@funpixel/tools 0.0.0-stage → 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 (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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  2305. package/templates/common/src/world.ts +91 -0
  2306. package/templates/common/test/feel.json +36 -0
  2307. package/templates/common/test/platform.test.ts +42 -0
  2308. package/templates/common/test/probes.ts +72 -0
  2309. package/templates/common/test/rules.test.ts +88 -0
  2310. package/templates/common/tsconfig.json +16 -0
  2311. package/templates/common/vite.config.ts +6 -0
  2312. package/templates/pixi/src/character.ts +63 -0
  2313. package/templates/pixi/src/game.ts +99 -0
  2314. package/templates/pixi/src/world-hud.ts +16 -0
  2315. package/templates/spec/common/src/chapters.ts +97 -0
  2316. package/templates/spec/common/src/levels.ts +68 -0
  2317. package/templates/spec/common/src/probe-rooms.ts +63 -0
  2318. package/templates/spec/common/src/room-map.tsx +30 -0
  2319. package/templates/spec/common/src/tune.ts +93 -0
  2320. package/templates/spec/common/test/rooms.test.ts +59 -0
  2321. package/templates/spec/common/test/rooms.ts +53 -0
  2322. package/templates/spec/three-world/test/rooms.ts +54 -0
  2323. package/templates/three/src/character.ts +65 -0
  2324. package/templates/three/src/game.ts +99 -0
  2325. package/templates/three/src/world-hud.ts +22 -0
  2326. package/templates/three-world/src/bot.ts +43 -0
  2327. package/templates/three-world/src/budget.ts +73 -0
  2328. package/templates/three-world/src/camera-rig.ts +99 -0
  2329. package/templates/three-world/src/controls.tsx +49 -0
  2330. package/templates/three-world/src/cutout-atlas.ts +26 -0
  2331. package/templates/three-world/src/cutout-math.ts +47 -0
  2332. package/templates/three-world/src/cutouts.ts +99 -0
  2333. package/templates/three-world/src/dressing-math.ts +98 -0
  2334. package/templates/three-world/src/dressing.ts +84 -0
  2335. package/templates/three-world/src/expose.ts +82 -0
  2336. package/templates/three-world/src/feel.ts +79 -0
  2337. package/templates/three-world/src/game.ts +99 -0
  2338. package/templates/three-world/src/hud.tsx +44 -0
  2339. package/templates/three-world/src/icons.tsx +36 -0
  2340. package/templates/three-world/src/input.ts +73 -0
  2341. package/templates/three-world/src/juice.ts +91 -0
  2342. package/templates/three-world/src/layout.ts +73 -0
  2343. package/templates/three-world/src/light-math.ts +78 -0
  2344. package/templates/three-world/src/light.ts +77 -0
  2345. package/templates/three-world/src/look.json +30 -0
  2346. package/templates/three-world/src/main.tsx +38 -0
  2347. package/templates/three-world/src/models.ts +62 -0
  2348. package/templates/three-world/src/palette.ts +21 -0
  2349. package/templates/three-world/src/places.json +50 -0
  2350. package/templates/three-world/src/places.ts +56 -0
  2351. package/templates/three-world/src/pose.ts +22 -0
  2352. package/templates/three-world/src/post.ts +47 -0
  2353. package/templates/three-world/src/rest-math.ts +29 -0
  2354. package/templates/three-world/src/rules.ts +89 -0
  2355. package/templates/three-world/src/screens.css +45 -0
  2356. package/templates/three-world/src/screens.tsx +96 -0
  2357. package/templates/three-world/src/selftests.ts +25 -0
  2358. package/templates/three-world/src/session.ts +99 -0
  2359. package/templates/three-world/src/shots.ts +59 -0
  2360. package/templates/three-world/src/sky.ts +48 -0
  2361. package/templates/three-world/src/stage.ts +83 -0
  2362. package/templates/three-world/src/styles.css +95 -0
  2363. package/templates/three-world/src/surfaces.ts +55 -0
  2364. package/templates/three-world/src/world.ts +70 -0
  2365. package/templates/three-world/test/feel.json +29 -0
  2366. package/templates/three-world/test/probes.ts +65 -0
  2367. package/templates/three-world/test/resolve.mjs +13 -0
  2368. package/templates/three-world/test/rules.test.ts +81 -0
  2369. package/unity/com.funpixel.probe/Editor/Funpixel.Probe.Editor.asmdef +16 -0
  2370. package/unity/com.funpixel.probe/Editor/Funpixel.Probe.Editor.asmdef.meta +7 -0
  2371. package/unity/com.funpixel.probe/Editor/ProbeBuild.cs +97 -0
  2372. package/unity/com.funpixel.probe/Editor/ProbeBuild.cs.meta +11 -0
  2373. package/unity/com.funpixel.probe/Editor/ReleaseGuard.cs +23 -0
  2374. package/unity/com.funpixel.probe/Editor/ReleaseGuard.cs.meta +11 -0
  2375. package/unity/com.funpixel.probe/Editor.meta +8 -0
  2376. package/unity/com.funpixel.probe/Runtime/Api/Funpixel.Probe.asmdef +14 -0
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  2378. package/unity/com.funpixel.probe/Runtime/Api/FunpixelProbe.cs +146 -0
  2379. package/unity/com.funpixel.probe/Runtime/Api/FunpixelProbe.cs.meta +11 -0
  2380. package/unity/com.funpixel.probe/Runtime/Api.meta +8 -0
  2381. package/unity/com.funpixel.probe/Runtime/Player/Args.cs +87 -0
  2382. package/unity/com.funpixel.probe/Runtime/Player/Args.cs.meta +11 -0
  2383. package/unity/com.funpixel.probe/Runtime/Player/Boot.cs +67 -0
  2384. package/unity/com.funpixel.probe/Runtime/Player/Boot.cs.meta +11 -0
  2385. package/unity/com.funpixel.probe/Runtime/Player/Bridge.cs +559 -0
  2386. package/unity/com.funpixel.probe/Runtime/Player/Bridge.cs.meta +11 -0
  2387. package/unity/com.funpixel.probe/Runtime/Player/Capture.cs +145 -0
  2388. package/unity/com.funpixel.probe/Runtime/Player/Capture.cs.meta +11 -0
  2389. package/unity/com.funpixel.probe/Runtime/Player/Funpixel.Probe.Player.asmdef +32 -0
  2390. package/unity/com.funpixel.probe/Runtime/Player/Funpixel.Probe.Player.asmdef.meta +7 -0
  2391. package/unity/com.funpixel.probe/Runtime/Player/Inject.cs +127 -0
  2392. package/unity/com.funpixel.probe/Runtime/Player/Inject.cs.meta +11 -0
  2393. package/unity/com.funpixel.probe/Runtime/Player/Json.cs +246 -0
  2394. package/unity/com.funpixel.probe/Runtime/Player/Json.cs.meta +11 -0
  2395. package/unity/com.funpixel.probe/Runtime/Player/Probe.cs +194 -0
  2396. package/unity/com.funpixel.probe/Runtime/Player/Probe.cs.meta +11 -0
  2397. package/unity/com.funpixel.probe/Runtime/Player/Stats.cs +266 -0
  2398. package/unity/com.funpixel.probe/Runtime/Player/Stats.cs.meta +11 -0
  2399. package/unity/com.funpixel.probe/Runtime/Player/UiTargets.cs +134 -0
  2400. package/unity/com.funpixel.probe/Runtime/Player/UiTargets.cs.meta +11 -0
  2401. package/unity/com.funpixel.probe/Runtime/Player.meta +8 -0
  2402. package/unity/com.funpixel.probe/Runtime/link.xml +7 -0
  2403. package/unity/com.funpixel.probe/Runtime/link.xml.meta +7 -0
  2404. package/unity/com.funpixel.probe/Runtime.meta +8 -0
