reze-engine 0.7.0 → 0.8.1

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/README.md CHANGED
@@ -20,6 +20,8 @@ A lightweight engine built with WebGPU and TypeScript for real-time 3D anime cha
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  ## Usage
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  ```javascript
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+ import { Engine, Model } from "reze-engine"
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+
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  export default function Scene() {
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  const canvasRef = useRef < HTMLCanvasElement > null
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  const engineRef = useRef < Engine > null
@@ -30,7 +32,7 @@ export default function Scene() {
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  const engine = new Engine(canvasRef.current, {})
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  engineRef.current = engine
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  await engine.init()
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- await engine.loadModel("/models/reze/reze.pmx")
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+ await Model.loadPmx("/models/reze/reze.pmx")
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  engine.runRenderLoop(() => {})
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  } catch (error) {
@@ -72,60 +74,37 @@ const DEFAULT_ENGINE_OPTIONS: RequiredEngineOptions = {
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  ## API
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- ### Animation Playback
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+ Use **`Model.loadPmx(path)`** after **`await engine.init()`**—the model is registered on the engine automatically.
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- Load and play VMD animation files.
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+ ### Animation (model instance)
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  ```javascript
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- await engine.loadAnimation("/animations/dance.vmd")
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- engine.playAnimation()
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- engine.pauseAnimation()
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- engine.stopAnimation()
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- engine.seekAnimation(2.5) // seek to 2.5 seconds
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-
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- const { current, duration, percentage } = engine.getAnimationProgress()
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+ const model = await Model.loadPmx("/models/char.pmx")
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+ await model.loadVmd("/animations/dance.vmd")
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+ model.playAnimation()
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+ model.pauseAnimation()
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+ model.stopAnimation()
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+ model.seekAnimation(2.5)
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+
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+ const { current, duration, percentage } = model.getAnimationProgress()
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  ```
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- ### Structured Animation Data
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-
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- Load animation from structured keyframe data directly — for animation editors or programmatic animation creation. The engine handles interpolation and playback natively.
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-
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- ```typescript
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- import type { AnimationData } from "reze-engine"
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-
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- const data: AnimationData = {
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- boneTracks: {
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- "首": [
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- { frame: 0, rotation: new Quat(0, 0, 0, 1), translation: new Vec3(0, 0, 0), interpolation: new Uint8Array(64) },
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- { frame: 30, rotation: neckQuat, translation: new Vec3(0, 0, 0), interpolation: new Uint8Array(64) },
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- ],
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- },
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- morphTracks: {
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- "まばたき": [
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- { frame: 0, weight: 0 },
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- { frame: 15, weight: 1 },
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- { frame: 30, weight: 0 },
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- ],
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- },
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- }
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-
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- engine.loadAnimationData(data)
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- engine.playAnimation()
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+ ### Bones / morphs (model)
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- const data = engine.getAnimationData() // retrieve current animation data
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+ ```javascript
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+ model.rotateBones({ 首: neckQuat, 頭: headQuat }, 300)
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+ model.moveBones({ センター: centerVec }, 300)
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+ model.setMorphWeight("まばたき", 1.0, 300)
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+ model.resetAllBones()
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+ model.resetAllMorphs()
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  ```
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- ### Bone and Morph Tweening
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-
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- Rotate and move bones with optional tween duration. Translations are VMD-style (relative to bind pose world position).
