@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
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  234. package/vendor/procedural-animals/src/species/sheep/sculpt.js +0 -542
  235. package/vendor/procedural-animals/src/species/snake/coat.js +0 -315
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  254. package/vendor/procedural-animals/src/worker.js +0 -29
@@ -1,314 +0,0 @@
1
- // Red fox behaviour layer for the quadruped engine (species.motion.hooks, see core/motion/actions.js).
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- //
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- // update(P, dt, layer) every frame over the action layer: the listening pose (freeze, head cocked
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- // from side to side, ears forward and turning), the brush as a counterweight
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- // (raised against a nose-down dive, level / low when trotting: the carriage
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- // table), sitting upright with the brush wrapped round the forefeet, the curled
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- // sleep with the brush drawn over the nose, the tail tucked when hit, ears
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- // laid back when dying; idle variants (listen, listen with a forepaw raised)
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- // pose(engine, dt) after the engine's solve: the ears swivel independently toward "sounds"
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- // (each on its own, fast), locked forward on the prey while listening
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- // actions attack / pounce: the mousing pounce (listen with the head cocked, crouch,
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- // a high arcing leap, the body turning nose-down in the air, forelegs
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- // together, brush up as a counterweight, landing forepaws first to pin the
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- // prey with the muzzle plunged into the ground); running: the built-in
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- // bite-lunge. listen: freeze and listen (head tilts, ear swivels, sometimes a
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- // forepaw raised). hit: the built-in flinch, tail clamped low.
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- //
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- // Distances are fox metres at the reference size x cfg.s; posture offsets that the engine multiplies
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- // by cfg.k (fwd, side, headRaise, neckReach) are divided by cfg.unit.
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- import * as THREE from 'three';
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- import { clamp, lerp, smooth, TAU, tv, tqa } from '../../core/motion/common.js';
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- import { mx, mxLeg, ONESHOTS, POSTURES, mouthGroundTarget } from '../../core/motion/actions.js';
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-
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- const _q = new THREE.Quaternion(), _s = new THREE.Vector3(1, 1, 1);
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- const _p = new THREE.Vector3(), _a = new THREE.Vector3();
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- const sm = (w) => w * w * (3 - 2 * w);
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- const U = (e) => e.cfg.unit; // engine units -> fox metres
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- const busy = (L) => L.postures.some((p) => p.target > 0) || L.oneshots.some((a) => !a.stopping);
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- const posture = (L, name) => L.postures.find((p) => p.name === name && p.w > 0);
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-
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- function B(e) {
