File size: 47,718 Bytes
213d393
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
d61897b
213d393
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
import * as THREE from 'three'
import { RoomEnvironment } from 'three/examples/jsm/environments/RoomEnvironment.js'
import type { V3 } from './math'

/* ------------------------------------------------------------------ */
/*  Pose                                                               */
/* ------------------------------------------------------------------ */
// [wristFlex, wristDev(+ulnar), pron, spread,
//  idx mcp,pip,dip, mid.., ring.., little..,
//  tAbd, tFlex, tOpp, tMcp, tIp]
export type Pose = number[]
export const POSE = {
  rest: [0.05, 0, 0, 0.05, 0.18, 0.22, 0.1, 0.22, 0.28, 0.12, 0.28, 0.32, 0.15, 0.34, 0.36, 0.18, 0.05, 0.1, 0, 0.12, 0.12],
  open: [-0.1, 0, 0, 0.18, 0.02, 0.04, 0.02, 0.02, 0.04, 0.02, 0.04, 0.05, 0.03, 0.06, 0.06, 0.04, 0.35, -0.05, 0, 0.0, 0.0],
  fist: [0.05, 0, 0, 0, 1.45, 1.6, 0.9, 1.5, 1.65, 0.9, 1.5, 1.65, 0.9, 1.45, 1.6, 0.9, -0.1, 0.55, 0.3, 0.6, 0.6],
  // Finkelstein-like: thumb tucked + ulnar deviation (provokes pain)
  tuck: [0.0, 0.42, 0, 0, 1.25, 1.5, 0.9, 1.35, 1.55, 0.9, 1.35, 1.55, 0.9, 1.3, 1.5, 0.9, -0.1, 0.6, -0.35, 1.1, 0.8],
  grip: [0.0, 0.05, 0, 0.02, 1.05, 1.15, 0.55, 1.12, 1.2, 0.55, 1.15, 1.2, 0.55, 1.1, 1.15, 0.55, -0.05, 0.5, 0.35, 0.35, 0.35],
  gripBall: [-0.05, 0.05, 0, 0.12, 0.75, 0.85, 0.45, 0.78, 0.9, 0.45, 0.78, 0.9, 0.45, 0.72, 0.85, 0.45, 0.05, 0.45, 0.35, 0.2, 0.3],
  pinch: [0.0, 0.12, 0, 0.04, 0.85, 0.95, 0.45, 0.9, 1.0, 0.5, 0.95, 1.05, 0.55, 1.0, 1.1, 0.6, 0.1, 0.4, 0.3, 0.25, 0.15],
  mouse: [-0.25, 0.1, 0, 0.08, 0.3, 0.35, 0.18, 0.32, 0.38, 0.2, 0.36, 0.42, 0.22, 0.42, 0.45, 0.25, 0.25, 0.2, 0.15, 0.12, 0.1],
  baby: [-0.2, 0.0, 0, 0.12, 0.35, 0.3, 0.12, 0.38, 0.32, 0.12, 0.42, 0.34, 0.14, 0.45, 0.36, 0.15, 0.62, -0.25, 0.05, -0.05, 0.0],
  phone: [-0.1, 0.05, 0, 0.0, 0.9, 0.7, 0.3, 0.95, 0.75, 0.3, 1.0, 0.8, 0.35, 1.05, 0.85, 0.4, 0.3, 0.15, 0.2, 0.15, 0.1],
  cup: [0.0, 0.0, 0, 0.0, 1.3, 0.75, 0.35, 1.35, 0.8, 0.35, 1.38, 0.85, 0.4, 1.4, 0.9, 0.45, 0.05, 0.4, 0.35, 0.25, 0.25],
} satisfies Record<string, Pose>

/* ------------------------------------------------------------------ */
/*  Scene state                                                        */
/* ------------------------------------------------------------------ */
export interface PropState { vis: number; [k: string]: number }
export interface SceneState {
  cam: { pos: V3; target: V3; fov: number; roll?: number; follow?: number; shift?: [number, number] }
  arm: { pos: V3; rot: V3; twist?: { pivot: V3; axis: V3; angle: number } }
  pose: Pose
  skin: number          // overall skin visibility 0..1
  xray: number          // 0 opaque skin → 1 transparent x-ray skin
  bone: number          // reveal 0..1
  tendon: number
  sheath: number
  thick: number         // sheath thickening 0..1
  friction: number      // tendon hot-spot 0..1
  pain: number          // red glow 0..1
  slide?: number        // extra tendon slide offset
  focus?: number        // highlight the 1st compartment (dims others)
  props: Record<string, PropState | undefined>
  shake?: V3
  time: number
}

export const PAIN_LOCAL: V3 = [-0.3, -0.17, 0.06] // in forearm space (1st dorsal compartment)

/* ------------------------------------------------------------------ */
/*  Shaders                                                            */
/* ------------------------------------------------------------------ */
const VS = /* glsl */ `
varying vec3 vN; varying vec3 vV; varying vec3 vW; varying vec2 vUv;
void main(){
  vec4 w = modelMatrix * vec4(position,1.0); vW = w.xyz;
  vec4 mv = viewMatrix * w; vV = mv.xyz;
  vN = normalize(normalMatrix * normal); vUv = uv;
  gl_Position = projectionMatrix * mv;
}`
const LIGHT = /* glsl */ `
vec3 shade(vec3 base, vec3 N, vec3 V, float shin, float specAmt, float wrapAmt){
  vec3 L1 = normalize(vec3(0.45,0.75,0.55));
  vec3 L2 = normalize(vec3(-0.75,0.15,0.35));
  vec3 L3 = normalize(vec3(0.15,-0.5,-0.85));
  float d1 = max((dot(N,L1)+wrapAmt)/(1.0+wrapAmt),0.0);
  float d2 = max(dot(N,L2),0.0);
  float d3 = max(dot(N,L3),0.0);
  vec3 c = base*(0.2 + 0.82*d1) + base*d2*0.28*vec3(0.75,0.88,1.0);
  float s = pow(max(dot(N,normalize(L1+V)),0.0),shin)*specAmt;
  float fr = pow(1.0-max(dot(N,V),0.0),3.0);
  c += vec3(s) + fr*vec3(0.35,0.62,1.0)*0.32 + d3*0.12*vec3(0.4,0.65,1.0);
  return c;
}
uniform vec3 uRC; uniform float uRR;
float reveal(){ float d = distance(vW,uRC); if(d>uRR) discard; return 1.0-smoothstep(0.0,0.07,uRR-d); }
`

function revealUniforms() {
  return { uRC: { value: new THREE.Vector3() }, uRR: { value: 100 } }
}

function makeOrganic(color: string, shin = 30, spec = 0.25, wrap = 0.3) {
  return new THREE.ShaderMaterial({
    uniforms: { uColor: { value: new THREE.Color(color) }, uAlpha: { value: 1 }, uDim: { value: 0 }, ...revealUniforms() },
    vertexShader: VS,
    fragmentShader: /* glsl */ `
      varying vec3 vN; varying vec3 vV; varying vec3 vW; varying vec2 vUv;
      uniform vec3 uColor; uniform float uAlpha; uniform float uDim;
      ${LIGHT}
      void main(){
        float e = reveal();
        vec3 N = normalize(vN); if(!gl_FrontFacing) N = -N; vec3 V = normalize(-vV);
        vec3 c = shade(uColor, N, V, ${shin.toFixed(1)}, ${spec.toFixed(3)}, ${wrap.toFixed(2)});
        c = mix(c, c*0.35 + vec3(0.02,0.05,0.1), uDim);
        c += vec3(0.3,0.9,1.0)*e*1.6;
        gl_FragColor = vec4(c, uAlpha);
      }`,
    transparent: false,
  })
}

