reze-engine 0.68.6 → 0.68.8

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@@ -3,36 +3,106 @@
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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 SCALE, in place: it shrinks and
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- // springs back as a lid moves (opening too), swells as her head turns or moves, and
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- // wobbles back. It never slides — tried, it read as the iris coming loose. The
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- // inputs are her blinks and her head, never her eyes' own turn: eye tracking
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- // turns the eyes after the camera, and the camera must not shake the jelly.
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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 state rides in the model's ObjectLight
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- // (jelly[0..5], see materials/common.ts): the vertex shader scales the iris —
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- // the vertices the eye bones carry — about its centre, and the eye render class
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- // adds the gem look after its graph (glints, light through the iris, deeper
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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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  // The closing morphs, by the names MMD, VRoid and the usual converters give
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  // them. Group morphs (a smile that closes the eyes) resolve into these through
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  // the effective weights, so only the leaves need naming.
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  const BOTH = ["まばたき", "笑い", "はぅ", "blink", "Blink", "eye_close", "Fcl_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 squash: how far a closed eye presses the picture, and the spring that
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- // follows it — lightly damped, so one knock ripples: the squash, a rebound past
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- // rest, and several smaller wobbles before it settles. One dip and done read as
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- // a scale, not a jelly; the ripple is the "Duang" the effect is named for.
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- // Only a CHANGE of closure squashes: the eye's closure less a slow follower of
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- // it, so a blink squeezes then bounces, while a held half-close (a smile)
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- // leaves the iris at rest instead of squashed for as long as she smiles.
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- const SQUASH_CLOSED = 0.35;
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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 = [0.2, 0.05];
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+ const REBOUND = [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 = [0.008, 0.015];
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+ const DRIFT_VEL = [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 = [9, 11];
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+ const JITTER = [0.03, 0.02];
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+ const HL_SWAY = [0.03, 0.045];
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+ const HL_TURN = 10;
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+ const HL_SCALE = [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 = {
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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
@@ -94,14 +164,20 @@ const SUBSTEP = 1 / 240;
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  const SEEK = 0.25;
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  const newState = () => ({
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  closure: 0,
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- settled: 0,
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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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  export class JellyEyes {
@@ -115,6 +191,7 @@ export class JellyEyes {
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  this.state = [newState(), newState()];
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  this.fresh = true;
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  this.inertia = { p: [0, 0, 0], v: [0, 0, 0], head: [0, 0, 0], offset: [0, 0] };
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+ this.roll = [0, 0];
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  this.strength = clampStrength(options.strength);
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  this.idle = options.idle ?? true;
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  const bones = model.getSkeleton().bones;
@@ -126,11 +203,14 @@ export class JellyEyes {
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  const names = model.getMorphing().morphs.map((m) => m.name);
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  const find = (list) => list.map((n) => names.indexOf(n)).filter((i) => i >= 0);
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  this.morphs = [find(BOTH), find(LEFT), find(RIGHT)];
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+ const rolls = (list) => list.map((n) => ({ morph: names.indexOf(n), deg: ROLL[n] ?? 0 })).filter((r) => r.morph >= 0 && r.deg !== 0);
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+ this.rolls = [rolls([...BOTH, ...LEFT]), rolls([...BOTH, ...RIGHT])];
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  this.rest = findIrises(model, l, r, both);
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  // The bone that carries each iris, which may be under the eye bone.
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  this.eyeBones = [this.rest[0].bone, this.rest[1].bone];
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  this.shifts = [irisShifts(model, this.rest[0].verts), irisShifts(model, this.rest[1].verts)];
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  this.centre = [[...this.rest[0].centre], [...this.rest[1].centre]];
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+ this.highlights = findHighlights(model, this.rest);
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  }
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  /** Advance both springs by dt seconds of scene time. */
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  step(dt, model) {
@@ -153,6 +233,8 @@ export class JellyEyes {
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  const sum = (list) => list.reduce((s, i) => s + (weights[i] ?? 0), 0);
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  const both = sum(this.morphs[0]);
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  const closure = [Math.min(1, both + sum(this.morphs[1])), Math.min(1, both + sum(this.morphs[2]))];
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+ for (let e = 0; e < 2; e++)
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+ this.roll[e] = this.rolls[e].reduce((a, r) => a + r.deg * Math.max(0, Math.min(1, weights[r.morph] ?? 0)), 0);
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  const head = this.headBone >= 0 ? model.getBoneWorldMatrixAt(this.headBone) : null;
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  const seek = this.fresh || dt > SEEK || dt < 0;
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  if (dt > 0)
@@ -175,24 +257,24 @@ export class JellyEyes {
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  // Only her motion — the head turning and moving (the inertia) — and her
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  // blinks do.
