51979feea0
**Shadows were the right size and pointed at nothing.** Last round fixed the missing `updateProjectionMatrix()`, so the frustum finally became the size every caller asks for — but nothing aimed it, and `sun.target` sits at the world origin. A pack's origin is the **north-west corner of its slab**, so for lumbridge-hq the box was off-centre by half the building: 14.4 m of a 48 m plate, about a third of the floor, fell outside the frustum and neither cast nor received. Invisible while three's broken ±5 default made shadows useless everywhere; obvious the moment they started working. `SceneKitOptions` takes a `shadowTarget` now, both callers pass one, and the light's target is added to the scene — which is the part that actually matters, because `LightShadow.updateMatrices` reads `target.matrixWorld` and an unparented `Object3D` is never reached by the traversal that updates it. The sun is also placed relative to the target rather than the origin, so light-to-target is exactly `sunDistance` for every direction, which is the invariant each caller's `shadowNear`/`shadowFar` were chosen against. **`flights.ts` could not be tested, and that is why it was untested.** It used a TypeScript parameter property — the one piece of TS syntax that *emits code* rather than annotating a type — so Node's type stripping refused the whole module. The bundler never cared, so nobody found out until the first `node --test` file tried to import it. The module carrying the worst bug this project has shipped was, by construction, the one module that could not have a test. It has eleven now, including one that fails if the live-aircraft repeat-skip is removed. **Robots are on the plan panel** — a turned marker with a bow for heading, in the one hue left that is neither the people-blue nor the camera-amber. Review findings cleared across the four new sky/robot modules: a real 24 mm void at the ankle and an 8 mm hole through each forearm, a per-frame allocation in the robot heading picker, a per-frame sort in the starlink ranking, `uTime` growing unbounded until the cloud breath quantises, and `DAY_REFERENCE`'s derivation which did not reproduce. `createStarlinkMeshLayer` now takes a **board** radius — the same unit its sibling takes — instead of a dome radius with nothing in the types to tell them apart. That is the exact confusion that has already caused one real bug here. `DOME_RADIUS_FACTOR` has one owner and is imported, not copied: the points and the meshes must be on the same dome or a satellite that grows geometry also jumps. Several comments were wrong rather than merely stale — a fabricated claim about `Object3D.clone`, a fabricated attribution to `Plan`, an inverted `DoubleSide` argument, a triangle ledger citing a function that no longer exists, and a defensive-call rationale that contradicted the paragraph above it. In a codebase where the comments are the design record, those are defects. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
1034 lines
48 KiB
TypeScript
1034 lines
48 KiB
TypeScript
/**
|
||
* A Tesla Optimus, procedurally, as a rig you can pose — plus the merged static
|
||
* version for a pack that just wants one standing in a corner.
|
||
*
|
||
* This is the first asset in the library that is **not** a single merged mesh,
|
||
* and the reason is the only reason that would justify it: something has to walk
|
||
* it around the office (`interiors/robots.ts`), and a walk cycle needs limbs
|
||
* that move independently. `parts.ts` says it plainly — anything that has to
|
||
* move on its own belongs in its own object rather than in a bin — so the figure
|
||
* is eleven small bins, one per articulating joint, each merged internally and
|
||
* hung off the joint it belongs to. Eighteen meshes per robot rather than two.
|
||
* That price is stated again, in draw calls, at the bottom of this comment and
|
||
* in `robots.ts`, because it is the whole cost of the feature.
|
||
*
|
||
* ### The figure
|
||
*
|
||
* Gen 3 from reference knowledge, and the proportions are what carry it, because
|
||
* ten metres is the distance this is normally seen from and at ten metres a
|
||
* silhouette is all there is. What has to be right, in order of how much it
|
||
* matters:
|
||
*
|
||
* 1. **1.73 m and slim.** Optimus is human-height and noticeably narrower than a
|
||
* human — a 0.35 m shoulder span on a 1.73 m frame. Build it at human width
|
||
* and it reads as a person in a costume.
|
||
* 2. **The waist.** The single most identifying line: a wide pelvis, a wide
|
||
* chest, and a genuinely thin dark column between them. It is 0.15 m across
|
||
* where the pelvis is 0.28 and the chest is 0.34. Widen it and the whole
|
||
* thing turns into a mannequin.
|
||
* 3. **The visor.** A smooth black panel filling the front of a small pale head,
|
||
* with no features on it at all. Two eyes, a mouth line, a "friendly" curve —
|
||
* any of them and it stops being Optimus. It has to *follow the head*: a flat
|
||
* plate on a rounded shell overhangs at its corners, and a face with the
|
||
* corners of its visor hanging in the air beside it is the single most
|
||
* conspicuous thing this figure can get wrong. See `emitHead`.
|
||
* 4. **Pale shells over a dark frame.** Every limb is a light shell that stops
|
||
* short of the joint, with dark structure showing in the gap. That gap is
|
||
* what makes it read as a machine rather than as a white plastic doll, and it
|
||
* costs nothing but a few millimetres of geometry. The ankle, knee, hip,
|
||
* wrist and elbow all have one; the shoulder has a dark drum showing past the
|
||
* edge of its cap instead, for a draw-call reason written out at the drum.
|
||
* Whatever else changes, do not let two pale parts meet each other — and do
|
||
* not let them merely *touch*, either. Every join in this file overlaps by a
|
||
* few millimetres, because parts that share a face z-fight along it and parts
|
||
* that stop at the same plane by arithmetic eventually stop a millimetre
|
||
* short instead. Both of those have happened here.
|
||
* 5. The knee actuator, the shoulder caps, the five-fingered hands. Detail, not
|
||
* silhouette. Present because they are cheap, not because they are load-
|
||
* bearing.
|
||
*
|
||
* ### Two materials, and why not three
|
||
*
|
||
* `paper` for the shells and `screenBezel` for the dark frame and the visor.
|
||
* Both are borrowed — `materials.ts` has a closed role list with no robot in it,
|
||
* and inventing a role is not on offer — so the borrow is chosen to survive a
|
||
* self-hoster recolouring the palette. `paper` is the library's palest
|
||
* untextured neutral, which is exactly what an Optimus shell is; `screenBezel`
|
||
* is its near-black, and the visor genuinely *is* a bezel, so a self-hoster who
|
||
* darkens their screen surrounds darkens the robot's face, which is the right
|
||
* coupling rather than a coincidental one.
|
||
*
|
||
* `metalTrim` was tried as a third material for the joint barrels and dropped.
|
||
* The office rig carries no environment map, so a `metalness: 0.85` role has
|
||
* nothing to reflect and renders as a dull dark grey — indistinguishable from
|
||
* `screenBezel` at ten metres — while costing another mesh in nine of the eleven
|
||
* groups. Two materials, eighteen meshes.
|
||
*
|
||
* ### The indexed/non-indexed rule bites here harder than anywhere else
|
||
*
|
||
* `common.ts` warns that every part under one material must be all-indexed or
|
||
* all-non-indexed or `mergeGeometries` silently drops the material. With
|
||
* eighteen bins there are eighteen chances to get it wrong and the symptom is an
|
||
* invisible shin, so the split is made structural rather than remembered:
|
||
*
|
||
* - **`shell` is drawn with `roundedBox()` and nothing else.** `ExtrudeGeometry`,
|
||
* never indexed. Every pale part of the robot is a rounded box, which is also
|
||
* what Optimus actually looks like — flat-sided shells with softened edges,
|
||
* not tubes.
