@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 +1,211 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.pushGarmentOutOfBody = pushGarmentOutOfBody;
4
+ const mat4_1 = require("./mat4");
5
+ /** Cell size for the uniform grid that buckets host triangles for approximate-nearest lookup. */
6
+ function gridKey(p, cell) {
7
+ return `${Math.floor(p[0] / cell)},${Math.floor(p[1] / cell)},${Math.floor(p[2] / cell)}`;
8
+ }
9
+ function collectHostTriangles(hostBody) {
10
+ const triangles = [];
11
+ for (const mesh of hostBody.getRoot().listMeshes()) {
12
+ for (const prim of mesh.listPrimitives()) {
13
+ const pos = prim.getAttribute('POSITION');
14
+ const indices = prim.getIndices();
15
+ if (!pos)
16
+ continue;
17
+ const posArray = pos.getArray();
18
+ if (!posArray)
19
+ continue;
20
+ const vertexAt = (i) => [posArray[i * 3], posArray[i * 3 + 1], posArray[i * 3 + 2]];
21
+ const idxArray = indices?.getArray();
22
+ const triCount = idxArray ? idxArray.length / 3 : pos.getCount() / 3;
23
+ for (let t = 0; t < triCount; t++) {
24
+ const [ia, ib, ic] = idxArray
25
+ ? [idxArray[t * 3], idxArray[t * 3 + 1], idxArray[t * 3 + 2]]
26
+ : [t * 3, t * 3 + 1, t * 3 + 2];
27
+ const a = vertexAt(ia);
28
+ const b = vertexAt(ib);
29
+ const c = vertexAt(ic);
30
+ const normal = (0, mat4_1.normalize3)((0, mat4_1.cross3)((0, mat4_1.sub3)(b, a), (0, mat4_1.sub3)(c, a)));
31
+ if (!Number.isFinite(normal[0]))
32
+ continue; // degenerate triangle
33
+ const centroid = [(a[0] + b[0] + c[0]) / 3, (a[1] + b[1] + c[1]) / 3, (a[2] + b[2] + c[2]) / 3];
34
+ triangles.push({ a, b, c, normal, centroid });
35
+ }
36
+ }
37
+ }
38
+ // A cell of ~5cm keeps the neighbour search (27 cells) small on a canonical-scale humanoid body while
39
+ // still bucketing enough triangles per cell to be worth indexing.
40
+ const cell = 0.05;
41
+ return { triangles, cell };
42
+ }
43
+ /**
44
+ * Buckets every triangle into EVERY cell its axis-aligned bounding box overlaps, not just its centroid's
45
+ * cell. A character-scale body/garment mesh at platform LOD triangle counts has edge lengths far under one
46
+ * grid cell, so this is normally one cell per triangle in practice — but bucketing by centroid alone is
47
+ * silently wrong for any triangle bigger than the cell (its centroid's neighbourhood search would never
48
+ * see it even though its surface passes right by the query point), and getting that wrong produces a
49
+ * push-out step that quietly does nothing rather than a visible error. The `+ 1` cap on cells-per-axis
50
+ * guards the pathological case (a huge single triangle) from indexing an unbounded number of cells.