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  look(head, null, s.look);
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- if (seek)
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- s.settled = s.closure;
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- else
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- s.settled += (s.closure - s.settled) * Math.min(1, dt / CLOSURE_FOLLOW_S);
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- // Either way a lid moves squashes — opening too, which is the half of a
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- // blink you can see (closing, the lid hides the iris anyway).
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  const knock = seek ? 0 : Math.max(this.tapKnock, Math.tanh(Math.hypot(...this.offset(s, e)) / PULSE_REF));
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- const squashTarget = SQUASH_CLOSED * Math.abs(s.closure - s.settled) + MOTION_SQUASH * knock;
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+ const squashTarget = MOTION_SQUASH * knock;
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  if (seek) {
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+ // Landing on a pose is no blink: the spring rests where it lands.
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+ s.prev = s.closure;
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+ s.speed = s.trend = s.x = s.v = 0;
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+ s.age = ELASTIC_S;
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  s.squash = squashTarget;
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  s.squashV = 0;
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  s.lag[0] = s.look[0];
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  s.lag[1] = s.look[1];
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  s.lagV[0] = s.lagV[1] = 0;
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- s.shine = 0;
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  s.pulse = s.pulseV = 0;
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+ s.roll = this.roll[e];
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+ s.rollV = 0;
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  continue;
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  }
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+ blink(s, dt);
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  const steps = Math.ceil(dt / SUBSTEP);
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  const h = steps > 0 ? dt / steps : 0;
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  const pulseTarget = PULSE_MAX * knock;
@@ -201,32 +283,59 @@ export class JellyEyes {
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  s.pulse += h * s.pulseV;
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  s.squashV += h * spring(s.squash - squashTarget, s.squashV, SQUASH_HZ, SQUASH_ZETA);
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  s.squash += h * s.squashV;
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+ s.rollV += h * spring(s.roll - this.roll[e], s.rollV, ROLL_HZ, ROLL_ZETA);
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+ s.roll += h * s.rollV;
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  for (let k = 0; k < 2; k++) {
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  s.lagV[k] += h * spring(s.lag[k] - s.look[k], s.lagV[k], LAG_HZ, LAG_ZETA);
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  s.lag[k] += h * s.lagV[k];
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  }
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  }
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- // Shine follows the motion: bright while the jelly moves, fading as it
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- // settles, eased so a single wobble does not strobe.
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- const motion = Math.min(1, 2.5 * Math.abs(s.squash - squashTarget) + 4 * Math.hypot(...this.offset(s, e)));
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- s.shine += (motion - s.shine) * Math.min(1, dt * 12);
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  }
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  this.fresh = false;
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  }
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- /** Write jelly[0..5] into an ObjectLight copy (floats 48..71). */
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+ /** Write jelly[0..11] into an ObjectLight copy (floats 48..95). */
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  write(o) {
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  const [L, R] = this.centre;
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- o.set([L[0], L[1], L[2], this.strength], 48);
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- // One scale bounce for both: the mean of the two eyes', so they swell together.
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- const pulse = ((this.state[0].pulse + this.state[1].pulse) / 2) * this.strength;
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- o.set([R[0], R[1], R[2], pulse], 52);
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+ const g = this.strength;
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+ o.set([L[0], L[1], L[2], g], 48);
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+ // The highlight layers' draw ids, two packed in one float (exact to 4095).
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+ const [a = 0, b = 0] = this.highlights;
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+ o.set([R[0], R[1], R[2], a + b * 4096], 52);
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+ // One knock swell for both: the mean of the two eyes', so they swell together.
