@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 +1,476 @@
1
+ // ============================================================================
2
+ // FBX Skeleton Interpreter — bone hierarchy, inverse bind matrices, skin data
3
+ // ============================================================================
4
+ // Extracts skin/deformer data from Deformer nodes. Classifies deformers as
5
+ // Skin (container) or Cluster (per-bone data with indexes/weights/transform).
6
+ // Builds BoneData[] with inverse bind matrices and rest transforms.
7
+ //
8
+ // Reference: Babylon.js `interpreter/skeleton.ts` (705 lines) + `rig.ts` (331).
9
+ //
10
+
11
+ import type { BoneData } from "../../types";
12
+ import type { FBXNode } from "../types";
13
+ import { childNode, findNodesInTree, propArray } from "../types";
14
+ import type { FBXConnectionGraph } from "./connections";
15
+ import { buildObjectIdMap, getObjectId, getObjectName } from "./connections";
16
+ import type { DiagnosticsCollector } from "./diagnostics";
17
+ import { normalizeNodeName } from "./nodes";
18
+
19
+ /** Per-vertex bone weights for a single geometry. */
20
+ export interface GeometrySkinData {
21
+ vertexBones: Map<number, { boneIdx: number; weight: number }[]>;
22
+ }
23
+
24
+ /** Result of skin parsing: per-geometry skin data + the full SkinData. */
25
+ export interface SkinParseResult {
26
+ geometrySkins: Map<string, GeometrySkinData>;
27
+ bones: BoneData[];
28
+ boneNameToIndex: Map<string, number>;
29
+ }
30
+
31
+ /**
32
+ * Parse skin/deformer data from the FBX tree.
33
+ *
34
+ * Uses pre-built OO connection maps for O(1) lookups instead of linear-scanning
35
+ * all connections per cluster (which is O(n×m) and hangs on large files).
36
+ *
37
+ * @param nodes The full FBX node tree.
38
+ * @param graph The connection graph.
39
+ * @param modelNodes The parsed ModelNode[] hierarchy (for bone rest transforms).
40
+ * @param diag Diagnostics collector.
41
+ * @returns Skin data, or null if no deformers.
42
+ */
43
+ export function parseSkinData(
44
+ nodes: FBXNode[],
45
+ graph: FBXConnectionGraph,
46
+ modelNodes: { name: string; nodeIndex?: number; translation?: [number, number, number]; rotation?: [number, number, number, number]; scale?: [number, number, number] }[],
47
+ diag: DiagnosticsCollector,
48
+ ): SkinParseResult | null {
49
+ const deformerNodes = findNodesInTree(nodes, "Deformer");
50
+ if (deformerNodes.length === 0) return null;
51
+
52
+ const objectIdMap = buildObjectIdMap(nodes);
53
+
54
+ // ── Build OO connection lookup maps (O(1) instead of O(n) per query) ──────
55
+ // For each object ID, store its OO parents and children.
