reze-engine 0.42.1 → 0.42.2

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.
Files changed (50) hide show
  1. package/dist/animation.d.ts +19 -13
  2. package/dist/animation.d.ts.map +1 -1
  3. package/dist/animation.js +26 -17
  4. package/dist/physics-debug.d.ts +30 -0
  5. package/dist/physics-debug.d.ts.map +1 -0
  6. package/dist/physics-debug.js +526 -0
  7. package/dist/shaders/materials/body.d.ts +2 -0
  8. package/dist/shaders/materials/body.d.ts.map +1 -0
  9. package/dist/shaders/materials/body.js +95 -0
  10. package/dist/shaders/materials/cloth_rough.d.ts +2 -0
  11. package/dist/shaders/materials/cloth_rough.d.ts.map +1 -0
  12. package/dist/shaders/materials/cloth_rough.js +69 -0
  13. package/dist/shaders/materials/cloth_smooth.d.ts +2 -0
  14. package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -0
  15. package/dist/shaders/materials/cloth_smooth.js +61 -0
  16. package/dist/shaders/materials/default.d.ts +2 -0
  17. package/dist/shaders/materials/default.d.ts.map +1 -0
  18. package/dist/shaders/materials/default.js +43 -0
  19. package/dist/shaders/materials/eye.d.ts +2 -0
  20. package/dist/shaders/materials/eye.d.ts.map +1 -0
  21. package/dist/shaders/materials/eye.js +60 -0
  22. package/dist/shaders/materials/face.d.ts +2 -0
  23. package/dist/shaders/materials/face.d.ts.map +1 -0
  24. package/dist/shaders/materials/face.js +95 -0
  25. package/dist/shaders/materials/hair.d.ts +2 -0
  26. package/dist/shaders/materials/hair.d.ts.map +1 -0
  27. package/dist/shaders/materials/hair.js +90 -0
  28. package/dist/shaders/materials/metal.d.ts +2 -0
  29. package/dist/shaders/materials/metal.d.ts.map +1 -0
  30. package/dist/shaders/materials/metal.js +77 -0
  31. package/dist/shaders/materials/mmd_classic.d.ts +2 -0
  32. package/dist/shaders/materials/mmd_classic.d.ts.map +1 -0
  33. package/dist/shaders/materials/mmd_classic.js +66 -0
  34. package/dist/shaders/materials/stockings.d.ts +2 -0
  35. package/dist/shaders/materials/stockings.d.ts.map +1 -0
  36. package/dist/shaders/materials/stockings.js +122 -0
  37. package/dist/shaders/passes/physics-debug.d.ts +2 -0
  38. package/dist/shaders/passes/physics-debug.d.ts.map +1 -0
  39. package/dist/shaders/passes/physics-debug.js +69 -0
  40. package/dist/vmd-writer.d.ts.map +1 -1
  41. package/dist/vmd-writer.js +25 -21
  42. package/package.json +2 -2
  43. package/src/animation.ts +26 -17
  44. package/src/vmd-writer.ts +26 -26
  45. package/dist/physics/autofit.d.ts +0 -147
  46. package/dist/physics/autofit.d.ts.map +0 -1
  47. package/dist/physics/autofit.js +0 -501
  48. package/dist/shaders/passes/ground-noise.d.ts +0 -7
  49. package/dist/shaders/passes/ground-noise.d.ts.map +0 -1
  50. package/dist/shaders/passes/ground-noise.js +0 -88
@@ -109,20 +109,26 @@ export declare function bezierInterpolate(x1: number, x2: number, y1: number, y2
109
109
  /**
110
110
  * The 64 interpolation bytes of a VMD bone frame, as four bezier curves.
111
111
  *
112
- * MMD interleaves the channels rather than storing them one after another: byte
113
- * `i` is channel i's x1, `i + 4` its y1, `i + 8` its x2, `i + 12` its y2, where
114
- * the channels are X = 0, Y = 1, Z = 2 and ROTATION = 3. The remaining 48 bytes
115
- * are the same record written three more times, each shifted a byte left a
116
- * legacy quirk, and not one to read from: real files in this repo disagree with
117
- * their own shifted copies, so the first block is the only trustworthy one.