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+ const pulse = (this.state[0].pulse + this.state[1].pulse) / 2;
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+ const omega = 2 * Math.PI * SPRING_HZ;
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+ // Strength scales every departure from rest, then the bounds hold: the
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+ // swell under 1.08 tall so it cannot rise past the upper lid.
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+ const by = (k, lo, hi) => Math.max(lo, Math.min(hi, 1 + (k - 1) * g));
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  for (let e = 0; e < 2; e++) {
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  const s = this.state[e];
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  const rest = this.rest[e];
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+ const r = (rest.radius[0] + rest.radius[1]) / 2;
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+ // The MME spring's place, and its velocity in the same units.
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+ const x = s.x;
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+ const vn = s.v / omega;
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+ const gain = (k) => SCALE_GAIN[k] * (x >= 0 ? 1 : REBOUND[k]);
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+ const kx = (1 + x * gain(0)) * (1 - 0.8 * s.squash + pulse);
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+ const ky = (1 + x * gain(1)) * (1 - SQUEEZE_Y * s.closure) * (1 - s.squash + pulse);
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  o.set([rest.radius[0], rest.radius[1], s.closure, this.eyeBones[e]], 56 + e * 4);
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- // Word 65 stays 0 (the iris holds its place; only scale); 66 carries the
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- // scene clock for the gem's twinkles, wrapped so a float keeps it exact.
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- o.set([s.squash * this.strength, 0, this.clock % 1000, s.shine], 64 + e * 4);
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+ // [4]/[5]: scale across and down, the iris's twist, the highlight's turn.
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+ 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);
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+ // [6]/[7]: the iris's drift, then the highlight's on top (bind units).
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+ // The tremble is held random spots on the scene clock, so an export
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+ // trembles where the screen did, and a pause holds it.
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+ const tick = (hz, seed) => (this.idle ? hashSigned(Math.floor(this.clock * hz) + seed + e * 101) : 0);
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+ o.set([
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+ (x * DRIFT_POS[0] + vn * DRIFT_VEL[0]) * r * g,
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+ (x * DRIFT_POS[1] + vn * DRIFT_VEL[1]) * r * g,
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+ (vn * HL_SWAY[0] + tick(JITTER_HZ[0], 17) * JITTER[0]) * r * g,
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+ (vn * HL_SWAY[1] + tick(JITTER_HZ[1], 53) * JITTER[1]) * r * g,
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+ ], 72 + e * 4);
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+ // [8]/[9]: the roll's pivot and angle; [10]/[11]: the highlight's own
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+ // scale, and how far the iris comes forward (bind units).
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+ const pivot = rest.pivot;
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+ 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);
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+ const hs = (k) => Math.max(HL_SCALE_MIN, Math.min(HL_SCALE_MAX, 1 + x * HL_SCALE[k] * g));
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+ 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);
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  }
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  }
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  /** Where the iris sits off rest, in iris radii (right, up): the lag through
@@ -280,9 +389,115 @@ export class JellyEyes {
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  m.offset[1] = cap((dot(u, up) / Math.hypot(...up) / size) * INERTIA_GAIN);
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  }
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  }
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- /** Zero jelly[0..5] — strength 0 is what the shader reads as off. */
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+ /** Zero jelly[0..11] — strength 0 is what the shader reads as off. */
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  export function clearJellyEyes(o) {
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- o.fill(0, 48, 72);
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+ o.fill(0, 48, 96);
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+ }
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+ /** A held random value in −1..1 for an integer tick, as the MME hashes it. */
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+ function hashSigned(n) {
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+ const x = Math.sin(n * 12.9898 + 78.233) * 43758.5453;
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+ return (x - Math.floor(x)) * 2 - 1;
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+ }
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+ /**
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+ * One frame of the MME's blink spring for one eye (JellyEye_StateUpdate.fxsub,
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+ * JE_ComputeNextState), from its closure this frame.
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+ */
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+ function blink(s, dt) {
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+ if (!(dt > 0))
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+ return;
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+ dt = Math.min(dt, MAX_STEP);
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+ const omega = 2 * Math.PI * SPRING_HZ;
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+ const clamp = (x, m) => Math.max(-m, Math.min(m, x));
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+ const speed = clamp((s.closure - s.prev) / dt, MORPH_SPEED_LIMIT);
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+ // The change of SPEED, not of signed velocity: gaining pace or losing it.
