diff --git a/index.html b/index.html
index 9521827..f4ed077 100644
--- a/index.html
+++ b/index.html
@@ -1040,6 +1040,7 @@
+
diff --git a/src/actors/controller.ts b/src/actors/controller.ts
index 69e9eb0..4a62577 100644
--- a/src/actors/controller.ts
+++ b/src/actors/controller.ts
@@ -13,6 +13,22 @@ export type ActorKind = "humanoid" | "dog" | "crow";
export type ActorMode = "ground" | "flight";
export type ActorModeRequest = "none" | ActorMode;
export type ActorKindRequest = "none" | ActorKind;
+export type CrowFlightPoseState = "flap" | "glide" | "bank" | "tuck" | "perch";
+
+export interface CrowWind {
+ /** Positive X blows east/right in the actor's metre-space adapter. */
+ xMps: number;
+ /** Positive Z blows toward the actor's rear at yaw zero. */
+ zMps: number;
+}
+
+export interface CrowThermal {
+ x: number;
+ z: number;
+ radiusM: number;
+ /** Maximum deterministic updraft at the core. */
+ liftMps: number;
+}
/** JSON-safe appearance fields. URLs are references; render resources stay outside simulation. */
export interface ActorProfile {
@@ -102,6 +118,16 @@ export interface ActorControllerOptions {
maximumFlightSpeedMps?: number;
glideSpeedMps?: number;
maximumClimbSpeedMps?: number;
+ /** Constant air-mass velocity. Defaults to still air. */
+ crowWind?: Partial;
+ /** Bounded deterministic radial updrafts in actor metre space. */
+ crowThermals?: readonly CrowThermal[];
+ /** Normalized reserve used by powered flapping. Defaults to one. */
+ crowInitialEnergy?: number;
+ /** Reserve spent per second at a representative powered cruise. */
+ crowEnergyDrainPerSecond?: number;
+ /** Reserve recovered per second while gliding or perched. */
+ crowEnergyRecoveryPerSecond?: number;
/** Optional rectangle for a board or office adapter without collision geometry. */
horizontalBounds?: ActorHorizontalBounds;
fixedStepSeconds?: number;
@@ -122,6 +148,17 @@ export interface ActorControllerState extends ActorPosition {
/** Renderer request for pose intensity, in [0, 1]. */
poseAmount: number;
gliding: boolean;
+ /** Signed visual/turn bank in radians. */
+ roll: number;
+ /** Normalized powered-flight reserve in [0, 1]. */
+ flightEnergy: number;
+ /** Aerodynamic and thermal vertical contribution before pilot climb. */
+ liftMps: number;
+ thermalLiftMps: number;
+ windXMps: number;
+ windZMps: number;
+ crowPose: CrowFlightPoseState;
+ perched: boolean;
altitudeBoundContact: "none" | "minimum" | "maximum";
distanceM: number;
elapsedSteps: number;
@@ -161,6 +198,11 @@ interface ResolvedOptions {
maximumFlightSpeedMps: number;
glideSpeedMps: number;
maximumClimbSpeedMps: number;
+ crowWind: CrowWind;
+ crowThermals: readonly CrowThermal[];
+ crowInitialEnergy: number;
+ crowEnergyDrainPerSecond: number;
+ crowEnergyRecoveryPerSecond: number;
horizontalBounds?: ActorHorizontalBounds;
fixedStepSeconds: number;
maxFrameDeltaSeconds: number;
@@ -277,6 +319,33 @@ function checkedBounds(bounds: ActorHorizontalBounds | undefined): ActorHorizont
return { ...bounds };
}
+function checkedCrowWind(value: Partial | undefined): CrowWind {
+ const xMps = finiteOr(value?.xMps, 0);
+ const zMps = finiteOr(value?.zMps, 0);
+ // A malformed adapter cannot inject hurricane-scale displacement into an
+ // authoritative actor step. The generous cap still covers severe weather.
+ return { xMps: clamp(xMps, -60, 60), zMps: clamp(zMps, -60, 60) };
+}
+
+function checkedCrowThermals(value: readonly CrowThermal[] | undefined): readonly CrowThermal[] {
+ if (!value) return Object.freeze([]);
+ if (value.length > 32) throw new RangeError("crowThermals supports at most 32 updrafts");
+ const checked = value.map((thermal) => {
+ if (
+ !Number.isFinite(thermal?.x) || !Number.isFinite(thermal?.z) ||
+ !Number.isFinite(thermal?.radiusM) || thermal.radiusM <= 0 ||
+ !Number.isFinite(thermal?.liftMps) || thermal.liftMps < 0
+ ) throw new RangeError("crow thermal fields must be finite with positive radius and non-negative lift");
+ return Object.freeze({
+ x: thermal.x,
+ z: thermal.z,
+ radiusM: clamp(thermal.radiusM, 0.5, 10_000),
+ liftMps: clamp(thermal.liftMps, 0, 20),
+ });
+ });
+ return Object.freeze(checked);
+}
+
/** Clamp malformed adapter input before it can poison authoritative state. */
export function normalizeActorActions(
actions: Partial | undefined,
@@ -350,6 +419,19 @@ function resolveOptions(options: ActorControllerOptions): ResolvedOptions {
maximumFlightSpeedMps,
glideSpeedMps: clamp(positive(options.glideSpeedMps, 7.5, "glideSpeedMps"), minimumFlightSpeedMps, maximumFlightSpeedMps),
maximumClimbSpeedMps: positive(options.maximumClimbSpeedMps, 5, "maximumClimbSpeedMps"),
+ crowWind: checkedCrowWind(options.crowWind),
+ crowThermals: checkedCrowThermals(options.crowThermals),
+ crowInitialEnergy: clamp(finiteOr(options.crowInitialEnergy, 1), 0, 1),
+ crowEnergyDrainPerSecond: clamp(
+ positive(options.crowEnergyDrainPerSecond, 0.006, "crowEnergyDrainPerSecond"),
+ 0.0001,
+ 1,
+ ),
+ crowEnergyRecoveryPerSecond: clamp(
+ positive(options.crowEnergyRecoveryPerSecond, 0.012, "crowEnergyRecoveryPerSecond"),
+ 0.0001,
+ 1,
+ ),
horizontalBounds: bounds,
fixedStepSeconds: clamp(positive(options.fixedStepSeconds, 1 / 60, "fixedStepSeconds"), 1 / 240, 0.1),
maxFrameDeltaSeconds: clamp(positive(options.maxFrameDeltaSeconds, 0.25, "maxFrameDeltaSeconds"), 0.05, 1),
@@ -376,6 +458,14 @@ export class ActorController {
posePhase: 0,
poseAmount: 0,
gliding: false,
+ roll: 0,
+ flightEnergy: this.options.crowInitialEnergy,
+ liftMps: 0,
+ thermalLiftMps: 0,
+ windXMps: this.options.crowWind.xMps,
+ windZMps: this.options.crowWind.zMps,
+ crowPose: this.options.mode === "flight" && this.options.kind === "crow" ? "glide" : "perch",
+ perched: this.options.kind === "crow" && this.options.mode === "ground",
altitudeBoundContact: "none",
distanceM: 0,
elapsedSteps: 0,
@@ -429,6 +519,11 @@ export class ActorController {
this.current.pitch = 0;
this.current.poseAmount = 0;
this.current.gliding = false;
+ this.current.roll = 0;
+ this.current.liftMps = 0;
+ this.current.thermalLiftMps = 0;
+ this.current.crowPose = kind === "crow" && this.current.mode === "ground" ? "perch" : "flap";
+ this.current.perched = kind === "crow" && this.current.mode === "ground";
this.current.altitudeBoundContact = "none";
if (kind !== "crow") this.land();
}
@@ -453,6 +548,14 @@ export class ActorController {
posePhase: 0,
poseAmount: 0,
gliding: false,
+ roll: 0,
+ flightEnergy: this.options.crowInitialEnergy,
+ liftMps: 0,
+ thermalLiftMps: 0,
+ windXMps: this.options.crowWind.xMps,
+ windZMps: this.options.crowWind.zMps,
