@voqalize/avatar 0.4.4 → 0.5.0
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/README.md +65 -154
- package/dist/index.d.ts +37 -26
- package/dist/index.js +48 -25
- package/dist/pin.d.ts +2 -0
- package/dist/pin.js +3 -0
- package/dist/react.d.ts +21 -6
- package/dist/react.js +24 -6
- package/package.json +8 -67
- package/LICENSE-APACHE-2.0 +0 -201
- package/LICENSE-CC-BY-4.0 +0 -396
- package/assets/README.md +0 -60
- package/assets/tanvi.glb +0 -0
- package/assets/tanya.glb +0 -0
- package/assets/tara.glb +0 -0
- package/assets/tess.glb +0 -0
- package/assets/tushar.glb +0 -0
- package/client/Avatar.tsx +0 -57
- package/client/AvatarClient.ts +0 -818
- package/client/createAvatar.ts +0 -177
- package/client/index.ts +0 -44
- package/client/internal.ts +0 -132
- package/client/playout.ts +0 -95
- package/client/react.ts +0 -13
- package/client/supports.ts +0 -27
- package/client/three/assets.ts +0 -26
- package/client/three/budgets.ts +0 -27
- package/client/three/character-rig.ts +0 -1746
- package/client/three/createCharacter.ts +0 -109
- package/client/three/holds.ts +0 -69
- package/client/three/internal.ts +0 -55
- package/client/three/motion-limits.json +0 -124
- package/client/three/sequences.ts +0 -281
- package/client/three/tanvi-asset.ts +0 -6
- package/client/three/tanvi.ts +0 -30
- package/client/three/tanya-asset.ts +0 -6
- package/client/three/tanya.ts +0 -29
- package/client/three/tara-asset.ts +0 -25
- package/client/three/tara.ts +0 -36
- package/client/three/tess-asset.ts +0 -6
- package/client/three/tess.ts +0 -30
- package/client/three/tushar-asset.ts +0 -6
- package/client/three/tushar.ts +0 -28
- package/client/types.ts +0 -235
- package/client/useAvatar.ts +0 -74
- package/dist/Avatar.d.ts +0 -44
- package/dist/Avatar.d.ts.map +0 -1
- package/dist/Avatar.js +0 -7
- package/dist/Avatar.js.map +0 -1
- package/dist/AvatarClient.d.ts +0 -274
- package/dist/AvatarClient.d.ts.map +0 -1
- package/dist/AvatarClient.js +0 -712
- package/dist/AvatarClient.js.map +0 -1
- package/dist/createAvatar.d.ts +0 -135
- package/dist/createAvatar.d.ts.map +0 -1
- package/dist/createAvatar.js +0 -75
- package/dist/createAvatar.js.map +0 -1
- package/dist/index.d.ts.map +0 -1
- package/dist/index.js.map +0 -1
- package/dist/internal.d.ts +0 -34
- package/dist/internal.d.ts.map +0 -1
- package/dist/internal.js +0 -56
- package/dist/internal.js.map +0 -1
- package/dist/playout.d.ts +0 -42
- package/dist/playout.d.ts.map +0 -1
- package/dist/playout.js +0 -85
- package/dist/playout.js.map +0 -1
- package/dist/react.d.ts.map +0 -1
- package/dist/react.js.map +0 -1
- package/dist/supports.d.ts +0 -19
- package/dist/supports.d.ts.map +0 -1
- package/dist/supports.js +0 -25
- package/dist/supports.js.map +0 -1
- package/dist/three/assets.d.ts +0 -10
- package/dist/three/assets.d.ts.map +0 -1
- package/dist/three/assets.js +0 -23
- package/dist/three/assets.js.map +0 -1
- package/dist/three/budgets.d.ts +0 -17
- package/dist/three/budgets.d.ts.map +0 -1
- package/dist/three/budgets.js +0 -21
- package/dist/three/budgets.js.map +0 -1
- package/dist/three/character-rig.d.ts +0 -366
- package/dist/three/character-rig.d.ts.map +0 -1
- package/dist/three/character-rig.js +0 -1644
- package/dist/three/character-rig.js.map +0 -1
- package/dist/three/createCharacter.d.ts +0 -60
- package/dist/three/createCharacter.d.ts.map +0 -1
- package/dist/three/createCharacter.js +0 -84
- package/dist/three/createCharacter.js.map +0 -1
- package/dist/three/holds.d.ts +0 -38
- package/dist/three/holds.d.ts.map +0 -1
- package/dist/three/holds.js +0 -61
- package/dist/three/holds.js.map +0 -1
- package/dist/three/internal.d.ts +0 -52
- package/dist/three/internal.d.ts.map +0 -1
- package/dist/three/internal.js +0 -49
- package/dist/three/internal.js.map +0 -1
- package/dist/three/motion-limits.json +0 -124
- package/dist/three/sequences.d.ts +0 -71
- package/dist/three/sequences.d.ts.map +0 -1
- package/dist/three/sequences.js +0 -262
- package/dist/three/sequences.js.map +0 -1
- package/dist/three/tanvi-asset.d.ts +0 -7
- package/dist/three/tanvi-asset.d.ts.map +0 -1
- package/dist/three/tanvi-asset.js +0 -7
- package/dist/three/tanvi-asset.js.map +0 -1
- package/dist/three/tanvi.d.ts +0 -24
- package/dist/three/tanvi.d.ts.map +0 -1
- package/dist/three/tanvi.js +0 -24
- package/dist/three/tanvi.js.map +0 -1
- package/dist/three/tanya-asset.d.ts +0 -7
- package/dist/three/tanya-asset.d.ts.map +0 -1
- package/dist/three/tanya-asset.js +0 -7
- package/dist/three/tanya-asset.js.map +0 -1
- package/dist/three/tanya.d.ts +0 -23
- package/dist/three/tanya.d.ts.map +0 -1
- package/dist/three/tanya.js +0 -23
- package/dist/three/tanya.js.map +0 -1
- package/dist/three/tara-asset.d.ts +0 -26
- package/dist/three/tara-asset.d.ts.map +0 -1
- package/dist/three/tara-asset.js +0 -26
- package/dist/three/tara-asset.js.map +0 -1
- package/dist/three/tara.d.ts +0 -30
- package/dist/three/tara.d.ts.map +0 -1
- package/dist/three/tara.js +0 -30
- package/dist/three/tara.js.map +0 -1
- package/dist/three/tess-asset.d.ts +0 -7
- package/dist/three/tess-asset.d.ts.map +0 -1
- package/dist/three/tess-asset.js +0 -7
- package/dist/three/tess-asset.js.map +0 -1
- package/dist/three/tess.d.ts +0 -24
- package/dist/three/tess.d.ts.map +0 -1
- package/dist/three/tess.js +0 -24
- package/dist/three/tess.js.map +0 -1
- package/dist/three/tushar-asset.d.ts +0 -7
- package/dist/three/tushar-asset.d.ts.map +0 -1
- package/dist/three/tushar-asset.js +0 -7
- package/dist/three/tushar-asset.js.map +0 -1
- package/dist/three/tushar.d.ts +0 -22
- package/dist/three/tushar.d.ts.map +0 -1
- package/dist/three/tushar.js +0 -22
- package/dist/three/tushar.js.map +0 -1
- package/dist/types.d.ts +0 -149
- package/dist/types.d.ts.map +0 -1
- package/dist/types.js +0 -140
- package/dist/types.js.map +0 -1
- package/dist/useAvatar.d.ts +0 -39
- package/dist/useAvatar.d.ts.map +0 -1
- package/dist/useAvatar.js +0 -35
- package/dist/useAvatar.js.map +0 -1
- package/src/avatar.d.ts +0 -436
- package/src/avatar.js +0 -1378
- package/src/behavior.d.ts +0 -42
- package/src/behavior.js +0 -114
- package/src/camera.js +0 -29
- package/src/clips.js +0 -155
- package/src/conformance.js +0 -119
- package/src/emotions.js +0 -58
- package/src/face-core.js +0 -180
- package/src/face-myna.d.ts +0 -7
- package/src/face-myna.js +0 -786
- package/src/face-peep-control-plane.js +0 -167
- package/src/face-peep.d.ts +0 -7
- package/src/face-peep.js +0 -925
- package/src/face-wren.d.ts +0 -7
- package/src/face-wren.js +0 -468
- package/src/faces.d.ts +0 -12
- package/src/faces.js +0 -53
- package/src/gaze.js +0 -504
- package/src/hand.js +0 -709
- package/src/head.js +0 -134
- package/src/idle.js +0 -668
- package/src/interjections.js +0 -747
- package/src/line-art.js +0 -137
- package/src/params.js +0 -180
- package/src/perform.js +0 -107
- package/src/prosody.js +0 -741
- package/src/rig.d.ts +0 -31
- package/src/rig.js +0 -32
- package/src/speech-timing.js +0 -51
- package/src/visemes.js +0 -410
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/**
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* The Blender characters' renderer: the `AvatarRig` contract (`apply(frame)` /
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* `destroy()`) over a Blender-authored GLB. One of these drives every compiled
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* character, and `createCharacter.ts` is what hands it one.
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*
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* The whole file is one idea — **the pose channel is the interface, and every
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* mapping here is a translation of one channel into the one control that
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* renders it.** `scripts/morphs.py` authored the shape keys under the library's
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* own channel names precisely so this file never has to interpret a viseme, a
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* state or an emotion; it receives a fully mixed pose and moves geometry.
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*/
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import { JAW_OF_OPEN, REST, VISEME_SHAPES } from "../internal.js";
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import type { AvatarFrame, AvatarRig, RigPose } from "../internal.js";
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import * as THREE from "three";
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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import { HARD_BUDGET, pixelRatioFor } from "./budgets.js";
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/**
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* The camera, from `scripts/render_frame.py`. It is orthographic and that is
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* forced by the albedo rather than chosen: the atlas is a front-orthographic
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* projection of the shell, so an atlas texel sits at face-space (u, v) whatever
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* depth the triangle carrying it has. A perspective camera disagrees by
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* (offset from the axis) x (depth / distance) — which put the hair rim 3 px
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* above the hairline it is textured to and opened a black band across the
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* forehead. `build_character.setup_scene` has the measurement.
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*/
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const FRAME = { bottom: -0.52, top: 1.46 };
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const FRAME_HEIGHT = FRAME.top - FRAME.bottom;
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const FRAME_CENTRE = (FRAME.top + FRAME.bottom) / 2;
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/**
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* Head motion, in degrees at the channel's own clamp, so the envelope is
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* unreachable by construction rather than by a second clamp nobody runs.
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*
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* Yaw is the tight axis: the albedo is a front-orthographic projection of a
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* shallow shell, and a large turn is where that reads as a cardboard cutout
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* rather than a head. A ladder rendered at 9/12/15/18/21/25/30 and read at crop
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* is clean to 21° on tara and to 18° on the tightest of the others, so 15°
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* keeps headroom; pitch and roll opened once `NECK_QUAD` made the neck's follow
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* exact. How far a pose may be *held* is a stricter question, measured per
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* character (`motion-limits.json`, applied through `holds.ts`).
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*
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* The yaw twist's two fields are an expansion in the angle, so their error
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* grows as θ²/6 — 0.85 % at 15°, on a displacement that is itself a fraction of
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* the neck's radius (`morphs.neck_twist`).
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*
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* TARA-SPECIFIC: reach before an artefact; see 3d-avatar-tara-specific.md.
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*/
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// Exported through `internal.ts` for the instruments that need to put a real
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// angle *into* a channel, which is this scaling run backwards. The mocap
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// instrument kept its own copy for want of that export and said in a comment
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// that the copy would lie the day the envelope moved; it moved.
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export const HEAD_CLAMP = 1.4;
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export const HEAD_DEG = { yaw: 15, pitch: 24, roll: 8 };
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/**
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* Where the head turns about. v 0.36 is the jaw angle and the earlobe, and it
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* sits a fifth of a face height *behind* the face plane — a pivot on the
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* surface spins the face in place, where a real yaw swings the chin across as
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* well as around, which is most of what makes a small turn read.
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*
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* The asset carries this (`stamp_abi`, as `head_pivot`); this is the fallback
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* for a GLB built before the stamp.
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*/
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export const PIVOT = new THREE.Vector3(0.0, 0.36, -0.22);
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/**
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* Where the head *tilts* about, from `morphs.ROLL_PIVOT`: the midline just
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* above the chin. A roll is a bend of the whole neck, so its centre is far
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* below the ear, and a drawn head sells it by holding the chin and swinging
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* the crown — Live2D's sample rigs tilt about this same point. About PIVOT
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* instead, the chin swung 7 px the other way at 8° and the head read as a
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* pendulum hung from the ears.
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*
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* It sits inside the yaw and pitch, so a turned head still tilts about its own
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* chin. The asset carries it (`stamp_abi`, as `roll_pivot`); this is the
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* fallback for a GLB built before the stamp, and `morphs.ROLL_PIVOT` has what
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* sets the height.
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*/
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export const ROLL_PIVOT = new THREE.Vector3(0.0, 0.05, -0.22);
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/**
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* What the head takes with it, from `build_character.HEAD_PARTS`. `Body` stays
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* behind, and so does `Neck` — but the neck is not *static*: it follows the
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* skull through morph targets of its own (`NECK_QUAD` below).
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*
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* Without that follow a turn dragged the skull's jaw rim across a throat that
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* had not moved, and the rim landed mid-neck as a second jawline — invisible at
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* the 400 × 300 tile, obvious at a 3× crop.
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*
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* The asset carries its own list (`stamp_abi`, as `head_parts`); this is the
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* fallback for a GLB built before the stamp.
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*/
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export const HEAD_PARTS = ["Head", "Ears", "Hair", "Eye_L", "Eye_R", "Cavity",
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"Teeth_Upper", "Teeth_Lower", "Tongue", "HairLayer"];
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/** One stamped vector, in glTF's frame already, or the rig's own fallback. */
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function stampedVec(extras: Record<string, unknown>, key: string, fallback: THREE.Vector3) {
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const v = extras[key];
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return Array.isArray(v) && v.length === 3 && v.every((n) => typeof n === "number")
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? new THREE.Vector3(v[0], v[1], v[2]) : fallback.clone();
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}
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/**
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* The body, in face-space units (glTF y is face-space v) and degrees.
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*
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* Every mechanism is the SVG faces' (`face-core.poseTransforms`), but anatomy
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* is the floor here, not a fraction of a cartoon: at 0.6 of peep's travel a
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* 30-second listening hold moved the shoulders 2 px and read as a still with a
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* tremor — the head moving more than the body carrying it. These put that hold
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* at 4-5 px, still slow, and still well under the 1.5 Hz ceiling.
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*
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* breath A swell, not a slide (`docs/research-biomechanics.md` §6.1): the
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* torso scales about a point below the frame, as peep's does about its
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* hem. The rise is a little more than the widening because what a
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* breath shows in this crop is the upper ribs and clavicles lifting as
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* much as the rib cage widening. The neck and head ride the lift at the
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* collar, derived rather than tuned (peep's `neckLift`), so the neck
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* cannot telescope — the 2-3 mm a seated head really moves with a
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* breath.
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* lean `torsoLean` as a deformation of the trunk, on the shell itself
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* (`morphs.torso_targets`) — hem pinned at the frame's lower edge, the
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* shoulders spreading and tipping as they come nearer. Only the head's
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* *ride* is here: above the collar the field is flat, so the neck and
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* head take a pure translation of `leanRide` and nothing else. That is
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* Live2D's measured behaviour rather than a simplification — body angle
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* moves every head part by 1.00 ± 0.02 and adds no differential motion
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* inside the head (`docs/research-head-rotation.md` § 3.1).
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* sway `torsoTurn` as the seated body's inverted pendulum: the whole figure
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* rolls about the hips, ~45 cm below the collar, so the trunk shifts
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* sideways and tips by a fraction of a degree together. peep slides
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* its torso under a head that stays; a photograph cannot, because a
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* neck joins them, so here the head rides the trunk and is rolled back
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* level by exactly the trunk's tilt — its roll is `headRoll`'s alone,
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* as a person shifting their weight goes on holding their eyes level on
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* the person they are listening to. One degree at full `torsoTurn`: a
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* weight shift (0.16-0.42) moves the collar 1.1-2.9 px, and following
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* a full head turn ~7 px — 1.7 cm at the collar, what a seated body
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* shifting onto one hip really does.
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*/
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const BODY = {
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swellPivot: FRAME.bottom - 0.35 * FRAME_HEIGHT,
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rise: 0.016,
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widen: 0.012,
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/** `landmarks.SHOULDER.top`: where the neck meets the torso. */
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collar: -0.24,
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/**
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* The head group's rigid drop at a full lean. `morphs.py` parses this and
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* plateaus `torsoLean`'s field at it above the collar, so the body's
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* deformation and the head's transform are one number and meet without a
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* seam — the same arrangement `lift.position.y` already has with the breath.
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* A uniform scale of the whole figure in its place is a zoom and not a lean:
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* the crown travels 4.56× what the eyes do, which is a head being scaled
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* rather than carried.
