@bitefoundry/retrieviewer 0.0.3 → 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.
Files changed (254) hide show
  1. package/ASSET-PROVENANCE.md +6 -0
  2. package/ASSETS-LICENSE.md +2 -1
  3. package/ATTRIBUTION.md +6 -1
  4. package/COMFORT-ART.md +65 -0
  5. package/DESKTOP-PLATFORMS.md +6 -1
  6. package/PLUGIN.md +13 -10
  7. package/PREREQUISITES.md +95 -0
  8. package/PUPPY-MEMORY.md +102 -1
  9. package/README.ko.md +110 -0
  10. package/README.md +117 -59
  11. package/RELEASING.md +23 -12
  12. package/THIRD-PARTY-NOTICES.md +5 -3
  13. package/braille.mjs +35 -9
  14. package/examples/live.mjs +2 -2
  15. package/integrations/linux-overlay/overlay.py +2 -2
  16. package/integrations/macos-overlay/overlay.jxa +8 -6
  17. package/integrations/opencode/runtime.mjs +4 -4
  18. package/integrations/opencode/tui.tsx +1 -1
  19. package/integrations/windows-overlay/Overlay.cs +4 -4
  20. package/integrations/windows-overlay/protocol.mjs +11 -7
  21. package/package.json +34 -13
  22. package/puppy-comfort-sprites.mjs +25 -0
  23. package/puppy-companion-comfort-q5.bin.gz +0 -0
  24. package/puppy-companion-comfort.json +77 -0
  25. package/puppy-companion-life.mjs +49 -16
  26. package/puppy-companion-objects.mjs +12 -0
  27. package/puppy-frame-predictive.mjs +15 -9
  28. package/puppy-frame-store.mjs +2 -2
  29. package/puppy-paper-world.mjs +14 -0
  30. package/puppy-paper.mjs +65 -14
  31. package/retrieviewer-plugin.d.mts +1 -1
  32. package/retrieviewer-plugin.mjs +1 -1
  33. package/retrieviewer.d.mts +10 -4
  34. package/retrieviewer.mjs +20 -14
  35. package/locomotion-core.mjs +0 -21
  36. package/locomotion-puppy.animal +0 -0
  37. package/vendor/procedural-animals/package.json +0 -40
  38. package/vendor/procedural-animals/src/animal.js +0 -146
  39. package/vendor/procedural-animals/src/bake.js +0 -51
  40. package/vendor/procedural-animals/src/build.js +0 -81
  41. package/vendor/procedural-animals/src/core/build/coatKit.js +0 -121
  42. package/vendor/procedural-animals/src/core/build/featherCards.js +0 -189
  43. package/vendor/procedural-animals/src/core/build/finEdges.js +0 -85
  44. package/vendor/procedural-animals/src/core/build/furSlope.js +0 -115
  45. package/vendor/procedural-animals/src/core/build/mesh.js +0 -67
  46. package/vendor/procedural-animals/src/core/build/pipeline.js +0 -272
  47. package/vendor/procedural-animals/src/core/build/seams.js +0 -183
  48. package/vendor/procedural-animals/src/core/build/warp.js +0 -112
  49. package/vendor/procedural-animals/src/core/build/weights.js +0 -393
  50. package/vendor/procedural-animals/src/core/math/vec.js +0 -81
  51. package/vendor/procedural-animals/src/core/motion/actions.js +0 -800
  52. package/vendor/procedural-animals/src/core/motion/bird.js +0 -3063
  53. package/vendor/procedural-animals/src/core/motion/birdActions.js +0 -1059
  54. package/vendor/procedural-animals/src/core/motion/common.js +0 -158
  55. package/vendor/procedural-animals/src/core/motion/index.js +0 -22
  56. package/vendor/procedural-animals/src/core/motion/quadruped.js +0 -2875
  57. package/vendor/procedural-animals/src/core/motion/snake.js +0 -1594
  58. package/vendor/procedural-animals/src/core/motion/spider.js +0 -1810
  59. package/vendor/procedural-animals/src/core/motion/swimmer.js +0 -1047
  60. package/vendor/procedural-animals/src/core/motion/swimmerActions.js +0 -613
  61. package/vendor/procedural-animals/src/core/render/animalObject.js +0 -262
  62. package/vendor/procedural-animals/src/core/render/coatMaterial.js +0 -1301
  63. package/vendor/procedural-animals/src/core/render/dqs.js +0 -159
  64. package/vendor/procedural-animals/src/core/render/eyes.js +0 -676
  65. package/vendor/procedural-animals/src/core/render/membranes.js +0 -77
  66. package/vendor/procedural-animals/src/core/render/skeleton.js +0 -41
  67. package/vendor/procedural-animals/src/core/rig/bird.js +0 -327
  68. package/vendor/procedural-animals/src/core/rig/quadruped.js +0 -76
  69. package/vendor/procedural-animals/src/core/rig/rig.js +0 -79
  70. package/vendor/procedural-animals/src/core/rig/snake.js +0 -76
  71. package/vendor/procedural-animals/src/core/rig/spider.js +0 -110
  72. package/vendor/procedural-animals/src/core/rig/swimmer.js +0 -181
  73. package/vendor/procedural-animals/src/core/sdf/eyeSocket.js +0 -53
  74. package/vendor/procedural-animals/src/core/sdf/mesher.js +0 -238
  75. package/vendor/procedural-animals/src/core/sdf/sdf.js +0 -263
  76. package/vendor/procedural-animals/src/index.d.ts +0 -98
  77. package/vendor/procedural-animals/src/index.js +0 -29
  78. package/vendor/procedural-animals/src/registry.js +0 -48
  79. package/vendor/procedural-animals/src/species/bear/behaviour.js +0 -463
  80. package/vendor/procedural-animals/src/species/bear/claws.js +0 -147
  81. package/vendor/procedural-animals/src/species/bear/coat.js +0 -726
  82. package/vendor/procedural-animals/src/species/bear/index.js +0 -139
  83. package/vendor/procedural-animals/src/species/bear/motion.js +0 -112
  84. package/vendor/procedural-animals/src/species/bear/regions.js +0 -78
  85. package/vendor/procedural-animals/src/species/bear/rig.js +0 -112
  86. package/vendor/procedural-animals/src/species/bear/sculpt.js +0 -272
  87. package/vendor/procedural-animals/src/species/boar/behaviour.js +0 -335
  88. package/vendor/procedural-animals/src/species/boar/coat.js +0 -372
  89. package/vendor/procedural-animals/src/species/boar/index.js +0 -110
  90. package/vendor/procedural-animals/src/species/boar/motion.js +0 -85
  91. package/vendor/procedural-animals/src/species/boar/regions.js +0 -88
  92. package/vendor/procedural-animals/src/species/boar/rig.js +0 -111
  93. package/vendor/procedural-animals/src/species/boar/sculpt.js +0 -285
  94. package/vendor/procedural-animals/src/species/cat/behaviour.js +0 -559
  95. package/vendor/procedural-animals/src/species/cat/coat.js +0 -841
  96. package/vendor/procedural-animals/src/species/cat/index.js +0 -211
  97. package/vendor/procedural-animals/src/species/cat/motion.js +0 -101
  98. package/vendor/procedural-animals/src/species/cat/regions.js +0 -82
  99. package/vendor/procedural-animals/src/species/cat/rig.js +0 -100
  100. package/vendor/procedural-animals/src/species/cat/sculpt.js +0 -266
  101. package/vendor/procedural-animals/src/species/cat/whiskers.js +0 -110
  102. package/vendor/procedural-animals/src/species/cheetah/coat.js +0 -427
  103. package/vendor/procedural-animals/src/species/cheetah/index.js +0 -51
  104. package/vendor/procedural-animals/src/species/cheetah/joints.js +0 -3
  105. package/vendor/procedural-animals/src/species/cheetah/motion.js +0 -77
  106. package/vendor/procedural-animals/src/species/cheetah/regions.js +0 -95
  107. package/vendor/procedural-animals/src/species/cheetah/rig.js +0 -66
  108. package/vendor/procedural-animals/src/species/cheetah/sculpt.js +0 -158
  109. package/vendor/procedural-animals/src/species/chicken/coat.js +0 -313
  110. package/vendor/procedural-animals/src/species/chicken/coverts.js +0 -320
  111. package/vendor/procedural-animals/src/species/chicken/index.js +0 -110
  112. package/vendor/procedural-animals/src/species/chicken/motion.js +0 -177
  113. package/vendor/procedural-animals/src/species/chicken/regions.js +0 -66
  114. package/vendor/procedural-animals/src/species/chicken/rig.js +0 -144
  115. package/vendor/procedural-animals/src/species/chicken/sculpt.js +0 -389
  116. package/vendor/procedural-animals/src/species/chicken/wingLook.js +0 -66
  117. package/vendor/procedural-animals/src/species/chicken/wingStack.js +0 -124
  118. package/vendor/procedural-animals/src/species/cow/behaviour.js +0 -521
  119. package/vendor/procedural-animals/src/species/cow/coat.js +0 -465
