reze-engine 0.42.2 → 0.42.3

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Files changed (51) hide show
  1. package/dist/camera-animation.d.ts +8 -0
  2. package/dist/camera-animation.d.ts.map +1 -1
  3. package/dist/camera-animation.js +10 -0
  4. package/dist/engine.d.ts +3 -0
  5. package/dist/engine.d.ts.map +1 -1
  6. package/dist/engine.js +5 -0
  7. package/dist/physics/autofit.d.ts +147 -0
  8. package/dist/physics/autofit.d.ts.map +1 -0
  9. package/dist/physics/autofit.js +501 -0
  10. package/dist/shaders/passes/ground-noise.d.ts +7 -0
  11. package/dist/shaders/passes/ground-noise.d.ts.map +1 -0
  12. package/dist/shaders/passes/ground-noise.js +88 -0
  13. package/package.json +2 -2
  14. package/src/camera-animation.ts +11 -0
  15. package/src/engine.ts +6 -0
  16. package/dist/physics-debug.d.ts +0 -30
  17. package/dist/physics-debug.d.ts.map +0 -1
  18. package/dist/physics-debug.js +0 -526
  19. package/dist/shaders/materials/body.d.ts +0 -2
  20. package/dist/shaders/materials/body.d.ts.map +0 -1
  21. package/dist/shaders/materials/body.js +0 -95
  22. package/dist/shaders/materials/cloth_rough.d.ts +0 -2
  23. package/dist/shaders/materials/cloth_rough.d.ts.map +0 -1
  24. package/dist/shaders/materials/cloth_rough.js +0 -69
  25. package/dist/shaders/materials/cloth_smooth.d.ts +0 -2
  26. package/dist/shaders/materials/cloth_smooth.d.ts.map +0 -1
  27. package/dist/shaders/materials/cloth_smooth.js +0 -61
  28. package/dist/shaders/materials/default.d.ts +0 -2
  29. package/dist/shaders/materials/default.d.ts.map +0 -1
  30. package/dist/shaders/materials/default.js +0 -43
  31. package/dist/shaders/materials/eye.d.ts +0 -2
  32. package/dist/shaders/materials/eye.d.ts.map +0 -1
  33. package/dist/shaders/materials/eye.js +0 -60
  34. package/dist/shaders/materials/face.d.ts +0 -2
  35. package/dist/shaders/materials/face.d.ts.map +0 -1
  36. package/dist/shaders/materials/face.js +0 -95
  37. package/dist/shaders/materials/hair.d.ts +0 -2
  38. package/dist/shaders/materials/hair.d.ts.map +0 -1
  39. package/dist/shaders/materials/hair.js +0 -90
  40. package/dist/shaders/materials/metal.d.ts +0 -2
  41. package/dist/shaders/materials/metal.d.ts.map +0 -1
  42. package/dist/shaders/materials/metal.js +0 -77
  43. package/dist/shaders/materials/mmd_classic.d.ts +0 -2
  44. package/dist/shaders/materials/mmd_classic.d.ts.map +0 -1
  45. package/dist/shaders/materials/mmd_classic.js +0 -66
  46. package/dist/shaders/materials/stockings.d.ts +0 -2
  47. package/dist/shaders/materials/stockings.d.ts.map +0 -1
  48. package/dist/shaders/materials/stockings.js +0 -122
  49. package/dist/shaders/passes/physics-debug.d.ts +0 -2
  50. package/dist/shaders/passes/physics-debug.d.ts.map +0 -1
  51. package/dist/shaders/passes/physics-debug.js +0 -69
@@ -0,0 +1,501 @@
1
+ import { Vec3, Quat, Mat4 } from "../math";
2
+ import { RigidbodyShape, RigidbodyType } from "./types";
3
+ const DEFAULTS = {
4
+ minProtrusion: 0.05,
5
+ maxProtrusionRatio: 1.0,
6
+ minVertices: 24,
7
+ quantile: 0.02,
8
+ minGain: 0.1,
9
+ minDirectionality: 0.5,
10
+ lobeCos: 0.5,
11
+ minConcentration: 1.3,
12
+ maxShapesPerBody: 3,
13
+ radiusQuantile: 0.5,
14
+ lobeDepthFraction: 0.45,
15
+ };
16
+ const VERTEX_STRIDE = 8;
17
+ /**
18
+ * Fit supplementary colliders for every bone-following body whose own mesh
19
+ * escapes it.
20
+ *
21
+ * `vertices` is the model's interleaved vertex buffer (stride 8, position
22
+ * first) and `skinning` its joints/weights — both in PMX bind pose, the same
23
+ * space as `shapePosition` / `shapeRotation`, so nothing has to be skinned.
24
+ *
25
+ * Returns one entry per body it chose to supplement; the caller appends
26
+ * `.body` to the rigid body list before constructing RezePhysics.