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*/
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leanRide: 0.021,
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hip: -2.9,
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swayDeg: 1.0,
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};
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/**
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* Gaze, as iris travel in face heights at `pupilX/Y` = 1, converted to a globe
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* rotation on load. Authored as travel, not as an angle, because travel is what
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* anyone can measure off the render and the angle is an artefact of this
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* build's globe radius (0.24, some 4x anatomical — the sphere is a curved
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* backing for a painted iris, not an eyeball).
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*
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* 0.042 across is ~7 mm on a face 165 mm tall, the iris travel of a ~35°
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* version, and 6.4 px at the 400 px tile; the first value (0.026, ~4 px) was
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* under the threshold where a look to the screen edge reads as a look rather
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* than a drift. Vertical is shorter because a person looking up or down
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* carries most of it with the lids and the head.
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*/
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const GAZE_TRAVEL = { x: 0.042, y: 0.026 };
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/** `head_mesh.GLOBE_R`. The arc a rotation moves the iris through is r·θ. */
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const GLOBE_RADIUS = 0.24;
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/** `face_texture.EYE_EXTENT`'s span: one eye tile covers 0.30 face heights. */
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const EYE_TILE = 0.3;
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/** Degrees per pose unit: the globe turns `pupil * GAZE_TRAVEL / GLOBE_RADIUS`
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* radians, and the head reaches `HEAD_DEG` at the clamp.
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*
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* Exported through `internal.ts` for the same reason as the head envelope. */
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export const EYE_DEG = { x: (GAZE_TRAVEL.x / GLOBE_RADIUS) * 180 / Math.PI, y: (GAZE_TRAVEL.y / GLOBE_RADIUS) * 180 / Math.PI };
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const HEAD_UNIT_DEG = { x: HEAD_DEG.yaw / HEAD_CLAMP, y: HEAD_DEG.pitch / HEAD_CLAMP };
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/**
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* The mixer's per-rig calibration, passed by the character's entry point and by
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* the motion audit so both measure the same face. A pose unit is an angle here
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* and a pixel count on an SVG face, so the speech layer's amplitudes are tuned
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* per rig rather than in the library.
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*
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* The shared look table is drawn for a line face, whose pupils cross most of an
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* eye, so it put every look in the eyes: a thinking look away was the iris
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* parked in the corner of the socket for two thirds of the state, which is
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* side-eye, not thought. Here the head carries about 60 % of a look and the
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* eyes land a third of the way off centre, where a real eye-head shift leaves
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* them (Freedman & Sparks; Pejsa & Andrist). The comment on each target is its
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* world angle, x right and y down.
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*
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* vor Real gain in the light is close to 1. A little under leaves the
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* head some say, so a nod carries the eyes a touch with it rather
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* than pinning them to the lens. Vertically it is well under:
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* her pitch is a shell tipping on a photograph and
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* reads as a fraction of what it is, so the eyes' full answer to
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* it read as the eyes moving on their own — at 0.8, THINKING's
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* up-look rolled the iris to the lid with white beneath it, and
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* the reply that followed dropped it into a downcast look with the
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* lid riding down, while the head was still coming back. At 0.35
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* the eyes mostly go where the head takes them.
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* range How far the reflex may carry the eye in the socket. Unlimited,
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* an up-look's onset put the whole 8° in the eye before the neck
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* moved — the iris pinned under the lid, white beneath it, which
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* on this photograph reads as an eye-roll. Up 0.45 is 2.8° and
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* down 0.5 is 3.1°; the head covers the rest, as it does once the
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* eye nears its effective range. Both were looser (0.55, 0.85)
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* and a gap between turns hit both ends of them every time.
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* lidFollow Down 0.38 keeps the upper lid on the iris: the lid travels
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* 0.068 face units per lid unit and the iris 0.026 per pupil unit.
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* Up a little less, so an upward look opens the eye a hair instead
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* of dragging the lid along with it.
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* avert A conversational look away keeps under half its size in the
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* eyes and gives the neck 0.6 of it — on this face the eyes alone
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226
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* could only make it a glance sideways.
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* head The follow's launch and cruise, in head units. A real head
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228
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* reaches a 7-8° shift in about 0.4 s, its speed scaling with the
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* size of the shift; the shared amble took a thinking look 1.2 s,
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* and the reflex, doing its job, held the eyes in the corner of
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231
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* the socket the whole way.
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*
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233
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* `trunkFollow` is 0.3, under the line faces' 0.45. Live2D's face-tracking
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234
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* sample gives the body a third of the head's yaw (BodyAngleX 10 against
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235
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* AngleX 30; docs/research-head-rotation.md § 5 item 6), and that is the
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236
|
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* benchmark to sit at, not above. Here it matters for a reason a line face
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* does not have: the neck's outline holds under a twist by construction
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* (`morphs.neck_twist`), so the trunk's sway is what is left moving it — a
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* quarter to a third of it at the yaw peak in the recorded call, read as the
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* neck sliding.
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*/
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export const CHARACTER_TUNING = {
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prosodyHeadGain: 1.0, prosodyFaceGain: 1, saccadeGain: 2.4, aversionGain: 1.8,
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trunkFollow: 0.3,
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245
|
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// **The speaking face's upper half, sized for a photograph.** A reviewer read
|
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246
|
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// her speech as delivered "with zero emotion or movement in her eyes or
|
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247
|
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// forehead", against the same reviewer's praise for `CANT_HEAR`. The two are
|
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248
|
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// the same channels at different values, and the gap is measurable in the
|
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249
|
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// expression maps: `CANT_HEAR` above is knit 0.14/0.45 plus inner 0.22/0.5,
|
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250
|
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// about 0.75 of map weight, where speech averaged 0.19.
|
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251
|
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//
|
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252
|
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// `floor` is the larger half of the answer. `browRaise` is split by sign into
|
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253
|
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// two maps and *both* read as nothing near zero, so the shared [-0.14, 0.18]
|
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254
|
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// range spends most phrases in a dead band recruiting no light at all. The
|
|
255
|
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// band is skipped rather than the range widened, because what carries the
|
|
256
|
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// read is the sign a phrase commits to, not how far it goes — and the ceiling
|
|
257
|
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// stays under a beat's 0.34 for the reason `POSE.brow` gives.
|
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258
|
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//
|
|
259
|
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// `forms` moves draws off the plain raise and onto the inner lift, which on
|
|
260
|
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// this asset is the only brow shape besides the raise that recruits light at
|
|
261
|
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// all (`EXPRESSION_WEIGHT`: there is no map for `browAngle`, and its 0.026 of
|
|
262
|
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// travel is the smallest of the three). `prosody.js` makes the inner lift the
|
|
263
|
-
// rarest form deliberately, because a face that keeps lifting its inner brows
|
|
264
|
-
// reads as worried — that rule is written for the line faces, and the face it
|
|
265
|
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// is being relaxed for holds `browInner` at 0.22 for the whole of `CANT_HEAR`
|
|
266
|
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// and was praised for it. Still a transient on a 0.55 s envelope, never a
|
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267
|
-
// held shape: the prohibition is on the hold, not the event.
|
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268
|
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brows: {
|
|
269
|
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range: [-0.28, 0.24],
|
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270
|
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floor: 0.11,
|
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271
|
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forms: [
|
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272
|
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{ p: 0.38, inner: 0.00, angle: 0.00 },
|
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|
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{ p: 0.34, inner: 0.26, angle: 0.00 },
|
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274
|
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{ p: 0.28, inner: 0.00, angle: 0.30 },
|
|
275
|
-
],
|
|
276
|
-
},
|
|
277
|
-
states: {
|
|
278
|
-
// The shared WORKING pose without its AU4 brows. On peep, brows-down is
|
|
279
|
-
// what makes reading read as effort rather than a blank face; on a
|
|
280
|
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// photograph, over lids that are already following the eyes down, it
|
|
281
|
-
// closes them to a squint the owner read as straining at the screen, not
|
|
282
|
-
// working. Her reading scan carries the state instead: eyes off the user,
|
|
283
|
-
// stepping along a line, the way a person at their own display looks.
|
|
284
|
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WORKING: {
|
|
285
|
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pose: { headPitch: 0.04, lidL: -0.08, lidR: -0.08, shoulderL: 0.06, shoulderR: 0.06 },
|
|
286
|
-
},
|
|
287
|
-
// Straining to hear, without the squint. Its AU7 lifts her lower lid and
|
|
288
|
-
// pushes the cheek up under it: at 0.75 the eyes closed to slits over a
|
|
289
|
-
// dark band, and under brows at -0.45, with the eyes countered into the
|
|
290
|
-
// corner of the socket (`USER_EAR` below), she read as giving the user a
|
|
291
|
-
// suspicious side-eye. The lean in and the ear offered carry the state,
|
|
292
|
-
// which the shared comment already says of them. The brows keep a small
|
|
293
|
-
// knit with the inner ends up: effort that is also asking. The mouth is
|
|
294
|
-
// pressed at a photograph's scale; the shared -0.22 corners clear peep's
|
|
295
|
-
// drawn smile, and a compiled face rests neutral.
|
|
296
|
-
//
|
|
297
|
-
// The lean is attentive-sized, not the shared 0.70: 0.22 sits in the
|
|
298
|
-
// sustained band (+0.15–0.25, research-biomechanics.md §6.3), and the ear
|
|
299
|
-
// and chin carry the rest.
|
|
300
|
-
CANT_HEAR: {
|
|
301
|
-
pose: {
|
|
302
|
-
torsoLean: 0.22, headPitch: 0.10,
|
|
303
|
-
browRaiseL: -0.14, browRaiseR: -0.14, browInnerL: 0.22, browInnerR: 0.18,
|
|
304
|
-
mouthPress: 0.40, mouthCornerL: -0.10, mouthCornerR: -0.10,
|
|
305
|
-
},
|
|
306
|
-
},
|
|
307
|
-
// Hunting for a control, without the squint: the same lower lid and cheek
|
|
308
|
-
// at 0.40 left the eyes half-lidded from below over a dark band. The hunt
|
|
309
|
-
// is the wander and the flick; the face only has to be not smiling, and
|
|
310
|
-
// on a mouth that rests neutral that is a small press, not peep's -0.25
|
|
311
|
-
// corners.
|
|
312
|
-
SEARCHING_SCREEN: {
|
|
313
|
-
pose: { mouthPress: 0.40, mouthCornerL: -0.08, mouthCornerR: -0.08,
|
|
314
|
-
browRaiseL: -0.10, browRaiseR: -0.06 },
|
|
315
|
-
},
|
|
316
|
-
},
|
|
317
|
-
oculomotor: {
|
|
318
|
-
angles: { eye: EYE_DEG, head: HEAD_UNIT_DEG },
|
|
319
|
-
vor: { x: 0.8, y: 0.35 },
|
|
320
|
-
range: { x: 0.8, up: 0.45, down: 0.5 },
|
|
321
|
-
lidFollow: { down: 0.38, up: 0.30 },
|
|
322
|
-
avert: { eye: 0.45, head: 0.6 },
|
|
323
|
-
head: { accel: 16, speed: 3.5 },
|
|
324
|
-
targets: {
|
|
325
|
-
// 2.0° right, 2.5° down: her own display, read level and a little to
|
|
326
|
-
// the side (WORKING, and OFFLINE's wait). The upper lid follows the eye
|
|
327
|
-
// down (`lidFollow`), and a photographed eye 6.8° down — where this
|
|
328
|
-
// sat — hooded to a lid of 0.25-0.43 against listening's 0.14, read as
|
|
329
|
-
// a squint rather than reading. Here it holds 0.12-0.18 through the
|
|
330
|
-
// scan, and being off the user to the side is what says "busy".
|
|
331
|
-
OWN_SCREEN: { px: 0.14, py: 0.24, hx: 0.10, hy: 0.06 },
|
|
332
|
-
// 2.6° of head turn toward the user's side and 3.1° of roll, the eyes
|
|
333
|
-
// countered 2.0° back onto them: the ear offered, contact held from
|
|
334
|
-
// inside the socket. The shared 0.42 counter held her iris against the
|
|
335
|
-
// corner of the socket with white on one side, which on a photograph is
|
|
336
|
-
// side-eye; the roll is the cue that says "ear", so it keeps its size.
|
|
337
|
-
USER_EAR: { px: -0.20, py: 0.05, hx: 0.40, hy: 0.02, roll: 0.55 },
|
|
338
|
-
// 2.8° up, nearly all of it the head — the same total the shared target
|
|
339
|
-
// gives on her, redistributed. The shared split puts 1.0° on the eyes,
|
|
340
|
-
// and the middle of a screen is the one place a hunt keeps returning to,
|
|
341
|
-
// so it is the worst place to sit with the iris off-centre.
|
|
342
|
-
SCREEN_CENTER: { px: 0.00, py: -0.06, hx: 0.00, hy: -0.14 },
|
|
343
|
-
// 9.3° to the side, 1.5° up, the head carrying over half. The shared
|
|
344
|
-
// ones put the eyes at the edge of her socket (0.78 of 0.8) — white on
|
|
345
|
-
// one side again, and a hunt that reads as shifty. SEARCHING_SCREEN,
|
|
346
|
-
// REVIEWING_SCREEN and DISTRACTED look here.
|
|
347
|
-
SCREEN_LEFT: { px: -0.42, py: -0.10, hx: -0.80, hy: -0.05 },
|
|
348
|
-
SCREEN_RIGHT: { px: 0.42, py: -0.10, hx: 0.80, hy: -0.05 },
|
|
349
|
-
// 6.4° up, three quarters of it the head. The shared target is 9.6° on
|
|
350
|
-
// her — higher than her own AWAY_THINKING, so it read as looking over
|
|
351
|
-
// the monitor rather than at the top of it, and it made the two longest
|
|
352
|
-
// hops in SEARCHING_SCREEN's set (14.6° from SCREEN_WORK, 12.4° from
|
|
353
|
-
// either side) on a face whose looks are all scaled to a head-and-
|
|
354
|
-
// shoulders crop.
|
|
355
|
-
SCREEN_TOP: { px: 0.00, py: -0.26, hx: 0.00, hy: -0.28 },
|
|
356
|
-
// 7.0° left, 3.2° down, for the same reason, split evenly.
|
|
357
|
-
SCREEN_WORK: { px: -0.35, py: 0.18, hx: -0.55, hy: 0.12 },
|
|
358
|
-
// 7.8° left, 8.1° up.
|
|
359
|
-
AWAY_THINKING: { px: -0.30, py: -0.40, hx: -0.75, hy: -0.33, roll: 0.08 },
|
|
360
|
-
// 7.6° right, 7.4° up.
|
|
361
|
-
AWAY_RIGHT: { px: 0.30, py: -0.36, hx: 0.72, hy: -0.30, roll: -0.06 },
|
|
362
|
-
// 6.8° left, 5.5° down: shallower than the up-looks, since down on a
|
|
363
|
-
// face this real is the one read as downcast.
|
|
364
|
-
AWAY_DOWN: { px: -0.28, py: 0.45, hx: -0.62, hy: 0.16, roll: 0.04 },
|
|
365
|
-
// 7.8° right, level.
|
|
366
|
-
AWAY_SIDE: { px: 0.32, py: 0.08, hx: 0.72, hy: 0.02, roll: -0.03 },
|
|
367
|
-
},
|
|
368
|
-
},
|
|
369
|
-
} as const;
|
|
370
|
-
|
|
371
|
-
/** How far a closing lid darkens the eye it covers, from where it starts to.
|
|
372
|
-
* The lid's margin and lashes throw the strip of white still showing into
|
|
373
|
-
* shadow; the atlas's socket shade was measured with the eye open and cannot
|
|
374
|
-
* know that, so without this the last frames before a blink closes show a
|
|
375
|
-
* bright line under a dark lash band — what a reviewer called the sclera
|
|
376
|
-
* tearing across the lid. */
|
|
377
|
-
const LID_SHADE = 0.55;
|
|
378
|
-
const LID_SHADE_FROM = 0.3;
|
|
379
|
-
|
|
380
|
-
/**
|
|
381
|
-
* The eye material, taught to hold its socket still while the globe turns.
|
|
382
|
-
*
|
|
383
|
-
* The eye atlas is two tiles (`face_texture.write_eye_atlas`): the globe, and
|
|
384
|
-
* a linear multiplier holding what the lids and the socket put on the eye —
|
|
385
|
-
* the shadow under the upper lid, the caruncle, the shading into each corner.
|
|
386
|
-
* A real eye turns under all of that, and when it was baked into the globe a
|
|
387
|
-
* sideways look swung the caruncle into the middle of the white. So the
|
|
388
|
-
* globe's texel is read where the surface point *was* and the socket's where
|
|
389
|
-
* it *is*: the planar UV of the rotated position, which is the unrotated UV
|
|
390
|
-
* plus the rotation's displacement through the UV's own gradient. One extra
|
|
391
|
-
* texture read on two small meshes; no pass, no draw call.
|
|
392
|
-
*/
|
|
393
|
-
function socketed(base: THREE.MeshStandardMaterial, side: number,
|
|
394
|
-
gaze: { value: THREE.Matrix3 }, deep: boolean,
|
|
395
|
-
lid: { value: number }) {
|
|
396
|
-
const material = base.clone();
|
|
397
|
-
// d(u)/dx and d(v)/dy of `head_mesh.eye_uvs`: the globe is half the atlas
|
|
398
|
-
// wide, the right eye reads it mirrored, and glTF flips v.
