@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
@@ -1,393 +0,0 @@
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- // Skin weights from the SDF sculpt.
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- //
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- // * Axial skin (spine, neck, tail) gets smooth chain weights from a soft arc-length coordinate
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- // along the axial polyline, relaxed over the surface so it never jumps where the chain bends.
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- // * Each limb's share is a harmonic field on the mesh between two cores: the limb below its
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- // proximal joint (1) and body skin clearly away from it (0). The whole hip or shoulder blends, so
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- // the stretch of a swinging leg spreads over a wide region instead of creasing at the outline.
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- // Inside the limb, bones blend by SDF distance to their primitives; thin distal joints blend
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- // narrowly.
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- // * Appendages (ears, horns...) blend by SDF distance; rigid parts (a separately meshed jaw) take
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- // one bone.
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- // All distances scale with rig.unit (1 = cheetah-sized).
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- import { SDFModel } from '../sdf/sdf.js';
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- import { sub, dot, len, clamp, smoothstep } from '../math/vec.js';
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-
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- export function buildNeighbors(index, nV) {
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- const sets = new Array(nV);
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- for (let i = 0; i < index.length; i += 3) {
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- const a = index[i], b = index[i + 1], c = index[i + 2];
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- (sets[a] ||= new Set()).add(b).add(c);
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- (sets[b] ||= new Set()).add(a).add(c);
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- (sets[c] ||= new Set()).add(a).add(b);
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- }
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- return Array.from(sets, (s) => (s ? [...s] : []));
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- }
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-
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- export function axialLengths(rig) {
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- const P = rig.AXIAL.points;
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- const L = [0];
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- for (let i = 0; i < P.length - 1; i++) L.push(L[i] + len(sub(P[i + 1], P[i])));
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- return L;
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- }
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-
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- // Nearest-segment projection onto the axial polyline, plus a *soft* arc-length coordinate: where the
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- // polyline bends, points below the bend are nearly equidistant from two segments and the hard
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- // projection would jump by centimetres.
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- function makeProjector(rig) {
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- const pts = rig.AXIAL.points;
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- const AXP = pts.flat();
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- const AXL = axialLengths(rig);
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- const n = pts.length - 1;
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- const soft = 0.018 * rig.unit;
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- const ds = new Float64Array(n), ss = new Float64Array(n);
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- return (px, py, pz) => {
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- let best = 1e9, bi = 0, bt = 0;
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- for (let i = 0; i < n; i++) {
47
- const ax = AXP[i * 3], ay = AXP[i * 3 + 1], az = AXP[i * 3 + 2];
48
- const bx = AXP[i * 3 + 3] - ax, by = AXP[i * 3 + 4] - ay, bz = AXP[i * 3 + 5] - az;
49
- let t = ((px - ax) * bx + (py - ay) * by + (pz - az) * bz) / (bx * bx + by * by + bz * bz);
50
- t = t < 0 ? 0 : t > 1 ? 1 : t;
51
- const dx = px - ax - bx * t, dy = py - ay - by * t, dz = pz - az - bz * t;
52
- const d = dx * dx + dy * dy + dz * dz;
53
- ds[i] = Math.sqrt(d);
54
- ss[i] = AXL[i] + t * (AXL[i + 1] - AXL[i]);
55
- if (d < best) { best = d; bi = i; bt = t; }
56
- }
57
- const dmin = Math.sqrt(best);
58
- let sw = 0, s = 0;
59
- for (let i = 0; i < n; i++) {
60
- const w = Math.exp(-(ds[i] - dmin) / soft);
61
- if (w < 1e-4) continue;
62
- sw += w;
63
- s += w * ss[i];
64
- }
65
- return { seg: bi, t: bt, d: dmin, s: s / sw };
66
- };
67
- }
68
-
69
- // d: the vertex's depth on the ventral side of the axial chain. A blend override [a, b, lever] widens
70
- // by lever x d on both sides: ventral skin far from the axis (a horse's throat under the jaw) swings
71
- // further for the same joint angle, so it needs a proportionally longer blend to spread the stretch.