27
+ */
28
+ export function fitSupplementaryColliders(rigidbodies, vertices, skinning, options = {}) {
29
+ const opt = { ...DEFAULTS, ...options };
30
+ const vertexCount = vertices.length / VERTEX_STRIDE;
31
+ if (vertexCount === 0)
32
+ return [];
33
+ // Bucket vertices by their dominant bone once. Every body then reads only the
34
+ // mesh it stands in for, instead of the pass being O(bodies × vertices).
35
+ const byBone = new Map();
36
+ for (let i = 0; i < vertexCount; i++) {
37
+ let bestW = -1;
38
+ let bestB = -1;
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+ for (let k = 0; k < 4; k++) {
40
+ const w = skinning.weights[i * 4 + k];
41
+ if (w > bestW) {
42
+ bestW = w;
43
+ bestB = skinning.joints[i * 4 + k];
44
+ }
45
+ }
46
+ if (bestB < 0)
47
+ continue;
48
+ const list = byBone.get(bestB);
49
+ if (list === undefined)
50
+ byBone.set(bestB, [i]);
51
+ else
52
+ list.push(i);
53
+ }
54
+ const out = [];
55
+ for (let b = 0; b < rigidbodies.length; b++) {
56
+ const rb = rigidbodies[b];
57
+ // Only bone-following proxies. A dynamic body IS the cloth — it has no
58
+ // skinned surface of its own to escape from.
59
+ if (rb.type === RigidbodyType.Dynamic && rb.mass > 0)
60
+ continue;
61
+ if (rb.boneIndex < 0)
62
+ continue;
63
+ const owned = byBone.get(rb.boneIndex);
64
+ if (owned === undefined || owned.length < opt.minVertices)
65
+ continue;
66
+ // Fit repeatedly, each pass measuring against what the earlier ones cover.
67
+ const covered = [];
68
+ for (let pass = 0; pass < opt.maxShapesPerBody; pass++) {
69
+ const fitted = fitOne(rb, b, owned, vertices, opt, covered);
70
+ if (fitted === null)
71
+ break;
72
+ covered.push(fitted.local);
73
+ out.push(fitted.result);
74
+ }
75
+ }
76
+ return out;
77
+ }
78
+ // Scratch, reused across bodies.
79
+ const _local = [];
80
+ function fitOne(rb, index, owned, vertices, opt, covered) {
81
+ const q = Quat.fromEuler(rb.shapeRotation.x, rb.shapeRotation.y, rb.shapeRotation.z);
82
+ const radius = shapeRadius(rb);
83
+ if (radius <= 0)
84
+ return null;
85
+ const maxProtrusion = radius * opt.maxProtrusionRatio;
86
+ // Collect protruding vertices in the SOURCE BODY's local frame. Working in
87
+ // that frame rather than the bone's means the fitted box inherits the
88
+ // proxy's own orientation, which is already aligned with the limb — no
89
+ // covariance fit, and no second convention to keep straight.
90
+ //
91
+ // Each one is stored with the direction it escapes in (the gradient of the
92
+ // signed distance), because which way the mesh escapes is what decides
93
+ // whether this is a feature worth fitting at all.
94
+ _local.length = 0;
95
+ let deepest = 0;
96
+ let seedX = 0, seedY = 1, seedZ = 0;
97
+ let sumProtrusion = 0;
98
+ for (let n = 0; n < owned.length; n++) {
99
+ const o = owned[n] * VERTEX_STRIDE;
100
+ _v.x = vertices[o] - rb.shapePosition.x;
101
+ _v.y = vertices[o + 1] - rb.shapePosition.y;
102
+ _v.z = vertices[o + 2] - rb.shapePosition.z;
103
+ // Into the body's local frame: rotate by the conjugate.
104
+ Quat.rotateVecInvInto(q, _v, _r);
105
+ const px = _r.x, py = _r.y, pz = _r.z;
106
+ const sd = coveredSignedDistance(rb, covered, px, py, pz);
107
+ if (sd <= opt.minProtrusion || sd > maxProtrusion)
108
+ continue;
109
+ coveredOutwardDir(rb, covered, px, py, pz, _r);
110
+ // Seed the lobe on the DEEPEST vertex, not the mean direction. A pelvis
111
+ // escapes its capsule at the back by 0.53 and at the front by 0.14, so the
112
+ // mean cancels below any usable threshold and the butt — the whole point —
113
+ // is never fitted. The deepest point is always ON the feature.
114
+ if (sd > deepest) {
115
+ deepest = sd;
116
+ seedX = _r.x;
117
+ seedY = _r.y;
118
+ seedZ = _r.z;
119
+ }
120
+ sumProtrusion += sd;
121
+ _local.push(px, py, pz, _r.x, _r.y, _r.z, sd);
122
+ }
123
+ let found = _local.length / 7;
124
+ if (found < opt.minVertices)
125
+ return null;
126
+ // Averaged over the PROTRUDING vertices, deliberately — the question being
127
+ // asked is "is the deepest lobe deeper than protrusion typically is on this
128
+ // body", which is exactly the test that separates a butt from a hairstyle.
