reze-engine 0.8.2 → 0.8.4

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/README.md CHANGED
@@ -16,16 +16,17 @@ import { Engine, Model } from "reze-engine"
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  const engine = new Engine(canvas, {})
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  await engine.init()
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- const model = await Model.loadPmx("/models/reze/reze.pmx")
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- await model.loadVmd("/animations/dance.vmd")
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- model.playAnimation()
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+ const model = await engine.loadModel("/models/reze/reze.pmx")
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+ await model.loadAnimation("default", "/animations/dance.vmd")
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+ model.show("default")
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+ model.play()
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  engine.runRenderLoop(() => {})
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  ```
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  ## API (summary)
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- - **Multi-model:** `engine.addModel(model, pmxPath, name?)`, `getModel(name)`, `getModelNames()`, `removeModel(name)`, `setMaterialVisible(modelName, materialName, visible)`, `setModelIKEnabled(modelName, enabled)`, `setModelPhysicsEnabled(modelName, enabled)`, `resetPhysics()`, `markVertexBufferDirty(modelName?)`
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- - **Animation:** `model.loadVmd(url)` (loads "default", no auto-play); `model.loadAnimation(name, vmdUrl)`; `model.show(name)`; `model.play()` / `model.play(name)`; `model.pause()`; `model.stop()`; `model.seek(t)`; `model.getAnimationProgress()`. Animations are non-interruptible (next is queued).
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+ - **Multi-model:** `engine.loadModel(path)` / `engine.loadModel(name, path)`, `engine.addModel(model, pmxPath, name?)`, `getModel(name)`, `getModelNames()`, `removeModel(name)`, `setMaterialVisible(modelName, materialName, visible)`, `setIKEnabled(enabled)`, `setPhysicsEnabled(enabled)`, `getIKEnabled()`, `getPhysicsEnabled()`, `resetPhysics()`, `markVertexBufferDirty(modelName?)`
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+ - **Animation:** `model.loadAnimation(name, vmdUrl)`; `model.show(name)`; `model.play()` / `model.play(name)`; `model.pause()`; `model.stop()`; `model.seek(t)`; `model.getAnimationProgress()`. Animations are non-interruptible (next is queued).
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  - **Bones / morphs:** `model.rotateBones()`, `model.moveBones()`, `model.setMorphWeight()`, `model.resetAllBones()`, `model.resetAllMorphs()`
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  - **Engine:** `runRenderLoop()`, `addGround({ mode: "reflection" | "shadow", ... })`, `onRaycast: (modelName, material, screenX, screenY) => {}`
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@@ -23,39 +23,24 @@ export interface MorphKeyframe {
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  weight: number;
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  time: number;
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  }
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- /** Immutable clip data for one animation (e.g. one VMD). */
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  export interface AnimationClip {
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  boneTracks: Map<string, BoneKeyframe[]>;
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  morphTracks: Map<string, MorphKeyframe[]>;
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  duration: number;
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- /** When true, clip loops at end. When false, playback stops and onEnd fires. Default false. */
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  loop?: boolean;
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  }
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- /**
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- * Per-model animation state: multiple animations, non-interruptible playback.
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- * While one is playing, play(name) queues it to start when the current one finishes.
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- */
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  export declare class AnimationState {
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  private animations;
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  private currentAnimationName;
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  private currentTime;
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  private isPlaying;
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  private isPaused;
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- /** When current (non-loop) ends, play this next. Cleared when started. */
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  private nextAnimationName;
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  private onEnd;
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- /** Add or replace an animation by name. Does not start playback. */
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  loadAnimation(name: string, clip: AnimationClip): void;
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- /** Remove an animation. If it was current, state is cleared. */
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  removeAnimation(name: string): void;
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- /**
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- * Start playing an animation by name. Non-interruptible: if one is already playing,
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- * this animation is queued to start when the current one finishes.
