reze-engine 0.68.3 → 0.68.4
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/_dbg-loader.mjs +1100 -0
- package/dist/engine.d.ts +17 -0
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +45 -5
- package/dist/graph/slots.d.ts.map +1 -1
- package/dist/graph/slots.js +12 -4
- package/dist/index.d.ts +1 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/jelly-eyes.d.ts +30 -0
- package/dist/jelly-eyes.d.ts.map +1 -0
- package/dist/jelly-eyes.js +340 -0
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +121 -2
- package/package.json +1 -1
- package/src/engine.ts +47 -5
- package/src/graph/slots.ts +13 -4
- package/src/index.ts +1 -0
- package/src/jelly-eyes.ts +390 -0
- package/src/shaders/materials/common.ts +121 -2
- package/dist/graph/presets/pool_floor.d.ts +0 -3
- package/dist/graph/presets/pool_floor.d.ts.map +0 -1
- package/dist/graph/presets/pool_floor.js +0 -42
- package/dist/graph/presets/water.d.ts +0 -3
- package/dist/graph/presets/water.d.ts.map +0 -1
- package/dist/graph/presets/water.js +0 -31
- package/dist/physics/autofit.d.ts +0 -147
- package/dist/physics/autofit.d.ts.map +0 -1
- package/dist/physics/autofit.js +0 -501
- package/dist/shaders/agx-lut.d.ts +0 -11
- package/dist/shaders/agx-lut.d.ts.map +0 -1
- package/dist/shaders/agx-lut.js +0 -29
- package/dist/shaders/dfg_lut.d.ts +0 -3
- package/dist/shaders/dfg_lut.d.ts.map +0 -1
- package/dist/shaders/dfg_lut.js +0 -129
- package/dist/shaders/ltc_mag_lut.d.ts +0 -3
- package/dist/shaders/ltc_mag_lut.d.ts.map +0 -1
- package/dist/shaders/ltc_mag_lut.js +0 -1033
- package/dist/shaders/passes/field-blit.d.ts +0 -26
- package/dist/shaders/passes/field-blit.d.ts.map +0 -1
- package/dist/shaders/passes/field-blit.js +0 -65
- package/dist/shaders/passes/ghosts.d.ts +0 -22
- package/dist/shaders/passes/ghosts.d.ts.map +0 -1
- package/dist/shaders/passes/ghosts.js +0 -75
- package/dist/shaders/passes/ground-noise.d.ts +0 -7
- package/dist/shaders/passes/ground-noise.d.ts.map +0 -1
- package/dist/shaders/passes/ground-noise.js +0 -88
- package/dist/shaders/passes/sim.d.ts +0 -34
- package/dist/shaders/passes/sim.d.ts.map +0 -1
- package/dist/shaders/passes/sim.js +0 -169
- package/dist/shaders/score-api.d.ts +0 -10
- package/dist/shaders/score-api.d.ts.map +0 -1
- package/dist/shaders/score-api.js +0 -114
- package/dist/shaders/shadow-api.d.ts +0 -29
- package/dist/shaders/shadow-api.d.ts.map +0 -1
- package/dist/shaders/shadow-api.js +0 -112
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// Jelly eyes — the MMD 果冻眼 / Live2D highlight wobble, for any PMX.
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//
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// What every working version of the effect has in common, whether it is keyed
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// by hand in MMD, a pendulum in Live2D, or a jiggle bone in Blender: an INPUT
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// (a blink, a turn), something that REMEMBERS the last frame (a spring), and a
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// cheap OUTPUT. Here the output is the iris's SCALE, in place: it flattens and
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// bulges as a lid moves (opening too), swells as her head turns or moves, and
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// wobbles back. It never slides — tried, it read as the iris coming loose. The
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// inputs are her blinks and her head, never her eyes' own turn: eye tracking
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// turns the eyes after the camera, and the camera must not shake the jelly.
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//
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// The springs run on the CPU, stepped by the engine's frame delta — the same
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// exact delta renderFrame() hands an export, so a blink bounces identically on
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// screen and in the file. Their state rides in the model's ObjectLight
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// (jelly[0..5], see materials/common.ts): the vertex shader scales the iris —
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// the vertices the eye bones carry — about its centre, and the eye render class
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// adds the gem look after its graph (glints, light through the iris, deeper
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// colour), so every eye graph becomes jelly without knowing it.
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// The closing morphs, by the names MMD, VRoid and the usual converters give
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// them. Group morphs (a smile that closes the eyes) resolve into these through
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// the effective weights, so only the leaves need naming.
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const BOTH = ["まばたき", "笑い", "はぅ", "blink", "Blink", "eye_close", "Fcl_EYE_Close"];
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const LEFT = ["ウィンク", "ウィンク2", "ウィンク", "ウィンク2", "wink", "Wink", "blink_L", "Fcl_EYE_Close_L"];
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const RIGHT = ["ウィンク右", "ウィンク2右", "ウィンク右", "ウィンク2右", "wink_R", "Wink_R", "blink_R", "Fcl_EYE_Close_R"];
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// The squash: how far a closed eye presses the picture, and the spring that
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// follows it — underdamped, so the eye opening overshoots into a stretch and
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// settles in two or three wobbles, the "Duang" the effect is named for.
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// Only a CHANGE of closure squashes: the eye's closure less a slow follower of
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// it, so a blink squeezes then bounces, while a held half-close (a smile)
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// leaves the iris at rest instead of squashed for as long as she smiles.
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const SQUASH_CLOSED = 0.35;
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const SQUASH_HZ = 1.4;
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const SQUASH_ZETA = 0.22;
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const CLOSURE_FOLLOW_S = 0.35;
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// The lag: the picture trails the eye's turn and catches up past it. Radians of
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// lag to eye radii of offset; the head's own turn counts for a third, so a
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// sudden stop of the head wobbles the eyes without a dance keeping them
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// sloshing.
