@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
@@ -1,521 +0,0 @@
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- // Cow behaviour layer for the quadruped engine (species.motion.hooks, see core/motion/actions.js):
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- //
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- // update(P, dt, layer) every frame over the action layer: the walk's head bob, rumination (chewing
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- // the cud with a sideways grinding jaw, 40-60 chews per bolus at ~1 Hz, one
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- // side per bolus; while idle standing and above all while lying), fly swishes
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- // of the tail, ear flicks, automatic idle variants (nose licks, a moo now and
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- // then), grazing with the tongue, the bull's charge steering
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- // pose(engine, dt) after the engine's solve: the jaw's lateral grinding, the tongue (out of the
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- // mouth: wrapping grass, licking the nostrils), fast ear flicks
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- // actions attack (bull: paws the ground, then charges head down and tosses; cow: the
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- // sideways "cow kick" with one hind leg, or { kick: 'back' }), lick (nose),
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- // chew (ruminate), moo, swish, shake (head shake), lie / sleep (sternal, rising
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- // hind end first; sleep: head turned back)
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- //
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- // Distances are cow 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, angDiff } from '../../core/motion/common.js';
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- import { mx, mxLeg, ONESHOTS, POSTURES } from '../../core/motion/actions.js';
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-
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- const _m = new THREE.Matrix4(), _m2 = new THREE.Matrix4(), _q = new THREE.Quaternion(), _q2 = new THREE.Quaternion();
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- const _v = new THREE.Vector3(), _s = new THREE.Vector3();
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- const _pv = new THREE.Vector3();
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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._cow) {
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- const idx = (n) => e.sk.bones.indexOf(e.bone[n]);
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- const J = e.J;
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- const iJaw = idx('jaw'), iTg = idx('tongue');
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- const tDir = J.tongueTip.clone().sub(J.tongueBase).normalize();
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- const hz = J.nose.clone().sub(J.occiput).normalize();
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- const hy = hz.clone().cross(new THREE.Vector3(1, 0, 0)).normalize();
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- e._cow = {
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- idleT: 0, lickT: 8 + e.rand() * 10, mooT: 40 + e.rand() * 60, swishT: 2 + e.rand() * 4, swishAge: 9, swishAmp: 0.6,
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- chew: { on: false, t: 0, next: 3 + e.rand() * 4, ph: 0, side: 1, chews: 0, bolus: 50, pause: 0, force: 0 },
37
- chewW: 0, jawLat: 0, jawLatV: 0,
