@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
@@ -1,272 +0,0 @@
1
- // The build pipeline: species data -> seeded individual -> SDF sculpt -> meshed regions -> skin
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- // weights -> coat -> proportion warp and size -> packed, transferable arrays.
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- //
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- // Every stage is deterministic in (species, seed, options), so a worker can redo `prepare` from the
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- // species id and seed instead of receiving functions.
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- import { SDFModel } from '../sdf/sdf.js';
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- import { meshRegion } from './mesh.js';
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- import { computeWeights } from './weights.js';
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- import { composeWarps, warpMesh, warpScaleAt } from './warp.js';
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- import { transformRig } from '../rig/rig.js';
11
- import { rng } from '../math/vec.js';
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- import { eyeFrameOf } from '../sdf/eyeSocket.js';
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- import { limitFurSlope, FUR_SLOPE_DEFAULTS } from './furSlope.js';
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- import { measureSeams } from './seams.js';
15
- import { sharpenFinEdges } from './finEdges.js';
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-
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- export const FORMAT_VERSION = 1;
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-
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- // Mesh resolution multiplier and render settings per quality tier.
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- export const QUALITY = {
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- hero: { res: 1.0, shells: 40, fins: true, eyePatches: true },
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- high: { res: 1.3, shells: 28, fins: true, eyePatches: true },
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- medium: { res: 2.0, shells: 16, fins: false, eyePatches: false },
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- low: { res: 3.0, shells: 8, fins: false, eyePatches: false },
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- crowd: { res: 4.2, shells: 0, fins: false, eyePatches: false },
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- };
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-
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- export function normaliseOptions(opts = {}) {
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- const quality = QUALITY[opts.quality] ? opts.quality : 'high';
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- return { seed: (opts.seed ?? 1) >>> 0, quality, sex: opts.sex, age: opts.age, variant: opts.variant, overrides: opts.overrides || {} };
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- }
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-
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- export function prepare(species, opts) {
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- const o = normaliseOptions(opts);
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- const R = rng(o.seed * 2654435761 + 12345);
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- const params = { ...species.variation(R, o), ...o.overrides };
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- params.seed = o.seed;
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- const rig = species.rig(params);
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- const model = new SDFModel();
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- species.sculpt(model, rig, params);
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- if (params.minThick) inflateThin(model, QUALITY[o.quality].res, params.minThick);
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- const Q = QUALITY[o.quality];
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- const reg = species.regions(rig, params, Q);
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- return { o, params, rig, model, reg, Q };
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- }
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-
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- // primitives tagged thin (ears, tail tips) are inflated at coarse tiers so they do not vanish
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- function inflateThin(model, res, minThick) {
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- if (res < 1.9) return;
