reze-engine 0.6.7 → 0.8.0

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.
@@ -1,20 +1,9 @@
1
- /**
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- * IK Solver implementation
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- * Based on reference from babylon-mmd and Saba MMD library
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- * https://github.com/benikabocha/saba/blob/master/src/Saba/Model/MMD/MMDIkSolver.cpp
5
- */
6
1
  import { Mat4, Quat, Vec3 } from "./math";
7
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  import { Bone, IKSolver, IKChainInfo } from "./model";
8
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  export type UpdateWorldMatrixFn = (boneIndex: number, applyIK: boolean) => void;
9
- /**
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- * Solve IK chains for a model
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- */
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4
  export declare class IKSolverSystem {
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  private static readonly EPSILON;
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  private static readonly THRESHOLD;
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- /**
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- * Solve all IK chains
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- */
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  static solve(ikSolvers: IKSolver[], bones: Bone[], localRotations: Quat[], localTranslations: Vec3[], worldMatrices: Mat4[], ikChainInfo: IKChainInfo[], updateWorldMatrix?: UpdateWorldMatrixFn): void;
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  private static solveIK;
20
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  private static solveChain;
@@ -1 +1 @@
1
- {"version":3,"file":"ik-solver.d.ts","sourceRoot":"","sources":["../src/ik-solver.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AACzC,OAAO,EAAE,IAAI,EAAU,QAAQ,EAAE,WAAW,EAAE,MAAM,SAAS,CAAA;AAG7D,MAAM,MAAM,mBAAmB,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,KAAK,IAAI,CAAA;AAoE/E;;GAEG;AACH,qBAAa,cAAc;IACzB,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAS;IACxC,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAuB;IAExD;;OAEG;WACW,KAAK,CACjB,SAAS,EAAE,QAAQ,EAAE,EACrB,KAAK,EAAE,IAAI,EAAE,EACb,cAAc,EAAE,IAAI,EAAE,EACtB,iBAAiB,EAAE,IAAI,EAAE,EACzB,aAAa,EAAE,IAAI,EAAE,EACrB,WAAW,EAAE,WAAW,EAAE,EAC1B,iBAAiB,CAAC,EAAE,mBAAmB,GACtC,IAAI;IAMP,OAAO,CAAC,MAAM,CAAC,OAAO;IAoFtB,OAAO,CAAC,MAAM,CAAC,UAAU;IAqGzB,OAAO,CAAC,MAAM,CAAC,UAAU;IAYzB,OAAO,CAAC,MAAM,CAAC,WAAW;IAM1B,OAAO,CAAC,MAAM,CAAC,mBAAmB;IAKlC,OAAO,CAAC,MAAM,CAAC,kBAAkB;IAmCjC,OAAO,CAAC,MAAM,CAAC,gBAAgB;IAQ/B,OAAO,CAAC,MAAM,CAAC,wBAAwB;IAqBvC,OAAO,CAAC,MAAM,CAAC,4BAA4B;IAc3C,OAAO,CAAC,MAAM,CAAC,eAAe;IAS9B,OAAO,CAAC,MAAM,CAAC,iBAAiB;CAoCjC"}
1
+ {"version":3,"file":"ik-solver.d.ts","sourceRoot":"","sources":["../src/ik-solver.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AACzC,OAAO,EAAE,IAAI,EAAU,QAAQ,EAAE,WAAW,EAAE,MAAM,SAAS,CAAA;AAG7D,MAAM,MAAM,mBAAmB,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,KAAK,IAAI,CAAA;AAoE/E,qBAAa,cAAc;IACzB,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAS;IACxC,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAuB;WAE1C,KAAK,CACjB,SAAS,EAAE,QAAQ,EAAE,EACrB,KAAK,EAAE,IAAI,EAAE,EACb,cAAc,EAAE,IAAI,EAAE,EACtB,iBAAiB,EAAE,IAAI,EAAE,EACzB,aAAa,EAAE,IAAI,EAAE,EACrB,WAAW,EAAE,WAAW,EAAE,EAC1B,iBAAiB,CAAC,EAAE,mBAAmB,GACtC,IAAI;IAMP,OAAO,CAAC,MAAM,CAAC,OAAO;IAoFtB,OAAO,CAAC,MAAM,CAAC,UAAU;IAqGzB,OAAO,CAAC,MAAM,CAAC,UAAU;IAYzB,OAAO,CAAC,MAAM,CAAC,WAAW;IAM1B,OAAO,CAAC,MAAM,CAAC,mBAAmB;IAKlC,OAAO,CAAC,MAAM,CAAC,kBAAkB;IAmCjC,OAAO,CAAC,MAAM,CAAC,gBAAgB;IAQ/B,OAAO,CAAC,MAAM,CAAC,wBAAwB;IAqBvC,OAAO,CAAC,MAAM,CAAC,4BAA4B;IAc3C,OAAO,CAAC,MAAM,CAAC,eAAe;IAS9B,OAAO,CAAC,MAAM,CAAC,iBAAiB;CAoCjC"}
package/dist/ik-solver.js CHANGED
@@ -1,8 +1,4 @@
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- /**
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- * IK Solver implementation