/* ------------------------------------------------------------------ */
/*  Tube builder (dynamic)                                             */
/* ------------------------------------------------------------------ */
class DynTube {
  geo = new THREE.BufferGeometry()
  pos: Float32Array; nor: Float32Array; uv: Float32Array
  curve = new THREE.CatmullRomCurve3([new THREE.Vector3(), new THREE.Vector3(0, 1, 0)], false, 'centripetal')
  constructor(public segs: number, public radial: number) {
    const n = (segs + 1) * (radial + 1)
    this.pos = new Float32Array(n * 3); this.nor = new Float32Array(n * 3); this.uv = new Float32Array(n * 2)
    const idx: number[] = []
    for (let i = 0; i < segs; i++) for (let j = 0; j < radial; j++) {
      const a = i * (radial + 1) + j, b = (i + 1) * (radial + 1) + j
      idx.push(a, b, a + 1, b, b + 1, a + 1)
    }
    this.geo.setIndex(idx)
    this.geo.setAttribute('position', new THREE.BufferAttribute(this.pos, 3))
    this.geo.setAttribute('normal', new THREE.BufferAttribute(this.nor, 3))
    this.geo.setAttribute('uv', new THREE.BufferAttribute(this.uv, 2))
  }
  update(points: THREE.Vector3[], radius: (u: number) => number) {
    this.curve.points = points
    const { segs, radial } = this
    const frames = this.curve.computeFrenetFrames(segs, false)
    const len = this.curve.getLength()
    const p = new THREE.Vector3(), n = new THREE.Vector3()
    for (let i = 0; i <= segs; i++) {
      const u = i / segs
      this.curve.getPointAt(u, p)
      const N = frames.normals[i], B = frames.binormals[i]
      const r = radius(u)
      for (let j = 0; j <= radial; j++) {
        const v = (j / radial) * Math.PI * 2
        const s = Math.sin(v), c = -Math.cos(v)
        n.set(c * N.x + s * B.x, c * N.y + s * B.y, c * N.z + s * B.z).normalize()
        const k = i * (radial + 1) + j
        this.pos[k * 3] = p.x + r * n.x; this.pos[k * 3 + 1] = p.y + r * n.y; this.pos[k * 3 + 2] = p.z + r * n.z
        this.nor[k * 3] = n.x; this.nor[k * 3 + 1] = n.y; this.nor[k * 3 + 2] = n.z
        this.uv[k * 2] = u * len; this.uv[k * 2 + 1] = j / radial
      }
    }
    this.geo.attributes.position.needsUpdate = true
    this.geo.attributes.normal.needsUpdate = true
    this.geo.attributes.uv.needsUpdate = true
    this.geo.computeBoundingSphere()
  }
}

/* ------------------------------------------------------------------ */
/*  Hand model                                                         */
/* ------------------------------------------------------------------ */
const FINGERS = [
  { base: [-0.165, 0.27, 0.02], head: [-0.27, 0.97, 0.035], len: [0.42, 0.25, 0.2], r: 0.086, splay: -0.09 },
  { base: [-0.055, 0.27, 0.025], head: [-0.09, 1.0, 0.04], len: [0.47, 0.29, 0.21], r: 0.09, splay: -0.02 },
  { base: [0.06, 0.27, 0.02], head: [0.09, 0.96, 0.035], len: [0.44, 0.27, 0.2], r: 0.085, splay: 0.05 },
  { base: [0.165, 0.26, 0.01], head: [0.255, 0.88, 0.02], len: [0.34, 0.21, 0.18], r: 0.075, splay: 0.13 },
] as const

export class HandModel {
  scene = new THREE.Scene()
  armRoot = new THREE.Group()
  forearm = new THREE.Group()
  wrist = new THREE.Group()
  fingerJoints: THREE.Group[][] = []
  thumbJoints: THREE.Group[] = []
  thumbBase = new THREE.Quaternion()
  skinMat: THREE.ShaderMaterial
  skinDepth: THREE.MeshBasicMaterial
  boneMat = makeOrganic('#efe5cf', 24, 0.22, 0.35)
  cartMat = makeOrganic('#cfe3f0', 40, 0.35, 0.3)
  muscleMat = makeOrganic('#b8463f', 20, 0.18, 0.4)
  tendonMat: THREE.ShaderMaterial
  extTendonMat: THREE.ShaderMaterial
  sheathMat: THREE.ShaderMaterial
  tendons: { tube: DynTube; mesh: THREE.Mesh; kind: 'apl' | 'epb' | 'ext' | 'epl'; idx?: number }[] = []
  sheathTube = new DynTube(60, 28)
  sheathMesh!: THREE.Mesh
  painCore: THREE.Sprite
  painHalo: THREE.Sprite
  locator: THREE.Sprite
  props: Record<string, THREE.Object3D> = {}
  anchors: Record<string, THREE.Vector3> = {}
  envTex: THREE.Texture | null = null
  private boneMats: THREE.ShaderMaterial[] = []

  constructor(renderer: THREE.WebGLRenderer) {
    const pm = new THREE.PMREMGenerator(renderer)
    this.envTex = pm.fromScene(new RoomEnvironment(), 0.04).texture
    this.scene.environment = this.envTex
    const dl = new THREE.DirectionalLight('#ffffff', 1.6); dl.position.set(2, 4, 3); this.scene.add(dl)
    const fl = new THREE.DirectionalLight('#8fc6ff', 0.6); fl.position.set(-3, 1, 2); this.scene.add(fl)
    this.scene.add(new THREE.AmbientLight('#6688aa', 0.35))

    /* --- skin material (custom subsurface-ish + x-ray) --- */
    this.skinMat = new THREE.ShaderMaterial({
      uniforms: { uColor: { value: new THREE.Color('#e2a284') }, uOpacity: { value: 1 }, uXray: { value: 0 }, uPainPos: { value: new THREE.Vector3() }, uPain: { value: 0 }, uTime: { value: 0 } },
      vertexShader: VS,
      fragmentShader: /* glsl */ `
        varying vec3 vN; varying vec3 vV; varying vec3 vW; varying vec2 vUv;
        uniform vec3 uColor; uniform float uOpacity; uniform float uXray; uniform vec3 uPainPos; uniform float uPain; uniform float uTime;
        uniform vec3 uRC; uniform float uRR;
        void main(){
          vec3 N = normalize(vN); vec3 V = normalize(-vV);
          vec3 L1 = normalize(vec3(0.45,0.75,0.55)); vec3 L2 = normalize(vec3(-0.75,0.15,0.35));
          float ndl = dot(N,L1);
          float wrap = clamp((ndl+0.45)/1.45,0.0,1.0);
          float term = smoothstep(0.0,0.45,wrap) - smoothstep(0.35,0.9,wrap);
          vec3 c = uColor*(0.24 + 0.78*wrap) + uColor*max(dot(N,L2),0.0)*0.22*vec3(0.8,0.9,1.0);
          c += vec3(0.55,0.08,0.04)*term*0.35;                       // subsurface red terminator
          float fr = pow(1.0-max(dot(N,V),0.0),2.6);
          c += vec3(1.0,0.82,0.72)*fr*0.18;
          c += vec3(pow(max(dot(N,normalize(L1+V)),0.0),36.0)*0.16);
          // pain glow on skin
          float pd = distance(vW,uPainPos);
          float pg = uPain*exp(-pd*pd/0.022)*(0.75+0.25*sin(uTime*7.0));
          c = mix(c, vec3(1.0,0.12,0.08), clamp(pg*0.75,0.0,0.8)); c += vec3(0.6,0.05,0.02)*pg*0.6;
          // x-ray
          vec3 xc = vec3(0.42,0.82,1.0)*(0.1+fr*1.25) + vec3(1.0,0.15,0.1)*pg*0.6;
          c = mix(c, xc, uXray);
          float a = mix(1.0, 0.05 + fr*0.55 + pg*0.25, uXray) * uOpacity;
          gl_FragColor = vec4(c, a);
        }`,
      transparent: true, depthWrite: false, depthFunc: THREE.LessEqualDepth,
    })
    this.skinDepth = new THREE.MeshBasicMaterial({ colorWrite: false, transparent: true })

