reze-engine 0.41.3 → 0.42.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +42 -3
- package/dist/animation.d.ts +18 -0
- package/dist/animation.d.ts.map +1 -1
- package/dist/animation.js +26 -16
- package/dist/engine.d.ts +45 -0
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +286 -11
- package/dist/model.d.ts +56 -0
- package/dist/model.d.ts.map +1 -1
- package/dist/model.js +125 -22
- package/dist/pmx-loader.d.ts.map +1 -1
- package/dist/pmx-loader.js +8 -5
- package/dist/shaders/passes/composite.d.ts +46 -1
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +243 -13
- package/package.json +1 -1
- package/src/animation.ts +26 -16
- package/src/engine.ts +301 -10
- package/src/model.ts +133 -22
- package/src/pmx-loader.ts +10 -5
- package/src/shaders/passes/composite.ts +221 -14
package/src/model.ts
CHANGED
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@@ -92,6 +92,12 @@ export interface Bone {
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appendRatio?: number // 0..1
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appendRotate?: boolean
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appendMove?: boolean
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/** 軸制限: this bone rotates ONLY about this axis (the twist bones use it). */
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fixedAxis?: [number, number, number]
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/** 変形階層: MMD poses whole layers in order, not bones in array order.
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* Parsed but not yet honoured — distinct from Model's `deformOrder`, which is
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* this engine's parent-before-child traversal. */
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deformLayer?: number
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ikTargetIndex?: number // IK target bone index (if this bone is an IK effector)
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ikIteration?: number // IK iteration count
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ikLimitAngle?: number // IK rotation constraint (radians)
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@@ -477,6 +483,9 @@ export class Model {
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this.applyMorphs()
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}
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/** 軸制限 bones and their normalised axes — see applyFixedAxes. */
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private fixedAxisBones: { index: number; x: number; y: number; z: number }[] = []
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+
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private initializeRuntimeSkeleton(): void {
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const boneCount = this.skeleton.bones.length
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@@ -490,6 +499,18 @@ export class Model {
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worldMatrices[i] = Mat4.identity()
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}
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// 軸制限 bones, gathered once and normalised. A standard rig has four —
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// the two arm twists and the two wrist twists — so this is a four-element
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// walk per pose rather than a branch on every bone.
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this.fixedAxisBones = []
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for (let i = 0; i < boneCount; i++) {
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const a = this.skeleton.bones[i].fixedAxis
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if (!a) continue
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const len = Math.hypot(a[0], a[1], a[2])
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if (len < 1e-8) continue
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this.fixedAxisBones.push({ index: i, x: a[0] / len, y: a[1] / len, z: a[2] / len })
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}
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this.runtimeSkeleton = {
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localRotations,
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localTranslations,
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@@ -673,19 +694,42 @@ export class Model {
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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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/**
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* Take the last frame's bone-morph offsets back off, before any pose source
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* runs.
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*
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* This cannot live at the top of applyBoneMorphs, which is where it used to
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* be. A pose source writes only the bones its clip keys, and it writes them
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* from the clip — so restoring afterwards overwrote the freshly animated pose
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* with a snapshot taken a frame earlier, and the re-snapshot immediately
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* below then saved that same stale value again. The result was not a drift or
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* a lag: every bone any bone morph touched stayed pinned to the first frame
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* the model was posed at, permanently, and at ANY weight — the restore ran
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* over the touched set before the weight test, so a morph sitting at 0 froze
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* its bones just as hard as one at 1.
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*
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* It reads as "the arms don't animate" because arms are what these morphs
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* touch: character models routinely ship T-Pose / A-Pose / ShouderBlend /
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* ElbowBlend adjusters on 腕 and ひじ, and nothing else in the rig is a
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* comparably popular bone-morph target.
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*/
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private undoBoneMorphs(): void {
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if (!this.boneMorphApplied) return
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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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this.boneMorphApplied = false
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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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-
//
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//
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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.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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// Snapshot the pose as the sources left it, so undoBoneMorphs can hand these
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// bones back unmorphed at the top of the next frame. The two halves are a
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// pair: without the undo a stage — which has no clip to rewrite its bones —
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// would compound the same offset every frame.
