reze-engine 0.63.0 → 0.65.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/engine.d.ts +226 -96
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +1187 -732
- package/dist/graph/compile.d.ts.map +1 -1
- package/dist/graph/compile.js +4 -1
- package/dist/graph/registry.d.ts +3 -0
- package/dist/graph/registry.d.ts.map +1 -1
- package/dist/graph/registry.js +133 -0
- package/dist/graph/schema.d.ts +12 -0
- package/dist/graph/schema.d.ts.map +1 -1
- package/dist/graph/slots.d.ts.map +1 -1
- package/dist/graph/slots.js +15 -18
- package/dist/index.d.ts +9 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -1
- package/dist/model.d.ts +10 -1
- package/dist/model.d.ts.map +1 -1
- package/dist/model.js +15 -1
- package/dist/outline-normals.d.ts +12 -0
- package/dist/outline-normals.d.ts.map +1 -0
- package/dist/outline-normals.js +100 -0
- package/dist/pmx-loader.d.ts +3 -0
- package/dist/pmx-loader.d.ts.map +1 -1
- package/dist/pmx-loader.js +7 -2
- package/dist/shaders/lights.d.ts +3 -2
- package/dist/shaders/lights.d.ts.map +1 -1
- package/dist/shaders/lights.js +16 -3
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +65 -56
- package/dist/shaders/materials/nodes.d.ts +1 -1
- package/dist/shaders/materials/nodes.d.ts.map +1 -1
- package/dist/shaders/materials/nodes.js +210 -0
- package/dist/shaders/passes/bloom.d.ts +4 -3
- package/dist/shaders/passes/bloom.d.ts.map +1 -1
- package/dist/shaders/passes/bloom.js +58 -87
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +122 -64
- package/dist/shaders/passes/cull.d.ts +1 -1
- package/dist/shaders/passes/cull.d.ts.map +1 -1
- package/dist/shaders/passes/cull.js +7 -3
- package/dist/shaders/passes/ground.d.ts.map +1 -1
- package/dist/shaders/passes/ground.js +32 -55
- package/dist/shaders/passes/mirror.d.ts +18 -12
- package/dist/shaders/passes/mirror.d.ts.map +1 -1
- package/dist/shaders/passes/mirror.js +59 -13
- package/dist/shaders/passes/outline.d.ts.map +1 -1
- package/dist/shaders/passes/outline.js +71 -14
- package/dist/shaders/passes/particles.d.ts +1 -1
- package/dist/shaders/passes/particles.js +1 -1
- package/dist/shaders/scene-light-api.d.ts +18 -10
- package/dist/shaders/scene-light-api.d.ts.map +1 -1
- package/dist/shaders/scene-light-api.js +58 -46
- package/dist/shadow-cascades.d.ts +47 -20
- package/dist/shadow-cascades.d.ts.map +1 -1
- package/dist/shadow-cascades.js +36 -13
- package/dist/unity/character.d.ts +59 -0
- package/dist/unity/character.d.ts.map +1 -0
- package/dist/unity/character.js +120 -0
- package/dist/unity/globals.d.ts +93 -0
- package/dist/unity/globals.d.ts.map +1 -0
- package/dist/unity/globals.js +340 -0
- package/dist/unity/host.d.ts +152 -0
- package/dist/unity/host.d.ts.map +1 -0
- package/dist/unity/host.js +529 -0
- package/dist/unity/looks.d.ts +93 -0
- package/dist/unity/looks.d.ts.map +1 -0
- package/dist/unity/looks.js +312 -0
- package/dist/unity/skin.d.ts +9 -0
- package/dist/unity/skin.d.ts.map +1 -0
- package/dist/unity/skin.js +120 -0
- package/dist/unity/stage.d.ts +155 -0
- package/dist/unity/stage.d.ts.map +1 -0
- package/dist/unity/stage.js +410 -0
- package/dist/unity/state.d.ts +22 -0
- package/dist/unity/state.d.ts.map +1 -0
- package/dist/unity/state.js +170 -0
- package/package.json +1 -1
- package/src/engine.ts +1535 -964
- package/src/graph/compile.ts +3 -1
- package/src/graph/registry.ts +142 -0
- package/src/graph/schema.ts +9 -0
- package/src/graph/slots.ts +15 -18
- package/src/index.ts +12 -0
- package/src/model.ts +18 -1
- package/src/outline-normals.ts +110 -0
- package/src/pmx-loader.ts +8 -2
- package/src/shaders/lights.ts +16 -3
- package/src/shaders/materials/common.ts +65 -57
- package/src/shaders/materials/nodes.ts +210 -0
- package/src/shaders/passes/bloom.ts +59 -87
- package/src/shaders/passes/composite.ts +122 -64
- package/src/shaders/passes/cull.ts +7 -3
- package/src/shaders/passes/ground.ts +32 -55
- package/src/shaders/passes/mirror.ts +60 -13
- package/src/shaders/passes/outline.ts +71 -14
- package/src/shaders/passes/particles.ts +1 -1
- package/src/shaders/scene-light-api.ts +59 -46
- package/src/shadow-cascades.ts +61 -32
- package/src/unity/character.ts +169 -0
- package/src/unity/globals.ts +443 -0
- package/src/unity/host.ts +630 -0
- package/src/unity/looks.ts +391 -0
- package/src/unity/skin.ts +131 -0
- package/src/unity/stage.ts +604 -0
- package/src/unity/state.ts +172 -0
- package/src/shaders/agx-lut.ts +0 -30
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"compile.d.ts","sourceRoot":"","sources":["../../src/graph/compile.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,UAAU,EAAE,YAAY,EAA0B,WAAW,EAAE,MAAM,UAAU,CAAA;AAI7F,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAA;AAExE,MAAM,MAAM,cAAc,GAAG;IAC3B;8EAC0E;IAC1E,YAAY,CAAC,EAAE,OAAO,CAAA;IACtB;6DACyD;IACzD,WAAW,CAAC,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IAC9C;0EACsE;IACtE,WAAW,CAAC,EAAE,WAAW,CAAA;IACzB,wEAAwE;IACxE,SAAS,CAAC,EAAE,SAAS,CAAA;IACrB,6EAA6E;IAC7E,KAAK,CAAC,EAAE,UAAU,CAAA;CACnB,CAAA;AAED,yFAAyF;AACzF,MAAM,MAAM,SAAS,GAAG;IACtB,EAAE,EAAE,MAAM,CAAA;IACV,IAAI,EAAE,OAAO,GAAG,OAAO,CAAA;IACvB,SAAS,EAAE,MAAM,CAAA;IACjB,SAAS,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAA;IACjC,IAAI,EAAE,MAAM,CAAA;CACb,CAAA;AAED,MAAM,MAAM,aAAa,GAAG;IAC1B,EAAE,EAAE,OAAO,CAAA;IACX,gDAAgD;IAChD,IAAI,EAAE,MAAM,CAAA;IACZ,6EAA6E;IAC7E,MAAM,EAAE,MAAM,CAAA;IACd,OAAO,EAAE,SAAS,EAAE,CAAA;IACpB,WAAW,EAAE,UAAU,EAAE,CAAA;IACzB,WAAW,EAAE,MAAM,EAAE,CAAA;CACtB,CAAA;AAcD,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,YAAY,EAAE,GAAG,SAAS,EAAE,CAuBpE;AAID,wBAAgB,aAAa,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,GAAE,cAAmB,GAAG,UAAU,EAAE,CA4GzF;AAID,wBAAgB,YAAY,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,GAAE,cAAmB,GAAG,aAAa,
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{"version":3,"file":"compile.d.ts","sourceRoot":"","sources":["../../src/graph/compile.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,UAAU,EAAE,YAAY,EAA0B,WAAW,EAAE,MAAM,UAAU,CAAA;AAI7F,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAA;AAExE,MAAM,MAAM,cAAc,GAAG;IAC3B;8EAC0E;IAC1E,YAAY,CAAC,EAAE,OAAO,CAAA;IACtB;6DACyD;IACzD,WAAW,CAAC,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IAC9C;0EACsE;IACtE,WAAW,CAAC,EAAE,WAAW,CAAA;IACzB,wEAAwE;IACxE,SAAS,CAAC,EAAE,SAAS,CAAA;IACrB,6EAA6E;IAC7E,KAAK,CAAC,EAAE,UAAU,CAAA;CACnB,CAAA;AAED,yFAAyF;AACzF,MAAM,MAAM,SAAS,GAAG;IACtB,EAAE,EAAE,MAAM,CAAA;IACV,IAAI,EAAE,OAAO,GAAG,OAAO,CAAA;IACvB,SAAS,EAAE,MAAM,CAAA;IACjB,SAAS,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAA;IACjC,IAAI,EAAE,MAAM,CAAA;CACb,CAAA;AAED,MAAM,MAAM,aAAa,GAAG;IAC1B,EAAE,EAAE,OAAO,CAAA;IACX,gDAAgD;IAChD,IAAI,EAAE,MAAM,CAAA;IACZ,6EAA6E;IAC7E,MAAM,EAAE,MAAM,CAAA;IACd,OAAO,EAAE,SAAS,EAAE,CAAA;IACpB,WAAW,EAAE,UAAU,EAAE,CAAA;IACzB,WAAW,EAAE,MAAM,EAAE,CAAA;CACtB,CAAA;AAcD,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,YAAY,EAAE,GAAG,SAAS,EAAE,CAuBpE;AAID,wBAAgB,aAAa,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,GAAE,cAAmB,GAAG,UAAU,EAAE,CA4GzF;AAID,wBAAgB,YAAY,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,GAAE,cAAmB,GAAG,aAAa,CAwKzF"}
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package/dist/graph/compile.js
CHANGED
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@@ -294,9 +294,12 @@ export function compileGraph(graph, opts = {}) {
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return spec(node).emit(raw);
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};
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const lines = [];
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let nodeTakesLight = false;
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for (const id of order) {
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const node = nodes.get(id);
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const s = spec(node);
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if (s.takesLight)
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nodeTakesLight = true;
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if (s.contextOutputs)
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continue;
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const args = {};
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@@ -311,7 +314,7 @@ export function compileGraph(graph, opts = {}) {
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const fsBody = lines.join("\n");
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// A graph takes light when its body reads any: the four shading nodes all
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// pass `sun, amb`, and a hand-written node reaching for the lamps names them.
