@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 +1,141 @@
1
+ "use strict";
2
+ // Turns the bundle's landscape into a HELIX terrain grid: the finest heights re-based on sea level, the water bodies
3
+ // cut back into the ground CS2 filled to the waterline, and the bundle's splat bound to the preset's roles.
4
+ Object.defineProperty(exports, "__esModule", { value: true });
5
+ exports.convertCs2Terrain = convertCs2Terrain;
6
+ exports.cs2HeightGrid = cs2HeightGrid;
7
+ exports.applyCs2WaterCut = applyCs2WaterCut;
8
+ exports.cs2WaterDepth = cs2WaterDepth;
9
+ exports.cs2TerrainPreset = cs2TerrainPreset;
10
+ const node_path_1 = require("node:path");
11
+ const terrain_1 = require("../../terrain");
12
+ const terrain_2 = require("../terrain");
13
+ const water_1 = require("../water");
14
+ /** 4 m puts Granit's 14,336 m world on a 3585-sample grid of 14 x 14 tiles, the largest the format's 16 x 16 cap holds. */
15
+ const DEFAULT_OUTPUT_METRES_PER_SAMPLE = 4;
16
+ /** The reference renderer's threshold: CS2 fills water bodies to the waterline, so anything wetter than this is not ground. */
17
+ const DEFAULT_CUT_DEPTH_METRES = 0.02;
18
+ /** Granit's splat is grass in R and dirt in G; B (rock) is empty, so cliffs come from the preset's own slope rule. */
19
+ const DEFAULT_SPLAT_ROLES = { R: 'base', G: 'low' };
20
+ /** The three roles a CS2 landscape needs: two the splat paints, one the slope rule does. */
21
+ const CS2_PRESET_ROLES = ['base', 'slope', 'low'];
22
+ /** Reads the bundle's terrain, water and splat, and hands back everything the tiler, the bake and the ocean need. */
23
+ async function convertCs2Terrain(bundleRoot, options = {}) {
24
+ const terrain = await (0, terrain_2.readCs2Terrain)(bundleRoot);
25
+ const heightsResolution = options.heightsResolution ?? terrain.lods[terrain.lods.length - 1].res;
26
+ const heights = await (0, terrain_2.loadCs2TerrainGrid)(terrain, heightsResolution);
27
+ const bin = terrain.lods.find((lod) => lod.res === heightsResolution)?.bin ?? `heights-${heightsResolution}.bin`;
28
+ const water = await (0, water_1.readCs2Water)(bundleRoot);
29
+ const grid = cs2HeightGrid(heights, {
30
+ seaLevelMetres: water.seaLevelMetres,
31
+ label: `cs2:${(0, node_path_1.basename)(bundleRoot)}/${bin}`,
32
+ ...(options.outputMetresPerSample === undefined ? {} : { outputMetresPerSample: options.outputMetresPerSample }),
33
+ ...(options.resample === undefined ? {} : { resample: options.resample }),
34
+ });
35
+ const cut = applyCs2WaterCut(grid, water, options.cutDepthMetres);
36
+ const image = await (0, terrain_2.loadCs2TerrainSplat)(terrain);
37
+ return {
38
+ grid,
39
+ splat: { width: image.width, height: image.height, channels: 4, data: image.rgba, roles: options.splatRoles ?? DEFAULT_SPLAT_ROLES },
40
+ wet: cut.wet,
41
+ seaLevelMetres: water.seaLevelMetres,
42
+ extentMetres: (grid.samplesX - 1) * grid.metresPerSample,
43
+ tilesX: (grid.samplesX - 1) / terrain_1.TILE_CELLS,
44
+ tilesZ: (grid.samplesZ - 1) / terrain_1.TILE_CELLS,
45
+ heightRange: (0, terrain_1.fieldHeightRange)(grid),
46
+ wetFraction: cut.wetFraction,
47
+ heightsResolution,
48
+ };
49
+ }
50
+ /**
51
+ * The bundle's heights on the authoring grid, re-based on sea level. The resampler centres the source on the target,
52
+ * so a tile count that falls short of the world crops symmetrically and the origin moves in by half the shortfall.
