reze-engine 0.31.0 → 0.31.3

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/README.md CHANGED
@@ -18,7 +18,8 @@ npm install reze-engine
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  - **In-house TS physics** — sequential-impulse rigid bodies for PMX rigs with rest-stable implicit spring-dampers, zero dependencies
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  - **Math library** — the shared Vec3/Quat/Mat4 layer of the Reze family: euler orders, swing-twist, shortest-arc, look-rotation, zero-alloc `*Into` variants
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  - **VMD animation** — MMD IK with per-chain enable read from the motion, morphs on a GPU compute path, and VMD export
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- - **Clip blending & locomotion** — weighted multi-clip pose blending, crossfades, and a game-style character controller (idle/run/sprint speed blend, code-driven root motion) — the [demo](https://reze.one) is WASD-playable
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+ - **Clip blending & locomotion** — weighted multi-clip pose blending, crossfades, and a game-style character controller (idle/run/sprint speed blend, authored stop skids, code-driven root motion) — the [demo](https://reze.one) is WASD-playable
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+ - **State machine & clip events** — declarative animation states (clips or delegates like the LocomotionController) with guarded crossfade transitions; time-triggered clip callbacks on any playback path
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  - **Interactive editing** — GPU picking, transform gizmo, bone/material selection
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  - **Camera** — orbit, bone-follow, or a driven MMD camera VMD; ground + PCF shadows, multi-model scenes
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  - **Offline rendering** — frame-accurate stepping (`renderFrame`) at any resolution (`setRenderSize`) for video export; background color, 360° equirect backdrop, ground shadow-catcher
@@ -65,6 +66,8 @@ engine/src/
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  animation.ts AnimationClip, VMD bezier interpolation, playback/priority
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  locomotion.ts LocomotionController — idle/run/sprint blended over setBlendPose,
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  pivot-gated turns, root motion returned for setModelTransform
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+ state-machine.ts AnimationStateMachine — clip/delegate states, guarded crossfade
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+ transitions, exit-time returns
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  ik-solver.ts MMD-style CCD IK (angle limits, solve-axis specialization)
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  camera.ts Orbit camera (alpha/beta/radius), bone-follow, mouse/touch
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  math.ts Vec3 / Quat / Mat4 — euler orders, swing-twist, shortest-arc,
@@ -175,6 +178,22 @@ Clips are in-place; run and sprint share one gait phase so blends stay on the sa
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  `AnimationClip` holds keyframes only (bone/morph tracks keyed by `frame`, plus `frameCount`); time advances at fixed `FPS` (exported, default 30).
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+ ### State machine & clip events
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+
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+ ```javascript
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+ const loco = new LocomotionController(model, clips, { autoApply: false }) // computes but does not apply
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+ const sm = new AnimationStateMachine(model, {
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+ loco: { entries: (dt) => { loco.update(dt); return loco.getBlendEntries() } },
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+ skill: { clip: "Skill_A", loop: false },
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+ }, [
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+ { from: "loco", to: "skill", when: () => wantSkill },
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+ { from: "skill", to: "loco" }, // unconditional: fires as the clip ends
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+ ], { initial: "loco" })
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+ sm.update(dt) // per frame; crossfades keep the outgoing state advancing
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+
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+ model.addClipEvent("Skill_A", 0.42, (e) => sfx()) // fires when playback crosses 0.42s on any path; returns unsubscribe
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+ ```
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+
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  ### Math
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  Every operation has an allocating form and a zero-alloc `*Into` form (out parameter last, returned).
@@ -1 +1 @@
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+ {"version":3,"file":"camera.d.ts","sourceRoot":"","sources":["../src/camera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAQ,IAAI,EAAE,MAAM,QAAQ,CAAA;AACzC,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAA;AAMpD,qBAAa,MAAM;IACjB,KAAK,EAAE,MAAM,CAAA;IACb,IAAI,EAAE,MAAM,CAAA;IACZ,MAAM,EAAE,MAAM,CAAA;IACd,MAAM,EAAE,IAAI,CAAA;IACZ,GAAG,EAAE,MAAM,CAAA;IACX,MAAM,EAAE,MAAM,CAAI;IAClB;;;oFAGgF;IAChF,IAAI,EAAE,MAAM,CAAM;IAClB,GAAG,EAAE,MAAM,CAAU;IAGrB,OAAO,CAAC,MAAM,CAAiC;IAC/C,OAAO,CAAC,WAAW,CAAiB;IACpC,OAAO,CAAC,UAAU,CAAiB;IACnC,OAAO,CAAC,WAAW,CAAsB;IACzC,OAAO,CAAC,YAAY,CAAiB;IACrC,OAAO,CAAC,YAAY,CAAiB;IACrC,OAAO,CAAC,eAAe,CAAsB;IAC7C,OAAO,CAAC,UAAU,CAAiB;IACnC,OAAO,CAAC,iBAAiB,CAAY;IACrC,OAAO,CAAC,iBAAiB,CAAiB;IAC1C,OAAO,CAAC,oBAAoB,CAAY;IAGxC,kBAAkB,EAAE,MAAM,CAAQ;IAClC,cAAc,EAAE,MAAM,CAAS;IAC/B,cAAc,EAAE,MAAM,CAAO;IAC7B,cAAc,EAAE,MAAM,CAAO;IAC7B,IAAI,EAAE,MAAM,CAAO;IACnB,IAAI,EAAE,MAAM,CAAU;IACtB,cAAc,EAAE,MAAM,CAAQ;IAC9B,cAAc,EAAE,MAAM,CAAkB;IAGxC,OAAO,CAAC,QAAQ,CAAiC;IACjD,OAAO,CAAC,QAAQ,CAAiC;IAKjD,SAAS,EAAE,OAAO,CAAQ;IAC1B,OAAO,CAAC,UAAU,CAAoB;IACtC,OAAO,CAAC,YAAY,CAAoB;IACxC,OAAO,CAAC,YAAY,CAAM;IAC1B,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,YAAY,CAAuB;gBAE/B,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,GAAE,MAAoB;IAmBhG,WAAW,IAAI,IAAI;IAQnB;wFACoF;IACpF,YAAY,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI;IAOpC,0FAA0F;IAC1F,UAAU,CAAC,IAAI,EAAE,UAAU,GAAG,IAAI;IAelC,OAAO,CAAC,MAAM;IAUd;;;;;;;;;;;OAWG;IACH,cAAc,IAAI,IAAI;IAItB,aAAa,IAAI,IAAI;IA2BrB,OAAO,CAAC,gBAAgB;IA0CxB,OAAO,CAAC,SAAS;IAiBjB,kFAAkF;IAClF,OAAO,CAAC,mBAAmB;IAK3B,mBAAmB,IAAI,IAAI;IAM3B,aAAa,CAAC,MAAM,EAAE,iBAAiB;IAiBvC,aAAa;IAkBb,cAAc,CAAC,MAAM,EAAE,OAAO;IAS9B,OAAO,CAAC,WAAW;IAOnB,OAAO,CAAC,WAAW;IAsBnB,OAAO,CAAC,SAAS;IAKjB,OAAO,CAAC,OAAO;IAYf,OAAO,CAAC,aAAa;IAIrB,OAAO,CAAC,YAAY;IA8BpB,OAAO,CAAC,WAAW;IAuFnB,OAAO,CAAC,UAAU;CA+BnB"}
package/dist/camera.js CHANGED
@@ -121,8 +121,28 @@ export class Camera {
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  if (this.vmdDriven) {
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  const eye = this.vmdEye();
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  const s = this._quatScratch;
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- const t = this._vmdTarget;
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- Mat4.lookAtInto(this._viewMat.values, eye.x, eye.y, eye.z, t.x, t.y, t.z, s[4], s[5], s[6]);
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+ // View = Rᵀ · T(−eye), built straight from the quaternion basis instead of
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+ // lookAt(eye, target): same matrix for a normal d<0 shot, but position-baked
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+ // tracks store distance = 0 on every frame (eye == target), which degenerates
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+ // lookAt's normalize to an all-zero basis. The orientation never depended on
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+ // the eye→target line anyway — it IS the euler rotation.
