 25 };
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// Sun: mid-afternoon, high and off the north-west shoulder. Elevation 55°.
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// Stored as the direction from the GROUND toward the SUN (see contracts.js).
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const SUN_ELEV = (55 * Math.PI) / 180;
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const SUN_AZIM = (-125 * Math.PI) / 180;
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const SUN_DIR = new THREE.Vector3(
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Math.cos(SUN_ELEV) * Math.sin(SUN_AZIM),
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Math.sin(SUN_ELEV),
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Math.cos(SUN_ELEV) * Math.cos(SUN_AZIM),
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).normalize();
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const COLORS = {
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sky: 0x9fc4dd,
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grass: 0x4a7c3f,
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soil: 0x6b4a2f,
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plant: 0x7fce6a,
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house: 0x8a8f96,
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trim: 0x6e737a,
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bark: 0x5a3d24,
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leaf: 0x2f6b28,
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steel: 0x9aa4ad,
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timber: 0x7a6a4f,
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};
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// (kept explicit rather than clever — Lane E will replace these with materials
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// baked into the GLBs, at which point this table shrinks to nothing.)
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/**
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* Build the yard.
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*
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* @param {THREE.Scene} scene
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* @param {object} [opts]
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* @param {import('./contracts.js').Wind} [opts.wind]
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* Wind is injected because tree anchors sway with it, and sway is dynamic
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* load — the whole reason a tree anchor is scarier than a post. Defaults to
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* the calm stub so world.js is usable headless before Lane C lands.
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* @returns {import('./contracts.js').World}
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*/
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export function createWorld(scene, opts = {}) {
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const wind = opts.wind ?? createStubWind({ calm: true });
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const root = new THREE.Group();
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root.name = 'yard';
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scene.add(root);
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/** @type {THREE.Object3D[]} */
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const solids = [];
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/** @type {import('./contracts.js').Anchor[]} */
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const anchors = [];
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/** @type {{group: THREE.Object3D, phase: number, base: THREE.Euler}[]} */
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const canopies = [];
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/** Graybox stand-ins, kept so dress() can retire them once E's GLBs load. */
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const graybox = { house: null, trees: new Map(), bed: null };
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/**
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* E's three wilt states, siblings in one GLB — toggled by visibility rather
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* than reloaded, which is why they all ship together.
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* @type {{full: THREE.Object3D, tattered: THREE.Object3D, dead: THREE.Object3D}|null}
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*/
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let plants = null;
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// --- sky & light -------------------------------------------------------
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// Calm-day only. Lane C's skyfx.js takes over the sky and this becomes the
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// "before" state the storm darkens away from.
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scene.background = new THREE.Color(COLORS.sky);
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scene.fog = new THREE.Fog(COLORS.sky, 34, 95);
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// Sky fill carries more here than it would in most scenes. The sun sits in
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// the NORTH (this is an Australian yard — "southerly change", gum trees), and
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// the house is the yard's north edge, so the wall the player spends the whole
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// game looking at is permanently backlit. That's correct, and it's also how
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// a real south-facing rear wall looks — but the fascia line carries three of
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// the seven anchors, so it has to stay readable in shadow rather than going
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// to a void. Sky bounce is what does that in the real yard too.
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const hemi = new THREE.HemisphereLight(0xbfd8ea, COLORS.grass, 1.8);
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scene.add(hemi);
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const sun = new THREE.DirectionalLight(0xfff2dc, 2.0);
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sun.position.copy(SUN_DIR).multiplyScalar(40);
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sun.target.position.set(0, 0, 0);
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sun.castShadow = true;
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sun.shadow.mapSize.set(2048, 2048);
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// Frame the yard tightly — a loose shadow frustum is why sail shadows go
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// soft and blocky, and the sail's shadow IS the product here.
