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| // Microduck RL playground: the REAL trained policies, not a procedural waddle. | |
| // | |
| // Physics runs in MuJoCo compiled to WebAssembly (the official | |
| // @mujoco/mujoco bindings), stepping the same MJCF the policies were | |
| // trained on (apirrone/mjlab_microduck). The controller is one of the | |
| // exported ONNX checkpoints from apirrone/microduck_runtime, executed with | |
| // onnxruntime-web at 50 Hz (timestep 0.005 s, decimation 4) - exactly the | |
| // loop from mjlab_microduck/scripts/infer_policy.py. | |
| // | |
| // Obs layout (61D, "new-cmd-obs" flavor, from the ONNX metadata): | |
| // [base_ang_vel(3), projected_gravity(3), joint_pos(14), joint_vel(14), | |
| // last_action(14), command(13)] | |
| // command = [vx, vy, wz, head_pose(4), body_pose(6)]; for the sitstand | |
| // policy, command[0] is the posture flag (1 = sit, 0 = stand). | |
| // Action (14) = joint position targets relative to the default pose. | |
| // | |
| // Two locomotion variants share that exact interface (same 14 joints, same | |
| // default pose, same 61D obs - verified from the ONNX metadata): | |
| // legs - the walking robot (robot_allcollisions.xml), boot default | |
| // rollers - the skating variant (robot_allcollisions_rollers.xml): the | |
| // foot/sole assembly is replaced by a blade with 2 passive | |
| // wheels per leg (extra unactuated hinges in qpos, zero in the | |
| // keyframe). Lazy-loaded on the first M / DpadUp-hold switch. | |
| import * as THREE from "three"; | |
| import { OrbitControls } from "three/addons/controls/OrbitControls.js"; | |
| import { RoomEnvironment } from "three/addons/environments/RoomEnvironment.js"; | |
| import loadMujoco from "https://cdn.jsdelivr.net/npm/@mujoco/mujoco@3.11.0/mujoco.js"; | |
| import * as ort from "https://cdn.jsdelivr.net/npm/onnxruntime-web@1.27.0/dist/ort.min.mjs"; | |
| // Private HF Space auth: the hub iframe URL carries a ?__sign JWT, but | |
| // subresource requests normally rely on a *.static.hf.space cookie that | |
| // browsers often block inside the iframe (third-party cookie blocking), | |
| // which 401s every same-origin fetch. Appending the JWT to each request | |
| // authenticates them regardless of cookie policy. No-op locally. | |
| const HF_SIGN = new URLSearchParams(location.search).get("__sign"); | |
| const signed = (url) => | |
| HF_SIGN ? `${url}${url.includes("?") ? "&" : "?"}__sign=${encodeURIComponent(HF_SIGN)}` : url; | |
| window.__hfSigned = signed; // duck.js uses it for kinematics + STL requests | |
| // Local modules are imported dynamically through signed() for the same | |
| // reason: a static import of ./duck.js would 401 without the cookie. | |
| // They also reuse rl.js's own ?v= cache-buster: python http.server (and | |
| // some CDN edges) send no Cache-Control, so without it browsers can keep | |
| // serving stale module bytes after a deploy. | |
| const SELF_V = new URL(import.meta.url).searchParams.get("v") ?? "0"; | |
| const { buildRig, cloneRig, loadKinematics, setJoint, setJawOpen, MODEL_DIR, MESH_VERSION } = | |
| await import(signed(`./duck.js?v=${SELF_V}`)); | |
| const { VARIANTS, VARIANT_NAMES, materialHookFor, DEFAULT_VARIANT, applyVariant, specToHex } = | |
| await import(signed(`./variants.js?v=${SELF_V}`)); | |
| // Input stack: a video-game-style Controller aggregating pluggable sources | |
| // (keyboard + gamepad today, touch later). controller.js documents the | |
| // source interface contract and the action vocabulary. | |
| const [{ Controller }, { KeyboardSource }, { GamepadSource }] = await Promise.all([ | |
| import(signed(`./controls/controller.js?v=${SELF_V}`)), | |
| import(signed(`./controls/keyboard.js?v=${SELF_V}`)), | |
| import(signed(`./controls/gamepad.js?v=${SELF_V}`)), | |
| ]); | |
| ort.env.wasm.wasmPaths = "https://cdn.jsdelivr.net/npm/onnxruntime-web@1.27.0/dist/"; | |
| ort.env.wasm.numThreads = 1; // static hosting sends no COOP/COEP headers | |
| const POLICY_DIR = "./policies"; | |
| const POLICIES = { | |
| walk: `${POLICY_DIR}/BEST_alpha_walking.onnx`, | |
| sitstand: `${POLICY_DIR}/BEST_alpha_sitstand.onnx`, | |
| roll: `${POLICY_DIR}/roulade.onnx`, | |
| // Blind one-shot kicks (the operator aims the robot, no ball in obs): | |
| // the runtime swaps these in for a 0.5 s window, commands zeroed. | |
| kickL: `${POLICY_DIR}/ball_kick_left.onnx`, | |
| kickR: `${POLICY_DIR}/ball_kick_right.onnx`, | |
| // Roller variant (lazy-loaded on first switch, never at boot): | |
| // drive = velocity-tracking skating, crouch = one-shot crouch-glide | |
| // driven by a phase encoding in the command slots (ground-pick style). | |
| drive: `${POLICY_DIR}/BEST_roller.onnx`, | |
| crouch: `${POLICY_DIR}/BEST_roller_crouch.onnx`, | |
| }; | |
| // From the ONNX metadata (identical for all alpha policies) and the STAND | |
| // keyframe in mjlab's scene_walk.xml. Order matches the actuators in | |
| // the MJCF. | |
| const JOINT_NAMES = [ | |
| "left_hip_yaw", "left_hip_roll", "left_hip_pitch", "left_knee", "left_ankle", | |
| "neck_pitch", "head_pitch", "head_yaw", "head_roll", | |
| "right_hip_yaw", "right_hip_roll", "right_hip_pitch", "right_knee", "right_ankle", | |
| ]; | |
| const DEFAULT_POSE = new Float32Array([ | |
| 0, -0.08726646259971647, -0.457924, -0.004940, 0.452984, | |
| 0.3490658503988659, 0.3490658503988659, 0, 0, | |
| 0, 0.08726646259971647, 0.457924, 0.004940, -0.452984, | |
| ]); | |
| const NUM_JOINTS = 14; | |
| const OBS_SIZE = 61; | |
| const CMD_SIZE = 13; | |
| const ACTION_SCALE = 1.0; | |
| const TIMESTEP = 0.005; | |
| const DECIMATION = 4; | |
| const CTRL_DT = TIMESTEP * DECIMATION; // 50 Hz | |
| // Velocity command limits, same as infer_policy.py's keyboard mapping. | |
| // No strafe input anymore: the lateral cmd slot stays zeroed for the obs. | |
| const VEL_FWD = 0.25, VEL_BACK = -0.2, VEL_ANG = 1.0; | |
| // Roller mode limits, from the runtime's roller branch: asymmetric vx | |
| // (0.6 push / 0.5 brake), no lateral. The real runtime launches rollers | |
| // with --max-angular-vel 0.3: faster commanded turns tip the robot over, | |
| // so the playground clamps wz the same way (keyboard and pad both go | |
| // through velLims). | |
| const RVEL_FWD = 0.6, RVEL_BACK = -0.5, RVEL_ANG = 0.3; | |
| // Crouch-glide one-shot: command = [cos(2pi*phase), sin(2pi*phase), 0], | |
| // phase advancing at 1/CROUCH_PERIOD_S per second and the cycle exiting | |
| // at 0.7 - exactly the runtime's ground-pick slot the policy was trained | |
| // against (mjlab CROUCH_PERIOD = 5.0, cycle end 0.7 => 3.5 s gesture). | |
| const CROUCH_PERIOD_S = 5.0; | |
| const CROUCH_END_PHASE = 0.7; | |
| // Kickable ball: radius and parking spot (far away = hidden by default). | |
| const BALL_RADIUS = 0.05; | |
| const BALL_PARK_POS = "50 0 0.05"; | |
| // Square arena boxing the play area: static walls at +-ARENA_HALF keep | |
| // the ball (and the duck) inside. Tall enough that neither steps over. | |
| const ARENA_HALF = 1.5; // inner half-size, m | |
| const ARENA_WALL_H = 0.25; | |
| const ARENA_WALL_T = 0.05; | |
| // Section grid: 5 cells across the 3 m arena (ODD, so a true middle | |
| // column/row of cells exists; the lattice is shifted half a cell in the | |
| // shaders so the walls land exactly on section lines). | |
| const GRID_SECTION = (2 * ARENA_HALF) / 5; // 0.6 m | |
| // Spawn: center of the middle section cell in the SECOND ROW FROM THE | |
| // BACK wall. The duck faces +X (identity freejoint quat, walks toward | |
| // local +X), so "back" is the -X wall: row centers sit at x = -1.2, | |
| // -0.6, 0, 0.6, 1.2 -> second row is -0.6; middle column is y = 0. | |
| // MJCF coordinates (three.js: x -> x, y -> -z). | |
| const SPAWN_X = -ARENA_HALF + 1.5 * GRID_SECTION; // -0.6 | |
| const SPAWN_Y = 0; | |
| const mount = document.getElementById("scene"); | |
| const loadingEl = document.getElementById("loading"); | |
| const hudEl = document.getElementById("hud"); | |
| const ctrlHzEl = document.getElementById("ctrl-hz"); | |
| const osdTimeEl = document.getElementById("osd-time"); | |
| // BIOS/POST boot readout. The real load runs silently behind the welcome | |
| // modal and only RECORDS milestones into bootLog; the readout itself plays | |
| // after the first "Waddle in": a rapid-fire replay when everything already | |
| // finished, or an honest live tracker (cursor blinking on the pending | |
| // line) when the user enters mid-load. Never slows the actual boot. | |
| const postEl = loadingEl.querySelector(".post"); | |
| const bootLog = []; // { label, status, raw, halt, progress, el } - status null = pending | |
| const lineText = (e) => { | |
| if (e.raw) return e.label; | |
| // Pending line: bare label, plus a live counter when the stage reports | |
| // progress (e.g. "LOADING POLICIES [3/5]"). | |
| if (e.status === null) return e.progress ? `${e.label} [${e.progress}]` : e.label; | |
| return `${e.label} `.padEnd(26, ".") + ` ${e.status}`; | |
| }; | |
| const bootLine = (label) => { | |
| const entry = { label, status: null, raw: false, el: null, progress: null }; | |
| bootLog.push(entry); | |
| const done = (status = "OK") => { | |
| entry.status = status; | |
| if (entry.el) entry.el.textContent = lineText(entry); | |
| }; | |
| // Live sub-progress while the stage is still pending (honest path). | |
| done.progress = (p) => { | |
| entry.progress = p; | |
| if (entry.el && entry.status === null) entry.el.textContent = lineText(entry); | |
| }; | |
| return done; | |
| }; | |
| // Plain line with no dotted leader (header / error text). | |
| const bootNote = (label) => { | |
| bootLog.push({ label, status: "", raw: true, el: null }); | |
| }; | |
| bootNote("Microduck BIOS v1.0"); | |
| bootLine("MEMORY CHECK")("640K OK"); | |
| bootLine("DUCK FIRMWARE")("PRESENT"); | |
| let bootDone = false; | |
| let bootFailed = false; | |
| let biosStarted = false; | |
| const biosSleep = (ms) => new Promise((r) => setTimeout(r, ms)); | |
| // Fatal boot failure: freeze the sequence on the console. The BIOS never | |
| // prints READY, never fades out and never cues the entrance - the halt | |
| // screen IS the diagnostic surface. The welcome modal (if still up) is | |
| // dropped so the console isn't stuck behind its blur. | |
| function bootHalt(detail) { | |
| if (bootFailed || bootDone) return; | |
| bootFailed = true; | |
| bootNote(`>> ${detail}`); | |
| bootLog.push({ label: "SYSTEM HALTED", status: "", raw: true, el: null, halt: true }); | |
| const modal = document.getElementById("welcome"); | |
| if (modal) modal.hidden = true; | |
| playBios(); | |
| } | |
| // Seeded LCG: the replay rhythm is random-feeling but identical on every | |
| // load - real POST screens burst through most checks and stall on a few. | |
| // Seed picked so the draw reads burst/burst/burst/stall/burst/stall. | |
| let biosSeed = 11; | |
| const biosRand = () => (biosSeed = (biosSeed * 1103515245 + 12345) & 0x7fffffff) / 0x7fffffff; | |
| async function playBios() { | |
| if (biosStarted) return; | |
| biosStarted = true; | |
| loadingEl.style.display = "flex"; | |
| let i = 0; | |
| for (;;) { | |
| if (i < bootLog.length) { | |
| const entry = bootLog[i++]; | |
| entry.el = document.createElement("div"); | |
| if (entry.halt) entry.el.className = "halt"; | |
| postEl.appendChild(entry.el); | |
| if (entry.status === null && !bootDone && !bootFailed) { | |
| // Honest mode: show the stage label and hold while it's really in | |
| // flight (its completer fills the status and .progress() updates | |
| // the live counter), cursor blinking via CSS. | |
| entry.el.textContent = lineText(entry); | |
| while (entry.status === null && !bootDone && !bootFailed) { | |
| await biosSleep(60); | |
| entry.el.textContent = lineText(entry); // live [n/m] counter | |
| } | |
| await biosSleep(90); | |
| entry.el.textContent = lineText(entry); | |
| } else if (entry.raw || entry.status === null) { | |
| // Header / note lines: quick, no dotted leader to animate. | |
| entry.el.textContent = lineText(entry); | |
| await biosSleep(20 + 60 * biosRand()); | |
| } else { | |
| // Finished check: bursty POST pacing. Most lines snap in nearly | |
| // instantly; the occasional one stalls on a "slow check" - and on | |
| // a stall the dotted leader types out one dot at a time before | |
| // the status lands. | |
| const r = biosRand(); | |
| const stall = r < 0.75 ? 20 * biosRand() : 150 + 250 * biosRand(); | |
| if (stall < 45) { | |
| entry.el.textContent = lineText(entry); | |
| await biosSleep(stall); | |
| } else { | |
| const prefix = `${entry.label} `; | |
| const nDots = Math.max(26 - prefix.length, 3); | |
| entry.el.textContent = prefix; | |
| const per = stall / nDots; | |
| for (let d = 0; d < nDots; d++) { | |
| await biosSleep(per); | |
| entry.el.textContent += "."; | |
| } | |
| await biosSleep(40); | |
| entry.el.textContent = lineText(entry); | |
| } | |
| } | |
