reze-engine 0.33.2 → 0.34.0

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.
package/README.md CHANGED
@@ -15,7 +15,7 @@ npm install reze-engine
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  - **Anime-style rendering** — toon-ramp NPR over a Principled GGX BSDF, mixed per material
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  - **Shader-graph materials** — every look is a Blender-style node graph compiled to WGSL; style groups bind any materials to any graph, fully customizable
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  - **HDR pipeline** — bloom, Filmic tone mapping, ASC CDL colour grading, 4× MSAA, Apple-TBDR-friendly targets
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- - **In-house TS physics** — sequential-impulse rigid bodies for PMX rigs with rest-stable implicit spring-dampers, zero dependencies; structure-of-arrays solver, a world floor so hair and hems rest on the ground instead of clipping through it, and per-frame load shedding that holds framerate on weak devices
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+ - **In-house TS physics** — sequential-impulse rigid bodies for PMX rigs with rest-stable implicit spring-dampers, zero dependencies; structure-of-arrays solver, scene gravity and wind, a world floor so hair and hems rest on the ground instead of clipping through it, and per-frame load shedding that holds framerate on weak devices
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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, authored stop skids, code-driven root motion) — the [demo](https://reze.one) is WASD-playable
@@ -90,7 +90,7 @@ engine/src/
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  physics.ts RezePhysics: bone↔body sync, fixed-step accumulator + interpolation
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  solver.ts sequential-impulse PGS (joint + contact rows)
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  contact.ts narrowphase (analytical sphere/box/capsule pairs) + contact pool
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- constraint.ts 6DOF spring joints · world.ts broadphase + step
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+ constraint.ts 6DOF spring joints · world.ts step, gravity + wind
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  body.ts SoA rigid-body store · types.ts
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  shaders/
@@ -119,6 +119,8 @@ engine.setMaterialVisible(name, material, visible) / toggleMaterialVisible / isM
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  engine.setIKEnabled(enabled) // engine-wide OFF for hosts that pose bones themselves; ON hands per-chain state to the clip
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  engine.setPhysicsEnabled(enabled)
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  engine.resetPhysics() // re-pose bodies from animation + zero velocities (call if physics explodes)
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+ engine.setGravity(vec3) / getGravity() // scene-wide; default (0, -98, 0) — MMD scale, where a character is ~18 units tall
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+ engine.setWind({ direction, strength, turbulence?, frequency? } | null) / getWind() // scene-wide air; strength is in gravity's units, so 10-30 reads as a breeze through hair and skirt
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  engine.setCameraFollow(model, bone?, offset?) / setCameraFollow(null)
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  engine.setCameraTarget(vec3) / setCameraDistance(d) / setCameraAlpha(a) / setCameraBeta(b)
@@ -337,7 +339,9 @@ In-house sequential-impulse rigid-body solver for PMX rigs (sphere / box / capsu
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  - **Discontinuity guards** — a bone-pose jump beyond continuous motion (timeline scrub, long stall) rigidly carries each dynamic body along with its kinematic root's transform delta and zeroes momentum instead of dragging cloth across the gap; correction velocities are clamped (120 u/s linear, 30 rad/s angular), per-step travel is capped, and any body that still goes non-finite is restored to its previous substep pose.
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  - Sleeping is off (cloth must always react); resting bodies bleed micro-velocity via per-PMX damping.
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- Engine surface is just `setPhysicsEnabled` / `resetPhysics` all tuning (mass, damping, friction, restitution, joint stiffness/limits, collision groups) lives on the PMX rig.
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+ - **Gravity and wind** are scene-wide and summed once per substep, so wind costs the per-body loop nothing. Wind is an acceleration rather than a drag model: PMX authors already tune per-body damping to get the hang they want, and a second hidden drag term would fight it. Gusting rides a pair of incommensurate sines — one alone is a metronome — and advances on *simulated* time, so an exported take gusts frame-for-frame as its preview did.
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+
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+ Engine surface is `setPhysicsEnabled` / `resetPhysics` / `setGravity` / `setWind` — everything else (mass, damping, friction, restitution, joint stiffness/limits, collision groups) lives on the PMX rig.
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  ## Rendering
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package/dist/engine.d.ts CHANGED
@@ -1,6 +1,7 @@
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  import { Quat, Vec3 } from "./math";
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  import { Model } from "./model";
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  import { RezePhysics } from "./physics";
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+ import type { WindOptions } from "./physics/world";
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  import { type AssetReader } from "./asset-reader";
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  import { type CompileOptions, type StyleSlot } from "./graph/compile";
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  import type { AlphaMode, RenderClass } from "./graph/render-class";
@@ -402,6 +403,8 @@ export declare class Engine {
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  private _nextDefaultModelId;
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  private ikEnabled;
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  private physicsEnabled;
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+ private gravity;
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+ private wind;
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  private useGpuMorphs;
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  private cameraAnimation;
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  private cameraTargetModel;
@@ -623,6 +626,25 @@ export declare class Engine {
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  getIKEnabled(): boolean;
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  setPhysicsEnabled(enabled: boolean): void;
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  getPhysicsEnabled(): boolean;
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+ /**
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+ * Scene gravity, applied to every model's cloth and hair. The default is
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+ * (0, -98, 0) — MMD's own scale, where a character stands about 20 units
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+ * tall. Lower magnitudes float; tilting it sideways hangs everything on a
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+ * slant, which is the cheap way to fake a strong draught.
