@call-me-sensei/toonlab 0.3.1 → 0.4.20
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/NPM-LIBRARY.md +225 -0
- package/README.md +588 -184
- package/agents/PROMPTS.md +87 -0
- package/agents/README.md +54 -0
- package/agents/claude/CLAUDE.md +8 -0
- package/agents/codex/AGENTS.md +159 -0
- package/agents/cursor/toonlab.mdc +37 -0
- package/agents/references/anime-art-direction.md +24 -0
- package/agents/references/asset-sourcing-policy.md +23 -0
- package/agents/references/custom-gap-report.md +16 -0
- package/agents/references/mcp-asset-discovery.md +104 -0
- package/agents/references/runtime-entry-points.md +175 -0
- package/agents/references/style-bundles.md +71 -0
- package/agents/skills/claude/asset-sourcing/SKILL.md +275 -0
- package/agents/skills/claude/environment/SKILL.md +59 -0
- package/agents/skills/claude/game-dev/SKILL.md +100 -0
- package/agents/skills/claude/post-processing/SKILL.md +44 -0
- package/agents/skills/claude/rock-ground-shaders/SKILL.md +134 -0
- package/agents/skills/claude/rockgen/SKILL.md +30 -0
- package/agents/skills/claude/scene-style-application/SKILL.md +74 -0
- package/agents/skills/claude/style-presets/SKILL.md +101 -0
- package/agents/skills/claude/toon-shading/SKILL.md +44 -0
- package/agents/skills/claude/vegetation-sky/SKILL.md +167 -0
- package/agents/skills/claude/visual-verification/SKILL.md +136 -0
- package/agents/skills/claude/water/SKILL.md +105 -0
- package/agents/skills/codex/asset-sourcing/SKILL.md +275 -0
- package/agents/skills/codex/environment/SKILL.md +59 -0
- package/agents/skills/codex/game-dev/SKILL.md +100 -0
- package/agents/skills/codex/post-processing/SKILL.md +44 -0
- package/agents/skills/codex/rock-ground-shaders/SKILL.md +134 -0
- package/agents/skills/codex/rockgen/SKILL.md +30 -0
- package/agents/skills/codex/scene-style-application/SKILL.md +74 -0
- package/agents/skills/codex/style-presets/SKILL.md +101 -0
- package/agents/skills/codex/toon-shading/SKILL.md +44 -0
- package/agents/skills/codex/vegetation-sky/SKILL.md +167 -0
- package/agents/skills/codex/visual-verification/SKILL.md +136 -0
- package/agents/skills/codex/water/SKILL.md +105 -0
- package/cli/toonlab.mjs +53 -0
- package/compose.yaml +20 -0
- package/database/apply-sql.mjs +141 -0
- package/database/client.mjs +39 -0
- package/database/creation-tags.mjs +23 -0
- package/database/env.mjs +16 -0
- package/database/fal-patina.mjs +131 -0
- package/database/generation-service.mjs +415 -0
- package/database/migrations/0001_local_workspace.sql +120 -0
- package/database/migrations/0002_file_ownership.sql +11 -0
- package/database/migrations/0003_remove_autosaves_from_library.sql +7 -0
- package/database/migrations/0004_catalog_asset_packs.sql +39 -0
- package/database/migrations/0005_creation_tag_discovery.sql +1 -0
- package/database/migrations/0006_normalize_creation_tags.sql +28 -0
- package/database/migrations/0007_creation_revisions.sql +80 -0
- package/database/migrations/0008_creation_revision_hardening.sql +98 -0
- package/database/migrations/0009_creation_revision_delete_integrity.sql +11 -0
- package/database/migrations/0010_external_catalog_assets.sql +28 -0
- package/database/providers.mjs +644 -0
- package/database/repository.mjs +1073 -0
- package/database/seeds/catalog/0001_empty_official_catalog.sql +4 -0
- package/database/seeds/catalog/0002_2026-08.sql +19454 -0
- package/database/seeds/catalog/0003_2026-08-open-assets.sql +159086 -0
- package/database/seeds/catalog/0004_2026-08-c7-rocks.sql +39405 -0
- package/mcp/lab-management.mjs +629 -0
- package/mcp/public-catalog.mjs +168 -0
- package/mcp/server.mjs +1044 -63
- package/mcp/vite-plugin.mjs +519 -26
- package/mcp/workspace.mjs +26 -1
- package/package.json +334 -46
- package/scripts/generate-catalog-seed.mjs +324 -0
- package/scripts/setup-local.mjs +128 -0
- package/src/agents/index.js +7 -0
- package/src/agents/sceneStyleOperations.js +169 -0
- package/src/asset-policy/catalogLicenses.js +102 -0
- package/src/asset-policy/index.js +315 -0
- package/src/assetlib/assetRef.js +1 -1
- package/src/assetlib/galleryMaterialFamily.js +165 -0
- package/src/assetlib/index.js +6 -2
- package/src/assetlib/loadImported.js +15 -1
- package/src/assetlib/plateau.js +188 -0
- package/src/assetlib/plateauLandmarks.js +144 -0
- package/src/assetlib/plateauViewer.js +348 -0
- package/src/assetlib/sources.js +16 -2
- package/src/catalog/manifest.js +11 -1
- package/src/catalog/officialCatalog.js +4 -0
- package/src/catalog/officialCatalogAssetRuntime.js +324 -0
- package/src/catalog/officialCatalogLod.js +183 -0
- package/src/catalog/officialCatalogPlacement.js +243 -0
- package/src/catalog/officialCatalogProvider.js +334 -0
- package/src/character/animationRetarget.js +1084 -0
- package/src/character/characterRig.js +6 -1
- package/src/character/characterRuntime.js +544 -0
- package/src/character/groundStabilizer.js +137 -0
- package/src/character/index.js +8 -0
- package/src/character/locomotionActions.js +74 -0
- package/src/character/locomotionStateMachine.js +241 -0
- package/src/character/mannequinAsset.js +15 -0
- package/src/character/mannequinAssetUrl.browser.js +4 -0
- package/src/character/mannequinAssetUrl.node.js +3 -0
- package/src/character/modelLoader.js +92 -12
- package/src/character/walkableCharacterRuntime.js +284 -0
- package/src/character/waterInteractionController.js +217 -0
- package/src/cloud/ambientSkyBaker.js +248 -0
- package/src/cloud/cloudLighting.js +1114 -0
- package/src/cloud/cloudParams.js +819 -0
- package/src/cloud/cloudReprojection.js +563 -0
- package/src/cloud/cloudStyle.js +780 -0
- package/src/cloud/cloudStyleSnapshots.js +387 -0
- package/src/cloud/cloudVolume.js +1903 -0
- package/src/cloud/heroCloudRecipe.js +404 -0
- package/src/cloud/index.js +42 -0
- package/src/cloud/noise/baseShapeVolume.js +331 -0
- package/src/cloud/noise/cirrusMap.js +131 -0
- package/src/cloud/noise/curlNoise.js +289 -0
- package/src/cloud/noise/erosionVolume.js +188 -0
- package/src/cloud/noise/noiseVolume.js +202 -0
- package/src/cloud/noise/periodicNoise3.js +295 -0
- package/src/cloud/noise/weatherMap.js +470 -0
- package/src/cloud/paramSchema.js +458 -0
- package/src/collisionMetadata.js +320 -0
- package/src/core/systemStylePolicy.js +32 -0
- package/src/environment/dayCurves.js +146 -0
- package/src/environment/environmentGroundFieldPass.js +354 -0
- package/src/environment/environmentMaterialAdapter.js +144 -6
- package/src/environment/environmentPresets.js +486 -90
- package/src/environment/environmentRigs.js +17 -2
- package/src/environment/environmentSettings.js +37 -1
- package/src/environment/environmentShaderMaterials.js +37 -6
- package/src/environment/environmentState.js +133 -0
- package/src/environment/environmentSunShadowPass.js +399 -6
- package/src/environment/environmentTextureResolver.js +7 -0
- package/src/environment/index.js +51 -0
- package/src/environment/manufacturedMaterialContract.js +837 -0
- package/src/environment/manufacturedReflectionProvider.js +114 -0
