@hypersoniclabs/helix-cli 0.1.6 → 0.1.23

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 (1715) hide show
  1. package/README.md +627 -6
  2. package/assets/bridge/metahuman-eye-baked.png +0 -0
  3. package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
  4. package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
  5. package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
  6. package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
  7. package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
  8. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
  9. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
  10. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
  11. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
  12. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
  13. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
  14. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
  15. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
  16. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
  17. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
  18. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
  19. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
  20. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
  21. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
  22. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
  23. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
  24. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
  25. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
  26. package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
  27. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
  28. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
  29. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
  30. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
  31. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
  32. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
  33. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
  34. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
  35. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
  36. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
  37. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
  38. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
  39. package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
  40. package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
  41. package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
  42. package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
  43. package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
  44. package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
  45. package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
  46. package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
  47. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
  48. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
  49. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
  50. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
  51. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
  52. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
  53. package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
  54. package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
  55. package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
  56. package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
  57. package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
  58. package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
  59. package/bridge-recipes/sims4/README.md +43 -0
  60. package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
  61. package/bridge-recipes/unreal/character-customizer/README.md +58 -0
  62. package/bridge-recipes/unreal/character-customizer/all.json +13 -0
  63. package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
  64. package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
  65. package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
  66. package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
  67. package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
  68. package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
  69. package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
  70. package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
  71. package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
  72. package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
  73. package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
  74. package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
  75. package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
  76. package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
  77. package/bridge-recipes/unreal/character-customizer/top.json +6 -0
  78. package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
  79. package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
  80. package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
  81. package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
  82. package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
  83. package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
  84. package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
  85. package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
  86. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
  87. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
  88. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
  89. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
  90. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
  91. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
  92. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
  93. package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
  94. package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
  95. package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
  96. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
  97. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
  98. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
  99. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
  100. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
  101. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
  102. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
  103. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
  104. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
  105. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
  106. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
  107. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
  108. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
  109. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
  110. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
  111. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
  112. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
  113. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
  114. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
  115. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
  116. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
  117. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
  118. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
  119. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
  120. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
  121. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
  122. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
  123. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
  124. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
  125. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
  126. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
  127. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
  128. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
  129. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
  130. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
  131. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
  132. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
  133. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
  134. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
  135. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
  136. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
  137. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
  138. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
  139. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
  140. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
  141. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
  142. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
  143. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
  144. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
  145. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
  146. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
  147. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
  148. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
  149. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
  150. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
  151. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
  152. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
  153. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
  154. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
  155. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
  156. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
  157. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
  158. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
  159. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
  160. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
  161. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
  162. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
  163. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
  164. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
  165. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
  166. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
  167. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
  168. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
  169. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
  170. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
  171. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
  172. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
  173. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
  174. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
  175. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
  176. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
  177. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
  178. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
  179. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
  180. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
  181. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
  182. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
  183. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
  184. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
  185. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
  186. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
  187. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
  188. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
  189. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
  190. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
  191. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
  192. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
  193. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
  194. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
  195. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
  196. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
  197. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
  198. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
  199. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
  200. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
  201. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
  202. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
  203. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
  204. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
  205. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
  206. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
  207. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
  208. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
  209. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
  210. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
  211. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
  212. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
  213. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
  214. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
  215. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
  216. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
  217. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
  218. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
  219. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
  220. package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.addon.json +1 -0
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@@ -0,0 +1,98 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.readGlbTriangles = readGlbTriangles;
4
+ exports.placeTriangles = placeTriangles;
5
+ exports.probeMultiAssetSpawn = probeMultiAssetSpawn;
6
+ const spawnProbe_1 = require("./spawnProbe");
7
+ const gltfIo_1 = require("./gltfIo");
8
+ /**
9
+ * Cross-asset ground spawn probing.
10
+ *
11
+ * The single-sheet importer probed the one mesh that backed collision. A
12
+ * multi-asset package's collision is spread across N placed proxy meshes, so
13
+ * the probe must consider candidate surfaces across ALL of them — in world
14
+ * space, after each instance's placement transform — and reuse the same
15
+ * canopy/rooftop rejection rules: a column with more than one separated surface
16
+ * is a roof or a canopy over ground, never a spawn point.