53
+ */
54
+ function cs2HeightGrid(heights, options) {
55
+ const outputMetresPerSample = options.outputMetresPerSample ?? DEFAULT_OUTPUT_METRES_PER_SAMPLE;
56
+ const tileMetres = (0, terrain_1.tileMetresFor)(outputMetresPerSample);
57
+ const tiles = Math.floor(heights.sizeMetres / tileMetres);
58
+ if (tiles < 1) {
59
+ throw new Error(`cs2HeightGrid: a ${heights.sizeMetres} m world does not hold one ${tileMetres} m tile at ${outputMetresPerSample} m per sample`);
60
+ }
61
+ const inset = (heights.sizeMetres - tiles * tileMetres) / 2;
62
+ return (0, terrain_1.importTerrainSamples)({ samples: heights.res, heights: heights.heights, ...(options.label === undefined ? {} : { label: options.label }) }, {
63
+ metresPerSample: heights.metresPerSample,
64
+ outputMetresPerSample,
65
+ heightOffset: -options.seaLevelMetres,
66
+ originX: heights.originX + inset,
67
+ originZ: heights.originZ + inset,
68
+ tilesX: tiles,
69
+ tilesZ: tiles,
70
+ resample: options.resample ?? 'cubic',
71
+ });
72
+ }
73
+ /**
74
+ * CS2's landscape heightmap is filled to the waterline, so the sea floor only exists once the depth field is cut back
75
+ * into it. Heights are already re-based, so `seaLevel - depth` is simply `-depth`.
76
+ */
77
+ function applyCs2WaterCut(grid, water, cutDepthMetres = DEFAULT_CUT_DEPTH_METRES) {
78
+ let lowered = 0;
79
+ for (let j = 0; j < grid.samplesZ; j += 1) {
80
+ const z = grid.originZ + j * grid.metresPerSample;
81
+ for (let i = 0; i < grid.samplesX; i += 1) {
82
+ const depth = cs2WaterDepth(water, grid.originX + i * grid.metresPerSample, z);
83
+ if (depth <= cutDepthMetres)
84
+ continue;
85
+ const at = j * grid.samplesX + i;
86
+ grid.heights[at] = Math.min(grid.heights[at], -depth);
87
+ lowered += 1;
88
+ }
89
+ }
90
+ return {
91
+ wet: (x, z) => cs2WaterDepth(water, x, z) > cutDepthMetres,
92
+ wetFraction: lowered / (grid.samplesX * grid.samplesZ),
93
+ };
94
+ }
95
+ /**
96
+ * Depth at a world position, bilinear over the field's own scale and offset with its Z mirror. The samples are posted
97
+ * at cell origins, so the last cell reaches one sample past the last post; past that the field does not cover the world.
98
+ */
99
+ function cs2WaterDepth(field, worldX, worldZ) {
100
+ const { scale, offset } = field.manifest;
101
+ const su = (worldX + offset.x) * scale.x;
102
+ const sv = (offset.z - worldZ) * scale.z;
103
+ if (su <= -1 || su >= field.resolutionX || sv <= -1 || sv >= field.resolutionZ)
104
+ return 0;
105
+ const cu = clamp(su, 0, field.resolutionX - 1);
106
+ const cv = clamp(sv, 0, field.resolutionZ - 1);
107
+ const x0 = Math.min(Math.floor(cu), field.resolutionX - 2);
108
+ const z0 = Math.min(Math.floor(cv), field.resolutionZ - 2);
109
+ const fx = cu - x0;
110
+ const fz = cv - z0;
111
+ const row0 = z0 * field.resolutionX;
112
+ const row1 = row0 + field.resolutionX;
113
+ const at = (index) => Math.max(0, field.depths[index]);
114
+ const top = at(row0 + x0) * (1 - fx) + at(row0 + x0 + 1) * fx;
115
+ const bottom = at(row1 + x0) * (1 - fx) + at(row1 + x0 + 1) * fx;
116
+ const depth = top * (1 - fz) + bottom * fz;
117
+ return depth > 0 ? depth : 0;
118
+ }
119
+ /**
120
+ * A CS2 city landscape off the meadow preset, keeping its macro variation and blend sharpness: grass and dry dirt come
121
+ * from the bundle's splat channels, cliffs from the slope rule, and nothing paints cavities or accents.
