@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
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  252. package/vendor/procedural-animals/src/species/spider/motion.js +0 -72
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  256. package/vendor/procedural-animals/src/species/wolf/behaviour.js +0 -160
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  259. package/vendor/procedural-animals/src/species/wolf/motion.js +0 -80
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  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
@@ -1,539 +0,0 @@
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- // Rat behaviour layer for the quadruped engine (species.motion.hooks, see core/motion/actions.js):
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- //
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- // pose(engine, dt) after the engine's solve: sniffing (the snout bone twitches at 6-10 Hz in
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- // bursts), whisking (both whisker fans sweep forward and back in step with
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- // the sniffs, fanned forward when exploring, swept back when eating,
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- // grooming, fighting or asleep, and kept clear of the ground), small
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- // independent ear swivels
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- // update(P, dt, layer) every frame over the action layer: the scurrying style (body low and
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- // flattened, head stretched forward, ears back at speed), sniffing / whisking
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- // rates, the scurry-and-freeze steering, rearing to look at a far target,
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- // automatic idle variants (sniff scans, rearing, face grooming)
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- // actions rear (stands up on the hind feet to look around), groom (the face-washing
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- // syntactic chain: nose strokes, face strokes, then body licking), eat (sits
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- // up holding food in the forepaws and gnaws it), scurry (a fast burst along
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- // the heading, a sudden stop, a freeze and a sniff), box (rears and pushes
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- // with the forepaws), attack (lunge bite, or boxing on the hind legs), hit
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- // (flinch, then a freeze)
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- //
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- // All distances are rat metres at the reference size, multiplied by cfg.s; posture offsets that the
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- // engine multiplies by cfg.k (fwd, side, headRaise, neckReach) are divided by cfg.unit.
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- import * as THREE from 'three';
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- import { clamp, lerp, smooth, TAU, tv, tqa } from '../../core/motion/common.js';
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- import { mx, mxLeg, ONESHOTS } from '../../core/motion/actions.js';
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- import { whiskerSamples, WHISKER_BASE, WHISKER_TIP } from './whiskers.js';
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- import { HK } from './rig.js';
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-
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- const W_SAMPLES = whiskerSamples();
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- const _q = new THREE.Quaternion(), _q2 = new THREE.Quaternion(), _s = new THREE.Vector3(1, 1, 1);