| } else if (bootDone) { | |
| break; | |
| } else { | |
| // Waiting for the next real stage. On a failed boot this parks the | |
| // console forever: everything queued (FAIL line, error detail, | |
| // SYSTEM HALTED) has been printed and nothing more will come. | |
| await biosSleep(bootFailed ? 500 : 60); | |
| } | |
| } | |
| const ready = document.createElement("div"); | |
| ready.textContent = "READY."; | |
| postEl.appendChild(ready); | |
| await biosSleep(500); | |
| loadingEl.classList.add("off"); | |
| // Wait out the overlay's 0.45 s opacity transition BEFORE cueing the | |
| // draw-in: starting it under the fading overlay hides the first (and | |
| // busiest) part of the animation and only the tail end shows. | |
| await biosSleep(500); | |
| loadingEl.style.display = "none"; | |
| // Cue the world draw-in + duck scan-up on a fully black screen. | |
| // (Only ever reached after bootDone, so the ceremony module exists.) | |
| ceremony.startEntrance(); | |
| } | |
| // Only the initial entry triggers the replay; reopening the modal from | |
| // the brand later never replays (biosStarted latches). | |
| if (window.__microduckEntered) playBios(); | |
| else document.addEventListener("microduck:enter", () => playBios(), { once: true }); | |
| // Surface boot failures on the page itself: a rejected top-level await | |
| // otherwise leaves a dead page with no visible error. Gated on the boot | |
| // still being in flight: post-boot async noise (ghost relay hiccups, | |
| // audio autoplay rejections...) must NOT cue the BIOS replay early | |
| // behind the welcome modal - that replay belongs to the "Waddle in" | |
| // click alone. Boot-time errors route into the SYSTEM HALTED screen. | |
| window.addEventListener("unhandledrejection", (e) => { | |
| console.error("[rl] unhandled rejection", e.reason); | |
| bootHalt(e.reason?.message || String(e.reason)); | |
| }); | |
| window.addEventListener("error", (e) => { | |
| console.error("[rl] window error", e.message); | |
| bootHalt(e.message); | |
| }); | |
| // Halting at the failure site rather than relying on unhandledrejection: | |
| // a rejected top-level await only surfaces through the dynamic import() | |
| // chain in index.html, which does NOT reliably fire the window handler. | |
| const traced = (label, p) => { | |
| const done = bootLine(label); | |
| return p.then( | |
| (v) => { done("OK"); return v; }, | |
| (err) => { | |
| done("FAILED"); | |
| console.error(`[rl] ${label} FAILED`, err); | |
| bootHalt(err?.message || String(err)); | |
| throw err; | |
| }, | |
| ); | |
| }; | |
| // ββ MJCF preparation ββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| // robot_allcollisions.xml is what infer_policy.py's scene.xml includes: it | |
| // carries body/shell collision geoms that robot_walk.xml lacks, which the | |
| // sitstand policy needs (a sit rests the trunk on the ground). | |
| // The visual meshes are irrelevant to the dynamics: every body carries an | |
| // explicit <inertial>, and visual geoms have contype=0 conaffinity=0. | |
| // Stripping them means the MuJoCo VFS only needs the ~10 meshes referenced | |
| // by collision geoms. | |
| // Works for both variants: the roller XML only differs by the ankle/wheel | |
| // subtree (4 extra passive hinges), which the keyframe builder below | |
| // handles by walking the joints in document order. | |
| async function buildPhysicsXml(xmlFile) { | |
| const src = await (await fetch(signed(`${MODEL_DIR}/${xmlFile}`))).text(); | |
| const doc = new DOMParser().parseFromString(src, "text/xml"); | |
| for (const g of [...doc.querySelectorAll('geom[class="visual"]')]) g.remove(); | |
| const usedMeshes = new Set( | |
| [...doc.querySelectorAll("geom[mesh]")].map((g) => g.getAttribute("mesh")), | |
| ); | |
| for (const m of [...doc.querySelectorAll("asset > mesh")]) { | |
| const name = m.getAttribute("name") ?? m.getAttribute("file").replace(/\.stl$/i, ""); | |
| if (!usedMeshes.has(name)) m.remove(); | |
| } | |
| const root = doc.documentElement; | |
| const el = (tag, attrs) => { | |
| const e = doc.createElement(tag); | |
| for (const [k, v] of Object.entries(attrs)) e.setAttribute(k, v); | |
| return e; | |
| }; | |
| root.appendChild(el("option", { timestep: String(TIMESTEP) })); | |
| doc.querySelector("worldbody").appendChild( | |
| el("geom", { name: "floor", type: "plane", size: "0 0 0.05", pos: "0 0 0" }), | |
| ); | |
| // Arena walls: four static boxes (no joints, so no qpos/keyframe | |
| // impact); default contype/conaffinity collides with ball and duck. | |
| const ht = ARENA_WALL_T / 2, hh = ARENA_WALL_H / 2; | |
| const off = ARENA_HALF + ht, span = ARENA_HALF + ARENA_WALL_T; | |
| const walls = [ | |
| { name: "wall_px", pos: `${off} 0 ${hh}`, size: `${ht} ${span} ${hh}` }, | |
| { name: "wall_nx", pos: `${-off} 0 ${hh}`, size: `${ht} ${span} ${hh}` }, | |
| { name: "wall_py", pos: `0 ${off} ${hh}`, size: `${span} ${ht} ${hh}` }, | |
| { name: "wall_ny", pos: `0 ${-off} ${hh}`, size: `${span} ${ht} ${hh}` }, | |
| ]; | |
| for (const w of walls) { | |
| doc.querySelector("worldbody").appendChild( | |
| el("geom", { name: w.name, type: "box", pos: w.pos, size: w.size }), | |
| ); | |
| } | |
| // Kickable ball: a light free sphere (beach-ball feel). MuJoCo has no | |
| // restitution parameter - the bounce comes from solref damping < 1, and | |
| // the rolling-friction term makes it come to rest. Default contype / | |
| // conaffinity (1) collide with the floor and the duck's collision-class | |
| // geoms; the self_collision_only class (contype=2) correctly ignores it. | |
| // Appended AFTER the robot body so the trunk freejoint stays first in | |
| // qpos: qpos[0..6] indexing is hardcoded in syncRig, the fall watchdog | |
| // and the ghosts' getLocalState. | |
| const ballBody = el("body", { name: "ball", pos: BALL_PARK_POS }); | |
| ballBody.appendChild(el("freejoint", { name: "ball_freejoint" })); | |
| // condim 6 enables the torsional + rolling friction components of the | |
| // friction vector; with the default condim 3 they are ignored and a | |
| // rolling ball never decelerates. | |
| ballBody.appendChild(el("geom", { | |
| name: "ball_geom", type: "sphere", size: String(BALL_RADIUS), | |
| mass: "0.03", friction: "0.4 0.01 0.003", solref: "0.03 0.4", condim: "6", | |
| })); | |
| doc.querySelector("worldbody").appendChild(ballBody); | |
| // STAND keyframe from mjlab's scene_walk.xml (STAND2 pose; the roller | |
| // scene_rollers.xml STAND uses the same trunk height and 14-joint pose). | |
| // qpos must cover every joint in document order: the 14 actuated hinges | |
| // take DEFAULT_POSE by name, anything else (the roller variant's passive | |
| // wheels) starts at zero. The ball's 7 free-joint values MUST be | |
| // appended or nq won't match and the model won't compile; parked 50 m | |
| // away = effectively absent. | |
| const qposFree = `${SPAWN_X} ${SPAWN_Y} 0.12 1 0 0 0`; | |
| const poseByName = new Map(JOINT_NAMES.map((n, i) => [n, DEFAULT_POSE[i]])); | |
| const qposJoints = [...doc.querySelectorAll("body > joint")] | |
| .map((j) => poseByName.get(j.getAttribute("name")) ?? 0) | |
| .join(" "); | |
| const pose14 = Array.from(DEFAULT_POSE).join(" "); | |
| const kf = doc.createElement("keyframe"); | |
| kf.appendChild(el("key", { | |
| name: "STAND", | |
| qpos: `${qposFree} ${qposJoints} ${BALL_PARK_POS} 1 0 0 0`, | |
| ctrl: pose14, | |
| })); | |
| root.appendChild(kf); | |
| const meshFiles = [...doc.querySelectorAll("asset > mesh")].map((m) => m.getAttribute("file")); | |
| return { xml: new XMLSerializer().serializeToString(doc), meshFiles }; | |
| } | |
| // ββ Boot physics + policy in parallel with the render rig ββββββββββββββ | |
| const [mujoco, { xml, meshFiles }, k] = await Promise.all([ | |
| traced("MUJOCO WASM", loadMujoco()), | |
| traced("PHYSICS MJCF", buildPhysicsXml("robot_allcollisions.xml")), | |
| traced("KINEMATICS", loadKinematics(`${MODEL_DIR}/kinematics.json`)), | |
| ]); | |
| const doneMeshes = bootLine("MESH ASSETS"); | |
| const vfs = new mujoco.MjVFS(); | |
| // One shared VFS for both variants; already-loaded files are skipped so | |
| // the roller lazy-load only fetches its 5 new meshes. | |
| const vfsFiles = new Set(); | |
| async function addMeshesToVfs(files) { | |
| await Promise.all( | |
| files.map(async (f) => { | |
| if (vfsFiles.has(f)) return; | |
| vfsFiles.add(f); | |
| // Same cache-busted URL as duck.js so the browser reuses the render | |
| // meshes instead of downloading the collision subset a second time. | |
| const buf = await (await fetch(signed(`${MODEL_DIR}/meshes/${f}?v=${MESH_VERSION}`), { cache: "force-cache" })).arrayBuffer(); | |
| // meshdir="assets" in the MJCF, so the compiler looks up "assets/<f>". | |
| vfs.addBuffer(`assets/${f}`, new Uint8Array(buf)); | |
| }), | |
| ); | |
| } | |
| try { | |
| await addMeshesToVfs(meshFiles); | |
| } catch (err) { | |
| doneMeshes("FAILED"); | |
| bootHalt(err?.message || String(err)); | |
| throw err; | |
| } | |
| doneMeshes(`${meshFiles.length} FILES`); | |
| const sessions = {}; | |
| // Always boot on the classic (orange) colourway; the swatches re-skin live. | |
| let currentVariant = DEFAULT_VARIANT; | |
| const rigPromise = (async () => { | |
| const doneRig = bootLine("RENDER RIG"); | |
| try { | |
| const rig = await buildRig(k, { materialForMesh: materialHookFor(VARIANTS[currentVariant]) }); | |
| doneRig("OK"); | |
| return rig; | |
| } catch (err) { | |
| doneRig("FAILED"); | |
| bootHalt(err?.message || String(err)); | |
| throw err; | |
| } | |
| })(); | |
| // Boot policies with a live [n/5] counter on the BIOS line; any single | |
| // session failure marks the whole line FAILED (the halt detail line names | |
| // the actual error). | |
| const donePolicies = bootLine("LOADING POLICIES"); | |
| const sessionOpts = { executionProviders: ["wasm"] }; | |
| let policiesLoaded = 0; | |
| const bootPolicy = (url) => | |
| ort.InferenceSession.create(signed(url), sessionOpts).then((s) => { | |
| donePolicies.progress(`${++policiesLoaded}/5`); | |
| return s; | |
| }); | |
| try { | |
| [sessions.walk, sessions.sitstand, sessions.roll, sessions.kickL, sessions.kickR] = | |
| await Promise.all([ | |
| bootPolicy(POLICIES.walk), | |
| bootPolicy(POLICIES.sitstand), | |
| bootPolicy(POLICIES.roll), | |
| bootPolicy(POLICIES.kickL), | |
| bootPolicy(POLICIES.kickR), | |
| ]); | |
| } catch (err) { | |
| donePolicies("FAILED"); | |
| bootHalt(err?.message || String(err)); | |
| throw err; | |
| } | |
| donePolicies("5/5"); | |
| const doneCompile = bootLine("COMPILING PHYSICS"); | |
| let model, data; | |
| try { | |
| model = mujoco.MjModel.from_xml_string(xml, vfs); | |
| data = new mujoco.MjData(model); | |
| } catch (err) { | |
| doneCompile("FAILED"); | |
| bootHalt(err?.message || String(err)); | |
| throw err; | |
| } | |
| doneCompile("COMPILED"); | |
| // Addresses resolved once per compiled variant. qpos/qvel/sensordata views | |
| // are re-read at each use: the WASM heap can grow and detach earlier | |
| // TypedArray views. | |
| // NOTE: unlike the Python bindings, these accessor fields are plain numbers. | |
| const JOINT_SET = new Set(JOINT_NAMES); | |
| function resolveAddrs(model, kin) { | |
| return { | |
| qposAdr: JOINT_NAMES.map((n) => model.jnt(n).qposadr), | |
| dofAdr: JOINT_NAMES.map((n) => model.jnt(n).dofadr), | |
| gyroAdr: model.sensor("imu_ang_vel").adr, | |
| trunkId: mujoco.mj_name2id(model, mujoco.mjtObj.mjOBJ_BODY.value, "trunk_base"), | |
| standKeyId: mujoco.mj_name2id(model, mujoco.mjtObj.mjOBJ_KEY.value, "STAND"), | |
| ballQposAdr: model.jnt("ball_freejoint").qposadr, | |
| ballDofAdr: model.jnt("ball_freejoint").dofadr, | |
| // Unactuated hinges (the roller variant's 4 passive wheels): not in | |
| // the obs or ctrl, but synced to the render rig so the wheels spin. | |
| extraJoints: kin.bodies | |
| .filter((b) => b.joint && b.joint.type === "hinge" && !JOINT_SET.has(b.joint.name)) | |
| .map((b) => ({ name: b.joint.name, adr: model.jnt(b.joint.name).qposadr })), | |
| }; | |
| } | |
| // Active-variant address block, swapped wholesale by activateLoco. | |
| let { qposAdr, dofAdr, gyroAdr, trunkId, standKeyId, ballQposAdr, ballDofAdr, extraJoints } = | |
| resolveAddrs(model, k); | |
| // Locomotion variants stay resident once built (model + data + rig + | |
| // addresses); legs is registered when its render rig resolves below. | |
| const locos = {}; | |
| let loco = "legs"; // "legs" | "rollers" | |
| const velLims = () => (loco === "rollers" | |
| ? [RVEL_FWD, RVEL_BACK, RVEL_ANG] | |
| : [VEL_FWD, VEL_BACK, VEL_ANG]); | |
| let uiReady = false; | |
| const lastAction = new Float32Array(NUM_JOINTS); | |
| const obs = new Float32Array(OBS_SIZE); | |
| const cmd = new Float32Array(CMD_SIZE); // [vx, vy, wz, head(4), body(6)] | |
| // Input controller (controls/controller.js): keyboard + gamepad sources | |
| // merged into one continuous command + discrete action surface. Registered | |