|
|
399
|
-
const socket = { value: new THREE.Vector2((0.5 * -side) / EYE_TILE, -1 / EYE_TILE) };
|
|
400
|
-
material.onBeforeCompile = (shader) => {
|
|
401
|
-
shader.uniforms.uGaze = gaze;
|
|
402
|
-
shader.uniforms.uSocket = socket;
|
|
403
|
-
shader.uniforms.uLidShade = lid;
|
|
404
|
-
// The globe's hidden skirt turns at the frame's motion depth like the skin
|
|
405
|
-
// that hides it; its visible cap carries a field of exactly zero, so the
|
|
406
|
-
// socket, the iris and gaze below are unaffected by this. It turns at the
|
|
407
|
-
// *frame's* rotation and not its own, which is what `undoGaze` reads back
|
|
408
|
-
// out of `uGaze` — hence this sitting after that uniform is bound.
|
|
409
|
-
if (deep) turnDeep(shader, true);
|
|
410
|
-
shader.vertexShader = shader.vertexShader
|
|
411
|
-
.replace("#include <uv_pars_vertex>",
|
|
412
|
-
"#include <uv_pars_vertex>\nuniform mat3 uGaze;\nuniform vec2 uSocket;\nvarying vec2 vSocketUv;")
|
|
413
|
-
.replace("#include <uv_vertex>",
|
|
414
|
-
"#include <uv_vertex>\nvSocketUv = vMapUv + vec2(0.5, 0.0)"
|
|
415
|
-
+ " + uSocket * ((uGaze * position).xy - position.xy);");
|
|
416
|
-
shader.fragmentShader = shader.fragmentShader
|
|
417
|
-
.replace("#include <uv_pars_fragment>",
|
|
418
|
-
"#include <uv_pars_fragment>\nvarying vec2 vSocketUv;\nuniform float uLidShade;")
|
|
419
|
-
.replace("#include <map_fragment>",
|
|
420
|
-
"vec3 socket = uLidShade * 2.0 * texture2D( map, vSocketUv ).rgb;\n#include <map_fragment>\ndiffuseColor.rgb *= socket;")
|
|
421
|
-
.replace("#include <emissivemap_fragment>",
|
|
422
|
-
"#include <emissivemap_fragment>\ntotalEmissiveRadiance *= socket;");
|
|
423
|
-
};
|
|
424
|
-
material.customProgramCacheKey = () => (deep ? "tara-eye-socket-deep" : "tara-eye-socket");
|
|
425
|
-
return material;
|
|
426
|
-
}
|
|
427
|
-
|
|
428
|
-
/**
|
|
429
|
-
* tess's "ah" photograph, down the midline of her open mouth: the colour at
|
|
430
|
-
* each depth into the lip opening, 0 at the upper lip's inner rim and 1 at the
|
|
431
|
-
* lower's, in sRGB as the photograph has it. Read at MediaPipe's inner-lip
|
|
432
|
-
* points 13 and 14, which is the same rim `build_character.lip_aperture` stamps.
|
|
433
|
-
*
|
|
434
|
-
* The shape is the thing to keep, and every reviewer's "pink and flat" is its
|
|
435
|
-
* absence: dark in the shadow of the upper arch, rising to the tongue's front
|
|
436
|
-
* two-thirds of the way down, and falling again into the floor of the mouth
|
|
437
|
-
* above the lower arch. Where either arch covers a stretch of this, what the
|
|
438
|
-
* photograph measured there is enamel and was left out — the arches draw
|
|
439
|
-
* themselves.
|
|
440
|
-
*/
|
|
441
|
-
const INTERIOR: ReadonlyArray<readonly [number, readonly [number, number, number]]> = [
|
|
442
|
-
[0.15, [60, 22, 26]],
|
|
443
|
-
[0.30, [84, 35, 41]],
|
|
444
|
-
[0.45, [122, 62, 68]],
|
|
445
|
-
[0.60, [159, 87, 93]],
|
|
446
|
-
[0.70, [144, 60, 61]],
|
|
447
|
-
[0.80, [52, 17, 15]],
|
|
448
|
-
[0.90, [40, 12, 12]],
|
|
449
|
-
];
|
|
450
|
-
|
|
451
|
-
/**
|
|
452
|
-
* The photograph's enamel is 158 of 255 and the rendered upper arch's is about
|
|
453
|
-
* 232, so the profile is carried over at the ratio of the two: the interior is
|
|
454
|
-
* as dark *against the teeth* as hers is, which is the only comparison anyone
|
|
455
|
-
* makes looking into a mouth.
|
|
456
|
-
*/
|
|
457
|
-
const INTERIOR_GAIN = 232 / 158;
|
|
458
|
-
|
|
459
|
-
/** The same, applied to the photograph in linear light, where its tile is read. */
|
|
460
|
-
const INTERIOR_GAIN_LINEAR = INTERIOR_GAIN ** 2.2;
|
|
461
|
-
|
|
462
|
-
/**
|
|
463
|
-
* How open her mouth is in that photograph: 185 px between the inner rims at the
|
|
464
|
-
* midline over 229 between the inner corners (MediaPipe 13/14 and 78/308). A
|
|
465
|
-
* speaking mouth is rarely a third of that, and the light reaching into it
|
|
466
|
-
* falls with the opening, so the profile is dimmed by the square root of the
|
|
467
|
-
* ratio — between the solid angle's own square law, which turned every
|
|
468
|
-
* conversational viseme into a hole, and none at all, which left each one the
|
|
469
|
-
* lit pink band reviewers called flat.
|
|
470
|
-
*/
|
|
471
|
-
const INTERIOR_OPEN = 185 / 229;
|
|
472
|
-
|
|
473
|
-
/** That dimming, in GLSL, over the `uAperture` the mouth's shaders share. */
|
|
474
|
-
const OPENNESS = `sqrt(clamp(uAperture.w / (2.0 * uAperture.z * ${INTERIOR_OPEN.toFixed(3)}), 0.0, 1.0))`;
|
|
475
|
-
|
|
476
|
-
/**
|
|
477
|
-
* Where a raised tongue is read from: `tongue` = 1 paints the surface it lifts
|
|
478
|
-
* into the opening from `from` down to `at` — `at` the photograph's brightest
|
|
479
|
-
* row — rather than in the shadow of the upper arch it has moved into. A span
|
|
480
|
-
* and not a row: read at one row, every height of it took the same texels,
|
|
481
|
-
* and the photograph's tongue drew as vertical streaks down a slab. Squeezed
|
|
482
|
-
* into the span it keeps its crown, rolling off toward the teeth.
|
|
483
|
-
*/
|
|
484
|
-
const TONGUE_LIFT = { from: 0.25, at: 0.60 };
|
|
485
|
-
|
|
486
|
-
/** An `INTERIOR` knot as linear light, at `INTERIOR_GAIN`. */
|
|
487
|
-
function interiorKnot(rgb: readonly [number, number, number]) {
|
|
488
|
-
return new THREE.Color().setRGB(
|
|
489
|
-
...(rgb.map((v) => Math.min(1, (v * INTERIOR_GAIN) / 255)) as [number, number, number]), THREE.SRGBColorSpace);
|
|
490
|
-
}
|
|
491
|
-
|
|
492
|
-
const glslColor = (c: THREE.Color) => `vec3(${c.r.toFixed(5)}, ${c.g.toFixed(5)}, ${c.b.toFixed(5)})`;
|
|
493
|
-
|
|
494
|
-
/** GLSL: `vec3 interior`, the profile at depth `mouthA` in the opening. */
|
|
495
|
-
function interiorProfile() {
|
|
496
|
-
let profile = `vec3 interior = ${glslColor(interiorKnot(INTERIOR[0][1]))};\n`;
|
|
497
|
-
for (let i = 1; i < INTERIOR.length; i++) {
|
|
498
|
-
const [a0] = INTERIOR[i - 1];
|
|
499
|
-
const [a1, rgb] = INTERIOR[i];
|
|
500
|
-
profile += `interior = mix(interior, ${glslColor(interiorKnot(rgb))}, clamp((mouthA - ${a0.toFixed(3)}) / ${(a1 - a0).toFixed(3)}, 0.0, 1.0));\n`;
|
|
501
|
-
}
|
|
502
|
-
return profile;
|
|
503
|
-
}
|
|
504
|
-
|
|
505
|
-
/**
|
|
506
|
-
* The inside of the mouth — the tongue and the cavity behind it — painted from
|
|
507
|
-
* a photograph of one, at where each point sits in the lip opening the pose
|
|
508
|
-
* has made.
|
|
509
|
-
*
|
|
510
|
-
* The opening, and not the surface, because that is how the photograph's
|
|
511
|
-
* profile arises: the light reaching into a mouth is gated by the lips and
|
|
512
|
-
* shadowed by the upper arch, so the same point of tongue is bright when the
|
|
513
|
-
* jaw drops and dark when it closes. A shade stuck to the surface — what this
|
|
514
|
-
* replaced — reads as a lit object behind a hole, which at viseme D was a flat
|
|
515
|
-
* mauve plate, and at C and H put the tongue's bright crest directly under the
|
|
516
|
-
* upper teeth with dark below it: the order of the photograph, inverted.
|
|
517
|
-
*
|
|
518
|
-
* Emitted rather than lit, and entirely: this is sampled light, like the 75%
|
|
519
|
-
* of the face that is the photograph verbatim, and a key from above lights the
|
|
520
|
-
* dorsum brightest at its back, which is the one thing a mouth never looks
|
|
521
|
-
* like. Both surfaces read the same picture, so her mouth's absence of any
|
|
522
|
-
* tongue-to-cavity edge carries over; only a raised tongue is told apart, by
|
|
523
|
-
* `lift`, because a tongue tip at the teeth is what viseme H is.
|
|
524
|
-
*/
|
|
525
|
-
function mouthInterior(base: THREE.MeshStandardMaterial,
|
|
526
|
-
aperture: { value: THREE.Vector4 }, lift: { value: number },
|
|
527
|
-
extent: readonly number[] | null) {
|
|
528
|
-
const material = base.clone();
|
|
529
|
-
// The photograph itself where the asset carries it (`project_albedo.project_interior`),
|
|
530
|
-
// and its midline where it does not.
|
|
531
|
-
const tiled = material.map !== null && extent !== null;
|
|
532
|
-
let paint: string;
|
|
533
|
-
if (tiled) {
|
|
534
|
-
const [s0, s1, a0, a1] = extent!;
|
|
535
|
-
paint = `vec2 tileAt = clamp(vec2((mouthX - ${s0.toFixed(3)}) / ${(s1 - s0).toFixed(3)},`
|
|
536
|
-
+ ` (mouthA - ${a0.toFixed(3)}) / ${(a1 - a0).toFixed(3)}), 0.0, 1.0);\n`
|
|
537
|
-
+ `vec3 interior = min(texture2D(map, tileAt).rgb * ${INTERIOR_GAIN_LINEAR.toFixed(4)}, vec3(1.0));\n`;
|
|
538
|
-
} else {
|
|
539
|
-
paint = interiorProfile();
|
|
540
|
-
}
|
|
541
|
-
material.onBeforeCompile = (shader) => {
|
|
542
|
-
shader.uniforms.uAperture = aperture;
|
|
543
|
-
shader.uniforms.uMouthLift = lift;
|
|
544
|
-
shader.vertexShader = shader.vertexShader
|
|
545
|
-
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
|
|
546
|
-
// `transformed` after the morphs, unlike every other shade in this file:
|
|
547
|
-
// where the surface *is* in the opening is the whole question.
|
|
548
|
-
.replace("#include <morphtarget_vertex>",
|
|
549
|
-
"#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
|
|
550
|
-
shader.fragmentShader = shader.fragmentShader
|
|
551
|
-
.replace("#include <common>",
|
|
552
|
-
"#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;\nuniform float uMouthLift;")
|
|
553
|
-
.replace("#include <map_fragment>", "diffuseColor.rgb = vec3(0.0);")
|
|
554
|
-
.replace("#include <emissivemap_fragment>",
|
|
555
|
-
"#include <emissivemap_fragment>\n"
|
|
556
|
-
+ "float mouthA0 = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
|
|
557
|
-
+ `float mouthA = mouthA0 < ${TONGUE_LIFT.at.toFixed(2)} ? mix(mouthA0, ${TONGUE_LIFT.from.toFixed(2)}`
|
|
558
|
-
+ ` + max(mouthA0, 0.0) * ${((TONGUE_LIFT.at - TONGUE_LIFT.from) / TONGUE_LIFT.at).toFixed(4)}, uMouthLift) : mouthA0;\n`
|
|
559
|
-
+ "float mouthX = (vMouthAt.x - uAperture.x) / uAperture.z;\n"
|
|
560
|
-
+ paint
|
|
561
|
-
+ `totalEmissiveRadiance = interior * ${OPENNESS};`);
|
|
562
|
-
};
|
|
563
|
-
material.customProgramCacheKey = () => (tiled ? "mouth-interior-tile" : "mouth-interior");
|
|
564
|
-
return material;
|
|
565
|
-
}
|
|
566
|
-
|
|
567
|
-
/**
|
|
568
|
-
* The lower arch, lit by the light the tongue beside it is lit by.
|
|
569
|
-
*
|
|
570
|
-
* Its tile is toned against the upper arch on a smile (`project_albedo`), a
|
|
571
|
-
* mouth open wide and pulled back, where the lower teeth take nearly the upper
|
|
572
|
-
* ones' light. Speaking, they are the deepest thing the opening shows, and
|
|
573
|
-
* tess's "ah" — open wider than any viseme — shows no lower crown at all: the
|
|
574
|
-
* row above where they would be is the darkest in the photograph. Left at the
|
|
575
|
-
* smile's tone, the sliver a C or D uncovers was a lit grey rule between that
|
|
576
|
-
* dark and the lip, which reads as a wire and not as teeth.
|
|
577
|
-
*
|
|
578
|
-
* So the arch takes the interior's light where it stands: the profile at its
|
|
579
|
-
* depth in the opening over the profile's brightest row, which is the tongue
|
|
580
|
-
* lit as well as anything in a mouth is, and the same openness dimming. The
|
|
581
|
-
* ratio is in linear light and per channel, so the enamel goes as dark and as
|
|
582
|
-
* warm as the mouth around it, and its top edge — higher in the opening —
|
|
583
|
-
* keeps the most. The upper arch, at the lip and in the light, keeps its own.
|
|
584
|
-
*/
|
|
585
|
-
function lowerArch(base: THREE.MeshStandardMaterial, aperture: { value: THREE.Vector4 }) {
|
|
586
|
-
const material = base.clone();
|
|
587
|
-
const peak = interiorKnot(INTERIOR.reduce((a, b) => (b[1][0] + b[1][1] + b[1][2] > a[1][0] + a[1][1] + a[1][2] ? b : a))[1]);
|
|
588
|
-
material.onBeforeCompile = (shader) => {
|
|
589
|
-
shader.uniforms.uAperture = aperture;
|
|
590
|
-
shader.vertexShader = shader.vertexShader
|
|
591
|
-
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
|
|
592
|
-
.replace("#include <morphtarget_vertex>", "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
|
|
593
|
-
shader.fragmentShader = shader.fragmentShader
|
|
594
|
-
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;")
|
|
595
|
-
// Both terms: the teeth are three-quarters sampled light (`emissive`
|
|
596
|
-
// in the build's `flat_material`), so dimming the lit part alone does
|
|
597
|
-
// almost nothing.
|
|
598
|
-
.replace("#include <map_fragment>",
|
|
599
|
-
"#include <map_fragment>\n"
|
|
600
|
-
+ "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
|
|
601
|
-
+ interiorProfile()
|
|
602
|
-
+ `vec3 archLight = min(interior / ${glslColor(peak)}, vec3(1.0)) * ${OPENNESS};\n`
|
|
603
|
-
+ "diffuseColor.rgb *= archLight;")
|
|
604
|
-
.replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\ntotalEmissiveRadiance *= archLight;");
|
|
605
|
-
};
|
|
606
|
-
material.customProgramCacheKey = () => "lower-arch";
|
|
607
|
-
return material;
|
|
608
|
-
}
|
|
609
|
-
|
|
610
|
-
/**
|
|
611
|
-
* The upper arch, with the gaps between its teeth showing the mouth.
|
|
612
|
-
*
|
|
613
|
-
* `project_albedo.project_teeth` paints everything under the incisal edge
|
|
614
|
-
* that is not a tooth — the notches between the tips — in `notch`, a neutral
|
|
615
|
-
* near-black, because the tile cannot know what the mouth behind it will be.
|
|
616
|
-
* Rendered, that strip came out a hard grey saw along the bottom of the arch:
|
|
617
|
-
* neutral against a warm interior, and at the arch's light rather than the
|
|
618
|
-
* mouth's. A gap in a row of teeth is a window onto the cavity, so it takes
|
|
619
|
-
* the cavity's own light at that height in the opening, and only the gap does
|
|
620
|
-
* — `notch` is darker than any enamel the tile carries, shaded overhang
|
|
621
|
-
* included, so the test is the texel's own brightness, and a filtered texel
|
|
622
|
-
* on a tip's edge takes a share of each.
