reze-engine 0.50.2 → 0.50.3

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Files changed (59) hide show
  1. package/dist/engine.d.ts +57 -5
  2. package/dist/engine.d.ts.map +1 -1
  3. package/dist/engine.js +107 -45
  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/ground.d.ts.map +1 -1
  38. package/dist/shaders/passes/ground.js +12 -22
  39. package/dist/shaders/passes/physics-debug.d.ts +2 -0
  40. package/dist/shaders/passes/physics-debug.d.ts.map +1 -0
  41. package/dist/shaders/passes/physics-debug.js +69 -0
  42. package/package.json +2 -2
  43. package/src/engine.ts +113 -44
  44. package/src/shaders/passes/ground.ts +12 -22
  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/field-blit.d.ts +0 -26
  49. package/dist/shaders/passes/field-blit.d.ts.map +0 -1
  50. package/dist/shaders/passes/field-blit.js +0 -65
  51. package/dist/shaders/passes/ground-noise.d.ts +0 -7
  52. package/dist/shaders/passes/ground-noise.d.ts.map +0 -1
  53. package/dist/shaders/passes/ground-noise.js +0 -88
  54. package/dist/shaders/passes/sim.d.ts +0 -34
  55. package/dist/shaders/passes/sim.d.ts.map +0 -1
  56. package/dist/shaders/passes/sim.js +0 -169
  57. package/dist/shaders/score-api.d.ts +0 -10
  58. package/dist/shaders/score-api.d.ts.map +0 -1
  59. package/dist/shaders/score-api.js +0 -114
package/src/engine.ts CHANGED
@@ -1232,6 +1232,8 @@ interface EffectInstance {
1232
1232
  lights: {
1233
1233
  pipeline: GPUComputePipeline
1234
1234
  bind: GPUBindGroup
1235
+ /** Kept so `bind` can be rebuilt when a shared buffer it names is replaced. */
1236
+ layout: GPUBindGroupLayout
1235
1237
  uniform: GPUBuffer
1236
1238
  data: Float32Array<ArrayBuffer>
1237
1239
  /** How many slots it asked for. Its base is assigned by the engine and can
@@ -1387,6 +1389,24 @@ export class Engine {
1387
1389
  // the fragment shader and treats missing dst.a as 1, so the blend math is
1388
1390
  // unchanged).
1389
1391
  private hdrFormat: GPUTextureFormat = "rgba16float"
1392
+ /**
1393
+ * Force the HDR format instead of taking the device's answer. Null = probe,
1394
+ * which is what ships.
1395
+ *
1396
+ * A diagnostic, and deliberately a coarse one. The choice above is the ONE
1397
+ * render-target difference between a Safari device and a desktop Chrome that
1398
+ * lacks the feature, which makes it the first thing to eliminate when
1399
+ * something renders correctly on one and not the other — and specifically when
1400
+ * the something involves alpha, because rg11b10ufloat is the path with no
1401
+ * alpha channel to carry it. Setting this to "rgba16float" on the device puts
1402
+ * Safari back on the desktop's path at the cost of the tile-memory win, so a
1403
+ * symptom that survives is not about the format and a symptom that vanishes
1404
+ * is.
1405
+ *
1406
+ * Static, like MRT_IDS: read once in init(), before any texture or pipeline
1407
+ * exists, so there is no such thing as changing it on a live engine.
1408
+ */
1409
+ static HDR_FORMAT_OVERRIDE: GPUTextureFormat | null = null
1390
1410
  /** Main-pass depth. Float when the adapter offers depth32float-stencil8, which
1391
1411
  * is also what makes reversed-Z worth switching on. */
1392
1412
  private depthFormat: GPUTextureFormat = "depth24plus-stencil8"
@@ -2216,11 +2236,10 @@ export class Engine {
2216
2236
  * sibling of addGround's own options. False when there is no ground.
2217
2237
  *
2218
2238
  * ON OR OFF, deliberately not a strength: the reflection is an independent
2219
- * LAYER over the floor surface, and it shows whatever the ground's opacity
2220
- * is a mirror you can hide by making the floor solid is not a switch, it
2221
- * is a second strength dial wearing a boolean's clothes. Blur 0 is a
2222
- * polished mirror; 1 samples the softest level, scaled by how far the
2223
- * reflected geometry sits behind the surface.