56
+ const ooParents = new Map<string, string[]>();
57
+ const ooChildren = new Map<string, string[]>();
58
+ for (let _i = 0, _it = graph.connections, _n = _it.length; _i < _n; _i++) { const conn = _it[_i];
59
+ if (conn.type !== "OO") continue;
60
+ let p = ooParents.get(conn.childId);
61
+ if (!p) { p = []; ooParents.set(conn.childId, p); }
62
+ p.push(conn.parentId);
63
+ let c = ooChildren.get(conn.parentId);
64
+ if (!c) { c = []; ooChildren.set(conn.parentId, c); }
65
+ c.push(conn.childId);
66
+ }
67
+
68
+ /** Get all OO parents of an object. */
69
+ const getOOParents = (id: string): string[] => ooParents.get(id) ?? [];
70
+ /** Get all OO children of an object. */
71
+ const getOOChildren = (id: string): string[] => ooChildren.get(id) ?? [];
72
+
73
+ /** Find a connected node of a specific type (checks both directions). */
74
+ const findConnectedOfType = (id: string, typeName: string): string | undefined => {
75
+ for (const pid of getOOParents(id)) {
76
+ const node = objectIdMap.get(pid);
77
+ if (node && node.name === typeName) return pid;
78
+ }
79
+ for (const cid of getOOChildren(id)) {
80
+ const node = objectIdMap.get(cid);
81
+ if (node && node.name === typeName) return cid;
82
+ }
83
+ return undefined;
84
+ };
85
+
86
+ // ── Classify deformers: Cluster (has Indexes) vs Skin (container) ─────────
87
+ const skinDeformerIds = new Set<string>();
88
+ const clusterNodes = new Map<string, FBXNode>();
89
+ for (let i = 0; i < deformerNodes.length; i++) {
90
+ const node = deformerNodes[i];
91
+ const id = getObjectId(node, `deformer_${i}`);
92
+ const hasIndexes = node.children.some((c) => c.name === "Indexes");
93
+ if (hasIndexes) {
94
+ clusterNodes.set(id, node);
95
+ } else {
96
+ skinDeformerIds.add(id);
97
+ }
98
+ }
99
+
100
+ if (clusterNodes.size === 0) return null;
101
+
102
+ // ── Build bone list from clusters ─────────────────────────────────────────
103
+ const bones: BoneData[] = [];
104
+ const boneNameToIndex = new Map<string, number>();
105
+ const boneIdToIndex = new Map<string, number>();
106
+ const clusterToBoneModelId = new Map<string, string>();
107
+
108
+ // Pre-build modelNode ID → index map for O(1) lookup.
109
+ // We use the FBX object ID (not name) because multiple model nodes can
110
+ // share the same name (e.g., 439 model nodes, 54 unique bone names).
111
+ const modelNodeIdToIdx = new Map<string, number>();
112
+ const objectsNode = nodes.find((n) => n.name === "Objects");
113
+ if (objectsNode) {
114
+ const modelNodesRaw = findNodesInTree([objectsNode], "Model");
115
+ for (let i = 0; i < modelNodesRaw.length; i++) {
116
+ const id = getObjectId(modelNodesRaw[i], `model_${i}`);
117
+ modelNodeIdToIdx.set(id, i);
118
+ }
119
+ }
120
+
121
+ for (const [clusterId, clusterNode] of clusterNodes.entries()) {
122
+ // Find the Model node connected to this cluster (via OO connection, either direction)
123
+ const boneModelId = findConnectedOfType(clusterId, "Model");
124
+ if (!boneModelId) {
125
+ diag.warn("skeleton", `Cluster ${clusterId} has no connected Model node, skipping`);
126
+ continue;
127
+ }
128
+ const boneModelNode = objectIdMap.get(boneModelId)!;
129
+ clusterToBoneModelId.set(clusterId, boneModelId);
130
+
131
+ // Deduplicate: if this bone model node was already seen (multiple meshes
132
+ // share the same skeleton), reuse the existing bone index instead of
133
+ // creating a duplicate. This is critical for models like Aisha where
134
+ // 700+ meshes each have their own skin deformer referencing the same
135
+ // 54 bone model nodes — without dedup, we'd get 3,467 duplicate bones.
136
+ const existingIdx = boneIdToIndex.get(boneModelId);
137
+ if (existingIdx !== undefined) continue;
138
+
139
+ const rawName = getObjectName(boneModelNode, `bone_${bones.length}`);
140
+ const boneName = normalizeNodeName(rawName);
141
+
142
+ // Extract inverse bind matrix from the cluster.
143
+ // FBX clusters have:
144
+ // Transform: the transform from mesh space to bone space (rarely used)
145
+ // TransformLink: the bone's WORLD transform at bind time
146
+ // The inverse bind matrix (IBM) = inverse(TransformLink).
147
+ // FBX stores matrices in column-major layout (translation at [12,13,14]),
148
+ // matching WebGPU — no transpose needed.
