Epic 5 Phase 0 — actors have bodies; the stage has depth
ActorGenerator is the cast with bodies: generateActor{mpl} takes
{summary,rng,archetype,personality,identity} and returns a serialisable
ActorSpec — same audio-tilts-centre / seed-picks-within rule as
Personality/Identity, forked rng so adding an actor never shifts later
decisions. Five archetypes (monolith/swarm/walker/vehicle/structure),
per-track actor set on look.actors, HUD helper included. Stage C will
grow as a library on this without infra changes.
Mesh twin of Identity.form: actors/meshes.js builds BufferGeometry from
the same assembly (cast SDF → Shape → ExtrudeGeometry, box/capsule/
torus/sphere primitives, symmetry folding radial/mirror/stack). Shared
with the shader impostor path — one character, two projectors.
Renderer depth targets: createDepthTarget / createTarget{depthTexture}
for WebGL DepthTexture plumbing.
Compositor shared rig: one PerspectiveCamera + DepthTexture so a ground
mesh can occlude a subject mesh from another layer. 4/scale dolly,
Personality.camera drift/sway/spin, framing shift — matches particles.js
and shader epilogue behaviour. ModelLayer (kind:model) with
build/update(actorSpec) and sharedCamera injection; createLayer dispatches
on model. Shader contract gains MODEL_PREAMBLE.
LookGenerator now derives actors before scenes; ArcDriver._actorFor +
_layerFor wires ActorSpec into ModelLayer; schema validates kind:model
and actor archetype; lint determinism gate covers actors/.
Gate: lint 107 files clean, 70 shader literals, 68 scenes green; vite
build 294 modules; ActorGenerator determinism + mesh smoke tests pass.
Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,216 @@
|
||||
// The cast with bodies.
|
||||
//
|
||||
// Identity gives the song a silhouette — sides, notches, hollows — and a solid
|
||||
// assembly (form) the shaders can march as SDF. This module gives the same song a
|
||||
// MESH: an ActorSpec that a ModelLayer can turn into BufferGeometry with
|
||||
// actorToGeometry, and later a library of named actors (Stage C) will grow on
|
||||
// top of it without changing the infra.
|
||||
//
|
||||
// Pure module: no three.js, no DOM, no wall-clock. Analytic like particles.js —
|
||||
// motion is f(t,seed), never integration, so seek === playback and preview ===
|
||||
// export. Seeded off the look seed via rng.fork('actor:...'), so adding an actor
|
||||
// never shifts a decision made after it (same rule as rng.fork('form') in
|
||||
// Identity.js:311).
|
||||
//
|
||||
// Audio tilts the centre, seed picks within — same arrangement as
|
||||
// generatePersonality/generateIdentity: two songs land in different regions,
|
||||
// two seeds on one song land in different places inside one region.
|
||||
|
||||
import { generateIdentity, SOLIDS, SYMMETRIES, FORM_OPS, MAX_FORM_PARTS } from '../look/Identity.js';
|
||||
|
||||
export const ACTOR_ARCHETYPES = ['monolith', 'swarm', 'walker', 'vehicle', 'structure'];
|
||||
|
||||
/**
|
||||
* Which archetypes suit which section kind — as a per-track lean, not a rule.
|
||||
* Kept small and audio-tilted so every archetype stays reachable for every
|
||||
* track, the way directors.js keeps every director reachable.
|
||||
*/
|
||||
const ARCHETYPE_WEIGHTS = {
|
||||
monolith: 3, // one large solid — the default protagonist body
|
||||
swarm: 2, // many small chorus instances
|
||||
walker: 1, // articulated: two/three hinged parts, analytic gait (Stage C)
|
||||
vehicle: 1, // chassis + orientation axis, streaming motion (Stage C)
|
||||
structure: 2, // ground-anchored, heightfield-aware (Stage C)
|
||||
};
|
||||
|
||||
const clamp01 = (x) => Math.max(0, Math.min(1, x));
|
||||
|
||||
/**
|
||||
* Generate one actor — data, not scene graph.
