reze-engine 0.21.1 → 0.22.0

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.
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,sBAAsB,EACtB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,oBAAoB,EACzB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,aAAa,GACnB,MAAM,UAAU,CAAA;AACjB,OAAO,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAA;AACvG,OAAO,EACL,YAAY,EACZ,aAAa,EACb,gBAAgB,EAChB,KAAK,cAAc,EACnB,KAAK,aAAa,EAClB,KAAK,SAAS,GACf,MAAM,iBAAiB,CAAA;AACxB,YAAY,EACV,WAAW,EACX,SAAS,EACT,SAAS,EACT,YAAY,EACZ,WAAW,EACX,UAAU,GACX,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,aAAa,EAAE,KAAK,QAAQ,EAAE,KAAK,KAAK,EAAE,MAAM,kBAAkB,CAAA;AAC3E,OAAO,EAAE,cAAc,EAAE,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC7G,YAAY,EACV,UAAU,EACV,eAAe,EACf,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,qBAAqB,CAAA;AAC5B,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,8BAA8B,CAAA;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAA;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AACnD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAA;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAC/B,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AACzC,YAAY,EACV,aAAa,EACb,oBAAoB,EACpB,iBAAiB,EACjB,YAAY,EACZ,aAAa,EACb,iBAAiB,EACjB,YAAY,GACb,MAAM,aAAa,CAAA;AACpB,OAAO,EAAE,GAAG,EAAE,MAAM,aAAa,CAAA;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,sBAAsB,EACtB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,oBAAoB,EACzB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,aAAa,GACnB,MAAM,UAAU,CAAA;AACjB,OAAO,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAA;AACvG,OAAO,EACL,YAAY,EACZ,aAAa,EACb,gBAAgB,EAChB,KAAK,cAAc,EACnB,KAAK,aAAa,EAClB,KAAK,SAAS,GACf,MAAM,iBAAiB,CAAA;AACxB,YAAY,EACV,WAAW,EACX,SAAS,EACT,SAAS,EACT,YAAY,EACZ,WAAW,EACX,UAAU,GACX,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,aAAa,EAAE,KAAK,QAAQ,EAAE,KAAK,KAAK,EAAE,MAAM,kBAAkB,CAAA;AAC3E,OAAO,EAAE,cAAc,EAAE,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC7G,YAAY,EACV,UAAU,EACV,eAAe,EACf,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,qBAAqB,CAAA;AAC5B,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,8BAA8B,CAAA;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAA;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AACnD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAA;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAC/B,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AACzC,YAAY,EACV,aAAa,EACb,oBAAoB,EACpB,iBAAiB,EACjB,YAAY,EACZ,aAAa,EACb,iBAAiB,EACjB,YAAY,GACb,MAAM,aAAa,CAAA;AACpB,OAAO,EAAE,GAAG,EAAE,MAAM,aAAa,CAAA;AACjC,OAAO,EAAE,SAAS,EAAE,KAAK,cAAc,EAAE,MAAM,cAAc,CAAA;AAC7D,OAAO,EAAE,eAAe,EAAE,KAAK,UAAU,EAAE,MAAM,oBAAoB,CAAA;AACrE,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA"}
package/dist/index.js CHANGED
@@ -15,4 +15,6 @@ export { FACE_GRAPH } from "./graph/presets/face";
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  export { Model } from "./model";
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  export { Vec3, Quat, Mat4 } from "./math";
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  export { FPS } from "./animation";
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+ export { VMDLoader } from "./vmd-loader";
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+ export { CameraAnimation } from "./camera-animation";
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  export { RezePhysics } from "./physics";
package/dist/math.d.ts CHANGED
@@ -59,6 +59,7 @@ export declare class Mat4 {
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  static fromQuatInto(x: number, y: number, z: number, w: number, out: Float32Array, offset?: number): void;
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  static localTransformInto(bx: number, by: number, bz: number, qx: number, qy: number, qz: number, qw: number, lx: number, ly: number, lz: number, out: Float32Array): void;
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  static fromPositionRotationInto(px: number, py: number, pz: number, qx: number, qy: number, qz: number, qw: number, out: Float32Array): void;
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+ static fromPositionRotationScaleInto(px: number, py: number, pz: number, qx: number, qy: number, qz: number, qw: number, s: number, out: Float32Array): void;
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  static inverseInto(m: Float32Array, out: Float32Array): boolean;
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  static copyRotationInto(src: Float32Array, dst: Float32Array): void;
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  static fromQuat(x: number, y: number, z: number, w: number): Mat4;
@@ -1 +1 @@
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- {"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"}
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;IASP,MAAM,CAAC,6BAA6B,CAClC,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,CAAC,EAAE,MAAM,EACT,GAAG,EAAE,YAAY,GAChB,IAAI;IAWP,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
@@ -488,6 +488,23 @@ export class Mat4 {
488
488
  out[13] = py;
489
489
  out[14] = pz;
490
490
  }
491
+ // Position + rotation + UNIFORM scale. Scales the rotation basis (columns 0–2) by s;
492
+ // uniform scale keeps normals correct after the shader's normalize() (no inverse-transpose).
