Sync repo to deployed state: SEO recovery, Publishing Desk, Play games, emoji picker

The deploy pipeline runs from the working tree, so a wave of shipped features
had never been committed. This snapshots git to what's actually running.

SEO impression recovery (live + verified):
- Duplicate /a/{id} now 301-redirect to their canonical twin instead of 404
  (a hard 404 silently dropped already-indexed URLs and tanked impressions).
- Dedup representative selection reworked: accepted/serveable -> established
  rep (URL stability) -> quality score, so an accepted page never retires to a
  rejected rep and an indexed canonical doesn't churn when a newer twin arrives.
- HEAD /a/{id} returns the same status as GET (api_route GET+HEAD) instead of
  falling through to the static mount and 404ing.
- `dedup --force-recluster`: cycle-locked, model-free re-cluster to re-apply the
  policy to the existing corpus (shared cycle_lock context manager).
- CLI honors GOODNEWS_DB for its default --db (was silently ignored).

Publishing Desk (admin tool to post highlights to X via Web Intents):
- publishing.py queue/rank/handle-resolution; admin UI; full searchable emoji
  picker (bundled data, no CDN) for the blurb editor.

Play games + site:
- Bloom (word-wheel), Memory Match, daily ritual set, Zen Den (dev-gated).
- English-only language gate; source prospecting; paywall + dedup hardening.

Tests: full suite green (349). Ignores tightened (node_modules, data/*.db).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
jay
2026-06-18 11:32:27 -04:00
parent 2dbe73430c
commit 89c0fbe1f6
66 changed files with 6138 additions and 109 deletions
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// Drill into the head/mouth region. Front = +Z. Looks at body vertices in the
// front quarter and reports the vertical (Y) profile from nose back, plus the
// lowest points near the mouth — to test "lower lip sits below the body".
import { NodeIO } from '@gltf-transform/core';
import { ALL_EXTENSIONS } from '@gltf-transform/extensions';
const io = new NodeIO().registerExtensions(ALL_EXTENSIONS);
const doc = await io.read(process.argv[2]);
const root = doc.getRoot();
const joints = root.listSkins()[0].listJoints();
const isBody = joints.map((n) => n.getName().startsWith('Spine'));
const mesh = root.listMeshes()[0];
const prim = mesh.listPrimitives().reduce((a, b) => (b.getIndices().getCount() > a.getIndices().getCount() ? b : a));
const pos = prim.getAttribute('POSITION');
const jA = prim.getAttribute('JOINTS_0'), wA = prim.getAttribute('WEIGHTS_0');
const n = pos.getCount();
const p = [0, 0, 0], j = [0, 0, 0, 0], w = [0, 0, 0, 0];
// bucket body vertices by Z slab from nose (+Z) backward; track Y min/max per slab
const slabs = {};
let bodyMinY = 1e9, bodyMaxY = -1e9;
const front = []; // {x,y,z} of front-most body verts
for (let i = 0; i < n; i++) {
jA.getElement(i, j); wA.getElement(i, w);
let best = 0, bw = -1; for (let k = 0; k < 4; k++) if (w[k] > bw) { bw = w[k]; best = j[k]; }
if (!isBody[best]) continue;
pos.getElement(i, p);
bodyMinY = Math.min(bodyMinY, p[1]); bodyMaxY = Math.max(bodyMaxY, p[1]);
const slab = Math.round(p[2] * 10) / 10;
const e = slabs[slab] || (slabs[slab] = { c: 0, ymin: 1e9, ymax: -1e9 });
e.c++; e.ymin = Math.min(e.ymin, p[1]); e.ymax = Math.max(e.ymax, p[1]);
if (p[2] > 0.30) front.push([p[0], p[1], p[2]]);
}
console.log(`body Y range overall: ${bodyMinY.toFixed(3)} .. ${bodyMaxY.toFixed(3)}\n`);
console.log('Z slab (nose=+Z → tail) bodyY min..max (height)');
for (const z of Object.keys(slabs).map(Number).sort((a, b) => b - a)) {
const e = slabs[z];
console.log(` z=${z.toFixed(1).padStart(5)} n=${String(e.c).padStart(4)} Y ${e.ymin.toFixed(3)} .. ${e.ymax.toFixed(3)} (${(e.ymax - e.ymin).toFixed(3)})`);
}
