@bitefoundry/retrieviewer 0.0.3 → 0.0.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (263) hide show
  1. package/ASSET-PROVENANCE.md +11 -0
  2. package/ASSETS-LICENSE.md +2 -1
  3. package/ATTRIBUTION.md +6 -1
  4. package/COMFORT-ART.md +95 -0
  5. package/DESKTOP-PLATFORMS.md +6 -1
  6. package/INSTALLING.md +4 -0
  7. package/PLUGIN.md +13 -10
  8. package/PREREQUISITES.md +95 -0
  9. package/PUPPY-MEMORY.md +102 -1
  10. package/README.ko.md +116 -0
  11. package/README.md +121 -59
  12. package/RELEASING.md +33 -13
  13. package/THIRD-PARTY-NOTICES.md +5 -3
  14. package/braille.mjs +35 -9
  15. package/examples/live.mjs +2 -2
  16. package/integrations/linux-overlay/overlay.py +8 -2
  17. package/integrations/macos-overlay/overlay.jxa +9 -7
  18. package/integrations/opencode/runtime.mjs +4 -4
  19. package/integrations/opencode/tui.tsx +1 -1
  20. package/integrations/windows-overlay/Overlay.cs +7 -6
  21. package/integrations/windows-overlay/desktop.mjs +2 -1
  22. package/integrations/windows-overlay/protocol.mjs +13 -7
  23. package/integrations/windows-overlay/worker.mjs +1 -1
  24. package/package.json +34 -13
  25. package/puppy-comfort-sprites.mjs +33 -0
  26. package/puppy-companion-comfort-q5.bin.gz +0 -0
  27. package/puppy-companion-comfort.json +140 -0
  28. package/puppy-companion-life.mjs +58 -18
  29. package/puppy-companion-objects.mjs +12 -0
  30. package/puppy-companion-sprites.mjs +4 -2
  31. package/puppy-frame-predictive.mjs +15 -9
  32. package/puppy-frame-store.mjs +2 -2
  33. package/puppy-paper-actions.mjs +4 -2
  34. package/puppy-paper-behaviors.mjs +1 -1
  35. package/puppy-paper-contact.mjs +4 -2
  36. package/puppy-paper-seat.mjs +4 -2
  37. package/puppy-paper-world.mjs +14 -0
  38. package/puppy-paper.mjs +79 -21
  39. package/retrieviewer-cli.mjs +8 -6
  40. package/retrieviewer-plugin.d.mts +1 -1
  41. package/retrieviewer-plugin.mjs +1 -1
  42. package/retrieviewer.d.mts +12 -4
  43. package/retrieviewer.mjs +20 -14
  44. package/locomotion-core.mjs +0 -21
  45. package/locomotion-puppy.animal +0 -0
  46. package/vendor/procedural-animals/package.json +0 -40
  47. package/vendor/procedural-animals/src/animal.js +0 -146
  48. package/vendor/procedural-animals/src/bake.js +0 -51
  49. package/vendor/procedural-animals/src/build.js +0 -81
  50. package/vendor/procedural-animals/src/core/build/coatKit.js +0 -121
  51. package/vendor/procedural-animals/src/core/build/featherCards.js +0 -189
  52. package/vendor/procedural-animals/src/core/build/finEdges.js +0 -85
  53. package/vendor/procedural-animals/src/core/build/furSlope.js +0 -115
  54. package/vendor/procedural-animals/src/core/build/mesh.js +0 -67
  55. package/vendor/procedural-animals/src/core/build/pipeline.js +0 -272
  56. package/vendor/procedural-animals/src/core/build/seams.js +0 -183
  57. package/vendor/procedural-animals/src/core/build/warp.js +0 -112
  58. package/vendor/procedural-animals/src/core/build/weights.js +0 -393
  59. package/vendor/procedural-animals/src/core/math/vec.js +0 -81
  60. package/vendor/procedural-animals/src/core/motion/actions.js +0 -800
  61. package/vendor/procedural-animals/src/core/motion/bird.js +0 -3063
  62. package/vendor/procedural-animals/src/core/motion/birdActions.js +0 -1059
  63. package/vendor/procedural-animals/src/core/motion/common.js +0 -158
  64. package/vendor/procedural-animals/src/core/motion/index.js +0 -22
  65. package/vendor/procedural-animals/src/core/motion/quadruped.js +0 -2875
  66. package/vendor/procedural-animals/src/core/motion/snake.js +0 -1594
  67. package/vendor/procedural-animals/src/core/motion/spider.js +0 -1810
  68. package/vendor/procedural-animals/src/core/motion/swimmer.js +0 -1047
  69. package/vendor/procedural-animals/src/core/motion/swimmerActions.js +0 -613
  70. package/vendor/procedural-animals/src/core/render/animalObject.js +0 -262
  71. package/vendor/procedural-animals/src/core/render/coatMaterial.js +0 -1301
  72. package/vendor/procedural-animals/src/core/render/dqs.js +0 -159
  73. package/vendor/procedural-animals/src/core/render/eyes.js +0 -676
  74. package/vendor/procedural-animals/src/core/render/membranes.js +0 -77
  75. package/vendor/procedural-animals/src/core/render/skeleton.js +0 -41
  76. package/vendor/procedural-animals/src/core/rig/bird.js +0 -327
  77. package/vendor/procedural-animals/src/core/rig/quadruped.js +0 -76
  78. package/vendor/procedural-animals/src/core/rig/rig.js +0 -79
  79. package/vendor/procedural-animals/src/core/rig/snake.js +0 -76
  80. package/vendor/procedural-animals/src/core/rig/spider.js +0 -110
  81. package/vendor/procedural-animals/src/core/rig/swimmer.js +0 -181
  82. package/vendor/procedural-animals/src/core/sdf/eyeSocket.js +0 -53
  83. package/vendor/procedural-animals/src/core/sdf/mesher.js +0 -238
  84. package/vendor/procedural-animals/src/core/sdf/sdf.js +0 -263
  85. package/vendor/procedural-animals/src/index.d.ts +0 -98
  86. package/vendor/procedural-animals/src/index.js +0 -29
  87. package/vendor/procedural-animals/src/registry.js +0 -48
  88. package/vendor/procedural-animals/src/species/bear/behaviour.js +0 -463
  89. package/vendor/procedural-animals/src/species/bear/claws.js +0 -147
  90. package/vendor/procedural-animals/src/species/bear/coat.js +0 -726
  91. package/vendor/procedural-animals/src/species/bear/index.js +0 -139
  92. package/vendor/procedural-animals/src/species/bear/motion.js +0 -112
  93. package/vendor/procedural-animals/src/species/bear/regions.js +0 -78
  94. package/vendor/procedural-animals/src/species/bear/rig.js +0 -112
  95. package/vendor/procedural-animals/src/species/bear/sculpt.js +0 -272
  96. package/vendor/procedural-animals/src/species/boar/behaviour.js +0 -335
  97. package/vendor/procedural-animals/src/species/boar/coat.js +0 -372
  98. package/vendor/procedural-animals/src/species/boar/index.js +0 -110
  99. package/vendor/procedural-animals/src/species/boar/motion.js +0 -85
  100. package/vendor/procedural-animals/src/species/boar/regions.js +0 -88
  101. package/vendor/procedural-animals/src/species/boar/rig.js +0 -111
  102. package/vendor/procedural-animals/src/species/boar/sculpt.js +0 -285
  103. package/vendor/procedural-animals/src/species/cat/behaviour.js +0 -559
  104. package/vendor/procedural-animals/src/species/cat/coat.js +0 -841
  105. package/vendor/procedural-animals/src/species/cat/index.js +0 -211
  106. package/vendor/procedural-animals/src/species/cat/motion.js +0 -101
