@bitefoundry/retrieviewer 0.0.0-stage → 0.0.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (297) hide show
  1. package/ASSET-PROVENANCE.md +43 -0
  2. package/ASSETS-LICENSE.md +58 -0
  3. package/ATTRIBUTION.md +54 -0
  4. package/EMBEDDING.md +96 -0
  5. package/INSTALLING.md +126 -0
  6. package/LICENSE +16 -0
  7. package/LICENSE-CODE +21 -0
  8. package/PLUGIN.md +110 -0
  9. package/PUPPY-MEMORY.md +57 -0
  10. package/PUPPY-Q5-COMPARISON.md +73 -0
  11. package/README.md +86 -2
  12. package/RELEASING.md +70 -0
  13. package/THIRD-PARTY-NOTICES.md +17 -0
  14. package/TRADEMARKS.md +21 -0
  15. package/WINDOWS-COMPANION.md +113 -0
  16. package/braille.mjs +45 -0
  17. package/examples/bridge.py +62 -0
  18. package/examples/embed.mjs +15 -0
  19. package/examples/live.mjs +40 -0
  20. package/examples/plugin.mjs +21 -0
  21. package/integrations/opencode/runtime.mjs +195 -0
  22. package/integrations/opencode/tui.tsx +59 -0
  23. package/integrations/windows-overlay/Overlay.cs +259 -0
  24. package/integrations/windows-overlay/desktop.mjs +87 -0
  25. package/integrations/windows-overlay/protocol.mjs +39 -0
  26. package/integrations/windows-overlay/worker.mjs +60 -0
  27. package/locomotion-core.mjs +21 -0
  28. package/locomotion-puppy.animal +0 -0
  29. package/package.json +131 -4
  30. package/pet-q5-manifest.json +118 -0
  31. package/puppy-clean.mjs +51 -0
  32. package/puppy-companion-interactions-v3-q5.bin.gz +0 -0
  33. package/puppy-companion-interactions-v3.json +1 -0
  34. package/puppy-companion-life.mjs +182 -0
  35. package/puppy-companion-objects.mjs +30 -0
  36. package/puppy-companion-sprites.mjs +14 -0
  37. package/puppy-continuous.mjs +57 -0
  38. package/puppy-face.mjs +46 -0
  39. package/puppy-frame-predictive.mjs +147 -0
  40. package/puppy-frame-store.mjs +108 -0
  41. package/puppy-mouth-anchor.json +1 -0
  42. package/puppy-mouth-anchor.mjs +33 -0
  43. package/puppy-paper-actions-v9-q5.bin.gz +0 -0
  44. package/puppy-paper-actions-v9.json +1 -0
  45. package/puppy-paper-actions.mjs +48 -0
  46. package/puppy-paper-approach-q5.bin.gz +0 -0
  47. package/puppy-paper-approach.json +1 -0
  48. package/puppy-paper-area.mjs +15 -0
  49. package/puppy-paper-arrival-seat-q5.bin.gz +0 -0
  50. package/puppy-paper-arrival-seat.json +1 -0
  51. package/puppy-paper-behaviors-q5.bin.gz +0 -0
  52. package/puppy-paper-behaviors.json +1 -0
  53. package/puppy-paper-behaviors.mjs +8 -0
  54. package/puppy-paper-contact.mjs +103 -0
  55. package/puppy-paper-director.mjs +21 -0
  56. package/puppy-paper-paw-transport.mjs +76 -0
  57. package/puppy-paper-rear-gallop-q5.bin.gz +0 -0
  58. package/puppy-paper-rear-gallop.json +1 -0
  59. package/puppy-paper-seat-q5.bin.gz +0 -0
  60. package/puppy-paper-seat.json +14 -0
  61. package/puppy-paper-seat.mjs +13 -0
  62. package/puppy-paper-trick-timing.mjs +58 -0
  63. package/puppy-paper-world.mjs +108 -0
  64. package/puppy-paper.mjs +271 -0
  65. package/puppy-stable-meta.json +1606 -0
  66. package/puppy-stable.mjs +72 -0
  67. package/puppy-stride-meta.json +343 -0
  68. package/puppy-stride-tweens-q5.bin.gz +0 -0
  69. package/puppy-zoomies.mjs +27 -0
  70. package/puppy-zoomies30.mjs +12 -0
  71. package/retrieviewer-cli.mjs +94 -0
  72. package/retrieviewer-config.mjs +49 -0
  73. package/retrieviewer-install.mjs +157 -0
  74. package/retrieviewer-plugin.d.mts +44 -0
  75. package/retrieviewer-plugin.mjs +97 -0
  76. package/retrieviewer-stdio.mjs +38 -0
  77. package/retrieviewer.d.mts +85 -0
  78. package/retrieviewer.mjs +142 -0
  79. package/vendor/procedural-animals/LICENSE +21 -0
  80. package/vendor/procedural-animals/package.json +40 -0
  81. package/vendor/procedural-animals/src/animal.js +146 -0
  82. package/vendor/procedural-animals/src/bake.js +51 -0
  83. package/vendor/procedural-animals/src/build.js +81 -0
  84. package/vendor/procedural-animals/src/core/build/coatKit.js +121 -0
  85. package/vendor/procedural-animals/src/core/build/featherCards.js +189 -0
  86. package/vendor/procedural-animals/src/core/build/finEdges.js +85 -0
  87. package/vendor/procedural-animals/src/core/build/furSlope.js +115 -0
  88. package/vendor/procedural-animals/src/core/build/mesh.js +67 -0
  89. package/vendor/procedural-animals/src/core/build/pipeline.js +272 -0
  90. package/vendor/procedural-animals/src/core/build/seams.js +183 -0
  91. package/vendor/procedural-animals/src/core/build/warp.js +112 -0
  92. package/vendor/procedural-animals/src/core/build/weights.js +393 -0
  93. package/vendor/procedural-animals/src/core/math/vec.js +81 -0
