reze-engine 0.6.6 → 0.6.7

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/README.md CHANGED
@@ -2,17 +2,20 @@
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  A lightweight engine built with WebGPU and TypeScript for real-time 3D anime character MMD model rendering.
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+ ![screenshot](./screenshot.png)
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+
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  ## Features
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- - Physics
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+ - Blinn-Phong lighting
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  - Alpha blending
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- - Post alpha eye rendering
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+ - Post alpha eye rendering (the see-through eyes)
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  - Rim lighting
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  - Outlines
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  - MSAA 4x anti-aliasing
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- - Bone and morph api
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+ - Bone and morph API
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  - VMD animation
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- - Ik solver
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+ - IK solver
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+ - Ammo/Bullet physics
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  ## Usage
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@@ -24,10 +27,10 @@ export default function Scene() {
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  const initEngine = useCallback(async () => {
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  if (canvasRef.current) {
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  try {
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- const engine = new Engine(canvasRef.current)
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+ const engine = new Engine(canvasRef.current, {})
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  engineRef.current = engine
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  await engine.init()
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- await engine.loadModel("/models/塞尔凯特/塞尔凯特.pmx")
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+ await engine.loadModel("/models/reze/reze.pmx")
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  engine.runRenderLoop(() => {})
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  } catch (error) {
@@ -52,11 +55,76 @@ export default function Scene() {
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  }
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  ```
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+ Engine options
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+
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+ ```javascript
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+ const DEFAULT_ENGINE_OPTIONS: RequiredEngineOptions = {
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+ ambientColor: new Vec3(0.82, 0.82, 0.82),
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+ directionalLightIntensity: 0.2,
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+ minSpecularIntensity: 0.3,
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+ rimLightIntensity: 0.4,
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+ cameraDistance: 26.6,
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+ cameraTarget: new Vec3(0, 12.5, 0),
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+ cameraFov: Math.PI / 4,
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+ onRaycast: undefined,
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+ }
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+ ```
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+
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+ ## API
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+
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+ ### Animation Playback
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+
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+ Load and play VMD animation files.
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+
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+ ```javascript
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+ await engine.loadAnimation("/animations/dance.vmd")
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+ engine.playAnimation()
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+ engine.pauseAnimation()
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+ engine.stopAnimation()
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+ engine.seekAnimation(2.5) // seek to 2.5 seconds
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+
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+ const { current, duration, percentage } = engine.getAnimationProgress()
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+ ```
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+
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+ ### Bone and Morph Tweening
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+
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+ Rotate and move bones with optional tween duration. Translations are VMD-style (relative to bind pose world position).
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+
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+ ```javascript
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+ engine.rotateBones({ "首": neckQuat, "頭": headQuat }, 300)
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+ engine.moveBones({ "センター": centerVec }, 300)
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+ engine.setMorphWeight("まばたき", 1.0, 300)
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+
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+ engine.resetAllBones()
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+ engine.resetAllMorphs()
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+ ```
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+
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+ ### Atomic Pose Setting
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+ Set rotations, translations, and morphs in a single atomic pass — for animation editors, motion capture, or any use case that needs precise, immediate pose updates matching the quality of internal VMD playback.
