reze-engine 0.21.2 → 0.22.1

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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
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  /** Far cap / zoom limit; large enough for wide shots without clipping distant ground */
4
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  const FAR_CAP = 8000
@@ -41,6 +42,16 @@ export class Camera {
41
42
  private _viewMat = new Mat4(new Float32Array(16))
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43
  private _projMat = new Mat4(new Float32Array(16))
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44
 
45
+ // ── VMD camera drive ──
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+ // When vmdDriven, getViewMatrix builds the shot from a sampled MMD camera pose (target /
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+ // rotation-euler / distance / fov) instead of the orbit params. Toggled by the engine.
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+ vmdDriven: boolean = false
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+ private _vmdTarget = new Vec3(0, 0, 0)
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+ private _vmdRotation = new Vec3(0, 0, 0) // euler radians
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+ private _vmdDistance = -45
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+ private _savedFov = Math.PI / 4
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+ private _quatScratch = new Float32Array(16)
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+
44
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  constructor(alpha: number, beta: number, radius: number, target: Vec3, fov: number = Math.PI / 4) {
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  this.alpha = alpha
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  this.beta = beta
@@ -68,7 +79,41 @@ export class Camera {
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  return new Vec3(x, y, z)
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  }
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81
 
82
+ /** Enter/leave VMD-camera drive. Backs up the orbit fov on enter, restores it on leave
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+ * (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
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+ else this.fov = this._savedFov
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+ this.vmdDriven = enabled
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+ }
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+
91
+ /** Feed the next sampled MMD camera pose (engine calls this each frame while driving). */
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+ setVmdPose(pose: CameraPose): void {
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+ this._vmdTarget.set(pose.target)
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+ this._vmdRotation.set(pose.rotation)
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+ this._vmdDistance = pose.distance
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+ 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).
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+ // Euler is NEGATED on all three axes: babylon-mmd builds the shot with
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+ // RotationYawPitchRoll(-ry, -rx, -rz), and our fromEuler(rx,ry,rz) equals
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+ // RotationYawPitchRoll(ry,rx,rz) — so the MMD-authentic rotation is fromEuler(-r).
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+ const r = this._vmdRotation
108
+ const q = Quat.fromEuler(-r.x, -r.y, -r.z)
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+ Mat4.fromQuatInto(q.x, q.y, q.z, q.w, this._quatScratch, 0)
110
+ const s = this._quatScratch
111
+ const t = this._vmdTarget
112
+ const d = this._vmdDistance
113
+ const ex = t.x + s[8] * d, ey = t.y + s[9] * d, ez = t.z + s[10] * d
114
+ Mat4.lookAtInto(this._viewMat.values, ex, ey, ez, t.x, t.y, t.z, s[4], s[5], s[6])
115
+ return this._viewMat
116
+ }
72
117
  const eye = this.getPosition()
73
118
  const t = this.target
74
119
  Mat4.lookAtInto(this._viewMat.values, eye.x, eye.y, eye.z, t.x, t.y, t.z, 0, 1, 0)
@@ -200,7 +245,7 @@ export class Camera {
200
245
  }
201
246
 
202
247
  private onMouseMove(e: MouseEvent) {
203
- if (this.inputLocked) return
248
+ if (this.inputLocked || this.vmdDriven) return // VMD owns the camera; orbit/pan is inert
204
249
  if (!this.isDragging) return
205
250
 
206
251
  const deltaX = e.clientX - this.lastMousePos.x
@@ -228,6 +273,7 @@ export class Camera {
228
273
 
229
274
  private onWheel(e: WheelEvent) {
230
275
  e.preventDefault()
276
+ if (this.vmdDriven) return // VMD owns the camera; zoom is inert
231
277
 
232
278
  // Update camera radius (zoom)
233
279
  this.radius += e.deltaY * this.wheelPrecision
@@ -274,6 +320,7 @@ export class Camera {
274
320
  private onTouchMove(e: TouchEvent) {
275
321
  if (this.inputLocked) return
276
322
  e.preventDefault()
323
+ if (this.vmdDriven) return // VMD owns the camera; pinch/pan/rotate is inert
277
324
 
