reze-engine 0.33.0 → 0.33.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/engine.d.ts CHANGED
@@ -585,13 +585,6 @@ export declare class Engine {
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  }): void;
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  private updateLightBuffer;
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  getStats(): EngineStats;
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- /** Frame-rate cap for the render loop, or null for display-rate. On high-refresh
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- * displays (144/240Hz) rAF runs the WHOLE pipeline — physics, IK, blending,
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- * passes — that many times per second for no visible gain over ~120 (VMD content
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- * is 30fps; blending interpolates). Capping restores the per-second budget. */
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- private maxFPS;
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- private lastLoopTime;
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- setMaxFPS(fps: number | null): void;
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  runRenderLoop(callback?: () => void): void;
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  stopRenderLoop(): void;
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  dispose(): void;
@@ -1 +1 @@
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- 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package/dist/engine.js CHANGED
@@ -371,12 +371,6 @@ export class Engine {
371
371
  /** When set, render resolution is pinned to this size instead of tracking the
372
372
  * canvas's CSS size × devicePixelRatio (see setRenderSize). */
373
373
  this.fixedRenderSize = null;
374
- /** Frame-rate cap for the render loop, or null for display-rate. On high-refresh
375
- * displays (144/240Hz) rAF runs the WHOLE pipeline — physics, IK, blending,
376
- * passes — that many times per second for no visible gain over ~120 (VMD content
377
- * is 30fps; blending interpolates). Capping restores the per-second budget. */
378
- this.maxFPS = null;
379
- this.lastLoopTime = 0;
380
374
  // CPU frame-time breakdown (EMA-smoothed into getStats): where a frame's
381
375
  // milliseconds actually go — animation/IK/blending vs physics vs everything
382
376
  // else on the render thread. The first question of any perf report.
@@ -2562,20 +2556,18 @@ export class Engine {
2562
2556
  getStats() {
2563
2557
  return { ...this.stats };
2564
2558
  }
2565
- setMaxFPS(fps) {
2566
- this.maxFPS = fps !== null && fps > 0 ? fps : null;
2567
- }
2559
+ // The render loop runs at display rate, always. A frame-rate cap used to be
2560
+ // offered here for high-refresh displays, on the reasoning that VMD content
2561
+ // is 30fps and running the whole pipeline at 240 buys nothing. Nothing ever
2562
+ // called it — every product in the family chases native refresh, because
2563
+ // dropping frames a display can show is the one thing that reads as cheap.
2564
+ // Physics already decouples: it steps at a fixed 60Hz behind an accumulator
2565
+ // and the drawn pose is interpolated between substeps, so a 240Hz display
2566
+ // costs four interpolations per simulation step, not four simulations.
2568
2567
  runRenderLoop(callback) {
2569
2568
  this.renderLoopCallback = callback || null;
2570
- const loop = (now) => {
2569
+ const loop = () => {
2571
2570
  this.animationFrameId = requestAnimationFrame(loop);
2572
- if (this.maxFPS !== null) {
2573
- // Tolerate rAF jitter: accept frames within ~half a display tick early.
2574
- const minInterval = 1000 / this.maxFPS - 2;
2575
- if (now - this.lastLoopTime < minInterval)
2576
- return;
2577
- this.lastLoopTime = now;
2578
- }
2579
2571
  this.render();
2580
2572
  if (this.renderLoopCallback) {
2581
2573
  this.renderLoopCallback();
@@ -2592,9 +2584,7 @@ export class Engine {
2592
2584
  }
2593
2585
  dispose() {
2594
2586
  this.stopRenderLoop();
2595
- this.forEachInstance((inst) => {
2596
- inst.model.stopAnimation();
2597
- });
2587
+ this.forEachInstance((inst) => inst.model.stopAnimation());
2598
2588
  if (Engine.instance === this)
2599
2589
  Engine.instance = null;
2600
2590
  if (this.camera)
@@ -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,CAsB3E"}
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,CA8CrG;AA4BD,wBAAgB,YAAY,CAAC,KAAK,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,GAAG,IAAI,CAsB3E"}
@@ -658,8 +658,14 @@ export function generateContacts(store, a, b, pool) {
658
658
  return;
659
659
  }
660
660
  if (sA === RigidbodyShape.Capsule && sB === RigidbodyShape.Sphere) {
661
+ // Only flip a contact this call actually produced. The detector returns
662
+ // without emitting whenever the shapes are out of range, and flipping then
663
+ // reverses the normal of whatever unrelated contact happens to sit at the
664
+ // end of the pool — pushing those two bodies together instead of apart.
665
+ const before = pool.count;
661
666
  detectSphereCapsule(store, b, a, pool);
662
- flipLastNormal(pool);
667
+ if (pool.count > before)
668
+ flipLastNormal(pool);
663
669
  return;
664
670
  }
665
671
  if (sA === RigidbodyShape.Capsule && sB === RigidbodyShape.Capsule) {
@@ -671,8 +677,10 @@ export function generateContacts(store, a, b, pool) {
671
677
  return;
672
678
  }
673
679
  if (sA === RigidbodyShape.Box && sB === RigidbodyShape.Sphere) {
680
+ const before = pool.count;
674
681
  detectSphereBox(store, b, a, pool);
675
- flipLastNormal(pool);
682
+ if (pool.count > before)
683
+ flipLastNormal(pool);
676
684
  return;
677
685
  }
678
686
  if (sA === RigidbodyShape.Capsule && sB === RigidbodyShape.Box) {
@@ -680,8 +688,10 @@ export function generateContacts(store, a, b, pool) {
680
688
  return;
681
689
  }
682
690
  if (sA === RigidbodyShape.Box && sB === RigidbodyShape.Capsule) {
691
+ const before = pool.count;
683
692
  detectCapsuleBox(store, b, a, pool);
684
- flipLastNormal(pool);
693
+ if (pool.count > before)
694
+ flipLastNormal(pool);
685
695
  return;
686
696
  }
687
697
  // Box-box left unimplemented.
@@ -44,6 +44,26 @@ export declare class RezePhysics {
44
44
  private snapBodiesToBones;
45
45
  private computeKinematicTargets;
46
46
  private advanceKinematicToTargets;
47
+ /**
48
+ * Put kinematic bodies exactly on their targets.
49
+ *
50
+ * `keepTrajectoryVelocity` decides what the cloth is then told about how
51
+ * those bodies got there, and the two callers want opposite answers.