// the lowest front verts (potential lower lip / jaw)
front.sort((a, b) => a[1] - b[1]);
console.log('\nlowest 6 front (z>0.30) body verts [x, y, z]:');
for (const v of front.slice(0, 6)) console.log(' ', v.map((x) => x.toFixed(3).padStart(7)).join(', '));
console.log('frontmost 6 (max z) body verts [x, y, z]:');
front.sort((a, b) => b[2] - a[2]);
for (const v of front.slice(0, 6)) console.log(' ', v.map((x) => x.toFixed(3).padStart(7)).join(', '));
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// Independent structural audit of UB. Groups every vertex by its dominant bone,
// then reports each anatomical group's vertex count, centroid, and bounding box in
// model space. Reveals off-midline parts (dorsal), mis-located parts (lip), and
// which primitive/material each region landed in after the split.
import { NodeIO } from '@gltf-transform/core';
import { ALL_EXTENSIONS } from '@gltf-transform/extensions';
const io = new NodeIO().registerExtensions(ALL_EXTENSIONS);
const doc = await io.read(process.argv[2]);
const root = doc.getRoot();
const joints = root.listSkins()[0].listJoints();
const groupOf = (name) => {
if (name.startsWith('Spine')) return 'body';
if (name.startsWith('Dorsal')) return 'dorsal';
if (name.startsWith('Pec_Fin_Left')) return 'pec_L';
if (name.startsWith('Pec_Fin_Right')) return 'pec_R';
if (name.startsWith('Left_Rear_Belly')) return 'belly_L';
if (name.startsWith('Right_Rear_Belly')) return 'belly_R';
if (name.startsWith('Rear_Center_Fin')) return 'anal';
if (name.startsWith('Tail_Fork')) return 'tail';
if (name.startsWith('Joint')) return 'joint(tail-ray?)';
return `?:${name}`;
};
const jointGroup = joints.map((n) => groupOf(n.getName()));
const mesh = root.listMeshes()[0];
const prim = mesh.listPrimitives().reduce((a, b) => (b.getIndices().getCount() > a.getIndices().getCount() ? b : a));
const pos = prim.getAttribute('POSITION');
const jA = prim.getAttribute('JOINTS_0');
const wA = prim.getAttribute('WEIGHTS_0');
const n = pos.getCount();
const G = {};
const p = [0, 0, 0], j = [0, 0, 0, 0], w = [0, 0, 0, 0];
for (let i = 0; i < n; i++) {
jA.getElement(i, j); wA.getElement(i, w);
let best = 0, bestW = -1;
for (let k = 0; k < 4; k++) if (w[k] > bestW) { bestW = w[k]; best = j[k]; }
const g = jointGroup[best];
pos.getElement(i, p);
const e = G[g] || (G[g] = { c: 0, sum: [0, 0, 0], min: [1e9, 1e9, 1e9], max: [-1e9, -1e9, -1e9] });
e.c++;
for (let d = 0; d < 3; d++) { e.sum[d] += p[d]; e.min[d] = Math.min(e.min[d], p[d]); e.max[d] = Math.max(e.max[d], p[d]); }
}
const f = (x) => x.toFixed(3).padStart(8);
console.log('axes: X Y Z (model space)\n');
for (const [g, e] of Object.entries(G).sort((a, b) => b[1].c - a[1].c)) {
const ctr = e.sum.map((s) => s / e.c);
const sz = e.max.map((m, d) => m - e.min[d]);
console.log(`${g.padEnd(16)} n=${String(e.c).padStart(5)} centroid[${ctr.map(f).join(',')}] size[${sz.map(f).join(',')}]`);
}
// whole-model bbox to know which axis is length/height/depth
const bb = Object.values(G).reduce((acc, e) => {
for (let d = 0; d < 3; d++) { acc.min[d] = Math.min(acc.min[d], e.min[d]); acc.max[d] = Math.max(acc.max[d], e.max[d]); }
return acc;
}, { min: [1e9, 1e9, 1e9], max: [-1e9, -1e9, -1e9] });
console.log(`\nwhole bbox min[${bb.min.map(f).join(',')}] max[${bb.max.map(f).join(',')}] size[${bb.max.map((m, d) => f(m - bb.min[d])).join(',')}]`);
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// Measure the two tail lobes separately. For each of Tail_Fork_Top and
// Tail_Fork_Bottom (subtree), report the vertex centroid + bbox. If the lobes are
// separated in Y → a normal vertical fork (upper/lower). If separated in X →
// a genuine LEFT/RIGHT double tail (two tails side by side), which is what reads
// as "two tails" and is a geometry problem, not a render one.