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- if (!e._fox) {
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- e._fox = {
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- ear: [{ sw: 0, v: 0, target: 0, tNext: 0.5 }, { sw: 0, v: 0, target: 0, tNext: 1.3 }],
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- listen: 0, tiltPh: e.rand() * TAU, idleT: 6 + e.rand() * 6,
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- };
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- }
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- return e._fox;
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- }
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-
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- // head cocked from side to side while listening (~0.8 s per side, held, then swung over)
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- function tiltOf(t, ph) {
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- const x = (t * 0.55 + ph) % 2;
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- const side = x < 1 ? 1 : -1;
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- const u = x % 1;
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- // swing over in the first 30 % of each half cycle, then hold
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- const k = smooth(0, 0.3, u);
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- return lerp(-side, side, k);
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- }
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-
51
- // the listening pose (shared by the idle 'listen' action and the pounce's lead-in): head low and
52
- // forward over the ground ahead, cocked to one side then the other, ears pricked forward
53
- function applyListen(P, w, t, e, b, ph) {
54
- if (w <= 0) return;
55
- const tilt = tiltOf(t, ph);
56
- mx(P, 'lookW', 0, w);
57
- mx(P, 'headPitch', 0.4, w);
58
- mx(P, 'headRaise', -0.008 / U(e), w); mx(P, 'neckReach', 0.014 / U(e), w);
59
- P.headRoll += 0.42 * tilt * w;
60
- P.headYaw += 0.1 * tilt * w;
61
- mx(P, 'earFlat', -0.25, w); mx(P, 'earTwitch', 0, w);
62
- mx(P, 'tailIdle', 0.2, w);
63
- b.listen = Math.max(b.listen, w);
64
- }
65
-
66
- // ------------------------------------------------------------------------------------------------
67
- function update(P, dt, L) {
68
- const e = L.engine, b = B(e), cfg = e.cfg;
69
- b.listen = 0;
70
- for (const a of L.oneshots) {
71
- const w = sm(a.w);
72
- if (w <= 0) continue;
73
- if (a.name === 'hit') {
74
- // flinch: the brush clamped low, ears flat (core), body drops (core)
75
- const k = w * (1 - smooth(0.45, 0.75, a.t) * 0.6);
76
- mx(P, 'tailLift', -0.7, k); mx(P, 'tailStiff', 1.5, k); mx(P, 'tailIdle', 0, k);
77
- }
78
- }
79
- // dying / dead: ears folded back, head rolled onto its cheek
80
- for (const p of L.postures) {
81
- if (p.name === 'death') { const w = sm(clamp(p.w, 0, 1)) * smooth(0.3, 1.0, p.t); mx(P, 'earFlat', 1.1, w); mx(P, 'earTwitch', 0, w); mx(P, 'headRoll', p.side * 0.8, w); P.headPos.y += 0.035 * cfg.s * w; }
82
- }
83
- // sitting upright on the haunches: the brush wrapped round the forefeet, head up
84
- const sit = posture(L, 'sit');
85
- if (sit) {
86
- const w = sm(clamp(sit.w, 0, 1)) * smooth(0.4, 1.4, sit.t);
87
- mx(P, 'tailSide', sit.side * 1.5, w); mx(P, 'tailCurl', sit.side * 2.2, w); mx(P, 'tailStiff', 0.8, w);
88
- mx(P, 'headRaise', 0.012 / U(e), w);
89
- }
90
- // curled asleep: a tight ring, the brush drawn round over the nose and forepaws
91
- const sleep = posture(L, 'sleep');
92
- if (sleep && sleep.tune.style !== 'lateral') {
93
- const c = sm(clamp(sleep.w, 0, 1)) * smooth(1.2, 3.2, sleep.t);
94
- mx(P, 'bend', sleep.side * 1.8, c); mx(P, 'tailSide', sleep.side * 3.6, c); mx(P, 'tailCurl', 0, c); mx(P, 'tailStiff', 0.6, c);
95
- mx(P, 'headYaw', sleep.side * 1.5, c); mx(P, 'flex', 0.25, c);
96
- P.headPos.y += 0.032 * cfg.s * c;
97
- // the head tucked back along the flank toward the hind feet, nose into the brush
