@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
  237. package/vendor/procedural-animals/src/species/snake/motion.js +0 -51
  238. package/vendor/procedural-animals/src/species/snake/regions.js +0 -51
  239. package/vendor/procedural-animals/src/species/snake/rig.js +0 -108
  240. package/vendor/procedural-animals/src/species/snake/sculpt.js +0 -122
  241. package/vendor/procedural-animals/src/species/spider/coat.js +0 -279
  242. package/vendor/procedural-animals/src/species/spider/index.js +0 -78
  243. package/vendor/procedural-animals/src/species/spider/motion.js +0 -72
  244. package/vendor/procedural-animals/src/species/spider/regions.js +0 -87
  245. package/vendor/procedural-animals/src/species/spider/rig.js +0 -118
  246. package/vendor/procedural-animals/src/species/spider/sculpt.js +0 -182
  247. package/vendor/procedural-animals/src/species/wolf/behaviour.js +0 -160
  248. package/vendor/procedural-animals/src/species/wolf/coat.js +0 -749
  249. package/vendor/procedural-animals/src/species/wolf/index.js +0 -107
  250. package/vendor/procedural-animals/src/species/wolf/motion.js +0 -80
  251. package/vendor/procedural-animals/src/species/wolf/regions.js +0 -57
  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
@@ -1,262 +0,0 @@
1
- // Turns packed build data into renderable three.js objects: the skinned base surface, instanced
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- // coat shells, silhouette fins and the eyes, all skinned with dual quaternions (dqs.js).
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- //
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- // Draw calls per animal (main pass):
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- // hero / high base + shells + fins + eyes (5 for two eyes)
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- // medium / low base + shells + eyes (4)
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- // crowd base only, eyes painted in (1)
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- // plus one shadow draw (the base) per shadow-casting light. Order: base (opaque), shells (blended, writing
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- // depth), fins (blended, tested against the shells' depth from 0.6 hair lengths nearer the camera).
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- import * as THREE from 'three';
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- import { createSkeleton } from './skeleton.js';
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- import { createCoatMaterials, createShadowMaterials, makeCoatUniforms, setMaterialsDebug, MAX_PAINTED_EYES } from './coatMaterial.js';
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- import { DQSkin } from './dqs.js';
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- import { createEyes, EyeRig, setEyeLook } from './eyes.js';
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- import { QUALITY } from '../build/pipeline.js';
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- import { createMembranes, hasHair } from './membranes.js';
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-
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- const DEBUG_MODES = { albedo: 1, weights: 2, material: 3, holes: 4 };
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-
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- export function createAnimalObject(data, species = {}, opts = {}) {
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- const g = new THREE.BufferGeometry();
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- g.setAttribute('position', new THREE.BufferAttribute(data.pos, 3));
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- g.setAttribute('normal', new THREE.BufferAttribute(data.nrm, 3));
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- g.setAttribute('skinIndex', new THREE.Uint16BufferAttribute(data.skinIndex, 4));
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- g.setAttribute('skinWeight', new THREE.BufferAttribute(data.skinWeight, 4));
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- g.setAttribute('aComb', new THREE.BufferAttribute(data.comb, 3));
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- g.setAttribute('aTint', new THREE.BufferAttribute(data.tint, 4));
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- g.setAttribute('aCoat', new THREE.BufferAttribute(data.coat, 4));
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- g.setAttribute('aPat', new THREE.BufferAttribute(data.pat, 4));
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- g.setAttribute('aSurf', new THREE.BufferAttribute(data.surf, 4));
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- g.setIndex(new THREE.BufferAttribute(data.index, 1));
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- g.boundingSphere = new THREE.Sphere(new THREE.Vector3(), 1e6);
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-
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- // shells: one instanced draw sharing every buffer of the base
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- const sg = new THREE.InstancedBufferGeometry();
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- for (const k of Object.keys(g.attributes)) sg.setAttribute(k, g.attributes[k]);
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- sg.setIndex(g.index);