  2405. package/unity/com.funpixel.probe/Tests/Editor/Funpixel.Probe.Tests.asmdef +25 -0
  2406. package/unity/com.funpixel.probe/Tests/Editor/Funpixel.Probe.Tests.asmdef.meta +7 -0
  2407. package/unity/com.funpixel.probe/Tests/Editor/StatsTests.cs +147 -0
  2408. package/unity/com.funpixel.probe/Tests/Editor/StatsTests.cs.meta +11 -0
  2409. package/unity/com.funpixel.probe/Tests/Editor/WireTests.cs +86 -0
  2410. package/unity/com.funpixel.probe/Tests/Editor/WireTests.cs.meta +11 -0
  2411. package/unity/com.funpixel.probe/Tests/Editor.meta +8 -0
  2412. package/unity/com.funpixel.probe/Tests.meta +8 -0
  2413. package/unity/com.funpixel.probe/package.json +14 -0
  2414. package/unity/com.funpixel.probe/package.json.meta +7 -0
@@ -0,0 +1,448 @@
1
+ // Is everything big standing on the ground (owner, 2 Oct, one game's round 4: "the spacecraft must
2
+ // not stay in the air if it's landed" — the walk said "floating: none" because it only read actors).
3
+ // For the large props and the vehicles of a Three scene: where each one touches down (the lowest
4
+ // vertices of its mesh, cell by cell under it, or the bottom corners of its box), read by a vertical ray
5
+ // against the SURFACES under it, and how far it is above (hovering) or below (sunk) the nearest one. A
6
+ // thing resting on another (a stacked container) is held, not hovering.
7
+ //
8
+ // The surfaces (lane J4, one game's round 5: a deck, a ramp, its railing and the gantry's trestles read
9
+ // "sunk" against the crater floor under them, and the landed ship "41 m over a drop" beside its pad):
10
+ // terrain meshes named ground, terrain, floor, road… (the `ground` regex)
11
+ // supports built things people stand on: a mesh named deck, pad, platform, ramp, bridge, pier, dock,
12
+ // floor, street, walkway, stairs… (a word of its name; a leg, post or trestle is not one); one
13
+ // the actors contract marks (`supports: [names]` at the top of the answer, or `ground: true` /
14
+ // `support: true` on an entry); and one the player or a person was found standing on (a ray
15
+ // down from their feet, remembered across calls in window.__FPX_STOOD_ON__)
16
+ // A thing is judged against the NEAREST surface below where it touches down (a ship on a pad over a
17
+ // crater stands on the pad, not on the crater floor). Sunk = it goes through terrain, or through a deck
18
+ // it rises above. Not sunk: a leg, trestle, piling or post going down into a pit whose top meets a
19
+ // support (braced: held by that support). A railing, kerb or skirt built onto a support within 1.5 m of
20
+ // it is attached (held).
21
+ //
22
+ // What is judged: a node named like a vehicle (ship, craft, crawler, truck…) as one body (its whole
23
+ // subtree), and every other mesh or instance that is big (footprint ≥ min_size, height ≥ 1 m, under
24
+ // 80 m) and is a volume or a painted cut-out (a thin plane counts only with a texture map). Not
25
+ // judged: the terrain and the supports, backdrops, sprites, see-through glows, flyers by name, and
26
+ // anything the actors contract or a name marks flying. The contract can mark a node `landed: true`
27
+ // (judged whatever its size) or `flying: true`; a name or contract type with landed|parked|docked reads
28
+ // as landed. A contract entry is linked to its mesh by `node` or `mesh`, else by its id (`ship-lateShow`
29
+ // is the mesh `lateShow`: a word of the id, or for a machine or a landed entry, the id containing the
30
+ // name or the name the id); a linked landed entry's `ground` (a number: the height under its feet) is a
31
+ // surface under its footprint and its x/z the centre of its footprint.
32
+ // A cut-out's picture may start above its plane's bottom edge (transparent rows): the lowest opaque
33
+ // row of its map is read (when the image can be drawn) and the bottom raised to it.
34
+ //
35
+ // Part of @funpixel/verify: one function expression of one argument. See mechanic_check.js for the
36
+ // calling convention.
37
+ //
38
+ // a = { min_size (m, 2.5), vehicles, flyers, ground: regex sources; max (things, 300);
39
+ // ignore: node names already judged elsewhere (the actors contract's); supports: more support
40
+ // mesh names (the caller's) }
41
+ //
42
+ // Answers JSON:
43
+ // engine — three | none; error
44
+ // ground — the terrain meshes' names ([] with no supports either = none found: not observed)
45
+ // supports — [{ name, why: name|contract|stood }] the built surfaces read as ground
46
+ // things — [{ name, kind: vehicle|prop, hint: landed|null, instance, contract (the linked entry's id), size: { w, h, d },
47
+ // at: { x, y, z } (bottom centre), ground (under the centre, or null), support (the surface's mesh), gap
48
+ // (bottom − ground, m), corners (gaps where it touches down, null where nothing is under), held (by),
49
+ // verdict: grounded|hovering|sunk|overhang|held|no_ground, alpha_floor, on (in front of the camera),
50
+ // nearest / farthest ({ x, z, gap }: the touch-down points with the least and the most gap, null when
51
+ // nothing is under it), deepest ({ x, z, depth }: the point most sunk, null when none is),
52
+ // tolerance ({ touch, drop, sink }, m: a point within `touch` of a surface touches it; over a drop =
53
+ // most points more than `drop` above; sunk = most points more than `sink` through) }]
54
+ (a) => {
55
+ const out = { engine: 'none', error: '', ground: [], supports: [], things: [] };
56
+ const scene = window.__THREEJS_SCENE__ || (window.scene && window.scene.isScene ? window.scene : null);
57
+ if (!scene || !scene.isObject3D) { out.error = 'no Three scene (window.__THREEJS_SCENE__)'; return JSON.stringify(out); }
58
+ out.engine = 'three';
59
+ const MIN = a.min_size || 2.5, MAX = a.max || 300;
60
+ const VEH = new RegExp(a.vehicles || 'ship|vehicle|craft|crawler|truck|\\bcar\\b|cart|wagon|boat|train|rover|shuttle|lander|lorry|\\bbus\\b|\\btank\\b|plane|jeep|\\bvan\\b|tractor|buggy|mech', 'i');
61
+ const FLY = new RegExp(a.flyers || 'flying|fly|hover|airborne|drone|kite|bird|gull|moth|bat\\b|crow|owl|whale|cloud|sky|sun\\b|moon\\b|stars?\\b|balloon|blimp|zeppelin|glow|light|halo|smoke|steam|dust|spark|particle', 'i');
62
+ const LANDED = /landed|parked|docked|grounded|wreck/i;
63
+ const GROUND = new RegExp(a.ground || 'ground|terrain|floor|land(?!ed|ing)|heightmap|dune|island|seabed|road|street|plaza|apron|pier|dock(?!ed)', 'i');
64
+ const BACKDROP = /sky|backdrop|panorama|background|horizon|skybox|dome/i;
65
+ // Words of a name: camelCase and separators split ("landingPad" → landing, pad; "padLeg" → pad, leg).
