// PROCITY Lane D — the rig stack. Ported faithfully from 90sDJsim web/world/index.html ~405–500 // (loadRig / spawnRig / _canon / canonRig / _rotOnly / head-bone height-normalize / the shared // walk+idle clip driving all 19 peds). This stack is proven; the changes for PROCITY are: // • loaders come from core/loaders.js (promise-cached, fail-soft) instead of an inline one // • randomness is injected (a seeded stream) — no Math.random() in identity/placement // • the figure is wrapped in an outer Group whose origin sits at the feet (ground = local y=0), // so the sim can move/rotate a walker without re-planting it every frame. // // House law: one canonical clip bank drives every character (shared skeleton namespace), never a // per-character rig. SkeletonUtils.clone gives each spawn its own skeleton off a shared base mesh. import * as THREE from 'three'; import { clone as skeletonClone } from 'three/addons/utils/SkeletonUtils.js'; import { loadGLB } from '../core/loaders.js'; // The 19 rigged peds (17 normal + 2 comical) copied byte-identical from 90sDJsim into web/models/peds/. export const PED_NAMES = { normal: ['man_worker_hivis_01', 'man_suit_01', 'man_casual_01', 'man_casual_02', 'man_casual_03', 'man_grunge_01', 'man_elder_01', 'man_athletic_01', 'man_bouncer_01', 'man_soldier_ww2_01', 'man_dj_streetwear_01', 'woman_casual_01', 'woman_casual_02', 'woman_business_01', 'woman_athleisure_01', 'woman_smart_01', 'woman_chef_01'], comical: ['comical_luchador_01', 'comical_boy_01'], }; // ---- Mixamo skeleton canonicalisation (the crown-jewel trick) ---- // mixamorig1Hips vs mixamorig4Hips → mixamorig Hips, so ANY clip binds to ANY character. const _canon = s => s.replace(/mixamorig\d+/g, 'mixamorig'); function canonRig(r) { if (!r) return r; if (r.scene) r.scene.traverse(o => { o.name = _canon(o.name); }); if (r.anims) r.anims.forEach(a => a.tracks.forEach(t => { t.name = _canon(t.name); })); return r; } // shared-clip filter: keep limb/spine rotations only — drop ALL position tracks (a different-scale // source inflates/crumples the target) AND Hips.quaternion (a different-orientation source lays it // flat). The character keeps its own upright bind root; the game translates walkers itself. const _rotOnly = c => new THREE.AnimationClip(c.name, c.duration, c.tracks.filter(t => t.name.endsWith('.quaternion') && !/Hips\.quaternion$/i.test(t.name))); // R16 sit clip note: the sit pose ALSO rides `_rotOnly`. R16 first tried keeping `Hips.quaternion` (a // `_rotWithHips` variant, per the R14 recon) to preserve the pelvic tilt — but the fleet rigs' bind-pose // Hips orientation differs from the Mixamo source, so keeping the sit Hips.quaternion LAYS THE BODY FLAT // (head folded to hip height — verified in-shell), exactly the failure the comment above documents for // walk/idle. So the sit clip drops Hips.quaternion like every other clip; the seated read comes from the // leg-bone bends + spawnRig's seated foot-replant. Reads seated from the crowd POV (the kit hides the legs). // core loadGLB returns the whole gltf (scene + animations); adapt to the {scene, anims} rig shape. function loadRig(ref) { return loadGLB(ref).then(g => (g ? { scene: g.scene, anims: g.animations || [] } : null)); } // loadPedFleet(base) → a live Fleet object, returned immediately (ready:false). Arrays fill in as // GLBs land; fleet.whenReady resolves when every load settled. The town runs on placeholders until // then, then upgradeStreetPeople swaps them (see sim.js). Missing files just leave the fleet smaller. // `opts.sit` (R16): also load sit.glb → fleet.sitClip (the seated-drummer pose). GATED because a raw // sit.glb fetch would break the ?classic=1 zero-fetch-delta covenant — F passes sit:true on the gig/default // boot, sit:false (default) under ?classic. Absent/off → fleet.sitClip stays null and the drummer falls // back to the standing-sunk hack, so this never breaks a boot. Does NOT touch fleet.ready / determinism. export function loadPedFleet(base = 'models/peds/', { sit = false, look = false } = {}) { const fleet = { normal: [], comical: [], all: [], // all = normal ++ comical, stable index for the impostor atlas walkClip: null, idleClip: null, sitClip: null, lookClip: null, ready: false, whenReady: null, }; // DETERMINISM: fill fixed slots by PED_NAMES index, NOT push-on-resolve — otherwise the array // order (and thus every pickRig index + identity signature) depends on GLB load-completion timing, // which varies per run/machine and silently breaks "same seed → same crowd". Compact after all // settle (filter(Boolean) preserves the fixed relative order, so a missing file is deterministic too). const nSlots = new Array(PED_NAMES.normal.length).fill(null); const cSlots = new Array(PED_NAMES.comical.length).fill(null); const jobs = []; PED_NAMES.normal.forEach((n, i) => jobs.push(loadRig(`${base}${n}.glb`).then(r => { if (r) { r.pedName = n; nSlots[i] = canonRig(r); } }))); PED_NAMES.comical.forEach((n, i) => jobs.push(loadRig(`${base}${n}.glb`).then(r => { if (r) { r.pedName = n; cSlots[i] = canonRig(r); } }))); // shared clips: canonicalise track names, keep rotation only jobs.push(loadRig(`${base}walk.glb`).then(r => { const c = r && r.anims && r.anims[0]; if (c) { c.tracks.forEach(t => t.name = _canon(t.name)); fleet.walkClip = _rotOnly(c); } })); jobs.push(loadRig(`${base}idle.glb`).then(r => { const c = r && r.anims && r.anims[0]; if (c) { c.tracks.forEach(t => t.name = _canon(t.name)); fleet.idleClip = _rotOnly(c); } })); if (sit) jobs.push(loadRig(`${base}sit.glb`).then(r => { // R16, gig/default boot only const c = r && r.anims && r.anims[0]; if (c) { c.tracks.forEach(t => t.name = _canon(t.name)); fleet.sitClip = _rotOnly(c); } })); // [R29 Spike 1] E's look.glb (mesh-free, 65 joints, 6.5 s 'Look'). Same gate as sit — the shell passes // `look: !CLASSIC`, so ?classic fetches nothing and the zero-fetch-delta covenant holds. `_rotOnly` is // correct here for the same reason as walk/idle: it's a STANDING clip, so there's no hip descent to // recover and no foot re-plant needed (that trap was sit's alone — R16). if (look) jobs.push(loadRig(`${base}look.glb`).then(r => { const c = r && r.anims && r.anims[0]; if (c) { c.tracks.forEach(t => t.name = _canon(t.name)); fleet.lookClip = _rotOnly(c); } })); fleet.whenReady = Promise.all(jobs).then(() => { fleet.normal = nSlots.filter(Boolean); fleet.comical = cSlots.filter(Boolean); fleet.all = [...fleet.normal, ...fleet.comical]; fleet.ready = fleet.all.length > 0 && !!fleet.walkClip; return fleet; }); return fleet; } // deterministic ped choice: ~8% comical curveball, else a normal, indexed by a seeded stream. // Returns { rig, index } — index is into fleet.all (stable per ped type → impostor atlas cell). export function pickRig(fleet, r01) { const comical = r01 < 0.08 && fleet.comical.length ? fleet.comical : null; const pool = comical || fleet.normal; if (!pool.length) return null; const rig = pool[(r01 * 997 % pool.length) | 0]; const index = fleet.all.indexOf(rig); return { rig, index: index < 0 ? 0 : index }; } // ---- buildFigure: clone a rig, height-normalise off the head bone, plant feet ---- // Returns { fig, inner, head }. `fig` is an outer Group whose origin is at the feet (ground = y=0) // — set fig.position to the ground point and fig.rotation.y to the heading. NOTE materials are // shared across SkeletonUtils clones (cheap); don't mutate them per-instance. const _wp = new THREE.Vector3(); const _bb = new THREE.Box3(); const _bs = new THREE.Vector3(); export function buildFigure(rig, height = 1.75) { const inner = skeletonClone(rig.scene); inner.traverse(o => { if (o.isMesh) { o.frustumCulled = false; o.castShadow = false; } }); // FACING NORMALISE (R13 debt #4 — the RY audit). The imported GLB fleet's visual front is local +Z, // but EVERYTHING downstream assumes -Z: the sim's heading math (sim.js atan2(-dx,-dz)), C's pose ry // (counter.stand / bandPoses / watchPoints / browse points), the placeholder (toes point -Z on // purpose, placeholder.js:61), and the impostor bake/pick (impostor.js -Z convention). So the GLB was // the lone outlier: keepers faced the back wall, browsers faced