98
- P.headPos.addScaledVector(e.fr.F, -0.1 * cfg.s * c).addScaledVector(e.fr.Lf, sleep.side * 0.05 * cfg.s * c);
99
- }
100
-
101
- // idle variants: stop and listen (sometimes with a forepaw raised)
102
- if (e.idleVariants !== false && L.idle.w > 0.98 && !busy(L) && !e.input.look && !e.input.follow) {
103
- b.idleT -= dt;
104
- if (b.idleT <= 0) {
105
- b.idleT = 8 + e.rand() * 10;
106
- L.play('listen', { paw: e.rand() < 0.45 });
107
- }
108
- } else if (busy(L)) b.idleT = Math.max(b.idleT, 4);
109
- }
110
-
111
- // ------------------------------------------------------------------------------------------------
112
- // pose: independent ear swivels ("radar" ears), both locked forward while listening
113
- function pose(e, dt) {
114
- const b = B(e), P = e.P, cfg = e.cfg;
115
- if (e.lod >= 2 || !cfg.hasEars) return;
116
- const awake = 1 - P.eyelid * 0.8;
117
- const still = 1 - smooth(0.5, 3, e.speed / cfg.sq);
118
- const lis = b.listen;
119
- for (let k = 0; k < 2; k++) {
120
- const E = b.ear[k], s = k === 0 ? 1 : -1;
121
- const bone = k === 0 ? e.bone.earL : e.bone.earR;
122
- if (!bone) continue;
123
- E.tNext -= dt * (1 + 1.5 * lis);
124
- if (E.tNext <= 0) {
125
- E.tNext = 0.8 + e.rand() * 3;
126
- // a new "sound": often sideways or back, sometimes straight ahead; listening: small scans
127
- // around straight ahead (the ears pinpoint the prey)
128
- E.target = lis > 0.3 ? (e.rand() - 0.5) * 0.5 : e.rand() < 0.35 ? 0 : (e.rand() - 0.2) * 1.4 * s;
129
- }
130
- const want = E.target * still * awake * (1 - Math.max(0, P.earFlat) * (1 - lis)) * (1 - smooth(0.25, 0.7, Math.abs(P.roll))) * (1 - clamp(P.headW, 0, 1));
131
- const om = 17; // fast, critically damped swivel
132
- E.v += (om * om * (want - E.sw) - 2 * om * E.v) * dt;
133
- E.sw += E.v * dt;
134
- if (Math.abs(E.sw) < 1e-4) continue;
135
- const base = _p.setFromMatrixPosition(bone.matrixWorld);
136
- _q.setFromRotationMatrix(bone.matrixWorld);
137
- _a.set(0, 1, 0).applyQuaternion(_q);
138
- _q.premultiply(tqa(_a, E.sw));
139
- bone.matrixWorld.compose(base, _q, _s);
140
- }
141
- }
142
-
143
- // ------------------------------------------------------------------------------------------------
144
- // listen: freeze, head low and cocked from side to side, ears pricked; optionally a forepaw raised
145
- const listen = {
146
- kind: 'oneshot', fade: 0.35,
147
- start(inst, L) {
148
- inst.dur = inst.opts.loop ? Infinity : (inst.opts.duration ?? 3.2 + L.engine.rand() * 1.6);
149
- inst.ph = L.engine.rand() * 2;
150
- inst.paw = inst.opts.paw ? (L.engine.rand() < 0.5 ? 0 : 1) : -1;
151
- },
152
- update(inst) { return inst.t >= inst.dur; },
153
- apply(P, w, inst, L) {
154
- const e = L.engine, b = B(e), s = e.cfg.s;
155
- applyListen(P, w, inst.t, e, b, inst.ph);
156
- mx(P, 'speedScale', 0.3, w);
157
- if (inst.paw >= 0) {
158
- // one forepaw held up, the carpus folded (alert)
159
- const k = w * smooth(0.3, 0.8, inst.t) * (1 - smooth(inst.dur - 0.7, inst.dur - 0.2, inst.t));
160
- const i = inst.paw, leg = e.legs[i];
161
- const tp = tv().copy(leg.plant).addScaledVector(e.forward(e.heading, tv()), -0.012 * s);
162
- tp.y += 0.07 * s;
163
- P.legs[i].target.lerp(tp, k / Math.max(1e-3, P.legs[i].reach + k));
164
- mxLeg(P, i, 'reach', 1, k);
165
- mx(P, 'side', -(i === 0 ? 1 : -1) * 0.004 / U(e), k);
166
- }
167
- },
168
- };
169
-
170
- // ------------------------------------------------------------------------------------------------
171
- // attack: the mousing pounce. Stands and listens with the head cocked (~1.4 s), crouches, launches a
172
- // high arcing leap (the engine's jump mechanics with its push-off; ~0.55 m high, ~1.2 m long at the
173
- // reference size, or to opts.target), the body turning nose-down on the way up and diving steeply,
174
- // forelegs held together and pointing down at the prey, the brush raised behind as a counterweight;
175
- // lands forepaws first together to pin the prey, the muzzle plunging into the ground. Running: the
176
- // built-in bite-lunge.
