@hypersoniclabs/helix-cli 0.1.7 → 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 +1,7 @@
1
+ /**
2
+ * Init script (before any page script): every three.js AnimationMixer assigns `_accuIndex` as an own property in its
3
+ * constructor, so an Object.prototype setter sees each one in any bundle, minified or not (the same trick browser.ts
4
+ * uses for scenes and renderers).
5
+ */
6
+ export declare const MIXER_HOOK = "(() => {\n if (globalThis.__vqaMixers) return;\n const list = []; globalThis.__vqaMixers = list;\n try {\n Object.defineProperty(Object.prototype, '_accuIndex', {\n configurable: true, enumerable: false,\n set(v) {\n try { Object.defineProperty(this, '_accuIndex', { value: v, writable: true, configurable: true, enumerable: true }); } catch (e) {}\n try { if (this && typeof this.clipAction === 'function' && typeof this.setTime === 'function' && !list.includes(this)) list.push(this); } catch (e) {}\n },\n get() { return undefined; },\n });\n } catch (e) {}\n})();";
7
+ export declare const INSTALL_AVATAR_PREVIEW_PROBE = "(() => {\n const G = globalThis;\n if (G.__vqaAp) return true;\n const A = {};\n const H = () => G.__vqa || {};\n /** The drawn avatar: the main scene's largest set of skinned meshes on a skeleton with a pelvis. */\n A.locate = () => {\n const scenes = [];\n if (H().scene) scenes.push(H().scene);\n for (const s of H().scenes || []) if (!scenes.includes(s)) scenes.push(s);\n for (const s of scenes) {\n const sk = [];\n try { s.traverse((o) => { if (o.isSkinnedMesh && o.skeleton && o.geometry && o.geometry.attributes && o.geometry.attributes.position) sk.push(o); }); } catch (e) { continue; }\n if (!sk.some((m) => m.skeleton.bones.some((b) => b.name === 'pelvis'))) continue;\n const bone = sk[0].skeleton.bones.find((b) => !(b.parent && b.parent.isBone)) || sk[0].skeleton.bones[0];\n let root = bone.parent || bone;\n while (root.parent && !root.parent.isScene && root.parent.children.length === 1) root = root.parent;\n return { scene: s, meshes: sk, root };\n }\n return null;\n };\n A.state = () => {\n const L = A.locate();\n const mixers = (G.__vqaMixers || []).filter((m) => L && A.drives(m, L));\n const acts = mixers.flatMap((m) => (m._actions || []).filter((a) => a && a.enabled !== false && a._clip));\n // The clip the viewer is PLAYING (the walk); idle/run actions are bound but not running.\n const running = acts.filter((a) => (a.isRunning ? a.isRunning() : true) && (a.getEffectiveWeight ? a.getEffectiveWeight() > 0 : true));\n const dur = running.length ? Math.max(...running.map((a) => a._clip.duration || 0)) : 0;\n const mount = typeof document !== 'undefined' ? document.querySelector('[data-avatar-dynamics-chains]') : null;\n return { found: !!L, meshes: L ? L.meshes.length : 0, verts: L ? L.meshes.reduce((s, m) => s + m.geometry.attributes.position.count, 0) : 0,\n mixers: mixers.length, allMixers: (G.__vqaMixers || []).length, actions: acts.map((a) => ({ clip: a._clip.name, duration: a._clip.duration, weight: a.getEffectiveWeight ? a.getEffectiveWeight() : null, running: a.isRunning ? a.isRunning() : null })),\n clip: running.length ? running[0]._clip.name : null, duration: dur, dynamicsChains: mount ? Number(mount.getAttribute('data-avatar-dynamics-chains')) : null, frames: H().frames || 0 };\n };\n /** A mixer drives the avatar when its root is the avatar, one of its ancestors, or one of its bones/meshes. */\n A.drives = (m, L) => {\n const r = m._root || (m.getRoot && m.getRoot()); if (!r) return false;\n for (let p = L.meshes[0]; p; p = p.parent) if (p === r) return true;\n let inside = false; try { L.root.traverse((o) => { if (o === r) inside = true; }); } catch (e) {}\n return inside;\n };\n A.mixers = () => { const L = A.locate(); return L ? (G.__vqaMixers || []).filter((m) => A.drives(m, L)) : []; };\n /** Hold the clip at t seconds (the page keeps rendering and the dynamics keep stepping on the held pose). */\n A.hold = (t) => { const ms = A.mixers(); for (const m of ms) { m.timeScale = 1; m.setTime(t); m.timeScale = 0; } return ms.length; };\n A.resume = () => { for (const m of A.mixers()) m.timeScale = 1; return true; };\n A.basis = () => {\n const L = A.locate(); const r = L.root; r.updateMatrixWorld(true);\n const V = r.position.constructor, Q = r.quaternion.constructor;\n const q = r.getWorldQuaternion(new Q()); const f = new V(0, 0, 1).applyQuaternion(q); f.y = 0;\n if (f.length() < 1e-6) f.set(0, 0, 1); f.normalize();\n const up = new V(0, 1, 0); const l = new V().crossVectors(up, f).normalize();\n return { o: r.getWorldPosition(new V()), f, l, up, V, L };\n };\n A.toWorld = (p, B) => { B = B || A.basis(); return new B.V(B.o.x + B.l.x * p[0] + B.f.x * p[2], B.o.y + p[1], B.o.z + B.l.z * p[0] + B.f.z * p[2]); };\n const b64 = (ta) => { const u8 = new Uint8Array(ta.buffer, ta.byteOffset, ta.byteLength); let s = ''; for (let i = 0; i < u8.length; i += 0x8000) s += String.fromCharCode.apply(null, u8.subarray(i, i + 0x8000)); return btoa(s); };\n /** The meshes to read: every visible skinned mesh, one entry per distinct position buffer (a face mesh that shares\n * the body's buffer contributes only its triangles). */\n A.layout = () => {\n const L = A.locate(); const vis = (o) => { for (let p = o; p; p = p.parent) { if (p.visible === false) return false; if (p === L.scene) break; } return true; };\n const all = L.meshes.filter(vis);\n const hosts = []; const hostOf = new Map();\n for (const o of all) { const arr = o.geometry.attributes.position.array; const h = hosts.find((x) => x.geometry.attributes.position.array === arr); if (h) hostOf.set(o, h); else { hosts.push(o); hostOf.set(o, o); } }\n const offs = new Map(); let nv = 0; for (const h of hosts) { offs.set(h, nv); nv += h.geometry.attributes.position.count; }\n return { L, all, hosts, hostOf, offs, nv };\n };\n /** Rest (bind-pose) geometry, topology, skin weights and the skeleton's bind pose, once. */\n A.rest = () => {\n const Y = A.layout(); const { L, all, hosts, hostOf, offs, nv } = Y;\n const V = L.root.position.constructor; const M4 = L.root.matrixWorld.constructor;\n const names = []; const ix = new Map(); const id = (b) => { if (!ix.has(b)) { ix.set(b, names.length); names.push(b.name); } return ix.get(b); };\n const rest = new Float32Array(nv * 3); const si = new Uint16Array(nv * 4); const sw = new Float32Array(nv * 4); const v = new V();\n for (const h of hosts) {\n const o = offs.get(h); const g = h.geometry; const pos = g.attributes.position; const S = g.attributes.skinIndex, W = g.attributes.skinWeight;\n for (let i = 0; i < pos.count; i++) {\n v.fromBufferAttribute(pos, i).applyMatrix4(h.bindMatrix); rest[(o + i) * 3] = v.x; rest[(o + i) * 3 + 1] = v.y; rest[(o + i) * 3 + 2] = v.z;\n for (let k = 0; k < 4; k++) { const w = W ? W.getComponent(i, k) : 0; sw[(o + i) * 4 + k] = w; si[(o + i) * 4 + k] = S ? id(h.skeleton.bones[S.getComponent(i, k)] || h.skeleton.bones[0]) : 0; }\n }\n }\n const idx = [];\n for (const m of all) {\n const h = hostOf.get(m); const o = offs.get(h); const g = m.geometry; const n = g.attributes.position.count;\n const ii = g.index ? g.index.array : null; const len = ii ? ii.length : n;\n const groups = g.groups && g.groups.length ? g.groups : [{ start: 0, count: len }];\n for (const gr of groups) for (let t = gr.start; t + 2 < Math.min(len, gr.start + gr.count); t += 3) {\n const a = ii ? ii[t] : t, b = ii ? ii[t + 1] : t + 1, c = ii ? ii[t + 2] : t + 2;\n if (a !== b && b !== c && a !== c) idx.push(a + o, b + o, c + o);\n }\n }\n const bind = new Array(names.length).fill(null);\n for (const h of hosts) h.skeleton.bones.forEach((b, i) => { const k = ix.get(b); if (k !== undefined && !bind[k]) bind[k] = Array.from(new M4().copy(h.skeleton.boneInverses[i]).invert().premultiply(h.bindMatrix).elements); });\n L.root.traverse((o) => { if (o.isBone) id(o); });\n const parents = names.map(() => -1); for (const [b, i] of ix) if (b.parent && ix.has(b.parent)) parents[i] = ix.get(b.parent);\n A.__bones = [...ix.keys()];\n const meshesInfo = all.map((m) => ({ name: m.name, verts: m.geometry.attributes.position.count, shared: hostOf.get(m) !== m }));\n return { nv, nt: idx.length / 3, meshes: meshesInfo, boneNames: names, parents, bind, rest: b64(rest), index: b64(new Uint32Array(idx)), skinIndex: b64(si), skinWeight: b64(sw) };\n };\n /** Posed vertices (body frame) and every bone's world matrix (body frame), at the pose currently drawn. */\n A.posed = () => {\n const Y = A.layout(); const { L, hosts, offs, nv } = Y; const B = A.basis(); const V = B.V; const v = new V();\n L.scene.updateMatrixWorld(true);\n const out = new Float32Array(nv * 3);\n for (const h of hosts) {\n h.skeleton.update(); const o = offs.get(h); const e = h.matrixWorld.elements; const n = h.geometry.attributes.position.count;\n for (let i = 0; i < n; i++) {\n h.getVertexPosition(i, v);\n const wx = e[0] * v.x + e[4] * v.y + e[8] * v.z + e[12], wy = e[1] * v.x + e[5] * v.y + e[9] * v.z + e[13], wz = e[2] * v.x + e[6] * v.y + e[10] * v.z + e[14];\n const dx = wx - B.o.x, dy = wy - B.o.y, dz = wz - B.o.z;\n out[(o + i) * 3] = dx * B.l.x + dz * B.l.z; out[(o + i) * 3 + 1] = dy; out[(o + i) * 3 + 2] = dx * B.f.x + dz * B.f.z;\n }\n }\n // body-frame matrix: columns l, up, f, origin o (world = Mb * body) -> body = Mb^-1 * world\n const M4 = L.root.matrixWorld.constructor;\n const Mb = new M4().set(B.l.x, 0, B.f.x, B.o.x, B.l.y, 1, B.f.y, B.o.y, B.l.z, 0, B.f.z, B.o.z, 0, 0, 0, 1); const inv = Mb.clone().invert();\n const bones = (A.__bones || []).map((b) => Array.from(new M4().multiplyMatrices(inv, b.matrixWorld).elements));\n return { positions: b64(out), bones };\n };\n /** Pin the drawn camera to a body-frame pose, re-applied every frame (after the page's OrbitControls). */\n A.setCam = (c) => {\n const cam = H().main; if (!cam) return false;\n if (!cam.__vqaApPinned) {\n const orig = cam.updateMatrixWorld.bind(cam);\n cam.updateMatrixWorld = function (force) {\n const o = G.__vqaApCam;\n if (o) {\n try {\n const B = A.basis(); this.position.copy(A.toWorld(o.pos, B)); this.up.set(0, 1, 0); this.lookAt(A.toWorld(o.target, B));\n if (o.fov && this.fov !== o.fov) { this.fov = o.fov; this.updateProjectionMatrix(); }\n if (o.near && this.near !== o.near) { this.near = o.near; this.updateProjectionMatrix(); }\n } catch (e) { /* never break the render */ }\n }\n return orig(force);\n };\n cam.__vqaApPinned = { fov: cam.fov, near: cam.near };\n }\n G.__vqaApCam = c; return { aspect: cam.aspect || null, fov: cam.fov || null };\n };\n A.aspect = () => { const cam = H().main; return cam ? { aspect: cam.aspect || null, fov: cam.fov || null } : null; };\n /** Mark the drawn canvas so the harness can screenshot exactly it. */\n A.markCanvas = () => {\n const draws = [...((H().draws) || new Map()).values()].filter((d) => d.camera === H().main && d.canvas);\n const c = draws.length ? draws[0].canvas : (typeof document !== 'undefined' ? document.querySelector('canvas') : null);\n if (!c) return null; c.setAttribute('data-vqa-preview-canvas', '1'); const r = c.getBoundingClientRect(); return { w: r.width, h: r.height };\n };\n A.frames = (n) => new Promise((res) => { const f0 = H().frames || 0; let k = 0; const tick = () => { if (++k >= n) res((H().frames || 0) - f0); else requestAnimationFrame(tick); }; requestAnimationFrame(tick); });\n G.__vqaAp = A;\n return true;\n})()";
@@ -0,0 +1,181 @@
1
+ "use strict";
2
+ // Page-side probe for the avatar route's MARKETPLACE PREVIEW stage (avatar@3). Installed into the production item page
3
+ // (`/items/<id>`) as `globalThis.__vqaAp`. Plain JavaScript strings so nothing the TypeScript compiler emits can leak
4
+ // into the page.
