d13811319d
UB is no longer a static in-place loop. New behavior.js owns locomotion: UB wanders a bounded tank, cruises at a chosen speed, drifts to new depths (nose tilts into it), occasionally rests or darts, and banks through smooth U-turns at the edges — the tail beats faster/slower with speed. All clips are in-place, so the engine drives world position + heading and crossfades between the named clips (idle/cruise/burst/turnL/turnR). Multi-clip GLB built via tools/glb-split/build-clips.mjs (5 clips, 8.7MB — orphaned Take accessors explicitly disposed). aquarium.js reworked: clip crossfade + per-frame behavior apply. Tuner (/zen?debug=1) now exposes scale + Behavior (cruise speed / roam width / roam height / liveliness) + the fins section. Reduced-motion calms speed + liveliness. Still admin-gated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
59 lines
2.8 KiB
JavaScript
59 lines
2.8 KiB
JavaScript
// Build a multi-clip GLB from the pack's single baked Take: extract a chosen set of
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// clips (by frame range from angelfish-clips.json) into SEPARATE named animations, each
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// rebased to start at 0, then drop the original 75s Take. This is what the Zen Den's
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// behavior engine crossfades between. Usage: node build-clips.mjs in.glb out.glb
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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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import { prune } from '@gltf-transform/functions';
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import fs from 'node:fs';
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const [, , inPath, outPath] = process.argv;
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const io = new NodeIO().registerExtensions(ALL_EXTENSIONS);
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const doc = await io.read(inPath);
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const root = doc.getRoot();
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const buffer = root.listBuffers()[0];
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const meta = JSON.parse(fs.readFileSync(new URL('./angelfish-clips.json', import.meta.url))).clips;
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// output-clip-name -> source clip in the pack
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const MAP = {
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idle: 'Idle',
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cruise: 'Swim1_norm',
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burst: 'Swim2_Fast',
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turnL: 'Turn_L_loop',
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turnR: 'Turn_R_loop',
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};
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const src = root.listAnimations()[0];
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const srcChannels = src.listChannels();
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const EPS = 1e-4;
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// The original Take's time/value accessors — captured now, disposed after we've copied
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// the windows we need (new clips create their own fresh accessors, so these become dead).
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const oldAccessors = new Set();
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for (const sm of src.listSamplers()) { oldAccessors.add(sm.getInput()); oldAccessors.add(sm.getOutput()); }
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for (const [outName, srcName] of Object.entries(MAP)) {
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const [s0, s1] = meta[srcName].seconds;
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const anim = doc.createAnimation(outName);
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for (const ch of srcChannels) {
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const sm = ch.getSampler();
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const times = sm.getInput().getArray();
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let a = 0; while (a < times.length - 1 && times[a] < s0 - EPS) a++;
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let b = times.length - 1; while (b > a && times[b] > s1 + EPS) b--;
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const base = times[a];
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const nTimes = Float32Array.from(times.slice(a, b + 1), (x) => x - base);
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const out = sm.getOutput();
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const c = out.getElementSize();
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const nOut = out.getArray().slice(a * c, (b + 1) * c);
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const inAcc = doc.createAccessor().setType('SCALAR').setArray(nTimes).setBuffer(buffer);
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const outAcc = doc.createAccessor().setType(out.getType()).setArray(nOut).setBuffer(buffer);
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const ns = doc.createAnimationSampler().setInput(inAcc).setOutput(outAcc).setInterpolation(sm.getInterpolation());
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anim.addSampler(ns);
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anim.addChannel(doc.createAnimationChannel().setTargetNode(ch.getTargetNode()).setTargetPath(ch.getTargetPath()).setSampler(ns));
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}
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}
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src.dispose(); // remove the original 75s Take
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for (const acc of oldAccessors) acc.dispose(); // free its ~10MB of keyframe data
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await doc.transform(prune());
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await io.write(outPath, doc);
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console.log('clips:', root.listAnimations().map((a) => `${a.getName()}(${a.listChannels().length}ch)`).join(', '));
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