+ crowPose: this.options.mode === "flight" && this.options.kind === "crow" ? "glide" : "perch",
+ perched: this.options.kind === "crow" && this.options.mode === "ground",
altitudeBoundContact: "none",
distanceM: 0,
elapsedSteps: 0,
@@ -518,6 +621,16 @@ export class ActorController {
this.current.y = this.options.groundY;
this.current.pitch = 0;
this.current.gliding = false;
+ this.current.roll = moveToward(this.current.roll, 0, 7 * dt);
+ this.current.liftMps = 0;
+ this.current.thermalLiftMps = 0;
+ this.current.crowPose = this.current.kind === "crow" ? "perch" : "flap";
+ this.current.perched = this.current.kind === "crow";
+ this.current.flightEnergy = clamp(
+ this.current.flightEnergy + this.options.crowEnergyRecoveryPerSecond * 2.5 * dt,
+ 0,
+ 1,
+ );
this.current.altitudeBoundContact = "none";
this.current.poseAmount = input;
const strideLength = this.current.kind === "dog" ? 0.54 : 0.78;
@@ -526,23 +639,91 @@ export class ActorController {
private stepFlight(actions: ActorActionSnapshot): void {
const dt = this.options.fixedStepSeconds;
+ const idleSoaring =
+ !actions.glide && Math.abs(actions.forward) < 0.02 && Math.abs(actions.turn) < 0.02 &&
+ Math.abs(actions.pitch) < 0.02 && Math.abs(actions.climb) < 0.02;
+ const speedFraction = clamp(
+ this.current.speedMps / Math.max(this.options.glideSpeedMps, 0.001),
+ 0,
+ 2,
+ );
+ const targetRoll = actions.turn * 0.62;
+ this.current.roll = moveToward(this.current.roll, targetRoll, 2.7 * dt);
this.current.yaw = wrapAngle(
- this.current.yaw + actions.turn * this.options.flightTurnRateRadPerSecond * dt,
+ this.current.yaw +
+ (
+ actions.turn * this.options.flightTurnRateRadPerSecond * (0.68 + speedFraction * 0.22) +
+ Math.sin(this.current.roll) * 0.34
+ ) * dt,
);
const targetPitch = actions.pitch * this.options.maximumFlightPitchRad;
this.current.pitch = moveToward(this.current.pitch, targetPitch, 1.9 * dt);
const throttle = (actions.forward + 1) / 2;
+ const tucking = actions.glide && actions.forward < -0.6 && actions.pitch < -0.1;
+ const recovering = actions.glide;
+ if (recovering) {
+ this.current.flightEnergy = clamp(
+ this.current.flightEnergy + this.options.crowEnergyRecoveryPerSecond * dt,
+ 0,
+ 1,
+ );
+ } else {
+ const effort = 0.35 + throttle * 0.65 + Math.max(0, actions.climb) * 0.55;
+ this.current.flightEnergy = clamp(
+ this.current.flightEnergy - this.options.crowEnergyDrainPerSecond * effort * dt,
+ 0,
+ 1,
+ );
+ }
+ const energyAuthority = 0.52 + this.current.flightEnergy * 0.48;
const poweredTarget = this.options.minimumFlightSpeedMps +
- (this.options.maximumFlightSpeedMps - this.options.minimumFlightSpeedMps) * throttle;
- const targetSpeed = actions.glide ? this.options.glideSpeedMps : poweredTarget;
- this.current.speedMps = moveToward(this.current.speedMps, targetSpeed, (actions.glide ? 2.2 : 5.5) * dt);
+ (this.options.maximumFlightSpeedMps - this.options.minimumFlightSpeedMps) * throttle * energyAuthority;
+ const targetSpeed = tucking
+ ? Math.min(this.options.maximumFlightSpeedMps, this.options.glideSpeedMps * 1.45)
+ : actions.glide ? this.options.glideSpeedMps : poweredTarget;
+ const response = actions.glide ? (tucking ? 3.1 : 2.2) : 5.5 * energyAuthority;
+ this.current.speedMps = moveToward(this.current.speedMps, targetSpeed, response * dt);
+ // Parasitic drag rises with the square of airspeed. It is small enough that
+ // a healthy powered bird holds its requested target but makes a tucked dive
+ // finite instead of a perpetual acceleration source.
+ const dragMps2 = 0.0045 * this.current.speedMps * this.current.speedMps;
+ this.current.speedMps = clamp(
+ this.current.speedMps - dragMps2 * dt * (actions.glide ? 0.7 : 0.25),
+ 0,
+ this.options.maximumFlightSpeedMps,
+ );
+
+ let thermalLiftMps = 0;
+ for (const thermal of this.options.crowThermals) {
+ const normalizedDistance = Math.hypot(
+ this.current.x - thermal.x,
+ this.current.z - thermal.z,
+ ) / thermal.radiusM;
+ if (normalizedDistance >= 1) continue;
+ const falloff = 1 - normalizedDistance;
+ thermalLiftMps += thermal.liftMps * falloff * falloff;
+ }
+ this.current.thermalLiftMps = clamp(thermalLiftMps, 0, this.options.maximumClimbSpeedMps * 1.5);
+ const liftRatio = this.current.speedMps / Math.max(this.options.glideSpeedMps, 0.001);
+ const wingLiftMps = (liftRatio * liftRatio - 0.92) * (actions.glide ? 0.72 : 0.38);
+ const flapLiftMps = actions.glide ? 0 : (0.18 + throttle * 0.46) * energyAuthority;
+ const tuckPenaltyMps = tucking ? 1.35 : 0;
+ this.current.liftMps = wingLiftMps + flapLiftMps + this.current.thermalLiftMps - tuckPenaltyMps;
const pitchLift = Math.sin(this.current.pitch) * this.current.speedMps;
- const glideSink = actions.glide ? 0.7 : 0.15;
- const targetVertical = pitchLift + actions.climb * this.options.maximumClimbSpeedMps - glideSink;
+ const baselineSink = actions.glide ? (tucking ? 0.95 : 0.62) : 0.18;
+ const targetVertical =
+ pitchLift +
+ actions.climb * this.options.maximumClimbSpeedMps * energyAuthority +
+ this.current.liftMps -
+ baselineSink;
this.current.verticalSpeedMps = moveToward(
this.current.verticalSpeedMps,
- clamp(targetVertical, -this.options.maximumClimbSpeedMps, this.options.maximumClimbSpeedMps),
+ clamp(
+ targetVertical,
+ -this.options.maximumClimbSpeedMps * 1.35,
+ this.options.maximumClimbSpeedMps + this.current.thermalLiftMps,
+ ),
8 * dt,
);
@@ -550,8 +731,8 @@ export class ActorController {
const beforeX = this.current.x;
const beforeY = this.current.y;
const beforeZ = this.current.z;
- this.current.x -= Math.sin(this.current.yaw) * horizontalSpeed * dt;
- this.current.z -= Math.cos(this.current.yaw) * horizontalSpeed * dt;
+ this.current.x += (-Math.sin(this.current.yaw) * horizontalSpeed + this.options.crowWind.xMps) * dt;
+ this.current.z += (-Math.cos(this.current.yaw) * horizontalSpeed + this.options.crowWind.zMps) * dt;
this.current.y += this.current.verticalSpeedMps * dt;
this.applyHorizontalBounds();
this.applyAltitudeBounds();
@@ -561,9 +742,16 @@ export class ActorController {
this.current.z - beforeZ,
);
this.current.gliding = actions.glide;
- this.current.poseAmount = actions.glide ? 0.22 : 0.55 + throttle * 0.45;
+ this.current.perched = false;
+ this.current.crowPose = tucking
+ ? "tuck"
+ : actions.glide
+ ? Math.abs(this.current.roll) > 0.16 ? "bank" : "glide"
+ : idleSoaring ? "glide" : "flap";
+ this.current.poseAmount = actions.glide || idleSoaring ? (tucking ? 0.42 : 0.72) : 0.55 + throttle * 0.45;
if (!actions.glide) {
- const flapRate = 3.5 + throttle * 4;
+ // A tired bird loses cadence before it loses basic control authority.