  120. package/vendor/procedural-animals/src/species/cow/index.js +0 -118
  121. package/vendor/procedural-animals/src/species/cow/motion.js +0 -81
  122. package/vendor/procedural-animals/src/species/cow/regions.js +0 -98
  123. package/vendor/procedural-animals/src/species/cow/rig.js +0 -116
  124. package/vendor/procedural-animals/src/species/cow/sculpt.js +0 -339
  125. package/vendor/procedural-animals/src/species/crow/coat.js +0 -145
  126. package/vendor/procedural-animals/src/species/crow/index.js +0 -70
  127. package/vendor/procedural-animals/src/species/crow/joints.js +0 -3
  128. package/vendor/procedural-animals/src/species/crow/motion.js +0 -101
  129. package/vendor/procedural-animals/src/species/crow/regions.js +0 -50
  130. package/vendor/procedural-animals/src/species/crow/rig.js +0 -83
  131. package/vendor/procedural-animals/src/species/crow/sculpt.js +0 -118
  132. package/vendor/procedural-animals/src/species/deer/behaviour.js +0 -513
  133. package/vendor/procedural-animals/src/species/deer/coat.js +0 -391
  134. package/vendor/procedural-animals/src/species/deer/index.js +0 -106
  135. package/vendor/procedural-animals/src/species/deer/motion.js +0 -97
  136. package/vendor/procedural-animals/src/species/deer/regions.js +0 -60
  137. package/vendor/procedural-animals/src/species/deer/rig.js +0 -124
  138. package/vendor/procedural-animals/src/species/deer/sculpt.js +0 -297
  139. package/vendor/procedural-animals/src/species/dog/behaviour.js +0 -521
  140. package/vendor/procedural-animals/src/species/dog/coat.js +0 -495
  141. package/vendor/procedural-animals/src/species/dog/index.js +0 -144
  142. package/vendor/procedural-animals/src/species/dog/motion.js +0 -118
  143. package/vendor/procedural-animals/src/species/dog/regions.js +0 -61
  144. package/vendor/procedural-animals/src/species/dog/rig.js +0 -129
  145. package/vendor/procedural-animals/src/species/dog/sculpt.js +0 -246
  146. package/vendor/procedural-animals/src/species/eagle/coat.js +0 -250
  147. package/vendor/procedural-animals/src/species/eagle/index.js +0 -76
  148. package/vendor/procedural-animals/src/species/eagle/joints.js +0 -3
  149. package/vendor/procedural-animals/src/species/eagle/motion.js +0 -137
  150. package/vendor/procedural-animals/src/species/eagle/regions.js +0 -57
  151. package/vendor/procedural-animals/src/species/eagle/rig.js +0 -107
  152. package/vendor/procedural-animals/src/species/eagle/sculpt.js +0 -137
  153. package/vendor/procedural-animals/src/species/fish/coat.js +0 -271
  154. package/vendor/procedural-animals/src/species/fish/index.js +0 -88
  155. package/vendor/procedural-animals/src/species/fish/motion.js +0 -92
  156. package/vendor/procedural-animals/src/species/fish/regions.js +0 -27
  157. package/vendor/procedural-animals/src/species/fish/rig.js +0 -143
  158. package/vendor/procedural-animals/src/species/fish/sculpt.js +0 -214
  159. package/vendor/procedural-animals/src/species/fish/variants.js +0 -126
  160. package/vendor/procedural-animals/src/species/fox/behaviour.js +0 -314
  161. package/vendor/procedural-animals/src/species/fox/coat.js +0 -444
  162. package/vendor/procedural-animals/src/species/fox/index.js +0 -120
  163. package/vendor/procedural-animals/src/species/fox/motion.js +0 -81
  164. package/vendor/procedural-animals/src/species/fox/regions.js +0 -59
  165. package/vendor/procedural-animals/src/species/fox/rig.js +0 -91
  166. package/vendor/procedural-animals/src/species/fox/sculpt.js +0 -202
  167. package/vendor/procedural-animals/src/species/frog/behaviour.js +0 -590
  168. package/vendor/procedural-animals/src/species/frog/coat.js +0 -305
  169. package/vendor/procedural-animals/src/species/frog/index.js +0 -97
  170. package/vendor/procedural-animals/src/species/frog/motion.js +0 -69
  171. package/vendor/procedural-animals/src/species/frog/regions.js +0 -46
  172. package/vendor/procedural-animals/src/species/frog/rig.js +0 -156
  173. package/vendor/procedural-animals/src/species/frog/sculpt.js +0 -240
  174. package/vendor/procedural-animals/src/species/goat/behaviour.js +0 -509
  175. package/vendor/procedural-animals/src/species/goat/coat.js +0 -590
  176. package/vendor/procedural-animals/src/species/goat/index.js +0 -149
  177. package/vendor/procedural-animals/src/species/goat/motion.js +0 -95
  178. package/vendor/procedural-animals/src/species/goat/regions.js +0 -98
  179. package/vendor/procedural-animals/src/species/goat/rig.js +0 -181
  180. package/vendor/procedural-animals/src/species/goat/sculpt.js +0 -547
  181. package/vendor/procedural-animals/src/species/horse/coat.js +0 -361
  182. package/vendor/procedural-animals/src/species/horse/coatSeam.js +0 -122
  183. package/vendor/procedural-animals/src/species/horse/index.js +0 -80
  184. package/vendor/procedural-animals/src/species/horse/motion.js +0 -245
  185. package/vendor/procedural-animals/src/species/horse/regions.js +0 -60
  186. package/vendor/procedural-animals/src/species/horse/rig.js +0 -117
  187. package/vendor/procedural-animals/src/species/horse/sculpt.js +0 -316
  188. package/vendor/procedural-animals/src/species/horse/seamWeights.js +0 -272
  189. package/vendor/procedural-animals/src/species/lion/behaviour.js +0 -509
  190. package/vendor/procedural-animals/src/species/lion/coat.js +0 -1016
  191. package/vendor/procedural-animals/src/species/lion/index.js +0 -111
  192. package/vendor/procedural-animals/src/species/lion/motion.js +0 -87
  193. package/vendor/procedural-animals/src/species/lion/regions.js +0 -106
  194. package/vendor/procedural-animals/src/species/lion/rig.js +0 -110
  195. package/vendor/procedural-animals/src/species/lion/sculpt.js +0 -384
  196. package/vendor/procedural-animals/src/species/lion/whiskers.js +0 -132
  197. package/vendor/procedural-animals/src/species/pig/behaviour.js +0 -575
  198. package/vendor/procedural-animals/src/species/pig/coat.js +0 -730
  199. package/vendor/procedural-animals/src/species/pig/ears.js +0 -242
  200. package/vendor/procedural-animals/src/species/pig/index.js +0 -161
  201. package/vendor/procedural-animals/src/species/pig/motion.js +0 -105
  202. package/vendor/procedural-animals/src/species/pig/regions.js +0 -100
  203. package/vendor/procedural-animals/src/species/pig/rig.js +0 -152
  204. package/vendor/procedural-animals/src/species/pig/sculpt.js +0 -382
  205. package/vendor/procedural-animals/src/species/rabbit/behaviour.js +0 -605
  206. package/vendor/procedural-animals/src/species/rabbit/coat.js +0 -285
  207. package/vendor/procedural-animals/src/species/rabbit/index.js +0 -85
  208. package/vendor/procedural-animals/src/species/rabbit/motion.js +0 -85
  209. package/vendor/procedural-animals/src/species/rabbit/regions.js +0 -48
  210. package/vendor/procedural-animals/src/species/rabbit/rig.js +0 -99
  211. package/vendor/procedural-animals/src/species/rabbit/sculpt.js +0 -148
  212. package/vendor/procedural-animals/src/species/rat/behaviour.js +0 -539
  213. package/vendor/procedural-animals/src/species/rat/coat.js +0 -341
  214. package/vendor/procedural-animals/src/species/rat/index.js +0 -111
  215. package/vendor/procedural-animals/src/species/rat/motion.js +0 -90
  216. package/vendor/procedural-animals/src/species/rat/regions.js +0 -92
  217. package/vendor/procedural-animals/src/species/rat/rig.js +0 -112
  218. package/vendor/procedural-animals/src/species/rat/sculpt.js +0 -163
  219. package/vendor/procedural-animals/src/species/rat/whiskers.js +0 -119
  220. package/vendor/procedural-animals/src/species/shark/coat.js +0 -383
  221. package/vendor/procedural-animals/src/species/shark/index.js +0 -104
  222. package/vendor/procedural-animals/src/species/shark/motion.js +0 -69
  223. package/vendor/procedural-animals/src/species/shark/regions.js +0 -34