- package/src/environment/scanAssetStylize.js +4 -4
- package/src/environment/surfaceMaterialModes.js +71 -0
- package/src/environment/toonLabEnvironmentMaterials.js +353 -0
- package/src/environment/toonLabMaterialPassCoupling.js +347 -0
- package/src/environment/toonLabNormalIntegration.js +171 -0
- package/src/environment/toonLabRockMaterialResolver.js +592 -0
- package/src/environment/toonLabSourceDefaultLit.js +444 -0
- package/src/environment/toonLabSourceLibrary.js +762 -0
- package/src/environment/toonLabSourceMaterials.js +3718 -0
- package/src/environment/toonLabSourceSubsurfaceLighting.js +415 -0
- package/src/environment/toonLabSourceTemporal.js +717 -0
- package/src/environment/toonLabSurfaceLighting.js +462 -0
- package/src/environment/toonLabTextureReadiness.js +105 -0
- package/src/environment/toonLabTreeMaterials.js +450 -0
- package/src/environment/transparentMaterialProfile.js +87 -0
- package/src/environment/urbanPropMaterial.js +2976 -0
- package/src/ground-shader/groundPrintLayer.js +375 -0
- package/src/ground-shader/groundShaderMaterial.js +851 -0
- package/src/ground-shader/groundShaderSettings.js +468 -0
- package/src/ground-shader/index.js +3 -0
- package/src/index.js +52 -22
- package/src/lighting/callMeSenseiLightingContract.js +163 -0
- package/src/lighting/index.js +14 -7
- package/src/lighting/lightingCapabilities.js +2 -2
- package/src/lighting/lightingPresets.js +6 -3
- package/src/lighting/lightingStyle.js +41 -6
- package/src/lighting/lightingSystem.js +200 -6
- package/src/lighting/{unrealExport.js → toonLabExport.js} +40 -41
- package/src/post/postProcessing.js +71 -12
- package/src/react/index.js +66 -0
- package/src/renderer/index.js +16 -0
- package/src/renderer/rendererConfiguration.js +250 -0
- package/src/renderer/styleComparison.js +985 -0
- package/src/rock-shader/index.js +8 -0
- package/src/rock-shader/rockGeometryDetail.js +701 -0
- package/src/rock-shader/rockMaterial.js +2586 -0
- package/src/rock-shader/rockRegionRuntime.js +185 -0
- package/src/rock-shader/rockSemanticMaterialRuntime.js +337 -0
- package/src/rock-shader/rockShaderRuntime.js +781 -0
- package/src/rock-shader/rockShaderSettings.js +1099 -0
- package/src/rock-shader/rockTangentIntegrity.js +136 -0
- package/src/rock-shader/rockTextureIntegrity.js +115 -0
- package/src/rockgen/export/glbExport.js +104 -14
- package/src/rockgen/index.js +5 -3
- package/src/rockgen/lod/index.js +6 -0
- package/src/rockgen/lod/rockLodMetrics.js +168 -0
- package/src/rockgen/lod/rockLodPlanner.js +372 -0
- package/src/rockgen/lod/rockLodPolicy.js +235 -0
- package/src/rockgen/lod/rockLodRuntime.js +124 -0
- package/src/rockgen/lod/rockLodSimplifier.js +173 -0
- package/src/rockgen/lod/rockLodValidation.js +113 -0
- package/src/rockgen/mesh/meshAttributes.js +17 -0
- package/src/rockgen/mesh/meshDocument.js +6 -0
- package/src/rockgen/rockDocument.js +376 -9
- package/src/rockgen/rockgenPresets.js +114 -13
- package/src/rockgen/rockgenSettings.js +62 -11
- package/src/rockgen/surface/c7GeologySurface.js +372 -0
- package/src/runtime/index.js +14 -0
- package/src/runtime/sceneCollisionRuntime.js +317 -0
- package/src/runtime/sceneSurfaceRuntime.js +451 -0
- package/src/runtime/sceneUpdateScheduler.js +203 -0
- package/src/shaders-tsl/anime.js +9 -2
- package/src/shaders-tsl/chunks/environment-ground-field.js +174 -0
- package/src/shaders-tsl/chunks/environment-state.js +79 -0
- package/src/shaders-tsl/chunks/environment-sun-shadow.js +99 -32
- package/src/shaders-tsl/chunks/normalized-hue.js +41 -0
- package/src/shaders-tsl/chunks/pass-depth-color.js +4 -2
- package/src/shaders-tsl/chunks/scene-depth-color-pass.js +273 -0
- package/src/shaders-tsl/chunks/vegetation-style.js +116 -8
- package/src/shaders-tsl/chunks/water-color.js +19 -5
- package/src/shaders-tsl/chunks/water-shore-state.js +8 -1
- package/src/shaders-tsl/chunks/world-noise.js +30 -0
- package/src/shaders-tsl/environment.js +123 -17
- package/src/shaders-tsl/flower.js +51 -8
- package/src/shaders-tsl/grass.js +194 -29
- package/src/shaders-tsl/post-composite.js +83 -2
- package/src/shaders-tsl/tree-leaf.js +107 -16
- package/src/shaders-tsl/water-breaker.js +18 -4
- package/src/shaders-tsl/water.js +51 -3
- package/src/shaders-tsl/woody-surface.js +59 -7
- package/src/sky/atmosphereDome.js +193 -0
- package/src/sky/atmosphereParams.js +396 -0
- package/src/sky/atmosphereScattering.js +593 -0
- package/src/sky/atmosphereSky.js +371 -0
- package/src/sky/cloudShadow.js +379 -0
- package/src/sky/godRays.js +257 -0
- package/src/sky/index.js +55 -1
- package/src/sky/nightSky.js +1190 -0
- package/src/sky/renderLayers.js +120 -0
- package/src/sky/skyColor.js +582 -0
- package/src/sky/skyDayCycle.js +244 -0
- package/src/sky/skyParams.js +661 -0
- package/src/sky/skyPresets.js +772 -0
- package/src/sky/skyQualityTiers.js +383 -0
- package/src/sky/skyShaderSettings.js +699 -0
- package/src/sky/skyStyleSnapshots.js +211 -0
- package/src/sky/skySystem.js +1447 -0
- package/src/sky/skyTimeKeyframes.js +361 -0
- package/src/sky/stylizedSky.js +405 -116
- package/src/sky/sunDriver.js +499 -0
- package/src/sky/timeOfDay.js +335 -0
- package/src/styles/animeGameProfile.js +44 -0
- package/src/styles/index.js +157 -0
- package/src/styles/manufacturedStyleLabeling.js +204 -0
- package/src/styles/neutralStylePresets.js +712 -0
- package/src/styles/sceneLayerDocuments.js +185 -0
- package/src/styles/sceneLookComposition.js +156 -0
- package/src/styles/sceneQualityApplication.js +152 -0
- package/src/styles/sceneQualityProfiles.js +268 -0
- package/src/styles/sceneStyleAudit.js +512 -0
- package/src/styles/sceneStyleRuntime.js +923 -0
- package/src/styles/styleAdapters.js +177 -0
- package/src/styles/styleApplication.js +369 -0
- package/src/styles/styleBundle.js +445 -92
- package/src/styles/styleBundleProvider.js +83 -0
- package/src/styles/styleDomains.js +21 -0
- package/src/styles/styleInspector.js +262 -0
- package/src/styles/styleMaterialContract.js +375 -0
- package/src/styles/styleMetadata.js +73 -0
- package/src/styles/styleTargetDiscovery.js +162 -0
- package/src/styles/styleTargetLabels.js +206 -0
- package/src/styles/styleTargetMaterialCoverage.js +137 -0
- package/src/styles/styleTransaction.js +272 -0
- package/src/texgen/evaluateTexture.js +30 -3
- package/src/texgen/textureGenerators.js +83 -35
- package/src/texgen/textureSettings.js +25 -8
- package/src/toon/toonSettings.js +100 -2
- package/src/vegetation/branchTree.js +587 -0
- package/src/vegetation/callMeSenseiGrass.js +183 -0
- package/src/vegetation/compiledTree.js +506 -0
- package/src/vegetation/contactShadowField.js +107 -0
- package/src/vegetation/flowerSpecies.js +10 -2
- package/src/vegetation/grass.js +13 -0
- package/src/vegetation/grassClump.js +1179 -0
- package/src/vegetation/importedVegetationMaterial.js +183 -0
- package/src/vegetation/index.js +17 -1
- package/src/vegetation/legacyTreePresets.js +120 -0
- package/src/vegetation/scatter.js +688 -3