2239
+ * LAYER beneath the floor surface, and how much of it shows is the ground's
2240
+ * own opacity covering it. Blur 0 is a polished mirror; 1 samples the
2241
+ * softest level, scaled by how far the reflected geometry sits behind the
2242
+ * surface.
2224
2243
  */
2225
2244
  setGroundMirror(on: boolean, blur?: number): boolean {
2226
2245
  if (!this.groundShadowMaterialBuffer) return false
@@ -2542,6 +2561,72 @@ export class Engine {
2542
2561
  }
2543
2562
  }
2544
2563
 
2564
+ /**
2565
+ * The grid mount's bind group for one parity.
2566
+ *
2567
+ * A method rather than a closure at the creation site because the SET of
2568
+ * buffers in here is a contract with two parties: the grid is built once, and
2569
+ * rebuilt whenever a shared buffer it names is replaced (see
2570
+ * rebindSharedBuffers). Written twice, the rebuild silently keeps a binding
2571
+ * the creation grew — and a bind group that names a destroyed buffer does not
2572
+ * fail where it was written, it fails at the next submit.
2573
+ */
2574
+ private gridBindGroup(
2575
+ g: { layout: GPUBindGroupLayout; uniform: GPUBuffer; read: [GPUTextureView, GPUTextureView]; textures: [GPUTexture, GPUTexture] },
2576
+ i: number,
2577
+ ): GPUBindGroup {
2578
+ return this.device.createBindGroup({
2579
+ layout: g.layout,
2580
+ entries: [
2581
+ { binding: 0, resource: { buffer: g.uniform } },
2582
+ { binding: 1, resource: g.read[i] },
2583
+ { binding: 2, resource: this.simSampler },
2584
+ { binding: 3, resource: g.textures[1 - i].createView() },
2585
+ { binding: 4, resource: { buffer: this.castBuffer } },
2586
+ { binding: 5, resource: { buffer: this.audioBuffer } },
2587
+ { binding: 6, resource: { buffer: this.compositeUniformBuffer } },
2588
+ { binding: 7, resource: { buffer: this.midiBuffer } },
2589
+ { binding: 8, resource: { buffer: this.lyricsBuffer } },
2590
+ ],
2591
+ })
2592
+ }
2593
+
2594
+ /**
2595
+ * Re-point EVERY bind group that names a shared scene buffer at the buffer
2596
+ * that is there NOW.
2597
+ *
2598
+ * setAudioData and setMidiNotes do not write their buffer, they REPLACE it:
2599
+ * the payload is a different length each time, so the old one is destroyed and
2600
+ * a new one takes its place. Every bind group built before that moment still
2601
+ * names the dead buffer, and a bind group is not re-read — it holds the
2602
+ * resource it was given. The failure is therefore not at the swap but one
2603
+ * frame later, as `[Buffer "score"] used in submit while destroyed`, with the
2604
+ * scene dead and nothing pointing at the setter that did it.
2605
+ *
2606
+ * Both setters used to rebind three of the six families that hold these
2607
+ * buffers — composite, ribbons, particles — and miss the field mount, the grid
2608
+ * mount and the light emitter. Which is to say it worked for every effect that
2609
+ * happened not to have a field, and a falling-note effect is exactly the kind
2610
+ * that does. So the list lives HERE, once, and both setters call it: the
2611
+ * question "who holds this buffer?" now has one place to be answered, and the
2612
+ * next binding added is added to a list that everything already consults.
