reze-engine 0.50.2 → 0.50.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/engine.d.ts +57 -5
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +107 -45
- package/dist/physics-debug.d.ts +30 -0
- package/dist/physics-debug.d.ts.map +1 -0
- package/dist/physics-debug.js +526 -0
- package/dist/shaders/materials/body.d.ts +2 -0
- package/dist/shaders/materials/body.d.ts.map +1 -0
- package/dist/shaders/materials/body.js +95 -0
- package/dist/shaders/materials/cloth_rough.d.ts +2 -0
- package/dist/shaders/materials/cloth_rough.d.ts.map +1 -0
- package/dist/shaders/materials/cloth_rough.js +69 -0
- package/dist/shaders/materials/cloth_smooth.d.ts +2 -0
- package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -0
- package/dist/shaders/materials/cloth_smooth.js +61 -0
- package/dist/shaders/materials/default.d.ts +2 -0
- package/dist/shaders/materials/default.d.ts.map +1 -0
- package/dist/shaders/materials/default.js +43 -0
- package/dist/shaders/materials/eye.d.ts +2 -0
- package/dist/shaders/materials/eye.d.ts.map +1 -0
- package/dist/shaders/materials/eye.js +60 -0
- package/dist/shaders/materials/face.d.ts +2 -0
- package/dist/shaders/materials/face.d.ts.map +1 -0
- package/dist/shaders/materials/face.js +95 -0
- package/dist/shaders/materials/hair.d.ts +2 -0
- package/dist/shaders/materials/hair.d.ts.map +1 -0
- package/dist/shaders/materials/hair.js +90 -0
- package/dist/shaders/materials/metal.d.ts +2 -0
- package/dist/shaders/materials/metal.d.ts.map +1 -0
- package/dist/shaders/materials/metal.js +77 -0
- package/dist/shaders/materials/mmd_classic.d.ts +2 -0
- package/dist/shaders/materials/mmd_classic.d.ts.map +1 -0
- package/dist/shaders/materials/mmd_classic.js +66 -0
- package/dist/shaders/materials/stockings.d.ts +2 -0
- package/dist/shaders/materials/stockings.d.ts.map +1 -0
- package/dist/shaders/materials/stockings.js +122 -0
- package/dist/shaders/passes/ground.d.ts.map +1 -1
- package/dist/shaders/passes/ground.js +12 -22
- package/dist/shaders/passes/physics-debug.d.ts +2 -0
- package/dist/shaders/passes/physics-debug.d.ts.map +1 -0
- package/dist/shaders/passes/physics-debug.js +69 -0
- package/package.json +2 -2
- package/src/engine.ts +113 -44
- package/src/shaders/passes/ground.ts +12 -22
- package/dist/physics/autofit.d.ts +0 -147
- package/dist/physics/autofit.d.ts.map +0 -1
- package/dist/physics/autofit.js +0 -501
- package/dist/shaders/passes/field-blit.d.ts +0 -26
- package/dist/shaders/passes/field-blit.d.ts.map +0 -1
- package/dist/shaders/passes/field-blit.js +0 -65
- package/dist/shaders/passes/ground-noise.d.ts +0 -7
- package/dist/shaders/passes/ground-noise.d.ts.map +0 -1
- package/dist/shaders/passes/ground-noise.js +0 -88
- package/dist/shaders/passes/sim.d.ts +0 -34
- package/dist/shaders/passes/sim.d.ts.map +0 -1
- package/dist/shaders/passes/sim.js +0 -169
- package/dist/shaders/score-api.d.ts +0 -10
- package/dist/shaders/score-api.d.ts.map +0 -1
- package/dist/shaders/score-api.js +0 -114
package/dist/physics/autofit.js
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import { Vec3, Quat, Mat4 } from "../math";
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import { RigidbodyShape, RigidbodyType } from "./types";
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const DEFAULTS = {
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minProtrusion: 0.05,
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maxProtrusionRatio: 1.0,
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minVertices: 24,
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quantile: 0.02,
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minGain: 0.1,
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minDirectionality: 0.5,
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lobeCos: 0.5,
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minConcentration: 1.3,
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maxShapesPerBody: 3,
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radiusQuantile: 0.5,
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lobeDepthFraction: 0.45,
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};
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const VERTEX_STRIDE = 8;
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/**
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* Fit supplementary colliders for every bone-following body whose own mesh
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* escapes it.