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+ ### Engine
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  ```javascript
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- engine.rotateBones({ "首": neckQuat, "頭": headQuat }, 300)
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- engine.moveBones({ "センター": centerVec }, 300)
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- engine.setMorphWeight("まばたき", 1.0, 300)
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-
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- engine.resetAllBones()
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- engine.resetAllMorphs()
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+ engine.runRenderLoop(() => {})
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+ engine.setMaterialVisible("材質1", false)
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+ engine.addGround({ mode: "shadow", shadowMapSize: 1024 })
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  ```
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  ## Projects Using This Engine
@@ -1,4 +1,3 @@
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- import { Quat, Vec3 } from "./math";
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  export interface ControlPoint {
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  x: number;
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  y: number;
@@ -9,33 +8,7 @@ export interface BoneInterpolation {
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  translationY: ControlPoint[];
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  translationZ: ControlPoint[];
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  }
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- export declare const LINEAR_INTERPOLATION: BoneInterpolation;
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- export interface BoneKeyframe {
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- frame: number;
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- rotation: Quat;
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- translation: Vec3;
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- interpolation: BoneInterpolation;
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- }
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- export interface MorphKeyframe {
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- frame: number;
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- weight: number;
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- }
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- export interface AnimationData {
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- boneTracks: Record<string, BoneKeyframe[]>;
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- morphTracks: Record<string, MorphKeyframe[]>;
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- }
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- /**
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- * Cubic bezier interpolation using binary search.
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- * Control points define the curve shape in 0-1 normalized space.
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- */
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  export declare function bezierInterpolate(x1: number, x2: number, y1: number, y2: number, t: number): number;
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- /**
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- * Convert raw VMD interpolation bytes (64-byte Uint8Array) to structured BoneInterpolation.
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- */
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  export declare function rawInterpolationToBoneInterpolation(raw: Uint8Array): BoneInterpolation;
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- /**
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- * Compute bezier-interpolated weight for a pair of control points.
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- * Control point values are in 0-127 range.
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- */
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  export declare function interpolateControlPoints(cp: ControlPoint[], t: number): number;
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  //# sourceMappingURL=animation.d.ts.map
@@ -1 +1 @@
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- {"version":3,"file":"animation.d.ts","sourceRoot":"","sources":["../src/animation.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AAEnC,MAAM,WAAW,YAAY;IAC3B,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;CACV;AAED,MAAM,WAAW,iBAAiB;IAChC,QAAQ,EAAE,YAAY,EAAE,CAAA;IACxB,YAAY,EAAE,YAAY,EAAE,CAAA;IAC5B,YAAY,EAAE,YAAY,EAAE,CAAA;IAC5B,YAAY,EAAE,YAAY,EAAE,CAAA;CAC7B;AAED,eAAO,MAAM,oBAAoB,EAAE,iBAKlC,CAAA;AAED,MAAM,WAAW,YAAY;IAC3B,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,IAAI,CAAA;IACd,WAAW,EAAE,IAAI,CAAA;IACjB,aAAa,EAAE,iBAAiB,CAAA;CACjC;AAED,MAAM,WAAW,aAAa;IAC5B,KAAK,EAAE,MAAM,CAAA;IACb,MAAM,EAAE,MAAM,CAAA;CACf;AAED,MAAM,WAAW,aAAa;IAC5B,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,YAAY,EAAE,CAAC,CAAA;IAC1C,WAAW,EAAE,MAAM,CAAC,MAAM,EAAE,aAAa,EAAE,CAAC,CAAA;CAC7C;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CA0BnG;AAID;;GAEG;AACH,wBAAgB,mCAAmC,CAAC,GAAG,EAAE,UAAU,GAAG,iBAAiB,CAmBtF;AAED;;;GAGG;AACH,wBAAgB,wBAAwB,CAAC,EAAE,EAAE,YAAY,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAQ9E"}
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+ {"version":3,"file":"animation.d.ts","sourceRoot":"","sources":["../src/animation.ts"],"names":[],"mappings":"AAAA,MAAM,WAAW,YAAY;IAC3B,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;CACV;AAED,MAAM,WAAW,iBAAiB;IAChC,QAAQ,EAAE,YAAY,EAAE,CAAA;IACxB,YAAY,EAAE,YAAY,EAAE,CAAA;IAC5B,YAAY,EAAE,YAAY,EAAE,CAAA;IAC5B,YAAY,EAAE,YAAY,EAAE,CAAA;CAC7B;AAGD,wBAAgB,iBAAiB,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CA0BnG;AAKD,wBAAgB,mCAAmC,CAAC,GAAG,EAAE,UAAU,GAAG,iBAAiB,CAmBtF;AAGD,wBAAgB,wBAAwB,CAAC,EAAE,EAAE,YAAY,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAQ9E"}
package/dist/animation.js CHANGED
@@ -1,13 +1,4 @@
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- export const LINEAR_INTERPOLATION = {
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- rotation: [{ x: 20, y: 20 }, { x: 107, y: 107 }],
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- translationX: [{ x: 20, y: 20 }, { x: 107, y: 107 }],
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- translationY: [{ x: 20, y: 20 }, { x: 107, y: 107 }],
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- translationZ: [{ x: 20, y: 20 }, { x: 107, y: 107 }],
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- };
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- /**
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- * Cubic bezier interpolation using binary search.