  224. package/vendor/procedural-animals/src/species/shark/rig.js +0 -194
  225. package/vendor/procedural-animals/src/species/shark/sculpt.js +0 -343
  226. package/vendor/procedural-animals/src/species/shark/variants.js +0 -105
  227. package/vendor/procedural-animals/src/species/sheep/behaviour.js +0 -522
  228. package/vendor/procedural-animals/src/species/sheep/coat.js +0 -529
  229. package/vendor/procedural-animals/src/species/sheep/index.js +0 -152
  230. package/vendor/procedural-animals/src/species/sheep/motion.js +0 -86
  231. package/vendor/procedural-animals/src/species/sheep/neck.js +0 -41
  232. package/vendor/procedural-animals/src/species/sheep/regions.js +0 -62
  233. package/vendor/procedural-animals/src/species/sheep/rig.js +0 -163
  234. package/vendor/procedural-animals/src/species/sheep/sculpt.js +0 -542
  235. package/vendor/procedural-animals/src/species/snake/coat.js +0 -315
  236. package/vendor/procedural-animals/src/species/snake/index.js +0 -73
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  241. package/vendor/procedural-animals/src/species/spider/coat.js +0 -279
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  243. package/vendor/procedural-animals/src/species/spider/motion.js +0 -72
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  247. package/vendor/procedural-animals/src/species/wolf/behaviour.js +0 -160
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  252. package/vendor/procedural-animals/src/species/wolf/rig.js +0 -87
  253. package/vendor/procedural-animals/src/species/wolf/sculpt.js +0 -339
  254. package/vendor/procedural-animals/src/worker.js +0 -29
@@ -1,613 +0,0 @@
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- // Action layer for the swimmer engine (core/motion/swimmer.js). Same contract as the quadruped layer:
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- // every frame it fills a parameter set P that the engine reads on top of the swimming.
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- //
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- // postures sit (hover still), lie (rest on the bed), sleep (rest, slow breathing, fins still;
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- // style 'bottom' | 'hover' | 'side'), death (loses balance, rolls onto its side, sinks and
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- // settles on the uneven bed): replace the swimming until 'stand' or a move request.
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- // one-shots burst (C-start fast start), jump (rise, leap out of the water, splash back), eat (lunge +
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- // suction bite; style 'bottom' picks food from the bed), drink (a gulp at the surface when
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- // it is close, else the same suction gulp as eat), attack (turn, burst and bite: emits
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- // attackHit at the mouth), hit (C-start away from the blow and a short dart).
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- // idle automatic: hovering, fin sculling and breathing come from the engine; the layer adds
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- // looking around, small reorientations and a slow vertical bob.
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- //
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- // play(name, opts) returns a Promise resolved when the action ends (postures: when the pose is
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- // reached). opts: target (Vector3: attack / eat / look), direction (Vector3: hit = the direction the blow
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- // travels, burst = the escape direction), heading (burst), side (+1 left / -1 right), speed (time scale).
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- // The promise resolves with how the action ended: 'done' | 'interrupted' | 'stopped' | 'refused'.
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- //
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- // Arbitration (the rule of every body plan): a new one-shot
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- // interrupts the running ones (they fade out, 'interrupted'); a leap out of the water (jump while in
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- // the air) is committed: only a hit layers over it, anything else is refused. A posture cross-fades
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- // from the current one and ends the one-shots (not a hit). stop(name) ends that action, stop() every
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- // one-shot and posture but death. Dead: only hit is taken, moving does not revive; a dead swimmer
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- // loses way (it coasts to a stop), rolls over and sinks to the bed.
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- import * as THREE from 'three';
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- import { clamp, lerp, smooth, angDiff } from './common.js';
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-
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- export function createSwimParams() {
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- return {
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- speed: 0, speedW: 0, brake: 0, accelK: 0, heading: 0, headingW: 0, turnK: 0, yawRate: 0,
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- pitch: 0, pitchW: 0, pitchK: 0, breach: 0, surfaceOK: 0, vy: 0, vyW: 0, push: new THREE.Vector3(),
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- groundW: 0, conform: 0, roll: 0, rollW: 0, rollK: 0,
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- freqK: 1, freqAdd: 0, ampK: 1, pectK: 1, pectAmp: 1, fold: 0, flare: 0, pectAb: 0, pelvicAb: 0,
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- bend: 0, bendK: 0, bendHold: 0, arch: 0, droop: 0, headWave: 0,
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- breathRate: 1, breathAmp: 1, stress: 0, opFlare: 0, gape: 0, gapeFast: 0, protrude: 0,
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- look: null, lookW: 1, alive: 1, headLift: 0, headShake: 0, eyeRoll: 0, nictitate: 0,
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- };
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- }
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-
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- function resetParams(P, stress) {
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- P.speed = 0; P.speedW = 0; P.brake = 0; P.accelK = 0; P.heading = 0; P.headingW = 0; P.turnK = 0; P.yawRate = 0;
42
- P.pitch = 0; P.pitchW = 0; P.pitchK = 0; P.breach = 0; P.surfaceOK = 0; P.vy = 0; P.vyW = 0; P.push.set(0, 0, 0);
43
- P.groundW = 0; P.conform = 0; P.roll = 0; P.rollW = 0; P.rollK = 0;
44
- P.freqK = 1; P.freqAdd = 0; P.ampK = 1; P.pectK = 1; P.pectAmp = 1; P.fold = 0; P.flare = 0; P.pectAb = 0; P.pelvicAb = 0;
45
- P.bend = 0; P.bendK = 0; P.bendHold = 0; P.arch = 0; P.droop = 0; P.headWave = 0;
46
- P.breathRate = 1; P.breathAmp = 1; P.stress = stress; P.opFlare = 0; P.gape = 0; P.gapeFast = 0; P.protrude = 0;
47
- P.look = null; P.lookW = 1; P.alive = 1; P.headLift = 0; P.headShake = 0; P.eyeRoll = 0; P.nictitate = 0;
48
- }
49
-
50
- // Shark bite (attack / eat 'tear' / breach): the snout lifts, the lower jaw drops, the upper jaw
51
- // protrudes a moment later, the eye rolls back (white shark) or the nictitating membrane closes
52
- // (carcharhinids), the jaws close and the head shakes side to side to saw off a piece. t0 = start
53
- // of the bite, tune = { headLift, shake, eye }; returns the time the jaws close.