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- const t = minThick * res;
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- for (const p of model.prims) {
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- if (!p.thin || p.carve) continue;
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- if (p.type === 0) for (let i = 12; i < 15; i++) p.P[i] = Math.max(p.P[i], t);
54
- if (p.type === 3) { p.P[12] = Math.max(p.P[12], t); p.P[13] = Math.max(p.P[13], Math.min(t, p.P[12])); }
55
- }
56
- }
57
-
58
- export function meshJob(species, opts, jobIndex, prep = prepare(species, opts)) {
59
- return prep.reg.jobs[jobIndex].map((R) => meshRegion(prep.model, R));
60
- }
61
-
62
- export function jobCount(species, opts) {
63
- return prepare(species, opts).reg.jobs.length;
64
- }
65
-
66
- export function finish(species, opts, meshedJobs, prep = prepare(species, opts), onProgress = () => {}) {
67
- const t0 = now();
68
- const { rig, model, reg, params, o, Q } = prep;
69
- const order = reg.jobs.flat().map((r) => r.name);
70
- const regDef = Object.fromEntries(reg.jobs.flat().map((r) => [r.name, r]));
71
- const parts = meshedJobs.flat().sort((a, b) => order.indexOf(a.name) - order.indexOf(b.name));
72
- let nV = 0, nI = 0;
73
- for (const p of parts) { p.v0 = nV; nV += p.count; nI += p.indices.length; }
74
- let pos = new Float32Array(nV * 3), nrm = new Float32Array(nV * 3);
75
- let index = new Uint32Array(nI);
76
- const lists = new Array(nV);
77
- const regionOf = new Uint8Array(nV);
78
- const patchOf = new Uint8Array(nV);
79
- const rigidBone = new Int16Array(nV).fill(-1);
80
- let io = 0;
81
- parts.forEach((p, pi) => {
82
- pos.set(p.positions, p.v0 * 3);
83
- nrm.set(p.normals, p.v0 * 3);
84
- if (p.patch) patchOf.set(p.patch, p.v0);
85
- for (let i = 0; i < p.indices.length; i++) index[io++] = p.indices[i] + p.v0;
86
- const L = p.listIds.map((ids) => Array.from(ids, (id) => model.prims[id]));
87
- const rb = regDef[p.name].rigidBone ? rig.BONE[regDef[p.name].rigidBone].index : -1;
88
- for (let i = 0; i < p.count; i++) { lists[p.v0 + i] = L[p.listIndex[i]]; regionOf[p.v0 + i] = pi; rigidBone[p.v0 + i] = rb; }
89
- });
90
- const regionNames = parts.map((p) => p.name);
91
- // fin slabs tagged `sharpen` get knife edges below the cell size (finEdges.js; opt-in)
92
- if (model.prims.some((pr) => pr.sharpen)) sharpenFinEdges({ pos, nrm, index, lists, nV, regionOf }, parts.map((p) => regDef[p.name].h));
93
- onProgress('weights');
94
- const weights = computeWeights({ pos, nrm, index, lists, rigidBone, nV }, rig);
95
- const t1 = now();
96
- // cross-fade of overlapping regions
97
- let fade = new Float32Array(nV).fill(1);
98
- if (reg.fade) for (let v = 0; v < nV; v++) fade[v] = reg.fade(pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2], regionNames[regionOf[v]], patchOf[v]);
99
- // how far the overlapping surfaces lie apart at their hand-over: the depth of the renderer's seam
100
- // skirt (seams.js)
101
- const seams = measureSeams({ pos, nrm, index, nV, fade, regionOf, patchOf, hOf: parts.map((p) => regDef[p.name].h) });
102
- onProgress('coat');
103
- const coat = species.coat({ model, rig, params, pos, nrm, index, lists, regionOf, regionNames, patchOf, rigidBone, weights, nV, fade, rng: rng(o.seed * 7919 + 17), quality: o.quality, Q });
104
- // (species.render may be a function of the individual: a mark colour that follows the morph)
105
- const hints = (typeof species.render === 'function' ? species.render(params) : species.render) || {};
106
- // no fur walls: hair may not rise faster than the render hint's slope above the hair around it
107
- // (furSlope.js; the crowd tier draws no shells)
108
- let furSlope = null;
109
- if (Q.shells > 0 && coat.furLen && coat.tint && hints.furSlope !== false) {
110
- furSlope = limitFurSlope(coat.furLen, pos, index, nV, coat.tint, {
111
- slope: hints.furSlope ?? FUR_SLOPE_DEFAULTS.slope, free: hints.furSlopeFree ?? FUR_SLOPE_DEFAULTS.free, perVertex: coat.furSlope || null,
112
- });
113
- }
114
- if (Q.shells <= 0) prefilterPattern(coat, index, nV, pos, hints.markColor || [0.016, 0.0105, 0.0075]);
115
- const t2 = now();
116
-
117
- // ---- extra (non-SDF) surfaces: feather cards etc., rigidly skinned, with their own attributes
118
- const extra = species.surfaces ? species.surfaces({ rig, params, Q, quality: o.quality, model }) : null;
119
- let skinIndex = weights.skinIndex, skinWeight = weights.skinWeight;
120
- if (extra && extra.nV) {
121
- const n0 = nV, n1 = nV + extra.nV;
122
- const cat = (a, b, k, T = Float32Array) => { const r = new T(n1 * k); r.set(a.subarray(0, n0 * k)); r.set(b, n0 * k); return r; };
123
- const idx = new Uint32Array(index.length + extra.index.length);
124
- idx.set(index); for (let i = 0; i < extra.index.length; i++) idx[index.length + i] = extra.index[i] + n0;
125
