@bitefoundry/retrieviewer 0.0.3 → 0.0.5

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 (263) hide show
  1. package/ASSET-PROVENANCE.md +11 -0
  2. package/ASSETS-LICENSE.md +2 -1
  3. package/ATTRIBUTION.md +6 -1
  4. package/COMFORT-ART.md +95 -0
  5. package/DESKTOP-PLATFORMS.md +6 -1
  6. package/INSTALLING.md +4 -0
  7. package/PLUGIN.md +13 -10
  8. package/PREREQUISITES.md +95 -0
  9. package/PUPPY-MEMORY.md +102 -1
  10. package/README.ko.md +116 -0
  11. package/README.md +121 -59
  12. package/RELEASING.md +33 -13
  13. package/THIRD-PARTY-NOTICES.md +5 -3
  14. package/braille.mjs +35 -9
  15. package/examples/live.mjs +2 -2
  16. package/integrations/linux-overlay/overlay.py +8 -2
  17. package/integrations/macos-overlay/overlay.jxa +9 -7
  18. package/integrations/opencode/runtime.mjs +4 -4
  19. package/integrations/opencode/tui.tsx +1 -1
  20. package/integrations/windows-overlay/Overlay.cs +7 -6
  21. package/integrations/windows-overlay/desktop.mjs +2 -1
  22. package/integrations/windows-overlay/protocol.mjs +13 -7
  23. package/integrations/windows-overlay/worker.mjs +1 -1
  24. package/package.json +34 -13
  25. package/puppy-comfort-sprites.mjs +33 -0
  26. package/puppy-companion-comfort-q5.bin.gz +0 -0
  27. package/puppy-companion-comfort.json +140 -0
  28. package/puppy-companion-life.mjs +58 -18
  29. package/puppy-companion-objects.mjs +12 -0
  30. package/puppy-companion-sprites.mjs +4 -2
  31. package/puppy-frame-predictive.mjs +15 -9
  32. package/puppy-frame-store.mjs +2 -2
  33. package/puppy-paper-actions.mjs +4 -2
  34. package/puppy-paper-behaviors.mjs +1 -1
  35. package/puppy-paper-contact.mjs +4 -2
  36. package/puppy-paper-seat.mjs +4 -2
  37. package/puppy-paper-world.mjs +14 -0
  38. package/puppy-paper.mjs +79 -21
  39. package/retrieviewer-cli.mjs +8 -6
  40. package/retrieviewer-plugin.d.mts +1 -1
  41. package/retrieviewer-plugin.mjs +1 -1
  42. package/retrieviewer.d.mts +12 -4
  43. package/retrieviewer.mjs +20 -14
  44. package/locomotion-core.mjs +0 -21
  45. package/locomotion-puppy.animal +0 -0
  46. package/vendor/procedural-animals/package.json +0 -40
  47. package/vendor/procedural-animals/src/animal.js +0 -146
  48. package/vendor/procedural-animals/src/bake.js +0 -51
  49. package/vendor/procedural-animals/src/build.js +0 -81
  50. package/vendor/procedural-animals/src/core/build/coatKit.js +0 -121
  51. package/vendor/procedural-animals/src/core/build/featherCards.js +0 -189
  52. package/vendor/procedural-animals/src/core/build/finEdges.js +0 -85
  53. package/vendor/procedural-animals/src/core/build/furSlope.js +0 -115
  54. package/vendor/procedural-animals/src/core/build/mesh.js +0 -67
  55. package/vendor/procedural-animals/src/core/build/pipeline.js +0 -272
  56. package/vendor/procedural-animals/src/core/build/seams.js +0 -183
  57. package/vendor/procedural-animals/src/core/build/warp.js +0 -112
  58. package/vendor/procedural-animals/src/core/build/weights.js +0 -393
  59. package/vendor/procedural-animals/src/core/math/vec.js +0 -81
  60. package/vendor/procedural-animals/src/core/motion/actions.js +0 -800
  61. package/vendor/procedural-animals/src/core/motion/bird.js +0 -3063
  62. package/vendor/procedural-animals/src/core/motion/birdActions.js +0 -1059
  63. package/vendor/procedural-animals/src/core/motion/common.js +0 -158
  64. package/vendor/procedural-animals/src/core/motion/index.js +0 -22
  65. package/vendor/procedural-animals/src/core/motion/quadruped.js +0 -2875
  66. package/vendor/procedural-animals/src/core/motion/snake.js +0 -1594
  67. package/vendor/procedural-animals/src/core/motion/spider.js +0 -1810
  68. package/vendor/procedural-animals/src/core/motion/swimmer.js +0 -1047
  69. package/vendor/procedural-animals/src/core/motion/swimmerActions.js +0 -613
  70. package/vendor/procedural-animals/src/core/render/animalObject.js +0 -262
  71. package/vendor/procedural-animals/src/core/render/coatMaterial.js +0 -1301
  72. package/vendor/procedural-animals/src/core/render/dqs.js +0 -159
  73. package/vendor/procedural-animals/src/core/render/eyes.js +0 -676
  74. package/vendor/procedural-animals/src/core/render/membranes.js +0 -77
  75. package/vendor/procedural-animals/src/core/render/skeleton.js +0 -41
  76. package/vendor/procedural-animals/src/core/rig/bird.js +0 -327
  77. package/vendor/procedural-animals/src/core/rig/quadruped.js +0 -76
  78. package/vendor/procedural-animals/src/core/rig/rig.js +0 -79
  79. package/vendor/procedural-animals/src/core/rig/snake.js +0 -76
  80. package/vendor/procedural-animals/src/core/rig/spider.js +0 -110
  81. package/vendor/procedural-animals/src/core/rig/swimmer.js +0 -181
  82. package/vendor/procedural-animals/src/core/sdf/eyeSocket.js +0 -53
  83. package/vendor/procedural-animals/src/core/sdf/mesher.js +0 -238
  84. package/vendor/procedural-animals/src/core/sdf/sdf.js +0 -263
  85. package/vendor/procedural-animals/src/index.d.ts +0 -98
  86. package/vendor/procedural-animals/src/index.js +0 -29
  87. package/vendor/procedural-animals/src/registry.js +0 -48
  88. package/vendor/procedural-animals/src/species/bear/behaviour.js +0 -463
  89. package/vendor/procedural-animals/src/species/bear/claws.js +0 -147
  90. package/vendor/procedural-animals/src/species/bear/coat.js +0 -726
  91. package/vendor/procedural-animals/src/species/bear/index.js +0 -139
  92. package/vendor/procedural-animals/src/species/bear/motion.js +0 -112
  93. package/vendor/procedural-animals/src/species/bear/regions.js +0 -78
  94. package/vendor/procedural-animals/src/species/bear/rig.js +0 -112
  95. package/vendor/procedural-animals/src/species/bear/sculpt.js +0 -272
  96. package/vendor/procedural-animals/src/species/boar/behaviour.js +0 -335
  97. package/vendor/procedural-animals/src/species/boar/coat.js +0 -372
  98. package/vendor/procedural-animals/src/species/boar/index.js +0 -110
  99. package/vendor/procedural-animals/src/species/boar/motion.js +0 -85
  100. package/vendor/procedural-animals/src/species/boar/regions.js +0 -88
  101. package/vendor/procedural-animals/src/species/boar/rig.js +0 -111
  102. package/vendor/procedural-animals/src/species/boar/sculpt.js +0 -285
  103. package/vendor/procedural-animals/src/species/cat/behaviour.js +0 -559
  104. package/vendor/procedural-animals/src/species/cat/coat.js +0 -841
  105. package/vendor/procedural-animals/src/species/cat/index.js +0 -211
  106. package/vendor/procedural-animals/src/species/cat/motion.js +0 -101
  107. package/vendor/procedural-animals/src/species/cat/regions.js +0 -82
  108. package/vendor/procedural-animals/src/species/cat/rig.js +0 -100
  109. package/vendor/procedural-animals/src/species/cat/sculpt.js +0 -266
  110. package/vendor/procedural-animals/src/species/cat/whiskers.js +0 -110