129
+ //
130
+ // Averaging over all the body's vertices instead was tried and is worse: it
131
+ // lifts every ratio, and measured on 托特 it scored the head's hair (2.4–4.2)
132
+ // ABOVE the pelvis (2.85), so no threshold could separate them and the pass
133
+ // fitted 33 bodies including three around the hair.
134
+ //
135
+ // The known blind spot is a mesh that escapes in exactly one place at uniform
136
+ // depth: the lobe IS the whole protruding set, so the ratio is 1 and nothing
137
+ // is fitted. Real skin always has a gradient, and for a pass that adds bodies
138
+ // to someone else's rig, declining when the evidence is ambiguous is the
139
+ // right way to be wrong.
140
+ const meanProtrusion = sumProtrusion / found;
141
+ // Settle the lobe axis: take everything within lobeCos of the seed, recentre
142
+ // on that set's depth-weighted mean direction, repeat. Two passes is enough —
143
+ // the seed already sits on the feature, this only centres it.
144
+ let mdx = seedX, mdy = seedY, mdz = seedZ;
145
+ for (let pass = 0; pass < 2; pass++) {
146
+ let ax = 0, ay = 0, az = 0;
147
+ for (let i = 0; i < found; i++) {
148
+ const s = i * 7;
149
+ if (_local[s + 3] * mdx + _local[s + 4] * mdy + _local[s + 5] * mdz < opt.lobeCos)
150
+ continue;
151
+ const wgt = _local[s + 6];
152
+ ax += _local[s + 3] * wgt;
153
+ ay += _local[s + 4] * wgt;
154
+ az += _local[s + 5] * wgt;
155
+ }
156
+ const len = Math.sqrt(ax * ax + ay * ay + az * az);
157
+ if (len < 1e-9)
158
+ break;
159
+ mdx = ax / len;
160
+ mdy = ay / len;
161
+ mdz = az / len;
162
+ }
163
+ // Keep only the lobe. Fitting the whole protruding shell would wrap the limb
164
+ // and put box corners out in open air on the side that was already covered.
165
+ // Depth floor for the lobe's core, relative to the deepest point IN the lobe
166
+ // (not the body's overall deepest, which may sit in a different direction).
167
+ let lobeDeepest = 0;
168
+ for (let i = 0; i < found; i++) {
169
+ const s = i * 7;
170
+ if (_local[s + 3] * mdx + _local[s + 4] * mdy + _local[s + 5] * mdz < opt.lobeCos)
171
+ continue;
172
+ if (_local[s + 6] > lobeDeepest)
173
+ lobeDeepest = _local[s + 6];
174
+ }
175
+ const depthFloor = lobeDeepest * opt.lobeDepthFraction;
176
+ let w = 0;
177
+ let lobeSum = 0;
178
+ let dirX = 0, dirY = 0, dirZ = 0;
179
+ for (let i = 0; i < found; i++) {
180
+ const s = i * 7;
181
+ if (_local[s + 3] * mdx + _local[s + 4] * mdy + _local[s + 5] * mdz < opt.lobeCos)
182
+ continue;
183
+ if (_local[s + 6] < depthFloor)
184
+ continue;
185
+ lobeSum += _local[s + 6];
186
+ dirX += _local[s + 3];
187
+ dirY += _local[s + 4];
188
+ dirZ += _local[s + 5];
189
+ _local[w * 3 + 0] = _local[s + 0];
190
+ _local[w * 3 + 1] = _local[s + 1];
191
+ _local[w * 3 + 2] = _local[s + 2];
192
+ w++;
193
+ }
194
+ found = w;
195
+ if (found < opt.minVertices)
196
+ return null;
197
+ // Concentration: is this lobe actually a FEATURE, or is the whole mesh
198
+ // uniformly outside its proxy? Hair around a skull escapes by a similar depth
199
+ // in every direction, so its deepest lobe is no deeper than typical and the
200
+ // ratio sits near 1. A butt is markedly deeper than the pelvis average. This
201
+ // is what stops the pass from boxing a hairstyle.
202
+ //
203
+ // Only the FIRST pass is judged on it. The question it answers — is this
204
+ // proxy standing in for this mesh at all — is settled once per body. Later
205
+ // passes are filling in what the first capsule could not reach, and by then
206
+ // the remaining protrusion is evenly spread by construction, so re-applying
207
+ // the test would reject every one of them and cap coverage at a single
208
+ // capsule. They still have to clear minGain and the vertex count.
