diff --git a/README.md b/README.md
index 8f13ce7..9f1503f 100644
--- a/README.md
+++ b/README.md
@@ -17,15 +17,10 @@ modern conveniences belong in the workflow, not the output. See
## Run
```sh
-python3 serve.py # from this directory, then open 127.0.0.1:8777
+python3 -m http.server 8777 # from this directory
+# open http://127.0.0.1:8777
```
-Use `serve.py`, not `python3 -m http.server`. The latter sends `Last-Modified`
-and browsers cache ES modules on it hard enough that a reload serves a stale
-`js/app.js` against a fresh `index.html` — new knobs appear in the markup, nothing
-wires them, no error is raised, and the symptom reads as "the feature does not
-work". `serve.py` is the same server with `no-store`.
-
Static files and ES modules — no build step, no dependencies beyond MediaPipe's
wasm, which is fetched from a CDN on first use.
@@ -48,13 +43,6 @@ playback speed — neither gives a deterministic per-frame pass.
assuming, because a guessed fps desynchronises audio from picture — and sync is
the one thing this view exists to show.
-**Exposure** decides how often the picture gets a new drawing: rip at 24 and
-render `on 2s` for 12, `on 3s` for 8. The dense track and the audio are
-untouched, so it is a dropdown rather than a re-rip, and the export emits keys
-only on the grid instead of the same pose twice. Everything rides the same grid
-— mouth, eyes, teeth, plate — because a head cutting on the odd frames while the
-mouth cuts on the even ones reads as two performances laid over each other.
-
**Audio is the playback clock**: `frame = floor(audio.currentTime * fps)`. A slow
render loop therefore drops frames instead of drifting, and ½x / ¼x work by
setting `playbackRate` with the picture following for free.
@@ -74,7 +62,6 @@ is hand-drawn head plates, which this tool does not yet do.
| Knob | What it does |
| --- | --- |
| vertices | Lip vertex budget. The reduction past what the footage supports *is* the style. |
-| exposure | How often the picture changes: on 1s, 2s, 3s, 4s. Rip dense, choose timing here. |
| mouth lead ±f | Shifts the performance tracks earlier against the audio and the head. `[` `]`. |
| contour avg ±f | Radius in frames. 0 off, 1 = ±1. Removes per-frame landmark jitter. |
| anchor avg ±f | Radius on the four similarity parameters. Smooths the *transform*. |
@@ -112,141 +99,6 @@ kept pixels green, extracted contour amber. Tune against that, not the numbers.
brightness and biased low rather than high. Not implemented: it is not visible in
the test footage, which reads as a dark cavity with a bright upper-teeth band.
-## Eyes
-
-Three parts per eye, stacked the way the mouth is: a dark **lash ring**, the
-**sclera** inside it, and the **iris** inside that, with a square **pupil** in
-the iris. The dark ring outside a pale interior is what makes a flat shape read
-as an opening rather than a blob, and it is why a blink costs nothing — when the
-lid shuts, the traced ring goes flat and the lash line collapses to a lens,
-which is a closed eye, drawn correctly, for free.
-
-The **lids are a feature**, rotoscoped like the mouth: head-local, a key on every
-frame, the same `contour avg` knob. They track the face, because the face is what
-they are attached to.
-
-The **iris is a primitive** — a disc at a quantised position — and that is where
-the stylisation is.
-
-### Line of sight
-
-Gaze is the iris centre relative to the **midpoint of the eye's two corners**,
-in units of corner distance. Both corners are in `RIGID`, which is the point:
-the origin and the scale are built only from landmarks that do not move under
-performance. Measure against the lid ring's centroid instead and every blink
-drags that centroid down and fakes a glance at the floor, on exactly the frames
-where the eye is most conspicuous.
-
-**Both eyes share one gaze.** At 320×200 an iris is a handful of pixels and its
-centre comes from five landmarks on an eye twenty pixels wide, so the difference
-between the two measurements is noise, not vergence — and independent per-eye
-noise reads as wall-eyed immediately, which is the most expensive artefact on a
-face. Openness stays per-eye, so a wink survives.
-
-Then the gaze is **quantised to a pixel grid with a dwell**, which is not a
-stylisation imposed on the truth: real eyes move in saccades, holding a fixation
-and then jumping. The smooth drift left in the measurement is tracker noise plus
-head-compensation error, so snapping to a grid and requiring a dwell removes the
-noise and recovers the saccade in one operation. The readout reports how many
-distinct cells the iris ever occupies — three or four is a character who looks at
-things, forty is an unquantised iris sliding around.
-
-The iris is drawn at the socket read back off the **already-smoothed, already-
-subsampled lid ring** — slots 0 and 8 of a 16-slot ring are the corners, and
-subsampling to any even budget keeps them at output indices 0 and `n/2`. So the
-iris is placed in the frame of the exact polygon it sits inside and cannot drift
-relative to its own eye. Size is authored from the take's mean eye width, not
-remeasured per frame: a radius that breathes by a fraction of a pixel flickers a
-pixel on and off around the whole silhouette.
-
-The iris is **stencilled to the sclera** and the pupil to the iris — the indexed
-buffer is its own clip mask, the way Animator Pro would do it. So the lid crops
-the iris at extreme gaze automatically, and nothing needs to clamp the gaze,
-which would flatten the performance at exactly the extremes that carry it.
-
-### Blinking
-
-Openness is the lid gap over the corner distance — normalised, so one threshold
-carries across takes and faces. It gets hysteresis and a dwell like the teeth,
-plus one knob the teeth do not have: **blink hold**. A blink is 100–150ms, which
-is one frame at 12fps, and a single frame of closed eye reads as a dropped frame
-rather than as a blink. Animators draw a blink over two or three drawings for
-that reason, so once the eye shuts it stays shut for `hold` frames.
-
-### The pupil is a square
-
-At this size a pupil is three pixels across, and a circle of radius 1.5 is not a
-circle — it is a plus sign with the corners gnawed off, and it changes shape as
-it moves. A square that size is a deliberate mark that stays the same mark
-wherever it lands. It is drawn from a rounded centre shared with the iris, so it
-is exactly its nominal size on every frame instead of spilling to the next pixel
-on some and not others.
-
-### Which iris is which
-
-The refined mesh appends ten iris points, five per eye, and MediaPipe's own
-left/right naming is viewer-relative in some places and subject-relative in
-others. Getting it backwards swaps the irises, which looks *almost* right — each
-eye still has a disc roughly where it belongs — so it survives an eyeball and
-then reads as a subtly wall-eyed character forever. The pairing is therefore
-**resolved from the geometry**, by voting each block's distance to each eye's
-corner midpoint across every frame, and the selftest feeds it a track built the
-other way round to prove it actually looks.
-
-| Knob | What it does |
-| --- | --- |
-| eye vertices | Lid ring vertex budget, off a 16-slot ring. |
-| lash line | How far the dark ring sits outside the lid, in pixels. |
-| blink cut | Openness below which the eye is shut. Normalised by corner distance. |
-| blink hold | Minimum frames a blink stays on screen. A one-frame blink is a dropout. |
-| blink dwell | Frames a change must persist. Usually 0 — unlike the teeth, a real blink *is* one frame. |
-| gaze gain | Exaggerates or damps the throw. Measured excursion is small; a character usually wants more. |
-| gaze step | The pixel grid the iris snaps to. 0 = off, and then dwell does nothing either. |
-| gaze dwell | How long a new cell must hold before it takes. Together with step, this is what makes saccades. |
-| iris size | Diameter as a percentage of eye width. |
-| pupil | Square pupil in whole pixels. 0 = off. |
-
-## Brows
-
-A brow at 320×200 is about fourteen pixels wide and three tall. Its **shape**
-carries almost nothing at that size; its **height above the eye** carries the
-expression, and a brow raise is the most legible beat on a face. So the ring is
-traced and the height is quantised — the same split the eyes got, where the lid
-is a traced feature and the iris a quantised primitive.
-
-The decomposition matters. The traced ring already contains the real height, so
-adding a quantised raise on top would move the brow twice. Instead the height is
-measured *out* of the ring, quantised, and put back: the shape that renders is
-his, at a height that snaps between a few levels and holds.
-
-Height is measured at **both ends**, not as one number, because raise and tilt
-are different expressions out of one mechanism — both ends up is surprise, inner
-up alone is worry, inner down is anger. They share a dwell, so the brow hits its
-pose in one frame instead of crawling into it with one end arriving first.
-
-It is measured against the eye's **corner midpoint**, never its lid — the same
-trap the gaze origin has, and worth avoiding twice: brows and lids move together
-constantly, so a brow that jumped on every blink would read as a tic. The rest
-pose comes from the take **median**, not the neutral frame, for the same reason
-gaze does: that frame is chosen by minimum mouth aperture and says nothing
-whatever about the brows.
-
-Two correspondences are resolved from geometry rather than declared: which ring
-is which brow, and which end of a ring is the outer one. The second matters more
-— get it backwards and the tilt mirrors, so worry renders as its own opposite,
-which reads as a directed performance choice and would never be questioned.
-Which *edge* of the brow is the upper one is deliberately left unresolved: it
-traverses the same ring the other way round, an even-odd fill has no winding,
-and the two ends still land on fixed slots either way.
-
-| Knob | What it does |
-| --- | --- |
-| brow vertices | Ring vertex budget, off a 10-slot ring. |
-| brow weight | Thickens the ring outward. It needs it at three pixels tall. |
-| brow raise gain | Exaggerates or damps the raise. |
-| brow step | The pixel grid the height snaps to. 0 = off. |
-| brow dwell | How long a new height must hold. Shared across both ends. |
-
## The plate is reference, not art
The plate layer has several representations because its job changes. Cycle with
@@ -272,45 +124,6 @@ egg by construction, and no landmark precision fixes that. Hence the photo.
**Save frame 4x** writes the current registered composite as a 1280×800 PNG to
draw on.
-## Paint — background cels
-
-**A sketch.** It exists to test whether the aesthetic holds when a human draws
-the background instead of the tracker deriving it, and it is meant to be
-replaced by a real paint surface with onion skin and undo. It is one dependency-
-free module, `js/paint.js`, so throwing it away is a delete rather than surgery.
-
-Cels are drawn on the frames that get their own drawing and **hold until the
-next one** — the same rule the plate follows, and literally the same lookup. You
-can scrub anywhere and keep drawing on the cel you can see; the header says
-which one you are editing and how far it holds.
-
-- **pen** — click to place vertices, click the green box on the first one (or
- Enter / double-click) to close.
-- **edit** — click a shape to select, drag a vertex or the whole shape,
- Shift-click an edge to insert a vertex, Alt-click one to
- remove it, Del to delete the layer.
-- **Layers** stack Photoshop-style, front at the top, with per-layer colour,
- show/hide and reorder.
-- **Copy previous** brings the last drawing forward onto this frame. It means
- the nearest earlier enabled frame that *actually has* a drawing, skipping the
- empty ones — every frame is enabled until you thin the strip out, so the naive
- rule resolved to `f-1` and it looked like it only ever copied the frame to the
- left. **Drag a frame** from the strip onto the canvas to seed from any other
- frame instead. Both deep-copy; the two cels never share point arrays.
-- Frames carrying a drawing are marked **▣** in the strip, so you can see the
- rhythm rather than having to remember it.
-
-Two rules are enforced rather than left to discipline. Colours are **palette
-indices**, so you cannot pick one that is not in the ramp — sampling colour from
-the source is the one move `docs/design.md` says is irrecoverable. And vertices
-**snap to the 320×200 grid**, because on a hard-edged indexed rasteriser a shape
-nudged by 0.4px moves an edge by a whole pixel or not at all depending on where
-it lands, which shimmers instead of holding.
-
-Drawings autosave to `localStorage` per take name. They are the only thing in
-the tool a person made by hand; everything else regenerates. They are not in the
-`.take` export yet.
-
## Two kinds of sparseness
Sparseness has two unrelated causes, and conflating them was the original design
@@ -318,10 +131,6 @@ error here. **Aesthetic** sparseness is set by the extraction rate — pick 12fp
you have already chosen your timing. **Labour** sparseness is a human drawing
each one, and it binds only on the plate.
-Aesthetic sparseness is the **exposure** control, not the extraction rate —
-making it a render-time grid means auditioning 12 against 24 costs a dropdown
-instead of a re-rip and a full re-detection.
-
So the mouth keeps **every** frame: it is traced, and therefore free. In limited
animation lip sync is routinely the densest element, on 1s, while heads hold on
2s and 3s.
@@ -353,7 +162,7 @@ chromium --headless --virtual-time-budget=8000 --dump-dom \
http://127.0.0.1:8777/selftest.html | grep -oE '(PASS|FAIL) [0-9/]+'
```
-Or open `selftest.html`. 105 assertions over the stages below detection, plus a
+Or open `selftest.html`. 41 assertions over the stages below detection, plus a
wiring cross-check: every `el('id')` in `app.js` must exist in `index.html`. A
knob wired in one but not the other throws during wiring, which aborts the rest
of the module and leaves a blank page — a symptom that points nowhere near its
@@ -367,7 +176,7 @@ eyeball.
## Not done yet
-Hand-drawn head plates and per-plate mouth slots (the strip
+Eyes and irises; hand-drawn head plates and per-plate mouth slots (the strip
decides *which frames need one*, but you cannot yet supply the drawing); real
performer→character calibration (currently identity, fitting the face oval to the
canvas); the override layer; anything on the Animator Pro side. The plate is a
diff --git a/audio.wav b/audio.wav
index f5793b0..9c39a31 100644
Binary files a/audio.wav and b/audio.wav differ
diff --git a/docs/design.md b/docs/design.md
index 9fd57d9..a614389 100644
--- a/docs/design.md
+++ b/docs/design.md
@@ -52,17 +52,9 @@ artist or a fixed authored table.
| Kind | Source | Vocabulary | Interp |
| --- | --- | --- | --- |
| **Plate** — head, hair, body | Hand-drawn | Closed: a few drawings per character | hold |
-| **Feature** — mouth, lids, brows | Rotoscoped from landmarks | Open: derived from this take | hold |
+| **Feature** — mouth, lids | Rotoscoped from landmarks | Open: derived from this take | hold |
| **Interior** — mouth interior, teeth | Image content within a feature | Open | hold |
| **Primitive** — iris | Landmark centroid as a disc | Quantised | hold |
-| **Scalar** — brow raise, gaze | One number out of a feature | Quantised | hold |
-
-The last row took the longest to see. A brow is a feature *and* a scalar: the
-ring is traced because the shape should be his, but at three pixels tall the
-shape carries almost nothing while the height above the eye carries the
-expression. So the height is measured out of the traced ring, quantised, and put
-back. Extracting the scalar without removing it first would move the part twice,
-because the traced ring already contains the height.
The asymmetry is deliberate, and it is the opposite choice in each case.
@@ -78,19 +70,9 @@ avoidance.
## Two kinds of sparseness
-Conflating these was the original design error. **Aesthetic** sparseness is the
-rate the picture changes at. **Labour** sparseness is a human drawing each one,
-and it binds only on the plate.
-
-Aesthetic sparseness used to be set by the extraction rate — rip at 12 and the
-timing is chosen. That was wrong in a small way: it makes the timing a property
-of a directory of PNGs, so auditioning 12 against 24 means re-ripping the clip
-and re-running detection over the whole of it, and the decision you most want to
-play with is the one that costs the most to change. Rip at the camera's rate and
-quantise at render time instead — an **exposure** grid, on 1s, 2s, 3s — so the
-dense track keeps everything, the audio clock is untouched, and the timing is a
-dropdown rather than a re-rip. The take format already carried an `exposure`
-field for this; it was simply never driven.
+Conflating these was the original design error. **Aesthetic** sparseness is set
+by the extraction rate: pick 12fps and the timing is already chosen. **Labour**
+sparseness is a human drawing each one, and it binds only on the plate.
So the mouth keeps **every** frame — it is traced, and therefore free. In limited
animation lip sync is routinely the densest element, on 1s, while heads hold on
@@ -154,83 +136,6 @@ Two escapes, both used:
temporal smoothing is well defined, and the star-shaped result suits flat
colour.
-## Every part is measured in the frame of the thing it is attached to
-
-The mouth is expressed against the head. The iris is expressed against its own
-eye — specifically against the midpoint of that eye's two corners, in units of
-corner distance. Both corners are rigid landmarks, so the origin and the scale
-of the measurement are immune to the performance being measured. Against the lid
-ring's centroid instead, every blink would drag the origin down and fake a glance
-at the floor on exactly the frames where the eye is most visible.
-
-The rule generalises: **measure a feature in a frame built only from landmarks
-that do not move with it.** It is the same argument as "rigid landmarks only" for
-the anchor fit, one level down.
-
-There is a tempting over-application. An eye can be pinned into a fixed socket
-fitted to its corners' mean over the shot, which removes the residual wobble a
-2D similarity cannot — and it is wrong. That residual is real motion of the eye
-relative to the head, it is still there in the footage, and removing it leaves
-the drawn eyes hanging still over a registered photo whose eyes are moving. A
-part must track the face in the same space the underlay is drawn in. The wobble
-is a job for the bounded contour average below, not for a second anchor.
-
-Placement follows from the same idea. The iris is drawn in the frame of the
-already-smoothed, already-subsampled lid ring, read off the ring's own corner
-vertices, so it cannot drift relative to the eye it sits inside and it inherits
-the contour average for free. Size, by contrast, is authored from the take's
-mean, never remeasured per frame: a radius that breathes by a fraction of a pixel
-flickers a pixel on and off around the whole silhouette.
-
-## The indexed buffer is its own stencil
-
-Parts that nest — iris inside sclera, pupil inside iris — clip by colour key:
-paint only where the buffer already holds the parent's index. This is how
-Animator Pro would do it, it costs one comparison per pixel, and it composes
-transitively, so a blink takes the right bite out of the pupil without anything
-computing where.
-
-It also removes a temptation. Without a stencil the gaze has to be clamped to
-keep the iris inside the lid, and a clamp flattens the performance at exactly the
-extremes that carry it.
-
-## Quantisation can be the truthful choice
-
-Gaze snapped to a pixel grid with a dwell is the "Primitive — quantised" row of
-the part table, and it looks like a stylisation imposed on a continuous
-measurement. It is not. Real eyes move in saccades: hold a fixation, jump, hold.
-The smooth drift left in the measured signal is tracker noise plus
-head-compensation error. Snapping to a grid and requiring a dwell removes the
-noise and recovers the saccade in the same operation — the rare case where the
-aesthetic rule and the physiology agree.
-
-The count of distinct cells the iris ever occupies is the number the knobs exist
-to control. Three or four is a character who looks at things; forty is an
-unquantised iris sliding around.