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+ const o = this._viewMat.values;
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+ o[0] = s[0];
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+ o[1] = s[4];
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+ o[2] = s[8];
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+ o[3] = 0;
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+ o[4] = s[1];
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+ o[5] = s[5];
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+ o[6] = s[9];
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+ o[7] = 0;
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+ o[8] = s[2];
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+ o[9] = s[6];
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+ o[10] = s[10];
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+ o[11] = 0;
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+ o[12] = -(s[0] * eye.x + s[1] * eye.y + s[2] * eye.z);
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+ o[13] = -(s[4] * eye.x + s[5] * eye.y + s[6] * eye.z);
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+ o[14] = -(s[8] * eye.x + s[9] * eye.y + s[10] * eye.z);
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+ o[15] = 1;
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  return this._viewMat;
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  }
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  const eye = this.getPosition();
package/dist/engine.d.ts CHANGED
@@ -406,6 +406,9 @@ export declare class Engine {
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  private cameraAnimation;
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  private cameraTargetModel;
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  private cameraTargetBoneName;
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+ private cameraFollowSmoothing;
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+ private cameraFollowSeeded;
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+ private readonly cameraFollowPos;
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  private cameraTargetOffset;
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  private lastFrameTime;
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  private static readonly STATS_WINDOW;
@@ -518,7 +521,7 @@ export declare class Engine {
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  /** Bind camera orbit center to a model's bone (Souls-style follow cam). Pass null to unbind. */
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  setCameraTarget(model: Model | null, boneName: string, offset?: Vec3): void;
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  /** Souls-style follow cam: orbit center tracks a model bone each frame. Shorthand for setCameraTarget(model, boneName, offset). */
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- setCameraFollow(model: Model | null, boneName?: string, offset?: Vec3): void;
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+ setCameraFollow(model: Model | null, boneName?: string, offset?: Vec3, smoothing?: number): void;
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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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  loadCameraVmd(url: string): Promise<void>;
@@ -526,6 +529,8 @@ export declare class Engine {
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  loadCameraVmdFromBuffer(buffer: ArrayBuffer): void;
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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: boolean): void;
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+ /** True while the orbit target is riding a model bone (setCameraFollow). */
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+ isCameraFollowing(): boolean;
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  /** True while the loaded camera VMD is actively driving the shot. */
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  isCameraVmdEnabled(): boolean;
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  /** True if a (non-empty) camera VMD is loaded, regardless of enabled state. */
@@ -533,6 +538,8 @@ export declare class Engine {
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  /** Drop the loaded camera VMD and return to orbit control. */
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  clearCameraVmd(): void;
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  private cameraClockTime;
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+ /** Current orbit eye position (spherical coords resolved to a point). */
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+ getCameraPosition(): Vec3;
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  getCameraDistance(): number;
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  setCameraDistance(d: number): void;
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  getCameraAlpha(): number;
@@ -1 +1 @@
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- 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package/dist/engine.js CHANGED
@@ -333,6 +333,9 @@ export class Engine {
333
333
  // Camera target binding (Babylon/Three style: camera follows model)
334
334
  this.cameraTargetModel = null;
335
335
  this.cameraTargetBoneName = "全ての親";
336
+ this.cameraFollowSmoothing = 0;
337
+ this.cameraFollowSeeded = false;
338
+ this.cameraFollowPos = new Vec3(0, 0, 0);
336
339
  this.cameraTargetOffset = new Vec3(0, 0, 0);
337
340
  this.lastFrameTime = performance.now();
338
341
  this.frameIntervals = new Float32Array(Engine.STATS_WINDOW);
@@ -1961,6 +1964,10 @@ export class Engine {
1961
1964
  if (!this.multisampleTexture || this.canvas.width !== width || this.canvas.height !== height) {
1962
1965
  this.canvas.width = width;
1963
1966
  this.canvas.height = height;
1967
+ // bgResolution() reads the canvas size from the composite uniforms —
1968
+ // refresh on resize or effects aspect-correct against the stale size.
1969
+ if (this.compositeUniformBuffer)
1970
+ this.writeCompositeViewUniforms();
1964
1971
  this.multisampleTexture = this.device.createTexture({
1965
1972
  label: "multisample HDR render target",
1966
1973
  size: [width, height],
@@ -2359,7 +2366,7 @@ export class Engine {
2359
2366
  this.cameraTargetOffset.z = offset?.z ?? 0;
2360
2367
  }
2361
2368
  /** Souls-style follow cam: orbit center tracks a model bone each frame. Shorthand for setCameraTarget(model, boneName, offset). */
2362
- setCameraFollow(model, boneName, offset) {
2369
+ setCameraFollow(model, boneName, offset, smoothing) {
2363
2370
  if (model === null) {
2364
2371
  this.cameraTargetModel = null;
2365
2372
  return;
@@ -2369,6 +2376,10 @@ export class Engine {
2369
2376
  this.cameraTargetOffset.x = offset?.x ?? 0;
2370
2377
  this.cameraTargetOffset.y = offset?.y ?? 0;
2371
2378
  this.cameraTargetOffset.z = offset?.z ?? 0;
2379
+ // Handheld feel: seconds for the camera to close ~63% of the gap to the
2380
+ // bone (exponential, frame-rate independent). 0 = rigid instant follow.