5
+ //
6
+ // The item page plays the shared walk clip (`/anims/walk.glb`, retargeted onto the avatar by the Marketplace's own
7
+ // retargeter) through a three.js AnimationMixer, plus the platform DynamicsLayer for hair/cloth chains. Nothing here
8
+ // re-implements either: the probe only finds the page's own mixer, holds it at chosen phases of the clip
9
+ // (`mixer.setTime`, then `timeScale = 0` — what the viewer's own PAUSE does), lets the dynamics settle, and reads the
10
+ // posed vertices the page would draw (`SkinnedMesh.getVertexPosition`, the CPU twin of the GPU skinning).
11
+ //
12
+ // Everything is reported in the BODY frame: origin at the model root's ground point, +Z where the model faces (its
13
+ // local +Z flattened), +Y up, +X the character's left.
14
+ Object.defineProperty(exports, "__esModule", { value: true });
15
+ exports.INSTALL_AVATAR_PREVIEW_PROBE = exports.MIXER_HOOK = void 0;
16
+ /**
17
+ * Init script (before any page script): every three.js AnimationMixer assigns `_accuIndex` as an own property in its
18
+ * constructor, so an Object.prototype setter sees each one in any bundle, minified or not (the same trick browser.ts
19
+ * uses for scenes and renderers).
20
+ */
21
+ exports.MIXER_HOOK = `(() => {
22
+ if (globalThis.__vqaMixers) return;
23
+ const list = []; globalThis.__vqaMixers = list;
24
+ try {
25
+ Object.defineProperty(Object.prototype, '_accuIndex', {
26
+ configurable: true, enumerable: false,
27
+ set(v) {
28
+ try { Object.defineProperty(this, '_accuIndex', { value: v, writable: true, configurable: true, enumerable: true }); } catch (e) {}
29
+ try { if (this && typeof this.clipAction === 'function' && typeof this.setTime === 'function' && !list.includes(this)) list.push(this); } catch (e) {}
30
+ },
31
+ get() { return undefined; },
32
+ });
33
+ } catch (e) {}
34
+ })();`;
35
+ exports.INSTALL_AVATAR_PREVIEW_PROBE = `(() => {
36
+ const G = globalThis;
37
+ if (G.__vqaAp) return true;
38
+ const A = {};
39
+ const H = () => G.__vqa || {};
40
+ /** The drawn avatar: the main scene's largest set of skinned meshes on a skeleton with a pelvis. */
41
+ A.locate = () => {
42
+ const scenes = [];
43
+ if (H().scene) scenes.push(H().scene);
44
+ for (const s of H().scenes || []) if (!scenes.includes(s)) scenes.push(s);
45
+ for (const s of scenes) {
46
+ const sk = [];
47
+ try { s.traverse((o) => { if (o.isSkinnedMesh && o.skeleton && o.geometry && o.geometry.attributes && o.geometry.attributes.position) sk.push(o); }); } catch (e) { continue; }
48
+ if (!sk.some((m) => m.skeleton.bones.some((b) => b.name === 'pelvis'))) continue;
49
+ const bone = sk[0].skeleton.bones.find((b) => !(b.parent && b.parent.isBone)) || sk[0].skeleton.bones[0];
50
+ let root = bone.parent || bone;
51
+ while (root.parent && !root.parent.isScene && root.parent.children.length === 1) root = root.parent;
52
+ return { scene: s, meshes: sk, root };
53
+ }
54
+ return null;
55
+ };
56
+ A.state = () => {
57
+ const L = A.locate();
58
+ const mixers = (G.__vqaMixers || []).filter((m) => L && A.drives(m, L));
59
+ const acts = mixers.flatMap((m) => (m._actions || []).filter((a) => a && a.enabled !== false && a._clip));
60
+ // The clip the viewer is PLAYING (the walk); idle/run actions are bound but not running.
