reze-engine 0.36.1 → 0.37.0
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/dist/camera.d.ts +17 -0
- package/dist/camera.d.ts.map +1 -1
- package/dist/camera.js +25 -0
- package/dist/engine.d.ts +94 -1
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +250 -14
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -1
- package/dist/model.d.ts +81 -0
- package/dist/model.d.ts.map +1 -1
- package/dist/model.js +192 -0
- package/dist/physics/autofit.d.ts +147 -0
- package/dist/physics/autofit.d.ts.map +1 -0
- package/dist/physics/autofit.js +501 -0
- package/dist/pmx-loader.d.ts.map +1 -1
- package/dist/pmx-loader.js +84 -44
- package/package.json +1 -1
- package/src/camera.ts +26 -0
- package/src/engine.ts +305 -18
- package/src/index.ts +11 -1
- package/src/model.ts +231 -1
- package/src/pmx-loader.ts +84 -44
package/src/model.ts
CHANGED
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@@ -32,6 +32,10 @@ const _convMat = new Float32Array(16)
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// Blend-path scratch: per-entry sample target and the crossfade's two fixed entries.
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const _blendQ = new Quat(0, 0, 0, 1)
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const _blendT = new Vec3(0, 0, 0)
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+
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// Bone-morph scratch: the weighted rotation, slerped out of identity.
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const _boneMorphQ = new Quat(0, 0, 0, 1)
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const _boneMorphIdentity = new Quat(0, 0, 0, 1)
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export interface ClipEventInfo {
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clip: string
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/** The registered event time, seconds. */
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@@ -131,12 +135,56 @@ export interface GroupMorphReference {
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ratio: number
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}
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// Bone morph offset data (type 2). A stage's doors, platforms and hatches are
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// posed with these — there is no VMD to drive them, so the weight IS the pose.
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export interface BoneMorphOffset {
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boneIndex: number
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translation: [number, number, number]
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/** Rotation quaternion (x, y, z, w). */
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rotation: [number, number, number, number]
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}
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/** PMX material-morph blend mode. Multiply lerps toward base*morph; add offsets from base. */
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export const MATERIAL_MORPH_MULTIPLY = 0
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export const MATERIAL_MORPH_ADD = 1
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// Material morph offset data (type 8). Stage artists ship colour and on/off
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// switches this way: alpha to 0 hides a part, a diffuse tint recolours a set.
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export interface MaterialMorphOffset {
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/** -1 targets EVERY material in the model, per the PMX spec. */
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materialIndex: number
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/** MATERIAL_MORPH_MULTIPLY | MATERIAL_MORPH_ADD */
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offsetType: number
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diffuse: [number, number, number, number]
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specular: [number, number, number]
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shininess: number
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ambient: [number, number, number]
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edgeColor: [number, number, number, number]
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edgeSize: number
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textureCoeff: [number, number, number, number]
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sphereCoeff: [number, number, number, number]
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toonCoeff: [number, number, number, number]
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}
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// UV morph offset data (types 3–7). Type 3 is the base UV channel; 4–7 are the
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// additional UV channels, which this engine does not carry — kept so the panel
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// can tell "unsupported" from "absent".
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export interface UvMorphOffset {
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vertexIndex: number
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/** (u, v, z, w) — only u/v apply to the base channel. */
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offset: [number, number, number, number]
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}
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// Morph definition
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export interface Morph {
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name: string
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-
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/** 0=group, 1=vertex, 2=bone, 3–7=UV, 8=material, 9=flip, 10=impulse. */
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type: number
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vertexOffsets: VertexMorphOffset[] // Only for type 1 (vertex morph)
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groupReferences?: GroupMorphReference[] // Only for type 0 (group morph)
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boneOffsets?: BoneMorphOffset[] // Only for type 2
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materialOffsets?: MaterialMorphOffset[] // Only for type 8
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uvOffsets?: UvMorphOffset[] // Only for types 3–7
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}
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export interface Morphing {
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@@ -286,6 +334,24 @@ export class Model {
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private runtimeMorph!: MorphRuntime
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private morphsDirty: boolean = false // Flag indicating if morphs need to be applied
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// Bone morphs (type 2), flattened once at load so the per-frame pass is a
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// straight walk with no allocation. Empty for models without them, which is
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// most characters — a stage's doors and platforms are the common case.