2381
+ this.cameraFollowSmoothing = Math.max(0, smoothing ?? 0);
2382
+ this.cameraFollowSeeded = false;
2372
2383
  }
2373
2384
  // ── VMD camera track ──
2374
2385
  // A dedicated camera VMD (target / rotation / distance / fov animated). Motion VMDs loaded
@@ -2389,6 +2400,15 @@ export class Engine {
2389
2400
  /** Turn the loaded camera VMD on/off (falls back to orbit when off). No-op if none loaded. */
2390
2401
  setCameraVmdEnabled(enabled) {
2391
2402
  this.camera.setVmdDriven(enabled && this.cameraAnimation !== null);
2403
+ if (!enabled && this.cameraTargetModel) {
2404
+ // Follow resumes with a clean snap to bone + configured offset — one
2405
+ // predictable cut to the scene's framing, no easing from the shot.
2406
+ this.cameraFollowSeeded = false;
2407
+ }
2408
+ }
2409
+ /** True while the orbit target is riding a model bone (setCameraFollow). */
2410
+ isCameraFollowing() {
2411
+ return this.cameraTargetModel !== null;
2392
2412
  }
2393
2413
  /** True while the loaded camera VMD is actively driving the shot. */
2394
2414
  isCameraVmdEnabled() {
@@ -2417,6 +2437,10 @@ export class Engine {
2417
2437
  }
2418
2438
  return first ?? 0;
2419
2439
  }
2440
+ /** Current orbit eye position (spherical coords resolved to a point). */
2441
+ getCameraPosition() {
2442
+ return this.camera.getPosition();
2443
+ }
2420
2444
  getCameraDistance() {
2421
2445
  return this.camera.radius;
2422
2446
  }
@@ -3853,9 +3877,29 @@ export class Engine {
3853
3877
  py += pos.y;
3854
3878
  pz += pos.z;
3855
3879
  }
3856
- this.camera.target.x = px + this.cameraTargetOffset.x;
3857
- this.camera.target.y = py + this.cameraTargetOffset.y;
3858
- this.camera.target.z = pz + this.cameraTargetOffset.z;
3880
+ px += this.cameraTargetOffset.x;
3881
+ py += this.cameraTargetOffset.y;
3882
+ pz += this.cameraTargetOffset.z;
3883
+ const tau = this.cameraFollowSmoothing;
3884
+ if (tau > 0 && this.cameraFollowSeeded) {
3885
+ // Exponential lag toward the bone: the handheld-camera feel. The
3886
+ // orbit pivot trails the target and eases in, never snapping.
3887
+ const k = 1 - Math.exp(-deltaTime / tau);
3888
+ const f = this.cameraFollowPos;
3889
+ f.x += (px - f.x) * k;
3890
+ f.y += (py - f.y) * k;
3891
+ f.z += (pz - f.z) * k;
3892
+ this.camera.target.x = f.x;
3893
+ this.camera.target.y = f.y;
3894
+ this.camera.target.z = f.z;
3895
+ }
3896
+ else {
3897
+ this.cameraFollowPos.setXYZ(px, py, pz);
3898
+ this.cameraFollowSeeded = true;
3899
+ this.camera.target.x = px;
3900
+ this.camera.target.y = py;
3901
+ this.camera.target.z = pz;
3902
+ }
3859
3903
  }
3860
3904
  }
3861
3905
  // Drive the shot from the camera VMD (synced to the animated model's clock).
@@ -25,6 +25,9 @@ export declare class RigidBodyStore {
25
25
  readonly bodyOffsetInverse: Float32Array;
26
26
  private boneOffsetsReady;
27
27
  private collisionPairs;
28
+ /** Index of the built-in floor body (see RezePhysics constructor), -1 if none.
29
+ * Excluded from the pair list; findContacts gives it a dedicated plane pass. */
30
+ groundIndex: number;
28
31
  constructor(rigidbodies: Rigidbody[]);
29
32
  updateInvInertiaWorld(): void;
30
33
  updateAabbs(margin?: number): void;
@@ -1 +1 @@
1
- {"version":3,"file":"body.d.ts","sourceRoot":"","sources":["../../src/physics/body.ts"],"names":[],"mappings":"AACA,OAAO,EAAiC,KAAK,SAAS,EAAE,MAAM,SAAS,CAAA;AAIvE,qBAAa,cAAc;IACzB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAA;IAEtB,QAAQ,CAAC,SAAS,EAAE,YAAY,CAAA;IAChC,QAAQ,CAAC,YAAY,EAAE,YAAY,CAAA;IACnC,QAAQ,CAAC,gBAAgB,EAAE,YAAY,CAAA;IACvC,QAAQ,CAAC,iBAAiB,EAAE,YAAY,CAAA;IAExC,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAO9B,QAAQ,CAAC,eAAe,EAAE,YAAY,CAAA;IACtC,QAAQ,CAAC,eAAe,EAAE,YAAY,CAAA;IACtC,QAAQ,CAAC,aAAa,EAAE,YAAY,CAAA;IACpC,QAAQ,CAAC,cAAc,EAAE,YAAY,CAAA;IACrC,QAAQ,CAAC,IAAI,EAAE,UAAU,CAAA;IAGzB,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAA;IAC5B,QAAQ,CAAC,SAAS,EAAE,UAAU,CAAA;IAC9B,QAAQ,CAAC,QAAQ,EAAE,YAAY,CAAA;IAC/B,QAAQ,CAAC,WAAW,EAAE,YAAY,CAAA;IAIlC,QAAQ,CAAC,cAAc,EAAE,WAAW,CAAA;IACpC,QAAQ,CAAC,eAAe,EAAE,WAAW,CAAA;IAErC,QAAQ,CAAC,KAAK,EAAE,UAAU,CAAA;IAC1B,QAAQ,CAAC,IAAI,EAAE,YAAY,CAAA;IAE3B,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAC9B,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAI9B,QAAQ,CAAC,gBAAgB,EAAE,YAAY,CAAA;IACvC,QAAQ,CAAC,iBAAiB,EAAE,YAAY,CAAA;IACxC,OAAO,CAAC,gBAAgB,CAAQ;IAMhC,OAAO,CAAC,cAAc,CAA2B;gBAErC,WAAW,EAAE,SAAS,EAAE;IAgEpC,qBAAqB,IAAI,IAAI;IAwC7B,WAAW,CAAC,MAAM,SAAM,GAAG,IAAI;IA2F/B,kBAAkB,CAAC,uBAAuB,EAAE,YAAY,GAAG,IAAI;IAqD/D,kBAAkB,IAAI,OAAO;IAM7B,iBAAiB,IAAI,WAAW;CAoBjC"}
