364 tris0,65 × 0,72 × 0,63 m
Úsalo en código
Hacer remix en el editoranvil.js · 179 líneas
Módulo ES autónomo — solo depende de three. Llama a la función factory y añade el grupo a tu escena.
/**
* Anvil — Codels 3D model library
* License: CC0-1.0 · Units: meters · Y-up · Front: +Z · Origin: center of the base (y = 0)
* Triangles: 364 · Size (W × H × D): 0.65 × 0.72 × 0.63 m
*
* Usage:
* import { createAnvil } from './anvil.js';
*
* const model = createAnvil();
* model.position.set(0, 0, 0);
* scene.add(model);
*/
import * as THREE from 'three';
const deg = THREE.MathUtils.degToRad;
// Deterministic vertex displacement (organic low-poly look).
function jitter(geometry, amount, seed) {
const pos = geometry.attributes.position;
const h = (a, b, c, s) => {
let x = Math.imul(a, 73856093) ^ Math.imul(b, 19349663) ^ Math.imul(c, 83492791) ^ Math.imul(s, 2654435761);
x = Math.imul(x ^ (x >>> 16), 2246822507);
x = Math.imul(x ^ (x >>> 13), 3266489909);
return ((x ^ (x >>> 16)) >>> 0) / 4294967295 - 0.5;
};
for (let i = 0; i < pos.count; i++) {
const x = pos.getX(i), y = pos.getY(i), z = pos.getZ(i);
const qx = Math.round(x * 1000), qy = Math.round(y * 1000), qz = Math.round(z * 1000);
pos.setXYZ(i, x + h(qx, qy, qz, seed) * 2 * amount, y + h(qx, qy, qz, seed + 1) * 2 * amount, z + h(qx, qy, qz, seed + 2) * 2 * amount);
}
pos.needsUpdate = true;
geometry.computeVertexNormals();
return geometry;
}
// Extrude a 2D outline along Z (centered). bevel = [thickness, size, segments].
function extrude(outline, depth, holes = [], bevel = null) {
const shape = new THREE.Shape(outline.map(([x, y]) => new THREE.Vector2(x, y)));
for (const hole of holes) shape.holes.push(new THREE.Path(hole.map(([x, y]) => new THREE.Vector2(x, y))));
const options = bevel
? { depth, bevelEnabled: true, bevelThickness: bevel[0], bevelSize: bevel[1], bevelSegments: bevel[2] }
: { depth, bevelEnabled: false };
return new THREE.ExtrudeGeometry(shape, options).translate(0, 0, -depth / 2);
}
export function createAnvil() {
const root = new THREE.Group();
root.name = 'Anvil';
// Materials
const ironMat = new THREE.MeshStandardMaterial({ name: 'iron', color: 0x69707b, roughness: 0.5, metalness: 0.35, flatShading: true });
const faceMat = new THREE.MeshStandardMaterial({ name: 'face', color: 0x9ea8b9, roughness: 0.3, metalness: 0.45, flatShading: true });
const darkMat = new THREE.MeshStandardMaterial({ name: 'dark', color: 0x1e1e22, roughness: 0.8, flatShading: true });
const barkMat = new THREE.MeshStandardMaterial({ name: 'bark', color: 0x5a3d26, roughness: 1, flatShading: true });
const woodMat = new THREE.MeshStandardMaterial({ name: 'wood', color: 0xc79a62, roughness: 0.9, flatShading: true });
const ringMat = new THREE.MeshStandardMaterial({ name: 'ring', color: 0xa77b48, roughness: 0.9, flatShading: true });
const handleMat = new THREE.MeshStandardMaterial({ name: 'handle', color: 0x8b5a2b, roughness: 0.85, flatShading: true });
// Shared geometries
const cylinderGeo = new THREE.CylinderGeometry(0.022, 0.065, 0.17, 5);
// Parts
const stump = new THREE.Mesh(jitter(new THREE.CylinderGeometry(0.215, 0.24, 0.44, 9), 0.008, 4), barkMat);
stump.name = 'stump';
stump.position.set(0, 0.22, 0);
root.add(stump);
const stumpTop = new THREE.Mesh(new THREE.CylinderGeometry(0.205, 0.205, 0.016, 9), woodMat);
stumpTop.name = 'stumpTop';
stumpTop.position.set(0, 0.442, 0);
stumpTop.rotation.set(0, deg(20), 0);
root.add(stumpTop);
const treeRing = new THREE.Mesh(new THREE.CylinderGeometry(0.13, 0.13, 0.004, 9), ringMat);
treeRing.name = 'treeRing';
treeRing.position.set(0, 0.452, 0);
