reze-engine 0.1.16 → 0.2.1
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.
- package/README.md +104 -104
- package/dist/engine.d.ts +8 -3
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +112 -13
- package/dist/physics.d.ts +1 -0
- package/dist/physics.d.ts.map +1 -1
- package/dist/physics.js +58 -0
- package/dist/vmd-loader.d.ts +25 -0
- package/dist/vmd-loader.d.ts.map +1 -0
- package/dist/vmd-loader.js +141 -0
- package/package.json +1 -1
- package/src/camera.ts +358 -358
- package/src/engine.ts +141 -16
- package/src/math.ts +546 -546
- package/src/model.ts +421 -421
- package/src/physics.ts +752 -680
- package/src/pmx-loader.ts +1054 -1054
- package/src/vmd-loader.ts +179 -0
package/README.md
CHANGED
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@@ -1,104 +1,104 @@
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# Reze Engine
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A lightweight engine built with WebGPU and TypeScript for real-time 3D anime character MMD model rendering.
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## Features
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- Physics
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- Alpha blending
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- Post alpha eye rendering
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- Rim lighting
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- Bloom
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- Outlines
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- Toon shading with directional lights
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- MSAA 4x anti-aliasing
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- GPU-accelerated skinning
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- Bone rotation api
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## Usage
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```typescript
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export default function Home() {
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const canvasRef = useRef<HTMLCanvasElement>(null)
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const engineRef = useRef<Engine | null>(null)
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const [engineError, setEngineError] = useState<string | null>(null)
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const [loading, setLoading] = useState(true)
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const [stats, setStats] = useState<EngineStats>({
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fps: 0,
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frameTime: 0,
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gpuMemory: 0,
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})
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const [progress, setProgress] = useState(0)
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const initEngine = useCallback(async () => {
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if (canvasRef.current) {
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// Initialize engine
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try {
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const engine = new Engine(canvasRef.current)
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engineRef.current = engine
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await engine.init()
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await engine.loadModel("/models/塞尔凯特/塞尔凯特.pmx")
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setLoading(false)
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engine.runRenderLoop(() => {
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setStats(engine.getStats())
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})
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} catch (error) {
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setEngineError(error instanceof Error ? error.message : "Unknown error")
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}
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}
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}, [])
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useEffect(() => {
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void (async () => {
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initEngine()
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})()
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// Cleanup on unmount
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return () => {
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if (engineRef.current) {
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engineRef.current.dispose()
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}
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}
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}, [initEngine])
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useEffect(() => {
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if (loading) {
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const interval = setInterval(() => {
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setProgress((prev) => {
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if (prev >= 100) {
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return 0
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}
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return prev + 1
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})
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}, 50)
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return () => clearInterval(interval)
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}
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}, [loading])
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return (
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<div
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className="fixed inset-0 w-full h-full overflow-hidden touch-none"
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style={{
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background:
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"radial-gradient(ellipse at center, rgba(35, 35, 45, 0.8) 0%, rgba(35, 35, 45, 0.8) 8%, rgba(8, 8, 12, 0.95) 65%, rgba(0, 0, 0, 1) 100%)",
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}}
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>
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<Header stats={stats} />
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{engineError && (
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<div className="absolute inset-0 w-full h-full flex items-center justify-center text-white p-6">
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Engine Error: {engineError}
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</div>
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)}
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{loading && !engineError && (
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<div className="absolute inset-0 max-w-xs mx-auto w-full h-full flex items-center justify-center text-white p-6">
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<Progress value={progress} className="rounded-none" />
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</div>
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)}
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<canvas ref={canvasRef} className="absolute inset-0 w-full h-full touch-none z-1" />
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</div>
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)
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}
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```
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# Reze Engine
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3
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A lightweight engine built with WebGPU and TypeScript for real-time 3D anime character MMD model rendering.
