@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
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  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
@@ -1,522 +0,0 @@
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- // Sheep behaviour layer for the quadruped engine (species.motion.hooks, see core/motion/actions.js):
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- //
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- // pose(engine, dt) after the engine's solve: the ruminant's sideways grinding of the lower
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- // jaw (cud chewing, and the constant chewing between bites while grazing),
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- // quick ear flicks (one ear at a time), the udder / scrotum drawn up when
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- // the body rests on the ground
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- // update(P, dt, layer) every frame over the action layer: the fleece added to the torso sections
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- // (ground contact), the walk's head nod, cud chewing bouts (standing or
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- // lying), grazing (bite and tear jerks, chewing in between, a step now and
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- // then), tail flicks (a docked stump wiggles, a long tail swishes), ear flicks,
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- // automatic idle variants of a flock animal (heads up in alarm, bleating,
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- // grazing, a head shake, the ewe's warning stamp, the lamb's pronk)
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- // actions alert (head up, ears forward, freeze and stare; a stamp), bleat, headshake,
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- // stamp (foreleg stamp), pronk (lambs: stiff-legged bounce), attack (ram:
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- // walks off, turns, charges and clashes head-down; ewe: stamps and butts), lie
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- // (kneels first, rises hind end first), sleep (sternal, head back on the
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- // flank)
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- //
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- // Posture lengths (headRaise, neckReach, fwd, side) are engine units (x cfg.k): species metres /
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- // cfg.unit. World points are metres.
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- import * as THREE from 'three';
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- import { clamp, lerp, smooth, TAU, tv, tqa, angDiff } from '../../core/motion/common.js';
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- import { mx, mxLeg, POSTURES, ONESHOTS } 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), _m = new THREE.Matrix4();
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- const PI = Math.PI;
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- const sm = (w) => w * w * (3 - 2 * w);
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-
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- function B(e) {
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- if (!e._sheep) {
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- // the fleece of this individual widens and deepens the torso sections the engine rests on the
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- // ground (lying, sleeping, dead); motion.body holds the shorn body
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- const F = (e.params?.wool || 0) * e.cfg.s;
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- if (F > 0) {
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- for (const k of ['chest', 'mid', 'pelvis', 'rump']) { const S = e.cfg[k]; if (S) { S.hh += 0.62 * F; S.hw += 1.2 * F + (F > 0.02 * e.cfg.s ? 0.02 * e.cfg.s : 0); S.hw *= 1 + 0.06 * (e.params?.heavy || 0); } }
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- e.cfg.back += 0.9 * F;
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- }
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- e._sheep = {
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- cud: 0, cudOn: e.rand() < 0.5, cudT: 6 + e.rand() * 10, chewPh: 0, grind: 0,
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- ear: [{ a: 0, age: 9, next: 2 + e.rand() * 4 }, { a: 0, age: 9, next: 3 + e.rand() * 5 }],
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- tailT: 1 + e.rand() * 3, tailAge: 9, tailAmp: 0.6,
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- idleT: 3 + e.rand() * 5,
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- steer: null,
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- long: (e.params?.tailLen ?? 0.3) > 0.15,
45
- ram: e.params?.sex === 'male' && e.params?.age !== 'juvenile',
46
- lamb: e.params?.age === 'juvenile',
47
- };
48
- }
49
- return e._sheep;
50
- }
51
- const busy = (L) => L.postures.length > 0 || L.oneshots.some((a) => !a.stopping);
52
- const find = (L, n) => L.oneshots.find((a) => a.name === n && a.w > 0);
53
-
54
- // The engine turns only the head bone to look aside (up to 0.85 rad, plus a lead into turns), so all of
55
- // that yaw fell into the head / neck skin blends: the thick wool collar sheared and its fur shells (15-20
56
- // mm staples) tore open in a crack down the side and front of the neck. A sheep looks aside with its
57
- // neck: here the neck swings toward the look (neck1 about the neck base, neck2 about its own base, 30 %
58
- // of the head's yaw each), carrying the head along, and the head turns back by the same amount about the
59
- // occiput, so it keeps the orientation the engine gave it and only 40 % of the yaw is left between the
60
- // head and the neck.