122
+ */
123
+ function cs2TerrainPreset() {
124
+ const meadow = (0, terrain_1.loadPreset)('meadow');
125
+ const layers = CS2_PRESET_ROLES.map((role) => {
126
+ const layer = meadow.layers.find((entry) => entry.role === role);
127
+ if (!layer)
128
+ throw new Error(`cs2TerrainPreset: the meadow preset has no "${role}" layer`);
129
+ return role === 'low' ? { ...layer, material: 'dry-dirt' } : { ...layer };
130
+ });
131
+ return {
132
+ ...meadow,
133
+ preset: 'cs2-city',
134
+ layers,
135
+ rules: meadow.rules.slope ? { slope: { ...meadow.rules.slope } } : {},
136
+ };
137
+ }
138
+ function clamp(value, min, max) {
139
+ return value < min ? min : value > max ? max : value;
140
+ }
141
+ //# sourceMappingURL=terrain.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,58 @@
1
+ import type { HeightGrid } from '../../terrain';
2
+ /** Metres the ground is held below the surface it meets: clear of z-fighting, far below a step the capsule would feel. */
3
+ export declare const TERRAIN_CONFORM_CLEARANCE_METRES = 0.05;
4
+ /** Past this the surface is a bridge deck or a tunnel roof rather than a road ON the ground, and the terrain is left alone. */
5
+ export declare const TERRAIN_CONFORM_MAX_DEVIATION_METRES = 3;
6
+ /** Unit normal Y a triangle needs to count as something the ground should meet: decks and sidewalk tops, not kerb faces. */
7
+ export declare const TERRAIN_CONFORM_MIN_UP_FACING = 0.7;
8
+ /** One indexed world-space mesh; the road bake hands its merged collider tier over exactly as it assembled it. */
9
+ export interface TerrainConformSurface {
10
+ positions: Float32Array;
11
+ indices: Uint32Array;
12
+ }
13
+ export interface TerrainConformOptions {
14
+ /** Default 0.05 m. */
15
+ clearanceMetres?: number;
16
+ /** Default 3 m. */
17
+ maxDeviationMetres?: number;
18
+ /** Default 0.7. */
19
+ minUpFacing?: number;
20
+ }
21
+ export interface TerrainConformStats {
22
+ samplesConformed: number;
23
+ /** Of the conformed samples, how many ended above and below the height the grid came in with. */
24
+ raised: number;
25
+ lowered: number;
26
+ /** Conformed samples no surface covers: corners of a cell a surface crosses, held below it so the cell's interpolation stays under. */
27
+ widened: number;
28
+ /** Up-facing and non-degenerate: the triangles the walk actually rasterized. */
29
+ trianglesUsed: number;
30
+ trianglesSkipped: number;
31
+ }
32
+ /**
33
+ * Moves every grid sample under an up-facing surface triangle to `clearanceMetres` below the LOWEST corner of its own
34
+ * cell, MUTATING `grid.heights`: a sample that took the deck's height at its own point alone would still let the
35
+ * linear chord to its neighbour cut through a deck that breaks or sags between them. The four corners of every grid
36
+ * cell a triangle crosses are also held (never raised) below the triangle's lowest point over that cell: the cell's
37
+ * surface is interpolated from those corners alone, so a deck crossing it without covering a sample — a median gap, a
38
+ * kerb step, the ground beside a sloped deck — otherwise has the terrain rise through it between the samples.
39
+ * Order-independent: the minimum is taken across overlapping triangles, and every gate reads the heights as given.
40
+ */
41
+ export declare function conformGridToSurfaces(grid: HeightGrid, surfaces: Iterable<TerrainConformSurface>, options?: TerrainConformOptions): TerrainConformStats;
42
+ /** Metres a lookup bucket spans. Road triangles are a couple of metres across, so a bucket holds a handful of them. */
43
+ export declare const SURFACE_INDEX_BUCKET_METRES = 8;
44
+ export interface SurfaceHeightIndexOptions {
45
+ /** Default 0.7, the conform pass's own threshold. */
46
+ minUpFacing?: number;
47
+ bucketMetres?: number;
48
+ }
49
+ export interface SurfaceHeightIndex {
50
+ /**
51
+ * The up-facing surface over a world XZ, or null where none covers it. `nearY` picks the covering surface CLOSEST to
52
+ * it — a viaduct and the street under it both cover the point, and only the caller's own height says which it means.
53
+ */
54
+ heightAt(x: number, z: number, nearY?: number): number | null;
55
+ triangles: number;
56
+ }
57
+ /** A uniform XZ bucket grid over one cell's up-facing surfaces: what lane paint is seated on instead of the terrain. */
58
+ export declare function buildSurfaceHeightIndex(surfaces: Iterable<TerrainConformSurface>, options?: SurfaceHeightIndexOptions): SurfaceHeightIndex;
@@ -0,0 +1,284 @@
1
+ "use strict";
2
+ // The other half of conforming a city to its landscape: roads take a rigid datum shift per composition, and the ground
3
+ // under them is then flattened to what they baked to, so the terrain can no longer rise through a deck mid-composition.
4
+ // The same up-facing triangle set answers "how high is the road here", which is what seats lane paint on the deck.
