reze-engine 0.36.1 → 0.37.0

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@@ -0,0 +1,501 @@
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+ import { Vec3, Quat, Mat4 } from "../math";
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+ import { RigidbodyShape, RigidbodyType } from "./types";
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+ const DEFAULTS = {
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+ minProtrusion: 0.05,
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+ maxProtrusionRatio: 1.0,
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+ minVertices: 24,
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+ quantile: 0.02,
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+ minGain: 0.1,
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+ minDirectionality: 0.5,
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+ lobeCos: 0.5,
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+ minConcentration: 1.3,
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+ maxShapesPerBody: 3,
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+ radiusQuantile: 0.5,
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+ lobeDepthFraction: 0.45,
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+ };
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+ const VERTEX_STRIDE = 8;
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+ /**
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+ * Fit supplementary colliders for every bone-following body whose own mesh
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+ * escapes it.
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+ *
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+ * `vertices` is the model's interleaved vertex buffer (stride 8, position
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+ * first) and `skinning` its joints/weights — both in PMX bind pose, the same
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+ * space as `shapePosition` / `shapeRotation`, so nothing has to be skinned.
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+ *
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+ * Returns one entry per body it chose to supplement; the caller appends
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+ * `.body` to the rigid body list before constructing RezePhysics.
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+ */
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+ export function fitSupplementaryColliders(rigidbodies, vertices, skinning, options = {}) {
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+ const opt = { ...DEFAULTS, ...options };
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+ const vertexCount = vertices.length / VERTEX_STRIDE;
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+ if (vertexCount === 0)
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+ return [];
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+ // Bucket vertices by their dominant bone once. Every body then reads only the
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+ // mesh it stands in for, instead of the pass being O(bodies × vertices).
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+ const byBone = new Map();
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+ for (let i = 0; i < vertexCount; i++) {
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+ let bestW = -1;
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+ let bestB = -1;
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+ for (let k = 0; k < 4; k++) {
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+ const w = skinning.weights[i * 4 + k];
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+ if (w > bestW) {
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+ bestW = w;
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+ bestB = skinning.joints[i * 4 + k];
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+ }
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+ }
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+ if (bestB < 0)
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+ continue;
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+ const list = byBone.get(bestB);
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+ if (list === undefined)
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+ byBone.set(bestB, [i]);
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+ else
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+ list.push(i);
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+ }
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+ const out = [];
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+ for (let b = 0; b < rigidbodies.length; b++) {
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+ const rb = rigidbodies[b];
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+ // Only bone-following proxies. A dynamic body IS the cloth — it has no
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+ // skinned surface of its own to escape from.
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+ if (rb.type === RigidbodyType.Dynamic && rb.mass > 0)
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+ continue;
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+ if (rb.boneIndex < 0)
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+ continue;
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+ const owned = byBone.get(rb.boneIndex);
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+ if (owned === undefined || owned.length < opt.minVertices)
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+ continue;
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+ // Fit repeatedly, each pass measuring against what the earlier ones cover.
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+ const covered = [];
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+ for (let pass = 0; pass < opt.maxShapesPerBody; pass++) {
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+ const fitted = fitOne(rb, b, owned, vertices, opt, covered);
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+ if (fitted === null)
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+ break;
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+ covered.push(fitted.local);
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+ out.push(fitted.result);
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+ }
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+ }
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+ return out;
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+ }
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+ // Scratch, reused across bodies.
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+ const _local = [];
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+ function fitOne(rb, index, owned, vertices, opt, covered) {
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+ const q = Quat.fromEuler(rb.shapeRotation.x, rb.shapeRotation.y, rb.shapeRotation.z);
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+ const radius = shapeRadius(rb);
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+ if (radius <= 0)
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+ return null;
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+ const maxProtrusion = radius * opt.maxProtrusionRatio;
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+ // Collect protruding vertices in the SOURCE BODY's local frame. Working in
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+ // that frame rather than the bone's means the fitted box inherits the
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+ // proxy's own orientation, which is already aligned with the limb — no
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+ // covariance fit, and no second convention to keep straight.
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+ //
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+ // Each one is stored with the direction it escapes in (the gradient of the
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+ // signed distance), because which way the mesh escapes is what decides
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+ // whether this is a feature worth fitting at all.
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+ _local.length = 0;
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+ let deepest = 0;
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+ let seedX = 0, seedY = 1, seedZ = 0;
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+ let sumProtrusion = 0;
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+ for (let n = 0; n < owned.length; n++) {
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+ const o = owned[n] * VERTEX_STRIDE;
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+ _v.x = vertices[o] - rb.shapePosition.x;
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+ _v.y = vertices[o + 1] - rb.shapePosition.y;
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+ _v.z = vertices[o + 2] - rb.shapePosition.z;
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+ // Into the body's local frame: rotate by the conjugate.
