@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
@@ -1,77 +0,0 @@
1
- // Translucent fin membranes (material 11). The meshed surface stays one skinned geometry; triangles
2
- // whose three vertices are membrane are moved out of the opaque base draw into a second, transparent
3
- // draw that shares every vertex buffer (and the dual-quaternion texture) with the base. At the crowd
4
- // tier (one draw call) the membranes go back into the opaque base.
5
- //
6
- // Draw calls for a fish: hero / high / medium / low = base + membranes + eyes; crowd = base.
7
- // Shells and hair fins are hidden for builds without any hairy vertex (render/animalObject.js).
8
- import * as THREE from 'three';
9
-
10
- export const MEMBRANE_MAT = 11;
11
-
12
- /** Splits the index into opaque and membrane triangles; null when there is no membrane. */
13
- export function splitMembranes(data, mat = MEMBRANE_MAT) {
14
- const idx = data.index, tint = data.tint, nT = idx.length / 3;
15
- const isM = (v) => Math.round(tint[v * 4 + 3]) === mat;
16
- let nM = 0;
17
- const flag = new Uint8Array(nT);
18
- for (let t = 0; t < nT; t++) if (isM(idx[t * 3]) && isM(idx[t * 3 + 1]) && isM(idx[t * 3 + 2])) { flag[t] = 1; nM++; }
19
- if (!nM) return null;
20
- const opaque = new Uint32Array((nT - nM) * 3), membrane = new Uint32Array(nM * 3);
21
- let o = 0, m = 0;
22
- for (let t = 0; t < nT; t++) {
23
- const dst = flag[t] ? membrane : opaque;
24
- const k = flag[t] ? m : o;
25
- dst[k] = idx[t * 3]; dst[k + 1] = idx[t * 3 + 1]; dst[k + 2] = idx[t * 3 + 2];
26
- if (flag[t]) m += 3; else o += 3;
27
- }
28
- return { opaque, membrane };
29
- }
30
-
31
- /** True when any vertex grows hair (fur 0, bristly skin 4 with fur length, feathers 9). */
32
- export function hasHair(data) {
33
- const tint = data.tint, coat = data.coat;
34
- for (let v = 0; v < data.nV; v++) {
35
- const m = Math.round(tint[v * 4 + 3]);
36
- if ((m === 0 || m === 4 || m === 8 || m === 9) && coat[v * 4 + 2] > 0.0005) return true;
37
- }
38
- return false;
39
- }
40
-
41
- /**
42
- * @param data packed build data
43
- * @param geometry the base BufferGeometry (its index is swapped between opaque-only and full)
44
- * @param material the membrane ShaderMaterial (coatMaterial.js createCoatMaterials().membrane)
45
- * @param shadowMats { depth, distance } dual-quaternion shadow materials
46
- * @returns { mesh, setCrowd(on), dispose() } or null when the build has no membranes
47
- */
48
- export function createMembranes(data, geometry, material, shadowMats, { castShadow = true, receiveShadow = true } = {}) {
49
- const split = splitMembranes(data);
50
- if (!split) return null;
51
- const full = geometry.index;
52
- const opaque = new THREE.BufferAttribute(split.opaque, 1);
53
- const mg = new THREE.BufferGeometry();
54
- for (const k of Object.keys(geometry.attributes)) mg.setAttribute(k, geometry.attributes[k]);
55
- mg.setIndex(new THREE.BufferAttribute(split.membrane, 1));
56
- mg.boundingSphere = geometry.boundingSphere;
57
- const mesh = new THREE.Mesh(mg, material);
58
- mesh.name = 'membranes';
59
- mesh.frustumCulled = false;
60
- mesh.renderOrder = 5;
61
- mesh.castShadow = castShadow;
62
- mesh.receiveShadow = receiveShadow;
63
- mesh.customDepthMaterial = shadowMats.depth;
64
- mesh.customDistanceMaterial = shadowMats.distance;
65
- geometry.setIndex(opaque);
66
- let crowd = false;
67
- return {
68
- mesh,
69
- setCrowd(on) {
70
- if (on === crowd) return;
71
- crowd = on;
72
- geometry.setIndex(on ? full : opaque);
73
- mesh.visible = !on;
74
- },
75
- dispose() { mg.dispose(); },
76
- };
77
- }
@@ -1,41 +0,0 @@
1
- // Runtime skeleton: bones are not parented in the scene graph; the motion engine writes their world
2
- // matrices directly (frames built from joint positions + lateral references), using the same
3
- // convention as the bind pose (origin = head joint, +Y along the bone, +X lateral).
