@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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// Sheep behaviour layer for the quadruped engine (species.motion.hooks, see core/motion/actions.js):
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//
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// pose(engine, dt) after the engine's solve: the ruminant's sideways grinding of the lower
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// jaw (cud chewing, and the constant chewing between bites while grazing),
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// quick ear flicks (one ear at a time), the udder / scrotum drawn up when
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// the body rests on the ground
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// update(P, dt, layer) every frame over the action layer: the fleece added to the torso sections
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// (ground contact), the walk's head nod, cud chewing bouts (standing or
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// lying), grazing (bite and tear jerks, chewing in between, a step now and
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// then), tail flicks (a docked stump wiggles, a long tail swishes), ear flicks,
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// automatic idle variants of a flock animal (heads up in alarm, bleating,
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// grazing, a head shake, the ewe's warning stamp, the lamb's pronk)
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// actions alert (head up, ears forward, freeze and stare; a stamp), bleat, headshake,
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// stamp (foreleg stamp), pronk (lambs: stiff-legged bounce), attack (ram:
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// walks off, turns, charges and clashes head-down; ewe: stamps and butts), lie
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// (kneels first, rises hind end first), sleep (sternal, head back on the
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// flank)
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//
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import * as THREE from 'three';
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import { clamp, lerp, smooth, TAU, tv, tqa, angDiff } from '../../core/motion/common.js';
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import { mx, mxLeg, POSTURES, ONESHOTS } from '../../core/motion/actions.js';
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const _q = new THREE.Quaternion(), _s = new THREE.Vector3(1, 1, 1), _m = new THREE.Matrix4();
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const PI = Math.PI;
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const sm = (w) => w * w * (3 - 2 * w);
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function B(e) {
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if (!e._sheep) {
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// the fleece of this individual widens and deepens the torso sections the engine rests on the
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// ground (lying, sleeping, dead); motion.body holds the shorn body
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const F = (e.params?.wool || 0) * e.cfg.s;
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if (F > 0) {
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for (const k of ['chest', 'mid', 'pelvis', 'rump']) { const S = e.cfg[k]; if (S) { S.hh += 0.62 * F; S.hw += 1.2 * F + (F > 0.02 * e.cfg.s ? 0.02 * e.cfg.s : 0); S.hw *= 1 + 0.06 * (e.params?.heavy || 0); } }
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}
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e._sheep = {
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cud: 0, cudOn: e.rand() < 0.5, cudT: 6 + e.rand() * 10, chewPh: 0, grind: 0,
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ear: [{ a: 0, age: 9, next: 2 + e.rand() * 4 }, { a: 0, age: 9, next: 3 + e.rand() * 5 }],
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tailT: 1 + e.rand() * 3, tailAge: 9, tailAmp: 0.6,
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42
|
-
idleT: 3 + e.rand() * 5,
|
|
43
|
-
steer: null,
|
|
44
|
-
long: (e.params?.tailLen ?? 0.3) > 0.15,
|
|
45
|
-
ram: e.params?.sex === 'male' && e.params?.age !== 'juvenile',
|
|
46
|
-
lamb: e.params?.age === 'juvenile',
|
|
47
|
-
};
|
|
48
|
-
}
|
|
49
|
-
return e._sheep;
|
|
50
|
-
}
|
|
51
|
-
const busy = (L) => L.postures.length > 0 || L.oneshots.some((a) => !a.stopping);
|
|
52
|
-
const find = (L, n) => L.oneshots.find((a) => a.name === n && a.w > 0);
|
|
53
|
-
|
|
54
|
-
// The engine turns only the head bone to look aside (up to 0.85 rad, plus a lead into turns), so all of
|
|
55
|
-
// that yaw fell into the head / neck skin blends: the thick wool collar sheared and its fur shells (15-20
|
|
56
|
-
// mm staples) tore open in a crack down the side and front of the neck. A sheep looks aside with its
|
|
57
|
-
// neck: here the neck swings toward the look (neck1 about the neck base, neck2 about its own base, 30 %
|
|
58
|
-
// of the head's yaw each), carrying the head along, and the head turns back by the same amount about the
|
|
59
|
-
// occiput, so it keeps the orientation the engine gave it and only 40 % of the yaw is left between the
|
|
60
|
-
// head and the neck.