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const sc = sun.shadow.camera;
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sc.left = -19; sc.right = 19; sc.top = 15; sc.bottom = -15;
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sc.near = 1; sc.far = 90;
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sun.shadow.bias = -0.0006;
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sun.shadow.normalBias = 0.02;
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scene.add(sun);
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scene.add(sun.target);
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// --- terrain -----------------------------------------------------------
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const groundGeo = new THREE.PlaneGeometry(YARD.width, YARD.depth, 60, 40);
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groundGeo.rotateX(-Math.PI / 2);
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const gpos = groundGeo.attributes.position;
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for (let i = 0; i < gpos.count; i++) {
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gpos.setY(i, heightAt(gpos.getX(i), gpos.getZ(i)));
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}
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gpos.needsUpdate = true;
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groundGeo.computeVertexNormals();
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const ground = new THREE.Mesh(
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groundGeo,
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new THREE.MeshStandardMaterial({ color: COLORS.grass, roughness: 0.95 }),
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);
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ground.name = 'ground';
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ground.receiveShadow = true;
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root.add(ground);
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// Deliberately NOT in `solids`: the ground is answered by heightAt(), which
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// is exact and free. Raycasting it would be 4800 triangles a frame to learn
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// something we already know in closed form.
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// --- house (north edge) ------------------------------------------------
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// Rear wall sits exactly on z = -10 so the fascia anchors have a round
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// number to live on. Lane E's house_yardside.glb replaces this group and
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// should keep fascia_anchor_* at these positions.
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const house = new THREE.Group();
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house.name = 'house_yardside';
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const wall = new THREE.Mesh(
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new THREE.BoxGeometry(16, 3.0, 6),
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new THREE.MeshStandardMaterial({ color: COLORS.house, roughness: 0.85 }),
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);
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wall.position.set(0, 1.5, -13);
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wall.castShadow = true;
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wall.receiveShadow = true;
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house.add(wall);
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const roof = new THREE.Mesh(
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new THREE.BoxGeometry(16.8, 0.22, 6.8),
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new THREE.MeshStandardMaterial({ color: COLORS.trim, roughness: 0.7 }),
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);
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roof.position.set(0, 3.1, -13);
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roof.castShadow = true;
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house.add(roof);
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// The fascia line — the lie the player will be tempted by (DESIGN.md).
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const fascia = new THREE.Mesh(
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new THREE.BoxGeometry(16, 0.24, 0.12),
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new THREE.MeshStandardMaterial({ color: COLORS.trim, roughness: 0.6 }),
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);
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fascia.position.set(0, 2.72, -9.98);
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house.add(fascia);
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root.add(house);
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solids.push(wall, roof);
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graybox.house = house;
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for (const [i, x] of [-5, 0, 5].entries()) {
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anchors.push(makeStaticAnchor(`h${i + 1}`, 'house', new THREE.Vector3(x, 2.6, -9.9)));
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}
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// --- trees -------------------------------------------------------------
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// Two, on opposite shoulders, mirroring the prototype's tree placement.
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// Canopies are separate named nodes so they can be swayed independently —
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// Lane E's tree_gum_01.glb must keep `trunk` / `canopy_*` / `branch_anchor_*`.
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const treeSpecs = [
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{ id: 't1', x: -9, z: 2, phase: 0.7, trunkH: 4.2, anchorY: 3.4 },
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{ id: 't2', x: 8, z: -2, phase: 2.9, trunkH: 3.8, anchorY: 3.1 },
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];
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for (const spec of treeSpecs) {
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const y0 = heightAt(spec.x, spec.z);
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const tree = new THREE.Group();
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tree.name = `tree_${spec.id}`;
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tree.position.set(spec.x, y0, spec.z);
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const trunk = new THREE.Mesh(
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new THREE.CylinderGeometry(0.18, 0.28, spec.trunkH, 8),
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new THREE.MeshStandardMaterial({ color: COLORS.bark, roughness: 1 }),
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);
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trunk.name = 'trunk';
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trunk.position.y = spec.trunkH / 2;
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trunk.castShadow = true;
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tree.add(trunk);
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solids.push(trunk);
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const canopy = new THREE.Group();
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canopy.name = 'canopy';
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canopy.position.y = spec.trunkH;
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const blobMat = new THREE.MeshStandardMaterial({ color: COLORS.leaf, roughness: 1 });
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for (const [j, b] of [
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{ x: 0, y: 0.7, z: 0, r: 2.1 },
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{ x: 1.1, y: 0.1, z: 0.5, r: 1.4 },
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{ x: -0.9, y: 0.3, z: -0.6, r: 1.5 },
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].entries()) {
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const blob = new THREE.Mesh(new THREE.SphereGeometry(b.r, 12, 8), blobMat);
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blob.name = `canopy_${j}`;
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blob.position.set(b.x, b.y, b.z);
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blob.castShadow = true;
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canopy.add(blob);
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}
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tree.add(canopy);
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canopies.push({ group: canopy, phase: spec.phase, base: canopy.rotation.clone() });
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root.add(tree);
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graybox.trees.set(spec.id, tree);
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// The anchor is at a branch fork, not the canopy centre.