  107. package/vendor/procedural-animals/src/species/cat/regions.js +0 -82
  108. package/vendor/procedural-animals/src/species/cat/rig.js +0 -100
  109. package/vendor/procedural-animals/src/species/cat/sculpt.js +0 -266
  110. package/vendor/procedural-animals/src/species/cat/whiskers.js +0 -110
  111. package/vendor/procedural-animals/src/species/cheetah/coat.js +0 -427
  112. package/vendor/procedural-animals/src/species/cheetah/index.js +0 -51
  113. package/vendor/procedural-animals/src/species/cheetah/joints.js +0 -3
  114. package/vendor/procedural-animals/src/species/cheetah/motion.js +0 -77
  115. package/vendor/procedural-animals/src/species/cheetah/regions.js +0 -95
  116. package/vendor/procedural-animals/src/species/cheetah/rig.js +0 -66
  117. package/vendor/procedural-animals/src/species/cheetah/sculpt.js +0 -158
  118. package/vendor/procedural-animals/src/species/chicken/coat.js +0 -313
  119. package/vendor/procedural-animals/src/species/chicken/coverts.js +0 -320
  120. package/vendor/procedural-animals/src/species/chicken/index.js +0 -110
  121. package/vendor/procedural-animals/src/species/chicken/motion.js +0 -177
  122. package/vendor/procedural-animals/src/species/chicken/regions.js +0 -66
  123. package/vendor/procedural-animals/src/species/chicken/rig.js +0 -144
  124. package/vendor/procedural-animals/src/species/chicken/sculpt.js +0 -389
  125. package/vendor/procedural-animals/src/species/chicken/wingLook.js +0 -66
  126. package/vendor/procedural-animals/src/species/chicken/wingStack.js +0 -124
  127. package/vendor/procedural-animals/src/species/cow/behaviour.js +0 -521
  128. package/vendor/procedural-animals/src/species/cow/coat.js +0 -465
  129. package/vendor/procedural-animals/src/species/cow/index.js +0 -118
  130. package/vendor/procedural-animals/src/species/cow/motion.js +0 -81
  131. package/vendor/procedural-animals/src/species/cow/regions.js +0 -98
  132. package/vendor/procedural-animals/src/species/cow/rig.js +0 -116
  133. package/vendor/procedural-animals/src/species/cow/sculpt.js +0 -339
  134. package/vendor/procedural-animals/src/species/crow/coat.js +0 -145
  135. package/vendor/procedural-animals/src/species/crow/index.js +0 -70
  136. package/vendor/procedural-animals/src/species/crow/joints.js +0 -3
  137. package/vendor/procedural-animals/src/species/crow/motion.js +0 -101
  138. package/vendor/procedural-animals/src/species/crow/regions.js +0 -50
  139. package/vendor/procedural-animals/src/species/crow/rig.js +0 -83
  140. package/vendor/procedural-animals/src/species/crow/sculpt.js +0 -118
  141. package/vendor/procedural-animals/src/species/deer/behaviour.js +0 -513
  142. package/vendor/procedural-animals/src/species/deer/coat.js +0 -391
  143. package/vendor/procedural-animals/src/species/deer/index.js +0 -106
  144. package/vendor/procedural-animals/src/species/deer/motion.js +0 -97
  145. package/vendor/procedural-animals/src/species/deer/regions.js +0 -60
  146. package/vendor/procedural-animals/src/species/deer/rig.js +0 -124
  147. package/vendor/procedural-animals/src/species/deer/sculpt.js +0 -297
  148. package/vendor/procedural-animals/src/species/dog/behaviour.js +0 -521
  149. package/vendor/procedural-animals/src/species/dog/coat.js +0 -495
  150. package/vendor/procedural-animals/src/species/dog/index.js +0 -144
  151. package/vendor/procedural-animals/src/species/dog/motion.js +0 -118
  152. package/vendor/procedural-animals/src/species/dog/regions.js +0 -61
  153. package/vendor/procedural-animals/src/species/dog/rig.js +0 -129
  154. package/vendor/procedural-animals/src/species/dog/sculpt.js +0 -246
  155. package/vendor/procedural-animals/src/species/eagle/coat.js +0 -250
  156. package/vendor/procedural-animals/src/species/eagle/index.js +0 -76
  157. package/vendor/procedural-animals/src/species/eagle/joints.js +0 -3
  158. package/vendor/procedural-animals/src/species/eagle/motion.js +0 -137
  159. package/vendor/procedural-animals/src/species/eagle/regions.js +0 -57
  160. package/vendor/procedural-animals/src/species/eagle/rig.js +0 -107
  161. package/vendor/procedural-animals/src/species/eagle/sculpt.js +0 -137
  162. package/vendor/procedural-animals/src/species/fish/coat.js +0 -271
  163. package/vendor/procedural-animals/src/species/fish/index.js +0 -88
  164. package/vendor/procedural-animals/src/species/fish/motion.js +0 -92
  165. package/vendor/procedural-animals/src/species/fish/regions.js +0 -27
  166. package/vendor/procedural-animals/src/species/fish/rig.js +0 -143
  167. package/vendor/procedural-animals/src/species/fish/sculpt.js +0 -214
  168. package/vendor/procedural-animals/src/species/fish/variants.js +0 -126
  169. package/vendor/procedural-animals/src/species/fox/behaviour.js +0 -314
  170. package/vendor/procedural-animals/src/species/fox/coat.js +0 -444
  171. package/vendor/procedural-animals/src/species/fox/index.js +0 -120
  172. package/vendor/procedural-animals/src/species/fox/motion.js +0 -81
  173. package/vendor/procedural-animals/src/species/fox/regions.js +0 -59
  174. package/vendor/procedural-animals/src/species/fox/rig.js +0 -91
  175. package/vendor/procedural-animals/src/species/fox/sculpt.js +0 -202
  176. package/vendor/procedural-animals/src/species/frog/behaviour.js +0 -590
  177. package/vendor/procedural-animals/src/species/frog/coat.js +0 -305
  178. package/vendor/procedural-animals/src/species/frog/index.js +0 -97
  179. package/vendor/procedural-animals/src/species/frog/motion.js +0 -69
  180. package/vendor/procedural-animals/src/species/frog/regions.js +0 -46
  181. package/vendor/procedural-animals/src/species/frog/rig.js +0 -156
  182. package/vendor/procedural-animals/src/species/frog/sculpt.js +0 -240
  183. package/vendor/procedural-animals/src/species/goat/behaviour.js +0 -509
  184. package/vendor/procedural-animals/src/species/goat/coat.js +0 -590
  185. package/vendor/procedural-animals/src/species/goat/index.js +0 -149
  186. package/vendor/procedural-animals/src/species/goat/motion.js +0 -95
  187. package/vendor/procedural-animals/src/species/goat/regions.js +0 -98
  188. package/vendor/procedural-animals/src/species/goat/rig.js +0 -181
  189. package/vendor/procedural-animals/src/species/goat/sculpt.js +0 -547
  190. package/vendor/procedural-animals/src/species/horse/coat.js +0 -361
  191. package/vendor/procedural-animals/src/species/horse/coatSeam.js +0 -122
  192. package/vendor/procedural-animals/src/species/horse/index.js +0 -80