|
|
623
|
-
*/
|
|
624
|
-
function upperArch(base: THREE.MeshStandardMaterial, aperture: { value: THREE.Vector4 }) {
|
|
625
|
-
const material = base.clone();
|
|
626
|
-
material.onBeforeCompile = (shader) => {
|
|
627
|
-
shader.uniforms.uAperture = aperture;
|
|
628
|
-
shader.vertexShader = shader.vertexShader
|
|
629
|
-
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
|
|
630
|
-
.replace("#include <morphtarget_vertex>", "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
|
|
631
|
-
shader.fragmentShader = shader.fragmentShader
|
|
632
|
-
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;")
|
|
633
|
-
.replace("#include <map_fragment>",
|
|
634
|
-
"#include <map_fragment>\n"
|
|
635
|
-
+ "float archGap = 1.0 - smoothstep(0.01, 0.30, dot(diffuseColor.rgb, vec3(0.2126, 0.7152, 0.0722)));\n"
|
|
636
|
-
+ "diffuseColor.rgb *= 1.0 - archGap;")
|
|
637
|
-
.replace("#include <emissivemap_fragment>",
|
|
638
|
-
"#include <emissivemap_fragment>\n"
|
|
639
|
-
+ "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
|
|
640
|
-
+ interiorProfile()
|
|
641
|
-
+ `totalEmissiveRadiance = mix(totalEmissiveRadiance, interior * ${OPENNESS}, archGap);`);
|
|
642
|
-
};
|
|
643
|
-
material.customProgramCacheKey = () => "upper-arch";
|
|
644
|
-
return material;
|
|
645
|
-
}
|
|
646
|
-
|
|
647
|
-
/** `scripts/head_mesh.MOTION_DEPTH_ATTR`, as GLTFLoader names it: lowercased. */
|
|
648
|
-
const MOTION_DEPTH = "_motion_depth";
|
|
649
|
-
|
|
650
|
-
/**
|
|
651
|
-
* The vertex half of `motionDepth`, which the eye's socket shader needs too.
|
|
652
|
-
*
|
|
653
|
-
* It is a free function rather than inheritance because `Material.copy` does not
|
|
654
|
-
* carry `onBeforeCompile`: cloning a motion-depth material and giving the clone
|
|
655
|
-
* a second injection drops the first one silently, with no error and a rest pose
|
|
656
|
-
* that looks right. The two are composed by hand instead.
|
|
657
|
-
*/
|
|
658
|
-
function turnDeep(shader: { vertexShader: string }, undoGaze = false) {
|
|
659
|
-
// `undoGaze` is for the globes, and without it the cure draws a worse defect
|
|
660
|
-
// than the one it removes. A globe is *rotated* for gaze, so its own
|
|
661
|
-
// `modelViewMatrix` carries that rotation: building the offset from it tilts
|
|
662
|
-
// (0, 0, Δz) into the screen plane and slides the hidden skirt out past the
|
|
663
|
-
// temple on a look alone, head square on, where the skin it hides behind has
|
|
664
|
-
// not moved at all. The frame's rotation is the one the skirt must follow, and
|
|
665
|
-
// `uGaze` is exactly the extra rotation to take back out — multiplying the
|
|
666
|
-
// vector from the left is its inverse, so this needs no second uniform.
|
|
667
|
-
const depth = `vec3(0.0, 0.0, ${MOTION_DEPTH})`;
|
|
668
|
-
shader.vertexShader = shader.vertexShader
|
|
669
|
-
.replace("#include <common>", `#include <common>\nattribute float ${MOTION_DEPTH};`)
|
|
670
|
-
.replace("#include <project_vertex>",
|
|
671
|
-
"#include <project_vertex>\n"
|
|
672
|
-
+ `mvPosition.xy += (modelViewMatrix * vec4(${undoGaze ? `${depth} * uGaze` : depth}, 0.0)).xy;\n`
|
|
673
|
-
+ "gl_Position = projectionMatrix * mvPosition;");
|
|
674
|
-
}
|
|
675
|
-
|
|
676
|
-
/**
|
|
677
|
-
* The head's frame, taught to turn as if it sat deeper than it does.
|
|
678
|
-
*
|
|
679
|
-
* Rotated at their real depth, the ears, crown, side hair and outline move
|
|
680
|
-
* nearly as far as the nose, and a nod reads as the whole head dropping
|
|
681
|
-
* (docs/research-head-rotation.md § 1). A real head's frame sits near the axis
|
|
682
|
-
* and barely moves, and that differential is what reads as rotation. Each
|
|
683
|
-
* vertex of the skin, hair and ears carries a Δz toward the viewer
|
|
684
|
-
* (`head_mesh.motion_depth`, ≤ 0 and zero across the features), and this moves
|
|
685
|
-
* it on screen by the rotated Δz: the view-space xy of modelView · (0, 0, Δz).
|
|
686
|
-
* Depth, draw order and lighting keep the real position. At rest that xy is
|
|
687
|
-
* exactly zero through the orthographic camera, so the drawing is untouched.
|
|
688
|
-
*
|
|
689
|
-
* The attribute decides, not the mesh name: the neck shares the skin material
|
|
690
|
-
* and has no field, which is why each head shell gets a clone. The same clone
|
|
691
|
-
* wears the expression maps, when the asset has them: the shells textured from
|
|
692
|
-
* the face atlas are exactly the ones those maps are registered to.
|
|
693
|
-
*/
|
|
694
|
-
function motionDepth(base: THREE.MeshStandardMaterial, expression?: Expression, shut?: Shut) {
|
|
695
|
-
const material = base.clone();
|
|
696
|
-
material.onBeforeCompile = (shader) => {
|
|
697
|
-
turnDeep(shader);
|
|
698
|
-
if (shut) {
|
|
699
|
-
Object.assign(shader.uniforms, shut.uniforms);
|
|
700
|
-
shader.vertexShader = shader.vertexShader
|
|
701
|
-
.replace("#include <common>", `#include <common>\n${SHUT_VERTEX_HEAD}`)
|
|
702
|
-
.replace("#include <uv_vertex>", `#include <uv_vertex>\n${SHUT_VERTEX}`);
|
|
703
|
-
shader.fragmentShader = shader.fragmentShader
|
|
704
|
-
.replace("#include <common>", `#include <common>\n${SHUT_UNIFORMS}`)
|
|
705
|
-
.replace("#include <map_fragment>", `#include <map_fragment>\n${SHUT_FRAGMENT}`)
|
|
706
|
-
.replace("#include <emissivemap_fragment>",
|
|
707
|
-
"#include <emissivemap_fragment>\n"
|
|
708
|
-
+ "totalEmissiveRadiance = mix(totalEmissiveRadiance, emissive * shutColour, shutWeight);");
|
|
709
|
-
}
|
|
710
|
-
if (!expression) return;
|
|
711
|
-
const n = expression.names.length;
|
|
712
|
-
Object.assign(shader.uniforms, expression.uniforms);
|
|
713
|
-
shader.fragmentShader = shader.fragmentShader
|
|
714
|
-
.replace("#include <common>", `#include <common>\n${EXPRESSION_UNIFORMS(n)}`)
|
|
715
|
-
.replace("#include <map_fragment>", `#include <map_fragment>\n${EXPRESSION_FRAGMENT(n)}`)
|
|
716
|
-
.replace("#include <emissivemap_fragment>",
|
|
717
|
-
"#include <emissivemap_fragment>\ntotalEmissiveRadiance *= expression;");
|
|
718
|
-
};
|
|
719
|
-
material.customProgramCacheKey = () =>
|
|
720
|
-
["tara-motion-depth", expression && `expression-${expression.names.length}`, shut && "shut"]
|
|
721
|
-
.filter(Boolean).join("-");
|
|
722
|
-
return material;
|
|
723
|
-
}
|
|
724
|
-
|
|
725
|
-
/**
|
|
726
|
-
* Expression maps: the light a smile or a raised brow changes, which the
|
|
727
|
-
* geometry cannot.
|
|
728
|
-
*
|
|
729
|
-
* A pixel of this face is 75% photograph, emitted, so the most a morph can
|
|
730
|
-
* change by moving skin is a quarter of its shading — and that shading is the
|
|
731
|
-
* neutral photograph's, which has no nasolabial fold to deepen and no forehead
|
|
732
|
-
* line to show. A cheek morph measured 0.00% of the tile changed. So an asset
|
|
733
|
-
* can carry, per expression, a grey ratio taken from a photograph of the same
|
|
734
|
-
* face making it (`scripts/expression_maps.py`), read at the texel's *rest*
|
|
735
|
-
* position: the morph that lifts the cheek carries the lifted cheek's light up
|
|
736
|
-
* with its texture, so light and shape arrive together.
|
|
737
|
-
*
|
|
738
|
-
* Per side, because the channels are. The weights cross over at the midline
|
|
739
|
-
* rather than switching there, so a one-sided smile does not cut its fold's
|
|
740
|
-
* light off in a line down the philtrum. An asset with no maps is a face whose
|
|
741
|
-
* light never changes, which is a correct face.
|
|
742
|
-
*/
|
|
743
|
-
const EXPRESSION_SPLIT = 0.03;
|
|
744
|
-
/**
|
|
745
|
-
* Each map's weight, from one side's channels, as a fraction of the channel
|
|
746
|
-
* value at which it is at its photograph's full strength. The smile's is the
|
|
747
|
-
* mixer's broad smile (0.48-0.58 in the happy states) with room above it; a
|
|
748
|
-
* raise at the mixer's highest (0.42) gets most of the lines; a knit at
|
|
749
|
-
* `CANT_HEAR`'s −0.14 gets a third of the crease and the deepest frown the
|
|
750
|
-
* mixer asks for (−0.45) gets all of it; the inner brow's concern is full at
|
|
751
|
-
* its 0.55 and a press at the 0.40-0.55 most states hold gets most of the chin.
|
|
752
|
-
*
|
|
753
|
-
* A map named here that the asset lacks is simply not read, and a map the
|
|
754
|
-
* asset has that is not named here stays at weight 0: an asset newer than its
|
|
755
|
-
* rig loses the light the rig cannot place, not the face.
|
|
756
|
-
*/
|
|
757
|
-
const EXPRESSION_WEIGHT: Record<string, (at: (channel: string) => number) => number> = {
|
|
758
|
-
smile: (at) => at("mouthCorner") / 0.8,
|
|
759
|
-
raise: (at) => at("browRaise") / 0.6,
|
|
760
|
-
knit: (at) => -at("browRaise") / 0.45,
|
|
761
|
-
inner: (at) => at("browInner") / 0.5,
|
|
762
|
-
press: (at) => at("mouthPress") / 0.7,
|
|
763
|
-
};
|
|
764
|
-
const EXPRESSION_UNIFORMS = (n: number) => [
|
|
765
|
-
"uniform sampler2D uExpression;", "uniform vec4 uExpressionTile;", "uniform vec2 uExpressionU;",
|
|
766
|
-
"uniform vec4 uExpressionStrip;", "uniform float uExpressionStep;",
|
|
767
|
-
"uniform float uExpressionScale;",
|
|
768
|
-
`uniform float uExpressionL[${n}];`, `uniform float uExpressionR[${n}];`,
|
|
769
|
-
].join("\n");
|
|
770
|
-
// Every tap is read whatever its weight: a texture read under a branch that
|
|
771
|
-
// differs across the midline has no derivatives to choose its mip from.
|
|
772
|
-
const EXPRESSION_FRAGMENT = (n: number) => [
|
|
773
|
-
"vec2 expressionAt = clamp(uExpressionTile.xz + uExpressionTile.yw * vMapUv, 0.0, 1.0);",
|
|
774
|
-
"vec2 expressionUv = uExpressionStrip.zw + expressionAt * uExpressionStrip.xy;",
|
|
775
|
-
"float expressionSide = smoothstep(",
|
|
776
|
-
` -${EXPRESSION_SPLIT}, ${EXPRESSION_SPLIT}, uExpressionU.x + uExpressionU.y * vMapUv.x);`,
|
|
777
|
-
"float expressionLog = 0.0;",
|
|
778
|
-
`for (int i = 0; i < ${n}; i++) {`,
|
|
779
|
-
" float ratio = texture2D(uExpression, expressionUv + vec2(float(i) * uExpressionStep, 0.0)).r;",
|
|
780
|
-
" expressionLog += mix(uExpressionL[i], uExpressionR[i], expressionSide)",
|
|
781
|
-
" * log(max(ratio * uExpressionScale, 0.01));",
|
|
782
|
-
"}",
|
|
783
|
-
"float expression = exp(expressionLog);",
|
|
784
|
-
"diffuseColor.rgb *= expression;",
|
|
785
|
-
].join("\n");
|
|
786
|
-
|
|
787
|
-
interface Expression {
|
|
788
|
-
readonly map: THREE.Texture;
|
|
789
|
-
readonly names: readonly string[];
|
|
790
|
-
readonly left: Float32Array;
|
|
791
|
-
readonly right: Float32Array;
|
|
792
|
-
readonly uniforms: Record<string, THREE.IUniform>;
|
|
793
|
-
}
|
|
794
|
-
|
|
795
|
-
/** The maps from their carrier's node, or `null` for an asset whose carrier
|
|
796
|
-
* does not say what this rig reads — a face with no expression maps is a
|
|
797
|
-
* correct face, and a map read with the wrong layout is not. */
|
|
798
|
-
function expressive(carrier: THREE.Mesh): Expression | null {
|
|
799
|
-
const { expression_tile: tile, expression_u: u, expression_maps: names,
|
|
800
|
-
expression_layout: layout, expression_unity: unity } = carrier.userData;
|
|
801
|
-
const map = (carrier.material as THREE.MeshStandardMaterial).map;
|
|
802
|
-
if (!map || !Array.isArray(tile) || !Array.isArray(u) || !Array.isArray(layout)
|
|
803
|
-
|| typeof unity !== "number" || !Array.isArray(names) || !names.length) return null;
|
|
804
|
-
// A ratio, not a colour. The loader tags every base colour sRGB.
|
|
805
|
-
map.colorSpace = THREE.NoColorSpace;
|
|
806
|
-
map.needsUpdate = true;
|
|
807
|
-
const [width, height, pad, stripWidth, stripHeight] = layout as number[];
|
|
808
|
-
const left = new Float32Array(names.length);
|
|
809
|
-
const right = new Float32Array(names.length);
|
|
810
|
-
return {
|
|
811
|
-
map, names: names.map(String), left, right,
|
|
812
|
-
uniforms: {
|
|
813
|
-
uExpression: { value: map },
|
|
814
|
-
uExpressionTile: { value: new THREE.Vector4(tile[0], tile[1], tile[2], tile[3]) },
|
|
815
|
-
uExpressionU: { value: new THREE.Vector2(u[0], u[1]) },
|
|
816
|
-
uExpressionStrip: { value: new THREE.Vector4(width / stripWidth, height / stripHeight,
|
|
817
|
-
pad / stripWidth, pad / stripHeight) },
|
|
818
|
-
uExpressionStep: { value: (width + pad) / stripWidth },
|
|
819
|
-
uExpressionScale: { value: 255 / unity },
|
|
820
|
-
uExpressionL: { value: left },
|
|
821
|
-
uExpressionR: { value: right },
|
|
822
|
-
},
|
|
823
|
-
};
|
|
824
|
-
}
|
|
825
|
-
|
|
826
|
-
/** `scripts/build_character.LID_SHUT_ATTR`'s fields, as GLTFLoader names
|
|
827
|
-
* them: the displacement's u and v, and the weight. */
|
|
828
|
-
const LID_SHUT_ATTRS = ["_lid_shut_u", "_lid_shut_v", "_lid_shut_w"] as const;
|
|
829
|
-
|
|
830
|
-
/**
|
|
831
|
-
* The shut lids: a closing lid shows the photograph of the eyes closed.
|
|
832
|
-
*
|
|
833
|
-
* A 2.5-D shell has no hidden skin, so the lid that closes is the open eye's
|
|
834
|
-
* lid, stretched: the lash band and the fold drawn down over the eyeball in
|
|
835
|
-
* pale streaks, and a white edge where the stretched margin met the sclera. A
|
|
836
|
-
* reviewer watching a real call called it the eye tearing mid-blink, and at
|
|
837
|
-
* any distance it read as an eye that did not shut at all.
|
|
838
|
-
*
|
|
839
|
-
* So the build carries the neutral edited to close the eyes
|
|
840
|
-
* (`scripts/shut_lids.py`), and each lid vertex says where its texel lands
|
|
841
|
-
* when the lid is shut. A lid fragment reads that photograph *there*: shut,
|
|
842
|
-
* every pixel the lid covers is the closed photograph's own; half-shut, the
|
|
843
|
-
* margin already wears the closed lash line and the band above it closed lid
|
|
844
|
-
* skin, because that is what those texels become. The blend follows the lid's
|
|
845
|
-
* own influence, so a lid held part-way on purpose — a downward glance, a
|
|
846
|
-
* degraded link — changes a little of its content, and a blink all of it.
