@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 +1,103 @@
1
+ import type { BrowserContext } from 'playwright';
2
+ import { type FittedRow, type PreviewAddOn } from '../vehicle/previewAddon';
3
+ import { type SeatReport } from '../vehicle/previewSeats';
4
+ export type Json = Record<string, unknown>;
5
+ export interface PreviewGlb {
6
+ file: string;
7
+ sha256: string;
8
+ bytes: number;
9
+ }
10
+ export interface PreviewCandidate {
11
+ /** The vehicle package exactly as the author wrote it (audio rows backed by a local WAV get a served URL). */
12
+ pkg: Json;
13
+ glb: PreviewGlb;
14
+ /**
15
+ * Local WAVs the package plays, by sha256. An unpublished package authors its audio rows as `{ name, file }`; the
16
+ * engine refuses a row without url/checksum/bytes and then never spawns the car, so each row is given a
17
+ * content-addressed URL on PREVIEW_AUDIO_ORIGIN and the browser is served the bytes from disk.
18
+ */
19
+ audio?: PreviewGlb[];
20
+ /**
21
+ * Unpublished add-ons to fit to the car (`helix vehicle preview --addon`): the session's `composition` is rebuilt to carry them,
22
+ * and each one's GLB is served from disk.
23
+ */
24
+ addOns?: PreviewAddOn[];
25
+ /**
26
+ * Fit the add-ons to the PUBLISHED car the session names, leaving its package and model alone (`--item`): `pkg` and `glb` are
27
+ * placeholders and are never read.
28
+ */
29
+ keepCar?: boolean;
30
+ /** `seat_*` node names of the candidate GLB (its physical seats), for the seat bridge. */
31
+ seatNodes?: string[];
32
+ }
33
+ /** Host of the content URLs local audio rows are given; every request to it is fulfilled from disk, never sent. */
34
+ export declare const PREVIEW_AUDIO_ORIGIN = "https://candidate-audio.preview.invalid";
35
+ /** Content-addressed URL of the candidate GLB on the proxy's own CDN origin. */
36
+ export declare function candidateModelUrl(cdnOrigin: string, sha256: string): string;
37
+ export declare function sha256Hex(bytes: Uint8Array): string;
38
+ /** sha256 of the package's canonical JSON bytes: the identity checksum the backend pins and the engine reads. */
39
+ export declare function packageChecksum(pkg: Json): string;
40
+ /**
41
+ * The package as the runtime receives it for a published car: `mesh` pinned to the universal item (what `item publish`
42
+ * does to a v2 package), and the web rendition pointed at the candidate GLB, so the engine fetches those bytes and
43
+ * verifies them against the checksum it is given. A package with no `mesh.visual.renditions` is left without one: the
44
+ * runtime then draws the session's `modelUrl`, which is rewritten to the candidate as well.
45
+ */
46
+ export declare function servedPackage(pkg: Json, o: {
47
+ proxyItemId: string;
48
+ modelUrl: string;
49
+ glb: PreviewGlb;
50
+ }): Json;
51
+ export interface SessionRewriteReport {
52
+ rewritten: boolean;
53
+ /** The proxy's model URLs that were replaced (so the harness can prove none of them was fetched afterwards). */
54
+ proxyModelUrls: string[];
55
+ /** The proxy's package checksum that was replaced. */
56
+ proxyChecksum: string | null;
57
+ candidateChecksum: string | null;
58
+ candidateModelUrl: string | null;
59
+ stringsReplaced: number;
60
+ /** The add-ons the rebuilt composition fits, with the slot each took (when `--addon` was given). */
61
+ addOns?: FittedRow[];
62
+ compositionDigest?: string;
63
+ recipeDigest?: string;
64
+ /** The candidate's seat vocabulary against the stand-in's, and the translation table the boarding bridge uses (candidate car only). */
65
+ seats?: SeatReport;
66
+ }
67
+ /**
68
+ * Rewrite a Try Now session response so the runtime spawns the candidate. Mutates and returns `json`. A response that is
69
+ * not a vehicle trial (no `spawnedItem.vehiclePackage`) is left untouched and reported as `rewritten: false`.
70
+ */
71
+ export declare function rewriteTrialSession(json: unknown, cand: PreviewCandidate, proxyItemId: string): SessionRewriteReport;
72
+ export interface PreviewRouteSink {
73
+ /** How many times the browser fetched a candidate audio sample from disk. */
74
+ audioServed?: number;
75
+ /** One entry per rewritten session response. */
76
+ sessions: SessionRewriteReport[];
77
+ /** Session responses for the proxy that could not be rewritten (with why). */
78
+ sessionMisses: string[];
79
+ /** How many times the browser fetched the candidate GLB from disk. */
80
+ glbServed: number;
81
+ /** Every proxy model URL the browser fetched anyway (must stay empty: it would mean the proxy's car was drawn). */
82
+ proxyModelFetched: string[];
83
+ /** How many times the browser fetched each fitted add-on's GLB from disk, by the add-on's synthetic item id. */
84
+ addOnGlbServed: Record<string, number>;
85
+ }
86
+ export declare function newPreviewSink(): PreviewRouteSink;
87
+ /**
88
+ * Install the two routes on a browser context. The session POST of the proxy item is fetched, rewritten, and fulfilled;
89
+ * the candidate GLB's content URL is fulfilled from disk. Call BEFORE the page navigates.
90
+ */
91
+ export declare function installVehiclePreviewRoutes(ctx: BrowserContext, cand: PreviewCandidate, proxyItemId: string, sink: PreviewRouteSink): Promise<void>;
92
+ /** Record fetches of the proxy's own model: a hit means the proxy car, not the candidate, was drawn. */
93
+ export declare function watchProxyModelFetches(ctx: BrowserContext, sink: PreviewRouteSink): void;
94
+ /**
95
+ * The room reserves a Try Now car's entity from the PROXY's package, and the engine refuses to draw a build whose digest
96
+ * differs from the room's (`if (authorityBuild !== void 0 && authorityBuild !== requestedBuild) return;`), leaving the
97
+ * car "still resolving" forever. A candidate necessarily differs, so the preview lifts that one gate in the runtime bundle
98
+ * it serves to its own browser. Returns the patched source and whether the gate was found.
99
+ */
100
+ export declare function liftAuthorityGate(source: string): {
101
+ body: string;
102
+ lifted: boolean;
103
+ };
@@ -0,0 +1,312 @@
1
+ "use strict";
2
+ var __importDefault = (this && this.__importDefault) || function (mod) {
3
+ return (mod && mod.__esModule) ? mod : { "default": mod };
4
+ };
5
+ Object.defineProperty(exports, "__esModule", { value: true });
6
+ exports.PREVIEW_AUDIO_ORIGIN = void 0;
7
+ exports.candidateModelUrl = candidateModelUrl;
8
+ exports.sha256Hex = sha256Hex;
9
+ exports.packageChecksum = packageChecksum;
10
+ exports.servedPackage = servedPackage;
11
+ exports.rewriteTrialSession = rewriteTrialSession;
12
+ exports.newPreviewSink = newPreviewSink;
13
+ exports.installVehiclePreviewRoutes = installVehiclePreviewRoutes;
14
+ exports.watchProxyModelFetches = watchProxyModelFetches;
15
+ exports.liftAuthorityGate = liftAuthorityGate;
16
+ // Render a vehicle that exists only on disk (a vehicle package JSON + a GLB) in the REAL hosted runtime.
17
+ //
18
+ // The runtime is reached exactly as for a published vehicle: Try Now (`?tryItem=<id>`) in the hosted test-grounds world.
19
+ // The id is a published PROXY vehicle the QA account can try. Two requests are rewritten so the runtime draws and drives
20
+ // the candidate instead:
21
+ // - the Try Now session response: `trial.spawnedItem.vehiclePackage` becomes the candidate package (with the identity
22
+ // checksum the engine reads), and every URL that named the proxy's model names the candidate's GLB instead;
23
+ // - a GET of that candidate GLB URL is fulfilled from disk. The URL is a content-addressed one (`…/content/sha256/<aa>/<hex>`)
24
+ // on the proxy's own CDN host, so its hash is the candidate GLB's real sha256 and nothing public is uploaded.
25
+ // Nothing is written to the backend: no item, no Package Version, no visual-QA record.
26
+ //
27
+ // The pure functions (`servedPackage`, `rewriteTrialSession`) carry the logic and are unit-tested; `installVehiclePreviewRoutes`
28
+ // is the Playwright glue.
29
+ const node_fs_1 = __importDefault(require("node:fs"));
30
+ const node_crypto_1 = require("node:crypto");
31
+ const candidate_1 = require("./candidate");
32
+ const previewAddon_1 = require("../vehicle/previewAddon");
33
+ const previewSeats_1 = require("../vehicle/previewSeats");
34
+ /** Host of the content URLs local audio rows are given; every request to it is fulfilled from disk, never sent. */
35
+ exports.PREVIEW_AUDIO_ORIGIN = 'https://candidate-audio.preview.invalid';
36
+ const isRecord = (v) => !!v && typeof v === 'object' && !Array.isArray(v);
37
+ /** Content-addressed URL of the candidate GLB on the proxy's own CDN origin. */
38
+ function candidateModelUrl(cdnOrigin, sha256) {
39
+ return `${cdnOrigin.replace(/\/$/, '')}/content/sha256/${sha256.slice(0, 2)}/${sha256}`;
40
+ }
41
+ function sha256Hex(bytes) {
42
+ return (0, node_crypto_1.createHash)('sha256').update(bytes).digest('hex');
43
+ }
44
+ /** sha256 of the package's canonical JSON bytes: the identity checksum the backend pins and the engine reads. */
45
+ function packageChecksum(pkg) {
46
+ // eslint-disable-next-line @typescript-eslint/no-require-imports
47
+ const { canonicalJsonBytes } = require('@hypersoniclabs/helix-manifest');
48
+ return sha256Hex(canonicalJsonBytes(pkg));
49
+ }
50
+ /**
51
+ * The package as the runtime receives it for a published car: `mesh` pinned to the universal item (what `item publish`
52
+ * does to a v2 package), and the web rendition pointed at the candidate GLB, so the engine fetches those bytes and
53
+ * verifies them against the checksum it is given. A package with no `mesh.visual.renditions` is left without one: the
54
+ * runtime then draws the session's `modelUrl`, which is rewritten to the candidate as well.