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*
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* `vertices` is the model's interleaved vertex buffer (stride 8, position
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* first) and `skinning` its joints/weights — both in PMX bind pose, the same
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* space as `shapePosition` / `shapeRotation`, so nothing has to be skinned.
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*
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* Returns one entry per body it chose to supplement; the caller appends
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* `.body` to the rigid body list before constructing RezePhysics.
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*/
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export function fitSupplementaryColliders(rigidbodies, vertices, skinning, options = {}) {
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const opt = { ...DEFAULTS, ...options };
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const vertexCount = vertices.length / VERTEX_STRIDE;
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if (vertexCount === 0)
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return [];
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// Bucket vertices by their dominant bone once. Every body then reads only the
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// mesh it stands in for, instead of the pass being O(bodies × vertices).
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const byBone = new Map();
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for (let i = 0; i < vertexCount; i++) {
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let bestW = -1;
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let bestB = -1;
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for (let k = 0; k < 4; k++) {
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const w = skinning.weights[i * 4 + k];
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if (w > bestW) {
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bestW = w;
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bestB = skinning.joints[i * 4 + k];
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}
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}
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if (bestB < 0)
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continue;
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const list = byBone.get(bestB);
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if (list === undefined)
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byBone.set(bestB, [i]);
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else
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list.push(i);
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}
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const out = [];
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for (let b = 0; b < rigidbodies.length; b++) {
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const rb = rigidbodies[b];
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// Only bone-following proxies. A dynamic body IS the cloth — it has no
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// skinned surface of its own to escape from.
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if (rb.type === RigidbodyType.Dynamic && rb.mass > 0)
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continue;
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if (rb.boneIndex < 0)
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continue;
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const owned = byBone.get(rb.boneIndex);
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if (owned === undefined || owned.length < opt.minVertices)
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continue;
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// Fit repeatedly, each pass measuring against what the earlier ones cover.
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const covered = [];
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for (let pass = 0; pass < opt.maxShapesPerBody; pass++) {
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const fitted = fitOne(rb, b, owned, vertices, opt, covered);
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if (fitted === null)
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break;
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covered.push(fitted.local);
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out.push(fitted.result);
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}
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}
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return out;
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}
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// Scratch, reused across bodies.
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const _local = [];
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function fitOne(rb, index, owned, vertices, opt, covered) {
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const q = Quat.fromEuler(rb.shapeRotation.x, rb.shapeRotation.y, rb.shapeRotation.z);
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const radius = shapeRadius(rb);
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if (radius <= 0)
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return null;
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const maxProtrusion = radius * opt.maxProtrusionRatio;
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// Collect protruding vertices in the SOURCE BODY's local frame. Working in
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// that frame rather than the bone's means the fitted box inherits the
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// proxy's own orientation, which is already aligned with the limb — no
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// covariance fit, and no second convention to keep straight.
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//
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// Each one is stored with the direction it escapes in (the gradient of the
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// signed distance), because which way the mesh escapes is what decides
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// whether this is a feature worth fitting at all.
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_local.length = 0;
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let deepest = 0;
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let seedX = 0, seedY = 1, seedZ = 0;
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let sumProtrusion = 0;
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for (let n = 0; n < owned.length; n++) {
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const o = owned[n] * VERTEX_STRIDE;
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_v.x = vertices[o] - rb.shapePosition.x;
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_v.y = vertices[o + 1] - rb.shapePosition.y;
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_v.z = vertices[o + 2] - rb.shapePosition.z;
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// Into the body's local frame: rotate by the conjugate.