5
+ Object.defineProperty(exports, "__esModule", { value: true });
6
+ exports.SURFACE_INDEX_BUCKET_METRES = exports.TERRAIN_CONFORM_MIN_UP_FACING = exports.TERRAIN_CONFORM_MAX_DEVIATION_METRES = exports.TERRAIN_CONFORM_CLEARANCE_METRES = void 0;
7
+ exports.conformGridToSurfaces = conformGridToSurfaces;
8
+ exports.buildSurfaceHeightIndex = buildSurfaceHeightIndex;
9
+ /** Metres the ground is held below the surface it meets: clear of z-fighting, far below a step the capsule would feel. */
10
+ exports.TERRAIN_CONFORM_CLEARANCE_METRES = 0.05;
11
+ /** Past this the surface is a bridge deck or a tunnel roof rather than a road ON the ground, and the terrain is left alone. */
12
+ exports.TERRAIN_CONFORM_MAX_DEVIATION_METRES = 3;
13
+ /** Unit normal Y a triangle needs to count as something the ground should meet: decks and sidewalk tops, not kerb faces. */
14
+ exports.TERRAIN_CONFORM_MIN_UP_FACING = 0.7;
15
+ /** Barycentric slack, in barycentric units: shared edges belong to both triangles, so a seam leaves no unconformed row. */
16
+ const INSIDE_EPSILON = 1e-6;
17
+ /** Metres a footprint must reach INTO a cell to cross it: a deck edge lying exactly on a sample line stays out of the next cell. */
18
+ const CELL_EDGE_EPSILON = 1e-6;
19
+ /**
20
+ * Moves every grid sample under an up-facing surface triangle to `clearanceMetres` below the LOWEST corner of its own
21
+ * cell, MUTATING `grid.heights`: a sample that took the deck's height at its own point alone would still let the
22
+ * linear chord to its neighbour cut through a deck that breaks or sags between them. The four corners of every grid
23
+ * cell a triangle crosses are also held (never raised) below the triangle's lowest point over that cell: the cell's
24
+ * surface is interpolated from those corners alone, so a deck crossing it without covering a sample — a median gap, a
25
+ * kerb step, the ground beside a sloped deck — otherwise has the terrain rise through it between the samples.
26
+ * Order-independent: the minimum is taken across overlapping triangles, and every gate reads the heights as given.
27
+ */
28
+ function conformGridToSurfaces(grid, surfaces, options = {}) {
29
+ const clearance = options.clearanceMetres ?? exports.TERRAIN_CONFORM_CLEARANCE_METRES;
30
+ const maxDeviation = options.maxDeviationMetres ?? exports.TERRAIN_CONFORM_MAX_DEVIATION_METRES;
31
+ const minUpFacing = options.minUpFacing ?? exports.TERRAIN_CONFORM_MIN_UP_FACING;
32
+ const { heights, samplesX, samplesZ, originX, originZ, metresPerSample } = grid;
33
+ const halfCell = metresPerSample / 2;
34
+ const original = Float32Array.from(heights);
35
+ const conformed = new Uint8Array(heights.length);
36
+ const cellFloor = new Float32Array(heights.length).fill(Infinity);
37
+ let trianglesUsed = 0;
38
+ let trianglesSkipped = 0;
39
+ const holdCorner = (index, floor) => {
40
+ if (Math.abs(floor + clearance - original[index]) > maxDeviation)
41
+ return;
42
+ if (floor < cellFloor[index])
43
+ cellFloor[index] = floor;
44
+ };
45
+ for (const surface of surfaces) {
46
+ const { positions, indices } = surface;
47
+ for (let corner = 0; corner + 2 < indices.length; corner += 3) {
48
+ const a = indices[corner] * 3;
49
+ const b = indices[corner + 1] * 3;
50
+ const c = indices[corner + 2] * 3;
51
+ const ax = positions[a];
52
+ const ay = positions[a + 1];
53
+ const az = positions[a + 2];
54
+ const bx = positions[b];
55
+ const by = positions[b + 1];
56
+ const bz = positions[b + 2];
57
+ const cx = positions[c];
58
+ const cy = positions[c + 1];
59
+ const cz = positions[c + 2];
60
+ const ux = bx - ax;
61
+ const uy = by - ay;
62
+ const uz = bz - az;
63
+ const vx = cx - ax;
64
+ const vy = cy - ay;
65
+ const vz = cz - az;
66
+ const nx = uy * vz - uz * vy;
67
+ const ny = uz * vx - ux * vz;
68
+ const nz = ux * vy - uy * vx;
69
+ const length = Math.hypot(nx, ny, nz);
70
+ // The XZ-projected area is the barycentric denominator, and it is what an up-facing normal already guarantees.
71
+ const denominator = (bz - cz) * (ax - cx) + (cx - bx) * (az - cz);
72
+ if (length <= 0 || ny / length < minUpFacing || denominator === 0) {
73
+ trianglesSkipped += 1;
74
+ continue;
75
+ }
76
+ trianglesUsed += 1;
77
+ // How far the deck's own plane falls from a sample to the lowest corner of that sample's cell: the plane's two
78
+ // gradients are -nx/ny and -nz/ny, so the lowest of the four corners is always this far down.