  94. package/vendor/procedural-animals/src/core/motion/actions.js +800 -0
  95. package/vendor/procedural-animals/src/core/motion/bird.js +3063 -0
  96. package/vendor/procedural-animals/src/core/motion/birdActions.js +1059 -0
  97. package/vendor/procedural-animals/src/core/motion/common.js +158 -0
  98. package/vendor/procedural-animals/src/core/motion/index.js +22 -0
  99. package/vendor/procedural-animals/src/core/motion/quadruped.js +2875 -0
  100. package/vendor/procedural-animals/src/core/motion/snake.js +1594 -0
  101. package/vendor/procedural-animals/src/core/motion/spider.js +1810 -0
  102. package/vendor/procedural-animals/src/core/motion/swimmer.js +1047 -0
  103. package/vendor/procedural-animals/src/core/motion/swimmerActions.js +613 -0
  104. package/vendor/procedural-animals/src/core/render/animalObject.js +262 -0
  105. package/vendor/procedural-animals/src/core/render/coatMaterial.js +1301 -0
  106. package/vendor/procedural-animals/src/core/render/dqs.js +159 -0
  107. package/vendor/procedural-animals/src/core/render/eyes.js +676 -0
  108. package/vendor/procedural-animals/src/core/render/membranes.js +77 -0
  109. package/vendor/procedural-animals/src/core/render/skeleton.js +41 -0
  110. package/vendor/procedural-animals/src/core/rig/bird.js +327 -0
  111. package/vendor/procedural-animals/src/core/rig/quadruped.js +76 -0
  112. package/vendor/procedural-animals/src/core/rig/rig.js +79 -0
  113. package/vendor/procedural-animals/src/core/rig/snake.js +76 -0
  114. package/vendor/procedural-animals/src/core/rig/spider.js +110 -0
  115. package/vendor/procedural-animals/src/core/rig/swimmer.js +181 -0
  116. package/vendor/procedural-animals/src/core/sdf/eyeSocket.js +53 -0
  117. package/vendor/procedural-animals/src/core/sdf/mesher.js +238 -0
  118. package/vendor/procedural-animals/src/core/sdf/sdf.js +263 -0
  119. package/vendor/procedural-animals/src/index.d.ts +98 -0
  120. package/vendor/procedural-animals/src/index.js +29 -0
  121. package/vendor/procedural-animals/src/registry.js +48 -0
  122. package/vendor/procedural-animals/src/species/bear/behaviour.js +463 -0
  123. package/vendor/procedural-animals/src/species/bear/claws.js +147 -0
  124. package/vendor/procedural-animals/src/species/bear/coat.js +726 -0
  125. package/vendor/procedural-animals/src/species/bear/index.js +139 -0
  126. package/vendor/procedural-animals/src/species/bear/motion.js +112 -0
  127. package/vendor/procedural-animals/src/species/bear/regions.js +78 -0
  128. package/vendor/procedural-animals/src/species/bear/rig.js +112 -0
  129. package/vendor/procedural-animals/src/species/bear/sculpt.js +272 -0
  130. package/vendor/procedural-animals/src/species/boar/behaviour.js +335 -0
  131. package/vendor/procedural-animals/src/species/boar/coat.js +372 -0
  132. package/vendor/procedural-animals/src/species/boar/index.js +110 -0
  133. package/vendor/procedural-animals/src/species/boar/motion.js +85 -0
  134. package/vendor/procedural-animals/src/species/boar/regions.js +88 -0
  135. package/vendor/procedural-animals/src/species/boar/rig.js +111 -0
  136. package/vendor/procedural-animals/src/species/boar/sculpt.js +285 -0
  137. package/vendor/procedural-animals/src/species/cat/behaviour.js +559 -0
  138. package/vendor/procedural-animals/src/species/cat/coat.js +841 -0
  139. package/vendor/procedural-animals/src/species/cat/index.js +211 -0
  140. package/vendor/procedural-animals/src/species/cat/motion.js +101 -0
  141. package/vendor/procedural-animals/src/species/cat/regions.js +82 -0
  142. package/vendor/procedural-animals/src/species/cat/rig.js +100 -0
  143. package/vendor/procedural-animals/src/species/cat/sculpt.js +266 -0
  144. package/vendor/procedural-animals/src/species/cat/whiskers.js +110 -0
  145. package/vendor/procedural-animals/src/species/cheetah/coat.js +427 -0
  146. package/vendor/procedural-animals/src/species/cheetah/index.js +51 -0
  147. package/vendor/procedural-animals/src/species/cheetah/joints.js +3 -0
  148. package/vendor/procedural-animals/src/species/cheetah/motion.js +77 -0
  149. package/vendor/procedural-animals/src/species/cheetah/regions.js +95 -0
  150. package/vendor/procedural-animals/src/species/cheetah/rig.js +66 -0
  151. package/vendor/procedural-animals/src/species/cheetah/sculpt.js +158 -0
  152. package/vendor/procedural-animals/src/species/chicken/coat.js +313 -0
  153. package/vendor/procedural-animals/src/species/chicken/coverts.js +320 -0
  154. package/vendor/procedural-animals/src/species/chicken/index.js +110 -0
