reze-engine 0.36.1 → 0.38.0

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/src/model.ts CHANGED
@@ -32,6 +32,10 @@ const _convMat = new Float32Array(16)
32
32
  // Blend-path scratch: per-entry sample target and the crossfade's two fixed entries.
33
33
  const _blendQ = new Quat(0, 0, 0, 1)
34
34
  const _blendT = new Vec3(0, 0, 0)
35
+
36
+ // Bone-morph scratch: the weighted rotation, slerped out of identity.
37
+ const _boneMorphQ = new Quat(0, 0, 0, 1)
38
+ const _boneMorphIdentity = new Quat(0, 0, 0, 1)
35
39
  export interface ClipEventInfo {
36
40
  clip: string
37
41
  /** The registered event time, seconds. */
@@ -40,6 +44,15 @@ export interface ClipEventInfo {
40
44
  weight: number
41
45
  }
42
46
 
47
+ /** A clip's authored horizontal root path, lifted off センター by
48
+ * Model.extractRootMotion: per-key offsets from the FIRST key, raw clip
49
+ * units, clip space (rest facing -Z). `frames` are VMD frames (30fps). */
50
+ export interface RootMotionProfile {
51
+ frames: number[]
52
+ x: number[]
53
+ z: number[]
54
+ }
55
+
43
56
  const _fadeEntries: BlendEntry[] = [
44
57
  { name: "", time: 0, weight: 0 },
45
58
  { name: "", time: 0, weight: 0 },
@@ -131,12 +144,56 @@ export interface GroupMorphReference {
131
144
  ratio: number
132
145
  }
133
146
 
147
+ // Bone morph offset data (type 2). A stage's doors, platforms and hatches are
148
+ // posed with these — there is no VMD to drive them, so the weight IS the pose.
149
+ export interface BoneMorphOffset {
150
+ boneIndex: number
151
+ translation: [number, number, number]
152
+ /** Rotation quaternion (x, y, z, w). */
153
+ rotation: [number, number, number, number]
154
+ }
155
+
156
+ /** PMX material-morph blend mode. Multiply lerps toward base*morph; add offsets from base. */
157
+ export const MATERIAL_MORPH_MULTIPLY = 0
158
+ export const MATERIAL_MORPH_ADD = 1
159
+
160
+ // Material morph offset data (type 8). Stage artists ship colour and on/off
161
+ // switches this way: alpha to 0 hides a part, a diffuse tint recolours a set.
162
+ export interface MaterialMorphOffset {
163
+ /** -1 targets EVERY material in the model, per the PMX spec. */
164
+ materialIndex: number
165
+ /** MATERIAL_MORPH_MULTIPLY | MATERIAL_MORPH_ADD */
166
+ offsetType: number
167
+ diffuse: [number, number, number, number]
168
+ specular: [number, number, number]
169
+ shininess: number
170
+ ambient: [number, number, number]
171
+ edgeColor: [number, number, number, number]
172
+ edgeSize: number
173
+ textureCoeff: [number, number, number, number]
174
+ sphereCoeff: [number, number, number, number]
175
+ toonCoeff: [number, number, number, number]
176
+ }
177
+
178
+ // UV morph offset data (types 3–7). Type 3 is the base UV channel; 4–7 are the
179
+ // additional UV channels, which this engine does not carry — kept so the panel
180
+ // can tell "unsupported" from "absent".
181
+ export interface UvMorphOffset {
182
+ vertexIndex: number
183
+ /** (u, v, z, w) — only u/v apply to the base channel. */
184
+ offset: [number, number, number, number]
185
+ }
186
+
134
187
  // Morph definition
135
188
  export interface Morph {
136
189
  name: string
137
- type: number // 0=group, 1=vertex, 2=bone, 3=UV, 8=material
190
+ /** 0=group, 1=vertex, 2=bone, 3–7=UV, 8=material, 9=flip, 10=impulse. */
191
+ type: number
138
192
  vertexOffsets: VertexMorphOffset[] // Only for type 1 (vertex morph)
139
193
  groupReferences?: GroupMorphReference[] // Only for type 0 (group morph)
194
+ boneOffsets?: BoneMorphOffset[] // Only for type 2
195
+ materialOffsets?: MaterialMorphOffset[] // Only for type 8
196
+ uvOffsets?: UvMorphOffset[] // Only for types 3–7
140
197
  }
141
198
 
