distark-render 1.1.6 → 1.1.9

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 (132) hide show
  1. package/README.md +0 -0
  2. package/assets/presets/jumping-jack.json +194 -0
  3. package/assets/tank.json +0 -0
  4. package/dist/cli/animate.d.ts +0 -0
  5. package/dist/cli/animate.d.ts.map +0 -0
  6. package/dist/cli/animate.js +0 -0
  7. package/dist/cli/animate.js.map +0 -0
  8. package/dist/cli/diff.d.ts +0 -0
  9. package/dist/cli/diff.d.ts.map +0 -0
  10. package/dist/cli/diff.js +0 -0
  11. package/dist/cli/diff.js.map +0 -0
  12. package/dist/cli/distark-check.d.ts +0 -0
  13. package/dist/cli/distark-check.d.ts.map +0 -0
  14. package/dist/cli/distark-check.js +20 -14
  15. package/dist/cli/distark-check.js.map +1 -1
  16. package/dist/cli/query.d.ts +0 -0
  17. package/dist/cli/query.d.ts.map +0 -0
  18. package/dist/cli/query.js +0 -0
  19. package/dist/cli/query.js.map +0 -0
  20. package/dist/cli/record.d.ts +0 -0
  21. package/dist/cli/record.d.ts.map +0 -0
  22. package/dist/cli/record.js +0 -0
  23. package/dist/cli/record.js.map +0 -0
  24. package/dist/cli/render.d.ts +0 -0
  25. package/dist/cli/render.d.ts.map +0 -0
  26. package/dist/cli/render.js +0 -0
  27. package/dist/cli/render.js.map +0 -0
  28. package/dist/cli/scene.d.ts +15 -0
  29. package/dist/cli/scene.d.ts.map +1 -0
  30. package/dist/cli/scene.js +239 -0
  31. package/dist/cli/scene.js.map +1 -0
  32. package/dist/cli/shared.d.ts +0 -0
  33. package/dist/cli/shared.d.ts.map +0 -0
  34. package/dist/cli/shared.js +0 -0
  35. package/dist/cli/shared.js.map +0 -0
  36. package/dist/cli/test.d.ts +0 -0
  37. package/dist/cli/test.d.ts.map +0 -0
  38. package/dist/cli/test.js +0 -0
  39. package/dist/cli/test.js.map +0 -0
  40. package/dist/cli/verify.d.ts +0 -0
  41. package/dist/cli/verify.d.ts.map +0 -0
  42. package/dist/cli/verify.js +0 -0
  43. package/dist/cli/verify.js.map +0 -0
  44. package/dist/modules/adapters/p5Renderer.d.ts +0 -0
  45. package/dist/modules/adapters/p5Renderer.d.ts.map +0 -0
  46. package/dist/modules/adapters/p5Renderer.js +0 -0
  47. package/dist/modules/adapters/p5Renderer.js.map +0 -0
  48. package/dist/modules/adapters/skiaRenderer.d.ts +0 -0
  49. package/dist/modules/adapters/skiaRenderer.d.ts.map +0 -0
  50. package/dist/modules/adapters/skiaRenderer.js +0 -0
  51. package/dist/modules/adapters/skiaRenderer.js.map +0 -0
  52. package/dist/modules/animationDiff.d.ts +0 -0
  53. package/dist/modules/animationDiff.d.ts.map +0 -0
  54. package/dist/modules/animationDiff.js +0 -0
  55. package/dist/modules/animationDiff.js.map +0 -0
  56. package/dist/modules/eyeSystem.d.ts +0 -0
  57. package/dist/modules/eyeSystem.d.ts.map +0 -0
  58. package/dist/modules/eyeSystem.js +0 -0
  59. package/dist/modules/eyeSystem.js.map +0 -0
  60. package/dist/modules/imageLoad.d.ts +0 -0
  61. package/dist/modules/imageLoad.d.ts.map +0 -0
  62. package/dist/modules/imageLoad.js +0 -0
  63. package/dist/modules/imageLoad.js.map +0 -0
  64. package/dist/modules/mouthSystem.d.ts +0 -0
  65. package/dist/modules/mouthSystem.d.ts.map +0 -0
  66. package/dist/modules/mouthSystem.js +0 -0
  67. package/dist/modules/mouthSystem.js.map +0 -0
  68. package/dist/modules/renderRig.d.ts +0 -0
  69. package/dist/modules/renderRig.d.ts.map +0 -0
  70. package/dist/modules/renderRig.js +0 -0
  71. package/dist/modules/renderRig.js.map +0 -0
  72. package/dist/modules/sceneRenderer.d.ts +160 -0
  73. package/dist/modules/sceneRenderer.d.ts.map +1 -0
  74. package/dist/modules/sceneRenderer.js +616 -0
  75. package/dist/modules/sceneRenderer.js.map +1 -0
  76. package/dist/tests/helpers.d.ts +0 -0
