reze-engine 0.68.5 → 0.68.7
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/dist/engine.d.ts +2 -3
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +6 -6
- package/dist/graph/slots.d.ts.map +1 -1
- package/dist/graph/slots.js +2 -10
- package/dist/jelly-eyes.d.ts +9 -3
- package/dist/jelly-eyes.d.ts.map +1 -1
- package/dist/jelly-eyes.js +438 -85
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +49 -104
- package/package.json +1 -1
- package/src/engine.ts +6 -6
- package/src/graph/slots.ts +2 -10
- package/src/jelly-eyes.ts +449 -81
- package/src/shaders/materials/common.ts +49 -104
package/src/jelly-eyes.ts
CHANGED
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@@ -3,26 +3,32 @@
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// What every working version of the effect has in common, whether it is keyed
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// by hand in MMD, a pendulum in Live2D, or a jiggle bone in Blender: an INPUT
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// (a blink, a turn), something that REMEMBERS the last frame (a spring), and a
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// cheap OUTPUT. Here the output is the iris's
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//
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//
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//
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//
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// cheap OUTPUT. Here the output is the iris's shape, in place.
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//
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// The blink is the MME 果冻眼's (JellyEye V1.2.2, by 茶叶味香皂): a spring
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// driven by how FAST the lids move. The iris widens while they close and rings
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// out once they stop, kicked again at each change of pace; the lid presses it
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// flatter as it closes; a twist and a drift of a hair ride the spring. On top,
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// her head's motion and an idle tap now and then knock it, as before. A
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// highlight drawn as its own layer over the iris (a separate material, as MME
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// rigs have) follows the iris, then trembles on its own: a new random spot ten
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// times a second, no easing — the jiggle the MME is known for. The inputs are
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// her blinks and her head, never her eyes' own turn: eye tracking turns the
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// eyes after the camera, and the camera must not shake the jelly.
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//
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// The springs run on the CPU, stepped by the engine's frame delta — the same
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// exact delta renderFrame() hands an export, so a blink bounces identically on
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// screen and in the file. Their
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// (jelly[0..
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// the vertices the eye bones carry — about its centre,
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//
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// colour), so every eye graph becomes jelly without knowing it.
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// screen and in the file. Their result rides in the model's ObjectLight
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// (jelly[0..11], see materials/common.ts): the vertex shader moves the iris —
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// the vertices the eye bones carry — about its centre, so every eye graph
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// becomes jelly without knowing it. Nothing changes its colour.
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import type { Model } from "./model"
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export interface JellyEyeOptions {
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/** How much the eyes give: 0 still, 1 the intended bounce, up to 2. Default 1. */
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strength?: number
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-
/** The idle taps: a
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/** The idle taps: a ripple every 4–8 s while nothing else moves them.
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* Default true; false leaves only what her blinks and motion set off. */
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idle?: boolean
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}
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@@ -34,17 +40,81 @@ const BOTH = ["まばたき", "笑い", "はぅ", "blink", "Blink", "eye_close",
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const LEFT = ["ウィンク", "ウィンク2", "ウィンク", "ウィンク2", "wink", "Wink", "blink_L", "Fcl_EYE_Close_L"]
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const RIGHT = ["ウィンク右", "ウィンク2右", "ウィンク右", "ウィンク2右", "wink_R", "Wink_R", "blink_R", "Fcl_EYE_Close_R"]
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// The
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//
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//
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//
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//
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//
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const
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// The blink, as the MME runs it (its JellyEye_Settings.fxsub defaults). The
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// eye's closure (0..1) is differentiated twice. Its speed drives a target the
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// spring chases: CLOSE_DRIVE while closing, OPEN_DRIVE while opening, eased by
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// how fast. Every change between gaining and losing pace kicks the spring's
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// velocity. The spring is an exact under-damped step at SPRING_HZ whose
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// envelope halves every HALF_LIFE.
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const ACCEL_MIN = 0.5
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const ACCEL_FULL = 2
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const ACCEL_KICK = 0.32
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const RELEASE_KICK = 0.2
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const CLOSE_DRIVE = 0.85
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const OPEN_DRIVE = 0.2
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const DRIVE_SPEED_MIN = 0.04
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const DRIVE_SPEED_FULL = 2.5
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const DRIVE_CURVE = 0.85
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const MORPH_SPEED_LIMIT = 30
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const ACCEL_LIMIT = 240
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const MAX_STEP = 0.12
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const SPRING_HZ = 3
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const HALF_LIFE = 0.28
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const ELASTIC_S = 2
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const STOP_EPS = 0.0025
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const MIN_RELEASE = 0.12
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const SPRING_LIMIT = 1.25
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// What the spring does to the iris, per unit of it: wider far more than
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// taller, a little less on the rebound side; the lid's press, flatter by
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// SQUEEZE_Y at full closure; a twist (degrees); and a drift (iris radii: the
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// MME's model units over a typical iris of 0.1). Twist and drift take both the
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// spring's place (_POS) and its velocity (_VEL). The twist is ten and five
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// times the MME's defaults (0.2°, 0.8°): at those it stays under a degree and
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// the iris never visibly turns as it rings.
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const SCALE_GAIN: [number, number] = [0.2, 0.05]
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const REBOUND: [number, number] = [0.7, 0.8]
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const SQUEEZE_Y = 0.18
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const TWIST_POS = 2
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const TWIST_VEL = 4
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const DRIFT_POS: [number, number] = [0.008, 0.015]
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const DRIFT_VEL: [number, number] = [0.012, 0.006]
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// The highlight layer's own motion: a held random spot, re-drawn JITTER_HZ
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// times a second per axis, up to JITTER of an iris radius; and, on the spring,
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// a further sway (iris radii) and turn (degrees) of its own.