61
- const _qa = new THREE.Quaternion(), _qb = new THREE.Quaternion(), _qr = new THREE.Quaternion();
62
- const _p = new THREE.Vector3(), _sc = new THREE.Vector3(), _c = new THREE.Vector3(), _up = new THREE.Vector3(0, 1, 0);
63
- const SWING = [0.22, 0.42];
64
- function rotAbout(bone, c, Q) {
65
- bone.matrixWorld.decompose(_p, _qa, _sc);
66
- _p.sub(c).applyQuaternion(Q).add(c);
67
- _qa.premultiply(Q);
68
- bone.matrixWorld.compose(_p, _qa, _sc);
69
- }
70
- function neckSwing(e) {
71
- const H = e.bone.head, N2 = e.bone.neck2, N1 = e.bone.neck1;
72
- if (!H || !N2 || !N1 || !e.bindQ.head) return;
73
- const b = e._sheepSwing || (e._sheepSwing = {
74
- a2: new THREE.Vector3().subVectors(e.J.occiput, e.J.neckMid).normalize(),
75
- iH: e.bindQ.head.clone().invert(), i2: e.bindQ.neck2.clone().invert(),
76
- kids: ['jaw', 'earL', 'earR'].map((k) => e.bone[k]).filter(Boolean),
77
- });
78
- // the head's yaw relative to neck2: the twist of their relative rotation (posed from bind) about the
79
- // neck2 axis (near vertical in the standing pose)
80
- H.matrixWorld.decompose(_p, _qa, _sc); _qa.multiply(b.iH);
81
- N2.matrixWorld.decompose(_p, _qb, _sc); _qb.multiply(b.i2);
82
- _qb.invert().multiply(_qa);
83
- const a = b.a2, d = _qb.x * a.x + _qb.y * a.y + _qb.z * a.z;
84
- let th = 2 * Math.atan2(d, _qb.w);
85
- if (th > Math.PI) th -= 2 * Math.PI; else if (th < -Math.PI) th += 2 * Math.PI;
86
- // (the twist about the neck axis maps onto a swing about the vertical only while the neck stands up)
87
- _c.setFromMatrixPosition(H.matrixWorld).sub(_p.setFromMatrixPosition(N2.matrixWorld));
88
- th *= sm(clamp((_c.y / Math.max(_c.length(), 1e-6) - 0.25) / 0.45, 0, 1));
89
- if (!(Math.abs(th) > 1e-4)) return;
90
- const head = [H, ...b.kids];
91
- _c.setFromMatrixPosition(N1.matrixWorld);
92
- _qr.setFromAxisAngle(_up, SWING[0] * th);
93
- for (const B of [N1, N2, ...head]) rotAbout(B, _c, _qr);
94
- _c.setFromMatrixPosition(N2.matrixWorld);
95
- _qr.setFromAxisAngle(_up, SWING[1] * th);
96
- for (const B of [N2, ...head]) rotAbout(B, _c, _qr);
97
- _c.setFromMatrixPosition(H.matrixWorld);
98
- _qr.setFromAxisAngle(_up, -(SWING[0] + SWING[1]) * th);
99
- for (const B of head) rotAbout(B, _c, _qr);
100
- }
101
-
102
- // ------------------------------------------------------------------------------------------------
103
- // pose: jaw grinding, ear flicks, udder lift
104
- function pose(e, dt) {
105
- const b = B(e);
106
- const ud = e.bone.udder;
107
- if (ud) {
108
- const want = e.P.groundW * (0.05 + 0.05 * (e.params?.udder || 0)) * e.cfg.s;
109
- b.udLift = (b.udLift || 0) + (want - (b.udLift || 0)) * (1 - Math.exp(-dt * 12));
110
- if (b.udLift > 1e-5) {
111
- _m.copy(ud.matrixWorld);
112
- _m.elements[13] += b.udLift;
113
- ud.matrixWorld.copy(_m);
114
- }
115
- }
116
- if (e.lod >= 2) return;
117
- neckSwing(e);
118
- const jaw = e.bone.jaw;
119
- if (jaw && b.grind > 1e-3) {
120
- const base = tv().setFromMatrixPosition(jaw.matrixWorld);
121
- _q.setFromRotationMatrix(jaw.matrixWorld);
122
- const ax = tv(0, 0, 1).applyQuaternion(_q);
123
- // (~4 mm sideways at the incisors: the lower lip stays under the upper; 7 mm with the jaw opened 6 mm slid the
124
- // lower lip out from under the upper at the corner, a dark gap)
125
- const a = 0.026 * b.grind * Math.sin(b.chewPh + (b.chewSide || 0));
126
- jaw.matrixWorld.compose(base, tqa(ax, a).multiply(_q), _s);
127
- }
128
- for (let k = 0; k < 2; k++) {
129
- const E = b.ear[k];
130
- if (E.age > 0.5) continue;
131
