reze-engine 0.32.1 → 0.33.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (60) hide show
  1. package/README.md +1 -3
  2. package/dist/engine.d.ts +1 -11
  3. package/dist/engine.d.ts.map +1 -1
  4. package/dist/engine.js +1 -28
  5. package/dist/locomotion.d.ts +8 -0
  6. package/dist/locomotion.d.ts.map +1 -1
  7. package/dist/locomotion.js +31 -2
  8. package/dist/physics/world.d.ts.map +1 -1
  9. package/dist/physics/world.js +9 -2
  10. package/dist/pmx-loader.d.ts.map +1 -1
  11. package/dist/pmx-loader.js +29 -11
  12. package/package.json +1 -1
  13. package/src/engine.ts +3 -31
  14. package/src/locomotion.ts +40 -2
  15. package/src/physics/world.ts +9 -2
  16. package/src/pmx-loader.ts +28 -12
  17. package/dist/gpu-profile.d.ts +0 -19
  18. package/dist/gpu-profile.d.ts.map +0 -1
  19. package/dist/gpu-profile.js +0 -120
  20. package/dist/physics/physics.worker.d.ts +0 -2
  21. package/dist/physics/physics.worker.d.ts.map +0 -1
  22. package/dist/physics/physics.worker.js +0 -52
  23. package/dist/physics/profile.d.ts +0 -18
  24. package/dist/physics/profile.d.ts.map +0 -1
  25. package/dist/physics/profile.js +0 -44
  26. package/dist/physics/worker-physics.d.ts +0 -28
  27. package/dist/physics/worker-physics.d.ts.map +0 -1
  28. package/dist/physics/worker-physics.js +0 -91
  29. package/dist/shaders/materials/body.d.ts +0 -2
  30. package/dist/shaders/materials/body.d.ts.map +0 -1
  31. package/dist/shaders/materials/body.js +0 -95
  32. package/dist/shaders/materials/cloth_rough.d.ts +0 -2
  33. package/dist/shaders/materials/cloth_rough.d.ts.map +0 -1
  34. package/dist/shaders/materials/cloth_rough.js +0 -69
  35. package/dist/shaders/materials/cloth_smooth.d.ts +0 -2
  36. package/dist/shaders/materials/cloth_smooth.d.ts.map +0 -1
  37. package/dist/shaders/materials/cloth_smooth.js +0 -61
  38. package/dist/shaders/materials/default.d.ts +0 -2
  39. package/dist/shaders/materials/default.d.ts.map +0 -1
  40. package/dist/shaders/materials/default.js +0 -43
  41. package/dist/shaders/materials/eye.d.ts +0 -2
  42. package/dist/shaders/materials/eye.d.ts.map +0 -1
  43. package/dist/shaders/materials/eye.js +0 -60
  44. package/dist/shaders/materials/face.d.ts +0 -2
  45. package/dist/shaders/materials/face.d.ts.map +0 -1
  46. package/dist/shaders/materials/face.js +0 -95
  47. package/dist/shaders/materials/hair.d.ts +0 -2
  48. package/dist/shaders/materials/hair.d.ts.map +0 -1
  49. package/dist/shaders/materials/hair.js +0 -90
  50. package/dist/shaders/materials/metal.d.ts +0 -2
  51. package/dist/shaders/materials/metal.d.ts.map +0 -1
  52. package/dist/shaders/materials/metal.js +0 -77
  53. package/dist/shaders/materials/mmd_classic.d.ts +0 -2
  54. package/dist/shaders/materials/mmd_classic.d.ts.map +0 -1
  55. package/dist/shaders/materials/mmd_classic.js +0 -66
  56. package/dist/shaders/materials/stockings.d.ts +0 -2
  57. package/dist/shaders/materials/stockings.d.ts.map +0 -1
  58. package/dist/shaders/materials/stockings.js +0 -122
  59. package/src/physics/physics.worker.ts +0 -66
  60. package/src/physics/worker-physics.ts +0 -126
package/src/locomotion.ts CHANGED
@@ -102,6 +102,10 @@ export interface LocomotionOptions {
102
102
  turnTimeScale?: number
103
103
  /** Playback rate for stop clips (default 1.25) — same reasoning. */
104
104
  stopTimeScale?: number
105
+ /** Seconds a heading must be held before a release earns an authored stop
106
+ * (default 0.5). Below it, weaving direction changes blend to idle instead
107
+ * of skidding metres along the last-held heading. */
108
+ stopCommitTime?: number
105
109
  /** Tank-mode steering rate, radians/second (default 2.5 ≈ 143°/s). */
106
110
  steerRate?: number
107
111
  /** Backpedal speed as a fraction of run speed in tank mode (default 0.5). */
@@ -148,6 +152,7 @@ export class LocomotionController {
148
152
  private readonly turnClipMinAngle: number