79
+ const cellDrop = (halfCell * (Math.abs(nx) + Math.abs(nz))) / Math.abs(ny);
80
+ const i0 = Math.max(0, Math.ceil((Math.min(ax, bx, cx) - originX) / metresPerSample));
81
+ const i1 = Math.min(samplesX - 1, Math.floor((Math.max(ax, bx, cx) - originX) / metresPerSample));
82
+ const j0 = Math.max(0, Math.ceil((Math.min(az, bz, cz) - originZ) / metresPerSample));
83
+ const j1 = Math.min(samplesZ - 1, Math.floor((Math.max(az, bz, cz) - originZ) / metresPerSample));
84
+ for (let j = j0; j <= j1; j += 1) {
85
+ const pz = originZ + j * metresPerSample;
86
+ for (let i = i0; i <= i1; i += 1) {
87
+ const px = originX + i * metresPerSample;
88
+ const wa = ((bz - cz) * (px - cx) + (cx - bx) * (pz - cz)) / denominator;
89
+ if (wa < -INSIDE_EPSILON)
90
+ continue;
91
+ const wb = ((cz - az) * (px - cx) + (ax - cx) * (pz - cz)) / denominator;
92
+ if (wb < -INSIDE_EPSILON)
93
+ continue;
94
+ const wc = 1 - wa - wb;
95
+ if (wc < -INSIDE_EPSILON)
96
+ continue;
97
+ const surfaceY = wa * ay + wb * by + wc * cy;
98
+ const index = j * samplesX + i;
99
+ if (Math.abs(surfaceY - original[index]) > maxDeviation)
100
+ continue;
101
+ const target = surfaceY - cellDrop - clearance;
102
+ if (conformed[index] === 0) {
103
+ heights[index] = target;
104
+ conformed[index] = 1;
105
+ }
106
+ else if (target < heights[index])
107
+ heights[index] = target;
108
+ }
109
+ }
110
+ // The plane is linear, so its lowest value over a cell sits at a cell corner; the triangle's own lowest vertex
111
+ // bounds it where the cell reaches past the triangle. Every corner of a crossed cell is held under that floor.
112
+ const gradientX = -nx / ny;
113
+ const gradientZ = -nz / ny;
114
+ const lowestVertexY = Math.min(ay, by, cy);
115
+ const ci0 = Math.max(0, Math.floor((Math.min(ax, bx, cx) - originX) / metresPerSample));
116
+ const ci1 = Math.min(samplesX - 2, Math.ceil((Math.max(ax, bx, cx) - originX) / metresPerSample) - 1);
117
+ const cj0 = Math.max(0, Math.floor((Math.min(az, bz, cz) - originZ) / metresPerSample));
118
+ const cj1 = Math.min(samplesZ - 2, Math.ceil((Math.max(az, bz, cz) - originZ) / metresPerSample) - 1);
119
+ for (let cj = cj0; cj <= cj1; cj += 1) {
120
+ const z0 = originZ + cj * metresPerSample;
121
+ const z1 = z0 + metresPerSample;
122
+ for (let ci = ci0; ci <= ci1; ci += 1) {
123
+ const x0 = originX + ci * metresPerSample;
124
+ const x1 = x0 + metresPerSample;
125
+ if (!triangleCrossesCell(ax, az, bx, bz, cx, cz, denominator, x0, z0, x1, z1))
126
+ continue;
127
+ const planeFloor = ay + Math.min(gradientX * (x0 - ax), gradientX * (x1 - ax)) + Math.min(gradientZ * (z0 - az), gradientZ * (z1 - az));
128
+ const floor = Math.max(planeFloor, lowestVertexY) - clearance;
129
+ const corner = cj * samplesX + ci;
130
+ holdCorner(corner, floor);
131
+ holdCorner(corner + 1, floor);
132
+ holdCorner(corner + samplesX, floor);
133
+ holdCorner(corner + samplesX + 1, floor);
134
+ }
135
+ }
136
+ }
137
+ }
138
+ let samplesConformed = 0;
139
+ let raised = 0;
140
+ let lowered = 0;
141
+ let widened = 0;
142
+ for (let index = 0; index < conformed.length; index += 1) {
143
+ if (cellFloor[index] < heights[index]) {
144
+ heights[index] = cellFloor[index];
145
+ if (conformed[index] === 0) {
146
+ conformed[index] = 2;
147
+ widened += 1;
148
+ }
149
+ }
150
+ if (conformed[index] === 0)
151
+ continue;
152
+ samplesConformed += 1;
153
+ if (heights[index] > original[index])
154
+ raised += 1;
155
+ else if (heights[index] < original[index])
156
+ lowered += 1;
157
+ }
158
+ return { samplesConformed, raised, lowered, widened, trianglesUsed, trianglesSkipped };
159
+ }
160
+ /** Whether a triangle's XZ footprint reaches into the open cell (x0, x1) x (z0, z1): a vertex inside it, a cell corner inside the triangle, or an edge crossing an edge. */