278
325
  if (this.isPinching && e.touches.length === 2) {
279
326
  // Two-finger gesture: can be pinch zoom or pan
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 {
@@ -82,7 +84,7 @@ const PRESET_NAME_HINTS: Array<[MaterialPreset, string[]]> = [
82
84
  ],
83
85
  ["hair", ["前髪", "後髪", "髪", "髮", "头发", "頭髪", "もみあげ", "アホ毛", "ヘア", "hair", "ahoge", "bang"]],
84
86
  ["body", ["肌", "皮肤", "skin"]],
85
- ["metal", ["金属", "メタル", "metal"]],
87
+ ["metal", ["金属", "メタル", "metal", "earring", "耳环", "耳環"]],
86
88
  [
87
89
  "cloth_smooth",
88
90
  [
@@ -101,15 +103,20 @@ const PRESET_NAME_HINTS: Array<[MaterialPreset, string[]]> = [
101
103
  "飾",
102
104
  "饰",
103
105
  "尾",
106
+ "套", // 外套 (coat), 手套 (gloves)
107
+ "腿", // 腿环 (leg ring/garter) and other leg-wear accessories
104
108
  "skirt",
105
109
  "dress",
106
110
  "ribbon",
107
111
  "sleeve",
108
112
  "shoes",
113
+ "shirt",
114
+ "short", // shorts
109
115
  "boot",
110
116
  "hat",
111
117
  "cloth",
112
118
  "accessor",
119
+ "trigger",
113
120
  ],
114
121
  ],
115
122
  ]
@@ -197,6 +204,16 @@ export type WorldOptions = {
197
204
  strength?: number
198
205
  }
199
206
 
207
+ /** A model's scene placement — root offset baked into skinning + visibility. Serializable
208
+ * into a scene descriptor via getModelTransform. */
209
+ export type ModelTransform = {
210
+ position: Vec3
211
+ rotation: Quat
212
+ /** Uniform scale (default 1). */
213
+ scale: number
214
+ visible: boolean
215
+ }
216
+
200
217
  export type SunOptions = {
201
218
  /** Linear color of the sun lamp (Blender: Light > Color). */
202
219
  color?: Vec3
@@ -606,6 +623,10 @@ export class Engine {
606
623
  // GPU vertex-morph path. Set false BEFORE loadModel to fall back to the CPU path (A/B).
607
624
  private useGpuMorphs = true
608
625
 
626
+ // VMD camera track (a dedicated camera VMD). When loaded + enabled it drives the shot,
627
+ // sampled off the animated model's clock so it stays synced to the dance.
628
+ private cameraAnimation: CameraAnimation | null = null
629
+
609
630
  // Camera target binding (Babylon/Three style: camera follows model)
610
631
  private cameraTargetModel: Model | null = null
611
632
  private cameraTargetBoneName = "全ての親"
@@ -2161,6 +2182,59 @@ export class Engine {
2161
2182
  this.cameraTargetOffset.z = offset?.z ?? 0
2162
2183
  }
2163
2184
 
2185
+ // ── VMD camera track ──
2186
+ // A dedicated camera VMD (target / rotation / distance / fov animated). Motion VMDs loaded
2187
+ // via model.loadVmd never touch the camera — the camera shot is opt-in through here.
2188
+
2189
+ /** Load a camera VMD (dedicated camera file, or any VMD's camera block) and drive the shot
2190
+ * from it. Default-on once a non-empty track loads; toggle with setCameraVmdEnabled. */
2191
+ async loadCameraVmd(url: string): Promise<void> {
2192
+ const frames = await VMDLoader.loadCamera(url)
2193
+ this.cameraAnimation = frames.length ? new CameraAnimation(frames) : null
2194
+ this.camera.setVmdDriven(this.cameraAnimation !== null)
2195
+ }
2196
+
2197
+ /** Load a camera VMD from an already-fetched buffer (e.g. a File the user dropped). */
2198
+ loadCameraVmdFromBuffer(buffer: ArrayBuffer): void {
2199
+ const frames = VMDLoader.loadCameraFromBuffer(buffer)
2200
+ this.cameraAnimation = frames.length ? new CameraAnimation(frames) : null
2201
+ this.camera.setVmdDriven(this.cameraAnimation !== null)
2202
+ }
2203
+
2204
+ /** Turn the loaded camera VMD on/off (falls back to orbit when off). No-op if none loaded. */
2205
+ setCameraVmdEnabled(enabled: boolean): void {
2206
+ this.camera.setVmdDriven(enabled && this.cameraAnimation !== null)
2207
+ }
2208
+
2209
+ /** True while the loaded camera VMD is actively driving the shot. */
2210
+ isCameraVmdEnabled(): boolean {
2211
+ return this.camera.vmdDriven
2212
+ }
2213
+
2214
+ /** True if a (non-empty) camera VMD is loaded, regardless of enabled state. */
2215
+ hasCameraVmd(): boolean {
2216
+ return this.cameraAnimation !== null
2217
+ }
2218
+
2219
+ /** Drop the loaded camera VMD and return to orbit control. */
2220
+ clearCameraVmd(): void {
2221
+ this.cameraAnimation = null
2222
+ this.camera.setVmdDriven(false)
2223
+ }
2224
+
2225
+ // Clock the camera VMD runs on: the first model with an active clip (playing or scrubbed),
2226
+ // so a static stage in the scene never freezes the shot at frame 0. Falls back to the first
2227
+ // model, then to 0 (empty scene).
2228
+ private cameraClockTime(): number {
2229
+ let first: number | null = null
2230
+ for (const inst of this.modelInstances.values()) {
2231
+ const p = inst.model.getAnimationProgress()
2232
+ if (first === null) first = p.current
2233
+ if (p.playing || p.paused) return p.current
2234
+ }
2235
+ return first ?? 0
2236
+ }
2237
+
2164
2238
  getCameraDistance(): number {
2165
2239
  return this.camera.radius
2166
2240
  }
@@ -2421,6 +2495,35 @@ export class Engine {
2421
2495
  return this.modelInstances.get(name)?.model ?? null
2422
2496
  }
2423
2497
 