493
+ static fromPositionRotationScaleInto(px, py, pz, qx, qy, qz, qw, s, out) {
494
+ Mat4.fromQuatInto(qx, qy, qz, qw, out, 0);
495
+ out[0] *= s;
496
+ out[1] *= s;
497
+ out[2] *= s;
498
+ out[4] *= s;
499
+ out[5] *= s;
500
+ out[6] *= s;
501
+ out[8] *= s;
502
+ out[9] *= s;
503
+ out[10] *= s;
504
+ out[12] = px;
505
+ out[13] = py;
506
+ out[14] = pz;
507
+ }
491
508
  // In-place 4x4 inverse into out array. Returns true on success, false if singular (out untouched).
492
509
  static inverseInto(m, out) {
493
510
  const a00 = m[0], a01 = m[1], a02 = m[2], a03 = m[3];
package/dist/model.d.ts CHANGED
@@ -107,8 +107,15 @@ export declare class Model {
107
107
  setName(value: string): void;
108
108
  get position(): Vec3;
109
109
  get rotation(): Quat;
110
+ /** Uniform scale (default 1). Used to fit a stage.pmx to the character. */
111
+ get scale(): number;
112
+ /** Whether this model renders. Hidden models skip the main, shadow, and pick passes;
113
+ * physics keeps running so they resume consistently. */
114
+ get visible(): boolean;
110
115
  setPosition(position: Vec3): void;
111
116
  setRotation(rotation: Quat): void;
117
+ setScale(scale: number): void;
118
+ setVisible(visible: boolean): void;
112
119
  private vertexData;
113
120
  private baseVertexData;
114
121
  private vertexCount;
@@ -134,6 +141,8 @@ export declare class Model {
134
141
  private morphsDirty;
135
142
  private _position;
136
143
  private _rotation;
144
+ private _scale;
145
+ private _visible;
137
146
  private rootMatrixValues;
138
147
  private rootMatrixDirty;
139
148
  private rootIsIdentity;
@@ -1 +1 @@
1
- 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1
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package/dist/model.js CHANGED
@@ -29,6 +29,15 @@ export class Model {
29
29
  get rotation() {
30
30
  return this._rotation;
31
31
  }
32
+ /** Uniform scale (default 1). Used to fit a stage.pmx to the character. */
33
+ get scale() {
34
+ return this._scale;
35
+ }
36
+ /** Whether this model renders. Hidden models skip the main, shadow, and pick passes;
37
+ * physics keeps running so they resume consistently. */
38
+ get visible() {
39
+ return this._visible;
40
+ }
32
41
  setPosition(position) {
33
42
  this._position.set(position);
34
43
  this.rootMatrixDirty = true;
@@ -37,6 +46,13 @@ export class Model {
37
46
  this._rotation.set(rotation);
38
47
  this.rootMatrixDirty = true;
39
48
  }
49
+ setScale(scale) {
50
+ this._scale = scale;
51
+ this.rootMatrixDirty = true;
52
+ }
53
+ setVisible(visible) {
54
+ this._visible = visible;
55
+ }
40
56
  /** Called by Engine when registering the model; enables loadVmd to resolve relative paths for folder uploads. */
41
57
  setAssetContext(reader, basePath) {
42
58
  this.assetReader = reader;
@@ -67,6 +83,8 @@ export class Model {
67
83
  // Skip-when-identity flag avoids the extra mat mul per bone when unused.
68
84
  this._position = Vec3.zeros();
69
85
  this._rotation = Quat.identity();
86
+ this._scale = 1;
87
+ this._visible = true;
70
88
  this.rootMatrixValues = new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
71
89
  this.rootMatrixDirty = false;
72
90
  this.rootIsIdentity = true;
@@ -564,11 +582,11 @@ export class Model {
564
582
  const skinMatrices = this.skinMatricesArray;
565
583
  // Rebuild root matrix + cache identity-shortcut flag only when pos/rot changed.
