@bitefoundry/retrieviewer 0.0.2 → 0.0.4
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.
- package/ASSET-PROVENANCE.md +6 -0
- package/ASSETS-LICENSE.md +2 -1
- package/ATTRIBUTION.md +6 -1
- package/COMFORT-ART.md +65 -0
- package/DESKTOP-PLATFORMS.md +75 -0
- package/INSTALLING.md +8 -5
- package/PLUGIN.md +13 -10
- package/PREREQUISITES.md +95 -0
- package/PUPPY-MEMORY.md +102 -1
- package/README.ko.md +110 -0
- package/README.md +119 -58
- package/RELEASING.md +27 -14
- package/THIRD-PARTY-NOTICES.md +5 -3
- package/braille.mjs +35 -9
- package/examples/live.mjs +2 -2
- package/integrations/desktop/platform.mjs +27 -0
- package/integrations/linux-overlay/README.md +83 -0
- package/integrations/linux-overlay/overlay.py +1094 -0
- package/integrations/macos-overlay/README.md +83 -0
- package/integrations/macos-overlay/overlay.jxa +639 -0
- package/integrations/opencode/runtime.mjs +4 -4
- package/integrations/opencode/tui.tsx +1 -1
- package/integrations/windows-overlay/Overlay.cs +4 -4
- package/integrations/windows-overlay/desktop.mjs +40 -8
- package/integrations/windows-overlay/protocol.mjs +11 -7
- package/integrations/windows-overlay/worker.mjs +13 -7
- package/package.json +41 -14
- package/puppy-comfort-sprites.mjs +25 -0
- package/puppy-companion-comfort-q5.bin.gz +0 -0
- package/puppy-companion-comfort.json +77 -0
- package/puppy-companion-life.mjs +49 -16
- package/puppy-companion-objects.mjs +12 -0
- package/puppy-frame-predictive.mjs +15 -9
- package/puppy-frame-store.mjs +2 -2
- package/puppy-paper-world.mjs +14 -0
- package/puppy-paper.mjs +65 -14
- package/retrieviewer-cli.mjs +10 -3
- package/retrieviewer-plugin.d.mts +1 -1
- package/retrieviewer-plugin.mjs +1 -1
- package/retrieviewer.d.mts +10 -4
- package/retrieviewer.mjs +20 -14
- package/locomotion-core.mjs +0 -21
- package/locomotion-puppy.animal +0 -0
- package/vendor/procedural-animals/package.json +0 -40
- package/vendor/procedural-animals/src/animal.js +0 -146
- package/vendor/procedural-animals/src/bake.js +0 -51
- package/vendor/procedural-animals/src/build.js +0 -81
- package/vendor/procedural-animals/src/core/build/coatKit.js +0 -121
- package/vendor/procedural-animals/src/core/build/featherCards.js +0 -189
- package/vendor/procedural-animals/src/core/build/finEdges.js +0 -85
- package/vendor/procedural-animals/src/core/build/furSlope.js +0 -115
- package/vendor/procedural-animals/src/core/build/mesh.js +0 -67
- package/vendor/procedural-animals/src/core/build/pipeline.js +0 -272
- package/vendor/procedural-animals/src/core/build/seams.js +0 -183
- package/vendor/procedural-animals/src/core/build/warp.js +0 -112
- package/vendor/procedural-animals/src/core/build/weights.js +0 -393
- package/vendor/procedural-animals/src/core/math/vec.js +0 -81
- package/vendor/procedural-animals/src/core/motion/actions.js +0 -800
- package/vendor/procedural-animals/src/core/motion/bird.js +0 -3063
- package/vendor/procedural-animals/src/core/motion/birdActions.js +0 -1059
- package/vendor/procedural-animals/src/core/motion/common.js +0 -158
- package/vendor/procedural-animals/src/core/motion/index.js +0 -22
- package/vendor/procedural-animals/src/core/motion/quadruped.js +0 -2875
- package/vendor/procedural-animals/src/core/motion/snake.js +0 -1594
- package/vendor/procedural-animals/src/core/motion/spider.js +0 -1810
- package/vendor/procedural-animals/src/core/motion/swimmer.js +0 -1047
- package/vendor/procedural-animals/src/core/motion/swimmerActions.js +0 -613
- package/vendor/procedural-animals/src/core/render/animalObject.js +0 -262
- package/vendor/procedural-animals/src/core/render/coatMaterial.js +0 -1301
- package/vendor/procedural-animals/src/core/render/dqs.js +0 -159
- package/vendor/procedural-animals/src/core/render/eyes.js +0 -676
- package/vendor/procedural-animals/src/core/render/membranes.js +0 -77
- package/vendor/procedural-animals/src/core/render/skeleton.js +0 -41
- package/vendor/procedural-animals/src/core/rig/bird.js +0 -327
- package/vendor/procedural-animals/src/core/rig/quadruped.js +0 -76
- package/vendor/procedural-animals/src/core/rig/rig.js +0 -79
- package/vendor/procedural-animals/src/core/rig/snake.js +0 -76
- package/vendor/procedural-animals/src/core/rig/spider.js +0 -110
- package/vendor/procedural-animals/src/core/rig/swimmer.js +0 -181
- package/vendor/procedural-animals/src/core/sdf/eyeSocket.js +0 -53
- package/vendor/procedural-animals/src/core/sdf/mesher.js +0 -238
- package/vendor/procedural-animals/src/core/sdf/sdf.js +0 -263
- package/vendor/procedural-animals/src/index.d.ts +0 -98
- package/vendor/procedural-animals/src/index.js +0 -29
- package/vendor/procedural-animals/src/registry.js +0 -48
- package/vendor/procedural-animals/src/species/bear/behaviour.js +0 -463
- package/vendor/procedural-animals/src/species/bear/claws.js +0 -147
- package/vendor/procedural-animals/src/species/bear/coat.js +0 -726
- package/vendor/procedural-animals/src/species/bear/index.js +0 -139
- package/vendor/procedural-animals/src/species/bear/motion.js +0 -112
- package/vendor/procedural-animals/src/species/bear/regions.js +0 -78
- package/vendor/procedural-animals/src/species/bear/rig.js +0 -112
- package/vendor/procedural-animals/src/species/bear/sculpt.js +0 -272
- package/vendor/procedural-animals/src/species/boar/behaviour.js +0 -335
- package/vendor/procedural-animals/src/species/boar/coat.js +0 -372
- package/vendor/procedural-animals/src/species/boar/index.js +0 -110
- package/vendor/procedural-animals/src/species/boar/motion.js +0 -85
- package/vendor/procedural-animals/src/species/boar/regions.js +0 -88
- package/vendor/procedural-animals/src/species/boar/rig.js +0 -111
- package/vendor/procedural-animals/src/species/boar/sculpt.js +0 -285
- package/vendor/procedural-animals/src/species/cat/behaviour.js +0 -559
- package/vendor/procedural-animals/src/species/cat/coat.js +0 -841
- package/vendor/procedural-animals/src/species/cat/index.js +0 -211
- package/vendor/procedural-animals/src/species/cat/motion.js +0 -101
- package/vendor/procedural-animals/src/species/cat/regions.js +0 -82
- package/vendor/procedural-animals/src/species/cat/rig.js +0 -100
- package/vendor/procedural-animals/src/species/cat/sculpt.js +0 -266
- package/vendor/procedural-animals/src/species/cat/whiskers.js +0 -110
- package/vendor/procedural-animals/src/species/cheetah/coat.js +0 -427
- package/vendor/procedural-animals/src/species/cheetah/index.js +0 -51
- package/vendor/procedural-animals/src/species/cheetah/joints.js +0 -3
- package/vendor/procedural-animals/src/species/cheetah/motion.js +0 -77
- package/vendor/procedural-animals/src/species/cheetah/regions.js +0 -95
- package/vendor/procedural-animals/src/species/cheetah/rig.js +0 -66
- package/vendor/procedural-animals/src/species/cheetah/sculpt.js +0 -158
- package/vendor/procedural-animals/src/species/chicken/coat.js +0 -313
- package/vendor/procedural-animals/src/species/chicken/coverts.js +0 -320
- package/vendor/procedural-animals/src/species/chicken/index.js +0 -110
- package/vendor/procedural-animals/src/species/chicken/motion.js +0 -177
- package/vendor/procedural-animals/src/species/chicken/regions.js +0 -66
- package/vendor/procedural-animals/src/species/chicken/rig.js +0 -144
- package/vendor/procedural-animals/src/species/chicken/sculpt.js +0 -389
- package/vendor/procedural-animals/src/species/chicken/wingLook.js +0 -66
- package/vendor/procedural-animals/src/species/chicken/wingStack.js +0 -124
- package/vendor/procedural-animals/src/species/cow/behaviour.js +0 -521