|
||||
*
|
||||
* @param {object} opts.summary FeatureTrack.summary
|
||||
* @param {import('../engine/rng.js').Rng} opts.rng forked for this actor
|
||||
* @param {string} [opts.archetype] when absent, picked weighted by audio
|
||||
* @param {object} [opts.personality] look.personality — for shape reconciliation
|
||||
* @param {object} [opts.identity] look.personality.identity
|
||||
* @returns {object} ActorSpec — serialisable, hashable
|
||||
*/
|
||||
export function generateActor({ summary, rng, archetype = null, personality = null, identity = null }) {
|
||||
const s = summary || {};
|
||||
const bright = s.meanCentroid ?? 0.5;
|
||||
const noisy = Math.min(1, (s.meanFlatness ?? 0.2) * 3);
|
||||
const fast = clamp01(((s.bpm ?? 120) - 80) / 80);
|
||||
const dynamic = clamp01(s.dynamicRange ?? 0.5);
|
||||
const sections = s.sections ?? 4;
|
||||
const busy = clamp01((sections - 2) / 5);
|
||||
|
||||
// Audio sets the centre, seed picks within — mirrors Identity.generateIdentity.
|
||||
const angular = clamp01(noisy * 0.6 + fast * 0.3 + rng.range(-0.25, 0.25));
|
||||
const intricate = clamp01(busy * 0.5 + bright * 0.3 + rng.range(-0.3, 0.3));
|
||||
const solid = clamp01(0.5 - dynamic * 0.4 + rng.range(-0.25, 0.25));
|
||||
|
||||
if (!archetype) {
|
||||
const noisyW = 0.5 + noisy * 1.2;
|
||||
const weights = ACTOR_ARCHETYPES.map((a) => {
|
||||
let w = ARCHETYPE_WEIGHTS[a] || 1;
|
||||
if (a === 'walker' || a === 'vehicle') w *= 0.6 + noisyW * 0.4;
|
||||
if (a === 'structure') w *= 0.6 + (1 - noisy) * 0.6 + dynamic * 0.4;
|
||||
return w;
|
||||
});
|
||||
archetype = rng.pickWeighted(ACTOR_ARCHETYPES, weights);
|
||||
}
|
||||
|
||||
// The solid assembly — same rows the shaders march, so the mesh and the
|
||||
// impostor are the same character. Reuses Identity.generateForm via a
|
||||
// derived identity when one was not supplied (checks, unit tests).
|
||||
let form;
|
||||
if (identity && identity.form) {
|
||||
form = identity.form;
|
||||
} else {
|
||||
// Derive a throwaway identity just to get a form; forked so the main
|
||||
// identity stream is untouched when this path is used in isolation.
|
||||
const derived = generateIdentity(s, rng.fork('actor:form'), sections);
|
||||
form = derived.form;
|
||||
// Keep the cast family in sync with the supplied personality shape when
|
||||
// both exist — mirrors identityUniforms(identity, shape) reconciliation.
|
||||
if (personality && personality.shape && identity === null) {
|
||||
identity = derived;
|
||||
}
|
||||
}
|
||||
|
||||
// Kit reference — Stage B. Null in Stage A, which uses primitives.
|
||||
const kitRef = null;
|
||||
|
||||
// Rig — Stage C. Null until walker/vehicle get articulated.
|
||||
let rig = null;
|
||||
if (archetype === 'walker' || archetype === 'vehicle') {
|
||||
// Stub rig: one hinge, analytic gait params — enough to prove the
|
||||
// ActorSpec shape without requiring a skeleton system.
|
||||
const joints = archetype === 'walker'
|
||||
? [
|
||||
{ parent: -1, axis: [0, 1, 0], range: rng.range(0.3, 0.9), phase: rng.range(0, Math.PI * 2), ratio: 1 },
|
||||
{ parent: 0, axis: [1, 0, 0], range: rng.range(0.2, 0.6), phase: rng.range(0, Math.PI * 2), ratio: 0.6 },
|
||||
]
|
||||
: [
|
||||
{ parent: -1, axis: [0, 1, 0], range: rng.range(0.15, 0.45), phase: rng.range(0, Math.PI * 2), ratio: 1 },
|
||||
];
|
||||
rig = { joints, gait: archetype === 'walker' ? 'walk' : 'roll' };
|
||||
}
|
||||
|
||||
// Which palette entry each part reads — seeded, so two actors on one track
|
||||
// differ in colour rhythm even when their forms coincide.
|
||||
const paletteMap = form.parts.map(() => rng.int(0, 3));
|
||||
|
||||
// Scale reconciled with Identity.lattice.elementScale so mesh size agrees
|
||||
// with stageNode.z. Base is the song's elementScale-derived size; spread
|
||||
// is how much the actor's own parts vary.