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- * Based on reference from babylon-mmd and Saba MMD library
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- * https://github.com/benikabocha/saba/blob/master/src/Saba/Model/MMD/MMDIkSolver.cpp
5
- */
1
+ // IK solver (MMD-style; see Saba MMDIkSolver.cpp)
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  import { Mat4, Quat, Vec3 } from "./math";
7
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  var InternalEulerRotationOrder;
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  (function (InternalEulerRotationOrder) {
@@ -67,13 +63,7 @@ class IKChain {
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  }
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  }
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  }
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- /**
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- * Solve IK chains for a model
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- */
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  export class IKSolverSystem {
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- /**
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- * Solve all IK chains
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- */
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  static solve(ikSolvers, bones, localRotations, localTranslations, worldMatrices, ikChainInfo, updateWorldMatrix) {
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  for (const solver of ikSolvers) {
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  this.solveIK(solver, bones, localRotations, localTranslations, worldMatrices, ikChainInfo, updateWorldMatrix);
package/dist/index.d.ts CHANGED
@@ -1,3 +1,4 @@
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  export { Engine, type EngineStats } from "./engine";
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+ export { Model } from "./model";
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  export { Vec3, Quat, Mat4 } from "./math";
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  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,KAAK,WAAW,EAAE,MAAM,UAAU,CAAA;AACnD,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,KAAK,WAAW,EAAE,MAAM,UAAU,CAAA;AACnD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAC/B,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA"}
package/dist/index.js CHANGED
@@ -1,2 +1,3 @@
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  export { Engine } from "./engine";
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+ export { Model } from "./model";
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  export { Vec3, Quat, Mat4 } from "./math";
package/dist/math.d.ts CHANGED
@@ -39,6 +39,7 @@ export declare class Mat4 {
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  static identity(): Mat4;
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  static perspective(fov: number, aspect: number, near: number, far: number): Mat4;
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  static lookAt(eye: Vec3, target: Vec3, up: Vec3): Mat4;
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+ static orthographicLh(left: number, right: number, bottom: number, top: number, near: number, far: number): Mat4;
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  multiply(other: Mat4): Mat4;
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  static multiplyArrays(a: Float32Array, aOffset: number, b: Float32Array, bOffset: number, out: Float32Array, outOffset: number): void;
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  clone(): Mat4;
@@ -51,14 +52,4 @@ export declare class Mat4 {
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  translateInPlace(tx: number, ty: number, tz: number): this;
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  inverse(): Mat4;
53
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  }
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- /**
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- * Bezier interpolation function