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-
const takesLight = /\bsun\b|\bamb\b|rzLight|rzLamp/.test(fsBody);
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const takesLight = nodeTakesLight || /\bsun\b|\bamb\b|rzLight|rzLamp/.test(fsBody);
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const wgsl = assembleModule(opts.renderClass ?? "auto", opts.alphaMode ?? "opaque", fsBody, usesStyle.current, !!opacity, opts.blend ?? "over", takesLight);
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return { ok: true, wgsl, fsBody, slotMap, diagnostics, prunedNodes };
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}
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package/dist/graph/registry.d.ts
CHANGED
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@@ -17,6 +17,9 @@ export type NodeSpec = {
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contextOutputs?: Record<string, string>;
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/** Swizzle applied to the node's variable per output socket (default: none). */
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outputSelect?: Record<string, string>;
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/** The node shades by the scene's light without naming it: its graph takes
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* the lamps and the fog as the four shading nodes' graphs do. */
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takesLight?: boolean;
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};
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export declare function fmtValue(value: SocketValue, type: SockT): string;
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/** Does a literal's shape fit a socket type? (Scalar splats onto color/vector/vec4.) */
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-
{"version":3,"file":"registry.d.ts","sourceRoot":"","sources":["../../src/graph/registry.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,UAAU,CAAA;AAE3C,MAAM,MAAM,KAAK,GAAG,OAAO,GAAG,OAAO,GAAG,QAAQ,GAAG,MAAM,CAAA;AAEzD,KAAK,SAAS,GAAG;IACf,IAAI,EAAE,KAAK,CAAA;IACX,OAAO,CAAC,EAAE,WAAW,CAAA;IACrB,4FAA4F;IAC5F,YAAY,CAAC,EAAE,OAAO,CAAA;IACtB,yFAAyF;IACzF,cAAc,CAAC,EAAE,MAAM,CAAA;CACxB,CAAA;AAED,MAAM,MAAM,QAAQ,GAAG;IACrB,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,CAAA;IACjC,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,CAAA;IAC9B,2FAA2F;IAC3F,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,KAAK,MAAM,CAAA;IAC/C,qEAAqE;IACrE,cAAc,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;IACvC,gFAAgF;IAChF,YAAY,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;
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{"version":3,"file":"registry.d.ts","sourceRoot":"","sources":["../../src/graph/registry.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,UAAU,CAAA;AAE3C,MAAM,MAAM,KAAK,GAAG,OAAO,GAAG,OAAO,GAAG,QAAQ,GAAG,MAAM,CAAA;AAEzD,KAAK,SAAS,GAAG;IACf,IAAI,EAAE,KAAK,CAAA;IACX,OAAO,CAAC,EAAE,WAAW,CAAA;IACrB,4FAA4F;IAC5F,YAAY,CAAC,EAAE,OAAO,CAAA;IACtB,yFAAyF;IACzF,cAAc,CAAC,EAAE,MAAM,CAAA;CACxB,CAAA;AAED,MAAM,MAAM,QAAQ,GAAG;IACrB,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,CAAA;IACjC,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,CAAA;IAC9B,2FAA2F;IAC3F,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,KAAK,MAAM,CAAA;IAC/C,qEAAqE;IACrE,cAAc,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;IACvC,gFAAgF;IAChF,YAAY,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;IACrC;sEACkE;IAClE,UAAU,CAAC,EAAE,OAAO,CAAA;CACrB,CAAA;AAYD,wBAAgB,QAAQ,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,GAAG,MAAM,CAoBhE;AAED,wFAAwF;AACxF,wBAAgB,WAAW,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,GAAG,OAAO,CAIpE;AAMD,wBAAgB,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,KAAK,GAAG,OAAO,CAM1D;AAED,wBAAgB,OAAO,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,GAAG,MAAM,CAKpE;AAyFD,eAAO,MAAM,aAAa,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CA40BlD,CAAA"}
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package/dist/graph/registry.js
CHANGED
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@@ -106,6 +106,52 @@ function foldSpecular(ior, level) {
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// and only makes the emitted shader harder to read.
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return fmtFloat(Number(((r * r * 2 * Math.max(l, 0)) / 0.08).toPrecision(9)));
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}
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const uberNode = (slot) => ({
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inputs: {
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base: C([1, 1, 1], true),
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metallic: F(0),
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roughness: F(0.6),
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occlusion: F(1),
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normal: { type: "vector", contextDefault: "n" },
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direction: { type: "vector", requiresLink: true },
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// Unity's v into the ramp: the property map's alpha, which picks a
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// surface's band (skin 0.702, hair and pale cloth 0.506).
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row: F(0.702),
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receive_shadow: F(1),
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rim_mask: F(1),
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rim_mid: F(0.448),
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rim_width: F(0.11),
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rim_tint: C([0.9623, 0.9214, 0.9214]),
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rim_intensity: F(1),
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rim_albedo: F(0.9),
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rim_in_light: F(1),
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emission: C([0, 0, 0]),
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reflection: F(1),
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// A face's SDF shade (ag_face_sdf); left at -1, the material reads N·L.
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shade: F(-1),
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// 1: the game's FACE_MODE — no GGX, the environment at a flat 0.0157.
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face: F(0),
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},
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outputs: { color: "color" },
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emit: (a) => `ag_uber(${slot}u, ${a.base}, ${a.metallic}, ${a.roughness}, ${a.occlusion}, ${a.normal}, ${a.direction}, ${a.row}, ${a.receive_shadow}, ` +
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`${a.rim_mask}, ${a.rim_mid}, ${a.rim_width}, ${a.rim_tint}, ${a.rim_intensity}, ${a.rim_albedo}, ${a.rim_in_light}, ${a.emission}, ${a.reflection}, ${a.shade}, ${a.face}, input.worldPos, v)`,
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takesLight: true,
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});
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const UBER_NODES = Object.fromEntries([0, 1, 2, 3].map((s) => [`ag_uber/${s}`, uberNode(s)]));
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// The face's SDF shade, the image on the slot the type names — 104903's face
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// template (SDF_04_shaonv) by default in the AG pack.
