@aura3d/engine 4.2.0 → 4.3.1

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Files changed (191) hide show
  1. package/README.md +1 -1
  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.js +85 -2
  6. package/dist/aura3d-cli/cli.js.map +1 -1
  7. package/dist/aura3d-cli/commands/assets/index.js +2 -2
  8. package/dist/aura3d-cli/commands/assets/index.js.map +1 -1
  9. package/dist/aura3d-cli/commands/meshyLedger.d.ts +125 -14
  10. package/dist/aura3d-cli/commands/meshyLedger.d.ts.map +1 -1
  11. package/dist/aura3d-cli/commands/meshyLedger.js +262 -35
  12. package/dist/aura3d-cli/commands/meshyLedger.js.map +1 -1
  13. package/dist/aura3d-cli/commands/prd13/run.js +19 -16
  14. package/dist/aura3d-cli/commands/prd13/run.js.map +1 -1
  15. package/dist/aura3d-cli/index.d.ts +10 -0
  16. package/dist/aura3d-cli/index.d.ts.map +1 -1
  17. package/dist/aura3d-cli/index.js +13 -0
  18. package/dist/aura3d-cli/index.js.map +1 -1
  19. package/dist/aura3d-cli/skin/analysis.d.ts +137 -0
  20. package/dist/aura3d-cli/skin/analysis.d.ts.map +1 -0
  21. package/dist/aura3d-cli/skin/analysis.js +382 -0
  22. package/dist/aura3d-cli/skin/analysis.js.map +1 -0
  23. package/dist/aura3d-cli/skin/command.d.ts +75 -0
  24. package/dist/aura3d-cli/skin/command.d.ts.map +1 -0
  25. package/dist/aura3d-cli/skin/command.js +208 -0
  26. package/dist/aura3d-cli/skin/command.js.map +1 -0
  27. package/dist/aura3d-cli/skin/glbEdit.d.ts +14 -0
  28. package/dist/aura3d-cli/skin/glbEdit.d.ts.map +1 -0
  29. package/dist/aura3d-cli/skin/glbEdit.js +152 -0
  30. package/dist/aura3d-cli/skin/glbEdit.js.map +1 -0
  31. package/dist/aura3d-cli/skin/gltf.d.ts +159 -0
  32. package/dist/aura3d-cli/skin/gltf.d.ts.map +1 -0
  33. package/dist/aura3d-cli/skin/gltf.js +379 -0
  34. package/dist/aura3d-cli/skin/gltf.js.map +1 -0
  35. package/dist/aura3d-cli/skin/rebuildLimbs.d.ts +31 -0
  36. package/dist/aura3d-cli/skin/rebuildLimbs.d.ts.map +1 -0
  37. package/dist/aura3d-cli/skin/rebuildLimbs.js +326 -0
  38. package/dist/aura3d-cli/skin/rebuildLimbs.js.map +1 -0
  39. package/dist/aura3d-cli/skin/refitSkeleton.d.ts +23 -0
  40. package/dist/aura3d-cli/skin/refitSkeleton.d.ts.map +1 -0
  41. package/dist/aura3d-cli/skin/refitSkeleton.js +288 -0
  42. package/dist/aura3d-cli/skin/refitSkeleton.js.map +1 -0
  43. package/dist/aura3d-cli/skin/repair.d.ts +45 -0
  44. package/dist/aura3d-cli/skin/repair.d.ts.map +1 -0
  45. package/dist/aura3d-cli/skin/repair.js +192 -0
  46. package/dist/aura3d-cli/skin/repair.js.map +1 -0
  47. package/dist/create-aura3d/index.js +1 -1
  48. package/dist/engine/agent-api/camera/layers.d.ts.map +1 -1
  49. package/dist/engine/agent-api/camera/layers.js +6 -1
  50. package/dist/engine/agent-api/camera/layers.js.map +1 -1
  51. package/dist/engine/agent-api/compiler/customMaterial.d.ts.map +1 -1
  52. package/dist/engine/agent-api/compiler/customMaterial.js +12 -1
  53. package/dist/engine/agent-api/compiler/customMaterial.js.map +1 -1
  54. package/dist/engine/agent-api/compiler/lines.d.ts.map +1 -1
  55. package/dist/engine/agent-api/compiler/lines.js +8 -6
  56. package/dist/engine/agent-api/compiler/lines.js.map +1 -1
  57. package/dist/engine/agent-api/nodes/types.d.ts +6 -0
  58. package/dist/engine/agent-api/nodes/types.d.ts.map +1 -1
  59. package/dist/engine/agent-api/vfx/effects-api.d.ts.map +1 -1
  60. package/dist/engine/agent-api/vfx/effects-api.js +12 -3
  61. package/dist/engine/agent-api/vfx/effects-api.js.map +1 -1
  62. package/dist/engine/agent-api/vfx/gameEffects.d.ts.map +1 -1
  63. package/dist/engine/agent-api/vfx/gameEffects.js +20 -3
  64. package/dist/engine/agent-api/vfx/gameEffects.js.map +1 -1
  65. package/dist/engine/contracts/camera.d.ts +1 -0
  66. package/dist/engine/contracts/camera.d.ts.map +1 -1
  67. package/dist/engine/contracts/effects.d.ts +4 -2
  68. package/dist/engine/contracts/effects.d.ts.map +1 -1
  69. package/dist/engine/contracts/effects.js.map +1 -1
  70. package/dist/game/index.d.ts +2 -2
  71. package/dist/game/index.d.ts.map +1 -1
  72. package/dist/game/index.js +1 -1
  73. package/dist/game/index.js.map +1 -1
  74. package/dist/game/motion/facing.d.ts +30 -0
  75. package/dist/game/motion/facing.d.ts.map +1 -0
  76. package/dist/game/motion/facing.js +50 -0
  77. package/dist/game/motion/facing.js.map +1 -0
  78. package/dist/game/motion/handBounce.d.ts +251 -0
  79. package/dist/game/motion/handBounce.d.ts.map +1 -0
  80. package/dist/game/motion/handBounce.js +315 -0
  81. package/dist/game/motion/handBounce.js.map +1 -0
  82. package/dist/game/motion/index.d.ts +6 -0
  83. package/dist/game/motion/index.d.ts.map +1 -1
  84. package/dist/game/motion/index.js +3 -0
  85. package/dist/game/motion/index.js.map +1 -1
  86. package/dist/game/motion/twoHandGrip.d.ts +229 -0
  87. package/dist/game/motion/twoHandGrip.d.ts.map +1 -0
  88. package/dist/game/motion/twoHandGrip.js +413 -0
  89. package/dist/game/motion/twoHandGrip.js.map +1 -0
  90. package/dist/game/session/warmPrograms.d.ts +17 -0
  91. package/dist/game/session/warmPrograms.d.ts.map +1 -1
  92. package/dist/game/session/warmPrograms.js +18 -1
  93. package/dist/game/session/warmPrograms.js.map +1 -1
  94. package/dist/physics/ensure.d.ts +2 -0
  95. package/dist/physics/ensure.d.ts.map +1 -0
  96. package/dist/physics/ensure.js +4 -0
  97. package/dist/physics/ensure.js.map +1 -0
  98. package/dist/physics/index.d.ts +1 -0
  99. package/dist/physics/index.d.ts.map +1 -1
  100. package/dist/physics/index.js +1 -0
  101. package/dist/physics/index.js.map +1 -1
  102. package/dist/physics/world.d.ts +1 -0
  103. package/dist/physics/world.d.ts.map +1 -1
  104. package/dist/physics/world.js +1 -0
  105. package/dist/physics/world.js.map +1 -1
  106. package/dist/physics-rapier/index.d.ts +2 -0
  107. package/dist/physics-rapier/index.d.ts.map +1 -1
  108. package/dist/physics-rapier/index.js +12 -10
  109. package/dist/physics-rapier/index.js.map +1 -1
  110. package/dist/physics-rapier/rapierInit.d.ts +6 -0
  111. package/dist/physics-rapier/rapierInit.d.ts.map +1 -0