- package/vendor/procedural-animals/src/species/cow/coat.js +0 -465
- package/vendor/procedural-animals/src/species/cow/index.js +0 -118
- package/vendor/procedural-animals/src/species/cow/motion.js +0 -81
- package/vendor/procedural-animals/src/species/cow/regions.js +0 -98
- package/vendor/procedural-animals/src/species/cow/rig.js +0 -116
- package/vendor/procedural-animals/src/species/cow/sculpt.js +0 -339
- package/vendor/procedural-animals/src/species/crow/coat.js +0 -145
- package/vendor/procedural-animals/src/species/crow/index.js +0 -70
- package/vendor/procedural-animals/src/species/crow/joints.js +0 -3
- package/vendor/procedural-animals/src/species/crow/motion.js +0 -101
- package/vendor/procedural-animals/src/species/crow/regions.js +0 -50
- package/vendor/procedural-animals/src/species/crow/rig.js +0 -83
- package/vendor/procedural-animals/src/species/crow/sculpt.js +0 -118
- package/vendor/procedural-animals/src/species/deer/behaviour.js +0 -513
- package/vendor/procedural-animals/src/species/deer/coat.js +0 -391
- package/vendor/procedural-animals/src/species/deer/index.js +0 -106
- package/vendor/procedural-animals/src/species/deer/motion.js +0 -97
- package/vendor/procedural-animals/src/species/deer/regions.js +0 -60
- package/vendor/procedural-animals/src/species/deer/rig.js +0 -124
- package/vendor/procedural-animals/src/species/deer/sculpt.js +0 -297
- package/vendor/procedural-animals/src/species/dog/behaviour.js +0 -521
- package/vendor/procedural-animals/src/species/dog/coat.js +0 -495
- package/vendor/procedural-animals/src/species/dog/index.js +0 -144
- package/vendor/procedural-animals/src/species/dog/motion.js +0 -118
- package/vendor/procedural-animals/src/species/dog/regions.js +0 -61
- package/vendor/procedural-animals/src/species/dog/rig.js +0 -129
- package/vendor/procedural-animals/src/species/dog/sculpt.js +0 -246
- package/vendor/procedural-animals/src/species/eagle/coat.js +0 -250
- package/vendor/procedural-animals/src/species/eagle/index.js +0 -76
- package/vendor/procedural-animals/src/species/eagle/joints.js +0 -3
- package/vendor/procedural-animals/src/species/eagle/motion.js +0 -137
- package/vendor/procedural-animals/src/species/eagle/regions.js +0 -57
- package/vendor/procedural-animals/src/species/eagle/rig.js +0 -107
- package/vendor/procedural-animals/src/species/eagle/sculpt.js +0 -137
- package/vendor/procedural-animals/src/species/fish/coat.js +0 -271
- package/vendor/procedural-animals/src/species/fish/index.js +0 -88
- package/vendor/procedural-animals/src/species/fish/motion.js +0 -92
- package/vendor/procedural-animals/src/species/fish/regions.js +0 -27
- package/vendor/procedural-animals/src/species/fish/rig.js +0 -143
- package/vendor/procedural-animals/src/species/fish/sculpt.js +0 -214
- package/vendor/procedural-animals/src/species/fish/variants.js +0 -126
- package/vendor/procedural-animals/src/species/fox/behaviour.js +0 -314
- package/vendor/procedural-animals/src/species/fox/coat.js +0 -444
- package/vendor/procedural-animals/src/species/fox/index.js +0 -120
- package/vendor/procedural-animals/src/species/fox/motion.js +0 -81
- package/vendor/procedural-animals/src/species/fox/regions.js +0 -59
- package/vendor/procedural-animals/src/species/fox/rig.js +0 -91
- package/vendor/procedural-animals/src/species/fox/sculpt.js +0 -202
- package/vendor/procedural-animals/src/species/frog/behaviour.js +0 -590
- package/vendor/procedural-animals/src/species/frog/coat.js +0 -305
- package/vendor/procedural-animals/src/species/frog/index.js +0 -97
- package/vendor/procedural-animals/src/species/frog/motion.js +0 -69
- package/vendor/procedural-animals/src/species/frog/regions.js +0 -46
- package/vendor/procedural-animals/src/species/frog/rig.js +0 -156
- package/vendor/procedural-animals/src/species/frog/sculpt.js +0 -240
- package/vendor/procedural-animals/src/species/goat/behaviour.js +0 -509
- package/vendor/procedural-animals/src/species/goat/coat.js +0 -590
- package/vendor/procedural-animals/src/species/goat/index.js +0 -149
- package/vendor/procedural-animals/src/species/goat/motion.js +0 -95
- package/vendor/procedural-animals/src/species/goat/regions.js +0 -98
- package/vendor/procedural-animals/src/species/goat/rig.js +0 -181
- package/vendor/procedural-animals/src/species/goat/sculpt.js +0 -547
- package/vendor/procedural-animals/src/species/horse/coat.js +0 -361
- package/vendor/procedural-animals/src/species/horse/coatSeam.js +0 -122
- package/vendor/procedural-animals/src/species/horse/index.js +0 -80
- package/vendor/procedural-animals/src/species/horse/motion.js +0 -245
- package/vendor/procedural-animals/src/species/horse/regions.js +0 -60
- package/vendor/procedural-animals/src/species/horse/rig.js +0 -117
- package/vendor/procedural-animals/src/species/horse/sculpt.js +0 -316
- package/vendor/procedural-animals/src/species/horse/seamWeights.js +0 -272
- package/vendor/procedural-animals/src/species/lion/behaviour.js +0 -509
- package/vendor/procedural-animals/src/species/lion/coat.js +0 -1016
- package/vendor/procedural-animals/src/species/lion/index.js +0 -111
- package/vendor/procedural-animals/src/species/lion/motion.js +0 -87
- package/vendor/procedural-animals/src/species/lion/regions.js +0 -106
- package/vendor/procedural-animals/src/species/lion/rig.js +0 -110
- package/vendor/procedural-animals/src/species/lion/sculpt.js +0 -384
- package/vendor/procedural-animals/src/species/lion/whiskers.js +0 -132
- package/vendor/procedural-animals/src/species/pig/behaviour.js +0 -575
- package/vendor/procedural-animals/src/species/pig/coat.js +0 -730
- package/vendor/procedural-animals/src/species/pig/ears.js +0 -242
- package/vendor/procedural-animals/src/species/pig/index.js +0 -161
- package/vendor/procedural-animals/src/species/pig/motion.js +0 -105
- package/vendor/procedural-animals/src/species/pig/regions.js +0 -100
- package/vendor/procedural-animals/src/species/pig/rig.js +0 -152
- package/vendor/procedural-animals/src/species/pig/sculpt.js +0 -382
- package/vendor/procedural-animals/src/species/rabbit/behaviour.js +0 -605
- package/vendor/procedural-animals/src/species/rabbit/coat.js +0 -285
- package/vendor/procedural-animals/src/species/rabbit/index.js +0 -85
- package/vendor/procedural-animals/src/species/rabbit/motion.js +0 -85
- package/vendor/procedural-animals/src/species/rabbit/regions.js +0 -48
- package/vendor/procedural-animals/src/species/rabbit/rig.js +0 -99
- package/vendor/procedural-animals/src/species/rabbit/sculpt.js +0 -148
- package/vendor/procedural-animals/src/species/rat/behaviour.js +0 -539
- package/vendor/procedural-animals/src/species/rat/coat.js +0 -341
- package/vendor/procedural-animals/src/species/rat/index.js +0 -111
- package/vendor/procedural-animals/src/species/rat/motion.js +0 -90
- package/vendor/procedural-animals/src/species/rat/regions.js +0 -92
- package/vendor/procedural-animals/src/species/rat/rig.js +0 -112
- package/vendor/procedural-animals/src/species/rat/sculpt.js +0 -163
- package/vendor/procedural-animals/src/species/rat/whiskers.js +0 -119
- package/vendor/procedural-animals/src/species/shark/coat.js +0 -383
- package/vendor/procedural-animals/src/species/shark/index.js +0 -104
- package/vendor/procedural-animals/src/species/shark/motion.js +0 -69
- package/vendor/procedural-animals/src/species/shark/regions.js +0 -34
- package/vendor/procedural-animals/src/species/shark/rig.js +0 -194
- package/vendor/procedural-animals/src/species/shark/sculpt.js +0 -343
- package/vendor/procedural-animals/src/species/shark/variants.js +0 -105