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const LAG_HZ = 3.5;
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const LAG_ZETA = 0.4;
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// The lag is an angle: how far the iris trails the eye's own turn, as a share
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// of the lag in look, capped at a quarter of eye tracking's default 20° reach —
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// a wobble on the turn, never a second turn. It becomes iris radii through the
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// eye's own lever (iris centre to eye bone), the same displacement a real turn
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// of that angle gives, so it scales with whatever the rig's eyes do.
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const LAG_GAIN = 0.5;
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const LAG_MAX = (3 * Math.PI) / 180;
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// And never past this many iris radii, whatever the lever, at strength 1.
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const OFFSET_MAX = 0.06;
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const HEAD_SHARE = 0.35;
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// The inertia: the iris has a little mass, hung on a spring from the head, so
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// her own motion — a bob, a step, a sway of the dance — leaves it behind and
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// it swings back. Model units of lag to iris radii, scaled by INERTIA_GAIN.
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const INERTIA_HZ = 3.0;
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const INERTIA_ZETA = 0.4;
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const INERTIA_GAIN = 0.04;
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// The jelly's give: the iris never moves, it swells. The lag and the inertia
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// are how hard it is being knocked (in iris radii, as if it could move); that
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// knock grows it a little and it settles in a wobble — the scale bounce on top
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// of the blink's squash. Iris scale per iris radius of knock.
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const PULSE_GAIN = 1.6;
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const PULSE_HZ = 1.6;
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const PULSE_ZETA = 0.24;
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// Integration step, and the jump past which a delta is a seek, not time.
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const SUBSTEP = 1 / 240;
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const SEEK = 0.25;
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const newState = () => ({
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closure: 0,
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settled: 0,
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squash: 0,
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squashV: 0,
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lag: [0, 0],
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lagV: [0, 0],
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look: [0, 0],
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shine: 0,
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pulse: 0,
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pulseV: 0,
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});
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export class JellyEyes {
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constructor(model, options) {
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this.state = [newState(), newState()];
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this.fresh = true;
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this.inertia = { p: [0, 0, 0], v: [0, 0, 0], head: [0, 0, 0], offset: [0, 0] };
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this.strength = clampStrength(options.strength);
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const bones = model.getSkeleton().bones;
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const index = (name) => bones.findIndex((b) => b.name === name);
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const both = index("両目");
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const l = index("左目");
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const r = index("右目");
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this.eyeBones = [l >= 0 ? l : both, r >= 0 ? r : both];
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this.headBone = index("頭");
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const names = model.getMorphing().morphs.map((m) => m.name);
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const find = (list) => list.map((n) => names.indexOf(n)).filter((i) => i >= 0);
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this.morphs = [find(BOTH), find(LEFT), find(RIGHT)];
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this.rest = findIrises(model, l, r, both);
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}
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/** Advance both springs by dt seconds of scene time. */
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step(dt, model) {
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const weights = model.getEffectiveMorphWeights();
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const sum = (list) => list.reduce((s, i) => s + (weights[i] ?? 0), 0);
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const both = sum(this.morphs[0]);
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const closure = [Math.min(1, both + sum(this.morphs[1])), Math.min(1, both + sum(this.morphs[2]))];
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const head = this.headBone >= 0 ? model.getBoneWorldMatrixAt(this.headBone) : null;
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const seek = this.fresh || dt > SEEK || dt < 0;
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this.stepInertia(dt, head, seek);
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for (let e = 0; e < 2; e++) {
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const s = this.state[e];
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s.closure = closure[e];
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// Her HEAD's turn, not her eyes': eye tracking turns the eyes after the
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// camera, so the eyes' own turn would make the camera shake the jelly.
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// Only her motion — the head turning and moving (the inertia) — and her
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// blinks do.
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look(head, null, s.look);
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if (seek)
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s.settled = s.closure;
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else
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s.settled += (s.closure - s.settled) * Math.min(1, dt / CLOSURE_FOLLOW_S);
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// Either way a lid moves squashes — opening too, which is the half of a
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// blink you can see (closing, the lid hides the iris anyway).
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const squashTarget = SQUASH_CLOSED * Math.abs(s.closure - s.settled);
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if (seek) {
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s.squash = squashTarget;
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s.squashV = 0;
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s.lag[0] = s.look[0];
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s.lag[1] = s.look[1];
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s.lagV[0] = s.lagV[1] = 0;
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s.shine = 0;
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s.pulse = s.pulseV = 0;
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continue;
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}
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const steps = Math.ceil(dt / SUBSTEP);
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const h = steps > 0 ? dt / steps : 0;
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const pulseTarget = PULSE_GAIN * Math.hypot(...this.offset(s, e));
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for (let i = 0; i < steps; i++) {
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s.pulseV += h * spring(s.pulse - pulseTarget, s.pulseV, PULSE_HZ, PULSE_ZETA);
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s.pulse += h * s.pulseV;
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s.squashV += h * spring(s.squash - squashTarget, s.squashV, SQUASH_HZ, SQUASH_ZETA);
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s.squash += h * s.squashV;
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for (let k = 0; k < 2; k++) {
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s.lagV[k] += h * spring(s.lag[k] - s.look[k], s.lagV[k], LAG_HZ, LAG_ZETA);
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s.lag[k] += h * s.lagV[k];
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}
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}
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// Shine follows the motion: bright while the jelly moves, fading as it
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// settles, eased so a single wobble does not strobe.