2498
+ /**
2499
+ * Place a model in the scene — position, rotation, uniform scale, visibility. The
2500
+ * transform is a root offset baked into skinning (moves the whole rig), so it composes
2501
+ * with animation. Use it to sit a `stage.pmx` with a character, or to fit/hide either.
2502
+ * Scale is **uniform** (normals renormalize in-shader). Don't scale a physics-driven
2503
+ * character — its colliders won't scale; scale stages (which are typically physics-free).
2504
+ */
2505
+ setModelTransform(name: string, transform: Partial<ModelTransform>): void {
2506
+ const model = this.modelInstances.get(name)?.model
2507
+ if (!model) return
2508
+ if (transform.position) model.setPosition(transform.position)
2509
+ if (transform.rotation) model.setRotation(transform.rotation)
2510
+ if (transform.scale !== undefined) model.setScale(transform.scale)
2511
+ if (transform.visible !== undefined) model.setVisible(transform.visible)
2512
+ }
2513
+
2514
+ /** Read a model's scene transform (for serialization into a scene descriptor). */
2515
+ getModelTransform(name: string): ModelTransform | null {
2516
+ const model = this.modelInstances.get(name)?.model
2517
+ if (!model) return null
2518
+ const p = model.position
2519
+ return {
2520
+ position: new Vec3(p.x, p.y, p.z),
2521
+ rotation: model.rotation.clone(),
2522
+ scale: model.scale,
2523
+ visible: model.visible,
2524
+ }
2525
+ }
2526
+
2424
2527
  markVertexBufferDirty(modelNameOrModel?: string | Model): void {
2425
2528
  if (modelNameOrModel === undefined) return
2426
2529
  if (typeof modelNameOrModel === "string") {
@@ -3727,6 +3830,7 @@ export class Engine {
3727
3830
  pass.setBindGroup(0, this.pickPerFrameBindGroup)
3728
3831
 
3729
3832
  this.forEachInstance((inst) => {
3833
+ if (!inst.model.visible) return // hidden models aren't pickable
3730
3834
  pass.setVertexBuffer(0, inst.vertexBuffer)
3731
3835
  pass.setVertexBuffer(1, inst.jointsBuffer)
3732
3836
  pass.setVertexBuffer(2, inst.weightsBuffer)
@@ -3828,6 +3932,12 @@ export class Engine {
3828
3932
  }
3829
3933
  }
3830
3934
 
3935
+ // Drive the shot from the camera VMD (synced to the animated model's clock).
3936
+ if (this.camera.vmdDriven && this.cameraAnimation) {
3937
+ const pose = this.cameraAnimation.sample(this.cameraClockTime())
3938
+ if (pose) this.camera.setVmdPose(pose)
3939
+ }
3940
+
3831
3941
  this.updateCameraUniforms()
3832
3942
  this.updateShadowLightVP()
3833
3943
 