209
+ const concentration = meanProtrusion > 1e-6 ? lobeSum / found / meanProtrusion : 0;
210
+ if (covered.length === 0 && concentration < opt.minConcentration)
211
+ return null;
212
+ const directionality = Math.sqrt(dirX * dirX + dirY * dirY + dirZ * dirZ) / found;
213
+ if (directionality < opt.minDirectionality)
214
+ return null;
215
+ // Quantile-clipped extent per axis.
216
+ const lo = [0, 0, 0];
217
+ const hi = [0, 0, 0];
218
+ const axis = new Array(found);
219
+ for (let a = 0; a < 3; a++) {
220
+ for (let i = 0; i < found; i++)
221
+ axis[i] = _local[i * 3 + a];
222
+ axis.sort((x, y) => x - y);
223
+ const k = Math.min(found - 1, Math.floor(found * opt.quantile));
224
+ lo[a] = axis[k];
225
+ hi[a] = axis[found - 1 - k];
226
+ }
227
+ const hx = (hi[0] - lo[0]) * 0.5;
228
+ const hy = (hi[1] - lo[1]) * 0.5;
229
+ const hz = (hi[2] - lo[2]) * 0.5;
230
+ if (hx <= 0 || hy <= 0 || hz <= 0)
231
+ return null;
232
+ const cx = (hi[0] + lo[0]) * 0.5;
233
+ const cy = (hi[1] + lo[1]) * 0.5;
234
+ const cz = (hi[2] + lo[2]) * 0.5;
235
+ // Fit a CAPSULE, not a box, and keep the source body's own orientation.
236
+ //
237
+ // A box fitted to a curved lobe puts its eight corners out in open air — on
238
+ // 托特's butt the worst corner measured 0.81 units from the nearest skin
239
+ // vertex, and cloth resting on that corner would float further off the body
240
+ // than the clipping it was added to fix. A capsule has no corners.
241
+ //
242
+ // Reusing the source rotation verbatim is what makes this cheap AND correct.
243
+ // PMX capsules are Y-aligned in their own frame, and a proxy's axis already
244
+ // runs along its limb — 下半身 is a transverse pill across the hips, which is
245
+ // exactly the way a butt lobe runs. Inheriting the rotation means no
246
+ // covariance fit and, more to the point, no quaternion→Euler conversion whose
247
+ // convention could disagree with the loader's.
248
+ // Radius from the lobe's own perpendicular spread, at a quantile — NOT from
249
+ // the enclosing half-extent.
250
+ //
251
+ // This is what decides whether the result looks right. A capsule inflates
252
+ // equally in every direction perpendicular to its axis, so sizing the radius
253
+ // to ENCLOSE the lobe makes a wide shallow patch into a fat capsule: it only
254
+ // needed to reach the butt's depth, but it also grew to the butt's width, and
255
+ // the surplus is surface standing off the skin everywhere else. Measured on
256
+ // 托特's pelvis that was 0.68 units of standoff, which reads as a skirt
257
+ // hovering in idle — trading a clipping artifact for a worse one.
258
+ //
259
+ // Taking a quantile of the actual distances puts the capsule's surface
260
+ // through the lobe rather than around it. The deepest points end up slightly
261
+ // outside it, which the next pass picks up.
262
+ const perp = new Array(found);
263
+ for (let i = 0; i < found; i++) {
264
+ const dx = _local[i * 3] - cx;
265
+ const dz = _local[i * 3 + 2] - cz;
266
+ perp[i] = Math.sqrt(dx * dx + dz * dz);
267
+ }
268
+ perp.sort((a, b) => a - b);
269
+ const fitRadius = perp[Math.min(found - 1, Math.floor(found * opt.radiusQuantile))];
270
+ if (fitRadius <= 0)
271
+ return null;
272
+ // size.y is the FULL cylinder length between cap centres, so the capsule
273
+ // spans h + 2r along the axis. Solve for the lobe's own extent.
274
+ const cyl = Math.max(0, hy * 2 - fitRadius * 2);
275
+ // Gain and overshoot at the capsule's six axis extremes: how far it reaches
276
+ // past the shape it supplements, and how far it sits from the surface it was
277
+ // fitted to. Overshoot is the number to watch if a result looks puffy.
278
+ let gain = 0;
279
+ let overshoot = 0;
280
+ const half = cyl * 0.5;
281
+ const probes = [
282
+ [cx + fitRadius, cy, cz], [cx - fitRadius, cy, cz],
283
+ [cx, cy + half + fitRadius, cz], [cx, cy - half - fitRadius, cz],
284
+ [cx, cy, cz + fitRadius], [cx, cy, cz - fitRadius],
285
+ ];
286
+ for (const [px, py, pz] of probes) {
287
+ const sd = coveredSignedDistance(rb, covered, px, py, pz);
288
+ if (sd > gain)
289
+ gain = sd;
290
+ // Only the part of the capsule that reaches OUTSIDE the original shape is
291
+ // new collision surface. A probe pointing inward has no skin vertex near it
292
+ // by construction — the lobe is a patch on the outside — and counting it
293
+ // would report overshoot for geometry that is buried in the character.