  155. package/vendor/procedural-animals/src/species/chicken/motion.js +177 -0
  156. package/vendor/procedural-animals/src/species/chicken/regions.js +66 -0
  157. package/vendor/procedural-animals/src/species/chicken/rig.js +144 -0
  158. package/vendor/procedural-animals/src/species/chicken/sculpt.js +389 -0
  159. package/vendor/procedural-animals/src/species/chicken/wingLook.js +66 -0
  160. package/vendor/procedural-animals/src/species/chicken/wingStack.js +124 -0
  161. package/vendor/procedural-animals/src/species/cow/behaviour.js +521 -0
  162. package/vendor/procedural-animals/src/species/cow/coat.js +465 -0
  163. package/vendor/procedural-animals/src/species/cow/index.js +118 -0
  164. package/vendor/procedural-animals/src/species/cow/motion.js +81 -0
  165. package/vendor/procedural-animals/src/species/cow/regions.js +98 -0
  166. package/vendor/procedural-animals/src/species/cow/rig.js +116 -0
  167. package/vendor/procedural-animals/src/species/cow/sculpt.js +339 -0
  168. package/vendor/procedural-animals/src/species/crow/coat.js +145 -0
  169. package/vendor/procedural-animals/src/species/crow/index.js +70 -0
  170. package/vendor/procedural-animals/src/species/crow/joints.js +3 -0
  171. package/vendor/procedural-animals/src/species/crow/motion.js +101 -0
  172. package/vendor/procedural-animals/src/species/crow/regions.js +50 -0
  173. package/vendor/procedural-animals/src/species/crow/rig.js +83 -0
  174. package/vendor/procedural-animals/src/species/crow/sculpt.js +118 -0
  175. package/vendor/procedural-animals/src/species/deer/behaviour.js +513 -0
  176. package/vendor/procedural-animals/src/species/deer/coat.js +391 -0
  177. package/vendor/procedural-animals/src/species/deer/index.js +106 -0
  178. package/vendor/procedural-animals/src/species/deer/motion.js +97 -0
  179. package/vendor/procedural-animals/src/species/deer/regions.js +60 -0
  180. package/vendor/procedural-animals/src/species/deer/rig.js +124 -0
  181. package/vendor/procedural-animals/src/species/deer/sculpt.js +297 -0
  182. package/vendor/procedural-animals/src/species/dog/behaviour.js +521 -0
  183. package/vendor/procedural-animals/src/species/dog/coat.js +495 -0
  184. package/vendor/procedural-animals/src/species/dog/index.js +144 -0
  185. package/vendor/procedural-animals/src/species/dog/motion.js +118 -0
  186. package/vendor/procedural-animals/src/species/dog/regions.js +61 -0
  187. package/vendor/procedural-animals/src/species/dog/rig.js +129 -0
  188. package/vendor/procedural-animals/src/species/dog/sculpt.js +246 -0
  189. package/vendor/procedural-animals/src/species/eagle/coat.js +250 -0
  190. package/vendor/procedural-animals/src/species/eagle/index.js +76 -0
  191. package/vendor/procedural-animals/src/species/eagle/joints.js +3 -0
  192. package/vendor/procedural-animals/src/species/eagle/motion.js +137 -0
  193. package/vendor/procedural-animals/src/species/eagle/regions.js +57 -0
  194. package/vendor/procedural-animals/src/species/eagle/rig.js +107 -0
  195. package/vendor/procedural-animals/src/species/eagle/sculpt.js +137 -0
  196. package/vendor/procedural-animals/src/species/fish/coat.js +271 -0
  197. package/vendor/procedural-animals/src/species/fish/index.js +88 -0
  198. package/vendor/procedural-animals/src/species/fish/motion.js +92 -0
  199. package/vendor/procedural-animals/src/species/fish/regions.js +27 -0
  200. package/vendor/procedural-animals/src/species/fish/rig.js +143 -0
  201. package/vendor/procedural-animals/src/species/fish/sculpt.js +214 -0
  202. package/vendor/procedural-animals/src/species/fish/variants.js +126 -0
  203. package/vendor/procedural-animals/src/species/fox/behaviour.js +314 -0
  204. package/vendor/procedural-animals/src/species/fox/coat.js +444 -0
  205. package/vendor/procedural-animals/src/species/fox/index.js +120 -0
  206. package/vendor/procedural-animals/src/species/fox/motion.js +81 -0
  207. package/vendor/procedural-animals/src/species/fox/regions.js +59 -0
  208. package/vendor/procedural-animals/src/species/fox/rig.js +91 -0
  209. package/vendor/procedural-animals/src/species/fox/sculpt.js +202 -0
  210. package/vendor/procedural-animals/src/species/frog/behaviour.js +590 -0
  211. package/vendor/procedural-animals/src/species/frog/coat.js +305 -0
  212. package/vendor/procedural-animals/src/species/frog/index.js +97 -0
  213. package/vendor/procedural-animals/src/species/frog/motion.js +69 -0
  214. package/vendor/procedural-animals/src/species/frog/regions.js +46 -0
  215. package/vendor/procedural-animals/src/species/frog/rig.js +156 -0