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+ Quat.rotateVecInvInto(q, _v, _r);
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+ const px = _r.x, py = _r.y, pz = _r.z;
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+ const sd = coveredSignedDistance(rb, covered, px, py, pz);
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+ if (sd <= opt.minProtrusion || sd > maxProtrusion)
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+ continue;
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+ coveredOutwardDir(rb, covered, px, py, pz, _r);
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+ // Seed the lobe on the DEEPEST vertex, not the mean direction. A pelvis
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+ // escapes its capsule at the back by 0.53 and at the front by 0.14, so the
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+ // mean cancels below any usable threshold and the butt — the whole point —
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+ // is never fitted. The deepest point is always ON the feature.
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+ if (sd > deepest) {
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+ deepest = sd;
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+ seedX = _r.x;
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+ seedY = _r.y;
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+ seedZ = _r.z;
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+ }
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+ sumProtrusion += sd;
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+ _local.push(px, py, pz, _r.x, _r.y, _r.z, sd);
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+ }
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+ let found = _local.length / 7;
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+ if (found < opt.minVertices)
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+ return null;
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+ // Averaged over the PROTRUDING vertices, deliberately — the question being
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+ // asked is "is the deepest lobe deeper than protrusion typically is on this
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+ // body", which is exactly the test that separates a butt from a hairstyle.
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+ //
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+ // Averaging over all the body's vertices instead was tried and is worse: it
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+ // lifts every ratio, and measured on 托特 it scored the head's hair (2.4–4.2)
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+ // ABOVE the pelvis (2.85), so no threshold could separate them and the pass
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+ // fitted 33 bodies including three around the hair.
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+ //
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+ // The known blind spot is a mesh that escapes in exactly one place at uniform
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+ // depth: the lobe IS the whole protruding set, so the ratio is 1 and nothing
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+ // is fitted. Real skin always has a gradient, and for a pass that adds bodies
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+ // to someone else's rig, declining when the evidence is ambiguous is the
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+ // right way to be wrong.
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+ const meanProtrusion = sumProtrusion / found;
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+ // Settle the lobe axis: take everything within lobeCos of the seed, recentre
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+ // on that set's depth-weighted mean direction, repeat. Two passes is enough —
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+ // the seed already sits on the feature, this only centres it.
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+ let mdx = seedX, mdy = seedY, mdz = seedZ;
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+ for (let pass = 0; pass < 2; pass++) {
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+ let ax = 0, ay = 0, az = 0;
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+ for (let i = 0; i < found; i++) {
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+ const s = i * 7;
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+ if (_local[s + 3] * mdx + _local[s + 4] * mdy + _local[s + 5] * mdz < opt.lobeCos)
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+ continue;
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+ const wgt = _local[s + 6];
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+ ax += _local[s + 3] * wgt;
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+ ay += _local[s + 4] * wgt;
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+ az += _local[s + 5] * wgt;
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+ }
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+ const len = Math.sqrt(ax * ax + ay * ay + az * az);
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+ if (len < 1e-9)
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+ break;
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+ mdx = ax / len;
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+ mdy = ay / len;
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+ mdz = az / len;
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+ }
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+ // Keep only the lobe. Fitting the whole protruding shell would wrap the limb
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+ // and put box corners out in open air on the side that was already covered.
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+ // Depth floor for the lobe's core, relative to the deepest point IN the lobe
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+ // (not the body's overall deepest, which may sit in a different direction).
