reze-engine 0.2.18 → 0.3.0

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.
package/README.md CHANGED
@@ -1,66 +1,67 @@
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- # Reze Engine
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-
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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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-
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- ## Features
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-
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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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- - 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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-
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- ## Usage
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-
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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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-
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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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-
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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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-
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- useEffect(() => {
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- void (async () => {
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- initEngine()
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- })()
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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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-
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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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-
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- ## Projects Using This Engine
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-
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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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-
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- ## Tutorial
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-
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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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-
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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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+
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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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+
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+ ## Features
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+
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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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+ - MSAA 4x anti-aliasing
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+ - GPU-accelerated skinning
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+ - Bone and morph api
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+ - VMD animation
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+ - Ik solver
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+
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+ ## Usage
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+
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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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+
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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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+
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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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+
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+ useEffect(() => {
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+ void (async () => {
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+ initEngine()
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+ })()
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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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+
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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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+
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+ ## Projects Using This Engine
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+
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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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+
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+ ## Tutorial
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+
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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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+
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+ [How to Render an Anime Character with WebGPU](https://reze.one/tutorial)
@@ -0,0 +1,15 @@
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+ /**
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+ * Bezier interpolation for VMD animations
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+ * Based on the reference implementation from babylon-mmd
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+ */
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+ /**
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+ * Bezier interpolation function
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+ * @param x1 First control point X (0-127, normalized to 0-1)
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+ * @param x2 Second control point X (0-127, normalized to 0-1)
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+ * @param y1 First control point Y (0-127, normalized to 0-1)
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+ * @param y2 Second control point Y (0-127, normalized to 0-1)
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+ * @param t Interpolation parameter (0-1)
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+ * @returns Interpolated value (0-1)
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+ */
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+ export declare function bezierInterpolate(x1: number, x2: number, y1: number, y2: number, t: number): number;
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+ //# sourceMappingURL=bezier-interpolate.d.ts.map
@@ -0,0 +1 @@
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@@ -0,0 +1,40 @@
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+ /**
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+ * Bezier interpolation for VMD animations
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+ * Based on the reference implementation from babylon-mmd
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+ */
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+ /**
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+ * Bezier interpolation function
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+ * @param x1 First control point X (0-127, normalized to 0-1)
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+ * @param x2 Second control point X (0-127, normalized to 0-1)
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+ * @param y1 First control point Y (0-127, normalized to 0-1)
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+ * @param y2 Second control point Y (0-127, normalized to 0-1)
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+ * @param t Interpolation parameter (0-1)
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+ * @returns Interpolated value (0-1)
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+ */
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+ export function bezierInterpolate(x1, x2, y1, y2, t) {
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+ // Clamp t to [0, 1]
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+ t = Math.max(0, Math.min(1, t));
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+ // Binary search for the t value that gives us the desired x
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+ // We're solving for t in the Bezier curve: x(t) = 3*(1-t)^2*t*x1 + 3*(1-t)*t^2*x2 + t^3
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+ let start = 0;
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+ let end = 1;
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+ let mid = 0.5;
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+ // Iterate until we find the t value that gives us the desired x
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+ for (let i = 0; i < 15; i++) {
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+ // Evaluate Bezier curve at mid point
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+ const x = 3 * (1 - mid) * (1 - mid) * mid * x1 + 3 * (1 - mid) * mid * mid * x2 + mid * mid * mid;
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+ if (Math.abs(x - t) < 0.0001) {
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+ break;
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+ }
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+ if (x < t) {
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+ start = mid;
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+ }
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+ else {
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+ end = mid;
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+ }
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+ mid = (start + end) / 2;
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+ }
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+ // Now evaluate the y value at this t
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+ const y = 3 * (1 - mid) * (1 - mid) * mid * y1 + 3 * (1 - mid) * mid * mid * y2 + mid * mid * mid;
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+ return y;
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+ }
package/dist/engine.d.ts CHANGED
@@ -54,7 +54,6 @@ export declare class Engine {
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  private static readonly DEFAULT_RIM_LIGHT_INTENSITY;
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  private static readonly DEFAULT_CAMERA_DISTANCE;
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  private static readonly DEFAULT_CAMERA_TARGET;
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- private static readonly HAIR_OVER_EYES_ALPHA;
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  private static readonly TRANSPARENCY_EPSILON;
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  private static readonly STATS_FPS_UPDATE_INTERVAL_MS;
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  private static readonly STATS_FRAME_TIME_ROUNDING;
@@ -83,6 +82,7 @@ export declare class Engine {
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  private physics;
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  private materialSampler;
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  private textureCache;
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+ private vertexBufferNeedsUpdate;
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  private opaqueDraws;
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  private eyeDraws;
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  private hairDrawsOverEyes;
@@ -104,8 +104,10 @@ export declare class Engine {
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  private animationTimeouts;
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  private hasAnimation;
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  private playingAnimation;
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- private breathingTimeout;
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- private breathingBaseRotations;
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+ private animationStartTime;
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+ private animationDuration;
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+ private boneTracks;
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+ private morphTracks;
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  constructor(canvas: HTMLCanvasElement, options?: EngineOptions);
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  init(): Promise<void>;
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  private createPipelines;
@@ -118,19 +120,18 @@ export declare class Engine {
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  private setupLighting;
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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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- breathDuration?: number;
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- }): void;
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+ playAnimation(): void;
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  stopAnimation(): void;
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- private stopBreathing;
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- private startBreathing;
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+ private animate;
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  getStats(): EngineStats;
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  runRenderLoop(callback?: () => void): void;
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  stopRenderLoop(): void;
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  dispose(): void;
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  loadModel(path: string): Promise<void>;
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  rotateBones(bones: string[], rotations: Quat[], durationMs?: number): void;
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+ moveBones(bones: string[], relativeTranslations: Vec3[], durationMs?: number): void;
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+ setMorphWeight(name: string, weight: number, durationMs?: number): void;
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+ private updateVertexBuffer;
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  private setupModelBuffers;
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  private setupMaterials;
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  private createTextureFromPath;
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