38
- flick: [{ t: 9, dur: 0.3, amp: 0 }, { t: 9, dur: 0.3, amp: 0 }], flickT: 1.5 + e.rand() * 3,
39
- tg: { ext: 0, up: 0, yaw: 0, curl: 0 }, tgT: { ext: 0, up: 0, yaw: 0, curl: 0 }, tgV: { ext: 0, up: 0, yaw: 0, curl: 0 },
40
- charge: null, shakeR: 0, shakeY: 0,
41
- // bind data for the tongue (final, warped + scaled space)
42
- iJaw, iTg, invJaw: iJaw >= 0 ? e.sk.bind[iJaw].clone().invert() : null, bindTg: iTg >= 0 ? e.sk.bind[iTg].clone() : null,
43
- tgRel: iTg >= 0 && iJaw >= 0 ? e.sk.bind[iJaw].clone().invert().multiply(e.sk.bind[iTg]) : null,
44
- tDir, hy, hz, lat: new THREE.Vector3(1, 0, 0),
45
- mouth: J.jawTip.clone().lerp(J.nose, 0.12), // the mouth opening: pivot of the tongue
46
- tLen: J.tongueTip.distanceTo(J.tongueBase),
47
- earAxis: [0, 1].map((k) => { const S = k === 0 ? 'L' : 'R'; return J['earTip' + S].clone().sub(J['earBase' + S]).normalize(); }),
48
- earLen: J.earTipL.distanceTo(J.earBaseL),
49
- };
50
- }
51
- return e._cow;
52
- }
53
- const busy = (L) => L.oneshots.some((a) => !a.stopping && a.name !== 'swish' && a.name !== 'chew');
54
- const find = (L, n) => L.oneshots.find((a) => a.name === n && a.w > 0);
55
-
56
- // ------------------------------------------------------------------------------------------------
57
- // update: gait style, rumination, idle life
58
- function update(P, dt, L) {
59
- const e = L.engine, cfg = e.cfg, b = B(e), u = 1 / cfg.unit;
60
- const vn = e.speed / cfg.sq, g = e.gait;
61
- // ---- walk: the head and neck bob once per forelimb stance (twice per stride), low amplitude
62
- const walkW = smooth(0.15, 0.6, vn) * (1 - smooth(1.5, 2.0, vn)) * P.gaitW;
63
- if (walkW > 0.001 && g) {
64
- const ph = e.phase - g.off[0];
65
- const c = 0.5 + 0.5 * Math.cos(4 * Math.PI * (ph - 0.1));
66
- P.headRaise -= 0.05 * u * walkW * c;
67
- P.headPitch += 0.05 * walkW * (c - 0.5);
68
- }
69
-
70
- // ---- idle bookkeeping
71
- const idleW = L.idle.w;
72
- const lying = L.postures.find((p) => (p.name === 'lie') && p.target > 0 && p.w > 0.95);
73
- const resting = L.postures.find((p) => (p.name === 'lie' || p.name === 'sleep') && p.target > 0 && p.w > 0.95);
74
- const calm = (idleW > 0.9 && !L.postures.length && !busy(L)) || (!!lying && !busy(L));
75
-
76
- // ---- dead on its side: the sideways ears laid back along the neck (not into the ground), the
77
- // head on its cheek
78
- for (const p of L.postures) {
79
- if (p.name !== 'death') continue;
80
- const w = p.w * p.w * (3 - 2 * p.w) * smooth(0.3, 0.9, p.t);
81
- mx(P, 'earFlat', 1, w); mx(P, 'earTwitch', 0, w);
82
- P.headPos.y += 0.08 * cfg.s * w;
83
- // a horned head cannot lie flat on its cheek: it rests on the ground-side horn and the jaw, rolled
84
- // less (0.9 rad instead of the engine's 1.3) with the occiput higher by about the horn's reach
85
- // below it (without this the engine's clearance could keep either the horn or the jaw out of the
86
- // ground, not both: a Highland's jaw 20-27 mm and a Hereford's 21-32 mm deep)
87
- if (e.params.horns) {
88
- const hw = p.w * smooth(0.35, 1.0, p.t);
89
- mx(P, 'headRoll', p.side * 0.9, hw);
90
- P.headPos.y += 0.1 * cfg.s * hw;
91
- }
92
- // the long cannons are spread out from under the falling body early, so the lower foreleg does
93
- // not fold into the ground under the chest
94
- const sp = smooth(0.35, 0.9, p.t) * p.w;
95
- for (let i = 0; i < 4; i++) P.legs[i].spread = Math.max(P.legs[i].spread, sp);
96
- // the long tail follows the rolling rump stiffly while it falls (a loose one is slapped onto the
97
- // ground by the roll and kinks at the contact)
98
- mx(P, 'tailStiff', 1.6, (1 - smooth(1.0, 1.6, p.t)) * p.w);
99
- }
100
-
101