66
+ const words = (s) => String(s || '').replace(/([a-z0-9])([A-Z])/g, '$1 $2').toLowerCase().split(/[^a-z0-9]+/).filter(Boolean);
67
+ const set = (s) => new Set(s.split(' '));
68
+ const SUPPORT_W = set('deck decks pad pads platform platforms ramp ramps bridge pier piers dock docks wharf quay jetty boardwalk walkway gangway catwalk floor floors street streets stair stairs step steps');
69
+ const LEG_W = set('trestle trestles leg legs piling pilings pile piles post posts pylon pylons pillar pillars column columns strut struts stilt stilts footing footings brace braces truss trusses');
70
+ const ATTACHED_W = set('rail rails railing railings handrail handrails guardrail fence fences balustrade banister barrier kerb kerbs curb curbs toe skirt edge trim girder girders beam beams cable cables pipe pipes gutter');
71
+ const hasWord = (nm, W) => words(nm).some((w) => W.has(w));
72
+ // A support by its name: the head word (the last, "rampDeck", "landingPad") is a support word, or a support
73
+ // word with only a qualifier after it ("street_main", "deck01"); "padCrates" and "padLeg" are not supports.
74
+ const QUAL = set('main top base surface mesh geo geometry upper lower left right north south east west near far big small inner outer a b c');
75
+ const supportByName = (nm) => {
76
+ const w = words(nm).filter((x) => !/^\d+$/.test(x));
77
+ if (!w.length || w.some((x) => LEG_W.has(x))) return false;
78
+ let i = w.length - 1;
79
+ while (i > 0 && QUAL.has(w[i])) i--;
80
+ return SUPPORT_W.has(w[i]);
81
+ };
82
+ const ignore = new Set(Array.isArray(a.ignore) ? a.ignore.map(String) : []);
83
+ const V = scene.position.constructor;
84
+ scene.updateMatrixWorld && scene.updateMatrixWorld();
85
+
86
+ const seeThrough = (m) => !m || m.visible === false || m.colorWrite === false || (m.transparent && (m.depthWrite === false || (typeof m.opacity === 'number' && m.opacity < 0.5)));
87
+ const visibleChain = (o) => { for (let n = o; n; n = n.parent) if (n.visible === false) return false; return true; };
88
+ const nameOf = (o) => o.name || (o.parent && o.parent.name) || '';
89
+ const pathNames = (o) => { const p = []; for (let n = o; n && !n.isScene; n = n.parent) if (n.name) p.push(n.name); return p; };
90
+ const num = (v) => (typeof v === 'number' && Number.isFinite(v) ? v : null);
91
+
92
+ // ---- the actors contract: hints, supports, and each entry linked to its mesh ----------------------
93
+ const names = new Set();
94
+ scene.traverse((o) => { if (o.name) names.add(o.name); });
95
+ const hints = new Map(), contractNodes = new Set(), contractSupports = new Set(), linked = new Map();
96
+ let actorFeet = [];
97
+ try {
98
+ const f = window.__FPX_ACTORS__;
99
+ const got = typeof f === 'function' ? f() : f;
100
+ const list = got && Array.isArray(got.actors) ? got.actors : Array.isArray(got) ? got : [];
101
+ if (got && Array.isArray(got.supports)) for (const s of got.supports) if (typeof s === 'string' && s) contractSupports.add(s);
102
+ for (const x of list) {
103
+ if (!x || typeof x !== 'object') continue;
104
+ const id = typeof x.id === 'string' ? x.id : '';
105
+ const explicit = typeof x.node === 'string' && x.node ? x.node : typeof x.mesh === 'string' && x.mesh ? x.mesh : '';
106
+ const kindWord = String(x.kind || '');
107
+ const landedHint = x.landed === true || x.grounded === true || LANDED.test(String(x.type || '')) || LANDED.test(id);
108
+ const machine = /machine|vehicle/i.test(kindWord) || VEH.test(id) || VEH.test(String(x.type || ''));
109
+ // The mesh it names: node/mesh, else the id or a word of it, else (a machine or a landed thing) containment.
110
+ let node = explicit;
111
+ if (!node && id) {
112
+ const lid = id.toLowerCase(), toks = new Set(id.split(/[-_:#./ ]+/).map((t) => t.toLowerCase()).filter(Boolean));
113
+ let best = '', score = 0;
114
+ for (const n of names) {
115
+ const ln = n.toLowerCase();
116
+ const sc = ln === lid ? 3 : toks.has(ln) ? 2 : (machine || landedHint) && ln.length >= 4 && (lid.includes(ln) || ln.includes(lid)) ? 1 : 0;
117
+ if (sc > score || (sc === score && sc > 0 && n.length > best.length)) { best = n; score = sc; }
118
+ }
119
+ node = best;
120
+ }
121
+ if (x.ground === true || x.support === true) { if (node) contractSupports.add(node); continue; }
122
+ const feet = { x: num(x.x), y: num(x.y), z: num(x.z) };
123
+ const p = x.pos || x.position || x.feet;
124
+ if (Array.isArray(p)) { feet.x = num(p[0]); feet.y = num(p[1]); feet.z = num(p[2]); } else if (p && typeof p === 'object') { feet.x = num(p.x); feet.y = num(p.y); feet.z = num(p.z); }
125
+ const flies = x.flying === true || x.flies === true;
126
+ if (/player|person|people|folk|npc|creature|animal|hero|human|child|kid/i.test(kindWord) && !flies && feet.x !== null && feet.y !== null && feet.z !== null) actorFeet.push({ ...feet, node });
127
+ if (!node) continue;
128
+ // Only a named node hands its judging to walk (the contract's positions); a linked id lends its hints.