|
||
* - **`frame` is drawn with `box()` and `cylinder()` and nothing else.** Both
|
||
* indexed. This is why the visor is five flat boxes fitted round the head's
|
||
* corner rather than one moulded shell: it is drawn in the dark material, so
|
||
* it may not be an extrusion, so the curve has to be faceted by hand.
|
||
*
|
||
* Add a part and put it in the material whose primitive class it already
|
||
* belongs to. If you cannot, you want the *other* material, and it will usually
|
||
* turn out to look better there anyway.
|
||
*
|
||
* ### The joint frame
|
||
*
|
||
* The figure faces **−Z at yaw 0**, same as every other asset (`common.ts`), and
|
||
* the origin is on the floor between the feet. Consequences worth writing down,
|
||
* because getting a sign wrong here produces a robot that walks backwards
|
||
* through its own knees:
|
||
*
|
||
* - **+X is the robot's right, −X its left.** Stand behind it looking the way it
|
||
* faces — which is looking down −Z, the three.js default view direction — and
|
||
* its right hand is on your right, which is +X. So `hipR` is at `x > 0`.
|
||
* - **Every joint group's local axes are the root's axes.** No rotation is baked
|
||
* into a joint; a rig with every rotation at zero is a figure standing to
|
||
* attention. `OPTIMUS_REST` is applied on top of that, by `buildOptimus`, and
|
||
* is what "standing still" means to the walk cycle.
|
||
* - **`rotation.x` is the sagittal hinge and positive swings the limb forward.**
|
||
* A limb hangs along −Y; `Rx(θ)` sends (0,−1,0) to (0,−cos θ,−sin θ), and −Z
|
||
* is the front. So `hipL.rotation.x = +0.4` is a leg reaching forward and
|
||
* `shoulderR.rotation.x = +0.4` is a hand swung forward.
|
||
* - **A knee bends the other way, so `knee.rotation.x` must stay ≤ 0.** The shin
|
||
* folds backwards, toward +Z. Positive values hyperextend it, and because
|
||
* nothing clamps them, a sign slip in an animation shows up as a robot with
|
||
* its knees on backwards rather than as an error. This is the asymmetry to
|
||
* remember: hip, shoulder and elbow all bend positive; the knee is the one
|
||
* that bends negative.
|
||
* - **An elbow bends positive.** The forearm folds forward, toward the chest,
|
||
* which is −Z. It shares its sign with the shoulder and not with the knee.
|
||
* - **`rotation.y` is the transverse twist and positive turns left**
|
||
* (counter-clockwise from above — the house `Yaw` sense, unconverted). Used on
|
||
* `pelvis` and `torso` for the counter-rotation of a walk.
|
||
* - **`rotation.z` is the frontal lean and positive leans left.** `Rz(θ)` sends
|
||
* up (0,1,0) toward −X. Used on `torso` for sway and on `shoulder` for the
|
||
* outward splay that keeps the hands off the hips.
|
||
* - **`pelvis.position.y` is the body's height above the floor** and starts at
|
||
* `OPTIMUS.hipY`. Everything else hangs off it, feet included, so lowering the
|
||
* pelvis lowers the whole robot — which is what a walk's vertical oscillation
|
||
* wants and is why the bob is applied there and nowhere else.
|
||
*
|
||
* ### What it costs
|
||
*
|
||
* Eighteen meshes and about 7,100 triangles per figure. The mesh count is the
|
||
* one that matters and it is fixed by the eleven bins and the two materials;
|
||
* the triangles are almost all `roundedBox`, which is 236 of them whatever size
|
||
* it is drawn at and however tight its bevel. That flat rate is worth knowing
|
||
* before adding shell detail: a 14 mm finger and a 340 mm chest cost the same,
|
||
* which is why the fingers were a quarter of the figure until somebody counted
|
||
* (see `DIGITS`). `buildOptimus` is
|
||
* meant to be called **once**; `cloneOptimus` gives you another figure sharing
|
||
* every geometry and both materials, which is how four robots cost four times
|
||
* the draw calls but one times the memory. Seventy-two draw calls for a crowd of
|
||
* four is real money against an office that draws in about thirty, and it is the
|
||
* number to look at first if a floor starts dropping frames.
|
||
*
|
||
* The `tera:robot.optimus` asset is the other end of that trade: it flattens the
|
||
* same rig into one mesh per material, so a pack that wants a robot standing
|
||
* still gets two draw calls and no articulation. `furnishings.ts` instances per
|
||
* mesh, so twenty static robots in a pack still cost those two.
|
||
*/
|
||
|
||
import * as THREE from "three";
|
||
import { mergeGeometries } from "three/examples/jsm/utils/BufferGeometryUtils.js";
|
||
import { defineAsset, type AssetContext } from "../kit.ts";
|
||
import type { SurfaceMaterial } from "../materials.ts";
|
||
import { MeshBin, type PartBin } from "../parts.ts";
|
||
|
||
/**
|
||
* Every dimension the figure and the walk cycle both have to agree on, in
|
||
* metres above the sole, in the rest pose.
|
||
*
|
||
* Exported because `robots.ts` needs `hipY` to bob the pelvis around and would
|
||
* otherwise carry a second copy of a number that must not drift. Everything
|
||
* else — shell widths, bevel radii, how far a finger sticks out — is local to
|
||
* the emitters below and deliberately not part of the contract.
|
||
*/
|
||
export const OPTIMUS = {
|
||
/** Sole to crown. Gen 3 is quoted at about 1.73 m. */
|
||
height: 1.73,
|
||
ankleY: 0.085,
|
||
kneeY: 0.5,
|
||
hipY: 0.92,
|
||
/** Top of the pelvis shell; the waist column starts here and the torso pivots here. */
|
||
waistY: 1.05,
|
||
/** Bottom of the chest shell. The 0.10 m between this and `waistY` is the slim bit. */
|
||
chestY: 1.15,
|
||
elbowY: 1.12,
|
||
wristY: 0.865,
|
||
shoulderY: 1.4,
|
||
/** Top of the chest shell, where the neck column starts. */
|
||
neckY: 1.43,
|
||
/** The head's pivot: the top of the neck, so a nod hinges where a neck does. */
|
||
headY: 1.505,
|
||
/** Half the distance between the two hip pivots. A narrow stance; Optimus has one. */
|
||
hipHalf: 0.085,
|
||
/** Half the distance between the two shoulder pivots. */
|
||
shoulderHalf: 0.175,
|
||
} as const;
|
||
|
||
/**
|
||
* What "standing still" is, in radians, applied by `buildOptimus` and used as
|
||
* the base every animated angle is added to.
|
||
*
|
||
* These are not zero because a figure with every joint at zero stands with its
|
||
* arms welded to its hips and its legs locked straight, which looks like a
|
||
* mannequin rather than like a machine that is idling. A few degrees of elbow
|
||
* and a few of outward arm splay is the whole difference.
|
||
*
|
||
* `shoulderZ` is a magnitude: it is applied as `+` on the right shoulder and `−`
|
||
* on the left, because positive `rotation.z` swings a hanging arm toward +X and
|
||
* +X is the robot's right — so the same sign splays one arm out and tucks the
|
||
* other one in.
|
||
*
|
||
* `hipX` and `kneeX` cancel, and that is not a coincidence: nothing here moves
|
||
* the ankle, so the foot's pitch is the *sum* of the two, and any sum but zero
|
||
* stands the robot on its heels or its toes. The first draft had a 0.01 hip and
|
||
* a −0.05 knee and buried six millimetres of toe in the carpet. Change one of
|
||
* these and change the other. The residue is that a bent leg is fractionally
|
||
* shorter than a straight one, so the soles float about a millimetre — which is
|
||
* a millimetre, and cheaper than a third joint to correct it.