61
+ const running = acts.filter((a) => (a.isRunning ? a.isRunning() : true) && (a.getEffectiveWeight ? a.getEffectiveWeight() > 0 : true));
62
+ const dur = running.length ? Math.max(...running.map((a) => a._clip.duration || 0)) : 0;
63
+ const mount = typeof document !== 'undefined' ? document.querySelector('[data-avatar-dynamics-chains]') : null;
64
+ return { found: !!L, meshes: L ? L.meshes.length : 0, verts: L ? L.meshes.reduce((s, m) => s + m.geometry.attributes.position.count, 0) : 0,
65
+ mixers: mixers.length, allMixers: (G.__vqaMixers || []).length, actions: acts.map((a) => ({ clip: a._clip.name, duration: a._clip.duration, weight: a.getEffectiveWeight ? a.getEffectiveWeight() : null, running: a.isRunning ? a.isRunning() : null })),
66
+ clip: running.length ? running[0]._clip.name : null, duration: dur, dynamicsChains: mount ? Number(mount.getAttribute('data-avatar-dynamics-chains')) : null, frames: H().frames || 0 };
67
+ };
68
+ /** A mixer drives the avatar when its root is the avatar, one of its ancestors, or one of its bones/meshes. */
69
+ A.drives = (m, L) => {
70
+ const r = m._root || (m.getRoot && m.getRoot()); if (!r) return false;
71
+ for (let p = L.meshes[0]; p; p = p.parent) if (p === r) return true;
72
+ let inside = false; try { L.root.traverse((o) => { if (o === r) inside = true; }); } catch (e) {}
73
+ return inside;
74
+ };
75
+ A.mixers = () => { const L = A.locate(); return L ? (G.__vqaMixers || []).filter((m) => A.drives(m, L)) : []; };
76
+ /** Hold the clip at t seconds (the page keeps rendering and the dynamics keep stepping on the held pose). */
77
+ A.hold = (t) => { const ms = A.mixers(); for (const m of ms) { m.timeScale = 1; m.setTime(t); m.timeScale = 0; } return ms.length; };
78
+ A.resume = () => { for (const m of A.mixers()) m.timeScale = 1; return true; };
79
+ A.basis = () => {
80
+ const L = A.locate(); const r = L.root; r.updateMatrixWorld(true);
81
+ const V = r.position.constructor, Q = r.quaternion.constructor;
82
+ const q = r.getWorldQuaternion(new Q()); const f = new V(0, 0, 1).applyQuaternion(q); f.y = 0;
83
+ if (f.length() < 1e-6) f.set(0, 0, 1); f.normalize();
84
+ const up = new V(0, 1, 0); const l = new V().crossVectors(up, f).normalize();
85
+ return { o: r.getWorldPosition(new V()), f, l, up, V, L };
86
+ };
87
+ A.toWorld = (p, B) => { B = B || A.basis(); return new B.V(B.o.x + B.l.x * p[0] + B.f.x * p[2], B.o.y + p[1], B.o.z + B.l.z * p[0] + B.f.z * p[2]); };
88
+ const b64 = (ta) => { const u8 = new Uint8Array(ta.buffer, ta.byteOffset, ta.byteLength); let s = ''; for (let i = 0; i < u8.length; i += 0x8000) s += String.fromCharCode.apply(null, u8.subarray(i, i + 0x8000)); return btoa(s); };
89
+ /** The meshes to read: every visible skinned mesh, one entry per distinct position buffer (a face mesh that shares
90
+ * the body's buffer contributes only its triangles). */
91
+ A.layout = () => {
92
+ const L = A.locate(); const vis = (o) => { for (let p = o; p; p = p.parent) { if (p.visible === false) return false; if (p === L.scene) break; } return true; };
93
+ const all = L.meshes.filter(vis);
94
+ const hosts = []; const hostOf = new Map();
95
+ for (const o of all) { const arr = o.geometry.attributes.position.array; const h = hosts.find((x) => x.geometry.attributes.position.array === arr); if (h) hostOf.set(o, h); else { hosts.push(o); hostOf.set(o, o); } }
96
+ const offs = new Map(); let nv = 0; for (const h of hosts) { offs.set(h, nv); nv += h.geometry.attributes.position.count; }
97
+ return { L, all, hosts, hostOf, offs, nv };
98
+ };
99
+ /** Rest (bind-pose) geometry, topology, skin weights and the skeleton's bind pose, once. */
100
+ A.rest = () => {
101
+ const Y = A.layout(); const { L, all, hosts, hostOf, offs, nv } = Y;
102
+ const V = L.root.position.constructor; const M4 = L.root.matrixWorld.constructor;
103
+ const names = []; const ix = new Map(); const id = (b) => { if (!ix.has(b)) { ix.set(b, names.length); names.push(b.name); } return ix.get(b); };
104
+ const rest = new Float32Array(nv * 3); const si = new Uint16Array(nv * 4); const sw = new Float32Array(nv * 4); const v = new V();
105
+ for (const h of hosts) {
106
+ const o = offs.get(h); const g = h.geometry; const pos = g.attributes.position; const S = g.attributes.skinIndex, W = g.attributes.skinWeight;
107
+ for (let i = 0; i < pos.count; i++) {
108
+ v.fromBufferAttribute(pos, i).applyMatrix4(h.bindMatrix); rest[(o + i) * 3] = v.x; rest[(o + i) * 3 + 1] = v.y; rest[(o + i) * 3 + 2] = v.z;
109
+ for (let k = 0; k < 4; k++) { const w = W ? W.getComponent(i, k) : 0; sw[(o + i) * 4 + k] = w; si[(o + i) * 4 + k] = S ? id(h.skeleton.bones[S.getComponent(i, k)] || h.skeleton.bones[0]) : 0; }
110
+ }
111
+ }
112
+ const idx = [];
113
+ for (const m of all) {
114
+ const h = hostOf.get(m); const o = offs.get(h); const g = m.geometry; const n = g.attributes.position.count;
115
+ const ii = g.index ? g.index.array : null; const len = ii ? ii.length : n;
116
+ const groups = g.groups && g.groups.length ? g.groups : [{ start: 0, count: len }];
117
+ for (const gr of groups) for (let t = gr.start; t + 2 < Math.min(len, gr.start + gr.count); t += 3) {
118
+ const a = ii ? ii[t] : t, b = ii ? ii[t + 1] : t + 1, c = ii ? ii[t + 2] : t + 2;
119
