reze-engine 0.1.0

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package/dist/model.js ADDED
@@ -0,0 +1,416 @@
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+ const VERTEX_STRIDE = 8;
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+ import { Mat4, Vec3, Quat } from "./math";
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+ export class Model {
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+ constructor(vertexData, indexData, textures, materials, skeleton, skinning, rigidbodies = [], joints = []) {
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+ this.textures = [];
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+ this.materials = [];
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+ // Physics data from PMX
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+ this.rigidbodies = [];
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+ this.joints = [];
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+ // Cached identity matrices to avoid allocations in computeWorldMatrices
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+ this.cachedIdentityMat1 = Mat4.identity();
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+ this.cachedIdentityMat2 = Mat4.identity();
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+ this.vertexData = vertexData;
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+ this.vertexCount = vertexData.length / VERTEX_STRIDE;
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+ this.indexData = indexData;
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+ this.textures = textures;
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+ this.materials = materials;
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+ this.skeleton = skeleton;
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+ this.skinning = skinning;
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+ this.rigidbodies = rigidbodies;
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+ this.joints = joints;
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+ // Initialize runtime skeleton pose state
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+ const boneCount = skeleton.bones.length;
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+ this.runtimeSkeleton = {
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+ localRotations: new Float32Array(boneCount * 4),
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+ localTranslations: new Float32Array(boneCount * 3),
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+ worldMatrices: new Float32Array(boneCount * 16),
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+ nameIndex: {}, // Will be populated by buildBoneLookups()
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+ computedBones: new Array(boneCount).fill(false),
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+ };
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+ if (this.skeleton.bones.length > 0) {
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+ this.buildBoneLookups();
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+ this.initializeRuntimePose();
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+ this.initializeRotTweenBuffers();
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+ }
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+ }
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+ // Build caches for O(1) bone lookups and populate children arrays
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+ // Called during model initialization
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+ buildBoneLookups() {
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+ const nameToIndex = {};
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+ // Initialize children arrays for all bones and build name index
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+ for (let i = 0; i < this.skeleton.bones.length; i++) {
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+ this.skeleton.bones[i].children = [];
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+ nameToIndex[this.skeleton.bones[i].name] = i;
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+ }
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+ // Build parent->children relationships
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+ for (let i = 0; i < this.skeleton.bones.length; i++) {
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+ const bone = this.skeleton.bones[i];
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+ const parentIdx = bone.parentIndex;
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+ if (parentIdx >= 0 && parentIdx < this.skeleton.bones.length) {
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+ this.skeleton.bones[parentIdx].children.push(i);
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+ }
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+ }
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+ this.runtimeSkeleton.nameIndex = nameToIndex;
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+ }
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+ initializeRotTweenBuffers() {
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+ const n = this.skeleton.bones.length;
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+ this.rotTweenState = {
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+ active: new Uint8Array(n),
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+ startQuat: new Float32Array(n * 4),
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+ targetQuat: new Float32Array(n * 4),
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+ startTimeMs: new Float32Array(n),
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+ durationMs: new Float32Array(n),
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+ };
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+ }
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+ static easeInOut(t) {
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+ return t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2;
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+ }
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+ static slerp(aX, aY, aZ, aW, bX, bY, bZ, bW, t) {
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+ let cos = aX * bX + aY * bY + aZ * bZ + aW * bW;
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+ let bx = bX, by = bY, bz = bZ, bw = bW;
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+ if (cos < 0) {
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+ cos = -cos;
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+ bx = -bx;
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+ by = -by;
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+ bz = -bz;
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+ bw = -bw;
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+ }
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+ if (cos > 0.9995) {
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+ const x = aX + t * (bx - aX);
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+ const y = aY + t * (by - aY);
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+ const z = aZ + t * (bz - aZ);
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+ const w = aW + t * (bw - aW);
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+ const invLen = 1 / Math.hypot(x, y, z, w);
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+ return [x * invLen, y * invLen, z * invLen, w * invLen];
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+ }
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+ const theta0 = Math.acos(cos);
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+ const sinTheta0 = Math.sin(theta0);
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+ const theta = theta0 * t;
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+ const s0 = Math.sin(theta0 - theta) / sinTheta0;
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+ const s1 = Math.sin(theta) / sinTheta0;
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+ return [s0 * aX + s1 * bx, s0 * aY + s1 * by, s0 * aZ + s1 * bz, s0 * aW + s1 * bw];
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+ }
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+ updateRotationTweens() {
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+ const state = this.rotTweenState;
