@holoscript/core 7.0.0 → 8.0.0

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Files changed (345) hide show
  1. package/README.md +2 -2
  2. package/bin/holoscript.cjs +3 -0
  3. package/dist/GLTFPipeline-276GE64O.js +16 -0
  4. package/dist/GLTFPipeline-M7WSSJED.cjs +37 -0
  5. package/dist/HoloScriptPlusParser-7FBIFUFC.js +693 -0
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+ import { TRAJECTORY_HORIZON_FRAMES, projectLinearTrajectory, magnitude } from '../../chunk-IVY74O6C.js';
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+ export { MOTION_DATA_SCHEMA_VERSION, NullMotionMatchingEngine, SYNTHETIC_WALK_JOINTS, SyntheticWalkCycleEngine, TRAJECTORY_FRAME_DT, TRAJECTORY_HORIZON_FRAMES, buildSyntheticBipedPose, classifyGait, createNullMotionMatchingEngine, createSyntheticWalkCycleEngine, inferenceFrameToTensor, magnitude, projectLinearTrajectory, validateMotionCapture, validateTrainingCorpus, validateTrainingFrame } from '../../chunk-IVY74O6C.js';
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+ import { createPureJsInferenceAdapter } from '../../chunk-FHP6LXJS.js';
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+ export { BUNDLED_MODEL_SEED, HIDDEN_DIM, NoOpInferenceAdapter, OnnxNodeInferenceAdapter, PHASE_CONTROL_POINTS, PfnnNetwork, PureJsInferenceAdapter, add, createBundledPfnn, createNoOpInferenceAdapter, createOnnxNodeInferenceAdapter, createPureJsInferenceAdapter, createTensor, eluInPlace, matmul, resolveOnnxModelPath } from '../../chunk-FHP6LXJS.js';
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+ import '../../chunk-OL46QLBJ.js';
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+
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+ // src/traits/engines/onnx-motion-matching.ts
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+ var TRAJ_SAMPLES = 12;
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+ var TRAJ_FEATURES_PER_SAMPLE = 5;
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+ var PHASE_CHANNELS = 4;
11
+ var CORE_INPUT_DIM = 7;
12
+ var INPUT_DIM = CORE_INPUT_DIM + TRAJ_SAMPLES * TRAJ_FEATURES_PER_SAMPLE + PHASE_CHANNELS;
13
+ var OUTPUT_DIM = TRAJECTORY_HORIZON_FRAMES * 3 + PHASE_CHANNELS + 4 + 1 + 5;
14
+ var SHARED_OUTPUT_DIM = OUTPUT_DIM;
15
+ var BUNDLED_MODELS = {
16
+ biped_humanoid_v2: {
17
+ id: "biped_humanoid_v2",
18
+ label: "Biped Humanoid v2 (PFNN, Holden 2017)",
19
+ skeletonType: "biped",
20
+ jointCount: 24,
21
+ inputDim: INPUT_DIM,
22
+ outputDim: SHARED_OUTPUT_DIM,
23
+ modelUrl: "bundled://biped_humanoid_v2.onnx"
24
+ },
25
+ quadruped_dog_v2: {
26
+ id: "quadruped_dog_v2",
27
+ label: "Quadruped Dog v2 (4-contact PFNN)",
28
+ skeletonType: "quadruped",
29
+ jointCount: 28,
30
+ inputDim: INPUT_DIM,
31
+ outputDim: SHARED_OUTPUT_DIM,
32
