@aura3d/engine 4.1.3 → 4.3.0

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Files changed (281) hide show
  1. package/README.md +3 -3
  2. package/dist/aura3d-cli/cli-help.d.ts.map +1 -1
  3. package/dist/aura3d-cli/cli-help.js +4 -2
  4. package/dist/aura3d-cli/cli-help.js.map +1 -1
  5. package/dist/aura3d-cli/cli.d.ts.map +1 -1
  6. package/dist/aura3d-cli/cli.js +129 -19
  7. package/dist/aura3d-cli/cli.js.map +1 -1
  8. package/dist/aura3d-cli/commands/assets/index.js +2 -2
  9. package/dist/aura3d-cli/commands/assets/index.js.map +1 -1
  10. package/dist/aura3d-cli/commands/meshyLedger.d.ts +125 -14
  11. package/dist/aura3d-cli/commands/meshyLedger.d.ts.map +1 -1
  12. package/dist/aura3d-cli/commands/meshyLedger.js +262 -35
  13. package/dist/aura3d-cli/commands/meshyLedger.js.map +1 -1
  14. package/dist/aura3d-cli/commands/prd13/run.js +19 -16
  15. package/dist/aura3d-cli/commands/prd13/run.js.map +1 -1
  16. package/dist/aura3d-cli/index.d.ts +8 -0
  17. package/dist/aura3d-cli/index.d.ts.map +1 -1
  18. package/dist/aura3d-cli/index.js +12 -0
  19. package/dist/aura3d-cli/index.js.map +1 -1
  20. package/dist/aura3d-cli/pull-bridge/adapters.d.ts +9 -1
  21. package/dist/aura3d-cli/pull-bridge/adapters.d.ts.map +1 -1
  22. package/dist/aura3d-cli/pull-bridge/adapters.js +30 -7
  23. package/dist/aura3d-cli/pull-bridge/adapters.js.map +1 -1
  24. package/dist/aura3d-cli/pull-bridge/search.d.ts +5 -0
  25. package/dist/aura3d-cli/pull-bridge/search.d.ts.map +1 -1
  26. package/dist/aura3d-cli/pull-bridge/search.js +7 -1
  27. package/dist/aura3d-cli/pull-bridge/search.js.map +1 -1
  28. package/dist/aura3d-cli/pull-bridge.js +1 -1
  29. package/dist/aura3d-cli/pull-bridge.js.map +1 -1
  30. package/dist/aura3d-cli/resolve-ladder.d.ts +123 -0
  31. package/dist/aura3d-cli/resolve-ladder.d.ts.map +1 -0
  32. package/dist/aura3d-cli/resolve-ladder.js +410 -0
  33. package/dist/aura3d-cli/resolve-ladder.js.map +1 -0
  34. package/dist/aura3d-cli/skin/analysis.d.ts +137 -0
  35. package/dist/aura3d-cli/skin/analysis.d.ts.map +1 -0
  36. package/dist/aura3d-cli/skin/analysis.js +382 -0
  37. package/dist/aura3d-cli/skin/analysis.js.map +1 -0
  38. package/dist/aura3d-cli/skin/command.d.ts +71 -0
  39. package/dist/aura3d-cli/skin/command.d.ts.map +1 -0
  40. package/dist/aura3d-cli/skin/command.js +186 -0
  41. package/dist/aura3d-cli/skin/command.js.map +1 -0
  42. package/dist/aura3d-cli/skin/glbEdit.d.ts +14 -0
  43. package/dist/aura3d-cli/skin/glbEdit.d.ts.map +1 -0
  44. package/dist/aura3d-cli/skin/glbEdit.js +152 -0
  45. package/dist/aura3d-cli/skin/glbEdit.js.map +1 -0
  46. package/dist/aura3d-cli/skin/gltf.d.ts +159 -0
  47. package/dist/aura3d-cli/skin/gltf.d.ts.map +1 -0
  48. package/dist/aura3d-cli/skin/gltf.js +379 -0
  49. package/dist/aura3d-cli/skin/gltf.js.map +1 -0
  50. package/dist/aura3d-cli/skin/rebuildLimbs.d.ts +31 -0
  51. package/dist/aura3d-cli/skin/rebuildLimbs.d.ts.map +1 -0
  52. package/dist/aura3d-cli/skin/rebuildLimbs.js +326 -0
  53. package/dist/aura3d-cli/skin/rebuildLimbs.js.map +1 -0
  54. package/dist/aura3d-cli/skin/repair.d.ts +41 -0
  55. package/dist/aura3d-cli/skin/repair.d.ts.map +1 -0
  56. package/dist/aura3d-cli/skin/repair.js +180 -0
  57. package/dist/aura3d-cli/skin/repair.js.map +1 -0
  58. package/dist/create-aura3d/index.js +1 -1
  59. package/dist/debug/index.d.ts +2 -2
  60. package/dist/debug/index.d.ts.map +1 -1
  61. package/dist/debug/index.js +1 -1
  62. package/dist/debug/index.js.map +1 -1
  63. package/dist/debug/safety/frameBoundary.d.ts +33 -0
  64. package/dist/debug/safety/frameBoundary.d.ts.map +1 -0
  65. package/dist/debug/safety/frameBoundary.js +40 -0
  66. package/dist/debug/safety/frameBoundary.js.map +1 -0
  67. package/dist/debug/safety/index.d.ts +1 -0
  68. package/dist/debug/safety/index.d.ts.map +1 -1
  69. package/dist/debug/safety/index.js +1 -0
  70. package/dist/debug/safety/index.js.map +1 -1
  71. package/dist/engine/agent-api/app/actorBoneMatrixLookup.d.ts +22 -0
  72. package/dist/engine/agent-api/app/actorBoneMatrixLookup.d.ts.map +1 -0
  73. package/dist/engine/agent-api/app/actorBoneMatrixLookup.js +24 -0
  74. package/dist/engine/agent-api/app/actorBoneMatrixLookup.js.map +1 -0
  75. package/dist/engine/agent-api/app/canvas.d.ts +16 -0
  76. package/dist/engine/agent-api/app/canvas.d.ts.map +1 -1
  77. package/dist/engine/agent-api/app/canvas.js +15 -0
  78. package/dist/engine/agent-api/app/canvas.js.map +1 -1
  79. package/dist/engine/agent-api/app/createAuraApp.d.ts.map +1 -1
  80. package/dist/engine/agent-api/app/createAuraApp.js +21 -3
  81. package/dist/engine/agent-api/app/createAuraApp.js.map +1 -1
  82. package/dist/engine/agent-api/app/frameLoop.d.ts.map +1 -1
  83. package/dist/engine/agent-api/app/frameLoop.js +21 -3
  84. package/dist/engine/agent-api/app/frameLoop.js.map +1 -1
  85. package/dist/engine/agent-api/app/mountFailure.d.ts +6 -0
  86. package/dist/engine/agent-api/app/mountFailure.d.ts.map +1 -0
  87. package/dist/engine/agent-api/app/mountFailure.js +9 -0
  88. package/dist/engine/agent-api/app/mountFailure.js.map +1 -0
  89. package/dist/engine/agent-api/app/parentFit.d.ts +35 -0
  90. package/dist/engine/agent-api/app/parentFit.d.ts.map +1 -0
  91. package/dist/engine/agent-api/app/parentFit.js +36 -0
  92. package/dist/engine/agent-api/app/parentFit.js.map +1 -0
  93. package/dist/engine/agent-api/compiler/customMaterial.d.ts.map +1 -1
  94. package/dist/engine/agent-api/compiler/customMaterial.js +15 -3
  95. package/dist/engine/agent-api/compiler/customMaterial.js.map +1 -1
  96. package/dist/engine/agent-api/nodes/batched.d.ts +10 -0