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const faceSdfNode = (slot) => ({
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inputs: {
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uv: { type: "vector", contextDefault: "vec3f(input.uv, 0.0)" },
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direction: { type: "vector", requiresLink: true },
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normal: { type: "vector", contextDefault: "n" },
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smoothness: F(0.1),
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invert: F(0),
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},
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outputs: { value: "float" },
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emit: (a) => `ag_face_sdf(${slot}u, ${a.uv}.xy, ${a.direction}, ${a.normal}, ${a.smoothness}, ${a.invert})`,
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});
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const FACE_SDF_NODES = Object.fromEntries([0, 1, 2, 3].map((s) => [`ag_face_sdf/${s}`, faceSdfNode(s)]));
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export const NODE_REGISTRY = {
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// ── Context inputs (template locals; no emission) ──
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texture: {
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@@ -420,6 +466,93 @@ export const NODE_REGISTRY = {
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outputSelect: { color: ".rgb", alpha: ".a" },
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emit: (a) => `group_tex3(${a.uv}.xy)`,
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},
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// ── Aether Gazer's character shading ──
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// The game's character shader (SimPipeline/Character/Debug, which most of its
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// characters wear), taken apart into the steps it runs — see ag_* in
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// nodes.ts for each step's derivation from the decompiled pass. A graph
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473
|
+
// composes them as the game did: a ramp lookup driven by the key light, a
|
|
474
|
+
// matcap, a reflection, the rim and the fill, with the ramp and matcap
|
|
475
|
+
// images on the style group's slots.
|
|
476
|
+
// The key light: CharacterEffect's direction, held in a frame that turns
|
|
477
|
+
// with the camera about the vertical (sim_TowardMatrix) — the game lights a
|
|
478
|
+
// character from where the viewer is, not from the scene's sun.
|
|
479
|
+
ag_key_light: {
|
|
480
|
+
inputs: { inclination: F(24), azimuth: F(-28) },
|
|
481
|
+
outputs: { direction: "vector" },
|
|
482
|
+
emit: (a) => `ag_key_light(${a.inclination}, ${a.azimuth})`,
|
|
483
|
+
},
|
|
484
|
+
// Where on the shadow ramp this point falls: N·L under the mask's occlusion,
|
|
485
|
+
// and the sun's cast shadow on top when the character receives it.
|
|
486
|
+
ag_shade_term: {
|
|
487
|
+
inputs: {
|
|
488
|
+
normal: { type: "vector", contextDefault: "n" },
|
|
489
|
+
direction: { type: "vector", requiresLink: true },
|
|
490
|
+
occlusion: F(1),
|
|
491
|
+
occlusion_scale: F(1),
|
|
492
|
+
receive_shadow: F(1),
|
|
493
|
+
},
|
|
494
|
+
outputs: { value: "float" },
|
|
495
|
+
emit: (a) => `ag_shade_term(${a.normal}, ${a.direction}, ${a.occlusion}, ${a.occlusion_scale}, ${a.receive_shadow}, input.worldPos)`,
|
|
496
|
+
takesLight: true,
|
|
497
|
+
},
|
|
498
|
+
// A ramp image's coordinate: u from the shade term, v the ramp's row (the
|
|
499
|
+
// game's property map picks it per texel; a PMX carries one per material).
|
|
500
|
+
ag_ramp_uv: {
|
|
501
|
+
inputs: { value: F(0), row: F(0.5) },
|
|
502
|
+
outputs: { uv: "vector" },
|
|
503
|
+
emit: (a) => `ag_ramp_uv(${a.value}, ${a.row})`,
|
|
504
|
+
},
|
|
505
|
+
// The view-space reflection the matcap, the reflection map, the rim and the
|
|
506
|
+
// fill all read: its uv into a sphere image, and how much it faces the eye.
|
|
507
|
+
ag_view_reflection: {
|
|
508
|
+
inputs: { normal: { type: "vector", contextDefault: "n" } },
|
|
509
|
+
outputs: { uv: "vector", facing: "float" },
|
|
510
|
+
outputSelect: { uv: ".xyz", facing: ".w" },
|
|
511
|
+
emit: (a) => `ag_view_reflection(${a.normal}, v)`,
|
|
512
|
+
},
|
|
513
|
+
// The matcap's lift: a metal's shine, at least 1, where the mask says.
|
|
514
|
+
ag_matcap: {
|
|
515
|
+
inputs: { color: C([1, 1, 1], true), matcap: C([1, 1, 1]), strength: F(1), mask: F(1) },
|
|
516
|
+
outputs: { color: "color" },
|
|
517
|
+
emit: (a) => `ag_matcap(${a.color}, ${a.matcap}, ${a.strength}, ${a.mask})`,
|
|
518
|
+
},
|
|
519
|
+
// The rim: the two fixed screen-side directions CharacterEffect sets, cut to
|
|
520
|
+
// the silhouette, laid on as a colour dodge where the mask allows.
|
|
521
|
+
ag_rim: {
|
|
522
|
+
inputs: {
|
|
523
|
+
color: C([1, 1, 1], true),
|
|
524
|
+
facing: F(1),
|
|
525
|
+
uv: { type: "vector", requiresLink: true },
|
|
526
|
+
rim_color: C([0.8584906, 0.8584906, 0.8584906]),
|
|
527
|
+
threshold: F(0.1),
|
|
528
|
+
fade: F(0.113),
|
|
529
|
+
range: F(0.444),
|
|
530
|
+
inclination: F(0),
|
|
531
|
+
azimuth1: F(0.8499963),
|
|
532
|
+
azimuth2: F(1),
|
|
533
|
+
mask: F(1),
|
|
534
|
+
},
|
|
535
|
+
outputs: { color: "color" },
|
|
536
|
+
emit: (a) => `ag_rim(${a.color}, ${a.facing}, ${a.uv}, ${a.rim_color}, ${a.threshold}, ${a.fade}, ${a.range}, ${a.inclination}, ${a.azimuth1}, ${a.azimuth2}, ${a.mask})`,
|
|
537
|
+
},
|
|
538
|
+
// The fill: a colour laid toward the silhouette, inner to outer.
|
|
539
|
+
ag_fill: {
|
|
540
|
+
inputs: {
|
|
541
|
+
color: C([1, 1, 1], true),
|
|
542
|
+
facing: F(1),
|
|
543
|
+
inner: C([0, 0, 0]),
|
|
544
|
+
outer: C([0, 0, 0]),
|
|
545
|
+
amount: F(0),
|
|
546
|
+
softness: F(0),
|
|
547
|
+
},
|
|
548
|
+
outputs: { color: "color" },
|
|
549
|
+
emit: (a) => `ag_fill(${a.color}, ${a.facing}, ${a.inner}, ${a.outer}, ${a.amount}, ${a.softness})`,
|
|
550
|
+
},
|
|
551
|
+
// Aether Gazer's current character shading (PBR/Uber) as one closure, the way
|
|
552
|
+
// Principled is one: the ramp image on the group slot named by the type.
|
|
553
|
+
// Defaults are 104903's skin.