142
199
  export interface Morphing {
@@ -286,6 +343,24 @@ export class Model {
286
343
  private runtimeMorph!: MorphRuntime
287
344
  private morphsDirty: boolean = false // Flag indicating if morphs need to be applied
288
345
 
346
+ // Bone morphs (type 2), flattened once at load so the per-frame pass is a
347
+ // straight walk with no allocation. Empty for models without them, which is
348
+ // most characters — a stage's doors and platforms are the common case.
349
+ private boneMorphPlan: { morphIndex: number; boneIndex: number; translation: Vec3; rotation: Quat }[] = []
350
+ // Bones any bone morph touches, plus their locals as they were BEFORE the last
351
+ // application. A pose source rewrites the locals it owns every frame, but a
352
+ // stage usually has no clip at all — nothing would reset these, and the offset
353
+ // would compound frame after frame into a slow drift.
354
+ private boneMorphBones: number[] = []
355
+ private boneMorphRestoreR: Quat[] = []
356
+ private boneMorphRestoreT: Vec3[] = []
357
+ private boneMorphApplied = false
358
+ /** A full pose pass has run, so the world matrices are real. See isIdle. */
359
+ private posedOnce = false
360
+ // Set whenever effective weights change, for material/UV consumers that live
361
+ // outside this class. Vertex morphs use morphWeightsDirty (GPU) instead.
362
+ private auxMorphDirty = true
363
+
289
364
  // Root transform — model's placement in world space, independent of bones.
290
365
  // Folded into skin matrices (see getSkinMatrices) so every pass (main VS,
291
366
  // shadow VS, any future skinned pass) sees it without per-shader plumbing.
@@ -567,6 +642,119 @@ export class Model {
567
642
  }, {} as Record<string, number>),
568
643
  weights: new Float32Array(morphCount),
569
644
  }
645
+ const boneCount = this.skeleton.bones.length
646
+ this.boneMorphPlan = []
647
+ for (let i = 0; i < morphCount; i++) {
648
+ const morph = this.morphing.morphs[i]
649
+ if (morph.type !== 2 || !morph.boneOffsets) continue
650
+ for (const off of morph.boneOffsets) {
651
+ if (off.boneIndex < 0 || off.boneIndex >= boneCount) continue
652
+ this.boneMorphPlan.push({
653
+ morphIndex: i,
654
+ boneIndex: off.boneIndex,
655
+ translation: new Vec3(off.translation[0], off.translation[1], off.translation[2]),
656
+ rotation: new Quat(off.rotation[0], off.rotation[1], off.rotation[2], off.rotation[3]),
657
+ })
658
+ }
659
+ }
660
+ const touched = new Set(this.boneMorphPlan.map((e) => e.boneIndex))
661
+ this.boneMorphBones = [...touched]
662
+ this.boneMorphRestoreR = this.boneMorphBones.map(() => Quat.identity())
663
+ this.boneMorphRestoreT = this.boneMorphBones.map(() => Vec3.zeros())
664
+ this.boneMorphApplied = false
665
+ }
666
+
667
+ /**
668
+ * Bone morphs (type 2) compose over whatever the pose sources produced, the
669
+ * same way boneRotationOffsets do — they are an offset on the animated local
670
+ * transform, not a replacement for it. Re-applied every frame because each
671
+ * pose source rewrites the locals it touches.
672
+ *
673
+ * Stages are the reason this exists: a door or a lift is rigged as a bone
674
+ * morph and there is no VMD anywhere that drives it.
675
+ */
676
+ private applyBoneMorphs(): void {
677
+ if (this.boneMorphPlan.length === 0) return
678
+
679
+ // Undo the previous application first. With a clip running this is a no-op
