// UB's swim brain. The GLB clips are all in-place, so this owns the LOCOMOTION: it moves // UB around the tank and picks which clip the tank should crossfade to. Calm by design — // UB mostly cruises, drifts up and down to new depths, occasionally rests or darts, and // banks through smooth U-turns when it reaches an edge. Frame-rate-independent easing. // // Heading convention: yaw is rotation about Y; worldForward.x = sin(yaw). yaw = +π/2 faces // +X, +3π/2 faces −X, so a U-turn is just targetYaw += π (UB arcs through facing the back // as sin(yaw) sweeps +1 → 0 → −1, naturally decelerating then reversing). const rand = (a, b) => a + Math.random() * (b - a); const clamp = (v, lo, hi) => Math.max(lo, Math.min(hi, v)); const damp = (cur, tgt, rate, dt) => cur + (tgt - cur) * (1 - Math.exp(-rate * dt)); function shortAngle(a, b) { let d = (b - a) % (Math.PI * 2); if (d > Math.PI) d -= Math.PI * 2; if (d < -Math.PI) d += Math.PI * 2; return d; } export function createSwimmer(opts = {}) { const reduced = opts.reduced ?? false; const P = { boundsX: 1.15, boundsY: 0.5, boundsZ: 0.28, baseSpeed: 0.34, liveliness: 1, ...opts }; const S = { x: 0, y: 0, z: 0, yaw: Math.PI / 2, targetYaw: Math.PI / 2, roll: 0, pitch: 0, speed: P.baseSpeed, targetSpeed: P.baseSpeed, targetY: 0, targetZ: 0, mode: 'cruise', timer: rand(4, 8), turning: false, turnSign: 1, clip: 'cruise', ts: 1, }; function pickMode() { const live = P.liveliness * (reduced ? 0.5 : 1); const rest = 0.05 + 0.12 * live, burst = 0.11 * live, r = Math.random(); if (r < rest) { S.mode = 'rest'; S.targetSpeed = P.baseSpeed * 0.05; S.timer = rand(2.4, 5); } else if (r < rest + burst) { S.mode = 'burst'; S.targetSpeed = P.baseSpeed * rand(1.9, 2.6); S.timer = rand(0.7, 1.5); } else { S.mode = 'cruise'; S.targetSpeed = P.baseSpeed * rand(0.8, 1.15); S.timer = rand(4, 9); } S.targetY = rand(-P.boundsY, P.boundsY) * 0.85; S.targetZ = rand(-P.boundsZ, P.boundsZ); } pickMode(); return { state: S, params: P, setParams(n = {}) { Object.assign(P, n); }, update(dt) { dt = Math.min(dt, 0.05); // clamp long frame gaps (tab switch) S.timer -= dt; if (S.timer <= 0 && !S.turning) pickMode(); S.speed = damp(S.speed, S.turning ? P.baseSpeed * 0.5 : S.targetSpeed, 1.6, dt); // drift toward a chosen depth/height; nose tilts gently toward vertical motion const yPrev = S.y; S.y = damp(S.y, S.targetY, 0.5, dt); S.z = damp(S.z, S.targetZ, 0.4, dt); S.pitch = damp(S.pitch, clamp((S.y - yPrev) / dt * 0.6 || 0, -0.28, 0.28), 3, dt); if (S.turning) { S.yaw += shortAngle(S.yaw, S.targetYaw) * (1 - Math.exp(-3 * dt)); S.roll = damp(S.roll, 0.42 * S.turnSign, 4, dt); S.clip = S.turnSign > 0 ? 'turnR' : 'turnL'; if (Math.abs(shortAngle(S.yaw, S.targetYaw)) < 0.04) S.turning = false; } else { S.roll = damp(S.roll, 0, 3, dt); const fwd = Math.sin(S.yaw); if ((fwd > 0 && S.x > P.boundsX) || (fwd < 0 && S.x < -P.boundsX)) { S.turning = true; S.turnSign = fwd > 0 ? 1 : -1; S.targetYaw = S.yaw + Math.PI; } S.clip = S.mode === 'rest' ? 'idle' : S.mode === 'burst' ? 'burst' : 'cruise'; } S.x += S.speed * Math.sin(S.yaw) * dt; // move along heading (arcs through the turn) S.ts = (S.mode === 'rest' && !S.turning) ? 0.55 : clamp(S.speed / P.baseSpeed, 0.5, 2); // tail beats with speed return S; }, }; }