reze-engine 0.54.16 → 0.55.0
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 +210 -0
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +1063 -11
- package/dist/graph/presets/pool_floor.d.ts +3 -0
- package/dist/graph/presets/pool_floor.d.ts.map +1 -0
- package/dist/graph/presets/pool_floor.js +42 -0
- package/dist/graph/presets/water.d.ts +3 -0
- package/dist/graph/presets/water.d.ts.map +1 -0
- package/dist/graph/presets/water.js +31 -0
- package/dist/index.d.ts +3 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +8 -0
- package/dist/model.d.ts.map +1 -1
- package/dist/model.js +10 -0
- package/dist/overlay.d.ts +200 -0
- package/dist/overlay.d.ts.map +1 -0
- package/dist/overlay.js +806 -0
- package/dist/physics/autofit.d.ts +147 -0
- package/dist/physics/autofit.d.ts.map +1 -0
- package/dist/physics/autofit.js +501 -0
- package/dist/pmx-document.d.ts +218 -0
- package/dist/pmx-document.d.ts.map +1 -0
- package/dist/pmx-document.js +685 -0
- package/dist/shaders/passes/field-blit.d.ts +26 -0
- package/dist/shaders/passes/field-blit.d.ts.map +1 -0
- package/dist/shaders/passes/field-blit.js +65 -0
- package/dist/shaders/passes/ground-noise.d.ts +7 -0
- package/dist/shaders/passes/ground-noise.d.ts.map +1 -0
- package/dist/shaders/passes/ground-noise.js +88 -0
- package/dist/shaders/passes/overlay.d.ts +3 -0
- package/dist/shaders/passes/overlay.d.ts.map +1 -0
- package/dist/shaders/passes/overlay.js +164 -0
- package/dist/shaders/passes/sim.d.ts +34 -0
- package/dist/shaders/passes/sim.d.ts.map +1 -0
- package/dist/shaders/passes/sim.js +169 -0
- package/dist/shaders/passes/wireframe.d.ts +2 -0
- package/dist/shaders/passes/wireframe.d.ts.map +1 -0
- package/dist/shaders/passes/wireframe.js +107 -0
- package/dist/shaders/score-api.d.ts +10 -0
- package/dist/shaders/score-api.d.ts.map +1 -0
- package/dist/shaders/score-api.js +114 -0
- package/package.json +1 -1
- package/src/engine.ts +1147 -13
- package/src/index.ts +50 -0
- package/src/model.ts +9 -0
- package/src/overlay.ts +1000 -0
- package/src/pmx-document.ts +882 -0
- package/src/shaders/passes/overlay.ts +166 -0
- package/src/shaders/passes/wireframe.ts +108 -0
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{"version":3,"file":"pool_floor.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/pool_floor.ts"],"names":[],"mappings":"AAaA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,gBAAgB,EAAE,WA6B9B,CAAA"}
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// Pool floor — the tiled bottom seen through water, with caustics on it.
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//
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// The other half of a pool, and the half that does most of the work. A water
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// surface can be tuned for a long time without the shot reading as a pool;
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// putting the focused-light web on the FLOOR is what settles it, because that
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// is the cue a photograph actually carries. It is a floor material, so it is
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// applied to the tile under the water rather than to the water itself.
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//
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// Caustics land between the albedo and the shading deliberately: they are
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// light, so they should still be dimmed by the floor's own shadow rather than
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// glowing through it. That is the difference between water-focused sun and a
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// decal.