- package/src/vegetation/stylizedBush.js +14 -0
- package/src/vegetation/stylizedFlower.js +31 -0
- package/src/vegetation/stylizedFlowers.js +59 -7
- package/src/vegetation/stylizedForest.js +455 -147
- package/src/vegetation/stylizedGrass.js +188 -24
- package/src/vegetation/stylizedTree.js +676 -54
- package/src/vegetation/stylizedTreeFoliage.js +1111 -38
- package/src/vegetation/stylizedUnderstory.js +230 -0
- package/src/vegetation/treeExport.js +262 -47
- package/src/vegetation/treeSurfaceTextures.js +665 -0
- package/src/vegetation/vegetationShaders.js +617 -28
- package/src/version.js +3 -0
- package/src/water/water.js +2 -0
- package/src/water/waterBreakerSystem.js +2 -0
- package/src/water/waterCurrentField.js +1 -0
- package/src/water/waterMaterial.js +3 -0
- package/src/water/waterRain.js +2 -0
- package/src/water/waterScenePasses.js +170 -7
- package/src/water/waterSettings.js +250 -50
- package/src/water/waterShoreMaterial.js +16 -2
- package/src/water/waterShoreStateField.js +1 -1
- package/src/water/waterSplashSystem.js +2 -0
- package/src/water/waterStageSettings.js +60 -0
- package/src/water/waterSurface.js +144 -4
- package/src/water/waterUnderwaterAtmosphere.js +288 -0
- package/src/water/waterVegetation.js +20 -4
- package/src/worldCollision.js +64 -9
- package/types/agents/index.d.ts +1 -0
- package/types/agents/sceneStyleOperations.d.ts +484 -0
- package/types/asset-policy/catalogLicenses.d.ts +7 -0
- package/types/asset-policy/index.d.ts +20 -0
- package/types/assetlib/ambientcg.d.ts +81 -0
- package/types/assetlib/assetRef.d.ts +26 -0
- package/types/assetlib/galleryMaterialFamily.d.ts +13 -0
- package/types/assetlib/importedEntry.d.ts +18 -0
- package/types/assetlib/index.d.ts +16 -0
- package/types/assetlib/kaykit.d.ts +112 -0
- package/types/assetlib/kaykitStaticIndex.d.ts +38 -0
- package/types/assetlib/loadImported.d.ts +56 -0
- package/types/assetlib/opensource3d.d.ts +55 -0
- package/types/assetlib/plateau.d.ts +67 -0
- package/types/assetlib/plateauLandmarks.d.ts +238 -0
- package/types/assetlib/plateauViewer.d.ts +3 -0
- package/types/assetlib/polyhaven.d.ts +90 -0
- package/types/assetlib/polypizza.d.ts +10 -0
- package/types/assetlib/smithsonian.d.ts +9 -0
- package/types/assetlib/sources.d.ts +22 -0
- package/types/assetlib/zip.d.ts +8 -0
- package/types/catalog/manifest.d.ts +26 -0
- package/types/catalog/officialCatalog.d.ts +4 -0
- package/types/catalog/officialCatalogAssetRuntime.d.ts +2 -0
- package/types/catalog/officialCatalogLod.d.ts +63 -0
- package/types/catalog/officialCatalogPlacement.d.ts +49 -0
- package/types/catalog/officialCatalogProvider.d.ts +7 -0
- package/types/character/animationRetarget.d.ts +20 -0
- package/types/character/characterRig.d.ts +87 -0
- package/types/character/characterRuntime.d.ts +5 -0
- package/types/character/freestyleSwimClip.d.ts +5 -0
- package/types/character/groundStabilizer.d.ts +55 -0
- package/types/character/index.d.ts +10 -0
- package/types/character/locomotionActions.d.ts +4 -0
- package/types/character/locomotionStateMachine.d.ts +62 -0
- package/types/character/mannequinAsset.d.ts +12 -0
- package/types/character/mannequinAssetUrl.node.d.ts +1 -0
- package/types/character/modelLoader.d.ts +7 -0
- package/types/character/walkableCharacterRuntime.d.ts +343 -0
- package/types/character/waterInteractionController.d.ts +114 -0
- package/types/cloud/ambientSkyBaker.d.ts +18 -0
- package/types/cloud/cloudLighting.d.ts +38 -0
- package/types/cloud/cloudParams.d.ts +18 -0
- package/types/cloud/cloudReprojection.d.ts +15 -0
- package/types/cloud/cloudStyle.d.ts +1380 -0
- package/types/cloud/cloudStyleSnapshots.d.ts +10 -0
- package/types/cloud/cloudVolume.d.ts +43 -0
- package/types/cloud/heroCloudRecipe.d.ts +167 -0
- package/types/cloud/index.d.ts +12 -0
- package/types/cloud/noise/baseShapeVolume.d.ts +86 -0
- package/types/cloud/noise/cirrusMap.d.ts +24 -0
- package/types/cloud/noise/curlNoise.d.ts +106 -0
- package/types/cloud/noise/erosionVolume.d.ts +58 -0
- package/types/cloud/noise/noiseVolume.d.ts +63 -0
- package/types/cloud/noise/periodicNoise3.d.ts +75 -0
- package/types/cloud/noise/weatherMap.d.ts +227 -0
- package/types/cloud/paramSchema.d.ts +142 -0
- package/types/collisionMetadata.d.ts +11 -0
- package/types/core/generation.d.ts +95 -0
- package/types/core/materialRoles.d.ts +102 -0
- package/types/core/presetDocuments.d.ts +25 -0
- package/types/core/systemStylePolicy.d.ts +4 -0
- package/types/environment/dayCurves.d.ts +47 -0
- package/types/environment/environmentAmbientProbe.d.ts +2 -0
- package/types/environment/environmentGroundFieldPass.d.ts +2 -0
- package/types/environment/environmentMaterialAdapter.d.ts +44 -0
- package/types/environment/environmentMaterialClassifier.d.ts +26 -0
- package/types/environment/environmentPlanarReflection.d.ts +3 -0
- package/types/environment/environmentPresets.d.ts +171 -0
- package/types/environment/environmentRigs.d.ts +13 -0
- package/types/environment/environmentSettings.d.ts +161 -0
- package/types/environment/environmentShaderMaterials.d.ts +14 -0
- package/types/environment/environmentState.d.ts +6 -0
- package/types/environment/environmentSunShadowPass.d.ts +2 -0
- package/types/environment/environmentTextureResolver.d.ts +30 -0
- package/types/environment/environmentTimeOfDay.d.ts +25 -0
- package/types/environment/environmentVertexAo.d.ts +18 -0
- package/types/environment/index.d.ts +27 -0
- package/types/environment/manufacturedMaterialContract.d.ts +129 -0
- package/types/environment/manufacturedReflectionProvider.d.ts +3 -0
- package/types/environment/scanAssetStylize.d.ts +43 -0
- package/types/environment/surfaceMaterialModes.d.ts +14 -0
- package/types/environment/toonLabEnvironmentMaterials.d.ts +139 -0
- package/types/environment/toonLabMaterialPassCoupling.d.ts +7 -0
- package/types/environment/toonLabNormalIntegration.d.ts +29 -0
- package/types/environment/toonLabRockMaterialResolver.d.ts +270 -0
- package/types/environment/toonLabSourceDefaultLit.d.ts +136 -0
- package/types/environment/toonLabSourceLibrary.d.ts +19 -0
- package/types/environment/toonLabSourceMaterials.d.ts +14 -0
- package/types/environment/toonLabSourceSubsurfaceLighting.d.ts +85 -0
- package/types/environment/toonLabSourceTemporal.d.ts +20 -0
- package/types/environment/toonLabSurfaceLighting.d.ts +153 -0
- package/types/environment/toonLabTextureReadiness.d.ts +8 -0
- package/types/environment/toonLabTreeMaterials.d.ts +7 -0
- package/types/environment/transparentMaterialProfile.d.ts +76 -0
- package/types/environment/urbanPropMaterial.d.ts +25 -0
- package/types/ground-shader/groundPrintLayer.d.ts +4 -0
- package/types/ground-shader/groundShaderMaterial.d.ts +11 -0
- package/types/ground-shader/groundShaderSettings.d.ts +90 -0
- package/types/ground-shader/index.d.ts +3 -0
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Sky & Cloud Labs. Weather, climate, debris, ambient-effects, fauna, debug, and
|
|
17
|
+
root terrain/world helpers are not package entry points in this release.