- package/vendor/procedural-animals/src/species/sheep/behaviour.js +0 -522
- package/vendor/procedural-animals/src/species/sheep/coat.js +0 -529
- package/vendor/procedural-animals/src/species/sheep/index.js +0 -152
- package/vendor/procedural-animals/src/species/sheep/motion.js +0 -86
- package/vendor/procedural-animals/src/species/sheep/neck.js +0 -41
- package/vendor/procedural-animals/src/species/sheep/regions.js +0 -62
- package/vendor/procedural-animals/src/species/sheep/rig.js +0 -163
- package/vendor/procedural-animals/src/species/sheep/sculpt.js +0 -542
- package/vendor/procedural-animals/src/species/snake/coat.js +0 -315
- package/vendor/procedural-animals/src/species/snake/index.js +0 -73
- package/vendor/procedural-animals/src/species/snake/motion.js +0 -51
- package/vendor/procedural-animals/src/species/snake/regions.js +0 -51
- package/vendor/procedural-animals/src/species/snake/rig.js +0 -108
- package/vendor/procedural-animals/src/species/snake/sculpt.js +0 -122
- package/vendor/procedural-animals/src/species/spider/coat.js +0 -279
- package/vendor/procedural-animals/src/species/spider/index.js +0 -78
- package/vendor/procedural-animals/src/species/spider/motion.js +0 -72
- package/vendor/procedural-animals/src/species/spider/regions.js +0 -87
- package/vendor/procedural-animals/src/species/spider/rig.js +0 -118
- package/vendor/procedural-animals/src/species/spider/sculpt.js +0 -182
- package/vendor/procedural-animals/src/species/wolf/behaviour.js +0 -160
- package/vendor/procedural-animals/src/species/wolf/coat.js +0 -749
- package/vendor/procedural-animals/src/species/wolf/index.js +0 -107
- package/vendor/procedural-animals/src/species/wolf/motion.js +0 -80
- package/vendor/procedural-animals/src/species/wolf/regions.js +0 -57
- package/vendor/procedural-animals/src/species/wolf/rig.js +0 -87
- package/vendor/procedural-animals/src/species/wolf/sculpt.js +0 -339
- package/vendor/procedural-animals/src/worker.js +0 -29
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// Seeded proportion variation as smooth spatial warps.
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//
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// Species sculpt and paint in their own reference space. Per-individual proportions (longer legs,
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// a bigger head, a longer body) are applied afterwards as a smooth warp of the finished, skinned,
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// painted mesh and of the skeleton, so one sculpt serves every individual and the coat pattern is
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// carried along with the skin instead of being re-grown. Warps are small (a few to ~15 %).
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//
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// Warp specs (all optional, composed in order):
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// { type: 'legs', k, top } stretch y below `top` by k (everything above moves up)
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// { type: 'length', k, z0, z1 } stretch z between z0 and z1 (torso length)
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// { type: 'scaleAbout', c, k, r0, r1 } scale by k about c, fading out between radius r0 and r1
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// { type: 'girth', k, y0, y1, zRange } scale x (and y about the torso centre) inside a region
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// { type: 'scale', k } uniform size
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// { type: 'shift', a, b, d } move by d, ramping in along a -> b (smoothstep of the projection: 0
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// before a, 1 beyond b): a part beyond b (a head) moves rigidly and
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// what lies between a and b (a neck) shortens or lengthens
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import { smoothstep } from '../math/vec.js';
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// Integral of smoothstep(a, b, x) from -inf to z: a C2 ramp used to build C1 clamps.
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if (z <= a) return 0;
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if (z >= b) return w * 0.5 + (z - b);
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const u = (z - a) / w;
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return w * (u * u * u - 0.5 * u * u * u * u);
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};
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function one(w) {
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switch (w.type) {
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case 'scale': return (p) => [p[0] * w.k, p[1] * w.k, p[2] * w.k];
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case 'legs': {
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// y' = y + (k-1) * c(y), c' = 1 below the belly line, easing to 0 above it
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const top = w.top, k = w.k, bw = top * 0.15;
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return (p) => [p[0], p[1] + (k - 1) * (Math.max(p[1], 0) - S(p[1], top - bw, top + bw)), p[2]];
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}
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const { k, z0, z1 } = w, bw = (z1 - z0) * 0.12, zc = (z0 + z1) * 0.5;
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const t = (z) => S(z, z0 - bw, z0 + bw) - S(z, z1 - bw, z1 + bw);
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const tc = t(zc);
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return (p) => [p[0], p[1], p[2] + (k - 1) * (t(p[2]) - tc)];
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}
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case 'scaleAbout': {
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const { c, k, r0, r1 } = w;
|
|
44
|
-
return (p) => {
|
|
45
|
-
const dx = p[0] - c[0], dy = p[1] - c[1], dz = p[2] - c[2];
|
|
46
|
-
const r = Math.hypot(dx, dy, dz);
|
|
47
|
-
const f = 1 + (k - 1) * (1 - smoothstep(r0, r1, r));
|
|
48
|
-
return [c[0] + dx * f, c[1] + dy * f, c[2] + dz * f];
|
|
49
|
-
};
|
|
50
|
-
}
|
|
51
|
-
case 'girth': {
|
|
52
|
-
const { k, cy, z0, z1, fade = 0.08 } = w;
|
|
53
|
-
return (p) => {
|
|
54
|
-
const f = 1 + (k - 1) * smoothstep(z0 - fade, z0 + fade, p[2]) * (1 - smoothstep(z1 - fade, z1 + fade, p[2])) * smoothstep(cy * 0.35, cy * 0.7, p[1]);
|
|
55
|
-
return [p[0] * f, cy + (p[1] - cy) * f, p[2]];
|
|
56
|
-
};
|
|
57
|
-
}
|
|
58
|
-
case 'shift': {
|
|
59
|
-
const { a, b, d } = w;
|
|
60
|
-
const ab = [b[0] - a[0], b[1] - a[1], b[2] - a[2]], L2 = ab[0] * ab[0] + ab[1] * ab[1] + ab[2] * ab[2];
|
|
61
|
-
return (p) => {
|
|
62
|
-
const f = smoothstep(0, 1, ((p[0] - a[0]) * ab[0] + (p[1] - a[1]) * ab[1] + (p[2] - a[2]) * ab[2]) / L2);
|
|
63
|
-
return [p[0] + d[0] * f, p[1] + d[1] * f, p[2] + d[2] * f];
|
|
64
|
-
};
|
|
65
|
-
}
|
|
66
|
-
default: throw new Error('unknown warp ' + w.type);
|
|
67
|
-
}
|
|
68
|
-
}
|
|
69
|
-
|
|
70
|
-
export function composeWarps(list = []) {
|
|
71
|
-
const fs = list.filter(Boolean).map(one);
|
|
72
|
-
if (!fs.length) return null;
|
|
73
|
-
return (p) => { for (const f of fs) p = f(p); return p; };
|
|
74
|
-
}
|
|
75
|
-
|
|
76
|
-
// Applies a warp to positions (in place) and re-orients normals with the warp's Jacobian
|
|
77
|
-
// (finite differences, inverse transpose).