112
+ * One 16-byte record carries all four channels interleaved: byte `c` is channel
113
+ * c's x1, `c + 4` its y1, `c + 8` its x2, `c + 12` its y2, for X = 0, Y = 1,
114
+ * Z = 2, ROTATION = 3. MMD then writes that record four times over the 64 bytes,
115
+ * each copy shifted one byte further left, so copy `r` starts at byte `r * 16`
116
+ * and holds `record[r..15]` (the bytes past the record's end are uninitialised
117
+ * junk both motions in this repo have arbitrary values there).
118
118
  *
119
- * Rotation used to read `raw[0..3]`, which is not rotation's curve at all it
120
- * is the x1 byte of all four channels in a row. On an ordinary keyframe that
121
- * evaluates to a bezier with both control points at y = 0: the curve holds near
122
- * zero for most of the interval and then snaps to 1 at its end. Applied to every
123
- * bone's rotation on every keyframe interval, which is essentially all of an MMD
124
- * motion, it reads as a dance that stutters between poses instead of flowing
125
- * through them.
119
+ * The shifted copies are not decoration, and reading channel c out of copy 0 is
120
+ * the bug this function exists to not have. MMD reuses bytes 2 and 3 of the FIRST
121
+ * copy for the per-keyframe physics toggle (`(raw[2] << 8) | raw[3]`; 0 = physics
122
+ * on) it overwrites Z's x1 and, more damagingly, ROTATION's x1 with zero, on
123
+ * every keyframe of every real motion file. Rotation is what an MMD dance is
124
+ * almost entirely made of, so an x1 pinned to 0 turns every eased keyframe
125
+ * interval into a curve that leaps early and coasts: the dance arrives at each
126
+ * pose ahead of the beat and sits there.
127
+ *
128
+ * So each channel is read out of its OWN copy, at `c * 16`, where the record's
129
+ * byte c survives the physics field. This is what babylon-mmd does (vmdLoader.ts,
130
+ * `boneKeyFrameInterpolation[c * 16 + {0, 8, 4, 12}]`) and the copies agree with
131
+ * each other byte-for-byte in both motions here.
126
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  */
127
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  export declare function rawInterpolationToBoneInterpolation(raw: Uint8Array): BoneInterpolation;
128
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  export declare function interpolateControlPoints(cp: ControlPoint[], t: number): number;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"animation.d.ts","sourceRoot":"","sources":["../src/animation.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AAEnC,MAAM,WAAW,YAAY;IAC3B,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;CACV;AAED,MAAM,WAAW,iBAAiB;IAChC,QAAQ,EAAE,YAAY,EAAE,CAAA;IACxB,YAAY,EAAE,YAAY,EAAE,CAAA;IAC5B,YAAY,EAAE,YAAY,EAAE,CAAA;IAC5B,YAAY,EAAE,YAAY,EAAE,CAAA;CAC7B;AAED,MAAM,WAAW,YAAY;IAC3B,QAAQ,EAAE,MAAM,CAAA;IAChB,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,IAAI,CAAA;IACd,WAAW,EAAE,IAAI,CAAA;IACjB,aAAa,EAAE,iBAAiB,CAAA;CACjC;AAED,MAAM,WAAW,aAAa;IAC5B,SAAS,EAAE,MAAM,CAAA;IACjB,KAAK,EAAE,MAAM,CAAA;IACb,MAAM,EAAE,MAAM,CAAA;CACf;AAED;oFACoF;AACpF,MAAM,WAAW,UAAU;IACzB,KAAK,EAAE,MAAM,CAAA;IACb,OAAO,EAAE,OAAO,CAAA;CACjB;AAED,MAAM,WAAW,aAAa;IAC5B,UAAU,EAAE,GAAG,CAAC,MAAM,EAAE,YAAY,EAAE,CAAC,CAAA;IACvC,WAAW,EAAE,GAAG,CAAC,MAAM,EAAE,aAAa,EAAE,CAAC,CAAA;IACzC;sEACkE;IAClE,QAAQ,CAAC,EAAE,GAAG,CAAC,MAAM,EAAE,UAAU,EAAE,CAAC,CAAA;IACpC,UAAU,EAAE,MAAM,CAAA;CACnB;AAED,MAAM,WAAW,oBAAoB;IACnC,QAAQ,CAAC,EAAE,MAAM,CAAA;IACjB,IAAI,CAAC,EAAE,OAAO,CAAA;CACf;AAED,kIAAkI;AAClI,MAAM,WAAW,iBAAiB;IAChC,aAAa,EAAE,MAAM,GAAG,IAAI,CAAA;IAC5B,OAAO,EAAE,MAAM,CAAA;IACf,QAAQ,EAAE,MAAM,CAAA;IAChB,UAAU,EAAE,MAAM,CAAA;IAClB,OAAO,EAAE,OAAO,CAAA;IAChB,0EAA0E;IAC1E,OAAO,EAAE,OAAO,CAAA;IAChB,MAAM,EAAE,OAAO,CAAA;CAChB;AAED,eAAO,MAAM,GAAG,KAAK,CAAA;AAErB,4EAA4E;AAC5E,MAAM,WAAW,UAAU;IACzB,8DAA8D;IAC9D,IAAI,EAAE,MAAM,CAAA;IACZ,4FAA4F;IAC5F,IAAI,EAAE,MAAM,CAAA;IACZ;wEACoE;IACpE,MAAM,EAAE,MAAM,CAAA;CACf;AASD,qBAAa,cAAc;IACzB,OAAO,CAAC,UAAU,CAAmC;IACrD,OAAO,CAAC,oBAAoB,CAAsB;IAClD,OAAO,CAAC,YAAY,CAAI;IACxB,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,WAAW,CAAQ;IAC3B,OAAO,CAAC,SAAS,CAAQ;IACzB,OAAO,CAAC,QAAQ,CAAQ;IACxB,OAAO,CAAC,aAAa,CAAsC;IAC3D,OAAO,CAAC,KAAK,CAAiD;IAE9D,aAAa,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,aAAa,GAAG,IAAI;IAYtD,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAcnC,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,oBAAoB,GAAG,OAAO;IAC3D,IAAI,IAAI,IAAI;IA8CZ;;2CAEuC;IACvC,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,GAAG,OAAO;IAY/C,MAAM,CAAC,SAAS,EAAE,MAAM,GAAG;QAAE,KAAK,EAAE,OAAO,CAAC;QAAC,aAAa,EAAE,MAAM,GAAG,IAAI,CAAA;KAAE;IAyC3E,KAAK,IAAI,IAAI;IAIb,IAAI,IAAI,IAAI;IASZ;;iFAE6E;IAC7E,KAAK,IAAI,IAAI;IAMb,IAAI,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAO3B,cAAc,IAAI,aAAa,GAAG,IAAI;IAItC,gBAAgB,CAAC,IAAI,EAAE,MAAM,GAAG,aAAa,GAAG,IAAI;IAIpD,mBAAmB,IAAI,MAAM,GAAG,IAAI;IAIpC,cAAc,IAAI,MAAM;IAMxB,eAAe,IAAI,MAAM;IAIzB,mDAAmD;IACnD,WAAW,IAAI,MAAM;IAMrB,WAAW,IAAI,iBAAiB;IAgBhC,iBAAiB,IAAI,MAAM,EAAE;IAI7B,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO;IAInC,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAWxB,QAAQ,CAAC,QAAQ,EAAE,CAAC,CAAC,aAAa,EAAE,MAAM,KAAK,IAAI,CAAC,GAAG,IAAI,GAAG,IAAI;IAIlE,UAAU,IAAI,OAAO;IAIrB,SAAS,IAAI,OAAO;CAGrB;AAED,wBAAgB,iBAAiB,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CA0BnG;AAID;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,wBAAgB,mCAAmC,CAAC,GAAG,EAAE,UAAU,GAAG,iBAAiB,CActF;AAED,wBAAgB,wBAAwB,CAAC,EAAE,EAAE,YAAY,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAQ9E"}
package/dist/animation.js CHANGED
@@ -251,26 +251,35 @@ const INV_127 = 1 / 127;
251
251
  /**
252
252
  * The 64 interpolation bytes of a VMD bone frame, as four bezier curves.
253
253
  *
254
- * MMD interleaves the channels rather than storing them one after another: byte
255
- * `i` is channel i's x1, `i + 4` its y1, `i + 8` its x2, `i + 12` its y2, where
256
- * the channels are X = 0, Y = 1, Z = 2 and ROTATION = 3. The remaining 48 bytes
257
- * are the same record written three more times, each shifted a byte left a
258
- * legacy quirk, and not one to read from: real files in this repo disagree with
259
- * their own shifted copies, so the first block is the only trustworthy one.