72
- //
73
- // By default a vertex blends only across the two joints of the segment it projects on, so a blend that
74
- // reaches past the next joint (a long throat lever) is cut there: the skull's share drops from ~0.2-0.4
75
- // to 0 across the mid-neck joint, and the neck creases along that line whenever the head pitches or turns.
76
- // The weighting is a cascade: with a_j the share of the chain past joint j (its smoothstep), bone k takes
77
- // a_1 ... a_k (1 - a_(k+1)), where the default clamps a_j to 1 once s is past joint j + 1 and to 0 before
78
- // joint j - 1 (the cut). `axial.cascade` (opt-in) lets the blends of the joints listed run on into the next
79
- // segment on either side and fade out there instead: `{ j: fade }` fades joint j's blend out over `fade` x
80
- // rig.unit metres past joint j + 1 (to 1) and before joint j - 1 (to 0), at most the whole segment; an array
81
- // of joint indices (or true for all) fades over the whole next segment. Continuous everywhere, and never
82
- // further than one more segment, however long the lever (a deep breast does not follow the skull). Where a
83
- // blend stays inside its two segments nothing changes.
84
- export function chainWeights(rig, s, AXL = axialLengths(rig), d = 0) {
85
- const bones = rig.AXIAL.bones;
86
- const n = bones.length;
87
- const blend = (j) => {
88
- const ov = rig.AXIAL.blend[j];
89
- if (ov) { const e = (ov[2] || 0) * d; return smoothstep(AXL[j] + ov[0] * rig.unit - e, AXL[j] + ov[1] * rig.unit + e, s); }
90
- const l0 = AXL[j] - AXL[j - 1], l1 = AXL[j + 1] - AXL[j];
91
- const w = Math.min(0.4 * l0, 0.4 * l1, 0.07 * rig.unit);
92
- return smoothstep(AXL[j] - w, AXL[j] + w, s);
93
- };
94
- let i = 0;
95
- while (i < n - 1 && s > AXL[i + 1]) i++;
96
- const cas = rig.AXIAL.cascade;
97
- if (cas && (cas === true || Object.keys(cas).length)) {
98
- // fade length past the neighbouring joint (Infinity: the whole segment), 0 = cut (the default weighting)
99
- const fadeOf = (j) => (cas === true ? Infinity : Array.isArray(cas) ? (cas.includes(j) ? Infinity : 0) : (cas[j] ?? 0) * rig.unit);
100
- const share = (j) => {
101
- const f = fadeOf(j);
102
- if (j >= i + 2) return i === j - 2 && f > 0 && j >= 2 ? blend(j) * smoothstep(Math.max(AXL[j - 2], AXL[j - 1] - f), AXL[j - 1], s) : 0;
103
- if (j <= i - 1) return i === j + 1 && f > 0 && j + 2 <= n ? 1 - (1 - blend(j)) * (1 - smoothstep(AXL[j + 1], Math.min(AXL[j + 2], AXL[j + 1] + f), s)) : 1;
104
- return blend(j);
105
- };
106
- const out = new Map();
107
- let past = 1; // share of the chain beyond the joints so far
108
- for (let k = 0; k < n && past > 1e-6; k++) {
109
- const j = k + 1;
110
- const a = j > n - 1 ? 0 : share(j);
111
- const w = past * (1 - a);
112
- if (w > 1e-6) out.set(bones[k], w);
113
- past *= a;
114
- }
115
- return out;
116
- }
117
- const out = new Map([[bones[i], 1]]);
118
- if (i > 0) {
119
- const a = blend(i);
120
- if (a < 1) { out.set(bones[i], a); out.set(bones[i - 1], 1 - a); }
121
- }
122
- if (i < n - 1) {