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export const POOL_FLOOR_GRAPH = {
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version: 1,
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name: "Pool floor",
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tags: ["stage", "water", "pool"],
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nodes: [
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{ id: "tex", type: "texture" },
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{ id: "mat", type: "material_diffuse" },
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{ id: "base", type: "mix/multiply", inputs: { fac: 1.0 } },
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{ id: "caust", type: "caustics" },
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{
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id: "principled",
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type: "principled",
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inputs: { metallic: 0.0, specular_ior_level: 0.4, roughness: 0.45, spec_clamp: 10.0, sheen_weight: 0.0, sheen_tint: 0.0 },
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},
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],
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links: [
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{ from: { node: "tex", socket: "color" }, to: { node: "base", socket: "a" } },
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{ from: { node: "mat", socket: "color" }, to: { node: "base", socket: "b" } },
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{ from: { node: "base", socket: "color" }, to: { node: "caust", socket: "color" } },
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{ from: { node: "caust", socket: "color" }, to: { node: "principled", socket: "base_color" } },
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],
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output: { node: "principled", socket: "color" },
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params: [
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{ id: "tint", label: "Light tint", target: { node: "caust", socket: "tint" }, kind: "color", default: [1.0, 1.0, 1.0] },
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{ id: "scale", label: "Caustic scale", target: { node: "caust", socket: "scale" }, kind: "float", min: 0.01, max: 1, default: 0.12 },
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{ id: "speed", label: "Caustic speed", target: { node: "caust", socket: "speed" }, kind: "float", min: 0, max: 1, default: 0.15 },
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{ id: "strength", label: "Caustic strength", target: { node: "caust", socket: "strength" }, kind: "float", min: 0, max: 3, default: 0.6 },
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{ id: "fade", label: "Depth fade", target: { node: "caust", socket: "fade" }, kind: "float", min: 1, max: 200, default: 30 },
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],
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};
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{"version":3,"file":"water.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/water.ts"],"names":[],"mappings":"AAeA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,WAAW,EAAE,WAgBzB,CAAA"}
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// Water — a planar reflection, rippled, seen through Fresnel.
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//
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// Put a stage's water materials in a style group carrying this graph and the
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// pool starts reflecting. The reflection itself is the engine's mirror pass,
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// which this is the only graph to read; everything else here is the shaping
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// that keeps it from reading as a mirror laid flat in the floor.
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//