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+ const accel = clamp((Math.abs(speed) - Math.abs(s.speed)) / dt, ACCEL_LIMIT);
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+ const trend = accel > ACCEL_MIN ? 1 : accel < -ACCEL_MIN ? -1 : 0;
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+ // One run of gaining (or losing) pace is one kick.
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+ const kicked = trend !== 0 && trend !== s.trend;
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+ let latched = trend !== 0 ? trend : s.trend;
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+ if (trend === 0 && Math.abs(speed) < DRIVE_SPEED_MIN && Math.abs(s.speed) < DRIVE_SPEED_MIN)
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+ latched = 0;
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+ // While the lids move, a target the spring chases, eased by how fast.
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+ const amount = Math.max(0, Math.min(1, (Math.abs(speed) - DRIVE_SPEED_MIN) / (DRIVE_SPEED_FULL - DRIVE_SPEED_MIN))) ** DRIVE_CURVE;
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+ const target = amount * (speed > DRIVE_SPEED_MIN ? CLOSE_DRIVE : speed < -DRIVE_SPEED_MIN ? OPEN_DRIVE : 0);
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+ const driven = Math.abs(target) > 1e-5;
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+ const x0 = s.x;
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+ let v0 = s.v;
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+ if (kicked)
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+ v0 += (trend > 0 ? ACCEL_KICK : -RELEASE_KICK) * Math.min(1, Math.abs(accel) / ACCEL_FULL) * omega;
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+ const age = driven || kicked ? 0 : Math.min(s.age + dt, ELASTIC_S);
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+ let x = 0;
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+ let v = 0;
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+ if (driven || kicked || s.age < ELASTIC_S || Math.abs(x0) > STOP_EPS || Math.abs(v0) / omega > STOP_EPS) {
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+ // The exact under-damped step about the target.
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+ const decay = Math.LN2 / HALF_LIFE;
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+ const envelope = Math.exp(-decay * dt);
435
+ const c = Math.cos(omega * dt);
436
+ const sn = Math.sin(omega * dt);
437
+ const rel = x0 - target;
438
+ x = target + envelope * (rel * c + ((v0 + decay * rel) * sn) / omega);
439
+ v = envelope * (v0 * c - ((decay * v0 + (decay * decay + omega * omega) * rel) * sn) / omega);
440
+ }
441
+ x = clamp(x, SPRING_LIMIT);
442
+ v = clamp(v, omega * SPRING_LIMIT * 2);
443
+ s.prev = s.closure;
444
+ s.speed = speed;
445
+ s.trend = latched;
446
+ const settled = !driven && age >= MIN_RELEASE && Math.abs(x) <= STOP_EPS && Math.abs(v) / omega <= STOP_EPS;
447
+ if (settled || (!driven && age >= ELASTIC_S)) {
448
+ s.x = s.v = 0;
449
+ s.age = ELASTIC_S;
450
+ }
451
+ else {
452
+ s.x = x;
453
+ s.v = v;
454
+ s.age = age;
455
+ }
456
+ }
457
+ /**
458
+ * The highlight layers: a material drawn over an iris — after it, on the same
459
+ * disc, made of vertices the eye bones carry — or one named as a highlight.
460
+ * As draw ids (1-based over the materials that draw, as the engine numbers
461
+ * MaterialUniforms.materialId), at most two. A rig whose highlight is painted
462
+ * into the iris has none, and only the iris moves.