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const JITTER_HZ: [number, number] = [9, 11]
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const JITTER: [number, number] = [0.03, 0.02]
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const HL_SWAY: [number, number] = [0.03, 0.045]
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const HL_TURN = 10
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const HL_SCALE: [number, number] = [0.055, 0.045]
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const HL_SCALE_MIN = 0.85
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const HL_SCALE_MAX = 1.2
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// The roll: while a closing expression holds, the iris turns about its eye
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// bone's X axis (左目/右目, the eyeball's centre), rolling down with the lid —
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// the angle at weight 1, and simultaneous expressions add. And it comes
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// forward a little (iris radii) with the expression and with the spring, so
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// the roll does not sink it into the white. The MME rolls with the lid
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// exactly, which the lid hides; here the roll follows on a spring of the same
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// pace and decay as the blink's, so as the eye opens the iris swings up past
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// rest and wobbles back, where it can be seen.
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const ROLL: Record<string, number> = {
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まばたき: -15, blink: -15, Blink: -15, eye_close: -15, Fcl_EYE_Close: -15, はぅ: -15, 笑い: -5,
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ウィンク: -5, ウィンク: -5, wink: -5, Wink: -5, ウィンク2: -15, ウィンク2: -15, blink_L: -15, Fcl_EYE_Close_L: -15,
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ウィンク右: -5, ウィンク右: -5, wink_R: -5, Wink_R: -5, ウィンク2右: -15, ウィンク2右: -15, blink_R: -15, Fcl_EYE_Close_R: -15,
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}
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const ROLL_HZ = SPRING_HZ
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const ROLL_ZETA = Math.LN2 / HALF_LIFE / (2 * Math.PI * SPRING_HZ)
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// How much of the spring's swing about the expression angle shows: the whole
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// of it carried the iris up most of its radius after a blink.
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const ROLL_SWING = 0.4
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const PUSH_EXPRESSION = 0.15
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const PUSH_ELASTIC = 0.04
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// A highlight sheet by name, for rigs that keep it on its own material.
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const HIGHLIGHT = /ハイライト|ハイライト|高光|highlight|hilight|(^|[^a-z])hl([^a-z]|$)/i
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const DEG = Math.PI / 180
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// The knock's squash (her motion, the idle taps): nearly round, lightly damped
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// so one knock ripples.
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const SQUASH_HZ = 1.8
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const SQUASH_ZETA = 0.08
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const CLOSURE_FOLLOW_S = 0.35
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// The lag: the picture trails the eye's turn and catches up past it. Radians of
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// lag to eye radii of offset; the head's own turn counts for a third, so a
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// sudden stop of the head wobbles the eyes without a dance keeping them
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@@ -82,16 +152,21 @@ const PULSE_REF = 0.006
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const MOTION_SQUASH = 0.18
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const PULSE_HZ = 2.0
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const PULSE_ZETA = 0.08
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// The idle taps: every
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// The idle taps: every 4–8 s, at uneven times, a knock into the
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// same springs her motion drives — the iris dips, bounces and settles, then
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// rests — the way a jelly on a table is never quite still. A steady sine was
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// tried, as size (a zoom) and as wider-then-taller (queasy); a settling tap is
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// what reads as jelly.
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//
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//
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const
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// what reads as jelly. A tap is a full KNOCK, exactly what her motion gives at
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// its strongest — a gentler nudge was tried and went unnoticed — held for a
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// moment and let go, so it rings through the same springs. The gaps come from
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// a hash of the tap's count, so the scene clock alone decides them and an
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// export taps where the screen did.
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const IDLE_TAP_S = 0.12
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// How hard a tap knocks (motion's strongest is 1) and how far apart they fall:
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// a full knock every 2–4 s read as the iris zooming constantly; rarer, a touch
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// softer, each one reads as a ripple and the eye rests between.
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const IDLE_TAP = 0.6
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const IDLE_GAP: [number, number] = [4, 8]
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const idleGap = (n: number): number => {
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const x = Math.sin(n * 12.9898 + 78.233) * 43758.5453
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return IDLE_GAP[0] + (x - Math.floor(x)) * (IDLE_GAP[1] - IDLE_GAP[0])
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@@ -102,16 +177,25 @@ const SEEK = 0.25
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interface EyeState {
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closure: number
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// The
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// The MME blink: last frame's closure and its speed, the last pace trend
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// (+1 gaining, −1 losing, 0 still), the spring's place and velocity, and
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// the seconds since the lids last drove it.
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prev: number
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speed: number
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trend: number
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x: number
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v: number
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age: number
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squash: number
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squashV: number
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// Lagged look (yaw, pitch) and its velocity; the offset is lagged − actual.
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lag: [number, number]
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lagV: [number, number]
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look: [number, number]
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shine: number
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pulse: number
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// The roll (degrees) and its velocity, chasing the expressions' angle.
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roll: number
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rollV: number
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pulseV: number
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}
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@@ -132,18 +216,38 @@ interface EyeRest {
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// Iris centre to the eye bone's head: what a turn moves the iris by, per
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// radian.
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lever: number
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// The vertices it was measured from (empty for a fallback), and the bone
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// that carries them (−1 when none does).
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verts: number[]
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bone: number
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// The eye bone's head, which the roll turns about (null: no eye bone).
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pivot: [number, number, number] | null
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}
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// A vertex morph's pull on an iris: the mean offset it gives the iris's
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// vertices at weight 1. Morphs add linearly, so the iris's centre under any
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// mix of them is the rest centre plus these, weighted.
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interface MorphShift {
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morph: number
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d: [number, number, number]
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}
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const newState = (): EyeState => ({
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closure: 0,
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-
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prev: 0,
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speed: 0,
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trend: 0,
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x: 0,
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v: 0,
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age: ELASTIC_S,
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squash: 0,
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squashV: 0,
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lag: [0, 0],
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lagV: [0, 0],
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look: [0, 0],
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shine: 0,
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pulse: 0,
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roll: 0,
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rollV: 0,
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pulseV: 0,
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})
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@@ -154,13 +258,26 @@ export class JellyEyes {
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private clock = 0
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private taps = 0
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private nextTap = idleGap(0)
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// The current tap's knock, 1 at the tap and fading over IDLE_TAP_S.