|
|
61
|
-
const _qa = new THREE.Quaternion(), _qb = new THREE.Quaternion(), _qr = new THREE.Quaternion();
|
|
62
|
-
const _p = new THREE.Vector3(), _sc = new THREE.Vector3(), _c = new THREE.Vector3(), _up = new THREE.Vector3(0, 1, 0);
|
|
63
|
-
const SWING = [0.22, 0.42];
|
|
64
|
-
function rotAbout(bone, c, Q) {
|
|
65
|
-
bone.matrixWorld.decompose(_p, _qa, _sc);
|
|
66
|
-
_p.sub(c).applyQuaternion(Q).add(c);
|
|
67
|
-
_qa.premultiply(Q);
|
|
68
|
-
bone.matrixWorld.compose(_p, _qa, _sc);
|
|
69
|
-
}
|
|
70
|
-
function neckSwing(e) {
|
|
71
|
-
const H = e.bone.head, N2 = e.bone.neck2, N1 = e.bone.neck1;
|
|
72
|
-
if (!H || !N2 || !N1 || !e.bindQ.head) return;
|
|
73
|
-
const b = e._sheepSwing || (e._sheepSwing = {
|
|
74
|
-
a2: new THREE.Vector3().subVectors(e.J.occiput, e.J.neckMid).normalize(),
|
|
75
|
-
iH: e.bindQ.head.clone().invert(), i2: e.bindQ.neck2.clone().invert(),
|
|
76
|
-
kids: ['jaw', 'earL', 'earR'].map((k) => e.bone[k]).filter(Boolean),
|
|
77
|
-
});
|
|
78
|
-
// the head's yaw relative to neck2: the twist of their relative rotation (posed from bind) about the
|
|
79
|
-
// neck2 axis (near vertical in the standing pose)
|
|
80
|
-
H.matrixWorld.decompose(_p, _qa, _sc); _qa.multiply(b.iH);
|
|
81
|
-
N2.matrixWorld.decompose(_p, _qb, _sc); _qb.multiply(b.i2);
|
|
82
|
-
_qb.invert().multiply(_qa);
|
|
83
|
-
const a = b.a2, d = _qb.x * a.x + _qb.y * a.y + _qb.z * a.z;
|
|
84
|
-
let th = 2 * Math.atan2(d, _qb.w);
|
|
85
|
-
if (th > Math.PI) th -= 2 * Math.PI; else if (th < -Math.PI) th += 2 * Math.PI;
|
|
86
|
-
// (the twist about the neck axis maps onto a swing about the vertical only while the neck stands up)
|
|
87
|
-
_c.setFromMatrixPosition(H.matrixWorld).sub(_p.setFromMatrixPosition(N2.matrixWorld));
|
|
88
|
-
th *= sm(clamp((_c.y / Math.max(_c.length(), 1e-6) - 0.25) / 0.45, 0, 1));
|
|
89
|
-
if (!(Math.abs(th) > 1e-4)) return;
|
|
90
|
-
const head = [H, ...b.kids];
|
|
91
|
-
_c.setFromMatrixPosition(N1.matrixWorld);
|
|
92
|
-
_qr.setFromAxisAngle(_up, SWING[0] * th);
|
|
93
|
-
for (const B of [N1, N2, ...head]) rotAbout(B, _c, _qr);
|
|
94
|
-
_c.setFromMatrixPosition(N2.matrixWorld);
|
|
95
|
-
_qr.setFromAxisAngle(_up, SWING[1] * th);
|
|
96
|
-
for (const B of [N2, ...head]) rotAbout(B, _c, _qr);
|
|
97
|
-
_c.setFromMatrixPosition(H.matrixWorld);
|
|
98
|
-
_qr.setFromAxisAngle(_up, -(SWING[0] + SWING[1]) * th);
|
|
99
|
-
for (const B of head) rotAbout(B, _c, _qr);
|
|
100
|
-
}
|
|
101
|
-
|
|
102
|
-
// ------------------------------------------------------------------------------------------------
|
|
103
|
-
// pose: jaw grinding, ear flicks, udder lift
|
|
104
|
-
function pose(e, dt) {
|
|
105
|
-
const b = B(e);
|
|
106
|
-
const ud = e.bone.udder;
|
|
107
|
-
if (ud) {
|
|
108
|
-
const want = e.P.groundW * (0.05 + 0.05 * (e.params?.udder || 0)) * e.cfg.s;
|
|
109
|
-
b.udLift = (b.udLift || 0) + (want - (b.udLift || 0)) * (1 - Math.exp(-dt * 12));
|
|
110
|
-
if (b.udLift > 1e-5) {
|
|
111
|
-
_m.copy(ud.matrixWorld);
|
|
112
|
-
_m.elements[13] += b.udLift;
|
|
113
|
-
ud.matrixWorld.copy(_m);
|
|
114
|
-
}
|
|
115
|
-
}
|
|
116
|
-
if (e.lod >= 2) return;
|
|
117
|
-
neckSwing(e);
|
|
118
|
-
const jaw = e.bone.jaw;
|
|
119
|
-
if (jaw && b.grind > 1e-3) {
|
|
120
|
-
const base = tv().setFromMatrixPosition(jaw.matrixWorld);
|
|
121
|
-
_q.setFromRotationMatrix(jaw.matrixWorld);
|
|
122
|
-
const ax = tv(0, 0, 1).applyQuaternion(_q);
|
|
123
|
-
// (~4 mm sideways at the incisors: the lower lip stays under the upper; 7 mm with the jaw opened 6 mm slid the
|
|
124
|
-
// lower lip out from under the upper at the corner, a dark gap)
|
|
125
|
-
const a = 0.026 * b.grind * Math.sin(b.chewPh + (b.chewSide || 0));
|
|
126
|
-
jaw.matrixWorld.compose(base, tqa(ax, a).multiply(_q), _s);
|
|
127
|
-
}
|
|
128
|
-
for (let k = 0; k < 2; k++) {
|
|
129
|
-
const E = b.ear[k];
|
|
130
|
-
if (E.age > 0.5) continue;