- // ---- rumination: bouts of chewing the cud (mostly lying, often standing idle)
102
- const ch = b.chew;
103
- if (ch.force > 0) ch.force -= dt;
104
- const wantChew = ch.force > 0 || calm;
105
- if (wantChew) {
106
- ch.next -= dt;
107
- if (ch.next <= 0) {
108
- ch.on = !ch.on;
109
- ch.next = ch.on ? (lying ? 50 + e.rand() * 60 : 25 + e.rand() * 30) : (lying ? 4 + e.rand() * 5 : 8 + e.rand() * 12);
110
- if (ch.on) { ch.chews = 0; ch.bolus = 40 + Math.floor(e.rand() * 20); ch.side = e.rand() < 0.5 ? -1 : 1; ch.pause = 0; }
111
- }
112
- if (ch.force > 0 && !ch.on) { ch.on = true; ch.chews = 0; ch.pause = 0; ch.next = Math.max(ch.next, ch.force); }
113
- } else { ch.on = false; ch.next = Math.min(ch.next, 2 + e.rand()); }
114
- let chewing = ch.on && wantChew;
115
- if (chewing && ch.pause > 0) { ch.pause -= dt; chewing = false; }
116
- b.chewW = clamp(b.chewW + (chewing ? dt * 2.5 : -dt * 3), 0, 1);
117
- const cw = b.chewW * b.chewW * (3 - 2 * b.chewW);
118
- if (b.chewW > 0) {
119
- const rate = 1.05; // chews per second
120
- const prev = ch.ph;
121
- ch.ph += dt * rate * (0.4 + 0.6 * cw);
122
- if (Math.floor(ch.ph) !== Math.floor(prev)) {
123
- ch.chews++;
124
- if (ch.chews >= ch.bolus) { ch.chews = 0; ch.bolus = 40 + Math.floor(e.rand() * 20); ch.side = -ch.side; ch.pause = 3 + e.rand() * 2; }
125
- }
126
- const c = ch.ph % 1;
127
- // grinding: the jaw drops, swings to the chewing side, closes, and grinds back across
128
- const open = 0.5 - 0.5 * Math.cos(TAU * c);
129
- mx(P, 'jaw', 0.02 + 0.075 * open, cw); mx(P, 'jawOmega', 22, cw);
130
- b.jawLatT = ch.side * 0.06 * Math.sin(TAU * c + 0.9) * cw;
131
- } else b.jawLatT = 0;
132
-
133
- // ---- grazing: bite cycle with the tongue wrapping the grass (the built-in 'eat' holds the head)
134
- const eat = find(L, 'eat');
135
- const tg = b.tgT; // (targets: set by the actions and here, consumed and cleared by pose)
136
- if (eat) {
137
- const w = eat.w * eat.w * (3 - 2 * eat.w);
138
- const c = (eat.t * 0.9) % 1;
139
- const open = smooth(0.0, 0.1, c) * (1 - smooth(0.32, 0.44, c));
140
- const chew2 = Math.max(0, Math.sin(TAU * 2 * (c - 0.45) / 0.55)) * smooth(0.45, 0.5, c);
141
- mx(P, 'jaw', 0.05 + 0.2 * open + 0.06 * chew2, w);
142
- const side = Math.floor(eat.t * 0.9) % 2 ? 1 : -1;
143
- const out = smooth(0.04, 0.18, c) * (1 - smooth(0.26, 0.4, c));
144
- tg.ext += 0.75 * out * w;
145
- tg.up += -0.35 * out * w; // tip down toward the sward
146
- tg.yaw += side * 0.45 * smooth(0.12, 0.3, c) * out * w; // sweeps round the tuft
147
- tg.curl += 0.6 * smooth(0.18, 0.32, c) * out * w;
148
- b.jawLatT += 0.03 * side * chew2 * w;
149
- }
150
-
151
- // ---- idle variants: nose licks, now and then a moo
152
- if (calm && idleW > 0.9 && !L.postures.length) {
153
- b.lickT -= dt; b.mooT -= dt;
154
- if (b.lickT <= 0) { b.lickT = 14 + e.rand() * 20; if (!b.chew.on || e.rand() < 0.3) L.play('lick'); }
155
- if (b.mooT <= 0) { b.mooT = 60 + e.rand() * 90; L.play('moo'); }
156
- b.shakeT = (b.shakeT ?? 12 + e.rand() * 20) - dt;
157
- if (b.shakeT <= 0) { b.shakeT = 20 + e.rand() * 30; L.play('shake'); }
158
- }
159
-
160
- // ---- fly swish: bursts of tail lashing (standing, walking slowly, lying)
161
- const swishOk = (idleW > 0.5 || vn < 1.4 || resting) && !L.postures.some((p) => p.name === 'death');
162
- if (swishOk) {
163
- b.swishT -= dt;
164
- if (b.swishT <= 0) { b.swishT = 3 + e.rand() * 8; b.swishAge = 0; b.swishAmp = 0.45 + 0.4 * e.rand(); }
165
- }
166
- const sw = find(L, 'swish');
167
- if (sw && sw.t < 0.05) { b.swishAge = 0; b.swishAmp = 0.9; }
168
- b.swishAge += dt;
169
- const sa = Math.sin(Math.PI * clamp(b.swishAge / 2.2, 0, 1));
170
