reze-engine 0.55.1 → 0.55.3

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package/dist/engine.js CHANGED
@@ -675,6 +675,13 @@ export class Engine {
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  this.lightCount = 0;
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  this.resizeObserver = null;
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  this.resizePending = false;
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+ /** The soft-edge variant, built the first time a scene asks for one. Null while
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+ * no scene has, which is most of them — a pipeline nobody draws with is still
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+ * a shader compile at load. */
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+ this.groundShadowSoftPipeline = null;
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+ /** How the ground's own pipeline is chosen, kept beside the uniform that sets
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+ * it so the draw does not have to read the buffer back. */
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+ this.groundSoft = false;
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  this.selectedMaterial = null;
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  this.overlayInstanceBuffer = null;
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  this.overlayInstanceCapacity = 0;
@@ -1082,6 +1089,12 @@ export class Engine {
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  * Set by the cascade loop, which skips a cascade that is unwanted and already
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  * cleared rather than re-clearing it every frame. */
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  this.shadowCascadeCleared = [];
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+ this.attachScratch = new Float32Array(16);
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+ /** Instances in pose order: a parent before every model hanging from it, so
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+ * a child reads the bone as posed and simulated THIS frame. Insertion order
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+ * otherwise. Rebuilt when a model is added, removed or re-parented. */
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+ this.updateOrder = [];
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+ this.updateOrderDirty = true;
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  /** Skinned positions for picking, grown on demand. One click's worth of work
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  * reused across clicks — a model's vertex count does not change. */
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  this.materialPickScratch = null;
@@ -3882,7 +3895,7 @@ export class Engine {
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  for (const inst of this.modelInstances.values()) {
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  // Neither a stage nor a plane is a performer, so neither is a subject an
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  // effect can follow.
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- if (!inst.model.visible || inst.isStage || inst.isPlane)
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+ if (!inst.model.visible || inst.isStage || inst.isPlane || inst.isProp)
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  continue;
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  const model = inst.model;
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  const matrices = model.getWorldMatrices();
@@ -4918,14 +4931,9 @@ export class Engine {
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  { binding: 12, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
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  ],
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  });
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- const groundShadowShader = this.device.createShaderModule({
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- label: "ground shadow",
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- code: groundShaderWgsl(),
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- });
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- this.groundShadowPipeline = this.createRenderPipeline({
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+ this.groundShadowPipelineDesc = {
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  label: "ground shadow pipeline",
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  layout: this.device.createPipelineLayout({ bindGroupLayouts: [this.groundShadowBindGroupLayout] }),
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- shaderModule: groundShadowShader,
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  // Slot 0 only — the ground has no skinning, and declaring the full
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  // 3-slot layout while renderGround binds one buffer is a WebGPU
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  // validation error that invalidates the whole command buffer.
@@ -4933,7 +4941,8 @@ export class Engine {
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  fragmentTargets: sceneTargetsFor("ground", this.sceneFormats),
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  cullMode: "back",
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  depthStencil: { format: this.depthFormat, depthWriteEnabled: true, depthCompare: this.depthAhead },
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- });
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+ };
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+ this.groundShadowPipeline = this.buildGroundPipeline(false);
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  // Outline: group 0 = per-frame (camera), group 1 = per-instance (skinMats), group 2 = per-material (edge uniforms)
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  this.outlinePerFrameBindGroupLayout = this.device.createBindGroupLayout({
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  label: "outline per-frame bind group layout",
@@ -6738,7 +6747,7 @@ export class Engine {
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  // is first in insertion order and was seeding this clock with its own
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  // permanent zero. In a scene with a stage, a camera VMD therefore sampled
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  // frame 0 forever and the shot never moved.
