reze-engine 0.68.7 → 0.68.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/engine.d.ts +2 -6
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +39 -41
- package/dist/graph/presets/pool_floor.d.ts +3 -0
- package/dist/graph/presets/pool_floor.d.ts.map +1 -0
- package/dist/graph/presets/pool_floor.js +42 -0
- package/dist/graph/presets/water.d.ts +3 -0
- package/dist/graph/presets/water.d.ts.map +1 -0
- package/dist/graph/presets/water.js +31 -0
- package/dist/graph/slots.d.ts.map +1 -1
- package/dist/graph/slots.js +5 -4
- package/dist/jelly-eyes.d.ts.map +1 -1
- package/dist/jelly-eyes.js +43 -17
- package/dist/physics/autofit.d.ts +147 -0
- package/dist/physics/autofit.d.ts.map +1 -0
- package/dist/physics/autofit.js +501 -0
- package/dist/shaders/agx-lut.d.ts +11 -0
- package/dist/shaders/agx-lut.d.ts.map +1 -0
- package/dist/shaders/agx-lut.js +29 -0
- package/dist/shaders/dfg_lut.d.ts +3 -0
- package/dist/shaders/dfg_lut.d.ts.map +1 -0
- package/dist/shaders/dfg_lut.js +129 -0
- package/dist/shaders/ltc_mag_lut.d.ts +3 -0
- package/dist/shaders/ltc_mag_lut.d.ts.map +1 -0
- package/dist/shaders/ltc_mag_lut.js +1033 -0
- package/dist/shaders/materials/common.d.ts +6 -0
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +67 -60
- package/dist/shaders/passes/depth-prepass.d.ts.map +1 -1
- package/dist/shaders/passes/depth-prepass.js +11 -3
- package/dist/shaders/passes/field-blit.d.ts +26 -0
- package/dist/shaders/passes/field-blit.d.ts.map +1 -0
- package/dist/shaders/passes/field-blit.js +65 -0
- package/dist/shaders/passes/ghosts.d.ts +22 -0
- package/dist/shaders/passes/ghosts.d.ts.map +1 -0
- package/dist/shaders/passes/ghosts.js +75 -0
- package/dist/shaders/passes/ground-noise.d.ts +7 -0
- package/dist/shaders/passes/ground-noise.d.ts.map +1 -0
- package/dist/shaders/passes/ground-noise.js +88 -0
- package/dist/shaders/passes/outline.d.ts.map +1 -1
- package/dist/shaders/passes/outline.js +13 -2
- package/dist/shaders/passes/shadow.d.ts +1 -1
- package/dist/shaders/passes/shadow.d.ts.map +1 -1
- package/dist/shaders/passes/shadow.js +11 -3
- package/dist/shaders/passes/sim.d.ts +34 -0
- package/dist/shaders/passes/sim.d.ts.map +1 -0
- package/dist/shaders/passes/sim.js +169 -0
- package/dist/shaders/score-api.d.ts +10 -0
- package/dist/shaders/score-api.d.ts.map +1 -0
- package/dist/shaders/score-api.js +114 -0
- package/dist/shaders/shadow-api.d.ts +29 -0
- package/dist/shaders/shadow-api.d.ts.map +1 -0
- package/dist/shaders/shadow-api.js +112 -0
- package/package.json +1 -1
- package/src/engine.ts +39 -47
- package/src/graph/slots.ts +5 -4
- package/src/jelly-eyes.ts +41 -17
- package/src/shaders/materials/common.ts +68 -60
- package/src/shaders/passes/depth-prepass.ts +11 -3
- package/src/shaders/passes/outline.ts +13 -2
- package/src/shaders/passes/shadow.ts +11 -3
- package/dist/_dbg-loader.mjs +0 -1100
package/dist/jelly-eyes.js
CHANGED
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@@ -78,23 +78,23 @@ const HL_SCALE_MIN = 0.85;
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const HL_SCALE_MAX = 1.2;
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// The roll: while a closing expression holds, the iris turns about its eye
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// bone's X axis (左目/右目, the eyeball's centre), rolling down with the lid —
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// the angle at weight 1, and simultaneous expressions add.
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//
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//
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// exactly, which the lid hides; here the roll follows on a spring
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// pace
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//
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// the angle at weight 1, and simultaneous expressions add. It comes forward
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// only with the spring (iris radii): pushed with the expression as well, a
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// shut eye's iris came through a lid set close in front of it (白里黑子). The MME rolls with the lid
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// exactly, which the lid hides; here the roll follows on a spring twice the
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// blink's pace with its decay, so as the eye opens the iris swings up past rest
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// and wobbles back, where it can be seen. At the blink's own pace it trailed
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// the opening lid and swung a third of an iris past centre: a jump.