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const motion = Math.min(1, 2.5 * Math.abs(s.squash - squashTarget) + 4 * Math.hypot(...this.offset(s, e)));
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s.shine += (motion - s.shine) * Math.min(1, dt * 12);
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}
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this.fresh = false;
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}
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/** Write jelly[0..5] into an ObjectLight copy (floats 48..71). */
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write(o) {
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const [L, R] = this.rest;
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o.set([L.centre[0], L.centre[1], L.centre[2], this.strength], 48);
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// One scale bounce for both: the mean of the two eyes', so they swell together.
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const pulse = ((this.state[0].pulse + this.state[1].pulse) / 2) * this.strength;
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o.set([R.centre[0], R.centre[1], R.centre[2], pulse], 52);
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for (let e = 0; e < 2; e++) {
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const s = this.state[e];
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const rest = this.rest[e];
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o.set([rest.radius[0], rest.radius[1], s.closure, this.eyeBones[e]], 56 + e * 4);
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// Offset words (65, 66) stay 0: the iris holds its place; only scale.
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o.set([s.squash * this.strength, 0, 0, s.shine], 64 + e * 4);
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}
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}
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/** Where the iris sits off rest, in iris radii (right, up): the lag through
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* the eye's lever, plus the inertia. */
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offset(s, e) {
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const angle = (x) => Math.max(-LAG_MAX, Math.min(LAG_MAX, x * LAG_GAIN));
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const rest = this.rest[e];
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const r = (rest.radius[0] + rest.radius[1]) / 2;
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const per = rest.lever / r;
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const io = this.inertia.offset;
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const x = angle(s.lag[0] - s.look[0]) * per + io[0];
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const y = angle(s.lag[1] - s.look[1]) * per + io[1];
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const n = Math.hypot(x, y);
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const cap = n > OFFSET_MAX ? OFFSET_MAX / n : 1;
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return [x * cap, y * cap];
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}
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/** The mass on the head: semi-implicit steps toward where the head is, the
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* head moving linearly across the frame. */
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stepInertia(dt, head, seek) {
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const m = this.inertia;
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if (!head) {
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m.offset[0] = m.offset[1] = 0;
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return;
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}
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const now = [head[12], head[13], head[14]];
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if (seek) {
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m.p = [...now];
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m.v = [0, 0, 0];
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m.head = [...now];
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m.offset[0] = m.offset[1] = 0;
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return;
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}
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const hv = [0, 1, 2].map((k) => (dt > 0 ? (now[k] - m.head[k]) / dt : 0));
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const steps = Math.ceil(dt / SUBSTEP);
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const h = steps > 0 ? dt / steps : 0;
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for (let i = 1; i <= steps; i++) {
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const t = i / steps;
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for (let k = 0; k < 3; k++) {
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const at = m.head[k] + (now[k] - m.head[k]) * t;
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m.v[k] += h * spring(m.p[k] - at, m.v[k] - hv[k], INERTIA_HZ, INERTIA_ZETA);
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m.p[k] += h * m.v[k];
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}
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}
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m.head = now;
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const u = [m.p[0] - now[0], m.p[1] - now[1], m.p[2] - now[2]];
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const right = [head[0], head[1], head[2]];
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const up = [head[4], head[5], head[6]];
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const size = Math.max(1e-3, (this.rest[0].radius[0] + this.rest[0].radius[1] + this.rest[1].radius[0] + this.rest[1].radius[1]) / 4);
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const cap = (x) => Math.max(-OFFSET_MAX, Math.min(OFFSET_MAX, x));
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m.offset[0] = cap((dot(u, right) / Math.hypot(...right) / size) * INERTIA_GAIN);
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m.offset[1] = cap((dot(u, up) / Math.hypot(...up) / size) * INERTIA_GAIN);
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}
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}
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/** Zero jelly[0..5] — strength 0 is what the shader reads as off. */
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export function clearJellyEyes(o) {
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o.fill(0, 48, 72);
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}
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export function clampStrength(s) {
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return Math.max(0, Math.min(2, s ?? 1));
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}
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/** Acceleration of a damped spring at displacement x, velocity v. */
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function spring(x, v, hz, zeta) {
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const w = 2 * Math.PI * hz;
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return -w * w * x - 2 * zeta * w * v;
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}
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/**
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* Where an eye looks, as (yaw, pitch) radians: the eye in the head's frame,
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* plus a share of the head in the model's. Bone matrices are column-major and
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* MMD rests facing −Z, so forward is the negated third column.
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*/
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function look(eye, head, out) {
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out[0] = out[1] = 0;
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if (!eye)
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return;
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const f = [-eye[8], -eye[9], -eye[10]];
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if (head && head !== eye) {
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const right = [head[0], head[1], head[2]];
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const up = [head[4], head[5], head[6]];
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const hf = [-head[8], -head[9], -head[10]];
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const fz = dot(f, hf);
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out[0] = Math.atan2(dot(f, right), fz);
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out[1] = Math.atan2(dot(f, up), fz);
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out[0] += HEAD_SHARE * Math.atan2(hf[0], -hf[2]);
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out[1] += HEAD_SHARE * Math.asin(Math.max(-1, Math.min(1, hf[1] / Math.hypot(hf[0], hf[1], hf[2]))));
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}
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else {
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// Yaw positive toward +X, as in the head-frame branch: the shader warps
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// along bind-space +X, so the two must agree.
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out[0] = Math.atan2(f[0], -f[2]);
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out[1] = Math.asin(Math.max(-1, Math.min(1, f[1] / Math.hypot(f[0], f[1], f[2]))));
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}
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}
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const dot = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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/**
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* Each iris in bind space: the vertices the eye bones carry are exactly the
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* part of the eye that turns to look — the iris and pupil — so their centroid
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* is its centre and their spread its size. A rig that carries both eyes on
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* 両目 alone is split by side. With no carried vertices at all, the eye bones'
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* own heads stand in, sized from how far apart they are.