+ modelUrl: "bundled://quadruped_dog_v2.onnx"
33
+ }
34
+ };
35
+ var BIPED_JOINTS = [
36
+ "root",
37
+ "pelvis",
38
+ "spine_01",
39
+ "spine_02",
40
+ "spine_03",
41
+ "neck_01",
42
+ "head",
43
+ "clavicle_l",
44
+ "upper_arm_l",
45
+ "lower_arm_l",
46
+ "hand_l",
47
+ "clavicle_r",
48
+ "upper_arm_r",
49
+ "lower_arm_r",
50
+ "hand_r",
51
+ "thigh_l",
52
+ "calf_l",
53
+ "foot_l",
54
+ "ball_l",
55
+ "thigh_r",
56
+ "calf_r",
57
+ "foot_r",
58
+ "ball_r",
59
+ "center_of_mass"
60
+ ];
61
+ var QUADRUPED_JOINTS = [
62
+ "root",
63
+ "spine_01",
64
+ "spine_02",
65
+ "spine_03",
66
+ "neck_01",
67
+ "head",
68
+ "front_upper_arm_l",
69
+ "front_lower_arm_l",
70
+ "front_foot_l",
71
+ "front_upper_arm_r",
72
+ "front_lower_arm_r",
73
+ "front_foot_r",
74
+ "rear_thigh_l",
75
+ "rear_calf_l",
76
+ "rear_foot_l",
77
+ "rear_thigh_r",
78
+ "rear_calf_r",
79
+ "rear_foot_r",
80
+ "tail_01",
81
+ "tail_02",
82
+ "tail_03",
83
+ "front_left_toe",
84
+ "front_right_toe",
85
+ "rear_left_toe",
86
+ "rear_right_toe",
87
+ "center_of_mass",
88
+ "jaw",
89
+ "left_ear"
90
+ ];
91
+ function encodeInputTensor(input) {
92
+ const data = new Float32Array(INPUT_DIM);
93
+ let offset = 0;
94
+ data[offset++] = input.targetVelocity.x;
95
+ data[offset++] = input.targetVelocity.y;
96
+ data[offset++] = input.targetVelocity.z;
97
+ const tn = input.terrainNormal ?? { x: 0, y: 1, z: 0 };
98
+ data[offset++] = tn.x;
99
+ data[offset++] = tn.y;
100
+ data[offset++] = tn.z;
101
+ data[offset++] = input.energyEfficiency ?? 1;
102
+ const trajectory = projectLinearTrajectory(input.targetVelocity);
103
+ const speed = magnitude(input.targetVelocity);
104
+ const velDir = speed > 1e-6 ? { x: input.targetVelocity.x / speed, z: input.targetVelocity.z / speed } : { x: 0, z: 0 };
105
+ for (let i = 0; i < TRAJ_SAMPLES; i++) {
106
+ const pt = trajectory[i] ?? [0, 0, 0];
107
+ data[offset++] = pt[0];
108
+ data[offset++] = pt[2];
109
+ data[offset++] = velDir.x;
110
+ data[offset++] = velDir.z;
111
+ const phaseLinear = (input.currentPhase + (i + 1) * 0.04) % 1;
112
+ data[offset++] = phaseLinear;
113
+ }
114
+ const p = input.currentPhase * 2 * Math.PI;
115
+ data[offset++] = Math.sin(p);
116
+ data[offset++] = Math.cos(p);
117
+ data[offset++] = Math.sin(2 * p);
118
+ data[offset++] = Math.cos(2 * p);
119
+ return { data, shape: [1, INPUT_DIM] };
120
+ }
121
+ var GAIT_LABELS = [
122
+ "idle",
123
+ "walk",
124
+ "trot",
125
+ "run",
126
+ "crouch"
127
+ ];
128
+ function decodeOutputTensor(output, skeletonType, prevPhase) {
129
+ const d = output.data;
130
+ const trajectory = [];
131
+ for (let i = 0; i < TRAJECTORY_HORIZON_FRAMES; i++) {
132
+ trajectory.push([d[i * 3] ?? 0, d[i * 3 + 1] ?? 0, d[i * 3 + 2] ?? 0]);
133
+ }
134
+ const phaseBase = 36;
135
+ const sinP = d[phaseBase] ?? 0;
136