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- const _p = new THREE.Vector3(), _a = new THREE.Vector3(), _d = new THREE.Vector3();
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- const _M = new THREE.Matrix4(), _sv = new THREE.Vector3();
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- const _w = Array.from({ length: 64 }, () => new THREE.Vector3());
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- const PI = Math.PI;
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-
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- // per-engine behaviour state
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- function B(e) {
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- if (!e._ratb) {
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- e._ratb = {
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- sniffPh: 0, sniffRate: 7, sniffAmp: 1, sniffT: 0, whiskPh: 0, whiskAmp: 0.6, fanT: 0.1,
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- whisk: [{ a: 0, v: 0, back: 0, lift: 0 }, { a: 0, v: 0, back: 0, lift: 0 }],
40
- ear: [{ sw: 0, target: 0, tNext: 0.7, v: 0 }, { sw: 0, target: 0, tNext: 1.6, v: 0 }],
41
- idleT: 3 + e.rand() * 4, scanPh: 0, scanW: 0, scurry: null, freezeT: 0, rearFor: null,
42
- };
43
- }
44
- return e._ratb;
45
- }
46
- const busy = (L) => L.postures.length > 0 || L.oneshots.some((a) => !a.stopping);
47
- const oneshotW = (L, name) => L.oneshots.reduce((m, a) => (a.name === name ? Math.max(m, a.w) : m), 0);
48
-
49
- // whisker samples in the whisker bone's bind-local frame, mapped from the reference head (whiskers.js)
50
- function whiskerLocal(e, kk) {
51
- const s = kk ? -1 : 1, S = kk ? 'R' : 'L';
52
- const i = e.sk.bones.indexOf(e.bone['whisker' + S]);
53
- const inv = e.sk.bind[i].clone().invert();
54
- const Jb = e.J['whiskerBase' + S], Jt = e.J['whiskerTip' + S];
55
- const refLen = HK * Math.hypot(WHISKER_TIP[0] - WHISKER_BASE[0], WHISKER_TIP[1] - WHISKER_BASE[1], WHISKER_TIP[2] - WHISKER_BASE[2]);
56
- const k = Jb.distanceTo(Jt) / refLen;
57
- // (the sample points were laid out with head-local offsets scaled by HK; the strand lengths are not)
58
- return W_SAMPLES.map((p) => new THREE.Vector3(Jb.x + (p[0] - WHISKER_BASE[0]) * s * k * HK, Jb.y + (p[1] - WHISKER_BASE[1]) * k * HK, Jb.z + (p[2] - WHISKER_BASE[2]) * k * HK).applyMatrix4(inv));
59
- }
60
-
61
- // ------------------------------------------------------------------------------------------------
62
- // pose: sniffing snout, whisking fans, ear swivels (after the engine wrote the head and its children)
63
- function pose(e, dt) {
64
- const b = B(e), P = e.P, cfg = e.cfg;
65
- if (e.lod >= 2) return;
66
- const awake = 1 - clamp(P.eyelid, 0, 1);
67
- // ---- sniffing: the nose and whisker pads twitch up and back at the sniff rate
68
- // (rates and amplitudes change in bursts: eased so the snout and the fans never jump)
69
- const ka = 1 - Math.exp(-dt * 8);
70
- b.sRate = (b.sRate ?? b.sniffRate) + (b.sniffRate - (b.sRate ?? b.sniffRate)) * ka;
71
- b.sAmp = (b.sAmp ?? 0) + (b.sniffAmp - (b.sAmp ?? 0)) * ka;
72
- b.wAmp = (b.wAmp ?? 0) + (b.whiskAmp - (b.wAmp ?? 0)) * ka;
73
- b.sniffPh += dt * TAU * b.sRate;
74
- const sn = e.bone.snout;
75
- const tw = (0.5 - 0.5 * Math.cos(b.sniffPh)) * b.sAmp * awake;
76
- if (sn && tw > 1e-4) {
77
- const base = _p.setFromMatrixPosition(sn.matrixWorld);
78
- _q.setFromRotationMatrix(sn.matrixWorld);
79
- const lat = _a.set(1, 0, 0).applyQuaternion(_q);
80
- const back = _d.set(0, 1, 0).applyQuaternion(_q).multiplyScalar(-0.0005 * tw * cfg.s);
81
- sn.matrixWorld.compose(base.add(back), tqa(lat, -0.1 * tw).multiply(_q), _s);
82
- }
83
- // ---- whiskers: whisked in step with the sniffs (protraction as the nose rises), fanned forward
84