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+ */
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+ setGravity(gravity: Vec3): void;
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+ getGravity(): Vec3;
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+ /**
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+ * Air movement across the scene — null is still air.
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+ *
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+ * Applied as an acceleration alongside gravity, so `strength` is in the same
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+ * units: against the default gravity of 98, a strength of 10-30 reads as a
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+ * breeze through hair and a skirt without lifting them off the body. Gusting
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+ * is driven by simulated time rather than wall time, so an exported take
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+ * gusts exactly as the preview did.
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+ */
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+ setWind(wind: WindOptions | null): void;
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+ getWind(): WindOptions | null;
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  resetPhysics(): void;
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  private forEachInstance;
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  private cpuAnimMs;
@@ -1 +1 @@
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package/dist/engine.js CHANGED
@@ -325,6 +325,10 @@ export class Engine {
325
325
  // IK and physics enabled at engine level (same for all models)
326
326
  this.ikEnabled = true;
327
327
  this.physicsEnabled = true;
328
+ // World-wide, not per-model: MMD treats gravity and wind as properties of the
329
+ // scene, and a model loaded later must arrive into the same air as the rest.
330
+ this.gravity = new Vec3(0, -98, 0);
331
+ this.wind = null;
328
332
  // GPU vertex-morph path. Set false BEFORE loadModel to fall back to the CPU path (A/B).
329
333
  this.useGpuMorphs = true;
330
334
  // VMD camera track (a dedicated camera VMD). When loaded + enabled it drives the shot,
@@ -2805,6 +2809,35 @@ export class Engine {
2805
2809
  getPhysicsEnabled() {
2806
2810
  return this.physicsEnabled;
2807
2811
  }
2812
+ /**
2813
+ * Scene gravity, applied to every model's cloth and hair. The default is
2814
+ * (0, -98, 0) — MMD's own scale, where a character stands about 20 units
2815
+ * tall. Lower magnitudes float; tilting it sideways hangs everything on a
2816
+ * slant, which is the cheap way to fake a strong draught.
2817
+ */
2818
+ setGravity(gravity) {
2819
+ this.gravity = new Vec3(gravity.x, gravity.y, gravity.z);
2820
+ this.forEachInstance((inst) => inst.physics?.setGravity(this.gravity));
2821
+ }
2822
+ getGravity() {
2823
+ return new Vec3(this.gravity.x, this.gravity.y, this.gravity.z);
2824
+ }
2825
+ /**
2826
+ * Air movement across the scene — null is still air.
2827
+ *
2828
+ * Applied as an acceleration alongside gravity, so `strength` is in the same
2829
+ * units: against the default gravity of 98, a strength of 10-30 reads as a
2830
+ * breeze through hair and a skirt without lifting them off the body. Gusting
2831
+ * is driven by simulated time rather than wall time, so an exported take
2832
+ * gusts exactly as the preview did.
2833
+ */
2834
+ setWind(wind) {
2835
+ this.wind = wind ? { ...wind, direction: new Vec3(wind.direction.x, wind.direction.y, wind.direction.z) } : null;
2836
+ this.forEachInstance((inst) => inst.physics?.setWind(this.wind));
2837
+ }
2838
+ getWind() {
2839
+ return this.wind ? { ...this.wind, direction: new Vec3(this.wind.direction.x, this.wind.direction.y, this.wind.direction.z) } : null;
2840
+ }
2808
2841
  resetPhysics() {
2809
2842
  this.forEachInstance((inst) => {
2810
2843
  if (!inst.physics)
@@ -2943,6 +2976,13 @@ export class Engine {
2943
2976
  this.device.queue.writeBuffer(indexBuffer, 0, indices);
2944
2977
  const rbs = model.getRigidbodies();
2945
2978
  const physics = rbs.length > 0 ? new RezePhysics(rbs, model.getJoints()) : null;
2979
+ // Adopt the scene's air, or a model added mid-session would fall under
2980
+ // different gravity from the ones already on stage.
