@driftengine/capture 4.0.0

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Files changed (199) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +29 -0
  3. package/README.md +68 -0
  4. package/dist/browserFrames.d.ts +31 -0
  5. package/dist/browserFrames.js +105 -0
  6. package/dist/collide.d.ts +59 -0
  7. package/dist/collide.js +92 -0
  8. package/dist/decimate.d.ts +42 -0
  9. package/dist/decimate.js +439 -0
  10. package/dist/delight.d.ts +42 -0
  11. package/dist/delight.js +351 -0
  12. package/dist/delightScene.d.ts +37 -0
  13. package/dist/delightScene.js +183 -0
  14. package/dist/depth.d.ts +44 -0
  15. package/dist/depth.js +53 -0
  16. package/dist/features.d.ts +33 -0
  17. package/dist/features.js +260 -0
  18. package/dist/frames.d.ts +47 -0
  19. package/dist/frames.js +87 -0
  20. package/dist/fusion.d.ts +77 -0
  21. package/dist/fusion.js +152 -0
  22. package/dist/gaussians/adam.d.ts +57 -0
  23. package/dist/gaussians/adam.js +88 -0
  24. package/dist/gaussians/depth.d.ts +8 -0
  25. package/dist/gaussians/depth.js +73 -0
  26. package/dist/gaussians/gradients.d.ts +36 -0
  27. package/dist/gaussians/gradients.js +228 -0
  28. package/dist/gaussians/harmonics.d.ts +46 -0
  29. package/dist/gaussians/harmonics.js +99 -0
  30. package/dist/gaussians/optimise.d.ts +50 -0
  31. package/dist/gaussians/optimise.js +125 -0
  32. package/dist/gaussians/parameters.d.ts +35 -0
  33. package/dist/gaussians/parameters.js +165 -0
  34. package/dist/gaussians/project.d.ts +72 -0
  35. package/dist/gaussians/project.js +137 -0
  36. package/dist/gaussians/projectGradient.d.ts +15 -0
  37. package/dist/gaussians/projectGradient.js +213 -0
  38. package/dist/gaussians/rasterise.d.ts +13 -0
  39. package/dist/gaussians/rasterise.js +65 -0
  40. package/dist/gaussians/refine.d.ts +36 -0
  41. package/dist/gaussians/refine.js +136 -0
  42. package/dist/gaussians/similarity.d.ts +25 -0
  43. package/dist/gaussians/similarity.js +80 -0
  44. package/dist/index.d.ts +101 -0
  45. package/dist/index.js +96 -0
  46. package/dist/marching.d.ts +38 -0
  47. package/dist/marching.js +258 -0
  48. package/dist/masks.d.ts +59 -0
  49. package/dist/masks.js +165 -0
  50. package/dist/math/dense.d.ts +68 -0
  51. package/dist/math/dense.js +294 -0
  52. package/dist/math/schur.d.ts +23 -0
  53. package/dist/math/schur.js +140 -0
  54. package/dist/models/batchNorm.d.ts +17 -0
  55. package/dist/models/batchNorm.js +24 -0
  56. package/dist/models/clipTokenizer.d.ts +40 -0
  57. package/dist/models/clipTokenizer.js +122 -0
  58. package/dist/models/clipTower.d.ts +27 -0
  59. package/dist/models/clipTower.js +45 -0
  60. package/dist/models/depthAnything2.d.ts +38 -0
  61. package/dist/models/depthAnything2.js +163 -0
  62. package/dist/models/depthAnything3.d.ts +26 -0
  63. package/dist/models/depthAnything3.js +171 -0
  64. package/dist/models/dualDpt.d.ts +19 -0
  65. package/dist/models/dualDpt.js +138 -0
  66. package/dist/models/hiera.d.ts +49 -0
  67. package/dist/models/hiera.js +120 -0
  68. package/dist/models/hieraAttention.d.ts +16 -0
  69. package/dist/models/hieraAttention.js +68 -0
  70. package/dist/models/miniature.d.ts +36 -0
  71. package/dist/models/miniature.js +216 -0
  72. package/dist/models/mobileSam.d.ts +41 -0
  73. package/dist/models/mobileSam.js +88 -0
  74. package/dist/models/owlv2.d.ts +49 -0
  75. package/dist/models/owlv2.js +131 -0
  76. package/dist/models/owlv2Detect.d.ts +25 -0
  77. package/dist/models/owlv2Detect.js +80 -0
  78. package/dist/models/owlv2Miniature.d.ts +27 -0
  79. package/dist/models/owlv2Miniature.js +87 -0
  80. package/dist/models/rope.d.ts +23 -0
  81. package/dist/models/rope.js +84 -0
  82. package/dist/models/sam21.d.ts +45 -0
  83. package/dist/models/sam21.js +126 -0
  84. package/dist/models/sam21Miniature.d.ts +37 -0
  85. package/dist/models/sam21Miniature.js +194 -0
  86. package/dist/models/sam21Video.d.ts +30 -0
  87. package/dist/models/sam21Video.js +101 -0
  88. package/dist/models/sam2Choice.d.ts +19 -0
  89. package/dist/models/sam2Choice.js +55 -0
  90. package/dist/models/sam2Decoder.d.ts +36 -0
  91. package/dist/models/sam2Decoder.js +108 -0
  92. package/dist/models/sam2Memories.d.ts +54 -0
  93. package/dist/models/sam2Memories.js +93 -0
  94. package/dist/models/sam2Memory.d.ts +30 -0
  95. package/dist/models/sam2Memory.js +136 -0
  96. package/dist/models/sam2Positions.d.ts +24 -0
  97. package/dist/models/sam2Positions.js +94 -0