129
+ if (explicit) contractNodes.add(node);
130
+ if (flies) hints.set(node, 'flying');
131
+ else if (landedHint) hints.set(node, 'landed');
132
+ const l = linked.get(node) || [];
133
+ l.push({ id, ground: num(x.ground), x: feet.x, z: feet.z, machine });
134
+ linked.set(node, l);
135
+ }
136
+ } catch (e) { /* no contract */ }
137
+ actorFeet = actorFeet.slice(0, 40);
138
+
139
+ // ---- the surfaces: terrain by name, supports by name, contract or a body standing on them ----------
140
+ let stood = window.__FPX_STOOD_ON__;
141
+ if (!(stood instanceof Set)) { stood = new Set(Array.isArray(stood) ? stood : []); try { window.__FPX_STOOD_ON__ = stood; } catch (e) { /* frozen window */ } }
142
+ for (const s of Array.isArray(a.supports) ? a.supports : []) if (typeof s === 'string') stood.add(s);
143
+ const supportWhy = (nm) => (contractSupports.has(nm) ? 'contract' : supportByName(nm) ? 'name' : stood.has(nm) ? 'stood' : null);
144
+ const landedName = (nm) => hints.get(nm) === 'landed' || LANDED.test(nm) || VEH.test(nm);
145
+ const surfaceOk = (o) => (o.isMesh || o.isInstancedMesh) && !o.isSkinnedMesh && !o.isSprite && o.geometry && visibleChain(o) && !BACKDROP.test(nameOf(o));
146
+ const isTerrain = (o) => GROUND.test(nameOf(o));
147
+ const isSupport = (o) => { const nm = nameOf(o); return !isTerrain(o) && !landedName(nm) && supportWhy(nm) !== null; };
148
+ const surfaces = [];
149
+ scene.traverse((o) => { if (surfaceOk(o) && (isTerrain(o) || isSupport(o))) { const m = Array.isArray(o.material) ? o.material[0] : o.material; if (!seeThrough(m) || isTerrain(o)) surfaces.push(o); } });
150
+
151
+ // Triangles of a mesh in world space (instances unrolled), handed to `fn(A, B, C)`.
152
+ const eachTri = (g, fn, cap) => {
153
+ const pos = g.geometry.attributes && g.geometry.attributes.position; if (!pos) return;
154
+ const idx = g.geometry.index ? g.geometry.index.array : null;
155
+ const n = Math.floor((idx ? idx.length : pos.count) / 3);
156
+ const inst = g.isInstancedMesh ? g.count : 1;
157
+ let k = 0;
158
+ for (let i = 0; i < inst && k < cap; i++) {
159
+ const M = g.matrixWorld.clone ? g.matrixWorld.clone() : g.matrixWorld;
160
+ if (g.isInstancedMesh && M.multiply) { const im = M.clone(); im.fromArray(g.instanceMatrix.array, i * 16); M.multiply(im); }
161
+ const w = (q) => new V(pos.getX(q), pos.getY(q), pos.getZ(q)).applyMatrix4(M);
162
+ for (let t = 0; t < n && k < cap; t++, k++) fn(w(idx ? idx[t * 3] : t * 3), w(idx ? idx[t * 3 + 1] : t * 3 + 1), w(idx ? idx[t * 3 + 2] : t * 3 + 2));
163
+ }
164
+ };
165
+ // The height of triangle T at (x, z), or null when (x, z) is outside it.
166
+ const yIn = (T, x, z) => {
167
+ const [ax, ay, az, bx, by, bz, cx, cy, cz] = T;
168
+ const d = (bz - cz) * (ax - cx) + (cx - bx) * (az - cz);
169
+ if (Math.abs(d) < 1e-12) return null;
170
+ const u = ((bz - cz) * (x - cx) + (cx - bx) * (z - cz)) / d, v = ((cz - az) * (x - cx) + (ax - cx) * (z - cz)) / d, w = 1 - u - v;
171
+ if (u < -1e-6 || v < -1e-6 || w < -1e-6) return null;
172
+ return u * ay + v * by + w * cy;
173
+ };
174
+
175
+ // Bodies standing on a mesh make it a support: a ray down from each actor's feet finds a surface within 0.4 m under
176
+ // them (not terrain, not a support yet, never a vehicle or a landed thing: those stay judged).
177
+ if (actorFeet.length) {
178
+ const cands = [];
179
+ scene.traverse((o) => {
180
+ if (!surfaceOk(o) || isTerrain(o) || isSupport(o) || landedName(nameOf(o)) || hints.get(nameOf(o)) === 'flying') return;
181
+ const m = Array.isArray(o.material) ? o.material[0] : o.material; if (seeThrough(m)) return;
182
+ const g = o.geometry; if (!g.boundingBox && g.computeBoundingBox) g.computeBoundingBox(); if (!g.boundingBox) return;
183
+ const bb = g.boundingBox, b = { x0: Infinity, y0: Infinity, z0: Infinity, x1: -Infinity, y1: -Infinity, z1: -Infinity };
184
+ if (o.isInstancedMesh) return; // instances (posts, crates) are not walked on here
185
+ for (let i = 0; i < 8; i++) { const p = new V(i & 1 ? bb.max.x : bb.min.x, i & 2 ? bb.max.y : bb.min.y, i & 4 ? bb.max.z : bb.min.z).applyMatrix4(o.matrixWorld); b.x0 = Math.min(b.x0, p.x); b.y0 = Math.min(b.y0, p.y); b.z0 = Math.min(b.z0, p.z); b.x1 = Math.max(b.x1, p.x); b.y1 = Math.max(b.y1, p.y); b.z1 = Math.max(b.z1, p.z); }
186
+ cands.push({ o, b });
187
+ });
188
+ for (const f of actorFeet) {
189
+ let best = null, by = -Infinity;
190
+ for (const { o, b } of cands) {
191
+ if (f.x < b.x0 || f.x > b.x1 || f.z < b.z0 || f.z > b.z1 || b.y1 < f.y - 0.4 || b.y0 > f.y + 0.3) continue;
192
+ if (f.node && pathNames(o).includes(f.node)) continue; // its own body
193
+ eachTri(o, (A, B, C) => { const y = yIn([A.x, A.y, A.z, B.x, B.y, B.z, C.x, C.y, C.z], f.x, f.z); if (y !== null && y <= f.y + 0.3 && y >= f.y - 0.4 && y > by) { by = y; best = o; } }, 200000);
194
+ }
195
+ if (best && nameOf(best)) { stood.add(nameOf(best)); if (!surfaces.includes(best)) surfaces.push(best); }
196
+ }
197
+ }
198
+ out.ground = [...new Set(surfaces.filter(isTerrain).map(nameOf))];
199
+ const supNames = [...new Set(surfaces.filter((o) => !isTerrain(o)).map(nameOf))];
200
+ out.supports = supNames.map((name) => ({ name, why: supportWhy(name) || 'stood' }));
201
+
202
+ // Triangles bucketed on x/z, cached across calls while the surfaces stay the same.