|
|
4
|
+
|
|
5
|
+
## Features
|
|
6
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+
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7
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+
- Physics
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8
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+
- Alpha blending
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9
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+
- Post alpha eye rendering
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|
10
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+
- Rim lighting
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11
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+
- Bloom
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|
12
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+
- Outlines
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|
13
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+
- Toon shading with directional lights
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14
|
+
- MSAA 4x anti-aliasing
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|
15
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+
- GPU-accelerated skinning
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16
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+
- Bone rotation api
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17
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+
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18
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## Usage
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```typescript
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export default function Home() {
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const canvasRef = useRef<HTMLCanvasElement>(null)
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const engineRef = useRef<Engine | null>(null)
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const [engineError, setEngineError] = useState<string | null>(null)
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const [loading, setLoading] = useState(true)
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const [stats, setStats] = useState<EngineStats>({
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fps: 0,
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frameTime: 0,
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gpuMemory: 0,
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})
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const [progress, setProgress] = useState(0)
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const initEngine = useCallback(async () => {
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if (canvasRef.current) {
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// Initialize engine
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try {
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const engine = new Engine(canvasRef.current)
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engineRef.current = engine
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await engine.init()
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await engine.loadModel("/models/塞尔凯特/塞尔凯特.pmx")
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setLoading(false)
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engine.runRenderLoop(() => {
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setStats(engine.getStats())
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})
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} catch (error) {
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setEngineError(error instanceof Error ? error.message : "Unknown error")
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}
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}
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}, [])
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useEffect(() => {
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void (async () => {
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initEngine()
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})()
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// Cleanup on unmount
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return () => {
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if (engineRef.current) {
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engineRef.current.dispose()
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}
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}
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}, [initEngine])
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useEffect(() => {
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if (loading) {
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const interval = setInterval(() => {
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setProgress((prev) => {