+ if (a !== b && b !== c && a !== c) idx.push(a + o, b + o, c + o);
120
+ }
121
+ }
122
+ const bind = new Array(names.length).fill(null);
123
+ for (const h of hosts) h.skeleton.bones.forEach((b, i) => { const k = ix.get(b); if (k !== undefined && !bind[k]) bind[k] = Array.from(new M4().copy(h.skeleton.boneInverses[i]).invert().premultiply(h.bindMatrix).elements); });
124
+ L.root.traverse((o) => { if (o.isBone) id(o); });
125
+ const parents = names.map(() => -1); for (const [b, i] of ix) if (b.parent && ix.has(b.parent)) parents[i] = ix.get(b.parent);
126
+ A.__bones = [...ix.keys()];
127
+ const meshesInfo = all.map((m) => ({ name: m.name, verts: m.geometry.attributes.position.count, shared: hostOf.get(m) !== m }));
128
+ return { nv, nt: idx.length / 3, meshes: meshesInfo, boneNames: names, parents, bind, rest: b64(rest), index: b64(new Uint32Array(idx)), skinIndex: b64(si), skinWeight: b64(sw) };
129
+ };
130
+ /** Posed vertices (body frame) and every bone's world matrix (body frame), at the pose currently drawn. */
131
+ A.posed = () => {
132
+ const Y = A.layout(); const { L, hosts, offs, nv } = Y; const B = A.basis(); const V = B.V; const v = new V();
133
+ L.scene.updateMatrixWorld(true);
134
+ const out = new Float32Array(nv * 3);
135
+ for (const h of hosts) {
136
+ h.skeleton.update(); const o = offs.get(h); const e = h.matrixWorld.elements; const n = h.geometry.attributes.position.count;
137
+ for (let i = 0; i < n; i++) {
138
+ h.getVertexPosition(i, v);
139
+ const wx = e[0] * v.x + e[4] * v.y + e[8] * v.z + e[12], wy = e[1] * v.x + e[5] * v.y + e[9] * v.z + e[13], wz = e[2] * v.x + e[6] * v.y + e[10] * v.z + e[14];
140
+ const dx = wx - B.o.x, dy = wy - B.o.y, dz = wz - B.o.z;
141
+ out[(o + i) * 3] = dx * B.l.x + dz * B.l.z; out[(o + i) * 3 + 1] = dy; out[(o + i) * 3 + 2] = dx * B.f.x + dz * B.f.z;
142
+ }
143
+ }
144
+ // body-frame matrix: columns l, up, f, origin o (world = Mb * body) -> body = Mb^-1 * world
145
+ const M4 = L.root.matrixWorld.constructor;
146
+ const Mb = new M4().set(B.l.x, 0, B.f.x, B.o.x, B.l.y, 1, B.f.y, B.o.y, B.l.z, 0, B.f.z, B.o.z, 0, 0, 0, 1); const inv = Mb.clone().invert();
147
+ const bones = (A.__bones || []).map((b) => Array.from(new M4().multiplyMatrices(inv, b.matrixWorld).elements));
148
+ return { positions: b64(out), bones };
149
+ };
150
+ /** Pin the drawn camera to a body-frame pose, re-applied every frame (after the page's OrbitControls). */
151
+ A.setCam = (c) => {
152
+ const cam = H().main; if (!cam) return false;
153
+ if (!cam.__vqaApPinned) {
154
+ const orig = cam.updateMatrixWorld.bind(cam);
155
+ cam.updateMatrixWorld = function (force) {
156
+ const o = G.__vqaApCam;
157
+ if (o) {
158
+ try {
159
+ const B = A.basis(); this.position.copy(A.toWorld(o.pos, B)); this.up.set(0, 1, 0); this.lookAt(A.toWorld(o.target, B));
160
+ if (o.fov && this.fov !== o.fov) { this.fov = o.fov; this.updateProjectionMatrix(); }
161
+ if (o.near && this.near !== o.near) { this.near = o.near; this.updateProjectionMatrix(); }
162
+ } catch (e) { /* never break the render */ }
163
+ }
164
+ return orig(force);
165
+ };
166
+ cam.__vqaApPinned = { fov: cam.fov, near: cam.near };
167
+ }
168
+ G.__vqaApCam = c; return { aspect: cam.aspect || null, fov: cam.fov || null };
169
+ };
170
+ A.aspect = () => { const cam = H().main; return cam ? { aspect: cam.aspect || null, fov: cam.fov || null } : null; };
171
+ /** Mark the drawn canvas so the harness can screenshot exactly it. */
172
+ A.markCanvas = () => {
173
+ const draws = [...((H().draws) || new Map()).values()].filter((d) => d.camera === H().main && d.canvas);
174
+ const c = draws.length ? draws[0].canvas : (typeof document !== 'undefined' ? document.querySelector('canvas') : null);
175
+ if (!c) return null; c.setAttribute('data-vqa-preview-canvas', '1'); const r = c.getBoundingClientRect(); return { w: r.width, h: r.height };
176
+ };
177
+ A.frames = (n) => new Promise((res) => { const f0 = H().frames || 0; let k = 0; const tick = () => { if (++k >= n) res((H().frames || 0) - f0); else requestAnimationFrame(tick); }; requestAnimationFrame(tick); });
178
+ G.__vqaAp = A;
179
+ return true;
180
+ })()`;
181
+ //# sourceMappingURL=avatarPreviewProbe.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"avatarPreviewProbe.js","sourceRoot":"","sources":["../../src/visualQa/avatarPreviewProbe.ts"],"names":[],"mappings":";AAAA,uHAAuH;AACvH,sHAAsH;AACtH,iBAAiB;AACjB,EAAE;AACF,mHAAmH;AACnH,qHAAqH;AACrH,yGAAyG;AACzG,sHAAsH;AACtH,0GAA0G;AAC1G,EAAE;AACF,mHAAmH;AACnH,uDAAuD;;;AAEvD;;;;GAIG;AACU,QAAA,UAAU,GAAG;;;;;;;;;;;;;MAapB,CAAC;AAEM,QAAA,4BAA4B,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;KAiJvC,CAAC"}
@@ -0,0 +1 @@
1