- if (sa > 0.001) { P.tailWag = Math.max(P.tailWag, b.swishAmp * sa * (resting ? 0.5 : 1)); mx(P, 'tailLift', 0.12, sa * 0.5); }
171
-
172
- // ---- ear flicks (against flies): one ear at a time, fast
173
- b.flickT -= dt;
174
- if (b.flickT <= 0) {
175
- b.flickT = 1.2 + e.rand() * 4;
176
- const k = e.rand() < 0.5 ? 0 : 1, f = b.flick[k];
177
- if (f.t > f.dur) { f.t = 0; f.dur = 0.22 + 0.12 * e.rand(); f.amp = (0.35 + 0.35 * e.rand()) * (e.rand() < 0.5 ? 1 : -1) * (1 - P.eyelid * 0.8); }
178
- }
179
- for (const f of b.flick) f.t += dt;
180
-
181
- // ---- bull charge steering (attack)
182
- const cg = b.charge;
183
- if (cg) {
184
- if (cg.run) {
185
- e.wantSpeed = Math.max(e.wantSpeed, cg.speed * smooth(0, 0.5, cg.tRun));
186
- e.wantHeading = cg.heading;
187
- } else if (cg.brake) e.wantSpeed = Math.min(e.wantSpeed, 0);
188
- }
189
- }
190
-
191
- // ------------------------------------------------------------------------------------------------
192
- // pose: jaw grinding, tongue, ear flicks (after the engine wrote every bone)
193
- function pose(e, dt) {
194
- const b = B(e);
195
- if (e.lod === 2) {
196
- // crowd tier: no grinding jaw, tongue, head shake or ear flicks (not visible, and cheap)
197
- b.tgT.ext = b.tgT.up = b.tgT.yaw = b.tgT.curl = 0; b.shakeR = b.shakeY = 0;
198
- return;
199
- }
200
- // jaw: critically damped spring on the lateral grinding angle
201
- const om = 26;
202
- b.jawLatV += (om * om * ((b.jawLatT || 0) - b.jawLat) - 2 * om * b.jawLatV) * dt;
203
- b.jawLat += b.jawLatV * dt;
204
- // tongue springs
205
- let tongueOut = false;
206
- for (const k of ['ext', 'up', 'yaw', 'curl']) {
207
- const o2 = 16;
208
- b.tgV[k] += (o2 * o2 * (b.tgT[k] - b.tg[k]) - 2 * o2 * b.tgV[k]) * dt;
209
- b.tg[k] += b.tgV[k] * dt;
210
- if (Math.abs(b.tg[k]) > 1e-4) tongueOut = true;
211
- b.tgT[k] = 0;
212
- }
213
- const jaw = e.bone.jaw, tongue = e.bone.tongue;
214
- if (!jaw) return;
215
- const moveJaw = Math.abs(b.jawLat) > 1e-5;
216
- if (moveJaw) {
217
- // swing the jaw sideways about the head's dorsal axis through the hinge
218
- _q.setFromRotationMatrix(e.bone.head.matrixWorld).multiply(_q2.copy(e.bindQ.head).invert());
219
- const axis = _v.copy(b.hy).applyQuaternion(_q).normalize();
220
- const hinge = _pv.setFromMatrixPosition(jaw.matrixWorld);
221
- _q2.setFromRotationMatrix(jaw.matrixWorld);
222
- _q2.premultiply(tqa(axis, b.jawLat));
223
- _s.set(1, 1, 1);
224
- jaw.matrixWorld.compose(hinge, _q2, _s);
225
- }
226
- if (tongue && b.tgRel) {
227
- if (moveJaw || tongueOut) tongue.matrixWorld.multiplyMatrices(jaw.matrixWorld, b.tgRel);
228
- if (tongueOut) {
229
- // X (bind space): slide out along the tongue, then turn about the mouth opening: up / down
230
- // (about the lateral axis), sideways (about the dorsal axis) and curl
231
- const t = b.tg, s = e.cfg.s;
232
- const X = _m.makeTranslation(b.tDir.x * t.ext * 0.13 * s, b.tDir.y * t.ext * 0.13 * s, b.tDir.z * t.ext * 0.13 * s);
233
- const piv = b.mouth;
234
- _q.setFromAxisAngle(b.hy, t.yaw).multiply(tqa(b.lat, -t.up - t.curl * 0.5));
235
- _m2.makeTranslation(-piv.x, -piv.y, -piv.z);
236
- const R = new THREE.Matrix4().makeRotationFromQuaternion(_q);
237
- R.multiply(_m2); R.premultiply(_m2.makeTranslation(piv.x, piv.y, piv.z));
238
- X.premultiply(R);
239
- // world = jaw * inv(bindJaw) * X * bindTongue
240
- tongue.matrixWorld.multiplyMatrices(jaw.matrixWorld, b.invJaw).multiply(X).multiply(b.bindTg);
241
- }
242
- }
243
- // head shake: rotate the head and everything riding on it about the occiput (roll about the
244
- // head's long axis, a little yaw). (It runs after the engine's ground clearance: faded out as the
245
- // occiput comes down toward the ground, a head lowered to graze or resting on the ground.)
