@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 +1,414 @@
1
+ "use strict";
2
+ // Page-side helpers for the customiser / item-viewer route. Plain JS strings (the CLI compiles without the DOM lib),
3
+ // evaluated in the frame whose three.js scene `browser.ts` already exposes as `window.__vqa.scene`.
4
+ //
5
+ // Nothing here changes what the page draws except the camera and which DOM panels are visible: the item is fitted
6
+ // through the page's own UI, by the page's own code, so the frames show exactly what a buyer sees.
7
+ Object.defineProperty(exports, "__esModule", { value: true });
8
+ exports.INSTALL_VIEWER_PAGE = exports.CONTROLS_HOOK = void 0;
9
+ /**
10
+ * Captures every OrbitControls-like instance (anything that assigns `enableDamping` in its constructor) so the
11
+ * harness can move the page's own camera without the controls snapping it back. Same Object.prototype-setter trick
12
+ * as the scene hook in browser.ts; installed as an extra init script by the viewer route only.
13
+ */
14
+ exports.CONTROLS_HOOK = `(() => {
15
+ if (globalThis.__vqvControls) return;
16
+ const list = []; globalThis.__vqvControls = list;
17
+ try {
18
+ Object.defineProperty(Object.prototype, 'enableDamping', {
19
+ configurable: true, enumerable: false,
20
+ set(v) {
21
+ try { Object.defineProperty(this, 'enableDamping', { value: v, writable: true, configurable: true, enumerable: true }); } catch (e) {}
22
+ if (this && !list.includes(this)) list.push(this);
23
+ },
24
+ get() { return undefined; },
25
+ });
26
+ } catch (e) {}
27
+ })();`;
28
+ /**
29
+ * Installs `globalThis.__vqv` in the frame. Requires INSTALL_SCENE_STATS (commonAsserts.ts) to be installed first.
30
+ * Every position it returns is WORLD space, rounded to 0.1 mm.
31
+ */
32
+ exports.INSTALL_VIEWER_PAGE = `globalThis.__vqv = (function () {
33
+ const r4 = (v) => Math.round(v * 10000) / 10000;
34
+ const S = { before: null, beforeMeshes: null, host: null, controls: null, pinned: null };
35
+ const scene = () => { const draw = activeDraw(); return (draw && draw.scene) || (globalThis.__vqa && globalThis.__vqa.scene) || null; };
36
+
37
+ /**
38
+ * HOLD THE AIMED POSE. A single camera.position/lookAt write is not enough: the surface's own render loop drives its
39
+ * OrbitControls every frame (controls.update() recomputes position from ITS target and spherical), and a re-fit on a
40
+ * layout edge writes camera.position outright, so the aimed pose is gone before the screenshot and every fitted frame
41
+ * renders the surface's default view — a rear-mounted part is then never in frame. Re-apply the pose from a wrapper
42
+ * around camera.updateMatrixWorld, which three.js calls during every render (after the surface's own writes), so the
43
+ * drawn frame is the aimed one. The same pin the whole-vehicle route uses (vehicleProbe \`setCam\`).
44
+ *
45
+ * Each camera retains only its own current pose. Update the entry before aim's matrix update, or that update
46
+ * would restore the previous shot. Never lend one camera's pose to another captured camera.
47
+ */
48
+ function pinCam(cam, pose) {
49
+ if (!S.pinned) S.pinned = new Map();
50
+ const existing = S.pinned.get(cam);
51
+ if (existing) { existing.pose = pose; return; }
52
+ const entry = { orig: cam.updateMatrixWorld, pose };
53
+ S.pinned.set(cam, entry);
54
+ cam.updateMatrixWorld = function (force) {
55
+ const p = entry.pose;
56
+ cam.position.set(p.pos[0], p.pos[1], p.pos[2]);
57
+ cam.up.set(p.up[0], p.up[1], p.up[2]);
58
+ cam.lookAt(p.target[0], p.target[1], p.target[2]);
59
+ return entry.orig.call(cam, force);
60
+ };
61
+ }
62
+ /** Restore exactly the method each camera had before capture. */
63
+ function releaseCam() {
64
+ if (S.pinned) { for (const [cam, entry] of S.pinned) cam.updateMatrixWorld = entry.orig; S.pinned = null; }
65
+ return true;
66
+ }
67
+ const meshesOf = (root) => { const out = []; if (root) root.traverse((o) => { if (o.isMesh && !o.isBatchedMesh && o.geometry) out.push(o); }); return out; };
68
+ const chainVisible = (o) => { for (let p = o; p; p = p.parent) if (p.visible === false) return false; return true; };
69
+ const fakeRoot = (list) => ({ updateMatrixWorld() {}, traverse(cb) { for (const m of list) cb(m); } });
70
+ const statsOf = (list) => { const s = scene(); if (s) s.updateMatrixWorld(true); return globalThis.__vqaStats(fakeRoot(list)); };
71
+ const worldPos = (o) => { const e = o.matrixWorld.elements; return [r4(e[12]), r4(e[13]), r4(e[14])]; };
72
+
73
+ /**
74
+ * The viewer owns a scene-level Group containing its loaded model; the customiser adds the GLTF Group directly.