17
+ */
18
+ async function readGlbTriangles(bytes) {
19
+ const document = await (0, gltfIo_1.sceneGltfIo)().readBinary(new Uint8Array(bytes));
20
+ const triangles = [];
21
+ for (const mesh of document.getRoot().listMeshes()) {
22
+ for (const primitive of mesh.listPrimitives()) {
23
+ if (primitive.getMode() !== 4)
24
+ continue;
25
+ const position = primitive.getAttribute('POSITION');
26
+ if (!position)
27
+ continue;
28
+ // getScalar(index) returns component 0 of ELEMENT `index` (the element
29
+ // stride is applied internally), so vertices are read from the flat
30
+ // array directly; only the optional indices accessor goes through it.
31
+ const flat = position.getArray();
32
+ if (!flat)
33
+ continue;
34
+ const indices = primitive.getIndices();
35
+ const count = indices ? indices.getCount() : position.getCount();
36
+ const at = (index) => {
37
+ const vertex = indices ? indices.getScalar(index) : index;
38
+ const base = vertex * 3;
39
+ return [flat[base], flat[base + 1], flat[base + 2]];
40
+ };
41
+ for (let index = 0; index + 2 < count; index += 3) {
42
+ triangles.push([at(index), at(index + 1), at(index + 2)]);
43
+ }
44
+ }
45
+ }
46
+ return triangles;
47
+ }
48
+ /** Applies a TRS placement transform to every triangle vertex. */
49
+ function placeTriangles(triangles, transform) {
50
+ const [qx, qy, qz, qw] = normalizeQuaternion(transform.rotation);
51
+ return triangles.map((triangle) => [
52
+ rotateAndPlace(triangle[0], transform.position, transform.scale, qx, qy, qz, qw),
53
+ rotateAndPlace(triangle[1], transform.position, transform.scale, qx, qy, qz, qw),
54
+ rotateAndPlace(triangle[2], transform.position, transform.scale, qx, qy, qz, qw),
55
+ ]);
56
+ }
57
+ function normalizeQuaternion([x, y, z, w]) {
58
+ const length = Math.hypot(x, y, z, w);
59
+ if (!Number.isFinite(length) || length < 1e-9)
60
+ throw new Error('placement rotation quaternion must be non-zero');
61
+ return [x / length, y / length, z / length, w / length];
62
+ }
63
+ function rotateAndPlace([vx, vy, vz], [px, py, pz], [sx, sy, sz], qx, qy, qz, qw) {
64
+ // v' = q * (s * v) * q^-1 + p — expanded quaternion sandwich, no matrix allocation.
65
+ const x = vx * sx;
66
+ const y = vy * sy;
67
+ const z = vz * sz;
68
+ const tx = 2 * (qy * z - qz * y);
69
+ const ty = 2 * (qz * x - qx * z);
70
+ const tz = 2 * (qx * y - qy * x);
71
+ return [x + qw * tx + qy * tz - qz * ty + px, y + qw * ty + qz * tx - qx * tz + py, z + qw * tz + qx * ty - qy * tx + pz];
72
+ }
73
+ /**
74
+ * Probes a standing position against the union of all placed collider proxies.
75
+ * Triangle reads are deduplicated by resource and capped: a pack of thousands
76
+ * of high-poly proxies must not build an unbounded triangle list just to find
77
+ * open ground, so beyond the cap vertices are stride-sampled evenly across the
78
+ * whole set instead of taken from whichever asset happened to be read first.