- const bone = k === 0 ? e.bone.earL : e.bone.earR;
132
- if (!bone) continue;
133
- // a flick: fast twist about the ear's long axis and a flap, decaying in ~0.4 s
134
- const f = Math.sin(Math.min(1, E.age / 0.4) * PI * 2) * Math.exp(-E.age * 5.5) * (k === 0 ? 1 : -1);
135
- const base = tv().setFromMatrixPosition(bone.matrixWorld);
136
- _q.setFromRotationMatrix(bone.matrixWorld);
137
- const along = tv(0, 1, 0).applyQuaternion(_q), flap = tv(0, 0, 1).applyQuaternion(_q);
138
- _q.premultiply(tqa(along, 0.45 * f * E.a)).premultiply(tqa(flap, 0.4 * f * E.a));
139
- bone.matrixWorld.compose(base, _q, _s);
140
- }
141
- }
142
-
143
- // ------------------------------------------------------------------------------------------------
144
- // update
145
- function update(P, dt, L) {
146
- const e = L.engine, b = B(e), cfg = e.cfg, u = 1 / cfg.unit;
147
- const vn = e.speed / cfg.sq;
148
- const still = 1 - smooth(0.1, 0.6, vn);
149
- const g = e.gait;
150
- // --- walk: a gentle head nod with each forefoot (+-2-3 cm)
151
- const walkW = smooth(0.15, 0.6, vn) * (1 - smooth(1.4, 1.9, vn)) * P.gaitW;
152
- if (walkW > 0.001 && g) {
153
- const c = 0.5 + 0.5 * Math.cos(4 * PI * (e.phase - g.off[0] - 0.1));
154
- P.headRaise -= 0.025 * u * walkW * c;
155
- P.headPitch += 0.04 * walkW * (c - 0.5);
156
- }
157
- const lying = L.postures.some((p) => p.name === 'lie') ? 1 : 0;
158
- const asleep = L.postures.some((p) => p.name === 'sleep' || p.name === 'death') ? 1 : 0;
159
-
160
- // --- grazing: bite and tear (a short jerk of the head up and to the side) about once a second,
161
- // chewing all the time in between, the jaw grinding sideways; now and then a step forward
162
- const eat = find(L, 'eat');
163
- let chewW = 0, chewRate = 1.25;
164
- if (eat) {
165
- const w = sm(clamp(eat.w, 0, 1)) * smooth(0.5, 1.2, eat.t);
166
- // one cycle per ~1.05 s: the mouth opens and bites (0 - 0.3), a jerk up and to the side tears the
167
- // grass (0.3 - 0.55), then chewing; every part starts and ends at rest (continuous)
168
- const c = (eat.t * 0.95) % 1;
169
- const bite = c < 0.3 ? Math.sin(PI * c / 0.3) : 0;
170
- const tear = c > 0.3 && c < 0.55 ? Math.sin(PI * (c - 0.3) / 0.25) ** 2 : 0;
171
- const side = Math.floor(eat.t * 0.95) % 2 ? 1 : -1;
172
- P.headPos.y += 0.022 * cfg.s * tear * w;
173
- P.headPitch -= 0.12 * tear * w;
174
- P.headYaw += side * 0.08 * tear * w;
175
- mx(P, 'jaw', 0.05 + 0.12 * bite, w);
176
- chewW = Math.max(chewW, w * (c < 0.55 ? 0 : Math.sin(PI * (c - 0.55) / 0.45))); chewRate = 1.6;
177
- mx(P, 'earFlat', -0.15, w); mx(P, 'earTwitch', 0.6, w);
178
- }
179
- // --- rumination: bouts of 20-40 s (standing idle, above all lying)
180
- b.cudT -= dt;
181
- if (b.cudT <= 0) { b.cudOn = !b.cudOn; b.cudT = b.cudOn ? 18 + e.rand() * 22 : 8 + e.rand() * 14; }
182
- const quiet = L.oneshots.some((a) => !a.stopping && a.name !== 'hit' && a.name !== 'headshake' && a.name !== 'eat') ? 0 : 1;
183
- const want = b.cudOn && quiet && !asleep ? Math.max(still * L.idle.w, lying) : 0;
184
- b.cud += (Math.max(want, chewW) - b.cud) * (1 - Math.exp(-dt * 4));
185
- // chew rate ~1.2 Hz; every ~50 chews a bolus is swallowed (a short pause, then the other side)
186
- const rate = chewRate * (1 - 0.85 * smooth(0.88, 1, (b.chewPh / TAU) % 50 / 50));
187
- const prev = b.chewPh;
188
- b.chewPh += dt * TAU * rate;
189
- if (Math.floor(prev / TAU / 50) !== Math.floor(b.chewPh / TAU / 50)) b.chewSide = (b.chewSide || 0) + PI;
190
- b.grind = b.cud;
191
- if (b.cud > 1e-3 && !eat) {
192