2981
+ if (physics) {
2982
+ physics.setGravity(this.gravity);
2983
+ if (this.wind)
2984
+ physics.setWind(this.wind);
2985
+ }
2946
2986
  const shadowBindGroup = this.device.createBindGroup({
2947
2987
  label: `${name}: shadow bind`,
2948
2988
  layout: this.shadowDepthPipeline.getBindGroupLayout(0),
package/dist/index.d.ts CHANGED
@@ -25,4 +25,5 @@ export { VMDWriter } from "./vmd-writer";
25
25
  export { PmxLoader } from "./pmx-loader";
26
26
  export { CameraAnimation, type CameraPose } from "./camera-animation";
27
27
  export { RezePhysics } from "./physics";
28
+ export type { WindOptions } from "./physics/world";
28
29
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,sBAAsB,EACtB,qBAAqB,EACrB,KAAK,mBAAmB,EACxB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,oBAAoB,EACzB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,aAAa,EAClB,KAAK,0BAA0B,EAC/B,KAAK,sBAAsB,GAC5B,MAAM,UAAU,CAAA;AACjB,OAAO,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAA;AACvG,OAAO,EACL,YAAY,EACZ,aAAa,EACb,gBAAgB,EAChB,KAAK,cAAc,EACnB,KAAK,aAAa,EAClB,KAAK,SAAS,GACf,MAAM,iBAAiB,CAAA;AACxB,YAAY,EACV,WAAW,EACX,SAAS,EACT,SAAS,EACT,YAAY,EACZ,WAAW,EACX,UAAU,GACX,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,aAAa,EAAE,KAAK,QAAQ,EAAE,KAAK,KAAK,EAAE,MAAM,kBAAkB,CAAA;AAC3E,OAAO,EAAE,cAAc,EAAE,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC7G,YAAY,EACV,UAAU,EACV,eAAe,EACf,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,qBAAqB,CAAA;AAC5B,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,8BAA8B,CAAA;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAA;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AACnD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAA;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,KAAK,EAAE,KAAK,aAAa,EAAE,MAAM,SAAS,CAAA;AACnD,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,UAAU,EAAE,MAAM,QAAQ,CAAA;AACrE,YAAY,EACV,aAAa,EACb,oBAAoB,EACpB,iBAAiB,EACjB,UAAU,EACV,YAAY,EACZ,UAAU,EACV,aAAa,EACb,iBAAiB,EACjB,YAAY,GACb,MAAM,aAAa,CAAA;AACpB,OAAO,EACL,oBAAoB,EACpB,KAAK,eAAe,EACpB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,eAAe,EACpB,KAAK,aAAa,EAClB,KAAK,gBAAgB,EACrB,KAAK,aAAa,GACnB,MAAM,cAAc,CAAA;AACrB,OAAO,EAAE,qBAAqB,EAAE,KAAK,YAAY,EAAE,KAAK,iBAAiB,EAAE,KAAK,mBAAmB,EAAE,MAAM,iBAAiB,CAAA;AAC5H,OAAO,EACL,GAAG,EACH,iBAAiB,EACjB,wBAAwB,EACxB,mCAAmC,GACpC,MAAM,aAAa,CAAA;AACpB,OAAO,EAAE,SAAS,EAAE,KAAK,cAAc,EAAE,KAAK,OAAO,EAAE,MAAM,cAAc,CAAA;AAC3E,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAA;AACxC,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAA;AACxC,OAAO,EAAE,eAAe,EAAE,KAAK,UAAU,EAAE,MAAM,oBAAoB,CAAA;AACrE,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,sBAAsB,EACtB,qBAAqB,EACrB,KAAK,mBAAmB,EACxB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,oBAAoB,EACzB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,aAAa,EAClB,KAAK,0BAA0B,EAC/B,KAAK,sBAAsB,GAC5B,MAAM,UAAU,CAAA;AACjB,OAAO,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAA;AACvG,OAAO,EACL,YAAY,EACZ,aAAa,EACb,gBAAgB,EAChB,KAAK,cAAc,EACnB,KAAK,aAAa,EAClB,KAAK,SAAS,GACf,MAAM,iBAAiB,CAAA;AACxB,YAAY,EACV,WAAW,EACX,SAAS,EACT,SAAS,EACT,YAAY,EACZ,WAAW,EACX,UAAU,GACX,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,aAAa,EAAE,KAAK,QAAQ,EAAE,KAAK,KAAK,EAAE,MAAM,kBAAkB,CAAA;AAC3E,OAAO,EAAE,cAAc,EAAE,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC7G,YAAY,EACV,UAAU,EACV,eAAe,EACf,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,qBAAqB,CAAA;AAC5B,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,8BAA8B,CAAA;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAA;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AACnD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAA;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,KAAK,EAAE,KAAK,aAAa,EAAE,MAAM,SAAS,CAAA;AACnD,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,UAAU,EAAE,MAAM,QAAQ,CAAA;AACrE,YAAY,EACV,aAAa,EACb,oBAAoB,EACpB,iBAAiB,EACjB,UAAU,EACV,YAAY,EACZ,UAAU,EACV,aAAa,EACb,iBAAiB,EACjB,YAAY,GACb,MAAM,aAAa,CAAA;AACpB,OAAO,EACL,oBAAoB,EACpB,KAAK,eAAe,EACpB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,eAAe,EACpB,KAAK,aAAa,EAClB,KAAK,gBAAgB,EACrB,KAAK,aAAa,GACnB,MAAM,cAAc,CAAA;AACrB,OAAO,EAAE,qBAAqB,EAAE,KAAK,YAAY,EAAE,KAAK,iBAAiB,EAAE,KAAK,mBAAmB,EAAE,MAAM,iBAAiB,CAAA;AAC5H,OAAO,EACL,GAAG,EACH,iBAAiB,EACjB,wBAAwB,EACxB,mCAAmC,GACpC,MAAM,aAAa,CAAA;AACpB,OAAO,EAAE,SAAS,EAAE,KAAK,cAAc,EAAE,KAAK,OAAO,EAAE,MAAM,cAAc,CAAA;AAC3E,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAA;AACxC,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAA;AACxC,OAAO,EAAE,eAAe,EAAE,KAAK,UAAU,EAAE,MAAM,oBAAoB,CAAA;AACrE,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AACvC,YAAY,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAA"}
@@ -1,6 +1,7 @@
1
1
  import { Vec3, Quat, Mat4 } from "../math";
2
2
  import type { Rigidbody, Joint } from "./types";
3
3
  import { RigidBodyStore } from "./body";
4
+ import { type WindOptions } from "./world";
4
5
  export declare class RezePhysics {
5
6
  private rigidbodies;
6
7
  private joints;
@@ -32,6 +33,9 @@ export declare class RezePhysics {
32
33
  private savePrevState;
33
34
  setGravity(gravity: Vec3): void;
34
35
  getGravity(): Vec3;
36
+ /** World-wide air movement. See {@link WindOptions}; null is still air. */
37
+ setWind(wind: WindOptions | null): void;
38
+ getWind(): WindOptions | null;
35
39
  getRigidbodies(): Rigidbody[];
36
40
  getJoints(): Joint[];
37
41
  getStore(): RigidBodyStore;
@@ -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;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"}
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;AACvC,OAAO,EAAS,KAAK,WAAW,EAAE,MAAM,SAAS,CAAA;AAYjD,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,2EAA2E;IAC3E,OAAO,CAAC,IAAI,EAAE,WAAW,GAAG,IAAI,GAAG,IAAI;IAGvC,OAAO,IAAI,WAAW,GAAG,IAAI;IAG7B,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"}
@@ -122,6 +122,13 @@ export class RezePhysics {
122
122
  getGravity() {
123
123
  return this.world.gravity;
124
124
  }
125
+ /** World-wide air movement. See {@link WindOptions}; null is still air. */
126
+ setWind(wind) {
127
+ this.world.setWind(wind);
128
+ }
129
+ getWind() {
130
+ return this.world.getWind();
131
+ }
125
132
  getRigidbodies() {
126
133
  return this.rigidbodies;
127
134
  }
@@ -3,14 +3,47 @@ import type { RigidBodyStore } from "./body";
3
3
  import type { SixDofSpringConstraint } from "./constraint";
4
4
  import { type SolverCache } from "./solver";
5
5
  import { type ContactPool } from "./contact";
6
+ /**
7
+ * Air movement across the whole world.
8
+ *
9
+ * Applied as an acceleration alongside gravity, which is the same shape MMD's
10
+ * own wind plugins take and keeps it free: gravity and wind are summed once per
11
+ * substep, so the per-body predict loop is untouched. Terminal velocity comes
12
+ * out of the existing per-body damping rather than a drag model — PMX authors
13
+ * already tune that damping to get the hang they want, and a second, hidden
14
+ * drag term would fight it.