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- sg.boundingSphere = g.boundingSphere;
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-
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- const sk = createSkeleton(data);
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- const dqs = new DQSkin(sk);
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- // species.render may be a function of the individual (e.g. a mark colour that follows the morph)
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- const hints = (typeof species.render === 'function' ? species.render(data.params) : species.render) || {};
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- const uniforms = makeCoatUniforms(hints);
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- uniforms.uDQ.value = dqs.tex;
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- // cross-fade seams: the handed-over half of each overlap band sinks under the other surface
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- // (build/seams.js) instead of ending at a step the eye can see into
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- if (Number.isFinite(data.seamSink)) uniforms.uSeam.value.set(data.seamSink, 0.1);
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- const mats = createCoatMaterials(uniforms);
50
- const shadowMats = createShadowMaterials(uniforms);
51
-
52
- const base = new THREE.Mesh(g, mats.base);
53
- base.name = 'base';
54
- base.frustumCulled = false;
55
- base.castShadow = opts.castShadow ?? true;
56
- base.receiveShadow = opts.receiveShadow ?? true;
57
- base.customDepthMaterial = shadowMats.depth;
58
- base.customDistanceMaterial = shadowMats.distance;
59
-
60
- const shells = new THREE.Mesh(sg, mats.shells);
61
- shells.name = 'shells';
62
- shells.frustumCulled = false;
63
- shells.renderOrder = 10;
64
- shells.receiveShadow = base.receiveShadow;
65
-
66
- // silhouette fins: a 2-segment strand card instanced once per skin vertex; per-vertex data as
67
- // instanced attributes (the same typed arrays as the base); most cards collapse in the vertex shader
68
- const fg = new THREE.InstancedBufferGeometry();
69
- fg.setAttribute('position', new THREE.Float32BufferAttribute([-0.5, 0, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0.5, 0, -0.5, 1, 0, 0.5, 1, 0], 3));
70
- fg.setIndex([0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4]);
71
- const inst = (name, arr, size) => fg.setAttribute(name, new THREE.InstancedBufferAttribute(arr, size));
72
- inst('iPos', data.pos, 3);
73
- inst('iNrm', data.nrm, 3);
74
- inst('iComb', data.comb, 3);
75
- inst('iTint', data.tint, 4);
76
- inst('iCoat', data.coat, 4);
77
- inst('iPat', data.pat, 4);
78
- inst('iSurf', data.surf, 4);
79
- inst('iSkinIndex', new Float32Array(data.skinIndex), 4);
80
- inst('iSkinWeight', data.skinWeight, 4);
81
- fg.instanceCount = data.nV;
82
- fg.boundingSphere = g.boundingSphere;
83
- const fins = new THREE.Mesh(fg, mats.fins);
84
- fins.name = 'fins';
85
- fins.frustumCulled = false;
86
- fins.renderOrder = 11;
87
- fins.receiveShadow = base.receiveShadow;
88
-
89
- const eyeData = data.eyes || [];
90
- const { eyes, uniforms: eyeUniforms, look, geometries: eyeGeos } = createEyes(eyeData);
91
- const eyeRig = new EyeRig(eyes, eyeUniforms, sk, look);
92
- // crowd tier: the eyes painted into the base
93
- const paintEyes = (lk) => {
94
- for (let i = 0; i < MAX_PAINTED_EYES; i++) {
95
- const ed = eyeData[i];
96
- if (!ed) { uniforms.uEyes.value[i].set(0, 0, 0, 0); continue; }
97
- uniforms.uEyes.value[i].set(ed.c[0], ed.c[1], ed.c[2], ed.spec.r * (ed.scale || 1));
98
- const m = lk.lids === 'simple' ? [0.01, 0.01, 0.01] : lk.iris.mid;
99
- uniforms.uEyeTint.value[i].setRGB(m[0] * 0.6, m[1] * 0.6, m[2] * 0.6);
100
- }
101
- };
102
- paintEyes(look);
103
-
104
- // translucent fin membranes (material 11) in their own draw; no shells / hair fins without hair
105
- const membranes = createMembranes(data, g, mats.membrane, shadowMats, { castShadow: base.castShadow, receiveShadow: base.receiveShadow });
106
- const hairy = hasHair(data);
107
-
108
- const group = new THREE.Group();
109
- group.name = data.species;
110
- group.add(base, shells, fins, ...eyes);
111
- if (membranes) group.add(membranes.mesh);
112
-
113
- const furForce = new THREE.Vector3(), accS = new THREE.Vector3(), lastV = new THREE.Vector3(), acc = new THREE.Vector3();
114
- let debugMode = null, coverings = true, disposed = false, firstVel = true;
115
- const obj = {
116
- group, base, shells, fins, eyes, eyeRig, eyeUniforms, skeleton: sk, dqs, uniforms, membranes: membranes?.mesh || null,
117
- materials: { ...mats, eyes: eyes.map((e) => e.material), depth: shadowMats.depth, distance: shadowMats.distance },
118
- geometry: g, shellGeometry: sg, finGeometry: fg,
119
- tier: QUALITY[opts.quality] ? opts.quality : QUALITY[data.quality] ? data.quality : 'high',
120
- };
121
- obj.quality = QUALITY[obj.tier];
122
-
123
- // tier transitions (setQuality(q, { transition })): the shell count and the silhouette fins ease to the
124
- // new tier over time instead of switching in one frame (an adaptive quality controller stepping a
125
- // tier down and up again showed the coat appearing and disappearing). shellsNow is fractional: the
126
- // layers keep their spacing 1 / shellsNow and the topmost partial layer fades in by the fraction.