|
|
18
|
+
Repository examples may exercise them locally, but package users must not
|
|
19
|
+
import them.
|
|
20
|
+
|
|
21
|
+
For characters, prefer `createCharacterRuntime()` from `./character`. It owns
|
|
22
|
+
format loading, texture readiness, foot-origin fitting, toon conversion,
|
|
23
|
+
humanoid rig resolution, native clips or packaged locomotion fallback, mixer
|
|
24
|
+
updates, VRM updates, and disposal. The host still owns movement intent,
|
|
25
|
+
dynamic physics, ground contact, and camera behavior. The walkable runtime
|
|
26
|
+
automatically consumes the static collision service bound by
|
|
27
|
+
`createSceneStyleRuntime()`. Do not recreate this pipeline inside individual
|
|
28
|
+
scenes or Labs.
|
|
29
|
+
|
|
30
|
+
The selected style bundle coordinates visual settings and supported scene-look
|
|
31
|
+
systems; it does not construct or classify a scene. Lighting is a supported
|
|
32
|
+
bundle domain through `createSceneStyleRuntime()`. VFX, camera behavior,
|
|
33
|
+
game-feel behavior, and renderer configuration remain unsupported bundle
|
|
34
|
+
domains owned by the host game.
|
|
35
|
+
When a project-local implementation changes the selected anime treatment,
|
|
36
|
+
treat it as a custom adapter and record it in the custom-gap report.
|
|
37
|
+
|
|
38
|
+
The `grass` entry owns two deterministic first-party Call Me Sensei clump
|
|
39
|
+
recipes, three generated LODs per variant, the procedural material, and the
|
|
40
|
+
async-compatible `createCallMeSenseiGrassField()` default factory. It ships no
|
|
41
|
+
mesh or texture files. `RetainedGrassClumpField` remains the generic container
|
|
42
|
+
for caller-supplied, properly licensed geometry and materials.
|
|
43
|
+
|
|
44
|
+
The default factory resolves the `call_me_sensei_clump` meadow preset: 40
|
|
45
|
+
upright overlapping primary blades, full ground-field adoption, watercolor
|
|
46
|
+
lift and translucent stroke layering, and a final LOD without an implicit hard
|
|
47
|
+
cull. Sparse generic blades and repository comparison media are not equivalent
|
|
48
|
+
fallbacks.
|
|
49
|
+
|
|
50
|
+
Applying the Call Me Sensei bundle resolves the same grass field response. The
|
|
51
|
+
scene style runtime creates and updates the ground-field pass automatically, so
|
|
52
|
+
grass roots sample the actual labeled Ground Shader output without host-side
|
|
53
|
+
color duplication.
|
|
54
|
+
|
|
55
|
+
The `environment` entry accepts the same explicit style/scenario routing used
|
|
56
|
+
by the preset registry:
|
|
57
|
+
|
|
58
|
+
```js
|
|
59
|
+
await applyEnvironmentShader(root, {
|
|
60
|
+
preset: 'call_me_sensei',
|
|
61
|
+
scenario: 'exteriorDay',
|
|
62
|
+
});
|
|
63
|
+
```
|
|
64
|
+
|
|
65
|
+
This is equivalent to spreading
|
|
66
|
+
`resolveEnvironmentPreset('call_me_sensei', 'exteriorDay')` into the adapter.
|
|
67
|
+
Named preset values establish the baseline; explicit `settings`, `features`,
|
|
68
|
+
`parameters`, and `materialLook` overrides take precedence. Select the preset
|
|
69
|
+
before authoring overrides instead of retyping its numeric fields.
|
|
70
|
+
|
|
71
|
+
The `vegetation` entry's scatter helpers place across the ground heightfield —
|
|
72
|
+
`scatterInRect`, `scatterGrassAround`, `scatterForest` — taking `(x, z)` and
|
|
73
|
+
sampling `y` from a host `heightAt`. That contract cannot express a surface
|
|
74
|
+
which is not single-valued in `y`, such as a cliff cap or a ledge with terrain
|
|
75
|
+
both above and below it.
|
|
76
|
+
|
|
77
|
+
For those, use `scatterOnSurface({ surfaces, density | count, minSpacing,
|
|
78
|
+
mask, weightAt, normalBlend })`. Each surface is a disc in world space —
|
|
79
|
+
`{ center, radius, normal?, seed? }`, the shape a rock or cliff module already
|
|
80
|
+
publishes for its caps and ledges. Spacing is measured in 3D, so stacked caps
|
|
81
|
+
do not reject each other's points. Each surface draws from its own
|
|
82
|
+
deterministic stream, so adding or removing one does not reshuffle the others.
|
|
83
|
+
Returned placements carry `normal`, `forward` and `yaw` alongside `x/y/z`, so
|
|
84
|
+
an aligned field no longer has to derive orientation per placement. The
|
|
85
|
+
existing `(x, z)` mask factories and `combineMasks` compose unchanged.
|
|
86
|
+
|
|
87
|
+
The `ground-shader` entry also owns bounded transient print fields for sand,
|
|
88
|
+
dirt, and sufficiently deep snow. Create a `GroundPrintLayer`, pass it as the
|
|
89
|
+
material's `printLayer`, and emit contact events with `stamp()`. The portable
|
|
90
|
+
Ground Shader document saves only `printResponse`; stamp history, snow depth,
|
|
91
|
+
visibility, and recovery remain runtime state:
|
|
92
|
+
|
|
93
|
+
```js
|
|
94
|
+
const prints = createGroundPrintLayer({
|
|
95
|
+
bounds: geometry.boundingBox,
|
|
96
|
+
resolution: 1024,
|
|
97
|
+
recoverySeconds: 30,
|
|
98
|
+
});
|
|
99
|
+
|
|
100
|
+
const ground = createGroundShaderMesh({ geometry, field, layers, printLayer: prints });
|
|
101
|
+
prints.stamp({
|
|
102
|
+
shape: 'boot-left',
|
|
103
|
+
position: footWorldPosition,
|
|
104
|
+
forward: characterForward,
|
|
105
|
+
size: [0.12, 0.28],
|
|
106
|
+
});
|
|
107
|
+
setGroundShaderSceneState(ground, { snowCover: 1, snowDepth: 0.12 });
|
|
108
|
+
```
|
|
109
|
+
|
|
110
|
+
This is a visual albedo, roughness, and normal response. Terrain geometry,
|
|
111
|
+
precise/dynamic collision, navigation, character contact detection, and large-world print
|
|
112
|
+
streaming remain host-owned.
|
|
113
|
+
|
|
114
|
+
Pair it with `createCapEdgeWeight({ rimBias: 0.05, falloff, break })` for a
|
|
115
|
+
radial weight that thins coverage toward a broken rim. `falloff` and `break`
|
|
116
|
+
create the thinning; `rimBias` deliberately pushes coverage outward, so keep
|
|
117
|
+
it near zero for a soil cap. A cap that stays dense to its edge reads as a flat
|
|
118
|
+
disc stuck onto the rock rather than as soil.
|
|
119
|
+
|
|
120
|
+
## Shared scene surface runtime
|
|
121
|
+
|
|
122
|
+
Use `createSceneSurfaceRuntime()` from `@call-me-sensei/toonlab/runtime` when a
|
|
123
|
+
scene combines an authored terrain heightfield with grounded props, meadow
|
|
124
|
+
grass, characters, or shoreline water. The host supplies world bounds,
|
|
125
|
+
`heightAt(x, z)`, and a water level once. The runtime then owns derived Y
|
|
126
|
+
placements, bounds grounding, water masking, the shoaling/nearshore/shore-state
|
|
127
|
+
connection, source-texture continuity checks, and fail-closed composition
|
|
128
|
+
readiness.