1
+ {"version":3,"file":"body.d.ts","sourceRoot":"","sources":["../../src/physics/body.ts"],"names":[],"mappings":"AACA,OAAO,EAAiC,KAAK,SAAS,EAAE,MAAM,SAAS,CAAA;AAIvE,qBAAa,cAAc;IACzB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAA;IAEtB,QAAQ,CAAC,SAAS,EAAE,YAAY,CAAA;IAChC,QAAQ,CAAC,YAAY,EAAE,YAAY,CAAA;IACnC,QAAQ,CAAC,gBAAgB,EAAE,YAAY,CAAA;IACvC,QAAQ,CAAC,iBAAiB,EAAE,YAAY,CAAA;IAExC,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAO9B,QAAQ,CAAC,eAAe,EAAE,YAAY,CAAA;IACtC,QAAQ,CAAC,eAAe,EAAE,YAAY,CAAA;IACtC,QAAQ,CAAC,aAAa,EAAE,YAAY,CAAA;IACpC,QAAQ,CAAC,cAAc,EAAE,YAAY,CAAA;IACrC,QAAQ,CAAC,IAAI,EAAE,UAAU,CAAA;IAGzB,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAA;IAC5B,QAAQ,CAAC,SAAS,EAAE,UAAU,CAAA;IAC9B,QAAQ,CAAC,QAAQ,EAAE,YAAY,CAAA;IAC/B,QAAQ,CAAC,WAAW,EAAE,YAAY,CAAA;IAIlC,QAAQ,CAAC,cAAc,EAAE,WAAW,CAAA;IACpC,QAAQ,CAAC,eAAe,EAAE,WAAW,CAAA;IAErC,QAAQ,CAAC,KAAK,EAAE,UAAU,CAAA;IAC1B,QAAQ,CAAC,IAAI,EAAE,YAAY,CAAA;IAE3B,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAC9B,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAI9B,QAAQ,CAAC,gBAAgB,EAAE,YAAY,CAAA;IACvC,QAAQ,CAAC,iBAAiB,EAAE,YAAY,CAAA;IACxC,OAAO,CAAC,gBAAgB,CAAQ;IAMhC,OAAO,CAAC,cAAc,CAA2B;IAEjD;qFACiF;IACjF,WAAW,SAAK;gBAEJ,WAAW,EAAE,SAAS,EAAE;IAgEpC,qBAAqB,IAAI,IAAI;IAwC7B,WAAW,CAAC,MAAM,SAAM,GAAG,IAAI;IA2F/B,kBAAkB,CAAC,uBAAuB,EAAE,YAAY,GAAG,IAAI;IAqD/D,kBAAkB,IAAI,OAAO;IAM7B,iBAAiB,IAAI,WAAW;CAoBjC"}
@@ -10,6 +10,9 @@ export class RigidBodyStore {
10
10
  // once collapses 60k pair tests/step (349 bodies) down to a few thousand.
11
11
  // Built lazily on first access.
12
12
  this.collisionPairs = null;
13
+ /** Index of the built-in floor body (see RezePhysics constructor), -1 if none.
14
+ * Excluded from the pair list; findContacts gives it a dedicated plane pass. */
15
+ this.groundIndex = -1;
13
16
  const N = rigidbodies.length;
14
17
  this.count = N;
15
18
  this.positions = new Float32Array(N * 3);
@@ -1 +1 @@
1
- {"version":3,"file":"contact.d.ts","sourceRoot":"","sources":["../../src/physics/contact.ts"],"names":[],"mappings":"AASA,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAA;AAO5C,eAAO,MAAM,cAAc,OAAO,CAAA;AAElC,MAAM,WAAW,OAAO;IACtB,KAAK,EAAE,MAAM,CAAA;IACb,KAAK,EAAE,MAAM,CAAA;IAEb,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IAEX,EAAE,EAAE,MAAM,CAAA;IACV,EAAE,EAAE,MAAM,CAAA;IACV,EAAE,EAAE,MAAM,CAAA;IACV,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,MAAM,CAAA;IAChB,WAAW,EAAE,MAAM,CAAA;IAEnB,oBAAoB,EAAE,MAAM,CAAA;IAC5B,uBAAuB,EAAE,MAAM,CAAA;IAC/B,uBAAuB,EAAE,MAAM,CAAA;IAI/B,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;IACxC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;IACxC,OAAO,EAAE,MAAM,CAAA;IACf,SAAS,EAAE,MAAM,CAAA;IAEjB,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAA;IACrC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,QAAQ,EAAE,MAAM,CAAA;IAEhB,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAA;IACrC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,QAAQ,EAAE,MAAM,CAAA;CACjB;AA8BD,qBAAa,WAAW;IACtB,OAAO,CAAC,IAAI,CAAgB;IAC5B,KAAK,SAAI;IAET,OAAO,IAAI,OAAO;IAelB,KAAK,IAAI,IAAI;IAGb,GAAG,CAAC,CAAC,EAAE,MAAM,GAAG,OAAO;CAGxB;AASD,wBAAgB,WAAW,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAahF;AAkxBD,wBAAgB,gBAAgB,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,WAAW,GAAG,IAAI,CAuCrG;AA4BD,wBAAgB,YAAY,CAAC,KAAK,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,GAAG,IAAI,CAS3E"}
1