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if (prev >= 100) {
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return 0
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}
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return prev + 1
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})
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}, 50)
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return () => clearInterval(interval)
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}
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}, [loading])
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return (
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<div
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className="fixed inset-0 w-full h-full overflow-hidden touch-none"
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style={{
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background:
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"radial-gradient(ellipse at center, rgba(35, 35, 45, 0.8) 0%, rgba(35, 35, 45, 0.8) 8%, rgba(8, 8, 12, 0.95) 65%, rgba(0, 0, 0, 1) 100%)",
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}}
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>
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<Header stats={stats} />
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{engineError && (
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<div className="absolute inset-0 w-full h-full flex items-center justify-center text-white p-6">
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Engine Error: {engineError}
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</div>
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)}
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{loading && !engineError && (
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<div className="absolute inset-0 max-w-xs mx-auto w-full h-full flex items-center justify-center text-white p-6">
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<Progress value={progress} className="rounded-none" />
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</div>
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)}
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<canvas ref={canvasRef} className="absolute inset-0 w-full h-full touch-none z-1" />
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</div>
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)
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}
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```
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package/dist/engine.d.ts
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import { Camera } from "./camera";
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import { Quat
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import { Quat } from "./math";
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export interface EngineStats {
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fps: number;
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frameTime: number;
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private stats;
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private animationFrameId;
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private renderLoopCallback;
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private animationFrames;
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private animationTimeouts;
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constructor(canvas: HTMLCanvasElement);
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init(): Promise<void>;
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private createPipelines;
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private handleResize;
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private setupCamera;
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private setupLighting;
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addLight
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setAmbient
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private addLight;
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private setAmbient;
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loadAnimation(url: string): Promise<void>;
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playAnimation(): void;
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stopAnimation(): void;
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getStats(): EngineStats;
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runRenderLoop(callback?: () => void): void;
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stopRenderLoop(): void;
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package/dist/engine.d.ts.map
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{"version":3,"file":"engine.d.ts","sourceRoot":"","sources":["../src/engine.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAA;AACjC,OAAO,EAAE,IAAI,