-
-## Some thresholds need a minimum duration, not just a dwell
-
-A dwell delays a change until it has persisted, which is the right guard against
-chatter and is what the teeth use. A blink needs the opposite guard as well. It
-lasts 100–150ms — one frame at 12fps — and a single frame of closed eye reads as
-a dropped frame rather than as a blink. Animators draw a blink over two or three
-drawings for that reason, so once the eye shuts it must stay shut for a minimum
-number of frames. Detection accuracy is not the problem; legibility is.
-
-## Resolve correspondences from data when a wrong guess is survivable
-
-The refined mesh appends ten iris points, five per eye, and the upstream
-left/right naming is viewer-relative in some documentation and subject-relative
-in others. Swapping them looks *almost* right — each eye still has a disc roughly
-where it belongs — so the error survives inspection and then reads as a subtly
-wall-eyed character for the life of the project.
-
-A hardcoded table is the wrong shape for a fact like that. Voting each block's
-distance to each eye's corner midpoint across every frame settles it from the
-geometry, cannot be got wrong, and keeps working if the model is renumbered. The
-test feeds it a track built the other way round, because a resolver checked only
-against the convention it was written for is checking nothing.
-
## The bounded smoothing exception
*Smooth the transform, never the contour* held while keys were sparse: sampling
@@ -283,7 +188,6 @@ Current modules:
| Module | Role |
| --- | --- |
| `landmarks.js` | Index tables. Ring arrays are ordered traversals: slot position *is* vertex identity. |
-| `pipeline.js` | …also eye openness, gaze, blink resolution and the iris pairing vote. |
| `mathutil.js` | Similarity fit, Procrustes mean, temporal smoothing. |
| `pipeline.js` | Stabilise → subsample → key-select → frame-removal. |
| `interior.js` | Teeth from image content: Otsu, morphology, components, radial contour. |
@@ -298,7 +202,7 @@ Current modules:
- **A paint surface.** The plates have nowhere to be drawn. This is the largest
gap between "tool" and "suite": a pixel paint canvas with onion skin, palette
constraint, and the registered underlay behind it.
-- A tongue.
+- Eyes, irises, brows as parts.
- Plate libraries with per-plate mouth slots.
- Real performer→character calibration (currently identity).
- The override layer.
diff --git a/index.html b/index.html
index 31b4e0c..cb59dd6 100644
--- a/index.html
+++ b/index.html
@@ -42,8 +42,6 @@
.fr.drop { border-color:#2a2f3e; }
.fr.drop canvas { opacity:.26; filter:grayscale(1); }
.fr.cur { border-color:var(--accent); }
- .fr.cel::before { content:'▣'; position:absolute; left:3px; top:1px; color:#c084fc;
- font-size:10px; text-shadow:0 0 2px #000; }
.fr.keep::after { content:'●'; position:absolute; right:3px; top:1px; color:var(--ok); font-size:10px; }
#sheet { display:flex; flex-wrap:wrap; gap:10px; }
@@ -54,19 +52,6 @@
.sw { display:flex; align-items:center; gap:5px; color:var(--dim); font-size:11px; }
.sw input { width:26px; height:20px; padding:0; border:1px solid var(--line); background:none; }
.legend { color:var(--dim); font-size:11px; margin-top:6px; }
- /* paint: a sketch, see js/paint.js */
- #cv-paint { border:1px solid var(--line); cursor:crosshair; touch-action:none; }
- #cv-paint.drop { border-color:var(--ok); }
- #paintlayers { flex:0 0 280px; max-height:600px; overflow:auto; }
- .lay { display:flex; align-items:center; gap:5px; padding:3px 4px; border-radius:3px;
- border:1px solid transparent; cursor:pointer; }
- .lay.sel { border-color:var(--accent); background:#1c2130; }
- .lay i { width:12px; height:12px; border-radius:2px; border:1px solid #0006; flex:0 0 auto; }
- .lay b { flex:1; font-weight:400; color:var(--dim); font-size:11px; }
- .lay.sel b { color:var(--fg); }
- .lay select { font:inherit; font-size:10px; background:#1c2130; color:var(--dim);
- border:1px solid var(--line); border-radius:2px; padding:1px 2px; max-width:88px; }
- .lay button { padding:0 5px; font-size:11px; line-height:18px; }
kbd { background:#1c2130; border:1px solid var(--line); border-radius:2px;
padding:0 4px; color:var(--fg); font-size:11px; }
@@ -78,21 +63,6 @@
-
-
-
@@ -116,23 +86,18 @@
should sit still except the mouth and eyes · grey = held plate outline
- dark green ghost = unshifted mouth when lead ≠ 0 · red lid ring = blink
+
should sit still except the mouth · grey = held plate outline dark green ghost = unshifted mouth when lead ≠ 0
flat render — 320×200 indexed
audio drives the clock — dropped frames, never drift
- exposure holds the picture on a grid: rip at 24, render on 2s for
- 12. The dense track and the audio are untouched, so it is reversible
plate representation: B cycles · photo modes are registered
into raster space, so tracing them lands on the mouth
mouth lead shifts the performance tracks earlier (positive) against
@@ -200,34 +150,10 @@
brightness; prefer upper biases component choice toward the top of
the cavity, where teeth are and the tongue is not.
dwell is how many frames a presence change must persist.
- blink cut is lid gap over corner distance — normalised, so one
- value carries across takes. blink hold is the minimum length of a
- blink: a real blink is one frame at 12fps and a single frame of closed
- eye reads as a dropout, so it is extended to a beat.
- brow step and brow dwell quantise the brow's HEIGHT above
- the eye, not its shape — the traced ring is his, the height snaps between
- a few levels and holds. Both ends move independently, so raise and tilt
- come out of one control: both up is surprise, inner up is worry, inner
- down is anger. brow weight thickens the ring, which it needs at
- three pixels tall.
- pupil is a square, in whole pixels, 0 to turn it off: at this size
- a circle of radius 1.5 is a plus sign with the corners gnawed off and it
- changes shape as it moves, where a square stays the mark you drew.
- gaze step is the grid the iris snaps to, in raster pixels, and
- gaze dwell is how long a new cell must hold — together they turn
- drift into saccades. gaze gain exaggerates or damps the throw;
- measured excursion is small and a character usually wants more of it. suggest tolerance only affects the Suggest button: max head movement
allowed before a new drawing is required.
-
-
gaze field
-
-
-
green = every cell the iris visits in the take ·
- grey = raw · amber = where it is now, quantised
-
teeth measurement
@@ -244,51 +170,6 @@
-
-
paint — background cels, drawn on the frames that get their own drawing
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- pen click to place vertices · click the green box on the first one, or
- Enter / double-click, to close · Esc cancels ·
- Backspace drops the last point
- edit click a shape to select · drag a vertex or the shape itself ·
- Shift-click an edge inserts a vertex · Alt-click a vertex
- removes it · Del deletes the layer
- opacity dims the drawing over the registered source frame so you can
- trace it. It is an editing aid only — never rasterised, never exported, and
- the flat render is untouched. At 100% the view is exactly the normal
- composite; below it the placeholder oval is dropped, since it covers the
- face you turned the slider down to see.
- Copy previous takes the last enabled frame that actually has a drawing
- — skipping empty ones, so it behaves the same before and after you thin the
- strip out. Frames carrying a drawing are marked ▣.
- drag a frame from the strip onto the canvas to copy its drawing, every
- layer. Vertices snap to the 320×200 grid, and colours are palette indices —
- you cannot pick one that is not in the ramp.
-
-
-
drawings needed — registered reference per kept frame, with the range it holds
diff --git a/js/app.js b/js/app.js
index 79e9a0e..752bac5 100644
--- a/js/app.js
+++ b/js/app.js
@@ -1,17 +1,12 @@
import { FaceLandmarker, FilesetResolver } from 'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@1.0.1/vision_bundle.mjs';
-import { LIPS_OUTER, LIPS_INNER, FACE_OVAL,
- EYE_R_RING, EYE_L_RING, IRIS_A, IRIS_B,
- BROW_A_RING, BROW_B_RING } from './landmarks.js';
-import { stabilize, toRasterRing, smoothContours, suggestPlateFrames, heldFrame, shiftIndex,
- exposeIndex, eyeSignals, gazeOrigin, quantizeSnap, resolveBlink,
- browSignals } from './pipeline.js';
+import { LIPS_OUTER, LIPS_INNER, FACE_OVAL } from './landmarks.js';
+import { stabilize, toRasterRing, smoothContours, suggestPlateFrames, heldFrame, shiftIndex } from './pipeline.js';
import { IndexedRaster } from './raster.js';
import { drawRegistered, posterizeInto } from './underlay.js';
import { extractTeeth } from './interior.js';
-import { applySim, offsetRing } from './mathutil.js';
+import { applySim } from './mathutil.js';
import { writeTake } from './take.js';
import { synthDense } from './synth.js';
-import { PaintUI, drawCel, cloneCel, newCel } from './paint.js';
const RW = 320, RH = 200, ZOOM = 2, THUMB = 92;
@@ -21,25 +16,8 @@ const PALETTE = [
{ name: 'skin_dark', hex: '#7a4f3a' },
{ name: 'mouth_dark', hex: '#24161a' },
{ name: 'teeth', hex: '#d9cfc2' },
- // Sclera is not white, and that is authored, not measured. A true white at
- // 320x200 next to a warm skin ramp reads as a hole punched in the face; the
- // eye sits in a socket, in shadow, so it is a dimmer and cooler tone than the
- // teeth, which catch the light. The iris is one dark tone: at this size an
- // iris is about five pixels across and a pupil inside it would be one, so the
- // iris IS the pupil. Resolving it further would be drawing detail the format
- // cannot hold.
- { name: 'eye_white', hex: '#c9c3b4' },
- // Three tones for the eye - sclera, iris, pupil - which is the "two or three
- // tones per part" budget, spent where it buys the most: an eye with no tonal
- // step inside it reads as a hole.
- { name: 'iris', hex: '#4a5468' },
- { name: 'pupil', hex: '#171a22' },
- // Brows get their own entry rather than sharing skin_dark with the lash line.
- // They are hair, not shadow: when hair plates exist they want to match those,
- // and tying them to the lash means you cannot change one without the other.
- { name: 'brow', hex: '#3a2a22' },
];
-const IDX = { bg: 0, base: 1, dark: 2, mouth: 3, teeth: 4, white: 5, iris: 6, pupil: 7, brow: 8 };
+const IDX = { bg: 0, base: 1, dark: 2, mouth: 3, teeth: 4 };
const state = {
dense: null, images: [], stab: null, xform: null,
@@ -49,13 +27,8 @@ const state = {
fps: 12, audio: null, // fps comes from manifest.json, never guessed
aspect: 1, // imgW/imgH; converts MediaPipe's anisotropic space
lead: 0, // performance-track offset in frames
- exposure: 1, // 1 = on 1s, 2 = on 2s. Picture holds; audio does not.
interior: null, // per-frame teeth measurement from image content
teeth: null, // resolved per-frame {show, t} after knobs
- eyes: null, // resolved per-frame lid rings, shut flags, iris discs
- brows: null, // resolved per-frame brow rings after quantised raise
- cels: new Map(), // kept frame -> hand-painted background layers
- eyeSig: null, // raw eye measurement, kept for the gaze readout
};
const el = (id) => {
@@ -80,24 +53,6 @@ const opts = () => ({
contourSmooth: +el('contourSmooth').value,
apertureThresh: +el('apertureThresh').value / 1000,
tol: +el('tol').value / 1000,
- exposure: +el('exposure').value,
- browVerts: +el('browVerts').value,
- browWeight: +el('browWeight').value,
- browGain: +el('browGain').value / 100,
- browStep: +el('browStep').value,
- browDwell: +el('browDwell').value,
- irisAnchor: el('irisAnchor').value,
- gazeOrigin: el('gazeOrigin').value,
- eyeVerts: +el('eyeVerts').value,
- lashPx: +el('lashPx').value,
- irisSize: +el('irisSize').value / 100,
- gazeGain: +el('gazeGain').value / 100,
- gazeStep: +el('gazeStep').value, // whole raster pixels
- pupilPx: +el('pupilPx').value,
- gazeDwell: +el('gazeDwell').value,
- blinkCut: +el('blinkCut').value / 1000,
- blinkHold: +el('blinkHold').value,
- blinkDwell: +el('blinkDwell').value,
});
function status(msg, kind = '') {
@@ -212,7 +167,6 @@ function rebuild(resetKeep) {
if (!state.dense) return;
const o = opts();
state.lead = o.lead;
- state.exposure = o.exposure;
const N = state.dense.length;
state.stab = stabilize(state.dense, o.smoothWin, state.aspect);
@@ -239,8 +193,6 @@ function rebuild(resetKeep) {
state.extractKey = extractKey(o);
}
state.teeth = resolveTeeth(o);
- state.eyes = buildEyes(o);
- state.brows = buildBrows(o);
// Plate outline per frame, so a kept frame shows its own head shape.
state.plates = state.stab.oval.map((r) => r.map(state.xform));
@@ -268,188 +220,6 @@ function faceBoxes() {
});
}
-// Eyes: lid rings traced per frame, blinks resolved per eye, one gaze shared.
-//
-// Lids are a FEATURE in the part table - rotoscoped, open vocabulary, a key on
-// every frame - so they get exactly the mouth's treatment, including the same
-// bounded contour average. The iris is a PRIMITIVE: a disc whose position is
-// quantised, which is where the stylisation lives.
-function buildEyes(o) {
- const st = state.stab, N = state.dense.length;
- const sig = eyeSignals(st);
- state.eyeSig = sig;
-
- const blink = { cut: o.blinkCut, dwell: o.blinkDwell, hold: o.blinkHold };
- const shutR = resolveBlink(sig.openR, blink);
- const shutL = resolveBlink(sig.openL, blink);
-
- // Head-local, subsampled, contour-averaged - the identical chain the mouth
- // takes, with the identical knob. The eye tracks the face, because the face
- // is what it is attached to; what gets removed is per-frame detector jitter,
- // not the motion.
- const lidR = smoothContours(
- st.lidR.map((r) => toRasterRing(r, EYE_R_RING, o.eyeVerts, state.xform)), o.contourSmooth);
- const lidL = smoothContours(
- st.lidL.map((r) => toRasterRing(r, EYE_L_RING, o.eyeVerts, state.xform)), o.contourSmooth);
-
- // Where the iris hangs. Three behaviours, because this turns out to be an
- // aesthetic choice and not only a correctness one.
- //
- // STEADY (default) reads the socket back off the DRAWN ring. Slots 0 and 8 of
- // a 16-slot lid ring are the two corners, and subsampling to any even budget n
- // keeps them at output indices 0 and n/2 - so the ring that gets rendered
- // carries its own corners with it. The iris is then placed in the frame of the
- // exact polygon it sits inside, after smoothing, after subsampling: it cannot
- // drift relative to its own eye, and it inherits the contour average for free.
- //
- // FREE reads the raw per-frame corners instead, jitter and all. It is what the
- // eyes did before any of this, and it is not simply worse - the detector noise
- // reads as liveliness, the eye never sits perfectly still, and against flat
- // hand-drawn plates that restlessness can be the thing that sells it. It is
- // also the honest baseline to compare the other two against.
- //
- // LOCKED pins the socket to the take's mean, so the eye never moves in the
- // head at all. Watch it against a photo underlay and the drawn eyes hang still
- // over a face whose eyes are moving - that is the registration cost, and it is
- // real - but once the plate is a drawing rather than a photograph, nothing is
- // being registered against and it reads as a deliberately locked-off stare.
- const ringSocket = (ring) => {
- const a = ring[0], b = ring[ring.length / 2];
- return { cx: (a.x + b.x) / 2, cy: (a.y + b.y) / 2, w: Math.hypot(a.x - b.x, a.y - b.y) };
- };
- const rawSocket = (corners, f) => {
- const a = state.xform(corners[f][0]), b = state.xform(corners[f][1]);
- return { cx: (a.x + b.x) / 2, cy: (a.y + b.y) / 2, w: Math.hypot(a.x - b.x, a.y - b.y) };
- };
- const meanSocket = (rings) => {
- const acc = rings.reduce((a, r) => {
- const k = ringSocket(r);
- return { cx: a.cx + k.cx, cy: a.cy + k.cy, w: a.w + k.w };
- }, { cx: 0, cy: 0, w: 0 });
- const n = rings.length;
- return { cx: acc.cx / n, cy: acc.cy / n, w: acc.w / n };
- };
- const socketFor = (rings, corners) => {
- if (o.irisAnchor === 'locked') { const k = meanSocket(rings); return () => k; }
- if (o.irisAnchor === 'free') return (f) => rawSocket(corners, f);
- return (f) => ringSocket(rings[f]);
- };
- const skR = socketFor(lidR, st.cornersR), skL = socketFor(lidL, st.cornersL);
- const socket = (ring) => ringSocket(ring);
-
- // Iris radius comes from the take's MEAN eye width, not the current frame's.
- // Size is authored; only position is tracked. A radius recomputed per frame
- // would breathe by a fraction of a pixel as the fit's depth-scale wanders,
- // and at this resolution a fraction of a pixel is a pixel flicking on and off
- // around the whole silhouette.
- const meanW = (rings) => rings.reduce((a, r) => a + ringSocket(r).w, 0) / rings.length;
- const wR = meanW(lidR), wL = meanW(lidL), w = (wR + wL) / 2;
-
- // Calibrate against the neutral, apply the artist's gain, and only then
- // quantise - the grid should be a grid of DRAWN positions, because that is
- // what a viewer reads. Gain is an authored parameter: measured gaze excursion
- // is small and a character's eye usually wants more throw than a performer's,
- // which is a decision for a person and not for the detector.
- const origin = gazeOrigin(sig.gazeRaw, o.gazeOrigin, state.neutral);
- state.gazeOriginValue = origin;
- const px = sig.gazeRaw.map((g) => ({
- x: (g.x - origin.x) * o.gazeGain * w,
- y: (g.y - origin.y) * o.gazeGain * w,
- }));
- const gaze = quantizeSnap(px, o.gazeStep, o.gazeDwell);
-
- const eye = (sk, lids, shut, rad, f) => {
- const e = sk(f);
- return {
- // The lash line is the lid ring pushed outward by a fixed number of
- // pixels, exactly as the mouth's outer ring sits outside its inner one.
- // When the eye shuts, the traced ring goes near-degenerate and this
- // collapses to a lens - which is a closed eye, drawn correctly, for free.
- lash: offsetRing(lids[f], o.lashPx),
- lid: lids[f],
- shut: shut[f],
- // Rounded to whole pixels. The rasteriser quantises everything anyway, so
- // this costs nothing - but it means the iris and the square pupil share
- // one integer centre, so the pupil is exactly its nominal size on every
- // frame instead of spilling to the next pixel on some and not others.