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+ ```javascript
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+ engine.setPose(
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+ { "首": neckQuat, "頭": headQuat, "左腕": leftArmQuat },
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+ { "センター": centerVec },
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+ { "まばたき": 0.5, "あ": 0.3 }
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+ )
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+ ```
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+
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+ All three parameters are optional. Pass only what you need:
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+
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+ ```javascript
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+ engine.setPose(rotations) // rotations only
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+ engine.setPose(undefined, translations) // translations only
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+ engine.setPose(undefined, undefined, morphs) // morphs only
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+ ```
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+
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  ## Projects Using This Engine
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  - **[MiKaPo](https://mikapo.vercel.app)** - Online real-time motion capture for MMD using webcam and MediaPipe
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  - **[Popo](https://popo.love)** - Fine-tuned LLM that generates MMD poses from natural language descriptions
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  - **[MPL](https://mmd-mpl.vercel.app)** - Semantic motion programming language for scripting MMD animations with intuitive syntax
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+ - **[Mixamo-MMD](https://mixamo-mmd.vercel.app)** - Retarget Mixamo FBX animation to VMD in one click
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  ## Tutorial
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package/dist/engine.d.ts CHANGED
@@ -129,6 +129,7 @@ export declare class Engine {
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  loadModel(path: string): Promise<void>;
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  rotateBones(boneRotations: Record<string, Quat>, durationMs?: number): void;
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  moveBones(boneTranslations: Record<string, Vec3>, durationMs?: number): void;
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+ setPose(rotations?: Record<string, Quat>, translations?: Record<string, Vec3>, morphs?: Record<string, number>): void;
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  resetAllBones(): void;
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  resetAllMorphs(): void;
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  setMorphWeight(name: string, weight: number, durationMs?: number): void;
@@ -1 +1 @@
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1