79
+ */
80
+ async function probeMultiAssetSpawn(input) {
81
+ const maxTriangles = input.maxTriangles ?? 120_000;
82
+ const perResourceCache = new Map();
83
+ let placed = [];
84
+ for (const collider of input.colliders) {
85
+ let local = perResourceCache.get(collider.bytes);
86
+ if (!local) {
87
+ local = await readGlbTriangles(collider.bytes);
88
+ perResourceCache.set(collider.bytes, local);
89
+ }
90
+ placed = placed.concat(placeTriangles(local, collider.transform));
91
+ }
92
+ if (placed.length > maxTriangles) {
93
+ const stride = placed.length / maxTriangles;
94
+ placed = Array.from({ length: maxTriangles }, (_, index) => placed[Math.floor(index * stride)]);
95
+ }
96
+ return (0, spawnProbe_1.probeSpawn)({ triangles: placed, bounds: input.bounds, clearanceHeightM: input.clearanceHeightM });
97
+ }
98
+ //# sourceMappingURL=multiAssetSpawn.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"multiAssetSpawn.js","sourceRoot":"","sources":["../../src/sceneImport/multiAssetSpawn.ts"],"names":[],"mappings":";;AAeA,4CA0BC;AAGD,wCAYC;AAoCD,oDA0BC;AAtHD,6CAAqF;AAErF,qCAAuC;AAEvC;;;;;;;;;GASG;AAEI,KAAK,UAAU,gBAAgB,CAAC,KAAa;IAClD,MAAM,QAAQ,GAAG,MAAM,IAAA,oBAAW,GAAE,CAAC,UAAU,CAAC,IAAI,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC;IACvE,MAAM,SAAS,GAAoB,EAAE,CAAC;IACtC,KAAK,MAAM,IAAI,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,UAAU,EAAE,EAAE,CAAC;QACnD,KAAK,MAAM,SAAS,IAAI,IAAI,CAAC,cAAc,EAAE,EAAE,CAAC;YAC9C,IAAI,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC;gBAAE,SAAS;YACxC,MAAM,QAAQ,GAAG,SAAS,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;YACpD,IAAI,CAAC,QAAQ;gBAAE,SAAS;YACxB,uEAAuE;YACvE,oEAAoE;YACpE,sEAAsE;YACtE,MAAM,IAAI,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC;YACjC,IAAI,CAAC,IAAI;gBAAE,SAAS;YACpB,MAAM,OAAO,GAAG,SAAS,CAAC,UAAU,EAAE,CAAC;YACvC,MAAM,KAAK,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;YACjE,MAAM,EAAE,GAAG,CAAC,KAAa,EAAQ,EAAE;gBACjC,MAAM,MAAM,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;gBAC1D,MAAM,IAAI,GAAG,MAAM,GAAG,CAAC,CAAC;gBACxB,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC;YACtD,CAAC,CAAC;YACF,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,GAAG,KAAK,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;gBAClD,SAAS,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,EAAE,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5D,CAAC;QACH,CAAC;IACH,CAAC;IACD,OAAO,SAAS,CAAC;AACnB,CAAC;AAED,kEAAkE;AAClE,SAAgB,cAAc,CAC5B,SAAmC,EACnC,SAAsF;IAEtF,MAAM,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,GAAG,mBAAmB,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;IACjE,OAAO,SAAS,CAAC,GAAG,CAClB,CAAC,QAAQ,EAAiB,EAAE,CAAC;QAC3B,cAAc,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;QAChF,cAAc,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;QAChF,cAAc,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;KACjF,CACF,CAAC;AACJ,CAAC;AAED,SAAS,mBAAmB,CAC1B,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAmC;IAE9C,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACtC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,MAAM,GAAG,IAAI;QAAE,MAAM,IAAI,KAAK,CAAC,gDAAgD,CAAC,CAAC;IACjH,OAAO,CAAC,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC;AAC1D,CAAC;AAED,SAAS,cAAc,CACrB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAO,EAClB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAO,EAClB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAO,EAClB,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU;IAEV,oFAAoF;IACpF,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;IAClB,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;IAClB,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;IAClB,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;IACjC,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;IACjC,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;IACjC,OAAO,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC;AAC5H,CAAC;AAED;;;;;;GAMG;AACI,KAAK,UAAU,oBAAoB,CAAC,KAS1C;IACC,MAAM,YAAY,GAAG,KAAK,CAAC,YAAY,IAAI,OAAO,CAAC;IACnD,MAAM,gBAAgB,GAAG,IAAI,GAAG,EAA2B,CAAC;IAC5D,IAAI,MAAM,GAAoB,EAAE,CAAC;IACjC,KAAK,MAAM,QAAQ,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC;QACvC,IAAI,KAAK,GAAG,gBAAgB,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QACjD,IAAI,CAAC,KAAK,EAAE,CAAC;YACX,KAAK,GAAG,MAAM,gBAAgB,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;YAC/C,gBAAgB,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;QAC9C,CAAC;QACD,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC,cAAc,CAAC,KAAK,EAAE,QAAQ,CAAC,SAAS,CAAC,CAAC,CAAC;IACpE,CAAC;IACD,IAAI,MAAM,CAAC,MAAM,GAAG,YAAY,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,GAAG,YAAY,CAAC;QAC5C,MAAM,GAAG,KAAK,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,YAAY,EAAE,EAAE,CAAC,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAClG,CAAC;IACD,OAAO,IAAA,uBAAU,EAAC,EAAE,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,gBAAgB,EAAE,KAAK,CAAC,gBAAgB,EAAE,CAAC,CAAC;AAC3G,CAAC"}
@@ -0,0 +1,41 @@
1
+ import type { CompiledSceneArtifact, SourceConversionReceipt, Vec3 } from './types';
2
+ type AxisMapping = (source: Vec3) => Vec3;
3
+ export type ObjSourcePart = {
4
+ /** Distinguishes this part's materials from every other part's. */
5
+ name: string;
6
+ obj: Buffer;
7
+ texture?: {
8
+ bytes: Buffer;
9
+ mimeType: 'image/jpeg' | 'image/png';
10
+ };
11
+ };
12
+ export declare function compileObjGlb(input: {
13
+ sourceName: string;
14
+ obj: Buffer;
15
+ localOrigin: Vec3;
16
+ receipt: SourceConversionReceipt;
17
+ texture?: {
18
+ bytes: Buffer;
19
+ mimeType: 'image/jpeg' | 'image/png';
20
+ };
21
+ axisMapping?: AxisMapping;
22
+ }): Promise<CompiledSceneArtifact>;
23
+ /**
24
+ * Compile one GLB from several source OBJs that share a coordinate space.
25
+ *
26
+ * A photogrammetry quadtree stores each refinement level as N sibling meshes,
27
+ * each with its OWN texture atlas -- level 18 of a Helsinki tile is 16 pieces,
28
+ * not one. Compiling a single piece throws away fifteen sixteenths of the tile,
29
+ * so the only way to serve a deeper level as one resource is to carry every
30
+ * sibling and its texture into the same document. Materials are namespaced per
31
+ * part, because sibling OBJs reuse the same `usemtl` names against different
32
+ * atlases and merging them would paint one part with another's texture.
33
+ */
34
+ export declare function compileObjParts(input: {
35
+ sourceName: string;
36
+ parts: ObjSourcePart[];
37
+ localOrigin: Vec3;
38
+ receipt: SourceConversionReceipt;
39
+ axisMapping?: AxisMapping;
40
+ }): Promise<CompiledSceneArtifact>;
41
+ export {};
@@ -0,0 +1,276 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.compileObjGlb = compileObjGlb;
4
+ exports.compileObjParts = compileObjParts;
5
+ const node_crypto_1 = require("node:crypto");
6
+ const core_1 = require("@gltf-transform/core");
7
+ const spawnProbe_1 = require("./spawnProbe");
8
+ const types_1 = require("./types");
9
+ const gltfIo_1 = require("./gltfIo");
10
+ async function compileObjGlb(input) {
11
+ return compileObjParts({
12
+ sourceName: input.sourceName,
13
+ parts: [
14
+ {
15
+ name: input.sourceName,
16
+ obj: input.obj,
17
+ ...(input.texture ? { texture: input.texture } : {}),
18
+ },
19
+ ],
20
+ localOrigin: input.localOrigin,
21
+ receipt: input.receipt,
22
+ ...(input.axisMapping ? { axisMapping: input.axisMapping } : {}),
23
+ });
24
+ }
25
+ /**
26
+ * Compile one GLB from several source OBJs that share a coordinate space.
27
+ *
28
+ * A photogrammetry quadtree stores each refinement level as N sibling meshes,
29
+ * each with its OWN texture atlas -- level 18 of a Helsinki tile is 16 pieces,
30
+ * not one. Compiling a single piece throws away fifteen sixteenths of the tile,
31
+ * so the only way to serve a deeper level as one resource is to carry every
32
+ * sibling and its texture into the same document. Materials are namespaced per
33
+ * part, because sibling OBJs reuse the same `usemtl` names against different
34
+ * atlases and merging them would paint one part with another's texture.