  111. package/vendor/procedural-animals/src/species/cheetah/coat.js +0 -427
  112. package/vendor/procedural-animals/src/species/cheetah/index.js +0 -51
  113. package/vendor/procedural-animals/src/species/cheetah/joints.js +0 -3
  114. package/vendor/procedural-animals/src/species/cheetah/motion.js +0 -77
  115. package/vendor/procedural-animals/src/species/cheetah/regions.js +0 -95
  116. package/vendor/procedural-animals/src/species/cheetah/rig.js +0 -66
  117. package/vendor/procedural-animals/src/species/cheetah/sculpt.js +0 -158
  118. package/vendor/procedural-animals/src/species/chicken/coat.js +0 -313
  119. package/vendor/procedural-animals/src/species/chicken/coverts.js +0 -320
  120. package/vendor/procedural-animals/src/species/chicken/index.js +0 -110
  121. package/vendor/procedural-animals/src/species/chicken/motion.js +0 -177
  122. package/vendor/procedural-animals/src/species/chicken/regions.js +0 -66
  123. package/vendor/procedural-animals/src/species/chicken/rig.js +0 -144
  124. package/vendor/procedural-animals/src/species/chicken/sculpt.js +0 -389
  125. package/vendor/procedural-animals/src/species/chicken/wingLook.js +0 -66
  126. package/vendor/procedural-animals/src/species/chicken/wingStack.js +0 -124
  127. package/vendor/procedural-animals/src/species/cow/behaviour.js +0 -521
  128. package/vendor/procedural-animals/src/species/cow/coat.js +0 -465
  129. package/vendor/procedural-animals/src/species/cow/index.js +0 -118
  130. package/vendor/procedural-animals/src/species/cow/motion.js +0 -81
  131. package/vendor/procedural-animals/src/species/cow/regions.js +0 -98
  132. package/vendor/procedural-animals/src/species/cow/rig.js +0 -116
  133. package/vendor/procedural-animals/src/species/cow/sculpt.js +0 -339
  134. package/vendor/procedural-animals/src/species/crow/coat.js +0 -145
  135. package/vendor/procedural-animals/src/species/crow/index.js +0 -70
  136. package/vendor/procedural-animals/src/species/crow/joints.js +0 -3
  137. package/vendor/procedural-animals/src/species/crow/motion.js +0 -101
  138. package/vendor/procedural-animals/src/species/crow/regions.js +0 -50
  139. package/vendor/procedural-animals/src/species/crow/rig.js +0 -83
  140. package/vendor/procedural-animals/src/species/crow/sculpt.js +0 -118
  141. package/vendor/procedural-animals/src/species/deer/behaviour.js +0 -513
  142. package/vendor/procedural-animals/src/species/deer/coat.js +0 -391
  143. package/vendor/procedural-animals/src/species/deer/index.js +0 -106
  144. package/vendor/procedural-animals/src/species/deer/motion.js +0 -97
  145. package/vendor/procedural-animals/src/species/deer/regions.js +0 -60
  146. package/vendor/procedural-animals/src/species/deer/rig.js +0 -124
  147. package/vendor/procedural-animals/src/species/deer/sculpt.js +0 -297
  148. package/vendor/procedural-animals/src/species/dog/behaviour.js +0 -521
  149. package/vendor/procedural-animals/src/species/dog/coat.js +0 -495
  150. package/vendor/procedural-animals/src/species/dog/index.js +0 -144
  151. package/vendor/procedural-animals/src/species/dog/motion.js +0 -118
  152. package/vendor/procedural-animals/src/species/dog/regions.js +0 -61
  153. package/vendor/procedural-animals/src/species/dog/rig.js +0 -129
  154. package/vendor/procedural-animals/src/species/dog/sculpt.js +0 -246
  155. package/vendor/procedural-animals/src/species/eagle/coat.js +0 -250
  156. package/vendor/procedural-animals/src/species/eagle/index.js +0 -76
  157. package/vendor/procedural-animals/src/species/eagle/joints.js +0 -3
  158. package/vendor/procedural-animals/src/species/eagle/motion.js +0 -137
  159. package/vendor/procedural-animals/src/species/eagle/regions.js +0 -57
  160. package/vendor/procedural-animals/src/species/eagle/rig.js +0 -107
  161. package/vendor/procedural-animals/src/species/eagle/sculpt.js +0 -137
  162. package/vendor/procedural-animals/src/species/fish/coat.js +0 -271
  163. package/vendor/procedural-animals/src/species/fish/index.js +0 -88
  164. package/vendor/procedural-animals/src/species/fish/motion.js +0 -92
  165. package/vendor/procedural-animals/src/species/fish/regions.js +0 -27
  166. package/vendor/procedural-animals/src/species/fish/rig.js +0 -143
  167. package/vendor/procedural-animals/src/species/fish/sculpt.js +0 -214
  168. package/vendor/procedural-animals/src/species/fish/variants.js +0 -126
  169. package/vendor/procedural-animals/src/species/fox/behaviour.js +0 -314
  170. package/vendor/procedural-animals/src/species/fox/coat.js +0 -444
  171. package/vendor/procedural-animals/src/species/fox/index.js +0 -120
  172. package/vendor/procedural-animals/src/species/fox/motion.js +0 -81
  173. package/vendor/procedural-animals/src/species/fox/regions.js +0 -59
  174. package/vendor/procedural-animals/src/species/fox/rig.js +0 -91
  175. package/vendor/procedural-animals/src/species/fox/sculpt.js +0 -202
  176. package/vendor/procedural-animals/src/species/frog/behaviour.js +0 -590
  177. package/vendor/procedural-animals/src/species/frog/coat.js +0 -305
  178. package/vendor/procedural-animals/src/species/frog/index.js +0 -97
  179. package/vendor/procedural-animals/src/species/frog/motion.js +0 -69
  180. package/vendor/procedural-animals/src/species/frog/regions.js +0 -46
  181. package/vendor/procedural-animals/src/species/frog/rig.js +0 -156
  182. package/vendor/procedural-animals/src/species/frog/sculpt.js +0 -240
  183. package/vendor/procedural-animals/src/species/goat/behaviour.js +0 -509
  184. package/vendor/procedural-animals/src/species/goat/coat.js +0 -590
  185. package/vendor/procedural-animals/src/species/goat/index.js +0 -149
  186. package/vendor/procedural-animals/src/species/goat/motion.js +0 -95
  187. package/vendor/procedural-animals/src/species/goat/regions.js +0 -98
  188. package/vendor/procedural-animals/src/species/goat/rig.js +0 -181
  189. package/vendor/procedural-animals/src/species/goat/sculpt.js +0 -547
  190. package/vendor/procedural-animals/src/species/horse/coat.js +0 -361
  191. package/vendor/procedural-animals/src/species/horse/coatSeam.js +0 -122
  192. package/vendor/procedural-animals/src/species/horse/index.js +0 -80
  193. package/vendor/procedural-animals/src/species/horse/motion.js +0 -245
  194. package/vendor/procedural-animals/src/species/horse/regions.js +0 -60
  195. package/vendor/procedural-animals/src/species/horse/rig.js +0 -117
  196. package/vendor/procedural-animals/src/species/horse/sculpt.js +0 -316
  197. package/vendor/procedural-animals/src/species/horse/seamWeights.js +0 -272
  198. package/vendor/procedural-animals/src/species/lion/behaviour.js +0 -509
  199. package/vendor/procedural-animals/src/species/lion/coat.js +0 -1016
  200. package/vendor/procedural-animals/src/species/lion/index.js +0 -111