4
- import * as THREE from 'three';
5
-
6
- export function frameMatrix(target, o, y, xRef) {
7
- const Y = new THREE.Vector3(y[0], y[1], y[2]).normalize();
8
- const X = new THREE.Vector3(xRef[0], xRef[1], xRef[2]);
9
- X.addScaledVector(Y, -X.dot(Y));
10
- if (X.lengthSq() < 1e-10) X.set(0, 0, 1).addScaledVector(Y, -Y.z);
11
- X.normalize();
12
- const Z = new THREE.Vector3().crossVectors(X, Y);
13
- target.set(X.x, Y.x, Z.x, o[0], X.y, Y.y, Z.y, o[1], X.z, Y.z, Z.z, o[2], 0, 0, 0, 1);
14
- return target;
15
- }
16
-
17
- // data: packed build data (bones + joints)
18
- export function createSkeleton(data) {
19
- const J = data.joints;
20
- const bones = data.bones.map((b) => {
21
- const bone = new THREE.Bone();
22
- bone.name = b.name;
23
- bone.matrixAutoUpdate = false;
24
- bone.matrixWorldAutoUpdate = false;
25
- return bone;
26
- });
27
- const bind = data.bones.map((b) => {
28
- const h = J[b.headJ], t = J[b.tailJ];
29
- return frameMatrix(new THREE.Matrix4(), h, [t[0] - h[0], t[1] - h[1], t[2] - h[2]], [1, 0, 0]);
30
- });
31
- const inverses = bind.map((m) => m.clone().invert());
32
- bones.forEach((bone, i) => bone.matrixWorld.copy(bind[i]));
33
- const skeleton = new THREE.Skeleton(bones, inverses);
34
- const byName = Object.fromEntries(bones.map((b) => [b.name, b]));
35
- const index = Object.fromEntries(data.bones.map((b, i) => [b.name, i]));
36
- return { bones, bind, inverses, skeleton, byName, index, defs: data.bones, joints: J };
37
- }
38
-
39
- export function resetToBind(sk) {
40
- sk.bones.forEach((b, i) => b.matrixWorld.copy(sk.bind[i]));
41
- }
@@ -1,327 +0,0 @@
1
- // Standard bird skeleton and the wing / feather geometry shared by the build (bind pose, feather
2
- // cards) and the bird motion engine (core/motion/bird.js).
3
- //
4
- // Bones (names the bird engine expects; {S} = L / R):
5
- // axial pelvis (synsacrum -> tailBase, root), chest (synsacrum -> neckBase), neck0..neckN-1
6
- // (neckBase -> neck1 -> ... -> occiput), head (occiput -> bill), jaw (jawHinge -> jawTip,
7
- // lower mandible), tail (tailBase -> tailTip, the pygostyle)
8
- // legs femur{S} (hip -> knee, hidden in the body), tibia{S} (knee -> ankle: tibiotarsus, the
9
- // feathered drumstick), tarsus{S} (ankle -> mtp: tarsometatarsus), toes toe{j}a{S} (mtp ->
10
- // t{j}m{S}) and toe{j}b{S} (t{j}m{S} -> t{j}t{S}) for j = 1 (hallux, points back), 2 (inner),
11
- // 3 (middle: region 'foot', the canonical foot), 4 (outer)
12
- // wings humerus{S} (shoulder -> elbow), ulna{S} (elbow -> wrist), hand{S} (wrist -> handTip:
13
- // carpometacarpus + digits)
14
- // feathers pri{k}{S} (primaries, on the hand, k = 1 innermost .. n outermost), sec{k}{S}
15
- // (secondaries + tertials, on the ulna, k = 1 at the wrist .. n at the elbow), rec{k}{S}
16
- // (rectrices, on the tail, k = 1 central .. n outer); joint names <bone>r{S} (root) and
17
- // <bone>t{S} (tip). Feather bones carry rigid feather cards (core/build/featherCards.js).
18
- //
19
- // Wing model. A wing is three segments in a plane that the shoulder orients: `elev` rotates the
20
- // plane about the body's long axis (+ raises the tip, the fold is about -85), `pitch` tilts it about
21
- // the span (+ leading edge up), `alpha` swings the humerus inside the plane (+ backwards), `elbow`
22
- // flexes the ulna forward, `wrist` flexes the hand backwards (both 0 = straight), `bend` lifts the
23
- // hand out of the plane (+ up), `twist` pronates it (+ leading edge down). Folding the elbow and wrist
24
- // Z-folds the wing against the flank exactly like a bird's (humerus back, ulna forward, hand back).
25
- // Feather directions are in-plane angles from their segment toward the trailing edge, interpolated
26
- // between a folded and a spread value by the segment's extension (the ligament "drawing" mechanism
27
- // that fans the flight feathers when the wing opens).
28
- //
29
- // All functions work on plain {x, y, z} objects (THREE.Vector3 qualifies) and never allocate when
30
- // given output objects, so the engine can call them every frame.
31
-
32
- export const DEG = Math.PI / 180;
33
-
34
- // ---------------------------------------------------------------- bones
35
- export function birdBones({ neckSegs = 4, jaw = true, primaries = 10, secondaries = 9, rectrices = 6, extra = [] } = {}) {
36
- const b = [
37
- ['pelvis', 'synsacrum', 'tailBase', null, { region: 'torso' }],
38
- ['chest', 'synsacrum', 'neckBase', 'pelvis', { region: 'torso' }],
39
- ];
40
- const nj = (i) => (i === 0 ? 'neckBase' : i === neckSegs ? 'occiput' : 'neck' + i);
41
- for (let i = 0; i < neckSegs; i++) b.push(['neck' + i, nj(i), nj(i + 1), i ? 'neck' + (i - 1) : 'chest', { region: 'neck' }]);
42
- b.push(['head', 'occiput', 'bill', 'neck' + (neckSegs - 1), { region: 'head' }]);
43
- if (jaw) b.push(['jaw', 'jawHinge', 'jawTip', 'head', { region: 'jaw', group: 'jaw' }]);
44
- b.push(['tail', 'tailBase', 'tailTip', 'pelvis', { region: 'tail' }]);
45
- b.push(
46
- ['humerus{S}', 'shoulder{S}', 'elbow{S}', 'chest', { region: 'wing', group: 'wing{S}' }],