+ {"version":3,"file":"engine.d.ts","sourceRoot":"","sources":["../src/engine.ts"],"names":[],"mappings":"AACA,OAAO,EAAQ,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AAIzC,MAAM,MAAM,eAAe,GAAG,CAAC,QAAQ,EAAE,MAAM,GAAG,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,KAAK,IAAI,CAAA;AAEjG,MAAM,MAAM,aAAa,GAAG;IAC1B,YAAY,CAAC,EAAE,IAAI,CAAA;IACnB,yBAAyB,CAAC,EAAE,MAAM,CAAA;IAClC,oBAAoB,CAAC,EAAE,MAAM,CAAA;IAC7B,iBAAiB,CAAC,EAAE,MAAM,CAAA;IAC1B,cAAc,CAAC,EAAE,MAAM,CAAA;IACvB,YAAY,CAAC,EAAE,IAAI,CAAA;IACnB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,SAAS,CAAC,EAAE,eAAe,CAAA;IAC3B,SAAS,CAAC,EAAE,OAAO,CAAA;IACnB,cAAc,CAAC,EAAE,OAAO,CAAA;CACzB,CAAA;AAED,MAAM,MAAM,qBAAqB,GAAG,QAAQ,CAAC,IAAI,CAAC,aAAa,EAAE,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,aAAa,EAAE,WAAW,CAAC,CAAA;AAEjH,eAAO,MAAM,sBAAsB,EAAE,qBAWpC,CAAA;AAED,MAAM,WAAW,WAAW;IAC1B,GAAG,EAAE,MAAM,CAAA;IACX,SAAS,EAAE,MAAM,CAAA;CAClB;AAsBD,qBAAa,MAAM;IACjB,OAAO,CAAC,MAAM,CAAmB;IACjC,OAAO,CAAC,MAAM,CAAY;IAC1B,OAAO,CAAC,OAAO,CAAmB;IAClC,OAAO,CAAC,kBAAkB,CAAmB;IAC7C,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,mBAAmB,CAAY;IACvC,OAAO,CAAC,gBAAgB,CAAuB;IAC/C,OAAO,CAAC,cAAc,CAAS;IAC/B,OAAO,CAAC,YAAY,CAAO;IAC3B,OAAO,CAAC,SAAS,CAAS;IAC1B,OAAO,CAAC,kBAAkB,CAAY;IACtC,OAAO,CAAC,SAAS,CAAuB;IACxC,OAAO,CAAC,UAAU,CAAI;IACtB,OAAO,CAAC,YAAY,CAAY;IAChC,OAAO,CAAC,WAAW,CAAC,CAAW;IAC/B,OAAO,CAAC,cAAc,CAA8B;IACpD,OAAO,CAAC,YAAY,CAAa;IAEjC,OAAO,CAAC,aAAa,CAAoB;IACzC,OAAO,CAAC,WAAW,CAAoB;IACvC,OAAO,CAAC,oBAAoB,CAAoB;IAChD,OAAO,CAAC,uBAAuB,CAAoB;IACnD,OAAO,CAAC,iBAAiB,CAAoB;IAE7C,OAAO,CAAC,cAAc,CAAoB;IAC1C,OAAO,CAAC,qBAAqB,CAAqB;IAClD,OAAO,CAAC,kBAAkB,CAAoB;IAE9C,OAAO,CAAC,eAAe,CAAoB;IAC3C,OAAO,CAAC,mBAAmB,CAAoB;IAC/C,OAAO,CAAC,mBAAmB,CAAqB;IAChD,OAAO,CAAC,sBAAsB,CAAqB;IACnD,OAAO,CAAC,YAAY,CAAY;IAChC,OAAO,CAAC,aAAa,CAAY;IACjC,OAAO,CAAC,gBAAgB,CAAC,CAAW;IACpC,OAAO,CAAC,uBAAuB,CAAC,CAAW;IAC3C,OAAO,CAAC,kBAAkB,CAAa;IACvC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAI;IAChC,OAAO,CAAC,oBAAoB,CAA0B;IAEtD,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAI;IAGtC,OAAO,CAAC,YAAY,CAAO;IAC3B,OAAO,CAAC,yBAAyB,CAAS;IAC1C,OAAO,CAAC,oBAAoB,CAAS;IAErC,OAAO,CAAC,iBAAiB,CAAS;IAGlC,OAAO,CAAC,kBAAkB,CAAC,CAAW;IACtC,OAAO,CAAC,iBAAiB,CAAC,CAAW;IACrC,OAAO,CAAC,uBAAuB,CAAC,CAAY;IAC5C,OAAO,CAAC,8BAA8B,CAAC,CAAY;IACnD,OAAO,CAAC,4BAA4B,CAAC,CAAY;IACjD,OAAO,CAAC,yBAAyB,CAAC,CAAc;IAChD,OAAO,CAAC,2BAA2B,CAAC,CAAW;IAC/C,OAAO,CAAC,oBAAoB,CAAQ;IAGpC,OAAO,CAAC,SAAS,CAAC,CAAiB;IACnC,OAAO,CAAC,qBAAqB,CAAC,CAAc;IAC5C,OAAO,CAAC,yBAAyB,CAAK;IACtC,OAAO,CAAC,mBAAmB,CAAI;IAE/B,OAAO,CAAC,aAAa,CAAI;IACzB,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAAM;IAGvC,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,eAAe,CAAQ;IAE/B,OAAO,CAAC,YAAY,CAAqB;IACzC,OAAO,CAAC,QAAQ,CAAa;IAC7B,OAAO,CAAC,eAAe,CAAa;IACpC,OAAO,CAAC,YAAY,CAAgC;IACpD,OAAO,CAAC,uBAAuB,CAAQ;IAEvC,OAAO,CAAC,SAAS,CAAiB;IAElC,OAAO,CAAC,eAAe,CAAoB;IAE3C,OAAO,CAAC,aAAa,CAAoB;IACzC,OAAO,CAAC,qBAAqB,CAAI;IACjC,OAAO,CAAC,aAAa,CAAoB;IACzC,OAAO,CAAC,YAAY,CAAI;IACxB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