@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.
- package/README.md +627 -6
- package/assets/bridge/metahuman-eye-baked.png +0 -0
- package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
- package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
- package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
- package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
- package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
- package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
- package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
- package/bridge-recipes/sims4/README.md +43 -0
- package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
- package/bridge-recipes/unreal/character-customizer/README.md +58 -0
- package/bridge-recipes/unreal/character-customizer/all.json +13 -0
- package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
- package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
- package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
- package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
- package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
- package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/top.json +6 -0
- package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
- package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-urban-ghost-hoodie.addon.json +1 -0
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- package/plugins/beamng-vehicle/lib/palette-contract.mjs +6 -0
- package/plugins/beamng-vehicle/lib/vehicle-qa.mjs +567 -0
- package/plugins/beamng-vehicle/lib/vehicle-source.mjs +247 -0
- package/plugins/beamng-vehicle/profiles/source-compatibility.json +14 -0
- package/plugins/beamng-vehicle/vendor/vehicle-package-v2.mjs +6451 -0
- package/vendor/README.md +63 -0
- package/vendor/ability-manifest.mjs +527 -6
- package/vendor/audits/asset-credits.mjs +96 -0
- package/vendor/audits/check-loaders.mjs +80 -0
- package/vendor/audits/perf-gate.mjs +759 -0
- package/vendor/audits/prove-live.mjs +307 -0
- package/vendor/audits/source-audit.mjs +530 -0
- package/vendor/audits/world-audit.mjs +439 -0
- package/vendor/capture-body.glb +0 -0
- package/vendor/capture-face.glb +0 -0
- package/vendor/installed-index.mjs +1 -1
- package/vendor/vehicle-package-v2.mjs +6451 -0
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import { type HeightGrid } from '../../terrain';
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import { type Cs2MarkingSeating } from './markings';
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import type { Cs2TerrainConversion } from './terrain';
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import { type SurfaceHeightIndex, type TerrainConformStats } from './terrainConform';
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export declare const CS2_MESH_CELLS_SCHEMA = "helix.mesh-cells/1";
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export declare const CS2_ROAD_NETWORK_SCHEMA = "helix.cs2-road-network/1";
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export declare const CS2_COLLIDER_MAX_TRIANGLES = 60000;
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export declare const CS2_COLLIDER_ERROR_METRES = 0.05;
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/** `_WorldspaceUVScale` is 0.2 on every slot that ships a worldspace set. */
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export declare const CS2_WORLDSPACE_TILE_METRES = 5;
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export declare const CS2_MARKING_ROUGHNESS = 0.6;
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export declare const CS2_MARKING_ALPHA_CUTOFF = 0.5;
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/** The engine's shared-texture convention: content-addressed, and the GLB names it by bare file name. */
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export declare const CS2_TEXTURE_HASH_CHARS = 24;
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export type Cs2MarkingVariant = 'a' | 'b';
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export interface Cs2MeshCellBounds {
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min: [number, number, number];
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max: [number, number, number];
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}
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export interface Cs2MeshCellFile {
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cx: number;
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cz: number;
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file: string;
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bytes: number;
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sha256: string;
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triangles: number;
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bounds: Cs2MeshCellBounds;
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}
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export interface Cs2MeshRenderCellFile extends Cs2MeshCellFile {
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materials: number;
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}
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export interface Cs2MeshTextureFile {
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file: string;
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bytes: number;
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sha256: string;
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}
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export interface Cs2MeshCellIndex {
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schema: typeof CS2_MESH_CELLS_SCHEMA;
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id: string;
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cellSizeM: number;
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originX: number;
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originZ: number;
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lighting: {
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giContribute: boolean;
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};
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textures: Cs2MeshTextureFile[];
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render: Cs2MeshRenderCellFile[];
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collision: Cs2MeshCellFile[];
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variants: {
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markings: Partial<Record<Cs2MarkingVariant, {
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dir: string;
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cells: Cs2MeshRenderCellFile[];
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}>>;
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};
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stats: {
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instances: number;
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outsideGrid: number;
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/** Node pieces whose sync targets were welded onto a full-span neighbour's corner and kerb before the bake. */
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weldedNodeSeams: number;
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trianglesByFamily: Record<string, number>;
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markingLanes: number;
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/** Retained area records; these contribute no render geometry, collision or terrain conformance. */
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areaRecords: number;
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/** Summed over every marking variant baked, so both spikes count their own rails. */
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markings: Cs2MarkingSeating;
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/** Absent when the bake was told not to conform the terrain. */
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terrainConform?: TerrainConformStats;
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};
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}
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export interface Cs2ColliderReport {
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cx: number;
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cz: number;
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trianglesBefore: number;
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trianglesAfter: number;
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errorMetres: number;
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}
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/** The numbers the index does not carry. Pass one in to receive them; the bake fills it as it goes. */
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export interface Cs2RoadBakeTelemetry {
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collider: Cs2ColliderReport[];
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timingsMs: Record<string, number>;
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}
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export interface Cs2RoadBakeOptions {
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cellSizeM?: number;
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colliderMaxTriangles?: number;
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colliderErrorM?: number;
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/** Which marking spike to write; default both, so the two can be compared in a browser. */
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markings?: Cs2MarkingVariant | 'both';
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/** Flatten the terrain grid to the baked road surfaces; default true. */
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conformTerrain?: boolean;
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telemetry?: Cs2RoadBakeTelemetry;
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/**
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* Receives the deck-surface index (every road and parking top, all cells) once it is built — the same one the
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* markings are seated on. A caller authoring anything that stands ON the roads (the spawn) asks it for the deck
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* height, because the conformed terrain sits UNDER the slab, not at its top.
