@downdraft/engine 0.0.0 → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,101 @@
1
+ // ============================================================================
2
+ // BlitzUiRouter — drop-in replacement for the engine's UIInputRouter.
3
+ //
4
+ // The engine's InputManager already delivers window-level mouse/wheel events
5
+ // converted to canvas *backing-pixel* coordinates — exactly what the wasm
6
+ // exports expect. Keyboard events need the full KeyboardEvent (key/code/mods)
7
+ // which InputManager doesn't pass, so the router registers its own key
8
+ // listeners in attachKeyboard()/detachKeyboard().
9
+ // ============================================================================
10
+
11
+ import { UIInputRouter } from "@downdraft/engine";
12
+
13
+ /** The subset of the generated wasm-bindgen module the router uses. */
14
+ export interface BlitzWasmInput {
15
+ ui_pointer(kind: number, x: number, y: number, button: number, mods: number): void;
16
+ ui_pointer_leave(): void;
17
+ ui_wheel(dx: number, dy: number, x: number, y: number, mods: number): void;
18
+ ui_key(pressed: boolean, key: string, code: string, mods: number, text?: string): void;
19
+ ui_hit_test(x: number, y: number): boolean;
20
+ }
21
+
22
+ export class BlitzUiRouter extends UIInputRouter {
23
+ private lastX = -1;
24
+ private lastY = -1;
25
+ private mods = 0;
26
+ private keyDown: (e: KeyboardEvent) => void;
27
+ private keyUp: (e: KeyboardEvent) => void;
28
+
29
+ constructor(private wasm: BlitzWasmInput) {
30
+ super();
31
+ this.keyDown = (e) => {
32
+ this.mods = modBits(e);
33
+ this.wasm.ui_key(true, e.key, e.code, this.mods, e.key.length === 1 ? e.key : undefined);
34
+ };
35
+ this.keyUp = (e) => {
36
+ this.mods = modBits(e);
37
+ this.wasm.ui_key(false, e.key, e.code, this.mods);
38
+ };
39
+ }
40
+
41
+ /** Register the router's own keyboard listeners (call once on mount). */
42
+ attachKeyboard(): void {
43
+ window.addEventListener("keydown", this.keyDown);
44
+ window.addEventListener("keyup", this.keyUp);
45
+ }
46
+
47
+ detachKeyboard(): void {
48
+ window.removeEventListener("keydown", this.keyDown);
49
+ window.removeEventListener("keyup", this.keyUp);
50
+ }
51
+
52
+ override handleMouseMove(mx: number, my: number): void {
53
+ this.lastX = mx;
54
+ this.lastY = my;
55
+ this.wasm.ui_pointer(0, mx, my, 0, this.mods);
56
+ }
57
+
58
+ override handleMouseDown(mx: number, my: number): void {
59
+ this.lastX = mx;
60
+ this.lastY = my;
61
+ this.wasm.ui_pointer(1, mx, my, 0, this.mods);
62
+ }
63
+
64
+ override handleMouseUp(mx: number, my: number): void {
65
+ this.lastX = mx;
66
+ this.lastY = my;
67
+ this.wasm.ui_pointer(2, mx, my, 0, this.mods);
68
+ }
69
+
70
+ override handleWheel(dx: number, dy: number): boolean {
71
+ this.wasm.ui_wheel(dx, dy, this.lastX, this.lastY, this.mods);
72
+ // Consume the event when over an interactive element so the page
73
+ // doesn't scroll behind a scrollable panel.
74
+ return this.isPointerOverUI();
75
+ }
76
+
77
+ override handlePointerLeave(): void {
78
+ this.lastX = -1;
79
+ this.lastY = -1;
80
+ this.wasm.ui_pointer_leave();
81
+ }
82
+
83
+ override getPointerPos(): [number, number] {
84
+ return [this.lastX, this.lastY];
85
+ }
86
+
87
+ /** Hit-test the live document at the last pointer position. */
88
+ override isPointerOverUI(): boolean {
89
+ return this.lastX >= 0 && this.wasm.ui_hit_test(this.lastX, this.lastY);
90
+ }
91
+
92
+ // Key routing happens through our own listeners (InputManager only passes
93
+ // keyCode, which can't reconstruct `key`). Base no-ops are fine.
