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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<title>3JS-RiggingandControlSystem</title>
<style>
/* ============ DESIGN TOKENS ============
Subject: a rig lab bolted to an off-road fleet yard.
ink #070B12 deep hangar dark
panel #0E1520 brushed steel panel
bone #E8E2D2 rig ivory (type)
cyan #3FE0C8 signal / selected
amber #FFB020 hazard / track
spark #FF4FA3 spark + record
*/
:root{
--ink:#070B12; --panel:#0E1520; --panel2:#131D2B; --line:#22344a;
--bone:#E8E2D2; --dim:#8FA3B8; --cyan:#3FE0C8; --amber:#FFB020; --spark:#FF4FA3;
--good:#7CE07C; --bad:#FF5C5C;
--mono:ui-monospace,"SF Mono",Menlo,Consolas,monospace;
--disp:system-ui,"Segoe UI",Roboto,sans-serif;
}
*{box-sizing:border-box}
html,body{margin:0;height:100%;background:var(--ink);color:var(--bone);font-family:var(--disp);overflow:hidden;-webkit-user-select:none;user-select:none}
canvas#gl{position:fixed;inset:0;display:block;touch-action:none}
button,select,input{font-family:var(--disp)}
/* ---- chrome ---- */
.bar{position:fixed;left:0;right:0;top:0;height:38px;display:flex;align-items:center;gap:8px;padding:0 10px;
background:linear-gradient(180deg,rgba(7,11,18,.96),rgba(7,11,18,.55));border-bottom:1px solid var(--line);z-index:20}
.brand{font-weight:800;letter-spacing:.18em;font-size:12px;text-transform:uppercase}
.brand b{color:var(--cyan)}
.pill{font-family:var(--mono);font-size:11px;padding:3px 8px;border:1px solid var(--line);border-radius:999px;background:var(--panel);color:var(--dim);white-space:nowrap}
.pill.on{color:var(--ink);background:var(--cyan);border-color:var(--cyan);font-weight:700}
.pill.warn{color:var(--ink);background:var(--amber);border-color:var(--amber);font-weight:700}
.pill.rec{color:#fff;background:var(--spark);border-color:var(--spark);font-weight:700}
.spacer{flex:1}
.dock{position:fixed;top:44px;bottom:104px;width:264px;overflow:auto;z-index:19;
display:flex;flex-direction:column;gap:8px;padding:2px;scrollbar-width:thin}
#dockL{left:8px} #dockR{right:8px}
.dock::-webkit-scrollbar{width:6px}.dock::-webkit-scrollbar-thumb{background:var(--line);border-radius:3px}
.card{background:linear-gradient(180deg,rgba(19,29,43,.94),rgba(14,21,32,.94));border:1px solid var(--line);border-radius:10px;padding:9px}
.card h3{margin:0 0 7px;font-size:10px;letter-spacing:.2em;text-transform:uppercase;color:var(--dim);
display:flex;align-items:center;gap:6px}
.card h3 span.k{margin-left:auto;font-family:var(--mono);color:var(--line);font-size:10px}
.row{display:flex;gap:5px;flex-wrap:wrap;align-items:center}
.btn{flex:1 1 auto;min-width:0;background:var(--panel2);color:var(--bone);border:1px solid var(--line);border-radius:7px;
padding:6px 7px;font-size:11px;cursor:pointer;transition:.12s;white-space:nowrap}
.btn:hover{border-color:var(--cyan);color:var(--cyan)}
.btn:focus-visible{outline:2px solid var(--cyan);outline-offset:2px}
.btn.act{background:var(--cyan);color:var(--ink);border-color:var(--cyan);font-weight:700}
.btn.dang:hover{border-color:var(--bad);color:var(--bad)}
label.f{display:flex;align-items:center;gap:6px;font-size:11px;color:var(--dim);margin:4px 0}
label.f input[type=range]{flex:1;accent-color:var(--cyan)}
label.f b{font-family:var(--mono);color:var(--bone);min-width:38px;text-align:right}
.kv{display:flex;justify-content:space-between;font-family:var(--mono);font-size:11px;padding:1px 0;color:var(--dim)}
.kv b{color:var(--bone);font-weight:600}
/* storage meters */
.meter{margin:6px 0}
.meter .lab{display:flex;justify-content:space-between;font-family:var(--mono);font-size:10px;color:var(--dim)}
.meter .trk{height:9px;border-radius:5px;background:#0a1220;border:1px solid var(--line);overflow:hidden;margin-top:3px;position:relative}
.meter .fill{height:100%;width:0%;background:linear-gradient(90deg,var(--cyan),var(--amber));transition:width .4s}
.meter .fill.hot{background:linear-gradient(90deg,var(--amber),var(--spark))}
.meter .seg{position:absolute;top:0;bottom:0;width:1px;background:rgba(255,255,255,.12)}
/* asset + entity lists */
.list{max-height:186px;overflow:auto;border:1px solid var(--line);border-radius:8px;background:#0a111c}
.list::-webkit-scrollbar{width:6px}.list::-webkit-scrollbar-thumb{background:var(--line)}
.it{display:flex;gap:6px;align-items:center;padding:5px 7px;border-bottom:1px solid rgba(34,52,74,.5);cursor:pointer;font-size:11px}
.it:last-child{border-bottom:0}
.it:hover{background:rgba(63,224,200,.08)}
.it.sel{background:rgba(63,224,200,.16);box-shadow:inset 2px 0 0 var(--cyan)}
.it .nm{flex:1;overflow:hidden;text-overflow:ellipsis;white-space:nowrap}
.it .sz{font-family:var(--mono);font-size:10px;color:var(--dim)}
.tag{font-family:var(--mono);font-size:9px;padding:1px 5px;border-radius:4px;background:var(--panel2);border:1px solid var(--line);color:var(--dim)}
.tag.car{color:var(--amber);border-color:var(--amber)}
.tag.human{color:var(--cyan);border-color:var(--cyan)}
.tag.boat{color:#6fb8ff;border-color:#6fb8ff}
.drop{border:1px dashed var(--line);border-radius:8px;padding:10px;text-align:center;font-size:11px;color:var(--dim);cursor:pointer}
.drop.hot{border-color:var(--cyan);color:var(--cyan);background:rgba(63,224,200,.07)}
/* ---- queue ribbon (signature #2) ---- */
#queueBar{position:fixed;left:8px;right:8px;bottom:8px;height:56px;z-index:20;
background:linear-gradient(180deg,rgba(14,21,32,.9),rgba(7,11,18,.96));border:1px solid var(--line);border-radius:12px;
display:flex;align-items:center;gap:8px;padding:8px 10px}
#queueBar .qhead{font-size:10px;letter-spacing:.2em;text-transform:uppercase;color:var(--dim);writing-mode:vertical-rl;transform:rotate(180deg);height:100%;text-align:center}
#qLane{flex:1;height:100%;display:flex;align-items:center;gap:6px;overflow:hidden}
.chip{display:flex;flex-direction:column;align-items:center;justify-content:center;min-width:48px;height:40px;border-radius:9px;
background:var(--panel2);border:1px solid var(--line);animation:chipIn .18s ease-out}
.chip .e{font-size:15px;line-height:1}
.chip .l{font-size:9px;color:var(--dim);margin-top:3px;max-width:52px;overflow:hidden;text-overflow:ellipsis;white-space:nowrap}
.chip.live{border-color:var(--cyan);box-shadow:0 0 0 1px var(--cyan),0 0 18px rgba(63,224,200,.35)}
.chip.done{opacity:.35}
@keyframes chipIn{from{transform:translateY(12px) scale(.8);opacity:0}to{transform:none;opacity:1}}
@media (prefers-reduced-motion:reduce){.chip{animation:none}}
/* ---- keyboard atlas (signature) ---- */
#atlas{position:fixed;inset:0;z-index:40;background:rgba(4,7,12,.93);display:none;overflow:auto;padding:24px}
#atlas.on{display:block}
#atlas h2{margin:0 0 4px;font-size:14px;letter-spacing:.28em;text-transform:uppercase}
#atlas p{margin:0 0 16px;color:var(--dim);font-size:12px}
.kbd{display:flex;flex-direction:column;gap:6px;align-items:center}
.krow{display:flex;gap:6px}
.key{width:62px;height:54px;border-radius:8px;background:var(--panel);border:1px solid var(--line);
display:flex;flex-direction:column;align-items:center;justify-content:center;gap:2px;position:relative}
.key .cap{position:absolute;top:3px;left:5px;font-family:var(--mono);font-size:9px;color:var(--dim)}
.key .e{font-size:19px}
.key .l{font-size:8px;color:var(--dim);max-width:58px;overflow:hidden;text-overflow:ellipsis;white-space:nowrap}
.key.w15{width:96px}.key.w20{width:130px}.key.w25{width:162px}.key.w60{width:300px}
.key.hot{border-color:var(--cyan);background:rgba(63,224,200,.14)}
.key.down{background:var(--cyan);color:var(--ink)}
.key.down .cap,.key.down .l{color:rgba(7,11,18,.75)}
.key.hold{border-color:var(--amber)}
/* toast + reticle */
#toast{position:fixed;left:50%;top:52px;transform:translateX(-50%);z-index:30;font-family:var(--mono);font-size:12px;
background:rgba(7,11,18,.92);border:1px solid var(--cyan);color:var(--cyan);padding:6px 12px;border-radius:8px;opacity:0;transition:.2s;pointer-events:none}
#toast.on{opacity:1}
#retic{position:fixed;left:50%;top:50%;width:16px;height:16px;margin:-8px 0 0 -8px;z-index:15;pointer-events:none;opacity:.5}
