update puppet model

This commit is contained in:
2026-09-09 10:34:11 +08:00
parent 623f2caf68
commit 03c13734eb
3 changed files with 94 additions and 22 deletions
@@ -11,10 +11,12 @@ export class PuppetAnimation {
private readonly movementDelta = new THREE.Vector3();
private readonly idleRotationY: number;
private idleTargetRotationY: number;
private readonly legRestY: number;
private hasSmoothedPosition = false;
private wasMoving = false;
constructor(private readonly rig: PuppetRig) {
this.legRestY = rig.leftLeg.position.y;
this.idleRotationY = rig.root.rotation.y;
this.idleTargetRotationY = this.idleRotationY;
}
@@ -77,6 +79,7 @@ export class PuppetAnimation {
if (Math.abs(limb.rotation.x) <= ANGLE_EPSILON) limb.rotation.x = 0;
else active = true;
}
this.placeFeet();
return active;
}
@@ -119,10 +122,27 @@ export class PuppetAnimation {
}
private animateWalkCycle(elapsedSeconds: number) {
const swing = Math.sin(elapsedSeconds * 8) * 0.5;
this.rig.leftLeg.rotation.x = swing * 2;
this.rig.rightLeg.rotation.x = -swing * 2;
this.rig.leftArm.rotation.x = -swing * 2;
this.rig.rightArm.rotation.x = swing * 2;
const swing = Math.sin(elapsedSeconds * 10);
this.rig.leftLeg.rotation.x = swing * 0.45;
this.rig.rightLeg.rotation.x = -swing * 0.45;
this.rig.leftArm.rotation.x = -swing * 0.35;
this.rig.rightArm.rotation.x = swing * 0.35;
this.placeFeet();
}
// Lift each short leg enough to keep its broad foot from clipping the ground.
// Recompute while settling too, so stopping restores the exact standing pose.
private placeFeet() {
for (const [pivot, mesh] of [
[this.rig.leftLeg, this.rig.leftLegMesh],
[this.rig.rightLeg, this.rig.rightLegMesh],
] as const) {
const angle = pivot.rotation.x;
const { height, depth } = mesh.geometry.parameters;
pivot.position.y = this.legRestY + Math.max(
0,
height * (Math.cos(angle) - 1) + depth / 2 * Math.abs(Math.sin(angle)),
);
}
}
}
@@ -110,45 +110,48 @@ function createRig(): PuppetRig {
root.rotation.y = CAMERA_FACING_ROTATION_Y;
const material = new THREE.MeshStandardMaterial();
const body = new THREE.Mesh(new THREE.BoxGeometry(16, 24, 8), material);
body.position.y = 36;
const body = new THREE.Mesh(createTaperedBox(18, 20, 12, 0.8), material);
body.position.y = 26;
const head = new THREE.Mesh(new THREE.BoxGeometry(16, 16, 16), material);
head.position.y = 56;
const head = new THREE.Mesh(createTaperedBox(30, 28, 24, 0.92), material);
head.position.y = 50;
const { pivot: leftArm, mesh: leftArmMesh } = createLimbPivot(
-12,
48,
8,
24,
34,
7,
16,
8,
material,
);
const { pivot: rightArm, mesh: rightArmMesh } = createLimbPivot(
12,
48,
8,
24,
34,
7,
16,
8,
material,
);
const { pivot: leftLeg, mesh: leftLegMesh } = createLimbPivot(
-4,
24,
8,
24,
16,
8,
16,
10,
material,
);
const { pivot: rightLeg, mesh: rightLegMesh } = createLimbPivot(
4,
24,
8,
24,
16,
8,
16,
10,
material,
);
// Splayed shoulders keep the short hands clear of the wider torso.
leftArm.rotation.z = -0.16;
rightArm.rotation.z = 0.16;
root.add(body, head, leftArm, rightArm, leftLeg, rightLeg);
return {
@@ -178,7 +181,7 @@ function createLimbPivot(
pivot.position.set(x, y, 0);
const limb = new THREE.Mesh(
new THREE.BoxGeometry(width, height, depth),
createTaperedBox(width, height, depth, 0.85),
material,
);
limb.position.y = -height / 2;
@@ -186,3 +189,24 @@ function createLimbPivot(
return { pivot, mesh: limb };
}
/** Keep BoxGeometry's six four-vertex faces so the existing skin atlas still fits.
* The narrower upper end gives the torso shoulders and the limbs chunky ends.
*/
function createTaperedBox(
width: number,
height: number,
depth: number,
topScale: number,
) {
const geometry = new THREE.BoxGeometry(width, height, depth);
const positions = geometry.attributes.position;
for (let i = 0; i < positions.count; i++) {
if (positions.getY(i) > 0) {
positions.setX(i, positions.getX(i) * topScale);
positions.setZ(i, positions.getZ(i) * topScale);
}
}
geometry.computeVertexNormals();
return geometry;
}
+28
View File
@@ -97,3 +97,31 @@ test('limb relaxation has the same speed at 30 and 120 FPS and finishes', () =>
fast.dispose();
}
});
test('broad feet stay above ground throughout a stride and return to rest', () => {
const visual = new PuppetVisual('feet');
const point = new THREE.Vector3();
const restPositions = visual.root.children.map((part) => part.position.clone());
try {
for (let frame = 0; frame <= 120; frame++) {
visual.walkInPlace(0, frame / 120 * Math.PI * 2 / 10);
visual.root.updateMatrixWorld(true);
visual.root.traverse((part) => {
if (!(part instanceof THREE.Mesh)) return;
const vertices = part.geometry.attributes.position;
for (let i = 0; i < vertices.count; i++) {
point.fromBufferAttribute(vertices, i).applyMatrix4(part.matrixWorld);
assert.ok(point.y >= -1e-6, `vertex below ground: ${point.y}`);
}
});
}
visual.walkInPlace(0, 0.1);
for (let frame = 0; frame < 120; frame++) visual.pause(1 / 60);
assert.equal(visual.pause(0), false);
visual.root.children.forEach((part, index) => {
assert.deepEqual(part.position, restPositions[index]);
});
} finally {
visual.dispose();
}
});