254
+ * One 16-byte record carries all four channels interleaved: byte `c` is channel
255
+ * c's x1, `c + 4` its y1, `c + 8` its x2, `c + 12` its y2, for X = 0, Y = 1,
256
+ * Z = 2, ROTATION = 3. MMD then writes that record four times over the 64 bytes,
257
+ * each copy shifted one byte further left, so copy `r` starts at byte `r * 16`
258
+ * and holds `record[r..15]` (the bytes past the record's end are uninitialised
259
+ * junk both motions in this repo have arbitrary values there).
260
260
  *
261
- * Rotation used to read `raw[0..3]`, which is not rotation's curve at all it
262
- * is the x1 byte of all four channels in a row. On an ordinary keyframe that
263
- * evaluates to a bezier with both control points at y = 0: the curve holds near
264
- * zero for most of the interval and then snaps to 1 at its end. Applied to every
265
- * bone's rotation on every keyframe interval, which is essentially all of an MMD
266
- * motion, it reads as a dance that stutters between poses instead of flowing
267
- * through them.
261
+ * The shifted copies are not decoration, and reading channel c out of copy 0 is
262
+ * the bug this function exists to not have. MMD reuses bytes 2 and 3 of the FIRST
263
+ * copy for the per-keyframe physics toggle (`(raw[2] << 8) | raw[3]`; 0 = physics
264
+ * on) it overwrites Z's x1 and, more damagingly, ROTATION's x1 with zero, on
265
+ * every keyframe of every real motion file. Rotation is what an MMD dance is
266
+ * almost entirely made of, so an x1 pinned to 0 turns every eased keyframe
267
+ * interval into a curve that leaps early and coasts: the dance arrives at each
268
+ * pose ahead of the beat and sits there.
269
+ *
270
+ * So each channel is read out of its OWN copy, at `c * 16`, where the record's
271
+ * byte c survives the physics field. This is what babylon-mmd does (vmdLoader.ts,
272
+ * `boneKeyFrameInterpolation[c * 16 + {0, 8, 4, 12}]`) and the copies agree with
273
+ * each other byte-for-byte in both motions here.
268
274
  */
269
275
  export function rawInterpolationToBoneInterpolation(raw) {
270
- const channel = (i) => [
271
- { x: raw[i], y: raw[i + 4] },
272
- { x: raw[i + 8], y: raw[i + 12] },
273
- ];
276
+ const channel = (c) => {
277
+ const b = c * 16;
278
+ return [
279
+ { x: raw[b], y: raw[b + 4] },
280
+ { x: raw[b + 8], y: raw[b + 12] },
281
+ ];
282
+ };
274
283
  return {
275
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  translationX: channel(0),
276
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  translationY: channel(1),
@@ -0,0 +1,30 @@
1
+ import type { RezePhysics } from "./physics";
2
+ export declare class PhysicsDebugRenderer {
3
+ private device;
4
+ private bindGroup;
5
+ private wirePipelineSphere;
6
+ private wirePipelineBox;
7
+ private wirePipelineCapsule;
8
+ private wireSphereBuffer;
9
+ private wireBoxBuffer;
10
+ private wireCapsuleBuffer;
11
+ private wireSphereCount;
12
+ private wireBoxCount;
13
+ private wireCapsuleCount;
14
+ private solidPipelineSphere;
15
+ private solidPipelineBox;
16
+ private solidPipelineCapsule;
17
+ private solidSphereBuffer;
18
+ private solidBoxBuffer;
19
+ private solidCapsuleBuffer;
20
+ private solidSphereCount;
21
+ private solidBoxCount;
22
+ private solidCapsuleCount;
23
+ private instanceBuffer;
24
+ private instanceData;
25
+ private instanceCapacity;
26
+ constructor(device: GPUDevice, cameraUniformBuffer: GPUBuffer, presentationFormat: GPUTextureFormat);
27
+ render(pass: GPURenderPassEncoder, physics: RezePhysics): void;
28
+ destroy(): void;
29
+ }
30
+ //# sourceMappingURL=physics-debug.d.ts.map
@@ -0,0 +1 @@
1
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