@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.
- package/ASSET-PROVENANCE.md +11 -0
- package/ASSETS-LICENSE.md +2 -1
- package/ATTRIBUTION.md +6 -1
- package/COMFORT-ART.md +95 -0
- package/DESKTOP-PLATFORMS.md +6 -1
- package/INSTALLING.md +4 -0
- package/PLUGIN.md +13 -10
- package/PREREQUISITES.md +95 -0
- package/PUPPY-MEMORY.md +102 -1
- package/README.ko.md +116 -0
- package/README.md +121 -59
- package/RELEASING.md +33 -13
- package/THIRD-PARTY-NOTICES.md +5 -3
- package/braille.mjs +35 -9
- package/examples/live.mjs +2 -2
- package/integrations/linux-overlay/overlay.py +8 -2
- package/integrations/macos-overlay/overlay.jxa +9 -7
- package/integrations/opencode/runtime.mjs +4 -4
- package/integrations/opencode/tui.tsx +1 -1
- package/integrations/windows-overlay/Overlay.cs +7 -6
- package/integrations/windows-overlay/desktop.mjs +2 -1
- package/integrations/windows-overlay/protocol.mjs +13 -7
- package/integrations/windows-overlay/worker.mjs +1 -1
- package/package.json +34 -13
- package/puppy-comfort-sprites.mjs +33 -0
- package/puppy-companion-comfort-q5.bin.gz +0 -0
- package/puppy-companion-comfort.json +140 -0
- package/puppy-companion-life.mjs +58 -18
- package/puppy-companion-objects.mjs +12 -0
- package/puppy-companion-sprites.mjs +4 -2
- package/puppy-frame-predictive.mjs +15 -9
- package/puppy-frame-store.mjs +2 -2
- package/puppy-paper-actions.mjs +4 -2
- package/puppy-paper-behaviors.mjs +1 -1
- package/puppy-paper-contact.mjs +4 -2
- package/puppy-paper-seat.mjs +4 -2
- package/puppy-paper-world.mjs +14 -0
- package/puppy-paper.mjs +79 -21
- package/retrieviewer-cli.mjs +8 -6
- package/retrieviewer-plugin.d.mts +1 -1
- package/retrieviewer-plugin.mjs +1 -1
- package/retrieviewer.d.mts +12 -4
- package/retrieviewer.mjs +20 -14
- package/locomotion-core.mjs +0 -21
- package/locomotion-puppy.animal +0 -0
- package/vendor/procedural-animals/package.json +0 -40
- package/vendor/procedural-animals/src/animal.js +0 -146
- package/vendor/procedural-animals/src/bake.js +0 -51
- package/vendor/procedural-animals/src/build.js +0 -81
- package/vendor/procedural-animals/src/core/build/coatKit.js +0 -121
- package/vendor/procedural-animals/src/core/build/featherCards.js +0 -189
- package/vendor/procedural-animals/src/core/build/finEdges.js +0 -85
- package/vendor/procedural-animals/src/core/build/furSlope.js +0 -115
- package/vendor/procedural-animals/src/core/build/mesh.js +0 -67
- package/vendor/procedural-animals/src/core/build/pipeline.js +0 -272
- package/vendor/procedural-animals/src/core/build/seams.js +0 -183
- package/vendor/procedural-animals/src/core/build/warp.js +0 -112
- package/vendor/procedural-animals/src/core/build/weights.js +0 -393
- package/vendor/procedural-animals/src/core/math/vec.js +0 -81
- package/vendor/procedural-animals/src/core/motion/actions.js +0 -800
- package/vendor/procedural-animals/src/core/motion/bird.js +0 -3063
- package/vendor/procedural-animals/src/core/motion/birdActions.js +0 -1059
- package/vendor/procedural-animals/src/core/motion/common.js +0 -158
- package/vendor/procedural-animals/src/core/motion/index.js +0 -22
- package/vendor/procedural-animals/src/core/motion/quadruped.js +0 -2875
- package/vendor/procedural-animals/src/core/motion/snake.js +0 -1594
- package/vendor/procedural-animals/src/core/motion/spider.js +0 -1810
- package/vendor/procedural-animals/src/core/motion/swimmer.js +0 -1047
- package/vendor/procedural-animals/src/core/motion/swimmerActions.js +0 -613
- package/vendor/procedural-animals/src/core/render/animalObject.js +0 -262
- package/vendor/procedural-animals/src/core/render/coatMaterial.js +0 -1301
- package/vendor/procedural-animals/src/core/render/dqs.js +0 -159
- package/vendor/procedural-animals/src/core/render/eyes.js +0 -676
- package/vendor/procedural-animals/src/core/render/membranes.js +0 -77
- package/vendor/procedural-animals/src/core/render/skeleton.js +0 -41
- package/vendor/procedural-animals/src/core/rig/bird.js +0 -327
- package/vendor/procedural-animals/src/core/rig/quadruped.js +0 -76
- package/vendor/procedural-animals/src/core/rig/rig.js +0 -79
- package/vendor/procedural-animals/src/core/rig/snake.js +0 -76
- package/vendor/procedural-animals/src/core/rig/spider.js +0 -110
- package/vendor/procedural-animals/src/core/rig/swimmer.js +0 -181
- package/vendor/procedural-animals/src/core/sdf/eyeSocket.js +0 -53
- package/vendor/procedural-animals/src/core/sdf/mesher.js +0 -238
- package/vendor/procedural-animals/src/core/sdf/sdf.js +0 -263
- package/vendor/procedural-animals/src/index.d.ts +0 -98
- package/vendor/procedural-animals/src/index.js +0 -29
- package/vendor/procedural-animals/src/registry.js +0 -48
- package/vendor/procedural-animals/src/species/bear/behaviour.js +0 -463
- package/vendor/procedural-animals/src/species/bear/claws.js +0 -147
- package/vendor/procedural-animals/src/species/bear/coat.js +0 -726
- package/vendor/procedural-animals/src/species/bear/index.js +0 -139
- package/vendor/procedural-animals/src/species/bear/motion.js +0 -112
- package/vendor/procedural-animals/src/species/bear/regions.js +0 -78
- package/vendor/procedural-animals/src/species/bear/rig.js +0 -112
- package/vendor/procedural-animals/src/species/bear/sculpt.js +0 -272
- package/vendor/procedural-animals/src/species/boar/behaviour.js +0 -335
- package/vendor/procedural-animals/src/species/boar/coat.js +0 -372
- package/vendor/procedural-animals/src/species/boar/index.js +0 -110
- package/vendor/procedural-animals/src/species/boar/motion.js +0 -85
- package/vendor/procedural-animals/src/species/boar/regions.js +0 -88
- package/vendor/procedural-animals/src/species/boar/rig.js +0 -111
- package/vendor/procedural-animals/src/species/boar/sculpt.js +0 -285
- package/vendor/procedural-animals/src/species/cat/behaviour.js +0 -559
- package/vendor/procedural-animals/src/species/cat/coat.js +0 -841
- package/vendor/procedural-animals/src/species/cat/index.js +0 -211
- package/vendor/procedural-animals/src/species/cat/motion.js +0 -101
- package/vendor/procedural-animals/src/species/cat/regions.js +0 -82
- package/vendor/procedural-animals/src/species/cat/rig.js +0 -100
- package/vendor/procedural-animals/src/species/cat/sculpt.js +0 -266
- package/vendor/procedural-animals/src/species/cat/whiskers.js +0 -110
- package/vendor/procedural-animals/src/species/cheetah/coat.js +0 -427
- package/vendor/procedural-animals/src/species/cheetah/index.js +0 -51
- package/vendor/procedural-animals/src/species/cheetah/joints.js +0 -3
- package/vendor/procedural-animals/src/species/cheetah/motion.js +0 -77
- package/vendor/procedural-animals/src/species/cheetah/regions.js +0 -95
- package/vendor/procedural-animals/src/species/cheetah/rig.js +0 -66
- package/vendor/procedural-animals/src/species/cheetah/sculpt.js +0 -158
- package/vendor/procedural-animals/src/species/chicken/coat.js +0 -313
- package/vendor/procedural-animals/src/species/chicken/coverts.js +0 -320
- package/vendor/procedural-animals/src/species/chicken/index.js +0 -110
- package/vendor/procedural-animals/src/species/chicken/motion.js +0 -177
- package/vendor/procedural-animals/src/species/chicken/regions.js +0 -66
- package/vendor/procedural-animals/src/species/chicken/rig.js +0 -144
- package/vendor/procedural-animals/src/species/chicken/sculpt.js +0 -389
- package/vendor/procedural-animals/src/species/chicken/wingLook.js +0 -66
- package/vendor/procedural-animals/src/species/chicken/wingStack.js +0 -124
- package/vendor/procedural-animals/src/species/cow/behaviour.js +0 -521
- package/vendor/procedural-animals/src/species/cow/coat.js +0 -465
- package/vendor/procedural-animals/src/species/cow/index.js +0 -118
- package/vendor/procedural-animals/src/species/cow/motion.js +0 -81
- package/vendor/procedural-animals/src/species/cow/regions.js +0 -98
- package/vendor/procedural-animals/src/species/cow/rig.js +0 -116
- package/vendor/procedural-animals/src/species/cow/sculpt.js +0 -339
- package/vendor/procedural-animals/src/species/crow/coat.js +0 -145
- package/vendor/procedural-animals/src/species/crow/index.js +0 -70
- package/vendor/procedural-animals/src/species/crow/joints.js +0 -3
- package/vendor/procedural-animals/src/species/crow/motion.js +0 -101
- package/vendor/procedural-animals/src/species/crow/regions.js +0 -50
- package/vendor/procedural-animals/src/species/crow/rig.js +0 -83
- package/vendor/procedural-animals/src/species/crow/sculpt.js +0 -118
- package/vendor/procedural-animals/src/species/deer/behaviour.js +0 -513
- package/vendor/procedural-animals/src/species/deer/coat.js +0 -391