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+ let lobeDeepest = 0;
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+ for (let i = 0; i < found; i++) {
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+ const s = i * 7;
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+ if (_local[s + 3] * mdx + _local[s + 4] * mdy + _local[s + 5] * mdz < opt.lobeCos)
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+ continue;
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+ if (_local[s + 6] > lobeDeepest)
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+ lobeDeepest = _local[s + 6];
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+ }
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+ const depthFloor = lobeDeepest * opt.lobeDepthFraction;
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+ let w = 0;
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+ let lobeSum = 0;
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+ let dirX = 0, dirY = 0, dirZ = 0;
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+ for (let i = 0; i < found; i++) {
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+ const s = i * 7;
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+ if (_local[s + 3] * mdx + _local[s + 4] * mdy + _local[s + 5] * mdz < opt.lobeCos)
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+ continue;
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+ if (_local[s + 6] < depthFloor)
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+ continue;
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+ lobeSum += _local[s + 6];
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+ dirX += _local[s + 3];
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+ dirY += _local[s + 4];
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+ dirZ += _local[s + 5];
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+ _local[w * 3 + 0] = _local[s + 0];
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+ _local[w * 3 + 1] = _local[s + 1];
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+ _local[w * 3 + 2] = _local[s + 2];
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+ w++;
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+ }
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+ found = w;
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+ if (found < opt.minVertices)
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+ return null;
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+ // Concentration: is this lobe actually a FEATURE, or is the whole mesh
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+ // uniformly outside its proxy? Hair around a skull escapes by a similar depth
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+ // in every direction, so its deepest lobe is no deeper than typical and the
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+ // ratio sits near 1. A butt is markedly deeper than the pelvis average. This
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+ // is what stops the pass from boxing a hairstyle.
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+ //
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+ // Only the FIRST pass is judged on it. The question it answers — is this
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+ // proxy standing in for this mesh at all — is settled once per body. Later
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+ // passes are filling in what the first capsule could not reach, and by then
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+ // the remaining protrusion is evenly spread by construction, so re-applying
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+ // the test would reject every one of them and cap coverage at a single
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+ // capsule. They still have to clear minGain and the vertex count.
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+ const concentration = meanProtrusion > 1e-6 ? lobeSum / found / meanProtrusion : 0;
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+ if (covered.length === 0 && concentration < opt.minConcentration)
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+ return null;
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+ const directionality = Math.sqrt(dirX * dirX + dirY * dirY + dirZ * dirZ) / found;
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+ if (directionality < opt.minDirectionality)
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+ return null;
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+ // Quantile-clipped extent per axis.
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+ const lo = [0, 0, 0];
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+ const hi = [0, 0, 0];
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+ const axis = new Array(found);
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+ for (let a = 0; a < 3; a++) {
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+ for (let i = 0; i < found; i++)
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+ axis[i] = _local[i * 3 + a];
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+ axis.sort((x, y) => x - y);
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+ const k = Math.min(found - 1, Math.floor(found * opt.quantile));
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+ lo[a] = axis[k];
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+ hi[a] = axis[found - 1 - k];
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+ }
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+ const hx = (hi[0] - lo[0]) * 0.5;
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+ const hy = (hi[1] - lo[1]) * 0.5;
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+ const hz = (hi[2] - lo[2]) * 0.5;
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+ if (hx <= 0 || hy <= 0 || hz <= 0)
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+ return null;
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+ const cx = (hi[0] + lo[0]) * 0.5;
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+ const cy = (hi[1] + lo[1]) * 0.5;
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+ const cz = (hi[2] + lo[2]) * 0.5;
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+ // Fit a CAPSULE, not a box, and keep the source body's own orientation.
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+ //
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+ // A box fitted to a curved lobe puts its eight corners out in open air — on
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+ // 托特's butt the worst corner measured 0.81 units from the nearest skin
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+ // vertex, and cloth resting on that corner would float further off the body
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+ // than the clipping it was added to fix. A capsule has no corners.
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+ //
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+ // Reusing the source rotation verbatim is what makes this cheap AND correct.
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+ // PMX capsules are Y-aligned in their own frame, and a proxy's axis already
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+ // runs along its limb — 下半身 is a transverse pill across the hips, which is
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+ // exactly the way a butt lobe runs. Inheriting the rotation means no
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+ // covariance fit and, more to the point, no quaternion→Euler conversion whose
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+ // convention could disagree with the loader's.
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+ // Radius from the lobe's own perpendicular spread, at a quantile — NOT from
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+ // the enclosing half-extent.
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+ //
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+ // This is what decides whether the result looks right. A capsule inflates
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+ // equally in every direction perpendicular to its axis, so sizing the radius
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+ // to ENCLOSE the lobe makes a wide shallow patch into a fat capsule: it only
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+ // needed to reach the butt's depth, but it also grew to the butt's width, and
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+ // the surplus is surface standing off the skin everywhere else. Measured on
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+ // 托特's pelvis that was 0.68 units of standoff, which reads as a skirt
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+ // hovering in idle — trading a clipping artifact for a worse one.
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+ //
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+ // Taking a quantile of the actual distances puts the capsule's surface
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+ // through the lobe rather than around it. The deepest points end up slightly
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+ // outside it, which the next pass picks up.