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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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@@ -924,6 +968,23 @@ export class Model {
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return this.runtimeSkeleton.worldMatrices[idx].getPosition()
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}
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/**
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* A bone's forward axis, normalised — which way a foot points, where a head
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* looks. Model space, like getBoneWorldPosition: the caller composes the model
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* transform on top if it wants world space.
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*
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* Column 2 of the world matrix. Null for a name this rig does not have, which
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* is the ordinary case across rigs that spell bones differently.
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*/
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getBoneWorldForward(boneName: string): Vec3 | null {
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const idx = this.runtimeSkeleton.nameIndex[boneName]
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if (idx === undefined || idx < 0) return null
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const m = this.runtimeSkeleton.worldMatrices[idx].values
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const len = Math.hypot(m[8], m[9], m[10])
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if (len < 1e-8) return null
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return new Vec3(m[8] / len, m[9] / len, m[10] / len)
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}
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getSkinning(): Skinning {
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return this.skinning
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}
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@@ -1922,6 +1983,39 @@ export class Model {
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: frameA.weight
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}
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/**
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1987
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* Hold 軸制限 bones to their own axis.
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*
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1989
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* A twist bone (腕捩 / 手捩) exists to rotate about the length of the limb and
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* nothing else, and PMX says so by giving it a fixed axis. A VMD still keys it
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* with a full quaternion, so without the constraint the bone bends as well as
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* twists — and because the elbow is parented to 腕捩 and 腕捩1..3 inherit a
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* fraction of it, that error is carried into the whole forearm and multiplied
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* three ways down the arm. It is the most visible thing on the model.
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*
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* Projecting the quaternion's vector part onto the axis and renormalising is
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* what keeps the twist and drops everything else; the same operation MMD and
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* every faithful runtime performs.
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*
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* Applied to the STORED local rotation rather than inside a matrix path,
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* because the append children read that array directly: constrain it once and
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* the bone, its inheritors and a hand-posed gizmo all agree.
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*/
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private applyFixedAxes(): void {
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for (const a of this.fixedAxisBones) {
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const q = this.runtimeSkeleton.localRotations[a.index]
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const dot = q.x * a.x + q.y * a.y + q.z * a.z
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const x = a.x * dot
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const y = a.y * dot
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const z = a.z * dot
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const len = Math.sqrt(x * x + y * y + z * z + q.w * q.w)
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if (len > 1e-8) {
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const inv = 1 / len
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q.setXYZW(x * inv, y * inv, z * inv, q.w * inv)
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}
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}
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}
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private applyPoseFromClip(clip: AnimationClip | null, frame: number): void {
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if (!clip) return
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this.applyIkFromClip(clip, frame)
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@@ -1941,6 +2035,7 @@ export class Model {
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this.runtimeSkeleton.localRotations[boneIdx].set(_animSlerp)
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this.runtimeSkeleton.localTranslations[boneIdx].set(localTranslation)
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}
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this.applyFixedAxes()
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for (const [morphName, keyFrames] of clip.morphTracks.entries()) {
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const weight = this.sampleMorphTrack(morphName, keyFrames, frame, this.morphTrackIndices)
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@@ -2084,6 +2179,7 @@ export class Model {
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this.runtimeSkeleton.localRotations[i].set(_blendQ)
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this.runtimeSkeleton.localTranslations[i].set(localTranslation)
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}
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this.applyFixedAxes()
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const morphCount = morphAcc.length
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for (let i = 0; i < morphCount; i++) {
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@@ -2237,6 +2333,13 @@ export class Model {
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const evWatch = this.clipEvents.size > 0 ? this.animationState.getCurrentAnimation() : null
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const evPrevFrame = evWatch !== null ? this.animationState.getCurrentFrame() : 0
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this.animationState.update(deltaTime)
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// Hand the pose sources their bones unmorphed. A bone morph is an offset on
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// top of the pose, so last frame's offset has to come off before this
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// frame's pose goes on — taking it off afterwards is what froze every
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// morph-touched bone at its first posed frame.