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Quat.rotateVecInvInto(q, _v, _r);
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const px = _r.x, py = _r.y, pz = _r.z;
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const sd = coveredSignedDistance(rb, covered, px, py, pz);
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if (sd <= opt.minProtrusion || sd > maxProtrusion)
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continue;
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coveredOutwardDir(rb, covered, px, py, pz, _r);
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// Seed the lobe on the DEEPEST vertex, not the mean direction. A pelvis
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// escapes its capsule at the back by 0.53 and at the front by 0.14, so the
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// mean cancels below any usable threshold and the butt — the whole point —
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// is never fitted. The deepest point is always ON the feature.
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if (sd > deepest) {
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deepest = sd;
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seedX = _r.x;
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seedY = _r.y;
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seedZ = _r.z;
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}
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sumProtrusion += sd;
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_local.push(px, py, pz, _r.x, _r.y, _r.z, sd);
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}
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let found = _local.length / 7;
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if (found < opt.minVertices)
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return null;
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// Averaged over the PROTRUDING vertices, deliberately — the question being
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// asked is "is the deepest lobe deeper than protrusion typically is on this
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// body", which is exactly the test that separates a butt from a hairstyle.
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//
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// Averaging over all the body's vertices instead was tried and is worse: it
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// lifts every ratio, and measured on 托特 it scored the head's hair (2.4–4.2)
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// ABOVE the pelvis (2.85), so no threshold could separate them and the pass
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// fitted 33 bodies including three around the hair.
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//
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// The known blind spot is a mesh that escapes in exactly one place at uniform
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// depth: the lobe IS the whole protruding set, so the ratio is 1 and nothing
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// is fitted. Real skin always has a gradient, and for a pass that adds bodies
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// to someone else's rig, declining when the evidence is ambiguous is the
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// right way to be wrong.
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const meanProtrusion = sumProtrusion / found;
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// Settle the lobe axis: take everything within lobeCos of the seed, recentre
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// on that set's depth-weighted mean direction, repeat. Two passes is enough —
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// the seed already sits on the feature, this only centres it.
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let mdx = seedX, mdy = seedY, mdz = seedZ;
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for (let pass = 0; pass < 2; pass++) {
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let ax = 0, ay = 0, az = 0;
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for (let i = 0; i < found; i++) {
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const s = i * 7;
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if (_local[s + 3] * mdx + _local[s + 4] * mdy + _local[s + 5] * mdz < opt.lobeCos)
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continue;
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const wgt = _local[s + 6];
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ax += _local[s + 3] * wgt;
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ay += _local[s + 4] * wgt;
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az += _local[s + 5] * wgt;
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}
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const len = Math.sqrt(ax * ax + ay * ay + az * az);
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if (len < 1e-9)
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break;
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mdx = ax / len;
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mdy = ay / len;
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mdz = az / len;
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}
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// Keep only the lobe. Fitting the whole protruding shell would wrap the limb
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// and put box corners out in open air on the side that was already covered.
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// Depth floor for the lobe's core, relative to the deepest point IN the lobe
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// (not the body's overall deepest, which may sit in a different direction).
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let lobeDeepest = 0;
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for (let i = 0; i < found; i++) {
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const s = i * 7;
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if (_local[s + 3] * mdx + _local[s + 4] * mdy + _local[s + 5] * mdz < opt.lobeCos)
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continue;
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if (_local[s + 6] > lobeDeepest)
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lobeDeepest = _local[s + 6];
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}
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const depthFloor = lobeDeepest * opt.lobeDepthFraction;
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let w = 0;
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let lobeSum = 0;
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let dirX = 0, dirY = 0, dirZ = 0;
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for (let i = 0; i < found; i++) {
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const s = i * 7;
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if (_local[s + 3] * mdx + _local[s + 4] * mdy + _local[s + 5] * mdz < opt.lobeCos)
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continue;
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if (_local[s + 6] < depthFloor)
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continue;
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lobeSum += _local[s + 6];
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dirX += _local[s + 3];
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dirY += _local[s + 4];
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dirZ += _local[s + 5];
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_local[w * 3 + 0] = _local[s + 0];
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_local[w * 3 + 1] = _local[s + 1];
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_local[w * 3 + 2] = _local[s + 2];
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w++;
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}
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found = w;
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if (found < opt.minVertices)
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return null;
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// Concentration: is this lobe actually a FEATURE, or is the whole mesh
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// uniformly outside its proxy? Hair around a skull escapes by a similar depth
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// in every direction, so its deepest lobe is no deeper than typical and the
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// ratio sits near 1. A butt is markedly deeper than the pelvis average. This
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// is what stops the pass from boxing a hairstyle.