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const ROLL = {
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まばたき: -15, blink: -15, Blink: -15, eye_close: -15, Fcl_EYE_Close: -15, はぅ: -15, 笑い: -5,
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ウィンク: -5, ウィンク: -5, wink: -5, Wink: -5, ウィンク2: -15, ウィンク2: -15, blink_L: -15, Fcl_EYE_Close_L: -15,
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ウィンク右: -5, ウィンク右: -5, wink_R: -5, Wink_R: -5, ウィンク2右: -15, ウィンク2右: -15, blink_R: -15, Fcl_EYE_Close_R: -15,
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};
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const ROLL_HZ =
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const ROLL_ZETA = Math.LN2 / HALF_LIFE / (2 * Math.PI *
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// How much of the spring's swing about the expression angle shows:
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// of
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const ROLL_SWING = 0.
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const PUSH_EXPRESSION = 0.15;
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const ROLL_HZ = 6;
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const ROLL_ZETA = Math.LN2 / HALF_LIFE / (2 * Math.PI * ROLL_HZ);
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// How much of the spring's swing about the expression angle shows: a
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// twenty-fifth of an iris radius past centre after a blink.
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const ROLL_SWING = 0.25;
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const PUSH_ELASTIC = 0.04;
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// A highlight sheet by name, for rigs that keep it on its own material.
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const HIGHLIGHT = /ハイライト|ハイライト|高光|highlight|hilight|(^|[^a-z])hl([^a-z]|$)/i;
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@@ -200,10 +200,23 @@ export class JellyEyes {
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const l = index("左目");
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const r = index("右目");
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this.headBone = index("頭");
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const
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const
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const all = model.getMorphing().morphs;
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const names = all.map((m) => m.name);
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// The weights read are resolved, so a group whose every target is named
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// (Reze's まばたき is ウィンク2 + ウィンク2右) arrives through its
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// leaves; counted as well, a blink rolled the iris twice as far.
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const known = new Set([...BOTH, ...LEFT, ...RIGHT]);
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const resolved = (i) => {
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const refs = all[i].groupReferences;
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return !!refs?.length && refs.every((r) => known.has(names[r.morphIndex]));
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};
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const morphIndex = (n) => {
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const i = names.indexOf(n);
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return i >= 0 && !resolved(i) ? i : -1;
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};
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const find = (list) => list.map(morphIndex).filter((i) => i >= 0);
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this.morphs = [find(BOTH), find(LEFT), find(RIGHT)];
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const rolls = (list) => list.map((n) => ({ morph:
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const rolls = (list) => list.map((n) => ({ morph: morphIndex(n), deg: ROLL[n] ?? 0 })).filter((r) => r.morph >= 0 && r.deg !== 0);
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this.rolls = [rolls([...BOTH, ...LEFT]), rolls([...BOTH, ...RIGHT])];
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this.rest = findIrises(model, l, r, both);
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// The bone that carries each iris, which may be under the eye bone.
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@@ -335,7 +348,7 @@ export class JellyEyes {
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const pivot = rest.pivot;
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o.set(pivot ? [pivot[0], pivot[1], pivot[2], (this.roll[e] + (s.roll - this.roll[e]) * ROLL_SWING) * DEG * g] : [0, 0, 0, 0], 80 + e * 4);
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const hs = (k) => Math.max(HL_SCALE_MIN, Math.min(HL_SCALE_MAX, 1 + x * HL_SCALE[k] * g));
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o.set([hs(0), hs(1),
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o.set([hs(0), hs(1), Math.min(Math.abs(x), SPRING_LIMIT) * PUSH_ELASTIC * r * g, 0], 88 + 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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@@ -460,6 +473,11 @@ function blink(s, dt) {
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* As draw ids (1-based over the materials that draw, as the engine numbers
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* MaterialUniforms.materialId), at most two. A rig whose highlight is painted
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* into the iris has none, and only the iris moves.
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*
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* A layer drawn on vertices an earlier layer already uses is a copy of that
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* layer (白里黑子's ☆ and ❤ are star and heart irises on the iris's own
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* vertices), so it moves with it. Slid as a highlight, a copy of the dome sits
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* in front of the iris on one half, flipping sides with the tremble.