680
+ // in effect — the pose source already overwrote these bones — but a stage
681
+ // has no clip, so without it the same offset would be re-added every frame.
682
+ if (this.boneMorphApplied) {
683
+ for (let i = 0; i < this.boneMorphBones.length; i++) {
684
+ const b = this.boneMorphBones[i]
685
+ this.runtimeSkeleton.localRotations[b].set(this.boneMorphRestoreR[i])
686
+ this.runtimeSkeleton.localTranslations[b].set(this.boneMorphRestoreT[i])
687
+ }
688
+ }
689
+ for (let i = 0; i < this.boneMorphBones.length; i++) {
690
+ const b = this.boneMorphBones[i]
691
+ this.boneMorphRestoreR[i].set(this.runtimeSkeleton.localRotations[b])
692
+ this.boneMorphRestoreT[i].set(this.runtimeSkeleton.localTranslations[b])
693
+ }
694
+ this.boneMorphApplied = true
695
+
696
+ const weights = this.getEffectiveMorphWeights()
697
+ for (const entry of this.boneMorphPlan) {
698
+ const w = weights[entry.morphIndex]
699
+ if (w < 0.0001) continue
700
+ const t = this.runtimeSkeleton.localTranslations[entry.boneIndex]
701
+ t.x += entry.translation.x * w
702
+ t.y += entry.translation.y * w
703
+ t.z += entry.translation.z * w
704
+ // Scale the rotation by weight the way MMD does — slerp out of identity,
705
+ // then compose. Multiplying components would not stay a unit quaternion.
706
+ const r = this.runtimeSkeleton.localRotations[entry.boneIndex]
707
+ Quat.slerpInto(_boneMorphIdentity, entry.rotation, w, _boneMorphQ)
708
+ Quat.multiplyInto(r, _boneMorphQ, r)
709
+ }
710
+ }
711
+
712
+ /** True (once) when effective morph weights changed — the engine re-derives
713
+ * material-morph uniforms from it. Separate from the GPU vertex path's flag
714
+ * so both can consume the same change. */
715
+ consumeAuxMorphDirty(): boolean {
716
+ const d = this.auxMorphDirty
717
+ this.auxMorphDirty = false
718
+ return d
719
+ }
720
+
721
+ /**
722
+ * Morph indices this model can actually act on, so a UI never offers a control
723
+ * that moves nothing.
724
+ *
725
+ * Driven directly: vertex (1), bone (2), material (8). Excluded: UV (3–7),
726
+ * which are parsed and kept but not yet applied; flip (9) and impulse (10),
727
+ * which are PMX 2.1 and would need the rigidbody solver.
728
+ *
729
+ * A group morph (0) is only as alive as what it points at — one referencing
730
+ * nothing but UV morphs is just as dead as the UV morphs themselves, so it is
731
+ * resolved rather than assumed.
732
+ */
733
+ getSupportedMorphIndices(): number[] {
734
+ const morphs = this.morphing.morphs
735
+ const drivable = (t: number) => t === 1 || t === 2 || t === 8
736
+ // Groups can reference groups, so walk with a seen-set rather than recursing.
737
+ const resolves = (start: number): boolean => {
738
+ const seen = new Set<number>()
739
+ const stack = [start]
740
+ while (stack.length > 0) {
741
+ const i = stack.pop()!
742
+ if (seen.has(i) || i < 0 || i >= morphs.length) continue
743
+ seen.add(i)
744
+ const m = morphs[i]
745
+ if (drivable(m.type)) return true
746
+ if (m.type === 0 && m.groupReferences) {
747
+ for (const ref of m.groupReferences) stack.push(ref.morphIndex)
748
+ }
749
+ }
750
+ return false
751
+ }
752
+ const out: number[] = []
753
+ for (let i = 0; i < morphs.length; i++) {
754
+ const t = morphs[i].type
755
+ if (drivable(t) || (t === 0 && resolves(i))) out.push(i)
756
+ }
757
+ return out
570
758
  }
571
759
 