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+
{"version":3,"file":"engine.d.ts","sourceRoot":"","sources":["../src/engine.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAA;AACjC,OAAO,EAAE,IAAI,EAAQ,MAAM,QAAQ,CAAA;AAMnC,MAAM,WAAW,WAAW;IAC1B,GAAG,EAAE,MAAM,CAAA;IACX,SAAS,EAAE,MAAM,CAAA;IACjB,SAAS,EAAE,MAAM,CAAA;CAClB;AASD,qBAAa,MAAM;IACjB,OAAO,CAAC,MAAM,CAAmB;IACjC,OAAO,CAAC,MAAM,CAAY;IAC1B,OAAO,CAAC,OAAO,CAAmB;IAClC,OAAO,CAAC,kBAAkB,CAAmB;IACtC,MAAM,EAAG,MAAM,CAAA;IACtB,OAAO,CAAC,mBAAmB,CAAY;IACvC,OAAO,CAAC,gBAAgB,CAAuB;IAC/C,OAAO,CAAC,kBAAkB,CAAY;IACtC,OAAO,CAAC,SAAS,CAAuB;IACxC,OAAO,CAAC,UAAU,CAAI;IACtB,OAAO,CAAC,YAAY,CAAY;IAChC,OAAO,CAAC,WAAW,CAAC,CAAW;IAC/B,OAAO,CAAC,cAAc,CAA8B;IACpD,OAAO,CAAC,YAAY,CAAa;IACjC,OAAO,CAAC,QAAQ,CAAoB;IACpC,OAAO,CAAC,eAAe,CAAoB;IAC3C,OAAO,CAAC,0BAA0B,CAAoB;IACtD,OAAO,CAAC,2BAA2B,CAAoB;IACvD,OAAO,CAAC,8BAA8B,CAAoB;IAC1D,OAAO,CAAC,iBAAiB,CAAoB;IAC7C,OAAO,CAAC,WAAW,CAAoB;IACvC,OAAO,CAAC,mBAAmB,CAAqB;IAChD,OAAO,CAAC,sBAAsB,CAAqB;IACnD,OAAO,CAAC,YAAY,CAAY;IAChC,OAAO,CAAC,aAAa,CAAY;IACjC,OAAO,CAAC,gBAAgB,CAAC,CAAW;IACpC,OAAO,CAAC,iBAAiB,CAAC,CAAW;IACrC,OAAO,CAAC,uBAAuB,CAAC,CAAW;IAC3C,OAAO,CAAC,yBAAyB,CAAC,CAAoB;IACtD,OAAO,CAAC,0BAA0B,CAAC,CAAc;IACjD,OAAO,CAAC,eAAe,CAAC,CAAW;IACnC,OAAO,CAAC,kBAAkB,CAAa;IACvC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAI;IAChC,OAAO,CAAC,oBAAoB,CAA0B;IAEtD,OAAO,CAAC,kBAAkB,CAAa;IACvC,OAAO,CAAC,sBAAsB,CAAiB;IAC/C,OAAO,CAAC,mBAAmB,CAAa;IACxC,OAAO,CAAC,iBAAiB,CAAa;IACtC,OAAO,CAAC,iBAAiB,CAAa;IAEtC,OAAO,CAAC,oBAAoB,CAAoB;IAChD,OAAO,CAAC,iBAAiB,CAAoB;IAC7C,OAAO,CAAC,oBAAoB,CAAoB;IAEhD,OAAO,CAAC,oBAAoB,CAAY;IACxC,OAAO,CAAC,mBAAmB,CAAY;IACvC,OAAO,CAAC,oBAAoB,CAAY;IACxC,OAAO,CAAC,oBAAoB,CAAY;IACxC,OAAO,CAAC,aAAa,CAAa;IAElC,OAAO,CAAC,qBAAqB,CAAC,CAAc;IAC5C,OAAO,CAAC,mBAAmB,CAAC,CAAc;IAC1C,OAAO,CAAC,mBAAmB,CAAC,CAAc;IAC1C,OAAO,CAAC,qBAAqB,CAAC,CAAc;IAErC,cAAc,EAAE,MAAM,CAAM;IAC5B,cAAc,EAAE,MAAM,CAAO;IAEpC,OAAO,CAAC,iBAAiB,CAAe;IACxC,OAAO,CAAC,aAAa,CAAc;IACnC,OAAO,CAAC,aAAa,CAA4C;IACjE,OAAO,CAAC,YAAY,CAAqB;IACzC,OAAO,CAAC,QAAQ,CAAa;IAC7B,OAAO,CAAC,OAAO,CAAuB;IACtC,OAAO,CAAC,cAAc,CAAa;IACnC,OAAO,CAAC,YAAY,CAAgC;IACpD,OAAO,CAAC,YAAY,CAAuD;IAE3E,OAAO,CAAC,aAAa,CAAoB;IACzC,OAAO,CAAC,qBAAqB,CAAI;IACjC,OAAO,CAAC,gBAAgB,CAAe;IACvC,OAAO,CAAC,YAAY,CAAY;IAChC,OAAO,CAAC,aAAa,CAAY;IACjC,OAAO,CAAC,aAAa,CAAoB;IACzC,OAAO,CAAC,KAAK,CAIZ;IACD,OAAO,CAAC,gBAAgB,CAAsB;IAC9C,OAAO,CAAC,kBAAkB,CAA4B;IAEtD,OAAO,CAAC,eAAe,CAAoB;IAC3C,OAAO,CAAC,iBAAiB,CAAe;gBAE5B,MAAM,EAAE,iBAAiB;IAKxB,IAAI;IA+BjB,OAAO,CAAC,eAAe;IAmtBvB,OAAO,CAAC,+BAA+B;IAyCvC,OAAO,CAAC,oBAAoB;IAwC5B,OAAO,CAAC,oBAAoB;IAgP5B,OAAO,CAAC,UAAU;IAgElB,OAAO,CAAC,WAAW;IAMnB,OAAO,CAAC,YAAY;IA8EpB,OAAO,CAAC,WAAW;IAcnB,OAAO,CAAC,aAAa;IAgBrB,OAAO,CAAC,QAAQ;IAmBhB,OAAO,CAAC,UAAU;IAIL,aAAa,CAAC,GAAG,EAAE,MAAM;IAM/B,aAAa;IA4Gb,aAAa;IAOb,QAAQ,IAAI,WAAW;IAIvB,aAAa,CAAC,QAAQ,CAAC,EAAE,MAAM,IAAI;IAgBnC,cAAc;IAQd,OAAO;IAWD,SAAS,CAAC,IAAI,EAAE,MAAM;IAW5B,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,EAAE,UAAU,CAAC,EAAE,MAAM;YAK5D,iBAAiB;IA0G/B,OAAO,CAAC,wBAAwB,CAKxB;IACR,OAAO,CAAC,QAAQ,CAA+F;IAC/G,OAAO,CAAC,iBAAiB,CACrB;IACJ,OAAO,CAAC,oBAAoB,CAKpB;IACR,OAAO,CAAC,6BAA6B,CAK7B;IACR,OAAO,CAAC,+BAA+B,CAK/B;IACR,OAAO,CAAC,eAAe,CAA+F;IACtH,OAAO,CAAC,gBAAgB,CACpB;IACJ,OAAO,CAAC,oCAAoC,CAKpC;YAGM,cAAc;YAyRd,qBAAqB;IAkD5B,MAAM;IAyHb,OAAO,CAAC,UAAU;IAwGlB,OAAO,CAAC,oBAAoB;IAa5B,OAAO,CAAC,kBAAkB;IAW1B,OAAO,CAAC,eAAe;IAmBvB,OAAO,CAAC,mBAAmB;IAkB3B,OAAO,CAAC,YAAY;IAqBpB,OAAO,CAAC,WAAW;CA4GpB"}
|
package/dist/engine.js
CHANGED
|
@@ -1,7 +1,8 @@
|
|
|
1
1
|
import { Camera } from "./camera";
|
|
2
|
-
import { Vec3 } from "./math";
|
|
2
|
+
import { Quat, Vec3 } from "./math";
|
|
3
3
|
import { PmxLoader } from "./pmx-loader";
|
|
4
4
|
import { Physics } from "./physics";
|
|
5
|
+
import { VMDLoader } from "./vmd-loader";
|
|
5
6
|
export class Engine {
|
|
6
7
|
constructor(canvas) {
|
|
7
8
|
this.cameraMatrixData = new Float32Array(36);
|
|
@@ -11,9 +12,9 @@ export class Engine {
|
|
|
11
12
|
this.sampleCount = 4; // MSAA 4x
|
|
12
13
|
// Bloom settings
|
|
13
14
|
this.bloomThreshold = 0.3;
|
|
14
|
-
this.bloomIntensity = 0.
|
|
15
|
+
this.bloomIntensity = 0.12;
|
|
15
16
|
// Rim light settings
|
|
16
|
-
this.rimLightIntensity = 0.
|
|
17
|
+
this.rimLightIntensity = 0.45;
|
|
17
18
|
this.rimLightPower = 2.0;
|
|
18
19
|
this.rimLightColor = [1.0, 1.0, 1.0];
|
|
19
20
|
this.currentModel = null;
|
|
@@ -34,6 +35,8 @@ export class Engine {
|
|
|
34
35
|
};
|
|
35
36
|
this.animationFrameId = null;
|
|
36
37
|
this.renderLoopCallback = null;
|
|
38
|
+
this.animationFrames = [];
|
|
39
|
+
this.animationTimeouts = [];
|
|
37
40
|
this.opaqueNonEyeNonHairDraws = [];
|
|
38
41
|
this.eyeDraws = [];
|
|
39
42
|
this.hairDrawsOverEyes = [];
|
|
@@ -1232,10 +1235,10 @@ export class Engine {
|
|
|
1232
1235
|
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
1233
1236
|
});
|
|
1234
1237
|
this.lightCount = 0;
|
|
1235
|
-
this.setAmbient(
|
|
1236
|
-
this.addLight(new Vec3(-0.5, -0.8, 0.5).normalize(), new Vec3(1.0, 0.95, 0.9), 0.