- package/vendor/procedural-animals/src/species/deer/index.js +0 -106
- package/vendor/procedural-animals/src/species/deer/motion.js +0 -97
- package/vendor/procedural-animals/src/species/deer/regions.js +0 -60
- package/vendor/procedural-animals/src/species/deer/rig.js +0 -124
- package/vendor/procedural-animals/src/species/deer/sculpt.js +0 -297
- package/vendor/procedural-animals/src/species/dog/behaviour.js +0 -521
- package/vendor/procedural-animals/src/species/dog/coat.js +0 -495
- package/vendor/procedural-animals/src/species/dog/index.js +0 -144
- package/vendor/procedural-animals/src/species/dog/motion.js +0 -118
- package/vendor/procedural-animals/src/species/dog/regions.js +0 -61
- package/vendor/procedural-animals/src/species/dog/rig.js +0 -129
- package/vendor/procedural-animals/src/species/dog/sculpt.js +0 -246
- package/vendor/procedural-animals/src/species/eagle/coat.js +0 -250
- package/vendor/procedural-animals/src/species/eagle/index.js +0 -76
- package/vendor/procedural-animals/src/species/eagle/joints.js +0 -3
- package/vendor/procedural-animals/src/species/eagle/motion.js +0 -137
- package/vendor/procedural-animals/src/species/eagle/regions.js +0 -57
- package/vendor/procedural-animals/src/species/eagle/rig.js +0 -107
- package/vendor/procedural-animals/src/species/eagle/sculpt.js +0 -137
- package/vendor/procedural-animals/src/species/fish/coat.js +0 -271
- package/vendor/procedural-animals/src/species/fish/index.js +0 -88
- package/vendor/procedural-animals/src/species/fish/motion.js +0 -92
- package/vendor/procedural-animals/src/species/fish/regions.js +0 -27
- package/vendor/procedural-animals/src/species/fish/rig.js +0 -143
- package/vendor/procedural-animals/src/species/fish/sculpt.js +0 -214
- package/vendor/procedural-animals/src/species/fish/variants.js +0 -126
- package/vendor/procedural-animals/src/species/fox/behaviour.js +0 -314
- package/vendor/procedural-animals/src/species/fox/coat.js +0 -444
- package/vendor/procedural-animals/src/species/fox/index.js +0 -120
- package/vendor/procedural-animals/src/species/fox/motion.js +0 -81
- package/vendor/procedural-animals/src/species/fox/regions.js +0 -59
- package/vendor/procedural-animals/src/species/fox/rig.js +0 -91
- package/vendor/procedural-animals/src/species/fox/sculpt.js +0 -202
- package/vendor/procedural-animals/src/species/frog/behaviour.js +0 -590
- package/vendor/procedural-animals/src/species/frog/coat.js +0 -305
- package/vendor/procedural-animals/src/species/frog/index.js +0 -97
- package/vendor/procedural-animals/src/species/frog/motion.js +0 -69
- package/vendor/procedural-animals/src/species/frog/regions.js +0 -46
- package/vendor/procedural-animals/src/species/frog/rig.js +0 -156
- package/vendor/procedural-animals/src/species/frog/sculpt.js +0 -240
- package/vendor/procedural-animals/src/species/goat/behaviour.js +0 -509
- package/vendor/procedural-animals/src/species/goat/coat.js +0 -590
- package/vendor/procedural-animals/src/species/goat/index.js +0 -149
- package/vendor/procedural-animals/src/species/goat/motion.js +0 -95
- package/vendor/procedural-animals/src/species/goat/regions.js +0 -98
- package/vendor/procedural-animals/src/species/goat/rig.js +0 -181
- package/vendor/procedural-animals/src/species/goat/sculpt.js +0 -547
- package/vendor/procedural-animals/src/species/horse/coat.js +0 -361
- package/vendor/procedural-animals/src/species/horse/coatSeam.js +0 -122
- package/vendor/procedural-animals/src/species/horse/index.js +0 -80
- package/vendor/procedural-animals/src/species/horse/motion.js +0 -245
- package/vendor/procedural-animals/src/species/horse/regions.js +0 -60
- package/vendor/procedural-animals/src/species/horse/rig.js +0 -117
- package/vendor/procedural-animals/src/species/horse/sculpt.js +0 -316
- package/vendor/procedural-animals/src/species/horse/seamWeights.js +0 -272
- package/vendor/procedural-animals/src/species/lion/behaviour.js +0 -509
- package/vendor/procedural-animals/src/species/lion/coat.js +0 -1016
- package/vendor/procedural-animals/src/species/lion/index.js +0 -111
- package/vendor/procedural-animals/src/species/lion/motion.js +0 -87
- package/vendor/procedural-animals/src/species/lion/regions.js +0 -106
- package/vendor/procedural-animals/src/species/lion/rig.js +0 -110
- package/vendor/procedural-animals/src/species/lion/sculpt.js +0 -384
- package/vendor/procedural-animals/src/species/lion/whiskers.js +0 -132
- package/vendor/procedural-animals/src/species/pig/behaviour.js +0 -575
- package/vendor/procedural-animals/src/species/pig/coat.js +0 -730
- package/vendor/procedural-animals/src/species/pig/ears.js +0 -242
- package/vendor/procedural-animals/src/species/pig/index.js +0 -161
- package/vendor/procedural-animals/src/species/pig/motion.js +0 -105
- package/vendor/procedural-animals/src/species/pig/regions.js +0 -100
- package/vendor/procedural-animals/src/species/pig/rig.js +0 -152
- package/vendor/procedural-animals/src/species/pig/sculpt.js +0 -382
- package/vendor/procedural-animals/src/species/rabbit/behaviour.js +0 -605
- package/vendor/procedural-animals/src/species/rabbit/coat.js +0 -285
- package/vendor/procedural-animals/src/species/rabbit/index.js +0 -85
- package/vendor/procedural-animals/src/species/rabbit/motion.js +0 -85
- package/vendor/procedural-animals/src/species/rabbit/regions.js +0 -48
- package/vendor/procedural-animals/src/species/rabbit/rig.js +0 -99
- package/vendor/procedural-animals/src/species/rabbit/sculpt.js +0 -148
- package/vendor/procedural-animals/src/species/rat/behaviour.js +0 -539
- package/vendor/procedural-animals/src/species/rat/coat.js +0 -341
- package/vendor/procedural-animals/src/species/rat/index.js +0 -111
- package/vendor/procedural-animals/src/species/rat/motion.js +0 -90
- package/vendor/procedural-animals/src/species/rat/regions.js +0 -92
- package/vendor/procedural-animals/src/species/rat/rig.js +0 -112
- package/vendor/procedural-animals/src/species/rat/sculpt.js +0 -163
- package/vendor/procedural-animals/src/species/rat/whiskers.js +0 -119
- package/vendor/procedural-animals/src/species/shark/coat.js +0 -383
- package/vendor/procedural-animals/src/species/shark/index.js +0 -104
- package/vendor/procedural-animals/src/species/shark/motion.js +0 -69
- package/vendor/procedural-animals/src/species/shark/regions.js +0 -34
- package/vendor/procedural-animals/src/species/shark/rig.js +0 -194
- package/vendor/procedural-animals/src/species/shark/sculpt.js +0 -343
- package/vendor/procedural-animals/src/species/shark/variants.js +0 -105
- package/vendor/procedural-animals/src/species/sheep/behaviour.js +0 -522
- package/vendor/procedural-animals/src/species/sheep/coat.js +0 -529
- package/vendor/procedural-animals/src/species/sheep/index.js +0 -152
- package/vendor/procedural-animals/src/species/sheep/motion.js +0 -86
- package/vendor/procedural-animals/src/species/sheep/neck.js +0 -41
- package/vendor/procedural-animals/src/species/sheep/regions.js +0 -62
- package/vendor/procedural-animals/src/species/sheep/rig.js +0 -163
- package/vendor/procedural-animals/src/species/sheep/sculpt.js +0 -542
- package/vendor/procedural-animals/src/species/snake/coat.js +0 -315
- package/vendor/procedural-animals/src/species/snake/index.js +0 -73
- package/vendor/procedural-animals/src/species/snake/motion.js +0 -51
- package/vendor/procedural-animals/src/species/snake/regions.js +0 -51
- package/vendor/procedural-animals/src/species/snake/rig.js +0 -108
- package/vendor/procedural-animals/src/species/snake/sculpt.js +0 -122
- package/vendor/procedural-animals/src/species/spider/coat.js +0 -279
- package/vendor/procedural-animals/src/species/spider/index.js +0 -78
- package/vendor/procedural-animals/src/species/spider/motion.js +0 -72
- package/vendor/procedural-animals/src/species/spider/regions.js +0 -87
- package/vendor/procedural-animals/src/species/spider/rig.js +0 -118
- package/vendor/procedural-animals/src/species/spider/sculpt.js +0 -182
- package/vendor/procedural-animals/src/species/wolf/behaviour.js +0 -160
- package/vendor/procedural-animals/src/species/wolf/coat.js +0 -749
- package/vendor/procedural-animals/src/species/wolf/index.js +0 -107
- package/vendor/procedural-animals/src/species/wolf/motion.js +0 -80
- package/vendor/procedural-animals/src/species/wolf/regions.js +0 -57
- package/vendor/procedural-animals/src/species/wolf/rig.js +0 -87
- package/vendor/procedural-animals/src/species/wolf/sculpt.js +0 -339
- package/vendor/procedural-animals/src/worker.js +0 -29
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// Meshing stage: turns a species' SDF sculpt into surface pieces ("regions").