,KAAK,CAGZ;IACD,OAAO,CAAC,gBAAgB,CAAsB;IAC9C,OAAO,CAAC,kBAAkB,CAA4B;gBAE1C,MAAM,EAAE,iBAAiB,EAAE,OAAO,CAAC,EAAE,aAAa;IAkBjD,IAAI;IA4BjB,OAAO,CAAC,oBAAoB;IA+B5B,OAAO,CAAC,eAAe;IAqoBvB,OAAO,CAAC,WAAW;IAYnB,OAAO,CAAC,YAAY;IAkEpB,OAAO,CAAC,WAAW;IAcnB,OAAO,CAAC,aAAa;IAerB,OAAO,CAAC,eAAe;IAShB,WAAW;IAUlB,OAAO,CAAC,QAAQ;IAmBT,SAAS,CAAC,OAAO,CAAC,EAAE;QACzB,KAAK,CAAC,EAAE,MAAM,CAAA;QACd,MAAM,CAAC,EAAE,MAAM,CAAA;QACf,YAAY,CAAC,EAAE,IAAI,CAAA;QACnB,eAAe,CAAC,EAAE,MAAM,CAAA;QACxB,qBAAqB,CAAC,EAAE,MAAM,CAAA;QAC9B,SAAS,CAAC,EAAE,MAAM,CAAA;QAClB,OAAO,CAAC,EAAE,MAAM,CAAA;KACjB,GAAG,IAAI;IA4BR,OAAO,CAAC,iBAAiB;IAIZ,aAAa,CAAC,GAAG,EAAE,MAAM;IAK/B,aAAa;IAIb,aAAa;IAIb,cAAc;IAId,aAAa,CAAC,IAAI,EAAE,MAAM;IAI1B,oBAAoB;;;;;IAIpB,QAAQ,IAAI,WAAW;IAIvB,aAAa,CAAC,QAAQ,CAAC,EAAE,MAAM,IAAI;IAgBnC,cAAc;IAQd,OAAO;IAkBD,SAAS,CAAC,IAAI,EAAE,MAAM;IAe5B,WAAW,CAAC,aAAa,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,UAAU,CAAC,EAAE,MAAM;IAKpE,SAAS,CAAC,gBAAgB,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,UAAU,CAAC,EAAE,MAAM;IAIrE,OAAO,CACZ,SAAS,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,EAChC,YAAY,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,EACnC,MAAM,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,GAC9B,IAAI;IAIA,aAAa;IAIb,cAAc,IAAI,IAAI;IAItB,cAAc,CAAC,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,UAAU,CAAC,EAAE,MAAM,GAAG,IAAI;IAQvE,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,GAAG,IAAI;IAQxD,qBAAqB,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAQzC,iBAAiB,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO;IAIxC,QAAQ,IAAI,MAAM,EAAE;IAIpB,SAAS,IAAI,MAAM,EAAE;IAIrB,YAAY,IAAI,MAAM,EAAE;IAK/B,IAAW,SAAS,IAAI,OAAO,CAE9B;IAED,IAAW,SAAS,CAAC,KAAK,EAAE,OAAO,EAGlC;IAGD,IAAW,cAAc,IAAI,OAAO,CAEnC;IAED,IAAW,cAAc,CAAC,KAAK,EAAE,OAAO,EAGvC;IAED,OAAO,CAAC,kBAAkB;YAQZ,iBAAiB;IAmF/B,OAAO,CAAC,oBAAoB;IAwE5B,OAAO,CAAC,0BAA0B;IA2BlC,OAAO,CAAC,uBAAuB;YAsCjB,cAAc;IAgL5B,OAAO,CAAC,2BAA2B;IAmCnC,OAAO,CAAC,mBAAmB;IAU3B,OAAO,CAAC,oBAAoB;YAId,qBAAqB;IAmCnC,OAAO,CAAC,UAAU;IAsBlB,OAAO,CAAC,YAAY;IAuBpB,OAAO,CAAC,uBAAuB;IA0E/B,OAAO,CAAC,UAAU;IA6DlB,OAAO,CAAC,uBAAuB,CAQ9B;IAED,OAAO,CAAC,iBAAiB,CA0BxB;IAED,OAAO,CAAC,cAAc;IA0Nf,MAAM;IA+Eb,OAAO,CAAC,oBAAoB;IAY5B,OAAO,CAAC,kBAAkB;IAU1B,OAAO,CAAC,kBAAkB;IAgB1B,OAAO,CAAC,YAAY;IAgBpB,OAAO,CAAC,WAA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package/dist/engine.js CHANGED
@@ -987,6 +987,9 @@ export class Engine {
987
987
  moveBones(boneTranslations, durationMs) {
988
988
  this.currentModel?.moveBones(boneTranslations, durationMs);
989
989
  }
990
+ setPose(rotations, translations, morphs) {
991
+ this.currentModel?.setPose(rotations, translations, morphs);
992
+ }
990
993
  resetAllBones() {
991
994
  this.currentModel?.resetAllBones();
992
995
  }
package/dist/model.d.ts CHANGED
@@ -156,6 +156,13 @@ export declare class Model {
156
156
  getBoneInverseBindMatrices(): Float32Array;
157
157
  getSkinMatrices(): Float32Array;
158
158
  setMorphWeight(name: string, weight: number, durationMs?: number): void;
159
+ /**
160
+ * Atomic pose setter for external animation editors.