- const chew = 0.5 + 0.5 * Math.sin(b.chewPh);
193
- // (the lips stay closed: the lower jaw grinds sideways more than it opens, ~2.5 mm at the lips)
194
- P.jaw = Math.max(P.jaw, 0.013 * chew * b.cud); P.jawOmega = Math.max(P.jawOmega, 18);
195
- mx(P, 'eyelid', 0.2, b.cud * 0.5 * (1 - chewW));
196
- } else if (eat) { P.jawOmega = Math.max(P.jawOmega, 20); P.jaw += 0.03 * chewW * (0.5 + 0.5 * Math.sin(b.chewPh)); }
197
-
198
- // --- tail: a docked stump wiggles in quick bursts, a long tail swishes (flies), both clamp down
199
- // when alarmed
200
- b.tailT -= dt;
201
- if (b.tailT <= 0) { b.tailT = (b.long ? 3 : 2) + e.rand() * 6; b.tailAge = 0; b.tailAmp = 0.5 + 0.5 * e.rand(); }
202
- b.tailAge += dt;
203
- const tdur = b.long ? 1.6 : 0.7;
204
- const tw = b.tailAge < tdur ? Math.sin(PI * b.tailAge / tdur) : 0;
205
- if (tw > 0 && !asleep) {
206
- P.tailWag = Math.max(P.tailWag, b.tailAmp * tw * (b.long ? 0.7 : 1) * (1 - 0.6 * P.groundW));
207
- if (!b.long) mx(P, 'tailLift', 0.2, tw * 0.5);
208
- }
209
- // --- ear flicks (one ear at a time, more often standing)
210
- for (const E of b.ear) {
211
- E.age += dt; E.next -= dt * (0.5 + 0.5 * still);
212
- if (E.next <= 0) { E.next = 2.5 + e.rand() * 7; E.age = 0; E.a = (0.7 + 0.5 * e.rand()) * (1 - P.eyelid * 0.8) * (e.params?.ear === 'droop' ? 0.5 : 1); }
213
- }
214
- // --- dead: the ears fold back along the neck
215
- const dead = L.postures.reduce((m, p) => (p.name === 'death' ? Math.max(m, p.w) : m), 0);
216
- const flat = Math.max(smooth(0.3, 1.0, Math.abs(P.roll)), dead * smooth(0.3, 1, dead));
217
- if (flat > 0) { mx(P, 'earFlat', 0.6, flat); mx(P, 'earTwitch', 0, flat); }
218
- if (dead > 0 && P.headW > 0) P.headPos.y += (0.11 + 0.1 * (e.params?.horns?.turns || 0) * (e.params?.horns?.base || 0) / 0.035) * cfg.s * flat * (b.lamb ? 1.3 : 1);
219
- // (0.5: with the broader, blunter nose a head tucked 0.6 put a nostril corner into uneven
220
- // ground: the engine keeps only the nose's centre and the widest skin of the cheeks clear)
221
- if (dead > 0) { P.headRoll *= 1 - 0.45 * dead; P.headPitch += 0.5 * dead; }
222
- // --- a sheep's ears drop back rather than flatten (and the thin ear base does not tear)
223
- if (P.earFlat > 0.45 && dead < 0.01) P.earFlat = 0.45 + 0.25 * (P.earFlat - 0.45);
224
- // --- lying / sleeping: the tail lies flat
225
- P.tailSide *= 0.3;
226
- // --- any other action interrupts grazing
227
- if (L.oneshots.some((a) => !a.stopping && ['attack', 'jump', 'bleat', 'alert', 'stamp', 'pronk'].includes(a.name))) for (const a of L.oneshots) if (a.name === 'eat' || a.name === 'drink') a.stopping = true;
228
-
229
- // --- attack steering (the ram walks off, turns and charges)
230
- const st = b.steer;
231
- if (st && !L.oneshots.some((a) => a.name === 'attack' && !a.stopping)) b.steer = null;
232
- else if (st) { e.wantSpeed = st.speed; e.wantHeading = st.heading; }
233
-
234
- // --- idle variants of a flock animal
235
- if (e.idleVariants !== false && L.idle.w > 0.98 && !busy(L) && !e.input.look && !e.input.follow) {
236
- b.idleT -= dt;
237
- if (b.idleT <= 0) {
238
- b.idleT = 5 + e.rand() * 8;
239
- const r = e.rand();
240
- if (r < 0.26) L.play('alert');
241
- else if (r < 0.46) L.play('bleat');
242
- else if (r < 0.64) L.play('eat', { duration: 4 + e.rand() * 6 });
243
- else if (r < 0.74) L.play('headshake');
244
- else if (r < 0.82 && !b.ram) L.play('stamp');
245
- else if (r < 0.9 && b.lamb) L.play('pronk');
246
- else { b.ear[0].next = 0; b.ear[1].next = 0.3; }
247
- }
248
- } else if (busy(L)) b.idleT = Math.max(b.idleT, 3);