|
||
*/
|
||
export const OPTIMUS_REST = {
|
||
hipX: 0.04,
|
||
/** Negative, and exactly −`hipX`. A knee only bends one way; see above. */
|
||
kneeX: -0.04,
|
||
shoulderX: 0.03,
|
||
shoulderZ: 0.075,
|
||
elbowX: 0.16,
|
||
} as const;
|
||
|
||
/**
|
||
* The joints a walk cycle drives, resolved once so an animation never has to
|
||
* search the scene graph per frame.
|
||
*
|
||
* `pelvis` carries the legs and the body's height; `torso` is a child of
|
||
* `pelvis` and carries everything above the waist, which is what lets the
|
||
* shoulders counter-rotate against the hips without the legs coming with them.
|
||
*/
|
||
export interface OptimusJoints {
|
||
/** Body height and hip twist. Pivots at `OPTIMUS.hipY`; the legs hang off it. */
|
||
pelvis: THREE.Group;
|
||
/** Sway, lean and shoulder counter-twist. Pivots at the waist. */
|
||
torso: THREE.Group;
|
||
head: THREE.Group;
|
||
hipL: THREE.Group;
|
||
hipR: THREE.Group;
|
||
kneeL: THREE.Group;
|
||
kneeR: THREE.Group;
|
||
shoulderL: THREE.Group;
|
||
shoulderR: THREE.Group;
|
||
elbowL: THREE.Group;
|
||
elbowR: THREE.Group;
|
||
}
|
||
|
||
export interface OptimusRig {
|
||
/** Origin on the floor between the feet, facing −Z at `rotation.y === 0`. */
|
||
root: THREE.Group;
|
||
joints: OptimusJoints;
|
||
}
|
||
|
||
/** The two materials the whole figure is drawn in. See the header for the borrow. */
|
||
interface Skin {
|
||
shell: SurfaceMaterial;
|
||
frame: SurfaceMaterial;
|
||
}
|
||
|
||
/** A point in whichever joint frame the emitter is drawing into. */
|
||
interface Anchor {
|
||
x: number;
|
||
y: number;
|
||
z: number;
|
||
}
|
||
|
||
const JOINT_NAMES = [
|
||
"pelvis",
|
||
"torso",
|
||
"head",
|
||
"hipL",
|
||
"hipR",
|
||
"kneeL",
|
||
"kneeR",
|
||
"shoulderL",
|
||
"shoulderR",
|
||
"elbowL",
|
||
"elbowR",
|
||
] as const;
|
||
|
||
// ---- Emitters -------------------------------------------------------------
|
||
//
|
||
// Each of these draws one body part into a bin, in that bin's own frame, with
|
||
// `a` naming the joint centre the part hangs from. They are written this way so
|
||
// that the rig and the flattened asset are the *same* geometry rather than two
|
||
// bodies that will drift apart the first time somebody widens a shin.
|
||
|
||
/**
|
||
* A dark joint barrel lying across the body, centred on `a`.
|
||
*
|
||
* A unit cylinder stands along +Y with its base at the placement point, so a
|
||
* roll of +π/2 sends its length along −X — which means the placement has to sit
|
||
* half a length to the *right* of where the barrel should end up. Getting that
|
||
* offset wrong puts every joint on the robot half a barrel off-centre, which is
|
||
* subtle enough to survive a first look and obvious enough to ruin the second.
|
||
*/
|
||
function barrel(
|
||
bin: MeshBin,
|
||
P: PartBin,
|
||
material: SurfaceMaterial,
|
||
a: Anchor,
|
||
diameter: number,
|
||
length: number,
|
||
): void {
|
||
bin.add(P.cylinder(12), material, {
|
||
x: a.x + length / 2,
|
||
y: a.y,
|
||
z: a.z,
|
||
size: [diameter, length, diameter],
|
||
roll: Math.PI / 2,
|
||
});
|
||
}
|
||
|
||
/** The pelvis block, and the hip axle the legs turn on. Drawn in the pelvis frame. */
|
||
function emitPelvis(bin: MeshBin, P: PartBin, s: Skin): void {
|
||
// Straddles the hip line: down to 0.855 m and up to the waist at 1.05 m. The
|
||
// width is what the slim waist above it is measured against.
|
||
bin.add(P.roundedBox(0.07), s.shell, { y: -0.065, size: [0.28, 0.195, 0.19] });
|
||
// The axle has to be longer than the pelvis is wide or none of it is visible,
|
||
// and for a long time none of it was: at `2·hipHalf + 0.05` it stopped at
|
||
// ±0.11 inside a shell that reaches ±0.14, and the comment on this line
|
||
// claimed it "runs right through and out both sides" on the strength of
|
||
// nobody having measured it. `+ 0.14` puts it at ±0.155: 15 mm of dark disc
|
||
// clear of the pelvis and 2.5 mm clear of the outer face of each thigh, which
|
||
// is the gap rule 4 in the header is about and the one the hip did not have.
|
||
// Shorten it again and the hip goes back to one unbroken pale mass from the
|
||
// waist to the knee, which is what a mannequin looks like.
|
||
barrel(bin, P, s.frame, { x: 0, y: 0, z: 0 }, 0.115, 2 * OPTIMUS.hipHalf + 0.14);
|
||
}
|
||
|
||
/**
|
||
* Waist, chest, shoulder caps and neck. Drawn in the torso frame, whose origin
|
||
* is the waist at `OPTIMUS.waistY`.
|
||
*
|
||
* The shoulder caps live here rather than on the arms on purpose, and it is not
|
||
* only a draw-call saving: on the real machine the cap is bodywork bolted to the
|
||
* torso and the arm swings inside it. Putting the cap on the arm makes the whole
|
||
* shoulder rotate when an arm swings, which reads as a shrug.
|
||
*/
|
||
function emitTorso(bin: MeshBin, P: PartBin, s: Skin): void {
|
||
const waist = OPTIMUS.chestY - OPTIMUS.waistY;
|
||
const chest = OPTIMUS.neckY - OPTIMUS.chestY;
|
||
|
||
// The waist. 0.15 m across between a 0.28 m pelvis and a 0.34 m chest, and it
|
||
// is drawn in the dark material so the gap reads as structure rather than as
|
||
// a robot that skipped lunch.
|
||
bin.add(P.box(), s.frame, { y: -0.02, size: [0.15, waist + 0.04, 0.135] });
|
||
|
||
// Chest: a shell, then a plate a few millimetres proud of it. The plate is
|
||
// what catches the light and gives the chest an edge at ten metres; without it
|
||
// the torso is one flat pale slab.
|
||
bin.add(P.roundedBox(0.06), s.shell, {
|
||
y: waist,
|
||
size: [0.34, chest, 0.205],
|
||
});
|
||
bin.add(P.roundedBox(0.055), s.shell, {
|
||
y: waist + 0.045,
|
||
z: -0.098,
|
||
size: [0.245, chest - 0.09, 0.022],
|
||
});
|
||
|
||
// The neck column, dark, running from the top of the chest into the head.
|
||
bin.add(P.cylinder(10), s.frame, {
|
||
y: OPTIMUS.neckY - OPTIMUS.waistY,
|
||
size: [0.072, OPTIMUS.headY - OPTIMUS.neckY + 0.012, 0.072],
|
||
});
|
||
|
||
const shoulderY = OPTIMUS.shoulderY - OPTIMUS.waistY;
|
||
for (const side of [-1, 1]) {
|
||
// The cap. Rounded hard, because a square shoulder is the other thing that
|
||
// makes a humanoid read as a costume.