| // in priority order - live pad sticks win over held keys, exactly the old | |
| // padActive arbitration. Constructed up here because the control loop reads | |
| // it via effectiveCmd on the very first control step; the sources' event | |
| // listeners are only armed by controller.init() in the input-wiring | |
| // section below, where the raw listeners historically attached. | |
| const kbSource = new KeyboardSource({ getVelocityLimits: () => velLims() }); | |
| const padSource = new GamepadSource({ getVelocityLimits: () => velLims() }); | |
| const controller = new Controller({ sources: [padSource, kbSource] }); | |
| // Right-stick camera state, read by renderStats before the camera-orbit | |
| // section below has evaluated. | |
| let padOrbitLive = false; // HUD: RS keycap lit while deflected | |
| // Robot input gate: twist commands, mode changes, rolls, kicks and ball | |
| // spawns all stay inert until the entrance sequence has fully played out | |
| // (ceremony.drive flips this exactly when the choreography completes). | |
| // Re-engaged by every post-entrance reset for the duck's re-scan. | |
| let inputLocked = true; | |
| // Cutscene + ball-actor modules, assigned once the scene exists. Boot | |
| // resetSim runs before that (physics only); later kills go through these. | |
| let ceremony = null; | |
| let ball = null; | |
| // Comic sticker popups (stickers.js). Nullable on purpose: every hook is a | |
| // one-line `stickers?.pop(...)`, so deleting the single import line below | |
| // (search for initStickers) removes the feature without breaking anything. | |
| let stickers = null; | |
| // HUD: Space keycap flash. Written by the respawn ceremony; read by | |
| // renderStats. | |
| let resetFlashAt = -Infinity; | |
| // "walk" is the main velocity-tracking mode in BOTH variants (legs walking | |
| // policy or roller drive policy - activeSession() picks); "crouch" is the | |
| // roller-only one-shot; the rest are legs-only. | |
| let mode = "walk"; // "walk" | "sitstand" | "roll" | "kickL" | "kickR" | "crouch" | |
| let sitFlag = 0; | |
| const isKick = () => mode === "kickL" || mode === "kickR"; | |
| // Local-only kickable ball: false while parked at the keyframe spot | |
| // (mesh hidden), true once popped in front of the duck. | |
| let ballActive = false; | |
| // The twist the policy actually receives: the controller's merged command | |
| // (live gamepad sticks win over held keys via source arbitration). No | |
| // input means zero command - the duck stands in place. | |
| // Shared by buildObs and the HUD mini-sticks so they can never disagree. | |
| // Mid-roll every movement input is ignored (zero twist) until the roll | |
| // hands back to walk on its own - steering would only knock the roll over. | |
| const ZERO_CMD = new Float32Array(3); | |
| function effectiveCmd() { | |
| if (inputLocked || mode === "roll" || mode === "crouch" || isKick() || postKickLock > 0) | |
| return ZERO_CMD; | |
| return controller.getCommand(); | |
| } | |
| // One-shot roll tracking: trigger time + whether the trunk actually | |
| // tipped over yet. Set by triggerRoll, cleared when we hand back to walk. | |
| let rollRun = null; | |
| let rollSource = "kb"; // which hint lights up: keyboard Space or pad X | |
| // One-shot crouch-glide tracking (roller variant): phase 0 -> 0.7 over | |
| // 3.5 s, driven per control step. Shares rollSource for keycap lighting | |
| // (same R / pad-X trigger). | |
| let crouchRun = null; | |
| // One-shot kick tracking: the runtime swaps the kick policy in for a fixed | |
| // 0.5 s window (25 control steps at 50 Hz) with zeroed commands, then hands | |
| // straight back to walking. lastAction stays continuous across both swaps. | |
| let kickRun = null; | |
| let kickSource = "kb"; | |
| let KICK_STEPS = 25; | |
| // Post-kick grace: keep commands zeroed for a beat after the kick window | |
| // hands back to walk, so the duck finishes the strike cleanly instead of | |
| // instantly sprinting off. Step-counted like everything else. | |
| const POST_KICK_LOCK_STEPS = 20; // 0.4 s at 50 Hz | |
| let postKickLock = 0; | |
| // Pending mode-transition timers (sit hand-over, stand-up hand-back). | |
| // Every transition entry point clears them: a stale timer firing after | |
| // the state has moved on is exactly how a sitting or rolling duck ends | |
| // up handed to the walking policy mid-motion. | |
| let sitTimer = null; | |
| let standTimer = null; | |
| let fallenSince = null; // wall-clock start of the current fallen spell | |
| function clearModeTimers() { | |
| clearTimeout(sitTimer); sitTimer = null; | |
| clearTimeout(standTimer); standTimer = null; | |
| } | |
| function resetSim() { | |
| // Single reset path: Space, fall-kill, failed roll, loco switch. A | |
| // reset is a full transition to the walking stand: cancel any roll in | |
| // flight and any pending sit/stand hand-over, or they'd replay on the | |
| // freshly reset duck. | |
| clearModeTimers(); | |
| rollRun = null; | |
| kickRun = null; | |
| crouchRun = null; | |
| postKickLock = 0; | |
| fallenSince = null; | |
| mode = "walk"; | |
| mujoco.mj_resetDataKeyframe(model, data, standKeyId); | |
| mujoco.mj_forward(model, data); | |
| lastAction.fill(0); | |
| sitFlag = 0; | |
| // Park the ball in physics immediately; if it was on screen, the | |
| // reverse scan peels it away at its last pose. A queued B-respawn is | |
| // cancelled: a reset means no ball. | |
| ball?.despawn({ cancelQueued: true, parkPhysics: parkBallPhysics }); | |
| ballActive = false; | |
| // Buttons reflect sitFlag; keep them honest after auto-resets. | |
| if (uiReady) syncButtons(); | |
| ceremony?.playRespawn(); | |
| } | |
| resetSim(); | |
| // Pop / respawn the ball ~0.35 m in front of the duck, with a small | |
| // random heading + distance jitter so repeated pops land somewhere | |
| // nearby instead of always on the same spot. qvel is zeroed so a respawn | |
| // doesn't carry the old momentum. | |
| // If the ball is already on screen, peel it away first (reverse scan) | |
| // and pop the new one when that finishes - same appear/disappear pair | |
| // as the duck's wireframe ceremony. | |
| function parkBallPhysics() { | |
| const qpos = data.qpos, qvel = data.qvel; | |
| qpos[ballQposAdr] = 50; | |
| qpos[ballQposAdr + 1] = 0; | |
| qpos[ballQposAdr + 2] = BALL_RADIUS; | |
| qpos[ballQposAdr + 3] = 1; | |
| qpos[ballQposAdr + 4] = 0; | |
| qpos[ballQposAdr + 5] = 0; | |
| qpos[ballQposAdr + 6] = 0; | |
| for (let i = 0; i < 6; i++) qvel[ballDofAdr + i] = 0; | |
| mujoco.mj_forward(model, data); | |
| ballActive = false; | |
| } | |
| function spawnBall(opts = {}) { | |
| if (inputLocked && !opts.fromQueue) return; | |
| if (!ball) return; | |
| if (ball.visual !== "hidden") { | |
| ball.queueRespawn(); | |
| ball.despawn({ parkPhysics: parkBallPhysics }); | |
| return; | |
| } | |
| const qpos = data.qpos, qvel = data.qvel; | |
| // Trunk yaw from the free-joint quaternion (qpos[3..6] = w x y z); | |
| // the duck walks toward its local +X. | |
| const yaw = Math.atan2( | |
| 2 * (qpos[3] * qpos[6] + qpos[4] * qpos[5]), | |
| 1 - 2 * (qpos[5] * qpos[5] + qpos[6] * qpos[6]), | |
| ); | |
| const heading = yaw + (Math.random() - 0.5) * 0.7; | |
| const dist = 0.35 + (Math.random() - 0.5) * 0.1; | |
| // Clamp inside the arena: a duck standing against a wall must not pop | |
| // the ball into (or beyond) it. | |
| const lim = ARENA_HALF - BALL_RADIUS - 0.05; | |
| const clamp = (v) => Math.min(lim, Math.max(-lim, v)); | |
| qpos[ballQposAdr] = clamp(qpos[0] + Math.cos(heading) * dist); | |
| qpos[ballQposAdr + 1] = clamp(qpos[1] + Math.sin(heading) * dist); | |
| qpos[ballQposAdr + 2] = BALL_RADIUS + 0.02; | |
| qpos[ballQposAdr + 3] = 1; | |
| qpos[ballQposAdr + 4] = 0; | |
| qpos[ballQposAdr + 5] = 0; | |
| qpos[ballQposAdr + 6] = 0; | |
| for (let i = 0; i < 6; i++) qvel[ballDofAdr + i] = 0; | |
| mujoco.mj_forward(model, data); | |
| ballActive = true; | |
| // Snap the mesh to the new pose BEFORE the scan starts: the FX | |
| // recomputes its bbox from the live mesh. | |
| ball.poseFromQpos(qpos, ballQposAdr); | |
| ball.appear(); | |
| stickers?.pop("spawn"); | |
| } | |
| // ββ Observation βββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| const _q = new THREE.Quaternion(); | |
| const _g = new THREE.Vector3(); | |
| function buildObs() { | |
| const qpos = data.qpos, qvel = data.qvel, sens = data.sensordata; | |
| let i = 0; | |
| // base_ang_vel: gyro sensor at the IMU site | |
| for (let a = 0; a < 3; a++) obs[i++] = sens[gyroAdr + a]; | |
| // projected gravity: world -z rotated into the trunk frame | |
| const xq = data.body(trunkId).xquat; // [w, x, y, z] | |
| _q.set(xq[1], xq[2], xq[3], xq[0]).conjugate(); | |
| _g.set(0, 0, -1).applyQuaternion(_q); | |
| obs[i++] = _g.x; obs[i++] = _g.y; obs[i++] = _g.z; | |
| for (let j = 0; j < NUM_JOINTS; j++) obs[i++] = qpos[qposAdr[j]] - DEFAULT_POSE[j]; | |
| for (let j = 0; j < NUM_JOINTS; j++) obs[i++] = qvel[dofAdr[j]]; | |
| for (let j = 0; j < NUM_JOINTS; j++) obs[i++] = lastAction[j]; | |
| // command: walking/drive use the twist; sitstand uses cmd[0] as the | |
| // posture flag; the crouch-glide one-shot carries its phase encoding in | |
| // the vel slots (ground-pick convention: [cos, sin, 0]). | |
| cmd.fill(0, 0, 3); | |
| if (mode === "sitstand") { | |
| cmd[0] = sitFlag; | |
| } else if (mode === "crouch" && crouchRun) { | |
| const a = 2 * Math.PI * crouchRun.phase; | |
| cmd[0] = Math.cos(a); | |
| cmd[1] = Math.sin(a); | |
| } else { | |
| // walk uses the live twist; roll and kick see all-zero commands | |
| // (via effectiveCmd), matching how they were trained. | |
| const c = effectiveCmd(); | |
| cmd[0] = c[0]; cmd[1] = c[1]; cmd[2] = c[2]; | |
| } | |
| for (let c = 0; c < CMD_SIZE; c++) obs[i++] = cmd[c]; | |
| return obs; | |
| } | |
| // The ONNX session for the current mode: in the roller variant the main | |
| // velocity mode runs the drive (skating) policy instead of the walker. | |
| const activeSession = () => | |
| sessions[loco === "rollers" && mode === "walk" ? "drive" : mode]; | |
| // ββ Control loop (50 Hz, async because ONNX inference is async) ββββββββ | |
| let ctrlHz = 0; | |
| // Dead pose: walk/sitstand have no get-up skill, so a kill here is just | |
| // a resetSim (same ceremony as Space). Height alone would false-positive | |
| // on a deep sit, so "fallen" = trunk tilted past ~60 deg (projected | |
| // gravity z above -0.5) or sunk below the floor. NaN/Inf is a solver | |
| // explosion: no grace, reset on the spot. The roll tumbles the trunk on | |
| // purpose and recovers on its own, so it gets a much longer grace window | |
| // before we call it stuck. | |
| function poseIsDead() { | |
| const z = data.qpos[2]; | |
| const gz = obs[5]; // projected gravity z, from the last obs | |
| if (!Number.isFinite(z) || !Number.isFinite(gz)) return "exploded"; | |
| if (gz > -0.5 || z < 0.02) return "fallen"; | |
| return null; | |
| } | |
| async function controlStep() { | |
| const feeds = { obs: new ort.Tensor("float32", buildObs(), [1, OBS_SIZE]) }; | |
| const out = await activeSession().run(feeds); | |
| const act = out.actions.data; | |
| lastAction.set(act); | |
| const ctrl = data.ctrl; | |
| for (let j = 0; j < NUM_JOINTS; j++) ctrl[j] = DEFAULT_POSE[j] + act[j] * ACTION_SCALE; | |
| for (let s = 0; s < DECIMATION; s++) mujoco.mj_step(model, data); | |
| const death = poseIsDead(); | |
| if (death === "exploded") { | |
| resetSim(); | |
| } else if (death === "fallen") { | |
| const now = performance.now(); | |
| const graceMs = mode === "roll" ? 5000 : 1000; | |
| fallenSince ??= now; | |
| if (now - fallenSince > graceMs) resetSim(); | |
| } else { | |
| fallenSince = null; | |
| } | |
| // Ball respawn watchdog: with the arena walls the ball can no longer | |
| // legitimately leave, so this is a safety net for solver tunnelling - | |
| // outside the arena bounds means "escaped through a glitch", bring it | |
| // back near the duck. Re-read qpos: resetSim above may have re-parked | |
| // the ball. | |
| if (ballActive) { | |
| const q = data.qpos; | |
| const escaped = | |
| Math.abs(q[ballQposAdr]) > ARENA_HALF + 0.1 || | |
| Math.abs(q[ballQposAdr + 1]) > ARENA_HALF + 0.1; | |
| if (escaped) spawnBall(); | |
| } | |
| // One-shot roll, step-counted like the robot runtime (a single roll is | |
| // ~1 s = 50 control steps there): hand back to walking once the trunk has | |
| // tipped over and is upright again, or after a hard 2 s window if the roll | |
| // never initiated. Counting steps instead of wall time keeps the logic | |
| // correct when the sim is fast-forwarded or the tab is throttled. | |
| // One-shot kick: fixed 0.5 s window like the robot runtime, then straight | |
| // back to walking. lastAction is NOT zeroed on either swap - the runtime | |
| // keeps one continuous action history across policy switches. | |