+ const flapRate = 3.5 + throttle * (2.2 + energyAuthority * 1.8);
this.current.posePhase = wrapPhase(this.current.posePhase + flapRate * TWO_PI * dt);
}
}
@@ -572,14 +760,21 @@ export class ActorController {
this.current.mode = "ground";
this.current.y = this.options.groundY;
this.current.pitch = 0;
+ this.current.roll = 0;
this.current.verticalSpeedMps = 0;
+ this.current.liftMps = 0;
+ this.current.thermalLiftMps = 0;
this.current.gliding = false;
+ this.current.crowPose = this.current.kind === "crow" ? "perch" : "flap";
+ this.current.perched = this.current.kind === "crow";
this.current.altitudeBoundContact = "none";
}
private takeOff(): void {
this.current.mode = "flight";
this.current.y = Math.max(this.current.y, this.options.groundY + this.options.minFlightAltitude);
+ this.current.crowPose = "flap";
+ this.current.perched = false;
this.current.altitudeBoundContact = "none";
}
diff --git a/src/actors/index.ts b/src/actors/index.ts
index c723d29..9b9666f 100644
--- a/src/actors/index.ts
+++ b/src/actors/index.ts
@@ -16,6 +16,9 @@ export {
type ActorPosition,
type ActorProfile,
type ActorReplayResult,
+ type CrowFlightPoseState,
+ type CrowThermal,
+ type CrowWind,
type TimedActorInputFrame,
} from "./controller.ts";
diff --git a/src/actors/sceneActor.ts b/src/actors/sceneActor.ts
index de2f731..8acace1 100644
--- a/src/actors/sceneActor.ts
+++ b/src/actors/sceneActor.ts
@@ -14,7 +14,7 @@ import {
disposeCrow,
disposeDog,
disposeHumanoid,
- poseCrowFlight,
+ poseCrow,
poseDogAttention,
poseDogWalk,
poseHumanoid,
@@ -115,7 +115,6 @@ function buildActor(kind: ActorKind, identity: Readonly): RiggedA
kind,
rig: buildCrow({
...(color(appearance?.primaryColor) === undefined ? {} : { featherColor: color(appearance?.primaryColor) }),
- ...(color(appearance?.accentColor) === undefined ? {} : { sheenColor: color(appearance?.accentColor) }),
}),
};
}
@@ -209,7 +208,11 @@ export function createSceneActor(options: SceneActorOptions): SceneActor {
origin.z + state.z * scale,
);
root.rotation.order = "YXZ";
- root.rotation.set(state.mode === "flight" ? state.pitch : 0, state.yaw, 0);
+ root.rotation.set(
+ state.mode === "flight" ? state.pitch : 0,
+ state.yaw,
+ state.mode === "flight" && state.kind === "crow" ? -state.roll * 0.42 : 0,
+ );
view.position.copy(root.position);
if (actor.kind === "humanoid") {
poseHumanoid(actor.rig, { walkPhase: state.posePhase, stride: state.poseAmount * 0.68 });
@@ -217,22 +220,17 @@ export function createSceneActor(options: SceneActorOptions): SceneActor {
poseDogWalk(actor.rig, state.posePhase, state.poseAmount * 0.68);
poseDogAttention(actor.rig, 0, state.posePhase * 0.7);
} else if (state.mode === "flight") {
- // A possessed crow is airborne even before the first key arrives. Keep a
- // readable soaring silhouette at neutral input; the controller still
- // owns phase/intensity as soon as movement begins.
- const idleSoar = enabled && state.poseAmount < 1e-4;
- poseCrowFlight(
- actor.rig,
- idleSoar ? -Math.PI / 2 : state.posePhase,
- Math.max(state.poseAmount, idleSoar ? 0.58 : 0),
- );
- if (idleSoar) {
- // The authored wing sheet already extends along local X. A neutral
- // chase view needs that broad plan silhouette, not the edge-on middle
- // of a flap cycle.
- actor.rig.joints.wingLeft.rotation.set(-0.08, 0, 0.08);
- actor.rig.joints.wingRight.rotation.set(-0.08, 0, -0.08);
- }
+ // The controller names the aerodynamic state; the rig owns how that
+ // state bends shoulder, elbow, wrist, tail and feet.
+ poseCrow(actor.rig, {
+ state: state.crowPose,
+ phase: state.posePhase,
+ amount: Math.max(state.poseAmount, enabled ? 0.68 : 0.5),
+ bank: THREE.MathUtils.clamp(state.roll / 0.62, -1, 1),
+ flight: 1,
+ });
+ } else {
+ poseCrow(actor.rig, { state: "perch", amount: 1, flight: 0 });
}
}
diff --git a/src/assets/actors/crow.ts b/src/assets/actors/crow.ts
index e172202..36d0734 100644
--- a/src/assets/actors/crow.ts
+++ b/src/assets/actors/crow.ts
@@ -1,5 +1,13 @@
-/** A low-cost anonymous Tera crow, ready to perch or flap in flight. */
+/**
+ * Procedural American-crow-scale actor with a readable rear flight silhouette.
+ *
+ * The rig remains code-only and cheap to clone, but the wing is no longer one
+ * flat polygon. Shoulder, elbow and wrist joints carry overlapping covert,
+ * secondary and primary feathers, so the renderer can describe a flap, glide,
+ * bank, tuck or perch without replacing geometry.
+ */
import * as THREE from "three";
+import { mergeGeometries } from "three/examples/jsm/utils/BufferGeometryUtils.js";
import {
actorMesh,
disposeActor,
@@ -8,7 +16,25 @@ import {
type ActorRigBase,
} from "./common.ts";
-export const CROW_METRICS = { bodyLength: 0.42, perchedHeight: 0.34, wingspan: 0.84 } as const;
+export const CROW_METRICS = {
+ bodyLength: 0.48,
+ perchedHeight: 0.44,
+ wingspan: 1.02,
+} as const;
+
+export type CrowPoseState = "flap" | "glide" | "bank" | "tuck" | "perch";
+
+export interface CrowPose {
+ state: CrowPoseState;
+ /** Cyclic flap phase in radians. */
+ phase?: number;
+ /** Pose strength in [0, 1]. */
+ amount?: number;
+ /** Signed bank request in [-1, 1]; positive banks right. */
+ bank?: number;
+ /** Tucks the feet as this reaches one. */
+ flight?: number;
+}
export interface CrowMaterials {
feather: THREE.Material;
@@ -27,9 +53,18 @@ export interface CrowBuildOptions {
export interface CrowJoints {
body: THREE.Group;
head: THREE.Group;
+ /** Backwards-compatible aliases for the shoulder joints. */
wingLeft: THREE.Group;
wingRight: THREE.Group;
+ shoulderLeft: THREE.Group;
+ shoulderRight: THREE.Group;
+ elbowLeft: THREE.Group;
+ elbowRight: THREE.Group;
+ wristLeft: THREE.Group;
+ wristRight: THREE.Group;
tail: THREE.Group;
+ legLeft: THREE.Group;
+ legRight: THREE.Group;
}
export interface CrowRig extends ActorRigBase {
@@ -38,124 +73,430 @@ export interface CrowRig extends ActorRigBase {
export function createCrowMaterials(options: CrowBuildOptions = {}): CrowMaterials {
return {
- // Wing sheets are intentionally thin. Both faces must render because a
- // chase camera sees their backs while a flyover camera sees their fronts.
