reze-engine 0.67.0 → 0.67.1

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Files changed (45) hide show
  1. package/dist/camera.d.ts +1 -0
  2. package/dist/camera.d.ts.map +1 -1
  3. package/dist/camera.js +9 -5
  4. package/dist/engine.d.ts.map +1 -1
  5. package/dist/engine.js +8 -11
  6. package/dist/graph/presets/pool_floor.d.ts +3 -0
  7. package/dist/graph/presets/pool_floor.d.ts.map +1 -0
  8. package/dist/graph/presets/pool_floor.js +42 -0
  9. package/dist/graph/presets/water.d.ts +3 -0
  10. package/dist/graph/presets/water.d.ts.map +1 -0
  11. package/dist/graph/presets/water.js +31 -0
  12. package/dist/physics/autofit.d.ts +147 -0
  13. package/dist/physics/autofit.d.ts.map +1 -0
  14. package/dist/physics/autofit.js +501 -0
  15. package/dist/shaders/agx-lut.d.ts +11 -0
  16. package/dist/shaders/agx-lut.d.ts.map +1 -0
  17. package/dist/shaders/agx-lut.js +29 -0
  18. package/dist/shaders/dfg_lut.d.ts +3 -0
  19. package/dist/shaders/dfg_lut.d.ts.map +1 -0
  20. package/dist/shaders/dfg_lut.js +129 -0
  21. package/dist/shaders/ltc_mag_lut.d.ts +3 -0
  22. package/dist/shaders/ltc_mag_lut.d.ts.map +1 -0
  23. package/dist/shaders/ltc_mag_lut.js +1033 -0
  24. package/dist/shaders/passes/field-blit.d.ts +26 -0
  25. package/dist/shaders/passes/field-blit.d.ts.map +1 -0
  26. package/dist/shaders/passes/field-blit.js +65 -0
  27. package/dist/shaders/passes/ghosts.d.ts +22 -0
  28. package/dist/shaders/passes/ghosts.d.ts.map +1 -0
  29. package/dist/shaders/passes/ghosts.js +75 -0
  30. package/dist/shaders/passes/ground-noise.d.ts +7 -0
  31. package/dist/shaders/passes/ground-noise.d.ts.map +1 -0
  32. package/dist/shaders/passes/ground-noise.js +88 -0
  33. package/dist/shaders/passes/sim.d.ts +34 -0
  34. package/dist/shaders/passes/sim.d.ts.map +1 -0
  35. package/dist/shaders/passes/sim.js +169 -0
  36. package/dist/shaders/score-api.d.ts +10 -0
  37. package/dist/shaders/score-api.d.ts.map +1 -0
  38. package/dist/shaders/score-api.js +114 -0
  39. package/dist/shaders/shadow-api.d.ts +29 -0
  40. package/dist/shaders/shadow-api.d.ts.map +1 -0
  41. package/dist/shaders/shadow-api.js +112 -0
  42. package/package.json +1 -1
  43. package/src/camera.ts +9 -5
  44. package/src/engine.ts +8 -11
  45. package/dist/_dbg-loader.mjs +0 -1100
@@ -0,0 +1,29 @@
1
+ /**
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+ * 3×3 PCF over one cascade's map, for a point already in that cascade's NDC.
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+ *
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+ * Shared with the materials, so an effect's shadow and her own shadow soften
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+ * alike. The sampler is linear-filtered, which makes each tap a 2×2 bilinear
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+ * compare. Unrolled — Safari's Metal backend doesn't unroll nested shadow
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+ * loops reliably. The body expects `ndc` in scope and returns.
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+ */
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+ export declare const pcf9: (map: string, ts: string, sampler?: string) => string;
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+ /** Bindings the real accessor takes, from `binding` upward. */
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+ export declare const SHADOW_API_BINDINGS = 5;
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+ /**
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+ * `rzShadow(p)`: how much of the sun reaches world point `p` — 1 lit, 0 in a
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+ * caster's shadow, soft in between.