|
|
554
|
+
...UBER_NODES,
|
|
555
|
+
...FACE_SDF_NODES,
|
|
423
556
|
// ── Blender 5.2 colour utilities ──
|
|
424
557
|
separate_color: {
|
|
425
558
|
inputs: { color: C([1, 1, 1], true) },
|
package/dist/graph/schema.d.ts
CHANGED
|
@@ -77,6 +77,18 @@ export type ShaderGraph = {
|
|
|
77
77
|
* matching (e.g. ["hair"]). Ignored by the compiler; round-tripped. A graph is pure
|
|
78
78
|
* shading — pass integration lives on the style group's renderClass, not here. */
|
|
79
79
|
tags?: string[];
|
|
80
|
+
/**
|
|
81
|
+
* The images this look samples on `tex_image/0`…`tex_image/3`, by URL —
|
|
82
|
+
* a ramp, a matcap, the maps a game's look is built on. They belong to the
|
|
83
|
+
* LOOK, not to the model it is put on: they are read at coordinates the
|
|
84
|
+
* shading computes (a light amount, a reflection), never at the mesh's uvs,
|
|
85
|
+
* so one graph carries them to any model. A style group that brings its own
|
|
86
|
+
* images keeps those.
|
|
87
|
+
*/
|
|
88
|
+
images?: ({
|
|
89
|
+
url: string;
|
|
90
|
+
srgb?: boolean;
|
|
91
|
+
} | null)[];
|
|
80
92
|
};
|
|
81
93
|
export type Diagnostic = {
|
|
82
94
|
severity: "error" | "warning";
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"schema.d.ts","sourceRoot":"","sources":["../../src/graph/schema.ts"],"names":[],"mappings":"AAKA,MAAM,MAAM,WAAW,GAAG,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;AAE9F,MAAM,MAAM,SAAS,GAAG;IACtB,kFAAkF;IAClF,EAAE,EAAE,MAAM,CAAA;IACV,oEAAoE;IACpE,IAAI,EAAE,MAAM,CAAA;IACZ,mDAAmD;IACnD,MAAM,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,CAAA;IACpC;mFAC+E;IAC/E,EAAE,CAAC,EAAE;QAAE,QAAQ,CAAC,EAAE;YAAE,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAA;SAAE,CAAA;KAAE,CAAA;CAC7C,CAAA;AAED,MAAM,MAAM,SAAS,GAAG;IACtB,IAAI,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACtC,EAAE,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;CACrC,CAAA;AAED,0FAA0F;AAC1F,MAAM,MAAM,YAAY,GAAG;IACzB,+DAA+D;IAC/D,EAAE,EAAE,MAAM,CAAA;IACV,KAAK,EAAE,MAAM,CAAA;IACb,MAAM,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACxC,IAAI,EAAE,OAAO,GAAG,OAAO,CAAA;IACvB,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,OAAO,EAAE,WAAW,CAAA;CACrB,CAAA;AAED,MAAM,MAAM,WAAW,GAAG;IACxB,OAAO,EAAE,CAAC,CAAA;IACV,IAAI,EAAE,MAAM,CAAA;IACZ,KAAK,EAAE,SAAS,EAAE,CAAA;IAClB,KAAK,EAAE,SAAS,EAAE,CAAA;IAClB,uEAAuE;IACvE,MAAM,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACxC;;;;;;;;;;;;;;;;;;OAkBG;IACH,OAAO,CAAC,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IAC1C,MAAM,CAAC,EAAE,YAAY,EAAE,CAAA;IACvB;;uFAEmF;IACnF,IAAI,CAAC,EAAE,MAAM,EAAE,CAAA;
|
|
1
|
+
{"version":3,"file":"schema.d.ts","sourceRoot":"","sources":["../../src/graph/schema.ts"],"names":[],"mappings":"AAKA,MAAM,MAAM,WAAW,GAAG,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;AAE9F,MAAM,MAAM,SAAS,GAAG;IACtB,kFAAkF;IAClF,EAAE,EAAE,MAAM,CAAA;IACV,oEAAoE;IACpE,IAAI,EAAE,MAAM,CAAA;IACZ,mDAAmD;IACnD,MAAM,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,CAAA;IACpC;mFAC+E;IAC/E,EAAE,CAAC,EAAE;QAAE,QAAQ,CAAC,EAAE;YAAE,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAA;SAAE,CAAA;KAAE,CAAA;CAC7C,CAAA;AAED,MAAM,MAAM,SAAS,GAAG;IACtB,IAAI,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACtC,EAAE,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;CACrC,CAAA;AAED,0FAA0F;AAC1F,MAAM,MAAM,YAAY,GAAG;IACzB,+DAA+D;IAC/D,EAAE,EAAE,MAAM,CAAA;IACV,KAAK,EAAE,MAAM,CAAA;IACb,MAAM,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACxC,IAAI,EAAE,OAAO,GAAG,OAAO,CAAA;IACvB,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,OAAO,EAAE,WAAW,CAAA;CACrB,CAAA;AAED,MAAM,MAAM,WAAW,GAAG;IACxB,OAAO,EAAE,CAAC,CAAA;IACV,IAAI,EAAE,MAAM,CAAA;IACZ,KAAK,EAAE,SAAS,EAAE,CAAA;IAClB,KAAK,EAAE,SAAS,EAAE,CAAA;IAClB,uEAAuE;IACvE,MAAM,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACxC;;;;;;;;;;;;;;;;;;OAkBG;IACH,OAAO,CAAC,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IAC1C,MAAM,CAAC,EAAE,YAAY,EAAE,CAAA;IACvB;;uFAEmF;IACnF,IAAI,CAAC,EAAE,MAAM,EAAE,CAAA;IACf;;;;;;;OAOG;IACH,MAAM,CAAC,EAAE,CAAC;QAAE,GAAG,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,OAAO,CAAA;KAAE,GAAG,IAAI,CAAC,EAAE,CAAA;CACpD,CAAA;AAED,MAAM,MAAM,UAAU,GAAG;IACvB,QAAQ,EAAE,OAAO,GAAG,SAAS,CAAA;IAC7B,MAAM,CAAC,EAAE,MAAM,CAAA;IACf,OAAO,EAAE,MAAM,CAAA;CAChB,CAAA;AAID,eAAO,MAAM,SAAS,MAAM,CAAA;AAC5B,eAAO,MAAM,UAAU,KAAK,CAAA"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"slots.d.ts","sourceRoot":"","sources":["../../src/graph/slots.ts"],"names":[],"mappings":"AAYA,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAA;
|
|
1
|
+
{"version":3,"file":"slots.d.ts","sourceRoot":"","sources":["../../src/graph/slots.ts"],"names":[],"mappings":"AAYA,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAA;AA0NxE;;;;GAIG;AACH,wBAAgB,cAAc,CAC5B,WAAW,EAAE,WAAW,EACxB,SAAS,EAAE,SAAS,EACpB,MAAM,EAAE,MAAM,EACd,oBAAoB,EAAE,OAAO,EAC7B,UAAU,UAAQ,EAClB,KAAK,GAAE,UAAmB,EAC1B,UAAU,UAAO,GAChB,MAAM,CAgBR"}
|
package/dist/graph/slots.js
CHANGED
|
@@ -125,20 +125,17 @@ ${discard}
|
|
|
125
125
|
var n = safe_normal(input.normal);
|
|
126
126
|
let v = normalize(camera.viewPos - input.worldPos);${flip}
|
|
127
127
|
${gate}
|
|
128
|
-
|
|
129
|
-
|
|
128
|
+
// The key: the directional light this draw's layers take — the sun unless a
|
|
129
|
+
// light on its own layer stands in. The shadow stays the sun's atlas, as the
|
|
130
|
+
// game keeps the scene's shadow under a character's own key.
|
|
131
|
+
let rz_key = rzMainLight();
|
|
132
|
+
let l = -light.lights[rz_key].direction.xyz;
|
|
133
|
+
let sun = light.lights[rz_key].color.xyz * light.lights[rz_key].color.w;
|
|
130
134
|
let shadow = sampleShadow(input.worldPos, n);
|
|
131
|
-
// The
|
|
132
|
-
//
|
|
133
|
-
//
|
|
134
|
-
|
|
135
|
-
// A model given a flat sky (setModelFlatSky - the cast, for an anime look)
|
|
136
|
-
// takes the sky's AVERAGE instead: its colour and brightness from every
|
|
137
|
-
// direction alike. The directional sky shaded a face like PBR - soft
|
|
138
|
-
// realistic gradients the toon ramp never drew - where the game gives its
|
|
139
|
-
// characters one flat base light. A flat World is its own average, so a
|
|
140
|
-
// scene without an HDRI renders exactly as before.