|
|
1237
|
-
this.addLight(new Vec3(0.7, -0.5, 0.3).normalize(), new Vec3(0.8, 0.85, 1.0), 0.
|
|
1238
|
-
this.addLight(new Vec3(0.3, -0.5, -1.0).normalize(), new Vec3(0.9, 0.9, 1.0), 0.
|
|
1238
|
+
this.setAmbient(1);
|
|
1239
|
+
this.addLight(new Vec3(-0.5, -0.8, 0.5).normalize(), new Vec3(1.0, 0.95, 0.9), 0.02);
|
|
1240
|
+
this.addLight(new Vec3(0.7, -0.5, 0.3).normalize(), new Vec3(0.8, 0.85, 1.0), 0.015);
|
|
1241
|
+
this.addLight(new Vec3(0.3, -0.5, -1.0).normalize(), new Vec3(0.9, 0.9, 1.0), 0.01);
|
|
1239
1242
|
this.device.queue.writeBuffer(this.lightUniformBuffer, 0, this.lightData);
|
|
1240
1243
|
}
|
|
1241
1244
|
addLight(direction, color, intensity = 1.0) {
|
|
@@ -1258,6 +1261,107 @@ export class Engine {
|
|
|
1258
1261
|
setAmbient(intensity) {
|
|
1259
1262
|
this.lightData[0] = intensity;
|
|
1260
1263
|
}
|
|
1264
|
+
async loadAnimation(url) {
|
|
1265
|
+
const frames = await VMDLoader.load(url);
|
|
1266
|
+
this.animationFrames = frames;
|
|
1267
|
+
console.log(this.animationFrames);
|
|
1268
|
+
}
|
|
1269
|
+
playAnimation() {
|
|
1270
|
+
if (this.animationFrames.length === 0)
|
|
1271
|
+
return;
|
|
1272
|
+
this.stopAnimation();
|
|
1273
|
+
const allBoneKeyFrames = [];
|
|
1274
|
+
for (const keyFrame of this.animationFrames) {
|
|
1275
|
+
for (const boneFrame of keyFrame.boneFrames) {
|
|
1276
|
+
allBoneKeyFrames.push({
|
|
1277
|
+
boneName: boneFrame.boneName,
|
|
1278
|
+
time: keyFrame.time,
|
|
1279
|
+
rotation: boneFrame.rotation,
|
|
1280
|
+
});
|
|
1281
|
+
}
|
|
1282
|
+
}
|
|
1283
|
+
const boneKeyFramesByBone = new Map();
|
|
1284
|
+
for (const boneKeyFrame of allBoneKeyFrames) {
|
|
1285
|
+
if (!boneKeyFramesByBone.has(boneKeyFrame.boneName)) {
|
|
1286
|
+
boneKeyFramesByBone.set(boneKeyFrame.boneName, []);
|
|
1287
|
+
}
|
|
1288
|
+
boneKeyFramesByBone.get(boneKeyFrame.boneName).push(boneKeyFrame);
|
|
1289
|
+
}
|
|
1290
|
+
for (const keyFrames of boneKeyFramesByBone.values()) {
|
|
1291
|
+
keyFrames.sort((a, b) => a.time - b.time);
|
|
1292
|
+
}
|
|
1293
|
+
const time0Rotations = [];
|
|
1294
|
+
const bonesWithTime0 = new Set();
|
|
1295
|
+
for (const [boneName, keyFrames] of boneKeyFramesByBone.entries()) {
|
|
1296
|
+
if (keyFrames.length > 0 && keyFrames[0].time === 0) {
|
|
1297
|
+
time0Rotations.push({
|
|
1298
|
+
boneName: boneName,
|
|
1299
|
+
rotation: keyFrames[0].rotation,
|
|
1300
|
+
});
|
|
1301
|
+
bonesWithTime0.add(boneName);
|
|
1302
|
+
}
|
|
1303
|
+
}
|
|
1304
|
+
if (this.currentModel) {
|
|
1305
|
+
if (time0Rotations.length > 0) {
|
|
1306
|
+
const boneNames = time0Rotations.map((r) => r.boneName);
|
|
1307
|
+
const rotations = time0Rotations.map((r) => r.rotation);
|
|
1308
|
+
this.rotateBones(boneNames, rotations, 0);
|
|
1309
|
+
}
|
|
1310
|
+
const skeleton = this.currentModel.getSkeleton();
|
|
1311
|
+
const bonesToReset = [];
|
|
1312
|
+
for (const bone of skeleton.bones) {
|
|
1313
|
+
if (!bonesWithTime0.has(bone.name)) {
|
|
1314
|
+
bonesToReset.push(bone.name);
|
|
1315
|
+
}
|
|
1316
|
+
}
|
|
1317
|
+
if (bonesToReset.length > 0) {
|
|
1318
|
+
const identityQuat = new Quat(0, 0, 0, 1);
|
|
1319
|
+