54
- function sharkBite(P, w, t, t0, tune, side) {
55
- const lift = tune.headLift || 0;
56
- const b = (a, bb, c, d) => bump(t - t0, a, bb, c, d);
57
- mx(P, 'headLift', lift, w * b(-0.04, 0.1, 0.26, 0.42));
58
- const open = b(0.0, 0.12, 0.22, 0.3);
59
- mx(P, 'gape', 1.1 * open, w); mx(P, 'gapeFast', 1, w);
60
- mx(P, 'protrude', b(0.06, 0.16, 0.3, 0.42), w);
61
- const nS = tune.shake || 0, per = 0.34;
62
- const eyeEnd = 0.36 + nS * per;
63
- const eye = b(0.06, 0.12, eyeEnd, eyeEnd + 0.15);
64
- if (tune.eye === 'roll') mx(P, 'eyeRoll', 1, w * eye);
65
- else if (tune.eye === 'nictitate') mx(P, 'nictitate', 1, w * eye);
66
- if (nS > 0) {
67
- // hold the bite (jaws nearly shut on the prey) and shake the head
68
- const ts = t - t0 - 0.3;
69
- const env = smooth(0, 0.12, ts) * (1 - smooth(nS * per - 0.1, nS * per + 0.05, ts));
70
- const sh = Math.sin((Math.max(0, ts) / per) * Math.PI * 2) * env * side;
71
- mx(P, 'headShake', 0.3 * sh, w);
72
- mx(P, 'bend', -0.25 * sh, w); mx(P, 'bendK', 2, w);
73
- mx(P, 'gape', P.gape + 0.12 * env, w);
74
- mx(P, 'protrude', P.protrude + 0.5 * env, w);
75
- }
76
- return t0 + 0.3;
77
- }
78
-
79
-
80
- const mx = (P, k, v, w) => { P[k] += (v - P[k]) * w; };
81
- // angle-aware blend of the heading target
82
- const mxH = (P, v, w) => {
83
- if (P.headingW <= 0) { P.heading = v; P.headingW = w; return; }
84
- P.heading += angDiff(P.heading, v) * w; P.headingW += (1 - P.headingW) * w;
85
- };
86
- const bump = (t, a, b, c, d) => smooth(a, b, t) * (1 - smooth(c, d, t));
87
-
88
- // height of the fish's centre when its lowest skin rests on the bed here
89
- function restY(e) { return e.groundAt(e.pos.x, e.pos.z) + e.cBelow; }
90
- // slope of the bed along / across the heading
91
- function bedSlope(e, out) {
92
- const L = e.cfg.L, h = e.heading;
93
- const fx = Math.sin(h) * L * 0.4, fz = Math.cos(h) * L * 0.4, lx = Math.cos(h) * L * 0.2, lz = -Math.sin(h) * L * 0.2;
94
- const x = e.pos.x, z = e.pos.z;
95
- out.pitch = Math.atan2(e.groundAt(x + fx, z + fz) - e.groundAt(x - fx, z - fz), L * 0.8);
96
- out.roll = Math.atan2(e.groundAt(x + lx, z + lz) - e.groundAt(x - lx, z - lz), L * 0.4);
97
- return out;
98
- }
99
-
100
- // ------------------------------------------------------------------------------------------------
101
- // Postures
102
- // ------------------------------------------------------------------------------------------------
103
- const POSTURES = {
104
- // hover still where it is: fins keep sculling slowly, the tail barely moves
105
- sit: {
106
- fadeIn: 0.9, fadeOut: 0.7,
107
- apply(P, w, inst, A) {
108
- const e = A.engine;
109
- if (e.cfg.minSpeed > 0) { mx(P, 'breathRate', 0.8, w); return; }
110
- mx(P, 'speed', 0, 1); mx(P, 'speedW', 1, w); mx(P, 'brake', 0.6, w * (1 - smooth(0.4, 1, inst.t)));
111
- mx(P, 'vy', 0, 1); mx(P, 'vyW', 1, w);
112
- mx(P, 'ampK', 0.45, w); mx(P, 'pectAmp', 0.55, w); mx(P, 'breathRate', 0.9, w);
113
- void e;
114
- },
115
- },
116
- // settle onto the bed: sink gently, level the body on the bed, fins as props
117
- lie: {
118
- fadeIn: 1.6, fadeOut: 1.2,
119
- apply(P, w, inst, A) {
120
- const e = A.engine, L = e.cfg.L, tune = inst.tune;
121
- if (e.cfg.minSpeed > 0) { inst.near = 1; mx(P, 'breathRate', 0.7, w); return; }
122
- const h = e.pos.y - restY(e);
123
- const near = smooth(0.25 * L, 0.02 * L, h);
124
- inst.near = near;
125
- mx(P, 'speed', 0, 1); mx(P, 'speedW', 1, w); mx(P, 'brake', 0.4, w);
126
- mx(P, 'vy', -clamp(h * 2.5, 0.06 * L, 0.5 * L), 1); mx(P, 'vyW', 1, w);
127
- mx(P, 'groundW', 1, w);
128
- const sl = bedSlope(e, A._slope);
129
- mx(P, 'pitch', sl.pitch, 1); mx(P, 'pitchW', near, w);
130
- const side = tune.style === 'side' || inst.style === 'side' ? inst.side * 0.42 : 0;
131
- mx(P, 'roll', -sl.roll + side, 1); mx(P, 'rollW', near, w);
132
- mx(P, 'conform', 0, w);
133
- mx(P, 'ampK', 0.3, w); mx(P, 'freqK', 0.6, w); mx(P, 'pectAmp', 0.35, w); mx(P, 'pelvicAb', 12, w * near);
134
- mx(P, 'breathRate', 0.85, w);
135
- },
136
- },
137
- sleep: {
138
- fadeIn: 1.8, fadeOut: 1.3,
139
- apply(P, w, inst, A) {
140
- const style = inst.tune.style || 'bottom';
141
- if (style === 'hover') POSTURES.sit.apply(P, w, inst, A);
142
- else POSTURES.lie.apply(P, w, inst, A);
143
- const c = smooth(0.8, 3, inst.t) * w;
144
- mx(P, 'breathRate', 0.55, c); mx(P, 'breathAmp', 0.7, c); mx(P, 'pectAmp', 0.08, c); mx(P, 'ampK', 0.12, c);
145
- mx(P, 'lookW', 0, c);
146
- if (style !== 'hover') mx(P, 'pitch', P.pitch - 0.06, c);
147
- },
148
- },
149
- // loses balance (wobbling roll, flared fins, twitching tail), rolls onto its side, sinks and settles
150
- death: {
151
- fadeIn: 0.3, fadeOut: 1.6,
152
- apply(P, w, inst, A) {
153
- const e = A.engine, L = e.cfg.L, t = inst.t, side = inst.side;
154
- const h = e.pos.y - restY(e);
155
- const near = smooth(0.3 * L, 0.03 * L, h);
156
- const wob = smooth(0, 0.4, t) * (1 - smooth(1.0, 1.8, t));
157
- const over = smooth(0.6, 2.2, t);
158
- mx(P, 'alive', 0, w);
159
- mx(P, 'speed', 0, 1); mx(P, 'speedW', 1, w); mx(P, 'brake', 0.3, w);
160
- mx(P, 'roll', side * (0.45 * wob * Math.sin(t * 7.5) + over * (inst.tune.roll ?? Math.PI * 0.5)), 1); mx(P, 'rollW', 1, w); mx(P, 'rollK', 0.6, w);
161
- // sinks once it is over, faster at first, then settles
162
- const sink = -clamp(h * 1.2, 0.03 * L, 0.45 * L) * smooth(0.4, 1.4, t);
163
- mx(P, 'vy', sink, 1); mx(P, 'vyW', 1, w);
164
- mx(P, 'groundW', 1, w);
165
- mx(P, 'pitch', -0.12 * over * (1 - near), 1); mx(P, 'pitchW', w, 1);
166
- mx(P, 'conform', near * smooth(1.2, 2.6, t), w);
167
- // tail twitches, then stillness; fins flare; mouth gapes, gill covers flare
168
- const twitch = wob * (0.8 + 0.6 * Math.sin(t * 13));
169
- mx(P, 'ampK', twitch, w); mx(P, 'freqK', 0.6, w);
170