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- * @param x1 First control point X (0-127, normalized to 0-1)
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- * @param x2 Second control point X (0-127, normalized to 0-1)
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- * @param y1 First control point Y (0-127, normalized to 0-1)
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- * @param y2 Second control point Y (0-127, normalized to 0-1)
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- * @param t Interpolation parameter (0-1)
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- * @returns Interpolated value (0-1)
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- */
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- export declare function bezierInterpolate(x1: number, x2: number, y1: number, y2: number, t: number): number;
64
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  //# sourceMappingURL=math.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"math.d.ts","sourceRoot":"","sources":["../src/math.ts"],"names":[],"mappings":"AACA,wBAAgB,SAAS,CAAC,CAAC,EAAE,MAAM,GAAG,MAAM,CAE3C;AAED,qBAAa,IAAI;IACf,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;gBAEG,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM;IAM3C,MAAM,CAAC,KAAK,IAAI,IAAI;IAIpB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAItB,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAI3B,MAAM,IAAI,MAAM;IAKhB,SAAS,IAAI,IAAI;IAejB,KAAK,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAQxB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,MAAM;IAIxB,KAAK,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAK3B,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;CAMvB;AAED,qBAAa,IAAI;IACf,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;gBAEG,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM;IAOtD,MAAM,CAAC,QAAQ,IAAI,IAAI;IAIvB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAItB,KAAK,IAAI,IAAI;IAIb,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAY3B,SAAS,IAAI,IAAI;IAOjB,MAAM,IAAI,MAAM;IAKhB,SAAS,IAAI,IAAI;IAkBjB,MAAM,CAAC,aAAa,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAiBrD,OAAO,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC;IAK3C,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAStB,MAAM,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAoC/C,MAAM,CAAC,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI;CAejE;AAED,qBAAa,IAAI;IACf,MAAM,EAAE,YAAY,CAAA;gBAER,MAAM,EAAE,YAAY;IAIhC,MAAM,CAAC,QAAQ,IAAI,IAAI;IAMvB,MAAM,CAAC,WAAW,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,IAAI;IA4BhF,MAAM,CAAC,MAAM,CAAC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,GAAG,IAAI;IAgCtD,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAqB3B,MAAM,CAAC,cAAc,CACnB,CAAC,EAAE,YAAY,EACf,OAAO,EAAE,MAAM,EACf,CAAC,EAAE,YAAY,EACf,OAAO,EAAE,MAAM,EACf,GAAG,EAAE,YAAY,EACjB,SAAS,EAAE,MAAM,GAChB,IAAI;IAiBP,KAAK,IAAI,IAAI;IAIb,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAmCjE,MAAM,CAAC,oBAAoB,CAAC,QAAQ,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,GAAG,IAAI;IASjE,WAAW,IAAI,IAAI;IAKnB,MAAM,IAAI,IAAI;IAKd,MAAM,CAAC,eAAe,CAAC,CAAC,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IA6C7D,WAAW,IAAI,IAAI;IAqBnB,gBAAgB,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,IAAI;IAY1D,OAAO,IAAI,IAAI;CA8DhB;AAED;;;;;;;;GAQG;AACH,wBAAgB,iBAAiB,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAgCnG"}
1
+ {"version":3,"file":"math.d.ts","sourceRoot":"","sources":["../src/math.ts"],"names":[],"mappings":"AACA,wBAAgB,SAAS,CAAC,CAAC,EAAE,MAAM,GAAG,MAAM,CAE3C;AAED,qBAAa,IAAI;IACf,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;gBAEG,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM;IAM3C,MAAM,CAAC,KAAK,IAAI,IAAI;IAIpB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAItB,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAI3B,MAAM,IAAI,MAAM;IAKhB,SAAS,IAAI,IAAI;IAejB,KAAK,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAQxB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,MAAM;IAIxB,KAAK,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAK3B,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