@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
  240. package/vendor/procedural-animals/src/species/sheep/neck.js +0 -41
  241. package/vendor/procedural-animals/src/species/sheep/regions.js +0 -62
  242. package/vendor/procedural-animals/src/species/sheep/rig.js +0 -163
  243. package/vendor/procedural-animals/src/species/sheep/sculpt.js +0 -542
  244. package/vendor/procedural-animals/src/species/snake/coat.js +0 -315
  245. package/vendor/procedural-animals/src/species/snake/index.js +0 -73
  246. package/vendor/procedural-animals/src/species/snake/motion.js +0 -51
  247. package/vendor/procedural-animals/src/species/snake/regions.js +0 -51
  248. package/vendor/procedural-animals/src/species/snake/rig.js +0 -108
  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
@@ -1,67 +0,0 @@
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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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-
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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 };
32
- return serialiseLists({ name: R.name, ...m });
33
- }
34
-
35
- export function mergeMeshes(meshes) {
36
- let n = 0, ni = 0;
37
- for (const m of meshes) { n += m.count; ni += m.indices.length; }
38
- const positions = new Float32Array(n * 3), normals = new Float32Array(n * 3), indices = new Uint32Array(ni), patch = new Uint8Array(n);
39
- const lists = new Array(n);
40
- let v0 = 0, i0 = 0;
41
- meshes.forEach((m, k) => {
42
- positions.set(m.positions, v0 * 3);
43
- normals.set(m.normals, v0 * 3);
44
- for (let i = 0; i < m.indices.length; i++) indices[i0 + i] = m.indices[i] + v0;
45
- for (let i = 0; i < m.count; i++) { lists[v0 + i] = m.lists[i]; patch[v0 + i] = k > 0 ? 1 : 0; }
46
- v0 += m.count; i0 += m.indices.length;
47
- });
48
- return { positions, normals, indices, lists, count: n, patch };
49
- }
50
-
51
- // replace per-vertex primitive lists by ids so a region can cross a worker boundary
52
- function serialiseLists(p) {
53
- const uniq = new Map();
54
- const listIndex = new Uint32Array(p.count);
55
- const listIds = [];
56
- for (let v = 0; v < p.count; v++) {
57
- const l = p.lists[v];
58
- let k = uniq.get(l);
59
- if (k === undefined) { k = listIds.length; uniq.set(l, k); listIds.push(Int16Array.from(l.map((q) => q.id))); }
60
- listIndex[v] = k;
61
- }
62
- return { name: p.name, positions: p.positions, normals: p.normals, indices: p.indices, count: p.count, listIndex, listIds, patch: p.patch || null };
63
- }
64
-
65
- export function regionTransferables(parts) {
66
- return parts.flatMap((p) => [p.positions.buffer, p.normals.buffer, p.indices.buffer, p.listIndex.buffer]);
67
- }
@@ -1,272 +0,0 @@
1
- // The build pipeline: species data -> seeded individual -> SDF sculpt -> meshed regions -> skin
2
- // weights -> coat -> proportion warp and size -> packed, transferable arrays.
3
- //
4
- // Every stage is deterministic in (species, seed, options), so a worker can redo `prepare` from the
5
- // species id and seed instead of receiving functions.
6
- import { SDFModel } from '../sdf/sdf.js';
7
- import { meshRegion } from './mesh.js';
8
- import { computeWeights } from './weights.js';
9
- import { composeWarps, warpMesh, warpScaleAt } from './warp.js';
10
- import { transformRig } from '../rig/rig.js';
11
- import { rng } from '../math/vec.js';
12
- import { eyeFrameOf } from '../sdf/eyeSocket.js';
13
- import { limitFurSlope, FUR_SLOPE_DEFAULTS } from './furSlope.js';
14
- import { measureSeams } from './seams.js';
15
- import { sharpenFinEdges } from './finEdges.js';
16
-
17
- export const FORMAT_VERSION = 1;
18
-
19
- // Mesh resolution multiplier and render settings per quality tier.