51
+ */
52
+ function indexTriangles(triangles, cell) {
53
+ const grid = new Map();
54
+ const MAX_CELLS_PER_AXIS = 64;
55
+ for (const tri of triangles) {
56
+ const min = [
57
+ Math.min(tri.a[0], tri.b[0], tri.c[0]),
58
+ Math.min(tri.a[1], tri.b[1], tri.c[1]),
59
+ Math.min(tri.a[2], tri.b[2], tri.c[2]),
60
+ ];
61
+ const max = [
62
+ Math.max(tri.a[0], tri.b[0], tri.c[0]),
63
+ Math.max(tri.a[1], tri.b[1], tri.c[1]),
64
+ Math.max(tri.a[2], tri.b[2], tri.c[2]),
65
+ ];
66
+ const cellMin = min.map((v) => Math.floor(v / cell));
67
+ const cellMax = max.map((v) => Math.floor(v / cell));
68
+ const span = (i) => Math.min(cellMax[i] - cellMin[i], MAX_CELLS_PER_AXIS);
69
+ for (let x = 0; x <= span(0); x++) {
70
+ for (let y = 0; y <= span(1); y++) {
71
+ for (let z = 0; z <= span(2); z++) {
72
+ const key = `${cellMin[0] + x},${cellMin[1] + y},${cellMin[2] + z}`;
73
+ const bucket = grid.get(key);
74
+ if (bucket)
75
+ bucket.push(tri);
76
+ else
77
+ grid.set(key, [tri]);
78
+ }
79
+ }
80
+ }
81
+ }
82
+ return grid;
83
+ }
84
+ /** Closest point on triangle `tri` to `p`, via the standard barycentric clamp (Ericson, RTCD 5.1.5). */
85
+ function closestPointOnTriangle(p, tri) {
86
+ const { a, b, c } = tri;
87
+ const ab = (0, mat4_1.sub3)(b, a);
88
+ const ac = (0, mat4_1.sub3)(c, a);
89
+ const ap = (0, mat4_1.sub3)(p, a);
90
+ const d1 = (0, mat4_1.dot3)(ab, ap);
91
+ const d2 = (0, mat4_1.dot3)(ac, ap);
92
+ if (d1 <= 0 && d2 <= 0)
93
+ return a;
94
+ const bp = (0, mat4_1.sub3)(p, b);
95
+ const d3 = (0, mat4_1.dot3)(ab, bp);
96
+ const d4 = (0, mat4_1.dot3)(ac, bp);
97
+ if (d3 >= 0 && d4 <= d3)
98
+ return b;
99
+ const vc = d1 * d4 - d3 * d2;
100
+ if (vc <= 0 && d1 >= 0 && d3 <= 0) {
101
+ const v = d1 / (d1 - d3);
102
+ return [a[0] + v * ab[0], a[1] + v * ab[1], a[2] + v * ab[2]];
103
+ }
104
+ const cp = (0, mat4_1.sub3)(p, c);
105
+ const d5 = (0, mat4_1.dot3)(ab, cp);
106
+ const d6 = (0, mat4_1.dot3)(ac, cp);
107
+ if (d6 >= 0 && d5 <= d6)
108
+ return c;
109
+ const vb = d5 * d2 - d1 * d6;
110
+ if (vb <= 0 && d2 >= 0 && d6 <= 0) {
111
+ const w = d2 / (d2 - d6);
112
+ return [a[0] + w * ac[0], a[1] + w * ac[1], a[2] + w * ac[2]];
113
+ }
114
+ const va = d3 * d6 - d5 * d4;
115
+ if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
116
+ const w = (d4 - d3) / (d4 - d3 + (d5 - d6));
117
+ return [b[0] + w * (c[0] - b[0]), b[1] + w * (c[1] - b[1]), b[2] + w * (c[2] - b[2])];
118
+ }
119
+ const denom = 1 / (va + vb + vc);
120
+ const v = vb * denom;
121
+ const w = vc * denom;
122
+ return [a[0] + ab[0] * v + ac[0] * w, a[1] + ab[1] * v + ac[1] * w, a[2] + ab[2] * v + ac[2] * w];
123
+ }
124
+ function nearestSurfacePoint(p, grid, cell) {
125
+ const [cx, cy, cz] = [Math.floor(p[0] / cell), Math.floor(p[1] / cell), Math.floor(p[2] / cell)];
126
+ let best = null;
127
+ // Search the 3x3x3 neighbourhood first; if nothing is found (a sparse region, or the garment vertex sits
128
+ // further than one cell from any body geometry), widen the ring until a triangle is found or we give up.