treeRing.rotation.set(0, deg(20), 0);
root.add(treeRing);
const root1 = new THREE.Group();
root1.name = 'root1';
root1.rotation.set(0, deg(25), 0);
root.add(root1);
const root2 = new THREE.Mesh(cylinderGeo, barkMat);
root2.name = 'root';
root2.position.set(0, 0.062, 0.2);
root2.rotation.set(deg(116), 0, 0);
root1.add(root2);
const root22 = new THREE.Group();
root22.name = 'root2';
root22.rotation.set(0, deg(133), 0);
root.add(root22);
const root3 = new THREE.Mesh(cylinderGeo, barkMat);
root3.name = 'root';
root3.position.set(0, 0.062, 0.2);
root3.rotation.set(deg(116), 0, 0);
root22.add(root3);
const root32 = new THREE.Group();
root32.name = 'root3';
root32.rotation.set(0, deg(205), 0);
root.add(root32);
const root4 = new THREE.Mesh(cylinderGeo, barkMat);
root4.name = 'root';
root4.position.set(0, 0.062, 0.2);
root4.rotation.set(deg(116), 0, 0);
root32.add(root4);
const root42 = new THREE.Group();
root42.name = 'root4';
root42.rotation.set(0, deg(313), 0);
root.add(root42);
const root5 = new THREE.Mesh(cylinderGeo, barkMat);
root5.name = 'root';
root5.position.set(0, 0.062, 0.2);
root5.rotation.set(deg(116), 0, 0);
root42.add(root5);
const base = new THREE.Mesh(extrude([[-0.21, 0], [0.19, 0], [0.19, 0.022], [0.13, 0.06], [-0.15, 0.06], [-0.21, 0.022]], 0.21), ironMat);
base.name = 'base';
base.position.set(0, 0.454, 0);
root.add(base);
const waist = new THREE.Mesh(extrude([[-0.14, 0], [0.12, 0], [0.08, 0.06], [0.1, 0.12], [-0.13, 0.12], [-0.1, 0.06]], 0.12), ironMat);
waist.name = 'waist';
waist.position.set(0, 0.512, 0);
root.add(waist);
const body = new THREE.Mesh(new THREE.BoxGeometry(0.37, 0.085, 0.145), ironMat);
body.name = 'body';
body.position.set(-0.035, 0.6665, 0);
root.add(body);
const face = new THREE.Mesh(new THREE.BoxGeometry(0.35, 0.006, 0.13), faceMat);
face.name = 'face';
face.position.set(-0.035, 0.71, 0);
root.add(face);
const hardyHole = new THREE.Mesh(new THREE.BoxGeometry(0.022, 0.003, 0.022), darkMat);
hardyHole.name = 'hardyHole';
hardyHole.position.set(-0.17, 0.7135, 0.02);
root.add(hardyHole);
const pritchelHole = new THREE.Mesh(new THREE.CylinderGeometry(0.009, 0.009, 0.003, 6), darkMat);
pritchelHole.name = 'pritchelHole';
pritchelHole.position.set(-0.13, 0.7135, 0.03);
root.add(pritchelHole);
const step = new THREE.Mesh(new THREE.BoxGeometry(0.07, 0.065, 0.12), ironMat);
step.name = 'step';
step.position.set(0.185, 0.6645, 0);
root.add(step);
const horn = new THREE.Mesh(new THREE.ConeGeometry(0.046, 0.2, 8), ironMat);
horn.name = 'horn';
horn.position.set(0.318, 0.666, 0);
horn.rotation.set(0, 0, deg(-90));
horn.scale.set(1, 0.85, 1);
root.add(horn);
const hammer = new THREE.Group();
hammer.name = 'hammer';
hammer.position.set(-0.13, 0.025, 0.35);
hammer.rotation.set(0, deg(98), 0);
root.add(hammer);
const hammerParts = new THREE.Group();
hammerParts.name = 'hammerParts';
hammerParts.rotation.set(deg(90), deg(90), 0);
hammer.add(hammerParts);
const handle = new THREE.Mesh(new THREE.CylinderGeometry(0.014, 0.016, 0.36, 6), handleMat);
handle.name = 'handle';
handle.position.set(0, 0.18, 0);
hammerParts.add(handle);
const head = new THREE.Mesh(new THREE.BoxGeometry(0.05, 0.05, 0.13), ironMat);
head.name = 'head';
head.position.set(0, 0.37, 0.01);
hammerParts.add(head);
const striker = new THREE.Mesh(new THREE.BoxGeometry(0.056, 0.056, 0.012), faceMat);
striker.name = 'striker';
striker.position.set(0, 0.37, 0.081);
hammerParts.add(striker);
root.traverse((o) => {
if (o.isMesh) {
o.castShadow = true;
o.receiveShadow = true;
}
});
return root;
}
export default createAnvil;
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