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TypeScript contracts for live2d.ts — ModelSource, Live2dStage/Actor, ModelAsset, events (no DOM/GPU).","maintainers":[{"name":"galaster","email":"galaster@foxmail.com"}],"readme":"# @doki-land/live2d-core\n\nFramework-independent contracts and data structures for the `live2d.ts` runtime.\n\nThis is an implementation package. Application developers should normally install `@doki-land/live2d` instead.\n\n## 🧭 Package Role\n\nThe core package defines the shared language used by loaders, model runtimes, renderers, and the public facade:\n\n- model sources and normalized settings;\n- session phases and state;\n- runtime events and progress payloads;\n- model programs and instances;\n- frame snapshots and drawable data;\n- asset resolver contracts;\n- format detection shared across packages.\n\nIt does not fetch network resources, decode MOC binaries, create a canvas, or issue GPU commands.\n\n## 📦 Installation\n\n```bash\npnpm add @doki-land/live2d-core\n```\n\nInstall this package directly only when implementing a compatible loader, renderer, diagnostic tool, or host\nintegration.\n\n## 🧱 Design Principles\n\n- Contracts remain independent of game engines, blog engines, and UI frameworks.\n- Graphics API types do not leak into model and session contracts.\n- Model-format parsing does not belong in core.\n- Public data uses explicit typed structures rather than hidden runtime globals.\n- Events remain small enough for browsers and lightweight hosts.\n\n## 🧩 Core Contracts\n\nThe package exposes types such as:\n\n```ts\nimport type {\n    AssetResolver,\n    FrameSnapshot,\n    Live2dSession,\n    ModelSettings,\n    ModelSource,\n} from \"@doki-land/live2d-core\";\n```\n\nAn asset resolver provides model-related resources without prescribing HTTP, file-system, CDN, or package-registry\nbehavior:\n\n```ts\nconst resolver: AssetResolver = {\n    async fetchJson(url) {\n        const response = await fetch(url);\n        return response.json();\n    },\n    async fetchBytes(url) {\n        const response = await fetch(url);\n        return response.arrayBuffer();\n    },\n};\n```\n\nUse the exact exported interface as the source of truth; the example illustrates the ownership boundary rather than\nguaranteeing every method name across versions.\n\n## 🔄 Session Lifecycle\n\nA runtime session moves through explicit phases rather than relying on DOM state:\n\n```text\nidle -> mounting -> ready -> loading -> live\n                               \\-> error\n```\n\nConsumers should listen to phase and error events instead of inferring readiness from a non-null canvas or model\nreference.\n\n## 📸 Frame Data\n\n`FrameSnapshot` represents evaluated CPU-side model output. It is useful for:\n\n- renderer input;\n- deterministic fixtures;\n- diagnostic capture;\n- regression fingerprints;\n- model inspection tools.\n\nFrame data must not contain host-specific UI state or require a renderer to reload source assets.\n\n## 🧪 Development\n\n```bash\npnpm --filter @doki-land/live2d-core typecheck\npnpm --filter @doki-land/live2d-core test\n```\n\nContract changes should include compatibility notes in the change itself and update all workspace consumers in the same\nchange set.\n\n## 🤝 Contributing\n\nAvoid adding convenience APIs that belong to the facade. A core abstraction should be shared by at least two\nimplementation layers and remain meaningful without a browser UI framework.\n\n## 📄 License\n\nSource code is dedicated to the public domain under **CC0 1.0 Universal** — see [`License.md`](../../License.md).\n","readmeFilename":"README.md"}