|
||
bin.add(P.roundedBox(0.09), s.shell, {
|
||
x: side * OPTIMUS.shoulderHalf,
|
||
y: shoulderY - 0.078,
|
||
size: [0.13, 0.156, 0.15],
|
||
});
|
||
// The drum the arm turns in. 0.135 across and 0.17 long against a cap that
|
||
// is 0.13 wide, 0.156 tall and 0.15 deep, and every one of those numbers is
|
||
// chosen against the cap's: the drum is buried inside the cap in Y and Z
|
||
// and clears it only in X, so what shows is 20 mm of dark disc past the
|
||
// outboard face of the cap and, inboard, a nub of the same 20 mm in the
|
||
// 37 mm between the top of the chest and the top of the drum. The nub is
|
||
// wanted — it is the only thing between the neck and the shoulder — but it
|
||
// is the reason the drum's diameter is not free: take it past 0.16 and it
|
||
// breaks out under the cap as well, and the shoulder turns into a dark
|
||
// wheel with a pale plate stuck on it.
|
||
//
|
||
// That disc is the *only* dark structure at the shoulder, and it is here
|
||
// rather than on the arm for a reason worth stating, because the obvious
|
||
// fix looks better and costs more than it is worth. Rule 4 in the header
|
||
// wants a pale shell stopping short of the joint with dark showing in the
|
||
// gap; the knee and the elbow both do it. Doing it at the shoulder means a
|
||
// dark part in the *shoulder* bin, which today draws in `paper` alone — so
|
||
// it would go from one mesh to two, twice, on every figure: 20 meshes a
|
||
// robot and 80 draw calls for a crowd of four instead of 72. Eight draw
|
||
// calls for a 24 mm band of dark under a cap that already reads as a
|
||
// separate piece is not the trade. A fatter drum is free.
|
||
barrel(bin, P, s.frame, { x: side * OPTIMUS.shoulderHalf, y: shoulderY, z: 0 }, 0.135, 0.17);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* The head shell's front-right corner, as fractions of its half-width and
|
||
* half-depth, walking round from the middle of the face toward the temple.
|
||
*
|
||
* These are **measured off the built shell**, by casting rays at it, not
|
||
* derived. They have to be, because the surface they describe is the offset
|
||
* outline of a quadratic-Bezier corner that `ExtrudeGeometry` then bevels, and
|
||
* writing that arithmetic out here would be a worse lie than a measurement:
|
||
* it would look authoritative and it would be a re-implementation of three.js
|
||
* internals. The visor is fitted to *these* numbers, so `x: 1` really is the
|
||
* widest point of the head and `z: 1` really is the flat front of the face.
|
||
*
|
||
* **They are only valid for `roundedBox(0.08)`.** The radius is what sets where
|
||
* the flat front stops — at 0.08 it stops 53% of the way out, and the corner
|
||
* from there to the temple is a four-segment polyline, of which the visor uses
|
||
* the first two. Change the head's bevel and these are wrong, and the symptom
|
||
* is a visor whose outer corners hang in the air beside the head rather than
|
||
* an error. Re-measure it: cast a ray down +Z at the shell at a series of x,
|
||
* at a y inside the shell's straight middle band, and read off where it hits.
|
||
* (An earlier visor was three hand-placed boxes and its outer pieces stood
|
||
* 19 mm proud of a 165 mm-wide head, which is what that failure looks like.)
|
||
*
|
||
* Scaling with the head rather than in metres so that the two survive being
|
||
* resized together; they do **not** survive being reproportioned, because a
|
||
* corner is not similar to itself under a non-uniform scale.
|
||
*/
|
||
const FACE_FLAT = { x: 0.5312, z: 1.0 } as const;
|
||
const FACE_MID = { x: 0.7146, z: 0.9738 } as const;
|
||
const FACE_TEMPLE = { x: 0.8766, z: 0.8766 } as const;
|
||
|
||
/** Head shell, metres. Named because the visor is fitted to all three. */
|
||
const HEAD_SIZE = { width: 0.165, height: 0.215, depth: 0.185 } as const;
|
||
|
||
/**
|
||
* How far the visor's outer face stands off the shell it is fitted to, and how
|
||
* thick the panel is.
|
||
*
|
||
* 1.5 mm is deliberately below anything that can resolve — at ten metres it is
|
||
* a seventh of a pixel — and it is not there to be seen. It is there so the
|
||
* sign can never go the other way. A visor flush with the shell z-fights it
|
||
* along the whole seam; a visor a millimetre *inside* it disappears in patches
|
||
* as the figure turns, which reads as a face flickering on and off and is by
|
||
* some distance the ugliest thing this asset has ever done.
|
||
*/
|
||
const VISOR_PROUD = 0.0015;
|
||
const VISOR_THICK = 0.016;
|
||
|
||
/**
|
||
* One panel of the visor, laid flat on the chord between two points of the
|
||
* head's front corner and pushed out until its outer face clears the shell.
|
||
*
|
||
* `from` and `to` are `FACE_*` fractions on the robot's right; `side` mirrors
|
||
* the whole thing for the left. Two things in here are easy to get wrong and
|
||
* neither of them shows up as an error:
|
||
*
|
||
* - **The chord is the surface, not an approximation of it.** The shell's
|
||
* corner really is a polyline in this band — it is an extruded polygon, not
|
||
* a curve — so a panel laid on one of its edges is parallel to the shell for
|
||
* that edge's whole length and stands off it by exactly `VISOR_PROUD`. This
|
||
* is the entire reason the corner is stored as measured points instead of as
|
||
* a radius: fit an arc to it instead and the panel touches at two places and
|
||
* sinks in between, which is the flickering failure `VISOR_PROUD` describes.
|
||
* - **The box is pushed *in* by half its thickness, not out.** A box's front is
|
||
* its −Z face, so its centre has to sit `VISOR_THICK / 2` behind where the
|
||
* front is wanted. Add instead of subtract and the panel floats 16 mm off the
|
||
* head — which is very close to what the version before this one did.
|
||
*
|
||
* `seam` lengthens the panel at its inner end only. The inner end runs under
|
||
* the piece before it, which is what stops a hairline of shell showing through
|
||
* the joint between two panels at a grazing angle; the outer end is left exact,
|
||
* because past it the shell falls away and any overhang there is a ledge on the
|
||
* one edge of the visor anybody can see.
|
||
*/
|
||
function emitVisorPanel(
|
||
bin: MeshBin,
|
||
P: PartBin,
|
||
s: Skin,
|
||
side: number,
|
||
from: { x: number; z: number },
|
||
to: { x: number; z: number },
|
||
visorY: number,
|
||
visorHeight: number,
|
||
seam: number,
|
||
): void {
|
||
const halfX = HEAD_SIZE.width / 2;
|
||
const halfZ = HEAD_SIZE.depth / 2;
|
||
const x0 = from.x * halfX;
|
||
const z0 = -from.z * halfZ;
|
||
const x1 = to.x * halfX;
|
||
const z1 = -to.z * halfZ;
|
||
|
||
const dx = x1 - x0;
|
||
const dz = z1 - z0;
|
||
const span = Math.hypot(dx, dz);
|
||
// Outward normal of the chord: rotate its direction a quarter turn so it
|
||
// points away from the head. On the robot's right that is front-and-right.
|
||
const nx = dz / span;
|
||
const nz = -dx / span;
|
||
// Midpoint, dragged back along the chord by half the seam so the panel grows
|
||
// inward only, then offset along the normal to put its front face proud.
