reze-engine 0.21.2 → 0.22.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/engine.js CHANGED
@@ -2,6 +2,8 @@ import { Camera } from "./camera";
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  import { Mat4, Quat, Vec3 } from "./math";
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  import { MORPH_COMPUTE_WGSL } from "./shaders/passes/morph";
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  import { decodeTga } from "./tga-loader";
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+ import { VMDLoader } from "./vmd-loader";
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+ import { CameraAnimation } from "./camera-animation";
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  import { PmxLoader } from "./pmx-loader";
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  import { RezePhysics } from "./physics";
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  import { createFetchAssetReader, createFileMapAssetReader, deriveBasePathFromPmxPath, fileListToMap, findFirstPmxFileInList, joinAssetPath, normalizeAssetPath, } from "./asset-reader";
@@ -44,7 +46,7 @@ const PRESET_NAME_HINTS = [
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  ],
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  ["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", ["肌", "皮肤", "skin"]],
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- ["metal", ["金属", "メタル", "metal"]],
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+ ["metal", ["金属", "メタル", "metal", "earring", "耳环", "耳環"]],
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  [
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  "cloth_smooth",
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  [
@@ -63,15 +65,20 @@ const PRESET_NAME_HINTS = [
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  "飾",
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  "饰",
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  "尾",
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+ "套", // 外套 (coat), 手套 (gloves)
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+ "腿", // 腿环 (leg ring/garter) and other leg-wear accessories
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  "skirt",
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  "dress",
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  "ribbon",
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  "sleeve",
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  "shoes",
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+ "shirt",
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+ "short", // shorts
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  "boot",
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  "hat",
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  "cloth",
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  "accessor",
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+ "trigger",
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  ],
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  ],
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  ];
@@ -205,6 +212,9 @@ export class Engine {
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  this.physicsEnabled = true;
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  // GPU vertex-morph path. Set false BEFORE loadModel to fall back to the CPU path (A/B).
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  this.useGpuMorphs = true;
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+ // VMD camera track (a dedicated camera VMD). When loaded + enabled it drives the shot,
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+ // sampled off the animated model's clock so it stays synced to the dance.
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+ this.cameraAnimation = null;
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  // Camera target binding (Babylon/Three style: camera follows model)
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  this.cameraTargetModel = null;
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  this.cameraTargetBoneName = "全ての親";
@@ -1824,6 +1834,53 @@ export class Engine {
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  this.cameraTargetOffset.y = offset?.y ?? 0;
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  this.cameraTargetOffset.z = offset?.z ?? 0;
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  }
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+ // ── VMD camera track ──
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+ // A dedicated camera VMD (target / rotation / distance / fov animated). Motion VMDs loaded
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+ // via model.loadVmd never touch the camera — the camera shot is opt-in through here.
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+ /** Load a camera VMD (dedicated camera file, or any VMD's camera block) and drive the shot
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+ * from it. Default-on once a non-empty track loads; toggle with setCameraVmdEnabled. */
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+ async loadCameraVmd(url) {
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+ const frames = await VMDLoader.loadCamera(url);
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+ this.cameraAnimation = frames.length ? new CameraAnimation(frames) : null;
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+ this.camera.setVmdDriven(this.cameraAnimation !== null);
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+ }
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+ /** Load a camera VMD from an already-fetched buffer (e.g. a File the user dropped). */
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+ loadCameraVmdFromBuffer(buffer) {
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+ const frames = VMDLoader.loadCameraFromBuffer(buffer);
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+ this.cameraAnimation = frames.length ? new CameraAnimation(frames) : null;
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+ this.camera.setVmdDriven(this.cameraAnimation !== null);
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+ }
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+ /** Turn the loaded camera VMD on/off (falls back to orbit when off). No-op if none loaded. */
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+ setCameraVmdEnabled(enabled) {
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+ this.camera.setVmdDriven(enabled && this.cameraAnimation !== null);
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+ }
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+ /** True while the loaded camera VMD is actively driving the shot. */
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+ isCameraVmdEnabled() {
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+ return this.camera.vmdDriven;
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+ }
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+ /** True if a (non-empty) camera VMD is loaded, regardless of enabled state. */
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+ hasCameraVmd() {
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+ return this.cameraAnimation !== null;
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+ }
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+ /** Drop the loaded camera VMD and return to orbit control. */
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+ clearCameraVmd() {
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+ this.cameraAnimation = null;
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+ this.camera.setVmdDriven(false);
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+ }
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+ // Clock the camera VMD runs on: the first model with an active clip (playing or scrubbed),
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+ // so a static stage in the scene never freezes the shot at frame 0. Falls back to the first
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+ // model, then to 0 (empty scene).
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+ cameraClockTime() {
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+ let first = null;
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+ for (const inst of this.modelInstances.values()) {
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+ const p = inst.model.getAnimationProgress();
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+ if (first === null)
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+ first = p.current;
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+ if (p.playing || p.paused)
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+ return p.current;
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+ }
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+ return first ?? 0;
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+ }
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  getCameraDistance() {
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  return this.camera.radius;
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  }
@@ -2052,6 +2109,39 @@ export class Engine {
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  getModel(name) {
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  return this.modelInstances.get(name)?.model ?? null;
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  }
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+ /**
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+ * Place a model in the scene — position, rotation, uniform scale, visibility. The
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+ * transform is a root offset baked into skinning (moves the whole rig), so it composes
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+ * with animation. Use it to sit a `stage.pmx` with a character, or to fit/hide either.
