reze-engine 0.2.18 → 0.3.0

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package/dist/model.js CHANGED
@@ -1,7 +1,24 @@
1
- import { Mat4, Quat, easeInOut } from "./math";
1
+ import { Mat4, Quat, Vec3, easeInOut } from "./math";
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+ import { IKSolverSystem } from "./ik-solver";
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  const VERTEX_STRIDE = 8;
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+ // Euler rotation order for angle constraints
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+ export var EulerRotationOrder;
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+ (function (EulerRotationOrder) {
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+ EulerRotationOrder[EulerRotationOrder["YXZ"] = 0] = "YXZ";
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+ EulerRotationOrder[EulerRotationOrder["ZYX"] = 1] = "ZYX";
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+ EulerRotationOrder[EulerRotationOrder["XZY"] = 2] = "XZY";
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+ })(EulerRotationOrder || (EulerRotationOrder = {}));
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+ // Solve axis optimization
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+ export var SolveAxis;
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+ (function (SolveAxis) {
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+ SolveAxis[SolveAxis["None"] = 0] = "None";
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+ SolveAxis[SolveAxis["Fixed"] = 1] = "Fixed";
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+ SolveAxis[SolveAxis["X"] = 2] = "X";
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+ SolveAxis[SolveAxis["Y"] = 3] = "Y";
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+ SolveAxis[SolveAxis["Z"] = 4] = "Z";
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+ })(SolveAxis || (SolveAxis = {}));
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  export class Model {
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- constructor(vertexData, indexData, textures, materials, skeleton, skinning, rigidbodies = [], joints = []) {
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+ constructor(vertexData, indexData, textures, materials, skeleton, skinning, morphing, rigidbodies = [], joints = []) {
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  this.textures = [];
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  this.materials = [];
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  // Physics data from PMX
@@ -10,6 +27,8 @@ export class Model {
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  // Cached identity matrices to avoid allocations in computeWorldMatrices
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  this.cachedIdentityMat1 = Mat4.identity();
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  this.cachedIdentityMat2 = Mat4.identity();
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+ // Store base vertex data (original positions before morphing)
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+ this.baseVertexData = new Float32Array(vertexData);
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  this.vertexData = vertexData;
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  this.vertexCount = vertexData.length / VERTEX_STRIDE;
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  this.indexData = indexData;
@@ -17,6 +36,7 @@ export class Model {
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  this.materials = materials;
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  this.skeleton = skeleton;
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  this.skinning = skinning;
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+ this.morphing = morphing;
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  this.rigidbodies = rigidbodies;
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  this.joints = joints;
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  if (this.skeleton.bones.length == 0) {
@@ -24,6 +44,10 @@ export class Model {
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  }
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  this.initializeRuntimeSkeleton();
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  this.initializeRotTweenBuffers();
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+ this.initializeTransTweenBuffers();
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+ this.initializeRuntimeMorph();
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+ this.initializeMorphTweenBuffers();
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+ this.applyMorphs(); // Apply initial morphs (all weights are 0, so no change)
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  }
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  initializeRuntimeSkeleton() {
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  const boneCount = this.skeleton.bones.length;
@@ -47,6 +71,51 @@ export class Model {
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  rotations[qi + 3] = 1;
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  }
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  }
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+ // Initialize IK runtime state
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+ this.initializeIKRuntime();
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+ }
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+ initializeIKRuntime() {
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+ const boneCount = this.skeleton.bones.length;
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+ const bones = this.skeleton.bones;
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+ // Initialize IK chain info for all bones (will be populated for IK chain bones)
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+ const ikChainInfo = new Array(boneCount);