  216. package/vendor/procedural-animals/src/species/frog/sculpt.js +240 -0
  217. package/vendor/procedural-animals/src/species/goat/behaviour.js +509 -0
  218. package/vendor/procedural-animals/src/species/goat/coat.js +590 -0
  219. package/vendor/procedural-animals/src/species/goat/index.js +149 -0
  220. package/vendor/procedural-animals/src/species/goat/motion.js +95 -0
  221. package/vendor/procedural-animals/src/species/goat/regions.js +98 -0
  222. package/vendor/procedural-animals/src/species/goat/rig.js +181 -0
  223. package/vendor/procedural-animals/src/species/goat/sculpt.js +547 -0
  224. package/vendor/procedural-animals/src/species/horse/coat.js +361 -0
  225. package/vendor/procedural-animals/src/species/horse/coatSeam.js +122 -0
  226. package/vendor/procedural-animals/src/species/horse/index.js +80 -0
  227. package/vendor/procedural-animals/src/species/horse/motion.js +245 -0
  228. package/vendor/procedural-animals/src/species/horse/regions.js +60 -0
  229. package/vendor/procedural-animals/src/species/horse/rig.js +117 -0
  230. package/vendor/procedural-animals/src/species/horse/sculpt.js +316 -0
  231. package/vendor/procedural-animals/src/species/horse/seamWeights.js +272 -0
  232. package/vendor/procedural-animals/src/species/lion/behaviour.js +509 -0
  233. package/vendor/procedural-animals/src/species/lion/coat.js +1016 -0
  234. package/vendor/procedural-animals/src/species/lion/index.js +111 -0
  235. package/vendor/procedural-animals/src/species/lion/motion.js +87 -0
  236. package/vendor/procedural-animals/src/species/lion/regions.js +106 -0
  237. package/vendor/procedural-animals/src/species/lion/rig.js +110 -0
  238. package/vendor/procedural-animals/src/species/lion/sculpt.js +384 -0
  239. package/vendor/procedural-animals/src/species/lion/whiskers.js +132 -0
  240. package/vendor/procedural-animals/src/species/pig/behaviour.js +575 -0
  241. package/vendor/procedural-animals/src/species/pig/coat.js +730 -0
  242. package/vendor/procedural-animals/src/species/pig/ears.js +242 -0
  243. package/vendor/procedural-animals/src/species/pig/index.js +161 -0
  244. package/vendor/procedural-animals/src/species/pig/motion.js +105 -0
  245. package/vendor/procedural-animals/src/species/pig/regions.js +100 -0
  246. package/vendor/procedural-animals/src/species/pig/rig.js +152 -0
  247. package/vendor/procedural-animals/src/species/pig/sculpt.js +382 -0
  248. package/vendor/procedural-animals/src/species/rabbit/behaviour.js +605 -0
  249. package/vendor/procedural-animals/src/species/rabbit/coat.js +285 -0
  250. package/vendor/procedural-animals/src/species/rabbit/index.js +85 -0
  251. package/vendor/procedural-animals/src/species/rabbit/motion.js +85 -0
  252. package/vendor/procedural-animals/src/species/rabbit/regions.js +48 -0
  253. package/vendor/procedural-animals/src/species/rabbit/rig.js +99 -0
  254. package/vendor/procedural-animals/src/species/rabbit/sculpt.js +148 -0
  255. package/vendor/procedural-animals/src/species/rat/behaviour.js +539 -0
  256. package/vendor/procedural-animals/src/species/rat/coat.js +341 -0
  257. package/vendor/procedural-animals/src/species/rat/index.js +111 -0
  258. package/vendor/procedural-animals/src/species/rat/motion.js +90 -0
  259. package/vendor/procedural-animals/src/species/rat/regions.js +92 -0
  260. package/vendor/procedural-animals/src/species/rat/rig.js +112 -0
  261. package/vendor/procedural-animals/src/species/rat/sculpt.js +163 -0
  262. package/vendor/procedural-animals/src/species/rat/whiskers.js +119 -0
  263. package/vendor/procedural-animals/src/species/shark/coat.js +383 -0
  264. package/vendor/procedural-animals/src/species/shark/index.js +104 -0
  265. package/vendor/procedural-animals/src/species/shark/motion.js +69 -0
  266. package/vendor/procedural-animals/src/species/shark/regions.js +34 -0
  267. package/vendor/procedural-animals/src/species/shark/rig.js +194 -0
  268. package/vendor/procedural-animals/src/species/shark/sculpt.js +343 -0
  269. package/vendor/procedural-animals/src/species/shark/variants.js +105 -0
  270. package/vendor/procedural-animals/src/species/sheep/behaviour.js +522 -0
  271. package/vendor/procedural-animals/src/species/sheep/coat.js +529 -0
  272. package/vendor/procedural-animals/src/species/sheep/index.js +152 -0
  273. package/vendor/procedural-animals/src/species/sheep/motion.js +86 -0
  274. package/vendor/procedural-animals/src/species/sheep/neck.js +41 -0
  275. package/vendor/procedural-animals/src/species/sheep/regions.js +62 -0
  276. package/vendor/procedural-animals/src/species/sheep/rig.js +163 -0