|
||
const offset = VISOR_PROUD - VISOR_THICK / 2;
|
||
const cx = (x0 + x1) / 2 - (dx / span) * (seam / 2) + nx * offset;
|
||
const cz = (z0 + z1) / 2 - (dz / span) * (seam / 2) + nz * offset;
|
||
|
||
bin.add(P.box(), s.frame, {
|
||
x: side * cx,
|
||
y: visorY,
|
||
z: cz,
|
||
size: [span + seam, visorHeight, VISOR_THICK],
|
||
// A box's front is −Z, which a yaw of θ sends to (−sin θ, −cos θ); solving
|
||
// that for the normal is the whole of this line. Mirrored for the left,
|
||
// because a mirrored normal is a negated yaw.
|
||
yaw: side * Math.atan2(-nx, -nz),
|
||
});
|
||
}
|
||
|
||
/**
|
||
* The head: a small pale shell and a black visor. Drawn in the head frame, whose
|
||
* origin is the top of the neck.
|
||
*
|
||
* The visor is five plain `box`es because the dark material is the indexed one
|
||
* — see the primitive-class rule in the header, which is why the one part of
|
||
* this figure most deserving of a smooth curve is a faceted approximation of
|
||
* one. A flat plate across the middle of the face, then two panels a side
|
||
* following the shell's corner out to the temple, each sitting `VISOR_PROUD`
|
||
* off the surface it is laid on. Five boxes is 60 triangles; the head shell
|
||
* beside them is 236.
|
||
*
|
||
* **The visor tracks the shell, it does not overhang it.** That is the property
|
||
* to preserve if anything here is touched, and the reason the corner is stored
|
||
* as measured points at all. The version before this one was three hand-placed
|
||
* boxes with a hand-picked yaw: its flat middle plate stood 3.7 mm proud at the
|
||
* corners where it left the flat of the face, and its two side pieces stood
|
||
* **19 mm** proud of a head 165 mm wide, which is a face wearing goggles a size
|
||
* too big. The comment beside them said 1.5 mm, and had said so since before
|
||
* the shell's bevel was retuned from 0.12–0.22 to 0.055–0.09 and moved every
|
||
* number it was describing. Measurements that are not re-taken are guesses with
|
||
* a decimal point on them.
|
||
*
|
||
* At five to fifteen metres a robot's head is fifteen to forty-five pixels
|
||
* tall. Nothing about the panel's *surface* survives that, and the only thing
|
||
* that does is its outline against the pale shell. So the outline is the thing
|
||
* that is built accurately and the rest is not built at all.
|
||
*
|
||
* It wraps as far as `FACE_TEMPLE` and stops, leaving about 10 mm of pale shell
|
||
* either side in a front view. Wrapping further gets a black head; stopping at
|
||
* the flat front gets a rectangle painted on a box.
|
||
*/
|
||
function emitHead(bin: MeshBin, P: PartBin, s: Skin): void {
|
||
const base = OPTIMUS.height - OPTIMUS.headY - HEAD_SIZE.height;
|
||
bin.add(P.roundedBox(0.08), s.shell, {
|
||
y: base,
|
||
size: [HEAD_SIZE.width, HEAD_SIZE.height, HEAD_SIZE.depth],
|
||
});
|
||
|
||
// Kept inside the shell's straight middle band — `roundedBox(0.08)` rounds
|
||
// the top and bottom 17 mm of a 215 mm head away in Y, and `FACE_*` describes
|
||
// the cross-section between those. Push the visor into either and it starts
|
||
// sinking into a surface that is no longer where the measurements say.
|
||
const visorY = base + 0.078;
|
||
const visorHeight = 0.082;
|
||
const seam = 0.005;
|
||
|
||
// The flat middle of the face, stopping exactly where the shell stops being
|
||
// flat so the first wrap panel meets it edge to edge rather than crossing it.
|
||
bin.add(P.box(), s.frame, {
|
||
y: visorY,
|
||
z: -HEAD_SIZE.depth / 2 - VISOR_PROUD + VISOR_THICK / 2,
|
||
size: [FACE_FLAT.x * HEAD_SIZE.width, visorHeight, VISOR_THICK],
|
||
});
|
||
|
||
for (const side of [-1, 1]) {
|
||
emitVisorPanel(bin, P, s, side, FACE_FLAT, FACE_MID, visorY, visorHeight, seam);
|
||
emitVisorPanel(bin, P, s, side, FACE_MID, FACE_TEMPLE, visorY, visorHeight, seam);
|
||
}
|
||
}
|
||
|
||
/** A thigh. Drawn in the hip frame; the shell stops short at both ends. */
|
||
function emitThigh(bin: MeshBin, P: PartBin, s: Skin): void {
|
||
const drop = OPTIMUS.hipY - OPTIMUS.kneeY;
|
||
// Two stacked shells rather than one, for the taper. A parallel-sided thigh is
|
||
// the difference between "slim humanoid" and "stilts".
|
||
bin.add(P.roundedBox(0.07), s.shell, { y: -drop * 0.52, size: [0.135, drop * 0.46, 0.165] });
|
||
bin.add(P.roundedBox(0.07), s.shell, { y: -drop + 0.045, size: [0.112, drop * 0.5, 0.14] });
|
||
}
|
||
|
||
/**
|
||
* Shin, ankle and foot, plus the knee actuator. Drawn in the knee frame.
|
||
*
|
||
* The actuator is the one piece of detail on the legs that is worth its
|
||
* geometry: a dark barrel across the front of the knee is the single most
|
||
* recognisable thing about an Optimus leg, and it is one cylinder.
|
||
*
|
||
* ### The ankle is built from the foot upward, and that is not a style choice
|
||
*
|
||
* Every part below the knee used to be placed off `drop`, and the ankle block
|
||
* came out at 0.090–0.120 m above the floor while the foot shell ended at
|
||
* 0.066 — a 24 mm band of nothing, with the whole leg's weight visibly resting
|
||
* on air, and `OPTIMUS.ankleY` at 0.085 sitting in the middle of the void it is
|
||
* supposed to name. `robots.ts` measures the entire gait pendulum to that
|
||
* landmark, so the one height on this figure that had to have geometry at it
|
||
* was the one that had none.
|
||
*
|
||
* So the ankle is anchored to the top of the foot, which is a surface, rather
|
||
* than to a landmark, which is a number. It reaches 7 mm down into the foot
|
||
* shell and 13 mm up into the shin shell — overlapping at both ends on purpose,
|
||
* because two parts that merely touch share a face and z-fight along it, and a
|
||
* flickering seam is worse than a joint that is a few millimetres thicker than
|
||
* it needs to be. What is left visible is 39 mm of dark between a pale foot and
|
||
* a pale shin, which is rule 4 in the header and is what an ankle is for.
|
||
*/
|
||
function emitShin(bin: MeshBin, P: PartBin, s: Skin): void {
|
||
const drop = OPTIMUS.kneeY - OPTIMUS.ankleY;
|
||
barrel(bin, P, s.frame, { x: 0, y: 0, z: -0.012 }, 0.118, 0.125);
|
||
|
||
bin.add(P.roundedBox(0.065), s.shell, { y: -drop + 0.02, size: [0.1, drop - 0.05, 0.118] });
|
||
|
||
// The foot. The sole is a separate dark slab so the robot has something to
|
||
// stand on that is not the same colour as its shins — a monochrome foot
|
||
// dissolves into a pale floor.