- feather: new THREE.MeshStandardMaterial({ name: "crow.feather", color: options.featherColor ?? 0x111519, roughness: 0.62, metalness: 0.12, side: THREE.DoubleSide }),
- sheen: new THREE.MeshStandardMaterial({ name: "crow.sheen", color: options.sheenColor ?? 0x1f2c36, roughness: 0.4, metalness: 0.28 }),
- beak: new THREE.MeshStandardMaterial({ name: "crow.beak", color: 0x202327, roughness: 0.78 }),
- eye: new THREE.MeshBasicMaterial({ name: "crow.eye", color: 0xd4b168, toneMapped: false }),
- foot: new THREE.MeshStandardMaterial({ name: "crow.foot", color: 0x24272a, roughness: 0.9 }),
+ // A blue-violet highlight keeps the bird readable against black terrain
+ // without painting a naturally black animal grey.
+ feather: new THREE.MeshStandardMaterial({
+ name: "crow.feather",
+ color: options.featherColor ?? 0x111821,
+ roughness: 0.68,
+ metalness: 0.08,
+ emissive: 0x07111d,
+ emissiveIntensity: 0.24,
+ side: THREE.DoubleSide,
+ }),
+ sheen: new THREE.MeshPhysicalMaterial({
+ name: "crow.sheen",
+ color: options.sheenColor ?? 0x253547,
+ roughness: 0.34,
+ metalness: 0.22,
+ clearcoat: 0.28,
+ clearcoatRoughness: 0.42,
+ emissive: 0x0b1729,
+ emissiveIntensity: 0.32,
+ }),
+ beak: new THREE.MeshStandardMaterial({
+ name: "crow.beak",
+ color: 0x252a30,
+ roughness: 0.72,
+ metalness: 0.08,
+ }),
+ eye: new THREE.MeshBasicMaterial({ name: "crow.eye", color: 0xd9b86c, toneMapped: false }),
+ foot: new THREE.MeshStandardMaterial({ name: "crow.foot", color: 0x2b2f35, roughness: 0.9 }),
};
}
-function wingGeometry(side: -1 | 1): THREE.BufferGeometry {
- const s = side;
+/** A small double-sided feather prism, rooted at z=0 and tapered along +Z. */
+function featherGeometry(): THREE.BufferGeometry {
+ const outline: readonly [number, number][] = [
+ [-0.28, 0],
+ [-0.5, 0.46],
+ [-0.42, 0.76],
+ [-0.18, 0.95],
+ [0, 1],
+ [0.18, 0.95],
+ [0.42, 0.76],
+ [0.5, 0.46],
+ [0.28, 0],
+ ];
+ const halfThickness = 0.012;
+ const positions: number[] = [];
+ for (const y of [halfThickness, -halfThickness]) {
+ for (const [x, z] of outline) positions.push(x, y, z);
+ }
+ const count = outline.length;
+ const indices: number[] = [];
+ // Top and bottom are triangle fans around the root-side midpoint.
+ for (let index = 1; index < count - 1; index += 1) {
+ indices.push(0, index, index + 1);
+ indices.push(count, count + index + 1, count + index);
+ }
+ for (let index = 0; index < count; index += 1) {
+ const next = (index + 1) % count;
+ indices.push(index, count + index, next, next, count + index, count + next);
+ }
const geometry = new THREE.BufferGeometry();
- geometry.setAttribute(
- "position",
- new THREE.Float32BufferAttribute([
- 0, 0, 0.04,
- s * 0.32, -0.015, 0.1,
- s * 0.4, -0.03, 0.2,
- s * 0.18, -0.015, -0.14,
- 0, 0, -0.16,
- ], 3),
- );
- geometry.setIndex([0, 1, 3, 1, 2, 3, 0, 3, 4]);
+ geometry.setAttribute("position", new THREE.Float32BufferAttribute(positions, 3));
+ geometry.setIndex(indices);
geometry.computeVertexNormals();
- geometry.name = `crow.wing.${side < 0 ? "left" : "right"}`;
+ geometry.computeBoundingBox();
+ geometry.computeBoundingSphere();
+ geometry.name = "crow.feather-blade";
return geometry;
}
+function beakGeometry(): THREE.BufferGeometry {
+ const geometry = new THREE.BufferGeometry();
+ geometry.setAttribute("position", new THREE.Float32BufferAttribute([
+ -0.054, 0.025, 0,
+ 0.054, 0.025, 0,
+ -0.043, -0.035, 0,
+ 0.043, -0.035, 0,
+ 0, -0.018, -0.19,
+ ], 3));
+ geometry.setIndex([
+ 0, 1, 4,
+ 1, 3, 4,
+ 3, 2, 4,
+ 2, 0, 4,
+ 0, 2, 3,
+ 0, 3, 1,
+ ]);
+ geometry.computeVertexNormals();
+ geometry.name = "crow.beak-wedge";
+ return geometry;
+}
+
+interface FeatherPlacement {
+ position: readonly [number, number, number];
+ scale: readonly [number, number, number];
+ rotation?: readonly [number, number, number];
+}
+
+/** Merge one articulated feather layer into one draw call. */
+function featherBatch(
+ name: string,
+ material: THREE.Material,
+ placements: readonly FeatherPlacement[],
+ blade: THREE.BufferGeometry,
+): THREE.Mesh {
+ const parts = placements.map((placement) => {
+ const matrix = new THREE.Matrix4().compose(
+ new THREE.Vector3(...placement.position),
+ new THREE.Quaternion().setFromEuler(new THREE.Euler(...(placement.rotation ?? [0, 0, 0]), "XYZ")),
+ new THREE.Vector3(...placement.scale),
+ );
+ return blade.clone().applyMatrix4(matrix);
+ });
+ const geometry = mergeGeometries(parts, false);
+ for (const part of parts) part.dispose();
+ if (!geometry) throw new Error(`crow: could not merge feather layer "${name}"`);
+ geometry.name = `${name}.geometry`;
+ geometry.computeBoundingBox();
+ geometry.computeBoundingSphere();
+ const mesh = actorMesh(name, geometry, material, { receiveShadow: false });
+ mesh.userData.featherCount = placements.length;
+ return mesh;
+}
+
+function addWing(
+ body: THREE.Group,
+ side: -1 | 1,
+ materials: CrowMaterials,
+ featherBlade: THREE.BufferGeometry,
+): { shoulder: THREE.Group; elbow: THREE.Group; wrist: THREE.Group } {
+ const word = side < 0 ? "left" : "right";
+ const shoulder = namedGroup(`crow.wing.${word}`, [side * 0.09, 0.055, -0.035]);
+ const elbow = namedGroup(`crow.elbow.${word}`, [side * 0.175, 0, 0.012]);
+ const wrist = namedGroup(`crow.wrist.${word}`, [side * 0.165, -0.004, 0.045]);
+ shoulder.add(elbow);
+ elbow.add(wrist);
+ body.add(shoulder);
+
+ // Rounded scapular coverts bridge the torso to the articulated arm.
+ const coverts: FeatherPlacement[] = [];
+ for (let index = 0; index < 4; index += 1) {
+ coverts.push({
+ position: [side * (0.025 + index * 0.035), 0.018 - index * 0.004, -0.035 + index * 0.018],
+ scale: [0.09, 0.72, 0.18 + index * 0.012],
+ rotation: [0.06, side * (-0.05 - index * 0.035), 0],
+ });
+ }
+ shoulder.add(featherBatch(`crow.coverts.${word}`, materials.sheen, coverts, featherBlade));
+
+ // The secondaries overlap from elbow to wrist and create the broad inner
+ // trailing edge visible in the accepted rear-view direction.