|
|
129
|
+
|
|
130
|
+
```js
|
|
131
|
+
const surface = createSceneSurfaceRuntime({ bounds, heightAt, waterLevel: 0 });
|
|
132
|
+
const grass = await surface.createGrassField({ count: 12000, min, max });
|
|
133
|
+
const water = surface.createWaterSurface({ width: 80, depth: 50, position: { z: -25 } });
|
|
134
|
+
surface.place(tree, { x: 4, z: 8 });
|
|
135
|
+
surface.place(bench, { anchor: 'bounds', x: 2, z: 5 });
|
|
136
|
+
|
|
137
|
+
// After the package shadow pass has updated:
|
|
138
|
+
surface.assertReady({
|
|
139
|
+
camera,
|
|
140
|
+
styleRuntime,
|
|
141
|
+
requireShadowDomains: ['character', 'manufactured.surface', 'vegetation.tree'],
|
|
142
|
+
});
|
|
143
|
+
```
|
|
144
|
+
|
|
145
|
+
Do not hand-author grass Y values, independently offset a shoreline water
|
|
146
|
+
plane, or infer readiness from `castShadow` flags when this contract applies.
|
|
147
|
+
|
|
148
|
+
The live `cloud` entry is a raymarched volumetric deck, not painted sources
|
|
149
|
+
placed by a composition. The
|
|
150
|
+
painted pipeline (`createCloudSourceDocument`, `createCloudCompositionDocument`,
|
|
151
|
+
`createCloudField`, `createCloudShaderSettings`) was replaced outright and no
|
|
152
|
+
longer exists. Parameters are six groups on a `toonlab/sky-params` document, and
|
|
153
|
+
the whole sky is one system:
|
|
154
|
+
|
|
155
|
+
```js
|
|
156
|
+
const sky = await SkySystem.create({ renderer, scene, camera, quality: 'high' });
|
|
157
|
+
await sky.applyPreset({
|
|
158
|
+
cloud: {
|
|
159
|
+
shape: { altitude: 1400, coverage: 0.55, thickness: 2800 },
|
|
160
|
+
lighting: { powderStrength: 0.7, scatteringAlbedo: 0.82 },
|
|
161
|
+
wind: { heading: 135, speed: 8 },
|
|
162
|
+
},
|
|
163
|
+
});
|
|
164
|
+
sky.update(delta); // once per frame, before the scene pass
|
|
165
|
+
```
|
|
166
|
+
|
|
167
|
+
`applyPreset` fully replaces sky state: anything the object omits falls back to
|
|
168
|
+
the schema default rather than to what is on screen. `sky.toParams()` is its
|
|
169
|
+
inverse and round-trips. This is a focused sky/cloud authoring and runtime
|
|
170
|
+
contract; final scene composition and art direction remain host
|
|
171
|
+
responsibilities.
|
|
172
|
+
|
|
173
|
+
Use the package README and exported functions/settings as the runtime source
|
|
174
|
+
of truth. Labs, internal comparison fixtures, local asset paths, and repository
|
|
175
|
+
documentation outside `agents/references/` are not installed public APIs.
|
|
@@ -0,0 +1,71 @@
|
|
|
1
|
+
# Style Bundles and Shader Routing
|
|
2
|
+
|
|
3
|
+
A style bundle selects coordinated visual treatments and supported system
|
|
4
|
+
behavior. It never selects model identity, species, placements, current
|
|
5
|
+
weather, or current time.
|
|
6
|
+
|
|
7
|
+
Use `CALL_ME_SENSEI_STYLE_BUNDLE` as the first-party anime-game reference.
|
|
8
|
+
Use `auditStyleBundleApplication()` before `applyStyleBundle()`. Production
|
|
9
|
+
targets need a stable `id` and an explicit `domain`. Supported domains use
|
|
10
|
+
package adapters automatically; custom renderers need an explicit adapter. Do
|
|
11
|
+
not classify from object names, texture colors, or scene parenting.
|
|
12
|
+
|
|
13
|
+
| Target domain | Bundle slot |
|
|
14
|
+
| --- | --- |
|
|
15
|
+
| `character`, `equipment`, `prop` | `toon` |
|
|
16
|
+
| `manufactured.environment` | `environment` |
|
|
17
|
+
| `vegetation.tree` | `treeShader` |
|
|
18
|
+
| `vegetation.grass` | `grassShader` + `grass` field response |
|
|
19
|
+
| `vegetation.flower` | `flowerShader` |
|
|
20
|
+
| `terrain.ground` | `groundShader` |
|
|
21
|
+
| `natural.rock` | `rock` |
|
|
22
|
+
| `natural.debris` | `debris` |
|
|
23
|
+
| `water` | `water` |
|
|
24
|
+
| `sky` | `sky` |
|
|
25
|
+
| `cloud` | `cloud` |
|
|
26
|
+
| `lighting` | `lighting` |
|
|
27
|
+
| `post` | `post` |
|
|
28
|
+
|
|
29
|
+
Prefer `createSceneStyleRuntime({ renderer, scene, sky, water })` for a complete
|
|
30
|
+
bundle application. It owns one stable lighting rig and automatically enables
|
|
31
|
+
the environment ground-field pass when the grass slot requests ground-color
|
|
32
|
+
adoption. Call `runtime.update(delta, camera)` before the scene render. Never
|
|
33
|
+
recreate those passes in each playground or scene.
|
|
34
|
+
|
|
35
|
+
Strict application preflights every target before the first mutation. Missing
|
|
36
|
+
slots, unknown domains, mixed material roles without an ID mask, unsupported
|
|
37
|
+
renderers, and undocumented custom adapters are failures. Advisory mode may
|
|
38
|
+
apply valid targets, but it must return every skipped target and gap.
|
|
39
|
+
|
|
40
|
+
## Mandatory authored-asset labeling
|
|
41
|
+
|
|
42
|
+
Agents that model, generate, convert, or import a 3D object must finish its
|
|
43
|
+
style metadata before handoff. Every renderable root needs a stable target ID
|
|
44
|
+
and explicit domain. Every material slot beneath it needs a stable material ID
|
|
45
|
+
and at least one semantic role in the versioned `materials` contract. A root
|
|
46
|
+
domain label does not substitute for per-material classification.
|
|
47
|
+
|
|
48
|
+
If one atlas crosses incompatible physical or shader roles, split the draw
|
|
49
|
+
materials or author a material-ID mask. Strict mode must fail incomplete
|
|
50
|
+
material coverage. Advisory mode may continue only while recording the gap;
|
|
51
|
+
the agent must not call the asset style-bundle-ready.
|
|
52
|
+
|
|
53
|
+
The minimum public-API shape is:
|
|
54
|
+
|
|
55
|
+
```js
|
|
56
|
+
material.userData.toonlabMaterialId = 'BenchWood';
|
|
57
|
+
labelStyleTarget(root, createStyleTargetLabel('manufactured.surface', {
|
|
58
|
+
targetId: 'scene/bench-1',
|
|
59
|
+
materials: createStyleMaterialContract('manufactured.surface', {
|
|
60
|
+
assignments: { BenchWood: { roles: ['primaryMass'] } },
|
|
61
|
+
}),
|
|
62
|
+
}));
|
|
63
|
+
```
|
|
64
|
+
|
|
65
|
+
Repeat the assignment for every distinct render material. The IDs belong in
|
|
66
|
+
the asset/export manifest as well as the runtime object so reimport does not
|
|
67
|
+
silently erase routing.
|
|
68
|
+
|
|
69
|
+
Style bundle v2 is visual-only and includes anime art-direction metadata.
|
|
70
|
+
Parsing a v1 document returns migration warnings for old asset selections;
|
|
71
|
+
move those decisions to scene configuration or an asset-sourcing policy.