  201. package/vendor/procedural-animals/src/species/lion/motion.js +0 -87
  202. package/vendor/procedural-animals/src/species/lion/regions.js +0 -106
  203. package/vendor/procedural-animals/src/species/lion/rig.js +0 -110
  204. package/vendor/procedural-animals/src/species/lion/sculpt.js +0 -384
  205. package/vendor/procedural-animals/src/species/lion/whiskers.js +0 -132
  206. package/vendor/procedural-animals/src/species/pig/behaviour.js +0 -575
  207. package/vendor/procedural-animals/src/species/pig/coat.js +0 -730
  208. package/vendor/procedural-animals/src/species/pig/ears.js +0 -242
  209. package/vendor/procedural-animals/src/species/pig/index.js +0 -161
  210. package/vendor/procedural-animals/src/species/pig/motion.js +0 -105
  211. package/vendor/procedural-animals/src/species/pig/regions.js +0 -100
  212. package/vendor/procedural-animals/src/species/pig/rig.js +0 -152
  213. package/vendor/procedural-animals/src/species/pig/sculpt.js +0 -382
  214. package/vendor/procedural-animals/src/species/rabbit/behaviour.js +0 -605
  215. package/vendor/procedural-animals/src/species/rabbit/coat.js +0 -285
  216. package/vendor/procedural-animals/src/species/rabbit/index.js +0 -85
  217. package/vendor/procedural-animals/src/species/rabbit/motion.js +0 -85
  218. package/vendor/procedural-animals/src/species/rabbit/regions.js +0 -48
  219. package/vendor/procedural-animals/src/species/rabbit/rig.js +0 -99
  220. package/vendor/procedural-animals/src/species/rabbit/sculpt.js +0 -148
  221. package/vendor/procedural-animals/src/species/rat/behaviour.js +0 -539
  222. package/vendor/procedural-animals/src/species/rat/coat.js +0 -341
  223. package/vendor/procedural-animals/src/species/rat/index.js +0 -111
  224. package/vendor/procedural-animals/src/species/rat/motion.js +0 -90
  225. package/vendor/procedural-animals/src/species/rat/regions.js +0 -92
  226. package/vendor/procedural-animals/src/species/rat/rig.js +0 -112
  227. package/vendor/procedural-animals/src/species/rat/sculpt.js +0 -163
  228. package/vendor/procedural-animals/src/species/rat/whiskers.js +0 -119
  229. package/vendor/procedural-animals/src/species/shark/coat.js +0 -383
  230. package/vendor/procedural-animals/src/species/shark/index.js +0 -104
  231. package/vendor/procedural-animals/src/species/shark/motion.js +0 -69
  232. package/vendor/procedural-animals/src/species/shark/regions.js +0 -34
  233. package/vendor/procedural-animals/src/species/shark/rig.js +0 -194
  234. package/vendor/procedural-animals/src/species/shark/sculpt.js +0 -343
  235. package/vendor/procedural-animals/src/species/shark/variants.js +0 -105
  236. package/vendor/procedural-animals/src/species/sheep/behaviour.js +0 -522
  237. package/vendor/procedural-animals/src/species/sheep/coat.js +0 -529
  238. package/vendor/procedural-animals/src/species/sheep/index.js +0 -152
  239. package/vendor/procedural-animals/src/species/sheep/motion.js +0 -86
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  243. package/vendor/procedural-animals/src/species/sheep/sculpt.js +0 -542
  244. package/vendor/procedural-animals/src/species/snake/coat.js +0 -315
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  249. package/vendor/procedural-animals/src/species/snake/sculpt.js +0 -122
  250. package/vendor/procedural-animals/src/species/spider/coat.js +0 -279
  251. package/vendor/procedural-animals/src/species/spider/index.js +0 -78
  252. package/vendor/procedural-animals/src/species/spider/motion.js +0 -72
  253. package/vendor/procedural-animals/src/species/spider/regions.js +0 -87
  254. package/vendor/procedural-animals/src/species/spider/rig.js +0 -118
  255. package/vendor/procedural-animals/src/species/spider/sculpt.js +0 -182
  256. package/vendor/procedural-animals/src/species/wolf/behaviour.js +0 -160
  257. package/vendor/procedural-animals/src/species/wolf/coat.js +0 -749
  258. package/vendor/procedural-animals/src/species/wolf/index.js +0 -107
  259. package/vendor/procedural-animals/src/species/wolf/motion.js +0 -80
  260. package/vendor/procedural-animals/src/species/wolf/regions.js +0 -57
  261. package/vendor/procedural-animals/src/species/wolf/rig.js +0 -87
  262. package/vendor/procedural-animals/src/species/wolf/sculpt.js +0 -339
  263. package/vendor/procedural-animals/src/worker.js +0 -29
@@ -1,559 +0,0 @@
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- // Cat behaviour layer for the quadruped engine (species.motion.hooks, see core/motion/actions.js).
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- //
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- // update(P, dt, layer) every frame over the built-in actions: mood (annoyed -> the whole tail
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- // lashes side to side at ~1 Hz and the ears turn out sideways, "airplane
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- // ears"), slow blinks (idle, sitting, loafing), the walking head held level,
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- // lapping at ~3.8 laps / s when drinking, the head tilted to shear with the
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- // carnassials when eating, the tail wrapped round the forepaws when sitting and
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- // over the nose when curled asleep, automatic idle variants (grooming, a slow
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- // blink, ear scans)
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- // pose(engine, dt) after the engine's solve: the ears swivel independently toward "sounds" and
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- // flatten sideways when angry; the tail tip twitches while hunting
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- // actions attack (stalk crouch, rear-end wiggle, then the pounce: forepaws strike
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- // down together, bite), hit (flinch, then the arched-back "Halloween" threat:
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- // stiff legs, bristling fur and bottle-brush tail, ears flat, hissing),
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- // loaf (sternal with every paw tucked under), groom (licks a forepaw, wipes it
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- // over the ear and face), knead, stalk (crouched creep with a twitching tail
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- // tip), slowblink
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- //
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- // Distances are cat metres at the reference size (x cfg.s); posture offsets the engine multiplies by
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- // cfg.k (fwd, side, headRaise, neckReach) are divided by cfg.unit.
