reze-engine 0.15.1 → 0.16.1
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/dist/camera.d.ts +2 -0
- package/dist/camera.d.ts.map +1 -1
- package/dist/camera.js +8 -3
- package/dist/engine.d.ts +19 -4
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +294 -27
- package/dist/ik-solver.d.ts.map +1 -1
- package/dist/ik-solver.js +13 -7
- package/dist/math.d.ts +2 -0
- package/dist/math.d.ts.map +1 -1
- package/dist/math.js +65 -46
- package/dist/model.d.ts +28 -1
- package/dist/model.d.ts.map +1 -1
- package/dist/model.js +259 -75
- package/dist/physics/physics.d.ts +3 -0
- package/dist/physics/physics.d.ts.map +1 -1
- package/dist/physics/physics.js +55 -4
- package/dist/pmx-loader.d.ts.map +1 -1
- package/dist/pmx-loader.js +28 -43
- package/dist/shaders/materials/body.d.ts +1 -1
- package/dist/shaders/materials/body.d.ts.map +1 -1
- package/dist/shaders/materials/body.js +3 -1
- package/dist/shaders/materials/cloth_rough.d.ts +1 -1
- package/dist/shaders/materials/cloth_rough.d.ts.map +1 -1
- package/dist/shaders/materials/cloth_rough.js +3 -1
- package/dist/shaders/materials/cloth_smooth.d.ts +1 -1
- package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -1
- package/dist/shaders/materials/common.d.ts +2 -2
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +8 -0
- package/dist/shaders/materials/default.d.ts +1 -1
- package/dist/shaders/materials/default.d.ts.map +1 -1
- package/dist/shaders/materials/eye.d.ts +1 -1
- package/dist/shaders/materials/eye.d.ts.map +1 -1
- package/dist/shaders/materials/face.d.ts +1 -1
- package/dist/shaders/materials/face.d.ts.map +1 -1
- package/dist/shaders/materials/face.js +4 -1
- package/dist/shaders/materials/hair.d.ts +1 -1
- package/dist/shaders/materials/hair.d.ts.map +1 -1
- package/dist/shaders/materials/metal.d.ts +1 -1
- package/dist/shaders/materials/metal.d.ts.map +1 -1
- package/dist/shaders/materials/stockings.d.ts +1 -1
- package/dist/shaders/materials/stockings.d.ts.map +1 -1
- package/dist/shaders/materials/stockings.js +13 -9
- package/dist/shaders/passes/composite.d.ts +1 -1
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +18 -12
- package/dist/shaders/passes/morph.d.ts +2 -0
- package/dist/shaders/passes/morph.d.ts.map +1 -0
- package/dist/shaders/passes/morph.js +49 -0
- package/package.json +1 -1
- package/src/camera.ts +9 -3
- package/src/engine.ts +336 -29
- package/src/ik-solver.ts +14 -7
- package/src/math.ts +41 -51
- package/src/model.ts +288 -91
- package/src/physics/physics.ts +56 -13
- package/src/pmx-loader.ts +26 -47
- package/src/shaders/materials/body.ts +3 -1
- package/src/shaders/materials/cloth_rough.ts +3 -1
- package/src/shaders/materials/common.ts +8 -0
- package/src/shaders/materials/face.ts +4 -1
- package/src/shaders/materials/stockings.ts +13 -9
- package/src/shaders/passes/composite.ts +18 -12
- package/src/shaders/passes/morph.ts +50 -0
package/dist/ik-solver.js
CHANGED
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@@ -76,6 +76,11 @@ const _ikQuat = [
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const _ikMat = [
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new Float32Array(16), new Float32Array(16), new Float32Array(16), new Float32Array(16),
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];
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79
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+
// An IKChain is derived purely from static link topology (bone index + angle limits +
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+
// solve axis), which never changes at runtime. Build the chain array once per solver and
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// reuse it — avoids reallocating the array and re-running the per-link limit/axis setup
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// (IKChain ctor) on every solve() every frame.
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const _chainCache = new WeakMap();
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export class IKSolverSystem {
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static solve(ikSolvers, bones, localRotations, localTranslations, worldMatrices, ikChainInfo, updateWorldMatrix) {
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for (const solver of ikSolvers) {
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@@ -87,19 +92,20 @@ export class IKSolverSystem {
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return;
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const ikBoneIndex = solver.ikBoneIndex;
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const targetBoneIndex = solver.targetBoneIndex;
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-
// Reset IK rotations
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+
// Reset IK rotations (in place — same object is accumulated into during solve)
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for (const link of solver.links) {
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const chainInfo = ikChainInfo[link.boneIndex];
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if (chainInfo) {
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94
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-
chainInfo.ikRotation
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chainInfo.ikRotation.setXYZW(0, 0, 0, 1);
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}
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}
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if (this.getDistance(ikBoneIndex, targetBoneIndex, worldMatrices) < this.EPSILON)
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return;
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-
// Build IK chains
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-
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-
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chains.
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// Build IK chains (cached per solver — static topology, see _chainCache)
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let chains = _chainCache.get(solver);
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if (chains === undefined) {
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chains = solver.links.map((link) => new IKChain(link.boneIndex, link));
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_chainCache.set(solver, chains);
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}
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// Update chain bones and target bone world matrices (initial state, no IK yet)
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if (updateWorldMatrix) {
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@@ -210,7 +216,7 @@ export class IKSolverSystem {
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Quat.multiplyInto(ikRotation, chainInfo.ikRotation, chainInfo.ikRotation);
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if (chain.minimumAngle && chain.maximumAngle) {
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const localRot = localRotations[chainBoneIndex];
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-
chainInfo.localRotation
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chainInfo.localRotation.set(localRot);
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// combinedRot = chainInfo.ikRotation * localRot
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Quat.multiplyInto(chainInfo.ikRotation, localRot, _ikQuat[1]);
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// extract euler into _ikVec[7]
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package/dist/math.d.ts
CHANGED
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@@ -48,7 +48,9 @@ export declare class Mat4 {
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values: Float32Array;
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constructor(values: Float32Array);
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static identity(): Mat4;
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static perspectiveInto(out: Float32Array, fov: number, aspect: number, near: number, far: number): void;
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static perspective(fov: number, aspect: number, near: number, far: number): Mat4;
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static lookAtInto(out: Float32Array, ex: number, ey: number, ez: number, tx: number, ty: number, tz: number, ux: number, uy: number, uz: number): void;
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static lookAt(eye: Vec3, target: Vec3, up: Vec3): Mat4;
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static orthographicLh(left: number, right: number, bottom: number, top: number, near: number, far: number): Mat4;
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multiply(other: Mat4): Mat4;
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package/dist/math.d.ts.map
CHANGED
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@@ -1 +1 @@
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1
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-
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1
|
+
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|
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
|
-
|
|
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
|
-
|
|
303
|
-
|
|
304
|
-
|
|
305
|
-
|
|
306
|
-
|
|
307
|
-
|
|
308
|
-
|
|
309
|
-
|
|
310
|
-
|
|
311
|
-
|
|
312
|
-
|
|
313
|
-
|
|
314
|
-
|
|
315
|
-
|
|
316
|
-
|
|
317
|
-
|
|
318
|
-
|
|
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
|
-
|
|
325
|
-
|
|
326
|
-
|
|
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
|
-
|
|
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;
|
package/dist/model.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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