reze-engine 0.15.0 → 0.16.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (93) hide show
  1. package/README.md +3 -3
  2. package/dist/camera.d.ts +2 -0
  3. package/dist/camera.d.ts.map +1 -1
  4. package/dist/camera.js +8 -3
  5. package/dist/engine.d.ts +19 -4
  6. package/dist/engine.d.ts.map +1 -1
  7. package/dist/engine.js +294 -27
  8. package/dist/gpu-profile.d.ts +19 -0
  9. package/dist/gpu-profile.d.ts.map +1 -0
  10. package/dist/gpu-profile.js +120 -0
  11. package/dist/ik-solver.d.ts.map +1 -1
  12. package/dist/ik-solver.js +13 -7
  13. package/dist/math.d.ts +2 -0
  14. package/dist/math.d.ts.map +1 -1
  15. package/dist/math.js +65 -46
  16. package/dist/model.d.ts +28 -1
  17. package/dist/model.d.ts.map +1 -1
  18. package/dist/model.js +259 -75
  19. package/dist/physics/body.d.ts +2 -0
  20. package/dist/physics/body.d.ts.map +1 -1
  21. package/dist/physics/body.js +30 -0
  22. package/dist/physics/constraint.d.ts +13 -0
  23. package/dist/physics/constraint.d.ts.map +1 -1
  24. package/dist/physics/constraint.js +13 -0
  25. package/dist/physics/contact.d.ts +28 -0
  26. package/dist/physics/contact.d.ts.map +1 -1
  27. package/dist/physics/contact.js +27 -32
  28. package/dist/physics/physics.d.ts +3 -0
  29. package/dist/physics/physics.d.ts.map +1 -1
  30. package/dist/physics/physics.js +57 -8
  31. package/dist/physics/profile.d.ts +18 -0
  32. package/dist/physics/profile.d.ts.map +1 -0
  33. package/dist/physics/profile.js +44 -0
  34. package/dist/physics/solver.d.ts.map +1 -1
  35. package/dist/physics/solver.js +436 -293
  36. package/dist/pmx-loader.d.ts.map +1 -1
  37. package/dist/pmx-loader.js +2 -30
  38. package/dist/shaders/materials/body.d.ts +1 -1
  39. package/dist/shaders/materials/body.d.ts.map +1 -1
  40. package/dist/shaders/materials/body.js +3 -1
  41. package/dist/shaders/materials/cloth_rough.d.ts +1 -1
  42. package/dist/shaders/materials/cloth_rough.d.ts.map +1 -1
  43. package/dist/shaders/materials/cloth_rough.js +3 -1
  44. package/dist/shaders/materials/cloth_smooth.d.ts +1 -1
  45. package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -1
  46. package/dist/shaders/materials/common.d.ts +2 -2
  47. package/dist/shaders/materials/common.d.ts.map +1 -1
  48. package/dist/shaders/materials/common.js +8 -0
  49. package/dist/shaders/materials/default.d.ts +1 -1
  50. package/dist/shaders/materials/default.d.ts.map +1 -1
  51. package/dist/shaders/materials/eye.d.ts +1 -1
  52. package/dist/shaders/materials/eye.d.ts.map +1 -1
  53. package/dist/shaders/materials/face.d.ts +1 -1
  54. package/dist/shaders/materials/face.d.ts.map +1 -1
  55. package/dist/shaders/materials/face.js +4 -1
  56. package/dist/shaders/materials/hair.d.ts +1 -1
  57. package/dist/shaders/materials/hair.d.ts.map +1 -1
  58. package/dist/shaders/materials/metal.d.ts +1 -1
  59. package/dist/shaders/materials/metal.d.ts.map +1 -1
  60. package/dist/shaders/materials/stockings.d.ts +1 -1
  61. package/dist/shaders/materials/stockings.d.ts.map +1 -1
  62. package/dist/shaders/materials/stockings.js +13 -9
  63. package/dist/shaders/passes/composite.d.ts +1 -1
  64. package/dist/shaders/passes/composite.d.ts.map +1 -1
  65. package/dist/shaders/passes/composite.js +18 -12
  66. package/dist/shaders/passes/morph.d.ts +2 -0
  67. package/dist/shaders/passes/morph.d.ts.map +1 -0
  68. package/dist/shaders/passes/morph.js +49 -0
  69. package/package.json +1 -1
  70. package/src/camera.ts +9 -3
  71. package/src/engine.ts +336 -29
  72. package/src/ik-solver.ts +14 -7
  73. package/src/math.ts +41 -51
  74. package/src/model.ts +288 -91
  75. package/src/physics/body.ts +29 -0