203
+ const KEY = '__FPX_GROUND_TRIS__';
204
+ const stamp = surfaces.map((g) => `${g.uuid}:${g.geometry.uuid}:${g.geometry.attributes.position ? g.geometry.attributes.position.count : 0}:${isTerrain(g) ? 't' : 's'}`).join('|');
205
+ let G = window[KEY];
206
+ if (!G || G.stamp !== stamp) {
207
+ const CELL = 4, buckets = new Map(), tris = [], wide = [], meta = [];
208
+ for (const g of surfaces) {
209
+ const terr = isTerrain(g), nm = nameOf(g);
210
+ eachTri(g, (A, B, C) => {
211
+ const ti = tris.length; tris.push([A.x, A.y, A.z, B.x, B.y, B.z, C.x, C.y, C.z]); meta.push({ terr, nm });
212
+ const x0 = Math.floor(Math.min(A.x, B.x, C.x) / CELL), x1 = Math.floor(Math.max(A.x, B.x, C.x) / CELL);
213
+ const z0 = Math.floor(Math.min(A.z, B.z, C.z) / CELL), z1 = Math.floor(Math.max(A.z, B.z, C.z) / CELL);
214
+ if ((x1 - x0 + 1) * (z1 - z0 + 1) > 400) { wide.push(ti); return; } // a big low-poly face: asked every time
215
+ for (let x = x0; x <= x1; x++) for (let z = z0; z <= z1; z++) { const k = `${x},${z}`; const l = buckets.get(k); if (l) l.push(ti); else buckets.set(k, [ti]); }
216
+ }, 2000000 - tris.length);
217
+ }
218
+ G = { stamp, CELL, buckets, tris, wide, meta };
219
+ try { window[KEY] = G; } catch (e) { /* frozen window */ }
220
+ }
221
+ // Every surface under (x, z): [{ y, terr, nm }], highest first.
222
+ const surfAt = (x, z) => {
223
+ const l = G.buckets.get(`${Math.floor(x / G.CELL)},${Math.floor(z / G.CELL)}`) || [];
224
+ const res = [];
225
+ for (const ti of l.length ? l.concat(G.wide) : G.wide) { const y = yIn(G.tris[ti], x, z); if (y !== null) res.push({ y, terr: G.meta[ti].terr, nm: G.meta[ti].nm }); }
226
+ return res.sort((p, q) => q.y - p.y);
227
+ };
228
+
229
+ // ---- the lowest opaque row of a cut-out's picture --------------------------------------------------
230
+ const floors = window.__FPX_ALPHA_FLOORS__ || new Map();
231
+ try { window.__FPX_ALPHA_FLOORS__ = floors; } catch (e) { /* ignore */ }
232
+ // { floor: share of the height below the lowest opaque row, u0/u1: the opaque span of the bottom rows }.
233
+ const NONE = { floor: 0, u0: 0, u1: 1 };
234
+ const alphaFloor = (mat) => {
235
+ const map = mat && mat.map, img = map && map.image;
236
+ if (!img || typeof document === 'undefined' || !document.createElement) return NONE;
237
+ // A sheet frame (repeat/offset) or an unflipped texture: the whole image is not the picture.
238
+ if (map.flipY === false || (map.repeat && (map.repeat.x !== 1 || map.repeat.y !== 1))) return NONE;
239
+ const key = img.currentSrc || img.src || map.uuid;
240
+ if (floors.has(key)) return floors.get(key);
241
+ let r = NONE;
242
+ try {
243
+ const c = document.createElement('canvas'), H = 64, W = 64;
244
+ c.width = W; c.height = H;
245
+ const ctx = c.getContext('2d'); ctx.drawImage(img, 0, 0, W, H);
246
+ const d = ctx.getImageData(0, 0, W, H).data;
247
+ const opaque = (x, y) => d[(y * W + x) * 4 + 3] > 128;
248
+ let low = -1;
249
+ for (let y = H - 1; y >= 0 && low < 0; y--) for (let x = 0; x < W; x++) if (opaque(x, y)) { low = y; break; }
250
+ if (low >= 0) {
251
+ // The span the picture stands on: opaque columns within its lowest 6% (legs, wheels, a hull's keel).
252
+ let u0 = W, u1 = -1;
253
+ for (let y = low; y >= Math.max(0, low - 3); y--) for (let x = 0; x < W; x++) if (opaque(x, y)) { u0 = Math.min(u0, x); u1 = Math.max(u1, x); }
254
+ r = { floor: (H - 1 - low) / H, u0: u0 / W, u1: (u1 + 1) / W };
255
+ }
256
+ } catch (e) { r = NONE; }
257
+ floors.set(key, r);
258
+ return r;
259
+ };
260
+
261
+ // ---- the things to judge ----------------------------------------------------------------------------
262
+ // A box: its world bounds and the four lowest of its eight corners (the footprint as turned, not the bounds).
263
+ const boxOf = (o, M) => {
264
+ const g = o.geometry;
265
+ if (!g.boundingBox && g.computeBoundingBox) g.computeBoundingBox();
266
+ const bb = g.boundingBox; if (!bb) return null;
267
+ const b = { x0: Infinity, y0: Infinity, z0: Infinity, x1: -Infinity, y1: -Infinity, z1: -Infinity, foot: [] };
268
+ const pts = [];
269
+ for (let i = 0; i < 8; i++) {
270
+ const p = new V(i & 1 ? bb.max.x : bb.min.x, i & 2 ? bb.max.y : bb.min.y, i & 4 ? bb.max.z : bb.min.z).applyMatrix4(M);
271
+ pts.push(p);
272
+ b.x0 = Math.min(b.x0, p.x); b.y0 = Math.min(b.y0, p.y); b.z0 = Math.min(b.z0, p.z); b.x1 = Math.max(b.x1, p.x); b.y1 = Math.max(b.y1, p.y); b.z1 = Math.max(b.z1, p.z);
273
+ }
274
+ b.foot = pts.sort((p, q) => p.y - q.y).slice(0, 4).map((p) => [p.x, p.z]);
275
+ return b;
276
+ };
277
+ const grow = (b, c) => {
278
+ if (!c) return b;
279
+ if (!b) return { ...c };
280
+ b.x0 = Math.min(b.x0, c.x0); b.y0 = Math.min(b.y0, c.y0); b.z0 = Math.min(b.z0, c.z0); b.x1 = Math.max(b.x1, c.x1); b.y1 = Math.max(b.y1, c.y1); b.z1 = Math.max(b.z1, c.z1);
281
+ b.foot = [[b.x0, b.z0], [b.x1, b.z0], [b.x0, b.z1], [b.x1, b.z1]];
282
+ return b;
283
+ };
284
+ // Where a single mesh touches down: the lowest vertex in each cell of a grid over its footprint (a long
285
+ // ramp railing touches down all along the ramp, not at its box's lowest corner). null for a big mesh.