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+ for (let i = 0; i < boneCount; i++) {
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+ ikChainInfo[i] = {
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+ ikRotation: new Quat(0, 0, 0, 1),
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+ localRotation: new Quat(0, 0, 0, 1),
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+ };
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+ }
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+ // Build IK solvers from bone data
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+ const ikSolvers = [];
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+ let solverIndex = 0;
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+ for (let i = 0; i < boneCount; i++) {
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+ const bone = bones[i];
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+ if (bone.ikTargetIndex !== undefined && bone.ikLinks && bone.ikLinks.length > 0) {
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+ // Check if all links are affected by physics (for optimization)
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+ let canSkipWhenPhysicsEnabled = true;
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+ for (const link of bone.ikLinks) {
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+ // For now, assume no bones are physics-controlled (can be enhanced later)
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+ // If a bone has a rigidbody attached, it's physics-controlled
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+ const hasPhysics = this.rigidbodies.some((rb) => rb.boneIndex === link.boneIndex);
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+ if (!hasPhysics) {
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+ canSkipWhenPhysicsEnabled = false;
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+ break;
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+ }
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+ }
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+ const solver = {
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+ index: solverIndex++,
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+ ikBoneIndex: i,
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+ targetBoneIndex: bone.ikTargetIndex,
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+ iterationCount: bone.ikIteration ?? 1,
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+ limitAngle: bone.ikLimitAngle ?? Math.PI,
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+ links: bone.ikLinks,
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+ canSkipWhenPhysicsEnabled,
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+ };
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+ ikSolvers.push(solver);
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+ }
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+ }
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+ this.runtimeSkeleton.ikChainInfo = ikChainInfo;
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+ this.runtimeSkeleton.ikSolvers = ikSolvers;
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  }
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  initializeRotTweenBuffers() {
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  const n = this.skeleton.bones.length;
@@ -58,6 +127,36 @@ export class Model {
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  durationMs: new Float32Array(n),
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  };
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  }
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+ initializeTransTweenBuffers() {
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+ const n = this.skeleton.bones.length;
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+ this.transTweenState = {
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+ active: new Uint8Array(n),
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+ startVec: new Float32Array(n * 3),
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+ targetVec: new Float32Array(n * 3),
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+ startTimeMs: new Float32Array(n),
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+ durationMs: new Float32Array(n),
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+ };
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+ }
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+ initializeMorphTweenBuffers() {
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+ const n = this.morphing.morphs.length;
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+ this.morphTweenState = {
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+ active: new Uint8Array(n),
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+ startWeight: new Float32Array(n),
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+ targetWeight: new Float32Array(n),
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+ startTimeMs: new Float32Array(n),
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+ durationMs: new Float32Array(n),
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+ };
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+ }
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+ initializeRuntimeMorph() {
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+ const morphCount = this.morphing.morphs.length;
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+ this.runtimeMorph = {
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+ nameIndex: this.morphing.morphs.reduce((acc, morph, index) => {
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+ acc[morph.name] = index;
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+ return acc;
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+ }, {}),
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+ weights: new Float32Array(morphCount),
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+ };