2613
+ */
2614
+ private rebindSharedBuffers(): void {
2615
+ this.rebuildCompositeBindGroup()
2616
+ this.rebindTrails()
2617
+ this.rebuildFieldBindGroup()
2618
+ for (const e of this.effects) {
2619
+ if (e.particles) {
2620
+ const b = e.particles.rebind()
2621
+ e.particles.computeBind = b.computeBind
2622
+ e.particles.renderBind = b.renderBind
2623
+ e.particles.mirrorRenderBind = b.mirrorRenderBind
2624
+ }
2625
+ if (e.grid) e.grid.binds = [this.gridBindGroup(e.grid, 0), this.gridBindGroup(e.grid, 1)]
2626
+ if (e.lights) e.lights.bind = this.lightEmitBindGroup(e.lights.layout, e.lights.uniform)
2627
+ }
2628
+ }
2629
+
2545
2630
  /**
2546
2631
  * Set a 360° backdrop from an equirectangular (2:1) image — a PhotoDome-style
2547
2632
  * skybox at infinity, sampled per-pixel by view direction so it follows the
@@ -3402,7 +3487,16 @@ export class Engine {
3402
3487
  uniform.destroy()
3403
3488
  return { ok: false, diagnostics: [scoped.message] }
3404
3489
  }
3405
- const bind = this.device.createBindGroup({
3490
+ const bind = this.lightEmitBindGroup(layout, uniform)
3491
+ // The layout travels with the state so the emitter can be rebound when a
3492
+ // shared buffer under it is replaced — see rebindSharedBuffers.
3493
+ return { ok: true, state: { pipeline, bind, layout, uniform, data, count } }
3494
+ }
3495
+
3496
+ /** The light emitter's bind group. One author, for the reason gridBindGroup
3497
+ * gives: it is built once and rebuilt on every shared-buffer swap. */
3498
+ private lightEmitBindGroup(layout: GPUBindGroupLayout, uniform: GPUBuffer): GPUBindGroup {
3499
+ return this.device.createBindGroup({
3406
3500
  label: "light emit bind",
3407
3501
  layout,
3408
3502
  entries: [
@@ -3415,7 +3509,6 @@ export class Engine {
3415
3509
  { binding: 6, resource: { buffer: this.lyricsBuffer } },
3416
3510
  ],
3417
3511
  })
3418
- return { ok: true, state: { pipeline, bind, uniform, data, count } }
3419
3512
  }
3420
3513
 
3421
3514
  /**
@@ -3851,21 +3944,7 @@ export class Engine {
3851
3944
  return { ok: false, diagnostics: [scoped.message] }
3852
3945
  }
3853
3946
  // One per parity: binds[i] READS textures[i] and WRITES the other.
3854
- const bindFor = (i: number) =>
3855
- this.device.createBindGroup({
3856
- layout,
3857
- entries: [
3858
- { binding: 0, resource: { buffer: uniform } },
3859
- { binding: 1, resource: read[i] },
3860
- { binding: 2, resource: this.simSampler },
3861
- { binding: 3, resource: textures[1 - i].createView() },
3862
- { binding: 4, resource: { buffer: this.castBuffer } },
3863
- { binding: 5, resource: { buffer: this.audioBuffer } },
3864
- { binding: 6, resource: { buffer: this.compositeUniformBuffer } },
3865
- { binding: 7, resource: { buffer: this.midiBuffer } },
3866
- { binding: 8, resource: { buffer: this.lyricsBuffer } },
3867
- ],
3868
- })
3947
+ const bindFor = (i: number) => this.gridBindGroup({ layout, uniform, read, textures }, i)
3869
3948
  return {
3870
3949
  ok: true,
3871
3950
  state: {
@@ -4109,6 +4188,16 @@ export class Engine {
4109
4188
  }
4110
4189
  this.device = device
4111
4190
  if (hasRg11b10) this.hdrFormat = "rg11b10ufloat"
4191
+ // The override has the last word, including over a device that would have
4192
+ // been left on the fallback anyway — asking for the format you are already
4193
+ // getting is a no-op, not a contradiction. See HDR_FORMAT_OVERRIDE.
4194
+ if (Engine.HDR_FORMAT_OVERRIDE) {
4195
+ this.hdrFormat = Engine.HDR_FORMAT_OVERRIDE
4196
+ // Only when forced. The probed answer is the normal one and does not need
4197
+ // announcing on every boot; a forced one is a state someone set and will
4198
+ // want confirmed, and is the state they will forget they left on.
4199
+ console.info(`[reze] HDR target forced to ${this.hdrFormat}`)
4200
+ }
4112
4201
  // The id attachment, if this device will multisample a uint texture at the
4113
4202
  // pass's sample count. Probed by ASKING — creating one inside an error
4114
4203
  // scope — rather than by reading a feature flag, because there is no
@@ -6137,17 +6226,7 @@ export class Engine {
6137
6226
  }
6138
6227
  // Every consumer holds the buffer by reference in a bind group; all of them
6139
6228
  // re-bind so audio arriving after an effect (or before one) both work.
