reze-engine 0.21.2 → 0.22.1

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package/README.md CHANGED
@@ -18,7 +18,7 @@ npm install reze-engine
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  - **In-house TS physics** — sequential-impulse rigid bodies for PMX rigs, zero dependencies
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  - **VMD animation** — MMD IK, morphs on a GPU compute path, and VMD export
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  - **Interactive editing** — GPU picking, transform gizmo, bone/material selection
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- - **Orbit camera** — bone-follow, ground + PCF shadows, multi-model scenes
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+ - **Camera** — orbit, bone-follow, or a driven MMD camera VMD; ground + PCF shadows, multi-model scenes
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  See [Physics](#physics) and [Rendering](#rendering) for the internals.
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@@ -34,20 +34,20 @@ See [Physics](#physics) and [Rendering](#rendering) for the internals.
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  ## Quick start
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  ```javascript
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- import { Engine } from "reze-engine"
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+ import { Engine } from "reze-engine";
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- const engine = new Engine(canvas)
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- await engine.init()
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+ const engine = new Engine(canvas);
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+ await engine.init();
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- const model = await engine.loadModel("reze", "/models/reze/reze.pmx")
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- await engine.autoStyleGroups("reze")
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+ const model = await engine.loadModel("reze", "/models/reze/reze.pmx");
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+ await engine.autoStyleGroups("reze");
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- await model.loadVmd("idle", "/animations/idle.vmd")
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- model.show("idle")
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- model.play()
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+ await model.loadVmd("idle", "/animations/idle.vmd");
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+ model.show("idle");
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+ model.play();
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- engine.addGround()
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- engine.runRenderLoop()
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+ engine.addGround();
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+ engine.runRenderLoop();
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  ```
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  ## Codebase map
@@ -100,6 +100,7 @@ One WebGPU **Engine** per page (singleton after `init()`). Models load by URL **
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  engine.init()
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  engine.loadModel(name, path) // or ({ files, pmxFile? }) for folder upload
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  engine.getModel(name) / getModelNames() / removeModel(name)
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+ engine.setModelTransform(name, { position?, rotation?, scale?, visible? }) / getModelTransform(name) // place a stage, scale or hide a model (scale is uniform)
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  engine.autoStyleGroups(name, overrides?) // default style groups by material name
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  engine.applyStyleGroups(name, groups) / upsertStyleGroup / removeStyleGroup / getStyleGroups
@@ -112,6 +113,9 @@ engine.resetPhysics() // re-pose bodies from animation +
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  engine.setCameraFollow(model, bone?, offset?) / setCameraFollow(null)
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  engine.setCameraTarget(vec3) / setCameraDistance(d) / setCameraAlpha(a) / setCameraBeta(b)
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+ engine.loadCameraVmd(url) / loadCameraVmdFromBuffer(buffer) // MMD camera track (dedicated file or a VMD's camera block) drives target/rotation/distance/fov — default-on once loaded
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+ engine.setCameraVmdEnabled(on) / isCameraVmdEnabled() / hasCameraVmd() / clearCameraVmd() // toggle the shot; while it drives, orbit/pan/zoom is inert — toggle off to hand control back
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+
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  engine.setWorld({ color?, strength? }) / setSun({ color?, strength?, direction? }) // runtime lighting
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  engine.addGround(options?)
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  engine.runRenderLoop(callback?) / stopRenderLoop()
@@ -148,9 +152,10 @@ Feed a `<input type="file" webkitdirectory>` `FileList` (or drag/drop) into the
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  `parsePmxFolderInput(fileList)` returns a tagged result; for `single` you get `{ files, pmxFile }` directly, for `multiple` show a picker over `pmxRelativePaths` and resolve with `pmxFileAtRelativePath(files, path)`. Then:
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  ```javascript
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- const picked = parsePmxFolderInput(e.target.files)
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- e.target.value = ""
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- if (picked.status === "single") await engine.loadModel("m", { files: picked.files, pmxFile: picked.pmxFile })
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+ const picked = parsePmxFolderInput(e.target.files);
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+ e.target.value = "";
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+ if (picked.status === "single")
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+ await engine.loadModel("m", { files: picked.files, pmxFile: picked.pmxFile });
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  ```
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  VMD and other assets still load by URL when the path starts with `/` or `http(s):`; relative paths resolve against the PMX directory.