- iris: { x: Math.round(e.cx + gaze[f].x), y: Math.round(e.cy + gaze[f].y), r: rad },
- pupil: o.pupilPx,
- };
- };
-
- return {
- gazePx: px, gaze, shutR, shutL, hasIris: sig.hasIris,
- frames: Array.from({ length: N }, (_, f) => ({
- r: eye(skR, lidR, shutR, (wR * o.irisSize) / 2, f),
- l: eye(skL, lidL, shutL, (wL * o.irisSize) / 2, f),
- })),
- };
-}
-
-// Brows: ring traced every frame, HEIGHT quantised.
-//
-// The decomposition is the point. The traced ring already contains the brow's
-// real height, so adding a quantised raise on top would move it twice. Instead
-// the height is measured out of the ring, quantised, and put back - the shape
-// that renders is his, at a height that snaps between a few authored levels and
-// holds. That is the same split the eyes got: lid traced as a feature, iris
-// position quantised as a primitive.
-//
-// Two ends, not one height, warped linearly between them. Raise and tilt are
-// different expressions out of one mechanism: both ends up is surprise, inner
-// up alone is worry, inner down is anger.
-function buildBrows(o) {
- const st = state.stab, N = state.dense.length;
- const sig = browSignals(st);
- state.browSig = sig;
-
- const ringOf = (side) => (side === 'R' ? sig.pairing.right : sig.pairing.left);
- const table = (side) => (ringOf(side) === 'browA' ? BROW_A_RING : BROW_B_RING);
-
- const build = (side, corners) => {
- const rings = smoothContours(
- st[ringOf(side)].map((r) => toRasterRing(r, table(side), o.browVerts, state.xform)),
- o.contourSmooth);
-
- // Eye width in raster pixels, so the raise converts from eye widths into the
- // units the grid is expressed in and the knob means the same on any framing.
- const wpx = (f) => {
- const a = state.xform(corners[f][0]), b = state.xform(corners[f][1]);
- return Math.hypot(a.x - b.x, a.y - b.y);
- };
- const meanW = st.cornersR.reduce((a, _, f) => a + wpx(f), 0) / N;
-
- // Rest pose from the take MEDIAN, never from the neutral frame. That frame
- // is chosen by minimum mouth aperture and says nothing about the brows, and
- // the same mistake on the gaze origin re-pointed an entire performance.
- const rest = gazeOrigin(sig[side], 'median');
- const px = sig[side].map((g) => ({
- x: (g.x - rest.x) * o.browGain * meanW,
- y: (g.y - rest.y) * o.browGain * meanW,
- }));
- const q = quantizeSnap(px, o.browStep, o.browDwell);
-
- const frames = rings.map((ring, f) => {
- // Raise is measured upward but y grows downward, so a positive raise is a
- // negative y offset.
- const dOuter = -(q[f].x - px[f].x), dInner = -(q[f].y - px[f].y);
- const a = state.xform(corners[f][0]), b = state.xform(corners[f][1]);
- const span = b.x - a.x;
- const warped = ring.map((p) => {
- // Position along the brow's own axis, outer end to inner end. Taken from
- // x against the eye corners rather than from ring slots, because
- // subsampling does not keep the end slots at any given budget.
- const t = span === 0 ? 0 : Math.min(1, Math.max(0, (p.x - a.x) / span));
- return { x: p.x, y: p.y + dOuter + (dInner - dOuter) * t };
- });
- return offsetRing(warped, o.browWeight);
- });
- return { frames, px, q };
- };
-
- return { R: build('R', st.cornersR), L: build('L', st.cornersL), pairing: sig.pairing };
-}
-
// Presence gets hysteresis and a minimum dwell, the same treatment plate
// selection gets: a teeth block that blinks on and off for single frames is
// worse than one that is simply absent. Appearing needs a clear signal, staying
@@ -505,34 +275,14 @@ function resolveTeeth(o) {
// stand-in until a drawing exists.
function renderFrame(f, mode = plateMode()) {
const r = new IndexedRaster(RW, RH);
- const pf = plateIndex(f); // the plate frame on screen
+ const pf = heldFrame(keptSorted(), f); // the plate frame on screen
if (mode === 'posterize' && state.images[pf]) {
posterizeInto(r, state.images[pf], state.stab.transforms[pf], state.xform,
PALETTE.map((p) => p.hex));
} else {
r.clear(IDX.bg);
- }
- // Painted cels sit BEHIND the face and hold on the same frames the plate
- // does - pf is already "the most recent kept frame at or before f", which is
- // exactly the rule the user draws against: a cel holds until the next frame
- // that has its own drawing.
- drawCel(r, state.cels.get(pf), (i) => i);
- if (mode !== 'posterize' && (mode === 'oval' || mode === 'oval+photo')) {
- r.fillPoly(state.plates[pf], IDX.base);
- }
-
- // Eyes run on the CLOCK, not on the mouth lead. The lead is a lip-sync
- // device: it exists because a mouth shape anticipates the sound it makes.
- // Nothing about a blink or a glance is tied to the audio, so shifting the
- // eyes would only slide them off the head that carries them.
- // Eyes and brows ride the exposure grid but NOT the mouth lead: the lead is a
- // lip-sync device and nothing about a blink or a brow is tied to the audio.
- const ef = perfIndex(f);
- if (state.eyes) drawEyes(r, state.eyes.frames[ef]);
- if (state.brows) {
- r.fillPoly(state.brows.R.frames[ef], IDX.brow);
- r.fillPoly(state.brows.L.frames[ef], IDX.brow);
+ if (mode === 'oval' || mode === 'oval+photo') r.fillPoly(state.plates[pf], IDX.base);
}
const mf = leadIndex(f); // performance frame, possibly ahead
@@ -545,34 +295,13 @@ function renderFrame(f, mode = plateMode()) {
return r;
}
-// Lash ring, then sclera, then iris - the same three-layer structure the mouth
-// has, for the same reason: the dark ring outside the pale interior is what
-// makes a flat shape read as an opening rather than a blob.
-//
-// The iris is stencilled to the sclera it was just drawn over, so the lid crops
-// it automatically. Nothing needs to clamp the gaze to keep the iris inside the
-// eye, which matters because a clamp would flatten the performance at exactly
-// the extremes that carry it.
-function drawEyes(r, e) {
- for (const s of [e.r, e.l]) {
- r.fillPoly(s.lash, IDX.dark);
- if (s.shut) continue; // a shut eye IS the lash line, alone
- r.fillPoly(s.lid, IDX.white);
- r.fillDisc(s.iris.x, s.iris.y, s.iris.r, IDX.iris, IDX.white);
- // Stencilled to the iris, which is itself stencilled to the sclera - so the
- // pupil is cropped by the lid transitively, and a blink or an extreme gaze
- // takes the right bite out of it without anything having to compute where.
- if (s.pupil) r.fillRect(s.iris.x, s.iris.y, s.pupil, IDX.pupil, IDX.iris);
- }
-}
-
const plateMode = () => el('plateMode').value;
// Photo modes composite under the indexed layer, so the flat shapes stay exactly
// as they render while the reference sits behind them.
function compositeRender(canvas, f, zoom) {
const mode = plateMode();
- const pf = plateIndex(f);
+ const pf = heldFrame(keptSorted(), f);
const img = state.images[pf];
const showPhoto = img && (mode === 'photo' || mode === 'photo-dim' || mode === 'oval+photo');
@@ -586,31 +315,23 @@ function compositeRender(canvas, f, zoom) {
mode === 'photo-dim' ? 0.34 : 1);
}
- blitIndexed(g, renderFrame(f, mode === 'oval+photo' ? 'oval' : (showPhoto ? 'off' : mode)),
- zoom, showPhoto);
-}
-
-// Put an indexed raster onto a 2D context. With `keyBg`, background pixels go
-// transparent instead of opaque, so whatever was painted underneath - a
-// registered photograph, usually - stays visible through them.
-//
-// Split out of compositeRender so the paint canvas can draw the same pixels at
-// a reduced globalAlpha. Nothing else is different about that path, which is
-// what keeps the editing view honest: you are dimming the render, not looking
-// at a second renderer that might disagree with it.
-function blitIndexed(g, raster, zoom, keyBg) {
- const img = raster.toImageData(PALETTE.map((p) => p.hex), zoom);
- if (!keyBg) { g.putImageData(img, 0, 0); return; }
- const bg = PALETTE[IDX.bg].hex.replace('#', '');
- const br = parseInt(bg.slice(0, 2), 16), bgn = parseInt(bg.slice(2, 4), 16), bb = parseInt(bg.slice(4, 6), 16);
- const d = img.data;
- for (let i = 0; i < d.length; i += 4) {
- if (d[i] === br && d[i + 1] === bgn && d[i + 2] === bb) d[i + 3] = 0;
+ const r = renderFrame(f, mode === 'oval+photo' ? 'oval' : (showPhoto ? 'off' : mode));
+ const img2 = r.toImageData(PALETTE.map((p) => p.hex), zoom);
+ if (showPhoto) {
+ // Keep the photo visible wherever the indexed layer is background.
+ const bg = PALETTE[IDX.bg].hex.replace('#', '');
+ const br = parseInt(bg.slice(0, 2), 16), bgn = parseInt(bg.slice(2, 4), 16), bb = parseInt(bg.slice(4, 6), 16);
+ const d = img2.data;
+ for (let i = 0; i < d.length; i += 4) {
+ if (d[i] === br && d[i + 1] === bgn && d[i + 2] === bb) d[i + 3] = 0;
+ }
+ const tmp = document.createElement('canvas');
+ tmp.width = img2.width; tmp.height = img2.height;
+ tmp.getContext('2d').putImageData(img2, 0, 0);
+ g.drawImage(tmp, 0, 0);
+ } else {
+ g.putImageData(img2, 0, 0);
}
- const tmp = document.createElement('canvas');
- tmp.width = img.width; tmp.height = img.height;
- tmp.getContext('2d').putImageData(img, 0, 0);
- g.drawImage(tmp, 0, 0);
}
const keptSorted = () => [...state.keep].sort((a, b) => a - b);
@@ -626,28 +347,11 @@ const keptSorted = () => [...state.keep].sort((a, b) => a - b);
// Positive lead = the mouth arrives earlier. Only performance parts shift; the
// head stays with the audio, because it is the mouth that should anticipate.
function leadIndex(f) {
- // Reads cached scalars, not opts(): this runs once per strip thumbnail, and
+ // Reads a cached scalar, not opts(): this runs once per strip thumbnail, and
// calling opts() here meant ~14 DOM reads x 74 frames on every redraw.
- //
- // Exposure first, then lead. The grid decides WHICH frames get a new drawing;
- // the lead then shifts which pose that drawing carries, by whole frames of the
- // original track. Applying them the other way round would put the changes on
- // the wrong beats - the picture would update on the odd frames instead of
- // holding on the twos.
- return shiftIndex(exposeIndex(f, state.exposure), state.lead, state.dense.length);
+ return shiftIndex(f, state.lead, state.dense.length);
}
-// The plate rides the same grid, so the whole picture updates together. On 2s
-// means on 2s - a head that cut on the odd frames while the mouth cut on the
-// even ones would read as two performances laid over each other.
-const plateIndex = (f) => heldFrame(keptSorted(), exposeIndex(f, state.exposure));
-
-// Performance tracks that do not take the mouth lead still ride the grid. This
-// existing as a named thing is what stopped the eyes holding on 1s in the
-// preview while the export held them on 2s - a preview that disagrees with the
-// export is the one bug this tool cannot afford.
-const perfIndex = (f) => exposeIndex(f, state.exposure);
-
function blit(canvas, raster, zoom) {
canvas.width = RW * zoom; canvas.height = RH * zoom;
canvas.getContext('2d').putImageData(raster.toImageData(PALETTE.map((p) => p.hex), zoom), 0, 0);
@@ -658,7 +362,6 @@ function drawAll() {
drawStrip();
drawWorksheet();
drawReadout();
- drawPaint();
}
function drawReadout() {
@@ -669,43 +372,21 @@ function drawReadout() {
el('readout').textContent =
`${state.dense.length} frames → ${kept.length} drawings · ` +
`teeth on ${teethFrames}f · ` +
- `${blinkRuns(state.eyes.shutR).length}/${blinkRuns(state.eyes.shutL).length} blinks R/L · ` +
- `${gazeCells(state.eyes.gaze)} gaze cells · ` +
- `${gazeCells(state.brows.R.q)} brow poses · ` +
- (state.exposure > 1
- ? `on ${state.exposure}s = ${(state.fps / state.exposure).toFixed(4).replace(/\.?0+$/, '')}fps · `
- : '') +
(lead ? `mouth leads ${lead}f (${(lead / state.fps * 1000).toFixed(0)}ms) · ` : '') +
`holds ${Math.min(...runs)}–${Math.max(...runs)} frames · ` +
`neutral f${state.neutral} · residual ` +
`${(state.stab.residual.reduce((a, b) => a + b, 0) / state.dense.length).toFixed(4)}`;
}
-// Blinks as RUNS, not as shut frames: a three-frame blink is one blink, and the
-// count is only useful as "did the performer blink six times or sixty".
-function blinkRuns(shut) {
- const runs = [];
- for (let f = 0; f < shut.length; f++) {
- if (shut[f] && !shut[f - 1]) runs.push(f);
- }
- return runs;
-}
-
-// How many distinct positions the iris ever occupies. This is the number the
-// gaze knobs exist to control: two or three is a character who looks at things,
-// forty is an unquantised iris sliding around, which is what the grid is for.
-const gazeCells = (gaze) => new Set(gaze.map((g) => `${g.x},${g.y}`)).size;
-
function drawPanes() {
const f = state.frame, kept = keptSorted();
- const pf = plateIndex(f);
+ const pf = heldFrame(kept, f);
// The mouth frame is always shown, not only when shifted, so the number can be
// watched diverging from f rather than taken on trust.
const lead = state.lead;
el('framelabel').textContent =
`f ${f} / ${state.dense.length - 1} · ${(f / state.fps).toFixed(2)}s · ` +
`plate f${pf} · mouth f${leadIndex(f)}` +
- (state.exposure > 1 && f % state.exposure ? ' (held)' : '') +
(lead ? ` (${lead > 0 ? '+' : ''}${lead} = ${(lead / state.fps * 1000).toFixed(0)}ms)` : '') +
(state.keep.has(f) ? ' · KEPT' : ' · held');
@@ -723,14 +404,12 @@ function drawPanes() {
const map = (p) => ({ x: dx + (p.x * im.naturalWidth - sx) * s, y: dy + (p.y * im.naturalHeight - sy) * s });
strokePts(g1, LIPS_OUTER.map((i) => map(state.dense[f][i])), '#4ade80');
strokePts(g1, LIPS_INNER.map((i) => map(state.dense[f][i])), '#f87171');
- drawEyeOverlay(g1, map, f);
} else {
g1.fillStyle = '#555'; g1.font = '13px system-ui';
g1.fillText('synthetic — no source frames', 14, 24);
const sc = (p) => ({ x: p.x * c1.width, y: p.y * c1.height });
strokePts(g1, LIPS_OUTER.map((i) => sc(state.dense[f][i])), '#4ade80');
strokePts(g1, LIPS_INNER.map((i) => sc(state.dense[f][i])), '#f87171');
- drawEyeOverlay(g1, sc, f);
}
const c2 = el('cv-stab'), g2 = c2.getContext('2d');
@@ -747,18 +426,9 @@ function drawPanes() {
if (mf !== f) strokePts(g2, z(state.outer[f]), '#2f6b46');
strokePts(g2, z(state.outer[mf]), '#4ade80');
if (!state.hidden[mf]) strokePts(g2, z(state.inner[mf]), '#f87171');
- for (const e of [state.eyes.frames[f].r, state.eyes.frames[f].l]) {
- strokePts(g2, z(e.lid), e.shut ? '#f87171' : '#60a5fa');
- if (e.shut) continue;
- g2.strokeStyle = '#fbbf24';
- g2.beginPath();
- g2.arc(e.iris.x * ZOOM, e.iris.y * ZOOM, e.iris.r * ZOOM, 0, Math.PI * 2);
- g2.stroke();
- }
compositeRender(el('cv-render'), f, ZOOM);
drawInteriorDebug(f);
- drawGazeDebug(f);
}
// What the teeth measurement actually saw: sampled region, pixels above
@@ -788,81 +458,6 @@ function drawInteriorDebug(fRaw) {
`area ${m.area}px · ${te.show ? 'SHOWN' : 'hidden'}`;
}
-// Lid rings and the iris, on the raw frame. Landmark overlays are how you tell
-// a tracking failure from a knob set wrong, and the eyes need it more than the
-// mouth does: an iris that has latched onto an eyebrow looks, in the flat
-// render alone, exactly like a gaze gain that is too high.
-function drawEyeOverlay(g, map, f) {
- const lm = state.dense[f];
- for (const ring of [EYE_R_RING, EYE_L_RING]) {
- strokePts(g, ring.map((i) => map(lm[i])), '#60a5fa');
- }
- for (const ring of [BROW_A_RING, BROW_B_RING]) {
- strokePts(g, ring.map((i) => map(lm[i])), '#c084fc');
- }
- if (!state.eyes.hasIris) return;
- for (const iris of [IRIS_A, IRIS_B]) {
- strokePts(g, iris.slice(1).map((i) => map(lm[i])), '#fbbf24');
- }
-}
-
-// The gaze field: every position the iris takes over the whole take, plus where
-// it is now. Tune against this, not against the numbers - "4 cells" tells you
-// the quantisation is working, but only the picture tells you whether the four
-// are the four looks the performance actually has.
-function drawGazeDebug(f) {
- const cv = el('cv-gaze'), S = 150;
- cv.width = S; cv.height = S;
- const g = cv.getContext('2d');
- g.fillStyle = '#0d0f16'; g.fillRect(0, 0, S, S);
-
- const ex = state.eyes;
- // Scale so the widest excursion in the take fills the box, with a floor so a
- // nearly-still gaze does not get magnified into a light show.
- let m = 2;
- for (const p of ex.gazePx) m = Math.max(m, Math.abs(p.x), Math.abs(p.y));
- const k = (S / 2 - 8) / m;
- const X = (v) => S / 2 + v * k, Y = (v) => S / 2 + v * k;
-
- const o = opts();
- if (o.gazeStep > 0) {
- g.strokeStyle = '#1b2030'; g.lineWidth = 1;
- for (let i = -20; i <= 20; i++) {
- const v = i * o.gazeStep;
- if (Math.abs(v) > m) continue;
- g.beginPath(); g.moveTo(X(v), 0); g.lineTo(X(v), S); g.stroke();
- g.beginPath(); g.moveTo(0, Y(v)); g.lineTo(S, Y(v)); g.stroke();
- }
- }
- g.strokeStyle = '#2a2f3e';
- g.beginPath(); g.moveTo(S / 2, 0); g.lineTo(S / 2, S);
- g.moveTo(0, S / 2); g.lineTo(S, S / 2); g.stroke();
-
- g.fillStyle = '#2f6b46';
- for (const p of ex.gaze) g.fillRect(X(p.x) - 1.5, Y(p.y) - 1.5, 3, 3);
-
- const raw = ex.gazePx[f], q = ex.gaze[f];
- g.fillStyle = '#8891a5';
- g.fillRect(X(raw.x) - 1, Y(raw.y) - 1, 2, 2);
- g.fillStyle = '#fbbf24';
- g.beginPath(); g.arc(X(q.x), Y(q.y), 4, 0, Math.PI * 2); g.fill();
-
- const sig = state.eyeSig, fr = state.eyes.frames[f];
- const og = state.gazeOriginValue;
- // Per-eye raw gaze is the diagnostic for a wrong-looking eyeline. If the two
- // agree and both point the wrong way, the ORIGIN is wrong. If they disagree in
- // a sustained way, it is out-of-plane head rotation biasing the projection,
- // which no 2D measurement can undo.