  193. package/vendor/procedural-animals/src/species/horse/motion.js +0 -245
  194. package/vendor/procedural-animals/src/species/horse/regions.js +0 -60
  195. package/vendor/procedural-animals/src/species/horse/rig.js +0 -117
  196. package/vendor/procedural-animals/src/species/horse/sculpt.js +0 -316
  197. package/vendor/procedural-animals/src/species/horse/seamWeights.js +0 -272
  198. package/vendor/procedural-animals/src/species/lion/behaviour.js +0 -509
  199. package/vendor/procedural-animals/src/species/lion/coat.js +0 -1016
  200. package/vendor/procedural-animals/src/species/lion/index.js +0 -111
  201. package/vendor/procedural-animals/src/species/lion/motion.js +0 -87
  202. package/vendor/procedural-animals/src/species/lion/regions.js +0 -106
  203. package/vendor/procedural-animals/src/species/lion/rig.js +0 -110
  204. package/vendor/procedural-animals/src/species/lion/sculpt.js +0 -384
  205. package/vendor/procedural-animals/src/species/lion/whiskers.js +0 -132
  206. package/vendor/procedural-animals/src/species/pig/behaviour.js +0 -575
  207. package/vendor/procedural-animals/src/species/pig/coat.js +0 -730
  208. package/vendor/procedural-animals/src/species/pig/ears.js +0 -242
  209. package/vendor/procedural-animals/src/species/pig/index.js +0 -161
  210. package/vendor/procedural-animals/src/species/pig/motion.js +0 -105
  211. package/vendor/procedural-animals/src/species/pig/regions.js +0 -100
  212. package/vendor/procedural-animals/src/species/pig/rig.js +0 -152
  213. package/vendor/procedural-animals/src/species/pig/sculpt.js +0 -382
  214. package/vendor/procedural-animals/src/species/rabbit/behaviour.js +0 -605
  215. package/vendor/procedural-animals/src/species/rabbit/coat.js +0 -285
  216. package/vendor/procedural-animals/src/species/rabbit/index.js +0 -85
  217. package/vendor/procedural-animals/src/species/rabbit/motion.js +0 -85
  218. package/vendor/procedural-animals/src/species/rabbit/regions.js +0 -48
  219. package/vendor/procedural-animals/src/species/rabbit/rig.js +0 -99
  220. package/vendor/procedural-animals/src/species/rabbit/sculpt.js +0 -148
  221. package/vendor/procedural-animals/src/species/rat/behaviour.js +0 -539
  222. package/vendor/procedural-animals/src/species/rat/coat.js +0 -341
  223. package/vendor/procedural-animals/src/species/rat/index.js +0 -111
  224. package/vendor/procedural-animals/src/species/rat/motion.js +0 -90
  225. package/vendor/procedural-animals/src/species/rat/regions.js +0 -92
  226. package/vendor/procedural-animals/src/species/rat/rig.js +0 -112
  227. package/vendor/procedural-animals/src/species/rat/sculpt.js +0 -163
  228. package/vendor/procedural-animals/src/species/rat/whiskers.js +0 -119
  229. package/vendor/procedural-animals/src/species/shark/coat.js +0 -383
  230. package/vendor/procedural-animals/src/species/shark/index.js +0 -104
  231. package/vendor/procedural-animals/src/species/shark/motion.js +0 -69
  232. package/vendor/procedural-animals/src/species/shark/regions.js +0 -34
  233. package/vendor/procedural-animals/src/species/shark/rig.js +0 -194
  234. package/vendor/procedural-animals/src/species/shark/sculpt.js +0 -343
  235. package/vendor/procedural-animals/src/species/shark/variants.js +0 -105
  236. package/vendor/procedural-animals/src/species/sheep/behaviour.js +0 -522
  237. package/vendor/procedural-animals/src/species/sheep/coat.js +0 -529
  238. package/vendor/procedural-animals/src/species/sheep/index.js +0 -152
  239. package/vendor/procedural-animals/src/species/sheep/motion.js +0 -86
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  243. package/vendor/procedural-animals/src/species/sheep/sculpt.js +0 -542
  244. package/vendor/procedural-animals/src/species/snake/coat.js +0 -315
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  249. package/vendor/procedural-animals/src/species/snake/sculpt.js +0 -122
  250. package/vendor/procedural-animals/src/species/spider/coat.js +0 -279
  251. package/vendor/procedural-animals/src/species/spider/index.js +0 -78
  252. package/vendor/procedural-animals/src/species/spider/motion.js +0 -72
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  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
@@ -1,522 +0,0 @@
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- // Sheep 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: the ruminant's sideways grinding of the lower
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- // jaw (cud chewing, and the constant chewing between bites while grazing),
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- // quick ear flicks (one ear at a time), the udder / scrotum drawn up when
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- // the body rests on the ground
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- // update(P, dt, layer) every frame over the action layer: the fleece added to the torso sections
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- // (ground contact), the walk's head nod, cud chewing bouts (standing or
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- // lying), grazing (bite and tear jerks, chewing in between, a step now and
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- // then), tail flicks (a docked stump wiggles, a long tail swishes), ear flicks,
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- // automatic idle variants of a flock animal (heads up in alarm, bleating,
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- // grazing, a head shake, the ewe's warning stamp, the lamb's pronk)
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- // actions alert (head up, ears forward, freeze and stare; a stamp), bleat, headshake,
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- // stamp (foreleg stamp), pronk (lambs: stiff-legged bounce), attack (ram:
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- // walks off, turns, charges and clashes head-down; ewe: stamps and butts), lie
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- // (kneels first, rises hind end first), sleep (sternal, head back on the
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- // flank)
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- //
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- // Posture lengths (headRaise, neckReach, fwd, side) are engine units (x cfg.k): species metres /
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- // cfg.unit. World points are metres.