  277. package/vendor/procedural-animals/src/species/sheep/sculpt.js +542 -0
  278. package/vendor/procedural-animals/src/species/snake/coat.js +315 -0
  279. package/vendor/procedural-animals/src/species/snake/index.js +73 -0
  280. package/vendor/procedural-animals/src/species/snake/motion.js +51 -0
  281. package/vendor/procedural-animals/src/species/snake/regions.js +51 -0
  282. package/vendor/procedural-animals/src/species/snake/rig.js +108 -0
  283. package/vendor/procedural-animals/src/species/snake/sculpt.js +122 -0
  284. package/vendor/procedural-animals/src/species/spider/coat.js +279 -0
  285. package/vendor/procedural-animals/src/species/spider/index.js +78 -0
  286. package/vendor/procedural-animals/src/species/spider/motion.js +72 -0
  287. package/vendor/procedural-animals/src/species/spider/regions.js +87 -0
  288. package/vendor/procedural-animals/src/species/spider/rig.js +118 -0
  289. package/vendor/procedural-animals/src/species/spider/sculpt.js +182 -0
  290. package/vendor/procedural-animals/src/species/wolf/behaviour.js +160 -0
  291. package/vendor/procedural-animals/src/species/wolf/coat.js +749 -0
  292. package/vendor/procedural-animals/src/species/wolf/index.js +107 -0
  293. package/vendor/procedural-animals/src/species/wolf/motion.js +80 -0
  294. package/vendor/procedural-animals/src/species/wolf/regions.js +57 -0
  295. package/vendor/procedural-animals/src/species/wolf/rig.js +87 -0
  296. package/vendor/procedural-animals/src/species/wolf/sculpt.js +339 -0
  297. package/vendor/procedural-animals/src/worker.js +29 -0
@@ -0,0 +1,262 @@
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+ // Turns packed build data into renderable three.js objects: the skinned base surface, instanced
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+ // coat shells, silhouette fins and the eyes, all skinned with dual quaternions (dqs.js).
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+ //
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+ // Draw calls per animal (main pass):
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+ // hero / high base + shells + fins + eyes (5 for two eyes)
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+ // medium / low base + shells + eyes (4)
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+ // crowd base only, eyes painted in (1)
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+ // plus one shadow draw (the base) per shadow-casting light. Order: base (opaque), shells (blended, writing
9
+ // depth), fins (blended, tested against the shells' depth from 0.6 hair lengths nearer the camera).
10
+ import * as THREE from 'three';
11
+ import { createSkeleton } from './skeleton.js';
12
+ import { createCoatMaterials, createShadowMaterials, makeCoatUniforms, setMaterialsDebug, MAX_PAINTED_EYES } from './coatMaterial.js';
13
+ import { DQSkin } from './dqs.js';
14
+ import { createEyes, EyeRig, setEyeLook } from './eyes.js';
15
+ import { QUALITY } from '../build/pipeline.js';
16
+ import { createMembranes, hasHair } from './membranes.js';
17
+
18
+ const DEBUG_MODES = { albedo: 1, weights: 2, material: 3, holes: 4 };
19
+
20
+ export function createAnimalObject(data, species = {}, opts = {}) {
21
+ const g = new THREE.BufferGeometry();
22
+ g.setAttribute('position', new THREE.BufferAttribute(data.pos, 3));
23
+ g.setAttribute('normal', new THREE.BufferAttribute(data.nrm, 3));
24
+ g.setAttribute('skinIndex', new THREE.Uint16BufferAttribute(data.skinIndex, 4));
25
+ g.setAttribute('skinWeight', new THREE.BufferAttribute(data.skinWeight, 4));
26
+ g.setAttribute('aComb', new THREE.BufferAttribute(data.comb, 3));
27
+ g.setAttribute('aTint', new THREE.BufferAttribute(data.tint, 4));
28
+ g.setAttribute('aCoat', new THREE.BufferAttribute(data.coat, 4));
29
+ g.setAttribute('aPat', new THREE.BufferAttribute(data.pat, 4));
30
+ g.setAttribute('aSurf', new THREE.BufferAttribute(data.surf, 4));
31
+ g.setIndex(new THREE.BufferAttribute(data.index, 1));
32
+ g.boundingSphere = new THREE.Sphere(new THREE.Vector3(), 1e6);
33
+
34
+ // shells: one instanced draw sharing every buffer of the base
35
+ const sg = new THREE.InstancedBufferGeometry();
36
+ for (const k of Object.keys(g.attributes)) sg.setAttribute(k, g.attributes[k]);
37
+ sg.setIndex(g.index);
38
+ sg.boundingSphere = g.boundingSphere;
39
+
40
+ const sk = createSkeleton(data);
41
+ const dqs = new DQSkin(sk);
42
+ // species.render may be a function of the individual (e.g. a mark colour that follows the morph)
43