75
+ * Studio lights and the contact-shadow/floor meshes are siblings of that container, never its descendants.
76
+ * Select that ownership boundary by object identity/type, not authored names: a studio lamp, floor rug, or
77
+ * model named "studio-contact-shadow" is still the subject. Missing containers fail closed.
78
+ */
79
+ function hostRoot() {
80
+ const s = scene(); if (!s) return null;
81
+ let host = null;
82
+ for (const c of s.children) {
83
+ if (!c.isGroup && !c.isScene) continue;
84
+ if (!meshesOf(c).length) continue;
85
+ // A different viewer layout needs an explicit root contract; never guess among multiple model containers.
86
+ if (host) return null;
87
+ host = c;
88
+ }
89
+ return host;
90
+ }
91
+
92
+ /** Remember every object in the scene now (before the part is fitted). */
93
+ function snapshot() {
94
+ const s = scene(); if (!s) return null;
95
+ s.updateMatrixWorld(true);
96
+ S.before = new Set(); S.beforeMeshes = [];
97
+ s.traverse((o) => { S.before.add(o); if (o.isMesh && o.geometry) S.beforeMeshes.push(o); });
98
+ S.host = hostRoot();
99
+ return { objects: S.before.size, meshes: S.beforeMeshes.length, host: S.host ? (S.host.name || S.host.type) : null };
100
+ }
101
+
102
+ /** Meshes that did not exist at snapshot time and are drawn (visible chain). */
103
+ function newMeshes() {
104
+ const s = scene(); if (!s || !S.before) return [];
105
+ const out = [];
106
+ // A \`helix:vehicle-batch:*\` BatchedMesh (re)built after the fit packs every part in its LOCAL frame: it is never
107
+ // the part. The parts it draws stay in the graph as proxies with their real transforms, and those are measured.
108
+ if (S.host) S.host.traverse((o) => { if (o.isMesh && !o.isBatchedMesh && o.geometry && !S.before.has(o) && chainVisible(o)) out.push(o); });
109
+ return out;
110
+ }
111
+ function newMeshCount() { return newMeshes().length; }
112
+
113
+ /** Group new meshes into fitted instances: one group per top-most newly-added ancestor. */
114
+ function instances() {
115
+ const groups = new Map();
116
+ for (const m of newMeshes()) {
117
+ let top = m;
118
+ while (top.parent && !S.before.has(top.parent)) top = top.parent;
119
+ if (!groups.has(top)) groups.set(top, []);
120
+ groups.get(top).push(m);
121
+ }
122
+ const out = [];
123
+ for (const [top, list] of groups) {
124
+ let socket = null; const chain = [];
125
+ for (let p = list[0]; p; p = p.parent) { chain.push(p.name || p.type); if (!socket && /^socket:/.test(p.name || '')) socket = p.name.slice(7); }
126
+ const st = statsOf(list);
127
+ out.push({ key: top.name || top.type, socket, attachedTo: top.parent ? (top.parent.name || top.parent.type) : null,
128
+ chain: chain.slice(0, 7).join(' < '), meshes: list.length, triangles: st.triangles, bounds: st.bounds, origin: worldPos(top) });
129
+ }
130
+ return out;
131
+ }
132
+
133
+ /** SceneStats over every new mesh (the fitted part as drawn). */
134
+ function partStats() { return statsOf(newMeshes()); }
135
+ /** SceneStats of the subject (host / base) as drawn at snapshot time. */
136
+ function hostStats() { return S.host ? statsOf(meshesOf(S.host).filter(chainVisible)) : null; }
137
+ /** SceneStats over the drawn meshes owned by the model container (prop route: the item is the whole subject). */
138
+ function subjectStats() { const h = hostRoot(); return h ? statsOf(meshesOf(h).filter(chainVisible)) : null; }
139
+
140
+ /** Per-corner drawn wheel geometry of the host (rim/tyre/wheel nodes), measured at snapshot time. */
141
+ function hostWheels() {
142
+ const h = S.host; if (!h) return [];
143
+ const corners = new Map(); const norm = { fl: 'lf', fr: 'rf', rl: 'lr', bl: 'lr', br: 'rr' };
144
+ h.traverse((o) => {
145
+ const m = /^(rim|rims|tyre|tire|tyres|tires|wheel|whl|hub)[_\\-. ]?(lf|rf|lr|rr|fl|fr|rl|bl|br)(?![a-z])/i.exec(o.name || '');
146
+ if (!m) return;
147
+ const c = norm[m[2].toLowerCase()] || m[2].toLowerCase();
148
+ if (!corners.has(c)) corners.set(c, { nodes: new Set(), meshes: new Set() });
149
+ corners.get(c).nodes.add(o.name);
150
+ for (const mm of meshesOf(o)) if (chainVisible(mm)) corners.get(c).meshes.add(mm);
151
+ });
152
+ const out = [];
153
+ for (const [corner, v] of corners) {
154
+ const st = statsOf([...v.meshes]);
155
+ out.push({ corner, nodes: [...v.nodes].sort(), meshes: v.meshes.size, bounds: st.bounds });
156
+ }
157
+ return out;
158
+ }
159
+
160
+ /** Host frame facts: origin (vehicle_root if present, else the subject root), scale, quaternion. */
161
+ function hostFrame() {
162
+ const h = S.host || hostRoot(); if (!h) return null;
163
+ h.updateMatrixWorld(true);
164
+ let vr = null; h.traverse((o) => { if (!vr && /^vehicle_root$/i.test(o.name || '')) vr = o; });
165
+ const e = (vr || h).matrixWorld.elements;
166
+ const sc = Math.hypot(e[0], e[1], e[2]);
167
+ return { node: (vr || h).name || (vr || h).type, origin: [r4(e[12]), r4(e[13]), r4(e[14])], scale: r4(sc),
168
+ xAxis: [r4(e[0] / sc), r4(e[1] / sc), r4(e[2] / sc)], zAxis: [r4(e[8] / sc), r4(e[9] / sc), r4(e[10] / sc)] };
169
+ }
170
+
171
+ /**
172
+ * The presentation transform a viewer put on the model: walking down from the subject root through single-child
173
+ * groups, the first node carrying a non-unit uniform scale (the item viewer's fitModelToStage scales the model to a
174
+ * 2.15 m stage). Bounds divided by it are the item's authored size.