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+ const now = performance.now();
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+ const rotations = this.runtimeSkeleton.localRotations;
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+ for (let i = 0; i < this.skeleton.bones.length; i++) {
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+ if (state.active[i] !== 1)
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+ continue;
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+ const startMs = state.startTimeMs[i];
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+ const durMs = Math.max(1, state.durationMs[i]);
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+ const t = Math.max(0, Math.min(1, (now - startMs) / durMs));
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+ const e = Model.easeInOut(t);
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+ const qi = i * 4;
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+ const [x, y, z, w] = Model.slerp(state.startQuat[qi], state.startQuat[qi + 1], state.startQuat[qi + 2], state.startQuat[qi + 3], state.targetQuat[qi], state.targetQuat[qi + 1], state.targetQuat[qi + 2], state.targetQuat[qi + 3], e);
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+ rotations[qi] = x;
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+ rotations[qi + 1] = y;
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+ rotations[qi + 2] = z;
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+ rotations[qi + 3] = w;
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+ if (t >= 1)
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+ state.active[i] = 0;
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+ }
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+ }
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+ // Get interleaved vertex data for GPU upload
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+ // Format: [x,y,z, nx,ny,nz, u,v, x,y,z, nx,ny,nz, u,v, ...]
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+ getVertices() {
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+ return this.vertexData;
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+ }
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+ // Get texture information
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+ getTextures() {
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+ return this.textures;
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+ }
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+ // Get material information
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+ getMaterials() {
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+ return this.materials;
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+ }
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+ // Get diffuse texture path for a material
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+ getDiffuseTexturePath(materialIndex) {
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+ if (materialIndex < 0 || materialIndex >= this.materials.length)
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+ return null;
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+ const material = this.materials[materialIndex];
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+ if (material.diffuseTextureIndex < 0 || material.diffuseTextureIndex >= this.textures.length)
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+ return null;
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+ return this.textures[material.diffuseTextureIndex].path;
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+ }
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+ // Get vertex count
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+ getVertexCount() {
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+ return this.vertexCount;
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+ }
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+ // Get index data for GPU upload
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+ getIndices() {
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+ return this.indexData;
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+ }
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+ // Accessors for skeleton/skinning
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+ getSkeleton() {
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+ return this.skeleton;
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+ }
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+ getSkinning() {
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+ return this.skinning;
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+ }
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+ // Accessors for physics data
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+ getRigidbodies() {
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+ return this.rigidbodies;
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+ }
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+ getJoints() {
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+ return this.joints;
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+ }
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+ initializeRuntimePose() {
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+ const rotations = this.runtimeSkeleton.localRotations;
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+ for (let i = 0; i < this.skeleton.bones.length; i++) {
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+ const qi = i * 4;
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+ if (rotations[qi + 3] === 0) {
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+ rotations[qi] = 0;
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+ rotations[qi + 1] = 0;
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+ rotations[qi + 2] = 0;
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+ rotations[qi + 3] = 1;
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+ }
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+ }
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+ }
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+ // ------- Bone helpers (public API) -------
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+ getBoneCount() {
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+ return this.skeleton.bones.length;
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+ }
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+ getBoneNames() {
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+ return this.skeleton.bones.map((b) => b.name);
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+ }
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+ getBoneIndexByName(name) {
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+ return this.runtimeSkeleton.nameIndex[name] ?? -1;
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+ }
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+ getBoneName(index) {
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+ if (index < 0 || index >= this.skeleton.bones.length)
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+ return undefined;
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+ return this.skeleton.bones[index].name;
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+ }
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+ getBoneLocal(index) {
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+ if (index < 0 || index >= this.skeleton.bones.length)
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+ return undefined;
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+ const qi = index * 4;
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+ const ti = index * 3;
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+ const rot = this.runtimeSkeleton.localRotations;
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+ const trans = this.runtimeSkeleton.localTranslations;
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+ return {
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+ rotation: new Quat(rot[qi], rot[qi + 1], rot[qi + 2], rot[qi + 3]),
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+ translation: new Vec3(trans[ti], trans[ti + 1], trans[ti + 2]),
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+ };
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+ }