94
+ override handleKeyDown(_code: number): void {}
95
+ override handleKeyUp(_code: number): void {}
96
+ override handleCharInput(_char: string): void {}
97
+ }
98
+
99
+ function modBits(e: KeyboardEvent | MouseEvent | WheelEvent): number {
100
+ return (e.shiftKey ? 1 : 0) | (e.ctrlKey ? 2 : 0) | (e.altKey ? 4 : 0) | (e.metaKey ? 8 : 0);
101
+ }
@@ -0,0 +1,35 @@
1
+ // UI blit shader — fullscreen triangle that samples a UI texture and
2
+ // alpha-blends it over the game frame. The UI texture is premultiplied
3
+ // alpha, so the blend is src*1 + dst*(1-srcAlpha).
4
+
5
+ const FULLSCREEN_VS = `
6
+ struct VertexOutput {
7
+ @builtin(position) clipPos: vec4<f32>,
8
+ @location(0) uv: vec2<f32>,
9
+ };
10
+
11
+ @vertex
12
+ fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOutput {
13
+ // Fullscreen triangle: covers the clip space with one triangle.
14
+ var p = array<vec2<f32>, 3>(
15
+ vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0),
16
+ );
17
+ var o: VertexOutput;
18
+ o.clipPos = vec4(p[vi], 0.0, 1.0);
19
+ // Flip Y so the UI texture (rendered top-down) maps upright.
20
+ o.uv = vec2(p[vi].x * 0.5 + 0.5, 0.5 - p[vi].y * 0.5);
21
+ return o;
22
+ }
23
+ `;
24
+
25
+ const UI_BLIT_FS = `
26
+ @group(0) @binding(0) var uiTex: texture_2d<f32>;
27
+ @group(0) @binding(1) var samp: sampler;
28
+
29
+ @fragment
30
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
31
+ return textureSample(uiTex, samp, input.uv);
32
+ }
33
+ `;
34
+
35
+ export const UI_BLIT_WGSL = FULLSCREEN_VS + "\n" + UI_BLIT_FS;
@@ -0,0 +1,116 @@
1
+ // ============================================================================
2
+ // ui-blit-pass.ts — screen-space WebGPU pass that composites a UI texture
3
+ // over the game frame.
4
+ //
5
+ // Each frame, after the UI system (Blitz/html-ui worker, egui devtools) has
6
+ // rendered into its GPUTexture (on the shared device/queue), the game calls
7
+ // `execute(commandEncoder, targetView)` with the swapchain texture view. This
8
+ // begins a render pass on `targetView` with loadOp:"load" (preserving the 3D
9
+ // frame), binds the UI texture + a linear sampler, and draws a fullscreen
10
+ // triangle with premultiplied-alpha blending.
11
+ // ============================================================================
12
+
13
+ import { createValidatedShaderModule } from "@downdraft/engine";
14
+ import { UI_BLIT_WGSL } from "./shaders/ui-blit.wgsl";
15
+
16
+ export class UiBlitPass {
17
+ private device: GPUDevice;
18
+ private pipeline: GPURenderPipeline;
19
+ private bindGroupLayout: GPUBindGroupLayout;
20
+ private sampler: GPUSampler;
21
+ private format: GPUTextureFormat;
22
+ private disposed = false;
23
+
24
+ constructor(device: GPUDevice, targetFormat: GPUTextureFormat) {
25
+ this.device = device;
26
+ this.format = targetFormat;
27
+
28
+ this.bindGroupLayout = device.createBindGroupLayout({
29
+ entries: [
30
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
31
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
32
+ ],
33
+ });
34
+
35
+ this.sampler = device.createSampler({
36
+ magFilter: "linear",
37
+ minFilter: "linear",
38
+ addressModeU: "clamp-to-edge",
39
+ addressModeV: "clamp-to-edge",
40
+ });
41
+
42
+ const shader = createValidatedShaderModule(device, { code: UI_BLIT_WGSL, label: "UiBlitPass" });
43
+ const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [this.bindGroupLayout] });
44
+
45
+ this.pipeline = device.createRenderPipeline({
46
+ layout: pipelineLayout,
47
+ vertex: { module: shader, entryPoint: "vs_main" },
48
+ fragment: {
49
+ module: shader,
50
+ entryPoint: "fs_main",
51
+ targets: [{
52
+ format: targetFormat,
53
+ // Premultiplied alpha blend: the UI texture is premultiplied.
54
+ blend: {
55
+ color: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
56
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
57
+ },
58
+ }],
59
+ },
60
+ primitive: { topology: "triangle-list" },
61
+ });
62
+ }
63
+
64
+ /**
65
+ * Encode the UI blit into `commandEncoder`, sampling `uiTextureView` over
66
+ * `targetView` (the swapchain texture view for the current frame).