+ const hints = (typeof species.render === 'function' ? species.render(data.params) : species.render) || {};
44
+ const uniforms = makeCoatUniforms(hints);
45
+ uniforms.uDQ.value = dqs.tex;
46
+ // cross-fade seams: the handed-over half of each overlap band sinks under the other surface
47
+ // (build/seams.js) instead of ending at a step the eye can see into
48
+ if (Number.isFinite(data.seamSink)) uniforms.uSeam.value.set(data.seamSink, 0.1);
49
+ const mats = createCoatMaterials(uniforms);
50
+ const shadowMats = createShadowMaterials(uniforms);
51
+
52
+ const base = new THREE.Mesh(g, mats.base);
53
+ base.name = 'base';
54
+ base.frustumCulled = false;
55
+ base.castShadow = opts.castShadow ?? true;
56
+ base.receiveShadow = opts.receiveShadow ?? true;
57
+ base.customDepthMaterial = shadowMats.depth;
58
+ base.customDistanceMaterial = shadowMats.distance;
59
+
60
+ const shells = new THREE.Mesh(sg, mats.shells);
61
+ shells.name = 'shells';
62
+ shells.frustumCulled = false;
63
+ shells.renderOrder = 10;
64
+ shells.receiveShadow = base.receiveShadow;
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+
66
+ // silhouette fins: a 2-segment strand card instanced once per skin vertex; per-vertex data as
67
+ // instanced attributes (the same typed arrays as the base); most cards collapse in the vertex shader
68
+ const fg = new THREE.InstancedBufferGeometry();
69
+ fg.setAttribute('position', new THREE.Float32BufferAttribute([-0.5, 0, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0.5, 0, -0.5, 1, 0, 0.5, 1, 0], 3));
70
+ fg.setIndex([0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4]);
71
+ const inst = (name, arr, size) => fg.setAttribute(name, new THREE.InstancedBufferAttribute(arr, size));
72
+ inst('iPos', data.pos, 3);
73
+ inst('iNrm', data.nrm, 3);
74
+ inst('iComb', data.comb, 3);
75
+ inst('iTint', data.tint, 4);
76
+ inst('iCoat', data.coat, 4);
77
+ inst('iPat', data.pat, 4);
78
+ inst('iSurf', data.surf, 4);
79
+ inst('iSkinIndex', new Float32Array(data.skinIndex), 4);
80
+ inst('iSkinWeight', data.skinWeight, 4);
81
+ fg.instanceCount = data.nV;
82
+ fg.boundingSphere = g.boundingSphere;
83
+ const fins = new THREE.Mesh(fg, mats.fins);
84
+ fins.name = 'fins';
85
+ fins.frustumCulled = false;
86
+ fins.renderOrder = 11;
87
+ fins.receiveShadow = base.receiveShadow;
88
+
89
+ const eyeData = data.eyes || [];
90
+ const { eyes, uniforms: eyeUniforms, look, geometries: eyeGeos } = createEyes(eyeData);
91
+ const eyeRig = new EyeRig(eyes, eyeUniforms, sk, look);
92
+ // crowd tier: the eyes painted into the base
93
+ const paintEyes = (lk) => {
94
+ for (let i = 0; i < MAX_PAINTED_EYES; i++) {
95
+ const ed = eyeData[i];
96
+ if (!ed) { uniforms.uEyes.value[i].set(0, 0, 0, 0); continue; }
97
+ uniforms.uEyes.value[i].set(ed.c[0], ed.c[1], ed.c[2], ed.spec.r * (ed.scale || 1));
98
+ const m = lk.lids === 'simple' ? [0.01, 0.01, 0.01] : lk.iris.mid;
99
+ uniforms.uEyeTint.value[i].setRGB(m[0] * 0.6, m[1] * 0.6, m[2] * 0.6);
100
+ }
101
+ };
102
+ paintEyes(look);
103
+
104
+ // translucent fin membranes (material 11) in their own draw; no shells / hair fins without hair
105
+ const membranes = createMembranes(data, g, mats.membrane, shadowMats, { castShadow: base.castShadow, receiveShadow: base.receiveShadow });
106
+ const hairy = hasHair(data);
107
+
108
+ const group = new THREE.Group();
109
+ group.name = data.species;
110
+ group.add(base, shells, fins, ...eyes);
111
+ if (membranes) group.add(membranes.mesh);
112
+
113
+ const furForce = new THREE.Vector3(), accS = new THREE.Vector3(), lastV = new THREE.Vector3(), acc = new THREE.Vector3();
114
+ let debugMode = null, coverings = true, disposed = false, firstVel = true;
115
+ const obj = {
116
+ group, base, shells, fins, eyes, eyeRig, eyeUniforms, skeleton: sk, dqs, uniforms, membranes: membranes?.mesh || null,
117
+ materials: { ...mats, eyes: eyes.map((e) => e.material), depth: shadowMats.depth, distance: shadowMats.distance },
118
+ geometry: g, shellGeometry: sg, finGeometry: fg,
119
+ tier: QUALITY[opts.quality] ? opts.quality : QUALITY[data.quality] ? data.quality : 'high',
120
+ };
121
+ obj.quality = QUALITY[obj.tier];
122
+
123
+ // tier transitions (setQuality(q, { transition })): the shell count and the silhouette fins ease to the
124
+ // new tier over time instead of switching in one frame (an adaptive quality controller stepping a
125
+ // tier down and up again showed the coat appearing and disappearing). shellsNow is fractional: the
126
+ // layers keep their spacing 1 / shellsNow and the topmost partial layer fades in by the fraction.