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- */
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  play(name: string): boolean;
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- /** Resume current animation (no-op if none). */
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  play(): void;
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- /** Advance time. When a non-loop clip ends, starts nextAnimationName if set. */
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  update(deltaTime: number): {
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  ended: boolean;
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  animationName: string | null;
@@ -67,7 +52,6 @@ export declare class AnimationState {
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  getCurrentAnimation(): string | null;
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  getCurrentTime(): number;
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  getDuration(): number;
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- /** Progress of the current animation (time, duration, percentage). */
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  getProgress(): {
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  animationName: string | null;
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  current: number;
@@ -76,7 +60,6 @@ export declare class AnimationState {
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  };
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  getAnimationNames(): string[];
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  hasAnimation(name: string): boolean;
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- /** Show animation at time 0 without playing. Use after load when you want to play later (e.g. dance visualization). */
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  show(name: string): void;
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  setOnEnd(callback: ((animationName: string) => void) | null): void;
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  getPlaying(): boolean;
@@ -1 +1 @@
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1
+ {"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,MAAM,WAAW,YAAY;IAC3B,QAAQ,EAAE,MAAM,CAAA;IAChB,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,IAAI,CAAA;IACd,WAAW,EAAE,IAAI,CAAA;IACjB,aAAa,EAAE,iBAAiB,CAAA;IAChC,IAAI,EAAE,MAAM,CAAA;CACb;AAED,MAAM,WAAW,aAAa;IAC5B,SAAS,EAAE,MAAM,CAAA;IACjB,KAAK,EAAE,MAAM,CAAA;IACb,MAAM,EAAE,MAAM,CAAA;IACd,IAAI,EAAE,MAAM,CAAA;CACb;AAED,MAAM,WAAW,aAAa;IAC5B,UAAU,EAAE,GAAG,CAAC,MAAM,EAAE,YAAY,EAAE,CAAC,CAAA;IACvC,WAAW,EAAE,GAAG,CAAC,MAAM,EAAE,aAAa,EAAE,CAAC,CAAA;IACzC,QAAQ,EAAE,MAAM,CAAA;IAChB,IAAI,CAAC,EAAE,OAAO,CAAA;CACf;AAGD,qBAAa,cAAc;IACzB,OAAO,CAAC,UAAU,CAAmC;IACrD,OAAO,CAAC,oBAAoB,CAAsB;IAClD,OAAO,CAAC,WAAW,CAAI;IACvB,OAAO,CAAC,SAAS,CAAQ;IACzB,OAAO,CAAC,QAAQ,CAAQ;IACxB,OAAO,CAAC,iBAAiB,CAAsB;IAC/C,OAAO,CAAC,KAAK,CAAiD;IAE9D,aAAa,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,aAAa,GAAG,IAAI;IAItD,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAYnC,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO;IAC3B,IAAI,IAAI,IAAI;IAsBZ,MAAM,CAAC,SAAS,EAAE,MAAM,GAAG;QAAE,KAAK,EAAE,OAAO,CAAC;QAAC,aAAa,EAAE,MAAM,GAAG,IAAI,CAAA;KAAE;IAiC3E,KAAK,IAAI,IAAI;IAIb,IAAI,IAAI,IAAI;IAOZ,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAMxB,cAAc,IAAI,aAAa,GAAG,IAAI;IAItC,mBAAmB,IAAI,MAAM,GAAG,IAAI;IAIpC,cAAc,IAAI,MAAM;IAIxB,WAAW,IAAI,MAAM;IAKrB,WAAW,IAAI;QAAE,aAAa,EAAE,MAAM,GAAG,IAAI,CAAC;QAAC,OAAO,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAA;KAAE;IAYtG,iBAAiB,IAAI,MAAM,EAAE;IAI7B,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO;IAInC,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IASxB,QAAQ,CAAC,QAAQ,EAAE,CAAC,CAAC,aAAa,EAAE,MAAM,KAAK,IAAI,CAAC,GAAG,IAAI,GAAG,IAAI;IAIlE,UAAU,IAAI,OAAO;IAIrB,SAAS,IAAI,OAAO;CAGrB;AAED,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,wBAAgB,mCAAmC,CAAC,GAAG,EAAE,UAAU,GAAG,iBAAiB,CAmBtF;AAED,wBAAgB,wBAAwB,CAAC,EAAE,EAAE,YAAY,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAQ9E"}
package/dist/animation.js CHANGED
@@ -1,7 +1,4 @@
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- /**
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- * Per-model animation state: multiple animations, non-interruptible playback.
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- * While one is playing, play(name) queues it to start when the current one finishes.
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- */
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+ // Non-interruptible playback; play(name) while playing queues one next.
