reze-engine 0.63.0 → 0.65.0

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Files changed (106) hide show
  1. package/dist/engine.d.ts +226 -96
  2. package/dist/engine.d.ts.map +1 -1
  3. package/dist/engine.js +1187 -732
  4. package/dist/graph/compile.d.ts.map +1 -1
  5. package/dist/graph/compile.js +4 -1
  6. package/dist/graph/registry.d.ts +3 -0
  7. package/dist/graph/registry.d.ts.map +1 -1
  8. package/dist/graph/registry.js +133 -0
  9. package/dist/graph/schema.d.ts +12 -0
  10. package/dist/graph/schema.d.ts.map +1 -1
  11. package/dist/graph/slots.d.ts.map +1 -1
  12. package/dist/graph/slots.js +15 -18
  13. package/dist/index.d.ts +9 -1
  14. package/dist/index.d.ts.map +1 -1
  15. package/dist/index.js +1 -1
  16. package/dist/model.d.ts +10 -1
  17. package/dist/model.d.ts.map +1 -1
  18. package/dist/model.js +15 -1
  19. package/dist/outline-normals.d.ts +12 -0
  20. package/dist/outline-normals.d.ts.map +1 -0
  21. package/dist/outline-normals.js +100 -0
  22. package/dist/pmx-loader.d.ts +3 -0
  23. package/dist/pmx-loader.d.ts.map +1 -1
  24. package/dist/pmx-loader.js +7 -2
  25. package/dist/shaders/lights.d.ts +3 -2
  26. package/dist/shaders/lights.d.ts.map +1 -1
  27. package/dist/shaders/lights.js +16 -3
  28. package/dist/shaders/materials/common.d.ts.map +1 -1
  29. package/dist/shaders/materials/common.js +65 -56
  30. package/dist/shaders/materials/nodes.d.ts +1 -1
  31. package/dist/shaders/materials/nodes.d.ts.map +1 -1
  32. package/dist/shaders/materials/nodes.js +210 -0
  33. package/dist/shaders/passes/bloom.d.ts +4 -3
  34. package/dist/shaders/passes/bloom.d.ts.map +1 -1
  35. package/dist/shaders/passes/bloom.js +58 -87
  36. package/dist/shaders/passes/composite.d.ts.map +1 -1
  37. package/dist/shaders/passes/composite.js +122 -64
  38. package/dist/shaders/passes/cull.d.ts +1 -1
  39. package/dist/shaders/passes/cull.d.ts.map +1 -1
  40. package/dist/shaders/passes/cull.js +7 -3
  41. package/dist/shaders/passes/ground.d.ts.map +1 -1
  42. package/dist/shaders/passes/ground.js +32 -55
  43. package/dist/shaders/passes/mirror.d.ts +18 -12
  44. package/dist/shaders/passes/mirror.d.ts.map +1 -1
  45. package/dist/shaders/passes/mirror.js +59 -13
  46. package/dist/shaders/passes/outline.d.ts.map +1 -1
  47. package/dist/shaders/passes/outline.js +71 -14
  48. package/dist/shaders/passes/particles.d.ts +1 -1
  49. package/dist/shaders/passes/particles.js +1 -1
  50. package/dist/shaders/scene-light-api.d.ts +18 -10
  51. package/dist/shaders/scene-light-api.d.ts.map +1 -1
  52. package/dist/shaders/scene-light-api.js +58 -46
  53. package/dist/shadow-cascades.d.ts +47 -20
  54. package/dist/shadow-cascades.d.ts.map +1 -1
  55. package/dist/shadow-cascades.js +36 -13
  56. package/dist/unity/character.d.ts +59 -0
  57. package/dist/unity/character.d.ts.map +1 -0
  58. package/dist/unity/character.js +120 -0
  59. package/dist/unity/globals.d.ts +93 -0
  60. package/dist/unity/globals.d.ts.map +1 -0
  61. package/dist/unity/globals.js +340 -0
  62. package/dist/unity/host.d.ts +152 -0
  63. package/dist/unity/host.d.ts.map +1 -0
  64. package/dist/unity/host.js +529 -0
  65. package/dist/unity/looks.d.ts +93 -0
  66. package/dist/unity/looks.d.ts.map +1 -0
  67. package/dist/unity/looks.js +312 -0
  68. package/dist/unity/skin.d.ts +9 -0
  69. package/dist/unity/skin.d.ts.map +1 -0
  70. package/dist/unity/skin.js +120 -0
  71. package/dist/unity/stage.d.ts +155 -0
  72. package/dist/unity/stage.d.ts.map +1 -0
  73. package/dist/unity/stage.js +410 -0
  74. package/dist/unity/state.d.ts +22 -0
  75. package/dist/unity/state.d.ts.map +1 -0
  76. package/dist/unity/state.js +170 -0
  77. package/package.json +1 -1
  78. package/src/engine.ts +1535 -964
  79. package/src/graph/compile.ts +3 -1
  80. package/src/graph/registry.ts +142 -0
  81. package/src/graph/schema.ts +9 -0
  82. package/src/graph/slots.ts +15 -18
  83. package/src/index.ts +12 -0