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+ rotateBones(indicesOrNames, quats, durationMs) {
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+ const state = this.rotTweenState;
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+ const normalized = quats.map((q) => q.normalize());
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+ const now = performance.now();
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+ const dur = durationMs && durationMs > 0 ? durationMs : 0;
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+ for (let i = 0; i < indicesOrNames.length; i++) {
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+ const input = indicesOrNames[i];
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+ let idx;
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+ if (typeof input === "number") {
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+ idx = input;
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+ }
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+ else {
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+ const resolved = this.getBoneIndexByName(input);
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+ if (resolved < 0)
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+ continue;
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+ idx = resolved;
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+ }
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+ if (idx < 0 || idx >= this.skeleton.bones.length)
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+ continue;
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+ const qi = idx * 4;
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+ const rotations = this.runtimeSkeleton.localRotations;
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+ const [tx, ty, tz, tw] = normalized[i].toArray();
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+ if (dur === 0) {
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+ rotations[qi] = tx;
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+ rotations[qi + 1] = ty;
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+ rotations[qi + 2] = tz;
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+ rotations[qi + 3] = tw;
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+ state.active[idx] = 0;
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+ continue;
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+ }
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+ let sx = rotations[qi];
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+ let sy = rotations[qi + 1];
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+ let sz = rotations[qi + 2];
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+ let sw = rotations[qi + 3];
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+ if (state.active[idx] === 1) {
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+ const startMs = state.startTimeMs[idx];
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+ const prevDur = Math.max(1, state.durationMs[idx]);
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+ const t = Math.max(0, Math.min(1, (now - startMs) / prevDur));
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+ const e = Model.easeInOut(t);
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+ const [cx, cy, cz, cw] = Model.slerp(state.startQuat[qi], state.startQuat[qi + 1], state.startQuat[qi + 2], state.startQuat[qi + 3], state.targetQuat[qi], state.targetQuat[qi + 1], state.targetQuat[qi + 2], state.targetQuat[qi + 3], e);
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+ sx = cx;
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+ sy = cy;
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+ sz = cz;
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+ sw = cw;
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+ }
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+ state.startQuat[qi] = sx;
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+ state.startQuat[qi + 1] = sy;
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+ state.startQuat[qi + 2] = sz;
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+ state.startQuat[qi + 3] = sw;
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+ state.targetQuat[qi] = tx;
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+ state.targetQuat[qi + 1] = ty;
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+ state.targetQuat[qi + 2] = tz;
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+ state.targetQuat[qi + 3] = tw;
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+ state.startTimeMs[idx] = now;
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+ state.durationMs[idx] = dur;
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+ state.active[idx] = 1;
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+ }
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+ }
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+ setBoneRotation(indexOrName, quat) {
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+ const index = typeof indexOrName === "number" ? indexOrName : this.getBoneIndexByName(indexOrName);
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+ if (index < 0 || index >= this.skeleton.bones.length)
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+ return;
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+ const qi = index * 4;
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+ const rot = this.runtimeSkeleton.localRotations;
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+ rot[qi] = quat.x;
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+ rot[qi + 1] = quat.y;
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+ rot[qi + 2] = quat.z;
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+ rot[qi + 3] = quat.w;
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+ }
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+ setBoneTranslation(indexOrName, t) {
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+ const index = typeof indexOrName === "number" ? indexOrName : this.getBoneIndexByName(indexOrName);
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+ if (index < 0 || index >= this.skeleton.bones.length)
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+ return;
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+ const ti = index * 3;
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+ const trans = this.runtimeSkeleton.localTranslations;
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+ trans[ti] = t.x;
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+ trans[ti + 1] = t.y;
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+ trans[ti + 2] = t.z;
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+ }
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+ resetBone(index) {
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+ const qi = index * 4;
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+ const ti = index * 3;
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+ const rot = this.runtimeSkeleton.localRotations;
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+ const trans = this.runtimeSkeleton.localTranslations;
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+ rot[qi] = 0;
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+ rot[qi + 1] = 0;
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+ rot[qi + 2] = 0;
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+ rot[qi + 3] = 1;
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+ trans[ti] = 0;
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+ trans[ti + 1] = 0;
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+ trans[ti + 2] = 0;
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+ }
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+ resetAllBones() {
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+ const rot = this.runtimeSkeleton.localRotations;
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+ const trans = this.runtimeSkeleton.localTranslations;
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+ const count = this.getBoneCount();
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+ for (let i = 0; i < count; i++) {
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+ const qi = i * 4;
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+ const ti = i * 3;
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+ rot[qi] = 0;