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private tapKnock = 0
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private readonly rest: [EyeRest, EyeRest]
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private readonly state: [EyeState, EyeState] = [newState(), newState()]
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private readonly morphs: [number[], number[], number[]]
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private readonly eyeBones: [number, number]
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private readonly headBone: number
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private fresh = true
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// Each iris's centre THIS frame: the rest centre carried by the morphs that
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// move the iris (a pupil-up, a look-left) — the vertex shader scales the
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// morphed iris, so a centre left at rest scales it about a point it has
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// already left, and it drifts off as it shrinks and grows.
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private readonly shifts: [MorphShift[], MorphShift[]]
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private readonly centre: [[number, number, number], [number, number, number]]
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private readonly inertia: Inertia = { p: [0, 0, 0], v: [0, 0, 0], head: [0, 0, 0], offset: [0, 0] }
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// The highlight layers' draw ids (MaterialUniforms.materialId), up to two.
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readonly highlights: number[]
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// Each eye's closing expressions with their roll, and the angle they set this frame (degrees).
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private readonly rolls: [{ morph: number; deg: number }[], { morph: number; deg: number }[]]
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private readonly roll: [number, number] = [0, 0]
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constructor(model: Model, options: JellyEyeOptions) {
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this.strength = clampStrength(options.strength)
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@@ -170,26 +287,48 @@ export class JellyEyes {
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const both = index("両目")
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const l = index("左目")
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|
172
289
|
const r = index("右目")
|
|
173
|
-
this.eyeBones = [l >= 0 ? l : both, r >= 0 ? r : both]
|
|
174
290
|
this.headBone = index("頭")
|
|
175
291
|
const names = model.getMorphing().morphs.map((m) => m.name)
|
|
176
292
|
const find = (list: string[]) => list.map((n) => names.indexOf(n)).filter((i) => i >= 0)
|
|
177
293
|
this.morphs = [find(BOTH), find(LEFT), find(RIGHT)]
|
|
294
|
+
const rolls = (list: string[]) => list.map((n) => ({ morph: names.indexOf(n), deg: ROLL[n] ?? 0 })).filter((r) => r.morph >= 0 && r.deg !== 0)
|
|
295
|
+
this.rolls = [rolls([...BOTH, ...LEFT]), rolls([...BOTH, ...RIGHT])]
|
|
178
296
|
this.rest = findIrises(model, l, r, both)
|
|
297
|
+
// The bone that carries each iris, which may be under the eye bone.
|
|
298
|
+
this.eyeBones = [this.rest[0].bone, this.rest[1].bone]
|
|
299
|
+
this.shifts = [irisShifts(model, this.rest[0].verts), irisShifts(model, this.rest[1].verts)]
|
|
300
|
+
this.centre = [[...this.rest[0].centre], [...this.rest[1].centre]]
|
|
301
|
+
this.highlights = findHighlights(model, this.rest)
|
|
179
302
|
}
|
|
180
303
|
|
|
181
304
|
/** Advance both springs by dt seconds of scene time. */
|
|
182
305
|
step(dt: number, model: Model): void {
|
|
183
306
|
const weights = model.getEffectiveMorphWeights()
|
|
307
|
+
for (let e = 0; e < 2; e++) {
|
|
308
|
+
const c = this.centre[e]
|
|
309
|
+
const r = this.rest[e].centre
|
|
310
|
+
c[0] = r[0]
|
|
311
|
+
c[1] = r[1]
|
|
312
|
+
c[2] = r[2]
|
|
313
|
+
for (const { morph, d } of this.shifts[e]) {
|
|
314
|
+
const w = weights[morph] ?? 0
|
|
315
|
+
if (w === 0) continue
|
|
316
|
+
c[0] += d[0] * w
|
|
317
|
+
c[1] += d[1] * w
|
|
318
|
+
c[2] += d[2] * w
|
|
319
|
+
}
|
|
320
|
+
}
|
|
184
321
|
const sum = (list: number[]) => list.reduce((s, i) => s + (weights[i] ?? 0), 0)
|
|
185
322
|
const both = sum(this.morphs[0])
|
|
186
323
|
const closure = [Math.min(1, both + sum(this.morphs[1])), Math.min(1, both + sum(this.morphs[2]))]
|
|
324
|
+
for (let e = 0; e < 2; e++) this.roll[e] = this.rolls[e].reduce((a, r) => a + r.deg * Math.max(0, Math.min(1, weights[r.morph] ?? 0)), 0)
|
|
187
325
|
const head = this.headBone >= 0 ? model.getBoneWorldMatrixAt(this.headBone) : null
|
|
188
326
|
const seek = this.fresh || dt > SEEK || dt < 0
|
|
189
327
|
if (dt > 0) this.clock += dt
|
|
190
|
-
|
|
191
|
-
if (
|
|
192
|
-
|
|
328
|
+
if (dt > 0) this.tapKnock *= Math.exp(-dt / IDLE_TAP_S)
|
|
329
|
+
if (seek) this.tapKnock = 0
|
|
330
|
+
else if (this.idle && this.clock >= this.nextTap) {
|
|
331
|
+
this.tapKnock = IDLE_TAP
|
|
193
332
|
this.taps++
|
|
194
333
|
this.nextTap = this.clock + idleGap(this.taps)
|
|
195
334
|
}
|
|
@@ -202,26 +341,24 @@ export class JellyEyes {
|
|
|
202
341
|
// Only her motion — the head turning and moving (the inertia) — and her
|
|
203
342
|
// blinks do.