+ export declare const INSTALL_AVATAR_PROBE = "(() => {\n const G = globalThis;\n if (G.__vqaAv) return true;\n const A = {};\n A.mp = () => G.__assetGym.mp;\n A.model = () => A.mp().local.model;\n A.V = () => A.model().position.constructor;\n A.Q = () => A.model().quaternion.constructor;\n A.camera = () => A.mp().local.services.camera.camera;\n A.visible = (o, root) => { for (let p = o; p; p = p.parent) { if (p.visible === false) return false; if (p === root) break; } return true; };\n A.bone = (name) => { let r = null; A.model().traverse((o) => { if (!r && o.isBone && o.name === name) r = o; }); return r; };\n /** Body frame: engine forward = the model's local +Z, flattened to the ground. */\n A.basis = () => {\n const m = A.model(); m.updateMatrixWorld(true);\n const V = A.V(), Q = A.Q();\n const q = m.getWorldQuaternion(new Q());\n const f = new V(0, 0, 1).applyQuaternion(q); f.y = 0;\n if (f.length() < 1e-6) f.set(0, 0, 1);\n f.normalize();\n const up = new V(0, 1, 0);\n const l = new V().crossVectors(up, f).normalize();\n const o = m.getWorldPosition(new V());\n return { o, f, l, up };\n };\n A.toBody = (w, B) => { B = B || A.basis(); const V = A.V(); const d = new V(w.x - B.o.x, w.y - B.o.y, w.z - B.o.z); return [d.dot(B.l), d.y, d.dot(B.f)]; };\n A.toWorld = (p, B) => { B = B || A.basis(); const V = A.V(); return new V(B.o.x + B.l.x * p[0] + B.f.x * p[2], B.o.y + p[1], B.o.z + B.l.z * p[0] + B.f.z * p[2]); };\n A.bonesBody = (names) => {\n const out = {}; const B = A.basis(); const V = A.V();\n for (const n of names) { const b = A.bone(n); if (b) out[n] = A.toBody(b.getWorldPosition(new V()), B).map((v) => Math.round(v * 10000) / 10000); }\n return out;\n };\n /** Drawn vertices of the model in BODY frame (skinned vertices are posed), at most ~maxN, flat. */\n A.points = (maxN) => {\n const m = A.model(); m.updateMatrixWorld(true);\n const B = A.basis(); const V = A.V(); const tmp = new V();\n const meshes = [];\n let total = 0;\n m.traverse((o) => {\n if (!o.isMesh || !o.geometry || !o.geometry.attributes || !o.geometry.attributes.position) return;\n if (!A.visible(o, m)) return;\n const ms = Array.isArray(o.material) ? o.material : [o.material];\n if (ms.every((x) => !x || x.visible === false || (x.transparent && (x.opacity ?? 1) < 0.02) || x.colorWrite === false)) return;\n meshes.push(o); total += o.geometry.attributes.position.count;\n });\n const step = Math.max(1, Math.floor(total / (maxN || 60000)));\n const out = [];\n for (const o of meshes) {\n if (o.isSkinnedMesh && o.skeleton) o.skeleton.update();\n const pos = o.geometry.attributes.position; const e = o.matrixWorld.elements;\n const skinned = o.isSkinnedMesh && typeof o.getVertexPosition === 'function';\n for (let i = 0; i < pos.count; i += step) {\n let x, y, z;\n if (skinned) { o.getVertexPosition(i, tmp); x = tmp.x; y = tmp.y; z = tmp.z; } else { x = pos.getX(i); y = pos.getY(i); z = pos.getZ(i); }\n if (!Number.isFinite(x + y + z)) continue;\n const wx = e[0] * x + e[4] * y + e[8] * z + e[12], wy = e[1] * x + e[5] * y + e[9] * z + e[13], wz = e[2] * x + e[6] * y + e[10] * z + e[14];\n const dx = wx - B.o.x, dy = wy - B.o.y, dz = wz - B.o.z;\n out.push(dx * B.l.x + dz * B.l.z, dy, dx * B.f.x + dz * B.f.z);\n }\n }\n return out;\n };\n /** What the avatar is made of, for the facts block: meshes by LOD, skeleton size, materials. */\n A.describe = () => {\n const m = A.model(); const out = { root: m.name, skinned: [], bones: 0, lod: null, helixBodyHeight: m.userData && m.userData.helixBodyHeight || null, helixFace: !!(m.userData && m.userData.helixFace) };\n m.traverse((o) => {\n if (o.isBone) out.bones++;\n if (o.isSkinnedMesh) {\n const ms = Array.isArray(o.material) ? o.material : [o.material]; const mt = ms[0] || {};\n out.skinned.push({ name: o.name, verts: o.geometry.attributes.position.count, visible: A.visible(o, m), bones: o.skeleton ? o.skeleton.bones.length : 0,\n material: { type: mt.type, name: mt.name, map: !!mt.map, normalMap: !!mt.normalMap, emissiveMap: !!mt.emissiveMap, color: mt.color && mt.color.getHexString && mt.color.getHexString() } });\n }\n });\n const lod = m.getObjectByName('character-lod'); if (lod && lod.getCurrentLevel) out.lod = lod.getCurrentLevel();\n return out;\n };\n /** Pin the render camera to a body-frame pose, re-applied every frame so the follow cam cannot fight it. */\n A.setCam = (c) => {\n const cam = A.camera(); if (!cam) return false;\n if (!cam.__vqaPinned) {\n const orig = cam.updateMatrixWorld.bind(cam);\n cam.updateMatrixWorld = function (force) {\n // A frozen stride (A.freeze) is re-applied here, after the engine's mixer has posed the bones for this frame and\n // before the renderer skins the meshes, so the pinned camera sees the held pose while the engine keeps running.\n if (G.__vqaFrozen) { try { A.applyFrozen(); } catch (e) { /* never break the render */ } }\n const o = G.__vqaCam;\n if (o) {\n const B = A.basis();\n this.position.copy(A.toWorld(o.pos, B));\n this.up.set(0, 1, 0);\n this.lookAt(A.toWorld(o.target, B));\n if (o.fov && this.fov !== o.fov) { this.fov = o.fov; this.updateProjectionMatrix(); }\n if (o.near && this.near !== o.near) { this.near = o.near; this.updateProjectionMatrix(); }\n }\n return orig(force);\n };\n cam.__vqaPinned = { fov: cam.fov, near: cam.near };\n }\n G.__vqaCam = c; return true;\n };\n A.clearCam = () => { G.__vqaCam = null; const cam = A.camera(); if (cam && cam.__vqaPinned) { cam.fov = cam.__vqaPinned.fov; cam.near = cam.__vqaPinned.near; cam.updateProjectionMatrix(); } return true; };\n A.stats = () => G.