reze-engine 0.13.1 → 0.13.2

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/dist/model.d.ts CHANGED
@@ -96,6 +96,10 @@ export declare class Model {
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  private _name;
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  get name(): string;
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  setName(value: string): void;
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+ get position(): Vec3;
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+ get rotation(): Quat;
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+ setPosition(position: Vec3): void;
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+ setRotation(rotation: Quat): void;
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  private vertexData;
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  private baseVertexData;
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  private vertexCount;
@@ -110,6 +114,11 @@ export declare class Model {
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  private runtimeSkeleton;
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  private runtimeMorph;
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  private morphsDirty;
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+ private _position;
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+ private _rotation;
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+ private rootMatrixValues;
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+ private rootMatrixDirty;
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+ private rootIsIdentity;
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  private skinMatricesArray?;
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  private tweenState;
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  private tweenTimeMs;
@@ -1 +1 @@
1
- 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1
+ 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package/dist/model.js CHANGED
@@ -13,6 +13,23 @@ export class Model {
13
13
  setName(value) {
14
14
  this._name = value;
15
15
  }
16
+ // Root transform public API. Instant setters — no tween baked in; wrap in
17
+ // your own lerp if you need smoothing. Changes are applied on the next
18
+ // getSkinMatrices() call (once per frame during rendering).
19
+ get position() {
20
+ return this._position;
21
+ }
22
+ get rotation() {
23
+ return this._rotation;
24
+ }
25
+ setPosition(position) {
26
+ this._position.set(position);
27
+ this.rootMatrixDirty = true;
28
+ }
29
+ setRotation(rotation) {
30
+ this._rotation.set(rotation);
31
+ this.rootMatrixDirty = true;
32
+ }
16
33
  /** Called by Engine when registering the model; enables loadVmd to resolve relative paths for folder uploads. */
17
34
  setAssetContext(reader, basePath) {
18
35
  this.assetReader = reader;
@@ -26,6 +43,15 @@ export class Model {
26
43
  this.rigidbodies = [];
27
44
  this.joints = [];
28
45
  this.morphsDirty = false; // Flag indicating if morphs need to be applied
46
+ // Root transform — model's placement in world space, independent of bones.
47
+ // Folded into skin matrices (see getSkinMatrices) so every pass (main VS,
48
+ // shadow VS, any future skinned pass) sees it without per-shader plumbing.
49
+ // Skip-when-identity flag avoids the extra mat mul per bone when unused.
50
+ this._position = Vec3.zeros();
51
+ this._rotation = Quat.identity();
52
+ this.rootMatrixValues = new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
53
+ this.rootMatrixDirty = false;
54
+ this.rootIsIdentity = true;
29
55
  this.tweenTimeMs = 0; // Time tracking for tweens (milliseconds)
30
56
  // Animation: state and multiple slots (idle, walk, attack, etc.); commit/rollback for action-game style
31
57
  this.animationState = new AnimationState();
@@ -423,12 +449,32 @@ export class Model {
423
449
  this.skinMatricesArray = new Float32Array(boneCount * 16);
424
450
  }
425
451
  const skinMatrices = this.skinMatricesArray;
426
- // Compute skin matrices: skinMatrix = worldMatrix × inverseBindMatrix
427
- for (let i = 0; i < boneCount; i++) {
428
- const worldMat = worldMats[i];
429
- const invBindOffset = i * 16;
430
- const skinOffset = i * 16;
431
- Mat4.multiplyArrays(worldMat.values, 0, invBindMats, invBindOffset, skinMatrices, skinOffset);
452
+ // Rebuild root matrix + cache identity-shortcut flag only when pos/rot changed.
453
+ if (this.rootMatrixDirty) {
454
+ const p = this._position, r = this._rotation;
455
+ Mat4.fromPositionRotationInto(p.x, p.y, p.z, r.x, r.y, r.z, r.w, this.rootMatrixValues);
456
+ this.rootIsIdentity =
457
+ p.x === 0 && p.y === 0 && p.z === 0 &&
458
+ r.x === 0 && r.y === 0 && r.z === 0 && r.w === 1;
459
+ this.rootMatrixDirty = false;
460
+ }
461
+ if (this.rootIsIdentity) {
462
+ // skinMatrix = worldMatrix × inverseBindMatrix
463
+ for (let i = 0; i < boneCount; i++) {
464
+ const off = i * 16;
465
+ Mat4.multiplyArrays(worldMats[i].values, 0, invBindMats, off, skinMatrices, off);
466
+ }
467
+ }
468
+ else {
469
+ // skinMatrix = rootMatrix × worldMatrix × inverseBindMatrix
470
+ // Two-mul path. scratchMat4Values[1] — [0] is owned by computeWorldMatrices.
471
+ const rootVals = this.rootMatrixValues;
472
+ const tmp = scratchMat4Values[1];
473
+ for (let i = 0; i < boneCount; i++) {
474
+ const off = i * 16;
475
+ Mat4.multiplyArrays(rootVals, 0, worldMats[i].values, 0, tmp, 0);
476
+ Mat4.multiplyArrays(tmp, 0, invBindMats, off, skinMatrices, off);
477
+ }
432
478
  }
433
479
  return skinMatrices;
434
480
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.13.1",
3
+ "version": "0.13.2",
4
4
  "description": "A lightweight WebGPU engine for real-time 3D MMD/PMX model rendering",
5
5
  "main": "./dist/index.js",
6
6
  "types": "./dist/index.d.ts",
package/src/model.ts CHANGED
@@ -167,6 +167,27 @@ export class Model {
167
167
  this._name = value
168
168
  }
169
169
 