  112. package/dist/physics-rapier/rapierInit.js +12 -0
  113. package/dist/physics-rapier/rapierInit.js.map +1 -0
  114. package/dist/physics-rapier/rapierInit.lazy.d.ts +6 -0
  115. package/dist/physics-rapier/rapierInit.lazy.d.ts.map +1 -0
  116. package/dist/physics-rapier/rapierInit.lazy.js +19 -0
  117. package/dist/physics-rapier/rapierInit.lazy.js.map +1 -0
  118. package/dist/rendering/DepthPass.d.ts.map +1 -1
  119. package/dist/rendering/DepthPass.js +30 -8
  120. package/dist/rendering/DepthPass.js.map +1 -1
  121. package/dist/rendering/ForwardPass.d.ts.map +1 -1
  122. package/dist/rendering/ForwardPass.js +7 -0
  123. package/dist/rendering/ForwardPass.js.map +1 -1
  124. package/dist/rendering/Renderer.d.ts +0 -2
  125. package/dist/rendering/Renderer.d.ts.map +1 -1
  126. package/dist/rendering/Renderer.js +6 -16
  127. package/dist/rendering/Renderer.js.map +1 -1
  128. package/dist/rendering/contracts/output.d.ts +9 -1
  129. package/dist/rendering/contracts/output.d.ts.map +1 -1
  130. package/dist/rendering/contracts/output.js.map +1 -1
  131. package/dist/rendering/output/OutputPass.d.ts +2 -0
  132. package/dist/rendering/output/OutputPass.d.ts.map +1 -1
  133. package/dist/rendering/output/OutputPass.js +26 -3
  134. package/dist/rendering/output/OutputPass.js.map +1 -1
  135. package/dist/rendering/output/ToneMappingOperators.glsl.d.ts +3 -1
  136. package/dist/rendering/output/ToneMappingOperators.glsl.d.ts.map +1 -1
  137. package/dist/rendering/output/ToneMappingOperators.glsl.js +19 -1
  138. package/dist/rendering/output/ToneMappingOperators.glsl.js.map +1 -1
  139. package/dist/rendering/post/v2Stages.d.ts +2 -7
  140. package/dist/rendering/post/v2Stages.d.ts.map +1 -1
  141. package/dist/rendering/post/v2Stages.js +2 -17
  142. package/dist/rendering/post/v2Stages.js.map +1 -1
  143. package/dist/rendering/post/vignetteColor.d.ts +8 -0
  144. package/dist/rendering/post/vignetteColor.d.ts.map +1 -0
  145. package/dist/rendering/post/vignetteColor.js +18 -0
  146. package/dist/rendering/post/vignetteColor.js.map +1 -0
  147. package/dist/rendering/renderer/PostprocessExecution.d.ts +10 -0
  148. package/dist/rendering/renderer/PostprocessExecution.d.ts.map +1 -1
  149. package/dist/rendering/renderer/PostprocessExecution.js +38 -38
  150. package/dist/rendering/renderer/PostprocessExecution.js.map +1 -1
  151. package/dist/rendering/renderer/coreOutputPostRoute.d.ts +25 -17
  152. package/dist/rendering/renderer/coreOutputPostRoute.d.ts.map +1 -1
  153. package/dist/rendering/renderer/coreOutputPostRoute.js +27 -18
  154. package/dist/rendering/renderer/coreOutputPostRoute.js.map +1 -1
  155. package/dist/rendering/renderer/qrSubFlags.d.ts +1 -1
  156. package/dist/rendering/renderer/qrSubFlags.d.ts.map +1 -1
  157. package/dist/rendering/renderer/qrSubFlags.js +2 -8
  158. package/dist/rendering/renderer/qrSubFlags.js.map +1 -1
  159. package/dist/rendering/shaders/chunks/author/index.d.ts.map +1 -1
  160. package/dist/rendering/shaders/chunks/author/index.js +7 -0
  161. package/dist/rendering/shaders/chunks/author/index.js.map +1 -1
  162. package/dist/rendering/shaders/chunks/author/shadow.glsl.d.ts +11 -0
  163. package/dist/rendering/shaders/chunks/author/shadow.glsl.d.ts.map +1 -0
  164. package/dist/rendering/shaders/chunks/author/shadow.glsl.js +57 -0
  165. package/dist/rendering/shaders/chunks/author/shadow.glsl.js.map +1 -0
  166. package/dist/rendering/shadows/DirectionalCascadeFitter.d.ts +20 -0
  167. package/dist/rendering/shadows/DirectionalCascadeFitter.d.ts.map +1 -1
  168. package/dist/rendering/shadows/DirectionalCascadeFitter.js +80 -7
  169. package/dist/rendering/shadows/DirectionalCascadeFitter.js.map +1 -1
  170. package/dist/rendering/shadows/Prd02DepthShaderLibrary.d.ts.map +1 -1
  171. package/dist/rendering/shadows/Prd02DepthShaderLibrary.js +9 -1
  172. package/dist/rendering/shadows/Prd02DepthShaderLibrary.js.map +1 -1
  173. package/dist/rendering/shadows/ShadowSystem.d.ts.map +1 -1
  174. package/dist/rendering/shadows/ShadowSystem.js +7 -2
  175. package/dist/rendering/shadows/ShadowSystem.js.map +1 -1
  176. package/dist/rendering/webgl2/LdrPostprocessShader.d.ts +2 -0
  177. package/dist/rendering/webgl2/LdrPostprocessShader.d.ts.map +1 -1
  178. package/dist/rendering/webgl2/LdrPostprocessShader.js +25 -3
  179. package/dist/rendering/webgl2/LdrPostprocessShader.js.map +1 -1
  180. package/dist/rendering/webgl2/LegacyPost.d.ts +11 -2
  181. package/dist/rendering/webgl2/LegacyPost.d.ts.map +1 -1
  182. package/dist/rendering/webgl2/LegacyPost.js +191 -16
  183. package/dist/rendering/webgl2/LegacyPost.js.map +1 -1
  184. package/package.json +33 -26
  185. package/templates/cinematic-scene/package.json +2 -2
  186. package/templates/mini-game/package.json +2 -2
  187. package/templates/product-viewer/package.json +2 -2
  188. package/templates/production-asset-inspector/package.json +1 -1
  189. package/templates/production-material-studio/package.json +1 -1
  190. package/templates/production-product-configurator/package.json +1 -1
  191. package/templates/production-product-viewer/package.json +1 -1
@@ -0,0 +1,288 @@
1
+ /**
2
+ * `assets repair-skin --refit-skeleton`: moves the skeleton onto the mesh instead of the mesh onto the skeleton.
3
+ *
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+ * An auto-rigged character whose mesh was modelled in one pose (a guard holding a rifle, a hound mid-stride) but bound to a template
5
+ * skeleton rotates every limb about a joint that is 10 to 30 cm off the limb, and the bridging triangles stretch into sails. This finds
6
+ * each joint where the mesh actually bends (the seam between the two segments the joint separates), re-orients the bones along the
7
+ * mesh's limbs, recomputes the inverse bind matrices so the mesh does not move at rest, and re-targets every clip by world-space
8
+ * delta so the shipped animations keep their motion about the corrected joints. The authored pose of the mesh becomes the rest pose.
9
+ */
10