- mx(P, 'pectAmp', 0.4 * wob, w); mx(P, 'flare', 0.8 * wob + 0.2 * (1 - over), w);
171
- // once over on its side the paired fins fall flat against the body
172
- mx(P, 'fold', 1, w * over);
173
- mx(P, 'breathAmp', 0, w); mx(P, 'breathRate', 0.1, w);
174
- mx(P, 'gape', 0.55 * smooth(0.5, 1.6, t), w); mx(P, 'opFlare', 0.9 * smooth(0.3, 1.2, t), w);
175
- mx(P, 'droop', -0.06 * over, w);
176
- mx(P, 'lookW', 0, w);
177
- mx(P, 'stress', 0, w);
178
- },
179
- },
180
- };
181
-
182
- // ------------------------------------------------------------------------------------------------
183
- // One-shots
184
- // ------------------------------------------------------------------------------------------------
185
- // fast start: stage 1 bends the body into a C (the head swings round), stage 2 is the return stroke
186
- // that throws the fish forward, then a short sprint that fades back to the requested speed
187
- function startCStart(inst, A, turn) {
188
- const e = A.engine, L = e.cfg.L;
189
- inst.h0 = e.heading;
190
- inst.turn = turn;
191
- const t1 = clamp(0.24 * L + 0.012, 0.035, 0.2);
192
- inst.t1 = t1; inst.t2 = t1 * 1.1;
193
- inst.dur = t1 + inst.t2 + (inst.tune.coast ?? 0.9);
194
- inst.side = Math.sign(turn) || 1;
195
- e.input.heading = e.heading + turn;
196
- A.stress = 1;
197
- }
198
- function applyCStart(P, w, a, A, speedK = 1) {
199
- const e = A.engine, cfg = e.cfg, t = a.t, t1 = a.t1, t2 = a.t2, T = t1 + t2;
200
- const turnW = smooth(0, T * 0.85, t);
201
- // C-bend: up during stage 1, reversed during stage 2, relaxed after
202
- const s1 = Math.sin(Math.min(1, t / t1) * Math.PI * 0.5);
203
- const cb = cfg.spec.cBend * clamp(Math.abs(a.turn) / 1.6, 0.45, 1) * a.side;
204
- const bend = t < t1 ? cb * s1 * s1 : t < T + 0.25 ? lerp(cb, -0.3 * cb, smooth(t1, t1 + t2 * 0.8, t)) * (1 - smooth(T, T + 0.25, t)) : 0;
205
- mx(P, 'bend', bend, w); mx(P, 'bendK', 5, w); mx(P, 'bendHold', 1, w * (1 - smooth(T, T + 0.4, t)));
206
- mxH(P, a.h0 + a.turn * turnW, w * (1 - smooth(T + 0.2, T + 0.5, t)));
207
- mx(P, 'turnK', 12, w);
208
- const dEase = t < T * 0.85 ? (6 * (t / (T * 0.85)) * (1 - t / (T * 0.85))) / (T * 0.85) : 0;
209
- mx(P, 'yawRate', a.turn * dEase, w);
210
- // the sprint
211
- const go = smooth(t1 * 0.5, T, t) * (1 - smooth(a.dur - 0.45, a.dur, t));
212
- mx(P, 'speed', cfg.burstSpeed * speedK, 1); mx(P, 'speedW', go, w); mx(P, 'accelK', 7, w);
213
- mx(P, 'fold', 1, w * (1 - smooth(a.dur - 0.5, a.dur, t)));
214
- mx(P, 'ampK', 1.15, w);
215
- }
216
-
217
- const ONESHOTS = {
218
- burst: {
219
- start(inst, A) {
220
- const e = A.engine, o = inst.opts, tune = inst.tune;
221
- let turn;
222
- if (o.direction) turn = angDiff(e.heading, Math.atan2(o.direction.x, o.direction.z));
223
- else if (o.heading !== undefined) turn = angDiff(e.heading, o.heading);
224
- else {
225
- const side = o.side ?? (e.rand() < 0.5 ? -1 : 1);
226
- turn = side * ((tune.turn ?? 90) + (e.rand() - 0.5) * 50) * Math.PI / 180;
227
- }
228
- turn = clamp(turn, -2.6, 2.6);
229
- startCStart(inst, A, turn);
230
- },
231
- update(a) { return a.t >= a.dur; },
232
- apply(P, w, a, A) { applyCStart(P, w, a, A, 1); },
233
- },
234
- hit: {
235
- start(inst, A) {
236
- const e = A.engine, o = inst.opts;
237
- let turn;
238
- if (o.direction) turn = angDiff(e.heading, Math.atan2(o.direction.x, o.direction.z));
239
- else turn = (e.rand() < 0.5 ? -1 : 1) * 1.6;
240
- // escape away from the blow (never more than ~150 degrees)
241
- turn = clamp(turn, -2.6, 2.6);
242
- if (Math.abs(turn) < 0.5) turn = Math.sign(turn || 1) * 0.5;
243
- inst.tune = { coast: 0.7, ...inst.tune };
244
- startCStart(inst, A, turn);
245
- inst.wob = e.rand() < 0.5 ? -1 : 1;
246
- },
247
- update(a) { return a.t >= a.dur; },
248
- apply(P, w, a, A) {
249
- applyCStart(P, w, a, A, 0.85);
250
- const t = a.t;
251
- mx(P, 'roll', a.wob * 0.35 * Math.sin(t * 9) * bump(t, 0, 0.1, 0.4, 0.9), 1); mx(P, 'rollW', w, 1);
252
- mx(P, 'opFlare', 0.6, w * bump(t, 0.05, 0.2, 0.6, 1.2));
253
- // a visible jolt: the blow shoves the body sideways, every fin flares
254
- const e = A.engine, L = e.cfg.L, j = bump(t, 0, 0.03, 0.12, 0.35) * w * 1.6 * L;
255
- if (a.opts.direction) P.push.addScaledVector(a.opts.direction, j / Math.max(1e-6, a.opts.direction.length()));
256
- mx(P, 'flare', 1, w * bump(t, 0, 0.05, 0.25, 0.6)); mx(P, 'pelvicAb', 18, w * bump(t, 0, 0.05, 0.25, 0.6));
257
- },
258
- },
259
- attack: {
260
- start(inst, A) {
261
- const e = A.engine, L = e.cfg.L;
262
- const tgt = inst.opts.target;
263
- inst.target = tgt ? tgt.clone() : e.pos.clone().add(new THREE.Vector3(Math.sin(e.heading) * 1.4 * L, 0, Math.cos(e.heading) * 1.4 * L));
264
- inst.shark = !!(inst.tune.headLift || inst.tune.shake || inst.tune.eye);
265
- inst.dur = inst.shark ? 1.3 + (inst.tune.shake || 0) * 0.34 : 1.25;
266
- inst.hit = false;
267
- const d = inst.target.clone().sub(e.pos);
268
- inst.turn = angDiff(e.heading, Math.atan2(d.x, d.z));
269
- inst.pitch = clamp(Math.atan2(d.y, Math.hypot(d.x, d.z)), -0.6, 0.6);
270
- inst.side = Math.sign(inst.turn) || 1;
271
- e.input.heading = e.heading + inst.turn;
272
- A.stress = 1;
273
- },
274
- update(a) { return a.t >= a.dur; },
275
- apply(P, w, a, A) {
276
- const e = A.engine, cfg = e.cfg, t = a.t;
277
- mxH(P, e.input.heading, w); mx(P, 'turnK', 4, w);
278
- mx(P, 'pitch', a.pitch, 1); mx(P, 'pitchW', w * bump(t, 0, 0.15, 0.35, 0.6), 1);
279
- // S-start: a small counter-bend, then the lunge
280
- mx(P, 'bend', -0.5 * a.side * bump(t, 0.0, 0.1, 0.12, 0.25), w); mx(P, 'bendK', 3, w);
281
- const go = bump(t, 0.1, 0.22, 0.5, 0.9);
282
- mx(P, 'speed', cfg.burstSpeed * 0.85 * (a.tune.lunge ?? 1), 1); mx(P, 'speedW', go, w); mx(P, 'accelK', 6, w);
283
- mx(P, 'fold', 1, w * bump(t, 0.05, 0.15, 0.7, 1.0));