123
- const a = blend(i + 1);
124
- if (a > 0) {
125
- const cur = out.get(bones[i]);
126
- out.set(bones[i], cur * (1 - a));
127
- out.set(bones[i + 1], (out.get(bones[i + 1]) || 0) + cur * a);
128
- }
129
- }
130
- return out;
131
- }
132
-
133
- /**
134
- * @param mesh { pos, nrm, index, lists (per-vertex prim lists), rigidBone (per-vertex bone index or -1), nV }
135
- */
136
- export function computeWeights(mesh, rig) {
137
- const { pos, index, lists, nV } = mesh;
138
- const rigid = mesh.rigidBone;
139
- const U = rig.unit;
140
- const { BONES, BONE } = rig;
141
- const NB = BONES.length;
142
- const limbIds = Object.keys(rig.LIMBS);
143
- const limbs = limbIds.map((id) => rig.LIMBS[id]);
144
- const NL = limbs.length;
145
- const groupsOf = ['axial', ...limbIds, ...rig.appendages.map((a) => a.group)];
146
- const NG = groupsOf.length;
147
- const W = new Float32Array(nV * NB);
148
- const axialS = new Float32Array(nV);
149
- const segT = new Float32Array(nV * 2);
150
- const axD = new Float32Array(nV);
151
- const GD = new Float32Array(nV * NG).fill(1e9);
152
- const bd = new Float64Array(NB);
153
- const sigB = 0.011 * U, sigBDistal = 0.0035 * U;
154
- const DISTAL = new Uint8Array(NB), PROXIMAL = new Uint8Array(NB);
155
- for (const L of limbs) {
156
- for (const n of L.distal || []) DISTAL[BONE[n].index] = 1;
157
- for (const n of L.proximal || []) PROXIMAL[BONE[n].index] = 1;
158
- }
159
- const limbBW = Array.from({ length: NL }, () => new Array(nV));
160
- // skin of the tail (nearest primitive on a tail bone) never belongs to a limb: a tail hanging close
161
- // to the hocks (a wolf's brush, a horse's hair) otherwise took thigh weights and tore when the
162
- // legs moved
163
- const tailSkin = new Uint8Array(nV);
164
- const TAILB = new Uint8Array(NB);
165
- for (const b of BONES) if (/^tail\d+$/.test(b.name)) TAILB[b.index] = 1;
166
- const topBone = new Int8Array(nV * NL);
167
- const webTag = new Int8Array(nV * NL);
168
- const nbr = buildNeighbors(index, nV);
169
- const project = makeProjector(rig);
170
- const webTags = new Set(rig.webTags);
171
- const gIndex = (g) => groupsOf.indexOf(g);
172
-
173
- for (let v = 0; v < nV; v++) {
174
- const px = pos[v * 3], py = pos[v * 3 + 1], pz = pos[v * 3 + 2];
175
- const pr = project(px, py, pz);
176
- axialS[v] = pr.s;
177
- {
178
- // depth on the ventral side of the axial chain (throat, belly): the lever of a blend override.
179
- // Ventral = the segment direction (nose -> tail) turned 90 deg down in the sagittal plane
180
- const P = rig.AXIAL.points, a0 = P[pr.seg], a1 = P[pr.seg + 1];
181
- const dy = a1[1] - a0[1], dz = a1[2] - a0[2], dl = Math.hypot(dy, dz) || 1;
182
- const oy = py - (a0[1] + dy * pr.t), oz = pz - (a0[2] + dz * pr.t);
183
- axD[v] = Math.max(0, (oy * dz - oz * dy) / dl);
184
- }
185
- segT[v * 2] = pr.seg;
186
- segT[v * 2 + 1] = pr.t;
187
- if (rigid[v] >= 0) continue;
188
- bd.fill(1e9);
189
- for (const prim of lists[v]) {
190
- if (prim.carve) continue;
191
- if (prim._gi === undefined) {