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this.undoBoneMorphs()
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if (!this.clipApplySuspended) {
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if (this.oneShot !== null) {
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this.applyOneShot(deltaTime)
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@@ -2378,7 +2481,9 @@ export class Model {
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// Handle append transformations (same logic as computeWorldMatrices)
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const appendParentIdx = b.appendParentIndex
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-
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// `|| appendMove`: a move-only append (no rotation) was skipped altogether,
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// because the guard demanded appendRotate before either branch could run.
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const hasAppend = (b.appendRotate || b.appendMove) &&
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appendParentIdx !== undefined &&
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appendParentIdx >= 0 &&
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appendParentIdx < bones.length
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@@ -2405,12 +2510,15 @@ export class Model {
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scratchQuat[2].setIdentity()
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Quat.slerpInto(scratchQuat[2], scratchQuat[0], absRatio, scratchQuat[1])
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-
//
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// MMD composes the append on the RIGHT: own animated rotation first, then
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// the inherited one (saba's `r = r * appendRotate`). We had it on the
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// left, which is a different rotation whenever a bone carries BOTH its
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// own key and an append — the twist bones, if a motion keys them.
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const sx = scratchQuat[1].x, sy = scratchQuat[1].y, sz = scratchQuat[1].z, sw = scratchQuat[1].w
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const nx =
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const ny =
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const nz =
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const nw =
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const nx = fw * sx + fx * sw + fy * sz - fz * sy
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const ny = fw * sy - fx * sz + fy * sw + fz * sx
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const nz = fw * sz + fx * sy - fy * sx + fz * sw
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const nw = fw * sw - fx * sx - fy * sy - fz * sz
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fx = nx; fy = ny; fz = nz; fw = nw
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}
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@@ -2469,7 +2577,7 @@ export class Model {
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const appendParentIdx = b.appendParentIndex
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const hasAppend =
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-
b.appendRotate && appendParentIdx !== undefined && appendParentIdx >= 0 && appendParentIdx < boneCount
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(b.appendRotate || b.appendMove) && appendParentIdx !== undefined && appendParentIdx >= 0 && appendParentIdx < boneCount
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if (hasAppend) {
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const ratio = b.appendRatio === undefined ? 1 : Math.max(-1, Math.min(1, b.appendRatio))
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@@ -2487,12 +2595,15 @@ export class Model {
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scratchQuat[2].setIdentity()
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Quat.slerpInto(scratchQuat[2], scratchQuat[0], absRatio, scratchQuat[1])
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-
//
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// MMD composes the append on the RIGHT: own animated rotation first, then
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// the inherited one (saba's `r = r * appendRotate`). We had it on the
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// left, which is a different rotation whenever a bone carries BOTH its
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// own key and an append — the twist bones, if a motion keys them.
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const sx = scratchQuat[1].x, sy = scratchQuat[1].y, sz = scratchQuat[1].z, sw = scratchQuat[1].w
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const nx =
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const ny =
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const nz =
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-
const nw =
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const nx = fw * sx + fx * sw + fy * sz - fz * sy
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const ny = fw * sy - fx * sz + fy * sw + fz * sx
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const nz = fw * sz + fx * sy - fy * sx + fz * sw
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const nw = fw * sw - fx * sx - fy * sy - fz * sz
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2607
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fx = nx; fy = ny; fz = nz; fw = nw
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}
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package/src/pmx-loader.ts
CHANGED
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@@ -354,6 +354,8 @@ export class PmxLoader {
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354
354
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ikIteration?: number
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355
355
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ikLimitAngle?: number
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356
356
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ikLinks?: IKLink[]
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357
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+
fixedAxis?: [number, number, number]
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358
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+
deformLayer?: number
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357
359
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}
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358
360
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const abs: AbsBone[] = new Array(count)
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359
361
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// PMX 2.x bone flags (best-effort common masks)
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@@ -372,7 +374,7 @@ export class PmxLoader {
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372
374
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const y = this.getFloat32()
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373
375
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const z = this.getFloat32()
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374
376
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const parentIndex = this.getNonVertexIndex(this.boneIndexSize)
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375
|
-
this.getInt32() //
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377
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+
const deformLayer = this.getInt32() // 変形階層
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376
378
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const flags = this.getUint16()
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* Compare a particle's own distance against it and the model
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* - `
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* was drawn.