  76. package/src/physics/constraint.ts +30 -0
  77. package/src/physics/contact.ts +43 -30
  78. package/src/physics/physics.ts +58 -17
  79. package/src/physics/solver.ts +431 -284
  80. package/src/pmx-loader.ts +2 -35
  81. package/src/shaders/materials/body.ts +3 -1
  82. package/src/shaders/materials/cloth_rough.ts +3 -1
  83. package/src/shaders/materials/common.ts +8 -0
  84. package/src/shaders/materials/face.ts +4 -1
  85. package/src/shaders/materials/stockings.ts +13 -9
  86. package/src/shaders/passes/composite.ts +18 -12
  87. package/src/shaders/passes/morph.ts +50 -0
  88. package/dist/physics-debug.d.ts +0 -30
  89. package/dist/physics-debug.d.ts.map +0 -1
  90. package/dist/physics-debug.js +0 -526
  91. package/dist/shaders/passes/physics-debug.d.ts +0 -2
  92. package/dist/shaders/passes/physics-debug.d.ts.map +0 -1
  93. package/dist/shaders/passes/physics-debug.js +0 -69
@@ -0,0 +1,19 @@
1
+ export declare class GpuTimestamp {
2
+ enabled: boolean;
3
+ readonly supported: boolean;
4
+ private device;
5
+ private querySet;
6
+ private resolveBuffer;
7
+ private readbackBuffer;
8
+ private nextSlot;
9
+ private frameLabels;
10
+ private inFlight;
11
+ private pendingLabels;
12
+ constructor(device: GPUDevice);
13
+ private ensureCreated;
14
+ beginFrame(): void;
15
+ wrap(desc: GPURenderPassDescriptor, label: string): GPURenderPassDescriptor;
16
+ endFrame(encoder: GPUCommandEncoder): void;
17
+ afterSubmit(): void;
18
+ }
19
+ //# sourceMappingURL=gpu-profile.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gpu-profile.d.ts","sourceRoot":"","sources":["../src/gpu-profile.ts"],"names":[],"mappings":"AAoBA,qBAAa,YAAY;IACvB,OAAO,UAAQ;IACf,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAA;IAC3B,OAAO,CAAC,MAAM,CAAW;IACzB,OAAO,CAAC,QAAQ,CAA2B;IAC3C,OAAO,CAAC,aAAa,CAAyB;IAC9C,OAAO,CAAC,cAAc,CAAyB;IAC/C,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,WAAW,CAAe;IAClC,OAAO,CAAC,QAAQ,CAAQ;IAKxB,OAAO,CAAC,aAAa,CAAwB;gBAEjC,MAAM,EAAE,SAAS;IAK7B,OAAO,CAAC,aAAa;IAiBrB,UAAU,IAAI,IAAI;IAWlB,IAAI,CAAC,IAAI,EAAE,uBAAuB,EAAE,KAAK,EAAE,MAAM,GAAG,uBAAuB;IAqB3E,QAAQ,CAAC,OAAO,EAAE,iBAAiB,GAAG,IAAI;IAW1C,WAAW,IAAI,IAAI;CAwBpB"}
@@ -0,0 +1,120 @@
1
+ // WebGPU timestamp-query profiling. Records pass durations into the same
2
+ // profiler module as CPU phases (so the snapshot table mixes both with a
3
+ // "gpu." prefix). Read-only — no effect on rendering output.
4
+ //
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+ // Pattern (per spec):
6
+ // 1. Each render pass declares timestampWrites { begin, end } slot indices.
7
+ // 2. After all passes, encoder.resolveQuerySet writes uint64 ns timestamps
8
+ // into a QUERY_RESOLVE buffer.
9
+ // 3. We copy the resolve buffer into a MAP_READ readback buffer.
10
+ // 4. Submit. After the GPU finishes, mapAsync resolves; we read durations
11
+ // and record them.
12
+ //
13
+ // One readback buffer with an in-flight gate: if mapAsync hasn't resolved
14
+ // from a previous frame, we skip the copy this frame (no contention, just
15
+ // one frame of dropped sampling).
16
+ import { profiler } from "./physics/profile";
17
+ const MAX_PASSES_PER_FRAME = 64;
18
+ export class GpuTimestamp {
19
+ constructor(device) {
20
+ this.enabled = false;
21
+ this.querySet = null;
22
+ this.resolveBuffer = null;
23
+ this.readbackBuffer = null;
24
+ this.nextSlot = 0;
25
+ this.frameLabels = [];
26
+ this.inFlight = false;
27
+ // Set inside endFrame() when a copy was queued this frame; consumed by
28
+ // afterSubmit() to kick mapAsync. mapAsync must run AFTER queue.submit —
29
+ // calling it before submit puts the buffer into "mapping pending" state,
30
+ // which makes the copy in the encoder illegal.