__vqaStats(A.model());\n A.materialsOf = () => {\n const m = A.model(); const mats = new Set();\n m.traverse((o) => { if (o.isMesh) for (const mt of (Array.isArray(o.material) ? o.material : [o.material])) if (mt) mats.add(mt); });\n return mats;\n };\n /** Every drawn primitive's material: does it exist, which maps it samples and whether each decoded, how much it emits\n * without an emissive map, and how many triangles it covers. The ground truth for the material asserts. */\n A.materials = () => {\n const m = A.model(); const rows = []; let tris = 0;\n const SLOTS = ['map', 'normalMap', 'emissiveMap', 'roughnessMap', 'metalnessMap', 'aoMap', 'alphaMap'];\n const decoded = (t) => {\n if (!t) return null;\n const img = t.image; const mips = t.mipmaps;\n if (t.isCompressedTexture || (mips && mips.length && mips[0] && mips[0].data)) return !!(mips && mips.length && mips[0] && mips[0].data && mips[0].data.length) || !!(img && img.width > 0);\n if (img && (img.width > 0 || img.videoWidth > 0 || (img.data && img.data.length))) return true;\n return false;\n };\n m.traverse((o) => {\n if (!o.isMesh || !o.geometry || !A.visible(o, m)) return;\n const g = o.geometry; const pos = g.attributes && g.attributes.position; if (!pos) return;\n const n = Math.floor((g.index ? g.index.count : pos.count) / 3);\n const groups = Array.isArray(o.material) && g.groups && g.groups.length ? g.groups : null;\n const ms = Array.isArray(o.material) ? o.material : [o.material];\n ms.forEach((mt, i) => {\n const t = groups ? Math.floor((groups.filter((gr) => gr.materialIndex === i).reduce((s, gr) => s + Math.min(gr.count, (g.index ? g.index.count : pos.count)), 0)) / 3) : (i === 0 ? n : 0);\n tris += t;\n if (!mt) { rows.push({ mesh: o.name || o.uuid.slice(0, 8), material: null, tris: t, missing: true }); return; }\n if (mt.visible === false || mt.colorWrite === false || (mt.transparent && (mt.opacity ?? 1) < 0.02)) { tris -= t; return; }\n const maps = {}; for (const k of SLOTS) { const d = decoded(mt[k]); if (d !== null) maps[k] = d; }\n const e = mt.emissive ? Math.max(mt.emissive.r, mt.emissive.g, mt.emissive.b) * (mt.emissiveIntensity ?? 1) : 0;\n rows.push({ mesh: o.name || o.uuid.slice(0, 8), material: mt.name || mt.type, type: mt.type, tris: t, maps, emissive: Math.round(e * 1000) / 1000,\n color: mt.color && mt.color.getHexString ? mt.color.getHexString() : null, metalness: mt.metalness ?? null, unlit: mt.type === 'MeshBasicMaterial' });\n });\n });\n return { tris, rows };\n };\n /** Re-shade the avatar for one diagnostic frame, then restore it exactly. 'albedo': unlit base colour (base colour x map\n * routed through emission, no lighting); 'mask': flat magenta, to find the avatar's pixels; 'restore': the original. */\n A.shade = (mode) => {\n let n = 0;\n for (const mt of A.materialsOf()) {\n if (mode === 'restore') {\n const S = mt.__vqaSaved; if (!S) continue;\n for (const k of Object.keys(S.props)) mt[k] = S.props[k];\n if (mt.color && S.color) mt.color.copy(S.color); if (mt.emissive && S.emissive) mt.emissive.copy(S.emissive);\n delete mt.__vqaSaved; mt.needsUpdate = true; n++; continue;\n }\n if (!mt.emissive || !mt.color) continue; // not a lit standard material (unlit/basic): leave it as drawn\n if (!mt.__vqaSaved) mt.__vqaSaved = { props: { map: mt.map, emissiveMap: mt.emissiveMap, emissiveIntensity: mt.emissiveIntensity, metalness: mt.metalness, roughness: mt.roughness, envMapIntensity: mt.envMapIntensity, toneMapped: mt.toneMapped }, color: mt.color.clone(), emissive: mt.emissive.clone() };\n const S = mt.__vqaSaved;\n mt.color.setRGB(0, 0, 0); mt.metalness = 0; mt.roughness = 1; mt.envMapIntensity = 0; mt.emissiveIntensity = 1; mt.toneMapped = false;\n if (mode === 'albedo') { mt.emissive.copy(S.color); mt.emissiveMap = S.props.map || null; }\n else { mt.emissive.setRGB(1, 0, 1); mt.emissiveMap = null; }\n mt.needsUpdate = true; n++;\n }\n return n;\n };\n // ------------------------------------------------------------------------------------------------ rig (walk) probes\n const LIMBS = [['thigh_l', 'calf_l'], ['calf_l', 'foot_l'], ['foot_l', 'ball_l'], ['thigh_r', 'calf_r'], ['calf_r', 'foot_r'], ['foot_r', 'ball_r'],\n ['upperarm_l', 'lowerarm_l'], ['lowerarm_l', 'hand_l'], ['upperarm_r', 'lowerarm_r'], ['lowerarm_r', 'hand_r']];\n /** Per limb bone: its BIND-pose local rotation (from the skin's inverse bind matrices, i.e. the pose the mesh was\n * weighted in) and its own axis (towards its child, in its bind frame). */\n A.rigInit = () => {\n const m = A.model(); const V = A.V(), Q = A.Q();\n let skel = null; m.traverse((o) => { if (!skel && o.isSkinnedMesh && o.skeleton && A.visible(o, m)) skel = o.skeleton; });\n if (!skel) { A.__rig = []; return { limbs: 0, names: [], bones: 0 }; }\n const M4 = m.matrixWorld.constructor;\n const bindWorld = new Map(); skel.bones.forEach((b, i) => bindWorld.set(b, new M4().copy(skel.boneInverses[i]).invert()));\n const rig = [];\n for (const [bn, cn] of LIMBS) {\n const b = skel.bones.find((x) => x.name === bn); const c = skel.bones.find((x) => x.name === cn);\n if (!b || !c) continue;\n const bw = bindWorld.get(b); const pw = b.parent && bindWorld.get(b.parent);\n const local = pw ? new M4().copy(pw).invert().multiply(bw) : bw.clone();\n const q = new Q(); local.decompose(new V(), q, new V());\n const cp = new V(); new M4().copy(bw).invert().multiply(bindWorld.get(c)).decompose(cp, new Q(), new V());\n if (cp.length() < 1e-6) continue;\n rig.push({ name: bn, bone: b, bindQ: q, axis: cp.normalize() });\n }\n A.