35
+ */
36
+ async function compileObjParts(input) {
37
+ (0, types_1.assertFiniteVec3)(input.localOrigin, 'local origin');
38
+ if (!input.parts.length)
39
+ throw new Error(`${input.sourceName} has no source parts`);
40
+ const document = new core_1.Document();
41
+ const buffer = document.createBuffer();
42
+ const scene = document.createScene('scene');
43
+ const materialByName = new Map();
44
+ let textureCount = 0;
45
+ const allTriangles = [];
46
+ const bounds = {
47
+ min: [Infinity, Infinity, Infinity],
48
+ max: [-Infinity, -Infinity, -Infinity],
49
+ };
50
+ let groupCount = 0;
51
+ for (const part of input.parts) {
52
+ const parsed = parseObj(part.obj.toString('utf8'), input.localOrigin, input.axisMapping);
53
+ if (!parsed.triangles.length)
54
+ throw new Error(`${part.name} contains no triangles`);
55
+ allTriangles.push(...parsed.triangles);
56
+ groupCount += parsed.groups.length;
57
+ for (let axis = 0; axis < 3; axis++) {
58
+ bounds.min[axis] = Math.min(bounds.min[axis], parsed.bounds.min[axis]);
59
+ bounds.max[axis] = Math.max(bounds.max[axis], parsed.bounds.max[axis]);
60
+ }
61
+ let texture;
62
+ if (part.texture) {
63
+ texture = document
64
+ .createTexture(`${part.name}-base-color`)
65
+ .setImage(new Uint8Array(part.texture.bytes))
66
+ .setMimeType(part.texture.mimeType);
67
+ textureCount += 1;
68
+ }
69
+ for (const group of parsed.groups) {
70
+ const positions = [];
71
+ const normals = [];
72
+ const uvs = [];
73
+ const indices = [];
74
+ for (const triangle of group.triangles) {
75
+ for (const vertex of triangle) {
76
+ indices.push(indices.length);
77
+ positions.push(...vertex.position);
78
+ if (vertex.normal)
79
+ normals.push(...vertex.normal);
80
+ if (vertex.uv)
81
+ uvs.push(...vertex.uv);
82
+ }
83
+ }
84
+ const primitive = document
85
+ .createPrimitive()
86
+ .setMode(4)
87
+ .setIndices(document
88
+ .createAccessor()
89
+ .setType('SCALAR')
90
+ .setArray(new Uint32Array(indices))
91
+ .setBuffer(buffer))
92
+ .setAttribute('POSITION', document
93
+ .createAccessor()
94
+ .setType('VEC3')
95
+ .setArray(new Float32Array(positions))
96
+ .setBuffer(buffer));
97
+ const normalsOut = normals.length === positions.length ? normals : computeFlatNormals(positions);
98
+ primitive.setAttribute('NORMAL', document.createAccessor().setType('VEC3').setArray(new Float32Array(normalsOut)).setBuffer(buffer));
99
+ if (uvs.length * 3 === positions.length * 2) {
100
+ primitive.setAttribute('TEXCOORD_0', document
101
+ .createAccessor()
102
+ .setType('VEC2')
103
+ .setArray(new Float32Array(uvs))
104
+ .setBuffer(buffer));
105
+ }
106
+ const materialKey = `${part.name}\u0000${group.material}`;
107
+ let material = materialByName.get(materialKey);
108
+ if (!material) {
109
+ material = document
110
+ .createMaterial(group.material)
111
+ .setBaseColorFactor([0.72, 0.72, 0.72, 1])
112
+ .setRoughnessFactor(1)
113
+ .setMetallicFactor(0);
114
+ if (texture && group.material !== 'default') {
115
+ material.setBaseColorTexture(texture);
116
+ // glTF multiplies the sampled base color by this factor. The neutral fallback gray is
117
+ // only for untextured proxies; retaining it here darkens source imagery by 28%.