249
- }
250
-
251
- // ------------------------------------------------------------------------------------------------
252
- // alert: the flock's alarm. The head comes up high, ears forward, the body freezes (breath held),
253
- // staring at something; ewes may stamp a foreleg at the end
254
- const alert = {
255
- kind: 'oneshot', fade: 0.3,
256
- start(inst, L) {
257
- const e = L.engine;
258
- inst.dur = inst.opts.duration ?? 3.2 + e.rand() * 1.5;
259
- const a = e.heading + (e.rand() - 0.5) * 1.4;
260
- inst.look = inst.opts.target ? inst.opts.target.clone() : new THREE.Vector3(e.pos.x + Math.sin(a) * 12 * e.cfg.s, e.pos.y + 0.6 * e.cfg.s, e.pos.z + Math.cos(a) * 12 * e.cfg.s);
261
- inst.stamp = !B(e).ram && e.rand() < 0.35;
262
- },
263
- update(inst, dt, L) {
264
- if (inst.stamp && !inst.stamped && inst.t > inst.dur - 1.4) { inst.stamped = true; L.play('stamp', { quick: true }); }
265
- return inst.t >= inst.dur;
266
- },
267
- apply(P, w, inst, L) {
268
- const e = L.engine, u = 1 / e.cfg.unit, t = inst.t;
269
- const up = w * smooth(0, 0.35, t);
270
- P.look = inst.look; mx(P, 'lookW', 1, up);
271
- mx(P, 'headPitch', -0.3, up); mx(P, 'headRaise', 0.05 * u, up); mx(P, 'neckReach', -0.01 * u, up);
272
- mx(P, 'earFlat', -0.25, up); mx(P, 'earTwitch', 0.1, up); mx(P, 'earSwivel', 0, up);
273
- mx(P, 'breathAmp', 0.2, up); mx(P, 'eyelid', -0.3, up);
274
- mx(P, 'tailLift', -0.2, up); mx(P, 'tailIdle', 0, up);
275
- },
276
- };
277
-
278
- // bleat: head up and forward, mouth open, the jaw trembling (the vibrato of a "baa"), ears back a
279
- // little
280
- const bleat = {
281
- kind: 'oneshot', fade: 0.22,
282
- start(inst, L) { inst.dur = inst.opts.duration ?? 1.3 + 0.7 * L.engine.rand(); inst.said = false; },
283
- update(inst, dt, L) {
284
- if (!inst.said && inst.t > 0.35) { inst.said = true; L.engine.emit('vocalize', { kind: 'bleat' }); }
285
- return inst.t >= inst.dur;
286
- },
287
- apply(P, w, inst, L) {
288
- const e = L.engine, t = inst.t, u = 1 / e.cfg.unit;
289
- const up = w * smooth(0, 0.3, t);
290
- const call = smooth(0.3, 0.45, t) * (1 - smooth(inst.dur - 0.4, inst.dur - 0.12, t));
291
- mx(P, 'lookW', 0.3, up);
292
- mx(P, 'headPitch', -0.4, up); mx(P, 'headRaise', 0.03 * u, up); mx(P, 'neckReach', 0.02 * u, up);
293
- mx(P, 'jaw', 0.34 + 0.06 * Math.sin(t * TAU * 9), call * w); mx(P, 'jawOmega', 30, w);
294
- mx(P, 'earFlat', 0.25, up); mx(P, 'breathAmp', 2.2, call * w);
295
- },
296
- };
297
-
298
- // head shake: fast rotations about the nose axis (flies, rain), ears flapping
299
- const headshake = {
300
- kind: 'oneshot', fade: 0.12,
301
- start(inst) { inst.dur = 1.0; },
302
- update(inst) { return inst.t >= inst.dur; },
303
- apply(P, w, inst) {
304
- const t = inst.t;
305
- const env = smooth(0, 0.12, t) * (1 - smooth(0.55, 0.95, t)) * w;
306
- const s = Math.sin(t * TAU * 4.4);
307
- mx(P, 'headOmega', 5, env);
308
- mx(P, 'headRoll', 0.45 * s, env); mx(P, 'headYaw', 0.14 * s, env); mx(P, 'headPitch', -0.05, env);
309
- mx(P, 'earTwitch', 2.5, env); mx(P, 'eyelid', 0.5, env); mx(P, 'lookW', 0, env);
310
- },
311
- };
312
-
313
- // stamp: a foreleg lifted and brought down hard (alarm / threat), once or twice
314
- const stamp = {
315
- kind: 'oneshot', fade: 0.2, needsStand: true,
316
- start(inst, L) {
317
- const e = L.engine;
318
- inst.n = inst.opts.count ?? (inst.opts.quick ? 1 : 1 + (e.rand() < 0.5 ? 1 : 0));
319
- inst.T = 0.62;
320
- inst.dur = 0.35 + inst.n * inst.T + 0.35;
321