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  export class AnimationState {
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  constructor() {
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  this.animations = new Map();
@@ -9,15 +6,12 @@ export class AnimationState {
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  this.currentTime = 0;
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  this.isPlaying = false;
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  this.isPaused = false;
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- /** When current (non-loop) ends, play this next. Cleared when started. */
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  this.nextAnimationName = null;
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  this.onEnd = null;
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  }
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- /** Add or replace an animation by name. Does not start playback. */
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  loadAnimation(name, clip) {
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  this.animations.set(name, clip);
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  }
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- /** Remove an animation. If it was current, state is cleared. */
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  removeAnimation(name) {
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  this.animations.delete(name);
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  if (this.currentAnimationName === name) {
@@ -51,7 +45,6 @@ export class AnimationState {
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  this.nextAnimationName = null;
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  return true;
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  }
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- /** Advance time. When a non-loop clip ends, starts nextAnimationName if set. */
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  update(deltaTime) {
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  if (!this.isPlaying || this.isPaused || this.currentAnimationName === null) {
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  return { ended: false, animationName: this.currentAnimationName };
@@ -111,7 +104,6 @@ export class AnimationState {
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  const clip = this.getCurrentClip();
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  return clip ? clip.duration : 0;
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  }
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- /** Progress of the current animation (time, duration, percentage). */
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  getProgress() {
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  const clip = this.getCurrentClip();
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  const duration = clip ? clip.duration : 0;
@@ -129,7 +121,6 @@ export class AnimationState {
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  hasAnimation(name) {
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  return this.animations.has(name);
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  }
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- /** Show animation at time 0 without playing. Use after load when you want to play later (e.g. dance visualization). */
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  show(name) {
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  if (!this.animations.has(name))
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  return;
@@ -149,7 +140,6 @@ export class AnimationState {
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  return this.isPaused;
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  }
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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;
@@ -172,7 +162,6 @@ 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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- // VMD 64-byte interpolation blob → BoneInterpolation
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  export function rawInterpolationToBoneInterpolation(raw) {
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  return {
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  rotation: [
@@ -193,7 +182,6 @@ export function rawInterpolationToBoneInterpolation(raw) {
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  ],
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  };
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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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  }
package/dist/engine.d.ts CHANGED
@@ -10,7 +10,6 @@ export type EngineOptions = {
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  cameraTarget?: Vec3;
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  cameraFov?: number;
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  onRaycast?: RaycastCallback;
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- multisampleCount?: 1 | 4;
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  };
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  export type RequiredEngineOptions = Required<Omit<EngineOptions, "onRaycast">> & Pick<EngineOptions, "onRaycast">;
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  export declare const DEFAULT_ENGINE_OPTIONS: RequiredEngineOptions;
@@ -41,15 +40,14 @@ export declare class Engine {
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  private hairPipelineOverEyes;
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  private hairPipelineOverNonEyes;
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  private hairDepthPipeline;
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- private groundPipeline;
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- private groundBindGroupLayout;
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- private reflectionPipeline;
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+ private groundShadowPipeline;
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+ private groundShadowBindGroupLayout;
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  private outlinePipeline;
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  private hairOutlinePipeline;
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  private mainBindGroupLayout;
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  private outlineBindGroupLayout;
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  private multisampleTexture;
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- private sampleCount;
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+ private static readonly MULTISAMPLE_COUNT;
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  private renderPassDescriptor;
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  private readonly STENCIL_EYE_VALUE;
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  private ambientColor;
@@ -58,20 +56,12 @@ export declare class Engine {
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  private rimLightIntensity;
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  private groundVertexBuffer?;
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  private groundIndexBuffer?;
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- private groundReflectionTexture?;
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- private groundReflectionResolveTexture?;
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- private groundReflectionDepthTexture?;
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- private groundReflectionBindGroup?;
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- private groundMaterialUniformBuffer?;