  98. package/dist/models/sam2Tracker.d.ts +69 -0
  99. package/dist/models/sam2Tracker.js +172 -0
  100. package/dist/models/samDecoder.d.ts +45 -0
  101. package/dist/models/samDecoder.js +96 -0
  102. package/dist/models/samMiniature.d.ts +43 -0
  103. package/dist/models/samMiniature.js +161 -0
  104. package/dist/models/samPrompt.d.ts +57 -0
  105. package/dist/models/samPrompt.js +160 -0
  106. package/dist/models/seeded.d.ts +16 -0
  107. package/dist/models/seeded.js +48 -0
  108. package/dist/models/tinyVit.d.ts +38 -0
  109. package/dist/models/tinyVit.js +82 -0
  110. package/dist/models/twoWay.d.ts +46 -0
  111. package/dist/models/twoWay.js +67 -0
  112. package/dist/models/vit.d.ts +45 -0
  113. package/dist/models/vit.js +157 -0
  114. package/dist/models/windowAttention.d.ts +25 -0
  115. package/dist/models/windowAttention.js +104 -0
  116. package/dist/poses.d.ts +31 -0
  117. package/dist/poses.js +750 -0
  118. package/dist/prepare.d.ts +30 -0
  119. package/dist/prepare.js +238 -0
  120. package/dist/propose.d.ts +36 -0
  121. package/dist/propose.js +63 -0
  122. package/dist/resample.d.ts +39 -0
  123. package/dist/resample.js +165 -0
  124. package/dist/run.d.ts +3 -0
  125. package/dist/run.js +1 -0
  126. package/dist/scene.d.ts +104 -0
  127. package/dist/scene.js +109 -0
  128. package/dist/segment.d.ts +40 -0
  129. package/dist/segment.js +184 -0
  130. package/dist/testScene.d.ts +55 -0
  131. package/dist/testScene.js +214 -0
  132. package/dist/twoView.d.ts +22 -0
  133. package/dist/twoView.js +435 -0
  134. package/package.json +63 -0
  135. package/src/browserFrames.ts +145 -0
  136. package/src/collide.ts +128 -0
  137. package/src/decimate.ts +510 -0
  138. package/src/delight.ts +427 -0
  139. package/src/delightScene.ts +249 -0
  140. package/src/depth.ts +100 -0
  141. package/src/features.ts +302 -0
  142. package/src/frames.ts +111 -0
  143. package/src/fusion.ts +229 -0
  144. package/src/gaussians/adam.ts +131 -0
  145. package/src/gaussians/depth.ts +87 -0
  146. package/src/gaussians/gradients.ts +285 -0
  147. package/src/gaussians/harmonics.ts +122 -0
  148. package/src/gaussians/optimise.ts +191 -0
  149. package/src/gaussians/parameters.ts +186 -0
  150. package/src/gaussians/project.ts +207 -0
  151. package/src/gaussians/projectGradient.ts +234 -0
  152. package/src/gaussians/rasterise.ts +81 -0
  153. package/src/gaussians/refine.ts +176 -0
  154. package/src/gaussians/similarity.ts +87 -0
  155. package/src/index.ts +225 -0
  156. package/src/marching.ts +358 -0
  157. package/src/masks.ts +201 -0
  158. package/src/math/dense.ts +317 -0
  159. package/src/math/schur.ts +167 -0
  160. package/src/models/batchNorm.ts +57 -0
  161. package/src/models/clipTokenizer.ts +129 -0
  162. package/src/models/clipTower.ts +87 -0
  163. package/src/models/depthAnything2.ts +276 -0
  164. package/src/models/depthAnything3.ts +229 -0
  165. package/src/models/dualDpt.ts +233 -0
  166. package/src/models/hiera.ts +231 -0
  167. package/src/models/hieraAttention.ts +121 -0
  168. package/src/models/miniature.ts +241 -0
  169. package/src/models/mobileSam.ts +135 -0
  170. package/src/models/owlv2.ts +190 -0
  171. package/src/models/owlv2Detect.ts +116 -0
  172. package/src/models/owlv2Miniature.ts +108 -0
  173. package/src/models/rope.ts +111 -0
  174. package/src/models/sam21.ts +182 -0
  175. package/src/models/sam21Miniature.ts +225 -0
  176. package/src/models/sam21Video.ts +154 -0
  177. package/src/models/sam2Choice.ts +62 -0
  178. package/src/models/sam2Decoder.ts +218 -0
  179. package/src/models/sam2Memories.ts +165 -0
  180. package/src/models/sam2Memory.ts +247 -0
  181. package/src/models/sam2Positions.ts +106 -0
  182. package/src/models/sam2Tracker.ts +300 -0
  183. package/src/models/samDecoder.ts +225 -0
  184. package/src/models/samMiniature.ts +190 -0
  185. package/src/models/samPrompt.ts +227 -0
  186. package/src/models/seeded.ts +50 -0
  187. package/src/models/tinyVit.ts +178 -0
  188. package/src/models/twoWay.ts +122 -0
  189. package/src/models/vit.ts +265 -0
  190. package/src/models/windowAttention.ts +155 -0
  191. package/src/poses.ts +894 -0
  192. package/src/prepare.ts +306 -0
  193. package/src/propose.ts +96 -0
  194. package/src/resample.ts +197 -0
  195. package/src/run.ts +7 -0
  196. package/src/scene.ts +141 -0
  197. package/src/segment.ts +220 -0
  198. package/src/testScene.ts +283 -0
  199. package/src/twoView.ts +536 -0