    /* --- tendon materials --- */
    const tendonFrag = (base: string) => /* glsl */ `
      varying vec3 vN; varying vec3 vV; varying vec3 vW; varying vec2 vUv;
      uniform float uSlide; uniform vec3 uHotPos; uniform float uHot; uniform float uDim; uniform float uTime; uniform float uAlpha;
      ${LIGHT}
      void main(){
        float e = reveal();
        vec3 N = normalize(vN); vec3 V = normalize(-vV);
        float x = vUv.x - uSlide;
        float fib = 0.9 + 0.1*sin(vUv.y*6.2832*7.0 + sin(vUv.x*40.0)*0.6);
        float band = smoothstep(0.35,0.5,abs(fract(x*7.0)-0.5));
        vec3 base = ${base} * fib * (1.0 - band*0.16);
        vec3 c = shade(base, N, V, 48.0, 0.45, 0.35);
        float d = distance(vW,uHotPos);
        float h = uHot*exp(-d*d/0.012);
        vec3 hot = mix(vec3(1.0,0.82,0.15), vec3(1.0,0.12,0.06), smoothstep(0.35,0.85,uHot));
        c = mix(c, hot*(0.8+0.25*sin(uTime*9.0)), clamp(h*1.1,0.0,0.92));
        c += hot*h*0.35;
        c = mix(c, c*0.3+vec3(0.02,0.05,0.1), uDim);
        c += vec3(0.3,0.9,1.0)*e*1.6;
        gl_FragColor = vec4(c, uAlpha);
      }`
    const tUniforms = () => ({ uSlide: { value: 0 }, uHotPos: { value: new THREE.Vector3() }, uHot: { value: 0 }, uDim: { value: 0 }, uTime: { value: 0 }, uAlpha: { value: 1 }, ...revealUniforms() })
    this.tendonMat = new THREE.ShaderMaterial({ uniforms: tUniforms(), vertexShader: VS, fragmentShader: tendonFrag('vec3(0.96,0.93,0.86)') })
    this.extTendonMat = new THREE.ShaderMaterial({ uniforms: tUniforms(), vertexShader: VS, fragmentShader: tendonFrag('vec3(0.9,0.88,0.84)') })

    this.sheathMat = new THREE.ShaderMaterial({
      uniforms: { uThick: { value: 0 }, uAlpha: { value: 1 }, uTime: { value: 0 }, ...revealUniforms() },
      vertexShader: VS,
      fragmentShader: /* glsl */ `
        varying vec3 vN; varying vec3 vV; varying vec3 vW; varying vec2 vUv;
        uniform float uThick; uniform float uAlpha; uniform float uTime;
        ${LIGHT}
        void main(){
          float e = reveal();
          vec3 N = normalize(vN); vec3 V = normalize(-vV);
          vec3 base = mix(vec3(0.55,0.78,1.0), vec3(1.0,0.36,0.3), uThick);
          vec3 c = shade(base, N, V, 30.0, 0.35, 0.4);
          float fr = pow(1.0-max(dot(N,V),0.0),2.0);
          float ring = 0.5+0.5*sin(vUv.x*95.0);
          c += base*fr*0.9 + ring*0.06;
          c += vec3(1.0,0.2,0.1)*uThick*(0.25+0.2*sin(uTime*6.0))*fr;
          c += vec3(0.3,0.9,1.0)*e*1.6;
          gl_FragColor = vec4(c, (0.28 + fr*0.5 + ring*0.05 + uThick*0.15)*uAlpha);
        }`,
      transparent: true, depthWrite: false, side: THREE.DoubleSide,
    })

    this.boneMats = [this.boneMat, this.cartMat]
    this.build()

    /* --- pain sprites --- */
    const glowTex = (inner: string, outer: string) => {
      const c = document.createElement('canvas'); c.width = c.height = 128
      const g = c.getContext('2d')!; const gr = g.createRadialGradient(64, 64, 0, 64, 64, 64)
      gr.addColorStop(0, inner); gr.addColorStop(0.35, outer); gr.addColorStop(1, 'rgba(0,0,0,0)')
      g.fillStyle = gr; g.fillRect(0, 0, 128, 128)
      const t = new THREE.CanvasTexture(c); t.colorSpace = THREE.SRGBColorSpace; return t
    }
    const mk = (tex: THREE.Texture) => {
      const s = new THREE.Sprite(new THREE.SpriteMaterial({ map: tex, blending: THREE.AdditiveBlending, depthTest: false, depthWrite: false, transparent: true }))
      s.renderOrder = 40; return s
    }
    this.painCore = mk(glowTex('rgba(255,235,220,1)', 'rgba(255,40,30,0.85)'))
    this.painHalo = mk(glowTex('rgba(255,60,40,0.9)', 'rgba(255,20,20,0.35)'))
    this.locator = mk(glowTex('rgba(255,255,255,1)', 'rgba(200,240,255,0.6)'))
    this.forearm.add(this.painCore, this.painHalo, this.locator)
    this.painCore.position.set(...PAIN_LOCAL); this.painHalo.position.set(...PAIN_LOCAL); this.locator.position.set(...PAIN_LOCAL)
  }

  /* ---------------- construction ---------------- */
  private skinPart(parent: THREE.Object3D, geo: THREE.BufferGeometry, pos: V3, scale: V3 = [1, 1, 1], rot: V3 = [0, 0, 0]) {
    const a = new THREE.Mesh(geo, this.skinDepth); const b = new THREE.Mesh(geo, this.skinMat)
    for (const m of [a, b]) { m.position.set(...pos); m.scale.set(...scale); m.rotation.set(...rot); parent.add(m) }
    a.renderOrder = 10; b.renderOrder = 11
    return b
  }
  private bonePart(parent: THREE.Object3D, geo: THREE.BufferGeometry, pos: V3, scale: V3 = [1, 1, 1], rot: V3 = [0, 0, 0], mat = this.boneMat) {
    const m = new THREE.Mesh(geo, mat); m.position.set(...pos); m.scale.set(...scale); m.rotation.set(...rot); parent.add(m); return m
  }
  private boneBetween(parent: THREE.Object3D, a: THREE.Vector3, b: THREE.Vector3, r: number) {
    const L = a.distanceTo(b)
    const g = new THREE.CapsuleGeometry(r, Math.max(0.001, L - r * 2), 6, 14)
    const m = new THREE.Mesh(g, this.boneMat)
    m.position.copy(a).add(b).multiplyScalar(0.5)
    m.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), b.clone().sub(a).normalize())
    parent.add(m)
    // condyles
    const s = new THREE.SphereGeometry(r * 1.45, 16, 12)
    const h = new THREE.Mesh(s, this.boneMat); h.position.copy(b); h.scale.set(1, 0.8, 0.9); parent.add(h)
    const t = new THREE.Mesh(s, this.boneMat); t.position.copy(a); t.scale.set(1.05, 0.75, 0.9); parent.add(t)
    return m
  }

  private build() {
    const S = this.scene
    S.add(this.armRoot); this.armRoot.add(this.forearm); this.forearm.add(this.wrist)
    const sph = new THREE.SphereGeometry(1, 48, 32)

    /* forearm skin */
    const fa = new THREE.CylinderGeometry(0.315, 0.42, 3.2, 48, 12, true)
    this.skinPart(this.forearm, fa, [0, -1.6, 0], [1.24, 1, 0.74])
    this.skinPart(this.forearm, sph, [0, 0.0, 0], [0.39, 0.24, 0.233])