+ const cosP = d[phaseBase + 1] ?? 1;
137
+ const rawPhase = (Math.atan2(sinP, cosP) / (2 * Math.PI) + 1) % 1;
138
+ const maxAdvance = 0.15;
139
+ const delta = (rawPhase - prevPhase + 1) % 1;
140
+ const phase = (prevPhase + Math.min(delta, maxAdvance)) % 1;
141
+ const contactBase = 40;
142
+ const sigmoid = (x) => 1 / (1 + Math.exp(-x));
143
+ const lf = sigmoid(d[contactBase] ?? 0) > 0.5;
144
+ const rf = sigmoid(d[contactBase + 1] ?? 0) > 0.5;
145
+ const lh = sigmoid(d[contactBase + 2] ?? 0) > 0.5;
146
+ const rh = sigmoid(d[contactBase + 3] ?? 0) > 0.5;
147
+ const contactFeatures = { leftFoot: lf, rightFoot: rf };
148
+ if (skeletonType === "quadruped") {
149
+ contactFeatures["leftHand"] = lh;
150
+ contactFeatures["rightHand"] = rh;
151
+ }
152
+ const stability = Math.max(0, Math.min(1, sigmoid(d[44] ?? 2)));
153
+ let maxLogit = -Infinity;
154
+ let gaitIdx = 0;
155
+ for (let i = 0; i < 5; i++) {
156
+ const logit = d[45 + i] ?? 0;
157
+ if (logit > maxLogit) {
158
+ maxLogit = logit;
159
+ gaitIdx = i;
160
+ }
161
+ }
162
+ const gait = GAIT_LABELS[gaitIdx] ?? "idle";
163
+ const joints = {};
164
+ const names = skeletonType === "biped" ? BIPED_JOINTS : QUADRUPED_JOINTS;
165
+ for (const name of names) {
166
+ joints[name] = { position: [0, 0, 0], rotation: [0, 0, 0, 1] };
167
+ }
168
+ return {
169
+ pose: { joints, timestamp: Date.now() },
170
+ phase,
171
+ trajectory,
172
+ stability,
173
+ contactFeatures,
174
+ gait,
175
+ kineticEnergyProxy: 0
176
+ };
177
+ }
178
+ var OnnxMotionMatchingEngine = class {
179
+ constructor(modelId, options = {}) {
180
+ this.loaded = false;
181
+ this._phase = 0;
182
+ this.modelId = modelId;
183
+ const desc = BUNDLED_MODELS[modelId];
184
+ if (!desc) {
185
+ throw new Error(
186
+ `OnnxMotionMatchingEngine: unknown modelId "${modelId}". Available: ${Object.keys(BUNDLED_MODELS).join(", ")}`
187
+ );
188
+ }
189
+ this.descriptor = desc;
190
+ this.adapter = options.adapter ?? createPureJsInferenceAdapter(desc.inputDim, desc.outputDim);
191
+ }
192
+ async load() {
193
+ await this.adapter.load(this.descriptor.modelUrl);
194
+ this.loaded = true;
195
+ this._phase = 0;
196
+ }
197
+ infer(input) {
198
+ if (!this.loaded) {
199
+ throw new Error(`OnnxMotionMatchingEngine(${this.modelId}): call load() before infer()`);
200
+ }
201
+ const inputTensor = encodeInputTensor(input);
202
+ const outputTensor = this._runSync(inputTensor);
203
+ const result = decodeOutputTensor(outputTensor, this.descriptor.skeletonType, this._phase);
204
+ this._phase = result.phase;
205
+ return result;
206
+ }
207
+ /**
208
+ * Async inference path — use when the adapter is WebGPU/ONNX Runtime Web.
209
+ * The sync `infer()` method falls through to a blocking stub when the
210
+ * adapter doesn't support synchronous execution.