- const sgn = (v) => `${v >= 0 ? '+' : ''}${v.toFixed(3)}`;
- el('eyeinfo').textContent =
- `open R ${sig.openR[f].toFixed(3)} L ${sig.openL[f].toFixed(3)} / cut ${o.blinkCut.toFixed(3)}\n` +
- `${fr.r.shut ? 'R SHUT ' : ''}${fr.l.shut ? 'L SHUT' : ''}${!fr.r.shut && !fr.l.shut ? 'both open' : ''}\n` +
- `gaze ${q.x >= 0 ? '+' : ''}${q.x.toFixed(1)}, ${q.y >= 0 ? '+' : ''}${q.y.toFixed(1)} px\n` +
- `raw R ${sgn(sig.gazeR[f].x)} L ${sgn(sig.gazeL[f].x)} (x, eye widths)\n` +
- `origin ${o.gazeOrigin} ${sgn(og.x)}, ${sgn(og.y)}` +
- (ex.hasIris ? '' : ' — no iris landmarks');
-}
-
function strokePts(g, pts, color, lw = 1) {
g.strokeStyle = color; g.lineWidth = lw;
g.beginPath();
@@ -902,13 +497,7 @@ function drawStrip() {
const tag = document.createElement('span');
tag.textContent = f;
- // Mark the frames that actually carry a drawing. Without it the only way to
- // know where your cels are is to scrub and look, and "copy previous" then
- // reaches back to somewhere you cannot see.
- if ((state.cels.get(f) || []).length) cell.classList.add('cel');
cell.append(cv, tag);
- cell.draggable = true;
- cell.ondragstart = (ev) => ev.dataTransfer.setData('text/plain', String(f));
cell.onclick = (ev) => {
seekTo(f);
if (ev.shiftKey) toggle(f);
@@ -949,67 +538,12 @@ function drawWorksheet() {
/* ---------- export ---------- */
-// Six parts, three per eye, mirroring the mouth's lash/interior/content stack.
-// `clip` is what tells the renderer the iris is stencilled by the sclera rather
-// than merely drawn after it - without it an extreme gaze would put the iris on
-// the cheek.
-function eyeParts(grid) {
- const out = [];
- // Eyes ride the exposure grid but NOT the mouth lead: the lead is a lip-sync
- // device and nothing about a blink is tied to the audio.
- const src = perfIndex;
- [['r', 20], ['l', 23]].forEach(([side, z]) => {
- const at = (f) => state.eyes.frames[src(f)][side];
- out.push(
- { name: `eye_${side}`, kind: 'poly', z, color: 'skin_dark', interp: 'hold',
- keys: grid.map((f) => ({ f, src: src(f), pts: at(f).lash })) },
- { name: `eye_${side}_in`, kind: 'poly', z: z + 1, color: 'eye_white', interp: 'hold',
- parent: `eye_${side}`,
- keys: grid.map((f) =>
- (at(f).shut ? { f, hidden: true } : { f, src: src(f), pts: at(f).lid })) },
- { name: `iris_${side}`, kind: 'disc', z: z + 2, color: 'iris', interp: 'hold',
- parent: `eye_${side}_in`, clip: `eye_${side}_in`,
- keys: grid.map((f) => {
- const e = at(f);
- return e.shut ? { f, hidden: true }
- : { f, src: src(f), c: { x: e.iris.x, y: e.iris.y }, r: e.iris.r };
- }) },
- );
- if (!state.eyes.frames[0].r.pupil) return;
- out.push(
- { name: `pupil_${side}`, kind: 'rect', z: z + 3, color: 'pupil', interp: 'hold',
- parent: `iris_${side}`, clip: `iris_${side}`,
- keys: grid.map((f) => {
- const e = at(f);
- return e.shut ? { f, hidden: true }
- : { f, src: src(f), c: { x: e.iris.x, y: e.iris.y }, size: e.pupil };
- }) },
- );
- });
- return out;
-}
-
-// Brows are a traced ring like the lids, so they keep every frame on the grid.
-// The quantised raise is already baked into the points - the renderer is handed
-// a polygon, not a shape plus an offset it would have to recombine.
-function browParts(grid) {
- return [['r', 26, 'R'], ['l', 27, 'L']].map(([name, z, side]) => ({
- name: `brow_${name}`, kind: 'poly', z, color: 'brow', interp: 'hold',
- keys: grid.map((f) => ({ f, src: perfIndex(f), pts: state.brows[side].frames[perfIndex(f)] })),
- }));
-}
-
function exportTake() {
const kept = keptSorted();
const N = state.dense.length;
- // Output frames that actually carry a key. Everything between them is a hold,
- // which the take format already expresses, so on 2s emits half the keys rather
- // than emitting each pose twice.
- const grid = [];
- for (let f = 0; f < N; f += state.exposure) grid.push(f);
const take = {
name: el('takename').value || 'line_01',
- frames: N, width: RW, height: RH, exposure: state.exposure, fps: state.fps,
+ frames: N, width: RW, height: RH, exposure: 1, fps: state.fps,
palette: PALETTE,
slot: { x: RW / 2, y: RH / 2 },
parts: [
@@ -1020,20 +554,14 @@ function exportTake() {
// key f carries the pose from source frame f+lead - so the renderer never
// needs to know about it.
{ name: 'mouth', kind: 'poly', z: 30, color: 'skin_dark', interp: 'hold',
- keys: grid.map((f) => ({ f, src: leadIndex(f), pts: state.outer[leadIndex(f)] })) },
+ keys: state.outer.map((_, f) => ({ f, src: leadIndex(f), pts: state.outer[leadIndex(f)] })) },
{ name: 'mouth_in', kind: 'poly', z: 31, color: 'mouth_dark', interp: 'hold', parent: 'mouth',
- keys: grid.map((f) => {
+ keys: state.inner.map((_, f) => {
const m = leadIndex(f);
return state.hidden[m] ? { f, hidden: true } : { f, src: m, pts: state.inner[m] };
}) },
- // Eyes. The lids are traced, so like the mouth they cost nothing and keep
- // every frame. The iris is a primitive: its quantised position means the
- // key stream is dense but the VALUES change only on saccades, so a
- // hold-interpolating renderer cuts between fixations by itself.
- ...eyeParts(grid),
- ...browParts(grid),
{ name: 'teeth', kind: 'poly', z: 32, color: 'teeth', interp: 'hold', parent: 'mouth_in',
- keys: grid.map((f) => {
+ keys: state.teeth.map((_, f) => {
const m = leadIndex(f), te = state.teeth[m];
return te.show && te.pts ? { f, src: m, pts: te.pts } : { f, hidden: true };
}) },
@@ -1049,9 +577,7 @@ function exportTake() {
a.href = URL.createObjectURL(new Blob([text], { type: 'text/plain' }));
a.download = `${take.name}.take`;
a.click();
- status(`exported — ${kept.length} plate drawings, ${grid.length} mouth keys` +
- (state.exposure > 1 ? ` on ${state.exposure}s` : '') + ', ' +
- `${blinkRuns(state.eyes.shutR).length + blinkRuns(state.eyes.shutL).length} blinks`, 'ok');
+ status(`exported — ${kept.length} plate drawings, ${N} mouth frames`, 'ok');
}
/* ---------- wiring ---------- */
@@ -1079,8 +605,6 @@ async function runFrames() {
state.interior = measureAll(images, dense, opts());
el('scrub').max = dense.length - 1;
state.frame = 0;
- labelExposure();
- loadCels();
rebuild(true);
const dur = (dense.length / state.fps).toFixed(2);
status(`${images.length} frames · ${images[0].naturalWidth}x${images[0].naturalHeight} · ` +
@@ -1102,49 +626,24 @@ function runSynthetic() {
state.dense = synthDense(72);
el('scrub').max = 71;
state.frame = 0;
- labelExposure();
- loadCels();
rebuild(true);
status('synthetic — exercises everything below detection', 'ok');
}
-// How each slider's raw value reads out. A table rather than the conditional
-// chain this used to be: that chain grew a branch per knob and was one ternary
-// away from being unreadable.
-const FMT = {
- apertureThresh: (v) => (v / 1000).toFixed(3),
- tol: (v) => (v / 1000).toFixed(3),
- blinkCut: (v) => (v / 1000).toFixed(3),
- teethOn: (v) => (v / 100).toFixed(2),
- teethErode: (v) => (v / 100).toFixed(2),
- tongueReject: (v) => (v / 100).toFixed(2),
- topBias: (v) => (v / 100).toFixed(2),
- irisSize: (v) => `${v}%`,
- gazeGain: (v) => (v / 100).toFixed(2),
- gazeStep: (v) => (v ? `${v}px` : 'off'),
- browStep: (v) => (v ? `${v}px` : 'off'),
- browWeight: (v) => `${v}px`,
- browGain: (v) => (v / 100).toFixed(2),
- pupilPx: (v) => (v ? `${v}px` : 'off'),
- lashPx: (v) => `${v}px`,
- lead: (v) => (v > 0 ? `+${v}` : String(v)),
-};
-
for (const id of ['verts', 'smoothWin', 'contourSmooth', 'apertureThresh', 'tol',
'teethOn', 'teethDwell', 'teethErode', 'tongueReject', 'blobGrow',
- 'topBias', 'teethVerts', 'teethSmooth', 'lead',
- 'eyeVerts', 'lashPx', 'irisSize', 'pupilPx', 'gazeGain',
- 'gazeStep', 'gazeDwell', 'blinkCut', 'blinkHold', 'blinkDwell',
- 'browVerts', 'browWeight', 'browGain', 'browStep', 'browDwell']) {
- const show = () => {
- el(id + 'v').textContent = FMT[id] ? FMT[id](+el(id).value) : el(id).value;
- };
+ 'topBias', 'teethVerts', 'teethSmooth', 'lead']) {
el(id).addEventListener('input', () => {
- show();
+ el(id + 'v').textContent = id === 'apertureThresh' || id === 'tol'
+ ? (+el(id).value / 1000).toFixed(3)
+ : ['teethOn', 'teethErode', 'tongueReject', 'topBias'].includes(id)
+ ? (+el(id).value / 100).toFixed(2)
+ : id === 'lead' && +el(id).value > 0 ? `+${el(id).value}`
+ : el(id).value;
if (id === 'tol') return; // tol only matters when you ask for a suggestion
rebuild(false);
});
- show();
+ el(id + 'v').textContent = el(id).value;
}
function seekTo(f) {
@@ -1158,22 +657,6 @@ el('btn-frames').onclick = runFrames;
el('btn-synth').onclick = runSynthetic;
el('btn-export').onclick = exportTake;
el('plateMode').addEventListener('change', () => { if (state.dense) drawAll(); });
-el('exposure').addEventListener('change', () => { if (state.dense) rebuild(false); });
-for (const id of ['irisAnchor', 'gazeOrigin']) {
- el(id).addEventListener('change', () => { if (state.dense) rebuild(false); });
-}
-
-// Label the exposure options in the only units that mean anything here: the
-// rate the picture actually changes at, which depends on the clip's own rate.
-// "on 2s" is the animator's name for it and the number is what you hear against
-// the audio, so the menu says both.
-function labelExposure() {
- for (const opt of el('exposure').options) {
- const n = +opt.value;
- const rate = (state.fps / n).toFixed(4).replace(/\.?0+$/, '');
- opt.textContent = `${rate} fps · on ${n}s`;
- }
-}
el('btn-saveframe').onclick = () => {
if (!state.dense) return;
const cv = document.createElement('canvas');
@@ -1280,144 +763,6 @@ PALETTE.forEach((p) => {
el('palette').append(sw);
});
-/* ---------- paint ---------- */
-
-// The cel being edited is the one ON SCREEN, which is the most recent kept
-// frame at or before the playhead. You can scrub anywhere and keep drawing on
-// the cel you can see, rather than having to land exactly on a kept frame.
-const celFrame = () => (state.dense ? plateIndex(state.frame) : 0);
-
-const paint = new PaintUI({
- canvas: el('cv-paint'), list: el('paintlayers'), info: el('paintinfo'),
- zoom: 3, RW, RH, palette: PALETTE,
- getCel: () => (state.dense ? (state.cels.get(celFrame()) || []) : []),
- setCel: (cel) => { if (state.dense) state.cels.set(celFrame(), cel); },
- celAt: (f) => (state.dense ? state.cels.get(heldFrame(keptSorted(), f)) : null),
- backing: (cv, z) => {
- if (!state.dense) {
- cv.width = RW * z; cv.height = RH * z;
- const g = cv.getContext('2d');
- g.fillStyle = '#0d0f16'; g.fillRect(0, 0, cv.width, cv.height);
- return;
- }
- const op = +el('paintOpacity').value / 100;
- // At 100% this is exactly the normal composite, so the slider changes
- // nothing at all until you reach for it.
- if (op >= 1) { compositeRender(cv, state.frame, z); return; }
- paintGhost(cv, z, op);
- },
- // paintLabels, not drawPaint: drawPaint re-renders the canvas, and this runs
- // from inside commit(), which renders immediately afterwards anyway.
- onChange: () => { saveCels(); paintLabels(); drawPanes(); drawStrip(); drawWorksheet(); },
-});
-
-el('paintTool').addEventListener('change', () => {
- paint.tool = el('paintTool').value;
- paint.draft = null;
- paint.render();
-});
-el('paintColor').addEventListener('change', () => { paint.color = +el('paintColor').value; });
-el('paintOpacity').addEventListener('input', () => {
- el('paintOpacityv').textContent = `${el('paintOpacity').value}%`;
- paint.render();
-});
-el('paintOpacityv').textContent = `${el('paintOpacity').value}%`;
-el('btn-celclear').onclick = () => {
- if (!state.dense) return;
- state.cels.set(celFrame(), newCel());
- paint.sel = -1;
- paint.commit();
-};
-el('btn-celprev').onclick = () => {
- // Copy the last finished drawing onto this one - the case you reach for
- // constantly, stepping forward and carrying the previous cel with you.
- //
- // "The last drawing" means the nearest earlier enabled frame that ACTUALLY
- // HAS one, not simply the nearest earlier enabled frame. Every frame is
- // enabled until you curate the strip, so the naive rule resolved to f-1,
- // which is empty, and the button looked like it only ever copied the frame
- // immediately to the left. Skipping the empties makes it behave the same
- // before and after you thin the strip out.
- if (!state.dense) return;
- const here = celFrame();
- const prev = keptSorted()
- .filter((k) => k < here && (state.cels.get(k) || []).length)
- .pop();
- if (prev === undefined) { paint.say('no earlier drawing to copy'); return; }
- state.cels.set(here, cloneCel(state.cels.get(prev)));
- paint.sel = -1;
- paint.commit();
- paint.say(`copied f${prev} → f${here} — ${state.cels.get(here).length} layers`);
-};
-
-PALETTE.forEach((p, i) => {
- const o = document.createElement('option');
- o.value = i; o.textContent = p.name;
- el('paintColor').append(o);
-});
-el('paintColor').value = 1;
-paint.color = 1;
-
-// Drawings are the only thing here a person made by hand, so losing them to a
-// reload would be the worst failure in the tool. Everything else regenerates.
-const celKey = () => `arthur.cels.${el('takename').value || 'line_01'}`;
-function saveCels() {
- try {
- localStorage.setItem(celKey(), JSON.stringify([...state.cels]));
- } catch { /* private window, quota - not worth failing a brush stroke over */ }
-}
-function loadCels() {
- state.cels = new Map();
- try {
- const raw = localStorage.getItem(celKey());
- if (raw) state.cels = new Map(JSON.parse(raw).map(([k, v]) => [+k, v]));
- } catch { /* corrupt or absent: start empty */ }
-}
-
-function drawPaint() {
- paintLabels();
- paint.render();
-}
-
-// The drawing dimmed over the source frame, for tracing.
-//
-// An EDITING AID ONLY - opacity is never written to the raster, never exported,
-// and the flat render is untouched. Nothing here may reach the output: a
-// translucent fill is the one thing this format cannot express, so if it ever
-// leaked into the rasteriser it would have to be flattened against a background
-// and would silently become a colour that is not in the ramp.
-//
-// The plate oval is deliberately not drawn. It is a stand-in for art that does
-// not exist yet, and it covers the performer's face in flat skin - which is
-// exactly the part of the frame you turned the opacity down to look at.
-function paintGhost(cv, z, op) {
- cv.width = RW * z; cv.height = RH * z;
- const g = cv.getContext('2d');
- g.fillStyle = PALETTE[IDX.bg].hex;
- g.fillRect(0, 0, cv.width, cv.height);
-
- const f = state.frame, pf = plateIndex(f);
- const img = state.images[pf];
- if (img) drawRegistered(g, img, state.stab.transforms[pf], state.xform, z, 1);
-
- g.globalAlpha = op;
- blitIndexed(g, renderFrame(f, 'off'), z, !!img);
- g.globalAlpha = 1;
-}
-
-function paintLabels() {
- if (!state.dense) return;
- const kept = keptSorted(), cf = celFrame();
- const until = (kept[kept.indexOf(cf) + 1] ?? state.dense.length) - 1;
- const drawn = kept.filter((k) => (state.cels.get(k) || []).length);
- el('paintframe').textContent =
- `drawing cel f${cf}` + (until > cf ? ` — holds to f${until}` : '') +
- (state.frame !== cf ? ` · playhead f${state.frame}` : '');
- el('paintcels').textContent = drawn.length
- ? `${drawn.length} drawn: ${drawn.join(' ')}`
- : 'nothing drawn yet';
-}
-
// #synth / #frames autorun, so the tool can be driven headlessly for smoke tests
// and deep-linked. Detection needs WebGL; the synthetic path does not.
window.addEventListener('error', (e) => {
@@ -1430,6 +775,3 @@ else if (location.hash === '#frames') runFrames();
else status('ready — Load frames, then step with \u2190 \u2192 and delete with X');
window.__roto = state; // headless smoke test reads this
-window.__render = compositeRender; // ...and renders arbitrary frames off-screen
-window.__lead = leadIndex; // ...and resolves the performance frame
-window.__drawAll = drawAll; // ...and forces a full redraw
diff --git a/js/landmarks.js b/js/landmarks.js
index e8e7b4a..8251e6b 100644
--- a/js/landmarks.js
+++ b/js/landmarks.js
@@ -52,77 +52,3 @@ export function subsampleSlots(len, n) {
export function subsampleRing(ring, n) {
return subsampleSlots(ring.length, n).map((s) => ring[s]);
}
-
-// ---- eyes ----
-//
-// Eyelid rings, under the same contract as the lip rings: ORDERED traversals
-// where slot position IS vertex identity. Both eyes start at the OUTER corner
-// and go over the UPPER lid first, so slot k means the same anatomy on both
-// sides. On a 16-slot ring that puts the four cardinals exactly on the four
-// quarter slots - 0 outer corner, 4 upper lid centre, 8 inner corner, 12 lower
-// lid centre - so every even vertex budget lands on real landmarks.