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// The exposed params are the ones worth a slider while judging a shot. Scale
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// and speed are the ripple; a real pool's surface is slow and broad, so both
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// defaults sit low. Tint is the water's own colour — a game rip carries that
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// in its material, and the converter hands it straight over.
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//
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// How see-through the water is belongs to the MATERIAL's alpha, not to this
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// graph, which is where every other group's coverage comes from too.
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export const WATER_GRAPH = {
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version: 1,
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name: "Water",
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tags: ["water", "stage"],
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nodes: [{ id: "water", type: "water" }],
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links: [],
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output: { node: "water", socket: "color" },
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params: [
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{ id: "tint", label: "Tint", target: { node: "water", socket: "tint" }, kind: "color", default: [0.04, 0.62, 0.66] },
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{ id: "scale", label: "Ripple scale", target: { node: "water", socket: "scale" }, kind: "float", min: 0.01, max: 1, default: 0.18 },
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{ id: "speed", label: "Ripple speed", target: { node: "water", socket: "speed" }, kind: "float", min: 0, max: 1, default: 0.12 },
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{ id: "strength", label: "Ripple depth", target: { node: "water", socket: "strength" }, kind: "float", min: 0, max: 2, default: 0.7 },
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{ id: "blur", label: "Reflection blur", target: { node: "water", socket: "blur" }, kind: "float", min: 0, max: 1, default: 0.25 },
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{ id: "mirroring", label: "Mirroring", target: { node: "water", socket: "mirroring" }, kind: "float", min: 0, max: 1, default: 0.20 },
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{ id: "sparkle", label: "Sparkle", target: { node: "water", socket: "sparkle" }, kind: "float", min: 0, max: 4, default: 1.0 },
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],
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};
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package/dist/index.d.ts
CHANGED
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export { VMDLoader, DEFAULT_CAMERA_INTERPOLATION, type CameraKeyframe, type IkFrame } from "./vmd-loader";
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export { VMDWriter, type VmdTrackSelection } from "./vmd-writer";
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export { PmxLoader } from "./pmx-loader";
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export { readPmxDocument, writePmxDocument, type PmxDocument, type PmxGlobals, type PmxEncoding, type PmxVertex, type PmxWeightType, type PmxMaterial, type PmxBone, type PmxIkLink, type PmxMorph, type PmxMorphOffset, type PmxDisplayFrame, type PmxRigidbody, type PmxJoint, } from "./pmx-document";
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export { CameraAnimation, type CameraPose } from "./camera-animation";
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export { RezePhysics } from "./physics";
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export type { WindOptions } from "./physics/world";
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export { RigidbodyShape, RigidbodyType, type Rigidbody, type Joint } from "./physics/types";