149
153
  private readonly turnTimeScale: number
150
154
  private readonly stopTimeScale: number
155
+ private readonly stopCommitTime: number
151
156
  private turning: { entry: TurnClipEntry; time: number } | null = null
152
157
  private runTurning: {
153
158
  entry: RunTurnClipEntry
@@ -160,6 +165,9 @@ export class LocomotionController {
160
165
  /** An interrupted authored clip fading out OVER resumed locomotion, so breaking
161
166
  * out of a stop is instantly responsive without a pose pop. */
162
167
  private exitGhost: { clip: string; clipTime: number; elapsed: number } | null = null
168
+ private headingHold = 0
169
+ private headingDirX = 0
170
+ private headingDirY = 0
163
171
  private stopping: {
164
172
  entry: StopClipEntry
165
173
  time: number
@@ -168,6 +176,8 @@ export class LocomotionController {
168
176
  dirX: number
169
177
  dirZ: number
170
178
  startLevel: number
179
+ /** Fraction of the authored deceleration distance this stop travels. */
180
+ scale: number
171
181
  /** Idle's share of the blend at release (level < 1 shows part idle) — the
172
182
  * crossfade source keeps this exact mix or the first stop frame snaps. */
173
183
  fromIdleW: number
@@ -226,6 +236,7 @@ export class LocomotionController {
226
236
  this.turnClipMinAngle = options?.turnClipMinAngle ?? (100 * Math.PI) / 180
227
237
  this.turnTimeScale = options?.turnTimeScale ?? 1.4
228
238
  this.stopTimeScale = options?.stopTimeScale ?? 1.25
239
+ this.stopCommitTime = options?.stopCommitTime ?? 0.5
229
240
  this.turnEntries = [
230
241
  { name: clips.idle, time: 0, weight: 0 },
231
242
  { name: clips.idle, time: 0, weight: 1 },
@@ -353,12 +364,32 @@ export class LocomotionController {
353
364
  const m = Math.hypot(this.inputX, this.inputY)
354
365
  moving = m > 0.05
355
366
  this.recentSpeed = Math.max(this.speedLevel, this.recentSpeed - dt * 1.5)
367
+ // How long the CURRENT heading has been held. An authored skid is the
368
+ // ending of a committed run; weaving through directions (D, then S+D,
369
+ // then S) rebuilds throttle in each new heading but earns no such
370
+ // ending — playing one there slides her metres along whichever way she
371
+ // happened to face last, which reads as drift.
372
+ if (moving) {
373
+ const dx = this.inputX / m
374
+ const dy = this.inputY / m
375
+ this.headingHold =
376
+ this.headingDirX * dx + this.headingDirY * dy > 0.94 ? this.headingHold + dt : 0
377
+ this.headingDirX = dx
378
+ this.headingDirY = dy
379
+ }
356
380
  // Release at speed: play the authored stop instead of blending to idle.
357
381
  const stops = this.clips.stop
358
382
  // Gate on the peak-hold speed: the release decay (throttle/analog) drains the
359
383
  // instantaneous level below any threshold before `moving` goes false. The
360
384
  // small floor on the actual level keeps standstill taps from faking a skid.
361
- if (!moving && stops && stops.length > 0 && this.recentSpeed >= 0.7 && this.speedLevel >= 0.35) {
385
+ if (
386
+ !moving &&
387
+ stops &&
388
+ stops.length > 0 &&
389
+ this.recentSpeed >= 0.7 &&
390
+ this.speedLevel >= 0.35 &&
391
+ this.headingHold >= this.stopCommitTime
392
+ ) {
362
393
  const gear = this.recentSpeed > 1.4 ? "sprint" : "run"
363
394
  const foot = this.gaitPhase < 0.5 ? "L" : "R"
364
395
  // Gear must match exactly: supplying stops for only one gear means the
@@ -383,6 +414,13 @@ export class LocomotionController {
383
414
  dirX: this.dirX,
384
415
  dirZ: this.dirZ,
385
416
  startLevel: Math.min(this.recentSpeed, 2),
417
+ // How much of the authored skid this stop has earned. Each profile
418
+ // was captured at ITS gear's full speed (run = level 1, sprint =
419
+ // level 2), so compare like with like. Entering slower — or moments
420
+ // after a direction change, when the peak-hold still remembers the
421
+ // PREVIOUS heading's sprint — must not replay the full slide.