161
+ * Sets bone rotations, translations, and morph weights in a single pass,
162
+ * identical to how getPoseAtTime applies VMD poses during playback.
163
+ * Cancels any active tweens on affected bones/morphs.
164
+ */
165
+ setPose(rotations?: Record<string, Quat>, translations?: Record<string, Vec3>, morphs?: Record<string, number>): void;
159
166
  private applyMorphs;
160
167
  /**
161
168
  * Load VMD animation file
@@ -1 +1 @@
1
- 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1
+ 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package/dist/model.js CHANGED
@@ -464,6 +464,49 @@ export class Model {
464
464
  this.runtimeMorph.weights[idx] = startWeight;
465
465
  this.applyMorphs();
466
466
  }
467
+ /**
468
+ * Atomic pose setter for external animation editors.
469
+ * Sets bone rotations, translations, and morph weights in a single pass,
470
+ * identical to how getPoseAtTime applies VMD poses during playback.
471
+ * Cancels any active tweens on affected bones/morphs.
472
+ */
473
+ setPose(rotations, translations, morphs) {
474
+ const state = this.tweenState;
475
+ if (rotations) {
476
+ for (const [name, quat] of Object.entries(rotations)) {
477
+ const idx = this.runtimeSkeleton.nameIndex[name] ?? -1;
478
+ if (idx < 0 || idx >= this.skeleton.bones.length)
479
+ continue;
480
+ this.runtimeSkeleton.localRotations[idx].set(quat.clone().normalize());
481
+ state.rotActive[idx] = 0;
482
+ }
483
+ }
484
+ if (translations) {
485
+ for (const [name, vec] of Object.entries(translations)) {
486
+ const idx = this.runtimeSkeleton.nameIndex[name] ?? -1;
487
+ if (idx < 0 || idx >= this.skeleton.bones.length)
488
+ continue;
489
+ const rotation = rotations?.[name]?.clone().normalize();
490
+ const localTranslation = this.convertVMDTranslationToLocal(idx, vec, rotation);
491
+ this.runtimeSkeleton.localTranslations[idx].set(localTranslation);
492
+ state.transActive[idx] = 0;
493
+ }
494
+ }
495
+ if (morphs) {
496
+ let morphChanged = false;
497
+ for (const [name, weight] of Object.entries(morphs)) {
498
+ const idx = this.runtimeMorph.nameIndex[name] ?? -1;
499
+ if (idx < 0 || idx >= this.runtimeMorph.weights.length)
500
+ continue;
501
+ this.runtimeMorph.weights[idx] = Math.max(0, Math.min(1, weight));
502
+ state.morphActive[idx] = 0;
503
+ morphChanged = true;
504
+ }
505
+ if (morphChanged) {
506
+ this.applyMorphs();
507
+ }
508
+ }
509
+ }
467
510
  applyMorphs() {
468
511
  // Reset vertex data to base positions
469
512
  this.vertexData.set(this.baseVertexData);
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.6.6",
3
+ "version": "0.6.7",
4
4
  "description": "A WebGPU-based MMD model renderer",
5
5
  "main": "./dist/index.js",
6
6
  "types": "./dist/index.d.ts",
package/src/engine.ts CHANGED
@@ -1155,6 +1155,14 @@ export class Engine {
1155
1155
  this.currentModel?.moveBones(boneTranslations, durationMs)
1156
1156
  }
1157
1157
 
1158
+ public setPose(
1159
+ rotations?: Record<string, Quat>,
1160
+ translations?: Record<string, Vec3>,
1161
+ morphs?: Record<string, number>
1162
+ ): void {
1163
+ this.currentModel?.setPose(rotations, translations, morphs)
1164
+ }
1165
+
1158
1166
  public resetAllBones() {
1159
1167
  this.currentModel?.resetAllBones()
1160
1168
  }
package/src/model.ts CHANGED
@@ -723,6 +723,57 @@ export class Model {
723
723
  this.applyMorphs()
724
724
  }
725
725
 
726
+ /**
727
+ * Atomic pose setter for external animation editors.