|
|
131
|
-
const bone = k === 0 ? e.bone.earL : e.bone.earR;
|
|
132
|
-
if (!bone) continue;
|
|
133
|
-
// a flick: fast twist about the ear's long axis and a flap, decaying in ~0.4 s
|
|
134
|
-
const f = Math.sin(Math.min(1, E.age / 0.4) * PI * 2) * Math.exp(-E.age * 5.5) * (k === 0 ? 1 : -1);
|
|
135
|
-
const base = tv().setFromMatrixPosition(bone.matrixWorld);
|
|
136
|
-
_q.setFromRotationMatrix(bone.matrixWorld);
|
|
137
|
-
const along = tv(0, 1, 0).applyQuaternion(_q), flap = tv(0, 0, 1).applyQuaternion(_q);
|
|
138
|
-
_q.premultiply(tqa(along, 0.45 * f * E.a)).premultiply(tqa(flap, 0.4 * f * E.a));
|
|
139
|
-
bone.matrixWorld.compose(base, _q, _s);
|
|
140
|
-
}
|
|
141
|
-
}
|
|
142
|
-
|
|
143
|
-
// ------------------------------------------------------------------------------------------------
|
|
144
|
-
// update
|
|
145
|
-
function update(P, dt, L) {
|
|
146
|
-
const e = L.engine, b = B(e), cfg = e.cfg, u = 1 / cfg.unit;
|
|
147
|
-
const vn = e.speed / cfg.sq;
|
|
148
|
-
const still = 1 - smooth(0.1, 0.6, vn);
|
|
149
|
-
const g = e.gait;
|
|
150
|
-
// --- walk: a gentle head nod with each forefoot (+-2-3 cm)
|
|
151
|
-
const walkW = smooth(0.15, 0.6, vn) * (1 - smooth(1.4, 1.9, vn)) * P.gaitW;
|
|
152
|
-
if (walkW > 0.001 && g) {
|
|
153
|
-
const c = 0.5 + 0.5 * Math.cos(4 * PI * (e.phase - g.off[0] - 0.1));
|
|
154
|
-
P.headRaise -= 0.025 * u * walkW * c;
|
|
155
|
-
P.headPitch += 0.04 * walkW * (c - 0.5);
|
|
156
|
-
}
|
|
157
|
-
const lying = L.postures.some((p) => p.name === 'lie') ? 1 : 0;
|
|
158
|
-
const asleep = L.postures.some((p) => p.name === 'sleep' || p.name === 'death') ? 1 : 0;
|
|
159
|
-
|
|
160
|
-
// --- grazing: bite and tear (a short jerk of the head up and to the side) about once a second,
|
|
161
|
-
// chewing all the time in between, the jaw grinding sideways; now and then a step forward
|
|
162
|
-
const eat = find(L, 'eat');
|
|
163
|
-
let chewW = 0, chewRate = 1.25;
|
|
164
|
-
if (eat) {
|
|
165
|
-
const w = sm(clamp(eat.w, 0, 1)) * smooth(0.5, 1.2, eat.t);
|
|
166
|
-
// one cycle per ~1.05 s: the mouth opens and bites (0 - 0.3), a jerk up and to the side tears the
|
|
167
|
-
// grass (0.3 - 0.55), then chewing; every part starts and ends at rest (continuous)
|
|
168
|
-
const c = (eat.t * 0.95) % 1;
|
|
169
|
-
const bite = c < 0.3 ? Math.sin(PI * c / 0.3) : 0;
|
|
170
|
-
const tear = c > 0.3 && c < 0.55 ? Math.sin(PI * (c - 0.3) / 0.25) ** 2 : 0;
|
|
171
|
-
const side = Math.floor(eat.t * 0.95) % 2 ? 1 : -1;
|
|
172
|
-
P.headPos.y += 0.022 * cfg.s * tear * w;
|
|
173
|
-
P.headPitch -= 0.12 * tear * w;
|
|
174
|
-
P.headYaw += side * 0.08 * tear * w;
|
|
175
|
-
mx(P, 'jaw', 0.05 + 0.12 * bite, w);
|
|
176
|
-
chewW = Math.max(chewW, w * (c < 0.55 ? 0 : Math.sin(PI * (c - 0.55) / 0.45))); chewRate = 1.6;
|
|
177
|
-
mx(P, 'earFlat', -0.15, w); mx(P, 'earTwitch', 0.6, w);
|
|
178
|
-
}
|
|
179
|
-
// --- rumination: bouts of 20-40 s (standing idle, above all lying)
|
|
180
|
-
b.cudT -= dt;
|
|
181
|
-
if (b.cudT <= 0) { b.cudOn = !b.cudOn; b.cudT = b.cudOn ? 18 + e.rand() * 22 : 8 + e.rand() * 14; }
|
|
182
|
-
const quiet = L.oneshots.some((a) => !a.stopping && a.name !== 'hit' && a.name !== 'headshake' && a.name !== 'eat') ? 0 : 1;
|
|
183
|
-
const want = b.cudOn && quiet && !asleep ? Math.max(still * L.idle.w, lying) : 0;
|
|
184
|
-
b.cud += (Math.max(want, chewW) - b.cud) * (1 - Math.exp(-dt * 4));
|
|
185
|
-
// chew rate ~1.2 Hz; every ~50 chews a bolus is swallowed (a short pause, then the other side)
|
|
186
|
-
const rate = chewRate * (1 - 0.85 * smooth(0.88, 1, (b.chewPh / TAU) % 50 / 50));
|
|
187
|
-
const prev = b.chewPh;
|
|
188
|
-
b.chewPh += dt * TAU * rate;
|
|
189
|
-
if (Math.floor(prev / TAU / 50) !== Math.floor(b.chewPh / TAU / 50)) b.chewSide = (b.chewSide || 0) + PI;
|
|
190
|
-
b.grind = b.cud;
|
|
191
|
-
if (b.cud > 1e-3 && !eat) {
|
|
192
|
-