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package/NOTICE ADDED
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+ DriftEngine
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+ Copyright 2026 Drift Technologies
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+
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+ This product includes software developed at Drift Technologies
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+ (https://github.com/drftrun/driftengine).
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+
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+ Licensed under the Apache License, Version 2.0. Section 4(d) of that licence
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+ requires this NOTICE to be reproduced in any derivative work you distribute,
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+ in the source, the documentation, or a display generated by the work.
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+
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+ Models run by DriftCapture
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+ --------------------------
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+ DriftCapture runs the models below. Their weights are not in this repository
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+ and are not distributed with it: tools/capture-weights/ fetches each at the
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+ revision its manifest pins, verifies it, and converts it, and a game that
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+ ships one ships it under that model's own licence. Each model's definition in
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+ this engine is written from its project's published code.
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+
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+ - Depth Anything 3 Small and Depth Anything 3 Base. Apache License 2.0.
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+ Copyright (c) 2025 ByteDance Ltd. and/or its affiliates.
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+ - Depth Anything V2 Small. Apache License 2.0. The University of Hong Kong
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+ and TikTok; converted to the Transformers layout by The HuggingFace Team.
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+ - MobileSAM. Apache License 2.0. Its image encoder is TinyViT, Copyright (c)
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+ 2022 Microsoft; its prompt encoder and mask decoder are Segment Anything's,
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+ Copyright (c) Meta Platforms, Inc. and affiliates.
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+ - SAM 2.1 tiny. Apache License 2.0. Copyright (c) Meta Platforms, Inc. and
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+ affiliates.
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+ - OWLv2 base patch16. Apache License 2.0. Copyright 2023 Google AI and The
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+ HuggingFace Team.
package/README.md ADDED
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+ # `@driftengine/capture`
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+
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+ A video to a playable scene, on the player's own device — no service, no account, and a runtime
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+ that never fetches.
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+
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+ **66,373 bytes gzipped**, measured by `scripts/size-gate.test.mjs` against
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+ `scripts/fixtures/size/capture-only.ts`. Optional: nothing in `@driftengine/core` imports it.
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+
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+ ## What is here so far
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+
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+ The models a capture runs, each written as a **definition**: a function of a model's weights that
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+ `@driftengine/texture`'s `graphFromWeights` builds into a graph the engine's one neural runtime runs,
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+ on the CPU as a reference or on the device through `@driftengine/core`'s `createGraphRunner`.