294
+ if (sd <= 0)
295
+ continue;
296
+ let nearest = Infinity;
297
+ for (let i = 0; i < found; i++) {
298
+ const dx = _local[i * 3] - px;
299
+ const dy = _local[i * 3 + 1] - py;
300
+ const dz = _local[i * 3 + 2] - pz;
301
+ const d2 = dx * dx + dy * dy + dz * dz;
302
+ if (d2 < nearest)
303
+ nearest = d2;
304
+ }
305
+ const d = Math.sqrt(nearest);
306
+ if (d > overshoot)
307
+ overshoot = d;
308
+ }
309
+ if (gain < opt.minGain)
310
+ return null;
311
+ // Back out to bind-pose world. Orientation is copied verbatim from the source
312
+ // rather than converted — the capsule is expressed in that frame, and
313
+ // re-deriving Euler angles would only introduce a convention to get wrong.
314
+ _v.x = cx;
315
+ _v.y = cy;
316
+ _v.z = cz;
317
+ Quat.rotateVecInto(q, _v, _r);
318
+ const wx = rb.shapePosition.x + _r.x;
319
+ const wy = rb.shapePosition.y + _r.y;
320
+ const wz = rb.shapePosition.z + _r.z;
321
+ const result = {
322
+ sourceIndex: index,
323
+ sourceName: rb.name,
324
+ vertexCount: owned.length,
325
+ protrudingCount: found,
326
+ maxProtrusion: deepest,
327
+ gain,
328
+ directionality,
329
+ concentration,
330
+ overshoot,
331
+ body: {
332
+ name: `${rb.name}__fit`,
333
+ englishName: `${rb.englishName}__fit`,
334
+ boneIndex: rb.boneIndex,
335
+ // Same group and mask as the body it supplements: it must be visible to
336
+ // exactly the cloth that was already meant to collide with this limb, and
337
+ // invisible to whatever the rigger excluded.
338
+ group: rb.group,
339
+ collisionMask: rb.collisionMask,
340
+ shape: RigidbodyShape.Capsule,
341
+ // PMX capsule semantics: size.x is the radius, size.y the FULL cylinder
342
+ // length between cap centres (Bullet halves it internally), size.z unused.
343
+ size: new Vec3(fitRadius, cyl, fitRadius),
344
+ shapePosition: new Vec3(wx, wy, wz),
345
+ shapeRotation: new Vec3(rb.shapeRotation.x, rb.shapeRotation.y, rb.shapeRotation.z),
346
+ // Static: it follows its bone and never integrates. Mass 0 keeps it out
347
+ // of the dynamic path entirely.
348
+ mass: 0,
349
+ linearDamping: 0,
350
+ angularDamping: 0,
351
+ restitution: rb.restitution,
352
+ friction: rb.friction,
353
+ type: RigidbodyType.Static,
354
+ bodyOffsetMatrixInverse: Mat4.identity(),
355
+ },
356
+ };
357
+ return { result, local: { cx, cy, cz, radius: fitRadius, cyl } };
358
+ }
359
+ /** Smallest characteristic dimension — the "how wide is this proxy" scale the
360
+ * protrusion cap is judged against. */
361
+ function shapeRadius(rb) {
362
+ switch (rb.shape) {
363
+ case RigidbodyShape.Sphere:
364
+ return rb.size.x;
365
+ case RigidbodyShape.Capsule:
366
+ return rb.size.x;
367
+ case RigidbodyShape.Box:
368
+ return Math.min(rb.size.x, rb.size.y, rb.size.z);
369
+ default:
370
+ return 0;
371
+ }
372
+ }
373
+ /** Signed distance to a Y-axis capsule centred at (cx,cy,cz), in the same
374
+ * local frame. `cyl` is the full length between cap centres. */
375
+ function capsuleSignedDistance(c, px, py, pz) {
376
+ const half = c.cyl * 0.5;
377
+ const dy = py - c.cy;
378
+ const t = dy > half ? half : dy < -half ? -half : dy;
379
+ const ax = px - c.cx;
380
+ const az = pz - c.cz;
381
+ const by = dy - t;
382
+ return Math.sqrt(ax * ax + by * by + az * az) - c.radius;
383
+ }
384
+ /** Distance to the UNION of the source shape and everything already fitted to
385
+ * it. Union is a min over signed distances, so a later pass sees only what is
386
+ * still exposed. */
387
+ function coveredSignedDistance(rb, covered, px, py, pz) {
388
+ let best = localSignedDistance(rb, px, py, pz);
389
+ for (let i = 0; i < covered.length; i++) {
390
+ const d = capsuleSignedDistance(covered[i], px, py, pz);
391
+ if (d < best)
392
+ best = d;
393
+ }
394
+ return best;
395
+ }
396
+ /** Outward direction from whichever member of the union is nearest — the
397
+ * gradient of coveredSignedDistance. */
398
+ function coveredOutwardDir(rb, covered, px, py, pz, out) {
399
+ let best = localSignedDistance(rb, px, py, pz);
400
+ let nearest = -1;
401
+ for (let i = 0; i < covered.length; i++) {
402
+ const d = capsuleSignedDistance(covered[i], px, py, pz);
403
+ if (d < best) {
404
+ best = d;
405
+ nearest = i;
406
+ }
407
+ }
408
+ if (nearest < 0) {
409
+ localOutwardDir(rb, px, py, pz, out);
410
+ return;
411
+ }
412
+ // Same construction as localOutwardDir, for the winning capsule.