;CAMvB;AAED,qBAAa,IAAI;IACf,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;gBAEG,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM;IAOtD,MAAM,CAAC,QAAQ,IAAI,IAAI;IAIvB,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAItB,KAAK,IAAI,IAAI;IAIb,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAY3B,SAAS,IAAI,IAAI;IAOjB,MAAM,IAAI,MAAM;IAKhB,SAAS,IAAI,IAAI;IAkBjB,MAAM,CAAC,aAAa,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAiBrD,OAAO,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC;IAK3C,GAAG,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAStB,MAAM,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAoC/C,MAAM,CAAC,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI;CAejE;AAED,qBAAa,IAAI;IACf,MAAM,EAAE,YAAY,CAAA;gBAER,MAAM,EAAE,YAAY;IAIhC,MAAM,CAAC,QAAQ,IAAI,IAAI;IAMvB,MAAM,CAAC,WAAW,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,IAAI;IA4BhF,MAAM,CAAC,MAAM,CAAC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,GAAG,IAAI;IAiCtD,MAAM,CAAC,cAAc,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,IAAI;IA0BhH,QAAQ,CAAC,KAAK,EAAE,IAAI,GAAG,IAAI;IAqB3B,MAAM,CAAC,cAAc,CACnB,CAAC,EAAE,YAAY,EACf,OAAO,EAAE,MAAM,EACf,CAAC,EAAE,YAAY,EACf,OAAO,EAAE,MAAM,EACf,GAAG,EAAE,YAAY,EACjB,SAAS,EAAE,MAAM,GAChB,IAAI;IAiBP,KAAK,IAAI,IAAI;IAIb,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAmCjE,MAAM,CAAC,oBAAoB,CAAC,QAAQ,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,GAAG,IAAI;IASjE,WAAW,IAAI,IAAI;IAKnB,MAAM,IAAI,IAAI;IAKd,MAAM,CAAC,eAAe,CAAC,CAAC,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IA6C7D,WAAW,IAAI,IAAI;IAqBnB,gBAAgB,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,IAAI;IAY1D,OAAO,IAAI,IAAI;CA8DhB"}
package/dist/math.js CHANGED
@@ -234,6 +234,30 @@ export class Mat4 {
234
234
  1,
235
235
  ]));
236
236
  }
237
+ // LH ortho, NDC depth 0=near 1=far
238
+ static orthographicLh(left, right, bottom, top, near, far) {
239
+ const rl = 1 / (right - left);
240
+ const tb = 1 / (top - bottom);
241
+ const fn = 1 / (far - near);
242
+ return new Mat4(new Float32Array([
243
+ 2 * rl,
244
+ 0,
245
+ 0,
246
+ 0,
247
+ 0,
248
+ 2 * tb,
249
+ 0,
250
+ 0,
251
+ 0,
252
+ 0,
253
+ fn,
254
+ 0,
255
+ -(right + left) * rl,
256
+ -(top + bottom) * tb,
257
+ -near * fn,
258
+ 1,
259
+ ]));
260
+ }
237
261
  multiply(other) {
238
262
  // Column-major multiplication (matches WGSL/GLSL convention):
239
263
  // result = a * b
@@ -428,39 +452,3 @@ export class Mat4 {
428
452
  return new Mat4(out);
429
453
  }
430
454
  }
431
- /**
432
- * Bezier interpolation function
433
- * @param x1 First control point X (0-127, normalized to 0-1)
434
- * @param x2 Second control point X (0-127, normalized to 0-1)
435
- * @param y1 First control point Y (0-127, normalized to 0-1)
436
- * @param y2 Second control point Y (0-127, normalized to 0-1)
437
- * @param t Interpolation parameter (0-1)
438
- * @returns Interpolated value (0-1)
439
- */
440
- export function bezierInterpolate(x1, x2, y1, y2, t) {
441
- // Clamp t to [0, 1]
442
- t = Math.max(0, Math.min(1, t));
443
- // Binary search for the t value that gives us the desired x
444
- // We're solving for t in the Bezier curve: x(t) = 3*(1-t)^2*t*x1 + 3*(1-t)*t^2*x2 + t^3
445
- let start = 0;
446
- let end = 1;
447
- let mid = 0.5;
448
- // Iterate until we find the t value that gives us the desired x
449
- for (let i = 0; i < 15; i++) {
450
- // Evaluate Bezier curve at mid point
451
- const x = 3 * (1 - mid) * (1 - mid) * mid * x1 + 3 * (1 - mid) * mid * mid * x2 + mid * mid * mid;
452
- if (Math.abs(x - t) < 0.0001) {
453
- break;
454
- }
455
- if (x < t) {
456
- start = mid;
457
- }
458
- else {
459
- end = mid;
460
- }
461
- mid = (start + end) / 2;
462
- }
463
- // Now evaluate the y value at this t
464
- const y = 3 * (1 - mid) * (1 - mid) * mid * y1 + 3 * (1 - mid) * mid * mid * y2 + mid * mid * mid;
465
- return y;
466
- }
package/dist/model.d.ts CHANGED
@@ -94,6 +94,7 @@ export interface MorphRuntime {
94
94
  weights: Float32Array;
95
95
  }
96
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  export declare class Model {