67
+ */
68
+ execute(commandEncoder: GPUCommandEncoder, targetView: GPUTextureView, uiTextureView: GPUTextureView): void {
69
+ if (this.disposed || !uiTextureView) return;
70
+
71
+ const bindGroup = this.device.createBindGroup({
72
+ layout: this.bindGroupLayout,
73
+ entries: [
74
+ { binding: 0, resource: uiTextureView },
75
+ { binding: 1, resource: this.sampler },
76
+ ],
77
+ });
78
+
79
+ const pass = commandEncoder.beginRenderPass({
80
+ colorAttachments: [{
81
+ view: targetView,
82
+ loadOp: "load",
83
+ storeOp: "store",
84
+ }],
85
+ });
86
+ pass.setPipeline(this.pipeline);
87
+ pass.setBindGroup(0, bindGroup);
88
+ pass.draw(3, 1, 0, 0);
89
+ pass.end();
90
+ }
91
+
92
+ /**
93
+ * Draw the UI texture into an already-open render pass (fullscreen
94
+ * triangle, premultiplied-alpha blend). Used by `ScreenUiCompositor`
95
+ * integrations where `GameRenderer` owns the surface pass.
96
+ */
97
+ renderInto(pass: GPURenderPassEncoder, uiTextureView: GPUTextureView): void {
98
+ if (this.disposed || !uiTextureView) return;
99
+ const bindGroup = this.device.createBindGroup({
100
+ layout: this.bindGroupLayout,
101
+ entries: [
102
+ { binding: 0, resource: uiTextureView },
103
+ { binding: 1, resource: this.sampler },
104
+ ],
105
+ });
106
+ pass.setPipeline(this.pipeline);
107
+ pass.setBindGroup(0, bindGroup);
108
+ pass.draw(3, 1, 0, 0);
109
+ }
110
+
111
+ dispose(): void {
112
+ if (this.disposed) return;
113
+ this.disposed = true;
114
+ // Pipelines/layouts/samplers are implicitly released with the device.
115
+ }
116
+ }
@@ -0,0 +1,25 @@
1
+ # `@downdraft/engine/libraries/character`
2
+
3
+ Character preview and inspection utilities — renders rigged characters for editors and debug views.
4
+
5
+ ## Install
6
+
7
+ ```sh
8
+ bun add @downdraft/engine/libraries/character
9
+ ```
10
+
11
+ ## Key exports
12
+
13
+ - `CharacterAnimator`
14
+ - `CharacterPreview`
15
+ - `DEFAULT_OPTIONAL_MESH_PATTERNS`
16
+ - `LocomotionAnimator`
17
+ - `buildLocomotionClips`
18
+ - `createCharacterModelLoader`
19
+ - `filterOptionalMeshes`
20
+ - `findBoneIndex`
21
+ - `isDecodableImage`
22
+ - `loadExternalTextures`
23
+ - …and 3 more
24
+
25
+ See the [Downdraft engine repository](https://github.com/knackstedt/downdraft) for architecture docs and examples.
@@ -0,0 +1,374 @@
1
+ // ============================================================================
2
+ // CharacterAnimator — model skin data → final skin matrices for ModelRenderer
3
+ //
4
+ // Generalized from andrews-sandbox's PlayerAnimator (which mirrored
5
+ // model-viewer's ModelAnimator): runs a SkeletonAnimator (state machine +
6
+ // procedural idle + foot IK), feeds its local bone transforms into
7
+ // Skeleton.computeSkinMatrices, and conjugates by the model's normalization
8
+ // matrix (T * sm * T^-1) so normalized vertices map correctly.
9
+ //
10
+ // Also exports the humanoid bone-name resolver (UE-style, generic, and
11
+ // Mixamo naming conventions) and the procedural locomotion clip builder.
12
+ // ============================================================================
13
+
14
+ import {
15
+ AnimationClip,
16
+ Skeleton,
17
+ SkeletonAnimator,
18
+ eulerXYZToQuat,
19
+ invertMat4,
20
+ multiplyMat4Into,
21
+ skinDataToSkeletonData,
22
+ type KeyframeTrack,
23
+ } from "@downdraft/engine";
24
+ import type { ModelData, SkinData } from "@downdraft/engine/libraries/models";
25
+ import { createLogger } from "@downdraft/engine/util/logger";
26
+
27
+ const log = createLogger("info");
28
+
29
+ // ── Bone-name resolver ──
30
+ // Tries UE-style, generic, and Mixamo names so procedural clips work across
31
+ // rigs that use different naming conventions.