284
- // the bite: open wide just before contact, snap shut
285
- if (a.shark) sharkBite(P, w, t, 0.16, a.tune, a.side);
286
- else {
287
- const open = bump(t, 0.22, 0.34, 0.42, 0.5);
288
- mx(P, 'gape', 1.1 * open, w); mx(P, 'gapeFast', 1, w); mx(P, 'protrude', open, w);
289
- }
290
- mx(P, 'opFlare', 0.8, w * bump(t, 0.45, 0.55, 0.8, 1.1));
291
- if (!a.hit && t >= 0.44) {
292
- a.hit = true;
293
- const mouth = e.W[e.cfg.n + 1].clone();
294
- const dir = new THREE.Vector3(Math.sin(e.heading), 0, Math.cos(e.heading));
295
- e.emit('attackHit', { position: mouth, direction: dir, style: 'bite' });
296
- }
297
- },
298
- },
299
- eat: {
300
- start(inst, A) {
301
- const e = A.engine, L = e.cfg.L, tune = inst.tune;
302
- inst.style = tune.style || 'suction';
303
- if (inst.style === 'tear') { inst.dur = 1.2 + (tune.shake || 0) * 0.34; inst.side = e.rand() < 0.5 ? -1 : 1; inst.turn = undefined; return; }
304
- const hBed = e.W[e.cfg.n + 1].y - e.groundAt(e.W[e.cfg.n + 1].x, e.W[e.cfg.n + 1].z);
305
- if (inst.style === 'bottom' && hBed > 1.6 * L) inst.style = 'suction';
306
- inst.dur = inst.style === 'bottom' ? 2.8 : 1.5;
307
- if (inst.opts.target) {
308
- const d = inst.opts.target.clone().sub(e.pos);
309
- inst.turn = angDiff(e.heading, Math.atan2(d.x, d.z));
310
- e.input.heading = e.heading + inst.turn;
311
- }
312
- inst.hBed = hBed;
313
- },
314
- update(a) { return a.t >= a.dur; },
315
- apply(P, w, a, A) {
316
- const e = A.engine, cfg = e.cfg, L = cfg.L, t = a.t;
317
- if (a.style === 'tear') {
318
- // sharks: a slow approach, a bite with the head lifted, shakes, release
319
- mx(P, 'speed', Math.max(e.wantSpeed, 0.4 * L), 1); mx(P, 'speedW', bump(t, 0, 0.2, a.dur - 0.4, a.dur), w); mx(P, 'accelK', 1, w);
320
- sharkBite(P, w, t, 0.1, a.tune, a.side);
321
- return;
322
- }
323
- if (a.style === 'bottom') {
324
- // head-down over the bed, two nips, back up
325
- const down = bump(t, 0.1, 0.7, 2.0, 2.6);
326
- mx(P, 'pitch', -0.75, 1); mx(P, 'pitchW', down, w); mx(P, 'pitchK', 1, w);
327
- mx(P, 'speed', 0, 1); mx(P, 'speedW', 1, w);
328
- const h = e.W[cfg.n + 1].y - e.groundAt(e.W[cfg.n + 1].x, e.W[cfg.n + 1].z);
329
- mx(P, 'vy', -clamp((h - 0.06 * L) * 1.5, -0.3 * L, 0.35 * L) * bump(t, 0.2, 0.6, 1.8, 2.2), 1); mx(P, 'vyW', w * down, 1);
330
- mx(P, 'groundW', 0.6, w);
331
- const nip = bump(t, 0.85, 0.95, 1.05, 1.15) + bump(t, 1.35, 1.45, 1.55, 1.65);
332
- mx(P, 'gape', 0.9 * nip, w); mx(P, 'gapeFast', 1, w); mx(P, 'protrude', nip, w);
333
- mx(P, 'opFlare', 0.5, w * (bump(t, 1.1, 1.2, 1.3, 1.4) + bump(t, 1.6, 1.7, 1.8, 1.9)));
334
- mx(P, 'pectAmp', 1.3, w); mx(P, 'flare', 0.3, w * down);
335
- return;
336
- }
337
- // suction: a short lunge; the mouth snaps open (the buccal cavity expands), closes, then the
338
- // gill covers flare to push the water out; two chews
339
- const lunge = bump(t, 0.05, 0.15, 0.3, 0.5);
340
- mx(P, 'speed', Math.max(e.wantSpeed, 2.2 * L), 1); mx(P, 'speedW', lunge, w); mx(P, 'accelK', 3, w);
341
- const open = bump(t, 0.16, 0.24, 0.3, 0.4);
342
- mx(P, 'gape', 1.0 * open, w); mx(P, 'gapeFast', 1, w); mx(P, 'protrude', open, w);
343
- mx(P, 'opFlare', 0.9, w * bump(t, 0.38, 0.48, 0.62, 0.8));
344
- const chew = 0.35 * (bump(t, 0.8, 0.88, 0.94, 1.02) + bump(t, 1.08, 1.16, 1.22, 1.3));
345
- mx(P, 'gape', P.gape + chew, w);
346
- if (a.turn !== undefined) { mxH(P, e.input.heading, w); mx(P, 'turnK', 2, w); }
347
- },
348
- },
349
- drink: {
350
- start(inst, A) {
351
- const e = A.engine, L = e.cfg.L;
352
- const surf = e.surfaceAt(e.pos.x, e.pos.z);
353
- const reach = (inst.tune.reach ?? 3) * L;
354
- inst.gulp = Number.isFinite(surf) && surf - e.pos.y < reach;
355
- inst.surf = surf;
356
- inst.dur = inst.gulp ? 3.0 : 1.5;
357
- if (!inst.gulp) { inst.style = 'suction'; }
358
- },
359
- update(a) { return a.t >= a.dur; },
360
- apply(P, w, a, A) {
361
- if (!a.gulp) { ONESHOTS.eat.apply(P, w, a, A); return; }
362
- // rise nose-up until the mouth touches the surface, gulp air / food, sink back
363
- const e = A.engine, cfg = e.cfg, L = cfg.L, t = a.t;
364
- const up = bump(t, 0.0, 0.5, 2.2, 2.9);
365
- mx(P, 'speed', 0, 1); mx(P, 'speedW', 1, w);
366
- mx(P, 'pitch', 0.5, 1); mx(P, 'pitchW', up, w);
367
- const snout = e.W[cfg.n + 1];
368
- const gap = a.surf - snout.y - 0.02 * L;
369
- const vy = t < 2.1 ? clamp(gap * 3, -0.3 * L, 0.8 * L) : -0.6 * L;
370
- mx(P, 'vy', vy, 1); mx(P, 'vyW', w * up, 1);
371
- mx(P, 'surfaceOK', 1, w * up);
372
- const g = bump(t, 1.1, 1.2, 1.35, 1.5) + bump(t, 1.6, 1.7, 1.85, 2.0);
373
- mx(P, 'gape', 0.9 * g, w); mx(P, 'gapeFast', 1, w); mx(P, 'protrude', g, w);
374
- mx(P, 'opFlare', 0.6, w * bump(t, 1.4, 1.5, 1.6, 1.75));
375
- mx(P, 'pectAmp', 1.4, w);
376
- },
377
- },
378
- jump: {
379
- start(inst, A) {
380
- const e = A.engine, L = e.cfg.L, tune = inst.tune;
381
- const surf = e.surfaceAt(e.pos.x, e.pos.z);
382
- const h = (tune.height ?? 1.5) * L;
383
- inst.vBreach = Math.min(Math.sqrt(2 * 9.81 * h) * 1.1, e.cfg.burstSpeed * 1.4);
384
- inst.surf = Number.isFinite(surf) && surf - e.pos.y < 10 * L ? surf : null;
385
- inst.phase = 'rise';
386
- inst.dur = 6;
387
- inst.tAir = null;
388
- A.stress = 1;
389
- },
390
- update(a, dt, A) {
391
- const e = A.engine;
392
- if (a.phase === 'rise' && e.air) { a.phase = 'air'; a.tAir = a.t; }
393
- if (a.phase === 'air' && !e.air) { a.phase = 'dive'; a.tDive = a.t; }
394
- if (a.phase === 'rise' && !a.surf && a.t > 0.9) { a.phase = 'dive'; a.tDive = a.t; }
395
- if (a.phase === 'rise' && a.t > 4) { a.phase = 'dive'; a.tDive = a.t; }
396
- return a.phase === 'dive' && a.t - a.tDive > 1.0;
397
- },
398
- apply(P, w, a, A) {
399
- const e = A.engine, L = e.cfg.L, t = a.t;
400
- if (a.phase === 'rise') {
401
- // steep, fast ascent (from deeper water it first swims up)
