reze-engine 0.1.16 → 0.2.1

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package/src/engine.ts CHANGED
@@ -3,6 +3,7 @@ import { Quat, Vec3 } from "./math"
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  import { Model } from "./model"
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  import { PmxLoader } from "./pmx-loader"
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  import { Physics } from "./physics"
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+ import { VMDKeyFrame, VMDLoader } from "./vmd-loader"
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  export interface EngineStats {
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  fps: number
@@ -10,6 +11,13 @@ export interface EngineStats {
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  gpuMemory: number // MB (estimated total GPU memory)
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  }
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+ // Internal type for organizing bone keyframes during animation playback
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+ type BoneKeyFrame = {
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+ boneName: string
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+ time: number
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+ rotation: Quat
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+ }
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+
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  export class Engine {
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  private canvas: HTMLCanvasElement
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  private device!: GPUDevice
@@ -68,9 +76,9 @@ export class Engine {
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  private bloomComposeBindGroup?: GPUBindGroup
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  // Bloom settings
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  public bloomThreshold: number = 0.3
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- public bloomIntensity: number = 0.1
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+ public bloomIntensity: number = 0.12
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  // Rim light settings
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- private rimLightIntensity: number = 0.35
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+ private rimLightIntensity: number = 0.45
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  private rimLightPower: number = 2.0
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  private rimLightColor: [number, number, number] = [1.0, 1.0, 1.0]
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  private currentModel: Model | null = null
@@ -94,6 +102,9 @@ export class Engine {
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  private animationFrameId: number | null = null
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  private renderLoopCallback: (() => void) | null = null
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+ private animationFrames: VMDKeyFrame[] = []
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+ private animationTimeouts: number[] = []
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+
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  constructor(canvas: HTMLCanvasElement) {
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  this.canvas = canvas
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  }
@@ -1345,14 +1356,14 @@ export class Engine {
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  this.lightCount = 0
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- this.setAmbient(0.96)
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- this.addLight(new Vec3(-0.5, -0.8, 0.5).normalize(), new Vec3(1.0, 0.95, 0.9), 0.12)
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- this.addLight(new Vec3(0.7, -0.5, 0.3).normalize(), new Vec3(0.8, 0.85, 1.0), 0.1)
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- this.addLight(new Vec3(0.3, -0.5, -1.0).normalize(), new Vec3(0.9, 0.9, 1.0), 0.08)
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+ this.setAmbient(1)
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+ this.addLight(new Vec3(-0.5, -0.8, 0.5).normalize(), new Vec3(1.0, 0.95, 0.9), 0.02)
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+ this.addLight(new Vec3(0.7, -0.5, 0.3).normalize(), new Vec3(0.8, 0.85, 1.0), 0.015)
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+ this.addLight(new Vec3(0.3, -0.5, -1.0).normalize(), new Vec3(0.9, 0.9, 1.0), 0.01)
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  this.device.queue.writeBuffer(this.lightUniformBuffer, 0, this.lightData)
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  }
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- public addLight(direction: Vec3, color: Vec3, intensity: number = 1.0): boolean {
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+ private addLight(direction: Vec3, color: Vec3, intensity: number = 1.0): boolean {
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  if (this.lightCount >= 4) return false
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  const normalized = direction.normalize()
@@ -1371,10 +1382,131 @@ export class Engine {
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  return true
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  }
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- public setAmbient(intensity: number) {
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+ private setAmbient(intensity: number) {
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  this.lightData[0] = intensity
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  }
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+ public async loadAnimation(url: string) {
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+ const frames = await VMDLoader.load(url)
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+ this.animationFrames = frames
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+ console.log(this.animationFrames)
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+ }
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+
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+ public playAnimation() {
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+ if (this.animationFrames.length === 0) return
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+
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+ this.stopAnimation()
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+
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+ const allBoneKeyFrames: BoneKeyFrame[] = []
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+ for (const keyFrame of this.animationFrames) {
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+ for (const boneFrame of keyFrame.boneFrames) {
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+ allBoneKeyFrames.push({
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+ boneName: boneFrame.boneName,
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+ time: keyFrame.time,
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+ rotation: boneFrame.rotation,
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+ })
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+ }
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+ }
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+
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+ const boneKeyFramesByBone = new Map<string, BoneKeyFrame[]>()
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+ for (const boneKeyFrame of allBoneKeyFrames) {
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+ if (!boneKeyFramesByBone.has(boneKeyFrame.boneName)) {
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+ boneKeyFramesByBone.set(boneKeyFrame.boneName, [])
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+ }
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+ boneKeyFramesByBone.get(boneKeyFrame.boneName)!.push(boneKeyFrame)
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+ }
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+
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+ for (const keyFrames of boneKeyFramesByBone.values()) {
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+ keyFrames.sort((a, b) => a.time - b.time)
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+ }
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+
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+ const time0Rotations: Array<{ boneName: string; rotation: Quat }> = []
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+ const bonesWithTime0 = new Set<string>()
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+ for (const [boneName, keyFrames] of boneKeyFramesByBone.entries()) {
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+ if (keyFrames.length > 0 && keyFrames[0].time === 0) {
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+ time0Rotations.push({
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+ boneName: boneName,
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+ rotation: keyFrames[0].rotation,
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+ })