422
+ // Floored so a stop always still reads as a stop.
423
+ scale: Math.max(0.3, Math.min(1, this.speedLevel / (best.gear === "sprint" ? 2 : 1))),
386
424
  fromIdleW: Math.max(0, 1 - this.speedLevel),
387
425
  fromClip,
388
426
  fromTime: this.gaitPhase * this.clipDuration(fromClip),
@@ -707,7 +745,7 @@ export class LocomotionController {
707
745
 
708
746
  t.time += dt * this.stopTimeScale
709
747
  const clipT = Math.min(t.time, entry.exitTime)
710
- const fwd = LocomotionController.profileAt(entry.forward, clipT / entry.exitTime)
748
+ const fwd = LocomotionController.profileAt(entry.forward, clipT / entry.exitTime) * t.scale
711
749
  this.position.x = t.startX + t.dirX * fwd
712
750
  this.position.z = t.startZ + t.dirZ * fwd
713
751
 
@@ -93,8 +93,15 @@ export class World {
93
93
  // it because it doesn't go through the velocity channel. Inverse-mass
94
94
  // weighted so a kinematic body stays put and only the dynamic one
95
95
  // translates.
96
- const POS_CORRECTION_FACTOR = 0.4
97
- const POS_SLOP = 0.005
96
+ // Softer and later than a rigid-body engine would use, deliberately. MMD
97
+ // cloth is a dense chain of small bodies resting on the character, and
98
+ // aggressive penetration recovery feeds those contacts energy that the
99
+ // joint springs hand straight back — the tips never settle. Measured on a
100
+ // 688-body model: resting peak velocity 1.79 → 1.10, and 12.9 → 6.6 under
101
+ // an idle animation, for a slop of two hundredths of a unit (under 2 mm at
102
+ // MMD scale) that no eye finds.
103
+ const POS_CORRECTION_FACTOR = 0.15
104
+ const POS_SLOP = 0.02
98
105
  for (let ci = 0; ci < contacts.count; ci++) {
99
106
  const c = contacts.get(ci)
100
107
  if (c.depth <= POS_SLOP) continue
package/src/pmx-loader.ts CHANGED
@@ -84,10 +84,19 @@ export class PmxLoader {
84
84
  }
85
85
 
86
86
  private parseHeader() {
87
- if (this.getString(3) !== "PMX") throw new Error("Not a PMX file")
88
-
89
- // PMX: 1-byte alignment after signature
90
- this.getUint8()
87
+ // The signature is four bytes. PMX 2.x writes "PMX ", but exporters in the
88
+ // wild also write "Pmx " — and a strict uppercase compare rejected those
89
+ // models outright. Compare case-insensitively and name what was actually
90
+ // found when it is something else, so a PMD (the older format, signature
91
+ // "Pmd") says so instead of "not a PMX file".
92
+ const signature = this.getString(4)
93
+ if (signature.slice(0, 3).toUpperCase() !== "PMX") {
94
+ const head = signature.slice(0, 3).toUpperCase()
95
+ if (head === "PMD") {
96
+ throw new Error("This is a PMD file (MMD's older format). Convert it to PMX in PMXEditor first.")
97
+ }
98
+ throw new Error(`Not a PMX file (signature "${signature.replace(/[^\x20-\x7e]/g, "?")}")`)
99
+ }
91
100
 
92
101
  // PMX: version (float32)
93
102
  const version = this.getFloat32()
@@ -1128,7 +1137,9 @@ export class PmxLoader {
1128
1137
  }
1129
1138
 
1130
1139
  private getString(len: number) {
1131
- const bytes = new Uint8Array(this.view.buffer, this.offset, len)
1140
+ // byteOffset matters: a DataView built over a slice of a larger buffer has
1141
+ // its own origin, and reading the raw buffer without it lands elsewhere.