away, streamed walkers moon-walked // (anti-travel), and band.js carried a local RY_FLIP=π to patch just the gig. Rotate the rig's own // mesh 180° here so its front becomes -Z like the rest of the system — one place, everyone correct, // near↔mid stays seamless (the impostor bakes this same figure), and the flip is purely visual (a // Y-rotation leaves every bone's world-Y untouched → head-height/feet-plant + the no-giants gate and // all seeded identity/determinism are byte-unchanged). See LANE_D_NOTES R13 + LANE_C_PUB.md pose contract. inner.rotation.y = Math.PI; const fig = new THREE.Group(); fig.add(inner); fig.updateWorldMatrix(true, true); // height-normalise so the crown sits at `height` above the feet, then plant feet. // NB the Mixamo skeleton's ORIGIN is the hips (~mid-body), so the head bone's world Y in bind pose // is head-above-hips (~half the standing height), NOT the standing height. Normalising by that alone // makes every figure ~2× too tall (the R9 interior-giant blocker). Normalise by the feet→crown SPAN // (top head bone minus lowest bone) so a requested 1.75 m rig is 1.75 m from sole to crown. let headY = 0, minY = Infinity; inner.traverse(o => { if (o.isBone) { o.getWorldPosition(_wp); if (/head/i.test(o.name)) headY = Math.max(headY, _wp.y); // crown (HeadTop_End is highest) minY = Math.min(minY, _wp.y); // sole (lowest foot/toe bone) } }); const span = headY - minY; // feet→crown standing height in the rig's native units if (headY > 1e-4 && span > 1e-4) { inner.scale.setScalar(height / span); } else { // no head bone found — fall back to bounding-box height so we never ship a giant/ant _bb.setFromObject(inner); _bb.getSize(_bs); if (_bs.y > 1e-4) inner.scale.setScalar(height / _bs.y); } fig.updateWorldMatrix(true, true); minY = Infinity; inner.traverse(o => { if (o.isBone) { o.getWorldPosition(_wp); minY = Math.min(minY, _wp.y); } }); if (minY === Infinity) { _bb.setFromObject(inner); minY = _bb.min.y; } inner.position.y = -minY; // feet at outer y=0 let head = null; inner.traverse(o => { if (!head && o.isBone && /head/i.test(o.name)) head = o; }); return { fig, inner, head, nominalHeight: height }; } // bind a clip to an inner figure, keeping only tracks whose target bones exist (else three spams // "No target node found" per missing bone). Returns the AnimationAction (not yet played). function _action(mixer, inner, clip) { if (!clip) return null; const nodes = new Set(); inner.traverse(o => { if (o.name) nodes.add(o.name); }); const bindable = clip.tracks.filter(t => nodes.has(t.name.split('.')[0])); const useClip = bindable.length === clip.tracks.length ? clip : new THREE.AnimationClip(clip.name, clip.duration, bindable); return mixer.clipAction(useClip); } // Dispose only what a SkeletonUtils clone actually OWNS: its Skeleton's per-instance bone texture. // Geometry + materials are SHARED by reference across every clone and the fleet base rig — disposing // them here would tear down GPU resources still in use by all sibling citizens of the same ped type. function _disposeInner(inner) { const skels = new Set(); inner.traverse(o => { if (o.isSkinnedMesh && o.skeleton) skels.add(o.skeleton); }); skels.forEach(s => s.dispose?.()); } // ---- spawnRig: single-clip figure (keepers, impostor baking). Height baked in. ---- export function spawnRig(rig, { ry = 0, clip = null, height = 1.75, phase = 0, seated = false } = {}) { if (!rig || !rig.scene) return null; const { fig, inner, head } = buildFigure(rig, height); fig.rotation.y = ry; const mixer = new THREE.AnimationMixer(inner); const chosen = clip || rig.anims.find(c => /idle/i.test(c.name)) || rig.anims[1] || rig.anims[0]; const act = _action(mixer, inner, chosen); let seatBone = null; if (act) { act.time = phase * (act.getClip().duration || 0); act.play(); // R16 SEATED re-plant (OPT-IN — standing spawns skip this, so keepers/browsers/band are byte-identical). // buildFigure planted the BIND pose; a sit clip lowers the hips + swings the legs, so re-plant the POSED // feet to y=0: tick the mixer once to bake the pose, find the lowest