- // (exploring) or swept back (b.fanT), lifted clear of the ground
85
- b.whiskPh = b.sniffPh;
86
- for (let k = 0; k < 2; k++) {
87
- const S = k ? 'R' : 'L', s = k ? -1 : 1;
88
- const bone = e.bone['whisker' + S];
89
- if (!bone) break;
90
- const W = b.whisk[k];
91
- const om = 22;
92
- W.v += (om * om * (b.fanT - W.a) - 2 * om * W.v) * dt;
93
- W.a += W.v * dt;
94
- const whisk = b.wAmp * awake * (0.5 - 0.5 * Math.cos(b.whiskPh)) * (1 - 0.2 * k * Math.sin(b.whiskPh * 0.13));
95
- const ang = W.a + whisk - 0.35 * b.wAmp * awake;
96
- if (!b.wLocal) b.wLocal = [0, 1].map((kk) => whiskerLocal(e, kk));
97
- const base = _p.setFromMatrixPosition(bone.matrixWorld);
98
- _q.setFromRotationMatrix(bone.matrixWorld);
99
- _a.set(0, 1, 0).applyQuaternion(e.headPose.quaternion);
100
- _q.premultiply(tqa(_a, -s * ang));
101
- // ground: sweep the fan back along the cheek just enough, then lift it about its root
102
- const vDown = W.y0 === undefined || dt <= 0 ? 0 : Math.max(0, (W.y0 - base.y) / dt);
103
- W.y0 = base.y;
104
- const margin = 0.003 * cfg.s + Math.min(0.02 * cfg.s, vDown * 0.12);
105
- const near = base.y - e.terrainH(base.x, base.z) < 0.07 * cfg.s + margin * 2;
106
- let needB = 0, needL = 0;
107
- if (near) {
108
- const pts = b.wLocal[k];
109
- const M = _w[0];
110
- const mw = bone.matrixWorld.clone().compose(base, _q, _s);
111
- for (let i = 0; i < pts.length; i++) _w[i + 1].copy(pts[i]).applyMatrix4(mw).sub(base);
112
- const nP = pts.length;
113
- const clearAt = (phi) => {
114
- let worst = 0;
115
- _q2.setFromAxisAngle(_a, s * phi);
116
- for (let i = 1; i <= nP; i++) {
117
- const p = _d.copy(_w[i]).applyQuaternion(_q2).add(base);
118
- worst = Math.min(worst, p.y - (e.terrainH(p.x, p.z) + margin));
119
- }
120
- return worst;
121
- };
122
- let pw = clearAt(0);
123
- if (pw < 0) {
124
- needB = 1.4;
125
- for (let i = 1; i <= 7; i++) {
126
- const w = clearAt(i * 0.2);
127
- if (w >= 0) { needB = (i - 1 + -pw / Math.max(1e-6, w - pw)) * 0.2; break; }
128
- pw = w;
129
- }
130
- }
131
- const rest = clearAt(needB);
132
- if (rest < 0) needL = Math.asin(clamp(-rest / (0.035 * cfg.s), 0, 1)) * 1.3;
133
- void M;
134
- }
135
- const omb = 40;
136
- W.vb = (W.vb || 0) + (omb * omb * (needB - W.back) - 2 * omb * (W.vb || 0)) * dt; W.back = Math.max(0, W.back + W.vb * dt);
137
- W.vl = (W.vl || 0) + (omb * omb * (needL - W.lift) - 2 * omb * (W.vl || 0)) * dt; W.lift = Math.max(0, W.lift + W.vl * dt);
138
- if (W.back > 1e-4) _q.premultiply(tqa(_a, s * W.back));
139
- if (W.lift > 1e-4) {
140
- const tip = _d.copy(b.wLocal[k][0]).applyMatrix4(bone.matrixWorld).sub(base).applyQuaternion(tqa(_a, s * W.back)).normalize();
141
- const ax = _w[0].crossVectors(tip, THREE.Object3D.DEFAULT_UP);
142
- if (ax.lengthSq() > 1e-8) _q.premultiply(tqa(ax.normalize(), W.lift));
143
- }
144
- // what still reaches the ground (a head lying on its side): the strands bend against it, the fan
145
- // shortens about its root just enough
146
- let need = 1;
147
- if (near) {
148
- _M.compose(base, _q, _s);
149
- for (const pt of b.wLocal[k]) {
150
- const p = _d.copy(pt).applyMatrix4(_M);
151
- const dy = p.y - base.y, floor = e.terrainH(p.x, p.z) + 0.6 * margin;
152
- if (p.y < floor && dy < -1e-5) need = Math.min(need, Math.max(0, base.y - floor) / -dy);
153
- }
154
- }
155
- need = clamp(need, 0.15, 1);
156
- const oms = 40;
157
- W.vs = (W.vs || 0) + (oms * oms * (need - (W.sc ?? 1)) - 2 * oms * (W.vs || 0)) * dt;
158
- W.sc = clamp((W.sc ?? 1) + W.vs * dt, 0.15, 1);
159
- if (W.sc > need) { W.sc = need; W.vs = Math.min(0, W.vs); }
160
- bone.matrixWorld.compose(base, _q, _sv.set(W.sc, W.sc, W.sc));
161
- }
162
- // ---- ears: small independent swivels toward "sounds"
163
- if (!cfg.hasEars) return;
164
- const still = 1 - smooth(0.2, 1, e.speed / cfg.sq);
165
- for (let k = 0; k < 2; k++) {
166