15
+ */
16
+ export interface WindOptions {
17
+ /** Direction the air travels. Normalised on assignment; a zero vector is off. */
18
+ direction: Vec3;
19
+ /** Acceleration along it, in gravity's units — the built-in gravity is 98. */
20
+ strength: number;
21
+ /** Gust depth, clamped to 0–1. 0 is a steady breeze; 1 swings between still
22
+ * and double. It is a clamp rather than a free scalar because past 1 the
23
+ * swing goes negative and the wind blows backwards on every other beat,
24
+ * which is never what a caller meant by "more turbulent". */
25
+ turbulence?: number;
26
+ /** Gusts per second. */
27
+ frequency?: number;
28
+ }
6
29
  export declare class World {
7
30
  readonly gravity: Vec3;
8
31
  solverIterations: number;
9
32
  private dampCacheDt;
10
33
  private linDampFactor;
11
34
  private angDampFactor;
35
+ private windX;
36
+ private windY;
37
+ private windZ;
38
+ private windTurbulence;
39
+ private windFrequency;
40
+ /** Advances with simulated time, not wall time, so a scrubbed or exported
41
+ * take gusts identically to a live one. */
42
+ private windClock;
12
43
  constructor(gravity: Vec3);
13
44
  setGravity(g: Vec3): void;
45
+ setWind(wind: WindOptions | null): void;
46
+ getWind(): WindOptions | null;
14
47
  step(store: RigidBodyStore, constraints: SixDofSpringConstraint[], cache: SolverCache, contacts: ContactPool, dt: number): void;
15
48
  }
16
49
  //# sourceMappingURL=world.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../src/physics/world.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAA;AAC9B,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAA;AAE5C,OAAO,KAAK,EAAE,sBAAsB,EAAE,MAAM,cAAc,CAAA;AAC1D,OAAO,EAAoB,KAAK,WAAW,EAAE,MAAM,UAAU,CAAA;AAC7D,OAAO,EAAgB,KAAK,WAAW,EAAE,MAAM,WAAW,CAAA;AAO1D,qBAAa,KAAK;IAChB,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAA;IACtB,gBAAgB,SAAK;IAIrB,OAAO,CAAC,WAAW,CAAK;IACxB,OAAO,CAAC,aAAa,CAA4B;IACjD,OAAO,CAAC,aAAa,CAA4B;gBAErC,OAAO,EAAE,IAAI;IAIzB,UAAU,CAAC,CAAC,EAAE,IAAI,GAAG,IAAI;IAMzB,IAAI,CACF,KAAK,EAAE,cAAc,EACrB,WAAW,EAAE,sBAAsB,EAAE,EACrC,KAAK,EAAE,WAAW,EAClB,QAAQ,EAAE,WAAW,EACrB,EAAE,EAAE,MAAM,GACT,IAAI;CA2JR"}
1
+ {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../src/physics/world.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAA;AAC9B,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAA;AAE5C,OAAO,KAAK,EAAE,sBAAsB,EAAE,MAAM,cAAc,CAAA;AAC1D,OAAO,EAAoB,KAAK,WAAW,EAAE,MAAM,UAAU,CAAA;AAC7D,OAAO,EAAgB,KAAK,WAAW,EAAE,MAAM,WAAW,CAAA;AAO1D;;;;;;;;;GASG;AACH,MAAM,WAAW,WAAW;IAC1B,iFAAiF;IACjF,SAAS,EAAE,IAAI,CAAA;IACf,8EAA8E;IAC9E,QAAQ,EAAE,MAAM,CAAA;IAChB;;;kEAG8D;IAC9D,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,wBAAwB;IACxB,SAAS,CAAC,EAAE,MAAM,CAAA;CACnB;AAED,qBAAa,KAAK;IAChB,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAA;IACtB,gBAAgB,SAAK;IAIrB,OAAO,CAAC,WAAW,CAAK;IACxB,OAAO,CAAC,aAAa,CAA4B;IACjD,OAAO,CAAC,aAAa,CAA4B;IAIjD,OAAO,CAAC,KAAK,CAAI;IACjB,OAAO,CAAC,KAAK,CAAI;IACjB,OAAO,CAAC,KAAK,CAAI;IACjB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,aAAa,CAAO;IAC5B;gDAC4C;IAC5C,OAAO,CAAC,SAAS,CAAI;gBAET,OAAO,EAAE,IAAI;IAIzB,UAAU,CAAC,CAAC,EAAE,IAAI,GAAG,IAAI;IAMzB,OAAO,CAAC,IAAI,EAAE,WAAW,GAAG,IAAI,GAAG,IAAI;IAoBvC,OAAO,IAAI,WAAW,GAAG,IAAI;IAW7B,IAAI,CACF,KAAK,EAAE,cAAc,EACrB,WAAW,EAAE,sBAAsB,EAAE,EACrC,KAAK,EAAE,WAAW,EAClB,QAAQ,EAAE,WAAW,EACrB,EAAE,EAAE,MAAM,GACT,IAAI;CA0KR"}
@@ -2,11 +2,6 @@ import { Vec3 } from "../math";
2
2
  import { RigidbodyType } from "./types";
3
3
  import { solveConstraints } from "./solver";
4
4
  import { findContacts } from "./contact";
5
- // World step: predict velocities → collide → solve → position correction →
6
- // integrate. Static and kinematic bodies are skipped during predict and
7
- // integrate; the parent class syncs them from bones around the step. The
8
- // solver pass runs on all bodies — kinematic ones have invMass = 0 and
9
- // act as anchors.
10
5
  export class World {
11
6
  constructor(gravity) {
12
7
  this.solverIterations = 10;
@@ -15,6 +10,16 @@ export class World {
15
10
  this.dampCacheDt = -1;
16
11
  this.linDampFactor = null;
17
12
  this.angDampFactor = null;
13
+ // Wind, resolved to a direction × strength at construction of the options so
14
+ // the step loop only multiplies by a gust scalar.