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*/
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onDeckSurfaces?: (deck: SurfaceHeightIndex) => void;
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}
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/** Either the whole terrain conversion or just the two things roads need from it. */
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export type Cs2RoadBakeTerrain = Cs2TerrainConversion | {
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grid: HeightGrid;
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seaLevelMetres: number;
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};
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/**
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* `outDir` is the folder that receives `mesh-cells.json` itself, and every `file` in the index is relative to it.
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* Every CS2 Y is shifted by the terrain's sea level. With `conformTerrain` (default) the decks keep CS2's own heights
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* and the pass MUTATES `terrain.grid` to sit under the surfaces the cells baked, so the terrain source folder must be
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* written AFTER this returns, not before; with it off, each composition instead takes the reference renderer's rigid
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* shift onto the grid as given.
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*/
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export declare function bakeCs2Roads(bundleRoot: string, terrain: Cs2RoadBakeTerrain, outDir: string, options?: Cs2RoadBakeOptions): Promise<Cs2MeshCellIndex>;
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"use strict";
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// Bakes the road network and lane markings into static GLBs per 1 km map cell: a render tier, a collider tier,
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// both marking spikes, one shared KTX2 set and the scene compiler index. Painted areas are retained as data only.
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.CS2_TEXTURE_HASH_CHARS = exports.CS2_MARKING_ALPHA_CUTOFF = exports.CS2_MARKING_ROUGHNESS = exports.CS2_WORLDSPACE_TILE_METRES = exports.CS2_COLLIDER_ERROR_METRES = exports.CS2_COLLIDER_MAX_TRIANGLES = exports.CS2_ROAD_NETWORK_SCHEMA = exports.CS2_MESH_CELLS_SCHEMA = void 0;
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exports.bakeCs2Roads = bakeCs2Roads;
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const node_crypto_1 = require("node:crypto");
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const promises_1 = require("node:fs/promises");
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const node_path_1 = require("node:path");
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const terrain_1 = require("../../terrain");
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const areas_1 = require("../areas");
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const materials_1 = require("../materials");
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const roadPieces_1 = require("../roadPieces");
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const roads_1 = require("../roads");
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const glb_1 = require("./glb");
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const nodeSeams_1 = require("./nodeSeams");
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const markings_1 = require("./markings");
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const roadBake_1 = require("./roadBake");
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const terrainConform_1 = require("./terrainConform");
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exports.CS2_MESH_CELLS_SCHEMA = 'helix.mesh-cells/1';
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exports.CS2_ROAD_NETWORK_SCHEMA = 'helix.cs2-road-network/1';
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exports.CS2_COLLIDER_MAX_TRIANGLES = 60_000;
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exports.CS2_COLLIDER_ERROR_METRES = 0.05;
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/** `_WorldspaceUVScale` is 0.2 on every slot that ships a worldspace set. */
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exports.CS2_WORLDSPACE_TILE_METRES = 5;
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exports.CS2_MARKING_ROUGHNESS = 0.6;
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exports.CS2_MARKING_ALPHA_CUTOFF = 0.5;
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/** The engine's shared-texture convention: content-addressed, and the GLB names it by bare file name. */
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exports.CS2_TEXTURE_HASH_CHARS = 24;
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/**
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* `outDir` is the folder that receives `mesh-cells.json` itself, and every `file` in the index is relative to it.
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* Every CS2 Y is shifted by the terrain's sea level. With `conformTerrain` (default) the decks keep CS2's own heights
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* and the pass MUTATES `terrain.grid` to sit under the surfaces the cells baked, so the terrain source folder must be
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* written AFTER this returns, not before; with it off, each composition instead takes the reference renderer's rigid
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* shift onto the grid as given.