    /* forearm bones */
    const v = (x: number, y: number, z: number) => new THREE.Vector3(x, y, z)
    this.boneBetween(this.forearm, v(-0.13, -3.1, 0), v(-0.16, -0.22, 0.0), 0.055)
    this.bonePart(this.forearm, sph, [-0.14, -0.13, 0.0], [0.15, 0.1, 0.105])
    this.bonePart(this.forearm, sph, [-0.255, -0.075, 0.0], [0.055, 0.075, 0.06])   // radial styloid
    this.bonePart(this.forearm, sph, [-0.1, -0.15, 0.09], [0.035, 0.05, 0.03])      // Lister tubercle
    this.boneBetween(this.forearm, v(0.17, -3.1, -0.02), v(0.19, -0.2, -0.01), 0.048)
    this.bonePart(this.forearm, sph, [0.19, -0.12, -0.01], [0.075, 0.075, 0.075])
    this.bonePart(this.forearm, sph, [0.25, -0.07, -0.03], [0.035, 0.05, 0.035])     // ulnar styloid

    /* forearm muscles (deep, dim) */
    const mus = new THREE.Mesh(sph, this.muscleMat)
    mus.position.set(-0.12, -1.6, 0.13); mus.scale.set(0.11, 0.75, 0.07); this.forearm.add(mus)
    const mus2 = mus.clone(); mus2.position.set(0.05, -1.75, 0.15); mus2.scale.set(0.12, 0.8, 0.07); this.forearm.add(mus2)
    this.props.muscles = new THREE.Group(); this.props.muscles.add(mus, mus2); this.forearm.add(this.props.muscles)

    /* wrist / palm */
    const W = this.wrist
    // carpals
    const carp: V3[] = [[-0.2, 0.07, 0.0], [-0.07, 0.075, 0.01], [0.06, 0.07, 0.0], [0.17, 0.065, -0.01], [-0.2, 0.2, 0.02], [-0.075, 0.205, 0.02], [0.05, 0.205, 0.02], [0.165, 0.195, 0.01]]
    carp.forEach((p, i) => this.bonePart(W, sph, p, [0.065 + (i % 3) * 0.006, 0.062, 0.07]))
    // palm skin
    this.skinPart(W, sph, [0.0, 0.57, 0.0], [0.455, 0.52, 0.165])
    this.skinPart(W, sph, [0.0, 0.17, -0.005], [0.37, 0.28, 0.19])
    this.skinPart(W, sph, [0.19, 0.5, -0.03], [0.2, 0.42, 0.16])   // hypothenar
    // metacarpals + fingers
    FINGERS.forEach((f, i) => {
      const a = v(...(f.base as unknown as V3)), b = v(...(f.head as unknown as V3))
      this.boneBetween(W, a, b, 0.032)
      const mcp = new THREE.Group(); mcp.position.copy(b)
      const dir = b.clone().sub(a).normalize()
      mcp.userData.base = new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0, 1, 0), dir)
      W.add(mcp)
      const joints = [mcp]
      let parent: THREE.Group = mcp
      f.len.forEach((L, k) => {
        const r = f.r * (1 - k * 0.09)
        const seg = new THREE.Group(); parent.add(seg)
        const start = k === 0 ? -0.06 : 0
        // skin capsule
        this.skinPart(seg, new THREE.CapsuleGeometry(r, L - start, 10, 24), [0, (L + start) / 2, 0], [1, 1, 0.88])
        // bone
        this.boneBetween(seg, v(0, 0.035, 0), v(0, L - 0.03, 0), r * 0.36)
        if (k === 2) {
          // nail
          const nail = new THREE.Mesh(sph, new THREE.MeshPhysicalMaterial({ color: '#f2c1b0', roughness: 0.25, clearcoat: 1, transparent: true }))
          nail.position.set(0, L * 0.62, r * 0.66); nail.scale.set(r * 0.72, L * 0.36, r * 0.26)
          nail.renderOrder = 12; seg.add(nail); nail.userData.nail = true
        }
        if (k < 2) { const j = new THREE.Group(); j.position.set(0, L, 0); seg.add(j); joints.push(j); parent = j }
      })
      this.fingerJoints.push(joints)
    })

    /* thumb */
    const cmc = new THREE.Group(); cmc.position.set(-0.235, 0.2, 0.04); W.add(cmc)
    const y = new THREE.Vector3(-0.44, 0.84, -0.32).normalize()
    let z = new THREE.Vector3(-0.9, 0.0, 0.42); z.sub(y.clone().multiplyScalar(z.dot(y))).normalize()
    const x = new THREE.Vector3().crossVectors(y, z)
    this.thumbBase.setFromRotationMatrix(new THREE.Matrix4().makeBasis(x, y, z))
    const tl = [0.46, 0.33, 0.27], tr = [0.122, 0.104, 0.095]
    this.thumbJoints.push(cmc)
    let tp: THREE.Group = cmc
    tl.forEach((L, k) => {
      const seg = new THREE.Group(); tp.add(seg)
      if (k === 0) {
        this.skinPart(seg, new THREE.CapsuleGeometry(tr[0], L * 0.75, 10, 24), [0.02, L * 0.5, -0.02], [1.15, 1, 0.95])
        this.skinPart(seg, sph, [0.11, 0.22, -0.06], [0.15, 0.27, 0.12]) // thenar
      } else {
        this.skinPart(seg, new THREE.CapsuleGeometry(tr[k], L, 10, 24), [0, L / 2, 0], [1, 1, 0.9])
      }
      this.boneBetween(seg, v(0, 0.04, 0), v(0, L - 0.03, 0), k === 0 ? 0.036 : tr[k] * 0.36)
      if (k === 2) {
        const nail = new THREE.Mesh(sph, new THREE.MeshPhysicalMaterial({ color: '#f2c1b0', roughness: 0.25, clearcoat: 1, transparent: true }))
        nail.position.set(0, L * 0.6, tr[k] * 0.7); nail.scale.set(tr[k] * 0.75, L * 0.38, tr[k] * 0.26); nail.renderOrder = 12; nail.userData.nail = true; seg.add(nail)
      }
      if (k < 2) { const j = new THREE.Group(); j.position.set(0, L, 0); seg.add(j); this.thumbJoints.push(j); tp = j }
    })

    /* tendons */
    const addT = (kind: 'apl' | 'epb' | 'ext' | 'epl', idx?: number) => {
      const tube = new DynTube(kind === 'ext' ? 70 : 110, 12)
      const mesh = new THREE.Mesh(tube.geo, kind === 'apl' || kind === 'epb' ? this.tendonMat : this.extTendonMat)
      mesh.frustumCulled = false
      S.add(mesh); this.tendons.push({ tube, mesh, kind, idx })
    }
    addT('apl'); addT('epb'); addT('epl'); for (let i = 0; i < 4; i++) addT('ext', i)
    this.sheathMesh = new THREE.Mesh(this.sheathTube.geo, this.sheathMat)
    this.sheathMesh.renderOrder = 5; this.sheathMesh.frustumCulled = false
    S.add(this.sheathMesh)

    this.buildProps(sph)
  }

  /* ---------------- props ---------------- */
  private buildProps(sph: THREE.SphereGeometry) {
    const std = (color: string, o: Partial<THREE.MeshPhysicalMaterialParameters> = {}) => new THREE.MeshPhysicalMaterial({ color, roughness: 0.45, metalness: 0, ...o })
    const add = (name: string, obj: THREE.Object3D, parent: THREE.Object3D) => { obj.visible = false; parent.add(obj); this.props[name] = obj; return obj }

    // ball (soft grip ball) – palm
    const ball = new THREE.Mesh(sph, std('#3fb6a8', { roughness: 0.6, sheen: 1, sheenColor: new THREE.Color('#9ff') }))
    ball.scale.setScalar(0.33); ball.position.set(-0.02, 0.7, -0.5)
    add('ball', ball, this.wrist)

    // coin / bead for pinch
    const bead = new THREE.Mesh(new THREE.CylinderGeometry(0.08, 0.08, 0.025, 32), std('#d9b44a', { metalness: 0.9, roughness: 0.25 }))
    add('bead', bead, this.wrist)