52
+ *
53
+ * After a teleport the honest answer is "nothing" — a scrub is not motion
54
+ * and handing the solver the implied velocity is what used to fling cloth
55
+ * across the discontinuity.
56
+ *
57
+ * After the substep budget is exhausted it is the opposite. The body really
58
+ * did travel along its animated trajectory this frame; the simulation just
59
+ * could not afford to walk it there in steps. Zeroing there tells every
60
+ * dynamic body in contact that the character stopped dead, so cloth loses
61
+ * its drag and is teleported by the body instead of dragged by it — it stops
62
+ * flowing and starts juddering. That branch only fires on a device already
63
+ * running under its refresh rate, which is precisely where the simulation
64
+ * can least afford to also look broken. The trajectory velocity is already
65
+ * computed every frame in kinTargetVel; it just needs to survive.
66
+ */
47
67
  private snapKinematicToTargets;
48
68
  private carryDynamicThroughTeleport;
49
69
  private alignPinnedBodiesToBones;
@@ -1 +1 @@
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;AAavC,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,WAAW,CAAa;IAChC,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;IA6D1D,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
+ {"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;AAavC,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,WAAW,CAAa;IAChC,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;IA6D1D,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;IA6ExF,OAAO,CAAC,iBAAiB;IAuCzB,OAAO,CAAC,uBAAuB;IAqF/B,OAAO,CAAC,yBAAyB;IAgEjC;;;;;;;;;;;;;;;;;;;OAmBG;IACH,OAAO,CAAC,sBAAsB;IA0C9B,OAAO,CAAC,2BAA2B;IA6EnC,OAAO,CAAC,wBAAwB;IA2BhC,OAAO,CAAC,sBAAsB;IAqC9B,OAAO,CAAC,oBAAoB;CA6D7B"}
@@ -220,10 +220,12 @@ export class RezePhysics {
220
220
  }
221
221
  if (this.timeAccum >= this.fixedTimeStep) {
222
222
  // Substep budget exhausted mid-catchup: drop the remaining time and
223
- // snap kinematic bodies the rest of the way (zero velocity) so they
224
- // don't start next frame lagging behind their bones.
223
+ // snap kinematic bodies the rest of the way so they don't start next
224
+ // frame lagging behind their bones. They keep the velocity their
225
+ // trajectory implies — the character did move, and cloth in contact
226
+ // needs to know that or it stops being dragged and starts juddering.
225
227
  this.timeAccum = 0;
226
- this.snapKinematicToTargets(false);
228
+ this.snapKinematicToTargets(false, true);
227
229
  }
228
230
  // MMD mode-2 bone alignment for pinned (depth-1) bodies: position
229
231
  // re-pins to the animated bone, rotation stays simulated.
@@ -416,7 +418,27 @@ export class RezePhysics {
416
418
  // Snap kinematic bodies straight to the frame target with zero velocity.
417
419
  // Used on teleports (onlyFlagged) and when the substep budget runs out
418
420
  // mid-catchup (all).
419
- snapKinematicToTargets(onlyFlagged) {
421
+ /**
422
+ * Put kinematic bodies exactly on their targets.
423
+ *
424
+ * `keepTrajectoryVelocity` decides what the cloth is then told about how
425
+ * those bodies got there, and the two callers want opposite answers.
426
+ *
427
+ * After a teleport the honest answer is "nothing" — a scrub is not motion
428
+ * and handing the solver the implied velocity is what used to fling cloth
429
+ * across the discontinuity.
430
+ *
431
+ * After the substep budget is exhausted it is the opposite. The body really
432
+ * did travel along its animated trajectory this frame; the simulation just
433
+ * could not afford to walk it there in steps. Zeroing there tells every
434
+ * dynamic body in contact that the character stopped dead, so cloth loses
435
+ * its drag and is teleported by the body instead of dragged by it — it stops
436
+ * flowing and starts juddering. That branch only fires on a device already
437
+ * running under its refresh rate, which is precisely where the simulation
438
+ * can least afford to also look broken. The trajectory velocity is already
439
+ * computed every frame in kinTargetVel; it just needs to survive.
440
+ */
441
+ snapKinematicToTargets(onlyFlagged, keepTrajectoryVelocity = false) {
420
442
  const N = this.store.count;
421
443
  const positions = this.store.positions;
422
444
  const orientations = this.store.orientations;
@@ -426,6 +448,8 @@ export class RezePhysics {
426
448
  const boneIdx = this.store.boneIndex;
427
449
  const tp = this.kinTargetPos;
428
450
  const to = this.kinTargetOri;
451
+ const tv = this.kinTargetVel;
452
+ const tav = this.kinTargetAngVel;
429
453
  const flags = this.teleportFlags;
430
454
  for (let i = 0; i < N; i++) {
431
455
  const t = types[i];
@@ -444,12 +468,22 @@ export class RezePhysics {
444
468
  orientations[i4 + 1] = to[i4 + 1];
445
469
  orientations[i4 + 2] = to[i4 + 2];
446
470
  orientations[i4 + 3] = to[i4 + 3];
447
- lv[i3 + 0] = 0;
448
- lv[i3 + 1] = 0;
449
- lv[i3 + 2] = 0;
450
- av[i3 + 0] = 0;
451
- av[i3 + 1] = 0;
452
- av[i3 + 2] = 0;
471
+ if (keepTrajectoryVelocity) {
472
+ lv[i3 + 0] = tv[i3 + 0];
473
+ lv[i3 + 1] = tv[i3 + 1];
474
+ lv[i3 + 2] = tv[i3 + 2];
475
+ av[i3 + 0] = tav[i3 + 0];
476
+ av[i3 + 1] = tav[i3 + 1];
477
+ av[i3 + 2] = tav[i3 + 2];
478
+ }
479
+ else {
480
+ lv[i3 + 0] = 0;
481
+ lv[i3 + 1] = 0;
482
+ lv[i3 + 2] = 0;
483
+ av[i3 + 0] = 0;
484
+ av[i3 + 1] = 0;
485
+ av[i3 + 2] = 0;
486
+ }
453
487
  }
454
488
  }
455
489
  // Rigidly carry each dynamic body whose kinematic root teleported along
@@ -0,0 +1,7 @@
1
+ /**
2
+ * The tile as 8-bit luminance, plus its mip chain (box-filtered, which is exact
3
+ * for a repeating texture). Mips are the point as much as the speed: procedural
4
+ * noise has no mip chain, so at grazing angles it shimmered.