149
+ const transform = propArray(childNode(clusterNode, "Transform"), 0);
150
+ const transformLink = propArray(childNode(clusterNode, "TransformLink"), 0);
151
+ let inverseBindMatrix: Float32Array;
152
+ if (transformLink && transformLink.length === 16) {
153
+ inverseBindMatrix = invertMat4CM(new Float32Array(transformLink));
154
+ } else if (transform && transform.length === 16) {
155
+ inverseBindMatrix = new Float32Array(transform);
156
+ } else {
157
+ inverseBindMatrix = new Float32Array(16);
158
+ }
159
+
160
+ // Find bone rest transform from the model node hierarchy (O(1) lookup by ID)
161
+ const modelNodeIdx = modelNodeIdToIdx.get(boneModelId) ?? -1;
162
+ const restTranslation = modelNodeIdx >= 0 ? (modelNodes[modelNodeIdx].translation ?? [0, 0, 0]) : [0, 0, 0];
163
+ const restRotation = modelNodeIdx >= 0 ? (modelNodes[modelNodeIdx].rotation ?? [0, 0, 0, 1]) : [0, 0, 0, 1] as [number, number, number, number];
164
+ const restScale = modelNodeIdx >= 0 ? (modelNodes[modelNodeIdx].scale ?? [1, 1, 1]) : [1, 1, 1] as [number, number, number];
165
+
166
+ // Find parent bone: look up the bone's model parent in the hierarchy,
167
+ // then check if that parent model is also a bone (in boneIdToIndex).
168
+ let parentIndex = -1;
169
+ const parentId = graph.getHierarchyParent(boneModelId);
170
+ if (parentId && boneIdToIndex.has(parentId)) {
171
+ parentIndex = boneIdToIndex.get(parentId)!;
172
+ }
173
+
174
+ const boneIdx = bones.length;
175
+ bones.push({
176
+ name: boneName,
177
+ nodeIndex: modelNodeIdx >= 0 ? modelNodeIdx : 0,
178
+ parentIndex,
179
+ inverseBindMatrix,
180
+ restTranslation: restTranslation as [number, number, number],
181
+ restRotation: restRotation as [number, number, number, number],
182
+ restScale: restScale as [number, number, number],
183
+ });
184
+ boneNameToIndex.set(boneName, boneIdx);
185
+ boneIdToIndex.set(boneModelId, boneIdx);
186
+ }
187
+
188
+ // ── Fix parent indices + compute root ancestor matrices (second pass) ──────
189
+ // The first pass processes clusters in arbitrary order, so a bone's parent
190
+ // may not have been seen yet. Now that all bone model IDs are in
191
+ // boneIdToIndex, re-resolve every bone's parent.
192
+ //
193
+ // For root bones (parentIndex < 0), the bone's FBX model node may still have
194
+ // non-bone ancestors (e.g., spine_03 → spine_02 → spine_01, where spine_02
195
+ // and spine_01 are not bones). The TransformLink includes those ancestors'
196
+ // world transforms, but computeSkinMatrices only uses the bone's local rest
197
+ // transform for roots. We compute the composed ancestor world transform and
198
+ // store it as rootAncestorMatrix so the animator can apply it.
199
+ const boneIdxToModelId = new Map<number, string>();
200
+ for (const [modelId, idx] of boneIdToIndex.entries()) {
201
+ boneIdxToModelId.set(idx, modelId);
202
+ }
203
+
204
+ // Build model node ID → ModelNode map (for rest transforms of non-bone ancestors)
205
+ const modelNodeIdToNode = new Map<string, { translation?: [number, number, number]; rotation?: [number, number, number, number]; scale?: [number, number, number] }>();
206
+ for (const [id, idx] of modelNodeIdToIdx.entries()) {
207
+ if (idx < modelNodes.length) {
208
+ modelNodeIdToNode.set(id, modelNodes[idx]);
209
+ }
210
+ }
211
+
212
+ let rootCount = 0;
213
+ for (let i = 0; i < bones.length; i++) {
214
+ const modelId = boneIdxToModelId.get(i);
215
+ if (!modelId) continue;
216
+
217
+ // Walk up the hierarchy to find the nearest BONE ancestor.