import { NodeIO } from '@gltf-transform/core';
import { ALL_EXTENSIONS } from '@gltf-transform/extensions';
const io = new NodeIO().registerExtensions(ALL_EXTENSIONS);
const doc = await io.read(process.argv[2]);
const root = doc.getRoot();
const joints = root.listSkins()[0].listJoints();
const idxOf = new Map(joints.map((n, i) => [n, i]));
const subtree = (rootName) => {
const set = new Set();
const start = joints.find((n) => n.getName() === rootName);
if (!start) return set;
const mark = (n) => { if (idxOf.has(n)) set.add(idxOf.get(n)); n.listChildren().forEach(mark); };
mark(start);
return set;
};
const topSet = subtree('Tail_Fork_Top');
const botSet = subtree('Tail_Fork_Bottom');
console.log(`Top subtree joints: ${topSet.size}, Bottom subtree joints: ${botSet.size}`);
const mesh = root.listMeshes()[0];
const prim = mesh.listPrimitives().reduce((a, b) => (b.getIndices().getCount() > a.getIndices().getCount() ? b : a));
const pos = prim.getAttribute('POSITION');
const jA = prim.getAttribute('JOINTS_0'), wA = prim.getAttribute('WEIGHTS_0');
const n = pos.getCount();
const acc = { top: mk(), bot: mk() };
function mk() { return { c: 0, sum: [0, 0, 0], min: [1e9, 1e9, 1e9], max: [-1e9, -1e9, -1e9] }; }
function add(e, p) { e.c++; for (let d = 0; d < 3; d++) { e.sum[d] += p[d]; e.min[d] = Math.min(e.min[d], p[d]); e.max[d] = Math.max(e.max[d], p[d]); } }
const p = [0, 0, 0], j = [0, 0, 0, 0], w = [0, 0, 0, 0];
for (let i = 0; i < n; i++) {
jA.getElement(i, j); wA.getElement(i, w);
let top = 0, bot = 0;
for (let k = 0; k < 4; k++) { if (topSet.has(j[k])) top += w[k]; if (botSet.has(j[k])) bot += w[k]; }
if (top < 0.5 && bot < 0.5) continue;
pos.getElement(i, p);
add(top >= bot ? acc.top : acc.bot, p);
}
const f = (x) => x.toFixed(3).padStart(8);
for (const [k, e] of Object.entries(acc)) {
if (!e.c) { console.log(`${k}: (no verts)`); continue; }
const ctr = e.sum.map((s) => s / e.c);
console.log(`${k.padEnd(4)} n=${String(e.c).padStart(4)} centroid[${ctr.map(f).join(',')}] X:[${f(e.min[0])},${f(e.max[0])}] Y:[${f(e.min[1])},${f(e.max[1])}] Z:[${f(e.min[2])},${f(e.max[2])}]`);
}
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import { NodeIO } from '@gltf-transform/core';
import { ALL_EXTENSIONS } from '@gltf-transform/extensions';
const io = new NodeIO().registerExtensions(ALL_EXTENSIONS);
const doc = await io.read(process.argv[2]);
const skin = doc.getRoot().listSkins()[0];
const joints = skin.listJoints();
const tailRoots = joints.filter((n) => /^Tail_Fork_(Top|Bottom)$/.test(n.getName()));
const tailSet = new Set();