@@ -176,18 +181,18 @@ The gizmo consumes mouse input inside its bounding sphere so drags never fight c
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  ```javascript
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  onGizmoDrag: (e) => {
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- const model = engine.getModel(e.modelName)
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- if (!model) return
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+ const model = engine.getModel(e.modelName);
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+ if (!model) return;
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  if (e.phase === "start") {
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- model.pause()
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- model.setClipApplySuspended(true)
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- return
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+ model.pause();
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+ model.setClipApplySuspended(true);
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+ return;
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  } // stop re-sampling wiping the edit
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- if (e.phase === "end") return
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+ if (e.phase === "end") return;
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  if (e.kind === "rotate")
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- model.rotateBones({ [e.boneName]: e.localRotation }, 0) // 0 = instant write
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- else model.setBoneLocalTranslation(e.boneIndex, e.localTranslation)
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- }
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+ model.rotateBones({ [e.boneName]: e.localRotation }, 0); // 0 = instant write
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+ else model.setBoneLocalTranslation(e.boneIndex, e.localTranslation);
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+ };
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  // play()/seek() auto-clear the suspend flag (edit is lost — runtime-override semantic).
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  ```
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@@ -202,24 +207,31 @@ A **style group** binds `{ materials, graph, renderClass?, alphaMode? }` — a s
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  Two ways to make groups:
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  ```javascript
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- import { HAIR_GRAPH, compileGraph } from "reze-engine"
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+ import { HAIR_GRAPH, compileGraph } from "reze-engine";
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  // 1. autoStyleGroups — one default group per matched category (its shipped graph). Easy path.
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- await engine.autoStyleGroups("reze")
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+ await engine.autoStyleGroups("reze");
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  // 2. applyStyleGroups — arbitrary groups: any id, any materials, any graph.
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  await engine.applyStyleGroups("reze", [
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- { id: "hair", materials: ["髪", "前髪"], graph: HAIR_GRAPH, renderClass: "hair" },
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+ {
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+ id: "hair",
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+ materials: ["髪", "前髪"],
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+ graph: HAIR_GRAPH,
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+ renderClass: "hair",
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+ },
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  { id: "visor", materials: ["visor", "hud"], graph: myCustomGraph }, // your own graph
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- ])
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- engine.setStyleParam("reze", "hair", "rim", 0.8) // exposed param → instant uniform write
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- engine.removeStyleGroup("reze", "hair") // its materials drop to the neutral default
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+ ]);
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+ engine.setStyleParam("reze", "hair", "rim", 0.8); // exposed param → instant uniform write
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+ engine.removeStyleGroup("reze", "hair"); // its materials drop to the neutral default
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  // Headless (no GPU needed):
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- const { ok, wgsl, diagnostics } = compileGraph(HAIR_GRAPH, { renderClass: "hair" })
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+ const { ok, wgsl, diagnostics } = compileGraph(HAIR_GRAPH, {
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+ renderClass: "hair",
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+ });
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  ```
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- **How `autoStyleGroups(model, overrides?)` resolves** — it assigns each material a *style category*, then buckets materials by category into one group each:
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+ **How `autoStyleGroups(model, overrides?)` resolves** — it assigns each material a _style category_, then buckets materials by category into one group each:
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  1. **`overrides` first** — an explicit `{ category: [materialNames] }` map (the arg). Use it for the names the built-in hints can't read.
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  2. **Then built-in name hints** — a case-insensitive **substring** match of the material name against per-category JP/CN/EN keyword lists, ordered **most-specific-first** so families don't collide (`靴下`/`stocking` resolves to `stockings` before `靴`/`shoes` would hit `cloth_smooth`). This covers standard-named models with no overrides at all.