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*
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* // @anchor 頭
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*
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*
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*
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* not have simply reports invalid.
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*/
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export function parseEffectAnchors(wgsl: string, max: number): { bone: string; trail: boolean }[] {
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return [...wgsl.matchAll(/^[ \t]*\/\/[ \t]*@anchor[ \t]+(\S+)([ \t]+trail)?[ \t]*$/gm)]
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.map((m) => ({ bone: m[1], trail: m[2] !== undefined }))
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.slice(0, max)
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}
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/**
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* the layout arithmetic on both sides has to agree exactly, and two literals
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* that must match are two literals that eventually will not.
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*
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* All three are MINIMUMS. Raising one breaks nothing, because effects read
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* through accessors and loop to the count functions; lowering one does.
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*/
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|
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export const EFFECT_SUBJECTS = 4
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|
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export const EFFECT_ANCHORS = 8
|
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|
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export const EFFECT_TRAIL_SAMPLES = 128
|
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|
+
/** vec4 slot where the trails begin — after the subjects and the anchors. */
|
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|
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export const EFFECT_TRAIL_BASE = EFFECT_SUBJECTS * 3 + EFFECT_ANCHORS * EFFECT_SUBJECTS * 3
|
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|
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|
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|
export type CompositeEffectSource = {
|
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|
/** The user's WGSL verbatim: helpers plus whichever entry points it defines. */
|
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|
wgsl: string
|
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@@ -107,6 +155,13 @@ override APPLY_GAMMA: bool = true;
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|
// Blender's AgX, as the 57³ lookup it ships as rather than a reconstruction of
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|
@group(0) @binding(10) var agxLut: texture_3d<f32>;
|
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|
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// The cast, as data. Read through rzSubject/rzAnchor below — the LAYOUT IS NOT
|
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|
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// STABLE and never will be, because it depends on what each effect declared.
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|
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// Reading it directly is the one thing that would freeze it forever.
|
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|
+
//
|
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|
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// vec4 slots: [0 .. 11] four subjects, three each (root+valid, hip, bounds);
|
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|
+
// then MAX_ANCHORS × four subjects, three each (pos+valid, vel, fwd).
|
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|
+
@group(0) @binding(11) var<storage, read> _rzCast: array<vec4f>;
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|
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|
// Must match FILMIC_LUT_WIDTH in engine.ts (bakeFilmicLut).
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|
const FILMIC_LUT_W: f32 = 256.0;
|
|
@@ -202,29 +257,179 @@ fn viewTransform(c: vec3f) -> vec3f {
|
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|
return vec3f(filmic(c.r), filmic(c.g), filmic(c.b));
|
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|
}
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-
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// ── The effect API ────────────────────────────────────────────────────────────
|
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|
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//
|
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|
+
// Named rz*, for the engine. The prefix earns its place twice: user code is
|
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|
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// concatenated into THIS module, so an unprefixed rzAnchor() would collide with
|
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// exactly the helper an author would write, and the old bg* prefix stopped being
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// true in 0.41.0 when effects gained a mount over the finished frame.
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//
|
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|
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// The bg* names below are permanent aliases, not a deprecation with an end date.
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|
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// A published link is immutable, so a scene pinned to a bg* effect has to keep
|
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|
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// compiling forever. They are one-line and inlined; no new function gets one.