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*/
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async function bakeCs2Roads(bundleRoot, terrain, outDir, options = {}) {
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const { grid, seaLevelMetres } = terrain;
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const cellSizeM = options.cellSizeM ?? roadBake_1.CS2_CELL_SIZE_METRES;
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const colliderMaxTriangles = options.colliderMaxTriangles ?? exports.CS2_COLLIDER_MAX_TRIANGLES;
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const colliderErrorM = options.colliderErrorM ?? exports.CS2_COLLIDER_ERROR_METRES;
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const variants = options.markings === 'a' ? ['a'] : options.markings === 'b' ? ['b'] : ['a', 'b'];
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const conformTerrain = options.conformTerrain ?? true;
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const telemetry = options.telemetry;
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const timed = async (stage, run) => {
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const started = Date.now();
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const value = await run();
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if (telemetry)
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telemetry.timingsMs[stage] = Date.now() - started;
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return value;
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};
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const terrainHeightAt = (x, z) => (0, terrain_1.sampleFieldHeight)(grid, x, z);
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const cellOptions = {
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originX: grid.originX,
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originZ: grid.originZ,
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cellSizeM,
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cellsX: Math.ceil(((grid.samplesX - 1) * grid.metresPerSample) / cellSizeM),
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cellsZ: Math.ceil(((grid.samplesZ - 1) * grid.metresPerSample) / cellSizeM),
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};
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const sources = await timed('read', async () => ({
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pieces: await (0, roadPieces_1.readCs2RoadPieces)(bundleRoot),
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bins: await (0, roads_1.readCs2RoadBins)(bundleRoot),
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areas: await (0, areas_1.readCs2Areas)(bundleRoot),
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bundle: await (0, materials_1.readCs2MaterialBundle)((0, node_path_1.join)(bundleRoot, 'road-materials', 'road-materials.json')),
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}));
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const { pieces, bins, areas, bundle } = sources;
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for (const folder of ['textures', 'render', 'collider', ...variants.map((variant) => `markings-${variant}`)]) {
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await (0, promises_1.mkdir)((0, node_path_1.join)(outDir, folder), { recursive: true });
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}
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const textures = new Map();
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const slots = await timed('materials', () => resolveSlotMaterials(bundle, pieces, outDir, textures));
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const stripes = await timed('stripes', () => (variants.includes('b') ? encodeStripes(outDir, textures) : Promise.resolve(new Map())));
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const walk = await timed('instances', () => (0, roadBake_1.collectCs2RoadInstances)(bundleRoot, pieces, { ...cellOptions, seaLevelMetres, terrainHeightAt }));
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const seams = await timed('seams', async () => (0, nodeSeams_1.weldCs2NodeSeams)(walk.instances, pieces));
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const markings = (0, markings_1.collectCs2Markings)(bins, cellOptions);
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const roadCells = new Map();
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for (const instance of walk.instances) {
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const key = (0, roadBake_1.cellKey)(instance.cx, instance.cz);
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const cell = roadCells.get(key) ?? { cx: instance.cx, cz: instance.cz, instances: [] };
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cell.instances.push(instance);
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roadCells.set(key, cell);
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}
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const markingCells = new Map();
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for (const marking of markings) {
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const key = (0, roadBake_1.cellKey)(marking.cx, marking.cz);
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const cell = markingCells.get(key) ?? [];
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cell.push(marking);
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markingCells.set(key, cell);
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}
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const materials = declareMaterials(slots, stripes);
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const index = {
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schema: exports.CS2_MESH_CELLS_SCHEMA,
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id: 'roads',
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cellSizeM,
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originX: grid.originX,
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originZ: grid.originZ,
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lighting: { giContribute: false },
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textures: [],
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render: [],
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collision: [],
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variants: { markings: Object.fromEntries(variants.map((variant) => [variant, { dir: `markings-${variant}`, cells: [] }])) },
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stats: {
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instances: walk.instances.length,
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outsideGrid: walk.outsideGrid,
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weldedNodeSeams: seams.welded,
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trianglesByFamily: {},
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markingLanes: markings.length,