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+ const perp = new Array(found);
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+ for (let i = 0; i < found; i++) {
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+ const dx = _local[i * 3] - cx;
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+ const dz = _local[i * 3 + 2] - cz;
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+ perp[i] = Math.sqrt(dx * dx + dz * dz);
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+ }
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+ perp.sort((a, b) => a - b);
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+ const fitRadius = perp[Math.min(found - 1, Math.floor(found * opt.radiusQuantile))];
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+ if (fitRadius <= 0)
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+ return null;
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+ // size.y is the FULL cylinder length between cap centres, so the capsule
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+ // spans h + 2r along the axis. Solve for the lobe's own extent.
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+ const cyl = Math.max(0, hy * 2 - fitRadius * 2);
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+ // Gain and overshoot at the capsule's six axis extremes: how far it reaches
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+ // past the shape it supplements, and how far it sits from the surface it was
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+ // fitted to. Overshoot is the number to watch if a result looks puffy.
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+ let gain = 0;
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+ let overshoot = 0;
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+ const half = cyl * 0.5;
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+ const probes = [
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+ [cx + fitRadius, cy, cz], [cx - fitRadius, cy, cz],
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+ [cx, cy + half + fitRadius, cz], [cx, cy - half - fitRadius, cz],
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+ [cx, cy, cz + fitRadius], [cx, cy, cz - fitRadius],
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+ ];
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+ for (const [px, py, pz] of probes) {
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+ const sd = coveredSignedDistance(rb, covered, px, py, pz);
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+ if (sd > gain)
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+ gain = sd;
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+ // Only the part of the capsule that reaches OUTSIDE the original shape is
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+ // new collision surface. A probe pointing inward has no skin vertex near it
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+ // by construction — the lobe is a patch on the outside — and counting it
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+ // would report overshoot for geometry that is buried in the character.
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+ if (sd <= 0)
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+ continue;
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+ let nearest = Infinity;
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+ for (let i = 0; i < found; i++) {
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+ const dx = _local[i * 3] - px;
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+ const dy = _local[i * 3 + 1] - py;
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+ const dz = _local[i * 3 + 2] - pz;
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+ const d2 = dx * dx + dy * dy + dz * dz;
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+ if (d2 < nearest)
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+ nearest = d2;
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+ }
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+ const d = Math.sqrt(nearest);
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+ if (d > overshoot)
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+ overshoot = d;
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+ }
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+ if (gain < opt.minGain)
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+ return null;
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+ // Back out to bind-pose world. Orientation is copied verbatim from the source
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+ // rather than converted — the capsule is expressed in that frame, and
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+ // re-deriving Euler angles would only introduce a convention to get wrong.
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+ _v.x = cx;
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+ _v.y = cy;
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+ _v.z = cz;
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+ Quat.rotateVecInto(q, _v, _r);
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+ const wx = rb.shapePosition.x + _r.x;
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+ const wy = rb.shapePosition.y + _r.y;
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+ const wz = rb.shapePosition.z + _r.z;
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+ const result = {
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+ sourceIndex: index,
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+ sourceName: rb.name,
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+ vertexCount: owned.length,
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+ protrudingCount: found,
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+ maxProtrusion: deepest,
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+ gain,
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+ directionality,
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+ concentration,
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+ overshoot,
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+ body: {
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+ name: `${rb.name}__fit`,
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+ englishName: `${rb.englishName}__fit`,
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+ boneIndex: rb.boneIndex,
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+ // Same group and mask as the body it supplements: it must be visible to
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+ // exactly the cloth that was already meant to collide with this limb, and
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+ // invisible to whatever the rigger excluded.
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+ group: rb.group,
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+ collisionMask: rb.collisionMask,
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+ shape: RigidbodyShape.Capsule,
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+ // PMX capsule semantics: size.x is the radius, size.y the FULL cylinder
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+ // length between cap centres (Bullet halves it internally), size.z unused.
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+ size: new Vec3(fitRadius, cyl, fitRadius),
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+ shapePosition: new Vec3(wx, wy, wz),
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+ shapeRotation: new Vec3(rb.shapeRotation.x, rb.shapeRotation.y, rb.shapeRotation.z),
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+ // Static: it follows its bone and never integrates. Mass 0 keeps it out
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+ // of the dynamic path entirely.