32
+
33
+ export function findBoneIndex(boneNameToIndex: Map<string, number>, names: string[]): number {
34
+ for (let _i = 0, _it = names, _n = _it.length; _i < _n; _i++) { const n = _it[_i];
35
+ const idx = boneNameToIndex.get(n);
36
+ if (idx !== undefined) return idx;
37
+ }
38
+ return -1;
39
+ }
40
+
41
+ // ── Keyframe track builders ──
42
+
43
+ export function rotationTrack(
44
+ boneName: string,
45
+ boneIndex: number,
46
+ times: number[],
47
+ eulers: [number, number, number][],
48
+ ): KeyframeTrack {
49
+ const values = new Float32Array(times.length * 4);
50
+ for (let i = 0; i < times.length; i++) {
51
+ const q = eulerXYZToQuat(eulers[i][0], eulers[i][1], eulers[i][2]);
52
+ values[i * 4] = q.x;
53
+ values[i * 4 + 1] = q.y;
54
+ values[i * 4 + 2] = q.z;
55
+ values[i * 4 + 3] = q.w;
56
+ }
57
+ return { boneName, boneIndex, path: "rotation", times: new Float32Array(times), values, interpolation: "linear" };
58
+ }
59
+
60
+ export function positionTrack(
61
+ boneName: string,
62
+ boneIndex: number,
63
+ times: number[],
64
+ positions: [number, number, number][],
65
+ ): KeyframeTrack {
66
+ const values = new Float32Array(times.length * 3);
67
+ for (let i = 0; i < times.length; i++) {
68
+ values[i * 3] = positions[i][0];
69
+ values[i * 3 + 1] = positions[i][1];
70
+ values[i * 3 + 2] = positions[i][2];
71
+ }
72
+ return { boneName, boneIndex, path: "position", times: new Float32Array(times), values, interpolation: "linear" };
73
+ }
74
+
75
+ export interface HumanoidBoneIndices {
76
+ pelvis: number;
77
+ spine: number;
78
+ head: number;
79
+ neck: number;
80
+ upperarmL: number;
81
+ lowerarmL: number;
82
+ upperarmR: number;
83
+ lowerarmR: number;
84
+ thighL: number;
85
+ calfL: number;
86
+ thighR: number;
87
+ calfR: number;
88
+ }
89
+
90
+ export function resolveHumanoidBones(boneNameToIndex: Map<string, number>): HumanoidBoneIndices {
91
+ return {
92
+ pelvis: findBoneIndex(boneNameToIndex, ["pelvis", "Pelvis", "Hips", "mixamorig:Hips", "Root"]),
93
+ spine: findBoneIndex(boneNameToIndex, ["spine_02", "spine_01", "Spine", "spine", "mixamorig:Spine1", "mixamorig:Spine"]),
94
+ head: findBoneIndex(boneNameToIndex, ["head", "Head", "mixamorig:Head"]),
95
+ neck: findBoneIndex(boneNameToIndex, ["neck_01", "neck", "Neck", "mixamorig:Neck"]),
96
+ upperarmL: findBoneIndex(boneNameToIndex, ["upperarm_l", "UpperArm_Left", "ArmUp_Left", "mixamorig:LeftArm"]),
97
+ lowerarmL: findBoneIndex(boneNameToIndex, ["lowerarm_l", "LowerArm_Left", "ArmDown_Left", "mixamorig:LeftForeArm"]),
98
+ upperarmR: findBoneIndex(boneNameToIndex, ["upperarm_r", "UpperArm_Right", "ArmUp_Right", "mixamorig:RightArm"]),
99
+ lowerarmR: findBoneIndex(boneNameToIndex, ["lowerarm_r", "LowerArm_Right", "ArmDown_Right", "mixamorig:RightForeArm"]),
100
+ thighL: findBoneIndex(boneNameToIndex, ["thigh_l", "Thigh_Left", "LegUp_Left", "mixamorig:LeftUpLeg"]),
101
+ calfL: findBoneIndex(boneNameToIndex, ["calf_l", "Calf_Left", "LegDown_Left", "mixamorig:LeftLeg"]),
102
+ thighR: findBoneIndex(boneNameToIndex, ["thigh_r", "Thigh_Right", "LegUp_Right", "mixamorig:RightUpLeg"]),
103
+ calfR: findBoneIndex(boneNameToIndex, ["calf_r", "Calf_Right", "LegDown_Right", "mixamorig:RightLeg"]),
104
+ };
105
+ }
106
+
107
+ /**
108
+ * Build procedural humanoid locomotion clips (Walk, Run, Jump) for a skeleton.