+ import { findHumanoidLegs } from "./analysis.js";
11
+ import { GlbEditor } from "./glbEdit.js";
12
+ import { buildHierarchy, clipDuration, forward, loadSkins, localPose, mat4Mul, qalign, qconj, qmul, qnorm, qrot, readAccessor, restTrs } from "./gltf.js";
13
+ export class RefitUnsupported extends Error {
14
+ }
15
+ const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
16
+ const add = (a, b) => [a[0] + b[0], a[1] + b[1], a[2] + b[2]];
17
+ const len = (a) => Math.hypot(a[0], a[1], a[2]);
18
+ const ID = [0, 0, 0, 1];
19
+ function worldRotations(trs, parent) {
20
+ const out = new Array(trs.length).fill(undefined);
21
+ const visit = (i) => {
22
+ const known = out[i];
23
+ if (known)
24
+ return known;
25
+ const p = parent[i] ?? -1;
26
+ const local = qnorm((trs[i]?.r ?? ID));
27
+ const q = p < 0 ? local : qnorm(qmul(visit(p), local));
28
+ out[i] = q;
29
+ return q;
30
+ };
31
+ for (let i = 0; i < trs.length; i += 1)
32
+ visit(i);
33
+ return out;
34
+ }
35
+ /** Inverse of a rigid (rotation + translation) column-major matrix. */
36
+ function rigidInverse(q, t) {
37
+ const rt = qconj(q);
38
+ const x = qrot(rt, [1, 0, 0]), y = qrot(rt, [0, 1, 0]), z = qrot(rt, [0, 0, 1]);
39
+ const o = qrot(rt, [-t[0], -t[1], -t[2]]);
40
+ return [x[0], x[1], x[2], 0, y[0], y[1], y[2], 0, z[0], z[1], z[2], 0, o[0], o[1], o[2], 1];
41
+ }
42
+ export function refitSkeleton(glb, options = {}) {
43
+ const hierarchy = buildHierarchy(glb);
44
+ const skins = loadSkins(glb, hierarchy);
45
+ const skin = skins[0];
46
+ if (!skin)
47
+ throw new RefitUnsupported("No skinned mesh to refit.");
48
+ const skinJson = glb.json.skins?.[skin.index];
49
+ if (!skinJson)
50
+ throw new RefitUnsupported("Skin definition missing.");
51
+ const nodes = hierarchy.nodes;
52
+ for (const node of nodes) {
53
+ const s = restTrs(node).s;
54
+ if (Math.abs((s[0] ?? 1) - 1) > 1e-3 || Math.abs((s[1] ?? 1) - 1) > 1e-3 || Math.abs((s[2] ?? 1) - 1) > 1e-3)
55
+ throw new RefitUnsupported("Scaled nodes are not supported by --refit-skeleton: apply the scale to the skeleton first.");
56
+ }
57
+ const jointNodes = skin.joints;
58
+ const jointOf = new Map(jointNodes.map((n, k) => [n, k]));
59
+ const restLocal = nodes.map(restTrs);
60
+ const restWorld = forward(restLocal, hierarchy);
61
+ const restRot = worldRotations(restLocal, hierarchy.parent);
62
+ const P = (n) => restWorld.pos[n];
63
+ const minSeam = options.minSeamEdges ?? 6;
64
+ const fps = options.fps ?? 30;
65
+ // dominant joint per vertex, seams between a joint and its skeleton parent
66
+ const seamSum = new Map();
67
+ const seamCount = new Map();
68
+ let height = 0;
69
+ {
70
+ let lo = Infinity, hi = -Infinity;
71
+ for (const prim of skin.primitives)
72
+ for (const p of prim.pos) {
73
+ lo = Math.min(lo, p[1]);
74
+ hi = Math.max(hi, p[1]);
75
+ }
76
+ height = hi > lo ? hi - lo : 1;
77
+ }
78
+ for (const prim of skin.primitives) {
79
+ const dom = prim.pos.map((_, v) => {
80
+ let best = -1, bw = -1;
81
+ const w = prim.weights[v] ?? [], j = prim.joints[v] ?? [];
82
+ for (let k = 0; k < 4; k += 1)
83
+ if ((w[k] ?? 0) > bw) {
84
+ bw = w[k] ?? 0;
85
+ best = j[k] ?? 0;
86
+ }
87
+ return jointNodes[best] ?? -1;
88
+ });
89
+ for (let t = 0; t + 2 < prim.indices.length; t += 3) {
90
+ for (let e = 0; e < 3; e += 1) {
91
+ const a = prim.indices[t + e], b = prim.indices[t + ((e + 1) % 3)];
92
+ const da = dom[a], db = dom[b];
93
+ if (da === db || da < 0 || db < 0)
94
+ continue;
95
+ const child = hierarchy.parent[db] === da ? db : hierarchy.parent[da] === db ? da : -1;
96
+ if (child < 0)
97
+ continue;
98
+ const pa = prim.pos[a], pb = prim.pos[b];
99
+ const mid = [(pa[0] + pb[0]) / 2, (pa[1] + pb[1]) / 2, (pa[2] + pb[2]) / 2];
100
+ seamSum.set(child, add(seamSum.get(child) ?? [0, 0, 0], mid));
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+ seamCount.set(child, (seamCount.get(child) ?? 0) + 1);
102
+ }
103
+ }
104
+ }
105
+ // new joint positions, parents first
106
+ const N = new Map();
107
+ const moved = [];
108
+ const fallback = [];
109
+ const order = [...jointNodes].sort((a, b) => depth(a) - depth(b));
110
+ function depth(n) { let d = 0; let p = hierarchy.parent[n] ?? -1; while (p >= 0) {
111
+ d += 1;
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+ p = hierarchy.parent[p] ?? -1;
113
+ } return d; }
114
+ for (const n of order) {
115
+ const count = seamCount.get(n) ?? 0;
116
+ const parentNode = hierarchy.parent[n] ?? -1;
117
+ const parentShift = parentNode >= 0 && N.has(parentNode) ? sub(N.get(parentNode), P(parentNode)) : [0, 0, 0];
118
+ let at = null;
119
+ if (count >= minSeam) {
120
+ const s = seamSum.get(n);
121
+ const c = [s[0] / count, s[1] / count, s[2] / count];
122
+ if (len(sub(c, P(n))) <= 0.4 * height)
123
+ at = c;
124
+ }
125
+ if (at)
126
+ moved.push({ joint: hierarchy.names[n] ?? `node${n}`, offset: Number(len(sub(at, P(n))).toFixed(3)), seamEdges: count });
127
+ else {
128
+ at = add(P(n), parentShift);
129
+ fallback.push(hierarchy.names[n] ?? `node${n}`);
130
+ }
131
+ N.set(n, at);
132
+ }
133
+ // pelvis pivots between the two hip joints
134
+ const hipsNode = jointNodes.find((n) => /^(mixamorig:?)?hips$/i.test(hierarchy.names[n] ?? ""));
135
+ const legUps = jointNodes.filter((n) => /upper(leg)|upleg|thigh/i.test(hierarchy.names[n] ?? ""));
136
+ if (hipsNode !== undefined && legUps.length === 2) {
137
+ const a = N.get(legUps[0]), b = N.get(legUps[1]);
138
+ const mid = [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2, (a[2] + b[2]) / 2];
139
+ if (len(sub(mid, P(hipsNode))) <= 0.4 * height)
140
+ N.set(hipsNode, mid);
141
+ }
142
+ // a knee never bends forward: keep it a little in front of the hip-ankle line (model forward is +Z)
143
+ for (const leg of findHumanoidLegs(hierarchy) ?? []) {
144
+ const hip = N.get(leg.up), kn = N.get(leg.knee), an = N.get(leg.foot);
145
+ if (!hip || !kn || !an)
146
+ continue;
147
+ const line = sub(an, hip);
148
+ const l2 = line[0] * line[0] + line[1] * line[1] + line[2] * line[2];
149
+ if (l2 < 1e-9)
150
+ continue;
151