const chew = 0.5 + 0.5 * Math.sin(b.chewPh);
|
|
193
|
-
// (the lips stay closed: the lower jaw grinds sideways more than it opens, ~2.5 mm at the lips)
|
|
194
|
-
P.jaw = Math.max(P.jaw, 0.013 * chew * b.cud); P.jawOmega = Math.max(P.jawOmega, 18);
|
|
195
|
-
mx(P, 'eyelid', 0.2, b.cud * 0.5 * (1 - chewW));
|
|
196
|
-
} else if (eat) { P.jawOmega = Math.max(P.jawOmega, 20); P.jaw += 0.03 * chewW * (0.5 + 0.5 * Math.sin(b.chewPh)); }
|
|
197
|
-
|
|
198
|
-
// --- tail: a docked stump wiggles in quick bursts, a long tail swishes (flies), both clamp down
|
|
199
|
-
// when alarmed
|
|
200
|
-
b.tailT -= dt;
|
|
201
|
-
if (b.tailT <= 0) { b.tailT = (b.long ? 3 : 2) + e.rand() * 6; b.tailAge = 0; b.tailAmp = 0.5 + 0.5 * e.rand(); }
|
|
202
|
-
b.tailAge += dt;
|
|
203
|
-
const tdur = b.long ? 1.6 : 0.7;
|
|
204
|
-
const tw = b.tailAge < tdur ? Math.sin(PI * b.tailAge / tdur) : 0;
|
|
205
|
-
if (tw > 0 && !asleep) {
|
|
206
|
-
P.tailWag = Math.max(P.tailWag, b.tailAmp * tw * (b.long ? 0.7 : 1) * (1 - 0.6 * P.groundW));
|
|
207
|
-
if (!b.long) mx(P, 'tailLift', 0.2, tw * 0.5);
|
|
208
|
-
}
|
|
209
|
-
// --- ear flicks (one ear at a time, more often standing)
|
|
210
|
-
for (const E of b.ear) {
|
|
211
|
-
E.age += dt; E.next -= dt * (0.5 + 0.5 * still);
|
|
212
|
-
if (E.next <= 0) { E.next = 2.5 + e.rand() * 7; E.age = 0; E.a = (0.7 + 0.5 * e.rand()) * (1 - P.eyelid * 0.8) * (e.params?.ear === 'droop' ? 0.5 : 1); }
|
|
213
|
-
}
|
|
214
|
-
// --- dead: the ears fold back along the neck
|
|
215
|
-
const dead = L.postures.reduce((m, p) => (p.name === 'death' ? Math.max(m, p.w) : m), 0);
|
|
216
|
-
const flat = Math.max(smooth(0.3, 1.0, Math.abs(P.roll)), dead * smooth(0.3, 1, dead));
|
|
217
|
-
if (flat > 0) { mx(P, 'earFlat', 0.6, flat); mx(P, 'earTwitch', 0, flat); }
|
|
218
|
-
if (dead > 0 && P.headW > 0) P.headPos.y += (0.11 + 0.1 * (e.params?.horns?.turns || 0) * (e.params?.horns?.base || 0) / 0.035) * cfg.s * flat * (b.lamb ? 1.3 : 1);
|
|
219
|
-
// (0.5: with the broader, blunter nose a head tucked 0.6 put a nostril corner into uneven
|
|
220
|
-
// ground: the engine keeps only the nose's centre and the widest skin of the cheeks clear)
|
|
221
|
-
if (dead > 0) { P.headRoll *= 1 - 0.45 * dead; P.headPitch += 0.5 * dead; }
|
|
222
|
-
// --- a sheep's ears drop back rather than flatten (and the thin ear base does not tear)
|
|
223
|
-
if (P.earFlat > 0.45 && dead < 0.01) P.earFlat = 0.45 + 0.25 * (P.earFlat - 0.45);
|
|
224
|
-
// --- lying / sleeping: the tail lies flat
|
|
225
|
-
P.tailSide *= 0.3;
|
|
226
|
-
// --- any other action interrupts grazing
|
|
227
|
-
if (L.oneshots.some((a) => !a.stopping && ['attack', 'jump', 'bleat', 'alert', 'stamp', 'pronk'].includes(a.name))) for (const a of L.oneshots) if (a.name === 'eat' || a.name === 'drink') a.stopping = true;
|
|
228
|
-
|
|
229
|
-
// --- attack steering (the ram walks off, turns and charges)
|
|
230
|
-
const st = b.steer;
|
|
231
|
-
if (st && !L.oneshots.some((a) => a.name === 'attack' && !a.stopping)) b.steer = null;
|
|
232
|
-
else if (st) { e.wantSpeed = st.speed; e.wantHeading = st.heading; }
|
|
233
|
-
|
|
234
|
-
// --- idle variants of a flock animal
|
|
235
|
-
if (e.idleVariants !== false && L.idle.w > 0.98 && !busy(L) && !e.input.look && !e.input.follow) {
|
|
236
|
-
b.idleT -= dt;
|
|
237
|
-
if (b.idleT <= 0) {
|
|
238
|
-
b.idleT = 5 + e.rand() * 8;
|
|
239
|
-
const r = e.rand();
|
|
240
|
-
if (r < 0.26) L.play('alert');
|
|
241
|
-
else if (r < 0.46) L.play('bleat');
|
|
242
|
-
else if (r < 0.64) L.play('eat', { duration: 4 + e.rand() * 6 });
|
|
243
|
-
else if (r < 0.74) L.play('headshake');
|
|
244
|
-
else if (r < 0.82 && !b.ram) L.play('stamp');
|
|
245
|
-
else if (r < 0.9 && b.lamb) L.play('pronk');
|
|
246
|
-
else { b.ear[0].next = 0; b.ear[1].next = 0.3; }
|
|
247
|
-
}
|
|
248
|
-
} else if (busy(L)) b.idleT = Math.max(b.idleT, 3);
|
|
249
|
-
}
|
|
250
|
-
|
|