  77. package/dist/tests/helpers.d.ts.map +0 -0
  78. package/dist/tests/helpers.js +0 -0
  79. package/dist/tests/helpers.js.map +0 -0
  80. package/dist/tests/test-animation-diff-rendering.d.ts +0 -0
  81. package/dist/tests/test-animation-diff-rendering.d.ts.map +0 -0
  82. package/dist/tests/test-animation-diff-rendering.js +0 -0
  83. package/dist/tests/test-animation-diff-rendering.js.map +0 -0
  84. package/dist/tests/test-animation-diff.d.ts +0 -0
  85. package/dist/tests/test-animation-diff.d.ts.map +0 -0
  86. package/dist/tests/test-animation-diff.js +0 -0
  87. package/dist/tests/test-animation-diff.js.map +0 -0
  88. package/dist/tests/test-autofit.d.ts +0 -0
  89. package/dist/tests/test-autofit.d.ts.map +0 -0
  90. package/dist/tests/test-autofit.js +0 -0
  91. package/dist/tests/test-autofit.js.map +0 -0
  92. package/dist/tests/test-base-autofit.d.ts +0 -0
  93. package/dist/tests/test-base-autofit.d.ts.map +0 -0
  94. package/dist/tests/test-base-autofit.js +0 -0
  95. package/dist/tests/test-base-autofit.js.map +0 -0
  96. package/dist/tests/test-cli.d.ts +0 -0
  97. package/dist/tests/test-cli.d.ts.map +0 -0
  98. package/dist/tests/test-cli.js +0 -0
  99. package/dist/tests/test-cli.js.map +0 -0
  100. package/dist/tests/test-image-loading.d.ts +0 -0
  101. package/dist/tests/test-image-loading.d.ts.map +0 -0
  102. package/dist/tests/test-image-loading.js +0 -0
  103. package/dist/tests/test-image-loading.js.map +0 -0
  104. package/dist/tests/test-joint-movement.d.ts +0 -0
  105. package/dist/tests/test-joint-movement.d.ts.map +0 -0
  106. package/dist/tests/test-joint-movement.js +0 -0
  107. package/dist/tests/test-joint-movement.js.map +0 -0
  108. package/dist/tests/test-p5-image-types.d.ts +0 -0
  109. package/dist/tests/test-p5-image-types.d.ts.map +0 -0
  110. package/dist/tests/test-p5-image-types.js +0 -0
  111. package/dist/tests/test-p5-image-types.js.map +0 -0
  112. package/dist/tests/test-scene.d.ts +13 -0
  113. package/dist/tests/test-scene.d.ts.map +1 -0
  114. package/dist/tests/test-scene.js +528 -0
  115. package/dist/tests/test-scene.js.map +1 -0
  116. package/dist/tests/test-skia.d.ts +0 -0
  117. package/dist/tests/test-skia.d.ts.map +0 -0
  118. package/dist/tests/test-skia.js +0 -0
  119. package/dist/tests/test-skia.js.map +0 -0
  120. package/dist/tests/test-torso-pivot.d.ts +0 -0
  121. package/dist/tests/test-torso-pivot.d.ts.map +0 -0
  122. package/dist/tests/test-torso-pivot.js +0 -0
  123. package/dist/tests/test-torso-pivot.js.map +0 -0
  124. package/dist/tests/test-visual-verification.d.ts +0 -0
  125. package/dist/tests/test-visual-verification.d.ts.map +0 -0
  126. package/dist/tests/test-visual-verification.js +0 -0
  127. package/dist/tests/test-visual-verification.js.map +0 -0
  128. package/dist/types.d.ts +0 -0
  129. package/dist/types.d.ts.map +0 -0
  130. package/dist/types.js +0 -0
  131. package/dist/types.js.map +0 -0
  132. package/package.json +5 -1
@@ -0,0 +1,616 @@
1
+ /**
2
+ * Scene Renderer — Composites multiple characters onto a background.
3
+ *
4
+ * Matches CAM's rendering behavior:
5
+ * - 2560×1440 base canvas (characters drawn at world coordinates)
6
+ * - Character root = xCoor/yCoor (feet/bottom-center, same as CAM's Body.js cameraOffset trick)
7
+ * - Animation interpolation via lerpAngle (shortest-path rotation), not frame snapping
8
+ * - Camera viewport maps a region of the 2560×1440 world to the output resolution
9
+ * - Background drawn at 0,0,2560,1440
10
+ *
11
+ * Performance: SceneEngine loads images once, caches rendered stamps per unique state.