20
- export const QUALITY = {
21
- hero: { res: 1.0, shells: 40, fins: true, eyePatches: true },
22
- high: { res: 1.3, shells: 28, fins: true, eyePatches: true },
23
- medium: { res: 2.0, shells: 16, fins: false, eyePatches: false },
24
- low: { res: 3.0, shells: 8, fins: false, eyePatches: false },
25
- crowd: { res: 4.2, shells: 0, fins: false, eyePatches: false },
26
- };
27
-
28
- export function normaliseOptions(opts = {}) {
29
- const quality = QUALITY[opts.quality] ? opts.quality : 'high';
30
- return { seed: (opts.seed ?? 1) >>> 0, quality, sex: opts.sex, age: opts.age, variant: opts.variant, overrides: opts.overrides || {} };
31
- }
32
-
33
- export function prepare(species, opts) {
34
- const o = normaliseOptions(opts);
35
- const R = rng(o.seed * 2654435761 + 12345);
36
- const params = { ...species.variation(R, o), ...o.overrides };
37
- params.seed = o.seed;
38
- const rig = species.rig(params);
39
- const model = new SDFModel();
40
- species.sculpt(model, rig, params);
41
- if (params.minThick) inflateThin(model, QUALITY[o.quality].res, params.minThick);
42
- const Q = QUALITY[o.quality];
43
- const reg = species.regions(rig, params, Q);
44
- return { o, params, rig, model, reg, Q };
45
- }
46
-
47
- // primitives tagged thin (ears, tail tips) are inflated at coarse tiers so they do not vanish
48
- function inflateThin(model, res, minThick) {
49
- if (res < 1.9) return;
50
- const t = minThick * res;
51
- for (const p of model.prims) {
52
- if (!p.thin || p.carve) continue;
53
- if (p.type === 0) for (let i = 12; i < 15; i++) p.P[i] = Math.max(p.P[i], t);
54
- if (p.type === 3) { p.P[12] = Math.max(p.P[12], t); p.P[13] = Math.max(p.P[13], Math.min(t, p.P[12])); }
55
- }
56
- }
57
-
58
- export function meshJob(species, opts, jobIndex, prep = prepare(species, opts)) {
59
- return prep.reg.jobs[jobIndex].map((R) => meshRegion(prep.model, R));
60
- }
61
-
62
- export function jobCount(species, opts) {
63
- return prepare(species, opts).reg.jobs.length;
64
- }
65
-
66
- export function finish(species, opts, meshedJobs, prep = prepare(species, opts), onProgress = () => {}) {
67
- const t0 = now();
68
- const { rig, model, reg, params, o, Q } = prep;
69
- const order = reg.jobs.flat().map((r) => r.name);
70
- const regDef = Object.fromEntries(reg.jobs.flat().map((r) => [r.name, r]));
71
- const parts = meshedJobs.flat().sort((a, b) => order.indexOf(a.name) - order.indexOf(b.name));
72
- let nV = 0, nI = 0;
73
- for (const p of parts) { p.v0 = nV; nV += p.count; nI += p.indices.length; }
74
- let pos = new Float32Array(nV * 3), nrm = new Float32Array(nV * 3);
75
- let index = new Uint32Array(nI);
76
- const lists = new Array(nV);
77
- const regionOf = new Uint8Array(nV);
78
- const patchOf = new Uint8Array(nV);
79
- const rigidBone = new Int16Array(nV).fill(-1);
80
- let io = 0;
81
- parts.forEach((p, pi) => {
82
- pos.set(p.positions, p.v0 * 3);
83
- nrm.set(p.normals, p.v0 * 3);
84
- if (p.patch) patchOf.set(p.patch, p.v0);
85
- for (let i = 0; i < p.indices.length; i++) index[io++] = p.indices[i] + p.v0;
86
- const L = p.listIds.map((ids) => Array.from(ids, (id) => model.prims[id]));
87
- const rb = regDef[p.name].rigidBone ? rig.BONE[regDef[p.name].rigidBone].index : -1;
88
- for (let i = 0; i < p.count; i++) { lists[p.v0 + i] = L[p.listIndex[i]]; regionOf[p.v0 + i] = pi; rigidBone[p.v0 + i] = rb; }
89
- });
90
- const regionNames = parts.map((p) => p.name);
91
- // fin slabs tagged `sharpen` get knife edges below the cell size (finEdges.js; opt-in)
92
- if (model.prims.some((pr) => pr.sharpen)) sharpenFinEdges({ pos, nrm, index, lists, nV, regionOf }, parts.map((p) => regDef[p.name].h));
93
- onProgress('weights');
94
- const weights = computeWeights({ pos, nrm, index, lists, rigidBone, nV }, rig);
95
- const t1 = now();
96
- // cross-fade of overlapping regions
97
- let fade = new Float32Array(nV).fill(1);
98
- if (reg.fade) for (let v = 0; v < nV; v++) fade[v] = reg.fade(pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2], regionNames[regionOf[v]], patchOf[v]);
99
- // how far the overlapping surfaces lie apart at their hand-over: the depth of the renderer's seam
100
- // skirt (seams.js)
101
- const seams = measureSeams({ pos, nrm, index, nV, fade, regionOf, patchOf, hOf: parts.map((p) => regDef[p.name].h) });
102
- onProgress('coat');
103
- const coat = species.coat({ model, rig, params, pos, nrm, index, lists, regionOf, regionNames, patchOf, rigidBone, weights, nV, fade, rng: rng(o.seed * 7919 + 17), quality: o.quality, Q });
104
- // (species.render may be a function of the individual: a mark colour that follows the morph)
105
- const hints = (typeof species.render === 'function' ? species.render(params) : species.render) || {};
106
- // no fur walls: hair may not rise faster than the render hint's slope above the hair around it
107
- // (furSlope.js; the crowd tier draws no shells)
108
- let furSlope = null;
109
- if (Q.shells > 0 && coat.furLen && coat.tint && hints.furSlope !== false) {
110
- furSlope = limitFurSlope(coat.furLen, pos, index, nV, coat.tint, {
111
- slope: hints.furSlope ?? FUR_SLOPE_DEFAULTS.slope, free: hints.furSlopeFree ?? FUR_SLOPE_DEFAULTS.free, perVertex: coat.furSlope || null,
112
- });
113
- }
114
- if (Q.shells <= 0) prefilterPattern(coat, index, nV, pos, hints.markColor || [0.016, 0.0105, 0.0075]);
115
- const t2 = now();
116
-
117
- // ---- extra (non-SDF) surfaces: feather cards etc., rigidly skinned, with their own attributes