175
+ */
176
+ function presentationScale() {
177
+ let n = hostRoot(); if (!n) return { scale: 1, origin: [0, 0, 0], node: null };
178
+ n.updateMatrixWorld(true);
179
+ for (let depth = 0; n && depth < 6; depth++) {
180
+ const sc = n.scale;
181
+ if (Math.abs(sc.x - 1) > 1e-4 && Math.abs(sc.x - sc.y) < 1e-6 && Math.abs(sc.x - sc.z) < 1e-6) {
182
+ const e = n.matrixWorld.elements;
183
+ return { scale: r4(Math.hypot(e[0], e[1], e[2])), origin: [r4(e[12]), r4(e[13]), r4(e[14])], node: n.name || n.type, depth };
184
+ }
185
+ const kids = n.children.filter((c) => !c.isLight);
186
+ if (kids.length !== 1 || n.isMesh) break;
187
+ n = kids[0];
188
+ }
189
+ return { scale: 1, origin: [0, 0, 0], node: null };
190
+ }
191
+
192
+ /** World position of named host nodes (first match per name). */
193
+ function nodePositions(names) {
194
+ const s = scene(); const out = {}; if (!s) return out;
195
+ s.updateMatrixWorld(true);
196
+ s.traverse((o) => { if (names.includes(o.name) && !out[o.name]) { const st = statsOf(meshesOf(o).filter(chainVisible)); out[o.name] = { origin: worldPos(o), drawn: st.bounds }; } });
197
+ return out;
198
+ }
199
+
200
+ /** Bones of the base (any skinned mesh in the snapshot subject), world positions. */
201
+ function bones() {
202
+ const out = {}; const s = scene(); if (!s) return out;
203
+ s.updateMatrixWorld(true);
204
+ const root = S.host || hostRoot(); if (!root) return out;
205
+ root.traverse((o) => { if (o.isBone && !(o.name in out)) out[o.name] = worldPos(o); });
206
+ return out;
207
+ }
208
+
209
+ /**
210
+ * Evenly sampled WORLD vertices of a mesh list (skinning applied), flat [x,y,z,...], at most maxPoints. Only
211
+ * index-referenced vertices inside the draw range count: a POSITION buffer can carry vertices nothing draws.
212
+ */
213
+ function sample(list, maxPoints) {
214
+ const s = scene(); if (s) s.updateMatrixWorld(true);
215
+ const refs = list.map((m) => {
216
+ const g = m.geometry; const pos = g.attributes.position; if (!pos) return null;
217
+ const idx = g.index ? g.index.array : null; const n = idx ? idx.length : pos.count;
218
+ const start = (g.drawRange && g.drawRange.start) || 0;
219
+ const count = Math.min(n - start, (g.drawRange && Number.isFinite(g.drawRange.count)) ? g.drawRange.count : n);
220
+ let used;
221
+ if (idx) { used = new Set(); for (let k = start; k < start + count; k++) used.add(idx[k]); used = [...used]; }
222
+ else { used = []; for (let k = start; k < start + count; k++) used.push(k); }
223
+ return { m, pos, used };
224
+ }).filter(Boolean);
225
+ let total = 0; for (const r of refs) total += r.used.length;
226
+ const step = Math.max(1, Math.ceil(total / maxPoints));
227
+ const out = [];
228
+ for (const { m, pos, used } of refs) {
229
+ const e = m.matrixWorld.elements;
230
+ const skinned = m.isSkinnedMesh && typeof m.getVertexPosition === 'function';
231
+ const tmp = skinned ? new (m.position.constructor)() : null;
232
+ for (let j = 0; j < used.length; j += step) {
233
+ const i = used[j];
234
+ let x, y, z;
235
+ if (skinned) { m.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); }
236
+ if (!Number.isFinite(x) || !Number.isFinite(y) || !Number.isFinite(z)) continue;
237
+ out.push(r4(e[0] * x + e[4] * y + e[8] * z + e[12]), r4(e[1] * x + e[5] * y + e[9] * z + e[13]), r4(e[2] * x + e[6] * y + e[10] * z + e[14]));
238
+ }
239
+ }
240
+ return out;
241
+ }
242
+ function samplePart(maxPoints) { return sample(newMeshes(), maxPoints); }
243
+ function sampleBody(maxPoints) { return sample((S.beforeMeshes || []).filter((m) => S.host && isUnder(m, S.host)), maxPoints); }
244
+ function isUnder(o, root) { for (let p = o; p; p = p.parent) if (p === root) return true; return false; }
245
+
246
+ /**
247
+ * The camera the surface ACTUALLY draws the visible canvas with, and its controls.