129
+ for (let radius = 1; radius <= 4 && best === null; radius++) {
130
+ for (let dx = -radius; dx <= radius; dx++) {
131
+ for (let dy = -radius; dy <= radius; dy++) {
132
+ for (let dz = -radius; dz <= radius; dz++) {
133
+ const bucket = grid.get(`${cx + dx},${cy + dy},${cz + dz}`);
134
+ if (!bucket)
135
+ continue;
136
+ for (const tri of bucket) {
137
+ const cp = closestPointOnTriangle(p, tri);
138
+ const d = Math.hypot(p[0] - cp[0], p[1] - cp[1], p[2] - cp[2]);
139
+ if (best === null || d < best.distance)
140
+ best = { point: cp, normal: tri.normal, distance: d };
141
+ }
142
+ }
143
+ }
144
+ }
145
+ }
146
+ return best;
147
+ }
148
+ /**
149
+ * Push garment vertices out of the host body surface where they are closer than `thresholdMeters`. Mutates
150
+ * `garment`'s POSITION accessors in place (NORMAL is left untouched — the push distances are small enough
151
+ * that re-lighting is not worth the extra pass, and a shading seam from a hairline offset is not visible at
152
+ * platform LOD triangle counts).
153
+ */
154
+ function pushGarmentOutOfBody(garment, hostBody, options = {}) {
155
+ const threshold = options.thresholdMeters ?? 0.004;
156
+ const offset = options.offsetMeters ?? 0.002;
157
+ const maxPushOut = options.maxPushOutMeters ?? 0.015;
158
+ if (offset > threshold) {
159
+ throw new Error(`addonPushOut: offsetMeters (${offset}) must not exceed thresholdMeters (${threshold}) — otherwise every push-out would immediately re-trigger the risk test.`);
160
+ }
161
+ const { triangles, cell } = collectHostTriangles(hostBody);
162
+ const report = {
163
+ verticesExamined: 0,
164
+ verticesAtRisk: 0,
165
+ verticesPushed: 0,
166
+ verticesClamped: 0,
167
+ maxCorrectionMeters: 0,
168
+ };
169
+ if (triangles.length === 0)
170
+ return report; // nothing to push away from — leave the garment untouched.
171
+ const grid = indexTriangles(triangles, cell);
172
+ for (const mesh of garment.getRoot().listMeshes()) {
173
+ for (const prim of mesh.listPrimitives()) {
174
+ const pos = prim.getAttribute('POSITION');
175
+ if (!pos)
176
+ continue;
177
+ const array = pos.getArray();
178
+ if (!array)
179
+ continue;
180
+ const mutable = Float32Array.from(array);
181
+ const count = pos.getCount();
182
+ for (let i = 0; i < count; i++) {
183
+ report.verticesExamined++;
184
+ const v = [mutable[i * 3], mutable[i * 3 + 1], mutable[i * 3 + 2]];
185
+ const nearest = nearestSurfacePoint(v, grid, cell);
186
+ if (!nearest)
187
+ continue;
188
+ // Signed distance along the BODY's own outward normal: positive means the garment vertex is
189
+ // already outside the body along that normal, negative means it has sunk past the surface.
190
+ const signedDistance = (0, mat4_1.dot3)((0, mat4_1.sub3)(v, nearest.point), nearest.normal);
191
+ if (signedDistance >= threshold)
192
+ continue; // already clear — leave it exactly where conform put it.
