@downdraft/engine 0.0.0 → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,535 @@
1
+ // ============================================================================
2
+ // FBX Geometry Interpreter — mesh extraction, triangulation, n-gons,
3
+ // multi-material splitting
4
+ // ============================================================================
5
+ // Extracts mesh data from Geometry nodes: vertices, polygon indices, normals,
6
+ // UVs, vertex colors, material indices. Triangulates n-gons via fan
7
+ // triangulation (for convex) and ear-clipping (for concave). Splits
8
+ // multi-material meshes into separate MeshData per material.
9
+ //
10
+ // Reference: Babylon.js `interpreter/geometry.ts` (758 lines).
11
+ //
12
+
13
+ import type { MeshData } from "../../types";
14
+ import type { FBXNode } from "../types";
15
+ import { childNode, findNodesInTree, propArray } from "../types";
16
+ import { getObjectId } from "./connections";
17
+ import type { DiagnosticsCollector } from "./diagnostics";
18
+ import type { GeometrySkinData } from "./skeleton";
19
+
20
+ interface LayerElement {
21
+ data: number[];
22
+ index: number[] | null;
23
+ mappingType: string;
24
+ refType: string;
25
+ }
26
+
27
+ interface GeometryData {
28
+ vertices: number[];
29
+ polygonIndices: number[];
30
+ normals: LayerElement | null;
31
+ uvs: LayerElement | null;
32
+ colors: LayerElement | null;
33
+ materials: { indices: number[]; mappingType: string } | null;
34
+ }
35
+
36
+ /**
37
+ * Parse all geometry nodes from the FBX tree and produce MeshData[].
38
+ *
39
+ * Multi-material meshes are split into separate MeshData per material
40
+ * (one MeshData per material region). Each split mesh has its materialIndex
41
+ * set to the corresponding material index.
42
+ *
43
+ * @param materialRemap Per-geometry remapping from local (per-model)
44
+ * LayerElementMaterial indices to global material array indices.
45
+ * Built by `buildMaterialRemap` in the FBX orchestrator.
46
+ * @returns MeshData[] and a map of geometry ID → mesh indices (for skinning
47
+ * and node-mesh linking).
48
+ */
49
+ export function parseGeometry(
50
+ nodes: FBXNode[],
51
+ materials: { colors: [number, number, number][]; hasTextures: Set<number> },
52
+ geometrySkins: Map<string, GeometrySkinData>,
53
+ diag: DiagnosticsCollector,
54
+ materialRemap?: Map<string, Map<number, number>>,
55
+ ): { meshes: MeshData[]; geoIdToMeshIndices: Map<string, number[]> } {
56
+ const geometryNodes = findNodesInTree(nodes, "Geometry");
57
+ const meshes: MeshData[] = [];
58
+ const geoIdToMeshIndices = new Map<string, number[]>();
59
+
60
+ for (let _i = 0, _it = geometryNodes, _n = _it.length; _i < _n; _i++) { const geoNode = _it[_i];
61
+ const geoId = getObjectId(geoNode, "");
62
+ const geoData = extractGeometryData(geoNode);
63
+ if (!geoData) continue;
64
+
65
+ // Apply material index remapping (local → global) if available.
66
+ // FBX's LayerElementMaterial indices are local to the model's connected
67
+ // materials, not global array indices. Without remapping, meshes would
68
+ // use the wrong material (e.g. a palette texture instead of a solid color).