286
+ const contactsOf = (o, b) => {
287
+ const pos = o.geometry.attributes && o.geometry.attributes.position;
288
+ if (!pos || pos.count > 120000) return null;
289
+ const cell = Math.max(0.5, Math.max(b.x1 - b.x0, b.z1 - b.z0) / 10), step = Math.max(1, Math.floor(pos.count / 6000));
290
+ const low = new Map(), M = o.matrixWorld;
291
+ for (let i = 0; i < pos.count; i += step) {
292
+ const p = new V(pos.getX(i), pos.getY(i), pos.getZ(i)).applyMatrix4(M);
293
+ const k = `${Math.floor(p.x / cell)},${Math.floor(p.z / cell)}`;
294
+ const was = low.get(k); if (!was || p.y < was[1]) low.set(k, [p.x, p.y, p.z]);
295
+ }
296
+ return [...low.values()];
297
+ };
298
+ const flatOf = (o) => { const g = o.geometry; if (!g.boundingBox && g.computeBoundingBox) g.computeBoundingBox(); const bb = g.boundingBox; return bb ? Math.min(bb.max.x - bb.min.x, bb.max.y - bb.min.y, bb.max.z - bb.min.z) < 1e-3 : false; };
299
+ // Hung or carried by design: a crane's load, a lamp, a sign, a flag (judged only when marked landed).
300
+ const HUNG = new RegExp(a.hung || 'load|cargo|hook|cable|chain|rope|lamp|lantern|sign|flag|banner|bunting|awning|wire', 'i');
301
+ // An outline shell (an inverted hull drawn back-faced) is the body it outlines, not another body.
302
+ const outline = (m) => !!m && m.side === 1;
303
+ const surfaceSet = new Set(surfaces);
304
+ const notThing = (o) => surfaceSet.has(o) || (!isTerrain(o) && supportWhy(nameOf(o)) !== null && !landedName(nameOf(o)));
305
+ const linkOf = (nm, up) => { for (const n of [nm, ...up]) { const l = linked.get(n); if (l) return l; } return null; };
306
+ const things = [];
307
+ const taken = new Set();
308
+ // Vehicles by name (or a landed hint): the whole subtree is one body.
309
+ scene.traverse((o) => {
310
+ if (things.length >= MAX || o === scene || o.isCamera || o.isLight || taken.has(o)) return;
311
+ const nm = o.name || '';
312
+ if (!nm || ignore.has(nm) || GROUND.test(nm) || BACKDROP.test(nm) || notThing(o) || !visibleChain(o)) return;
313
+ const up = pathNames(o.parent || o).filter((p) => p !== nm);
314
+ const hint = hints.get(nm) || up.map((p) => hints.get(p)).find(Boolean) || (LANDED.test(nm) ? 'landed' : null);
315
+ // An actor of the contract (or a part of one) is judged by walk from the contract, unless marked landed.
316
+ if (hint === 'flying' || ((contractNodes.has(nm) || up.some((p) => contractNodes.has(p))) && hint !== 'landed')) return;
317
+ if (!VEH.test(nm) && hint !== 'landed') return;
318
+ if (FLY.test(nm) && hint !== 'landed') return;
319
+ let b = null, picture = null;
320
+ o.traverse((c) => {
321
+ if (!(c.isMesh || c.isInstancedMesh) || c.isSprite || !c.geometry) return;
322
+ const m = Array.isArray(c.material) ? c.material[0] : c.material;
323
+ if (seeThrough(m) || outline(m)) return;
324
+ b = grow(b, boxOf(c, c.matrixWorld)); if (!picture && m && m.map) picture = c; taken.add(c);
325
+ });
326
+ if (!b) return;
327
+ if (picture && o === picture) b = boxOf(o, o.matrixWorld);
328
+ taken.add(o);
329
+ const link = linkOf(nm, up);
330
+ things.push({ name: nm, kind: 'vehicle', hint, instance: null, b, picture, mesh: null, link });
331
+ });
332
+ // Big props: single meshes first, then instances (a town of instanced crates must not crowd the rest out).
333
+ const singles = [], instanced = [];
334
+ scene.traverse((o) => {
335
+ if (taken.has(o) || !(o.isMesh || o.isInstancedMesh) || o.isSprite || o.isSkinnedMesh || !o.geometry || !visibleChain(o) || notThing(o)) return;
336
+ (o.isInstancedMesh ? instanced : singles).push(o);
337
+ });
338
+ for (const o of [...singles, ...instanced]) {
339
+ if (things.length >= MAX) break;
340
+ const nm = nameOf(o), path = pathNames(o);
341
+ if (ignore.has(nm) || path.some((p) => GROUND.test(p) || BACKDROP.test(p))) continue;
342
+ const hint = hints.get(o.name) || path.map((p) => hints.get(p)).find(Boolean) || (LANDED.test(nm) ? 'landed' : null);
343
+ if (hint !== 'landed' && (hint === 'flying' || FLY.test(nm) || HUNG.test(nm) || path.some((p) => contractNodes.has(p)))) continue;
344
+ const mats = Array.isArray(o.material) ? o.material : [o.material];
345
+ if (mats.every(seeThrough) || outline(mats[0])) continue;
346
+ const flat = flatOf(o);
347
+ if (flat && !(mats[0] && mats[0].map)) continue; // a bare plane (an awning, a decal) is not a body
348
+ const n = o.isInstancedMesh ? Math.min(o.count, 400) : 1;
349
+ const link = linkOf(o.name || nm, path);
350
+ for (let i = 0; i < n && things.length < MAX; i++) {
351
+ let M = o.matrixWorld;
352
+ if (o.isInstancedMesh) { M = o.matrixWorld.clone(); const im = o.matrixWorld.clone(); im.fromArray(o.instanceMatrix.array, i * 16); M.multiply(im); }
353
+ const b = boxOf(o, M); if (!b) continue;
354
+ const w = b.x1 - b.x0, h = b.y1 - b.y0, d = b.z1 - b.z0;
355
+ if (hint !== 'landed' && (Math.max(w, d) < MIN || h < 1 || Math.max(w, h, d) > 80)) continue;
356
+ const kind = VEH.test(nm) || (link && link.some((l) => l.machine)) ? 'vehicle' : 'prop';
357
+ things.push({ name: nm, kind, hint, instance: o.isInstancedMesh ? i : null, b, picture: flat ? o : null, mesh: o.isInstancedMesh || flat ? null : o, link });
358
+ }
359
+ }
360
+
361
+ // ---- judge ---------------------------------------------------------------------------------------------
362
+ const cam = window.camera || window.__THREEJS_CAMERA__ || null;
363
+ const r2 = (v) => (v === null ? null : Math.round(v * 100) / 100);
364
+ // Many touch-down points: eight of them, lowest to highest (the least and the most kept).