  97. package/dist/engine/agent-api/nodes/batched.d.ts.map +1 -1
  98. package/dist/engine/agent-api/nodes/batched.js +7 -5
  99. package/dist/engine/agent-api/nodes/batched.js.map +1 -1
  100. package/dist/engine/agent-api/nodes/builder.d.ts +13 -0
  101. package/dist/engine/agent-api/nodes/builder.d.ts.map +1 -1
  102. package/dist/engine/agent-api/nodes/builder.js +7 -3
  103. package/dist/engine/agent-api/nodes/builder.js.map +1 -1
  104. package/dist/engine/agent-api/nodes/instancedMesh.d.ts +10 -0
  105. package/dist/engine/agent-api/nodes/instancedMesh.d.ts.map +1 -1
  106. package/dist/engine/agent-api/nodes/instancedMesh.js +7 -5
  107. package/dist/engine/agent-api/nodes/instancedMesh.js.map +1 -1
  108. package/dist/engine/agent-api/nodes/types.d.ts +6 -0
  109. package/dist/engine/agent-api/nodes/types.d.ts.map +1 -1
  110. package/dist/engine/lanes/prd06.d.ts.map +1 -1
  111. package/dist/engine/lanes/prd06.js +1 -16
  112. package/dist/engine/lanes/prd06.js.map +1 -1
  113. package/dist/engine/qa/fixedStepLoop.d.ts +2 -0
  114. package/dist/engine/qa/fixedStepLoop.d.ts.map +1 -1
  115. package/dist/engine/qa/fixedStepLoop.js +3 -0
  116. package/dist/engine/qa/fixedStepLoop.js.map +1 -1
  117. package/dist/game/evidence/textureStatus.d.ts +24 -0
  118. package/dist/game/evidence/textureStatus.d.ts.map +1 -0
  119. package/dist/game/evidence/textureStatus.js +27 -0
  120. package/dist/game/evidence/textureStatus.js.map +1 -0
  121. package/dist/game/index.d.ts +5 -0
  122. package/dist/game/index.d.ts.map +1 -1
  123. package/dist/game/index.js +3 -0
  124. package/dist/game/index.js.map +1 -1
  125. package/dist/game/motion/boneAttach.d.ts +42 -0
  126. package/dist/game/motion/boneAttach.d.ts.map +1 -0
  127. package/dist/game/motion/boneAttach.js +166 -0
  128. package/dist/game/motion/boneAttach.js.map +1 -0
  129. package/dist/game/motion/cameraClear.d.ts +35 -0
  130. package/dist/game/motion/cameraClear.d.ts.map +1 -0
  131. package/dist/game/motion/cameraClear.js +64 -0
  132. package/dist/game/motion/cameraClear.js.map +1 -0
  133. package/dist/game/motion/doubleFrame.d.ts +37 -0
  134. package/dist/game/motion/doubleFrame.d.ts.map +1 -0
  135. package/dist/game/motion/doubleFrame.js +59 -0
  136. package/dist/game/motion/doubleFrame.js.map +1 -0
  137. package/dist/game/motion/footSlide.d.ts +32 -0
  138. package/dist/game/motion/footSlide.d.ts.map +1 -0
  139. package/dist/game/motion/footSlide.js +59 -0
  140. package/dist/game/motion/footSlide.js.map +1 -0
  141. package/dist/game/motion/handBounce.d.ts +206 -0
  142. package/dist/game/motion/handBounce.d.ts.map +1 -0
  143. package/dist/game/motion/handBounce.js +267 -0
  144. package/dist/game/motion/handBounce.js.map +1 -0
  145. package/dist/game/motion/impact.d.ts +113 -0
  146. package/dist/game/motion/impact.d.ts.map +1 -0
  147. package/dist/game/motion/impact.js +233 -0
  148. package/dist/game/motion/impact.js.map +1 -0
  149. package/dist/game/motion/index.d.ts +21 -0
  150. package/dist/game/motion/index.d.ts.map +1 -0
  151. package/dist/game/motion/index.js +11 -0
  152. package/dist/game/motion/index.js.map +1 -0
  153. package/dist/game/motion/locomotion.d.ts +55 -0
  154. package/dist/game/motion/locomotion.d.ts.map +1 -0
  155. package/dist/game/motion/locomotion.js +107 -0
  156. package/dist/game/motion/locomotion.js.map +1 -0
  157. package/dist/game/motion/motionGate.d.ts +41 -0
  158. package/dist/game/motion/motionGate.d.ts.map +1 -0
  159. package/dist/game/motion/motionGate.js +71 -0
  160. package/dist/game/motion/motionGate.js.map +1 -0
  161. package/dist/game/motion/presenter.d.ts +37 -0
  162. package/dist/game/motion/presenter.d.ts.map +1 -0
  163. package/dist/game/motion/presenter.js +72 -0
  164. package/dist/game/motion/presenter.js.map +1 -0
  165. package/dist/game/motion/smoothing.d.ts +34 -0
  166. package/dist/game/motion/smoothing.d.ts.map +1 -0
  167. package/dist/game/motion/smoothing.js +92 -0
  168. package/dist/game/motion/smoothing.js.map +1 -0
  169. package/dist/game/session/warmPrograms.d.ts +75 -0
  170. package/dist/game/session/warmPrograms.d.ts.map +1 -0
  171. package/dist/game/session/warmPrograms.js +80 -0
  172. package/dist/game/session/warmPrograms.js.map +1 -0
  173. package/dist/physics/ensure.d.ts +2 -0
  174. package/dist/physics/ensure.d.ts.map +1 -0
  175. package/dist/physics/ensure.js +4 -0
  176. package/dist/physics/ensure.js.map +1 -0
  177. package/dist/physics/index.d.ts +1 -0
  178. package/dist/physics/index.d.ts.map +1 -1
  179. package/dist/physics/index.js +1 -0
  180. package/dist/physics/index.js.map +1 -1
  181. package/dist/physics/world.d.ts +1 -0
  182. package/dist/physics/world.d.ts.map +1 -1
  183. package/dist/physics/world.js +1 -0
  184. package/dist/physics/world.js.map +1 -1
  185. package/dist/physics-rapier/index.d.ts +2 -0
  186. package/dist/physics-rapier/index.d.ts.map +1 -1
  187. package/dist/physics-rapier/index.js +12 -10
  188. package/dist/physics-rapier/index.js.map +1 -1
  189. package/dist/physics-rapier/rapierInit.d.ts +6 -0
  190. package/dist/physics-rapier/rapierInit.d.ts.map +1 -0
  191. package/dist/physics-rapier/rapierInit.js +12 -0
  192. package/dist/physics-rapier/rapierInit.js.map +1 -0
  193. package/dist/physics-rapier/rapierInit.lazy.d.ts +6 -0
  194. package/dist/physics-rapier/rapierInit.lazy.d.ts.map +1 -0
  195. package/dist/physics-rapier/rapierInit.lazy.js +19 -0
  196. package/dist/physics-rapier/rapierInit.lazy.js.map +1 -0
  197. package/dist/rendering/DepthPass.d.ts.map +1 -1
  198. package/dist/rendering/DepthPass.js +30 -8
  199. package/dist/rendering/DepthPass.js.map +1 -1