|
|
204
343
|
look(head, null, s.look)
|
|
205
|
-
|
|
206
|
-
|
|
207
|
-
// Either way a lid moves squashes — opening too, which is the half of a
|
|
208
|
-
// blink you can see (closing, the lid hides the iris anyway).
|
|
209
|
-
const knock = seek ? 0 : Math.tanh(Math.hypot(...this.offset(s, e)) / PULSE_REF)
|
|
210
|
-
const squashTarget = SQUASH_CLOSED * Math.abs(s.closure - s.settled) + MOTION_SQUASH * knock
|
|
344
|
+
const knock = seek ? 0 : Math.max(this.tapKnock, Math.tanh(Math.hypot(...this.offset(s, e)) / PULSE_REF))
|
|
345
|
+
const squashTarget = MOTION_SQUASH * knock
|
|
211
346
|
if (seek) {
|
|
347
|
+
// Landing on a pose is no blink: the spring rests where it lands.
|
|
348
|
+
s.prev = s.closure
|
|
349
|
+
s.speed = s.trend = s.x = s.v = 0
|
|
350
|
+
s.age = ELASTIC_S
|
|
212
351
|
s.squash = squashTarget
|
|
213
352
|
s.squashV = 0
|
|
214
353
|
s.lag[0] = s.look[0]
|
|
215
354
|
s.lag[1] = s.look[1]
|
|
216
355
|
s.lagV[0] = s.lagV[1] = 0
|
|
217
|
-
s.shine = 0
|
|
218
356
|
s.pulse = s.pulseV = 0
|
|
357
|
+
s.roll = this.roll[e]
|
|
358
|
+
s.rollV = 0
|
|
219
359
|
continue
|
|
220
360
|
}
|
|
221
|
-
|
|
222
|
-
s.squashV += IDLE_SQUASH_KICK
|
|
223
|
-
s.pulseV -= IDLE_PULSE_KICK
|
|
224
|
-
}
|
|
361
|
+
blink(s, dt)
|
|
225
362
|
const steps = Math.ceil(dt / SUBSTEP)
|
|
226
363
|
const h = steps > 0 ? dt / steps : 0
|
|
227
364
|
const pulseTarget = PULSE_MAX * knock
|
|
@@ -230,32 +367,63 @@ export class JellyEyes {
|
|
|
230
367
|
s.pulse += h * s.pulseV
|
|
231
368
|
s.squashV += h * spring(s.squash - squashTarget, s.squashV, SQUASH_HZ, SQUASH_ZETA)
|
|
232
369
|
s.squash += h * s.squashV
|
|
370
|
+
s.rollV += h * spring(s.roll - this.roll[e], s.rollV, ROLL_HZ, ROLL_ZETA)
|
|
371
|
+
s.roll += h * s.rollV
|
|
233
372
|
for (let k = 0; k < 2; k++) {
|
|
234
373
|
s.lagV[k] += h * spring(s.lag[k] - s.look[k], s.lagV[k], LAG_HZ, LAG_ZETA)
|
|
235
374
|
s.lag[k] += h * s.lagV[k]
|
|
236
375
|
}
|
|
237
376
|
}
|
|
238
|
-
// Shine follows the motion: bright while the jelly moves, fading as it
|
|
239
|
-
// settles, eased so a single wobble does not strobe.
|
|
240
|
-
const motion = Math.min(1, 2.5 * Math.abs(s.squash - squashTarget) + 4 * Math.hypot(...this.offset(s, e)))
|
|
241
|
-
s.shine += (motion - s.shine) * Math.min(1, dt * 12)
|
|
242
377
|
}
|
|
243
378
|
this.fresh = false
|
|
244
379
|
}
|
|
245
380
|
|
|
246
|
-
/** Write jelly[0..
|
|
381
|
+
/** Write jelly[0..11] into an ObjectLight copy (floats 48..95). */
|
|
247
382
|
write(o: Float32Array): void {
|
|
248
|
-
const [L, R] = this.
|
|
249
|
-
|
|
250
|
-
|
|
251
|
-
|
|
252
|
-
|
|
383
|
+
const [L, R] = this.centre
|
|
384
|
+
const g = this.strength
|
|
385
|
+
o.set([L[0], L[1], L[2], g], 48)
|
|
386
|
+
// The highlight layers' draw ids, two packed in one float (exact to 4095).
|
|
387
|
+
const [a = 0, b = 0] = this.highlights
|
|
388
|
+
o.set([R[0], R[1], R[2], a + b * 4096], 52)
|
|
389
|
+
// One knock swell for both: the mean of the two eyes', so they swell together.
|
|
390
|
+
const pulse = (this.state[0].pulse + this.state[1].pulse) / 2
|
|
391
|
+
const omega = 2 * Math.PI * SPRING_HZ
|
|
392
|
+
// Strength scales every departure from rest, then the bounds hold: the
|
|
393
|
+
// swell under 1.08 tall so it cannot rise past the upper lid.
|
|
394
|
+
const by = (k: number, lo: number, hi: number) => Math.max(lo, Math.min(hi, 1 + (k - 1) * g))
|
|
253
395
|
for (let e = 0; e < 2; e++) {
|
|
254
396
|
const s = this.state[e]
|
|
255
397
|
const rest = this.rest[e]
|
|
398
|
+
const r = (rest.radius[0] + rest.radius[1]) / 2
|
|
399
|
+
// The MME spring's place, and its velocity in the same units.
|
|
400
|
+
const x = s.x
|
|
401
|
+
const vn = s.v / omega
|
|
402
|
+
const gain = (k: 0 | 1) => SCALE_GAIN[k] * (x >= 0 ? 1 : REBOUND[k])
|
|
403
|
+
const kx = (1 + x * gain(0)) * (1 - 0.8 * s.squash + pulse)
|
|
404
|
+
const ky = (1 + x * gain(1)) * (1 - SQUEEZE_Y * s.closure) * (1 - s.squash + pulse)
|
|
256
405
|
o.set([rest.radius[0], rest.radius[1], s.closure, this.eyeBones[e]], 56 + e * 4)
|
|
257
|
-
//
|
|
258
|
-
o.set([
|
|
406
|
+
// [4]/[5]: scale across and down, the iris's twist, the highlight's turn.