@@ -227,15 +239,15 @@ const { ok, wgsl, diagnostics } = compileGraph(HAIR_GRAPH, { renderClass: "hair"
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  The **built-in name hints**, checked top-to-bottom (first match wins), with the graph and pass-integration each category carries:
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- | Category | Graph · render-class / alpha | Matches a name containing (case-insensitive substring) |
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- | --- | --- | --- |
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- | `stockings` | `STOCKINGS_GRAPH` · `hashed` alpha | 靴下 · ソックス · タイツ · ニーソ · 袜 · stocking · socks · tights |
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- | `eye` | `EYE_GRAPH` · `eye` | 白目 · 目影 · 二重 · 睫 · まつげ · まゆ · 眉 · 目 · 瞳 · 眼 · eye · iris · pupil · lash · brow |
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- | `face` | `FACE_GRAPH` | 顔 · 颜 · 脸 · かお · face · 舌 · tongue · 牙 · 牙齿 · 歯 · teeth · tooth · 口腔 · 口内 · mouth · 嘴 · 歯茎 · gums |
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- | `hair` | `HAIR_GRAPH` · `hair` | 前髪 · 後髪 · 髪 · 髮 · 头发 · 頭髪 · もみあげ · アホ毛 · ヘア · hair · ahoge · bang |
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- | `body` | `BODY_GRAPH` | 肌 · 皮肤 · skin |
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- | `metal` | `METAL_GRAPH` | 金属 · メタル · metal |
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- | `cloth_smooth` | `CLOTH_SMOOTH_GRAPH` | 服 · 衣 · 裙 · 裤 · スカート · ワンピ · リボン · 袖 · 靴 · 鞋 · 帽 · 体 · 飾 · 饰 · 尾 · skirt · dress · ribbon · sleeve · shoes · boot · hat · cloth · accessor |
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+ | Category | Graph · render-class / alpha | Matches a name containing (case-insensitive substring) |
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+ | -------------- | ---------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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+ | `stockings` | `STOCKINGS_GRAPH` · `hashed` alpha | 靴下 · ソックス · タイツ · ニーソ · 袜 · stocking · socks · tights |
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+ | `eye` | `EYE_GRAPH` · `eye` | 白目 · 目影 · 二重 · 睫 · まつげ · まゆ · 眉 · 目 · 瞳 · 眼 · eye · iris · pupil · lash · brow |
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+ | `face` | `FACE_GRAPH` | 顔 · 颜 · 脸 · かお · face · 舌 · tongue · 牙 · 牙齿 · 歯 · teeth · tooth · 口腔 · 口内 · mouth · 嘴 · 歯茎 · gums |
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+ | `hair` | `HAIR_GRAPH` · `hair` | 前髪 · 後髪 · 髪 · 髮 · 头发 · 頭髪 · もみあげ · アホ毛 · ヘア · hair · ahoge · bang |
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+ | `body` | `BODY_GRAPH` | 肌 · 皮肤 · skin |
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+ | `metal` | `METAL_GRAPH` | 金属 · メタル · metal · earring · 耳环 · 耳環 |
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+ | `cloth_smooth` | `CLOTH_SMOOTH_GRAPH` | 服 · 衣 · 裙 · 裤 · スカート · ワンピ · リボン · 袖 · 靴 · 鞋 · 帽 · 体 · 飾 · 饰 · 尾 · 套 · 腿 · skirt · dress · ribbon · sleeve · shoes · shirt · short · boot · hat · cloth · accessor · trigger |
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  `cloth_rough` and `default` have **no** name hints — a material reaches them only via an explicit `overrides` entry. The group `id` is the category name, so re-running `autoStyleGroups` is idempotent; its promise resolves after every graph compiles, so `getStyleGroups(model)` is ready the moment it resolves — seed your own store from it, then edit with `applyStyleGroups`.