402
- const d = a.surf ? a.surf - e.pos.y : 2 * L;
403
- const steep = smooth(0, 0.35, t);
404
- mx(P, 'pitch', d > 3 * L ? 0.75 : 1.0, 1); mx(P, 'pitchW', w * steep, 1); mx(P, 'pitchK', 1.5, w);
405
- mx(P, 'speed', a.vBreach, 1); mx(P, 'speedW', w * smooth(0.05, 0.3, t), 1); mx(P, 'accelK', 5, w);
406
- mx(P, 'breach', 1, w); mx(P, 'surfaceOK', 1, w);
407
- mx(P, 'fold', 1, w);
408
- if (a.tune.bite && a.surf) {
409
- // ambush from below: the jaws open on the way up
410
- const near = smooth(1.4 * L, 0.3 * L, a.surf - e.pos.y);
411
- mx(P, 'gape', 1.0 * near, w); mx(P, 'protrude', near, w); mx(P, 'headLift', 0.25 * near, w);
412
- mx(P, 'eyeRoll', 1, w * near);
413
- }
414
- } else if (a.phase === 'air') {
415
- const ta = t - a.tAir;
416
- // arched in flight, tail still beating for a moment, fins spread
417
- mx(P, 'arch', 0.5 * Math.sin(Math.min(1, ta / 0.5) * Math.PI), w);
418
- mx(P, 'breach', 1, w); mx(P, 'surfaceOK', 1, w);
419
- mx(P, 'ampK', 0.7 * (1 - smooth(0.1, 0.35, ta)), w);
420
- mx(P, 'flare', 0.5, w); mx(P, 'fold', 0, w);
421
- mx(P, 'bend', 0.25 * Math.sin(ta * 9) * (1 - smooth(0.1, 0.4, ta)), w);
422
- if (a.tune.bite) {
423
- // the bite on the way up, closing in the air
424
- const cl = 1 - smooth(0.05, 0.35, ta);
425
- mx(P, 'gape', cl, w); mx(P, 'protrude', cl, w); mx(P, 'headLift', 0.25 * cl, w); mx(P, 'eyeRoll', 1, w * (1 - smooth(0.3, 0.6, ta)));
426
- }
427
- if (a.tune.roll) {
428
- // twists in the air and falls back on its side
429
- if (a.rollSide === undefined) a.rollSide = e.rand() < 0.5 ? -1 : 1;
430
- mx(P, 'roll', a.rollSide * a.tune.roll * smooth(0.0, 0.9, ta), 1); mx(P, 'rollW', w, 1); mx(P, 'rollK', 0.8, w);
431
- }
432
- } else {
433
- // back under: level out and slow down to the previous depth
434
- const td = t - a.tDive;
435
- mx(P, 'pitch', -0.4 * (1 - smooth(0.2, 0.9, td)), 1); mx(P, 'pitchW', w, 1); mx(P, 'pitchK', 1, w);
436
- mx(P, 'speed', e.wantSpeed, 1); mx(P, 'speedW', w * (1 - smooth(0.6, 1.0, td)), 1);
437
- mx(P, 'brake', 1, w * (1 - smooth(0.3, 0.8, td)));
438
- mx(P, 'surfaceOK', 1, w * (1 - smooth(0.0, 0.5, td)));
439
- if (a.tune.roll && a.rollSide !== undefined) {
440
- // rights itself under water
441
- mx(P, 'roll', a.rollSide * a.tune.roll * (1 - smooth(0.1, 0.9, td)), 1); mx(P, 'rollW', w, 1); mx(P, 'rollK', 0.5, w);
442
- }
443
- }
444
- },
445
- },
446
- };
447
-
448
- // ------------------------------------------------------------------------------------------------
449
- export class SwimmerActions {
450
- constructor(engine) {
451
- this.engine = engine;
452
- this.tuning = engine.cfg.actions || {};
453
- this.names = ['idle', 'burst', 'jump', 'sit', 'lie', 'sleep', 'eat', 'drink', 'attack', 'hit', 'death', 'stand'];
454
- this.postures = [];
455
- this.oneshots = [];
456
- this.posture = 'stand';
457
- this.standReq = null;
458
- this.stress = 0;
459
- this._slope = { pitch: 0, roll: 0 };
460
- this.idle = { t: 0, lookT: 1, look: new THREE.Vector3(), hasLook: false, turnT: 4, w: 0, bob: 0 };
461
- }
462
-
463
- // obligate ram ventilators (minSpeed > 0: sharks) keep patrolling in their rest postures
464
- holdsStill() { const ram = this.engine.cfg.minSpeed > 0; return this.postures.some((p) => (p.target > 0 || p.w > 0.05) && (!ram || p.name === 'death')); }
465
- dead() { return this.postures.some((p) => p.name === 'death' && p.target > 0); }
466
- // automatic stand-up (asked to move): never revives a dead swimmer
467
- requestStand() { if (!this.standReq && !this.dead()) this.play('stand'); }
468
- // a leap out of the water cannot be cut
469
- committed(a) { return !a.stopping && !!this.engine.air && (a.name === 'jump' || a.name === 'attack' || a.name === 'burst'); }
470
- end(a, reason) { if (a.stopping) return; a.stopping = true; a.reason = reason; }
471
- current() {
472
- const o = this.oneshots.find((a) => !a.stopping);
473
- if (o) return o.name;
474
- const p = this.postures.find((x) => x.target > 0);
475
- return p ? p.name : this.standReq ? 'stand' : null;
476
- }
477
- clear() {
478
- for (const a of [...this.postures, ...this.oneshots]) { a.resolve?.('stopped'); a.resolveIn?.('stopped'); }
479
- this.postures.length = 0; this.oneshots.length = 0;
480
- }
481
-
482
- play(name, opts = {}) {
483
- const e = this.engine;
484
- if (name === 'idle') name = 'stand';
485
- if (name === 'stand') {
486
- if (!this.postures.length) return Promise.resolve('done');
487
- for (const p of this.postures) if (p.target > 0) { p.target = 0; p.resolveIn?.('interrupted'); }
488
- e.emit('actionStart', { name: 'stand' });
489
- if (this.standReq) return this.standReq.promise;
490
- let resolve;
491
- const promise = new Promise((r) => { resolve = r; });
492
- this.standReq = { promise, resolve };
493
- return promise;
494
- }
495
- if (POSTURES[name]) {
496
- const cur = this.postures.find((p) => p.target > 0);
497
- if (cur && cur.name === 'death' && name !== 'death') return Promise.resolve('refused');
498
- if (cur && cur.name === name) return cur.promiseIn;
499
- if (name !== 'death' && this.oneshots.some((a) => this.committed(a))) return Promise.resolve('refused');
500
- for (const p of this.postures) if (p.target > 0) { p.target = 0; p.resolveIn?.('interrupted'); }
501
- if (this.standReq) { this.standReq.resolve('interrupted'); this.standReq = null; }
502
- for (const a of this.oneshots) if (a.name !== 'hit' && !this.committed(a)) this.end(a, 'interrupted');
503
- let side = opts.side ?? (e.rand() < 0.5 ? -1 : 1);
504
- if (opts.direction && name === 'death') side = (opts.direction.x * Math.cos(e.heading) - opts.direction.z * Math.sin(e.heading)) > 0 ? -1 : 1;
505
- const prev = this.postures.find((p) => p.name === 'lie' || p.name === 'sleep');
506
- if (prev && opts.side === undefined) side = prev.side;
