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c8f39b4 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 | // Colour variants of the real Microduck robots (see the reference photo of
// the four printed units). Each variant fills the same semantic slots; the
// mesh-filename -> slot mapping lives in meshMaterialsFor(). All colours are
// linear-space RGB and slightly oversaturated: the renderer tone-maps with
// ACESFilmicToneMapping under warm key/rim lights, which desaturates and
// shifts hues toward gold, so the base colours lean past the target to land
// right on screen.
import * as THREE from "three";
// ββ Shared slot specs (identical on all four robots) βββββββββββββββββββ
// sRGB targets from the reference photo, converted to linear with a
// slight saturation boost (x1.12) so ACES lands on the clean tint.
const AMBER_YELLOW = { color: [1.0, 0.413, 0.007], roughness: 0.4, metalness: 0.0 }; // #ffb52e
const BRIGHT_ORANGE = { color: [1.0, 0.144, 0.008], roughness: 0.45, metalness: 0.0 }; // #ff7a2f
const AMBER = { color: [0.847, 0.339, 0.022], roughness: 0.45, metalness: 0.0 }; // #eda63e
const CLEAN_YELLOW = { color: [1.0, 0.608, 0.021], roughness: 0.4, metalness: 0.0 }; // #ffd23f
const CREAM = { color: [0.888, 0.86, 0.798], roughness: 0.35, metalness: 0.0 }; // #f2efe8
const DARK = { color: [0.012, 0.012, 0.014], roughness: 0.55, metalness: 0.3 }; // #1d1d1f
const GRAY = { color: [0.256, 0.256, 0.279], roughness: 0.5, metalness: 0.35 }; // #8b8b90
// Camera-lens eye: very dark blue-black, glossy like coated glass.
const LENS = { color: [0.01, 0.012, 0.02], roughness: 0.05, metalness: 0.0 };
// Per-variant colours.
const WARM_GRAY = { color: [0.328, 0.312, 0.283], roughness: 0.35, metalness: 0.0 }; // #9b9892
const AMBER_ORANGE = { color: [0.815, 0.321, 0.019], roughness: 0.5, metalness: 0.0 }; // #e9a23b
const CHARCOAL = { color: [0.028, 0.028, 0.033], roughness: 0.5, metalness: 0.0 }; // #2f2f33
const CHARCOAL_FACE = { color: [0.044, 0.044, 0.051], roughness: 0.5, metalness: 0.0 }; // #3c3c40
const CHARCOAL_BODY = { color: [0.017, 0.017, 0.019], roughness: 0.5, metalness: 0.0 }; // #232326
const LIGHT_WARM_GRAY = { color: [0.485, 0.459, 0.416], roughness: 0.35, metalness: 0.0 };// #b9b5ae
const PURPLE_RING = { color: [0.114, 0.058, 0.578], roughness: 0.4, metalness: 0.0 }; // #6a52c8
const PURPLE_FEET = { color: [0.164, 0.085, 0.584], roughness: 0.45, metalness: 0.0 }; // #7a5fc9
const PALE_BLUE = { color: [0.441, 0.613, 0.723], roughness: 0.35, metalness: 0.0 }; // #b6cfdd
const MEDIUM_BLUE = { color: [0.13, 0.321, 0.552], roughness: 0.35, metalness: 0.0 }; // #6f9ec4
const BLUE_GRAY = { color: [0.183, 0.379, 0.565], roughness: 0.35, metalness: 0.0 }; // #7fa9c6
const FEET_YELLOW = { color: [0.784, 0.455, 0.023], roughness: 0.5, metalness: 0.0 }; // #e5b93e
// Slots (validated against the four-robot reference photo): headDome
// (top shell), facePlate (around the eye), trim (band under the shell +
// upper beak base), beakUpper (mouth-roof plate), beakLower (jaw plates),
// eyeRing, lens, bodyShell (trunk shells), legShells (upper-leg shells),
// feet (foot blocks + ankle brackets), soles, mechDark, mechGray.
export const VARIANTS = {
// Front-center robot: warm gray head, cream body, amber eye, orange
// trim/upper beak over a lighter amber lower beak, amber-orange feet.
classic: {
headDome: WARM_GRAY,
facePlate: WARM_GRAY,
trim: BRIGHT_ORANGE,
beakUpper: BRIGHT_ORANGE,
beakLower: AMBER,
eyeRing: AMBER_YELLOW,
lens: LENS,
bodyShell: CREAM,
legShells: CREAM,
feet: AMBER_ORANGE,
soles: AMBER_ORANGE,
mechDark: DARK,
mechGray: GRAY,
},
// Front-left robot: charcoal shells, slightly lighter face plate,
// amber eye, orange/amber beak, yellow soles peeking under black feet.
charcoal: {
headDome: CHARCOAL,
facePlate: CHARCOAL_FACE,
trim: BRIGHT_ORANGE,
beakUpper: BRIGHT_ORANGE,
beakLower: AMBER,
eyeRing: AMBER_YELLOW,
lens: LENS,
bodyShell: CHARCOAL_BODY,
legShells: CHARCOAL_BODY,
feet: CHARCOAL_BODY,
soles: CLEAN_YELLOW,
mechDark: DARK,
mechGray: GRAY,
},
// Back-center robot: light warm gray head, purple eye, YELLOW trim and
// beak (both plates), cream body, purple feet.