218
+ // Non-bone model nodes (e.g., spine_02 between spine_03 and spine_01)
219
+ // are collected into an intermediate transform chain.
220
+ const intermediateLocals: { t: [number, number, number]; r: [number, number, number, number]; s: [number, number, number] }[] = [];
221
+ let currentParentId = graph.getHierarchyParent(modelId);
222
+ let boneParentIdx = -1;
223
+
224
+ while (currentParentId) {
225
+ if (boneIdToIndex.has(currentParentId)) {
226
+ boneParentIdx = boneIdToIndex.get(currentParentId)!;
227
+ break;
228
+ }
229
+ // Non-bone ancestor: collect its local transform
230
+ const ancestorNode = modelNodeIdToNode.get(currentParentId);
231
+ if (ancestorNode) {
232
+ intermediateLocals.push({
233
+ t: ancestorNode.translation ?? [0, 0, 0],
234
+ r: ancestorNode.rotation ?? [0, 0, 0, 1],
235
+ s: ancestorNode.scale ?? [1, 1, 1],
236
+ });
237
+ }
238
+ currentParentId = graph.getHierarchyParent(currentParentId);
239
+ }
240
+
241
+ bones[i].parentIndex = boneParentIdx;
242
+
243
+ if (boneParentIdx < 0) {
244
+ rootCount++;
245
+ }
246
+
247
+ // If there are non-bone intermediates between this bone and its bone parent,
248
+ // compose their transforms into a matrix that will be applied in
249
+ // computeSkinMatrices. For root bones, this is the ancestor world transform.
250
+ // For child bones with intermediates, we store it as rootAncestorMatrix
251
+ // and apply it as: world = intermediateWorld * local (instead of parent * local).
252
+ if (intermediateLocals.length > 0) {
253
+ // Compose from topmost ancestor down: world = top * ... * closest_intermediate
254
+ // intermediateLocals[0] is the closest parent, last is the topmost.
255
+ let mat = new Float32Array(16);
256
+ const top = intermediateLocals[intermediateLocals.length - 1];
257
+ composeMat4Local(top.t, top.r, top.s, mat);
258
+ for (let a = intermediateLocals.length - 2; a >= 0; a--) {
259
+ const localMat = new Float32Array(16);
260
+ composeMat4Local(intermediateLocals[a].t, intermediateLocals[a].r, intermediateLocals[a].s, localMat);
261
+ const product = multiplyMat4CM(mat, localMat);
262
+ mat.set(product);
263
+ }
264
+ bones[i].rootAncestorMatrix = mat;
265
+ }
266
+ }
267
+ diag.debug("skeleton", `Parent fixup: ${rootCount} root bones, ${bones.length - rootCount} child bones`);
268
+
269
+ // ── Build per-geometry skin data ──────────────────────────────────────────
270
+ // For each Skin deformer, find its geometry and collect vertex→bone weights
271
+ // from all clusters under that skin.