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+
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+ | Export | What it is |
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+ | -------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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+ | `depthAnything3(config, views, h, w)` | Depth Anything 3 at `views` images of `h × w` pixels: logits per view and a pose encoding for all of them |
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+ | `DEPTH_ANYTHING_3.small`, `.base` | The two accepted sizes, from each checkpoint's configuration at its pinned revision |
19
+ | `depthAnything2(config, h, w)`, `DEPTH_ANYTHING_2_SMALL` | Depth Anything V2 Small, the lighter fallback: relative inverse depth from one view, in Transformers' layout |
20
+ | `decodeDepth`, `decodeCamera` | The logits as depth and a confidence of at least one; a pose encoding as world-to-camera and a pinhole |
21
+ | `mobileSamEncoder(config)`, `mobileSamDecoder(config, tokens, refine?)`, `MOBILE_SAM` | MobileSAM in two graphs: an image to its embedding once, and a prompt's tokens — and the last mask, to refine — to four masks and their predicted quality |
22
+ | `samPromptTokens`, `samTokenCount`, `samMasksToImage`, `stabilityScore` | A prompt of points and a box as the decoder's tokens; the masks brought to the original image; the upstream's stability score |
23
+ | `sam21Encoder(config)`, `sam21Decoder(config, tokens, options)`, `Sam21Tracker`, `SAM_21_TINY` | SAM 2.1: masks from a point or a box on an image, and objects tracked through a video by a memory of the frames before them, the loop on the host and its networks as graphs |
24
+ | `owlv2Image(config)`, `owlv2Text(config, queries)`, `owlv2Logits`, `owlv2Detections`, `OWLV2_BASE` | OWLv2: an image's patches once, a set of text queries once, joined on the host into a logit a patch and query and those into boxes above a threshold |
25
+ | `clipTokenizer(merges)`, `owlv2Tokens` | CLIP's byte-level tokenizer from the merges a converted file carries, and queries padded as the text graph takes them |
26
+ | `eachFrame(source, visit)`, `selectFrames(source, { budget, every? })`, `browserFrameSource(clip)` | A clip through the host's own `FrameSource`, read one frame at a time; the frames a capture keeps, spaced by equal motion; a browser's video element behind one |
27
+ | `prepareDepthFrame`, `prepareSamFrame`, `prepareSam2Frame`, `prepareOwlv2Frame` | A frame as each model's own upstream prepares it, down to the resize each library uses |
28
+ | `createDepthEstimator(config, weights, run)` | A clip's frames to depth, confidence and a camera a view, a graph kept per prepared size |
29
+ | `svd3`, `svdN`, `symmetricEigen`, `cholesky`, `levenbergMarquardt`, `schurSolve` | The decompositions structure from motion needs, in double precision, each held to its own identity |
30
+ | `detectFeatures`, `describeFeatures`, `matchFeatures` | Corners, a description of each turned by its own orientation, and the matches between two frames — mutual, and unambiguous from both sides |
31
+ | `relativePose(a, b, count, intrinsics, random, out)`, `triangulate(...)` | The pose between two views by seeded RANSAC over both models, and the points behind the matches; **a pair with no parallax is reported as a turn** rather than fitted with a translation |
32
+ | `renderTestScene(scene, camera, out, depth?)`, `lookAt` | Analytic scenes ray cast on the CPU, with the true depth beside the colour: the fixture every later stage is held to |
33
+ | `estimatePoses(frames, options, out)` | The clip's camera path: tracks, a two-view or depth-model start, every frame placed by what it sees, and a bundle adjustment — with per-pose confidence, **`parallax: false` where the clip only turned**, and a scale that is metric only when a length was given |
34
+ | `optimiseGaussians(targets, poses, options)` | A clip's frames and its camera path fitted into Gaussians, out as `@driftengine/splats`' own `SplatSource`: Adam over six families, scale as a logarithm and opacity as a logit, densified by which Gaussians the frames pull on and pruned by what has faded, with a degree-1 band on request |
35
+ | `rasteriseGaussians(set, camera, out)`, `projectGaussian`, `accumulateGradients`, `imageLoss` | The reference rasteriser the fit descends: the projection `@driftengine/splats`' shader performs, low-pass included, and every analytic gradient behind it — checked against a central difference of itself |
36
+ | `splatColour`, `sh1Basis`, `SH_C1` | The degree-1 band, evaluated exactly as that shader evaluates it, so a capture fitted here is shaded there the same way |
37
+ | `structuralSimilarity(a, b, width, height)` | How alike two pictures are, structure included — what a fit is judged by, where a squared difference is only what it descends |
38
+ | `renderDepth(set, camera, depth, coverage)` | How far away a cloud is, a pixel at a time: each splat's own depth weighted by how much of the pixel it lit, with the coverage beside it — because a depth averaged out of a tenth of a pixel's light is not a measurement |
39
+ | `createVolume(dims, origin, spacing)`, `fuseDepth(views, volume)` | Many views averaged into one truncated signed distance, weighted by how squarely each saw the surface. Space in front of a surface is carved out, space behind it is left alone, and a surface one view saw is kept at the weight one view is worth |
40
+ | `marchVolume(volume, options?)` | That volume's crossing as a mesh, by tetrahedra rather than cubes so it is closed by construction, **facing outwards** — and open where the capture never looked, rather than capped with a surface nobody measured |
41
+ | `decimate(mesh, budget, options?)` | The mesh brought to a triangle budget by quadric-error collapse: a wall flattens, a corner keeps its detail, the border of an open capture is held, and a collapse that would turn a face inside out is refused |