  200. package/dist/rendering/ForwardPass.d.ts.map +1 -1
  201. package/dist/rendering/ForwardPass.js +7 -0
  202. package/dist/rendering/ForwardPass.js.map +1 -1
  203. package/dist/rendering/Renderer.d.ts +0 -2
  204. package/dist/rendering/Renderer.d.ts.map +1 -1
  205. package/dist/rendering/Renderer.js +6 -16
  206. package/dist/rendering/Renderer.js.map +1 -1
  207. package/dist/rendering/contracts/output.d.ts +9 -1
  208. package/dist/rendering/contracts/output.d.ts.map +1 -1
  209. package/dist/rendering/contracts/output.js.map +1 -1
  210. package/dist/rendering/environment/EnvironmentCache.d.ts.map +1 -1
  211. package/dist/rendering/environment/EnvironmentCache.js +6 -1
  212. package/dist/rendering/environment/EnvironmentCache.js.map +1 -1
  213. package/dist/rendering/environment/neutralEmbedded.d.ts +5 -0
  214. package/dist/rendering/environment/neutralEmbedded.d.ts.map +1 -0
  215. package/dist/rendering/environment/neutralEmbedded.js +1118 -0
  216. package/dist/rendering/environment/neutralEmbedded.js.map +1 -0
  217. package/dist/rendering/environment/neutralEmbeddedLoader.d.ts +5 -0
  218. package/dist/rendering/environment/neutralEmbeddedLoader.d.ts.map +1 -0
  219. package/dist/rendering/environment/neutralEmbeddedLoader.js +32 -0
  220. package/dist/rendering/environment/neutralEmbeddedLoader.js.map +1 -0
  221. package/dist/rendering/output/OutputPass.d.ts +2 -0
  222. package/dist/rendering/output/OutputPass.d.ts.map +1 -1
  223. package/dist/rendering/output/OutputPass.js +26 -3
  224. package/dist/rendering/output/OutputPass.js.map +1 -1
  225. package/dist/rendering/output/ToneMappingOperators.glsl.d.ts +3 -1
  226. package/dist/rendering/output/ToneMappingOperators.glsl.d.ts.map +1 -1
  227. package/dist/rendering/output/ToneMappingOperators.glsl.js +19 -1
  228. package/dist/rendering/output/ToneMappingOperators.glsl.js.map +1 -1
  229. package/dist/rendering/post/v2Stages.d.ts +2 -7
  230. package/dist/rendering/post/v2Stages.d.ts.map +1 -1
  231. package/dist/rendering/post/v2Stages.js +2 -17
  232. package/dist/rendering/post/v2Stages.js.map +1 -1
  233. package/dist/rendering/post/vignetteColor.d.ts +8 -0
  234. package/dist/rendering/post/vignetteColor.d.ts.map +1 -0
  235. package/dist/rendering/post/vignetteColor.js +18 -0
  236. package/dist/rendering/post/vignetteColor.js.map +1 -0
  237. package/dist/rendering/renderer/PostprocessExecution.d.ts +10 -0
  238. package/dist/rendering/renderer/PostprocessExecution.d.ts.map +1 -1
  239. package/dist/rendering/renderer/PostprocessExecution.js +38 -38
  240. package/dist/rendering/renderer/PostprocessExecution.js.map +1 -1
  241. package/dist/rendering/renderer/coreOutputPostRoute.d.ts +25 -17
  242. package/dist/rendering/renderer/coreOutputPostRoute.d.ts.map +1 -1
  243. package/dist/rendering/renderer/coreOutputPostRoute.js +27 -18
  244. package/dist/rendering/renderer/coreOutputPostRoute.js.map +1 -1
  245. package/dist/rendering/renderer/qrSubFlags.d.ts +1 -1
  246. package/dist/rendering/renderer/qrSubFlags.d.ts.map +1 -1
  247. package/dist/rendering/renderer/qrSubFlags.js +2 -8
  248. package/dist/rendering/renderer/qrSubFlags.js.map +1 -1
  249. package/dist/rendering/shaders/chunks/author/index.d.ts.map +1 -1
  250. package/dist/rendering/shaders/chunks/author/index.js +7 -0
  251. package/dist/rendering/shaders/chunks/author/index.js.map +1 -1
  252. package/dist/rendering/shaders/chunks/author/shadow.glsl.d.ts +11 -0
  253. package/dist/rendering/shaders/chunks/author/shadow.glsl.d.ts.map +1 -0
  254. package/dist/rendering/shaders/chunks/author/shadow.glsl.js +57 -0
  255. package/dist/rendering/shaders/chunks/author/shadow.glsl.js.map +1 -0
  256. package/dist/rendering/shadows/DirectionalCascadeFitter.d.ts +20 -0
  257. package/dist/rendering/shadows/DirectionalCascadeFitter.d.ts.map +1 -1
  258. package/dist/rendering/shadows/DirectionalCascadeFitter.js +80 -7
  259. package/dist/rendering/shadows/DirectionalCascadeFitter.js.map +1 -1
  260. package/dist/rendering/shadows/Prd02DepthShaderLibrary.d.ts.map +1 -1
  261. package/dist/rendering/shadows/Prd02DepthShaderLibrary.js +9 -1
  262. package/dist/rendering/shadows/Prd02DepthShaderLibrary.js.map +1 -1
  263. package/dist/rendering/shadows/ShadowSystem.d.ts.map +1 -1
  264. package/dist/rendering/shadows/ShadowSystem.js +7 -2
  265. package/dist/rendering/shadows/ShadowSystem.js.map +1 -1
  266. package/dist/rendering/webgl2/LdrPostprocessShader.d.ts +2 -0
  267. package/dist/rendering/webgl2/LdrPostprocessShader.d.ts.map +1 -1
  268. package/dist/rendering/webgl2/LdrPostprocessShader.js +25 -3
  269. package/dist/rendering/webgl2/LdrPostprocessShader.js.map +1 -1
  270. package/dist/rendering/webgl2/LegacyPost.d.ts +11 -2
  271. package/dist/rendering/webgl2/LegacyPost.d.ts.map +1 -1
  272. package/dist/rendering/webgl2/LegacyPost.js +191 -16
  273. package/dist/rendering/webgl2/LegacyPost.js.map +1 -1
  274. package/package.json +33 -26
  275. package/templates/cinematic-scene/package.json +2 -2
  276. package/templates/mini-game/package.json +2 -2
  277. package/templates/product-viewer/package.json +2 -2
  278. package/templates/production-asset-inspector/package.json +1 -1
  279. package/templates/production-material-studio/package.json +1 -1
  280. package/templates/production-product-configurator/package.json +1 -1
  281. package/templates/production-product-viewer/package.json +1 -1
@@ -0,0 +1,326 @@
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+ /**
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+ * `assets repair-skin --rebuild-limbs`: rebuilds the legs of a humanoid athlete in the straight pose its skeleton assumes.