31
+ this.pendingLabels = null;
32
+ this.device = device;
33
+ this.supported = device.features.has("timestamp-query");
34
+ }
35
+ ensureCreated() {
36
+ if (this.querySet || !this.supported)
37
+ return;
38
+ const slots = MAX_PASSES_PER_FRAME * 2;
39
+ this.querySet = this.device.createQuerySet({ type: "timestamp", count: slots });
40
+ this.resolveBuffer = this.device.createBuffer({
41
+ label: "gpu-timestamp-resolve",
42
+ size: slots * 8,
43
+ usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC,
44
+ });
45
+ this.readbackBuffer = this.device.createBuffer({
46
+ label: "gpu-timestamp-readback",
47
+ size: slots * 8,
48
+ usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,
49
+ });
50
+ }
51
+ // Called once at the top of each render() before any pass wrap.
52
+ beginFrame() {
53
+ if (!this.enabled || !this.supported)
54
+ return;
55
+ this.ensureCreated();
56
+ this.nextSlot = 0;
57
+ this.frameLabels = [];
58
+ }
59
+ // Wrap a render-pass descriptor with timestampWrites for `label`. If
60
+ // profiling is off / unsupported / out of slots, returns desc unchanged.
61
+ // The same label called multiple times (e.g. each bloom mip) is fine —
62
+ // the profiler accumulates by label.
63
+ wrap(desc, label) {
64
+ if (!this.enabled || !this.querySet)
65
+ return desc;
66
+ if (this.nextSlot + 2 > MAX_PASSES_PER_FRAME * 2)
67
+ return desc;
68
+ const begin = this.nextSlot;
69
+ const end = this.nextSlot + 1;
70
+ this.nextSlot += 2;
71
+ this.frameLabels.push(label);
72
+ return {
73
+ ...desc,
74
+ timestampWrites: {
75
+ querySet: this.querySet,
76
+ beginningOfPassWriteIndex: begin,
77
+ endOfPassWriteIndex: end,
78
+ },
79
+ };
80
+ }
81
+ // Call on the encoder after all passes, BEFORE encoder.finish(). Adds
82
+ // resolveQuerySet + copyBufferToBuffer commands. mapAsync is deferred to
83
+ // afterSubmit() — calling it before submit transitions the readback buffer
84
+ // into "mapping pending" state, which makes the queued copy illegal.
85
+ endFrame(encoder) {
86
+ if (!this.enabled || !this.querySet || this.frameLabels.length === 0)
87
+ return;
88
+ const count = this.frameLabels.length * 2;
89
+ encoder.resolveQuerySet(this.querySet, 0, count, this.resolveBuffer, 0);
90
+ if (this.inFlight)
91
+ return;
92
+ encoder.copyBufferToBuffer(this.resolveBuffer, 0, this.readbackBuffer, 0, count * 8);
93
+ this.pendingLabels = this.frameLabels.slice();
94
+ }
95
+ // Call AFTER device.queue.submit(). Kicks mapAsync if a copy was queued
96
+ // this frame; the .then() reads durations and unmaps.
97
+ afterSubmit() {
98
+ const labels = this.pendingLabels;
99
+ if (!labels)
100
+ return;
101
+ this.pendingLabels = null;
102
+ this.inFlight = true;
103
+ const readback = this.readbackBuffer;
104
+ void readback.mapAsync(GPUMapMode.READ).then(() => {
105
+ const arr = new BigInt64Array(readback.getMappedRange());
106
+ for (let i = 0; i < labels.length; i++) {
107
+ const start = arr[i * 2];
108
+ const end = arr[i * 2 + 1];
109
+ // Per spec, timestamps are nanoseconds.