118
- const extra = species.surfaces ? species.surfaces({ rig, params, Q, quality: o.quality, model }) : null;
119
- let skinIndex = weights.skinIndex, skinWeight = weights.skinWeight;
120
- if (extra && extra.nV) {
121
- const n0 = nV, n1 = nV + extra.nV;
122
- const cat = (a, b, k, T = Float32Array) => { const r = new T(n1 * k); r.set(a.subarray(0, n0 * k)); r.set(b, n0 * k); return r; };
123
- const idx = new Uint32Array(index.length + extra.index.length);
124
- idx.set(index); for (let i = 0; i < extra.index.length; i++) idx[index.length + i] = extra.index[i] + n0;
125
- pos = cat(pos, extra.pos, 3); nrm = cat(nrm, extra.nrm, 3); index = idx;
126
- skinIndex = cat(skinIndex, extra.skinIndex, 4, Uint16Array); skinWeight = cat(skinWeight, extra.skinWeight, 4);
127
- coat.comb = cat(coat.comb, extra.comb, 3); coat.tint = cat(coat.tint, extra.tint, 4);
128
- coat.pattern = cat(coat.pattern || new Float32Array(n0).fill(1), extra.pattern, 1);
129
- coat.mark = cat(coat.mark || new Float32Array(n0).fill(1), extra.mark, 1);
130
- coat.furLen = cat(coat.furLen || new Float32Array(n0), extra.furLen, 1);
131
- coat.patternColor = cat(coat.patternColor || constant4(n0, [0.016, 0.0105, 0.0075, 1]), extra.patternColor, 4);
132
- coat.surf = cat(coat.surf || new Float32Array(n0 * 4), extra.surf, 4);
133
- fade = cat(fade, new Float32Array(extra.nV).fill(1), 1);
134
- nV = n1; nI = index.length;
135
- }
136
-
137
- // ---- proportion warps and size, applied to the finished surface and the skeleton
138
- const size = params.size || 1;
139
- const warps = [...(params.warps || [])];
140
- if (size !== 1) warps.push({ type: 'scale', k: size });
141
- const W = composeWarps(warps);
142
- let rigOut = rig;
143
- let eyes = (species.eyeSpecs ? species.eyeSpecs(params, rig) : []).map((e) => {
144
- const f = eyeFrameOf(e.spec, e.headOrigin, e.side);
145
- return { ...e, frame: f, scale: 1 };
146
- });
147
- const scaleLen = (arr, k) => { if (arr && k !== 1) for (let i = 0; i < arr.length; i++) arr[i] *= k; };
148
- if (W) {
149
- warpMesh(pos, nrm, W);
150
- rigOut = transformRig(rig, W);
151
- eyes = eyes.map((e) => ({ ...e, frame: { ...e.frame, c: W(e.frame.c) }, scale: warpScaleAt(W, e.frame.c) }));
152
- scaleLen(coat.pattern, size);
153
- scaleLen(coat.mark, size);
154
- scaleLen(coat.furLen, Math.pow(size, 0.35));
155
- }
156
-
157
- const out = {
158
- version: FORMAT_VERSION,
159
- species: species.id,
160
- seed: o.seed,
161
- quality: o.quality,
162
- params: jsonSafe(params),
163
- nV,
164
- pos, nrm, index,
165
- skinIndex,
166
- skinWeight,
167
- comb: coat.comb,
168
- tint: coat.tint,
169
- coat: interleave(nV, coat.pattern, coat.mark, coat.furLen, fade),
170
- pat: coat.patternColor || constant4(nV, [0.016, 0.0105, 0.0075, 1]),
171
- surf: coat.surf || new Float32Array(nV * 4),
172
- // seam skirt depth (m, final size; the warps are within ~15 %): coatMaterial sinks the handed-over
173
- // half of every cross-fade band by up to this much under the surface taking over
174
- seamSink: +(seams.sink * size * 1.15).toFixed(6),
175
- joints: rigOut.J,
176
- bones: rigOut.BONES.map((b) => ({ name: b.name, parent: b.parent, headJ: b.headJ, tailJ: b.tailJ, region: b.region, group: b.group })),
177
- refJoints: rig.J,
178
- eyes: eyes.map((e) => ({ side: e.side, bone: e.bone || 'head', c: e.frame.c, x: e.frame.x, y: e.frame.y, z: e.frame.z, scale: e.scale * (size !== 1 && !W ? size : 1), spec: e.spec, look: e.look || {} })),
179
- prims: model.prims.map((p) => ({ type: p.type, P: Array.from(p.P), bone: p.bone, group: p.group, part: p.part, carve: p.carve, tag: p.tag, k: p.k })),
180
- stats: {
181
- nV, tris: nI / 3, prims: model.prims.length, bones: rig.BONES.length, weightsMs: Math.round(t1 - t0), coatMs: Math.round(t2 - t1),
182
- ...(furSlope ? { furSlopeShortened: furSlope.shortened, furSlopeMaxCutMm: +(furSlope.maxCut * 1000).toFixed(1) } : {}),
183
- ...(seams.samples ? { seamMaxMm: +(seams.max * 1000).toFixed(2), seamSinkMm: +(seams.sink * 1000).toFixed(2) } : {}),
184
- ...(coat.stats || {}),
185
- },
186
- };
187
- return out;
188
- }
189
-
190
- export function buildSync(species, opts, onProgress = () => {}) {
191
- const t0 = now();
192
- const prep = prepare(species, opts);
193
- const jobs = prep.reg.jobs.map((_, i) => { onProgress('mesh ' + i); return meshJob(species, opts, i, prep); });
194
- const d = finish(species, opts, jobs, prep, onProgress);
195
- d.stats.buildMs = Math.round(now() - t0);
196
- return d;
197
- }
198
-
199
- const now = () => (typeof performance !== 'undefined' ? performance.now() : Date.now());
200
-
201
- // Crowd tier (no shells, ~2 cm cells): the pattern and mark fields are signed distances sampled per
202
- // vertex, and features are about the size of a cell (spot centres even sit on vertices), so the
203
- // crisp zero level aliases: dense small spots (paws, lower legs) cover every vertex and turn whole
204
- // paws black, spots become polygons, a tail tip ring swallows the white tip. Prefilter like a mip
205
- // level: per vertex, the fraction of its surrounding triangles the (linearly interpolated) field
206
- // covers. Spots are then drawn as that coverage (pattern inside everywhere, the pattern colour's
207
- // intensity scaled by the coverage: soft blobs of the right size and tone); crisp marks (tear lines,
208
- // tail rings) are mixed into the base colour by their coverage.