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anchors.push(makeSwayAnchor(
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spec.id,
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new THREE.Vector3(spec.x, y0 + spec.anchorY, spec.z),
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spec.phase,
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wind,
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));
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}
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// --- posts -------------------------------------------------------------
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// Raked away from the yard centre, because that is the correct practice and
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// the shape should teach it before any text does (DESIGN.md: "rake the post
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// away from the load").
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// SPRINT3 decision 2: posts pulled in off the fence and a third added.
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//
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// The old pair sat at (-6, 7) and (5, 7.5), which put every rigging option in
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// the 70–192 m² range Lane B flagged — a sail that big pre-tensions itself
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// into a cascade at t=0.4 s before the wind has done anything, so the yard was
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// teaching the wrong lesson. Pulled in, plus p3, the same yard now offers 31
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// quads in the 18–45 m² band (8 of which shade a quarter of the bed or more).
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//
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// Worth knowing before anyone "fixes" it: the smallest quad that covers the
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// bed COMPLETELY is 59 m², and that is not a bug to tune away. The bed sits
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// 10 m off the house, so any house-to-post sail is ~16 m long, and covering a
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// 6 m bed with it costs you a sail the storm will take. Full shade is meant to
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// be the expensive answer; the small quads buy survival and pay in patchy
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// shade. That IS the design (DESIGN.md, "big flat low vs small twisted steep").
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// SPRINT6 gate 1: p4 is the ONE close anchor the balance pass allows, and its
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// position is measured rather than guessed.
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//
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// The wild night had no winnable line because every anchor near the bed —
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// p1/p2/p3 — is SOUTH of it, and nothing stands north short of the house 10 m
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// away. So covering rigs had to span the yard and died, while rigs small
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// enough to survive sat beside the bed instead of over it.
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//
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// p4 supplies the missing north-west corner. Swept its position against the
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// smallest quad that covers 90% of the bed:
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// (-2.2, -1.2) → 44.4 m² ← breaks the tradeoff (see below)
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// (-3.2, -1.2) → 48.6 m² ← here
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// (-3.2, -2.0) → 51.7 m²
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// (-4.2, -3.0) → 60.0 m²
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// beyond ~z=-4 → 63.5 m², i.e. too far away to matter at all
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// Full coverage costs 63.5 m² without it. At (-3.2,-1.2) that drops to 48.6 —
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// a real new option, 23% cheaper — while still costing you a bigger sail than
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// the 23-38 m² rigs that survive on their own. Pulling it in to (-2.2,-1.2)
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// would put full coverage at 44.4 m², INSIDE the survivable band, which
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// collapses DESIGN.md's central tension: covering the bed has to cost risk.
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// a.test.js asserts that >45 m² floor, so moving this post inward goes red.
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const postSpecs = [
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{ id: 'p1', x: -4.5, z: 5.5, h: 4.0 },
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{ id: 'p2', x: 4.0, z: 6.0, h: 4.0 },
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{ id: 'p3', x: 0, z: 7.0, h: 4.0 },
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{ id: 'p4', x: -3.2, z: -1.2, h: 4.0 },
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];
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const RAKE = (8 * Math.PI) / 180;
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for (const spec of postSpecs) {
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const y0 = heightAt(spec.x, spec.z);
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// Lean away from the centre of the yard, in the XZ plane.