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*/
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function findIrises(model, l, r, both) {
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const bones = model.getSkeleton().bones;
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const head = (i) => {
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if (i < 0)
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return null;
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const p = [0, 0, 0];
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for (let b = i; b >= 0; b = bones[b].parentIndex) {
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p[0] += bones[b].bindTranslation[0];
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p[1] += bones[b].bindTranslation[1];
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p[2] += bones[b].bindTranslation[2];
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}
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return p;
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};
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const lHead = head(l);
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const rHead = head(r);
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// +X is the model's left; trust the bones when they say otherwise.
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const leftSign = lHead && rHead ? Math.sign(lHead[0] - rHead[0]) || 1 : 1;
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const { positions } = model.getGeometry();
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const { joints, weights } = model.getSkinning();
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const sets = [[], []];
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const n = positions.length / 3;
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for (let v = 0; v < n; v++) {
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let wl = 0;
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let wr = 0;
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+
let wb = 0;
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|
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for (let k = 0; k < 4; k++) {
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|
+
const j = joints[v * 4 + k];
|
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|
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const w = weights[v * 4 + k];
|
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|
+
if (j === l)
|
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|
+
wl += w;
|
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|
+
else if (j === r)
|
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|
+
wr += w;
|
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|
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else if (j === both)
|
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|
+
wb += w;
|
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|
+
}
|
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|
+
if (wl >= 128)
|
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|
+
sets[0].push(v);
|
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|
+
else if (wr >= 128)
|
|
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|
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sets[1].push(v);
|
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303
|
+
else if (wb >= 128)
|
|
304
|
+
sets[Math.sign(positions[v * 3]) === leftSign ? 0 : 1].push(v);
|
|
305
|
+
}
|
|
306
|
+
const apart = lHead && rHead ? Math.hypot(lHead[0] - rHead[0], lHead[1] - rHead[1]) : 0;
|
|
307
|
+
const fallbackRadius = apart > 0 ? apart * 0.22 : 0.3;
|
|
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|
+
const rest = (set, bone, side) => {
|
|
309
|
+
if (set.length < 3) {
|
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310
|
+
const c = bone ?? [side * fallbackRadius * 2, 0, 0];
|
|
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|
+
return { centre: c, radius: [fallbackRadius, fallbackRadius], lever: fallbackRadius * 2 };
|
|
312
|
+
}
|
|
313
|
+
let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity, z = 0;
|
|
314
|
+
for (const v of set) {
|
|
315
|
+
const x = positions[v * 3];
|
|
316
|
+
const y = positions[v * 3 + 1];
|
|
317
|
+
minX = Math.min(minX, x);
|
|
318
|
+
maxX = Math.max(maxX, x);
|
|
319
|
+
minY = Math.min(minY, y);
|
|
320
|
+
maxY = Math.max(maxY, y);
|
|
321
|
+
z += positions[v * 3 + 2];
|
|
322
|
+
}
|
|
323
|
+
// A carried set wider than the gap between the eyes is not an iris (a
|
|
324
|
+
// whole-face rig weighted to the eye bone): fall back rather than wobble
|
|
325
|
+
// half the face.
|
|
326
|
+
const rx = (maxX - minX) / 2;
|
|
327
|
+
const ry = (maxY - minY) / 2;
|
|
328
|
+
if (apart > 0 && (rx > apart * 0.6 || ry > apart * 0.8)) {
|
|
329
|
+
return { centre: bone ?? [side * fallbackRadius * 2, 0, 0], radius: [fallbackRadius, fallbackRadius], lever: fallbackRadius * 2 };
|
|
330
|
+
}
|
|
331
|
+
const centre = [(minX + maxX) / 2, (minY + maxY) / 2, z / set.length];
|
|
332
|
+
const radius = [Math.max(rx, 1e-3), Math.max(ry, 1e-3)];
|
|
333
|
+
// An eye bone sitting on the iris itself would give no lever; such a rig
|
|
334
|
+
// still turns its eyes visibly, so read it as a typical eyeball's.
|
|
335
|
+
const r = (radius[0] + radius[1]) / 2;
|
|
336
|
+
const lever = Math.max(bone ? Math.hypot(centre[0] - bone[0], centre[1] - bone[1], centre[2] - bone[2]) : 0, r * 1.5);
|
|
337
|
+
return { centre, radius, lever };
|
|
338
|
+
};
|
|
339
|
+
return [rest(sets[0], lHead, leftSign), rest(sets[1], rHead, -leftSign)];
|
|
340
|
+
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA4BA,eAAO,MAAM,oBAAoB,
|
|
1
|
+
{"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA4BA,eAAO,MAAM,oBAAoB,QAsWhC,CAAC;AAwHF,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAGD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,aAAa,orMAgHzB,CAAA;AAQD,eAAO,MAAM,4BAA4B,QAC6H,CAAA"}
|
|
@@ -213,9 +213,127 @@ fn _rzCastShadow(wp: vec3f) -> f32 {
|
|
|
213
213
|
// sh that ambient's irradiance, folded as the world's (ibl.ts);
|
|
214
214
|
// fill.rgb its fill (Engine.setModelFill), added after its graph times its
|
|
215
215
|
// surface colour — zero for a model that has none.