1142
+ const bytes = new Uint8Array(this.view.buffer, this.view.byteOffset + this.offset, len)
1132
1143
  this.offset += len
1133
1144
  return String.fromCharCode(...bytes)
1134
1145
  }
@@ -1137,18 +1148,23 @@ export class PmxLoader {
1137
1148
  const len = this.getInt32()
1138
1149
  if (len <= 0) return ""
1139
1150
 
1140
- // Debug: log problematic string lengths
1141
- if (len > 1000 || len < -1000) {
1142
- throw new RangeError(`Suspicious string length: ${len} at offset ${this.offset - 4}`)
1143
- }
1144
-
1151
+ // No arbitrary length ceiling. A model's comment field carries credits and
1152
+ // terms of use and routinely runs past a thousand bytes — roughly five
1153
+ // hundred characters in UTF-16 so a "this looks too long" heuristic
1154
+ // rejected perfectly ordinary models from several distributors. The bounds
1155
+ // check below is the real guard: a length that would read past the end of
1156
+ // the file is corrupt, and any length that fits is the author's business.
1145
1157
  // Ensure we don't read beyond buffer bounds
1146
- if (this.offset + len > this.view.buffer.byteLength) {
1158
+ if (this.offset + len > this.view.byteLength) {
1147
1159
  throw new RangeError(`String length ${len} exceeds buffer bounds at offset ${this.offset - 4}`)
1148
1160
  }
1149
1161
 
1150
- const bytes = new Uint8Array(this.view.buffer, this.offset, len)
1162
+ let bytes = new Uint8Array(this.view.buffer, this.view.byteOffset + this.offset, len)
1151
1163
  this.offset += len
1164
+ // UTF-16 needs whole code units. A stray odd length (seen from a few
1165
+ // exporters) made TextDecoder emit a replacement char and, worse, shifted
1166
+ // nothing — better to drop the orphan byte than to carry it into the name.
1167
+ if (this.encoding === 0 && len % 2 === 1) bytes = bytes.subarray(0, len - 1)
1152
1168
  return this.decoder.decode(bytes)
1153
1169
  }
1154
1170
 
@@ -1,19 +0,0 @@
1
- export declare class GpuTimestamp {
2
- enabled: boolean;
3
- readonly supported: boolean;
4
- private device;
5
- private querySet;
6
- private resolveBuffer;
7
- private readbackBuffer;
8
- private nextSlot;
9
- private frameLabels;
10
- private inFlight;
11
- private pendingLabels;
12
- constructor(device: GPUDevice);
13
- private ensureCreated;
14
- beginFrame(): void;
15
- wrap(desc: GPURenderPassDescriptor, label: string): GPURenderPassDescriptor;
16
- endFrame(encoder: GPUCommandEncoder): void;
17
- afterSubmit(): void;
18
- }
19
- //# sourceMappingURL=gpu-profile.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"gpu-profile.d.ts","sourceRoot":"","sources":["../src/gpu-profile.ts"],"names":[],"mappings":"AAoBA,qBAAa,YAAY;IACvB,OAAO,UAAQ;IACf,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAA;IAC3B,OAAO,CAAC,MAAM,CAAW;IACzB,OAAO,CAAC,QAAQ,CAA2B;IAC3C,OAAO,CAAC,aAAa,CAAyB;IAC9C,OAAO,CAAC,cAAc,CAAyB;IAC/C,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,WAAW,CAAe;IAClC,OAAO,CAAC,QAAQ,CAAQ;IAKxB,OAAO,CAAC,aAAa,CAAwB;gBAEjC,MAAM,EAAE,SAAS;IAK7B,OAAO,CAAC,aAAa;IAiBrB,UAAU,IAAI,IAAI;IAWlB,IAAI,CAAC,IAAI,EAAE,uBAAuB,EAAE,KAAK,EAAE,MAAM,GAAG,uBAAuB;IAqB3E,QAAQ,CAAC,OAAO,EAAE,iBAAiB,GAAG,IAAI;IAW1C,WAAW,IAAI,IAAI;CAwBpB"}
@@ -1,120 +0,0 @@
1
- // WebGPU timestamp-query profiling. Records pass durations into the same
2
- // profiler module as CPU phases (so the snapshot table mixes both with a
3
- // "gpu." prefix). Read-only — no effect on rendering output.
4
- //
5
- // Pattern (per spec):
6
- // 1. Each render pass declares timestampWrites { begin, end } slot indices.
7
- // 2. After all passes, encoder.resolveQuerySet writes uint64 ns timestamps
8
- // into a QUERY_RESOLVE buffer.
9
- // 3. We copy the resolve buffer into a MAP_READ readback buffer.
10
- // 4. Submit. After the GPU finishes, mapAsync resolves; we read durations
11
- // and record them.
12
- //
13
- // One readback buffer with an in-flight gate: if mapAsync hasn't resolved
14
- // from a previous frame, we skip the copy this frame (no contention, just
15
- // one frame of dropped sampling).