|
||
const sole = -OPTIMUS.kneeY;
|
||
const footTop = sole + 0.066;
|
||
bin.add(P.box(), s.frame, { y: sole, z: -0.035, size: [0.098, 0.014, 0.25] });
|
||
bin.add(P.roundedBox(0.06), s.shell, {
|
||
y: sole + 0.014,
|
||
z: -0.035,
|
||
size: [0.106, 0.052, 0.243],
|
||
});
|
||
|
||
// The ankle, dark, filling everything between the two of them. Narrower than
|
||
// both in X and Z, so the gap reads as a joint rather than as a change of
|
||
// colour partway up a column — but only just. It is 12 mm narrower than the
|
||
// shin and 18 mm narrower than the foot, and both of those were 26 and 32 at
|
||
// one point, which left a 16 mm slot each side of the ankle that you could
|
||
// see the floor through. Narrow enough to read as a waisted joint, wide
|
||
// enough not to be a window: the two constraints point opposite ways and
|
||
// this is where they meet.
|
||
bin.add(P.box(), s.frame, { y: footTop - 0.007, size: [0.088, 0.059, 0.096] });
|
||
}
|
||
|
||
/**
|
||
* An upper arm. Drawn in the shoulder frame; the cap and the joint drum are
|
||
* both on the torso, for the reasons given at each of them.
|
||
*
|
||
* One shell, and it reaches 17 mm *into* the elbow barrel below it rather than
|
||
* stopping level with it. At `-drop + 0.048` the shell ended at 1.168 m and the
|
||
* barrel reached 1.167 — a one-millimetre ring of daylight all the way round
|
||
* the elbow, which does not read as a gap at any distance but does catch the
|
||
* background for a frame at a time as the arm swings, and chasing that kind of
|
||
* flicker back to a millimetre of arithmetic costs an afternoon.
|
||
*/
|
||
function emitUpperArm(bin: MeshBin, P: PartBin, s: Skin): void {
|
||
const drop = OPTIMUS.shoulderY - OPTIMUS.elbowY;
|
||
bin.add(P.roundedBox(0.07), s.shell, { y: -drop + 0.03, size: [0.088, drop - 0.08, 0.098] });
|
||
}
|
||
|
||
/**
|
||
* The digits of one hand, medial first. `medial` is the offset **toward the
|
||
* body**, not an X coordinate, so this table is the same for both hands and the
|
||
* one sign flip that makes a left hand a left hand happens where it is placed
|
||
* — the same discipline the thumb has always had, extended to the fingers so
|
||
* that the two cannot disagree about which way is inward.
|
||
*
|
||
* ### Three, not four, and why the count is the wrong question
|
||
*
|
||
* The previous version drew four identical 14 mm slabs in a row with 3 mm
|
||
* between them, on the argument that what a hand needs at ten metres is five of
|
||
* something, separate. Half of that is right and the expensive half is not. At
|
||
* ten metres this figure is about 170 pixels tall, so a 14 mm finger is 1.4 of
|
||
* them and a 3 mm gap is a third of one: **the separations were never once
|
||
* resolved on screen.** What is resolved is the shape the tips make, and four
|
||
* equal slabs make a straight line across the bottom of the hand — a comb, not
|
||
* a hand. So the gaps are not what the geometry is for; the *stagger* is.
|
||
*
|
||
* Three digits of different lengths give the curved tip line a hand has, and
|
||
* cost three of these rather than four. That matters more than it looks:
|
||
* `roundedBox` is 236 triangles whatever size it is drawn at, so the four
|
||
* fingers alone were 944 triangles a hand and the two hands together were a
|
||
* quarter of the entire figure — a quarter of the budget spent below the
|
||
* resolution limit. Dropping one digit a hand is 6% off the whole robot.
|
||
*
|
||
* `curl` is a rotation about +X applied at the *tip*, because a placement
|
||
* rotates a part about its own base and these are placed tip-down. The base is
|
||
* therefore solved for: it is the knuckle, less the rotated length. Getting
|
||
* that backwards pivots each finger about its knuckle-end and fans the hand out
|
||
* like a card trick.
|
||
*/
|
||
const DIGITS = [
|
||
{ medial: 0.022, width: 0.016, depth: 0.024, length: 0.068, curl: 0.26 },
|
||
{ medial: 0.002, width: 0.018, depth: 0.025, length: 0.076, curl: 0.3 },
|
||
{ medial: -0.021, width: 0.024, depth: 0.024, length: 0.064, curl: 0.34 },
|
||
];
|
||
|
||
/**
|
||
* Forearm, wrist and hand. Drawn in the elbow frame.
|
||
*
|
||
* The digits are pale rather than dark, with only the wrist block in the frame
|
||
* material — see `DIGITS` for what a hand is actually made of at this distance.
|
||
*
|
||
* This is the one emitter that has to know which side it is on, because a thumb
|
||
* is the only part of the figure that is not left-right symmetric. It goes
|
||
* medial — toward the body — which is where a relaxed arm puts it, and which
|
||
* means `side` flips its sign. Drawing both thumbs at a fixed `+x`, as the first
|
||
* version did, gives a robot with two right hands and a bounding box 27 mm wider
|
||
* on one side than the other.
|
||
*
|
||
* **Nothing here butts up against anything.** The wrist block straddles
|
||
* `OPTIMUS.wristY` and overlaps the forearm shell by 6 mm; the palm reaches
|
||
* 6 mm up into the wrist block; the digits reach 6 mm up into the palm. All
|
||
* three of those were exact abutments and two of them were exactly coplanar,
|
||
* which is a z-fight rather than a join — and the third was not an abutment at
|
||
* all but an 8 mm hole between the bottom of the forearm shell at 0.885 m and
|
||
* the top of the wrist block at 0.877, straight through the arm. Overlap costs
|
||
* nothing: these are merged into one buffer and the interior faces are never
|
||
* seen from outside.
|
||
*/
|
||
function emitForearm(bin: MeshBin, P: PartBin, s: Skin, side: number): void {
|
||
const drop = OPTIMUS.elbowY - OPTIMUS.wristY;
|
||
barrel(bin, P, s.frame, { x: 0, y: 0, z: 0 }, 0.094, 0.088);
|
||
bin.add(P.roundedBox(0.07), s.shell, { y: -drop + 0.02, size: [0.08, drop - 0.055, 0.088] });
|
||
// Wider than the palm below it and narrower than the forearm above, in that
|
||
// order. At 0.062 it was narrower than both, which put a 6 mm slot of
|
||
// daylight down each side of the wrist between two parts that are meant to
|
||
// be joined; a joint that reads as a taper cannot do that.
|
||
bin.add(P.box(), s.frame, { y: -drop - 0.016, size: [0.072, 0.042, 0.07] });
|
||
|
||
const palmTop = -drop - 0.01;
|
||
bin.add(P.roundedBox(0.075), s.shell, { y: palmTop - 0.082, size: [0.068, 0.082, 0.032] });
|
||
|
||
const knuckle = palmTop - 0.076;
|
||
for (const digit of DIGITS) {
|
||
bin.add(P.roundedBox(0.08), s.shell, {
|
||
x: -side * digit.medial,
|
||
y: knuckle - digit.length * Math.cos(digit.curl),
|
||
z: -digit.length * Math.sin(digit.curl),
|
||
size: [digit.width, digit.length, digit.depth],
|
||
pitch: digit.curl,
|
||
});
|
||
}
|
||
|
||
// The thumb, also placed tip-first, and the only part of the figure that
|
||
// needs two rotations: it runs up and *outward* from a tip set 12 mm medial
|
||
// of the palm's edge, and forward of the palm's face, so the pad ends up
|
||
// opposing the fingers rather than lying alongside them. The old one was a
|
||
// single roll about its own tip, which swung the knuckle 23 mm clear of the
|
||
// hand and left the thumb attached to the palm at one corner.
