/** * Lane A — the FEEL layer. This is BLOBBO's comedy engine. * * The physics body is a rigid ball. Everything soft and wobbly happens here, on * the *visual* mesh only, once per rendered frame. We run underdamped springs so * the jiggle OVERSHOOTS — a landing squash should read from across the room, a * jump should pop tall, and the body should keep quivering for a beat after. * * squash : signed vertical squash/stretch (+ = tall, - = flat), spring→0 * leanX/Z : inertial jelly lean, driven by horizontal acceleration * idle : always-on breathing so a resting blob is never dead-still * * Wired to the frozen events by the demo/integration: * world.events.on('blob:jumped', () => feel.onJump()) * world.events.on('blob:landed', (p) => feel.onLand(p.impact)) */ import * as THREE from 'three' import type { BlobHandle } from './createBlob' export interface BlobFeel { update(dt: number): void onJump(): void onLand(impact: number): void } // Underdamped so it overshoots and quivers. Higher K = snappier, lower C = wobblier. const SQUASH_K = 190 const SQUASH_C = 11 const LEAN_K = 150 const LEAN_C = 13 function spring(pos: number, vel: number, k: number, c: number, dt: number): [number, number] { // semi-implicit Euler — stable at 60fps for these constants. const acc = -k * pos - c * vel const nv = vel + acc * dt return [pos + nv * dt, nv] } export function createBlobFeel(blob: BlobHandle): BlobFeel { let squash = 0 let squashVel = 0 let leanX = 0 let leanXVel = 0 let leanZ = 0 let leanZVel = 0 let t = 0 let yaw = 0 const prevVel = new THREE.Vector3() const mat = blob.mesh.material as THREE.MeshStandardMaterial return { onJump() { // Pop tall on the way up. squashVel += 8 }, onLand(impact: number) { // Squash flat proportional to how hard we hit. Overshoots, then rebounds. const k = THREE.MathUtils.clamp(impact / 9, 0, 1) squashVel -= 5 + 9 * k }, update(dt: number) { // Clamp dt so a stall / tab-switch can't explode the springs. const d = Math.min(dt, 1 / 30) t += d const bt = blob.body.translation() const bv = blob.body.linvel() // ---- position sync (visual follows the rigid ball) ---- blob.group.position.set(bt.x, bt.y, bt.z) // ---- facing: turn to face horizontal travel, keep last heading when idle ---- const horizSpeed = Math.hypot(bv.x, bv.z) if (horizSpeed > 1.2) { const target = Math.atan2(bv.x, bv.z) // shortest-arc ease let delta = target - yaw delta = Math.atan2(Math.sin(delta), Math.cos(delta)) yaw += delta * (1 - Math.exp(-d * 9)) } blob.group.rotation.y = yaw // ---- inertial lean, computed in the blob's local frame ---- const ax = (bv.x - prevVel.x) / Math.max(d, 1e-4) const az = (bv.z - prevVel.z) / Math.max(d, 1e-4) prevVel.set(bv.x, bv.y, bv.z) // world -> local (undo yaw) const cy = Math.cos(yaw) const sy = Math.sin(yaw) const localAx = ax * cy - az * sy const localAz = ax * sy + az * cy const leanTargetX = THREE.MathUtils.clamp(-localAz * 0.012, -0.22, 0.22) // nod on accel/brake const leanTargetZ = THREE.MathUtils.clamp(localAx * 0.012, -0.22, 0.22) // bank on strafe/turn ;[leanX, leanXVel] = spring(leanX - leanTargetX, leanXVel, LEAN_K, LEAN_C, d) leanX += leanTargetX ;[leanZ, leanZVel] = spring(leanZ - leanTargetZ, leanZVel, LEAN_K, LEAN_C, d) leanZ += leanTargetZ // ---- squash/stretch spring ---- ;[squash, squashVel] = spring(squash, squashVel, SQUASH_K, SQUASH_C, d) // ---- procedural life: idle breathing + a gallop bob while running ---- const idle = Math.sin(t * 2.4) * 0.02 const speedNorm = THREE.MathUtils.clamp(horizSpeed / 8, 0, 1) const bob = Math.sin(t * 15) * 0.05 * speedNorm const s = squash + idle + bob let syScale = 1 + s let sxzScale = 1 - 0.55 * s // rough volume preservation: tall => thin syScale = THREE.MathUtils.clamp(syScale, 0.3, 1.95) sxzScale = THREE.MathUtils.clamp(sxzScale, 0.55, 1.7) // Pivot the squash at the blob's base so a landing plants on the floor // instead of shrinking toward its own center. (group scale handles `size`.) blob.mesh.scale.set(sxzScale, syScale, sxzScale) blob.mesh.position.y = blob.radius * (syScale - 1) blob.mesh.rotation.set(leanX, 0, leanZ) // Face rides the squash a touch (googly life) and never gets painted. blob.face.position.y = blob.radius * (syScale - 1) * 0.7 // ---- super-state glow (modifiers.glow) ---- const glow = blob.modifiers.glow mat.emissiveIntensity = glow > 0 ? glow * (0.6 + 0.4 * Math.sin(t * 8)) : 0 }, } }