|
||||
const elementScale = identity ? identity.lattice.elementScale : 0.35;
|
||||
const scale = {
|
||||
base: elementScale,
|
||||
spread: clamp01(0.15 + intricate * 0.6 + rng.range(-0.2, 0.25)),
|
||||
};
|
||||
|
||||
const placement = identity ? {
|
||||
latticeKind: identity.lattice.kind,
|
||||
spread: identity.lattice.spread,
|
||||
jitter: identity.lattice.jitter,
|
||||
} : { latticeKind: 'scatter', spread: 0.7, jitter: 0.3 };
|
||||
|
||||
const motion = {
|
||||
orbitRate: rng.range(0.08, 0.45),
|
||||
spin: rng.range(-0.6, 0.6),
|
||||
bobAmp: rng.range(0.005, 0.025),
|
||||
bobRate: rng.range(0.3, 1.2),
|
||||
};
|
||||
|
||||
return {
|
||||
archetype,
|
||||
seed: rng.seed >>> 0,
|
||||
form,
|
||||
kitRef,
|
||||
rig,
|
||||
paletteMap,
|
||||
scale,
|
||||
placement,
|
||||
motion,
|
||||
// Keep the audio-derived character alongside the spec so a HUD or
|
||||
// check can report why this actor looks the way it does.
|
||||
character: { angular, intricate, solid },
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate the per-track actor set — one ActorSpec per archetype, each from
|
||||
* its own fork so the set is stable under reordering.
|
||||
*
|
||||
* @param {object} summary
|
||||
* @param {import('../engine/rng.js').Rng} rng parent (look seed fork)
|
||||
* @param {object} personality
|
||||
* @param {object} identity
|
||||
* @returns {Record<string, object>} archetype -> ActorSpec
|
||||
*/
|
||||
export function generateActorSet(summary, rng, personality = null, identity = null) {
|
||||
const set = {};
|
||||
for (const arch of ACTOR_ARCHETYPES) {
|
||||
set[arch] = generateActor({
|
||||
summary,
|
||||
rng: rng.fork(`actor:${arch}`),
|
||||
archetype: arch,
|
||||
personality,
|
||||
identity,
|
||||
});
|
||||
}
|
||||
return set;
|
||||
}
|
||||
|
||||
/**
|
||||
* Totally ordered actor-set summary for HUD / check output — mirrors
|
||||
* describeIdentity / describePersonality shape.
|
||||
*/
|
||||
export function describeActor(actor) {
|
||||
if (!actor) return 'no actor';
|
||||
const f = actor.form;
|
||||
const parts = f ? `${f.parts.length}-part/${f.symmetry}${f.symmetry !== 'none' ? f.symmetryN : ''}` : 'no form';
|
||||
const rig = actor.rig ? ` · rig ${actor.rig.gait} ${actor.rig.joints.length}j` : '';
|
||||
const kit = actor.kitRef ? ` · kit ${actor.kitRef.id}` : '';
|
||||
return `${actor.archetype} ${parts}${rig}${kit} · scale ${actor.scale.base.toFixed(2)}`;
|
||||
}
|
||||
|
||||
export function describeActorSet(set) {
|
||||
if (!set) return 'no actors';
|
||||
return ACTOR_ARCHETYPES.map((a) => (set[a] ? describeActor(set[a]) : `${a}:—`)).join(' | ');
|
||||
}
|
||||
|
||||
// Re-export for consumers that only need the constants without importing Identity.
|
||||
export { SOLIDS, SYMMETRIES, FORM_OPS, MAX_FORM_PARTS };
|
||||
|
||||
// Convenience: deterministic hash of an ActorSpec's visible content — for
|
||||
// determinism checks and census tooling.
|
||||
export function hashActorSpec(spec) {
|
||||
let h = 0x811c9dc5 >>> 0;
|
||||
const mix = (n) => {
|
||||
h ^= n & 0xff; h = Math.imul(h, 0x01000193) >>> 0;
|
||||
h ^= (n >>> 8) & 0xff; h = Math.imul(h, 0x01000193) >>> 0;
|
||||
};
|
||||
mix(spec.seed);
|
||||
for (let i = 0; i < spec.archetype.length; i++) mix(spec.archetype.charCodeAt(i));
|
||||
if (spec.form) {
|
||||
mix(spec.form.parts.length);
|
||||
for (const p of spec.form.parts) {
|
||||
mix(SOLIDS.indexOf(p.kind));
|
||||
mix(Math.round(p.offset[0] * 100));
|
||||
mix(Math.round(p.scale[0] * 100));
|
||||
}
|
||||
}
|
||||
return h >>> 0;
|
||||
}
|
||||
@@ -0,0 +1,236 @@
|
||||
// Mesh-side twin of Identity.form's SDF assembly.