|
|
78
|
-
export function warpMesh(pos, nrm, f, eps = 0.002) {
|
|
79
|
-
const n = pos.length / 3;
|
|
80
|
-
for (let v = 0; v < n; v++) {
|
|
81
|
-
const p = [pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]];
|
|
82
|
-
const q = f(p);
|
|
83
|
-
const jx = f([p[0] + eps, p[1], p[2]]), jy = f([p[0], p[1] + eps, p[2]]), jz = f([p[0], p[1], p[2] + eps]);
|
|
84
|
-
// columns of the Jacobian
|
|
85
|
-
const a = [(jx[0] - q[0]) / eps, (jx[1] - q[1]) / eps, (jx[2] - q[2]) / eps];
|
|
86
|
-
const b = [(jy[0] - q[0]) / eps, (jy[1] - q[1]) / eps, (jy[2] - q[2]) / eps];
|
|
87
|
-
const c = [(jz[0] - q[0]) / eps, (jz[1] - q[1]) / eps, (jz[2] - q[2]) / eps];
|
|
88
|
-
// inverse transpose applied to n = cofactor matrix * n (up to scale)
|
|
89
|
-
const nx = nrm[v * 3], ny = nrm[v * 3 + 1], nz = nrm[v * 3 + 2];
|
|
90
|
-
const bc = [b[1] * c[2] - b[2] * c[1], b[2] * c[0] - b[0] * c[2], b[0] * c[1] - b[1] * c[0]];
|
|
91
|
-
const ca = [c[1] * a[2] - c[2] * a[1], c[2] * a[0] - c[0] * a[2], c[0] * a[1] - c[1] * a[0]];
|
|
92
|
-
const ab = [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
|
|
93
|
-
let mx = bc[0] * nx + ca[0] * ny + ab[0] * nz;
|
|
94
|
-
let my = bc[1] * nx + ca[1] * ny + ab[1] * nz;
|
|
95
|
-
let mz = bc[2] * nx + ca[2] * ny + ab[2] * nz;
|
|
96
|
-
const l = Math.hypot(mx, my, mz) || 1;
|
|
97
|
-
pos[v * 3] = q[0]; pos[v * 3 + 1] = q[1]; pos[v * 3 + 2] = q[2];
|
|
98
|
-
nrm[v * 3] = mx / l; nrm[v * 3 + 1] = my / l; nrm[v * 3 + 2] = mz / l;
|
|
99
|
-
}
|
|
100
|
-
}
|
|
101
|
-
|
|
102
|
-
// local isotropic scale of the warp at p (cube root of the Jacobian determinant)
|
|
103
|
-
export function warpScaleAt(f, p, eps = 0.002) {
|
|
104
|
-
const q = f(p);
|
|
105
|
-
const jx = f([p[0] + eps, p[1], p[2]]), jy = f([p[0], p[1] + eps, p[2]]), jz = f([p[0], p[1], p[2] + eps]);
|
|
106
|
-
const a = [(jx[0] - q[0]) / eps, (jx[1] - q[1]) / eps, (jx[2] - q[2]) / eps];
|
|
107
|
-
const b = [(jy[0] - q[0]) / eps, (jy[1] - q[1]) / eps, (jy[2] - q[2]) / eps];
|
|
108
|
-
const c = [(jz[0] - q[0]) / eps, (jz[1] - q[1]) / eps, (jz[2] - q[2]) / eps];
|
|
109
|
-
const det = a[0] * (b[1] * c[2] - b[2] * c[1]) - a[1] * (b[0] * c[2] - b[2] * c[0]) + a[2] * (b[0] * c[1] - b[1] * c[0]);
|
|
110
|
-
return Math.cbrt(Math.abs(det));
|
|
111
|
-
}
|
|
112
|
-
|
|
@@ -1,393 +0,0 @@
|
|
|
1
|
-
// Skin weights from the SDF sculpt.
|
|
2
|
-
//
|
|
3
|
-
// * Axial skin (spine, neck, tail) gets smooth chain weights from a soft arc-length coordinate
|
|
4
|
-
// along the axial polyline, relaxed over the surface so it never jumps where the chain bends.
|
|
5
|
-
// * Each limb's share is a harmonic field on the mesh between two cores: the limb below its
|
|
6
|
-
// proximal joint (1) and body skin clearly away from it (0). The whole hip or shoulder blends, so
|
|
7
|
-
// the stretch of a swinging leg spreads over a wide region instead of creasing at the outline.
|
|
8
|
-
// Inside the limb, bones blend by SDF distance to their primitives; thin distal joints blend
|
|
9
|
-
// narrowly.
|
|
10
|
-
// * Appendages (ears, horns...) blend by SDF distance; rigid parts (a separately meshed jaw) take
|
|
11
|
-
// one bone.
|
|
12
|
-
// All distances scale with rig.unit (1 = cheetah-sized).
|
|
13
|
-
import { SDFModel } from '../sdf/sdf.js';
|
|
14
|
-
import { sub, dot, len, clamp, smoothstep } from '../math/vec.js';
|
|
15
|
-
|
|
16
|
-
export function buildNeighbors(index, nV) {
|
|
17
|
-
const sets = new Array(nV);
|
|
18
|
-
for (let i = 0; i < index.length; i += 3) {
|
|
19
|
-
const a = index[i], b = index[i + 1], c = index[i + 2];
|
|
20
|
-
(sets[a] ||= new Set()).add(b).add(c);
|
|
21
|
-
(sets[b] ||= new Set()).add(a).add(c);
|
|
22
|
-
(sets[c] ||= new Set()).add(a).add(b);
|
|
23
|
-
}
|
|
24
|
-
return Array.from(sets, (s) => (s ? [...s] : []));
|
|
25
|
-
}
|
|
26
|
-
|
|
27
|
-
export function axialLengths(rig) {
|
|
28
|
-
const P = rig.AXIAL.points;
|
|
29
|
-
const L = [0];
|
|
30
|
-
for (let i = 0; i < P.length - 1; i++) L.push(L[i] + len(sub(P[i + 1], P[i])));
|
|
31
|
-
return L;
|
|
32
|
-
}
|
|
33
|
-
|
|
34
|
-
// Nearest-segment projection onto the axial polyline, plus a *soft* arc-length coordinate: where the
|
|
35
|
-
// polyline bends, points below the bend are nearly equidistant from two segments and the hard
|
|
36
|
-
// projection would jump by centimetres.
|
|
37
|
-
function makeProjector(rig) {
|
|
38
|
-
const pts = rig.AXIAL.points;
|
|
39
|
-
const AXP = pts.flat();
|
|
40
|
-
const AXL = axialLengths(rig);
|
|
41
|
-
const n = pts.length - 1;
|
|
42
|
-
const soft = 0.018 * rig.unit;
|
|
43
|
-
const ds = new Float64Array(n), ss = new Float64Array(n);
|
|
44
|
-
return (px, py, pz) => {
|
|
45
|
-
let best = 1e9, bi = 0, bt = 0;
|
|
46
|
-
for (let i = 0; i < n; i++) {
|
|
47
|
-
const ax = AXP[i * 3], ay = AXP[i * 3 + 1], az = AXP[i * 3 + 2];
|
|
48
|
-
const bx = AXP[i * 3 + 3] - ax, by = AXP[i * 3 + 4] - ay, bz = AXP[i * 3 + 5] - az;
|
|
49
|
-
let t = ((px - ax) * bx + (py - ay) * by + (pz - az) * bz) / (bx * bx + by * by + bz * bz);
|
|
50
|
-
t = t < 0 ? 0 : t > 1 ? 1 : t;
|
|
51
|
-
const dx = px - ax - bx * t, dy = py - ay - by * t, dz = pz - az - bz * t;
|
|
52
|
-
const d = dx * dx + dy * dy + dz * dz;
|
|
53
|
-
ds[i] = Math.sqrt(d);
|
|
54
|
-
ss[i] = AXL[i] + t * (AXL[i + 1] - AXL[i]);
|
|
55
|
-
if (d < best) { best = d; bi = i; bt = t; }
|
|
56
|
-
}
|
|
57
|
-
const dmin = Math.sqrt(best);
|
|
58
|
-
let sw = 0, s = 0;
|
|
59
|
-
for (let i = 0; i < n; i++) {
|
|
60
|
-
const w = Math.exp(-(ds[i] - dmin) / soft);
|
|
61
|
-
if (w < 1e-4) continue;
|
|
62
|
-
sw += w;
|
|
63
|
-
s += w * ss[i];
|
|
64
|
-
}
|
|
65
|
-
return { seg: bi, t: bt, d: dmin, s: s / sw };
|
|
66
|
-
};
|
|
67
|
-
}
|
|
68
|
-
|
|
69
|
-
// d: the vertex's depth on the ventral side of the axial chain. A blend override [a, b, lever] widens
|
|
70
|
-
// by lever x d on both sides: ventral skin far from the axis (a horse's throat under the jaw) swings
|
|
71
|
-
// further for the same joint angle, so it needs a proportionally longer blend to spread the stretch.