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+ *
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+ * With `on`, declares five bindings from `binding`:
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+ * +0 the light uniform (the sun's direction, and in .w the shadow switch)
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+ * +1 the cascade view-projections, then the caster sphere
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+ * +2 the near cascade's map +3 the far cascade's map
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+ * +4 the comparison sampler
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+ *
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+ * It takes a POINT and no normal. The materials' sampleShadow also rejects a
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+ * surface facing away from the sun, which is right for skin and wrong for a
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+ * blade of grass or a petal: those are thin, lit through, and shaded by their
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+ * own N·L. The point is nudged toward the sun instead, which lifts a blade's
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+ * root off a stage floor that casts into the same map.
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+ */
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+ export declare function shadowApi(on: boolean, group: number, binding: number): string;
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+ //# sourceMappingURL=shadow-api.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"shadow-api.d.ts","sourceRoot":"","sources":["../../src/shaders/shadow-api.ts"],"names":[],"mappings":"AAcA;;;;;;;GAOG;AACH,eAAO,MAAM,IAAI,GAAI,KAAK,MAAM,EAAE,IAAI,MAAM,EAAE,gBAAyB,WActE,CAAA;AAED,+DAA+D;AAC/D,eAAO,MAAM,mBAAmB,IAAI,CAAA;AAEpC;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,SAAS,CAAC,EAAE,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,GAAG,MAAM,CAyD7E"}
@@ -0,0 +1,112 @@
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+ import { SHADOW_CASCADES } from "../shadow-cascades";
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+ // The sun's shadow, as an effect author sees it.
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+ //
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+ // A lawn standing in a character's shadow has to darken where the floor under
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+ // it does, or the figure floats: the ground catcher draws her shadow, and the
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+ // blades drawn over it hide it. The map is already there — the materials and
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+ // the ground read it every frame — so this hands the same lookup to effects.
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+ //
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+ // Bound for real in the particle SHADING stage only. That is where geometry an
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+ // effect draws inside the scene pass is shaded, and the shadow pass has already
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+ // run by then. Every other module that compiles the author's file gets the
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+ // stub, which answers 1: lit is what a point with no occlusion information is,
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+ // the same answer sampleShadow gives outside every cascade.
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+ /**
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+ * 3×3 PCF over one cascade's map, for a point already in that cascade's NDC.
16
+ *
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+ * Shared with the materials, so an effect's shadow and her own shadow soften
18
+ * alike. The sampler is linear-filtered, which makes each tap a 2×2 bilinear
19
+ * compare. Unrolled — Safari's Metal backend doesn't unroll nested shadow
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+ * loops reliably. The body expects `ndc` in scope and returns.
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+ */
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+ export const pcf9 = (map, ts, sampler = "shadowSampler") => /* wgsl */ `
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+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
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+ let cmpZ = ndc.z - 0.001;
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+ let ts = ${ts};
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+ let s00 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f(-ts, -ts), cmpZ);
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+ let s10 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f(0.0, -ts), cmpZ);
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+ let s20 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f( ts, -ts), cmpZ);
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+ let s01 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f(-ts, 0.0), cmpZ);
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+ let s11 = textureSampleCompareLevel(${map}, ${sampler}, suv, cmpZ);
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+ let s21 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f( ts, 0.0), cmpZ);
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+ let s02 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f(-ts, ts), cmpZ);
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+ let s12 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f(0.0, ts), cmpZ);
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+ let s22 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f( ts, ts), cmpZ);
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+ return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
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+ `;
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+ /** Bindings the real accessor takes, from `binding` upward. */
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+ export const SHADOW_API_BINDINGS = 5;
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+ /**
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+ * `rzShadow(p)`: how much of the sun reaches world point `p` — 1 lit, 0 in a
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+ * caster's shadow, soft in between.