- pos = cat(pos, extra.pos, 3); nrm = cat(nrm, extra.nrm, 3); index = idx;
126
- skinIndex = cat(skinIndex, extra.skinIndex, 4, Uint16Array); skinWeight = cat(skinWeight, extra.skinWeight, 4);
127
- coat.comb = cat(coat.comb, extra.comb, 3); coat.tint = cat(coat.tint, extra.tint, 4);
128
- coat.pattern = cat(coat.pattern || new Float32Array(n0).fill(1), extra.pattern, 1);
129
- coat.mark = cat(coat.mark || new Float32Array(n0).fill(1), extra.mark, 1);
130
- coat.furLen = cat(coat.furLen || new Float32Array(n0), extra.furLen, 1);
131
- coat.patternColor = cat(coat.patternColor || constant4(n0, [0.016, 0.0105, 0.0075, 1]), extra.patternColor, 4);
132
- coat.surf = cat(coat.surf || new Float32Array(n0 * 4), extra.surf, 4);
133
- fade = cat(fade, new Float32Array(extra.nV).fill(1), 1);
134
- nV = n1; nI = index.length;
135
- }
136
-
137
- // ---- proportion warps and size, applied to the finished surface and the skeleton
138
- const size = params.size || 1;
139
- const warps = [...(params.warps || [])];
140
- if (size !== 1) warps.push({ type: 'scale', k: size });
141
- const W = composeWarps(warps);
142
- let rigOut = rig;
143
- let eyes = (species.eyeSpecs ? species.eyeSpecs(params, rig) : []).map((e) => {
144
- const f = eyeFrameOf(e.spec, e.headOrigin, e.side);
145
- return { ...e, frame: f, scale: 1 };
146
- });
147
- const scaleLen = (arr, k) => { if (arr && k !== 1) for (let i = 0; i < arr.length; i++) arr[i] *= k; };
148
- if (W) {
149
- warpMesh(pos, nrm, W);
150
- rigOut = transformRig(rig, W);
151
- eyes = eyes.map((e) => ({ ...e, frame: { ...e.frame, c: W(e.frame.c) }, scale: warpScaleAt(W, e.frame.c) }));
152
- scaleLen(coat.pattern, size);
153
- scaleLen(coat.mark, size);
154
- scaleLen(coat.furLen, Math.pow(size, 0.35));
155
- }
156
-
157
- const out = {
158
- version: FORMAT_VERSION,
159
- species: species.id,
160
- seed: o.seed,
161
- quality: o.quality,
162
- params: jsonSafe(params),
163
- nV,
164
- pos, nrm, index,
165
- skinIndex,
166
- skinWeight,
167
- comb: coat.comb,
168
- tint: coat.tint,
169
- coat: interleave(nV, coat.pattern, coat.mark, coat.furLen, fade),
170
- pat: coat.patternColor || constant4(nV, [0.016, 0.0105, 0.0075, 1]),
171
- surf: coat.surf || new Float32Array(nV * 4),
172
- // seam skirt depth (m, final size; the warps are within ~15 %): coatMaterial sinks the handed-over
173
- // half of every cross-fade band by up to this much under the surface taking over
174
- seamSink: +(seams.sink * size * 1.15).toFixed(6),
175
- joints: rigOut.J,
176
- bones: rigOut.BONES.map((b) => ({ name: b.name, parent: b.parent, headJ: b.headJ, tailJ: b.tailJ, region: b.region, group: b.group })),
177
- refJoints: rig.J,
178
- eyes: eyes.map((e) => ({ side: e.side, bone: e.bone || 'head', c: e.frame.c, x: e.frame.x, y: e.frame.y, z: e.frame.z, scale: e.scale * (size !== 1 && !W ? size : 1), spec: e.spec, look: e.look || {} })),
179
- prims: model.prims.map((p) => ({ type: p.type, P: Array.from(p.P), bone: p.bone, group: p.group, part: p.part, carve: p.carve, tag: p.tag, k: p.k })),
180
- stats: {
181
- nV, tris: nI / 3, prims: model.prims.length, bones: rig.BONES.length, weightsMs: Math.round(t1 - t0), coatMs: Math.round(t2 - t1),
182
- ...(furSlope ? { furSlopeShortened: furSlope.shortened, furSlopeMaxCutMm: +(furSlope.maxCut * 1000).toFixed(1) } : {}),
183
- ...(seams.samples ? { seamMaxMm: +(seams.max * 1000).toFixed(2), seamSinkMm: +(seams.sink * 1000).toFixed(2) } : {}),
184
- ...(coat.stats || {}),
185
- },
186
- };
187
- return out;
188
- }
189
-
190
- export function buildSync(species, opts, onProgress = () => {}) {
191
- const t0 = now();
192
- const prep = prepare(species, opts);
193
- const jobs = prep.reg.jobs.map((_, i) => { onProgress('mesh ' + i); return meshJob(species, opts, i, prep); });
194
- const d = finish(species, opts, jobs, prep, onProgress);
195
- d.stats.buildMs = Math.round(now() - t0);
196
- return d;
197
- }
198
-
199
- const now = () => (typeof performance !== 'undefined' ? performance.now() : Date.now());
200
-
201
- // Crowd tier (no shells, ~2 cm cells): the pattern and mark fields are signed distances sampled per
202
- // vertex, and features are about the size of a cell (spot centres even sit on vertices), so the
203
- // crisp zero level aliases: dense small spots (paws, lower legs) cover every vertex and turn whole
204
- // paws black, spots become polygons, a tail tip ring swallows the white tip. Prefilter like a mip
205
- // level: per vertex, the fraction of its surrounding triangles the (linearly interpolated) field
206
- // covers. Spots are then drawn as that coverage (pattern inside everywhere, the pattern colour's
207
- // intensity scaled by the coverage: soft blobs of the right size and tone); crisp marks (tear lines,
208
- // tail rings) are mixed into the base colour by their coverage.