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- if (inst.isStage || inst.isPlane)
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+ if (inst.isStage || inst.isPlane || inst.isProp)
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  continue;
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  const p = inst.model.getAnimationProgress();
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  if (p.playing || p.paused)
@@ -7132,6 +7141,12 @@ export class Engine {
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  await this.addStage(model, pmxKey, { name, transform: options.transform, assetReader: reader });
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  return model;
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  }
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+ /** loadModel's folder/zip path for a prop. See addProp. */
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+ async loadProp(name, options) {
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+ const { model, pmxKey, reader } = await this.openPmxFromFiles(name, options);
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+ await this.addProp(model, pmxKey, { name, transform: options.transform, assetReader: reader });
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+ return model;
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+ }
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  /** Read a PMX out of a picked folder / expanded zip. Shared by loadModel and
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  * loadStage so the file-map and path handling exist in exactly one place. */
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  async openPmxFromFiles(name, options) {
@@ -7157,7 +7172,7 @@ export class Engine {
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  const reader = assetReader ?? createFetchAssetReader();
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  const basePath = deriveBasePathFromPmxPath(pmxPath);
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  model.setAssetContext(reader, basePath);
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- await this.setupModelInstance(key, model, basePath, reader, options?.stage ?? false, options?.plane ?? false, options?.dynamic ?? false);
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+ await this.setupModelInstance(key, model, basePath, reader, options?.stage ?? false, options?.plane ?? false, options?.dynamic ?? false, options?.prop ?? false);
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  return key;
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  }
7163
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  /**
@@ -7185,6 +7200,24 @@ export class Engine {
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  this.setModelTransform(key, options.transform);
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  return key;
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  }
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+ /**
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+ * Add a PMX as a PROP: an object a character holds or wears rather than a
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+ * performer or the environment. A microphone, a fan, a sword, an umbrella.
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+ *
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+ * It keeps what makes a held thing look right — physics (the charm on a phone
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+ * strap swings), toon outlines, its own clip if it has one — and drops what
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+ * makes a model a cast member: no effect subject id, so a silhouette effect
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+ * still outlines HER and not the mic; no seeding of the scene clock; no bone
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+ * picking in the pose editor. Like a card it leaves the built-in ground
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+ * alone, which is the one thing a stage does that a prop must not. Usually
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+ * hung from a bone with setModelParent, though it can stand on its own.
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+ */
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+ async addProp(model, pmxPath, options) {
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+ const key = await this.addModel(model, pmxPath, options?.name, options?.assetReader, { prop: true });
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+ if (options?.transform)
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+ this.setModelTransform(key, options.transform);
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+ return key;
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+ }
7188
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  /**
7189
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  * Put a picture in the scene as a flat card.
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  *
@@ -7409,8 +7442,15 @@ export class Engine {
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  for (const install of inst.styleGroups.values())
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  this.destroyInstall(install);
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  this.modelInstances.delete(name);
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+ // Whatever hung from it stands on its own now, at identity — the same
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+ // place a detach leaves a model.
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+ for (const other of this.modelInstances.values()) {
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+ if (other.parent?.model === name)
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+ this.setModelParent(other.name, null);
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+ }
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  this.cullListDirty = true;
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  this.bundlesDirty = true;
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+ this.updateOrderDirty = true;
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  }
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  getModelNames() {
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  return Array.from(this.modelInstances.keys());
@@ -7418,6 +7458,127 @@ export class Engine {
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  getModel(name) {
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  return this.modelInstances.get(name)?.model ?? null;
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  }
7461
+ /**
7462
+ * Hang a model from a bone of another — MMD's 外部親 (outside parent).
7463
+ *
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+ * Every frame, after the parent has been posed and simulated, the child's
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+ * root bones are placed at that bone with `offset` composed on top, and only
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+ * then is the child posed itself. The placement enters through the child's
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+ * BONES rather than its model transform (Model.setRootParent): physics runs
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+ * in model space, so a root moved by the transform would have a charm on a
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+ * phone strap feel gravity swing with the hand, while a root moved by the
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+ * skeleton keeps down down. It also puts the child's own clip on top of the
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+ * ride, as MMD does — an umbrella that spins keeps spinning in the hand.
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+ *
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+ * While attached the child's position and rotation are held at identity and
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+ * setModelTransform ignores them; scale still applies, and is folded into
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+ * the placement so the offset stays in the parent's units. Detaching leaves
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+ * the model at identity until the host places it again.