110
+ const ms = Number(end - start) / 1e6;
111
+ if (ms >= 0 && ms < 1000)
112
+ profiler.record("gpu." + labels[i], ms);
113
+ }
114
+ readback.unmap();
115
+ this.inFlight = false;
116
+ }, () => {
117
+ this.inFlight = false;
118
+ });
119
+ }
120
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"ik-solver.d.ts","sourceRoot":"","sources":["../src/ik-solver.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AACzC,OAAO,EAAE,IAAI,EAAU,QAAQ,EAAE,WAAW,EAAE,MAAM,SAAS,CAAA;AAG7D,MAAM,MAAM,mBAAmB,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,KAAK,IAAI,CAAA;AAkF/E,qBAAa,cAAc;IACzB,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAS;IACxC,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAuB;IAExD,MAAM,CAAC,KAAK,CACV,SAAS,EAAE,QAAQ,EAAE,EACrB,KAAK,EAAE,IAAI,EAAE,EACb,cAAc,EAAE,IAAI,EAAE,EACtB,iBAAiB,EAAE,IAAI,EAAE,EACzB,aAAa,EAAE,IAAI,EAAE,EACrB,WAAW,EAAE,WAAW,EAAE,EAC1B,iBAAiB,CAAC,EAAE,mBAAmB,GACtC,IAAI;IAMP,OAAO,CAAC,MAAM,CAAC,OAAO;IAoFtB,OAAO,CAAC,MAAM,CAAC,UAAU;IA4HzB,OAAO,CAAC,MAAM,CAAC,UAAU;IAYzB,OAAO,CAAC,MAAM,CAAC,WAAW;IAW1B,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAOjC;IAED,OAAO,CAAC,MAAM,CAAC,sBAAsB;IAsCrC,OAAO,CAAC,MAAM,CAAC,oBAAoB;IAMnC,OAAO,CAAC,MAAM,CAAC,4BAA4B;IAyB3C,OAAO,CAAC,MAAM,CAAC,gCAAgC;IAkB/C,OAAO,CAAC,MAAM,CAAC,iBAAiB;CA2CjC"}
1
+ {"version":3,"file":"ik-solver.d.ts","sourceRoot":"","sources":["../src/ik-solver.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AACzC,OAAO,EAAE,IAAI,EAAU,QAAQ,EAAE,WAAW,EAAE,MAAM,SAAS,CAAA;AAG7D,MAAM,MAAM,mBAAmB,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,KAAK,IAAI,CAAA;AAwF/E,qBAAa,cAAc;IACzB,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAS;IACxC,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAuB;IAExD,MAAM,CAAC,KAAK,CACV,SAAS,EAAE,QAAQ,EAAE,EACrB,KAAK,EAAE,IAAI,EAAE,EACb,cAAc,EAAE,IAAI,EAAE,EACtB,iBAAiB,EAAE,IAAI,EAAE,EACzB,aAAa,EAAE,IAAI,EAAE,EACrB,WAAW,EAAE,WAAW,EAAE,EAC1B,iBAAiB,CAAC,EAAE,mBAAmB,GACtC,IAAI;IAMP,OAAO,CAAC,MAAM,CAAC,OAAO;IAqFtB,OAAO,CAAC,MAAM,CAAC,UAAU;IA4HzB,OAAO,CAAC,MAAM,CAAC,UAAU;IAYzB,OAAO,CAAC,MAAM,CAAC,WAAW;IAW1B,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAOjC;IAED,OAAO,CAAC,MAAM,CAAC,sBAAsB;IAsCrC,OAAO,CAAC,MAAM,CAAC,oBAAoB;IAMnC,OAAO,CAAC,MAAM,CAAC,4BAA4B;IAyB3C,OAAO,CAAC,MAAM,CAAC,gCAAgC;IAkB/C,OAAO,CAAC,MAAM,CAAC,iBAAiB;CA2CjC"}
package/dist/ik-solver.js CHANGED
@@ -76,6 +76,11 @@ const _ikQuat = [
76
76
  const _ikMat = [
77
77
  new Float32Array(16), new Float32Array(16), new Float32Array(16), new Float32Array(16),
78
78
  ];
79
+ // An IKChain is derived purely from static link topology (bone index + angle limits +
80
+ // solve axis), which never changes at runtime. Build the chain array once per solver and
81
+ // reuse it — avoids reallocating the array and re-running the per-link limit/axis setup
82
+ // (IKChain ctor) on every solve() every frame.
83
+ const _chainCache = new WeakMap();
79
84
  export class IKSolverSystem {
80
85
  static solve(ikSolvers, bones, localRotations, localTranslations, worldMatrices, ikChainInfo, updateWorldMatrix) {
81
86
  for (const solver of ikSolvers) {
@@ -87,19 +92,20 @@ export class IKSolverSystem {
87
92
  return;
88
93
  const ikBoneIndex = solver.ikBoneIndex;
89
94
  const targetBoneIndex = solver.targetBoneIndex;
90
- // Reset IK rotations
95
+ // Reset IK rotations (in place — same object is accumulated into during solve)
91
96
  for (const link of solver.links) {
92
97
  const chainInfo = ikChainInfo[link.boneIndex];
93
98
  if (chainInfo) {
94
- chainInfo.ikRotation = new Quat(0, 0, 0, 1);
99
+ chainInfo.ikRotation.setXYZW(0, 0, 0, 1);
95
100
  }
96
101
  }
97
102
  if (this.getDistance(ikBoneIndex, targetBoneIndex, worldMatrices) < this.EPSILON)
98
103
  return;
99
- // Build IK chains
100
- const chains = [];
101
- for (const link of solver.links) {
102
- chains.push(new IKChain(link.boneIndex, link));
104
+ // Build IK chains (cached per solver — static topology, see _chainCache)
105
+ let chains = _chainCache.get(solver);
106
+ if (chains === undefined) {
107
+ chains = solver.links.map((link) => new IKChain(link.boneIndex, link));
108
+ _chainCache.set(solver, chains);
103
109
  }
104
110
  // Update chain bones and target bone world matrices (initial state, no IK yet)
105
111
  if (updateWorldMatrix) {
@@ -210,7 +216,7 @@ export class IKSolverSystem {
210
216
  Quat.multiplyInto(ikRotation, chainInfo.ikRotation, chainInfo.ikRotation);
211
217
  if (chain.minimumAngle && chain.maximumAngle) {
212
218
  const localRot = localRotations[chainBoneIndex];
213
- chainInfo.localRotation = localRot.clone();
219
+ chainInfo.localRotation.set(localRot);
214
220