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export { boneOverlay, boneMarkerPositions, rigidbodyOverlay, jointOverlay, buildOverlayShapes, lineBetween, writeOverlayInstance, OVERLAY_SHAPES, OVERLAY_INSTANCE_FLOATS, OVERLAY_VERTEX_FLOATS, DEFAULT_BONE_PALETTE, DEFAULT_RIGIDBODY_PALETTE, DEFAULT_JOINT_PALETTE, DEFAULT_VERTEX_COLOR, OVERLAY_STYLE, type OverlayPrimitive, type OverlayShape, type OverlayGeometry, type BoneOverlayOptions, type BoneClass, type RigidbodyOverlayOptions, type RigidbodyClass, type JointOverlayOptions, type RGBA, type Vec3Tuple, } from "./overlay";
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//# sourceMappingURL=index.d.ts.map
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package/dist/index.d.ts.map
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,8BAA8B,EAC9B,sBAAsB,EACtB,qBAAqB,EACrB,KAAK,mBAAmB,EACxB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,mBAAmB,EACxB,KAAK,oBAAoB,EACzB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,aAAa,EAClB,KAAK,aAAa,EAClB,KAAK,gBAAgB,EACrB,KAAK,YAAY,EACjB,KAAK,eAAe,EACpB,KAAK,QAAQ,GACd,MAAM,UAAU,CAAA;AACjB,OAAO,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAA;AACvG,OAAO,EAAE,SAAS,EAAE,MAAM,eAAe,CAAA;AAIzC,OAAO,EAAE,QAAQ,EAAE,KAAK,QAAQ,EAAE,MAAM,OAAO,CAAA;AAE/C,OAAO,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,QAAQ,EAAE,KAAK,SAAS,EAAE,KAAK,SAAS,EAAE,MAAM,sBAAsB,CAAA;AAIrH,OAAO,EAAE,gBAAgB,EAAE,KAAK,QAAQ,EAAE,KAAK,UAAU,EAAE,MAAM,eAAe,CAAA;AAIhF,OAAO,EAAE,WAAW,EAAE,KAAK,YAAY,EAAE,KAAK,WAAW,EAAE,MAAM,mBAAmB,CAAA;AACpF,OAAO,EACL,YAAY,EACZ,aAAa,EACb,gBAAgB,EAChB,KAAK,cAAc,EACnB,KAAK,aAAa,EAClB,KAAK,SAAS,GACf,MAAM,iBAAiB,CAAA;AACxB,YAAY,EACV,WAAW,EACX,SAAS,EACT,SAAS,EACT,YAAY,EACZ,WAAW,EACX,UAAU,GACX,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,aAAa,EAAE,KAAK,QAAQ,EAAE,KAAK,KAAK,EAAE,MAAM,kBAAkB,CAAA;AAC3E,OAAO,EAAE,cAAc,EAAE,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC7G,YAAY,EACV,UAAU,EACV,UAAU,EACV,gBAAgB,EAChB,eAAe,EACf,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,qBAAqB,CAAA;AAC5B,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,8BAA8B,CAAA;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAA;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AACnD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAA;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AAInD,OAAO,EACL,eAAe,EACf,eAAe,EACf,cAAc,EACd,cAAc,EACd,KAAK,gBAAgB,EACrB,KAAK,eAAe,GACrB,MAAM,sBAAsB,CAAA;AAC7B,OAAO,EACL,KAAK,EACL,uBAAuB,EACvB,kBAAkB,EAClB,KAAK,aAAa,EAClB,KAAK,iBAAiB,EACtB,KAAK,KAAK,EACV,KAAK,QAAQ,EACb,KAAK,eAAe,EACpB,KAAK,mBAAmB,EACxB,KAAK,aAAa,GACnB,MAAM,SAAS,CAAA;AAChB,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,UAAU,EAAE,MAAM,QAAQ,CAAA;AACrE,YAAY,EACV,aAAa,EACb,oBAAoB,EACpB,iBAAiB,EACjB,UAAU,EACV,YAAY,EACZ,UAAU,EACV,aAAa,EACb,iBAAiB,EACjB,YAAY,GACb,MAAM,aAAa,CAAA;AACpB,OAAO,EACL,oBAAoB,EACpB,KAAK,eAAe,EACpB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,eAAe,EACpB,KAAK,aAAa,EAClB,KAAK,gBAAgB,EACrB,KAAK,aAAa,GACnB,MAAM,cAAc,CAAA;AACrB,OAAO,EAAE,qBAAqB,EAAE,KAAK,YAAY,EAAE,KAAK,iBAAiB,EAAE,KAAK,mBAAmB,EAAE,MAAM,iBAAiB,CAAA;AAC5H,OAAO,EACL,GAAG,EACH,iBAAiB,EACjB,wBAAwB,EACxB,mCAAmC,GACpC,MAAM,aAAa,CAAA;AACpB,OAAO,EAAE,SAAS,EAAE,4BAA4B,EAAE,KAAK,cAAc,EAAE,KAAK,OAAO,EAAE,MAAM,cAAc,CAAA;AACzG,OAAO,EAAE,SAAS,EAAE,KAAK,iBAAiB,EAAE,MAAM,cAAc,CAAA;AAChE,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAA;
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|
package/dist/index.js
CHANGED
|
@@ -40,5 +40,13 @@ export { FPS, bezierInterpolate, interpolateControlPoints, rawInterpolationToBon
|
|
|
40
40
|
export { VMDLoader, DEFAULT_CAMERA_INTERPOLATION } from "./vmd-loader";
|
|
41
41
|
export { VMDWriter } from "./vmd-writer";
|
|
42
42
|
export { PmxLoader } from "./pmx-loader";
|
|
43
|
+
// The PMX file as data, losslessly — separate from Model, which drops everything
|
|
44
|
+
// it does not draw. An editor writes from this; a viewer never touches it.
|
|
45
|
+
export { readPmxDocument, writePmxDocument, } from "./pmx-document";