507
- const def = POSTURES[name];
508
- const inst = { name, t: 0, w: 0, target: 1, fadeIn: def.fadeIn / (opts.speed || 1), fadeOut: def.fadeOut, side, opts, tune: this.tuning[name] || {}, reached: false };
509
- if (prev && name === 'sleep') { inst.w = prev.w; inst.t = prev.t; prev.w = 0; prev.target = 0; this.postures = this.postures.filter((p) => p !== prev); }
510
- inst.promiseIn = new Promise((r) => { inst.resolveIn = r; });
511
- this.postures.push(inst);
512
- e.emit('actionStart', { name });
513
- if (name === 'death') e.emit('death', { position: e.pos.clone() });
514
- return inst.promiseIn;
515
- }
516
- const def = ONESHOTS[name];
517
- if (!def) return Promise.reject(new Error(`procedural-animals: unknown action "${name}"`));
518
- if (this.dead() && name !== 'hit') return Promise.resolve('refused');
519
- if (this.holdsStill() && name !== 'hit') return this.play('stand').then((r) => (r === 'refused' ? r : this.play(name, opts)));
520
- if (e.air && name !== 'hit') return Promise.resolve('refused');
521
- // arbitration: a new one-shot interrupts the running ones (a leap in the air only takes a hit)
522
- if (this.oneshots.some((a) => this.committed(a))) { for (const a of this.oneshots) if (a.name === name) this.end(a, 'interrupted'); }
523
- else for (const a of this.oneshots) this.end(a, 'interrupted');
524
- const inst = { name, t: 0, w: 0, dur: 1, stopping: false, opts, tune: { ...(this.tuning[name] || {}) }, fade: name === 'burst' || name === 'hit' ? 0.03 : 0.12, speed: opts.speed || 1 };
525
- def.start(inst, this);
526
- inst.promise = new Promise((r) => { inst.resolve = r; });
527
- this.oneshots.push(inst);
528
- e.emit('actionStart', { name });
529
- return inst.promise;
530
- }
531
-
532
- stop(name) {
533
- for (const a of this.oneshots) if ((!name || a.name === name) && !this.committed(a)) this.end(a, 'stopped');
534
- if (!name || POSTURES[name]) if (this.postures.some((p) => p.target > 0 && (name ? p.name === name : p.name !== 'death'))) this.play('stand');
535
- }
536
-
537
- onLand() {}
538
-
539
- update(dt) {
540
- const e = this.engine, P = e.P;
541
- this.stress = Math.max(0, this.stress - dt * 0.15);
542
- resetParams(P, this.stress);
543
- // ---- postures
544
- for (const p of this.postures) {
545
- p.t += dt;
546
- const rate = p.target > p.w ? 1 / p.fadeIn : 1 / p.fadeOut;
547
- p.w = clamp(p.w + clamp(p.target - p.w, -rate * dt, rate * dt), 0, 1);
548
- const settled = p.name === 'death' ? p.t > 2.6 : p.name === 'lie' || p.name === 'sleep' ? (p.near ?? 1) > 0.9 || p.t > 6 : true;
549
- if (!p.reached && p.target > 0 && p.w >= 1 && settled) { p.reached = true; p.resolveIn('done'); e.emit('actionEnd', { name: p.name }); }
550
- }
551
- this.postures = this.postures.filter((p) => p.target > 0 || p.w > 0);
552
- const active = this.postures.find((p) => p.target > 0);
553
- this.posture = active ? (active.name === 'death' ? 'dead' : active.name) : this.postures.length ? 'standing-up' : 'stand';
554
- if (this.standReq && !this.postures.length) { this.standReq.resolve('done'); this.standReq = null; e.emit('actionEnd', { name: 'stand' }); }
555
- // ---- idle
556
- const L = e.cfg.L;
557
- const still = e.speed < 0.08 * L && !e.input.follow && !e.input.target;
558
- const idleTarget = still && !this.postures.length && !this.oneshots.some((a) => !a.stopping) ? 1 : 0;
559
- const id = this.idle;
560
- id.w += clamp(idleTarget - id.w, -dt * 1.5, dt * 0.7);
561
- this.applyIdle(P, id.w, dt);
562
- // ---- postures
563
- for (const p of this.postures) {
564
- const w = p.w * p.w * (3 - 2 * p.w);
565
- POSTURES[p.name].apply(P, w, p, this);
566
- p.near = p.near ?? 1;
567
- }
568
- // ---- one-shots
569
- // (a ram ventilator's minimum patrol speed is not a request to move)
570
- const wantsToMove = e.wantSpeed > Math.max(0.1 * L, e.cfg.minSpeed * 1.05) || !!e.input.follow;
571
- for (const a of this.oneshots) {
572
- if (wantsToMove && (a.name === 'eat' || a.name === 'drink') && a.t > 0.3) this.end(a, 'interrupted');
573
- a.t += dt * a.speed;
574
- const def = ONESHOTS[a.name];
575
- if (!a.stopping && def.update(a, dt * a.speed, this)) this.end(a, 'done');
576
- if (a.stopping) a.w = Math.max(0, a.w - dt / Math.max(0.05, a.fade * 2));
577
- else a.w = Math.min(1, a.w + dt / a.fade);
578
- const w = a.w * a.w * (3 - 2 * a.w);
579
- if (w > 0) def.apply(P, w, a, this);
580
- }
581
- for (const a of this.oneshots) if (a.stopping && a.w <= 0) { a.resolve(a.reason || 'done'); e.emit('actionEnd', { name: a.name, reason: a.reason || 'done' }); }
582
- this.oneshots = this.oneshots.filter((a) => !(a.stopping && a.w <= 0));
583
- }
584
-
585
- applyIdle(P, w, dt) {
586
- const e = this.engine, id = this.idle, L = e.cfg.L;
587
- if (w <= 0.001) { id.hasLook = false; return; }
588
- id.t += dt;
589
- // slow vertical bob and a little pectoral asymmetry
590
- id.bob += dt;
591
- mx(P, 'vy', 0.03 * L * Math.sin(id.bob * 0.9) + 0.015 * L * Math.sin(id.bob * 2.3 + 1), 1); mx(P, 'vyW', w * 0.6, 1);
592
- // occasional small reorientation (no target, no look request)
593
- id.turnT -= dt;
594
- if (id.turnT <= 0 && w > 0.9 && !e.input.look) {
595
- id.turnT = 5 + e.rand() * 8;
596
- if (e.rand() < 0.6) e.input.heading = e.heading + (e.rand() - 0.5) * 0.8;
597
- }
598
- if (!e.input.look) {
599
- id.lookT -= dt;
600
- if (id.lookT <= 0) {
601
- id.lookT = 1.2 + e.rand() * 2.6;
602
- if (e.rand() < 0.25) id.hasLook = false;
603
- else {
604
- const a = e.heading + (e.rand() - 0.5) * 2.2;
605
- const d = (3 + e.rand() * 6) * L;
606
- id.look.set(e.pos.x + Math.sin(a) * d, e.pos.y + (e.rand() - 0.5) * 2 * L, e.pos.z + Math.cos(a) * d);
607
- id.hasLook = true;
608
- }
609
- }
610
- if (id.hasLook) { P.look = id.look; P.lookW = w; }
611
- }
612
- }
613
- }