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+ mass: 0,
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+ linearDamping: 0,
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+ angularDamping: 0,
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+ restitution: rb.restitution,
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+ friction: rb.friction,
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+ type: RigidbodyType.Static,
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+ bodyOffsetMatrixInverse: Mat4.identity(),
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+ },
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+ };
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+ return { result, local: { cx, cy, cz, radius: fitRadius, cyl } };
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+ }
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+ /** Smallest characteristic dimension — the "how wide is this proxy" scale the
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+ * protrusion cap is judged against. */
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+ function shapeRadius(rb) {
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+ switch (rb.shape) {
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+ case RigidbodyShape.Sphere:
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+ return rb.size.x;
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+ case RigidbodyShape.Capsule:
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+ return rb.size.x;
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+ case RigidbodyShape.Box:
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+ return Math.min(rb.size.x, rb.size.y, rb.size.z);
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+ default:
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+ return 0;
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+ }
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+ }
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+ /** Signed distance to a Y-axis capsule centred at (cx,cy,cz), in the same
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+ * local frame. `cyl` is the full length between cap centres. */
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+ function capsuleSignedDistance(c, px, py, pz) {
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+ const half = c.cyl * 0.5;
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+ const dy = py - c.cy;
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+ const t = dy > half ? half : dy < -half ? -half : dy;
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+ const ax = px - c.cx;
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+ const az = pz - c.cz;
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+ const by = dy - t;
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+ return Math.sqrt(ax * ax + by * by + az * az) - c.radius;
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+ }
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+ /** Distance to the UNION of the source shape and everything already fitted to
385
+ * it. Union is a min over signed distances, so a later pass sees only what is
386
+ * still exposed. */
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+ function coveredSignedDistance(rb, covered, px, py, pz) {
388
+ let best = localSignedDistance(rb, px, py, pz);
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+ for (let i = 0; i < covered.length; i++) {
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+ const d = capsuleSignedDistance(covered[i], px, py, pz);
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+ if (d < best)
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+ best = d;
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+ }
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+ return best;
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+ }
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+ /** Outward direction from whichever member of the union is nearest — the
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+ * gradient of coveredSignedDistance. */
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+ function coveredOutwardDir(rb, covered, px, py, pz, out) {
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+ let best = localSignedDistance(rb, px, py, pz);
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+ let nearest = -1;
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+ for (let i = 0; i < covered.length; i++) {
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+ const d = capsuleSignedDistance(covered[i], px, py, pz);
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+ if (d < best) {
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+ best = d;
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+ nearest = i;
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+ }
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+ }
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+ if (nearest < 0) {
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+ localOutwardDir(rb, px, py, pz, out);
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+ return;
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+ }
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+ // Same construction as localOutwardDir, for the winning capsule.
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+ const c = covered[nearest];
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+ const half = c.cyl * 0.5;
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+ const dy = py - c.cy;
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+ const t = dy > half ? half : dy < -half ? -half : dy;
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+ const dx = px - c.cx;
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+ const dz = pz - c.cz;
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+ const by = dy - t;
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+ const len = Math.sqrt(dx * dx + by * by + dz * dz);
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+ if (len > 1e-9) {
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+ out.x = dx / len;
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+ out.y = by / len;
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+ out.z = dz / len;
425
+ }
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+ else {
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+ out.x = 0;
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+ out.y = 1;
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+ out.z = 0;
430
+ }
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+ }
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+ /** Direction a body-local point escapes the shape in — the gradient of the
433
+ * signed distance, i.e. the unit vector from its closest surface point. */
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+ function localOutwardDir(rb, px, py, pz, out) {
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+ let dx, dy, dz;
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+ switch (rb.shape) {
437
+ case RigidbodyShape.Capsule: {
438
+ const half = rb.size.y * 0.5;
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+ const t = py > half ? half : py < -half ? -half : py;
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+ dx = px;
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+ dy = py - t;
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+ dz = pz;
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+ break;
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+ }
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+ case RigidbodyShape.Box: {
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+ dx = px - Math.max(-rb.size.x, Math.min(rb.size.x, px));
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+ dy = py - Math.max(-rb.size.y, Math.min(rb.size.y, py));
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+ dz = pz - Math.max(-rb.size.z, Math.min(rb.size.z, pz));
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+ break;
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+ }
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+ default: {
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+ dx = px;
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+ dy = py;
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+ dz = pz;
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+ break;
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+ }
457
+ }
458
+ const len = Math.sqrt(dx * dx + dy * dy + dz * dz);
459
+ if (len > 1e-9) {
460
+ out.x = dx / len;
461
+ out.y = dy / len;
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+ out.z = dz / len;
463
+ }
464
+ else {
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+ out.x = 0;
466
+ out.y = 1;
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+ out.z = 0;
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+ }
469
+ }
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+ /** Signed distance from a body-local point to the shape's surface; > 0 outside. */
471
+ function localSignedDistance(rb, px, py, pz) {
472
+ switch (rb.shape) {
473
+ case RigidbodyShape.Sphere:
474
+ return Math.sqrt(px * px + py * py + pz * pz) - rb.size.x;
475
+ case RigidbodyShape.Capsule: {
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+ // PMX capsules are Y-aligned and size.y is the FULL cylinder length
477
+ // between cap centres, so the segment runs ±size.y/2.
