reze-engine 0.42.2 → 0.43.0

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Files changed (71) hide show
  1. package/README.md +29 -1
  2. package/dist/camera-animation.d.ts +8 -0
  3. package/dist/camera-animation.d.ts.map +1 -1
  4. package/dist/camera-animation.js +10 -0
  5. package/dist/engine.d.ts +110 -0
  6. package/dist/engine.d.ts.map +1 -1
  7. package/dist/engine.js +746 -23
  8. package/dist/model.d.ts.map +1 -1
  9. package/dist/model.js +29 -0
  10. package/dist/physics/autofit.d.ts +147 -0
  11. package/dist/physics/autofit.d.ts.map +1 -0
  12. package/dist/physics/autofit.js +501 -0
  13. package/dist/shaders/audio-api.d.ts +3 -0
  14. package/dist/shaders/audio-api.d.ts.map +1 -0
  15. package/dist/shaders/audio-api.js +81 -0
  16. package/dist/shaders/passes/composite.d.ts +10 -0
  17. package/dist/shaders/passes/composite.d.ts.map +1 -1
  18. package/dist/shaders/passes/composite.js +75 -12
  19. package/dist/shaders/passes/ground-noise.d.ts +7 -0
  20. package/dist/shaders/passes/ground-noise.d.ts.map +1 -0
  21. package/dist/shaders/passes/ground-noise.js +88 -0
  22. package/dist/shaders/passes/particles.d.ts +58 -0
  23. package/dist/shaders/passes/particles.d.ts.map +1 -0
  24. package/dist/shaders/passes/particles.js +351 -0
  25. package/dist/shaders/passes/trails.d.ts +47 -0
  26. package/dist/shaders/passes/trails.d.ts.map +1 -0
  27. package/dist/shaders/passes/trails.js +375 -0
  28. package/package.json +2 -2
  29. package/src/camera-animation.ts +11 -0
  30. package/src/engine.ts +806 -20
  31. package/src/model.ts +28 -0
  32. package/src/shaders/audio-api.ts +82 -0
  33. package/src/shaders/passes/composite.ts +76 -11
  34. package/src/shaders/passes/particles.ts +398 -0
  35. package/src/shaders/passes/trails.ts +406 -0
  36. package/dist/physics-debug.d.ts +0 -30
  37. package/dist/physics-debug.d.ts.map +0 -1
  38. package/dist/physics-debug.js +0 -526
  39. package/dist/shaders/materials/body.d.ts +0 -2
  40. package/dist/shaders/materials/body.d.ts.map +0 -1
  41. package/dist/shaders/materials/body.js +0 -95
  42. package/dist/shaders/materials/cloth_rough.d.ts +0 -2
  43. package/dist/shaders/materials/cloth_rough.d.ts.map +0 -1
  44. package/dist/shaders/materials/cloth_rough.js +0 -69
  45. package/dist/shaders/materials/cloth_smooth.d.ts +0 -2
  46. package/dist/shaders/materials/cloth_smooth.d.ts.map +0 -1
  47. package/dist/shaders/materials/cloth_smooth.js +0 -61
  48. package/dist/shaders/materials/default.d.ts +0 -2
  49. package/dist/shaders/materials/default.d.ts.map +0 -1
  50. package/dist/shaders/materials/default.js +0 -43
  51. package/dist/shaders/materials/eye.d.ts +0 -2
  52. package/dist/shaders/materials/eye.d.ts.map +0 -1
  53. package/dist/shaders/materials/eye.js +0 -60
  54. package/dist/shaders/materials/face.d.ts +0 -2
  55. package/dist/shaders/materials/face.d.ts.map +0 -1
  56. package/dist/shaders/materials/face.js +0 -95
  57. package/dist/shaders/materials/hair.d.ts +0 -2
  58. package/dist/shaders/materials/hair.d.ts.map +0 -1
  59. package/dist/shaders/materials/hair.js +0 -90
  60. package/dist/shaders/materials/metal.d.ts +0 -2
  61. package/dist/shaders/materials/metal.d.ts.map +0 -1
  62. package/dist/shaders/materials/metal.js +0 -77
  63. package/dist/shaders/materials/mmd_classic.d.ts +0 -2
  64. package/dist/shaders/materials/mmd_classic.d.ts.map +0 -1
  65. package/dist/shaders/materials/mmd_classic.js +0 -66
  66. package/dist/shaders/materials/stockings.d.ts +0 -2
  67. package/dist/shaders/materials/stockings.d.ts.map +0 -1
  68. package/dist/shaders/materials/stockings.js +0 -122
  69. package/dist/shaders/passes/physics-debug.d.ts +0 -2
  70. package/dist/shaders/passes/physics-debug.d.ts.map +0 -1
  71. 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;
39
+ 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 +1,3 @@
1
+ /** The rzAudio* accessors, with the buffer declared at the given binding. */
2
+ export declare function audioApi(group: number, binding: number): string;
3
+ //# sourceMappingURL=audio-api.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"audio-api.d.ts","sourceRoot":"","sources":["../../src/shaders/audio-api.ts"],"names":[],"mappings":"AAgBA,6EAA6E;AAC7E,wBAAgB,QAAQ,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,GAAG,MAAM,CAgE/D"}
@@ -0,0 +1,81 @@
1
+ // The audio data interface, as WGSL — shared verbatim by every effect module.