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+ *
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+ * Generalised from the Aura FC fix. A mesh modelled mid-stride (knee bent, thigh swung forward, thigh surface made of a few huge
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+ * triangles) but bound to a straight skeleton rotates the limbs about joints 10 to 20 cm off the limb, and the shorts and thighs tear
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+ * into shards. This removes the leg geometry from the skin, shorts and socks meshes, straightens the boots (least-height search),
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+ * and builds thigh and shin skin tubes, thigh shorts tubes, a pelvis skirt and ankle socks around the real bone axes with smooth
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+ * hip / knee / ankle weights. Absolute lengths scale with the rig (the FC rig's hip joint sits at 0.8996 m). Only opt in for a
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+ * recognised humanoid; anything else gets guidance from `repair-skin`.
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+ */
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+ import { GlbEditor } from "./glbEdit.js";
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+ import { findHumanoidLegs } from "./analysis.js";
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+ import { buildHierarchy, forward, loadSkins, localPose, qalign, qmul, qrot, readAccessor } from "./gltf.js";
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+ const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
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+ const add = (a, b) => [a[0] + b[0], a[1] + b[1], a[2] + b[2]];
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+ const mul = (a, s) => [a[0] * s, a[1] * s, a[2] * s];
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+ const len = (a) => Math.hypot(a[0], a[1], a[2]);
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+ const unit = (a) => { const l = len(a) || 1; return [a[0] / l, a[1] / l, a[2] / l]; };
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+ const smooth = (a, b, x) => { const t = Math.max(0, Math.min(1, (x - a) / (b - a))); return t * t * (3 - 2 * t); };
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+ /** FC reference proportions (metres at hip height 0.8996). */
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+ const FC_HIP_JOINT_Y = 0.8996;
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+ const FC = {
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+ ringSegments: 24, ringStep: 0.025, hipTop: 0.99, hipBlendBottom: 0.7, kneeHalf: 0.14, ankleTop: 0.31, ankleBottom: 0.15,
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+ hemY: 0.62, sockTop: 0.34, sockBottom: 0.09, skirtTop: 1.075, skirtBottom: 0.8, armCut: 0.97, bootTop: 0.45,
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+ thighHip: 0.084, thighKnee: 0.058, calf: 0.054, ankle: 0.034, shortsExtra: 0.014, skirtRz: 0.112, skirtRxExtra: 0.105
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+ };
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+ export class RebuildLimbsUnsupported extends Error {
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+ }
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+ export function rebuildLimbs(glb, options = {}) {
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+ const hierarchy = buildHierarchy(glb);
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+ const legs = findHumanoidLegs(hierarchy);
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+ if (!legs)
33
+ throw new RebuildLimbsUnsupported("Not a recognised humanoid: --rebuild-limbs needs Left/Right UpperLeg (or UpLeg/Thigh), LowerLeg (or Leg/Shin/Calf) and Foot bones. Rebuild the limbs in your DCC tool, or regenerate/re-rig the model in the pose its skeleton assumes.");
34
+ const skins = loadSkins(glb, hierarchy);
35
+ const skin = skins[0];
36
+ if (!skin)
37
+ throw new RebuildLimbsUnsupported("No skinned mesh to rebuild.");
38
+ const hipsPattern = options.hips ?? /^(mixamorig:?)?hips$/i;
39
+ const hipsNode = hierarchy.names.findIndex((n) => hipsPattern.test(n));
40
+ if (hipsNode < 0)
41
+ throw new RebuildLimbsUnsupported("No pelvis bone matching /hips/ found; pass the pelvis joint name pattern.");
42
+ const rest = forward(localPose(glb, null, 0, hierarchy), hierarchy);
43
+ const [legL, legR] = legs;
44
+ const hipY = rest.pos[legL.up][1];
45
+ const s = hipY / FC_HIP_JOINT_Y;
46
+ const o = Object.fromEntries(Object.entries(FC).map(([k, v]) => [k, k === "ringSegments" ? v : v * s]));
47
+ const roles = {
48
+ skin: options.materials?.skin ?? /skin/i,
49
+ shorts: options.materials?.shorts ?? /short/i,
50
+ socks: options.materials?.socks ?? /sock/i,
51
+ boots: options.materials?.boots ?? /dark|boot|shoe/i
52
+ };
53
+ const jointIndex = new Map(skin.joints.map((node, k) => [node, k]));
54
+ const J = (node) => {
55
+ const k = jointIndex.get(node);
56
+ if (k === undefined)
57
+ throw new RebuildLimbsUnsupported(`Bone ${hierarchy.names[node]} is not a joint of the skin.`);
58
+ return k;
59
+ };
60
+ const P = (node) => rest.pos[node];
61
+ const hipL = P(legL.up), hipR = P(legR.up), kneeL = P(legL.knee), footL = P(legL.foot);
62
+ const midX = (hipL[0] + hipR[0]) / 2;
63
+ const half = Math.abs(hipL[0] - hipR[0]) / 2;
64
+ const axisX = { L: midX + half * 0.62, R: midX - half * 0.62 };
65
+ const kneeY = kneeL[1];
66
+ void footL;
67
+ // descendant sets per leg, for "which side / is this vertex a leg or arm vertex"
68
+ const descendants = (root) => {
69
+ const out = new Set([root]);
70
+ let grew = true;
71
+ while (grew) {
72
+ grew = false;
73
+ for (let i = 0; i < hierarchy.parent.length; i += 1) {
74
+ const p = hierarchy.parent[i];
75
+ if (p >= 0 && out.has(p) && !out.has(i)) {
76
+ out.add(i);
77
+ grew = true;
78
+ }
79
+ }
80
+ }
81
+ return out;
82
+ };
83