    // bottle + cap (cap in hand space)
    const bottle = new THREE.Group()
    const body = new THREE.Mesh(new THREE.CylinderGeometry(0.34, 0.36, 1.6, 48), std('#7fc8ff', { transmission: 0.6, roughness: 0.15, thickness: 0.3, transparent: true, opacity: 0.85 }))
    body.position.y = -0.95
    const label = new THREE.Mesh(new THREE.CylinderGeometry(0.352, 0.362, 0.5, 48, 1, true), std('#1f6fd1'))
    label.position.y = -1.0
    const neck = new THREE.Mesh(new THREE.CylinderGeometry(0.17, 0.33, 0.25, 40), body.material); neck.position.y = -0.05
    const cap = new THREE.Mesh(new THREE.CylinderGeometry(0.2, 0.2, 0.18, 40), std('#f4f4f4', { roughness: 0.35 }))
    cap.position.y = 0.12
    const ribs = new THREE.Group(); for (let i = 0; i < 24; i++) { const r = new THREE.Mesh(new THREE.BoxGeometry(0.02, 0.16, 0.02), std('#ddd')); const a = i / 24 * Math.PI * 2; r.position.set(Math.cos(a) * 0.205, 0.12, Math.sin(a) * 0.205); r.rotation.y = -a; ribs.add(r) }
    bottle.add(body, label, neck, cap, ribs)
    const bottleWrap = new THREE.Group(); bottleWrap.add(bottle)
    bottleWrap.position.set(-0.02, 0.6, -0.3); bottleWrap.rotation.x = Math.PI / 2 // axis along -Z (palmar)
    bottle.rotation.y = 0
    add('bottle', bottleWrap, this.wrist); bottleWrap.userData.inner = bottle

    // keyboard & mouse (hand space; palm-down usage)
    const kb = new THREE.Group()
    const deck = new THREE.Mesh(new THREE.BoxGeometry(2.6, 0.06, 1.0), std('#2a3240', { roughness: 0.5 }))
    kb.add(deck)
    for (let r = 0; r < 4; r++) for (let c = 0; c < 13; c++) {
      const k = new THREE.Mesh(new THREE.BoxGeometry(0.16, 0.05, 0.16), std('#d9dee6', { roughness: 0.6 }))
      k.position.set(-1.15 + c * 0.19 + (r % 2) * 0.05, 0.05, -0.33 + r * 0.21); kb.add(k)
    }
    const mouse = new THREE.Mesh(sph, std('#e8ecf2', { roughness: 0.3, clearcoat: 0.6 }))
    mouse.scale.set(0.28, 0.13, 0.42); mouse.position.set(1.75, 0.08, 0.15)
    const desk = new THREE.Mesh(new THREE.BoxGeometry(6, 0.05, 3), std('#5b4a3c', { roughness: 0.8 })); desk.position.y = -0.06
    kb.add(mouse, desk)
    add('keyboard', kb, this.armRoot)

    // hammer (tool) – handle across palm (hand-space X axis)
    const ham = new THREE.Group()
    const handle = new THREE.Mesh(new THREE.CylinderGeometry(0.115, 0.13, 1.7, 32), std('#d0763a', { roughness: 0.5 }))
    handle.rotation.z = Math.PI / 2
    const grip = new THREE.Mesh(new THREE.CylinderGeometry(0.135, 0.14, 0.75, 32), std('#22262c', { roughness: 0.9 }))
    grip.rotation.z = Math.PI / 2; grip.position.x = 0.05
    const head = new THREE.Mesh(new THREE.BoxGeometry(0.28, 0.9, 0.28), std('#9aa4b0', { metalness: 0.9, roughness: 0.3 }))
    head.position.x = -0.9
    ham.add(handle, grip, head)
    ham.position.set(0.02, 0.85, -0.37)
    add('hammer', ham, this.wrist)

    // towel (wringing) – twisted cloth across grip
    const towelGeo = new THREE.CylinderGeometry(0.16, 0.16, 3.2, 24, 60, true)
    const pos = towelGeo.attributes.position as THREE.BufferAttribute
    for (let i = 0; i < pos.count; i++) {
      const px = pos.getX(i), py = pos.getY(i), pz = pos.getZ(i)
      const a = py * 4.0, bulge = 1 + 0.25 * Math.sin(Math.atan2(pz, px) * 3 + a)
      pos.setXYZ(i, (px * Math.cos(a) - pz * Math.sin(a)) * bulge, py, (px * Math.sin(a) + pz * Math.cos(a)) * bulge * 0.8)
    }
    towelGeo.computeVertexNormals()
    const towel = new THREE.Mesh(towelGeo, std('#f0c6d6', { roughness: 0.95, sheen: 1, sheenColor: new THREE.Color('#fff'), side: THREE.DoubleSide }))
    towel.rotation.z = Math.PI / 2; towel.position.set(0.3, 0.85, -0.37)
    add('towel', towel, this.wrist)

    // baby (swaddled bundle) – supported on palm with thumb abducted
    const baby = new THREE.Group()
    const wrap = new THREE.Mesh(new THREE.CapsuleGeometry(0.62, 1.3, 12, 32), std('#bfe0ff', { roughness: 0.9, sheen: 1, sheenColor: new THREE.Color('#fff') }))
    wrap.rotation.z = Math.PI / 2.2
    const bhead = new THREE.Mesh(sph, std('#f1c4a6', { roughness: 0.6, sheen: 0.5 })); bhead.scale.setScalar(0.5); bhead.position.set(-1.25, 0.55, 0.05)
    const hat = new THREE.Mesh(new THREE.SphereGeometry(1, 32, 16, 0, Math.PI * 2, 0, Math.PI / 2), std('#ffd27f', { roughness: 0.9 })); hat.scale.setScalar(0.53); hat.position.set(-1.3, 0.62, 0.05); hat.rotation.z = 0.7
    const fold = new THREE.Mesh(new THREE.TorusGeometry(0.55, 0.08, 12, 40), std('#9cc9f5', { roughness: 0.9 })); fold.position.set(-0.75, 0.32, 0.0); fold.rotation.y = Math.PI / 2; fold.rotation.x = 0.4
    baby.add(wrap, bhead, hat, fold)
    baby.position.set(0.5, 0.75, -0.95); baby.rotation.set(0.1, 0.3, 0.2)
    add('baby', baby, this.wrist)

    // cup
    const cup = new THREE.Group()
    const cb = new THREE.Mesh(new THREE.CylinderGeometry(0.33, 0.28, 0.85, 40, 1, false), std('#ffffff', { roughness: 0.2, clearcoat: 1 }))
    const coffee = new THREE.Mesh(new THREE.CircleGeometry(0.31, 40), std('#6b3f22')); coffee.rotation.x = -Math.PI / 2; coffee.position.y = 0.36
    const hd = new THREE.Mesh(new THREE.TorusGeometry(0.17, 0.045, 12, 30, Math.PI * 1.2), std('#ffffff', { clearcoat: 1 })); hd.position.set(0.38, 0, 0); hd.rotation.z = -Math.PI * 0.6
    const band = new THREE.Mesh(new THREE.CylinderGeometry(0.335, 0.32, 0.12, 40, 1, true), std('#2bb3a3')); band.position.y = 0.1
    cup.add(cb, coffee, hd, band)
    cup.position.set(0.0, 0.74, -0.44); cup.rotation.set(0, 0, Math.PI / 2); cup.scale.setScalar(0.8)
    add('cup', cup, this.wrist)