const identityQuats = new Array(bonesToReset.length).fill(identityQuat);
|
|
1320
|
+
this.rotateBones(bonesToReset, identityQuats, 0);
|
|
1321
|
+
}
|
|
1322
|
+
this.currentModel.evaluatePose();
|
|
1323
|
+
// Reset physics immediately and upload matrices to prevent A-pose flash
|
|
1324
|
+
if (this.physics) {
|
|
1325
|
+
const worldMats = this.currentModel.getBoneWorldMatrices();
|
|
1326
|
+
this.physics.reset(worldMats, this.currentModel.getBoneInverseBindMatrices());
|
|
1327
|
+
// Upload matrices immediately so next frame shows correct pose
|
|
1328
|
+
this.device.queue.writeBuffer(this.worldMatrixBuffer, 0, worldMats.buffer, worldMats.byteOffset, worldMats.byteLength);
|
|
1329
|
+
this.computeSkinMatrices();
|
|
1330
|
+
}
|
|
1331
|
+
}
|
|
1332
|
+
for (const [_, keyFrames] of boneKeyFramesByBone.entries()) {
|
|
1333
|
+
for (let i = 0; i < keyFrames.length; i++) {
|
|
1334
|
+
const boneKeyFrame = keyFrames[i];
|
|
1335
|
+
const previousBoneKeyFrame = i > 0 ? keyFrames[i - 1] : null;
|
|
1336
|
+
if (boneKeyFrame.time === 0)
|
|
1337
|
+
continue;
|
|
1338
|
+
let durationMs = 0;
|
|
1339
|
+
if (i === 0) {
|
|
1340
|
+
durationMs = boneKeyFrame.time * 1000;
|
|
1341
|
+
}
|
|
1342
|
+
else if (previousBoneKeyFrame) {
|
|
1343
|
+
durationMs = (boneKeyFrame.time - previousBoneKeyFrame.time) * 1000;
|
|
1344
|
+
}
|
|
1345
|
+
const scheduleTime = i > 0 && previousBoneKeyFrame ? previousBoneKeyFrame.time : 0;
|
|
1346
|
+
const delayMs = scheduleTime * 1000;
|
|
1347
|
+
if (delayMs <= 0) {
|
|
1348
|
+
this.rotateBones([boneKeyFrame.boneName], [boneKeyFrame.rotation], durationMs);
|
|
1349
|
+
}
|
|
1350
|
+
else {
|
|
1351
|
+
const timeoutId = window.setTimeout(() => {
|
|
1352
|
+
this.rotateBones([boneKeyFrame.boneName], [boneKeyFrame.rotation], durationMs);
|
|
1353
|
+
}, delayMs);
|
|
1354
|
+
this.animationTimeouts.push(timeoutId);
|
|
1355
|
+
}
|
|
1356
|
+
}
|
|
1357
|
+
}
|
|
1358
|
+
}
|
|
1359
|
+
stopAnimation() {
|
|
1360
|
+
for (const timeoutId of this.animationTimeouts) {
|
|
1361
|
+
clearTimeout(timeoutId);
|
|
1362
|
+
}
|
|
1363
|
+
this.animationTimeouts = [];
|
|
1364
|
+
}
|
|
1261
1365
|
getStats() {
|
|
1262
1366
|
return { ...this.stats };
|
|
1263
1367
|
}
|
|
@@ -1281,6 +1385,7 @@ export class Engine {
|
|
|
1281
1385
|
}
|
|
1282
1386
|
dispose() {
|
|
1283
1387
|
this.stopRenderLoop();
|
|
1388
|
+
this.stopAnimation();
|
|
1284
1389
|
if (this.camera)
|
|
1285
1390
|
this.camera.detachControl();
|
|
1286
1391
|
if (this.resizeObserver) {
|
|
@@ -1899,19 +2004,13 @@ export class Engine {
|
|
|
1899
2004
|
colorAttachment.view = this.sceneRenderTextureView;
|
|
1900
2005
|
}
|
|
1901
2006
|
}
|
|
1902
|
-
// Update model pose and physics
|
|
1903
2007
|
updateModelPose(deltaTime) {
|
|
1904
|
-
// Step 1: Animation evaluation (computes matrices to CPU memory, no upload yet)
|
|
1905
2008
|
this.currentModel.evaluatePose();
|
|
1906
|
-
// Step 2: Get world matrices (still in CPU memory)
|
|
1907
2009
|
const worldMats = this.currentModel.getBoneWorldMatrices();
|
|
1908
|
-
// Step 3: Physics modifies matrices in-place
|
|
1909
2010
|
if (this.physics) {
|
|
1910
2011
|