55
+ */
56
+ function servedPackage(pkg, o) {
57
+ const mesh = { ...(isRecord(pkg.mesh) ? pkg.mesh : {}) };
58
+ if (pkg.packageVersion === 2 || pkg.schemaVersion === 'helix.vehicle-package/2') {
59
+ mesh.source = 'universal-item';
60
+ mesh.ref = o.proxyItemId;
61
+ }
62
+ const visual = isRecord(mesh.visual) ? { ...mesh.visual } : null;
63
+ if (visual && Array.isArray(visual.renditions)) {
64
+ visual.renditions = visual.renditions.map((r) => {
65
+ if (!isRecord(r) || r.kind === 'source')
66
+ return r;
67
+ return { ...r, artifactRef: o.modelUrl, checksumSha256: o.glb.sha256, byteLength: o.glb.bytes };
68
+ });
69
+ mesh.visual = visual;
70
+ }
71
+ return { ...pkg, mesh };
72
+ }
73
+ const urlsIn = (v, out) => {
74
+ if (typeof v === 'string') {
75
+ if (/^https?:\/\/.+\.(glb|gltf)(\?|$)|\/content\/sha256\/[0-9a-f]{2}\/[0-9a-f]{64}$/i.test(v))
76
+ out.add(v);
77
+ return;
78
+ }
79
+ if (Array.isArray(v)) {
80
+ for (const x of v)
81
+ urlsIn(x, out);
82
+ return;
83
+ }
84
+ if (isRecord(v))
85
+ for (const k of Object.keys(v))
86
+ urlsIn(v[k], out);
87
+ };
88
+ /**
89
+ * Rewrite a Try Now session response so the runtime spawns the candidate. Mutates and returns `json`. A response that is
90
+ * not a vehicle trial (no `spawnedItem.vehiclePackage`) is left untouched and reported as `rewritten: false`.
91
+ */
92
+ function rewriteTrialSession(json, cand, proxyItemId) {
93
+ const none = { rewritten: false, proxyModelUrls: [], proxyChecksum: null, candidateChecksum: null, candidateModelUrl: null, stringsReplaced: 0 };
94
+ const root = json;
95
+ const spawned = (root?.item?.trial?.spawnedItem ?? root?.trial?.spawnedItem);
96
+ if (!isRecord(spawned) || !isRecord(spawned.vehiclePackage) || spawned.itemId !== proxyItemId)
97
+ return none;
98
+ const oldVp = spawned.vehiclePackage;
99
+ const proxyChecksum = typeof oldVp.checksumSha256 === 'string' ? oldVp.checksumSha256 : null;
100
+ const modelUrlSeed = typeof spawned.modelUrl === 'string' ? spawned.modelUrl : null;
101
+ const cdnOrigin = modelUrlSeed ? new URL(modelUrlSeed).origin : new URL('https://localhost').origin;
102
+ const modelUrl = candidateModelUrl(cdnOrigin, cand.glb.sha256);
103
+ // every URL the proxy's session names for its model (modelUrl, composition.base, customizer renditions, the old package's artifactRefs)
104
+ const proxyUrls = new Set();
105
+ urlsIn({ modelUrl: spawned.modelUrl, composition: spawned.composition, customizerSubject: spawned.customizerSubject }, proxyUrls);
106
+ // keep only model-ish URLs: a GLB path or a content URL on the proxy's package renditions / session model fields
107
+ const pkgRenditionUrls = new Set();
108
+ const oldMesh = isRecord(isRecord(oldVp.package) ? oldVp.package.mesh : null) ? oldVp.package.mesh : null;
109
+ const oldVisual = oldMesh && isRecord(oldMesh.visual) ? oldMesh.visual : null;
110
+ if (oldVisual && Array.isArray(oldVisual.renditions)) {
111
+ for (const r of oldVisual.renditions)
112
+ if (isRecord(r) && typeof r.artifactRef === 'string')
113
+ pkgRenditionUrls.add(r.artifactRef);
114
+ }
115
+ const replaceUrls = new Set([...pkgRenditionUrls]);
116
+ for (const u of proxyUrls)
117
+ if (/\.(glb|gltf)(\?|$)/i.test(u) || pkgRenditionUrls.has(u) || u === modelUrlSeed)
118
+ replaceUrls.add(u);
119
+ // audio samples and textures are content URLs too; the proxy package's own audio stays the proxy's (only the model moves)
120
+ const keepCar = cand.keepCar === true;
121
+ const pkg = keepCar ? (isRecord(oldVp.package) ? oldVp.package : {}) : servedPackage(cand.pkg, { proxyItemId, modelUrl, glb: cand.glb });
122
+ const checksum = keepCar ? (proxyChecksum ?? '') : packageChecksum(pkg);
123
+ const original = isRecord(spawned.composition) ? JSON.parse(JSON.stringify(spawned.composition)) : null;
124
+ // the candidate's model replaces the proxy's under the rebuilt composition's base too (the walk below only reaches the live copy)
125
+ if (original && !keepCar && isRecord(original.base))
126
+ original.base = { ...original.base, modelUrl };
127
+ if (!keepCar) {
128
+ spawned.vehiclePackage = { format: oldVp.format ?? 1, revision: oldVp.revision ?? 1, checksumSha256: checksum, package: pkg };
129
+ if (typeof cand.pkg.displayName === 'string')
130
+ spawned.name = cand.pkg.displayName;
131
+ }
132
+ let stringsReplaced = 0;
133
+ const walk = (v, skip) => {
134
+ if (typeof v === 'string') {
135
+ let s = v;
136
+ if (replaceUrls.has(s)) {
137
+ s = modelUrl;
138
+ stringsReplaced++;
139
+ }
140
+ else if (proxyChecksum && s === proxyChecksum) {
141
+ s = checksum;
142
+ stringsReplaced++;
143
+ }
144
+ return s;
145
+ }
146
+ if (Array.isArray(v)) {
147
+ v.forEach((x, i) => { v[i] = walk(x, skip); });
148
+ return v;
149
+ }
150
+ if (isRecord(v)) {
151
+ for (const k of Object.keys(v)) {
152
+ if (v[k] === skip)
153
+ continue;
154
+ v[k] = walk(v[k], skip);
155
+ }
156
+ return v;
157
+ }
158
+ return v;
159
+ };
160
+ if (!keepCar)
161
+ walk(spawned, spawned.vehiclePackage);
162
+ const seats = keepCar ? undefined : (0, previewSeats_1.buildSeatBridge)(cand.pkg, cand.seatNodes ?? [], isRecord(oldVp.package) ? oldVp.package : {}, typeof oldVp.revision === 'number' ? oldVp.revision : 1);
163
+ const report = { ...(seats ? { seats } : {}), rewritten: true, proxyModelUrls: keepCar ? [] : [...replaceUrls].filter((u) => u !== modelUrl), proxyChecksum, candidateChecksum: checksum, candidateModelUrl: keepCar ? null : modelUrl, stringsReplaced };
164
+ // The proxy's saved composition (its runtime recipe) is digested over the PROXY's package identity and slot board, so the
165
+ // engine refuses it against the candidate ("runtime recipe digest mismatch"). A candidate has no saved composition and no
166
+ // fitted add-ons: spawn it stock, exactly as a freshly minted car with nothing fitted is spawned.
167
+ // With `--addon`, the composition is rebuilt instead: the same frozen recipe (the host's slot board from the proxy's
168
+ // session) pinned to the car actually drawn, with the unpublished add-ons fitted the way the backend freezes a fit.
169
+ const addOns = cand.addOns ?? [];
170
+ if (addOns.length) {
171
+ if (!original)
172
+ throw new Error('the Try Now session carried no composition (no slot board) to fit the add-ons to');
173
+ const oldIdentity = isRecord(oldVp) ? oldVp : {};
174
+ const fit = (0, previewAddon_1.composeFittedBuild)({
175
+ original,
176
+ identity: { format: oldIdentity.format ?? 1, revision: oldIdentity.revision ?? 1, checksumSha256: checksum },
177
+ addOns,
178
+ modelUrlOf: (a) => (0, previewAddon_1.addOnModelUrl)(cdnOrigin, a),
179
+ relaxOnlyItems: !keepCar,
180
+ });
181
+ spawned.composition = fit.composition;
182
+ if (isRecord(spawned.state))
183
+ spawned.state.compositionDigest = fit.compositionDigest;
184
+ report.addOns = fit.fitted;
185
+ report.compositionDigest = fit.compositionDigest;
186
+ report.recipeDigest = fit.recipeDigest;
187
+ }
188
+ else {
189
+ if (isRecord(spawned.state))
190
+ delete spawned.state.compositionDigest;
191
+ delete spawned.composition;
192
+ }
193
+ return report;
194
+ }
195
+ function newPreviewSink() {
196
+ return { sessions: [], sessionMisses: [], glbServed: 0, proxyModelFetched: [], addOnGlbServed: {} };
197
+ }
198
+ /** Same-origin-safe CORS for a fulfilled cross-origin response. */
199
+ function corsHeaders(origin) {
200
+ return { 'access-control-allow-origin': origin ?? '*', 'access-control-allow-credentials': 'true', vary: 'Origin' };
201
+ }
202
+ /**
203
+ * Install the two routes on a browser context. The session POST of the proxy item is fetched, rewritten, and fulfilled;
204
+ * the candidate GLB's content URL is fulfilled from disk. Call BEFORE the page navigates.