248
+ *
249
+ * \`__vqa.main\` is the most-used camera across every \`render(scene, camera)\` call, which is NOT the buyer-facing
250
+ * camera once an add-on is fitted: the surface then runs an internal orthographic pass (the environment/shadow
251
+ * render), and main flips to that ortho camera. Aiming it moves a camera that never draws the canvas, so every
252
+ * fitted frame renders the surface's default view. The surface's own OrbitControls are constructed with the visible
253
+ * camera. The completed default-framebuffer receipt binds that camera to the canvas; ambiguous canvases fail.
254
+ */
255
+ const ids = new WeakMap(); let nextId = 0;
256
+ const idOf = (object) => { if (!object) return null; if (!ids.has(object)) ids.set(object, ++nextId); return ids.get(object); };
257
+ function activeDraw() {
258
+ const H = globalThis.__vqa || {};
259
+ const marked = typeof document !== 'undefined' ? document.querySelector('[data-vqv-canvas]') : null;
260
+ const matches = [...(H.draws || new Map()).values()].filter((d) => d.scene?.isScene && d.camera.isPerspectiveCamera
261
+ && d.canvas === d.renderer.domElement && (!marked || d.canvas === marked));
262
+ return matches.length === 1 ? matches[0] : null;
263
+ }
264
+ function rig() {
265
+ const draw = activeDraw(); const cam = draw && draw.camera;
266
+ const ctl = (globalThis.__vqvControls || []).find((c) => c && c.object === cam && c.target) || null;
267
+ return { cam, ctl, draw };
268
+ }
269
+ function renderCam() {
270
+ const { cam, draw } = rig(); if (!cam || !draw) return null;
271
+ const e = cam.matrixWorld.elements;
272
+ return { cameraId: idOf(cam), rendererId: idOf(draw.renderer), canvasId: idOf(draw.canvas),
273
+ pos: cam.position.toArray(), matrixWorld: [e[12], e[13], e[14]], worldMatrix: e.slice(), projection: cam.projectionMatrix.elements.slice(), zoom: cam.zoom, fov: cam.fov, aspect: cam.aspect, view: !!cam.view?.enabled,
274
+ draw: { cameraId: idOf(draw.camera), rendererId: idOf(draw.renderer), canvasId: idOf(draw.canvas),
275
+ frame: draw.frame, worldMatrix: draw.worldMatrix, projection: draw.projection, zoom: draw.zoom, view: draw.view, pos: draw.pos, matrixWorld: draw.matrixWorld, direction: draw.direction, up: draw.up } };
276
+ }
277
+ /** Select only the canvas actually drawn by the subject's perspective camera. */
278
+ function isolateCanvas() {
279
+ const draw = activeDraw(); const canvas = draw && draw.canvas;
280
+ if (!canvas) return false;
281
+ canvas.setAttribute('data-vqv-canvas', '1');
282
+ for (let node = canvas; node && node !== document.body && node.parentElement; node = node.parentElement) {
283
+ for (const sib of node.parentElement.children) if (sib !== node && sib.style) { sib.style.setProperty('visibility', 'hidden', 'important'); sib.style.setProperty('opacity', '0', 'important'); }
284
+ }
285
+ return true;
286
+ }
287
+
288
+ /** Point the page's camera at box [min,max] from direction dir (unit, target→camera). */
289
+ /**
290
+ * Point the page's camera from direction dir (unit, target→camera). \`fit\` chooses what must fill the frame:
291
+ * 'box' = the 8 corners of [min,max]; 'scene' = sampled drawn vertices of the subject + the fitted part;
292
+ * 'part' = sampled drawn vertices of the fitted part only. Vertex fits are tight and re-centred on the silhouette.