413
+ const c = covered[nearest];
414
+ const half = c.cyl * 0.5;
415
+ const dy = py - c.cy;
416
+ const t = dy > half ? half : dy < -half ? -half : dy;
417
+ const dx = px - c.cx;
418
+ const dz = pz - c.cz;
419
+ const by = dy - t;
420
+ const len = Math.sqrt(dx * dx + by * by + dz * dz);
421
+ if (len > 1e-9) {
422
+ out.x = dx / len;
423
+ out.y = by / len;
424
+ out.z = dz / len;
425
+ }
426
+ else {
427
+ out.x = 0;
428
+ out.y = 1;
429
+ out.z = 0;
430
+ }
431
+ }
432
+ /** Direction a body-local point escapes the shape in — the gradient of the
433
+ * signed distance, i.e. the unit vector from its closest surface point. */
434
+ function localOutwardDir(rb, px, py, pz, out) {
435
+ let dx, dy, dz;
436
+ switch (rb.shape) {
437
+ case RigidbodyShape.Capsule: {
438
+ const half = rb.size.y * 0.5;
439
+ const t = py > half ? half : py < -half ? -half : py;
440
+ dx = px;
441
+ dy = py - t;
442
+ dz = pz;
443
+ break;
444
+ }
445
+ case RigidbodyShape.Box: {
446
+ dx = px - Math.max(-rb.size.x, Math.min(rb.size.x, px));
447
+ dy = py - Math.max(-rb.size.y, Math.min(rb.size.y, py));
448
+ dz = pz - Math.max(-rb.size.z, Math.min(rb.size.z, pz));
449
+ break;
450
+ }
451
+ default: {
452
+ dx = px;
453
+ dy = py;
454
+ dz = pz;
455
+ break;
456
+ }
457
+ }
458
+ const len = Math.sqrt(dx * dx + dy * dy + dz * dz);
459
+ if (len > 1e-9) {
460
+ out.x = dx / len;
461
+ out.y = dy / len;
462
+ out.z = dz / len;
463
+ }
464
+ else {
465
+ out.x = 0;
466
+ out.y = 1;
467
+ out.z = 0;
468
+ }
469
+ }
470
+ /** Signed distance from a body-local point to the shape's surface; > 0 outside. */
471
+ function localSignedDistance(rb, px, py, pz) {
472
+ switch (rb.shape) {
473
+ case RigidbodyShape.Sphere:
474
+ return Math.sqrt(px * px + py * py + pz * pz) - rb.size.x;
475
+ case RigidbodyShape.Capsule: {
476
+ // PMX capsules are Y-aligned and size.y is the FULL cylinder length
477
+ // between cap centres, so the segment runs ±size.y/2.
478
+ const half = rb.size.y * 0.5;
479
+ const t = py > half ? half : py < -half ? -half : py;
480
+ const dy = py - t;
481
+ return Math.sqrt(px * px + dy * dy + pz * pz) - rb.size.x;
482
+ }
483
+ case RigidbodyShape.Box: {
484
+ // size is half-extents for boxes.
485
+ const qx = Math.abs(px) - rb.size.x;
486
+ const qy = Math.abs(py) - rb.size.y;
487
+ const qz = Math.abs(pz) - rb.size.z;
488
+ const ox = Math.max(qx, 0), oy = Math.max(qy, 0), oz = Math.max(qz, 0);
489
+ const outside = Math.sqrt(ox * ox + oy * oy + oz * oz);
490
+ return outside + Math.min(Math.max(qx, qy, qz), 0);
491
+ }
492
+ default:
493
+ return -Infinity;
494
+ }
495
+ }
496
+ // Rotation goes through Quat.rotateVecInto / rotateVecInvInto rather than
497
+ // open-coded component formulas — this pass runs once at load, so there is
498
+ // nothing to win by hand-rolling it and a sign error here would misplace every
499
+ // fitted body.