205
+ */
206
+ async function installVehiclePreviewRoutes(ctx, cand, proxyItemId, sink) {
207
+ const serveGlb = async (glb, count) => {
208
+ const bytes = node_fs_1.default.readFileSync(glb.file);
209
+ const hex = glb.sha256;
210
+ await ctx.route(new RegExp(`/content/sha256/${hex.slice(0, 2)}/${hex}(\\?|$)`), async (route) => {
211
+ const req = route.request();
212
+ const origin = (await req.allHeaders()).origin;
213
+ if (req.method() === 'OPTIONS') {
214
+ await route.fulfill({ status: 204, headers: { ...corsHeaders(origin), 'access-control-allow-headers': '*', 'access-control-allow-methods': 'GET, HEAD, OPTIONS' } });
215
+ return;
216
+ }
217
+ count();
218
+ await route.fulfill({
219
+ status: 200,
220
+ headers: { ...corsHeaders(origin), 'content-type': 'model/gltf-binary', 'content-length': String(bytes.length), 'cache-control': 'no-store' },
221
+ body: bytes,
222
+ });
223
+ });
224
+ };
225
+ if (cand.keepCar !== true)
226
+ await serveGlb(cand.glb, () => { sink.glbServed++; });
227
+ for (const addOn of cand.addOns ?? []) {
228
+ if (!addOn.glb || addOn.kind === 'tune')
229
+ continue;
230
+ const key = addOn.itemId;
231
+ await serveGlb(addOn.glb, () => { sink.addOnGlbServed[key] = (sink.addOnGlbServed[key] ?? 0) + 1; });
232
+ }
233
+ for (const sample of cand.audio ?? []) {
234
+ const bytes = node_fs_1.default.readFileSync(sample.file);
235
+ await ctx.route(new RegExp(`^${exports.PREVIEW_AUDIO_ORIGIN.replace(/[.]/g, '\\.')}/content/sha256/${sample.sha256.slice(0, 2)}/${sample.sha256}(\\?|$)`), async (route) => {
236
+ const req = route.request();
237
+ const origin = (await req.allHeaders()).origin;
238
+ if (req.method() === 'OPTIONS') {
239
+ await route.fulfill({ status: 204, headers: { ...corsHeaders(origin), 'access-control-allow-headers': '*', 'access-control-allow-methods': 'GET, HEAD, OPTIONS' } });
240
+ return;
241
+ }
242
+ sink.audioServed = (sink.audioServed ?? 0) + 1;
243
+ await route.fulfill({ status: 200, headers: { ...corsHeaders(origin), 'content-type': 'audio/wav', 'content-length': String(bytes.length), 'cache-control': 'no-store' }, body: bytes });
244
+ });
245
+ }
246
+ await ctx.route(candidate_1.SESSION_URL_RE, async (route) => {
247
+ const req = route.request();
248
+ if (req.method() !== 'POST') {
249
+ await route.fallback();
250
+ return;
251
+ }
252
+ let want = false;
253
+ try {
254
+ const b = JSON.parse(req.postData() ?? '{}');
255
+ want = b.trialItemId === proxyItemId || b.trial?.itemId === proxyItemId;
256
+ }
257
+ catch { /* not JSON */ }
258
+ if (!want) {
259
+ await route.fallback();
260
+ return;
261
+ }
262
+ try {
263
+ const headers = await req.allHeaders();
264
+ const resp = await route.fetch();
265
+ const text = await resp.text();
266
+ let body = text;
267
+ if (resp.ok()) {
268
+ const json = JSON.parse(text);
269
+ const report = rewriteTrialSession(json, cand, proxyItemId);
270
+ if (report.rewritten) {
271
+ sink.sessions.push(report);
272
+ body = JSON.stringify(json);
273
+ }
274
+ else
275
+ sink.sessionMisses.push('the Try Now response carried no vehicle package for the proxy item');
276
+ }
277
+ else
278
+ sink.sessionMisses.push(`Try Now answered HTTP ${resp.status()}: ${text.slice(0, 200)}`);
279
+ const out = { ...resp.headers() };
280
+ delete out['content-length'];
281
+ delete out['content-encoding'];
282
+ await route.fulfill({ status: resp.status(), headers: { ...out, ...corsHeaders(headers.origin) }, body });
283
+ }
284
+ catch (e) {
285
+ sink.sessionMisses.push(`session rewrite failed: ${String(e?.message ?? e).slice(0, 500)}`);
286
+ await route.abort().catch(() => undefined);
287
+ }
288
+ });
289
+ }
290
+ /** Record fetches of the proxy's own model: a hit means the proxy car, not the candidate, was drawn. */
291
+ function watchProxyModelFetches(ctx, sink) {
292
+ ctx.on('request', (req) => {
293
+ const u = req.url();
294
+ for (const s of sink.sessions) {
295
+ if (s.proxyModelUrls.includes(u) && !sink.proxyModelFetched.includes(u))
296
+ sink.proxyModelFetched.push(u);
297
+ }
298
+ });
299
+ }
300
+ /**
301
+ * The room reserves a Try Now car's entity from the PROXY's package, and the engine refuses to draw a build whose digest
302
+ * differs from the room's (`if (authorityBuild !== void 0 && authorityBuild !== requestedBuild) return;`), leaving the
303
+ * car "still resolving" forever. A candidate necessarily differs, so the preview lifts that one gate in the runtime bundle
304
+ * it serves to its own browser. Returns the patched source and whether the gate was found.
305
+ */
306
+ function liftAuthorityGate(source) {
307
+ const gate = /if \((authorityBuild) !== void 0 && \1 !== (requestedBuild)\) return;/;
308
+ if (!gate.test(source))
309
+ return { body: source, lifted: false };
310
+ return { body: source.replace(gate, '/* vqa-shim: preview candidate differs from the proxy build the room reserved */'), lifted: true };
311
+ }
312
+ //# sourceMappingURL=vehiclePreview.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,3 @@
1
+ export declare const INSTALL_VEHICLE_PROBE = "(() => {\n const G = globalThis;\n if (G.__vqaVeh) return true;\n const HW = /(wheel|rim|tyre|tire|brake|caliper|disc|disk|rotor|hub|knuckle|upright|strut|spring|damper|shock|susp|axle|driveshaft|halfshaft|cv_?joint|control_?arm|wishbone|tie_?rod)/i;\n const BODYISH = /(arch|well|liner|house|fender|guard|steer|tub|light|lamp|pedal|lever)/i;\n const WHEELISH = /(^|[^a-z])(wheel|rim|tyre|tire)s?([^a-z]|$)/i;\n const P = {};\n P.mp = () => G.__assetGym.mp;\n P.e = () => P.mp().portableVehicles.presentationRows()[0].entity;\n P.root = () => P.e().object3d;\n P.batches = () => { const out = []; P.root().traverse((o) => { if (o.isBatchedMesh && Array.isArray(o.instances)) out.push(o); }); return out; };\n P.proxies = () => { const m = new Map(); for (const b of P.batches()) for (const inst of b.instances) m.set(inst.mesh, inst); return m; };\n P.chainVisible = (o, root) => { for (let p = o; p; p = p.parent) { if (p.visible === false) return false; if (p === root) return true; } return true; };\n P.drawn = (o, proxies, root) => {\n if (!o.isMesh || o.isBatchedMesh || !o.geometry || !o.geometry.attributes || !o.geometry.attributes.position) return false;\n if (!P.chainVisible(o, root)) return false;\n const inst = proxies.get(o);\n if (inst) return inst.visibleIntent !== false;\n const ms = Array.isArray(o.material) ? o.material : [o.material];\n return ms.some((m) => m && m.visible !== false && !(m.transparent && (m.opacity ?? 1) < 0.02) && m.colorWrite !== false);\n };\n P.inv = () => { const r = P.root(); r.updateMatrixWorld(true); return r.matrixWorld.clone().invert(); };\n P.V = () => P.root().position.constructor;\n P.Q = () => P.root().quaternion.constructor;\n /** Index-referenced vertices of a mesh in BODY frame, appended flat to out. At most ~maxN unique vertices. With outBone\n * (skinned meshes), the skeleton index of each vertex's largest skin weight is appended to it, in the same order. */\n P.meshPoints = (o, inv, maxN, out, outBone) => {\n const g = o.geometry, pos = g.attributes.position;\n const M = inv.clone().multiply(o.matrixWorld); const e = M.elements;\n const idx = g.index ? g.index.array : null;\n const start = (g.drawRange && g.drawRange.start) || 0;\n const total = idx ? idx.length : pos.count;\n const count = Math.min(total - start, Number.isFinite(g.drawRange && g.drawRange.count) ? g.drawRange.count : total);\n const seen = new Uint8Array(pos.count);\n const step = Math.max(1, Math.ceil(pos.count / maxN));\n const skinned = o.isSkinnedMesh && typeof o.getVertexPosition === 'function';\n const tmp = skinned ? new (P.V())() : null;\n const si = skinned && outBone ? g.attributes.skinIndex : null, sw = skinned && outBone ? g.attributes.skinWeight : null;\n let k = 0;\n for (let i = start; i < start + count; i++) {\n const vi = idx ? idx[i] : i;\n if (seen[vi]) continue; seen[vi] = 1;\n if ((k++ % step) !