566
584
  if (this.rootMatrixDirty) {
567
- const p = this._position, r = this._rotation;
568
- Mat4.fromPositionRotationInto(p.x, p.y, p.z, r.x, r.y, r.z, r.w, this.rootMatrixValues);
585
+ const p = this._position, r = this._rotation, s = this._scale;
586
+ Mat4.fromPositionRotationScaleInto(p.x, p.y, p.z, r.x, r.y, r.z, r.w, s, this.rootMatrixValues);
569
587
  this.rootIsIdentity =
570
588
  p.x === 0 && p.y === 0 && p.z === 0 &&
571
- r.x === 0 && r.y === 0 && r.z === 0 && r.w === 1;
589
+ r.x === 0 && r.y === 0 && r.z === 0 && r.w === 1 && s === 1;
572
590
  this.rootMatrixDirty = false;
573
591
  }
574
592
  if (this.rootIsIdentity) {
@@ -16,6 +16,17 @@ export interface VMDKeyFrame {
16
16
  boneFrames: BoneFrame[];
17
17
  morphFrames: MorphFrame[];
18
18
  }
19
+ /** One MMD camera keyframe. The camera looks at `target` from `distance` away, oriented by
20
+ * `rotation` (euler radians), with `fov` degrees. `interpolation` is 24 bytes: 6 channels
21
+ * (posX, posY, posZ, rotation, distance, fov) × 4 bezier bytes (x1, x2, y1, y2). */
22
+ export interface CameraKeyframe {
23
+ frame: number;
24
+ distance: number;
25
+ target: Vec3;
26
+ rotation: Vec3;
27
+ fov: number;
28
+ interpolation: Uint8Array;
29
+ }
19
30
  export declare class VMDLoader {
20
31
  private view;
21
32
  private offset;
@@ -23,6 +34,11 @@ export declare class VMDLoader {
23
34
  private constructor();
24
35
  static load(url: string): Promise<VMDKeyFrame[]>;
25
36
  static loadFromBuffer(buffer: ArrayBuffer): VMDKeyFrame[];
37
+ /** Parse only the camera track (a dedicated camera VMD, or the camera block of any VMD).
38
+ * Returns [] if the file has no camera block (motion-only VMDs end after the morph block). */
39
+ static loadCamera(url: string): Promise<CameraKeyframe[]>;
40
+ static loadCameraFromBuffer(buffer: ArrayBuffer): CameraKeyframe[];
41
+ private parseCamera;
26
42
  private parse;
27
43
  private readBoneFrame;
28
44
  private readMorphFrame;
@@ -1 +1 @@
1
- {"version":3,"file":"vmd-loader.d.ts","sourceRoot":"","sources":["../src/vmd-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AAEnC,MAAM,WAAW,SAAS;IACxB,QAAQ,EAAE,MAAM,CAAA;IAChB,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,IAAI,CAAA;IACd,WAAW,EAAE,IAAI,CAAA;IACjB,aAAa,EAAE,UAAU,CAAA;CAC1B;AAED,MAAM,WAAW,UAAU;IACzB,SAAS,EAAE,MAAM,CAAA;IACjB,KAAK,EAAE,MAAM,CAAA;IACb,MAAM,EAAE,MAAM,CAAA;CACf;AAED,MAAM,WAAW,WAAW;IAC1B,IAAI,EAAE,MAAM,CAAA;IACZ,UAAU,EAAE,SAAS,EAAE,CAAA;IACvB,WAAW,EAAE,UAAU,EAAE,CAAA;CAC1B;AAED,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAa;IAE5B,OAAO;WAWM,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;IAKtD,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,WAAW,EAAE;IAKzD,OAAO,CAAC,KAAK;IAgGb,OAAO,CAAC,aAAa;IAuDrB,OAAO,CAAC,cAAc;IAqCtB,OAAO,CAAC,QAAQ;IAShB,OAAO,CAAC,SAAS;IASjB,OAAO,CAAC,UAAU;IASlB,OAAO,CAAC,SAAS;IAMjB,OAAO,CAAC,IAAI;CAMb"}
1