    // phone
    const phone = new THREE.Group()
    const pb = new THREE.Mesh(new THREE.BoxGeometry(0.72, 1.48, 0.07), std('#1b1f27', { metalness: 0.6, roughness: 0.3 }))
    const scr = new THREE.Mesh(new THREE.PlaneGeometry(0.66, 1.4), new THREE.MeshBasicMaterial({ color: '#3a8bff' }))
    scr.position.z = 0.037
    const sc2 = new THREE.Mesh(new THREE.PlaneGeometry(0.56, 0.3), new THREE.MeshBasicMaterial({ color: '#bfe3ff' })); sc2.position.set(0, 0.35, 0.038)
    const sc3 = new THREE.Mesh(new THREE.PlaneGeometry(0.56, 0.5), new THREE.MeshBasicMaterial({ color: '#7fb8ff' })); sc3.position.set(0, -0.15, 0.038)
    phone.add(pb, scr, sc2, sc3)
    phone.position.set(0.05, 0.85, -0.42); phone.rotation.set(-0.35, 0.0, 0.15)
    add('phone', phone, this.wrist)

    // thumb spica splint
    const spl = new THREE.Group()
    const splMat = std('#5aa9e6', { roughness: 0.7, transparent: true, opacity: 0.88, sheen: 1, sheenColor: new THREE.Color('#cde') })
    const sleeve = new THREE.Mesh(new THREE.CylinderGeometry(0.43, 0.47, 1.25, 40, 1, true), splMat); sleeve.position.set(0, -0.55, 0); sleeve.scale.set(1.1, 1, 0.72)
    const strap1 = new THREE.Mesh(new THREE.CylinderGeometry(0.445, 0.46, 0.12, 40, 1, true), std('#e9eef5')); strap1.position.set(0, -0.85, 0); strap1.scale.set(1.12, 1, 0.74)
    const strap2 = strap1.clone(); strap2.position.y = -0.35
    spl.add(sleeve, strap1, strap2)
    add('splint', spl, this.forearm)
    const splThumb = new THREE.Mesh(new THREE.CylinderGeometry(0.145, 0.175, 0.62, 32, 1, true), splMat); splThumb.position.set(0.02, 0.28, -0.01)
    add('splintThumb', splThumb, this.thumbJoints[0])
    const splPalm = new THREE.Mesh(sph, splMat); splPalm.scale.set(0.48, 0.3, 0.2); splPalm.position.set(0, 0.25, 0)
    add('splintPalm', splPalm, this.wrist)

    // needle-knife (original design): handle + guard + shaft + flat micro blade. Tip at origin, body along +Y
    const knife = new THREE.Group()
    const steel = std('#d8dee6', { metalness: 1, roughness: 0.18 })
    const shaft = new THREE.Mesh(new THREE.CylinderGeometry(0.008, 0.008, 0.62, 12), steel); shaft.position.y = 0.33
    const blade = new THREE.Mesh(new THREE.BoxGeometry(0.03, 0.04, 0.004), steel); blade.position.y = 0.02
    const neck2 = new THREE.Mesh(new THREE.CylinderGeometry(0.02, 0.008, 0.06, 16), steel); neck2.position.y = 0.66
    const hand = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.045, 0.5, 6), std('#e8f3f7', { roughness: 0.35 })); hand.position.y = 0.94
    const grip2 = new THREE.Group(); for (let i = 0; i < 6; i++) { const r = new THREE.Mesh(new THREE.TorusGeometry(0.05, 0.007, 8, 24), std('#21b3a5')); r.rotation.x = Math.PI / 2; r.position.y = 0.8 + i * 0.045; grip2.add(r) }
    const capk = new THREE.Mesh(new THREE.SphereGeometry(0.05, 16, 10, 0, Math.PI * 2, 0, Math.PI / 2), std('#21b3a5')); capk.position.y = 1.19
    const fin = new THREE.Mesh(new THREE.BoxGeometry(0.16, 0.08, 0.012), std('#21b3a5')); fin.position.y = 0.72 // orientation marker parallel to blade
    knife.add(shaft, blade, neck2, hand, grip2, capk, fin)
    add('knife', knife, this.forearm)

    // syringe (generic, unbranded)
    const syr = new THREE.Group()
    const barrel = new THREE.Mesh(new THREE.CylinderGeometry(0.06, 0.06, 0.55, 24, 1, true), std('#ffffff', { transmission: 0.9, roughness: 0.05, transparent: true, opacity: 0.5, side: THREE.DoubleSide }))
    barrel.position.y = 0.6
    const liquid = new THREE.Mesh(new THREE.CylinderGeometry(0.052, 0.052, 0.3, 24), std('#8fd8ff', { transparent: true, opacity: 0.6 })); liquid.position.y = 0.48
    const needle = new THREE.Mesh(new THREE.CylinderGeometry(0.005, 0.005, 0.32, 8), steel); needle.position.y = 0.16
    const hub = new THREE.Mesh(new THREE.CylinderGeometry(0.025, 0.035, 0.05, 16), std('#2bb3a3')); hub.position.y = 0.33
    const plunger = new THREE.Mesh(new THREE.CylinderGeometry(0.012, 0.012, 0.5, 8), std('#eeeeee')); plunger.position.y = 0.95
    const pcap = new THREE.Mesh(new THREE.CylinderGeometry(0.07, 0.07, 0.02, 24), std('#eeeeee')); pcap.position.y = 1.2
    syr.add(barrel, liquid, needle, hub, plunger, pcap)
    add('syringe', syr, this.forearm)

    // swab
    const swab = new THREE.Group()
    const stick = new THREE.Mesh(new THREE.CylinderGeometry(0.012, 0.012, 0.8, 8), std('#f3f3f3')); stick.position.y = 0.45
    const cot = new THREE.Mesh(sph, std('#c47a2c', { roughness: 1 })); cot.scale.set(0.04, 0.07, 0.04); cot.position.y = 0.04
    swab.add(stick, cot)
    add('swab', swab, this.forearm)

    // iodine disc (decal on skin)
    const iod = new THREE.Mesh(new THREE.CircleGeometry(1, 48), new THREE.MeshBasicMaterial({ color: '#c7731f', transparent: true, opacity: 0.55, depthWrite: false }))
    iod.renderOrder = 13
    add('iodine', iod, this.forearm)

    // anesthesia cloud
    const cloud = new THREE.Mesh(sph, new THREE.MeshBasicMaterial({ color: '#59c8ff', transparent: true, opacity: 0.35, depthWrite: false, blending: THREE.AdditiveBlending }))
    cloud.renderOrder = 14
    add('cloud', cloud, this.forearm)

    // release sparks ring
    const ring = new THREE.Mesh(new THREE.TorusGeometry(0.1, 0.006, 8, 48), new THREE.MeshBasicMaterial({ color: '#ffffff', transparent: true, blending: THREE.AdditiveBlending, depthTest: false }))
    ring.renderOrder = 41
    add('ring', ring, this.forearm)

    // probe (ultrasound transducer, original)
    const probe = new THREE.Group()
    const ph = new THREE.Mesh(new THREE.BoxGeometry(0.42, 0.12, 0.16), std('#eef3f8', { roughness: 0.3 })); ph.position.y = 0.06
    const pg = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.07, 0.55, 20), std('#eef3f8', { roughness: 0.3 })); pg.position.y = 0.38
    const lens = new THREE.Mesh(new THREE.BoxGeometry(0.4, 0.02, 0.13), std('#2bb3a3')); lens.position.y = 0.0
    const cable = new THREE.Mesh(new THREE.CylinderGeometry(0.02, 0.02, 0.6, 8), std('#3b4250')); cable.position.y = 0.9
    probe.add(ph, pg, lens, cable)
    add('probe', probe, this.forearm)
  }