193
+ report.verticesAtRisk++;
194
+ const rawPush = offset - signedDistance;
195
+ const push = Math.min(rawPush, maxPushOut);
196
+ if (push < rawPush)
197
+ report.verticesClamped++;
198
+ if (push <= 0)
199
+ continue;
200
+ mutable[i * 3] = v[0] + nearest.normal[0] * push;
201
+ mutable[i * 3 + 1] = v[1] + nearest.normal[1] * push;
202
+ mutable[i * 3 + 2] = v[2] + nearest.normal[2] * push;
203
+ report.verticesPushed++;
204
+ report.maxCorrectionMeters = Math.max(report.maxCorrectionMeters, push);
205
+ }
206
+ pos.setArray(mutable);
207
+ }
208
+ }
209
+ return report;
210
+ }
211
+ //# sourceMappingURL=addonPushOut.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,92 @@
1
+ import { type GlbSummary } from "../glb";
2
+ /**
3
+ * WHAT THE PLATFORM WILL SAY ABOUT THIS AVATAR, SAID HERE INSTEAD.
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+ *
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+ * Package publication uploads the GLB byte-for-byte and the backend verifies it on arrival. That is the correct
6
+ * division of labour — the server must never trust a client's word about the file — but it means every
7
+ * rejection costs an upload, and the creator learns their character is a material over the cap after the round
8
+ * trip rather than before it. The failures are all statically checkable from the file, so this checks them.
9
+ *
10
+ * The numbers are the BACKEND's own defaults (`AVATAR_MAX_*` in its config), duplicated deliberately and
11
+ * labelled as such: a client-side preflight that guesses looser limits than the server is worse than no
12
+ * preflight, because it produces confident green output for a file that will be refused. When the server's
13
+ * numbers move, these move with them — and being wrong here costs a round trip, exactly what it costs today.
14
+ *
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+ * The manifest checks are the other half, and they have no server counterpart at all. A character can pass
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+ * every numeric limit and still arrive with no physics, no face and no first-person head declaration, which is
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+ * a silently diminished avatar rather than a rejected one — the worst failure mode this pipeline has, and the
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+ * one it has already shipped twice.
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+ */
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+ /** The backend's `AVATAR_MAX_*` defaults. Mirrored, not derived: this process cannot see that config. */
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+ export declare const AVATAR_LIMITS: {
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+ readonly maxTriangles: 60000;
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+ readonly maxTextureEdge: 2048;
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+ readonly maxFileBytes: number;
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+ readonly maxMaterials: 8;
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+ };
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+ /** The wearable ceilings, roughly a third of an avatar's, because several are worn at once. */
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+ export declare const WEARABLE_LIMITS: {
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+ readonly maxTriangles: 20000;
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+ readonly maxTextureEdge: 2048;
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+ readonly maxFileBytes: number;
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+ readonly maxMaterials: 4;
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+ };
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+ /** The backend's `VEHICLE_MAX_*` defaults. A vehicle is not furniture and is not judged as such. */
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+ export declare const VEHICLE_LIMITS: {
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+ readonly maxTriangles: 90000;
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+ readonly maxTextureEdge: 2048;
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+ readonly maxFileBytes: number;
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+ readonly maxMaterials: 48;
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+ };
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+ /** The backend's `WEAPON_MAX_*` defaults. Held at arm's length in first person; not furniture either. */
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+ export declare const WEAPON_LIMITS: {
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+ readonly maxTriangles: 30000;
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+ readonly maxTextureEdge: 2048;
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+ readonly maxFileBytes: number;
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+ readonly maxMaterials: 12;
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+ };
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+ /** The backend's `HOME_ITEM_MAX_*` defaults. */
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+ export declare const HOME_ITEM_LIMITS: {
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+ readonly maxTriangles: 15000;
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+ readonly maxTextureEdge: 2048;
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+ readonly maxFileBytes: number;
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+ readonly maxMaterials: 6;
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+ };
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+ /** Kinds this preflight can judge. A kind absent here is left entirely to the server. */
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+ export type PreflightKind = 'avatar' | 'wearable' | 'add_on' | 'home_item' | 'vehicle' | 'weapon';
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+ /**
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+ * THE DRAW-CALL WALL, PER KIND — the backend's `*_MAX_DRAW_CALLS` defaults.
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+ *
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+ * A draw call is one glTF mesh primitive, counted once per node that places it.