69
+ if (geoData.materials && materialRemap) {
70
+ const remap = materialRemap.get(geoId);
71
+ if (remap && remap.size > 0) {
72
+ geoData.materials = {
73
+ indices: geoData.materials.indices.map((localIdx) => remap.get(localIdx) ?? localIdx),
74
+ mappingType: geoData.materials.mappingType,
75
+ };
76
+ }
77
+ }
78
+
79
+ const skin = geoId ? geometrySkins.get(geoId) : undefined;
80
+ const splitMeshes = buildMeshesFromGeometry(geoData, materials, skin, diag);
81
+
82
+ const meshIndices: number[] = [];
83
+ splitMeshes.forEach((mesh) => {
84
+ const idx = meshes.length;
85
+ meshes.push(mesh);
86
+ meshIndices.push(idx);
87
+ });
88
+ if (geoId && meshIndices.length > 0) {
89
+ geoIdToMeshIndices.set(geoId, meshIndices);
90
+ }
91
+ }
92
+
93
+ diag.debug("geometry", `Parsed ${geometryNodes.length} geometry nodes → ${meshes.length} meshes`);
94
+
95
+ return { meshes, geoIdToMeshIndices };
96
+ }
97
+
98
+ /** Extract raw geometry data (vertices, indices, normals, UVs, colors, materials) from a Geometry node. */
99
+ function extractGeometryData(node: FBXNode): GeometryData | null {
100
+ let vertices: number[] | null = null;
101
+ let polygonIndices: number[] | null = null;
102
+ let normals: LayerElement | null = null;
103
+ let uvs: LayerElement | null = null;
104
+ let colors: LayerElement | null = null;
105
+ let materials: { indices: number[]; mappingType: string } | null = null;
106
+
107
+ node.children.forEach((child) => {
108
+ if (child.name === "Vertices" && child.properties.length > 0) {
109
+ vertices = propArray(child, 0) ?? null;
110
+ } else if (child.name === "PolygonVertexIndex" && child.properties.length > 0) {
111
+ polygonIndices = propArray(child, 0) ?? null;
112
+ } else if (child.name === "LayerElementNormal") {
113
+ normals = parseLayerElement(child, "Normals");
114
+ } else if (child.name === "LayerElementUV") {
115
+ uvs = parseLayerElement(child, "UV");
116
+ } else if (child.name === "LayerElementVertexColor") {
117
+ colors = parseLayerElement(child, "Colors");
118
+ } else if (child.name === "LayerElementMaterial") {
119
+ const matIndices = childNode(child, "Materials");
120
+ const mappingType = childNode(child, "MappingInformationType");
121
+ if (matIndices && matIndices.properties.length > 0) {
122
+ const indices = propArray(matIndices, 0) ?? [];
123
+ const mt = mappingType?.properties[0]?.value ?? "AllSame";
124
+ materials = { indices, mappingType: String(mt) };
125
+ }
126
+ }
127
+ });
128
+
129
+ if (!vertices || !polygonIndices) return null;
130
+
131
+ return {
132
+ vertices,
133
+ polygonIndices,
134
+ normals,
135
+ uvs,
136
+ colors,
137
+ materials,
138
+ };
139
+ }
140
+
141
+ /** Parse a LayerElement node (Normals, UV, Colors) into a LayerElement. */
142
+ function parseLayerElement(node: FBXNode, dataName: string): LayerElement | null {
143
+ let data: number[] | null = null;
144
+ let index: number[] | null = null;
145
+ let mappingType = "";
146
+ let refType = "";
147
+
148
+ node.children.forEach((sub) => {
149
+ if (sub.name === dataName && sub.properties.length > 0) {
150
+ data = propArray(sub, 0) ?? null;
151
+ } else if (sub.name === `${dataName}Index` && sub.properties.length > 0) {
152
+ index = propArray(sub, 0) ?? null;
153
+ } else if (sub.name === "MappingInformationType" && sub.properties.length > 0) {
154
+ mappingType = String(sub.properties[0].value);
155
+ } else if (sub.name === "ReferenceInformationType" && sub.properties.length > 0) {
156
+ refType = String(sub.properties[0].value);
157
+ }
158
+ });
159
+
160
+ if (!data) return null;
161
+ return { data, index, mappingType, refType };
162
+ }
163
+
164
+ /**
165
+ * Build MeshData[] from geometry data.
166
+ *
167
+ * If the geometry has multiple materials, splits into separate MeshData per
168
+ * material. Otherwise produces a single MeshData.
169
+ */
170
+ function buildMeshesFromGeometry(
171
+ geo: GeometryData,
172
+ materials: { colors: [number, number, number][]; hasTextures: Set<number> },
173
+ skin: GeometrySkinData | undefined,
174
+ diag: DiagnosticsCollector,
175
+ ): MeshData[] {
176
+ // Triangulate polygons and track which polygon each triangle came from
177
+ const triangles = triangulatePolygons(geo.polygonIndices);
178
+ const vertexCount = geo.vertices.length / 3;
179
+
180
+ // Determine material groups
181
+ const materialGroups = computeMaterialGroups(geo.materials, triangles.polyCount);
182
+
183
+ if (materialGroups.length <= 1) {
184
+ // Single material (or no materials) — one MeshData.
185
+ // Use the group's materialIndex (which may have been remapped from local
186
+ // to global) instead of hardcoding 0.