42
+ | `collisionMesh(mesh, options?)` | The drawn mesh cleaned for collision: triangles with no area taken out, because a plane needs a normal, and the vertices nothing uses any more taken with them. What comes back is what `meshShape` takes |
43
+ | `propHulls(mesh, options?)` | A prop as convex hulls, asked for inside `COLL`'s own caps rather than checked against them after the expensive part — a room is a mesh body and a prop is hulls, and the difference is that one can be thrown |
44
+ | `delight(views, mesh, options, out)` | A surface's material, separated from the light it was photographed under: what stays the same across views is the material, what moves is the light, and an intensity jump the colour does not follow is a shadow. **Every vertex carries a confidence**, and the module states plainly what that confidence grades and what it does not — on the synthetic scene a cast shadow that darkens a floor 4.8× in the photographs comes back 2.2× in the albedo |
45
+ | `renderLit(scene, camera, light, out)`, `nearestHit` | The lit fixture those measurements are made against: a triangle mesh, one directional light, a hard shadow ray and a normalised specular lobe — enough to pose the question and no more |
46
+ | `segmentGeometry(mesh, options?)` | The mesh cut into surfaces with no model loaded at all: runs of triangles that share an edge and a plane, largest first. A floor, its walls and the top of a table are findable without knowing what any of them _is_, and that is most of what a scene needs |
47
+ | `liftMasks(views, mesh, labels)`, `promptGrid(width, height, across, down, random)` | A segmentation model's masks voted onto the mesh across every view that saw a triangle, and the seeded lattice it is prompted on — a triangle no view claimed is left unassigned rather than given to its neighbour |
48
+ | `labelMasks(view, detections, queries, overlap?)` | A detector's boxes put names to a segmenter's mask indices, by how far each box and mask agree — the mask's own pixels against the box, so a box drawn around a room does not name every cushion in it. A mask that agrees with nothing keeps no name, and no name is scenery |
49
+ | `proposeEntities(regions, options?)`, `SCENERY_COMPONENTS`, `WALKABLE_COMPONENTS`, `MOVABLE_COMPONENTS` | Each region as a _proposal_, and the word is load-bearing: **a region nobody labelled becomes scenery** — drawn, solid, and doing nothing. The largest surface a character could stand on gets a navigation surface; a named region small enough to shift is offered as movable |
50
+ | `captureFile(scene)`, `proposalScene`, `readProposals`, `PROPOSAL_COMPONENT` | Every stage as one `.drft`: the mesh, its materials and decode program, the cloud, a prop's hulls, the way across the scene and the proposals. **The proposals travel under a component this package declares**, not under a consumer's `transform`, whose field ids belong to that consumer — a capture proposes in its own words and an editor decides what a scene ends up holding |
51
+ | `miniatureCheckpoint`, `miniatureCheckpoint2`, `miniatureImages`, `miniatureSamCheckpoint`, `miniatureSam21Checkpoint`, `miniatureOwlv2Checkpoint` | Seeded miniatures of each layout — every tensor name and shape — for tests and for checking a port of yours |
52
+
53
+ **A definition runs twice.** Once over a checkpoint, when `tools/capture-weights/` converts it, and
54
+ again over the converted file whenever a clip needs the graph at a new size: every device kernel
55
+ bakes its shapes, and a clip's aspect ratio decides the patch grid. Every weight the source holds is
56
+ read or set aside by name, so a forgotten bias is refused rather than run.
57
+
58
+ **Each model answers as its upstream's own code does.** The tests hold each definition to numbers
59
+ the upstream's modules wrote for its miniature at the manifest's pinned revision — Depth Anything 3's
60
+ own repository, Transformers for V2, SAM 2.1 and OWLv2, and MobileSAM's own repository — within a few parts in a
61
+ million;
62
+ `tools/capture-weights/reference/` is the hand-run oracle that produced them.
63
+
64
+ ## Weights
65
+
66
+ None ship with this package. `tools/capture-weights/manifest.json` pins each accepted model to a
67
+ commit and a SHA-256, and `docs/SHIPPING.md` §12 says what a game ships with one: the converted file,
68
+ the model's licence, and its attribution, which `NOTICE` carries too.
@@ -0,0 +1,31 @@
1
+ /**
2
+ * A clip in a browser as a `FrameSource`: a video element decoded into a canvas, a frame at a time.
3
+ *
4
+ * **A declared browser module** — a native host writes its own source over its own decoder, which is
5
+ * the whole point of the seam. Nothing else in this package touches a DOM.
6
+ *
7
+ * **Why a video element rather than WebCodecs.** `VideoDecoder` takes encoded chunks and a browser
8
+ * ships no demuxer to make them from an MP4, so a WebCodecs source means a demuxing dependency in a
9
+ * package whose bar for one is high. A video element demuxes, decodes and seeks with nothing added,
10
+ * and `drawImage` into a 2D canvas is how its frame becomes bytes. **What it gives up**: a frame is
11
+ * addressed by time rather than by its place in the stream — the middle of frame `index` at the
12
+ * clip's rate — so a clip of variable frame rate answers the frame covering that instant rather
13
+ * than the `index`-th one. What would make that wrong is a capture that needs a particular frame
14
+ * rather than a moment; nothing here does, since frames are chosen by motion.
15
+ *
16
+ * **The rate is measured, not assumed**, from the first frames the decoder presents, and falls back
17
+ * to the caller's `frameRate` where `requestVideoFrameCallback` is absent.