209
- function prefilterPattern(coat, index, nV, pos, markColor) {
210
- // per vertex: area-weighted fraction of the incident triangles the linear field covers, capped by
211
- // the size of the features around it (a vertex on a 4 mm spot centre, with neighbours on other
212
- // small spots, reads fully covered although the spots cover ~15 % of its area): the deepest
213
- // inside value in its 1-ring is taken as the local feature radius r, coverage <= (r / (h / 2))^2
214
- const coverage = (f) => {
215
- const acc = new Float64Array(nV), wsum = new Float64Array(nV), deep = new Float64Array(nV), hsum = new Float64Array(nV), hn = new Float64Array(nV);
216
- for (let i = 0; i < index.length; i += 3) {
217
- const a = index[i], b = index[i + 1], c = index[i + 2];
218
- const ux = pos[b * 3] - pos[a * 3], uy = pos[b * 3 + 1] - pos[a * 3 + 1], uz = pos[b * 3 + 2] - pos[a * 3 + 2];
219
- const vx = pos[c * 3] - pos[a * 3], vy = pos[c * 3 + 1] - pos[a * 3 + 1], vz = pos[c * 3 + 2] - pos[a * 3 + 2];
220
- const area = 0.5 * Math.hypot(uy * vz - uz * vy, uz * vx - ux * vz, ux * vy - uy * vx);
221
- const fr = negFraction(f[a], f[b], f[c]);
222
- const d = Math.max(0, -f[a], -f[b], -f[c]), h = Math.hypot(ux, uy, uz) + Math.hypot(vx, vy, vz);
223
- for (const v of [a, b, c]) { acc[v] += area * fr; wsum[v] += area; deep[v] = Math.max(deep[v], d); hsum[v] += h; hn[v] += 2; }
224
- }
225
- return Float32Array.from(acc, (x, v) => {
226
- if (!(wsum[v] > 0)) return 0;
227
- const h = hsum[v] / hn[v];
228
- return Math.min(x / wsum[v], Math.min(1, (deep[v] / (0.5 * h)) ** 2));
229
- });
230
- };
231
- if (coat.pattern) {
232
- const cov = coverage(coat.pattern);
233
- const pc = coat.patternColor || (coat.patternColor = new Float32Array(nV * 4).map((_, i) => [0.016, 0.0105, 0.0075, 1][i % 4]));
234
- // (a contrast curve keeps the blobs reading as spots rather than a stain)
235
- for (let v = 0; v < nV; v++) { const k = Math.min(1, Math.max(0, (cov[v] - 0.12) / 0.43)); pc[v * 4 + 3] *= k * k * (3 - 2 * k); coat.pattern[v] = -1; }
236
- }
237
- if (coat.mark && coat.tint) {
238
- // crisp marks have no intensity channel: their coverage goes into the base colour instead
239
- const cov = coverage(coat.mark), t = coat.tint;
240
- for (let v = 0; v < nV; v++) {
241
- const k = cov[v];
242
- for (let i = 0; i < 3; i++) t[v * 4 + i] += (markColor[i] - t[v * 4 + i]) * k;
243
- coat.mark[v] = 1;
244
- }
245
- }
246
- }
247
- // area fraction of a triangle where the linear interpolation of the vertex values is negative
248
- function negFraction(a, b, c) {
249
- const neg = (a < 0) + (b < 0) + (c < 0);
250
- if (neg === 0) return 0;
251
- if (neg === 3) return 1;
252
- let n, p1, p2;
253
- if (neg === 1) { [n, p1, p2] = a < 0 ? [a, b, c] : b < 0 ? [b, a, c] : [c, a, b]; return (n * n) / ((n - p1) * (n - p2)); }
254
- [n, p1, p2] = a >= 0 ? [a, b, c] : b >= 0 ? [b, a, c] : [c, a, b]; // n: the single non-negative one
255
- return 1 - (n * n) / ((n - p1) * (n - p2));
256
- }
257
-
258
- function interleave(n, a, b, c, d) {
259
- const out = new Float32Array(n * 4);
260
- for (let v = 0; v < n; v++) { out[v * 4] = a ? a[v] : 1; out[v * 4 + 1] = b ? b[v] : 1; out[v * 4 + 2] = c ? c[v] : 0; out[v * 4 + 3] = d ? d[v] : 1; }
261
- return out;
262
- }
263
- function constant4(n, c) {
264
- const out = new Float32Array(n * 4);
265
- for (let v = 0; v < n; v++) out.set(c, v * 4);
266
- return out;
267
- }
268
- function jsonSafe(o) { return JSON.parse(JSON.stringify(o, (k, v) => (typeof v === 'function' ? undefined : v))); }
269
-
270
- // Arrays that can be transferred from a worker (or written to a bake file).
271
- export const ARRAY_KEYS = ['pos', 'nrm', 'index', 'skinIndex', 'skinWeight', 'comb', 'tint', 'coat', 'pat', 'surf'];
272
- export function transferables(d) { return ARRAY_KEYS.map((k) => d[k].buffer); }
@@ -1,183 +0,0 @@
1
- // Cross-fade seams: how far two overlapping surfaces lie apart where they hand over.
2
- //
3
- // Regions overlap and cross-fade (a fine head over the coarse neck, eyelid patches over the face):
4
- // the base of each surface is drawn where its fade >= 0.5, the two halves meeting at the midline of
5
- // the band. The surfaces approximate the same SDF at different cell sizes, so at the midline they do
6
- // not coincide: the coarse one bridges creases and cuts chords inside convex skin, by up to ~0.4 of
7
- // its cell in a crease. Seen at a grazing angle the step between them is a thin slit into the body
8
- // (a red line in the 'holes' debug view).
9
- //
10
- // The renderer closes it with a skirt (render/coatMaterial.js): past the midline, down to fade 0.1,
11
- // the base sinks along its normal (quadratically, by up to `sink` metres) instead of stopping, so the
12
- // surface that is handing over dives under the one taking over (which wins the depth test) and every
13
- // ray through the step lands on skin. `measureSeams` sizes the sink from the real mismatch of this individual's
14
- // surfaces (bind pose, reference space): rays along the normal of every band vertex against the
15
- // other surfaces' band triangles. Shells and fins keep cross-fading on the true surfaces.