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+ * It is NOT the material count, which is only a lower bound: the published
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+ * reference vehicle bound 43 materials across 188 primitives and so cleared a
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+ * 48-material ceiling by 11 while submitting 188 batches.
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+ *
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+ * Design targets, which this does not enforce but the report prints, are half
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+ * of each: character 6, wearable 2, add-on 4, item 8, vehicle 12, weapon 4.
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+ */
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+ export declare const DRAW_CALL_LIMITS: Record<PreflightKind, number>;
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+ export type PreflightSeverity = 'error' | 'warning';
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+ export interface PreflightFinding {
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+ severity: PreflightSeverity;
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+ /** Stable code so a caller can filter without matching prose. */
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+ code: string;
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+ message: string;
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+ }
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+ export interface AvatarPreflightResult {
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+ ok: boolean;
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+ findings: PreflightFinding[];
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+ summary: GlbSummary;
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+ /** What the character declares beyond geometry, for the report. */
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+ manifests: {
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+ dynamics: number | null;
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+ faceChannels: number | null;
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+ firstPersonHide: number | null;
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+ };
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+ }
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+ export declare function preflightAvatar(buffer: Buffer, kind?: PreflightKind,
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+ /** A NEW character add-on's slot type: narrows the add-on ceiling to that slot's server-side tier
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+ * (`slotBudgets.ts`, generated from the backend's own table). */
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+ characterSlotType?: string): AvatarPreflightResult;
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+ /** One line per finding, plus the capability line, for the CLI's own output. */
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+ export declare function formatPreflight(result: AvatarPreflightResult): string;
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+ "use strict";
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+ Object.defineProperty(exports, "__esModule", { value: true });
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+ exports.DRAW_CALL_LIMITS = exports.HOME_ITEM_LIMITS = exports.WEAPON_LIMITS = exports.VEHICLE_LIMITS = exports.WEARABLE_LIMITS = exports.AVATAR_LIMITS = void 0;
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+ exports.preflightAvatar = preflightAvatar;
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+ exports.formatPreflight = formatPreflight;
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+ const glb_1 = require("../glb");
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+ const slotBudgets_1 = require("./slotBudgets");
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+ /**
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+ * WHAT THE PLATFORM WILL SAY ABOUT THIS AVATAR, SAID HERE INSTEAD.
10
+ *
11
+ * Package publication uploads the GLB byte-for-byte and the backend verifies it on arrival. That is the correct
12
+ * division of labour — the server must never trust a client's word about the file — but it means every
13
+ * rejection costs an upload, and the creator learns their character is a material over the cap after the round
14
+ * trip rather than before it. The failures are all statically checkable from the file, so this checks them.
15
+ *
16
+ * The numbers are the BACKEND's own defaults (`AVATAR_MAX_*` in its config), duplicated deliberately and
17
+ * labelled as such: a client-side preflight that guesses looser limits than the server is worse than no
18
+ * preflight, because it produces confident green output for a file that will be refused. When the server's
19
+ * numbers move, these move with them — and being wrong here costs a round trip, exactly what it costs today.
20
+ *
21
+ * The manifest checks are the other half, and they have no server counterpart at all. A character can pass
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+ * every numeric limit and still arrive with no physics, no face and no first-person head declaration, which is
23
+ * a silently diminished avatar rather than a rejected one — the worst failure mode this pipeline has, and the
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+ * one it has already shipped twice.