572
760
  // Tween update - processes all tweens together with a single time reference
@@ -983,6 +1171,11 @@ export class Model {
983
1171
  this.runtimeMorph.weights[idx] = clampedWeight
984
1172
  this.tweenState.morphActive[idx] = 0
985
1173
  this.applyMorphs()
1174
+ // Vertex and material morphs are done by applyMorphs alone, but a bone
1175
+ // morph lands in the pose pass — and a model with no clip (every stage)
1176
+ // reports idle, so without this the pass never runs and the switch does
1177
+ // nothing. Costs one redundant applyMorphs on the next frame.
1178
+ if (this.boneMorphPlan.length > 0) this.morphsDirty = true
986
1179
  try {
987
1180
  Engine.getInstance().markVertexBufferDirty(this)
988
1181
  } catch {
@@ -1047,6 +1240,11 @@ export class Model {
1047
1240
  effectiveWeights[i] = Math.max(0, Math.min(1, effectiveWeights[i]))
1048
1241
  }
1049
1242
 
1243
+ // Bone morphs read these every frame, but material/UV consumers live outside
1244
+ // this class and need telling. Set on BOTH paths — a model whose only morphs
1245
+ // are material morphs never enables the GPU vertex path at all.
1246
+ this.auxMorphDirty = true
1247
+
1050
1248
  // GPU path: the compute pass applies the vertex offsets from these weights.
1051
1249
  if (this.gpuMorphEnabled) {
1052
1250
  this.morphWeightsDirty = true
@@ -1338,6 +1536,61 @@ export class Model {
1338
1536
  return this.animationState.getAnimationClip(name)
1339
1537
  }
1340
1538
 
1539
+ /** Lift a clip's authored horizontal root path off センター so the host can
1540
+ * drive the MODEL ROOT along it — game-style root motion. The clip keeps
1541
+ * its vertical bob but its horizontal センター flattens to `rest` (default
1542
+ * 0,0): a displaced first frame — common in per-pose game exports — would
1543
+ * otherwise ride the whole clip as a constant and visibly slide off during
1544
+ * the exit crossfade. Pass the pack's NEUTRAL standing offset (the idle
1545
+ * clip's first センター key) as `rest` so the flattened pose blends into
1546
+ * the surrounding states without even a micro-slide. The removed path
1547
+ * returns RELATIVE TO THE FIRST KEY, raw clip units, clip space (rest
1548
+ * facing -Z). Leg-IK target position tracks lose the same path so feet
1549
+ * keep oscillating around the body. Call once per clip, after
1550
+ * loadVmd/loadClip; null if the clip or its センター track doesn't exist. */
1551
+ extractRootMotion(name: string, rest?: { x?: number; z?: number }): RootMotionProfile | null {
1552
+ const clip = this.animationState.getAnimationClip(name)
1553
+ const track = clip?.boneTracks.get("センター")
1554
+ if (!clip || !track || track.length === 0) return null
1555
+ const restX = rest?.x ?? 0
1556
+ const restZ = rest?.z ?? 0
1557
+ const frames: number[] = []
1558
+ const x: number[] = []
1559
+ const z: number[] = []
1560
+ const pathX: number[] = [] // horizontal removed (rel. rest), for the IK tracks
1561
+ const pathZ: number[] = []
1562
+ const x0 = track[0].translation.x
1563
+ const z0 = track[0].translation.z
1564
+ for (const kf of track) {
1565
+ frames.push(kf.frame)
1566
+ x.push(kf.translation.x - x0)
1567
+ z.push(kf.translation.z - z0)
1568
+ pathX.push(kf.translation.x - restX)
1569
+ pathZ.push(kf.translation.z - restZ)
1570
+ kf.translation.x = restX
1571
+ kf.translation.z = restZ
1572
+ }
1573
+ for (const [bone, kfs] of clip.boneTracks) {
1574
+ if (!bone.includes("IK")) continue
1575
+ for (const kf of kfs) {
1576
+ kf.translation.x -= Model.sampleTrack(frames, pathX, kf.frame)
1577
+ kf.translation.z -= Model.sampleTrack(frames, pathZ, kf.frame)
1578
+ }
1579
+ }
1580
+ return { frames, x, z }
1581
+ }
1582
+
1583
+ /** Linear sample of a keyed scalar track at fractional frame f. */
1584
+ private static sampleTrack(frames: number[], values: number[], f: number): number {
1585
+ const n = frames.length
1586
+ if (f <= frames[0]) return values[0]
1587
+ if (f >= frames[n - 1]) return values[n - 1]
1588
+ let i = 1
1589
+ while (frames[i] < f) i++
1590
+ const t = (f - frames[i - 1]) / (frames[i] - frames[i - 1])
1591
+ return values[i - 1] + (values[i] - values[i - 1]) * t
1592
+ }
1593
+
1341
1594
  exportVmd(name: string): ArrayBuffer {
1342
1595
  const clip = this.animationState.getAnimationClip(name)
1343
1596
  if (!clip) throw new Error(`Animation clip "${name}" not found`)
@@ -1913,6 +2166,42 @@ export class Model {
1913
2166
  // within that. A host driving bones directly — motion capture writing FK
1914
2167
  // rotations every frame with no clip playing — turns it off wholesale, because
1915
2168
  // there is no motion present to carry the per-chain answer.
2169
+ /**
2170
+ * Nothing can have moved this frame: no clip, no blend, no live tween, no
2171
+ * morph weight change.
2172
+ *
2173
+ * Environment geometry is in this state almost every frame, so the engine
2174
+ * skips the whole pose pass — sampling, world matrices, and the skin-matrix
2175
+ * upload — for a stage that reports idle. A stage is usually the heaviest mesh
2176
+ * in the scene and the one that never moves; paying a full pose pass for it
2177
+ * every frame is the thing worth not doing.
2178
+ */
2179
+ isIdle(): boolean {
2180
+ // Never idle before the first pose pass. The constructor leaves the world
2181
+ // matrices identity, so skin = world × inverseBind collapses every vertex
2182
+ // into bone-local space — the mesh piles up at the origin. A cast member is
2183
+ // saved by running update() on frame 1 regardless; a stage that reported
2184
+ // idle immediately would render as a heap and never recover.
2185
+ if (!this.posedOnce) return false
2186
+ return (
2187
+ !this.morphsDirty &&
2188
+ this.oneShot === null &&
2189
+ this.crossfade === null &&
2190
+ (this.blendEntries === null || this.blendEntries.length === 0) &&
2191
+ this.animationState.getCurrentClip() === null &&
2192
+ !this.hasActiveTweens()
2193
+ )
2194
+ }
2195
+
2196
+ /** Any live rotation / translation / morph tween. */
2197
+ private hasActiveTweens(): boolean {
2198
+ const s = this.tweenState
2199
+ for (let i = 0; i < s.rotActive.length; i++) if (s.rotActive[i] === 1) return true
2200
+ for (let i = 0; i < s.transActive.length; i++) if (s.transActive[i] === 1) return true
2201
+ for (let i = 0; i < s.morphActive.length; i++) if (s.morphActive[i] === 1) return true
2202
+ return false
2203
+ }
2204
+
1916
2205
  update(deltaTime: number, ikEnabled = true): boolean {
1917
2206
  // Update tween time (in milliseconds)
1918
2207
  this.tweenTimeMs += deltaTime * 1000
@@ -1955,8 +2244,13 @@ export class Model {
1955
2244
  this.morphsDirty = false
1956
2245
  }
1957
2246
 