|
|
141
|
-
let amb = select(rzWorldAmbient(n), rzWorldAmbientAvg(), modelLight.opts.x > 0.5);
|
|
135
|
+
// The ambient: this object's own where loaded data gave it one — the game
|
|
136
|
+
// gives every renderer its own — else the world's flat colour or the HDRI's
|
|
137
|
+
// irradiance at this normal.
|
|
138
|
+
let amb = rzObjectAmbient(n);
|
|
142
139
|
let tex_color = tex_s.rgb;
|
|
143
140
|
// The normal the lamps' diffuse layer is lit by, for a principled walk to
|
|
144
141
|
// compute it on the way (rzLightsDiffuseOnce). n is final from here on.
|
|
@@ -182,11 +179,11 @@ function epilogue(renderClass, alphaMode, hasOpacity, blend, takesLight) {
|
|
|
182
179
|
// alpha, into a glowing disc under the spot above it.
|
|
183
180
|
//
|
|
184
181
|
// The model's fill (Engine.setModelFill) rides here too, as brightness: the
|
|
185
|
-
// surface colour times the fill, on every pixel of her alike.
|
|
186
|
-
//
|
|
187
|
-
//
|
|
188
|
-
//
|
|
189
|
-
const LIT = takesLight ? ` + (rzLightsDiffuseOnce(input.worldPos, n) +
|
|
182
|
+
// surface colour times the fill, on every pixel of her alike. In the graph's
|
|
183
|
+
// ambient an NPR ramp would read it as LIGHT — sliding it would move her
|
|
184
|
+
// shadows, and under a hard step flip whole regions at once. After the graph
|
|
185
|
+
// it lifts her evenly and leaves every shadow where it is.
|
|
186
|
+
const LIT = takesLight ? ` + (rzLightsDiffuseOnce(input.worldPos, n) + objectLight.fill.rgb) * albedo` : "";
|
|
190
187
|
const ALBEDO = ` let albedo = tex_color;
|
|
191
188
|
`;
|
|
192
189
|
// The dissolve's burning edge, ADDED after the graph and after the lights —
|
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 StageGradeLut, type SceneFog, type StageCastShadow, type SceneFogLayer, type EngineStats, type EngineOptions, type BloomOptions, type DepthOfFieldOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type ModelTransform, type SceneLight, type ModelAttachment, 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 StageGradeLut, type SceneFog, type StageCastShadow, type SceneFogLayer, type EngineStats, type EngineOptions, type BloomOptions, type DepthOfFieldOptions, type ViewTransformOptions, type ViewTransformName, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type ModelTransform, type SceneLight, RENDERING_LAYER_DEFAULT, RENDERING_LAYER_CHARACTER, 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";
|
|
@@ -51,4 +51,12 @@ export { boneOverlay, boneMarkerPositions, rigidbodyOverlay, jointOverlay, build
|
|
|
51
51
|
*/
|
|
52
52
|
export { EFFECT_MATH_API, PARTICLE_STRUCT_WGSL } from "./shaders/passes/hosted-api";
|
|
53
53
|
export type { EyeTrackingOptions } from "./model";
|
|
54
|
+
/**
|
|
55
|
+
* The game's own materials (src/unity): a stage package drawn by its translated
|
|
56
|
+
* shaders (Engine.setNativeStage) and a model dressed in a native look
|
|
57
|
+
* (Engine.setModelNativeLook) — the shapes their files take.
|
|
58
|
+
*/
|
|
59
|
+
export type { NativeStagePackage, NativeStageReader } from "./unity/stage";
|
|
60
|
+
export type { NativeLook, NativeMaterialSpec, NativeTexture } from "./unity/looks";
|
|
61
|
+
export type { NativeShader, NativeShaderInfo } from "./unity/host";
|
|
54
62
|
//# sourceMappingURL=index.d.ts.map
|
package/dist/index.d.ts.map
CHANGED
|
@@ -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,aAAa,EAClB,KAAK,QAAQ,EACb,KAAK,eAAe,EACpB,KAAK,aAAa,EAClB,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,UAAU,EACf,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,EACL,YAAY,EACZ,UAAU,EACV,WAAW,EACX,YAAY,EACZ,KAAK,YAAY,EACjB,KAAK,WAAW,EAChB,KAAK,QAAQ,GACd,MAAM,mBAAmB,CAAA;AAG1B,OAAO,EAAE,cAAc,EAAE,KAAK,cAAc,EAAE,MAAM,eAAe,CAAA;AACnE,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,UAAU,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC9H,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;AAElB;;;;;;;;;;;GAWG;AACH,OAAO,EAAE,eAAe,EAAE,oBAAoB,EAAE,MAAM,6BAA6B,CAAA;AACnF,YAAY,EAAE,kBAAkB,EAAE,MAAM,SAAS,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,aAAa,EAClB,KAAK,QAAQ,EACb,KAAK,eAAe,EACpB,KAAK,aAAa,EAClB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,mBAAmB,EACxB,KAAK,oBAAoB,EACzB,KAAK,iBAAiB,EACtB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,UAAU,EACf,uBAAuB,EACvB,yBAAyB,EACzB,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,EACL,YAAY,EACZ,UAAU,EACV,WAAW,EACX,YAAY,EACZ,KAAK,YAAY,EACjB,KAAK,WAAW,EAChB,KAAK,QAAQ,GACd,MAAM,mBAAmB,CAAA;AAG1B,OAAO,EAAE,cAAc,EAAE,KAAK,cAAc,EAAE,MAAM,eAAe,CAAA;AACnE,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,UAAU,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC9H,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;AAElB;;;;;;;;;;;GAWG;AACH,OAAO,EAAE,eAAe,EAAE,oBAAoB,EAAE,MAAM,6BAA6B,CAAA;AACnF,YAAY,EAAE,kBAAkB,EAAE,MAAM,SAAS,CAAA;AAEjD;;;;GAIG;AACH,YAAY,EAAE,kBAAkB,EAAE,iBAAiB,EAAE,MAAM,eAAe,CAAA;AAC1E,YAAY,EAAE,UAAU,EAAE,kBAAkB,EAAE,aAAa,EAAE,MAAM,eAAe,CAAA;AAClF,YAAY,EAAE,YAAY,EAAE,gBAAgB,EAAE,MAAM,cAAc,CAAA"}
|
package/dist/index.js
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_DEPTH_OF_FIELD_OPTIONS, DEFAULT_VIEW_TRANSFORM, DEFAULT_COLOR_GRADING, } from "./engine";
|
|
1
|
+
export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_DEPTH_OF_FIELD_OPTIONS, DEFAULT_VIEW_TRANSFORM, DEFAULT_COLOR_GRADING, RENDERING_LAYER_DEFAULT, RENDERING_LAYER_CHARACTER, } from "./engine";
|
|
2
2
|
export { parsePmxFolderInput, pmxFileAtRelativePath } from "./folder-upload";
|
|
3
3
|
export { parseMidi } from "./midi-loader";
|
|
4
4
|
// Radiance .hdr, for HDRI worlds — the host fetches the file and hands the
|
package/dist/model.d.ts
CHANGED
|
@@ -284,7 +284,7 @@ export declare class Model {
|
|
|
284
284
|
private assetBasePath;
|
|
285
285
|
/** Called by Engine when registering the model; enables loadVmd to resolve relative paths for folder uploads. */
|
|
286
286
|
setAssetContext(reader: AssetReader, basePath: string): void;
|
|
287
|
-
constructor(vertexData: Float32Array<ArrayBuffer>, indexData: Uint32Array<ArrayBuffer>, textures: Texture[], materials: Material[], skeleton: Skeleton, skinning: Skinning, morphing: Morphing, rigidbodies?: Rigidbody[], joints?: Joint[], loadWarnings?: string[]);
|
|
287
|
+
constructor(vertexData: Float32Array<ArrayBuffer>, indexData: Uint32Array<ArrayBuffer>, textures: Texture[], materials: Material[], skeleton: Skeleton, skinning: Skinning, morphing: Morphing, rigidbodies?: Rigidbody[], joints?: Joint[], loadWarnings?: string[], edgeScales?: Float32Array | null);
|
|
288
288
|
/** 軸制限 bones and their normalised axes — see applyFixedAxes. */
|
|
289
289
|
private fixedAxisBones;
|
|
290
290
|
private initializeRuntimeSkeleton;
|
|
@@ -341,6 +341,15 @@ export declare class Model {
|
|
|
341
341
|
getSupportedMorphIndices(): number[];
|
|
342
342
|
private updateTweens;
|
|
343
343
|
getVertices(): Float32Array<ArrayBuffer>;
|
|
344
|
+
/** PMX per-vertex edge scale, when the source had one. */
|
|
345
|
+
private edgeScales;
|
|
346
|
+
private outlineVertices;
|
|
347
|
+
/**
|
|
348
|
+
* The outline hull's own vertex stream: per vertex, the smoothed rest-pose
|
|
349
|
+
* normal (xyz) and the PMX edge scale (w). See outline-normals.ts. Built on
|
|
350
|
+
* first ask — only models with an edge-flagged material ever ask.