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+ *
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+ * A bone the parent lacks rides the parent's root, which is what camera
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+ * follow does with an unknown name. Returns false for an unknown model, a
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+ * missing parent, or a model asked to ride itself.
7481
+ */
7482
+ setModelParent(name, parent, bone = "全ての親", offset) {
7483
+ const inst = this.modelInstances.get(name);
7484
+ if (!inst)
7485
+ return false;
7486
+ if (parent === null) {
7487
+ if (inst.parent) {
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+ inst.parent = null;
7489
+ inst.model.setRootParent(null);
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+ inst.skinMatricesDirty = true;
7491
+ this.updateOrderDirty = true;
7492
+ }
7493
+ return true;
7494
+ }
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+ if (parent === name || !this.modelInstances.has(parent))
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+ return false;
7497
+ const p = offset?.position ?? new Vec3(0, 0, 0);
7498
+ const r = offset?.rotation ?? Quat.identity();
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+ const offsetMatrix = inst.parent?.offsetMatrix ?? new Float32Array(16);
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+ Mat4.fromPositionRotationScaleInto(p.x, p.y, p.z, r.x, r.y, r.z, r.w, 1, offsetMatrix);
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+ // Identity until the first frame fills it: a physics reset between now and
7502
+ // then re-poses the model, and a zero matrix would fold it to a point.
7503
+ const rootMatrix = inst.parent?.rootMatrix ?? new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
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+ inst.parent = { model: parent, bone, offsetMatrix, rootMatrix };
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+ inst.model.setPosition(new Vec3(0, 0, 0));
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+ inst.model.setRotation(Quat.identity());
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+ inst.model.setRootParent(rootMatrix);
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+ inst.skinMatricesDirty = true;
7509
+ this.updateOrderDirty = true;
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+ return true;
7511
+ }
7512
+ /** What a model hangs from, or null. */
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+ getModelParent(name) {
7514
+ const att = this.modelInstances.get(name)?.parent;
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+ return att ? { model: att.model, bone: att.bone } : null;
7516
+ }
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+ /**
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+ * The root an attached model is posed under this frame: the parent's
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+ * placement, its bone as posed and simulated, then the offset.
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+ *
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+ * The translation is divided by the child's own scale. The skin bake
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+ * multiplies the child's scale back on outside the skeleton, and a uniform
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+ * scale commutes with the rotation, so this is exactly what lands the child
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+ * at the bone in world units while its mesh still comes out scaled.
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+ */
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+ placeAttached(inst) {
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+ const att = inst.parent;
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+ const parent = this.modelInstances.get(att.model);
7529
+ if (!parent) {
7530
+ this.setModelParent(inst.name, null);
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+ return;
7532
+ }
7533
+ const out = att.rootMatrix;
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+ const tmp = this.attachScratch;
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+ const root = parent.model.getRootMatrix();
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+ const bone = parent.model.getBoneWorldMatrix(att.bone);
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+ if (bone) {
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+ Mat4.multiplyArrays(root, 0, bone, 0, tmp, 0);
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+ Mat4.multiplyArrays(tmp, 0, att.offsetMatrix, 0, out, 0);
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+ }
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+ else {
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+ Mat4.multiplyArrays(root, 0, att.offsetMatrix, 0, out, 0);
7543
+ }
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+ const s = inst.model.scale;
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+ if (s > 0 && s !== 1) {
7546
+ const k = 1 / s;
7547
+ out[12] *= k;
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+ out[13] *= k;
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+ out[14] *= k;
7550
+ }
7551
+ }
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+ instancesInUpdateOrder() {
7553
+ if (!this.updateOrderDirty)
7554
+ return this.updateOrder;
7555
+ const placed = new Set();
7556
+ const order = [];
7557
+ let pending = Array.from(this.modelInstances.values());
7558
+ while (pending.length > 0) {
7559
+ const rest = [];
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+ for (const inst of pending) {
7561
+ const p = inst.parent?.model;
7562
+ if (p === undefined || placed.has(p) || !this.modelInstances.has(p)) {
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+ order.push(inst);
7564
+ placed.add(inst.name);
7565
+ }
7566
+ else
7567
+ rest.push(inst);
7568
+ }
7569
+ if (rest.length === pending.length) {
7570
+ // A cycle: nothing left can go first. They pose in insertion order and
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+ // each reads the other's previous frame, which is the best a cycle gets.