15
+ this.windX = 0;
16
+ this.windY = 0;
17
+ this.windZ = 0;
18
+ this.windTurbulence = 0;
19
+ this.windFrequency = 0.35;
20
+ /** Advances with simulated time, not wall time, so a scrubbed or exported
21
+ * take gusts identically to a live one. */
22
+ this.windClock = 0;
18
23
  this.gravity = new Vec3(gravity.x, gravity.y, gravity.z);
19
24
  }
20
25
  setGravity(g) {
@@ -22,6 +27,35 @@ export class World {
22
27
  this.gravity.y = g.y;
23
28
  this.gravity.z = g.z;
24
29
  }
30
+ setWind(wind) {
31
+ // Shape first, and unconditionally: bailing out early on a zero strength
32
+ // used to leave turbulence and frequency holding whatever a previous call
33
+ // set, so raising the strength again resurrected settings the caller had
34
+ // since replaced.
35
+ this.windTurbulence = Math.min(1, Math.max(0, wind?.turbulence ?? 0));
36
+ this.windFrequency = Math.max(0, wind?.frequency ?? 0.35);
37
+ const d = wind?.direction;
38
+ const len = d ? Math.hypot(d.x, d.y, d.z) : 0;
39
+ if (!wind || !d || len < 1e-9 || wind.strength === 0) {
40
+ this.windX = this.windY = this.windZ = 0;
41
+ return;
42
+ }
43
+ const s = wind.strength / len;
44
+ this.windX = d.x * s;
45
+ this.windY = d.y * s;
46
+ this.windZ = d.z * s;
47
+ }
48
+ getWind() {
49
+ const strength = Math.hypot(this.windX, this.windY, this.windZ);
50
+ if (strength === 0)
51
+ return null;
52
+ return {
53
+ direction: new Vec3(this.windX / strength, this.windY / strength, this.windZ / strength),
54
+ strength,
55
+ turbulence: this.windTurbulence,
56
+ frequency: this.windFrequency,
57
+ };
58
+ }
25
59
  step(store, constraints, cache, contacts, dt) {
26
60
  if (dt <= 0)
27
61
  return;
@@ -34,9 +68,24 @@ export class World {
34
68
  const ldamp = store.linearDamping;
35
69
  const adamp = store.angularDamping;
36
70
  const invMass = store.invMass;
37
- const gx = this.gravity.x;
38
- const gy = this.gravity.y;
39
- const gz = this.gravity.z;
71
+ // Gravity and wind are the same kind of term, so they are summed here and
72
+ // the predict loop below never learns wind exists.
73
+ let gx = this.gravity.x;
74
+ let gy = this.gravity.y;
75
+ let gz = this.gravity.z;
76
+ if (this.windX !== 0 || this.windY !== 0 || this.windZ !== 0) {
77
+ this.windClock += dt;
78
+ let gust = 1;
79
+ if (this.windTurbulence > 0 && this.windFrequency > 0) {
80
+ // Two incommensurate sines: a single one is a metronome, and real gusts
81
+ // do not repeat on a bar line. Stays within 1 ± turbulence.
82
+ const t = this.windClock * this.windFrequency * Math.PI * 2;
83
+ gust = 1 + this.windTurbulence * 0.5 * (Math.sin(t) + Math.sin(t * 0.37 + 1.3));
84
+ }
85
+ gx += this.windX * gust;
86
+ gy += this.windY * gust;
87
+ gz += this.windZ * gust;
88
+ }
40
89
  // 1. Predict — gravity + damping. The pow form (vs the linear
41
90
  // 1−damping·dt approximation) stays stable at high PMX damping
42
91
  // values like 0.99. Factors are cached (damping and dt are constant).
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.33.2",
3
+ "version": "0.34.0",
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
@@ -7,6 +7,7 @@ import { VMDLoader } from "./vmd-loader"
7
7
  import { CameraAnimation } from "./camera-animation"
8
8
  import { PmxLoader } from "./pmx-loader"
9
9
  import { RezePhysics } from "./physics"
10
+ import type { WindOptions } from "./physics/world"
10
11
  import {
11
12
  createFetchAssetReader,
12
13
  createFileMapAssetReader,
@@ -799,6 +800,10 @@ export class Engine {
799
800
  // IK and physics enabled at engine level (same for all models)
800
801
  private ikEnabled = true
801
802
  private physicsEnabled = true
803
+ // World-wide, not per-model: MMD treats gravity and wind as properties of the
804
+ // scene, and a model loaded later must arrive into the same air as the rest.
805
+ private gravity = new Vec3(0, -98, 0)
806
+ private wind: WindOptions | null = null
802
807
  // GPU vertex-morph path. Set false BEFORE loadModel to fall back to the CPU path (A/B).