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areaRecords: areas.count,
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markings: { seatedOnRoad: 0, fallbackTerrain: 0 },
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},
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};
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const trianglesByFamily = new Map();
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const conformSurfaces = [];
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const deckSurfaces = [];
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const orderedKeys = orderedCellKeys([roadCells, markingCells]);
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const started = Date.now();
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for (const key of orderedKeys) {
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const roadCell = roadCells.get(key);
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const [cx, cz] = key.split('_').map(Number);
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const primitives = [];
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const colliderParts = [];
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if (roadCell) {
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const geometry = (0, roadBake_1.bakeCs2RoadCell)(roadCell.instances, pieces, {
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seaLevelMetres,
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terrainHeightAt,
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shiftToTerrain: !conformTerrain,
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slotUv: (slot) => slotMaterial(slots, slot).uv,
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});
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for (const slot of geometry.slots) {
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primitives.push({ material: `road-${slot.slot}`, positions: slot.positions, normals: slot.normals, uvs: slot.uvs, indices: slot.indices });
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if (roadBake_1.CS2_MARKING_SEAT_FAMILIES.has(slot.family))
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deckSurfaces.push({ positions: slot.positions, indices: slot.indices });
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}
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for (const [family, count] of geometry.trianglesByFamily)
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trianglesByFamily.set(family, (trianglesByFamily.get(family) ?? 0) + count);
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if (geometry.collider.indices.length > 0)
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colliderParts.push(geometry.collider);
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}
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if (primitives.length > 0) {
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const file = `render/${cx}_${cz}.glb`;
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const bytes = await (0, glb_1.writeCs2Glb)(`cs2-roads-${cx}-${cz}`, materials, primitives);
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await (0, promises_1.writeFile)((0, node_path_1.join)(outDir, file), bytes);
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index.render.push({ cx, cz, file, ...describe(bytes, primitives), materials: new Set(primitives.map((primitive) => primitive.material)).size });
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}
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+
if (colliderParts.length > 0) {
|
|
146
|
+
const merged = mergePositions(colliderParts);
|
|
147
|
+
if (conformTerrain)
|
|
148
|
+
conformSurfaces.push(merged);
|
|
149
|
+
const simplified = await (0, glb_1.weldAndSimplify)(merged.positions, merged.indices, colliderMaxTriangles, colliderErrorM);
|
|
150
|
+
telemetry?.collider.push({
|
|
151
|
+
cx,
|
|
152
|
+
cz,
|
|
153
|
+
trianglesBefore: simplified.trianglesBefore,
|
|
154
|
+
trianglesAfter: simplified.trianglesAfter,
|
|
155
|
+
errorMetres: simplified.errorMetres,
|
|
156
|
+
});
|
|
157
|
+
if (simplified.indices.length > 0) {
|
|
158
|
+
const file = `collider/${cx}_${cz}.glb`;
|
|
159
|
+
const primitive = { positions: simplified.positions, indices: simplified.indices };
|
|
160
|
+
const bytes = await (0, glb_1.writeCs2Glb)(`cs2-roads-collider-${cx}-${cz}`, [], [primitive]);
|
|
161
|
+
await (0, promises_1.writeFile)((0, node_path_1.join)(outDir, file), bytes);
|
|
162
|
+
index.collision.push({ cx, cz, file, ...describe(bytes, [primitive]) });
|
|
163
|
+
}
|
|
164
|
+
}
|
|
165
|
+
}
|
|
166
|
+
if (telemetry)
|
|
167
|
+
telemetry.timingsMs.cells = Date.now() - started;
|
|
168
|
+
// Every deck of every cell first: a ribbon runs past the cell its own curve is bucketed in, and paint that fell
|
|
169
|
+
// back to the terrain rule at the seam would sit the reference's 12 cm above the ground instead of on the asphalt.
|
|
170
|
+
const markingsStarted = Date.now();
|
|
171
|
+
const deck = (0, terrainConform_1.buildSurfaceHeightIndex)(deckSurfaces);
|
|
172
|
+
deckSurfaces.length = 0;
|
|
173
|
+
options.onDeckSurfaces?.(deck);
|
|
174
|
+
const markingOptions = {
|
|
175
|
+
seaLevelMetres,
|
|
176
|
+
terrainHeightAt,
|
|
177
|
+
surfaceHeightAt: (x, z, nearY) => deck.heightAt(x, z, nearY),
|
|
178
|
+
seating: index.stats.markings,
|
|
179
|
+
};
|
|
180
|
+
for (const key of orderedKeys) {
|
|
181
|
+
const cellMarkings = markingCells.get(key) ?? [];
|
|
182
|
+
if (cellMarkings.length === 0)
|
|
183
|
+
continue;
|
|
184
|
+
const [cx, cz] = key.split('_').map(Number);
|
|
185
|
+
for (const variant of variants) {
|
|
186
|
+
const meshes = variant === 'a' ? (0, markings_1.buildMarkingCellA)(cellMarkings, markingOptions) : (0, markings_1.buildMarkingCellB)(cellMarkings, markingOptions);
|
|
187
|
+
if (meshes.length === 0)
|
|
188
|
+
continue;
|
|
189
|
+
const markingPrimitives = meshes.map(markingPrimitive);
|
|
190
|
+
const file = `markings-${variant}/${cx}_${cz}.glb`;
|
|
191
|
+
const bytes = await (0, glb_1.writeCs2Glb)(`cs2-markings-${variant}-${cx}-${cz}`, materials, markingPrimitives);
|
|
192
|
+
await (0, promises_1.writeFile)((0, node_path_1.join)(outDir, file), bytes);
|
|
193
|
+
index.variants.markings[variant].cells.push({
|
|
194
|
+
cx,
|
|
195
|
+
cz,
|
|
196
|
+
file,
|
|
197
|
+
...describe(bytes, markingPrimitives),
|
|
198
|
+
materials: new Set(markingPrimitives.map((primitive) => primitive.material)).size,
|
|
199
|
+
});
|
|
200
|
+
const total = markingPrimitives.reduce((count, primitive) => count + primitive.indices.length / 3, 0);
|
|
201
|
+
trianglesByFamily.set(`marking-${variant}`, (trianglesByFamily.get(`marking-${variant}`) ?? 0) + total);
|
|
202
|
+
}
|
|
203
|
+
}
|
|
204
|
+
if (telemetry)
|
|
205
|
+
telemetry.timingsMs.markings = Date.now() - markingsStarted;
|
|
206
|
+
// Every cell is baked before a single sample moves: the decks keep CS2's own heights (no per-piece shift, so pieces
|
|
207
|
+
// meeting at a node stay flush) and the ground is then brought to them in one pass over every cell's surfaces.