- const E = b.ear[k], s = k === 0 ? 1 : -1;
167
- const bone = k === 0 ? e.bone.earL : e.bone.earR;
168
- if (!bone) continue;
169
- E.tNext -= dt;
170
- if (E.tNext <= 0) { E.tNext = 1 + e.rand() * 3; E.target = e.rand() < 0.4 ? 0 : (e.rand() - 0.3) * 0.6 * s; }
171
- const want = E.target * still * awake * (1 - clamp(P.earFlat, 0, 1)) * (1 - smooth(0.25, 0.7, Math.abs(P.roll)));
172
- const om = 14;
173
- E.v += (om * om * (want - E.sw) - 2 * om * E.v) * dt;
174
- E.sw += E.v * dt;
175
- if (Math.abs(E.sw) < 1e-4) continue;
176
- const base = _p.setFromMatrixPosition(bone.matrixWorld);
177
- _q.setFromRotationMatrix(bone.matrixWorld);
178
- _a.set(0, 1, 0).applyQuaternion(_q);
179
- _q.premultiply(tqa(_a, E.sw));
180
- bone.matrixWorld.compose(base, _q, _s);
181
- }
182
- }
183
-
184
- // ------------------------------------------------------------------------------------------------
185
- // update: locomotion style and idle life over the action layer's parameters
186
- function update(P, dt, L) {
187
- const e = L.engine, b = B(e), cfg = e.cfg;
188
- const vn = e.speed / cfg.sq;
189
- const run = smooth(0.4, 1.3, vn) * P.gaitW;
190
- // a head lying on its side (dead, a flop) rests on the cheek and the whisker pad, not in the ground
191
- const dying = L.postures.reduce((m, p) => (p.name === 'death' ? Math.max(m, p.w) : m), 0);
192
- const sleeping = L.postures.reduce((m, p) => (p.name === 'sleep' ? Math.max(m, p.w) : m), 0);
193
- if (P.headW > 0) P.headPos.y += (0.01 * dying + 0.008 * sleeping) * cfg.s;
194
- P.headPitch -= 0.25 * sleeping;
195
- // (the small body lying on its side rests on the fur of the flank and the curled paws, not in the ground)
196
- P.lift += (0.0015 * dying) / cfg.unit;
197
- // scurrying: the body flattens and stretches, the head reaches forward and low, the ears go back,
198
- // the tail trails straight out behind
199
- P.dropF += 0.14 * run; P.dropH += 0.1 * run;
200
- P.neckReach += (0.004 * run) / cfg.unit;
201
- P.headRaise -= (0.003 * run) / cfg.unit;
202
- P.headPitch -= 0.1 * run;
203
- // sniff / whisk rates: exploratory 6-9 Hz in bursts with pauses; fast whisking while moving slowly
204
- // and exploring, little when running (whiskers held forward), none asleep
205
- b.sniffT -= dt;
206
- if (b.sniffT <= 0) {
207
- b.sniffT = 0.6 + e.rand() * 1.8;
208
- const pause = e.rand() < 0.25;
209
- b.sniffBase = pause ? 0.15 : 0.7 + 0.4 * e.rand();
210
- b.sniffRate = 6 + e.rand() * 3;
211
- b.whiskBase = pause ? 0.08 : 0.35 + 0.25 * e.rand();
212
- }
213
- const eatW = Math.max(oneshotW(L, 'eat'), oneshotW(L, 'drink'));
214
- const groomW = oneshotW(L, 'groom');
215
- const fight = Math.max(oneshotW(L, 'attack'), oneshotW(L, 'box'));
216
- const lying = L.postures.reduce((m, p) => (p.name === 'sleep' || p.name === 'death' || p.name === 'lie' ? Math.max(m, p.w) : m), 0);
217
- const quiet = Math.max(eatW, groomW, fight, lying * 0.8, clamp(P.eyelid, 0, 1));
218
- // (the pose hook reads these)
219
- b.freezeK = b.freezeT > 0 ? smooth(0, 0.15, b.freezeT) : 0;
220
- b.whiskAmp = (b.whiskBase ?? 0.5) * (1 - quiet) * (1 - 0.6 * run) * (1 - b.freezeK);
221
- b.fanT = 0.12 + 0.18 * run - 0.45 * eatW - 0.45 * groomW - 0.5 * fight - 0.3 * lying;
222
- b.sniffAmp = (b.sniffBase ?? 1) * (1 - quiet * 0.85) * (1 - 0.8 * b.freezeK);
223
- // head scanning while sniffing at rest (sweeps side to side with the sniffs)
224
- const idle = L.idle.w * (busy(L) ? 0 : 1);
225
- b.scanW += ((b.scanOn ? 1 : 0) * idle - b.scanW) * (1 - Math.exp(-dt * 3));
226
- if (b.scanW > 0.01) {
227
- b.scanPh += dt * 0.6;
228
- mx(P, 'headYaw', 0.45 * Math.sin(b.scanPh * TAU) + 0.1 * Math.sin(b.scanPh * TAU * 3.1), b.scanW);
229
- mx(P, 'headPitch', 0.2 + 0.12 * Math.sin(b.scanPh * TAU * 1.7), b.scanW);
230
- P.headRaise += (0.0015 * Math.sin(b.sniffPh) * b.sniffAmp * b.scanW) / cfg.unit;