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- private groundHasReflections;
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- private groundMode;
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+ private hasGround;
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  private shadowMapTexture?;
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  private shadowMapDepthView?;
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  private shadowDepthPipeline;
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  private shadowLightVPBuffer;
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  private shadowLightVPMatrix;
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- private groundShadowPipeline;
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- private groundShadowBindGroupLayout;
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  private groundShadowBindGroup?;
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  private shadowComparisonSampler;
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  private groundShadowMaterialBuffer?;
@@ -85,8 +75,12 @@ export declare class Engine {
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  private modelInstances;
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  private materialSampler;
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  private textureCache;
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- /** Reusable buffer for raycast skinning to avoid per-instance allocations (Three.js/Babylon.js style). */
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- private raycastVertexBuffer;
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+ private _nextDefaultModelId;
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+ private ikEnabled;
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+ private physicsEnabled;
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+ private cameraTargetModel;
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+ private cameraTargetBoneName;
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+ private cameraTargetOffset;
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  private lastFpsUpdate;
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  private framesSinceLastUpdate;
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  private lastFrameTime;
@@ -102,6 +96,10 @@ export declare class Engine {
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  private setupResize;
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  private handleResize;
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  private setupCamera;
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+ /** Set camera look-at target to a point. Clears any model binding. */
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+ setCameraTarget(v: Vec3): void;
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+ /** Bind camera target to a model's bone. Engine updates target each frame. Bone not found → (0,0,0) + offset. Pass null to unbind. */
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+ setCameraTarget(model: Model | null, boneName: string, offset?: Vec3): void;
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  private setupLighting;
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  private setAmbientColor;
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  clearLights(): void;
@@ -110,11 +108,8 @@ export declare class Engine {
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  width?: number;
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  height?: number;
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  diffuseColor?: Vec3;
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- reflectionLevel?: number;
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- reflectionTextureSize?: number;
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  fadeStart?: number;
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  fadeEnd?: number;
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- mode?: "reflection" | "shadow";
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  shadowMapSize?: number;
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  shadowStrength?: number;
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  }): void;
@@ -123,6 +118,8 @@ export declare class Engine {
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  runRenderLoop(callback?: () => void): void;
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  stopRenderLoop(): void;
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  dispose(): void;
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+ loadModel(path: string): Promise<Model>;
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+ loadModel(name: string, path: string): Promise<Model>;
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  addModel(model: Model, pmxPath: string, name?: string): Promise<string>;
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  registerModel(model: Model, pmxPath: string): Promise<string>;
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  removeModel(name: string): void;
@@ -132,8 +129,10 @@ export declare class Engine {
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  setMaterialVisible(modelName: string, materialName: string, visible: boolean): void;
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  toggleMaterialVisible(modelName: string, materialName: string): void;
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  isMaterialVisible(modelName: string, materialName: string): boolean;
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- setModelIKEnabled(modelName: string, enabled: boolean): void;
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- setModelPhysicsEnabled(modelName: string, enabled: boolean): void;
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+ setIKEnabled(enabled: boolean): void;
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+ getIKEnabled(): boolean;
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+ setPhysicsEnabled(enabled: boolean): void;
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+ getPhysicsEnabled(): boolean;
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  resetPhysics(): void;
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  private instances;
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  private forEachInstance;
@@ -141,8 +140,6 @@ export declare class Engine {
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  private updateVertexBuffer;
142
141
  private setupModelInstance;
143
142
  private createGroundGeometry;
144
- private createGroundMaterialBuffer;
145
- private createReflectionTexture;
146
143
  private createShadowGroundResources;
147
144
  private updateShadowLightVP;
148
145
  private setupMaterialsForInstance;
@@ -152,20 +149,19 @@ export declare class Engine {
152
149
  private createTextureFromPath;
153
150
  private renderEyes;
154
151
  private renderGround;
155
- private renderReflectionTexture;
156
152
  private renderHair;
157
153
  private handleCanvasDoubleClick;
158
154
  private handleCanvasTouch;
159
155
  private performRaycast;
160
156
  render(): void;
161
157
  private drawInstanceShadow;
158
+ private drawOpaque;
159
+ private drawTransparent;
162
160
  private renderOneModel;
163
161
  private updateCameraUniforms;
164
162
  private updateRenderTarget;
165
163
  private updateSkinMatrices;
166
164
  private drawOutlines;
167
165
  private updateStats;
168
- private createMirrorMatrix;
169
- private writeMirrorTransformedSkinMatrices;
170
166
  }
171
167
  //# sourceMappingURL=engine.d.ts.map
@@ -1 +1 @@
1
- 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+ 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