|
|
72
|
-
//
|
|
73
|
-
// By default a vertex blends only across the two joints of the segment it projects on, so a blend that
|
|
74
|
-
// reaches past the next joint (a long throat lever) is cut there: the skull's share drops from ~0.2-0.4
|
|
75
|
-
// to 0 across the mid-neck joint, and the neck creases along that line whenever the head pitches or turns.
|
|
76
|
-
// The weighting is a cascade: with a_j the share of the chain past joint j (its smoothstep), bone k takes
|
|
77
|
-
// a_1 ... a_k (1 - a_(k+1)), where the default clamps a_j to 1 once s is past joint j + 1 and to 0 before
|
|
78
|
-
// joint j - 1 (the cut). `axial.cascade` (opt-in) lets the blends of the joints listed run on into the next
|
|
79
|
-
// segment on either side and fade out there instead: `{ j: fade }` fades joint j's blend out over `fade` x
|
|
80
|
-
// rig.unit metres past joint j + 1 (to 1) and before joint j - 1 (to 0), at most the whole segment; an array
|
|
81
|
-
// of joint indices (or true for all) fades over the whole next segment. Continuous everywhere, and never
|
|
82
|
-
// further than one more segment, however long the lever (a deep breast does not follow the skull). Where a
|
|
83
|
-
// blend stays inside its two segments nothing changes.
|
|
84
|
-
export function chainWeights(rig, s, AXL = axialLengths(rig), d = 0) {
|
|
85
|
-
const bones = rig.AXIAL.bones;
|
|
86
|
-
const n = bones.length;
|
|
87
|
-
const blend = (j) => {
|
|
88
|
-
const ov = rig.AXIAL.blend[j];
|
|
89
|
-
if (ov) { const e = (ov[2] || 0) * d; return smoothstep(AXL[j] + ov[0] * rig.unit - e, AXL[j] + ov[1] * rig.unit + e, s); }
|
|
90
|
-
const l0 = AXL[j] - AXL[j - 1], l1 = AXL[j + 1] - AXL[j];
|
|
91
|
-
const w = Math.min(0.4 * l0, 0.4 * l1, 0.07 * rig.unit);
|
|
92
|
-
return smoothstep(AXL[j] - w, AXL[j] + w, s);
|
|
93
|
-
};
|
|
94
|
-
let i = 0;
|
|
95
|
-
while (i < n - 1 && s > AXL[i + 1]) i++;
|
|
96
|
-
const cas = rig.AXIAL.cascade;
|
|
97
|
-
if (cas && (cas === true || Object.keys(cas).length)) {
|
|
98
|
-
// fade length past the neighbouring joint (Infinity: the whole segment), 0 = cut (the default weighting)
|
|
99
|
-
const fadeOf = (j) => (cas === true ? Infinity : Array.isArray(cas) ? (cas.includes(j) ? Infinity : 0) : (cas[j] ?? 0) * rig.unit);
|
|
100
|
-
const share = (j) => {
|
|
101
|
-
const f = fadeOf(j);
|
|
102
|
-
if (j >= i + 2) return i === j - 2 && f > 0 && j >= 2 ? blend(j) * smoothstep(Math.max(AXL[j - 2], AXL[j - 1] - f), AXL[j - 1], s) : 0;
|
|
103
|
-
if (j <= i - 1) return i === j + 1 && f > 0 && j + 2 <= n ? 1 - (1 - blend(j)) * (1 - smoothstep(AXL[j + 1], Math.min(AXL[j + 2], AXL[j + 1] + f), s)) : 1;
|
|
104
|
-
return blend(j);
|
|
105
|
-
};
|
|
106
|
-
const out = new Map();
|
|
107
|
-
let past = 1; // share of the chain beyond the joints so far
|
|
108
|
-
for (let k = 0; k < n && past > 1e-6; k++) {
|
|
109
|
-
const j = k + 1;
|
|
110
|
-
const a = j > n - 1 ? 0 : share(j);
|
|
111
|
-
const w = past * (1 - a);
|
|
112
|
-
if (w > 1e-6) out.set(bones[k], w);
|
|
113
|
-
past *= a;
|
|
114
|
-
}
|
|
115
|
-
return out;
|
|
116
|
-
}
|
|
117
|
-
const out = new Map([[bones[i], 1]]);
|
|
118
|
-
if (i > 0) {
|
|
119
|
-
const a = blend(i);
|
|
120
|
-
if (a < 1) { out.set(bones[i], a); out.set(bones[i - 1], 1 - a); }
|
|
121
|
-
}
|
|
122
|
-
if (i < n - 1) {
|
|
123
|
-
const a = blend(i + 1);
|
|
124
|
-
if (a > 0) {
|
|
125
|
-
const cur = out.get(bones[i]);
|
|
126
|
-
out.set(bones[i], cur * (1 - a));
|
|
127
|
-
out.set(bones[i + 1], (out.get(bones[i + 1]) || 0) + cur * a);
|
|
128
|
-
}
|
|
129
|
-
}
|
|
130
|
-
return out;
|
|
131
|
-
}
|
|
132
|
-
|
|
133
|
-
/**
|
|
134
|
-
* @param mesh { pos, nrm, index, lists (per-vertex prim lists), rigidBone (per-vertex bone index or -1), nV }
|
|
135
|
-
*/
|
|
136
|
-
export function computeWeights(mesh, rig) {
|
|
137
|
-
const { pos, index, lists, nV } = mesh;
|
|
138
|
-
const rigid = mesh.rigidBone;
|
|
139
|
-
const U = rig.unit;
|
|
140
|
-
const { BONES, BONE } = rig;
|
|
141
|
-
const NB = BONES.length;
|
|
142
|
-
const limbIds = Object.keys(rig.LIMBS);
|
|
143
|
-
const limbs = limbIds.map((id) => rig.LIMBS[id]);
|
|
144
|
-
const NL = limbs.length;
|
|
145
|
-
const groupsOf = ['axial', ...limbIds, ...rig.appendages.map((a) => a.group)];
|
|
146
|
-
const NG = groupsOf.length;
|
|
147
|
-
const W = new Float32Array(nV * NB);
|
|
148
|
-
const axialS = new Float32Array(nV);
|
|
149
|
-
const segT = new Float32Array(nV * 2);
|
|
150
|
-
const axD = new Float32Array(nV);
|
|
151
|
-
const GD = new Float32Array(nV * NG).fill(1e9);
|
|
152
|
-
const bd = new Float64Array(NB);
|
|
153
|
-
const sigB = 0.011 * U, sigBDistal = 0.0035 * U;
|
|
154
|
-
const DISTAL = new Uint8Array(NB), PROXIMAL = new Uint8Array(NB);
|
|
155
|
-
for (const L of limbs) {
|
|
156
|
-
for (const n of L.distal || []) DISTAL[BONE[n].index] = 1;
|
|
157
|
-
for (const n of L.proximal || []) PROXIMAL[BONE[n].index] = 1;
|
|
158
|
-
}
|
|
159
|
-
const limbBW = Array.from({ length: NL }, () => new Array(nV));
|
|
160
|
-
// skin of the tail (nearest primitive on a tail bone) never belongs to a limb: a tail hanging close
|
|
161
|
-
// to the hocks (a wolf's brush, a horse's hair) otherwise took thigh weights and tore when the
|
|
162
|
-
// legs moved
|
|
163
|
-
const tailSkin = new Uint8Array(nV);
|
|
164
|
-
const TAILB = new Uint8Array(NB);
|
|
165
|
-
for (const b of BONES) if (/^tail\d+$/.test(b.name)) TAILB[b.index] = 1;
|
|
166
|
-
const topBone = new Int8Array(nV * NL);
|
|
167
|
-
const webTag = new Int8Array(nV * NL);
|
|
168
|
-
const nbr = buildNeighbors(index, nV);
|
|
169
|
-
const project = makeProjector(rig);
|
|
170
|
-
const webTags = new Set(rig.webTags);
|
|
171
|
-
const gIndex = (g) => groupsOf.indexOf(g);
|
|
172
|
-
|
|
173
|
-
for (let v = 0; v < nV; v++) {
|
|
174
|
-
const px = pos[v * 3], py = pos[v * 3 + 1], pz = pos[v * 3 + 2];
|
|
175
|
-
const pr = project(px, py, pz);
|
|
176
|
-
axialS[v] = pr.s;
|
|
177
|
-
{
|
|
178
|
-
// depth on the ventral side of the axial chain (throat, belly): the lever of a blend override.