170
+ // Root transform public API. Instant setters — no tween baked in; wrap in
171
+ // your own lerp if you need smoothing. Changes are applied on the next
172
+ // getSkinMatrices() call (once per frame during rendering).
173
+ get position(): Vec3 {
174
+ return this._position
175
+ }
176
+
177
+ get rotation(): Quat {
178
+ return this._rotation
179
+ }
180
+
181
+ setPosition(position: Vec3): void {
182
+ this._position.set(position)
183
+ this.rootMatrixDirty = true
184
+ }
185
+
186
+ setRotation(rotation: Quat): void {
187
+ this._rotation.set(rotation)
188
+ this.rootMatrixDirty = true
189
+ }
190
+
170
191
  private vertexData: Float32Array<ArrayBuffer>
171
192
  private baseVertexData: Float32Array<ArrayBuffer> // Original vertex data before morphing
172
193
  private vertexCount: number
@@ -191,6 +212,16 @@ export class Model {
191
212
  private runtimeMorph!: MorphRuntime
192
213
  private morphsDirty: boolean = false // Flag indicating if morphs need to be applied
193
214
 
215
+ // Root transform — model's placement in world space, independent of bones.
216
+ // Folded into skin matrices (see getSkinMatrices) so every pass (main VS,
217
+ // shadow VS, any future skinned pass) sees it without per-shader plumbing.
218
+ // Skip-when-identity flag avoids the extra mat mul per bone when unused.
219
+ private _position: Vec3 = Vec3.zeros()
220
+ private _rotation: Quat = Quat.identity()
221
+ private rootMatrixValues: Float32Array = new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1])
222
+ private rootMatrixDirty: boolean = false
223
+ private rootIsIdentity: boolean = true
224
+
194
225
  // Cached skin matrices array to avoid allocations in getSkinMatrices
195
226
  private skinMatricesArray?: Float32Array
196
227
 
@@ -683,12 +714,32 @@ export class Model {
683
714
 
684
715
  const skinMatrices = this.skinMatricesArray
685
716
 
686
- // Compute skin matrices: skinMatrix = worldMatrix × inverseBindMatrix
687
- for (let i = 0; i < boneCount; i++) {
688
- const worldMat = worldMats[i]
689
- const invBindOffset = i * 16
690
- const skinOffset = i * 16
691
- Mat4.multiplyArrays(worldMat.values, 0, invBindMats, invBindOffset, skinMatrices, skinOffset)
717
+ // Rebuild root matrix + cache identity-shortcut flag only when pos/rot changed.
718
+ if (this.rootMatrixDirty) {
719
+ const p = this._position, r = this._rotation
720
+ Mat4.fromPositionRotationInto(p.x, p.y, p.z, r.x, r.y, r.z, r.w, this.rootMatrixValues)
721
+ this.rootIsIdentity =
722
+ p.x === 0 && p.y === 0 && p.z === 0 &&
723
+ r.x === 0 && r.y === 0 && r.z === 0 && r.w === 1
724
+ this.rootMatrixDirty = false
725
+ }
726
+
727
+ if (this.rootIsIdentity) {
728
+ // skinMatrix = worldMatrix × inverseBindMatrix
729
+ for (let i = 0; i < boneCount; i++) {
730
+ const off = i * 16
731
+ Mat4.multiplyArrays(worldMats[i].values, 0, invBindMats, off, skinMatrices, off)
732
+ }
733
+ } else {
734
+ // skinMatrix = rootMatrix × worldMatrix × inverseBindMatrix
735
+ // Two-mul path. scratchMat4Values[1] — [0] is owned by computeWorldMatrices.
736
+ const rootVals = this.rootMatrixValues
737
+ const tmp = scratchMat4Values[1]
738
+ for (let i = 0; i < boneCount; i++) {
739
+ const off = i * 16
740
+ Mat4.multiplyArrays(rootVals, 0, worldMats[i].values, 0, tmp, 0)
741
+ Mat4.multiplyArrays(tmp, 0, invBindMats, off, skinMatrices, off)
742
+ }
692
743
  }
693
744
 
694
745
  return skinMatrices