| if (postKickLock > 0 && mode === "walk") postKickLock--; | |
| if (isKick() && kickRun) { | |
| kickRun.steps++; | |
| if (kickRun.steps >= KICK_STEPS) { | |
| kickRun = null; | |
| mode = "walk"; | |
| postKickLock = POST_KICK_LOCK_STEPS; | |
| if (uiReady) syncButtons(); | |
| } | |
| } | |
| // Crouch-glide one-shot: advance the trained phase clock and hand back | |
| // to the drive policy at the runtime's cycle end (0.7 x 5 s = 3.5 s: | |
| // sink, glide low, stand back up). lastAction stays continuous, same as | |
| // every other policy swap. | |
| if (mode === "crouch" && crouchRun) { | |
| crouchRun.phase += CTRL_DT / CROUCH_PERIOD_S; | |
| if (crouchRun.phase >= CROUCH_END_PHASE) { | |
| crouchRun = null; | |
| mode = "walk"; | |
| if (uiReady) syncButtons(); | |
| } | |
| } | |
| if (mode === "roll" && rollRun) { | |
| rollRun.steps++; | |
| if (obs[5] > -0.3) rollRun.tipped = true; | |
| const upright = obs[5] < -0.85; | |
| const done = rollRun.tipped && upright && rollRun.steps >= 40; | |
| const expired = rollRun.steps >= 150; // 3 s, roll should long be over | |
| if (done || expired) { | |
| rollRun = null; | |
| mode = "walk"; | |
| lastAction.fill(0); | |
| // Timed out mid-roll: don't hand a tipped duck to the walking policy | |
| // (it has no get-up skill). Same ceremony as Space / fall-kill. | |
| if (!upright) resetSim(); | |
| if (uiReady) syncButtons(); | |
| } | |
| } | |
| } | |
| let running = true; | |
| (async function controlLoop() { | |
| let next = performance.now(); | |
| let count = 0, hzT0 = next; | |
| while (running) { | |
| await controlStep(); | |
| count++; | |
| const now = performance.now(); | |
| if (now - hzT0 > 500) { | |
| ctrlHz = (count * 1000) / (now - hzT0); | |
| count = 0; hzT0 = now; | |
| } | |
| next += CTRL_DT * 1000; | |
| const wait = next - performance.now(); | |
| if (wait > 0) await new Promise((r) => setTimeout(r, wait)); | |
| else next = performance.now(); // fell behind: don't spiral | |
| } | |
| })(); | |
| // ββ Rendering (three.js rig driven by qpos) βββββββββββββββββββββββββββββ | |
| const scene = new THREE.Scene(); | |
| scene.background = new THREE.Color(0x08080c); | |
| const camera = new THREE.PerspectiveCamera(40, 1, 0.02, 30); | |
| // Boot framing translated onto the spawn cell (the orbit target follows | |
| // below), so the follow-cam has nothing to drift toward during boot. | |
| camera.position.set(SPAWN_X + 0.55, 0.35, -SPAWN_Y + 0.7); | |
| const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); | |
| renderer.setPixelRatio(Math.min(2, window.devicePixelRatio)); | |
| renderer.setClearColor(0x08080c, 1); | |
| renderer.toneMapping = THREE.ACESFilmicToneMapping; | |
| mount.appendChild(renderer.domElement); | |
| const pmrem = new THREE.PMREMGenerator(renderer); | |
| scene.environment = pmrem.fromScene(new RoomEnvironment()).texture; | |
| scene.environmentIntensity = 0.45; | |
| scene.add(new THREE.AmbientLight(0xffffff, 0.6)); | |
| const keyLight = new THREE.DirectionalLight(0xffffff, 1.6); | |
| keyLight.position.set(2, 4, 2); | |
| scene.add(keyLight); | |
| const fill = new THREE.DirectionalLight(0xffffff, 0.4); | |
| fill.position.set(-2, 2, 1.5); | |
| scene.add(fill); | |
| const rim = new THREE.DirectionalLight(0xffb366, 0.7); | |
| rim.position.set(0, 3, -2); | |
| scene.add(rim); | |
| // Infinite shader grid, ported from drei's <Grid> (we're in vanilla three, | |
| // not R3F): anti-aliased world-space lines at cell/section frequencies with | |
| // a radial fade around the duck. Lines derive from world coordinates, so | |
| // re-centering the mesh under the camera target every frame makes the grid | |
| // effectively infinite without any visible swimming. | |
| function makeInfiniteGrid() { | |
| const material = new THREE.ShaderMaterial({ | |
| transparent: true, | |
| depthWrite: false, | |
| uniforms: { | |
| uCell: { value: 0.1 }, | |
| uSection: { value: GRID_SECTION }, | |
| uCellColor: { value: new THREE.Color(0x8e8371) }, | |
| uSectionColor: { value: new THREE.Color(0xffb366) }, | |
| uFadeDist: { value: 3.0 }, | |
| uFocus: { value: new THREE.Vector3() }, | |
| // Entrance draw-in progress; 1 = steady state (branch skipped). | |
| // Starts at 0: the world stays hidden behind the welcome modal and | |
| // the BIOS readout until playBios cues startEntrance. | |
| uReveal: { value: 0.0 }, | |
| }, | |
| vertexShader: /* glsl */ ` | |
| varying vec3 vWorld; | |
| void main() { | |
| vec4 w = modelMatrix * vec4(position, 1.0); | |
| vWorld = w.xyz; | |
| gl_Position = projectionMatrix * viewMatrix * w; | |
| } | |
| `, | |
| fragmentShader: /* glsl */ ` | |
| varying vec3 vWorld; | |
| uniform float uCell, uSection, uFadeDist, uReveal; | |
| uniform vec3 uCellColor, uSectionColor, uFocus; | |
| // Tron-style line: a thicker antialiased core plus a faint, much | |
| // wider halo added on top (squared falloff keeps it a whisper of a | |
| // glow rather than a bloom wash). | |
| float lineProf(float g) { | |
| float core = 1.0 - smoothstep(0.0, 1.8, g); | |
| float halo = 1.0 - smoothstep(0.0, 7.0, g); | |
| return core + halo * halo * 0.22; | |
| } | |
| float gridLine(vec2 p, float size) { | |
| vec2 r = p / size; | |
| vec2 g = abs(fract(r - 0.5) - 0.5) / fwidth(r); | |
| return lineProf(min(g.x, g.y)); | |
| } | |
| // Entrance draw-in: one family of parallel lines, drawn line by line. | |
| // id picks the line, "along" runs down its length. Each line waits | |
| // out its own hashed delay, then extends from the origin outward with | |
| // a hard front. Returns (mask, head): head marks the bright segment | |
| // right behind the draw front while the line is still growing. | |
| vec2 drawLine(float id, float along, float t0, float spread, float dur, float maxLen) { | |
| float jit = fract(sin(id * 127.1) * 43758.5453); | |
| float grow = clamp((uReveal - t0 - jit * spread) / dur, 0.0, 1.0); | |
| float len = grow * maxLen; | |
| float a = abs(along); | |
| float mask = 1.0 - smoothstep(len - 0.05, len, a); | |
| float head = (1.0 - smoothstep(0.0, 0.6, len - a)) * mask | |
| * step(0.001, grow) * (1.0 - step(0.999, grow)); | |
| return vec2(mask, head); | |
| } | |
| void main() { | |
| float cell = gridLine(vWorld.xz, uCell); | |
| // Section lattice shifted half a cell: with 5 sections across the | |
| // 3 m arena (odd count) this centers a CELL on the origin and puts | |
| // section lines exactly on the walls at +-1.5. | |
| vec2 pSec = vWorld.xz + 0.5 * uSection; | |
| float section = gridLine(pSec, uSection); | |
| float d = distance(vWorld.xz, uFocus.xz); | |
| float fade = pow(clamp(1.0 - d / uFadeDist, 0.0, 1.0), 1.6); | |
| vec3 col = mix(uCellColor, uSectionColor, clamp(section, 0.0, 1.0)); | |
| float alpha = min(max(section * 0.6, cell * 0.4) * fade, 1.0); | |
| // Entrance: only the bright section lines get the line-by-line draw | |
| // (staggered, with a hot draw head); the fine cells just fade in | |
| // over the reveal's second half - drawing every small line reads as | |
| // visual noise. lineProf(min(gx, gy)) == max of per-axis profiles | |
| // (profile is monotonic) and the cell fade lands on exactly the | |
| // steady-state cell term, so at uReveal 1 this branch equals the | |
| // formula above exactly (and is skipped). | |
| if (uReveal < 1.0) { | |
| vec2 rs = pSec / uSection; | |
| vec2 gs = abs(fract(rs - 0.5) - 0.5) / fwidth(rs); | |
| // Const-x lines run along z and vice versa; the offset | |
| // decorrelates the two families' hashed delays. | |
| vec2 sx = drawLine(floor(rs.x + 0.5), vWorld.z, 0.00, 0.30, 0.35, 8.0); | |
| vec2 sz = drawLine(floor(rs.y + 0.5) + 57.0, vWorld.x, 0.05, 0.30, 0.35, 8.0); | |
| float secR = max(lineProf(gs.x) * sx.x, lineProf(gs.y) * sz.x); | |
| float cellR = cell * smoothstep(0.5, 1.0, uReveal); | |
| float headGlow = max(lineProf(gs.x) * sx.y, lineProf(gs.y) * sz.y); | |
| col = mix(uCellColor, uSectionColor, clamp(secR, 0.0, 1.0)); | |
| alpha = min(max(secR * 0.6, cellR * 0.4) * fade, 1.0); | |
| // Bright draw head: a short white-hot tip sells the "drawing" read. | |
| headGlow = clamp(headGlow, 0.0, 1.0); | |
| col = mix(col, vec3(1.0, 0.86, 0.55), headGlow * 0.8); | |
| alpha = min(alpha + headGlow * fade * 0.5, 1.0); | |
| } | |
| if (alpha < 0.004) discard; | |
| gl_FragColor = vec4(col, alpha); | |
| } | |
| `, | |
| }); | |
| const mesh = new THREE.Mesh(new THREE.PlaneGeometry(30, 30), material); | |
| mesh.rotation.x = -Math.PI / 2; | |
| return mesh; | |
| } | |
| const grid = makeInfiniteGrid(); | |
| scene.add(grid); | |
| // Arena walls, drawn in the same grid language as the floor: identical | |
| // cell/section lines from world coordinates, same radial fade around the | |
| // duck, plus a vertical fade toward the top edge so the walls read as a | |
| // light enclosure instead of solid slabs. | |
| function makeWallGridMaterial(alongX) { | |
| return new THREE.ShaderMaterial({ | |
| transparent: true, | |
| depthWrite: false, | |
| side: THREE.DoubleSide, | |
| uniforms: { | |
| uCell: { value: 0.1 }, | |
| uSection: { value: GRID_SECTION }, | |
| uCellColor: { value: new THREE.Color(0x8e8371) }, | |
| uSectionColor: { value: new THREE.Color(0xffb366) }, | |
| // Gentler radial fade than the floor: the walls sit 1.5+ m from the | |
| // duck by construction and would vanish with the floor's 3 m fade. | |
| uFadeDist: { value: 5.0 }, | |
| uFocus: { value: new THREE.Vector3() }, | |
| uWallH: { value: ARENA_WALL_H }, | |
| uAlongX: { value: alongX ? 1.0 : 0.0 }, | |
| // Entrance draw-in progress; 1 = steady state (branch skipped). | |
| // Starts at 0, same as the floor grid: hidden until startEntrance. | |
| uReveal: { value: 0.0 }, | |
| }, | |
| vertexShader: /* glsl */ ` | |
| varying vec3 vWorld; | |
| void main() { | |
| vec4 w = modelMatrix * vec4(position, 1.0); | |
| vWorld = w.xyz; | |
| gl_Position = projectionMatrix * viewMatrix * w; | |
| } | |
| `, | |
| fragmentShader: /* glsl */ ` | |
| varying vec3 vWorld; | |
| uniform float uCell, uSection, uFadeDist, uWallH, uAlongX, uReveal; | |
| uniform vec3 uCellColor, uSectionColor, uFocus; | |
| // Same Tron-style core + faint halo as the floor grid. | |
| float lineProf(float g) { | |
| float core = 1.0 - smoothstep(0.0, 1.8, g); | |
| float halo = 1.0 - smoothstep(0.0, 7.0, g); | |
| return core + halo * halo * 0.22; | |
| } | |
| float gridLine(vec2 p, float size) { | |
| vec2 r = p / size; | |
| vec2 g = abs(fract(r - 0.5) - 0.5) / fwidth(r); | |
| return lineProf(min(g.x, g.y)); | |
| } | |
| // Same line-by-line draw as the floor grid (see its comments). | |
| vec2 drawLine(float id, float along, float t0, float spread, float dur, float maxLen) { | |
| float jit = fract(sin(id * 127.1) * 43758.5453); | |
| float grow = clamp((uReveal - t0 - jit * spread) / dur, 0.0, 1.0); | |
| float len = grow * maxLen; | |
| float a = abs(along); | |
| float mask = 1.0 - smoothstep(len - 0.05, len, a); | |
| float head = (1.0 - smoothstep(0.0, 0.35, len - a)) * mask | |
| * step(0.001, grow) * (1.0 - step(0.999, grow)); | |
| return vec2(mask, head); | |
| } | |
| void main() { | |
| // Wall surface coords: the in-plane horizontal world axis + height. | |
| float h = mix(vWorld.z, vWorld.x, uAlongX); | |
| vec2 p = vec2(h, vWorld.y); | |
| float cell = gridLine(p, uCell); | |
| // Horizontal axis shifted half a section to match the floor's odd | |
| // lattice (vertical section lines meet the floor's at the base); | |
| // the height axis keeps its base line at y = 0. | |
| vec2 pSec = vec2(p.x + 0.5 * uSection, p.y); | |
| float section = gridLine(pSec, uSection); | |
| float d = distance(vWorld.xz, uFocus.xz); | |
| float fade = pow(clamp(1.0 - d / uFadeDist, 0.0, 1.0), 1.6); | |
| float vert = 1.0 - clamp(vWorld.y / uWallH, 0.0, 1.0); | |
| vec3 col = mix(uCellColor, uSectionColor, clamp(section, 0.0, 1.0)); | |
| float alpha = min(max(section * 0.9, cell * 0.6) * fade * (0.3 + 0.7 * vert), 1.0); | |
| // Entrance: section lines only - horizontals zip out from the | |
| // wall's center, verticals rise from the ground, each with a | |
| // hashed delay; the fine cells fade in over the reveal's second | |
| // half. Same steady-state equivalence argument as the floor grid. | |
| if (uReveal < 1.0) { | |
| vec2 rs = pSec / uSection; | |
| vec2 gs = abs(fract(rs - 0.5) - 0.5) / fwidth(rs); | |
| // Const-height lines run along h (grow from center outward); | |
| // const-h lines run along y (grow up from the ground). | |
| vec2 sh = drawLine(floor(rs.y + 0.5), p.x, 0.00, 0.30, 0.40, 2.0); | |
| vec2 sv = drawLine(floor(rs.x + 0.5) + 31.0, p.y, 0.30, 0.30, 0.30, uWallH); | |
| float secR = max(lineProf(gs.y) * sh.x, lineProf(gs.x) * sv.x); | |
| float cellR = cell * smoothstep(0.5, 1.0, uReveal); | |
| float headGlow = max(lineProf(gs.y) * sh.y, lineProf(gs.x) * sv.y); | |
| col = mix(uCellColor, uSectionColor, clamp(secR, 0.0, 1.0)); | |
| alpha = min(max(secR * 0.9, cellR * 0.6) * fade * (0.3 + 0.7 * vert), 1.0); | |
| headGlow = clamp(headGlow, 0.0, 1.0); | |