|
|
@@ -0,0 +1,275 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: asset-sourcing
|
|
3
|
+
description: Help agents source anime-game-ready models, textures, and presets through policy-aware ToonLab MCP discovery, provenance, supported shaders, and explicit custom-gap reporting.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Asset Sourcing
|
|
7
|
+
|
|
8
|
+
Use this skill when a developer needs an asset — a model, texture, HDRI,
|
|
9
|
+
prop, tree, rock, building, material, or a saved look/behavior preset.
|
|
10
|
+
|
|
11
|
+
Read first:
|
|
12
|
+
- `agents/references/anime-art-direction.md`
|
|
13
|
+
- `agents/references/style-bundles.md`
|
|
14
|
+
- `agents/references/mcp-asset-discovery.md`
|
|
15
|
+
- `agents/references/asset-sourcing-policy.md`
|
|
16
|
+
- `agents/references/custom-gap-report.md`
|
|
17
|
+
|
|
18
|
+
**The boundary:** ToonLab targets anime-style games and environments. The npm package is the worker for approved procedural
|
|
19
|
+
families, style presets, and texture baking. The gallery is optional. Route
|
|
20
|
+
through MCP only where it adds something beyond the package: external
|
|
21
|
+
discovery, curation/moderation policy, download provenance, shared workspace
|
|
22
|
+
state, or explicitly requested managed generation. Do not use MCP tools as a
|
|
23
|
+
proxy for package functions. ToonLab Pro may author and review stylized base
|
|
24
|
+
sets; their approved documents, recipes, labels, seeds, and provenance must
|
|
25
|
+
remain portable so OSS runtimes can use them without a database.
|
|
26
|
+
|
|
27
|
+
## Select the connected MCP surface
|
|
28
|
+
|
|
29
|
+
Feature-detect tools before making a call. ToonLab OSS local MCP is identified
|
|
30
|
+
by `get_workspace_info`, `search_cc0_assets`, `get_cc0_asset`, and
|
|
31
|
+
`import_cc0_asset`. ToonLab Pro remote MCP is identified by
|
|
32
|
+
`get_runtime_guide`, `search_public_gallery`, and `get_toonlab_asset`. Either
|
|
33
|
+
surface is sufficient and both may be connected. Shared names such as
|
|
34
|
+
`search_assets`, `get_asset`, `list_my_creations`,
|
|
35
|
+
`validate_asset_candidate`, and `record_asset_gap` have surface-specific
|
|
36
|
+
schemas; qualify them by MCP server when both are present and use the schema
|
|
37
|
+
advertised by that server. Read `agents/references/mcp-asset-discovery.md` for
|
|
38
|
+
the exact OSS and Pro sequences.
|
|
39
|
+
|
|
40
|
+
## Decision order
|
|
41
|
+
|
|
42
|
+
Choose the first route that is both available and accepted for the requested
|
|
43
|
+
scene-kit role.
|
|
44
|
+
|
|
45
|
+
1. **Load policy and ask when missing.** Call the available server's
|
|
46
|
+
`get_anime_game_profile`, load
|
|
47
|
+
the selected bundle, and locate the project's sourcing policy. If no policy
|
|
48
|
+
exists, ask the developer; until answered, use library-first advisory mode
|
|
49
|
+
and report the unresolved decision. Validate every candidate before use.
|
|
50
|
+
2. **Reuse what exists.** In OSS, earlier imports, saved presets, and exports
|
|
51
|
+
live in `.toonlab/`; call local `list_my_creations` and `search_assets` with
|
|
52
|
+
`source: 'workspace'`, `'workspace-storage'`, `'library'`, or `'builtin'`.
|
|
53
|
+
If those do not close the role, use local `search_assets` with
|
|
54
|
+
`source: 'official'` for the complete released Gallery catalog and follow
|
|
55
|
+
`nextOffset` until null.
|
|
56
|
+
In Pro, call cloud `list_my_creations`, then `search_public_gallery`; use
|
|
57
|
+
`source: 'toonlab'` plus the appropriate catalog for first-party assets and
|
|
58
|
+
follow `nextOffset`. For rocks on either surface, shortlist from positive
|
|
59
|
+
`dimensionsMeters` width/height/depth plus family/profile, scale class,
|
|
60
|
+
category/subcategory, geology, and surface; never render a GLB merely to
|
|
61
|
+
discover its size. Call `get_asset` (OSS) or `get_toonlab_asset` (Pro) only
|
|
62
|
+
for finalists that need full recipe, lineage, and file metadata. When both are connected,
|
|
63
|
+
search the local project/library before the Pro cloud library and gallery.
|
|
64
|
+
Never regenerate or re-download something already available.
|
|
65
|
+
3. **Use an approved procedural family only when policy permits it.** Discover
|
|
66
|
+
approved families through MCP, then use their focused runtime such as
|
|
67
|
+
`@call-me-sensei/toonlab/vegetation`, `rockgen`, `debrisgen`, or `texgen`.
|
|
68
|
+
This is the direct route only when the requested family has an approved,
|
|
69
|
+
versioned stylized base set and passes the policy/review gate described in
|
|
70
|
+
`agents/references/asset-sourcing-policy.md`. Preserve base-set version, generator version,
|
|
71
|
+
recipe, seed, domain/material labels, and golden-seed verification. Do not
|
|
72
|
+
treat every legacy catalog entry as approved merely because it can spawn.
|
|
73
|
+
4. **Search curated open sources when policy permits and generation is not
|
|
74
|
+
approved or is not the best fit.** In OSS, use
|
|
75
|
+
`search_cc0_assets({ query, kind, provider })`, `get_cc0_asset`, then
|
|
76
|
+
`import_cc0_asset` to download selected files into `.toonlab/imports/` with
|
|
77
|
+
a provenance manifest. In Pro, use Pro `search_assets` and `get_asset`;
|
|
78
|
+
Pro does not expose `search_cc0_assets` or `import_cc0_asset`. This route
|
|
79
|
+
stays on MCP because it carries the network fetch, the owner curation
|
|
80
|
+
policy, and licensing provenance —
|
|
81
|
+
selection is by name/tags only, so always preview imports in-scene before
|
|
82
|
+
committing to them. Prefer CC0. Accept CC-BY only through a source path that
|
|
83
|
+
exposes the exact creator, asset URL, license/version/URL, provider credit,
|
|
84
|
+
and modification notice; do not assume a tool named `search_cc0_assets`
|
|
85
|
+
returns CC-BY.
|
|
86
|
+
5. **Use managed generation for a named remaining gap through the connected surface.**
|
|
87
|
+
First record why accepted
|
|
88
|
+
assets, approved procedural families, and curated open candidates were
|
|
89
|
+
inadequate. Check generation capabilities and rights for the input image.
|
|
90
|
+
Treat output as a candidate that still needs topology, UV, texture, scale,
|
|
91
|
+
collision, LOD, semantic-label, and Call Me Sensei review. OSS keeps
|
|
92
|
+
`generate_asset` for deterministic recipes and exposes provider-backed work
|
|
93
|
+
separately as `generate_ai_asset` when local keys are configured. Pro uses
|
|
94
|
+
credit-spending `generate_asset` with hosted workers. Both surfaces expose
|
|
95
|
+
generation capability, polling, and save tools; follow the advertised schema.
|
|
96
|
+
6. **Author stable visual profiles in code.** Post profiles can be generated
|
|
97
|
+
deterministically through `@call-me-sensei/toonlab/post`; other stable
|
|
98
|
+
shader profiles resolve through the selected style bundle. Lighting, VFX,
|
|
99
|
+
camera, and game-feel generation are host-owned or pre-beta in the public package and
|
|
100
|
+
are not advertised by the packaged MCP server.
|
|
101
|
+
|
|
102
|
+
Persist anything worth keeping with `save_creation` (or write the JSON into
|
|
103
|
+
the repo); `.toonlab/creations/` is the shared surface labs and later
|
|
104
|
+
sessions read. Every reusable saved object must include up to ten concise
|
|
105
|
+
lowercase slug tags. Cover its semantic role, material or asset family,
|
|
106
|
+
location or biome when relevant, project, and lifecycle state; never save an
|
|
107
|
+
object with only a filename or generic `asset` tag. Follow `nextOffset` until
|
|
108
|
+
null when checking for an existing saved object before creating a duplicate.