478
+ const half = rb.size.y * 0.5;
479
+ const t = py > half ? half : py < -half ? -half : py;
480
+ const dy = py - t;
481
+ return Math.sqrt(px * px + dy * dy + pz * pz) - rb.size.x;
482
+ }
483
+ case RigidbodyShape.Box: {
484
+ // size is half-extents for boxes.
485
+ const qx = Math.abs(px) - rb.size.x;
486
+ const qy = Math.abs(py) - rb.size.y;
487
+ const qz = Math.abs(pz) - rb.size.z;
488
+ const ox = Math.max(qx, 0), oy = Math.max(qy, 0), oz = Math.max(qz, 0);
489
+ const outside = Math.sqrt(ox * ox + oy * oy + oz * oz);
490
+ return outside + Math.min(Math.max(qx, qy, qz), 0);
491
+ }
492
+ default:
493
+ return -Infinity;
494
+ }
495
+ }
496
+ // Rotation goes through Quat.rotateVecInto / rotateVecInvInto rather than
497
+ // open-coded component formulas — this pass runs once at load, so there is
498
+ // nothing to win by hand-rolling it and a sign error here would misplace every
499
+ // fitted body.
500
+ const _v = new Vec3(0, 0, 0);
501
+ const _r = new Vec3(0, 0, 0);
@@ -1 +1 @@
1
- {"version":3,"file":"pmx-loader.d.ts","sourceRoot":"","sources":["../src/pmx-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,KAAK,EAWN,MAAM,SAAS,CAAA;AAGhB,OAAO,EAA0B,KAAK,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAEzE,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAc;IAC7B,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,mBAAmB,CAAI;IAC/B,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,gBAAgB,CAAI;IAC5B,OAAO,CAAC,iBAAiB,CAAI;IAC7B,OAAO,CAAC,aAAa,CAAI;IACzB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,kBAAkB,CAAI;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAiB;IAClC,OAAO,CAAC,KAAK,CAAa;IAC1B,OAAO,CAAC,mBAAmB,CAA4B;IACvD,OAAO,CAAC,OAAO,CAA2B;IAC1C,OAAO,CAAC,QAAQ,CAA0B;IAC1C,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAY;IAC/B,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,QAAQ,CAAe;IAE/B,OAAO;IAQP,OAAO,CAAC,IAAI;WAMC,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAI9C,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,KAAK;WAIpC,cAAc,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAKxF,OAAO,CAAC,KAAK;IAiBb,OAAO,CAAC,WAAW;IAwDnB,OAAO,CAAC,aAAa;IA+FrB,OAAO,CAAC,YAAY;IAWpB,OAAO,CAAC,aAAa;IAkBrB,OAAO,CAAC,cAAc;IAqEtB,OAAO,CAAC,UAAU;IAsKlB,OAAO,CAAC,WAAW;IA2JnB,OAAO,CAAC,iBAAiB;IAgDzB,OAAO,CAAC,gBAAgB;IA+FxB,OAAO,CAAC,WAAW;IAmGnB,OAAO,CAAC,kBAAkB;IAmC1B,OAAO,CAAC,OAAO;IAkJf,OAAO,CAAC,QAAQ;IAOhB,OAAO,CAAC,SAAS;IAUjB,OAAO,CAAC,cAAc;IAWtB,OAAO,CAAC,iBAAiB;IAczB,OAAO,CAAC,QAAQ;IAShB,OAAO,CAAC,UAAU;IASlB,OAAO,CAAC,SAAS;IAQjB,OAAO,CAAC,OAAO;IAwBf,OAAO,CAAC,QAAQ;CAIjB"}
1
+ {"version":3,"file":"pmx-loader.d.ts","sourceRoot":"","sources":["../src/pmx-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,KAAK,EAcN,MAAM,SAAS,CAAA;AAGhB,OAAO,EAA0B,KAAK,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAEzE,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAc;IAC7B,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,mBAAmB,CAAI;IAC/B,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,gBAAgB,CAAI;IAC5B,OAAO,CAAC,iBAAiB,CAAI;IAC7B,OAAO,CAAC,aAAa,CAAI;IACzB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,kBAAkB,CAAI;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAiB;IAClC,OAAO,CAAC,KAAK,CAAa;IAC1B,OAAO,CAAC,mBAAmB,CAA4B;IACvD,OAAO,CAAC,OAAO,CAA2B;IAC1C,OAAO,CAAC,QAAQ,CAA0B;IAC1C,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAY;IAC/B,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