109
+ * Idle is intentionally NOT built — SkeletonAnimator's built-in procedural
110
+ * idle (breathing, arm/head sway) covers it. Only tracks for bones that
111
+ * resolved are emitted, so partial rigs get partial clips.
112
+ */
113
+ export function buildLocomotionClips(
114
+ boneNameToIndex: Map<string, number>,
115
+ ): { name: string; clip: AnimationClip }[] {
116
+ const b = resolveHumanoidBones(boneNameToIndex);
117
+ const out: { name: string; clip: AnimationClip }[] = [];
118
+
119
+ // ── Walk: leg + arm swing (1s loop) ──
120
+ {
121
+ const tracks: KeyframeTrack[] = [];
122
+ const T = [0, 0.25, 0.5, 0.75, 1.0];
123
+ // Legs swing forward/back (X-axis rotation). Left and right are 180° out of phase.
124
+ const legSwing: [number, number, number][] = [
125
+ [0.4, 0, 0], [-0.4, 0, 0], [0.4, 0, 0], [-0.4, 0, 0], [0.4, 0, 0],
126
+ ];
127
+ const legSwingInv: [number, number, number][] = [
128
+ [-0.4, 0, 0], [0.4, 0, 0], [-0.4, 0, 0], [0.4, 0, 0], [-0.4, 0, 0],
129
+ ];
130
+ // Knees bend slightly during the swing.
131
+ const kneeBend: [number, number, number][] = [
132
+ [0.2, 0, 0], [0.6, 0, 0], [0.2, 0, 0], [0.6, 0, 0], [0.2, 0, 0],
133
+ ];
134
+ // Arms swing opposite to legs (X-axis). Right arm with left leg.
135
+ const armSwing: [number, number, number][] = [
136
+ [-0.3, 0, 0], [0.3, 0, 0], [-0.3, 0, 0], [0.3, 0, 0], [-0.3, 0, 0],
137
+ ];
138
+ const armSwingInv: [number, number, number][] = [
139
+ [0.3, 0, 0], [-0.3, 0, 0], [0.3, 0, 0], [-0.3, 0, 0], [0.3, 0, 0],
140
+ ];
141
+ if (b.thighL >= 0) tracks.push(rotationTrack("thigh_l", b.thighL, T, legSwing));
142
+ if (b.thighR >= 0) tracks.push(rotationTrack("thigh_r", b.thighR, T, legSwingInv));
143
+ if (b.calfL >= 0) tracks.push(rotationTrack("calf_l", b.calfL, T, kneeBend));
144
+ if (b.calfR >= 0) tracks.push(rotationTrack("calf_r", b.calfR, T, kneeBend));
145
+ if (b.upperarmL >= 0) tracks.push(rotationTrack("upperarm_l", b.upperarmL, T, armSwing));
146
+ if (b.upperarmR >= 0) tracks.push(rotationTrack("upperarm_r", b.upperarmR, T, armSwingInv));
147
+ // Slight pelvis bob (vertical position).