|
|
179
|
-
// Ventral = the segment direction (nose -> tail) turned 90 deg down in the sagittal plane
|
|
180
|
-
const P = rig.AXIAL.points, a0 = P[pr.seg], a1 = P[pr.seg + 1];
|
|
181
|
-
const dy = a1[1] - a0[1], dz = a1[2] - a0[2], dl = Math.hypot(dy, dz) || 1;
|
|
182
|
-
const oy = py - (a0[1] + dy * pr.t), oz = pz - (a0[2] + dz * pr.t);
|
|
183
|
-
axD[v] = Math.max(0, (oy * dz - oz * dy) / dl);
|
|
184
|
-
}
|
|
185
|
-
segT[v * 2] = pr.seg;
|
|
186
|
-
segT[v * 2 + 1] = pr.t;
|
|
187
|
-
if (rigid[v] >= 0) continue;
|
|
188
|
-
bd.fill(1e9);
|
|
189
|
-
for (const prim of lists[v]) {
|
|
190
|
-
if (prim.carve) continue;
|
|
191
|
-
if (prim._gi === undefined) {
|
|
192
|
-
prim._gi = gIndex(prim.group);
|
|
193
|
-
if (!BONE[prim.bone]) throw new Error(`primitive ${prim.tag} uses unknown bone ${prim.bone}`);
|
|
194
|
-
prim._bi = BONE[prim.bone].index;
|
|
195
|
-
}
|
|
196
|
-
const gi = prim._gi;
|
|
197
|
-
if (gi < 0) continue;
|
|
198
|
-
const d = SDFModel.dist(prim, px, py, pz) - prim.bias;
|
|
199
|
-
if (d < GD[v * NG + gi]) GD[v * NG + gi] = d;
|
|
200
|
-
if (d < bd[prim._bi]) bd[prim._bi] = d;
|
|
201
|
-
}
|
|
202
|
-
{
|
|
203
|
-
let dm = 1e9, bm = -1;
|
|
204
|
-
for (let bi = 0; bi < NB; bi++) if (bd[bi] < dm) { dm = bd[bi]; bm = bi; }
|
|
205
|
-
if (bm >= 0 && TAILB[bm]) tailSkin[v] = 1;
|
|
206
|
-
}
|
|
207
|
-
for (let li = 0; li < NL; li++) {
|
|
208
|
-
const g = li + 1;
|
|
209
|
-
if (GD[v * NG + g] > 1e8) continue;
|
|
210
|
-
const uniq = [];
|
|
211
|
-
for (const prim of lists[v]) if (prim._gi === g && !prim.carve && !uniq.includes(prim._bi)) uniq.push(prim._bi);
|
|
212
|
-
let bmin = 1e9, bestB = -1;
|
|
213
|
-
for (const bi of uniq) if (bd[bi] < bmin) { bmin = bd[bi]; bestB = bi; }
|
|
214
|
-
// webs and sheet muscles that span limb and body never anchor the limb core
|
|
215
|
-
let pmin = 1e9, ptag = '';
|
|
216
|
-
for (const prim of lists[v]) {
|
|
217
|
-
if (prim._gi !== g || prim.carve) continue;
|
|
218
|
-
const dp = SDFModel.dist(prim, px, py, pz) - prim.bias;
|
|
219
|
-
if (dp < pmin) { pmin = dp; ptag = prim.tag; }
|
|
220
|
-
}
|
|
221
|
-
webTag[v * NL + li] = webTags.has(ptag) ? 1 : 0;
|
|
222
|
-
// thin distal joints fold 100+ degrees: keep their blend narrow
|
|
223
|
-
let distal = false;
|
|
224
|
-
for (const bi of uniq) if (DISTAL[bi] && bd[bi] - bmin < 0.02 * U) distal = true;
|
|
225
|
-
const sig = distal ? sigBDistal : sigB;
|
|
226
|
-
let sum = 0;
|
|
227
|
-
const tmp = uniq.map((bi) => { const w = Math.exp(-(bd[bi] - bmin) / sig); sum += w; return [bi, w]; });
|
|
228
|
-
limbBW[li][v] = tmp.map(([bi, w]) => [bi, w / sum]);
|
|
229
|
-
topBone[v * NL + li] = bestB === BONE[limbs[li].field.top].index ? 1 : 0;
|
|
230
|
-
}
|
|
231
|
-
}
|
|
232
|
-
|
|
233
|
-
// relax the axial coordinate over the surface
|
|
234
|
-
{
|
|
235
|
-
const tmpS = new Float32Array(nV);
|
|
236
|
-
for (let it = 0; it < 24; it++) {
|
|
237
|
-
for (let v = 0; v < nV; v++) {
|
|
238
|
-
const ns = nbr[v];
|
|
239
|
-
if (!ns.length || rigid[v] >= 0) { tmpS[v] = axialS[v]; continue; }
|
|
240
|
-
let a = 0;
|
|
241
|
-
for (const n of ns) a += axialS[n];
|
|
242
|
-
tmpS[v] = 0.5 * axialS[v] + (0.5 * a) / ns.length;
|
|
243
|
-
}
|
|
244
|
-
axialS.set(tmpS);
|
|
245
|
-
}
|
|
246
|
-
}
|
|
247
|
-
|
|
248
|
-
// body skin never takes the weights of the tail beyond its root: skin at the back of a thigh or
|
|
249
|
-
// buttock lies nearer to a hanging tail's segments than to the pelvis and projected onto them (it
|
|
250
|
-
// swung with the tail). axial.bodyTail: tail segments body skin may still blend into (1: up to the
|
|
251
|
-
// tail1 joint; 0: only across the tail base, for a tail that hangs down behind the buttocks)
|
|
252
|
-
{
|
|
253
|
-
const k = rig.AXIAL.bones.indexOf('tail0');
|
|
254
|
-
if (k >= 0) {
|
|
255
|
-
const sMax = axialLengths(rig)[k + (rig.AXIAL.bodyTail ?? 1)];
|
|
256
|
-
for (let v = 0; v < nV; v++) if (!tailSkin[v] && axialS[v] > sMax) axialS[v] = sMax;
|
|
257
|
-
}
|
|
258
|
-
}
|
|
259
|
-
|
|
260
|
-
// harmonic limb membership fields
|
|
261
|
-
const limbM = Array.from({ length: NL }, () => new Float32Array(nV));
|
|
262
|
-
const J = rig.J;
|
|
263
|
-
for (let li = 0; li < NL; li++) {
|
|
264
|
-
const L = limbs[li], F = L.field, g = li + 1, m = limbM[li];
|
|
265
|
-
const A = J[F.a], B = J[F.b], AB = sub(B, A), ab2 = dot(AB, AB);
|
|
266
|
-
const free = [];
|
|
267
|
-
const aCore = F.aCore * U, aBody = F.aBody * U, midX = (F.midX || 0) * U;
|
|
268
|
-
const e0 = (F.soft0 ?? -0.006) * U, e1 = (F.soft1 ?? 0.01) * U;
|
|
269
|
-
const lateralAxis = F.lateralAxis || [L.side, 0, 0];
|
|
270
|
-
for (let v = 0; v < nV; v++) {
|
|
271
|
-
const dG = GD[v * NG + g];
|
|
272
|
-
if (rigid[v] >= 0 || dG > 1e8 || tailSkin[v]) { m[v] = 0; continue; }
|
|
273
|
-
// > 0: closer to the limb than to the body and than to any other limb (a big plantigrade hind
|
|
274
|
-
// foot is further from the body than from the forefoot: it must not join the foreleg)
|
|
275
|
-
let dO = GD[v * NG];
|
|
276
|
-
for (let l2 = 0; l2 < NL; l2++) if (l2 !== li && GD[v * NG + l2 + 1] < dO) dO = GD[v * NG + l2 + 1];
|
|
277
|
-
const a = dO - dG;
|
|
278
|
-
const mb = smoothstep(e0, e1, a);
|
|
279
|
-
const px = pos[v * 3], py = pos[v * 3 + 1], pz = pos[v * 3 + 2];
|
|
280
|
-
const t = ((px - A[0]) * AB[0] + (py - A[1]) * AB[1] + (pz - A[2]) * AB[2]) / ab2;
|
|
281
|
-
