Improve card image camera and pose diversity rules

This commit is contained in:
2026-06-18 01:14:39 +09:00
parent cac741fce8
commit 0ec024fe54
2 changed files with 5113 additions and 5062 deletions

View File

@@ -191,6 +191,39 @@ const CAMERA_ORIENTATION_PLAN = {
defeated: ["rear", "low", "high", "side", "high", "rear", "low", "high", "side", "rear", "low", "high", "side"],
};
const CAMERA_ORIENTATION_TEMPLATES = {
normal: [
["side", "high", "low", "rear", "low"],
["low", "rear", "high", "side", "high"],
["rear", "low", "side", "high", "rear"],
["high", "rear", "low", "side", "high"],
],
"light-damage": [
["low", "rear", "high", "side", "low"],
["side", "low", "rear", "high", "rear"],
["rear", "low", "side", "high", "rear"],
["high", "rear", "side", "low", "high"],
],
"medium-damage": [
["side", "low", "rear", "high", "high"],
["low", "high", "side", "rear", "low"],
["rear", "side", "low", "high", "rear"],
["high", "rear", "side", "low", "high"],
],
"heavy-damage": [
["low", "rear", "high", "side", "rear"],
["high", "rear", "side", "low", "high"],
["side", "rear", "high", "low", "side"],
["rear", "high", "side", "low", "rear"],
],
defeated: [
["rear", "low", "high", "side", "high"],
["low", "rear", "high", "side", "rear"],
["side", "high", "low", "rear", "high"],
["high", "rear", "rear", "low", "side"],
],
};
const CAMERA_VARIANTS = {
normal: {
side: [
@@ -317,6 +350,21 @@ const CAMERA_ORIENTATION_RULES = {
"Prioritize side/rear/back/low/high framing for collapse and pain continuity; avoid frontal composition even when convenient.",
};
const CAMERA_STAGE_REQUIREMENTS = {
normal: { 1: "high", 2: "low" },
"light-damage": { 1: "high", 2: "low" },
"medium-damage": { 1: "high", 2: "low" },
"heavy-damage": { 1: "high", 2: "low" },
defeated: { 1: "high", 2: "low" },
};
function templateOrientation(spec, character, stage) {
const templates = CAMERA_ORIENTATION_TEMPLATES[spec.label] ?? CAMERA_ORIENTATION_TEMPLATES.normal;
const templateSeed = charSeed(`${character.id}-${spec.label}-template`);
const template = templates[templateSeed % templates.length] ?? templates[0];
return template[stage % template.length] ?? null;
}
const STAGE_POSE_FAMILY_PREFERENCE = {
normal: ["impact", "defensive", "forward-motion", "ground-recovery", "airborne"],
"light-damage": ["defensive", "impact", "ground-recovery", "airborne"],
@@ -325,6 +373,14 @@ const STAGE_POSE_FAMILY_PREFERENCE = {
defeated: ["ground-recovery", "defensive", "impact", "ground-recovery"],
};
const STAGE_POSE_FAMILY_REQUIREMENTS = {
normal: ["defensive", "impact", "forward-motion", "ground-recovery", "airborne"],
"light-damage": ["defensive", "impact", "airborne", "ground-recovery", "forward-motion"],
"medium-damage": ["ground-recovery", "defensive", "impact", "airborne", "forward-motion"],
"heavy-damage": ["ground-recovery", "defensive", "impact", "forward-motion", "airborne"],
defeated: ["ground-recovery", "defensive", "impact", "forward-motion", "airborne"],
};
const POSE_ORIENTATION_VARIANTS = {
normal: {
front: [
@@ -564,10 +620,6 @@ function pickDiverseOption(list, seed, stage, step) {
return list[index];
}
function normalizeToDirectionDistance(length, from, to) {
return (to - from + length) % length;
}
function firstIndexForOrientation(plan, wanted) {
for (let i = 0; i < plan.length; i += 1) {
if (normalizeOrientation(plan[i]) === wanted) {
@@ -616,67 +668,52 @@ function poseFamily(phrase) {
function pickCameraForStage(spec, character, stage) {
const orientationPlan = CAMERA_ORIENTATION_PLAN[spec.label] ?? CAMERA_ORIENTATION_PLAN.normal;