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//
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// A species describes its regions as jobs (each job can run in its own worker):
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// { name, part, bmin, bmax, h, F?, clip?(x,y,z), patches?: [{ c, R, B, h }], rigidBone? }
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// part: which primitives to mesh (primitives carry part: 'body' | 'jaw' | ...)
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// h: cell size in metres (quality tiers multiply it)
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// clip: keep only cells whose centre passes (used for overlapping regions that cross-fade)
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// patches: balls re-meshed at a finer cell size (eyelid margins); the region itself is clipped
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// to exclude the inner ball and the two cross-fade in a thin shell
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// rigidBone: the whole region follows one bone (a separately meshed jaw)
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import { meshSDF } from '../sdf/mesher.js';
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export function meshRegion(model, R) {
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const prims = model.forPart(R.part || 'body');
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if (!prims.length) throw new Error(`region ${R.name}: no primitives in part ${R.part}`);
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const d2 = (x, y, z, c) => (x - c[0]) * (x - c[0]) + (y - c[1]) * (y - c[1]) + (z - c[2]) * (z - c[2]);
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const patches = R.patches || [];
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const baseClip = R.clip || null;
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// The region stops one of its own cells inside the patch's inner radius: its cut is as ragged as its
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// cells, and a cut that pokes past the middle of the cross-fade band (a cell wider than the band B) left
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// a slit there that neither surface covered; one cell further in, the cut lies where the patch shows
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// alone and the region's fade is ~0 (drawn nowhere).
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const clip = patches.length
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? (x, y, z) => (!baseClip || baseClip(x, y, z)) && patches.every((p) => d2(x, y, z, p.c) > Math.max(0, p.R - p.B - R.h) ** 2)
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: baseClip;
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const parts = [meshSDF(prims, R.bmin, R.bmax, R.h, R.F || 6, null, clip)];
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for (const p of patches) {
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const rOut = p.R + p.B, pad = rOut + 3 * p.h;
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parts.push(meshSDF(prims, [p.c[0] - pad, p.c[1] - pad, p.c[2] - pad], [p.c[0] + pad, p.c[1] + pad, p.c[2] + pad], p.h, 4, null, (x, y, z) => d2(x, y, z, p.c) < rOut * rOut && (!baseClip || baseClip(x, y, z))));
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}
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const m = parts.length > 1 ? mergeMeshes(parts) : { ...parts[0], patch: null };
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return serialiseLists({ name: R.name, ...m });
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}
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export function mergeMeshes(meshes) {
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let n = 0, ni = 0;
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for (const m of meshes) { n += m.count; ni += m.indices.length; }
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const positions = new Float32Array(n * 3), normals = new Float32Array(n * 3), indices = new Uint32Array(ni), patch = new Uint8Array(n);
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const lists = new Array(n);
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let v0 = 0, i0 = 0;
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meshes.forEach((m, k) => {
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positions.set(m.positions, v0 * 3);
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normals.set(m.normals, v0 * 3);
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for (let i = 0; i < m.indices.length; i++) indices[i0 + i] = m.indices[i] + v0;
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for (let i = 0; i < m.count; i++) { lists[v0 + i] = m.lists[i]; patch[v0 + i] = k > 0 ? 1 : 0; }
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v0 += m.count; i0 += m.indices.length;
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});
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return { positions, normals, indices, lists, count: n, patch };
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}
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// replace per-vertex primitive lists by ids so a region can cross a worker boundary
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function serialiseLists(p) {
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const uniq = new Map();
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const listIndex = new Uint32Array(p.count);
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const listIds = [];
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for (let v = 0; v < p.count; v++) {
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const l = p.lists[v];
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let k = uniq.get(l);
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if (k === undefined) { k = listIds.length; uniq.set(l, k); listIds.push(Int16Array.from(l.map((q) => q.id))); }
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listIndex[v] = k;
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}
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return { name: p.name, positions: p.positions, normals: p.normals, indices: p.indices, count: p.count, listIndex, listIds, patch: p.patch || null };
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}
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export function regionTransferables(parts) {
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return parts.flatMap((p) => [p.positions.buffer, p.normals.buffer, p.indices.buffer, p.listIndex.buffer]);
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}
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@@ -1,272 +0,0 @@
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// The build pipeline: species data -> seeded individual -> SDF sculpt -> meshed regions -> skin
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// weights -> coat -> proportion warp and size -> packed, transferable arrays.
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//
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// Every stage is deterministic in (species, seed, options), so a worker can redo `prepare` from the
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// species id and seed instead of receiving functions.
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import { SDFModel } from '../sdf/sdf.js';
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import { meshRegion } from './mesh.js';
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import { computeWeights } from './weights.js';
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import { composeWarps, warpMesh, warpScaleAt } from './warp.js';
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import { transformRig } from '../rig/rig.js';
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import { rng } from '../math/vec.js';
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import { eyeFrameOf } from '../sdf/eyeSocket.js';
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import { limitFurSlope, FUR_SLOPE_DEFAULTS } from './furSlope.js';
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import { measureSeams } from './seams.js';
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import { sharpenFinEdges } from './finEdges.js';
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export const FORMAT_VERSION = 1;
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// Mesh resolution multiplier and render settings per quality tier.