2
+ //
3
+ // The buffer is PRECOMPUTED for the whole track and sampled by time, never fed
4
+ // live from an AnalyserNode. That is not an optimisation: an export steps the
5
+ // engine frame by frame instead of playing in real time, so a live analyser
6
+ // would return silence during a render and every audio-reactive effect would
7
+ // quietly vanish from the exported video — the same class of bug the scene
8
+ // clock exists to prevent. Layout: an 8-float header [frames, bands,
9
+ // secondsPerFrame, audioTime, playing, 3 spare] then per frame
10
+ // [level, onset, band0..bandN-1]. audioTime and playing are rewritten every frame by
11
+ // whoever owns playback — the editor's audio clock, the viewer's, or the export
12
+ // loop — so "now" is always the clock that is actually running.
13
+ //
14
+ // Every module binds the SAME buffer, so a spawn rule in a particle effect and
15
+ // a bar in a background read identical numbers for the same instant.
16
+ /** The rzAudio* accessors, with the buffer declared at the given binding. */
17
+ export function audioApi(group, binding) {
18
+ return /* wgsl */ `
19
+ @group(${group}) @binding(${binding}) var<storage, read> _rzAudio: array<f32>;
20
+
21
+ /** Frames of analysis available; 0 when the scene has no audio. */
22
+ fn rzAudioFrames() -> i32 { return i32(_rzAudio[0]); }
23
+ /** 1 while the track is actually PLAYING, 0 paused or absent — so an effect can
24
+ * go calm instead of oscillating over a frozen spectrum. */
25
+ fn rzAudioPlaying() -> f32 { return select(0.0, _rzAudio[4], i32(_rzAudio[0]) > 0); }
26
+ /** Where the track is NOW, in seconds — the clock rzAudioLevelAt offsets hang
27
+ * from. An effect that detects an onset k seconds back can anchor a ring to
28
+ * the ABSOLUTE moment of the hit and age it continuously. */
29
+ fn rzAudioTime() -> f32 { return _rzAudio[3]; }
30
+ /** Bands per frame — log-spaced, bass first. */
31
+ fn rzAudioBandCount() -> i32 { return i32(_rzAudio[1]); }
32
+
33
+ fn _rzAudioFrameAt(offset: f32) -> i32 {
34
+ let frames = i32(_rzAudio[0]);
35
+ let t = _rzAudio[3] + offset;
36
+ return clamp(i32(t / max(_rzAudio[2], 1e-5)), 0, frames - 1);
37
+ }
38
+
39
+ /**
40
+ * Loudness at now + offset seconds, 0..1.
41
+ *
42
+ * The offset is what makes a WAVEFORM drawable: a column at x samples the
43
+ * envelope at (x - 0.5) * window seconds, and the playhead is the centre of the
44
+ * screen by construction. Offsets past either end clamp to the track's edges.
45
+ */
46
+ fn rzAudioLevelAt(offset: f32) -> f32 {
47
+ let frames = i32(_rzAudio[0]);
48
+ if (frames <= 0) { return 0.0; }
49
+ let bands = i32(_rzAudio[1]);
50
+ return _rzAudio[8 + _rzAudioFrameAt(offset) * (bands + 2)];
51
+ }
52
+
53
+ /**
54
+ * The KICK track: how hard the bass is rising at now + offset, 0..1 —
55
+ * precomputed, so a beat-triggered effect is one comparison instead of a
56
+ * per-pixel history scan. Scan a short window of NEGATIVE offsets to find
57
+ * recent hits and age things from them (quantise the hit to the analysis grid
58
+ * so ages stay continuous).