// never let a limb pull skin across the midline (chest floor, groin)
|
|
282
|
-
const lateral = F.noMidline ? 1 : px * lateralAxis[0] + py * lateralAxis[1] + pz * lateralAxis[2];
|
|
283
|
-
if (a > aCore && (t > F.tCore || !topBone[v * NL + li]) && !webTag[v * NL + li] && lateral > 0.0) { m[v] = 1; }
|
|
284
|
-
else if (a < aBody || lateral < midX) { m[v] = 0; }
|
|
285
|
-
else { m[v] = mb * clamp(t / F.tCore, 0, 1); free.push(v); }
|
|
286
|
-
}
|
|
287
|
-
const omega = 1.85;
|
|
288
|
-
for (let it = 0; it < 320; it++) {
|
|
289
|
-
for (let i = 0; i < free.length; i++) {
|
|
290
|
-
const v = free[i], ns = nbr[v];
|
|
291
|
-
if (!ns.length) continue;
|
|
292
|
-
let a = 0;
|
|
293
|
-
for (const n of ns) a += m[n];
|
|
294
|
-
m[v] = m[v] + omega * (a / ns.length - m[v]);
|
|
295
|
-
}
|
|
296
|
-
}
|
|
297
|
-
for (const v of free) m[v] = clamp(m[v], 0, 1);
|
|
298
|
-
}
|
|
299
|
-
|
|
300
|
-
// assemble
|
|
301
|
-
const AXL = axialLengths(rig);
|
|
302
|
-
for (let v = 0; v < nV; v++) {
|
|
303
|
-
const o = v * NB;
|
|
304
|
-
if (rigid[v] >= 0) { W[o + rigid[v]] = 1; continue; }
|
|
305
|
-
let rest = 1;
|
|
306
|
-
for (let li = 0; li < NL; li++) {
|
|
307
|
-
const mv = limbM[li][v];
|
|
308
|
-
const mm = mv * rest;
|
|
309
|
-
if (mm <= 1e-4) continue;
|
|
310
|
-
const bw = limbBW[li][v];
|
|
311
|
-
const topI = BONE[limbs[li].field.top].index;
|
|
312
|
-
// in the blend zone only the proximal bones may pull body skin; distal bones take over as m -> 1
|
|
313
|
-
const kd = mv * mv * mv * mv;
|
|
314
|
-
let prox = 0;
|
|
315
|
-
if (bw) for (const [bi, w] of bw) if (PROXIMAL[bi]) prox += w;
|
|
316
|
-
if (bw && bw.length) {
|
|
317
|
-
for (const [bi, w] of bw) {
|
|
318
|
-
const wp = PROXIMAL[bi] && prox > 1e-6 ? w / prox : 0;
|
|
319
|
-
W[o + bi] += mm * (kd * w + (1 - kd) * wp);
|
|
320
|
-
}
|
|
321
|
-
if (prox <= 1e-6) W[o + topI] += mm * (1 - kd);
|
|
322
|
-
} else W[o + topI] += mm;
|
|
323
|
-
rest -= mm;
|
|
324
|
-
}
|
|
325
|
-
for (const ap of rig.appendages) {
|
|
326
|
-
const gi = gIndex(ap.group);
|
|
327
|
-
const dE = GD[v * NG + gi];
|
|
328
|
-
if (dE > 1e8) continue;
|
|
329
|
-
const bl = ap.blend || [-0.003, 0.005];
|
|
330
|
-
// nearer to this appendage than to the body AND than to any other appendage (long ears: the
|
|
331
|
-
// tip of one ear is far from the body, so the body test alone let the first ear take it)
|
|
332
|
-
let dO = 1e9;
|
|
333
|
-
for (const ap2 of rig.appendages) if (ap2 !== ap) dO = Math.min(dO, GD[v * NG + gIndex(ap2.group)]);
|
|
334
|
-
const e = smoothstep(bl[0] * U, bl[1] * U, Math.min(GD[v * NG], dO) - dE) * rest;
|
|
335
|
-
if (e > 1e-4) { W[o + BONE[ap.bone].index] += e; rest -= e; }
|
|
336
|
-
}
|
|
337
|
-
if (rest > 1e-5) for (const [bn, w] of chainWeights(rig, axialS[v], AXL, axD[v])) W[o + BONE[bn].index] += rest * w;
|
|
338
|
-
}
|
|
339
|
-
const limbMember = new Float32Array(nV), limbWhich = new Int8Array(nV).fill(-1);
|
|
340
|
-
for (let v = 0; v < nV; v++) for (let li = 0; li < NL; li++) if (limbM[li][v] > limbMember[v]) { limbMember[v] = limbM[li][v]; limbWhich[v] = li; }
|
|
341
|
-
|
|
342
|
-
// sparse Laplacian smoothing
|
|
343
|
-
const K = 8;
|
|
344
|
-
let SB = new Int16Array(nV * K).fill(-1), SW = new Float32Array(nV * K);
|
|
345
|
-
for (let v = 0; v < nV; v++) {
|
|
346
|
-
const o = v * NB;
|
|
347
|
-
let c = 0;
|
|
348
|
-
for (let b = 0; b < NB && c < K; b++) if (W[o + b] > 1e-4) { SB[v * K + c] = b; SW[v * K + c] = W[o + b]; c++; }
|
|
349
|
-
}
|
|
350
|
-
const acc = new Float32Array(NB);
|
|
351
|
-
const touched = [];
|
|
352
|
-
for (let it = 0; it < 3; it++) {
|
|
353
|
-
const NBw = new Int16Array(nV * K).fill(-1), NWw = new Float32Array(nV * K);
|
|
354
|
-
for (let v = 0; v < nV; v++) {
|
|
355
|
-
const ns = nbr[v];
|
|
356
|
-
touched.length = 0;
|
|
357
|
-
const addW = (u, f) => {
|
|
358
|
-
for (let k = 0; k < K; k++) {
|
|
359
|
-
const b = SB[u * K + k];
|
|
360
|
-
if (b < 0) break;
|
|
361
|
-
if (acc[b] === 0) touched.push(b);
|
|
362
|
-
acc[b] += SW[u * K + k] * f;
|
|
363
|
-
}
|
|
364
|
-
};
|
|
365
|
-
if (!ns.length || rigid[v] >= 0 || DISTAL[SB[v * K]]) addW(v, 1);
|
|
366
|
-
else {
|
|
367
|
-
addW(v, 0.5);
|
|
368
|
-
const f = 0.5 / ns.length;
|
|
369
|
-
for (const n of ns) addW(n, f);
|
|
370
|
-
}
|
|
371
|
-
touched.sort((a, b) => acc[b] - acc[a]);
|
|
372
|
-
const m = Math.min(K, touched.length);
|
|
373
|
-
for (let k = 0; k < m; k++) { NBw[v * K + k] = touched[k]; NWw[v * K + k] = acc[touched[k]]; }
|
|
374
|
-
for (const b of touched) acc[b] = 0;
|
|
375
|
-
}
|
|
376
|
-
SB = NBw; SW = NWw;
|
|
377
|
-
}
|
|
378
|
-
const skinIndex = new Uint16Array(nV * 4), skinWeight = new Float32Array(nV * 4);
|
|
379
|
-
const dominant = new Uint16Array(nV);
|
|
380
|
-
for (let v = 0; v < nV; v++) {
|
|
381
|
-
let sum = 0;
|
|
382
|
-
for (let k = 0; k < 4; k++) if (SB[v * K + k] >= 0) sum += SW[v * K + k];
|
|
383
|
-
sum = sum || 1;
|
|
384
|
-
for (let k = 0; k < 4; k++) {
|
|
385
|
-
const b = SB[v * K + k];
|
|
386
|
-
if (b < 0) break;
|
|
387
|
-
skinIndex[v * 4 + k] = b;
|
|
388
|
-
skinWeight[v * 4 + k] = SW[v * K + k] / sum;
|
|
389
|
-
}
|
|
390
|
-
dominant[v] = Math.max(0, SB[v * K]);
|
|
391
|
-
}
|
|
392
|
-
return { skinIndex, skinWeight, dominant, axialS, segT, neighbors: nbr, limbMember, limbWhich, axialLengths: AXL };
|
|
393
|
-
}
|
|
@@ -1,81 +0,0 @@
|
|
|
1
|
-
// Tiny allocation-light vector helpers used by the procedural modelling code.