161
+ function triangleCrossesCell(ax, az, bx, bz, cx, cz, denominator, x0, z0, x1, z1) {
162
+ const insideCell = (x, z) => x > x0 + CELL_EDGE_EPSILON && x < x1 - CELL_EDGE_EPSILON && z > z0 + CELL_EDGE_EPSILON && z < z1 - CELL_EDGE_EPSILON;
163
+ if (insideCell(ax, az) || insideCell(bx, bz) || insideCell(cx, cz))
164
+ return true;
165
+ const insideTriangle = (x, z) => {
166
+ const wa = ((bz - cz) * (x - cx) + (cx - bx) * (z - cz)) / denominator;
167
+ const wb = ((cz - az) * (x - cx) + (ax - cx) * (z - cz)) / denominator;
168
+ return wa > INSIDE_EPSILON && wb > INSIDE_EPSILON && 1 - wa - wb > INSIDE_EPSILON;
169
+ };
170
+ if (insideTriangle(x0, z0) || insideTriangle(x1, z0) || insideTriangle(x0, z1) || insideTriangle(x1, z1))
171
+ return true;
172
+ return segmentCrossesCell(ax, az, bx, bz, x0, z0, x1, z1) || segmentCrossesCell(bx, bz, cx, cz, x0, z0, x1, z1) || segmentCrossesCell(cx, cz, ax, az, x0, z0, x1, z1);
173
+ }
174
+ function segmentCrossesCell(px, pz, qx, qz, x0, z0, x1, z1) {
175
+ return segmentsCross(px, pz, qx, qz, x0, z0, x1, z0) || segmentsCross(px, pz, qx, qz, x1, z0, x1, z1)
176
+ || segmentsCross(px, pz, qx, qz, x1, z1, x0, z1) || segmentsCross(px, pz, qx, qz, x0, z1, x0, z0);
177
+ }
178
+ /** Proper crossing only: endpoints touching the other segment do not count, so a shared boundary is not a crossing. */
179
+ function segmentsCross(px, pz, qx, qz, rx, rz, sx, sz) {
180
+ const orient = (ox, oz, ux, uz, vx, vz) => (ux - ox) * (vz - oz) - (uz - oz) * (vx - ox);
181
+ const d1 = orient(rx, rz, sx, sz, px, pz);
182
+ const d2 = orient(rx, rz, sx, sz, qx, qz);
183
+ const d3 = orient(px, pz, qx, qz, rx, rz);
184
+ const d4 = orient(px, pz, qx, qz, sx, sz);
185
+ return d1 * d2 < 0 && d3 * d4 < 0;
186
+ }
187
+ /** Metres a lookup bucket spans. Road triangles are a couple of metres across, so a bucket holds a handful of them. */
188
+ exports.SURFACE_INDEX_BUCKET_METRES = 8;
189
+ /** A uniform XZ bucket grid over one cell's up-facing surfaces: what lane paint is seated on instead of the terrain. */
190
+ function buildSurfaceHeightIndex(surfaces, options = {}) {
191
+ const minUpFacing = options.minUpFacing ?? exports.TERRAIN_CONFORM_MIN_UP_FACING;
192
+ const bucketMetres = options.bucketMetres ?? exports.SURFACE_INDEX_BUCKET_METRES;
193
+ const corners = [];
194
+ let minX = Infinity;
195
+ let minZ = Infinity;
196
+ let maxX = -Infinity;
197
+ let maxZ = -Infinity;
198
+ for (const surface of surfaces) {
199
+ const { positions, indices } = surface;
200
+ for (let corner = 0; corner + 2 < indices.length; corner += 3) {
201
+ const a = indices[corner] * 3;
202
+ const b = indices[corner + 1] * 3;
203
+ const c = indices[corner + 2] * 3;
204
+ const ax = positions[a];
205
+ const ay = positions[a + 1];
206
+ const az = positions[a + 2];
207
+ const bx = positions[b];
208
+ const by = positions[b + 1];
209
+ const bz = positions[b + 2];
210
+ const cx = positions[c];
211
+ const cy = positions[c + 1];
212
+ const cz = positions[c + 2];
213
+ if (upFacingNormalY(ax, ay, az, bx, by, bz, cx, cy, cz) < minUpFacing)
214
+ continue;
215
+ corners.push(ax, ay, az, bx, by, bz, cx, cy, cz);
216
+ minX = Math.min(minX, ax, bx, cx);
217
+ maxX = Math.max(maxX, ax, bx, cx);
218
+ minZ = Math.min(minZ, az, bz, cz);
219
+ maxZ = Math.max(maxZ, az, bz, cz);
220
+ }
221
+ }
222
+ const triangles = corners.length / 9;
223
+ const data = Float32Array.from(corners);
224
+ const bucketsX = triangles > 0 ? Math.floor((maxX - minX) / bucketMetres) + 1 : 1;
225
+ const bucketsZ = triangles > 0 ? Math.floor((maxZ - minZ) / bucketMetres) + 1 : 1;
226
+ const bucketX = (x) => Math.min(bucketsX - 1, Math.max(0, Math.floor((x - minX) / bucketMetres)));
227