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+ console.warn(`[reze] attachment cycle: ${rest.map((r) => r.name).join(" → ")}`);
7573
+ order.push(...rest);
7574
+ break;
7575
+ }
7576
+ pending = rest;
7577
+ }
7578
+ this.updateOrder = order;
7579
+ this.updateOrderDirty = false;
7580
+ return order;
7581
+ }
7421
7582
  /**
7422
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  * Place a model in the scene — position, rotation, uniform scale, visibility. The
7423
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  * transform is a root offset baked into skinning (moves the whole rig), so it composes
@@ -7430,9 +7591,12 @@ export class Engine {
7430
7591
  const model = inst?.model;
7431
7592
  if (!inst || !model)
7432
7593
  return;
7433
- if (transform.position)
7594
+ // An attached model is placed by its parent's bone; its own position and
7595
+ // rotation are held at identity so the ride is the whole placement (see
7596
+ // setModelParent). Scale and visibility are still its own.
7597
+ if (transform.position && !inst.parent)
7434
7598
  model.setPosition(transform.position);
7435
- if (transform.rotation)
7599
+ if (transform.rotation && !inst.parent)
7436
7600
  model.setRotation(transform.rotation);
7437
7601
  if (transform.scale !== undefined)
7438
7602
  model.setScale(transform.scale);
@@ -7550,7 +7714,7 @@ export class Engine {
7550
7714
  for (const inst of this.modelInstances.values()) {
7551
7715
  if (options.modelName !== undefined && inst.name !== options.modelName)
7552
7716
  continue;
7553
- if (inst.isStage || inst.isPlane)
7717
+ if (inst.isStage || inst.isPlane || inst.isProp)
7554
7718
  continue;
7555
7719
  const bones = inst.model.getSkeleton().bones;
7556
7720
  this.bonePickScratch = boneMarkerPositions(inst.model, this.bonePickScratch);
@@ -7612,7 +7776,7 @@ export class Engine {
7612
7776
  for (const inst of this.modelInstances.values()) {
7613
7777
  if (options.modelName !== undefined && inst.name !== options.modelName)
7614
7778
  continue;
7615
- if (inst.isStage || inst.isPlane)
7779
+ if (inst.isStage || inst.isPlane || inst.isProp)
7616
7780
  continue;
7617
7781
  const model = inst.model;
7618
7782
  const { positions } = model.getGeometry();
@@ -7794,6 +7958,52 @@ export class Engine {
7794
7958
  else
7795
7959
  inst.hiddenMaterials.add(materialName);
7796
7960
  }
7961
+ /**
7962
+ * Push a colour/shading edit straight into a material's own uniform buffer —
7963
+ * the same block createMaterialUniformBuffer wrote at load, offset for
7964
+ * offset. A single write per call, on the fields that actually moved, so
7965
+ * dragging one slider does not touch the other eleven.
7966
+ *
7967
+ * UNGROUPED materials only. A grouped material renders through its style
7968
+ * group's own compiled graph (setupPipelines' neutral/DEFAULT_GRAPH path is
7969
+ * what reads this buffer, and a grouped material never runs it) — the call
7970
+ * still writes the bytes, they are simply never sampled, which would look
7971
+ * like the edit silently failing. Callers check groupsByModel first and this
7972
+ * quietly no-ops rather than assume that check was made, since a document
7973
+ * edit landing to the WRONG channel (the group's own colour input) would be
7974
+ * a worse failure than one that does nothing.
7975
+ *
7976
+ * Structural fields — anything that changes which draw bucket a material is
7977
+ * in, or which texture it binds — are NOT here: alpha crossing the 1.0
7978
+ * opaque/transparent line, edge on/off, a texture swap, all need the draw
7979
+ * list or the bind group rebuilt, not a uniform write. Those get their own
7980
+ * call when something needs them.