+ const legNodes = { L: descendants(legL.up), R: descendants(legR.up) };
84
+ const isArmName = (node) => /arm|hand|shoulder|clav|finger|thumb/i.test(hierarchy.names[node] ?? "");
85
+ const nodeOfJoint = (j) => skin.joints[j];
86
+ const dominant = (prim, v) => {
87
+ let best = 0, joint = 0;
88
+ const w = prim.weights[v] ?? [], jj = prim.joints[v] ?? [];
89
+ for (let k = 0; k < 4; k += 1)
90
+ if ((w[k] ?? 0) > best) {
91
+ best = w[k] ?? 0;
92
+ joint = jj[k] ?? 0;
93
+ }
94
+ return nodeOfJoint(joint);
95
+ };
96
+ const isLegNode = (n) => legNodes.L.has(n) || legNodes.R.has(n);
97
+ const sideOf = (n) => (legNodes.L.has(n) ? "L" : legNodes.R.has(n) ? "R" : null);
98
+ const prims = skin.primitives;
99
+ const roleOf = (p) => (roles.skin.test(p.materialName) ? "skin" : roles.shorts.test(p.materialName) ? "shorts" : roles.socks.test(p.materialName) ? "socks" : roles.boots.test(p.materialName) ? "boots" : null);
100
+ if (!prims.some((p) => roleOf(p) === "skin"))
101
+ throw new RebuildLimbsUnsupported(`No skin material matched ${roles.skin}; pass --material-map skin=<pattern>.`);
102
+ // 1. straighten the boots
103
+ const footFix = {};
104
+ const bootPrim = prims.find((p) => roleOf(p) === "boots");
105
+ if (bootPrim) {
106
+ for (const side of ["L", "R"]) {
107
+ const bootAll = [];
108
+ for (let v = 0; v < bootPrim.pos.length; v += 1) {
109
+ const n = dominant(bootPrim, v);
110
+ if (sideOf(n) === side && bootPrim.pos[v][1] < o.bootTop)
111
+ bootAll.push(v);
112
+ }
113
+ if (bootAll.length < 12)
114
+ continue;
115
+ const boot = bootAll.map((v) => bootPrim.pos[v]);
116
+ const cen = (pts) => mul(pts.reduce((a, p) => add(a, p), [0, 0, 0]), 1 / pts.length);
117
+ const bc = cen(boot);
118
+ const M = [0, 0, 0, 0, 0, 0, 0, 0, 0];
119
+ for (const p of boot) {
120
+ const q = sub(p, bc);
121
+ for (let a = 0; a < 3; a += 1)
122
+ for (let b = 0; b < 3; b += 1)
123
+ M[a * 3 + b] = M[a * 3 + b] + q[a] * q[b];
124
+ }
125
+ let d = [0.1, 0.3, 0.9];
126
+ for (let i = 0; i < 80; i += 1)
127
+ d = unit([M[0] * d[0] + M[1] * d[1] + M[2] * d[2], M[3] * d[0] + M[4] * d[1] + M[5] * d[2], M[6] * d[0] + M[7] * d[1] + M[8] * d[2]]);
128
+ if (d[2] < 0)
129
+ d = mul(d, -1);
130
+ let R = qalign(d, [0, 0, 1]);
131
+ const spread = (q) => { let lo = 1e9, hi = -1e9; for (const p of boot) {
132
+ const y = qrot(q, sub(p, bc))[1];
133
+ lo = Math.min(lo, y);
134
+ hi = Math.max(hi, y);
135
+ } return hi - lo; };
136
+ let best = spread(R), bestR = R;
137
+ for (let pitch = -40; pitch <= 40; pitch += 4)
138
+ for (let roll = -60; roll <= 60; roll += 4) {
139
+ const qp = [Math.sin((pitch * Math.PI) / 360), 0, 0, Math.cos((pitch * Math.PI) / 360)];
140
+ const qr = [0, 0, Math.sin((roll * Math.PI) / 360), Math.cos((roll * Math.PI) / 360)];
141
+ const q = qmul(qp, qmul(qr, R));
142
+ const h = spread(q);
143
+ if (h < best - 1e-5) {
144
+ best = h;
145
+ bestR = q;
146
+ }
147
+ }
148
+ R = bestR;
149
+ const moved = boot.map((p) => qrot(R, sub(p, bc)));
150
+ let minY = 1e9, minZ = 1e9, maxZ = -1e9;
151
+ for (const p of moved) {
152
+ minY = Math.min(minY, p[1]);
153
+ minZ = Math.min(minZ, p[2]);
154
+ maxZ = Math.max(maxZ, p[2]);
155
+ }
156
+ const heel = moved.filter((p) => p[2] < minZ + (maxZ - minZ) * 0.33).sort((a, b) => b[1] - a[1]).slice(0, Math.max(10, Math.floor(moved.length * 0.03)));
157
+ const ankle = cen(heel);
158
+ const target = [axisX[side] - ankle[0], -minY, -ankle[2]];
159
+ const frozenR = R;
160
+ footFix[side] = { bootV: new Set(bootAll), apply: (p) => add(qrot(frozenR, sub(p, bc)), target), spread: best };
161
+ }
162
+ }
163
+ // 2. new geometry
164
+ const newVerts = { skin: [], shorts: [], socks: [] };
165
+ const newTris = { skin: [], shorts: [], socks: [] };
166
+ const wset = (pairs) => {
167
+ const top = pairs.filter(([, w]) => w > 1e-4).sort((a, b) => b[1] - a[1]).slice(0, 4);
168
+ const sum = top.reduce((a, [, w]) => a + w, 0) || 1;
169
+ return top.map(([j, w]) => [j, w / sum]);
170
+ };
171
+ const addTube = (target, rings, weightsAt) => {
172
+ const verts = newVerts[target], tris = newTris[target];
173
+ const base = verts.length;
174
+ const N = o.ringSegments;
175
+ for (const r of rings)
176
+ for (let k = 0; k < N; k += 1) {
177
+ const a = (k / N) * Math.PI * 2;
178
+ verts.push({ p: [r.cx + Math.cos(a) * r.rx, r.y, r.cz + Math.sin(a) * r.rz], w: wset(weightsAt(r.y)) });
179
+ }
180
+ for (let ri = 0; ri < rings.length - 1; ri += 1)
181
+ for (let k = 0; k < N; k += 1) {
182
+ const a = base + ri * N + k, b = base + ri * N + ((k + 1) % N), c = base + (ri + 1) * N + k, d = base + (ri + 1) * N + ((k + 1) % N);
183
+ tris.push([a, b, c], [b, d, c]);
184
+ }
185
+ };
186
+ const ringsFor = (fn, y0, y1) => {
187
+ const rings = [];
188
+ const n = Math.max(2, Math.ceil(Math.abs(y1 - y0) / o.ringStep));
189
+ for (let i = 0; i <= n; i += 1) {
190
+ const y = y0 + ((y1 - y0) * i) / n;
191
+ rings.push({ y, ...fn(y) });
192
+ }
193
+ return rings;
194
+ };
195
+ const weightsLeg = (leg) => (y) => {
196
+ const wHip = smooth(o.hipBlendBottom, o.hipTop, y) * 0.5;
197
+ const kneeT = smooth(kneeY - o.kneeHalf, kneeY + o.kneeHalf, y);
198
+ const ankleT = smooth(o.ankleBottom, o.ankleTop, y);
199
+ const wUp = (1 - wHip) * kneeT;
200
+ const wLow = (1 - wHip) * (1 - kneeT) * ankleT;
201
+ const wFoot = (1 - wHip) * (1 - kneeT) * (1 - ankleT);
202
+ return [[J(hipsNode), wHip], [J(leg.up), wUp], [J(leg.knee), wLow], [J(leg.foot), wFoot]];
203
+ };
204
+ const rSkin = (y) => {
205
+ if (y >= kneeY) {
206
+ const t = (y - kneeY) / (o.hipTop - kneeY);
207
+ return o.thighKnee + (o.thighHip - o.thighKnee) * Math.pow(t, 0.9);
208
+ }
209
+ const t = (y - o.ankleBottom) / (kneeY - o.ankleBottom);
210
+ return o.ankle + (o.calf - o.ankle) * Math.pow(Math.max(0, t), 0.8) + 0.008 * s * Math.sin(Math.PI * Math.min(1, Math.max(0, (t - 0.1) / 0.8)));
211
+ };
212
+ const rShorts = (y) => rSkin(y) + o.shortsExtra + 0.006 * s * smooth(o.hemY + 0.06 * s, o.hemY, y);
213
+ for (const side of ["L", "R"]) {
214