- inst.leg = inst.opts.side === -1 ? 1 : inst.opts.side === 1 ? 0 : (e.rand() < 0.5 ? 0 : 1);
322
- inst.hits = 0;
323
- },
324
- update(inst, dt, L) {
325
- const e = L.engine;
326
- const k = Math.floor((inst.t - 0.35 - 0.34 * inst.T) / inst.T) + 1;
327
- if (k > inst.hits && inst.hits < inst.n) {
328
- inst.hits++;
329
- const leg = e.legs[inst.leg];
330
- e.emit('footstep', { foot: leg.def.key, position: leg.plant.clone(), speed: 0, strength: 1, stamp: true });
331
- if (inst.opts.hit) e.emit('attackHit', { position: leg.plant.clone(), direction: e.forward(e.heading, new THREE.Vector3()), style: 'stamp' });
332
- }
333
- return inst.t >= inst.dur;
334
- },
335
- apply(P, w, inst, L) {
336
- const e = L.engine, cfg = e.cfg, s = cfg.s, t = inst.t, i = inst.leg;
337
- const k = w * smooth(0.1, 0.3, t) * (1 - smooth(inst.dur - 0.35, inst.dur - 0.05, t));
338
- mx(P, 'gaitW', 0, w); mx(P, 'legGait', 0, w);
339
- mx(P, 'headPitch', -0.15, k); mx(P, 'headRaise', 0.02 / cfg.unit, k);
340
- mx(P, 'earFlat', -0.3, k);
341
- mx(P, 'side', -0.012 * (i === 0 ? 1 : -1) / cfg.unit, k); // weight onto the other three legs
342
- // lift high (0 - 0.34 T), strike down fast (0.34 - 0.42 T), rest on the ground
343
- const c = clamp((t - 0.35) / inst.T, 0, inst.n);
344
- const ph = c - Math.floor(c);
345
- const on = c < inst.n ? 1 : 0;
346
- const lift = on * (ph < 0.34 ? Math.sin(0.5 * PI * ph / 0.34) : 1 - smooth(0.34, 0.42, ph));
347
- const leg = e.legs[i];
348
- const tp = tv().copy(leg.plant).addScaledVector(e.forward(e.heading, tv()), 0.02 * s * lift);
349
- tp.y += 0.1 * s * lift + 0.002 * s;
350
- P.legs[i].target.copy(tp);
351
- mxLeg(P, i, 'reach', 1, k);
352
- mx(P, 'dropF', 0.03, k * lift);
353
- },
354
- };
355
-
356
- // pronk (lambs): a stiff-legged bounce straight up with a twist of the body, landing on four feet
357
- const pronk = {
358
- kind: 'oneshot', fade: 0.12, needsStand: true, airborne: true,
359
- start(inst, L) {
360
- const e = L.engine;
361
- ONESHOTS.jump.start(inst, L);
362
- const h = (inst.opts.height ?? 0.35) * e.cfg.s;
363
- inst.vy = Math.sqrt(2 * 9.81 * h);
364
- inst.vh = Math.max(e.speed, 0.4 * e.cfg.sq);
365
- inst.twist = (e.rand() < 0.5 ? -1 : 1) * (0.2 + 0.2 * e.rand());
366
- },
367
- update(inst, dt, L) { return ONESHOTS.jump.update.call(ONESHOTS.jump, inst, dt, L); },
368
- onLand(inst, L) { ONESHOTS.jump.onLand(inst, L); },
369
- apply(P, w, inst, L) {
370
- ONESHOTS.jump.apply(P, w, inst, L);
371
- if (inst.phase === 'air') {
372
- const T = (2 * inst.vy) / 9.81, x = clamp((inst.t - inst.tAir) / T, 0, 1);
373
- const a = Math.sin(PI * x);
374
- // stiff legs (not tucked), the back arched, head down, a twist of the body
375
- // (only in the first part of the flight: the built-in jump sets the legs up for the landing)
376
- const st = 1 - smooth(0.45, 0.7, x);
377
- for (let i = 0; i < 4; i++) { P.legs[i].tuck *= 1 - 0.7 * st; P.legs[i].extend = lerp(P.legs[i].extend, 0.9, 0.7 * st); }
378
- mx(P, 'pitch', 0.05, 0.8); mx(P, 'roll', inst.twist * a, 1); mx(P, 'bend', -inst.twist * 0.6 * a, 1);
379
- mx(P, 'headPitch', 0.3, a); mx(P, 'tailLift', 0.4, 1);
380
- }
381
- },
382
- };
383
-
384
- // attack. Ram: squares up (head high, chin tucked), turns and walks off a few metres, turns back,
385
- // charges and clashes head-on (head lowered in the last strides, forehead / horns first; the
386
- // forequarters thrown up at the impact); the hit at the clash. While running it charges at once. Ewe:
387
- // stamps a foreleg, then a short butt with the forehead. opts.target (Vector3) aims it.