|
|
109
|
+
|
|
110
|
+
For every completed asset request, update or report the scene family, kit
|
|
111
|
+
role, selected route, license/provenance, rendering domain, material roles,
|
|
112
|
+
support level, collision/LOD status, Call Me Sensei verification, and coverage
|
|
113
|
+
gap that was closed. State explicitly when gallery search was skipped because
|
|
114
|
+
an approved generator owned the role.
|
|
115
|
+
|
|
116
|
+
## Manufactured environment material contract
|
|
117
|
+
|
|
118
|
+
For generated or imported props, vehicles, buildings, furniture, and interior
|
|
119
|
+
assets, classify each material once with glTF extras / Three.js
|
|
120
|
+
`userData.urbanMaterial`. Author the versioned object with these axes:
|
|
121
|
+
|
|
122
|
+
- `baseMaterial`: `metal`, `mineral`, `wood`, `polymer`, `rubber`, `glass`,
|
|
123
|
+
`ceramic`, `textile`, `leather`, `paper`, `composite`, `fluid`, or
|
|
124
|
+
`genericDielectric`.
|
|
125
|
+
- `finish`: `raw`, `painted`, `varnished`, `clearCoated`, `polished`,
|
|
126
|
+
`brushed`, `glazed`, `anodized`, `mirror`, or `matte`.
|
|
127
|
+
- `renderMode`: `opaque`, `alphaCutout`, `translucent`, `transmissive`, or
|
|
128
|
+
`unlit`.
|
|
129
|
+
- `structuralRole`: `primaryMass`, `secondaryStructure`, `trim`, `fastener`,
|
|
130
|
+
`cavity`, `window`, `graphic`, or `lightEmitter`.
|
|
131
|
+
- `contentFlags`: any of `graphic`, `display`, and `emissive`.
|
|
132
|
+
|
|
133
|
+
Preserve source color and every available PBR map. Classification supplies
|
|
134
|
+
stable meaning and fallback priors; it never replaces albedo, roughness,
|
|
135
|
+
metalness, normal, AO, emissive, clearcoat, transmission, opacity, or UV data.
|
|
136
|
+
|
|
137
|
+
- Put classification on the material when a mesh has multiple materials. A
|
|
138
|
+
node classification is a default for every material below it.
|
|
139
|
+
- Split materials or provide a material-ID mask when one atlas spans
|
|
140
|
+
incompatible classes such as masonry, wood, metal, and window glass.
|
|
141
|
+
- Keep wear, dirt, rust, chipped coating, wetness, burn, snow, and similar
|
|
142
|
+
conditions in continuous masks rather than inventing material classes.
|
|
143
|
+
- Never encode pastel amount, palette overrides, cel thresholds, reflection
|
|
144
|
+
strength, or time-of-day values in the model.
|
|
145
|
+
- Never reclassify a model to suit a shader. Custom shaders consume the stable
|
|
146
|
+
axes and define global settings plus sparse per-axis profiles.
|
|
147
|
+
- Accept the old `urbanSurface` IDs only through the documented compatibility
|
|
148
|
+
map; do not author `lid`, `roof`, or `trim` as physical material classes.
|
|
149
|
+
- Reload the exported GLB and inspect classifications, fallback warnings, and
|
|
150
|
+
mixed-atlas boundaries before judging only a beauty render.
|
|
151
|
+
- Run `analyzeManufacturedAsset(root)` as the code-first audit. Names, PBR
|
|
152
|
+
slots, alpha/transmission, emission, and metalness can cover clean assets;
|
|
153
|
+
never guess material identity from RGB alone. Use visual analysis only as
|
|
154
|
+
offline assistance for mixed/anonymous atlases and approve its proposal into
|
|
155
|
+
a material split, ID mask, or explicit assignment.
|
|
156
|
+
- Use `proposeManufacturedStyleTargetLabel(root)` to turn safe classifications
|
|
157
|
+
into stable material IDs and a versioned `manufactured.surface` label.
|
|
158
|
+
Generic fallback, low-confidence, and shared-role-conflict issues block the
|
|
159
|
+
proposal. Supply reviewed `materialOverrides`, then call
|
|
160
|
+
`applyManufacturedStyleTargetLabelProposal(root, proposal)`. Report automatic
|
|
161
|
+
and assisted results separately; an explicit repair is not an automatic hit.
|
|
162
|
+
- For FBX, OBJ/MTL, USDZ, VRM, PMX/PMD, third-party GLB, and other sources
|
|
163
|
+
that cannot safely carry custom properties, write a versioned
|
|
164
|
+
`*.toonlab-materials.json` sidecar and apply it after loading. The runtime
|
|
165
|
+
classification layer never edits geometry, UVs, or texture pixels.
|
|
166
|
+
- Review and temporarily switch tags in the Manufactured Material Lab; export
|
|
167
|
+
its sidecar to make the result durable.
|
|
168
|
+
|
|
169
|
+
## Sample and compare (vision-capable agents)
|
|
170
|
+
|
|
171
|
+
For surfaces that dominate the look (terrain, floors, walls, hero props),
|
|
172
|
+
don't take the first hit — produce 2–3 candidates across routes and look at
|
|
173
|
+
them before choosing:
|
|
174
|
+
|
|
175
|
+
- **Generated**: texgen is part of the npm package, not an MCP tool — bake
|
|
176
|
+
candidates headlessly with a short node script:
|
|
177
|
+
`evaluateTextureMaps(createTextureSettings(findTexturePreset(id).settings),
|
|
178
|
+
{ size: 256 })` (async, ~50 ms) returns raw RGBA maps; encode the albedo
|
|
179
|
+
to PNG and write it next to the imports.
|
|
180
|
+
- **Discovered in OSS**: when the connected surface exposes
|
|
181
|
+
`import_cc0_asset`, it leaves real image files in `.toonlab/imports/`.
|
|
182
|
+
ToonLab Pro instead returns approved immutable download URLs and provenance;
|
|
183
|
+
do not prescribe the OSS import tool on that surface.
|
|
184
|
+
|
|
185
|
+
View the swatches side by side, judge fit against the game's stylized look,
|
|
186
|
+
then confirm the winner in-scene (toon shading changes how a texture reads).
|
|
187
|
+
If you cannot view images, fall back to the routing heuristics and rely on
|
|
188
|
+
the in-scene verify step. This costs extra tokens — reserve it for hero
|
|
189
|
+
surfaces and take the first good match for incidental materials.
|
|
190
|
+
|
|
191
|
+
## Which source for which asset
|
|
192
|
+
|
|
193
|
+
Stable routing (the source list itself grows — treat the registry, not this
|
|
194
|
+
table, as the source of truth):
|
|
195
|
+
|
|
196
|
+
- Seamless PBR material sets (brick, wood, ground …) → ambientCG.
|
|
197
|
+
- Photoscanned props, HDRIs, high-end texture sets → Poly Haven.
|
|
198
|
+
- Stylized/toon-ready models, vegetation, buildings → the built-in
|
|
199
|
+
procedural catalog first only for families that passed the base-set
|
|
200
|
+
reliability gate; otherwise compare curated external candidates.
|
|
201
|
+
- Stylized *seamless textures* → `@call-me-sensei/toonlab/texgen` in code
|
|
202
|
+
(60+ presets); the catalog has no texture entries, so this route is a
|
|
203
|
+
package import, not an MCP call.
|
|
204
|
+
- Audio, fonts, adjacent media → not automated; link the developer to the
|
|
205
|
+
source and import the downloaded file.
|
|
206
|
+
|
|
207
|
+
Sources carry their own metadata (`kinds`, `goodFor`, `qualityTier`,
|
|
208
|
+
`enabled`) in the registry (`src/assetlib/sources.js`, surfaced through the
|
|
209
|
+
asset tools). New sources appear over time; query rather than assume.