  // combinedRot = chainInfo.ikRotation * localRot
215
221
  Quat.multiplyInto(chainInfo.ikRotation, localRot, _ikQuat[1]);
216
222
  // extract euler into _ikVec[7]
package/dist/math.d.ts CHANGED
@@ -48,7 +48,9 @@ export declare class Mat4 {
48
48
  values: Float32Array;
49
49
  constructor(values: Float32Array);
50
50
  static identity(): Mat4;
51
+ static perspectiveInto(out: Float32Array, fov: number, aspect: number, near: number, far: number): void;
51
52
  static perspective(fov: number, aspect: number, near: number, far: number): Mat4;
53
+ static lookAtInto(out: Float32Array, ex: number, ey: number, ez: number, tx: number, ty: number, tz: number, ux: number, uy: number, uz: number): void;
52
54
  static lookAt(eye: Vec3, target: Vec3, up: Vec3): Mat4;
53
55
  static orthographicLh(left: number, right: number, bottom: number, top: number, near: number, far: number): Mat4;
54
56
  multiply(other: Mat4): Mat4;
@@ -1 +1 @@
1
- {"version":3,"file":"math.d.ts","sourceRoot":"","sources":["../src/math.ts"],"names":[],"mappings":"AACA,wBAAgB,SAAS,CAAC,CAAC,EAAE,MAAM,GAAG,MAAM,CAE3C;AAED,qBAAa,IAAI;IACf,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;gBAEG,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM;IAM3C,MAAM,CAAC,KAAK,IAAI,IAAI;IAIpB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAItB,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAI3B,MAAM,IAAI,MAAM;IAKhB,SAAS,IAAI,IAAI;IAejB,KAAK,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAQxB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,MAAM;IAIxB,KAAK,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAK3B,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAOtB,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAQ7C,MAAM,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAQtD,MAAM,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAUnD,MAAM,CAAC,sBAAsB,CAAC,CAAC,EAAE,YAAY,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAS/D,MAAM,CAAC,yBAAyB,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,EAAE,YAAY,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAShF,gBAAgB,IAAI,IAAI;CAGzB;AAED,qBAAa,IAAI;IACf,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;gBAEG,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM;IAOtD,MAAM,CAAC,QAAQ,IAAI,IAAI;IAIvB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAItB,KAAK,IAAI,IAAI;IAIb,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAY3B,SAAS,IAAI,IAAI;IAOjB,MAAM,IAAI,MAAM;IAKhB,SAAS,IAAI,IAAI;IAkBjB,MAAM,CAAC,aAAa,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAiBrD,OAAO,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC;IAK3C,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAStB,MAAM,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAqC/C,MAAM,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAWtD,MAAM,CAAC,iBAAiB,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAc5F,MAAM,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IA4B9D,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAKzD,WAAW,IAAI,IAAI;IAMnB,MAAM,CAAC,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI;CAejE;AAED,qBAAa,IAAI;IACf,MAAM,EAAE,YAAY,CAAA;gBAER,MAAM,EAAE,YAAY;IAIhC,MAAM,CAAC,QAAQ,IAAI,IAAI;IAMvB,MAAM,CAAC,WAAW,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,IAAI;IA4BhF,MAAM,CAAC,MAAM,CAAC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,GAAG,IAAI;IAiCtD,MAAM,CAAC,cAAc,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,IAAI;IA0BhH,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAqB3B,MAAM,CAAC,cAAc,CACnB,CAAC,EAAE,YAAY,EACf,OAAO,EAAE,MAAM,EACf,CAAC,EAAE,YAAY,EACf,OAAO,EAAE,MAAM,EACf,GAAG,EAAE,YAAY,EACjB,SAAS,EAAE,MAAM,GAChB,IAAI;IAiBP,KAAK,IAAI,IAAI;IAKb,MAAM,CAAC,YAAY,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,GAAE,MAAU,GAAG,IAAI;IA0B5G,MAAM,CAAC,kBAAkB,CACvB,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAC9C,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,GAAG,EAAE,YAAY,GAChB,IAAI;IAkBP,MAAM,CAAC,wBAAwB,CAC7B,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAC9C,GAAG,EAAE,YAAY,GAChB,IAAI;IAQP,MAAM,CAAC,WAAW,CAAC,CAAC,EAAE,YAAY,EAAE,GAAG,EAAE,YAAY,GAAG,OAAO;IAyC/D,MAAM,CAAC,gBAAgB,CAAC,GAAG,EAAE,YAAY,EAAE,GAAG,EAAE,YAAY,GAAG,IAAI;IAOnE,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAmCjE,MAAM,CAAC,oBAAoB,CAAC,QAAQ,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,GAAG,IAAI;IASjE,WAAW,IAAI,IAAI;IAKnB,MAAM,IAAI,IAAI;IAKd,MAAM,CAAC,mBAAmB,CAAC,CAAC,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAwC5E,MAAM,CAAC,eAAe,CAAC,CAAC,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IA6C7D,WAAW,IAAI,IAAI;IAqBnB,gBAAgB,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,IAAI;IAY1D,OAAO,IAAI,IAAI;CA8DhB;AAID,eAAO,MAAM,iBAAiB,EAAE,YAAY,EAO3C,CAAA;AAED,eAAO,MAAM,WAAW,EAAE,IAAI,EAS7B,CAAA;AAED,eAAO,MAAM,WAAW,EAAE,IAAI,EAK7B,CAAA"}