|
||||
//
|
||||
// The shaders march the assembly as SDF (FORM_PREAMBLE / castSDF3). This module
|
||||
// builds the same assembly as BufferGeometry for ModelLayer — so the mesh and the
|
||||
// impostor are the same character, and a stage that was stamping castSolid can
|
||||
// become a stage that instancing a mesh without inventing a new protagonist.
|
||||
//
|
||||
// Stage A uses primitives + extruded 2-D cast profile (prism). Stage B adds a
|
||||
// kitRef path that deforms a curated glTF base by the same sides/notch/hollow
|
||||
// params. Analytic: no integration, no wall-clock — f(t,seed) only, so seek ===
|
||||
// playback exactly as particles.js requires.
|
||||
//
|
||||
// Kept small on purpose. A full marching-cubes SDF->mesh would be more general
|
||||
// and is not needed for V1: Identity's solids are prism/box/capsule/torus/
|
||||
// sphere, each of which has a direct THREE primitive.
|
||||
|
||||
import * as THREE from 'three';
|
||||
|
||||
// ------------------------------------------------------------------ cast SDF in JS
|
||||
// Mirrors shader-contract.js castSDF verbatim so the 2-D profile sampled here
|
||||
// matches the one the shaders stamp. Only the 2-D cast (not the 3-D assembly)
|
||||
// is needed for prism extrusion.
|
||||
|
||||
function jsCastSDF(q, sides, rnd, elong, tilt, notchN, notchD, hollow) {
|
||||
// rotate
|
||||
const c = Math.cos(tilt), s = Math.sin(tilt);
|
||||
const qx = c * q[0] - s * q[1];
|
||||
const qy = s * q[0] + c * q[1];
|
||||
const qx2 = qx / Math.max(elong, 0.05);
|
||||
const qy2 = qy;
|
||||
|
||||
const r = Math.hypot(qx2, qy2);
|
||||
const a = Math.atan2(qy2, qx2);
|
||||
let d;
|
||||
if (sides < 2.5) {
|
||||
d = r - 1.0;
|
||||
} else {
|
||||
const seg = (Math.PI * 2) / sides;
|
||||
const half = seg * 0.5;
|
||||
let aa = a + half;
|
||||
aa = aa % seg;
|
||||
if (aa < 0) aa += seg;
|
||||
aa -= half;
|
||||
const folded = Math.cos(aa);
|
||||
const poly = r * folded - Math.cos(half);
|
||||
d = poly * (1 - Math.max(0, Math.min(1, rnd))) + (r - 1.0) * Math.max(0, Math.min(1, rnd));
|
||||
// mix(poly, r-1, rnd) — same as GLSL mix(poly, r-1, clamp(rnd))
|
||||
}
|
||||
if (notchN > 0.5) d += notchD * Math.cos(notchN * a);
|
||||
if (hollow > 0.001) d = Math.abs(d) - hollow * 0.35;
|
||||
return d;
|
||||
}
|
||||
|
||||
function sampleCastRadius(angle, cast, steps = 24) {
|
||||
// Binary search outward along ray until SDF crosses zero.
|
||||
let lo = 0, hi = 2.0;
|
||||
// Find hi outside
|
||||
for (let i = 0; i < 12; i++) {
|
||||
const q = [Math.cos(angle) * hi, Math.sin(angle) * hi];
|
||||
if (jsCastSDF(q, cast.sides, cast.round, cast.elong, cast.tilt,
|
||||
cast.notchCount, cast.notchCount ? cast.notchDepth : 0, cast.hollow) > 0) break;
|
||||
hi *= 1.5;
|
||||
if (hi > 10) break;
|
||||
}
|
||||
for (let i = 0; i < steps; i++) {
|
||||
const mid = (lo + hi) * 0.5;
|
||||
const q = [Math.cos(angle) * mid, Math.sin(angle) * mid];
|
||||
const d = jsCastSDF(q, cast.sides, cast.round, cast.elong, cast.tilt,
|
||||
cast.notchCount, cast.notchCount ? cast.notchDepth : 0, cast.hollow);
|
||||
if (d > 0) hi = mid; else lo = mid;
|
||||
}
|
||||
return (lo + hi) * 0.5;
|
||||
}
|
||||
|
||||
/**
|
||||
* Build a THREE.Shape from a 2-D cast profile (identity.cast.protagonist or
|
||||
* chorus). Used for formPrism — the profile extruded.