+ const t = Math.max(0, Math.min(1, ((kn[0] - hip[0]) * line[0] + (kn[1] - hip[1]) * line[1] + (kn[2] - hip[2]) * line[2]) / l2));
152
+ const proj = [hip[0] + line[0] * t, hip[1] + line[1] * t, hip[2] + line[2] * t];
153
+ const minForward = 0.03 * Math.sqrt(l2);
154
+ if (kn[2] - proj[2] < minForward)
155
+ N.set(leg.knee, [kn[0], kn[1], proj[2] + minForward]);
156
+ }
157
+ // new world rotations: align each bone with the direction to its main child
158
+ const childrenOf = (n) => (nodes[n]?.children ?? []).filter((c) => jointOf.has(c));
159
+ const mainChild = (n) => {
160
+ const kids = childrenOf(n);
161
+ if (kids.length === 0)
162
+ return undefined;
163
+ if (kids.length === 1)
164
+ return kids[0];
165
+ const torso = kids.find((c) => /spine|chest|head|neck/i.test(hierarchy.names[c] ?? ""));
166
+ if (torso !== undefined)
167
+ return torso;
168
+ return [...kids].sort((a, b) => len(sub(P(b), P(n))) - len(sub(P(a), P(n))))[0];
169
+ };
170
+ const delta = new Map();
171
+ for (const n of order) {
172
+ const c = mainChild(n);
173
+ const parentNode = hierarchy.parent[n] ?? -1;
174
+ if (c === undefined) {
175
+ delta.set(n, delta.get(parentNode) ?? ID);
176
+ continue;
177
+ }
178
+ const d0 = sub(P(c), P(n)), d1 = sub(N.get(c), N.get(n));
179
+ delta.set(n, len(d0) > 1e-6 && len(d1) > 1e-6 ? qalign([d0[0] / len(d0), d0[1] / len(d0), d0[2] / len(d0)], [d1[0] / len(d1), d1[1] / len(d1), d1[2] / len(d1)]) : ID);
180
+ }
181
+ const newRot = new Map();
182
+ for (const n of order)
183
+ newRot.set(n, qnorm(qmul(delta.get(n), restRot[n])));
184
+ // rewrite node TRS (parents first)
185
+ const editor = new GlbEditor(glb);
186
+ const worldPosNew = new Map();
187
+ const worldRotNew = new Map();
188
+ const nodePosNew = (n) => (N.get(n) ?? worldPosNew.get(n) ?? P(n));
189
+ const nodeRotNew = (n) => (newRot.get(n) ?? worldRotNew.get(n) ?? restRot[n]);
190
+ for (const n of order) {
191
+ const parentNode = hierarchy.parent[n] ?? -1;
192
+ const pRot = parentNode >= 0 ? nodeRotNew(parentNode) : ID;
193
+ const pPos = parentNode >= 0 ? nodePosNew(parentNode) : [0, 0, 0];
194
+ const local = editor.json.nodes[n];
195
+ delete local.matrix;
196
+ local.rotation = qnorm(qmul(qconj(pRot), newRot.get(n)));
197
+ local.translation = qrot(qconj(pRot), sub(N.get(n), pPos));
198
+ if (!local.scale)
199
+ local.scale = [1, 1, 1];
200
+ }
201
+ // inverse bind matrices: the rest joint matrix must stay what it was
202
+ const ibmOld = skin.ibm;
203
+ const ibm = [];
204
+ jointNodes.forEach((n, k) => {
205
+ const oldWorld = restWorld.world[n];
206
+ const inv = rigidInverse(newRot.get(n), N.get(n));
207
+ const m = mat4Mul(inv, mat4Mul(oldWorld, ibmOld[k]));
208
+ ibm.push(...m);
209
+ });
210
+ const ibmAccessor = editor.addAccessor(ibm, 5126, "MAT4", undefined);
211
+ (editor.json.skins?.[skin.index]).inverseBindMatrices = ibmAccessor;
212
+ void skinJson;
213
+ // re-target every clip by world-space delta, baked at a fixed rate
214
+ const animations = glb.json.animations ?? [];
215
+ const outAnims = [];
216
+ for (const anim of animations) {
217
+ const dur = Math.max(clipDuration(glb, anim), 1 / fps);
218
+ const frames = Math.max(2, Math.round(dur * fps) + 1);
219
+ const times = [];
220
+ for (let f = 0; f < frames; f += 1)
221
+ times.push(Math.min(dur, f / fps));
222
+ const translated = new Set();
223
+ for (const ch of anim.channels)
224
+ if (ch.target.path === "translation" && ch.target.node !== undefined && jointOf.has(ch.target.node))
225
+ translated.add(ch.target.node);
226
+ const rot = new Map(), pos = new Map();
227
+ for (const n of jointNodes) {
228
+ rot.set(n, []);
229
+ if (translated.has(n))
230
+ pos.set(n, []);
231
+ }
232
+ for (const t of times) {
233
+ const trs = localPose(glb, anim, t, hierarchy);
234
+ const world = forward(trs, hierarchy);
235
+ const oldRot = worldRotations(trs, hierarchy.parent);
236
+ const newW = new Map();
237
+ const newP = new Map();
238
+ for (const n of order) {
239
+ const d = qmul(oldRot[n], qconj(restRot[n]));
240
+ const wq = qnorm(qmul(d, newRot.get(n)));
241
+ newW.set(n, wq);
242
+ const parentNode = hierarchy.parent[n] ?? -1;
243
+ const parentW = parentNode >= 0 ? (newW.get(parentNode) ?? oldRot[parentNode]) : ID;
244
+ const lq = qnorm(qmul(qconj(parentW), wq));
245
+ rot.get(n).push(lq[0], lq[1], lq[2], lq[3]);
246
+ const delta = sub(world.pos[n], P(n));
247
+ const wp = add(N.get(n), delta);
248
+ newP.set(n, wp);
249
+ if (translated.has(n)) {
250
+ const parentPos = parentNode >= 0 ? (newP.get(parentNode) ?? world.pos[parentNode]) : [0, 0, 0];
251
+ const lt = qrot(qconj(parentW), sub(wp, parentPos));
252
+ pos.get(n).push(lt[0], lt[1], lt[2]);
253
+ }
254
+ }
255
+ }
256
+ const samplers = [];
257
+ const channels = [];
258
+ // keep channels that do not drive a joint
259
+ for (const ch of anim.channels) {
260
+ if (ch.target.node !== undefined && jointOf.has(ch.target.node) && (ch.target.path === "rotation" || ch.target.path === "translation"))
261
+ continue;
262
+ const old = anim.samplers[ch.sampler];
263
+ if (!old)
264
+ continue;
265
+ samplers.push({ input: old.input, output: old.output, ...(old.interpolation ? { interpolation: old.interpolation } : {}) });
266
+ channels.push({ sampler: samplers.length - 1, target: { ...ch.target } });
267
+ }
268
+ const timeAccessor = editor.addAccessor(times, 5126, "SCALAR", undefined);
269
+ const acc = editor.json.accessors[timeAccessor];
270
+ acc.min = [times[0]];
271
+ acc.max = [times[times.length - 1]];
272
+ for (const n of jointNodes) {
273
+ const r = editor.addAccessor(rot.get(n), 5126, "VEC4", undefined);
274
+ samplers.push({ input: timeAccessor, output: r, interpolation: "LINEAR" });
275
+ channels.push({ sampler: samplers.length - 1, target: { node: n, path: "rotation" } });
276
+ if (translated.has(n)) {
277
+ const p = editor.addAccessor(pos.get(n), 5126, "VEC3", undefined);
278
+ samplers.push({ input: timeAccessor, output: p, interpolation: "LINEAR" });
279
+ channels.push({ sampler: samplers.length - 1, target: { node: n, path: "translation" } });
280
+ }
281
+ }
282