47
- ['ulna{S}', 'elbow{S}', 'wrist{S}', 'humerus{S}', { region: 'wing', group: 'wing{S}' }],
48
- ['hand{S}', 'wrist{S}', 'handTip{S}', 'ulna{S}', { region: 'wing', group: 'wing{S}' }],
49
- ['femur{S}', 'hip{S}', 'knee{S}', 'pelvis', { region: 'limb', group: 'leg{S}' }],
50
- ['tibia{S}', 'knee{S}', 'ankle{S}', 'femur{S}', { region: 'limb', group: 'leg{S}' }],
51
- ['tarsus{S}', 'ankle{S}', 'mtp{S}', 'tibia{S}', { region: 'limb', group: 'leg{S}' }],
52
- );
53
- for (const j of [1, 2, 3, 4]) {
54
- const region = j === 3 ? 'foot' : 'toe';
55
- b.push([`toe${j}a{S}`, 'mtp{S}', `t${j}m{S}`, 'tarsus{S}', { region, group: 'leg{S}' }]);
56
- b.push([`toe${j}b{S}`, `t${j}m{S}`, `t${j}t{S}`, `toe${j}a{S}`, { region, group: 'leg{S}' }]);
57
- }
58
- for (let k = 1; k <= primaries; k++) b.push([`pri${k}{S}`, `pri${k}r{S}`, `pri${k}t{S}`, 'hand{S}', { region: 'feather', group: 'wing{S}' }]);
59
- for (let k = 1; k <= secondaries; k++) b.push([`sec${k}{S}`, `sec${k}r{S}`, `sec${k}t{S}`, 'ulna{S}', { region: 'feather', group: 'wing{S}' }]);
60
- for (let k = 1; k <= rectrices; k++) b.push([`rec${k}{S}`, `rec${k}r{S}`, `rec${k}t{S}`, 'tail', { region: 'feather', group: 'tailfan' }]);
61
- return b.concat(extra);
62
- }
63
-
64
- // Limb descriptions for the harmonic skin weights (see core/build/weights.js). Legs blend from the
65
- // hip (the femur lives inside the body, only the drumstick below the knee is limb skin); wings from
66
- // the shoulder.
67
- export function birdLimbs({ leg = {}, wing = {} } = {}) {
68
- const L = {};
69
- for (const S of ['L', 'R']) {
70
- const side = S === 'L' ? 1 : -1;
71
- const toes = [1, 2, 3, 4].flatMap((j) => [`toe${j}a${S}`, `toe${j}b${S}`]);
72
- L['leg' + S] = {
73
- side, S, front: false,
74
- bones: ['femur' + S, 'tibia' + S, 'tarsus' + S, ...toes],
75
- proximal: ['femur' + S], distal: ['tarsus' + S, ...toes],
76
- field: { a: 'hip' + S, b: 'knee' + S, top: 'femur' + S, tCore: 0.9, aCore: 0.012, aBody: -0.01, midX: 0.004, ...leg },
77
- };
78
- L['wing' + S] = {
79
- side, S, front: true,
80
- bones: ['humerus' + S, 'ulna' + S, 'hand' + S],
81
- proximal: ['humerus' + S], distal: ['hand' + S],
82
- field: { a: 'shoulder' + S, b: 'elbow' + S, top: 'humerus' + S, tCore: 0.45, aCore: 0.01, aBody: -0.012, midX: 0.01, ...wing },
83
- };
84
- }
85
- return L;
86
- }
87
-
88
- // Neck joints neck1..neckN-1 on a planar S-curve between neckBase and occiput (bind helper): a cubic
89
- // Bezier with the given start / end tangents (unit, in the y-z plane), sampled at equal arc length.
90
- export function neckChain(J, neckSegs, t0, t1, bulge = 0.4) {
91
- const A = J.neckBase, B = J.occiput;
92
- const d = Math.hypot(B[0] - A[0], B[1] - A[1], B[2] - A[2]);
93
- const P1 = [A[0] + t0[0] * d * bulge, A[1] + t0[1] * d * bulge, A[2] + t0[2] * d * bulge];
94
- const P2 = [B[0] - t1[0] * d * bulge, B[1] - t1[1] * d * bulge, B[2] - t1[2] * d * bulge];
95
- const bez = (t) => {
96
- const u = 1 - t;
97
- return [0, 1, 2].map((k) => u * u * u * A[k] + 3 * u * u * t * P1[k] + 3 * u * t * t * P2[k] + t * t * t * B[k]);
98
- };
99
- const N = 200, pts = [], s = [0];
100
- for (let i = 0; i <= N; i++) pts.push(bez(i / N));
101
- for (let i = 1; i <= N; i++) s.push(s[i - 1] + Math.hypot(pts[i][0] - pts[i - 1][0], pts[i][1] - pts[i - 1][1], pts[i][2] - pts[i - 1][2]));
102
- for (let j = 1; j < neckSegs; j++) {
103
- const target = (s[N] * j) / neckSegs;
104
- let i = 1;
105
- while (i < N && s[i] < target) i++;
106
- const f = (target - s[i - 1]) / (s[i] - s[i - 1] || 1);
107
- J['neck' + j] = [0, 1, 2].map((k) => pts[i - 1][k] + (pts[i][k] - pts[i - 1][k]) * f);
108
- }
109
- return J;
110
- }
111
-
112
- // ---------------------------------------------------------------- tiny vector helpers ({x,y,z})
113
- export const v3 = (x = 0, y = 0, z = 0) => ({ x, y, z });
114
- const set = (o, x, y, z) => { o.x = x; o.y = y; o.z = z; return o; };
115
- const cp = (o, a) => { o.x = a.x; o.y = a.y; o.z = a.z; return o; };
116
- const nrm = (o) => { const l = Math.hypot(o.x, o.y, o.z) || 1; o.x /= l; o.y /= l; o.z /= l; return o; };
117
- const dot = (a, b) => a.x * b.x + a.y * b.y + a.z * b.z;
118
- // o = a x b (o may alias a or b)
119
- const crs = (o, a, b) => set(o, a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
120
- // o = v rotated about the unit axis k by angle a (Rodrigues; o may alias v)
121
- export function rot(o, v, k, a) {
122
- const c = Math.cos(a), s = Math.sin(a), d = (k.x * v.x + k.y * v.y + k.z * v.z) * (1 - c);
123
- return set(o,
124
- v.x * c + (k.y * v.z - k.z * v.y) * s + k.x * d,
125
- v.y * c + (k.z * v.x - k.x * v.z) * s + k.y * d,
126
- v.z * c + (k.x * v.y - k.y * v.x) * s + k.z * d);
127
- }
128
-
129
- // ---------------------------------------------------------------- wing kinematics
130
- const XAX = { x: 1, y: 0, z: 0 };
131
- const TILTED = ['xw', 'n', 'dH', 'nH', 'dU', 'nU', 'dM', 'nM'];
132
- // Output container for wingFK (preallocate once per wing).