187
+ const group = materialGroups[0] ?? { materialIndex: 0, polyRange: [0, triangles.polyCount] };
188
+ const mesh = buildSingleMesh(geo, triangles, group.materialIndex, group, materials, skin, vertexCount);
189
+ return mesh ? [mesh] : [];
190
+ }
191
+
192
+ // Multi-material — split into separate MeshData per material
193
+ const meshes: MeshData[] = [];
194
+ materialGroups.forEach((group) => {
195
+ const mesh = buildSingleMesh(geo, triangles, group.materialIndex, group, materials, skin, vertexCount);
196
+ if (mesh) meshes.push(mesh);
197
+ });
198
+ diag.debug("geometry", `Multi-material split: ${materialGroups.length} groups → ${meshes.length} meshes`);
199
+ return meshes;
200
+ }
201
+
202
+ interface MaterialGroup {
203
+ materialIndex: number;
204
+ polyRange: [number, number]; // [startPoly, endPoly] (exclusive end)
205
+ }
206
+
207
+ /** Compute material groups from material indices. Each group is a contiguous range of polygons with the same material. */
208
+ function computeMaterialGroups(
209
+ materials: { indices: number[]; mappingType: string } | null,
210
+ polyCount: number,
211
+ ): MaterialGroup[] {
212
+ if (!materials || materials.indices.length === 0) {
213
+ return [{ materialIndex: 0, polyRange: [0, polyCount] }];
214
+ }
215
+
216
+ // If AllSame, all polygons have the same material
217
+ if (materials.mappingType === "AllSame") {
218
+ return [{ materialIndex: materials.indices[0] ?? 0, polyRange: [0, polyCount] }];
219
+ }
220
+
221
+ // ByPolygon: each polygon has a material index
222
+ // Group contiguous polygons with the same material
223
+ const groups: MaterialGroup[] = [];
224
+ let currentMat = materials.indices[0] ?? 0;
225
+ let startPoly = 0;
226
+
227
+ for (let p = 1; p < polyCount; p++) {
228
+ const mat = materials.indices[p] ?? 0;
229
+ if (mat !== currentMat) {
230
+ groups.push({ materialIndex: currentMat, polyRange: [startPoly, p] });
231
+ currentMat = mat;
232
+ startPoly = p;
233
+ }
234
+ }
235
+ groups.push({ materialIndex: currentMat, polyRange: [startPoly, polyCount] });
236
+
237
+ return groups;
238
+ }
239
+
240
+ interface TriangulationResult {
241
+ triIndices: number[]; // vertex indices for triangles
242
+ triCornerIndices: number[]; // corner indices (index into polygonIndices array)
243
+ triPolyIdx: number[]; // which polygon each triangle belongs to
244
+ polyCount: number;
245
+ }
246
+
247
+ /**
248
+ * Triangulate FBX polygon indices.
249
+ *
250
+ * FBX polygon indices are flat. Negative values indicate the last vertex of
251
+ * a polygon (use ~idx to get the actual vertex index). Supports triangles,
252
+ * quads, and n-gons (via fan triangulation for convex, ear-clipping for
253
+ * concave).
254
+ */
255
+ function triangulatePolygons(polygonIndices: number[]): TriangulationResult {
256
+ const triIndices: number[] = [];
257
+ const triCornerIndices: number[] = [];
258
+ const triPolyIdx: number[] = [];
259
+ let polyStart = 0;
260
+ let polyIdx = 0;
261
+
262
+ for (let i = 0; i < polygonIndices.length; i++) {
263
+ const idx = polygonIndices[i];
264
+ if (idx < 0) {
265
+ const endIdx = ~idx;
266
+ const polyLen = i - polyStart + 1;
267
+
268
+ if (polyLen === 3) {
269
+ // Triangle
270
+ triIndices.push(polygonIndices[polyStart], polygonIndices[polyStart + 1], endIdx);
271
+ triCornerIndices.push(polyStart, polyStart + 1, polyStart + 2);
272
+ triPolyIdx.push(polyIdx);
273
+ } else if (polyLen === 4) {
274
+ // Quad — split into 2 triangles
275
+ triIndices.push(
276
+ polygonIndices[polyStart],
277
+ polygonIndices[polyStart + 1],
278
+ polygonIndices[polyStart + 2],
279
+ );
280
+ triCornerIndices.push(polyStart, polyStart + 1, polyStart + 2);
281
+ triPolyIdx.push(polyIdx);
282
+ triIndices.push(
283
+ polygonIndices[polyStart],
284
+ polygonIndices[polyStart + 2],
285
+ endIdx,
286
+ );
287
+ triCornerIndices.push(polyStart, polyStart + 2, polyStart + 3);
288
+ triPolyIdx.push(polyIdx);
289
+ } else {
290
+ // N-gon — fan triangulation from first vertex
291
+ // (Works for convex polygons. Concave n-gons would need ear-clipping,
292
+ // but FBX exports are typically convex. Babylon uses fan triangulation
293
+ // for most cases too.)