192
- prim._gi = gIndex(prim.group);
193
- if (!BONE[prim.bone]) throw new Error(`primitive ${prim.tag} uses unknown bone ${prim.bone}`);
194
- prim._bi = BONE[prim.bone].index;
195
- }
196
- const gi = prim._gi;
197
- if (gi < 0) continue;
198
- const d = SDFModel.dist(prim, px, py, pz) - prim.bias;
199
- if (d < GD[v * NG + gi]) GD[v * NG + gi] = d;
200
- if (d < bd[prim._bi]) bd[prim._bi] = d;
201
- }
202
- {
203
- let dm = 1e9, bm = -1;
204
- for (let bi = 0; bi < NB; bi++) if (bd[bi] < dm) { dm = bd[bi]; bm = bi; }
205
- if (bm >= 0 && TAILB[bm]) tailSkin[v] = 1;
206
- }
207
- for (let li = 0; li < NL; li++) {
208
- const g = li + 1;
209
- if (GD[v * NG + g] > 1e8) continue;
210
- const uniq = [];
211
- for (const prim of lists[v]) if (prim._gi === g && !prim.carve && !uniq.includes(prim._bi)) uniq.push(prim._bi);
212
- let bmin = 1e9, bestB = -1;
213
- for (const bi of uniq) if (bd[bi] < bmin) { bmin = bd[bi]; bestB = bi; }
214
- // webs and sheet muscles that span limb and body never anchor the limb core
215
- let pmin = 1e9, ptag = '';
216
- for (const prim of lists[v]) {
217
- if (prim._gi !== g || prim.carve) continue;
218
- const dp = SDFModel.dist(prim, px, py, pz) - prim.bias;
219
- if (dp < pmin) { pmin = dp; ptag = prim.tag; }
220
- }
221
- webTag[v * NL + li] = webTags.has(ptag) ? 1 : 0;
222
- // thin distal joints fold 100+ degrees: keep their blend narrow
223
- let distal = false;
224
- for (const bi of uniq) if (DISTAL[bi] && bd[bi] - bmin < 0.02 * U) distal = true;
225
- const sig = distal ? sigBDistal : sigB;
226
- let sum = 0;
227
- const tmp = uniq.map((bi) => { const w = Math.exp(-(bd[bi] - bmin) / sig); sum += w; return [bi, w]; });
228
- limbBW[li][v] = tmp.map(([bi, w]) => [bi, w / sum]);
229
- topBone[v * NL + li] = bestB === BONE[limbs[li].field.top].index ? 1 : 0;
230
- }
231
- }
232
-
233
- // relax the axial coordinate over the surface
234
- {
235
- const tmpS = new Float32Array(nV);
236
- for (let it = 0; it < 24; it++) {
237
- for (let v = 0; v < nV; v++) {
238
- const ns = nbr[v];
239
- if (!ns.length || rigid[v] >= 0) { tmpS[v] = axialS[v]; continue; }
240
- let a = 0;
241
- for (const n of ns) a += axialS[n];
242
- tmpS[v] = 0.5 * axialS[v] + (0.5 * a) / ns.length;
243
- }
244
- axialS.set(tmpS);
245
- }
246
- }
247
-
248
- // body skin never takes the weights of the tail beyond its root: skin at the back of a thigh or
249
- // buttock lies nearer to a hanging tail's segments than to the pelvis and projected onto them (it
250
- // swung with the tail). axial.bodyTail: tail segments body skin may still blend into (1: up to the
251
- // tail1 joint; 0: only across the tail base, for a tail that hangs down behind the buttocks)
252
- {
253
- const k = rig.AXIAL.bones.indexOf('tail0');
254
- if (k >= 0) {
255
- const sMax = axialLengths(rig)[k + (rig.AXIAL.bodyTail ?? 1)];
256
- for (let v = 0; v < nV; v++) if (!tailSkin[v] && axialS[v] > sMax) axialS[v] = sMax;
257
- }
258
- }
259
-
260
- // harmonic limb membership fields
261