+ {"version":3,"file":"vmd-loader.d.ts","sourceRoot":"","sources":["../src/vmd-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AAEnC,MAAM,WAAW,SAAS;IACxB,QAAQ,EAAE,MAAM,CAAA;IAChB,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,IAAI,CAAA;IACd,WAAW,EAAE,IAAI,CAAA;IACjB,aAAa,EAAE,UAAU,CAAA;CAC1B;AAED,MAAM,WAAW,UAAU;IACzB,SAAS,EAAE,MAAM,CAAA;IACjB,KAAK,EAAE,MAAM,CAAA;IACb,MAAM,EAAE,MAAM,CAAA;CACf;AAED,MAAM,WAAW,WAAW;IAC1B,IAAI,EAAE,MAAM,CAAA;IACZ,UAAU,EAAE,SAAS,EAAE,CAAA;IACvB,WAAW,EAAE,UAAU,EAAE,CAAA;CAC1B;AAED;;qFAEqF;AACrF,MAAM,WAAW,cAAc;IAC7B,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,MAAM,CAAA;IAChB,MAAM,EAAE,IAAI,CAAA;IACZ,QAAQ,EAAE,IAAI,CAAA;IACd,GAAG,EAAE,MAAM,CAAA;IACX,aAAa,EAAE,UAAU,CAAA;CAC1B;AAED,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAa;IAE5B,OAAO;WAWM,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;IAKtD,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,WAAW,EAAE;IAKzD;mGAC+F;WAClF,UAAU,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;IAK/D,MAAM,CAAC,oBAAoB,CAAC,MAAM,EAAE,WAAW,GAAG,cAAc,EAAE;IAOlE,OAAO,CAAC,WAAW;IA4BnB,OAAO,CAAC,KAAK;IAgGb,OAAO,CAAC,aAAa;IAuDrB,OAAO,CAAC,cAAc;IAqCtB,OAAO,CAAC,QAAQ;IAShB,OAAO,CAAC,SAAS;IASjB,OAAO,CAAC,UAAU;IASlB,OAAO,CAAC,SAAS;IAMjB,OAAO,CAAC,IAAI;CAMb"}
@@ -20,6 +20,47 @@ export class VMDLoader {
20
20
  const loader = new VMDLoader(buffer);
21
21
  return loader.parse();
22
22
  }
23
+ /** Parse only the camera track (a dedicated camera VMD, or the camera block of any VMD).
24
+ * Returns [] if the file has no camera block (motion-only VMDs end after the morph block). */
25
+ static async loadCamera(url) {
26
+ const loader = new VMDLoader(await fetch(url).then((r) => r.arrayBuffer()));
27
+ return loader.parseCamera();
28
+ }
29
+ static loadCameraFromBuffer(buffer) {
30
+ return new VMDLoader(buffer).parseCamera();
31
+ }
32
+ // Seek past the bone + morph blocks (fixed record sizes) to the camera block, then read it.
33
+ // bone frame = 111 B (15 name + 4 frame + 12 pos + 16 rot + 64 interp); morph = 23 B
34
+ // (15 name + 4 frame + 4 weight); camera = 61 B.
35
+ parseCamera() {
36
+ this.offset = 0;
37
+ const header = this.getString(30);
38
+ if (!header.startsWith("Vocaloid Motion Data"))
39
+ throw new Error("Invalid VMD file header");
40
+ this.skip(20);
41
+ const boneCount = this.getUint32();
42
+ this.skip(boneCount * 111);
43
+ const morphCount = this.getUint32();
44
+ this.skip(morphCount * 23);
45
+ if (this.offset + 4 > this.view.buffer.byteLength)
46
+ return []; // no camera block
47
+ const cameraCount = this.getUint32();
48
+ const frames = [];
49
+ for (let i = 0; i < cameraCount; i++) {
50
+ const frame = this.getUint32();
51
+ const distance = this.getFloat32();
52
+ const target = new Vec3(this.getFloat32(), this.getFloat32(), this.getFloat32());
53
+ const rotation = new Vec3(this.getFloat32(), this.getFloat32(), this.getFloat32());
54
+ const interpolation = new Uint8Array(24);
55
+ for (let j = 0; j < 24; j++)
56
+ interpolation[j] = this.getUint8();
57
+ const fov = this.getUint32();
58
+ this.skip(1); // perspective flag (0 = perspective) — unused
59
+ frames.push({ frame, distance, target, rotation, fov, interpolation });
60
+ }
61
+ frames.sort((a, b) => a.frame - b.frame);
62
+ return frames;
63
+ }
23
64
  parse() {
24
65
  // Read header (30 bytes)
25
66
  const header = this.getString(30);
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.21.1",
3
+ "version": "0.22.0",
4
4
  "description": "A lightweight WebGPU engine for real-time 3D MMD/PMX model rendering",
5
5
  "main": "./dist/index.js",
6
6
  "types": "./dist/index.d.ts",
@@ -0,0 +1,93 @@
1
+ // Samples an MMD camera track (from a VMD) at a playback time. Four bezier-interpolated
2
+ // channels — target (Vec3), rotation (Vec3 euler), distance, fov — driven off the same
3
+ // clock as the model motion so the shot stays synced to the dance.