246
- if (b.shakeR || b.shakeY) {
247
- const head = e.bone.head;
248
- const piv = _pv.setFromMatrixPosition(head.matrixWorld);
249
- const kc = smooth(0.35, 0.6, (piv.y - e.terrainH(piv.x, piv.z)) / e.cfg.s);
250
- _q.setFromRotationMatrix(head.matrixWorld).multiply(_q2.copy(e.bindQ.head).invert());
251
- const ax = _v.copy(b.hz).applyQuaternion(_q).normalize();
252
- _q2.setFromAxisAngle(ax, b.shakeR * kc).premultiply(tqa(tv(0, 1, 0), b.shakeY * kc));
253
- _m.makeTranslation(-piv.x, -piv.y, -piv.z).premultiply(_m2.makeRotationFromQuaternion(_q2)).premultiply(new THREE.Matrix4().makeTranslation(piv.x, piv.y, piv.z));
254
- for (const n of ['head', 'jaw', 'tongue', 'earL', 'earR']) { const bn = e.bone[n]; if (bn) bn.matrixWorld.premultiply(_m); }
255
- b.shakeR = b.shakeY = 0;
256
- }
257
- // ear flicks (none when dead; faded out as the ear tip nears the ground: the flick runs after the
258
- // engine's ground clearance, and an ear on the ground side of a head lying on its side, sleeping or
259
- // grazing, would be swung into it)
260
- if (e.lod < 2 && e.actionsLayer.posture !== 'dead') {
261
- for (let k = 0; k < 2; k++) {
262
- const f = b.flick[k];
263
- if (f.t > f.dur || !f.amp) continue;
264
- const bone = k === 0 ? e.bone.earL : e.bone.earR;
265
- if (!bone) continue;
266
- const base = _pv.setFromMatrixPosition(bone.matrixWorld);
267
- _q2.setFromRotationMatrix(bone.matrixWorld);
268
- const along = _v.set(0, 1, 0).applyQuaternion(_q2);
269
- const tx = base.x + along.x * b.earLen, tz = base.z + along.z * b.earLen;
270
- const clear = smooth(0.12, 0.3, (base.y + along.y * b.earLen - e.terrainH(tx, tz)) / e.cfg.s);
271
- if (clear <= 0) continue;
272
- const x = f.t / f.dur, a = f.amp * Math.sin(Math.PI * x) * Math.sin(Math.PI * x) * clear;
273
- const axis = tv().crossVectors(along, tv(0, 1, 0));
274
- if (axis.lengthSq() < 1e-8) continue;
275
- _q2.premultiply(tqa(axis.normalize(), a)).premultiply(tqa(along, a * 0.8));
276
- bone.matrixWorld.compose(base, _q2, _s.set(1, 1, 1));
277
- }
278
- }
279
- }
280
-
281
- // ------------------------------------------------------------------------------------------------
282
- // actions
283
-
284
- // lick: the tongue comes out and up into one nostril, then the other
285
- const lick = {
286
- kind: 'oneshot', fade: 0.25,
287
- start(inst, L) { inst.dur = 2.4; inst.side = L.engine.rand() < 0.5 ? 1 : -1; },
288
- update(inst) { return inst.t >= inst.dur; },
289
- apply(P, w, inst, L) {
290
- const b = B(L.engine), t = inst.t;
291
- const out = smooth(0.15, 0.45, t) * (1 - smooth(1.85, 2.25, t));
292
- mx(P, 'jaw', 0.14, out * w); mx(P, 'jawOmega', 18, w);
293
- mx(P, 'headPitch', -0.08, out * w);
294
- const tg = b.tgT;
295
- tg.ext += 0.85 * out * w;
296
- tg.up += 1.05 * smooth(0.35, 0.65, t) * (1 - smooth(1.7, 2.05, t)) * w;
297
- const sweep = lerp(inst.side, -inst.side, smooth(0.95, 1.35, t));
298
- tg.yaw += 0.32 * sweep * smooth(0.45, 0.7, t) * (1 - smooth(1.6, 1.9, t)) * w;
299
- tg.curl += 0.25 * out * w;
300
- },
301
- };
302
-
303
- // shake: a quick head shake against flies (the head rolls and yaws about 3 times a second, the
304
- // ears flap with it)
305
- const shake = {
306
- kind: 'oneshot', fade: 0.15,
307
- start(inst, L) { inst.dur = 1.3; inst.dir = L.engine.rand() < 0.5 ? 1 : -1; },
308
- update(inst) { return inst.t >= inst.dur; },
309
- apply(P, w, inst, L) {
310
- const t = inst.t, env = smooth(0.0, 0.15, t) * (1 - smooth(0.8, 1.25, t)) * w;