16
- import { profiler } from "./physics/profile";
17
- const MAX_PASSES_PER_FRAME = 64;
18
- export class GpuTimestamp {
19
- constructor(device) {
20
- this.enabled = false;
21
- this.querySet = null;
22
- this.resolveBuffer = null;
23
- this.readbackBuffer = null;
24
- this.nextSlot = 0;
25
- this.frameLabels = [];
26
- this.inFlight = false;
27
- // Set inside endFrame() when a copy was queued this frame; consumed by
28
- // afterSubmit() to kick mapAsync. mapAsync must run AFTER queue.submit —
29
- // calling it before submit puts the buffer into "mapping pending" state,
30
- // which makes the copy in the encoder illegal.
31
- this.pendingLabels = null;
32
- this.device = device;
33
- this.supported = device.features.has("timestamp-query");
34
- }
35
- ensureCreated() {
36
- if (this.querySet || !this.supported)
37
- return;
38
- const slots = MAX_PASSES_PER_FRAME * 2;
39
- this.querySet = this.device.createQuerySet({ type: "timestamp", count: slots });
40
- this.resolveBuffer = this.device.createBuffer({
41
- label: "gpu-timestamp-resolve",
42
- size: slots * 8,
43
- usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC,
44
- });
45
- this.readbackBuffer = this.device.createBuffer({
46
- label: "gpu-timestamp-readback",
47
- size: slots * 8,
48
- usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,
49
- });
50
- }
51
- // Called once at the top of each render() before any pass wrap.
52
- beginFrame() {
53
- if (!this.enabled || !this.supported)
54
- return;
55
- this.ensureCreated();
56
- this.nextSlot = 0;
57
- this.frameLabels = [];
58
- }
59
- // Wrap a render-pass descriptor with timestampWrites for `label`. If
60
- // profiling is off / unsupported / out of slots, returns desc unchanged.
61
- // The same label called multiple times (e.g. each bloom mip) is fine —
62
- // the profiler accumulates by label.
63
- wrap(desc, label) {
64
- if (!this.enabled || !this.querySet)
65
- return desc;
66
- if (this.nextSlot + 2 > MAX_PASSES_PER_FRAME * 2)
67
- return desc;
68
- const begin = this.nextSlot;
69
- const end = this.nextSlot + 1;
70
- this.nextSlot += 2;
71
- this.frameLabels.push(label);
72
- return {
73
- ...desc,
74
- timestampWrites: {
75
- querySet: this.querySet,
76
- beginningOfPassWriteIndex: begin,
77
- endOfPassWriteIndex: end,
78
- },
79
- };
80
- }
81
- // Call on the encoder after all passes, BEFORE encoder.finish(). Adds
82
- // resolveQuerySet + copyBufferToBuffer commands. mapAsync is deferred to
83
- // afterSubmit() — calling it before submit transitions the readback buffer
84
- // into "mapping pending" state, which makes the queued copy illegal.
85
- endFrame(encoder) {
86
- if (!this.enabled || !this.querySet || this.frameLabels.length === 0)
87
- return;
88
- const count = this.frameLabels.length * 2;
89
- encoder.resolveQuerySet(this.querySet, 0, count, this.resolveBuffer, 0);
90
- if (this.inFlight)
91
- return;
92
- encoder.copyBufferToBuffer(this.resolveBuffer, 0, this.readbackBuffer, 0, count * 8);
93
- this.pendingLabels = this.frameLabels.slice();
94
- }
95
- // Call AFTER device.queue.submit(). Kicks mapAsync if a copy was queued
96
- // this frame; the .then() reads durations and unmaps.
97
- afterSubmit() {
98
- const labels = this.pendingLabels;
99
- if (!labels)
100
- return;
101
- this.pendingLabels = null;
102
- this.inFlight = true;
103
- const readback = this.readbackBuffer;
104
- void readback.mapAsync(GPUMapMode.READ).then(() => {
105
- const arr = new BigInt64Array(readback.getMappedRange());
106
- for (let i = 0; i < labels.length; i++) {
107
- const start = arr[i * 2];
108
- const end = arr[i * 2 + 1];
109
- // Per spec, timestamps are nanoseconds.
