首页宝宝时不时缓缓动一动小手小脚(WebGL 局部扭动,脸不动)(v26100439)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
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(function () {
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'use strict';
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/* 页面版本号(YYMMDD+序号):显示在「关于兜爸心选」页底部;bump 时同步 head 注释与 ?v= */
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var VER = '26100438';
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var VER = '26100439';
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const $ = (s, c) => (c || document).querySelector(s);
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const $$ = (s, c) => Array.from((c || document).querySelectorAll(s));
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169
js/baby-limbs.js
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169
js/baby-limbs.js
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/* ================= 首页头图:宝宝时不时动一动小手小脚(2026-10-05) =================
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用户:「右上角羊水袋里的小宝宝时不时稍微动一动小腿、小脚、小胳膊,缓缓地动,不要太激烈」。
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⚠️ 之前试过 AI 生成的 GIF,整张一起扭,脸型、腿型都变(见 hero-fx.js show() 里的注释),所以这里不用动图:
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在静图上盖一张 WebGL 画布,同一张 PNG 原样画上去,只在「关节 → 手脚末端」这一小段做小角度旋转扭动,
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脸周围是保护圈(权重强制为 0),头和身子一像素都不动。
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· 每个阶段的关节位置手工标在 LIMBS 里(坐标 = 480×480 原图像素)。1、2 阶段是胚芽,没有手脚,不动。
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· 节奏:每隔 2.5~6 秒随机挑一处(小腿 / 小脚 / 小胳膊),用 1.8~2.8 秒缓缓抬起再放回;
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偶尔小腿和小脚一起「蹬」一下。角度只有 3~9 度。不动的时候不重画(不占电)。
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· 跟 hero-fx.js 解耦:不改它,只盯 #heroStill 的 src / class —— 换阶段、淡入淡出都自动跟上。
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· 没 WebGL / 系统「减少动态效果」→ 什么都不做,静图照常。
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· 调试:URL 带 limbdebug=1 → 角度 ×4、动作更频繁,并把会动的区域染成蓝色,方便核对关节标得准不准。 */
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(function () {
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'use strict';
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const still = document.getElementById('heroStill');
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const box = document.getElementById('heroBaby');
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if (!still || !box || matchMedia('(prefers-reduced-motion: reduce)').matches) return;
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const DEBUG = /[?&]limbdebug=1/.test(location.search);
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// 每处:[关节 x, y, 末端 x, y, 影响半径, 最大角度(度), 类型] 类型 leg / foot / arm(foot 会被 leg 带着一起蹬)
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// face:[圆心 x, y, 半径] —— 圈内完全不动,1.5 倍半径处才恢复
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const LIMBS = {
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'450581c2f05f': { face: [228, 222, 24], l: [[268, 272, 300, 286, 14, 6, 'leg'], [242, 258, 266, 240, 9, 5, 'arm']] },
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'dc4c7eea1c50': { face: [240, 207, 30], l: [[288, 272, 322, 320, 18, 5, 'leg'], [306, 318, 326, 310, 10, 9, 'foot'], [228, 272, 256, 236, 10, 3, 'arm']] },
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'7bf792b04123': { face: [217, 205, 32], l: [[252, 262, 292, 302, 15, 5, 'leg'], [278, 305, 296, 298, 10, 9, 'foot'], [197, 283, 236, 244, 12, 3, 'arm']] },
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'f140f4367b48': { face: [220, 208, 33], l: [[262, 262, 306, 303, 15, 5, 'leg'], [288, 305, 308, 300, 10, 9, 'foot'], [200, 282, 236, 244, 12, 3, 'arm']] },
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'51e99b3060e2': { face: [222, 205, 34], l: [[276, 266, 335, 310, 17, 5, 'leg'], [322, 313, 338, 305, 11, 9, 'foot'], [232, 268, 278, 240, 12, 4, 'arm']] },
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'a5dbb24c1ef2': { face: [225, 215, 40], l: [[276, 252, 322, 296, 16, 4, 'leg'], [310, 305, 326, 293, 11, 9, 'foot']] },
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'610c4d92c16d': { face: [250, 205, 42], l: [[292, 272, 335, 305, 16, 3, 'leg'], [325, 312, 338, 300, 12, 8, 'foot']] }
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};
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const N = 4; // shader 里最多 4 处
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const cv = document.createElement('canvas');
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cv.className = 'hero-kid hero-limb';
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cv.setAttribute('aria-hidden', 'true');
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still.after(cv);
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const gl = cv.getContext('webgl', { premultipliedAlpha: true, alpha: true }) || cv.getContext('experimental-webgl');
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if (!gl) { cv.remove(); return; }
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const VS = 'attribute vec2 a;void main(){gl_Position=vec4(a,0.,1.);}';
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const FS = [
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'precision mediump float;',
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'uniform vec2 uRes;uniform sampler2D uTex;uniform vec4 uL[' + N + '];uniform vec2 uR[' + N + '];uniform vec3 uF;uniform float uDbg;',
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'void main(){',