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const away = new THREE.Vector2(spec.x, spec.z).normalize();
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const top = new THREE.Vector3(
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spec.x + Math.sin(RAKE) * spec.h * away.x,
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y0 + Math.cos(RAKE) * spec.h,
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spec.z + Math.sin(RAKE) * spec.h * away.y,
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);
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const post = new THREE.Mesh(
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new THREE.CylinderGeometry(0.06, 0.08, spec.h, 8),
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new THREE.MeshStandardMaterial({ color: COLORS.steel, roughness: 0.5, metalness: 0.6 }),
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);
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post.name = `sail_post_${spec.id}`;
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post.position.set((spec.x + top.x) / 2, (y0 + top.y) / 2, (spec.z + top.z) / 2);
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post.quaternion.setFromUnitVectors(
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new THREE.Vector3(0, 1, 0),
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top.clone().sub(new THREE.Vector3(spec.x, y0, spec.z)).normalize(),
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);
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post.castShadow = true;
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root.add(post);
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solids.push(post);
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const footing = new THREE.Mesh(
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new THREE.CylinderGeometry(0.22, 0.26, 0.18, 10),
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new THREE.MeshStandardMaterial({ color: 0x9c9c96, roughness: 0.95 }),
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);
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footing.position.set(spec.x, y0 + 0.06, spec.z);
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footing.receiveShadow = true;
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root.add(footing);
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anchors.push(makeStaticAnchor(spec.id, 'post', top));
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}
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// --- garden bed (the thing you are protecting) -------------------------
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const bed = new THREE.Group();
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bed.name = 'garden_bed';
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const bedY = heightAt(GARDEN_BED.x, GARDEN_BED.z);
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bed.position.set(GARDEN_BED.x, bedY, GARDEN_BED.z);
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const soil = new THREE.Mesh(
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new THREE.BoxGeometry(GARDEN_BED.w, 0.3, GARDEN_BED.d),
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new THREE.MeshStandardMaterial({ color: COLORS.soil, roughness: 1 }),
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);
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soil.position.y = 0.15;
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soil.receiveShadow = true;
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bed.add(soil);
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const plantMat = new THREE.MeshStandardMaterial({ color: COLORS.plant, roughness: 0.9 });
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for (let i = 0; i < 6; i++) {
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for (let j = 0; j < 4; j++) {
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const plant = new THREE.Mesh(new THREE.SphereGeometry(0.28, 8, 6), plantMat);
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plant.position.set(
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(-0.5 + (i + 0.5) / 6) * GARDEN_BED.w,
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0.42,
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(-0.5 + (j + 0.5) / 4) * GARDEN_BED.d,
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);
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plant.castShadow = true;
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plant.receiveShadow = true;
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bed.add(plant);
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}
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}
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root.add(bed);
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graybox.bed = bed;
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// --- boundary fence ----------------------------------------------------
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// East, south and west only: the house is the north boundary.
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const fence = new THREE.Group();
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fence.name = 'fence';
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const railMat = new THREE.MeshStandardMaterial({ color: 0x7a6a4f, roughness: 1 });
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const hx = YARD.width / 2, hz = YARD.depth / 2;
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const runs = [
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{ from: [-hx, hz], to: [hx, hz] }, // south
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{ from: [-hx, -hz], to: [-hx, hz] }, // west
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{ from: [hx, -hz], to: [hx, hz] }, // east
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];
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for (const run of runs) {
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const [x0, z0] = run.from, [x1, z1] = run.to;
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const len = Math.hypot(x1 - x0, z1 - z0);
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const n = Math.round(len / 2.5);
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for (let i = 0; i <= n; i++) {
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const f = i / n;
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const x = x0 + (x1 - x0) * f, z = z0 + (z1 - z0) * f;
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const p = new THREE.Mesh(new THREE.BoxGeometry(0.1, 1.6, 0.1), railMat);
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p.position.set(x, heightAt(x, z) + 0.8, z);
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p.castShadow = true;
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fence.add(p);
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}
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for (const ry of [0.6, 1.35]) {
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const rail = new THREE.Mesh(new THREE.BoxGeometry(len, 0.12, 0.04), railMat);
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rail.position.set((x0 + x1) / 2, heightAt((x0 + x1) / 2, (z0 + z1) / 2) + ry, (z0 + z1) / 2);
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rail.rotation.y = Math.atan2(-(z1 - z0), x1 - x0);
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rail.castShadow = true;
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fence.add(rail);
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}
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||
}
|
||
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,
|
||
);
|
||
},
|
||
};
|
||
}
|