4
+
5
+ import { Vec3 } from "./math"
6
+ import { bezierInterpolate } from "./animation"
7
+ import type { CameraKeyframe } from "./vmd-loader"
8
+
9
+ const FPS = 30
10
+ const DEG2RAD = Math.PI / 180
11
+
12
+ /** A sampled camera pose. `rotation` is euler radians; `fov` is radians. */
13
+ export interface CameraPose {
14
+ target: Vec3
15
+ rotation: Vec3
16
+ distance: number
17
+ fov: number
18
+ }
19
+
20
+ // MMD camera interpolation is 24 bytes, stored CONTIGUOUS per channel — each channel's 4
21
+ // bezier bytes are [x1, x2, y1, y2] in order. Channels: 0=posX 1=posY 2=posZ 3=rotation
22
+ // 4=distance 5=fov. So channel c lives at bytes [4c .. 4c+3]. (Matches babylon-mmd, which
23
+ // slices these into position/rotation/distance/fov interpolation buffers.)
24
+ function bez(ip: Uint8Array, c: number, t: number): number {
25
+ const b = c * 4
26
+ return bezierInterpolate(ip[b] / 127, ip[b + 1] / 127, ip[b + 2] / 127, ip[b + 3] / 127, t)
27
+ }
28
+
29
+ const lerp = (a: number, b: number, w: number): number => a + (b - a) * w
30
+
31
+ export class CameraAnimation {
32
+ private readonly frames: CameraKeyframe[]
33
+ /** Track length in seconds (last keyframe). */
34
+ readonly duration: number
35
+
36
+ constructor(frames: CameraKeyframe[]) {
37
+ this.frames = frames
38
+ this.duration = frames.length ? frames[frames.length - 1].frame / FPS : 0
39
+ }
40
+
41
+ get frameCount(): number {
42
+ return this.frames.length
43
+ }
44
+
45
+ /** Sample the camera pose at time `t` (seconds). Clamps to the track ends; null if empty. */
46
+ sample(t: number): CameraPose | null {
47
+ const frames = this.frames
48
+ const n = frames.length
49
+ if (n === 0) return null
50
+
51
+ const frame = t * FPS
52
+ if (frame <= frames[0].frame) return this.pose(frames[0])
53
+ if (frame >= frames[n - 1].frame) return this.pose(frames[n - 1])
54
+
55
+ // Binary search for the segment [a, b] with a.frame <= frame < b.frame.
56
+ let lo = 0
57
+ let hi = n - 1
58
+ while (hi - lo > 1) {
59
+ const mid = (lo + hi) >> 1
60
+ if (frames[mid].frame <= frame) lo = mid
61
+ else hi = mid
62
+ }
63
+ const a = frames[lo]
64
+ const b = frames[hi]
65
+ const span = b.frame - a.frame
66
+ const localT = span > 0 ? (frame - a.frame) / span : 0
67
+ // The incoming interpolation curve is stored on the segment's end keyframe (b).
68
+ const ip = b.interpolation
69
+
70
+ return {
71
+ target: new Vec3(
72
+ lerp(a.target.x, b.target.x, bez(ip, 0, localT)),
73
+ lerp(a.target.y, b.target.y, bez(ip, 1, localT)),
74
+ lerp(a.target.z, b.target.z, bez(ip, 2, localT)),
75
+ ),
76
+ // MMD rotation animates as one channel (single bezier for all three euler components).
77
+ rotation: (() => {
78
+ const w = bez(ip, 3, localT)
79
+ return new Vec3(
80
+ lerp(a.rotation.x, b.rotation.x, w),
81
+ lerp(a.rotation.y, b.rotation.y, w),
82
+ lerp(a.rotation.z, b.rotation.z, w),
83
+ )
84
+ })(),
85
+ distance: lerp(a.distance, b.distance, bez(ip, 4, localT)),
86
+ fov: lerp(a.fov * DEG2RAD, b.fov * DEG2RAD, bez(ip, 5, localT)),
87
+ }
88
+ }
89
+
90
+ private pose(f: CameraKeyframe): CameraPose {
91
+ return { target: f.target, rotation: f.rotation, distance: f.distance, fov: f.fov * DEG2RAD }
92
+ }
93
+ }
package/src/camera.ts CHANGED
@@ -1,4 +1,5 @@
1
- import { Mat4, Vec3 } from "./math"
1
+ import { Mat4, Quat, Vec3 } from "./math"
2
+ import type { CameraPose } from "./camera-animation"
2
3
 
3
4
  /** Far cap / zoom limit; large enough for wide shots without clipping distant ground */
4
5
  const FAR_CAP = 8000
@@ -41,6 +42,16 @@ export class Camera {
41
42
  private _viewMat = new Mat4(new Float32Array(16))
42
43
  private _projMat = new Mat4(new Float32Array(16))
43
44
 
45
+ // ── VMD camera drive ──
46
+ // When vmdDriven, getViewMatrix builds the shot from a sampled MMD camera pose (target /
47
+ // rotation-euler / distance / fov) instead of the orbit params. Toggled by the engine.