118
+ material.setBaseColorFactor([1, 1, 1, 1]);
119
+ }
120
+ materialByName.set(materialKey, material);
121
+ }
122
+ primitive.setMaterial(material);
123
+ const mesh = document.createMesh(group.name).addPrimitive(primitive);
124
+ scene.addChild(document.createNode(group.name).setMesh(mesh));
125
+ }
126
+ }
127
+ document.getRoot().setExtras({
128
+ helixSource: {
129
+ ...input.receipt,
130
+ sourceFile: input.sourceName,
131
+ localOrigin: input.localOrigin,
132
+ },
133
+ });
134
+ const bytes = Buffer.from(await (0, gltfIo_1.sceneGltfIo)().writeBinary(document));
135
+ return {
136
+ filename: input.sourceName.replace(/\.obj$/i, '.glb'),
137
+ bytes,
138
+ contentSha256: (0, node_crypto_1.createHash)('sha256').update(bytes).digest('hex'),
139
+ bounds,
140
+ summary: {
141
+ triangles: allTriangles.length,
142
+ materials: materialByName.size,
143
+ textures: textureCount,
144
+ nodes: groupCount,
145
+ },
146
+ spawn: (0, spawnProbe_1.probeSpawn)({
147
+ triangles: allTriangles.map((triangle) => [triangle[0].position, triangle[1].position, triangle[2].position]),
148
+ bounds,
149
+ clearanceHeightM: 1.9,
150
+ }),
151
+ };
152
+ }
153
+ function parseObj(text, origin, axisMapping) {
154
+ const positions = [];
155
+ const normals = [];
156
+ const uvs = [];
157
+ const groups = new Map();
158
+ const triangles = [];
159
+ const bounds = {
160
+ min: [Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY],
161
+ max: [Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY],
162
+ };
163
+ let objectName = 'source';
164
+ let materialName = 'default';
165
+ for (const [lineNumber, raw] of text.split(/\r?\n/).entries()) {
166
+ const line = raw.trim();
167
+ if (!line || line.startsWith('#'))
168
+ continue;
169
+ const [keyword, ...parts] = line.split(/\s+/);
170
+ if (keyword === 'v') {
171
+ const source = parseNumbers(parts.slice(0, 3), `vertex on line ${lineNumber + 1}`);
172
+ const local = [source[0] - origin[0], source[1] - origin[1], source[2] - origin[2]];
173
+ const mapped = axisMapping ? axisMapping(local) : local;
174
+ (0, types_1.assertFiniteVec3)(mapped, `mapped vertex on line ${lineNumber + 1}`);
175
+ positions.push(mapped);
176
+ }
177
+ else if (keyword === 'vn') {
178
+ const normal = parseNumbers(parts.slice(0, 3), `normal on line ${lineNumber + 1}`);
179
+ normals.push(axisMapping ? axisMapping(normal) : normal);
180
+ }
181
+ else if (keyword === 'vt') {
182
+ const [u, v] = parseNumbers(parts.slice(0, 2), `texture coordinate on line ${lineNumber + 1}`);
183
+ // OBJ's texture origin is bottom-left (V grows up); glTF's is top-left (V grows down).
184
+ // Passing V through unflipped samples each triangle from the vertically mirrored spot
185
+ // in the source atlas — individually plausible-looking image data, but scrambled
186
+ // relative to its neighbors, which is what made textured detail look shattered.
187
+ uvs.push([u, 1 - v]);
188
+ }
189
+ else if (keyword === 'o' || keyword === 'g') {
190
+ objectName = stableName(parts.join('_') || objectName);
191
+ }
192
+ else if (keyword === 'usemtl') {
193
+ materialName = stableName(parts.join('_') || 'default');
194
+ }
195
+ else if (keyword === 'f') {
196
+ if (parts.length < 3)
197
+ throw new Error(`face on line ${lineNumber + 1} has fewer than three vertices`);
198
+ const vertices = parts.map((part) => parseFaceVertex(part, positions, uvs, normals, lineNumber + 1));
199
+ const key = `${objectName}\0${materialName}`;
200
+ let group = groups.get(key);
201
+ if (!group) {
202
+ group = { name: `${objectName}.${groups.size}`, material: materialName, triangles: [] };
203
+ groups.set(key, group);
204
+ }
205
+ for (let index = 1; index < vertices.length - 1; index++) {
206
+ const triangle = [vertices[0], vertices[index], vertices[index + 1]];
207