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@@ -251,7 +263,7 @@ In-house sequential-impulse rigid-body solver for PMX rigs (sphere / box / capsu
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  - **Angular limits** — hybrid: small violations (< 0.5 rad, the resting-cloth regime) use per-axis Euler stop rows, which converge cleanly and keep resting cloth still; larger violations switch to a single geodesic row toward the Euler-clamped target rotation, because per-axis Euler rows chase phantom errors near the ±90° singularity and pump energy. Ranged stops are unilateral (accumulated impulse clamped to the corrective sign) so a limit pushes back into range but never brakes natural recovery; locked axes stay bilateral equality joints. Spring rows stay per-axis, with stiffness clamped to the `k·dt² ≤ ¼` stability bound.
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  - **Narrowphase** — analytical sphere-sphere / -capsule / -box and capsule-capsule / -box. Capsule-capsule emits multiple contacts along near-parallel axes so cloth can't pivot around a single closest point.
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  - **Speculative contacts** (`margin 0.04`) fire at near-touch with a push-only clamp — inert until real overlap, but they stop fast bodies tunneling thin surfaces in one substep.
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- - **Split-impulse correction** resolves penetration by a mass-weighted translation *outside* the velocity solver, so joint pulls can't fight separation.
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+ - **Split-impulse correction** resolves penetration by a mass-weighted translation _outside_ the velocity solver, so joint pulls can't fight separation.
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  - **Kinematic advancement** — bone-driven bodies move toward the frame's bone pose incrementally per substep, with velocities derived over the fixed step, so the solver never sees more than one 60 Hz step of anchor motion regardless of render dt.
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  - **Discontinuity guards** — a bone-pose jump beyond continuous motion (timeline scrub, long stall) rigidly carries each dynamic body along with its kinematic root's transform delta and zeroes momentum instead of dragging cloth across the gap; correction velocities are clamped (120 u/s linear, 30 rad/s angular), per-step travel is capped, and any body that still goes non-finite is restored to its previous substep pose.
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  - Sleeping is off (cloth must always react); resting bodies bleed micro-velocity via per-PMX damping.
@@ -272,7 +284,6 @@ Each built-in shader graph mixes an NPR stack with a Principled-style BSDF, so c
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  - **PBR core** (`eval_principled`) — GGX + Schlick Fresnel, Walter–Smith G1, Fdez-Agüera 2019 multi-scatter, Karis split-sum DFG LUT, Heitz 2016 LTC direct-spec, optional sheen.
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  - **NPR toolbox** — toon ramps (constant / fwidth-AA'd), HSV warm-shadow / cool-light remaps, fresnel + layer-weight rims, value-noise bump, Voronoi metallic sparkle, BT.601-gated emission.
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-
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  | Built-in graph | Notes |
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  | -------------- | ----------------------------------------------------------------------- |
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  | `default` | Plain Principled, metallic 0, rough 0.5 |
@@ -285,7 +296,6 @@ Each built-in shader graph mixes an NPR stack with a Principled-style BSDF, so c
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  | `metal` | Toon + emission overlay (×8), Voronoi base, metallic 1 |
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  | `stockings` | Gradient × facing mask + HSV emission (×5), sheen 0.7, **alpha-hashed** |
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-
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  **Post & output.** Directional shadow map (2048², depth32float, PCF) → HDR main pass at 4× MSAA (`rg11b10ufloat` color + `rg8unorm` aux MRT for bloom mask + alpha; fits Apple-Silicon TBDR tile memory so MSAA resolves in-tile, `rgba16float` fallback) → bloom mip pyramid → Filmic tone map (Blender 3.6 "Filmic / Medium High Contrast" LUT) → inverted-hull outline.
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  - **Alpha-hashed transparency** (`stockings`) — Wyman & McGuire 2017 derivative-aware stochastic discard in object space, so self-overlapping meshes resolve under MSAA with opaque depth writes and the dither doesn't swim.