133
- export function makeWingFrames() {
134
- return {
135
- xw: v3(), n: v3(), dH: v3(), nH: v3(), dU: v3(), nU: v3(), dM: v3(), nM: v3(),
136
- elbow: v3(), wrist: v3(), tip: v3(), k: v3(), t: v3(),
137
- };
138
- }
139
-
140
- /**
141
- * Wing forward kinematics in body-local coordinates (x = left, y = up, z = forward), relative to the
142
- * shoulder (which is at the origin of the result positions).
143
- * @param o makeWingFrames() output
144
- * @param side +1 left, -1 right
145
- * @param L { h, u, m } segment lengths (humerus, ulna, hand)
146
- * @param a { elev, pitch, alpha, elbow, wrist, bend, twist, uTwist? } radians
147
- */
148
- export function wingFK(o, side, L, a) {
149
- const s = side, k = o.k;
150
- // spread frame: outward, dorsal; elevation about the body's long axis
151
- const ce = Math.cos(a.elev), se = Math.sin(a.elev);
152
- set(o.xw, s * ce, se, 0);
153
- set(o.n, -s * se, ce, 0);
154
- // pitch about the span axis (+ leading edge up)
155
- rot(o.n, o.n, o.xw, -s * a.pitch);
156
- // in-plane rotations about s * n (positive = toward the trailing edge)
157
- set(k, o.n.x * s, o.n.y * s, o.n.z * s);
158
- rot(o.dH, o.xw, k, a.alpha);
159
- cp(o.nH, o.n);
160
- rot(o.dU, o.dH, k, -a.elbow);
161
- cp(o.nU, o.n);
162
- if (a.uTwist) rot(o.nU, o.nU, o.dU, s * a.uTwist);
163
- rot(o.dM, o.dU, k, a.wrist);
164
- // out-of-plane bend of the hand (tip up), then pronation about the hand axis
165
- const cb = Math.cos(a.bend), sb = Math.sin(a.bend);
166
- const mx = o.dM.x * cb + o.nU.x * sb, my = o.dM.y * cb + o.nU.y * sb, mz = o.dM.z * cb + o.nU.z * sb;
167
- set(o.nM, o.nU.x * cb - o.dM.x * sb, o.nU.y * cb - o.dM.y * sb, o.nU.z * cb - o.dM.z * sb);
168
- set(o.dM, mx, my, mz);
169
- if (a.twist) rot(o.nM, o.nM, o.dM, s * a.twist);
170
- // optional wing-root tilt: the wing frame follows a body axis pitched `tilt` nose-up from the bind
171
- // frame's horizontal (upright birds such as raptors: the stroke plane and the glide chord stay level
172
- // in flight when the body is levelled by the standing tilt)
173
- if (a.tilt) for (const v of TILTED) rot(o[v], o[v], XAX, -a.tilt);
174
- // joints
175
- set(o.elbow, o.dH.x * L.h, o.dH.y * L.h, o.dH.z * L.h);
176
- set(o.wrist, o.elbow.x + o.dU.x * L.u, o.elbow.y + o.dU.y * L.u, o.elbow.z + o.dU.z * L.u);
177
- set(o.tip, o.wrist.x + o.dM.x * L.m, o.wrist.y + o.dM.y * L.m, o.wrist.z + o.dM.z * L.m);
178
- return o;
179
- }
180
-
181
- // Extension of a wing segment for the feather fan: 0 folded .. 1 spread.
182
- export const extension = (flex, foldFlex, spreadFlex) => {
183
- const t = (foldFlex - flex) / (foldFlex - spreadFlex);
184
- const c = t < 0 ? 0 : t > 1 ? 1 : t;
185
- return c * c * (3 - 2 * c);
186
- };
187
-
188
- /**
189
- * One flight feather on a wing segment. Segment frame: P0 (proximal joint of the feather row: the
190
- * wrist for both rows), d (segment axis pointing outward), n (dorsal normal), length Ls, side.
191
- * f: { u (root along the row, 0 at P0), a (in-plane angle from d toward the trailing edge, rad),
192
- * lift (dorsal root offset, m), back (root offset toward the trailing edge, m), bend (out of plane,
193
- * + up, rad), twist (about its own axis, rad) }; `inward` = the row runs from P0 back along -d
194
- * (secondaries along the ulna from the wrist to the elbow).
195
- * Writes root, axis (unit) and normal (unit, dorsal side of the vane).