7981
+ */
7982
+ setMaterialUniforms(modelName, materialName, patch) {
7983
+ const inst = this.modelInstances.get(modelName);
7984
+ if (!inst)
7985
+ return false;
7986
+ const materials = inst.model.getMaterials();
7987
+ const index = materials.findIndex((m) => m.name === materialName);
7988
+ if (index < 0)
7989
+ return false;
7990
+ const buffer = inst.materialUniformBuffers[index];
7991
+ if (!buffer)
7992
+ return false;
7993
+ if (patch.diffuse) {
7994
+ this.device.queue.writeBuffer(buffer, 0, new Float32Array(patch.diffuse));
7995
+ }
7996
+ if (patch.ambient) {
7997
+ this.device.queue.writeBuffer(buffer, 16, new Float32Array(patch.ambient));
7998
+ }
7999
+ if (patch.specularPower !== undefined) {
8000
+ this.device.queue.writeBuffer(buffer, 28, new Float32Array([patch.specularPower]));
8001
+ }
8002
+ if (patch.specular) {
8003
+ this.device.queue.writeBuffer(buffer, 32, new Float32Array(patch.specular));
8004
+ }
8005
+ return true;
8006
+ }
7797
8007
  isMaterialVisible(modelName, materialName) {
7798
8008
  const inst = this.modelInstances.get(modelName);
7799
8009
  return inst ? !inst.hiddenMaterials.has(materialName) : false;
@@ -7902,12 +8112,19 @@ export class Engine {
7902
8112
  updateInstances(deltaTime) {
7903
8113
  let animMs = 0;
7904
8114
  let physicsMs = 0;
7905
- this.forEachInstance((inst) => {
8115
+ for (const inst of this.instancesInUpdateOrder()) {
7906
8116
  const tAnim = performance.now();
8117
+ // An attached model is placed from its parent's bone as posed and
8118
+ // simulated THIS frame — the order guarantees the parent came first —
8119
+ // and only then posed itself, so its clip and physics ride the placement.
8120
+ const attached = inst.parent !== null;
8121
+ if (attached)
8122
+ this.placeAttached(inst);
7907
8123
  // A stage never solves IK — nothing drives its chains — and skips the pose
7908
8124
  // pass entirely while it is idle. Morph changes still come through, since
7909
- // that is the one thing a stage's controls do move.
7910
- const stageIdle = (inst.isStage || inst.isPlane) && inst.model.isIdle();
8125
+ // that is the one thing a stage's controls do move. A prop idles the same
8126
+ // way while it stands on its own; hung from a hand it moves every frame.
8127
+ const stageIdle = (inst.isStage || inst.isPlane || inst.isProp) && !attached && inst.model.isIdle();
7911
8128
  let verticesChanged = false;
7912
8129
  if (!stageIdle) {
7913
8130
  verticesChanged = inst.model.update(deltaTime, inst.isStage || inst.isPlane ? false : this.ikEnabled);
@@ -7953,7 +8170,7 @@ export class Engine {
7953
8170
  }
7954
8171
  if (inst.vertexBufferNeedsUpdate)
7955
8172
  this.updateVertexBuffer(inst);
7956
- });
8173
+ }
7957
8174
  this.frameAnimMsRaw = animMs;
7958
8175
  this.framePhysicsMsRaw = physicsMs;
7959
8176
  const EMA = 0.1;
@@ -8860,7 +9077,7 @@ export class Engine {
8860
9077
  });
8861
9078
  }
8862
9079
  }
8863
- async setupModelInstance(name, model, basePath, assetReader, isStage = false, isPlane = false, dynamicTexture = false) {
9080
+ async setupModelInstance(name, model, basePath, assetReader, isStage = false, isPlane = false, dynamicTexture = false, isProp = false) {
8864
9081
  const vertices = model.getVertices();
8865
9082
  const skinning = model.getSkinning();
8866
9083
  const skeleton = model.getSkeleton();
@@ -8980,6 +9197,8 @@ export class Engine {
8980
9197
  pickDrawCalls: [],
8981
9198
  isStage,
8982
9199
  isPlane,
9200
+ isProp,
9201
+ parent: null,
8983
9202
  dynamicTexture,
8984
9203
  // Seeded true: the bind pose has to reach the GPU once before any frame.