+ const innerSecondaries: FeatherPlacement[] = [];
+ const outerSecondaries: FeatherPlacement[] = [];
+ for (let index = 0; index < 7; index += 1) {
+ const along = index / 6;
+ (index < 3 ? innerSecondaries : outerSecondaries).push({
+ position: [side * (0.015 + along * 0.155), -0.006 - along * 0.005, 0.018 + along * 0.014],
+ scale: [0.095 - along * 0.014, 0.72, 0.26 + along * 0.055],
+ rotation: [0.02 + along * 0.05, side * (-0.1 - along * 0.16), 0],
+ });
+ }
+ elbow.add(
+ featherBatch(`crow.secondaries-inner.${word}`, materials.sheen, innerSecondaries, featherBlade),
+ featherBatch(`crow.secondaries-outer.${word}`, materials.feather, outerSecondaries, featherBlade),
+ );
+
+ // Long, individually separated primaries fan from the wrist. Their small
+ // angular and length progression gives a clear fingertip silhouette.
+ const primaries: FeatherPlacement[] = [];
+ for (let index = 0; index < 9; index += 1) {
+ const along = index / 8;
+ primaries.push({
+ position: [side * (0.01 + along * 0.095), -0.014 - along * 0.003, 0.025 + along * 0.01],
+ scale: [0.074 - along * 0.014, 0.78, 0.34 - along * 0.075],
+ rotation: [0.015 + along * 0.035, side * (-0.2 - along * 0.42), side * (along - 0.5) * 0.035],
+ });
+ }
+ wrist.add(featherBatch(`crow.primaries.${word}`, materials.feather, primaries, featherBlade));
+ return { shoulder, elbow, wrist };
+}
+
+function addFoot(body: THREE.Group, side: -1 | 1, material: THREE.Material): THREE.Group {
+ const word = side < 0 ? "left" : "right";
+ const leg = namedGroup(`crow.leg.${word}`, [side * 0.052, -0.115, 0.015]);
+ leg.add(actorMesh(
+ `crow.shank.${word}`,
+ new THREE.CylinderGeometry(0.009, 0.007, 0.12, 7),
+ material,
+ { position: [0, -0.052, 0.015], rotation: [0.2, 0, 0] },
+ ));
+ const foot = namedGroup(`crow.foot.${word}`, [0, -0.108, -0.002]);
+ leg.add(foot);
+ for (let index = 0; index < 3; index += 1) {
+ const angle = (index - 1) * 0.42;
+ foot.add(actorMesh(
+ `crow.toe.${word}.${index}`,
+ new THREE.CylinderGeometry(0.0045, 0.003, 0.075, 6),
+ material,
+ {
+ position: [Math.sin(angle) * 0.025, -0.004, -0.028 - Math.cos(angle) * 0.006],
+ rotation: [Math.PI / 2, 0, -angle],
+ },
+ ));
+ }
+ foot.add(actorMesh(
+ `crow.toe.${word}.rear`,
+ new THREE.CylinderGeometry(0.004, 0.003, 0.055, 6),
+ material,
+ { position: [0, -0.005, 0.022], rotation: [Math.PI / 2, 0, 0] },
+ ));
+ body.add(leg);
+ return leg;
+}
+
function resolveCrow(root: THREE.Group, ownsMaterials: boolean): CrowRig {
+ const wingLeft = requireGroup(root, "crow.wing.left");
+ const wingRight = requireGroup(root, "crow.wing.right");
return {
root,
ownsMaterials,
joints: {
body: requireGroup(root, "crow.body"),
head: requireGroup(root, "crow.head"),
- wingLeft: requireGroup(root, "crow.wing.left"),
- wingRight: requireGroup(root, "crow.wing.right"),
+ wingLeft,
+ wingRight,
+ shoulderLeft: wingLeft,
+ shoulderRight: wingRight,
+ elbowLeft: requireGroup(root, "crow.elbow.left"),
+ elbowRight: requireGroup(root, "crow.elbow.right"),
+ wristLeft: requireGroup(root, "crow.wrist.left"),
+ wristRight: requireGroup(root, "crow.wrist.right"),
tail: requireGroup(root, "crow.tail"),
+ legLeft: requireGroup(root, "crow.leg.left"),
+ legRight: requireGroup(root, "crow.leg.right"),
},
};
}
export function buildCrow(options: CrowBuildOptions = {}): CrowRig {
- const m = options.materials ?? createCrowMaterials(options);
+ const materials = options.materials ?? createCrowMaterials(options);
+ const featherBlade = featherGeometry();
const root = namedGroup("crow");
root.userData.kind = "actor";
root.userData.actorType = "anonymous-crow";
root.userData.forwardAxis = "-Z";
- const body = namedGroup("crow.body", [0, 0.2, 0]);
+ root.userData.rigVersion = 2;
+
+ const body = namedGroup("crow.body", [0, 0.225, 0]);
root.add(body);
body.add(
- actorMesh("crow.torso", new THREE.SphereGeometry(0.13, 12, 9), m.feather, {
- rotation: [-0.16, 0, 0],
- scale: [0.82, 1.08, 1.34],
+ actorMesh("crow.torso", new THREE.SphereGeometry(0.14, 18, 12), materials.feather, {
+ rotation: [-0.12, 0, 0],
+ scale: [0.82, 0.94, 1.58],
}),
- actorMesh("crow.breast", new THREE.SphereGeometry(0.105, 10, 8), m.sheen, {
- position: [0, 0.012, -0.105],
- scale: [0.72, 1, 0.58],
+ actorMesh("crow.breast", new THREE.SphereGeometry(0.112, 16, 10), materials.sheen, {
+ position: [0, -0.006, -0.112],
+ rotation: [-0.18, 0, 0],
+ scale: [0.76, 1.03, 0.72],
+ }),
+ actorMesh("crow.mantle", new THREE.SphereGeometry(0.116, 16, 10), materials.sheen, {
+ position: [0, 0.057, 0.028],
+ scale: [0.82, 0.62, 1.12],
+ }),
+ actorMesh("crow.nape", new THREE.SphereGeometry(0.096, 16, 10), materials.sheen, {
+ position: [0, 0.086, -0.088],
+ rotation: [-0.18, 0, 0],
+ scale: [0.86, 0.74, 1.2],
}),
);
- const head = namedGroup("crow.head", [0, 0.145, -0.105]);
+
+ // Small overlapping mantle feathers break up the old featureless pawn back.