148
+ if (b.pelvis >= 0) {
149
+ const bob: [number, number, number][] = [
150
+ [0, 0, 0], [0, 0.03, 0], [0, 0, 0], [0, 0.03, 0], [0, 0, 0],
151
+ ];
152
+ tracks.push(positionTrack("pelvis", b.pelvis, T, bob));
153
+ }
154
+ if (tracks.length > 0) out.push({ name: "Walk", clip: new AnimationClip({ name: "Walk", duration: 1.0, tracks }) });
155
+ }
156
+
157
+ // ── Run: faster, wider leg + arm swing (0.6s loop) ──
158
+ {
159
+ const tracks: KeyframeTrack[] = [];
160
+ const T = [0, 0.15, 0.3, 0.45, 0.6];
161
+ const legSwing: [number, number, number][] = [
162
+ [0.8, 0, 0], [-0.8, 0, 0], [0.8, 0, 0], [-0.8, 0, 0], [0.8, 0, 0],
163
+ ];
164
+ const legSwingInv: [number, number, number][] = [
165
+ [-0.8, 0, 0], [0.8, 0, 0], [-0.8, 0, 0], [0.8, 0, 0], [-0.8, 0, 0],
166
+ ];
167
+ const kneeBend: [number, number, number][] = [
168
+ [0.4, 0, 0], [1.0, 0, 0], [0.4, 0, 0], [1.0, 0, 0], [0.4, 0, 0],
169
+ ];
170
+ const armSwing: [number, number, number][] = [
171
+ [-0.6, 0, 0], [0.6, 0, 0], [-0.6, 0, 0], [0.6, 0, 0], [-0.6, 0, 0],
172
+ ];
173
+ const armSwingInv: [number, number, number][] = [
174
+ [0.6, 0, 0], [-0.6, 0, 0], [0.6, 0, 0], [-0.6, 0, 0], [0.6, 0, 0],
175
+ ];
176
+ if (b.thighL >= 0) tracks.push(rotationTrack("thigh_l", b.thighL, T, legSwing));
177
+ if (b.thighR >= 0) tracks.push(rotationTrack("thigh_r", b.thighR, T, legSwingInv));
178
+ if (b.calfL >= 0) tracks.push(rotationTrack("calf_l", b.calfL, T, kneeBend));
179
+ if (b.calfR >= 0) tracks.push(rotationTrack("calf_r", b.calfR, T, kneeBend));
180
+ if (b.upperarmL >= 0) tracks.push(rotationTrack("upperarm_l", b.upperarmL, T, armSwing));
181
+ if (b.upperarmR >= 0) tracks.push(rotationTrack("upperarm_r", b.upperarmR, T, armSwingInv));
182
+ // Bigger pelvis bob for running.
183
+ if (b.pelvis >= 0) {
184
+ const bob: [number, number, number][] = [
185
+ [0, 0, 0], [0, 0.06, 0], [0, 0, 0], [0, 0.06, 0], [0, 0, 0],
186
+ ];
187
+ tracks.push(positionTrack("pelvis", b.pelvis, T, bob));
188
+ }
189
+ // Lean forward slightly.
190
+ if (b.spine >= 0) {
191
+ tracks.push(rotationTrack("spine", b.spine, T, T.map(() => [0.15, 0, 0] as [number, number, number])));
192
+ }
193
+ if (tracks.length > 0) out.push({ name: "Run", clip: new AnimationClip({ name: "Run", duration: 0.6, tracks }) });
194
+ }
195
+
196
+ // ── Jump: tuck pose (single pose, 0.5s) ──
197
+ {
198
+ const tracks: KeyframeTrack[] = [];
199
+ const T = [0, 0.25, 0.5];
200
+ // Tuck legs up.
201
+ const tuck: [number, number, number][] = [[0.6, 0, 0], [0.9, 0, 0], [0.6, 0, 0]];
202
+ const tuckKnee: [number, number, number][] = [[0.8, 0, 0], [1.4, 0, 0], [0.8, 0, 0]];
203
+ // Arms up.
204
+ const armsUp: [number, number, number][] = [[-1.2, 0, 0], [-1.5, 0, 0], [-1.2, 0, 0]];
205
+ if (b.thighL >= 0) tracks.push(rotationTrack("thigh_l", b.thighL, T, tuck));
206
+ if (b.thighR >= 0) tracks.push(rotationTrack("thigh_r", b.thighR, T, tuck));
207
+ if (b.calfL >= 0) tracks.push(rotationTrack("calf_l", b.calfL, T, tuckKnee));
208
+ if (b.calfR >= 0) tracks.push(rotationTrack("calf_r", b.calfR, T, tuckKnee));
209
+ if (b.upperarmL >= 0) tracks.push(rotationTrack("upperarm_l", b.upperarmL, T, armsUp));
210
+ if (b.upperarmR >= 0) tracks.push(rotationTrack("upperarm_r", b.upperarmR, T, armsUp));
211
+ if (tracks.length > 0) out.push({ name: "Jump", clip: new AnimationClip({ name: "Jump", duration: 0.5, tracks }) });
212
+ }
213
+
214
+ return out;
215
+ }
216
+
217
+ // ── CharacterAnimator: produces final skin matrices for the ModelRenderer ──
218
+
219
+ interface BoneTransform {
220
+ position: [number, number, number];
221
+ rotation: [number, number, number, number];
222
+ scale: [number, number, number];
223
+ }
224
+
225
+ export class CharacterAnimator {
226
+ readonly boneCount: number;
227
+ /** Flat skin matrices (boneCount * 16 floats) — the ModelRenderer input. */
228
+ readonly skinMatrices: Float32Array;
229
+
230
+ readonly animator: SkeletonAnimator;
231
+ private skeleton: Skeleton;
232
+ private norm: Float32Array | null;
233
+ private normInv: Float32Array | null;
234
+ private transforms: BoneTransform[];
235
+ private scratchTmp: Float32Array;
236
+ private scratchResult: Float32Array;
237
+
238
+ constructor(modelData: ModelData, animator?: SkeletonAnimator) {
239
+ if (!modelData.skin) throw new Error("[CharacterAnimator] Model has no skin data");
240
+
241
+ const skin: SkinData = modelData.skin;
242
+ this.boneCount = skin.bones.length;
243
+
244
+ // The animator (state machine + procedural idle + foot IK). Games pass a
245
+ // configured subclass (e.g. LocomotionAnimator); default is a plain one.