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|
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|
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/** Canvas size in pixels — for aspect correction. */
|
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|
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fn rzResolution() -> vec2f { return viewU[6].zw; }
|
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|
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|
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|
/** The camera's world position. */
|
|
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|
-
fn
|
|
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|
+
fn rzCameraPos() -> vec3f { return viewU[10].xyz; }
|
|
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|
|
|
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|
/** How many characters are in the scene, up to four. */
|
|
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|
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fn
|
|
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|
+
fn rzSubjectCount() -> i32 { return i32(viewU[10].w); }
|
|
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|
|
|
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280
|
/**
|
|
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|
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*
|
|
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|
+
* A world point as the camera sees it: xy the uv it lands on, z its distance
|
|
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|
+
* along the VIEW AXIS in metres.
|
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|
*
|
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|
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*
|
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|
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*
|
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|
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*
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|
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*
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|
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*
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|
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* The exact inverse of the ray this pass builds per pixel, so it is the cheap way
|
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|
+
* to work with anything anchored in the world. Marching a curve or a trail in 3D
|
|
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|
+
* costs a distance evaluation per sample per pixel; projecting its points once
|
|
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|
+
* and measuring in 2D costs a subtraction, which is the difference between a
|
|
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|
+
* ribbon that runs at 4K and one that does not.
|
|
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|
+
*
|
|
290
|
+
* z is directly comparable to the depth handed to foreground(), so occlusion is
|
|
291
|
+
* a single test: draw where your z is nearer than the scene's. It is returned
|
|
292
|
+
* SIGNED and unclamped — behind the camera is negative, and worth rejecting
|
|
293
|
+
* before you use the uv, which is meaningless there.
|
|
294
|
+
*/
|
|
295
|
+
fn rzProject(p: vec3f) -> vec3f {
|
|
296
|
+
let d = p - viewU[10].xyz;
|
|
297
|
+
let z = dot(d, viewU[5].xyz);
|
|
298
|
+
// Guard only the divide. z itself is returned as it is, so the caller can see
|
|
299
|
+
// the sign; clamping it here would put points behind the lens on the horizon.
|
|
300
|
+
let inv = 1.0 / select(z, 1e-4, z < 1e-4);
|
|
301
|
+
let ndc = vec2f(dot(d, viewU[3].xyz) * inv / viewU[3].w, dot(d, viewU[4].xyz) * inv / viewU[4].w);
|
|
302
|
+
return vec3f(ndc * 0.5 + 0.5, z);
|
|
303
|
+
}
|
|
304
|
+
|
|
305
|
+
/** A character, as much of one as a shader needs. */
|
|
306
|
+
struct RzSubject {
|
|
307
|
+
/** On the FLOOR, under the body — where a ring or a magic circle belongs. */
|
|
308
|
+
root: vec3f,
|
|
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|
+
/** At the hips, the middle of the body — where an aura belongs. */
|
|
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|
+
center: vec3f,
|
|
311
|
+
/** Bounding sphere: xyz centre, w radius. Deliberately generous — cull with it. */
|
|
312
|
+
bounds: vec4f,
|
|
313
|
+
/** False past the end of the cast, and every field is then zero. */
|
|
314
|
+
valid: bool,
|
|
315
|
+
}
|
|
316
|
+
|
|
317
|
+
/** One bone an effect asked for, by name, at the top of its own source. */
|
|
318
|
+
struct RzAnchor {
|
|
319
|
+
pos: vec3f,
|
|
320
|
+
/** World units per second, from the previous frame. Direction for a trail,
|
|
321
|
+
* magnitude for anything that should react to how hard someone is moving. */
|
|
322
|
+
vel: vec3f,
|
|
323
|
+
/** The bone's forward axis — which way a foot points, where a head looks. */
|
|
324
|
+
fwd: vec3f,
|
|
325
|
+
/** False when this rig has no such bone. Check it: the alternative is drawing
|
|
326
|
+
* a hand effect at the world origin on every model that spells it differently. */
|
|
327
|
+
valid: bool,
|
|
328
|
+
}
|
|
329
|
+
|
|
330
|
+
const RZ_MAX_ANCHORS: i32 = ${EFFECT_ANCHORS};
|
|
331
|
+
|
|
332
|
+
/**
|
|
333
|
+
* Character i. Loop to rzSubjectCount(), never to a constant — the caps here are
|
|
334
|
+
* MINIMUMS and are free to grow, which is only true while nobody hardcodes them.