|
|
216
|
-
|
|
216
|
+
// jelly its jelly eyes (Engine.setModelJellyEyes, jelly-eyes.ts), not
|
|
217
|
+
// lighting but per-model all the same, so it rides here:
|
|
218
|
+
// [0] left iris centre (bind space), strength — 0 is off
|
|
219
|
+
// [1] right iris centre, scale bounce (both eyes)
|
|
220
|
+
// [2] left iris half extents, closure, eye bone (−1 none)
|
|
221
|
+
// [3] the right's
|
|
222
|
+
// [4] left squash, 0, 0, shine [5] the right's
|
|
223
|
+
struct ObjectLight { layers: vec4u, ambient: vec4f, sh: array<vec4f, 9>, fill: vec4f, jelly: array<vec4f, 6> }
|
|
217
224
|
@group(1) @binding(1) var<uniform> objectLight: ObjectLight;
|
|
218
225
|
|
|
226
|
+
/** What the glints need to know about a fragment of the eye render class. */
|
|
227
|
+
struct RzJelly {
|
|
228
|
+
/** Where in the iris this fragment is, in iris radii. */
|
|
229
|
+
src: vec2f,
|
|
230
|
+
/** 1 inside the iris, easing to 0 at its rim (0 everywhere when off). */
|
|
231
|
+
w: f32,
|
|
232
|
+
closure: f32,
|
|
233
|
+
shine: f32,
|
|
234
|
+
};
|
|
235
|
+
|
|
236
|
+
/**
|
|
237
|
+
* Where the jelly puts an iris vertex. The iris is the part of the eye the eye
|
|
238
|
+
* bones carry, so it is moved as a whole, in bind space before skinning:
|
|
239
|
+
* flattened about its centre while the eye closes, bulging across as jelly does,
|
|
240
|
+
* grown past rest as it springs back, and swelling as a turn or her motion
|
|
241
|
+
* knocks it — scale only, in place, inside the white, which stays where it is. Vertices take it by
|
|
242
|
+
* their weight on the eye bones (jelly[2].w, jelly[3].w), so nothing else on
|
|
243
|
+
* the face moves.
|
|
244
|
+
*/
|
|
245
|
+
fn rzJellyVertex(p: vec3f, joints: vec4<u32>, nw: vec4f) -> vec3f {
|
|
246
|
+
let j = objectLight.jelly;
|
|
247
|
+
var out = p;
|
|
248
|
+
for (var e = 0u; e < 2u; e++) {
|
|
249
|
+
let bone = j[2u + e].w;
|
|
250
|
+
if (bone < 0.0) { continue; }
|
|
251
|
+
let b = u32(bone);
|
|
252
|
+
let w = dot(nw, select(vec4f(0.0), vec4f(1.0), joints == vec4<u32>(b)));
|
|
253
|
+
if (w <= 0.0) { continue; }
|
|
254
|
+
let c = j[e].xyz;
|
|
255
|
+
// A rig that carries both eyes on one bone: each vertex follows its own side.
|
|
256
|
+
if (j[2].w == j[3].w && e == 0u && distance(p.xy, j[1].xy) < distance(p.xy, j[0].xy)) { continue; }
|
|
257
|
+
if (j[2].w == j[3].w && e == 1u && distance(p.xy, j[0].xy) <= distance(p.xy, j[1].xy)) { continue; }
|
|
258
|
+
let st = j[4u + e];
|
|
259
|
+
// The blink's squash, as jelly gives: flattened down, it bulges across
|
|
260
|
+
// (and a stretch thins it), and the bounce both eyes share (jelly[1].w).
|
|
261
|
+
// Height is held under 1.06 so a swell cannot rise past the upper lid.
|
|
262
|
+
let k = clamp(vec2f(1.0 + 0.45 * st.x, 1.0 - st.x) + j[1].w, vec2f(0.9, 0.78), vec2f(1.1, 1.06));
|
|
263
|
+
let moved = c.xy + (p.xy - c.xy) * k;
|
|
264
|
+
out = vec3f(mix(p.xy, moved, w), p.z);
|
|
265
|
+
}
|
|
266
|
+
return out;
|
|
267
|
+
}
|
|
268
|
+
|
|
269
|
+
/**
|
|
270
|
+
* The glints' frame for an eye fragment: its place in the iris in iris radii,
|
|
271
|
+
* from the bind-space position, which the jelly moved the iris with — so the
|
|
272
|
+
* glints ride the sloshing iris. Strength 0 gives w 0, which turns them off.
|
|
273
|
+
*/
|
|
274
|
+
fn rzJellyEye(rp: vec3f) -> RzJelly {
|
|
275
|
+
let j = objectLight.jelly;
|
|
276
|
+
let qL = (rp.xy - j[0].xy) / max(j[2].xy, vec2f(1e-4));
|
|
277
|
+
let qR = (rp.xy - j[1].xy) / max(j[3].xy, vec2f(1e-4));
|
|
278
|
+
let right = dot(qR, qR) < dot(qL, qL);
|
|
279
|
+
let a = select(qL, qR, right);
|
|
280
|
+
let st = select(j[4], j[5], right);
|
|
281
|
+
let w = (1.0 - smoothstep(0.85, 1.0, length(a))) * select(0.0, 1.0, j[0].w > 0.0);
|
|
282
|
+
return RzJelly(a, w, select(j[2].z, j[3].z, right), st.w);
|
|
283
|
+
}
|
|
284
|
+
|
|
285
|
+
/**
|
|
286
|
+
* The jelly shine, added after the graph: two hard glints where the light
|
|
287
|
+
* would catch a bead — placed by the half vector in the head's frame, so they
|
|
288
|
+
* hold still while the iris turns under them — and the eye brightening while
|
|
289
|
+
* it wobbles. Flat, cel discs rather than a gradient lobe; HDR, so bloom
|
|
290
|
+
* takes them. Shut eyes catch nothing.