231
- }
232
- // scurry steering: a burst along the heading, then a sudden stop and a freeze
233
- const f = b.scurry;
234
- if (f) {
235
- f.t += dt;
236
- if (f.phase === 'run') {
237
- e.wantSpeed = f.speed * cfg.sq;
238
- e.wantHeading = f.h;
239
- f.dist += e.speed * dt;
240
- if (f.dist >= f.len || f.t > 4) { f.phase = 'stop'; f.tStop = f.t; e.wantSpeed = 0; }
241
- } else if (f.phase === 'stop') {
242
- e.wantSpeed = 0;
243
- if (e.speed < 0.05 * cfg.sq) { f.phase = 'done'; b.freezeT = 0.5 + e.rand() * 0.8; b.sniffT = b.freezeT; }
244
- if (f.t - f.tStop > 2) f.phase = 'done';
245
- }
246
- if (f.phase === 'done') b.scurry = null;
247
- }
248
- if (b.freezeT > 0) {
249
- b.freezeT -= dt;
250
- const fz = smooth(0, 0.15, b.freezeT) * P.gaitW;
251
- mx(P, 'breathRate', 2.5, fz); mx(P, 'earFlat', -0.1, fz); mx(P, 'lookW', 0, fz);
252
- if (b.freezeT <= 0) { b.sniffBase = 1.2; b.sniffRate = 9; b.whiskBase = 0.6; b.sniffT = 1.2; }
253
- }
254
- // rearing to look at a far, raised target (input.look)
255
- const look = e.input.look;
256
- if (look && !busy(L) && L.idle.w > 0.9) {
257
- const dx = look.x - e.pos.x, dz = look.z - e.pos.z, dy = look.y - e.headPose.position.y;
258
- const far = Math.hypot(dx, dz) > 1.2 * cfg.s && dy > 0.06 * cfg.s;
259
- if (far) L.play('rear', { loop: true, follow: true });
260
- }
261
- // automatic idle variants (standing still, nothing else running, nobody steering the gaze)
262
- if (e.idleVariants !== false && L.idle.w > 0.98 && !busy(L) && !e.input.look && !e.input.follow) {
263
- b.idleT -= dt;
264
- if (b.idleT <= 0) {
265
- b.idleT = 4 + e.rand() * 6;
266
- const r = e.rand();
267
- b.scanOn = false;
268
- if (r < 0.28) L.play('groom');
269
- else if (r < 0.5) L.play('rear');
270
- else if (r < 0.85) { b.scanOn = true; b.sniffBase = 1.2; b.sniffRate = 8.5; b.whiskBase = 0.6; b.sniffT = 2.5; }
271
- }
272
- } else if (busy(L)) { b.idleT = Math.max(b.idleT, 2.5); b.scanOn = false; }
273
- }
274
-
275
- // ------------------------------------------------------------------------------------------------
276
- // posture helpers: sitting up on the haunches (hind feet flat, the body upright, forepaws free)
277
- // upright: 0 (on all fours) .. 1 (reared, ~70 degrees); the hips sit down onto the heels, the chest
278
- // rises and the body pitches back over the hind feet
279
- function sitUp(P, w, e, upright) {
280
- mx(P, 'gaitW', 0, w); mx(P, 'legGait', 0, w);
281
- mx(P, 'dropF', -2.3 * upright, w);
282
- mx(P, 'dropH', 0.12, w);
283
- mx(P, 'flex', -0.35 * upright, w);
284
- mx(P, 'pitch', 0.12 * upright, w);
285
- mx(P, 'fwd', (-0.01 * upright * e.cfg.s) / e.cfg.unit, w);
286
- mx(P, 'groundW', 1, w);
287
- mx(P, 'tailGround', 0.5, w);
288
- }
289
- // envelopes of a sit-up action: up (rising), body (up, but coming down over the last 0.9 s of a timed
290
- // action) and hands (the forepaws stay off the ground until the chest is down again, so they are never
291
- // handed back to their plants out of reach)
292
- function env(inst, w, e, rise = 0.45, t0 = 0, dur = inst.dur) {
293
- const t = inst.t - t0, cfg = e.cfg;
294
- const up = w * smooth(0, rise, t);
295
- const end = Number.isFinite(dur) ? 1 - smooth(dur - 0.95, dur - 0.4, t) : 1;
296
- const body = up * end;
297
- const raise = e.fr.shC.y - e.terrainH(e.fr.shC.x, e.fr.shC.z) - cfg.yS;
298
- const want = Math.min(up, Math.max(body, w * smooth(0.002 * cfg.s, 0.016 * cfg.s, raise)));
299
- // (eased: a forepaw let go of all at once flicked down to its plant)
300
- const dt = clamp(inst.t - (inst._ht ?? inst.t), 0, 0.1);
301
- inst._ht = inst.t;
302
- if (inst._h === undefined) { inst._h = want; inst._hv = 0; }
303
- const om = 12;
304
- inst._hv += (om * om * (want - inst._h) - 2 * om * inst._hv) * dt;
305
- inst._h = clamp(inst._h + inst._hv * dt, 0, 1);
306