209
- function prefilterPattern(coat, index, nV, pos, markColor) {
210
- // per vertex: area-weighted fraction of the incident triangles the linear field covers, capped by
211
- // the size of the features around it (a vertex on a 4 mm spot centre, with neighbours on other
212
- // small spots, reads fully covered although the spots cover ~15 % of its area): the deepest
213
- // inside value in its 1-ring is taken as the local feature radius r, coverage <= (r / (h / 2))^2
214
- const coverage = (f) => {
215
- const acc = new Float64Array(nV), wsum = new Float64Array(nV), deep = new Float64Array(nV), hsum = new Float64Array(nV), hn = new Float64Array(nV);
216
- for (let i = 0; i < index.length; i += 3) {
217
- const a = index[i], b = index[i + 1], c = index[i + 2];
218
- const ux = pos[b * 3] - pos[a * 3], uy = pos[b * 3 + 1] - pos[a * 3 + 1], uz = pos[b * 3 + 2] - pos[a * 3 + 2];
219
- const vx = pos[c * 3] - pos[a * 3], vy = pos[c * 3 + 1] - pos[a * 3 + 1], vz = pos[c * 3 + 2] - pos[a * 3 + 2];
220
- const area = 0.5 * Math.hypot(uy * vz - uz * vy, uz * vx - ux * vz, ux * vy - uy * vx);
221
- const fr = negFraction(f[a], f[b], f[c]);
222
- const d = Math.max(0, -f[a], -f[b], -f[c]), h = Math.hypot(ux, uy, uz) + Math.hypot(vx, vy, vz);
223
- for (const v of [a, b, c]) { acc[v] += area * fr; wsum[v] += area; deep[v] = Math.max(deep[v], d); hsum[v] += h; hn[v] += 2; }
224
- }
225
- return Float32Array.from(acc, (x, v) => {
226
- if (!(wsum[v] > 0)) return 0;
227
- const h = hsum[v] / hn[v];
228
- return Math.min(x / wsum[v], Math.min(1, (deep[v] / (0.5 * h)) ** 2));
229
- });
230
- };
231
- if (coat.pattern) {
232
- const cov = coverage(coat.pattern);
233
- const pc = coat.patternColor || (coat.patternColor = new Float32Array(nV * 4).map((_, i) => [0.016, 0.0105, 0.0075, 1][i % 4]));
234
- // (a contrast curve keeps the blobs reading as spots rather than a stain)
235
- for (let v = 0; v < nV; v++) { const k = Math.min(1, Math.max(0, (cov[v] - 0.12) / 0.43)); pc[v * 4 + 3] *= k * k * (3 - 2 * k); coat.pattern[v] = -1; }
236
- }
237
- if (coat.mark && coat.tint) {
238
- // crisp marks have no intensity channel: their coverage goes into the base colour instead
239
- const cov = coverage(coat.mark), t = coat.tint;
240
- for (let v = 0; v < nV; v++) {
241
- const k = cov[v];
242
- for (let i = 0; i < 3; i++) t[v * 4 + i] += (markColor[i] - t[v * 4 + i]) * k;
243
- coat.mark[v] = 1;
244
- }
245
- }
246
- }
247
- // area fraction of a triangle where the linear interpolation of the vertex values is negative
248
- function negFraction(a, b, c) {
249
- const neg = (a < 0) + (b < 0) + (c < 0);
250
- if (neg === 0) return 0;
251
- if (neg === 3) return 1;
252
- let n, p1, p2;
253
- if (neg === 1) { [n, p1, p2] = a < 0 ? [a, b, c] : b < 0 ? [b, a, c] : [c, a, b]; return (n * n) / ((n - p1) * (n - p2)); }
254
- [n, p1, p2] = a >= 0 ? [a, b, c] : b >= 0 ? [b, a, c] : [c, a, b]; // n: the single non-negative one
255
- return 1 - (n * n) / ((n - p1) * (n - p2));
256
- }
257
-
258
- function interleave(n, a, b, c, d) {
259
- const out = new Float32Array(n * 4);
260
- for (let v = 0; v < n; v++) { out[v * 4] = a ? a[v] : 1; out[v * 4 + 1] = b ? b[v] : 1; out[v * 4 + 2] = c ? c[v] : 0; out[v * 4 + 3] = d ? d[v] : 1; }
261
- return out;
262
- }
263
- function constant4(n, c) {
264
- const out = new Float32Array(n * 4);
265
- for (let v = 0; v < n; v++) out.set(c, v * 4);
266
- return out;
267
- }
268
- function jsonSafe(o) { return JSON.parse(JSON.stringify(o, (k, v) => (typeof v === 'function' ? undefined : v))); }
269
-
270
- // Arrays that can be transferred from a worker (or written to a bake file).
271
- export const ARRAY_KEYS = ['pos', 'nrm', 'index', 'skinIndex', 'skinWeight', 'comb', 'tint', 'coat', 'pat', 'surf'];
272
- export function transferables(d) { return ARRAY_KEYS.map((k) => d[k].buffer); }
@@ -1,183 +0,0 @@
1
- // Cross-fade seams: how far two overlapping surfaces lie apart where they hand over.