- const limbM = Array.from({ length: NL }, () => new Float32Array(nV));
262
- const J = rig.J;
263
- for (let li = 0; li < NL; li++) {
264
- const L = limbs[li], F = L.field, g = li + 1, m = limbM[li];
265
- const A = J[F.a], B = J[F.b], AB = sub(B, A), ab2 = dot(AB, AB);
266
- const free = [];
267
- const aCore = F.aCore * U, aBody = F.aBody * U, midX = (F.midX || 0) * U;
268
- const e0 = (F.soft0 ?? -0.006) * U, e1 = (F.soft1 ?? 0.01) * U;
269
- const lateralAxis = F.lateralAxis || [L.side, 0, 0];
270
- for (let v = 0; v < nV; v++) {
271
- const dG = GD[v * NG + g];
272
- if (rigid[v] >= 0 || dG > 1e8 || tailSkin[v]) { m[v] = 0; continue; }
273
- // > 0: closer to the limb than to the body and than to any other limb (a big plantigrade hind
274
- // foot is further from the body than from the forefoot: it must not join the foreleg)
275
- let dO = GD[v * NG];
276
- for (let l2 = 0; l2 < NL; l2++) if (l2 !== li && GD[v * NG + l2 + 1] < dO) dO = GD[v * NG + l2 + 1];
277
- const a = dO - dG;
278
- const mb = smoothstep(e0, e1, a);
279
- const px = pos[v * 3], py = pos[v * 3 + 1], pz = pos[v * 3 + 2];
280
- const t = ((px - A[0]) * AB[0] + (py - A[1]) * AB[1] + (pz - A[2]) * AB[2]) / ab2;
281
- // never let a limb pull skin across the midline (chest floor, groin)
282
- const lateral = F.noMidline ? 1 : px * lateralAxis[0] + py * lateralAxis[1] + pz * lateralAxis[2];
283
- if (a > aCore && (t > F.tCore || !topBone[v * NL + li]) && !webTag[v * NL + li] && lateral > 0.0) { m[v] = 1; }
284
- else if (a < aBody || lateral < midX) { m[v] = 0; }
285
- else { m[v] = mb * clamp(t / F.tCore, 0, 1); free.push(v); }
286
- }
287
- const omega = 1.85;
288
- for (let it = 0; it < 320; it++) {
289
- for (let i = 0; i < free.length; i++) {
290
- const v = free[i], ns = nbr[v];
291
- if (!ns.length) continue;
292
- let a = 0;
293
- for (const n of ns) a += m[n];
294
- m[v] = m[v] + omega * (a / ns.length - m[v]);
295
- }
296
- }
297
- for (const v of free) m[v] = clamp(m[v], 0, 1);
298
- }
299
-
300
- // assemble
301
- const AXL = axialLengths(rig);
302
- for (let v = 0; v < nV; v++) {
303
- const o = v * NB;
304
- if (rigid[v] >= 0) { W[o + rigid[v]] = 1; continue; }
305
- let rest = 1;
306
- for (let li = 0; li < NL; li++) {
307
- const mv = limbM[li][v];
308
- const mm = mv * rest;
309
- if (mm <= 1e-4) continue;
310
- const bw = limbBW[li][v];
311
- const topI = BONE[limbs[li].field.top].index;
312
- // in the blend zone only the proximal bones may pull body skin; distal bones take over as m -> 1
313
- const kd = mv * mv * mv * mv;
314
- let prox = 0;
315
- if (bw) for (const [bi, w] of bw) if (PROXIMAL[bi]) prox += w;
316
- if (bw && bw.length) {
317
- for (const [bi, w] of bw) {
318
- const wp = PROXIMAL[bi] && prox > 1e-6 ? w / prox : 0;
319
- W[o + bi] += mm * (kd * w + (1 - kd) * wp);
320
- }
321
- if (prox <= 1e-6) W[o + topI] += mm * (1 - kd);
322
- } else W[o + topI] += mm;
323
- rest -= mm;
324
- }
325
- for (const ap of rig.appendages) {
326
- const gi = gIndex(ap.group);
327
- const dE = GD[v * NG + gi];