|
|
2
|
-
// Vectors are plain [x, y, z] arrays.
|
|
3
|
-
|
|
4
|
-
export const add = (a, b) => [a[0] + b[0], a[1] + b[1], a[2] + b[2]];
|
|
5
|
-
export const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
|
|
6
|
-
export const mul = (a, s) => [a[0] * s, a[1] * s, a[2] * s];
|
|
7
|
-
export const dot = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
|
|
8
|
-
export const cross = (a, b) => [
|
|
9
|
-
a[1] * b[2] - a[2] * b[1],
|
|
10
|
-
a[2] * b[0] - a[0] * b[2],
|
|
11
|
-
a[0] * b[1] - a[1] * b[0],
|
|
12
|
-
];
|
|
13
|
-
export const len = (a) => Math.hypot(a[0], a[1], a[2]);
|
|
14
|
-
export const norm = (a) => {
|
|
15
|
-
const l = len(a) || 1;
|
|
16
|
-
return [a[0] / l, a[1] / l, a[2] / l];
|
|
17
|
-
};
|
|
18
|
-
export const lerp = (a, b, t) => [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t];
|
|
19
|
-
export const mirror = (a) => [-a[0], a[1], a[2]];
|
|
20
|
-
export const dist = (a, b) => Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2]);
|
|
21
|
-
export const clamp = (x, a, b) => (x < a ? a : x > b ? b : x);
|
|
22
|
-
export const smoothstep = (e0, e1, x) => {
|
|
23
|
-
const t = clamp((x - e0) / (e1 - e0), 0, 1);
|
|
24
|
-
return t * t * (3 - 2 * t);
|
|
25
|
-
};
|
|
26
|
-
export const mix = (a, b, t) => a + (b - a) * t;
|
|
27
|
-
|
|
28
|
-
// Orthonormal frame from a primary axis (becomes local Z) and an up hint (local Y).
|
|
29
|
-
export function frameZY(zDir, upHint = [0, 1, 0]) {
|
|
30
|
-
const z = norm(zDir);
|
|
31
|
-
let x = cross(upHint, z);
|
|
32
|
-
if (len(x) < 1e-6) x = cross([1, 0, 0], z);
|
|
33
|
-
x = norm(x);
|
|
34
|
-
const y = cross(z, x);
|
|
35
|
-
return [x, y, z];
|
|
36
|
-
}
|
|
37
|
-
|
|
38
|
-
// Deterministic PRNG (mulberry32)
|
|
39
|
-
export function rng(seed) {
|
|
40
|
-
let a = seed >>> 0;
|
|
41
|
-
return function () {
|
|
42
|
-
a |= 0;
|
|
43
|
-
a = (a + 0x6d2b79f5) | 0;
|
|
44
|
-
let t = Math.imul(a ^ (a >>> 15), 1 | a);
|
|
45
|
-
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
|
|
46
|
-
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
|
47
|
-
};
|
|
48
|
-
}
|
|
49
|
-
|
|
50
|
-
// Integer hash based value noise (identical implementation exists in GLSL: see noise.glsl in shaders.js)
|
|
51
|
-
export function ihash(x, y, z) {
|
|
52
|
-
let h = (Math.imul(x | 0, 0x8da6b343) ^ Math.imul(y | 0, 0xd8163841) ^ Math.imul(z | 0, 0xcb1ab31f)) >>> 0;
|
|
53
|
-
h = Math.imul(h ^ (h >>> 13), 0x5bd1e995) >>> 0;
|
|
54
|
-
h = (h ^ (h >>> 15)) >>> 0;
|
|
55
|
-
return h / 4294967296;
|
|
56
|
-
}
|
|
57
|
-
|
|
58
|
-
export function vnoise3(x, y, z) {
|
|
59
|
-
const xi = Math.floor(x), yi = Math.floor(y), zi = Math.floor(z);
|
|
60
|
-
const xf = x - xi, yf = y - yi, zf = z - zi;
|
|
61
|
-
const u = xf * xf * (3 - 2 * xf), v = yf * yf * (3 - 2 * yf), w = zf * zf * (3 - 2 * zf);
|
|
62
|
-
const c000 = ihash(xi, yi, zi), c100 = ihash(xi + 1, yi, zi);
|
|
63
|
-
const c010 = ihash(xi, yi + 1, zi), c110 = ihash(xi + 1, yi + 1, zi);
|
|
64
|
-
const c001 = ihash(xi, yi, zi + 1), c101 = ihash(xi + 1, yi, zi + 1);
|
|
65
|
-
const c011 = ihash(xi, yi + 1, zi + 1), c111 = ihash(xi + 1, yi + 1, zi + 1);
|
|
66
|
-
const x00 = c000 + (c100 - c000) * u, x10 = c010 + (c110 - c010) * u;
|
|
67
|
-
const x01 = c001 + (c101 - c001) * u, x11 = c011 + (c111 - c011) * u;
|
|
68
|
-
const y0 = x00 + (x10 - x00) * v, y1 = x01 + (x11 - x01) * v;
|
|
69
|
-
return y0 + (y1 - y0) * w;
|
|
70
|
-
}
|
|
71
|
-
|
|
72
|
-
export function fbm3(x, y, z, oct = 4) {
|
|
73
|
-
let a = 0.5, f = 1, s = 0, n = 0;
|
|
74
|
-
for (let i = 0; i < oct; i++) {
|
|
75
|
-
s += a * vnoise3(x * f + i * 17.3, y * f - i * 9.1, z * f + i * 3.7);
|
|
76
|
-
n += a;
|
|
77
|
-
a *= 0.5;
|
|
78
|
-
f *= 2.03;
|
|
79
|
-
}
|
|
80
|
-
return s / n;
|
|
81
|
-
}
|