| col = mix(col, vec3(1.0, 0.86, 0.55), headGlow * 0.8); | |
| alpha = min(alpha + headGlow * fade * 0.5, 1.0); | |
| } | |
| if (alpha < 0.004) discard; | |
| gl_FragColor = vec4(col, alpha); | |
| } | |
| `, | |
| }); | |
| } | |
| const wallMats = []; | |
| { | |
| const wallLen = 2 * (ARENA_HALF + ARENA_WALL_T); | |
| // (three coords: MJCF x -> x, MJCF y -> -z; walls sit at their inner faces) | |
| const wallDefs = [ | |
| { x: ARENA_HALF, z: 0, rotY: -Math.PI / 2, alongX: false }, | |
| { x: -ARENA_HALF, z: 0, rotY: Math.PI / 2, alongX: false }, | |
| { x: 0, z: ARENA_HALF, rotY: Math.PI, alongX: true }, | |
| { x: 0, z: -ARENA_HALF, rotY: 0, alongX: true }, | |
| ]; | |
| for (const w of wallDefs) { | |
| const mat = makeWallGridMaterial(w.alongX); | |
| wallMats.push(mat); | |
| const mesh = new THREE.Mesh(new THREE.PlaneGeometry(wallLen, ARENA_WALL_H), mat); | |
| mesh.position.set(w.x, ARENA_WALL_H / 2, w.z); | |
| mesh.rotation.y = w.rotY; | |
| scene.add(mesh); | |
| } | |
| } | |
| let rig = await rigPromise; | |
| scene.add(rig.placer); | |
| let trunkGroup = rig.bodies.get("trunk_base"); | |
| locos.legs = { | |
| model, data, rig, trunkGroup, | |
| qposAdr, dofAdr, gyroAdr, trunkId, standKeyId, ballQposAdr, ballDofAdr, extraJoints, | |
| }; | |
| // ββ Locomotion variant switching (legs <-> rollers) βββββββββββββββββββββ | |
| // The roller stack (XML + 5 extra meshes + kinematics + 2 ONNX policies) | |
| // is lazy-loaded on the first switch so the default boot stays untouched, | |
| // then kept resident: switching back and forth only swaps references. | |
| let rollersLoading = null; | |
| function ensureRollers() { | |
| rollersLoading ??= (async () => { | |
| const [{ xml: rXml, meshFiles: rMeshFiles }, rk] = await Promise.all([ | |
| buildPhysicsXml("robot_allcollisions_rollers.xml"), | |
| loadKinematics(`${MODEL_DIR}/kinematics_rollers.json`), | |
| ]); | |
| const [rRig, sDrive, sCrouch] = await Promise.all([ | |
| buildRig(rk, { materialForMesh: materialHookFor(VARIANTS[currentVariant]) }), | |
| ort.InferenceSession.create(signed(POLICIES.drive), sessionOpts), | |
| ort.InferenceSession.create(signed(POLICIES.crouch), sessionOpts), | |
| addMeshesToVfs(rMeshFiles), | |
| ]); | |
| sessions.drive = sDrive; | |
| sessions.crouch = sCrouch; | |
| const rModel = mujoco.MjModel.from_xml_string(rXml, vfs); | |
| const rData = new mujoco.MjData(rModel); | |
| locos.rollers = { | |
| model: rModel, data: rData, rig: rRig, trunkGroup: rRig.bodies.get("trunk_base"), | |
| ...resolveAddrs(rModel, rk), | |
| }; | |
| })(); | |
| return rollersLoading; | |
| } | |
| function activateLoco(name) { | |
| const L = locos[name]; | |
| loco = name; | |
| scene.remove(rig.placer); | |
| ({ model, data, rig, trunkGroup, qposAdr, dofAdr, gyroAdr, trunkId, | |
| standKeyId, ballQposAdr, ballDofAdr, extraJoints } = L); | |
| // The rig may have been built (or last shown) under another colourway. | |
| applyVariant(rig, currentVariant); | |
| scene.add(rig.placer); | |
| document.body.classList.toggle("rollers", name === "rollers"); | |
| resetSim(); | |
| if (uiReady) syncLocoHints(); | |
| } | |
| // OSD line while the roller stack streams in, BIOS-style. | |
| let osdLoadEl = null; | |
| let locoSwitching = false; | |
| async function setLoco(name, { force = false } = {}) { | |
| if (name !== "legs" && name !== "rollers") return; | |
| if (loco === name || locoSwitching) return; | |
| if (!force && (inputLocked || rollRun || kickRun || crouchRun || standTimer)) return; | |
| locoSwitching = true; | |
| try { | |
| if (name === "rollers" && !locos.rollers) { | |
| osdLoadEl?.removeAttribute("hidden"); | |
| await ensureRollers(); | |
| } | |
| activateLoco(name); | |
| } catch (e) { | |
| rollersLoading = null; | |
| console.error("[rl] roller switch failed", e); | |
| } finally { | |
| osdLoadEl?.setAttribute("hidden", ""); | |
| locoSwitching = false; | |
| } | |
| } | |
| async function toggleLoco() { | |
| await setLoco(loco === "legs" ? "rollers" : "legs"); | |
| } | |
| // ββ Cutscenes (entrance + respawn) ββββββββββββββββββββββββββββββββββββββ | |
| // Owned by ceremony.js. Physics reset stays in resetSim; this is the | |
| // camera + materialization layer. Boot-hidden: bind parks the duck clip | |
| // below the feet so nothing shows through the welcome modal / BIOS. | |
| const fx = await import(signed(`./fx/fx-wireframe.js?v=${SELF_V}`)); | |
| const { createCeremony, CAM_RESET_S } = await import(signed(`./ceremony.js?v=${SELF_V}`)); | |
| ceremony = createCeremony({ | |
| THREE, scene, camera, renderer, fx, | |
| getRig: () => rig, | |
| grid, wallMats, | |
| syncRig, startCameraReset, | |
| setLocked: (v) => { inputLocked = v; controller.setLocked(v); }, | |
| flashReset: () => { resetFlashAt = performance.now(); }, | |
| }); | |
| // Soccer-ball look computed per pixel on the sphere itself, so there is | |
| // no pole or seam special case by design. The truncated icosahedron is | |
| // reconstructed as a spherical Voronoi diagram over 32 sites: the 12 | |
| // icosahedron vertices (black pentagon centers, one sitting at each | |
| // pole) and its 20 face centers (white hexagon centers). A pixel is | |
| // black when its nearest site is a pentagon center and it sits clear of | |
| // the cell boundary by a seam margin - which yields big flat-edged black | |
| // pentagons separated from the white hexagons by thin seams, corners | |
| // almost touching, exactly like the real panel layout. | |
| function makeSoccerBallTexture() { | |
| const W = 1024, H = 512; | |
| const c = document.createElement("canvas"); | |
| c.width = W; | |
| c.height = H; | |
| const ctx = c.getContext("2d"); | |
| // 12 icosahedron vertices: 2 poles + two staggered rings of 5 at | |
| // latitude +-atan(1/2) (~26.57 deg) - the pentagon centers. | |
| const sites = []; | |
| const addSite = (v, isPent) => { | |
| const n = Math.hypot(v[0], v[1], v[2]); | |
| sites.push({ x: v[0] / n, y: v[1] / n, z: v[2] / n, pent: isPent }); | |
| }; | |
| const verts = [[0, 0, 1], [0, 0, -1]]; | |
| const latR = Math.atan(0.5), cr = Math.cos(latR), sr = Math.sin(latR); | |
| for (let i = 0; i < 5; i++) { | |
| const a = (i * 72 * Math.PI) / 180; | |
| const b = ((i * 72 + 36) * Math.PI) / 180; | |
| verts.push([cr * Math.cos(a), cr * Math.sin(a), sr]); | |
| verts.push([cr * Math.cos(b), cr * Math.sin(b), -sr]); | |
| } | |
| for (const v of verts) addSite(v, true); | |
| // 20 face centers (hexagon centers): normalized centroids of every | |
| // mutually-adjacent vertex triple (adjacent pairs have dot = 1/sqrt(5)). | |
| const adj = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2] > 0.3; | |
| for (let i = 0; i < 12; i++) { | |
| for (let j = i + 1; j < 12; j++) { | |
| if (!adj(verts[i], verts[j])) continue; | |
| for (let k = j + 1; k < 12; k++) { | |
| if (adj(verts[i], verts[k]) && adj(verts[j], verts[k])) { | |
| addSite([ | |
| verts[i][0] + verts[j][0] + verts[k][0], | |
| verts[i][1] + verts[j][1] + verts[k][1], | |
| verts[i][2] + verts[j][2] + verts[k][2], | |
| ], false); | |
| } | |
| } | |
| } | |
| } | |
| // Seam half-width and anti-alias band, in radians of arc. | |
| const SEAM = (1.6 * Math.PI) / 180; | |
| const AA = (0.35 * Math.PI) / 180; | |
| // Groove reach for the bump map: a touch wider than the painted seam so | |
| // the recess shoulders catch light on both sides of the line. | |
| const GROOVE = SEAM * 1.5; | |
| const BG = [233, 231, 224], INK = [23, 23, 29], STITCH = [200, 197, 188]; | |
| const img = ctx.createImageData(W, H); | |
| const px = img.data; | |
| // Height map sharing the same panel construction: seams become recessed | |
| // grooves, plus a very fine leather/PVC grain over the whole surface. | |
| const bc = document.createElement("canvas"); | |
| bc.width = W; | |
| bc.height = H; | |
| const bctx = bc.getContext("2d"); | |
| const bimg = bctx.createImageData(W, H); | |
| const bpx = bimg.data; | |
| for (let row = 0; row < H; row++) { | |
| const lat = Math.PI / 2 - ((row + 0.5) / H) * Math.PI; | |
| const cl = Math.cos(lat), sl = Math.sin(lat); | |
| for (let col = 0; col < W; col++) { | |
| const lon = ((col + 0.5) / W) * 2 * Math.PI - Math.PI; | |
| const dx = cl * Math.cos(lon), dy = cl * Math.sin(lon), dz = sl; | |
| let best = -2, second = -2, bestPent = false; | |
| for (const s of sites) { | |
| const d = dx * s.x + dy * s.y + dz * s.z; | |
| if (d > best) { second = best; best = d; bestPent = s.pent; } | |
| else if (d > second) second = d; | |
| } | |
| // Signed distance to the Voronoi cell boundary along the geodesic. | |
| const halfGap = (Math.acos(Math.min(1, second)) - Math.acos(Math.min(1, best))) / 2; | |
| // Black panel: inside a pentagon cell, clear of the seam margin. | |
| const black = bestPent ? Math.min(1, Math.max(0, (halfGap - SEAM) / AA)) : 0; | |
| // Subtle stitch line on every remaining cell boundary so the white | |
| // hexagons read as panels too. | |
| const stitch = Math.min(1, Math.max(0, 1 - halfGap / (SEAM * 0.6))) * (1 - black); | |
| const o = (row * W + col) * 4; | |
| for (let ch = 0; ch < 3; ch++) { | |
| const base = BG[ch] + (STITCH[ch] - BG[ch]) * stitch; | |
| px[o + ch] = base + (INK[ch] - base) * black; | |
| } | |
| px[o + 3] = 255; | |
| // Bump: quadratic groove profile (soft shoulders, no golf-ball | |
| // embossing) + grain noise. | |
| const groove = Math.max(0, 1 - halfGap / GROOVE) ** 2; | |
| const hgt = 205 - groove * 115 + (Math.random() - 0.5) * 14; | |
| const h8 = Math.max(0, Math.min(255, hgt)); | |
| bpx[o] = h8; bpx[o + 1] = h8; bpx[o + 2] = h8; | |
| bpx[o + 3] = 255; | |
| } | |
| } | |
| ctx.putImageData(img, 0, 0); | |
| bctx.putImageData(bimg, 0, 0); | |
| const finish = (canvas, srgb) => { | |
| const tex = new THREE.CanvasTexture(canvas); | |
| // The bump map stays linear; only the color map is sRGB. | |
| if (srgb) tex.colorSpace = THREE.SRGBColorSpace; | |
| // Texel footprints get extremely anamorphic near the UV poles; without | |
| // anisotropy the cap edge visibly scallops at close range. | |
| tex.anisotropy = renderer.capabilities.getMaxAnisotropy(); | |
| return tex; | |
| }; | |
| return { map: finish(c, true), bumpMap: finish(bc, false) }; | |
| } | |
| // Same Z-up -> Y-up trick as the duck rig: the group takes the axis fix, | |
| // the mesh inside takes the raw MJCF free-joint pose. | |
| const ballGroup = new THREE.Group(); | |
| ballGroup.rotation.x = -Math.PI / 2; | |
| const ballTex = makeSoccerBallTexture(); | |
| const ballMesh = new THREE.Mesh( | |
| // 48x32 segments: the coarser default makes the UV interpolation near | |
| // the poles visibly scallop the round cap edge of the texture. | |
| new THREE.SphereGeometry(BALL_RADIUS, 48, 32), | |
| // Physical material for the waxed vintage-leather look: matte-ish base | |
| // with a whisper of clearcoat so highlights ride the seam grooves. | |
| new THREE.MeshPhysicalMaterial({ | |
| map: ballTex.map, | |
| bumpMap: ballTex.bumpMap, | |
| bumpScale: 0.0012, | |
| metalness: 0, | |
| roughness: 0.55, | |
| clearcoat: 0.2, | |
| clearcoatRoughness: 0.35, | |
| }), | |
| ); | |
| ballMesh.userData.meshName = "ball"; | |
| ballMesh.visible = false; | |
| ballGroup.add(ballMesh); | |
| scene.add(ballGroup); | |
| const { createBallActor } = await import(signed(`./ball-actor.js?v=${SELF_V}`)); | |
| ball = createBallActor({ | |
| THREE, scene, camera, renderer, fxModule: fx, mesh: ballMesh, group: ballGroup, | |
| }); | |
| // Comic sticker popups on game events (kick / quack / roll / ball spawn / | |
| // ghost join). Fully self-contained DOM overlay: delete this import to | |
| // remove the feature (the `stickers?.pop` hooks then no-op). | |
| // Stickers disabled for now - uncomment to re-enable. | |
| // stickers = (await import(signed(`./stickers.js?v=${SELF_V}`))) | |
| // .initStickers({ signed, isLocked: () => inputLocked }); | |
| const controls = new OrbitControls(camera, renderer.domElement); | |
| controls.target.set(SPAWN_X, 0, -SPAWN_Y); // orbit around the spawn cell | |
| controls.enableDamping = true; | |
| controls.dampingFactor = 0.08; | |
| controls.minDistance = 0.25; | |
| controls.maxDistance = 3; | |
| controls.maxPolarAngle = Math.PI / 2 - 0.03; | |
| // Chase cam (default ON): each frame the camera eases toward a point | |
| // behind the duck's heading at the current orbit distance, while the | |
| // orbit target keeps easing to the trunk in syncRig. Implemented by | |
| // overwriting camera.position AFTER controls.update() so we never fight | |
| // OrbitControls' own spherical bookkeeping; the wheel still zooms in | |
| // chase mode because the behind-point distance is re-read from the live | |
| // camera-target distance every frame. | |
| // Detach: any pointer grab on the canvas (drag start) drops back to the | |
| // free orbit-follow. We listen on pointerdown rather than the controls' | |
| // "start" event because in this three.js version the wheel dispatches | |