25
+ */
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+ /** The backend's `AVATAR_MAX_*` defaults. Mirrored, not derived: this process cannot see that config. */
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+ exports.AVATAR_LIMITS = {
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+ maxTriangles: 60_000,
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+ maxTextureEdge: 2048,
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+ maxFileBytes: 10 * 1024 * 1024,
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+ maxMaterials: 8,
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+ };
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+ /** The wearable ceilings, roughly a third of an avatar's, because several are worn at once. */
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+ exports.WEARABLE_LIMITS = {
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+ maxTriangles: 20_000,
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+ maxTextureEdge: 2048,
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+ maxFileBytes: 6 * 1024 * 1024,
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+ maxMaterials: 4,
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+ };
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+ /** The backend's `VEHICLE_MAX_*` defaults. A vehicle is not furniture and is not judged as such. */
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+ exports.VEHICLE_LIMITS = {
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+ maxTriangles: 90_000,
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+ maxTextureEdge: 2048,
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+ maxFileBytes: 16 * 1024 * 1024,
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+ maxMaterials: 48,
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+ };
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+ /** The backend's `WEAPON_MAX_*` defaults. Held at arm's length in first person; not furniture either. */
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+ exports.WEAPON_LIMITS = {
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+ maxTriangles: 30_000,
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+ maxTextureEdge: 2048,
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+ maxFileBytes: 8 * 1024 * 1024,
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+ maxMaterials: 12,
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+ };
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+ /** The backend's `HOME_ITEM_MAX_*` defaults. */
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+ exports.HOME_ITEM_LIMITS = {
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+ maxTriangles: 15_000,
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+ maxTextureEdge: 2048,
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+ maxFileBytes: 8 * 1024 * 1024,
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+ maxMaterials: 6,
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+ };
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+ const LIMITS_BY_KIND = {
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+ avatar: exports.AVATAR_LIMITS,
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+ wearable: exports.WEARABLE_LIMITS,
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+ // An add-on is judged against the wearable ceilings server-side: several are
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+ // mounted at once onto a host already paying its own budget.
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+ add_on: exports.WEARABLE_LIMITS,
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+ home_item: exports.HOME_ITEM_LIMITS,
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+ vehicle: exports.VEHICLE_LIMITS,
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+ weapon: exports.WEAPON_LIMITS,
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+ };
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+ /**
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+ * THE DRAW-CALL WALL, PER KIND — the backend's `*_MAX_DRAW_CALLS` defaults.
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+ *
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+ * A draw call is one glTF mesh primitive, counted once per node that places it.
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+ * It is NOT the material count, which is only a lower bound: the published
76
+ * reference vehicle bound 43 materials across 188 primitives and so cleared a
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+ * 48-material ceiling by 11 while submitting 188 batches.
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+ *
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+ * Design targets, which this does not enforce but the report prints, are half
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+ * of each: character 6, wearable 2, add-on 4, item 8, vehicle 12, weapon 4.
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+ */
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+ exports.DRAW_CALL_LIMITS = {
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+ avatar: 12,
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+ wearable: 4,
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+ add_on: 8,
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+ home_item: 16,
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+ vehicle: 24,
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+ weapon: 8,
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+ };
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+ /**
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+ * Core joints the runtime needs to embed a body at all.
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+ *
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+ * Deliberately the SHORT list — the handful whose absence means the avatar cannot be driven — rather than all
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+ * 68. A preflight that reimplements the server's full skeleton check will drift from it; this one catches the
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+ * case where the file is not a HELIX character at all.
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+ */
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+ const REQUIRED_JOINTS = ['root', 'pelvis', 'spine_01', 'head', 'hand_l', 'hand_r', 'foot_l', 'foot_r'];
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+ /**
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+ * Read the scene extras straight out of the GLB's JSON chunk.
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+ *
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+ * Parsed here rather than through `@gltf-transform` because a preflight must not fail on a file the reader
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+ * cannot fully load: an unknown extension, a Draco stream without its decoder, a KTX2 texture. The one thing
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+ * this needs is the JSON chunk, and every valid GLB has one.
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+ */
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+ function readSceneExtras(buffer) {
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+ if (buffer.byteLength < 20)
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+ return {};
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+ const jsonLength = buffer.readUInt32LE(12);
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+ if (jsonLength <= 0 || 20 + jsonLength > buffer.byteLength)
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+ return {};
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+ try {
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+ const json = JSON.parse(buffer.subarray(20, 20 + jsonLength).toString('utf8'));
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+ return json.scenes?.[0]?.extras ?? {};
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+ }
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+ catch {
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+ return {};
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+ }
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+ }
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+ /**
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+ * Check a character GLB against the publish gate without touching the network.