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- * Control points define the curve shape in 0-1 normalized space.
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- */
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+ // Cubic bezier in normalized 0–1 space (binary search on x)
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  export function bezierInterpolate(x1, x2, y1, y2, t) {
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  t = Math.max(0, Math.min(1, t));
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  let start = 0;
@@ -30,9 +21,7 @@ export function bezierInterpolate(x1, x2, y1, y2, t) {
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  return y;
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  }
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  const INV_127 = 1 / 127;
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- /**
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- * Convert raw VMD interpolation bytes (64-byte Uint8Array) to structured BoneInterpolation.
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- */
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+ // VMD 64-byte interpolation blob → BoneInterpolation
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  export function rawInterpolationToBoneInterpolation(raw) {
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  return {
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  rotation: [
@@ -53,10 +42,7 @@ export function rawInterpolationToBoneInterpolation(raw) {
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  ],
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  };
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  }
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- /**
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- * Compute bezier-interpolated weight for a pair of control points.
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- * Control point values are in 0-127 range.
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- */
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+ // Control points are 0–127 VMD bytes
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  export function interpolateControlPoints(cp, t) {
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  return bezierInterpolate(cp[0].x * INV_127, cp[1].x * INV_127, cp[0].y * INV_127, cp[1].y * INV_127, t);
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  }
@@ -1 +1 @@
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- {"version":3,"file":"camera.d.ts","sourceRoot":"","sources":["../src/camera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AAInC,qBAAa,MAAM;IACjB,KAAK,EAAE,MAAM,CAAA;IACb,IAAI,EAAE,MAAM,CAAA;IACZ,MAAM,EAAE,MAAM,CAAA;IACd,MAAM,EAAE,IAAI,CAAA;IACZ,GAAG,EAAE,MAAM,CAAA;IACX,MAAM,EAAE,MAAM,CAAI;IAClB,IAAI,EAAE,MAAM,CAAO;IACnB,GAAG,EAAE,MAAM,CAAM;IAGjB,OAAO,CAAC,MAAM,CAAiC;IAC/C,OAAO,CAAC,UAAU,CAAiB;IACnC,OAAO,CAAC,WAAW,CAAsB;IACzC,OAAO,CAAC,YAAY,CAAiB;IACrC,OAAO,CAAC,YAAY,CAAiB;IACrC,OAAO,CAAC,eAAe,CAAsB;IAC7C,OAAO,CAAC,UAAU,CAAiB;IACnC,OAAO,CAAC,iBAAiB,CAAY;IACrC,OAAO,CAAC,iBAAiB,CAAiB;IAC1C,OAAO,CAAC,oBAAoB,CAAY;IAGxC,kBAAkB,EAAE,MAAM,CAAQ;IAClC,cAAc,EAAE,MAAM,CAAS;IAC/B,cAAc,EAAE,MAAM,CAAO;IAC7B,cAAc,EAAE,MAAM,CAAO;IAC7B,IAAI,EAAE,MAAM,CAAM;IAClB,IAAI,EAAE,MAAM,CAAM;IAClB,cAAc,EAAE,MAAM,CAAQ;IAC9B,cAAc,EAAE,MAAM,CAAkB;gBAE5B,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,GAAE,MAAoB;IAkBhG,WAAW,IAAI,IAAI;IAQnB,aAAa,IAAI,IAAI;IAQrB,OAAO,CAAC,gBAAgB;IA0CxB,OAAO,CAAC,SAAS;IAiBjB,mBAAmB,IAAI,IAAI;IAI3B,aAAa,CAAC,MAAM,EAAE,iBAAiB;IAiBvC,aAAa;IAkBb,OAAO,CAAC,WAAW;IAMnB,OAAO,CAAC,WAAW;IAqBnB,OAAO,CAAC,SAAS;IAKjB,OAAO,CAAC,OAAO;IAYf,OAAO,CAAC,aAAa;IAIrB,OAAO,CAAC,YAAY;IA6BpB,OAAO,CAAC,WAAW;IAiFnB,OAAO,CAAC,UAAU;CA+BnB"}
1
+ {"version":3,"file":"camera.d.ts","sourceRoot":"","sources":["../src/camera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AAInC,qBAAa,MAAM;IACjB,KAAK,EAAE,MAAM,CAAA;IACb,IAAI,EAAE,MAAM,CAAA;IACZ,MAAM,EAAE,MAAM,CAAA;IACd,MAAM,EAAE,IAAI,CAAA;IACZ,GAAG,EAAE,MAAM,CAAA;IACX,MAAM,EAAE,MAAM,CAAI;IAClB,IAAI,EAAE,MAAM,CAAO;IACnB,GAAG,EAAE,MAAM,CAAM;IAGjB,OAAO,CAAC,MAAM,CAAiC;IAC/C,OAAO,CAAC,UAAU,CAAiB;IACnC,OAAO,CAAC,WAAW,CAAsB;IACzC,OAAO,CAAC,YAAY,CAAiB;IACrC,OAAO,CAAC,YAAY,CAAiB;IACrC,OAAO,CAAC,eAAe,CAAsB;IAC7C,OAAO,CAAC,UAAU,CAAiB;IACnC,OAAO,CAAC,iBAAiB,CAAY;IACrC,OAAO,CAAC,iBAAiB,CAAiB;IAC1C,OAAO,CAAC,oBAAoB,CAAY;IAGxC,kBAAkB,EAAE,MAAM,CAAQ;IAClC,cAAc,EAAE,MAAM,CAAS;IAC/B,cAAc,EAAE,MAAM,CAAO;IAC7B,cAAc,EAAE,MAAM,CAAO;IAC7B,IAAI,EAAE,MAAM,CAAO;IACnB,IAAI,EAAE,MAAM,CAAM;IAClB,cAAc,EAAE,MAAM,CAAQ;IAC9B,cAAc,EAAE,MAAM,CAAkB;gBAE5B,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,GAAE,MAAoB;IAkBhG,WAAW,IAAI,IAAI;IAQnB,aAAa,IAAI,IAAI;IAQrB,OAAO,CAAC,gBAAgB;IA0CxB,OAAO,CAAC,SAAS;IAiBjB,mBAAmB,IAAI,IAAI;IAI3B,aAAa,CAAC,MAAM,EAAE,iBAAiB;IAiBvC,aAAa;IAkBb,OAAO,CAAC,WAAW;IAMnB,OAAO,CAAC,WAAW;IAqBnB,OAAO,CAAC,SAAS;IAKjB,OAAO,CAAC,OAAO;IAYf,OAAO,CAAC,aAAa;IAIrB,OAAO,CAAC,YAAY;IA6BpB,OAAO,CAAC,WAAW;IAiFnB,OAAO,CAAC,UAAU;CA+BnB"}
package/dist/camera.js CHANGED
@@ -1,5 +1,5 @@
1
1
  import { Mat4, Vec3 } from "./math";
2
- const FAR = 1000;
2
+ const FAR = 2000;
3
3
  export class Camera {
4
4
  constructor(alpha, beta, radius, target, fov = Math.PI / 4) {
5
5
  this.aspect = 1;
@@ -21,7 +21,7 @@ export class Camera {
21
21
  this.panSensitivity = 0.0002; // Sensitivity for right-click panning
22
22
  this.wheelPrecision = 0.01;
23
23
  this.pinchPrecision = 0.05;
24
- this.minZ = 0.1;
24
+ this.minZ = 0.05;
25
25
  this.maxZ = FAR;
26
26
  this.lowerBetaLimit = 0.001;
27
27
  this.upperBetaLimit = Math.PI - 0.001;
package/dist/engine.d.ts CHANGED
@@ -1,6 +1,6 @@
1
- import { Quat, Vec3 } from "./math";
2
- import type { AnimationData } from "./animation";
3
- export type RaycastCallback = (material: string | null, screenX: number, screenY: number) => void;
1
+ import { Vec3 } from "./math";
2
+ import { Model } from "./model";
3
+ export type RaycastCallback = (modelName: string, material: string | null, screenX: number, screenY: number) => void;
4
4
  export type EngineOptions = {
5
5
  ambientColor?: Vec3;
6
6
  directionalLightIntensity?: number;
@@ -10,8 +10,7 @@ export type EngineOptions = {
10
10
  cameraTarget?: Vec3;