251
|
-
// ------------------------------------------------------------------------------------------------
|
|
252
|
-
// alert: the flock's alarm. The head comes up high, ears forward, the body freezes (breath held),
|
|
253
|
-
// staring at something; ewes may stamp a foreleg at the end
|
|
254
|
-
const alert = {
|
|
255
|
-
kind: 'oneshot', fade: 0.3,
|
|
256
|
-
start(inst, L) {
|
|
257
|
-
const e = L.engine;
|
|
258
|
-
inst.dur = inst.opts.duration ?? 3.2 + e.rand() * 1.5;
|
|
259
|
-
const a = e.heading + (e.rand() - 0.5) * 1.4;
|
|
260
|
-
inst.look = inst.opts.target ? inst.opts.target.clone() : new THREE.Vector3(e.pos.x + Math.sin(a) * 12 * e.cfg.s, e.pos.y + 0.6 * e.cfg.s, e.pos.z + Math.cos(a) * 12 * e.cfg.s);
|
|
261
|
-
inst.stamp = !B(e).ram && e.rand() < 0.35;
|
|
262
|
-
},
|
|
263
|
-
update(inst, dt, L) {
|
|
264
|
-
if (inst.stamp && !inst.stamped && inst.t > inst.dur - 1.4) { inst.stamped = true; L.play('stamp', { quick: true }); }
|
|
265
|
-
return inst.t >= inst.dur;
|
|
266
|
-
},
|
|
267
|
-
apply(P, w, inst, L) {
|
|
268
|
-
const e = L.engine, u = 1 / e.cfg.unit, t = inst.t;
|
|
269
|
-
const up = w * smooth(0, 0.35, t);
|
|
270
|
-
P.look = inst.look; mx(P, 'lookW', 1, up);
|
|
271
|
-
mx(P, 'headPitch', -0.3, up); mx(P, 'headRaise', 0.05 * u, up); mx(P, 'neckReach', -0.01 * u, up);
|
|
272
|
-
mx(P, 'earFlat', -0.25, up); mx(P, 'earTwitch', 0.1, up); mx(P, 'earSwivel', 0, up);
|
|
273
|
-
mx(P, 'breathAmp', 0.2, up); mx(P, 'eyelid', -0.3, up);
|
|
274
|
-
mx(P, 'tailLift', -0.2, up); mx(P, 'tailIdle', 0, up);
|
|
275
|
-
},
|
|
276
|
-
};
|
|
277
|
-
|
|
278
|
-
// bleat: head up and forward, mouth open, the jaw trembling (the vibrato of a "baa"), ears back a
|
|
279
|
-
// little
|
|
280
|
-
const bleat = {
|
|
281
|
-
kind: 'oneshot', fade: 0.22,
|
|
282
|
-
start(inst, L) { inst.dur = inst.opts.duration ?? 1.3 + 0.7 * L.engine.rand(); inst.said = false; },
|
|
283
|
-
update(inst, dt, L) {
|
|
284
|
-
if (!inst.said && inst.t > 0.35) { inst.said = true; L.engine.emit('vocalize', { kind: 'bleat' }); }
|
|
285
|
-
return inst.t >= inst.dur;
|
|
286
|
-
},
|
|
287
|
-
apply(P, w, inst, L) {
|
|
288
|
-
const e = L.engine, t = inst.t, u = 1 / e.cfg.unit;
|
|
289
|
-
const up = w * smooth(0, 0.3, t);
|
|
290
|
-
const call = smooth(0.3, 0.45, t) * (1 - smooth(inst.dur - 0.4, inst.dur - 0.12, t));
|
|
291
|
-
mx(P, 'lookW', 0.3, up);
|
|
292
|
-
mx(P, 'headPitch', -0.4, up); mx(P, 'headRaise', 0.03 * u, up); mx(P, 'neckReach', 0.02 * u, up);
|
|
293
|
-
mx(P, 'jaw', 0.34 + 0.06 * Math.sin(t * TAU * 9), call * w); mx(P, 'jawOmega', 30, w);
|
|
294
|
-
mx(P, 'earFlat', 0.25, up); mx(P, 'breathAmp', 2.2, call * w);
|
|
295
|
-
},
|
|
296
|
-
};
|
|
297
|
-
|
|
298
|
-
// head shake: fast rotations about the nose axis (flies, rain), ears flapping
|
|
299
|
-
const headshake = {
|
|
300
|
-
kind: 'oneshot', fade: 0.12,
|
|
301
|
-
start(inst) { inst.dur = 1.0; },
|
|
302
|
-
update(inst) { return inst.t >= inst.dur; },
|
|
303
|
-
apply(P, w, inst) {
|
|
304
|
-
const t = inst.t;
|
|
305
|
-
const env = smooth(0, 0.12, t) * (1 - smooth(0.55, 0.95, t)) * w;
|
|
306
|
-
const s = Math.sin(t * TAU * 4.4);
|
|
307
|
-
mx(P, 'headOmega', 5, env);
|
|
308
|
-
mx(P, 'headRoll', 0.45 * s, env); mx(P, 'headYaw', 0.14 * s, env); mx(P, 'headPitch', -0.05, env);
|
|
309
|
-
mx(P, 'earTwitch', 2.5, env); mx(P, 'eyelid', 0.5, env); mx(P, 'lookW', 0, env);
|
|
310
|
-
},
|
|
311
|
-
};
|
|
312
|
-
|
|
313
|
-
// stamp: a foreleg lifted and brought down hard (alarm / threat), once or twice
|
|
314
|
-
const stamp = {
|
|
315
|
-
kind: 'oneshot', fade: 0.2, needsStand: true,
|
|
316
|
-
start(inst, L) {
|
|
317
|
-
const e = L.engine;
|
|
318
|
-
inst.n = inst.opts.count ?? (inst.opts.quick ? 1 : 1 + (e.rand() < 0.5 ? 1 : 0));
|
|
319
|
-
inst.T = 0.62;
|
|
320
|
-
inst.dur = 0.35 + inst.n * inst.T + 0.35;
|
|
321
|
-