+ const bucketZ = (z) => Math.min(bucketsZ - 1, Math.max(0, Math.floor((z - minZ) / bucketMetres)));
228
+ const buckets = [];
229
+ for (let triangle = 0; triangle < triangles; triangle += 1) {
230
+ const at = triangle * 9;
231
+ const i1 = bucketX(Math.max(data[at], data[at + 3], data[at + 6]));
232
+ const j1 = bucketZ(Math.max(data[at + 2], data[at + 5], data[at + 8]));
233
+ for (let j = bucketZ(Math.min(data[at + 2], data[at + 5], data[at + 8])); j <= j1; j += 1) {
234
+ for (let i = bucketX(Math.min(data[at], data[at + 3], data[at + 6])); i <= i1; i += 1)
235
+ (buckets[j * bucketsX + i] ??= []).push(at);
236
+ }
237
+ }
238
+ return {
239
+ triangles,
240
+ heightAt(x, z, nearY) {
241
+ if (triangles === 0 || x < minX || x > maxX || z < minZ || z > maxZ)
242
+ return null;
243
+ let chosen = null;
244
+ for (const at of buckets[bucketZ(z) * bucketsX + bucketX(x)] ?? []) {
245
+ const ax = data[at];
246
+ const az = data[at + 2];
247
+ const bx = data[at + 3];
248
+ const bz = data[at + 5];
249
+ const cx = data[at + 6];
250
+ const cz = data[at + 8];
251
+ const denominator = (bz - cz) * (ax - cx) + (cx - bx) * (az - cz);
252
+ if (denominator === 0)
253
+ continue;
254
+ const wa = ((bz - cz) * (x - cx) + (cx - bx) * (z - cz)) / denominator;
255
+ if (wa < -INSIDE_EPSILON)
256
+ continue;
257
+ const wb = ((cz - az) * (x - cx) + (ax - cx) * (z - cz)) / denominator;
258
+ if (wb < -INSIDE_EPSILON)
259
+ continue;
260
+ if (1 - wa - wb < -INSIDE_EPSILON)
261
+ continue;
262
+ const surfaceY = wa * data[at + 1] + wb * data[at + 4] + (1 - wa - wb) * data[at + 7];
263
+ if (chosen === null)
264
+ chosen = surfaceY;
265
+ else if (nearY === undefined ? surfaceY > chosen : Math.abs(surfaceY - nearY) < Math.abs(chosen - nearY))
266
+ chosen = surfaceY;
267
+ }
268
+ return chosen;
269
+ },
270
+ };
271
+ }
272
+ /** Y of the unit face normal, taken with the cross product the GLB writer's own vertex normals are built from. */
273
+ function upFacingNormalY(ax, ay, az, bx, by, bz, cx, cy, cz) {
274
+ const ux = bx - ax;
275
+ const uy = by - ay;
276
+ const uz = bz - az;
277
+ const vx = cx - ax;
278
+ const vy = cy - ay;
279
+ const vz = cz - az;
280
+ const normalY = uz * vx - ux * vz;
281
+ const length = Math.hypot(uy * vz - uz * vy, normalY, ux * vy - uy * vx);
282
+ return length > 0 ? normalY / length : 0;
283
+ }
284
+ //# sourceMappingURL=terrainConform.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,17 @@
1
+ import { type Cs2LegacyTrees } from '../cityLegacy';
2
+ export declare const CS2_TREE_CLEARANCE_ROAD_SLOTS: readonly [0, 1, 2, 3, 5, 6];
3
+ /** The vertical column through a tree root must miss road surfaces at every height, including bridge decks. */
4
+ export declare function findCs2TreesOnRoads(trees: Cs2LegacyTrees, roadsDirectory: string): Promise<{
5
+ excluded: Set<number>;
6
+ report: {
7
+ schema: string;
8
+ mode: string;
9
+ roadSlots: (0 | 1 | 2 | 3 | 5 | 6)[];
10
+ roadIndexSha256: string;
11
+ examinedTrees: number;
12
+ excludedTrees: number;
13
+ roadCells: number;
14
+ surfaceTriangles: number;
15
+ excludedSourceIndices: number[];
16
+ };
17
+ }>;
@@ -0,0 +1,78 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.CS2_TREE_CLEARANCE_ROAD_SLOTS = void 0;
4
+ exports.findCs2TreesOnRoads = findCs2TreesOnRoads;
5
+ const node_fs_1 = require("node:fs");
6
+ const node_path_1 = require("node:path");
7
+ const meshCells_1 = require("../../sceneElements/meshCells");
8
+ const externalTextures_1 = require("../../sceneImport/externalTextures");
9
+ const source_1 = require("../../placements/source");
10
+ const cityLegacy_1 = require("../cityLegacy");
11
+ const glb_1 = require("./glb");
12
+ const terrainConform_1 = require("./terrainConform");
13
+ // CS2 road carriageways, road/bridge/tunnel structures, pedestrian bridges and gravel roads.