6140
- this.rebuildCompositeBindGroup()
6141
- this.rebindTrails()
6142
- // EVERY effect: a buffer arriving after install must reach all of them, or
6143
- // the ones installed earlier keep reading the buffer this replaced.
6144
- for (const e of this.effects) {
6145
- if (!e.particles) continue
6146
- const b = e.particles.rebind()
6147
- e.particles.computeBind = b.computeBind
6148
- e.particles.renderBind = b.renderBind
6149
- e.particles.mirrorRenderBind = b.mirrorRenderBind
6150
- }
6229
+ this.rebindSharedBuffers()
6151
6230
  }
6152
6231
 
6153
6232
  /**
@@ -6248,17 +6327,7 @@ export class Engine {
6248
6327
  // Same reason as setAudioData: every consumer holds the buffer by reference,
6249
6328
  // so all of them re-bind and a score arriving before or after an effect both
6250
6329
  // work.
6251
- this.rebuildCompositeBindGroup()
6252
- this.rebindTrails()
6253
- // EVERY effect: a buffer arriving after install must reach all of them, or
6254
- // the ones installed earlier keep reading the buffer this replaced.
6255
- for (const e of this.effects) {
6256
- if (!e.particles) continue
6257
- const b = e.particles.rebind()
6258
- e.particles.computeBind = b.computeBind
6259
- e.particles.renderBind = b.renderBind
6260
- e.particles.mirrorRenderBind = b.mirrorRenderBind
6261
- }
6330
+ this.rebindSharedBuffers()
6262
6331
  }
6263
6332
 
6264
6333
  /**
@@ -186,8 +186,8 @@ ${sceneFsOutWgsl()}@fragment fn fs(i: VO) -> FSOut {
186
186
  // reflection was rendered by the MIRROR camera, so projecting this
187
187
  // fragment's world position through that camera yields exactly the texel
188
188
  // where its reflection landed — projective mapping, no screen-space guess.
189
- // There is deliberately NO strength dial, and no dependence on the floor's
190
- // opacity either: mirror is on or off, and when it is on it SHOWS — the same
189
+ // There is deliberately NO strength dial: mirror is on or off, and how much
190
+ // of it shows is the SURFACE's own opacity covering it — the same
191
191
  // independence the grid won earlier. The branch is on a uniform, so the
192
192
  // whole cost vanishes for the scenes that leave it off.
193
193
  var reflShadowed = vec3f(0.0);
@@ -250,28 +250,18 @@ ${sceneFsOutWgsl()}@fragment fn fs(i: VO) -> FSOut {
250
250
  // and a catcher stacked on top would darken the same shadow twice.
251
251
  let catchA = dark * 0.65 * edgeFade * (1.0 - material.opacity) * (1.0 - material.mirror);
252
252
 
253
- // FOUR LAYERS, premultiplied, bottom to top: received shadow, ground
254
- // surface, reflection, grid. Each with its own coverage, none scaling
255
- // another.
256
- //
257
- // THE MIRROR SITS ABOVE THE SURFACE, and that ordering is the whole rule.
258
- // Underneath it, the floor's own opacity covered the reflection — and did it
259
- // inconsistently, because BOTH layers carry the radial edgeFade: at opacity
260
- // 1 the surface stopped covering wherever the plane fades out, so the
261
- // reflection returned along the rim and read as a bug that came and went
262
- // with the camera angle. What a mirror shows cannot depend on how solid the
263
- // thing it is made of happens to be.
264
- //
265
- // The catcher's order against it no longer matters — catchA already carries
266
- // (1 - mirror), so the two are never both present.
267
- var pm = vec3f(0.0);
268
- var cov = catchA;
269
- // Surface over the received shadow.
253
+ // FOUR LAYERS, premultiplied, bottom to top: reflection, received shadow,
254
+ // ground surface, grid. Each with its own coverage, none scaling another —
255
+ // ground opacity REVEALS the mirror rather than the mirror carrying a
256
+ // strength of its own.