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' vec2 q=vec2(gl_FragCoord.x/uRes.x,1.-gl_FragCoord.y/uRes.y)*480.;',
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' vec2 off=vec2(0.);float wsum=0.;',
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' for(int i=0;i<' + N + ';i++){',
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' float ang=uR[i].y; if(ang==0.) continue;',
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' vec2 p=uL[i].xy,d=uL[i].zw-p; float s=dot(q-p,d)/dot(d,d);',
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' float dist=length(q-(p+d*clamp(s,0.,1.))); float r=uR[i].x;',
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// 关节处 0 → 段长一半处 1(关节不撕开);过了末端再渐隐;离开肢体 r 以外渐隐
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' float w=smoothstep(.05,.55,s)*(1.-smoothstep(1.25,1.7,s))*(1.-smoothstep(r*.6,r*1.25,dist));',
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' float a=-ang*w; vec2 v=q-p;',
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' off+=vec2(cos(a)*v.x-sin(a)*v.y,sin(a)*v.x+cos(a)*v.y)-v; wsum+=w;',
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' }',
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' float fw=smoothstep(uF.z,uF.z*1.5,length(q-uF.xy));', // 脸保护圈
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' vec4 c=texture2D(uTex,(q+off*fw)/480.);',
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' if(uDbg>.5) c.rgb=mix(c.rgb,vec3(.2,.5,1.)*c.a,min(wsum*fw,1.)*.6);',
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' gl_FragColor=c;',
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'}'
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].join('\n');
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function sh(t, src) { const s = gl.createShader(t); gl.shaderSource(s, src); gl.compileShader(s); return s; }
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const pr = gl.createProgram();
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gl.attachShader(pr, sh(gl.VERTEX_SHADER, VS)); gl.attachShader(pr, sh(gl.FRAGMENT_SHADER, FS)); gl.linkProgram(pr);
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if (!gl.getProgramParameter(pr, gl.LINK_STATUS)) { cv.remove(); return; }
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gl.useProgram(pr);
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
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const aLoc = gl.getAttribLocation(pr, 'a');
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gl.enableVertexAttribArray(aLoc); gl.vertexAttribPointer(aLoc, 2, gl.FLOAT, false, 0, 0);
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const U = {}; ['uRes', 'uTex', 'uL', 'uR', 'uF', 'uDbg'].forEach(k => { U[k] = gl.getUniformLocation(pr, k); });
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gl.uniform1i(U.uTex, 0); gl.uniform1f(U.uDbg, DEBUG && !/limbdebug=2/.test(location.search) ? 1 : 0); // limbdebug=2:放大角度但不染色
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const tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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let cfg = null, ready = false, raf = 0, timer = 0, seen = true, lastPick = -1;
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const moves = []; // 正在进行的动作:{ i, t0, dur, amp }
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const home = document.getElementById('screen-home');
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const active = () => seen && !document.hidden && (!home || home.classList.contains('is-active'));
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function size() {
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const d = Math.min(3, devicePixelRatio || 1), w = Math.round(Math.min(720, box.clientWidth * d)) || 480;
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if (cv.width !== w) { cv.width = cv.height = w; gl.viewport(0, 0, w, w); }
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gl.uniform2f(U.uRes, w, w);
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}
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function draw(now) {
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const L = new Float32Array(N * 4), R = new Float32Array(N * 2);
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let busy = false;
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for (let k = moves.length - 1; k >= 0; k--) {
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const m = moves[k], u = (now - m.t0) / m.dur;
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if (u >= 1) { moves.splice(k, 1); continue; }
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if (u < 0) { busy = true; continue; }
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busy = true;
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const e = Math.sin(Math.PI * u); R[m.i * 2 + 1] += m.amp * e * e; // 缓起缓落:0 → 最大 → 0
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}
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cfg.l.forEach((l, i) => { if (i < N) { L.set(l.slice(0, 4), i * 4); R[i * 2] = l[4]; } });
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gl.uniform4fv(U.uL, L); gl.uniform2fv(U.uR, R); gl.uniform3fv(U.uF, cfg.face);
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gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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return busy;
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}
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function loop(now) {