|
|
407
|
+
o.set([by(kx, 0.78, 1.25), by(ky, 0.7, 1.08), (x * TWIST_POS + vn * TWIST_VEL) * DEG * g, vn * HL_TURN * DEG * g], 64 + e * 4)
|
|
408
|
+
// [6]/[7]: the iris's drift, then the highlight's on top (bind units).
|
|
409
|
+
// The tremble is held random spots on the scene clock, so an export
|
|
410
|
+
// trembles where the screen did, and a pause holds it.
|
|
411
|
+
const tick = (hz: number, seed: number) => (this.idle ? hashSigned(Math.floor(this.clock * hz) + seed + e * 101) : 0)
|
|
412
|
+
o.set(
|
|
413
|
+
[
|
|
414
|
+
(x * DRIFT_POS[0] + vn * DRIFT_VEL[0]) * r * g,
|
|
415
|
+
(x * DRIFT_POS[1] + vn * DRIFT_VEL[1]) * r * g,
|
|
416
|
+
(vn * HL_SWAY[0] + tick(JITTER_HZ[0], 17) * JITTER[0]) * r * g,
|
|
417
|
+
(vn * HL_SWAY[1] + tick(JITTER_HZ[1], 53) * JITTER[1]) * r * g,
|
|
418
|
+
],
|
|
419
|
+
72 + e * 4,
|
|
420
|
+
)
|
|
421
|
+
// [8]/[9]: the roll's pivot and angle; [10]/[11]: the highlight's own
|
|
422
|
+
// scale, and how far the iris comes forward (bind units).
|
|
423
|
+
const pivot = rest.pivot
|
|
424
|
+
o.set(pivot ? [pivot[0], pivot[1], pivot[2], (this.roll[e] + (s.roll - this.roll[e]) * ROLL_SWING) * DEG * g] : [0, 0, 0, 0], 80 + e * 4)
|
|
425
|
+
const hs = (k: 0 | 1) => Math.max(HL_SCALE_MIN, Math.min(HL_SCALE_MAX, 1 + x * HL_SCALE[k] * g))
|
|
426
|
+
o.set([hs(0), hs(1), (s.closure * PUSH_EXPRESSION + Math.min(Math.abs(x), SPRING_LIMIT) * PUSH_ELASTIC) * r * g, 0], 88 + e * 4)
|
|
259
427
|
}
|
|
260
428
|
}
|
|
261
429
|
|
|
@@ -312,9 +480,109 @@ export class JellyEyes {
|
|
|
312
480
|
}
|
|
313
481
|
}
|
|
314
482
|
|
|
315
|
-
/** Zero jelly[0..
|
|
483
|
+
/** Zero jelly[0..11] — strength 0 is what the shader reads as off. */
|
|
316
484
|
export function clearJellyEyes(o: Float32Array): void {
|
|
317
|
-
o.fill(0, 48,
|
|
485
|
+
o.fill(0, 48, 96)
|
|
486
|
+
}
|
|
487
|
+
|
|
488
|
+
/** A held random value in −1..1 for an integer tick, as the MME hashes it. */
|
|
489
|
+
function hashSigned(n: number): number {
|
|
490
|
+
const x = Math.sin(n * 12.9898 + 78.233) * 43758.5453
|
|
491
|
+
return (x - Math.floor(x)) * 2 - 1
|
|
492
|
+
}
|
|
493
|
+
|
|
494
|
+
/**
|
|
495
|
+
* One frame of the MME's blink spring for one eye (JellyEye_StateUpdate.fxsub,
|
|
496
|
+
* JE_ComputeNextState), from its closure this frame.
|
|
497
|
+
*/
|
|
498
|
+
function blink(s: EyeState, dt: number): void {
|
|
499
|
+
if (!(dt > 0)) return
|
|
500
|
+
dt = Math.min(dt, MAX_STEP)
|
|
501
|
+
const omega = 2 * Math.PI * SPRING_HZ
|
|
502
|
+
const clamp = (x: number, m: number) => Math.max(-m, Math.min(m, x))
|
|
503
|
+
const speed = clamp((s.closure - s.prev) / dt, MORPH_SPEED_LIMIT)
|
|
504
|
+
// The change of SPEED, not of signed velocity: gaining pace or losing it.
|
|
505
|
+
const accel = clamp((Math.abs(speed) - Math.abs(s.speed)) / dt, ACCEL_LIMIT)
|
|
506
|
+
const trend = accel > ACCEL_MIN ? 1 : accel < -ACCEL_MIN ? -1 : 0
|
|
507
|
+
// One run of gaining (or losing) pace is one kick.
|
|
508
|
+
const kicked = trend !== 0 && trend !== s.trend
|
|
509
|
+
let latched = trend !== 0 ? trend : s.trend
|
|
510
|
+
if (trend === 0 && Math.abs(speed) < DRIVE_SPEED_MIN && Math.abs(s.speed) < DRIVE_SPEED_MIN) latched = 0
|
|
511
|
+
// While the lids move, a target the spring chases, eased by how fast.