728
+ * Sets bone rotations, translations, and morph weights in a single pass,
729
+ * identical to how getPoseAtTime applies VMD poses during playback.
730
+ * Cancels any active tweens on affected bones/morphs.
731
+ */
732
+ setPose(
733
+ rotations?: Record<string, Quat>,
734
+ translations?: Record<string, Vec3>,
735
+ morphs?: Record<string, number>
736
+ ): void {
737
+ const state = this.tweenState
738
+
739
+ if (rotations) {
740
+ for (const [name, quat] of Object.entries(rotations)) {
741
+ const idx = this.runtimeSkeleton.nameIndex[name] ?? -1
742
+ if (idx < 0 || idx >= this.skeleton.bones.length) continue
743
+
744
+ this.runtimeSkeleton.localRotations[idx].set(quat.clone().normalize())
745
+ state.rotActive[idx] = 0
746
+ }
747
+ }
748
+
749
+ if (translations) {
750
+ for (const [name, vec] of Object.entries(translations)) {
751
+ const idx = this.runtimeSkeleton.nameIndex[name] ?? -1
752
+ if (idx < 0 || idx >= this.skeleton.bones.length) continue
753
+
754
+ const rotation = rotations?.[name]?.clone().normalize()
755
+ const localTranslation = this.convertVMDTranslationToLocal(idx, vec, rotation)
756
+ this.runtimeSkeleton.localTranslations[idx].set(localTranslation)
757
+ state.transActive[idx] = 0
758
+ }
759
+ }
760
+
761
+ if (morphs) {
762
+ let morphChanged = false
763
+ for (const [name, weight] of Object.entries(morphs)) {
764
+ const idx = this.runtimeMorph.nameIndex[name] ?? -1
765
+ if (idx < 0 || idx >= this.runtimeMorph.weights.length) continue
766
+
767
+ this.runtimeMorph.weights[idx] = Math.max(0, Math.min(1, weight))
768
+ state.morphActive[idx] = 0
769
+ morphChanged = true
770
+ }
771
+ if (morphChanged) {
772
+ this.applyMorphs()
773
+ }
774
+ }
775
+ }
776
+
726
777
  private applyMorphs(): void {
727
778
  // Reset vertex data to base positions
728
779
  this.vertexData.set(this.baseVertexData)
@@ -1,49 +0,0 @@
1
- import { Quat, Vec3, Mat4 } from "./math";
2
- import type { Bone } from "./model";
3
- /**
4
- * Runtime bone state - encapsulates bone pose and world matrix
5
- * Similar to babylon-mmd's IMmdRuntimeBone approach
6
- */
7
- export declare class RuntimeBone {
8
- localRotation: Quat;
9
- localTranslation: Vec3;
10
- worldMatrix: Mat4;
11
- readonly bone: Bone;
12
- readonly index: number;
13
- ikRotation?: Quat;
14
- constructor(bone: Bone, index: number);
15
- /**
16
- * Set local rotation
17
- */
18
- setRotation(rotation: Quat): void;
19
- /**
20
- * Set local translation
21
- */
22
- setTranslation(translation: Vec3): void;
23
- /**
24
- * Get world position from world matrix
25
- */
26
- getWorldPosition(): Vec3;
27
- /**
28
- * Update world matrix based on local rotation, translation, and parent's world matrix
29
- * Handles append rotations and translations
30
- *
31
- * @param parentWorldMatrix Parent's world matrix (null if root bone)
32
- * @param allBones Array of all runtime bones (for append parent lookup)
33
- * @param applyIK Whether to apply IK rotation (default: true). Set to false when computing initial world matrices before IK solving.