@@ -293,4 +303,4 @@ Each built-in shader graph mixes an NPR stack with a Principled-style BSDF, so c
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  ## Tutorial
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- [How to Render an Anime Character with WebGPU](https://reze.one/tutorial)
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+ [How to Render an Anime Character with WebGPU](https://reze.one/tutorial)
@@ -0,0 +1,20 @@
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+ import { Vec3 } from "./math";
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+ import type { CameraKeyframe } from "./vmd-loader";
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+ /** A sampled camera pose. `rotation` is euler radians; `fov` is radians. */
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+ export interface CameraPose {
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+ target: Vec3;
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+ rotation: Vec3;
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+ distance: number;
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+ fov: number;
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+ }
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+ export declare class CameraAnimation {
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+ private readonly frames;
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+ /** Track length in seconds (last keyframe). */
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+ readonly duration: number;
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+ constructor(frames: CameraKeyframe[]);
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+ get frameCount(): number;
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+ /** Sample the camera pose at time `t` (seconds). Clamps to the track ends; null if empty. */
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+ sample(t: number): CameraPose | null;
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+ private pose;
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+ }
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+ //# sourceMappingURL=camera-animation.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"camera-animation.d.ts","sourceRoot":"","sources":["../src/camera-animation.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AAE7B,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,cAAc,CAAA;AAKlD,4EAA4E;AAC5E,MAAM,WAAW,UAAU;IACzB,MAAM,EAAE,IAAI,CAAA;IACZ,QAAQ,EAAE,IAAI,CAAA;IACd,QAAQ,EAAE,MAAM,CAAA;IAChB,GAAG,EAAE,MAAM,CAAA;CACZ;AAaD,qBAAa,eAAe;IAC1B,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAkB;IACzC,+CAA+C;IAC/C,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAA;gBAEb,MAAM,EAAE,cAAc,EAAE;IAKpC,IAAI,UAAU,IAAI,MAAM,CAEvB;IAED,6FAA6F;IAC7F,MAAM,CAAC,CAAC,EAAE,MAAM,GAAG,UAAU,GAAG,IAAI;IA4CpC,OAAO,CAAC,IAAI;CAGb"}
@@ -0,0 +1,66 @@
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+ // Samples an MMD camera track (from a VMD) at a playback time. Four bezier-interpolated
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+ // channels — target (Vec3), rotation (Vec3 euler), distance, fov — driven off the same
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+ // clock as the model motion so the shot stays synced to the dance.
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+ import { Vec3 } from "./math";
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+ import { bezierInterpolate } from "./animation";
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+ const FPS = 30;
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+ const DEG2RAD = Math.PI / 180;
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+ // MMD camera interpolation is 24 bytes, stored CONTIGUOUS per channel — each channel's 4
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+ // bezier bytes are [x1, x2, y1, y2] in order. Channels: 0=posX 1=posY 2=posZ 3=rotation
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+ // 4=distance 5=fov. So channel c lives at bytes [4c .. 4c+3]. (Matches babylon-mmd, which
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+ // slices these into position/rotation/distance/fov interpolation buffers.)
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+ function bez(ip, c, t) {
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+ const b = c * 4;
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+ return bezierInterpolate(ip[b] / 127, ip[b + 1] / 127, ip[b + 2] / 127, ip[b + 3] / 127, t);
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+ }
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+ const lerp = (a, b, w) => a + (b - a) * w;
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+ export class CameraAnimation {
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+ constructor(frames) {
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+ this.frames = frames;
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+ this.duration = frames.length ? frames[frames.length - 1].frame / FPS : 0;
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+ }
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+ get frameCount() {
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+ return this.frames.length;
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+ }
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+ /** Sample the camera pose at time `t` (seconds). Clamps to the track ends; null if empty. */
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+ sample(t) {
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+ const frames = this.frames;
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+ const n = frames.length;
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+ if (n === 0)
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+ return null;
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+ const frame = t * FPS;
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+ if (frame <= frames[0].frame)
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+ return this.pose(frames[0]);
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+ if (frame >= frames[n - 1].frame)
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+ return this.pose(frames[n - 1]);
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+ // Binary search for the segment [a, b] with a.frame <= frame < b.frame.