388
- const FAR = 1e6;
389
- const attack = {
390
- kind: 'oneshot', fade: 0.18, needsStand: true,
391
- start(inst, L) {
392
- const e = L.engine, b = B(e), cfg = e.cfg;
393
- inst.ram = inst.opts.style ? inst.opts.style === 'charge' : b.ram;
394
- inst.run = smooth(1.2, 3.0, e.speed / cfg.sq);
395
- inst.target = inst.opts.target ? inst.opts.target.clone() : null;
396
- inst.hit = false;
397
- inst.h = inst.target ? Math.atan2(inst.target.x - e.pos.x, inst.target.z - e.pos.z) : e.heading;
398
- if (inst.ram) {
399
- inst.phase = inst.run > 0.3 ? 'charge' : 'threat';
400
- inst.p0 = e.pos.clone();
401
- inst.dBack = (inst.opts.backOff ?? 2.2) * cfg.s;
402
- inst.vCharge = 4.2 * cfg.sq;
403
- inst.hitAt = FAR; inst.tCharge = inst.phase === 'charge' ? 0 : FAR;
404
- inst.dur = Infinity;
405
- b.steer = null;
406
- } else {
407
- inst.tStamp = inst.run > 0.3 ? 0 : 1.1;
408
- inst.hitAt = inst.tStamp + 0.55;
409
- inst.dur = inst.hitAt + 0.7;
410
- inst.leg = e.rand() < 0.5 ? 0 : 1;
411
- inst.stamped = false;
412
- }
413
- },
414
- update(inst, dt, L) {
415
- const e = L.engine, b = B(e), t = inst.t, cfg = e.cfg;
416
- if (inst.ram) {
417
- const ph = inst.phase;
418
- if (ph === 'threat') { b.steer = { speed: 0, heading: e.heading }; if (t > 0.9) inst.phase = 'away'; }
419
- else if (ph === 'away') {
420
- // turn round and walk off
421
- const off = Math.abs(angDiff(e.heading, inst.h + Math.PI));
422
- b.steer = { speed: 1.0 * cfg.sq * (1 - smooth(0.4, 1.2, off)), heading: inst.h + Math.PI };
423
- const d = Math.hypot(e.pos.x - inst.p0.x, e.pos.z - inst.p0.z);
424
- if (d > inst.dBack || t > 12) { inst.phase = 'turn'; inst.tTurn = t; }
425
- } else if (ph === 'turn') {
426
- // turn back to face the rival
427
- const h = inst.target ? Math.atan2(inst.target.x - e.pos.x, inst.target.z - e.pos.z) : inst.h;
428
- b.steer = { speed: 0, heading: h };
429
- if ((Math.abs(angDiff(e.heading, h)) < 0.12 && e.speed < 0.2 * cfg.sq && t - inst.tTurn > 0.8) || t - inst.tTurn > 5) {
430
- inst.phase = 'charge'; inst.tCharge = t; inst.h = h;
431
- }
432
- } else if (ph === 'charge') {
433
- b.steer = { speed: inst.vCharge * smooth(0, 0.5, t - inst.tCharge), heading: inst.h };
434
- const dist = inst.target ? Math.hypot(inst.target.x - e.pos.x, inst.target.z - e.pos.z) - 0.55 * cfg.s : Math.max(0, inst.dBack + 0.8 * cfg.s - Math.hypot(e.pos.x - inst.p0.x, e.pos.z - inst.p0.z) * 0) - (t - inst.tCharge) * 0.72 * inst.vCharge;
435
- // (the head goes down in the last 0.55 s: predict the clash)
436
- const v = Math.max(e.speed, 0.5);
437
- if (inst.hitAt === FAR && (dist / v < 0.55 || t - inst.tCharge > 4)) inst.hitAt = t + clamp(dist / v, 0.25, 0.55);
438
- if (t >= inst.hitAt) { inst.phase = 'recover'; inst.dur = t + 1.6; }
439
- } else b.steer = { speed: 0, heading: e.heading };
440
- } else if (!inst.stamped && inst.tStamp > 0 && t > 0.62) {
441
- inst.stamped = true;
442
- const leg = e.legs[inst.leg];
443
- e.emit('footstep', { foot: leg.def.key, position: leg.plant.clone(), speed: 0, strength: 1, stamp: true });
444
- }
445
- if (!inst.hit && t >= inst.hitAt) {
446
- inst.hit = true;
447
- const p = new THREE.Vector3().copy(e.headPose.position);
448
- const dir = inst.target ? inst.target.clone().sub(e.pos).setY(0).normalize() : e.forward(e.heading, new THREE.Vector3());
449
- e.emit('attackHit', { position: p, direction: dir, style: 'headbutt' });
450
- }
451
- if (t >= inst.dur) { b.steer = null; return true; }
452
- return false;
453
- },
454
- apply(P, w, inst, L) {
455
- const e = L.engine, cfg = e.cfg, u = 1 / cfg.unit, s = cfg.s, t = inst.t;
456