8985
9204
  skinMatricesDirty: true,
@@ -9008,6 +9227,7 @@ export class Engine {
9008
9227
  this.modelInstances.set(name, inst);
9009
9228
  this.cullListDirty = true;
9010
9229
  this.bundlesDirty = true;
9230
+ this.updateOrderDirty = true;
9011
9231
  }
9012
9232
  // Build the per-model GPU vertex-morph state. Returns null (and leaves the model on the
9013
9233
  // CPU morph path) when the model has no vertex morphs. Created buffers are pushed into
@@ -9133,6 +9353,23 @@ export class Engine {
9133
9353
  });
9134
9354
  this.device.queue.writeBuffer(this.groundIndexBuffer, 0, indices);
9135
9355
  }
9356
+ buildGroundPipeline(soft) {
9357
+ return this.createRenderPipeline({
9358
+ ...this.groundShadowPipelineDesc,
9359
+ label: soft ? "ground shadow pipeline (soft)" : "ground shadow pipeline",
9360
+ shaderModule: this.device.createShaderModule({
9361
+ label: soft ? "ground shadow (soft)" : "ground shadow",
9362
+ code: groundShaderWgsl(soft),
9363
+ }),
9364
+ });
9365
+ }
9366
+ /** Built on the first frame that actually needs it. A shader compile costs
9367
+ * load time, and the overwhelming majority of scenes never soften a shadow. */
9368
+ ensureGroundSoftPipeline() {
9369
+ if (!this.groundShadowSoftPipeline)
9370
+ this.groundShadowSoftPipeline = this.buildGroundPipeline(true);
9371
+ return this.groundShadowSoftPipeline;
9372
+ }
9136
9373
  createShadowGroundResources(opts) {
9137
9374
  const { diffuseColor, fadeStart, fadeEnd, shadowStrength, gridSpacing, gridLineWidth, gridLineOpacity, gridLineColor, noiseStrength, opacity, mirror, mirrorBlur, shadowSoftness, } = opts;
9138
9375
  // Shadow map is already created in setupPipelines()
@@ -9162,6 +9399,9 @@ export class Engine {
9162
9399
  // gb[18] — shadow edge softness. Was padding; the shader reads it as the
9163
9400
  // Vogel disk's radius, and 0 takes the sharp nine-tap path unchanged.
9164
9401
  gb[18] = Math.min(Math.max(shadowSoftness, 0), 1);
9402
+ // Which variant the draw picks. Zero is the sharp shader, which is the one
9403
+ // that existed before softness did.
9404
+ this.groundSoft = gb[18] > 0;
9165
9405
  // gb[17] — does the FAR cascade hold anything?
9166
9406
  //
9167
9407
  // It holds something only when a stage is loaded; that is what it exists for
@@ -9799,7 +10039,7 @@ export class Engine {
9799
10039
  return;
9800
10040
  if (!this.hasGround || !this.groundVertexBuffer || !this.groundIndexBuffer || !this.groundDrawCall)
9801
10041
  return;
9802
- pass.setPipeline(this.groundShadowPipeline);
10042
+ pass.setPipeline(this.groundSoft ? this.ensureGroundSoftPipeline() : this.groundShadowPipeline);
9803
10043
  pass.setVertexBuffer(0, this.groundVertexBuffer);
9804
10044
  pass.setIndexBuffer(this.groundIndexBuffer, "uint16");
9805
10045
  pass.setBindGroup(0, this.groundDrawCall.bindGroup);
@@ -11927,7 +12167,7 @@ export class Engine {
11927
12167
  // serves.