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private boneMorphPlan: { morphIndex: number; boneIndex: number; translation: Vec3; rotation: Quat }[] = []
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// Bones any bone morph touches, plus their locals as they were BEFORE the last
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// application. A pose source rewrites the locals it owns every frame, but a
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// stage usually has no clip at all — nothing would reset these, and the offset
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// would compound frame after frame into a slow drift.
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private boneMorphBones: number[] = []
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private boneMorphRestoreR: Quat[] = []
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private boneMorphRestoreT: Vec3[] = []
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private boneMorphApplied = false
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/** A full pose pass has run, so the world matrices are real. See isIdle. */
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private posedOnce = false
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// Set whenever effective weights change, for material/UV consumers that live
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// outside this class. Vertex morphs use morphWeightsDirty (GPU) instead.
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private auxMorphDirty = true
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// Root transform — model's placement in world space, independent of bones.
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// Folded into skin matrices (see getSkinMatrices) so every pass (main VS,
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// shadow VS, any future skinned pass) sees it without per-shader plumbing.
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@@ -567,6 +633,119 @@ export class Model {
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}, {} as Record<string, number>),
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weights: new Float32Array(morphCount),
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}
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const boneCount = this.skeleton.bones.length
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this.boneMorphPlan = []
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for (let i = 0; i < morphCount; i++) {
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const morph = this.morphing.morphs[i]
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if (morph.type !== 2 || !morph.boneOffsets) continue
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for (const off of morph.boneOffsets) {
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if (off.boneIndex < 0 || off.boneIndex >= boneCount) continue
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this.boneMorphPlan.push({
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morphIndex: i,
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boneIndex: off.boneIndex,
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translation: new Vec3(off.translation[0], off.translation[1], off.translation[2]),
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rotation: new Quat(off.rotation[0], off.rotation[1], off.rotation[2], off.rotation[3]),
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})
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}
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}
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const touched = new Set(this.boneMorphPlan.map((e) => e.boneIndex))
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this.boneMorphBones = [...touched]
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this.boneMorphRestoreR = this.boneMorphBones.map(() => Quat.identity())
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this.boneMorphRestoreT = this.boneMorphBones.map(() => Vec3.zeros())
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this.boneMorphApplied = false
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}
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/**
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* Bone morphs (type 2) compose over whatever the pose sources produced, the
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* same way boneRotationOffsets do — they are an offset on the animated local
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* transform, not a replacement for it. Re-applied every frame because each
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* pose source rewrites the locals it touches.
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*
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* Stages are the reason this exists: a door or a lift is rigged as a bone
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* morph and there is no VMD anywhere that drives it.
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*/
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private applyBoneMorphs(): void {
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if (this.boneMorphPlan.length === 0) return
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// Undo the previous application first. With a clip running this is a no-op
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// in effect — the pose source already overwrote these bones — but a stage
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// has no clip, so without it the same offset would be re-added every frame.
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if (this.boneMorphApplied) {
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for (let i = 0; i < this.boneMorphBones.length; i++) {
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const b = this.boneMorphBones[i]
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this.runtimeSkeleton.localRotations[b].set(this.boneMorphRestoreR[i])
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this.runtimeSkeleton.localTranslations[b].set(this.boneMorphRestoreT[i])
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}
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}
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for (let i = 0; i < this.boneMorphBones.length; i++) {
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const b = this.boneMorphBones[i]
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this.boneMorphRestoreR[i].set(this.runtimeSkeleton.localRotations[b])
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this.boneMorphRestoreT[i].set(this.runtimeSkeleton.localTranslations[b])
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}
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this.boneMorphApplied = true
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const weights = this.getEffectiveMorphWeights()
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for (const entry of this.boneMorphPlan) {
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const w = weights[entry.morphIndex]
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if (w < 0.0001) continue
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const t = this.runtimeSkeleton.localTranslations[entry.boneIndex]
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t.x += entry.translation.x * w
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t.y += entry.translation.y * w
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t.z += entry.translation.z * w
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// Scale the rotation by weight the way MMD does — slerp out of identity,
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// then compose. Multiplying components would not stay a unit quaternion.