272
+ const geometrySkins = new Map<string, GeometrySkinData>();
273
+
274
+ // Pre-build skinId → clusterIds[] map (O(1) per skin instead of O(n×m))
275
+ const skinToClusters = new Map<string, string[]>();
276
+ for (const [clusterId] of clusterNodes.entries()) {
277
+ // A cluster is connected to a skin if the skin is an OO parent or child
278
+ for (const pid of getOOParents(clusterId)) {
279
+ if (skinDeformerIds.has(pid)) {
280
+ let list = skinToClusters.get(pid);
281
+ if (!list) { list = []; skinToClusters.set(pid, list); }
282
+ list.push(clusterId);
283
+ }
284
+ }
285
+ for (const cid of getOOChildren(clusterId)) {
286
+ if (skinDeformerIds.has(cid)) {
287
+ let list = skinToClusters.get(cid);
288
+ if (!list) { list = []; skinToClusters.set(cid, list); }
289
+ list.push(clusterId);
290
+ }
291
+ }
292
+ }
293
+
294
+ for (const skinId of skinDeformerIds.values()) {
295
+ // Find the geometry connected to this skin (either direction, O(1))
296
+ const geometryId = findConnectedOfType(skinId, "Geometry");
297
+ if (!geometryId) continue;
298
+
299
+ // Get all clusters connected to this skin (O(1) from pre-built map)
300
+ const clusters = skinToClusters.get(skinId) ?? [];
301
+ const vertexBones = new Map<number, { boneIdx: number; weight: number }[]>();
302
+
303
+ for (let _i = 0, _it = clusters, _n = _it.length; _i < _n; _i++) { const clusterId = _it[_i];
304
+ const clusterNode = clusterNodes.get(clusterId);
305
+ if (!clusterNode) continue;
306
+
307
+ const boneModelId = clusterToBoneModelId.get(clusterId);
308
+ if (!boneModelId) continue;
309
+ const boneIdx = boneIdToIndex.get(boneModelId);
310
+ if (boneIdx === undefined) continue;
311
+
312
+ const indexes = propArray(childNode(clusterNode, "Indexes"), 0) ?? [];
313
+ const weights = propArray(childNode(clusterNode, "Weights"), 0) ?? [];
314
+
315
+ for (let v = 0; v < indexes.length; v++) {
316
+ const vertexIdx = indexes[v];
317
+ const weight = weights[v] ?? 0;
318
+ if (weight === 0) continue;
319
+ let bones = vertexBones.get(vertexIdx);
320
+ if (!bones) {
321
+ bones = [];
322
+ vertexBones.set(vertexIdx, bones);
323
+ }
324
+ bones.push({ boneIdx, weight });
325
+ }
326
+ }
327
+
328
+ if (vertexBones.size > 0) {
329
+ geometrySkins.set(geometryId, { vertexBones });
330
+ }
331
+ }
332
+
333
+ // ── Topological sort: ensure parents come before children ─────────────────
334
+ // computeSkinMatrices processes bones in index order and reads the parent's
335
+ // world matrix, which must already be computed. If a bone's parentIndex >
336
+ // its own index, the parent's world matrix is stale (zero or previous frame),
337
+ // breaking the rigging. We reorder the bones array via BFS from roots and
338
+ // remap all index references (parentIndex, boneNameToIndex, and joint indices
339
+ // in geometrySkins).
340
+ const oldToNew = new Int32Array(bones.length);
341
+ oldToNew.fill(-1);
342
+ const newBones: BoneData[] = [];
343
+ // Find root bones (parentIndex < 0) and BFS down the hierarchy.
344
+ const childMap = new Map<number, number[]>();
345
+ for (let i = 0; i < bones.length; i++) {
346
+ const p = bones[i].parentIndex;
347
+ if (p >= 0) {
348
+ let list = childMap.get(p);
349
+ if (!list) { list = []; childMap.set(p, list); }
350
+ list.push(i);
351
+ }
352
+ }
353
+ const queue: number[] = [];
354
+ for (let i = 0; i < bones.length; i++) {
355
+ if (bones[i].parentIndex < 0) queue.push(i);
356
+ }
357
+ while (queue.length > 0) {
358
+ const oldIdx = queue.shift()!;
359
+ const newIdx = newBones.length;
360
+ oldToNew[oldIdx] = newIdx;
361
+ newBones.push(bones[oldIdx]);
362
+ const children = childMap.get(oldIdx);
363
+ if (children) children.forEach((c) => { queue.push(c);; });
364
+ }
365
+ // Safety: if any bones weren't reached (cycle or disconnected), append them.