  /* ---------------- per-frame ---------------- */
  private v = new THREE.Vector3()
  private pt(obj: THREE.Object3D, x: number, y: number, z: number) { return obj.localToWorld(new THREE.Vector3(x, y, z)) }

  apply(s: SceneState) {
    const t = s.time
    const p = s.pose
    /* arm placement */
    this.armRoot.position.set(...s.arm.pos)
    this.armRoot.rotation.set(s.arm.rot[0], s.arm.rot[1], s.arm.rot[2], 'YXZ')
    this.armRoot.quaternion.setFromEuler(this.armRoot.rotation)
    if (s.shake) this.armRoot.position.add(new THREE.Vector3(...s.shake))
    this.forearm.rotation.set(0, p[2], 0)
    this.wrist.rotation.set(-p[0], 0, -p[1], 'XZY')
    if (s.arm.twist) {
      this.armRoot.updateMatrixWorld(true)
      const piv = this.wrist.localToWorld(new THREE.Vector3(...s.arm.twist.pivot))
      const ax = new THREE.Vector3(...s.arm.twist.axis).transformDirection(this.wrist.matrixWorld)
      const q = new THREE.Quaternion().setFromAxisAngle(ax, s.arm.twist.angle)
      this.armRoot.position.sub(piv).applyQuaternion(q).add(piv)
      this.armRoot.quaternion.premultiply(q)
    }
    /* fingers */
    this.fingerJoints.forEach((js, i) => {
      const f = FINGERS[i]
      const base = js[0].userData.base as THREE.Quaternion
      const spread = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 0, 1), -f.splay * (1 + p[3] * 4) + f.splay)
      const flex = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1, 0, 0), -p[4 + i * 3])
      js[0].quaternion.copy(base).multiply(spread).multiply(flex)
      js[1].rotation.set(-p[5 + i * 3], 0, 0)
      js[2].rotation.set(-p[6 + i * 3], 0, 0)
    })
    /* thumb */
    const [ab, fl, op, mcp, ip] = [p[16], p[17], p[18], p[19], p[20]]
    const tq = this.thumbBase.clone()
      .multiply(new THREE.Quaternion().setFromEuler(new THREE.Euler(-fl * 0.8, op, ab, 'ZXY')))
    this.thumbJoints[0].quaternion.copy(tq)
    this.thumbJoints[1].rotation.set(-mcp, 0, 0)
    this.thumbJoints[2].rotation.set(-ip, 0, 0)

    this.scene.updateMatrixWorld(true)

    /* tendon paths */
    const F = this.forearm, Wr = this.wrist, T = this.thumbJoints
    const excursion = fl * 0.12 + mcp * 0.05 + ip * 0.03 + p[1] * 0.16 - ab * 0.05 + (s.slide ?? 0)
    const sheathPts = [this.pt(F, -0.26, -0.62, 0.1), this.pt(F, -0.29, -0.42, 0.075), this.pt(F, -0.3, -0.2, 0.06), this.pt(F, -0.303, 0.0, 0.055), this.pt(F, -0.295, 0.14, 0.055)]
    for (const td of this.tendons) {
      let pts: THREE.Vector3[]
      let rad = (u: number) => 0.02
      if (td.kind === 'apl' || td.kind === 'epb') {
        const o = td.kind === 'apl' ? -0.022 : 0.022
        pts = [
          this.pt(F, -0.08 + o, -1.75, 0.2), this.pt(F, -0.2 + o, -1.05, 0.17), this.pt(F, -0.26 + o * 0.6, -0.62, 0.1 + o * 0.6),
          this.pt(F, -0.29 + o * 0.5, -0.42, 0.075 + o * 0.5), this.pt(F, -0.3 + o * 0.5, -0.2, 0.06 + o * 0.6), this.pt(F, -0.303 + o * 0.5, 0.0, 0.055 + o * 0.6),
          this.pt(Wr, -0.29 + o * 0.4, 0.13, 0.06 + o * 0.5),
          this.pt(T[0], 0.0 + o * 0.5, -0.02, 0.07),
        ]
        if (td.kind === 'apl') pts.push(this.pt(T[0], -0.005, 0.07, 0.075))
        else pts.push(this.pt(T[0], 0.01, 0.2, 0.09), this.pt(T[0], 0.01, 0.42, 0.085), this.pt(T[1], 0.0, 0.06, 0.08))
        const r0 = 0.021
        rad = (u: number) => r0 * (u < 0.15 ? 1.6 - u * 4 : 1) * (u > 0.94 ? (1 - (u - 0.94) * 8) : 1)
      } else if (td.kind === 'epl') {
        pts = [this.pt(F, 0.0, -1.7, 0.2), this.pt(F, -0.06, -0.8, 0.2), this.pt(F, -0.08, -0.2, 0.17), this.pt(F, -0.13, -0.05, 0.16),
          this.pt(Wr, -0.22, 0.12, 0.14), this.pt(T[0], -0.045, 0.1, 0.1), this.pt(T[0], -0.04, 0.4, 0.1), this.pt(T[1], -0.02, 0.15, 0.09), this.pt(T[2], 0, 0.05, 0.08)]
        rad = (u) => 0.016 * (u > 0.95 ? 0.6 : 1)
      } else {
        const i = td.idx!, f = FINGERS[i], J = this.fingerJoints[i]
        const hx = f.head[0], bx = f.base[0]
        pts = [this.pt(F, -0.02 + i * 0.07, -1.7, 0.21), this.pt(F, -0.05 + i * 0.075, -0.6, 0.2), this.pt(F, -0.07 + i * 0.09, -0.1, 0.18),
          this.pt(Wr, bx * 0.9, 0.2, 0.15), this.pt(Wr, (bx + hx) / 2, 0.6, 0.12), this.pt(J[0], 0, 0.0, f.r * 0.85),
          this.pt(J[0], 0, f.len[0] * 0.55, f.r * 0.7), this.pt(J[1], 0, 0, f.r * 0.72), this.pt(J[1], 0, f.len[1] * 0.7, f.r * 0.6), this.pt(J[2], 0, 0.04, f.r * 0.55)]
        rad = (u) => 0.016 * (u > 0.9 ? 0.75 : 1)
      }
      td.tube.update(pts, rad)
      ;(td.mesh.material as THREE.ShaderMaterial).uniforms.uSlide.value = td.kind === 'ext' ? 0 : excursion * (td.kind === 'epb' ? 1.15 : 1)
    }
    // sheath
    const th = s.thick
    this.sheathTube.update(sheathPts, (u) => {
      const bell = Math.exp(-Math.pow((u - 0.5) / 0.2, 2))
      const ends = Math.min(1, u * 9, (1 - u) * 9)
      return (0.05 + 0.012 * ends + th * 0.026 * bell) * (0.75 + 0.25 * ends)
    })

    /* materials */
    const painW = this.pt(F, ...PAIN_LOCAL)
    this.anchors.pain = painW
    this.anchors.sheath = this.pt(F, -0.33, -0.3, 0.1)
    this.anchors.tendon = this.pt(F, -0.22, -0.95, 0.17)
    this.anchors.bone = this.pt(F, -0.14, -1.2, 0)
    this.anchors.thumb = this.pt(T[2], 0, 0.2, 0)
    this.anchors.thumbBase = this.pt(T[0], 0, 0.1, 0)
    this.anchors.wrist = this.pt(Wr, 0, 0.1, 0)
    this.anchors.palm = this.pt(Wr, 0, 0.6, 0)
    this.anchors.narrow = this.pt(F, -0.31, -0.17, 0.08)

    const su = this.skinMat.uniforms
    su.uOpacity.value = s.skin; su.uXray.value = s.xray; su.uPainPos.value.copy(painW); su.uPain.value = s.pain * (1 - s.xray * 0.6); su.uTime.value = t
    const skinVisible = s.skin > 0.003
    this.scene.traverse((o) => {
      const m = o as THREE.Mesh
      if (m.material === this.skinMat || m.material === this.skinDepth) m.visible = skinVisible
      if (o.userData.nail) { const mm = (o as THREE.Mesh).material as THREE.MeshPhysicalMaterial; mm.opacity = s.skin * (1 - s.xray * 0.85); o.visible = skinVisible }
    })

