fix: per-species scale correction for skinned mesh fish
Box3.setFromObject measures skinned geometry in skeleton space (and may use a stale cached bounding box), which does not match the GPU's actual rendered extent (mesh.matrixWorld * skinning * position). Add a per-species baseScale correction factor (rendered / box3) to FishSpec and fold it into buildFish's scale calc so each GLB normalizes to its true size. Measured per GLB with three.js's exact skinning formula: most models are 1.0. The skinned blendswap oscar (1.35) and knifefish (2.58) deviate and are corrected. The clownfish GLB is a full scene (water 'Surface' 45.3, 'TopLight' 15, 'Bubbles' 3.4) plus a small skinned body (~8.3); box3 is dominated by the water plane, so a baseScale can't fix it without blowing up the scene geometry - left at 1.0 pending a clean re-export.
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@@ -20,6 +20,16 @@ export interface FishSpec {
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orient?: { x?: number; y?: number; z?: number };
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speed?: Range;
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genetics?: Genetics;
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/**
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* Correction factor between the extent reported by `Box3.setFromObject`
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* and the fish's true rendered extent. `Box3.setFromObject` measures
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* skinned geometry in skeleton space (and may use a stale cached
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* bounding box), which does not match what the GPU actually renders
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* (`mesh.matrixWorld * skinning * position`). baseScale = rendered / box3,
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* so the final scale becomes `targetLength / (box3 * baseScale) =
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* targetLength / rendered`, normalizing every fish to its real size.
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*/
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baseScale?: number;
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}
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// ---- Helpers ----
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@@ -132,7 +142,8 @@ function buildFish(gltf: GLTF, spec: FishSpec): Fish {
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const box = new THREE.Box3().setFromObject(model);
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const size = box.getSize(new THREE.Vector3());
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const longest = Math.max(size.x, size.y, size.z);
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const scale = (spec.targetLength / longest) * rand(0.92, 1.08);
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const baseScale = spec.baseScale ?? 1.0;
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const scale = (spec.targetLength / (longest * baseScale)) * rand(0.92, 1.08);
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orient.scale.setScalar(scale);
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orient.add(model);
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