+ outAnims.push({ ...(anim.name ? { name: anim.name } : {}), samplers, channels });
283
+ }
284
+ editor.json.animations = outAnims;
285
+ void readAccessor;
286
+ return { glb: editor.finish(), report: { moved, fallback, clips: outAnims.length } };
287
+ }
288
+ //# sourceMappingURL=refitSkeleton.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,45 @@
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";
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+ import { type GlbData, type SkinInfo } from "./gltf.js";
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+ 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). */
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+ readonly smoothThreshold?: number;
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+ /** Smoothing rounds: each re-measures the stretch with the new weights and smooths what is still stretched (default 1). */
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+ readonly smoothRounds?: number;
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+ /** How many rings of neighbouring vertices around a stretched triangle are smoothed (default 4). */
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+ readonly smoothRings?: number;
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+ /** Remove triangles stretched past this limit after the other steps (off by default). */
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+ 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;
26
+ }
27
+ export interface RepairSkinReport {
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+ readonly steps: readonly string[];
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+ readonly primitives: readonly {
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+ readonly material: string;
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+ readonly normalizedVertices: number;
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+ readonly prunedInfluences: number;
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+ readonly smoothedVertices: number;
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+ readonly removedTriangles: number;
35
+ }[];
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+ readonly before: SkinReport;
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+ readonly after: SkinReport;
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+ readonly guidance: readonly string[];
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+ }
40
+ export declare function repairSkin(glb: GlbData, options?: RepairSkinOptions): {
41
+ glb: GlbData;
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+ report: RepairSkinReport;
43
+ };
44
+ export type { SkinInfo };
45
+ //# sourceMappingURL=repair.d.ts.map
@@ -0,0 +1 @@
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+ {"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,2HAA2H;IAC3H,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,CAAC;IAC/B,oGAAoG;IACpG,QAAQ,CAAC,WAAW,CAAC,EAAE,MAAM,CAAC;IAC9B,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,CAiHpH;AAaD,YAAY,EAAE,QAAQ,EAAE,CAAC"}
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+ /**
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+ * `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:
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+ * `normalize` (renormalise weights, drop non-finite and out-of-range influences, keep the strongest K), `pruneDistant` (drop influences
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+ * from bones far from the vertex), `smoothBridges` (soften the weights around stretched bridging triangles so the patch deforms as one
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+ * surface) and `cutStretch` (remove triangles that still stretch past a limit; leaves holes, so it is the last resort).
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+ */
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+ import { analyzeSkin, DEFAULT_SKIN_THRESHOLDS, samplePoses, triangleStretch } from "./analysis.js";
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+ import { GlbEditor } from "./glbEdit.js";
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+ import { buildHierarchy, jointBindPositions, loadSkins, vdist } from "./gltf.js";
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+ function dense(prim, v, jointCount) {
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+ const m = new Map();
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+ const w = prim.weights[v] ?? [], j = prim.joints[v] ?? [];
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+ for (let k = 0; k < 4; k += 1) {
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+ const wk = w[k] ?? 0, jk = j[k] ?? 0;
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+ if (!(wk > 0) || !Number.isFinite(wk) || jk >= jointCount)
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+ continue;
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+ m.set(jk, (m.get(jk) ?? 0) + wk);
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+ }
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+ return m;
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+ }
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+ function adjacency(prim) {
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+ const adj = Array.from({ length: prim.pos.length }, () => new Set());
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+ for (let i = 0; i + 2 < prim.indices.length; i += 3) {
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+ const a = prim.indices[i], b = prim.indices[i + 1], c = prim.indices[i + 2];
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+ adj[a]?.add(b).add(c);
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+ adj[b]?.add(a).add(c);
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+ adj[c]?.add(a).add(b);
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+ }
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+ return adj;
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+ }