- const hands = Math.min(up, inst._h);
307
- return { up, body, hands };
308
- }
309
- // forepaw i toward a world point (weight k)
310
- function paw(P, i, tp, k) {
311
- const pl = P.legs[i];
312
- pl.target.lerp(tp, k / Math.max(1e-3, pl.reach + k));
313
- mxLeg(P, i, 'reach', 1, k);
314
- }
315
- // a point in front of the mouth (head frame): fwd / down / side in species metres
316
- function nearMouth(e, fwd, down, side, out) {
317
- const s = e.cfg.s;
318
- const hq = e.headPose.quaternion;
319
- out.copy(e.cfg.mouthLocal).applyQuaternion(hq).add(e.headPose.position);
320
- const f = e.forward(e.heading, _d), lat = e.left(e.heading, _a);
321
- out.addScaledVector(f, fwd * s).addScaledVector(lat, side * s);
322
- out.y -= down * s;
323
- return out;
324
- }
325
- const stopWhenMoving = (inst, L) => {
326
- // asked to move: end now (the one-shot fades out; the forepaws come down with the body)
327
- if (L.engine.wantSpeed > 0.05 && !inst.opts.hold) return true;
328
- return false;
329
- };
330
-
331
- // rear: stands up on the hind feet (soles flat), forepaws tucked against the chest, head high,
332
- // nose up and sniffing, tail on the ground as a prop; looks around or at the look target
333
- const rear = {
334
- kind: 'oneshot', fade: 0.3,
335
- start(inst, L) {
336
- const e = L.engine;
337
- inst.dur = inst.opts.loop ? Infinity : (inst.opts.duration ?? 2.8 + e.rand() * 2.5);
338
- const a = e.heading + (e.rand() - 0.5) * 1.8, d = 3 * e.cfg.s;
339
- inst.look = inst.opts.target ? inst.opts.target.clone() : new THREE.Vector3(e.pos.x + Math.sin(a) * d, e.pos.y + 0.4 * e.cfg.s, e.pos.z + Math.cos(a) * d);
340
- },
341
- update(inst, dt, L) {
342
- const e = L.engine;
343
- // following the look input: comes down when the target goes away or comes down / near
344
- if (inst.opts.follow && !Number.isFinite(inst.dur) && inst.t > 0.8) {
345
- const lk = e.input.look;
346
- const ok = lk && Math.hypot(lk.x - e.pos.x, lk.z - e.pos.z) > 1.0 * e.cfg.s && lk.y - e.headPose.position.y > 0.03 * e.cfg.s;
347
- if (!ok) inst.dur = inst.t + 1.0;
348
- }
349
- return inst.t >= inst.dur || stopWhenMoving(inst, L);
350
- },
351
- apply(P, w, inst, L) {
352
- const e = L.engine;
353
- const { up, body, hands } = env(inst, w, e);
354
- sitUp(P, body, e, 1);
355
- for (let i = 0; i < 2; i++) { mxLeg(P, i, 'tuck', 1, hands); P.legs[i].extend = lerp(P.legs[i].extend, 0.2, hands); }
356
- mx(P, 'headRaise', 0.006 / e.cfg.unit, body); mx(P, 'headPitch', -0.12, body);
357
- if (!e.input.look) { P.look = inst.look; mx(P, 'lookW', 1, body); }
358
- mx(P, 'earFlat', -0.15, up);
359
- mx(P, 'breathRate', 1.6, up);
360
- },
361
- };
362
-
363
- // groom: the face-washing chain (Berridge et al. 1987): sits up, small fast elliptical strokes of
364
- // both forepaws over the nose, larger strokes over the face and behind the ears, then the head turns
365
- // down to lick the flank
366
- const GROOM = 4.6;
367
- const groom = {
368
- kind: 'oneshot', fade: 0.35,
369
- start(inst, L) { inst.dur = inst.opts.loop ? Infinity : (inst.opts.duration ?? GROOM); inst.side = L.engine.rand() < 0.5 ? -1 : 1; },
370
- update(inst, dt, L) { return inst.t >= inst.dur || stopWhenMoving(inst, L); },
371
- apply(P, w, inst, L) {
372
- const e = L.engine, t = inst.opts.loop ? inst.t % GROOM : inst.t;
373
- const { body, hands } = env(inst, w, e);
374
- // (looped: the chain restarts; the licking phase eases back into the face strokes)
375
- const lick = smooth(2.9, 3.3, t) * (1 - smooth(4.0, 4.5, t));
376
- sitUp(P, body, e, lerp(0.72, 0.35, lick));
377
- // head: bobs down into the paws with every stroke; turns to the flank for licking
378
- const big = smooth(1.2, 1.6, t) * (1 - smooth(4.2, 4.5, t));
379
- const ph = TAU * (5.5 * t - 2.9 * Math.max(0, Math.min(t, 1.6) - 1.2) - 2.9 * Math.max(0, t - 1.6)); // 5.5 -> 2.6 strokes/s, continuous phase