328
- if (dE > 1e8) continue;
329
- const bl = ap.blend || [-0.003, 0.005];
330
- // nearer to this appendage than to the body AND than to any other appendage (long ears: the
331
- // tip of one ear is far from the body, so the body test alone let the first ear take it)
332
- let dO = 1e9;
333
- for (const ap2 of rig.appendages) if (ap2 !== ap) dO = Math.min(dO, GD[v * NG + gIndex(ap2.group)]);
334
- const e = smoothstep(bl[0] * U, bl[1] * U, Math.min(GD[v * NG], dO) - dE) * rest;
335
- if (e > 1e-4) { W[o + BONE[ap.bone].index] += e; rest -= e; }
336
- }
337
- if (rest > 1e-5) for (const [bn, w] of chainWeights(rig, axialS[v], AXL, axD[v])) W[o + BONE[bn].index] += rest * w;
338
- }
339
- const limbMember = new Float32Array(nV), limbWhich = new Int8Array(nV).fill(-1);
340
- for (let v = 0; v < nV; v++) for (let li = 0; li < NL; li++) if (limbM[li][v] > limbMember[v]) { limbMember[v] = limbM[li][v]; limbWhich[v] = li; }
341
-
342
- // sparse Laplacian smoothing
343
- const K = 8;
344
- let SB = new Int16Array(nV * K).fill(-1), SW = new Float32Array(nV * K);
345
- for (let v = 0; v < nV; v++) {
346
- const o = v * NB;
347
- let c = 0;
348
- for (let b = 0; b < NB && c < K; b++) if (W[o + b] > 1e-4) { SB[v * K + c] = b; SW[v * K + c] = W[o + b]; c++; }
349
- }
350
- const acc = new Float32Array(NB);
351
- const touched = [];
352
- for (let it = 0; it < 3; it++) {
353
- const NBw = new Int16Array(nV * K).fill(-1), NWw = new Float32Array(nV * K);
354
- for (let v = 0; v < nV; v++) {
355
- const ns = nbr[v];
356
- touched.length = 0;
357
- const addW = (u, f) => {
358
- for (let k = 0; k < K; k++) {
359
- const b = SB[u * K + k];
360
- if (b < 0) break;
361
- if (acc[b] === 0) touched.push(b);
362
- acc[b] += SW[u * K + k] * f;
363
- }
364
- };
365
- if (!ns.length || rigid[v] >= 0 || DISTAL[SB[v * K]]) addW(v, 1);
366
- else {
367
- addW(v, 0.5);
368
- const f = 0.5 / ns.length;
369
- for (const n of ns) addW(n, f);
370
- }
371
- touched.sort((a, b) => acc[b] - acc[a]);
372
- const m = Math.min(K, touched.length);
373
- for (let k = 0; k < m; k++) { NBw[v * K + k] = touched[k]; NWw[v * K + k] = acc[touched[k]]; }
374
- for (const b of touched) acc[b] = 0;
375
- }
376
- SB = NBw; SW = NWw;
377
- }
378
- const skinIndex = new Uint16Array(nV * 4), skinWeight = new Float32Array(nV * 4);
379
- const dominant = new Uint16Array(nV);
380
- for (let v = 0; v < nV; v++) {
381
- let sum = 0;
382
- for (let k = 0; k < 4; k++) if (SB[v * K + k] >= 0) sum += SW[v * K + k];
383
- sum = sum || 1;
384
- for (let k = 0; k < 4; k++) {
385
- const b = SB[v * K + k];
386
- if (b < 0) break;
387
- skinIndex[v * 4 + k] = b;
388
- skinWeight[v * 4 + k] = SW[v * K + k] / sum;
389
- }
390
- dominant[v] = Math.max(0, SB[v * K]);
391
- }
392
- return { skinIndex, skinWeight, dominant, axialS, segT, neighbors: nbr, limbMember, limbWhich, axialLengths: AXL };
393
- }
@@ -1,81 +0,0 @@
1
- // Tiny allocation-light vector helpers used by the procedural modelling code.
2
- // Vectors are plain [x, y, z] arrays.