2247
+ // After the pose sources and the constant offsets, before the world pass —
2248
+ // bone morphs must survive into the world matrices IK then reads.
2249
+ this.applyBoneMorphs()
2250
+
1958
2251
  // Compute world matrices (needed for IK solving to read bone positions)
1959
2252
  this.computeWorldMatrices()
2253
+ this.posedOnce = true
1960
2254
 
1961
2255
  // Solve IK chains (modifies localRotations with final IK rotations). Chains
1962
2256
  // 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
- // Skip other morph types for now
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) // boneIndex
580
- this.getFloat32() // x
581
- this.getFloat32() // y
582
- this.getFloat32() // z
583
- this.getFloat32() // rotation quaternion x
584
- this.getFloat32() // rotation quaternion y
585
- this.getFloat32() // rotation quaternion z
586
- this.getFloat32() // rotation quaternion w
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) // vertexIndex
590
- this.getFloat32() // x
591
- this.getFloat32() // y
592
- this.getFloat32() // z
593
- this.getFloat32() // w
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) // materialIndex
597
- this.getUint8() // offsetType
598
- this.getFloat32() // diffuse r
599
- this.getFloat32() // diffuse g
600
- this.getFloat32() // diffuse b
601
- this.getFloat32() // diffuse a
602
- this.getFloat32() // specular r
603
- this.getFloat32() // specular g
604
- this.getFloat32() // specular b
605
- this.getFloat32() // specular power
606
- this.getFloat32() // ambient r
607
- this.getFloat32() // ambient g
608
- this.getFloat32() // ambient b
609
- this.getFloat32() // edgeColor r
610
- this.getFloat32() // edgeColor g
611
- this.getFloat32() // edgeColor b
612
- this.getFloat32() // edgeColor a
613
- this.getFloat32() // edgeSize
614
- this.getFloat32() // textureCoeff r
615
- this.getFloat32() // textureCoeff g
616
- this.getFloat32() // textureCoeff b
617
- this.getFloat32() // textureCoeff a
618
- this.getFloat32() // sphereCoeff r
619
- this.getFloat32() // sphereCoeff g
620
- this.getFloat32() // sphereCoeff b
621
- this.getFloat32() // sphereCoeff a
622
- this.getFloat32() // toonCoeff r
623
- this.getFloat32() // toonCoeff g
624
- this.getFloat32() // toonCoeff b
625
- this.getFloat32() // toonCoeff a
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