293
+ */
294
+ function aim(min, max, dir, margin, fit) {
295
+ const { cam, ctl, draw } = rig(); if (!cam) return { ok: false, why: 'no unique subject canvas/camera draw' };
296
+ const V = cam.position.constructor;
297
+ const c = new V((min[0] + max[0]) / 2, (min[1] + max[1]) / 2, (min[2] + max[2]) / 2);
298
+ if (cam.clearViewOffset) cam.clearViewOffset();
299
+ const vfov = (cam.fov || 40) * Math.PI / 180; const aspect = cam.aspect || 1.6;
300
+ const tv = Math.tan(vfov / 2), th = Math.tan(vfov / 2) * aspect;
301
+ const d = new V(dir[0], dir[1], dir[2]).normalize();
302
+ const upRef = Math.abs(d.y) > 0.98 ? new V(0, 0, -1) : new V(0, 1, 0);
303
+ const right = new V().crossVectors(upRef, d).normalize(); const up = new V().crossVectors(d, right).normalize();
304
+ let pts = [];
305
+ if (fit === 'scene' || fit === 'part') {
306
+ const list = fit === 'part' ? newMeshes() : newMeshes().concat(meshesOf(S.host || hostRoot()).filter(chainVisible));
307
+ const flat = sample(list, 6000);
308
+ for (let i = 0; i + 2 < flat.length; i += 3) pts.push(new V(flat[i], flat[i + 1], flat[i + 2]));
309
+ }
310
+ if (!pts.length) for (let i = 0; i < 8; i++) pts.push(new V(i & 1 ? max[0] : min[0], i & 2 ? max[1] : min[1], i & 4 ? max[2] : min[2]));
311
+ // Re-centre on the silhouette in the image plane, then take the distance at which every point just fits.
312
+ let x0 = Infinity, x1 = -Infinity, y0 = Infinity, y1 = -Infinity;
313
+ for (const p of pts) { const q = p.clone().sub(c); const x = q.dot(right), y = q.dot(up); if (x < x0) x0 = x; if (x > x1) x1 = x; if (y < y0) y0 = y; if (y > y1) y1 = y; }
314
+ c.addScaledVector(right, (x0 + x1) / 2).addScaledVector(up, (y0 + y1) / 2);
315
+ let dist = 0.05;
316
+ for (const p of pts) {
317
+ const q = p.clone().sub(c);
318
+ const along = q.dot(d); const x = Math.abs(q.dot(right)); const y = Math.abs(q.dot(up));
319
+ dist = Math.max(dist, along + x / th, along + y / tv);
320
+ }
321
+ dist *= (margin || 1.08);
322
+ const upv = Math.abs(d.y) > 0.98 ? [0, 0, -1] : [0, 1, 0];
323
+ const px = c.x + d.x * dist, py = c.y + d.y * dist, pz = c.z + d.z * dist;
324
+ // PIN THIS SHOT'S POSE FIRST. If an earlier shot already installed the updateMatrixWorld wrapper, the call below
325
+ // would re-apply the PREVIOUS pose (overwriting cam.position) and every fitted frame would render the first shot's
326
+ // camera. Setting this camera's pose first makes that call re-apply the NEW pose; the return uses the
327
+ // computed numbers so it can never report a stale position.
328
+ pinCam(cam, { pos: [px, py, pz], target: [c.x, c.y, c.z], up: upv });
329
+ cam.position.set(px, py, pz);
330
+ cam.near = Math.max(0.005, dist / 200); cam.far = Math.max(cam.far || 100, dist * 20);
331
+ cam.up.set(upv[0], upv[1], upv[2]);
332
+ cam.lookAt(c); cam.updateProjectionMatrix(); cam.updateMatrixWorld(true);
333
+ if (ctl) {
334
+ try {
335
+ ctl.autoRotate = false; ctl.minDistance = 0; ctl.maxDistance = Infinity; ctl.minPolarAngle = 0; ctl.maxPolarAngle = Math.PI;
336
+ ctl.minAzimuthAngle = -Infinity; ctl.maxAzimuthAngle = Infinity; if ('maxTargetRadius' in ctl) ctl.maxTargetRadius = Infinity;
337
+ if ('minZoom' in ctl) ctl.minZoom = 0;
338
+ ctl.target.copy(c); ctl.update(); ctl.dispatchEvent && ctl.dispatchEvent({ type: 'change' });
339
+ } catch (e) {}
340
+ }
341
+ cam.updateMatrixWorld(true);
342
+ return { worldMatrix: cam.matrixWorld.elements.slice(), projection: cam.projectionMatrix.elements.slice(), zoom: cam.zoom, ok: true, controls: !!ctl, pinned: true, centre: [r4(c.x), r4(c.y), r4(c.z)], distance: r4(dist), camera: [r4(px), r4(py), r4(pz)], cameraId: idOf(cam), rendererId: idOf(draw.renderer), canvasId: idOf(draw.canvas), beforeDrawFrame: draw.frame, fov: cam.fov, aspect: cam.aspect };
343
+ }
344
+
345
+ /** Temporarily hide (true) / restore (false) the snapshot subject's own meshes, leaving the fitted part drawn. */
346
+ function hideHost(on) {
347
+ if (on) { S.hidden = (S.beforeMeshes || []).filter((m) => m.visible && S.host && isUnder(m, S.host)); for (const m of S.hidden) m.visible = false; }
348
+ else { for (const m of S.hidden || []) m.visible = true; S.hidden = null; }
349
+ return (S.hidden || []).length;
350
+ }
351
+
352
+ /** Temporarily hide (true) / restore (false) the fitted part's meshes. */
353
+ function hidePart(on) {
354
+ if (on) { S.hiddenPart = newMeshes(); for (const m of S.hiddenPart) m.visible = false; }
355
+ else { for (const m of S.hiddenPart || []) m.visible = true; S.hiddenPart = null; }
356
+ return (S.hiddenPart || []).length;
357
+ }
358
+
359
+ /**
360
+ * X-ray: draw the subject's own meshes translucent (opacity, no depth write) so an enclosed part reads through the
361
+ * body; the fitted part stays opaque. Materials are swapped for clones and restored exactly on xray(false).
