89c0fbe1f6
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>
82 lines
3.9 KiB
JavaScript
82 lines
3.9 KiB
JavaScript
// Split UB (single skinned primitive, one BLEND/double-sided material) into THREE
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// primitives — opaque body+eyes, translucent side fins, and the translucent tail —
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// sharing the SAME vertex data, skeleton, and animations. Classification is by
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// skin weight: a vertex is "fin" when the majority of its weight rides non-Spine
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// bones, and "tail" when the majority rides the Tail_Fork subtree (the forked
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// caudal fin + its ray joints). Triangles vote 2-of-3. The tail gets its own
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// material so it can render SINGLE-sided — a thin double-sided translucent fan
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// shows its front and back faces at once and they bleed through each other while
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// it sweeps, which reads as "two tails." All three primitives reference the same
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// attribute accessors (no vertex duplication); only index buffer + material differ.
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import { NodeIO } from '@gltf-transform/core';
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import { ALL_EXTENSIONS } from '@gltf-transform/extensions';
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const [input, output] = process.argv.slice(2);
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const io = new NodeIO().registerExtensions(ALL_EXTENSIONS);
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const doc = await io.read(input);
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const root = doc.getRoot();
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const skin = root.listSkins()[0];
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const joints = skin.listJoints();
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const isFinJoint = joints.map((n) => !n.getName().startsWith('Spine'));
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// Tail = the Tail_Fork_Top/Bottom subtree (fork bones + their fin-ray joints).
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const tailSet = new Set();
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const mark = (n) => { tailSet.add(n); n.listChildren().forEach(mark); };
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joints.filter((n) => /^Tail_Fork_(Top|Bottom)$/.test(n.getName())).forEach(mark);
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const isTailJoint = joints.map((n) => tailSet.has(n));
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const mesh = root.listMeshes()[0];
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const prim = mesh.listPrimitives()[0];
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const pos = prim.getAttribute('POSITION');
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const jA = prim.getAttribute('JOINTS_0');
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const wA = prim.getAttribute('WEIGHTS_0');
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const idx = prim.getIndices();
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// Per-vertex classification: fin (non-Spine majority) and tail (Tail_Fork majority).
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const vcount = pos.getCount();
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const vIsFin = new Uint8Array(vcount);
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const vIsTail = new Uint8Array(vcount);
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const j = [0, 0, 0, 0], w = [0, 0, 0, 0];
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for (let i = 0; i < vcount; i++) {
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jA.getElement(i, j);
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wA.getElement(i, w);
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let fin = 0, tail = 0, tot = 0;
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for (let k = 0; k < 4; k++) { tot += w[k]; if (isFinJoint[j[k]]) fin += w[k]; if (isTailJoint[j[k]]) tail += w[k]; }
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vIsFin[i] = tot > 0 && fin / tot >= 0.5 ? 1 : 0;
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vIsTail[i] = tot > 0 && tail / tot >= 0.5 ? 1 : 0;
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}
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// Per-triangle split: body unless ≥2 fin verts; within fin, tail if ≥2 tail verts.
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const arr = idx.getArray();
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const bodyIdx = [], finIdx = [], tailIdx = [];
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for (let t = 0; t < arr.length; t += 3) {
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const a = arr[t], b = arr[t + 1], c = arr[t + 2];
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if (vIsFin[a] + vIsFin[b] + vIsFin[c] >= 2) {
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(vIsTail[a] + vIsTail[b] + vIsTail[c] >= 2 ? tailIdx : finIdx).push(a, b, c);
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} else {
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bodyIdx.push(a, b, c);
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}
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}
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const IndexArr = vcount > 65535 ? Uint32Array : Uint16Array;
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const buffer = root.listBuffers()[0];
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const mkIndex = (a) => doc.createAccessor().setType('SCALAR').setArray(new IndexArr(a)).setBuffer(buffer);
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// Materials: original → opaque body; clones → translucent fins / tail.
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const origMat = prim.getMaterial();
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const bodyMat = origMat.setName('UB_Body').setAlphaMode('OPAQUE').setDoubleSided(false);
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const finMat = origMat.clone().setName('UB_Fins').setAlphaMode('BLEND').setDoubleSided(true);
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const tailMat = origMat.clone().setName('UB_Tail').setAlphaMode('BLEND').setDoubleSided(false);
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// Body reuses the existing primitive; fins + tail get new primitives sharing attrs.
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const addPrim = (indices, mat) => {
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const p = doc.createPrimitive().setIndices(mkIndex(indices)).setMaterial(mat);
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for (const sem of prim.listSemantics()) p.setAttribute(sem, prim.getAttribute(sem));
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mesh.addPrimitive(p);
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};
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prim.setIndices(mkIndex(bodyIdx)).setMaterial(bodyMat);
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addPrim(finIdx, finMat);
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addPrim(tailIdx, tailMat);
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await io.write(output, doc);
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console.log(`wrote ${output}: body ${bodyIdx.length / 3}, fins ${finIdx.length / 3}, tail ${tailIdx.length / 3} tris`);
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