const mark = (n) => { tailSet.add(n); n.listChildren().forEach(mark); };
tailRoots.forEach(mark);
const tailJoints = joints.filter((n) => tailSet.has(n));
console.log(`tail roots: ${tailRoots.map((n) => n.getName()).join(', ')}`);
console.log(`tail subtree joints (${tailJoints.length}): ${tailJoints.map((n) => n.getName()).join(', ')}`);
// classify vertices into body / tail / otherfin and count triangles per group
const isFin = joints.map((n) => !n.getName().startsWith('Spine'));
const isTail = joints.map((n) => tailSet.has(n));
const mesh = doc.getRoot().listMeshes()[0];
const prim = mesh.listPrimitives().reduce((a, b) => (b.getIndices().getCount() > a.getIndices().getCount() ? b : a));
const jA = prim.getAttribute('JOINTS_0'), wA = prim.getAttribute('WEIGHTS_0');
const n = prim.getAttribute('POSITION').getCount();
const vFin = new Uint8Array(n), vTail = new Uint8Array(n);
const j = [0, 0, 0, 0], w = [0, 0, 0, 0];
for (let i = 0; i < n; i++) {
jA.getElement(i, j); wA.getElement(i, w);
let f = 0, t = 0, tot = 0;
for (let k = 0; k < 4; k++) { tot += w[k]; if (isFin[j[k]]) f += w[k]; if (isTail[j[k]]) t += w[k]; }
vFin[i] = tot > 0 && f / tot >= 0.5 ? 1 : 0;
vTail[i] = tot > 0 && t / tot >= 0.5 ? 1 : 0;
}
console.log(`tail vertices: ${vTail.reduce((a, b) => a + b, 0)} / ${n}`);
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import { NodeIO } from '@gltf-transform/core';
import { ALL_EXTENSIONS } from '@gltf-transform/extensions';
const input = process.argv[2];
const io = new NodeIO().registerExtensions(ALL_EXTENSIONS);
const doc = await io.read(input);
const root = doc.getRoot();
const skin = root.listSkins()[0];
const joints = skin.listJoints();
const isFinJoint = joints.map((n) => !n.getName().startsWith('Spine'));
console.log(`skin joints: ${joints.length} (fin joints: ${isFinJoint.filter(Boolean).length}, body/Spine: ${isFinJoint.filter((x) => !x).length})`);
const mesh = root.listMeshes()[0];
const prims = mesh.listPrimitives();
console.log(`meshes: ${root.listMeshes().length}, primitives: ${prims.length}`);
const prim = prims[0];
const pos = prim.getAttribute('POSITION');
const jA = prim.getAttribute('JOINTS_0');
const wA = prim.getAttribute('WEIGHTS_0');
const idx = prim.getIndices();
console.log(`semantics: ${prim.listSemantics().join(', ')}`);
console.log(`vertices: ${pos.getCount()}, indices: ${idx.getCount()} (${idx.getCount() / 3} tris)`);
const vcount = pos.getCount();
const vIsFin = new Uint8Array(vcount);
const j = [0, 0, 0, 0], w = [0, 0, 0, 0];
for (let i = 0; i < vcount; i++) {
jA.getElement(i, j);
wA.getElement(i, w);
