reze-engine 0.2.14 → 0.2.16
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 +67 -71
- package/dist/engine.d.ts +3 -5
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +361 -399
- package/package.json +1 -1
- package/src/camera.ts +358 -358
- package/src/engine.ts +2487 -2527
- package/src/math.ts +546 -546
- package/src/model.ts +421 -421
- package/src/physics.ts +752 -752
- package/src/pmx-loader.ts +1054 -1054
- package/src/vmd-loader.ts +179 -179
- package/dist/pool.d.ts +0 -38
- package/dist/pool.d.ts.map +0 -1
- package/dist/pool.js +0 -422
package/README.md
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@@ -1,71 +1,67 @@
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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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- VMD animation
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## Usage
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```javascript
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export default function Scene() {
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const canvasRef = useRef < HTMLCanvasElement > null
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const engineRef = useRef < Engine > null
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const initEngine = useCallback(async () => {
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if (canvasRef.current) {
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try {
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const engine = new Engine(canvasRef.current
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Learn WebGPU from scratch by building an anime character renderer in incremental steps. The tutorial covers the complete rendering pipeline from a simple triangle to fully textured, skeletal-animated characters.
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[How to Render an Anime Character with WebGPU](https://reze.one/tutorial)
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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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- VMD animation
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## Usage
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```javascript
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export default function Scene() {
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const canvasRef = useRef < HTMLCanvasElement > null
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const engineRef = useRef < Engine > null
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const initEngine = useCallback(async () => {
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if (canvasRef.current) {
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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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engine.runRenderLoop(() => {})
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} catch (error) {
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console.error(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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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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return <canvas ref={canvasRef} className="w-full h-full" />
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}
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```
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## Projects Using This Engine
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- **[MiKaPo](https://mikapo.vercel.app)** - Online real-time motion capture for MMD using webcam and MediaPipe
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- **[Popo](https://popo.love)** - Fine-tuned LLM that generates MMD poses from natural language descriptions
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- **[MPL](https://mmd-mpl.vercel.app)** - Semantic motion programming language for scripting MMD animations with intuitive syntax
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## Tutorial
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Learn WebGPU from scratch by building an anime character renderer in incremental steps. The tutorial covers the complete rendering pipeline from a simple triangle to fully textured, skeletal-animated characters.
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[How to Render an Anime Character with WebGPU](https://reze.one/tutorial)
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package/dist/engine.d.ts
CHANGED
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import { Quat, Vec3 } from "./math";
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export type EngineOptions = {
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ambientColor?: Vec3;
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bloomIntensity?: number;
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rimLightIntensity?: number;
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cameraDistance?: number;
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private cameraTarget;
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private lightUniformBuffer;
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private lightData;
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private lightCount;
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private vertexBuffer;
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private indexBuffer?;
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private resizeObserver;
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private readonly STENCIL_EYE_VALUE;
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private readonly COMPUTE_WORKGROUP_SIZE;
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private readonly BLOOM_DOWNSCALE_FACTOR;
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private
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private ambientColor;
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private sceneRenderTexture;
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private sceneRenderTextureView;
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private bloomExtractTexture;
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private handleResize;
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private setupCamera;
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private setupLighting;
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private
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private setAmbient;
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private setAmbientColor;
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loadAnimation(url: string): Promise<void>;
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playAnimation(options?: {
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breathBones?: string[] | Record<string, number>;
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package/dist/engine.d.ts.map
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