+ {"version":3,"file":"contact.d.ts","sourceRoot":"","sources":["../../src/physics/contact.ts"],"names":[],"mappings":"AASA,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAA;AAO5C,eAAO,MAAM,cAAc,OAAO,CAAA;AAElC,MAAM,WAAW,OAAO;IACtB,KAAK,EAAE,MAAM,CAAA;IACb,KAAK,EAAE,MAAM,CAAA;IAEb,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IAEX,EAAE,EAAE,MAAM,CAAA;IACV,EAAE,EAAE,MAAM,CAAA;IACV,EAAE,EAAE,MAAM,CAAA;IACV,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,MAAM,CAAA;IAChB,WAAW,EAAE,MAAM,CAAA;IAEnB,oBAAoB,EAAE,MAAM,CAAA;IAC5B,uBAAuB,EAAE,MAAM,CAAA;IAC/B,uBAAuB,EAAE,MAAM,CAAA;IAI/B,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;IACxC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;IACxC,OAAO,EAAE,MAAM,CAAA;IACf,SAAS,EAAE,MAAM,CAAA;IAEjB,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAA;IACrC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,QAAQ,EAAE,MAAM,CAAA;IAEhB,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAA;IACrC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,QAAQ,EAAE,MAAM,CAAA;CACjB;AA8BD,qBAAa,WAAW;IACtB,OAAO,CAAC,IAAI,CAAgB;IAC5B,KAAK,SAAI;IAET,OAAO,IAAI,OAAO;IAelB,KAAK,IAAI,IAAI;IAGb,GAAG,CAAC,CAAC,EAAE,MAAM,GAAG,OAAO;CAGxB;AASD,wBAAgB,WAAW,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAahF;AAkxBD,wBAAgB,gBAAgB,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,WAAW,GAAG,IAAI,CAuCrG;AA4BD,wBAAgB,YAAY,CAAC,KAAK,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,GAAG,IAAI,CAsB3E"}
@@ -720,4 +720,88 @@ export function findContacts(store, pool) {
720
720
  continue;
721
721
  generateContacts(store, i, j, pool);
722
722
  }
723
+ // Built-in floor: a plane pass against every dynamic body. Cheaper and more
724
+ // complete than routing the huge ground box through the pair machinery —
725
+ // one y-test per body, and box hems collide too (there is no generic
726
+ // box-box narrowphase to lean on).
727
+ const g = store.groundIndex;
728
+ if (g >= 0) {
729
+ const minA = store.aabbMin;
730
+ for (let i = 0; i < store.count; i++) {
731
+ if (store.invMass[i] <= 0)
732
+ continue;
733
+ if (minA[i * 3 + 1] > CONTACT_MARGIN)
734
+ continue;
735
+ detectFloor(store, i, g, pool);
736
+ }
737
+ }
738
+ }
739
+ // The floor's top face is the model-space plane y = 0; its body (`g`) exists so
740
+ // contact rows have a static B side. Normal convention matches the detectors:
741
+ // A→B, so pointing DOWN into the floor; depth > 0 = penetrating.
742
+ function detectFloor(store, a, g, pool) {
743
+ const ai = a * 3;
744
+ const pos = store.positions;
745
+ const gx = pos[g * 3 + 0];
746
+ const gy = pos[g * 3 + 1];
747
+ const gz = pos[g * 3 + 2];
748
+ const emit = (px, py, pz, depth) => {
749
+ const c = pool.acquire();
750
+ c.bodyA = a;
751
+ c.bodyB = g;
752
+ c.nx = 0;
753
+ c.ny = -1;
754
+ c.nz = 0;
755
+ c.depth = depth;
756
+ c.rAx = px - pos[ai + 0];
757
+ c.rAy = py - pos[ai + 1];
758
+ c.rAz = pz - pos[ai + 2];
759
+ c.rBx = px - gx;
760
+ c.rBy = py - gy;
761
+ c.rBz = pz - gz;
762
+ combineMaterials(store, a, g, c);
763
+ };
764
+ const cx = pos[ai + 0];
765
+ const cy = pos[ai + 1];
766
+ const cz = pos[ai + 2];
767
+ switch (store.shape[a]) {
768
+ case RigidbodyShape.Sphere: {
769
+ const r = store.size[ai + 0];
770
+ const low = cy - r;
771
+ if (low <= CONTACT_MARGIN)
772
+ emit(cx, low, cz, -low);
773
+ break;
774
+ }
775
+ case RigidbodyShape.Capsule: {
776
+ const r = store.size[ai + 0];
777
+ const h = store.size[ai + 1] * 0.5;
778
+ const ax = _capPoint;
779
+ capsuleAxis(store, a, ax);
780
+ for (const sgn of [-1, 1]) {
781
+ const ex = cx + ax[0] * h * sgn;
782
+ const ey = cy + ax[1] * h * sgn;
783
+ const ez = cz + ax[2] * h * sgn;
784
+ const low = ey - r;
785
+ if (low <= CONTACT_MARGIN)
786
+ emit(ex, low, ez, -low);
787
+ }
788
+ break;
789
+ }
790
+ case RigidbodyShape.Box: {
791
+ const hx = store.size[ai + 0];
792
+ const hy = store.size[ai + 1];
793
+ const hz = store.size[ai + 2];
794
+ const out = _capPointB;
795
+ for (let k = 0; k < 8; k++) {
796
+ const lx = k & 1 ? hx : -hx;
797
+ const ly = k & 2 ? hy : -hy;
798
+ const lz = k & 4 ? hz : -hz;
799
+ bodyLocalToWorldDir(store, a, lx, ly, lz, out);
800
+ const wy = cy + out[1];
801
+ if (wy <= CONTACT_MARGIN)
802
+ emit(cx + out[0], wy, cz + out[2], -wy);
803
+ }
804
+ break;
805
+ }
806
+ }
723
807
  }