|
|
208
|
+
if (conformTerrain) {
|
|
209
|
+
const conformStarted = Date.now();
|
|
210
|
+
index.stats.terrainConform = (0, terrainConform_1.conformGridToSurfaces)(grid, conformSurfaces);
|
|
211
|
+
conformSurfaces.length = 0;
|
|
212
|
+
if (telemetry)
|
|
213
|
+
telemetry.timingsMs.conform = Date.now() - conformStarted;
|
|
214
|
+
}
|
|
215
|
+
await timed('network', () => writeNetwork(outDir, bins, walk.edges));
|
|
216
|
+
await timed('areas', () => writeAreas(outDir, areas));
|
|
217
|
+
index.textures = [...textures.values()].sort((left, right) => compare(left.file, right.file));
|
|
218
|
+
index.stats.trianglesByFamily = Object.fromEntries([...trianglesByFamily].sort(([left], [right]) => compare(left, right)));
|
|
219
|
+
await (0, promises_1.writeFile)((0, node_path_1.join)(outDir, 'mesh-cells.json'), sortedJson(index), 'utf8');
|
|
220
|
+
return index;
|
|
221
|
+
}
|
|
222
|
+
/** Sorted by cell coordinate rather than by key text, so `10_2` follows `9_2` instead of preceding it. */
|
|
223
|
+
function orderedCellKeys(sources) {
|
|
224
|
+
const keys = new Set();
|
|
225
|
+
for (const source of sources)
|
|
226
|
+
for (const key of source.keys())
|
|
227
|
+
keys.add(key);
|
|
228
|
+
return [...keys].sort((left, right) => {
|
|
229
|
+
const [leftX, leftZ] = left.split('_').map(Number);
|
|
230
|
+
const [rightX, rightZ] = right.split('_').map(Number);
|
|
231
|
+
return leftX - rightX || leftZ - rightZ;
|
|
232
|
+
});
|
|
233
|
+
}
|
|
234
|
+
function markingPrimitive(mesh) {
|
|
235
|
+
return {
|
|
236
|
+
material: mesh.material,
|
|
237
|
+
positions: mesh.positions,
|
|
238
|
+
normals: (0, glb_1.computeVertexNormals)(mesh.positions, mesh.indices),
|
|
239
|
+
uvs: mesh.uvs,
|
|
240
|
+
indices: mesh.indices,
|
|
241
|
+
...(mesh.colours ? { colours: mesh.colours } : {}),
|
|
242
|
+
};
|
|
243
|
+
}
|
|
244
|
+
function describe(bytes, primitives) {
|
|
245
|
+
const min = [Infinity, Infinity, Infinity];
|
|
246
|
+
const max = [-Infinity, -Infinity, -Infinity];
|
|
247
|
+
let triangles = 0;
|
|
248
|
+
for (const primitive of primitives) {
|
|
249
|
+
triangles += primitive.indices.length / 3;
|
|
250
|
+
for (let offset = 0; offset < primitive.positions.length; offset += 3) {
|
|
251
|
+
for (let axis = 0; axis < 3; axis += 1) {
|
|
252
|
+
min[axis] = Math.min(min[axis], primitive.positions[offset + axis]);
|
|
253
|
+
max[axis] = Math.max(max[axis], primitive.positions[offset + axis]);
|
|
254
|
+
}
|
|
255
|
+
}
|
|
256
|
+
}
|
|
257
|
+
return { bytes: bytes.length, sha256: sha256(bytes), triangles, bounds: { min, max } };
|
|
258
|
+
}
|
|
259
|
+
function mergePositions(parts) {
|
|
260
|
+
const vertices = parts.reduce((total, part) => total + part.positions.length / 3, 0);
|
|
261
|
+
const positions = new Float32Array(vertices * 3);
|
|
262
|
+
const indices = new Uint32Array(parts.reduce((total, part) => total + part.indices.length, 0));
|
|
263
|
+
let vertexCursor = 0;
|
|
264
|
+
let cornerCursor = 0;
|
|
265
|
+
for (const part of parts) {
|
|
266
|
+
positions.set(part.positions, vertexCursor * 3);
|
|
267
|
+
for (let corner = 0; corner < part.indices.length; corner += 1)
|
|
268
|
+
indices[cornerCursor + corner] = vertexCursor + part.indices[corner];
|
|
269
|
+
vertexCursor += part.positions.length / 3;
|
|
270
|
+
cornerCursor += part.indices.length;
|
|
271
|
+
}
|
|
272
|
+
return { positions, indices };
|
|
273
|
+
}
|
|
274
|
+
/**
|
|
275
|
+
* One glTF material per CS2 road slot, plus the marking materials. A slot binds its own cross-section map
|
|
276
|
+
* when it ships one, its worldspace albedo when that is all it has, and otherwise falls back to the family palette.