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+ }
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  updateRotationTweens() {
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  const state = this.rotTweenState;
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  const now = performance.now();
@@ -82,6 +181,48 @@ export class Model {
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  state.active[i] = 0;
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  }
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  }
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+ updateTranslationTweens() {
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+ const state = this.transTweenState;
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+ const now = performance.now();
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+ const translations = this.runtimeSkeleton.localTranslations;
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+ const boneCount = this.skeleton.bones.length;
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+ for (let i = 0; i < boneCount; i++) {
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+ if (state.active[i] !== 1)
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+ continue;
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+ const startMs = state.startTimeMs[i];
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+ const durMs = Math.max(1, state.durationMs[i]);
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+ const t = Math.max(0, Math.min(1, (now - startMs) / durMs));
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+ const e = easeInOut(t);
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+ const ti = i * 3;
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+ translations[ti] = state.startVec[ti] + (state.targetVec[ti] - state.startVec[ti]) * e;
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+ translations[ti + 1] = state.startVec[ti + 1] + (state.targetVec[ti + 1] - state.startVec[ti + 1]) * e;
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+ translations[ti + 2] = state.startVec[ti + 2] + (state.targetVec[ti + 2] - state.startVec[ti + 2]) * e;
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+ if (t >= 1)
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+ state.active[i] = 0;
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+ }
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+ }
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+ updateMorphWeightTweens() {
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+ const state = this.morphTweenState;
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+ const now = performance.now();
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+ const weights = this.runtimeMorph.weights;
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+ const morphCount = this.morphing.morphs.length;
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+ let hasActiveTweens = false;
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+ for (let i = 0; i < morphCount; i++) {
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+ if (state.active[i] !== 1)
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+ continue;
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+ hasActiveTweens = true;
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+ const startMs = state.startTimeMs[i];
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+ const durMs = Math.max(1, state.durationMs[i]);
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+ const t = Math.max(0, Math.min(1, (now - startMs) / durMs));
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+ const e = easeInOut(t);
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+ weights[i] = state.startWeight[i] + (state.targetWeight[i] - state.startWeight[i]) * e;
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+ if (t >= 1) {
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+ weights[i] = state.targetWeight[i];
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+ state.active[i] = 0;
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+ }
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+ }
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+ return hasActiveTweens;
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+ }
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  // Get interleaved vertex data for GPU upload
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  // Format: [x,y,z, nx,ny,nz, u,v, x,y,z, nx,ny,nz, u,v, ...]
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  getVertices() {
@@ -117,6 +258,13 @@ export class Model {
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  getJoints() {
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  return this.joints;
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  }
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+ // Accessors for morphing
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+ getMorphing() {
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+ return this.morphing;
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+ }
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+ getMorphWeights() {
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+ return this.runtimeMorph.weights;
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+ }
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  // ------- Bone helpers (public API) -------
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  getBoneNames() {
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  return this.skeleton.bones.map((b) => b.name);
@@ -176,15 +324,216 @@ export class Model {
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  state.active[idx] = 1;
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  }
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  }
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+ // Move bones using VMD-style relative translations (relative to bind pose world position)