2
- //
3
- // Regions overlap and cross-fade (a fine head over the coarse neck, eyelid patches over the face):
4
- // the base of each surface is drawn where its fade >= 0.5, the two halves meeting at the midline of
5
- // the band. The surfaces approximate the same SDF at different cell sizes, so at the midline they do
6
- // not coincide: the coarse one bridges creases and cuts chords inside convex skin, by up to ~0.4 of
7
- // its cell in a crease. Seen at a grazing angle the step between them is a thin slit into the body
8
- // (a red line in the 'holes' debug view).
9
- //
10
- // The renderer closes it with a skirt (render/coatMaterial.js): past the midline, down to fade 0.1,
11
- // the base sinks along its normal (quadratically, by up to `sink` metres) instead of stopping, so the
12
- // surface that is handing over dives under the one taking over (which wins the depth test) and every
13
- // ray through the step lands on skin. `measureSeams` sizes the sink from the real mismatch of this individual's
14
- // surfaces (bind pose, reference space): rays along the normal of every band vertex against the
15
- // other surfaces' band triangles. Shells and fins keep cross-fading on the true surfaces.
16
- import { smoothstep } from '../math/vec.js';
17
-
18
- // groups: a region's main surface and its eyelid patches are separate surfaces
19
- const groupOf = (regionOf, patchOf, v) => regionOf[v] * 2 + (patchOf && patchOf[v] ? 1 : 0);
20
-
21
- /**
22
- * @param {object} m { pos, nrm, index, nV, fade, regionOf, patchOf, hOf: region index -> cell size (m) }
23
- * @returns {{ sink: number, max: number, p99: number, samples: number, hBand: number }} metres (reference space)
24
- */
25
- export function measureSeams({ pos, nrm, index, nV, fade, regionOf, patchOf, hOf }) {
26
- const res = { sink: 0, max: 0, p99: 0, samples: 0, hBand: 0 };
27
- // band triangles (some vertex fades, some vertex shows) and the coarsest cell of a banded region
28
- const tri = [];
29
- let hBand = 0;
30
- for (let i = 0; i < index.length; i += 3) {
31
- const a = index[i], b = index[i + 1], c = index[i + 2];
32
- if (a >= nV || b >= nV || c >= nV) continue;
33
- const fm = Math.min(fade[a], fade[b], fade[c]), fM = Math.max(fade[a], fade[b], fade[c]);
34
- if (fM <= 0.02 || fm >= 0.98) continue;
35
- tri.push(i);
36
- hBand = Math.max(hBand, hOf[regionOf[a]] || 0);
37
- }
38
- if (!tri.length || !(hBand > 0)) return res;
39
- res.hBand = hBand;
40
- const range = 0.75 * hBand; // search depth along the normal
41
- // hash grid of band triangles
42
- const G = Math.max(range, 0.004), grid = new Map();
43
- const key = (x, y, z) => (Math.floor(x / G) + 4096) * 67108864 + (Math.floor(y / G) + 4096) * 8192 + (Math.floor(z / G) + 4096);
44
- for (let t = 0; t < tri.length; t++) {
45
- const i = tri[t], a = index[i], b = index[i + 1], c = index[i + 2];
46
- const x0 = Math.floor(Math.min(pos[a * 3], pos[b * 3], pos[c * 3]) / G), x1 = Math.floor(Math.max(pos[a * 3], pos[b * 3], pos[c * 3]) / G);
47
- const y0 = Math.floor(Math.min(pos[a * 3 + 1], pos[b * 3 + 1], pos[c * 3 + 1]) / G), y1 = Math.floor(Math.max(pos[a * 3 + 1], pos[b * 3 + 1], pos[c * 3 + 1]) / G);
48
- const z0 = Math.floor(Math.min(pos[a * 3 + 2], pos[b * 3 + 2], pos[c * 3 + 2]) / G), z1 = Math.floor(Math.max(pos[a * 3 + 2], pos[b * 3 + 2], pos[c * 3 + 2]) / G);
49
- for (let x = x0; x <= x1; x++) for (let y = y0; y <= y1; y++) for (let z = z0; z <= z1; z++) {
50
- const k = (x + 4096) * 67108864 + (y + 4096) * 8192 + (z + 4096);
51
- let l = grid.get(k);
52
- if (!l) grid.set(k, (l = []));
53
- l.push(t);
54
- }
55
- }
56
- const offs = [];
57
- const seen = new Set();
58
- for (let v = 0; v < nV; v++) {
59
- const f = fade[v];
60
- if (!(f > 0.3 && f < 0.7)) continue;
61
- const g = groupOf(regionOf, patchOf, v);
62
- const ox = pos[v * 3], oy = pos[v * 3 + 1], oz = pos[v * 3 + 2], nx = nrm[v * 3], ny = nrm[v * 3 + 1], nz = nrm[v * 3 + 2];
63
- seen.clear();
64
- let best = Infinity;
65
- for (let s = -1; s <= 1.001; s += 0.25) {
66
- const k = key(ox + nx * s * range, oy + ny * s * range, oz + nz * s * range);
67
- const l = grid.get(k);
68
- if (!l) continue;
69
- for (const t of l) {
70