== 0) continue;\n let x, y, z;\n if (skinned) { o.getVertexPosition(vi, tmp); x = tmp.x; y = tmp.y; z = tmp.z; } else { x = pos.getX(vi); y = pos.getY(vi); z = pos.getZ(vi); }\n if (!Number.isFinite(x) || !Number.isFinite(y) || !Number.isFinite(z)) continue;\n out.push(e[0] * x + e[4] * y + e[8] * z + e[12], e[1] * x + e[5] * y + e[9] * z + e[13], e[2] * x + e[6] * y + e[10] * z + e[14]);\n if (outBone) {\n let bi = -1, bw = -1;\n if (si && sw) for (let c = 0; c < 4; c++) { const w = sw.getComponent(vi, c); if (w > bw) { bw = w; bi = si.getComponent(vi, c); } }\n outBone.push(bi);\n }\n }\n return out;\n };\n /** Triangles of a mesh (body frame) whose AABB comes within reach of any hub, appended flat (9 per triangle). */\n P.meshTris = (o, inv, hubs, reach, out, outMesh, mi) => {\n const g = o.geometry, pos = g.attributes.position;\n const M = inv.clone().multiply(o.matrixWorld); const e = M.elements;\n const idx = g.index ? g.index.array : null;\n const start = (g.drawRange && g.drawRange.start) || 0;\n const total = idx ? idx.length : pos.count;\n const count = Math.min(total - start, Number.isFinite(g.drawRange && g.drawRange.count) ? g.drawRange.count : total);\n const v = new Float64Array(9);\n for (let i = start; i + 2 < start + count; i += 3) {\n for (let k = 0; k < 3; k++) {\n const vi = idx ? idx[i + k] : i + k;\n const x = pos.getX(vi), y = pos.getY(vi), z = pos.getZ(vi);\n v[3 * k] = e[0] * x + e[4] * y + e[8] * z + e[12]; v[3 * k + 1] = e[1] * x + e[5] * y + e[9] * z + e[13]; v[3 * k + 2] = e[2] * x + e[6] * y + e[10] * z + e[14];\n }\n let near = false;\n for (const h of hubs) {\n let ok = true;\n for (let a = 0; a < 3 && ok; a++) { const lo = Math.min(v[a], v[3 + a], v[6 + a]), hi = Math.max(v[a], v[3 + a], v[6 + a]); if (hi < h[a] - reach || lo > h[a] + reach) ok = false; }\n if (ok) { near = true; break; }\n }\n if (!near) continue;\n for (let k = 0; k < 9; k++) out.push(Math.round(v[k] * 10000) / 10000);\n outMesh.push(mi);\n }\n };\n P.bodyQuat = (o) => { const Q = P.Q(); const rq = P.root().getWorldQuaternion(new Q()).invert(); const q = rq.multiply(o.getWorldQuaternion(new Q())); return [q.x, q.y, q.z, q.w]; };\n P.bodyPos = (o, inv) => { const p = o.getWorldPosition(new (P.V())()).applyMatrix4(inv || P.inv()); return [p.x, p.y, p.z]; };\n P.wheelNode = (id, i) => { const ns = P.e().wheelNodes || []; return ns.find((n) => n.name === id) || ns[i] || null; };\n P.contacts = () => ((P.e().controller.tuning && P.e().controller.tuning.contacts) || []).filter((k) => k.kind === 'wheel');\n P.axleOf = (node) => { const V = P.V(); const q = P.bodyQuat(node); const Q = P.Q(); const a = new V(1, 0, 0).applyQuaternion(new Q(q[0], q[1], q[2], q[3])); return [a.x, a.y, a.z]; };\n const R = (v) => Math.round(v * 10000) / 10000;\n /** Everything the wheel/arch analysis needs, measured on the drawn geometry. */\n P.pull = () => {\n const e = P.e(), root = e.object3d, inv = P.inv(), proxies = P.proxies();\n const st = e.controller.getState();\n const contacts = P.contacts();\n const underWheel = new Set();\n for (const n of e.wheelNodes || []) n.traverse((o) => underWheel.add(o));\n // the radius each wheel actually rolls on is its axle's v2 tyre (staggered cars differ per axle), else the contact's own:\n // see vehicleClearance.wheelRollingRadius\n const v2 = e.controller.tuning && e.controller.tuning.landV2;\n const tyres = v2 && Array.isArray(v2.tyreByAxle) ? v2.tyreByAxle : null;\n const wheels = contacts.map((k, i) => {\n const node = P.wheelNode(k.id, i);\n const axle = typeof k.axle === 'number' ? k.axle : null;\n const fb = (st.wheels && st.wheels[i]) || {};\n const meshes = [], pts = [];\n if (node) node.traverse((o) => { if (P.drawn(o, proxies, root)) { meshes.push(o.name || (o.parent && o.parent.name) || '(unnamed)'); P.meshPoints(o, inv, 8000, pts); } });\n return {\n id: k.id, node: node ? node.name : null, mount: k.position, restLength: k.suspension ? k.suspension.restLength : null, travel: k.suspension ? k.suspension.travel : null,\n radius: k.radius, axle, steered: k.steered, powered: k.powered, compression: fb.compression ?? null, grounded: fb.grounded ?? null,\n steerAngleRad: fb.steerAngleRad ?? null, contactPoint: fb.contactPoint ? [fb.contactPoint.x, fb.contactPoint.y, fb.contactPoint.z] : null,\n axleNode: node ? P.axleOf(node) : null, nodePos: node ? P.bodyPos(node, inv) : null,\n meshes, points: pts.map(R),\n };\n });\n const hubs = wheels.map((w) => w.nodePos).filter(Boolean);\n const maxHubY = hubs.length ? Math.max(...hubs.map((h) => h[1])) : 0;\n const names = [], bpts = [], bmesh = [], strays = [], excluded = [], tris = [], triMesh = [];\n let bodyMeshes = 0, bodyVerts = 0;\n root.traverse((o) => {\n if (underWheel.has(o) || !P.drawn(o, proxies, root)) return;\n const nm = o.name || (o.parent && o.parent.name) || '(unnamed)';\n if (HW.test(nm) && !BODYISH.test(nm)) {\n const local = []; P.meshPoints(o, inv, 2000, local);\n let cx = 0, cy = 0, cz = 0; const n = local.length / 3;\n for (let j = 0; j < local.length; j += 3) { cx += local[j]; cy += local[j + 1]; cz += local[j + 2]; }\n const c = n ? [cx / n, cy / n, cz / n] : null;\n if (WHEELISH.test(nm)) strays.push({ mesh: nm, centre: c && c.map(R) });\n excluded.push(nm);\n return;\n }\n const local = []; P.meshPoints(o, inv, 200000, local);\n const mi = names.length; names.push(nm); bodyMeshes++;\n P.meshTris(o, inv, hubs, 1.0, tris, triMesh, mi);\n for (let j = 0; j < local.length; j += 3) {\n const x = local[j], y = local[j + 1], z = local[j + 2];\n bodyVerts++;\n let keep = y < maxHubY;\n if (!keep) for (const h of hubs) { if (Math.hypot(x - h[0], y - h[1], z - h[2]) < 1.0) { keep = true; break; } }\n if (!keep) continue;\n bpts.push(R(x), R(y), R(z)); bmesh.push(mi);\n }\n });\n return { wheels, tyreByAxle: tyres ? tyres.map((t) => ({ radius: t && typeof t.radius === 'number' ? t.radius : null })) : null, body: { names, points: bpts, mesh: bmesh }, bodyTris: { names, tris, mesh: triMesh }, strays, excludedHardware: [...new Set(excluded)].slice(0, 40), bodyMeshes, bodyVerts,\n batches: P.batches().map((b) => ({ name: b.name, instances: b.instances.length })), proxies: proxies.size,\n state: { speed: st.speed, forwardSpeed: st.forwardSpeed, grounded: st.grounded, position: [st.position.x, st.position.y, st.position.z] } };\n };\n /** Suspension compression per wheel, sampled every animation frame for ms (the car rocks for seconds after boarding). */\n P.compressionWindow = (ms) => new Promise((resolve) => {\n const e = P.e(); const out = P.contacts().map(() => []); const t0 = performance.now();\n const tick = () => {\n try { const st = e.controller.getState(); (st.wheels || []).forEach((w, i) => { if (out[i] && Number.isFinite(w.compression)) out[i].push(w.compression); }); } catch (err) { /* keep sampling */ }\n if (performance.now() - t0 < ms) requestAnimationFrame(tick); else resolve(out);\n };\n requestAnimationFrame(tick);\n });\n /** Body-frame AABB of the drawn car (geometry bounding-box corners, so slightly generous). */\n P.bounds = () => {\n const root = P.root(), inv = P.inv(), proxies = P.proxies(), V = P.V();\n const mn = [Infinity, Infinity, Infinity], mx = [-Infinity, -Infinity, -Infinity]; const c = new V();\n root.traverse((o) => {\n if (!P.drawn(o, proxies, root)) return;\n if (!o.geometry.boundingBox) o.geometry.computeBoundingBox();\n const b = o.geometry.boundingBox; if (!b) return;\n const M = inv.clone().multiply(o.matrixWorld);\n for (let i = 0; i < 8; i++) {\n c.set(i & 1 ? b.max.x : b.min.x, i & 2 ? b.max.y : b.min.y, i & 4 ? b.max.z : b.min.z).applyMatrix4(M);\n mn[0] = Math.min(mn[0], c.x); mn[1] = Math.min(mn[1], c.y); mn[2] = Math.min(mn[2], c.z);\n mx[0] = Math.max(mx[0], c.x); mx[1] = Math.max(mx[1], c.y); mx[2] = Math.max(mx[2], c.z);\n }\n });\n return { min: mn.map(R), max: mx.map(R) };\n };\n /** Body-frame AABB of named nodes' drawn meshes. */\n P.nodeBox = (names) => {\n const root = P.root(), inv = P.inv(), proxies = P.proxies();\n const pts = [];\n for (const n of names) { const o = root.getObjectByName(n); if (!o) continue; o.traverse((m) => { if (P.drawn(m, proxies, root)) P.meshPoints(m, inv, 3000, pts); }); }\n if (!pts.length) return null;\n const mn = [Infinity, Infinity, Infinity], mx = [-Infinity, -Infinity, -Infinity];\n for (let j = 0; j < pts.length; j += 3) for (let a = 0; a < 3; a++) { mn[a] = Math.min(mn[a], pts[j + a]); mx[a] = Math.max(mx[a], pts[j + a]); }\n return { min: mn.map(R), max: mx.map(R) };\n };\n P.pose = (names) => {\n const root = P.root(), inv = P.inv(); const out = {};\n for (const n of names) { const o = root.getObjectByName(n); out[n] = o ? { q: P.bodyQuat(o), p: P.bodyPos(o, inv) } : null; }\n return out;\n };\n /** Pose of node b in node a's frame (rigidity check). */\n P.rel = (a, b) => {\n const root = P.root(); const A = root.getObjectByName(a), B = root.getObjectByName(b); if (!A || !B) return null;\n root.updateMatrixWorld(true);\n const V = P.V(), Q = P.Q();\n const p = A.worldToLocal(B.getWorldPosition(new V()));\n const rel = A.getWorldQuaternion(new Q()).invert().multiply(B.getWorldQuaternion(new Q()));\n return { p: [p.x, p.y, p.z], q: [rel.x, rel.y, rel.z, rel.w] };\n };\n P.durable = () => { try { const v = P.mp().portableVehicleEvidence().vehicles[0]; return v ? (v.durableState || {}) : {}; } catch (err) { return {}; } };\n P.steering = () => {\n const e = P.e(), root = e.object3d; const st = e.controller.getState();\n const rim = (e.interior && (e.interior.steeringRim || e.interior.steering)) || root.getObjectByName('steering_rim') || root.getObjectByName('steering');\n const contacts = P.contacts();\n return {\n rimNode: rim ? rim.name : null, rimQ: rim ? P.bodyQuat(rim) : null, rimAngleRad: e.interior ? e.interior.rimAngleRad ?? null : null,\n steerInput: e.controller.input ? e.controller.input.steer : null, stateSteerRad: st.steerAngleRad,\n wheels: contacts.map((k, i) => { const n = P.wheelNode(k.id, i); return { id: k.id, steered: k.steered, axle: n ? P.axleOf(n) : null, physicsSteerRad: st.wheels && st.wheels[i] ? st.wheels[i].steerAngleRad : null }; }),\n };\n };\n /**\n * Sample the drawn wheels' rotation about their own axle every animation frame for ms. With a room guard\n * ({ origin: [x, z], dir: [x, z], limitM, decel }) sampling ends early as soon as the car, braking at decel from now, would\n * pass limitM along dir from origin; it then resolves { samples, stoppedForRoom } so the caller brakes at once.\n */\n P.sampleSpin = (ms, guard) => new Promise((resolve) => {\n const e = P.e(), root = e.object3d, proxies = P.proxies(), V = P.V();\n const contacts = P.contacts();\n let stoppedForRoom = false;\n const wheels = contacts.map((k, i) => {\n const node = P.wheelNode(k.id, i); let mesh = null;\n if (node) node.traverse((o) => { if (!mesh && P.drawn(o, proxies, root)) mesh = o; });\n return { node, mesh: mesh || node };\n });\n const qOf = (o) => { const q = P.bodyQuat(o); return new (P.Q())(q[0], q[1], q[2], q[3]); };\n // reference axis: the mesh-local axis most perpendicular to the axle, chosen once\n const refs = wheels.map((w) => {\n if (!w.mesh) return null;\n const a = new V(...P.axleOf(w.node)); const q = qOf(w.mesh);\n const cands = [new V(1, 0, 0), new V(0, 1, 0), new V(0, 0, 1)];\n let best = 0, bd = Infinity; cands.forEach((c, j) => { const d = Math.abs(c.clone().applyQuaternion(q).dot(a)); if (d < bd) { bd = d; best = j; } });\n return cands[best];\n });\n const samples = [];\n const t0 = performance.now();\n const tick = () => {\n try {\n const st = e.controller.getState(); const wp = root.getWorldPosition(new V());\n const ang = wheels.map((w, i) => {\n if (!w.mesh || !refs[i]) return NaN;\n let a = new V(...P.axleOf(w.node)); if (a.x < 0) a = a.multiplyScalar(-1);\n let up = new V(0, 1, 0).sub(a.clone().multiplyScalar(a.y)).normalize();\n const r = refs[i].clone().applyQuaternion(qOf(w.mesh));\n r.sub(a.clone().multiplyScalar(r.dot(a)));\n return Math.atan2(up.clone().cross(r).dot(a), up.dot(r));\n });\n samples.push({ t: performance.now(), x: wp.x, z: wp.z, forwardSpeed: st.forwardSpeed, ang });\n if (guard) {\n const along = (wp.x - guard.origin[0]) * guard.dir[0] + (wp.z - guard.origin[1]) * guard.dir[1];\n const v = Math.max(0, st.forwardSpeed);\n if (along + v * 0.25 + (v * v) / (2 * guard.decel) >= guard.limitM) stoppedForRoom = true;\n }\n } catch (err) { /* keep sampling */ }\n if (performance.now() - t0 < ms && !stoppedForRoom) requestAnimationFrame(tick); else resolve(guard ? { samples, stoppedForRoom } : samples);\n };\n requestAnimationFrame(tick);\n });\n /** Pin the render camera to a body-frame pose, re-applied every frame so the follow cam cannot fight it. */\n /**\n * Project body-frame points (flat xyz) through the live camera: NDC per point, and the canvas's client rect in this\n * frame, so an annotation can be drawn over the captured image exactly where the geometry is.\n */\n P.project = (flat) => {\n const cam = P.camera(); const root = P.root(); if (!cam) return null;\n root.updateMatrixWorld(true); cam.updateMatrixWorld(true);\n if (cam.matrixWorldInverse) cam.matrixWorldInverse.copy(cam.matrixWorld).invert();\n const V = P.V(); const v = new V(); const out = [];\n for (let i = 0; i < flat.length; i += 3) { v.set(flat[i], flat[i + 1], flat[i + 2]).applyMatrix4(root.matrixWorld).project(cam); out.push(v.x, v.y, v.z); }\n let best = null, area = 0;\n for (const c of document.querySelectorAll('canvas')) { const r = c.getBoundingClientRect(); if (r.width * r.height > area) { area = r.width * r.height; best = r; } }\n return { ndc: out, rect: best ? { left: best.left, top: best.top, width: best.width, height: best.height } : null };\n };\n P.camera = () => { try { return P.mp().local.services.camera.camera; } catch (err) { return G.__vqa && G.__vqa.main; } };\n P.setCam = (c) => {\n const cam = P.camera(); if (!cam) return false;\n if (!cam.__vqaPinned) {\n const orig = cam.updateMatrixWorld.bind(cam);\n cam.updateMatrixWorld = function (force) {\n const o = G.__vqaCam;\n if (o) {\n const r = P.root(); const V = P.V();\n this.position.copy(r.localToWorld(new V(...o.pos)));\n this.up.set(0, 1, 0);\n this.lookAt(r.localToWorld(new V(...o.target)));\n if (o.fov && this.fov !== o.fov) { this.fov = o.fov; this.updateProjectionMatrix(); }\n if (o.near && this.near !== o.near) { this.near = o.near; this.updateProjectionMatrix(); }\n }\n return orig(force);\n };\n cam.__vqaPinned = { fov: cam.fov, near: cam.near };\n }\n G.__vqaCam = c; return true;\n };\n P.clearCam = () => { G.__vqaCam = null; const cam = P.camera(); if (cam && cam.__vqaPinned) { cam.fov = cam.__vqaPinned.fov; cam.near = cam.__vqaPinned.near; cam.updateProjectionMatrix(); } return true; };\n /** Scene stats over the drawn car: batched proxies get their real material back for the (synchronous) count. */\n P.stats = () => {\n const swapped = [];\n for (const b of P.batches()) for (const inst of b.instances) { if (inst.mesh.material === inst.hiddenMaterial && inst.originalMaterial) { swapped.push(inst); inst.mesh.material = inst.originalMaterial; } }\n try { return G.__vqaStats(P.root(), { exclude: (o) => !!o.isBatchedMesh }); }\n finally { for (const inst of swapped) inst.mesh.material = inst.hiddenMaterial; }\n };\n // ---------------------------------------------------------------------------------------------------- seated occupant\n P.isUnder = (o, anc) => { for (let p = o; p; p = p.parent) if (p === anc) return true; return false; };\n /** Triangles (body frame, 9 per triangle) of one mesh whose AABB overlaps the box, appended flat. */\n P.meshTrisInBox = (o, inv, box, out, outMesh, mi) => {\n const g = o.geometry, pos = g.attributes.position;\n const M = inv.clone().multiply(o.matrixWorld); const e = M.elements;\n const idx = g.index ? g.index.array : null;\n const start = (g.drawRange && g.drawRange.start) || 0;\n const total = idx ? idx.length : pos.count;\n const count = Math.min(total - start, Number.isFinite(g.drawRange && g.drawRange.count) ? g.drawRange.count : total);\n const v = new Float64Array(9);\n // a mirrored node (negative determinant) flips the winding: swap two corners so the triangle's normal stays outward\n const det = e[0] * (e[5] * e[10] - e[6] * e[9]) - e[4] * (e[1] * e[10] - e[2] * e[9]) + e[8] * (e[1] * e[6] - e[2] * e[5]);\n const order = det < 0 ? [0, 2, 1] : [0, 1, 2];\n for (let i = start; i + 2 < start + count; i += 3) {\n for (let k = 0; k < 3; k++) {\n const vi = idx ? idx[i + order[k]] : i + order[k];\n const x = pos.getX(vi), y = pos.getY(vi), z = pos.getZ(vi);\n v[3 * k] = e[0] * x + e[4] * y + e[8] * z + e[12]; v[3 * k + 1] = e[1] * x + e[5] * y + e[9] * z + e[13]; v[3 * k + 2] = e[2] * x + e[6] * y + e[10] * z + e[14];\n }\n let ok = true;\n for (let a = 0; a < 3 && ok; a++) { const lo = Math.min(v[a], v[3 + a], v[6 + a]), hi = Math.max(v[a], v[3 + a], v[6 + a]); if (hi < box.min[a] || lo > box.max[a]) ok = false; }\n if (!ok) continue;\n for (let k = 0; k < 9; k++) out.push(Math.round(v[k] * 10000) / 10000);\n outMesh.push(mi);\n }\n };\n /**\n * The LOCAL occupant: every bone (body frame) and the vertices of every drawn skinned mesh on it (body, hair, hats...),\n * the steering wheel's vertices, and the car's own drawn triangles in a box around the pelvis. The car's triangles never\n * include the occupant (skinned meshes, anything under the character model) or the wheels.