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+ * Scale is **uniform** (normals renormalize in-shader). Don't scale a physics-driven
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+ * character — its colliders won't scale; scale stages (which are typically physics-free).
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+ */
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+ setModelTransform(name, transform) {
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+ const model = this.modelInstances.get(name)?.model;
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+ if (!model)
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+ return;
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+ if (transform.position)
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+ model.setPosition(transform.position);
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+ if (transform.rotation)
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+ model.setRotation(transform.rotation);
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+ if (transform.scale !== undefined)
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+ model.setScale(transform.scale);
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+ if (transform.visible !== undefined)
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+ model.setVisible(transform.visible);
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+ }
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+ /** Read a model's scene transform (for serialization into a scene descriptor). */
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+ getModelTransform(name) {
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+ const model = this.modelInstances.get(name)?.model;
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+ if (!model)
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+ return null;
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+ const p = model.position;
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+ return {
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+ position: new Vec3(p.x, p.y, p.z),
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+ rotation: model.rotation.clone(),
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+ scale: model.scale,
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+ visible: model.visible,
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+ };
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+ }
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  markVertexBufferDirty(modelNameOrModel) {
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  if (modelNameOrModel === undefined)
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  return;
@@ -3014,6 +3104,8 @@ export class Engine {
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  pass.setPipeline(this.pickPipeline);
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  pass.setBindGroup(0, this.pickPerFrameBindGroup);
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  this.forEachInstance((inst) => {
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+ if (!inst.model.visible)
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+ return; // hidden models aren't pickable
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  pass.setVertexBuffer(0, inst.vertexBuffer);
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  pass.setVertexBuffer(1, inst.jointsBuffer);
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  pass.setVertexBuffer(2, inst.weightsBuffer);
@@ -3103,6 +3195,12 @@ export class Engine {
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  this.camera.target.z = pz + this.cameraTargetOffset.z;
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  }
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  }
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+ // Drive the shot from the camera VMD (synced to the animated model's clock).
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+ if (this.camera.vmdDriven && this.cameraAnimation) {
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+ const pose = this.cameraAnimation.sample(this.cameraClockTime());
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+ if (pose)
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+ this.camera.setVmdPose(pose);
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+ }
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  this.updateCameraUniforms();
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  this.updateShadowLightVP();
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  const encoder = this.device.createCommandEncoder();
@@ -3121,12 +3219,18 @@ export class Engine {
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  },
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  });
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  sp.setPipeline(this.shadowDepthPipeline);
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- this.forEachInstance((inst) => this.drawInstanceShadow(sp, inst));
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+ this.forEachInstance((inst) => {
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+ if (inst.model.visible)
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+ this.drawInstanceShadow(sp, inst);
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+ });
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  sp.end();
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  }
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  const pass = encoder.beginRenderPass(this.renderPassDescriptor);
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  if (hasModels)
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- this.forEachInstance((inst) => this.renderOneModel(pass, inst));
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+ this.forEachInstance((inst) => {
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+ if (inst.model.visible)
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+ this.renderOneModel(pass, inst);
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+ });
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  if (this.hasGround)
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  this.renderGround(pass);
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  pass.end();
package/dist/index.d.ts CHANGED
@@ -1,4 +1,4 @@
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- export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_VIEW_TRANSFORM, type EngineStats, type EngineOptions, type BloomOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type GizmoDragEvent, type GizmoDragCallback, type GizmoDragKind, } from "./engine";
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+ export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_VIEW_TRANSFORM, type EngineStats, type EngineOptions, type BloomOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type ModelTransform, type GizmoDragEvent, type GizmoDragCallback, type GizmoDragKind, } from "./engine";
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  export { parsePmxFolderInput, pmxFileAtRelativePath, type PmxFolderInputResult } from "./folder-upload";
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  export { compileGraph, validateGraph, assignStyleSlots, type CompileOptions, type CompileResult, type StyleSlot, } from "./graph/compile";
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  export type { ShaderGraph, GraphNode, GraphLink, ExposedParam, SocketValue, Diagnostic, } from "./graph/schema";
@@ -18,5 +18,7 @@ export { Model } from "./model";
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  export { Vec3, Quat, Mat4 } from "./math";
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  export type { AnimationClip, AnimationPlayOptions, AnimationProgress, BoneKeyframe, MorphKeyframe, BoneInterpolation, ControlPoint, } from "./animation";
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  export { FPS } from "./animation";
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+ export { VMDLoader, type CameraKeyframe } from "./vmd-loader";
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+ export { CameraAnimation, type CameraPose } from "./camera-animation";
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  export { RezePhysics } from "./physics";
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  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
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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 @@
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;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": "0.21.2",
3
+ "version": "0.22.1",
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",
@@ -41,4 +41,4 @@
41
41
  "@types/node": "^20",
42
42
  "typescript": "^5"
43
43
  }
44
- }
44
+ }
@@ -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
+ }