380
- const face = body * (1 - lick);
381
- mx(P, 'headPitch', 0.55 + 0.16 * Math.sin(ph), face); mx(P, 'headRaise', -0.004 / e.cfg.unit, face);
382
- mx(P, 'lookW', 0, body); mx(P, 'eyelid', 0.55, face); mx(P, 'earFlat', 0.3 * big, face);
383
- const sd = inst.side;
384
- mx(P, 'headYaw', 1.0 * sd, lick * body); mx(P, 'headPitch', 0.8, lick * body); mx(P, 'bend', 0.3 * sd, lick * body);
385
- mx(P, 'jaw', 0.12 * Math.max(0, Math.sin(ph * 0.5)), lick * body); mx(P, 'jawOmega', 25, body);
386
- // forepaws: ellipses over the snout (small, both together), then bigger alternating face strokes;
387
- // during the licking they rest under the chest
388
- const tp = tv();
389
- for (let i = 0; i < 2; i++) {
390
- const sdI = i === 0 ? 1 : -1;
391
- const phi = ph + i * PI * big;
392
- const amp = lerp(0.003, 0.008, big);
393
- nearMouth(e, 0.004 + 0.3 * amp * Math.cos(phi) - 0.01 * big, 0.004 - amp * Math.sin(phi) - 0.008 * big, sdI * lerp(0.004, 0.008, big), tp);
394
- const onFace = smooth(0.15, 0.55, inst.t) * (1 - 0.7 * lick);
395
- paw(P, i, tp, hands * onFace);
396
- mxLeg(P, i, 'tuck', 1, hands * (1 - onFace));
397
- }
398
- },
399
- };
400
-
401
- // eat: sits up on the haunches holding the food in both forepaws in front of the mouth, gnawing it
402
- // with fast incisor strokes (~6 Hz) and turning it; now and then lowers it and looks around
403
- const eat = {
404
- kind: 'oneshot', fade: 0.4,
405
- start(inst) { inst.dur = inst.opts.loop ? Infinity : (inst.opts.duration ?? 6); },
406
- update(inst, dt, L) { return inst.t >= inst.dur || stopWhenMoving(inst, L); },
407
- apply(P, w, inst, L) {
408
- const e = L.engine, t = inst.t;
409
- const { up, body, hands } = env(inst, w, e, 0.5);
410
- // pauses: every ~2.7 s the paws drop a little and the head comes up to look around
411
- const cyc = t % 2.7, pause = smooth(1.9, 2.1, cyc) * (1 - smooth(2.45, 2.65, cyc));
412
- sitUp(P, body, e, 0.72);
413
- mx(P, 'headPitch', lerp(0.45, 0.05, pause), body); mx(P, 'lookW', 0, body * (1 - pause));
414
- const g = Math.max(0, Math.sin(t * TAU * 6)) * (1 - pause);
415
- mx(P, 'jaw', 0.16 * g, body); mx(P, 'jawOmega', 40, up);
416
- mx(P, 'earFlat', 0.1, up);
417
- const tp = tv();
418
- const turn = Math.sin(t * TAU * 0.4);
419
- for (let i = 0; i < 2; i++) {
420
- const sdI = i === 0 ? 1 : -1;
421
- nearMouth(e, 0.006, 0.006 + 0.008 * pause + 0.0015 * turn * sdI, sdI * 0.0045, tp);
422
- const k = smooth(0.25, 0.7, t);
423
- paw(P, i, tp, hands * k);
424
- mxLeg(P, i, 'tuck', 1, hands * (1 - k));
425
- }
426
- },
427
- };
428
-
429
- // scurry: a fast burst (0.3-1.5 m) along the heading or away from a point, a sudden stop, a freeze
430
- const scurry = {
431
- kind: 'oneshot', fade: 0.15,
432
- start(inst, L) {
433
- const e = L.engine, b = B(e);
434
- let h = e.heading + (e.rand() - 0.5) * 0.6;
435
- if (inst.opts.from) h = Math.atan2(e.pos.x - inst.opts.from.x, e.pos.z - inst.opts.from.z);
436
- if (inst.opts.heading !== undefined) h = inst.opts.heading;
437
- const len = (inst.opts.distance ?? 0.4 + e.rand() * 1.0) * e.cfg.s;
438
- b.scurry = { t: 0, phase: 'run', h, len, dist: 0, speed: inst.opts.speed ?? 1.5 };
439
- inst.dur = Infinity;
440
- },
441
- update(inst, dt, L) { return !B(L.engine).scurry; },
442
- apply(P, w) { mx(P, 'earFlat', 0.5, w); },
443
- };
444
-
445
- // box: rears up on the hind legs facing the opponent and pushes / strikes with the forepaws
446
- const BOX_HITS = [0.5, 0.68, 0.98];
447
- function boxApply(P, w, inst, L, t0, dur) {
448
- const e = L.engine, t = inst.t - t0;
449
- const { body, hands } = env(inst, w, e, 0.35, t0, dur);
450
- sitUp(P, body, e, 0.95);
451
- mx(P, 'bodyOmega', 1.8, body);
452
- mx(P, 'headPitch', -0.15, body); mx(P, 'earFlat', 1, body);
453
- const fwd = e.forward(e.heading, tv()), lat = e.left(e.heading, tv());