|
|
847
|
-
*
|
|
848
|
-
* How much each vertex may show is the build's to say (`_lid_shut_w`,
|
|
849
|
-
* `morphs.lid_shut_weight`): all of the upper lid, fading out above the crease
|
|
850
|
-
* with the lid's own pull, so the rest of the face is the photograph to the
|
|
851
|
-
* byte at any lid value, and not at rest at all.
|
|
852
|
-
*/
|
|
853
|
-
// The lid's influence over which the closed photograph arrives. Not from 0, so
|
|
854
|
-
// the lid a glance lowers keeps nearly all of its own texture; full before the
|
|
855
|
-
// lid is, so the frames a blink is seen on are the closed photograph's.
|
|
856
|
-
const SHUT_FROM = 0.1;
|
|
857
|
-
const SHUT_FULL = 0.55;
|
|
858
|
-
// ...and over which the lower lid's lash fringe does (`_lid_shut_w` below 0).
|
|
859
|
-
// The lower lid hardly moves, so its fringe can only arrive with the upper
|
|
860
|
-
// margin: any earlier and a half-open eye wears it as a heavy lower liner.
|
|
861
|
-
const SHUT_FRINGE_FROM = 0.7;
|
|
862
|
-
const SHUT_FRINGE_FULL = 0.95;
|
|
863
|
-
const SHUT_VERTEX_HEAD = [
|
|
864
|
-
...LID_SHUT_ATTRS.map((name) => `attribute float ${name};`),
|
|
865
|
-
"uniform vec2 uShutScale;", "varying vec2 vLidShut;", "varying float vLidShare;",
|
|
866
|
-
].join("\n");
|
|
867
|
-
const SHUT_VERTEX = [
|
|
868
|
-
`vLidShut = vec2(${LID_SHUT_ATTRS[0]}, ${LID_SHUT_ATTRS[1]}) * uShutScale;`,
|
|
869
|
-
`vLidShare = ${LID_SHUT_ATTRS[2]};`,
|
|
870
|
-
].join("\n");
|
|
871
|
-
const SHUT_UNIFORMS = [
|
|
872
|
-
"uniform sampler2D uShut;", "uniform vec4 uShutTile;", "uniform vec2 uShutU;",
|
|
873
|
-
"uniform vec2 uShutLid;", "uniform vec2 uShutFringe;", "varying vec2 vLidShut;", "varying float vLidShare;",
|
|
874
|
-
].join("\n");
|
|
875
|
-
const SHUT_FRAGMENT = [
|
|
876
|
-
"vec2 shutAt = clamp(uShutTile.xz + uShutTile.yw * (vMapUv + vLidShut), 0.0, 1.0);",
|
|
877
|
-
"vec3 shutColour = texture2D(uShut, shutAt).rgb;",
|
|
878
|
-
`float shutSide = smoothstep(-${EXPRESSION_SPLIT}, ${EXPRESSION_SPLIT}, uShutU.x + uShutU.y * vMapUv.x);`,
|
|
879
|
-
"float shutWeight = max(vLidShare, 0.0) * mix(uShutLid.x, uShutLid.y, shutSide)",
|
|
880
|
-
" + max(-vLidShare, 0.0) * mix(uShutFringe.x, uShutFringe.y, shutSide);",
|
|
881
|
-
"diffuseColor.rgb = mix(diffuseColor.rgb, diffuse * shutColour, shutWeight);",
|
|
882
|
-
].join("\n");
|
|
883
|
-
|
|
884
|
-
interface Shut {
|
|
885
|
-
readonly map: THREE.Texture;
|
|
886
|
-
readonly lid: THREE.Vector2;
|
|
887
|
-
readonly fringe: THREE.Vector2;
|
|
888
|
-
readonly uniforms: Record<string, THREE.IUniform>;
|
|
889
|
-
}
|
|
890
|
-
|
|
891
|
-
/** The closed photograph from its carrier's node, or `null` for an asset
|
|
892
|
-
* without one, whose lids shut on their own texels as they always have. */
|
|
893
|
-
function shutLids(carrier: THREE.Mesh): Shut | null {
|
|
894
|
-
const { shut_tile: tile, shut_u: u, shut_scale: scale } = carrier.userData;
|
|
895
|
-
const map = (carrier.material as THREE.MeshStandardMaterial).map;
|
|
896
|
-
if (!map || !Array.isArray(tile) || !Array.isArray(u) || !Array.isArray(scale)) return null;
|
|
897
|
-
const lid = new THREE.Vector2();
|
|
898
|
-
const fringe = new THREE.Vector2();
|
|
899
|
-
return {
|
|
900
|
-
map, lid, fringe,
|
|
901
|
-
uniforms: {
|
|
902
|
-
uShut: { value: map },
|
|
903
|
-
uShutTile: { value: new THREE.Vector4(tile[0], tile[1], tile[2], tile[3]) },
|
|
904
|
-
uShutU: { value: new THREE.Vector2(u[0], u[1]) },
|
|
905
|
-
uShutScale: { value: new THREE.Vector2(scale[0], scale[1]) },
|
|
906
|
-
uShutLid: { value: lid },
|
|
907
|
-
uShutFringe: { value: fringe },
|
|
908
|
-
},
|
|
909
|
-
};
|
|
910
|
-
}
|
|
911
|
-
|
|
912
|
-
/**
|
|
913
|
-
* The neck, taught to wear the jaw's shadow where the jaw is.
|
|
914
|
-
*
|
|
915
|
-
* The photograph paints the shadow the chin casts on the throat, and a painted
|
|
916
|
-
* shadow stays where it was painted: under a 9° turn the jaw crossed the top of
|
|
917
|
-
* the neck by 8 px and its shadow did not, which read as the neck sliding out
|
|
918
|
-
* from under the head. So the build lifts it into a ratio tile
|
|
919
|
-
* (`project_albedo.lift_jaw_shadow`) and each neck fragment reads it at the
|
|
920
|
-
* *turned* head's rim, offset by how far the jaw has dropped — a rigid
|
|
921
|
-
* transform does not carry a morph, which was the other half of the same
|
|
922
|
-
* defect: an open mouth left the shadow banded across the throat at the closed
|
|
923
|
-
* rim with nothing casting it.
|
|
924
|
-
*
|
|
925
|
-
* The tile's edges are white and the lookup clamped to it, so a ray landing
|
|
926
|
-
* past it reads "no shadow" rather than the hair or the iris beside it.
|
|
927
|
-
*/
|
|
928
|
-
function jawShadow(base: THREE.MeshStandardMaterial, uv: number[], extent: number[],
|
|
929
|
-
rimZ: number, headInverse: { value: THREE.Matrix4 },
|
|
930
|
-
jawDrop: { value: number }) {
|
|
931
|
-
const material = base.clone();
|
|
932
|
-
const tile = { value: new THREE.Vector4(uv[0], uv[1], uv[2], uv[3]) };
|
|
933
|
-
const bounds = { value: new THREE.Vector4(extent[0], extent[1], extent[2], extent[3]) };
|
|
934
|
-
const rim = { value: rimZ };
|
|
935
|
-
material.onBeforeCompile = (shader) => {
|
|
936
|
-
shader.uniforms.uHeadInverse = headInverse;
|
|
937
|
-
shader.uniforms.uJawTile = tile;
|
|
938
|
-
shader.uniforms.uJawBounds = bounds;
|
|
939
|
-
shader.uniforms.uJawRim = rim;
|
|
940
|
-
shader.uniforms.uJawDrop = jawDrop;
|
|
941
|
-
shader.vertexShader = shader.vertexShader
|
|
942
|
-
.replace("#include <common>", "#include <common>\nvarying vec3 vJawView;")
|
|
943
|
-
.replace("#include <project_vertex>", "#include <project_vertex>\nvJawView = mvPosition.xyz;");
|
|
944
|
-
shader.fragmentShader = shader.fragmentShader
|
|
945
|
-
.replace("#include <common>",
|
|
946
|
-
"#include <common>\nvarying vec3 vJawView;\nuniform mat4 uHeadInverse;\n"
|
|
947
|
-
+ "uniform vec4 uJawTile;\nuniform vec4 uJawBounds;\nuniform float uJawRim;\n"
|
|
948
|
-
+ "uniform float uJawDrop;")
|
|
949
|
-
.replace("#include <map_fragment>",
|
|
950
|
-
"#include <map_fragment>\n"
|
|
951
|
-
+ "vec3 jawFrom = (uHeadInverse * vec4(vJawView, 1.0)).xyz;\n"
|
|
952
|
-
+ "vec3 jawRay = (uHeadInverse * vec4(0.0, 0.0, 1.0, 0.0)).xyz;\n"
|
|
953
|
-
+ "vec2 jawAt = jawFrom.xy + jawRay.xy * ((uJawRim - jawFrom.z) / jawRay.z);\n"
|
|
954
|
-
+ "jawAt.y += uJawDrop;\n"
|
|
955
|
-
+ "jawAt = clamp(jawAt, uJawBounds.xz, uJawBounds.yw);\n"
|
|
956
|
-
+ "vec3 jawShadow = texture2D(map, uJawTile.xz + uJawTile.yw * jawAt).rgb;\n"
|
|
957
|
-
+ "diffuseColor.rgb *= jawShadow;")
|
|
958
|
-
.replace("#include <emissivemap_fragment>",
|
|
959
|
-
"#include <emissivemap_fragment>\ntotalEmissiveRadiance *= jawShadow;");
|
|
960
|
-
};
|
|
961
|
-
material.customProgramCacheKey = () => "tara-jaw-shadow";
|
|
962
|
-
return material;
|
|
963
|
-
}
|
|
964
|
-
|
|
965
|
-
/** Lamps, standing in for the four area lights `build_character.setup_scene` uses.
|
|
966
|
-
*
|
|
967
|
-
* The albedo is a photograph and already holds this face's light, so 75% of it
|
|
968
|
-
* is emitted verbatim (`emissiveFactor` in the GLB) and only the remaining 25%
|
|
969
|
-
* is handed to these. They exist for the quarter that makes a yaw read as a
|
|
970
|
-
* head turning rather than a picture sliding; their sum along the face normal
|
|
971
|
-
* is π, which is exactly the irradiance that renders that quarter back at full
|
|
972
|
-
* albedo — so the rest frame is the reference photograph, and only a turned
|
|
973
|
-
* head departs from it.
|
|
974
|
-
*/
|
|
975
|
-
const AMBIENT = 0.62 * Math.PI;
|
|
976
|
-
const KEY = 0.26 * Math.PI;
|
|
977
|
-
const WRAP = 0.10 * Math.PI;
|
|
978
|
-
|
|
979
|
-
/** Frames drawn per second, capped rather than left at the display's rate.
|
|
980
|
-
*
|
|
981
|
-
* Measured on an M1 over four paired reps against `peep`, which is the SVG
|
|
982
|
-
* avatar that already ships: uncapped at 60 the 3-D face cost 13.8 points of
|
|
983
|
-
* one core more than peep; capped at 30 the difference was inside the noise
|
|
984
|
-
* (−0.9 points over three reps). The cap is most of the runtime cost of being
|
|
985
|
-
* 3-D at all.
|
|
986
|
-
*
|
|
987
|
-
* It throttles *drawing* only. The mixer runs its own rAF loop and keeps its
|
|
988
|
-
* own clock, so cue timing is exactly as accurate as it was — what drops is how
|
|
989
|
-
* often that clock is looked at, not how well it is kept.
|
|
990
|
-
*/
|
|
991
|
-
const RENDER_FPS = 30;
|
|
992
|
-
const MIN_FRAME_MS = 1000 / RENDER_FPS;
|
|
993
|
-
|
|
994
|
-
export interface CharacterRigOptions {
|
|
995
|
-
/** Called once the GLB is in the scene, for a capture tool that must wait. */
|
|
996
|
-
readonly onReady?: () => void;
|
|
997
|
-
/** The character's GLB. Every build fact the rig reads (jaw-shadow tile, rim
|
|
998
|
-
* depth, morph names) travels in the GLB's own extras, so a character built
|
|
999
|
-
* by the same scripts needs nothing else.
|
|
1000
|
-
*
|
|
1001
|
-
* Required, and deliberately not defaulted: a default would make this module
|
|
1002
|
-
* import one character's URL, and a bundler emits assets per module — so
|
|
1003
|
-
* every consumer of *any* character would ship that one's GLB whether or not
|
|
1004
|
-
* they mounted it. The caller knows which character it is building; this
|
|
1005
|
-
* file must not ([tara-asset.ts](./tara-asset.ts)). */
|
|
1006
|
-
readonly url: string;
|
|
1007
|
-
/** `false` leaves an asset's expression maps unread, for a capture tool
|
|
1008
|
-
* comparing the face with and without them. */
|
|
1009
|
-
readonly expression?: boolean;
|
|
1010
|
-
/** Keeps the drawing buffer readable after the browser has composited it, so
|
|
1011
|
-
* a caller can copy the canvas out at any moment rather than only from
|
|
1012
|
-
* inside the frame that drew it.
|
|
1013
|
-
*
|
|
1014
|
-
* A pose sheet reuses one context, holding a pose still and copying the
|
|
1015
|
-
* canvas into a tile; copy outside the drawing frame without this and the
|
|
1016
|
-
* buffer has already been cleared, which is a blank tile and not an error.
|
|
1017
|
-
* A consumer must not have it: the buffer can no longer be discarded, which
|
|
1018
|
-
* on some drivers means a second copy of every frame. */
|
|
1019
|
-
readonly readback?: boolean;
|
|
1020
|
-
}
|
|
1021
|
-
|
|
1022
|
-
const radians = (deg: number) => (deg * Math.PI) / 180;
|
|
1023
|
-
|
|
1024
|
-
/** The renderer, or `null` where the browser will not give a context.
|
|
1025
|
-
*
|
|
1026
|
-
* Three.js throws out of the constructor rather than returning anything, and it
|
|
1027
|
-
* has already written its own line to the console by then; that line is kept
|
|
1028
|
-
* because it names the underlying reason, which this one does not. */
|
|
1029
|
-
function webglRenderer(readback = false): THREE.WebGLRenderer | null {
|
|
1030
|
-
try {
|
|
1031
|
-
return new THREE.WebGLRenderer({ antialias: true, alpha: true, preserveDrawingBuffer: readback });
|
|
1032
|
-
} catch {
|
|
1033
|
-
return null;
|
|
1034
|
-
}
|
|
1035
|
-
}
|
|
1036
|
-
|
|
1037
|
-
/**
|
|
1038
|
-
* The lower lid follows the eye down. Its retractor is tied to the inferior
|
|
1039
|
-
* rectus, so a look down pulls the lower margin down with it by a millimetre
|
|
1040
|
-
* or two — the upper lid's half of this is the mixer's `lidBias`, and a face
|
|
1041
|
-
* whose upper lid follows while the lower one stays reads as a drowsy droop
|
|
1042
|
-
* rather than a glance. Driven through the squint target run backwards,
|
|
1043
|
-
* which is the lower lid and nothing else: at the notes gaze (`pupilY` 0.72)
|
|
1044
|
-
* the margin drops ~0.006, about 1.7 px at the 400 px tile.
|
|
1045
|
-
*/
|
|
1046
|
-
const LOWER_LID_FOLLOW = 0.35;
|
|
1047
|
-
|
|
1048
|
-
/**
|
|
1049
|
-
* Where a lid channel's influence reaches a shut eye. Not at 1, because the
|
|
1050
|
-
* mixer never asks for 1: a blink is a triangle (`idle.BLINK_DUR`), the lid
|
|
1051
|
-
* channel's 18 ms smoothing rounds its peak off, and this rig draws at 30 fps.
|
|
1052
|
-
* `LID_SHUT` was set when blinks ran 0.11–0.15 s, at the fifth percentile of
|
|
1053
|
-
* the peak a viewer actually saw (median 0.74). At the present 0.19–0.23 s
|
|
1054
|
-
* that peak is 0.85 median and 0.81 at the fifth percentile — simulated over
|
|
1055
|
-
* the same smoothing and frame phase — so every blink still lands shut, with
|
|
1056
|
-
* margin. A lid morph that shut only at 1 left every blink a quarter open — the
|
|
1057
|
-
* lid came down and the iris was still there.
|
|
1058
|
-
*
|
|
1059
|
-
* So above `LID_KNEE` the influence is eased up to meet 1 at `LID_SHUT`, and
|
|
1060
|
-
* held there: past that point the lid has landed on the lower one. Below the
|
|
1061
|
-
* knee it is untouched, and that is every lid held part-way on purpose — the
|
|
1062
|
-
* lowered lid of a degraded link, the lid following a downward gaze — so those
|
|
1063
|
-
* look exactly as they did. The ease is quadratic from the knee, so both the
|
|
1064
|
-
* value and its slope are continuous there.
|
|
1065
|
-
*
|
|
1066
|
-
* `scripts/morphs.py:influence` parses both numbers out of this file.