-//
-// The two rings traverse opposite directions on screen, because they are
-// mirrored anatomy described the same way. Nothing downstream cares: an
-// even-odd fill has no winding, and ring SIMPLICITY is what is asserted.
-export const EYE_R_RING = [
- 33, 246, 161, 160, 159, 158, 157, 173,
- 133, 155, 154, 153, 145, 144, 163, 7,
-];
-export const EYE_L_RING = [
- 263, 466, 388, 387, 386, 385, 384, 398,
- 362, 382, 381, 380, 374, 373, 390, 249,
-];
-
-// Outer, inner corner per eye. All four are also in RIGID, and that is the
-// point: the eye's reference frame is built only from landmarks that do not
-// move under performance, so a blink cannot be mistaken for a change of gaze.
-export const EYE_R_CORNERS = [33, 133];
-export const EYE_L_CORNERS = [263, 362];
-
-// Upper and lower lid centres. Their separation over the corner distance is the
-// openness signal that decides whether the eye is shut - the same shape of
-// measurement as APERTURE is for the mouth, but normalised, so one threshold
-// carries across takes and faces.
-export const EYE_R_LIDS = [159, 145];
-export const EYE_L_LIDS = [386, 374];
-
-// The two iris blocks the refined mesh appends: centre first, then four ring
-// points. WHICH BLOCK BELONGS TO WHICH EYE IS NOT DECLARED HERE - MediaPipe's
-// own "left"/"right" is viewer-relative in some docs and subject-relative in
-// others, and a swap looks almost right, so it would survive an eyeball and
-// then read as a permanently wall-eyed character. pipeline.js resolves it from
-// the geometry instead.
-export const IRIS_A = [468, 469, 470, 471, 472];
-export const IRIS_B = [473, 474, 475, 476, 477];
-
-// ---- brows ----
-//
-// Each brow is two five-point chains, an upper edge and a lower edge, which
-// close into a ten-point ring: out along one edge from the outer end to the
-// inner, back along the other.
-//
-// WHICH EDGE IS UPPER IS DELIBERATELY NOT DECLARED, and unlike the iris it does
-// not need to be. Swapping them traverses the same ring the other way round,
-// and an even-odd fill has no winding, so the shape is identical either way.
-// What the ring guarantees instead is that the two ENDS land on fixed slots:
-// 0 and 9 are one end, 4 and 5 the other. Averaging a pair therefore gives the
-// brow's height at that end whichever edge is on top, which is all the raise
-// and tilt measurement needs.
-//
-// Which end is the OUTER one is resolved from geometry in pipeline.js, because
-// getting it backwards mirrors the tilt - inner-up "worried" would render as
-// outer-up - and that is a expression error, not a glitch, so it would read as
-// a directed performance choice rather than as a bug.
-export const BROW_A_RING = [
- 70, 63, 105, 66, 107,
- 55, 65, 52, 53, 46,
-];
-export const BROW_B_RING = [
- 300, 293, 334, 296, 336,
- 285, 295, 282, 283, 276,
-];
-
-// The slots at each end of a brow ring, as pairs to average.
-export const BROW_END_0 = [0, 9];
-export const BROW_END_1 = [4, 5];
diff --git a/js/mathutil.js b/js/mathutil.js
index b49c51c..310eb8c 100644
--- a/js/mathutil.js
+++ b/js/mathutil.js
@@ -108,27 +108,3 @@ export function smoothTransforms(tfs, radius) {
theta: Math.atan2(sn[i], c[i]), s: s[i], tx: tx[i], ty: ty[i],
}));
}
-
-// Push a ring outward from its centroid by a FIXED distance, not by a scale
-// factor.
-//
-// Scaling collapses with the shape: a shut eyelid scaled by 1.1 is still a shut
-// eyelid, so the lash line - the only thing left to draw when the eye is closed
-// - would vanish exactly on the frames where it is the whole drawing. A fixed
-// radial offset gives a band of roughly constant thickness that survives the
-// ring going degenerate, and it keeps a star-shaped ring simple, which
-// docs/design.md requires of every cut part.
-export function offsetRing(pts, d) {
- if (!d) return pts;
- let cx = 0, cy = 0;
- for (const p of pts) { cx += p.x; cy += p.y; }
- cx /= pts.length; cy /= pts.length;
- return pts.map((p) => {
- const dx = p.x - cx, dy = p.y - cy;
- const m = Math.hypot(dx, dy);
- // A vertex sitting exactly on the centroid has no outward direction. Leave
- // it where it is rather than emitting NaN and poisoning the whole ring.
- return m < 1e-9 ? { x: p.x, y: p.y }
- : { x: p.x + (dx / m) * d, y: p.y + (dy / m) * d };
- });
-}
diff --git a/js/paint.js b/js/paint.js
deleted file mode 100644
index b50648a..0000000
--- a/js/paint.js
+++ /dev/null
@@ -1,345 +0,0 @@
-// Vector cel painting: flat polygons on the frames that get their own drawing.
-//
-// THIS IS A SKETCH. It exists to test whether the aesthetic holds when a human
-// draws the background rather than the tracker deriving it, and it is expected
-// to be replaced by a real paint surface with onion skin, undo and a proper
-// tool model. Deliberately kept to one module with no dependencies on the rest
-// of the pipeline so that throwing it away is a delete rather than a surgery.
-//
-// The data model is the part worth keeping:
-//
-// cel = Layer[] index 0 is the BACK of the stack, last is the front
-// Layer = { name, color, pts, hidden }
-//
-// `color` is a PALETTE INDEX, never an RGB value - the one rule from
-// docs/design.md that a paint tool could most easily break. You cannot pick a
-// colour here that is not already in the take's ramp.
-//
-// Points are integers in 320x200 raster space. Snapping is not a convenience:
-// sub-pixel vertices on a hard-edged indexed rasteriser move an edge by a whole
-// pixel or not at all depending on where the polygon happens to land, so a
-// shape nudged by 0.4px shimmers instead of holding still.
-
-export const newCel = () => [];
-
-export const cloneCel = (cel) =>
- (cel || []).map((l) => ({
- name: l.name, color: l.color, hidden: !!l.hidden,
- pts: l.pts.map((p) => ({ x: p.x, y: p.y })),
- }));
-
-// Fill every visible layer back to front. Same rasteriser the derived parts
-// use, so a painted shape and a traced one cannot look different.
-export function drawCel(raster, cel, idxOf) {
- if (!cel) return;
- for (const l of cel) {
- if (l.hidden || l.pts.length < 3) continue;
- raster.fillPoly(l.pts, idxOf(l.color));
- }
-}
-
-const pointInPoly = (pts, x, y) => {
- let inside = false;
- for (let i = 0, j = pts.length - 1; i < pts.length; j = i++) {
- if ((pts[i].y > y) !== (pts[j].y > y) &&
- x < ((pts[j].x - pts[i].x) * (y - pts[i].y)) / (pts[j].y - pts[i].y) + pts[i].x) inside = !inside;
- }
- return inside;
-};
-
-// Distance from p to segment ab, and where along it the foot falls.
-function segDist(p, a, b) {
- const vx = b.x - a.x, vy = b.y - a.y;
- const len = vx * vx + vy * vy;
- const t = len ? Math.max(0, Math.min(1, ((p.x - a.x) * vx + (p.y - a.y) * vy) / len)) : 0;
- const cx = a.x + t * vx, cy = a.y + t * vy;
- return { d: Math.hypot(p.x - cx, p.y - cy), t };
-}
-
-export class PaintUI {
- constructor(opts) {
- this.canvas = opts.canvas; // where the cel is drawn and edited
- this.list = opts.list; // layer stack DOM host
- this.info = opts.info; // status line
- this.zoom = opts.zoom || 3;
- this.RW = opts.RW; this.RH = opts.RH;
- this.palette = opts.palette; // [{name,hex}], index is the colour
- this.getCel = opts.getCel; // () => Layer[] for the frame being edited
- this.setCel = opts.setCel; // (Layer[]) => void
- this.celAt = opts.celAt; // (frame) => Layer[] for drag-to-seed
- this.backing = opts.backing; // (canvas, zoom) => void, paints what is under
- this.onChange = opts.onChange; // commit + redraw everything else
-
- this.tool = 'pen';
- this.color = 1;
- this.sel = -1; // selected layer index
- this.draft = null; // in-progress pen path
- this.drag = null;
-
- this.bind();
- }
-
- /* ---- geometry ---- */
-
- at(ev) {
- const r = this.canvas.getBoundingClientRect();
- // Snap to the raster grid. See the note at the top of the file.
- return {
- x: Math.round(((ev.clientX - r.left) / r.width) * this.RW),
- y: Math.round(((ev.clientY - r.top) / r.height) * this.RH),
- };
- }
-
- hit(p) {
- const cel = this.getCel();
- const near = 3;
- // Vertices of the SELECTED layer win over everything, so a vertex sitting
- // under another shape stays grabbable instead of selecting the shape on top.
- if (this.sel >= 0 && cel[this.sel]) {
- const pts = cel[this.sel].pts;
- for (let i = 0; i < pts.length; i++) {
- if (Math.hypot(pts[i].x - p.x, pts[i].y - p.y) <= near) return { layer: this.sel, vertex: i };
- }
- for (let i = 0; i < pts.length; i++) {
- const s = segDist(p, pts[i], pts[(i + 1) % pts.length]);
- if (s.d <= near / 2) return { layer: this.sel, edge: i };
- }
- }
- // Then shapes, front to back, so clicking picks what you can see.
- for (let i = cel.length - 1; i >= 0; i--) {
- if (!cel[i].hidden && cel[i].pts.length >= 3 && pointInPoly(cel[i].pts, p.x, p.y)) {
- return { layer: i };
- }
- }
- return null;
- }
-
- /* ---- editing ---- */
-
- commit() { this.onChange(); this.render(); }
-
- addLayer(pts) {
- const cel = this.getCel().slice();
- cel.push({ name: `shape ${cel.length + 1}`, color: this.color, hidden: false, pts });
- this.setCel(cel);
- this.sel = cel.length - 1;
- this.commit();
- }
-
- mutate(fn) {
- const cel = cloneCel(this.getCel());
- fn(cel);
- this.setCel(cel);
- this.commit();
- }
-
- move(from, to) {
- if (to < 0 || to >= this.getCel().length) return;
- this.mutate((cel) => { cel.splice(to, 0, cel.splice(from, 1)[0]); });
- this.sel = to;
- this.render();
- }
-
- bind() {
- const c = this.canvas;
-
- c.addEventListener('mousedown', (ev) => {
- ev.preventDefault();
- const p = this.at(ev);
-
- if (this.tool === 'pen') {
- if (!this.draft) { this.draft = [p]; this.render(); return; }
- const first = this.draft[0];
- // Closing on the first point is how you finish; three points minimum,
- // because a two-point "polygon" fills nothing and looks like a bug.
- if (this.draft.length >= 3 && Math.hypot(first.x - p.x, first.y - p.y) <= 3) {
- const pts = this.draft; this.draft = null; this.addLayer(pts); return;
- }
- this.draft.push(p); this.render(); return;
- }
-
- const h = this.hit(p);
- if (!h) { this.sel = -1; this.render(); return; }
- this.sel = h.layer;
-
- if (h.vertex !== undefined) {
- if (ev.altKey) {
- // Never below a triangle.
- if (this.getCel()[h.layer].pts.length > 3) {
- this.mutate((cel) => cel[h.layer].pts.splice(h.vertex, 1));
- }
- return;
- }
- this.drag = { kind: 'vertex', layer: h.layer, vertex: h.vertex };
- this.render(); return;
- }
- if (h.edge !== undefined && ev.shiftKey) {
- this.mutate((cel) => cel[h.layer].pts.splice(h.edge + 1, 0, { x: p.x, y: p.y }));
- this.drag = { kind: 'vertex', layer: h.layer, vertex: h.edge + 1 };
- return;
- }
- this.drag = { kind: 'shape', layer: h.layer, from: p };
- this.render();
- });
-
- window.addEventListener('mousemove', (ev) => {
- if (!this.drag) return;
- const p = this.at(ev);
- const d = this.drag;
- const cel = this.getCel();
- if (d.kind === 'vertex') {
- const v = cel[d.layer].pts[d.vertex];
- if (v.x === p.x && v.y === p.y) return;
- v.x = p.x; v.y = p.y;
- } else {
- const dx = p.x - d.from.x, dy = p.y - d.from.y;
- if (!dx && !dy) return;
- for (const q of cel[d.layer].pts) { q.x += dx; q.y += dy; }
- d.from = p;
- }
- this.render();
- });
-
- window.addEventListener('mouseup', () => {
- if (!this.drag) return;
- this.drag = null;
- this.commit();
- });
-
- c.addEventListener('dblclick', (ev) => {
- ev.preventDefault();
- if (this.tool === 'pen' && this.draft && this.draft.length >= 3) {
- const pts = this.draft; this.draft = null; this.addLayer(pts);
- }
- });
-
- // Seed from another frame: drag a strip thumbnail onto the canvas and take
- // a copy of whatever that frame is showing, every layer. Copy, never
- // reference - two cels sharing a layer object would edit each other and the
- // reason would be invisible.
- c.addEventListener('dragover', (ev) => { ev.preventDefault(); c.classList.add('drop'); });
- c.addEventListener('dragleave', () => c.classList.remove('drop'));
- c.addEventListener('drop', (ev) => {
- ev.preventDefault();
- c.classList.remove('drop');
- const f = +ev.dataTransfer.getData('text/plain');
- if (!Number.isFinite(f)) return;
- const src = this.celAt(f);
- if (!src || !src.length) { this.say(`f${f} has nothing to copy`); return; }
- this.setCel(cloneCel(src));
- this.sel = -1;
- this.commit();
- this.say(`seeded from f${f} — ${src.length} layers`);
- });
-
- window.addEventListener('keydown', (ev) => {
- if (ev.target.tagName === 'INPUT' || ev.target.tagName === 'SELECT') return;
- if (!this.focused) return;
- if (ev.key === 'Escape' && this.draft) { this.draft = null; this.render(); ev.preventDefault(); }
- else if (ev.key === 'Enter' && this.draft && this.draft.length >= 3) {
- const pts = this.draft; this.draft = null; this.addLayer(pts); ev.preventDefault();
- } else if (ev.key === 'Backspace' && this.draft) {
- this.draft.pop(); if (!this.draft.length) this.draft = null;
- this.render(); ev.preventDefault();
- } else if ((ev.key === 'Delete' || ev.key === 'Backspace') && this.sel >= 0) {
- this.mutate((cel) => cel.splice(this.sel, 1));
- this.sel = -1; ev.preventDefault();
- }
- });
-
- // The paint canvas takes the keyboard only while the pointer is over it, so
- // the main window's frame stepping keeps working everywhere else.
- c.addEventListener('mouseenter', () => { this.focused = true; });
- c.addEventListener('mouseleave', () => { this.focused = false; });
- }
-
- say(msg) { if (this.info) this.info.textContent = msg; }
-
- /* ---- drawing ---- */
-
- render() {
- const z = this.zoom, c = this.canvas;
- this.backing(c, z); // the composited frame, cels included
- const g = c.getContext('2d');
-
- const cel = this.getCel();
- g.lineWidth = 1;
- cel.forEach((l, i) => {
- if (l.pts.length < 2) return;
- const on = i === this.sel;
- // Unselected outlines stay faint: they are there so you can find a shape
- // to click, not so you can read them.
- g.strokeStyle = l.hidden ? '#f8717166' : (on ? '#fbbf24' : '#ffffff33');
- g.beginPath();
- l.pts.forEach((p, k) => (k ? g.lineTo(p.x * z, p.y * z) : g.moveTo(p.x * z, p.y * z)));
- g.closePath(); g.stroke();
- if (!on) return;
- g.fillStyle = '#fbbf24';
- for (const p of l.pts) g.fillRect(p.x * z - 2, p.y * z - 2, 5, 5);
- });
-
- if (this.draft) {
- g.strokeStyle = '#4ade80';
- g.beginPath();
- this.draft.forEach((p, k) => (k ? g.lineTo(p.x * z, p.y * z) : g.moveTo(p.x * z, p.y * z)));
- g.stroke();
- g.fillStyle = '#4ade80';
- for (const p of this.draft) g.fillRect(p.x * z - 2, p.y * z - 2, 5, 5);
- // The closing target, so "click here to finish" is visible rather than
- // something you have to know.
- if (this.draft.length >= 3) {
- g.strokeStyle = '#4ade80';
- g.strokeRect(this.draft[0].x * z - 4, this.draft[0].y * z - 4, 9, 9);
- }
- }
- this.renderList();
- }
-
- renderList() {
- const cel = this.getCel();
- this.list.innerHTML = '';
- // Top of the list is the FRONT of the stack, the way a layers panel reads.
- for (let i = cel.length - 1; i >= 0; i--) {
- const l = cel[i];
- const row = document.createElement('div');
- row.className = 'lay' + (i === this.sel ? ' sel' : '');
-
- const sw = document.createElement('select');
- this.palette.forEach((p, k) => {
- const o = document.createElement('option');
- o.value = k; o.textContent = p.name;
- sw.append(o);
- });
- sw.value = l.color;
- sw.onchange = () => this.mutate((cc) => { cc[i].color = +sw.value; });
-
- const chip = document.createElement('i');
- chip.style.background = this.palette[l.color] ? this.palette[l.color].hex : '#f0f';
-
- const nm = document.createElement('b');
- nm.textContent = l.name;
- nm.onclick = () => { this.sel = i; this.render(); };
-
- const btn = (txt, title, fn) => {
- const b = document.createElement('button');
- b.textContent = txt; b.title = title;
- b.onclick = (e) => { e.stopPropagation(); fn(); };
- return b;
- };
-
- row.append(chip, sw, nm,
- btn('↑', 'forward', () => this.move(i, i + 1)),
- btn('↓', 'back', () => this.move(i, i - 1)),
- btn(l.hidden ? '◻' : '◼', 'show/hide', () => this.mutate((cc) => { cc[i].hidden = !cc[i].hidden; })),
- btn('✕', 'delete', () => { this.mutate((cc) => cc.splice(i, 1)); this.sel = -1; }));
- row.onclick = () => { this.sel = i; this.render(); };
- this.list.append(row);
- }
- if (!cel.length) {
- const e = document.createElement('div');
- e.className = 'legend';
- e.textContent = 'no layers — draw with the pen, or drag a frame here to copy its drawing';
- this.list.append(e);
- }
- }
-}
diff --git a/js/pipeline.js b/js/pipeline.js
index 85bfd30..2e1155c 100644
--- a/js/pipeline.js
+++ b/js/pipeline.js
@@ -2,10 +2,7 @@
// All policy lives here, never in the renderer. See docs/design.md,
// "The take is the contract".