|
|
43
46
|
export { CameraAnimation } from "./camera-animation";
|
|
44
47
|
export { RezePhysics } from "./physics";
|
|
48
|
+
export { RigidbodyShape, RigidbodyType } from "./physics/types";
|
|
49
|
+
// Editor overlays. The three builders are pure and exported alongside the
|
|
50
|
+
// engine methods that call them, so a host can produce the same list itself —
|
|
51
|
+
// to show it as data, diff two poses, or hit-test it on the CPU.
|
|
52
|
+
export { boneOverlay, boneMarkerPositions, rigidbodyOverlay, jointOverlay, buildOverlayShapes, lineBetween, writeOverlayInstance, OVERLAY_SHAPES, OVERLAY_INSTANCE_FLOATS, OVERLAY_VERTEX_FLOATS, DEFAULT_BONE_PALETTE, DEFAULT_RIGIDBODY_PALETTE, DEFAULT_JOINT_PALETTE, DEFAULT_VERTEX_COLOR, OVERLAY_STYLE, } from "./overlay";
|
package/dist/model.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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1
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/C,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC,CAAC,EAAE,aAAa,KAAK,IAAI,EAAE,OAAO,CAAC,EAAE;QAAE,SAAS,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,MAAM,IAAI;IAc5H,OAAO,CAAC,cAAc;IAYtB;yEACqE;IACrE,OAAO,CAAC,gBAAgB;IAWxB;;;mFAG+E;IAC/E,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,IAAI,CAAC,EAAE,OAAO,CAAA;KAAE,GAAG,OAAO;IAoBjF,KAAK,IAAI,IAAI;IAIb,IAAI,IAAI,IAAI;IAOZ;;uEAEmE;IACnE,cAAc,IAAI,IAAI;IAQtB,IAAI,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAM3B,oBAAoB,IAAI,iBAAiB;IAazC,OAAO,CAAC,MAAM,CAAC,UAAU;IAWzB,OAAO,CAAC,iBAAiB;IAczB;;;;;;OAMG;IACH,OAAO,CAAC,UAAU,CAAoB;IAEtC;8EAC0E;IAC1E,OAAO,CAAC,eAAe;IAevB;;;;8BAI0B;IAC1B,OAAO,CAAC,mBAAmB;IA2C3B,8FAA8F;IAC9F,OAAO,CAAC,gBAAgB;IAkBxB;;;;;;;;;;;;;;;;;OAiBG;IACH,OAAO,CAAC,cAAc;IAetB,OAAO,CAAC,iBAAiB;IAiCzB;;;;yEAIqE;IACrE,OAAO,CAAC,gBAAgB;IAuIxB;sFACkF;IAClF,OAAO,CAAC,YAAY;IAmDpB;;2EAEuE;IACvE,OAAO,CAAC,cAAc;IA0CtB;;;;;;;;;OASG;IACH,MAAM,IAAI,OAAO;IAiBjB,qDAAqD;IACrD,OAAO,CAAC,eAAe;IAQvB,MAAM,CAAC,SAAS,EAAE,MAAM,EAAE,SAAS,UAAO,GAAG,OAAO;IAqGpD,OAAO,CAAC,aAAa;IAyCrB,OAAO,CAAC,aAAa,CAAyB;IAI9C,OAAO,CAAC,4BAA4B;IAsHpC;;;;;;;;;;;;;;;;;OAiBG;IACH,qBAAqB,CAAC,WAAW,EAAE,MAAM,EAAE,GAAG,IAAI;IAkDlD;kFAC8E;IAC9E,oBAAoB,IAAI,MAAM,EAAE;IAIhC;;;;;;;;;;;;;;;OAeG;IACH,kBAAkB,IAAI,IAAI;IA4C1B,oBAAoB,CAAC,MAAM,CAAC,EAAE,UAAU,GAAG,IAAI;CAiGhD"}
|
package/dist/model.js
CHANGED
|
@@ -303,6 +303,16 @@ export class Model {
|
|
|
303
303
|
}
|
|
304
304
|
}
|
|
305
305
|
this.deformOrder = order;
|
|
306
|
+
// The loader leaves `children` empty and says the skeleton build fills it.
|
|
307
|
+
// Nothing did, so every bone read as a leaf — which is what a bone overlay
|
|
308
|
+
// asks first, and why one drew 147 disconnected stubs instead of a rig.
|
|
309
|
+
for (let i = 0; i < n; i++)
|
|
310
|
+
bones[i].children.length = 0;
|
|
311
|
+
for (let i = 0; i < n; i++) {
|
|
312
|
+
const p = bones[i].parentIndex;
|
|
313
|
+
if (p >= 0 && p < n)
|
|
314
|
+
bones[p].children.push(i);
|
|
315
|
+
}
|
|
306
316
|
// Accumulate bind-pose world positions in the same parent-before-child order and
|
|
307
317
|
// with the same add order as the old recursive computeBindPoseWorldPosition, so the
|
|
308
318
|
// downstream arithmetic stays bit-identical.
|
|
@@ -0,0 +1,200 @@
|
|
|
1
|
+
import type { Model } from "./model";
|
|
2
|
+
import type { RezePhysics } from "./physics";
|
|
3
|
+
export type RGBA = readonly [number, number, number, number];
|
|
4
|
+
export type Vec3Tuple = readonly [number, number, number];
|
|
5
|
+
/** The unit wireframes the overlay pass carries, each a list of line segments. */
|
|
6
|
+
export type OverlayShape = "line" | "dashedLine" | "axes" | "circle" | "dot" | "link" | "sphere" | "box" | "capsule" | "solidSphere" | "solidBox" | "solidCapsule";
|
|
7
|
+
export declare const OVERLAY_SHAPES: readonly OverlayShape[];
|
|
8
|
+
/**
|
|
9
|
+
* One wireframe copy. `scale` is in world units and means half-extents for
|
|
10
|
+
* `box`, radius for `sphere` and `capsule`, and (width, length, width) for
|
|
11
|
+
* `line`, `dashedLine` and `axes`.