5
+ */
6
+ export declare function buildGroundNoiseMips(): Uint8Array[];
7
+ //# sourceMappingURL=ground-noise.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ground-noise.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground-noise.ts"],"names":[],"mappings":"AAkDA;;;;GAIG;AACH,wBAAgB,oBAAoB,IAAI,UAAU,EAAE,CAsCnD"}
@@ -0,0 +1,88 @@
1
+ // Bakes the ground's frosted micro-texture into a seamless, mipmapped tile.
2
+ //
3
+ // The shader used to evaluate four octaves of value noise per pixel — sixteen
4
+ // hash rounds — and the ground covers the entire screen as soon as the camera
5
+ // tilts toward the horizon. This produces the same character of pattern once, at
6
+ // load, so the fragment shader pays one filtered fetch instead.
7
+ //
8
+ // SEAMLESS BY CONSTRUCTION. The original hash was not periodic, so a finite
9
+ // crop of it could never tile. Here every octave's lattice wraps at a whole
10
+ // number of cells across the tile, which makes the result repeat exactly at the
11
+ // edges. The pattern is therefore not pixel-identical to the analytic version —
12
+ // it is the same kind of noise, not the same noise. At the default strength of
13
+ // 0.05 it modulates brightness by ±2.5%, where the repeat is not findable by eye.
14
+ import { GROUND_NOISE_RES, GROUND_NOISE_TILE_WORLD } from "./ground";
15
+ /** Lattice cells across the tile at octave 0. The analytic version sampled fbm
16
+ * at worldXZ × 3, so a tile spanning 8 world units covers 24 base cells — the
17
+ * same spatial frequency the surface had before. */
18
+ const BASE_CELLS = GROUND_NOISE_TILE_WORLD * 3;
19
+ const OCTAVES = 4;
20
+ /** Deterministic lattice hash. Integer coordinates are wrapped by the caller,
21
+ * which is what makes the tile seamless. */
22
+ function hash(ix, iy) {
23
+ let h = Math.imul(ix, 374761393) + Math.imul(iy, 668265263);
24
+ h = Math.imul(h ^ (h >>> 13), 1274126177);
25
+ return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
26
+ }
27
+ /** Value noise on a lattice that repeats every `period` cells. */
28
+ function periodicValueNoise(x, y, period) {
29
+ const ix = Math.floor(x);
30
+ const iy = Math.floor(y);
31
+ const fx = x - ix;
32
+ const fy = y - iy;
33
+ // Smoothstep weights — same curve the WGSL used.
34
+ const ux = fx * fx * (3 - 2 * fx);
35
+ const uy = fy * fy * (3 - 2 * fy);
36
+ const x0 = ((ix % period) + period) % period;
37
+ const y0 = ((iy % period) + period) % period;
38
+ const x1 = (x0 + 1) % period;
39
+ const y1 = (y0 + 1) % period;
40
+ const a = hash(x0, y0);
41
+ const b = hash(x1, y0);
42
+ const c = hash(x0, y1);
43
+ const d = hash(x1, y1);
44
+ return (a + (b - a) * ux) * (1 - uy) + (c + (d - c) * ux) * uy;
45
+ }
46
+ /**
47
+ * The tile as 8-bit luminance, plus its mip chain (box-filtered, which is exact
48
+ * for a repeating texture). Mips are the point as much as the speed: procedural
49
+ * noise has no mip chain, so at grazing angles it shimmered.
50
+ */
51
+ export function buildGroundNoiseMips() {
52
+ const levels = [];
53
+ const res = GROUND_NOISE_RES;
54
+ const base = new Uint8Array(res * res);
55
+ for (let py = 0; py < res; py++) {
56
+ for (let px = 0; px < res; px++) {
57
+ // Texel centre, in units of octave-0 lattice cells.
58
+ const x = ((px + 0.5) / res) * BASE_CELLS;
59
+ const y = ((py + 0.5) / res) * BASE_CELLS;
60
+ let v = 0;
61
+ let amp = 0.5;
62
+ let freq = 1;
63
+ for (let o = 0; o < OCTAVES; o++) {
64
+ v += amp * periodicValueNoise(x * freq, y * freq, BASE_CELLS * freq);
65
+ freq *= 2;
66
+ amp *= 0.5;
67
+ }
68
+ base[py * res + px] = Math.max(0, Math.min(255, Math.round(v * 255)));
69
+ }
70
+ }
71
+ levels.push(base);
72
+ let src = base;
73
+ let size = res;
74
+ while (size > 1) {
75
+ const half = size >> 1;
76
+ const dst = new Uint8Array(half * half);
77
+ for (let y = 0; y < half; y++) {
78
+ for (let x = 0; x < half; x++) {
79
+ const s = y * 2 * size + x * 2;
80
+ dst[y * half + x] = (src[s] + src[s + 1] + src[s + size] + src[s + size + 1] + 2) >> 2;
81
+ }
82
+ }
83
+ levels.push(dst);
84
+ src = dst;
85
+ size = half;
86
+ }
87
+ return levels;
88
+ }
@@ -1,2 +1,2 @@
1
- export declare const GROUND_SHADOW_SHADER_WGSL = "\nstruct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _p: f32, };\nstruct Light { direction: vec4f, color: vec4f, };\nstruct LightUniforms { ambientColor: vec4f, lights: array<Light, 4>, };\nstruct GroundShadowMat {\n diffuseColor: vec3f, fadeStart: f32,\n fadeEnd: f32, shadowStrength: f32, pcfTexel: f32, gridSpacing: f32,\n gridLineWidth: f32, gridLineOpacity: f32, noiseStrength: f32, opacity: f32,\n gridLineColor: vec3f, _pad2: f32,\n};\nstruct LightVP { viewProj: mat4x4f, };\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var shadowMap: texture_depth_2d;\n@group(0) @binding(3) var shadowSampler: sampler_comparison;\n@group(0) @binding(4) var<uniform> material: GroundShadowMat;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n\nfn hash2(p: vec2f) -> f32 {\n var p3 = fract(vec3f(p.x, p.y, p.x) * 0.1031);\n p3 += dot(p3, vec3f(p3.y + 33.33, p3.z + 33.33, p3.x + 33.33));\n return fract((p3.x + p3.y) * p3.z);\n}\nfn valueNoise(p: vec2f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n return mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x),\n mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbmNoise(p: vec2f) -> f32 {\n var v = 0.0;\n var a = 0.5;\n var pp = p;\n for (var i = 0; i < 4; i++) {\n v += a * valueNoise(pp);\n pp *= 2.0;\n a *= 0.5;\n }\n return v;\n}\n\nstruct