inst.leg = inst.opts.side === -1 ? 1 : inst.opts.side === 1 ? 0 : (e.rand() < 0.5 ? 0 : 1);
|
|
322
|
-
inst.hits = 0;
|
|
323
|
-
},
|
|
324
|
-
update(inst, dt, L) {
|
|
325
|
-
const e = L.engine;
|
|
326
|
-
const k = Math.floor((inst.t - 0.35 - 0.34 * inst.T) / inst.T) + 1;
|
|
327
|
-
if (k > inst.hits && inst.hits < inst.n) {
|
|
328
|
-
inst.hits++;
|
|
329
|
-
const leg = e.legs[inst.leg];
|
|
330
|
-
e.emit('footstep', { foot: leg.def.key, position: leg.plant.clone(), speed: 0, strength: 1, stamp: true });
|
|
331
|
-
if (inst.opts.hit) e.emit('attackHit', { position: leg.plant.clone(), direction: e.forward(e.heading, new THREE.Vector3()), style: 'stamp' });
|
|
332
|
-
}
|
|
333
|
-
return inst.t >= inst.dur;
|
|
334
|
-
},
|
|
335
|
-
apply(P, w, inst, L) {
|
|
336
|
-
const e = L.engine, cfg = e.cfg, s = cfg.s, t = inst.t, i = inst.leg;
|
|
337
|
-
const k = w * smooth(0.1, 0.3, t) * (1 - smooth(inst.dur - 0.35, inst.dur - 0.05, t));
|
|
338
|
-
mx(P, 'gaitW', 0, w); mx(P, 'legGait', 0, w);
|
|
339
|
-
mx(P, 'headPitch', -0.15, k); mx(P, 'headRaise', 0.02 / cfg.unit, k);
|
|
340
|
-
mx(P, 'earFlat', -0.3, k);
|
|
341
|
-
mx(P, 'side', -0.012 * (i === 0 ? 1 : -1) / cfg.unit, k); // weight onto the other three legs
|
|
342
|
-
// lift high (0 - 0.34 T), strike down fast (0.34 - 0.42 T), rest on the ground
|
|
343
|
-
const c = clamp((t - 0.35) / inst.T, 0, inst.n);
|
|
344
|
-
const ph = c - Math.floor(c);
|
|
345
|
-
const on = c < inst.n ? 1 : 0;
|
|
346
|
-
const lift = on * (ph < 0.34 ? Math.sin(0.5 * PI * ph / 0.34) : 1 - smooth(0.34, 0.42, ph));
|
|
347
|
-
const leg = e.legs[i];
|
|
348
|
-
const tp = tv().copy(leg.plant).addScaledVector(e.forward(e.heading, tv()), 0.02 * s * lift);
|
|
349
|
-
tp.y += 0.1 * s * lift + 0.002 * s;
|
|
350
|
-
P.legs[i].target.copy(tp);
|
|
351
|
-
mxLeg(P, i, 'reach', 1, k);
|
|
352
|
-
mx(P, 'dropF', 0.03, k * lift);
|
|
353
|
-
},
|
|
354
|
-
};
|
|
355
|
-
|
|
356
|
-
// pronk (lambs): a stiff-legged bounce straight up with a twist of the body, landing on four feet
|
|
357
|
-
const pronk = {
|
|
358
|
-
kind: 'oneshot', fade: 0.12, needsStand: true, airborne: true,
|
|
359
|
-
start(inst, L) {
|
|
360
|
-
const e = L.engine;
|
|
361
|
-
ONESHOTS.jump.start(inst, L);
|
|
362
|
-
const h = (inst.opts.height ?? 0.35) * e.cfg.s;
|
|
363
|
-
inst.vy = Math.sqrt(2 * 9.81 * h);
|
|
364
|
-
inst.vh = Math.max(e.speed, 0.4 * e.cfg.sq);
|
|
365
|
-
inst.twist = (e.rand() < 0.5 ? -1 : 1) * (0.2 + 0.2 * e.rand());
|
|
366
|
-
},
|
|
367
|
-
update(inst, dt, L) { return ONESHOTS.jump.update.call(ONESHOTS.jump, inst, dt, L); },
|
|
368
|
-
onLand(inst, L) { ONESHOTS.jump.onLand(inst, L); },
|
|
369
|
-
apply(P, w, inst, L) {
|
|
370
|
-
ONESHOTS.jump.apply(P, w, inst, L);
|
|
371
|
-
if (inst.phase === 'air') {
|
|
372
|
-
const T = (2 * inst.vy) / 9.81, x = clamp((inst.t - inst.tAir) / T, 0, 1);
|
|
373
|
-
const a = Math.sin(PI * x);
|
|
374
|
-
// stiff legs (not tucked), the back arched, head down, a twist of the body
|
|
375
|
-
// (only in the first part of the flight: the built-in jump sets the legs up for the landing)
|
|
376
|
-
const st = 1 - smooth(0.45, 0.7, x);
|
|
377
|
-
for (let i = 0; i < 4; i++) { P.legs[i].tuck *= 1 - 0.7 * st; P.legs[i].extend = lerp(P.legs[i].extend, 0.9, 0.7 * st); }
|
|
378
|
-
mx(P, 'pitch', 0.05, 0.8); mx(P, 'roll', inst.twist * a, 1); mx(P, 'bend', -inst.twist * 0.6 * a, 1);
|
|
379
|
-
mx(P, 'headPitch', 0.3, a); mx(P, 'tailLift', 0.4, 1);
|
|
380
|
-
}
|
|
381
|
-
},
|
|
382
|
-
};
|
|
383
|
-
|
|
384
|
-
// attack. Ram: squares up (head high, chin tucked), turns and walks off a few metres, turns back,
|
|
385
|
-
// charges and clashes head-on (head lowered in the last strides, forehead / horns first; the
|
|
386
|
-
// forequarters thrown up at the impact); the hit at the clash. While running it charges at once. Ewe:
|
|
387
|
-
// stamps a foreleg, then a short butt with the forehead. opts.target (Vector3) aims it.