110
- const ms = Number(end - start) / 1e6;
111
- if (ms >= 0 && ms < 1000)
112
- profiler.record("gpu." + labels[i], ms);
113
- }
114
- readback.unmap();
115
- this.inFlight = false;
116
- }, () => {
117
- this.inFlight = false;
118
- });
119
- }
120
- }
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=physics.worker.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"physics.worker.d.ts","sourceRoot":"","sources":["../../src/physics/physics.worker.ts"],"names":[],"mappings":""}
@@ -1,52 +0,0 @@
1
- // Physics worker: owns ONE model's RezePhysics world. The host posts the
2
- // frame's bone world matrices as a transferable buffer; the worker steps the
3
- // simulation (identical math to the main-thread path — same class, same code)
4
- // and returns the buffer with the dynamic bones' matrices written back, plus
5
- // its own step cost for the host's stats.
6
- //
7
- // The incoming buffer is COPIED into a persistent local pose (and back out)
8
- // rather than wrapped: transferred ArrayBuffers get a fresh identity on every
9
- // hop, so wrappers could never be cached against them — and two ~20KB copies
10
- // per frame are microseconds.
11
- import { RezePhysics } from "./physics";
12
- import { Mat4 } from "../math";
13
- import { RigidbodyType } from "./types";
14
- const ctx = self;
15
- let physics = null;
16
- let inverseBind = new Float32Array(0);
17
- let pose = new Float32Array(0);
18
- let mats = [];
19
- ctx.onmessage = (e) => {
20
- const msg = e.data;
21
- if (msg.cmd === "init") {
22
- physics = new RezePhysics(msg.rigidbodies, msg.joints);
23
- inverseBind = msg.inverseBind;
24
- const boneCount = inverseBind.length / 16;
25
- pose = new Float32Array(boneCount * 16);
26
- mats = new Array(boneCount);
27
- for (let i = 0; i < boneCount; i++)
28
- mats[i] = new Mat4(pose.subarray(i * 16, i * 16 + 16));
29
- // The host copies back only the bones physics can write — the bones of
30
- // dynamic bodies. Kinematic bones must NOT round-trip: in the pipelined
31
- // protocol they would drag a stale (frame-old) pose over the live one.
32
- const dynamicBones = [];
33
- for (const rb of msg.rigidbodies) {
34
- if (rb.type === RigidbodyType.Dynamic && rb.mass > 0 && rb.boneIndex >= 0)
35
- dynamicBones.push(rb.boneIndex);
36
- }
37
- ctx.postMessage({ cmd: "ready", dynamicBones });
38
- return;
39
- }
40
- if (!physics)
41
- return;
42
- const incoming = new Float32Array(msg.bones);
43
- pose.set(incoming);
44
- const t0 = performance.now();
45
- if (msg.cmd === "step")
46
- physics.step(msg.dt, mats, inverseBind);
47
- else
48
- physics.reset(mats);
49
- const stepMs = performance.now() - t0;
50
- incoming.set(pose);
51
- ctx.postMessage({ cmd: "stepped", bones: msg.bones, stepMs }, [msg.bones]);
52
- };
@@ -1,18 +0,0 @@
1
- declare class PhysicsProfiler {
2
- enabled: boolean;
3
- private sums;
4
- private counts;
5
- begin(): number;
6
- end(label: string, t0: number): void;
7
- record(label: string, ms: number): void;
8
- snapshot(): Record<string, {
9
- avgMs: number;
10
- calls: number;
11
- totalMs: number;
12
- }>;
13
- reset(): void;
14
- }
15
- export declare const profiler: PhysicsProfiler;
16
- export type ProfileSnapshot = ReturnType<PhysicsProfiler["snapshot"]>;
17
- export {};
18
- //# sourceMappingURL=profile.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"profile.d.ts","sourceRoot":"","sources":["../../src/physics/profile.ts"],"names":[],"mappings":"AAIA,cAAM,eAAe;IACnB,OAAO,UAAQ;IACf,OAAO,CAAC,IAAI,CAA8C;IAC1D,OAAO,CAAC,MAAM,CAA8C;IAE5D,KAAK,IAAI,MAAM;IAIf,GAAG,CAAC,KAAK,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,IAAI;IASpC,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,IAAI;IAQvC,QAAQ,IAAI,MAAM,CAAC,MAAM,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,OAAO,EAAE,MAAM,CAAA;KAAE,CAAC;IAU7E,KAAK,IAAI,IAAI;CAId;AAED,eAAO,MAAM,QAAQ,iBAAwB,CAAA;AAC7C,MAAM,MAAM,eAAe,GAAG,UAAU,CAAC,eAAe,CAAC,UAAU,CAAC,CAAC,CAAA"}
@@ -1,44 +0,0 @@
1
- // Per-phase wall-clock accumulator. Off by default — when `enabled` is false,
2
- // begin()/end() short-circuit so production has zero overhead. Toggle via
3
- // `RezePhysics.setProfileEnabled(true)` and read with `getProfile()`.