211
+ */
212
+ async inferAsync(input) {
213
+ if (!this.loaded) {
214
+ throw new Error(`OnnxMotionMatchingEngine(${this.modelId}): call load() before inferAsync()`);
215
+ }
216
+ const inputTensor = encodeInputTensor(input);
217
+ const response = await this.adapter.run({
218
+ inputs: { motion_input: inputTensor },
219
+ outputs: ["motion_output"]
220
+ });
221
+ const outputTensor = response.outputs["motion_output"] ?? {
222
+ data: new Float32Array(OUTPUT_DIM)};
223
+ const result = decodeOutputTensor(outputTensor, this.descriptor.skeletonType, this._phase);
224
+ this._phase = result.phase;
225
+ return result;
226
+ }
227
+ dispose() {
228
+ this.adapter.dispose();
229
+ this.loaded = false;
230
+ this._phase = 0;
231
+ }
232
+ // ── private helpers ─────────────────────────────────────────────────────
233
+ /**
234
+ * Synchronous forward pass.
235
+ *
236
+ * If the adapter exposes a synchronous `runSync` (PureJsInferenceAdapter,
237
+ * NoOpInferenceAdapter), we run a REAL forward pass and return its output.
238
+ * For async-only adapters (onnxruntime-node/web) there is no honest
239
+ * synchronous result — callers must use `inferAsync()` — so we throw rather
240
+ * than silently fabricate a zero tensor (the prior OVERCLAIMED behavior,
241
+ * deep-ratchet 2026-05-29).
242
+ */
243
+ _runSync(inputTensor) {
244
+ if (typeof this.adapter.runSync === "function") {
245
+ const response = this.adapter.runSync({
246
+ inputs: { motion_input: inputTensor },
247
+ outputs: ["motion_output"]
248
+ });
249
+ return response.outputs["motion_output"] ?? {
250
+ data: new Float32Array(OUTPUT_DIM),
251
+ shape: [1, OUTPUT_DIM]
252
+ };
253
+ }
254
+ throw new Error(
255
+ `OnnxMotionMatchingEngine(${this.modelId}): adapter "${this.adapter.name}" has no synchronous run path. Use inferAsync() with this adapter, or inject a synchronous adapter (PureJsInferenceAdapter) for infer().`
256
+ );
257
+ }
258
+ };
259
+ async function batchInferAsync(engine, batch) {
260
+ const start = performance.now();
261
+ const results = await Promise.all(batch.agents.map((a) => engine.inferAsync(a)));
262
+ const batchMs = performance.now() - start;
263
+ return { results, batchMs, agentCount: batch.agents.length };
264
+ }
265
+ async function createOnnxMotionMatchingEngine(modelId, options = {}) {
266
+ const engine = new OnnxMotionMatchingEngine(modelId, options);
267
+ await engine.load();
268
+ return engine;
269
+ }
270
+ function listBundledModels() {
271
+ return Object.values(BUNDLED_MODELS);
272
+ }
273
+
274
+ // src/traits/engines/noise.ts
275
+ function noise(t, seed) {
276
+ const n = Math.sin(t * 12.9898 + seed * 78.233) * 43758.5453;
277
+ return (n - Math.floor(n)) * 2 - 1;
278
+ }
279
+ function smoothNoise(t, seed) {
280
+ const floor = Math.floor(t);
281
+ const frac = t - floor;
282
+ const smooth = frac * frac * (3 - 2 * frac);
283
+ return noise(floor, seed) + smooth * (noise(floor + 1, seed) - noise(floor, seed));
284
+ }
285
+
286
+ // src/traits/engines/cloth-verlet.ts
287
+ function buildClothConstraints(resolution, positions) {
288
+ const constraints = [];
289
+ for (let i = 0; i < resolution; i++) {
290
+ for (let j = 0; j < resolution; j++) {
291
+ const idx = i * resolution + j;
292
+ if (j < resolution - 1) {
293
+ const right = idx + 1;
294
+ const dx = positions[idx * 3] - positions[right * 3];
295