362
+ */
363
+ function xray(on, opacity) {
364
+ if (on) {
365
+ S.xray = [];
366
+ const clones = new Map();
367
+ for (const m of (S.beforeMeshes || []).filter((x) => x.visible && S.host && isUnder(x, S.host))) {
368
+ const orig = m.material;
369
+ const swap = (mat) => {
370
+ if (!mat) return mat;
371
+ if (!clones.has(mat)) {
372
+ const c = mat.clone();
373
+ c.transparent = true; c.opacity = opacity == null ? 0.18 : opacity; c.depthWrite = false;
374
+ if ('transmission' in c) c.transmission = 0;
375
+ c.needsUpdate = true;
376
+ clones.set(mat, c);
377
+ }
378
+ return clones.get(mat);
379
+ };
380
+ m.material = Array.isArray(orig) ? orig.map(swap) : swap(orig);
381
+ S.xray.push([m, orig, m.renderOrder]);
382
+ m.renderOrder = 10;
383
+ }
384
+ // The part goes LAST in the transparent pass, fully opaque and depth-writing: the translucent host (which
385
+ // writes no depth) is blended first, so the part is drawn crisp on top instead of veiled by every body layer.
386
+ const onTop = new Map();
387
+ for (const m of newMeshes()) {
388
+ const orig = m.material;
389
+ const lift = (mat) => {
390
+ if (!mat) return mat;
391
+ if (!onTop.has(mat)) { const c = mat.clone(); c.transparent = true; c.opacity = 1; c.depthWrite = true; c.depthTest = true; c.needsUpdate = true; onTop.set(mat, c); }
392
+ return onTop.get(mat);
393
+ };
394
+ m.material = Array.isArray(orig) ? orig.map(lift) : lift(orig);
395
+ S.xray.push([m, orig, m.renderOrder]);
396
+ m.renderOrder = 999;
397
+ }
398
+ return S.xray.length;
399
+ }
400
+ for (const [m, orig, ro] of S.xray || []) { m.material = orig; m.renderOrder = ro; }
401
+ const n = (S.xray || []).length; S.xray = null;
402
+ return n;
403
+ }
404
+
405
+ /** Resolve after n animation frames (and report how many renders happened meanwhile). */
406
+ function frames(n) {
407
+ const H = globalThis.__vqa || {}; const f0 = H.frames || 0;
408
+ return new Promise((res) => { let k = 0; const tick = () => { if (++k >= n) res((H.frames || 0) - f0); else requestAnimationFrame(tick); }; requestAnimationFrame(tick); });
409
+ }
410
+
411
+ return { snapshot, newMeshCount, instances, partStats, hostStats, subjectStats, hostWheels, hostFrame, nodePositions, bones,
412
+ samplePart, sampleBody, isolateCanvas, aim, releaseCam, renderCam, frames, hideHost, hidePart, xray, presentationScale, rig: () => { const r = rig(); return { camera: !!r.cam, controls: !!r.ctl, fov: r.cam ? r.cam.fov : null, aspect: r.cam ? r.cam.aspect : null }; } };
413
+ })();`;
414
+ //# sourceMappingURL=viewerPage.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"viewerPage.js","sourceRoot":"","sources":["../../src/visualQa/viewerPage.ts"],"names":[],"mappings":";AAAA,qHAAqH;AACrH,oGAAoG;AACpG,EAAE;AACF,kHAAkH;AAClH,mGAAmG;;;AAEnG;;;;GAIG;AACU,QAAA,aAAa,GAAG;;;;;;;;;;;;;MAavB,CAAC;AAEP;;;GAGG;AACU,QAAA,mBAAmB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;MA6X7B,CAAC"}
@@ -0,0 +1,52 @@
1
+ export declare const SELFTEST_VS = "@vertex fn vs(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { return vec4<f32>(f32(i) - 1.0, 0.0, 0.0, 1.0); }";
2
+ /** Control: a plain component read. */
3
+ export declare const SELFTEST_FS_CONTROL = "struct O { @location(0) c: vec4<f32> };\nvar<private> v : vec4<f32>;\n@fragment fn main() -> O { var o: O; o.c = vec4<f32>(v.x); return o; }";
4
+ /** Repro: a component read off a swizzle — what three r185 emits for every lit node material. */
5
+ export declare const SELFTEST_FS_SWIZZLE = "struct O { @location(0) c: vec4<f32> };\nvar<private> v : vec4<f32>;\n@fragment fn main() -> O { var o: O; o.c = vec4<f32>(v.xy.x); return o; }";
6
+ export interface ShaderCompileResult {
7
+ ok: boolean;
8
+ messages: string[];
9
+ }
10
+ export interface WebGpuSelfTest {
11
+ /** `available` = an adapter and a device; `none` = no navigator.gpu or no adapter; `error` = the probe itself threw. */
12
+ webgpu: 'available' | 'none' | 'error';
13
+ adapter?: string | null;
14
+ reason?: string;
15
+ control?: ShaderCompileResult;