#retic:before,#retic:after{content:"";position:absolute;background:var(--cyan)}
#retic:before{left:7px;top:0;width:2px;height:16px}#retic:after{top:7px;left:0;height:2px;width:16px}
#mmLabel{position:fixed;right:14px;font-family:var(--mono);font-size:10px;color:var(--amber);z-index:18;pointer-events:none}
#loading{position:fixed;inset:0;z-index:60;background:var(--ink);display:flex;flex-direction:column;align-items:center;justify-content:center;gap:10px}
#loading .r{font-size:26px;letter-spacing:.5em;color:var(--cyan)}
#loading small{color:var(--dim);font-family:var(--mono);font-size:11px}
.hidden{display:none!important}
/* ---- pill action bar: every function, one key, one pill ---- */
#actBar{position:fixed;left:8px;right:8px;bottom:52px;height:40px;z-index:21;display:flex;align-items:center;gap:6px}
.pillb{display:inline-flex;align-items:center;gap:5px;height:32px;padding:0 11px;border-radius:999px;
background:linear-gradient(180deg,#18222f,#101823);border:1px solid var(--line);color:var(--bone);
font-size:11px;white-space:nowrap;cursor:pointer;transition:.12s;flex:0 0 auto;max-width:150px}
.pillb:hover,.pillb:active{border-color:var(--cyan);color:var(--cyan)}
.pillb.act{background:var(--cyan);color:var(--ink);border-color:var(--cyan);font-weight:700}
.pillb .kk{font-family:var(--mono);font-size:9px;opacity:.55;border-left:1px solid rgba(255,255,255,.15);padding-left:5px}
.pillb .em{font-size:14px}
#actPages{flex:1;display:flex;gap:6px;overflow:hidden}
.nav{width:30px;height:30px;border-radius:50%;border:1px solid var(--line);background:var(--panel);color:var(--dim);
font-size:13px;cursor:pointer;flex:0 0 auto}
.nav:hover{border-color:var(--cyan);color:var(--cyan)}
#pgLab{font-family:var(--mono);font-size:10px;color:var(--dim);flex:0 0 auto;min-width:46px;text-align:center}
/* ---- glb palette ---- */
#palGrid{display:grid;grid-template-columns:repeat(5,1fr);gap:5px;margin-top:6px}
.tile{aspect-ratio:1;border:1px solid var(--line);border-radius:9px;background:#0a111c;display:flex;flex-direction:column;
align-items:center;justify-content:center;cursor:pointer;transition:.12s;padding:2px}
.tile:hover{border-color:var(--cyan);background:rgba(63,224,200,.09)}
.tile .em{font-size:19px;line-height:1}
.tile .lb{font-family:var(--mono);font-size:8px;color:var(--dim);margin-top:2px;text-transform:uppercase}
.tile.sel{border-color:var(--amber);box-shadow:0 0 0 1px var(--amber)}
#bigDrop{border:2px dashed var(--line);border-radius:10px;padding:14px 8px;text-align:center;color:var(--dim);font-size:11px;cursor:pointer}
#bigDrop.hot{border-color:var(--cyan);color:var(--cyan);background:rgba(63,224,200,.08)}
/* ---- mobile: docks fold away, bars stay thin ---- */
#dockTog{position:fixed;right:8px;top:44px;z-index:23;display:none}
@media (max-width:1100px){
#dockL,#dockR{display:none}
body.docks #dockL,body.docks #dockR{display:flex;width:min(46vw,260px);bottom:140px}
#dockTog{display:inline-flex}
#queueBar{height:44px} #actBar{bottom:48px}
.pillb{height:30px;font-size:10px;max-width:128px}
}
#chatLog{max-height:150px;overflow:auto;border:1px solid var(--line);border-radius:8px;background:#0a111c;padding:6px;font-size:11px;line-height:1.5}
#chatLog::-webkit-scrollbar{width:6px}#chatLog::-webkit-scrollbar-thumb{background:var(--line)}
#chatLog b{color:var(--cyan)} #chatLog i{color:var(--amber);font-style:normal}
#chatIn{flex:1;background:#0a111c;border:1px solid var(--line);color:var(--bone);border-radius:7px;padding:6px 8px;font-size:11px}
#chatIn:focus{outline:none;border-color:var(--cyan)}
#trick{position:fixed;left:50%;top:32%;transform:translate(-50%,-50%);z-index:25;pointer-events:none;text-align:center;opacity:0;transition:.18s}
#trick.on{opacity:1;transform:translate(-50%,-58%)}
#trick .nm{font-size:30px;font-weight:900;letter-spacing:.06em;color:var(--amber);text-shadow:0 0 22px rgba(255,176,32,.6)}
#trick .pt{font-family:var(--mono);font-size:16px;color:var(--cyan)}
.peer{display:flex;gap:6px;align-items:center;font-family:var(--mono);font-size:10px;color:var(--dim);padding:2px 0}
.peer b{width:8px;height:8px;border-radius:50%;background:var(--good);display:inline-block}
/* ---- stage gate: song first, then the cars ---- */
#stage{position:fixed;inset:0;z-index:70;background:radial-gradient(120% 90% at 50% 0%,#12202e,#04070c 70%);
display:flex;align-items:center;justify-content:center;padding:24px;overflow:auto}
#stage.off{display:none}
.stagebox{width:min(760px,100%);border:1px solid var(--line);border-radius:16px;background:rgba(10,16,25,.92);padding:22px 24px}
.stagebox h1{margin:0;font-size:13px;letter-spacing:.34em;text-transform:uppercase;color:var(--cyan)}
.stagebox p.sub{margin:6px 0 18px;color:var(--dim);font-size:12px;line-height:1.5}
.step{border:1px solid var(--line);border-radius:12px;padding:14px;margin-bottom:12px;background:var(--panel);opacity:.42;transition:.2s}
.step.live{opacity:1;border-color:var(--cyan);box-shadow:0 0 0 1px rgba(63,224,200,.25)}
.step.done{opacity:1;border-color:var(--good)}
.step h4{margin:0 0 4px;font-size:12px;letter-spacing:.16em;text-transform:uppercase;display:flex;gap:8px;align-items:center}
.step h4 em{margin-left:auto;font-style:normal;font-family:var(--mono);font-size:10px;color:var(--dim)}
.step p{margin:0 0 10px;font-size:12px;color:var(--dim)}
.slots{display:grid;grid-template-columns:repeat(4,1fr);gap:6px;margin-top:8px}
.slot{border:1px dashed var(--line);border-radius:8px;padding:8px 6px;text-align:center;font-size:10px;color:var(--dim);font-family:var(--mono)}
.slot.full{border-style:solid;border-color:var(--amber);color:var(--bone)}
.slot b{display:block;font-size:16px;margin-bottom:2px}
.big{background:var(--cyan);color:var(--ink);font-weight:800;border:0;border-radius:9px;padding:11px 16px;font-size:12px;letter-spacing:.1em;cursor:pointer}
.big:disabled{background:var(--panel2);color:var(--line);cursor:not-allowed}
.ghost{background:transparent;color:var(--dim);border:1px solid var(--line);border-radius:9px;padding:11px 14px;font-size:12px;cursor:pointer}
/* ---- film bar ---- */
#film{position:fixed;left:50%;transform:translateX(-50%);top:44px;z-index:22;display:none;align-items:center;gap:10px;
background:rgba(7,11,18,.94);border:1px solid var(--spark);border-radius:10px;padding:7px 12px;font-family:var(--mono);font-size:11px;color:var(--spark)}
#film.on{display:flex}
#filmTrk{width:220px;height:6px;background:#1a2230;border-radius:3px;overflow:hidden}
#filmFill{height:100%;width:0;background:linear-gradient(90deg,var(--spark),var(--amber))}
@media(max-width:900px){#dockL,#dockR{width:190px}.key{width:40px;height:40px}.key .e{font-size:14px}.key .l{display:none}}
</style>
</head>
<body>
<canvas id="gl"></canvas>
<div id="retic"></div>
<div id="mmLabel">🛰️ MINIMAP · click an entity to pilot</div>
<div class="bar">
<div class="brand">HOMUNCULUS <b>FORGE v10</b> · CITY CINEMA</div>
<span class="pill" id="pCtx">🎮 ctx: free-cam</span>
<span class="pill" id="pTrack">🛤️ track: linked</span>
<span class="pill" id="pView">🖼️ view: single</span>
<span class="pill" id="pMode">✋ gizmo: move</span>
<div class="spacer"></div>
<span class="pill" id="pRecI">🎥 inner</span>
<span class="pill" id="pRecS">🖥️ screen</span>
<span class="pill" id="pFps">0 fps</span>
<span class="pill" id="pHelp">⌨️ K = keyboard atlas</span>
</div>
<div class="dock" id="dockL">
<div class="card">
<h3>📦 Asset intake <span class="k">I</span></h3>
<div id="bigDrop">⬇️ Drop <b>.glb / .gltf</b> anywhere<br><span style="color:var(--line)">or tap to browse · names pick the emoji</span></div>
<div id="palGrid"></div>
<input type="file" id="file" accept=".glb,.gltf" multiple class="hidden">
<div class="row" style="margin-top:6px">
<button class="btn" id="bSeed">🌱 Seed demo fleet</button>
</div>
<div class="list" id="assetList" style="margin-top:6px"></div>
</div>
<div class="card">
<h3>🚗 Mega-car roster <span class="k">1–8</span></h3>
<div class="kv"><span>song</span><b id="cSong">none</b></div>