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const r = this.runtimeSkeleton.localRotations[entry.boneIndex]
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Quat.slerpInto(_boneMorphIdentity, entry.rotation, w, _boneMorphQ)
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Quat.multiplyInto(r, _boneMorphQ, r)
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}
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}
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/** True (once) when effective morph weights changed — the engine re-derives
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* material-morph uniforms from it. Separate from the GPU vertex path's flag
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* so both can consume the same change. */
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consumeAuxMorphDirty(): boolean {
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const d = this.auxMorphDirty
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this.auxMorphDirty = false
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return d
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}
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/**
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* Morph indices this model can actually act on, so a UI never offers a control
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* that moves nothing.
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*
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* Driven directly: vertex (1), bone (2), material (8). Excluded: UV (3–7),
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* which are parsed and kept but not yet applied; flip (9) and impulse (10),
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* which are PMX 2.1 and would need the rigidbody solver.
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*
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* A group morph (0) is only as alive as what it points at — one referencing
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* nothing but UV morphs is just as dead as the UV morphs themselves, so it is
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* resolved rather than assumed.
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*/
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getSupportedMorphIndices(): number[] {
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const morphs = this.morphing.morphs
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const drivable = (t: number) => t === 1 || t === 2 || t === 8
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// Groups can reference groups, so walk with a seen-set rather than recursing.
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const resolves = (start: number): boolean => {
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const seen = new Set<number>()
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const stack = [start]
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while (stack.length > 0) {
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const i = stack.pop()!
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if (seen.has(i) || i < 0 || i >= morphs.length) continue
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seen.add(i)
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const m = morphs[i]
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if (drivable(m.type)) return true
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if (m.type === 0 && m.groupReferences) {
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for (const ref of m.groupReferences) stack.push(ref.morphIndex)
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}
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}
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return false
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}
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const out: number[] = []
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for (let i = 0; i < morphs.length; i++) {
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const t = morphs[i].type
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if (drivable(t) || (t === 0 && resolves(i))) out.push(i)
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}
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return out
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}
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// Tween update - processes all tweens together with a single time reference
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@@ -983,6 +1162,11 @@ export class Model {
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this.runtimeMorph.weights[idx] = clampedWeight
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this.tweenState.morphActive[idx] = 0
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this.applyMorphs()
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// Vertex and material morphs are done by applyMorphs alone, but a bone
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// morph lands in the pose pass — and a model with no clip (every stage)
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// reports idle, so without this the pass never runs and the switch does
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// nothing. Costs one redundant applyMorphs on the next frame.
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if (this.boneMorphPlan.length > 0) this.morphsDirty = true
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try {
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Engine.getInstance().markVertexBufferDirty(this)
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} catch {
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@@ -1047,6 +1231,11 @@ export class Model {
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effectiveWeights[i] = Math.max(0, Math.min(1, effectiveWeights[i]))
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}
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// Bone morphs read these every frame, but material/UV consumers live outside
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// this class and need telling. Set on BOTH paths — a model whose only morphs
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// are material morphs never enables the GPU vertex path at all.
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this.auxMorphDirty = true
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// GPU path: the compute pass applies the vertex offsets from these weights.
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if (this.gpuMorphEnabled) {
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this.morphWeightsDirty = true
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@@ -1913,6 +2102,42 @@ export class Model {
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// within that. A host driving bones directly — motion capture writing FK
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// rotations every frame with no clip playing — turns it off wholesale, because
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// there is no motion present to carry the per-chain answer.
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/**
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* Nothing can have moved this frame: no clip, no blend, no live tween, no
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* morph weight change.