16
+ swizzle?: ShaderCompileResult;
17
+ ms?: number;
18
+ }
19
+ /** Page-side probe. A plain function (serialised by Playwright); takes the shader sources as its argument. */
20
+ export declare function webGpuSelfTestProbe(src: {
21
+ vs: string;
22
+ control: string;
23
+ swizzle: string;
24
+ }): Promise<WebGpuSelfTest>;
25
+ export declare const SELFTEST_SOURCES: {
26
+ vs: string;
27
+ control: string;
28
+ swizzle: string;
29
+ };
30
+ export interface SelfTestBrowserLabel {
31
+ name: string;
32
+ version: string | null;
33
+ executablePath?: string | null;
34
+ }
35
+ export type SelfTestDecision = {
36
+ ok: true;
37
+ note?: string;
38
+ } | {
39
+ ok: false;
40
+ error: string;
41
+ };
42
+ /** Message prefix the hosted worker / reviewers can match on. */
43
+ export declare const BROKEN_COMPILER_PREFIX = "broken WebGPU shader compiler in";
44
+ /**
45
+ * Decide whether a browser may render. Pure, so the policy is unit-tested:
46
+ * - repro fails while the control compiles → the known Tint swizzle bug: refuse.
47
+ * - control fails too → WebGPU cannot compile a trivial shader: refuse.
48
+ * - no adapter / probe threw → refuse when the route needs WebGPU, else allow (and the caller records it).
49
+ */
50
+ export declare function decideSelfTest(r: WebGpuSelfTest | null | undefined, browser: SelfTestBrowserLabel, opts: {
51
+ requireWebGpu: boolean;
52
+ }): SelfTestDecision;
@@ -0,0 +1,113 @@
1
+ "use strict";
2
+ // Startup self-test: before a visual-QA browser renders anything, prove its WebGPU shader compiler can build what three
3
+ // r185 emits. Measured 2026-10-03: Playwright's bundled Chromium 153.0.8010.12 (chromium-1243) refuses any WGSL that
4
+ // reads a component off a swizzle (`v.xy.x`) on Metal — the shader MODULE compiles, the render PIPELINE fails with
5
+ // "swizzle view instruction still has usages after lowering" — and three emits that for every lit node material, so the
6
+ // whole render goes black or bodyless while stable Chrome draws it. A run on such a build judges the browser, not the
7
+ // item, so the harness refuses to render on it (a harness error: the run fails closed and is retried elsewhere).
8
+ //
9
+ // The probe compiles a CONTROL shader (`v.x`) and the REPRO (`v.xy.x`) through module + render-pipeline creation and
10
+ // reads getCompilationInfo, the async pipeline rejection and the validation/internal error scopes. A control failure
11
+ // means WebGPU is broken outright; a repro-only failure is exactly this compiler bug.
12
+ Object.defineProperty(exports, "__esModule", { value: true });
13
+ exports.BROKEN_COMPILER_PREFIX = exports.SELFTEST_SOURCES = exports.SELFTEST_FS_SWIZZLE = exports.SELFTEST_FS_CONTROL = exports.SELFTEST_VS = void 0;
14
+ exports.webGpuSelfTestProbe = webGpuSelfTestProbe;
15
+ exports.decideSelfTest = decideSelfTest;
16
+ exports.SELFTEST_VS = '@vertex fn vs(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { return vec4<f32>(f32(i) - 1.0, 0.0, 0.0, 1.0); }';
17
+ /** Control: a plain component read. */
18
+ exports.SELFTEST_FS_CONTROL = 'struct O { @location(0) c: vec4<f32> };\nvar<private> v : vec4<f32>;\n@fragment fn main() -> O { var o: O; o.c = vec4<f32>(v.x); return o; }';
19
+ /** Repro: a component read off a swizzle — what three r185 emits for every lit node material. */
20
+ exports.SELFTEST_FS_SWIZZLE = 'struct O { @location(0) c: vec4<f32> };\nvar<private> v : vec4<f32>;\n@fragment fn main() -> O { var o: O; o.c = vec4<f32>(v.xy.x); return o; }';
21
+ /** Page-side probe. A plain function (serialised by Playwright); takes the shader sources as its argument. */
22
+ async function webGpuSelfTestProbe(src) {
23
+ const t0 = Date.now();
24
+ try {
25
+ const gpu = navigator.gpu;
26
+ if (!gpu)
27
+ return { webgpu: 'none', reason: 'navigator.gpu is undefined', ms: Date.now() - t0 };
28
+ const adapter = await gpu.requestAdapter();
29
+ if (!adapter)
30
+ return { webgpu: 'none', reason: 'requestAdapter() returned null', ms: Date.now() - t0 };
31