<div class="kv"><span>take length</span><b id="cLen">—</b></div>
<div class="row"><button class="btn" id="bStage">🎛️ Session setup</button><button class="btn" id="bFilm">🎬 Film to song</button></div>
<div class="slots" id="fleetSlots" style="margin-top:7px"></div>
<div class="kv" style="margin-top:6px"><span>cargo picked up</span><b id="cCargo">0</b></div>
<div class="kv"><span>rockets fired</span><b id="cRock">0</b></div>
<div class="kv"><span>raiders down</span><b id="cKill">0</b></div>
</div>
<div class="card">
<h3>🏙️ Interior city <span class="k">V</span></h3>
<div class="kv"><span>state</span><b id="cCity">surface</b></div>
<div class="kv"><span>chambers</span><b id="cCham">—</b></div>
<div class="kv"><span>spiral height</span><b id="cSpin">0 m</b></div>
<div class="row"><button class="btn" id="bCity">🏢 Enter / leave</button><button class="btn" id="bReCity">🎲 Regenerate</button></div>
<div style="font-size:10px;color:var(--dim);margin-top:6px;line-height:1.45">Drive in through any doorway. Corridors are maze-carved, the wide rooms are joint chambers, and the tube on the far side is the accelerator — climb it fast enough and it throws you back to the surface.</div>
</div>
<div class="card">
<h3>🗺️ Placement atlas <span class="k">O / P</span></h3>
<div class="row">
<button class="btn" id="bSave">💾 Save map</button>
<button class="btn" id="bLoad">📂 Load map</button>
</div>
<div class="row" style="margin-top:5px">
<button class="btn" id="bExpHtml">🧾 Export HTML</button>
<button class="btn dang" id="bWipe">🧨 Clear map</button>
</div>
<input type="file" id="mapFile" accept=".json,.html" class="hidden">
<div class="kv"><span>entities</span><b id="kEnt">0</b></div>
<div class="kv"><span>autosave</span><b id="kAuto">idle</b></div>
<div class="list" id="entList" style="margin-top:6px"></div>
</div>
<div class="card">
<h3>🧠 Browser memory & cache</h3>
<div class="meter"><div class="lab"><span>💽 Origin storage</span><span id="mS">—</span></div><div class="trk"><div class="fill" id="mSf"></div></div></div>
<div class="meter"><div class="lab"><span>📦 Cached GLB bytes</span><span id="mA">—</span></div><div class="trk"><div class="fill" id="mAf"></div></div></div>
<div class="meter"><div class="lab"><span>🧮 JS heap</span><span id="mH">—</span></div><div class="trk"><div class="fill" id="mHf"></div></div></div>
<div class="meter"><div class="lab"><span>🎞️ GPU objects</span><span id="mG">—</span></div><div class="trk"><div class="fill" id="mGf"></div></div></div>
<div class="kv"><span>scene VRAM est.</span><b id="kVram">0 MB</b></div>
</div>
</div>
<div class="dock" id="dockR">
<div class="card">
<h3>🔎 Inspector</h3>
<div class="kv"><span>selected</span><b id="iName">—</b></div>
<div class="kv"><span>class</span><b id="iKind">—</b></div>
<div class="kv"><span>biome</span><b id="iEnv">—</b></div>
<div class="kv"><span>size</span><b id="iSize">—</b></div>
<div class="row" style="margin-top:6px">
<button class="btn" id="bT">✋ Move</button><button class="btn" id="bR">🔄 Turn</button><button class="btn" id="bS">📐 Scale</button>
</div>
<div class="row" style="margin-top:5px">
<button class="btn" id="bBox">📦 Corner handles</button><button class="btn" id="bSnap">🧲 Snap</button>
</div>
<div class="row" style="margin-top:5px">
<button class="btn" id="bClone">📋 Clone</button><button class="btn" id="bGround">⬇️ Drop to ground</button>
<button class="btn dang" id="bDel">❌ Delete</button>
</div>
<label class="f">🎚️ Uniform scale <input type="range" id="sScale" min="-2" max="2" step="0.01" value="0"><b id="sScaleV">1.00</b></label>
</div>
<div class="card">
<h3>🦴 Auto-rig & elbows <span class="k">N / J</span></h3>
<div class="kv"><span>skeleton</span><b id="rSkel">—</b></div>
<div class="kv"><span>bones mapped</span><b id="rMap">—</b></div>
<div class="row">
<button class="btn" id="bRig">🦴 Auto-rig selected</button>
<button class="btn" id="bFix">🩹 Fix elbows</button>
</div>
<label class="f">🫱 Elbow pole out <input type="range" id="sPole" min="-1.5" max="1.5" step="0.01" value="0.75"><b id="sPoleV">0.75</b></label>
<label class="f">🫲 Pole behind <input type="range" id="sPoleB" min="-1.5" max="1.5" step="0.01" value="0.9"><b id="sPoleBV">0.90</b></label>
<label class="f">🦵 Knee pole fwd <input type="range" id="sKnee" min="-1.5" max="1.5" step="0.01" value="0.9"><b id="sKneeV">0.90</b></label>
<div class="row" style="margin-top:5px">
<button class="btn" id="bBones">🩻 Show bones</button>
<button class="btn" id="bTpose">🧍 T-pose</button>
</div>
</div>
<div class="card">
<h3>📡 WAKE channel <span class="k">multiplayer</span></h3>
<div class="row">
<input id="roomIn" class="btn" style="text-align:center" value="">
<button class="btn" id="bWake">📡 Join</button>
</div>
<div class="kv"><span>callsign</span><b id="mpCall">—</b></div>
<div class="kv"><span>role</span><b id="mpRole">offline</b></div>
<div class="kv"><span>peers</span><b id="mpN">0</b></div>
<div id="peerList" style="margin:4px 0"></div>
<div id="chatLog"></div>
<div class="row" style="margin-top:5px">
<input id="chatIn" placeholder="say something…" maxlength="180">
<button class="btn" id="bSay" style="flex:0 0 auto">💬</button>
</div>
</div>
<div class="card">
<h3>🎥 Viewports & cinema</h3>
<div class="row">
<button class="btn" id="bVpAdd">Add view 🪟</button><button class="btn" id="bVpDrop">Drop view ✖️</button>
</div>
<div class="row" style="margin-top:5px">
<button class="btn" id="bDemo">Demo reel 🎬</button><button class="btn" id="bAuto">Autoplay ▶️</button>
</div>
<div class="kv"><span>viewports</span><b id="vpN">1</b></div>
<div class="kv"><span>cinema shot</span><b id="vpShot">—</b></div>
<div class="kv"><span>subject</span><b id="vpSub">—</b></div>
</div>
<div class="card">
<h3>🤖 Traffic & AI</h3>
<div class="kv"><span>ai drivers</span><b id="aiN">0</b></div>
<div class="kv"><span>flock radius</span><b id="aiR">70 m</b></div>
<div class="row">
<button class="btn" id="bAiLoad">🚙 Load AI vehicles</button>
<button class="btn" id="bAiMake">🤖 Make selected AI</button>
</div>
<input type="file" id="aiFile" accept=".glb,.gltf" multiple class="hidden">
<div class="row" style="margin-top:5px"><button class="btn" id="bAiSpawn">➕ Spawn 6 traffic</button><button class="btn dang" id="bAiClear">🧹 Clear AI</button></div>
<div style="font-size:10px;color:var(--dim);margin-top:6px;line-height:1.45">Drivers pick their own goals — nearest roadway, a city junction, or you — and re-decide on their own clock. They flock loosely while they travel.</div>
</div>
<div class="card">
<h3>🌱 Evolution</h3>
<div class="kv"><span>generation</span><b id="evGen">0</b></div>
<div class="kv"><span>buildings</span><b id="evB">0</b></div>
<div class="kv"><span>canopy</span><b id="evT">0</b></div>
<div class="kv"><span>growth</span><b id="evG">—</b></div>
<label class="f">⏱️ Tick <input type="range" id="sEvo" min="1" max="20" step="0.5" value="5"><b id="sEvoV">5.0s</b></label>
<div class="row"><button class="btn" id="bEvo">🌿 Grow now</button><button class="btn" id="bEvoAuto">▶️ Auto-grow</button></div>
</div>
<div class="card">
<h3>🪂 Air & tricks <span class="k">Space</span></h3>
<div class="kv"><span>gravity</span><b id="gvV">14.0</b></div>
<div class="kv"><span>airtime</span><b id="airT">0.0s</b></div>
<div class="kv"><span>trick score</span><b id="trkS">0</b></div>
<div class="kv"><span>best combo</span><b id="trkB">0</b></div>
<label class="f">🌙 Gravity <input type="range" id="sGrav" min="3" max="34" step="0.5" value="14"><b id="sGravV">14.0</b></label>
<label class="f">🦘 Jump <input type="range" id="sJump" min="10" max="60" step="1" value="26"><b id="sJumpV">26</b></label>
<div style="font-size:10px;color:var(--dim);margin-top:6px;line-height:1.45">In the air: <b>Q/E</b> spin, <b>W/X</b> flip, <b>A/D</b> roll. Land upright to bank it, land on your head and you eat it.</div>
</div>
<div class="card">
<h3>🌍 World atlas</h3>
<div class="row">
<select class="btn" id="regionSel">
<option value="world">🌍 Whole world</option>