16
- import { smoothstep } from '../math/vec.js';
17
-
18
- // groups: a region's main surface and its eyelid patches are separate surfaces
19
- const groupOf = (regionOf, patchOf, v) => regionOf[v] * 2 + (patchOf && patchOf[v] ? 1 : 0);
20
-
21
- /**
22
- * @param {object} m { pos, nrm, index, nV, fade, regionOf, patchOf, hOf: region index -> cell size (m) }
23
- * @returns {{ sink: number, max: number, p99: number, samples: number, hBand: number }} metres (reference space)
24
- */
25
- export function measureSeams({ pos, nrm, index, nV, fade, regionOf, patchOf, hOf }) {
26
- const res = { sink: 0, max: 0, p99: 0, samples: 0, hBand: 0 };
27
- // band triangles (some vertex fades, some vertex shows) and the coarsest cell of a banded region
28
- const tri = [];
29
- let hBand = 0;
30
- for (let i = 0; i < index.length; i += 3) {
31
- const a = index[i], b = index[i + 1], c = index[i + 2];
32
- if (a >= nV || b >= nV || c >= nV) continue;
33
- const fm = Math.min(fade[a], fade[b], fade[c]), fM = Math.max(fade[a], fade[b], fade[c]);
34
- if (fM <= 0.02 || fm >= 0.98) continue;
35
- tri.push(i);
36
- hBand = Math.max(hBand, hOf[regionOf[a]] || 0);
37
- }
38
- if (!tri.length || !(hBand > 0)) return res;
39
- res.hBand = hBand;
40
- const range = 0.75 * hBand; // search depth along the normal
41
- // hash grid of band triangles
42
- const G = Math.max(range, 0.004), grid = new Map();
43
- const key = (x, y, z) => (Math.floor(x / G) + 4096) * 67108864 + (Math.floor(y / G) + 4096) * 8192 + (Math.floor(z / G) + 4096);
44
- for (let t = 0; t < tri.length; t++) {
45
- const i = tri[t], a = index[i], b = index[i + 1], c = index[i + 2];
46
- const x0 = Math.floor(Math.min(pos[a * 3], pos[b * 3], pos[c * 3]) / G), x1 = Math.floor(Math.max(pos[a * 3], pos[b * 3], pos[c * 3]) / G);
47
- const y0 = Math.floor(Math.min(pos[a * 3 + 1], pos[b * 3 + 1], pos[c * 3 + 1]) / G), y1 = Math.floor(Math.max(pos[a * 3 + 1], pos[b * 3 + 1], pos[c * 3 + 1]) / G);
48
- const z0 = Math.floor(Math.min(pos[a * 3 + 2], pos[b * 3 + 2], pos[c * 3 + 2]) / G), z1 = Math.floor(Math.max(pos[a * 3 + 2], pos[b * 3 + 2], pos[c * 3 + 2]) / G);
49
- for (let x = x0; x <= x1; x++) for (let y = y0; y <= y1; y++) for (let z = z0; z <= z1; z++) {
50
- const k = (x + 4096) * 67108864 + (y + 4096) * 8192 + (z + 4096);
51
- let l = grid.get(k);
52
- if (!l) grid.set(k, (l = []));
53
- l.push(t);
54
- }
55
- }
56
- const offs = [];
57
- const seen = new Set();
58
- for (let v = 0; v < nV; v++) {
59
- const f = fade[v];
60
- if (!(f > 0.3 && f < 0.7)) continue;
61
- const g = groupOf(regionOf, patchOf, v);
62
- const ox = pos[v * 3], oy = pos[v * 3 + 1], oz = pos[v * 3 + 2], nx = nrm[v * 3], ny = nrm[v * 3 + 1], nz = nrm[v * 3 + 2];
63
- seen.clear();
64
- let best = Infinity;
65
- for (let s = -1; s <= 1.001; s += 0.25) {
66
- const k = key(ox + nx * s * range, oy + ny * s * range, oz + nz * s * range);
67
- const l = grid.get(k);
68
- if (!l) continue;
69
- for (const t of l) {
70
- if (seen.has(t)) continue;
71
- seen.add(t);
72
- const i = tri[t], a = index[i], b = index[i + 1], c = index[i + 2];
73
- if (groupOf(regionOf, patchOf, a) === g) continue;
74
- // Moller-Trumbore, both directions along the normal
75
- const e1x = pos[b * 3] - pos[a * 3], e1y = pos[b * 3 + 1] - pos[a * 3 + 1], e1z = pos[b * 3 + 2] - pos[a * 3 + 2];
76
- const e2x = pos[c * 3] - pos[a * 3], e2y = pos[c * 3 + 1] - pos[a * 3 + 1], e2z = pos[c * 3 + 2] - pos[a * 3 + 2];
77
- const px = ny * e2z - nz * e2y, py = nz * e2x - nx * e2z, pz = nx * e2y - ny * e2x;
78
- const det = e1x * px + e1y * py + e1z * pz;
79
- if (Math.abs(det) < 1e-14) continue;
80
- const tx = ox - pos[a * 3], ty = oy - pos[a * 3 + 1], tz = oz - pos[a * 3 + 2];
81
- const u = (tx * px + ty * py + tz * pz) / det;
82
- if (u < 0 || u > 1) continue;