@@ -3848,12 +3958,17 @@ export class Engine {
3848
3958
  },
3849
3959
  })
3850
3960
  sp.setPipeline(this.shadowDepthPipeline)
3851
- this.forEachInstance((inst) => this.drawInstanceShadow(sp, inst))
3961
+ this.forEachInstance((inst) => {
3962
+ if (inst.model.visible) this.drawInstanceShadow(sp, inst)
3963
+ })
3852
3964
  sp.end()
3853
3965
  }
3854
3966
 
3855
3967
  const pass = encoder.beginRenderPass(this.renderPassDescriptor)
3856
- if (hasModels) this.forEachInstance((inst) => this.renderOneModel(pass, inst))
3968
+ if (hasModels)
3969
+ this.forEachInstance((inst) => {
3970
+ if (inst.model.visible) this.renderOneModel(pass, inst)
3971
+ })
3857
3972
  if (this.hasGround) this.renderGround(pass)
3858
3973
  pass.end()
3859
3974
 
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"
package/src/math.ts CHANGED
@@ -535,6 +535,23 @@ export class Mat4 {
535
535
  out[14] = pz
536
536
  }
537
537
 
538
+ // Position + rotation + UNIFORM scale. Scales the rotation basis (columns 0–2) by s;
539
+ // uniform scale keeps normals correct after the shader's normalize() (no inverse-transpose).
540
+ static fromPositionRotationScaleInto(
541
+ px: number, py: number, pz: number,
542
+ qx: number, qy: number, qz: number, qw: number,
543
+ s: number,
544
+ out: Float32Array
545
+ ): void {
546
+ Mat4.fromQuatInto(qx, qy, qz, qw, out, 0)
547
+ out[0] *= s; out[1] *= s; out[2] *= s
548
+ out[4] *= s; out[5] *= s; out[6] *= s
549
+ out[8] *= s; out[9] *= s; out[10] *= s
550
+ out[12] = px
551
+ out[13] = py
552
+ out[14] = pz
553
+ }
554
+
538
555
  // In-place 4x4 inverse into out array. Returns true on success, false if singular (out untouched).
539
556
  static inverseInto(m: Float32Array, out: Float32Array): boolean {
540
557
  const a00 = m[0], a01 = m[1], a02 = m[2], a03 = m[3]
package/src/model.ts CHANGED
@@ -199,6 +199,17 @@ export class Model {
199
199
  return this._rotation
200
200
  }
201
201
 
202
+ /** Uniform scale (default 1). Used to fit a stage.pmx to the character. */
203
+ get scale(): number {
204
+ return this._scale
205
+ }
206
+
207
+ /** Whether this model renders. Hidden models skip the main, shadow, and pick passes;
208
+ * physics keeps running so they resume consistently. */
209
+ get visible(): boolean {
210
+ return this._visible
211
+ }
212
+
202
213
  setPosition(position: Vec3): void {
203
214
  this._position.set(position)
204
215
  this.rootMatrixDirty = true
@@ -209,6 +220,15 @@ export class Model {
209
220
  this.rootMatrixDirty = true
210
221
  }
211
222
 
223
+ setScale(scale: number): void {
224
+ this._scale = scale
225
+ this.rootMatrixDirty = true
226
+ }
227
+
228
+ setVisible(visible: boolean): void {
229
+ this._visible = visible
230
+ }
231
+
212
232
  private vertexData: Float32Array<ArrayBuffer>
213
233
  private baseVertexData: Float32Array<ArrayBuffer> // Original vertex data before morphing
214
234
  private vertexCount: number
@@ -254,6 +274,8 @@ export class Model {
254
274
  // Skip-when-identity flag avoids the extra mat mul per bone when unused.
255
275
  private _position: Vec3 = Vec3.zeros()
256
276
  private _rotation: Quat = Quat.identity()
277
+ private _scale: number = 1
278
+ private _visible: boolean = true
257
279
  private rootMatrixValues: Float32Array = new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1])
258
280
  private rootMatrixDirty: boolean = false
259
281
  private rootIsIdentity: boolean = true
@@ -851,11 +873,11 @@ export class Model {
851
873
 