+ const leg = side === "L" ? legL : legR;
215
+ const x = axisX[side];
216
+ addTube("skin", ringsFor((y) => ({ cx: x, cz: 0, rx: rSkin(y) * 0.96, rz: rSkin(y) * 1.06 }), o.hipTop, o.ankleBottom), weightsLeg(leg));
217
+ addTube("shorts", ringsFor((y) => ({ cx: x, cz: 0, rx: rShorts(y) * 0.96, rz: rShorts(y) * 1.06 }), o.hipTop, o.hemY), weightsLeg(leg));
218
+ addTube("socks", ringsFor((y) => ({ cx: x, cz: 0, rx: rSkin(Math.max(y, o.ankleBottom)) * 0.96 + 0.007 * s, rz: rSkin(Math.max(y, o.ankleBottom)) * 1.06 + 0.007 * s }), o.sockTop, o.sockBottom), weightsLeg(leg));
219
+ }
220
+ addTube("shorts", ringsFor(() => ({ cx: midX, cz: 0, rx: half * 0.62 + o.skirtRxExtra, rz: o.skirtRz }), o.skirtTop, o.skirtBottom), () => [[J(hipsNode), 1]]);
221
+ // 3. rebuild each primitive
222
+ const editor = new GlbEditor(glb);
223
+ const report = [];
224
+ for (const prim of prims) {
225
+ const role = roleOf(prim);
226
+ if (!role)
227
+ continue;
228
+ const primitive = editor.primitive(prim.meshIndex, prim.primitiveIndex);
229
+ const dom = Array.from({ length: prim.pos.length }, (_, v) => dominant(prim, v));
230
+ const keepTri = [];
231
+ const centroidY = (t) => (prim.pos[prim.indices[t]][1] + prim.pos[prim.indices[t + 1]][1] + prim.pos[prim.indices[t + 2]][1]) / 3;
232
+ for (let t = 0; t < prim.indices.length; t += 3) {
233
+ const ids = [prim.indices[t], prim.indices[t + 1], prim.indices[t + 2]];
234
+ let drop = false;
235
+ if (role === "socks")
236
+ drop = true;
237
+ if (role === "skin" || role === "shorts") {
238
+ const arm = ids.some((v) => isArmName(dom[v]));
239
+ if (!arm && (role === "shorts" || centroidY(t) < o.armCut))
240
+ drop = true;
241
+ if (role === "skin" && ids.every((v) => isLegNode(dom[v])))
242
+ drop = true;
243
+ }
244
+ if (!drop)
245
+ keepTri.push(ids);
246
+ }
247
+ const positions = role === "boots"
248
+ ? prim.pos.map((p, v) => { for (const side of ["L", "R"]) {
249
+ const f = footFix[side];
250
+ if (f?.bootV.has(v))
251
+ return f.apply(p);
252
+ } return p; })
253
+ : prim.pos;
254
+ const remap = new Map();
255
+ const outP = [], outJ = [], outW = [];
256
+ const srcOf = [];
257
+ const uvAccessor = editor.primitive(prim.meshIndex, prim.primitiveIndex).attributes.TEXCOORD_0;
258
+ const uvRows = uvAccessor !== undefined ? readAccessor(glb, uvAccessor).rows : null;
259
+ const useOld = (v) => {
260
+ let at = remap.get(v);
261
+ if (at === undefined) {
262
+ at = outP.length;
263
+ remap.set(v, at);
264
+ srcOf.push(v);
265
+ outP.push(positions[v]);
266
+ const pairs = [];
267
+ for (let k = 0; k < 4; k += 1)
268
+ if (((prim.weights[v] ?? [])[k] ?? 0) > 0)
269
+ pairs.push([prim.joints[v][k], prim.weights[v][k]]);
270
+ outJ.push(pairs.map((q) => q[0]));
271
+ outW.push(pairs.map((q) => q[1]));
272
+ }
273
+ return at;
274
+ };
275
+ const tris = keepTri.map((ids) => ids.map(useOld));
276
+ const nv = newVerts[role];
277
+ if (nv) {
278
+ const base = outP.length;
279
+ nv.forEach((v) => { srcOf.push(-1); outP.push(v.p); outJ.push(v.w.map((q) => q[0])); outW.push(v.w.map((q) => q[1])); });
280
+ for (const t of newTris[role])
281
+ tris.push([t[0] + base, t[1] + base, t[2] + base]);
282
+ }
283
+ const nV = outP.length;
284
+ const nrm = outP.map(() => [0, 0, 0]);
285
+ for (const [a, b, c] of tris) {
286
+ const u = sub(outP[b], outP[a]), w = sub(outP[c], outP[a]);
287
+ const fn = [u[1] * w[2] - u[2] * w[1], u[2] * w[0] - u[0] * w[2], u[0] * w[1] - u[1] * w[0]];
288
+ for (const v of [a, b, c]) {
289
+ const n = nrm[v];
290
+ n[0] += fn[0];
291
+ n[1] += fn[1];
292
+ n[2] += fn[2];
293
+ }
294
+ }
295
+ const flatJ = [], flatW = [], flatP = [], flatN = [];
296
+ for (let v = 0; v < nV; v += 1) {
297
+ for (let k = 0; k < 4; k += 1) {
298
+ flatJ.push(outJ[v][k] ?? 0);
299
+ flatW.push(outW[v][k] ?? 0);
300
+ }
301
+ flatP.push(...outP[v]);
302
+ flatN.push(...unit(nrm[v]));
303
+ }
304
+ primitive.attributes.POSITION = editor.addAccessor(flatP, 5126, "VEC3", 34962, true);
305
+ primitive.attributes.NORMAL = editor.addAccessor(flatN, 5126, "VEC3", 34962);
306
+ primitive.attributes.JOINTS_0 = editor.addAccessor(flatJ, 5123, "VEC4", 34962);
307
+ primitive.attributes.WEIGHTS_0 = editor.addAccessor(flatW, 5126, "VEC4", 34962);
308
+ // UVs follow the kept vertices (new tube vertices sample the middle of the map); other per-vertex attributes no longer match
309
+ for (const key of Object.keys(primitive.attributes))
310
+ if (/^(TEXCOORD_[1-9]|COLOR|TANGENT)/.test(key))
311
+ delete primitive.attributes[key];
312
+ if (uvRows) {
313
+ const flatUv = [];
314
+ for (let v = 0; v < nV; v += 1) {
315
+ const src = srcOf[v];
316
+ const row = src >= 0 ? uvRows[src] : undefined;
317
+ flatUv.push(row?.[0] ?? 0.5, row?.[1] ?? 0.5);
318
+ }
319
+ primitive.attributes.TEXCOORD_0 = editor.addAccessor(flatUv, 5126, "VEC2", 34962);
320
+ }
321
+ primitive.indices = editor.addAccessor(tris.flat(), 5125, "SCALAR", 34963);
322
+ report.push({ material: prim.materialName, vertices: nV, triangles: tris.length, removedTriangles: prim.indices.length / 3 - keepTri.length, addedTriangles: (newTris[role] ?? []).length });
323
+ }
324
+ return { glb: editor.finish(), report: { scale: Math.round(s * 1000) / 1000, primitives: report, bootHeights: Object.fromEntries(Object.entries(footFix).map(([k, f]) => [k, Math.round(f.spread * 1000) / 1000])) } };
325
+ }
326
+ //# sourceMappingURL=rebuildLimbs.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,41 @@
1
+ /**
2
+ * `assets repair-skin`: the generic, safe repairs for a skinned GLB. Every step is opt-in so a re-run changes only what you asked for:
3
+ * `normalize` (renormalise weights, drop non-finite and out-of-range influences, keep the strongest K), `pruneDistant` (drop influences
4
+ * from bones far from the vertex), `smoothBridges` (soften the weights around stretched bridging triangles so the patch deforms as one
5
+ * surface) and `cutStretch` (remove triangles that still stretch past a limit; leaves holes, so it is the last resort).