500
+ const _v = new Vec3(0, 0, 0);
501
+ const _r = new Vec3(0, 0, 0);
@@ -0,0 +1,7 @@
1
+ /**
2
+ * The tile as 8-bit luminance, plus its mip chain (box-filtered, which is exact
3
+ * for a repeating texture). Mips are the point as much as the speed: procedural
4
+ * noise has no mip chain, so at grazing angles it shimmered.
5
+ */
6
+ export declare function buildGroundNoiseMips(): Uint8Array[];
7
+ //# sourceMappingURL=ground-noise.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ground-noise.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground-noise.ts"],"names":[],"mappings":"AAkDA;;;;GAIG;AACH,wBAAgB,oBAAoB,IAAI,UAAU,EAAE,CAsCnD"}
@@ -0,0 +1,88 @@
1
+ // Bakes the ground's frosted micro-texture into a seamless, mipmapped tile.
2
+ //
3
+ // The shader used to evaluate four octaves of value noise per pixel — sixteen
4
+ // hash rounds — and the ground covers the entire screen as soon as the camera
5
+ // tilts toward the horizon. This produces the same character of pattern once, at
6
+ // load, so the fragment shader pays one filtered fetch instead.
7
+ //
8
+ // SEAMLESS BY CONSTRUCTION. The original hash was not periodic, so a finite
9
+ // crop of it could never tile. Here every octave's lattice wraps at a whole
10
+ // number of cells across the tile, which makes the result repeat exactly at the
11
+ // edges. The pattern is therefore not pixel-identical to the analytic version —
12
+ // it is the same kind of noise, not the same noise. At the default strength of
13
+ // 0.05 it modulates brightness by ±2.5%, where the repeat is not findable by eye.
14
+ import { GROUND_NOISE_RES, GROUND_NOISE_TILE_WORLD } from "./ground";
15
+ /** Lattice cells across the tile at octave 0. The analytic version sampled fbm
16
+ * at worldXZ × 3, so a tile spanning 8 world units covers 24 base cells — the
17
+ * same spatial frequency the surface had before. */
18
+ const BASE_CELLS = GROUND_NOISE_TILE_WORLD * 3;
19
+ const OCTAVES = 4;
20
+ /** Deterministic lattice hash. Integer coordinates are wrapped by the caller,
21
+ * which is what makes the tile seamless. */
22
+ function hash(ix, iy) {
23
+ let h = Math.imul(ix, 374761393) + Math.imul(iy, 668265263);
24
+ h = Math.imul(h ^ (h >>> 13), 1274126177);
25
+ return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
26
+ }
27
+ /** Value noise on a lattice that repeats every `period` cells. */
28
+ function periodicValueNoise(x, y, period) {
29
+ const ix = Math.floor(x);
30
+ const iy = Math.floor(y);
31
+ const fx = x - ix;
32
+ const fy = y - iy;
33
+ // Smoothstep weights — same curve the WGSL used.
34
+ const ux = fx * fx * (3 - 2 * fx);
35
+ const uy = fy * fy * (3 - 2 * fy);
36
+ const x0 = ((ix % period) + period) % period;
37
+ const y0 = ((iy % period) + period) % period;
38
+ const x1 = (x0 + 1) % period;
39
+ const y1 = (y0 + 1) % period;
40
+ const a = hash(x0, y0);
41
+ const b = hash(x1, y0);
42
+ const c = hash(x0, y1);
43
+ const d = hash(x1, y1);
44
+ return (a + (b - a) * ux) * (1 - uy) + (c + (d - c) * ux) * uy;
45
+ }
46
+ /**
47
+ * The tile as 8-bit luminance, plus its mip chain (box-filtered, which is exact
48
+ * for a repeating texture). Mips are the point as much as the speed: procedural
49
+ * noise has no mip chain, so at grazing angles it shimmered.
50
+ */
51
+ export function buildGroundNoiseMips() {
52
+ const levels = [];
53
+ const res = GROUND_NOISE_RES;
54
+ const base = new Uint8Array(res * res);
55
+ for (let py = 0; py < res; py++) {
56
+ for (let px = 0; px < res; px++) {
57
+ // Texel centre, in units of octave-0 lattice cells.