+ const info = adapter.info ?? {};
32
+ const adapterName = [info.vendor, info.architecture, info.device, info.description].filter(Boolean).join('/') || null;
33
+ const device = await adapter.requestDevice();
34
+ const compile = async (code) => {
35
+ const messages = [];
36
+ device.pushErrorScope('validation');
37
+ device.pushErrorScope('internal');
38
+ try {
39
+ const vs = device.createShaderModule({ code: src.vs });
40
+ const fs = device.createShaderModule({ code });
41
+ const ci = await fs.getCompilationInfo();
42
+ for (const m of ci.messages ?? [])
43
+ if (m.type === 'error')
44
+ messages.push(`compile: ${String(m.message).slice(0, 300)}`);
45
+ try {
46
+ await device.createRenderPipelineAsync({
47
+ layout: 'auto',
48
+ vertex: { module: vs, entryPoint: 'vs' },
49
+ fragment: { module: fs, entryPoint: 'main', targets: [{ format: 'rgba8unorm' }] },
50
+ primitive: { topology: 'triangle-list' },
51
+ });
52
+ }
53
+ catch (e) {
54
+ messages.push(`pipeline: ${String(e?.message ?? e).slice(0, 400)}`);
55
+ }
56
+ }
57
+ finally {
58
+ const internal = await device.popErrorScope();
59
+ const validation = await device.popErrorScope();
60
+ if (internal)
61
+ messages.push(`internal: ${String(internal.message).slice(0, 300)}`);
62
+ if (validation)
63
+ messages.push(`validation: ${String(validation.message).slice(0, 300)}`);
64
+ }
65
+ return { ok: messages.length === 0, messages };
66
+ };
67
+ const control = await compile(src.control);
68
+ const swizzle = await compile(src.swizzle);
69
+ try {
70
+ device.destroy();
71
+ }
72
+ catch { /* best effort */ }
73
+ return { webgpu: 'available', adapter: adapterName, control, swizzle, ms: Date.now() - t0 };
74
+ }
75
+ catch (e) {
76
+ return { webgpu: 'error', reason: String(e?.message ?? e).slice(0, 300), ms: Date.now() - t0 };
77
+ }
78
+ }
79
+ exports.SELFTEST_SOURCES = { vs: exports.SELFTEST_VS, control: exports.SELFTEST_FS_CONTROL, swizzle: exports.SELFTEST_FS_SWIZZLE };
80
+ /** Message prefix the hosted worker / reviewers can match on. */
81
+ exports.BROKEN_COMPILER_PREFIX = 'broken WebGPU shader compiler in';
82
+ /**
83
+ * Decide whether a browser may render. Pure, so the policy is unit-tested:
84
+ * - repro fails while the control compiles → the known Tint swizzle bug: refuse.
85
+ * - control fails too → WebGPU cannot compile a trivial shader: refuse.
86
+ * - no adapter / probe threw → refuse when the route needs WebGPU, else allow (and the caller records it).
87
+ */
88
+ function decideSelfTest(r, browser, opts) {
89
+ const label = `${browser.name} ${browser.version ?? '(unknown version)'}${browser.executablePath ? ` (${browser.executablePath})` : ''}`;
90
+ if (!r || typeof r !== 'object' || !r.webgpu) {
91
+ return opts.requireWebGpu
92
+ ? { ok: false, error: `WebGPU self-test returned nothing in ${label}; refusing to render a WebGPU route unverified` }
93
+ : { ok: true, note: 'WebGPU self-test returned nothing' };
94
+ }
95
+ if (r.webgpu === 'available') {
96
+ if (r.control && !r.control.ok) {
97
+ return { ok: false, error: `WebGPU cannot compile a trivial shader in ${label}: ${r.control.messages.join(' | ').slice(0, 400)}` };
98
+ }
99
+ if (!r.swizzle || !r.swizzle.ok) {
100
+ return {
101
+ ok: false,
102
+ error: `${exports.BROKEN_COMPILER_PREFIX} ${label}: a component read off a swizzle (v.xy.x, emitted by three r185 for every lit material) fails to compile` +
103
+ `${r.swizzle?.messages?.length ? ` (${r.swizzle.messages.join(' | ').slice(0, 300)})` : ''}; use a Chrome-for-Testing build matching stable`,
104
+ };
105
+ }
106
+ return { ok: true };
107
+ }
108
+ const why = r.reason ?? r.webgpu;
109
+ if (opts.requireWebGpu)
110
+ return { ok: false, error: `no WebGPU adapter in ${label} (${why}); this route renders with WebGPU, refusing to judge a WebGL fallback no user sees` };
111
+ return { ok: true, note: `no WebGPU adapter (${why})` };
112
+ }
113
+ //# sourceMappingURL=webgpuSelfTest.js.map
@@ -0,0 +1 @@
1
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