bone, drop the figure so the soles // return to the deck. One-time (a drummer's feet don't travel); this recovers the hip descent that // _rotWithHips leaves out by dropping the (scale-unsafe) Hips.position track. if (seated) { mixer.update(0); inner.updateWorldMatrix(true, true); let m = Infinity; inner.traverse(o => { if (o.isBone) { o.getWorldPosition(_wp); m = Math.min(m, _wp.y); } }); if (isFinite(m)) inner.position.y -= m; // R17 pelvic-lean: cache the mid-spine bone so seatedLean() can tilt the torso forward each frame (the // sit clip can't — Hips.quaternion is unusable on these rigs). Seated-only; standing rigs get no seatBone. inner.traverse(o => { if (!seatBone && o.isBone && /Spine1$/i.test(o.name)) seatBone = o; }); } } function dispose() { mixer.stopAllAction(); mixer.uncacheRoot(inner); _disposeInner(inner); } return { fig, inner, mixer, height, head, seatBone, dispose }; } // R17 pelvic-lean: tilt a seated fig's torso forward, applied AFTER the mixer each frame. The mixer resets // the bone's quaternion from the clip every frame, so this is a CONSTANT offset (not an accumulation). Only // seated figs (drummer, bench-sit loiterers) call it; standing rigs have no seatBone → never leaned. const _LEAN_AXIS = new THREE.Vector3(1, 0, 0); const _LEAN_Q = new THREE.Quaternion(); export function seatedLean(spine, angle = 0.34) { if (spine) spine.quaternion.multiply(_LEAN_Q.setFromAxisAngle(_LEAN_AXIS, angle)); } // ---- makeActor: near-tier pedestrian with walk↔idle crossfade (built at nominal height; the sim // scales the outer Group per-citizen so pooled actors are height-agnostic and reusable). ---- export function makeActor(rig, { walkClip, idleClip, sitClip = null, lookClip = null, nominalHeight = 1.75 } = {}) { if (!rig || !rig.scene) return null; const { fig, inner, head, nominalHeight: nom } = buildFigure(rig, nominalHeight); const bindPlantY = inner.position.y; // R17 bench-sit: the standing feet-plant, to restore after a sit const mixer = new THREE.AnimationMixer(inner); const walkA = _action(mixer, inner, walkClip || rig.anims.find(c => /walk/i.test(c.name))); const idleA = _action(mixer, inner, idleClip || rig.anims.find(c => /idle/i.test(c.name))); // R17 bench-sit: a third action, PLAYED ONLY when setSitting(true) — so walkers (and ?classic, where // sitClip is null) are byte-identical: sitA never plays, the plant never moves, setSitting is a no-op. const sitA = sitClip ? _action(mixer, inner, sitClip) : null; // [R29 Spike 1] the glance — same opt-in shape as sitA: PLAYED ONLY when setLooking(true), so walkers, // placeholders and ?classic (lookClip null) are byte-identical — lookA never advances the mixer. const lookA = lookClip ? _action(mixer, inner, lookClip) : null; let seatBone = null; if (sitA) inner.traverse(o => { if (!seatBone && o.isBone && /Spine1$/i.test(o.name)) seatBone = o; }); // [R29] foot bones, cached once for the per-frame plant (see plantFeet). Only built when a posed clip // exists, so walkers/?classic pay nothing. let footBones = null; if (lookA) { const fb = []; inner.traverse(o => { if (o.isBone && /(Toe|Foot)/i.test(o.name)) fb.push(o); }); footBones = fb.length ? fb : null; } let sitting = false, looking = false; let moving = null; // tri-state so the first setMoving always applies // both actions play; exactly one holds weight 1 at rest, setMoving transfers between them if (walkA) { walkA.play(); walkA.setEffectiveWeight(1); } if (idleA) { idleA.play(); idleA.setEffectiveWeight(0); } // walk↔idle: instant on the first apply / fade<=0 (fresh spawn must be posted immediately), // otherwise a real crossFade transfers weight from the resting action to the target. function setMoving(m, fade = 0.28) { if (m === moving) return; const first = moving === null; moving = m; if (!