-import { RIGID, LIPS_OUTER, LIPS_INNER, APERTURE, FACE_OVAL, EYE_INNER,
- EYE_R_RING, EYE_L_RING, EYE_R_CORNERS, EYE_L_CORNERS,
- EYE_R_LIDS, EYE_L_LIDS, IRIS_A, IRIS_B,
- BROW_A_RING, BROW_B_RING, BROW_END_0, BROW_END_1, subsampleSlots } from './landmarks.js';
+import { RIGID, LIPS_OUTER, LIPS_INNER, APERTURE, FACE_OVAL, EYE_INNER, subsampleSlots } from './landmarks.js';
import { fitSimilarity, applySimAll, applySim, fitResidual, procrustesMean, smoothTransforms, movingAverage } from './mathutil.js';
// MediaPipe normalises x by image WIDTH and y by image HEIGHT, so its normalised
@@ -28,13 +25,6 @@ export function stabilize(dense, smoothRadius, aspect = 1) {
const raw = rigid.map((r) => fitSimilarity(r, ref));
const tfs = smoothTransforms(raw, smoothRadius);
- // The refined mesh appends ten iris points to the 468 face points, but a
- // plain mesh does not, and synthetic or hand-fed tracks need not. Checked
- // rather than assumed: reading past the end would surface as NaN gaze deep
- // downstream instead of as "this track carries no iris".
- const hasIris = dense.every((f) => f && f.length > IRIS_B[IRIS_B.length - 1]);
- const map = (table) => dense.map((f, i) => applySimAll(tfs[i], pick(f, table, aspect)));
-
return {
ref,
transforms: tfs,
@@ -53,296 +43,9 @@ export function stabilize(dense, smoothRadius, aspect = 1) {
const a = applySimAll(tfs[i], pick(f, APERTURE, aspect));
return Math.hypot(a[0].x - a[1].x, a[0].y - a[1].y);
}),
- // Eyes. Lid rings are a feature and get traced like the mouth; corners and
- // lid centres are the measurement frame; the iris blocks are raw until
- // pairIrises decides which is which.
- lidR: map(EYE_R_RING), lidL: map(EYE_L_RING),
- cornersR: map(EYE_R_CORNERS), cornersL: map(EYE_L_CORNERS),
- lidsR: map(EYE_R_LIDS), lidsL: map(EYE_L_LIDS),
- irisA: hasIris ? map(IRIS_A) : null,
- irisB: hasIris ? map(IRIS_B) : null,
- browA: map(BROW_A_RING), browB: map(BROW_B_RING),
};
}
-/* ---------- brows ---------- */
-
-// Two correspondences resolved from geometry, for the same reason the iris
-// pairing is: a wrong guess here is survivable enough to escape notice.
-//
-// Which ring is which brow follows MediaPipe's left/right naming, which is the
-// naming that would have put the irises on the wrong eyes. Which END of a ring
-// is the OUTER one matters more: get it backwards and the tilt mirrors, so
-// inner-up "worried" renders as outer-up, which is a different expression
-// rather than a broken one. It would read as a directed performance choice and
-// never be questioned.
-//
-// Both are decided by voting across every frame against landmarks already known
-// to be rigid, so one bad detection cannot swing them.
-export function pairBrows(stab) {
- const N = stab.browA.length;
- const cen = (ring) => {
- let x = 0;
- for (const p of ring) x += p.x;
- return x / ring.length;
- };
- let side = 0, ends = 0;
- for (let f = 0; f < N; f++) {
- const cR = mid(stab.cornersR[f][0], stab.cornersR[f][1]).x;
- const cL = mid(stab.cornersL[f][0], stab.cornersL[f][1]).x;
- side += Math.abs(cen(stab.browA[f]) - cR) < Math.abs(cen(stab.browA[f]) - cL) ? 1 : -1;
-
- // EYE_R_CORNERS is [outer, inner], so this asks whether slot 0 of the ring
- // sits nearer the eye's outer corner than its inner one.
- const ring = side > 0 ? stab.browA[f] : stab.browB[f];
- const co = side > 0 ? stab.cornersR[f] : stab.cornersL[f];
- const s0 = ring[BROW_END_0[0]];
- ends += Math.abs(s0.x - co[0].x) < Math.abs(s0.x - co[1].x) ? 1 : -1;
- }
- return {
- right: side > 0 ? 'browA' : 'browB',
- left: side > 0 ? 'browB' : 'browA',
- outerAtSlot0: ends > 0,
- };
-}
-
-// Brow height above its own eye, at each end, in eye widths.
-//
-// Measured against the eye's CORNER MIDPOINT, not the lid: the corners are
-// rigid, so a blink cannot read as a brow raise. That is the same trap the gaze
-// origin has and it is worth avoiding twice - brows and lids move together
-// constantly, and a brow that jumped on every blink would look like a tic.
-//
-// Two ends rather than one height, because raise and tilt are different
-// expressions built from the same measurement: both ends up is surprise, inner
-// up alone is worry, inner down is anger. One number could not tell them apart.
-export function browSignals(stab) {
- const N = stab.browA.length;
- const pairing = pairBrows(stab);
- const endOuter = pairing.outerAtSlot0 ? BROW_END_0 : BROW_END_1;
- const endInner = pairing.outerAtSlot0 ? BROW_END_1 : BROW_END_0;
- const out = { R: [], L: [], pairing };
-
- for (let f = 0; f < N; f++) {
- for (const [side, corners] of [['R', stab.cornersR], ['L', stab.cornersL]]) {
- const ring = stab[pairing[side === 'R' ? 'right' : 'left']][f];
- const c = mid(corners[f][0], corners[f][1]);
- const w = dist(corners[f][0], corners[f][1]);
- const at = (pair) => (ring[pair[0]].y + ring[pair[1]].y) / 2;
- // y grows downward, so a brow ABOVE the eye gives a positive raise.
- out[side].push({ x: (c.y - at(endOuter)) / w, y: (c.y - at(endInner)) / w });
- }
- }
- return out;
-}
-
-/* ---------- eyes ---------- */
-
-const mid = (a, b) => ({ x: (a.x + b.x) / 2, y: (a.y + b.y) / 2 });
-const dist = (a, b) => Math.hypot(a.x - b.x, a.y - b.y);
-
-// Which iris block belongs to which eye is RESOLVED FROM THE DATA, not declared
-// in a table.
-//
-// The naming in MediaPipe's own material is viewer-relative in some places and
-// subject-relative in others, and the two blocks are otherwise
-// indistinguishable. Getting it backwards swaps the irises, which looks almost
-// right - each eye still has a disc in roughly the right place - so it survives
-// a casual eyeball and then reads as a subtly wall-eyed character for the rest
-// of the project. Proximity to the eye's corner midpoint settles it in one
-// comparison, is impossible to get wrong, and keeps working if the model is
-// ever renumbered.
-//
-// Voted across every frame rather than read off frame zero: one bad detection
-// should not decide the whole shot.
-export function pairIrises(stab) {
- if (!stab.irisA) return null;
- let votes = 0;
- for (let f = 0; f < stab.irisA.length; f++) {
- const cR = mid(stab.cornersR[f][0], stab.cornersR[f][1]);
- votes += dist(stab.irisA[f][0], cR) < dist(stab.irisB[f][0], cR) ? 1 : -1;
- }
- return votes > 0 ? { right: 'irisA', left: 'irisB' }
- : { right: 'irisB', left: 'irisA' };
-}
-
-// Per-frame eye measurements, in units of eye width. Measurement only - every
-// threshold and every stylisation is applied by the callers.
-//
-// Everything here stays in HEAD-LOCAL space, which is the same space the mouth
-// lives in and the same space the registered photo underlay is drawn in. An
-// earlier version pinned each eye into a fixed socket fitted to its corners'
-// mean over the shot. That does remove the wobble, but it removes too much: the
-// residual from out-of-plane rotation is real motion of the eye relative to the
-// head, it is still there in the footage, and pinning it away leaves the drawn
-// eyes hanging still over a photo whose eyes are moving. The eye has to track
-// the face exactly as the mouth does.
-//
-// The wobble the socket was aimed at is dealt with the way docs/design.md deals
-// with it everywhere else - the bounded contour average, the same knob and the
-// same radius the mouth uses - and by placing the iris in the frame of the
-// ALREADY-SMOOTHED lid ring, so the iris cannot jitter independently of the eye
-// it sits in. See buildEyes in app.js.
-export function eyeSignals(stab) {
- const N = stab.transforms.length;
- const pairing = pairIrises(stab);
- const openR = [], openL = [], gazeRaw = [], gazeR = [], gazeL = [];
-
- for (let f = 0; f < N; f++) {
- const cR = mid(stab.cornersR[f][0], stab.cornersR[f][1]);
- const cL = mid(stab.cornersL[f][0], stab.cornersL[f][1]);
- const wR = dist(stab.cornersR[f][0], stab.cornersR[f][1]);
- const wL = dist(stab.cornersL[f][0], stab.cornersL[f][1]);
-
- // Openness is the lid gap over the CORNER distance. Normalising by the
- // corners rather than by anything derived from the lids keeps the
- // denominator rigid, so the ratio measures the lid and nothing else, and
- // one threshold carries across takes, faces and framings.
- openR.push(dist(stab.lidsR[f][0], stab.lidsR[f][1]) / wR);
- openL.push(dist(stab.lidsL[f][0], stab.lidsL[f][1]) / wL);
-
- if (!pairing) {
- gazeRaw.push({ x: 0, y: 0 }); gazeR.push({ x: 0, y: 0 }); gazeL.push({ x: 0, y: 0 });
- continue;
- }
- const iR = stab[pairing.right][f][0], iL = stab[pairing.left][f][0];
- // Gaze is the iris centre relative to the CORNER MIDPOINT, in eye widths -
- // a pure offset WITHIN the eye, with the eye's own position divided out, so
- // that quantising it quantises the glance and not the head motion carrying
- // it.
- //
- // Measuring against the lid ring's centroid instead would track the lid:
- // every blink pulls that centroid down and would fake a glance at the
- // floor, on precisely the frames where the eye is most conspicuous. The
- // corners are in RIGID, so this origin and this denominator are both immune
- // to the performance they are measuring.
- const gR = { x: (iR.x - cR.x) / wR, y: (iR.y - cR.y) / wR };
- const gL = { x: (iL.x - cL.x) / wL, y: (iL.y - cL.y) / wL };
-
- // ONE gaze for both eyes, and deliberately so. At 320x200 an iris is a
- // handful of pixels and its centre comes from five landmarks on an eye
- // twenty pixels wide, so the difference between the two measurements is
- // noise, not vergence - and independent per-eye noise reads as wall-eyed
- // immediately, which is the most expensive artefact on a face. Openness
- // stays per-eye, because a wink is real performance and should survive.
- gazeRaw.push({ x: (gR.x + gL.x) / 2, y: (gR.y + gL.y) / 2 });
- // Kept separately purely as a diagnostic. The two eyes should agree; when
- // they disagree in a sustained way rather than frame to frame, that is not
- // noise but out-of-plane head rotation biasing the projected iris offset,
- // and no 2D measurement can undo it.
- gazeR.push(gR); gazeL.push(gL);
- }
- return { openR, openL, gazeRaw, gazeR, gazeL, hasIris: !!pairing };
-}
-
-// Where "not looking anywhere in particular" sits on THIS face. Everything the
-// character does is measured as a departure from it, so getting it wrong does
-// not bias the gaze slightly - it re-points the whole performance.
-//
-// `median` is the default and the safe one: the middle of the take, per axis.
-// docs/design.md already gives this rule for the anchor fit - the reference is
-// the MEAN configuration over the shot, not one frame - and gaze needs it for
-// the same reason. The median rather than the mean because a couple of frames
-// of hard glance should not drag the rest-point after them.
-//
-// `neutral` reads the origin off the take's neutral frame instead, which is
-// only correct when there genuinely is a held neutral to read. That frame is
-// chosen by MINIMUM MOUTH APERTURE, and a closed mouth says nothing whatever
-// about where the eyes are pointed - so on footage with no deliberate neutral
-// at the top it is an arbitrary frame, and whichever way the performer happened
-// to glance on it becomes "straight ahead" for the entire shot. It is kept
-// because it is right when the take was shot for this tool, and because being
-// able to switch is how you find out that it was not.
-export function gazeOrigin(gazeRaw, mode = 'median', neutral = 0, radius = 2) {
- if (mode === 'neutral') {
- let sx = 0, sy = 0, n = 0;
- // A window, not a single frame: one frame of a five-landmark iris centre is
- // worth about a pixel of noise, and that pixel would become a permanent
- // squint in the output.
- for (let f = neutral - radius; f <= neutral + radius; f++) {
- const k = Math.min(gazeRaw.length - 1, Math.max(0, f));
- sx += gazeRaw[k].x; sy += gazeRaw[k].y; n++;
- }
- return { x: sx / n, y: sy / n };
- }
- const mid1 = (vals) => {
- const v = vals.slice().sort((a, b) => a - b);
- return v.length % 2 ? v[(v.length - 1) / 2]
- : (v[v.length / 2 - 1] + v[v.length / 2]) / 2;
- };
- return { x: mid1(gazeRaw.map((g) => g.x)), y: mid1(gazeRaw.map((g) => g.y)) };
-}
-
-// Snap a two-channel track onto a grid, then require a new cell to hold before
-// it takes. Gaze uses it for (x, y); brows use it for (outer raise, inner raise),
-// where sharing the dwell is the point - a brow whose inner end arrived a frame
-// before its outer end would crawl instead of snapping.
-//
-// This is the "Primitive - quantised" row of the part table in docs/design.md,
-// and it is not a stylisation imposed on the truth: real eyes move in saccades,
-// holding a fixation and then jumping. The smooth drift left in the measurement
-// is tracker noise plus head-compensation error, so snapping to a grid and
-// requiring a dwell removes the noise and recovers the saccade in the same
-// operation - the rare case where the aesthetic rule and the physiology agree.
-//
-// The dwell is what stops a gaze parked on a cell boundary from chattering
-// between two cells forever. It is meaningless without a grid, because
-// continuous values never repeat, so step 0 short-circuits both.
-export function quantizeSnap(track, step, dwell) {
- if (!(step > 0)) return track.map((g) => ({ x: g.x, y: g.y }));
- const q = track.map((g) => ({
- x: Math.round(g.x / step) * step,
- y: Math.round(g.y / step) * step,
- }));
- if (dwell <= 0 || !q.length) return q;
-
- const out = [];
- let live = q[0], pend = q[0], run = 0;
- for (const g of q) {
- if (g.x === pend.x && g.y === pend.y) run++;
- else { pend = g; run = 1; }
- if (run > dwell && (pend.x !== live.x || pend.y !== live.y)) live = pend;
- out.push(live);
- }
- return out;
-}
-
-// Resolve openness into a shut/open decision per frame.
-//
-// `dwell` is the same guard the teeth get: a lid hovering at the threshold must
-// commit before the state changes, so it cannot flicker.
-//
-// `hold` is the one that is NOT like the teeth, and it is the whole reason
-// blinks are worth special-casing. A blink is 100-150ms, which at 12fps is one
-// frame and at 24fps is two or three - and a single frame of closed eye reads
-// as a dropped frame, not as a blink. Animators draw a blink over two or three
-// drawings for exactly that reason. So once the eye shuts it stays shut for
-// `hold` frames, which turns an unreadable flicker into a beat.
-//
-// The hysteresis runs the other way from the teeth: shutting needs a clear
-// signal, and once shut the eye is given the benefit of the doubt on reopening,
-// because the lid landmarks are least reliable mid-blink.
-export function resolveBlink(open, { cut, dwell, hold }) {
- const N = open.length;
- const shut = new Array(N).fill(false);
- let live = false; // current state
- let run = 0; // frames the opposing reading has persisted
- let held = 0; // frames spent in the current state
- for (let f = 0; f < N; f++) {
- const reading = live ? open[f] < cut * 1.35 : open[f] < cut;
- if (reading === live) run = 0;
- else {
- run++;
- // Leaving a blink additionally requires the blink to have been on screen
- // long enough to be legible; entering one never waits.
- if (run > dwell && (!live || held >= hold)) { live = reading; held = 0; run = 0; }
- }
- held++;
- shut[f] = live;
- }
- return shut;
-}
-
// Stage 4: fixed-index subsample of a stabilised ring, then map from normalised
// face space into character raster space.
export function toRasterRing(stabRing, ringTable, n, xform) {
@@ -475,24 +178,6 @@ export function heldFrame(kept, f) {
return hit;
}
-// Hold every output frame back onto an exposure grid: 1 = on 1s, 2 = on 2s, and
-// so on. Frame 5 at exposure 2 reads the pose from frame 4.
-//
-// This is where "aesthetic sparseness" belongs. docs/design.md used to put it at
-// the extraction rate - pick 12fps and the timing is already chosen - but that
-// makes the timing a property of a directory of PNGs, so auditioning 12 against
-// 24 means re-ripping the clip and re-running detection over all of it. Rip
-// dense once and quantise here instead: the dense track stays at the camera's
-// rate, the decision stays reversible, and the audio clock is untouched, so
-// sync cannot drift while you try timings.
-//
-// Floor, never round. Rounding would let an output frame read a pose from the
-// FUTURE, which is a lead - a separate control, applied after this one, for a
-// separate reason.
-export function exposeIndex(f, exposure) {
- return exposure > 1 ? Math.floor(f / exposure) * exposure : f;
-}
-
// Shift a performance track against the clock, clamped at the ends.
//
// Pure and exported so the shift can actually be asserted: "the slider feels
diff --git a/js/raster.js b/js/raster.js
index 987fbe8..477e63f 100644
--- a/js/raster.js
+++ b/js/raster.js
@@ -46,47 +46,14 @@ export class IndexedRaster {
}
}
- // `over` is an optional stencil: when given, only pixels that currently hold
- // that index are written. The indexed buffer is its own clip mask, which is
- // how Animator Pro would do it - and it is what keeps the iris inside the
- // eye. A disc clipped by the sclera cannot spill past the lid at any gaze or
- // any radius, including mid-blink when the opening is a two-pixel sliver, so
- // the lid crops the iris for free instead of the gaze range needing a
- // clamp that would flatten the performance at the extremes.