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+ export function repairSkin(glb, options = {}) {
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+ const hierarchy = buildHierarchy(glb);
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+ const skins = loadSkins(glb, hierarchy);
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+ const editor = new GlbEditor(glb);
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+ const steps = [];
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+ const guidance = [];
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+ const reports = [];
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+ const analysisOptions = { clips: options.clips, samples: options.samples, ignoreMaterials: options.ignoreMaterials };
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+ const before = analyzeSkin(glb, analysisOptions);
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+ const K = Math.max(1, Math.min(4, Math.floor(options.maxInfluences ?? 4)));
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+ if (options.normalize)
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+ steps.push(`normalize (keep the strongest ${K} influences)`);
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+ if (options.pruneDistant)
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+ steps.push("prune-distant");
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+ if (options.smoothBridges)
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+ steps.push("smooth-bridges");
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+ if (options.cutStretch !== undefined)
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+ steps.push(`cut-stretch ${options.cutStretch}`);
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+ const animations = glb.json.animations ?? [];
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+ const clips = options.clips ? animations.filter((a) => options.clips?.includes(a.name ?? "")) : animations;
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+ const needPoses = options.smoothBridges || options.cutStretch !== undefined;
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+ const poses = needPoses ? samplePoses(glb, hierarchy, clips, Math.max(2, options.samples ?? 10)).poses : [];
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+ for (const skin of skins) {
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+ const bind = jointBindPositions(skin);
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+ for (const prim of skin.primitives) {
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+ if (options.ignoreMaterials?.test(prim.materialName))
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+ continue;
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+ const nV = prim.pos.length;
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+ let weights = Array.from({ length: nV }, (_, v) => dense(prim, v, skin.joints.length));
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+ let normalizedVertices = 0, prunedInfluences = 0, smoothedVertices = 0, removedTriangles = 0;
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+ const height = (() => { let lo = Infinity, hi = -Infinity; for (const p of prim.pos) {
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+ lo = Math.min(lo, p[1]);
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+ hi = Math.max(hi, p[1]);
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+ } return hi > lo ? hi - lo : 1; })();
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+ if (options.pruneDistant) {
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+ const limit = DEFAULT_SKIN_THRESHOLDS.distantFraction * height;
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+ weights = weights.map((m, v) => {
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+ const next = new Map();
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+ for (const [j, w] of m) {
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+ const at = bind[j];
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+ if (at && w >= DEFAULT_SKIN_THRESHOLDS.distantMinWeight && vdist(prim.pos[v], at) > limit) {
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+ prunedInfluences += 1;
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+ continue;
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+ }
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+ next.set(j, w);
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+ }
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+ return next.size > 0 ? next : m;
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+ });
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+ }
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+ let stretch = null;
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+ if (needPoses)
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+ stretch = triangleStretch(skin, prim, poses, Infinity, 0).worst;
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+ if (options.smoothBridges && stretch) {
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+ const adj = adjacency(prim);
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+ const threshold = options.smoothThreshold ?? 1.5;
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+ const rounds = Math.max(1, Math.floor(options.smoothRounds ?? 1));
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+ for (let round = 0; round < rounds; round += 1) {
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+ if (round > 0) {
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+ stretch = triangleStretch(skin, withWeights(prim, weights, K), poses, Infinity, 0).worst;
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+ let over = 0;
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+ for (let t = 0; t < stretch.length; t += 1)
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+ if (stretch[t] > DEFAULT_SKIN_THRESHOLDS.stretchLimit)
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+ over += 1;