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- import * as THREE from 'three';
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- import { clamp, lerp, smooth, TAU, tv, tqa, angDiff } from '../../core/motion/common.js';
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- import { mx, mxLeg, POSTURES, ONESHOTS } from '../../core/motion/actions.js';
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-
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- const _q = new THREE.Quaternion(), _s = new THREE.Vector3(1, 1, 1), _m = new THREE.Matrix4();
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- const PI = Math.PI;
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- const sm = (w) => w * w * (3 - 2 * w);
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-
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- function B(e) {
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- if (!e._sheep) {
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- // the fleece of this individual widens and deepens the torso sections the engine rests on the
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- // ground (lying, sleeping, dead); motion.body holds the shorn body
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- const F = (e.params?.wool || 0) * e.cfg.s;
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- if (F > 0) {
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- for (const k of ['chest', 'mid', 'pelvis', 'rump']) { const S = e.cfg[k]; if (S) { S.hh += 0.62 * F; S.hw += 1.2 * F + (F > 0.02 * e.cfg.s ? 0.02 * e.cfg.s : 0); S.hw *= 1 + 0.06 * (e.params?.heavy || 0); } }
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- e.cfg.back += 0.9 * F;
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- }
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- e._sheep = {
39
- cud: 0, cudOn: e.rand() < 0.5, cudT: 6 + e.rand() * 10, chewPh: 0, grind: 0,
40
- ear: [{ a: 0, age: 9, next: 2 + e.rand() * 4 }, { a: 0, age: 9, next: 3 + e.rand() * 5 }],
41
- tailT: 1 + e.rand() * 3, tailAge: 9, tailAmp: 0.6,
42
- idleT: 3 + e.rand() * 5,
43
- steer: null,
44
- long: (e.params?.tailLen ?? 0.3) > 0.15,
45
- ram: e.params?.sex === 'male' && e.params?.age !== 'juvenile',
46
- lamb: e.params?.age === 'juvenile',
47
- };
48
- }
49
- return e._sheep;
50
- }
51
- const busy = (L) => L.postures.length > 0 || L.oneshots.some((a) => !a.stopping);
52
- const find = (L, n) => L.oneshots.find((a) => a.name === n && a.w > 0);
53
-
54
- // The engine turns only the head bone to look aside (up to 0.85 rad, plus a lead into turns), so all of
55
- // that yaw fell into the head / neck skin blends: the thick wool collar sheared and its fur shells (15-20
56
- // mm staples) tore open in a crack down the side and front of the neck. A sheep looks aside with its
57
- // neck: here the neck swings toward the look (neck1 about the neck base, neck2 about its own base, 30 %
58
- // of the head's yaw each), carrying the head along, and the head turns back by the same amount about the
59
- // occiput, so it keeps the orientation the engine gave it and only 40 % of the yaw is left between the
60
- // head and the neck.
61
- const _qa = new THREE.Quaternion(), _qb = new THREE.Quaternion(), _qr = new THREE.Quaternion();
62
- const _p = new THREE.Vector3(), _sc = new THREE.Vector3(), _c = new THREE.Vector3(), _up = new THREE.Vector3(0, 1, 0);
63
- const SWING = [0.22, 0.42];
64
- function rotAbout(bone, c, Q) {
65
- bone.matrixWorld.decompose(_p, _qa, _sc);
66
- _p.sub(c).applyQuaternion(Q).add(c);
67
- _qa.premultiply(Q);
68
- bone.matrixWorld.compose(_p, _qa, _sc);
69
- }
70
- function neckSwing(e) {
71
- const H = e.bone.head, N2 = e.bone.neck2, N1 = e.bone.neck1;
72
- if (!H || !N2 || !N1 || !e.bindQ.head) return;
73
- const b = e._sheepSwing || (e._sheepSwing = {
74
- a2: new THREE.Vector3().subVectors(e.J.occiput, e.J.neckMid).normalize(),
75
- iH: e.bindQ.head.clone().invert(), i2: e.bindQ.neck2.clone().invert(),
76
- kids: ['jaw', 'earL', 'earR'].map((k) => e.bone[k]).filter(Boolean),
77
- });
78
- // the head's yaw relative to neck2: the twist of their relative rotation (posed from bind) about the
79
- // neck2 axis (near vertical in the standing pose)
80
- H.matrixWorld.decompose(_p, _qa, _sc); _qa.multiply(b.iH);
81
- N2.matrixWorld.decompose(_p, _qb, _sc); _qb.multiply(b.i2);
82
- _qb.invert().multiply(_qa);
83
- const a = b.a2, d = _qb.x * a.x + _qb.y * a.y + _qb.z * a.z;
84
- let th = 2 * Math.atan2(d, _qb.w);
85
- if (th > Math.PI) th -= 2 * Math.PI; else if (th < -Math.PI) th += 2 * Math.PI;
86
- // (the twist about the neck axis maps onto a swing about the vertical only while the neck stands up)
87
- _c.setFromMatrixPosition(H.matrixWorld).sub(_p.setFromMatrixPosition(N2.matrixWorld));
88
- th *= sm(clamp((_c.y / Math.max(_c.length(), 1e-6) - 0.25) / 0.45, 0, 1));
89
- if (!(Math.abs(th) > 1e-4)) return;
90
- const head = [H, ...b.kids];
91
- _c.setFromMatrixPosition(N1.matrixWorld);
92
- _qr.setFromAxisAngle(_up, SWING[0] * th);
93
- for (const B of [N1, N2, ...head]) rotAbout(B, _c, _qr);
94
- _c.setFromMatrixPosition(N2.matrixWorld);
95
- _qr.setFromAxisAngle(_up, SWING[1] * th);
96
- for (const B of [N2, ...head]) rotAbout(B, _c, _qr);
97
- _c.setFromMatrixPosition(H.matrixWorld);
98
- _qr.setFromAxisAngle(_up, -(SWING[0] + SWING[1]) * th);
99
- for (const B of head) rotAbout(B, _c, _qr);
100
- }
101
-
102
- // ------------------------------------------------------------------------------------------------
103
- // pose: jaw grinding, ear flicks, udder lift
104
- function pose(e, dt) {
105
- const b = B(e);