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//
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// Only the FIRST pass is judged on it. The question it answers — is this
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// proxy standing in for this mesh at all — is settled once per body. Later
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// passes are filling in what the first capsule could not reach, and by then
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// the remaining protrusion is evenly spread by construction, so re-applying
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// the test would reject every one of them and cap coverage at a single
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// capsule. They still have to clear minGain and the vertex count.
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const concentration = meanProtrusion > 1e-6 ? lobeSum / found / meanProtrusion : 0;
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if (covered.length === 0 && concentration < opt.minConcentration)
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return null;
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const directionality = Math.sqrt(dirX * dirX + dirY * dirY + dirZ * dirZ) / found;
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if (directionality < opt.minDirectionality)
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return null;
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// Quantile-clipped extent per axis.
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const lo = [0, 0, 0];
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const hi = [0, 0, 0];
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const axis = new Array(found);
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for (let a = 0; a < 3; a++) {
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for (let i = 0; i < found; i++)
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axis[i] = _local[i * 3 + a];
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axis.sort((x, y) => x - y);
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const k = Math.min(found - 1, Math.floor(found * opt.quantile));
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lo[a] = axis[k];
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hi[a] = axis[found - 1 - k];
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}
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const hx = (hi[0] - lo[0]) * 0.5;
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const hy = (hi[1] - lo[1]) * 0.5;
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const hz = (hi[2] - lo[2]) * 0.5;
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if (hx <= 0 || hy <= 0 || hz <= 0)
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return null;
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const cx = (hi[0] + lo[0]) * 0.5;
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const cy = (hi[1] + lo[1]) * 0.5;
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const cz = (hi[2] + lo[2]) * 0.5;
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// Fit a CAPSULE, not a box, and keep the source body's own orientation.
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//
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// A box fitted to a curved lobe puts its eight corners out in open air — on
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// 托特's butt the worst corner measured 0.81 units from the nearest skin
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|
-
// 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);
|
|
@@ -1,26 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* The field layer, drawn INTO the scene.
|
|
3
|
-
*
|
|
4
|
-
* Field effects render into their own targets at their own resolution — that
|
|
5
|
-
* part was always right. What was wrong was where the result landed: the
|
|
6
|
-
* composite sampled it AFTER tone mapping, which is why a field effect could
|
|
7
|
-
* never bloom, could never light anything, and tone mapped differently from the
|
|
8
|
-
* particle and ribbon mounts drawing the same kind of glow.
|
|
9
|
-
*
|
|
10
|
-
* Two draws inside the scene pass — background before any geometry, foreground
|
|
11
|
-
* after all of it — so the bloom pyramid sees field effects and one tone map
|
|
12
|
-
* covers the whole frame.
|
|
13
|
-
*
|
|
14
|
-
* NO DEPTH, neither written nor tested. A foreground is handed the scene's
|
|
15
|
-
* depth as a parameter and does its own occlusion; testing it here would
|
|
16
|
-
* occlude it a second time, and a background has nothing to test against.
|
|
17
|
-
*
|
|
18
|
-
* COVERAGE IS CLAMPED HERE. Additive field effects SUM their coverage into the
|
|
19
|
-
* layer (see FIELD_LAYER_BLEND_ADDITIVE), which is what stops the composite's
|
|
20
|
-
* unpremultiply from dividing colour by nothing — but N additive effects can
|
|
21
|
-
* sum past 1, and the layer is rgba16float so nothing stopped it on the way in.
|
|
22
|
-
* A coverage above 1 would darken what the layer is drawn over by more than
|
|
23
|
-
* fully covering it.
|
|
24
|
-
*/
|
|
25
|
-
export declare function fieldBlitShaderWgsl(): string;
|
|
26
|
-
//# sourceMappingURL=field-blit.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"field-blit.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/field-blit.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,wBAAgB,mBAAmB,IAAI,MAAM,CAuC5C"}
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import { sceneFsOutWgsl } from "./scene-contract";
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/**
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* The field layer, drawn INTO the scene.