11
11
  cameraFov?: number;
12
12
  onRaycast?: RaycastCallback;
13
- disableIK?: boolean;
14
- disablePhysics?: boolean;
13
+ multisampleCount?: 1 | 4;
15
14
  };
16
15
  export type RequiredEngineOptions = Required<Omit<EngineOptions, "onRaycast">> & Pick<EngineOptions, "onRaycast">;
17
16
  export declare const DEFAULT_ENGINE_OPTIONS: RequiredEngineOptions;
@@ -20,6 +19,8 @@ export interface EngineStats {
20
19
  frameTime: number;
21
20
  }
22
21
  export declare class Engine {
22
+ private static instance;
23
+ static getInstance(): Engine;
23
24
  private canvas;
24
25
  private device;
25
26
  private context;
@@ -33,8 +34,6 @@ export declare class Engine {
33
34
  private lightUniformBuffer;
34
35
  private lightData;
35
36
  private lightCount;
36
- private vertexBuffer;
37
- private indexBuffer?;
38
37
  private resizeObserver;
39
38
  private depthTexture;
40
39
  private modelPipeline;
@@ -49,12 +48,8 @@ export declare class Engine {
49
48
  private hairOutlinePipeline;
50
49
  private mainBindGroupLayout;
51
50
  private outlineBindGroupLayout;
52
- private jointsBuffer;
53
- private weightsBuffer;
54
- private skinMatrixBuffer?;
55
- private inverseBindMatrixBuffer?;
56
51
  private multisampleTexture;
57
- private readonly sampleCount;
52
+ private sampleCount;
58
53
  private renderPassDescriptor;
59
54
  private readonly STENCIL_EYE_VALUE;
60
55
  private ambientColor;
@@ -69,21 +64,29 @@ export declare class Engine {
69
64
  private groundReflectionBindGroup?;
70
65
  private groundMaterialUniformBuffer?;
71
66
  private groundHasReflections;
67
+ private groundMode;
68
+ private shadowMapTexture?;
69
+ private shadowMapDepthView?;
70
+ private shadowDepthPipeline;
71
+ private shadowLightVPBuffer;
72
+ private shadowLightVPMatrix;
73
+ private groundShadowPipeline;
74
+ private groundShadowBindGroupLayout;
75
+ private groundShadowBindGroup?;
76
+ private shadowComparisonSampler;
77
+ private groundShadowMaterialBuffer?;
78
+ private groundDrawCall;
79
+ private shadowVPLightX;
80
+ private shadowVPLightY;
81
+ private shadowVPLightZ;
72
82
  private onRaycast?;
73
- private cachedSkinnedVertices?;
74
- private cachedSkinMatricesVersion;
75
- private skinMatricesVersion;
76
83
  private lastTouchTime;
77
84
  private readonly DOUBLE_TAP_DELAY;
78
- private _disableIK;
79
- private _disablePhysics;
80
- private currentModel;
81
- private modelDir;
85
+ private modelInstances;
82
86
  private materialSampler;
83
87
  private textureCache;
84
- private vertexBufferNeedsUpdate;
85
- private drawCalls;
86
- private hiddenMaterials;
88
+ /** Reusable buffer for raycast skinning to avoid per-instance allocations (Three.js/Babylon.js style). */
89
+ private raycastVertexBuffer;
87
90
  private lastFpsUpdate;
88
91
  private framesSinceLastUpdate;
89
92
  private lastFrameTime;
@@ -111,46 +114,38 @@ export declare class Engine {
111
114
  reflectionTextureSize?: number;
112
115
  fadeStart?: number;
113
116
  fadeEnd?: number;
117
+ mode?: "reflection" | "shadow";
118
+ shadowMapSize?: number;
119
+ shadowStrength?: number;
114
120
  }): void;
115
