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// 程序化生成简化人体化身 GLB(脸型/体型/肤色三参数组合)。
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// 用法: node gen-templates.js --out <dir> [--faces 6] [--bodies 6] [--skins 5]
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// 索引对齐 MatchTemplates:face 0 起、body/skin 1 起;已存在的 GLB 跳过(幂等)。
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import { argv } from 'node:process';
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import fs from 'node:fs';
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import path from 'node:path';
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import * as THREE from 'three';
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import { GLTFExporter } from 'three/addons/exporters/GLTFExporter.js';
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// Node 无 FileReader,GLTFExporter 二进制导出需要它(onloadend 回调风格)
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if (typeof globalThis.FileReader === 'undefined') {
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globalThis.FileReader = class {
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constructor() { this.result = null; }
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set onloadend(fn) { this._onloadend = fn; }
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get onloadend() { return this._onloadend; }
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readAsArrayBuffer(blob) {
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blob.arrayBuffer().then((buf) => {
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this.result = buf;
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this._onloadend && this._onloadend();
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});
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}
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};
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}
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function parseArgs() {
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const a = { faces: 6, bodies: 6, skins: 5 };
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for (let i = 2; i < argv.length; i++) {
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if (argv[i].startsWith('--')) {
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const key = argv[i].slice(2);
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const val = argv[i + 1] !== undefined && !argv[i + 1].startsWith('--') ? argv[++i] : true;
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a[key] = val;
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}
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}
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a.out = a.out || '.';
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return a;
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}
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// 5 档肤色(PBR base color)
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const SKIN_TONES = ['#FDE4CF', '#F3C39B', '#D99B6C', '#A96B3F', '#6B4226'];
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// 脸型变体:发型形状/颜色差异
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const FACE_HAIR = [
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{ style: 'short', color: '#2B2B2B' }, // 短发
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{ style: 'fringe', color: '#4A3728' }, // 刘海长发
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{ style: 'bob', color: '#8C5A2B' }, // 波波头
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];
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// 体型变体:宽度/高度比例
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const BODY_VARIANTS = [
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{ name: 'slim', width: 0.85, height: 1.0 },
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{ name: 'normal', width: 1.0, height: 1.0 },
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{ name: 'broad', width: 1.18, height: 0.96 },
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];
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function buildAvatar(faceIdx, bodyIdx, skinIdx) {
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const face = FACE_HAIR[faceIdx % FACE_HAIR.length];
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const body = BODY_VARIANTS[bodyIdx % BODY_VARIANTS.length];
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const skin = SKIN_TONES[skinIdx % SKIN_TONES.length];
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const root = new THREE.Group();
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const skinMat = new THREE.MeshStandardMaterial({ color: skin, roughness: 0.7 });
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const hairMat = new THREE.MeshStandardMaterial({ color: face.color, roughness: 0.85 });
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const clothMat = new THREE.MeshStandardMaterial({ color: '#3D5A80', roughness: 0.8 });
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const W = body.width;
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const H = body.height;
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// 躯干:胶囊体
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const torso = new THREE.Mesh(new THREE.CapsuleGeometry(0.22 * W, 0.5, 8, 16), clothMat);
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torso.position.y = 1.12 * H;
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root.add(torso);
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// 头:球体
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const head = new THREE.Mesh(new THREE.SphereGeometry(0.16 * W, 24, 18), skinMat);
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head.position.y = 1.68 * H;
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root.add(head);
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// 发型:覆盖头顶的半球壳(按脸型变体)
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const hair = new THREE.Mesh(new THREE.SphereGeometry(0.175 * W, 24, 12, 0, Math.PI * 2, 0, Math.PI * 0.52), hairMat);
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hair.position.y = 1.68 * H + 0.03;
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root.add(hair);
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if (face.style === 'fringe') {
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const fringe = new THREE.Mesh(new THREE.BoxGeometry(0.16 * W, 0.05, 0.2 * W), hairMat);
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fringe.position.y = 1.7 * H;
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fringe.position.z = -0.12 * W;
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fringe.rotation.x = -0.25;
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root.add(fringe);
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} else if (face.style === 'bob') {
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const back = new THREE.Mesh(new THREE.BoxGeometry(0.3 * W, 0.3, 0.06), hairMat);
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back.position.y = 1.52 * H;
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back.position.z = 0.14 * W;
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root.add(back);
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}
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// 上肢
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for (const side of [-1, 1]) {
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const arm = new THREE.Mesh(new THREE.CapsuleGeometry(0.075 * W, 0.42, 6, 10), skinMat);
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arm.position.set(side * 0.32 * W, 1.32 * H, 0);
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arm.rotation.z = side * 0.06;
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root.add(arm);
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}
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// 下肢
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for (const side of [-1, 1]) {
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const leg = new THREE.Mesh(new THREE.CapsuleGeometry(0.1 * W, 0.62, 6, 10), clothMat);
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leg.position.set(side * 0.12 * W, 0.55 * H, 0);
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root.add(leg);
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}
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return root;
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}
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const args = parseArgs();
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fs.mkdirSync(args.out, { recursive: true });
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const exporter = new GLTFExporter();
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let generated = 0;
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for (let f = 0; f < args.faces; f++) {
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for (let b = 1; b <= args.bodies; b++) {
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for (let s = 1; s <= args.skins; s++) {
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const name = `avatar_f${f}_b${b}_s${s}.glb`;
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const outPath = path.join(args.out, name);
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if (fs.existsSync(outPath)) continue;
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const scene = buildAvatar(f, b, s);
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const buf = await new Promise((resolve, reject) => {
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exporter.parse(
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scene,
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(result) => resolve(Buffer.from(result)),
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(err) => reject(err),
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{ binary: true }
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);
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});
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fs.writeFileSync(outPath, buf);
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generated++;
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}
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}
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}
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console.log(`generated ${generated} GLB (skipped existing) -> ${args.out}`);
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