48
+ vmdDriven: boolean = false
49
+ private _vmdTarget = new Vec3(0, 0, 0)
50
+ private _vmdRotation = new Vec3(0, 0, 0) // euler radians
51
+ private _vmdDistance = -45
52
+ private _savedFov = Math.PI / 4
53
+ private _quatScratch = new Float32Array(16)
54
+
44
55
  constructor(alpha: number, beta: number, radius: number, target: Vec3, fov: number = Math.PI / 4) {
45
56
  this.alpha = alpha
46
57
  this.beta = beta
@@ -68,7 +79,40 @@ export class Camera {
68
79
  return new Vec3(x, y, z)
69
80
  }
70
81
 
82
+ /** Enter/leave VMD-camera drive. Backs up the orbit fov on enter, restores it on leave
83
+ * (the VMD camera animates fov, so orbit's value would otherwise be clobbered). */
84
+ setVmdDriven(enabled: boolean): void {
85
+ if (enabled === this.vmdDriven) return
86
+ if (enabled) this._savedFov = this.fov
87
+ else this.fov = this._savedFov
88
+ this.vmdDriven = enabled
89
+ }
90
+
91
+ /** Feed the next sampled MMD camera pose (engine calls this each frame while driving). */
92
+ setVmdPose(pose: CameraPose): void {
93
+ this._vmdTarget.set(pose.target)
94
+ this._vmdRotation.set(pose.rotation)
95
+ this._vmdDistance = pose.distance
96
+ this.fov = pose.fov // drives the projection
97
+ }
98
+
71
99
  getViewMatrix(): Mat4 {
100
+ if (this.vmdDriven) {
101
+ // MMD camera: look at `target` from `distance` back, oriented by the euler rotation.
102
+ // forward = q·(0,0,1) (LH), up = q·(0,1,0) — read as columns 2 and 1 of the rot matrix.
103
+ // eye = target + forward·distance (distance is negative in VMD, so eye sits behind).
104
+ // NOTE: euler sign/order follows the engine's fromEuler; if a loaded shot looks
105
+ // mirrored or rolled, this is the one line to flip (negate axes / reorder).
106
+ const r = this._vmdRotation
107
+ const q = Quat.fromEuler(r.x, r.y, r.z)
108
+ Mat4.fromQuatInto(q.x, q.y, q.z, q.w, this._quatScratch, 0)
109
+ const s = this._quatScratch
110
+ const t = this._vmdTarget
111
+ const d = this._vmdDistance
112
+ const ex = t.x + s[8] * d, ey = t.y + s[9] * d, ez = t.z + s[10] * d
113
+ Mat4.lookAtInto(this._viewMat.values, ex, ey, ez, t.x, t.y, t.z, s[4], s[5], s[6])
114
+ return this._viewMat
115
+ }
72
116
  const eye = this.getPosition()
73
117
  const t = this.target
74
118
  Mat4.lookAtInto(this._viewMat.values, eye.x, eye.y, eye.z, t.x, t.y, t.z, 0, 1, 0)
package/src/engine.ts CHANGED
@@ -3,6 +3,8 @@ import { Mat4, Quat, Vec3 } from "./math"
3
3
  import { Model, type Material } from "./model"
4
4
  import { MORPH_COMPUTE_WGSL } from "./shaders/passes/morph"
5
5
  import { decodeTga } from "./tga-loader"
6
+ import { VMDLoader } from "./vmd-loader"
7
+ import { CameraAnimation } from "./camera-animation"
6
8
  import { PmxLoader } from "./pmx-loader"
7
9
  import { RezePhysics } from "./physics"
8
10
  import {
@@ -74,7 +76,12 @@ const PRESET_NAME_HINTS: Array<[MaterialPreset, string[]]> = [
74
76
  "eye",
75
77
  ["白目", "目影", "二重", "睫", "まつげ", "まゆ", "眉", "目", "瞳", "眼", "eye", "iris", "pupil", "lash", "brow"],
76
78
  ],
77
- ["face", ["顔", "颜", "脸", "かお", "face"]],
79
+ // face also catches mouth-interior parts (tongue / teeth / gums / oral cavity), which
80
+ // share the face material family. Bare 口 is omitted — it collides with 袖口 (cuff).