177
- const LISTEN = 1.4; // s of listening before the leap
178
- const POUNCE = { height: 0.55, distance: 1.2, land: [0.55, 0.3] };
179
- function makePounce(forcePounce) {
180
- return {
181
- kind: 'oneshot', fade: 0.15, needsStand: true, airborne: true,
182
- start(inst, L) {
183
- const e = L.engine;
184
- inst.run = forcePounce ? 0 : smooth(1.2, 3, e.speed / e.cfg.sq);
185
- inst.delay = inst.run > 0.5 ? 0 : (inst.opts.listen ?? LISTEN) * e.cfg.sq;
186
- inst.ph = e.rand() * 2;
187
- inst.dur = Infinity;
188
- if (inst.run > 0.5) {
189
- inst.lunge = { ...inst, tune: { style: 'bite-lunge' } };
190
- ONESHOTS.attack.start(inst.lunge, L);
191
- }
192
- },
193
- update(inst, dt, L) {
194
- if (inst.lunge) { inst.lunge.t = inst.t; return ONESHOTS.attack.update.call(ONESHOTS.attack, inst.lunge, dt, L); }
195
- if (inst.t < inst.delay) return false;
196
- if (!inst.leap) {
197
- inst.leap = { ...inst, t: 0, tune: POUNCE, opts: { target: inst.opts.target } };
198
- ONESHOTS.jump.start(inst.leap, L);
199
- }
200
- const J = inst.leap;
201
- J.t = inst.t - inst.delay;
202
- ONESHOTS.jump.update(J, dt, L);
203
- inst.phase = J.phase;
204
- if (inst.landT !== undefined && inst.t - inst.landT > 1.25) return true;
205
- return false;
206
- },
207
- onLand(inst, L) {
208
- if (inst.lunge) return ONESHOTS.attack.onLand.call(ONESHOTS.attack, inst.lunge, L);
209
- if (!inst.leap) return;
210
- ONESHOTS.jump.onLand(inst.leap, L);
211
- inst.landT = inst.t;
212
- const e = L.engine;
213
- // (no speed cut here: a sudden drop of the speed jumps the head carriage; the engine decelerates)
214
- const p = e.legs[0].contact.clone().lerp(e.legs[1].contact, 0.5);
215
- const dir = inst.opts.target ? inst.opts.target.clone().sub(e.pos).setY(0).normalize() : e.forward(e.heading, new THREE.Vector3());
216
- e.emit('attackHit', { position: p, direction: dir, style: 'pounce' });
217
- },
218
- apply(P, w, inst, L) {
219
- const e = L.engine, t = inst.t, cfg = e.cfg, s = cfg.s;
220
- if (inst.lunge) return ONESHOTS.attack.apply(P, w, inst.lunge, L);
221
- const b = B(e);
222
- // listening: frozen, head cocked, ears pricked on the prey
223
- const lw = w * (1 - smooth(inst.delay - 0.35, inst.delay - 0.05, t));
224
- applyListen(P, lw, t, e, b, inst.ph);
225
- if (inst.opts.target) { P.look = inst.opts.target; mx(P, 'lookW', 0.5, w * (1 - lw)); }
226
- // the gathering crouch on the hind legs just before the leap
227
- const c = smooth(inst.delay - 0.45, inst.delay - 0.1, t) * (inst.leap && inst.leap.phase !== 'crouch' ? 0 : 1) * w;
228
- mx(P, 'dropH', 0.3, c); mx(P, 'dropF', 0.12, c); mx(P, 'headPitch', 0.35, c);
229
- mx(P, 'earFlat', -0.2, w * (inst.landT === undefined ? 1 : 1 - smooth(0.4, 0.9, t - inst.landT)));
230
- const J = inst.leap;
231
- if (!J) return;
232
- ONESHOTS.jump.apply(P, w, J, L);
233
- if (J.phase === 'air') {
234
- const T = (2 * J.vy) / 9.81, x = clamp((J.t - J.tAir) / T, 0, 1);
235
- // body: nose up leaving the ground, turning over to a steep nose-down dive
236
- const k0 = smooth(0, 0.1, J.t - J.tAir) * w;
237
- // (kept for the landing, which fades them out: the touchdown comes whenever the forepaws
238
- // meet the ground, not at a fixed point of the flight)
239
- const A = inst.air || (inst.air = {});
240
- A.pitch = lerp(0.35, -0.8, smooth(0.1, 0.7, x)); A.flex = lerp(-0.15, 0.25, smooth(0.2, 0.8, x));
241
- A.tail = lerp(0.2, 1.1, smooth(0.2, 0.85, x)); A.head = lerp(-0.1, 0.35, smooth(0.2, 0.75, x)) - 0.9 * A.pitch; // (the head is levelled in space: follow the body into the dive)
242
- A.ext = smooth(0.1, 0.5, x) * (1 - smooth(0.8, 1, x)); A.jaw = 0.3 * smooth(0.6, 0.95, x); A.x = x;
243