852
874
  // Rebuild root matrix + cache identity-shortcut flag only when pos/rot changed.
853
875
  if (this.rootMatrixDirty) {
854
- const p = this._position, r = this._rotation
855
- Mat4.fromPositionRotationInto(p.x, p.y, p.z, r.x, r.y, r.z, r.w, this.rootMatrixValues)
876
+ const p = this._position, r = this._rotation, s = this._scale
877
+ Mat4.fromPositionRotationScaleInto(p.x, p.y, p.z, r.x, r.y, r.z, r.w, s, this.rootMatrixValues)
856
878
  this.rootIsIdentity =
857
879
  p.x === 0 && p.y === 0 && p.z === 0 &&
858
- r.x === 0 && r.y === 0 && r.z === 0 && r.w === 1
880
+ r.x === 0 && r.y === 0 && r.z === 0 && r.w === 1 && s === 1
859
881
  this.rootMatrixDirty = false
860
882
  }
861
883
 
package/src/vmd-loader.ts CHANGED
@@ -20,6 +20,18 @@ export interface VMDKeyFrame {
20
20
  morphFrames: MorphFrame[]
21
21
  }
22
22
 
23
+ /** One MMD camera keyframe. The camera looks at `target` from `distance` away, oriented by
24
+ * `rotation` (euler radians), with `fov` degrees. `interpolation` is 24 bytes: 6 channels
25
+ * (posX, posY, posZ, rotation, distance, fov) × 4 bezier bytes (x1, x2, y1, y2). */
26
+ export interface CameraKeyframe {
27
+ frame: number
28
+ distance: number
29
+ target: Vec3
30
+ rotation: Vec3 // euler radians
31
+ fov: number // degrees
32
+ interpolation: Uint8Array // 24 bytes
33
+ }
34
+
23
35
  export class VMDLoader {
24
36
  private view: DataView
25
37
  private offset = 0
@@ -46,6 +58,48 @@ export class VMDLoader {
46
58
  return loader.parse()
47
59
  }
48
60
 
61
+ /** Parse only the camera track (a dedicated camera VMD, or the camera block of any VMD).
62
+ * Returns [] if the file has no camera block (motion-only VMDs end after the morph block). */
63
+ static async loadCamera(url: string): Promise<CameraKeyframe[]> {
64
+ const loader = new VMDLoader(await fetch(url).then((r) => r.arrayBuffer()))
65
+ return loader.parseCamera()
66
+ }
67
+
68
+ static loadCameraFromBuffer(buffer: ArrayBuffer): CameraKeyframe[] {
69
+ return new VMDLoader(buffer).parseCamera()
70
+ }
71
+
72
+ // Seek past the bone + morph blocks (fixed record sizes) to the camera block, then read it.
73
+ // bone frame = 111 B (15 name + 4 frame + 12 pos + 16 rot + 64 interp); morph = 23 B
74
+ // (15 name + 4 frame + 4 weight); camera = 61 B.
75
+ private parseCamera(): CameraKeyframe[] {
76
+ this.offset = 0
77
+ const header = this.getString(30)
78
+ if (!header.startsWith("Vocaloid Motion Data")) throw new Error("Invalid VMD file header")
79
+ this.skip(20)
80
+ const boneCount = this.getUint32()
81
+ this.skip(boneCount * 111)
82
+ const morphCount = this.getUint32()
83
+ this.skip(morphCount * 23)
84
+ if (this.offset + 4 > this.view.buffer.byteLength) return [] // no camera block
85
+ const cameraCount = this.getUint32()
86
+
87
+ const frames: CameraKeyframe[] = []
88
+ for (let i = 0; i < cameraCount; i++) {
89
+ const frame = this.getUint32()
90
+ const distance = this.getFloat32()
91
+ const target = new Vec3(this.getFloat32(), this.getFloat32(), this.getFloat32())
92
+ const rotation = new Vec3(this.getFloat32(), this.getFloat32(), this.getFloat32())
93
+ const interpolation = new Uint8Array(24)
94
+ for (let j = 0; j < 24; j++) interpolation[j] = this.getUint8()
95
+ const fov = this.getUint32()
96
+ this.skip(1) // perspective flag (0 = perspective) — unused
97
+ frames.push({ frame, distance, target, rotation, fov, interpolation })
98
+ }
99
+ frames.sort((a, b) => a.frame - b.frame)
100
+ return frames
101
+ }
102
+
49
103
  private parse(): VMDKeyFrame[] {
50
104
  // Read header (30 bytes)
51
105
  const header = this.getString(30)