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- import * as THREE from 'three';
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- import { clamp, lerp, smooth, TAU, tv, tqa, tableAt } from '../../core/motion/common.js';
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- import { mx, mxLeg, ONESHOTS, POSTURES } from '../../core/motion/actions.js';
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- import { whiskerSamples, WHISKER_BASE, WHISKER_TIP } from './whiskers.js';
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-
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- const W_SAMPLES = whiskerSamples();
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-
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- const _q = new THREE.Quaternion(), _q2 = new THREE.Quaternion(), _s = new THREE.Vector3(1, 1, 1);
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- const _p = new THREE.Vector3(), _a = new THREE.Vector3(), _pOld = new THREE.Vector3(), _pNew = new THREE.Vector3(), _pPrev = new THREE.Vector3(), _d = new THREE.Vector3();
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- const sm = (w) => w * w * (3 - 2 * w);
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- const U = (e) => e.cfg.unit; // engine units -> cat metres
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-
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- // per-engine behaviour state
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- function B(e) {
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- if (!e._cat) {
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- e._cat = {
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- annoyed: 0, hunt: 0, lashPh: e.rand() * TAU,
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- ear: [{ sw: 0, v: 0, target: 0, tNext: 0.4 }, { sw: 0, v: 0, target: 0, tNext: 1.1 }],
39
- earOut: 0, twitchPh: 0, twitch: 0, whisk: [{ a: 0, v: 0, lift: 0, back: 0 }, { a: 0, v: 0, lift: 0, back: 0 }], wLocal: null, fanT: 0,
40
- blinkT: -1, blinkIn: 4 + e.rand() * 6, idleT: 8 + e.rand() * 6,
41
- };
42
- }
43
- return e._cat;
44
- }
45
- const busy = (L) => L.postures.some((p) => p.target > 0) || L.oneshots.some((a) => !a.stopping);
46
- const running = (L, name) => L.oneshots.find((a) => a.name === name && a.w > 0);
47
- const posture = (L, name) => L.postures.find((p) => p.name === name && p.w > 0);
48
-
49
- // ------------------------------------------------------------------------------------------------
50
- // update: body language on top of every action
51
- function update(P, dt, L) {
52
- const e = L.engine, b = B(e), cfg = e.cfg;
53
- const vn = e.speed / cfg.sq;
54
- const t = e.time;
55
-
56
- // ---- mood: annoyed (hit, attacked, or asked for), hunting (stalk, pounce crouch)
57
- let annoyedT = e.input.mood === 'annoyed' ? 1 : 0, huntT = 0;
58
- for (const a of L.oneshots) {
59
- if (a.name === 'hit' && a.w > 0) annoyedT = Math.max(annoyedT, 1);
60
- if (a.name === 'attack' && a.w > 0 && a.phase !== 'air') huntT = Math.max(huntT, a.w);
61
- if (a.name === 'stalk' && a.w > 0) huntT = Math.max(huntT, a.w);
62
- }
63
- if (b.hitAfter > 0) { b.hitAfter -= dt; annoyedT = Math.max(annoyedT, clamp(b.hitAfter / 2, 0, 1)); }
64
- b.annoyed += (annoyedT - b.annoyed) * (1 - Math.exp(-dt * (annoyedT > b.annoyed ? 4 : 0.8)));
65
- b.hunt += (huntT - b.hunt) * (1 - Math.exp(-dt * 5));
66
- // lashing: the whole tail sweeps side to side (~1 Hz), faster and wider the angrier
67
- if (b.annoyed > 0.01) {
68
- b.lashPh += dt * TAU * lerp(0.7, 1.3, b.annoyed);
69
- const k = b.annoyed * (1 - P.tailGround * 0.7);
70
- P.tailSide += Math.sin(b.lashPh) * 0.85 * k;
71
- mx(P, 'tailIdle', 0, k);
72
- mx(P, 'earFlat', Math.max(P.earFlat, 0.35), k);
73
- }
74
- b.earOut = b.annoyed;
75
-
76
- // ---- walking: the head held level and steady (a cat's gaze locks on)
77
- const walk = smooth(0.05, 0.4, vn) * (1 - smooth(1.2, 2.2, vn)) * P.gaitW;
78
- if (walk > 0) P.headPitch -= 0.04 * walk;
79
-
80
- // ---- sitting upright: the tail curls round the forepaws on the ground
81
- const sit = posture(L, 'sit');
82
- if (sit) {
83
- const w = sm(clamp(sit.w, 0, 1)) * smooth(0.4, 1.4, sit.t);
84
- mx(P, 'tailSide', sit.side * 1.6, w); mx(P, 'tailCurl', sit.side * 3.2, w); mx(P, 'tailStiff', 0.8, w); mx(P, 'tailGround', 0.7, w);
85
- mx(P, 'headRaise', 0.03 / U(e) * 0.35, w);
86
- }
87
- // ---- lying on its side (dead): the big round head rests on its cheek, higher than the engine's
88
- // (cheetah-proportioned) default
89
- for (const p of L.postures) {
90
- if (p.name === 'death') {
91
- const w = sm(clamp(p.w, 0, 1)) * smooth(0.35, 1.0, p.t); P.headPos.y += 0.035 * cfg.s * w;
92
- // (lying on its side the lower paws rest tilted on their edge: carry the body a few mm higher)
93
- // (6.5 mm: a blue cat's hind paw on its edge still pressed 2.9 mm into the ground at 5)
94
- P.lift += (0.009 / cfg.unit) * sm(clamp(p.w, 0, 1)) * smooth(0.5, 0.9, p.t);
95
- // the limp tail: the engine lays it 'down' in the pelvis frame, which points sideways on a body lying on
96
- // its side (it floated 7-10 cm up); swept round toward the ground side it drapes onto the ground
97
- // (tail joints 20 -> 91 mm root to tip, both fall sides)
98
- mx(P, 'tailSide', -p.side * 2.1, sm(clamp(p.w, 0, 1)) * smooth(0.6, 1.4, p.t));
99
- }
100
- }
101
- // ---- curled asleep: a tight ring, the tail wrapped round along the body toward the head, head on the forepaws
102
- const sleep = posture(L, 'sleep');
103
- if (sleep && sleep.tune.style !== 'lateral') {
104
- const c = sm(clamp(sleep.w, 0, 1)) * smooth(1.2, 3.2, sleep.t);
105
- mx(P, 'bend', sleep.side * 1.02, c); mx(P, 'tailCurl', sleep.side * 3.0, c); mx(P, 'tailStiff', 0.6, c); mx(P, 'tailGround', 0.9, c);
106
- mx(P, 'headYaw', sleep.side * 0.75, c); mx(P, 'flex', 0.25, c);
107
- // (the head resting on the forepaws a little higher: a big round head's lower cheek went into the ground)
108
- P.headPos.y += 0.005 * cfg.s * c;
109
- }
110
- // ---- drinking: lapping (the tongue flicks up a column of water ~3.8 times a second)
111
- const dr = running(L, 'drink');
112
- if (dr) {
113
- const w = sm(dr.w);
114
- P.jaw = lerp(P.jaw, 0.06 + 0.09 * Math.max(0, Math.sin(dr.t * 3.8 * TAU)), w);
115
- mx(P, 'tailLift', -0.45, w); mx(P, 'tailGround', 0.45, w); // (crouched: the tail low, its tip on the ground)