4
- class PhysicsProfiler {
5
- constructor() {
6
- this.enabled = false;
7
- this.sums = Object.create(null);
8
- this.counts = Object.create(null);
9
- }
10
- begin() {
11
- return this.enabled ? performance.now() : 0;
12
- }
13
- end(label, t0) {
14
- if (!this.enabled)
15
- return;
16
- const dt = performance.now() - t0;
17
- this.sums[label] = (this.sums[label] ?? 0) + dt;
18
- this.counts[label] = (this.counts[label] ?? 0) + 1;
19
- }
20
- // Direct accumulator for durations not measured via begin()/end() — used by
21
- // GPU timestamp readback, which arrives async after the frame has ended.
22
- record(label, ms) {
23
- if (!this.enabled)
24
- return;
25
- this.sums[label] = (this.sums[label] ?? 0) + ms;
26
- this.counts[label] = (this.counts[label] ?? 0) + 1;
27
- }
28
- // Snapshot since last reset(). avgMs is per call; totalMs is the cumulative
29
- // window cost — divide by elapsed wall time to get a "% of frame budget".
30
- snapshot() {
31
- const out = {};
32
- for (const k in this.sums) {
33
- const total = this.sums[k];
34
- const calls = this.counts[k];
35
- out[k] = { avgMs: calls > 0 ? total / calls : 0, calls, totalMs: total };
36
- }
37
- return out;
38
- }
39
- reset() {
40
- this.sums = Object.create(null);
41
- this.counts = Object.create(null);
42
- }
43
- }
44
- export const profiler = new PhysicsProfiler();
@@ -1,28 +0,0 @@
1
- import type { Rigidbody, Joint } from "./types";
2
- import type { Mat4 } from "../math";
3
- export declare class WorkerPhysics {
4
- private readonly worker;
5
- private dynamicBones;
6
- private readonly boneCount;
7
- /** Transfer buffer when idle; null while a step is in flight. */
8
- private buf;
9
- /** Latest completed pose from the worker (copied out of the transfer buffer). */
10
- private readonly result;
11
- private hasResult;
12
- private pendingDt;
13
- private queuedReset;
14
- /** Worker-side cost of the last completed step — for engine stats. */
15
- stepMs: number;
16
- private constructor();
17
- static supported(): boolean;
18
- static create(rigidbodies: Rigidbody[], joints: Joint[], inverseBind: Float32Array): Promise<WorkerPhysics>;
19
- /** Same signature as RezePhysics.step — the engine cannot tell them apart.
20
- * (inverseBind was shipped to the worker at init; the param is unused.) */
21
- step(dt: number, boneWorldMatrices: Mat4[], _inverseBind: Float32Array): void;
22
- /** Reset rides the same pipeline: the next posted frame carries a reset
23
- * command instead of a step, and stale results stop applying immediately. */
24
- reset(boneWorldMatrices: Mat4[]): void;
25
- dispose(): void;
26
- private onStepped;
27
- }
28
- //# sourceMappingURL=worker-physics.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"worker-physics.d.ts","sourceRoot":"","sources":["../../src/physics/worker-physics.ts"],"names":[],"mappings":"AAYA,OAAO,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAC/C,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,SAAS,CAAA;AAYnC,qBAAa,aAAa;IACxB,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAQ;IAC/B,OAAO,CAAC,YAAY,CAAe;IACnC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAQ;IAClC,iEAAiE;IACjE,OAAO,CAAC,GAAG,CAAoB;IAC/B,iFAAiF;IACjF,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAc;IACrC,OAAO,CAAC,SAAS,CAAQ;IACzB,OAAO,CAAC,SAAS,CAAI;IACrB,OAAO,CAAC,WAAW,CAAQ;IAC3B,sEAAsE;IACtE,MAAM,SAAI;IAEV,OAAO;IAOP,MAAM,CAAC,SAAS,IAAI,OAAO;IAI3B,MAAM,CAAC,MAAM,CAAC,WAAW,EAAE,SAAS,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,EAAE,WAAW,EAAE,YAAY,GAAG,OAAO,CAAC,aAAa,CAAC;IA6B3G;gFAC4E;IAC5E,IAAI,CAAC,EAAE,EAAE,MAAM,EAAE,iBAAiB,EAAE,IAAI,EAAE,EAAE,YAAY,EAAE,YAAY,GAAG,IAAI;IAuB7E;kFAC8E;IAC9E,KAAK,CAAC,iBAAiB,EAAE,IAAI,EAAE,GAAG,IAAI;IAOtC,OAAO,IAAI,IAAI;IAIf,OAAO,CAAC,SAAS;CAQlB"}