<option value="na">🍁 North America</option>
<option value="sa">🌴 South America</option>
<option value="eu">🏰 Europe</option>
<option value="af">🦁 Africa</option>
<option value="as">🏯 Asia</option>
<option value="au">🦘 Australia</option>
<option value="mn" selected>🛶 Minnetonka</option>
</select>
<button class="btn" id="bRegen">🌐 Rebuild</button>
</div>
<div class="kv"><span>centre</span><b id="wCtr">—</b></div>
<div class="kv"><span>span</span><b id="wSpan">—</b></div>
<div class="kv"><span>roads</span><b id="wRoads">—</b></div>
<div class="kv"><span>settlements</span><b id="wTowns">—</b></div>
<label class="f">⛰️ Relief <input type="range" id="sRelief" min="0.3" max="3" step="0.05" value="1"><b id="sReliefV">1.00</b></label>
</div>
<div class="card">
<h3>🔧 Engine <span class="k">B</span></h3>
<div class="kv"><span>state</span><b id="engState">off</b></div>
<div class="kv"><span>rpm</span><b id="engRpm">—</b></div>
<div class="row"><button class="btn" id="bEng">🔑 Start / stop</button><button class="btn" id="bEngAud">🔊 Engine sound</button></div>
<div style="font-size:10px;color:var(--dim);margin-top:6px;line-height:1.45">Selecting any vehicle fires it up and hands you the wheel: <b>Q W E / A S D / Z X C</b>.</div>
</div>
<div class="card">
<h3>🚚 Fleet & track <span class="k">Space</span></h3>
<div class="kv"><span>pilot</span><b id="fPilot">free-cam</b></div>
<div class="kv"><span>speed</span><b id="fSpd">0</b></div>
<div class="kv"><span>track state</span><b id="fTrack">linked</b></div>
<div class="kv"><span>free sets left</span><b id="fSets">0</b></div>
<div class="row"><button class="btn" id="bTrack">🛤️ Toggle rail</button><button class="btn" id="bRelink">🔗 Relink now</button></div>
<label class="f">🌞 Time <input type="range" id="sTime" min="0" max="24" step="0.1" value="9"><b id="sTimeV">09.0</b></label>
</div>
<div class="card">
<h3>🎬 Studio · record & mix</h3>
<div class="row">
<button class="btn" id="bMp3">Load MP3 🎵</button><button class="btn" id="bFilm2">Film song 🎬</button>
</div>
<div class="row" style="margin-top:5px">
<button class="btn" id="bRecI">Inner rec ⏺️</button><button class="btn" id="bRecS">Screen rec ⏺️</button>
</div>
<div class="row" style="margin-top:5px">
<button class="btn" id="bAud">🎙️ Open-air mic</button><button class="btn" id="bShot">📸 Frame</button>
</div>
<div class="kv"><span>codec</span><b id="kMime">—</b></div>
<div class="row" style="margin-top:6px">
<select class="btn" id="mixMode"><option value="loop">🔁 loop</option><option value="pingpong">↔️ ping-pong</option><option value="shuffle">🔀 shuffle-cut</option><option value="ramp">🏎️ speed-ramp</option></select>
</div>
<input type="file" id="mp3File" accept="audio/*" class="hidden">
<div class="row" style="margin-top:5px"><button class="btn" id="bMix">▶️ Play mix</button><button class="btn" id="bMixStop">⏹️ Stop</button></div>
<div class="kv"><span>mix sync</span><b id="kMix">—</b></div>
<video id="mixVid" class="hidden" playsinline></video><audio id="mixAud" class="hidden"></audio>
<div class="list" id="gallery" style="margin-top:6px"></div>
</div>
<div class="card">
<h3>🛰️ Telemetry <span class="k">`</span></h3>
<div class="kv"><span>WebGPU</span><b id="tGpu">probing…</b></div>
<div class="kv"><span>adapter</span><b id="tAdp">—</b></div>
<div class="kv"><span>max buffer</span><b id="tBuf">—</b></div>
<div class="kv"><span>draw calls</span><b id="tCalls">0</b></div>
<div class="kv"><span>triangles</span><b id="tTris">0</b></div>
<div class="kv"><span>frames total</span><b id="tFrames">0</b></div>
<div class="kv"><span>tris / min</span><b id="tTpm">0</b></div>
<div class="kv"><span>tris / hour</span><b id="tTph">0</b></div>
<div class="kv"><span>frames / hour</span><b id="tFph">0</b></div>
</div>
</div>
<button class="pillb" id="dockTog">panels 🗂️</button>
<div id="actBar">
<button class="nav" id="pgPrev">◀</button>
<div id="actPages"></div>
<span id="pgLab">1/1</span>
<button class="nav" id="pgNext">▶</button>
</div>
<div id="queueBar">
<div class="qhead">Queue</div>
<div id="qLane"></div>
<div style="display:flex;flex-direction:column;gap:4px">
<button class="btn" id="bQPlay">⏯️ Hold</button>
<button class="btn" id="bQClear">🧹 Clear</button>
</div>
</div>
<div id="atlas">
<h2>⌨️ Keyboard atlas</h2>
<p>Every function in this program lives on a key, wears an emoji, and queues into the ribbon when fired. Amber keys are held (analog), cyan keys are queued actions. Press <b>K</b> or <b>Esc</b> to close.</p>
<div class="kbd" id="kbd"></div>
</div>
<div id="film"><span>🎬 FILMING TO SONG</span><div id="filmTrk"><div id="filmFill"></div></div><span id="filmT">0:00</span><span id="filmLeft">—</span></div>
<div id="stage" class="off"><div class="stagebox">
<h1>🎛️ Session setup</h1>
<p class="sub">The song sets the length of the take. The models you load become the cars you drive. Do them in that order and the whole take clips itself at the last beat.</p>
<div class="step live" id="st1">
<h4>🎵 1 · Load the song <em>required</em></h4>
<p>An .mp3 (or any audio file). Its duration becomes the exact runtime of every filmed take.</p>
<button class="big" id="stSong">🎵 Choose song</button>
<span id="stSongName" style="font-family:var(--mono);font-size:11px;color:var(--dim);margin-left:10px">no song loaded</span>
</div>
<div class="step" id="st2">
<h4>🚗 2 · Load your mega cars <em>up to 8</em></h4>
<p>Each .glb becomes a Vehicle Character on slots 1–8. Filename decides its controller and home biome — put <b>truck</b>, <b>rover</b>, <b>boat</b> or a person word in the name and the rig follows.</p>
<button class="big" id="stCars" disabled>🚗 Choose .glb models</button>
<input type="file" id="megaFile" accept=".glb,.gltf" multiple class="hidden">
<button class="ghost" id="stProc" disabled>🌱 Use the built-in eight</button>
<div class="slots" id="stSlots"></div>
</div>
<div class="step" id="st3">
<h4>🎬 3 · Drive and film</h4>
<p>PageUp starts the song and the canvas recorder together; both stop on the final beat and the take lands in the gallery.</p>
<button class="big" id="stGo" disabled>🏁 Enter the world</button>
<button class="ghost" id="stSkip">Skip — sandbox only</button>
</div>
</div></div>
<div id="trick"><div class="nm" id="trickN"></div><div class="pt" id="trickP"></div></div>
<div id="toast"></div>
<div id="loading"><div class="r">ᚠ ᚢ ᚦ ᚨ ᚱ ᚲ</div><small id="loadMsg">booting forge…</small></div>
<script src="https://cdn.jsdelivr.net/npm/peerjs@1.5.4/dist/peerjs.min.js"></script>
<script>
/* boot diagnostics before the module loads */
function bootMsg(t){var m=document.getElementById('loadMsg');var l=document.getElementById('loading');
if(m&&l&&!l.classList.contains('hidden')) m.textContent=t;}
window.addEventListener('error',e=>bootMsg('boot error: '+(e.message||e.type)));
window.addEventListener('unhandledrejection',e=>bootMsg('boot error: '+((e.reason&&e.reason.message)||e.reason)));
window.__forgeStarted=false;
setTimeout(function(){ if(!window.__forgeStarted)
bootMsg('module never ran — an import 404d. Check the three version in the importmap.'); },6000);
</script>
<!-- Three.js is pinned by importmap. To ride a newer release, change the two version
numbers below and nothing else — every import in this file resolves through here. -->
<script type="importmap">
{"imports":{
"three":"https://cdn.jsdelivr.net/npm/three@0.185.0/build/three.module.js",
"three/addons/":"https://cdn.jsdelivr.net/npm/three@0.185.0/examples/jsm/"
}}
</script>
<script type="module">
import * as THREE from 'three';
import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
import {TransformControls} from 'three/addons/controls/TransformControls.js';
import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
/* ========== CHUNK 1 END ========== */
/* =======================================================================
HOMUNCULUS FORGE v6 — FLEET ATLAS RIG STUDIO
Aaron — inventor | Claude — co-author via AI pair programming
Single file. No npm. Three.js r128 (globals). IndexedDB cache.