196
- */
197
- export function featherFrame(out, P0, d, n, Ls, side, f, a, inward) {
198
- const s = side;
199
- // trailing direction in the segment plane
200
- const tx = s * (n.y * d.z - n.z * d.y), ty = s * (n.z * d.x - n.x * d.z), tz = s * (n.x * d.y - n.y * d.x);
201
- const along = (inward ? -1 : 1) * Ls * f.u;
202
- set(out.root,
203
- P0.x + d.x * along + tx * f.back + n.x * f.lift,
204
- P0.y + d.y * along + ty * f.back + n.y * f.lift,
205
- P0.z + d.z * along + tz * f.back + n.z * f.lift);
206
- const ca = Math.cos(a), sa = Math.sin(a);
207
- let ax = d.x * ca + tx * sa, ay = d.y * ca + ty * sa, az = d.z * ca + tz * sa;
208
- const cb = Math.cos(f.bend || 0), sb = Math.sin(f.bend || 0);
209
- ax = ax * cb + n.x * sb; ay = ay * cb + n.y * sb; az = az * cb + n.z * sb;
210
- set(out.axis, ax, ay, az); nrm(out.axis);
211
- const dn = dot(n, out.axis);
212
- set(out.normal, n.x - out.axis.x * dn, n.y - out.axis.y * dn, n.z - out.axis.z * dn); nrm(out.normal);
213
- if (f.twist) rot(out.normal, out.normal, out.axis, s * f.twist);
214
- return out;
215
- }
216
-
217
- /**
218
- * One rectrix on the tail. Tail frame: P0 (tail tip joint), d (tail axis, backwards), n (dorsal),
219
- * lat (the bird's left). f: { x (lateral root offset, m, >0 = own side), lift, a (fan angle, rad,
220
- * outward), bend, twist }.
221
- */
222
- export function rectrixFrame(out, P0, d, n, lat, side, f, a) {
223
- const s = side;
224
- set(out.root, P0.x + lat.x * s * f.x + n.x * f.lift, P0.y + lat.y * s * f.x + n.y * f.lift, P0.z + lat.z * s * f.x + n.z * f.lift);
225
- const ca = Math.cos(a), sa = Math.sin(a);
226
- let ax = d.x * ca + lat.x * s * sa, ay = d.y * ca + lat.y * s * sa, az = d.z * ca + lat.z * s * sa;
227
- const cb = Math.cos(f.bend || 0), sb = Math.sin(f.bend || 0);
228
- ax = ax * cb + n.x * sb; ay = ay * cb + n.y * sb; az = az * cb + n.z * sb;
229
- set(out.axis, ax, ay, az); nrm(out.axis);
230
- const dn = dot(n, out.axis);
231
- set(out.normal, n.x - out.axis.x * dn, n.y - out.axis.y * dn, n.z - out.axis.z * dn); nrm(out.normal);
232
- if (f.twist) rot(out.normal, out.normal, out.axis, -s * f.twist);
233
- return out;
234
- }
235
-
236
- export const makeFeatherFrame = () => ({ root: v3(), axis: v3(), normal: v3() });
237
-
238
- // ---------------------------------------------------------------- species feather spec helpers
239
- // Resolves species.motion.feathers into per-feather records (angles in radians, lengths in metres at
240
- // the reference size). Spec:
241
- // primaries: [{ len, width, u, spread, fold, emarg?, lift?, bend?, twist? }] inner -> outer
242
- // secondaries: [{ len, width, u, spread, fold, lift?, ... }] wrist -> elbow
243
- // (any feather: arch? = vane edges below the rachis as a fraction of the half-width, default 0.12;
244
- // base0? = vane width at the root as a fraction of the full width, default 0.3; cov? = overrides of
245
- // its covert card: { lift, shift, lenK, widthK, shape }, see core/build/featherCards.js)
246
- // rectrices: [{ len, width, x, fan, lift?, arc? (deg: rachis bent on a circular arc toward the
247
- // inner vane, e.g. a rooster's sickles), ... }] central -> outer
248
- // coverts: { primary: len fraction, secondary: len fraction, tail: len fraction, rows? }
249
- export function resolveFeathers(spec = {}) {
250
- const P = (spec.primaries || []).map((f, i, arr) => ({
251
- kind: 'pri', i, n: arr.length, len: f.len, width: f.width, u: f.u, spread: f.spread * DEG, fold: f.fold * DEG,
252
- lift: f.lift ?? (arr.length - 1 - i) * 0.0006, back: f.back ?? 0.002, bend: (f.bend || 0) * DEG, twist: (f.twist ?? 4) * DEG,
253
- emarg: f.emarg || 0, outer: f.outer ?? 0.32, curve: f.curve ?? 0.05, droop: f.droop ?? 0.02, tipRound: f.tipRound ?? 0.35, arch: f.arch,
254
- finger: f.finger ?? 0, cov: f.cov, base0: f.base0,
255
- }));
256
- const nP = P.length;
257
- const Sd = (spec.secondaries || []).map((f, i, arr) => ({
258
- kind: 'sec', i, n: arr.length, len: f.len, width: f.width, u: f.u, spread: f.spread * DEG, fold: f.fold * DEG,
259
- lift: f.lift ?? (nP + i) * 0.0006, back: f.back ?? 0.002, bend: (f.bend || 0) * DEG, twist: (f.twist ?? 3) * DEG,
260
- emarg: 0, outer: f.outer ?? 0.42, curve: f.curve ?? 0.03, droop: f.droop ?? 0.015, tipRound: f.tipRound ?? 0.5, finger: 0, arch: f.arch,
261
- cov: f.cov, base0: f.base0,
262
- }));
263
- const R = (spec.rectrices || []).map((f, i, arr) => ({
264
- kind: 'rec', i, n: arr.length, len: f.len, width: f.width, x: f.x, fan: f.fan * DEG, fold: (f.fold || 0) * DEG,
265
- lift: f.lift ?? (arr.length - 1 - i) * 0.0008, bend: (f.bend || 0) * DEG, twist: (f.twist ?? 2) * DEG,
266
- outer: f.outer ?? (i === 0 ? 0.5 : 0.4), curve: f.curve ?? 0.0, droop: f.droop ?? 0.01, tipRound: f.tipRound ?? 0.55, emarg: 0, finger: 0,
267
- arc: (f.arc || 0) * DEG, arch: f.arch, cov: f.cov, base0: f.base0,
268
- }));
269
- return { primaries: P, secondaries: Sd, rectrices: R, coverts: { primary: 0.36, secondary: 0.46, tail: 0.42, ...(spec.coverts || {}) } };
270
- }
271
-
272
- // Bind-pose feather joints for one side from the bind wing configuration. Writes J[`pri{k}rL`] etc.