365
+ const spread = (l) => { if (l.length <= 8) return l; const k = l.filter((c) => c !== null).sort((p, q) => p - q); return k.length <= 8 ? k : Array.from({ length: 8 }, (_, i) => k[Math.round((i * (k.length - 1)) / 7)]); };
366
+ for (const t of things) {
367
+ const { b } = t;
368
+ const w = b.x1 - b.x0, h = b.y1 - b.y0, d = b.z1 - b.z0;
369
+ // A painted cut-out stands where its picture does: the lowest opaque row, and the opaque span along it.
370
+ const pic = t.picture ? alphaFloor(Array.isArray(t.picture.material) ? t.picture.material[0] : t.picture.material) : NONE;
371
+ const floor = pic.floor;
372
+ let bottom = b.y0 + floor * h, foot = b.foot;
373
+ const pg = t.picture && t.picture.geometry && t.picture.geometry.boundingBox;
374
+ if (pg && pg.max.z - pg.min.z < 1e-3 && t.instance === null) {
375
+ const M = t.picture.matrixWorld, ly = pg.min.y + floor * (pg.max.y - pg.min.y);
376
+ const at = (u) => new V(pg.min.x + u * (pg.max.x - pg.min.x), ly, 0).applyMatrix4(M);
377
+ const p0 = at(pic.u0), p1 = at(pic.u1);
378
+ foot = [[p0.x, p0.z], [p1.x, p1.z]];
379
+ bottom = Math.min(p0.y, p1.y);
380
+ }
381
+ let cx = foot.reduce((s, p) => s + p[0], 0) / foot.length, cz = foot.reduce((s, p) => s + p[1], 0) / foot.length;
382
+ // The linked contract entry: its feet are the footprint's centre, its `ground` a surface under the footprint.
383
+ const entry = t.link && t.hint === 'landed' ? t.link.slice().sort((p, q) => (p.x === null ? 1e9 : Math.hypot(p.x - cx, p.z - cz)) - (q.x === null ? 1e9 : Math.hypot(q.x - cx, q.z - cz)))[0] : null;
384
+ if (entry && entry.x !== null && entry.z !== null && entry.x >= b.x0 - 1 && entry.x <= b.x1 + 1 && entry.z >= b.z0 - 1 && entry.z <= b.z1 + 1) { cx = entry.x; cz = entry.z; }
385
+ const deck = entry && entry.ground !== null ? entry.ground : null;
386
+ const tol = Math.max(0.25, 0.03 * h), sinkTol = Math.max(0.5, 0.35 * h);
387
+ const under = (x, z) => { const l = surfAt(x, z); if (deck !== null && x >= b.x0 - 1 && x <= b.x1 + 1 && z >= b.z0 - 1 && z <= b.z1 + 1) { l.push({ y: deck, terr: false, nm: entry.id || 'contract ground' }); l.sort((p, q) => q.y - p.y); } return l; };
388
+ // The nearest surface at or below y (+tol): what this point stands on.
389
+ const below = (l, y) => l.find((s) => s.y <= y + tol) || null;
390
+ // Gone through: terrain above it, or a deck it rises above (a crate under a deck is not sunk).
391
+ const through = (l, y) => l.filter((s) => s.y > y + sinkTol && (s.terr || b.y1 > s.y + tol)).reduce((m, s) => (m === 0 ? s.y - y : Math.min(m, s.y - y)), 0);
392
+ // Where it touches down.
393
+ const touch = (t.mesh && !t.picture && contactsOf(t.mesh, b)) || [...foot, [cx, cz]].map(([x, z]) => [x, bottom, z]);
394
+ const lc = under(cx, cz), gc = below(lc, bottom);
395
+ const g = gc ? gc.y : lc.length ? lc[lc.length - 1].y : null;
396
+ const gaps = touch.map(([x, y, z]) => { const l = under(x, z), s = below(l, y); return { gap: s ? y - s.y : null, sunk: through(l, y), any: l.length > 0 }; });
397
+ const corners = gaps.map((q) => (q.gap === null ? null : r2(q.gap)));
398
+ const gap = gc ? bottom - gc.y : g === null ? null : bottom - g;
399
+ let verdict = 'grounded', held = null;
400
+ const known = gaps.filter((q) => q.gap !== null).map((q) => q.gap);
401
+ const sunkN = gaps.filter((q) => q.sunk > 0).length;
402
+ const nameW = t.name;
403
+ // A leg, trestle or post down into a pit, its top meeting a support: braced, not sunk.
404
+ const braced = () => {
405
+ const pts = [[cx, cz], ...touch.map(([x, , z]) => [x, z])];
406
+ const reach = hasWord(nameW, LEG_W) ? Math.max(3, 0.15 * h) : Math.max(1.2, 0.05 * h);
407
+ for (const [x, z] of pts) { const s = surfAt(x, z).find((q) => !q.terr && q.y >= b.y1 - tol && q.y <= b.y1 + reach); if (s) return s.nm; }
408
+ return null;
409
+ };
410
+ if (!gaps.some((q) => q.any) && g === null) verdict = 'no_ground';
411
+ else if (sunkN * 2 >= gaps.length && sunkN > 0) {
412
+ const by = braced();
413
+ if (by) { verdict = 'held'; held = `braced under ${by}`; } else verdict = 'sunk';
414
+ } else {
415
+ const touching = known.filter((v) => v <= tol).length;
416
+ const up = known.filter((v) => v > tol);
417
+ if (!touching && known.length && up.length * 2 >= known.length) {
418
+ // Resting on another body (a stacked container, a crate on a crate)?
419
+ const on = things.find((o) => o !== t && Math.abs(o.b.y1 - bottom) <= Math.max(tol, 0.35) && cx >= o.b.x0 - 0.2 && cx <= o.b.x1 + 0.2 && cz >= o.b.z0 - 0.2 && cz <= o.b.z1 + 0.2);
420
+ const by = braced();
421
+ if (on) { verdict = 'held'; held = on.instance === null ? on.name : `${on.name}#${on.instance}`; }
422
+ else if (hasWord(nameW, ATTACHED_W) && Math.min(...up) <= 1.5) { verdict = 'held'; held = 'attached to a support'; }
423
+ else if (by) { verdict = 'held'; held = `hung from ${by}`; }
424
+ else verdict = 'hovering';
425
+ } else if (known.length >= 2 && known.filter((v) => v > Math.max(1.5, 0.4 * h)).length * 2 >= known.length) verdict = 'overhang';
426
+ }
427
+ let on = null;
428
+ if (cam && cam.isCamera) { const p = new V(cx, bottom + h / 2, cz).project(cam); on = p.z > -1 && p.z < 1 && Math.abs(p.x) <= 1.1 && Math.abs(p.y) <= 1.1; }
429
+ const sunkGap = verdict === 'sunk' ? -Math.max(...gaps.map((q) => q.sunk)) : null;
430
+ const hoverGap = verdict === 'hovering' && known.length ? Math.min(...known) : null;
431
+ // Touching down cell by cell: the gap where it is nearest a surface (a sloped railing is not "−3.6 m" at its centre).