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+ let lo = 0;
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+ let hi = n - 1;
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+ while (hi - lo > 1) {
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+ const mid = (lo + hi) >> 1;
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+ if (frames[mid].frame <= frame)
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+ lo = mid;
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+ else
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+ hi = mid;
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+ }
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+ const a = frames[lo];
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+ const b = frames[hi];
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+ const span = b.frame - a.frame;
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+ const localT = span > 0 ? (frame - a.frame) / span : 0;
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+ // The incoming interpolation curve is stored on the segment's end keyframe (b).
51
+ const ip = b.interpolation;
52
+ return {
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+ target: new Vec3(lerp(a.target.x, b.target.x, bez(ip, 0, localT)), lerp(a.target.y, b.target.y, bez(ip, 1, localT)), lerp(a.target.z, b.target.z, bez(ip, 2, localT))),
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+ // MMD rotation animates as one channel (single bezier for all three euler components).
55
+ rotation: (() => {
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+ const w = bez(ip, 3, localT);
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+ return new Vec3(lerp(a.rotation.x, b.rotation.x, w), lerp(a.rotation.y, b.rotation.y, w), lerp(a.rotation.z, b.rotation.z, w));
58
+ })(),
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+ distance: lerp(a.distance, b.distance, bez(ip, 4, localT)),
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+ fov: lerp(a.fov * DEG2RAD, b.fov * DEG2RAD, bez(ip, 5, localT)),
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+ };
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+ }
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+ pose(f) {
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+ return { target: f.target, rotation: f.rotation, distance: f.distance, fov: f.fov * DEG2RAD };
65
+ }
66
+ }
package/dist/camera.d.ts CHANGED
@@ -1,4 +1,5 @@
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1
  import { Mat4, Vec3 } from "./math";
2
+ import type { CameraPose } from "./camera-animation";
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3
  export declare class Camera {
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4
  alpha: number;
4
5
  beta: number;
@@ -29,8 +30,19 @@ export declare class Camera {
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  upperBetaLimit: number;
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31
  private _viewMat;
31
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  private _projMat;
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+ vmdDriven: boolean;
34
+ private _vmdTarget;
35
+ private _vmdRotation;
36
+ private _vmdDistance;
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+ private _savedFov;
38
+ private _quatScratch;
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  constructor(alpha: number, beta: number, radius: number, target: Vec3, fov?: number);
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  getPosition(): Vec3;
41
+ /** Enter/leave VMD-camera drive. Backs up the orbit fov on enter, restores it on leave
42
+ * (the VMD camera animates fov, so orbit's value would otherwise be clobbered). */
43
+ setVmdDriven(enabled: boolean): void;
44
+ /** Feed the next sampled MMD camera pose (engine calls this each frame while driving). */
45
+ setVmdPose(pose: CameraPose): void;
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46
  getViewMatrix(): Mat4;
35
47
  private getCameraVectors;
36
48
  private panCamera;
@@ -1 +1 @@
1
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package/dist/camera.js CHANGED
@@ -1,4 +1,4 @@
1
- import { Mat4, Vec3 } from "./math";
1
+ import { Mat4, Quat, Vec3 } from "./math";
2
2
  /** Far cap / zoom limit; large enough for wide shots without clipping distant ground */
3
3
  const FAR_CAP = 8000;
4
4
  const FAR_MIN = 200;
@@ -31,6 +31,15 @@ export class Camera {
31
31
  // Reused each frame so getViewMatrix/getProjectionMatrix don't allocate a Mat4 per call.
32
32
  this._viewMat = new Mat4(new Float32Array(16));
33
33
  this._projMat = new Mat4(new Float32Array(16));
34
+ // ── VMD camera drive ──
35
+ // When vmdDriven, getViewMatrix builds the shot from a sampled MMD camera pose (target /
36
+ // rotation-euler / distance / fov) instead of the orbit params. Toggled by the engine.