|
|
12
|
+
*/
|
|
13
|
+
export interface OverlayPrimitive {
|
|
14
|
+
shape: OverlayShape;
|
|
15
|
+
/** World position of the shape's origin. */
|
|
16
|
+
position: Vec3Tuple;
|
|
17
|
+
/** World rotation, quaternion xyzw. Default identity. */
|
|
18
|
+
rotation?: readonly [number, number, number, number];
|
|
19
|
+
/** World-unit size, per the shape's own reading above. 1e-4–1e4. Default [1,1,1]. */
|
|
20
|
+
scale?: Vec3Tuple;
|
|
21
|
+
/** Capsule half-height along local +Y, world units. 0–1e4. Ignored by every
|
|
22
|
+
* other shape. Default 0. */
|
|
23
|
+
extent?: number;
|
|
24
|
+
/** Linear rgba, each 0–1. */
|
|
25
|
+
color: RGBA;
|
|
26
|
+
/** Stroke width in device pixels. Ignored by the filled shapes (`circle`,
|
|
27
|
+
* `dot`), whose weight is in their geometry. Defaults to OVERLAY_STYLE.strokePx. */
|
|
28
|
+
thickness?: number;
|
|
29
|
+
}
|
|
30
|
+
/** The shapes that are solid geometry rather than stroked outlines. They draw
|
|
31
|
+
* through their own pipeline: no depth write, no culling, so a translucent
|
|
32
|
+
* volume reads as a volume and never hides the rig behind it. */
|
|
33
|
+
export declare const OVERLAY_SOLID_SHAPES: ReadonlySet<OverlayShape>;
|
|
34
|
+
/** Floats per instance in the pass's instance stream. */
|
|
35
|
+
export declare const OVERLAY_INSTANCE_FLOATS = 16;
|
|
36
|
+
/** Interleaved pos(3), dir(3), caps(2), side(1), t(1), mode(1) per vertex. */
|
|
37
|
+
export declare const OVERLAY_VERTEX_FLOATS = 11;
|
|
38
|
+
export interface OverlayGeometry {
|
|
39
|
+
vertices: Float32Array<ArrayBuffer>;
|
|
40
|
+
/** Where each shape's vertices start, and how many it has. */
|
|
41
|
+
ranges: Record<OverlayShape, {
|
|
42
|
+
first: number;
|
|
43
|
+
count: number;
|
|
44
|
+
}>;
|
|
45
|
+
}
|
|
46
|
+
/** Builds every unit wireframe back to back in one line-list vertex buffer. */
|
|
47
|
+
export declare function buildOverlayShapes(): OverlayGeometry;
|
|
48
|
+
/** Packs one primitive into the pass's instance layout at `offset` floats. */
|
|
49
|
+
export declare function writeOverlayInstance(p: OverlayPrimitive, out: Float32Array, offset: number): void;
|
|
50
|
+
/**
|
|
51
|
+
* Every bone's marker position in world space, root transform included.
|
|
52
|
+
*
|
|
53
|
+
* THE SAME points boneOverlay puts markers at, which is the whole reason it is a
|
|
54
|
+
* function rather than a loop inside the picker: a hit test that recomputes
|
|
55
|
+
* where a marker "should" be is a hit test that drifts away from the one drawn.
|
|
56
|
+
*/
|
|
57
|
+
export declare function boneMarkerPositions(model: Model, out?: Float32Array): Float32Array;
|
|
58
|
+
/** What a bone is driven BY, which is what the colour says. Decided most
|
|
59
|
+
* specific first: selected, ik, physics, plain.
|
|
60
|
+
*
|
|
61
|
+
* Four, not the six this started with. Append and twist had classes of their
|
|
62
|
+
* own and are plain now: a colour has to earn a category, and on a 147-bone
|
|
63
|
+
* skeleton those two spent their distinction on bones nobody was hunting for.
|
|
64
|
+
* Both are still on the Bone, for a panel to show where it matters. */
|
|
65
|
+
export type BoneClass = "plain" | "ik" | "physics" | "selected";
|
|
66
|
+
/**
|
|
67
|
+
* The overlay's colours, and the only place they live.
|
|
68
|
+
*
|
|
69
|
+
* NOT an option a host passes. An overlay means the same thing in every product
|
|
70
|
+
* that draws one — orange is a bone the solver drives, whichever app you are
|
|
71
|
+
* looking at — and a colour each app picks for itself is a colour that drifts.
|
|
72
|
+
* A host that wants its own look builds its own list through setOverlay.
|
|
73
|
+
*
|
|
74
|
+
* Every value is one step of the same ramp (Tailwind's 500), so the classes read
|
|
75
|
+
* as a set and hue is the only thing that separates them.
|
|
76
|
+
*
|
|
77
|
+
* The rig is one colour and selection is another, and that is the whole scheme.
|
|
78
|
+
* Every class that had a hue of its own lost it: on a 147-bone skeleton the
|
|
79
|
+
* distinctions were spent on bones nobody was hunting for, and the panel is
|
|
80
|
+
* where those belong. The classes remain so a panel can filter on them.