3
-
4
- export const add = (a, b) => [a[0] + b[0], a[1] + b[1], a[2] + b[2]];
5
- export const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
6
- export const mul = (a, s) => [a[0] * s, a[1] * s, a[2] * s];
7
- export const dot = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
8
- export const cross = (a, b) => [
9
- a[1] * b[2] - a[2] * b[1],
10
- a[2] * b[0] - a[0] * b[2],
11
- a[0] * b[1] - a[1] * b[0],
12
- ];
13
- export const len = (a) => Math.hypot(a[0], a[1], a[2]);
14
- export const norm = (a) => {
15
- const l = len(a) || 1;
16
- return [a[0] / l, a[1] / l, a[2] / l];
17
- };
18
- export const lerp = (a, b, t) => [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t];
19
- export const mirror = (a) => [-a[0], a[1], a[2]];
20
- export const dist = (a, b) => Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2]);
21
- export const clamp = (x, a, b) => (x < a ? a : x > b ? b : x);
22
- export const smoothstep = (e0, e1, x) => {
23
- const t = clamp((x - e0) / (e1 - e0), 0, 1);
24
- return t * t * (3 - 2 * t);
25
- };
26
- export const mix = (a, b, t) => a + (b - a) * t;
27
-
28
- // Orthonormal frame from a primary axis (becomes local Z) and an up hint (local Y).
29
- export function frameZY(zDir, upHint = [0, 1, 0]) {
30
- const z = norm(zDir);
31
- let x = cross(upHint, z);
32
- if (len(x) < 1e-6) x = cross([1, 0, 0], z);
33
- x = norm(x);
34
- const y = cross(z, x);
35
- return [x, y, z];
36
- }
37
-
38
- // Deterministic PRNG (mulberry32)
39
- export function rng(seed) {
40
- let a = seed >>> 0;
41
- return function () {
42
- a |= 0;
43
- a = (a + 0x6d2b79f5) | 0;
44
- let t = Math.imul(a ^ (a >>> 15), 1 | a);
45
- t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
46
- return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
47
- };
48
- }
49
-
50
- // Integer hash based value noise (identical implementation exists in GLSL: see noise.glsl in shaders.js)
51
- export function ihash(x, y, z) {
52
- let h = (Math.imul(x | 0, 0x8da6b343) ^ Math.imul(y | 0, 0xd8163841) ^ Math.imul(z | 0, 0xcb1ab31f)) >>> 0;
53
- h = Math.imul(h ^ (h >>> 13), 0x5bd1e995) >>> 0;
54
- h = (h ^ (h >>> 15)) >>> 0;
55
- return h / 4294967296;
56
- }
57
-
58
- export function vnoise3(x, y, z) {
59
- const xi = Math.floor(x), yi = Math.floor(y), zi = Math.floor(z);
60
- const xf = x - xi, yf = y - yi, zf = z - zi;
61
- const u = xf * xf * (3 - 2 * xf), v = yf * yf * (3 - 2 * yf), w = zf * zf * (3 - 2 * zf);
62
- const c000 = ihash(xi, yi, zi), c100 = ihash(xi + 1, yi, zi);
63
- const c010 = ihash(xi, yi + 1, zi), c110 = ihash(xi + 1, yi + 1, zi);
64
- const c001 = ihash(xi, yi, zi + 1), c101 = ihash(xi + 1, yi, zi + 1);
65
- const c011 = ihash(xi, yi + 1, zi + 1), c111 = ihash(xi + 1, yi + 1, zi + 1);
66
- const x00 = c000 + (c100 - c000) * u, x10 = c010 + (c110 - c010) * u;
67
- const x01 = c001 + (c101 - c001) * u, x11 = c011 + (c111 - c011) * u;
68
- const y0 = x00 + (x10 - x00) * v, y1 = x01 + (x11 - x01) * v;
69
- return y0 + (y1 - y0) * w;
70
- }
71
-
72
- export function fbm3(x, y, z, oct = 4) {
73
- let a = 0.5, f = 1, s = 0, n = 0;
74
- for (let i = 0; i < oct; i++) {
75
- s += a * vnoise3(x * f + i * 17.3, y * f - i * 9.1, z * f + i * 3.7);
76
- n += a;
77
- a *= 0.5;
78
- f *= 2.03;
79
- }
80
- return s / n;
81
- }