12
+ */
13
+ import { SkiaRenderer } from './adapters/skiaRenderer.js';
14
+ import { expandDiffBasedAnimation, isDiffBasedFormat } from './animationDiff.js';
15
+ // ── Constants matching CAM ─────────────────────────────────────────
16
+ const BASE_WIDTH = 2560;
17
+ const BASE_HEIGHT = 1440;
18
+ // ── Pose interpolation (matches CAM's character.js) ────────────────
19
+ /** Shortest-path angle interpolation — identical to CAM's lerpAngle */
20
+ function lerpAngle(start, end, t) {
21
+ let diff = end - start;
22
+ diff = diff - Math.round(diff / (2 * Math.PI)) * (2 * Math.PI);
23
+ return start + diff * t;
24
+ }
25
+ function lerp(a, b, t) {
26
+ return a + (b - a) * t;
27
+ }
28
+ /** Interpolate between two animation rig frames — identical to CAM's interpolatePose */
29
+ function interpolatePose(startPose, endPose, progress) {
30
+ const interp = {
31
+ rotationValues: {},
32
+ selfRotationValues: {},
33
+ dimensionValues: {},
34
+ pivotPoints: {}
35
+ };
36
+ // Rotations: use lerpAngle for shortest path
37
+ if (startPose.rotationValues) {
38
+ for (const part of Object.keys(startPose.rotationValues)) {
39
+ const sv = startPose.rotationValues[part] ?? 0;
40
+ const ev = endPose.rotationValues?.[part] ?? sv;
41
+ interp.rotationValues[part] = lerpAngle(sv, ev, progress);
42
+ }
43
+ }
44
+ if (startPose.selfRotationValues) {
45
+ for (const part of Object.keys(startPose.selfRotationValues)) {
46
+ const sv = startPose.selfRotationValues[part] ?? 0;
47
+ const ev = endPose.selfRotationValues?.[part] ?? sv;
48
+ interp.selfRotationValues[part] = lerpAngle(sv, ev, progress);
49
+ }
50
+ }
51
+ // Dimensions: linear lerp
52
+ if (startPose.dimensionValues) {
53
+ for (const part of Object.keys(startPose.dimensionValues)) {
54
+ const a = startPose.dimensionValues[part];
55
+ const b = endPose.dimensionValues?.[part] ?? a;
56
+ interp.dimensionValues[part] = {
57
+ width: lerp(a.width, b.width, progress),
58
+ height: lerp(a.height, b.height, progress)
59
+ };
60
+ }
61
+ }
62
+ // Pivots: linear lerp {x, y}
63
+ if (startPose.pivotPoints) {
64
+ for (const pivot of Object.keys(startPose.pivotPoints)) {
65
+ const a = startPose.pivotPoints[pivot];
66
+ const b = endPose.pivotPoints?.[pivot] ?? a;
67
+ interp.pivotPoints[pivot] = {
68
+ x: lerp(a.x, b.x, progress),
69
+ y: lerp(a.y, b.y, progress)
70
+ };
71
+ }
72
+ }
73
+ return interp;
74
+ }
75
+ function isOrcPropertyFormat(frames) {
76
+ return frames?.length > 0 && 'property' in frames[0] && 'time' in frames[0];
77
+ }
78
+ function interpPropAtTime(kfs, t) {
79
+ const s = [...kfs].sort((a, b) => a.time - b.time);
80
+ if (t <= s[0].time)
81
+ return s[0].value;
82
+ if (t >= s[s.length - 1].time)
83
+ return s[s.length - 1].value;
84
+ for (let i = 0; i < s.length - 1; i++) {
85
+ if (s[i].time <= t && s[i + 1].time > t) {
86
+ const p = s[i], n = s[i + 1];
87
+ if (n.easing === 'instant')
88
+ return p.value;
89
+ const frac = (t - p.time) / (n.time - p.time);
90
+ if (typeof p.value === 'number' && typeof n.value === 'number')
91
+ return p.value + (n.value - p.value) * frac;
92
+ if (typeof p.value === 'object' && typeof n.value === 'object') {
93
+ const r = {};
94
+ for (const k of Object.keys(p.value)) {
95
+ const pv = p.value[k], nv = n.value[k];
96
+ r[k] = (typeof pv === 'number' && typeof nv === 'number') ? pv + (nv - pv) * frac : pv;
97
+ }
98
+ return r;
99
+ }
100
+ return p.value;
101
+ }
102
+ }
103
+ return s[s.length - 1].value;
104
+ }
105
+ function convertOrcToRigFrames(orcFrames, fps = 12) {
106
+ var _a;
107
+ if (!orcFrames?.length)
108
+ return [];
109
+ const times = orcFrames.map(f => f.time);
110
+ const minT = Math.min(...times), maxT = Math.max(...times);
111
+ const dur = maxT - minT;
112
+ if (dur <= 0)
113
+ return [{}];
114
+ const byProp = {};
115
+ for (const kf of orcFrames)
116
+ (byProp[_a = kf.property] ?? (byProp[_a] = [])).push(kf);
117
+ const count = Math.max(1, Math.ceil(dur * fps));
118
+ const frames = [];
119
+ for (let i = 0; i <= count; i++) {
120
+ const t = minT + (dur * i / count);
121
+ const f = { rotationValues: {}, pivotPoints: {} };
122
+ for (const [prop, kfs] of Object.entries(byProp)) {
123
+ const val = interpPropAtTime(kfs, t);
124
+ if (prop.startsWith('joint.'))