463
+ */
464
+ function findHighlights(model, rest) {
465
+ const materials = model.getMaterials?.() ?? [];
466
+ const { positions, indices } = model.getGeometry();
467
+ const iris = new Set([...rest[0].verts, ...rest[1].verts]);
468
+ if (!materials.length || !indices.length || !iris.size)
469
+ return [];
470
+ const layers = [];
471
+ let start = 0;
472
+ let id = 0;
473
+ for (const m of materials) {
474
+ const count = m.vertexCount;
475
+ if (count === 0)
476
+ continue;
477
+ id++;
478
+ let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity;
479
+ for (let k = start; k < start + count; k++) {
480
+ const v = indices[k];
481
+ if (!iris.has(v))
482
+ continue;
483
+ minX = Math.min(minX, positions[v * 3]);
484
+ maxX = Math.max(maxX, positions[v * 3]);
485
+ minY = Math.min(minY, positions[v * 3 + 1]);
486
+ maxY = Math.max(maxY, positions[v * 3 + 1]);
487
+ }
488
+ start += count;
489
+ if (minX <= maxX)
490
+ layers.push({ id, name: m.name, minX, maxX, minY, maxY });
491
+ }
492
+ const out = [];
493
+ layers.forEach((l, i) => {
494
+ const cx = (l.minX + l.maxX) / 2;
495
+ const cy = (l.minY + l.maxY) / 2;
496
+ const over = layers.slice(0, i).some((u) => cx >= u.minX && cx <= u.maxX && cy >= u.minY && cy <= u.maxY);
497
+ if ((over || HIGHLIGHT.test(l.name)) && out.length < 2)
498
+ out.push(l.id);
499
+ });
500
+ return out;
286
501
  }
287
502
  export function clampStrength(s) {
288
503
  return Math.max(0, Math.min(2, s ?? 1));
@@ -487,7 +702,7 @@ function findIrises(model, l, r, both) {
487
702
  const rest = (set, bone, side, carrierBone) => {
488
703
  if (set.length < 3) {
489
704
  const c = bone ?? [side * fallbackRadius * 2, 0, 0];
490
- return { centre: c, radius: [fallbackRadius, fallbackRadius], lever: fallbackRadius * 2, verts: [], bone: -1 };
705
+ return { centre: c, radius: [fallbackRadius, fallbackRadius], lever: fallbackRadius * 2, verts: [], bone: -1, pivot: null };
491
706
  }
492
707
  let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity, z = 0;
493
708
  for (const v of set) {
@@ -505,7 +720,7 @@ function findIrises(model, l, r, both) {
505
720
  const rx = (maxX - minX) / 2;
506
721
  const ry = (maxY - minY) / 2;
507
722
  if (apart > 0 && (rx > apart * 0.6 || ry > apart * 0.8)) {
508
- return { centre: bone ?? [side * fallbackRadius * 2, 0, 0], radius: [fallbackRadius, fallbackRadius], lever: fallbackRadius * 2, verts: [], bone: -1 };
723
+ return { centre: bone ?? [side * fallbackRadius * 2, 0, 0], radius: [fallbackRadius, fallbackRadius], lever: fallbackRadius * 2, verts: [], bone: -1, pivot: null };
509
724
  }
510
725
  const centre = [(minX + maxX) / 2, (minY + maxY) / 2, z / set.length];
511
726
  const radius = [Math.max(rx, 1e-3), Math.max(ry, 1e-3)];
@@ -513,7 +728,7 @@ function findIrises(model, l, r, both) {
513
728
  // still turns its eyes visibly, so read it as a typical eyeball's.
514
729
  const r = (radius[0] + radius[1]) / 2;
515
730
  const lever = Math.max(bone ? Math.hypot(centre[0] - bone[0], centre[1] - bone[1], centre[2] - bone[2]) : 0, r * 1.5);
516
- return { centre, radius, lever, verts: set, bone: carrierBone };
731
+ return { centre, radius, lever, verts: set, bone: carrierBone, pivot: bone };
517
732
  };
518
733
  return [rest(sets[0], lHead, leftSign, carrier(0)), rest(sets[1], rHead, -leftSign, carrier(1))];
519
734
  }
@@ -1 +1 @@
1
- {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA4BA,eAAO,MAAM,oBAAoB,QAyZhC,CAAC;AAwHF,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAGD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,aAAa,orMAgHzB,CAAA;AAQD,eAAO,MAAM,4BAA4B,QAC6H,CAAA"}
1
+ {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA4BA,eAAO,MAAM,oBAAoB,QA2ThC,CAAC;AAwHF,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAGD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,aAAa,orMAgHzB,CAAA;AAQD,eAAO,MAAM,4BAA4B,QAC6H,CAAA"}