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+ *
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+ * With `on`, declares five bindings from `binding`:
44
+ * +0 the light uniform (the sun's direction, and in .w the shadow switch)
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+ * +1 the cascade view-projections, then the caster sphere
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+ * +2 the near cascade's map +3 the far cascade's map
47
+ * +4 the comparison sampler
48
+ *
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+ * It takes a POINT and no normal. The materials' sampleShadow also rejects a
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+ * surface facing away from the sun, which is right for skin and wrong for a
51
+ * blade of grass or a petal: those are thin, lit through, and shaded by their
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+ * own N·L. The point is nudged toward the sun instead, which lifts a blade's
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+ * root off a stage floor that casts into the same map.
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+ */
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+ export function shadowApi(on, group, binding) {
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+ if (!on) {
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+ return /* wgsl */ `
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+ fn rzShadow(p: vec3f) -> f32 { return 1.0; }
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+ `;
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+ }
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+ const n = SHADOW_CASCADES.length;
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+ return /* wgsl */ `
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+ // The first two vec4s of the light uniform: world ambient, then the sun.
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+ struct _RzShadowSun { ambient: vec4f, direction: vec4f, }
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+ // The cascades' matrices, inner to outer, then every caster in one sphere
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+ // (x, y, z, radius): radius 0 = nothing casts, negative = do not test.
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+ struct _RzShadowBlock { viewProj: array<mat4x4f, ${n}>, casters: vec4f, }
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+ @group(${group}) @binding(${binding}) var<uniform> _rzShadowSun: _RzShadowSun;
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+ @group(${group}) @binding(${binding + 1}) var<uniform> _rzShadowVP: _RzShadowBlock;
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+ @group(${group}) @binding(${binding + 2}) var _rzShadowNear: texture_depth_2d;
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+ @group(${group}) @binding(${binding + 3}) var _rzShadowFar: texture_depth_2d;
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+ @group(${group}) @binding(${binding + 4}) var _rzShadowCmp: sampler_comparison;
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+
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+ fn _rzShadowNearTaps(ndc: vec3f) -> f32 {
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+ ${pcf9("_rzShadowNear", `1.0 / ${SHADOW_CASCADES[0].mapSize}.0`, "_rzShadowCmp")}
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+ }
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+
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+ fn _rzShadowFarTaps(ndc: vec3f) -> f32 {
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+ ${pcf9("_rzShadowFar", `1.0 / ${SHADOW_CASCADES[n - 1].mapSize}.0`, "_rzShadowCmp")}
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+ }
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+
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+ fn rzShadow(p: vec3f) -> f32 {
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+ // The scene's one shadow switch, on the sun — see sampleShadow.
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+ let castAmt = _rzShadowSun.direction.w;
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+ if (castAmt <= 0.0) { return 1.0; }
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+ let toSun = normalize(-_rzShadowSun.direction.xyz);
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+ // Can anything cast onto this point at all? The ground's test, for the same
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+ // two reasons: most of a lawn is nowhere near her, and a scene with no
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+ // models never renders the map, whose untouched zeroes compare as shadowed.
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+ let cs = _rzShadowVP.casters;
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+ if (cs.w == 0.0) { return 1.0; }
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+ if (cs.w > 0.0) {
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+ let toCaster = cs.xyz - p;
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+ let along = dot(toCaster, toSun);