366
+ for (let i = 0; i < bones.length; i++) {
367
+ if (oldToNew[i] < 0) {
368
+ oldToNew[i] = newBones.length;
369
+ newBones.push(bones[i]);
370
+ }
371
+ }
372
+
373
+ // Remap parentIndex in the reordered bones.
374
+ for (let i = 0; i < newBones.length; i++) {
375
+ const p = newBones[i].parentIndex;
376
+ newBones[i] = { ...newBones[i], parentIndex: p >= 0 ? oldToNew[p] : -1 };
377
+ }
378
+
379
+ // Remap boneNameToIndex values.
380
+ const newBoneNameToIndex = new Map<string, number>();
381
+ for (const [name, oldIdx] of boneNameToIndex.entries()) {
382
+ newBoneNameToIndex.set(name, oldToNew[oldIdx]);
383
+ }
384
+
385
+ // Remap joint indices in geometrySkins so mesh joint arrays match the new
386
+ // bone order. Without this, meshes would reference the wrong bones.
387
+ for (const geoSkin of geometrySkins.values()) {
388
+ for (const boneList of geoSkin.vertexBones.values()) {
389
+ boneList.forEach((entry) => {
390
+ entry.boneIdx = oldToNew[entry.boneIdx];
391
+ });
392
+ }
393
+ }
394
+
395
+ diag.debug("skeleton", `Parsed ${newBones.length} bones, ${geometrySkins.size} skinned geometries (topologically sorted)`);
396
+
397
+ return { geometrySkins, bones: newBones, boneNameToIndex: newBoneNameToIndex };
398
+ }
399
+
400
+ /** Invert a 4×4 column-major matrix. Returns identity if singular. */
401
+ function invertMat4CM(m: Float32Array): Float32Array {
402
+ const a00 = m[0], a01 = m[4], a02 = m[8], a03 = m[12];
403
+ const a10 = m[1], a11 = m[5], a12 = m[9], a13 = m[13];
404
+ const a20 = m[2], a21 = m[6], a22 = m[10], a23 = m[14];
405
+ const a30 = m[3], a31 = m[7], a32 = m[11], a33 = m[15];
406
+ const b00 = a11*a22*a33 - a11*a23*a32 - a21*a12*a33 + a21*a13*a32 + a31*a12*a23 - a31*a13*a22;
407
+ const b01 = -a10*a22*a33 + a10*a23*a32 + a20*a12*a33 - a20*a13*a32 - a30*a12*a23 + a30*a13*a22;
408
+ const b02 = a10*a21*a33 - a10*a23*a31 - a20*a11*a33 + a20*a13*a31 + a30*a11*a23 - a30*a13*a21;
409
+ const b03 = -a10*a21*a32 + a10*a22*a31 + a20*a11*a32 - a20*a12*a31 - a30*a11*a22 + a30*a12*a21;
410
+ const b10 = -a01*a22*a33 + a01*a23*a32 + a21*a02*a33 - a21*a03*a32 - a31*a02*a23 + a31*a03*a22;
411
+ const b11 = a00*a22*a33 - a00*a23*a32 - a20*a02*a33 + a20*a03*a32 + a30*a02*a23 - a30*a03*a22;
412
+ const b12 = -a00*a21*a33 + a00*a23*a31 + a20*a01*a33 - a20*a03*a31 - a30*a01*a23 + a30*a03*a21;
413
+ const b13 = a00*a21*a32 - a00*a22*a31 - a20*a01*a32 + a20*a02*a31 + a30*a01*a22 - a30*a02*a21;
414
+ const b20 = a01*a12*a33 - a01*a13*a32 - a11*a02*a33 + a11*a03*a32 + a31*a02*a13 - a31*a03*a12;
415
+ const b21 = -a00*a12*a33 + a00*a13*a32 + a10*a02*a33 - a10*a03*a32 - a30*a02*a13 + a30*a03*a12;