|
||||
*/
|
||||
export function castShape(cast, segments = 48) {
|
||||
const shape = new THREE.Shape();
|
||||
for (let i = 0; i <= segments; i++) {
|
||||
const a = (i / segments) * Math.PI * 2;
|
||||
const r = sampleCastRadius(a, cast);
|
||||
const x = Math.cos(a) * r;
|
||||
const y = Math.sin(a) * r;
|
||||
if (i === 0) shape.moveTo(x, y);
|
||||
else shape.lineTo(x, y);
|
||||
}
|
||||
// Hollow: punch a hole scaled down so the mesh keeps the song's hole.
|
||||
if (cast.hollow > 0.001) {
|
||||
const hole = new THREE.Path();
|
||||
const hr = (1 - cast.hollow * 0.35) * 0.55;
|
||||
for (let i = 0; i <= segments; i++) {
|
||||
const a = (i / segments) * Math.PI * 2;
|
||||
const x = Math.cos(a) * hr;
|
||||
const y = Math.sin(a) * hr;
|
||||
if (i === 0) hole.moveTo(x, y);
|
||||
else hole.lineTo(x, y);
|
||||
}
|
||||
shape.holes.push(hole);
|
||||
}
|
||||
return shape;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ per-part geometry
|
||||
|
||||
/**
|
||||
* One part of an Identity.form assembly → BufferGeometry.
|
||||
*
|
||||
* @param {object} part {kind, scale:[x,y,z], round}
|
||||
* @param {object} identity look.personality.identity (for cast profile when prism)
|
||||
* @param {object} [opts] { depthScale } extra extrusion depth multiplier
|
||||
*/
|
||||
export function formToGeometry(part, identity, opts = {}) {
|
||||
const kind = part.kind || 'prism';
|
||||
const sx = Math.max(1e-3, part.scale[0]);
|
||||
const sy = Math.max(1e-3, part.scale[1]);
|
||||
const sz = Math.max(1e-3, part.scale[2]);
|
||||
|
||||
if (kind === 'prism') {
|
||||
const cast = identity && identity.cast ? identity.cast.protagonist : null;
|
||||
if (!cast || !cast.sides) {
|
||||
// Fallback: box when no cast profile
|
||||
return new THREE.BoxGeometry(sx * 2, sy * 2, sz * 2);
|
||||
}
|
||||
const shape = castShape(cast, 48);
|
||||
const depth = sz * 2 * (opts.depthScale ?? 1) * 0.6;
|
||||
const geo = new THREE.ExtrudeGeometry(shape, {
|
||||
depth,
|
||||
bevelEnabled: true,
|
||||
bevelThickness: part.round ? part.round * 0.15 : 0.02,
|
||||
bevelSize: part.round ? part.round * 0.12 : 0.015,
|
||||
bevelSegments: 2,
|
||||
});
|
||||
// Center depth so the part's origin stays at its supplied offset.
|
||||
geo.translate(0, 0, -depth * 0.5);
|
||||
// Scale to requested xy — shape was sampled at radius ~1.
|
||||
geo.scale(sx, sy, 1);
|
||||
return geo;
|
||||
}
|
||||
if (kind === 'box') {
|
||||
return new THREE.BoxGeometry(sx * 2, sy * 2, sz * 2);
|
||||
}
|
||||
if (kind === 'capsule') {
|
||||
const rad = Math.max(1e-3, Math.min(sx, sz));
|
||||
const len = Math.max(1e-3, sy * 2);
|
||||
return new THREE.CapsuleGeometry(rad, len, 8, 16);
|
||||
}
|
||||
if (kind === 'torus') {
|
||||
const major = Math.max(1e-3, sx);
|
||||
const tube = Math.max(1e-3, sz * 0.45);
|
||||
return new THREE.TorusGeometry(major, tube, 16, 32);
|
||||
}
|
||||
if (kind === 'sphere') {
|
||||
const rad = Math.max(1e-3, Math.min(sx, Math.min(sy, sz)));
|
||||
return new THREE.SphereGeometry(rad, 16, 16);
|
||||
}
|
||||
return new THREE.BoxGeometry(sx * 2, sy * 2, sz * 2);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ actor → geometry
|
||||
|
||||
/**
|
||||
* ActorSpec → THREE.Group. Stage A: assembly of formToGeometry clones under the
|
||||
* actor's symmetry. Stage B will add kitRef deformation here without changing
|
||||
* the caller.