| // "start" too, and scroll-to-zoom must not detach the chase. | |
| let chaseCam = true; | |
| const CHASE_PITCH = 0.42; // rad above horizontal, keeps the floor in view | |
| const CHASE_EASE = 0.05; // exponential ease, cinematic on turns | |
| const _chasePos = new THREE.Vector3(); | |
| const _chaseDir = new THREE.Vector3(); | |
| // During one-shot rolls and kicks the trunk tumbles, so the yaw read from | |
| // its quaternion spins wildly and would whip the camera around. Lazily | |
| // latch the last healthy yaw while walking/sitting and hold it for the | |
| // whole one-shot; the position/target easing keeps following the trunk. | |
| // No timers needed: both one-shots deterministically hand back to walk, | |
| // and the camera position lerp absorbs the small heading correction when | |
| // live tracking resumes (rolls end facing roughly the same way). | |
| let chaseHeldYaw = 0; | |
| // Heading hysteresis (Schmitt trigger): the walking gait wiggles the trunk | |
| // yaw substantially every step (measured ~Β±14 deg at full speed) and | |
| // tracking it 1:1 makes the camera sway left-right constantly. Two layers: | |
| // 1. chaseYawSmooth: slow EMA of the trunk yaw - the gait's oscillation | |
| // is symmetric so this is the duck's MEAN heading, ~steady while | |
| // walking straight, moving cleanly during a real sustained turn. | |
| // 2. chaseYawFollow: what the camera frames. Frozen until the smooth | |
| // heading deviates beyond ENGAGE, then eases toward it and freezes | |
| // again below RELEASE (classic Schmitt). | |
| // An intentional turn (non-zero wz command from keys or pad) bypasses the | |
| // deadband immediately and both layers track fast, so full-speed turns | |
| // stay responsive. | |
| let chaseYawSmooth = 0; // EMA of trunk yaw (spawn yaw = 0) | |
| let chaseYawFollow = 0; // heading the camera actually frames | |
| let chaseYawTracking = false; | |
| const CHASE_YAW_SMOOTH_EASE = 0.04; // per-frame EMA, ~0.4 s time constant | |
| const CHASE_YAW_ENGAGE = 0.17; // rad, ~10 deg: start re-tracking | |
| const CHASE_YAW_RELEASE = 0.03; // rad, ~1.7 deg: stop once realigned | |
| const CHASE_YAW_EASE = 0.10; // per-frame ease during hysteresis catch-up | |
| // During a commanded turn the heading chain must not stack lag on top of | |
| // the camera position lerp (rollers turn at ~70 deg/s): near-snap ease, | |
| // the position lerp alone provides the smoothing, like pre-hysteresis. | |
| const CHASE_YAW_EASE_TURN = 0.5; | |
| const wrapPi = (a) => Math.atan2(Math.sin(a), Math.cos(a)); | |
| function updateChaseCam() { | |
| // Reset glide: one clean tween from wherever the camera is back to the | |
| // home framing (see startCameraReset). Runs instead of the chase logic | |
| // and hands control back to it on landing - the destination IS the | |
| // chase cam's ideal point, so the handoff is seamless. | |
| if (camResetT0 !== null) { | |
| // Any detach (drag, right stick, C/R3 toggle) cancels the glide and | |
| // gives the camera straight back to the user. | |
| if (!chaseCam) { camResetT0 = null; return; } | |
| const t = (performance.now() - camResetT0) / 1000 / CAM_RESET_S; | |
| const e = t >= 1 ? 1 : t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2; | |
| camera.position.lerpVectors(_camFrom, _camTo, e); | |
| controls.target.lerpVectors(_tgtFrom, _tgtTo, e); | |
| camera.lookAt(controls.target); | |
| if (t >= 1) camResetT0 = null; | |
| return; | |
| } | |
| if (!chaseCam) return; | |
| const qpos = data.qpos; | |
| let rawYaw; | |
| if (mode === "roll" || isKick()) { | |
| rawYaw = chaseHeldYaw; | |
| } else { | |
| rawYaw = Math.atan2( | |
| 2 * (qpos[3] * qpos[6] + qpos[4] * qpos[5]), | |
| 1 - 2 * (qpos[5] * qpos[5] + qpos[6] * qpos[6]), | |
| ); | |
| chaseHeldYaw = rawYaw; | |
| } | |
| // Schmitt heading follow (see constants above). "turning" reads the raw | |
| // per-source wz commands (not the locked/merged view) so an intentional | |
| // turn engages on the first frame. | |
| const turning = controller.sources.some((s) => Math.abs(s.command[2]) > 0.05); | |
| chaseYawSmooth = wrapPi( | |
| chaseYawSmooth + | |
| wrapPi(rawYaw - chaseYawSmooth) * (turning ? CHASE_YAW_EASE_TURN : CHASE_YAW_SMOOTH_EASE), | |
| ); | |
| const yawErr = wrapPi(chaseYawSmooth - chaseYawFollow); | |
| if (turning || Math.abs(yawErr) > CHASE_YAW_ENGAGE) chaseYawTracking = true; | |
| if (chaseYawTracking) { | |
| chaseYawFollow = wrapPi( | |
| chaseYawFollow + yawErr * (turning ? CHASE_YAW_EASE_TURN : CHASE_YAW_EASE), | |
| ); | |
| if (!turning && Math.abs(yawErr) < CHASE_YAW_RELEASE) chaseYawTracking = false; | |
| } | |
| const yaw = chaseYawFollow; | |
| const dist = camera.position.distanceTo(controls.target); | |
| const horiz = dist * Math.cos(CHASE_PITCH); | |
| const vert = dist * Math.sin(CHASE_PITCH); | |
| // Duck forward in MJCF is (cos yaw, sin yaw, 0); Z-up -> Y-up maps it | |
| // to three-space (cos yaw, 0, -sin yaw). Behind = minus that. | |
| _chasePos.set( | |
| controls.target.x - Math.cos(yaw) * horiz, | |
| controls.target.y + vert, | |
| controls.target.z + Math.sin(yaw) * horiz, | |
| ); | |
| camera.position.lerp(_chasePos, CHASE_EASE); | |
| // Re-project onto the orbit sphere: lerping between two points at the | |
| // same radius cuts the chord, which would slowly zoom the camera in | |
| // during large swings (e.g. re-attaching after the duck turned around). | |
| _chaseDir.copy(camera.position).sub(controls.target); | |
| const len = _chaseDir.length(); | |
| if (len > 1e-6) camera.position.copy(controls.target).addScaledVector(_chaseDir, dist / len); | |
| camera.lookAt(controls.target); | |
| } | |
| renderer.domElement.addEventListener("pointerdown", () => { chaseCam = false; }); | |
| // ββ Camera reset (owned by the respawn ceremony) ββββββββββββββββββββββββ | |
| // Glides back to the page-load framing: the chase cam's ideal point | |
| // behind the duck's spawn heading, at the boot orbit distance. The | |
| // distance is captured here, before any user input can zoom; the rest | |
| // of the destination is computed live at reset time from the freshly | |
| // reset qpos, so it lands correctly in both legs and roller modes. | |
| const CAM_HOME_DIST = camera.position.distanceTo(controls.target); | |
| let camResetT0 = null; // wall-clock start while the glide is playing | |
| const _camFrom = new THREE.Vector3(), _camTo = new THREE.Vector3(); | |
| const _tgtFrom = new THREE.Vector3(), _tgtTo = new THREE.Vector3(); | |
| function startCameraReset() { | |
| const qpos = data.qpos; | |
| const yaw = Math.atan2( | |
| 2 * (qpos[3] * qpos[6] + qpos[4] * qpos[5]), | |
| 1 - 2 * (qpos[5] * qpos[5] + qpos[6] * qpos[6]), | |
| ); | |
| chaseHeldYaw = yaw; // keep the post-glide chase heading coherent | |
| chaseYawSmooth = yaw; // hysteresis state lands with the glide | |
| chaseYawFollow = yaw; | |
| chaseYawTracking = false; | |
| _tgtTo.set(qpos[0], qpos[2], -qpos[1]); // trunk at spawn, MJCF -> three | |
| const horiz = CAM_HOME_DIST * Math.cos(CHASE_PITCH); | |
| const vert = CAM_HOME_DIST * Math.sin(CHASE_PITCH); | |
| _camTo.set( | |
| _tgtTo.x - Math.cos(yaw) * horiz, | |
| _tgtTo.y + vert, | |
| _tgtTo.z + Math.sin(yaw) * horiz, | |
| ); | |
| _camFrom.copy(camera.position); | |
| _tgtFrom.copy(controls.target); | |
| camResetT0 = performance.now(); | |
| chaseCam = true; // reset always re-attaches the chase cam | |
| } | |
| // Pause: while the menu is up over a live game, keys belong to the menu. | |
| const setInputLock = (v) => { inputLocked = v; controller.setLocked(v); }; | |
| document.addEventListener("microduck:menu-open", () => { | |
| if (ceremony.entranceDone) setInputLock(true); | |
| }); | |
| document.addEventListener("microduck:menu-close", () => { | |
| if (ceremony.entranceDone && !ceremony.respawnActive) setInputLock(false); | |
| }); | |
| function resize() { | |
| const w = mount.clientWidth, h = mount.clientHeight; | |
| camera.aspect = w / h; | |
| camera.updateProjectionMatrix(); | |
| renderer.setSize(w, h); | |
| } | |
| new ResizeObserver(resize).observe(mount); | |
| resize(); | |
| // The rig's root already applies the MJCF Z-up -> three Y-up fix, so the | |
| // trunk group can take the freejoint pose in raw MJCF coordinates. | |
| const _target = new THREE.Vector3(); | |
| const _follow = new THREE.Vector3(); | |
| function syncRig() { | |
| const qpos = data.qpos; | |
| trunkGroup.position.set(qpos[0], qpos[1], qpos[2]); | |
| trunkGroup.quaternion.set(qpos[4], qpos[5], qpos[6], qpos[3]); | |
| for (let j = 0; j < NUM_JOINTS; j++) setJoint(rig, JOINT_NAMES[j], qpos[qposAdr[j]]); | |
| // Passive hinges (roller wheels): purely visual, driven straight from qpos. | |
| for (const ej of extraJoints) setJoint(rig, ej.name, qpos[ej.adr]); | |
| // Ball: live follows qpos; ghost freeze is owned by the ball actor | |
| // (physics already parked, mesh holds last pose during reverse scan). | |
| if (ball) ball.sync(qpos, ballQposAdr, ballActive); | |
| // Follow cam: ease the orbit target toward the trunk and translate the | |
| // camera by the same delta, so the camera-to-duck distance and viewing | |
| // angle stay constant while the duck walks. Mouse orbit/zoom still work: | |
| // they only change the (preserved) camera-target offset. Paused while | |
| // the reset glide owns the camera (it tweens the target itself). | |
| if (camResetT0 === null) { | |
| _target.set(qpos[0], qpos[2], -qpos[1]); | |
| _follow.copy(_target).sub(controls.target); | |
| // Horizontal follow at the usual rate; vertical much slower so the | |
| // per-step gait bob doesn't nod the frame (sit/crouch height changes | |
| // still settle in, just over ~1 s instead of instantly). | |
| _follow.x *= 0.06; | |
| _follow.z *= 0.06; | |
| _follow.y *= 0.015; | |
| controls.target.add(_follow); | |
| camera.position.add(_follow); | |
| } | |
| // Keep the grid plane (and its fade center) under the action; the wall | |
| // grids share the same radial fade focus. | |
| grid.position.set(controls.target.x, 0, controls.target.z); | |
| grid.material.uniforms.uFocus.value.copy(controls.target); | |
| for (const m of wallMats) m.uniforms.uFocus.value.copy(controls.target); | |
| } | |
| // Quack: jaw + chirp on the gamepad right trigger only. The jaw isn't a | |
| // MuJoCo joint (duck.js re-creates the hinge in JS), so this is purely | |
| // cosmetic and can't upset the policy. A held gamepad trigger drives the | |
| // jaw analogically on top (same as the robot's mouth trigger). | |
| const QUACK_MS = 480; | |
| let quackAt = -Infinity; | |
| let padJaw = 0; | |
| // Voice banks from the robot runtime: each printed duck ships a different | |
| // voice, so each colourway gets its own bank and every quack draws a | |
| // random chirp take from it - same as the real ducks all sounding | |
| // slightly different. Audio elements are created lazily and cached. | |
| // Browsers block audio until the first user gesture; the rejected play() | |
| // is swallowed and sound simply starts working after the first click/key. | |
| const CHIRP_TAKES = "abcdefghijkl"; | |
| const VOICE_BANK = { classic: "duck1", charcoal: "duck2", purple: "duck3", blue: "duck4" }; | |
| const chirpCache = new Map(); | |
| function playChirp() { | |
| const bank = VOICE_BANK[currentVariant] ?? "duck1"; | |
| const take = CHIRP_TAKES[(Math.random() * CHIRP_TAKES.length) | 0]; | |
| const url = signed(`./assets/voices/${bank}/chirp_${take}.wav`); | |
| let a = chirpCache.get(url); | |
| if (!a) { | |
| a = new Audio(url); | |
| a.volume = 0.7; | |
| chirpCache.set(url, a); | |
| } | |
| a.currentTime = 0; | |
| a.play().catch(() => {}); | |
| } | |
| // The jaw is driven ONLY by the dedicated gamepad triggers: the analog | |
| // RT/LT value (padJaw) plus the flap that accompanies the RT-edge quack | |
| // sound below. Mode changes, rolls, kicks and colour swaps no longer | |
| // move the mouth (the old silent flap was removed by user request). | |
| const quackLoud = () => { | |
| quackAt = performance.now(); | |
| playChirp(); | |
| stickers?.pop("quack"); | |
| }; | |
| function jawOpenNow() { | |
| const t = (performance.now() - quackAt) / QUACK_MS; | |
| const flap = t >= 0 && t < 1 ? Math.sin(Math.PI * t) : 0; | |
| return Math.max(flap, padJaw); | |
| } | |
| function syncJaw() { | |
| setJawOpen(rig, jawOpenNow()); | |
| } | |
| // HUD elements for the mini command sticks + hint highlighting. | |
| const el = (id) => document.getElementById(id); | |
| const dotMove = el("dot-move"), dotTurn = el("dot-turn"); | |
| const boxMove = dotMove.parentElement, boxTurn = dotTurn.parentElement; | |
| const keyEls = { | |
| fwd: el("key-fwd"), back: el("key-back"), | |
| turnl: el("key-turnl"), turnr: el("key-turnr"), | |
| roll: el("key-roll"), reset: el("key-reset"), | |
| kickl: el("key-kickl"), kickr: el("key-kickr"), | |
| ball: el("key-ball"), cam: el("key-cam"), | |
| loco: el("key-loco"), | |
| padX: el("key-pad-x"), padSit: el("key-pad-sit"), | |