  84. package/src/model.ts +18 -1
  85. package/src/outline-normals.ts +110 -0
  86. package/src/pmx-loader.ts +8 -2
  87. package/src/shaders/lights.ts +16 -3
  88. package/src/shaders/materials/common.ts +65 -57
  89. package/src/shaders/materials/nodes.ts +210 -0
  90. package/src/shaders/passes/bloom.ts +59 -87
  91. package/src/shaders/passes/composite.ts +122 -64
  92. package/src/shaders/passes/cull.ts +7 -3
  93. package/src/shaders/passes/ground.ts +32 -55
  94. package/src/shaders/passes/mirror.ts +60 -13
  95. package/src/shaders/passes/outline.ts +71 -14
  96. package/src/shaders/passes/particles.ts +1 -1
  97. package/src/shaders/scene-light-api.ts +59 -46
  98. package/src/shadow-cascades.ts +61 -32
  99. package/src/unity/character.ts +169 -0
  100. package/src/unity/globals.ts +443 -0
  101. package/src/unity/host.ts +630 -0
  102. package/src/unity/looks.ts +391 -0
  103. package/src/unity/skin.ts +131 -0
  104. package/src/unity/stage.ts +604 -0
  105. package/src/unity/state.ts +172 -0
  106. package/src/shaders/agx-lut.ts +0 -30
@@ -1 +1 @@
1
- {"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,CAsKzF"}
1
+ {"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"}
@@ -294,9 +294,12 @@ export function compileGraph(graph, opts = {}) {
294
294
  return spec(node).emit(raw);
295
295
  };
296
296
  const lines = [];
297
+ let nodeTakesLight = false;
297
298
  for (const id of order) {
298
299
  const node = nodes.get(id);
299
300
  const s = spec(node);
301
+ if (s.takesLight)
302
+ nodeTakesLight = true;
300
303
  if (s.contextOutputs)
301
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  continue;
302
305
  const args = {};
@@ -311,7 +314,7 @@ export function compileGraph(graph, opts = {}) {
311
314
  const fsBody = lines.join("\n");
312
315
  // A graph takes light when its body reads any: the four shading nodes all
313
316
  // pass `sun, amb`, and a hand-written node reaching for the lamps names them.
314
- const takesLight = /\bsun\b|\bamb\b|rzLight|rzLamp/.test(fsBody);
317
+ const takesLight = nodeTakesLight || /\bsun\b|\bamb\b|rzLight|rzLamp/.test(fsBody);
315
318
  const wgsl = assembleModule(opts.renderClass ?? "auto", opts.alphaMode ?? "opaque", fsBody, usesStyle.current, !!opacity, opts.blend ?? "over", takesLight);
316
319
  return { ok: true, wgsl, fsBody, slotMap, diagnostics, prunedNodes };
317
320
  }
@@ -17,6 +17,9 @@ export type NodeSpec = {
17
17
  contextOutputs?: Record<string, string>;
18
18
  /** Swizzle applied to the node's variable per output socket (default: none). */
19
19
  outputSelect?: Record<string, string>;
20
+ /** The node shades by the scene's light without naming it: its graph takes
21
+ * the lamps and the fog as the four shading nodes' graphs do. */
22
+ takesLight?: boolean;
20
23
  };
21
24
  export declare function fmtValue(value: SocketValue, type: SockT): string;
22
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  /** Does a literal's shape fit a socket type? (Scalar splats onto color/vector/vec4.) */
@@ -1 +1 @@
1
- {"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;CACtC,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;AAyCD,eAAO,MAAM,aAAa,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAivBlD,CAAA"}
1
+ {"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"}
@@ -106,6 +106,52 @@ function foldSpecular(ior, level) {
106
106
  // and only makes the emitted shader harder to read.
107
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  return fmtFloat(Number(((r * r * 2 * Math.max(l, 0)) / 0.08).toPrecision(9)));
108
108
  }
109
+ const uberNode = (slot) => ({
110
+ inputs: {
111
+ base: C([1, 1, 1], true),
112
+ metallic: F(0),
113
+ roughness: F(0.6),
114
+ occlusion: F(1),
115
+ normal: { type: "vector", contextDefault: "n" },
116
+ direction: { type: "vector", requiresLink: true },
117
+ // Unity's v into the ramp: the property map's alpha, which picks a
118
+ // surface's band (skin 0.702, hair and pale cloth 0.506).