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*
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* Environment geometry is in this state almost every frame, so the engine
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* skips the whole pose pass — sampling, world matrices, and the skin-matrix
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* upload — for a stage that reports idle. A stage is usually the heaviest mesh
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* in the scene and the one that never moves; paying a full pose pass for it
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* every frame is the thing worth not doing.
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*/
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isIdle(): boolean {
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// Never idle before the first pose pass. The constructor leaves the world
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// matrices identity, so skin = world × inverseBind collapses every vertex
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// into bone-local space — the mesh piles up at the origin. A cast member is
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// saved by running update() on frame 1 regardless; a stage that reported
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// idle immediately would render as a heap and never recover.
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if (!this.posedOnce) return false
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return (
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!this.morphsDirty &&
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this.oneShot === null &&
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this.crossfade === null &&
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(this.blendEntries === null || this.blendEntries.length === 0) &&
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this.animationState.getCurrentClip() === null &&
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!this.hasActiveTweens()
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)
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}
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/** Any live rotation / translation / morph tween. */
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private hasActiveTweens(): boolean {
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const s = this.tweenState
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|
+
for (let i = 0; i < s.rotActive.length; i++) if (s.rotActive[i] === 1) return true
|
|
2136
|
+
for (let i = 0; i < s.transActive.length; i++) if (s.transActive[i] === 1) return true
|
|
2137
|
+
for (let i = 0; i < s.morphActive.length; i++) if (s.morphActive[i] === 1) return true
|
|
2138
|
+
return false
|
|
2139
|
+
}
|
|
2140
|
+
|
|
1916
2141
|
update(deltaTime: number, ikEnabled = true): boolean {
|
|
1917
2142
|
// Update tween time (in milliseconds)
|
|
1918
2143
|
this.tweenTimeMs += deltaTime * 1000
|
|
@@ -1955,8 +2180,13 @@ export class Model {
|
|
|
1955
2180
|
this.morphsDirty = false
|
|
1956
2181
|
}
|
|
1957
2182
|
|
|
2183
|
+
// After the pose sources and the constant offsets, before the world pass —
|
|
2184
|
+
// bone morphs must survive into the world matrices IK then reads.
|
|
2185
|
+
this.applyBoneMorphs()
|
|
2186
|
+
|
|
1958
2187
|
// Compute world matrices (needed for IK solving to read bone positions)
|
|
1959
2188
|
this.computeWorldMatrices()
|
|
2189
|
+
this.posedOnce = true
|
|
1960
2190
|
|
|
1961
2191
|
// Solve IK chains (modifies localRotations with final IK rotations). Chains
|
|
1962
2192
|
// the clip switched off are skipped inside.
|
package/src/pmx-loader.ts
CHANGED
|
@@ -9,6 +9,9 @@ import {
|
|
|
9
9
|
Morphing,
|
|
10
10
|
VertexMorphOffset,
|
|
11
11
|
GroupMorphReference,
|
|
12
|
+
BoneMorphOffset,
|
|
13
|
+
MaterialMorphOffset,
|
|
14
|
+
UvMorphOffset,
|
|
12
15
|
IKLink,
|
|
13
16
|
} from "./model"
|
|
14
17
|
import { Mat4, Vec3 } from "./math"
|
|
@@ -533,6 +536,11 @@ export class PmxLoader {
|
|
|
533
536
|
vertexOffsets: [],
|
|
534
537
|
groupReferences: [],
|
|
535
538
|
}
|
|
539
|
+
// Allocated only for the type that uses them, so `morph.boneOffsets`
|
|
540
|
+
// being undefined means "not that kind of morph" rather than "empty".