1
+ {"version":3,"file":"math.d.ts","sourceRoot":"","sources":["../src/math.ts"],"names":[],"mappings":"AACA,wBAAgB,SAAS,CAAC,CAAC,EAAE,MAAM,GAAG,MAAM,CAE3C;AAED,qBAAa,IAAI;IACf,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;gBAEG,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM;IAM3C,MAAM,CAAC,KAAK,IAAI,IAAI;IAIpB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAItB,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAI3B,MAAM,IAAI,MAAM;IAKhB,SAAS,IAAI,IAAI;IAejB,KAAK,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAQxB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,MAAM;IAIxB,KAAK,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAK3B,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAOtB,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAQ7C,MAAM,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAQtD,MAAM,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAUnD,MAAM,CAAC,sBAAsB,CAAC,CAAC,EAAE,YAAY,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAS/D,MAAM,CAAC,yBAAyB,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,EAAE,YAAY,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAShF,gBAAgB,IAAI,IAAI;CAGzB;AAED,qBAAa,IAAI;IACf,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;gBAEG,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM;IAOtD,MAAM,CAAC,QAAQ,IAAI,IAAI;IAIvB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAItB,KAAK,IAAI,IAAI;IAIb,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAY3B,SAAS,IAAI,IAAI;IAOjB,MAAM,IAAI,MAAM;IAKhB,SAAS,IAAI,IAAI;IAkBjB,MAAM,CAAC,aAAa,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAiBrD,OAAO,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC;IAK3C,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAStB,MAAM,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAqC/C,MAAM,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAWtD,MAAM,CAAC,iBAAiB,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAc5F,MAAM,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IA4B9D,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAKzD,WAAW,IAAI,IAAI;IAMnB,MAAM,CAAC,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI;CAejE;AAED,qBAAa,IAAI;IACf,MAAM,EAAE,YAAY,CAAA;gBAER,MAAM,EAAE,YAAY;IAIhC,MAAM,CAAC,QAAQ,IAAI,IAAI;IAOvB,MAAM,CAAC,eAAe,CAAC,GAAG,EAAE,YAAY,EAAE,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,IAAI;IASvG,MAAM,CAAC,WAAW,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,IAAI;IAQhF,MAAM,CAAC,UAAU,CACf,GAAG,EAAE,YAAY,EACjB,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GACjC,IAAI;IAqBP,MAAM,CAAC,MAAM,CAAC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,GAAG,IAAI;IAOtD,MAAM,CAAC,cAAc,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,IAAI;IA0BhH,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAqB3B,MAAM,CAAC,cAAc,CACnB,CAAC,EAAE,YAAY,EACf,OAAO,EAAE,MAAM,EACf,CAAC,EAAE,YAAY,EACf,OAAO,EAAE,MAAM,EACf,GAAG,EAAE,YAAY,EACjB,SAAS,EAAE,MAAM,GAChB,IAAI;IAiBP,KAAK,IAAI,IAAI;IAKb,MAAM,CAAC,YAAY,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,GAAE,MAAU,GAAG,IAAI;IA0B5G,MAAM,CAAC,kBAAkB,CACvB,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAC9C,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,GAAG,EAAE,YAAY,GAChB,IAAI;IAkBP,MAAM,CAAC,wBAAwB,CAC7B,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAC9C,GAAG,EAAE,YAAY,GAChB,IAAI;IAQP,MAAM,CAAC,WAAW,CAAC,CAAC,EAAE,YAAY,EAAE,GAAG,EAAE,YAAY,GAAG,OAAO;IAyC/D,MAAM,CAAC,gBAAgB,CAAC,GAAG,EAAE,YAAY,EAAE,GAAG,EAAE,YAAY,GAAG,IAAI;IAOnE,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAmCjE,MAAM,CAAC,oBAAoB,CAAC,QAAQ,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,GAAG,IAAI;IASjE,WAAW,IAAI,IAAI;IAKnB,MAAM,IAAI,IAAI;IAKd,MAAM,CAAC,mBAAmB,CAAC,CAAC,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAwC5E,MAAM,CAAC,eAAe,CAAC,CAAC,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IA6C7D,WAAW,IAAI,IAAI;IAqBnB,gBAAgB,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,IAAI;IAY1D,OAAO,IAAI,IAAI;CA8DhB;AAID,eAAO,MAAM,iBAAiB,EAAE,YAAY,EAO3C,CAAA;AAED,eAAO,MAAM,WAAW,EAAE,IAAI,EAS7B,CAAA;AAED,eAAO,MAAM,WAAW,EAAE,IAAI,EAK7B,CAAA"}
package/dist/math.js CHANGED
@@ -296,57 +296,76 @@ export class Mat4 {
296
296
  }
297
297
  // Perspective matrix for LEFT-HANDED coordinate system (Z+ forward)
298
298
  // For left-handed: Z goes from 0 (near) to 1 (far), +Z is forward
299
- static perspective(fov, aspect, near, far) {
299
+ // Zero-alloc perspective into an existing column-major array (same values as perspective).