======================================================================= */
'use strict';
const $ = id => document.getElementById(id);
const clamp=(v,a,b)=>v<a?a:v>b?b:v;
const lerp=(a,b,t)=>a+(b-a)*t;
const fmtB=n=>n<1024?n+' B':n<1048576?(n/1024).toFixed(1)+' KB':n<1073741824?(n/1048576).toFixed(1)+' MB':(n/1073741824).toFixed(2)+' GB';
const _INERT={add(){},remove(){},toggle(){}};
function $safe(id){
const el=$(id); if(el) return el;
console.warn('[forge] missing UI node:',id);
return {classList:_INERT,style:{},dataset:{},textContent:'',value:'',innerHTML:'',
onclick:null,oninput:null,onchange:null,onkeydown:null,
appendChild(){},removeChild(){},addEventListener(){},click(){},focus(){},
getBoundingClientRect(){return {left:0,top:0,width:0,height:0};}};
}
function toast(m){const t=$('toast');t.textContent=m;t.classList.add('on');clearTimeout(toast._t);toast._t=setTimeout(()=>t.classList.remove('on'),1500);}
const WORLD=2200, HALF=WORLD/2;
let renderer,scene,camMain,camChase,camTop,camOrbit,orbit,gizmo,timer,raycaster=new THREE.Raycaster();
let terrainMesh,water,trackCurve,trackMesh,trackSamples=[],sun,hemi,skyMesh;
const entities=[]; // all placed things
let selected=null, pilot=null; // selection vs. control context
let viewMode='single'; // single | split | quad
const held=new Set();
const RIG={pole:0.75,poleBack:0.9,knee:0.9,showBones:false};
/* ---------------- terrain field ---------------- */
function hash2(x,z){const s=Math.sin(x*127.1+z*311.7)*43758.5453;return s-Math.floor(s);}
function vnoise(x,z){const xi=Math.floor(x),zi=Math.floor(z),xf=x-xi,zf=z-zi;
const u=xf*xf*(3-2*xf),v=zf*zf*(3-2*zf);
const a=hash2(xi,zi),b=hash2(xi+1,zi),c=hash2(xi,zi+1),d=hash2(xi+1,zi+1);
return a*(1-u)*(1-v)+b*u*(1-v)+c*(1-u)*v+d*u*v;}
function fbm(x,z){let s=0,a=.5,f=1;for(let i=0;i<5;i++){s+=a*vnoise(x*f,z*f);f*=2;a*=.5;}return s;}
function ridge(x,z){ return 1-Math.abs(vnoise(x,z)*2-1); }
function smooth(t){ return t*t*(3-2*t); }
/* The play area is a window onto a real equirectangular world. Move the window
and the ground under you changes continent. terrainH is the single source of
truth for height — mesh, physics, roads and towns all read it. */
const MAPV={key:'mn',lon0:-93.6,lat0:44.94,spanLon:1.7,spanLat:0.95,relief:1,lakes:true};
/* Roads are graded first; the terrain then conforms to them. That is what keeps
a ribbon from ever sinking into a hillock between two of its own samples. */
const COR={res:4,N:0,h:null,w:null,ready:false};
function corInit(){ COR.N=Math.ceil(WORLD/COR.res)+1; COR.h=new Float32Array(COR.N*COR.N); COR.w=new Float32Array(COR.N*COR.N); COR.ready=false; }
function corStamp(x,z,y,rIn,rOut){
const cx=(x+HALF)/COR.res, cz=(z+HALF)/COR.res, R=rOut/COR.res;
const i0=Math.max(0,Math.floor(cx-R)), i1=Math.min(COR.N-1,Math.ceil(cx+R));
const j0=Math.max(0,Math.floor(cz-R)), j1=Math.min(COR.N-1,Math.ceil(cz+R));
for(let j=j0;j<=j1;j++)for(let i=i0;i<=i1;i++){
const d=Math.hypot((i-cx)*COR.res,(j-cz)*COR.res);
if(d>rOut) continue;
const w=d<=rIn?1:smooth(clamp(1-(d-rIn)/(rOut-rIn),0,1));
const k=j*COR.N+i;
if(w>COR.w[k]){ COR.h[k]=y; COR.w[k]=w; }
else if(w>0.02&&COR.w[k]>0){ COR.h[k]=lerp(COR.h[k],y,0.35*w); }
}
}
const _cs={w:0,h:0};
function corSample(x,z){
_cs.w=0;_cs.h=0; if(!COR.ready) return _cs;
const fx=(x+HALF)/COR.res, fz=(z+HALF)/COR.res;
const i0=Math.floor(fx), j0=Math.floor(fz);
if(i0<0||j0<0||i0>=COR.N-1||j0>=COR.N-1) return _cs;
const u=fx-i0, v=fz-j0, N=COR.N;
const a=j0*N+i0, b=a+1, c=a+N, d=c+1;
_cs.w=lerp(lerp(COR.w[a],COR.w[b],u),lerp(COR.w[c],COR.w[d],u),v);
_cs.h=lerp(lerp(COR.h[a],COR.h[b],u),lerp(COR.h[c],COR.h[d],u),v);
return _cs;
}
function onRoad(x,z,thr){ return corSample(x,z).w>(thr==null?0.10:thr); }
const ROAD_LIFT=0.34; // ribbon sits this far proud of its graded alignment
/* Physics height. Inside the carriageway you ride the ribbon itself; outside it
the ground blends back to the natural surface. */
function terrainH(x,z){
const base=terrainRaw(x,z);
if(!COR.ready) return base;
const s=corSample(x,z);
if(s.w<=0.004) return base;
if(s.w>0.55) return s.h+ROAD_LIFT;
return lerp(base,s.h,smooth(clamp(s.w,0,1)));
}
/* Mesh height. The terrain mesh is sampled far coarser than the corridor, so
conforming it is not enough — anything inside the corridor is pushed strictly
BELOW the ribbon, which is what stops land from swallowing the road. */
function terrainMeshH(x,z){
const base=terrainRaw(x,z);
if(!COR.ready) return base;
const s=corSample(x,z);
if(s.w<=0.004) return base;
const blended=lerp(base,s.h,smooth(clamp(s.w,0,1)));
const ceil=s.h-0.16-0.55*smooth(clamp(s.w,0,1));
return Math.min(blended,ceil);
}
function terrainRaw(x,z){
const lon=MAPV.lon0+(x/WORLD)*MAPV.spanLon;
const lat=MAPV.lat0-(z/WORLD)*MAPV.spanLat;
let h=worldElev(lon,lat)*MAPV.relief;
const zoom=Math.max(1,360/MAPV.spanLon);
const dtl=Math.min(30,3.5+Math.log2(zoom)*3.4)*MAPV.relief;
h+=(fbm(x*0.014+7,z*0.014-3)-0.5)*dtl;
h+=ridge(x*0.021-4,z*0.021+9)*dtl*0.34;
h+=(fbm(x*0.075,z*0.075)-0.5)*dtl*0.17;
h+=(vnoise(x*0.34,z*0.34)-0.5)*0.55;
if(MAPV.lakes){ // local hydrology for close-in regions
const w=fbm(x*0.0028+41,z*0.0028-9);
if(w<0.47) h-=(0.47-w)*190;
}
return h;
}
function terrainN(x,z,out){const e=2.5;
const hL=terrainH(x-e,z),hR=terrainH(x+e,z),hD=terrainH(x,z-e),hU=terrainH(x,z+e);
return (out||new THREE.Vector3()).set(hL-hR,2*e,hD-hU).normalize();}
/* Timer lives in core as of r18x; older builds shipped it as an addon and older
still only had Clock. None of those is worth a failed boot, so resolve at runtime. */
function makeTimer(){
if(THREE.Timer){ const t=new THREE.Timer(); if(t.setMaxDelta) t.setMaxDelta(0.05); return t; }
let prev=null, d=0, el=0;
return { update(ts){ const now=(ts==null?performance.now():ts)/1000;
if(prev==null) prev=now; d=Math.min(0.05,now-prev); prev=now; el+=d; },
getDelta(){ return d; }, getElapsed(){ return el; }, setMaxDelta(){} };
}
/* ---------------- boot ---------------- */
function boot(){