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+ // This is the default behavior for VMD animations
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+ moveBones(names, relativeTranslations, durationMs) {
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+ const state = this.transTweenState;
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+ const now = performance.now();
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+ const dur = durationMs && durationMs > 0 ? durationMs : 0;
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+ const localRot = this.runtimeSkeleton.localRotations;
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+ // Compute bind pose world positions for all bones
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+ const skeleton = this.skeleton;
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+ const computeBindPoseWorldPosition = (idx) => {
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+ const bone = skeleton.bones[idx];
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+ const bindPos = new Vec3(bone.bindTranslation[0], bone.bindTranslation[1], bone.bindTranslation[2]);
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+ if (bone.parentIndex >= 0 && bone.parentIndex < skeleton.bones.length) {
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+ const parentWorldPos = computeBindPoseWorldPosition(bone.parentIndex);
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+ return parentWorldPos.add(bindPos);
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+ }
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+ else {
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+ return bindPos;
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+ }
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+ };
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+ for (let i = 0; i < names.length; i++) {
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+ const name = names[i];
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+ const idx = this.runtimeSkeleton.nameIndex[name] ?? -1;
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+ if (idx < 0 || idx >= this.skeleton.bones.length)
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+ continue;
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+ const bone = this.skeleton.bones[idx];
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+ const ti = idx * 3;
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+ const qi = idx * 4;
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+ const translations = this.runtimeSkeleton.localTranslations;
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+ const vmdRelativeTranslation = relativeTranslations[i];
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+ // VMD translation is relative to bind pose world position
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+ // targetWorldPos = bindPoseWorldPos + vmdRelativeTranslation
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+ const bindPoseWorldPos = computeBindPoseWorldPosition(idx);
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+ const targetWorldPos = bindPoseWorldPos.add(vmdRelativeTranslation);
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+ // Convert target world position to local translation
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+ // We need parent's bind pose world position to transform to parent space
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+ let parentBindPoseWorldPos;
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+ if (bone.parentIndex >= 0) {
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+ parentBindPoseWorldPos = computeBindPoseWorldPosition(bone.parentIndex);
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+ }
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+ else {
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+ parentBindPoseWorldPos = new Vec3(0, 0, 0);
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+ }
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+ // Transform target world position to parent's local space
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+ // In bind pose, parent's world matrix is just a translation
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+ const parentSpacePos = targetWorldPos.subtract(parentBindPoseWorldPos);
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+ // Subtract bindTranslation to get position after bind translation
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+ const afterBindTranslation = parentSpacePos.subtract(new Vec3(bone.bindTranslation[0], bone.bindTranslation[1], bone.bindTranslation[2]));
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+ // Apply inverse rotation to get local translation
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+ const localRotation = new Quat(localRot[qi], localRot[qi + 1], localRot[qi + 2], localRot[qi + 3]);
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+ const invRotation = localRotation.conjugate().normalize();
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+ const rotationMat = Mat4.fromQuat(invRotation.x, invRotation.y, invRotation.z, invRotation.w);
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+ const rm = rotationMat.values;
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+ const localTranslation = new Vec3(rm[0] * afterBindTranslation.x + rm[4] * afterBindTranslation.y + rm[8] * afterBindTranslation.z, rm[1] * afterBindTranslation.x + rm[5] * afterBindTranslation.y + rm[9] * afterBindTranslation.z, rm[2] * afterBindTranslation.x + rm[6] * afterBindTranslation.y + rm[10] * afterBindTranslation.z);
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+ const [tx, ty, tz] = [localTranslation.x, localTranslation.y, localTranslation.z];
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+ if (dur === 0) {
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+ translations[ti] = tx;