311
- const osc = Math.sin(TAU * 3.1 * t) * inst.dir;
312
- // (too fast for the head's carriage springs: applied to the head's bones in pose())
313
- const b = B(L.engine);
314
- b.shakeR += 0.42 * osc * env; b.shakeY += 0.16 * osc * env;
315
- P.headPitch += 0.08 * env;
316
- mx(P, 'earFlat', 0.35 + 0.35 * osc, env); mx(P, 'earTwitch', 0, env); mx(P, 'eyelid', 0.5, env);
317
- },
318
- };
319
-
320
- // chew: a bout of rumination on demand (the automatic idle does it by itself)
321
- const chew = {
322
- kind: 'oneshot', fade: 0.3,
323
- start(inst, L) { inst.dur = inst.opts.loop ? Infinity : (inst.opts.duration ?? 12); const c = B(L.engine).chew; c.force = Math.min(inst.dur, 1e6); c.on = true; c.next = Math.max(c.next, 1); c.pause = 0; },
324
- update(inst, dt, L) { if (inst.t >= inst.dur) { B(L.engine).chew.force = 0; return true; } return false; },
325
- apply() {},
326
- };
327
-
328
- // swish: one burst of tail lashing
329
- const swish = {
330
- kind: 'oneshot', fade: 0.2,
331
- start(inst) { inst.dur = 2.2; },
332
- update(inst) { return inst.t >= inst.dur; },
333
- apply() {},
334
- };
335
-
336
- // moo: the head stretches forward and up, the mouth opens and the jaw trembles
337
- const moo = {
338
- kind: 'oneshot', fade: 0.35,
339
- start(inst) { inst.dur = 2.4; inst.said = false; },
340
- update(inst, dt, L) {
341
- if (!inst.said && inst.t > 0.45) { inst.said = true; L.engine.emit('vocalize', { kind: 'moo', position: L.engine.headPose.position.clone() }); }
342
- return inst.t >= inst.dur;
343
- },
344
- apply(P, w, inst, L) {
345
- const u = 1 / L.engine.cfg.unit, t = inst.t;
346
- const k = smooth(0.1, 0.55, t) * (1 - smooth(1.8, 2.35, t)) * w;
347
- mx(P, 'neckReach', 0.12 * u, k); mx(P, 'headRaise', 0.12 * u, k); mx(P, 'headPitch', -0.62, k);
348
- mx(P, 'jaw', 0.28 + 0.04 * Math.sin(t * 40), k * smooth(0.4, 0.6, t)); mx(P, 'jawOmega', 20, w);
349
- mx(P, 'lookW', 0, k); mx(P, 'earFlat', 0.3, k);
350
- },
351
- };
352
-
353
- // attack. Bull (or { style: 'charge' }): threat with the head low, paws the ground with one
354
- // forefoot (three scrapes, dirt thrown back), then charges head down and butts / tosses at the
355
- // target. Cow (or { style: 'kick' }): the "cow kick", one hind leg sweeping forward and out to the
356
- // side; { kick: 'back' } kicks straight back.
357
- const attack = {
358
- kind: 'oneshot', fade: 0.18, needsStand: true,
359
- start(inst, L) {
360
- const e = L.engine, b = B(e);
361
- const bull = (e.params.bull || 0) >= 0.5;
362
- inst.run = smooth(1.2, 3.5, e.speed / e.cfg.sq);
363
- // (a running cow does not kick: she butts with the head on the move, like a bull)
364
- inst.style = inst.opts.style || (inst.opts.kick ? 'kick' : bull || inst.run > 0.3 ? 'charge' : 'kick');
365
- inst.target = inst.opts.target ? inst.opts.target.clone() : null;
366
- inst.hit = false;
367
- if (inst.style === 'charge') {
368
- inst.paw = inst.run < 0.3 && inst.opts.paw !== false;
369
- inst.tPaw = inst.paw ? 2.3 : 0.2;
370
- inst.pawLeg = e.rand() < 0.5 ? 0 : 1;
371
- let h = e.heading;
372
- if (inst.target) h = Math.atan2(inst.target.x - e.pos.x, inst.target.z - e.pos.z);
373
- const dist = inst.target ? Math.hypot(inst.target.x - e.pos.x, inst.target.z - e.pos.z) : 5 * e.cfg.s;
374
- inst.speed = clamp(dist * 0.9, 3.5, 6.5) * e.cfg.sq;
375
- inst.tRun = clamp(dist / (inst.speed * 0.8) + 0.6, 1.4, 3.2);
376
- b.charge = { run: false, brake: false, heading: h, speed: inst.speed, tRun: 0 };