125
+ f.rotationValues[prop.slice(6)] = val;
126
+ else if (prop.startsWith('pivotPoint.'))
127
+ f.pivotPoints[prop.slice(11)] = val;
128
+ }
129
+ frames.push(f);
130
+ }
131
+ return frames;
132
+ }
133
+ function resolveAnimFrames(raw) {
134
+ if (!raw?.length)
135
+ return [];
136
+ if (isOrcPropertyFormat(raw))
137
+ return convertOrcToRigFrames(raw);
138
+ if (isDiffBasedFormat(raw))
139
+ return expandDiffBasedAnimation(raw);
140
+ return raw;
141
+ }
142
+ // ── Timeline evaluation ────────────────────────────────────────────
143
+ function evalKf(keyframes, time) {
144
+ if (!keyframes?.length)
145
+ return undefined;
146
+ const s = [...keyframes].sort((a, b) => a.time - b.time);
147
+ if (time <= s[0].time)
148
+ return s[0].value;
149
+ if (time >= s[s.length - 1].time)
150
+ return s[s.length - 1].value;
151
+ let prev = s[0], next = s[s.length - 1];
152
+ for (let i = 0; i < s.length - 1; i++) {
153
+ if (s[i].time <= time && s[i + 1].time > time) {
154
+ prev = s[i];
155
+ next = s[i + 1];
156
+ break;
157
+ }
158
+ }
159
+ if (next.easing === 'instant' || prev.easing === 'instant')
160
+ return prev.value;
161
+ const t = (time - prev.time) / (next.time - prev.time);
162
+ if (typeof prev.value === 'object' && prev.value !== null &&
163
+ typeof next.value === 'object' && next.value !== null) {
164
+ const r = {};
165
+ for (const k of Object.keys(prev.value)) {
166
+ const pv = prev.value[k], nv = next.value[k];
167
+ r[k] = (typeof pv === 'number' && typeof nv === 'number') ? pv + (nv - pv) * t : pv;
168
+ }
169
+ return r;
170
+ }
171
+ return prev.value;
172
+ }
173
+ export function evaluateScene(world, time) {
174
+ const timeline = world.timeline || [];
175
+ const characters = world.characters || [];
176
+ // Default camera = full 2560×1440 world
177
+ let camera = { x: BASE_WIDTH / 2, y: BASE_HEIGHT / 2, width: BASE_WIDTH, height: BASE_HEIGHT };
178
+ const ct = timeline.find(t => t.characterId === '__camera__');
179
+ if (ct) {
180
+ const cl = ct.lanes?.find(l => l.property === 'camera');
181
+ if (cl?.keyframes?.length) {
182
+ const v = evalKf(cl.keyframes, time);
183
+ if (v)
184
+ camera = { x: v.x ?? camera.x, y: v.y ?? camera.y, width: v.width ?? camera.width, height: v.height ?? camera.height };
185
+ }
186
+ }
187
+ const charStates = characters.map(char => {
188
+ const track = timeline.find(t => t.characterId === char.id);
189
+ let x = char.xCoor ?? BASE_WIDTH / 2;
190
+ let y = char.yCoor ?? BASE_HEIGHT / 2;
191
+ let width = char.width ?? 100, height = char.height ?? 100;
192
+ let hidden = false, flipX = false;
193
+ let animationId = null, variationName = null;
194
+ if (track) {
195
+ for (const lane of track.lanes || []) {
196
+ const v = evalKf(lane.keyframes, time);
197
+ if (v === undefined)
198
+ continue;
199
+ switch (lane.property) {
200
+ case 'position':
201
+ if (typeof v === 'object') {
202
+ x = v.x ?? x;
203
+ y = v.y ?? y;
204
+ }
205
+ break;
206
+ case 'hidden':
207
+ hidden = !!v;
208
+ break;
209
+ case 'flip':
210
+ flipX = !!v;
211
+ break;
212
+ case 'animation':
213
+ if (typeof v === 'string')
214
+ animationId = v;
215
+ break;
216
+ case 'variation':
217
+ if (typeof v === 'string')
218
+ variationName = v;
219
+ break;
220
+ }
221
+ }
222
+ }
223
+ // Animation: compute continuous progress (for interpolation), not just frame index
224
+ let animationProgress = 0;
225
+ if (animationId && world.animations?.[animationId]) {
226
+ const frames = resolveAnimFrames(world.animations[animationId].frames || []);
227
+ if (frames.length > 1) {
228
+ const fps = 12;
229
+ const totalTime = (frames.length - 1) / fps;
230
+ const loopTime = totalTime > 0 ? (time % totalTime) : 0;
231
+ animationProgress = loopTime * fps; // fractional frame index (e.g., 3.7 = 70% between frame 3 and 4)
232
+ }
233
+ }
234