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+ if (over <= Math.max(DEFAULT_SKIN_THRESHOLDS.stretchAllowTriangles, Math.floor(stretch.length * 0.001)))
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+ break;
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+ }
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+ let region = new Set();
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+ for (let t = 0; t < stretch.length; t += 1)
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+ if (stretch[t] > threshold)
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+ for (let k = 0; k < 3; k += 1)
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+ region.add(prim.indices[t * 3 + k]);
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+ for (let r = 0; r < Math.max(1, Math.floor(options.smoothRings ?? 4)); r += 1) {
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+ const next = new Set(region);
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+ for (const v of region)
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+ for (const n of adj[v] ?? [])
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+ next.add(n);
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+ region = next;
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+ }
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+ for (let it = 0; it < 30; it += 1) {
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+ const next = weights.map((m) => new Map(m));
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+ for (const v of region) {
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+ const nb = [...(adj[v] ?? [])];
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+ if (nb.length === 0)
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+ continue;
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+ const avg = new Map();
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+ for (const n of nb)
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+ for (const [j, w] of weights[n])
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+ avg.set(j, (avg.get(j) ?? 0) + w / nb.length);
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+ const m = new Map();
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+ for (const [j, w] of weights[v])
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+ m.set(j, 0.2 * w);
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+ for (const [j, w] of avg)
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+ m.set(j, (m.get(j) ?? 0) + 0.8 * w);
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+ next[v] = m;
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+ }
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+ weights = next;
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+ }
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+ smoothedVertices = Math.max(smoothedVertices, region.size);
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+ }
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+ }
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+ const changedWeights = Boolean(options.normalize || options.pruneDistant || options.smoothBridges);
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+ let indices = prim.indices;
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+ if (options.cutStretch !== undefined && stretch) {
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+ // re-measure after the weight edits so the cut only removes what is still stretched
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+ const keep = [];
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+ const edited = changedWeights ? withWeights(prim, weights, K) : prim;
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+ const again = triangleStretch(skin, edited, poses, Infinity, 0).worst;
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+ for (let t = 0; t < again.length; t += 1) {
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+ if (again[t] <= options.cutStretch)
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+ keep.push(prim.indices[t * 3], prim.indices[t * 3 + 1], prim.indices[t * 3 + 2]);
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+ else
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+ removedTriangles += 1;
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+ }
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+ indices = keep;
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+ }
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+ if (changedWeights) {
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+ const J = [], W = [];
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+ for (let v = 0; v < nV; v += 1) {
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+ const top = [...weights[v].entries()].sort((a, b) => b[1] - a[1]).slice(0, K);
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+ const sum = top.reduce((a, [, w]) => a + w, 0) || 1;
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+ if (top.length === 0)
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+ normalizedVertices += 1;
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+ if (Math.abs(((prim.weights[v] ?? []).reduce((a, b) => a + b, 0)) - 1) > DEFAULT_SKIN_THRESHOLDS.weightSumTolerance)
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+ normalizedVertices += 1;
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+ for (let k = 0; k < 4; k += 1) {
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+ J.push(top[k]?.[0] ?? 0);
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+ W.push(top[k] ? top[k][1] / sum : 0);
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+ }
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+ }
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+ const primitive = editor.primitive(prim.meshIndex, prim.primitiveIndex);
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+ primitive.attributes.JOINTS_0 = editor.addAccessor(J, 5123, "VEC4", 34962);
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+ primitive.attributes.WEIGHTS_0 = editor.addAccessor(W, 5126, "VEC4", 34962);