273
- // (left side; buildRig mirrors). Returns the per-feather bind frames (used by the card builder).
274
- export function featherJoints(J, wingSpec, feathers, tailSpec) {
275
- const F = resolveFeathers(feathers);
276
- const sh = J.shoulderL;
277
- const L = wingLengths(J, wingSpec);
278
- const fr = wingFK(makeWingFrames(), 1, L, degs({ ...wingSpec.bind, tilt: wingSpec.tilt }));
279
- const P0 = v3(sh[0] + fr.wrist.x, sh[1] + fr.wrist.y, sh[2] + fr.wrist.z);
280
- const out = { pri: [], sec: [], rec: [] };
281
- const eH = extension(wingSpec.bind.wrist * DEG, wingSpec.fold.wrist * DEG, (wingSpec.open || wingSpec.glide).wrist * DEG);
282
- const eU = extension(wingSpec.bind.elbow * DEG, wingSpec.fold.elbow * DEG, (wingSpec.open || wingSpec.glide).elbow * DEG);
283
- for (const f of F.primaries) {
284
- const o = featherFrame(makeFeatherFrame(), P0, fr.dM, fr.nM, L.m, 1, f, f.fold + (f.spread - f.fold) * eH, false);
285
- J[`pri${f.i + 1}rL`] = [o.root.x, o.root.y, o.root.z];
286
- J[`pri${f.i + 1}tL`] = [o.root.x + o.axis.x * f.len, o.root.y + o.axis.y * f.len, o.root.z + o.axis.z * f.len];
287
- out.pri.push({ f, ...o });
288
- }
289
- for (const f of F.secondaries) {
290
- const o = featherFrame(makeFeatherFrame(), P0, fr.dU, fr.nU, L.u, 1, f, f.fold + (f.spread - f.fold) * eU, true);
291
- J[`sec${f.i + 1}rL`] = [o.root.x, o.root.y, o.root.z];
292
- J[`sec${f.i + 1}tL`] = [o.root.x + o.axis.x * f.len, o.root.y + o.axis.y * f.len, o.root.z + o.axis.z * f.len];
293
- out.sec.push({ f, ...o });
294
- }
295
- // tail: the bind tail frame follows the pygostyle (tailBase -> tailTip), dorsal = up
296
- const tb = J.tailBase, tt = J.tailTip;
297
- const d = nrm(v3(tt[0] - tb[0], tt[1] - tb[1], tt[2] - tb[2]));
298
- const lat = v3(1, 0, 0);
299
- const n = nrm(crs(v3(), d, lat)); // d x left = up for a backward-pointing d
300
- if (n.y < 0) set(n, -n.x, -n.y, -n.z);
301
- const fan = (tailSpec && tailSpec.bindFan) ?? 0.2;
302
- for (const f of F.rectrices) {
303
- const o = rectrixFrame(makeFeatherFrame(), v3(tt[0], tt[1], tt[2]), d, n, lat, 1, f, f.fold + (f.fan - f.fold) * fan);
304
- J[`rec${f.i + 1}rL`] = [o.root.x, o.root.y, o.root.z];
305
- J[`rec${f.i + 1}tL`] = [o.root.x + o.axis.x * f.len, o.root.y + o.axis.y * f.len, o.root.z + o.axis.z * f.len];
306
- out.rec.push({ f, ...o });
307
- }
308
- return { J, frames: out, F, wing: fr, lengths: L };
309
- }
310
-
311
- // Segment lengths: from the species wing spec (reference size).
312
- export function wingLengths(J, w) { return { h: w.lengths[0], u: w.lengths[1], m: w.lengths[2] }; }
313
-
314
- export function degs(a) {
315
- return { elev: (a.elev || 0) * DEG, pitch: (a.pitch || 0) * DEG, alpha: (a.alpha || 0) * DEG, elbow: (a.elbow || 0) * DEG, wrist: (a.wrist || 0) * DEG, bend: (a.bend || 0) * DEG, twist: (a.twist || 0) * DEG, uTwist: (a.uTwist || 0) * DEG, tilt: (a.tilt || 0) * DEG };
316
- }
317
-
318
- // Wing joints (left) from the bind configuration.
319
- export function wingJoints(J, wingSpec) {
320
- const L = wingLengths(J, wingSpec);
321
- const fr = wingFK(makeWingFrames(), 1, L, degs({ ...wingSpec.bind, tilt: wingSpec.tilt }));
322
- const sh = J.shoulderL;
323
- J.elbowL = [sh[0] + fr.elbow.x, sh[1] + fr.elbow.y, sh[2] + fr.elbow.z];
324
- J.wristL = [sh[0] + fr.wrist.x, sh[1] + fr.wrist.y, sh[2] + fr.wrist.z];
325
- J.handTipL = [sh[0] + fr.tip.x, sh[1] + fr.tip.y, sh[2] + fr.tip.z];
326
- return fr;
327
- }
@@ -1,76 +0,0 @@
1
- // Standard quadruped skeleton (the names the quadruped motion engine expects).