,QAAQ,CAAe;IAE/B,OAAO;IAQP,OAAO,CAAC,IAAI;WAMC,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAI9C,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,KAAK;WAIpC,cAAc,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAKxF,OAAO,CAAC,KAAK;IAiBb,OAAO,CAAC,WAAW;IAwDnB,OAAO,CAAC,aAAa;IA+FrB,OAAO,CAAC,YAAY;IAWpB,OAAO,CAAC,aAAa;IAkBrB,OAAO,CAAC,cAAc;IAqEtB,OAAO,CAAC,UAAU;IAsKlB,OAAO,CAAC,WAAW;IAgMnB,OAAO,CAAC,iBAAiB;IAgDzB,OAAO,CAAC,gBAAgB;IA+FxB,OAAO,CAAC,WAAW;IAmGnB,OAAO,CAAC,kBAAkB;IAmC1B,OAAO,CAAC,OAAO;IAkJf,OAAO,CAAC,QAAQ;IAOhB,OAAO,CAAC,SAAS;IAUjB,OAAO,CAAC,cAAc;IAWtB,OAAO,CAAC,iBAAiB;IAczB,OAAO,CAAC,QAAQ;IAShB,OAAO,CAAC,UAAU;IASlB,OAAO,CAAC,SAAS;IAQjB,OAAO,CAAC,OAAO;IAwBf,OAAO,CAAC,QAAQ;CAIjB"}
@@ -457,6 +457,14 @@ export class PmxLoader {
457
457
  vertexOffsets: [],
458
458
  groupReferences: [],
459
459
  };
460
+ // Allocated only for the type that uses them, so `morph.boneOffsets`
461
+ // being undefined means "not that kind of morph" rather than "empty".
462
+ if (morphType === 2)
463
+ morph.boneOffsets = [];
464
+ else if (morphType >= 3 && morphType <= 7)
465
+ morph.uvOffsets = [];
466
+ else if (morphType === 8)
467
+ morph.materialOffsets = [];
460
468
  // Parse vertex morphs (type 1)
461
469
  if (morphType === 1) {
462
470
  for (let j = 0; j < offsetCount; j++) {
@@ -492,62 +500,94 @@ export class PmxLoader {
492
500
  }
493
501
  }
494
502
  else {
495
- // Skip other morph types for now
503
+ // Bone, UV and material morphs are kept; flip and impulse (PMX 2.1)
504
+ // are still read past — nothing in the wild uses them, and impulse
505
+ // would need to drive rigidbodies.
496
506
  for (let j = 0; j < offsetCount; j++) {
497
507
  if (this.offset >= this.view.buffer.byteLength) {
498
508
  break;
499
509
  }
500
510
  if (morphType === 2) {
501
511
  // Bone morph
502
- this.getNonVertexIndex(this.boneIndexSize); // boneIndex
503
- this.getFloat32(); // x
504
- this.getFloat32(); // y
505
- this.getFloat32(); // z
506
- this.getFloat32(); // rotation quaternion x
507
- this.getFloat32(); // rotation quaternion y
508
- this.getFloat32(); // rotation quaternion z
509
- this.getFloat32(); // rotation quaternion w
512
+ const boneIndex = this.getNonVertexIndex(this.boneIndexSize);
513
+ const tx = this.getFloat32();
514
+ const ty = this.getFloat32();
515
+ const tz = this.getFloat32();
516
+ const rx = this.getFloat32();
517
+ const ry = this.getFloat32();
518
+ const rz = this.getFloat32();
519
+ const rw = this.getFloat32();
520
+ if (boneIndex >= 0) {
521
+ const offset = {
522
+ boneIndex,
523
+ translation: [tx, ty, tz],
524
+ rotation: [rx, ry, rz, rw],
525
+ };
526
+ morph.boneOffsets.push(offset);
527
+ }
510
528
  }
511
529
  else if (morphType >= 3 && morphType <= 7) {
512
530
  // UV morph + additional UV channels 1-4; offset is always a Float4 per spec
513
- this.getIndex(this.vertexIndexSize); // vertexIndex
514
- this.getFloat32(); // x
515
- this.getFloat32(); // y
516
- this.getFloat32(); // z
517
- this.getFloat32(); // w
531
+ const vertexIndex = this.getIndex(this.vertexIndexSize);
532
+ const x = this.getFloat32();
533
+ const y = this.getFloat32();
534
+ const z = this.getFloat32();
535
+ const w = this.getFloat32();
536
+ if (vertexIndex >= 0 && vertexIndex < this.vertexCount) {
537
+ const offset = { vertexIndex, offset: [x, y, z, w] };
538
+ morph.uvOffsets.push(offset);
539
+ }
518
540
  }
519
541