renderer=new THREE.WebGLRenderer({canvas:$('gl'),antialias:true,alpha:false,preserveDrawingBuffer:true});
renderer.setPixelRatio(Math.min(devicePixelRatio,2));
renderer.setSize(innerWidth,innerHeight);
renderer.shadowMap.enabled=true; renderer.shadowMap.type=THREE.PCFShadowMap; // PCFSoft deprecated in r18x
renderer.outputColorSpace=THREE.SRGBColorSpace;
renderer.toneMapping=THREE.ACESFilmicToneMapping; renderer.toneMappingExposure=1.05;
renderer.autoClear=false;
scene=new THREE.Scene();
scene.fog=new THREE.FogExp2(0x0a1420,0.00055);
camMain=new THREE.PerspectiveCamera(62,innerWidth/innerHeight,0.3,7000);
camMain.position.set(70,58,120);
camChase=new THREE.PerspectiveCamera(66,1,0.3,7000);
camOrbit=new THREE.PerspectiveCamera(48,1,0.3,7000);
camTop=new THREE.OrthographicCamera(-500,500,500,-500,1,4000);
camTop.position.set(0,900,0); camTop.lookAt(0,0,0); camTop.up.set(0,0,-1);
orbit=new OrbitControls(camMain,renderer.domElement);
orbit.enableDamping=true; orbit.dampingFactor=.08; orbit.maxPolarAngle=Math.PI*0.495; orbit.target.set(0,6,0);
gizmo=new TransformControls(camMain,renderer.domElement);
gizmo.addEventListener('dragging-changed',e=>{orbit.enabled=!e.value; if(!e.value) syncSelectedMeta();});
gizmo.setSize(0.85);
scene.add(gizmo.getHelper?gizmo.getHelper():gizmo); // r169+ separates controls from helper
buildSky(); buildLights(); planRoads(); buildTerrain(); buildWater(); buildTrack(); buildRoads(); buildTowns(); buildProcCity(); buildSparks();
timer=makeTimer();
addEventListener('resize',onResize);
}
function buildSky(){
const g=new THREE.SphereGeometry(3400,32,20);
const m=new THREE.ShaderMaterial({side:THREE.BackSide,uniforms:{top:{value:new THREE.Color(0x0d2540)},bot:{value:new THREE.Color(0x243b4a)},h:{value:1}},
vertexShader:'varying vec3 v;void main(){v=position;gl_Position=projectionMatrix*modelViewMatrix*vec4(position,1.);}',
fragmentShader:'varying vec3 v;uniform vec3 top;uniform vec3 bot;void main(){float t=clamp(v.y/3400.*.5+.5,0.,1.);gl_FragColor=vec4(mix(bot,top,pow(t,.9)),1.);}'});
skyMesh=new THREE.Mesh(g,m); scene.add(skyMesh);
}
function buildLights(){
hemi=new THREE.HemisphereLight(0xbfe0ff,0x3a3020,1.15); scene.add(hemi);
sun=new THREE.DirectionalLight(0xffe9c4,2.6);
sun.position.set(420,600,260); sun.castShadow=true;
sun.shadow.mapSize.set(2048,2048);
const c=sun.shadow.camera; c.left=-420;c.right=420;c.top=420;c.bottom=-420;c.near=1;c.far=1800;
scene.add(sun); scene.add(sun.target);
}
function setTimeOfDay(t){
const a=(t/24)*Math.PI*2 - Math.PI/2;
sun.position.set(Math.cos(a)*700,Math.sin(a)*640+40,Math.sin(a*.6)*380);
const day=clamp(Math.sin(a)*1.2+0.35,0.05,1);
sun.intensity=day*2.9; hemi.intensity=0.3+day*1.05;
const sky=new THREE.Color().setHSL(0.58,0.55,0.06+day*0.28);
skyMesh.material.uniforms.top.value.copy(sky);
skyMesh.material.uniforms.bot.value.setHSL(0.08,0.45,0.05+day*0.35);
scene.fog.color.setHSL(0.55,0.4,0.04+day*0.2);
}
function buildTerrain(){
const seg=260, g=new THREE.PlaneGeometry(WORLD,WORLD,seg,seg); g.rotateX(-Math.PI/2);
const p=g.attributes.position;
const col=new Float32Array(p.count*3), c=new THREE.Color();
/* Nature keeps its colours in proportion: mostly muted greens, then soil browns,
then dry straw, with rock and lichen as the rare accents. Everything is blended
through three noise fields so the ground reads splotchy and flowing, never striped. */
for(let i=0;i<p.count;i++){
const x=p.getX(i), z=p.getZ(i); let y=terrainMeshH(x,z);
y+=(vnoise(x*0.9+13,z*0.9-6)-0.5)*0.34; // micro tooth on the mesh itself
p.setY(i,y);
const moist=fbm(x*0.0062+5.1,z*0.0062-3.7); // wet hollows vs dry backs
const min =fbm(x*0.023-9.3,z*0.023+4.4); // mineral / rock content
const blot =fbm(x*0.11+2.2,z*0.11+7.7); // splotch
const fleck=vnoise(x*0.55,z*0.55);
const slope=clamp((Math.abs(terrainMeshH(x+7,z)-y)+Math.abs(terrainMeshH(x,z+7)-y))/9,0,1);
let hue,sat,lit;
const dry=clamp(1-moist*1.35,0,1);
hue=lerp(0.255,0.118,dry*0.85+blot*0.15); // green -> straw
sat=lerp(0.30,0.13,dry)*(0.75+blot*0.5);
lit=lerp(0.17,0.30,blot)*(0.85+moist*0.35);
if(blot<0.34){ hue=lerp(hue,0.075,0.62); sat*=0.85; lit*=0.72; } // humus / bare soil
if(min>0.62||slope>0.42){ const k=clamp((min-0.55)*2.2+slope,0,1);
hue=lerp(hue,0.09,k*0.8); sat=lerp(sat,0.05,k); lit=lerp(lit,0.34,k*0.8); } // rock
if(min>0.78&&blot>0.66){ sat*=0.3; lit=Math.min(0.55,lit*1.5); } // lichen fleck
if(y<1.6){ const k=clamp((1.6-y)/2.6,0,1); hue=lerp(hue,0.108,k); sat=lerp(sat,0.30,k); lit=lerp(lit,0.44,k); }
lit*= (0.9+fleck*0.2);
c.setHSL(clamp(hue,0,1),clamp(sat,0,1),clamp(lit,0.04,0.72));
col[i*3]=c.r; col[i*3+1]=c.g; col[i*3+2]=c.b;
}
g.setAttribute('color',new THREE.BufferAttribute(col,3)); g.computeVertexNormals();
terrainMesh=new THREE.Mesh(g,new THREE.MeshStandardMaterial({vertexColors:true,roughness:.98,metalness:.0}));
terrainMesh.receiveShadow=true; terrainMesh.name='__terrain'; terrainMesh.userData.nopick=true;
scene.add(terrainMesh);
buildGroundCover();
}
/* ---- hairy ground: tufted instanced blades + scattered pebbles ---- */
let grassMesh=null, pebbleMesh=null; const grassU={value:0}, grassGrowU={value:1};
function bladeGeo(){
/* five tapered segments on a curved spine, dark at the root and pale at the tip —
that base gradient is what stops a lawn reading as plastic spikes */
const g=new THREE.BufferGeometry();
const S=[[0,0.50,0.00],[0.22,0.40,0.03],[0.44,0.29,0.09],[0.66,0.19,0.19],[0.85,0.10,0.31],[1,0,0.46]];
const pos=[],col=[],idx=[];
for(let i=0;i<S.length;i++){
const y=S[i][0], hw=S[i][1], zc=S[i][2];
pos.push(-hw,y,zc, hw,y,zc);
const sh=0.34+0.66*Math.pow(y,0.72);
col.push(sh,sh,sh, sh,sh,sh);
if(i<S.length-1){ const a=i*2; idx.push(a,a+1,a+2, a+1,a+3,a+2); }
}
g.setAttribute('position',new THREE.Float32BufferAttribute(pos,3));
g.setAttribute('color',new THREE.Float32BufferAttribute(col,3));
g.setIndex(idx); g.computeVertexNormals(); return g;
}
function buildGroundCover(){
const PATCH=760, PER=74, N=PATCH*PER;
const geo=bladeGeo();