257
+ var pm = reflShadowed * mirrA;
258
+ var cov = mirrA;
259
+ // Shadow catcher over the reflection-or-nothing: black, it covers.
260
+ pm = pm * (1.0 - catchA);
261
+ cov = catchA + cov * (1.0 - catchA);
262
+ // Surface over shadow.
270
263
  pm = baseColor * surfA + pm * (1.0 - surfA);
271
264
  cov = surfA + cov * (1.0 - surfA);
272
- // The reflection over the surface, at full strength whatever the opacity.
273
- pm = reflShadowed * mirrA + pm * (1.0 - mirrA);
274
- cov = mirrA + cov * (1.0 - mirrA);
275
265
  // Grid over surface. Unshadowed, as it has always been — a painted line reads
276
266
  // as paint, and darkening it was never what the mix did either.
277
267
  pm = material.gridLineColor * gridA + pm * (1.0 - gridA);
@@ -1,147 +0,0 @@
1
- import { type Rigidbody } from "./types";
2
- import type { Skinning } from "../model";
3
- /**
4
- * Supplementary colliders fitted to the mesh a PMX rigid body fails to cover.
5
- *
6
- * PMX body proxies are bodies of revolution — 下半身 is a capsule lying
7
- * transversely across the hips, so its cross-section is a circle. A pelvis seen
8
- * from the side is not a circle, and across every rig measured the butt sits
9
- * 0.18–0.71 units OUTSIDE that capsule while the front is flush or inside. That
10
- * gap is where a skirt goes through a character: the cloth is resting correctly
11
- * on the collider it was given, and the collider stops half a unit short of the
12
- * skin.
13
- *
14
- * A rest offset cannot close it (see RigidBodyStore.restOffset) — it is one
15
- * scalar on a radially symmetric shape, and the error is asymmetric. Measured
16
- * on 托特's run cycle, the offset that clears the butt is 0.5, which is simply
17
- * the size of the missing geometry, and at that value the skirt stands off the
18
- * front and hips by the same 0.5.
19
- *
20
- * So fit the missing piece instead: take each bone-following body's own skinned
21
- * vertices, find the ones that escape its shape in a concentrated lobe, and fit
22
- * a capsule to that lobe. That is the fix riggers apply by hand, derived from
23
- * the mesh rather than guessed.
24
- *
25
- * Measured on 托特's run cycle, counting butt vertices swallowed by a cloth
26
- * body: 32.4 per frame with nothing, 30.9 with a 0.02 rest offset, 12.4 with
27
- * this pass, 10.4 with both.
28
- */
29
- export interface AutoFitOptions {
30
- /** A vertex counts as protruding past this much (model units). Below it the
31
- * mesh is within authoring tolerance of the proxy and needs no help. */
32
- minProtrusion?: number;
33
- /**
34
- * Ignore vertices further out than this multiple of the source shape's
35
- * RADIUS (its smallest characteristic dimension).
36
- *
37
- * A coarse first cut at keeping hair and loose clothing out — anything
38
- * standing further off the proxy than the proxy is wide is not skin. The
39
- * discriminator that actually does the work is minConcentration.
40
- */
41
- maxProtrusionRatio?: number;
42
- /** Fewer protruding vertices than this and it is a spike, not a region. */
43
- minVertices?: number;
44
- /**
45
- * Per-axis quantile the fitted lobe's extent is clipped to, each end. A
46
- * handful of stray vertices (a weight-painting slip, a seam) would otherwise
47
- * stretch the capsule far past the surface everyone can see.
48
- */
49
- quantile?: number;
50
- /** Skip the fit unless the capsule actually reaches this far past what is
51
- * already covered — otherwise it adds solver rows for nothing. */
52
- minGain?: number;
53
- /** How tightly the kept lobe's outward directions must agree, 0–1. A loose
54
- * sanity check; the real discriminator is minConcentration. */
55
- minDirectionality?: number;
56
- /** Vertices outside the dominant lobe, by this cosine, are not part of the
57
- * feature being fitted. */
58
- lobeCos?: number;
59
- /**
60
- * How much deeper the fitted lobe must be than protrusion typically is on
61
- * this body, averaged over the vertices that protrude at all.