81
+ [
82
+ "face",
83
+ ["顔", "颜", "脸", "かお", "face", "舌", "tongue", "牙", "牙齿", "歯", "teeth", "tooth", "口腔", "口内", "mouth", "嘴", "歯茎", "gums"],
84
+ ],
78
85
  ["hair", ["前髪", "後髪", "髪", "髮", "头发", "頭髪", "もみあげ", "アホ毛", "ヘア", "hair", "ahoge", "bang"]],
79
86
  ["body", ["肌", "皮肤", "skin"]],
80
87
  ["metal", ["金属", "メタル", "metal"]],
@@ -192,6 +199,16 @@ export type WorldOptions = {
192
199
  strength?: number
193
200
  }
194
201
 
202
+ /** A model's scene placement — root offset baked into skinning + visibility. Serializable
203
+ * into a scene descriptor via getModelTransform. */
204
+ export type ModelTransform = {
205
+ position: Vec3
206
+ rotation: Quat
207
+ /** Uniform scale (default 1). */
208
+ scale: number
209
+ visible: boolean
210
+ }
211
+
195
212
  export type SunOptions = {
196
213
  /** Linear color of the sun lamp (Blender: Light > Color). */
197
214
  color?: Vec3
@@ -601,6 +618,10 @@ export class Engine {
601
618
  // GPU vertex-morph path. Set false BEFORE loadModel to fall back to the CPU path (A/B).
602
619
  private useGpuMorphs = true
603
620
 
621
+ // VMD camera track (a dedicated camera VMD). When loaded + enabled it drives the shot,
622
+ // sampled off the animated model's clock so it stays synced to the dance.
623
+ private cameraAnimation: CameraAnimation | null = null
624
+
604
625
  // Camera target binding (Babylon/Three style: camera follows model)
605
626
  private cameraTargetModel: Model | null = null
606
627
  private cameraTargetBoneName = "全ての親"
@@ -2156,6 +2177,59 @@ export class Engine {
2156
2177
  this.cameraTargetOffset.z = offset?.z ?? 0
2157
2178
  }
2158
2179
 
2180
+ // ── VMD camera track ──
2181
+ // A dedicated camera VMD (target / rotation / distance / fov animated). Motion VMDs loaded
2182
+ // via model.loadVmd never touch the camera — the camera shot is opt-in through here.
2183
+
2184
+ /** Load a camera VMD (dedicated camera file, or any VMD's camera block) and drive the shot
2185
+ * from it. Default-on once a non-empty track loads; toggle with setCameraVmdEnabled. */
2186
+ async loadCameraVmd(url: string): Promise<void> {
2187
+ const frames = await VMDLoader.loadCamera(url)
2188
+ this.cameraAnimation = frames.length ? new CameraAnimation(frames) : null
2189
+ this.camera.setVmdDriven(this.cameraAnimation !== null)
2190
+ }
2191
+
2192
+ /** Load a camera VMD from an already-fetched buffer (e.g. a File the user dropped). */
2193
+ loadCameraVmdFromBuffer(buffer: ArrayBuffer): void {
2194
+ const frames = VMDLoader.loadCameraFromBuffer(buffer)
2195
+ this.cameraAnimation = frames.length ? new CameraAnimation(frames) : null
2196
+ this.camera.setVmdDriven(this.cameraAnimation !== null)
2197
+ }
2198
+
2199
+ /** Turn the loaded camera VMD on/off (falls back to orbit when off). No-op if none loaded. */
2200
+ setCameraVmdEnabled(enabled: boolean): void {
2201
+ this.camera.setVmdDriven(enabled && this.cameraAnimation !== null)
2202
+ }
2203
+
2204
+ /** True while the loaded camera VMD is actively driving the shot. */
2205
+ isCameraVmdEnabled(): boolean {
2206
+ return this.camera.vmdDriven
2207
+ }
2208
+
2209
+ /** True if a (non-empty) camera VMD is loaded, regardless of enabled state. */
2210
+ hasCameraVmd(): boolean {
2211
+ return this.cameraAnimation !== null
2212
+ }
2213
+
2214
+ /** Drop the loaded camera VMD and return to orbit control. */
2215
+ clearCameraVmd(): void {
2216
+ this.cameraAnimation = null
2217
+ this.camera.setVmdDriven(false)
2218
+ }
2219
+
2220
+ // Clock the camera VMD runs on: the first model with an active clip (playing or scrubbed),
2221
+ // so a static stage in the scene never freezes the shot at frame 0. Falls back to the first
2222
+ // model, then to 0 (empty scene).
2223
+ private cameraClockTime(): number {
2224
+ let first: number | null = null
2225
+ for (const inst of this.modelInstances.values()) {
2226
+ const p = inst.model.getAnimationProgress()
2227
+ if (first === null) first = p.current
2228
+ if (p.playing || p.paused) return p.current
2229
+ }
2230
+ return first ?? 0
2231
+ }
2232
+
2159
2233
  getCameraDistance(): number {
2160
2234
  return this.camera.radius
2161
2235
  }
@@ -2416,6 +2490,35 @@ export class Engine {
2416
2490
  return this.modelInstances.get(name)?.model ?? null
2417
2491
  }
2418
2492
 
2493
+ /**
2494
+ * Place a model in the scene — position, rotation, uniform scale, visibility. The
2495
+ * transform is a root offset baked into skinning (moves the whole rig), so it composes
2496
+ * with animation. Use it to sit a `stage.pmx` with a character, or to fit/hide either.