VO { @builtin(position) position: vec4f, @location(0) worldPos: vec3f, @location(1) normal: vec3f, };\n@vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f) -> VO {\n var o: VO; o.worldPos = position; o.normal = normal;\n o.position = camera.projection * camera.view * vec4f(position, 1.0); return o;\n}\nstruct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };\n@fragment fn fs(i: VO) -> FSOut {\n let n = normalize(i.normal);\n let centerDist = length(i.worldPos.xz);\n let edgeFade = 1.0 - smoothstep(0.0, 1.0, clamp((centerDist - material.fadeStart) / max(material.fadeEnd - material.fadeStart, 0.001), 0.0, 1.0));\n\n let lclip = lightVP.viewProj * vec4f(i.worldPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));\n let st = material.pcfTexel;\n let compareZ = ndc.z - 0.0035;\n var vis = 0.0;\n for (var y = -2; y <= 2; y++) {\n for (var x = -2; x <= 2; x++) {\n vis += textureSampleCompare(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);\n }\n }\n vis *= 0.04;\n // Outside the light's frustum there IS no shadow information \u2014 the clamped\n // border samples above compare against unrelated depths and read \"shadowed\",\n // darkening the whole far plane with a visible band at the frustum edge\n // (masked by the opaque surface normally, glaring in green-screen mode where\n // only the shadow-catcher term renders). Fade to fully lit near the border.\n let inZ = select(0.0, 1.0, ndc.z > 0.0 && ndc.z < 1.0);\n let frustum = (1.0 - smoothstep(0.88, 0.96, abs(ndc.x))) * (1.0 - smoothstep(0.88, 0.96, abs(ndc.y))) * inZ;\n vis = mix(1.0, vis, frustum);\n\n // Frosted/matte micro-texture\n let noiseVal = fbmNoise(i.worldPos.xz * 3.0);\n let noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;\n\n // Grid lines \u2014 anti-aliased via screen-space derivatives\n let gp = i.worldPos.xz / material.gridSpacing;\n let gridFrac = abs(fract(gp - 0.5) - 0.5);\n let gridDeriv = fwidth(gp);\n let halfLine = material.gridLineWidth * 0.5;\n let gridLine = 1.0 - min(\n smoothstep(halfLine - gridDeriv.x, halfLine + gridDeriv.x, gridFrac.x),\n smoothstep(halfLine - gridDeriv.y, halfLine + gridDeriv.y, gridFrac.y)\n );\n let sun = light.ambientColor.xyz + light.lights[0].color.xyz * light.lights[0].color.w * max(dot(n, -light.lights[0].direction.xyz), 0.0);\n let dark = (1.0 - vis) * material.shadowStrength;\n var baseColor = material.diffuseColor * sun * (1.0 - dark * 0.65);\n baseColor *= noiseTint;\n let finalColor = mix(baseColor, material.gridLineColor, gridLine * material.gridLineOpacity * edgeFade);\n // Whole-ground opacity fades the SURFACE (color, grid) but the shadow stays \u2014\n // as opacity drops, the received shadow becomes a translucent dark layer\n // (Blender's Shadow Catcher), so models still feel grounded on a photo or\n // 360 backdrop. At opacity 1 this reduces exactly to the plain surface.\n let surfA = edgeFade * material.opacity;\n let catchA = dark * 0.65 * edgeFade * (1.0 - material.opacity);\n let outA = surfA + catchA;\n var out: FSOut;\n out.color = vec4f(finalColor * surfA, outA);\n // mask.r = 0: ground never contributes to bloom. mask.g = 1.0 with src.a =\n // outA turns the aux blend into alpha-over, so the drawable alpha goes\n // from outA at the center to 0 at the radial edge \u2014 letting the page\n // background show through under the premultiplied canvas alphaMode.\n out.mask = vec4f(0.0, 1.0, 0.0, outA);\n return out;\n}\n";
1
+ export declare const GROUND_SHADOW_SHADER_WGSL = "\nstruct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _p: f32, };\nstruct Light { direction: vec4f, color: vec4f, };\nstruct LightUniforms { ambientColor: vec4f, lights: array<Light, 4>, };\nstruct GroundShadowMat {\n diffuseColor: vec3f, fadeStart: f32,\n fadeEnd: f32, shadowStrength: f32, pcfTexel: f32, gridSpacing: f32,\n gridLineWidth: f32, gridLineOpacity: f32, noiseStrength: f32, opacity: f32,\n gridLineColor: vec3f, _pad2: f32,\n};\nstruct LightVP { viewProj: mat4x4f, };\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var shadowMap: texture_depth_2d;\n@group(0) @binding(3) var shadowSampler: sampler_comparison;\n@group(0) @binding(4) var<uniform> material: GroundShadowMat;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n\nfn hash2(p: vec2f) -> f32 {\n var p3 = fract(vec3f(p.x, p.y, p.x) * 0.1031);\n p3 += dot(p3, vec3f(p3.y + 33.33, p3.z + 33.33, p3.x + 33.33));\n return fract((p3.x + p3.y) * p3.z);\n}\nfn valueNoise(p: vec2f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n return mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x),\n mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbmNoise(p: vec2f) -> f32 {\n var v = 0.0;\n var a = 0.5;\n var pp = p;\n for (var i = 0; i < 4; i++) {\n v += a * valueNoise(pp);\n pp *= 2.0;\n a *= 0.5;\n }\n return v;\n}\n\nstruct VO { @builtin(position) position: vec4f, @location(0) worldPos: vec3f, @location(1) normal: vec3f, };\n@vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f) -> VO {\n var o: VO; o.worldPos = position; o.normal = normal;\n o.position = camera.projection * camera.view * vec4f(position, 1.0); return o;\n}\nstruct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };\n@fragment fn fs(i: VO) -> FSOut {\n // Derivatives first, unconditionally: WGSL requires fwidth in uniform control\n // flow and everything below branches on world position.