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export const QUALITY = {
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hero: { res: 1.0, shells: 40, fins: true, eyePatches: true },
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high: { res: 1.3, shells: 28, fins: true, eyePatches: true },
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medium: { res: 2.0, shells: 16, fins: false, eyePatches: false },
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low: { res: 3.0, shells: 8, fins: false, eyePatches: false },
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crowd: { res: 4.2, shells: 0, fins: false, eyePatches: false },
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};
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export function normaliseOptions(opts = {}) {
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const quality = QUALITY[opts.quality] ? opts.quality : 'high';
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return { seed: (opts.seed ?? 1) >>> 0, quality, sex: opts.sex, age: opts.age, variant: opts.variant, overrides: opts.overrides || {} };
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}
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export function prepare(species, opts) {
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const o = normaliseOptions(opts);
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const R = rng(o.seed * 2654435761 + 12345);
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const params = { ...species.variation(R, o), ...o.overrides };
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params.seed = o.seed;
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const rig = species.rig(params);
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const model = new SDFModel();
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40
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species.sculpt(model, rig, params);
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if (params.minThick) inflateThin(model, QUALITY[o.quality].res, params.minThick);
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const Q = QUALITY[o.quality];
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const reg = species.regions(rig, params, Q);
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return { o, params, rig, model, reg, Q };
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}
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// primitives tagged thin (ears, tail tips) are inflated at coarse tiers so they do not vanish
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function inflateThin(model, res, minThick) {
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if (res < 1.9) return;
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const t = minThick * res;
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51
|
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for (const p of model.prims) {
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if (!p.thin || p.carve) continue;
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|
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if (p.type === 0) for (let i = 12; i < 15; i++) p.P[i] = Math.max(p.P[i], t);
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if (p.type === 3) { p.P[12] = Math.max(p.P[12], t); p.P[13] = Math.max(p.P[13], Math.min(t, p.P[12])); }
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}
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|
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}
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export function meshJob(species, opts, jobIndex, prep = prepare(species, opts)) {
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return prep.reg.jobs[jobIndex].map((R) => meshRegion(prep.model, R));
|
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|
-
}
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|
-
|
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62
|
-
export function jobCount(species, opts) {
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63
|
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return prepare(species, opts).reg.jobs.length;
|
|
64
|
-
}
|
|
65
|
-
|
|
66
|
-
export function finish(species, opts, meshedJobs, prep = prepare(species, opts), onProgress = () => {}) {
|
|
67
|
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const t0 = now();
|
|
68
|
-
const { rig, model, reg, params, o, Q } = prep;
|
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69
|
-
const order = reg.jobs.flat().map((r) => r.name);
|
|
70
|
-
const regDef = Object.fromEntries(reg.jobs.flat().map((r) => [r.name, r]));
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71
|
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const parts = meshedJobs.flat().sort((a, b) => order.indexOf(a.name) - order.indexOf(b.name));
|
|
72
|
-
let nV = 0, nI = 0;
|
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73
|
-
for (const p of parts) { p.v0 = nV; nV += p.count; nI += p.indices.length; }
|
|
74
|
-
let pos = new Float32Array(nV * 3), nrm = new Float32Array(nV * 3);
|
|
75
|
-
let index = new Uint32Array(nI);
|
|
76
|
-
const lists = new Array(nV);
|
|
77
|
-
const regionOf = new Uint8Array(nV);
|
|
78
|
-
const patchOf = new Uint8Array(nV);
|
|
79
|
-
const rigidBone = new Int16Array(nV).fill(-1);
|
|
80
|
-
let io = 0;
|
|
81
|
-
parts.forEach((p, pi) => {
|
|
82
|
-
pos.set(p.positions, p.v0 * 3);
|
|
83
|
-
nrm.set(p.normals, p.v0 * 3);
|
|
84
|
-
if (p.patch) patchOf.set(p.patch, p.v0);
|
|
85
|
-
for (let i = 0; i < p.indices.length; i++) index[io++] = p.indices[i] + p.v0;
|
|
86
|
-
const L = p.listIds.map((ids) => Array.from(ids, (id) => model.prims[id]));
|
|
87
|
-
const rb = regDef[p.name].rigidBone ? rig.BONE[regDef[p.name].rigidBone].index : -1;
|
|
88
|
-
for (let i = 0; i < p.count; i++) { lists[p.v0 + i] = L[p.listIndex[i]]; regionOf[p.v0 + i] = pi; rigidBone[p.v0 + i] = rb; }
|
|
89
|
-
});
|
|
90
|
-
const regionNames = parts.map((p) => p.name);
|
|
91
|
-
// fin slabs tagged `sharpen` get knife edges below the cell size (finEdges.js; opt-in)
|
|
92
|
-
if (model.prims.some((pr) => pr.sharpen)) sharpenFinEdges({ pos, nrm, index, lists, nV, regionOf }, parts.map((p) => regDef[p.name].h));
|
|
93
|
-
onProgress('weights');
|
|
94
|
-
const weights = computeWeights({ pos, nrm, index, lists, rigidBone, nV }, rig);
|
|
95
|
-
const t1 = now();
|
|
96
|
-
// cross-fade of overlapping regions
|
|
97
|
-
let fade = new Float32Array(nV).fill(1);
|
|
98
|
-
if (reg.fade) for (let v = 0; v < nV; v++) fade[v] = reg.fade(pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2], regionNames[regionOf[v]], patchOf[v]);
|
|
99
|
-
// how far the overlapping surfaces lie apart at their hand-over: the depth of the renderer's seam
|
|
100
|
-
// skirt (seams.js)
|
|
101
|
-
const seams = measureSeams({ pos, nrm, index, nV, fade, regionOf, patchOf, hOf: parts.map((p) => regDef[p.name].h) });
|
|
102
|
-
onProgress('coat');
|
|
103
|
-
const coat = species.coat({ model, rig, params, pos, nrm, index, lists, regionOf, regionNames, patchOf, rigidBone, weights, nV, fade, rng: rng(o.seed * 7919 + 17), quality: o.quality, Q });
|
|
104
|
-
// (species.render may be a function of the individual: a mark colour that follows the morph)
|
|
105
|
-
const hints = (typeof species.render === 'function' ? species.render(params) : species.render) || {};
|
|
106
|
-
// no fur walls: hair may not rise faster than the render hint's slope above the hair around it
|
|
107
|
-
// (furSlope.js; the crowd tier draws no shells)
|
|
108
|
-
let furSlope = null;
|
|
109
|
-
if (Q.shells > 0 && coat.furLen && coat.tint && hints.furSlope !== false) {
|
|
110
|
-
furSlope = limitFurSlope(coat.furLen, pos, index, nV, coat.tint, {
|
|
111
|
-
slope: hints.furSlope ?? FUR_SLOPE_DEFAULTS.slope, free: hints.furSlopeFree ?? FUR_SLOPE_DEFAULTS.free, perVertex: coat.furSlope || null,
|
|
112
|
-
});
|
|
113
|
-
}
|
|
114
|
-
if (Q.shells <= 0) prefilterPattern(coat, index, nV, pos, hints.markColor || [0.016, 0.0105, 0.0075]);
|
|
115
|
-
const t2 = now();
|
|
116
|
-
|
|
117
|
-
// ---- extra (non-SDF) surfaces: feather cards etc., rigidly skinned, with their own attributes
|
|
118
|
-
const extra = species.surfaces ? species.surfaces({ rig, params, Q, quality: o.quality, model }) : null;
|
|
119
|
-
let skinIndex = weights.skinIndex, skinWeight = weights.skinWeight;
|
|
120
|
-
if (extra && extra.nV) {
|
|
121
|
-
const n0 = nV, n1 = nV + extra.nV;
|
|
122
|
-
const cat = (a, b, k, T = Float32Array) => { const r = new T(n1 * k); r.set(a.subarray(0, n0 * k)); r.set(b, n0 * k); return r; };
|
|
123
|
-
const idx = new Uint32Array(index.length + extra.index.length);
|
|
124
|
-
idx.set(index); for (let i = 0; i < extra.index.length; i++) idx[index.length + i] = extra.index[i] + n0;
|
|
125
|
-
pos = cat(pos, extra.pos, 3); nrm = cat(nrm, extra.nrm, 3); index = idx;
|
|
126
|
-
skinIndex = cat(skinIndex, extra.skinIndex, 4, Uint16Array); skinWeight = cat(skinWeight, extra.skinWeight, 4);
|
|
127
|
-
coat.comb = cat(coat.comb, extra.comb, 3); coat.tint = cat(coat.tint, extra.tint, 4);
|
|
128
|
-
coat.pattern = cat(coat.pattern || new Float32Array(n0).fill(1), extra.pattern, 1);
|
|
129
|
-
coat.mark = cat(coat.mark || new Float32Array(n0).fill(1), extra.mark, 1);
|
|
130
|
-
coat.furLen = cat(coat.furLen || new Float32Array(n0), extra.furLen, 1);
|
|
131
|
-
coat.patternColor = cat(coat.patternColor || constant4(n0, [0.016, 0.0105, 0.0075, 1]), extra.patternColor, 4);
|
|
132
|
-
coat.surf = cat(coat.surf || new Float32Array(n0 * 4), extra.surf, 4);
|
|
133
|
-
fade = cat(fade, new Float32Array(extra.nV).fill(1), 1);
|
|
134
|
-
nV = n1; nI = index.length;
|
|
135
|
-
}
|
|
136
|
-
|
|
137
|
-
// ---- proportion warps and size, applied to the finished surface and the skeleton
|
|
138
|
-
const size = params.size || 1;
|
|
139
|
-
const warps = [...(params.warps || [])];
|
|
140
|
-
if (size !== 1) warps.push({ type: 'scale', k: size });