|
|
210
|
+
|
|
211
|
+
## Loading first-party catalog models
|
|
212
|
+
|
|
213
|
+
Some first-party catalog GLBs declare `KHR_texture_basisu` in
|
|
214
|
+
**`extensionsRequired`**, so a KTX2 transcoder is mandatory for those assets.
|
|
215
|
+
Supply `decoderBasePath` and `renderer`, and stage the Basis and Draco decoder
|
|
216
|
+
files where that path resolves.
|
|
217
|
+
|
|
218
|
+
**Share one transcoder set across the whole catalog.** A transcoder is expensive
|
|
219
|
+
and is not automatically pooled. Use the public loader contract:
|
|
220
|
+
|
|
221
|
+
```js
|
|
222
|
+
import {
|
|
223
|
+
createModelAssetTranscoders,
|
|
224
|
+
loadModelAsset,
|
|
225
|
+
} from '@call-me-sensei/toonlab/loaders';
|
|
226
|
+
|
|
227
|
+
const transcoders = createModelAssetTranscoders({ decoderBasePath, renderer });
|
|
228
|
+
const asset = await loadModelAsset(url, { transcoders });
|
|
229
|
+
// Reuse transcoders for every model, then dispose once after loading finishes.
|
|
230
|
+
transcoders.dispose();
|
|
231
|
+
```
|
|
232
|
+
|
|
233
|
+
Constructing decoder resources per asset can spin up a WASM instance per asset,
|
|
234
|
+
and a catalog-scale scene can fail with
|
|
235
|
+
|
|
236
|
+
```
|
|
237
|
+
RuntimeError: Aborted(RangeError: WebAssembly.instantiate():
|
|
238
|
+
Out of memory: Cannot allocate Wasm memory for new instance)
|
|
239
|
+
```
|
|
240
|
+
|
|
241
|
+
long before it finishes loading. Cache each parsed asset/geometry by immutable
|
|
242
|
+
asset URL as well, so a repeated id is one decode and upload rather than two.
|
|
243
|
+
|
|
244
|
+
Note also that a catalog rock's `material-config.json` may name textures with
|
|
245
|
+
paths that do not resolve from the delivery origin. Do not block on them: the
|
|
246
|
+
rock shader's own projection is the safe fallback. Call Me Sensei normally
|
|
247
|
+
blends clean UV-authored albedo/normal/ORM detail and reports retained texture
|
|
248
|
+
lineage; use `assetIntegration.sourceAlbedoMode: 'replace'` only when an import
|
|
249
|
+
audit proves those source maps unusable.
|
|
250
|
+
|
|
251
|
+
## Licensing and curation rules
|
|
252
|
+
|
|
253
|
+
- Enabled sources are owner-curated to the project quality bar; disabled
|
|
254
|
+
ones are pending review. Do not bypass the tools with ad-hoc downloads
|
|
255
|
+
from other sites — moderation and provenance exist for a reason.
|
|
256
|
+
- CC0 clears copyright, not trademarks, logos, or personality rights
|
|
257
|
+
visible in scans. If an asset shows a brand or a person, flag it instead
|
|
258
|
+
of importing.
|
|
259
|
+
- Every imported ref keeps `source` + attribution provenance. Preserve it;
|
|
260
|
+
some sources (e.g. Poly Haven's API terms) want credit even though the
|
|
261
|
+
assets are CC0. Surface attribution in the app's credits.
|
|
262
|
+
- CC-BY additionally requires appropriate creator credit, the license link,
|
|
263
|
+
the source link when supplied, and an indication of modifications. Preserve
|
|
264
|
+
those fields through conversions, bundles, scenes, and exports.
|
|
265
|
+
|
|
266
|
+
## Verify
|
|
267
|
+
|
|
268
|
+
- For every selected first-party rock, record the catalog ID and original
|
|
269
|
+
`dimensionsMeters`; after authored scaling, record the resulting scene size.
|
|
270
|
+
Reject missing, zero, negative, or axis-ambiguous dimensions before download.
|
|
271
|
+
- Preview imported GLBs/textures in the consumer app's actual scene and
|
|
272
|
+
toon/environment shading — reference-realistic assets can clash with a
|
|
273
|
+
stylized look.
|
|
274
|
+
- For procedural assets, pin the `seed` and confirm the app regenerates the
|
|
275
|
+
identical asset.
|
|
@@ -0,0 +1,59 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: environment
|
|
3
|
+
description: Help developers use ToonLab environment shading, lighting rigs, ambient probes, reflections, fog, cloud shadows, or vertex AO in an app.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Environment
|
|
7
|
+
|
|
8
|
+
Use this skill when a developer wants stylized scene materials, material-role
|
|
9
|
+
classification, sun/lamp rigs, time-of-day, ambient probes, planar reflections,
|
|
10
|
+
BVH vertex AO, fog, cloud shadows, or environment presets.
|
|
11
|
+
|
|
12
|
+
Public imports:
|
|
13
|
+
- `@call-me-sensei/toonlab/environment`
|
|
14
|
+
|
|
15
|
+
Read first:
|
|
16
|
+
- `agents/references/anime-art-direction.md`
|
|
17
|
+
- `agents/references/style-bundles.md`
|
|
18
|
+
- `agents/references/runtime-entry-points.md`
|
|
19
|
+
- the exported `environment` material-role schema and guidance below.
|
|
20
|
+
|
|
21
|
+
Developer guidance:
|
|
22
|
+
- Apply environment materials to app-owned meshes and scenes.
|
|
23
|
+
- Keep asset loading, texture hosting, renderer setup, and scene routing in the
|
|
24
|
+
host app.
|
|
25
|
+
- Use documented settings and presets for material roles, lighting, fog, cloud
|
|
26
|
+
shadows, probes, and reflections.
|
|
27
|
+
- Consume the versioned `urbanMaterial` classification: base material,
|
|
28
|
+
finish, render mode, structural role, and content flags. Put style choices
|
|
29
|
+
in global shader settings and sparse per-axis profiles; do not relabel assets
|
|
30
|
+
when the shader changes. Accept legacy `urbanSurface` only through the
|
|
31
|
+
documented migration map.
|
|
32
|
+
- Use `analyzeManufacturedAsset` for the automatic code-first import audit.
|
|
33
|
+
Apply durable corrections with `applyManufacturedMaterialManifest`; do not
|
|
34
|
+
infer semantic material from base-color pixels alone. A visual model is an
|
|
35
|
+
optional offline assistant for mixed atlases, never a runtime dependency.
|
|
36
|
+
- For an imported hero vehicle or ship, preserve the complete pre-conversion
|
|
37
|
+
audit and the `applyEnvironmentShader()` classification report. Report every
|
|
38
|
+
generic fallback, low-confidence assignment, transparent surface, and mixed
|
|
39
|
+
atlas; do not call the result contract-ready until a reviewed sidecar or
|
|
40
|
+
embedded material contract removes those warnings.
|
|
41
|
+
- Treat global environment settings as the catch-all, then resolve sparse
|
|
42
|
+
`materialLook` profiles by base material, finish, render mode, structural
|
|
43
|
+
role, content flags, object class, and stable asset id. Do not implement a
|
|
44
|
+
shader fork per base material; only incompatible render modes need distinct
|
|
45
|
+
shader families.
|
|
46
|
+
- Use the same post-load classification for GLB, FBX, OBJ/MTL, USDZ, VRM,
|
|
47
|
+
PMX/PMD, and procedural `Object3D`s. Prefer glTF extras for owned GLBs and a
|
|
48
|
+
`*.toonlab-materials.json` sidecar for formats that do not preserve custom
|
|
49
|
+
metadata reliably.
|
|
50
|
+
- Treat BVH vertex AO as optional; apps that do not use it should not need
|
|
51
|
+
`three-mesh-bvh`.
|
|
52
|
+
- Do not rely on ToonLab sample app URLs, sample asset paths, or generated local
|
|
53
|
+
manifests.
|
|
54
|
+
|
|
55
|
+
Verify:
|
|
56
|
+
- Run the consumer app's normal build and visual smoke check.
|
|
57
|
+
- For a vessel, inspect above-water, shoreline, and reflected/refracted views;
|
|
58
|
+
verify sails/windows keep their intended render mode and the hull crosses the
|
|
59
|
+
waterline without being excluded from required water scene passes.
|