this.physics.step(deltaTime, worldMats, this.currentModel.getBoneInverseBindMatrices());
|
|
1911
2012
|
}
|
|
1912
|
-
// Step 4: Upload ONCE with final result (animation + physics)
|
|
1913
2013
|
this.device.queue.writeBuffer(this.worldMatrixBuffer, 0, worldMats.buffer, worldMats.byteOffset, worldMats.byteLength);
|
|
1914
|
-
// Step 5: GPU skinning
|
|
1915
2014
|
this.computeSkinMatrices();
|
|
1916
2015
|
}
|
|
1917
2016
|
// Compute skin matrices on GPU
|
package/dist/physics.d.ts
CHANGED
|
@@ -72,6 +72,7 @@ export declare class Physics {
|
|
|
72
72
|
private createAmmoRigidbodies;
|
|
73
73
|
private createAmmoJoints;
|
|
74
74
|
private normalizeAngle;
|
|
75
|
+
reset(boneWorldMatrices: Float32Array, boneInverseBindMatrices: Float32Array): void;
|
|
75
76
|
step(dt: number, boneWorldMatrices: Float32Array, boneInverseBindMatrices: Float32Array): void;
|
|
76
77
|
private computeBodyOffsets;
|
|
77
78
|
private positionBodiesFromBones;
|
package/dist/physics.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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1
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+
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|
package/dist/physics.js
CHANGED
|
@@ -329,6 +329,64 @@ export class Physics {
|
|
|
329
329
|
}
|
|
330
330
|
return angle;
|
|
331
331
|
}
|
|
332
|
+
// Reset physics state (reposition bodies, clear velocities)
|
|
333
|
+
// Following babylon-mmd pattern: initialize all rigid body positions from current bone poses
|
|
334
|
+
// Call this when starting a new animation to prevent physics instability from sudden pose changes
|
|
335
|
+
reset(boneWorldMatrices, boneInverseBindMatrices) {
|
|
336
|
+
if (!this.ammoInitialized || !this.ammo || !this.dynamicsWorld) {
|
|
337
|
+
return;
|
|
338
|
+
}
|
|
339
|
+
const boneCount = boneWorldMatrices.length / 16;
|
|
340
|
+
const Ammo = this.ammo;
|
|
341
|
+
// Ensure body offsets are computed
|
|
342
|
+
if (!this.rigidbodiesInitialized) {
|
|
343
|
+
this.computeBodyOffsets(boneInverseBindMatrices, boneCount);
|
|
344
|
+
this.rigidbodiesInitialized = true;
|
|
345
|
+
}
|
|
346
|
+
// Reposition ALL rigid bodies from current bone poses (like babylon-mmd initialize)
|
|
347
|
+
// This ensures all bodies are correctly positioned before physics starts
|
|
348
|
+
for (let i = 0; i < this.rigidbodies.length; i++) {
|
|
349
|
+
const rb = this.rigidbodies[i];
|
|
350
|
+
const ammoBody = this.ammoRigidbodies[i];
|
|
351
|
+
if (!ammoBody || rb.boneIndex < 0 || rb.boneIndex >= boneCount)
|
|
352
|
+
continue;
|
|
353
|
+
const boneIdx = rb.boneIndex;
|
|
354
|
+
const worldMatIdx = boneIdx * 16;
|
|
355
|
+
// Get bone world matrix
|
|
356
|
+
const boneWorldMat = new Mat4(boneWorldMatrices.subarray(worldMatIdx, worldMatIdx + 16));
|
|
357
|
+
// Compute body world matrix: bodyWorld = boneWorld × bodyOffsetMatrix
|
|
358
|
+
// (like babylon-mmd: bodyWorldMatrix = bodyOffsetMatrix.multiplyToRef(bodyWorldMatrix))
|
|
359
|
+
const bodyOffsetMatrix = rb.bodyOffsetMatrix || rb.bodyOffsetMatrixInverse.inverse();
|
|
360
|
+
const bodyWorldMatrix = boneWorldMat.multiply(bodyOffsetMatrix);
|
|
361
|
+
const worldPos = bodyWorldMatrix.getPosition();