116
- mx(P, 'jawOmega', 40, w);
117
- mx(P, 'earFlat', 0.1, w);
118
- }
119
- // ---- eating: head tilted to shear with the carnassials, with little head shakes
120
- const eat = running(L, 'eat');
121
- if (eat) {
122
- const w = sm(eat.w);
123
- P.headRoll += w * (0.35 * Math.sin(eat.t * 0.9) + 0.08 * Math.sin(eat.t * 11) * smooth(0.6, 0.9, Math.sin(eat.t * 1.7)));
124
- mx(P, 'tailLift', -0.45, w); mx(P, 'tailGround', 0.45, w);
125
- }
126
-
127
- // ---- the upper lids rest a little over the iris (a flatter, heavier upper lid: face1, face2, lying1);
128
- // wide open when hunting or startled
129
- P.eyelid = Math.max(P.eyelid, 0.12 * (1 - b.hunt) * (1 - 0.6 * b.annoyed));
130
-
131
- // ---- slow blink ("cat kiss"): idle standing, sitting, loafing; or on demand (the slowblink action)
132
- const calm = (L.idle.w > 0.9 && !busy(L)) || posture(L, 'sit') || posture(L, 'loaf') || posture(L, 'lie');
133
- if (b.blinkT < 0) {
134
- if (calm && !b.annoyed) b.blinkIn -= dt;
135
- if (b.blinkIn <= 0) { b.blinkT = 0; b.blinkIn = 6 + e.rand() * 10; }
136
- }
137
- if (b.blinkT >= 0) {
138
- b.blinkT += dt;
139
- const bt = b.blinkT;
140
- const lid = smooth(0, 0.55, bt) * (1 - smooth(1.4, 2.1, bt));
141
- P.eyelid = Math.max(P.eyelid, 0.88 * lid);
142
- P.headPitch += 0.06 * lid; // a small nod with it
143
- if (bt > 2.2) b.blinkT = -1;
144
- }
145
-
146
- // ---- idle variants: grooming, an ear scan, a slow blink
147
- if (e.idleVariants !== false && L.idle.w > 0.98 && !busy(L) && !e.input.look && !e.input.follow) {
148
- b.idleT -= dt;
149
- if (b.idleT <= 0) {
150
- b.idleT = 7 + e.rand() * 9;
151
- const r = e.rand();
152
- if (r < 0.4) L.play('groom');
153
- else if (r < 0.7) b.blinkIn = 0;
154
- else { b.ear[0].tNext = 0; b.ear[1].tNext = 0.15; }
155
- }
156
- } else if (busy(L)) b.idleT = Math.max(b.idleT, 3);
157
-
158
- // ---- hunting: tail low and straight, its tip twitching; ears pricked forward
159
- if (b.hunt > 0.01) {
160
- mx(P, 'tailLift', -0.35, b.hunt); mx(P, 'tailIdle', 0, b.hunt); mx(P, 'tailStiff', 1.3, b.hunt);
161
- mx(P, 'earFlat', -0.15, b.hunt);
162
- }
163
- b.twitch = b.hunt;
164
- // whisker fan (pose hook): forward when hunting or walking, back when eating, drinking, angry, asleep
165
- const eatW = Math.max(dr ? dr.w : 0, eat ? eat.w : 0);
166
- b.fanT = 0.4 * b.hunt + 0.12 * walk - 0.5 * b.annoyed - 0.4 * eatW - 0.3 * clamp(P.eyelid, 0, 1);
167
- void t;
168
- }
169
-
170
- // whisker samples in the whisker bone's bind-local frame, mapped from the reference head (whiskers.js)
171
- // onto this individual's bone (scaled by the bone's length)
172
- const _w = Array.from({ length: 40 }, () => new THREE.Vector3());
173
- function whiskerLocal(e, kk) {
174
- const s = kk ? -1 : 1, S = kk ? 'R' : 'L';
175
- const i = e.sk.bones.indexOf(e.bone['whisker' + S]);
176
- const inv = e.sk.bind[i].clone().invert();
177
- const Jb = e.J['whiskerBase' + S], Jt = e.J['whiskerTip' + S];
178
- const refLen = Math.hypot(WHISKER_TIP[0] - WHISKER_BASE[0], WHISKER_TIP[1] - WHISKER_BASE[1], WHISKER_TIP[2] - WHISKER_BASE[2]);
179
- const k = Jb.distanceTo(Jt) / refLen;
180
- return W_SAMPLES.map((p) => new THREE.Vector3(Jb.x + (p[0] - WHISKER_BASE[0]) * s * k, Jb.y + (p[1] - WHISKER_BASE[1]) * k, Jb.z + (p[2] - WHISKER_BASE[2]) * k).applyMatrix4(inv));
181
- }
182
-
183
- // ------------------------------------------------------------------------------------------------
184
- // pose: independent ear swivels, airplane ears, whiskers, tail-tip twitch
185
- function pose(e, dt) {
186
- const b = B(e), P = e.P, cfg = e.cfg;
187
- if (e.lod >= 2) return;
188
- const awake = 1 - P.eyelid * 0.8;
189
- const still = 1 - smooth(0.5, 3, e.speed / cfg.sq);
190
- // ---- ears
191
- if (cfg.hasEars) {
192
- for (let k = 0; k < 2; k++) {
193
- const E = b.ear[k], s = k === 0 ? 1 : -1;
194
- const bone = k === 0 ? e.bone.earL : e.bone.earR;
195
- if (!bone) continue;
196
- // a new "sound" every 1-4 s: often sideways or back, sometimes straight ahead; each ear on its own
197
- E.tNext -= dt;
198
- if (E.tNext <= 0) {
199
- E.tNext = 1 + e.rand() * 3.5;
200
- E.target = e.rand() < 0.35 ? 0 : (e.rand() - 0.3) * 0.86 * s; // (up to ~35 deg out, ~15 in: the skin of the crown between the ears stretched > 3x beyond)
201
- }
202
- // (none lying on the side or with the head on the ground: the engine keeps the pinnae out of it)
203
- const want = E.target * still * awake * (1 - Math.max(0, P.earFlat)) * (1 - b.hunt) * (1 - smooth(0.25, 0.7, Math.abs(P.roll))) * (1 - clamp(P.headW, 0, 1));
204
- const om = 16; // fast, critically damped swivel (~0.1 s)
205
- E.v += (om * om * (want - E.sw) - 2 * om * E.v) * dt;
206
- E.sw += E.v * dt;
207
- const out = b.earOut;
208
- if (Math.abs(E.sw) < 1e-4 && out < 1e-3) continue;
209
- const base = _p.setFromMatrixPosition(bone.matrixWorld);
210
- _q.setFromRotationMatrix(bone.matrixWorld);
211
- // swivel about the pinna's own axis
212
- _a.set(0, 1, 0).applyQuaternion(_q);
213
- _q.premultiply(tqa(_a, E.sw + out * 0.42 * s));
214
- // airplane ears: turned out and down to the side, openings facing back
215
- if (out > 1e-3) {
216
- const hq = e.headPose.quaternion;
217
- _d.set(0, 0, 1).applyQuaternion(hq);
218
- _q.premultiply(tqa(_d, -s * 0.36 * out)); // (0.55 / 0.45: the crown between the ears stretched > 3x)
219
- }
220
- bone.matrixWorld.compose(base, _q, _s);
221
- }
222
- }
223
- // ---- whiskers: fanned / swept (b.fanT), and lifted clear of the ground
224
- for (let k = 0; k < 2; k++) {
225
- const S = k ? 'R' : 'L', s = k ? -1 : 1;
226
- const bone = e.bone['whisker' + S];
227
- if (!bone) break;
228
- const W = b.whisk[k];
229
- const om = 12;
230
- W.v += (om * om * (b.fanT - W.a) - 2 * om * W.v) * dt;
231
- W.a += W.v * dt;
232
- if (!b.wLocal) b.wLocal = [0, 1].map((kk) => whiskerLocal(e, kk));
233
- const base = _p.setFromMatrixPosition(bone.matrixWorld);
234
- _q.setFromRotationMatrix(bone.matrixWorld);
235
- _a.set(0, 1, 0).applyQuaternion(e.headPose.quaternion);
236
- _q.premultiply(tqa(_a, -s * W.a));
237
- bone.matrixWorld.compose(base, _q, _s);
238
- // ground: sweep the fan back along the cheek (about the head's up axis) just enough, the way a cat
239
- // lays its whiskers back against a surface; lift it about its root for what remains. Rises at once,
240
- // relaxes slowly.