const m=new THREE.MeshLambertMaterial({side:THREE.DoubleSide,vertexColors:true});
m.onBeforeCompile=sh=>{ sh.uniforms.uTime=grassU; sh.uniforms.uGrow=grassGrowU;
sh.vertexShader='uniform float uTime;uniform float uGrow;\n'+sh.vertexShader.replace('#include <begin_vertex>',
`#include <begin_vertex>
#ifdef USE_INSTANCING
vec3 iw=instanceMatrix[3].xyz;
float ph=uTime*1.9+iw.x*0.11+iw.z*0.083;
float bend=pow(clamp(transformed.y,0.0,1.0),1.7);
transformed.y*=uGrow;
transformed.x+=sin(ph)*bend*1.15+sin(ph*2.7)*bend*0.34;
transformed.z+=cos(ph*0.77)*bend*0.78;
#endif`);
};
grassMesh=new THREE.InstancedMesh(geo,m,N);
grassMesh.userData.nopick=true; grassMesh.receiveShadow=true; grassMesh.frustumCulled=false;
const dummy=new THREE.Object3D(), c=new THREE.Color();
let k=0, guard=0;
while(k<N && guard++<PATCH*40){
const a=Math.random()*Math.PI*2, r=Math.pow(Math.random(),0.62)*HALF*0.86;
const cx=Math.cos(a)*r, cz=Math.sin(a)*r;
const ch=terrainH(cx,cz); if(ch<2.2||ch>46) continue;
const moist=fbm(cx*0.0062+5.1,cz*0.0062-3.7);
const spread=6+Math.random()*9, dens=Math.round(PER*(0.35+moist));
for(let j=0;j<dens&&k<N;j++){
const px=cx+(Math.random()-0.5)*spread*2, pz=cz+(Math.random()-0.5)*spread*2;
const py=terrainH(px,pz); if(py<1.4||onRoad(px,pz,0.05)) continue;
const dead=Math.random()<0.14;
const sc=0.5+Math.random()*1.6, tall=(0.8+Math.random()*2.2)*(0.62+moist)*(dead?0.7:1);
dummy.position.set(px,py-0.05,pz);
dummy.rotation.set((Math.random()-0.5)*0.28,Math.random()*Math.PI*2,(Math.random()-0.5)*0.28);
dummy.scale.set(sc*0.30,tall,sc*0.30); dummy.updateMatrix();
grassMesh.setMatrixAt(k,dummy.matrix);
const dry=clamp(1-moist*1.3,0,1);
c.setHSL(dead?0.11+Math.random()*0.02:lerp(0.27,0.14,dry*0.9)+(Math.random()-0.5)*0.035,
dead?0.26:lerp(0.44,0.19,dry)*(0.65+Math.random()*0.7),
(dead?0.34:lerp(0.17,0.36,Math.random()))*(0.85+moist*0.32));
grassMesh.setColorAt(k,c); k++;
}
}
grassMesh.userData.filled=k;
grassMesh.count=Math.floor(k*0.55); grassMesh.instanceMatrix.needsUpdate=true; // the rest sprouts as the world evolves
if(grassMesh.instanceColor) grassMesh.instanceColor.needsUpdate=true;
scene.add(grassMesh);
// pebbles + clods
const pg=new THREE.IcosahedronGeometry(1,0);
pebbleMesh=new THREE.InstancedMesh(pg,new THREE.MeshStandardMaterial({roughness:.95,metalness:.02,flatShading:true}),1400);
pebbleMesh.userData.nopick=true; pebbleMesh.castShadow=true; pebbleMesh.receiveShadow=true;
let n=0;
for(let i=0;i<4200&&n<1400;i++){
const a=Math.random()*Math.PI*2, r=Math.pow(Math.random(),0.55)*HALF*0.9;
const px=Math.cos(a)*r, pz=Math.sin(a)*r, py=terrainH(px,pz);
if(py<1.0||onRoad(px,pz,0.05)) continue;
dummy.position.set(px,py+0.1,pz);
dummy.rotation.set(Math.random()*3,Math.random()*3,Math.random()*3);
const sc=0.28+Math.pow(Math.random(),2.4)*2.4;
dummy.scale.set(sc,sc*(0.5+Math.random()*0.5),sc*(0.7+Math.random()*0.6));
dummy.updateMatrix(); pebbleMesh.setMatrixAt(n,dummy.matrix);
const g2=0.24+Math.random()*0.2; c.setHSL(0.09+Math.random()*0.04,0.10+Math.random()*0.12,g2);
pebbleMesh.setColorAt(n,c); n++;
}
pebbleMesh.count=n; pebbleMesh.instanceMatrix.needsUpdate=true;
if(pebbleMesh.instanceColor) pebbleMesh.instanceColor.needsUpdate=true;
scene.add(pebbleMesh);
}
function buildWater(){
const g=new THREE.PlaneGeometry(WORLD*2.4,WORLD*2.4,1,1); g.rotateX(-Math.PI/2);
water=new THREE.Mesh(g,new THREE.MeshStandardMaterial({color:0x0e3d55,transparent:true,opacity:.86,roughness:.16,metalness:.5}));
water.position.y=0; water.userData.nopick=true; water.receiveShadow=true; scene.add(water);
}
/* ---------------- exploration track (long loop) ---------------- */
function buildTrack(){
const pts=[],N=26;
for(let i=0;i<N;i++){
const a=i/N*Math.PI*2;
const r=430+Math.sin(a*3)*180+Math.cos(a*2.2)*120;
const x=Math.cos(a)*r, z=Math.sin(a)*r*0.92;
pts.push(new THREE.Vector3(x,Math.max(2.2,terrainH(x,z))+1.4,z));
}
trackCurve=new THREE.CatmullRomCurve3(pts,true,'catmullrom',0.5);
const S=900; trackSamples=[];
for(let i=0;i<=S;i++){const t=i/S;const p=trackCurve.getPointAt(t);const tan=trackCurve.getTangentAt(t);trackSamples.push({t,p,tan});}
// ribbon
const W=7, verts=[],idx=[],uv=[];
const up=new THREE.Vector3(0,1,0),side=new THREE.Vector3();
for(let i=0;i<=S;i++){const s=trackSamples[i];side.copy(s.tan).cross(up).normalize().multiplyScalar(W/2);
verts.push(s.p.x-side.x,s.p.y+0.05,s.p.z-side.z, s.p.x+side.x,s.p.y+0.05,s.p.z+side.z);
uv.push(0,i/12, 1,i/12);
if(i<S){const a=i*2;idx.push(a,a+1,a+2, a+1,a+3,a+2);} }
const g=new THREE.BufferGeometry();
g.setAttribute('position',new THREE.Float32BufferAttribute(verts,3));
g.setAttribute('uv',new THREE.Float32BufferAttribute(uv,2));
g.setIndex(idx); g.computeVertexNormals();
const tex=makeTrackTex();
trackMesh=new THREE.Mesh(g,new THREE.MeshStandardMaterial({map:tex,color:0x8a7f6a,roughness:.92,metalness:.05}));
trackMesh.receiveShadow=true; trackMesh.userData.nopick=true; trackMesh.name='__track'; scene.add(trackMesh);
}
function makeTrackTex(){
const c=document.createElement('canvas'); c.width=64;c.height=64;const x=c.getContext('2d');
x.fillStyle='#6b6156';x.fillRect(0,0,64,64);
x.fillStyle='#8f8574';for(let i=0;i<160;i++){x.fillRect(Math.random()*64,Math.random()*64,2,2);}
x.fillStyle='#ffb020';x.fillRect(30,0,4,26);x.fillRect(30,38,4,26);
const t=new THREE.CanvasTexture(c); t.colorSpace=THREE.SRGBColorSpace; t.wrapS=t.wrapT=THREE.RepeatWrapping; t.repeat.set(1,1); return t;
}
function nearestTrack(pos){
let best=null,bd=1e9;
for(let i=0;i<trackSamples.length;i+=2){const s=trackSamples[i];const d=(s.p.x-pos.x)**2+(s.p.z-pos.z)**2;if(d<bd){bd=d;best=s;}}
return {s:best,dist:Math.sqrt(bd)};
}
/* ---------------- spark particle system ---------------- */
let sparkGeo,sparkPts,sparkPos,sparkVel,sparkLife,SPARK_N=900,sparkHead=0;
function buildSparks(){
sparkPos=new Float32Array(SPARK_N*3); sparkVel=new Float32Array(SPARK_N*3); sparkLife=new Float32Array(SPARK_N);
const col=new Float32Array(SPARK_N*3), sz=new Float32Array(SPARK_N);
sparkGeo=new THREE.BufferGeometry();