+ const dy = positions[idx * 3 + 1] - positions[right * 3 + 1];
296
+ const dz = positions[idx * 3 + 2] - positions[right * 3 + 2];
297
+ constraints.push([idx, right, Math.sqrt(dx * dx + dy * dy + dz * dz)]);
298
+ }
299
+ if (i < resolution - 1) {
300
+ const below = idx + resolution;
301
+ const dx = positions[idx * 3] - positions[below * 3];
302
+ const dy = positions[idx * 3 + 1] - positions[below * 3 + 1];
303
+ const dz = positions[idx * 3 + 2] - positions[below * 3 + 2];
304
+ constraints.push([idx, below, Math.sqrt(dx * dx + dy * dy + dz * dz)]);
305
+ }
306
+ }
307
+ }
308
+ return constraints;
309
+ }
310
+ function stepClothVerlet(state, config, delta) {
311
+ const positions = state.positions;
312
+ const prev = state.prevPositions;
313
+ const pinned = state.pinned;
314
+ const constraints = state.constraints;
315
+ const dampingFactor = 1 - config.damping;
316
+ const count = positions.length / 3;
317
+ const gravity = -9.81 * config.gravityScale * delta * delta;
318
+ const windX = smoothNoise(state.time * 0.5, 0) * config.windResponse * delta;
319
+ const windZ = smoothNoise(state.time * 0.7, 1) * config.windResponse * delta;
320
+ for (let i = 0; i < count; i++) {
321
+ if (pinned.has(i)) continue;
322
+ const ix = i * 3;
323
+ const iy = ix + 1;
324
+ const iz = ix + 2;
325
+ const cx = positions[ix];
326
+ const cy = positions[iy];
327
+ const cz = positions[iz];
328
+ const vx = (cx - prev[ix]) * dampingFactor;
329
+ const vy = (cy - prev[iy]) * dampingFactor;
330
+ const vz = (cz - prev[iz]) * dampingFactor;
331
+ prev[ix] = cx;
332
+ prev[iy] = cy;
333
+ prev[iz] = cz;
334
+ positions[ix] = cx + vx + windX;
335
+ positions[iy] = cy + vy + gravity;
336
+ positions[iz] = cz + vz + windZ;
337
+ }
338
+ const iterations = Math.ceil(config.stiffness * 5);
339
+ for (let iter = 0; iter < iterations; iter++) {
340
+ for (const [a, b, restLen] of constraints) {
341
+ const ax = positions[a * 3];
342
+ const ay = positions[a * 3 + 1];
343
+ const az = positions[a * 3 + 2];
344
+ const bx = positions[b * 3];
345
+ const by = positions[b * 3 + 1];
346
+ const bz = positions[b * 3 + 2];
347
+ const dx = bx - ax;
348
+ const dy = by - ay;
349
+ const dz = bz - az;
350
+ const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
351
+ if (dist < 1e-4) continue;
352
+ const diff = (dist - restLen) / dist * 0.5;
353
+ const ox = dx * diff;
354
+ const oy = dy * diff;
355
+ const oz = dz * diff;
356
+ const aPin = pinned.has(a);
357
+ const bPin = pinned.has(b);
358
+ if (!aPin && !bPin) {
359
+ positions[a * 3] += ox;
360
+ positions[a * 3 + 1] += oy;
361
+ positions[a * 3 + 2] += oz;
362
+ positions[b * 3] -= ox;
363
+ positions[b * 3 + 1] -= oy;
364
+ positions[b * 3 + 2] -= oz;
365
+ } else if (!aPin) {
366
+ positions[a * 3] += ox * 2;
367
+ positions[a * 3 + 1] += oy * 2;
368
+ positions[a * 3 + 2] += oz * 2;
369
+ } else if (!bPin) {
370
+ positions[b * 3] -= ox * 2;
371
+ positions[b * 3 + 1] -= oy * 2;
372
+ positions[b * 3 + 2] -= oz * 2;
373
+ }
374
+ }
375
+ }
376
+ }
377
+
378
+ export { BUNDLED_MODELS, INPUT_DIM, OUTPUT_DIM, OnnxMotionMatchingEngine, batchInferAsync, buildClothConstraints, createOnnxMotionMatchingEngine, decodeOutputTensor, encodeInputTensor, listBundledModels, noise, smoothNoise, stepClothVerlet };
379
+ //# sourceMappingURL=index.js.map
380
+ //# sourceMappingURL=index.js.map