37
+ this.vmdDriven = false;
38
+ this._vmdTarget = new Vec3(0, 0, 0);
39
+ this._vmdRotation = new Vec3(0, 0, 0); // euler radians
40
+ this._vmdDistance = -45;
41
+ this._savedFov = Math.PI / 4;
42
+ this._quatScratch = new Float32Array(16);
34
43
  this.alpha = alpha;
35
44
  this.beta = beta;
36
45
  this.radius = radius;
@@ -54,7 +63,42 @@ export class Camera {
54
63
  const z = this.target.z + this.radius * Math.sin(this.beta) * Math.cos(this.alpha);
55
64
  return new Vec3(x, y, z);
56
65
  }
66
+ /** Enter/leave VMD-camera drive. Backs up the orbit fov on enter, restores it on leave
67
+ * (the VMD camera animates fov, so orbit's value would otherwise be clobbered). */
68
+ setVmdDriven(enabled) {
69
+ if (enabled === this.vmdDriven)
70
+ return;
71
+ if (enabled)
72
+ this._savedFov = this.fov;
73
+ else
74
+ this.fov = this._savedFov;
75
+ this.vmdDriven = enabled;
76
+ }
77
+ /** Feed the next sampled MMD camera pose (engine calls this each frame while driving). */
78
+ setVmdPose(pose) {
79
+ this._vmdTarget.set(pose.target);
80
+ this._vmdRotation.set(pose.rotation);
81
+ this._vmdDistance = pose.distance;
82
+ this.fov = pose.fov; // drives the projection
83
+ }
57
84
  getViewMatrix() {
85
+ if (this.vmdDriven) {
86
+ // MMD camera: look at `target` from `distance` back, oriented by the euler rotation.
87
+ // forward = q·(0,0,1) (LH), up = q·(0,1,0) — read as columns 2 and 1 of the rot matrix.
88
+ // eye = target + forward·distance (distance is negative in VMD, so eye sits behind).
89
+ // Euler is NEGATED on all three axes: babylon-mmd builds the shot with
90
+ // RotationYawPitchRoll(-ry, -rx, -rz), and our fromEuler(rx,ry,rz) equals
91
+ // RotationYawPitchRoll(ry,rx,rz) — so the MMD-authentic rotation is fromEuler(-r).
92
+ const r = this._vmdRotation;
93
+ const q = Quat.fromEuler(-r.x, -r.y, -r.z);
94
+ Mat4.fromQuatInto(q.x, q.y, q.z, q.w, this._quatScratch, 0);
95
+ const s = this._quatScratch;
96
+ const t = this._vmdTarget;
97
+ const d = this._vmdDistance;
98
+ const ex = t.x + s[8] * d, ey = t.y + s[9] * d, ez = t.z + s[10] * d;
99
+ Mat4.lookAtInto(this._viewMat.values, ex, ey, ez, t.x, t.y, t.z, s[4], s[5], s[6]);
100
+ return this._viewMat;
101
+ }
58
102
  const eye = this.getPosition();
59
103
  const t = this.target;
60
104
  Mat4.lookAtInto(this._viewMat.values, eye.x, eye.y, eye.z, t.x, t.y, t.z, 0, 1, 0);
@@ -166,8 +210,8 @@ export class Camera {
166
210
  this.lastMousePos = { x: e.clientX, y: e.clientY };
167
211
  }
168
212
  onMouseMove(e) {
169
- if (this.inputLocked)
170
- return;
213
+ if (this.inputLocked || this.vmdDriven)
214
+ return; // VMD owns the camera; orbit/pan is inert
171
215
  if (!this.isDragging)
172
216
  return;
173
217
  const deltaX = e.clientX - this.lastMousePos.x;
@@ -191,6 +235,8 @@ export class Camera {
191
235
  }
192
236
  onWheel(e) {
193
237
  e.preventDefault();
238
+ if (this.vmdDriven)
239
+ return; // VMD owns the camera; zoom is inert
194
240
  // Update camera radius (zoom)
195
241
  this.radius += e.deltaY * this.wheelPrecision;
196
242
  // Clamp radius to reasonable bounds
@@ -233,6 +279,8 @@ export class Camera {
233
279
  if (this.inputLocked)
234
280
  return;
235
281
  e.preventDefault();
282
+ if (this.vmdDriven)
283
+ return; // VMD owns the camera; pinch/pan/rotate is inert
236
284
  if (this.isPinching && e.touches.length === 2) {
237
285
  // Two-finger gesture: can be pinch zoom or pan
238
286
  const touch1 = e.touches[0];
package/dist/engine.d.ts CHANGED