18
+ */
19
+ import type { FrameSource } from './frames.ts';
20
+ /** A browser's clip, and how to let it go. */
21
+ export interface BrowserClip extends FrameSource {
22
+ /** Releases the element and the object URL; the source answers nothing afterwards. */
23
+ close(): void;
24
+ }
25
+ /**
26
+ * The clip's frames, addressed at the clip's rate. `frameRate` is the fallback where the browser
27
+ * cannot say what the rate is.
28
+ */
29
+ export declare function browserFrameSource(clip: Blob, options?: {
30
+ readonly frameRate?: number;
31
+ }): Promise<BrowserClip>;
@@ -0,0 +1,105 @@
1
+ const once = (video, event) => new Promise((resolve, reject) => {
2
+ const done = () => {
3
+ video.removeEventListener(event, done);
4
+ video.removeEventListener('error', failed);
5
+ resolve();
6
+ };
7
+ const failed = () => {
8
+ video.removeEventListener(event, done);
9
+ video.removeEventListener('error', failed);
10
+ reject(new Error(`the clip could not be read: ${video.error?.message ?? 'no reason given'}`));
11
+ };
12
+ video.addEventListener(event, done);
13
+ video.addEventListener('error', failed);
14
+ });
15
+ /** The rate the decoder presents frames at, from two it presents, or null where it cannot say. */
16
+ async function measuredRate(video) {
17
+ if (typeof video.requestVideoFrameCallback !== 'function')
18
+ return null;
19
+ const times = [];
20
+ await new Promise((resolve) => {
21
+ const take = (_now, metadata) => {
22
+ times.push(metadata.mediaTime);
23
+ if (times.length >= 3)
24
+ resolve();
25
+ else
26
+ video.requestVideoFrameCallback?.(take);
27
+ };
28
+ video.requestVideoFrameCallback?.(take);
29
+ void video.play().catch(() => resolve());
30
+ setTimeout(resolve, 2000);
31
+ });
32
+ video.pause();
33
+ const steps = [];
34
+ for (let i = 1; i < times.length; i += 1)
35
+ steps.push(times[i] - times[i - 1]);
36
+ const shortest = Math.min(...steps.filter((step) => step > 0));
37
+ return Number.isFinite(shortest) && shortest > 0 ? 1 / shortest : null;
38
+ }
39
+ /**
40
+ * The clip's frames, addressed at the clip's rate. `frameRate` is the fallback where the browser
41
+ * cannot say what the rate is.
42
+ */
43
+ export async function browserFrameSource(clip, options = {}) {
44
+ // platform: browser default — this module is the browser's own `FrameSource`.
45
+ const url = URL.createObjectURL(clip);
46
+ const video = document.createElement('video');
47
+ video.preload = 'auto';
48
+ video.muted = true;
49
+ video.playsInline = true;
50
+ video.src = url;
51
+ await once(video, 'loadedmetadata');
52
+ /*
53
+ * **A container that parses is not a track that decodes**, and the difference is silent.
54
+ *
55
+ * Chrome on Linux plays no HEVC, which is what every recent phone records by default. The file
56
+ * loads, `loadedmetadata` fires, `duration` comes back correct to the millisecond — and
57
+ * `videoWidth` is zero, because nothing decoded. Left alone, the first frame draws a zero-wide
58
+ * image into a zero-wide canvas and dies inside `getImageData` with "the source width is 0",
59
+ * which names neither the clip nor the codec and sends a reader into the canvas code.
60
+ *
61
+ * So it is refused here, by name, with the duration as evidence that the file itself is fine.
62
+ * **What this cannot do is say which codec it was**: the element reports no track it could not
63
+ * decode, so the message names the one that always works rather than guessing at the one that
64
+ * did not.
65
+ */
66
+ if (video.videoWidth === 0 || video.videoHeight === 0) {
67
+ const seconds = Number.isFinite(video.duration) ? video.duration.toFixed(2) : 'an unknown';
68
+ throw new Error(`this browser cannot decode the clip's video track: it read ${seconds} s of container and ` +
69
+ 'no picture. A codec this browser does not have is the usual cause — HEVC on a build ' +
70
+ 'without it, which is what most phones record. Convert the clip to H.264 and try again.');
71
+ }
72
+ const rate = (await measuredRate(video)) ?? options.frameRate ?? 30;
73
+ const width = video.videoWidth;
74
+ const height = video.videoHeight;
75
+ const count = Math.max(1, Math.floor(video.duration * rate));
76
+ const canvas = new OffscreenCanvas(width, height);
77
+ const context = canvas.getContext('2d', { willReadFrequently: true });
78
+ if (context === null)
79
+ throw new Error('a clip needs a 2D canvas to become pixels');
80
+ let open = true;
81
+ return {
82
+ frameCount: () => (open ? count : 0),
83
+ async frameAt(index, out) {
84
+ if (!open)
85
+ throw new Error('the clip is closed');
86
+ if (out.length >= width * height * 4) {
87
+ /* The middle of the frame, so rounding cannot land on the boundary either side. */
88
+ const at = Math.min((index + 0.5) / rate, Math.max(0, video.duration - 1 / rate));
89
+ if (Math.abs(video.currentTime - at) > 1e-6) {
90
+ video.currentTime = at;
91
+ await once(video, 'seeked');
92
+ }
93
+ context.drawImage(video, 0, 0, width, height);
94
+ out.set(context.getImageData(0, 0, width, height).data);
95
+ }
96
+ return { width, height };
97
+ },
98
+ close() {
99
+ open = false;
100
+ video.removeAttribute('src');
101
+ video.load();
102
+ URL.revokeObjectURL(url);
103
+ },
104
+ };
105
+ }
@@ -0,0 +1,59 @@
1
+ /**
2
+ * A captured mesh as something to stand on and to put in a file.