803
808
  private useGpuMorphs = true
804
809
 
@@ -3249,6 +3254,39 @@ export class Engine {
3249
3254
  return this.physicsEnabled
3250
3255
  }
3251
3256
 
3257
+ /**
3258
+ * Scene gravity, applied to every model's cloth and hair. The default is
3259
+ * (0, -98, 0) — MMD's own scale, where a character stands about 20 units
3260
+ * tall. Lower magnitudes float; tilting it sideways hangs everything on a
3261
+ * slant, which is the cheap way to fake a strong draught.
3262
+ */
3263
+ setGravity(gravity: Vec3): void {
3264
+ this.gravity = new Vec3(gravity.x, gravity.y, gravity.z)
3265
+ this.forEachInstance((inst) => inst.physics?.setGravity(this.gravity))
3266
+ }
3267
+
3268
+ getGravity(): Vec3 {
3269
+ return new Vec3(this.gravity.x, this.gravity.y, this.gravity.z)
3270
+ }
3271
+
3272
+ /**
3273
+ * Air movement across the scene — null is still air.
3274
+ *
3275
+ * Applied as an acceleration alongside gravity, so `strength` is in the same
3276
+ * units: against the default gravity of 98, a strength of 10-30 reads as a
3277
+ * breeze through hair and a skirt without lifting them off the body. Gusting
3278
+ * is driven by simulated time rather than wall time, so an exported take
3279
+ * gusts exactly as the preview did.
3280
+ */
3281
+ setWind(wind: WindOptions | null): void {
3282
+ this.wind = wind ? { ...wind, direction: new Vec3(wind.direction.x, wind.direction.y, wind.direction.z) } : null
3283
+ this.forEachInstance((inst) => inst.physics?.setWind(this.wind))
3284
+ }
3285
+
3286
+ getWind(): WindOptions | null {
3287
+ return this.wind ? { ...this.wind, direction: new Vec3(this.wind.direction.x, this.wind.direction.y, this.wind.direction.z) } : null
3288
+ }
3289
+
3252
3290
  resetPhysics(): void {
3253
3291
  this.forEachInstance((inst) => {
3254
3292
  if (!inst.physics) return
@@ -3421,6 +3459,12 @@ export class Engine {
3421
3459
 
3422
3460
  const rbs = model.getRigidbodies()
3423
3461
  const physics = rbs.length > 0 ? new RezePhysics(rbs, model.getJoints()) : null
3462
+ // Adopt the scene's air, or a model added mid-session would fall under
3463
+ // different gravity from the ones already on stage.
3464
+ if (physics) {
3465
+ physics.setGravity(this.gravity)
3466
+ if (this.wind) physics.setWind(this.wind)
3467
+ }
3424
3468
 
3425
3469
  const shadowBindGroup = this.device.createBindGroup({
3426
3470
  label: `${name}: shadow bind`,
package/src/index.ts CHANGED
@@ -86,4 +86,5 @@ export { VMDLoader, type CameraKeyframe, type IkFrame } from "./vmd-loader"
86
86
  export { VMDWriter } from "./vmd-writer"
87
87
  export { PmxLoader } from "./pmx-loader"
88
88
  export { CameraAnimation, type CameraPose } from "./camera-animation"
89
- export { RezePhysics } from "./physics"
89
+ export { RezePhysics } from "./physics"
90
+ export type { WindOptions } from "./physics/world"
@@ -2,7 +2,7 @@ import { Vec3, Quat, Mat4 } from "../math"
2
2
  import type { Rigidbody, Joint } from "./types"
3
3
  import { RigidbodyType, RigidbodyShape } from "./types"
4
4
  import { RigidBodyStore } from "./body"
5
- import { World } from "./world"
5
+ import { World, type WindOptions } from "./world"
6
6
  import { buildConstraints, type SixDofSpringConstraint } from "./constraint"
7
7
  import { SolverCache } from "./solver"
8
8
  import { ContactPool } from "./contact"
@@ -166,6 +166,13 @@ export class RezePhysics {
166
166
  getGravity(): Vec3 {
167
167
  return this.world.gravity
168
168
  }
169
+ /** World-wide air movement. See {@link WindOptions}; null is still air. */
170
+ setWind(wind: WindOptions | null): void {
171
+ this.world.setWind(wind)
172
+ }
173
+ getWind(): WindOptions | null {
174
+ return this.world.getWind()
175
+ }
169
176
  getRigidbodies(): Rigidbody[] {
170
177
  return this.rigidbodies
171
178
  }
@@ -10,6 +10,30 @@ import { findContacts, type ContactPool } from "./contact"
10
10
  // integrate; the parent class syncs them from bones around the step. The
11
11
  // solver pass runs on all bodies — kinematic ones have invMass = 0 and
12
12
  // act as anchors.
13
+ /**
14
+ * Air movement across the whole world.