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*/
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function findHighlights(model, rest) {
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const materials = model.getMaterials?.() ?? [];
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@@ -468,6 +486,7 @@ function findHighlights(model, rest) {
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if (!materials.length || !indices.length || !iris.size)
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return [];
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const layers = [];
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const used = new Set();
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let start = 0;
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let id = 0;
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for (const m of materials) {
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@@ -476,17 +495,24 @@ function findHighlights(model, rest) {
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continue;
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id++;
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let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity;
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let copy = true;
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const mine = [];
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for (let k = start; k < start + count; k++) {
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const v = indices[k];
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if (!iris.has(v))
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continue;
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if (!used.has(v))
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copy = false;
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mine.push(v);
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minX = Math.min(minX, positions[v * 3]);
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maxX = Math.max(maxX, positions[v * 3]);
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minY = Math.min(minY, positions[v * 3 + 1]);
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maxY = Math.max(maxY, positions[v * 3 + 1]);
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}
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start += count;
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-
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for (const v of mine)
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used.add(v);
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if (minX <= maxX && !copy)
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layers.push({ id, name: m.name, minX, maxX, minY, maxY });
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}
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const out = [];
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@@ -0,0 +1,147 @@
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import { type Rigidbody } from "./types";
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import type { Skinning } from "../model";
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/**
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* Supplementary colliders fitted to the mesh a PMX rigid body fails to cover.
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*
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* PMX body proxies are bodies of revolution — 下半身 is a capsule lying
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* transversely across the hips, so its cross-section is a circle. A pelvis seen
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* from the side is not a circle, and across every rig measured the butt sits
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* 0.18–0.71 units OUTSIDE that capsule while the front is flush or inside. That
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* gap is where a skirt goes through a character: the cloth is resting correctly
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* on the collider it was given, and the collider stops half a unit short of the
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* skin.
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*
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* A rest offset cannot close it (see RigidBodyStore.restOffset) — it is one
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* scalar on a radially symmetric shape, and the error is asymmetric. Measured
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* on 托特's run cycle, the offset that clears the butt is 0.5, which is simply
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* the size of the missing geometry, and at that value the skirt stands off the
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* front and hips by the same 0.5.
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*
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* So fit the missing piece instead: take each bone-following body's own skinned
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* vertices, find the ones that escape its shape in a concentrated lobe, and fit
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* a capsule to that lobe. That is the fix riggers apply by hand, derived from
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* the mesh rather than guessed.
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*
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* Measured on 托特's run cycle, counting butt vertices swallowed by a cloth
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* body: 32.4 per frame with nothing, 30.9 with a 0.02 rest offset, 12.4 with
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* this pass, 10.4 with both.
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*/
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export interface AutoFitOptions {
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/** A vertex counts as protruding past this much (model units). Below it the
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* mesh is within authoring tolerance of the proxy and needs no help. */
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minProtrusion?: number;
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/**
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* Ignore vertices further out than this multiple of the source shape's
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* RADIUS (its smallest characteristic dimension).
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*
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* A coarse first cut at keeping hair and loose clothing out — anything
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* standing further off the proxy than the proxy is wide is not skin. The
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* discriminator that actually does the work is minConcentration.
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*/
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maxProtrusionRatio?: number;
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/** Fewer protruding vertices than this and it is a spike, not a region. */
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minVertices?: number;
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/**
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* Per-axis quantile the fitted lobe's extent is clipped to, each end. A
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* handful of stray vertices (a weight-painting slip, a seam) would otherwise
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* stretch the capsule far past the surface everyone can see.
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*/
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quantile?: number;
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/** Skip the fit unless the capsule actually reaches this far past what is
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* already covered — otherwise it adds solver rows for nothing. */
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minGain?: number;
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/** How tightly the kept lobe's outward directions must agree, 0–1. A loose
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* sanity check; the real discriminator is minConcentration. */
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minDirectionality?: number;
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/** Vertices outside the dominant lobe, by this cosine, are not part of the
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* feature being fitted. */
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lobeCos?: number;
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/**
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* How much deeper the fitted lobe must be than protrusion typically is on
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* this body, averaged over the vertices that protrude at all.
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*
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* This is the guard that separates "the proxy is missing a lobe" from "the
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* proxy is not a proxy for this mesh at all". A pelvis escapes its capsule by
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* 0.53 at the back and 0.14 at the front, so the back lobe stands well clear
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* of the average. Hair escapes the skull by a similar depth in every
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* direction, so its deepest lobe is no deeper than typical and the ratio sits
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* near 1. See the note at the meanProtrusion computation for what this
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* deliberately refuses to fit.