|
||
bin.add(P.roundedBox(0.08), s.shell, {
|
||
x: -side * 0.046,
|
||
y: palmTop - 0.078,
|
||
z: -0.03,
|
||
size: [0.019, 0.058, 0.026],
|
||
pitch: 0.33,
|
||
roll: -side * 0.28,
|
||
});
|
||
}
|
||
|
||
// ---- The rig --------------------------------------------------------------
|
||
|
||
/** A named, empty joint at a position in its parent's frame. */
|
||
function joint(parent: THREE.Object3D, name: string, x: number, y: number): THREE.Group {
|
||
const group = new THREE.Group();
|
||
group.name = name;
|
||
group.position.set(x, y, 0);
|
||
parent.add(group);
|
||
return group;
|
||
}
|
||
|
||
/** Merge a joint's parts and hang them off it, if it has any. */
|
||
function attach(target: THREE.Group, bin: MeshBin): void {
|
||
if (bin.size === 0) return;
|
||
target.add(bin.build(`${target.name}.mesh`));
|
||
}
|
||
|
||
/**
|
||
* Build one posable Optimus.
|
||
*
|
||
* Call this **once** and `cloneOptimus` for every figure after the first: a
|
||
* clone shares every geometry and both materials, so a crowd costs draw calls
|
||
* and nothing else. Whoever built the original disposes it with
|
||
* `disposeOptimus`, which frees the geometry the clones are all pointing at —
|
||
* so dispose last, and dispose exactly once.
|
||
*
|
||
* The materials come from `ctx.materials` and belong to the registry. Nothing
|
||
* here disposes them.
|
||
*/
|
||
export function buildOptimus(ctx: AssetContext): OptimusRig {
|
||
const P = ctx.parts;
|
||
const skin: Skin = {
|
||
shell: ctx.materials.get("paper"),
|
||
frame: ctx.materials.get("screenBezel"),
|
||
};
|
||
|
||
const root = new THREE.Group();
|
||
root.name = "optimus";
|
||
|
||
// Pelvis, and the legs hanging off it. The legs are children of the pelvis so
|
||
// that dropping the pelvis drops the whole robot — see the header note on
|
||
// `pelvis.position.y`.
|
||
const pelvis = joint(root, "pelvis", 0, OPTIMUS.hipY);
|
||
const pelvisBin = new MeshBin();
|
||
emitPelvis(pelvisBin, P, skin);
|
||
attach(pelvis, pelvisBin);
|
||
|
||
const torso = joint(pelvis, "torso", 0, OPTIMUS.waistY - OPTIMUS.hipY);
|
||
const torsoBin = new MeshBin();
|
||
emitTorso(torsoBin, P, skin);
|
||
attach(torso, torsoBin);
|
||
|
||
const head = joint(torso, "head", 0, OPTIMUS.headY - OPTIMUS.waistY);
|
||
const headBin = new MeshBin();
|
||
emitHead(headBin, P, skin);
|
||
attach(head, headBin);
|
||
|
||
// `side` is −1 for the robot's left and +1 for its right, which is the sign of
|
||
// X: see the joint-frame note. The two limbs are mirror images in position
|
||
// only — the shells themselves are symmetric, so there is no mirrored
|
||
// geometry and no wound-backwards triangles to worry about.
|
||
for (const side of [-1, 1]) {
|
||
const suffix = side < 0 ? "L" : "R";
|
||
|
||
const hip = joint(pelvis, `hip${suffix}`, side * OPTIMUS.hipHalf, 0);
|
||
const hipBin = new MeshBin();
|
||
emitThigh(hipBin, P, skin);
|
||
attach(hip, hipBin);
|
||
|
||
const knee = joint(hip, `knee${suffix}`, 0, OPTIMUS.kneeY - OPTIMUS.hipY);
|
||
const kneeBin = new MeshBin();
|
||
emitShin(kneeBin, P, skin);
|
||
attach(knee, kneeBin);
|
||
|
||
const shoulder = joint(
|
||
torso,
|
||
`shoulder${suffix}`,
|
||
side * OPTIMUS.shoulderHalf,
|
||
OPTIMUS.shoulderY - OPTIMUS.waistY,
|
||
);
|
||
const shoulderBin = new MeshBin();
|
||
emitUpperArm(shoulderBin, P, skin);
|
||
attach(shoulder, shoulderBin);
|
||
|
||
const elbow = joint(shoulder, `elbow${suffix}`, 0, OPTIMUS.elbowY - OPTIMUS.shoulderY);
|
||
const elbowBin = new MeshBin();
|
||
emitForearm(elbowBin, P, skin, side);
|
||
attach(elbow, elbowBin);
|
||
}
|
||
|
||
const rig: OptimusRig = { root, joints: optimusJoints(root) };
|
||
restOptimus(rig.joints);
|
||
return rig;
|
||
}
|
||
|
||
/**
|
||
* Resolve the joints of a rig root by name.
|
||
*
|
||
* This used to be exported, on the stated grounds that `Object3D.clone(true)`
|
||
* "hands back plain `Object3D`s" and so a caller holding a clone would need to
|
||
* re-resolve it. **That is not true of three.js and never was.** `clone` is
|
||
* `new this.constructor().copy(this, recursive)` (`three/src/core/Object3D.js`),
|
||
* so cloning a `Group` gives a `Group`, and a cloned rig is structurally
|
||
* identical to the original down to the class of every node. Nothing outside
|
||
* this file ever called it — `robots.ts` takes its joints from the `OptimusRig`
|
||
* that `cloneOptimus` hands back — so the export was justified by a wrong claim
|
||
* and used by nobody, and it is now private.
|
||
*
|
||
* The function itself is still needed, for the reason the false one was
|
||
* standing in front of: `clone` copies the *tree*, and `OptimusJoints` is a
|
||
* flat record of references **into** the original tree. Those references are
|
||
* not part of the tree and are not cloned with it, so a clone's joints have to
|
||
* be found again, and the names are the only thing that survives the copy to
|
||
* find them by.
|
||
*
|
||
* Throws rather than returning null: a root with no `kneeL` in it is not a rig,
|
||
* and the caller has nothing useful to do about that at runtime.
|
||
*/
|
||
function optimusJoints(root: THREE.Object3D): OptimusJoints {
|
||
const found = {} as Record<(typeof JOINT_NAMES)[number], THREE.Group>;
|
||
for (const name of JOINT_NAMES) {
|
||
const object = root.getObjectByName(name);
|
||
if (!object) throw new Error(`optimus: rig has no joint named "${name}"`);
|
||
found[name] = object as THREE.Group;
|
||
}
|
||
return found;
|
||
}
|
||
|
||
/**
|
||
* Put every joint back to the idle stance. Called by `buildOptimus`, and by an
|
||
* animation that wants a figure to stop moving without writing the eleven
|
||
* assignments out itself.
|
||
*/
|
||
export function restOptimus(j: OptimusJoints): void {
|
||
j.pelvis.position.y = OPTIMUS.hipY;
|
||
j.pelvis.rotation.set(0, 0, 0);
|
||
j.torso.rotation.set(0, 0, 0);
|
||
j.head.rotation.set(0, 0, 0);
|
||
j.hipL.rotation.set(OPTIMUS_REST.hipX, 0, 0);
|
||
j.hipR.rotation.set(OPTIMUS_REST.hipX, 0, 0);
|
||
j.kneeL.rotation.set(OPTIMUS_REST.kneeX, 0, 0);
|
||
j.kneeR.rotation.set(OPTIMUS_REST.kneeX, 0, 0);
|
||
// The splay is mirrored: positive `rotation.z` swings a hanging arm toward
|
||
// +X, so the right arm needs `+` and the left arm `−` to both move outward.