15
+ *
16
+ * Applied as an acceleration alongside gravity, which is the same shape MMD's
17
+ * own wind plugins take and keeps it free: gravity and wind are summed once per
18
+ * substep, so the per-body predict loop is untouched. Terminal velocity comes
19
+ * out of the existing per-body damping rather than a drag model — PMX authors
20
+ * already tune that damping to get the hang they want, and a second, hidden
21
+ * drag term would fight it.
22
+ */
23
+ export interface WindOptions {
24
+ /** Direction the air travels. Normalised on assignment; a zero vector is off. */
25
+ direction: Vec3
26
+ /** Acceleration along it, in gravity's units — the built-in gravity is 98. */
27
+ strength: number
28
+ /** Gust depth, clamped to 0–1. 0 is a steady breeze; 1 swings between still
29
+ * and double. It is a clamp rather than a free scalar because past 1 the
30
+ * swing goes negative and the wind blows backwards on every other beat,
31
+ * which is never what a caller meant by "more turbulent". */
32
+ turbulence?: number
33
+ /** Gusts per second. */
34
+ frequency?: number
35
+ }
36
+
13
37
  export class World {
14
38
  readonly gravity: Vec3
15
39
  solverIterations = 10
@@ -20,6 +44,17 @@ export class World {
20
44
  private linDampFactor: Float32Array | null = null
21
45
  private angDampFactor: Float32Array | null = null
22
46
 
47
+ // Wind, resolved to a direction × strength at construction of the options so
48
+ // the step loop only multiplies by a gust scalar.
49
+ private windX = 0
50
+ private windY = 0
51
+ private windZ = 0
52
+ private windTurbulence = 0
53
+ private windFrequency = 0.35
54
+ /** Advances with simulated time, not wall time, so a scrubbed or exported
55
+ * take gusts identically to a live one. */
56
+ private windClock = 0
57
+
23
58
  constructor(gravity: Vec3) {
24
59
  this.gravity = new Vec3(gravity.x, gravity.y, gravity.z)
25
60
  }
@@ -30,6 +65,37 @@ export class World {
30
65
  this.gravity.z = g.z
31
66
  }
32
67
 
68
+ setWind(wind: WindOptions | null): void {
69
+ // Shape first, and unconditionally: bailing out early on a zero strength
70
+ // used to leave turbulence and frequency holding whatever a previous call
71
+ // set, so raising the strength again resurrected settings the caller had
72
+ // since replaced.
73
+ this.windTurbulence = Math.min(1, Math.max(0, wind?.turbulence ?? 0))
74
+ this.windFrequency = Math.max(0, wind?.frequency ?? 0.35)
75
+
76
+ const d = wind?.direction
77
+ const len = d ? Math.hypot(d.x, d.y, d.z) : 0
78
+ if (!wind || !d || len < 1e-9 || wind.strength === 0) {
79
+ this.windX = this.windY = this.windZ = 0
80
+ return
81
+ }
82
+ const s = wind.strength / len
83
+ this.windX = d.x * s
84
+ this.windY = d.y * s
85
+ this.windZ = d.z * s
86
+ }
87
+
88
+ getWind(): WindOptions | null {
89
+ const strength = Math.hypot(this.windX, this.windY, this.windZ)
90
+ if (strength === 0) return null
91
+ return {
92
+ direction: new Vec3(this.windX / strength, this.windY / strength, this.windZ / strength),
93
+ strength,
94
+ turbulence: this.windTurbulence,
95
+ frequency: this.windFrequency,
96
+ }
97
+ }
98
+
33
99
  step(
34
100
  store: RigidBodyStore,
35
101
  constraints: SixDofSpringConstraint[],
@@ -49,9 +115,24 @@ export class World {
49
115
  const adamp = store.angularDamping
50
116
  const invMass = store.invMass
51
117
 
52
- const gx = this.gravity.x
53
- const gy = this.gravity.y
54
- const gz = this.gravity.z
118
+ // Gravity and wind are the same kind of term, so they are summed here and
119
+ // the predict loop below never learns wind exists.
120
+ let gx = this.gravity.x
121
+ let gy = this.gravity.y
122
+ let gz = this.gravity.z
123
+ if (this.windX !== 0 || this.windY !== 0 || this.windZ !== 0) {
124
+ this.windClock += dt
125
+ let gust = 1
126
+ if (this.windTurbulence > 0 && this.windFrequency > 0) {
127
+ // Two incommensurate sines: a single one is a metronome, and real gusts
128
+ // do not repeat on a bar line. Stays within 1 ± turbulence.
129
+ const t = this.windClock * this.windFrequency * Math.PI * 2
130
+ gust = 1 + this.windTurbulence * 0.5 * (Math.sin(t) + Math.sin(t * 0.37 + 1.3))
131
+ }
132
+ gx += this.windX * gust
133
+ gy += this.windY * gust
134
+ gz += this.windZ * gust
135
+ }
55
136
 
56
137
  // 1. Predict — gravity + damping. The pow form (vs the linear
57
138
  // 1−damping·dt approximation) stays stable at high PMX damping