+ return { id: char.id, x, y, width, height, hidden, flipX, animationId, animationProgress, variationName };
235
+ });
236
+ return { time, camera, characters: charStates };
237
+ }
238
+ // ── SceneEngine ────────────────────────────────────────────────────
239
+ export class SceneEngine {
240
+ constructor(world, rigDataMap) {
241
+ this.renderers = {};
242
+ this.bgCache = null;
243
+ this.resolvedAnims = {};
244
+ this.ready = false;
245
+ this.objectImageCache = {};
246
+ this.world = world;
247
+ this.rigDataMap = rigDataMap;
248
+ }
249
+ /** Draw a world-level object (prop) onto the canvas */
250
+ async drawWorldObject(ctx, obj) {
251
+ if (!obj.frontImage)
252
+ return;
253
+ const cacheKey = obj.id || obj.name || obj.frontImage.substring(0, 50);
254
+ if (!this.objectImageCache[cacheKey]) {
255
+ try {
256
+ this.objectImageCache[cacheKey] = await this.loadImage(obj.frontImage);
257
+ }
258
+ catch (e) {
259
+ console.error(`Failed to load object image for ${obj.id}: ${e.message}`);
260
+ return;
261
+ }
262
+ }
263
+ const img = this.objectImageCache[cacheKey];
264
+ if (!img)
265
+ return;
266
+ const w = obj.width || img.width;
267
+ const h = obj.height || img.height;
268
+ const x = (obj.xCoor ?? 0) - w / 2;
269
+ const y = (obj.yCoor ?? 0) - h / 2;
270
+ ctx.save();
271
+ if (obj.rotation) {
272
+ ctx.translate(obj.xCoor, obj.yCoor);
273
+ ctx.rotate(obj.rotation);
274
+ ctx.drawImage(img, -w / 2, -h / 2, w, h);
275
+ }
276
+ else {
277
+ ctx.drawImage(img, x, y, w, h);
278
+ }
279
+ ctx.restore();
280
+ }
281
+ async init() {
282
+ try {
283
+ const mod = await import('skia-canvas');
284
+ this.createCanvas = (w, h) => mod.Canvas ? new mod.Canvas(w, h) : mod.createCanvas(w, h);
285
+ this.loadImage = mod.loadImage;
286
+ }
287
+ catch {
288
+ // @ts-ignore
289
+ const mod = await import('@napi-rs/canvas');
290
+ this.createCanvas = mod.createCanvas;
291
+ this.loadImage = mod.loadImage;
292
+ }
293
+ // Load character images ONCE
294
+ for (const [id, rig] of Object.entries(this.rigDataMap)) {
295
+ const renderer = new SkiaRenderer();
296
+ await renderer.loadImages(rig);
297
+ this.renderers[id] = renderer;
298
+ }
299
+ // Load background ONCE
300
+ if (this.world.scene?.background) {
301
+ try {
302
+ this.bgCache = await this.loadImage(this.world.scene.background);
303
+ }
304
+ catch (e) {
305
+ console.error(`Background load failed: ${e.message}`);
306
+ }
307
+ }
308
+ // Pre-resolve animations ONCE
309
+ for (const [animId, anim] of Object.entries(this.world.animations || {})) {
310
+ this.resolvedAnims[animId] = resolveAnimFrames(anim.frames || []);
311
+ }
312
+ // Pre-load ALL variation images ONCE
313
+ // Variations swap imagePaths (e.g., different head for "happy")
314
+ // We need these images loaded into each character's renderer
315
+ for (const variation of (this.world.variations || [])) {
316
+ if (!variation.imagePaths)
317
+ continue;
318
+ const charId = variation.characterId;
319
+ const renderer = this.renderers[charId];
320
+ if (!renderer)
321
+ continue;
322
+ const loaded = renderer.getLoadedImages();
323
+ const loader = renderer.getImageLoader();
324
+ for (const [, hash] of Object.entries(variation.imagePaths)) {
325
+ if (typeof hash === 'string' && !loaded[hash]) {
326
+ try {
327
+ loaded[hash] = await loader.loadImageAsync(hash, hash);
328
+ }
329
+ catch { /* variation image unavailable, skip */ }
330
+ }
331
+ }
332
+ }
333
+ this.ready = true;
334
+ }
335
+ /**
336
+ * Get the interpolated rig data for a character at a given animation progress.
337
+ * Applies: variation (expression swap) → animation interpolation → flip
338
+ */
339
+ getInterpolatedRig(charId, animId, progress, flipX, variationName) {
340
+ const rigData = this.rigDataMap[charId];
341
+ if (!rigData)
342
+ return {};
343
+ let frameRig = { ...rigData };
344
+ // Apply variation (expression swap) — merges imagePaths, rotationValues, etc.