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+ translations[ti + 1] = ty;
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+ translations[ti + 2] = tz;
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+ state.active[idx] = 0;
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+ continue;
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+ }
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+ let sx = translations[ti];
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+ let sy = translations[ti + 1];
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+ let sz = translations[ti + 2];
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+ if (state.active[idx] === 1) {
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+ const startMs = state.startTimeMs[idx];
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+ const prevDur = Math.max(1, state.durationMs[idx]);
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+ const t = Math.max(0, Math.min(1, (now - startMs) / prevDur));
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+ const e = easeInOut(t);
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+ sx = state.startVec[ti] + (state.targetVec[ti] - state.startVec[ti]) * e;
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+ sy = state.startVec[ti + 1] + (state.targetVec[ti + 1] - state.startVec[ti + 1]) * e;
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+ sz = state.startVec[ti + 2] + (state.targetVec[ti + 2] - state.startVec[ti + 2]) * e;
400
+ }
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+ state.startVec[ti] = sx;
402
+ state.startVec[ti + 1] = sy;
403
+ state.startVec[ti + 2] = sz;
404
+ state.targetVec[ti] = tx;
405
+ state.targetVec[ti + 1] = ty;
406
+ state.targetVec[ti + 2] = tz;
407
+ state.startTimeMs[idx] = now;
408
+ state.durationMs[idx] = dur;
409
+ state.active[idx] = 1;
410
+ }
411
+ }
179
412
  getBoneWorldMatrices() {
180
413
  return this.runtimeSkeleton.worldMatrices;
181
414
  }
182
415
  getBoneInverseBindMatrices() {
183
416
  return this.skeleton.inverseBindMatrices;
184
417
  }
418
+ getMorphNames() {
419
+ return this.morphing.morphs.map((m) => m.name);
420
+ }
421
+ setMorphWeight(name, weight, durationMs) {
422
+ const idx = this.runtimeMorph.nameIndex[name] ?? -1;
423
+ if (idx < 0 || idx >= this.runtimeMorph.weights.length)
424
+ return;
425
+ const clampedWeight = Math.max(0, Math.min(1, weight));
426
+ const dur = durationMs && durationMs > 0 ? durationMs : 0;
427
+ if (dur === 0) {
428
+ // Instant change
429
+ this.runtimeMorph.weights[idx] = clampedWeight;
430
+ this.morphTweenState.active[idx] = 0;
431
+ this.applyMorphs();
432
+ return;
433
+ }
434
+ // Animated change
435
+ const state = this.morphTweenState;
436
+ const now = performance.now();
437
+ const currentWeight = this.runtimeMorph.weights[idx];
438
+ // If already tweening, start from current interpolated value
439
+ let startWeight = currentWeight;
440
+ if (state.active[idx] === 1) {
441
+ const startMs = state.startTimeMs[idx];
442
+ const prevDur = Math.max(1, state.durationMs[idx]);
443
+ const t = Math.max(0, Math.min(1, (now - startMs) / prevDur));
444
+ const e = easeInOut(t);
445
+ startWeight = state.startWeight[idx] + (state.targetWeight[idx] - state.startWeight[idx]) * e;
446
+ }
447
+ state.startWeight[idx] = startWeight;
448
+ state.targetWeight[idx] = clampedWeight;
449
+ state.startTimeMs[idx] = now;
450
+ state.durationMs[idx] = dur;
451
+ state.active[idx] = 1;
452
+ // Immediately apply morphs with current weight
453
+ this.runtimeMorph.weights[idx] = startWeight;
454
+ this.applyMorphs();
455
+ }
456
+ applyMorphs() {
457
+ // Reset vertex data to base positions
458
+ this.vertexData.set(this.baseVertexData);
459
+ const vertexCount = this.vertexCount;
460
+ const morphCount = this.morphing.morphs.length;
461
+ const weights = this.runtimeMorph.weights;
462
+ // First pass: Compute effective weights for all morphs (handling group morphs)
463
+ const effectiveWeights = new Float32Array(morphCount);
464
+ effectiveWeights.set(weights); // Start with direct weights
465
+ // Apply group morphs: group morph weight * ratio affects referenced morphs
466
+ for (let morphIdx = 0; morphIdx < morphCount; morphIdx++) {
467
+ const morph = this.morphing.morphs[morphIdx];
468
+ if (morph.type === 0 && morph.groupReferences) {
469
+ const groupWeight = weights[morphIdx];
470
+ if (groupWeight > 0.0001) {
471
+ for (const ref of morph.groupReferences) {
472
+ if (ref.morphIndex >= 0 && ref.morphIndex < morphCount) {
473
+ // Add group morph's contribution to the referenced morph
474
+ effectiveWeights[ref.morphIndex] += groupWeight * ref.ratio;
475
+ }
476
+ }
477
+ }
478
+ }
479
+ }
480
+ // Clamp effective weights to [0, 1]
481
+ for (let i = 0; i < morphCount; i++) {
482
+ effectiveWeights[i] = Math.max(0, Math.min(1, effectiveWeights[i]));
483
+ }
484
+ // Second pass: Apply vertex morphs with their effective weights
485
+ for (let morphIdx = 0; morphIdx < morphCount; morphIdx++) {
486
+ const effectiveWeight = effectiveWeights[morphIdx];
487
+ if (effectiveWeight === 0 || effectiveWeight < 0.0001)
488
+ continue;
489
+ const morph = this.morphing.morphs[morphIdx];
490
+ if (morph.type !== 1)
491
+ continue; // Only process vertex morphs
492
+ // For vertex morphs, iterate through vertices that have offsets
493
+ for (const vertexOffset of morph.vertexOffsets) {
494
+ const vIdx = vertexOffset.vertexIndex;
495
+ if (vIdx < 0 || vIdx >= vertexCount)
496
+ continue;
497
+ // Get morph offset for this vertex
498
+ const offsetX = vertexOffset.positionOffset[0];
499
+ const offsetY = vertexOffset.positionOffset[1];
500
+ const offsetZ = vertexOffset.positionOffset[2];
501
+ // Skip if offset is zero
502
+ if (Math.abs(offsetX) < 0.0001 && Math.abs(offsetY) < 0.0001 && Math.abs(offsetZ) < 0.0001) {
503
+ continue;
504
+ }
505
+ // Apply weighted offset to vertex position (positions are at stride 0, 8, 16, ...)