83
- const qx = ty * e1z - tz * e1y, qy = tz * e1x - tx * e1z, qz = tx * e1y - ty * e1x;
84
- const w = (nx * qx + ny * qy + nz * qz) / det;
85
- if (w < 0 || u + w > 1) continue;
86
- const d = (e2x * qx + e2y * qy + e2z * qz) / det;
87
- if (Math.abs(d) > range || Math.abs(d) >= Math.abs(best)) continue;
88
- // the surface taking over here: its fade complements this one (not the far side of a thin part)
89
- const fo = fade[a] * (1 - u - w) + fade[b] * u + fade[c] * w;
90
- if (Math.abs(f + fo - 1) > 0.3) continue;
91
- best = d;
92
- }
93
- }
94
- if (Number.isFinite(best)) offs.push(Math.abs(best));
95
- }
96
- res.samples = offs.length;
97
- if (!offs.length) { res.sink = 0.1 * hBand; return res; }
98
- offs.sort((x, y) => x - y);
99
- res.max = offs[offs.length - 1];
100
- res.p99 = offs[Math.min(offs.length - 1, Math.floor(0.99 * offs.length))];
101
- // cover the creases (99th percentile: a few hits land on another fold of the skin) with room for
102
- // skinning differences in motion; never deeper than 0.4 of the coarse cell
103
- res.sink = Math.min(0.4 * hBand, Math.max(0.1 * hBand, 1.5 * res.p99));
104
- return res;
105
- }
106
-
107
- // The head and the body surfaces of a region plan overlap across a cut and cross-fade there, and the core smooths each
108
- // surface's skin weights over its own mesh, so where the weights curve the two surfaces at one place take bone shares a
109
- // few per cent apart. Posed (the head bent against the neck), they part by millimetres, and the fur rooted on the
110
- // surface lying under the other's skin loses its roots: a crisp edge across the coat (a cat's cheek, a dog's throat).
111
- // The body surface near the cut takes the head surface's weights at the same place (the closest point on the finer head
112
- // mesh, barycentric), in full across the cross-fade band and fading back to its own over the next 8 mm on the body side.
113
- // sideOf(x, y, z): signed distance from the cut (> 0 on the head side); band: the cross-fade half-width. Called from a
114
- // species' coat (the core passes it the weights and uses them after it).
115
- export function harmonizeSeamWeights({ pos, index, regionOf, regionNames, weights, nV }, sideOf, band) {
116
- const { skinIndex, skinWeight } = weights;
117
- const bodyR = regionNames.indexOf('body'), headR = regionNames.indexOf('head');
118
- if (bodyR < 0 || headR < 0) return 0;
119
- const B = band, R = B + 0.008, C = 0.004;
120
- const sOf = (v) => sideOf(pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]);
121
- // head triangles near the cut, in a hash grid by centroid
122
- const grid = new Map(), key = (i, j, k) => `${i},${j},${k}`;
123
- for (let t = 0; t < index.length; t += 3) {
124
- const a = index[t], b = index[t + 1], c = index[t + 2];
125
- if (a >= nV || regionOf[a] !== headR || regionOf[b] !== headR || regionOf[c] !== headR) continue;
126
- if (Math.abs(sOf(a)) > R + 0.006) continue;
127
- const g = [0, 1, 2].map((k) => Math.floor((pos[a * 3 + k] + pos[b * 3 + k] + pos[c * 3 + k]) / 3 / C));
128
- const kk = key(...g); let l = grid.get(kk); if (!l) grid.set(kk, (l = [])); l.push(t);
129
- }
130
- const W0 = Float32Array.from(skinWeight), I0 = Uint16Array.from(skinIndex);
131
- const P3 = (v) => [pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]];
132
- let changed = 0;
133
- for (let v = 0; v < nV; v++) {
134
- if (regionOf[v] !== bodyR) continue;
135
- const s = sOf(v);
136
- if (s < -R || s > R) continue;
137
- const kMix = s > -B ? 1 : smoothstep(-R, -B, s);
138
- if (kMix <= 0) continue;
139
- const p = P3(v), g = p.map((x) => Math.floor(x / C));
140
- let best = null, bd = 0.004;
141
- for (let a = -1; a <= 1; a++) for (let b = -1; b <= 1; b++) for (let c = -1; c <= 1; c++) {
142