345
+ if (variationName && variationName !== 'default' && this.world.variations) {
346
+ const variation = this.world.variations.find((v) => {
347
+ const vId = (v.id || v.name || v.key || '').toString();
348
+ const vChar = (v.characterId || '').toString().toLowerCase();
349
+ return vId === variationName && vChar === charId.toLowerCase();
350
+ });
351
+ if (variation) {
352
+ // Merge variation imagePaths over base (this swaps the head/face image)
353
+ if (variation.imagePaths) {
354
+ frameRig = {
355
+ ...frameRig,
356
+ imagePaths: { ...frameRig.imagePaths, ...variation.imagePaths }
357
+ };
358
+ // Need to reload images for the new paths
359
+ // Mark that we need to load variation images
360
+ frameRig._variationImagePaths = variation.imagePaths;
361
+ }
362
+ // Merge variation rotationValues if present
363
+ if (variation.rotationValues) {
364
+ frameRig = {
365
+ ...frameRig,
366
+ rotationValues: { ...frameRig.rotationValues, ...variation.rotationValues }
367
+ };
368
+ }
369
+ if (variation.dimensionValues) {
370
+ frameRig = {
371
+ ...frameRig,
372
+ dimensionValues: { ...frameRig.dimensionValues, ...variation.dimensionValues }
373
+ };
374
+ }
375
+ }
376
+ }
377
+ if (animId && this.resolvedAnims[animId]) {
378
+ const frames = this.resolvedAnims[animId];
379
+ if (frames.length > 1) {
380
+ const frameIdx = Math.floor(progress);
381
+ const frameFrac = progress - frameIdx;
382
+ const idx0 = frameIdx % frames.length;
383
+ const idx1 = (frameIdx + 1) % frames.length;
384
+ const startPose = frames[idx0];
385
+ const endPose = frames[idx1];
386
+ // Interpolate between adjacent frames (matching CAM's interpolatePose)
387
+ const interp = interpolatePose(startPose, endPose, frameFrac);
388
+ frameRig = {
389
+ ...rigData,
390
+ rotationValues: { ...rigData.rotationValues, ...interp.rotationValues },
391
+ selfRotationValues: { ...rigData.selfRotationValues, ...interp.selfRotationValues },
392
+ pivotPoints: { ...rigData.pivotPoints, ...interp.pivotPoints },
393
+ dimensionValues: { ...rigData.dimensionValues, ...interp.dimensionValues },
394
+ };
395
+ }
396
+ else if (frames.length === 1) {
397
+ const f = frames[0];
398
+ frameRig = {
399
+ ...rigData,
400
+ rotationValues: { ...rigData.rotationValues, ...(f.rotationValues || {}) },
401
+ selfRotationValues: { ...rigData.selfRotationValues, ...(f.selfRotationValues || {}) },
402
+ pivotPoints: { ...rigData.pivotPoints, ...(f.pivotPoints || {}) },
403
+ dimensionValues: { ...rigData.dimensionValues, ...(f.dimensionValues || {}) },
404
+ };
405
+ }
406
+ }
407
+ return { ...frameRig, flipX };
408
+ }
409
+ /**
410
+ * Render one frame.
411
+ *
412
+ * Matches CAM's approach:
413
+ * 1. Create a 2560×1440 "world canvas"
414
+ * 2. Draw background at 0,0,2560,1440
415
+ * 3. For each visible character: compute rig at (xCoor, yCoor) using cameraOffset
416
+ * 4. Apply camera viewport: copy the camera region from world canvas to output canvas
417
+ */
418
+ async renderFrame(time, outputPath, outWidth, outHeight) {
419
+ if (!this.ready)
420
+ await this.init();
421
+ const state = evaluateScene(this.world, time);
422
+ // Step 1: Create world canvas at BASE resolution (matching CAM)
423
+ const worldCanvas = this.createCanvas(BASE_WIDTH, BASE_HEIGHT);
424
+ const wCtx = worldCanvas.getContext('2d');
425
+ // Step 2: Background
426
+ let hasBg = false;
427
+ wCtx.fillStyle = '#87CEEB';
428
+ wCtx.fillRect(0, 0, BASE_WIDTH, BASE_HEIGHT);
429
+ if (this.bgCache) {
430
+ wCtx.drawImage(this.bgCache, 0, 0, BASE_WIDTH, BASE_HEIGHT);
431
+ hasBg = true;
432
+ }
433
+ // Step 2b: Draw world-level objects with zIndex < 0 (behind characters)
434
+ for (const obj of (this.world.objects || []).filter((o) => (o.zIndex ?? 0) < 0)) {
435
+ await this.drawWorldObject(wCtx, obj);
436
+ }
437
+ // Step 3: Draw each visible character at world coordinates
438
+ // Sort by y (painter's algorithm)
439
+ const sorted = [...state.characters].filter(c => !c.hidden).sort((a, b) => a.y - b.y);
440
+ for (const cs of sorted) {
441
+ const renderer = this.renderers[cs.id];
442
+ if (!renderer) {
443
+ // Placeholder box
444
+ wCtx.save();
445
+ wCtx.fillStyle = 'rgba(100,200,100,0.5)';
446
+ wCtx.strokeStyle = '#333';
447