|
|
1067
|
-
*/
|
|
1068
|
-
const LID_KNEE = 0.35;
|
|
1069
|
-
const LID_SHUT = 0.66;
|
|
1070
|
-
|
|
1071
|
-
/**
|
|
1072
|
-
* A squint's influence rises faster than its channel. The mixer's values are
|
|
1073
|
-
* set where a line face's lower lid reads — a smile's squint is 0.30 — and a
|
|
1074
|
-
* photographic lower lid rising 0.30 of its travel is a pixel or two, so the
|
|
1075
|
-
* squint that makes a smile real was not there. The lower-lid follow, which
|
|
1076
|
-
* runs this target backwards, is added after the curve and stays linear.
|
|
1077
|
-
*
|
|
1078
|
-
* The curve needs a ceiling as well as a lift, because the squint stacks and
|
|
1079
|
-
* the mouth does not. A *silent* smile takes squint from three layers at once —
|
|
1080
|
-
* an approval clip, the encouraging emotion and prosody's warmth — which reach
|
|
1081
|
-
* 0.51 together, while the smile map saturates at a mouth corner of 0.8 and no
|
|
1082
|
-
* layer drives the jaw, so the last third of a smile arrives as narrowing eyes
|
|
1083
|
-
* over lips that cannot part any further. On a line face that reads as warmth.
|
|
1084
|
-
* On a photograph it reads as sedation: a reviewer watching a recorded call
|
|
1085
|
-
* read those two moments as the avatar falling asleep or heavily medicated, and
|
|
1086
|
-
* named the eyes, not the mouth. The ceiling is where the face stops reading
|
|
1087
|
-
* drugged, judged at crop. The knee is low enough that an ordinary one-layer
|
|
1088
|
-
* smile is untouched (0.22 renders 0.402 against 0.403 with no ceiling), and
|
|
1089
|
-
* the approach is exponential rather than a clamp so the slope is continuous
|
|
1090
|
-
* where the two meet and the lower lid never visibly sticks.
|
|
1091
|
-
*/
|
|
1092
|
-
const SQUINT_CURVE = 0.6;
|
|
1093
|
-
const SQUINT_KNEE = 0.2;
|
|
1094
|
-
const SQUINT_CEIL = 0.54;
|
|
1095
|
-
|
|
1096
|
-
const squintCurve = (i: number): number => {
|
|
1097
|
-
if (i <= 0) return i;
|
|
1098
|
-
if (i <= SQUINT_KNEE) return i ** SQUINT_CURVE;
|
|
1099
|
-
const knee = SQUINT_KNEE ** SQUINT_CURVE;
|
|
1100
|
-
const slope = SQUINT_CURVE * SQUINT_KNEE ** (SQUINT_CURVE - 1);
|
|
1101
|
-
const head = SQUINT_CEIL - knee;
|
|
1102
|
-
return SQUINT_CEIL - head * Math.exp((-slope * (i - SQUINT_KNEE)) / head);
|
|
1103
|
-
};
|
|
1104
|
-
|
|
1105
|
-
const lidClosure = (i: number): number => {
|
|
1106
|
-
if (i <= LID_KNEE) return i;
|
|
1107
|
-
if (i >= LID_SHUT) return 1;
|
|
1108
|
-
const t = (i - LID_KNEE) / (LID_SHUT - LID_KNEE);
|
|
1109
|
-
return i + (1 - LID_SHUT) * t * t;
|
|
1110
|
-
};
|
|
1111
|
-
|
|
1112
|
-
/**
|
|
1113
|
-
* The neck's follow targets, and the one place a morph is not driven by
|
|
1114
|
-
* `influence`.
|
|
1115
|
-
*
|
|
1116
|
-
* `scripts/morphs.neck_targets` authors two fields per head axis — `A P` and
|
|
1117
|
-
* `A^2 P` for that axis's skew matrix — because a rigid rotation is exactly
|
|
1118
|
-
* `sin(th)` of the first plus `1 - cos(th)` of the second. A single field scaled
|
|
1119
|
-
* by the pose is the *linear* approximation of that, and it stretches the neck
|
|
1120
|
-
* away from the pivot by `radius x (1 - cos th)`: fine at six degrees, five
|
|
1121
|
-
* pixels at the envelope a nod that lands actually needs.
|
|
1122
|
-
*
|
|
1123
|
-
* So under pitch and roll the throat tracks the skull exactly at any angle,
|
|
1124
|
-
* and — the part worth having — the asset stops depending on the envelope.
|
|
1125
|
-
* These fields carry no angle, so `HEAD_DEG` above is a runtime number that can
|
|
1126
|
-
* move without leaving a built GLB stale. Yaw's pair is a partial twist rather
|
|
1127
|
-
* than the skull's own rotation, and the build weights its two fields so these
|
|
1128
|
-
* same two influences drive it (`morphs.neck_twist`).
|
|
1129
|
-
*/
|
|
1130
|
-
const NECK_QUAD = "_q";
|
|
1131
|
-
const HEAD_AXIS: Record<string, keyof typeof HEAD_DEG> = {
|
|
1132
|
-
headYaw: "yaw", headPitch: "pitch", headRoll: "roll",
|
|
1133
|
-
};
|
|
1134
|
-
|
|
1135
|
-
const neckInfluence = (channel: string, pose: RigPose): number | null => {
|
|
1136
|
-
const quad = channel.endsWith(NECK_QUAD);
|
|
1137
|
-
const axis = HEAD_AXIS[quad ? channel.slice(0, -NECK_QUAD.length) : channel];
|
|
1138
|
-
if (!axis) return null;
|
|
1139
|
-
const value = pose[quad ? channel.slice(0, -NECK_QUAD.length) : channel] ?? 0;
|
|
1140
|
-
const radians = ((value / HEAD_CLAMP) * HEAD_DEG[axis] * Math.PI) / 180;
|
|
1141
|
-
return quad ? 1 - Math.cos(radians) : Math.sin(radians);
|
|
1142
|
-
};
|
|
1143
|
-
|
|
1144
|
-
/**
|
|
1145
|
-
* The hair's roll, which is the one thing in this rig that is not a function of
|
|
1146
|
-
* the pose alone. `hold` is the share of the head's roll the hanging hair
|
|
1147
|
-
* declines to take, and `hz`/`damping` are how it gets there.
|
|
1148
|
-
*
|
|
1149
|
-
* A hank that hangs past the jaw is lying on a shoulder, and a shoulder does
|
|
1150
|
-
* not tilt when the head does: rolled rigidly with the skull it lifts off the
|
|
1151
|
-
* collar and the page shows through behind it, so the shell gives up `hold` of
|
|
1152
|
-
* the roll at its lowest rows and none at the crown (`morphs.hair_hold`).
|
|
1153
|
-
*
|
|
1154
|
-
* The other half is why roll read as a hinge at all. A rigid rotation about a
|
|
1155
|
-
* fixed point *is* a hinge, and what a real tilt has that this lacked is hair
|
|
1156
|
-
* that arrives late and settles (`docs/research-head-rotation.md` § 3.1:
|
|
1157
|
-
* mobility ~0.95, delay 0.8-0.9, one clear overshoot). At 0.65 that is a single
|
|
1158
|
-
* visible overshoot, inside 5% of the hold in 450 ms — faster reads as a flick,
|
|
1159
|
-
* slower as wet hair.
|
|
1160
|
-
*
|
|
1161
|
-
* It is on the hair and not on `headRoll` on purpose: every clip in the library
|
|
1162
|
-
* is authored pre-compensated for the mixer's per-channel time constants, so a
|
|
1163
|
-
* spring on the channel would silently re-time every nod ever authored.
|
|
1164
|
-
*/
|
|
1165
|
-
export const HAIR_ROLL = { hold: 0.85, hz: 1.5, damping: 0.65 };
|
|
1166
|
-
|
|
1167
|
-
/**
|
|
1168
|
-
* One step of `HAIR_ROLL`'s spring: semi-implicit, the rate taking the frame's
|
|
1169
|
-
* acceleration before the angle takes the rate. Explicit Euler rings at this
|
|
1170
|
-
* stiffness and 30 fps; this does not, which is the only reason the order of
|
|
1171
|
-
* those two lines is worth a sentence.
|
|
1172
|
-
*
|
|
1173
|
-
* Exported for `test/nods.test.ts`: settle time and overshoot are numbers, not
|
|
1174
|
-
* something a still frame can show.
|
|
1175
|
-
*/
|
|
1176
|
-
export const hairRollStep = (angle: number, rate: number, target: number, dt: number) => {
|
|
1177
|
-
const w = 2 * Math.PI * HAIR_ROLL.hz;
|
|
1178
|
-
const next = rate + (w * w * (target - angle) - 2 * HAIR_ROLL.damping * w * rate) * dt;
|
|
1179
|
-
return { angle: angle + next * dt, rate: next };
|
|
1180
|
-
};
|
|
1181
|
-
|
|
1182
|
-
/** The hair pair's two influences, from the *extra* angle the shell is turned
|
|
1183
|
-
* by — the same `sin` / `1 - cos` terms the neck's fields are driven with. */
|
|
1184
|
-
const hairInfluence = (channel: string, extra: number): number | null => {
|
|
1185
|
-
if (channel === "headRoll") return Math.sin(extra);
|
|
1186
|
-
if (channel === "headRoll" + NECK_QUAD) return 1 - Math.cos(extra);
|
|
1187
|
-
return null;
|
|
1188
|
-
};
|
|
1189
|
-
|
|
1190
|
-
/**
|
|
1191
|
-
* A channel's morph influence — the same law `scripts/morphs.py:influence`
|
|
1192
|
-
* uses, so a Blender preview and the browser pose the face identically.
|
|
1193
|
-
*
|
|
1194
|
-
* It is allowed to go negative, which is what lets one target serve a
|
|
1195
|
-
* bidirectional channel: `mouthCornerL` at −1.4 is the smile target run
|
|
1196
|
-
* backwards into a frown, and `lidL` below its rest opens the eye wider than
|
|
1197
|
-
* neutral. A rig that clamped this at 0 would silently delete the negative half
|
|
1198
|
-
* of every channel that has one.
|
|
1199
|
-
*/
|
|
1200
|
-
const influence = (channel: string, value: number): number => {
|
|
1201
|
-
const rest = (REST as Record<string, number>)[channel] ?? 0;
|
|
1202
|
-
const i = (value - rest) / (1 - rest);
|
|
1203
|
-
if (channel === "lidL" || channel === "lidR") return lidClosure(i);
|
|
1204
|
-
return channel === "squintL" || channel === "squintR" ? squintCurve(i) : i;
|
|
1205
|
-
};
|
|
1206
|
-
|
|
1207
|
-
/**
|
|
1208
|
-
* The jaw a closure lets through. This shell hangs the lower lip from the
|
|
1209
|
-
* mandible (`morphs._mandible`), and the jaw is the slower of the two to settle
|
|
1210
|
-
* (`JAW_RESPONSE_TAU_S`), so into an [m] the lips have shut while the jaw is
|
|
1211
|
-
* still coming up. That pulls the lower lip back off the upper, and the teeth
|
|
1212
|
-
* show through the seam. A real lower lip closes over a jaw that is still
|
|
1213
|
-
* open. A press is what a seal looks like on these channels, so in proportion
|
|
1214
|
-
* to the press past rest the jaw is held to what the lips' own aperture
|
|
1215
|
-
* implies. The cost is a chin that arrives with the lips rather than just
|
|
1216
|
-
* after them, and that is not what a viewer looks at during an [m].
|
|
1217
|
-
*/
|
|
1218
|
-
const SEAL_FROM = VISEME_SHAPES.X.mouthPress ?? REST.mouthPress;
|
|
1219
|
-
const SEAL_FULL = VISEME_SHAPES.A.mouthPress ?? 1;
|
|
1220
|
-
function sealed(pose: RigPose): RigPose {
|
|
1221
|
-
const { jaw, mouthOpen = 0, mouthPress } = pose;
|
|
1222
|
-
if (jaw === undefined || mouthPress === undefined) return pose;
|
|
1223
|
-
const seal = Math.min(1, Math.max(0, (mouthPress - SEAL_FROM) / (SEAL_FULL - SEAL_FROM)));
|
|
1224
|
-
const excess = jaw - JAW_OF_OPEN * mouthOpen;
|
|
1225
|
-
return seal > 0 && excess > 0 ? { ...pose, jaw: jaw - seal * excess } : pose;
|
|
1226
|
-
}
|
|
1227
|
-
|
|
1228
|
-
/** One side's weights for the asset's expression maps, in its order. A
|
|
1229
|
-
* channel with no side (`mouthPress`) weighs the same on both. */
|
|
1230
|
-
const expressionWeights = (pose: RigPose, side: "L" | "R", expression: Expression,
|
|
1231
|
-
into: Float32Array) => {
|
|
1232
|
-
const at = (channel: string) => {
|
|
1233
|
-
const name = pose[channel + side] === undefined ? channel : channel + side;
|
|
1234
|
-
const value = pose[name];
|
|
1235
|
-
return value === undefined ? 0 : influence(name, value);
|
|
1236
|
-
};
|
|
1237
|
-
expression.names.forEach((map, i) => {
|
|
1238
|
-
const weight = EXPRESSION_WEIGHT[map]?.(at) ?? 0;
|
|
1239
|
-
into[i] = Math.min(Math.max(weight, 0), 1);
|
|
1240
|
-
});
|
|
1241
|
-
};
|
|
1242
|
-
|
|
1243
|
-
export function createCharacterRig(mount: HTMLElement, options?: unknown): AvatarRig {
|
|
1244
|
-
const { onReady, url, expression: readExpression = true, readback = false } =
|
|
1245
|
-
(options ?? {}) as CharacterRigOptions;
|
|
1246
|
-
// A missing `url` is a caller's defect, not a browser condition — the WebGL
|
|
1247
|
-
// path below degrades because a driver is nobody's fault, whereas this would
|
|
1248
|
-
// otherwise be a 404 on a path spelled `undefined`.
|
|
1249
|
-
if (!url) throw new TypeError("createCharacterRig: `url` is required");
|
|
1250
|
-
const scene = new THREE.Scene();
|
|
1251
|
-
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 100);
|
|
1252
|
-
camera.position.set(0, FRAME_CENTRE, 6);
|
|
1253
|
-
camera.lookAt(0, FRAME_CENTRE, 0);
|
|
1254
|
-
|
|
1255
|
-
const renderer = webglRenderer(readback);
|
|
1256
|
-
// `createAvatar` is synchronous, so anything thrown here lands in the
|
|
1257
|
-
// consumer's window and takes the call page with it over a browser condition
|
|
1258
|
-
// that is nobody's defect. The right outcome is a call that still has audio,
|
|
1259
|
-
// captions and states, with an empty tile where the head would be.
|
|
1260
|
-
//
|
|
1261
|
-
// `warn` rather than `error` on purpose: `[avatar]` console errors mean a
|
|
1262
|
-
// defect in this package, and the capture tools fail a run on any of them.
|
|
1263
|
-
// This one says the environment cannot draw, which is a different sentence.
|
|
1264
|
-
if (!renderer) {
|
|
1265
|
-
console.warn("[avatar] no WebGL context; this character will not render in this browser");
|
|
1266
|
-
return { apply() { /* nothing to pose */ }, destroy() { /* nothing to release */ } };
|
|
1267
|
-
}
|
|
1268
|
-
renderer.outputColorSpace = THREE.SRGBColorSpace;
|
|
1269
|
-
// `setSize(…, false)` below leaves CSS alone, so the canvas has to be told to
|
|
1270
|
-
// fill the mount. Without this it displays at its backing-store size, which on
|
|
1271
|
-
// a 2x screen is a head twice the tile, cropped to its top-left quarter —
|
|
1272
|
-
// invisible at devicePixelRatio 1, which is what every capture tool ran at.
|
|
1273
|
-
renderer.domElement.style.cssText = "display:block;width:100%;height:100%";
|
|
1274
|
-
mount.append(renderer.domElement);
|
|
1275
|
-
|
|
1276
|
-
scene.add(new THREE.AmbientLight(0xffffff, AMBIENT));
|
|
1277
|
-
const key = new THREE.DirectionalLight(0xffffff, KEY);
|
|
1278
|
-
key.position.set(0, 1.0, 3.0);
|
|
1279
|
-
scene.add(key);
|
|
1280
|
-
for (const x of [-1.9, 1.9]) {
|
|
1281
|
-
const wrap = new THREE.DirectionalLight(0xffffff, WRAP);
|
|
1282
|
-
wrap.position.set(x, 1.0, 2.5);
|
|
1283
|
-
scene.add(wrap);
|
|
1284
|
-
}
|
|
1285
|
-
|
|
1286
|
-
// The head swings as a group; the neck and torso do not (see HEAD_PARTS).
|
|
1287
|
-
// Parenting to a pivot object rather than rotating each part is not a
|
|
1288
|
-
// convenience — the parts have to rotate about a shared point, and a per-mesh
|
|
1289
|
-
// rotation about each mesh's own origin would slide them apart.
|
|
1290
|
-
//
|
|
1291
|
-
// The body's two transforms nest outside it, one group each (see BODY):
|
|
1292
|
-
// `trunk` sways everything, and `lift` carries the neck and head on the
|
|
1293
|
-
// breath the torso takes inside `trunk` — and on the lean's rigid share,
|
|
1294
|
-
// which reaches the head the same way for the same reason.