241
- // (look ahead by the head's fall: a collapsing body drops the face 0.5 m/s)
242
- const vDown = W.y0 === undefined || dt <= 0 ? 0 : Math.max(0, (W.y0 - base.y) / dt);
243
- W.y0 = base.y;
244
- const margin = 0.009 * cfg.s + Math.min(0.06 * cfg.s, vDown * 0.12);
245
- const near = base.y - e.terrainH(base.x, base.z) < 0.09 * cfg.s + margin * 2;
246
- let needB = 0, needL = 0;
247
- if (near) {
248
- const pts = b.wLocal[k];
249
- for (let i = 0; i < pts.length; i++) _w[i + 1].copy(pts[i]).applyMatrix4(bone.matrixWorld).sub(base);
250
- const nP = pts.length;
251
- const clearAt = (phi) => {
252
- let worst = 0;
253
- _q2.setFromAxisAngle(_a, s * phi);
254
- for (let i = 1; i <= nP; i++) {
255
- const p = _d.copy(_w[i]).applyQuaternion(_q2).add(base);
256
- worst = Math.min(worst, p.y - (e.terrainH(p.x, p.z) + margin)); // (margin: the fan follows on a spring)
257
- }
258
- return worst;
259
- };
260
- // smallest sweep that clears, interpolated between steps (continuous in the pose)
261
- let pw = clearAt(0);
262
- needB = 0;
263
- if (pw < 0) {
264
- needB = 1.7;
265
- for (let i = 1; i <= 8; i++) {
266
- const w = clearAt(i * 0.2125);
267
- if (w >= 0) { needB = (i - 1 + -pw / Math.max(1e-6, w - pw)) * 0.2125; break; }
268
- pw = w;
269
- }
270
- }
271
- const rest = clearAt(needB);
272
- if (rest < 0) needL = Math.asin(clamp(-rest / (0.05 * cfg.s), 0, 1)) * 1.2;
273
- }
274
- // critically damped springs (fast: ~0.1 s), so the fan never snaps
275
- const omb = 40;
276
- W.vb = (W.vb || 0) + (omb * omb * (needB - W.back) - 2 * omb * (W.vb || 0)) * dt; W.back = Math.max(0, W.back + W.vb * dt);
277
- W.vl = (W.vl || 0) + (omb * omb * (needL - W.lift) - 2 * omb * (W.vl || 0)) * dt; W.lift = Math.max(0, W.lift + W.vl * dt);
278
- if (W.back > 1e-4) _q.premultiply(tqa(_a, s * W.back));
279
- if (W.lift > 1e-4) {
280
- const tip = _d.copy(b.wLocal[k][0]).applyMatrix4(bone.matrixWorld).sub(base).applyQuaternion(tqa(_a, s * W.back)).normalize();
281
- const ax = _w[0].crossVectors(tip, THREE.Object3D.DEFAULT_UP);
282
- if (ax.lengthSq() > 1e-8) _q.premultiply(tqa(ax.normalize(), W.lift));
283
- }
284
- if (W.back > 1e-4 || W.lift > 1e-4) bone.matrixWorld.compose(base, _q, _s);
285
- }
286
- // ---- tail tip twitch (hunting / focused): the last third flicks side to side
287
- const tw = b.twitch;
288
- if (tw > 0.01 && cfg.tailN) {
289
- b.twitchPh += dt * TAU * 2.2;
290
- const n = cfg.tailN, i0 = Math.floor(n * 0.62);
291
- const amp = tw * (0.2 * Math.sin(b.twitchPh) + 0.12 * Math.sin(b.twitchPh * 2.3 + 1));
292
- _q2.identity();
293
- for (let j = i0; j < n; j++) {
294
- const bone = e.bone[e.tailNames[j]];
295
- if (!bone) continue;
296
- _pOld.setFromMatrixPosition(bone.matrixWorld);
297
- if (j === i0) _pNew.copy(_pOld);
298
- else _pNew.add(_d.copy(_pOld).sub(_pPrev).applyQuaternion(_q2));
299
- _pPrev.copy(_pOld);
300
- _q2.premultiply(tqa(THREE.Object3D.DEFAULT_UP, amp * (j - i0 + 1) / (n - i0)));
301
- _q.setFromRotationMatrix(bone.matrixWorld).premultiply(_q2);
302
- bone.matrixWorld.compose(_pNew, _q, _s);
303
- }
304
- }
305
- }
306
-
307
- // ------------------------------------------------------------------------------------------------
308
- // attack: stalk crouch with the rear-end wiggle, then the pounce: a short leap (the engine's jump
309
- // mechanics, with its push-off) with the forepaws reaching forward, landing forepaws first to pin the
310
- // prey with both paws, and a bite. Running: the built-in bite-lunge.
311
- const WIGGLE = 1.25; // s of crouch + wiggle before the leap
312
- const POUNCE = { height: 0.12, distance: 0.55, land: [0.5, 0.3] };
313
- const attack = {
314
- kind: 'oneshot', fade: 0.15, needsStand: true, airborne: true,
315
- start(inst, L) {
316
- const e = L.engine;
317
- inst.run = smooth(1.2, 3, e.speed / e.cfg.sq);
318
- inst.delay = inst.run > 0.5 ? 0 : (inst.opts.wiggle ?? WIGGLE) * e.cfg.sq;
319
- inst.dur = Infinity;
320
- if (inst.run > 0.5) {
321
- inst.lunge = { ...inst, tune: { style: 'bite-lunge' } };
322
- ONESHOTS.attack.start(inst.lunge, L);
323
- }
324
- },
325
- update(inst, dt, L) {
326
- const e = L.engine;
327
- if (inst.lunge) { inst.lunge.t = inst.t; return ONESHOTS.attack.update.call(ONESHOTS.attack, inst.lunge, dt, L); }
328
- if (inst.t < inst.delay) return false;
329
- if (!inst.leap) {
330
- inst.leap = { ...inst, t: 0, tune: POUNCE, opts: { target: inst.opts.target } };
331
- ONESHOTS.jump.start(inst.leap, L);
332
- }
333
- const J = inst.leap;
334
- J.t = inst.t - inst.delay;
335
- const done = ONESHOTS.jump.update(J, dt, L);
336
- inst.phase = J.phase;
337
- if (inst.landT !== undefined && inst.t - inst.landT > 0.75) return true;
338
- void done; void e;
339
- return false;
340
- },
341
- onLand(inst, L) {
342
- if (inst.lunge) return ONESHOTS.attack.onLand.call(ONESHOTS.attack, inst.lunge, L);
343
- if (!inst.leap) return;
344
- ONESHOTS.jump.onLand(inst.leap, L);
345
- inst.landT = inst.t;
346
- // the strike: both forepaws pin, then the bite
347
- const e = L.engine;
348
- const p = e.legs[0].contact.clone().lerp(e.legs[1].contact, 0.5);
349
- const dir = inst.opts.target ? inst.opts.target.clone().sub(e.pos).setY(0).normalize() : e.forward(e.heading, new THREE.Vector3());
350
- e.emit('attackHit', { position: p, direction: dir, style: 'pounce' });
351
- },
352
- apply(P, w, inst, L) {
353