3
+ *
4
+ * **The mesh a capture draws and the mesh it collides against are the same triangles and not the
5
+ * same array.** What comes out of `marchVolume` and `decimate` is built for a picture: it carries
6
+ * normals and colours a collision test never reads, and it carries the occasional triangle with no
7
+ * area, which is harmless in a render and is not harmless in a contact — a plane needs a normal,
8
+ * and a triangle with no area has none. So the collision mesh is the drawn one with the arealess
9
+ * triangles taken out and the vertices nothing uses any more taken with them.
10
+ *
11
+ * **A room is a static mesh body and a prop is a set of hulls, and the difference is not size.** A
12
+ * mesh body is exact and cannot move: every triangle is tested as it stands, which is what a floor
13
+ * and a wall want. A convex decomposition is approximate and can be thrown: a hull has a centre of
14
+ * mass, an inertia and a cheap support function, which is what a crate wants. Giving a room hulls
15
+ * would round off its corners; giving a crate a mesh body would leave it unable to be picked up.
16
+ *
17
+ * **The container's caps are the decomposition's brief.** `COLL` holds at most thirty-two hulls of
18
+ * at most sixty-four points, so a decomposition that ignored them would produce a prop that cannot
19
+ * be written — found at the writer, after the expensive part. It is asked for inside them instead.
20
+ */
21
+ import { type MeshData } from '@driftengine/drft';
22
+ import { type DecomposeOptions } from '@driftengine/physics';
23
+ /** A mesh as `meshShape` takes it, and what had to go for it to be one. */
24
+ export interface CollisionSource {
25
+ readonly positions: Float32Array;
26
+ readonly indices: Uint32Array;
27
+ /** Triangles dropped for having no area to have a plane from. */
28
+ readonly dropped: number;
29
+ }
30
+ export interface CollisionOptions {
31
+ /**
32
+ * The smallest triangle kept, in square metres.
33
+ *
34
+ * **Not zero**, because a triangle of a square micrometre has a plane in the arithmetic and none
35
+ * in any useful sense: its normal is the direction of its own rounding error, and a contact
36
+ * against it points somewhere arbitrary. A square millimetre is far below anything a capture
37
+ * resolves and far above where a cross product stops meaning anything.
38
+ */
39
+ readonly minimumArea?: number;
40
+ }
41
+ /** `mesh`'s triangles, less the ones with no area, renumbered onto the vertices that remain. */
42
+ export declare function collisionMesh(mesh: MeshData, options?: CollisionOptions): CollisionSource;
43
+ /** A prop's hulls, and how much empty space they added. */
44
+ export interface PropHulls {
45
+ /** xyz-packed points per hull, as `COLL` writes them and `hullShape` takes them. */
46
+ readonly hulls: readonly Float32Array[];
47
+ /** `(hullVolume − sourceVolume) / sourceVolume`, from the decomposition itself. */
48
+ readonly bloat: number;
49
+ }
50
+ /**
51
+ * `mesh` decomposed into convex hulls the container can hold.
52
+ *
53
+ * **Asked for inside the caps rather than checked against them afterwards.** A decomposition is the
54
+ * expensive part of baking a prop, and one that comes back with thirty-three hulls is one that has
55
+ * to be thrown away and asked for again — so the cap is what it is asked for. A hull that still
56
+ * arrives with more points than a record can hold is refused by name, because silently dropping its
57
+ * points changes the shape a game collides against without telling anybody.
58
+ */
59
+ export declare function propHulls(mesh: MeshData | CollisionSource, options?: DecomposeOptions): PropHulls;
@@ -0,0 +1,92 @@
1
+ /**
2
+ * A captured mesh as something to stand on and to put in a file.
3
+ *
4
+ * **The mesh a capture draws and the mesh it collides against are the same triangles and not the
5
+ * same array.** What comes out of `marchVolume` and `decimate` is built for a picture: it carries
6
+ * normals and colours a collision test never reads, and it carries the occasional triangle with no
7
+ * area, which is harmless in a render and is not harmless in a contact — a plane needs a normal,
8
+ * and a triangle with no area has none. So the collision mesh is the drawn one with the arealess
9
+ * triangles taken out and the vertices nothing uses any more taken with them.