|
|
335
|
+
*/
|
|
336
|
+
fn rzSubject(i: i32) -> RzSubject {
|
|
337
|
+
var s: RzSubject;
|
|
338
|
+
s.valid = i >= 0 && i < rzSubjectCount();
|
|
339
|
+
if (!s.valid) { return s; }
|
|
340
|
+
let b = i * 3;
|
|
341
|
+
s.root = _rzCast[b].xyz;
|
|
342
|
+
s.center = _rzCast[b + 1].xyz;
|
|
343
|
+
s.bounds = _rzCast[b + 2];
|
|
344
|
+
return s;
|
|
345
|
+
}
|
|
346
|
+
|
|
347
|
+
/**
|
|
348
|
+
* The slot-th bone this effect declared, on character subject.
|
|
349
|
+
*
|
|
350
|
+
* Slots are the order of the declarations at the top of your source:
|
|
351
|
+
*
|
|
352
|
+
* // @anchor 左手首
|
|
353
|
+
* // @anchor 頭
|
|
354
|
+
*
|
|
355
|
+
* gives you slot 0 and slot 1. Any bone name the model has works; valid is
|
|
356
|
+
* false when it does not have it, which is the normal case across rigs that
|
|
357
|
+
* spell things differently.
|
|
358
|
+
*/
|
|
359
|
+
fn rzAnchor(subject: i32, slot: i32) -> RzAnchor {
|
|
360
|
+
var a: RzAnchor;
|
|
361
|
+
a.valid = false;
|
|
362
|
+
if (subject < 0 || subject >= rzSubjectCount() || slot < 0 || slot >= RZ_MAX_ANCHORS) { return a; }
|
|
363
|
+
let b = ${EFFECT_SUBJECTS * 3} + (slot * ${EFFECT_SUBJECTS} + subject) * 3;
|
|
364
|
+
a.valid = _rzCast[b].w > 0.5;
|
|
365
|
+
a.pos = _rzCast[b].xyz;
|
|
366
|
+
a.vel = _rzCast[b + 1].xyz;
|
|
367
|
+
a.fwd = _rzCast[b + 2].xyz;
|
|
368
|
+
return a;
|
|
369
|
+
}
|
|
370
|
+
|
|
371
|
+
const RZ_TRAIL_SAMPLES: i32 = ${EFFECT_TRAIL_SAMPLES};
|
|
372
|
+
|
|
373
|
+
/**
|
|
374
|
+
* How many path samples this anchor has. Zero unless it was declared with
|
|
375
|
+
* trail, and it climbs from zero as the trail fills after the effect loads.
|
|
376
|
+
*
|
|
377
|
+
* Loop to THIS, never to RZ_TRAIL_SAMPLES: the cap is a minimum and is free to
|
|
378
|
+
* grow, which stays true only while nobody hardcodes it.
|
|
379
|
+
*/
|
|
380
|
+
fn rzTrailCount(subject: i32, slot: i32) -> i32 {
|
|
381
|
+
if (subject < 0 || subject >= rzSubjectCount() || slot < 0 || slot >= RZ_MAX_ANCHORS) { return 0; }
|
|
382
|
+
return i32(_rzCast[${EFFECT_SUBJECTS * 3} + (slot * ${EFFECT_SUBJECTS} + subject) * 3 + 2].w);
|
|
383
|
+
}
|
|
384
|
+
|
|
385
|
+
/**
|
|
386
|
+
* Sample i of an anchor's path: xyz where it was, w how many seconds ago.
|
|
387
|
+
*
|
|
388
|
+
* i = 0 is NOW and they run backwards in time, so a ribbon is drawn by walking i
|
|
389
|
+
* upward and fading on .w. Sampled at a fixed rate on the SCENE clock, not the
|
|
390
|
+
* display's — so the path is identical in the editor, in an export, and in a
|
|
391
|
+
* re-export, and its spacing does not change with framerate.
|
|
392
|
+
*
|
|
393
|
+
* This is what a hand trail wants instead of position and velocity. One position
|
|
394
|
+
* and one velocity is a straight segment that jitters, because a velocity is a
|
|
395
|
+
* difference between two frames; a path is what actually happened.