- const e = L.engine, t = inst.t, cfg = e.cfg, s = cfg.s;
354
- if (inst.lunge) return ONESHOTS.attack.apply(P, w, inst.lunge, L);
355
- if (inst.opts.target) { P.look = inst.opts.target; mx(P, 'lookW', 1, w); }
356
- // the stalk crouch: chest low, elbows up, head low and forward, gaze locked; the hindquarters
357
- // tread from foot to foot (the butt wiggle) before the leap
358
- const c = smooth(0, 0.35, t) * (1 - smooth(inst.delay - 0.1, inst.delay + 0.15, t)) * w;
359
- mx(P, 'dropF', 0.52, c); mx(P, 'dropH', 0.5, c); mx(P, 'fwd', -0.01 / U(e), c);
360
- mx(P, 'headRaise', -0.014 / U(e), c); mx(P, 'neckReach', 0.012 / U(e), c); mx(P, 'headPitch', -0.1, c);
361
- const ears = w * (inst.landT === undefined ? 1 : 1 - smooth(0.3, 0.7, t - inst.landT));
362
- mx(P, 'earFlat', -0.2, ears); mx(P, 'earTwitch', 0, ears);
363
- const wig = smooth(0.3, 0.55, t) * (1 - smooth(inst.delay - 0.2, inst.delay - 0.05, t));
364
- const ph = Math.sin(t * TAU * 3.2);
365
- P.side += 0.006 / U(e) * ph * wig * w;
366
- P.roll += 0.06 * ph * wig * w;
367
- mx(P, 'dropH', 0.42 - 0.12 * Math.abs(ph), wig * w);
368
- const J = inst.leap;
369
- if (!J) return;
370
- ONESHOTS.jump.apply(P, w, J, L);
371
- // forepaws: reach forward in the flight, strike down together and pin on landing
372
- const fwd = e.forward(e.heading, tv()), lat = e.left(e.heading, tv());
373
- let reach = 0, ahead = 0, up = 0;
374
- if (J.phase === 'air') {
375
- const T = (2 * J.vy) / 9.81, x = clamp((J.t - J.tAir) / T, 0, 1);
376
- reach = smooth(0, 0.3, x); ahead = 0.065; up = 0.05 * (1 - smooth(0, 1, x));
377
- mx(P, 'jaw', 0.35, w * smooth(0.4, 0.9, x)); mx(P, 'jawOmega', 25, w);
378
- } else if (J.phase === 'land') {
379
- const x = J.t - J.tLand;
380
- reach = 1 - smooth(0.35, 0.7, x); ahead = 0.065; up = 0;
381
- mx(P, 'jaw', 0.45 * (1 - smooth(0.1, 0.3, x)), w); mx(P, 'jawOmega', 30, w);
382
- const bite = smooth(0.05, 0.2, x) * (1 - smooth(0.4, 0.7, x));
383
- mx(P, 'headRaise', -0.02 / U(e), bite * w); mx(P, 'headPitch', 0.35, bite * w);
384
- }
385
- if (reach > 0) {
386
- for (let i = 0; i < 2; i++) {
387
- const Ld = e.legs[i].def;
388
- const tp = tv().copy(e.fr.shC).addScaledVector(fwd, ahead * s).addScaledVector(lat, Ld.s * Ld.cx);
389
- tp.y = e.terrainH(tp.x, tp.z) + up * s;
390
- const k = reach * w;
391
- P.legs[i].target.lerp(tp, k / Math.max(1e-3, P.legs[i].reach + k));
392
- mxLeg(P, i, 'reach', 1, k);
393
- }
394
- }
395
- },
396
- };
397
-
398
- // hit: the built-in flinch (and push), then the arched-back threat with bristling fur and a hiss
399
- const hit = {
400
- kind: 'oneshot', fade: 0.12,
401
- start(inst, L) {
402
- ONESHOTS.hit.start(inst, L);
403
- inst.dur = 2.6;
404
- B(L.engine).hitAfter = 6;
405
- },
406
- update(inst) { return inst.t >= inst.dur; },
407
- apply(P, w, inst, L) {
408
- const e = L.engine, t = inst.t;
409
- ONESHOTS.hit.apply(P, w, inst, L);
410
- // the arch: back humped high, legs stiff and straight, body raised, head low with the ears flat
411
- // back, mouth open in a hiss, fur (and the tail: bottle brush) standing on end
412
- const a = smooth(0.18, 0.55, t) * (1 - smooth(2.0, 2.6, t)) * w;
413
- mx(P, 'flex', 0.82, a); mx(P, 'dropF', -0.12, a); mx(P, 'dropH', -0.16, a);
414
- mx(P, 'fwd', -0.012 / U(e), a);
415
- mx(P, 'headRaise', -0.03 / U(e) * 0.5, a); mx(P, 'headPitch', 0.05, a); mx(P, 'lookW', 0.6, a);
416
- mx(P, 'tailLift', 0.85, a); mx(P, 'tailStiff', 2.0, a); mx(P, 'tailIdle', 0, a); mx(P, 'tailGround', 0, a); // (the tail upright: 2.2 swung it forward over the back and tore the skin under its root)
417
- mx(P, 'earFlat', 0.55, a); mx(P, 'earTwitch', 0, a); // (0.65 stretched the crown between the ears > 3x)
418
- const hiss = smooth(0.45, 0.6, t) * (1 - smooth(1.3, 1.55, t));
419
- mx(P, 'jaw', 0.42, hiss * w); mx(P, 'jawOmega', 30, w);
420
- mx(P, 'eyelid', 0.15, a);
421
- P.furRaise = Math.max(P.furRaise, smooth(0.15, 0.4, t) * (1 - smooth(2.1, 2.6, t)) * w);
422
- mx(P, 'legGait', 0, a * 0.6);
423
- },
424
- };
425
-
426
- // loaf: sternal, every paw tucked out of sight under the body, tail along the flank, eyes half shut
427
- const o_ = { foreBack: 0.09, hindFwd: 0.28, hindIn: 0.35 };
428
- const loaf = {
429
- kind: 'posture', fadeIn: 1.3, fadeOut: 1.0,
430
- apply(P, w, inst, L) {
431
- const e = L.engine, cfg = e.cfg, fr = e.fr;
432
- POSTURES.lie.apply(P, w, inst, L);
433
- // forepaws tucked back under the chest, the hind paws under the thighs: nothing shows but a round loaf
434
- // (the forepaws 5 % of a leg behind the shoulder showed under the chest front, the hind paws beside the flank)
435
- const k = smooth(0.2, 0.9, w);
436
- for (let i = 0; i < 4; i++) {
437
- const Ld = e.legs[i].def, front = i < 2;
438
- const tp = front ? e.bodyToWorld(Ld.cx * Ld.s * 0.75, 0, cfg.zS - o_.foreBack * Ld.len, e.heading, e.pos, tv())
439
- : e.bodyToWorld(Ld.cx * Ld.s * 1.1, 0, cfg.zH + o_.hindFwd * Ld.len, e.heading, e.pos, tv());
440
- tp.y = e.terrainH(tp.x, tp.z) + 0.01 * cfg.s;
441
- P.legs[i].target.copy(tp);
442
- // (the hind legs keep the lie's fold, the metatarsus flat on the ground, and draw their paws half way in:
443
- // reaching all the way, the free hock stood out of the flank)
444
- mxLeg(P, i, 'reach', front ? 1 : o_.hindIn, k);
445
- if (front) mxLeg(P, i, 'fold', 0, k);
446
- }
447
- const c = smooth(0.6, 1.8, inst.t) * w;
448
- // the tail wrapped forward along the flank (swept out sideways it lay out behind with the tip up)