106
- const ud = e.bone.udder;
107
- if (ud) {
108
- const want = e.P.groundW * (0.05 + 0.05 * (e.params?.udder || 0)) * e.cfg.s;
109
- b.udLift = (b.udLift || 0) + (want - (b.udLift || 0)) * (1 - Math.exp(-dt * 12));
110
- if (b.udLift > 1e-5) {
111
- _m.copy(ud.matrixWorld);
112
- _m.elements[13] += b.udLift;
113
- ud.matrixWorld.copy(_m);
114
- }
115
- }
116
- if (e.lod >= 2) return;
117
- neckSwing(e);
118
- const jaw = e.bone.jaw;
119
- if (jaw && b.grind > 1e-3) {
120
- const base = tv().setFromMatrixPosition(jaw.matrixWorld);
121
- _q.setFromRotationMatrix(jaw.matrixWorld);
122
- const ax = tv(0, 0, 1).applyQuaternion(_q);
123
- // (~4 mm sideways at the incisors: the lower lip stays under the upper; 7 mm with the jaw opened 6 mm slid the
124
- // lower lip out from under the upper at the corner, a dark gap)
125
- const a = 0.026 * b.grind * Math.sin(b.chewPh + (b.chewSide || 0));
126
- jaw.matrixWorld.compose(base, tqa(ax, a).multiply(_q), _s);
127
- }
128
- for (let k = 0; k < 2; k++) {
129
- const E = b.ear[k];
130
- if (E.age > 0.5) continue;
131
- const bone = k === 0 ? e.bone.earL : e.bone.earR;
132
- if (!bone) continue;
133
- // a flick: fast twist about the ear's long axis and a flap, decaying in ~0.4 s
134
- const f = Math.sin(Math.min(1, E.age / 0.4) * PI * 2) * Math.exp(-E.age * 5.5) * (k === 0 ? 1 : -1);
135
- const base = tv().setFromMatrixPosition(bone.matrixWorld);
136
- _q.setFromRotationMatrix(bone.matrixWorld);
137
- const along = tv(0, 1, 0).applyQuaternion(_q), flap = tv(0, 0, 1).applyQuaternion(_q);
138
- _q.premultiply(tqa(along, 0.45 * f * E.a)).premultiply(tqa(flap, 0.4 * f * E.a));
139
- bone.matrixWorld.compose(base, _q, _s);
140
- }
141
- }
142
-
143
- // ------------------------------------------------------------------------------------------------
144
- // update
145
- function update(P, dt, L) {
146
- const e = L.engine, b = B(e), cfg = e.cfg, u = 1 / cfg.unit;
147
- const vn = e.speed / cfg.sq;
148
- const still = 1 - smooth(0.1, 0.6, vn);
149
- const g = e.gait;
150
- // --- walk: a gentle head nod with each forefoot (+-2-3 cm)
151
- const walkW = smooth(0.15, 0.6, vn) * (1 - smooth(1.4, 1.9, vn)) * P.gaitW;
152
- if (walkW > 0.001 && g) {
153
- const c = 0.5 + 0.5 * Math.cos(4 * PI * (e.phase - g.off[0] - 0.1));
154
- P.headRaise -= 0.025 * u * walkW * c;
155
- P.headPitch += 0.04 * walkW * (c - 0.5);
156
- }
157
- const lying = L.postures.some((p) => p.name === 'lie') ? 1 : 0;
158
- const asleep = L.postures.some((p) => p.name === 'sleep' || p.name === 'death') ? 1 : 0;
159
-
160
- // --- grazing: bite and tear (a short jerk of the head up and to the side) about once a second,
161
- // chewing all the time in between, the jaw grinding sideways; now and then a step forward
162
- const eat = find(L, 'eat');
163
- let chewW = 0, chewRate = 1.25;
164
- if (eat) {
165
- const w = sm(clamp(eat.w, 0, 1)) * smooth(0.5, 1.2, eat.t);
166
- // one cycle per ~1.05 s: the mouth opens and bites (0 - 0.3), a jerk up and to the side tears the
167
- // grass (0.3 - 0.55), then chewing; every part starts and ends at rest (continuous)
168
- const c = (eat.t * 0.95) % 1;
169
- const bite = c < 0.3 ? Math.sin(PI * c / 0.3) : 0;
170
- const tear = c > 0.3 && c < 0.55 ? Math.sin(PI * (c - 0.3) / 0.25) ** 2 : 0;
171
- const side = Math.floor(eat.t * 0.95) % 2 ? 1 : -1;
172
- P.headPos.y += 0.022 * cfg.s * tear * w;
173
- P.headPitch -= 0.12 * tear * w;
174
- P.headYaw += side * 0.08 * tear * w;
175
- mx(P, 'jaw', 0.05 + 0.12 * bite, w);
176
- chewW = Math.max(chewW, w * (c < 0.55 ? 0 : Math.sin(PI * (c - 0.55) / 0.45))); chewRate = 1.6;
177
- mx(P, 'earFlat', -0.15, w); mx(P, 'earTwitch', 0.6, w);
178
- }
179
- // --- rumination: bouts of 20-40 s (standing idle, above all lying)
180
- b.cudT -= dt;
181
- if (b.cudT <= 0) { b.cudOn = !b.cudOn; b.cudT = b.cudOn ? 18 + e.rand() * 22 : 8 + e.rand() * 14; }
182
- const quiet = L.oneshots.some((a) => !a.stopping && a.name !== 'hit' && a.name !== 'headshake' && a.name !== 'eat') ? 0 : 1;
183
- const want = b.cudOn && quiet && !asleep ? Math.max(still * L.idle.w, lying) : 0;
184
- b.cud += (Math.max(want, chewW) - b.cud) * (1 - Math.exp(-dt * 4));
185
- // chew rate ~1.2 Hz; every ~50 chews a bolus is swallowed (a short pause, then the other side)
186
- const rate = chewRate * (1 - 0.85 * smooth(0.88, 1, (b.chewPh / TAU) % 50 / 50));
187
- const prev = b.chewPh;
188
- b.chewPh += dt * TAU * rate;
189
- if (Math.floor(prev / TAU / 50) !== Math.floor(b.chewPh / TAU / 50)) b.chewSide = (b.chewSide || 0) + PI;
190
- b.grind = b.cud;
191
- if (b.cud > 1e-3 && !eat) {
192
- const chew = 0.5 + 0.5 * Math.sin(b.chewPh);
193
- // (the lips stay closed: the lower jaw grinds sideways more than it opens, ~2.5 mm at the lips)
194
- P.jaw = Math.max(P.jaw, 0.013 * chew * b.cud); P.jawOmega = Math.max(P.jawOmega, 18);
195
- mx(P, 'eyelid', 0.2, b.cud * 0.5 * (1 - chewW));
196
- } else if (eat) { P.jawOmega = Math.max(P.jawOmega, 20); P.jaw += 0.03 * chewW * (0.5 + 0.5 * Math.sin(b.chewPh)); }
197
-
198
- // --- tail: a docked stump wiggles in quick bursts, a long tail swishes (flies), both clamp down
199
- // when alarmed
200
- b.tailT -= dt;
201
- if (b.tailT <= 0) { b.tailT = (b.long ? 3 : 2) + e.rand() * 6; b.tailAge = 0; b.tailAmp = 0.5 + 0.5 * e.rand(); }
202
- b.tailAge += dt;
203
- const tdur = b.long ? 1.6 : 0.7;
204
- const tw = b.tailAge < tdur ? Math.sin(PI * b.tailAge / tdur) : 0;
205
- if (tw > 0 && !asleep) {
206
- P.tailWag = Math.max(P.tailWag, b.tailAmp * tw * (b.long ? 0.7 : 1) * (1 - 0.6 * P.groundW));
207
- if (!b.long) mx(P, 'tailLift', 0.2, tw * 0.5);