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+ *
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+ * `kind` picks the ceiling set: an avatar and a wearable are the same file format with different budgets,
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+ * because several wearables are worn on top of one avatar.
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+ */
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+ /**
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+ * Which parts must stay separate primitives, per kind.
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+ *
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+ * "Merge your meshes" is correct advice right up until it destroys the thing
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+ * that made the item interactive. The runtime resolves articulated parts BY
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+ * NODE NAME — `getObjectByName` for a vehicle's articulators and lamps, socket
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+ * source names for its wheels — so joining them does not just merge geometry,
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+ * it deletes the handle the runtime steers by. Naming the specific parts per
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+ * kind is the difference between advice a creator can follow safely and advice
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+ * that breaks their car the first time someone opens a door.
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+ */
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+ const ARTICULATED_PARTS = {
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+ avatar: 'the head, hands and anything a face or IK target drives',
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+ wearable: 'anything a bone or blendshape drives',
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+ add_on: 'anything mounted on a socket or driven by the host',
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+ home_item: 'lids, drawers, doors and anything an interaction opens',
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+ vehicle: 'wheels, doors, hood, boot, steering wheel and lamps',
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+ weapon: 'the magazine, bolt, trigger and optic',
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+ };
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+ /**
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+ * The local rejection text — the same facts the server will state, minus the round trip.
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+ *
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+ * It has to carry more than "too many draw calls" because the creator cannot see draw calls in any tool they
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+ * own. So: what the number is, what a draw call IS, which materials are responsible by name, how much of the
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+ * overage is free to fix, and which of the two fixes each part needs. The split matters — telling someone to
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+ * atlas textures when their problem is unmerged geometry sends them down a much harder road than they need.
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+ */
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+ function describeDrawCallOverage(breakdown, limit, kind) {
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+ const lines = [
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+ `${breakdown.drawCalls.toLocaleString()} draw calls exceeds the ${limit} ${kind.replace('_', ' ')} cap `
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+ + '(one draw call = one glTF mesh primitive, counted once per node that places it — not one per material, '
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+ + 'and not one per object in your DCC)',
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+ ];
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+ if (breakdown.offenders.length > 0) {
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+ lines.push(' heaviest materials: '
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+ + breakdown.offenders.map((o) => `${o.material} x${o.drawCalls}`).join(', '));
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+ }
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+ if (breakdown.mergeable > 0) {
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+ lines.push(` ${breakdown.mergeable.toLocaleString()} of these are FREE to remove: the geometry binds only `
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+ + `${breakdown.boundMaterials} distinct material(s), so parts sharing one can be joined into a single `
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+ + 'primitive with no visual change (Blender: select them, Ctrl+J, then Merge by Distance). Do NOT join '
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+ + `parts the runtime moves separately — ${ARTICULATED_PARTS[kind]} — they are resolved by node name.`);
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+ }
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+ if (breakdown.boundMaterials > limit) {
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+ lines.push(` merging alone cannot reach the cap: ${breakdown.boundMaterials} distinct materials is a floor of `
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+ + `${breakdown.boundMaterials} draws. Atlas the set down to ${limit} or fewer first.`);
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+ }
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+ lines.push(' if this item is already published, the server allows a grace window for updates — pass --allow-oversize '
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+ + 'to send it and let the server decide.');
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+ return lines.join('\n');
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+ }
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+ function preflightAvatar(buffer, kind = 'avatar',