300
+ static perspectiveInto(out, fov, aspect, near, far) {
300
301
  const f = 1.0 / Math.tan(fov / 2);
301
302
  const rangeInv = 1.0 / (far - near); // Positive for left-handed
302
- return new Mat4(new Float32Array([
303
- f / aspect,
304
- 0,
305
- 0,
306
- 0,
307
- 0,
308
- f,
309
- 0,
310
- 0,
311
- 0,
312
- 0,
313
- (far + near) * rangeInv,
314
- 1, // Positive for left-handed (Z+ forward)
315
- 0,
316
- 0,
317
- -near * far * rangeInv * 2, // Negated for left-handed
318
- 0,
319
- ]));
303
+ out[0] = f / aspect;
304
+ out[1] = 0;
305
+ out[2] = 0;
306
+ out[3] = 0;
307
+ out[4] = 0;
308
+ out[5] = f;
309
+ out[6] = 0;
310
+ out[7] = 0;
311
+ out[8] = 0;
312
+ out[9] = 0;
313
+ out[10] = (far + near) * rangeInv;
314
+ out[11] = 1; // Z+ forward (LH)
315
+ out[12] = 0;
316
+ out[13] = 0;
317
+ out[14] = -near * far * rangeInv * 2;
318
+ out[15] = 0;
319
+ }
320
+ static perspective(fov, aspect, near, far) {
321
+ const m = new Mat4(new Float32Array(16));
322
+ Mat4.perspectiveInto(m.values, fov, aspect, near, far);
323
+ return m;
324
+ }
325
+ // Zero-alloc LH lookAt into an existing column-major array (scalar math, no Vec3 temps;
326
+ // identical result to lookAt: forward=norm(target-eye), right=norm(up×forward), up=norm(forward×right)).
327
+ static lookAtInto(out, ex, ey, ez, tx, ty, tz, ux, uy, uz) {
328
+ // sqrt(dot) (not hypot) to match Vec3.length()/normalize() bit-for-bit.