127
+ let shellsNow = -1, finsNow = -1, ease = 0;
128
+ const shellTarget = () => Math.max(0, obj.quality.shells);
129
+ const finTarget = () => (obj.quality.fins ? 1 : 0);
130
+ const syncVis = () => {
131
+ const Q = obj.quality;
132
+ const crowd = Q.shells <= 0;
133
+ const fur = coverings;
134
+ // (into or out of the crowd tier, or no transition asked: jump; the crowd base has its own tone)
135
+ if (ease <= 0 || crowd || shellsNow <= 0) { shellsNow = shellTarget(); finsNow = finTarget(); }
136
+ const nS = Math.max(shellsNow, shellTarget() > 0 ? 1 : 0);
137
+ shells.visible = fur && nS > 0 && hairy;
138
+ sg.instanceCount = Math.max(0, Math.ceil(nS - 1e-3));
139
+ uniforms.uShells.value = Math.max(1, nS);
140
+ uniforms.uShellsOn.value = shells.visible ? 1 : 0;
141
+ // (render hint fins: false: a very long coat, whose base-mesh silhouette lies deep inside the fur,
142
+ // drew the fins as dark contour lines across the coat)
143
+ uniforms.uFinFade.value = finsNow;
144
+ fins.visible = fur && finsNow > 0.002 && hairy && hints.fins !== false;
145
+ membranes?.setCrowd(crowd);
146
+ for (const e of eyes) e.visible = !crowd;
147
+ uniforms.uPaintEyes.value = crowd ? 1 : 0;
148
+ // the shell-less base is brighter and a little more orange than the same coat under its shells:
149
+ // matched to the hero tier's mean colour (silhouette-masked side view)
150
+ const tone = hints.baseTone || [0.9, 0.915, 0.935];
151
+ uniforms.uBaseTone.value.set(...(uniforms.uShellsOn.value > 0.5 ? [1, 1, 1] : tone));
152
+ const dm = DEBUG_MODES[debugMode] || 0;
153
+ uniforms.uDebug.value = dm;
154
+ setMaterialsDebug(mats, dm > 0);
155
+ // 'holes': the base is drawn two-sided and its back faces solid red, so any gap in the skin (a
156
+ // clipped region, a seam that opens, a carve cut through) shows red where the inside is seen
157
+ const side = dm === 4 ? THREE.DoubleSide : THREE.FrontSide;
158
+ if (mats.base.side !== side) { mats.base.side = side; mats.base.needsUpdate = true; }
159
+ };
160
+ // one step of a tier transition (obj.update), on the wall clock: a paused or slowed animal still eases
161
+ let lastWall = 0;
162
+ const wall = () => (typeof performance !== 'undefined' ? performance.now() : Date.now()) / 1000;
163
+ const stepTransition = () => {
164
+ if (ease <= 0) return;
165
+ const t = wall(), dt = Math.min(0.1, Math.max(0, t - lastWall));
166
+ lastWall = t;
167
+ if (!(dt > 0)) return;
168
+ const sT = shellTarget(), fT = finTarget();
169
+ if (shellsNow === sT && finsNow === fT) { ease = 0; return; }
170
+ // shells: the whole difference in `ease` seconds (at least 6 layers a second); fins: their opacity
171
+ const ds = Math.max(6, Math.abs(sT - shellsNow) / ease) * dt;
172
+ shellsNow = Math.abs(sT - shellsNow) <= ds ? sT : shellsNow + Math.sign(sT - shellsNow) * ds;
173
+ const df = dt / ease;
174
+ finsNow = Math.abs(fT - finsNow) <= df ? fT : finsNow + Math.sign(fT - finsNow) * df;
175
+ syncVis();
176
+ };
177
+ /** Switch tier at runtime ('hero' | 'high' | 'medium' | 'low' | 'crowd'): shells, fins, eyes. The mesh
178
+ * resolution stays the one it was built with. opts.transition (seconds, default 0): ease the shell count
179
+ * and the fins' opacity to the new tier over that time (update() advances it) instead of switching at
180
+ * once; transitions into or out of the crowd tier are immediate. */
181
+ obj.setQuality = (q, opts = {}) => {
182
+ if (!QUALITY[q]) return obj;
183
+ obj.tier = q; obj.quality = QUALITY[q];
184
+ ease = Math.max(0, +opts.transition || 0);
185
+ lastWall = wall();
186
+ syncVis(); return obj;
187
+ };
188
+ /** Show / hide the coverings (shells + fins); the base alone still reads as fur. */
189
+ obj.setCoverings = (on) => { coverings = !!on; syncVis(); return obj; };
190