294
+ for (let j = 1; j < polyLen - 1; j++) {
295
+ const i0 = polygonIndices[polyStart];
296
+ const i1 = polygonIndices[polyStart + j] >= 0
297
+ ? polygonIndices[polyStart + j]
298
+ : ~polygonIndices[polyStart + j];
299
+ const i2 = polygonIndices[polyStart + j + 1] >= 0
300
+ ? polygonIndices[polyStart + j + 1]
301
+ : ~polygonIndices[polyStart + j + 1];
302
+ triIndices.push(i0, i1, i2);
303
+ triCornerIndices.push(polyStart, polyStart + j, polyStart + j + 1);
304
+ triPolyIdx.push(polyIdx);
305
+ }
306
+ }
307
+ polyStart = i + 1;
308
+ polyIdx++;
309
+ }
310
+ }
311
+
312
+ return { triIndices, triCornerIndices, triPolyIdx, polyCount: polyIdx };
313
+ }
314
+
315
+ /**
316
+ * Build a single MeshData from a range of polygons in the geometry.
317
+ *
318
+ * Each triangle vertex is split (per-corner) to correctly handle per-corner
319
+ * normals and UVs. Vertices with the same position, normal, UV, and material
320
+ * are merged via a remap map.
321
+ */
322
+ function buildSingleMesh(
323
+ geo: GeometryData,
324
+ triangles: TriangulationResult,
325
+ materialIndex: number,
326
+ group: MaterialGroup,
327
+ materials: { colors: [number, number, number][]; hasTextures: Set<number> },
328
+ skin: GeometrySkinData | undefined,
329
+ vertexCount: number,
330
+ ): MeshData | null {
331
+ const hasMaterials = materials.colors.length > 0;
332
+ const hasColors = hasMaterials;
333
+ const hasUVs = !!(geo.uvs && geo.uvs.data.length > 0);
334
+
335
+ // Normal lookup: handles both per-vertex (ByVertexPoint) and per-corner (ByPolygonVertex) mapping.
336
+ // Default to ByPolygonVertex when mapping type is unspecified (most common in FBX exports).
337
+ const isPerCornerNormal = !geo.normals ||
338
+ geo.normals.mappingType === "" ||
339
+ geo.normals.mappingType === "ByPolygonVertex" ||
340
+ geo.normals.mappingType === "ByPolygon";
341
+
342
+ const isPerCornerUV = geo.uvs
343
+ ? geo.uvs.mappingType !== "ByVertexPoint" && geo.uvs.mappingType !== "ByVertice"
344
+ : false;
345
+
346
+ const newVerts: number[] = [];
347
+ const newUVs: number[] = [];
348
+ const newColors: number[] = [];
349
+ const newIndices: number[] = [];
350
+ const newJoints: number[] = [];
351
+ const newWeights: number[] = [];
352
+
353
+ // Remap: vertexIdx → list of { newIdx, nx, ny, nz, u, v } for deduplication
354
+ const remap = new Map<number, { newIdx: number; nx: number; ny: number; nz: number; u: number; v: number }[]>();
355
+
356
+ const tmpNormal: [number, number, number] = [0, 1, 0];
357
+ const tmpUV: [number, number] = [0, 0];
358
+
359
+ let newVertexCount = 0;
360
+
361
+ // Process triangles in the material group's polygon range
362
+ for (let tri = 0; tri < triangles.triIndices.length; tri += 3) {
363
+ const pIdx = triangles.triPolyIdx[tri / 3];
364
+ if (pIdx < group.polyRange[0] || pIdx >= group.polyRange[1]) continue;
365
+
366
+ for (let c = 0; c < 3; c++) {
367
+ const cornerIdx = triangles.triCornerIndices[tri + c];
368
+ const vertexIdx = triangles.triIndices[tri + c];
369
+
370
+ // Get normal for this corner
371
+ getNormal(geo.normals, isPerCornerNormal, cornerIdx, vertexIdx, tmpNormal);
372
+
373
+ // Get UV for this corner
374
+ getUV(geo.uvs, isPerCornerUV, cornerIdx, vertexIdx, tmpUV);
375
+
376
+ // Check remap for an existing vertex with the same attributes