\n */\n P.occupantPull = () => {\n const mp = P.mp(); const local = mp.local; const model = local && local.model; if (!model) return null;\n const e = P.e(), root = e.object3d, inv = P.inv(), proxies = P.proxies();\n root.updateMatrixWorld(true); model.updateMatrixWorld(true);\n const bones = {}; const boneParents = {}; const skinned = [];\n model.traverse((o) => { if (o.isBone) { const p = P.bodyPos(o, inv); bones[o.name] = p.map(R); boneParents[o.name] = o.parent && o.parent.isBone ? o.parent.name : null; } if (o.isSkinnedMesh && P.chainVisible(o, model)) skinned.push(o); });\n const points = []; const pointBone = []; const boneNames = Object.keys(bones); const boneIx = new Map(boneNames.map((n, i) => [n, i]));\n for (const m of skinned) {\n const tmp = []; const tb = [];\n P.meshPoints(m, inv, 30000, tmp, tb);\n for (let i = 0; i < tmp.length; i++) points.push(R(tmp[i]));\n // the bone with the largest skin weight per vertex (vehiclePenetration measures each vertex against its own bone)\n const sb = (m.skeleton && m.skeleton.bones) || [];\n for (let i = 0; i < tb.length; i++) { const b = sb[tb[i]]; const k = b ? boneIx.get(b.name) : undefined; pointBone.push(k === undefined ? -1 : k); }\n }\n const pel = bones.pelvis || bones.hips || Object.values(bones)[0];\n const box = { min: [pel[0] - 0.8, pel[1] - 0.9, pel[2] - 0.95], max: [pel[0] + 0.8, pel[1] + 1.1, pel[2] + 0.95] };\n const underWheel = new Set(); for (const n of e.wheelNodes || []) n.traverse((o) => underWheel.add(o));\n const names = [], tris = [], mesh = [], meshInfo = [];\n root.traverse((o) => {\n if (underWheel.has(o) || o.isSkinnedMesh || !P.drawn(o, proxies, root) || P.isUnder(o, model)) return;\n const mi = names.length; names.push(o.name || (o.parent && o.parent.name) || '(unnamed)');\n const before = tris.length;\n P.meshTrisInBox(o, inv, box, tris, mesh, mi);\n if (tris.length > before) {\n const inst = proxies.get(o); const m0 = (inst && inst.originalMaterial) || (Array.isArray(o.material) ? o.material[0] : o.material);\n meshInfo.push({ name: names[mi], batched: !!inst, color: m0 && m0.color ? m0.color.getHexString() : null, opacity: m0 ? m0.opacity : null, transparent: m0 ? !!m0.transparent : null, side: m0 ? m0.side : null, colorWrite: m0 ? m0.colorWrite : null, tris: (tris.length - before) / 9 });\n }\n });\n let rim = null;\n const rimNode = (e.interior && (e.interior.steeringRim || e.interior.steering)) || root.getObjectByName('steering_rim') || root.getObjectByName('steering');\n if (rimNode) { const pts = []; rimNode.traverse((m) => { if (m.isMesh && !m.isSkinnedMesh && m.geometry && m.geometry.attributes && m.geometry.attributes.position) P.meshPoints(m, inv, 3000, pts); }); rim = pts.map(R); }\n let residual = null; try { const l = mp.seatEvidence && mp.seatEvidence().local; residual = l && l.seated ? l.seated.seatResidualM : null; } catch (err) { /* keep null */ }\n return { bones, boneParents, boneNames, points, pointBone, rim, cabin: { tris, mesh, names }, seatResidualM: residual, skinned: skinned.map((m) => m.name || '(unnamed)'), meshInfo, rimNode: rimNode ? rimNode.name : null };\n };\n /** Body-frame position of a seat: its named node when the model has one, else the cabin's own H-point. */\n P.seatPos = (id) => {\n const root = P.root(); root.updateMatrixWorld(true); let o = null;\n root.traverse((x) => { if (!o && x.name === id && !x.isMesh) o = x; });\n if (o) return P.bodyPos(o);\n try { const s = P.e().interior.cabin.seats.find((x) => x.id === id); return s ? [s.hipPoint[0], s.hipPoint[1], s.hipPoint[2]] : null; } catch (err) { return null; }\n };\n /** Hide (or restore) named nodes, for a labelled cutaway frame. The vehicle batch reads visibility as the AND of the ancestors up to the root. */\n /**\n * Evidence cutaway: hide every drawn mesh of the car except those named (by the same name the occupant pull records),\n * so only the occupant and the surface it clashes with are drawn. P.unisolate() puts every flag back exactly.\n */\n P.isolate = (keep) => {\n P.unisolate();\n const mp = P.mp(); const model = mp.local && mp.local.model; const root = P.root(); const proxies = P.proxies();\n const ks = new Set(keep || []); const hidden = [];\n root.traverse((o) => {\n if (!o.isMesh || (model && P.isUnder(o, model)) || !P.drawn(o, proxies, root)) return;\n const nm = o.name || (o.parent && o.parent.name) || '(unnamed)';\n if (ks.has(nm)) return;\n hidden.push([o, o.visible]); o.visible = false;\n });\n P.__isolated = hidden; return hidden.length;\n };\n P.unisolate = () => { const h = P.__isolated || []; for (const [o, v] of h) o.visible = v; P.__isolated = null; return h.length; };\n P.setHidden = (names, hidden) => { const root = P.root(); let n = 0; for (const nm of names) { const o = root.getObjectByName(nm); if (o) { o.visible = !hidden; n++; } } return n; };\n /** The engine's own cabin-fit self-report (what it BELIEVES the occupant fit is), for comparison with what is drawn. */\n // ---------------------------------------------------------------------------------------------------- scenery\n /** The local player's character model (hidden for the appearance poses, never for an occupant frame). */\n P.avatar = () => { try { return P.mp().local.model || null; } catch (err) { return null; } };\n P.sceneRoot = () => { let s = P.root(); while (s.parent) s = s.parent; return s; };\n /** Is o part of the car or of a character (the local one, or anyone skinned)? Those are never scenery. */\n P.notScenery = (o, root, avatar) => P.isUnder(o, root) || (avatar && P.isUnder(o, avatar)) || o.isSkinnedMesh;\n /**\n * WORLD-frame boxes of every visible scenery mesh within radius of the car (the walls, kerbs and props of the test\n * grounds), plus the car's body->world matrix, so the clearance and occlusion maths can run outside the page.\n */\n P.sceneBoxes = (radius) => {\n const root = P.root(), scene = P.sceneRoot(), avatar = P.avatar(), V = P.V();\n root.updateMatrixWorld(true);\n const at = root.getWorldPosition(new V()); const out = []; const c = new V();\n scene.traverse((o) => {\n if (!o.isMesh || !o.geometry || !o.geometry.attributes || !o.geometry.attributes.position) return;\n if (P.notScenery(o, root, avatar)) return;\n for (let p = o; p; p = p.parent) if (p.visible === false) return;\n // effects (particles, glows, soft quads) write no depth and stop nothing: not scenery\n const ms = Array.isArray(o.material) ? o.material : [o.material];\n if (ms.every((m) => !m || m.depthWrite === false || m.visible === false || (m.transparent && (m.opacity ?? 1) < 0.35))) return;\n if (!o.geometry.boundingBox) o.geometry.computeBoundingBox();\n const b = o.geometry.boundingBox; if (!b || b.isEmpty()) return;\n const mn = [Infinity, Infinity, Infinity], mx = [-Infinity, -Infinity, -Infinity];\n for (let i = 0; i < 8; i++) {\n c.set(i & 1 ? b.max.x : b.min.x, i & 2 ? b.max.y : b.min.y, i & 4 ? b.max.z : b.min.z).applyMatrix4(o.matrixWorld);\n mn[0] = Math.min(mn[0], c.x); mn[1] = Math.min(mn[1], c.y); mn[2] = Math.min(mn[2], c.z);\n mx[0] = Math.max(mx[0], c.x); mx[1] = Math.max(mx[1], c.y); mx[2] = Math.max(mx[2], c.z);\n }\n const dx = Math.max(mn[0] - at.x, 0, at.x - mx[0]), dz = Math.max(mn[2] - at.z, 0, at.z - mx[2]);\n if (Math.hypot(dx, dz) > (radius || 60)) return;\n out.push({ id: o.uuid, name: o.name || (o.parent && o.parent.name) || '(unnamed)', min: mn.map(R), max: mx.map(R) });\n });\n return { boxes: out, bodyToWorld: Array.from(root.matrixWorld.elements) };\n };\n /** Hide (true) or restore (false) scenery meshes by uuid, for one frame; restore puts back exactly what was changed. */\n P.hideScenery = (ids, on) => {\n if (!on) { const h = P.