__rig = rig;\n return { limbs: rig.length, names: rig.map((r) => r.name), bones: skel.bones.length };\n };\n /** Each limb bone's twist about its own axis away from its bind pose (deg, 0..180), and the direction each knee bends\n * (deg from the body's forward, measured only when the leg is bent by more than 3 cm). */\n A.rigSample = () => {\n const out = { twist: {}, knee: {} }; const V = A.V();\n for (const r of A.__rig || []) {\n const qr = r.bindQ.clone().invert().multiply(r.bone.quaternion);\n const d = qr.x * r.axis.x + qr.y * r.axis.y + qr.z * r.axis.z;\n out.twist[r.name] = Math.round(2 * Math.atan2(Math.abs(d), Math.abs(qr.w)) * 1800 / Math.PI) / 10;\n }\n const B = A.basis(); const at = (n) => { const b = A.bone(n); return b ? A.toBody(b.getWorldPosition(new V()), B) : null; };\n for (const s of ['l', 'r']) {\n const h = at('thigh_' + s), k = at('calf_' + s), a = at('foot_' + s);\n if (!h || !k || !a) continue;\n const ha = [a[0] - h[0], a[1] - h[1], a[2] - h[2]]; const L2 = ha[0] ** 2 + ha[1] ** 2 + ha[2] ** 2 || 1;\n const t = ((k[0] - h[0]) * ha[0] + (k[1] - h[1]) * ha[1] + (k[2] - h[2]) * ha[2]) / L2;\n const bend = [k[0] - (h[0] + ha[0] * t), k[1] - (h[1] + ha[1] * t), k[2] - (h[2] + ha[2] * t)];\n const horiz = Math.hypot(bend[0], bend[2]);\n out.knee[s] = { bendCm: Math.round(Math.hypot(bend[0], bend[1], bend[2]) * 1000) / 10, deg: horiz > 1e-4 ? Math.round(Math.acos(Math.max(-1, Math.min(1, bend[2] / horiz))) * 1800 / Math.PI) / 10 : null };\n }\n return out;\n };\n /** Sample up to maxTris triangles of every visible skinned mesh and remember their BIND (rest) areas and edge lengths. */\n A.skinInit = (maxTris) => {\n const m = A.model(); const meshes = [];\n m.traverse((o) => { if (o.isSkinnedMesh && typeof o.getVertexPosition === 'function' && A.visible(o, m) && o.geometry && o.geometry.attributes && o.geometry.attributes.position) meshes.push(o); });\n let total = 0; for (const o of meshes) total += Math.floor((o.geometry.index ? o.geometry.index.count : o.geometry.attributes.position.count) / 3);\n const step = Math.max(1, Math.floor(total / (maxTris || 20000)));\n const V = A.V(); const tris = [];\n for (const o of meshes) {\n const g = o.geometry; const pos = g.attributes.position; const idx = g.index ? g.index.array : null; const n = Math.floor((idx ? idx.length : pos.count) / 3);\n for (let t = 0; t < n; t += step) {\n const a = idx ? idx[t * 3] : t * 3, b = idx ? idx[t * 3 + 1] : t * 3 + 1, c = idx ? idx[t * 3 + 2] : t * 3 + 2;\n const pa = new V().fromBufferAttribute(pos, a), pb = new V().fromBufferAttribute(pos, b), pc = new V().fromBufferAttribute(pos, c);\n const area = new V().subVectors(pb, pa).cross(new V().subVectors(pc, pa)).length() / 2;\n if (!(area > 1e-10)) continue;\n tris.push({ o, a, b, c, area, e: [pa.distanceTo(pb), pb.distanceTo(pc), pc.distanceTo(pa)] });\n }\n }\n A.__tris = tris;\n return { meshes: meshes.length, sampled: tris.length, step };\n };\n /** Posed vs bind triangles: area-weighted shares of collapsed (< 15 % of rest area), stretched (> 4x) and\n * edge-stretched (an edge > 3x its rest length) triangles, normalised by the median so a uniform scale cancels. */\n A.skinSample = () => {\n const tris = A.__tris || []; if (!tris.length) return null;\n const V = A.V(); const cache = new Map(); const m = A.model(); m.updateMatrixWorld(true);\n const seen = new Set(); for (const t of tris) if (!seen.has(t.o)) { seen.add(t.o); if (t.o.skeleton) t.o.skeleton.update(); }\n const P = (o, i) => { let mm = cache.get(o); if (!mm) { mm = new Map(); cache.set(o, mm); } let v = mm.get(i); if (!v) { v = new V(); o.getVertexPosition(i, v); mm.set(i, v); } return v; };\n const rows = []; let total = 0; let bad = 0;\n for (const t of tris) {\n const pa = P(t.o, t.a), pb = P(t.o, t.b), pc = P(t.o, t.c);\n const area = new V().subVectors(pb, pa).cross(new V().subVectors(pc, pa)).length() / 2;\n if (!Number.isFinite(area)) { bad += t.area; total += t.area; continue; }\n const es = Math.max(pa.distanceTo(pb) / (t.e[0] || 1e-9), pb.distanceTo(pc) / (t.e[1] || 1e-9), pc.distanceTo(pa) / (t.e[2] || 1e-9));\n rows.push([area / t.area, es, t.area]); total += t.area;\n }\n const sorted = rows.map((r) => r[0]).sort((x, y) => x - y); const med = sorted[Math.floor(sorted.length / 2)] || 1; const sm = Math.sqrt(med);\n let collapsed = 0, stretched = 0, edge = 0;\n for (const [ar, es, w] of rows) { const r = ar / med; if (r < 0.15) collapsed += w; if (r > 4) stretched += w; if (es / sm > 3) edge += w; }\n const f = (v) => Math.round((v / (total || 1)) * 100000) / 100000;\n return { median: Math.round(med * 10000) / 10000, collapsed: f(collapsed + bad), stretched: f(stretched), edgeStretched: f(edge) };\n };\n /** Hold the current pose for rendering while the engine keeps animating underneath (re-applied before every render). */\n A.freeze = () => { const snap = []; A.model().traverse((o) => { if (o.isBone) snap.push([o, o.position.clone(), o.quaternion.clone(), o.scale.clone()]); }); G.__vqaFrozen = snap; return snap.length; };\n A.unfreeze = () => { G.__vqaFrozen = null; return true; };\n A.applyFrozen = () => { const s = G.__vqaFrozen; if (!s) return; for (const [b, p, q, sc] of s) { b.position.copy(p); b.quaternion.copy(q); b.scale.copy(sc); } A.model().updateMatrixWorld(true); };\n A.position = () => A.model().position.toArray();\n G.__vqaAv = A;\n return true;\n})()";