34
- */
35
- updateWorldMatrix(parentWorldMatrix: Mat4 | null, allBones: RuntimeBone[], applyIK?: boolean): void;
36
- /**
37
- * Reset IK rotation to identity
38
- */
39
- resetIKRotation(): void;
40
- /**
41
- * Set IK rotation delta (accumulated during IK solving)
42
- */
43
- setIKRotation(ikRotation: Quat): void;
44
- /**
45
- * Apply IK rotation to local rotation and clear IK rotation
46
- */
47
- applyIKRotation(): void;
48
- }
49
- //# sourceMappingURL=runtime-bone.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"runtime-bone.d.ts","sourceRoot":"","sources":["../src/runtime-bone.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AACzC,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,SAAS,CAAA;AAEnC;;;GAGG;AACH,qBAAa,WAAW;IACf,aAAa,EAAE,IAAI,CAAA;IACnB,gBAAgB,EAAE,IAAI,CAAA;IACtB,WAAW,EAAE,IAAI,CAAA;IACxB,SAAgB,IAAI,EAAE,IAAI,CAAA;IAC1B,SAAgB,KAAK,EAAE,MAAM,CAAA;IAGtB,UAAU,CAAC,EAAE,IAAI,CAAA;gBAEZ,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM;IAQrC;;OAEG;IACH,WAAW,CAAC,QAAQ,EAAE,IAAI,GAAG,IAAI;IAIjC;;OAEG;IACH,cAAc,CAAC,WAAW,EAAE,IAAI,GAAG,IAAI;IAIvC;;OAEG;IACH,gBAAgB,IAAI,IAAI;IAKxB;;;;;;;OAOG;IACH,iBAAiB,CAAC,iBAAiB,EAAE,IAAI,GAAG,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,EAAE,OAAO,GAAE,OAAc,GAAG,IAAI;IA2EzG;;OAEG;IACH,eAAe,IAAI,IAAI;IAIvB;;OAEG;IACH,aAAa,CAAC,UAAU,EAAE,IAAI,GAAG,IAAI;IAIrC;;OAEG;IACH,eAAe,IAAI,IAAI;CAMxB"}
@@ -1,121 +0,0 @@
1
- import { Quat, Vec3, Mat4 } from "./math";
2
- /**
3
- * Runtime bone state - encapsulates bone pose and world matrix
4
- * Similar to babylon-mmd's IMmdRuntimeBone approach
5
- */
6
- export class RuntimeBone {
7
- constructor(bone, index) {
8
- this.bone = bone;
9
- this.index = index;
10
- this.localRotation = Quat.identity();
11
- this.localTranslation = new Vec3(0, 0, 0);
12
- this.worldMatrix = Mat4.identity();
13
- }
14
- /**
15
- * Set local rotation
16
- */
17
- setRotation(rotation) {
18
- this.localRotation.set(rotation);
19
- }
20
- /**
21
- * Set local translation
22
- */
23
- setTranslation(translation) {
24
- this.localTranslation.set(translation);
25
- }
26
- /**
27
- * Get world position from world matrix
28
- */
29
- getWorldPosition() {
30
- const m = this.worldMatrix.values;
31
- return new Vec3(m[12], m[13], m[14]);
32
- }
33
- /**
34
- * Update world matrix based on local rotation, translation, and parent's world matrix
35
- * Handles append rotations and translations
36
- *
37
- * @param parentWorldMatrix Parent's world matrix (null if root bone)
38
- * @param allBones Array of all runtime bones (for append parent lookup)
39
- * @param applyIK Whether to apply IK rotation (default: true). Set to false when computing initial world matrices before IK solving.