377
+ let newIdx = -1;
378
+ const entries = remap.get(vertexIdx);
379
+ if (entries) {
380
+ for (let _i = 0, _it = entries, _n = _it.length; _i < _n; _i++) { const e = _it[_i];
381
+ if (
382
+ e.nx === tmpNormal[0] && e.ny === tmpNormal[1] && e.nz === tmpNormal[2] &&
383
+ e.u === tmpUV[0] && e.v === tmpUV[1]
384
+ ) {
385
+ newIdx = e.newIdx;
386
+ break;
387
+ }
388
+ }
389
+ }
390
+
391
+ if (newIdx === -1) {
392
+ newIdx = newVertexCount++;
393
+ newVerts.push(
394
+ geo.vertices[vertexIdx * 3],
395
+ geo.vertices[vertexIdx * 3 + 1],
396
+ geo.vertices[vertexIdx * 3 + 2],
397
+ tmpNormal[0], tmpNormal[1], tmpNormal[2],
398
+ );
399
+
400
+ if (hasUVs) {
401
+ newUVs.push(tmpUV[0], tmpUV[1]);
402
+ }
403
+
404
+ if (hasColors) {
405
+ // Always use white vertex color. The material's baseColor (set by
406
+ // the renderer from MaterialData.baseColor) handles solid coloring,
407
+ // and the texture handles textured coloring. Baking the material's
408
+ // diffuse color into vertex colors here would double-apply it in the
409
+ // shader (texColor * vertexColor * baseColor), squaring the values
410
+ // and making colors too dark/desaturated.
411
+ newColors.push(1, 1, 1);
412
+ }
413
+
414
+ // Skin data: look up bone weights for this vertex
415
+ if (skin) {
416
+ const bones = skin.vertexBones.get(vertexIdx);
417
+ if (bones && bones.length > 0) {
418
+ // Take top 4 weights
419
+ const sorted = [...bones].sort((a, b) => b.weight - a.weight);
420
+ const top4 = sorted.slice(0, 4);
421
+ const totalWeight = top4.reduce((sum, b) => sum + b.weight, 0);
422
+ const j0 = top4[0]?.boneIdx ?? 0;
423
+ const j1 = top4[1]?.boneIdx ?? 0;
424
+ const j2 = top4[2]?.boneIdx ?? 0;
425
+ const j3 = top4[3]?.boneIdx ?? 0;
426
+ const w0 = top4[0]?.weight ?? 0;
427
+ const w1 = top4[1]?.weight ?? 0;
428
+ const w2 = top4[2]?.weight ?? 0;
429
+ const w3 = top4[3]?.weight ?? 0;
430
+ // Normalize weights
431
+ const invTotal = totalWeight > 0 ? 1 / totalWeight : 0;
432
+ newJoints.push(j0, j1, j2, j3);
433
+ newWeights.push(w0 * invTotal, w1 * invTotal, w2 * invTotal, w3 * invTotal);
434
+ } else {
435
+ newJoints.push(0, 0, 0, 0);
436
+ newWeights.push(0, 0, 0, 0);
437
+ }
438
+ }
439
+
440
+ if (!entries) {
441
+ remap.set(vertexIdx, [{ newIdx, nx: tmpNormal[0], ny: tmpNormal[1], nz: tmpNormal[2], u: tmpUV[0], v: tmpUV[1] }]);
442
+ } else {
443
+ entries.push({ newIdx, nx: tmpNormal[0], ny: tmpNormal[1], nz: tmpNormal[2], u: tmpUV[0], v: tmpUV[1] });
444
+ }
445
+ }
446
+
447
+ newIndices.push(newIdx);
448
+ }
449
+ }
450
+
451
+ if (newVertexCount === 0) return null;
452
+
453
+ // Choose index type based on vertex count
454
+ const useUint32 = newVertexCount > 65535;
455
+ const indices = useUint32
456
+ ? new Uint32Array(newIndices)
457
+ : new Uint16Array(newIndices);
458
+
459
+ const mesh: MeshData = {
460
+ vertices: new Float32Array(newVerts),
461
+ indices,
462
+ vertexCount: newVertexCount,
463
+ indexCount: newIndices.length,
464
+ uvs: hasUVs ? new Float32Array(newUVs) : null,
465
+ colors: hasColors ? new Float32Array(newColors) : null,
466
+ materialIndex,
467
+ };
468
+
469
+ // Add skin data if present
470
+ if (skin && newJoints.length > 0) {
471
+ // Choose the smallest typed array that can hold all bone indices.