+ group.triangles.push(triangle);
208
+ triangles.push(triangle);
209
+ for (const vertex of triangle) {
210
+ for (let axis = 0; axis < 3; axis++) {
211
+ bounds.min[axis] = Math.min(bounds.min[axis], vertex.position[axis]);
212
+ bounds.max[axis] = Math.max(bounds.max[axis], vertex.position[axis]);
213
+ }
214
+ }
215
+ }
216
+ }
217
+ }
218
+ return { groups: [...groups.values()], triangles, bounds };
219
+ }
220
+ function parseFaceVertex(token, positions, uvs, normals, lineNumber) {
221
+ const [positionToken, uvToken, normalToken] = token.split('/');
222
+ const position = indexed(positions, positionToken, `position on face line ${lineNumber}`);
223
+ const uv = uvToken ? indexed(uvs, uvToken, `UV on face line ${lineNumber}`) : undefined;
224
+ const normal = normalToken ? indexed(normals, normalToken, `normal on face line ${lineNumber}`) : undefined;
225
+ return { position, ...(uv ? { uv } : {}), ...(normal ? { normal } : {}) };
226
+ }
227
+ function indexed(values, raw, label) {
228
+ const parsed = Number(raw);
229
+ if (!Number.isInteger(parsed) || parsed === 0)
230
+ throw new Error(`${label} has an invalid index`);
231
+ const index = parsed > 0 ? parsed - 1 : values.length + parsed;
232
+ const value = values[index];
233
+ if (!value)
234
+ throw new Error(`${label} references a missing value`);
235
+ return value;
236
+ }
237
+ function parseNumbers(parts, label) {
238
+ const values = parts.map(Number);
239
+ if (!values.length || values.some((value) => !Number.isFinite(value))) {
240
+ throw new Error(`${label} must contain finite numbers`);
241
+ }
242
+ return values;
243
+ }
244
+ function stableName(value) {
245
+ return value.replace(/[^A-Za-z0-9._-]+/g, '-').replace(/^-+|-+$/g, '') || 'unnamed';
246
+ }
247
+ /**
248
+ * Aerial-photogrammetry OBJs (Helsinki's reality mesh included) ship `f v/vt` faces with no
249
+ * `vn` at all. Neither the glTF 2.0 spec's "compute flat normals" fallback nor three.js's
250
+ * GLTFLoader actually run when NORMAL is omitted from a primitive, so skipping the attribute
251
+ * left every face lit by whatever the shader's uninitialized default normal happened to be —
252
+ * rendering as a field of black/garbled shards instead of the source geometry. Each triangle
253
+ * here is already unshared per-vertex (no index reuse), so per-triangle flat normals are exact.
254
+ */
255
+ function computeFlatNormals(positions) {
256
+ const normals = new Array(positions.length);
257
+ for (let i = 0; i < positions.length; i += 9) {
258
+ const [ax, ay, az, bx, by, bz, cx, cy, cz] = positions.slice(i, i + 9);
259
+ const ux = bx - ax, uy = by - ay, uz = bz - az;
260
+ const vx = cx - ax, vy = cy - ay, vz = cz - az;
261
+ let nx = uy * vz - uz * vy;
262
+ let ny = uz * vx - ux * vz;
263
+ let nz = ux * vy - uy * vx;
264
+ const length = Math.hypot(nx, ny, nz) || 1;
265
+ nx /= length;
266
+ ny /= length;
267
+ nz /= length;
268
+ for (let vertex = 0; vertex < 3; vertex++) {
269
+ normals[i + vertex * 3] = nx;
270
+ normals[i + vertex * 3 + 1] = ny;
271
+ normals[i + vertex * 3 + 2] = nz;
272
+ }
273
+ }
274
+ return normals;
275
+ }
276
+ //# sourceMappingURL=obj.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,104 @@
1
+ import { type HelixSceneV2 } from '@hypersoniclabs/helix-manifest';
2
+ import { type ProxyReduction } from './proxy';
3
+ import type { Bounds, CompiledSceneArtifact, SourceConversionReceipt, Vec3 } from './types';
4
+ /**
5
+ * The World-build endpoint's multipart limits, taken from the shared contract
6
+ * rather than re-typed here: a package can sit under the aggregate cap and
7
+ * still be refused for a single oversized resource, so both are checked before
8
+ * anything is uploaded, and a copied number would let the CLI reject packages
9
+ * the server accepts (or worse, the reverse).