|
|
81
|
+
*
|
|
82
|
+
* Red is spent entirely on `selected`, the one distinction that must never be
|
|
83
|
+
* ambiguous, and green is not used at all — red-green being the confusion most
|
|
84
|
+
* colour blindness causes.
|
|
85
|
+
*
|
|
86
|
+
* A physics-driven bone and a dynamic body share orange on purpose. They are the
|
|
87
|
+
* same fact seen twice — the solver owns this — and colouring them apart would
|
|
88
|
+
* invent a difference that is not there.
|
|
89
|
+
*
|
|
90
|
+
* The CATEGORIES are MMD's, straight out of the PMX file — IK chains, 付与親,
|
|
91
|
+
* 軸制限, a body's physics mode. The colours are not: MMD has no canonical
|
|
92
|
+
* palette for them.
|
|
93
|
+
*/
|
|
94
|
+
/**
|
|
95
|
+
* Every number the overlay's LOOK depends on, in one place beside the colours,
|
|
96
|
+
* and for the same reason: an overlay should read the same in every product that
|
|
97
|
+
* draws one, so none of this is an option a host passes.
|
|
98
|
+
*
|
|
99
|
+
* A host that wants its own look builds its own list through setOverlay.
|
|
100
|
+
*/
|
|
101
|
+
export declare const OVERLAY_STYLE: {
|
|
102
|
+
/** Stroke width for the rig, in DEVICE pixels — half this on screen at 2x. */
|
|
103
|
+
readonly strokePx: 2;
|
|
104
|
+
/** Stroke width for the mesh wireframe. Thinner: there are tens of thousands
|
|
105
|
+
* of edges and they are a ground for the rig, not the subject. */
|
|
106
|
+
readonly meshStrokePx: 2;
|
|
107
|
+
/** How much heavier the selected item draws, on both stroke and marker. */
|
|
108
|
+
readonly selectedScale: 1.6;
|
|
109
|
+
/** Bone marker radius for a bone that governs the whole model, as a fraction
|
|
110
|
+
* of the skeleton's extent — so one number suits any model scale. */
|
|
111
|
+
readonly markerSize: 0.005;
|
|
112
|
+
/** The reach a full-size marker corresponds to, as a fraction of the extent. */
|
|
113
|
+
readonly markerReference: 0.2;
|
|
114
|
+
/** Marker radius is held between these multiples of markerSize. */
|
|
115
|
+
readonly markerMin: 0.55;
|
|
116
|
+
readonly markerMax: 1;
|
|
117
|
+
/** Floor on a leaf's reach, world units, so a tip still has a marker. */
|
|
118
|
+
readonly minReach: 0.25;
|
|
119
|
+
/** Joint cross arm length, as a fraction of the skeleton's extent. */
|
|
120
|
+
readonly jointSize: 0.006;
|
|
121
|
+
/** Stroke for the material borders drawn over the mesh wireframe. */
|
|
122
|
+
readonly seamStrokePx: 3;
|
|
123
|
+
/** Stroke for the material under the pointer — the same self-occluding reveal
|
|
124
|
+
* a pick draws, layered over the section-wide view rather than replacing it,
|
|
125
|
+
* and heavier than either a pick's own edges or a seam so it still pops out
|
|
126
|
+
* of a view that already has two other things drawn in it. */
|
|
127
|
+
readonly hoverStrokePx: 4;
|
|
128
|
+
/** How strongly the triangulation draws under those borders.
|
|
129
|
+
*
|
|
130
|
+
* Both at full strength is one undifferentiated field of yellow — forty
|
|
131
|
+
* thousand edges saying what the model is made of the way a page of hex says
|
|
132
|
+
* what a file contains. The borders are the answer and the triangulation is
|
|
133
|
+
* the ground it reads against, so the ground steps back. */
|
|
134
|
+
readonly meshAlpha: 0.55;
|
|
135
|
+
};
|
|
136
|
+
export declare const DEFAULT_BONE_PALETTE: Record<BoneClass, RGBA>;
|
|
137
|
+
export interface BoneOverlayOptions {
|
|
138
|
+
/** Name of the bone drawn in the `selected` colour. */
|
|
139
|
+
selected?: string | null;
|
|
140
|
+
/** Bone names to draw. Omit for all of them. */
|
|
141
|
+
include?: readonly string[];
|
|
142
|
+
}
|
|
143
|
+
/**
|
|
144
|
+
* The skeleton, MMD's way: a ring with a solid centre at every bone, and two
|
|
145
|
+
* lines from that ring converging on the child's.