|
|
1295
|
-
const trunk = new THREE.Group();
|
|
1296
|
-
const lift = new THREE.Group();
|
|
1297
|
-
const head = new THREE.Group();
|
|
1298
|
-
// The asset's own, once it has loaded; these hold the shape of the hierarchy
|
|
1299
|
-
// until then, and nothing draws before that.
|
|
1300
|
-
let pivot = PIVOT.clone();
|
|
1301
|
-
let rollPivot = ROLL_PIVOT.clone();
|
|
1302
|
-
head.position.copy(pivot);
|
|
1303
|
-
// Yaw and pitch turn `head`; roll turns `tilt`, which rides inside them at
|
|
1304
|
-
// the chin (`rollPivot`), so the parts hang from `tilt`.
|
|
1305
|
-
const tilt = new THREE.Group();
|
|
1306
|
-
tilt.position.subVectors(rollPivot, pivot);
|
|
1307
|
-
scene.add(trunk);
|
|
1308
|
-
trunk.add(lift);
|
|
1309
|
-
lift.add(head);
|
|
1310
|
-
head.add(tilt);
|
|
1311
|
-
let torso: THREE.Object3D | null = null;
|
|
1312
|
-
|
|
1313
|
-
let destroyed = false;
|
|
1314
|
-
let pending: RigPose | null = null;
|
|
1315
|
-
let loaded = false;
|
|
1316
|
-
let warnedAboutRuntimeBudget = false;
|
|
1317
|
-
// Every mesh that owns morph targets, paired with the dictionary three.js
|
|
1318
|
-
// built from the GLB's `extras.targetNames` — i.e. the pose channel names
|
|
1319
|
-
// `scripts/morphs.py` authored them under.
|
|
1320
|
-
const morphed: THREE.Mesh[] = [];
|
|
1321
|
-
const eyes: THREE.Object3D[] = [];
|
|
1322
|
-
// Both globes turn together, so one rotation serves both sockets.
|
|
1323
|
-
const gaze = { value: new THREE.Matrix3() };
|
|
1324
|
-
const lidShade = { L: { value: 1 }, R: { value: 1 } };
|
|
1325
|
-
const turn = new THREE.Matrix4();
|
|
1326
|
-
let expression: Expression | null = null;
|
|
1327
|
-
let shut: Shut | null = null;
|
|
1328
|
-
// The `Hair` shell, on a character whose hair hangs low enough to have the
|
|
1329
|
-
// roll pair, and the `HairLayer` over the body, on one whose hair is a layer
|
|
1330
|
-
// of its own; empty where the hair stops beside the temple (`HAIR_ROLL`).
|
|
1331
|
-
const hairMeshes: THREE.Mesh[] = [];
|
|
1332
|
-
// The head's roll in the asset's own frame — what both the neck's follow and
|
|
1333
|
-
// the hair's are authored about — and the hair's own, which chases it.
|
|
1334
|
-
let headRollRad = 0;
|
|
1335
|
-
let hairRollRad = 0;
|
|
1336
|
-
let hairRate = 0;
|
|
1337
|
-
let hairSeeded = false;
|
|
1338
|
-
// How far the jaw's rim travels at jaw = 1 on this asset, and the uniform the
|
|
1339
|
-
// neck's shadow reads it through at the pose's influence (`jawShadow`).
|
|
1340
|
-
let jawRimTravel = 0;
|
|
1341
|
-
const jawDrop = { value: 0 };
|
|
1342
|
-
// The lip opening at rest and each channel's move of it, off the shell
|
|
1343
|
-
// (`build_character.lip_aperture`), as [top, bottom, left, right]; and what
|
|
1344
|
-
// `mouthInterior` reads it through, as (centre, top, half-width, height).
|
|
1345
|
-
let aperture: { rest: number[]; deltas: [string, number[]][] } | null = null;
|
|
1346
|
-
const mouthOpening = { value: new THREE.Vector4(0, 0, 1, 1) };
|
|
1347
|
-
const tongueLift = { value: 0 };
|
|
1348
|
-
|
|
1349
|
-
/** The share of the head's roll the hair settles at. */
|
|
1350
|
-
const hairTarget = () => headRollRad * (1 - HAIR_ROLL.hold);
|
|
1351
|
-
|
|
1352
|
-
const writeHair = () => {
|
|
1353
|
-
const extra = hairRollRad - headRollRad;
|
|
1354
|
-
for (const mesh of hairMeshes) {
|
|
1355
|
-
const dictionary = mesh.morphTargetDictionary;
|
|
1356
|
-
const influences = mesh.morphTargetInfluences;
|
|
1357
|
-
if (!dictionary || !influences) continue;
|
|
1358
|
-
for (const [channel, index] of Object.entries(dictionary)) {
|
|
1359
|
-
const term = hairInfluence(channel, extra);
|
|
1360
|
-
if (term !== null) influences[index] = term;
|
|
1361
|
-
}
|
|
1362
|
-
}
|
|
1363
|
-
};
|
|
1364
|
-
|
|
1365
|
-
const stepHair = (dt: number) => {
|
|
1366
|
-
if (!hairMeshes.length || !hairSeeded) return;
|
|
1367
|
-
({ angle: hairRollRad, rate: hairRate } =
|
|
1368
|
-
hairRollStep(hairRollRad, hairRate, hairTarget(), dt));
|
|
1369
|
-
};
|
|
1370
|
-
|
|
1371
|
-
const resize = () => {
|
|
1372
|
-
const width = Math.max(1, mount.clientWidth);
|
|
1373
|
-
const height = Math.max(1, mount.clientHeight || Math.round((width * 3) / 4));
|
|
1374
|
-
renderer.setPixelRatio(pixelRatioFor(width, height, window.devicePixelRatio));
|
|
1375
|
-
renderer.setSize(width, height, false);
|
|
1376
|
-
// The framed *height* is fixed and the width follows the mount, so a tile
|
|
1377
|
-
// of the wrong aspect shows more or less background rather than a face of
|
|
1378
|
-
// the wrong shape. The atlas cannot be stretched: it is a photograph.
|
|
1379
|
-
// Symmetric about the camera, which is *already* at the frame's centre
|
|
1380
|
-
// height — offsetting the frustum by that centre as well applies it twice,
|
|
1381
|
-
// and the face rendered 0.47 face heights low, at exactly the right size,
|
|
1382
|
-
// which reads as a framing choice rather than as the arithmetic error it
|
|
1383
|
-
// was.
|
|
1384
|
-
const halfHeight = FRAME_HEIGHT / 2;
|
|
1385
|
-
const halfWidth = (halfHeight * width) / height;
|
|
1386
|
-
camera.top = halfHeight;
|
|
1387
|
-
camera.bottom = -halfHeight;
|
|
1388
|
-
camera.left = -halfWidth;
|
|
1389
|
-
camera.right = halfWidth;
|
|
1390
|
-
camera.updateProjectionMatrix();
|
|
1391
|
-
};
|
|
1392
|
-
const observer = new ResizeObserver(resize);
|
|
1393
|
-
observer.observe(mount);
|
|
1394
|
-
resize();
|
|
1395
|
-
|
|
1396
|
-
const applyPose = (given: RigPose) => {
|
|
1397
|
-
const pose = sealed(given);
|
|
1398
|
-
headRollRad = radians(((pose.headRoll ?? 0) / HEAD_CLAMP) * HEAD_DEG.roll);
|
|
1399
|
-
// The first pose is a starting point, not a movement: seed the hair where it
|
|
1400
|
-
// would have settled, so a tool that sets one pose and screenshots it gets
|
|
1401
|
-
// the hold with no transient, and only a *change* of roll swings the hank.
|
|
1402
|
-
if (!hairSeeded) { hairSeeded = true; hairRollRad = hairTarget(); hairRate = 0; }
|
|
1403
|
-
for (const mesh of morphed) {
|
|
1404
|
-
const dictionary = mesh.morphTargetDictionary;
|
|
1405
|
-
const influences = mesh.morphTargetInfluences;
|
|
1406
|
-
if (!dictionary || !influences) continue;
|
|
1407
|
-
const neck = mesh.name === "Neck";
|
|
1408
|
-
const hair = hairMeshes.includes(mesh);
|
|
1409
|
-
for (const [channel, index] of Object.entries(dictionary)) {
|
|
1410
|
-
// The hair carries the head's roll channel too, and it is neither a
|
|
1411
|
-
// channel value nor the head's own angle: it is how much *further* than
|
|
1412
|
-
// the skull this shell is turned, which is negative while it holds and
|
|
1413
|
-
// swings either side of that while it settles (`HAIR_ROLL`).
|
|
1414
|
-
if (hair) {
|
|
1415
|
-
const term = hairInfluence(channel, hairRollRad - headRollRad);
|
|
1416
|
-
if (term !== null) { influences[index] = term; continue; }
|
|
1417
|
-
}
|
|
1418
|
-
// The neck's head targets are the rotation's two terms, not a channel
|
|
1419
|
-
// scaled by the influence law. Only on the neck and the hair layer's
|
|
1420
|
-
// yaw hold (`morphs.hair_layer_targets`), whose field carries the hold
|
|
1421
|
-
// and takes the skull's own angle: the same three channel names on the
|
|
1422
|
-
// head group are a rigid transform, and nowhere else.
|
|
1423
|
-
if (neck || (hair && mesh.name === "HairLayer")) {
|
|
1424
|
-
const term = neckInfluence(channel, pose);
|
|
1425
|
-
if (term !== null) { influences[index] = term; continue; }
|
|
1426
|
-
}
|
|
1427
|
-
const value = pose[channel];
|
|
1428
|
-
const follow = channel.startsWith("squint") ? LOWER_LID_FOLLOW * Math.max(pose.pupilY ?? 0, 0) : 0;
|
|
1429
|
-
if (value === undefined && !follow) continue;
|
|
1430
|
-
influences[index] = (value === undefined ? 0 : influence(channel, value)) - follow;
|
|
1431
|
-
}
|
|
1432
|
-
}
|
|
1433
|
-
// The chin's shadow on the throat rides the same channel the chin does.
|
|
1434
|
-
jawDrop.value = jawRimTravel
|
|
1435
|
-
* (pose.jaw === undefined ? 0 : influence("jaw", pose.jaw));
|
|
1436
|
-
if (aperture) {
|
|
1437
|
-
const at = aperture.rest.slice();
|
|
1438
|
-
for (const [channel, delta] of aperture.deltas) {
|
|
1439
|
-
const value = pose[channel];
|
|
1440
|
-
if (value === undefined) continue;
|
|
1441
|
-
const k = influence(channel, value);
|
|
1442
|
-
for (let i = 0; i < 4; i++) at[i] += k * delta[i];
|
|
1443
|
-
}
|
|
1444
|
-
// A floor on the height so a shut mouth divides by something: the seam
|
|
1445
|
-
// it shows is a line, and what colour a line is does not read.
|
|
1446
|
-
mouthOpening.value.set((at[2] + at[3]) / 2, at[0], Math.max((at[3] - at[2]) / 2, 1e-3),
|
|
1447
|
-
Math.max(at[0] - at[1], 2e-3));
|
|
1448
|
-
}
|
|
1449
|
-
tongueLift.value = pose.tongue === undefined ? 0 : influence("tongue", pose.tongue);
|
|
1450
|
-
// Blender's Z is face-space v, so its yaw is about Z, its pitch about X and
|
|
1451
|
-
// its roll about Y. The export maps Blender (x, y, z) to glTF (x, z, −y),
|
|
1452
|
-
// so Blender +Z *is* glTF +Y and Blender +X is glTF +X: yaw and pitch carry
|
|
1453
|
-
// across with their sign intact. Only roll changes sign, because Blender +Y
|
|
1454
|
-
// is glTF −Z, and that is a statement about two axes and not about the
|
|
1455
|
-
// channel.
|
|
1456
|
-
//
|
|
1457
|
-
// Yaw is not negated, and a negation here survived for a long time because
|
|
1458
|
-
// `build_character.pose_head` had the same one: the Blender preview and the
|
|
1459
|
-
// browser agreed with each other and only disagreed with the library.
|
|
1460
|
-
//
|
|
1461
|
-
// YXZ because that is the order a neck composes in — yaw carrying the pitch
|
|
1462
|
-
// — rather than the order three.js defaults to.
|
|
1463
|
-
// The body first, because the head's roll is stated against it.
|
|
1464
|
-
//
|
|
1465
|
-
// Positive `torsoTurn` takes the trunk to the viewer's right, which about a
|
|
1466
|
-
// pivot below it is a clockwise roll as the camera sees it: negative about
|
|
1467
|
-
// glTF +Z, the axis pointing at the camera.
|
|
1468
|
-
const sway = -radians((pose.torsoTurn ?? 0) * BODY.swayDeg);
|
|
1469
|
-
trunk.rotation.z = sway;
|
|
1470
|
-
trunk.position.set(BODY.hip * Math.sin(sway), BODY.hip * (1 - Math.cos(sway)), 0);
|
|
1471
|
-
// `torsoLean` itself is not applied here at all — it is two morph targets on
|
|
1472
|
-
// the shell, driven by the generic loop above like any other channel that
|
|
1473
|
-
// rests at 0. What is left for the rig is the head's ride: above the collar
|
|
1474
|
-
// the field is flat, so the neck and head take a pure translation and the
|
|
1475
|
-
// head does not deform under a body lean (research § 8 item 4). `morphs.py`
|
|
1476
|
-
// parses `leanRide`, so this is the same number the field plateaus at.
|
|
1477
|
-
const breath = pose.breath ?? 0;
|
|
1478
|
-
if (torso) {
|
|
1479
|
-
torso.scale.set(1 + breath * BODY.widen, 1 + breath * BODY.rise, 1);
|
|
1480
|
-
torso.position.y = -BODY.swellPivot * breath * BODY.rise;
|
|
1481
|
-
}
|
|
1482
|
-
lift.position.y = breath * BODY.rise * (BODY.collar - BODY.swellPivot)
|
|
1483
|
-
- (pose.torsoLean ?? 0) * BODY.leanRide;
|
|
1484
|
-
|
|
1485
|
-
head.rotation.order = "YXZ";
|
|
1486
|
-
head.rotation.set(
|
|
1487
|
-
radians(((pose.headPitch ?? 0) / HEAD_CLAMP) * HEAD_DEG.pitch),
|
|
1488
|
-
radians(((pose.headYaw ?? 0) / HEAD_CLAMP) * HEAD_DEG.yaw),
|
|
1489
|
-
0,
|
|
1490
|
-
);
|
|
1491
|
-
// Less the trunk's roll, so the head's world roll is `headRoll` and
|
|
1492
|
-
// nothing else. Exact about Z alone; with the yaw and pitch it composes
|
|
1493
|
-
// with, the error is the product of two sub-degree angles.
|
|
1494
|
-
tilt.rotation.z = -headRollRad - sway;
|
|
1495
|
-
for (const globe of eyes) {
|
|
1496
|
-
globe.rotation.order = "YXZ";
|
|
1497
|
-
globe.rotation.set(
|
|
1498
|
-
(pose.pupilY ?? 0) * GAZE_TRAVEL.y / GLOBE_RADIUS,
|
|
1499
|
-
(pose.pupilX ?? 0) * GAZE_TRAVEL.x / GLOBE_RADIUS,
|
|
1500
|
-
0,
|
|
1501
|
-
);
|
|
1502
|
-
}
|
|
1503
|
-
if (eyes.length) gaze.value.setFromMatrix4(turn.makeRotationFromEuler(eyes[0].rotation));
|
|
1504
|
-
for (const side of ["L", "R"] as const) {
|
|
1505
|
-
const value = pose[`lid${side}`];
|
|
1506
|
-
const i = value === undefined ? 0 : influence(`lid${side}`, value);
|
|
1507
|
-
lidShade[side].value = 1 - LID_SHADE * THREE.MathUtils.smoothstep(i, LID_SHADE_FROM, 1);
|
|
1508
|
-
}
|
|
1509
|
-
if (expression) {
|
|
1510
|
-
expressionWeights(pose, "L", expression, expression.left);
|
|
1511
|
-
expressionWeights(pose, "R", expression, expression.right);
|
|
1512
|
-
}
|
|
1513
|
-
if (shut) {
|
|
1514
|
-
const closure = (channel: "lidL" | "lidR") => {
|
|
1515
|
-
const value = pose[channel];
|
|
1516
|
-
return value === undefined ? 0 : influence(channel, value);
|
|
1517
|
-
};
|
|
1518
|
-
const [l, r] = [closure("lidL"), closure("lidR")];
|
|
1519
|
-
const { smoothstep } = THREE.MathUtils;
|
|
1520
|
-
shut.lid.set(smoothstep(l, SHUT_FROM, SHUT_FULL), smoothstep(r, SHUT_FROM, SHUT_FULL));
|
|
1521
|
-
shut.fringe.set(smoothstep(l, SHUT_FRINGE_FROM, SHUT_FRINGE_FULL),
|
|
1522
|
-
smoothstep(r, SHUT_FRINGE_FROM, SHUT_FRINGE_FULL));
|
|
1523
|
-
}
|
|
1524
|
-
};
|
|
1525
|
-
|
|
1526
|
-
new GLTFLoader().load(url, (gltf) => {
|
|
1527
|
-
if (destroyed) return;
|
|
1528
|
-
// Where this head turns and tilts, and what rides its skull, are facts
|
|
1529
|
-
// about this head — measured by the build, stamped into the scene, and read
|
|
1530
|
-
// here before anything is reparented into the frames they define. An asset
|
|
1531
|
-
// that predates the stamp keeps the constants above, which are the numbers
|
|
1532
|
-
// it was built with.