  else if (morphType === 8) {
520
542
  // Material morph
521
- this.getNonVertexIndex(this.materialIndexSize); // materialIndex
522
- this.getUint8(); // offsetType
523
- this.getFloat32(); // diffuse r
524
- this.getFloat32(); // diffuse g
525
- this.getFloat32(); // diffuse b
526
- this.getFloat32(); // diffuse a
527
- this.getFloat32(); // specular r
528
- this.getFloat32(); // specular g
529
- this.getFloat32(); // specular b
530
- this.getFloat32(); // specular power
531
- this.getFloat32(); // ambient r
532
- this.getFloat32(); // ambient g
533
- this.getFloat32(); // ambient b
534
- this.getFloat32(); // edgeColor r
535
- this.getFloat32(); // edgeColor g
536
- this.getFloat32(); // edgeColor b
537
- this.getFloat32(); // edgeColor a
538
- this.getFloat32(); // edgeSize
539
- this.getFloat32(); // textureCoeff r
540
- this.getFloat32(); // textureCoeff g
541
- this.getFloat32(); // textureCoeff b
542
- this.getFloat32(); // textureCoeff a
543
- this.getFloat32(); // sphereCoeff r
544
- this.getFloat32(); // sphereCoeff g
545
- this.getFloat32(); // sphereCoeff b
546
- this.getFloat32(); // sphereCoeff a
547
- this.getFloat32(); // toonCoeff r
548
- this.getFloat32(); // toonCoeff g
549
- this.getFloat32(); // toonCoeff b
550
- this.getFloat32(); // toonCoeff a
543
+ const materialIndex = this.getNonVertexIndex(this.materialIndexSize);
544
+ const offsetType = this.getUint8();
545
+ const diffuseR = this.getFloat32();
546
+ const diffuseG = this.getFloat32();
547
+ const diffuseB = this.getFloat32();
548
+ const diffuseA = this.getFloat32();
549
+ const specularR = this.getFloat32();
550
+ const specularG = this.getFloat32();
551
+ const specularB = this.getFloat32();
552
+ const shininess = this.getFloat32();
553
+ const ambientR = this.getFloat32();
554
+ const ambientG = this.getFloat32();
555
+ const ambientB = this.getFloat32();
556
+ const edgeR = this.getFloat32();
557
+ const edgeG = this.getFloat32();
558
+ const edgeB = this.getFloat32();
559
+ const edgeA = this.getFloat32();
560
+ const edgeSize = this.getFloat32();
561
+ const texR = this.getFloat32();
562
+ const texG = this.getFloat32();
563
+ const texB = this.getFloat32();
564
+ const texA = this.getFloat32();
565
+ const sphR = this.getFloat32();
566
+ const sphG = this.getFloat32();
567
+ const sphB = this.getFloat32();
568
+ const sphA = this.getFloat32();
569
+ const toonR = this.getFloat32();
570
+ const toonG = this.getFloat32();
571
+ const toonB = this.getFloat32();
572
+ const toonA = this.getFloat32();
573
+ // -1 is legal and means "every material" — kept as-is so the
574
+ // applier can fan it out without a second convention.
575
+ if (materialIndex >= -1) {
576
+ const offset = {
577
+ materialIndex,
578
+ offsetType,
579
+ diffuse: [diffuseR, diffuseG, diffuseB, diffuseA],
580
+ specular: [specularR, specularG, specularB],
581
+ shininess,
582
+ ambient: [ambientR, ambientG, ambientB],
583
+ edgeColor: [edgeR, edgeG, edgeB, edgeA],
584
+ edgeSize,
585
+ textureCoeff: [texR, texG, texB, texA],
586
+ sphereCoeff: [sphR, sphG, sphB, sphA],
587
+ toonCoeff: [toonR, toonG, toonB, toonA],
588
+ };
589
+ morph.materialOffsets.push(offset);
590
+ }
551
591
  }
552
592
  else if (morphType === 9) {
553
593
  // Flip morph (PMX 2.1): same layout as group morph
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.36.1",
3
+ "version": "0.37.0",
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",