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raf = 0;
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if (!ready || !active()) return;
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if (draw(now)) raf = requestAnimationFrame(loop);
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}
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const kick = () => { if (!raf && ready) raf = requestAnimationFrame(loop); };
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// 安排下一次「动一动」
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function plan() {
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clearTimeout(timer);
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timer = setTimeout(() => {
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if (ready && active() && cfg.l.length) {
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let i = Math.floor(Math.random() * cfg.l.length);
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if (i === lastPick && cfg.l.length > 1) i = (i + 1) % cfg.l.length;
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lastPick = i;
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const now = performance.now(), l = cfg.l[i], dir = Math.random() < .5 ? -1 : 1;
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const dur = 1800 + Math.random() * 1000, deg = l[5] * (.6 + Math.random() * .4) * (DEBUG ? 4 : 1);
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moves.push({ i, t0: now, dur, amp: dir * deg * Math.PI / 180 });
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// 小腿动时 4 成概率小脚也跟着轻轻翘一下(像蹬了一下),稍晚 0.3 秒起
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const f = cfg.l.findIndex(x => x[6] === 'foot');
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if (l[6] === 'leg' && f >= 0 && Math.random() < .4)
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moves.push({ i: f, t0: now + 300, dur: dur - 200, amp: -dir * cfg.l[f][5] * .7 * (DEBUG ? 4 : 1) * Math.PI / 180 });
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kick();
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}
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plan();
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}, DEBUG ? 900 + Math.random() * 600 : 2500 + Math.random() * 3500);
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}
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// 跟着 #heroStill:换图时重新载贴图,静图淡出时画布一起淡出
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function sync() {
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const m = (still.getAttribute('src') || '').match(/([0-9a-f]{12})\.png/);
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const next = m && LIMBS[m[1]];
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if (!next) { cfg = null; ready = false; cv.classList.remove('is-on'); return; }
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if (next !== cfg) {
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cfg = next; ready = false; moves.length = 0;
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cv.classList.remove('is-on');
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const img = new Image();
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img.onload = () => {
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if (cfg !== next) return;
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size();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
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ready = true; draw(performance.now());
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if (still.classList.contains('is-on')) cv.classList.add('is-on');
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};
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img.src = still.src;
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return;
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}
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if (ready) cv.classList.toggle('is-on', still.classList.contains('is-on'));
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}
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// 调试:__limbPose(k) 把所有手脚定格在 k × 最大角度(k=0 原图),方便截图核对
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if (DEBUG) window.__limbPose = k => {
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clearTimeout(timer); moves.length = 0;
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cfg.l.forEach((l, i) => moves.push({ i, t0: performance.now() - 500, dur: 1000, amp: k * l[5] * Math.PI / 180 }));
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draw(performance.now()); moves.length = 0;
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};
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new MutationObserver(sync).observe(still, { attributes: true, attributeFilter: ['src', 'class'] });
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sync();
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plan();
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addEventListener('resize', () => { if (ready) { size(); draw(performance.now()); } });
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if ('IntersectionObserver' in window) new IntersectionObserver(es => { seen = es[0].isIntersecting; }).observe(box);
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cv.addEventListener('webglcontextlost', () => { ready = false; cv.classList.remove('is-on'); });
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})();
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