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+ rot[qi + 1] = 0;
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+ rot[qi + 2] = 0;
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+ rot[qi + 3] = 1;
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+ trans[ti] = 0;
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+ trans[ti + 1] = 0;
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+ trans[ti + 2] = 0;
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+ }
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+ }
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+ getBoneWorldMatrix(index) {
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+ this.evaluatePose();
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+ const start = index * 16;
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+ return this.runtimeSkeleton.worldMatrices.subarray(start, start + 16);
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+ }
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+ getBoneWorldMatrices() {
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+ return this.runtimeSkeleton.worldMatrices;
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+ }
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+ getBoneInverseBindMatrices() {
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+ return this.skeleton.inverseBindMatrices;
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+ }
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+ getBoneWorldPosition(index) {
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+ this.evaluatePose();
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+ const matIdx = index * 16;
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+ const mat = this.runtimeSkeleton.worldMatrices;
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+ return new Vec3(mat[matIdx + 12], mat[matIdx + 13], mat[matIdx + 14]);
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+ }
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+ getBoneWorldRotation(index) {
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+ this.evaluatePose();
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+ const start = index * 16;
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+ return Mat4.toQuatFromArray(this.runtimeSkeleton.worldMatrices, start);
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+ }
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+ getBoneInverseBindMatrix(index) {
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+ if (index < 0 || index >= this.skeleton.bones.length)
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+ return undefined;
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+ const start = index * 16;
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+ return new Mat4(this.skeleton.inverseBindMatrices.subarray(start, start + 16));
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+ }
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+ getLocalRotations() {
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+ return this.runtimeSkeleton.localRotations;
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+ }
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+ evaluatePose() {
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+ this.updateRotationTweens();
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+ this.computeWorldMatrices();
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+ }
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+ computeWorldMatrices() {
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+ const bones = this.skeleton.bones;
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+ const localRot = this.runtimeSkeleton.localRotations;
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+ const localTrans = this.runtimeSkeleton.localTranslations;
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+ const worldBuf = this.runtimeSkeleton.worldMatrices;
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+ const computed = this.runtimeSkeleton.computedBones.fill(false);
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+ const boneCount = bones.length;
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+ if (boneCount === 0)
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+ return;
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+ const computeWorld = (i) => {
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+ if (computed[i])
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+ return;
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+ const b = bones[i];
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+ if (b.parentIndex >= boneCount) {
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+ console.warn(`[RZM] bone ${i} parent out of range: ${b.parentIndex}`);
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+ }
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+ const qi = i * 4;
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+ let rotateM = Mat4.fromQuat(localRot[qi], localRot[qi + 1], localRot[qi + 2], localRot[qi + 3]);
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+ let addLocalTx = 0, addLocalTy = 0, addLocalTz = 0;
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+ // Optimized append rotation check - only check necessary conditions
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+ const appendParentIdx = b.appendParentIndex;
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+ const hasAppend = b.appendRotate && appendParentIdx !== undefined && appendParentIdx >= 0 && appendParentIdx < boneCount;
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+ if (hasAppend) {
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+ const ratio = b.appendRatio === undefined ? 1 : Math.max(-1, Math.min(1, b.appendRatio));
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+ const hasRatio = Math.abs(ratio) > 1e-6;
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+ if (hasRatio) {
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+ const apQi = appendParentIdx * 4;
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+ const apTi = appendParentIdx * 3;
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+ if (b.appendRotate) {
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+ let ax = localRot[apQi];
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+ let ay = localRot[apQi + 1];
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+ let az = localRot[apQi + 2];
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+ const aw = localRot[apQi + 3];
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+ const absRatio = ratio < 0 ? -ratio : ratio;
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+ if (ratio < 0) {
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+ ax = -ax;
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+ ay = -ay;
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+ az = -az;
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+ }
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+ const [rx, ry, rz, rw] = Model.slerp(0, 0, 0, 1, ax, ay, az, aw, absRatio);
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+ rotateM = Mat4.fromQuat(rx, ry, rz, rw).multiply(rotateM);
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+ }
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+ if (b.appendMove) {
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+ const appendRatio = b.appendRatio ?? 1;
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+ addLocalTx = localTrans[apTi] * appendRatio;
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+ addLocalTy = localTrans[apTi + 1] * appendRatio;
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+ addLocalTz = localTrans[apTi + 2] * appendRatio;
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+ }
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+ }
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+ }
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+ // Build local matrix: identity + bind translation, then rotation, then append translation
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+ this.cachedIdentityMat1
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+ .setIdentity()
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+ .translateInPlace(b.bindTranslation[0], b.bindTranslation[1], b.bindTranslation[2]);