11928
12168
  let n = 0;
11929
12169
  this.forEachInstance((inst) => {
11930
- if (n >= MAX_EFFECT_SUBJECTS || inst.isStage || inst.isPlane)
12170
+ if (n >= MAX_EFFECT_SUBJECTS || inst.isStage || inst.isPlane || inst.isProp)
11931
12171
  return;
11932
12172
  const m = inst.model;
11933
12173
  // The model transform is only where the model was PLACED. A motion moves
package/dist/index.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_DEPTH_OF_FIELD_OPTIONS, DEFAULT_VIEW_TRANSFORM, DEFAULT_COLOR_GRADING, type ColorGradingOptions, type EngineStats, type EngineOptions, type BloomOptions, type DepthOfFieldOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type ModelTransform, type GizmoDragEvent, type GizmoDragCallback, type GizmoDragKind, type DissolveCycle, type EffectParamValue, type EffectResult, type CullDiagnostics, type MidiNote, } from "./engine";
1
+ export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_DEPTH_OF_FIELD_OPTIONS, DEFAULT_VIEW_TRANSFORM, DEFAULT_COLOR_GRADING, type ColorGradingOptions, type EngineStats, type EngineOptions, type BloomOptions, type DepthOfFieldOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type ModelTransform, type ModelAttachment, type GizmoDragEvent, type GizmoDragCallback, type GizmoDragKind, type DissolveCycle, type EffectParamValue, type EffectResult, type CullDiagnostics, type MidiNote, } from "./engine";
2
2
  export { parsePmxFolderInput, pmxFileAtRelativePath, type PmxFolderInputResult } from "./folder-upload";
3
3
  export { parseMidi } from "./midi-loader";
4
4
  export { parseHDR, type HdrImage } from "./hdr";
@@ -1 +1 @@
1
- {"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;AAGxC,OAAO,EACL,eAAe,EACf,gBAAgB,EAChB,KAAK,WAAW,EAChB,KAAK,UAAU,EACf,KAAK,WAAW,EAChB,KAAK,SAAS,EACd,KAAK,aAAa,EAClB,KAAK,WAAW,EAChB,KAAK,OAAO,EACZ,KAAK,SAAS,EACd,KAAK,QAAQ,EACb,KAAK,cAAc,EACnB,KAAK,eAAe,EACpB,KAAK,YAAY,EACjB,KAAK,QAAQ,GACd,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,eAAe,EAAE,KAAK,UAAU,EAAE,MAAM,oBAAoB,CAAA;AACrE,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AACvC,YAAY,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAA;AAClD,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,KAAK,SAAS,EAAE,KAAK,KAAK,EAAE,MAAM,iBAAiB,CAAA;AAI3F,OAAO,EACL,WAAW,EACX,mBAAmB,EACnB,gBAAgB,EAChB,YAAY,EACZ,kBAAkB,EAClB,WAAW,EACX,oBAAoB,EACpB,cAAc,EACd,uBAAuB,EACvB,qBAAqB,EACrB,oBAAoB,EACpB,yBAAyB,EACzB,qBAAqB,EACrB,oBAAoB,EACpB,aAAa,EACb,KAAK,gBAAgB,EACrB,KAAK,YAAY,EACjB,KAAK,eAAe,EACpB,KAAK,kBAAkB,EACvB,KAAK,SAAS,EACd,KAAK,uBAAuB,EAC5B,KAAK,cAAc,EACnB,KAAK,mBAAmB,EACxB,KAAK,IAAI,EACT,KAAK,SAAS,GACf,MAAM,WAAW,CAAA"}
1
+ {"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,eAAe,EACpB,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;AAGxC,OAAO,EACL,eAAe,EACf,gBAAgB,EAChB,KAAK,WAAW,EAChB,KAAK,UAAU,EACf,KAAK,WAAW,EAChB,KAAK,SAAS,EACd,KAAK,aAAa,EAClB,KAAK,WAAW,EAChB,KAAK,OAAO,EACZ,KAAK,SAAS,EACd,KAAK,QAAQ,EACb,KAAK,cAAc,EACnB,KAAK,eAAe,EACpB,KAAK,YAAY,EACjB,KAAK,QAAQ,GACd,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,eAAe,EAAE,KAAK,UAAU,EAAE,MAAM,oBAAoB,CAAA;AACrE,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AACvC,YAAY,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAA;AAClD,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,KAAK,SAAS,EAAE,KAAK,KAAK,EAAE,MAAM,iBAAiB,CAAA;AAI3F,OAAO,EACL,WAAW,EACX,mBAAmB,EACnB,gBAAgB,EAChB,YAAY,EACZ,kBAAkB,EAClB,WAAW,EACX,oBAAoB,EACpB,cAAc,EACd,uBAAuB,EACvB,qBAAqB,EACrB,oBAAoB,EACpB,yBAAyB,EACzB,qBAAqB,EACrB,oBAAoB,EACpB,aAAa,EACb,KAAK,gBAAgB,EACrB,KAAK,YAAY,EACjB,KAAK,eAAe,EACpB,KAAK,kBAAkB,EACvB,KAAK,SAAS,EACd,KAAK,uBAAuB,EAC5B,KAAK,cAAc,EACnB,KAAK,mBAAmB,EACxB,KAAK,IAAI,EACT,KAAK,SAAS,GACf,MAAM,WAAW,CAAA"}