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+ }
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+ if (removedTriangles > 0) {
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+ const primitive = editor.primitive(prim.meshIndex, prim.primitiveIndex);
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+ primitive.indices = editor.addAccessor(indices, nV > 65535 ? 5125 : 5123, "SCALAR", 34963);
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+ }
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+ reports.push({ material: prim.materialName, normalizedVertices, prunedInfluences, smoothedVertices, removedTriangles });
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+ }
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+ }
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+ const repaired = editor.finish();
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+ const after = analyzeSkin(repaired, analysisOptions);
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+ if (before.bindMismatch.length > 0) {
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+ 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.`);
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+ }
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+ if (!after.ok && steps.length > 0)
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+ guidance.push(`Still failing after ${steps.join(", ")}: ${after.reasonCodes.join(", ")}. Cutting stretched triangles opens holes; prefer --rebuild-limbs or re-rigging.`);
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+ if (steps.length === 0)
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+ guidance.push("No repair step selected. Pass --normalize, --prune-distant, --smooth-bridges, --cut-stretch <limit> or --rebuild-limbs.");
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+ return { glb: repaired, report: { steps, primitives: reports, before, after, guidance } };
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+ }
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+ function withWeights(prim, weights, K) {
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+ const joints = [], w = [];
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+ for (let v = 0; v < prim.pos.length; v += 1) {
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+ const top = [...weights[v].entries()].sort((a, b) => b[1] - a[1]).slice(0, K);
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+ const sum = top.reduce((a, [, x]) => a + x, 0) || 1;
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+ joints.push([0, 1, 2, 3].map((k) => top[k]?.[0] ?? 0));
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+ w.push([0, 1, 2, 3].map((k) => (top[k] ? top[k][1] / sum : 0)));
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+ }
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+ return { ...prim, joints, weights: w };
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+ }
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+ //# sourceMappingURL=repair.js.map
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1
+ 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@@ -75,7 +75,7 @@ export function createA3DProject(options) {
75
75
  const dependencies = { ...(packageJson.dependencies ?? {}) };
76
76
  const auraDependencies = Object.keys(dependencies).filter((name) => name.startsWith("@aura3d/"));
77
77
  if (auraDependencies.length === 0) {
78
- dependencies["@aura3d/engine"] = options.packageVersion ?? "4.2.0";
78
+ dependencies["@aura3d/engine"] = options.packageVersion ?? "4.3.1";
79
79
  }
80
80
  else if (options.packageVersion) {
81
81
  for (const dependency of auraDependencies)
@@ -1 +1 @@
1
- {"version":3,"file":"layers.d.ts","sourceRoot":"","sources":["../../../../../../packages/engine/src/agent-api/camera/layers.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AAC5C,OAAO,KAAK,EACV,eAAe,EAEf,gBAAgB,EAChB,cAAc,EACd,eAAe,EAChB,MAAM,2BAA2B,CAAC;AA8CnC,MAAM,WAAW,eAAgB,SAAQ,eAAe;IACtD,GAAG,CAAC,KAAK,EAAE,QAAQ,EAAE,MAAM,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;IAC5C,KAAK,IAAI,IAAI,CAAC;CACf;AAED,4EAA4E;AAC5E,wBAAgB,iBAAiB,CAAC,cAAc,SAAM,GAAG,eAAe,CAqBvE;AAED,6EAA6E;AAC7E,wBAAgB,gBAAgB,IAAI,cAAc,CAyCjD;AAED,sFAAsF;AACtF,wBAAgB,kBAAkB,CAAC,eAAe,SAAO,GAAG,gBAAgB,CAyB3E;AAED;;;;GAIG;AACH,wBAAgB,iBAAiB,IAAI,eAAe,CAoFnD"}
1
+ {"version":3,"file":"layers.d.ts","sourceRoot":"","sources":["../../../../../../packages/engine/src/agent-api/camera/layers.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AAC5C,OAAO,KAAK,EACV,eAAe,EAEf,gBAAgB,EAChB,cAAc,EACd,eAAe,EAChB,MAAM,2BAA2B,CAAC;AA8CnC,MAAM,WAAW,eAAgB,SAAQ,eAAe;IACtD,GAAG,CAAC,KAAK,EAAE,QAAQ,EAAE,MAAM,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;IAC5C,KAAK,IAAI,IAAI,CAAC;CACf;AAED,4EAA4E;AAC5E,wBAAgB,iBAAiB,CAAC,cAAc,SAAM,GAAG,eAAe,CAqBvE;AAED,6EAA6E;AAC7E,wBAAgB,gBAAgB,IAAI,cAAc,CAyCjD;AAED,sFAAsF;AACtF,wBAAgB,kBAAkB,CAAC,eAAe,SAAO,GAAG,gBAAgB,CAyB3E;AAED;;;;GAIG;AACH,wBAAgB,iBAAiB,IAAI,eAAe,CAwFnD"}
@@ -147,6 +147,7 @@ export function createTraumaLayer() {
147
147
  let maxRollDeg = 2.5;
148
148
  let frequency = 18;
149
149
  let decayPerSecond = 1.6;
150
+ let maxTrauma = 1;
150
151
  let noises = [
151
152
  createNoise1D(1001),
152
153
  createNoise1D(2002),
@@ -159,7 +160,7 @@ export function createTraumaLayer() {
159
160
  return {
160
161
  id: "trauma",
161
162
  add(amount) {
162
- trauma = Math.min(1, Math.max(0, trauma + amount));
163
+ trauma = Math.min(maxTrauma, Math.max(0, trauma + amount));
163
164
  },
164
165
  configure(o) {
165
166
  if (o.maxOffset !== undefined)
@@ -179,6 +180,10 @@ export function createTraumaLayer() {
179
180
  frequency = o.frequency;
180
181
  if (o.decayPerSecond !== undefined)
181
182
  decayPerSecond = o.decayPerSecond;
183
+ if (o.maxTrauma !== undefined) {
184
+ maxTrauma = Math.min(1, Math.max(0, o.maxTrauma));
185
+ trauma = Math.min(trauma, maxTrauma);
186
+ }
182
187
  if (o.seed !== undefined) {
183
188
  const s = o.seed;
184
189
  noises = [0, 1, 2, 3, 4, 5].map((i) => createNoise1D(s + i * 1009));