(walkA && idleA)) return; const to = m ? walkA : idleA, from = m ? idleA : walkA; to.enabled = from.enabled = true; if (first || fade <= 0) { to.setEffectiveWeight(1); from.setEffectiveWeight(0); } else from.crossFadeTo(to, fade, false); // from holds weight 1 at rest → smooth transfer } // R17 bench-sit: snap the loitering ped into / out of the sit pose (no crossfade — a background ped // sitting instantly is fine, and it avoids the crossfade fighting the discrete foot-replant). The sim's // per-citizen scale is already on `fig`, so the re-plant is SCALE-AWARE: drop `inner` by the posed // lowest-bone height / scale so the seated feet land on the footpath. Restore the standing plant on stand. function setSitting(s) { if (!sitA || s === sitting) return; sitting = s; moving = null; // force the next setMoving to re-apply after standing up if (s) { if (walkA) walkA.setEffectiveWeight(0); if (idleA) idleA.setEffectiveWeight(0); sitA.reset().play().setEffectiveWeight(1); mixer.update(0); // bake the sit pose before measuring inner.updateWorldMatrix(true, true); let w = Infinity; inner.traverse(o => { if (o.isBone) { o.getWorldPosition(_wp); w = Math.min(w, _wp.y); } }); const S = fig.scale.y || 1; if (isFinite(w)) inner.position.y -= (w - fig.position.y) / S; // posed soles → the footpath fig.userData.procitySeated = true; } else { sitA.stop(); inner.position.y = bindPlantY; // restore the standing feet-plant if (idleA) idleA.setEffectiveWeight(1); fig.userData.procitySeated = false; } } // [R29 Spike 1] the standing glance during a window-shop loiter. Deliberately SIMPLER than setSitting: // it's a standing clip, so there is no posed foot-replant and no scale trap — the feet never leave the // bind plant. Unlike sit (a snap, which had to avoid a crossfade fighting the discrete replant), this // crossfades: idle → idle-variant reads naturally, and the sim only calls it while the ped is stopped. // No-op when lookClip is absent (?classic / ?noassets) ⇒ byte-identical by construction. function setLooking(l, fade = 0.3) { if (!lookA || l === looking) return; looking = l; moving = null; // force the next setMoving to re-apply on the way out if (l) { lookA.reset().play(); if (idleA) idleA.crossFadeTo(lookA, fade, false); else lookA.setEffectiveWeight(1); if (walkA) walkA.setEffectiveWeight(0); } else { if (idleA) { idleA.reset().play(); lookA.crossFadeTo(idleA, fade, false); } else lookA.setEffectiveWeight(0); inner.position.y = bindPlantY; // drop the plant correction — back to the standing bind plant } } // [R29] MEASURED, and it corrected my own assumption: I expected a standing clip to need no re-plant // ("no hip descent to recover"). It does. `_rotOnly` drops the Hips POSITION track to stay rig-height // independent, so look.glb's authored weight-shift dip cannot move the hips — it comes out as the FEET // rising instead: lowest bone ranges −0.009…+0.205 m over the loop vs idle's −0.04…0.00. A 20 cm hover. // Sit's one-time re-plant can't fix it because the float VARIES per frame, so this is the per-frame twin: // reset to the bind plant, measure the posed feet, drop `inner` by the float / scale. Absolute (reset → // measure → correct), never incremental, so it cannot drift. The result reproduces the authored motion // exactly — the hips dip relative to the ground instead of the feet leaving it. Scale-aware like sit's. // Cost is paid ONLY by glancing peds (a handful), and only on frames their mixer actually ran. function plantFeet() { if (!footBones || !looking) return; inner.position.y = bindPlantY; // reference pose inner.updateWorldMatrix(true, true); let w = Infinity; for (const b of footBones) { b.getWorldPosition(_wp); if (_wp.y < w) w = _wp.y; } if (!isFinite(w)) return; const S = fig.scale.y || 1; inner.position.y -= (w - fig.position.y) / S; // posed soles → the footpath } // seed the clip phase so the crowd isn't in lockstep function setPhase(p) { if (walkA) walkA.time = p * (walkA.getClip().duration || 1); if (idleA) idleA.time = p * (idleA.getClip().duration || 1); if (lookA) lookA.time = p * (lookA.getClip().duration || 1); // R29: glances desync too } function dispose() { mixer.stopAllAction(); mixer.uncacheRoot(inner); _disposeInner(inner); } return { fig, inner, mixer, head, seatBone, nominalHeight: nom, setMoving, setSitting, setLooking, plantFeet, setPhase, dispose, hasClips: !!(walkA && idleA) }; }