246
+ this.animator = animator ?? new SkeletonAnimator(skin);
247
+
248
+ // Register retargeted animations (handles mixamorig: → UE bone name
249
+ // mapping + pre-rotation/rest-rotation baking).
250
+ if (modelData.animations) {
251
+ modelData.animations.forEach((anim) => {
252
+ this.animator.registerRetargetedAnimations([anim], anim.name);
253
+ });
254
+ log.info("CharacterAnimator", `Registered ${modelData.animations.length} retargeted animations: ${modelData.animations.map((a) => a.name).join(", ")}`);
255
+ }
256
+
257
+ // Skeleton for computing final skin matrices.
258
+ this.skeleton = new Skeleton(skinDataToSkeletonData(skin));
259
+
260
+ // Normalization conjugation (T * sm * T^-1) so normalized vertices map
261
+ // correctly.
262
+ this.norm = skin.normalizationMatrix ?? null;
263
+ this.normInv = this.norm ? invertMat4(this.norm) : null;
264
+
265
+ this.skinMatrices = new Float32Array(this.boneCount * 16);
266
+ this.scratchTmp = new Float32Array(16);
267
+ this.scratchResult = new Float32Array(16);
268
+
269
+ // Allocate reusable transform array.
270
+ this.transforms = [];
271
+ for (let i = 0; i < this.boneCount; i++) {
272
+ this.transforms.push({ position: [0, 0, 0], rotation: [0, 0, 0, 1], scale: [1, 1, 1] });
273
+ }
274
+
275
+ // Initialize to bind-pose skin matrices.
276
+ this.computeSkinMatrices();
277
+ }
278
+
279
+ /**
280
+ * Returns bone world positions (3 floats per bone) in NORMALIZED vertex
281
+ * space (the same space as the rendered mesh vertices). This applies the
282
+ * model's normalization matrix T to the raw skeleton world positions so a
283
+ * skeleton overlay aligns with the mesh. Callers still apply the entity's
284
+ * world transform (position + yaw + scale) to get world-space positions.
285
+ */
286
+ getBoneWorldPositions(): Float32Array {
287
+ const worldMats = this.skeleton.getWorldMatrices();
288
+ const out = new Float32Array(this.boneCount * 3);
289
+ // The normalization matrix T maps skeleton space → normalized vertex space.
290
+ // Bone world positions are in skeleton space; apply T to get vertex space.
291
+ const T = this.norm;
292
+ if (T) {
293
+ for (let i = 0; i < this.boneCount; i++) {
294
+ // Column-major mat4 * vec4: translation = columns 3 (indices 12,13,14).
295
+ const wx = worldMats[i][12];
296
+ const wy = worldMats[i][13];
297
+ const wz = worldMats[i][14];
298
+ // T * [wx, wy, wz, 1] — column-major multiply.
299
+ out[i * 3] = T[0] * wx + T[4] * wy + T[8] * wz + T[12];
300
+ out[i * 3 + 1] = T[1] * wx + T[5] * wy + T[9] * wz + T[13];
301
+ out[i * 3 + 2] = T[2] * wx + T[6] * wy + T[10] * wz + T[14];
302
+ }
303
+ } else {
304
+ for (let i = 0; i < this.boneCount; i++) {
305
+ out[i * 3] = worldMats[i][12];
306
+ out[i * 3 + 1] = worldMats[i][13];
307
+ out[i * 3 + 2] = worldMats[i][14];
308
+ }
309
+ }
310
+ return out;
311
+ }
312
+
313
+ /** Returns parent index for each bone (-1 for root bones). */
314
+ getBoneParents(): Int32Array {
315
+ const bones = this.skeleton.data.bones;
316
+ const out = new Int32Array(this.boneCount);
317
+ for (let i = 0; i < this.boneCount; i++) {
318
+ out[i] = bones[i].parentIndex;
319
+ }
320
+ return out;
321
+ }
322
+
323
+ /**
324
+ * Read the animator's flattened local transforms into the BoneTransform[]
325
+ * that Skeleton.computeSkinMatrices expects, then conjugate by the
326
+ * normalization matrix.