14
+ // Sidewalks (7/16/30), parking (8), tracks (9/29), shoulders (18), grass (19) and all plot materials stay out.
15
+ exports.CS2_TREE_CLEARANCE_ROAD_SLOTS = [0, 1, 2, 3, 5, 6];
16
+ const roadSlots = new Set(exports.CS2_TREE_CLEARANCE_ROAD_SLOTS);
17
+ /** Geometry-only decoding preserves the baked quantization/node transforms without fetching external textures. */
18
+ async function roadSurfaces(bytes) {
19
+ const document = await (0, glb_1.cs2GltfIo)().readBinary((0, externalTextures_1.stripGlbTextures)(bytes));
20
+ const scene = document.getRoot().getDefaultScene() ?? document.getRoot().listScenes()[0];
21
+ if (!scene)
22
+ throw new Error('CS2 tree clearance: road cell has no scene');
23
+ const surfaces = [];
24
+ scene.traverse(node => {
25
+ const matrix = node.getWorldMatrix();
26
+ for (const primitive of node.getMesh()?.listPrimitives() ?? []) {
27
+ const slot = /^road-(\d+)$/.exec(primitive.getMaterial()?.getName() ?? '');
28
+ if (!slot || !roadSlots.has(Number(slot[1])))
29
+ continue;
30
+ const position = primitive.getAttribute('POSITION');
31
+ if (!position || primitive.getMode() !== 4 || node.getSkin())
32
+ throw new Error('CS2 tree clearance: expected static road triangles');
33
+ const positions = new Float32Array(position.getCount() * 3), vertex = [];
34
+ for (let index = 0; index < position.getCount(); index++) {
35
+ position.getElement(index, vertex);
36
+ const [x, y, z] = vertex;
37
+ for (let axis = 0; axis < 3; axis++) {
38
+ positions[index * 3 + axis] = matrix[axis] * x + matrix[4 + axis] * y + matrix[8 + axis] * z + matrix[12 + axis];
39
+ }
40
+ }
41
+ const source = primitive.getIndices(), count = source?.getCount() ?? position.getCount();
42
+ const indices = Uint32Array.from({ length: count }, (_, index) => source ? source.getScalar(index) : index);
43
+ surfaces.push({ positions, indices });
44
+ }
45
+ });
46
+ return surfaces;
47
+ }
48
+ /** The vertical column through a tree root must miss road surfaces at every height, including bridge decks. */
49
+ async function findCs2TreesOnRoads(trees, roadsDirectory) {
50
+ const roads = (0, meshCells_1.readMeshCellsIndex)(roadsDirectory);
51
+ if (roads.id !== 'roads')
52
+ throw new Error('CS2 tree clearance requires the CS2 roads mesh-cell index');
53
+ const candidates = [...(0, cityLegacy_1.iterateTrees)(trees)].filter(tree => !/Bush/i.test(tree.species));
54
+ const excluded = new Set();
55
+ let surfaceTriangles = 0;
56
+ for (const cell of roads.render) {
57
+ // Bounds are recorded before GLB quantization; the small broad-phase margin cannot itself exclude a tree.
58
+ const nearby = candidates.filter(tree => !excluded.has(tree.index)
59
+ && tree.x >= cell.bounds.min[0] - 0.1 && tree.x <= cell.bounds.max[0] + 0.1
60
+ && tree.z >= cell.bounds.min[2] - 0.1 && tree.z <= cell.bounds.max[2] + 0.1);
61
+ if (!nearby.length)
62
+ continue;
63
+ const surfaces = await roadSurfaces((0, node_fs_1.readFileSync)((0, node_path_1.join)(roadsDirectory, cell.file)));
64
+ // Up-facing decks only; bridge supports and wall faces do not create broad rectangular exclusion zones.
65
+ const index = (0, terrainConform_1.buildSurfaceHeightIndex)(surfaces, { minUpFacing: 0.5 });
66
+ surfaceTriangles += index.triangles;
67
+ for (const tree of nearby)
68
+ if (index.heightAt(tree.x, tree.z) !== null)
69
+ excluded.add(tree.index);
70
+ }
71
+ return { excluded, report: {
72
+ schema: 'helix.cs2-tree-road-clearance/1', mode: 'root-xz', roadSlots: [...exports.CS2_TREE_CLEARANCE_ROAD_SLOTS],
73
+ roadIndexSha256: (0, source_1.placementsDigest)((0, node_fs_1.readFileSync)((0, node_path_1.join)(roadsDirectory, 'mesh-cells.json'))),
74
+ examinedTrees: candidates.length, excludedTrees: excluded.size, roadCells: roads.render.length, surfaceTriangles,
75
+ excludedSourceIndices: [...excluded].sort((a, b) => a - b),
76
+ } };
77
+ }
78
+ //# sourceMappingURL=treeRoadClearance.js.map
@@ -0,0 +1 @@
1
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