|
|
291
|
+
*/
|
|
292
|
+
fn rzJellyGlow(jj: RzJelly, tex: vec3f, alpha: f32, v: vec3f, l: vec3f, sun: vec3f, shadow: f32) -> vec3f {
|
|
293
|
+
let strength = objectLight.jelly[0].w;
|
|
294
|
+
var right = vec3f(1.0, 0.0, 0.0);
|
|
295
|
+
var up = vec3f(0.0, 1.0, 0.0);
|
|
296
|
+
var fwd = vec3f(0.0, 0.0, -1.0);
|
|
297
|
+
if (material.headBoneIndex >= 0.0) {
|
|
298
|
+
let hm = skinMats[u32(material.headBoneIndex)];
|
|
299
|
+
right = normalize(hm[0].xyz);
|
|
300
|
+
up = normalize(hm[1].xyz);
|
|
301
|
+
fwd = -normalize(hm[2].xyz);
|
|
302
|
+
}
|
|
303
|
+
let h = normalize(l + v);
|
|
304
|
+
// Held near the middle of the iris, a little low: the top of an iris sits
|
|
305
|
+
// under the upper lid, and a glint there pokes out over it.
|
|
306
|
+
var g = vec2f(dot(h, right), dot(h, up)) * 0.6;
|
|
307
|
+
g = g * min(1.0, 0.3 / max(length(g), 1e-6)) - vec2f(0.0, 0.08);
|
|
308
|
+
let aa = max(length(fwidth(jj.src)), 1e-4);
|
|
309
|
+
let glint = 1.0 - smoothstep(0.16 - aa, 0.16 + aa, distance(jj.src, g));
|
|
310
|
+
let second = 1.0 - smoothstep(0.07 - aa, 0.07 + aa, distance(jj.src, -0.55 * g + vec2f(0.1, -0.12)));
|
|
311
|
+
let facing = saturate(dot(fwd, v) * 2.0);
|
|
312
|
+
let key = clamp(dot(sun, vec3f(0.2126, 0.7152, 0.0722)), 0.3, 2.0);
|
|
313
|
+
let lit = facing * key * (0.35 + 0.65 * shadow);
|
|
314
|
+
// HDR, well past 1, so bloom takes them as the hard sparkle of a gem.
|
|
315
|
+
let glints = (glint + 0.8 * second) * lit * (2.6 + 1.6 * jj.shine);
|
|
316
|
+
let open = 1.0 - smoothstep(0.3, 0.8, jj.closure);
|
|
317
|
+
// Only where the eye's own picture is (its alpha), never on the iris's top
|
|
318
|
+
// rim, and gone as the lid comes down.
|
|
319
|
+
let onEye = smoothstep(0.5, 0.9, alpha) * (1.0 - smoothstep(0.35, 0.6, jj.src.y));
|
|
320
|
+
// Light through the jelly: the light enters where the glint is and comes out
|
|
321
|
+
// the far side, so the iris glows in its own colour in a crescent opposite
|
|
322
|
+
// the glint — the lit-from-within look of a gem, or a jelly.
|
|
323
|
+
let r = length(jj.src);
|
|
324
|
+
let away = -normalize(g + vec2f(0.0, -1e-3));
|
|
325
|
+
let crescent = smoothstep(0.15, 0.7, dot(jj.src, away)) * (1.0 - smoothstep(0.8, 1.0, r));
|
|
326
|
+
let through = tex * crescent * (0.9 + 0.6 * jj.shine) * lit;
|
|
327
|
+
// And the colour runs deeper: the iris's own hue pushed, never its greys.
|
|
328
|
+
let lum = dot(tex, vec3f(0.2126, 0.7152, 0.0722));
|
|
329
|
+
let vivid = max(tex - vec3f(lum), vec3f(0.0)) * 0.7;
|
|
330
|
+
let gem = (vec3f(glints) + through + vivid) * open * onEye * jj.w;
|
|
331
|
+
// The whole eye shines a little brighter, more while it wobbles — not just
|
|
332
|
+
// the iris, so this one is not held to it (jj.w).
|
|
333
|
+
let lift = tex * (0.15 + 0.35 * jj.shine) * select(0.0, 1.0, strength > 0.0);
|
|
334
|
+
return (gem + lift) * min(strength, 1.0);
|
|
335
|
+
}
|
|
336
|
+
|
|
219
337
|
/** The light arriving at a surface of this object facing n: its own ambient
|
|
220
338
|
* where loaded data gave it one (a stage's probes, a character's), else the
|
|
221
339
|
* world's. The same polynomial rzWorldAmbient evaluates. */
|
|
@@ -322,10 +440,11 @@ const COMMON_VS_WGSL = /* wgsl */ `
|
|
|
322
440
|
var output: VertexOutput;
|
|
323
441
|
output.vcolor = vcolor;
|
|
324
442
|
output.uv2 = uv2;
|
|
325
|
-
let pos4 = vec4f(position, 1.0);
|
|
326
443
|
let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
|
|
327
444
|
let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
|
|
328
445
|
let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
|
|
446
|
+
var pos4 = vec4f(position, 1.0);
|
|
447
|
+
if (objectLight.jelly[0].w > 0.0) { pos4 = vec4f(rzJellyVertex(position, joints0, nw), 1.0); }
|
|
329
448
|
var skinnedPos = vec4f(0.0);
|
|
330
449
|
var skinnedNrm = vec3f(0.0);
|
|
331
450
|
for (var i = 0u; i < 4u; i++) {
|
package/package.json
CHANGED
package/src/engine.ts
CHANGED
|
@@ -43,6 +43,7 @@ import {
|
|
|
43
43
|
type SimClock,
|
|
44
44
|
} from "./effect-schedule"
|
|
45
45
|
import { parentKeySpan, type ModelParentKey } from "./parent-keys"
|
|
46
|
+
import { JellyEyes, clampStrength, clearJellyEyes, type JellyEyeOptions } from "./jelly-eyes"
|
|
46
47
|
import { NativeHost } from "./unity/host"
|
|
47
48
|
import { NativeLooks, type NativeLook } from "./unity/looks"
|
|
48
49
|
import { NativeStage, type NativeStageLights, type NativeStagePackage, type NativeStageReader } from "./unity/stage"
|
|
@@ -1004,6 +1005,9 @@ interface ModelInstance {
|
|
|
1004
1005
|
* Off drops every draw from the shadow list; on hands it back to the PMX
|
|
1005
1006
|
* flag on each material. */
|
|
1006
1007
|
castShadow: boolean
|
|
1008
|
+
/** Its jelly eyes' springs, or null while its eyes are still — see
|
|
1009
|
+
* setModelJellyEyes. */
|
|
1010
|
+
jellyEyes: JellyEyes | null
|
|
1007
1011
|
basePath: string
|
|
1008
1012
|
assetReader: AssetReader
|
|
1009
1013
|
gpuBuffers: GPUBuffer[]
|
|
@@ -8311,8 +8315,9 @@ export class Engine {
|
|
|
8311
8315
|
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
|
|
8312
8316
|
buffer: { type: "read-only-storage" },
|
|
8313
8317
|
},
|
|
8314
|
-
// The model's own light — see setModelFill and setModelSun.