\n let gp = i.worldPos.xz / material.gridSpacing;\n let gridDeriv = fwidth(gp);\n\n var out: FSOut;\n let n = normalize(i.normal);\n let centerDist = length(i.worldPos.xz);\n let edgeFade = 1.0 - smoothstep(0.0, 1.0, clamp((centerDist - material.fadeStart) / max(material.fadeEnd - material.fadeStart, 0.001), 0.0, 1.0));\n\n // Past the radial fade every term below is multiplied by edgeFade and the\n // pixel is fully transparent. Shading it anyway produces nothing.\n if (edgeFade <= 0.0) {\n out.color = vec4f(0.0);\n out.mask = vec4f(0.0, 1.0, 0.0, 0.0);\n return out;\n }\n\n let lclip = lightVP.viewProj * vec4f(i.worldPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n // Outside the light's frustum there IS no shadow information \u2014 the clamped\n // border samples compare against unrelated depths and read \"shadowed\",\n // darkening the whole far plane with a visible band at the frustum edge\n // (masked by the opaque surface normally, glaring in green-screen mode where\n // only the shadow-catcher term renders). Fade to fully lit near the border.\n let inZ = select(0.0, 1.0, ndc.z > 0.0 && ndc.z < 1.0);\n let frustum = (1.0 - smoothstep(0.88, 0.96, abs(ndc.x))) * (1.0 - smoothstep(0.88, 0.96, abs(ndc.y))) * inZ;\n\n // THE cost of this shader, measured: a full-screen ground ran 25 shadow\n // comparisons per pixel, and each one is hardware-bilinear, so ~100 depth\n // samples per pixel. Gutting the rest of the shader changed nothing; cutting\n // this is what makes looking down cheap.\n //\n // 3x3 at two-texel spacing covers the same +/-2 texel penumbra the 5x5 at\n // one-texel spacing did \u2014 that kernel was oversampled, its taps overlapping\n // almost entirely once the comparison sampler's own 2x2 filter is counted.\n // Nine taps instead of twenty-five for the same blur radius.\n //\n // Skipped altogether outside the light frustum, where the mix below discards\n // the result anyway: the shadow map covers a small area around the character\n // and the ground is vastly larger than it.\n var vis = 1.0;\n if (frustum > 0.0) {\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));\n let st = material.pcfTexel * 2.0;\n let compareZ = ndc.z - 0.0035;\n var acc = 0.0;\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n // ...Level, not the implicit-derivative form: identical on a single-mip\n // shadow map, and legal inside this branch.\n acc += textureSampleCompareLevel(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);\n }\n }\n vis = mix(1.0, acc * (1.0 / 9.0), frustum);\n }\n\n // Frosted/matte micro-texture. Scenes leaving it at zero were still paying\n // sixteen hash rounds a pixel for a tint of exactly 1.\n var noiseTint = 1.0;\n if (material.noiseStrength != 0.0) {\n let noiseVal = fbmNoise(i.worldPos.xz * 3.0);\n noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;\n }\n\n // Grid lines \u2014 anti-aliased via screen-space derivatives\n let gridFrac = abs(fract(gp - 0.5) - 0.5);\n let halfLine = material.gridLineWidth * 0.5;\n let gridLine = 1.0 - min(\n smoothstep(halfLine - gridDeriv.x, halfLine + gridDeriv.x, gridFrac.x),\n smoothstep(halfLine - gridDeriv.y, halfLine + gridDeriv.y, gridFrac.y)\n );\n let sun = light.ambientColor.xyz + light.lights[0].color.xyz * light.lights[0].color.w * max(dot(n, -light.lights[0].direction.xyz), 0.0);\n let dark = (1.0 - vis) * material.shadowStrength;\n var baseColor = material.diffuseColor * sun * (1.0 - dark * 0.65);\n baseColor *= noiseTint;\n let finalColor = mix(baseColor, material.gridLineColor, gridLine * material.gridLineOpacity * edgeFade);\n // Whole-ground opacity fades the SURFACE (color, grid) but the shadow stays \u2014\n // as opacity drops, the received shadow becomes a translucent dark layer\n // (Blender's Shadow Catcher), so models still feel grounded on a photo or\n // 360 backdrop. At opacity 1 this reduces exactly to the plain surface.\n let surfA = edgeFade * material.opacity;\n let catchA = dark * 0.65 * edgeFade * (1.0 - material.opacity);\n let outA = surfA + catchA;\n out.color = vec4f(finalColor * surfA, outA);\n // mask.r = 0: ground never contributes to bloom. mask.g = 1.0 with src.a =\n // outA turns the aux blend into alpha-over, so the drawable alpha goes\n // from outA at the center to 0 at the radial edge \u2014 letting the page\n // background show through under the premultiplied canvas alphaMode.\n out.mask = vec4f(0.0, 1.0, 0.0, outA);\n return out;\n}\n";
2
2
  //# sourceMappingURL=ground.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ground.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground.ts"],"names":[],"mappings":"AAGA,eAAO,MAAM,yBAAyB,2kKA6GrC,CAAA"}
1
+ {"version":3,"file":"ground.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground.ts"],"names":[],"mappings":"AAGA,eAAO,MAAM,yBAAyB,gpNA8IrC,CAAA"}
@@ -49,40 +49,74 @@ struct VO { @builtin(position) position: vec4f, @location(0) worldPos: vec3f, @l
49
49
  }
50
50
  struct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };
51
51
  @fragment fn fs(i: VO) -> FSOut {
52
+ // Derivatives first, unconditionally: WGSL requires fwidth in uniform control
53
+ // flow and everything below branches on world position.
54
+ let gp = i.worldPos.xz / material.gridSpacing;
55
+ let gridDeriv = fwidth(gp);
56
+
57
+ var out: FSOut;
52
58
  let n = normalize(i.normal);
53
59
  let centerDist = length(i.worldPos.xz);
54
60
  let edgeFade = 1.0 - smoothstep(0.0, 1.0, clamp((centerDist - material.fadeStart) / max(material.fadeEnd - material.fadeStart, 0.001), 0.0, 1.0));
55
61
 
62
+ // Past the radial fade every term below is multiplied by edgeFade and the
63
+ // pixel is fully transparent. Shading it anyway produces nothing.