let fin = 0, tot = 0;
for (let k = 0; k < 4; k++) { tot += w[k]; if (isFinJoint[j[k]]) fin += w[k]; }
vIsFin[i] = tot > 0 && fin / tot >= 0.5 ? 1 : 0;
}
let finV = 0;
for (let i = 0; i < vcount; i++) finV += vIsFin[i];
const arr = idx.getArray();
let bodyT = 0, finT = 0, mixed = 0;
for (let t = 0; t < arr.length; t += 3) {
const votes = vIsFin[arr[t]] + vIsFin[arr[t + 1]] + vIsFin[arr[t + 2]];
if (votes >= 2) finT++; else bodyT++;
if (votes === 1 || votes === 2) mixed++;
}
console.log(`fin vertices: ${finV}/${vcount} (${(100 * finV / vcount).toFixed(1)}%)`);
console.log(`triangles → body: ${bodyT}, fin: ${finT}, (boundary/mixed tris: ${mixed})`);
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{
"name": "glb-split",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "glb-split",
"dependencies": {
"@gltf-transform/core": "^4.4.0",
"@gltf-transform/extensions": "^4.4.0"
}
},
"node_modules/@gltf-transform/core": {
"version": "4.4.0",
"resolved": "https://registry.npmjs.org/@gltf-transform/core/-/core-4.4.0.tgz",
"integrity": "sha512-cOPxOhHFFz5hwmix+li1+Nnq5qMV/QD3fTCsVlApxxFACtFdjkt2R/juseD4gvZ7D2c/yl6OilKH0pvI735YyQ==",
"dependencies": {
"property-graph": "^4.1.0"
},
"funding": {
"url": "https://github.com/sponsors/donmccurdy"
}
},
"node_modules/@gltf-transform/extensions": {
"version": "4.4.0",
"resolved": "https://registry.npmjs.org/@gltf-transform/extensions/-/extensions-4.4.0.tgz",
"integrity": "sha512-ZwEgFkkqnUR7d4m6roK9BycxxdoqJNtVyo7w5ShJ9syKBoQiXw2QrTSLwXaUAImSrEIl9Jh/wZTtvSVyviQuXg==",
"dependencies": {
"@gltf-transform/core": "^4.4.0",
"ktx-parse": "^1.1.0"
},
"funding": {
"url": "https://github.com/sponsors/donmccurdy"
}
},
"node_modules/ktx-parse": {
"version": "1.1.0",
"resolved": "https://registry.npmjs.org/ktx-parse/-/ktx-parse-1.1.0.tgz",
"integrity": "sha512-mKp3y+FaYgR7mXWAbyyzpa/r1zDWeaunH+INJO4fou3hb45XuNSwar+7llrRyvpMWafxSIi99RNFJ05MHedaJQ=="
},
"node_modules/property-graph": {
"version": "4.1.0",
"resolved": "https://registry.npmjs.org/property-graph/-/property-graph-4.1.0.tgz",
"integrity": "sha512-AvPcP7XECNWy4LGmFQ77k7un4lSKM4eS29PTvW4ck95uYeLxXPWJM7hLuBqK91FaHqCcgJvIUCuNJjjxKE7VKQ=="
}
}
}
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{"name":"glb-split","private":true,"type":"module","dependencies":{"@gltf-transform/core":"^4.4.0","@gltf-transform/extensions":"^4.4.0"}}
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// Render UB's silhouette as ASCII through the ACTUAL camera + transform, so we can
// literally see the tail's on-screen shape. Body='#', side fins='f', tail='T'.