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"physics.d.ts","sourceRoot":"","sources":["../../src/physics/physics.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,SAAS,CAAA;AAC1C,OAAO,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAE/C,OAAO,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAA;AAYvC,qBAAa,WAAW;IACtB,OAAO,CAAC,WAAW,CAAa;IAChC,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,KAAK,CAAgB;IAC7B,OAAO,CAAC,KAAK,CAAO;IACpB,OAAO,CAAC,WAAW,CAA0B;IAC7C,OAAO,CAAC,QAAQ,CAAa;IAC7B,OAAO,CAAC,UAAU,CAAO;IACzB,OAAO,CAAC,SAAS,CAAI;IACrB,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAS;IACvC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAI;IAChC,uEAAuE;IACvE,OAAO,CAAC,aAAa,CAAM;IAC3B,2EAA2E;IAC3E,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAI;IAMjC,OAAO,CAAC,aAAa,CAAc;IACnC,OAAO,CAAC,gBAAgB,CAAc;IAQtC,OAAO,CAAC,YAAY,CAAc;IAClC,OAAO,CAAC,YAAY,CAAc;IAClC,OAAO,CAAC,YAAY,CAAc;IAClC,OAAO,CAAC,eAAe,CAAc;IAMrC,OAAO,CAAC,OAAO,CAAY;IAE3B,OAAO,CAAC,aAAa,CAAY;IAMjC,OAAO,CAAC,WAAW,CAAY;IAG/B,aAAa,SAAI;gBAEL,WAAW,EAAE,SAAS,EAAE,EAAE,MAAM,GAAE,KAAK,EAAO;IA4D1D,OAAO,CAAC,mBAAmB;IA4B3B,OAAO,CAAC,aAAa;IAKrB,UAAU,CAAC,OAAO,EAAE,IAAI,GAAG,IAAI;IAG/B,UAAU,IAAI,IAAI;IAGlB,cAAc,IAAI,SAAS,EAAE;IAG7B,SAAS,IAAI,KAAK,EAAE;IAGpB,QAAQ,IAAI,cAAc;IAI1B,sBAAsB,IAAI,KAAK,CAAC;QAAE,QAAQ,EAAE,IAAI,CAAC;QAAC,QAAQ,EAAE,IAAI,CAAA;KAAE,CAAC;IAiBnE,KAAK,CAAC,iBAAiB,EAAE,IAAI,EAAE,GAAG,IAAI;IActC,IAAI,CAAC,EAAE,EAAE,MAAM,EAAE,iBAAiB,EAAE,IAAI,EAAE,EAAE,uBAAuB,EAAE,YAAY,GAAG,IAAI;IA2ExF,OAAO,CAAC,iBAAiB;IAuCzB,OAAO,CAAC,uBAAuB;IAqF/B,OAAO,CAAC,yBAAyB;IAgEjC,OAAO,CAAC,sBAAsB;IAmC9B,OAAO,CAAC,2BAA2B;IA6EnC,OAAO,CAAC,wBAAwB;IA2BhC,OAAO,CAAC,sBAAsB;IAqC9B,OAAO,CAAC,oBAAoB;CA6D7B"}
@@ -1,5 +1,5 @@
1
1
  import { Vec3, Quat, Mat4 } from "../math";
2
- import { RigidbodyType } from "./types";
2
+ import { RigidbodyType, RigidbodyShape } from "./types";
3
3
  import { RigidBodyStore } from "./body";
4
4
  import { World } from "./world";
5
5
  import { buildConstraints } from "./constraint";
@@ -25,7 +25,37 @@ export class RezePhysics {
25
25
  this.teleportCount = 0;
26
26
  this.rigidbodies = rigidbodies;
27
27
  this.joints = joints;
28
- this.store = new RigidBodyStore(rigidbodies);
28
+ // The floor is part of every world: a huge static box whose top face is
29
+ // model-space y = 0, so hair and hems rest on the ground instead of
30
+ // clipping through when a pose reaches it. Boneless (every bone-sync loop
31
+ // skips boneIndex < 0); collides with EVERY dynamic body regardless of
32
+ // group masks via findContacts' dedicated plane pass (spheres, capsules
33
+ // and boxes — box hems included).
34
+ const ground = {
35
+ name: "__ground__",
36
+ englishName: "__ground__",
37
+ boneIndex: -1,
38
+ group: 0,
39
+ collisionMask: 0xffff,
40
+ shape: RigidbodyShape.Box,
41
+ size: new Vec3(500, 1, 500),
42
+ shapePosition: new Vec3(0, -1, 0),
43
+ shapeRotation: new Vec3(0, 0, 0),
44
+ mass: 0,
45
+ linearDamping: 0,
46
+ angularDamping: 0,
47
+ restitution: 0,
48
+ friction: 0.6,
49
+ type: RigidbodyType.Static,
50
+ bodyOffsetMatrixInverse: Mat4.identity(),
51
+ };
52
+ this.store = new RigidBodyStore([...rigidbodies, ground]);
53
+ const gi = this.store.count - 1;
54
+ // Mask 0 keeps the floor OUT of the generic pair list — findContacts runs a
55
+ // dedicated plane pass against every dynamic body (all shapes, boxes too).
56
+ this.store.collisionGroup[gi] = 0;
57
+ this.store.willCollideMask[gi] = 0;
58
+ this.store.groundIndex = gi;
29
59
  this.world = new World(new Vec3(0, -98, 0));
30
60
  this.constraints = buildConstraints(rigidbodies, joints);
31
61
  this.contacts = new ContactPool();
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.31.0",
3
+ "version": "0.31.3",
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",
package/src/camera.ts CHANGED
@@ -138,8 +138,19 @@ export class Camera {
138
138
  if (this.vmdDriven) {
139
139
  const eye = this.vmdEye()
140
140
  const s = this._quatScratch
141
- const t = this._vmdTarget
142
- Mat4.lookAtInto(this._viewMat.values, eye.x, eye.y, eye.z, t.x, t.y, t.z, s[4], s[5], s[6])
141
+ // View = Rᵀ · T(−eye), built straight from the quaternion basis instead of
142
+ // lookAt(eye, target): same matrix for a normal d<0 shot, but position-baked
143
+ // tracks store distance = 0 on every frame (eye == target), which degenerates
144
+ // lookAt's normalize to an all-zero basis. The orientation never depended on
145
+ // the eye→target line anyway — it IS the euler rotation.