- fillDisc(cx, cy, r, index, over = null) {
+ fillDisc(cx, cy, r, index) {
const rr = r * r;
const y0 = Math.max(0, Math.floor(cy - r)), y1 = Math.min(this.h - 1, Math.ceil(cy + r));
const x0 = Math.max(0, Math.floor(cx - r)), x1 = Math.min(this.w - 1, Math.ceil(cx + r));
for (let y = y0; y <= y1; y++) {
for (let x = x0; x <= x1; x++) {
const dx = x + 0.5 - cx, dy = y + 0.5 - cy;
- if (dx * dx + dy * dy > rr) continue;
- const o = y * this.w + x;
- if (over === null || this.buf[o] === over) this.buf[o] = index;
- }
- }
- }
-
- // An exactly size x size block of pixels, snapped to the pixel grid, with the
- // same optional stencil as fillDisc.
- //
- // The pupil is a SQUARE because at 320x200 it is three pixels across, and a
- // circle of radius 1.5 is not a circle - it is a plus sign with the corners
- // gnawed off, and it changes shape as it moves. A square that size is a
- // deliberate mark that stays the same mark wherever it lands, which is the
- // whole argument for flat shapes at this resolution.
- //
- // The top-left is rounded rather than the centre, so the block is size x size
- // on every frame. Round the extents instead and a fractional centre gives you
- // three pixels on one frame and four on the next, which reads as the pupil
- // breathing.
- fillRect(cx, cy, size, index, over = null) {
- if (size < 1) return;
- const x0 = Math.round(cx - size / 2), y0 = Math.round(cy - size / 2);
- for (let y = Math.max(0, y0); y < Math.min(this.h, y0 + size); y++) {
- for (let x = Math.max(0, x0); x < Math.min(this.w, x0 + size); x++) {
- const o = y * this.w + x;
- if (over === null || this.buf[o] === over) this.buf[o] = index;
+ if (dx * dx + dy * dy <= rr) this.buf[y * this.w + x] = index;
}
}
}
diff --git a/js/selftest.js b/js/selftest.js
index 3ddf456..026c476 100644
--- a/js/selftest.js
+++ b/js/selftest.js
@@ -7,14 +7,9 @@
// as blocks meeting at corners. It is invisible at some vertex counts and obvious
// at others, so it needs an assertion rather than an eyeball.
-import { LIPS_OUTER, LIPS_INNER, FACE_OVAL, RIGID, subsampleSlots, subsampleRing,
- EYE_R_RING, EYE_L_RING, EYE_R_CORNERS, EYE_L_CORNERS,
- EYE_R_LIDS, EYE_L_LIDS, BROW_A_RING, BROW_B_RING,
- BROW_END_0, BROW_END_1 } from './landmarks.js';
-import { fitSimilarity, applySim, procrustesMean, smoothTransforms, offsetRing } from './mathutil.js';
-import { stabilize, toRasterRing, smoothContours, selectKeys, activeKey, shiftIndex,
- exposeIndex, eyeSignals, pairIrises, gazeOrigin, quantizeSnap, resolveBlink,
- browSignals, pairBrows } from './pipeline.js';
+import { LIPS_OUTER, LIPS_INNER, FACE_OVAL, RIGID, subsampleSlots, subsampleRing } from './landmarks.js';
+import { fitSimilarity, applySim, procrustesMean, smoothTransforms } from './mathutil.js';
+import { stabilize, toRasterRing, selectKeys, activeKey, shiftIndex } from './pipeline.js';
import { IndexedRaster, hexToRgb } from './raster.js';
import { writeTake } from './take.js';
import { otsuForTest, scaleRing } from './interior.js';
@@ -211,25 +206,6 @@ export function run() {
ok('activeKey holds between keys',
activeKey(sel.keys, sel.keys[1].f - 1).f === sel.keys[0].f);
- // exposure: rip dense, choose the timing here. On 2s every odd frame must
- // reuse the even frame's pose, and the grid must never read from the future -
- // that direction is the lead, which is a different control for a reason.
- ok('exposure 1 is identity', [0, 1, 7, 71].every((f) => exposeIndex(f, 1) === f));
- ok('on 2s holds each pose for two frames',
- [0, 1, 2, 3, 4, 5].map((f) => exposeIndex(f, 2)).join(',') === '0,0,2,2,4,4');
- ok('on 3s holds each pose for three frames',
- [0, 1, 2, 3, 4, 5, 6].map((f) => exposeIndex(f, 3)).join(',') === '0,0,0,3,3,3,6');
- ok('exposure never reads a pose from the future',
- [0, 1, 2, 3, 4, 5, 6, 7].every((f) => exposeIndex(f, 3) <= f));
- {
- // Exposure then lead, in that order: the picture must change on the grid
- // beats and carry a pose shifted by whole frames of the original track.
- const N = 72, at = (f) => shiftIndex(exposeIndex(f, 2), 1, N);
- ok('exposure and lead compose without moving the beats',
- at(0) === 1 && at(1) === 1 && at(2) === 3 && at(3) === 3,
- [0, 1, 2, 3].map(at).join(','));
- }
-
// mouth lead: a shift that "feels like it does nothing" is indistinguishable
// from one that does nothing, so assert the arithmetic directly.
ok('lead 0 is identity', [0, 5, 71].every((f) => shiftIndex(f, 0, 72) === f));
@@ -312,333 +288,6 @@ export function run() {
(tt.mBright - tt.mDark) / 255 > 0.4, `sep ${((tt.mBright - tt.mDark) / 255).toFixed(4)}`);
}
- /* ---- eyes ---- */
-
- ok('eye rings have 16 distinct ids each',
- new Set(EYE_R_RING).size === 16 && new Set(EYE_L_RING).size === 16);
- ok('the two eye rings share no landmark',
- !EYE_R_RING.some((i) => EYE_L_RING.includes(i)));
-
- // The cardinal contract, asserted rather than trusted: on a 16-slot ring the
- // quarter slots must be the four anatomical cardinals, which is what makes
- // every even vertex budget land on real landmarks instead of between them.
- ok('eye ring slot 0/4/8/12 are outer, upper, inner, lower',
- EYE_R_RING[0] === EYE_R_CORNERS[0] && EYE_R_RING[8] === EYE_R_CORNERS[1] &&
- EYE_R_RING[4] === EYE_R_LIDS[0] && EYE_R_RING[12] === EYE_R_LIDS[1] &&
- EYE_L_RING[0] === EYE_L_CORNERS[0] && EYE_L_RING[8] === EYE_L_CORNERS[1] &&
- EYE_L_RING[4] === EYE_L_LIDS[0] && EYE_L_RING[12] === EYE_L_LIDS[1]);
-
- // The gaze origin and denominator are built from the eye corners, so if a
- // corner were not rigid a blink could move it and fake a glance.
- ok('every eye corner is a rigid landmark',
- [...EYE_R_CORNERS, ...EYE_L_CORNERS].every((i) => RIGID.includes(i)));
-
- // Same simplicity requirement as the lips, and for the same reason: a cut
- // part with a self-intersecting ring renders as blocks meeting at corners.
- // Checked on blink frames too, where the ring is nearly degenerate.
- for (const [label, table] of [['right', EYE_R_RING], ['left', EYE_L_RING]]) {
- let worst = null;
- for (let n = 4; n <= 12 && !worst; n += 2) {
- const slots = subsampleSlots(table.length, n);
- for (let f = 0; f < dense.length; f++) {
- const hits = ringSelfIntersections(slots.map((sl) => dense[f][table[sl]]));
- if (hits.length) { worst = `verts=${n} frame=${f} edges ${JSON.stringify(hits[0])}`; break; }
- }
- }
- ok(`${label} eye ring is simple at every vertex budget`, !worst, worst || '');
- }
-
- // offsetRing must grow by a FIXED amount and survive a degenerate ring - the
- // shut eyelid is exactly the degenerate case, and it is the frame where the
- // lash line is the entire drawing.
- {
- const sq = [{ x: -1, y: 0 }, { x: 0, y: -1 }, { x: 1, y: 0 }, { x: 0, y: 1 }];
- const g = offsetRing(sq, 2);
- ok('offsetRing pushes every vertex out by exactly d',
- g.every((p, i) => Math.abs(Math.hypot(p.x, p.y) - (Math.hypot(sq[i].x, sq[i].y) + 2)) < 1e-9));
- ok('offsetRing(0) is identity', offsetRing(sq, 0) === sq);
- // A shut lid: a flat sliver. The offset must still open it into a band.
- const shutLid = [{ x: -10, y: 0 }, { x: 0, y: -0.02 }, { x: 10, y: 0 }, { x: 0, y: 0.02 }];
- const band = offsetRing(shutLid, 1.5);
- const h = Math.max(...band.map((p) => p.y)) - Math.min(...band.map((p) => p.y));
- ok('offsetRing gives a shut lid a visible lash band', h > 2.9, `height ${h.toFixed(3)}`);
- ok('offsetRing keeps the shut lid simple', ringSelfIntersections(band).length === 0);
- }
-
- {
- const stE = stabilize(dense, 2);
- const sig = eyeSignals(stE);
- ok('synthetic track carries iris landmarks', sig.hasIris);
-
- // THE load-bearing eye assertion. The pairing is resolved from geometry
- // rather than declared, so the test feeds a track built the OTHER way round
- // and demands the resolver follow the data. A resolver only ever checked
- // against the convention it was written for is checking nothing.
- const pairA = pairIrises(stE);
- const pairB = pairIrises(stabilize(synthDense(72, { swapIris: true }), 2));
- ok('iris pairing is resolved from the data, not assumed',
- pairA.right === 'irisA' && pairB.right === 'irisB',
- `normal ${pairA.right}, swapped ${pairB.right}`);
-
- // The eye must TRACK the face, not sit in a fixed socket. An earlier
- // version pinned each eye to its corners' mean over the shot, which does
- // kill the wobble but leaves the drawn eyes hanging still over a registered
- // photo whose eyes are moving. Head-local is the same space the mouth and
- // the underlay live in, so the eye moves with the head exactly as they do.
- {
- const spread = (arr, sel) => {
- const v = arr.map(sel);
- return Math.max(...v) - Math.min(...v);
- };
- const w = Math.hypot(stE.cornersR[0][0].x - stE.cornersR[0][1].x,
- stE.cornersR[0][0].y - stE.cornersR[0][1].y);
- const moves = Math.max(spread(stE.lidR, (r) => r[0].x), spread(stE.lidR, (r) => r[0].y));
- ok('the eye stays in head-local space and tracks the face', moves / w > 0.02,
- `corner travels ${(moves / w * 100).toFixed(1)}% of an eye width`);
-
- // Subsampling a 16-slot ring to any even budget must keep the two corners
- // at output indices 0 and n/2. That is what lets the socket be read back
- // off the drawn polygon instead of measured separately, which is what
- // stops the iris drifting relative to the eye it sits in.
- let bad = null;
- for (let n = 4; n <= 12; n += 2) {
- const sl = subsampleSlots(16, n);
- if (sl[0] !== 0 || sl[n / 2] !== 8) bad = `n=${n} -> ${sl.join(',')}`;
- }
- ok('the drawn lid ring carries its own corners at 0 and n/2', !bad, bad || '');
-
- // The contour average is what removes the jitter, and it is the mouth's
- // knob doing the mouth's job - no second mechanism for the eyes.
- const ring = (rad) => smoothContours(
- stE.lidR.map((r) => toRasterRing(r, EYE_R_RING, 8, (p) => ({ x: p.x * 600, y: p.y * 600 }))), rad);
- const jitter = (rings) => {
- let acc = 0;
- for (let f = 1; f < rings.length; f++) {
- const a = rings[f], b = rings[f - 1];
- acc += Math.hypot((a[0].x + a[4].x) / 2 - (b[0].x + b[4].x) / 2,
- (a[0].y + a[4].y) / 2 - (b[0].y + b[4].y) / 2);
- }
- return acc / (rings.length - 1);
- };
- ok('contour averaging steadies the eye without pinning it',
- jitter(ring(1)) < jitter(ring(0)) * 0.8,
- `${jitter(ring(0)).toFixed(3)} -> ${jitter(ring(1)).toFixed(3)} px/frame`);
- }
-
- // Blink: synth shuts the lids for exactly one frame every 19.
- const lo = Math.min(...sig.openR), hi = Math.max(...sig.openR);
- ok('openness collapses on a blink and not otherwise', lo < hi * 0.2,
- `${lo.toFixed(3)} .. ${hi.toFixed(3)}`);
-
- const shut = resolveBlink(sig.openR, { cut: hi * 0.3, dwell: 0, hold: 3 });
- const runs = [];
- for (let f = 0; f < shut.length; f++) if (shut[f] && !shut[f - 1]) runs.push(f);
- const lens = runs.map((a) => { let n = 0; while (shut[a + n]) n++; return n; });
- ok('blinks are found', runs.length >= 3, `${runs.length} runs at ${runs.join(',')}`);
- // The knob that is not like the teeth: a one-frame blink reads as a dropped
- // frame, so `hold` must stretch it into something legible.
- ok('a one-frame blink is held to the minimum length',
- lens.every((n) => n >= 3), `run lengths ${lens.join(',')}`);
- ok('a shorter hold leaves the blink shorter',
- resolveBlink(sig.openR, { cut: hi * 0.3, dwell: 0, hold: 1 }).filter(Boolean).length <
- shut.filter(Boolean).length);
-
- // Gaze, against ground truth: synth commands +0.16 eye widths at f12 and
- // -0.16 at f23, holding each for eleven frames.
- const org = gazeOrigin(sig.gazeRaw, 'neutral', 0);
- const gx = (f) => (sig.gazeRaw[f].x - org.x);
- ok('gaze recovers the commanded direction',
- gx(12) > 0.12 && gx(12) < 0.20 && gx(23) < -0.12 && gx(23) > -0.20,
- `f12 ${gx(12).toFixed(3)}, f23 ${gx(23).toFixed(3)}`);
-
- // Measuring gaze against the lid centroid instead of the corner midpoint
- // would drag the iris down on every blink and fake a glance at the floor,
- // on exactly the frames where the eye is most conspicuous.
- const gy = (f) => (sig.gazeRaw[f].y - org.y);
- ok('a blink does not fake a change of gaze',
- Math.abs(gy(19) - gy(18)) < 0.02, `f18 ${gy(18).toFixed(4)} -> f19 ${gy(19).toFixed(4)}`);
-
- // Quantisation is what turns drift into saccades: four commanded
- // fixations must come back as a handful of cells, not one per frame.
- // The origin re-points the whole performance, so a wrong one does not bias
- // the gaze slightly - it makes the character look the other way. The median
- // must sit inside the range it summarises; the neutral-frame origin need
- // not, which is exactly the failure mode it has on footage with no
- // deliberate neutral at the top.
- {
- const med = gazeOrigin(sig.gazeRaw, 'median');
- const xs = sig.gazeRaw.map((g) => g.x);
- ok('the median origin lies inside the take\'s own gaze range',
- med.x > Math.min(...xs) && med.x < Math.max(...xs),
- `${med.x.toFixed(3)} in ${Math.min(...xs).toFixed(3)}..${Math.max(...xs).toFixed(3)}`);
- // Synth looks left as much as right, so the rest point is near zero.
- ok('the median origin finds the rest point, not a glance',
- Math.abs(med.x) < 0.08, `median x ${med.x.toFixed(3)}`);
- ok('the two origins actually differ, so the toggle is a real A/B',
- Math.abs(med.x - gazeOrigin(sig.gazeRaw, 'neutral', 12).x) > 0.02);
- }
-
- const px = sig.gazeRaw.map((g) => ({ x: (g.x - org.x) * 30, y: (g.y - org.y) * 30 }));
- const cells = (a) => new Set(a.map((g) => `${g.x},${g.y}`)).size;
- ok('quantisation collapses drift into a few fixations',
- cells(quantizeSnap(px, 2, 2)) <= 6 && cells(px) > 40,
- `${cells(px)} raw -> ${cells(quantizeSnap(px, 2, 2))} cells`);
- ok('gaze step 0 leaves the track untouched',
- quantizeSnap(px, 0, 2).every((g, i) => g.x === px[i].x && g.y === px[i].y));
- ok('quantised values land on the grid',
- quantizeSnap(px, 2, 0).every((g) => Math.abs(g.x % 2) < 1e-9 && Math.abs(g.y % 2) < 1e-9));
- // A one-frame excursion is noise; the dwell must swallow it.
- {
- const spike = [{ x: 0, y: 0 }, { x: 0, y: 0 }, { x: 4, y: 0 }, { x: 0, y: 0 }, { x: 0, y: 0 }];
- ok('the dwell suppresses a one-frame gaze spike',
- quantizeSnap(spike, 2, 1).every((g) => g.x === 0));
- ok('a sustained move still gets through',
- quantizeSnap([...spike, { x: 4, y: 0 }, { x: 4, y: 0 }, { x: 4, y: 0 }], 2, 1).pop().x === 4);
- }
- }
-
- /* ---- brows ---- */
-
- ok('brow rings have 10 distinct ids each',
- new Set(BROW_A_RING).size === 10 && new Set(BROW_B_RING).size === 10);
- ok('the brow rings share no landmark with each other, RIGID, or the lids',
- !BROW_A_RING.some((i) => BROW_B_RING.includes(i)) &&
- ![...BROW_A_RING, ...BROW_B_RING].some((i) =>
- RIGID.includes(i) || EYE_R_RING.includes(i) || EYE_L_RING.includes(i)),
- 'a brow in RIGID would bleed expression into the stabilisation');
-
- {
- let bad = null;
- for (const [label, table] of [['A', BROW_A_RING], ['B', BROW_B_RING]]) {
- for (let n = 4; n <= 10 && !bad; n += 2) {
- const slots = subsampleSlots(table.length, n);
- for (let f = 0; f < dense.length; f++) {
- if (ringSelfIntersections(slots.map((sl) => dense[f][table[sl]])).length) {
- bad = `${label} verts=${n} frame=${f}`; break;
- }
- }
- }
- }
- ok('brow rings are simple at every vertex budget', !bad, bad || '');
- }
-
- {
- const stB = stabilize(dense, 2);
- const pr = pairBrows(stB);
- ok('brow-to-eye pairing is resolved from geometry',
- pr.right === 'browA' && pr.left === 'browB', JSON.stringify(pr));
- // Getting this backwards mirrors the tilt, so inner-up "worried" renders as
- // outer-up. That is a different expression, not a broken one, which is
- // exactly why it needs an assertion rather than an eyeball.
- ok('the outer end of the brow ring is resolved from geometry', pr.outerAtSlot0 === true);
-
- // Both ends land on fixed slots whichever edge of the brow is on top, which
- // is what lets the upper/lower ambiguity go unresolved without consequence.