- if (seen.has(t)) continue;
71
- seen.add(t);
72
- const i = tri[t], a = index[i], b = index[i + 1], c = index[i + 2];
73
- if (groupOf(regionOf, patchOf, a) === g) continue;
74
- // Moller-Trumbore, both directions along the normal
75
- const e1x = pos[b * 3] - pos[a * 3], e1y = pos[b * 3 + 1] - pos[a * 3 + 1], e1z = pos[b * 3 + 2] - pos[a * 3 + 2];
76
- const e2x = pos[c * 3] - pos[a * 3], e2y = pos[c * 3 + 1] - pos[a * 3 + 1], e2z = pos[c * 3 + 2] - pos[a * 3 + 2];
77
- const px = ny * e2z - nz * e2y, py = nz * e2x - nx * e2z, pz = nx * e2y - ny * e2x;
78
- const det = e1x * px + e1y * py + e1z * pz;
79
- if (Math.abs(det) < 1e-14) continue;
80
- const tx = ox - pos[a * 3], ty = oy - pos[a * 3 + 1], tz = oz - pos[a * 3 + 2];
81
- const u = (tx * px + ty * py + tz * pz) / det;
82
- if (u < 0 || u > 1) continue;
83
- const qx = ty * e1z - tz * e1y, qy = tz * e1x - tx * e1z, qz = tx * e1y - ty * e1x;
84
- const w = (nx * qx + ny * qy + nz * qz) / det;
85
- if (w < 0 || u + w > 1) continue;
86
- const d = (e2x * qx + e2y * qy + e2z * qz) / det;
87
- if (Math.abs(d) > range || Math.abs(d) >= Math.abs(best)) continue;
88
- // the surface taking over here: its fade complements this one (not the far side of a thin part)
89
- const fo = fade[a] * (1 - u - w) + fade[b] * u + fade[c] * w;
90
- if (Math.abs(f + fo - 1) > 0.3) continue;
91
- best = d;
92
- }
93
- }
94
- if (Number.isFinite(best)) offs.push(Math.abs(best));
95
- }
96
- res.samples = offs.length;
97
- if (!offs.length) { res.sink = 0.1 * hBand; return res; }
98
- offs.sort((x, y) => x - y);
99
- res.max = offs[offs.length - 1];
100
- res.p99 = offs[Math.min(offs.length - 1, Math.floor(0.99 * offs.length))];
101
- // cover the creases (99th percentile: a few hits land on another fold of the skin) with room for
102
- // skinning differences in motion; never deeper than 0.4 of the coarse cell
103
- res.sink = Math.min(0.4 * hBand, Math.max(0.1 * hBand, 1.5 * res.p99));
104
- return res;
105
- }
106
-
107
- // The head and the body surfaces of a region plan overlap across a cut and cross-fade there, and the core smooths each
108
- // surface's skin weights over its own mesh, so where the weights curve the two surfaces at one place take bone shares a
109
- // few per cent apart. Posed (the head bent against the neck), they part by millimetres, and the fur rooted on the
110
- // surface lying under the other's skin loses its roots: a crisp edge across the coat (a cat's cheek, a dog's throat).
111
- // The body surface near the cut takes the head surface's weights at the same place (the closest point on the finer head
112
- // mesh, barycentric), in full across the cross-fade band and fading back to its own over the next 8 mm on the body side.
113
- // sideOf(x, y, z): signed distance from the cut (> 0 on the head side); band: the cross-fade half-width. Called from a
114
- // species' coat (the core passes it the weights and uses them after it).
115
- export function harmonizeSeamWeights({ pos, index, regionOf, regionNames, weights, nV }, sideOf, band) {
116
- const { skinIndex, skinWeight } = weights;
117
- const bodyR = regionNames.indexOf('body'), headR = regionNames.indexOf('head');
118
- if (bodyR < 0 || headR < 0) return 0;
119
- const B = band, R = B + 0.008, C = 0.004;
120
- const sOf = (v) => sideOf(pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]);
121
- // head triangles near the cut, in a hash grid by centroid
122
- const grid = new Map(), key = (i, j, k) => `${i},${j},${k}`;
123
- for (let t = 0; t < index.length; t += 3) {
124
- const a = index[t], b = index[t + 1], c = index[t + 2];
125
- if (a >= nV || regionOf[a] !== headR || regionOf[b] !== headR || regionOf[c] !== headR) continue;
126
- if (Math.abs(sOf(a)) > R + 0.006) continue;
127
- const g = [0, 1, 2].map((k) => Math.floor((pos[a * 3 + k] + pos[b * 3 + k] + pos[c * 3 + k]) / 3 / C));
128
- const kk = key(...g); let l = grid.get(kk); if (!l) grid.set(kk, (l = [])); l.push(t);
129
- }
130
- const W0 = Float32Array.from(skinWeight), I0 = Uint16Array.from(skinIndex);
131
- const P3 = (v) => [pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]];
132
- let changed = 0;
133
- for (let v = 0; v < nV; v++) {