|
|
141
|
-
const W = composeWarps(warps);
|
|
142
|
-
let rigOut = rig;
|
|
143
|
-
let eyes = (species.eyeSpecs ? species.eyeSpecs(params, rig) : []).map((e) => {
|
|
144
|
-
const f = eyeFrameOf(e.spec, e.headOrigin, e.side);
|
|
145
|
-
return { ...e, frame: f, scale: 1 };
|
|
146
|
-
});
|
|
147
|
-
const scaleLen = (arr, k) => { if (arr && k !== 1) for (let i = 0; i < arr.length; i++) arr[i] *= k; };
|
|
148
|
-
if (W) {
|
|
149
|
-
warpMesh(pos, nrm, W);
|
|
150
|
-
rigOut = transformRig(rig, W);
|
|
151
|
-
eyes = eyes.map((e) => ({ ...e, frame: { ...e.frame, c: W(e.frame.c) }, scale: warpScaleAt(W, e.frame.c) }));
|
|
152
|
-
scaleLen(coat.pattern, size);
|
|
153
|
-
scaleLen(coat.mark, size);
|
|
154
|
-
scaleLen(coat.furLen, Math.pow(size, 0.35));
|
|
155
|
-
}
|
|
156
|
-
|
|
157
|
-
const out = {
|
|
158
|
-
version: FORMAT_VERSION,
|
|
159
|
-
species: species.id,
|
|
160
|
-
seed: o.seed,
|
|
161
|
-
quality: o.quality,
|
|
162
|
-
params: jsonSafe(params),
|
|
163
|
-
nV,
|
|
164
|
-
pos, nrm, index,
|
|
165
|
-
skinIndex,
|
|
166
|
-
skinWeight,
|
|
167
|
-
comb: coat.comb,
|
|
168
|
-
tint: coat.tint,
|
|
169
|
-
coat: interleave(nV, coat.pattern, coat.mark, coat.furLen, fade),
|
|
170
|
-
pat: coat.patternColor || constant4(nV, [0.016, 0.0105, 0.0075, 1]),
|
|
171
|
-
surf: coat.surf || new Float32Array(nV * 4),
|
|
172
|
-
// seam skirt depth (m, final size; the warps are within ~15 %): coatMaterial sinks the handed-over
|
|
173
|
-
// half of every cross-fade band by up to this much under the surface taking over
|
|
174
|
-
seamSink: +(seams.sink * size * 1.15).toFixed(6),
|
|
175
|
-
joints: rigOut.J,
|
|
176
|
-
bones: rigOut.BONES.map((b) => ({ name: b.name, parent: b.parent, headJ: b.headJ, tailJ: b.tailJ, region: b.region, group: b.group })),
|
|
177
|
-
refJoints: rig.J,
|
|
178
|
-
eyes: eyes.map((e) => ({ side: e.side, bone: e.bone || 'head', c: e.frame.c, x: e.frame.x, y: e.frame.y, z: e.frame.z, scale: e.scale * (size !== 1 && !W ? size : 1), spec: e.spec, look: e.look || {} })),
|
|
179
|
-
prims: model.prims.map((p) => ({ type: p.type, P: Array.from(p.P), bone: p.bone, group: p.group, part: p.part, carve: p.carve, tag: p.tag, k: p.k })),
|
|
180
|
-
stats: {
|
|
181
|
-
nV, tris: nI / 3, prims: model.prims.length, bones: rig.BONES.length, weightsMs: Math.round(t1 - t0), coatMs: Math.round(t2 - t1),
|
|
182
|
-
...(furSlope ? { furSlopeShortened: furSlope.shortened, furSlopeMaxCutMm: +(furSlope.maxCut * 1000).toFixed(1) } : {}),
|
|
183
|
-
...(seams.samples ? { seamMaxMm: +(seams.max * 1000).toFixed(2), seamSinkMm: +(seams.sink * 1000).toFixed(2) } : {}),
|
|
184
|
-
...(coat.stats || {}),
|
|
185
|
-
},
|
|
186
|
-
};
|
|
187
|
-
return out;
|
|
188
|
-
}
|
|
189
|
-
|
|
190
|
-
export function buildSync(species, opts, onProgress = () => {}) {
|
|
191
|
-
const t0 = now();
|
|
192
|
-
const prep = prepare(species, opts);
|
|
193
|
-
const jobs = prep.reg.jobs.map((_, i) => { onProgress('mesh ' + i); return meshJob(species, opts, i, prep); });
|
|
194
|
-
const d = finish(species, opts, jobs, prep, onProgress);
|
|
195
|
-
d.stats.buildMs = Math.round(now() - t0);
|
|
196
|
-
return d;
|
|
197
|
-
}
|
|
198
|
-
|
|
199
|
-
const now = () => (typeof performance !== 'undefined' ? performance.now() : Date.now());
|
|
200
|
-
|
|
201
|
-
// Crowd tier (no shells, ~2 cm cells): the pattern and mark fields are signed distances sampled per
|
|
202
|
-
// vertex, and features are about the size of a cell (spot centres even sit on vertices), so the
|
|
203
|
-
// crisp zero level aliases: dense small spots (paws, lower legs) cover every vertex and turn whole
|
|
204
|
-
// paws black, spots become polygons, a tail tip ring swallows the white tip. Prefilter like a mip
|
|
205
|
-
// level: per vertex, the fraction of its surrounding triangles the (linearly interpolated) field
|
|
206
|
-
// covers. Spots are then drawn as that coverage (pattern inside everywhere, the pattern colour's
|
|
207
|
-
// intensity scaled by the coverage: soft blobs of the right size and tone); crisp marks (tear lines,
|
|
208
|
-
// tail rings) are mixed into the base colour by their coverage.
|
|
209
|
-
function prefilterPattern(coat, index, nV, pos, markColor) {
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210
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// per vertex: area-weighted fraction of the incident triangles the linear field covers, capped by
|
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211
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// the size of the features around it (a vertex on a 4 mm spot centre, with neighbours on other
|
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212
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// small spots, reads fully covered although the spots cover ~15 % of its area): the deepest
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213
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// inside value in its 1-ring is taken as the local feature radius r, coverage <= (r / (h / 2))^2
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|
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const coverage = (f) => {
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215
|
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const acc = new Float64Array(nV), wsum = new Float64Array(nV), deep = new Float64Array(nV), hsum = new Float64Array(nV), hn = new Float64Array(nV);
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for (let i = 0; i < index.length; i += 3) {
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|
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const a = index[i], b = index[i + 1], c = index[i + 2];
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const ux = pos[b * 3] - pos[a * 3], uy = pos[b * 3 + 1] - pos[a * 3 + 1], uz = pos[b * 3 + 2] - pos[a * 3 + 2];
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219
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const vx = pos[c * 3] - pos[a * 3], vy = pos[c * 3 + 1] - pos[a * 3 + 1], vz = pos[c * 3 + 2] - pos[a * 3 + 2];
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|
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const area = 0.5 * Math.hypot(uy * vz - uz * vy, uz * vx - ux * vz, ux * vy - uy * vx);
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221
|
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const fr = negFraction(f[a], f[b], f[c]);
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222
|
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const d = Math.max(0, -f[a], -f[b], -f[c]), h = Math.hypot(ux, uy, uz) + Math.hypot(vx, vy, vz);
|
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for (const v of [a, b, c]) { acc[v] += area * fr; wsum[v] += area; deep[v] = Math.max(deep[v], d); hsum[v] += h; hn[v] += 2; }
|
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224
|
-
}
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|
225
|
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return Float32Array.from(acc, (x, v) => {
|
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226
|
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if (!(wsum[v] > 0)) return 0;
|
|
227
|
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const h = hsum[v] / hn[v];
|
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228
|
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return Math.min(x / wsum[v], Math.min(1, (deep[v] / (0.5 * h)) ** 2));
|
|
229
|
-
});
|
|
230
|
-
};
|
|
231
|
-
if (coat.pattern) {
|
|
232
|
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const cov = coverage(coat.pattern);
|
|
233
|
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const pc = coat.patternColor || (coat.patternColor = new Float32Array(nV * 4).map((_, i) => [0.016, 0.0105, 0.0075, 1][i % 4]));
|
|
234
|
-
// (a contrast curve keeps the blobs reading as spots rather than a stain)
|
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235
|
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for (let v = 0; v < nV; v++) { const k = Math.min(1, Math.max(0, (cov[v] - 0.12) / 0.43)); pc[v * 4 + 3] *= k * k * (3 - 2 * k); coat.pattern[v] = -1; }
|
|
236
|
-
}
|
|
237
|
-
if (coat.mark && coat.tint) {
|
|
238
|
-
// crisp marks have no intensity channel: their coverage goes into the base colour instead
|
|
239
|
-
const cov = coverage(coat.mark), t = coat.tint;
|
|
240
|
-
for (let v = 0; v < nV; v++) {
|
|
241
|
-
const k = cov[v];
|
|
242
|
-
for (let i = 0; i < 3; i++) t[v * 4 + i] += (markColor[i] - t[v * 4 + i]) * k;
|
|
243
|
-
coat.mark[v] = 1;
|
|
244
|
-
}
|
|
245
|
-
}
|
|
246
|
-
}
|
|
247
|
-
// area fraction of a triangle where the linear interpolation of the vertex values is negative
|
|
248
|
-
function negFraction(a, b, c) {
|
|
249
|
-
const neg = (a < 0) + (b < 0) + (c < 0);
|
|
250
|
-
if (neg === 0) return 0;
|
|
251
|
-
if (neg === 3) return 1;
|
|
252
|
-
let n, p1, p2;
|
|
253
|
-
if (neg === 1) { [n, p1, p2] = a < 0 ? [a, b, c] : b < 0 ? [b, a, c] : [c, a, b]; return (n * n) / ((n - p1) * (n - p2)); }
|
|
254
|
-
[n, p1, p2] = a >= 0 ? [a, b, c] : b >= 0 ? [b, a, c] : [c, a, b]; // n: the single non-negative one
|
|
255
|
-
return 1 - (n * n) / ((n - p1) * (n - p2));
|
|
256
|
-
}
|
|
257
|
-
|
|
258
|
-
function interleave(n, a, b, c, d) {
|
|
259
|
-
const out = new Float32Array(n * 4);
|
|
260
|
-
for (let v = 0; v < n; v++) { out[v * 4] = a ? a[v] : 1; out[v * 4 + 1] = b ? b[v] : 1; out[v * 4 + 2] = c ? c[v] : 0; out[v * 4 + 3] = d ? d[v] : 1; }
|
|
261
|
-
return out;
|
|
262
|
-
}
|
|
263
|
-
function constant4(n, c) {
|
|
264
|
-
const out = new Float32Array(n * 4);
|
|
265
|
-
for (let v = 0; v < n; v++) out.set(c, v * 4);
|
|
266
|
-
return out;
|
|
267
|
-
}
|
|
268
|
-
function jsonSafe(o) { return JSON.parse(JSON.stringify(o, (k, v) => (typeof v === 'function' ? undefined : v))); }
|
|
269
|
-
|
|
270
|
-
// Arrays that can be transferred from a worker (or written to a bake file).