40
- */
41
- updateWorldMatrix(parentWorldMatrix, allBones, applyIK = true) {
42
- // Start with local rotation
43
- let finalRot = this.localRotation;
44
- // Apply IK rotation if present and applyIK is true
45
- if (applyIK && this.ikRotation) {
46
- finalRot = this.ikRotation.multiply(finalRot).normalize();
47
- }
48
- // Build rotation matrix
49
- let rotateM = Mat4.fromQuat(finalRot.x, finalRot.y, finalRot.z, finalRot.w);
50
- let addLocalTx = 0, addLocalTy = 0, addLocalTz = 0;
51
- // Handle append rotation and translation
52
- const appendParentIdx = this.bone.appendParentIndex;
53
- const hasAppend = this.bone.appendRotate && appendParentIdx !== undefined && appendParentIdx >= 0 && appendParentIdx < allBones.length;
54
- if (hasAppend) {
55
- const ratio = this.bone.appendRatio === undefined ? 1 : Math.max(-1, Math.min(1, this.bone.appendRatio));
56
- const hasRatio = Math.abs(ratio) > 1e-6;
57
- if (hasRatio) {
58
- if (this.bone.appendRotate) {
59
- const appendParent = allBones[appendParentIdx];
60
- const appendRot = appendParent.localRotation;
61
- let ax = appendRot.x;
62
- let ay = appendRot.y;
63
- let az = appendRot.z;
64
- const aw = appendRot.w;
65
- const absRatio = ratio < 0 ? -ratio : ratio;
66
- if (ratio < 0) {
67
- ax = -ax;
68
- ay = -ay;
69
- az = -az;
70
- }
71
- const appendQuat = new Quat(ax, ay, az, aw);
72
- const result = Quat.slerp(Quat.identity(), appendQuat, absRatio);
73
- rotateM = Mat4.fromQuat(result.x, result.y, result.z, result.w).multiply(rotateM);
74
- }
75
- if (this.bone.appendMove) {
76
- const appendParent = allBones[appendParentIdx];
77
- const appendTrans = appendParent.localTranslation;
78
- const appendRatio = this.bone.appendRatio ?? 1;
79
- addLocalTx = appendTrans.x * appendRatio;
80
- addLocalTy = appendTrans.y * appendRatio;
81
- addLocalTz = appendTrans.z * appendRatio;
82
- }
83
- }
84
- }
85
- // Build local matrix: bind translation, then rotation, then local translation + append translation
86
- const localTx = this.localTranslation.x + addLocalTx;
87
- const localTy = this.localTranslation.y + addLocalTy;
88
- const localTz = this.localTranslation.z + addLocalTz;
89
- const bindMat = Mat4.identity().translateInPlace(this.bone.bindTranslation[0], this.bone.bindTranslation[1], this.bone.bindTranslation[2]);
90
- const transMat = Mat4.identity().translateInPlace(localTx, localTy, localTz);
91
- const localM = bindMat.multiply(rotateM).multiply(transMat);
92
- // Compute world matrix
93
- if (parentWorldMatrix) {
94
- this.worldMatrix = parentWorldMatrix.multiply(localM);
95
- }
96
- else {
97
- this.worldMatrix = localM;
98
- }
99
- }
100
- /**
101
- * Reset IK rotation to identity
102
- */
103
- resetIKRotation() {
104
- this.ikRotation = undefined;
105
- }
106
- /**
107
- * Set IK rotation delta (accumulated during IK solving)
108
- */
109
- setIKRotation(ikRotation) {
110
- this.ikRotation = ikRotation;
111
- }
112
- /**
113
- * Apply IK rotation to local rotation and clear IK rotation
114
- */
115
- applyIKRotation() {
116
- if (this.ikRotation) {
117
- this.localRotation = this.ikRotation.multiply(this.localRotation).normalize();
118
- this.ikRotation = undefined;
119
- }
120
- }
121
- }