|
|
396
|
+
*/
|
|
397
|
+
fn rzTrail(subject: i32, slot: i32, i: i32) -> vec4f {
|
|
398
|
+
let n = rzTrailCount(subject, slot);
|
|
399
|
+
if (i < 0 || i >= n) { return vec4f(0.0); }
|
|
400
|
+
let base = ${EFFECT_TRAIL_BASE} + (slot * ${EFFECT_SUBJECTS} + subject) * RZ_TRAIL_SAMPLES;
|
|
401
|
+
return _rzCast[base + i];
|
|
402
|
+
}
|
|
403
|
+
|
|
404
|
+
fn bgResolution() -> vec2f { return rzResolution(); }
|
|
405
|
+
fn bgCameraPos() -> vec3f { return rzCameraPos(); }
|
|
406
|
+
fn bgSubjectCount() -> i32 { return rzSubjectCount(); }
|
|
407
|
+
|
|
408
|
+
/**
|
|
409
|
+
* Where a character IS, in world space — at the hips, not on the floor.
|
|
410
|
+
*
|
|
411
|
+
* An effect that wants to RESPOND to the cast — a glow that follows someone,
|
|
412
|
+
* dust kicked up where they are — needs to know where they are, and the ray and
|
|
413
|
+
* the depth cannot tell it: they describe the pixel, not the scene.
|
|
414
|
+
*
|
|
415
|
+
* The value is model.position + センター + 全ての親. センター sits at hip
|
|
416
|
+
* height on every standard MMD rig, so this is a point in the middle of the
|
|
417
|
+
* body. It is NOT the contact point: a ripple drawn here appears at the waist.
|
|
418
|
+
* Ground effects want the .xz of this and their own floor height, which is what
|
|
419
|
+
* the effects that shipped against it already do.
|
|
420
|
+
*
|
|
421
|
+
* The comment here used to claim it was "between the feet on the floor", which
|
|
422
|
+
* is where that habit came from. Left as it is regardless of the name: a
|
|
423
|
+
* published link is immutable, so every shared scene pinning an effect that
|
|
424
|
+
* reads this depends on it meaning exactly what it has always meant.
|
|
222
425
|
*
|
|
223
426
|
* Clamped rather than bounds-checked: an effect looping past the count reads the
|
|
224
427
|
* last subject instead of sampling whatever follows the array, which is a wrong
|
|
225
428
|
* ripple rather than an undefined one.
|
|
226
429
|
*/
|
|
227
|
-
fn
|
|
430
|
+
fn rzSubjectHip(i: i32) -> vec3f { return viewU[11 + clamp(i, 0, 3)].xyz; }
|
|
431
|
+
|
|
432
|
+
fn bgSubjectPos(i: i32) -> vec3f { return rzSubjectHip(i); }
|
|
228
433
|
|
|
229
434
|
/** Where in the WORLD the scene drew this pixel — the depth handed to
|
|
230
435
|
* foreground() turned into a place. Without it an effect can only think in
|
|
@@ -235,11 +440,13 @@ fn bgSubjectPos(i: i32) -> vec3f { return viewU[11 + clamp(i, 0, 3)].xyz; }
|
|
|
235
440
|
* the ray's projection onto camera-forward before being walked out. At the far
|
|
236
441
|
* plane (nothing drawn) this lands a very long way off, which is what a sky
|
|
237
442
|
* should do to anything reading it. */
|
|
238
|
-
fn
|
|
443
|
+
fn rzWorldPos(ray: vec3f, depth: f32) -> vec3f {
|
|
239
444
|
let axis = max(dot(normalize(ray), viewU[5].xyz), 1e-4);
|
|
240
|
-
return
|
|
445
|
+
return rzCameraPos() + normalize(ray) * (depth / axis);
|
|
241
446
|
}
|
|
242
447
|
|
|
448
|
+
fn bgWorldPos(ray: vec3f, depth: f32) -> vec3f { return rzWorldPos(ray, depth); }
|
|
449
|
+
|
|
243
450
|
/** Color grading, applied to the tonemapped SCENE (not the background — see the
|
|
244
451
|
* call site). The core is ASC CDL, the film-industry interchange standard:
|
|
245
452
|
*
|