- const l = grid.get(key(g[0] + a, g[1] + b, g[2] + c)); if (!l) continue;
143
- for (const t of l) {
144
- const q = closestOnTri(p, P3(index[t]), P3(index[t + 1]), P3(index[t + 2]));
145
- if (q.d < bd) { bd = q.d; best = [t, q.u, q.v, q.w]; }
146
- }
147
- }
148
- if (!best) continue;
149
- const acc = new Map();
150
- const add = (u, f) => { for (let k = 0; k < 4; k++) { const w = W0[u * 4 + k]; if (w > 0) acc.set(I0[u * 4 + k], (acc.get(I0[u * 4 + k]) || 0) + w * f); } };
151
- add(v, 1 - kMix);
152
- add(index[best[0]], kMix * best[1]); add(index[best[0] + 1], kMix * best[2]); add(index[best[0] + 2], kMix * best[3]);
153
- const top = [...acc.entries()].sort((x, y) => y[1] - x[1]).slice(0, 4);
154
- let sum = 0; for (const [, w] of top) sum += w;
155
- for (let k = 0; k < 4; k++) {
156
- if (k < top.length) { skinIndex[v * 4 + k] = top[k][0]; skinWeight[v * 4 + k] = top[k][1] / sum; } else { skinIndex[v * 4 + k] = 0; skinWeight[v * 4 + k] = 0; }
157
- }
158
- changed++;
159
- }
160
- return changed;
161
- }
162
-
163
- // closest point on triangle abc to p: distance and barycentric weights (Ericson, Real-Time Collision Detection 5.1.5)
164
- function closestOnTri(p, a, b, c) {
165
- const sub3 = (x, y) => [x[0] - y[0], x[1] - y[1], x[2] - y[2]], dot3 = (x, y) => x[0] * y[0] + x[1] * y[1] + x[2] * y[2];
166
- const ab = sub3(b, a), ac = sub3(c, a), ap = sub3(p, a);
167
- const d1 = dot3(ab, ap), d2 = dot3(ac, ap);
168
- let u, v, w;
169
- if (d1 <= 0 && d2 <= 0) { u = 1; v = 0; w = 0; } else {
170
- const bp = sub3(p, b), d3 = dot3(ab, bp), d4 = dot3(ac, bp);
171
- const cp = sub3(p, c), d5 = dot3(ab, cp), d6 = dot3(ac, cp);
172
- const vc = d1 * d4 - d3 * d2, vb = d5 * d2 - d1 * d6, va = d3 * d6 - d5 * d4;
173
- if (d3 >= 0 && d4 <= d3) { u = 0; v = 1; w = 0; }
174
- else if (d6 >= 0 && d5 <= d6) { u = 0; v = 0; w = 1; }
175
- else if (vc <= 0 && d1 >= 0 && d3 <= 0) { const t = d1 / (d1 - d3); u = 1 - t; v = t; w = 0; }
176
- else if (vb <= 0 && d2 >= 0 && d6 <= 0) { const t = d2 / (d2 - d6); u = 1 - t; v = 0; w = t; }
177
- else if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) { const t = (d4 - d3) / (d4 - d3 + (d5 - d6)); u = 0; v = 1 - t; w = t; }
178
- else { const den = 1 / (va + vb + vc); v = vb * den; w = vc * den; u = 1 - v - w; }
179
- }
180
- const q = [0, 1, 2].map((k) => a[k] * u + b[k] * v + c[k] * w);
181
- return { d: Math.hypot(p[0] - q[0], p[1] - q[1], p[2] - q[2]), u, v, w };
182
- }
183
-
@@ -1,112 +0,0 @@
1
- // Seeded proportion variation as smooth spatial warps.
2
- //
3
- // Species sculpt and paint in their own reference space. Per-individual proportions (longer legs,
4
- // a bigger head, a longer body) are applied afterwards as a smooth warp of the finished, skinned,
5
- // painted mesh and of the skeleton, so one sculpt serves every individual and the coat pattern is
6
- // carried along with the skin instead of being re-grown. Warps are small (a few to ~15 %).
7
- //
8
- // Warp specs (all optional, composed in order):
9
- // { type: 'legs', k, top } stretch y below `top` by k (everything above moves up)
10
- // { type: 'length', k, z0, z1 } stretch z between z0 and z1 (torso length)
11
- // { type: 'scaleAbout', c, k, r0, r1 } scale by k about c, fading out between radius r0 and r1
12
- // { type: 'girth', k, y0, y1, zRange } scale x (and y about the torso centre) inside a region
13
- // { type: 'scale', k } uniform size
14
- // { type: 'shift', a, b, d } move by d, ramping in along a -> b (smoothstep of the projection: 0
15
- // before a, 1 beyond b): a part beyond b (a head) moves rigidly and
16
- // what lies between a and b (a neck) shortens or lengthens
17
- import { smoothstep } from '../math/vec.js';
18
-
19
- // Integral of smoothstep(a, b, x) from -inf to z: a C2 ramp used to build C1 clamps.