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*
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* Without it the pass fits the hairstyle — measured on 托特, 頭 reports
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* 3653 of 4669 vertices outside its capsule, and the fitted shape was a crate
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* around the whole head. No threshold on depth or vertex count tells those
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* two cases apart; concentration does.
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*/
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minConcentration?: number;
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/**
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* How many capsules may be fitted to one body, each against what the previous
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* ones already cover.
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*
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* One capsule inscribed in a lobe does not fill it — on 托特's butt a single
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* fit removed 58% of the clipping and left the rest at the edges the capsule
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* could not reach. Each further pass re-measures protrusion against the
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* original shape UNION everything fitted so far, so it lands on whatever is
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* still exposed instead of re-fitting the same bulge.
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*/
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maxShapesPerBody?: number;
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/**
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* Quantile of the lobe's perpendicular spread used as the capsule radius.
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*
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* The clip-versus-float dial, and the one to reach for if a result looks
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* wrong. Lower hugs the body: less standoff in idle, more clipping left. 1.0
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* encloses the lobe entirely, which is what produced a visibly hovering
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* skirt on 托特.
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*/
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radiusQuantile?: number;
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/**
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* Fit only the deepest part of each lobe: points at least this fraction of
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* the lobe's own maximum protrusion.
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*
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* A lobe tapers to nothing at its edges, and a capsule sized to span the
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* whole thing has to be fat enough to reach the edges too. Fitting the deep
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* core keeps each capsule small and lets a later pass handle the shallows
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* with its own, which is both tighter and closer to what the surface is
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* actually doing.
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*/
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107
|
+
lobeDepthFraction?: number;
|
|
108
|
+
}
|
|
109
|
+
/** What the pass decided for one source body — surfaced so a rig can be
|
|
110
|
+
* inspected rather than silently rebuilt underneath its author. */
|
|
111
|
+
export interface AutoFitResult {
|
|
112
|
+
/** Index of the body in the input array that this supplements. */
|
|
113
|
+
sourceIndex: number;
|
|
114
|
+
sourceName: string;
|
|
115
|
+
/** Vertices dominated by that body's bone, and how many were outside it. */
|
|
116
|
+
vertexCount: number;
|
|
117
|
+
protrudingCount: number;
|
|
118
|
+
/** Furthest any kept vertex sat outside the source shape. */
|
|
119
|
+
maxProtrusion: number;
|
|
120
|
+
/** How far the fitted capsule reaches past what was already covered. */
|
|
121
|
+
gain: number;
|
|
122
|
+
/** Length of the kept lobe's mean outward direction, 0–1. */
|
|
123
|
+
directionality: number;
|
|
124
|
+
/** Lobe depth over the body's average protrusion. See minConcentration. */
|
|
125
|
+
concentration: number;
|
|
126
|
+
/**
|
|
127
|
+
* Furthest the capsule's newly exposed surface sits from the skin it was
|
|
128
|
+
* fitted to — the amount cloth resting on it will stand off the body at the
|
|
129
|
+
* worst point, and the number to watch if a result looks puffy. Only the part
|
|
130
|
+
* reaching outside the source shape is measured; the rest is buried.
|
|
131
|
+
*/
|
|
132
|
+
overshoot: number;
|
|
133
|
+
body: Rigidbody;
|
|
134
|
+
}
|
|
135
|
+
/**
|
|
136
|
+
* Fit supplementary colliders for every bone-following body whose own mesh
|
|
137
|
+
* escapes it.
|
|
138
|
+
*
|
|
139
|
+
* `vertices` is the model's interleaved vertex buffer (stride 8, position
|
|
140
|
+
* first) and `skinning` its joints/weights — both in PMX bind pose, the same
|
|
141
|
+
* space as `shapePosition` / `shapeRotation`, so nothing has to be skinned.
|
|
142
|
+
*
|
|
143
|
+
* Returns one entry per body it chose to supplement; the caller appends
|
|
144
|
+
* `.body` to the rigid body list before constructing RezePhysics.
|
|
145
|
+
*/
|
|
146
|
+
export declare function fitSupplementaryColliders(rigidbodies: Rigidbody[], vertices: Float32Array, skinning: Skinning, options?: AutoFitOptions): AutoFitResult[];
|
|
147
|
+
//# sourceMappingURL=autofit.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|