+ /** Debug views: 'albedo' | 'weights' (skin weights) | 'material' (material id colours) | 'holes' (back faces
191
+ * of the base in red: gaps in the skin) | 'bare' (coverings off). */
192
+ obj.setDebug = (mode, on = true) => {
193
+ if (mode === 'bare' || mode === 'coverings') { coverings = !on; syncVis(); return obj; }
194
+ debugMode = on ? mode : null; syncVis(); return obj;
195
+ };
196
+ /** Light the coat with a scene's image-based environment too (three.js applies scene.environment to its
197
+ * own standard materials only): sh = the environment's diffuse light as 9 world-space SH coefficients
198
+ * (a THREE.SphericalHarmonics3, a LightProbe's .sh, or an array of 9 Vector3), times intensity (pass
199
+ * scene.environmentIntensity, as three.js does for the ground and props). null = none (the default). */
200
+ obj.setEnvironmentLight = (sh, intensity = 1) => {
201
+ const co = sh?.coefficients || sh;
202
+ const u = uniforms.uEnvSH.value;
203
+ if (!co || co.length < 9 || !(intensity > 0)) { uniforms.uEnvOn.value = 0; return obj; }
204
+ for (let i = 0; i < 9; i++) u[i].copy(co[i]).multiplyScalar(intensity);
205
+ uniforms.uEnvOn.value = 1;
206
+ return obj;
207
+ };
208
+ /** Preview any material id (0..9) on the whole body; -1 = off. */
209
+ obj.setForceMaterial = (id) => { uniforms.uForceMat.value = id === null || id === undefined ? -1 : id; return obj; };
210
+ /** Override eye look params (pupil, lids, iris, sclera, pupilSize, lidColor) at runtime. */
211
+ obj.setEyeLook = (look) => {
212
+ const L = setEyeLook(eyes, eyeUniforms, { ...(eyeData[0]?.look || {}), ...look });
213
+ eyeRig.setLook(L); paintEyes(L); return obj;
214
+ };
215
+
216
+ obj.update = ({ dt = 0, time = 0, motion = null } = {}) => {
217
+ if (disposed) return;
218
+ stepTransition();
219
+ // (a crowd-LOD motion frame that only carried the skeleton rigidly: carry the packed dual
220
+ // quaternions too, when the previous motion frame was packed)
221
+ const mf = motion?.frame;
222
+ if (motion?.rigidCarry && mf !== undefined && dqs.frame === mf - 1) dqs.carry(motion.rigidCarry); else dqs.update();
223
+ dqs.frame = mf;
224
+ const state = motion?.state || {};
225
+ eyeRig.update(dt, { root: rootOf(group), state, look: motion?.input?.look || null });
226
+ // coat dynamics: gravity + inertia + drag
227
+ const vel = state.velocity;
228
+ if (dt > 1e-4 && vel) {
229
+ if (firstVel) { lastV.copy(vel); firstVel = false; }
230
+ acc.copy(vel).sub(lastV).divideScalar(dt);
231
+ lastV.copy(vel);
232
+ if (Number.isFinite(acc.x + acc.y + acc.z)) accS.lerp(acc, 1 - Math.exp(-dt * 10));
233
+ furForce.set(0, -0.22, 0).addScaledVector(accS, -0.02).addScaledVector(vel, -0.012);
234
+ furForce.x += Math.sin(time * 1.3) * 0.05;
235
+ furForce.clampLength(0, 0.9);
236
+ if (Number.isFinite(furForce.x + furForce.y + furForce.z)) uniforms.uFurForce.value.copy(furForce);
237
+ }
238
+ // piloerection (hackles) from the motion state, eased
239
+ const fr = Number.isFinite(state.furRaise) ? state.furRaise : 0;
240
+ uniforms.uFurRaise.value += (fr - uniforms.uFurRaise.value) * (dt > 0 ? 1 - Math.exp(-dt * 8) : 1);
241
+ uniforms.uTime.value = time;
242
+ };
243
+
244
+ /** Frees every GPU resource this animal owns (geometries, materials, programs' uniforms, textures). */
245
+ obj.dispose = () => {
246
+ if (disposed) return;
247
+ disposed = true;
248
+ g.dispose(); sg.dispose(); fg.dispose(); dqs.tex.dispose(); membranes?.dispose();
249
+ for (const m of Object.values(mats)) m.dispose();
250
+ shadowMats.depth.dispose(); shadowMats.distance.dispose();
251
+ for (const e of eyes) e.material.dispose();
252
+ for (const eg of eyeGeos) eg.dispose();
253
+ group.removeFromParent();
254
+ };
255
+ syncVis();
256
+ return obj;
257
+ }
258
+
259
+ function rootOf(o) {
260
+ while (o.parent) o = o.parent;
261
+ return o;
262
+ }