327
+ * @returns The flat skin matrices buffer (boneCount * 16 floats).
328
+ */
329
+ computeSkinMatrices(): Float32Array {
330
+ const pos = this.animator.getLocalPosFlat();
331
+ const rot = this.animator.getLocalRotFlat();
332
+ const scl = this.animator.getLocalScaleFlat();
333
+
334
+ for (let i = 0; i < this.boneCount; i++) {
335
+ const t = this.transforms[i];
336
+ t.position[0] = pos[i * 4];
337
+ t.position[1] = pos[i * 4 + 1];
338
+ t.position[2] = pos[i * 4 + 2];
339
+ t.rotation[0] = rot[i * 4];
340
+ t.rotation[1] = rot[i * 4 + 1];
341
+ t.rotation[2] = rot[i * 4 + 2];
342
+ t.rotation[3] = rot[i * 4 + 3];
343
+ t.scale[0] = scl[i * 4];
344
+ t.scale[1] = scl[i * 4 + 1];
345
+ t.scale[2] = scl[i * 4 + 2];
346
+ }
347
+
348
+ // Compute skin matrices: world * inverseBind.
349
+ const matrices = this.skeleton.computeSkinMatrices(this.transforms);
350
+
351
+ // Conjugate by normalization: skinMatrices[i] = T * m * T^-1.
352
+ if (this.norm && this.normInv) {
353
+ const T = this.norm;
354
+ const Tinv = this.normInv;
355
+ const tmp = this.scratchTmp;
356
+ const result = this.scratchResult;
357
+ for (let i = 0; i < this.boneCount; i++) {
358
+ const off = i * 16;
359
+ const sm = matrices.subarray(off, off + 16);
360
+ multiplyMat4Into(T, sm, tmp);
361
+ multiplyMat4Into(tmp, Tinv, result);
362
+ this.skinMatrices.set(result, off);
363
+ }
364
+ } else {
365
+ this.skinMatrices.set(matrices);
366
+ }
367
+
368
+ return this.skinMatrices;
369
+ }
370
+
371
+ dispose(): void {
372
+ // SkeletonAnimator + Skeleton hold no GPU resources; nothing to free.
373
+ }
374
+ }
@@ -0,0 +1,24 @@
1
+ // ============================================================================
2
+ // @downdraft/engine/libraries/character — skinned character plumbing
3
+ //
4
+ // The character pipeline every rigged-model game needs:
5
+ // - `createCharacterModelLoader` — fetch + parse + external texture
6
+ // resolution + accessory-mesh filtering + animation-file merging, cached.
7
+ // - `LocomotionAnimator` — Idle/Walk/Run/airborne state machine with
8
+ // hysteresis, driven by {grounded, speed, override}.
9
+ // - `CharacterAnimator` — SkeletonAnimator → skin matrices with the model's
10
+ // normalization conjugation, for ModelRenderer.updateSkinMatrices.
11
+ // - `CharacterPreview` — self-contained orbiting model preview canvas.
12
+ // - Humanoid bone-name resolver + procedural locomotion clip builders.
13
+ // ============================================================================
14
+
15
+ export { buildLocomotionClips, CharacterAnimator, findBoneIndex, positionTrack, resolveHumanoidBones, rotationTrack, type HumanoidBoneIndices } from "./character-animator";
16
+ export {
17
+ createCharacterModelLoader, DEFAULT_OPTIONAL_MESH_PATTERNS, filterOptionalMeshes, isDecodableImage, loadExternalTextures, selectVariantMeshes, type CharacterAnimationDef, type CharacterModelDef,
18
+ type CharacterModelLoader, type CharacterModelLoaderOptions
19
+ } from "./loader";
20
+ export {
21
+ LocomotionAnimator, type LocomotionConfig, type LocomotionInput, type LocomotionThresholds
22
+ } from "./locomotion";
23
+ export { CharacterPreview, type CharacterPreviewOptions } from "./preview";
24
+