|
|
512
|
+
const amount = Math.max(0, Math.min(1, (Math.abs(speed) - DRIVE_SPEED_MIN) / (DRIVE_SPEED_FULL - DRIVE_SPEED_MIN))) ** DRIVE_CURVE
|
|
513
|
+
const target = amount * (speed > DRIVE_SPEED_MIN ? CLOSE_DRIVE : speed < -DRIVE_SPEED_MIN ? OPEN_DRIVE : 0)
|
|
514
|
+
const driven = Math.abs(target) > 1e-5
|
|
515
|
+
const x0 = s.x
|
|
516
|
+
let v0 = s.v
|
|
517
|
+
if (kicked) v0 += (trend > 0 ? ACCEL_KICK : -RELEASE_KICK) * Math.min(1, Math.abs(accel) / ACCEL_FULL) * omega
|
|
518
|
+
const age = driven || kicked ? 0 : Math.min(s.age + dt, ELASTIC_S)
|
|
519
|
+
let x = 0
|
|
520
|
+
let v = 0
|
|
521
|
+
if (driven || kicked || s.age < ELASTIC_S || Math.abs(x0) > STOP_EPS || Math.abs(v0) / omega > STOP_EPS) {
|
|
522
|
+
// The exact under-damped step about the target.
|
|
523
|
+
const decay = Math.LN2 / HALF_LIFE
|
|
524
|
+
const envelope = Math.exp(-decay * dt)
|
|
525
|
+
const c = Math.cos(omega * dt)
|
|
526
|
+
const sn = Math.sin(omega * dt)
|
|
527
|
+
const rel = x0 - target
|
|
528
|
+
x = target + envelope * (rel * c + ((v0 + decay * rel) * sn) / omega)
|
|
529
|
+
v = envelope * (v0 * c - ((decay * v0 + (decay * decay + omega * omega) * rel) * sn) / omega)
|
|
530
|
+
}
|
|
531
|
+
x = clamp(x, SPRING_LIMIT)
|
|
532
|
+
v = clamp(v, omega * SPRING_LIMIT * 2)
|
|
533
|
+
s.prev = s.closure
|
|
534
|
+
s.speed = speed
|
|
535
|
+
s.trend = latched
|
|
536
|
+
const settled = !driven && age >= MIN_RELEASE && Math.abs(x) <= STOP_EPS && Math.abs(v) / omega <= STOP_EPS
|
|
537
|
+
if (settled || (!driven && age >= ELASTIC_S)) {
|
|
538
|
+
s.x = s.v = 0
|
|
539
|
+
s.age = ELASTIC_S
|
|
540
|
+
} else {
|
|
541
|
+
s.x = x
|
|
542
|
+
s.v = v
|
|
543
|
+
s.age = age
|
|
544
|
+
}
|
|
545
|
+
}
|
|
546
|
+
|
|
547
|
+
/**
|
|
548
|
+
* The highlight layers: a material drawn over an iris — after it, on the same
|
|
549
|
+
* disc, made of vertices the eye bones carry — or one named as a highlight.
|
|
550
|
+
* As draw ids (1-based over the materials that draw, as the engine numbers
|
|
551
|
+
* MaterialUniforms.materialId), at most two. A rig whose highlight is painted
|
|
552
|
+
* into the iris has none, and only the iris moves.
|
|
553
|
+
*/
|
|
554
|
+
function findHighlights(model: Model, rest: [EyeRest, EyeRest]): number[] {
|
|
555
|
+
const materials = model.getMaterials?.() ?? []
|
|
556
|
+
const { positions, indices } = model.getGeometry()
|
|
557
|
+
const iris = new Set([...rest[0].verts, ...rest[1].verts])
|
|
558
|
+
if (!materials.length || !indices.length || !iris.size) return []
|
|
559
|
+
const layers: { id: number; name: string; minX: number; maxX: number; minY: number; maxY: number }[] = []
|
|
560
|
+
let start = 0
|
|
561
|
+
let id = 0
|
|
562
|
+
for (const m of materials) {
|
|
563
|
+
const count = m.vertexCount
|
|
564
|
+
if (count === 0) continue
|
|
565
|
+
id++
|
|
566
|
+
let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity
|
|
567
|
+
for (let k = start; k < start + count; k++) {
|
|
568
|
+
const v = indices[k]
|
|
569
|
+
if (!iris.has(v)) continue
|
|
570
|
+
minX = Math.min(minX, positions[v * 3])
|
|
571
|
+
maxX = Math.max(maxX, positions[v * 3])
|
|
572
|
+
minY = Math.min(minY, positions[v * 3 + 1])
|
|
573
|
+
maxY = Math.max(maxY, positions[v * 3 + 1])
|
|
574
|
+
}
|
|
575
|
+
start += count
|
|
576
|
+
if (minX <= maxX) layers.push({ id, name: m.name, minX, maxX, minY, maxY })
|
|
577
|
+
}
|
|
578
|
+
const out: number[] = []
|
|
579
|
+
layers.forEach((l, i) => {
|
|
580
|
+
const cx = (l.minX + l.maxX) / 2
|
|
581
|
+
const cy = (l.minY + l.maxY) / 2
|
|
582
|
+
const over = layers.slice(0, i).some((u) => cx >= u.minX && cx <= u.maxX && cy >= u.minY && cy <= u.maxY)
|
|
583
|
+
if ((over || HIGHLIGHT.test(l.name)) && out.length < 2) out.push(l.id)
|
|
584
|
+
})
|
|
585
|
+
return out
|
|
318
586
|
}
|
|
319
587
|
|
|
320
588
|
export function clampStrength(s: number | undefined): number {
|
|
@@ -355,6 +623,64 @@ function look(eye: Float32Array | null, head: Float32Array | null, out: [number,
|
|
|
355
623
|
|
|
356
624
|
const dot = (a: number[], b: number[]) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
|
|
357
625
|
|
|
626
|
+
/**
|
|
627
|
+
* The iris out of everything one eye carries: grouped by material, the group
|
|
628
|
+
* whose centre is nearest the eye bone, and any other group centred on it
|
|
629
|
+
* (within its own size) — layers of the same eye. Without materials (or a
|
|
630
|
+
* bone), the set as it came.