|
|
388
|
-
const FAR = 1e6;
|
|
389
|
-
const attack = {
|
|
390
|
-
kind: 'oneshot', fade: 0.18, needsStand: true,
|
|
391
|
-
start(inst, L) {
|
|
392
|
-
const e = L.engine, b = B(e), cfg = e.cfg;
|
|
393
|
-
inst.ram = inst.opts.style ? inst.opts.style === 'charge' : b.ram;
|
|
394
|
-
inst.run = smooth(1.2, 3.0, e.speed / cfg.sq);
|
|
395
|
-
inst.target = inst.opts.target ? inst.opts.target.clone() : null;
|
|
396
|
-
inst.hit = false;
|
|
397
|
-
inst.h = inst.target ? Math.atan2(inst.target.x - e.pos.x, inst.target.z - e.pos.z) : e.heading;
|
|
398
|
-
if (inst.ram) {
|
|
399
|
-
inst.phase = inst.run > 0.3 ? 'charge' : 'threat';
|
|
400
|
-
inst.p0 = e.pos.clone();
|
|
401
|
-
inst.dBack = (inst.opts.backOff ?? 2.2) * cfg.s;
|
|
402
|
-
inst.vCharge = 4.2 * cfg.sq;
|
|
403
|
-
inst.hitAt = FAR; inst.tCharge = inst.phase === 'charge' ? 0 : FAR;
|
|
404
|
-
inst.dur = Infinity;
|
|
405
|
-
b.steer = null;
|
|
406
|
-
} else {
|
|
407
|
-
inst.tStamp = inst.run > 0.3 ? 0 : 1.1;
|
|
408
|
-
inst.hitAt = inst.tStamp + 0.55;
|
|
409
|
-
inst.dur = inst.hitAt + 0.7;
|
|
410
|
-
inst.leg = e.rand() < 0.5 ? 0 : 1;
|
|
411
|
-
inst.stamped = false;
|
|
412
|
-
}
|
|
413
|
-
},
|
|
414
|
-
update(inst, dt, L) {
|
|
415
|
-
const e = L.engine, b = B(e), t = inst.t, cfg = e.cfg;
|
|
416
|
-
if (inst.ram) {
|
|
417
|
-
const ph = inst.phase;
|
|
418
|
-
if (ph === 'threat') { b.steer = { speed: 0, heading: e.heading }; if (t > 0.9) inst.phase = 'away'; }
|
|
419
|
-
else if (ph === 'away') {
|
|
420
|
-
// turn round and walk off
|
|
421
|
-
const off = Math.abs(angDiff(e.heading, inst.h + Math.PI));
|
|
422
|
-
b.steer = { speed: 1.0 * cfg.sq * (1 - smooth(0.4, 1.2, off)), heading: inst.h + Math.PI };
|
|
423
|
-
const d = Math.hypot(e.pos.x - inst.p0.x, e.pos.z - inst.p0.z);
|
|
424
|
-
if (d > inst.dBack || t > 12) { inst.phase = 'turn'; inst.tTurn = t; }
|
|
425
|
-
} else if (ph === 'turn') {
|
|
426
|
-
// turn back to face the rival
|
|
427
|
-
const h = inst.target ? Math.atan2(inst.target.x - e.pos.x, inst.target.z - e.pos.z) : inst.h;
|
|
428
|
-
b.steer = { speed: 0, heading: h };
|
|
429
|
-
if ((Math.abs(angDiff(e.heading, h)) < 0.12 && e.speed < 0.2 * cfg.sq && t - inst.tTurn > 0.8) || t - inst.tTurn > 5) {
|
|
430
|
-
inst.phase = 'charge'; inst.tCharge = t; inst.h = h;
|
|
431
|
-
}
|
|
432
|
-
} else if (ph === 'charge') {
|
|
433
|
-
b.steer = { speed: inst.vCharge * smooth(0, 0.5, t - inst.tCharge), heading: inst.h };
|
|
434
|
-
const dist = inst.target ? Math.hypot(inst.target.x - e.pos.x, inst.target.z - e.pos.z) - 0.55 * cfg.s : Math.max(0, inst.dBack + 0.8 * cfg.s - Math.hypot(e.pos.x - inst.p0.x, e.pos.z - inst.p0.z) * 0) - (t - inst.tCharge) * 0.72 * inst.vCharge;
|
|
435
|
-
// (the head goes down in the last 0.55 s: predict the clash)
|
|
436
|
-
const v = Math.max(e.speed, 0.5);
|
|
437
|
-
if (inst.hitAt === FAR && (dist / v < 0.55 || t - inst.tCharge > 4)) inst.hitAt = t + clamp(dist / v, 0.25, 0.55);
|
|
438
|
-
if (t >= inst.hitAt) { inst.phase = 'recover'; inst.dur = t + 1.6; }
|
|
439
|
-
} else b.steer = { speed: 0, heading: e.heading };
|
|
440
|
-
} else if (!inst.stamped && inst.tStamp > 0 && t > 0.62) {
|
|
441
|
-
inst.stamped = true;
|
|
442
|
-
const leg = e.legs[inst.leg];
|
|
443
|
-
e.emit('footstep', { foot: leg.def.key, position: leg.plant.clone(), speed: 0, strength: 1, stamp: true });
|
|
444
|
-
}
|
|
445
|
-
if (!inst.hit && t >= inst.hitAt) {
|
|
446
|
-
inst.hit = true;
|
|
447
|
-
const p = new THREE.Vector3().copy(e.headPose.position);
|
|
448
|
-
const dir = inst.target ? inst.target.clone().sub(e.pos).setY(0).normalize() : e.forward(e.heading, new THREE.Vector3());
|
|
449
|
-
e.emit('attackHit', { position: p, direction: dir, style: 'headbutt' });
|
|
450
|
-
}
|
|
451
|
-
if (t >= inst.dur) { b.steer = null; return true; }
|
|
452
|
-
return false;
|
|
453
|
-
},
|
|
454
|
-
apply(P, w, inst, L) {
|
|
455
|
-
const e = L.engine, cfg = e.cfg, u = 1 / cfg.unit, s = cfg.s, t = inst.t;
|
|
456
|
-