146
+ const o = this._viewMat.values
147
+ o[0] = s[0]; o[1] = s[4]; o[2] = s[8]; o[3] = 0
148
+ o[4] = s[1]; o[5] = s[5]; o[6] = s[9]; o[7] = 0
149
+ o[8] = s[2]; o[9] = s[6]; o[10] = s[10]; o[11] = 0
150
+ o[12] = -(s[0] * eye.x + s[1] * eye.y + s[2] * eye.z)
151
+ o[13] = -(s[4] * eye.x + s[5] * eye.y + s[6] * eye.z)
152
+ o[14] = -(s[8] * eye.x + s[9] * eye.y + s[10] * eye.z)
153
+ o[15] = 1
143
154
  return this._viewMat
144
155
  }
145
156
  const eye = this.getPosition()
package/src/engine.ts CHANGED
@@ -809,6 +809,9 @@ export class Engine {
809
809
  // Camera target binding (Babylon/Three style: camera follows model)
810
810
  private cameraTargetModel: Model | null = null
811
811
  private cameraTargetBoneName = "全ての親"
812
+ private cameraFollowSmoothing = 0
813
+ private cameraFollowSeeded = false
814
+ private readonly cameraFollowPos = new Vec3(0, 0, 0)
812
815
  private cameraTargetOffset: Vec3 = new Vec3(0, 0, 0)
813
816
 
814
817
  private lastFrameTime = performance.now()
@@ -2318,6 +2321,9 @@ export class Engine {
2318
2321
  if (!this.multisampleTexture || this.canvas.width !== width || this.canvas.height !== height) {
2319
2322
  this.canvas.width = width
2320
2323
  this.canvas.height = height
2324
+ // bgResolution() reads the canvas size from the composite uniforms —
2325
+ // refresh on resize or effects aspect-correct against the stale size.
2326
+ if (this.compositeUniformBuffer) this.writeCompositeViewUniforms()
2321
2327
 
2322
2328
  this.multisampleTexture = this.device.createTexture({
2323
2329
  label: "multisample HDR render target",
@@ -2758,7 +2764,7 @@ export class Engine {
2758
2764
  }
2759
2765
 
2760
2766
  /** Souls-style follow cam: orbit center tracks a model bone each frame. Shorthand for setCameraTarget(model, boneName, offset). */
2761
- setCameraFollow(model: Model | null, boneName?: string, offset?: Vec3): void {
2767
+ setCameraFollow(model: Model | null, boneName?: string, offset?: Vec3, smoothing?: number): void {
2762
2768
  if (model === null) {
2763
2769
  this.cameraTargetModel = null
2764
2770
  return
@@ -2768,6 +2774,10 @@ export class Engine {
2768
2774
  this.cameraTargetOffset.x = offset?.x ?? 0
2769
2775
  this.cameraTargetOffset.y = offset?.y ?? 0
2770
2776
  this.cameraTargetOffset.z = offset?.z ?? 0
2777
+ // Handheld feel: seconds for the camera to close ~63% of the gap to the
2778
+ // bone (exponential, frame-rate independent). 0 = rigid instant follow.
2779
+ this.cameraFollowSmoothing = Math.max(0, smoothing ?? 0)
2780
+ this.cameraFollowSeeded = false
2771
2781
  }
2772
2782
 
2773
2783
  // ── VMD camera track ──
@@ -2792,6 +2802,16 @@ export class Engine {
2792
2802
  /** Turn the loaded camera VMD on/off (falls back to orbit when off). No-op if none loaded. */
2793
2803
  setCameraVmdEnabled(enabled: boolean): void {
2794
2804
  this.camera.setVmdDriven(enabled && this.cameraAnimation !== null)
2805
+ if (!enabled && this.cameraTargetModel) {
2806
+ // Follow resumes with a clean snap to bone + configured offset — one
2807
+ // predictable cut to the scene's framing, no easing from the shot.
2808
+ this.cameraFollowSeeded = false
2809
+ }
2810
+ }
2811
+
2812
+ /** True while the orbit target is riding a model bone (setCameraFollow). */
2813
+ isCameraFollowing(): boolean {
2814
+ return this.cameraTargetModel !== null
2795
2815
  }
2796
2816
 
2797
2817
  /** True while the loaded camera VMD is actively driving the shot. */
@@ -2823,6 +2843,11 @@ export class Engine {
2823
2843
  return first ?? 0
2824
2844
  }
2825
2845
 
2846
+ /** Current orbit eye position (spherical coords resolved to a point). */
2847
+ getCameraPosition(): Vec3 {
2848
+ return this.camera.getPosition()
2849
+ }
2850
+
2826
2851
  getCameraDistance(): number {
2827
2852
  return this.camera.radius
2828
2853
  }
@@ -4682,9 +4707,28 @@ export class Engine {
4682
4707
  py += pos.y
4683
4708
  pz += pos.z
4684
4709
  }
4685
- this.camera.target.x = px + this.cameraTargetOffset.x
4686
- this.camera.target.y = py + this.cameraTargetOffset.y
4687
- this.camera.target.z = pz + this.cameraTargetOffset.z
4710
+ px += this.cameraTargetOffset.x
4711
+ py += this.cameraTargetOffset.y
4712
+ pz += this.cameraTargetOffset.z
4713
+ const tau = this.cameraFollowSmoothing
4714
+ if (tau > 0 && this.cameraFollowSeeded) {
4715
+ // Exponential lag toward the bone: the handheld-camera feel. The
4716
+ // orbit pivot trails the target and eases in, never snapping.
4717
+ const k = 1 - Math.exp(-deltaTime / tau)
4718
+ const f = this.cameraFollowPos
4719
+ f.x += (px - f.x) * k
4720
+ f.y += (py - f.y) * k
4721
+ f.z += (pz - f.z) * k
4722
+ this.camera.target.x = f.x
4723
+ this.camera.target.y = f.y
4724
+ this.camera.target.z = f.z
4725
+ } else {
4726
+ this.cameraFollowPos.setXYZ(px, py, pz)
4727
+ this.cameraFollowSeeded = true
4728
+ this.camera.target.x = px
4729
+ this.camera.target.y = py
4730
+ this.camera.target.z = pz
4731
+ }
4688
4732
  }
4689
4733
  }
4690
4734
 
@@ -53,6 +53,10 @@ export class RigidBodyStore {
53
53
  // Built lazily on first access.
54
54
  private collisionPairs: Uint16Array | null = null
55
55
 
56
+ /** Index of the built-in floor body (see RezePhysics constructor), -1 if none.
57
+ * Excluded from the pair list; findContacts gives it a dedicated plane pass. */
58
+ groundIndex = -1
59
+
56
60
  constructor(rigidbodies: Rigidbody[]) {
57
61
  const N = rigidbodies.length
58
62
  this.count = N
@@ -993,4 +993,84 @@ export function findContacts(store: RigidBodyStore, pool: ContactPool): void {
993
993
  if (!aabbOverlap(store, i, j)) continue
994
994
  generateContacts(store, i, j, pool)
995
995
  }
996
+ // Built-in floor: a plane pass against every dynamic body. Cheaper and more
997
+ // complete than routing the huge ground box through the pair machinery —
998
+ // one y-test per body, and box hems collide too (there is no generic
999
+ // box-box narrowphase to lean on).