2
- //
3
- // Axial: pelvis, spine1 (lumbar), spine2 (thoracolumbar), spine3 (thorax), chest, neck1, neck2, head, jaw
4
- // Front limb: scapula, humerus, radius, metacarpus (cannon in ungulates), fpaw (pastern + hoof in ungulates)
5
- // Hind limb: femur, tibia, metatarsus (cannon), hpaw
6
- // Joint names: nose, occiput, neckMid, neckBase, chestMid, thoraxRear, lumbarMid, lumbosacral, tailBase,
7
- // scapTop, shoulder, elbow, wrist, mcp, ftoe | hip, knee, hock, mtp, htoe (suffix L/R),
8
- // jawHinge, jawTip, earBase, earTip, tail1..tailN.
9
- // Plantigrade (bear, rat, rabbit hind) and unguligrade (hoofed) animals use the same names; only
10
- // the joint positions and the foot settings of the motion plan differ.
11
-
12
- export function quadrupedBones({ tailSegs = 10, ears = true, jaw = true, extra = [] } = {}) {
13
- const b = [
14
- ['pelvis', 'lumbosacral', 'tailBase', null, { region: 'torso' }],
15
- ['spine1', 'lumbosacral', 'lumbarMid', 'pelvis', { region: 'torso' }],
16
- ['spine2', 'lumbarMid', 'thoraxRear', 'spine1', { region: 'torso' }],
17
- ['spine3', 'thoraxRear', 'chestMid', 'spine2', { region: 'torso' }],
18
- ['chest', 'chestMid', 'neckBase', 'spine3', { region: 'torso' }],
19
- ['neck1', 'neckBase', 'neckMid', 'chest', { region: 'neck' }],
20
- ['neck2', 'neckMid', 'occiput', 'neck1', { region: 'neck' }],
21
- ['head', 'occiput', 'nose', 'neck2', { region: 'head' }],
22
- ];
23
- if (jaw) b.push(['jaw', 'jawHinge', 'jawTip', 'head', { region: 'jaw', group: 'jaw' }]);
24
- if (ears) b.push(['ear{S}', 'earBase{S}', 'earTip{S}', 'head', { region: 'ear', group: 'ear{S}' }]);
25
- b.push(
26
- ['scapula{S}', 'scapTop{S}', 'shoulder{S}', 'chest', { region: 'limb', group: 'F{S}' }],
27
- ['humerus{S}', 'shoulder{S}', 'elbow{S}', 'scapula{S}', { region: 'limb', group: 'F{S}' }],
28
- ['radius{S}', 'elbow{S}', 'wrist{S}', 'humerus{S}', { region: 'limb', group: 'F{S}' }],
29
- ['metacarpus{S}', 'wrist{S}', 'mcp{S}', 'radius{S}', { region: 'limb', group: 'F{S}' }],
30
- ['fpaw{S}', 'mcp{S}', 'ftoe{S}', 'metacarpus{S}', { region: 'foot', group: 'F{S}' }],
31
- ['femur{S}', 'hip{S}', 'knee{S}', 'pelvis', { region: 'limb', group: 'H{S}' }],
32
- ['tibia{S}', 'knee{S}', 'hock{S}', 'femur{S}', { region: 'limb', group: 'H{S}' }],
33
- ['metatarsus{S}', 'hock{S}', 'mtp{S}', 'tibia{S}', { region: 'limb', group: 'H{S}' }],
34
- ['hpaw{S}', 'mtp{S}', 'htoe{S}', 'metatarsus{S}', { region: 'foot', group: 'H{S}' }],
35
- );
36
- for (let i = 0; i < tailSegs; i++) b.push(['tail' + i, 'tail' + i, 'tail' + (i + 1), i === 0 ? 'pelvis' : 'tail' + (i - 1), { region: 'tail' }]);
37
- return b.concat(extra);
38
- }
39
-
40
- // Limb descriptions for the harmonic limb weights.
41
- // tCore: fraction of the way from the girdle top (scapTop / hip) to the elbow / knee below which
42
- // skin belongs rigidly to the limb; aCore / aBody: how much closer to the limb than to the
43
- // body (SDF distance, metres at unit 1) skin must be to count as limb core / body core;
44
- // midX: skin nearer the midline than this never follows the limb.
45
- export function quadrupedLimbs({ front, hind }) {
46
- const L = {};
47
- for (const S of ['L', 'R']) {
48
- const side = S === 'L' ? 1 : -1;
49
- L['F' + S] = {
50
- side, S, front: true,
51
- bones: ['scapula' + S, 'humerus' + S, 'radius' + S, 'metacarpus' + S, 'fpaw' + S],
52
- proximal: ['scapula' + S, 'humerus' + S], distal: ['metacarpus' + S, 'fpaw' + S],
53
- field: { a: 'scapTop' + S, b: 'elbow' + S, top: 'scapula' + S, ...front },
54
- };
55
- L['H' + S] = {
56
- side, S, front: false,
57
- bones: ['femur' + S, 'tibia' + S, 'metatarsus' + S, 'hpaw' + S],
58
- proximal: ['femur' + S], distal: ['metatarsus' + S, 'hpaw' + S],
59
- field: { a: 'hip' + S, b: 'knee' + S, top: 'femur' + S, ...hind },
60
- };
61
- }
62
- return L;
63
- }
64
-
65
- // Tail joints tail0..tailN from a base joint: per-segment pitch (degrees from horizontal, pointing
66
- // backwards) and lengths. Writes into J.