|
|
271
|
-
export const ARRAY_KEYS = ['pos', 'nrm', 'index', 'skinIndex', 'skinWeight', 'comb', 'tint', 'coat', 'pat', 'surf'];
|
|
272
|
-
export function transferables(d) { return ARRAY_KEYS.map((k) => d[k].buffer); }
|
|
@@ -1,183 +0,0 @@
|
|
|
1
|
-
// Cross-fade seams: how far two overlapping surfaces lie apart where they hand over.
|
|
2
|
-
//
|
|
3
|
-
// Regions overlap and cross-fade (a fine head over the coarse neck, eyelid patches over the face):
|
|
4
|
-
// the base of each surface is drawn where its fade >= 0.5, the two halves meeting at the midline of
|
|
5
|
-
// the band. The surfaces approximate the same SDF at different cell sizes, so at the midline they do
|
|
6
|
-
// not coincide: the coarse one bridges creases and cuts chords inside convex skin, by up to ~0.4 of
|
|
7
|
-
// its cell in a crease. Seen at a grazing angle the step between them is a thin slit into the body
|
|
8
|
-
// (a red line in the 'holes' debug view).
|
|
9
|
-
//
|
|
10
|
-
// The renderer closes it with a skirt (render/coatMaterial.js): past the midline, down to fade 0.1,
|
|
11
|
-
// the base sinks along its normal (quadratically, by up to `sink` metres) instead of stopping, so the
|
|
12
|
-
// surface that is handing over dives under the one taking over (which wins the depth test) and every
|
|
13
|
-
// ray through the step lands on skin. `measureSeams` sizes the sink from the real mismatch of this individual's
|
|
14
|
-
// surfaces (bind pose, reference space): rays along the normal of every band vertex against the
|
|
15
|
-
// other surfaces' band triangles. Shells and fins keep cross-fading on the true surfaces.
|
|
16
|
-
import { smoothstep } from '../math/vec.js';
|
|
17
|
-
|
|
18
|
-
// groups: a region's main surface and its eyelid patches are separate surfaces
|
|
19
|
-
const groupOf = (regionOf, patchOf, v) => regionOf[v] * 2 + (patchOf && patchOf[v] ? 1 : 0);
|
|
20
|
-
|
|
21
|
-
/**
|
|
22
|
-
* @param {object} m { pos, nrm, index, nV, fade, regionOf, patchOf, hOf: region index -> cell size (m) }
|
|
23
|
-
* @returns {{ sink: number, max: number, p99: number, samples: number, hBand: number }} metres (reference space)
|
|
24
|
-
*/
|
|
25
|
-
export function measureSeams({ pos, nrm, index, nV, fade, regionOf, patchOf, hOf }) {
|
|
26
|
-
const res = { sink: 0, max: 0, p99: 0, samples: 0, hBand: 0 };
|
|
27
|
-
// band triangles (some vertex fades, some vertex shows) and the coarsest cell of a banded region
|
|
28
|
-
const tri = [];
|
|
29
|
-
let hBand = 0;
|
|
30
|
-
for (let i = 0; i < index.length; i += 3) {
|
|
31
|
-
const a = index[i], b = index[i + 1], c = index[i + 2];
|
|
32
|
-
if (a >= nV || b >= nV || c >= nV) continue;
|
|
33
|
-
const fm = Math.min(fade[a], fade[b], fade[c]), fM = Math.max(fade[a], fade[b], fade[c]);
|
|
34
|
-
if (fM <= 0.02 || fm >= 0.98) continue;
|
|
35
|
-
tri.push(i);
|
|
36
|
-
hBand = Math.max(hBand, hOf[regionOf[a]] || 0);
|
|
37
|
-
}
|
|
38
|
-
if (!tri.length || !(hBand > 0)) return res;
|
|
39
|
-
res.hBand = hBand;
|
|
40
|
-
const range = 0.75 * hBand; // search depth along the normal
|
|
41
|
-
// hash grid of band triangles
|
|
42
|
-
const G = Math.max(range, 0.004), grid = new Map();
|
|
43
|
-
const key = (x, y, z) => (Math.floor(x / G) + 4096) * 67108864 + (Math.floor(y / G) + 4096) * 8192 + (Math.floor(z / G) + 4096);
|
|
44
|
-
for (let t = 0; t < tri.length; t++) {
|
|
45
|
-
const i = tri[t], a = index[i], b = index[i + 1], c = index[i + 2];
|
|
46
|
-
const x0 = Math.floor(Math.min(pos[a * 3], pos[b * 3], pos[c * 3]) / G), x1 = Math.floor(Math.max(pos[a * 3], pos[b * 3], pos[c * 3]) / G);
|
|
47
|
-
const y0 = Math.floor(Math.min(pos[a * 3 + 1], pos[b * 3 + 1], pos[c * 3 + 1]) / G), y1 = Math.floor(Math.max(pos[a * 3 + 1], pos[b * 3 + 1], pos[c * 3 + 1]) / G);
|
|
48
|
-
const z0 = Math.floor(Math.min(pos[a * 3 + 2], pos[b * 3 + 2], pos[c * 3 + 2]) / G), z1 = Math.floor(Math.max(pos[a * 3 + 2], pos[b * 3 + 2], pos[c * 3 + 2]) / G);
|
|
49
|
-
for (let x = x0; x <= x1; x++) for (let y = y0; y <= y1; y++) for (let z = z0; z <= z1; z++) {
|
|
50
|
-
const k = (x + 4096) * 67108864 + (y + 4096) * 8192 + (z + 4096);
|
|
51
|
-
let l = grid.get(k);
|
|
52
|
-
if (!l) grid.set(k, (l = []));
|
|
53
|
-
l.push(t);
|
|
54
|
-
}
|
|
55
|
-
}
|
|
56
|
-
const offs = [];
|
|
57
|
-
const seen = new Set();
|
|
58
|
-
for (let v = 0; v < nV; v++) {
|
|
59
|
-
const f = fade[v];
|
|
60
|
-
if (!(f > 0.3 && f < 0.7)) continue;
|
|
61
|
-
const g = groupOf(regionOf, patchOf, v);
|
|
62
|
-
const ox = pos[v * 3], oy = pos[v * 3 + 1], oz = pos[v * 3 + 2], nx = nrm[v * 3], ny = nrm[v * 3 + 1], nz = nrm[v * 3 + 2];
|
|
63
|
-
seen.clear();
|
|
64
|
-
let best = Infinity;
|
|
65
|
-
for (let s = -1; s <= 1.001; s += 0.25) {
|
|
66
|
-
const k = key(ox + nx * s * range, oy + ny * s * range, oz + nz * s * range);
|
|
67
|
-
const l = grid.get(k);
|
|
68
|
-
if (!l) continue;
|
|
69
|
-
for (const t of l) {
|
|
70
|
-
if (seen.has(t)) continue;
|
|
71
|
-
seen.add(t);
|
|
72
|
-
const i = tri[t], a = index[i], b = index[i + 1], c = index[i + 2];
|
|
73
|
-
if (groupOf(regionOf, patchOf, a) === g) continue;
|
|
74
|
-
// Moller-Trumbore, both directions along the normal
|
|
75
|
-
const e1x = pos[b * 3] - pos[a * 3], e1y = pos[b * 3 + 1] - pos[a * 3 + 1], e1z = pos[b * 3 + 2] - pos[a * 3 + 2];
|
|
76
|
-
const e2x = pos[c * 3] - pos[a * 3], e2y = pos[c * 3 + 1] - pos[a * 3 + 1], e2z = pos[c * 3 + 2] - pos[a * 3 + 2];
|
|
77
|
-
const px = ny * e2z - nz * e2y, py = nz * e2x - nx * e2z, pz = nx * e2y - ny * e2x;
|
|
78
|
-
const det = e1x * px + e1y * py + e1z * pz;
|
|
79
|
-
if (Math.abs(det) < 1e-14) continue;
|
|
80
|
-
const tx = ox - pos[a * 3], ty = oy - pos[a * 3 + 1], tz = oz - pos[a * 3 + 2];
|
|
81
|
-
const u = (tx * px + ty * py + tz * pz) / det;
|
|
82
|
-
if (u < 0 || u > 1) continue;
|
|
83
|
-
const qx = ty * e1z - tz * e1y, qy = tz * e1x - tx * e1z, qz = tx * e1y - ty * e1x;
|
|
84
|
-
const w = (nx * qx + ny * qy + nz * qz) / det;
|
|
85
|
-
if (w < 0 || u + w > 1) continue;
|
|
86
|
-
const d = (e2x * qx + e2y * qy + e2z * qz) / det;
|
|
87
|
-
if (Math.abs(d) > range || Math.abs(d) >= Math.abs(best)) continue;
|
|
88
|
-
// the surface taking over here: its fade complements this one (not the far side of a thin part)
|
|
89
|
-
const fo = fade[a] * (1 - u - w) + fade[b] * u + fade[c] * w;
|
|
90
|
-
if (Math.abs(f + fo - 1) > 0.3) continue;
|
|
91
|
-
best = d;
|
|
92
|
-
}
|
|
93
|
-
}
|
|
94
|
-
if (Number.isFinite(best)) offs.push(Math.abs(best));
|
|
95
|
-
}
|
|
96
|
-
res.samples = offs.length;
|
|
97
|
-
if (!offs.length) { res.sink = 0.1 * hBand; return res; }
|
|
98
|
-
offs.sort((x, y) => x - y);
|
|
99
|
-
res.max = offs[offs.length - 1];
|
|
100
|
-
res.p99 = offs[Math.min(offs.length - 1, Math.floor(0.99 * offs.length))];
|
|
101
|
-
// cover the creases (99th percentile: a few hits land on another fold of the skin) with room for
|
|
102
|
-
// skinning differences in motion; never deeper than 0.4 of the coarse cell
|
|
103
|
-
res.sink = Math.min(0.4 * hBand, Math.max(0.1 * hBand, 1.5 * res.p99));
|
|
104
|
-
return res;
|
|
105
|
-
}
|
|
106
|
-
|
|
107
|
-
// The head and the body surfaces of a region plan overlap across a cut and cross-fade there, and the core smooths each
|
|
108
|
-
// surface's skin weights over its own mesh, so where the weights curve the two surfaces at one place take bone shares a
|
|
109
|
-
// few per cent apart. Posed (the head bent against the neck), they part by millimetres, and the fur rooted on the
|
|
110
|
-
// surface lying under the other's skin loses its roots: a crisp edge across the coat (a cat's cheek, a dog's throat).