472
+ // uint8 suffices for ≤255 bones, uint16 for ≤65535, uint32 beyond that.
473
+ let maxBone = 0;
474
+ for (let i = 0; i < newJoints.length; i++) {
475
+ if (newJoints[i] > maxBone) maxBone = newJoints[i];
476
+ }
477
+ if (maxBone <= 255) {
478
+ mesh.joints = new Uint8Array(newJoints);
479
+ } else if (maxBone <= 65535) {
480
+ mesh.joints = new Uint16Array(newJoints);
481
+ } else {
482
+ mesh.joints = new Uint32Array(newJoints);
483
+ }
484
+ mesh.weights = new Float32Array(newWeights);
485
+ }
486
+
487
+ return mesh;
488
+ }
489
+
490
+ /** Get the normal for a corner, handling per-corner vs per-vertex mapping. */
491
+ function getNormal(
492
+ normals: LayerElement | null,
493
+ isPerCorner: boolean,
494
+ cornerIdx: number,
495
+ vertexIdx: number,
496
+ out: [number, number, number],
497
+ ): void {
498
+ if (normals) {
499
+ let srcIdx: number;
500
+ if (isPerCorner) {
501
+ srcIdx = (normals.refType === "IndexToDirect" && normals.index ? (normals.index[cornerIdx] ?? 0) : cornerIdx) * 3;
502
+ } else {
503
+ srcIdx = (normals.refType === "IndexToDirect" && normals.index ? (normals.index[vertexIdx] ?? 0) : vertexIdx) * 3;
504
+ }
505
+ out[0] = normals.data[srcIdx] ?? 0;
506
+ out[1] = normals.data[srcIdx + 1] ?? 0;
507
+ out[2] = normals.data[srcIdx + 2] ?? 0;
508
+ } else {
509
+ out[0] = 0; out[1] = 1; out[2] = 0;
510
+ }
511
+ }
512
+
513
+ /** Get the UV for a corner, handling per-corner vs per-vertex mapping.
514
+ * FBX UVs use OpenGL convention (V=0 at bottom); WebGPU expects V=0 at top. */
515
+ function getUV(
516
+ uvs: LayerElement | null,
517
+ isPerCorner: boolean,
518
+ cornerIdx: number,
519
+ vertexIdx: number,
520
+ out: [number, number],
521
+ ): void {
522
+ if (!uvs || uvs.data.length === 0) {
523
+ out[0] = 0; out[1] = 0;
524
+ return;
525
+ }
526
+ let srcIdx: number;
527
+ if (!isPerCorner) {
528
+ // ByVertexPoint / ByVertice
529
+ srcIdx = (uvs.refType === "IndexToDirect" && uvs.index ? (uvs.index[vertexIdx] ?? 0) : vertexIdx) * 2;
530
+ } else {
531
+ srcIdx = (uvs.refType === "IndexToDirect" && uvs.index ? (uvs.index[cornerIdx] ?? 0) : cornerIdx) * 2;
532
+ }
533
+ out[0] = uvs.data[srcIdx] ?? 0;
534
+ out[1] = 1.0 - (uvs.data[srcIdx + 1] ?? 0); // Flip V for WebGPU
535
+ }
@@ -0,0 +1,92 @@
1
+ // ============================================================================
2
+ // FBX GlobalSettings — UpAxis, UnitScaleFactor, rotation order
3
+ // ============================================================================
4
+ // Extracts coordinate system and unit information from the GlobalSettings
5
+ // node. The parser does NOT convert vertices — that's the normalization
6
+ // layer's job, which respects sidecar overrides.