208
- }
209
- // --- ear flicks (one ear at a time, more often standing)
210
- for (const E of b.ear) {
211
- E.age += dt; E.next -= dt * (0.5 + 0.5 * still);
212
- if (E.next <= 0) { E.next = 2.5 + e.rand() * 7; E.age = 0; E.a = (0.7 + 0.5 * e.rand()) * (1 - P.eyelid * 0.8) * (e.params?.ear === 'droop' ? 0.5 : 1); }
213
- }
214
- // --- dead: the ears fold back along the neck
215
- const dead = L.postures.reduce((m, p) => (p.name === 'death' ? Math.max(m, p.w) : m), 0);
216
- const flat = Math.max(smooth(0.3, 1.0, Math.abs(P.roll)), dead * smooth(0.3, 1, dead));
217
- if (flat > 0) { mx(P, 'earFlat', 0.6, flat); mx(P, 'earTwitch', 0, flat); }
218
- if (dead > 0 && P.headW > 0) P.headPos.y += (0.11 + 0.1 * (e.params?.horns?.turns || 0) * (e.params?.horns?.base || 0) / 0.035) * cfg.s * flat * (b.lamb ? 1.3 : 1);
219
- // (0.5: with the broader, blunter nose a head tucked 0.6 put a nostril corner into uneven
220
- // ground: the engine keeps only the nose's centre and the widest skin of the cheeks clear)
221
- if (dead > 0) { P.headRoll *= 1 - 0.45 * dead; P.headPitch += 0.5 * dead; }
222
- // --- a sheep's ears drop back rather than flatten (and the thin ear base does not tear)
223
- if (P.earFlat > 0.45 && dead < 0.01) P.earFlat = 0.45 + 0.25 * (P.earFlat - 0.45);
224
- // --- lying / sleeping: the tail lies flat
225
- P.tailSide *= 0.3;
226
- // --- any other action interrupts grazing
227
- if (L.oneshots.some((a) => !a.stopping && ['attack', 'jump', 'bleat', 'alert', 'stamp', 'pronk'].includes(a.name))) for (const a of L.oneshots) if (a.name === 'eat' || a.name === 'drink') a.stopping = true;
228
-
229
- // --- attack steering (the ram walks off, turns and charges)
230
- const st = b.steer;
231
- if (st && !L.oneshots.some((a) => a.name === 'attack' && !a.stopping)) b.steer = null;
232
- else if (st) { e.wantSpeed = st.speed; e.wantHeading = st.heading; }
233
-
234
- // --- idle variants of a flock animal
235
- if (e.idleVariants !== false && L.idle.w > 0.98 && !busy(L) && !e.input.look && !e.input.follow) {
236
- b.idleT -= dt;
237
- if (b.idleT <= 0) {
238
- b.idleT = 5 + e.rand() * 8;
239
- const r = e.rand();
240
- if (r < 0.26) L.play('alert');
241
- else if (r < 0.46) L.play('bleat');
242
- else if (r < 0.64) L.play('eat', { duration: 4 + e.rand() * 6 });
243
- else if (r < 0.74) L.play('headshake');
244
- else if (r < 0.82 && !b.ram) L.play('stamp');
245
- else if (r < 0.9 && b.lamb) L.play('pronk');
246
- else { b.ear[0].next = 0; b.ear[1].next = 0.3; }
247
- }
248
- } else if (busy(L)) b.idleT = Math.max(b.idleT, 3);
249
- }
250
-
251
- // ------------------------------------------------------------------------------------------------
252
- // alert: the flock's alarm. The head comes up high, ears forward, the body freezes (breath held),
253
- // staring at something; ewes may stamp a foreleg at the end
254
- const alert = {
255
- kind: 'oneshot', fade: 0.3,
256
- start(inst, L) {
257
- const e = L.engine;
258
- inst.dur = inst.opts.duration ?? 3.2 + e.rand() * 1.5;
259
- const a = e.heading + (e.rand() - 0.5) * 1.4;
260
- inst.look = inst.opts.target ? inst.opts.target.clone() : new THREE.Vector3(e.pos.x + Math.sin(a) * 12 * e.cfg.s, e.pos.y + 0.6 * e.cfg.s, e.pos.z + Math.cos(a) * 12 * e.cfg.s);
261
- inst.stamp = !B(e).ram && e.rand() < 0.35;
262
- },
263
- update(inst, dt, L) {
264
- if (inst.stamp && !inst.stamped && inst.t > inst.dur - 1.4) { inst.stamped = true; L.play('stamp', { quick: true }); }
265
- return inst.t >= inst.dur;
266
- },
267
- apply(P, w, inst, L) {
268
- const e = L.engine, u = 1 / e.cfg.unit, t = inst.t;
269
- const up = w * smooth(0, 0.35, t);
270
- P.look = inst.look; mx(P, 'lookW', 1, up);
271
- mx(P, 'headPitch', -0.3, up); mx(P, 'headRaise', 0.05 * u, up); mx(P, 'neckReach', -0.01 * u, up);
272
- mx(P, 'earFlat', -0.25, up); mx(P, 'earTwitch', 0.1, up); mx(P, 'earSwivel', 0, up);
273
- mx(P, 'breathAmp', 0.2, up); mx(P, 'eyelid', -0.3, up);
274
- mx(P, 'tailLift', -0.2, up); mx(P, 'tailIdle', 0, up);
275
- },
276
- };
277
-
278
- // bleat: head up and forward, mouth open, the jaw trembling (the vibrato of a "baa"), ears back a
279
- // little
280
- const bleat = {
281
- kind: 'oneshot', fade: 0.22,
282
- start(inst, L) { inst.dur = inst.opts.duration ?? 1.3 + 0.7 * L.engine.rand(); inst.said = false; },
283
- update(inst, dt, L) {
284
- if (!inst.said && inst.t > 0.35) { inst.said = true; L.engine.emit('vocalize', { kind: 'bleat' }); }
285
- return inst.t >= inst.dur;
286
- },
287
- apply(P, w, inst, L) {
288
- const e = L.engine, t = inst.t, u = 1 / e.cfg.unit;
289
- const up = w * smooth(0, 0.3, t);
290
- const call = smooth(0.3, 0.45, t) * (1 - smooth(inst.dur - 0.4, inst.dur - 0.12, t));
291
- mx(P, 'lookW', 0.3, up);
292
- mx(P, 'headPitch', -0.4, up); mx(P, 'headRaise', 0.03 * u, up); mx(P, 'neckReach', 0.02 * u, up);
293
- mx(P, 'jaw', 0.34 + 0.06 * Math.sin(t * TAU * 9), call * w); mx(P, 'jawOmega', 30, w);
294
- mx(P, 'earFlat', 0.25, up); mx(P, 'breathAmp', 2.2, call * w);
295
- },
296
- };
297
-
298
- // head shake: fast rotations about the nose axis (flies, rain), ears flapping
299
- const headshake = {
300
- kind: 'oneshot', fade: 0.12,
301
- start(inst) { inst.dur = 1.0; },
302
- update(inst) { return inst.t >= inst.dur; },
303
- apply(P, w, inst) {
304
- const t = inst.t;
305
- const env = smooth(0, 0.12, t) * (1 - smooth(0.55, 0.95, t)) * w;
306
- const s = Math.sin(t * TAU * 4.4);
307
- mx(P, 'headOmega', 5, env);
308
- mx(P, 'headRoll', 0.45 * s, env); mx(P, 'headYaw', 0.14 * s, env); mx(P, 'headPitch', -0.05, env);
309
- mx(P, 'earTwitch', 2.5, env); mx(P, 'eyelid', 0.5, env); mx(P, 'lookW', 0, env);