@@ -17,6 +17,15 @@ export type WorldOptions = {
17
17
  /** Multiplier on world color (Blender: World > Surface > Strength). */
18
18
  strength?: number;
19
19
  };
20
+ /** A model's scene placement — root offset baked into skinning + visibility. Serializable
21
+ * into a scene descriptor via getModelTransform. */
22
+ export type ModelTransform = {
23
+ position: Vec3;
24
+ rotation: Quat;
25
+ /** Uniform scale (default 1). */
26
+ scale: number;
27
+ visible: boolean;
28
+ };
20
29
  export type SunOptions = {
21
30
  /** Linear color of the sun lamp (Blender: Light > Color). */
22
31
  color?: Vec3;
@@ -266,6 +275,7 @@ export declare class Engine {
266
275
  private ikEnabled;
267
276
  private physicsEnabled;
268
277
  private useGpuMorphs;
278
+ private cameraAnimation;
269
279
  private cameraTargetModel;
270
280
  private cameraTargetBoneName;
271
281
  private cameraTargetOffset;
@@ -308,6 +318,20 @@ export declare class Engine {
308
318
  setCameraTarget(model: Model | null, boneName: string, offset?: Vec3): void;
309
319
  /** Souls-style follow cam: orbit center tracks a model bone each frame. Shorthand for setCameraTarget(model, boneName, offset). */
310
320
  setCameraFollow(model: Model | null, boneName?: string, offset?: Vec3): void;
321
+ /** Load a camera VMD (dedicated camera file, or any VMD's camera block) and drive the shot
322
+ * from it. Default-on once a non-empty track loads; toggle with setCameraVmdEnabled. */
323
+ loadCameraVmd(url: string): Promise<void>;
324
+ /** Load a camera VMD from an already-fetched buffer (e.g. a File the user dropped). */
325
+ loadCameraVmdFromBuffer(buffer: ArrayBuffer): void;
326
+ /** Turn the loaded camera VMD on/off (falls back to orbit when off). No-op if none loaded. */
327
+ setCameraVmdEnabled(enabled: boolean): void;
328
+ /** True while the loaded camera VMD is actively driving the shot. */
329
+ isCameraVmdEnabled(): boolean;
330
+ /** True if a (non-empty) camera VMD is loaded, regardless of enabled state. */
331
+ hasCameraVmd(): boolean;
332
+ /** Drop the loaded camera VMD and return to orbit control. */
333
+ clearCameraVmd(): void;
334
+ private cameraClockTime;
311
335
  getCameraDistance(): number;
312
336
  setCameraDistance(d: number): void;
313
337
  getCameraAlpha(): number;
@@ -361,6 +385,16 @@ export declare class Engine {
361
385
  removeModel(name: string): void;
362
386
  getModelNames(): string[];
363
387
  getModel(name: string): Model | null;
388
+ /**
389
+ * Place a model in the scene — position, rotation, uniform scale, visibility. The
390
+ * transform is a root offset baked into skinning (moves the whole rig), so it composes
391
+ * with animation. Use it to sit a `stage.pmx` with a character, or to fit/hide either.
392
+ * Scale is **uniform** (normals renormalize in-shader). Don't scale a physics-driven
393
+ * character — its colliders won't scale; scale stages (which are typically physics-free).
394
+ */
395
+ setModelTransform(name: string, transform: Partial<ModelTransform>): void;
396
+ /** Read a model's scene transform (for serialization into a scene descriptor). */
397
+ getModelTransform(name: string): ModelTransform | null;
364
398
  markVertexBufferDirty(modelNameOrModel?: string | Model): void;
365
399
  setSelectedMaterial(modelName: string | null, materialName: string | null): void;
366
400
  setSelectedBone(modelName: string | null, boneName: string | null): void;
@@ -1 +1 @@
1
- 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