+ wCtx.lineWidth = 3;
448
+ const bx = cs.x - cs.width / 2, by = cs.y - cs.height;
449
+ wCtx.fillRect(bx, by, cs.width, cs.height);
450
+ wCtx.strokeRect(bx, by, cs.width, cs.height);
451
+ wCtx.fillStyle = '#000';
452
+ wCtx.font = '24px sans-serif';
453
+ wCtx.textAlign = 'center';
454
+ wCtx.fillText(cs.id, cs.x, cs.y - cs.height / 2);
455
+ wCtx.restore();
456
+ continue;
457
+ }
458
+ const frameRig = this.getInterpolatedRig(cs.id, cs.animationId, cs.animationProgress, cs.flipX, cs.variationName);
459
+ // Read renderScale from character data (set by auto_episode for sizing)
460
+ const charData = this.world.characters?.find(c => c.id === cs.id);
461
+ const renderScale = charData?.renderScale ?? 1.0;
462
+ // Compute rig at origin (center of a virtual canvas), then draw scaled onto world canvas
463
+ // renderRig: centerX = canvasW/2 + offset.x, centerY = canvasH/2 + 100 + offset.y
464
+ // With offset=(0,0): root is at (canvasW/2, canvasH/2 + 100)
465
+ const cameraOffset = { x: 0, y: 0 };
466
+ const rigRenderData = renderer.compute(frameRig, {
467
+ canvasWidth: BASE_WIDTH,
468
+ canvasHeight: BASE_HEIGHT,
469
+ cameraOffset,
470
+ loadedImages: renderer.getLoadedImages()
471
+ });
472
+ // Root position in the virtual canvas: (BASE_WIDTH/2, BASE_HEIGHT/2 + 100)
473
+ const rootInCanvas = { x: BASE_WIDTH / 2, y: BASE_HEIGHT / 2 + 100 };
474
+ // Draw all rig objects onto the world canvas with scale transform
475
+ // Scale around cs.x, cs.y (the character's world position = feet/root)
476
+ wCtx.save();
477
+ wCtx.translate(cs.x, cs.y);
478
+ wCtx.scale(renderScale, renderScale);
479
+ wCtx.translate(-rootInCanvas.x, -rootInCanvas.y);
480
+ renderer.renderObjects(wCtx, rigRenderData.objects);
481
+ wCtx.restore();
482
+ }
483
+ // Step 3b: Draw world-level objects (props) with zIndex >= 0 (in front of characters)
484
+ for (const obj of (this.world.objects || []).filter((o) => (o.zIndex ?? 0) >= 0)) {
485
+ await this.drawWorldObject(wCtx, obj);
486
+ }
487
+ // Step 4: Camera viewport → output canvas
488
+ const cam = state.camera;
489
+ const outputCanvas = this.createCanvas(outWidth, outHeight);
490
+ const oCtx = outputCanvas.getContext('2d');
491
+ // Source rect in world canvas (camera viewport)
492
+ const srcX = cam.x - cam.width / 2;
493
+ const srcY = cam.y - cam.height / 2;
494
+ // drawImage(source, sx, sy, sw, sh, dx, dy, dw, dh)
495
+ oCtx.drawImage(worldCanvas, srcX, srcY, cam.width, cam.height, 0, 0, outWidth, outHeight);
496
+ // Step 5: Save
497
+ const fs = await import('fs/promises');
498
+ const buffer = await outputCanvas.toBuffer('image/png');
499
+ await fs.writeFile(outputPath, buffer);
500
+ // Report
501
+ const charReports = state.characters.map(cs => {
502
+ // Screen bounds after camera transform
503
+ const sx = ((cs.x - srcX) / cam.width) * outWidth;
504
+ const sy = ((cs.y - srcY) / cam.height) * outHeight;
505
+ const sw = (cs.width / cam.width) * outWidth;
506
+ const sh = (cs.height / cam.height) * outHeight;
507
+ return {
508
+ id: cs.id,
509
+ position: { x: Math.round(cs.x), y: Math.round(cs.y) },
510
+ size: { width: Math.round(cs.width), height: Math.round(cs.height) },
511
+ hidden: cs.hidden, flipX: cs.flipX,
512
+ animationId: cs.animationId, variationName: cs.variationName,
513
+ screenBounds: { x: Math.round(sx - sw / 2), y: Math.round(sy - sh), w: Math.round(sw), h: Math.round(sh) },
514
+ };
515
+ });
516
+ const camKfs = (this.world.timeline || []).find(t => t.characterId === '__camera__')?.lanes?.[0]?.keyframes || [];
517
+ return {
518
+ time, output: outputPath,
519
+ canvas: { width: outWidth, height: outHeight }, camera: state.camera,
520
+ characters: charReports,
521
+ quality: {
522
+ total_characters: state.characters.length,
523
+ visible_characters: state.characters.filter(c => !c.hidden).length,
524
+ has_camera_move: camKfs.length > 1,
525
+ has_animation: state.characters.some(c => c.animationId !== null),
526
+ has_variation: state.characters.some(c => c.variationName !== null),
527
+ has_background: hasBg,
528
+ shot_count: camKfs.filter(k => k.easing === 'instant').length + 1,
529
+ }
530
+ };
531
+ }
532
+ /**
533
+ * Render one frame and return the raw canvas (no PNG encode, no file write).