__sceneHidden || []; for (const [o, v] of h) o.visible = v; P.__sceneHidden = null; return h.length; }\n const want = new Set(ids || []); const h = P.__sceneHidden || []; const scene = P.sceneRoot();\n scene.traverse((o) => { if (want.has(o.uuid) && o.visible !== false) { h.push([o, o.visible]); o.visible = false; } });\n P.__sceneHidden = h; return h.length;\n };\n /**\n * Appearance poses: everything but the car is hidden (scenery AND the player's own avatar) over a plain neutral\n * backdrop, lit by the world's own lights/environment. P.backdrop(false) puts every flag and the background back.\n */\n /**\n * Appearance poses: every lamp OFF and no local light, so nothing blooms over the nose (F40 round 1: a white blob over\n * pose.front and pose.top; measured, it was the test grounds' stage point lights on glossy paint, not the lamps).\n * Zeroes the emissive of every material the car draws with (its batch materials and each batched part's own material\n * too), hides additive-blended coronas under the car, and zeroes every spot/point/area light in the scene (the\n * runtime's headlamp beams and the world's practical lamps); the sun/sky and the environment stay. The engine never\n * rewrites emissive per frame, so this holds for the frames. P.lightsOff(false) restores every value exactly.\n */\n P.lightsOff = (on) => {\n if (!on) {\n const st = P.__lightsOff; if (!st) return null;\n for (const [m, i, c] of st.mats) { m.emissiveIntensity = i; if (c && m.emissive) m.emissive.copy(c); m.needsUpdate = true; }\n for (const [o, v] of st.hidden) o.visible = v;\n for (const [l, i] of st.lights) l.intensity = i;\n P.__lightsOff = null; return { materials: st.mats.length, coronas: st.hidden.length, lights: st.lights.length };\n }\n if (P.__lightsOff) return null;\n const root = P.root(), scene = P.sceneRoot(), V = P.V();\n const mats = [], hidden = [], lights = []; const seen = new Set();\n const take = (m) => {\n if (!m || seen.has(m)) return; seen.add(m);\n if (typeof m.emissiveIntensity !== 'number' && !m.emissive) return;\n const black = m.emissive ? m.emissive.clone() : null;\n mats.push([m, m.emissiveIntensity, black]);\n if (typeof m.emissiveIntensity === 'number') m.emissiveIntensity = 0;\n if (m.emissive) m.emissive.setRGB(0, 0, 0);\n m.needsUpdate = true;\n };\n const proxies = P.proxies();\n root.traverse((o) => {\n const ms = o.material ? (Array.isArray(o.material) ? o.material : [o.material]) : [];\n for (const m of ms) take(m);\n const inst = proxies.get(o); if (inst) { take(inst.originalMaterial); take(inst.hiddenMaterial); }\n if ((o.isMesh || o.isPoints || o.isSprite) && o.visible !== false && ms.some((m) => m && m.blending === 2)) { hidden.push([o, o.visible]); o.visible = false; }\n });\n // every LOCAL light off too (spot and point: the car's beams, and the world's own practical lamps; the test grounds'\n // stage lights put a white hotspot on a glossy nose): the poses are lit by the sun/sky and the environment only\n scene.traverse((o) => {\n if (!(o.isSpotLight || o.isPointLight || o.isRectAreaLight) || !(o.intensity > 0)) return;\n lights.push([o, o.intensity]); o.intensity = 0;\n });\n P.__lightsOff = { mats, hidden, lights };\n return { materials: mats.length, coronas: hidden.length, lights: lights.length };\n };\n P.backdrop = (on, hex) => {\n const scene = P.sceneRoot();\n if (!on) {\n const st = P.__backdrop; if (!st) return 0;\n for (const [o, v] of st.hidden) o.visible = v;\n scene.background = st.background; P.__backdrop = null; return st.hidden.length;\n }\n if (P.__backdrop) return P.__backdrop.hidden.length;\n const root = P.root(), avatar = P.avatar(); const hidden = [];\n scene.traverse((o) => {\n if (!(o.isMesh || o.isSprite || o.isPoints || o.isLine) || o.visible === false) return;\n if (P.isUnder(o, root) && !(avatar && P.isUnder(o, avatar))) return;\n hidden.push([o, o.visible]); o.visible = false;\n });\n if (avatar && avatar.visible !== false) { hidden.push([avatar, avatar.visible]); avatar.visible = false; }\n const st = { hidden, background: scene.background };\n let Color = null;\n root.traverse((o) => { if (!Color && o.material && !Array.isArray(o.material) && o.material.color) Color = o.material.color.constructor; });\n if (Color) scene.background = new Color(hex || 0x8c8f94);\n P.__backdrop = st; return hidden.length;\n };\n /**\n * Daylight paint sample: with the backdrop already on (every non-car mesh hidden over a flat key colour), hide every\n * drawn car mesh whose material is not body paint, so the only pixels left that are not the key colour are paint. The\n * world's lights and the lamps are NOT touched: this is the paint exactly as the Try Now frame lights it, hotspots\n * and all (the appearance poses turn the local lights off, which is why they never showed the bonnet glare).\n * A body-paint mesh is one whose material name carries \"paint\" (the <node>__vehicle-paint-solid|metallic family\n * suffix). Batched parts follow their proxy mesh's visible flag on the next sync. P.paintOnly(false) restores.\n * Returns the paint materials as the runtime really draws them (colour, roughness, clearcoat...).\n */\n /** The lighting rig the frame is drawn with: scene environment/background/fog, every light, and what the gym exposes of the renderer. */\n P.lighting = () => {\n const scene = P.sceneRoot(), out = { background: null, environment: !!scene.environment, environmentIntensity: scene.environmentIntensity ?? null, backgroundIntensity: scene.backgroundIntensity ?? null, fog: scene.fog ? scene.fog.type || scene.fog.constructor.name : null, lights: [], gym: Object.keys(G.__assetGym || {}).slice(0, 40), renderer: null };\n const bg = scene.background; out.background = bg ? (bg.isColor ? '#' + bg.getHexString() : (bg.constructor && bg.constructor.name)) : null;\n scene.traverse((o) => { if (o.isLight) out.lights.push({ type: o.type, name: o.name || null, intensity: o.intensity, color: o.color ? '#' + o.color.getHexString() : null, visible: o.visible }); });\n const r = (G.__assetGym && (G.__assetGym.renderer || (G.__assetGym.mp && G.__assetGym.mp.renderer))) || G.__vqaRenderer || null;\n if (r) out.renderer = { toneMapping: r.toneMapping, exposure: r.toneMappingExposure, outputColorSpace: r.outputColorSpace, type: r.constructor && r.constructor.name };\n return out;\n };\n /** With paintOnly on: show (true) or hide (false) the paint meshes too, for the empty-scene reference frame the mask is taken against. */\n P.paintShow = (v) => { for (const o of P.__paintMeshes || []) o.visible = v; return (P.__paintMeshes || []).length; };\n P.paintOnly = (on) => {\n if (!on) { const h = P.__paintHidden || []; for (const [o, v] of h) o.visible = v; for (const o of P.__paintMeshes || []) o.visible = true; P.__paintHidden = null; P.__paintMeshes = null; return h.length; }\n if (P.__paintHidden) return null;\n const root = P.root(), proxies = P.proxies(); const hidden = []; const mats = new Map(); const paintMeshes = [];\n const avatar = P.avatar();\n root.traverse((o) => {\n if (!o.isMesh || o.isBatchedMesh || (avatar && P.isUnder(o, avatar))) return;\n const inst = proxies.get(o);\n const src = inst ? inst.originalMaterial : o.material;\n const ms = (Array.isArray(src) ? src : [src]).filter(Boolean);\n const paint = ms.filter((m) => /paint/i.test(m.name || ''));\n if (paint.length) { for (const m of paint) if (!mats.has(m)) mats.set(m, 0); paintMeshes.push(o); return; }\n if (o.visible !== false) { hidden.push([o, o.visible]); o.visible = false; }\n });\n P.__paintHidden = hidden; P.