|
||
j.shoulderL.rotation.set(OPTIMUS_REST.shoulderX, 0, -OPTIMUS_REST.shoulderZ);
|
||
j.shoulderR.rotation.set(OPTIMUS_REST.shoulderX, 0, OPTIMUS_REST.shoulderZ);
|
||
j.elbowL.rotation.set(OPTIMUS_REST.elbowX, 0, 0);
|
||
j.elbowR.rotation.set(OPTIMUS_REST.elbowX, 0, 0);
|
||
}
|
||
|
||
/**
|
||
* Another figure sharing the first one's geometry and materials.
|
||
*
|
||
* `Object3D.clone(true)` copies the hierarchy, the names and the transforms and
|
||
* *references* geometry and material, which is exactly the sharing wanted here —
|
||
* so do not dispose a clone. Dispose the original, once, with `disposeOptimus`.
|
||
*/
|
||
export function cloneOptimus(rig: OptimusRig): OptimusRig {
|
||
const root = rig.root.clone(true);
|
||
return { root, joints: optimusJoints(root) };
|
||
}
|
||
|
||
/**
|
||
* Free a rig's geometry.
|
||
*
|
||
* Materials are the registry's and are left alone, exactly as every asset in
|
||
* this directory leaves them alone. Call this on the rig `buildOptimus`
|
||
* returned, never on a clone, and only once everything cloned from it is out of
|
||
* the scene.
|
||
*/
|
||
export function disposeOptimus(rig: OptimusRig): void {
|
||
rig.root.traverse((child) => {
|
||
const mesh = child as THREE.Mesh;
|
||
if (mesh.isMesh) mesh.geometry.dispose();
|
||
});
|
||
}
|
||
|
||
// ---- The static asset -----------------------------------------------------
|
||
|
||
/**
|
||
* Collapse a posed rig into one mesh per material.
|
||
*
|
||
* The rig's own geometries are baked at their world transforms and disposed, so
|
||
* what comes back owns everything it points at and can go through `MeshBin`'s
|
||
* usual life cycle. This is safe only because of the primitive-class rule in the
|
||
* header: `paper` is all extrusions and `screenBezel` is all indexed
|
||
* primitives, so neither merge can hit the mixed-index refusal that would drop a
|
||
* material and leave a robot with no shells on it.
|
||
*/
|
||
function flatten(rig: OptimusRig, name: string): THREE.Group {
|
||
rig.root.updateMatrixWorld(true);
|
||
|
||
const byMaterial = new Map<THREE.Material, THREE.BufferGeometry[]>();
|
||
rig.root.traverse((child) => {
|
||
const mesh = child as THREE.Mesh;
|
||
if (!mesh.isMesh || Array.isArray(mesh.material)) return;
|
||
const baked = mesh.geometry.clone().applyMatrix4(mesh.matrixWorld);
|
||
const list = byMaterial.get(mesh.material);
|
||
if (list) list.push(baked);
|
||
else byMaterial.set(mesh.material, [baked]);
|
||
});
|
||
disposeOptimus(rig);
|
||
|
||
const group = new THREE.Group();
|
||
group.name = name;
|
||
for (const [material, list] of byMaterial) {
|
||
const merged = list.length === 1 ? list[0] : mergeGeometries(list, false);
|
||
if (list.length > 1) for (const geometry of list) geometry.dispose();
|
||
if (!merged) continue;
|
||
const mesh = new THREE.Mesh(merged, material);
|
||
mesh.name = `${name}:${material.name || "material"}`;
|
||
mesh.castShadow = true;
|
||
mesh.receiveShadow = true;
|
||
group.add(mesh);
|
||
}
|
||
return group;
|
||
}
|
||
|
||
type OptimusParams = {
|
||
/** Sole to crown, metres. The whole figure scales; 1.73 is the real one. */
|
||
height: number;
|
||
/**
|
||
* The stance to bake in. `"rest"` stands to attention, `"stride"` freezes it
|
||
* mid-step so a pack can put one in a corridor without it looking parked.
|
||
*/
|
||
pose: "rest" | "stride";
|
||
};
|
||
|
||
/**
|
||
* One Optimus, standing still, merged.
|
||
*
|
||
* Two draw calls, no articulation, and `furnishings.ts` instances it per mesh —
|
||
* so a pack with twenty of these still pays those two. Anything that has to walk
|
||
* wants `buildOptimus` instead, and pays eighteen.
|
||
*
|
||
* There is no `colorKey` and no tintable part. A robot that comes in a team
|
||
* colour is a mascot; this is a machine, and the two things it can be are the
|
||
* colour of its shells and the colour of its frame, both of which belong to the
|
||
* palette rather than to one instance.
|
||
*/
|
||
export const robotOptimus = defineAsset<OptimusParams>({
|
||
id: "tera:robot.optimus",
|
||
label: "Optimus humanoid robot",
|
||
defaults: { height: OPTIMUS.height, pose: "rest" },
|
||
|
||
footprint(p) {
|
||
const scale = p.height / OPTIMUS.height;
|
||
// Measured off the built figure rather than guessed, and measured off the
|
||
// *baked vertices* rather than off `Box3.setFromObject`, which inflates the
|
||
// box of anything rotated and had this at 0.534 for a while: 0.520 m across
|
||
// and 0.279 m from toe to heel, rounded up. The feet are the deepest part,
|
||
// not the chest, which is what you would reach for. The width is a near tie
|
||
// between the shoulder drums at 0.520 and the hands at 0.516 — the arms of
|
||
// a standing humanoid are as wide as its shoulders, which is the other
|
||
// thing you would get wrong — so widening either one moves this number.
|
||
return { width: 0.55 * scale, depth: 0.3 * scale, height: p.height, clearance: 0.35 };
|
||
},
|
||
|
||
build(p, ctx) {
|
||
const rig = buildOptimus(ctx);
|
||
if (p.pose === "stride") {
|
||
// A single frame of the walk cycle, written out rather than shared with
|
||
// `robots.ts`: this is a fixed pose for a static prop, that is a function
|
||
// of distance travelled, and coupling them would mean a pack's decorative
|
||
// robot changing shape whenever somebody retunes a gait.
|
||
rig.joints.hipL.rotation.x = 0.36;
|
||
rig.joints.hipR.rotation.x = -0.3;
|
||
rig.joints.kneeL.rotation.x = -0.12;
|
||
rig.joints.kneeR.rotation.x = -0.42;
|
||
rig.joints.shoulderL.rotation.x = -0.26;
|
||
rig.joints.shoulderR.rotation.x = 0.28;
|
||
rig.joints.elbowL.rotation.x = 0.2;
|
||
rig.joints.elbowR.rotation.x = 0.34;
|
||
rig.joints.torso.rotation.y = -0.07;
|
||
rig.joints.pelvis.rotation.y = 0.04;
|
||
// Dropped by the amount the straddle costs, and no further: the pose is
|
||
// hand-written, so nothing checks that the feet reach the floor except
|
||
// measuring the result. At −0.022 the leading toe was 2 mm under it.
|
||
rig.joints.pelvis.position.y = OPTIMUS.hipY - 0.019;
|
||
}
|
||
|
||
const group = flatten(rig, "robot.optimus");
|
||
if (p.height !== OPTIMUS.height) group.scale.setScalar(p.height / OPTIMUS.height);
|
||
return group;
|
||
},
|
||
});
|