| padRun: el("key-pad-run"), padRt: el("key-pad-rt"), | |
| padRb: el("key-pad-rb"), padLb: el("key-pad-lb"), | |
| padY: el("key-pad-y"), padRs: el("key-pad-rs"), | |
| padR3: el("key-pad-r3"), | |
| }; | |
| osdLoadEl = el("osd-load"); | |
| // Roller mode re-labels the trick hints (R / pad X trigger the crouch-glide | |
| // instead of the roll) and greys the legs-only actions via body.rollers. | |
| const rollLabelEl = el("key-roll-label"); | |
| const padXLabelEl = el("key-pad-x-label"); | |
| function syncLocoHints() { | |
| const rollers = loco === "rollers"; | |
| if (rollLabelEl) rollLabelEl.textContent = rollers ? "crouch" : "roll"; | |
| if (padXLabelEl) padXLabelEl.textContent = rollers ? "crouch" : "roll"; | |
| } | |
| const STICK_R = 15; // px, max dot travel inside the 46px stick circle | |
| let ballFlashAt = -Infinity; | |
| let padYFlashAt = -Infinity; | |
| // Bottom-right OSD extras: render rate (EMA over frame deltas), live ground | |
| // speed off the freejoint, and an odometer integrating horizontal trunk | |
| // travel. Teleport-sized jumps (resets, loco swaps) don't count as travel. | |
| let fpsEma = 60; | |
| let fpsLastT = performance.now(); | |
| let odoM = 0; | |
| let odoX = null, odoY = null; | |
| function renderStats() { | |
| const [vx, , wz] = effectiveCmd(); | |
| // The active policy lives in the big center label and the twist in the | |
| // mini sticks; up here only the bare telemetry remains. | |
| const peers = ghosts?.peerCount() ?? 0; | |
| // VHS counter: sim time as mm:ss:ff where ff counts control frames (50Hz). | |
| const t = data.time; | |
| const p2 = (n) => String(n).padStart(2, "0"); | |
| osdTimeEl.textContent = | |
| `\u25b6 ${p2(Math.floor(t / 60))}:${p2(Math.floor(t) % 60)}:${p2(Math.floor((t % 1) * 50))}`; | |
| const now = performance.now(); | |
| const dtF = (now - fpsLastT) / 1000; | |
| fpsLastT = now; | |
| if (dtF > 0 && dtF < 0.5) fpsEma += (1 / dtF - fpsEma) * 0.05; | |
| const stepD = (odoX === null) ? 0 : Math.hypot(data.qpos[0] - odoX, data.qpos[1] - odoY); | |
| if (stepD < 0.05) odoM += stepD; // plausible per-frame travel only | |
| odoX = data.qpos[0]; | |
| odoY = data.qpos[1]; | |
| const spd = Math.hypot(data.qvel[0], data.qvel[1]); | |
| // Bottom-right telemetry stack, quietest line last: peers (only when | |
| // someone else is around), then speed + odometer, then the loop rates. | |
| const odo = odoM < 1000 ? `${odoM.toFixed(1)}M` : `${(odoM / 1000).toFixed(2)}KM`; | |
| const lines = []; | |
| if (peers) lines.push(`${peers + 1} ONLINE`); | |
| lines.push(`${spd.toFixed(2)}M/S \u00b7 ODO ${odo}`); | |
| lines.push(`FPS ${Math.round(fpsEma)} \u00b7 CTRL ${ctrlHz.toFixed(0)}HZ`); | |
| ctrlHzEl.textContent = lines.join("\n"); | |
| // Mini sticks: the dot mirrors the effective twist, lit yellow while the | |
| // user is actually driving. Normalized against the ACTIVE variant's | |
| // velocity limits so full deflection reads the same in both. | |
| const manual = controller.anyActive() && mode !== "roll"; | |
| const [limF, limB, limA] = velLims(); | |
| const yN = vx >= 0 ? vx / limF : vx / -limB; | |
| // Move stick is vertical-only now that strafe is gone. | |
| dotMove.style.transform = `translate(0px, ${-yN * STICK_R}px)`; | |
| dotTurn.style.transform = `translate(${(-wz / limA) * STICK_R}px, 0px)`; | |
| boxMove.classList.toggle("live", manual && Math.abs(vx) > 0.01); | |
| boxTurn.classList.toggle("live", manual && Math.abs(wz) > 0.01); | |
| // Keycap highlighting: each individual key lights only while its own | |
| // action is active, and only for its own input device (pressed-state | |
| // snapshots come straight from the controller's sources). | |
| const sitting = mode === "sitstand" && sitFlag === 1; | |
| for (const k of ["fwd", "back", "turnl", "turnr"]) { | |
| keyEls[k].classList.toggle("lit", kbSource.pressed[k]); | |
| } | |
| const trick = mode === "roll" || mode === "crouch"; // same R / pad-X slot | |
| keyEls.roll.classList.toggle("lit", trick && rollSource === "kb"); | |
| keyEls.kickl.classList.toggle("lit", mode === "kickL" && kickSource === "kb"); | |
| keyEls.kickr.classList.toggle("lit", mode === "kickR" && kickSource === "kb"); | |
| keyEls.reset.classList.toggle("lit", performance.now() - resetFlashAt < 400); | |
| keyEls.ball.classList.toggle("lit", performance.now() - ballFlashAt < 400); | |
| keyEls.cam.classList.toggle("lit", chaseCam); // steady while chasing | |
| keyEls.loco?.classList.toggle("lit", loco === "rollers" || locoSwitching); | |
| keyEls.padX.classList.toggle("lit", trick && rollSource === "pad"); | |
| keyEls.padY.classList.toggle("lit", performance.now() - padYFlashAt < 400); | |
| keyEls.padRb.classList.toggle("lit", mode === "kickR" && kickSource === "pad"); | |
| keyEls.padLb.classList.toggle("lit", mode === "kickL" && kickSource === "pad"); | |
| keyEls.padSit.classList.toggle("lit", sitting); | |
| keyEls.padRun.classList.toggle("lit", padSource.pressed.dpadUp); | |
| keyEls.padRt.classList.toggle("lit", padJaw > 0.3); | |
| keyEls.padRs.classList.toggle("lit", padOrbitLive); // while deflected | |
| keyEls.padR3.classList.toggle("lit", chaseCam); // steady while chasing | |
| drawMinimap(); | |
| } | |
| // ββ Minimap (90s radar, top-right OSD) ββββββββββββββββββββββββββββββββββ | |
| // Fixed top-down view of the 3x3 m arena. World +X (the spawn facing) | |
| // points UP on the map, so the spawn cell sits bottom-middle; world +Y | |
| // points LEFT (right-handed seen from above). Duck = oriented chevron, | |
| // ball = white dot while spawned, revealed ghosts = faint dots. | |
| const minimapEl = document.getElementById("minimap"); | |
| const minimapCtx = minimapEl?.getContext("2d"); | |
| const MINIMAP_HZ = 20; | |
| const MINIMAP_ORANGE = "#ff7a2f"; | |
| let minimapLastDraw = 0; | |
| // Chevron heading: the minimap keeps its OWN yaw EMA, independent of the | |
| // camera's hysteresis state (chaseHeldYaw only updates while the chase | |
| // cam is attached, and the followed yaw freezes on purpose). The EMA | |
| // averages out the Β±14 deg per-step gait wobble while tracking real | |
| // turns continuously; during roll/kick the trunk quaternion tumbles, so | |
| // the last sane value is held (same protection as the camera). | |
| let minimapYaw = 0; // spawn yaw = 0 | |
| const MINIMAP_YAW_EASE = 0.15; // per 20 Hz tick, ~0.3 s to settle on a turn | |
| function drawMinimap() { | |
| if (!minimapCtx) return; | |
| const now = performance.now(); | |
| if (now - minimapLastDraw < 1000 / MINIMAP_HZ) return; | |
| minimapLastDraw = now; | |
| const ctx = minimapCtx; | |
| const S = minimapEl.width; // square, drawn in device px | |
| // World (MJCF, Z-up) -> map px: u right = -Y, v down = -X. | |
| const u = (y) => (0.5 - y / (2 * ARENA_HALF)) * S; | |
| const v = (x) => (0.5 - x / (2 * ARENA_HALF)) * S; | |
| ctx.clearRect(0, 0, S, S); | |
| // Section grid (0.6 m pitch): inner lines only, the CSS border frames it. | |
| ctx.strokeStyle = "rgba(255, 122, 47, 0.18)"; | |
| ctx.lineWidth = 1; | |
| ctx.beginPath(); | |
| for (let i = 1; i < 5; i++) { | |
| const c = (i / 5) * S; | |
| ctx.moveTo(c, 0); ctx.lineTo(c, S); | |
| ctx.moveTo(0, c); ctx.lineTo(S, c); | |
| } | |
| ctx.stroke(); | |
| const qpos = data.qpos; | |
| // Ghosts: revealed peers only, faint white dots. | |
| ctx.fillStyle = "rgba(255, 255, 255, 0.4)"; | |
| for (const g of ghosts?.mapDots() ?? []) { | |
| ctx.beginPath(); | |
| ctx.arc(u(g.y), v(g.x), S * 0.015, 0, Math.PI * 2); | |
| ctx.fill(); | |
| } | |
| // Ball: only while spawned (parked = 50 m away = hidden). | |
| if (ballActive) { | |
| const bx = qpos[ballQposAdr], by = qpos[ballQposAdr + 1]; | |
| if (Math.abs(bx) <= ARENA_HALF && Math.abs(by) <= ARENA_HALF) { | |
| ctx.fillStyle = "rgba(255, 255, 255, 0.92)"; | |
| ctx.beginPath(); | |
| ctx.arc(u(by), v(bx), S * 0.019, 0, Math.PI * 2); | |
| ctx.fill(); | |
| } | |
| } | |
| // Duck: chevron at the trunk position, nose along the smoothed live yaw | |
| // (frozen during roll/kick where the trunk tumbles). | |
| if (mode !== "roll" && !isKick()) { | |
| const rawYaw = Math.atan2( | |
| 2 * (qpos[3] * qpos[6] + qpos[4] * qpos[5]), | |
| 1 - 2 * (qpos[5] * qpos[5] + qpos[6] * qpos[6]), | |
| ); | |
| minimapYaw = wrapPi(minimapYaw + wrapPi(rawYaw - minimapYaw) * MINIMAP_YAW_EASE); | |
| } | |
| ctx.save(); | |
| ctx.translate(u(qpos[1]), v(qpos[0])); | |
| // Forward (cos yaw, sin yaw) in world -> (-sin yaw, -cos yaw) on the | |
| // map, i.e. a canvas rotation of -yaw applied to an up-pointing shape. | |
| ctx.rotate(-minimapYaw); | |
| const r = S * 0.032; | |
| ctx.fillStyle = MINIMAP_ORANGE; | |
| ctx.beginPath(); | |
| ctx.moveTo(0, -r * 1.35); // nose | |
| ctx.lineTo(r * 0.85, r * 0.95); | |
| ctx.lineTo(0, r * 0.45); // notched tail = chevron | |
| ctx.lineTo(-r * 0.85, r * 0.95); | |
| ctx.closePath(); | |
| ctx.fill(); | |
| ctx.restore(); | |
| } | |
| // ββ Right-stick camera orbit (inertia downstream of the controller) βββββ | |
| // The gamepad source reports the raw deflection (controller axes.orbitX/Y); | |
| // this step turns it into OrbitControls-compatible motion: rebuild the | |
| // camera-target offset as a spherical, nudge azimuth/elevation, and | |
| // re-place the camera. controls.update() then runs on the result, so the | |
| // damping bookkeeping never fights it (same trick as updateChaseCam). | |
| // The stick does not move the camera directly: it steers an angular | |
| // VELOCITY that eases toward the stick's target rate (frame-rate | |
| // independent exponential), so pushing ramps up gently and releasing | |
| // coasts to a stop over ~0.3 s instead of freezing on the spot. | |
| // Vertical is flight-style inverted by request: stick up orbits the | |
| // camera downward, stick down orbits it upward. | |
| const PAD_ORBIT_SPEED = 2.4; // rad/s at full deflection | |
| const PAD_ORBIT_SMOOTH = 8; // 1/s response rate (~95% in 0.37 s) | |
| const padOrbitVel = { az: 0, el: 0 }; // smoothed angular velocity, rad/s | |
| const _padSph = new THREE.Spherical(); | |
| const _padOff = new THREE.Vector3(); | |
| function padOrbitStep(rx, ry, dt) { | |
| padOrbitLive = rx !== 0 || ry !== 0; | |
| if (padOrbitLive) chaseCam = false; // detach, same as a mouse grab | |
| const k = 1 - Math.exp(-PAD_ORBIT_SMOOTH * dt); | |
| padOrbitVel.az += (rx * PAD_ORBIT_SPEED - padOrbitVel.az) * k; | |
| // Inverted Y; elevation runs a touch slower, full-rate pitch is twitchy. | |
| padOrbitVel.el += (-ry * PAD_ORBIT_SPEED * 0.75 - padOrbitVel.el) * k; | |
| if (chaseCam) { padOrbitVel.az = 0; padOrbitVel.el = 0; return; } | |
| if (Math.abs(padOrbitVel.az) < 1e-3 && Math.abs(padOrbitVel.el) < 1e-3) return; | |
| _padOff.copy(camera.position).sub(controls.target); | |
| _padSph.setFromVector3(_padOff); | |
| // Stick right sweeps the camera right around the duck. | |
| _padSph.theta -= padOrbitVel.az * dt; | |
| _padSph.phi += padOrbitVel.el * dt; | |
| _padSph.phi = Math.min(controls.maxPolarAngle, Math.max(0.08, _padSph.phi)); | |
| _padSph.makeSafe(); | |
| camera.position.setFromSpherical(_padSph).add(controls.target); | |
| camera.lookAt(controls.target); | |
| } | |
| // Multiplayer ghosts, initialised asynchronously at the end of the module. | |
| let ghosts = null; | |
| let inputPollT = performance.now(); | |
| function loop() { | |
| requestAnimationFrame(loop); | |
| // dt clamped so a background-tab stall can't slingshot the camera orbit. | |
| const inputNow = performance.now(); | |
| const dt = Math.min((inputNow - inputPollT) / 1000, 0.05); | |
| inputPollT = inputNow; | |
| controller.update(dt); | |
| padJaw = controller.getAxes().jaw; | |
| document.body.classList.toggle("pad-connected", padSource.connected); | |
| // Camera orbit runs every frame while a pad is present (the coasting | |
| // needs the zero-deflection frames too); without a pad, park the state. | |
| if (padSource.connected) { | |
| padOrbitStep(controller.getAxes().orbitX, controller.getAxes().orbitY, dt); | |
| } else { | |
| padOrbitLive = false; | |
| padOrbitVel.az = 0; | |
| padOrbitVel.el = 0; | |
| } | |
| syncRig(); | |
| syncJaw(); | |
| ghosts?.update(); | |
| controls.update(); | |
| updateChaseCam(); | |
| ceremony.drive(); | |
| ball.drive(() => spawnBall({ fromQueue: true })); | |
| renderStats(); | |
| renderer.render(scene, camera); | |
| } | |
| // Boot complete: the sim/HUD go live immediately. The BIOS readout (if | |
| // the user already waddled in, or when they do) sees bootDone and closes | |
| // with READY. + fade on its own. | |
| bootDone = true; | |
| hudEl.hidden = false; | |
| loop(); | |
| // ββ Input wiring: arm the controller sources, bind actions to triggers ββ | |
| // Key/button mappings live in controls/keyboard.js and controls/gamepad.js; | |
| // this section is pure game-side wiring. Arming the listeners HERE (not at | |
| // source construction) keeps the boot behavior identical to when the raw | |