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+ this.cachedIdentityMat2.setIdentity().translateInPlace(addLocalTx, addLocalTy, addLocalTz);
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+ const localM = this.cachedIdentityMat1.multiply(rotateM).multiply(this.cachedIdentityMat2);
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+ const worldOffset = i * 16;
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+ if (b.parentIndex >= 0) {
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+ const p = b.parentIndex;
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+ if (!computed[p])
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+ computeWorld(p);
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+ const parentOffset = p * 16;
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+ // Use cachedIdentityMat2 as temporary buffer for parent * local multiplication
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+ Mat4.multiplyArrays(worldBuf, parentOffset, localM.values, 0, this.cachedIdentityMat2.values, 0);
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+ worldBuf.subarray(worldOffset, worldOffset + 16).set(this.cachedIdentityMat2.values);
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+ }
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+ else {
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+ worldBuf.subarray(worldOffset, worldOffset + 16).set(localM.values);
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+ }
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+ computed[i] = true;
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+ };
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+ // Process all bones (recursion handles dependencies automatically)
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+ for (let i = 0; i < boneCount; i++)
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+ computeWorld(i);
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+ }
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+ }
@@ -0,0 +1,82 @@
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+ import { Quat, Vec3, Mat4 } from "./math";
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+ export declare enum RigidbodyShape {
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+ Sphere = 0,
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+ Box = 1,
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+ Capsule = 2
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+ }
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+ export declare enum RigidbodyType {
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+ Static = 0,
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+ Dynamic = 1,
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+ Kinematic = 2
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+ }
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+ export interface Rigidbody {
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+ name: string;
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+ englishName: string;
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+ boneIndex: number;
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+ group: number;
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+ collisionMask: number;
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+ shape: RigidbodyShape;
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+ size: Vec3;
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+ shapePosition: Vec3;
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+ shapeRotation: Vec3;
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+ mass: number;
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+ linearDamping: number;
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+ angularDamping: number;
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+ restitution: number;
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+ friction: number;
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+ type: RigidbodyType;
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+ bodyOffsetMatrixInverse: Mat4;
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+ bodyOffsetMatrix?: Mat4;
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+ }
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+ export interface Joint {
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+ name: string;
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+ englishName: string;
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+ type: number;
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+ rigidbodyIndexA: number;
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+ rigidbodyIndexB: number;
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+ position: Vec3;
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+ rotation: Vec3;
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+ positionMin: Vec3;
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+ positionMax: Vec3;
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+ rotationMin: Vec3;
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+ rotationMax: Vec3;
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+ springPosition: Vec3;
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+ springRotation: Vec3;
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+ }
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+ export declare class Physics {
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+ private rigidbodies;
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+ private joints;
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+ private gravity;
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+ private ammoInitialized;
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+ private ammoPromise;
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+ private ammo;
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+ private dynamicsWorld;
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+ private ammoRigidbodies;
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+ private ammoConstraints;
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+ private rigidbodiesInitialized;
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+ private jointsCreated;
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+ private firstFrame;
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+ private forceDisableOffsetForConstraintFrame;
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+ private zeroVector;
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+ constructor(rigidbodies: Rigidbody[], joints?: Joint[]);
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+ private initAmmo;
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+ setGravity(gravity: Vec3): void;
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+ getGravity(): Vec3;
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+ getRigidbodies(): Rigidbody[];
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+ getJoints(): Joint[];
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+ getRigidbodyTransforms(): Array<{
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+ position: Vec3;
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+ rotation: Quat;
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+ }>;
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+ private createAmmoWorld;
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+ private createAmmoRigidbodies;
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+ private createAmmoJoints;
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+ private normalizeAngle;
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+ step(dt: number, boneWorldMatrices: Float32Array, boneInverseBindMatrices: Float32Array): void;
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+ private computeBodyOffsets;
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+ private positionBodiesFromBones;
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+ private syncFromBones;
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+ private stepAmmoPhysics;
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+ private applyAmmoRigidbodiesToBones;
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+ }
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+ //# sourceMappingURL=physics.d.ts.map
@@ -0,0 +1 @@
1
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