506
+ const vertexIdx = vIdx * VERTEX_STRIDE;
507
+ this.vertexData[vertexIdx] += offsetX * effectiveWeight;
508
+ this.vertexData[vertexIdx + 1] += offsetY * effectiveWeight;
509
+ this.vertexData[vertexIdx + 2] += offsetZ * effectiveWeight;
510
+ }
511
+ }
512
+ }
185
513
  evaluatePose() {
186
514
  this.updateRotationTweens();
515
+ this.updateTranslationTweens();
516
+ const hasActiveMorphTweens = this.updateMorphWeightTweens();
517
+ if (hasActiveMorphTweens) {
518
+ this.applyMorphs();
519
+ }
520
+ // Compute initial world matrices (needed for IK solving)
521
+ this.computeWorldMatrices();
522
+ // Solve IK chains (modifies localRotations)
523
+ this.solveIKChains();
524
+ // Recompute world matrices with IK rotations applied
187
525
  this.computeWorldMatrices();
526
+ return hasActiveMorphTweens;
527
+ }
528
+ solveIKChains() {
529
+ const ikSolvers = this.runtimeSkeleton.ikSolvers;
530
+ if (!ikSolvers || ikSolvers.length === 0)
531
+ return;
532
+ const ikChainInfo = this.runtimeSkeleton.ikChainInfo;
533
+ if (!ikChainInfo)
534
+ return;
535
+ IKSolverSystem.solve(ikSolvers, this.skeleton.bones, this.runtimeSkeleton.localRotations, this.runtimeSkeleton.localTranslations, this.runtimeSkeleton.worldMatrices, ikChainInfo, false // usePhysics - can be enhanced later
536
+ );
188
537
  }
189
538
  computeWorldMatrices() {
190
539
  const bones = this.skeleton.bones;
@@ -242,11 +591,15 @@ export class Model {
242
591
  }
243
592
  }
244
593
  }
245
- // Build local matrix: identity + bind translation, then rotation, then append translation
594
+ // Build local matrix: identity + bind translation, then rotation, then local translation, then append translation
595
+ const ti = i * 3;
596
+ const localTx = localTrans[ti] + addLocalTx;
597
+ const localTy = localTrans[ti + 1] + addLocalTy;
598
+ const localTz = localTrans[ti + 2] + addLocalTz;
246
599
  this.cachedIdentityMat1
247
600
  .setIdentity()
248
601
  .translateInPlace(b.bindTranslation[0], b.bindTranslation[1], b.bindTranslation[2]);
249
- this.cachedIdentityMat2.setIdentity().translateInPlace(addLocalTx, addLocalTy, addLocalTz);
602
+ this.cachedIdentityMat2.setIdentity().translateInPlace(localTx, localTy, localTz);
250
603
  const localM = this.cachedIdentityMat1.multiply(rotateM).multiply(this.cachedIdentityMat2);
251
604
  const worldOffset = i * 16;
252
605
  if (b.parentIndex >= 0) {
@@ -17,6 +17,8 @@ export declare class PmxLoader {
17
17
  private inverseBindMatrices;
18
18
  private joints0;
19
19
  private weights0;
20
+ private morphs;
21
+ private vertexCount;
20
22
  private rigidbodies;
21
23
  private joints;
22
24
  private constructor();
@@ -28,7 +30,7 @@ export declare class PmxLoader {
28
30
  private parseTextures;
29
31
  private parseMaterials;
30
32
  private parseBones;
31
- private skipMorphs;
33
+ private parseMorphs;
32
34
  private skipDisplayFrames;
33
35
  private parseRigidbodies;
34
36
  private parseJoints;
@@ -1 +1 @@
1
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