10
+ */
11
+ export declare const SCENE_V2_PACKAGE_MAX_BYTES: number;
12
+ export declare const SCENE_V2_RESOURCE_MAX_BYTES: number;
13
+ /** One member of the bundle is the scene document itself; the rest are resources. */
14
+ export declare const SCENE_V2_RESOURCE_MAX_FILES: number;
15
+ export declare function createSceneV2Package(input: {
16
+ outputDir: string;
17
+ title: string;
18
+ sourceId: string;
19
+ /**
20
+ * Optional: a proxy is only supplied when it measurably beat the detail (see
21
+ * proxy.ts). Absent, the node declares a single-level `only-available` LOD and
22
+ * the collider falls back to the detail GLB rather than dangling.
23
+ */
24
+ proxy?: CompiledSceneArtifact;
25
+ detail: CompiledSceneArtifact;
26
+ bounds: Bounds;
27
+ receipt: SourceConversionReceipt;
28
+ }): Promise<{
29
+ scenePath: string;
30
+ receiptPath: string;
31
+ resourcePaths: string[];
32
+ totalBytes: number;
33
+ scene: HelixSceneV2;
34
+ }>;
35
+ /**
36
+ * A short write is the realistic partial-failure mode and it does not throw:
37
+ * `writeFile` resolving says nothing about how many bytes reached the disk.
38
+ * Refuse to promote a staged member whose on-disk size disagrees with what the
39
+ * receipt and Scene document already claim about it.
40
+ */
41
+ export declare function assertStagedPackageMembers(stagingDir: string, members: ReadonlyArray<readonly [string, number]>): Promise<void>;
42
+ export declare function assertEmptySceneOutput(outputDir: string): Promise<void>;
43
+ /**
44
+ * A Scene v2 package built from N individually placed asset instances instead
45
+ * of one baked environment mesh.
46
+ *
47
+ * Every placed instance becomes its own node carrying its own detail/proxy LOD
48
+ * pair and its own real transform, so the runtime streams, swaps and culls it
49
+ * independently. Identical meshes compile once and share their resources by
50
+ * content-hash dedup. Instances cluster into ground-plane grid cells inside
51
+ * 'distance'-mode stream groups (planStreamLayout), collision rides one proxy
52
+ * set per group so streamed content carries its own colliders, and the profile
53
+ * memory budget covers the validator's residency union honestly.
54
+ */
55
+ export type MultiAssetPlacementInput = {
56
+ name: string;
57
+ transform: {
58
+ position: Vec3;
59
+ rotation: [number, number, number, number];
60
+ scale: Vec3;
61
+ };
62
+ /** World-space bounds after the transform, used for cells, LOD ranges and spawn. */
63
+ worldBounds: Bounds;
64
+ /** Content-hash key into `resources` for this instance's detail GLB. */
65
+ detailResourceKey: string;
66
+ /** Content-hash key into `resources` for this instance's proxy/collider GLB. */
67
+ proxyResourceKey: string;
68
+ };
69
+ export type MultiAssetSpawn = {
70
+ position: Vec3;
71
+ groundY: number;
72
+ rejectedCandidates: number;
73
+ };
74
+ export declare function createSceneV2MultiAssetPackage(input: {
75
+ outputDir: string;
76
+ title: string;
77
+ sourceId: string;
78
+ receipt: SourceConversionReceipt;
79
+ placements: ReadonlyArray<MultiAssetPlacementInput>;
80
+ /**
81
+ * One entry per UNIQUE mesh, keyed by content-hash resource key. `proxy` is
82
+ * absent for every mesh whose proxy did not measurably beat its detail (see
83
+ * proxy.ts): those meshes declare a single-level LOD and cost ONE file, not two.
84
+ */
85
+ resources: ReadonlyMap<string, {
86
+ detail: CompiledSceneArtifact;
87
+ proxy?: CompiledSceneArtifact;
88
+ }>;
89
+ cellSizeM?: number;
90
+ /**
91
+ * Per-mesh proxy before/after, recorded in the compile receipt. The measurement
92
+ * that decided each keep/drop is evidence, not a debug print: a proxy that
93
+ * silently failed to reduce is exactly the defect this ledger exists to expose.
94
+ */
95
+ proxyReductions?: readonly ProxyReduction[];
96
+ /** Cross-asset probe result; falls back to the top of the placement bounds when absent. */
97
+ spawn?: MultiAssetSpawn;
98
+ }): Promise<{
99
+ scenePath: string;
100
+ receiptPath: string;
101
+ resourcePaths: string[];
102
+ totalBytes: number;
103
+ scene: HelixSceneV2;
104
+ }>;