package/dist/model.d.ts CHANGED
@@ -159,6 +159,15 @@ export declare class Model {
159
159
  setRotation(rotation: Quat): void;
160
160
  setScale(scale: number): void;
161
161
  setVisible(visible: boolean): void;
162
+ /** Hang the rig's root bones from `matrix` (model space, column-major 16
163
+ * floats), or from nothing. The engine drives this every frame for an
164
+ * attached model; the matrix is read at the next world pass, not copied. */
165
+ setRootParent(matrix: Float32Array | null): void;
166
+ getRootParent(): Float32Array | null;
167
+ /** The placement matrix (position · rotation · scale) the skin bake composes
168
+ * onto every bone. Rebuilt lazily, the way getSkinMatrices does it. */
169
+ getRootMatrix(): Float32Array;
170
+ private refreshRootMatrix;
162
171
  private vertexData;
163
172
  private baseVertexData;
164
173
  private vertexCount;
@@ -197,6 +206,21 @@ export declare class Model {
197
206
  private rootMatrixValues;
198
207
  private rootMatrixDirty;
199
208
  private rootIsIdentity;
209
+ /** What every parentless bone hangs from — MMD's 外部親 (outside parent).
210
+ * Model space, so the pose pipeline, IK and physics all see it: a prop bound
211
+ * to a hand is moved by its BONES, and gravity keeps pointing down while the
212
+ * hand tilts. Null is the ordinary rig, rooted at the model's own origin.
213
+ * Written per frame by the engine from the parent's posed bone; see
214
+ * Engine.setModelParent. */
215
+ private rootParent;
216
+ /** The bind position of the PRIMARY root — the first parentless bone, 全ての親
217
+ * by convention. Under a root parent that bone sits exactly ON the parent
218
+ * bone, as MMD's 外部親 does, so its bind position is taken off every root's
219
+ * local matrix: the primary lands at the parent, the other roots keep their
220
+ * layout relative to it. Without this the MODEL ORIGIN went to the parent
221
+ * bone, and a prop rigged with its one bone at the mesh's centre hung that
222
+ * far away from the hand. */
223
+ private primaryRootBind;
200
224
  private skinMatricesArray?;
201
225
  private deformOrder;
202
226
  /** 1 where the simulation overwrites the bone's world matrix. See setPhysicsDrivenBones. */
@@ -317,6 +341,9 @@ export declare class Model {
317
341
  private clipApplySuspended;
318
342
  setClipApplySuspended(suspended: boolean): void;
319
343
  isClipApplySuspended(): boolean;
344
+ /** A bone's posed matrix — model space, column-major, the live array rather
345
+ * than a copy. Null for a name this rig does not have. */
346
+ getBoneWorldMatrix(boneName: string): Float32Array | null;
320
347
  getBoneWorldPosition(boneName: string): Vec3 | null;
321
348
  /**
322
349
  * A bone's forward axis, normalised — which way a foot points, where a head
@@ -1 +1 @@
1
- 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