- if (inst.target && inst.phase !== 'away') { P.look = inst.target; mx(P, 'lookW', 0.8, w * (1 - smooth(inst.hitAt - 0.6, inst.hitAt - 0.3, t))); }
457
- if (inst.ram) {
458
- // threat: head high, chin tucked, ears back; walking off: head low, ears back
459
- const thr = w * smooth(0, 0.4, t) * (1 - smooth(inst.tCharge, inst.tCharge + 0.4, t));
460
- mx(P, 'headPitch', 0.15, thr); mx(P, 'headRaise', 0.03 * u, thr);
461
- mx(P, 'earFlat', 0.7, w); mx(P, 'earTwitch', 0, w); mx(P, 'tailLift', -0.1, w);
462
- // the charge: head goes down in the last strides, the clash, the rebound
463
- const low = w * smooth(inst.hitAt - 0.55, inst.hitAt - 0.1, t) * (1 - smooth(inst.hitAt + 0.25, inst.hitAt + 1.1, t));
464
- mx(P, 'headPitch', 0.75, low); mx(P, 'headRaise', -0.11 * u, low); mx(P, 'neckReach', 0.035 * u, low);
465
- mx(P, 'dropF', 0.12, low);
466
- // impact: the forequarters are thrown up and back, the head recoils
467
- const imp = w * smooth(inst.hitAt - 0.02, inst.hitAt + 0.1, t) * (1 - smooth(inst.hitAt + 0.15, inst.hitAt + 0.7, t));
468
- mx(P, 'dropF', -0.1, imp); mx(P, 'headPitch', 0.35, imp);
469
- } else {
470
- // ewe: stamp (if standing), then a butt: head down and forward, a lunge of the body
471
- if (inst.tStamp > 0) {
472
- const i = inst.leg, leg = e.legs[i];
473
- const k = w * smooth(0.1, 0.25, t) * (1 - smooth(0.85, 1.05, t));
474
- const lift = t < 0.5 ? Math.sin(0.5 * PI * clamp((t - 0.15) / 0.35, 0, 1)) : 1 - smooth(0.5, 0.62, t);
475
- mx(P, 'gaitW', 0, k); mx(P, 'legGait', 0, k);
476
- const tp = tv().copy(leg.plant);
477
- tp.y += 0.09 * s * lift + 0.002 * s;
478
- P.legs[i].target.copy(tp);
479
- mxLeg(P, i, 'reach', 1, k);
480
- mx(P, 'side', -0.012 * (i === 0 ? 1 : -1) * u, k);
481
- mx(P, 'headPitch', -0.2, k); mx(P, 'earFlat', -0.2, k);
482
- }
483
- const b0 = inst.hitAt - 0.45;
484
- const butt = w * smooth(b0, inst.hitAt - 0.05, t) * (1 - smooth(inst.hitAt + 0.15, inst.hitAt + 0.65, t));
485
- mx(P, 'headPitch', 0.7, butt); mx(P, 'headRaise', -0.08 * u, butt); mx(P, 'neckReach', 0.04 * u, butt);
486
- mx(P, 'fwd', 0.05 * u * (inst.run > 0.3 ? 0 : 1), butt); mx(P, 'dropF', 0.1, butt);
487
- mx(P, 'earFlat', 0.6, butt);
488
- }
489
- },
490
- };
491
-
492
- // lie: the engine's kneeling lie (actions.lie: down front, up hind), with the rise finished a little
493
- // before the posture is released: its end-first springs must settle at zero before the posture
494
- // instance is removed, or the legs jump in the last frame of standing up
495
- function lieApply(P, w, inst, L) {
496
- const we = inst.target > 0 ? w : smooth(0.3, 1, w);
497
- POSTURES.lie.apply(P, we, inst, L);
498
- }
499
- const lie = { kind: 'posture', fadeIn: 1.5, fadeOut: 1.4, apply: lieApply };
500
-
501
- // sleep: sternal (sheep rarely lie flat out), head turned back and resting against the flank, eyes
502
- // closed
503
- const sleep = {
504
- kind: 'posture', fadeIn: 1.4, fadeOut: 1.1,
505
- apply(P, w, inst, L) {
506
- lieApply(P, w, inst, L);
507
- const e = L.engine;
508
- const c = sm(clamp(w, 0, 1)) * smooth(1.2, 3.2, inst.t);
509
- mx(P, 'headYaw', inst.side * 0.75, c); mx(P, 'headPitch', 0.4, c); mx(P, 'headRaise', -0.07 / e.cfg.unit, c);
510
- mx(P, 'bend', inst.side * 0.3, c);
511
- mx(P, 'earFlat', 0.4, c); mx(P, 'earTwitch', 0.2, c);
512
- mx(P, 'eyelid', 1, smooth(1.8, 3.2, inst.t) * w);
513
- mx(P, 'breathRate', 0.6, c); mx(P, 'lookW', 0, c); mx(P, 'tailIdle', 0.2, c);
514
- },
515
- };
516
-
517
- void angDiff;
518
- export const hooks = {
519
- pose,
520
- update,
521
- actions: { alert, bleat, headshake, stamp, pronk, attack, lie, sleep },
522
- };