|
|
8315
|
-
|
|
8318
|
+
// The model's own light — see setModelFill and setModelSun. VERTEX
|
|
8319
|
+
// too: jelly eyes move the iris in the vertex shader (jelly[] in it).
|
|
8320
|
+
{ binding: 1, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
|
|
8316
8321
|
],
|
|
8317
8322
|
})
|
|
8318
8323
|
// group 2: per-material (textures + material uniforms) — bound per draw call.
|
|
@@ -13730,6 +13735,36 @@ export class Engine {
|
|
|
13730
13735
|
return true
|
|
13731
13736
|
}
|
|
13732
13737
|
|
|
13738
|
+
/**
|
|
13739
|
+
* Jelly eyes: her irises flatten and bulge as her lids move, swell as her
|
|
13740
|
+
* head turns or moves, and wobble back, and shine like a gem — two hard
|
|
13741
|
+
* glints, light glowing through the iris, deeper colour. MMD's 果冻眼, on any
|
|
13742
|
+
* PMX and under any eye graph. Null stills them again.
|
|
13743
|
+
*
|
|
13744
|
+
* Driven by her closing morphs (まばたき, the winks) and her head bone, never
|
|
13745
|
+
* her eyes' own turn, so eye tracking following the camera leaves it still.
|
|
13746
|
+
* The springs step on the scene clock, so an export bounces exactly as the
|
|
13747
|
+
* screen did. The iris only scales in place (see jelly-eyes.ts).
|
|
13748
|
+
*/
|
|
13749
|
+
setModelJellyEyes(modelName: string, options: JellyEyeOptions | null): boolean {
|
|
13750
|
+
const inst = this.modelInstances.get(modelName)
|
|
13751
|
+
if (!inst || !this.device) return false
|
|
13752
|
+
if (!options) {
|
|
13753
|
+
inst.jellyEyes = null
|
|
13754
|
+
clearJellyEyes(inst.objectLight)
|
|
13755
|
+
this.device.queue.writeBuffer(inst.lightBuffer, 0, inst.objectLight)
|
|
13756
|
+
return true
|
|
13757
|
+
}
|
|
13758
|
+
if (inst.jellyEyes) inst.jellyEyes.strength = clampStrength(options.strength)
|
|
13759
|
+
else inst.jellyEyes = new JellyEyes(inst.model, options)
|
|
13760
|
+
return true
|
|
13761
|
+
}
|
|
13762
|
+
|
|
13763
|
+
getModelJellyEyes(modelName: string): Required<JellyEyeOptions> | null {
|
|
13764
|
+
const jelly = this.modelInstances.get(modelName)?.jellyEyes
|
|
13765
|
+
return jelly ? { strength: jelly.strength } : null
|
|
13766
|
+
}
|
|
13767
|
+
|
|
13733
13768
|
getModelCastShadow(modelName: string): boolean {
|
|
13734
13769
|
return this.modelInstances.get(modelName)?.castShadow ?? true
|
|
13735
13770
|
}
|
|
@@ -13800,6 +13835,12 @@ export class Engine {
|
|
|
13800
13835
|
verticesChanged = inst.model.update(deltaTime, inst.isStage || inst.isPlane ? false : this.ikEnabled)
|
|
13801
13836
|
inst.skinMatricesDirty = true
|
|
13802
13837
|
}
|
|
13838
|
+
// After the pose, so the springs read this frame's blink and eye turn.
|
|
13839
|
+
if (inst.jellyEyes) {
|
|
13840
|
+
inst.jellyEyes.step(deltaTime, inst.model)
|
|
13841
|
+
inst.jellyEyes.write(inst.objectLight)
|
|
13842
|
+
this.device.queue.writeBuffer(inst.lightBuffer, 48 * 4, inst.objectLight, 48, 24)
|
|
13843
|
+
}
|
|
13803
13844
|
animMs += performance.now() - tAnim
|
|
13804
13845
|
// Material morphs ride the same weight change as vertex morphs but land in
|
|
13805
13846
|
// uniform buffers, so they consume their own flag — a model whose only
|
|
@@ -15104,9 +15145,9 @@ export class Engine {
|
|
|
15104
15145
|
|
|
15105
15146
|
// Its ObjectLight: the world's ambient, and the layers its kind draws on —
|
|
15106
15147
|
// the cast on the character layer as well as the default one. Words:
|
|
15107
|
-
// layers [0..3], ambient flag [4..7], SH [8..43], fill [44..47]
|
|
15108
|
-
// materials/common.ts.