20
- const S = (z, a, b) => {
21
- if (z <= a) return 0;
22
- const w = b - a;
23
- if (z >= b) return w * 0.5 + (z - b);
24
- const u = (z - a) / w;
25
- return w * (u * u * u - 0.5 * u * u * u * u);
26
- };
27
- function one(w) {
28
- switch (w.type) {
29
- case 'scale': return (p) => [p[0] * w.k, p[1] * w.k, p[2] * w.k];
30
- case 'legs': {
31
- // y' = y + (k-1) * c(y), c' = 1 below the belly line, easing to 0 above it
32
- const top = w.top, k = w.k, bw = top * 0.15;
33
- return (p) => [p[0], p[1] + (k - 1) * (Math.max(p[1], 0) - S(p[1], top - bw, top + bw)), p[2]];
34
- }
35
- case 'length': {
36
- // stretches the span z0..z1 about its middle; the ends move rigidly
37
- const { k, z0, z1 } = w, bw = (z1 - z0) * 0.12, zc = (z0 + z1) * 0.5;
38
- const t = (z) => S(z, z0 - bw, z0 + bw) - S(z, z1 - bw, z1 + bw);
39
- const tc = t(zc);
40
- return (p) => [p[0], p[1], p[2] + (k - 1) * (t(p[2]) - tc)];
41
- }
42
- case 'scaleAbout': {
43
- const { c, k, r0, r1 } = w;
44
- return (p) => {
45
- const dx = p[0] - c[0], dy = p[1] - c[1], dz = p[2] - c[2];
46
- const r = Math.hypot(dx, dy, dz);
47
- const f = 1 + (k - 1) * (1 - smoothstep(r0, r1, r));
48
- return [c[0] + dx * f, c[1] + dy * f, c[2] + dz * f];
49
- };
50
- }
51
- case 'girth': {
52
- const { k, cy, z0, z1, fade = 0.08 } = w;
53
- return (p) => {
54
- const f = 1 + (k - 1) * smoothstep(z0 - fade, z0 + fade, p[2]) * (1 - smoothstep(z1 - fade, z1 + fade, p[2])) * smoothstep(cy * 0.35, cy * 0.7, p[1]);
55
- return [p[0] * f, cy + (p[1] - cy) * f, p[2]];
56
- };
57
- }
58
- case 'shift': {
59
- const { a, b, d } = w;
60
- const ab = [b[0] - a[0], b[1] - a[1], b[2] - a[2]], L2 = ab[0] * ab[0] + ab[1] * ab[1] + ab[2] * ab[2];
61
- return (p) => {
62
- const f = smoothstep(0, 1, ((p[0] - a[0]) * ab[0] + (p[1] - a[1]) * ab[1] + (p[2] - a[2]) * ab[2]) / L2);
63
- return [p[0] + d[0] * f, p[1] + d[1] * f, p[2] + d[2] * f];
64
- };
65
- }
66
- default: throw new Error('unknown warp ' + w.type);
67
- }
68
- }
69
-
70
- export function composeWarps(list = []) {
71
- const fs = list.filter(Boolean).map(one);
72
- if (!fs.length) return null;
73
- return (p) => { for (const f of fs) p = f(p); return p; };
74
- }
75
-
76
- // Applies a warp to positions (in place) and re-orients normals with the warp's Jacobian
77
- // (finite differences, inverse transpose).
78
- export function warpMesh(pos, nrm, f, eps = 0.002) {
79
- const n = pos.length / 3;
80
- for (let v = 0; v < n; v++) {
81
- const p = [pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]];
82
- const q = f(p);
83
- const jx = f([p[0] + eps, p[1], p[2]]), jy = f([p[0], p[1] + eps, p[2]]), jz = f([p[0], p[1], p[2] + eps]);
84
- // columns of the Jacobian
85
- const a = [(jx[0] - q[0]) / eps, (jx[1] - q[1]) / eps, (jx[2] - q[2]) / eps];
86
- const b = [(jy[0] - q[0]) / eps, (jy[1] - q[1]) / eps, (jy[2] - q[2]) / eps];
87
- const c = [(jz[0] - q[0]) / eps, (jz[1] - q[1]) / eps, (jz[2] - q[2]) / eps];
88
- // inverse transpose applied to n = cofactor matrix * n (up to scale)
89
- const nx = nrm[v * 3], ny = nrm[v * 3 + 1], nz = nrm[v * 3 + 2];
90
- const bc = [b[1] * c[2] - b[2] * c[1], b[2] * c[0] - b[0] * c[2], b[0] * c[1] - b[1] * c[0]];
91
- const ca = [c[1] * a[2] - c[2] * a[1], c[2] * a[0] - c[0] * a[2], c[0] * a[1] - c[1] * a[0]];
92
- const ab = [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
93
- let mx = bc[0] * nx + ca[0] * ny + ab[0] * nz;
94
- let my = bc[1] * nx + ca[1] * ny + ab[1] * nz;
95
- let mz = bc[2] * nx + ca[2] * ny + ab[2] * nz;
96
- const l = Math.hypot(mx, my, mz) || 1;
97
- pos[v * 3] = q[0]; pos[v * 3 + 1] = q[1]; pos[v * 3 + 2] = q[2];
98
- nrm[v * 3] = mx / l; nrm[v * 3 + 1] = my / l; nrm[v * 3 + 2] = mz / l;
99
- }
100
- }
101
-
102
- // local isotropic scale of the warp at p (cube root of the Jacobian determinant)
103
- export function warpScaleAt(f, p, eps = 0.002) {
104
- const q = f(p);
105
- const jx = f([p[0] + eps, p[1], p[2]]), jy = f([p[0], p[1] + eps, p[2]]), jz = f([p[0], p[1], p[2] + eps]);
106
- const a = [(jx[0] - q[0]) / eps, (jx[1] - q[1]) / eps, (jx[2] - q[2]) / eps];
107
- const b = [(jy[0] - q[0]) / eps, (jy[1] - q[1]) / eps, (jy[2] - q[2]) / eps];
108
- const c = [(jz[0] - q[0]) / eps, (jz[1] - q[1]) / eps, (jz[2] - q[2]) / eps];
109
- const det = a[0] * (b[1] * c[2] - b[2] * c[1]) - a[1] * (b[0] * c[2] - b[2] * c[0]) + a[2] * (b[0] * c[1] - b[1] * c[0]);
110
- return Math.cbrt(Math.abs(det));
111
- }
112
-