- airPose(P, A, k0);
244
- mx(P, 'jawOmega', 25, w);
245
- // forelegs: reach forward together, then down at the prey
246
- foreReach(P, e, smooth(0.05, 0.4, x) * k0, x);
247
- } else if (J.phase === 'land') {
248
- // forepaws pin together; the muzzle plunges into the ground between them, then comes up
249
- const x = J.t - J.tLand;
250
- if (inst.air) airPose(P, inst.air, w * (1 - smooth(0, 0.3, x)));
251
- const pin = (1 - smooth(0.45, 0.8, x)) * w;
252
- foreReach(P, e, pin, 1);
253
- const plunge = smooth(0.03, 0.42, x) * (1 - smooth(0.7, 1.15, x)) * w;
254
- // (the spot is fixed at the landing: the forepaws may still settle)
255
- // (from the shoulders, not the leg plants: a paw still finishing its swing keeps the take-off spot)
256
- if (!inst.plungeAt) {
257
- const g = new THREE.Vector3().copy(e.fr.shC).addScaledVector(e.forward(e.heading, tv()), 0.1 * s);
258
- const pseudo = { cfg, fr: e.fr, heading: e.heading, legs: [{ plant: g }, { plant: g }] };
259
- inst.plungeAt = mouthGroundTarget(pseudo, new THREE.Vector3(), 1.1, (px, pz) => e.terrainH(px, pz), 0.55);
260
- inst.plungeAt.y += 0.012 * s; // (the open lower jaw clears the ground)
261
- }
262
- if (plunge > 0) {
263
- const hp = inst.plungeAt;
264
- P.headPos.lerp(hp, plunge / Math.max(1e-3, P.headW + plunge));
265
- mx(P, 'headW', 1, plunge); mx(P, 'headReach', 1, plunge); mx(P, 'headPitch', 1.1, plunge);
266
- mx(P, 'headOmega', 2.2, plunge);
267
- }
268
- mx(P, 'jaw', 0.3 * (1 - smooth(0.1, 0.3, x)) + 0.05 * smooth(0.35, 0.6, x) * (1 - smooth(0.9, 1.1, x)), w); mx(P, 'jawOmega', 30, w);
269
- mx(P, 'dropF', 0.45, pin); mx(P, 'dropH', 0.15, pin);
270
- mx(P, 'tailLift', 0.5, (1 - smooth(0.2, 0.8, x)) * w);
271
- }
272
- },
273
- };
274
- }
275
- const attack = makePounce(false);
276
- const pounce = makePounce(true);
277
-
278
- // forelegs held together: reaching ahead of the shoulders, pointing down at the prey through the
279
- // dive (x: 0..1 of the flight; 1 = on the ground, the same target the landing pins)
280
- function foreReach(P, e, k, x) {
281
- if (k <= 0) return;
282
- const s = e.cfg.s, fwd = e.forward(e.heading, tv()), lat = e.left(e.heading, tv());
283
- for (let i = 0; i < 2; i++) {
284
- const Ld = e.legs[i].def;
285
- const tp = tv().copy(e.fr.shC).addScaledVector(fwd, lerp(0.14, 0.1, x) * s).addScaledVector(lat, Ld.s * Ld.cx * 0.5);
286
- const g = e.terrainH(tp.x, tp.z);
287
- tp.y = Math.max(g + 0.004 * s, lerp(e.fr.shC.y - 0.12 * s, g + 0.004 * s, smooth(0.45, 1, x)));
288
- P.legs[i].target.lerp(tp, k / Math.max(1e-3, P.legs[i].reach + k));
289
- mxLeg(P, i, 'reach', 1, k);
290
- }
291
- }
292
-
293
- // the flight pose: body nose up leaving the ground turning over into a steep nose-down dive, arched
294
- // over the top; the brush raised behind as a counterweight; head in line with the dive, mouth opening;
295
- // hind legs trailing, stretched out behind
296
- function airPose(P, A, k) {
297
- if (k <= 0) return;
298
- mx(P, 'pitch', A.pitch, k); mx(P, 'flex', A.flex, k);
299
- mx(P, 'tailLift', A.tail, k); mx(P, 'tailStiff', 1.4, k); mx(P, 'tailIdle', 0, k);
300
- mx(P, 'headPitch', A.head, k); mx(P, 'jaw', A.jaw, k);
301
- for (let i = 2; i < 4; i++) P.legs[i].extend = lerp(P.legs[i].extend, 1, A.ext * k);
302
- }
303
-
304
- // hit: the built-in flinch; the brush is clamped low in update()
305
- const hit = { ...ONESHOTS.hit, kind: 'oneshot', fade: 0.12 };
306
-
307
- export const foxHooks = {
308
- update, pose,
309
- actions: {
310
- attack, pounce, listen, hit,
311
- // (a light animal gets up from its side quickly)
312
- death: { ...POSTURES.death, kind: 'posture', fadeOut: 1.2 },
313
- },
314
- };