// 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'));