__paintMeshes = paintMeshes;\n const hex = (c) => c && c.isColor ? '#' + c.getHexString() : null;\n const R3 = (v) => typeof v === 'number' ? Math.round(v * 1000) / 1000 : null;\n return [...mats.keys()].map((m) => ({\n name: m.name, type: m.type, baseColorLinear: m.color ? [R3(m.color.r), R3(m.color.g), R3(m.color.b)] : null, baseColorHex: hex(m.color),\n metalness: R3(m.metalness), roughness: R3(m.roughness), clearcoat: R3(m.clearcoat), clearcoatRoughness: R3(m.clearcoatRoughness),\n ior: R3(m.ior), specularIntensity: R3(m.specularIntensity), envMapIntensity: R3(m.envMapIntensity), emissive: hex(m.emissive), emissiveIntensity: R3(m.emissiveIntensity),\n hasMap: !!m.map,\n }));\n };\n /**\n * Seat placement as authored vs as the runtime seats it: the seat's own GLB node (the authored H-point, body frame)\n * and the cabin seat the occupant is posed on after the runtime's cabin fit.\n */\n P.seatFit = (id) => {\n const root = P.root(); root.updateMatrixWorld(true); let node = null;\n root.traverse((x) => { if (!node && x.name === id && !x.isMesh) node = x; });\n let cabin = null;\n try { const s = P.e().interior.cabin.seats.find((x) => x.id === id); if (s && s.hipPoint) cabin = [s.hipPoint[0], s.hipPoint[1], s.hipPoint[2]].map(R); } catch (err) { /* none */ }\n return { node: node ? P.bodyPos(node).map(R) : null, cabin };\n };\n P.cabinFit = () => { try { const f = P.e().cabinFit; return f ? JSON.parse(JSON.stringify(f.report ?? f)) : null; } catch (err) { return null; } };\n /**\n * GRIP / STILLNESS window (vehicleGrip.ts): the local occupant's arm, hand and finger bones on each of the next n\n * animation frames, read after the engine posed them. Every finger joint is also given in its own HAND's frame\n * (rotation only, metres), so a hand that travels with the steering wheel does not read as its fingers moving. At the\n * end: the steering wheel's vertices (body frame, at most ~1500) and its rotation, and the controller's steer input.\n */\n P.occupantFrames = (n, stride) => new Promise((resolve) => {\n const every = Math.max(1, stride || 1); let tick = 0;\n let model = null; try { model = P.mp().local.model; } catch (err) { model = null; }\n if (!model) { resolve(null); return; }\n const ARM = /^(clavicle|upperarm|lowerarm|forearm|hand|thumb|index|middle|ring|pinky|pink)(_\\d+)?(_twist_?\\d*)?[_.](l|r)$/i;\n const FINGER = /^(thumb|index|middle|ring|pinky|pink)(_\\d+)?[_.](l|r)$/i;\n const bones = []; model.traverse((o) => { if (o.isBone && ARM.test(o.name)) bones.push(o); });\n const hands = {}; for (const b of bones) { const m = /^hand[_.](l|r)$/i.exec(b.name); if (m) hands[m[1].toLowerCase()] = b; }\n const V = P.V(), Q = P.Q(); const frames = []; const t0 = performance.now();\n const step = () => {\n if ((tick++ % every) !== 0) { requestAnimationFrame(step); return; }\n const inv = P.inv(); const body = {}; const inHand = {}; const localQ = {};\n for (const b of bones) { body[b.name] = P.bodyPos(b, inv).map(R); if (FINGER.test(b.name)) localQ[b.name] = [b.quaternion.x, b.quaternion.y, b.quaternion.z, b.quaternion.w].map((v) => Math.round(v * 1e5) / 1e5); }\n for (const side of Object.keys(hands)) {\n const h = hands[side]; const hp = h.getWorldPosition(new V()); const hq = h.getWorldQuaternion(new Q()).invert();\n for (const b of bones) {\n const f = FINGER.exec(b.name); if (!f || f[3].toLowerCase() !== side) continue;\n const p = b.getWorldPosition(new V()).sub(hp).applyQuaternion(hq);\n inHand[b.name] = [p.x, p.y, p.z].map(R);\n }\n }\n frames.push({ t: Math.round(performance.now() - t0), body, inHand, localQ });\n if (frames.length >= n) {\n let rim = null, rimQ = null, rimNode = null, steer = null;\n try {\n const e = P.e(), root = e.object3d; const inv2 = P.inv();\n const rn = (e.interior && (e.interior.steeringRim || e.interior.steering)) || root.getObjectByName('steering_rim') || root.getObjectByName('steering');\n if (rn) { const pts = []; rn.traverse((m) => { if (m.isMesh && !m.isSkinnedMesh && m.geometry && m.geometry.attributes && m.geometry.attributes.position) P.meshPoints(m, inv2, 1500, pts); }); rim = pts.map(R); rimQ = P.bodyQuat(rn); rimNode = rn.name; }\n steer = e.controller && e.controller.input ? e.controller.input.steer : null;\n } catch (err) { /* keep nulls */ }\n resolve({ frames, rim, rimQ, rimNode, steer, hands: Object.keys(hands) });\n return;\n }\n requestAnimationFrame(step);\n };\n requestAnimationFrame(step);\n });\n /**\n * NIGHT for the inspection frames: the test grounds have no time-of-day control, so dim the world's sun, sky,\n * environment and exposure each frame (scene.onBeforeRender). The car's own lamps (spot lights, emissive lenses) are\n * untouched. Ported from the vehicle-pipeline harness. P.setNight(false) restores every value.\n */\n P.setNight = (on, dim) => {\n // dim: the fraction of the world's exposure kept (0.08 = black night, the harness's value; the inspection uses a dusk\n // level so the body still reads beside its lit lamps)\n const k = typeof dim === 'number' && dim > 0 ? dim : 0.08;\n const sc = P.sceneRoot();\n const st = (P.__night = P.__night || (() => {\n const o = { s: sc, lights: [], envI: sc.environmentIntensity, bgI: sc.backgroundIntensity, bg: sc.background && sc.background.isColor ? sc.background.getHex() : null, fog: sc.fog && sc.fog.color ? sc.fog.color.getHex() : null, sky: null, prev: sc.onBeforeRender, on: false };\n // every light of the WORLD (sun, sky fill, the test grounds' own spot lights on the pads); the car's own lamps stay\n const car = P.root();\n sc.traverse((l) => { if (l.isLight && !P.isUnder(l, car) && !/^portable-cabin-lamp|^portable-vehicle|headlamp|headlight/i.test(l.name || '')) o.lights.push({ l, i: l.intensity }); });\n for (const m of sc.children) if (m.isMesh && m.material && m.material.name === 'HosekWilkieSkyShader') { const u = m.material.uniforms; o.sky = { m, scale: u.radianceScale ? u.radianceScale.value : undefined, disc: u.showSunDisc ? u.showSunDisc.value : undefined }; }\n return o;\n })());\n if (on && !st.on) {\n st.s.onBeforeRender = function (...a) {\n const rd = a[0];\n if (rd && typeof rd.toneMappingExposure === 'number') { if (st.lastExp === undefined || rd.toneMappingExposure !== st.lastExp) st.baseExp = rd.toneMappingExposure; rd.toneMappingExposure = st.baseExp * k; st.lastExp = rd.toneMappingExposure; st.rd = rd; }\n for (const x of st.lights) x.l.intensity = x.i * k * 0.5;\n // the environment keeps a moonlit share so the body still reads beside its lamps\n st.s.environmentIntensity = Math.max(k * 0.4, Math.min(0.3, k * 0.9)); if (typeof st.s.backgroundIntensity === 'number') st.s.backgroundIntensity = k * 0.4;\n if (st.s.background && st.s.background.isColor) st.s.background.setRGB(0.004, 0.006, 0.012);\n if (st.s.fog && st.s.fog.color) st.s.fog.color.setRGB(0.004, 0.006, 0.012);\n if (st.sky) { const u = st.sky.m.material.uniforms; if (typeof st.sky.scale === 'number') u.radianceScale.value = st.sky.scale * 0.02; if (u.showSunDisc) u.showSunDisc.value = false; }\n return st.prev ? st.prev.apply(this, a) : undefined;\n };\n st.on = true;\n } else if (!on && st.on) {\n st.s.onBeforeRender = st.prev || (() => {}); st.on = false;\n if (st.rd && st.baseExp !== undefined) st.rd.toneMappingExposure = st.baseExp; st.lastExp = undefined;\n for (const x of st.lights) x.l.intensity = x.i;\n st.s.environmentIntensity = st.envI; if (st.bgI !== undefined) st.s.backgroundIntensity = st.bgI;\n if (st.bg != null) st.s.background.setHex(st.bg); if (st.fog != null) st.s.fog.color.setHex(st.fog);\n if (st.sky) { const u = st.sky.m.material.uniforms; if (st.sky.scale !== undefined) u.radianceScale.value = st.sky.scale; if (u.showSunDisc) u.showSunDisc.value = st.sky.disc; }\n }\n return st.on;\n };\n G.__vqaVeh = P;\n return true;\n})()";
2
+ /** Hide every positioned overlay (HUD, hints, menus) that does not contain the canvas, in one frame. */
3
+ export declare const HIDE_OVERLAYS = "(() => {\n const els = document.querySelectorAll('body *');\n let n = 0;\n for (const el of els) {\n if (el.tagName === 'CANVAS' || el.tagName === 'IFRAME' || el.dataset.vqaHidden) continue;\n const pos = getComputedStyle(el).position;\n if (pos !== 'fixed' && pos !== 'absolute' && pos !== 'sticky') continue;\n if (el.querySelector('canvas,iframe')) continue;\n el.dataset.vqaHidden = '1';\n el.style.setProperty('visibility', 'hidden', 'important');\n n++;\n }\n return n;\n})()";