|
|
146
|
+
*
|
|
147
|
+
* Ring and centre are filled geometry facing the camera, so a marker is a circle
|
|
148
|
+
* from any angle and can be heavy without a stroke wide enough to tear itself
|
|
149
|
+
* apart. The two link lines leave the ring at its edge — the taper is what says
|
|
150
|
+
* which way the bone points, where a single line between centres would not.
|
|
151
|
+
*/
|
|
152
|
+
export declare function boneOverlay(model: Model, options?: BoneOverlayOptions): OverlayPrimitive[];
|
|
153
|
+
export type RigidbodyClass = "static" | "dynamic" | "selected";
|
|
154
|
+
/** Solid volumes, so alpha does the work a stroke used to: low enough to see the
|
|
155
|
+
* body through them and the rig behind them. Cool follows its bone, warm is
|
|
156
|
+
* driven by the solver. */
|
|
157
|
+
export declare const DEFAULT_RIGIDBODY_PALETTE: Record<RigidbodyClass, RGBA>;
|
|
158
|
+
/** The joint cross, the dashed lines to the bodies it holds, and its selection. */
|
|
159
|
+
export declare const DEFAULT_JOINT_PALETTE: {
|
|
160
|
+
cross: RGBA;
|
|
161
|
+
link: RGBA;
|
|
162
|
+
selected: RGBA;
|
|
163
|
+
};
|
|
164
|
+
/** The mesh wireframe. Yellow, because it has to carry over pale skin and dark
|
|
165
|
+
* cloth alike and the rig owns the blues and greens. */
|
|
166
|
+
export declare const DEFAULT_VERTEX_COLOR: RGBA;
|
|
167
|
+
export interface RigidbodyOverlayOptions {
|
|
168
|
+
/** Name of the body drawn in the `selected` colour. */
|
|
169
|
+
selected?: string | null;
|
|
170
|
+
/** Body names to draw. Omit for all of them. */
|
|
171
|
+
include?: readonly string[];
|
|
172
|
+
}
|
|
173
|
+
/**
|
|
174
|
+
* The sphere, box or capsule each rigidbody actually is, where it actually is.
|
|
175
|
+
*
|
|
176
|
+
* With physics running the transforms come from the simulation, so a body drawn
|
|
177
|
+
* here is the body the solver collides — which is the point of drawing them
|
|
178
|
+
* while tuning cloth. Without it they fall back to the bone-driven bind pose.
|
|
179
|
+
*/
|
|
180
|
+
export declare function rigidbodyOverlay(model: Model, physics: RezePhysics | null, options?: RigidbodyOverlayOptions): OverlayPrimitive[];
|
|
181
|
+
export interface JointOverlayOptions {
|
|
182
|
+
/** Name of the joint drawn in the `selected` colour. */
|
|
183
|
+
selected?: string | null;
|
|
184
|
+
/** Draw the dashed lines to the bodies a joint constrains. Default true. */
|
|
185
|
+
links?: boolean;
|
|
186
|
+
/** Joint names to draw. Omit for all of them. */
|
|
187
|
+
include?: readonly string[];
|
|
188
|
+
}
|
|
189
|
+
/**
|
|
190
|
+
* An axis cross at each joint, plus a dashed line to each body it constrains.
|
|
191
|
+
*
|
|
192
|
+
* The cross is where and how the constraint frame sits; the two dashed lines
|
|
193
|
+
* are the pair it holds together, which is the question actually being asked of
|
|
194
|
+
* a skirt with two hundred of them. Dashed, because a relationship should not
|
|
195
|
+
* read as a thing.
|
|
196
|
+
*/
|
|
197
|
+
export declare function jointOverlay(model: Model, physics: RezePhysics | null, options?: JointOverlayOptions): OverlayPrimitive[];
|
|
198
|
+
/** A segment from `a` to `b`, solid or dashed. Null when the two coincide. */
|
|
199
|
+
export declare function lineBetween(a: Vec3Tuple, b: Vec3Tuple, color: RGBA, dashed?: boolean): OverlayPrimitive | null;
|
|
200
|
+
//# sourceMappingURL=overlay.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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