+ const crownMantle: FeatherPlacement[] = [];
+ const lowerMantle: FeatherPlacement[] = [];
+ for (let row = 0; row < 3; row += 1) {
+ for (let column = -1; column <= 1; column += 1) {
+ (row === 0 ? crownMantle : lowerMantle).push({
+ position: [column * (0.036 - row * 0.004), 0.105 - row * 0.026, 0.02 + row * 0.045],
+ scale: [0.07 - row * 0.006, 0.65, 0.1 + row * 0.014],
+ rotation: [0.28, column * -0.08, 0],
+ });
+ }
+ }
+ body.add(
+ featherBatch("crow.mantle-feathers.crown", materials.sheen, crownMantle, featherBlade),
+ featherBatch("crow.mantle-feathers.lower", materials.feather, lowerMantle, featherBlade),
+ );
+
+ const head = namedGroup("crow.head", [0, 0.108, -0.15]);
body.add(head);
head.add(
- actorMesh("crow.skull", new THREE.SphereGeometry(0.093, 12, 9), m.feather, { scale: [0.92, 1, 0.95] }),
- actorMesh("crow.beak", new THREE.ConeGeometry(0.055, 0.18, 6), m.beak, {
- position: [0, -0.018, -0.145],
- rotation: [-Math.PI / 2, 0, 0],
- scale: [0.72, 1, 0.68],
+ actorMesh("crow.skull", new THREE.SphereGeometry(0.098, 18, 12), materials.feather, {
+ scale: [0.88, 0.84, 1.14],
}),
+ actorMesh("crow.crown-sheen", new THREE.SphereGeometry(0.09, 16, 10, 0, Math.PI * 2, 0, Math.PI * 0.52), materials.sheen, {
+ position: [0, 0.012, -0.003],
+ scale: [0.92, 0.62, 0.96],
+ }),
+ actorMesh("crow.beak", beakGeometry(), materials.beak, { position: [0, -0.018, -0.073] }),
);
for (const side of [-1, 1] as const) {
const word = side < 0 ? "left" : "right";
head.add(
- actorMesh(`crow.eye.${word}`, new THREE.SphereGeometry(0.011, 7, 5), m.eye, {
- position: [side * 0.068, 0.02, -0.06],
+ actorMesh(`crow.eye-rim.${word}`, new THREE.SphereGeometry(0.016, 8, 6), materials.beak, {
+ position: [side * 0.068, 0.022, -0.058],
+ scale: [0.55, 1, 0.82],
+ }),
+ actorMesh(`crow.eye.${word}`, new THREE.SphereGeometry(0.008, 8, 6), materials.eye, {
+ position: [side * 0.076, 0.023, -0.063],
}),
);
- const wing = namedGroup(`crow.wing.${word}`, [side * 0.075, 0.035, 0]);
- body.add(wing);
- wing.add(actorMesh(`crow.wing-mesh.${word}`, wingGeometry(side), m.feather, { receiveShadow: false }));
}
- const tail = namedGroup("crow.tail", [0, -0.01, 0.13]);
+
+ addWing(body, -1, materials, featherBlade);
+ addWing(body, 1, materials, featherBlade);
+
+ const tail = namedGroup("crow.tail", [0, -0.025, 0.132]);
body.add(tail);
- for (const side of [-1, 0, 1] as const) {
- tail.add(
- actorMesh(`crow.tail-feather.${side}`, new THREE.ConeGeometry(0.045, 0.25, 4), m.feather, {
- position: [side * 0.04, -0.015, 0.12],
- rotation: [Math.PI / 2, 0, 0],
- scale: [0.72, 1, 0.35],
- }),
- );
+ const centralTail: FeatherPlacement[] = [];
+ const outerTail: FeatherPlacement[] = [];
+ for (let index = 0; index < 9; index += 1) {
+ const fan = (index - 4) / 4;
+ (Math.abs(fan) < 0.5 ? centralTail : outerTail).push({
+ position: [fan * 0.052, -Math.abs(fan) * 0.004, 0],
+ scale: [0.082, 0.8, 0.285 - Math.abs(fan) * 0.035],
+ rotation: [0.04, fan * -0.44, fan * -0.045],
+ });
}
- for (const side of [-1, 1] as const) {
- body.add(
- actorMesh(`crow.foot.${side < 0 ? "left" : "right"}`, new THREE.CylinderGeometry(0.012, 0.009, 0.14, 6), m.foot, {
- position: [side * 0.048, -0.14, -0.012],
- }),
- );
- }
- return resolveCrow(root, !options.materials);
+ tail.add(
+ featherBatch("crow.tail-feathers.central", materials.sheen, centralTail, featherBlade),
+ featherBatch("crow.tail-feathers.outer", materials.feather, outerTail, featherBlade),
+ );
+
+ addFoot(body, -1, materials.foot);
+ addFoot(body, 1, materials.foot);
+ featherBlade.dispose();
+
+ const rig = resolveCrow(root, options.materials === undefined);
+ poseCrow(rig, { state: "perch", amount: 1, flight: 0 });
+ return rig;
}
export function cloneCrow(source: CrowRig): CrowRig {
return resolveCrow(source.root.clone(true), false);
}
-/** Pose a flap. `amount=0` folds the wings; `amount=1` is a broad flight stroke. */
+function poseWing(
+ shoulder: THREE.Group,
+ elbow: THREE.Group,
+ wrist: THREE.Group,
+ side: -1 | 1,
+ pose: Required,
+): void {
+ const stroke = Math.sin(pose.phase);
+ const bankLift = pose.bank * side;
+ if (pose.state === "perch") {
+ elbow.position.x = side * 0.035;
+ wrist.position.x = side * 0.018;
+ shoulder.rotation.set(0.08, 0, side * 0.06);
+ elbow.rotation.set(0.08, 0, side * -0.1);
+ wrist.rotation.set(-0.06, 0, side * -0.06);
+ return;
+ }
+ if (pose.state === "tuck") {
+ elbow.position.x = side * 0.065;
+ wrist.position.x = side * 0.035;
+ shoulder.rotation.set(-0.05, 0, side * 0.16);
+ elbow.rotation.set(0.08, 0, side * -0.3);
+ wrist.rotation.set(-0.08, 0, side * -0.2);
+ return;
+ }
+
+ elbow.position.x = side * 0.175;
+ wrist.position.x = side * 0.165;
+ const flap = pose.state === "flap" ? stroke * 0.72 * pose.amount : 0;
+ const glideDihedral = pose.state === "glide" || pose.state === "bank" ? 0.09 : 0.15;
+ shoulder.rotation.set(-0.06 - Math.max(0, stroke) * 0.05, side * -0.08, side * (glideDihedral + flap + bankLift * 0.2));
+ elbow.rotation.set(0.025, side * (-0.1 - Math.max(0, -stroke) * 0.1), side * (-0.05 + flap * 0.22 + bankLift * 0.12));
+ wrist.rotation.set(-0.025, side * (-0.16 - pose.amount * 0.06), side * (-0.035 + flap * 0.12 + bankLift * 0.08));
+}
+
+/** Apply an explicit production pose while preserving the legacy rig contract. */
+export function poseCrow(rig: CrowRig, value: CrowPose): void {
+ const pose: Required = {
+ state: value.state,
+ phase: Number.isFinite(value.phase) ? value.phase ?? 0 : 0,
+ amount: THREE.MathUtils.clamp(Number.isFinite(value.amount) ? value.amount ?? 1 : 1, 0, 1),
+ bank: THREE.MathUtils.clamp(Number.isFinite(value.bank) ? value.bank ?? 0 : 0, -1, 1),
+ flight: THREE.MathUtils.clamp(Number.isFinite(value.flight) ? value.flight ?? 1 : 1, 0, 1),
+ };
+ poseWing(rig.joints.shoulderLeft, rig.joints.elbowLeft, rig.joints.wristLeft, -1, pose);
+ poseWing(rig.joints.shoulderRight, rig.joints.elbowRight, rig.joints.wristRight, 1, pose);
+
+ const flapBob = pose.state === "flap" ? Math.cos(pose.phase) * 0.045 * pose.amount : 0;
+ rig.joints.body.rotation.set(flapBob, 0, -pose.bank * 0.12);
+ rig.joints.head.rotation.set(-flapBob * 0.6, pose.bank * -0.08, pose.bank * 0.08);
+ rig.joints.tail.rotation.set(
+ pose.state === "tuck" ? -0.24 : pose.state === "perch" ? 0.18 : -0.03 - flapBob,
+ 0,
+ -pose.bank * 0.16,
+ );
+ const tailSpread = pose.state === "perch"
+ ? 0.78
+ : pose.state === "tuck"
+ ? 0.62
+ : pose.state === "flap"
+ ? 1.2
+ : 1.48 + Math.abs(pose.bank) * 0.18;
+ rig.joints.tail.scale.x = tailSpread;
+
+ const legTuck = pose.state === "perch" ? 0 : 0.22 + pose.flight * 0.62;
+ rig.joints.legLeft.rotation.x = legTuck;
+ rig.joints.legRight.rotation.x = legTuck;
+ rig.joints.legLeft.rotation.z = pose.state === "perch" ? -0.035 : 0.08;
+ rig.joints.legRight.rotation.z = pose.state === "perch" ? 0.035 : -0.08;
+ rig.root.userData.pose = pose.state;
+}
+
+/**
+ * Backwards-compatible flap helper. New adapters should prefer `poseCrow` so a
+ * glide, bank, tuck and perch is semantic rather than inferred from amplitude.