64
+ if (edgeFade <= 0.0) {
65
+ out.color = vec4f(0.0);
66
+ out.mask = vec4f(0.0, 1.0, 0.0, 0.0);
67
+ return out;
68
+ }
69
+
56
70
  let lclip = lightVP.viewProj * vec4f(i.worldPos, 1.0);
57
71
  let ndc = lclip.xyz / max(lclip.w, 1e-6);
58
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
59
- let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));
60
- let st = material.pcfTexel;
61
- let compareZ = ndc.z - 0.0035;
62
- var vis = 0.0;
63
- for (var y = -2; y <= 2; y++) {
64
- for (var x = -2; x <= 2; x++) {
65
- vis += textureSampleCompare(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);
66
- }
67
- }
68
- vis *= 0.04;
69
72
  // Outside the light's frustum there IS no shadow information — the clamped
70
- // border samples above compare against unrelated depths and read "shadowed",
73
+ // border samples compare against unrelated depths and read "shadowed",
71
74
  // darkening the whole far plane with a visible band at the frustum edge
72
75
  // (masked by the opaque surface normally, glaring in green-screen mode where
73
76
  // only the shadow-catcher term renders). Fade to fully lit near the border.
74
77
  let inZ = select(0.0, 1.0, ndc.z > 0.0 && ndc.z < 1.0);
75
78
  let frustum = (1.0 - smoothstep(0.88, 0.96, abs(ndc.x))) * (1.0 - smoothstep(0.88, 0.96, abs(ndc.y))) * inZ;
76
- vis = mix(1.0, vis, frustum);
77
79
 
78
- // Frosted/matte micro-texture
79
- let noiseVal = fbmNoise(i.worldPos.xz * 3.0);
80
- let noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;
80
+ // THE cost of this shader, measured: a full-screen ground ran 25 shadow
81
+ // comparisons per pixel, and each one is hardware-bilinear, so ~100 depth
82
+ // samples per pixel. Gutting the rest of the shader changed nothing; cutting
83
+ // this is what makes looking down cheap.
84
+ //
85
+ // 3x3 at two-texel spacing covers the same +/-2 texel penumbra the 5x5 at
86
+ // one-texel spacing did — that kernel was oversampled, its taps overlapping
87
+ // almost entirely once the comparison sampler's own 2x2 filter is counted.
88
+ // Nine taps instead of twenty-five for the same blur radius.
89
+ //
90
+ // Skipped altogether outside the light frustum, where the mix below discards
91
+ // the result anyway: the shadow map covers a small area around the character
92
+ // and the ground is vastly larger than it.
93
+ var vis = 1.0;
94
+ if (frustum > 0.0) {
95
+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
96
+ let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));
97
+ let st = material.pcfTexel * 2.0;
98
+ let compareZ = ndc.z - 0.0035;
99
+ var acc = 0.0;
100
+ for (var y = -1; y <= 1; y++) {
101
+ for (var x = -1; x <= 1; x++) {
102
+ // ...Level, not the implicit-derivative form: identical on a single-mip
103
+ // shadow map, and legal inside this branch.
104
+ acc += textureSampleCompareLevel(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);
105
+ }
106
+ }
107
+ vis = mix(1.0, acc * (1.0 / 9.0), frustum);
108
+ }
109
+
110
+ // Frosted/matte micro-texture. Scenes leaving it at zero were still paying
111
+ // sixteen hash rounds a pixel for a tint of exactly 1.
112
+ var noiseTint = 1.0;
113
+ if (material.noiseStrength != 0.0) {
114
+ let noiseVal = fbmNoise(i.worldPos.xz * 3.0);
115
+ noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;
116
+ }
81
117
 
82
118
  // Grid lines — anti-aliased via screen-space derivatives
83
- let gp = i.worldPos.xz / material.gridSpacing;
84
119
  let gridFrac = abs(fract(gp - 0.5) - 0.5);
85
- let gridDeriv = fwidth(gp);
86
120
  let halfLine = material.gridLineWidth * 0.5;
87
121
  let gridLine = 1.0 - min(
88
122
  smoothstep(halfLine - gridDeriv.x, halfLine + gridDeriv.x, gridFrac.x),
@@ -100,7 +134,6 @@ struct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };
100
134
  let surfA = edgeFade * material.opacity;
101
135
  let catchA = dark * 0.65 * edgeFade * (1.0 - material.opacity);
102
136
  let outA = surfA + catchA;
103
- var out: FSOut;
104
137
  out.color = vec4f(finalColor * surfA, outA);
105
138
  // mask.r = 0: ground never contributes to bloom. mask.g = 1.0 with src.a =
106
139
  // outA turns the aux blend into alpha-over, so the drawable alpha goes
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.33.0",
3
+ "version": "0.33.2",
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/engine.ts CHANGED
@@ -2987,32 +2987,20 @@ export class Engine {
2987
2987
  return { ...this.stats }
2988
2988
  }
2989
2989
 
2990
- /** Frame-rate cap for the render loop, or null for display-rate. On high-refresh
2991
- * displays (144/240Hz) rAF runs the WHOLE pipeline physics, IK, blending,
2992
- * passes that many times per second for no visible gain over ~120 (VMD content
2993
- * is 30fps; blending interpolates). Capping restores the per-second budget. */
2994
- private maxFPS: number | null = null
2995
- private lastLoopTime = 0
2996
-
2997
- setMaxFPS(fps: number | null): void {
2998
- this.maxFPS = fps !== null && fps > 0 ? fps : null
2999
- }
3000
-
2990
+ // The render loop runs at display rate, always. A frame-rate cap used to be
2991
+ // offered here for high-refresh displays, on the reasoning that VMD content
2992
+ // is 30fps and running the whole pipeline at 240 buys nothing. Nothing ever
2993
+ // called it every product in the family chases native refresh, because
2994
+ // dropping frames a display can show is the one thing that reads as cheap.
2995
+ // Physics already decouples: it steps at a fixed 60Hz behind an accumulator
2996
+ // and the drawn pose is interpolated between substeps, so a 240Hz display
2997
+ // costs four interpolations per simulation step, not four simulations.
3001
2998
  runRenderLoop(callback?: () => void) {
3002
2999
  this.renderLoopCallback = callback || null
3003
3000
 
3004
- const loop = (now: number) => {
3001
+ const loop = () => {
3005
3002
  this.animationFrameId = requestAnimationFrame(loop)
3006
-
3007
- if (this.maxFPS !== null) {
3008
- // Tolerate rAF jitter: accept frames within ~half a display tick early.