|
|
351
|
+
*/
|
|
352
|
+
getOutlineVertices(): Float32Array<ArrayBuffer>;
|
|
344
353
|
getTextures(): Texture[];
|
|
345
354
|
getMaterials(): Material[];
|
|
346
355
|
getIndices(): Uint32Array<ArrayBuffer>;
|
package/dist/model.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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1
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0B,IAAI,YAAY;IAI1C,eAAe,IAAI,YAAY;IAoC/B,cAAc,CAAC,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,UAAU,CAAC,EAAE,MAAM,GAAG,IAAI;IAkDvE,OAAO,CAAC,WAAW;IAoGnB,eAAe,IAAI,IAAI;IAMvB,wBAAwB,IAAI,OAAO;IAQnC,wBAAwB,IAAI,YAAY;IAQxC,qBAAqB,IAAI,gBAAgB,GAAG,IAAI;IA6DhD,wBAAwB,IAAI;QAAE,OAAO,EAAE,MAAM,CAAC;QAAC,OAAO,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI;IAavE,OAAO,CAAC,yBAAyB;IA0DjC;;;;;;;;;OASG;IACH,OAAO,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,MAAM,CAAC,EAAE,KAAK,GAAG,QAAQ,CAAA;KAAE,GAAG,OAAO,CAAC,IAAI,CAAC;IAoDpG;;8DAE0D;IAC1D,OAAO,CAAC,kBAAkB;IAS1B,QAAQ,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,aAAa,GAAG,IAAI;IAIjD,aAAa,IAAI,IAAI;IAWrB,cAAc,IAAI,IAAI;IAStB,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,aAAa,GAAG,IAAI;IAI3C;;;;;;;;;;;8EAW0E;IAC1E,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE;QAAE,CAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,iBAAiB,GAAG,IAAI;IAgC5F,mEAAmE;IACnE,OAAO,CAAC,MAAM,CAAC,WAAW;IAU1B;;;;;;;;;OASG;IACH,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,MAAM,CAAC,EAAE,iBAAiB,CAAA;KAAE,GAAG,WAAW;IAM9E,IAAI,IAAI,IAAI;IACZ,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO;IAC3B,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,oBAAoB,GAAG,OAAO;IAgB3D,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IASxB;;;;2DAIuD;IACvD,YAAY,CAAC,OAAO,EAAE,UAAU,EAAE,GAAG,IAAI;IAMzC,cAAc,IAAI,IAAI;IAItB;;;iFAG6E;IAC7E,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,MAAM,CAAC,EAAE,MAAM,CAAC;QAAC,OAAO,CAAC,EAAE,MAAM,CAAC;QAAC,KAAK,CAAC,EAAE,MAAM,IAAI,CAAA;KAAE,GAAG,OAAO;IAWvG,+EAA+E;IAC/E,aAAa,CAAC,OAAO,SAAM,GAAG,IAAI;IAUlC,4CAA4C;IAC5C,UAAU,IAAI,MAAM,GAAG,IAAI;IAI3B;;;;mDAI+C;IAC/C,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC,CAAC,EAAE,aAAa,KAAK,IAAI,EAAE,OAAO,CAAC,EAAE;QAAE,SAAS,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,MAAM,IAAI;IAc5H,OAAO,CAAC,cAAc;IAYtB;yEACqE;IACrE,OAAO,CAAC,gBAAgB;IAWxB;;;mFAG+E;IAC/E,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,IAAI,CAAC,EAAE,OAAO,CAAA;KAAE,GAAG,OAAO;IAoBjF,KAAK,IAAI,IAAI;IAIb,IAAI,IAAI,IAAI;IAOZ;;uEAEmE;IACnE,cAAc,IAAI,IAAI;IAQtB,IAAI,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAM3B,oBAAoB,IAAI,iBAAiB;IAazC,OAAO,CAAC,MAAM,CAAC,UAAU;IAWzB,OAAO,CAAC,iBAAiB;IAczB;;;;;;OAMG;IACH,OAAO,CAAC,UAAU,CAAoB;IAEtC;8EAC0E;IAC1E,OAAO,CAAC,eAAe;IAevB;;;;8BAI0B;IAC1B,OAAO,CAAC,mBAAmB;IA2C3B,8FAA8F;IAC9F,OAAO,CAAC,gBAAgB;IAkBxB;;;;;;;;;;;;;;;;;OAiBG;IACH,OAAO,CAAC,cAAc;IAetB,OAAO,CAAC,iBAAiB;IAiCzB;;;;yEAIqE;IACrE,OAAO,CAAC,gBAAgB;IAuIxB;sFACkF;IAClF,OAAO,CAAC,YAAY;IAmDpB;;2EAEuE;IACvE,OAAO,CAAC,cAAc;IA0CtB;;;;;;;;;OASG;IACH,MAAM,IAAI,OAAO;IAiBjB,qDAAqD;IACrD,OAAO,CAAC,eAAe;IAQvB,MAAM,CAAC,SAAS,EAAE,MAAM,EAAE,SAAS,UAAO,GAAG,OAAO;IAuHpD,OAAO,CAAC,aAAa;IAyCrB,OAAO,CAAC,aAAa,CAAyB;IAI9C,OAAO,CAAC,4BAA4B;IA4HpC;;;;;;;;;;;;;;;;;OAiBG;IACH,qBAAqB,CAAC,WAAW,EAAE,MAAM,EAAE,GAAG,IAAI;IAkDlD;kFAC8E;IAC9E,oBAAoB,IAAI,MAAM,EAAE;IAIhC;;;;;;;;;;;;;;;OAeG;IACH,kBAAkB,IAAI,IAAI;IA4C1B,oBAAoB,CAAC,MAAM,CAAC,EAAE,UAAU,GAAG,IAAI;CA0GhD"}
|
package/dist/model.js
CHANGED
|
@@ -2,6 +2,7 @@ import { Mat4, Quat, Vec3, easeInOut, scratchMat4Values, scratchQuat } from "./m
|
|
|
2
2
|
import { Engine } from "./engine";
|
|
3
3
|
import { joinAssetPath } from "./asset-reader";
|
|
4
4
|
import { IKSolverSystem } from "./ik-solver";
|
|
5
|
+
import { buildOutlineVertices } from "./outline-normals";
|
|
5
6
|
import { VMDLoader } from "./vmd-loader";
|
|
6
7
|
import { VMDWriter } from "./vmd-writer";
|
|
7
8
|
import { AnimationState, FPS, interpolateControlPoints, retiredMorphs, rawInterpolationToBoneInterpolation, } from "./animation";
|
|
@@ -123,7 +124,7 @@ export class Model {
|
|
|
123
124
|
this.assetReader = reader;
|
|
124
125
|
this.assetBasePath = basePath;
|
|
125
126
|
}
|
|
126
|
-
constructor(vertexData, indexData, textures, materials, skeleton, skinning, morphing, rigidbodies = [], joints = [], loadWarnings = []) {
|
|
127
|
+
constructor(vertexData, indexData, textures, materials, skeleton, skinning, morphing, rigidbodies = [], joints = [], loadWarnings = [], edgeScales = null) {
|
|
127
128
|
this._name = "";
|
|
128
129
|
this.morphPrevMinVert = -1; // vertices touched by last applyMorphs (reset to base this pass)
|
|
129
130
|
this.morphPrevMaxVert = -1;
|
|
@@ -229,6 +230,9 @@ export class Model {
|
|
|
229
230
|
this.assetBasePath = "";
|
|
230
231
|
/** 軸制限 bones and their normalised axes — see applyFixedAxes. */
|
|
231
232
|
this.fixedAxisBones = [];
|
|
233
|
+
/** PMX per-vertex edge scale, when the source had one. */
|
|
234
|
+
this.edgeScales = null;
|
|
235
|
+
this.outlineVertices = null;
|
|
232
236
|
// When true, update() skips applyPoseFromClip, so whatever was last written to
|
|
233
237
|
// localRotations / localTranslations persists across frames. Used by gizmo drag
|
|
234
