// 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`);