|
|
277
|
+
*/
|
|
278
|
+
async function resolveSlotMaterials(bundle, pieces, outDir, textures) {
|
|
279
|
+
const used = new Set();
|
|
280
|
+
for (const mesh of pieces.meshes)
|
|
281
|
+
for (const range of mesh.record.materials ?? [])
|
|
282
|
+
if (range.indexCount > 0)
|
|
283
|
+
used.add(range.materialIndex);
|
|
284
|
+
const slots = new Map();
|
|
285
|
+
for (const slot of [...used].sort((left, right) => left - right)) {
|
|
286
|
+
const material = (0, materials_1.materialForGroup)(bundle, String(slot), 0, 0);
|
|
287
|
+
const baseColor = material ? (0, materials_1.resolveTextureRoles)(bundle, material).baseColor : undefined;
|
|
288
|
+
const family = (0, roadBake_1.roadSlotFamily)(slot);
|
|
289
|
+
if (baseColor) {
|
|
290
|
+
const crossSection = baseColor.parameter === '_BaseColorMap';
|
|
291
|
+
slots.set(slot, {
|
|
292
|
+
slot,
|
|
293
|
+
family,
|
|
294
|
+
uv: crossSection ? { mode: 'source', tileMetres: 1 } : { mode: 'worldXZ', tileMetres: exports.CS2_WORLDSPACE_TILE_METRES },
|
|
295
|
+
baseColorFile: await copyTexture(bundle, baseColor.texture.file, outDir, textures),
|
|
296
|
+
baseColorFactor: [1, 1, 1, 1],
|
|
297
|
+
});
|
|
298
|
+
continue;
|
|
299
|
+
}
|
|
300
|
+
slots.set(slot, { slot, family, uv: { mode: 'worldXZ', tileMetres: roadBake_1.CS2_FAMILY_TILE_METRES[family] }, baseColorFactor: opaque(roadBake_1.CS2_FAMILY_COLOUR[family]) });
|
|
301
|
+
}
|
|
302
|
+
return slots;
|
|
303
|
+
}
|
|
304
|
+
function slotMaterial(slots, slot) {
|
|
305
|
+
const known = slots.get(slot);
|
|
306
|
+
if (known)
|
|
307
|
+
return known;
|
|
308
|
+
const family = (0, roadBake_1.roadSlotFamily)(slot);
|
|
309
|
+
return { slot, family, uv: { mode: 'worldXZ', tileMetres: roadBake_1.CS2_FAMILY_TILE_METRES[family] }, baseColorFactor: opaque(roadBake_1.CS2_FAMILY_COLOUR[family]) };
|
|
310
|
+
}
|
|
311
|
+
function declareMaterials(slots, stripes) {
|
|
312
|
+
const materials = [];
|
|
313
|
+
for (const slot of [...slots.values()].sort((left, right) => left.slot - right.slot)) {
|
|
314
|
+
materials.push({
|
|
315
|
+
name: `road-${slot.slot}`,
|
|
316
|
+
baseColorFactor: slot.baseColorFactor,
|
|
317
|
+
roughnessFactor: roadBake_1.CS2_FAMILY_ROUGHNESS[slot.family],
|
|
318
|
+
doubleSided: false,
|
|
319
|
+
...(slot.baseColorFile ? { baseColorFile: slot.baseColorFile } : {}),
|
|
320
|
+
});
|
|
321
|
+
}
|
|
322
|
+
materials.push({ name: 'marking', baseColorFactor: [1, 1, 1, 1], roughnessFactor: exports.CS2_MARKING_ROUGHNESS, doubleSided: true });
|
|
323
|
+
for (const [name, colour, stripe] of [
|
|
324
|
+
['marking-white', markings_1.CS2_MARKING_WHITE, undefined],
|
|
325
|
+
['marking-yellow', markings_1.CS2_MARKING_YELLOW, undefined],
|
|
326
|
+
['marking-white-dashed', markings_1.CS2_MARKING_WHITE, stripes.get('dashed')],
|
|
327
|
+
['marking-yellow-dashed', markings_1.CS2_MARKING_YELLOW, stripes.get('dashed')],
|
|
328
|
+
['marking-yield', markings_1.CS2_MARKING_WHITE, stripes.get('yield')],
|
|
329
|
+
]) {
|
|
330
|
+
materials.push({
|
|
331
|
+
name,
|
|
332
|
+
baseColorFactor: opaque(colour),
|
|
333
|
+
roughnessFactor: exports.CS2_MARKING_ROUGHNESS,
|
|
334
|
+
doubleSided: true,
|
|
335
|
+
...(stripe ? { baseColorFile: stripe, alphaCutoff: exports.CS2_MARKING_ALPHA_CUTOFF } : {}),
|
|
336
|
+
});
|
|
337
|
+
}
|
|
338
|
+
return materials;
|
|
339
|
+
}
|
|
340
|
+
async function encodeStripes(outDir, textures) {
|
|
341
|
+
const stripes = new Map();
|
|
342
|
+
for (const [pattern, fill] of [['dashed', markings_1.CS2_MARKING_DASH_FILL], ['yield', markings_1.CS2_MARKING_YIELD_FILL]]) {
|
|
343
|
+
stripes.set(pattern, await storeTexture(await (0, markings_1.encodeCs2StripeKtx2)(fill), outDir, textures));
|
|
344
|
+
}
|
|
345
|
+
return stripes;
|
|
346
|
+
}
|
|
347
|
+
async function copyTexture(bundle, relative, outDir, textures) {
|
|
348
|
+
return storeTexture(await (0, promises_1.readFile)((0, node_path_1.join)(bundle.dir, relative)), outDir, textures);
|
|
349
|
+
}
|
|
350
|
+
/** Content-addressed and copied byte for byte: the KTX2 the bundle shipped is the KTX2 the engine loads. */
|
|
351
|
+
async function storeTexture(bytes, outDir, textures) {
|
|
352
|
+
const digest = sha256(bytes);
|
|
353
|
+
const file = `tex-${digest.slice(0, exports.CS2_TEXTURE_HASH_CHARS)}.ktx2`;
|
|
354
|
+
if (!textures.has(file)) {
|
|
355
|
+
await (0, promises_1.writeFile)((0, node_path_1.join)(outDir, 'textures', file), bytes);
|
|
356
|
+
textures.set(file, { file: `textures/${file}`, bytes: bytes.length, sha256: digest });
|
|
357
|
+
}
|
|
358
|
+
return file;
|
|
359
|
+
}
|
|
360
|
+
/**
|
|
361
|
+
* Retain every area record and polygon in the source coordinate frame (including its existing Y lift). These files
|
|
362
|
+
* are authoring data, outside the scene's resource lists; future consumers subtract the terrain's sea level from Y.