import { NodeIO } from '@gltf-transform/core';
import { ALL_EXTENSIONS } from '@gltf-transform/extensions';
const yaw = parseFloat(process.argv[3] ?? (Math.PI / 2 + 0.10));
const io = new NodeIO().registerExtensions(ALL_EXTENSIONS);
const doc = await io.read(process.argv[2]);
const root = doc.getRoot();
const joints = root.listSkins()[0].listJoints();
const tailSet = new Set();
const mark = (n) => { tailSet.add(n); n.listChildren().forEach(mark); };
joints.filter((n) => /^Tail_Fork_(Top|Bottom)$/.test(n.getName())).forEach(mark);
const grp = joints.map((n) => tailSet.has(n) ? 'T' : (n.getName().startsWith('Spine') ? '#' : 'f'));
const mesh = root.listMeshes()[0];
const prim = mesh.listPrimitives().reduce((a, b) => (b.getIndices().getCount() > a.getIndices().getCount() ? b : a));
const pos = prim.getAttribute('POSITION'), jA = prim.getAttribute('JOINTS_0'), wA = prim.getAttribute('WEIGHTS_0');
const N = pos.getCount();
// match aquarium.js: center, scale, rotate yaw about Y, position = -center
const box = { min: [1e9, 1e9, 1e9], max: [-1e9, -1e9, -1e9] };
const p = [0, 0, 0];
for (let i = 0; i < N; i++) { pos.getElement(i, p); for (let d = 0; d < 3; d++) { box.min[d] = Math.min(box.min[d], p[d]); box.max[d] = Math.max(box.max[d], p[d]); } }
const center = box.min.map((m, d) => (m + box.max[d]) / 2);
const s = 2.6 / Math.max(...box.max.map((m, d) => m - box.min[d]));
const cy = Math.cos(yaw), sy = Math.sin(yaw);
// camera lookAt
const cam = [0, 0.25, 4.6], tgt = [0, 0, 0];
const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
const norm = (a) => { const l = Math.hypot(...a); return [a[0] / l, a[1] / l, a[2] / l]; };
const cross = (a, b) => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
const dot = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
const f = norm(sub(tgt, cam)), r = norm(cross(f, [0, 1, 0])), u = cross(r, f);
const aspect = 4 / 3, t = Math.tan((42 * Math.PI / 180) / 2);
const COLS = 96, ROWS = 40;
const grid = Array.from({ length: ROWS }, () => Array(COLS).fill(' '));
const zbuf = Array.from({ length: ROWS }, () => Array(COLS).fill(1e9));
const j = [0, 0, 0, 0], w = [0, 0, 0, 0];
for (let i = 0; i < N; i++) {
jA.getElement(i, j); wA.getElement(i, w);
let best = 0, bw = -1; for (let k = 0; k < 4; k++) if (w[k] > bw) { bw = w[k]; best = j[k]; }
const g = grp[best];
pos.getElement(i, p);
// scale, rotate Y, translate by -center
const x = p[0] * s, y = p[1] * s, z = p[2] * s;
const wx = (cy * x + sy * z) - center[0];
const wy = y - center[1];
const wz = (-sy * x + cy * z) - center[2];
const rel = [wx - cam[0], wy - cam[1], wz - cam[2]];
const vz = dot(rel, f); if (vz <= 0.01) continue;
const ndcX = dot(rel, r) / (vz * t * aspect), ndcY = dot(rel, u) / (vz * t);
const col = Math.round((ndcX + 1) / 2 * (COLS - 1)), row = Math.round((1 - (ndcY + 1) / 2) * (ROWS - 1));
if (col < 0 || col >= COLS || row < 0 || row >= ROWS) continue;
if (vz < zbuf[row][col]) { zbuf[row][col] = vz; grid[row][col] = g; }
}
console.log(`yaw=${yaw.toFixed(3)} (# body, f fins, T tail)`);
console.log(grid.map((r) => r.join('')).join('\n'));
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// Split UB (single skinned primitive, one BLEND/double-sided material) into THREE
// primitives — opaque body+eyes, translucent side fins, and the translucent tail —
// sharing the SAME vertex data, skeleton, and animations. Classification is by
// skin weight: a vertex is "fin" when the majority of its weight rides non-Spine
// bones, and "tail" when the majority rides the Tail_Fork subtree (the forked
// caudal fin + its ray joints). Triangles vote 2-of-3. The tail gets its own
// material so it can render SINGLE-sided — a thin double-sided translucent fan
// shows its front and back faces at once and they bleed through each other while
// it sweeps, which reads as "two tails." All three primitives reference the same
// attribute accessors (no vertex duplication); only index buffer + material differ.