|
|
631
|
+
*/
|
|
632
|
+
function irisOnly(model: Model, set: number[], bone: [number, number, number] | null): number[] {
|
|
633
|
+
const materials = model.getMaterials?.() ?? []
|
|
634
|
+
const { positions, indices } = model.getGeometry()
|
|
635
|
+
if (set.length < 3 || !bone || !materials.length || !indices.length) return set
|
|
636
|
+
const material = new Int32Array(positions.length / 3).fill(-1)
|
|
637
|
+
let start = 0
|
|
638
|
+
materials.forEach((m, i) => {
|
|
639
|
+
for (let k = start; k < start + m.vertexCount; k++) if (material[indices[k]] < 0) material[indices[k]] = i
|
|
640
|
+
start += m.vertexCount
|
|
641
|
+
})
|
|
642
|
+
const groups = new Map<number, number[]>()
|
|
643
|
+
for (const v of set) {
|
|
644
|
+
const g = groups.get(material[v])
|
|
645
|
+
if (g) g.push(v)
|
|
646
|
+
else groups.set(material[v], [v])
|
|
647
|
+
}
|
|
648
|
+
if (groups.size < 2) return set
|
|
649
|
+
const boxes = [...groups.values()].map((vs) => {
|
|
650
|
+
let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity
|
|
651
|
+
for (const v of vs) {
|
|
652
|
+
minX = Math.min(minX, positions[v * 3])
|
|
653
|
+
maxX = Math.max(maxX, positions[v * 3])
|
|
654
|
+
minY = Math.min(minY, positions[v * 3 + 1])
|
|
655
|
+
maxY = Math.max(maxY, positions[v * 3 + 1])
|
|
656
|
+
}
|
|
657
|
+
return { vs, x: (minX + maxX) / 2, y: (minY + maxY) / 2, size: Math.max(maxX - minX, maxY - minY) / 2 }
|
|
658
|
+
})
|
|
659
|
+
const near = boxes.reduce((a, b) => (Math.hypot(b.x - bone[0], b.y - bone[1]) < Math.hypot(a.x - bone[0], a.y - bone[1]) ? b : a))
|
|
660
|
+
return boxes.filter((b) => Math.hypot(b.x - near.x, b.y - near.y) <= near.size).flatMap((b) => b.vs)
|
|
661
|
+
}
|
|
662
|
+
|
|
663
|
+
/** Every vertex morph that moves this iris, with the mean offset it gives it. */
|
|
664
|
+
function irisShifts(model: Model, verts: number[]): MorphShift[] {
|
|
665
|
+
if (!verts.length) return []
|
|
666
|
+
const inIris = new Set(verts)
|
|
667
|
+
const out: MorphShift[] = []
|
|
668
|
+
model.getMorphing().morphs.forEach((m, morph) => {
|
|
669
|
+
const d: [number, number, number] = [0, 0, 0]
|
|
670
|
+
for (const o of m.vertexOffsets ?? []) {
|
|
671
|
+
if (!inIris.has(o.vertexIndex)) continue
|
|
672
|
+
d[0] += o.positionOffset[0]
|
|
673
|
+
d[1] += o.positionOffset[1]
|
|
674
|
+
d[2] += o.positionOffset[2]
|
|
675
|
+
}
|
|
676
|
+
d[0] /= verts.length
|
|
677
|
+
d[1] /= verts.length
|
|
678
|
+
d[2] /= verts.length
|
|
679
|
+
if (Math.hypot(...d) > 1e-6) out.push({ morph, d })
|
|
680
|
+
})
|
|
681
|
+
return out
|
|
682
|
+
}
|
|
683
|
+
|
|
358
684
|
/**
|
|
359
685
|
* Each iris in bind space: the vertices the eye bones carry are exactly the
|
|
360
686
|
* part of the eye that turns to look — the iris and pupil — so their centroid
|
|
@@ -380,29 +706,71 @@ function findIrises(model: Model, l: number, r: number, both: number): [EyeRest,
|
|
|
380
706
|
const leftSign = lHead && rHead ? Math.sign(lHead[0] - rHead[0]) || 1 : 1
|
|
381
707
|
const { positions } = model.getGeometry()
|
|
382
708
|
const { joints, weights } = model.getSkinning()
|
|
383
|
-
|
|
384
|
-
|
|
385
|
-
|
|
386
|
-
|
|
387
|
-
let
|
|
388
|
-
|
|
389
|
-
|
|
390
|
-
|
|
391
|
-
|
|
392
|
-
|
|
393
|
-
|
|
394
|
-
|
|
709
|
+
// Which eye each bone turns with: an eye bone, or any bone under one. Rigs
|
|
710
|
+
// differ in which carries the iris — some hang it on the eye bone itself,
|
|
711
|
+
// some on its tip (左目先/右目先), which turns with it all the same.
|
|
712
|
+
const owner = bones.map((_, i) => {
|
|
713
|
+
for (let b = i; b >= 0; b = bones[b].parentIndex) {
|
|
714
|
+
if (b === l) return 0
|
|
715
|
+
if (b === r) return 1
|
|
716
|
+
if (b === both) return 2
|
|
717
|
+
}
|
|
718
|
+
return -1
|
|
719
|
+
})
|
|
720
|
+
// Per side, the vertices and how much iris weight each bone carries: the
|
|
721
|
+
// heaviest is the one the vertex shader scales by (one bone per eye).
|
|
722
|
+
//
|
|
723
|
+
// The per-eye trees first. 両目 is a fallback for rigs that carry both irises
|
|
724
|
+
// on it alone: where 左目/右目 do carry them, anything hung on 両目 is
|
|
725
|
+
// something else that turns with the eyes — an expression overlay above them
|
|
726
|
+
// (blush lines, sparkles) — and split by side it stretches each "iris" past
|
|
727
|
+
// any iris, so the size check rejects both and the eyes never move.