238
|
// and other direct-manipulation flows to prevent the currently-shown clip from
|
|
@@ -266,6 +270,7 @@ export class Model {
|
|
|
266
270
|
this.ikDisabled = new Set();
|
|
267
271
|
// Cached set to track which bones are being computed in current IK pass (to avoid infinite recursion)
|
|
268
272
|
this.ikComputedSet = new Set();
|
|
273
|
+
this.edgeScales = edgeScales;
|
|
269
274
|
// Store base vertex data (original positions before morphing)
|
|
270
275
|
this.baseVertexData = new Float32Array(vertexData);
|
|
271
276
|
this.vertexData = vertexData;
|
|
@@ -671,6 +676,15 @@ export class Model {
|
|
|
671
676
|
getVertices() {
|
|
672
677
|
return this.vertexData;
|
|
673
678
|
}
|
|
679
|
+
/**
|
|
680
|
+
* The outline hull's own vertex stream: per vertex, the smoothed rest-pose
|
|
681
|
+
* normal (xyz) and the PMX edge scale (w). See outline-normals.ts. Built on
|
|
682
|
+
* first ask — only models with an edge-flagged material ever ask.
|
|
683
|
+
*/
|
|
684
|
+
getOutlineVertices() {
|
|
685
|
+
this.outlineVertices ?? (this.outlineVertices = buildOutlineVertices(this.baseVertexData, VERTEX_STRIDE, this.indexData, this.edgeScales ?? undefined));
|
|
686
|
+
return this.outlineVertices;
|
|
687
|
+
}
|
|
674
688
|
getTextures() {
|
|
675
689
|
return this.textures;
|
|
676
690
|
}
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
/** Positions closer than this (model units) are one position. */
|
|
2
|
+
export declare const OUTLINE_WELD_EPSILON = 0.0001;
|
|
3
|
+
/**
|
|
4
|
+
* Smoothed outline normals, packed with the PMX per-vertex edge scale:
|
|
5
|
+
* xyz = unit direction, w = edge scale — four floats per vertex.
|
|
6
|
+
*
|
|
7
|
+
* @param vertexData interleaved [pos3, normal3, uv2] per vertex
|
|
8
|
+
* @param indices triangle list
|
|
9
|
+
* @param edgeScales per-vertex PMX edge scale, or omitted for 1
|
|
10
|
+
*/
|
|
11
|
+
export declare function buildOutlineVertices(vertexData: ArrayLike<number>, stride: number, indices: ArrayLike<number>, edgeScales?: ArrayLike<number>): Float32Array<ArrayBuffer>;
|
|
12
|
+
//# sourceMappingURL=outline-normals.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"outline-normals.d.ts","sourceRoot":"","sources":["../src/outline-normals.ts"],"names":[],"mappings":"AAmBA,iEAAiE;AACjE,eAAO,MAAM,oBAAoB,SAAO,CAAA;AAExC;;;;;;;GAOG;AACH,wBAAgB,oBAAoB,CAClC,UAAU,EAAE,SAAS,CAAC,MAAM,CAAC,EAC7B,MAAM,EAAE,MAAM,EACd,OAAO,EAAE,SAAS,CAAC,MAAM,CAAC,EAC1B,UAAU,CAAC,EAAE,SAAS,CAAC,MAAM,CAAC,GAC7B,YAAY,CAAC,WAAW,CAAC,CA+D3B"}
|
|
@@ -0,0 +1,100 @@
|
|
|
1
|
+
// The inverted hull's own push direction, one per vertex, built once at load.
|
|
2
|
+
//
|
|
3
|
+
// The hull is the model pushed out along a normal. Pushed along the MESH's
|
|
4
|
+
// normals it tears wherever the mesh carries two vertices at one position —
|
|
5
|
+
// every hard edge and every UV seam — because the two copies go two ways and
|
|
6
|
+
// the gap between them shows the body through the line: the jaw, the finger
|
|
7
|
+
// joints, the parting in the hair. Aether Gazer bakes a smoothed normal into
|
|
8
|
+
// vertex colour for exactly this (Character/Debug.shader, pass "Outline"); a
|
|
9
|
+
// PMX has nowhere to carry one, so it is computed here instead: the normals of
|
|
10
|
+
// every vertex at one position, averaged, so the copies agree and the hull
|
|
11
|
+
// stays closed.
|
|
12
|
+
//
|
|
13
|
+
// Each vertex's vote is weighted by the corner angles it owns, which is what
|
|
14
|
+
// makes a hard corner come out as the corner's true bisector rather than
|
|
15
|
+
// leaning toward whichever side happened to be cut into more triangles.
|
|
16
|
+
//
|
|
17
|
+
// Rest pose only, as the game's is: a morph moves the positions and leaves this
|
|
18
|
+
// alone, and skinning turns it exactly as it turns the normal.
|
|
19
|
+
/** Positions closer than this (model units) are one position. */
|
|
20
|
+
export const OUTLINE_WELD_EPSILON = 1e-4;
|
|
21
|
+
/**
|
|
22
|
+
* Smoothed outline normals, packed with the PMX per-vertex edge scale:
|
|
23
|
+
* xyz = unit direction, w = edge scale — four floats per vertex.
|
|
24
|
+
*
|
|
25
|
+
* @param vertexData interleaved [pos3, normal3, uv2] per vertex
|
|
26
|
+
* @param indices triangle list
|
|
27
|
+
* @param edgeScales per-vertex PMX edge scale, or omitted for 1
|
|
28
|
+
*/
|
|
29
|
+
export function buildOutlineVertices(vertexData, stride, indices, edgeScales) {
|
|
30
|
+
const n = Math.floor(vertexData.length / stride);
|
|
31
|
+
const out = new Float32Array(n * 4);
|
|
32
|
+
// Corner angles each vertex owns. A vertex no triangle uses keeps a token
|
|
33
|
+
// weight, so it still has a direction of its own.
|
|
34
|
+
const weight = new Float32Array(n).fill(1e-6);
|
|
35
|
+
for (let t = 0; t + 2 < indices.length; t += 3) {
|
|
36
|
+
const a = indices[t], b = indices[t + 1], c = indices[t + 2];
|
|
37
|
+
if (a >= n || b >= n || c >= n)
|
|
38
|
+
continue;
|
|
39
|
+
weight[a] += cornerAngle(vertexData, stride, a, b, c);
|
|
40
|
+
weight[b] += cornerAngle(vertexData, stride, b, c, a);
|
|
41
|
+
weight[c] += cornerAngle(vertexData, stride, c, a, b);
|
|
42
|
+
}
|
|
43
|
+
// Weld by quantized position.