purple: {
headDome: LIGHT_WARM_GRAY,
facePlate: LIGHT_WARM_GRAY,
trim: CLEAN_YELLOW,
beakUpper: CLEAN_YELLOW,
beakLower: CLEAN_YELLOW,
eyeRing: PURPLE_RING,
lens: LENS,
bodyShell: CREAM,
legShells: CREAM,
feet: PURPLE_FEET,
soles: PURPLE_FEET,
mechDark: DARK,
mechGray: GRAY,
},
// Right robot: pale blue dome over a medium blue face plate (two
// different blues), amber eye, orange/amber beak, blue-gray body,
// clean yellow feet.
blue: {
headDome: PALE_BLUE,
facePlate: MEDIUM_BLUE,
trim: BRIGHT_ORANGE,
beakUpper: BRIGHT_ORANGE,
beakLower: AMBER,
eyeRing: AMBER_YELLOW,
lens: LENS,
bodyShell: BLUE_GRAY,
legShells: BLUE_GRAY,
feet: FEET_YELLOW,
soles: FEET_YELLOW,
mechDark: DARK,
mechGray: GRAY,
},
};
export const VARIANT_NAMES = Object.keys(VARIANTS);
export const DEFAULT_VARIANT = "classic";
export const randomVariantName = () =>
VARIANT_NAMES[Math.floor(Math.random() * VARIANT_NAMES.length)];
// Mesh filename -> material spec for one variant (mjlab model meshes).
// Anything not listed is small mechanical hardware and falls back to
// mechGray. Verified visually against the four-robot reference photo.
export function meshMaterialsFor(v) {
return {
// Head: dome, band under it, face plate around the eye.
"top_head_shell.stl": v.headDome,
"bottom_head_shell.stl": v.trim,
"face_part.stl": v.facePlate,
// The eye: printed ring + camera lens behind it.
"noenoeil.stl": v.eyeRing,
"lens.stl": v.lens,
"m12_lens_holder.stl": v.mechDark,
// Beak: mouth-roof plate on top, rigid jaw + soft pad below.
"soft_mouth_top.stl": v.beakUpper,
"jaw.stl": v.beakLower,
"jaw_soft.stl": v.beakLower,
// Body shells
"trunk_base.stl": v.bodyShell,
"left_shell.stl": v.bodyShell,
"right_shell.stl": v.bodyShell,
"upper_leg_left.stl": v.legShells,
"upper_leg_right.stl": v.legShells,
"hip_l.stl": v.trim,
// Feet: foot block + ankle bracket, soft sole pad below.
"foot_left.stl": v.feet,
"foot_right.stl": v.feet,
"ankle_left.stl": v.feet,
"ankle_right.stl": v.feet,
"sole_left.stl": v.soles,
"sole_right.stl": v.soles,
// Dark mechanics
"xl330.stl": v.mechDark,
"neck.stl": v.mechDark,
"np_f970.stl": v.mechDark,
"pcb__raspberry_pi_zero_2_w.stl": v.mechDark,
"elec_rpi_robot_hat_pcb.stl": v.mechDark,
"banana_pcb_locker.stl": v.mechDark,
"speaker.stl": v.mechDark,
// Gray mechanics
"upper_leg_rigidity_plate.stl": v.mechGray,
"leg.stl": v.mechGray,
"yaw2roll.stl": v.mechGray,
"yaw_roll_motion.stl": v.mechGray,
"neck_pitch.stl": v.mechGray,
"bearing_roll.stl": v.mechGray,
"motor_support.stl": v.mechGray,
"power_support.stl": v.mechGray,
"seeed_bearing__configuration__22x16x4.stl": v.mechGray,
"seeed_bearing__configuration_default.stl": v.mechGray,
};
}
// buildRig materialForMesh hook for one variant.
export const materialHookFor = (v) => {
const map = meshMaterialsFor(v);
return (mesh) => map[mesh] ?? v.mechGray;
};
// ββ Live re-skin ββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// Swap materials on an already-built rig without reloading any STL.
// Meshes are identified via userData.meshName (set by duck.js buildRig and
// preserved by cloneRig). Materials are cached per resolved spec so clones
// and repeated switches share GPU material instances.
const matCache = new Map();
function matFor(spec) {
const key = `${spec.color.join(",")}|${spec.roughness ?? 0.5}|${spec.metalness ?? 0}`;
let m = matCache.get(key);
if (!m) {
m = new THREE.MeshStandardMaterial({
color: new THREE.Color(...spec.color),
roughness: spec.roughness ?? 0.5,
metalness: spec.metalness ?? 0.0,
});
matCache.set(key, m);
}
return m;
}
export function applyVariant(rig, variant) {
const v = typeof variant === "string" ? VARIANTS[variant] : variant;
const map = meshMaterialsFor(v);
rig.root.traverse((o) => {
if (!o.isMesh || !o.userData.meshName) return;
o.material = matFor(map[o.userData.meshName] ?? v.mechGray);
});
}
// Linear-space spec colour -> sRGB CSS hex, for swatch UI elements.
export function specToHex(spec) {
return `#${new THREE.Color(...spec.color).getHexString()}`;
}
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