|
|
541
|
+
if (morphType === 2) morph.boneOffsets = []
|
|
542
|
+
else if (morphType >= 3 && morphType <= 7) morph.uvOffsets = []
|
|
543
|
+
else if (morphType === 8) morph.materialOffsets = []
|
|
536
544
|
|
|
537
545
|
// Parse vertex morphs (type 1)
|
|
538
546
|
if (morphType === 1) {
|
|
@@ -569,60 +577,92 @@ export class PmxLoader {
|
|
|
569
577
|
}
|
|
570
578
|
}
|
|
571
579
|
} else {
|
|
572
|
-
//
|
|
580
|
+
// Bone, UV and material morphs are kept; flip and impulse (PMX 2.1)
|
|
581
|
+
// are still read past — nothing in the wild uses them, and impulse
|
|
582
|
+
// would need to drive rigidbodies.
|
|
573
583
|
for (let j = 0; j < offsetCount; j++) {
|
|
574
584
|
if (this.offset >= this.view.buffer.byteLength) {
|
|
575
585
|
break
|
|
576
586
|
}
|
|
577
587
|
if (morphType === 2) {
|
|
578
588
|
// Bone morph
|
|
579
|
-
this.getNonVertexIndex(this.boneIndexSize)
|
|
580
|
-
this.getFloat32()
|
|
581
|
-
this.getFloat32()
|
|
582
|
-
this.getFloat32()
|
|
583
|
-
this.getFloat32()
|
|
584
|
-
this.getFloat32()
|
|
585
|
-
this.getFloat32()
|
|
586
|
-
this.getFloat32()
|
|
589
|
+
const boneIndex = this.getNonVertexIndex(this.boneIndexSize)
|
|
590
|
+
const tx = this.getFloat32()
|
|
591
|
+
const ty = this.getFloat32()
|
|
592
|
+
const tz = this.getFloat32()
|
|
593
|
+
const rx = this.getFloat32()
|
|
594
|
+
const ry = this.getFloat32()
|
|
595
|
+
const rz = this.getFloat32()
|
|
596
|
+
const rw = this.getFloat32()
|
|
597
|
+
if (boneIndex >= 0) {
|
|
598
|
+
const offset: BoneMorphOffset = {
|
|
599
|
+
boneIndex,
|
|
600
|
+
translation: [tx, ty, tz],
|
|
601
|
+
rotation: [rx, ry, rz, rw],
|
|
602
|
+
}
|
|
603
|
+
morph.boneOffsets!.push(offset)
|
|
604
|
+
}
|
|
587
605
|
} else if (morphType >= 3 && morphType <= 7) {
|
|
588
606
|
// UV morph + additional UV channels 1-4; offset is always a Float4 per spec
|
|
589
|
-
this.getIndex(this.vertexIndexSize)
|
|
590
|
-
this.getFloat32()
|
|
591
|
-
this.getFloat32()
|
|
592
|
-
this.getFloat32()
|
|
593
|
-
this.getFloat32()
|
|
607
|
+
const vertexIndex = this.getIndex(this.vertexIndexSize)
|
|
608
|
+
const x = this.getFloat32()
|
|
609
|
+
const y = this.getFloat32()
|
|
610
|
+
const z = this.getFloat32()
|
|
611
|
+
const w = this.getFloat32()
|
|
612
|
+
if (vertexIndex >= 0 && vertexIndex < this.vertexCount) {
|
|
613
|
+
const offset: UvMorphOffset = { vertexIndex, offset: [x, y, z, w] }
|
|
614
|
+
morph.uvOffsets!.push(offset)
|
|
615
|
+
}
|
|
594
616
|
} else if (morphType === 8) {
|
|
595
617
|
// Material morph
|
|
596
|
-
this.getNonVertexIndex(this.materialIndexSize)
|
|
597
|
-
this.getUint8()
|
|
598
|
-
this.getFloat32()
|
|
599
|
-
this.getFloat32()
|
|
600
|
-
this.getFloat32()
|
|
601
|
-
this.getFloat32()
|
|
602
|
-
this.getFloat32()
|
|
603
|
-
this.getFloat32()
|
|
604
|
-
this.getFloat32()
|
|
605
|
-
this.getFloat32()
|
|
606
|
-
this.getFloat32()
|
|
607