67
- export function tailChain(J, base, anglesDeg, lens, name = 'tail') {
68
- let p = J[base].slice();
69
- J[name + '0'] = p.slice();
70
- for (let i = 0; i < anglesDeg.length; i++) {
71
- const a = (anglesDeg[i] * Math.PI) / 180;
72
- p = [p[0], p[1] + Math.sin(a) * lens[i], p[2] - Math.cos(a) * lens[i]];
73
- J[name + (i + 1)] = p;
74
- }
75
- return J;
76
- }
@@ -1,79 +0,0 @@
1
- // Generic rig description. A species supplies joints (left side only for paired joints; the right
2
- // side is mirrored), a bone list and a few chains; this module turns that into the structures the
3
- // build pipeline and the motion engines use.
4
- //
5
- // Coordinates: metres, forward = +Z, up = +Y, the animal's left = +X. Bind pose stands on y = 0.
6
- //
7
- // Bone convention (shared with the skinning and the motion code): a bone's frame has its origin at
8
- // its head joint, +Y along the bone (head -> tail joint) and +X as close as possible to world +X.
9
- import { mirror, sub, norm, cross, len, dot } from '../math/vec.js';
10
-
11
- /**
12
- * @param {object} spec
13
- * joints: { name: [x,y,z] } names ending in L are mirrored to R
14
- * bones: [[name, headJoint, tailJoint, parent|null, { region, group }?], ...]
15
- * names containing '{S}' are expanded for S in L,R
16
- * axial: { points: [jointNames nose -> tail tip], bones: [boneNames between them] }
17
- * limbs: { FL: { side:'L', bones:[...], proximal:[...], distal:[...], field:{...} }, ... }
18
- * unit: characteristic length relative to the cheetah (shoulder height / 0.76 m)
19
- */
20
- export function buildRig(spec) {
21
- const J = {};
22
- for (const [k, v] of Object.entries(spec.joints)) J[k] = v.slice();
23
- for (const k of Object.keys(J)) if (k.endsWith('L') && !J[k.slice(0, -1) + 'R']) J[k.slice(0, -1) + 'R'] = mirror(J[k]);
24
- const defs = [];
25
- for (const d of spec.bones) {
26
- const [name, h, t, parent, meta = {}] = d;
27
- if (name.includes('{S}')) {
28
- for (const S of ['L', 'R']) {
29
- const r = (s) => (s ? s.replaceAll('{S}', S) : s);
30
- defs.push([r(name), r(h), r(t), r(parent), { ...meta, group: r(meta.group), side: S }]);
31
- }
32
- } else defs.push([name, h, t, parent, meta]);
33
- }
34
- const BONES = defs.map(([name, h, t, parent, meta], index) => {
35
- if (!J[h] || !J[t]) throw new Error(`bone ${name}: missing joint ${!J[h] ? h : t}`);
36
- return {
37
- name, index, headJ: h, tailJ: t, head: J[h], tail: J[t], parent,
38
- length: len(sub(J[t], J[h])),
39
- region: meta.region || 'torso',
40
- group: meta.group || 'axial',
41
- side: meta.side || null,
42
- };
43
- });
44
- const BONE = Object.fromEntries(BONES.map((b) => [b.name, b]));
45
- for (const b of BONES) if (b.parent && !BONE[b.parent]) throw new Error(`bone ${b.name}: unknown parent ${b.parent}`);
46
- const axial = spec.axial ? { points: spec.axial.points.map((p) => J[p]), names: spec.axial.points, bones: spec.axial.bones, blend: spec.axial.blend || {}, bodyTail: spec.axial.bodyTail, cascade: spec.axial.cascade || false } : null;
47
- const limbs = spec.limbs || {};
48
- return {
49
- J, BONES, BONE, AXIAL: axial, LIMBS: limbs,
50
- unit: spec.unit || 1,
51
- headOrigin: spec.headOrigin || null,
52
- meta: spec.meta || {},
53
- appendages: spec.appendages || [],
54
- webTags: spec.webTags || [],
55
- };
56
- }
57
-
58
- // Bone frame: origin at head joint, +Y along the bone, +X = lateral reference.
59
- export function boneFrame(head, tail, lateralRef = [1, 0, 0]) {
60
- const y = norm(sub(tail, head));
61
- let x = sub(lateralRef, [y[0] * dot(lateralRef, y), y[1] * dot(lateralRef, y), y[2] * dot(lateralRef, y)]);
62
- if (len(x) < 1e-6) x = [0, 0, 1];
63
- x = norm(x);
64
- const z = cross(x, y);
65
- return { x, y, z, o: head };
66
- }
67
-
68
- // Apply a point transform to every joint of a rig (used by the variation warps and by size scaling).
69
- export function transformRig(rig, f) {
70
- const J = {};
71
- for (const [k, v] of Object.entries(rig.J)) J[k] = f(v);
72
- const BONES = rig.BONES.map((b) => ({ ...b, head: J[b.headJ], tail: J[b.tailJ], length: len(sub(J[b.tailJ], J[b.headJ])) }));
73
- return {
74
- ...rig, J, BONES,
75
- BONE: Object.fromEntries(BONES.map((b) => [b.name, b])),
76
- AXIAL: rig.AXIAL ? { ...rig.AXIAL, points: rig.AXIAL.names.map((n) => J[n]) } : null,
77
- headOrigin: rig.headOrigin ? f(rig.headOrigin) : null,
78
- };
79
- }