|
|
111
|
-
// The body surface near the cut takes the head surface's weights at the same place (the closest point on the finer head
|
|
112
|
-
// mesh, barycentric), in full across the cross-fade band and fading back to its own over the next 8 mm on the body side.
|
|
113
|
-
// sideOf(x, y, z): signed distance from the cut (> 0 on the head side); band: the cross-fade half-width. Called from a
|
|
114
|
-
// species' coat (the core passes it the weights and uses them after it).
|
|
115
|
-
export function harmonizeSeamWeights({ pos, index, regionOf, regionNames, weights, nV }, sideOf, band) {
|
|
116
|
-
const { skinIndex, skinWeight } = weights;
|
|
117
|
-
const bodyR = regionNames.indexOf('body'), headR = regionNames.indexOf('head');
|
|
118
|
-
if (bodyR < 0 || headR < 0) return 0;
|
|
119
|
-
const B = band, R = B + 0.008, C = 0.004;
|
|
120
|
-
const sOf = (v) => sideOf(pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]);
|
|
121
|
-
// head triangles near the cut, in a hash grid by centroid
|
|
122
|
-
const grid = new Map(), key = (i, j, k) => `${i},${j},${k}`;
|
|
123
|
-
for (let t = 0; t < index.length; t += 3) {
|
|
124
|
-
const a = index[t], b = index[t + 1], c = index[t + 2];
|
|
125
|
-
if (a >= nV || regionOf[a] !== headR || regionOf[b] !== headR || regionOf[c] !== headR) continue;
|
|
126
|
-
if (Math.abs(sOf(a)) > R + 0.006) continue;
|
|
127
|
-
const g = [0, 1, 2].map((k) => Math.floor((pos[a * 3 + k] + pos[b * 3 + k] + pos[c * 3 + k]) / 3 / C));
|
|
128
|
-
const kk = key(...g); let l = grid.get(kk); if (!l) grid.set(kk, (l = [])); l.push(t);
|
|
129
|
-
}
|
|
130
|
-
const W0 = Float32Array.from(skinWeight), I0 = Uint16Array.from(skinIndex);
|
|
131
|
-
const P3 = (v) => [pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]];
|
|
132
|
-
let changed = 0;
|
|
133
|
-
for (let v = 0; v < nV; v++) {
|
|
134
|
-
if (regionOf[v] !== bodyR) continue;
|
|
135
|
-
const s = sOf(v);
|
|
136
|
-
if (s < -R || s > R) continue;
|
|
137
|
-
const kMix = s > -B ? 1 : smoothstep(-R, -B, s);
|
|
138
|
-
if (kMix <= 0) continue;
|
|
139
|
-
const p = P3(v), g = p.map((x) => Math.floor(x / C));
|
|
140
|
-
let best = null, bd = 0.004;
|
|
141
|
-
for (let a = -1; a <= 1; a++) for (let b = -1; b <= 1; b++) for (let c = -1; c <= 1; c++) {
|
|
142
|
-
const l = grid.get(key(g[0] + a, g[1] + b, g[2] + c)); if (!l) continue;
|
|
143
|
-
for (const t of l) {
|
|
144
|
-
const q = closestOnTri(p, P3(index[t]), P3(index[t + 1]), P3(index[t + 2]));
|
|
145
|
-
if (q.d < bd) { bd = q.d; best = [t, q.u, q.v, q.w]; }
|
|
146
|
-
}
|
|
147
|
-
}
|
|
148
|
-
if (!best) continue;
|
|
149
|
-
const acc = new Map();
|
|
150
|
-
const add = (u, f) => { for (let k = 0; k < 4; k++) { const w = W0[u * 4 + k]; if (w > 0) acc.set(I0[u * 4 + k], (acc.get(I0[u * 4 + k]) || 0) + w * f); } };
|
|
151
|
-
add(v, 1 - kMix);
|
|
152
|
-
add(index[best[0]], kMix * best[1]); add(index[best[0] + 1], kMix * best[2]); add(index[best[0] + 2], kMix * best[3]);
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const top = [...acc.entries()].sort((x, y) => y[1] - x[1]).slice(0, 4);
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let sum = 0; for (const [, w] of top) sum += w;
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for (let k = 0; k < 4; k++) {
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if (k < top.length) { skinIndex[v * 4 + k] = top[k][0]; skinWeight[v * 4 + k] = top[k][1] / sum; } else { skinIndex[v * 4 + k] = 0; skinWeight[v * 4 + k] = 0; }
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}
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changed++;
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}
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return changed;
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}
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163
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// closest point on triangle abc to p: distance and barycentric weights (Ericson, Real-Time Collision Detection 5.1.5)
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function closestOnTri(p, a, b, c) {
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const sub3 = (x, y) => [x[0] - y[0], x[1] - y[1], x[2] - y[2]], dot3 = (x, y) => x[0] * y[0] + x[1] * y[1] + x[2] * y[2];
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166
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const ab = sub3(b, a), ac = sub3(c, a), ap = sub3(p, a);
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167
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const d1 = dot3(ab, ap), d2 = dot3(ac, ap);
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168
|
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let u, v, w;
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169
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if (d1 <= 0 && d2 <= 0) { u = 1; v = 0; w = 0; } else {
|
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170
|
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const bp = sub3(p, b), d3 = dot3(ab, bp), d4 = dot3(ac, bp);
|
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171
|
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const cp = sub3(p, c), d5 = dot3(ab, cp), d6 = dot3(ac, cp);
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const vc = d1 * d4 - d3 * d2, vb = d5 * d2 - d1 * d6, va = d3 * d6 - d5 * d4;
|
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173
|
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if (d3 >= 0 && d4 <= d3) { u = 0; v = 1; w = 0; }
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else if (d6 >= 0 && d5 <= d6) { u = 0; v = 0; w = 1; }
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175
|
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else if (vc <= 0 && d1 >= 0 && d3 <= 0) { const t = d1 / (d1 - d3); u = 1 - t; v = t; w = 0; }
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176
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else if (vb <= 0 && d2 >= 0 && d6 <= 0) { const t = d2 / (d2 - d6); u = 1 - t; v = 0; w = t; }
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177
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else if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) { const t = (d4 - d3) / (d4 - d3 + (d5 - d6)); u = 0; v = 1 - t; w = t; }
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178
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else { const den = 1 / (va + vb + vc); v = vb * den; w = vc * den; u = 1 - v - w; }
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-
}
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180
|
-
const q = [0, 1, 2].map((k) => a[k] * u + b[k] * v + c[k] * w);
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181
|
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return { d: Math.hypot(p[0] - q[0], p[1] - q[1], p[2] - q[2]), u, v, w };
|
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182
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-
}
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183
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-
|
|
@@ -1,112 +0,0 @@
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1
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-
// Seeded proportion variation as smooth spatial warps.