6
+ */
7
+ import { type SkinReport } from "./analysis.js";
8
+ import { type GlbData, type SkinInfo } from "./gltf.js";
9
+ export interface RepairSkinOptions {
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+ readonly normalize?: boolean;
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+ /** Strongest influences kept per vertex (1 to 4; default 4). */
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+ readonly maxInfluences?: number;
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+ readonly pruneDistant?: boolean;
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+ readonly smoothBridges?: boolean;
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+ /** Triangles stretched past this multiple are the smoothing region (default 1.5). */
16
+ readonly smoothThreshold?: number;
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+ /** Remove triangles stretched past this limit after the other steps (off by default). */
18
+ readonly cutStretch?: number;
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+ readonly clips?: readonly string[];
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+ readonly samples?: number;
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+ readonly ignoreMaterials?: RegExp;
22
+ }
23
+ export interface RepairSkinReport {
24
+ readonly steps: readonly string[];
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+ readonly primitives: readonly {
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+ readonly material: string;
27
+ readonly normalizedVertices: number;
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+ readonly prunedInfluences: number;
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+ readonly smoothedVertices: number;
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+ readonly removedTriangles: number;
31
+ }[];
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+ readonly before: SkinReport;
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+ readonly after: SkinReport;
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+ readonly guidance: readonly string[];
35
+ }
36
+ export declare function repairSkin(glb: GlbData, options?: RepairSkinOptions): {
37
+ glb: GlbData;
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+ report: RepairSkinReport;
39
+ };
40
+ export type { SkinInfo };
41
+ //# sourceMappingURL=repair.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"repair.d.ts","sourceRoot":"","sources":["../../../../../packages/aura3d-cli/src/skin/repair.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,OAAO,EAAgG,KAAK,UAAU,EAAE,MAAM,eAAe,CAAC;AAE9I,OAAO,EAAwD,KAAK,OAAO,EAAE,KAAK,QAAQ,EAAoC,MAAM,WAAW,CAAC;AAEhJ,MAAM,WAAW,iBAAiB;IAChC,QAAQ,CAAC,SAAS,CAAC,EAAE,OAAO,CAAC;IAC7B,gEAAgE;IAChE,QAAQ,CAAC,aAAa,CAAC,EAAE,MAAM,CAAC;IAChC,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,CAAC;IAChC,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC;IACjC,qFAAqF;IACrF,QAAQ,CAAC,eAAe,CAAC,EAAE,MAAM,CAAC;IAClC,yFAAyF;IACzF,QAAQ,CAAC,UAAU,CAAC,EAAE,MAAM,CAAC;IAC7B,QAAQ,CAAC,KAAK,CAAC,EAAE,SAAS,MAAM,EAAE,CAAC;IACnC,QAAQ,CAAC,OAAO,CAAC,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,eAAe,CAAC,EAAE,MAAM,CAAC;CACnC;AAED,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,KAAK,EAAE,SAAS,MAAM,EAAE,CAAC;IAClC,QAAQ,CAAC,UAAU,EAAE,SAAS;QAAE,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAA;KAAE,EAAE,CAAC;IAC5M,QAAQ,CAAC,MAAM,EAAE,UAAU,CAAC;IAC5B,QAAQ,CAAC,KAAK,EAAE,UAAU,CAAC;IAC3B,QAAQ,CAAC,QAAQ,EAAE,SAAS,MAAM,EAAE,CAAC;CACtC;AAwBD,wBAAgB,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,OAAO,GAAE,iBAAsB,GAAG;IAAE,GAAG,EAAE,OAAO,CAAC;IAAC,MAAM,EAAE,gBAAgB,CAAA;CAAE,CAwGpH;AAaD,YAAY,EAAE,QAAQ,EAAE,CAAC"}
@@ -0,0 +1,180 @@
1
+ /**
2
+ * `assets repair-skin`: the generic, safe repairs for a skinned GLB. Every step is opt-in so a re-run changes only what you asked for:
3
+ * `normalize` (renormalise weights, drop non-finite and out-of-range influences, keep the strongest K), `pruneDistant` (drop influences
4
+ * from bones far from the vertex), `smoothBridges` (soften the weights around stretched bridging triangles so the patch deforms as one
5
+ * surface) and `cutStretch` (remove triangles that still stretch past a limit; leaves holes, so it is the last resort).
6
+ */
7
+ import { analyzeSkin, DEFAULT_SKIN_THRESHOLDS, samplePoses, triangleStretch } from "./analysis.js";
8
+ import { GlbEditor } from "./glbEdit.js";
9
+ import { buildHierarchy, jointBindPositions, loadSkins, vdist } from "./gltf.js";
10
+ function dense(prim, v, jointCount) {
11
+ const m = new Map();
12
+ const w = prim.weights[v] ?? [], j = prim.joints[v] ?? [];
13
+ for (let k = 0; k < 4; k += 1) {
14
+ const wk = w[k] ?? 0, jk = j[k] ?? 0;
15
+ if (!(wk > 0) || !Number.isFinite(wk) || jk >= jointCount)
16
+ continue;
17
+ m.set(jk, (m.get(jk) ?? 0) + wk);
18
+ }
19
+ return m;
20
+ }
21
+ function adjacency(prim) {
22
+ const adj = Array.from({ length: prim.pos.length }, () => new Set());
23
+ for (let i = 0; i + 2 < prim.indices.length; i += 3) {
24
+ const a = prim.indices[i], b = prim.indices[i + 1], c = prim.indices[i + 2];
25
+ adj[a]?.add(b).add(c);
26
+ adj[b]?.add(a).add(c);
27
+ adj[c]?.add(a).add(b);
28
+ }
29
+ return adj;
30
+ }
31
+ export function repairSkin(glb, options = {}) {
32
+ const hierarchy = buildHierarchy(glb);
33
+ const skins = loadSkins(glb, hierarchy);
34
+ const editor = new GlbEditor(glb);
35
+ const steps = [];
36
+ const guidance = [];
37
+ const reports = [];
38
+ const analysisOptions = { clips: options.clips, samples: options.samples, ignoreMaterials: options.ignoreMaterials };
39
+ const before = analyzeSkin(glb, analysisOptions);
40
+ const K = Math.max(1, Math.min(4, Math.floor(options.maxInfluences ?? 4)));
41
+ if (options.normalize)
42
+ steps.push(`normalize (keep the strongest ${K} influences)`);
43
+ if (options.pruneDistant)
44
+ steps.push("prune-distant");
45
+ if (options.smoothBridges)
46
+ steps.push("smooth-bridges");
47
+ if (options.cutStretch !== undefined)
48
+ steps.push(`cut-stretch ${options.cutStretch}`);
49
+ const animations = glb.json.animations ?? [];
50
+ const clips = options.clips ? animations.filter((a) => options.clips?.includes(a.name ?? "")) : animations;
51
+ const needPoses = options.smoothBridges || options.cutStretch !== undefined;
52
+ const poses = needPoses ? samplePoses(glb, hierarchy, clips, Math.max(2, options.samples ?? 10)).poses : [];
53
+ for (const skin of skins) {
54
+ const bind = jointBindPositions(skin);
55
+ for (const prim of skin.primitives) {
56