134
- if (regionOf[v] !== bodyR) continue;
135
- const s = sOf(v);
136
- if (s < -R || s > R) continue;
137
- const kMix = s > -B ? 1 : smoothstep(-R, -B, s);
138
- if (kMix <= 0) continue;
139
- const p = P3(v), g = p.map((x) => Math.floor(x / C));
140
- let best = null, bd = 0.004;
141
- for (let a = -1; a <= 1; a++) for (let b = -1; b <= 1; b++) for (let c = -1; c <= 1; c++) {
142
- const l = grid.get(key(g[0] + a, g[1] + b, g[2] + c)); if (!l) continue;
143
- for (const t of l) {
144
- const q = closestOnTri(p, P3(index[t]), P3(index[t + 1]), P3(index[t + 2]));
145
- if (q.d < bd) { bd = q.d; best = [t, q.u, q.v, q.w]; }
146
- }
147
- }
148
- if (!best) continue;
149
- const acc = new Map();
150
- const add = (u, f) => { for (let k = 0; k < 4; k++) { const w = W0[u * 4 + k]; if (w > 0) acc.set(I0[u * 4 + k], (acc.get(I0[u * 4 + k]) || 0) + w * f); } };
151
- add(v, 1 - kMix);
152
- add(index[best[0]], kMix * best[1]); add(index[best[0] + 1], kMix * best[2]); add(index[best[0] + 2], kMix * best[3]);
153
- const top = [...acc.entries()].sort((x, y) => y[1] - x[1]).slice(0, 4);
154
- let sum = 0; for (const [, w] of top) sum += w;
155
- for (let k = 0; k < 4; k++) {
156
- if (k < top.length) { skinIndex[v * 4 + k] = top[k][0]; skinWeight[v * 4 + k] = top[k][1] / sum; } else { skinIndex[v * 4 + k] = 0; skinWeight[v * 4 + k] = 0; }
157
- }
158
- changed++;
159
- }
160
- return changed;
161
- }
162
-
163
- // closest point on triangle abc to p: distance and barycentric weights (Ericson, Real-Time Collision Detection 5.1.5)
164
- function closestOnTri(p, a, b, c) {
165
- const sub3 = (x, y) => [x[0] - y[0], x[1] - y[1], x[2] - y[2]], dot3 = (x, y) => x[0] * y[0] + x[1] * y[1] + x[2] * y[2];
166
- const ab = sub3(b, a), ac = sub3(c, a), ap = sub3(p, a);
167
- const d1 = dot3(ab, ap), d2 = dot3(ac, ap);
168
- let u, v, w;
169
- if (d1 <= 0 && d2 <= 0) { u = 1; v = 0; w = 0; } else {
170
- const bp = sub3(p, b), d3 = dot3(ab, bp), d4 = dot3(ac, bp);
171
- const cp = sub3(p, c), d5 = dot3(ab, cp), d6 = dot3(ac, cp);
172
- const vc = d1 * d4 - d3 * d2, vb = d5 * d2 - d1 * d6, va = d3 * d6 - d5 * d4;
173
- if (d3 >= 0 && d4 <= d3) { u = 0; v = 1; w = 0; }
174
- else if (d6 >= 0 && d5 <= d6) { u = 0; v = 0; w = 1; }
175
- else if (vc <= 0 && d1 >= 0 && d3 <= 0) { const t = d1 / (d1 - d3); u = 1 - t; v = t; w = 0; }
176
- else if (vb <= 0 && d2 >= 0 && d6 <= 0) { const t = d2 / (d2 - d6); u = 1 - t; v = 0; w = t; }
177
- else if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) { const t = (d4 - d3) / (d4 - d3 + (d5 - d6)); u = 0; v = 1 - t; w = t; }
178
- else { const den = 1 / (va + vb + vc); v = vb * den; w = vc * den; u = 1 - v - w; }
179
- }
180
- const q = [0, 1, 2].map((k) => a[k] * u + b[k] * v + c[k] * w);
181
- return { d: Math.hypot(p[0] - q[0], p[1] - q[1], p[2] - q[2]), u, v, w };
182
- }
183
-
@@ -1,112 +0,0 @@
1
- // Seeded proportion variation as smooth spatial warps.
2
- //
3
- // Species sculpt and paint in their own reference space. Per-individual proportions (longer legs,
4
- // a bigger head, a longer body) are applied afterwards as a smooth warp of the finished, skinned,
5
- // painted mesh and of the skeleton, so one sculpt serves every individual and the coat pattern is
6
- // carried along with the skin instead of being re-grown. Warps are small (a few to ~15 %).
7
- //
8
- // Warp specs (all optional, composed in order):
9
- // { type: 'legs', k, top } stretch y below `top` by k (everything above moves up)
10
- // { type: 'length', k, z0, z1 } stretch z between z0 and z1 (torso length)
11
- // { type: 'scaleAbout', c, k, r0, r1 } scale by k about c, fading out between radius r0 and r1
12
- // { type: 'girth', k, y0, y1, zRange } scale x (and y about the torso centre) inside a region
13
- // { type: 'scale', k } uniform size
14
- // { type: 'shift', a, b, d } move by d, ramping in along a -> b (smoothstep of the projection: 0
15
- // before a, 1 beyond b): a part beyond b (a head) moves rigidly and
16
- // what lies between a and b (a neck) shortens or lengthens
17
- import { smoothstep } from '../math/vec.js';
18
-
19
- // Integral of smoothstep(a, b, x) from -inf to z: a C2 ramp used to build C1 clamps.