+ */
export function poseCrowFlight(rig: CrowRig, phase: number, amount = 1): void {
- const strength = THREE.MathUtils.clamp(amount, 0, 1);
- const stroke = Math.sin(phase) * 0.72 * strength;
- const spread = 0.2 + strength * 0.74;
- rig.joints.wingLeft.rotation.z = spread + stroke;
- rig.joints.wingRight.rotation.z = -spread - stroke;
- rig.joints.wingLeft.rotation.x = -0.12 * strength;
- rig.joints.wingRight.rotation.x = -0.12 * strength;
- rig.joints.body.rotation.x = 0.08 * Math.cos(phase) * strength;
- rig.joints.tail.rotation.x = -0.12 * Math.cos(phase) * strength;
+ poseCrow(rig, { state: amount <= 0.25 ? "glide" : "flap", phase, amount, flight: 1 });
}
export function disposeCrow(rig: CrowRig, options: { disposeMaterials?: boolean } = {}): void {
diff --git a/src/assets/actors/index.ts b/src/assets/actors/index.ts
index 9eb79c4..5933736 100644
--- a/src/assets/actors/index.ts
+++ b/src/assets/actors/index.ts
@@ -32,9 +32,12 @@ export {
cloneCrow,
createCrowMaterials,
disposeCrow,
+ poseCrow,
poseCrowFlight,
type CrowBuildOptions,
type CrowJoints,
type CrowMaterials,
+ type CrowPose,
+ type CrowPoseState,
type CrowRig,
} from "./crow.ts";
diff --git a/src/main.ts b/src/main.ts
index d94d04d..73b32bb 100644
--- a/src/main.ts
+++ b/src/main.ts
@@ -904,7 +904,7 @@ async function mountCity(id: string) {
minFlightAltitude: 20,
maxFlightAltitude: 1_500,
...(access.subject === null
- ? { camera: { distance: 1.55, height: 1.35, targetHeight: 0.18, lookAhead: 0 } }
+ ? { camera: { distance: 2.55, height: 1.2, targetHeight: 0.1, lookAhead: 1.3 } }
: {}),
},
...(id === "california"
@@ -1763,7 +1763,7 @@ function renderLegend() {
: flying
? `${cityLabel}, following your electric aircraft. Use W A S D to fly or P to resume assisted flight.`
: exploring
- ? `${cityLabel}, following your ${city.actorState()?.kind ?? "actor"}. Use W A S D to move.`
+ ? `${cityLabel}, following your ${city.actorState()?.kind ?? "actor"}. Use W A S D to move, Q and E for altitude, and G to glide.`
: `Map of ${cityLabel}, seen from above. Drag to orbit, scroll to zoom.`,
);
}
@@ -1774,7 +1774,17 @@ function renderLegend() {
officePlan?.setActiveView(office?.current() ?? null);
renderOfficeBadge();
if (driveControls) driveControls.hidden = !routeDriveIsActive();
- if (walkControls) walkControls.hidden = !(walking || exploring || flying);
+ if (walkControls) {
+ walkControls.hidden = !(walking || exploring || flying);
+ walkControls.setAttribute(
+ "aria-label",
+ flying
+ ? "Aircraft flight controls"
+ : exploring && city.actorState()?.kind === "crow"
+ ? "Crow flight controls"
+ : "Walking controls",
+ );
+ }
for (const control of walkControls?.querySelectorAll("[data-walk-key]") ?? []) {
control.textContent = flying
? control.dataset.aircraftLabel ?? control.textContent
@@ -1786,6 +1796,9 @@ function renderLegend() {
for (const control of walkControls?.querySelectorAll(".aircraft-only") ?? []) {
control.hidden = !flying;
}
+ for (const control of walkControls?.querySelectorAll(".crow-only") ?? []) {
+ control.hidden = inside || flying || city.actorState()?.kind !== "crow";
+ }
if (driveHint) driveHint.hidden = inside || cityId !== "california" || flying;
if (walkHint) {
walkHint.hidden = !(inside || city.actorState() || city.aircraftState());
@@ -1793,7 +1806,7 @@ function renderLegend() {
? "WASD fly · P assisted · R reset"
: inside
? "V walk · WASD move"
- : "V explore · WASD move";
+ : "V explore · WASD · Q/E altitude · G glide";
}
}
@@ -3107,6 +3120,7 @@ function publishCityActorActions(): boolean {
sprint: heldDriveKeys.has(" "),
climb: (heldDriveKeys.has("e") || heldDriveKeys.has(" ") ? 1 : 0) -
(heldDriveKeys.has("q") ? 1 : 0),
+ glide: heldDriveKeys.has("g"),
});
return true;
}
@@ -3275,7 +3289,7 @@ window.addEventListener("keydown", (event) => {
const lower = event.key.toLowerCase();
if (
lower === "w" || lower === "a" || lower === "s" || lower === "d" ||
- lower === "q" || lower === "e" || event.key === " "
+ lower === "q" || lower === "e" || lower === "g" || event.key === " "
) {
heldDriveKeys.add(event.key === " " ? " " : lower);
if (publishVehicleActions()) {
diff --git a/src/test/actorAssets.test.ts b/src/test/actorAssets.test.ts
index 310ee5f..42eec17 100644
--- a/src/test/actorAssets.test.ts
+++ b/src/test/actorAssets.test.ts
@@ -14,6 +14,7 @@ import {
disposeCrow,
disposeDog,
disposeHumanoid,
+ poseCrow,
poseCrowFlight,
poseDogAttention,
poseDogWalk,
@@ -100,6 +101,52 @@ describe("procedural actor assets", () => {
disposeCrow(rig);
});
+ it("builds a layered v2 feather rig with shoulder, elbow, wrist, tail and claw anatomy", () => {
+ const rig = buildCrow();
+ assert.equal(rig.root.userData.rigVersion, 2);
+ assert.equal(rig.joints.elbowLeft.parent, rig.joints.shoulderLeft);
+ assert.equal(rig.joints.wristLeft.parent, rig.joints.elbowLeft);
+ assert.equal(rig.joints.elbowRight.parent, rig.joints.shoulderRight);
+ assert.equal(rig.joints.wristRight.parent, rig.joints.elbowRight);
+
+ const allMeshes = meshes(rig.root);
+ const featherCount = (prefix: string) => allMeshes
+ .filter((mesh) => mesh.name.startsWith(prefix))
+ .reduce((sum, mesh) => sum + Number(mesh.userData.featherCount ?? 0), 0);
+ assert.equal(featherCount("crow.primaries."), 18);
+ assert.equal(featherCount("crow.secondaries-"), 14);
+ assert.equal(featherCount("crow.tail-feathers."), 9);
+ assert.equal(allMeshes.filter((mesh) => mesh.name.startsWith("crow.toe.")).length, 8);
+ assert.ok(allMeshes.length <= 36, `${allMeshes.length} meshes keeps one crow bounded for mobile/peers`);
+ disposeCrow(rig);
+ });
+
+ it("poses a materially different glide, bank, tuck and perch without rebuilding geometry", () => {
+ const rig = buildCrow();
+ const width = () => new THREE.Box3().setFromObject(rig.root).getSize(new THREE.Vector3()).x;
+
+ poseCrow(rig, { state: "glide", amount: 0.8, flight: 1 });
+ const glideWidth = width();
+ assert.equal(rig.root.userData.pose, "glide");