    const setReveal = (mat: THREE.ShaderMaterial, r: number, maxR: number) => {
      mat.uniforms.uRC.value.copy(painW)
      mat.uniforms.uRR.value = r >= 0.999 ? 100 : r * maxR
    }
    for (const m of this.boneMats) setReveal(m, s.bone, 3.4)
    setReveal(this.muscleMat, s.bone, 3.4)
    setReveal(this.tendonMat, s.tendon, 3.4)
    setReveal(this.extTendonMat, s.tendon, 3.4)
    setReveal(this.sheathMat, s.sheath, 1.2)
    const showIn = s.xray > 0.01 || s.skin < 0.99
    this.boneMats.forEach((m) => { m.visible = showIn && s.bone > 0.001 })
    this.muscleMat.visible = showIn && s.bone > 0.001
    this.tendonMat.visible = this.extTendonMat.visible = showIn && s.tendon > 0.001
    this.sheathMat.visible = showIn && s.sheath > 0.001
    const focus = s.focus ?? 0
    this.boneMat.uniforms.uDim.value = focus * 0.75; this.cartMat.uniforms.uDim.value = focus * 0.75
    this.muscleMat.uniforms.uDim.value = 0.55 + focus * 0.3
    this.extTendonMat.uniforms.uDim.value = focus * 0.8
    this.tendonMat.uniforms.uDim.value = 0
    for (const m of [this.tendonMat, this.extTendonMat]) { m.uniforms.uTime.value = t }
    const tu = this.tendonMat.uniforms
    tu.uHot.value = s.friction; tu.uHotPos.value.copy(this.pt(F, -0.303, -0.17, 0.06))
    this.sheathMat.uniforms.uThick.value = th; this.sheathMat.uniforms.uTime.value = t

    /* pain sprites */
    const pulse = 0.78 + 0.22 * Math.sin(t * 7.0)
    const pv = s.pain
    this.painCore.visible = this.painHalo.visible = pv > 0.01
    ;(this.painCore.material as THREE.SpriteMaterial).opacity = pv * pulse
    ;(this.painHalo.material as THREE.SpriteMaterial).opacity = pv * 0.55 * (0.8 + 0.2 * Math.sin(t * 7 + 1))
    this.painCore.scale.setScalar(0.22 + 0.06 * pv * pulse)
    this.painHalo.scale.setScalar(0.55 + 0.25 * pv * pulse)

    /* props */
    for (const [name, obj] of Object.entries(this.props)) {
      if (name === 'muscles') continue
      const ps = s.props[name]
      obj.visible = !!ps && ps.vis > 0.01
      if (!ps || !obj.visible) continue
      obj.traverse((o) => {
        const mm = (o as THREE.Mesh).material as THREE.Material & { opacity: number; userData: { baseOp?: number } }
        if (!mm || !('opacity' in mm)) return
        if (mm.userData.baseOp === undefined) mm.userData.baseOp = mm.opacity
        mm.transparent = true
        mm.opacity = mm.userData.baseOp * ps.vis
      })
      this.applyProp(name, obj, ps, t)
    }
    this.scene.updateMatrixWorld(true)
    const kn = this.props.knife
    this.anchors.knife = kn.localToWorld(new THREE.Vector3(0, 0.95, 0))
    this.anchors.knifeTip = kn.localToWorld(new THREE.Vector3(0, 0.0, 0))
    this.anchors.syringe = this.props.syringe.localToWorld(new THREE.Vector3(0, 0.6, 0))
    this.anchors.probe = this.props.probe.localToWorld(new THREE.Vector3(0, 0.3, 0))
    this.anchors.splint = this.props.splint.localToWorld(new THREE.Vector3(0, -0.5, 0.3))
    const loc = s.props.locator
    this.locator.visible = !!loc && loc.vis > 0.01
    if (loc) { (this.locator.material as THREE.SpriteMaterial).opacity = loc.vis; this.locator.scale.setScalar(0.12 + 0.03 * Math.sin(t * 8)) }
  }

  private applyProp(name: string, obj: THREE.Object3D, ps: PropState, t: number) {
    const P = new THREE.Vector3(...PAIN_LOCAL)
    const out = new THREE.Vector3(-0.72, 0.22, 0.66).normalize()
    if (name === 'knife') {
      const d = ps.depth ?? 0.8 // distance of tip from target along out dir
      const wig = (ps.release ?? 0) * Math.sin(t * 22) * 0.025
      const along = new THREE.Vector3(0, 1, 0)
      obj.position.copy(P).addScaledVector(out, d).addScaledVector(along, wig).add(new THREE.Vector3(-0.005, 0.0, 0.02))
      obj.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), out)
      obj.rotateY(Math.PI / 2)
    } else if (name === 'syringe') {
      const d = ps.depth ?? 0.8
      const dir = new THREE.Vector3(-0.6, 0.35, 0.72).normalize()
      obj.position.copy(P).addScaledVector(dir, d + 0.06)
      obj.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), dir)
      const pl = obj.children[4], pc = obj.children[5], lq = obj.children[1]
      const push = ps.push ?? 0
      pl.position.y = 0.95 - push * 0.22; pc.position.y = 1.2 - push * 0.22
      lq.scale.y = 1 - push * 0.8; lq.position.y = 0.48 - push * 0.12
    } else if (name === 'swab') {
      const a = t * 5
      const r = (ps.r ?? 0.1)
      const n = out
      const tx = new THREE.Vector3(0, 1, 0).cross(n).normalize(), ty = n.clone().cross(tx)
      obj.position.copy(P).addScaledVector(n, 0.11).addScaledVector(tx, Math.cos(a) * r).addScaledVector(ty, Math.sin(a) * r)
      obj.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), n.clone().add(new THREE.Vector3(0, 0.3, 0)).normalize())
    } else if (name === 'iodine') {
      obj.position.copy(P).addScaledVector(out, 0.105)
      obj.quaternion.setFromUnitVectors(new THREE.Vector3(0, 0, 1), out)
      obj.scale.setScalar(Math.max(0.001, ps.r ?? 0.2))
    } else if (name === 'cloud') {
      obj.position.copy(P).addScaledVector(out, 0.04)
      obj.scale.setScalar(Math.max(0.001, ps.r ?? 0.1))
    } else if (name === 'ring') {
      obj.position.copy(P)
      obj.rotation.set(Math.PI / 2, 0, 0)
      obj.scale.setScalar(1 + (ps.r ?? 0) * 0.8)
    } else if (name === 'probe') {
      obj.position.copy(P).addScaledVector(out, 0.12 + (ps.lift ?? 0)).add(new THREE.Vector3(0, ps.slideY ?? 0, 0))
      obj.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), out)
    } else if (name === 'bottle') {
      const inner = obj.userData.inner as THREE.Object3D
      inner.rotation.y = -(ps.twist ?? 0)
    } else if (name === 'bead') {
      // between thumb tip & index tip
      const a = this.thumbJoints[2].children[0]?.parent ? this.pt(this.thumbJoints[2], 0, 0.3, 0) : new THREE.Vector3()
      const b = this.pt(this.fingerJoints[0][2], 0, 0.22, 0)
      const mid = a.add(b).multiplyScalar(0.5)
      obj.position.copy(this.wrist.worldToLocal(mid))
      obj.rotation.set(0.3, 0, 1.2)
    } else if (name === 'keyboard') {
      obj.position.set(ps.x ?? 0, ps.y ?? 0, ps.z ?? 0)
      obj.rotation.set(ps.rx ?? 0, ps.ry ?? 0, ps.rz ?? 0)
    }
  }

  /** project world point → normalized screen (0..1) */
  project(p: THREE.Vector3, cam: THREE.Camera) {
    const v = p.clone().project(cam)
    return { x: (v.x + 1) / 2, y: (1 - v.y) / 2, z: v.z }
  }
}