|
|
1533
|
-
const stamp = (gltf.scene.userData ?? {}) as Record<string, unknown>;
|
|
1534
|
-
pivot = stampedVec(stamp, "head_pivot", PIVOT);
|
|
1535
|
-
rollPivot = stampedVec(stamp, "roll_pivot", ROLL_PIVOT);
|
|
1536
|
-
head.position.copy(pivot);
|
|
1537
|
-
tilt.position.subVectors(rollPivot, pivot);
|
|
1538
|
-
const headParts = Array.isArray(stamp.head_parts)
|
|
1539
|
-
&& stamp.head_parts.every((n) => typeof n === "string")
|
|
1540
|
-
? stamp.head_parts as string[] : HEAD_PARTS;
|
|
1541
|
-
trunk.add(gltf.scene);
|
|
1542
|
-
// Collect the morphed meshes *before* reparenting: every one of them is a
|
|
1543
|
-
// head part, so a traverse of `gltf.scene` after the move finds only the
|
|
1544
|
-
// neck and the torso and the whole face goes rigid — silently, because a
|
|
1545
|
-
// rig with nothing to drive still renders a perfectly good rest pose.
|
|
1546
|
-
gltf.scene.traverse((object) => {
|
|
1547
|
-
const mesh = object as THREE.Mesh;
|
|
1548
|
-
if (mesh.isMesh && mesh.morphTargetDictionary) morphed.push(mesh);
|
|
1549
|
-
// Kept aside as well: its roll pair is driven by a clock and not only by a
|
|
1550
|
-
// pose, so the render loop has to reach it between poses (`HAIR_ROLL`).
|
|
1551
|
-
if (mesh.isMesh && (mesh.name === "Hair" || mesh.name === "HairLayer")
|
|
1552
|
-
&& mesh.morphTargetDictionary) hairMeshes.push(mesh);
|
|
1553
|
-
// Hair that lies over the body is in front of everything the portrait
|
|
1554
|
-
// has, and it turns with the skull where the chest does not: tested
|
|
1555
|
-
// against depth, a nod swings the lower hank back through the chest.
|
|
1556
|
-
if (mesh.isMesh && mesh.name === "HairLayer") {
|
|
1557
|
-
(mesh.material as THREE.Material).depthTest = false;
|
|
1558
|
-
mesh.renderOrder = 1;
|
|
1559
|
-
}
|
|
1560
|
-
});
|
|
1561
|
-
// Out of the scene before anything draws it: it carries the maps, and is
|
|
1562
|
-
// one triangle behind the body that nothing should pay a draw call for.
|
|
1563
|
-
const carrier = gltf.scene.getObjectByName("Expression") as THREE.Mesh | undefined;
|
|
1564
|
-
if (carrier) {
|
|
1565
|
-
carrier.removeFromParent();
|
|
1566
|
-
expression = readExpression ? expressive(carrier) : null;
|
|
1567
|
-
if (!expression) (carrier.material as THREE.MeshStandardMaterial).map?.dispose();
|
|
1568
|
-
carrier.geometry.dispose();
|
|
1569
|
-
(carrier.material as THREE.Material).dispose();
|
|
1570
|
-
}
|
|
1571
|
-
const shutCarrier = gltf.scene.getObjectByName("Shut") as THREE.Mesh | undefined;
|
|
1572
|
-
if (shutCarrier) {
|
|
1573
|
-
shutCarrier.removeFromParent();
|
|
1574
|
-
shut = shutLids(shutCarrier);
|
|
1575
|
-
if (!shut) (shutCarrier.material as THREE.MeshStandardMaterial).map?.dispose();
|
|
1576
|
-
shutCarrier.geometry.dispose();
|
|
1577
|
-
(shutCarrier.material as THREE.Material).dispose();
|
|
1578
|
-
}
|
|
1579
|
-
for (const name of headParts) {
|
|
1580
|
-
const part = gltf.scene.getObjectByName(name);
|
|
1581
|
-
// Reparenting moves the object into the tilt's frame, whose origin is
|
|
1582
|
-
// the roll pivot, so subtract that to leave the part where it was
|
|
1583
|
-
// authored. `attach()` would do this from the world matrix, which has
|
|
1584
|
-
// not been computed yet at load.
|
|
1585
|
-
if (part) {
|
|
1586
|
-
part.position.sub(rollPivot);
|
|
1587
|
-
tilt.add(part);
|
|
1588
|
-
}
|
|
1589
|
-
}
|
|
1590
|
-
// One clone per source material, shared by every shell that carries the
|
|
1591
|
-
// field; a mesh without it keeps the material it came with.
|
|
1592
|
-
// The shell with the lids is a clone of its own: the ears and the hair
|
|
1593
|
-
// share its material and have no lid attributes to read.
|
|
1594
|
-
const turned = new Map<THREE.Material, THREE.MeshStandardMaterial>();
|
|
1595
|
-
const lidded = new Map<THREE.Material, THREE.MeshStandardMaterial>();
|
|
1596
|
-
head.traverse((object) => {
|
|
1597
|
-
const mesh = object as THREE.Mesh;
|
|
1598
|
-
if (!mesh.isMesh || !mesh.geometry.getAttribute(MOTION_DEPTH)) return;
|
|
1599
|
-
const base = mesh.material as THREE.MeshStandardMaterial;
|
|
1600
|
-
const withLids = shut !== null && LID_SHUT_ATTRS.every((name) => mesh.geometry.getAttribute(name) !== undefined);
|
|
1601
|
-
const cache = withLids ? lidded : turned;
|
|
1602
|
-
const own = cache.get(base)
|
|
1603
|
-
?? motionDepth(base, expression ?? undefined, withLids ? shut ?? undefined : undefined);
|
|
1604
|
-
cache.set(base, own);
|
|
1605
|
-
mesh.material = own;
|
|
1606
|
-
});
|
|
1607
|
-
// The neck rides the breath with the head; the torso *is* the breath. Both
|
|
1608
|
-
// are authored in world space with identity nodes, and `lift` sits at the
|
|
1609
|
-
// origin until a pose arrives, so moving the neck needs no correction.
|
|
1610
|
-
const neck = gltf.scene.getObjectByName("Neck") as THREE.Mesh | undefined;
|
|
1611
|
-
if (neck) lift.add(neck);
|
|
1612
|
-
// The shadow's map comes from the build (`build_character.py`, the neck); an
|
|
1613
|
-
// asset without it keeps the shadow painted on, as every build did before.
|
|
1614
|
-
const skull = head.getObjectByName("Head");
|
|
1615
|
-
const { jaw_shadow_uv: jawUv, jaw_shadow_extent: jawExtent, jaw_shadow_rim_z: jawRim,
|
|
1616
|
-
jaw_shadow_drop: jawTravel } = neck?.userData ?? {};
|
|
1617
|
-
if (neck && skull && Array.isArray(jawUv) && Array.isArray(jawExtent) && typeof jawRim === "number") {
|
|
1618
|
-
const headInverse = { value: new THREE.Matrix4() };
|
|
1619
|
-
// A build that predates the travel keeps the shadow rotating but not
|
|
1620
|
-
// opening, which is where this started and is still better than no tile.
|
|
1621
|
-
jawRimTravel = typeof jawTravel === "number" ? jawTravel : 0;
|
|
1622
|
-
neck.material = jawShadow(neck.material as THREE.MeshStandardMaterial, jawUv, jawExtent,
|
|
1623
|
-
jawRim, headInverse, jawDrop);
|
|
1624
|
-
neck.onBeforeRender = (_renderer, _scene, camera) => {
|
|
1625
|
-
headInverse.value.multiplyMatrices(camera.matrixWorldInverse, skull.matrixWorld).invert();
|
|
1626
|
-
};
|
|
1627
|
-
}
|
|
1628
|
-
torso = gltf.scene.getObjectByName("Body") ?? null;
|
|
1629
|
-
for (const name of ["Eye_L", "Eye_R"]) {
|
|
1630
|
-
const globe = head.getObjectByName(name);
|
|
1631
|
-
if (!globe) continue;
|
|
1632
|
-
// The globe's geometry is authored in world space with no node transform,
|
|
1633
|
-
// so it has to be rotated about its own centre rather than about the
|
|
1634
|
-
// origin. Re-centre the geometry once and put the offset on the node; the
|
|
1635
|
-
// catchlight is already a child and rides the globe, which is what a
|
|
1636
|
-
// reflection on a wet cornea does.
|
|
1637
|
-
const geometry = (globe as THREE.Mesh).geometry;
|
|
1638
|
-
geometry.computeBoundingSphere();
|
|
1639
|
-
const centre = geometry.boundingSphere?.center.clone() ?? new THREE.Vector3();
|
|
1640
|
-
geometry.translate(-centre.x, -centre.y, -centre.z);
|
|
1641
|
-
globe.position.add(centre);
|
|
1642
|
-
for (const child of globe.children) child.position.sub(centre);
|
|
1643
|
-
const mesh = globe as THREE.Mesh;
|
|
1644
|
-
// Whether the globe turns deep is the attribute's to say, not the name's —
|
|
1645
|
-
// the same rule the frame's shells are found by above. An asset built
|
|
1646
|
-
// before the globes carried the field keeps the socket shader alone.
|
|
1647
|
-
mesh.material = socketed(mesh.material as THREE.MeshStandardMaterial,
|
|
1648
|
-
name === "Eye_L" ? -1 : 1, gaze,
|
|
1649
|
-
mesh.geometry.getAttribute(MOTION_DEPTH) !== undefined,
|
|
1650
|
-
name === "Eye_L" ? lidShade.L : lidShade.R);
|
|
1651
|
-
eyes.push(globe);
|
|
1652
|
-
}
|
|
1653
|
-
// The mouth's inside, painted against the opening the lips make
|
|
1654
|
-
// (`mouthInterior`). Found by *mesh* name rather than material name:
|
|
1655
|
-
// `flat_material` hard-codes a `tara_` prefix, so tushar's cavity material
|
|
1656
|
-
// is called `tara_cavity` as well, and the mesh is what distinguishes it.
|
|
1657
|
-
// An asset built before the shell carried its opening keeps the flat fill.
|
|
1658
|
-
const opening = skull?.userData?.aperture as
|
|
1659
|
-
{ rest?: unknown; deltas?: Record<string, unknown> } | undefined;
|
|
1660
|
-
if (opening && Array.isArray(opening.rest) && opening.rest.length === 4) {
|
|
1661
|
-
aperture = { rest: opening.rest as number[],
|
|
1662
|
-
deltas: Object.entries(opening.deltas ?? {})
|
|
1663
|
-
.filter((e): e is [string, number[]] => Array.isArray(e[1]) && e[1].length === 4) };
|
|
1664
|
-
for (const [name, lift] of [["Cavity", { value: 0 }], ["Tongue", tongueLift]] as const) {
|
|
1665
|
-
const mesh = head.getObjectByName(name) as THREE.Mesh | undefined;
|
|
1666
|
-
if (!mesh) continue;
|
|
1667
|
-
const extent = mesh.userData?.interior_extent;
|
|
1668
|
-
mesh.material = mouthInterior(mesh.material as THREE.MeshStandardMaterial, mouthOpening, lift,
|
|
1669
|
-
Array.isArray(extent) && extent.length === 4 ? extent : null);
|
|
1670
|
-
}
|
|
1671
|
-
const lower = head.getObjectByName("Teeth_Lower") as THREE.Mesh | undefined;
|
|
1672
|
-
if (lower) lower.material = lowerArch(lower.material as THREE.MeshStandardMaterial, mouthOpening);
|
|
1673
|
-
const upper = head.getObjectByName("Teeth_Upper") as THREE.Mesh | undefined;
|
|
1674
|
-
if (upper) upper.material = upperArch(upper.material as THREE.MeshStandardMaterial, mouthOpening);
|
|
1675
|
-
}
|
|
1676
|
-
// A rig with no morph targets still renders a perfectly good rest pose, so
|
|
1677
|
-
// the failure mode of losing them is a face that simply never moves — which
|
|
1678
|
-
// a still frame cannot show. Say so, loudly enough that the Gate B capture
|
|
1679
|
-
// (which fails on any `[avatar]` console error) catches it.
|
|
1680
|
-
if (!morphed.length) console.error("[avatar] this character has no morph targets; the face will not move", url);
|
|
1681
|
-
loaded = true;
|
|
1682
|
-
if (pending) applyPose(pending);
|
|
1683
|
-
onReady?.();
|
|
1684
|
-
}, undefined, (error: unknown) => console.error("[avatar] could not load this character", url, error));
|
|
1685
|
-
|
|
1686
|
-
// rAF fires on the panel's own grid, so elapsed lands *near* the frame
|
|
1687
|
-
// interval and never on it, and a bare `elapsed < MIN_FRAME_MS` rejects the
|
|
1688
|
-
// frame it wants and waits for the next — 20 fps, not 30. The tolerance is
|
|
1689
|
-
// under half the interval at 120, 90 and 60 Hz, so it can never admit two
|
|
1690
|
-
// frames where one belongs.
|
|
1691
|
-
const GRID_TOLERANCE_MS = 4;
|
|
1692
|
-
let lastFrameMs = 0;
|
|
1693
|
-
renderer.setAnimationLoop(() => {
|
|
1694
|
-
const now = performance.now();
|
|
1695
|
-
const elapsed = now - lastFrameMs;
|
|
1696
|
-
if (elapsed < MIN_FRAME_MS - GRID_TOLERANCE_MS) return;
|
|
1697
|
-
lastFrameMs = now;
|
|
1698
|
-
// The hair lags the skull and settles behind it, which is a state and not a
|
|
1699
|
-
// function of the pose, so it advances on the clock. Clamped, because a tab
|
|
1700
|
-
// that was in the background hands back a gap and not a frame.
|
|
1701
|
-
stepHair(Math.min(elapsed / 1000, 0.1));
|
|
1702
|
-
writeHair();
|
|
1703
|
-
renderer.render(scene, camera);
|
|
1704
|
-
if (!warnedAboutRuntimeBudget &&
|
|
1705
|
-
(renderer.info.render.calls > HARD_BUDGET.drawCalls ||
|
|
1706
|
-
renderer.info.render.triangles > HARD_BUDGET.triangles)) {
|
|
1707
|
-
warnedAboutRuntimeBudget = true;
|
|
1708
|
-
console.warn("[avatar] runtime budget exceeded", {
|
|
1709
|
-
calls: renderer.info.render.calls,
|
|
1710
|
-
triangles: renderer.info.render.triangles,
|
|
1711
|
-
});
|
|
1712
|
-
}
|
|
1713
|
-
});
|
|
1714
|
-
|
|
1715
|
-
return {
|
|
1716
|
-
apply(frame: AvatarFrame) {
|
|
1717
|
-
// The mixer smooths every channel before it gets here (each has its own
|
|
1718
|
-
// τ, `docs/internal-rig.md`), so the rig eases nothing itself. Poses that
|
|
1719
|
-
// arrive before the GLB does are not queued, only remembered: the newest
|
|
1720
|
-
// one is the only one that was ever going to be shown.
|
|
1721
|
-
if (!loaded) { pending = frame.pose; return; }
|
|
1722
|
-
applyPose(frame.pose);
|
|
1723
|
-
},
|
|
1724
|
-
destroy() {
|
|
1725
|
-
if (destroyed) return;
|
|
1726
|
-
destroyed = true;
|
|
1727
|
-
observer.disconnect();
|
|
1728
|
-
renderer.setAnimationLoop(null);
|
|
1729
|
-
scene.traverse((object) => {
|
|
1730
|
-
const mesh = object as THREE.Mesh;
|
|
1731
|
-
mesh.geometry?.dispose();
|
|
1732
|
-
for (const item of Array.isArray(mesh.material) ? mesh.material : [mesh.material]) {
|
|
1733
|
-
const material = item as THREE.MeshStandardMaterial | undefined;
|
|
1734
|
-
material?.map?.dispose();
|
|
1735
|
-
material?.emissiveMap?.dispose();
|
|
1736
|
-
material?.dispose();
|
|
1737
|
-
}
|
|
1738
|
-
});
|
|
1739
|
-
// A uniform, not a material's map, so the traverse above never meets it.
|
|
1740
|
-
expression?.map.dispose();
|
|
1741
|
-
shut?.map.dispose();
|
|
1742
|
-
renderer.dispose();
|
|
1743
|
-
renderer.domElement.remove();
|
|
1744
|
-
},
|
|
1745
|
-
};
|
|
1746
|
-
}
|