59
+ */
60
+ fn rzAudioOnsetAt(offset: f32) -> f32 {
61
+ let frames = i32(_rzAudio[0]);
62
+ if (frames <= 0) { return 0.0; }
63
+ let bands = i32(_rzAudio[1]);
64
+ return _rzAudio[8 + _rzAudioFrameAt(offset) * (bands + 2) + 1];
65
+ }
66
+ fn rzAudioOnset() -> f32 { return rzAudioOnsetAt(0.0); }
67
+ /** Loudness now, 0..1. */
68
+ fn rzAudioLevel() -> f32 { return rzAudioLevelAt(0.0); }
69
+
70
+ /** Band i at now + offset seconds, 0..1. Band 0 is the deepest bass. */
71
+ fn rzAudioBandAt(i: i32, offset: f32) -> f32 {
72
+ let frames = i32(_rzAudio[0]);
73
+ if (frames <= 0) { return 0.0; }
74
+ let bands = i32(_rzAudio[1]);
75
+ if (i < 0 || i >= bands) { return 0.0; }
76
+ return _rzAudio[8 + _rzAudioFrameAt(offset) * (bands + 2) + 2 + i];
77
+ }
78
+ /** Band i now — the visualiser call. */
79
+ fn rzAudioBand(i: i32) -> f32 { return rzAudioBandAt(i, 0.0); }
80
+ `;
81
+ }
@@ -79,6 +79,16 @@ export type CompositeEffectSource = {
79
79
  hasForeground: boolean;
80
80
  };
81
81
  export declare function buildCompositeShader(effect?: CompositeEffectSource | null): string;
82
+ /**
83
+ * The field pass: the user's background/foreground mounts at half resolution,
84
+ * into two rgba16f targets the composite bilinearly upsamples.
85
+ *
86
+ * The fragment reconstructs the FULL-resolution pixel it stands in for and runs
87
+ * the original derivation verbatim — same ndc, same ray, same uv, same depth
88
+ * read — so an effect cannot tell it moved; it is simply asked half as often
89
+ * in each direction.
90
+ */
91
+ export declare function buildFieldShader(effect: CompositeEffectSource): string;
82
92
  /** Kept for compatibility with existing imports (the base, no-effect shader). */
83
93
  export declare const COMPOSITE_SHADER_WGSL: string;
84
94
  //# sourceMappingURL=composite.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+BAgC+B;AAC/B;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,EAAE,CAIhG;AAED;;;;;;;;GAQG;AACH,eAAO,MAAM,eAAe,IAAI,CAAA;AAChC,eAAO,MAAM,cAAc,IAAI,CAAA;AAC/B,eAAO,MAAM,oBAAoB,MAAM,CAAA;AACvC,6EAA6E;AAC7E,eAAO,MAAM,iBAAiB,QAA6D,CAAA;AAE3F,MAAM,MAAM,qBAAqB,GAAG;IAClC,gFAAgF;IAChF,IAAI,EAAE,MAAM,CAAA;IACZ,kFAAkF;IAClF,UAAU,EAAE,MAAM,CAAA;IAClB,4DAA4D;IAC5D,aAAa,EAAE,OAAO,CAAA;IACtB,oEAAoE;IACpE,aAAa,EAAE,OAAO,CAAA;CACvB,CAAA;AA2hBD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAclF;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
1
+ {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+BAgC+B;AAC/B;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,EAAE,CAIhG;AAED;;;;;;;;GAQG;AACH,eAAO,MAAM,eAAe,IAAI,CAAA;AAChC,eAAO,MAAM,cAAc,IAAI,CAAA;AAC/B,eAAO,MAAM,oBAAoB,MAAM,CAAA;AACvC,6EAA6E;AAC7E,eAAO,MAAM,iBAAiB,QAA6D,CAAA;AAE3F,MAAM,MAAM,qBAAqB,GAAG;IAClC,gFAAgF;IAChF,IAAI,EAAE,MAAM,CAAA;IACZ,kFAAkF;IAClF,UAAU,EAAE,MAAM,CAAA;IAClB,4DAA4D;IAC5D,aAAa,EAAE,OAAO,CAAA;IACtB,oEAAoE;IACpE,aAAa,EAAE,OAAO,CAAA;CACvB,CAAA;AA2iBD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAOlF;AAED;;;;;;;;GAQG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,qBAAqB,GAAG,MAAM,CA4CtE;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}