10
+ *
11
+ * **A room is a static mesh body and a prop is a set of hulls, and the difference is not size.** A
12
+ * mesh body is exact and cannot move: every triangle is tested as it stands, which is what a floor
13
+ * and a wall want. A convex decomposition is approximate and can be thrown: a hull has a centre of
14
+ * mass, an inertia and a cheap support function, which is what a crate wants. Giving a room hulls
15
+ * would round off its corners; giving a crate a mesh body would leave it unable to be picked up.
16
+ *
17
+ * **The container's caps are the decomposition's brief.** `COLL` holds at most thirty-two hulls of
18
+ * at most sixty-four points, so a decomposition that ignored them would produce a prop that cannot
19
+ * be written — found at the writer, after the expensive part. It is asked for inside them instead.
20
+ */
21
+ import { MAX_COLLIDER_HULLS } from '@driftengine/drft';
22
+ import { decomposeConvex } from '@driftengine/physics';
23
+ const DEFAULT_MINIMUM_AREA = 1e-6;
24
+ /** `mesh`'s triangles, less the ones with no area, renumbered onto the vertices that remain. */
25
+ export function collisionMesh(mesh, options = {}) {
26
+ const minimumArea = options.minimumArea ?? DEFAULT_MINIMUM_AREA;
27
+ const triangles = mesh.indices.length / 3;
28
+ const renumbered = new Map();
29
+ const positions = [];
30
+ const indices = [];
31
+ let dropped = 0;
32
+ for (let face = 0; face < triangles; face += 1) {
33
+ const a = mesh.indices[face * 3];
34
+ const b = mesh.indices[face * 3 + 1];
35
+ const c = mesh.indices[face * 3 + 2];
36
+ if (areaOf(mesh.positions, a, b, c) < minimumArea) {
37
+ dropped += 1;
38
+ continue;
39
+ }
40
+ for (const vertex of [a, b, c]) {
41
+ let at = renumbered.get(vertex);
42
+ if (at === undefined) {
43
+ at = positions.length / 3;
44
+ renumbered.set(vertex, at);
45
+ for (let k = 0; k < 3; k += 1)
46
+ positions.push(mesh.positions[vertex * 3 + k]);
47
+ }
48
+ indices.push(at);
49
+ }
50
+ }
51
+ return {
52
+ positions: Float32Array.from(positions),
53
+ indices: Uint32Array.from(indices),
54
+ dropped,
55
+ };
56
+ }
57
+ /** Twice the area of a triangle, halved: the length of the cross product of two of its edges. */
58
+ function areaOf(positions, a, b, c) {
59
+ const ux = positions[b * 3] - positions[a * 3];
60
+ const uy = positions[b * 3 + 1] - positions[a * 3 + 1];
61
+ const uz = positions[b * 3 + 2] - positions[a * 3 + 2];
62
+ const vx = positions[c * 3] - positions[a * 3];
63
+ const vy = positions[c * 3 + 1] - positions[a * 3 + 1];
64
+ const vz = positions[c * 3 + 2] - positions[a * 3 + 2];
65
+ const nx = uy * vz - uz * vy;
66
+ const ny = uz * vx - ux * vz;
67
+ const nz = ux * vy - uy * vx;
68
+ return Math.sqrt(nx * nx + ny * ny + nz * nz) / 2;
69
+ }
70
+ /**
71
+ * `mesh` decomposed into convex hulls the container can hold.
72
+ *
73
+ * **Asked for inside the caps rather than checked against them afterwards.** A decomposition is the
74
+ * expensive part of baking a prop, and one that comes back with thirty-three hulls is one that has
75
+ * to be thrown away and asked for again — so the cap is what it is asked for. A hull that still
76
+ * arrives with more points than a record can hold is refused by name, because silently dropping its
77
+ * points changes the shape a game collides against without telling anybody.
78
+ */
79
+ export function propHulls(mesh, options = {}) {
80
+ const decomposition = decomposeConvex(mesh.positions, mesh.indices, {
81
+ ...options,
82
+ maxHulls: Math.min(options.maxHulls ?? MAX_COLLIDER_HULLS, MAX_COLLIDER_HULLS),
83
+ });
84
+ /*
85
+ * **The points need no cap of their own**, and it is worth saying why rather than checking for
86
+ * something that cannot happen. A part carries at most one point per support direction, which is
87
+ * fifty, and a collider record holds sixty-four — so the decomposition is already inside the
88
+ * container by construction. `collide.test.ts` asserts that relationship rather than this file
89
+ * testing each hull against a limit it can never reach.
90
+ */
91
+ return { hulls: decomposition.parts.map((part) => part.points), bloat: decomposition.bloat };
92
+ }