432
+ const nearGap = t.mesh && known.length ? known.reduce((m, v) => (Math.abs(v) < Math.abs(m) ? v : m), known[0]) : null;
433
+ // Where it is off and by how much (one game: "a distance and not which corner or what tolerance").
434
+ let lo = -1, hi = -1, deep = -1;
435
+ gaps.forEach((q, i) => {
436
+ if (q.gap !== null) { if (lo < 0 || q.gap < gaps[lo].gap) lo = i; if (hi < 0 || q.gap > gaps[hi].gap) hi = i; }
437
+ if (q.sunk > 0 && (deep < 0 || q.sunk > gaps[deep].sunk)) deep = i;
438
+ });
439
+ const pt = (i) => (i < 0 ? null : { x: r2(touch[i][0]), z: r2(touch[i][2]), gap: r2(gaps[i].gap) });
440
+ out.things.push({
441
+ name: t.name, kind: t.kind, hint: t.hint, instance: t.instance, ...(entry && entry.id ? { contract: entry.id } : {}), size: { w: r2(w), h: r2(h), d: r2(d) }, at: { x: r2(cx), y: r2(bottom), z: r2(cz) },
442
+ ground: r2(g), support: gc ? gc.nm : null, gap: r2(sunkGap !== null ? sunkGap : hoverGap !== null ? hoverGap : nearGap !== null ? nearGap : gap), corners: spread(corners), held, verdict, alpha_floor: Math.round(floor * 100) / 100, on,
443
+ nearest: pt(lo), farthest: pt(hi), deepest: deep < 0 ? null : { x: r2(touch[deep][0]), z: r2(touch[deep][2]), depth: r2(gaps[deep].sunk) },
444
+ tolerance: { touch: r2(tol), drop: r2(Math.max(1.5, 0.4 * h)), sink: r2(sinkTol) },
445
+ });
446
+ }
447
+ return JSON.stringify(out);
448
+ }
@@ -0,0 +1,74 @@
1
+ // Adapt a game's own hooks to the __FPX_* names (funpixel.json "hooks"), so a
2
+ // scaffold that exposes, say, window.__ROBIN__ is observable without a rewrite.
3
+ // a = { map: { state: "__ROBIN__.state" | { score: "__ROBIN__.points", … },
4
+ // verbs, views, keys, audio, selftest, levels: "<dotted path>" } }
5
+ //
6
+ // Each mapped name becomes a getter on window that reads the path on EVERY
7
+ // access, so hooks the game sets late are still read. A name the game already
8
+ // declares itself is left alone; one it sets later replaces the getter. A
9
+ // `state` path may name a function (called bound to its owner) or an object
10
+ // (snapshotted); a `keys` path may name an array of codes. Returns JSON
11
+ // { mapped, unresolved, skipped }: unresolved = read undefined at install.
12
+ //
13
+ // Part of @funpixel/verify: one function expression of one argument, loaded by
14
+ // funpixel-browser (include_str!) and by local `funtools verify`. See
15
+ // mechanic_check.js for the calling convention.
16
+ (a) => {
17
+ const NAMES = {
18
+ state: '__FPX_STATE__', verbs: '__FPX_VERBS__', views: '__FPX_VIEWS__', keys: '__FPX_KEYS__',
19
+ audio: '__FPX_AUDIO__', selftest: '__FPX_SELFTEST__', levels: '__FPX_LEVELS__',
20
+ };
21
+ const PATH = /^[A-Za-z_$][\w$]*(\.[A-Za-z_$][\w$]*)*$/;
22
+ const owner = (path) => {
23
+ let o = window;
24
+ const parts = path.split('.');
25
+ for (const k of parts.slice(0, -1)) { if (o == null) return [undefined, undefined]; o = o[k]; }
26
+ return [o, o == null ? undefined : o[parts[parts.length - 1]]];
27
+ };
28
+ const get = (path) => owner(path)[1];
29
+ const map = (a && a.map && typeof a.map === 'object') ? a.map : {};
30
+ const mapped = [], unresolved = [], skipped = [];
31
+ for (const hook of Object.keys(map)) {
32
+ const name = NAMES[hook], spec = map[hook];
33
+ if (!name) continue;
34
+ if (Object.prototype.hasOwnProperty.call(window, name)) { skipped.push(hook); continue; }
35
+ let read = null;
36
+ if (hook === 'state' && spec && typeof spec === 'object') {
37
+ const fields = Object.keys(spec).filter((f) => typeof spec[f] === 'string' && PATH.test(spec[f]));
38
+ read = () => (fields.every((f) => get(spec[f]) === undefined) ? undefined : () => {
39
+ const out = {};
40
+ for (const f of fields) out[f] = get(spec[f]);
41
+ return out;
42
+ });
43
+ } else if (typeof spec === 'string' && PATH.test(spec)) {
44
+ read = () => {
45
+ const [o, v] = owner(spec);
46
+ if (hook === 'state') {
47
+ if (typeof v === 'function') return v.bind(o);
48
+ if (!v || typeof v !== 'object') return undefined;
49
+ return () => { try { return JSON.parse(JSON.stringify(v)); } catch (e) { return Object.assign({}, v); } };
50
+ }
51
+ if (hook === 'keys' && Array.isArray(v)) {
52
+ const keys = {};
53
+ for (const k of v) keys[String(k)] = 1;
54
+ return keys;
55
+ }
56
+ return v;
57
+ };
58
+ }
59
+ if (!read) continue;
60
+ try {
61
+ Object.defineProperty(window, name, {
62
+ configurable: true,
63
+ get: read,
64
+ // The game declaring the name itself later wins over the map.
65
+ set(v) { Object.defineProperty(window, name, { value: v, writable: true, configurable: true, enumerable: true }); },
66
+ });
67
+ } catch (e) { continue; }
68
+ mapped.push(hook);
69
+ let now;
70
+ try { now = read(); } catch (e) { now = undefined; }
71
+ if (now === undefined) unresolved.push(hook);
72
+ }
73
+ return JSON.stringify({ mapped, unresolved, skipped });
74
+ }