97
+ static loadPmx(path: string): Promise<Model>;
97
98
  private vertexData;
98
99
  private baseVertexData;
99
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  private vertexCount;
@@ -113,7 +114,7 @@ export declare class Model {
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  private skinMatricesArray?;
114
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  private tweenState;
115
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  private tweenTimeMs;
116
- private animationData;
117
+ private _hasAnimation;
117
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  private boneTracks;
118
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  private morphTracks;
119
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  private animationDuration;
@@ -136,6 +137,7 @@ export declare class Model {
136
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  getMaterials(): Material[];
137
138
  getIndices(): Uint32Array<ArrayBuffer>;
138
139
  getSkeleton(): Skeleton;
140
+ getBoneWorldPosition(boneName: string): Vec3 | null;
139
141
  getSkinning(): Skinning;
140
142
  getRigidbodies(): Rigidbody[];
141
143
  getJoints(): Joint[];
@@ -143,80 +145,29 @@ export declare class Model {
143
145
  getMorphWeights(): Float32Array;
144
146
  rotateBones(boneRotations: Record<string, Quat>, durationMs?: number): void;
145
147
  moveBones(boneTranslations: Record<string, Vec3>, durationMs?: number): void;
146
- /**
147
- * Convert VMD-style relative translation (relative to bind pose world position) to local translation
148
- * This helper is used by both moveBones and getPoseAtTime to ensure consistent translation handling
149
- * @param boneIdx - Bone index
150
- * @param vmdRelativeTranslation - VMD relative translation
151
- * @param rotation - Optional rotation to use for conversion. If not provided, uses current localRotation.
152
- * Use animation rotation (from frame) to avoid conflicts when IK modifies rotation.
153
- */
154
148
  private convertVMDTranslationToLocal;
155
149
  getBoneWorldMatrices(): Float32Array;
156
150
  getBoneInverseBindMatrices(): Float32Array;
157
151
  getSkinMatrices(): Float32Array;
158
152
  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;
166
153
  private applyMorphs;
167
- /**
168
- * Load VMD animation file
169
- */
170
154
  loadVmd(vmdUrl: string): Promise<void>;
171
- /**
172
- * Reset all bones to their default pose
173
- */
174
155
  resetAllBones(): void;
175
156
  resetAllMorphs(): void;
176
- /**
177
- * Enable or disable IK solving
178
- */
179
157
  setIKEnabled(enabled: boolean): void;
180
- /**
181
- * Enable or disable physics simulation
182
- */
183
158
  setPhysicsEnabled(enabled: boolean): void;
184
- /**
185
- * Process frames into tracks
186
- */
187
- private processFrames;
188
159
  playAnimation(): void;
189
160
  pauseAnimation(): void;
190
161
  stopAnimation(): void;
191
162
  seekAnimation(time: number): void;
192
- /**
193
- * Get current animation progress
194
- */
195
163
  getAnimationProgress(): {
196
164
  current: number;
197
165
  duration: number;
198
166
  percentage: number;
199
167
  };
200
- /**
201
- * Binary search upper bound helper (static to avoid recreation)
202
- */
203
168
  private static upperBound;
204
- /**
205
- * Find keyframe index with caching optimization
206
- * Uses cached index as starting point for faster lookup when time is close
207
- */
208
169
  private findKeyframeIndex;
209
- /**
210
- * Get pose at specific time (internal helper)
211
- * Optimized for per-frame performance
212
- */
213
170
  private getPoseAtTime;
214
- /**
215
- * Updates the model pose by recomputing all matrices.
216
- * If animation is playing, applies animation pose first.
217
- * deltaTime: Time elapsed since last update in seconds
218
- * Returns true if vertices were modified (morphs changed)
219
- */
220
171
  update(deltaTime: number): boolean;
221
172
  private solveIKChains;
222
173
  private ikComputedSet;
@@ -1 +1 @@
1
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