const orientationSeed = charSeed(`${character.id}-${character.scene}-${spec.label}`);
const previousOrientationIndex = stage > 0 ? (orientationSeed + stage - 1) % orientationPlan.length : -1;
const previousOrientation = previousOrientationIndex === -1 ? null : orientationPlan[previousOrientationIndex];
let resolvedIndex = (orientationSeed + stage) % orientationPlan.length;
for (let attempt = 0; attempt < orientationPlan.length; attempt += 1) {
const orientation = orientationPlan[resolvedIndex];
if (orientation !== previousOrientation) {
break;
}
resolvedIndex = (resolvedIndex + 1) % orientationPlan.length;
}
const preferredTemplateOrientation = templateOrientation(spec, character, stage);
const requiredOrientation = CAMERA_STAGE_REQUIREMENTS[spec.label]?.[stage];
const historyKey = character.id;
const history = cameraHistoryByCharacter.get(historyKey) ?? [];
const needLow = stage >= 2 && !history.includes("low");
const needHigh = stage >= 1 && !history.includes("high");
if (needLow) {
const lowIndex = firstIndexForOrientation(orientationPlan, "low");
if (lowIndex !== -1) {
resolvedIndex = (resolvedIndex + normalizeToDirectionDistance(orientationPlan.length, resolvedIndex, lowIndex)) % orientationPlan.length;
let resolvedIndex = firstIndexForOrientation(
orientationPlan,
preferredTemplateOrientation,
);
if (resolvedIndex === -1) {
resolvedIndex = (orientationSeed + stage) % orientationPlan.length;
}
const tailNeedOrientation = requiredOrientation ?? (() => {
if (stage === 4 && !history.includes("rear")) {
const tailSeed = charSeed(`${character.id}-${spec.label}-tail`);
return tailSeed % 2 === 0 ? "rear" : "side";
}
return null;
})();
if (requiredOrientation) {
const requiredIndex = firstIndexForOrientation(orientationPlan, requiredOrientation);
if (requiredIndex !== -1 && !history.includes(requiredOrientation)) {
resolvedIndex = requiredIndex;
}
} else if (tailNeedOrientation) {
const tailOrientationIndex = firstIndexForOrientation(orientationPlan, tailNeedOrientation);
if (tailOrientationIndex !== -1) {
resolvedIndex = tailOrientationIndex;
}
} else if (!history.includes("low") && stage >= 2) {
const fallbackLowIndex = firstIndexForOrientation(orientationPlan, "low");
if (fallbackLowIndex !== -1 && !history.includes("low")) {
resolvedIndex = fallbackLowIndex;
}
} else if (!history.includes("high") && stage >= 1) {
const fallbackHighIndex = firstIndexForOrientation(orientationPlan, "high");
if (fallbackHighIndex !== -1 && !history.includes("high")) {
resolvedIndex = fallbackHighIndex;
}
}
if (needHigh) {
const highIndex = firstIndexForOrientation(orientationPlan, "high");
if (highIndex !== -1) {
resolvedIndex = (resolvedIndex + normalizeToDirectionDistance(orientationPlan.length, resolvedIndex, highIndex)) % orientationPlan.length;
}
}
let forced = false;
if (stage === 1) {
const stageSeed = charSeed(`${character.id}-${character.scene}-${character.weapon}`);
const forcedOrientation = stageSeed % 2 === 0 ? "high" : "low";
const forcedOrientationIndex = firstIndexForOrientation(orientationPlan, forcedOrientation);
if (forcedOrientationIndex !== -1) {
resolvedIndex = forcedOrientationIndex;
forced = true;
}
}
if (stage === 2) {
if (!history.includes("low")) {
const forcedLowIndex = firstIndexForOrientation(orientationPlan, "low");
if (forcedLowIndex !== -1) {
resolvedIndex = forcedLowIndex;
forced = true;
}
}
}
if (stage === 3 && !history.includes("high")) {
const forcedHighIndex = firstIndexForOrientation(orientationPlan, "high");