20
- const S = (z, a, b) => {
21
- if (z <= a) return 0;
22
- const w = b - a;
23
- if (z >= b) return w * 0.5 + (z - b);
24
- const u = (z - a) / w;
25
- return w * (u * u * u - 0.5 * u * u * u * u);
26
- };
27
- function one(w) {
28
- switch (w.type) {
29
- case 'scale': return (p) => [p[0] * w.k, p[1] * w.k, p[2] * w.k];
30
- case 'legs': {
31
- // y' = y + (k-1) * c(y), c' = 1 below the belly line, easing to 0 above it
32
- const top = w.top, k = w.k, bw = top * 0.15;
33
- return (p) => [p[0], p[1] + (k - 1) * (Math.max(p[1], 0) - S(p[1], top - bw, top + bw)), p[2]];
34
- }
35
- case 'length': {
36
- // stretches the span z0..z1 about its middle; the ends move rigidly
37
- const { k, z0, z1 } = w, bw = (z1 - z0) * 0.12, zc = (z0 + z1) * 0.5;
38
- const t = (z) => S(z, z0 - bw, z0 + bw) - S(z, z1 - bw, z1 + bw);
39
- const tc = t(zc);
40
- return (p) => [p[0], p[1], p[2] + (k - 1) * (t(p[2]) - tc)];
41
- }
42
- case 'scaleAbout': {
43
- const { c, k, r0, r1 } = w;
44
- return (p) => {
45
- const dx = p[0] - c[0], dy = p[1] - c[1], dz = p[2] - c[2];
46
- const r = Math.hypot(dx, dy, dz);
47
- const f = 1 + (k - 1) * (1 - smoothstep(r0, r1, r));
48
- return [c[0] + dx * f, c[1] + dy * f, c[2] + dz * f];
49
- };
50
- }
51
- case 'girth': {
52
- const { k, cy, z0, z1, fade = 0.08 } = w;
53
- return (p) => {
54
- const f = 1 + (k - 1) * smoothstep(z0 - fade, z0 + fade, p[2]) * (1 - smoothstep(z1 - fade, z1 + fade, p[2])) * smoothstep(cy * 0.35, cy * 0.7, p[1]);
55
- return [p[0] * f, cy + (p[1] - cy) * f, p[2]];
56
- };
57
- }
58
- case 'shift': {
59
- const { a, b, d } = w;
60
- const ab = [b[0] - a[0], b[1] - a[1], b[2] - a[2]], L2 = ab[0] * ab[0] + ab[1] * ab[1] + ab[2] * ab[2];
61
- return (p) => {
62
- const f = smoothstep(0, 1, ((p[0] - a[0]) * ab[0] + (p[1] - a[1]) * ab[1] + (p[2] - a[2]) * ab[2]) / L2);
63
- return [p[0] + d[0] * f, p[1] + d[1] * f, p[2] + d[2] * f];
64
- };
65
- }
66
- default: throw new Error('unknown warp ' + w.type);
67
- }
68
- }
69
-
70
- export function composeWarps(list = []) {
71
- const fs = list.filter(Boolean).map(one);
72
- if (!fs.length) return null;
73
- return (p) => { for (const f of fs) p = f(p); return p; };
74
- }
75
-
76
- // Applies a warp to positions (in place) and re-orients normals with the warp's Jacobian
77
- // (finite differences, inverse transpose).
78
- export function warpMesh(pos, nrm, f, eps = 0.002) {
79
- const n = pos.length / 3;
80
- for (let v = 0; v < n; v++) {
81
- const p = [pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]];
82
- const q = f(p);
83
- const jx = f([p[0] + eps, p[1], p[2]]), jy = f([p[0], p[1] + eps, p[2]]), jz = f([p[0], p[1], p[2] + eps]);
84
- // columns of the Jacobian
85
- const a = [(jx[0] - q[0]) / eps, (jx[1] - q[1]) / eps, (jx[2] - q[2]) / eps];
86
- const b = [(jy[0] - q[0]) / eps, (jy[1] - q[1]) / eps, (jy[2] - q[2]) / eps];
87
- const c = [(jz[0] - q[0]) / eps, (jz[1] - q[1]) / eps, (jz[2] - q[2]) / eps];
88
- // inverse transpose applied to n = cofactor matrix * n (up to scale)
89
- const nx = nrm[v * 3], ny = nrm[v * 3 + 1], nz = nrm[v * 3 + 2];
90
- const bc = [b[1] * c[2] - b[2] * c[1], b[2] * c[0] - b[0] * c[2], b[0] * c[1] - b[1] * c[0]];
91
- const ca = [c[1] * a[2] - c[2] * a[1], c[2] * a[0] - c[0] * a[2], c[0] * a[1] - c[1] * a[0]];
92
- const ab = [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
93
- let mx = bc[0] * nx + ca[0] * ny + ab[0] * nz;
94
- let my = bc[1] * nx + ca[1] * ny + ab[1] * nz;
95
- let mz = bc[2] * nx + ca[2] * ny + ab[2] * nz;
96
- const l = Math.hypot(mx, my, mz) || 1;
97
- pos[v * 3] = q[0]; pos[v * 3 + 1] = q[1]; pos[v * 3 + 2] = q[2];
98
- nrm[v * 3] = mx / l; nrm[v * 3 + 1] = my / l; nrm[v * 3 + 2] = mz / l;
99
- }
100
- }
101
-
102
- // local isotropic scale of the warp at p (cube root of the Jacobian determinant)
103
- export function warpScaleAt(f, p, eps = 0.002) {
104
- const q = f(p);
105
- const jx = f([p[0] + eps, p[1], p[2]]), jy = f([p[0], p[1] + eps, p[2]]), jz = f([p[0], p[1], p[2] + eps]);
106
- const a = [(jx[0] - q[0]) / eps, (jx[1] - q[1]) / eps, (jx[2] - q[2]) / eps];
107
- const b = [(jy[0] - q[0]) / eps, (jy[1] - q[1]) / eps, (jy[2] - q[2]) / eps];
108
- const c = [(jz[0] - q[0]) / eps, (jz[1] - q[1]) / eps, (jz[2] - q[2]) / eps];
109
- const det = a[0] * (b[1] * c[2] - b[2] * c[1]) - a[1] * (b[0] * c[2] - b[2] * c[0]) + a[2] * (b[0] * c[1] - b[1] * c[0]);
110
- return Math.cbrt(Math.abs(det));
111
- }
112
-