329
+ let fx = tx - ex, fy = ty - ey, fz = tz - ez;
330
+ const fl = Math.sqrt(fx * fx + fy * fy + fz * fz);
331
+ const fi = fl > 0 ? 1 / fl : 0;
332
+ fx *= fi;
333
+ fy *= fi;
334
+ fz *= fi;
335
+ let rx = uy * fz - uz * fy, ry = uz * fx - ux * fz, rz = ux * fy - uy * fx;
336
+ const rl = Math.sqrt(rx * rx + ry * ry + rz * rz);
337
+ const ri = rl > 0 ? 1 / rl : 0;
338
+ rx *= ri;
339
+ ry *= ri;
340
+ rz *= ri;
341
+ let vx = fy * rz - fz * ry, vy = fz * rx - fx * rz, vz = fx * ry - fy * rx;
342
+ const vl = Math.sqrt(vx * vx + vy * vy + vz * vz);
343
+ const vi = vl > 0 ? 1 / vl : 0;
344
+ vx *= vi;
345
+ vy *= vi;
346
+ vz *= vi;
347
+ out[0] = rx;
348
+ out[1] = vx;
349
+ out[2] = fx;
350
+ out[3] = 0;
351
+ out[4] = ry;
352
+ out[5] = vy;
353
+ out[6] = fy;
354
+ out[7] = 0;
355
+ out[8] = rz;
356
+ out[9] = vz;
357
+ out[10] = fz;
358
+ out[11] = 0;
359
+ out[12] = -(rx * ex + ry * ey + rz * ez);
360
+ out[13] = -(vx * ex + vy * ey + vz * ez);
361
+ out[14] = -(fx * ex + fy * ey + fz * ez);
362
+ out[15] = 1;
320
363
  }
321
364
  // LookAt matrix for LEFT-HANDED coordinate system (Z+ forward)
322
- // For left-handed: camera looks along +Z direction
323
365
  static lookAt(eye, target, up) {
324
- // In left-handed: forward = target - eye (Z+ direction)
325
- // These operations create new Vec3 objects, so normalize() mutates those new objects
326
- const forward = target.subtract(eye);
327
- forward.normalize();
328
- const right = up.cross(forward);
329
- right.normalize(); // X+ is right
330
- const upVec = forward.cross(right);
331
- upVec.normalize(); // Y+ is up
332
- return new Mat4(new Float32Array([
333
- right.x,
334
- upVec.x,
335
- forward.x,
336
- 0,
337
- right.y,
338
- upVec.y,
339
- forward.y,
340
- 0,
341
- right.z,
342
- upVec.z,
343
- forward.z,
344
- 0,
345
- -right.dot(eye),
346
- -upVec.dot(eye),
347
- -forward.dot(eye),
348
- 1,
349
- ]));
366
+ const m = new Mat4(new Float32Array(16));
367
+ Mat4.lookAtInto(m.values, eye.x, eye.y, eye.z, target.x, target.y, target.z, up.x, up.y, up.z);
368
+ return m;
350
369
  }
351
370
  // LH ortho, NDC depth 0=near 1=far
352
371
  static orthographicLh(left, right, bottom, top, near, far) {
package/dist/model.d.ts CHANGED
@@ -78,7 +78,15 @@ export interface Morph {
78
78
  }
79
79
  export interface Morphing {
80
80
  morphs: Morph[];
81
- offsetsBuffer: Float32Array;
81
+ }
82
+ export interface MorphComputeData {
83
+ basePositions: Float32Array;
84
+ rowStart: Uint32Array;
85
+ colMorph: Uint32Array;
86
+ colOffset: Float32Array;
87
+ morphCount: number;
88
+ vertexCount: number;
89
+ entryCount: number;
82
90
  }
83
91
  export interface SkeletonRuntime {
84
92
  nameIndex: Record<string, number>;
@@ -104,6 +112,14 @@ export declare class Model {
104
112
  private baseVertexData;
105
113
  private vertexCount;
106
114
  private indexData;
115
+ private morphEffectiveWeights?;
116
+ private morphPrevMinVert;
117
+ private morphPrevMaxVert;
118
+ private morphPendingMinVert;
119
+ private morphPendingMaxVert;
120
+ private morphUploadFull;
121
+ private gpuMorphEnabled;
122
+ private morphWeightsDirty;
107
123
  private textures;
108
124
  private materials;
109
125
  private skeleton;
@@ -120,6 +136,8 @@ export declare class Model {
120
136
  private rootMatrixDirty;
121
137
  private rootIsIdentity;
122
138
  private skinMatricesArray?;
139
+ private deformOrder;
140
+ private bindWorldPos;
123
141
  private tweenState;
124
142
  private tweenTimeMs;
125
143
  private readonly animationState;
@@ -133,6 +151,7 @@ export declare class Model {
133
151
  constructor(vertexData: Float32Array<ArrayBuffer>, indexData: Uint32Array<ArrayBuffer>, textures: Texture[], materials: Material[], skeleton: Skeleton, skinning: Skinning, morphing: Morphing, rigidbodies?: Rigidbody[], joints?: Joint[]);
134
152
  private initializeRuntimeSkeleton;
135
153
  private initializeIKRuntime;
154
+ private buildDeformOrder;
136
155
  private initializeTweenBuffers;
137
156
  private initializeRuntimeMorph;
138
157
  private updateTweens;
@@ -162,6 +181,14 @@ export declare class Model {
162
181
  getSkinMatrices(): Float32Array;
163
182
  setMorphWeight(name: string, weight: number, durationMs?: number): void;
164
183
  private applyMorphs;
184
+ enableGpuMorphs(): void;
185
+ consumeMorphWeightsDirty(): boolean;
186
+ getEffectiveMorphWeights(): Float32Array;
187
+ buildMorphComputeData(): MorphComputeData | null;
188
+ consumeVertexUploadRange(): {
189
+ minVert: number;
190
+ maxVert: number;
191
+ } | null;
165
192
  private buildClipFromVmdKeyFrames;
166
193
  loadVmd(name: string, urlOrRelative: string): Promise<void>;
167
194
  loadClip(name: string, clip: AnimationClip): void;
@@ -1 +1 @@
1
- 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1
+ 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