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2
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-
//
|
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3
|
-
// Species sculpt and paint in their own reference space. Per-individual proportions (longer legs,
|
|
4
|
-
// a bigger head, a longer body) are applied afterwards as a smooth warp of the finished, skinned,
|
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5
|
-
// painted mesh and of the skeleton, so one sculpt serves every individual and the coat pattern is
|
|
6
|
-
// carried along with the skin instead of being re-grown. Warps are small (a few to ~15 %).
|
|
7
|
-
//
|
|
8
|
-
// Warp specs (all optional, composed in order):
|
|
9
|
-
// { type: 'legs', k, top } stretch y below `top` by k (everything above moves up)
|
|
10
|
-
// { type: 'length', k, z0, z1 } stretch z between z0 and z1 (torso length)
|
|
11
|
-
// { type: 'scaleAbout', c, k, r0, r1 } scale by k about c, fading out between radius r0 and r1
|
|
12
|
-
// { type: 'girth', k, y0, y1, zRange } scale x (and y about the torso centre) inside a region
|
|
13
|
-
// { type: 'scale', k } uniform size
|
|
14
|
-
// { type: 'shift', a, b, d } move by d, ramping in along a -> b (smoothstep of the projection: 0
|
|
15
|
-
// before a, 1 beyond b): a part beyond b (a head) moves rigidly and
|
|
16
|
-
// what lies between a and b (a neck) shortens or lengthens
|
|
17
|
-
import { smoothstep } from '../math/vec.js';
|
|
18
|
-
|
|
19
|
-
// Integral of smoothstep(a, b, x) from -inf to z: a C2 ramp used to build C1 clamps.
|
|
20
|
-
const S = (z, a, b) => {
|
|
21
|
-
if (z <= a) return 0;
|
|
22
|
-
const w = b - a;
|
|
23
|
-
if (z >= b) return w * 0.5 + (z - b);
|
|
24
|
-
const u = (z - a) / w;
|
|
25
|
-
return w * (u * u * u - 0.5 * u * u * u * u);
|
|
26
|
-
};
|
|
27
|
-
function one(w) {
|
|
28
|
-
switch (w.type) {
|
|
29
|
-
case 'scale': return (p) => [p[0] * w.k, p[1] * w.k, p[2] * w.k];
|
|
30
|
-
case 'legs': {
|
|
31
|
-
// y' = y + (k-1) * c(y), c' = 1 below the belly line, easing to 0 above it
|
|
32
|
-
const top = w.top, k = w.k, bw = top * 0.15;
|
|
33
|
-
return (p) => [p[0], p[1] + (k - 1) * (Math.max(p[1], 0) - S(p[1], top - bw, top + bw)), p[2]];
|
|
34
|
-
}
|
|
35
|
-
case 'length': {
|
|
36
|
-
// stretches the span z0..z1 about its middle; the ends move rigidly
|
|
37
|
-
const { k, z0, z1 } = w, bw = (z1 - z0) * 0.12, zc = (z0 + z1) * 0.5;
|
|
38
|
-
const t = (z) => S(z, z0 - bw, z0 + bw) - S(z, z1 - bw, z1 + bw);
|
|
39
|
-
const tc = t(zc);
|
|
40
|
-
return (p) => [p[0], p[1], p[2] + (k - 1) * (t(p[2]) - tc)];
|
|
41
|
-
}
|
|
42
|
-
case 'scaleAbout': {
|
|
43
|
-
const { c, k, r0, r1 } = w;
|
|
44
|
-
return (p) => {
|
|
45
|
-
const dx = p[0] - c[0], dy = p[1] - c[1], dz = p[2] - c[2];
|
|
46
|
-
const r = Math.hypot(dx, dy, dz);
|
|
47
|
-
const f = 1 + (k - 1) * (1 - smoothstep(r0, r1, r));
|
|
48
|
-
return [c[0] + dx * f, c[1] + dy * f, c[2] + dz * f];
|
|
49
|
-
};
|
|
50
|
-
}
|
|
51
|
-
case 'girth': {
|
|
52
|
-
const { k, cy, z0, z1, fade = 0.08 } = w;
|
|
53
|
-
return (p) => {
|
|
54
|
-
const f = 1 + (k - 1) * smoothstep(z0 - fade, z0 + fade, p[2]) * (1 - smoothstep(z1 - fade, z1 + fade, p[2])) * smoothstep(cy * 0.35, cy * 0.7, p[1]);
|
|
55
|
-
return [p[0] * f, cy + (p[1] - cy) * f, p[2]];
|
|
56
|
-
};
|
|
57
|
-
}
|
|
58
|
-
case 'shift': {
|
|
59
|
-
const { a, b, d } = w;
|
|
60
|
-
const ab = [b[0] - a[0], b[1] - a[1], b[2] - a[2]], L2 = ab[0] * ab[0] + ab[1] * ab[1] + ab[2] * ab[2];
|
|
61
|
-
return (p) => {
|
|
62
|
-
const f = smoothstep(0, 1, ((p[0] - a[0]) * ab[0] + (p[1] - a[1]) * ab[1] + (p[2] - a[2]) * ab[2]) / L2);
|
|
63
|
-
return [p[0] + d[0] * f, p[1] + d[1] * f, p[2] + d[2] * f];
|
|
64
|
-
};
|
|
65
|
-
}
|
|
66
|
-
default: throw new Error('unknown warp ' + w.type);
|
|
67
|
-
}
|
|
68
|
-
}
|
|
69
|
-
|
|
70
|
-
export function composeWarps(list = []) {
|
|
71
|
-
const fs = list.filter(Boolean).map(one);
|
|
72
|
-
if (!fs.length) return null;
|
|
73
|
-
return (p) => { for (const f of fs) p = f(p); return p; };
|
|
74
|
-
}
|
|
75
|
-
|
|
76
|
-
// Applies a warp to positions (in place) and re-orients normals with the warp's Jacobian
|
|
77
|
-
// (finite differences, inverse transpose).
|
|
78
|
-
export function warpMesh(pos, nrm, f, eps = 0.002) {
|
|
79
|
-
const n = pos.length / 3;
|
|
80
|
-
for (let v = 0; v < n; v++) {
|
|
81
|
-
const p = [pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]];
|
|
82
|
-
const q = f(p);
|
|
83
|
-
const jx = f([p[0] + eps, p[1], p[2]]), jy = f([p[0], p[1] + eps, p[2]]), jz = f([p[0], p[1], p[2] + eps]);
|
|
84
|
-
// columns of the Jacobian
|
|
85
|
-
const a = [(jx[0] - q[0]) / eps, (jx[1] - q[1]) / eps, (jx[2] - q[2]) / eps];
|
|
86
|
-
const b = [(jy[0] - q[0]) / eps, (jy[1] - q[1]) / eps, (jy[2] - q[2]) / eps];
|
|
87
|
-
const c = [(jz[0] - q[0]) / eps, (jz[1] - q[1]) / eps, (jz[2] - q[2]) / eps];
|
|
88
|
-
// inverse transpose applied to n = cofactor matrix * n (up to scale)
|
|
89
|
-
const nx = nrm[v * 3], ny = nrm[v * 3 + 1], nz = nrm[v * 3 + 2];
|
|
90
|
-
const bc = [b[1] * c[2] - b[2] * c[1], b[2] * c[0] - b[0] * c[2], b[0] * c[1] - b[1] * c[0]];
|
|
91
|
-
const ca = [c[1] * a[2] - c[2] * a[1], c[2] * a[0] - c[0] * a[2], c[0] * a[1] - c[1] * a[0]];
|
|
92
|
-
const ab = [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
|
|
93
|
-
let mx = bc[0] * nx + ca[0] * ny + ab[0] * nz;
|
|
94
|
-
let my = bc[1] * nx + ca[1] * ny + ab[1] * nz;
|
|
95
|
-
let mz = bc[2] * nx + ca[2] * ny + ab[2] * nz;
|
|
96
|
-
const l = Math.hypot(mx, my, mz) || 1;
|
|
97
|
-
pos[v * 3] = q[0]; pos[v * 3 + 1] = q[1]; pos[v * 3 + 2] = q[2];
|
|
98
|
-
nrm[v * 3] = mx / l; nrm[v * 3 + 1] = my / l; nrm[v * 3 + 2] = mz / l;
|
|
99
|
-
}
|
|
100
|
-
}
|
|
101
|
-
|
|
102
|
-
// local isotropic scale of the warp at p (cube root of the Jacobian determinant)
|
|
103
|
-
export function warpScaleAt(f, p, eps = 0.002) {
|
|
104
|
-
const q = f(p);
|
|
105
|
-
const jx = f([p[0] + eps, p[1], p[2]]), jy = f([p[0], p[1] + eps, p[2]]), jz = f([p[0], p[1], p[2] + eps]);
|
|
106
|
-
const a = [(jx[0] - q[0]) / eps, (jx[1] - q[1]) / eps, (jx[2] - q[2]) / eps];
|
|
107
|
-
const b = [(jy[0] - q[0]) / eps, (jy[1] - q[1]) / eps, (jy[2] - q[2]) / eps];
|
|
108
|
-
const c = [(jz[0] - q[0]) / eps, (jz[1] - q[1]) / eps, (jz[2] - q[2]) / eps];
|
|
109
|
-
const det = a[0] * (b[1] * c[2] - b[2] * c[1]) - a[1] * (b[0] * c[2] - b[2] * c[0]) + a[2] * (b[0] * c[1] - b[1] * c[0]);
|
|
110
|
-
return Math.cbrt(Math.abs(det));
|
|
111
|
-
}
|
|
112
|
-
|