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+ let perp = length(toCaster - toSun * along);
96
+ if (along <= -cs.w || perp > cs.w) { return 1.0; }
97
+ }
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+ let q = p + toSun * 0.08;
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+ let c0 = _rzShadowVP.viewProj[0] * vec4f(q, 1.0);
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+ let n0 = c0.xyz / max(c0.w, 1e-6);
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+ if (all(abs(n0.xy) < vec2f(0.98)) && n0.z > 0.0 && n0.z < 1.0) {
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+ return mix(1.0, _rzShadowNearTaps(n0), castAmt);
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+ }
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+ let c1 = _rzShadowVP.viewProj[${n - 1}] * vec4f(q, 1.0);
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+ let n1 = c1.xyz / max(c1.w, 1e-6);
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+ if (all(abs(n1.xy) < vec2f(0.98)) && n1.z > 0.0 && n1.z < 1.0) {
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+ return mix(1.0, _rzShadowFarTaps(n1), castAmt);
108
+ }
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+ return 1.0;
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+ }
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+ `;
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+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
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- "version": "0.67.0",
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+ "version": "0.67.1",
4
4
  "description": "A lightweight WebGPU engine for real-time 3D MMD/PMX model rendering",
5
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  "main": "./dist/index.js",
6
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  "types": "./dist/index.d.ts",
package/src/camera.ts CHANGED
@@ -74,7 +74,8 @@ export class Camera {
74
74
 
75
75
  // Camera settings
76
76
  angularSensitivity: number = 0.005
77
- panSensitivity: number = 0.0002 // Sensitivity for right-click panning
77
+ panSensitivity: number = 0.0003 // Sensitivity for right-click panning
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+ static readonly PAN_REF_RADIUS = 33
78
79
  wheelPrecision: number = 0.01
79
80
  pinchPrecision: number = 0.05
80
81
  minZ: number = 0.05
@@ -335,10 +336,13 @@ export class Camera {
335
336
  private panCamera(deltaX: number, deltaY: number) {
336
337
  const { right, up } = this.getCameraVectors()
337
338
 
338
- // Calculate pan distance based on camera distance
339
- // The pan amount is proportional to the camera distance (radius) for consistent feel
340
- // This makes panning feel natural at all zoom levels
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- const panDistance = this.radius * this.panSensitivity
339
+ // Pan scales with camera distance, so a drag covers the same share of the
340
+ // frame at every zoom from PAN_REF_RADIUS out. Closer in it shrinks slower
341
+ // than the distance (power 0.7): a close-up pans a little faster across the
342
+ // frame — 1.4x at distance 10, 1.8x at 5 — instead of crawling.
343
+ const r = this.radius
344
+ const ref = Camera.PAN_REF_RADIUS
345
+ const panDistance = (r >= ref ? r : ref * Math.pow(Math.max(r, 0) / ref, 0.7)) * this.panSensitivity
342
346
 
343
347
  // Horizontal movement: drag right pans left (opposite direction)
344
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  // Vertical movement: drag up pans up (positive up vector)
package/src/engine.ts CHANGED
@@ -17144,28 +17144,25 @@ export class Engine {
17144
17144
  py += pos.y
17145
17145
  pz += pos.z
17146
17146
  }
17147
- px += this.cameraTargetOffset.x
17148
- py += this.cameraTargetOffset.y
17149
- pz += this.cameraTargetOffset.z
17150
17147
  const tau = this.cameraFollowSmoothing
17148
+ const f = this.cameraFollowPos
17151
17149
  if (tau > 0 && this.cameraFollowSeeded) {
17152
17150
  // Exponential lag toward the bone: the handheld-camera feel. The
17153
17151
  // orbit pivot trails the target and eases in, never snapping.
17154
17152
  const k = 1 - Math.exp(-deltaTime / tau)
17155
- const f = this.cameraFollowPos
17156
17153
  f.x += (px - f.x) * k
17157
17154
  f.y += (py - f.y) * k
17158
17155
  f.z += (pz - f.z) * k
17159
- this.camera.target.x = f.x
17160
- this.camera.target.y = f.y
17161
- this.camera.target.z = f.z
17162
17156
  } else {
17163
- this.cameraFollowPos.setXYZ(px, py, pz)
17157
+ f.setXYZ(px, py, pz)
17164
17158
  this.cameraFollowSeeded = true
17165
- this.camera.target.x = px
17166
- this.camera.target.y = py
17167
- this.camera.target.z = pz
17168
17159
  }
17160
+ // The offset goes on AFTER the lag. A pan writes the offset (panSink),
17161
+ // and the lag is for the bone's motion: eased with it, a pan glided
17162
+ // on after the hand let go while an orbit stopped dead.
17163
+ this.camera.target.x = f.x + this.cameraTargetOffset.x
17164
+ this.camera.target.y = f.y + this.cameraTargetOffset.y
17165
+ this.camera.target.z = f.z + this.cameraTargetOffset.z
17169
17166
  }
17170
17167
  }
17171
17168