- ok('brow end slots are disjoint and cover both ends',
- !BROW_END_0.some((i) => BROW_END_1.includes(i)) &&
- BROW_END_0.length === 2 && BROW_END_1.length === 2);
-
- // Ground truth: synth commands rest, surprise, worry and anger as heights
- // above the eye centre in eye widths, holding each for thirteen frames.
- const b = browSignals(stB);
- const at = (f) => [b.R[f].x, b.R[f].y];
- const near = (v, want) => Math.abs(v - want) < 0.02;
- ok('brow raise recovers the commanded rest pose', near(at(0)[0], 0.30) && near(at(0)[1], 0.30),
- at(0).map((v) => v.toFixed(3)).join(', '));
- ok('brow raise recovers surprise - both ends up',
- near(at(14)[0], 0.46) && near(at(14)[1], 0.46), at(14).map((v) => v.toFixed(3)).join(', '));
- ok('brow raise recovers worry - inner end only',
- near(at(27)[0], 0.30) && near(at(27)[1], 0.44), at(27).map((v) => v.toFixed(3)).join(', '));
- ok('brow raise recovers anger - inner end down',
- near(at(40)[0], 0.30) && near(at(40)[1], 0.18), at(40).map((v) => v.toFixed(3)).join(', '));
-
- // Tilt must be a signed quantity that separates worry from anger. If the
- // outer/inner resolution were mirrored these two would swap.
- ok('tilt separates worry from anger by sign',
- (at(27)[1] - at(27)[0]) > 0.08 && (at(40)[1] - at(40)[0]) < -0.08,
- `worry ${(at(27)[1] - at(27)[0]).toFixed(3)}, anger ${(at(40)[1] - at(40)[0]).toFixed(3)}`);
-
- // A blink must not read as a brow raise: the raise is measured against the
- // eye's rigid corners, not its lid, which is the same trap the gaze origin
- // has and worth avoiding twice.
- const dR = Math.abs(b.R[19].x - b.R[18].x);
- ok('a blink does not fake a brow raise', dR < 0.01, `f18 -> f19 delta ${dR.toFixed(4)}`);
-
- // Quantisation: four sustained poses must come back as a handful of levels.
- const rest = gazeOrigin(b.R, 'median');
- const px = b.R.map((g) => ({ x: (g.x - rest.x) * 60, y: (g.y - rest.y) * 60 }));
- const cells = (a) => new Set(a.map((g) => `${g.x},${g.y}`)).size;
- ok('brow quantisation collapses drift into a few poses',
- cells(quantizeSnap(px, 2, 2)) <= 6 && cells(px) > 20,
- `${cells(px)} raw -> ${cells(quantizeSnap(px, 2, 2))} poses`);
- // The dwell is SHARED across both channels, and that is the whole reason
- // brows reuse the gaze quantiser rather than running two independent ones.
- // Here the outer end moves one frame before the inner: with a shared dwell
- // the half-raised pose (2,0) is transient and never commits, so the brow
- // snaps once. Two independent dwells would emit it and the brow would crawl
- // into position over two frames instead of hitting it.
- {
- const staggered = [
- { x: 0, y: 0 }, { x: 0, y: 0 }, { x: 2, y: 0 },
- { x: 2, y: 2 }, { x: 2, y: 2 }, { x: 2, y: 2 },
- ];
- const out = quantizeSnap(staggered, 2, 1);
- ok('a shared dwell never emits a half-raised brow',
- !out.some((g) => g.x === 2 && g.y === 0),
- out.map((g) => `${g.x},${g.y}`).join(' '));
- }
- }
-
- // The iris is stencilled by the sclera and the pupil by the iris, which is
- // what keeps both inside the lid at any gaze without clamping the gaze itself.
- {
- const rr = new IndexedRaster(40, 40);
- rr.clear(0);
- rr.fillPoly([{ x: 10, y: 10 }, { x: 30, y: 10 }, { x: 30, y: 20 }, { x: 10, y: 20 }], 1);
- rr.fillDisc(28, 15, 9, 2, 1); // a disc reaching well past the "lid"
- let spill = 0, inside = 0;
- for (let y = 0; y < 40; y++) for (let x = 0; x < 40; x++) {
- const v = rr.buf[y * 40 + x];
- if (v !== 2) continue;
- if (x >= 10 && x < 30 && y >= 10 && y < 20) inside++; else spill++;
- }
- ok('a stencilled disc cannot spill past its clip', spill === 0 && inside > 20,
- `${inside} in, ${spill} out`);
- rr.fillDisc(5, 35, 3, 3); // no stencil: writes freely
- ok('an unstencilled disc still writes anywhere', rr.buf.includes(3));
-
- // The stencil chain: pupil over iris over sclera. A pupil placed where the
- // iris has already been cropped must be cropped the same way.
- rr.fillRect(28, 15, 5, 4, 2);
- let pSpill = 0;
- for (let y = 0; y < 40; y++) for (let x = 0; x < 40; x++) {
- if (rr.buf[y * 40 + x] === 4 && !(x >= 10 && x < 30 && y >= 10 && y < 20)) pSpill++;
- }
- ok('the pupil inherits the iris clip transitively', pSpill === 0);
- }
-
- // A square pupil is only worth having if it is the SAME square every frame:
- // exactly its nominal size at any centre, or it breathes as the gaze moves.
- {
- const sizes = [];
- for (const [cx, cy] of [[20, 20], [20.5, 20.5], [20.49, 19.51], [21, 20]]) {
- const rr = new IndexedRaster(40, 40);
- rr.clear(0);
- rr.fillRect(cx, cy, 3, 1);
- let n = 0, minX = 99, maxX = -1, minY = 99, maxY = -1;
- for (let y = 0; y < 40; y++) for (let x = 0; x < 40; x++) {
- if (rr.buf[y * 40 + x] !== 1) continue;
- n++; minX = Math.min(minX, x); maxX = Math.max(maxX, x);
- minY = Math.min(minY, y); maxY = Math.max(maxY, y);
- }
- sizes.push(`${maxX - minX + 1}x${maxY - minY + 1}:${n}`);
- }
- ok('a 3px pupil is 3x3 at every centre', sizes.every((v) => v === '3x3:9'), sizes.join(' '));
- const rr = new IndexedRaster(40, 40);
- rr.clear(0); rr.fillRect(20, 20, 0, 1);
- ok('pupil size 0 draws nothing', !rr.buf.includes(1));
- }
-
// take writer round-trip
const take = {
name: 'test', frames: 72, width: 320, height: 200, exposure: 2,
@@ -648,12 +297,6 @@ export function run() {
{ name: 'head', kind: 'plate', z: 0, interp: 'hold', keys: [{ f: 0, plate: 0 }] },
{ name: 'mouth', kind: 'poly', z: 30, color: 'skin', interp: 'hold',
keys: sel.keys.map((k) => ({ f: k.f, src: k.src, pts: shapes[k.src] })) },
- { name: 'iris_r', kind: 'disc', z: 22, color: 'iris', interp: 'hold',
- parent: 'eye_r_in', clip: 'eye_r_in',
- keys: [{ f: 0, src: 0, c: { x: 120.4, y: 88.7 }, r: 5.5 }, { f: 2, hidden: true }] },
- { name: 'pupil_r', kind: 'rect', z: 23, color: 'pupil', interp: 'hold',
- parent: 'iris_r', clip: 'iris_r',
- keys: [{ f: 0, src: 0, c: { x: 120, y: 89 }, size: 3 }] },
],
};
const text = writeTake(take);
@@ -666,13 +309,6 @@ export function run() {
}), `${keyLines.length} key lines`);
ok('take declares a plate and a part table',
/^plate\s+0/m.test(text) && /^part\s+mouth/m.test(text));
- ok('a disc part declares its clip', /^part\s+iris_r.*clip=eye_r_in/m.test(text));
- ok('a disc key is three integers', /^key\s+iris_r\s+f=0\s+src=0\s+disc=120,89,6$/m.test(text),
- (text.split('\n').find((l) => l.startsWith('key iris_r')) || '').trim());
- ok('a hidden disc key emits hidden', /^key\s+iris_r\s+f=2\s+hidden$/m.test(text));
- ok('a pupil key is a square, not a tessellated polygon',
- /^key\s+pupil_r\s+f=0\s+src=0\s+rect=120,89,3$/m.test(text) &&
- /^part\s+pupil_r.*clip=iris_r/m.test(text));
ok('coordinates are integers', !/-?\d+\.\d/.test(text.split('\n').filter((l) => l.startsWith('key')).join('')));
return results;
diff --git a/js/synth.js b/js/synth.js
index 84252ba..bf736be 100644
--- a/js/synth.js
+++ b/js/synth.js
@@ -5,17 +5,11 @@
// verified without a video file. A synthetic face is also the only way to test
// stabilisation against a KNOWN head motion, since real footage gives no ground
// truth to compare against.
-import { LIPS_OUTER, LIPS_INNER, FACE_OVAL, RIGID,
- EYE_R_RING, EYE_L_RING, IRIS_A, IRIS_B,
- BROW_A_RING, BROW_B_RING } from './landmarks.js';
+import { LIPS_OUTER, LIPS_INNER, FACE_OVAL, RIGID, EYE_INNER } from './landmarks.js';
const NUM = 478;
-// `swapIris` places the two iris blocks on the opposite eyes. It exists so the
-// pairing resolver can be tested against a track it actually disagrees with:
-// a resolver checked only against the convention it was written for is checking
-// nothing at all.
-export function synthDense(nFrames = 72, { swapIris = false } = {}) {
+export function synthDense(nFrames = 72) {
const frames = [];
for (let t = 0; t < nFrames; t++) {
const pts = new Array(NUM);
@@ -41,70 +35,11 @@ export function synthDense(nFrames = 72, { swapIris = false } = {}) {
const openAmt = target[beat];
const wide = 0.10 + (beat === 1 ? 0.012 : beat === 3 ? -0.008 : 0);
+ place(RIGID[0], -0.075, -0.045); place(RIGID[1], -0.028, -0.043);
+ place(RIGID[2], 0.028, -0.043); place(RIGID[3], 0.075, -0.045);
place(RIGID[4], 0.000, -0.050); place(RIGID[5], 0.000, -0.020);
place(RIGID[6], 0.000, 0.012);
-
- // Eyes. The corners (RIGID[0..3]) are placed BY the lid rings rather than
- // separately, because they are slots 0 and 8 of those rings: writing them
- // twice is how the mouth grew a bowtie, and a corner that disagrees with
- // its own ring would make the eye self-intersect at some vertex budgets
- // and not others.
- //
- // A blink is ONE frame, which is the honest hard case: at 12fps that is
- // what a real blink costs, and it is exactly the length that reads as a
- // dropped frame rather than as a blink unless `hold` extends it.
- const blink = t > 5 && t % 19 === 0;
- const openness = blink ? 0.05 : 1;
-
- // Gaze holds and then jumps, the way gaze actually behaves, with a little
- // jitter on top so quantisation has noise to remove and the dwell has
- // something to suppress.
- const LOOK = [[0, 0], [0.16, 0.0], [-0.16, 0.05], [0.0, -0.09]];
- const [gx, gy] = LOOK[Math.floor(t / 11) % LOOK.length];
- const jit = () => (Math.random() - 0.5) * 0.012;
-
- // Half the corner separation, and the lid half-height at full open.
- const EYE_RX = 0.0235, EYE_RY = 0.011, EYE_Y = -0.044;
- const eye = (ring, cx, dir, iris) => {
- const n = ring.length;
- for (let k = 0; k < n; k++) {
- // dir flips the traversal so each ring runs the direction its real
- // table does: slot 0 outer corner, 4 upper lid, 8 inner, 12 lower.
- const a = dir > 0 ? Math.PI + (k / n) * Math.PI * 2 : -(k / n) * Math.PI * 2;
- place(ring[k], cx + EYE_RX * Math.cos(a),
- EYE_Y + EYE_RY * openness * Math.sin(a));
- }
- // Iris: centre first, then four ring points, as the refined mesh emits.
- const ix = cx + (gx + jit()) * EYE_RX * 2, iy = EYE_Y + (gy + jit()) * EYE_RX * 2;
- place(iris[0], ix, iy);
- for (let k = 1; k < iris.length; k++) {
- const a = ((k - 1) / (iris.length - 1)) * Math.PI * 2;
- place(iris[k], ix + 0.008 * Math.cos(a), iy + 0.008 * Math.sin(a));
- }
- };
- eye(EYE_R_RING, -0.0515, 1, swapIris ? IRIS_B : IRIS_A);
- eye(EYE_L_RING, 0.0515, -1, swapIris ? IRIS_A : IRIS_B);
-
- // Brows, held in four sustained poses so raise quantisation has genuine
- // plateaux to find: rest, surprise (both ends up), worry (inner up only),
- // anger (inner down). Commanded in eye widths above the eye centre so the
- // measurement can be checked against a number rather than an eyeball.
- const BROW = [[0.30, 0.30], [0.46, 0.46], [0.30, 0.44], [0.30, 0.18]];
- const [bOut, bIn] = BROW[Math.floor(t / 13) % BROW.length];
- const EYE_W = EYE_RX * 2, HALF = 0.006; // ring half-thickness
- const brow = (ring, cx, outerSign) => {
- // Slots 0-4 are one edge outer->inner, 5-9 the other inner->outer, so the
- // ends land on {0,9} and {4,5} exactly as the table promises.
- const n = ring.length, half = n / 2;
- for (let k = 0; k < n; k++) {
- const along = k < half ? k / (half - 1) : (n - 1 - k) / (half - 1);
- const rise = bOut + (bIn - bOut) * along;
- place(ring[k], cx + outerSign * (EYE_RX - along * EYE_W) * 1.05,
- EYE_Y - rise * EYE_W + (k < half ? -HALF : HALF));
- }
- };
- brow(BROW_A_RING, -0.0515, -1);
- brow(BROW_B_RING, 0.0515, 1);
+ place(EYE_INNER[0], -0.028, -0.043); place(EYE_INNER[1], 0.028, -0.043);
// Lip rings as ellipse arcs, traversed so ring ORDER matches the tables:
// slot 0 = right corner, 5 = top centre, 10 = left corner, 15 = bottom
diff --git a/js/take.js b/js/take.js
index 97929f3..8a87b09 100644
--- a/js/take.js
+++ b/js/take.js
@@ -15,12 +15,7 @@ export function writeTake(take) {
// v1 emits a single frozen plate derived from the face oval. A real project
// replaces this with hand-drawn angles referenced by cel frame; the record
// shape is the same either way.
- L.push(`plate 0 kind=poly slot_mouth=${r(take.slot.x)},${r(take.slot.y)}` +
- (take.eyeSlots
- ? ` slot_eye_r=${r(take.eyeSlots.r.cx)},${r(take.eyeSlots.r.cy)},${r(take.eyeSlots.r.w)}` +
- ` slot_eye_l=${r(take.eyeSlots.l.cx)},${r(take.eyeSlots.l.cy)},${r(take.eyeSlots.l.w)}`
- : '') +
- ` scale=1.00 rot=0 squash=1.00`);
+ L.push(`plate 0 kind=poly slot_mouth=${r(take.slot.x)},${r(take.slot.y)} scale=1.00 rot=0 squash=1.00`);
L.push('');
for (const part of take.parts) {
const bits = [`part ${part.name.padEnd(9)} kind=${part.kind} z=${part.z}`];
@@ -28,10 +23,6 @@ export function writeTake(take) {
if (part.kind === 'poly') bits.push('closed=1 fill=1');
bits.push(`interp=${part.interp}`);
if (part.parent) bits.push(`parent=${part.parent}`);
- // `clip` names a part this one is stencilled by, not merely drawn after.
- // The iris needs it: at an extreme gaze the disc reaches past the lid, and
- // ordering alone would put it on the cheek.
- if (part.clip) bits.push(`clip=${part.clip}`);
L.push(bits.join(' '));
}
L.push('');
@@ -39,20 +30,6 @@ export function writeTake(take) {
for (const k of part.keys) {
if (k.hidden) { L.push(`key ${part.name.padEnd(9)} f=${k.f} hidden`); continue; }
if (part.kind === 'plate') { L.push(`key ${part.name.padEnd(9)} f=${k.f} plate=${k.plate}`); continue; }
- // A disc is three numbers, so it gets its own key shape rather than being
- // pre-tessellated into a polygon here: the renderer draws a real circle
- // with hard edges, and a five-pixel iris approximated by a polygon would
- // lose a pixel off its silhouette on some frames and not others.
- // A square, in whole pixels, at an integer centre. Same argument as the
- // disc: the renderer is told the shape, not a polygon approximating it.
- if (part.kind === 'rect') {
- L.push(`key ${part.name.padEnd(9)} f=${k.f} src=${k.src} rect=${r(k.c.x)},${r(k.c.y)},${k.size}`);
- continue;
- }
- if (part.kind === 'disc') {
- L.push(`key ${part.name.padEnd(9)} f=${k.f} src=${k.src} disc=${r(k.c.x)},${r(k.c.y)},${r(k.r)}`);
- continue;
- }
const pts = k.pts.map((p) => `${r(p.x)},${r(p.y)}`).join(' ');
// f is authoritative (what renders); src is the pre-snap extreme frame,
// kept only as a tuning signal - a key dragged far means the minimum-hold
diff --git a/manifest.json b/manifest.json
index b67b3e5..9bf7b85 100644
--- a/manifest.json
+++ b/manifest.json
@@ -1 +1 @@
-{"fps":24,"frames":105,"dir":"frames","audio":"audio.wav","source":"ScreenRecording_09-24-2026 16-26-57_1.mov"}
+{"fps":24,"frames":74,"dir":"frames","audio":"audio.wav","source":"IMG_8486.MOV"}
diff --git a/serve.py b/serve.py
deleted file mode 100755
index 36139d3..0000000
--- a/serve.py
+++ /dev/null
@@ -1,28 +0,0 @@
-#!/usr/bin/env python3
-"""Dev server that refuses to cache anything.
-
-`python3 -m http.server` sends Last-Modified, and browsers cache ES modules on
-it hard enough that a reload can serve a stale js/app.js against a fresh
-index.html. That failure is silent and points nowhere near its cause: the new
-knobs appear in the markup, nothing wires them, no error is raised, and the
-symptom reads as "the feature you just added does not work".
-"""
-import sys
-from http.server import SimpleHTTPRequestHandler, ThreadingHTTPServer
-
-
-class NoCache(SimpleHTTPRequestHandler):
- def end_headers(self):
- self.send_header('Cache-Control', 'no-store, must-revalidate')
- self.send_header('Expires', '0')
- super().end_headers()
-
- def log_message(self, fmt, *args):
- if '304' not in fmt % args:
- super().log_message(fmt, *args)
-
-
-if __name__ == '__main__':
- port = int(sys.argv[1]) if len(sys.argv) > 1 else 8777
- print(f'http://127.0.0.1:{port} (no-store)')
- ThreadingHTTPServer(('127.0.0.1', port), NoCache).serve_forever()