|
|
363
|
+
*/
|
|
364
|
+
async function writeAreas(outDir, areas) {
|
|
365
|
+
const dir = (0, node_path_1.join)(outDir, 'areas');
|
|
366
|
+
await (0, promises_1.mkdir)(dir, { recursive: true });
|
|
367
|
+
const manifest = {
|
|
368
|
+
...areas.manifest,
|
|
369
|
+
records: { ...areas.manifest.records },
|
|
370
|
+
positions: { ...areas.manifest.positions },
|
|
371
|
+
indices: { ...areas.manifest.indices },
|
|
372
|
+
};
|
|
373
|
+
for (const key of ['records', 'positions', 'indices']) {
|
|
374
|
+
const file = `area-${key}.bin`;
|
|
375
|
+
const values = areas[key];
|
|
376
|
+
await (0, promises_1.writeFile)((0, node_path_1.join)(dir, file), Buffer.from(values.buffer, values.byteOffset, values.byteLength));
|
|
377
|
+
manifest[key].bin = file;
|
|
378
|
+
}
|
|
379
|
+
await (0, promises_1.writeFile)((0, node_path_1.join)(dir, 'areas.json'), sortedJson(manifest), 'utf8');
|
|
380
|
+
}
|
|
381
|
+
/** The retained network: inert today, and written deterministically so a navigation consumer can pick it up later. */
|
|
382
|
+
async function writeNetwork(outDir, bins, edges) {
|
|
383
|
+
const curves = Buffer.from(bins.curves.buffer, bins.curves.byteOffset, bins.curves.byteLength);
|
|
384
|
+
const lanes = Buffer.from(bins.lanes.buffer, bins.lanes.byteOffset, bins.lanes.byteLength);
|
|
385
|
+
const bytes = Buffer.concat([curves, lanes]);
|
|
386
|
+
await (0, promises_1.writeFile)((0, node_path_1.join)(outDir, 'network.bin'), bytes);
|
|
387
|
+
await (0, promises_1.writeFile)((0, node_path_1.join)(outDir, 'network.json'), sortedJson({
|
|
388
|
+
schema: exports.CS2_ROAD_NETWORK_SCHEMA,
|
|
389
|
+
curves: { count: bins.header.curves.count, stride: roads_1.ROAD_CURVE_STRIDE, offset: 0 },
|
|
390
|
+
lanes: { count: bins.header.lanes.count, stride: roads_1.ROAD_LANE_STRIDE, offset: curves.byteLength },
|
|
391
|
+
kinds: roads_1.ROAD_KINDS,
|
|
392
|
+
flags: roads_1.ROAD_FLAGS,
|
|
393
|
+
edges,
|
|
394
|
+
sha256: sha256(bytes),
|
|
395
|
+
}), 'utf8');
|
|
396
|
+
}
|
|
397
|
+
function opaque(hex) {
|
|
398
|
+
const [red, green, blue] = (0, glb_1.linearFromSrgbHex)(hex);
|
|
399
|
+
return [red, green, blue, 1];
|
|
400
|
+
}
|
|
401
|
+
function sha256(bytes) {
|
|
402
|
+
return (0, node_crypto_1.createHash)('sha256').update(bytes).digest('hex');
|
|
403
|
+
}
|
|
404
|
+
/** Keys sorted by code unit, two-space indent, trailing newline: the index has to be byte-stable across runs. */
|
|
405
|
+
function sortedJson(value) {
|
|
406
|
+
return `${JSON.stringify(canonical(value), null, 2)}\n`;
|
|
407
|
+
}
|
|
408
|
+
function canonical(value) {
|
|
409
|
+
if (Array.isArray(value))
|
|
410
|
+
return value.map(canonical);
|
|
411
|
+
if (value && typeof value === 'object') {
|
|
412
|
+
return Object.fromEntries(Object.entries(value).sort(([left], [right]) => compare(left, right)).map(([key, item]) => [key, canonical(item)]));
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413
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}
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414
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+
return value;
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415
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+
}
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416
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+
function compare(left, right) {
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417
|
+
return left < right ? -1 : left > right ? 1 : 0;
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}
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//# sourceMappingURL=roads.js.map
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@@ -0,0 +1 @@
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@@ -0,0 +1,67 @@
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1
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+
import { type HeightGrid, type TerrainPreset, type TerrainResample, type TerrainSplatSource } from '../../terrain';
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2
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+