454
- for (let i = 0; i < 2; i++) {
455
- const tt = t - (i === 0 ? 0.38 : 0.56);
456
- const strike = Math.pow(Math.sin(PI * clamp(tt / 0.3, 0, 1)), 2) + 0.5 * Math.pow(Math.sin(PI * clamp((tt - 0.42) / 0.3, 0, 1)), 2);
457
- const tp = tv().copy(e.fr.shC).addScaledVector(fwd, (0.024 + 0.02 * strike) * e.cfg.s).addScaledVector(lat, (i === 0 ? 1 : -1) * 0.008 * e.cfg.s);
458
- tp.y += (-0.012 + 0.012 * strike) * e.cfg.s;
459
- if (inst.target) tp.lerp(tv().copy(inst.target).setY(Math.max(inst.target.y, tp.y)), 0.15 * strike);
460
- const k = smooth(0.1, 0.3, t);
461
- paw(P, i, tp, hands * k);
462
- mxLeg(P, i, 'tuck', 1, hands * (1 - k));
463
- }
464
- mx(P, 'jaw', 0.25, body * smooth(0.1, 0.25, t)); mx(P, 'jawOmega', 30, body);
465
- }
466
- function boxHits(inst, L, t0) {
467
- const e = L.engine;
468
- while (inst.hits < BOX_HITS.length && inst.t - t0 >= BOX_HITS[inst.hits]) {
469
- inst.hits++;
470
- const p = new THREE.Vector3().copy(e.fr.shC).addScaledVector(e.forward(e.heading, new THREE.Vector3()), 0.04 * e.cfg.s);
471
- e.emit('attackHit', { position: p, direction: e.forward(e.heading, new THREE.Vector3()), style: 'box' });
472
- }
473
- }
474
- const box = {
475
- kind: 'oneshot', fade: 0.2, needsStand: true,
476
- start(inst) { inst.dur = inst.opts.duration ?? 2.2; inst.hits = 0; inst.target = inst.opts.target ? inst.opts.target.clone() : null; },
477
- update(inst, dt, L) { boxHits(inst, L, 0); return inst.t >= inst.dur; },
478
- apply(P, w, inst, L) {
479
- if (inst.target) { P.look = inst.target; mx(P, 'lookW', 1, w); }
480
- boxApply(P, w, inst, L, 0, inst.dur);
481
- },
482
- };
483
-
484
- // attack: a lunge bite (the engine's bite-lunge, jaw wide on the incisors), or, standing still and
485
- // about half the time (opts.style 'box' / 'bite'), boxing on the hind legs followed by the bite
486
- const BOX_T = 1.9; // boxing phase (rear, strikes, down on all fours) before the bite
487
- const attack = {
488
- kind: 'oneshot', fade: 0.15, needsStand: true,
489
- start(inst, L) {
490
- const e = L.engine;
491
- const still = e.speed < 0.3 * e.cfg.sq;
492
- inst.boxing = inst.opts.style === 'box' || (inst.opts.style !== 'bite' && still && e.rand() < 0.5);
493
- inst.t0 = inst.boxing ? BOX_T : 0;
494
- inst.target = inst.opts.target ? inst.opts.target.clone() : null;
495
- inst.hits = inst.boxing ? 0 : BOX_HITS.length;
496
- ONESHOTS.attack.start(inst, L);
497
- inst.style = 'bite-lunge';
498
- inst.biteDur = inst.dur;
499
- inst.dur += inst.t0;
500
- },
501
- update(inst, dt, L) {
502
- boxHits(inst, L, 0);
503
- const t = inst.t;
504
- if (t < inst.t0) return false;
505
- inst.t = t - inst.t0;
506
- const r = ONESHOTS.attack.update.call(ONESHOTS.attack, inst, dt, L);
507
- inst.t = t;
508
- return r;
509
- },
510
- apply(P, w, inst, L) {
511
- const t = inst.t;
512
- if (inst.boxing && t < inst.t0 + 0.2) boxApply(P, w, inst, L, 0, inst.t0);
513
- if (t > inst.t0 - 0.15) {
514
- inst.t = Math.max(0, t - inst.t0);
515
- const r0 = [P.legs[0].reach, P.legs[1].reach];
516
- ONESHOTS.attack.apply(P, w * smooth(inst.t0 - 0.15, inst.t0 + 0.05, t), inst, L);
517
- // (the short forelegs only half follow the lunge's forepaw strike: a full reach flicked the paws)
518
- for (let i = 0; i < 2; i++) P.legs[i].reach = r0[i] + (P.legs[i].reach - r0[i]) * 0.55;
519
- inst.t = t;
520
- }
521
- },
522
- };
523
-
524
- // hit: the engine's flinch (a light animal: shoved less), then a freeze
525
- const hit = {
526
- ...ONESHOTS.hit,
527
- kind: 'oneshot',
528
- start(inst, L) {
529
- inst.opts = { ...inst.opts, strength: (inst.opts.strength ?? 1) * 0.6 };
530
- ONESHOTS.hit.start(inst, L);
531
- B(L.engine).freezeT = 1.2;
532
- },
533
- };
534
-
535
- export const hooks = {
536
- pose,
537
- update,
538
- actions: { rear, groom, eat, scurry, box, attack, hit },
539
- };