127
- let shellsNow = -1, finsNow = -1, ease = 0;
128
- const shellTarget = () => Math.max(0, obj.quality.shells);
129
- const finTarget = () => (obj.quality.fins ? 1 : 0);
130
- const syncVis = () => {
131
- const Q = obj.quality;
132
- const crowd = Q.shells <= 0;
133
- const fur = coverings;
134
- // (into or out of the crowd tier, or no transition asked: jump; the crowd base has its own tone)
135
- if (ease <= 0 || crowd || shellsNow <= 0) { shellsNow = shellTarget(); finsNow = finTarget(); }
136
- const nS = Math.max(shellsNow, shellTarget() > 0 ? 1 : 0);
137
- shells.visible = fur && nS > 0 && hairy;
138
- sg.instanceCount = Math.max(0, Math.ceil(nS - 1e-3));
139
- uniforms.uShells.value = Math.max(1, nS);
140
- uniforms.uShellsOn.value = shells.visible ? 1 : 0;
141
- // (render hint fins: false: a very long coat, whose base-mesh silhouette lies deep inside the fur,
142
- // drew the fins as dark contour lines across the coat)
143
- uniforms.uFinFade.value = finsNow;
144
- fins.visible = fur && finsNow > 0.002 && hairy && hints.fins !== false;
145
- membranes?.setCrowd(crowd);
146
- for (const e of eyes) e.visible = !crowd;
147
- uniforms.uPaintEyes.value = crowd ? 1 : 0;
148
- // the shell-less base is brighter and a little more orange than the same coat under its shells:
149
- // matched to the hero tier's mean colour (silhouette-masked side view)
150
- const tone = hints.baseTone || [0.9, 0.915, 0.935];
151
- uniforms.uBaseTone.value.set(...(uniforms.uShellsOn.value > 0.5 ? [1, 1, 1] : tone));
152
- const dm = DEBUG_MODES[debugMode] || 0;
153
- uniforms.uDebug.value = dm;
154
- setMaterialsDebug(mats, dm > 0);
155
- // 'holes': the base is drawn two-sided and its back faces solid red, so any gap in the skin (a
156
- // clipped region, a seam that opens, a carve cut through) shows red where the inside is seen
157
- const side = dm === 4 ? THREE.DoubleSide : THREE.FrontSide;
158
- if (mats.base.side !== side) { mats.base.side = side; mats.base.needsUpdate = true; }
159
- };
160
- // one step of a tier transition (obj.update), on the wall clock: a paused or slowed animal still eases
161
- let lastWall = 0;
162
- const wall = () => (typeof performance !== 'undefined' ? performance.now() : Date.now()) / 1000;
163
- const stepTransition = () => {
164
- if (ease <= 0) return;
165
- const t = wall(), dt = Math.min(0.1, Math.max(0, t - lastWall));
166
- lastWall = t;
167
- if (!(dt > 0)) return;
168
- const sT = shellTarget(), fT = finTarget();
169
- if (shellsNow === sT && finsNow === fT) { ease = 0; return; }
170
- // shells: the whole difference in `ease` seconds (at least 6 layers a second); fins: their opacity
171
- const ds = Math.max(6, Math.abs(sT - shellsNow) / ease) * dt;
172
- shellsNow = Math.abs(sT - shellsNow) <= ds ? sT : shellsNow + Math.sign(sT - shellsNow) * ds;
173
- const df = dt / ease;
174
- finsNow = Math.abs(fT - finsNow) <= df ? fT : finsNow + Math.sign(fT - finsNow) * df;
175
- syncVis();
176
- };
177
- /** Switch tier at runtime ('hero' | 'high' | 'medium' | 'low' | 'crowd'): shells, fins, eyes. The mesh
178
- * resolution stays the one it was built with. opts.transition (seconds, default 0): ease the shell count
179
- * and the fins' opacity to the new tier over that time (update() advances it) instead of switching at
180
- * once; transitions into or out of the crowd tier are immediate. */
181
- obj.setQuality = (q, opts = {}) => {
182
- if (!QUALITY[q]) return obj;
183
- obj.tier = q; obj.quality = QUALITY[q];
184
- ease = Math.max(0, +opts.transition || 0);
185
- lastWall = wall();
186
- syncVis(); return obj;
187
- };
188
- /** Show / hide the coverings (shells + fins); the base alone still reads as fur. */
189
- obj.setCoverings = (on) => { coverings = !!on; syncVis(); return obj; };
190