3009
- const minInterval = 1000 / this.maxFPS - 2
3010
- if (now - this.lastLoopTime < minInterval) return
3011
- this.lastLoopTime = now
3012
- }
3013
-
3014
3003
  this.render()
3015
-
3016
3004
  if (this.renderLoopCallback) {
3017
3005
  this.renderLoopCallback()
3018
3006
  }
@@ -3031,9 +3019,7 @@ export class Engine {
3031
3019
 
3032
3020
  dispose() {
3033
3021
  this.stopRenderLoop()
3034
- this.forEachInstance((inst) => {
3035
- inst.model.stopAnimation()
3036
- })
3022
+ this.forEachInstance((inst) => inst.model.stopAnimation())
3037
3023
  if (Engine.instance === this) Engine.instance = null
3038
3024
  if (this.camera) this.camera.detachControl()
3039
3025
 
@@ -3696,6 +3682,7 @@ export class Engine {
3696
3682
  })
3697
3683
  }
3698
3684
 
3685
+
3699
3686
  // Shadow is cast from the visible sun direction — same vector the shader lights with.
3700
3687
  /** Whether the shadow map needs clearing — see the shadow pass in `render`.
3701
3688
  *
@@ -929,8 +929,13 @@ export function generateContacts(store: RigidBodyStore, a: number, b: number, po
929
929
  return
930
930
  }
931
931
  if (sA === RigidbodyShape.Capsule && sB === RigidbodyShape.Sphere) {
932
+ // Only flip a contact this call actually produced. The detector returns
933
+ // without emitting whenever the shapes are out of range, and flipping then
934
+ // reverses the normal of whatever unrelated contact happens to sit at the
935
+ // end of the pool — pushing those two bodies together instead of apart.
936
+ const before = pool.count
932
937
  detectSphereCapsule(store, b, a, pool)
933
- flipLastNormal(pool)
938
+ if (pool.count > before) flipLastNormal(pool)
934
939
  return
935
940
  }
936
941
  if (sA === RigidbodyShape.Capsule && sB === RigidbodyShape.Capsule) {
@@ -942,8 +947,9 @@ export function generateContacts(store: RigidBodyStore, a: number, b: number, po
942
947
  return
943
948
  }
944
949
  if (sA === RigidbodyShape.Box && sB === RigidbodyShape.Sphere) {
950
+ const before = pool.count
945
951
  detectSphereBox(store, b, a, pool)
946
- flipLastNormal(pool)
952
+ if (pool.count > before) flipLastNormal(pool)
947
953
  return
948
954
  }
949
955
  if (sA === RigidbodyShape.Capsule && sB === RigidbodyShape.Box) {
@@ -951,8 +957,9 @@ export function generateContacts(store: RigidBodyStore, a: number, b: number, po
951
957
  return
952
958
  }
953
959
  if (sA === RigidbodyShape.Box && sB === RigidbodyShape.Capsule) {
960
+ const before = pool.count
954
961
  detectCapsuleBox(store, b, a, pool)
955
- flipLastNormal(pool)
962
+ if (pool.count > before) flipLastNormal(pool)
956
963
  return
957
964
  }
958
965
  // Box-box left unimplemented.
@@ -266,10 +266,12 @@ export class RezePhysics {
266
266
  }
267
267
  if (this.timeAccum >= this.fixedTimeStep) {
268
268
  // Substep budget exhausted mid-catchup: drop the remaining time and
269
- // snap kinematic bodies the rest of the way (zero velocity) so they
270
- // don't start next frame lagging behind their bones.
269
+ // snap kinematic bodies the rest of the way so they don't start next
270
+ // frame lagging behind their bones. They keep the velocity their
271
+ // trajectory implies — the character did move, and cloth in contact
272
+ // needs to know that or it stops being dragged and starts juddering.
271
273
  this.timeAccum = 0
272
- this.snapKinematicToTargets(false)
274
+ this.snapKinematicToTargets(false, true)
273
275
  }
274
276
 
275
277
  // MMD mode-2 bone alignment for pinned (depth-1) bodies: position
@@ -470,7 +472,27 @@ export class RezePhysics {
470
472
  // Snap kinematic bodies straight to the frame target with zero velocity.
471
473
  // Used on teleports (onlyFlagged) and when the substep budget runs out
472
474
  // mid-catchup (all).
473
- private snapKinematicToTargets(onlyFlagged: boolean): void {
475
+ /**
476
+ * Put kinematic bodies exactly on their targets.
477
+ *
478
+ * `keepTrajectoryVelocity` decides what the cloth is then told about how
479
+ * those bodies got there, and the two callers want opposite answers.
480
+ *
481
+ * After a teleport the honest answer is "nothing" — a scrub is not motion
482
+ * and handing the solver the implied velocity is what used to fling cloth
483
+ * across the discontinuity.
484
+ *
485
+ * After the substep budget is exhausted it is the opposite. The body really
486
+ * did travel along its animated trajectory this frame; the simulation just
487
+ * could not afford to walk it there in steps. Zeroing there tells every
488
+ * dynamic body in contact that the character stopped dead, so cloth loses
489
+ * its drag and is teleported by the body instead of dragged by it — it stops
490
+ * flowing and starts juddering. That branch only fires on a device already
491
+ * running under its refresh rate, which is precisely where the simulation
492
+ * can least afford to also look broken. The trajectory velocity is already
493
+ * computed every frame in kinTargetVel; it just needs to survive.
494
+ */
495
+ private snapKinematicToTargets(onlyFlagged: boolean, keepTrajectoryVelocity = false): void {
474
496
  const N = this.store.count
475
497
  const positions = this.store.positions
476
498
  const orientations = this.store.orientations
@@ -480,6 +502,8 @@ export class RezePhysics {
480
502
  const boneIdx = this.store.boneIndex
481
503
  const tp = this.kinTargetPos
482
504
  const to = this.kinTargetOri
505
+ const tv = this.kinTargetVel
506
+ const tav = this.kinTargetAngVel
483
507
  const flags = this.teleportFlags
484
508
 
485
509
  for (let i = 0; i < N; i++) {
@@ -496,8 +520,13 @@ export class RezePhysics {
496
520
  orientations[i4 + 1] = to[i4 + 1]
497
521
  orientations[i4 + 2] = to[i4 + 2]
498
522
  orientations[i4 + 3] = to[i4 + 3]
499
- lv[i3 + 0] = 0; lv[i3 + 1] = 0; lv[i3 + 2] = 0
500
- av[i3 + 0] = 0; av[i3 + 1] = 0; av[i3 + 2] = 0
523
+ if (keepTrajectoryVelocity) {
524
+ lv[i3 + 0] = tv[i3 + 0]; lv[i3 + 1] = tv[i3 + 1]; lv[i3 + 2] = tv[i3 + 2]
525
+ av[i3 + 0] = tav[i3 + 0]; av[i3 + 1] = tav[i3 + 1]; av[i3 + 2] = tav[i3 + 2]
526
+ } else {
527
+ lv[i3 + 0] = 0; lv[i3 + 1] = 0; lv[i3 + 2] = 0
528
+ av[i3 + 0] = 0; av[i3 + 1] = 0; av[i3 + 2] = 0
529
+ }
501
530
  }
502
531
  }
503
532
 
@@ -50,40 +50,74 @@ struct VO { @builtin(position) position: vec4f, @location(0) worldPos: vec3f, @l
50
50
  }
51
51
  struct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };
52
52
  @fragment fn fs(i: VO) -> FSOut {
53
+ // Derivatives first, unconditionally: WGSL requires fwidth in uniform control
54
+ // flow and everything below branches on world position.