534
+ * Used by video pipeline to pipe raw pixels to ffmpeg.
535
+ */
536
+ async renderFrameToCanvas(time, outWidth, outHeight) {
537
+ if (!this.ready)
538
+ await this.init();
539
+ const state = evaluateScene(this.world, time);
540
+ const worldCanvas = this.createCanvas(BASE_WIDTH, BASE_HEIGHT);
541
+ const wCtx = worldCanvas.getContext('2d');
542
+ // Background
543
+ wCtx.fillStyle = '#87CEEB';
544
+ wCtx.fillRect(0, 0, BASE_WIDTH, BASE_HEIGHT);
545
+ if (this.bgCache)
546
+ wCtx.drawImage(this.bgCache, 0, 0, BASE_WIDTH, BASE_HEIGHT);
547
+ // World-level objects (background, zIndex < 0)
548
+ for (const obj of (this.world.objects || []).filter((o) => (o.zIndex ?? 0) < 0)) {
549
+ await this.drawWorldObject(wCtx, obj);
550
+ }
551
+ // Characters
552
+ const sorted = [...state.characters].filter(c => !c.hidden).sort((a, b) => a.y - b.y);
553
+ for (const cs of sorted) {
554
+ const renderer = this.renderers[cs.id];
555
+ if (!renderer)
556
+ continue;
557
+ const frameRig = this.getInterpolatedRig(cs.id, cs.animationId, cs.animationProgress, cs.flipX, cs.variationName);
558
+ const charData = this.world.characters?.find(c => c.id === cs.id);
559
+ const renderScale = charData?.renderScale ?? 1.0;
560
+ const cameraOffset = { x: 0, y: 0 };
561
+ const rigRenderData = renderer.compute(frameRig, {
562
+ canvasWidth: BASE_WIDTH, canvasHeight: BASE_HEIGHT,
563
+ cameraOffset, loadedImages: renderer.getLoadedImages()
564
+ });
565
+ const rootInCanvas = { x: BASE_WIDTH / 2, y: BASE_HEIGHT / 2 + 100 };
566
+ wCtx.save();
567
+ wCtx.translate(cs.x, cs.y);
568
+ wCtx.scale(renderScale, renderScale);
569
+ wCtx.translate(-rootInCanvas.x, -rootInCanvas.y);
570
+ renderer.renderObjects(wCtx, rigRenderData.objects);
571
+ wCtx.restore();
572
+ }
573
+ // World-level objects (foreground)
574
+ for (const obj of (this.world.objects || []).filter((o) => (o.zIndex ?? 0) >= 0)) {
575
+ await this.drawWorldObject(wCtx, obj);
576
+ }
577
+ // Camera crop
578
+ const cam = state.camera;
579
+ const outputCanvas = this.createCanvas(outWidth, outHeight);
580
+ const oCtx = outputCanvas.getContext('2d');
581
+ oCtx.drawImage(worldCanvas, cam.x - cam.width / 2, cam.y - cam.height / 2, cam.width, cam.height, 0, 0, outWidth, outHeight);
582
+ return outputCanvas;
583
+ }
584
+ }
585
+ // ── Convenience wrappers ───────────────────────────────────────────
586
+ export async function renderScene(world, time, outputPath, rigDataMap, options = {}) {
587
+ const engine = new SceneEngine(world, rigDataMap);
588
+ await engine.init();
589
+ return engine.renderFrame(time, outputPath, options.width ?? 2560, options.height ?? 1440);
590
+ }
591
+ export async function renderSceneKeyFrames(world, outputDir, rigDataMap, options = {}) {
592
+ const { mkdir } = await import('fs/promises');
593
+ await mkdir(outputDir, { recursive: true });
594
+ const engine = new SceneEngine(world, rigDataMap);
595
+ await engine.init();
596
+ let maxTime = 0;
597
+ for (const track of world.timeline || [])
598
+ for (const lane of track.lanes || [])
599
+ for (const kf of lane.keyframes || [])
600
+ if (kf.time > maxTime)
601
+ maxTime = kf.time;
602
+ if (maxTime === 0)
603
+ maxTime = 5;
604
+ const fc = options.frameCount ?? 5;
605
+ const w = options.width ?? 2560, h = options.height ?? 1440;
606
+ const reports = [];
607
+ for (let i = 0; i < fc; i++) {
608
+ const t = fc === 1 ? 0 : (maxTime / (fc - 1)) * i;
609
+ const pad = String(i).padStart(3, '0');
610
+ const out = `${outputDir}/${pad}.png`;
611
+ console.error(` Scene frame ${i}/${fc - 1}: t=${t.toFixed(2)}s → ${out}`);
612
+ reports.push(await engine.renderFrame(t, out, w, h));
613
+ }
614
+ return reports;
615
+ }
616
+ //# sourceMappingURL=sceneRenderer.js.map
@@ -0,0 +1 @@
1
+ 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