377
- inst.dur = inst.tPaw + inst.tRun + 1.3;
378
- inst.hitAt = inst.tPaw + inst.tRun;
379
- inst.scrapes = [false, false, false];
380
- } else {
381
- inst.back = inst.opts.kick === 'back';
382
- inst.leg = 2 + (e.rand() < 0.5 ? 0 : 1);
383
- if (inst.target) {
384
- const lx = (inst.target.x - e.pos.x) * Math.cos(e.heading) - (inst.target.z - e.pos.z) * Math.sin(e.heading);
385
- inst.leg = lx > 0 ? 2 : 3;
386
- }
387
- inst.dur = 1.25; inst.hitAt = 0.52;
388
- }
389
- },
390
- update(inst, dt, L) {
391
- const e = L.engine, b = B(e);
392
- if (inst.style === 'charge') {
393
- const cg = b.charge;
394
- if (cg) {
395
- if (inst.target) cg.heading = Math.atan2(inst.target.x - e.pos.x, inst.target.z - e.pos.z) * 0.0 + cg.heading; // (committed once it runs)
396
- cg.run = inst.t >= inst.tPaw && inst.t < inst.hitAt + 0.15;
397
- cg.brake = inst.t >= inst.hitAt + 0.15;
398
- if (cg.run) cg.tRun += dt;
399
- // look at the target during the threat
400
- }
401
- if (inst.paw) {
402
- for (let j = 0; j < 3; j++) {
403
- const tt = 0.55 + j * 0.55 + 0.32;
404
- if (!inst.scrapes[j] && inst.t >= tt) {
405
- inst.scrapes[j] = true;
406
- const leg = e.legs[inst.pawLeg];
407
- e.emit('footstep', { foot: leg.def.key, position: leg.plant.clone(), speed: 0, strength: 0.8, paw: true });
408
- }
409
- }
410
- }
411
- if (!inst.hit && inst.t >= inst.hitAt) this.strike(inst, L);
412
- if (inst.t >= inst.dur) { b.charge = null; return true; }
413
- return false;
414
- }
415
- if (!inst.hit && inst.t >= inst.hitAt) this.strike(inst, L);
416
- return inst.t >= inst.dur;
417
- },
418
- strike(inst, L) {
419
- const e = L.engine;
420
- inst.hit = true;
421
- let p, dir;
422
- if (inst.style === 'charge') {
423
- p = new THREE.Vector3().copy(e.headPose.position);
424
- dir = e.forward(e.heading, new THREE.Vector3());
425
- } else {
426
- const leg = e.legs[inst.leg];
427
- p = leg.contact.clone();
428
- dir = inst.back ? e.forward(e.heading, new THREE.Vector3()).negate() : e.left(e.heading, new THREE.Vector3()).multiplyScalar(leg.def.s).addScaledVector(e.forward(e.heading, new THREE.Vector3()), 0.5).normalize();
429
- }
430
- e.emit('attackHit', { position: p, direction: dir, style: inst.style === 'charge' ? 'butt' : 'kick' });
431
- },
432
- apply(P, w, inst, L) {
433
- const e = L.engine, cfg = e.cfg, u = 1 / cfg.unit, s = cfg.s, t = inst.t;
434
- if (inst.target) { P.look = inst.target; mx(P, 'lookW', 1, w); }
435
- if (inst.style === 'charge') {
436
- // head low, forehead / horns forward, ears back
437
- const low = smooth(0, 0.5, t) * (1 - smooth(inst.hitAt + 0.05, inst.hitAt + 0.9, t));
438
- mx(P, 'headRaise', -0.2 * u, low * w); mx(P, 'headPitch', 0.3, low * w); mx(P, 'neckReach', 0.04 * u, low * w);
439
- mx(P, 'earFlat', 0.7, low * w); mx(P, 'tailLift', 0.3, low * w);
440
- // toss: the head swings up at the hit
441
- const toss = smooth(inst.hitAt - 0.1, inst.hitAt + 0.12, t) * (1 - smooth(inst.hitAt + 0.25, inst.hitAt + 0.8, t));
442
- mx(P, 'headPitch', -0.35, toss * w); mx(P, 'headRaise', 0.02 * u, toss * w);
443
- if (inst.paw && t < inst.tPaw) {
444
- // pawing: one forefoot lifts, reaches forward and scrapes back along the ground
445
- const k = smooth(0.35, 0.55, t) * (1 - smooth(inst.tPaw - 0.4, inst.tPaw - 0.1, t)) * w;
446
- mx(P, 'legGait', 0, k); mx(P, 'gaitW', 0, k);
447
- const i = inst.pawLeg, leg = e.legs[i];
448
- const c = clamp((t - 0.55) / 0.55, 0, 3);
449
- const ph = c - Math.floor(c);
450
- const on = c < 3 ? 1 : 0;