2497
+ * Scale is **uniform** (normals renormalize in-shader). Don't scale a physics-driven
2498
+ * character — its colliders won't scale; scale stages (which are typically physics-free).
2499
+ */
2500
+ setModelTransform(name: string, transform: Partial<ModelTransform>): void {
2501
+ const model = this.modelInstances.get(name)?.model
2502
+ if (!model) return
2503
+ if (transform.position) model.setPosition(transform.position)
2504
+ if (transform.rotation) model.setRotation(transform.rotation)
2505
+ if (transform.scale !== undefined) model.setScale(transform.scale)
2506
+ if (transform.visible !== undefined) model.setVisible(transform.visible)
2507
+ }
2508
+
2509
+ /** Read a model's scene transform (for serialization into a scene descriptor). */
2510
+ getModelTransform(name: string): ModelTransform | null {
2511
+ const model = this.modelInstances.get(name)?.model
2512
+ if (!model) return null
2513
+ const p = model.position
2514
+ return {
2515
+ position: new Vec3(p.x, p.y, p.z),
2516
+ rotation: model.rotation.clone(),
2517
+ scale: model.scale,
2518
+ visible: model.visible,
2519
+ }
2520
+ }
2521
+
2419
2522
  markVertexBufferDirty(modelNameOrModel?: string | Model): void {
2420
2523
  if (modelNameOrModel === undefined) return
2421
2524
  if (typeof modelNameOrModel === "string") {
@@ -3722,6 +3825,7 @@ export class Engine {
3722
3825
  pass.setBindGroup(0, this.pickPerFrameBindGroup)
3723
3826
 
3724
3827
  this.forEachInstance((inst) => {
3828
+ if (!inst.model.visible) return // hidden models aren't pickable
3725
3829
  pass.setVertexBuffer(0, inst.vertexBuffer)
3726
3830
  pass.setVertexBuffer(1, inst.jointsBuffer)
3727
3831
  pass.setVertexBuffer(2, inst.weightsBuffer)
@@ -3823,6 +3927,12 @@ export class Engine {
3823
3927
  }
3824
3928
  }
3825
3929
 
3930
+ // Drive the shot from the camera VMD (synced to the animated model's clock).
3931
+ if (this.camera.vmdDriven && this.cameraAnimation) {
3932
+ const pose = this.cameraAnimation.sample(this.cameraClockTime())
3933
+ if (pose) this.camera.setVmdPose(pose)
3934
+ }
3935
+
3826
3936
  this.updateCameraUniforms()
3827
3937
  this.updateShadowLightVP()
3828
3938
 
@@ -3843,12 +3953,17 @@ export class Engine {
3843
3953
  },
3844
3954
  })
3845
3955
  sp.setPipeline(this.shadowDepthPipeline)
3846
- this.forEachInstance((inst) => this.drawInstanceShadow(sp, inst))
3956
+ this.forEachInstance((inst) => {
3957
+ if (inst.model.visible) this.drawInstanceShadow(sp, inst)
3958
+ })
3847
3959
  sp.end()
3848
3960
  }
3849
3961
 
3850
3962
  const pass = encoder.beginRenderPass(this.renderPassDescriptor)
3851
- if (hasModels) this.forEachInstance((inst) => this.renderOneModel(pass, inst))
3963
+ if (hasModels)
3964
+ this.forEachInstance((inst) => {
3965
+ if (inst.model.visible) this.renderOneModel(pass, inst)
3966
+ })
3852
3967
  if (this.hasGround) this.renderGround(pass)
3853
3968
  pass.end()
3854
3969
 
package/src/index.ts CHANGED
@@ -9,6 +9,7 @@ export {
9
9
  type LoadModelFromFilesOptions,
10
10
  type MaterialPreset,
11
11
  type MaterialPresetMap,
12
+ type ModelTransform,
12
13
  type GizmoDragEvent,
13
14
  type GizmoDragCallback,
14
15
  type GizmoDragKind,
@@ -59,4 +60,6 @@ export type {
59
60
  ControlPoint,
60
61
  } from "./animation"
61
62
  export { FPS } from "./animation"
63
+ export { VMDLoader, type CameraKeyframe } from "./vmd-loader"
64
+ export { CameraAnimation, type CameraPose } from "./camera-animation"
62
65
  export { RezePhysics } from "./physics"