import * as THREE from 'three'; // Lightweight articulated characters; all coordinates below are in the family group. export function createFamily() { const group = new THREE.Group(); const mat = color => new THREE.MeshStandardMaterial({color, roughness: .82}); const skin = mat('#edbd98'), hair = mat('#49382d'), shoes = mat('#273c36'); function shape(parent, geometry, material, position) { const m = new THREE.Mesh(geometry, material); m.position.set(...position); m.castShadow = true; m.receiveShadow = true; parent.add(m); return m; } function sphere(parent, r, material, pos, scale = [1, 1, 1]) { const m = shape(parent, new THREE.SphereGeometry(r, 16, 12), material, pos); m.scale.set(...scale); return m; } function segment(parent, a, b, r, material) { const mesh = shape(parent, new THREE.CylinderGeometry(r, r, 1, 10), material, [0, 0, 0]); return {mesh, a, b}; } function updateSegment(bone, a, b) { const delta = b.clone().sub(a); bone.mesh.position.copy(a).add(b).multiplyScalar(.5); bone.mesh.scale.y = delta.length(); bone.mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), delta.normalize()); } // Procedural Robot Market mascot: a hovering guide that follows the father and child. function makeRobot(z) { const scale = .69, root = new THREE.Group(), torso = new THREE.Group(); root.name = 'robot-market-mascot'; root.position.z = z; group.add(root); root.add(torso); const teal = new THREE.MeshStandardMaterial({color: '#079f98', metalness: .4, roughness: .28}); const white = new THREE.MeshStandardMaterial({color: '#edf6f4', metalness: .22, roughness: .32}); const joint = new THREE.MeshStandardMaterial({color: '#102b30', metalness: .5, roughness: .35}); const glow = new THREE.MeshStandardMaterial({color: '#c6f7ff', emissive: '#23bcff', emissiveIntensity: 2.5, roughness: .2}); const visor = new THREE.MeshStandardMaterial({color: '#020d16', metalness: .5, roughness: .16}); sphere(torso, .25, teal, [0, .76, 0], [1, .65, .75]); sphere(torso, .31, white, [0, .97, 0], [1, 1.05, .72]); for (const side of [-1, 1]) sphere(torso, .17, teal, [side * .24, 1.03, -.04], [.55, 1, 1]); shape(torso, new THREE.CylinderGeometry(.09, .09, .12, 12), joint, [0, 1.27, 0]); const head = new THREE.Group(); head.position.y = 1.61; torso.add(head); sphere(head, .43, teal, [0, 0, 0], [1.12, .91, .88]); sphere(head, .40, white, [0, -.015, .12], [1.12, .86, .77]); sphere(head, .35, visor, [0, -.015, .255], [1.13, .83, .48]); const eyes = []; function arc(parent, radius, thickness, pos, rotation = 0, material = glow) { const line = shape(parent, new THREE.TorusGeometry(radius, thickness, 8, 24, Math.PI), material, pos); line.rotation.z = rotation; return line; } for (const side of [-1, 1]) { eyes.push(arc(head, .065, .016, [side * .16, .025, .423])); const ear = shape(head, new THREE.CylinderGeometry(.14, .14, .085, 24), joint, [side * .47, 0, 0]); ear.rotation.z = Math.PI / 2; const ring = shape(head, new THREE.TorusGeometry(.105, .012, 8, 24), glow, [side * .518, 0, 0]); ring.rotation.y = Math.PI / 2; sphere(head, .12, teal, [side * .49, 0, 0], [.4, 1, 1]); } arc(head, .075, .016, [0, -.085, .425], Math.PI); sphere(head, .10, teal, [0, .38, 0], [1, .55, 1]); shape(head, new THREE.CylinderGeometry(.017, .022, .18, 10), teal, [0, .49, 0]); sphere(head, .055, teal, [0, .60, 0]); // Draw the chest mark as a texture so it remains attached to the 3D body. if (typeof document !