+ assert.ok(Math.abs(glideWidth - CROW_METRICS.wingspan) < 0.12, `glide width ${glideWidth}`);
+
+ poseCrow(rig, { state: "bank", amount: 0.8, bank: 0.75, flight: 1 });
+ assert.equal(rig.root.userData.pose, "bank");
+ assert.notEqual(rig.joints.shoulderLeft.rotation.z, -rig.joints.shoulderRight.rotation.z,
+ "bank makes the wing dihedral asymmetric");
+ assert.ok(rig.joints.tail.rotation.z < 0, "tail counters a right bank");
+
+ poseCrow(rig, { state: "tuck", amount: 1, flight: 1 });
+ const tuckWidth = width();
+ poseCrow(rig, { state: "perch", amount: 1, flight: 0 });
+ const perchWidth = width();
+ assert.ok(tuckWidth < glideWidth, `${tuckWidth} tuck < ${glideWidth} glide`);
+ assert.ok(perchWidth < tuckWidth, `${perchWidth} perch < ${tuckWidth} tuck`);
+ assert.equal(rig.joints.legLeft.rotation.x, 0);
+ assert.equal(rig.joints.legRight.rotation.x, 0);
+ disposeCrow(rig);
+ });
+
it("never disposes caller-owned materials unless explicitly requested", () => {
const source = buildCrow();
const shared = meshes(source.root)[0]!.material as THREE.Material;
diff --git a/src/test/actorController.test.ts b/src/test/actorController.test.ts
index 1f54bb7..54ed4a7 100644
--- a/src/test/actorController.test.ts
+++ b/src/test/actorController.test.ts
@@ -129,6 +129,76 @@ describe("crow flight", () => {
controller.stepFixed({ modeRequest: "ground" });
assert.equal(controller.state().mode, "ground");
assert.equal(controller.state().y, 12);
+ assert.equal(controller.state().crowPose, "perch");
+ assert.equal(controller.state().perched, true);
+ });
+
+ it("models deterministic wind, radial thermal lift, banking and finite energy", () => {
+ const options = groundOptions({
+ kind: "crow",
+ mode: "flight",
+ position: { x: 0, y: 20, z: 0 },
+ minFlightAltitude: 2,
+ maxFlightAltitude: 80,
+ crowWind: { xMps: 2, zMps: -0.5 },
+ crowThermals: [{ x: 0, z: 0, radiusM: 100, liftMps: 2.5 }],
+ crowInitialEnergy: 0.6,
+ crowEnergyDrainPerSecond: 0.1,
+ crowEnergyRecoveryPerSecond: 0.2,
+ });
+ const first = new ActorController(options);
+ const replay = new ActorController(options);
+ for (let index = 0; index < 10; index += 1) {
+ const actions = { forward: 1, turn: 0.7, climb: 0.1 };
+ first.stepFixed(actions);
+ replay.stepFixed(actions);
+ }
+ assert.deepEqual(first.snapshot(), replay.snapshot());
+ assert.ok(first.state().x > 0, "the configured eastward air mass advects the bird");
+ assert.ok(first.state().thermalLiftMps > 2, "the bird remains near the thermal core");
+ assert.ok(first.state().liftMps > first.state().thermalLiftMps);
+ assert.ok(first.state().roll > 0);
+ assert.equal(first.state().crowPose, "flap");
+ assert.ok(first.state().flightEnergy < 0.6 && first.state().flightEnergy >= 0);
+
+ const spent = first.state().flightEnergy;
+ for (let index = 0; index < 10; index += 1) first.stepFixed({ glide: true, turn: 0.7 });
+ assert.ok(first.state().flightEnergy > spent);
+ assert.equal(first.state().crowPose, "bank");
+ assert.equal(first.state().gliding, true);
+
+ first.stepFixed({ forward: -1, glide: true, pitch: -1 });
+ assert.equal(first.state().crowPose, "tuck");
+ assert.ok(first.state().flightEnergy >= 0 && first.state().flightEnergy <= 1);
+ });
+
+ it("replays wind and thermal flight bit-for-bit across powered, glide and tuck states", () => {
+ const options = groundOptions({
+ kind: "crow",
+ mode: "flight",
+ position: { x: -10, y: 15, z: 5 },
+ minFlightAltitude: 2,
+ maxFlightAltitude: 100,
+ crowWind: { xMps: -1.25, zMps: 0.8 },
+ crowThermals: [
+ { x: -10, z: 5, radiusM: 45, liftMps: 3.2 },
+ { x: 80, z: -20, radiusM: 25, liftMps: 1.4 },
+ ],
+ crowInitialEnergy: 0.82,
+ });
+ const frames = [
+ { steps: 90, actions: { forward: 0.8, turn: 0.3, climb: 0.2 } },
+ { steps: 45, actions: { glide: true, turn: -0.7 } },
+ { steps: 20, actions: { forward: -1, glide: true, pitch: -0.7 } },
+ { steps: 30, actions: { forward: 0.4, pitch: 0.2 } },
+ ];
+ const first = replayActorInputs(options, frames);
+ const second = replayActorInputs(options, frames);
+ assert.deepEqual(first, second);
+ assert.equal(first.final.elapsedSteps, 185);
+ assert.ok(first.trajectory.every((state) =>
+ state.flightEnergy >= 0 && state.flightEnergy <= 1 &&
+ Number.isFinite(state.liftMps) && Number.isFinite(state.roll)));
});
});
@@ -179,6 +249,10 @@ describe("actor identity, reset and replay", () => {
it("rejects invalid configuration and identity before creating state", () => {
assert.throws(() => new ActorController(groundOptions({ minFlightAltitude: 5, maxFlightAltitude: 2 })), RangeError);
assert.throws(() => new ActorController(groundOptions({ walkSpeedMps: 0 })), RangeError);
+ assert.throws(() => new ActorController(groundOptions({ crowEnergyDrainPerSecond: 0 })), RangeError);
+ assert.throws(() => new ActorController(groundOptions({
+ crowThermals: [{ x: 0, z: 0, radiusM: 0, liftMps: 2 }],
+ })), RangeError);
assert.throws(() => new ActorController(groundOptions({
horizontalBounds: { minX: 2, maxX: 1, minZ: 0, maxZ: 1 },
})), RangeError);
diff --git a/src/test/sceneActor.test.ts b/src/test/sceneActor.test.ts
index d089195..5b6457e 100644
--- a/src/test/sceneActor.test.ts
+++ b/src/test/sceneActor.test.ts
@@ -66,6 +66,13 @@ describe("playable city scene actor", () => {
assert.ok(actor.state().y > 4 && actor.state().y <= 6);
assert.equal(actor.root.rotation.order, "YXZ");
assert.equal(actor.root.rotation.x, actor.state().pitch);
+ const crow = actor.root.getObjectByName("crow");
+ assert.equal(crow?.userData.pose, "flap");
+ actor.setActions({ glide: true, turn: 1 });
+ actor.tick(0.3);
+ assert.equal(actor.state().crowPose, "bank");
+ assert.equal(crow?.userData.pose, "bank");
+ assert.notEqual(actor.root.rotation.z, 0, "the scene root presents controller-owned bank");
const pose = actor.followPose();
assert.ok(pose.position.toArray().every(Number.isFinite));
assert.ok(pose.target.toArray().every(Number.isFinite));