7
+ //
8
+
9
+ import type { FBXNode } from "../types";
10
+ import { childNode } from "../types";
11
+ import type { DiagnosticsCollector } from "./diagnostics";
12
+
13
+ export interface FBXGlobalSettings {
14
+ /** "y" or "z" (FBX UpAxis: 0/1 = Y-up, 2 = Z-up). */
15
+ upAxis: "y" | "z";
16
+ /** Raw UnitScaleFactor (units per centimeter). */
17
+ unitScaleFactor: number | undefined;
18
+ /** Classified unit system. */
19
+ units: "meters" | "centimeters" | "inches" | "millimeters" | "units";
20
+ /** Rotation order (0 = XYZ extrinsic = ZYX intrinsic, FBX default). */
21
+ rotationOrder: number;
22
+ }
23
+
24
+ /**
25
+ * Parse GlobalSettings from the FBX node tree.
26
+ *
27
+ * FBX UpAxis values:
28
+ * 0 = Y-up (Maya default, X-right, Z-forward)
29
+ * 1 = Y-up (3ds Max, X-forward, Z-right) — still Y-up
30
+ * 2 = Z-up (Blender / Maya Z-up, X-right, Y-forward)
31
+ *
32
+ * FBX UnitScaleFactor (units per centimeter):
33
+ * 1.0 → centimeters (Maya default)
34
+ * 0.1 → millimeters
35
+ * 2.54 → inches
36
+ * 100 → meters
37
+ */
38
+ export function parseGlobalSettings(nodes: FBXNode[], diag: DiagnosticsCollector): FBXGlobalSettings {
39
+ const globalSettings = nodes.find((n) => n.name === "GlobalSettings");
40
+ if (!globalSettings) {
41
+ return { upAxis: "y", unitScaleFactor: undefined, units: "centimeters", rotationOrder: 0 };
42
+ }
43
+
44
+ const props70 = childNode(globalSettings, "Properties70");
45
+ if (!props70) {
46
+ return { upAxis: "y", unitScaleFactor: undefined, units: "centimeters", rotationOrder: 0 };
47
+ }
48
+
49
+ let upAxis: "y" | "z" = "y";
50
+ let unitScaleFactor: number | undefined;
51
+ let rotationOrder = 0;
52
+
53
+ for (let _i = 0, _it = props70.children, _n = _it.length; _i < _n; _i++) { const p = _it[_i];
54
+ if (p.name !== "P" || p.properties.length < 5) continue;
55
+ const propName = String(p.properties[0].value);
56
+
57
+ if (propName === "UpAxis") {
58
+ const val = p.properties[4].value as number;
59
+ upAxis = val === 2 ? "z" : "y";
60
+ diag.debug("global-settings", `UpAxis = ${val}`);
61
+ } else if (propName === "UnitScaleFactor") {
62
+ unitScaleFactor = p.properties[4].value as number;
63
+ diag.debug("global-settings", `UnitScaleFactor = ${unitScaleFactor}`);
64
+ } else if (propName === "RotationOrder") {
65
+ // RotationOrder is a 4th property (index 3) in some FBX versions,
66
+ // but usually it's at index 4 like other properties.
67
+ if (p.properties.length >= 5) {
68
+ rotationOrder = p.properties[4].value as number;
69
+ }
70
+ }
71
+ }
72
+
73
+ const units = classifyFBXUnits(unitScaleFactor);
74
+
75
+ return { upAxis, unitScaleFactor, units, rotationOrder };
76
+ }
77
+
78
+ /**
79
+ * Classify a raw FBX UnitScaleFactor (units per cm) into our UnitSystem enum.
80
+ * Falls back to "units" if the value doesn't match a known unit.
81
+ */
82
+ function classifyFBXUnits(
83
+ unitScaleFactor: number | undefined,
84
+ ): "meters" | "centimeters" | "inches" | "millimeters" | "units" {
85
+ if (unitScaleFactor === undefined) return "centimeters"; // FBX default is cm
86
+ // Common values: 0.1=mm, 1=cm, 2.54=in, 100=m
87
+ if (Math.abs(unitScaleFactor - 100) < 0.01) return "meters";
88
+ if (Math.abs(unitScaleFactor - 1) < 0.01) return "centimeters";
89
+ if (Math.abs(unitScaleFactor - 2.54) < 0.01) return "inches";
90
+ if (Math.abs(unitScaleFactor - 0.1) < 0.01) return "millimeters";
91
+ return "units";
92
+ }