119
+ row: F(0.702),
120
+ receive_shadow: F(1),
121
+ rim_mask: F(1),
122
+ rim_mid: F(0.448),
123
+ rim_width: F(0.11),
124
+ rim_tint: C([0.9623, 0.9214, 0.9214]),
125
+ rim_intensity: F(1),
126
+ rim_albedo: F(0.9),
127
+ rim_in_light: F(1),
128
+ emission: C([0, 0, 0]),
129
+ reflection: F(1),
130
+ // A face's SDF shade (ag_face_sdf); left at -1, the material reads N·L.
131
+ shade: F(-1),
132
+ // 1: the game's FACE_MODE — no GGX, the environment at a flat 0.0157.
133
+ face: F(0),
134
+ },
135
+ outputs: { color: "color" },
136
+ emit: (a) => `ag_uber(${slot}u, ${a.base}, ${a.metallic}, ${a.roughness}, ${a.occlusion}, ${a.normal}, ${a.direction}, ${a.row}, ${a.receive_shadow}, ` +
137
+ `${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}, ${a.face}, input.worldPos, v)`,
138
+ takesLight: true,
139
+ });
140
+ const UBER_NODES = Object.fromEntries([0, 1, 2, 3].map((s) => [`ag_uber/${s}`, uberNode(s)]));
141
+ // The face's SDF shade, the image on the slot the type names — 104903's face
142
+ // template (SDF_04_shaonv) by default in the AG pack.
143
+ const faceSdfNode = (slot) => ({
144
+ inputs: {
145
+ uv: { type: "vector", contextDefault: "vec3f(input.uv, 0.0)" },
146
+ direction: { type: "vector", requiresLink: true },
147
+ normal: { type: "vector", contextDefault: "n" },
148
+ smoothness: F(0.1),
149
+ invert: F(0),
150
+ },
151
+ outputs: { value: "float" },
152
+ emit: (a) => `ag_face_sdf(${slot}u, ${a.uv}.xy, ${a.direction}, ${a.normal}, ${a.smoothness}, ${a.invert})`,
153
+ });
154
+ const FACE_SDF_NODES = Object.fromEntries([0, 1, 2, 3].map((s) => [`ag_face_sdf/${s}`, faceSdfNode(s)]));
109
155
  export const NODE_REGISTRY = {
110
156
  // ── Context inputs (template locals; no emission) ──
111
157
  texture: {
@@ -420,6 +466,93 @@ export const NODE_REGISTRY = {
420
466
  outputSelect: { color: ".rgb", alpha: ".a" },
421
467
  emit: (a) => `group_tex3(${a.uv}.xy)`,
422
468
  },
469
+ // ── Aether Gazer's character shading ──
470
+ // The game's character shader (SimPipeline/Character/Debug, which most of its
471
+ // characters wear), taken apart into the steps it runs — see ag_* in
472
+ // nodes.ts for each step's derivation from the decompiled pass. A graph
473
+ // composes them as the game did: a ramp lookup driven by the key light, a
474
+ // matcap, a reflection, the rim and the fill, with the ramp and matcap
475
+ // images on the style group's slots.
476
+ // The key light: CharacterEffect's direction, held in a frame that turns
477
+ // with the camera about the vertical (sim_TowardMatrix) — the game lights a
478
+ // character from where the viewer is, not from the scene's sun.
479
+ ag_key_light: {
480
+ inputs: { inclination: F(24), azimuth: F(-28) },
481
+ outputs: { direction: "vector" },
482
+ emit: (a) => `ag_key_light(${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) },
@@ -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;CAChB,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
+ {"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;AA6NxE;;;;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"}
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"}
@@ -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
- let l = -light.lights[0].direction.xyz;
129
- let sun = select(light.lights[0].color.xyz * light.lights[0].color.w, modelLight.sun.rgb, modelLight.sun.w > 0.5);
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 world: flat colour, or the HDRI's irradiance at this normal — which
132
- // is what makes a loaded sky actually light her instead of only backing her.
133
- // The model's fill is NOT here: see the epilogue.
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. It used to
186
- // enter the graph's ambient, where an NPR ramp read it as LIGHT — sliding it
187
- // moved her shadows, and under a hard step flipped whole regions at once.
188
- // After the graph it lifts her evenly and leaves every shadow where it is.
189
- const LIT = takesLight ? ` + (rzLightsDiffuseOnce(input.worldPos, n) + modelLight.fill.rgb) * albedo` : "";
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
@@ -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>;
@@ -1 +1 @@
1
- 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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
+ }
@@ -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;
@@ -1 +1 @@
1
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