121
  private updateLightBuffer;
116
- loadAnimation(url: string): Promise<void>;
117
- loadAnimationData(data: AnimationData): void;
118
- getAnimationData(): AnimationData | null;
119
- playAnimation(): void;
120
- stopAnimation(): void;
121
- pauseAnimation(): void;
122
- seekAnimation(time: number): void;
123
- getAnimationProgress(): {
124
- current: number;
125
- duration: number;
126
- percentage: number;
127
- };
128
122
  getStats(): EngineStats;
129
123
  runRenderLoop(callback?: () => void): void;
130
124
  stopRenderLoop(): void;
131
125
  dispose(): void;
132
- loadModel(path: string): Promise<void>;
133
- rotateBones(boneRotations: Record<string, Quat>, durationMs?: number): void;
134
- moveBones(boneTranslations: Record<string, Vec3>, durationMs?: number): void;
135
- resetAllBones(): void;
136
- resetAllMorphs(): void;
137
- setMorphWeight(name: string, weight: number, durationMs?: number): void;
138
- setMaterialVisible(name: string, visible: boolean): void;
139
- toggleMaterialVisible(name: string): void;
140
- isMaterialVisible(name: string): boolean;
141
- getBones(): string[];
142
- getMorphs(): string[];
143
- getMaterials(): string[];
144
- get disableIK(): boolean;
145
- set disableIK(value: boolean);
146
- get disablePhysics(): boolean;
147
- set disablePhysics(value: boolean);
126
+ addModel(model: Model, pmxPath: string, name?: string): Promise<string>;
127
+ registerModel(model: Model, pmxPath: string): Promise<string>;
128
+ removeModel(name: string): void;
129
+ getModelNames(): string[];
130
+ getModel(name: string): Model | null;
131
+ markVertexBufferDirty(modelNameOrModel?: string | Model): void;
132
+ setMaterialVisible(modelName: string, materialName: string, visible: boolean): void;
133
+ toggleMaterialVisible(modelName: string, materialName: string): void;
134
+ isMaterialVisible(modelName: string, materialName: string): boolean;
135
+ setModelIKEnabled(modelName: string, enabled: boolean): void;
136
+ setModelPhysicsEnabled(modelName: string, enabled: boolean): void;
137
+ resetPhysics(): void;
138
+ private instances;
139
+ private forEachInstance;
140
+ private updateInstances;
148
141
  private updateVertexBuffer;
149
- private setupModelBuffers;
142
+ private setupModelInstance;
150
143
  private createGroundGeometry;
151
144
  private createGroundMaterialBuffer;
152
145
  private createReflectionTexture;
153
- private setupMaterials;
146
+ private createShadowGroundResources;
147
+ private updateShadowLightVP;
148
+ private setupMaterialsForInstance;
154
149
  private createMaterialUniformBuffer;
155
150
  private createUniformBuffer;
156
151
  private shouldRenderDrawCall;
@@ -163,6 +158,8 @@ export declare class Engine {
163
158
  private handleCanvasTouch;
164
159
  private performRaycast;
165
160
  render(): void;
161
+ private drawInstanceShadow;
162
+ private renderOneModel;
166
163
  private updateCameraUniforms;
167
164
  private updateRenderTarget;
168
165
  private updateSkinMatrices;
@@ -1 +1 @@
1
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+ 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