|
-
this.getFloat32()
|
|
608
|
-
this.getFloat32()
|
|
609
|
-
this.getFloat32()
|
|
610
|
-
this.getFloat32()
|
|
611
|
-
this.getFloat32()
|
|
612
|
-
this.getFloat32()
|
|
613
|
-
this.getFloat32()
|
|
614
|
-
this.getFloat32()
|
|
615
|
-
this.getFloat32()
|
|
616
|
-
this.getFloat32()
|
|
617
|
-
this.getFloat32()
|
|
618
|
-
this.getFloat32()
|
|
619
|
-
this.getFloat32()
|
|
620
|
-
this.getFloat32()
|
|
621
|
-
this.getFloat32()
|
|
622
|
-
this.getFloat32()
|
|
623
|
-
this.getFloat32()
|
|
624
|
-
this.getFloat32()
|
|
625
|
-
this.getFloat32()
|
|
618
|
+
const materialIndex = this.getNonVertexIndex(this.materialIndexSize)
|
|
619
|
+
const offsetType = this.getUint8()
|
|
620
|
+
const diffuseR = this.getFloat32()
|
|
621
|
+
const diffuseG = this.getFloat32()
|
|
622
|
+
const diffuseB = this.getFloat32()
|
|
623
|
+
const diffuseA = this.getFloat32()
|
|
624
|
+
const specularR = this.getFloat32()
|
|
625
|
+
const specularG = this.getFloat32()
|
|
626
|
+
const specularB = this.getFloat32()
|
|
627
|
+
const shininess = this.getFloat32()
|
|
628
|
+
const ambientR = this.getFloat32()
|
|
629
|
+
const ambientG = this.getFloat32()
|
|
630
|
+
const ambientB = this.getFloat32()
|
|
631
|
+
const edgeR = this.getFloat32()
|
|
632
|
+
const edgeG = this.getFloat32()
|
|
633
|
+
const edgeB = this.getFloat32()
|
|
634
|
+
const edgeA = this.getFloat32()
|
|
635
|
+
const edgeSize = this.getFloat32()
|
|
636
|
+
const texR = this.getFloat32()
|
|
637
|
+
const texG = this.getFloat32()
|
|
638
|
+
const texB = this.getFloat32()
|
|
639
|
+
const texA = this.getFloat32()
|
|
640
|
+
const sphR = this.getFloat32()
|
|
641
|
+
const sphG = this.getFloat32()
|
|
642
|
+
const sphB = this.getFloat32()
|
|
643
|
+
const sphA = this.getFloat32()
|
|
644
|
+
const toonR = this.getFloat32()
|
|
645
|
+
const toonG = this.getFloat32()
|
|
646
|
+
const toonB = this.getFloat32()
|
|
647
|
+
const toonA = this.getFloat32()
|
|
648
|
+
// -1 is legal and means "every material" — kept as-is so the
|
|
649
|
+
// applier can fan it out without a second convention.
|
|
650
|
+
if (materialIndex >= -1) {
|
|
651
|
+
const offset: MaterialMorphOffset = {
|
|
652
|
+
materialIndex,
|
|
653
|
+
offsetType,
|
|
654
|
+
diffuse: [diffuseR, diffuseG, diffuseB, diffuseA],
|
|
655
|
+
specular: [specularR, specularG, specularB],
|
|
656
|
+
shininess,
|
|
657
|
+
ambient: [ambientR, ambientG, ambientB],
|
|
658
|
+
edgeColor: [edgeR, edgeG, edgeB, edgeA],
|
|
659
|
+
edgeSize,
|
|
660
|
+
textureCoeff: [texR, texG, texB, texA],
|
|
661
|
+
sphereCoeff: [sphR, sphG, sphB, sphA],
|
|
662
|
+
toonCoeff: [toonR, toonG, toonB, toonA],
|
|
663
|
+
}
|
|
664
|
+
morph.materialOffsets!.push(offset)
|
|
665
|
+
}
|
|
626
666
|
} else if (morphType === 9) {
|
|
627
667
|
// Flip morph (PMX 2.1): same layout as group morph
|
|
628
668
|
this.getNonVertexIndex(this.morphIndexSize) // morphIndex
|