|
||||
*
|
||||
* @param {object} actorSpec from ActorGenerator.generateActor
|
||||
* @param {object} identity
|
||||
* @param {typeof THREE} THREE
|
||||
*/
|
||||
export function actorToGeometry(actorSpec, identity, THREE_) {
|
||||
const T = THREE_ || THREE;
|
||||
const form = actorSpec.form;
|
||||
if (!form || !form.parts.length) {
|
||||
const g = formToGeometry({ kind: 'prism', scale: [0.6, 0.6, 0.35], round: 0.1 }, identity);
|
||||
const m = new T.Mesh(g, new T.MeshStandardMaterial({ color: 0xffffff }));
|
||||
const grp = new T.Group();
|
||||
grp.add(m);
|
||||
return grp;
|
||||
}
|
||||
const group = new T.Group();
|
||||
const sym = form.symmetry || 'none';
|
||||
const symN = Math.max(2, form.symmetryN | 0);
|
||||
|
||||
for (let i = 0; i < form.parts.length; i++) {
|
||||
const part = form.parts[i];
|
||||
const geo = formToGeometry(part, identity);
|
||||
|
||||
const addInstance = (offset, yaw, pitch, matOffset) => {
|
||||
const mesh = new T.Mesh(geo, new T.MeshStandardMaterial({ color: 0xffffff }));
|
||||
mesh.position.set(offset[0], offset[1], offset[2]);
|
||||
mesh.rotation.set(pitch, yaw, 0);
|
||||
// Keep material slot per part so paletteMaterial can recolour it
|
||||
mesh.userData.partIndex = i;
|
||||
group.add(mesh);
|
||||
};
|
||||
|
||||
if (sym === 'radial' && symN > 1) {
|
||||
for (let k = 0; k < symN; k++) {
|
||||
const a = (k / symN) * Math.PI * 2;
|
||||
const ox = part.offset[0] * Math.cos(a) - part.offset[2] * Math.sin(a);
|
||||
const oz = part.offset[0] * Math.sin(a) + part.offset[2] * Math.cos(a);
|
||||
addInstance([ox, part.offset[1], oz], part.yaw + a, part.pitch);
|
||||
}
|
||||
} else if (sym === 'mirror') {
|
||||
addInstance(part.offset, part.yaw, part.pitch);
|
||||
addInstance([-part.offset[0], part.offset[1], part.offset[2]], -part.yaw, part.pitch);
|
||||
} else if (sym === 'stack') {
|
||||
const h = 1.6 / symN;
|
||||
const lim = (symN - 1) * 0.5;
|
||||
for (let k = -lim; k <= lim; k++) {
|
||||
addInstance([part.offset[0], part.offset[1] + k * h, part.offset[2]], part.yaw, part.pitch);
|
||||
}
|
||||
} else {
|
||||
addInstance(part.offset, part.yaw, part.pitch);
|
||||
}
|
||||
}
|
||||
|
||||
return group;
|
||||
}
|
||||
|
||||
/**
|
||||
* Palette-aware material for a model part — bakes pal(i) at setPalette time so
|
||||
* MeshStandardMaterial agrees with shader pal()/inkValue grade.
|
||||
*/
|
||||
export function paletteMaterial(palette, index, opts = {}) {
|
||||
const c = palette && palette.length ? palette[index % palette.length] : [1, 1, 1];
|
||||
return new THREE.MeshStandardMaterial({
|
||||
color: new THREE.Color(c[0], c[1], c[2]),
|
||||
roughness: opts.roughness ?? 0.45,
|
||||
metalness: opts.metalness ?? 0.1,
|
||||
transparent: opts.transparent ?? false,
|
||||
opacity: opts.opacity ?? 1,
|
||||
});
|
||||
}
|
||||
Reference in New Issue
Block a user