if (inst.target && inst.phase !== 'away') { P.look = inst.target; mx(P, 'lookW', 0.8, w * (1 - smooth(inst.hitAt - 0.6, inst.hitAt - 0.3, t))); }
|
|
457
|
-
if (inst.ram) {
|
|
458
|
-
// threat: head high, chin tucked, ears back; walking off: head low, ears back
|
|
459
|
-
const thr = w * smooth(0, 0.4, t) * (1 - smooth(inst.tCharge, inst.tCharge + 0.4, t));
|
|
460
|
-
mx(P, 'headPitch', 0.15, thr); mx(P, 'headRaise', 0.03 * u, thr);
|
|
461
|
-
mx(P, 'earFlat', 0.7, w); mx(P, 'earTwitch', 0, w); mx(P, 'tailLift', -0.1, w);
|
|
462
|
-
// the charge: head goes down in the last strides, the clash, the rebound
|
|
463
|
-
const low = w * smooth(inst.hitAt - 0.55, inst.hitAt - 0.1, t) * (1 - smooth(inst.hitAt + 0.25, inst.hitAt + 1.1, t));
|
|
464
|
-
mx(P, 'headPitch', 0.75, low); mx(P, 'headRaise', -0.11 * u, low); mx(P, 'neckReach', 0.035 * u, low);
|
|
465
|
-
mx(P, 'dropF', 0.12, low);
|
|
466
|
-
// impact: the forequarters are thrown up and back, the head recoils
|
|
467
|
-
const imp = w * smooth(inst.hitAt - 0.02, inst.hitAt + 0.1, t) * (1 - smooth(inst.hitAt + 0.15, inst.hitAt + 0.7, t));
|
|
468
|
-
mx(P, 'dropF', -0.1, imp); mx(P, 'headPitch', 0.35, imp);
|
|
469
|
-
} else {
|
|
470
|
-
// ewe: stamp (if standing), then a butt: head down and forward, a lunge of the body
|
|
471
|
-
if (inst.tStamp > 0) {
|
|
472
|
-
const i = inst.leg, leg = e.legs[i];
|
|
473
|
-
const k = w * smooth(0.1, 0.25, t) * (1 - smooth(0.85, 1.05, t));
|
|
474
|
-
const lift = t < 0.5 ? Math.sin(0.5 * PI * clamp((t - 0.15) / 0.35, 0, 1)) : 1 - smooth(0.5, 0.62, t);
|
|
475
|
-
mx(P, 'gaitW', 0, k); mx(P, 'legGait', 0, k);
|
|
476
|
-
const tp = tv().copy(leg.plant);
|
|
477
|
-
tp.y += 0.09 * s * lift + 0.002 * s;
|
|
478
|
-
P.legs[i].target.copy(tp);
|
|
479
|
-
mxLeg(P, i, 'reach', 1, k);
|
|
480
|
-
mx(P, 'side', -0.012 * (i === 0 ? 1 : -1) * u, k);
|
|
481
|
-
mx(P, 'headPitch', -0.2, k); mx(P, 'earFlat', -0.2, k);
|
|
482
|
-
}
|
|
483
|
-
const b0 = inst.hitAt - 0.45;
|
|
484
|
-
const butt = w * smooth(b0, inst.hitAt - 0.05, t) * (1 - smooth(inst.hitAt + 0.15, inst.hitAt + 0.65, t));
|
|
485
|
-
mx(P, 'headPitch', 0.7, butt); mx(P, 'headRaise', -0.08 * u, butt); mx(P, 'neckReach', 0.04 * u, butt);
|
|
486
|
-
mx(P, 'fwd', 0.05 * u * (inst.run > 0.3 ? 0 : 1), butt); mx(P, 'dropF', 0.1, butt);
|
|
487
|
-
mx(P, 'earFlat', 0.6, butt);
|
|
488
|
-
}
|
|
489
|
-
},
|
|
490
|
-
};
|
|
491
|
-
|
|
492
|
-
// lie: the engine's kneeling lie (actions.lie: down front, up hind), with the rise finished a little
|
|
493
|
-
// before the posture is released: its end-first springs must settle at zero before the posture
|
|
494
|
-
// instance is removed, or the legs jump in the last frame of standing up
|
|
495
|
-
function lieApply(P, w, inst, L) {
|
|
496
|
-
const we = inst.target > 0 ? w : smooth(0.3, 1, w);
|
|
497
|
-
POSTURES.lie.apply(P, we, inst, L);
|
|
498
|
-
}
|
|
499
|
-
const lie = { kind: 'posture', fadeIn: 1.5, fadeOut: 1.4, apply: lieApply };
|
|
500
|
-
|
|
501
|
-
// sleep: sternal (sheep rarely lie flat out), head turned back and resting against the flank, eyes
|
|
502
|
-
// closed
|
|
503
|
-
const sleep = {
|
|
504
|
-
kind: 'posture', fadeIn: 1.4, fadeOut: 1.1,
|
|
505
|
-
apply(P, w, inst, L) {
|
|
506
|
-
lieApply(P, w, inst, L);
|
|
507
|
-
const e = L.engine;
|
|
508
|
-
const c = sm(clamp(w, 0, 1)) * smooth(1.2, 3.2, inst.t);
|
|
509
|
-
mx(P, 'headYaw', inst.side * 0.75, c); mx(P, 'headPitch', 0.4, c); mx(P, 'headRaise', -0.07 / e.cfg.unit, c);
|
|
510
|
-
mx(P, 'bend', inst.side * 0.3, c);
|
|
511
|
-
mx(P, 'earFlat', 0.4, c); mx(P, 'earTwitch', 0.2, c);
|
|
512
|
-
mx(P, 'eyelid', 1, smooth(1.8, 3.2, inst.t) * w);
|
|
513
|
-
mx(P, 'breathRate', 0.6, c); mx(P, 'lookW', 0, c); mx(P, 'tailIdle', 0.2, c);
|
|
514
|
-
},
|
|
515
|
-
};
|
|
516
|
-
|
|
517
|
-
void angDiff;
|
|
518
|
-
export const hooks = {
|
|
519
|
-
pose,
|
|
520
|
-
update,
|
|
521
|
-
actions: { alert, bleat, headshake, stamp, pronk, attack, lie, sleep },
|
|
522
|
-
};
|