451
- // path: lift and reach forward (0 - 0.4), touch down ahead (0.45), scrape back (0.45 - 0.9)
452
- const fwd = on * (ph < 0.45 ? smooth(0, 0.4, ph) : 1 - smooth(0.45, 0.9, ph)) * 0.2 * s;
453
- const up = on * (ph < 0.45 ? Math.sin(Math.PI * clamp(ph / 0.45, 0, 1)) * 0.12 * s : 0.004 * s);
454
- const tp = tv().copy(leg.plant).addScaledVector(e.forward(e.heading, tv()), fwd - 0.03 * s * on);
455
- tp.y += up;
456
- P.legs[i].target.copy(tp);
457
- mxLeg(P, i, 'reach', 1, k);
458
- mx(P, 'side', -leg.def.s * 0.02 * u, k); mx(P, 'dropF', 0.04, k);
459
- }
460
- } else {
461
- const i = inst.leg, leg = e.legs[i], Ld = leg.def, pl = P.legs[i];
462
- const lift = smooth(0.08, 0.3, t) * (1 - smooth(0.78, 1.15, t));
463
- const sweep = smooth(0.3, 0.52, t) * (1 - smooth(0.62, 0.95, t));
464
- // weight onto the other three legs
465
- mx(P, 'side', -Ld.s * 0.035 * u, lift * w); mx(P, 'roll', Ld.s * 0.04, lift * w);
466
- mx(P, 'legGait', 0, lift * w); mx(P, 'gaitW', 0, lift * w);
467
- mx(P, 'earFlat', 0.6, lift * w); mx(P, 'headYaw', Ld.s * 0.25, lift * w);
468
- const base = tv().copy(leg.plant);
469
- let tp;
470
- if (inst.back) tp = e.bodyToWorld(Ld.cx * Ld.s, 0, cfg.zH - Ld.len * 0.55, e.heading, e.pos, tv());
471
- else tp = e.bodyToWorld(Ld.s * (Ld.cx + Ld.len * 0.28), 0, cfg.zH + Ld.len * 0.12, e.heading, e.pos, tv());
472
- tp.y = e.terrainH(tp.x, tp.z) + Ld.len * (inst.back ? 0.35 : 0.3);
473
- const mid = tv().copy(base).lerp(tp, 0.35); mid.y = base.y + Ld.len * 0.22;
474
- const q = tv().copy(base).lerp(mid, smooth(0, 1, lift)).lerp(tp, sweep);
475
- pl.target.copy(q);
476
- mxLeg(P, i, 'reach', 1, lift * w);
477
- }
478
- },
479
- };
480
-
481
- // sleep: lying sternal with the head turned back along the flank / resting beside the forelegs
482
- // Getting up hind end first: the built-in lie lowers the forequarters last (target reached only as
483
- // the posture's weight reaches 0), and its lagging spring would still hold the knees down when the
484
- // posture is removed (a pop). Getting up runs on a remapped weight that finishes 0.3 of the fade
485
- // early and a longer fade, so both ends have settled before the posture ends.
486
- const rise = (w, inst) => (inst.target > 0 ? w : smooth(0.3, 1, w));
487
- const lie = {
488
- kind: 'posture', fadeIn: 1.3, fadeOut: 1.6,
489
- apply(P, w, inst, L) { POSTURES.lie.apply(P, rise(w, inst), inst, L); },
490
- };
491
-
492
- const sleep = {
493
- kind: 'posture', fadeIn: 1.3, fadeOut: 1.7,
494
- apply(P, w0, inst, L) {
495
- const w = rise(w0, inst);
496
- POSTURES.sleep.apply(P, w, inst, L);
497
- const c = smooth(1.0, 3.0, inst.t) * w;
498
- mx(P, 'roll', inst.side * 0.1, c); mx(P, 'bend', inst.side * 0.35, c);
499
- // the long head, already carried nose-down, rests on its cheek beside the forelegs instead of
500
- // being pushed into the ground: occiput higher, nose less tucked
501
- P.headPos.y += 0.2 * L.engine.cfg.s * c;
502
- P.headPitch -= 0.45 * c;
503
- },
504
- };
505
-
506
- // hit: the engine's stagger, head up, tail clamped
507
- const hit = {
508
- ...ONESHOTS.hit,
509
- kind: 'oneshot',
510
- apply(P, w, inst, L) {
511
- ONESHOTS.hit.apply(P, w, inst, L);
512
- mx(P, 'headPitch', -0.25, w * smooth(0.1, 0.3, inst.t) * (1 - smooth(0.5, 0.75, inst.t)));
513
- },
514
- };
515
-
516
- export const behaviour = {
517
- update,
518
- pose,
519
- actions: { attack, lick, chew, moo, swish, shake, lie, sleep, hit },
520
- };
521
- void angDiff;