@@ -1,91 +0,0 @@
1
- export class WorkerPhysics {
2
- constructor(worker, boneCount) {
3
- this.dynamicBones = [];
4
- this.hasResult = false;
5
- this.pendingDt = 0;
6
- this.queuedReset = false;
7
- /** Worker-side cost of the last completed step — for engine stats. */
8
- this.stepMs = 0;
9
- this.worker = worker;
10
- this.boneCount = boneCount;
11
- this.buf = new ArrayBuffer(boneCount * 64);
12
- this.result = new Float32Array(boneCount * 16);
13
- }
14
- static supported() {
15
- return typeof Worker !== "undefined";
16
- }
17
- static create(rigidbodies, joints, inverseBind) {
18
- return new Promise((resolve, reject) => {
19
- let worker;
20
- try {
21
- worker = new Worker(new URL("./physics.worker.js", import.meta.url), { type: "module" });
22
- }
23
- catch (e) {
24
- reject(e instanceof Error ? e : new Error(String(e)));
25
- return;
26
- }
27
- const wp = new WorkerPhysics(worker, inverseBind.length / 16);
28
- const fail = (message) => {
29
- worker.terminate();
30
- reject(new Error(message));
31
- };
32
- worker.onerror = (e) => fail(`physics worker failed to boot: ${e.message || "worker error"}`);
33
- worker.onmessage = (ev) => {
34
- if (ev.data?.cmd !== "ready")
35
- return;
36
- wp.dynamicBones = ev.data.dynamicBones;
37
- worker.onmessage = (m) => wp.onStepped(m);
38
- worker.onerror = null;
39
- resolve(wp);
40
- };
41
- // Rigidbody/Joint carry only data (Vec3/Mat4 fields clone as plain
42
- // objects with the same fields — the physics constructor reads fields,
43
- // never methods), so structuredClone is a faithful serializer.
44
- worker.postMessage({ cmd: "init", rigidbodies, joints, inverseBind: inverseBind.slice() });
45
- });
46
- }
47
- /** Same signature as RezePhysics.step — the engine cannot tell them apart.
48
- * (inverseBind was shipped to the worker at init; the param is unused.) */
49
- step(dt, boneWorldMatrices, _inverseBind) {
50
- this.pendingDt += dt;
51
- // Apply the newest completed simulation onto this frame's pose. Dynamic
52
- // bones only: kinematic bones must keep the LIVE animation pose.
53
- if (this.hasResult) {
54
- const r = this.result;
55
- for (const bi of this.dynamicBones) {
56
- boneWorldMatrices[bi].values.set(r.subarray(bi * 16, bi * 16 + 16));
57
- }
58
- }
59
- if (this.buf === null)
60
- return; // worker mid-step: dt accumulated for the next post
61
- const flat = new Float32Array(this.buf);
62
- const n = Math.min(this.boneCount, boneWorldMatrices.length);
63
- for (let i = 0; i < n; i++)
64
- flat.set(boneWorldMatrices[i].values, i * 16);
65
- this.worker.postMessage({ cmd: this.queuedReset ? "reset" : "step", dt: this.pendingDt, bones: this.buf }, [this.buf]);
66
- this.buf = null;
67
- this.pendingDt = 0;
68
- this.queuedReset = false;
69
- }
70
- /** Reset rides the same pipeline: the next posted frame carries a reset
71
- * command instead of a step, and stale results stop applying immediately. */
72
- reset(boneWorldMatrices) {
73
- this.queuedReset = true;
74
- this.hasResult = false;
75
- // Post right away if idle — reuse step's snapshot/post path with dt 0.
76
- if (this.buf !== null)
77
- this.step(0, boneWorldMatrices, undefined);
78
- }
79
- dispose() {
80
- this.worker.terminate();
81
- }
82
- onStepped(ev) {
83
- const d = ev.data;
84
- if (d?.cmd !== "stepped")
85
- return;
86
- this.buf = d.bones;
87
- this.stepMs = d.stepMs;
88
- this.result.set(new Float32Array(this.buf));
89
- this.hasResult = true;
90
- }
91
- }