55
+ let gp = i.worldPos.xz / material.gridSpacing;
56
+ let gridDeriv = fwidth(gp);
57
+
58
+ var out: FSOut;
53
59
  let n = normalize(i.normal);
54
60
  let centerDist = length(i.worldPos.xz);
55
61
  let edgeFade = 1.0 - smoothstep(0.0, 1.0, clamp((centerDist - material.fadeStart) / max(material.fadeEnd - material.fadeStart, 0.001), 0.0, 1.0));
56
62
 
63
+ // Past the radial fade every term below is multiplied by edgeFade and the
64
+ // pixel is fully transparent. Shading it anyway produces nothing.
65
+ if (edgeFade <= 0.0) {
66
+ out.color = vec4f(0.0);
67
+ out.mask = vec4f(0.0, 1.0, 0.0, 0.0);
68
+ return out;
69
+ }
70
+
57
71
  let lclip = lightVP.viewProj * vec4f(i.worldPos, 1.0);
58
72
  let ndc = lclip.xyz / max(lclip.w, 1e-6);
59
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
60
- let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));
61
- let st = material.pcfTexel;
62
- let compareZ = ndc.z - 0.0035;
63
- var vis = 0.0;
64
- for (var y = -2; y <= 2; y++) {
65
- for (var x = -2; x <= 2; x++) {
66
- vis += textureSampleCompare(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);
67
- }
68
- }
69
- vis *= 0.04;
70
73
  // Outside the light's frustum there IS no shadow information — the clamped
71
- // border samples above compare against unrelated depths and read "shadowed",
74
+ // border samples compare against unrelated depths and read "shadowed",
72
75
  // darkening the whole far plane with a visible band at the frustum edge
73
76
  // (masked by the opaque surface normally, glaring in green-screen mode where
74
77
  // only the shadow-catcher term renders). Fade to fully lit near the border.
75
78
  let inZ = select(0.0, 1.0, ndc.z > 0.0 && ndc.z < 1.0);
76
79
  let frustum = (1.0 - smoothstep(0.88, 0.96, abs(ndc.x))) * (1.0 - smoothstep(0.88, 0.96, abs(ndc.y))) * inZ;
77
- vis = mix(1.0, vis, frustum);
78
80
 
79
- // Frosted/matte micro-texture
80
- let noiseVal = fbmNoise(i.worldPos.xz * 3.0);
81
- let noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;
81
+ // THE cost of this shader, measured: a full-screen ground ran 25 shadow
82
+ // comparisons per pixel, and each one is hardware-bilinear, so ~100 depth
83
+ // samples per pixel. Gutting the rest of the shader changed nothing; cutting
84
+ // this is what makes looking down cheap.
85
+ //
86
+ // 3x3 at two-texel spacing covers the same +/-2 texel penumbra the 5x5 at
87
+ // one-texel spacing did — that kernel was oversampled, its taps overlapping
88
+ // almost entirely once the comparison sampler's own 2x2 filter is counted.
89
+ // Nine taps instead of twenty-five for the same blur radius.
90
+ //
91
+ // Skipped altogether outside the light frustum, where the mix below discards
92
+ // the result anyway: the shadow map covers a small area around the character
93
+ // and the ground is vastly larger than it.
94
+ var vis = 1.0;
95
+ if (frustum > 0.0) {
96
+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
97
+ let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));
98
+ let st = material.pcfTexel * 2.0;
99
+ let compareZ = ndc.z - 0.0035;
100
+ var acc = 0.0;
101
+ for (var y = -1; y <= 1; y++) {
102
+ for (var x = -1; x <= 1; x++) {
103
+ // ...Level, not the implicit-derivative form: identical on a single-mip
104
+ // shadow map, and legal inside this branch.
105
+ acc += textureSampleCompareLevel(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);
106
+ }
107
+ }
108
+ vis = mix(1.0, acc * (1.0 / 9.0), frustum);
109
+ }
110
+
111
+ // Frosted/matte micro-texture. Scenes leaving it at zero were still paying
112
+ // sixteen hash rounds a pixel for a tint of exactly 1.
113
+ var noiseTint = 1.0;
114
+ if (material.noiseStrength != 0.0) {
115
+ let noiseVal = fbmNoise(i.worldPos.xz * 3.0);
116
+ noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;
117
+ }
82
118
 
83
119
  // Grid lines — anti-aliased via screen-space derivatives
84
- let gp = i.worldPos.xz / material.gridSpacing;
85
120
  let gridFrac = abs(fract(gp - 0.5) - 0.5);
86
- let gridDeriv = fwidth(gp);
87
121
  let halfLine = material.gridLineWidth * 0.5;
88
122
  let gridLine = 1.0 - min(
89
123
  smoothstep(halfLine - gridDeriv.x, halfLine + gridDeriv.x, gridFrac.x),
@@ -101,7 +135,6 @@ struct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };
101
135
  let surfA = edgeFade * material.opacity;
102
136
  let catchA = dark * 0.65 * edgeFade * (1.0 - material.opacity);
103
137
  let outA = surfA + catchA;
104
- var out: FSOut;
105
138
  out.color = vec4f(finalColor * surfA, outA);
106
139
  // mask.r = 0: ground never contributes to bloom. mask.g = 1.0 with src.a =
107
140
  // outA turns the aux blend into alpha-over, so the drawable alpha goes