449
- mx(P, 'tailSide', 0, c); mx(P, 'tailCurl', inst.side * 3.2, c); mx(P, 'tailStiff', 0.6, c); mx(P, 'tailGround', 0.9, c);
450
- mx(P, 'headRaise', -0.01 / U(e), c); mx(P, 'headPitch', 0.12, c);
451
- mx(P, 'eyelid', 0.45, smooth(2, 4, inst.t) * w);
452
- mx(P, 'breathRate', 0.7, c);
453
- void fr;
454
- },
455
- };
456
-
457
- // groom: sits back, lifts a forepaw to the mouth and licks it, then wipes it over the ear and face
458
- const groom = {
459
- kind: 'oneshot', fade: 0.4,
460
- start(inst, L) {
461
- inst.dur = inst.opts.loop ? Infinity : (inst.opts.duration ?? 6.5);
462
- inst.side = inst.opts.side ?? (L.engine.rand() < 0.5 ? 1 : -1);
463
- inst.sitTune = { ...(L.engine.cfg.actions.sit || {}) };
464
- },
465
- update(inst) { return inst.t >= inst.dur; },
466
- apply(P, w, inst, L) {
467
- const e = L.engine, cfg = e.cfg, t = inst.t, s = cfg.s;
468
- // sit down for it (unless already sitting)
469
- const sitW = smooth(0, 1.0, t) * (1 - smooth(inst.dur - 0.9, inst.dur, t)) * w;
470
- if (!posture(L, 'sit')) POSTURES.sit.apply(P, sitW, { tune: inst.sitTune, side: -inst.side, t }, L);
471
- const up = smooth(0.8, 1.4, t) * (1 - smooth(inst.dur - 1.2, inst.dur - 0.6, t)) * w;
472
- if (up <= 0) return;
473
- const i = inst.side > 0 ? 0 : 1; // the paw on this side
474
- // cycle: lick the paw 4 times (~0.3 s each), then 2 wipes over the ear and down the cheek
475
- const cyc = (t - 1.4) % 2.6, lick = cyc < 1.3, wipe = !lick ? (cyc - 1.3) / 1.3 : 0;
476
- const fwd = e.forward(e.heading, tv()), lat = e.left(e.heading, tv());
477
- const hp = e.headPose.position;
478
- const tp = tv().copy(hp).addScaledVector(fwd, 0.062 * s).addScaledVector(lat, inst.side * 0.006 * s);
479
- tp.y = hp.y - 0.068 * s;
480
- if (!lick) {
481
- // wipe: the paw rises past the ear and draws down over the cheek (the head turns into it)
482
- const u = Math.sin(Math.PI * wipe);
483
- tp.addScaledVector(lat, inst.side * 0.012 * s * u).addScaledVector(fwd, -0.006 * s * u);
484
- tp.y += 0.014 * s * u;
485
- }
486
- P.legs[i].target.lerp(tp, up / Math.max(1e-3, P.legs[i].reach + up));
487
- mxLeg(P, i, 'reach', 1, up * 0.7);
488
- mx(P, 'lookW', 0, up);
489
- if (lick) {
490
- // head down to the paw, the tongue (jaw) flicking
491
- mx(P, 'headPitch', 0.7 + 0.1 * Math.sin(t * TAU * 3.2), up); mx(P, 'headYaw', inst.side * 0.25, up);
492
- mx(P, 'jaw', 0.05 + 0.1 * Math.max(0, Math.sin(t * TAU * 3.2)), up); mx(P, 'jawOmega', 30, up);
493
- mx(P, 'eyelid', 0.55, up);
494
- } else {
495
- mx(P, 'headPitch', 0.35, up); mx(P, 'headYaw', inst.side * 0.45 * Math.sin(Math.PI * wipe), up);
496
- mx(P, 'headRoll', inst.side * 0.28 * Math.sin(Math.PI * wipe), up);
497
- mx(P, 'earFlat', 0.4 * Math.sin(Math.PI * wipe), up);
498
- mx(P, 'eyelid', 0.8, up);
499
- }
500
- mx(P, 'headRaise', -0.004 / U(e), up);
501
- },
502
- };
503
-
504
- // knead: treads the forepaws alternately (~1.5 Hz), eyes half shut
505
- const knead = {
506
- kind: 'oneshot', fade: 0.3, needsStand: true,
507
- start(inst) { inst.dur = inst.opts.loop ? Infinity : (inst.opts.duration ?? 4); },
508
- update(inst) { return inst.t >= inst.dur; },
509
- apply(P, w, inst, L) {
510
- const e = L.engine, s = e.cfg.s, t = inst.t;
511
- mx(P, 'gaitW', 0, w); mx(P, 'legGait', 0, w);
512
- mx(P, 'dropF', 0.25, w); mx(P, 'eyelid', 0.6, w); mx(P, 'tailLift', 0.4, w);
513
- const k = w * smooth(0.2, 0.5, t) * (1 - smooth(inst.dur - 0.4, inst.dur, t));
514
- for (let i = 0; i < 2; i++) {
515
- const ph = t * TAU * 1.5 + (i ? Math.PI : 0);
516
- const lift = Math.max(0, Math.sin(ph));
517
- const tp = tv().copy(e.legs[i].plant);
518
- tp.y += 0.018 * s * lift;
519
- tp.addScaledVector(e.forward(e.heading, tv()), 0.006 * s * lift);
520
- P.legs[i].target.copy(tp);
521
- mxLeg(P, i, 'reach', 1, k);
522
- }
523
- },
524
- };
525
-
526
- // stalk: the crouched creep (drive it with a slow walk): belly low, shoulders up, head low and
527
- // forward, tail low with its tip twitching, eyes on the target
528
- const stalk = {
529
- kind: 'oneshot', fade: 0.5,
530
- start(inst) { inst.dur = inst.opts.loop ? Infinity : (inst.opts.duration ?? 5); },
531
- update(inst) { return inst.t >= inst.dur; },
532
- apply(P, w, inst, L) {
533
- const e = L.engine;
534
- // (the rump as low as the chest: a back rising from low shoulders to the loin read as the opposite of
535
- // the stalking photo's high shoulder blades)
536
- mx(P, 'dropF', 0.42, w); mx(P, 'dropH', 0.46, w);
537
- mx(P, 'headRaise', -0.03 / U(e) * 0.45, w); mx(P, 'neckReach', 0.01 / U(e), w); mx(P, 'headPitch', -0.08, w);
538
- mx(P, 'speedScale', 0.5, w);
539
- if (inst.opts.target) { P.look = inst.opts.target; mx(P, 'lookW', 1, w); }
540
- },
541
- };
542
-
543
- // slowblink on demand
544
- const slowblink = {
545
- kind: 'oneshot', fade: 0.2,
546
- start(inst, L) { inst.dur = 2.3; B(L.engine).blinkT = 0; },
547
- update(inst) { return inst.t >= inst.dur; },
548
- apply() {},
549
- };
550
-
551
- export const hooks = {
552
- update, pose,
553
- actions: {
554
- attack, hit, loaf, groom, knead, stalk, slowblink,
555
- // (a light animal gets up from its side quickly: over the default 1.6 s a hind paw re-stepped
556
- // while the lying leg pose still held it and landed with a jump on a slope)
557
- death: { ...POSTURES.death, kind: 'posture', fadeOut: 1.2 },
558
- },
559
- };