== 'undefined') { const canvas = document.createElement('canvas'); canvas.width = 256; canvas.height = 256; const c = canvas.getContext('2d'); if (c) { c.strokeStyle = '#102b30'; c.fillStyle = '#102b30'; c.lineWidth = 12; c.lineJoin = 'round'; c.beginPath(); c.moveTo(65, 40); c.lineTo(82, 40); c.lineTo(99, 110); c.lineTo(170, 110); c.lineTo(186, 58); c.lineTo(89, 58); c.stroke(); for (const x of [111, 162]) {c.beginPath(); c.arc(x, 130, 9, 0, Math.PI * 2); c.fill();} c.textAlign = 'center'; c.font = 'bold 34px sans-serif'; c.fillText('ROBOT', 128, 181); c.fillText('MARKET', 128, 218); shape(torso, new THREE.PlaneGeometry(.31, .31), new THREE.MeshBasicMaterial({map: new THREE.CanvasTexture(canvas), transparent: true, depthWrite: false}), [0, .99, .224]); } } const legs = [-1, 1].map(side => { const hip = new THREE.Group(); hip.position.set(side * .15, .65, 0); root.add(hip); sphere(hip, .09, joint, [0, 0, 0]); shape(hip, new THREE.CapsuleGeometry(.095, .12, 4, 12), white, [0, -.12, 0]); const knee = new THREE.Group(); knee.position.y = -.25; hip.add(knee); sphere(knee, .105, teal, [0, 0, .035]); shape(knee, new THREE.CapsuleGeometry(.10, .12, 4, 12), white, [0, -.13, 0]); const foot = sphere(knee, .13, teal, [0, -.29, .07], [1, .65, 1.6]); sphere(knee, .13, joint, [0, -.34, .07], [1.06, .22, 1.65]); return {hip, knee, foot}; }); const arms = [-1, 1].map(() => ({ upper: segment(group, null, null, .09, teal), lower: segment(group, null, null, .085, white), hand: sphere(group, .09, joint, [0, 0, 0], [1, 1.1, 1]) })); return {root, torso, head, legs, arms, scale, z, eyes}; } function makePerson(isChild, z) { const scale = isChild ? .69 : 1.05, root = new THREE.Group(); root.position.z = z; group.add(root); const torso = new THREE.Group(); root.add(torso); const cloth = mat(isChild ? '#d98150' : '#e4c695'), pants = mat(isChild ? '#527463' : '#496474'); // Tapered jacket, hips and neck replace the single rounded toy-like body. shape(torso, new THREE.CylinderGeometry(.255 * scale, .22 * scale, .62 * scale, 16), cloth, [0, 1.2 * scale, 0]).scale.z = .72; sphere(torso, .23, pants, [0, .88 * scale, 0], [scale, .55 * scale, .72 * scale]); shape(torso, new THREE.CylinderGeometry(.075 * scale, .09 * scale, .18 * scale, 12), skin, [0, 1.59 * scale, 0]); const seam = shape(torso, new THREE.BoxGeometry(.014 * scale, .5 * scale, .014 * scale), mat('#bda77f'), [0, 1.2 * scale, .19 * scale]); for (const side of [-1, 1]) { const collar = shape(torso, new THREE.BoxGeometry(.12 * scale, .09 * scale, .025 * scale), cloth, [side * .07 * scale, 1.49 * scale, .15 * scale]); collar.rotation.z = side * .4; } const head = new THREE.Group(); head.position.y = 1.77 * scale; torso.add(head); head.scale.setScalar(isChild ? .9 : .77); const eyes = []; sphere(head, .27 * scale, skin, [0, 0, 0]); sphere(head, .275 * scale, hair, [0, .11 * scale, -.035 * scale], [1, .65, 1]); sphere(head, .058 * scale, skin, [0, -.02 * scale, .25 * scale]); for (const side of [-1, 1]) { sphere(head, .06 * scale, skin, [side * .26 * scale, 0, 0]); sphere(head, .037 * scale, mat('#f6f1e7'), [side * .09 * scale, .03 * scale, .241 * scale], [1, .65, .5]); const eye = sphere(head, .022 * scale, shoes, [side * .09 * scale, .03 * scale, .258 * scale], [.8, 1, .45]); eyes.push(eye); const brow = shape(head, new THREE.BoxGeometry(.075 * scale, .015 * scale, .015 * scale), hair, [side * .09 * scale, .087 * scale, .237 * scale]); brow.rotation.z = side * -.08; sphere(head, .04 * scale, mat('#d79379'), [side * .15 * scale, -.055 * scale, .215 * scale]); } const smile = shape(head, new THREE.TorusGeometry(.068 * scale, .012 * scale, 6, 14, Math.PI), shoes, [0, -.075 * scale, .252 * scale]); smile.rotation.z = Math.PI; if (isChild) { sphere(head, .29 * scale, mat('#e8b857'), [0, .18 * scale, 0], [1, .5, 1]); shape(head, new THREE.BoxGeometry(.55 * scale, .04 * scale, .34 * scale), mat('#e8b857'), [0, .13 * scale, .12 * scale]); } else { sphere(torso, .22, mat('#a77950'), [0, 1.2 * scale, -.24 * scale], [1, 1.2, .5]); } const legs = [-1, 1].map(side => { const hip = new THREE.Group(); hip.position.set(side * .15 * scale, .83 * scale, 0); root.add(hip); shape(hip, new THREE.CapsuleGeometry(.09 * scale, .23 * scale, 4, 10), pants, [0, -.16 * scale, 0]); const knee = new THREE.Group(); knee.position.y = -.34 * scale; hip.add(knee); shape(knee, new THREE.CapsuleGeometry(.08 * scale, .25 * scale, 4, 10), pants, [0, -.16 * scale, 0]); const foot = shape(knee, new THREE.SphereGeometry(.12 * scale, 12, 8), shoes, [0, -.32 * scale, .065 * scale]); foot.scale.set(.85, .65, 1.5); return {hip, knee, foot}; }); const arms = [-1, 1].map(() => ({ upper: segment(group, null, null, .072 * scale, cloth), lower: segment(group, null, null, .061 * scale, skin), hand: sphere(group, .075 * scale, skin, [0, 0, 0]) })); return {root, torso, head, legs, arms, scale, z, eyes}; } const father = makePerson(false, -.45), child = makePerson(true, .45), robot = makeRobot(1.45); robot.root.scale.setScalar(.7); // The group faces +X; `facing` is the actors' own yaw inside it (π/2 = along +X). function update({time, gait, moving, facing = Math.PI / 2, shopping, delivery, finished, talking = false, dt = 1 / 60}) { const actors = [father, child, robot]; actors.forEach((actor, index) => { const blend = 1 - Math.exp(-dt * 7), isRobot = actor === robot; const restX = isRobot ? -.7 : 0; actor.root.position.x = THREE.MathUtils.lerp(actor.root.position.x, finished ? (index === 0 ? -.55 : .55) : shopping ? [-.55, .25, -.9][index] : restX, blend); // The robot hovers; it bobs faster while it is speaking. const hover = isRobot ? .35 + Math.sin(time * (talking ? 6 : 2.2)) * .07 : 0; actor.root.position.y = THREE.MathUtils.lerp(actor.root.position.y, finished ? -.6 * actor.scale : hover, isRobot ? 1 : blend); actor.root.position.z = finished ? 0 : actor.z; actor.root.rotation.y = facing; const bob = moving ? Math.abs(Math.sin(gait)) * .022 : Math.sin(time * 2) * .006; actor.torso.position.y = bob; actor.torso.rotation.z = moving ? Math.sin(gait) * .018 : 0; const blinking = Math.sin(time * 1.3 + index) > .993; actor.eyes.forEach(eye => eye.scale.y = blinking ? .12 : 1); actor.head.rotation.y = shopping ? -.65 : isRobot ? Math.sin(time * .9) * .35 : Math.sin(time * .7) * .06; actor.torso.rotation.x = delivery && index === 1 ? .22 : 0; actor.legs.forEach((leg, i) => { const phase = gait + i * Math.PI; const stride = isRobot ? .08 : .34; leg.hip.rotation.x = finished ? -1.4 : moving ? Math.sin(phase) * stride : 0; leg.foot.rotation.x = moving ? Math.sin(phase + .5) * .12 : 0; leg.knee.rotation.x = finished ? 2.5 : isRobot ? .25 : moving ? Math.max(0, -Math.sin(phase)) * .5 : .05; }); }); group.updateMatrixWorld(true); const toFamily = (actor, point) => point.applyMatrix4(actor.root.matrix).clone(); const shoulder = (actor, side) => toFamily(actor, new THREE.Vector3(side * .29 * actor.scale, (actor === robot ? 1.12 : 1.43) * actor.scale, 0)); // With characters facing +X, father's left and child's right hands meet. const contact = new THREE.Vector3(0, 1.06, 0); actors.forEach((actor, index) => actor.arms.forEach((arm, i) => { const side = i === 0 ? -1 : 1, inside = index === 0 ? side === -1 : index === 1 && side === 1; const a = shoulder(actor, side); let target; if (inside && !shopping && !finished) target = contact.clone(); else if (index === 1 && shopping && side === -1) target = new THREE.Vector3(.5, delivery ? .65 : 1.1, -.15); else target = toFamily(actor, new THREE.Vector3(side * .34 * actor.scale, .88 * actor.scale, moving ? Math.sin(gait + (i ? Math.PI : 0)) * .2 : 0)); const elbow = a.clone().lerp(target, .5).add(new THREE.Vector3(.07, 0, inside ? 0 : .07)); updateSegment(arm.upper, a, elbow); updateSegment(arm.lower, elbow, target); arm.hand.position.copy(target); })); } update({time: 0, gait: 0, moving: false}); return {group, update, robot: robot.root}; }