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+ bonesWithTime0.add(boneName)
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+ }
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+ }
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+
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+ if (this.currentModel) {
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+ if (time0Rotations.length > 0) {
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+ const boneNames = time0Rotations.map((r) => r.boneName)
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+ const rotations = time0Rotations.map((r) => r.rotation)
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+ this.rotateBones(boneNames, rotations, 0)
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+ }
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+
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+ const skeleton = this.currentModel.getSkeleton()
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+ const bonesToReset: string[] = []
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+ for (const bone of skeleton.bones) {
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+ if (!bonesWithTime0.has(bone.name)) {
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+ bonesToReset.push(bone.name)
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+ }
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+ }
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+
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+ if (bonesToReset.length > 0) {
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+ const identityQuat = new Quat(0, 0, 0, 1)
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+ const identityQuats = new Array(bonesToReset.length).fill(identityQuat)
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+ this.rotateBones(bonesToReset, identityQuats, 0)
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+ }
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+
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+ this.currentModel.evaluatePose()
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+
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+ // Reset physics immediately and upload matrices to prevent A-pose flash
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+ if (this.physics) {
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+ const worldMats = this.currentModel.getBoneWorldMatrices()
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+ this.physics.reset(worldMats, this.currentModel.getBoneInverseBindMatrices())
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+
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+ // Upload matrices immediately so next frame shows correct pose
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+ this.device.queue.writeBuffer(
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+ this.worldMatrixBuffer!,
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+ 0,
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+ worldMats.buffer,
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+ worldMats.byteOffset,
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+ worldMats.byteLength
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+ )
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+ this.computeSkinMatrices()
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+ }
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+ }
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+ for (const [_, keyFrames] of boneKeyFramesByBone.entries()) {
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+ for (let i = 0; i < keyFrames.length; i++) {
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+ const boneKeyFrame = keyFrames[i]
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+ const previousBoneKeyFrame = i > 0 ? keyFrames[i - 1] : null
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+
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+ if (boneKeyFrame.time === 0) continue
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+
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+ let durationMs = 0
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+ if (i === 0) {
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+ durationMs = boneKeyFrame.time * 1000
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+ } else if (previousBoneKeyFrame) {
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+ durationMs = (boneKeyFrame.time - previousBoneKeyFrame.time) * 1000
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+ }
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+
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+ const scheduleTime = i > 0 && previousBoneKeyFrame ? previousBoneKeyFrame.time : 0
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+ const delayMs = scheduleTime * 1000
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+
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+ if (delayMs <= 0) {
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+ this.rotateBones([boneKeyFrame.boneName], [boneKeyFrame.rotation], durationMs)
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+ } else {
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+ const timeoutId = window.setTimeout(() => {
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+ this.rotateBones([boneKeyFrame.boneName], [boneKeyFrame.rotation], durationMs)
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+ }, delayMs)
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+ this.animationTimeouts.push(timeoutId)
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+ }
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+ }
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+ }
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+ }
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+
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+ public stopAnimation() {
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+ for (const timeoutId of this.animationTimeouts) {
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+ clearTimeout(timeoutId)
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+ }
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+ this.animationTimeouts = []
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+ }
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+
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  public getStats(): EngineStats {
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  return { ...this.stats }
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  }
@@ -1405,6 +1537,7 @@ export class Engine {
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  public dispose() {
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  this.stopRenderLoop()
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+ this.stopAnimation()
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  if (this.camera) this.camera.detachControl()
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  if (this.resizeObserver) {
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  this.resizeObserver.disconnect()
@@ -2153,20 +2286,14 @@ export class Engine {
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  }
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  }
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- // Update model pose and physics
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  private updateModelPose(deltaTime: number) {
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- // Step 1: Animation evaluation (computes matrices to CPU memory, no upload yet)
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  this.currentModel!.evaluatePose()
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-
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- // Step 2: Get world matrices (still in CPU memory)
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  const worldMats = this.currentModel!.getBoneWorldMatrices()
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- // Step 3: Physics modifies matrices in-place
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  if (this.physics) {
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  this.physics.step(deltaTime, worldMats, this.currentModel!.getBoneInverseBindMatrices())
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  }
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- // Step 4: Upload ONCE with final result (animation + physics)
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  this.device.queue.writeBuffer(
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  this.worldMatrixBuffer!,
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  0,
@@ -2174,8 +2301,6 @@ export class Engine {
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  worldMats.byteOffset,
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  worldMats.byteLength
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  )
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-
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- // Step 5: GPU skinning
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  this.computeSkinMatrices()
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  }
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