310
- },
311
- };
312
-
313
- // stamp: a foreleg lifted and brought down hard (alarm / threat), once or twice
314
- const stamp = {
315
- kind: 'oneshot', fade: 0.2, needsStand: true,
316
- start(inst, L) {
317
- const e = L.engine;
318
- inst.n = inst.opts.count ?? (inst.opts.quick ? 1 : 1 + (e.rand() < 0.5 ? 1 : 0));
319
- inst.T = 0.62;
320
- inst.dur = 0.35 + inst.n * inst.T + 0.35;
321
- inst.leg = inst.opts.side === -1 ? 1 : inst.opts.side === 1 ? 0 : (e.rand() < 0.5 ? 0 : 1);
322
- inst.hits = 0;
323
- },
324
- update(inst, dt, L) {
325
- const e = L.engine;
326
- const k = Math.floor((inst.t - 0.35 - 0.34 * inst.T) / inst.T) + 1;
327
- if (k > inst.hits && inst.hits < inst.n) {
328
- inst.hits++;
329
- const leg = e.legs[inst.leg];
330
- e.emit('footstep', { foot: leg.def.key, position: leg.plant.clone(), speed: 0, strength: 1, stamp: true });
331
- if (inst.opts.hit) e.emit('attackHit', { position: leg.plant.clone(), direction: e.forward(e.heading, new THREE.Vector3()), style: 'stamp' });
332
- }
333
- return inst.t >= inst.dur;
334
- },
335
- apply(P, w, inst, L) {
336
- const e = L.engine, cfg = e.cfg, s = cfg.s, t = inst.t, i = inst.leg;
337
- const k = w * smooth(0.1, 0.3, t) * (1 - smooth(inst.dur - 0.35, inst.dur - 0.05, t));
338
- mx(P, 'gaitW', 0, w); mx(P, 'legGait', 0, w);
339
- mx(P, 'headPitch', -0.15, k); mx(P, 'headRaise', 0.02 / cfg.unit, k);
340
- mx(P, 'earFlat', -0.3, k);
341
- mx(P, 'side', -0.012 * (i === 0 ? 1 : -1) / cfg.unit, k); // weight onto the other three legs
342
- // lift high (0 - 0.34 T), strike down fast (0.34 - 0.42 T), rest on the ground
343
- const c = clamp((t - 0.35) / inst.T, 0, inst.n);
344
- const ph = c - Math.floor(c);
345
- const on = c < inst.n ? 1 : 0;
346
- const lift = on * (ph < 0.34 ? Math.sin(0.5 * PI * ph / 0.34) : 1 - smooth(0.34, 0.42, ph));
347
- const leg = e.legs[i];
348
- const tp = tv().copy(leg.plant).addScaledVector(e.forward(e.heading, tv()), 0.02 * s * lift);
349
- tp.y += 0.1 * s * lift + 0.002 * s;
350
- P.legs[i].target.copy(tp);
351
- mxLeg(P, i, 'reach', 1, k);
352
- mx(P, 'dropF', 0.03, k * lift);
353
- },
354
- };
355
-
356
- // pronk (lambs): a stiff-legged bounce straight up with a twist of the body, landing on four feet
357
- const pronk = {
358
- kind: 'oneshot', fade: 0.12, needsStand: true, airborne: true,
359
- start(inst, L) {
360
- const e = L.engine;
361
- ONESHOTS.jump.start(inst, L);
362
- const h = (inst.opts.height ?? 0.35) * e.cfg.s;
363
- inst.vy = Math.sqrt(2 * 9.81 * h);
364
- inst.vh = Math.max(e.speed, 0.4 * e.cfg.sq);
365
- inst.twist = (e.rand() < 0.5 ? -1 : 1) * (0.2 + 0.2 * e.rand());
366
- },
367
- update(inst, dt, L) { return ONESHOTS.jump.update.call(ONESHOTS.jump, inst, dt, L); },
368
- onLand(inst, L) { ONESHOTS.jump.onLand(inst, L); },
369
- apply(P, w, inst, L) {
370
- ONESHOTS.jump.apply(P, w, inst, L);
371
- if (inst.phase === 'air') {
372
- const T = (2 * inst.vy) / 9.81, x = clamp((inst.t - inst.tAir) / T, 0, 1);
373
- const a = Math.sin(PI * x);
374
- // stiff legs (not tucked), the back arched, head down, a twist of the body
375
- // (only in the first part of the flight: the built-in jump sets the legs up for the landing)
376
- const st = 1 - smooth(0.45, 0.7, x);
377
- for (let i = 0; i < 4; i++) { P.legs[i].tuck *= 1 - 0.7 * st; P.legs[i].extend = lerp(P.legs[i].extend, 0.9, 0.7 * st); }
378
- mx(P, 'pitch', 0.05, 0.8); mx(P, 'roll', inst.twist * a, 1); mx(P, 'bend', -inst.twist * 0.6 * a, 1);
379
- mx(P, 'headPitch', 0.3, a); mx(P, 'tailLift', 0.4, 1);
380
- }
381
- },
382
- };
383
-
384
- // attack. Ram: squares up (head high, chin tucked), turns and walks off a few metres, turns back,
385
- // charges and clashes head-on (head lowered in the last strides, forehead / horns first; the
386
- // forequarters thrown up at the impact); the hit at the clash. While running it charges at once. Ewe:
387
- // stamps a foreleg, then a short butt with the forehead. opts.target (Vector3) aims it.
388
- const FAR = 1e6;
389
- const attack = {
390
- kind: 'oneshot', fade: 0.18, needsStand: true,
391
- start(inst, L) {
392
- const e = L.engine, b = B(e), cfg = e.cfg;
393
- inst.ram = inst.opts.style ? inst.opts.style === 'charge' : b.ram;
394
- inst.run = smooth(1.2, 3.0, e.speed / cfg.sq);
395
- inst.target = inst.opts.target ? inst.opts.target.clone() : null;
396
- inst.hit = false;
397
- inst.h = inst.target ? Math.atan2(inst.target.x - e.pos.x, inst.target.z - e.pos.z) : e.heading;
398
- if (inst.ram) {
399
- inst.phase = inst.run > 0.3 ? 'charge' : 'threat';
400
- inst.p0 = e.pos.clone();
401
- inst.dBack = (inst.opts.backOff ?? 2.2) * cfg.s;
402
- inst.vCharge = 4.2 * cfg.sq;
403
- inst.hitAt = FAR; inst.tCharge = inst.phase === 'charge' ? 0 : FAR;
404
- inst.dur = Infinity;
405
- b.steer = null;
406
- } else {
407
- inst.tStamp = inst.run > 0.3 ? 0 : 1.1;
408
- inst.hitAt = inst.tStamp + 0.55;
409
- inst.dur = inst.hitAt + 0.7;
410
- inst.leg = e.rand() < 0.5 ? 0 : 1;
411
- inst.stamped = false;
412
- }
413
- },
414
- update(inst, dt, L) {
415
- const e = L.engine, b = B(e), t = inst.t, cfg = e.cfg;
416
- if (inst.ram) {
417
- const ph = inst.phase;
418
- if (ph === 'threat') { b.steer = { speed: 0, heading: e.heading }; if (t > 0.9) inst.phase = 'away'; }
419
- else if (ph === 'away') {
420
- // turn round and walk off
421
- const off = Math.abs(angDiff(e.heading, inst.h + Math.PI));
422
- b.steer = { speed: 1.0 * cfg.sq * (1 - smooth(0.4, 1.2, off)), heading: inst.h + Math.PI };
423
- const d = Math.hypot(e.pos.x - inst.p0.x, e.pos.z - inst.p0.z);
424