62
- *
63
- * This is the guard that separates "the proxy is missing a lobe" from "the
64
- * proxy is not a proxy for this mesh at all". A pelvis escapes its capsule by
65
- * 0.53 at the back and 0.14 at the front, so the back lobe stands well clear
66
- * of the average. Hair escapes the skull by a similar depth in every
67
- * direction, so its deepest lobe is no deeper than typical and the ratio sits
68
- * near 1. See the note at the meanProtrusion computation for what this
69
- * deliberately refuses to fit.
70
- *
71
- * Without it the pass fits the hairstyle — measured on 托特, 頭 reports
72
- * 3653 of 4669 vertices outside its capsule, and the fitted shape was a crate
73
- * around the whole head. No threshold on depth or vertex count tells those
74
- * two cases apart; concentration does.
75
- */
76
- minConcentration?: number;
77
- /**
78
- * How many capsules may be fitted to one body, each against what the previous
79
- * ones already cover.
80
- *
81
- * One capsule inscribed in a lobe does not fill it — on 托特's butt a single
82
- * fit removed 58% of the clipping and left the rest at the edges the capsule
83
- * could not reach. Each further pass re-measures protrusion against the
84
- * original shape UNION everything fitted so far, so it lands on whatever is
85
- * still exposed instead of re-fitting the same bulge.
86
- */
87
- maxShapesPerBody?: number;
88
- /**
89
- * Quantile of the lobe's perpendicular spread used as the capsule radius.
90
- *
91
- * The clip-versus-float dial, and the one to reach for if a result looks
92
- * wrong. Lower hugs the body: less standoff in idle, more clipping left. 1.0
93
- * encloses the lobe entirely, which is what produced a visibly hovering
94
- * skirt on 托特.
95
- */
96
- radiusQuantile?: number;
97
- /**
98
- * Fit only the deepest part of each lobe: points at least this fraction of
99
- * the lobe's own maximum protrusion.
100
- *
101
- * A lobe tapers to nothing at its edges, and a capsule sized to span the
102
- * whole thing has to be fat enough to reach the edges too. Fitting the deep
103
- * core keeps each capsule small and lets a later pass handle the shallows
104
- * with its own, which is both tighter and closer to what the surface is
105
- * actually doing.
106
- */
107
- lobeDepthFraction?: number;
108
- }
109
- /** What the pass decided for one source body — surfaced so a rig can be
110
- * inspected rather than silently rebuilt underneath its author. */
111
- export interface AutoFitResult {
112
- /** Index of the body in the input array that this supplements. */
113
- sourceIndex: number;
114
- sourceName: string;
115
- /** Vertices dominated by that body's bone, and how many were outside it. */
116
- vertexCount: number;
117
- protrudingCount: number;
118
- /** Furthest any kept vertex sat outside the source shape. */
119
- maxProtrusion: number;
120
- /** How far the fitted capsule reaches past what was already covered. */
121
- gain: number;
122
- /** Length of the kept lobe's mean outward direction, 0–1. */
123
- directionality: number;
124
- /** Lobe depth over the body's average protrusion. See minConcentration. */
125
- concentration: number;
126
- /**
127
- * Furthest the capsule's newly exposed surface sits from the skin it was
128
- * fitted to — the amount cloth resting on it will stand off the body at the
129
- * worst point, and the number to watch if a result looks puffy. Only the part
130
- * reaching outside the source shape is measured; the rest is buried.
131
- */
132
- overshoot: number;
133
- body: Rigidbody;
134
- }
135
- /**
136
- * Fit supplementary colliders for every bone-following body whose own mesh
137
- * escapes it.
138
- *
139
- * `vertices` is the model's interleaved vertex buffer (stride 8, position
140
- * first) and `skinning` its joints/weights — both in PMX bind pose, the same
141
- * space as `shapePosition` / `shapeRotation`, so nothing has to be skinned.
142
- *
143
- * Returns one entry per body it chose to supplement; the caller appends
144
- * `.body` to the rigid body list before constructing RezePhysics.
145
- */
146
- export declare function fitSupplementaryColliders(rigidbodies: Rigidbody[], vertices: Float32Array, skinning: Skinning, options?: AutoFitOptions): AutoFitResult[];
147
- //# sourceMappingURL=autofit.d.ts.map
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