Epic 5 Phase 1 — form is a mesh, actors have parity with SDF

meshes.js now mirrors shader-contract.js verbatim:
- jsCastSDF rotates by -tilt (matching GLSL column-major mat2), hollow
  excluded during outer-radius search so annular SDFs sample correctly,
  radial search probes without hollow then punches hole separately.
- castShape samples 64 segments, inner hole scaled by hollow width.
- formToGeometry uses formDepth (u_formDepth = r.z*depth half-extent),
  capsule h correctly half-height, sphere as scaled unit sphere, prism
  extruded with proper halfDepth and centered; bevel thickness from
  part.round.
- actorToGeometry preserves per-part op/blend userData, uses YXZ Euler
  for yaw/pitch (matches formRot), mirrors radial/mirror/stack symmetry
  exactly as shader formFold does.

Shared camera wired live: Show.renderFrame drives
Compositor.updateSharedCamera from ArcDriver framing/personality/time
and injects sharedCamera into each active ModelLayer — pure f(frame,look)
so seek === playback. ArcDriver exposes framingForFrame helper.

Gates: lint 107 clean / 70 literals / 68 scenes green; vite build
294 modules; deterministic actor geometry smoke-tested (same seed same
vert count, hollow handling, fallback).

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Dejvino
2026-08-20 17:01:44 +02:00
co-authored by Claude
parent 7aa60d7336
commit f60a29ea97
3 changed files with 107 additions and 42 deletions
+10
View File
@@ -816,6 +816,16 @@ export class ArcDriver {
return null;
}
/** Framing + personality for a frame, for the shared perspective rig. */
framingForFrame(frame) {
return this._framingAt(this._cueIndexAt(frame), frame);
}
personalityForFrame(frame, story) {
const s = story ?? (this.look.story ? storyStateAt(this.look.story, frame) : null);
return this._personalityAt(s);
}
/** Push a palette change through without rebuilding layers. */
setPalette(palette) {
this.look.palette = palette;