|
|
728
|
+
const gather = (useBoth: boolean) => {
|
|
729
|
+
const sets: [number[], number[]] = [[], []]
|
|
730
|
+
const n = positions.length / 3
|
|
731
|
+
for (let v = 0; v < n; v++) {
|
|
732
|
+
const w3 = [0, 0, 0]
|
|
733
|
+
for (let k = 0; k < 4; k++) {
|
|
734
|
+
const o = owner[joints[v * 4 + k]]
|
|
735
|
+
if (o >= 0) w3[o] += weights[v * 4 + k]
|
|
736
|
+
}
|
|
737
|
+
let side: 0 | 1
|
|
738
|
+
if (w3[0] >= 128) side = 0
|
|
739
|
+
else if (w3[1] >= 128) side = 1
|
|
740
|
+
else if (useBoth && w3[2] >= 128) side = Math.sign(positions[v * 3]) === leftSign ? 0 : 1
|
|
741
|
+
else continue
|
|
742
|
+
sets[side].push(v)
|
|
395
743
|
}
|
|
396
|
-
|
|
397
|
-
|
|
398
|
-
|
|
744
|
+
return sets
|
|
745
|
+
}
|
|
746
|
+
let gathered = gather(false)
|
|
747
|
+
if (gathered[0].length < 3 && gathered[1].length < 3) gathered = gather(true)
|
|
748
|
+
// Of what turns with an eye, the iris is the mesh nearest its bone, with the
|
|
749
|
+
// layers stacked on it (an eye white, a highlight sheet over the same disc).
|
|
750
|
+
// A mesh elsewhere that the eye bones also carry — an expression overlay
|
|
751
|
+
// above the eyes — is left out, or it stretches the "iris" past any iris.
|
|
752
|
+
const sets: [number[], number[]] = [irisOnly(model, gathered[0], lHead), irisOnly(model, gathered[1], rHead)]
|
|
753
|
+
const carried: [Map<number, number>, Map<number, number>] = [new Map(), new Map()]
|
|
754
|
+
for (const side of [0, 1] as const) {
|
|
755
|
+
for (const v of sets[side]) {
|
|
756
|
+
for (let k = 0; k < 4; k++) {
|
|
757
|
+
const j = joints[v * 4 + k]
|
|
758
|
+
if (owner[j] >= 0) carried[side].set(j, (carried[side].get(j) ?? 0) + weights[v * 4 + k])
|
|
759
|
+
}
|
|
760
|
+
}
|
|
761
|
+
}
|
|
762
|
+
const carrier = (side: 0 | 1): number => {
|
|
763
|
+
let best = -1
|
|
764
|
+
let most = 0
|
|
765
|
+
for (const [j, w] of carried[side]) if (w > most) [best, most] = [j, w]
|
|
766
|
+
return best
|
|
399
767
|
}
|
|
400
768
|
const apart = lHead && rHead ? Math.hypot(lHead[0] - rHead[0], lHead[1] - rHead[1]) : 0
|
|
401
769
|
const fallbackRadius = apart > 0 ? apart * 0.22 : 0.3
|
|
402
|
-
const rest = (set: number[], bone: [number, number, number] | null, side: number): EyeRest => {
|
|
770
|
+
const rest = (set: number[], bone: [number, number, number] | null, side: number, carrierBone: number): EyeRest => {
|
|
403
771
|
if (set.length < 3) {
|
|
404
772
|
const c: [number, number, number] = bone ?? [side * fallbackRadius * 2, 0, 0]
|
|
405
|
-
return { centre: c, radius: [fallbackRadius, fallbackRadius], lever: fallbackRadius * 2 }
|
|
773
|
+
return { centre: c, radius: [fallbackRadius, fallbackRadius], lever: fallbackRadius * 2, verts: [], bone: -1, pivot: null }
|
|
406
774
|
}
|
|
407
775
|
let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity, z = 0
|
|
408
776
|
for (const v of set) {
|
|
@@ -420,7 +788,7 @@ function findIrises(model: Model, l: number, r: number, both: number): [EyeRest,
|
|
|
420
788
|
const rx = (maxX - minX) / 2
|
|
421
789
|
const ry = (maxY - minY) / 2
|
|
422
790
|
if (apart > 0 && (rx > apart * 0.6 || ry > apart * 0.8)) {
|
|
423
|
-
return { centre: bone ?? [side * fallbackRadius * 2, 0, 0], radius: [fallbackRadius, fallbackRadius], lever: fallbackRadius * 2 }
|
|
791
|
+
return { centre: bone ?? [side * fallbackRadius * 2, 0, 0], radius: [fallbackRadius, fallbackRadius], lever: fallbackRadius * 2, verts: [], bone: -1, pivot: null }
|
|
424
792
|
}
|
|
425
793
|
const centre: [number, number, number] = [(minX + maxX) / 2, (minY + maxY) / 2, z / set.length]
|
|
426
794
|
const radius: [number, number] = [Math.max(rx, 1e-3), Math.max(ry, 1e-3)]
|
|
@@ -428,7 +796,7 @@ function findIrises(model: Model, l: number, r: number, both: number): [EyeRest,
|
|
|
428
796
|
// still turns its eyes visibly, so read it as a typical eyeball's.
|
|
429
797
|
const r = (radius[0] + radius[1]) / 2
|
|
430
798
|
const lever = Math.max(bone ? Math.hypot(centre[0] - bone[0], centre[1] - bone[1], centre[2] - bone[2]) : 0, r * 1.5)
|
|
431
|
-
return { centre, radius, lever }
|
|
799
|
+
return { centre, radius, lever, verts: set, bone: carrierBone, pivot: bone }
|
|
432
800
|
}
|
|
433
|
-
return [rest(sets[0], lHead, leftSign), rest(sets[1], rHead, -leftSign)]
|
|
801
|
+
return [rest(sets[0], lHead, leftSign, carrier(0)), rest(sets[1], rHead, -leftSign, carrier(1))]
|
|
434
802
|
}
|