if (forcedHighIndex !== -1) {
resolvedIndex = forcedHighIndex;
forced = true;
}
}
if (stage === 4 && !history.includes("low")) {
const forcedLowIndex = firstIndexForOrientation(orientationPlan, "low");
if (forcedLowIndex !== -1) {
resolvedIndex = forcedLowIndex;
forced = true;
}
}
if (history.length > 0 && (!forced || orientationPlan[resolvedIndex] === history[history.length - 1])) {
resolvedIndex = nextDifferentIndex(orientationPlan, resolvedIndex, history[history.length - 1]);
if (history.length > 0 && orientationPlan[resolvedIndex] === history[history.length - 1]) {
resolvedIndex = nextDifferentIndex(
orientationPlan,
resolvedIndex,
history[history.length - 1],
);
}
const finalOrientation = normalizeOrientation(orientationPlan[resolvedIndex]);
@@ -724,6 +761,12 @@ function pickPoseModifier(spec, character, stage, orientation) {
STAGE_POSE_FAMILY_PREFERENCE.normal;
const familyHistory = poseFamilyHistoryByCharacter.get(character.id) ?? [];
const avoidedFamilies = new Set(familyHistory.slice(-3));
const requiredFamily = STAGE_POSE_FAMILY_REQUIREMENTS[spec.label]?.[stage] ??
STAGE_POSE_FAMILY_REQUIREMENTS.normal[stage] ??
null;
const requiredFamilyPool = requiredFamily
? posePool.filter((pose) => poseFamily(pose) === requiredFamily && !avoidedFamilies.has(requiredFamily))
: [];
const preferredPool = posePool.filter(
(pose) =>
preferredFamilies.includes(poseFamily(pose)) &&
@@ -731,7 +774,9 @@ function pickPoseModifier(spec, character, stage, orientation) {
);
const familyFilteredPool = posePool.filter((pose) => !avoidedFamilies.has(poseFamily(pose)));
const finalPool =
preferredPool.length > 0
requiredFamilyPool.length > 0
? requiredFamilyPool
: preferredPool.length > 0
? preferredPool
: familyFilteredPool.length > 0
? familyFilteredPool
@@ -785,8 +830,12 @@ function promptFor(character, stage) {
"Angle strictness: this render must not use frontal/front-facing composition. Use side/rear/low/high only, and explicitly rotate camera family between stages.";
const angleConstraint =
"Do not output front-facing framing for default action shots. Use side/rear/low/high angles as primary composition, and rotate the view family between shots so the same character does not repeat the exact same camera axis.";
const angleHardStop =
"Hard stop: frontal, direct eye-level, or symmetric head-on compositions are disallowed for combat coverage.";
const poseDiversityConstraint =
"Pose diversity is mandatory: rotate through guard, movement, recoil, evasive, grounded, and collapse actions across the five stages; do not repeat the same motion family in multiple consecutive shots.";
const poseHardStop =
"Hard stop: do not keep the exact same pose family or core action type in repeated stages; distribute at least three different families over five stages.";
const poseModifier = pickPoseModifier(spec, character, stage, camera.orientation);
return [
"Use case: stylized-concept",
@@ -803,7 +852,9 @@ function promptFor(character, stage) {
`Camera/view variation: ${camera.orientation} angle. Composition directive: ${camera.phrase}.`,
angleControl,
angleConstraint,
angleHardStop,
poseDiversityConstraint,
poseHardStop,
"Across the character's five damage stages, rotate between side, rear, low-angle, and high-angle views as the primary framing. Frontal composition is disallowed, and at least one low-angle and one high-angle shot must appear.",
`Camera constraint: ${CAMERA_ORIENTATION_RULES[spec.label] ?? CAMERA_ORIENTATION_RULES.normal}`,
`Adult visual appeal: ${character.appealFocus}; ${adultAppeal}.`,