416
+ const b22 = a00*a11*a33 - a00*a13*a31 - a10*a01*a33 + a10*a03*a31 + a30*a01*a13 - a30*a03*a11;
417
+ const b23 = -a00*a11*a32 + a00*a12*a31 + a10*a01*a32 - a10*a02*a31 - a30*a01*a12 + a30*a02*a11;
418
+ const b30 = -a01*a12*a23 + a01*a13*a22 + a11*a02*a23 - a11*a03*a22 - a21*a02*a13 + a21*a03*a12;
419
+ const b31 = a00*a12*a23 - a00*a13*a22 - a10*a02*a23 + a10*a03*a22 + a20*a02*a13 - a20*a03*a12;
420
+ const b32 = -a00*a11*a23 + a00*a13*a21 + a10*a01*a23 - a10*a03*a21 - a20*a01*a13 + a20*a03*a11;
421
+ const b33 = a00*a11*a22 - a00*a12*a21 - a10*a01*a22 + a10*a02*a21 + a20*a01*a12 - a20*a02*a11;
422
+ let det = a00*b00 + a01*b01 + a02*b02 + a03*b03;
423
+ if (Math.abs(det) < 1e-12) return new Float32Array(16);
424
+ det = 1 / det;
425
+ const out = new Float32Array(16);
426
+ out[0]=b00*det; out[1]=b01*det; out[2]=b02*det; out[3]=b03*det;
427
+ out[4]=b10*det; out[5]=b11*det; out[6]=b12*det; out[7]=b13*det;
428
+ out[8]=b20*det; out[9]=b21*det; out[10]=b22*det; out[11]=b23*det;
429
+ out[12]=b30*det; out[13]=b31*det; out[14]=b32*det; out[15]=b33*det;
430
+ return out;
431
+ }
432
+
433
+ /** Compose a TRS into a column-major 4×4 matrix (writes into `out`). */
434
+ function composeMat4Local(
435
+ pos: [number, number, number],
436
+ rot: [number, number, number, number],
437
+ scale: [number, number, number],
438
+ out: Float32Array,
439
+ ): void {
440
+ const x = rot[0], y = rot[1], z = rot[2], w = rot[3];
441
+ const x2 = x + x, y2 = y + y, z2 = z + z;
442
+ const xx = x * x2, xy = x * y2, xz = x * z2;
443
+ const yy = y * y2, yz = y * z2, zz = z * z2;
444
+ const wx = w * x2, wy = w * y2, wz = w * z2;
445
+ out[0] = (1 - (yy + zz)) * scale[0];
446
+ out[1] = (xy + wz) * scale[0];
447
+ out[2] = (xz - wy) * scale[0];
448
+ out[3] = 0;
449
+ out[4] = (xy - wz) * scale[1];
450
+ out[5] = (1 - (xx + zz)) * scale[1];
451
+ out[6] = (yz + wx) * scale[1];
452
+ out[7] = 0;
453
+ out[8] = (xz + wy) * scale[2];
454
+ out[9] = (yz - wx) * scale[2];
455
+ out[10] = (1 - (xx + yy)) * scale[2];
456
+ out[11] = 0;
457
+ out[12] = pos[0];
458
+ out[13] = pos[1];
459
+ out[14] = pos[2];
460
+ out[15] = 1;
461
+ }
462
+
463
+ /** Multiply two column-major 4×4 matrices: result = a * b. */
464
+ function multiplyMat4CM(a: Float32Array, b: Float32Array): Float32Array {
465
+ const out = new Float32Array(16);
466
+ for (let i = 0; i < 4; i++) {
467
+ for (let j = 0; j < 4; j++) {
468
+ out[i * 4 + j] =
469
+ a[j] * b[i * 4] +
470
+ a[4 + j] * b[i * 4 + 1] +
471
+ a[8 + j] * b[i * 4 + 2] +
472
+ a[12 + j] * b[i * 4 + 3];
473
+ }
474
+ }
475
+ return out;
476
+ }