import { type Cs2TerrainGrid } from '../terrain';
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|
3
|
+
import { type Cs2WaterField } from '../water';
|
|
4
|
+
export interface Cs2TerrainOptions {
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|
5
|
+
/** The AUTHORING grid's posting, one of `TERRAIN_SAMPLE_SPACINGS`; default 4. */
|
|
6
|
+
outputMetresPerSample?: number;
|
|
7
|
+
/** Which heights LOD to resample from; default the finest the bundle ships. */
|
|
8
|
+
heightsResolution?: number;
|
|
9
|
+
/** Depth in metres that counts as water, for both the cut and the wet mask; default 0.02. */
|
|
10
|
+
cutDepthMetres?: number;
|
|
11
|
+
/** Which role each splat channel paints; default `{ R: 'base', G: 'low' }`. */
|
|
12
|
+
splatRoles?: TerrainSplatSource['roles'];
|
|
13
|
+
resample?: TerrainResample;
|
|
14
|
+
}
|
|
15
|
+
export interface Cs2TerrainConversion {
|
|
16
|
+
/** Heights re-based so the water surface is 0, with the water cut applied. */
|
|
17
|
+
grid: HeightGrid;
|
|
18
|
+
/** The bundle's splat over the grid's extent, bound to the roles above. */
|
|
19
|
+
splat: TerrainSplatSource;
|
|
20
|
+
/** Whether a world position is water, on the same threshold the cut used. */
|
|
21
|
+
wet(x: number, z: number): boolean;
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|
22
|
+
/** The offset that was subtracted from every height. */
|
|
23
|
+
seaLevelMetres: number;
|
|
24
|
+
extentMetres: number;
|
|
25
|
+
tilesX: number;
|
|
26
|
+
tilesZ: number;
|
|
27
|
+
/** Of the re-based, cut grid. */
|
|
28
|
+
heightRange: [number, number];
|
|
29
|
+
/** Share of the grid's samples the cut lowered. */
|
|
30
|
+
wetFraction: number;
|
|
31
|
+
/** The heights LOD the grid was resampled from. */
|
|
32
|
+
heightsResolution: number;
|
|
33
|
+
}
|
|
34
|
+
export interface Cs2HeightGridOptions {
|
|
35
|
+
/** Subtracted from every height, so the water surface lands on zero. */
|
|
36
|
+
seaLevelMetres: number;
|
|
37
|
+
outputMetresPerSample?: number;
|
|
38
|
+
resample?: TerrainResample;
|
|
39
|
+
/** What the grid's provenance names where a file path would stand. */
|
|
40
|
+
label?: string;
|
|
41
|
+
}
|
|
42
|
+
export interface Cs2WaterCut {
|
|
43
|
+
wet(x: number, z: number): boolean;
|
|
44
|
+
wetFraction: number;
|
|
45
|
+
}
|
|
46
|
+
/** Reads the bundle's terrain, water and splat, and hands back everything the tiler, the bake and the ocean need. */
|
|
47
|
+
export declare function convertCs2Terrain(bundleRoot: string, options?: Cs2TerrainOptions): Promise<Cs2TerrainConversion>;
|
|
48
|
+
/**
|
|
49
|
+
* The bundle's heights on the authoring grid, re-based on sea level. The resampler centres the source on the target,
|
|
50
|
+
* so a tile count that falls short of the world crops symmetrically and the origin moves in by half the shortfall.
|
|
51
|
+
*/
|
|
52
|
+
export declare function cs2HeightGrid(heights: Cs2TerrainGrid, options: Cs2HeightGridOptions): HeightGrid;
|
|
53
|
+
/**
|
|
54
|
+
* CS2's landscape heightmap is filled to the waterline, so the sea floor only exists once the depth field is cut back
|
|
55
|
+
* into it. Heights are already re-based, so `seaLevel - depth` is simply `-depth`.
|
|
56
|
+
*/
|
|
57
|
+
export declare function applyCs2WaterCut(grid: HeightGrid, water: Cs2WaterField, cutDepthMetres?: number): Cs2WaterCut;
|
|
58
|
+
/**
|
|
59
|
+
* Depth at a world position, bilinear over the field's own scale and offset with its Z mirror. The samples are posted
|
|
60
|
+
* at cell origins, so the last cell reaches one sample past the last post; past that the field does not cover the world.
|
|
61
|
+
*/
|
|
62
|
+
export declare function cs2WaterDepth(field: Cs2WaterField, worldX: number, worldZ: number): number;
|
|
63
|
+
/**
|
|
64
|
+
* A CS2 city landscape off the meadow preset, keeping its macro variation and blend sharpness: grass and dry dirt come
|
|
65
|
+
* from the bundle's splat channels, cliffs from the slope rule, and nothing paints cavities or accents.
|
|
66
|
+
*/
|
|
67
|
+
export declare function cs2TerrainPreset(): TerrainPreset;
|