58
+ const x = ((px + 0.5) / res) * BASE_CELLS;
59
+ const y = ((py + 0.5) / res) * BASE_CELLS;
60
+ let v = 0;
61
+ let amp = 0.5;
62
+ let freq = 1;
63
+ for (let o = 0; o < OCTAVES; o++) {
64
+ v += amp * periodicValueNoise(x * freq, y * freq, BASE_CELLS * freq);
65
+ freq *= 2;
66
+ amp *= 0.5;
67
+ }
68
+ base[py * res + px] = Math.max(0, Math.min(255, Math.round(v * 255)));
69
+ }
70
+ }
71
+ levels.push(base);
72
+ let src = base;
73
+ let size = res;
74
+ while (size > 1) {
75
+ const half = size >> 1;
76
+ const dst = new Uint8Array(half * half);
77
+ for (let y = 0; y < half; y++) {
78
+ for (let x = 0; x < half; x++) {
79
+ const s = y * 2 * size + x * 2;
80
+ dst[y * half + x] = (src[s] + src[s + 1] + src[s + size] + src[s + size + 1] + 2) >> 2;
81
+ }
82
+ }
83
+ levels.push(dst);
84
+ src = dst;
85
+ size = half;
86
+ }
87
+ return levels;
88
+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.42.2",
3
+ "version": "0.42.3",
4
4
  "description": "A lightweight WebGPU engine for real-time 3D MMD/PMX model rendering",
5
5
  "main": "./dist/index.js",
6
6
  "types": "./dist/index.d.ts",
@@ -41,4 +41,4 @@
41
41
  "@types/node": "^20",
42
42
  "typescript": "^5"
43
43
  }
44
- }
44
+ }
@@ -42,6 +42,17 @@ export class CameraAnimation {
42
42
  return this.frames.length
43
43
  }
44
44
 
45
+ /**
46
+ * Every keyframe's frame index, ascending.
47
+ *
48
+ * For a host drawing the track: a camera VMD is sparse and punchy compared to
49
+ * a dance, so where its keys sit IS where its cuts and moves are. The poses
50
+ * stay private — a timeline wants the rhythm, not the camera.
51
+ */
52
+ keyframeIndices(): number[] {
53
+ return this.frames.map((f) => f.frame)
54
+ }
55
+
45
56
  /** Sample the camera pose at time `t` (seconds). Clamps to the track ends; null if empty. */
46
57
  sample(t: number): CameraPose | null {
47
58
  const frames = this.frames
package/src/engine.ts CHANGED
@@ -3255,6 +3255,12 @@ export class Engine {
3255
3255
  return this.cameraAnimation?.duration ?? 0
3256
3256
  }
3257
3257
 
3258
+ /** Every camera keyframe's frame index — what a timeline draws as its cuts.
3259
+ * Empty when no camera VMD is loaded. */
3260
+ getCameraVmdKeyframes(): number[] {
3261
+ return this.cameraAnimation?.keyframeIndices() ?? []
3262
+ }
3263
+
3258
3264
  /** Drop the loaded camera VMD and return to orbit control. */
3259
3265
  clearCameraVmd(): void {
3260
3266
  this.cameraAnimation = null
@@ -1,30 +0,0 @@
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
@@ -1 +0,0 @@
1
- {"version":3,"file":"physics-debug.d.ts","sourceRoot":"","sources":["../src/physics-debug.ts"],"names":[],"mappings":"AAaA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAmB5C,qBAAa,oBAAoB;IAC/B,OAAO,CAAC,MAAM,CAAW;IACzB,OAAO,CAAC,SAAS,CAAc;IAG/B,OAAO,CAAC,kBAAkB,CAAmB;IAC7C,OAAO,CAAC,eAAe,CAAmB;IAC1C,OAAO,CAAC,mBAAmB,CAAmB;IAC9C,OAAO,CAAC,gBAAgB,CAAW;IACnC,OAAO,CAAC,aAAa,CAAW;IAChC,OAAO,CAAC,iBAAiB,CAAW;IACpC,OAAO,CAAC,eAAe,CAAQ;IAC/B,OAAO,CAAC,YAAY,CAAQ;IAC5B,OAAO,CAAC,gBAAgB,CAAQ;IAIhC,OAAO,CAAC,mBAAmB,CAAmB;IAC9C,OAAO,CAAC,gBAAgB,CAAmB;IAC3C,OAAO,CAAC,oBAAoB,CAAmB;IAC/C,OAAO,CAAC,iBAAiB,CAAW;IACpC,OAAO,CAAC,cAAc,CAAW;IACjC,OAAO,CAAC,kBAAkB,CAAW;IACrC,OAAO,CAAC,gBAAgB,CAAQ;IAChC,OAAO,CAAC,aAAa,CAAQ;IAC7B,OAAO,CAAC,iBAAiB,CAAQ;IAEjC,OAAO,CAAC,cAAc,CAAW;IACjC,OAAO,CAAC,YAAY,CAAc;IAClC,OAAO,CAAC,gBAAgB,CAAQ;gBAG9B,MAAM,EAAE,SAAS,EACjB,mBAAmB,EAAE,SAAS,EAC9B,kBAAkB,EAAE,gBAAgB;IA2HtC,MAAM,CAAC,IAAI,EAAE,oBAAoB,EAAE,OAAO,EAAE,WAAW,GAAG,IAAI;IAmI9D,OAAO,IAAI,IAAI;CAShB"}