| // keydown/gamepad handlers attached at this point in the module. | |
| controller.init(); | |
| // Keyboard F alternates kicking feet; only advance the alternation on | |
| // kicks that actually launched (triggerKick reports that). | |
| let kbKickFoot = "left"; | |
| // Action meta.source ("keyboard"/"gamepad") -> the trigger functions' | |
| // historical source tags, which the HUD keycap lighting keys off. | |
| const srcTag = (source) => (source === "gamepad" ? "pad" : "kb"); | |
| controller.on("reset", () => resetSim()); | |
| controller.on("spawnBall", ({ source }) => { | |
| spawnBall(); | |
| if (source === "gamepad") padYFlashAt = performance.now(); | |
| else ballFlashAt = performance.now(); | |
| }); | |
| controller.on("chaseToggle", () => { chaseCam = !chaseCam; }); | |
| controller.on("locoToggle", () => toggleLoco()); | |
| controller.on("roll", ({ source }) => triggerRoll(srcTag(source))); | |
| controller.on("kickL", ({ source }) => triggerKick("left", srcTag(source))); | |
| controller.on("kickR", ({ source }) => triggerKick("right", srcTag(source))); | |
| controller.on("alternateKick", ({ source }) => { | |
| if (triggerKick(kbKickFoot, srcTag(source))) { | |
| kbKickFoot = kbKickFoot === "left" ? "right" : "left"; | |
| } | |
| }); | |
| controller.on("sitToggle", () => { | |
| if (loco !== "legs") return; // sitting is a legs-only skill | |
| const sitting = mode === "sitstand" && sitFlag === 1; | |
| setMode(sitting ? "walk" : "sit"); | |
| }); | |
| // Pad DpadUp short press: straight back to running (ignored mid-roll / | |
| // mid-crouch: those hand back to walk on their own, and switching on a | |
| // tipped duck would floor it). | |
| controller.on("walk", () => { | |
| if (mode !== "walk" && mode !== "roll" && mode !== "crouch") setMode("walk"); | |
| }); | |
| controller.on("quack", () => quackLoud()); | |
| // Read-only state label (bottom-left): reflects the active policy, | |
| // switching happens via keyboard/gamepad only. | |
| const modeLabel = document.getElementById("mode-label"); | |
| function setMode(next, { force = false } = {}) { | |
| if (!force && inputLocked) return; | |
| // No policy switching mid-roll or mid-kick: both end on their own and | |
| // return to walk - switching now would floor the duck. Sitting is a | |
| // legs-only skill (the roller stance has no sitstand policy). | |
| if ((mode === "roll" && rollRun) || (isKick() && kickRun) || (mode === "crouch" && crouchRun)) return; | |
| if (next === "sit" && loco === "rollers") return; | |
| clearModeTimers(); | |
| rollRun = null; | |
| crouchRun = null; | |
| if (next !== "sit") { | |
| // Leaving a sit: let the sitstand policy stand the duck back up first. | |
| if (mode === "sitstand" && sitFlag === 1) { | |
| sitFlag = 0; | |
| standTimer = setTimeout(() => { | |
| standTimer = null; | |
| mode = next; | |
| lastAction.fill(0); | |
| syncButtons(); | |
| }, 2000); | |
| syncButtons(); | |
| return; | |
| } | |
| mode = next; | |
| lastAction.fill(0); | |
| } else { | |
| // Hand over gently: hold the stand under the sitstand policy for a | |
| // moment before commanding the sit, or the abrupt session switch | |
| // (walking's action history + instant flag) knocks the duck over. | |
| mode = "sitstand"; | |
| sitFlag = 0; | |
| lastAction.fill(0); | |
| sitTimer = setTimeout(() => { | |
| sitTimer = null; | |
| if (mode === "sitstand") { sitFlag = 1; syncButtons(); } | |
| }, 800); | |
| } | |
| syncButtons(); | |
| } | |
| // One roll, then straight back to running (Space key or the button). | |
| // lastAction is deliberately NOT zeroed here: the robot runtime keeps one | |
| // continuous action history across policy switches, and the roll initiates | |
| // more reliably mid-gait with the true last actions in the obs. | |
| function triggerRoll(source = "kb") { | |
| // Same trigger slot in the roller variant fires its own trick. | |
| if (loco === "rollers") return triggerCrouch(source); | |
| // Rolls only launch from a standing walk: from a sit (or mid sit/stand | |
| // hand-over) the roll policy just faceplants the duck. | |
| if (inputLocked || mode !== "walk" || standTimer) return; | |
| clearModeTimers(); | |
| rollSource = source; | |
| mode = "roll"; | |
| sitFlag = 0; | |
| rollRun = { steps: 0, tipped: false }; | |
| syncButtons(); | |
| stickers?.pop("roll"); | |
| } | |
| // Roller-only one-shot: crouch, glide low, stand back up (phase-driven, | |
| // see the crouch constants up top). Reuses the roll's trigger + keycap. | |
| function triggerCrouch(source = "kb") { | |
| if (inputLocked || mode !== "walk" || locoSwitching) return; | |
| clearModeTimers(); | |
| rollSource = source; | |
| mode = "crouch"; | |
| crouchRun = { phase: 0 }; | |
| syncButtons(); | |
| stickers?.pop("roll"); // same WHEE - the crouch-glide is the roller "roll" | |
| } | |
| // One blind kick (the duck can't see any ball - it's a scripted boot), | |
| // left or right leg. Same launch constraints as the roll. Returns whether | |
| // the kick actually launched so the keyboard's foot alternation only | |
| // advances on real kicks. | |
| function triggerKick(foot, source = "kb") { | |
| // Kicks are legs-only: in roller mode the ball is played by driving. | |
| if (loco === "rollers") return false; | |
| if (inputLocked || mode !== "walk" || standTimer) return false; | |
| clearModeTimers(); | |
| kickSource = source; | |
| mode = foot === "left" ? "kickL" : "kickR"; | |
| sitFlag = 0; | |
| kickRun = { steps: 0 }; | |
| syncButtons(); | |
| stickers?.pop("kick"); | |
| return true; | |
| } | |
| // Matrix-style letter scramble: on change every glyph flips through random | |
| // charset entries, then locks to its target left-to-right over ~0.45s. | |
| // One interval for the whole run; monospace keeps the width stable. | |
| const SCRAMBLE_GLYPHS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789#$%&*<>/=+"; | |
| let scrambleTimer = null; | |
| function setModeLabel(text) { | |
| // Guard on the intended target, not the displayed text (which is mid- | |
| // scramble noise while the interval runs). | |
| if (modeLabel.dataset.target === text) return; | |
| modeLabel.dataset.target = text; | |
| if (scrambleTimer) { clearInterval(scrambleTimer); scrambleTimer = null; } | |
| const span = modeLabel.firstElementChild; | |
| const target = text.toUpperCase(); | |
| const n = target.length; | |
| const DUR = 450; // ms until the last letter locks | |
| const rnd = () => SCRAMBLE_GLYPHS[(Math.random() * SCRAMBLE_GLYPHS.length) | 0]; | |
| const t0 = performance.now(); | |
| scrambleTimer = setInterval(() => { | |
| // Letters 0..k-1 are locked; the rest keep boiling. | |
| const k = Math.floor(((performance.now() - t0) / DUR) * n); | |
| if (k >= n) { | |
| clearInterval(scrambleTimer); | |
| scrambleTimer = null; | |
| span.textContent = target; | |
| return; | |
| } | |
| let out = target.slice(0, k); | |
| for (let i = k; i < n; i++) out += rnd(); | |
| span.textContent = out; | |
| }, 40); | |
| } | |
| function syncButtons() { | |
| const sitting = mode === "sitstand" && sitFlag === 1; | |
| setModeLabel( | |
| mode === "roll" ? "Roll" | |
| : mode === "crouch" ? "Crouch" | |
| : isKick() ? "Kick" | |
| : sitting ? "Sit" | |
| : loco === "rollers" ? "Drive" | |
| : "Run", | |
| ); | |
| } | |
| // ββ Colour swatches: re-skin the rig live, with a quack βββββββββββββββββ | |
| // One representative colour per variant so the dots read at a glance. | |
| // Variants can force theirs with a `swatch` spec (purple does: its head | |
| // is warm gray but its identity is the purple accents). | |
| const SWATCH_SLOT = { classic: "feet", charcoal: "headDome", purple: "feet", blue: "facePlate" }; | |
| const swatchesEl = document.getElementById("swatches"); | |
| const swatchBtns = new Map(); | |
| for (const name of VARIANT_NAMES) { | |
| const v = VARIANTS[name]; | |
| const b = document.createElement("button"); | |
| b.style.background = specToHex(v.swatch ?? v[SWATCH_SLOT[name] ?? "bodyShell"]); | |
| b.setAttribute("aria-label", `${name} colours`); | |
| b.addEventListener("click", () => { | |
| if (name === currentVariant) return; | |
| currentVariant = name; | |
| applyVariant(rig, name); | |
| syncSwatches(); | |
| }); | |
| swatchesEl.appendChild(b); | |
| swatchBtns.set(name, b); | |
| } | |
| function syncSwatches() { | |
| for (const [name, b] of swatchBtns) b.classList.toggle("on", name === currentVariant); | |
| } | |
| syncSwatches(); | |
| syncButtons(); | |
| uiReady = true; | |
| // Deterministic hooks for automated verification (rAF pauses in | |
| // background tabs, and the control loop is async). | |
| window.rl = { | |
| // model/data are getters: activateLoco swaps them wholesale. | |
| get model() { return model; }, | |
| get data() { return data; }, | |
| mujoco, camera, controls, | |
| get mode() { return mode; }, | |
| get sitFlag() { return sitFlag; }, | |
| buildObs, cmd, | |
| // velCmd is the keyboard source's live command array: writing to it | |
| // still drives the duck when no other source is active (the controller | |
| // falls back to it), same as before the controls/ refactor. | |
| velCmd: kbSource.command, lastAction, resetSim, | |
| controller, kbSource, padSource, | |
| spawnBall, triggerKick, triggerRoll, sessions, ort, | |
| get loco() { return loco; }, | |
| get locoSwitching() { return locoSwitching; }, | |
| toggleLoco, setLoco, ensureRollers, | |
| triggerCrouch, | |
| get crouchPhase() { return crouchRun?.phase ?? null; }, | |
| get kickSteps() { return KICK_STEPS; }, | |
| set kickSteps(v) { KICK_STEPS = v; }, | |
| get ballActive() { return ballActive; }, | |
| get ballQposAdr() { return ballQposAdr; }, | |
| get chaseCam() { return chaseCam; }, | |
| set chaseCam(v) { chaseCam = !!v; }, | |
| get camResetActive() { return camResetT0 !== null; }, | |
| get respawnActive() { return ceremony?.respawnActive ?? false; }, | |
| get camPose() { | |
| return { | |
| pos: camera.position.toArray(), | |
| target: controls.target.toArray(), | |
| }; | |
| }, | |
| get chaseYaw() { return { follow: chaseYawFollow, smooth: chaseYawSmooth, held: chaseHeldYaw, tracking: chaseYawTracking, map: minimapYaw }; }, | |
| padOrbitStep, | |
| jawOpenNow, | |
| step: async (n = 1) => { for (let i = 0; i < n; i++) await controlStep(); }, | |
| render: () => { syncRig(); renderer.render(scene, camera); }, | |
| // One full render-loop iteration, for tests driving frames manually. | |
| frame: () => { syncRig(); syncJaw(); controls.update(); updateChaseCam(); ceremony.drive(); renderStats(); renderer.render(scene, camera); }, | |
| get ghosts() { return ghosts; }, | |
| get inputLocked() { return inputLocked; }, | |
| // Deterministic entrance controls for screenshots/tests: setting values | |
| // detaches the time-based driver; setFx(1) also runs the FX through its | |
| // finish path (materials restored) and releases the input lock (same | |
| // cleanup as the real sequence). | |
| entrance: { | |
| start: () => ceremony.startEntrance(), | |
| setReveal: (floor, wall) => ceremony.setReveal(floor, wall), | |
| setFx: (p) => ceremony.setFx(p), | |
| }, | |
| }; | |
| // ββ Multiplayer ghosts (WebRTC, serverless signaling) βββββββββββββββββββ | |
| // Broadcast this duck's pose and render up to 3 other visitors live as | |
| // translucent ducks. Fire-and-forget: any failure just means no ghosts. | |
| const r3 = (x) => Math.round(x * 1000) / 1000; | |
| try { | |
| // Ghosts only join once the entrance has fully played: the world (and | |
| // this duck) must stay hidden until then, translucent peers included. | |
| await ceremony.entranceFinished; | |
| const { initGhosts } = await import(signed(`./ghosts.js?v=${SELF_V}`)); | |
| ghosts = await initGhosts({ | |
| scene, rig, cloneRig, setJoint, setJawOpen, applyVariant, | |
| jointNames: JOINT_NAMES, | |
| // Ghost rig per locomotion flag: peers in roller mode clone the roller | |
| // rig once this tab has built it, and fall back to the leg rig until | |
| // then (their wheels also don't spin - joints aren't broadcast for | |
| // the passive hinges). Known v1 limitation, documented in the README. | |
| getRigFor: (l) => (l && locos.rollers ? locos.rollers.rig : locos.legs.rig), | |
| getLocalState: () => { | |
| const qpos = data.qpos; | |
| const j = new Array(NUM_JOINTS); | |
| for (let i = 0; i < NUM_JOINTS; i++) j[i] = r3(qpos[qposAdr[i]]); | |
| return { | |
| p: [r3(qpos[0]), r3(qpos[1]), r3(qpos[2]), r3(qpos[3]), r3(qpos[4]), r3(qpos[5]), r3(qpos[6])], | |
| j, | |
| w: r3(jawOpenNow()), | |
| v: currentVariant, | |
| l: loco === "rollers" ? 1 : 0, | |
| }; | |
| }, | |
| }); | |
| // "HI!" sticker when another visitor joins (setter-style registration, | |
| // same trystero build quirk as onPeerLeave inside ghosts.js). | |
| if (ghosts.room) ghosts.room.onPeerJoin = () => stickers?.pop("hi"); | |
| } catch (e) { | |
| window.__ghostErr = String((e && e.stack) || e); | |
| console.warn("ghosts disabled:", e); | |
| } | |