sparkGeo.setAttribute('position',new THREE.BufferAttribute(sparkPos,3));
sparkGeo.setAttribute('color',new THREE.BufferAttribute(col,3));
sparkGeo.setAttribute('size',new THREE.BufferAttribute(sz,1));
for(let i=0;i<SPARK_N;i++){sparkPos[i*3+1]=-9999;}
const m=new THREE.PointsMaterial({size:1.6,vertexColors:true,transparent:true,opacity:.95,blending:THREE.AdditiveBlending,depthWrite:false,sizeAttenuation:true,map:sparkTex()});
sparkPts=new THREE.Points(sparkGeo,m); sparkPts.frustumCulled=false; sparkPts.userData.nopick=true; scene.add(sparkPts);
}
function sparkTex(){
const c=document.createElement('canvas');c.width=c.height=32;const x=c.getContext('2d');
const g=x.createRadialGradient(16,16,0,16,16,16);g.addColorStop(0,'#fff');g.addColorStop(.35,'rgba(255,220,150,.9)');g.addColorStop(1,'rgba(255,80,160,0)');
x.fillStyle=g;x.fillRect(0,0,32,32);const t=new THREE.CanvasTexture(c);t.colorSpace=THREE.SRGBColorSpace;return t;
}
function sparkBurst(p,n,hue){
n=n||140; const col=sparkGeo.attributes.color.array, sz=sparkGeo.attributes.size.array, c=new THREE.Color();
for(let k=0;k<n;k++){
const i=sparkHead=(sparkHead+1)%SPARK_N;
sparkPos[i*3]=p.x; sparkPos[i*3+1]=p.y; sparkPos[i*3+2]=p.z;
const a=Math.random()*Math.PI*2, e=Math.random()*Math.PI, s=4+Math.random()*16;
sparkVel[i*3]=Math.sin(e)*Math.cos(a)*s; sparkVel[i*3+1]=Math.abs(Math.cos(e))*s*1.1+3; sparkVel[i*3+2]=Math.sin(e)*Math.sin(a)*s;
sparkLife[i]=0.55+Math.random()*0.75;
c.setHSL((hue==null?0.12:hue)+Math.random()*0.12,1,0.55+Math.random()*0.3);
col[i*3]=c.r;col[i*3+1]=c.g;col[i*3+2]=c.b; sz[i]=0.8+Math.random()*2.4;
}
sparkGeo.attributes.color.needsUpdate=true; sparkGeo.attributes.size.needsUpdate=true;
}
function updateSparks(dt){
let live=false;
for(let i=0;i<SPARK_N;i++){
if(sparkLife[i]<=0) continue; live=true;
sparkLife[i]-=dt;
sparkVel[i*3+1]-=26*dt;
sparkPos[i*3]+=sparkVel[i*3]*dt; sparkPos[i*3+1]+=sparkVel[i*3+1]*dt; sparkPos[i*3+2]+=sparkVel[i*3+2]*dt;
if(sparkLife[i]<=0) sparkPos[i*3+1]=-9999;
}
if(live) sparkGeo.attributes.position.needsUpdate=true;
}
/* ========== CHUNK 2 END ========== */
/* =======================================================================
FILENAME CLASSIFIER — the name is the rig brief
======================================================================= */
const LEX={
car: /\b(car|truck|jeep|van|rover|buggy|pickup|rig|hauler|racer|kart|tank|monster|wagon|4x4|offroad)\b/i,
boat: /\b(boat|ship|longship|dinghy|skiff|raft|yacht|canoe|kayak|barge|sub|trawler)\b/i,
human: /\b(man|men|guy|dude|boy|male|soldier|knight|girl|woman|women|female|lady|kid|child|human|figure|hero|person|player|avatar|ninja|pilot|driver)\b/i,
crit: /\b(dog|cat|bird|dragon|beast|creature|wolf|bear|horse|fox|troll|golem)\b/i,
prop: /\b(tree|rock|house|barn|crate|barrel|tower|fence|prop|hut|ruin|statue|lamp)\b/i
};
const BIOME={
island:/\b(island|isle|shore|beach|lagoon|atoll|reef|tropic)\b/i,
lake: /\b(lake|river|bay|harbor|harbour|water|marina|fjord)\b/i,
desert:/\b(desert|dune|sand|mesa|canyon|badland|wasteland)\b/i,
forest:/\b(forest|wood|pine|jungle|grove|tree)\b/i,
snow: /\b(snow|ice|arctic|frost|glacier|tundra|winter)\b/i,
city: /\b(city|urban|street|town|block|industrial|factory)\b/i
};
function tokens(name){return name.replace(/\.[a-z0-9]+$/i,'').split(/[\s_\-.()0-9]+/).filter(Boolean);}
function classify(name){
const n=' '+tokens(name).join(' ')+' ';
let kind='prop', emoji=null;
for(const E of EMOJI){ if(E[0].test(n)){ emoji=E[1]; kind=E[2]; break; } }
if(emoji){}
else if(LEX.car.test(n)) kind='car';
else if(LEX.boat.test(n)) kind='boat';
else if(LEX.human.test(n)) kind='human';
else if(LEX.crit.test(n)) kind='creature';
else if(LEX.prop.test(n)) kind='prop';
let env='island';
for(const k in BIOME){ if(BIOME[k].test(n)){env=k;break;} }
// pairing signature: first vehicle-ish word + first biome-ish word => fleet slot
const toks=tokens(name).map(t=>t.toLowerCase());
const pair=[toks.find(t=>LEX.car.test(t)||LEX.boat.test(t)||LEX.human.test(t))||toks[0]||'unit',
toks.find(t=>Object.values(BIOME).some(r=>r.test(t)))||env].join('·');
const gender=/\b(girl|woman|women|female|lady)\b/i.test(n)?'f':/\b(man|men|guy|dude|boy|male)\b/i.test(n)?'m':'n';
return {kind,env,pair,gender,emoji:emoji||kindEmoji(kind),
pilotable:kind==='car'||kind==='boat'||kind==='air'||kind==='ship'};
}
const ENVSPOT={island:[0,0],lake:[620,-540],desert:[-700,430],forest:[180,760],snow:[-520,-720],city:[300,-260]};
function envAnchor(env){const a=ENVSPOT[env]||[0,0];const jx=(Math.random()-.5)*160,jz=(Math.random()-.5)*160;
const x=a[0]+jx,z=a[1]+jz;return new THREE.Vector3(x,Math.max(1.5,terrainH(x,z)),z);}
/* =======================================================================
PROCEDURAL ASSETS — better truck kept from the Wild-Truck lineage
======================================================================= */
function mat(c,r,m,e){return new THREE.MeshStandardMaterial({color:c,roughness:r==null?.6:r,metalness:m==null?.25:m,emissive:e||0x000000});}
function box(w,h,d,c,r,m){const g=new THREE.Mesh(new THREE.BoxGeometry(w,h,d),mat(c,r,m));g.castShadow=g.receiveShadow=true;return g;}
function makeTruck(tint){
const t=new THREE.Group(); t.name='Truck';
const body=tint==null?0xd83a2a:tint;
const chassis=box(3.0,0.5,6.4,0x1a1f26,.8,.3); chassis.position.y=1.15; t.add(chassis);
const cab=box(2.7,1.5,2.6,body,.45,.45); cab.position.set(0,2.1,0.9); t.add(cab);
const hood=box(2.7,0.85,2.0,body,.45,.45); hood.position.set(0,1.85,-1.5); t.add(hood);
const glass=box(2.45,0.95,0.14,0x9fd6e8,.1,.9); glass.position.set(0,2.35,-0.42); t.add(glass);
const sideL=box(0.14,0.9,2.4,0x8fc6d8,.1,.9); sideL.position.set(-1.36,2.3,0.9); t.add(sideL);
const sideR=sideL.clone(); sideR.position.x=1.36; t.add(sideR);
const bed=box(2.7,0.9,2.6,body,.5,.4); bed.position.set(0,1.75,2.7); t.add(bed);
const bedIn=box(2.3,0.6,2.2,0x2a3038,.85,.2); bedIn.position.set(0,2.05,2.7); t.add(bedIn);
// roll cage
const barMat=mat(0x2b3440,.4,.8);
for(const x of [-1.15,1.15]){