|
|
44
|
+
const inv = 1 / OUTLINE_WELD_EPSILON;
|
|
45
|
+
const group = new Int32Array(n);
|
|
46
|
+
const ids = new Map();
|
|
47
|
+
let groups = 0;
|
|
48
|
+
for (let i = 0; i < n; i++) {
|
|
49
|
+
const o = i * stride;
|
|
50
|
+
const key = `${Math.round(vertexData[o] * inv)},${Math.round(vertexData[o + 1] * inv)},${Math.round(vertexData[o + 2] * inv)}`;
|
|
51
|
+
let g = ids.get(key);
|
|
52
|
+
if (g === undefined) {
|
|
53
|
+
g = groups++;
|
|
54
|
+
ids.set(key, g);
|
|
55
|
+
}
|
|
56
|
+
group[i] = g;
|
|
57
|
+
}
|
|
58
|
+
const sum = new Float32Array(groups * 3);
|
|
59
|
+
for (let i = 0; i < n; i++) {
|
|
60
|
+
const o = i * stride;
|
|
61
|
+
const w = weight[i];
|
|
62
|
+
const g = group[i] * 3;
|
|
63
|
+
sum[g] += vertexData[o + 3] * w;
|
|
64
|
+
sum[g + 1] += vertexData[o + 4] * w;
|
|
65
|
+
sum[g + 2] += vertexData[o + 5] * w;
|
|
66
|
+
}
|
|
67
|
+
for (let i = 0; i < n; i++) {
|
|
68
|
+
const o = i * stride;
|
|
69
|
+
const nx = vertexData[o + 3], ny = vertexData[o + 4], nz = vertexData[o + 5];
|
|
70
|
+
const g = group[i] * 3;
|
|
71
|
+
let x = sum[g], y = sum[g + 1], z = sum[g + 2];
|
|
72
|
+
const len = Math.hypot(x, y, z);
|
|
73
|
+
// Two sheets back to back at one position (a double-sided skirt, a shell
|
|
74
|
+
// and its lining) cancel to nothing, or to a direction pointing INTO one of
|
|
75
|
+
// them. Either way the welded answer is wrong for this vertex, and its own
|
|
76
|
+
// normal is the honest one.
|
|
77
|
+
if (len < 1e-6 || x * nx + y * ny + z * nz <= 0) {
|
|
78
|
+
x = nx;
|
|
79
|
+
y = ny;
|
|
80
|
+
z = nz;
|
|
81
|
+
}
|
|
82
|
+
const l = Math.hypot(x, y, z) || 1;
|
|
83
|
+
out[i * 4] = x / l;
|
|
84
|
+
out[i * 4 + 1] = y / l;
|
|
85
|
+
out[i * 4 + 2] = z / l;
|
|
86
|
+
out[i * 4 + 3] = edgeScales ? edgeScales[i] : 1;
|
|
87
|
+
}
|
|
88
|
+
return out;
|
|
89
|
+
}
|
|
90
|
+
/** The angle at vertex `a` of triangle (a, b, c), in radians. */
|
|
91
|
+
function cornerAngle(v, stride, a, b, c) {
|
|
92
|
+
const oa = a * stride, ob = b * stride, oc = c * stride;
|
|
93
|
+
const ux = v[ob] - v[oa], uy = v[ob + 1] - v[oa + 1], uz = v[ob + 2] - v[oa + 2];
|
|
94
|
+
const wx = v[oc] - v[oa], wy = v[oc + 1] - v[oa + 1], wz = v[oc + 2] - v[oa + 2];
|
|
95
|
+
const lu = Math.hypot(ux, uy, uz), lw = Math.hypot(wx, wy, wz);
|
|
96
|
+
if (lu < 1e-12 || lw < 1e-12)
|
|
97
|
+
return 0;
|
|
98
|
+
const cos = (ux * wx + uy * wy + uz * wz) / (lu * lw);
|
|
99
|
+
return Math.acos(Math.max(-1, Math.min(1, cos)));
|
|
100
|
+
}
|
package/dist/pmx-loader.d.ts
CHANGED
|
@@ -18,6 +18,9 @@ export declare class PmxLoader {
|
|
|
18
18
|
private inverseBindMatrices;
|
|
19
19
|
private joints0;
|
|
20
20
|
private weights0;
|
|
21
|
+
/** PMX per-vertex edge scale — the outline's width multiplier, as the
|
|
22
|
+
* game's outline takes vertex colour alpha. */
|
|
23
|
+
private edgeScales;
|
|
21
24
|
private morphs;
|
|
22
25
|
private vertexCount;
|
|
23
26
|
private rigidbodies;
|
package/dist/pmx-loader.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pmx-loader.d.ts","sourceRoot":"","sources":["../src/pmx-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,KAAK,EAcN,MAAM,SAAS,CAAA;AAGhB,OAAO,EAA0B,KAAK,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAEzE,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAc;IAC7B,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,mBAAmB,CAAI;IAC/B,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,gBAAgB,CAAI;IAC5B,OAAO,CAAC,iBAAiB,CAAI;IAC7B,OAAO,CAAC,aAAa,CAAI;IACzB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,kBAAkB,CAAI;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAiB;IAClC,OAAO,CAAC,KAAK,CAAa;IAC1B,OAAO,CAAC,mBAAmB,CAA4B;IACvD,OAAO,CAAC,OAAO,CAA2B;IAC1C,OAAO,CAAC,QAAQ,CAA0B;IAC1C,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAY;IAC/B,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,QAAQ,CAAe;IAE/B,OAAO;IAQP,OAAO,CAAC,IAAI;WAMC,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAI9C,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,KAAK;WAIpC,cAAc,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAKxF,OAAO,CAAC,KAAK;IAiBb,OAAO,CAAC,WAAW;IAwDnB,OAAO,CAAC,aAAa;
|
|
1
|
+
{"version":3,"file":"pmx-loader.d.ts","sourceRoot":"","sources":["../src/pmx-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,KAAK,EAcN,MAAM,SAAS,CAAA;AAGhB,OAAO,EAA0B,KAAK,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAEzE,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAc;IAC7B,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,mBAAmB,CAAI;IAC/B,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,gBAAgB,CAAI;IAC5B,OAAO,CAAC,iBAAiB,CAAI;IAC7B,OAAO,CAAC,aAAa,CAAI;IACzB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,kBAAkB,CAAI;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAiB;IAClC,OAAO,CAAC,KAAK,CAAa;IAC1B,OAAO,CAAC,mBAAmB,CAA4B;IACvD,OAAO,CAAC,OAAO,CAA2B;IAC1C,OAAO,CAAC,QAAQ,CAA0B;IAC1C;oDACgD;IAChD,OAAO,CAAC,UAAU,CAA4B;IAC9C,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAY;IAC/B,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,QAAQ,CAAe;IAE/B,OAAO;IAQP,OAAO,CAAC,IAAI;WAMC,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAI9C,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,KAAK;WAIpC,cAAc,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAKxF,OAAO,CAAC,KAAK;IAiBb,OAAO,CAAC,WAAW;IAwDnB,OAAO,CAAC,aAAa;IA4GrB,OAAO,CAAC,YAAY;IAWpB,OAAO,CAAC,aAAa;IAkBrB,OAAO,CAAC,cAAc;IAsEtB,OAAO,CAAC,UAAU;IAkLlB,OAAO,CAAC,WAAW;IAgMnB,OAAO,CAAC,iBAAiB;IAgDzB,OAAO,CAAC,gBAAgB;IA+FxB,OAAO,CAAC,WAAW;IAmGnB,OAAO,CAAC,kBAAkB;IAmC1B,OAAO,CAAC,OAAO;IAmJf,OAAO,CAAC,QAAQ;IAOhB,OAAO,CAAC,SAAS;IAUjB,OAAO,CAAC,cAAc;IAWtB,OAAO,CAAC,iBAAiB;IAczB,OAAO,CAAC,QAAQ;IAShB,OAAO,CAAC,UAAU;IASlB,OAAO,CAAC,SAAS;IAQjB,OAAO,CAAC,OAAO;IAwBf,OAAO,CAAC,QAAQ;CAIjB"}
|