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*
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* Field effects render into their own targets at their own resolution — that
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* part was always right. What was wrong was where the result landed: the
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* composite sampled it AFTER tone mapping, which is why a field effect could
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* never bloom, could never light anything, and tone mapped differently from the
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* particle and ribbon mounts drawing the same kind of glow.
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*
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* Two draws inside the scene pass — background before any geometry, foreground
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* after all of it — so the bloom pyramid sees field effects and one tone map
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* covers the whole frame.
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*
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* NO DEPTH, neither written nor tested. A foreground is handed the scene's
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* depth as a parameter and does its own occlusion; testing it here would
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* occlude it a second time, and a background has nothing to test against.
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*
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* COVERAGE IS CLAMPED HERE. Additive field effects SUM their coverage into the
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* layer (see FIELD_LAYER_BLEND_ADDITIVE), which is what stops the composite's
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* unpremultiply from dividing colour by nothing — but N additive effects can
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* sum past 1, and the layer is rgba16float so nothing stopped it on the way in.
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* A coverage above 1 would darken what the layer is drawn over by more than
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* fully covering it.
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*/
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export function fieldBlitShaderWgsl() {
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return /* wgsl */ `
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@group(0) @binding(0) var _rzLayer: texture_2d<f32>;
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@group(0) @binding(1) var _rzLayerSamp: sampler;
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// (bloom, _, fullW, fullH). The size is the SCENE target's, not the layer's:
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// the layer is often half resolution, and normalised uv is what makes that
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// invisible.
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@group(0) @binding(2) var<uniform> _rzBlitU: vec4f;
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@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
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let x = f32((vi & 1u) << 2u) - 1.0;
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let y = f32((vi & 2u) << 1u) - 1.0;
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return vec4f(x, y, 0.0, 1.0);
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}
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${sceneFsOutWgsl()}
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@fragment fn fs(@builtin(position) fragCoord: vec4f) -> FSOut {
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var out: FSOut;
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// Bilinear, because the layer is usually half resolution and the whole point
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// of that choice is that low-frequency effects upsample invisibly.
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let uv = fragCoord.xy / max(_rzBlitU.zw, vec2f(1.0));
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let c = textureSampleLevel(_rzLayer, _rzLayerSamp, uv, 0.0);
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let cov = clamp(c.a, 0.0, 1.0);
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// PREMULTIPLIED, and blitted with a premultiplied-over blend — the field
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// targets have been premultiplied since N effects had to compose into them
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// associatively. Handing this to the material blend would scale rgb by alpha
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// a second time and every layer would come out dark.
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out.color = vec4f(max(c.rgb, vec3f(0.0)), cov);
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// The aux target: bloom mask, then coverage. THIS is what finally makes
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// // @bloom mean something on a field effect — the flag has been parsed and
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// ignored for every mount but particles and ribbons, which is the kind of
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// author-surface lie the install-time guards exist to kill.
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//
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// The mask is written UNWEIGHTED and the blend weights it by src.a — the
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// convention the materials already follow (they write vec4f(1, 1, 0, alpha)).
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out.mask = vec4f(_rzBlitU.x, 1.0, 0.0, cov);
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return out;
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}
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`;
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}
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@@ -1,7 +0,0 @@
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/**
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* The tile as 8-bit luminance, plus its mip chain (box-filtered, which is exact
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* for a repeating texture). Mips are the point as much as the speed: procedural
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* noise has no mip chain, so at grazing angles it shimmered.
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*/
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export declare function buildGroundNoiseMips(): Uint8Array[];
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//# sourceMappingURL=ground-noise.d.ts.map
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@@ -1 +0,0 @@
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{"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"}
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