- if (d > inst.dBack || t > 12) { inst.phase = 'turn'; inst.tTurn = t; }
425
- } else if (ph === 'turn') {
426
- // turn back to face the rival
427
- const h = inst.target ? Math.atan2(inst.target.x - e.pos.x, inst.target.z - e.pos.z) : inst.h;
428
- b.steer = { speed: 0, heading: h };
429
- if ((Math.abs(angDiff(e.heading, h)) < 0.12 && e.speed < 0.2 * cfg.sq && t - inst.tTurn > 0.8) || t - inst.tTurn > 5) {
430
- inst.phase = 'charge'; inst.tCharge = t; inst.h = h;
431
- }
432
- } else if (ph === 'charge') {
433
- b.steer = { speed: inst.vCharge * smooth(0, 0.5, t - inst.tCharge), heading: inst.h };
434
- const dist = inst.target ? Math.hypot(inst.target.x - e.pos.x, inst.target.z - e.pos.z) - 0.55 * cfg.s : Math.max(0, inst.dBack + 0.8 * cfg.s - Math.hypot(e.pos.x - inst.p0.x, e.pos.z - inst.p0.z) * 0) - (t - inst.tCharge) * 0.72 * inst.vCharge;
435
- // (the head goes down in the last 0.55 s: predict the clash)
436
- const v = Math.max(e.speed, 0.5);
437
- if (inst.hitAt === FAR && (dist / v < 0.55 || t - inst.tCharge > 4)) inst.hitAt = t + clamp(dist / v, 0.25, 0.55);
438
- if (t >= inst.hitAt) { inst.phase = 'recover'; inst.dur = t + 1.6; }
439
- } else b.steer = { speed: 0, heading: e.heading };
440
- } else if (!inst.stamped && inst.tStamp > 0 && t > 0.62) {
441
- inst.stamped = true;
442
- const leg = e.legs[inst.leg];
443
- e.emit('footstep', { foot: leg.def.key, position: leg.plant.clone(), speed: 0, strength: 1, stamp: true });
444
- }
445
- if (!inst.hit && t >= inst.hitAt) {
446
- inst.hit = true;
447
- const p = new THREE.Vector3().copy(e.headPose.position);
448
- const dir = inst.target ? inst.target.clone().sub(e.pos).setY(0).normalize() : e.forward(e.heading, new THREE.Vector3());
449
- e.emit('attackHit', { position: p, direction: dir, style: 'headbutt' });
450
- }
451
- if (t >= inst.dur) { b.steer = null; return true; }
452
- return false;
453
- },
454
- apply(P, w, inst, L) {
455
- const e = L.engine, cfg = e.cfg, u = 1 / cfg.unit, s = cfg.s, t = inst.t;
456
- if (inst.target && inst.phase !== 'away') { P.look = inst.target; mx(P, 'lookW', 0.8, w * (1 - smooth(inst.hitAt - 0.6, inst.hitAt - 0.3, t))); }
457
- if (inst.ram) {
458
- // threat: head high, chin tucked, ears back; walking off: head low, ears back
459
- const thr = w * smooth(0, 0.4, t) * (1 - smooth(inst.tCharge, inst.tCharge + 0.4, t));
460
- mx(P, 'headPitch', 0.15, thr); mx(P, 'headRaise', 0.03 * u, thr);
461
- mx(P, 'earFlat', 0.7, w); mx(P, 'earTwitch', 0, w); mx(P, 'tailLift', -0.1, w);
462
- // the charge: head goes down in the last strides, the clash, the rebound
463
- const low = w * smooth(inst.hitAt - 0.55, inst.hitAt - 0.1, t) * (1 - smooth(inst.hitAt + 0.25, inst.hitAt + 1.1, t));
464
- mx(P, 'headPitch', 0.75, low); mx(P, 'headRaise', -0.11 * u, low); mx(P, 'neckReach', 0.035 * u, low);
465
- mx(P, 'dropF', 0.12, low);
466
- // impact: the forequarters are thrown up and back, the head recoils
467
- const imp = w * smooth(inst.hitAt - 0.02, inst.hitAt + 0.1, t) * (1 - smooth(inst.hitAt + 0.15, inst.hitAt + 0.7, t));
468
- mx(P, 'dropF', -0.1, imp); mx(P, 'headPitch', 0.35, imp);
469
- } else {
470
- // ewe: stamp (if standing), then a butt: head down and forward, a lunge of the body
471
- if (inst.tStamp > 0) {
472
- const i = inst.leg, leg = e.legs[i];
473
- const k = w * smooth(0.1, 0.25, t) * (1 - smooth(0.85, 1.05, t));
474
- const lift = t < 0.5 ? Math.sin(0.5 * PI * clamp((t - 0.15) / 0.35, 0, 1)) : 1 - smooth(0.5, 0.62, t);
475
- mx(P, 'gaitW', 0, k); mx(P, 'legGait', 0, k);
476
- const tp = tv().copy(leg.plant);
477
- tp.y += 0.09 * s * lift + 0.002 * s;
478
- P.legs[i].target.copy(tp);
479
- mxLeg(P, i, 'reach', 1, k);
480
- mx(P, 'side', -0.012 * (i === 0 ? 1 : -1) * u, k);
481
- mx(P, 'headPitch', -0.2, k); mx(P, 'earFlat', -0.2, k);
482
- }
483
- const b0 = inst.hitAt - 0.45;
484
- const butt = w * smooth(b0, inst.hitAt - 0.05, t) * (1 - smooth(inst.hitAt + 0.15, inst.hitAt + 0.65, t));
485
- mx(P, 'headPitch', 0.7, butt); mx(P, 'headRaise', -0.08 * u, butt); mx(P, 'neckReach', 0.04 * u, butt);
486
- mx(P, 'fwd', 0.05 * u * (inst.run > 0.3 ? 0 : 1), butt); mx(P, 'dropF', 0.1, butt);
487
- mx(P, 'earFlat', 0.6, butt);
488
- }
489
- },
490
- };
491
-
492
- // lie: the engine's kneeling lie (actions.lie: down front, up hind), with the rise finished a little
493
- // before the posture is released: its end-first springs must settle at zero before the posture
494
- // instance is removed, or the legs jump in the last frame of standing up
495
- function lieApply(P, w, inst, L) {
496
- const we = inst.target > 0 ? w : smooth(0.3, 1, w);
497
- POSTURES.lie.apply(P, we, inst, L);
498
- }
499
- const lie = { kind: 'posture', fadeIn: 1.5, fadeOut: 1.4, apply: lieApply };
500
-
501
- // sleep: sternal (sheep rarely lie flat out), head turned back and resting against the flank, eyes
502
- // closed
503
- const sleep = {
504
- kind: 'posture', fadeIn: 1.4, fadeOut: 1.1,
505
- apply(P, w, inst, L) {
506
- lieApply(P, w, inst, L);
507
- const e = L.engine;
508
- const c = sm(clamp(w, 0, 1)) * smooth(1.2, 3.2, inst.t);
509
- mx(P, 'headYaw', inst.side * 0.75, c); mx(P, 'headPitch', 0.4, c); mx(P, 'headRaise', -0.07 / e.cfg.unit, c);
510
- mx(P, 'bend', inst.side * 0.3, c);
511
- mx(P, 'earFlat', 0.4, c); mx(P, 'earTwitch', 0.2, c);
512
- mx(P, 'eyelid', 1, smooth(1.8, 3.2, inst.t) * w);
513
- mx(P, 'breathRate', 0.6, c); mx(P, 'lookW', 0, c); mx(P, 'tailIdle', 0.2, c);
514
- },
515
- };
516
-
517
- void angDiff;
518
- export const hooks = {
519
- pose,
520
- update,
521
- actions: { alert, bleat, headshake, stamp, pronk, attack, lie, sleep },
522
- };