- /** Debug views: 'albedo' | 'weights' (skin weights) | 'material' (material id colours) | 'holes' (back faces
191
- * of the base in red: gaps in the skin) | 'bare' (coverings off). */
192
- obj.setDebug = (mode, on = true) => {
193
- if (mode === 'bare' || mode === 'coverings') { coverings = !on; syncVis(); return obj; }
194
- debugMode = on ? mode : null; syncVis(); return obj;
195
- };
196
- /** Light the coat with a scene's image-based environment too (three.js applies scene.environment to its
197
- * own standard materials only): sh = the environment's diffuse light as 9 world-space SH coefficients
198
- * (a THREE.SphericalHarmonics3, a LightProbe's .sh, or an array of 9 Vector3), times intensity (pass
199
- * scene.environmentIntensity, as three.js does for the ground and props). null = none (the default). */
200
- obj.setEnvironmentLight = (sh, intensity = 1) => {
201
- const co = sh?.coefficients || sh;
202
- const u = uniforms.uEnvSH.value;
203
- if (!co || co.length < 9 || !(intensity > 0)) { uniforms.uEnvOn.value = 0; return obj; }
204
- for (let i = 0; i < 9; i++) u[i].copy(co[i]).multiplyScalar(intensity);
205
- uniforms.uEnvOn.value = 1;
206
- return obj;
207
- };
208
- /** Preview any material id (0..9) on the whole body; -1 = off. */
209
- obj.setForceMaterial = (id) => { uniforms.uForceMat.value = id === null || id === undefined ? -1 : id; return obj; };
210
- /** Override eye look params (pupil, lids, iris, sclera, pupilSize, lidColor) at runtime. */
211
- obj.setEyeLook = (look) => {
212
- const L = setEyeLook(eyes, eyeUniforms, { ...(eyeData[0]?.look || {}), ...look });
213
- eyeRig.setLook(L); paintEyes(L); return obj;
214
- };
215
-
216
- obj.update = ({ dt = 0, time = 0, motion = null } = {}) => {
217
- if (disposed) return;
218
- stepTransition();
219
- // (a crowd-LOD motion frame that only carried the skeleton rigidly: carry the packed dual
220
- // quaternions too, when the previous motion frame was packed)
221
- const mf = motion?.frame;
222
- if (motion?.rigidCarry && mf !== undefined && dqs.frame === mf - 1) dqs.carry(motion.rigidCarry); else dqs.update();
223
- dqs.frame = mf;
224
- const state = motion?.state || {};
225
- eyeRig.update(dt, { root: rootOf(group), state, look: motion?.input?.look || null });
226
- // coat dynamics: gravity + inertia + drag
227
- const vel = state.velocity;
228
- if (dt > 1e-4 && vel) {
229
- if (firstVel) { lastV.copy(vel); firstVel = false; }
230
- acc.copy(vel).sub(lastV).divideScalar(dt);
231
- lastV.copy(vel);
232
- if (Number.isFinite(acc.x + acc.y + acc.z)) accS.lerp(acc, 1 - Math.exp(-dt * 10));
233
- furForce.set(0, -0.22, 0).addScaledVector(accS, -0.02).addScaledVector(vel, -0.012);
234
- furForce.x += Math.sin(time * 1.3) * 0.05;
235
- furForce.clampLength(0, 0.9);
236
- if (Number.isFinite(furForce.x + furForce.y + furForce.z)) uniforms.uFurForce.value.copy(furForce);
237
- }
238
- // piloerection (hackles) from the motion state, eased
239
- const fr = Number.isFinite(state.furRaise) ? state.furRaise : 0;
240
- uniforms.uFurRaise.value += (fr - uniforms.uFurRaise.value) * (dt > 0 ? 1 - Math.exp(-dt * 8) : 1);
241
- uniforms.uTime.value = time;
242
- };
243
-
244
- /** Frees every GPU resource this animal owns (geometries, materials, programs' uniforms, textures). */
245
- obj.dispose = () => {
246
- if (disposed) return;
247
- disposed = true;
248
- g.dispose(); sg.dispose(); fg.dispose(); dqs.tex.dispose(); membranes?.dispose();
249
- for (const m of Object.values(mats)) m.dispose();
250
- shadowMats.depth.dispose(); shadowMats.distance.dispose();
251
- for (const e of eyes) e.material.dispose();
252
- for (const eg of eyeGeos) eg.dispose();
253
- group.removeFromParent();
254
- };
255
- syncVis();
256
- return obj;
257
- }
258
-
259
- function rootOf(o) {
260
- while (o.parent) o = o.parent;
261
- return o;
262
- }