|
|
362
|
+
const worldRot = bodyWorldMatrix.toQuat();
|
|
363
|
+
// Set transform matrix
|
|
364
|
+
const transform = new Ammo.btTransform();
|
|
365
|
+
const pos = new Ammo.btVector3(worldPos.x, worldPos.y, worldPos.z);
|
|
366
|
+
const quat = new Ammo.btQuaternion(worldRot.x, worldRot.y, worldRot.z, worldRot.w);
|
|
367
|
+
transform.setOrigin(pos);
|
|
368
|
+
transform.setRotation(quat);
|
|
369
|
+
ammoBody.setWorldTransform(transform);
|
|
370
|
+
ammoBody.getMotionState().setWorldTransform(transform);
|
|
371
|
+
// Clear velocities for all rigidbodies
|
|
372
|
+
if (!this.zeroVector) {
|
|
373
|
+
this.zeroVector = new Ammo.btVector3(0, 0, 0);
|
|
374
|
+
}
|
|
375
|
+
ammoBody.setLinearVelocity(this.zeroVector);
|
|
376
|
+
ammoBody.setAngularVelocity(this.zeroVector);
|
|
377
|
+
// Explicitly activate dynamic rigidbodies after reset (wake them up)
|
|
378
|
+
// This is critical for dress pieces and other dynamic bodies to prevent teleporting
|
|
379
|
+
if (rb.type === RigidbodyType.Dynamic) {
|
|
380
|
+
ammoBody.activate(true); // Wake up the body
|
|
381
|
+
}
|
|
382
|
+
Ammo.destroy(pos);
|
|
383
|
+
Ammo.destroy(quat);
|
|
384
|
+
}
|
|
385
|
+
// Step simulation once to stabilize (like babylon-mmd)
|
|
386
|
+
if (this.dynamicsWorld.stepSimulation) {
|
|
387
|
+
this.dynamicsWorld.stepSimulation(0, 0, 0);
|
|
388
|
+
}
|
|
389
|
+
}
|
|
332
390
|
// Syncs bones to rigidbodies, simulates dynamics, solves constraints
|
|
333
391
|
// Modifies boneWorldMatrices in-place for dynamic rigidbodies that drive bones
|
|
334
392
|
step(dt, boneWorldMatrices, boneInverseBindMatrices) {
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
import { Quat } from "./math";
|
|
2
|
+
export interface BoneFrame {
|
|
3
|
+
boneName: string;
|
|
4
|
+
frame: number;
|
|
5
|
+
rotation: Quat;
|
|
6
|
+
}
|
|
7
|
+
export interface VMDKeyFrame {
|
|
8
|
+
time: number;
|
|
9
|
+
boneFrames: BoneFrame[];
|
|
10
|
+
}
|
|
11
|
+
export declare class VMDLoader {
|
|
12
|
+
private view;
|
|
13
|
+
private offset;
|
|
14
|
+
private decoder;
|
|
15
|
+
private constructor();
|
|
16
|
+
static load(url: string): Promise<VMDKeyFrame[]>;
|
|
17
|
+
static loadFromBuffer(buffer: ArrayBuffer): VMDKeyFrame[];
|
|
18
|
+
private parse;
|
|
19
|
+
private readBoneFrame;
|
|
20
|
+
private getUint32;
|
|
21
|
+
private getFloat32;
|
|
22
|
+
private getString;
|
|
23
|
+
private skip;
|
|
24
|
+
}
|
|
25
|
+
//# sourceMappingURL=vmd-loader.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"vmd-loader.d.ts","sourceRoot":"","sources":["../src/vmd-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AAE7B,MAAM,WAAW,SAAS;IACxB,QAAQ,EAAE,MAAM,CAAA;IAChB,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,IAAI,CAAA;CACf;AAED,MAAM,WAAW,WAAW;IAC1B,IAAI,EAAE,MAAM,CAAA;IACZ,UAAU,EAAE,SAAS,EAAE,CAAA;CACxB;AAED,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAa;IAE5B,OAAO;WAWM,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;IAKtD,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,WAAW,EAAE;IAKzD,OAAO,CAAC,KAAK;IA8Db,OAAO,CAAC,aAAa;IA+CrB,OAAO,CAAC,SAAS;IASjB,OAAO,CAAC,UAAU;IASlB,OAAO,CAAC,SAAS;IAMjB,OAAO,CAAC,IAAI;CAMb"}
|