+ if (options.ignoreMaterials?.test(prim.materialName))
57
+ continue;
58
+ const nV = prim.pos.length;
59
+ let weights = Array.from({ length: nV }, (_, v) => dense(prim, v, skin.joints.length));
60
+ let normalizedVertices = 0, prunedInfluences = 0, smoothedVertices = 0, removedTriangles = 0;
61
+ const height = (() => { let lo = Infinity, hi = -Infinity; for (const p of prim.pos) {
62
+ lo = Math.min(lo, p[1]);
63
+ hi = Math.max(hi, p[1]);
64
+ } return hi > lo ? hi - lo : 1; })();
65
+ if (options.pruneDistant) {
66
+ const limit = DEFAULT_SKIN_THRESHOLDS.distantFraction * height;
67
+ weights = weights.map((m, v) => {
68
+ const next = new Map();
69
+ for (const [j, w] of m) {
70
+ const at = bind[j];
71
+ if (at && w >= DEFAULT_SKIN_THRESHOLDS.distantMinWeight && vdist(prim.pos[v], at) > limit) {
72
+ prunedInfluences += 1;
73
+ continue;
74
+ }
75
+ next.set(j, w);
76
+ }
77
+ return next.size > 0 ? next : m;
78
+ });
79
+ }
80
+ let stretch = null;
81
+ if (needPoses)
82
+ stretch = triangleStretch(skin, prim, poses, Infinity, 0).worst;
83
+ if (options.smoothBridges && stretch) {
84
+ const adj = adjacency(prim);
85
+ let region = new Set();
86
+ const threshold = options.smoothThreshold ?? 1.5;
87
+ for (let t = 0; t < stretch.length; t += 1)
88
+ if (stretch[t] > threshold)
89
+ for (let k = 0; k < 3; k += 1)
90
+ region.add(prim.indices[t * 3 + k]);
91
+ for (let r = 0; r < 4; r += 1) {
92
+ const next = new Set(region);
93
+ for (const v of region)
94
+ for (const n of adj[v] ?? [])
95
+ next.add(n);
96
+ region = next;
97
+ }
98
+ for (let it = 0; it < 30; it += 1) {
99
+ const next = weights.map((m) => new Map(m));
100
+ for (const v of region) {
101
+ const nb = [...(adj[v] ?? [])];
102
+ if (nb.length === 0)
103
+ continue;
104
+ const avg = new Map();
105
+ for (const n of nb)
106
+ for (const [j, w] of weights[n])
107
+ avg.set(j, (avg.get(j) ?? 0) + w / nb.length);
108
+ const m = new Map();
109
+ for (const [j, w] of weights[v])
110
+ m.set(j, 0.2 * w);
111
+ for (const [j, w] of avg)
112
+ m.set(j, (m.get(j) ?? 0) + 0.8 * w);
113
+ next[v] = m;
114
+ }
115
+ weights = next;
116
+ }
117
+ smoothedVertices = region.size;
118
+ }
119
+ const changedWeights = Boolean(options.normalize || options.pruneDistant || options.smoothBridges);
120
+ let indices = prim.indices;
121
+ if (options.cutStretch !== undefined && stretch) {
122
+ // re-measure after the weight edits so the cut only removes what is still stretched
123
+ const keep = [];
124
+ const edited = changedWeights ? withWeights(prim, weights, K) : prim;
125
+ const again = triangleStretch(skin, edited, poses, Infinity, 0).worst;
126
+ for (let t = 0; t < again.length; t += 1) {
127
+ if (again[t] <= options.cutStretch)
128
+ keep.push(prim.indices[t * 3], prim.indices[t * 3 + 1], prim.indices[t * 3 + 2]);
129
+ else
130
+ removedTriangles += 1;
131
+ }
132
+ indices = keep;
133
+ }
134
+ if (changedWeights) {
135
+ const J = [], W = [];
136
+ for (let v = 0; v < nV; v += 1) {
137
+ const top = [...weights[v].entries()].sort((a, b) => b[1] - a[1]).slice(0, K);
138
+ const sum = top.reduce((a, [, w]) => a + w, 0) || 1;
139
+ if (top.length === 0)
140
+ normalizedVertices += 1;
141
+ if (Math.abs(((prim.weights[v] ?? []).reduce((a, b) => a + b, 0)) - 1) > DEFAULT_SKIN_THRESHOLDS.weightSumTolerance)
142
+ normalizedVertices += 1;
143
+ for (let k = 0; k < 4; k += 1) {
144
+ J.push(top[k]?.[0] ?? 0);
145
+ W.push(top[k] ? top[k][1] / sum : 0);
146
+ }
147
+ }
148
+ const primitive = editor.primitive(prim.meshIndex, prim.primitiveIndex);
149
+ primitive.attributes.JOINTS_0 = editor.addAccessor(J, 5123, "VEC4", 34962);
150
+ primitive.attributes.WEIGHTS_0 = editor.addAccessor(W, 5126, "VEC4", 34962);
151
+ }
152
+ if (removedTriangles > 0) {
153
+ const primitive = editor.primitive(prim.meshIndex, prim.primitiveIndex);
154
+ primitive.indices = editor.addAccessor(indices, nV > 65535 ? 5125 : 5123, "SCALAR", 34963);
155
+ }
156
+ reports.push({ material: prim.materialName, normalizedVertices, prunedInfluences, smoothedVertices, removedTriangles });
157
+ }
158
+ }
159
+ const repaired = editor.finish();
160
+ const after = analyzeSkin(repaired, analysisOptions);
161
+ if (before.bindMismatch.length > 0) {
162
+ guidance.push(`Bind-pose mismatch on ${before.bindMismatch.map((b) => b.bone).join(", ")}: the mesh was modelled in a different pose than the skeleton assumes. Weight smoothing and triangle cuts only mask it. For a recognised humanoid run repair-skin --rebuild-limbs (rebuilds the legs in the skeleton's pose); otherwise rebuild the limbs in your DCC tool or regenerate and re-rig the model in the pose the skeleton assumes.`);
163
+ }
164
+ if (!after.ok && steps.length > 0)
165
+ guidance.push(`Still failing after ${steps.join(", ")}: ${after.reasonCodes.join(", ")}. Cutting stretched triangles opens holes; prefer --rebuild-limbs or re-rigging.`);
166
+ if (steps.length === 0)
167
+ guidance.push("No repair step selected. Pass --normalize, --prune-distant, --smooth-bridges, --cut-stretch <limit> or --rebuild-limbs.");
168
+ return { glb: repaired, report: { steps, primitives: reports, before, after, guidance } };
169
+ }
170
+ function withWeights(prim, weights, K) {
171
+ const joints = [], w = [];
172
+ for (let v = 0; v < prim.pos.length; v += 1) {
173
+ const top = [...weights[v].entries()].sort((a, b) => b[1] - a[1]).slice(0, K);
174
+ const sum = top.reduce((a, [, x]) => a + x, 0) || 1;
175
+ joints.push([0, 1, 2, 3].map((k) => top[k]?.[0] ?? 0));
176
+ w.push([0, 1, 2, 3].map((k) => (top[k] ? top[k][1] / sum : 0)));
177
+ }
178
+ return { ...prim, joints, weights: w };
179
+ }
180
+ //# sourceMappingURL=repair.js.map
@@ -0,0 +1 @@
1
+ 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@@ -75,7 +75,7 @@ export function createA3DProject(options) {
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  const dependencies = { ...(packageJson.dependencies ?? {}) };
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  const auraDependencies = Object.keys(dependencies).filter((name) => name.startsWith("@aura3d/"));
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  if (auraDependencies.length === 0) {
78
- dependencies["@aura3d/engine"] = options.packageVersion ?? "4.1.3";
78
+ dependencies["@aura3d/engine"] = options.packageVersion ?? "4.3.0";
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  }
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  else if (options.packageVersion) {
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  for (const dependency of auraDependencies)