|
|
15109
|
-
const objectLight = new Float32Array(
|
|
15148
|
+
// layers [0..3], ambient flag [4..7], SH [8..43], fill [44..47], jelly
|
|
15149
|
+
// eyes [48..71] — see materials/common.ts.
|
|
15150
|
+
const objectLight = new Float32Array(72)
|
|
15110
15151
|
new Uint32Array(objectLight.buffer)[0] =
|
|
15111
15152
|
isStage || isPlane || isProp ? RENDERING_LAYER_DEFAULT : (RENDERING_LAYER_DEFAULT | RENDERING_LAYER_CHARACTER) >>> 0
|
|
15112
15153
|
const lightBuffer = this.device.createBuffer({
|
|
@@ -15142,6 +15183,7 @@ export class Engine {
|
|
|
15142
15183
|
model,
|
|
15143
15184
|
simulateWhileHidden: false,
|
|
15144
15185
|
castShadow: true,
|
|
15186
|
+
jellyEyes: null,
|
|
15145
15187
|
basePath,
|
|
15146
15188
|
assetReader,
|
|
15147
15189
|
gpuBuffers,
|
package/src/graph/slots.ts
CHANGED
|
@@ -57,6 +57,16 @@ const EYE_REAR_GATE = `
|
|
|
57
57
|
}
|
|
58
58
|
`
|
|
59
59
|
|
|
60
|
+
// Eye's jelly (Engine.setModelJellyEyes): the vertex shader moves the iris
|
|
61
|
+
// itself; the fragment only adds the glints, computed once the lighting context
|
|
62
|
+
// exists and added in the epilogue after the graph. Off, they are zero.
|
|
63
|
+
const PLAIN_SAMPLE = ` let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);
|
|
64
|
+
`
|
|
65
|
+
const EYE_JELLY_SAMPLE = ` let rz_jelly = rzJellyEye(input.restPos);
|
|
66
|
+
${PLAIN_SAMPLE}`
|
|
67
|
+
const EYE_JELLY_GLOW = ` let rz_jelly_glow = rzJellyGlow(rz_jelly, tex_color, tex_s.a, v, l, sun, shadow);
|
|
68
|
+
`
|
|
69
|
+
|
|
60
70
|
// ── Adjust-tier uniforms — fixed 16-vec4f block (256 B) shared by the single material
|
|
61
71
|
// bind group layout; non-graph draws bind a zero buffer. ──
|
|
62
72
|
const STYLE_UNIFORMS_WGSL = `struct StyleUniforms { p: array<vec4f, 16> };
|
|
@@ -104,8 +114,7 @@ function prelude(renderClass: RenderClass, alphaMode: AlphaMode, blend: StyleBle
|
|
|
104
114
|
const flip =
|
|
105
115
|
renderClass === "eye" ? "" : "\n n = select(-n, n, dot(n, v) >= 0.0);"
|
|
106
116
|
return `@fragment fn fs(input: VertexOutput) -> FSOut {
|
|
107
|
-
|
|
108
|
-
// MMD alpha semantics: material alpha × texture alpha.
|
|
117
|
+
${renderClass === "eye" ? EYE_JELLY_SAMPLE : PLAIN_SAMPLE} // MMD alpha semantics: material alpha × texture alpha.
|
|
109
118
|
let alpha = material.alpha * tex_s.a;
|
|
110
119
|
${discard}
|
|
111
120
|
|
|
@@ -152,7 +161,7 @@ ${gate}
|
|
|
152
161
|
// The normal the lamps' diffuse layer is lit by, for a principled walk to
|
|
153
162
|
// compute it on the way (rzLightsDiffuseOnce). n is final from here on.
|
|
154
163
|
_rzLampN = n;
|
|
155
|
-
|
|
164
|
+
${renderClass === "eye" ? EYE_JELLY_GLOW : ""}
|
|
156
165
|
`
|
|
157
166
|
}
|
|
158
167
|
|
|
@@ -205,7 +214,7 @@ function epilogue(renderClass: RenderClass, alphaMode: AlphaMode, hasOpacity: bo
|
|
|
205
214
|
// it is emission, not a surface colour, so nothing may ramp or shadow it. Zero
|
|
206
215
|
// on every fragment of every material that is not dissolving, which is what
|
|
207
216
|
// keeps this out of the way of a scene that never uses it.
|
|
208
|
-
const BURN = ` + RZ_BURN_COLOR * rz_burn`
|
|
217
|
+
const BURN = ` + RZ_BURN_COLOR * rz_burn${renderClass === "eye" ? " + rz_jelly_glow" : ""}`
|
|
209
218
|
// The scene fog, last, as the game lays it over a lit surface; an
|
|
210
219
|
// emission-only graph takes none (the game's effect shaders have no fog).
|
|
211
220
|
// A premultiplied colour takes its fog premultiplied too: the haze a pane
|
package/src/index.ts
CHANGED
|
@@ -220,6 +220,7 @@ export {
|
|
|
220
220
|
*/
|
|
221
221
|
export { EFFECT_MATH_API, PARTICLE_STRUCT_WGSL } from "./shaders/passes/hosted-api"
|
|
222
222
|
export type { EyeTrackingOptions } from "./model"
|
|
223
|
+
export type { JellyEyeOptions } from "./jelly-eyes"
|
|
223
224
|
|
|
224
225
|
/**
|
|
225
226
|
* The game's own materials (src/unity): a stage package drawn by its translated
|