import { NodeIO } from '@gltf-transform/core';
import { ALL_EXTENSIONS } from '@gltf-transform/extensions';
const [input, output] = process.argv.slice(2);
const io = new NodeIO().registerExtensions(ALL_EXTENSIONS);
const doc = await io.read(input);
const root = doc.getRoot();
const skin = root.listSkins()[0];
const joints = skin.listJoints();
const isFinJoint = joints.map((n) => !n.getName().startsWith('Spine'));
// Tail = the Tail_Fork_Top/Bottom subtree (fork bones + their fin-ray joints).
const tailSet = new Set();
const mark = (n) => { tailSet.add(n); n.listChildren().forEach(mark); };
joints.filter((n) => /^Tail_Fork_(Top|Bottom)$/.test(n.getName())).forEach(mark);
const isTailJoint = joints.map((n) => tailSet.has(n));
const mesh = root.listMeshes()[0];
const prim = mesh.listPrimitives()[0];
const pos = prim.getAttribute('POSITION');
const jA = prim.getAttribute('JOINTS_0');
const wA = prim.getAttribute('WEIGHTS_0');
const idx = prim.getIndices();
// Per-vertex classification: fin (non-Spine majority) and tail (Tail_Fork majority).
const vcount = pos.getCount();
const vIsFin = new Uint8Array(vcount);
const vIsTail = new Uint8Array(vcount);
const j = [0, 0, 0, 0], w = [0, 0, 0, 0];
for (let i = 0; i < vcount; i++) {
jA.getElement(i, j);
wA.getElement(i, w);
let fin = 0, tail = 0, tot = 0;
for (let k = 0; k < 4; k++) { tot += w[k]; if (isFinJoint[j[k]]) fin += w[k]; if (isTailJoint[j[k]]) tail += w[k]; }
vIsFin[i] = tot > 0 && fin / tot >= 0.5 ? 1 : 0;
vIsTail[i] = tot > 0 && tail / tot >= 0.5 ? 1 : 0;
}
// Per-triangle split: body unless ≥2 fin verts; within fin, tail if ≥2 tail verts.
const arr = idx.getArray();
const bodyIdx = [], finIdx = [], tailIdx = [];
for (let t = 0; t < arr.length; t += 3) {
const a = arr[t], b = arr[t + 1], c = arr[t + 2];
if (vIsFin[a] + vIsFin[b] + vIsFin[c] >= 2) {
(vIsTail[a] + vIsTail[b] + vIsTail[c] >= 2 ? tailIdx : finIdx).push(a, b, c);
} else {
bodyIdx.push(a, b, c);
}
}
const IndexArr = vcount > 65535 ? Uint32Array : Uint16Array;
const buffer = root.listBuffers()[0];
const mkIndex = (a) => doc.createAccessor().setType('SCALAR').setArray(new IndexArr(a)).setBuffer(buffer);
// Materials: original → opaque body; clones → translucent fins / tail.
const origMat = prim.getMaterial();
const bodyMat = origMat.setName('UB_Body').setAlphaMode('OPAQUE').setDoubleSided(false);
const finMat = origMat.clone().setName('UB_Fins').setAlphaMode('BLEND').setDoubleSided(true);
const tailMat = origMat.clone().setName('UB_Tail').setAlphaMode('BLEND').setDoubleSided(false);
// Body reuses the existing primitive; fins + tail get new primitives sharing attrs.
const addPrim = (indices, mat) => {
const p = doc.createPrimitive().setIndices(mkIndex(indices)).setMaterial(mat);
for (const sem of prim.listSemantics()) p.setAttribute(sem, prim.getAttribute(sem));
mesh.addPrimitive(p);
};
prim.setIndices(mkIndex(bodyIdx)).setMaterial(bodyMat);
addPrim(finIdx, finMat);
addPrim(tailIdx, tailMat);
await io.write(output, doc);
console.log(`wrote ${output}: body ${bodyIdx.length / 3}, fins ${finIdx.length / 3}, tail ${tailIdx.length / 3} tris`);