1000
+ const g = store.groundIndex
1001
+ if (g >= 0) {
1002
+ const minA = store.aabbMin
1003
+ for (let i = 0; i < store.count; i++) {
1004
+ if (store.invMass[i] <= 0) continue
1005
+ if (minA[i * 3 + 1] > CONTACT_MARGIN) continue
1006
+ detectFloor(store, i, g, pool)
1007
+ }
1008
+ }
1009
+ }
1010
+
1011
+ // The floor's top face is the model-space plane y = 0; its body (`g`) exists so
1012
+ // contact rows have a static B side. Normal convention matches the detectors:
1013
+ // A→B, so pointing DOWN into the floor; depth > 0 = penetrating.
1014
+ function detectFloor(store: RigidBodyStore, a: number, g: number, pool: ContactPool): void {
1015
+ const ai = a * 3
1016
+ const pos = store.positions
1017
+ const gx = pos[g * 3 + 0]
1018
+ const gy = pos[g * 3 + 1]
1019
+ const gz = pos[g * 3 + 2]
1020
+ const emit = (px: number, py: number, pz: number, depth: number) => {
1021
+ const c = pool.acquire()
1022
+ c.bodyA = a
1023
+ c.bodyB = g
1024
+ c.nx = 0
1025
+ c.ny = -1
1026
+ c.nz = 0
1027
+ c.depth = depth
1028
+ c.rAx = px - pos[ai + 0]
1029
+ c.rAy = py - pos[ai + 1]
1030
+ c.rAz = pz - pos[ai + 2]
1031
+ c.rBx = px - gx
1032
+ c.rBy = py - gy
1033
+ c.rBz = pz - gz
1034
+ combineMaterials(store, a, g, c)
1035
+ }
1036
+ const cx = pos[ai + 0]
1037
+ const cy = pos[ai + 1]
1038
+ const cz = pos[ai + 2]
1039
+ switch (store.shape[a]) {
1040
+ case RigidbodyShape.Sphere: {
1041
+ const r = store.size[ai + 0]
1042
+ const low = cy - r
1043
+ if (low <= CONTACT_MARGIN) emit(cx, low, cz, -low)
1044
+ break
1045
+ }
1046
+ case RigidbodyShape.Capsule: {
1047
+ const r = store.size[ai + 0]
1048
+ const h = store.size[ai + 1] * 0.5
1049
+ const ax = _capPoint
1050
+ capsuleAxis(store, a, ax)
1051
+ for (const sgn of [-1, 1]) {
1052
+ const ex = cx + ax[0] * h * sgn
1053
+ const ey = cy + ax[1] * h * sgn
1054
+ const ez = cz + ax[2] * h * sgn
1055
+ const low = ey - r
1056
+ if (low <= CONTACT_MARGIN) emit(ex, low, ez, -low)
1057
+ }
1058
+ break
1059
+ }
1060
+ case RigidbodyShape.Box: {
1061
+ const hx = store.size[ai + 0]
1062
+ const hy = store.size[ai + 1]
1063
+ const hz = store.size[ai + 2]
1064
+ const out = _capPointB
1065
+ for (let k = 0; k < 8; k++) {
1066
+ const lx = k & 1 ? hx : -hx
1067
+ const ly = k & 2 ? hy : -hy
1068
+ const lz = k & 4 ? hz : -hz
1069
+ bodyLocalToWorldDir(store, a, lx, ly, lz, out)
1070
+ const wy = cy + out[1]
1071
+ if (wy <= CONTACT_MARGIN) emit(cx + out[0], wy, cz + out[2], -wy)
1072
+ }
1073
+ break
1074
+ }
1075
+ }
996
1076
  }
@@ -1,6 +1,6 @@
1
1
  import { Vec3, Quat, Mat4 } from "../math"
2
2
  import type { Rigidbody, Joint } from "./types"
3
- import { RigidbodyType } from "./types"
3
+ import { RigidbodyType, RigidbodyShape } from "./types"
4
4
  import { RigidBodyStore } from "./body"
5
5
  import { World } from "./world"
6
6
  import { buildConstraints, type SixDofSpringConstraint } from "./constraint"
@@ -67,7 +67,37 @@ export class RezePhysics {
67
67
  constructor(rigidbodies: Rigidbody[], joints: Joint[] = []) {
68
68
  this.rigidbodies = rigidbodies
69
69
  this.joints = joints
70
- this.store = new RigidBodyStore(rigidbodies)
70
+ // The floor is part of every world: a huge static box whose top face is
71
+ // model-space y = 0, so hair and hems rest on the ground instead of
72
+ // clipping through when a pose reaches it. Boneless (every bone-sync loop
73
+ // skips boneIndex < 0); collides with EVERY dynamic body regardless of
74
+ // group masks via findContacts' dedicated plane pass (spheres, capsules
75
+ // and boxes — box hems included).
76
+ const ground: Rigidbody = {
77
+ name: "__ground__",
78
+ englishName: "__ground__",
79
+ boneIndex: -1,
80
+ group: 0,
81
+ collisionMask: 0xffff,
82
+ shape: RigidbodyShape.Box,
83
+ size: new Vec3(500, 1, 500),
84
+ shapePosition: new Vec3(0, -1, 0),
85
+ shapeRotation: new Vec3(0, 0, 0),
86
+ mass: 0,
87
+ linearDamping: 0,
88
+ angularDamping: 0,
89
+ restitution: 0,
90
+ friction: 0.6,
91
+ type: RigidbodyType.Static,
92
+ bodyOffsetMatrixInverse: Mat4.identity(),
93
+ }
94
+ this.store = new RigidBodyStore([...rigidbodies, ground])
95
+ const gi = this.store.count - 1
96
+ // Mask 0 keeps the floor OUT of the generic pair list — findContacts runs a
97
+ // dedicated plane pass against every dynamic body (all shapes, boxes too).
98
+ this.store.collisionGroup[gi] = 0
99
+ this.store.willCollideMask[gi] = 0
100
+ this.store.groundIndex = gi
71
101
  this.world = new World(new Vec3(0, -98, 0))
72
102
  this.constraints = buildConstraints(rigidbodies, joints)
73
103
  this.contacts = new ContactPool()