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+ /** A NEW character add-on's slot type: narrows the add-on ceiling to that slot's server-side tier
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+ * (`slotBudgets.ts`, generated from the backend's own table). */
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+ characterSlotType) {
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+ const base = LIMITS_BY_KIND[kind] ?? exports.HOME_ITEM_LIMITS;
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+ const tier = kind === 'add_on' && characterSlotType ? (0, slotBudgets_1.characterAddOnBudget)(characterSlotType) : null;
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+ const limits = tier === null ? base : {
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+ ...base,
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+ maxTriangles: Math.min(base.maxTriangles, tier.maxTriangles),
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+ maxMaterials: Math.min(base.maxMaterials, tier.maxMaterials),
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+ maxTextureEdge: Math.min(base.maxTextureEdge, tier.maxTextureEdge),
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+ };
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+ const summary = (0, glb_1.summarizeGlb)(buffer);
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+ const extras = readSceneExtras(buffer);
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+ const findings = [];
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+ const fail = (code, message) => { findings.push({ severity: 'error', code, message }); };
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+ const warn = (code, message) => { findings.push({ severity: 'warning', code, message }); };
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+ if (summary.triangleCount > limits.maxTriangles) {
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+ fail('triangles', `${summary.triangleCount.toLocaleString()} triangles exceeds the ${limits.maxTriangles.toLocaleString()} ${kind} cap`);
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+ }
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+ if (summary.materialCount > limits.maxMaterials) {
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+ fail('materials', `${summary.materialCount} materials exceeds the ${limits.maxMaterials}-material ${kind} cap — `
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+ + 'atlas them at import (this is the limit a converted VRM fails first, and by the widest margin)');
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+ }
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+ if (summary.maxTextureEdge > limits.maxTextureEdge) {
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+ fail('texture-edge', `largest texture edge ${summary.maxTextureEdge}px exceeds the ${limits.maxTextureEdge}px cap`);
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+ }
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+ const drawCalls = (0, glb_1.measureDrawCalls)(buffer);
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+ const drawCallLimit = exports.DRAW_CALL_LIMITS[kind] ?? exports.DRAW_CALL_LIMITS.home_item;
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+ if (!drawCalls.unreadable && drawCalls.drawCalls > drawCallLimit) {
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+ fail('draw-calls', describeDrawCallOverage(drawCalls, drawCallLimit, kind));
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+ }
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+ if (summary.sizeBytes > limits.maxFileBytes) {
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+ const mb = (n) => `${(n / 1024 / 1024).toFixed(1)} MB`;
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+ fail('file-size', `${mb(summary.sizeBytes)} exceeds the ${mb(limits.maxFileBytes)} ${kind} cap`);
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+ }
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+ if (kind === 'avatar') {
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+ if (summary.skinCount === 0) {
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+ fail('no-skin', 'an avatar must carry a skinned mesh; this file has none');
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+ }
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+ const joints = new Set(summary.boneNames);
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+ const missing = REQUIRED_JOINTS.filter((joint) => !joints.has(joint));
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+ if (missing.length > 0) {
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+ fail('skeleton', `missing core helix-humanoid joints: ${missing.join(', ')} — the runtime cannot drive this body`);
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+ }
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+ // A cm-scale rig binds pristinely and renders correctly at rest, then explodes the moment a clip plays.
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+ if (summary.skeletonSpanY !== null && summary.skeletonSpanY > 10) {
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+ fail('rig-scale', `skeleton spans ${summary.skeletonSpanY.toFixed(1)}m — the rig is not in metres`);
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+ }
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+ }
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+ const dynamics = Array.isArray(extras.helixDynamics?.chains) ? extras.helixDynamics.chains.length : null;
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+ const faceChannels = extras.helixFace?.channels ? Object.keys(extras.helixFace.channels).length : null;
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+ const firstPersonHide = Array.isArray(extras.helixAvatar?.firstPersonHide)
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+ ? extras.helixAvatar.firstPersonHide.length
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+ : null;
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+ if (kind === 'avatar') {
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+ // Warnings, not errors: a character with no hair does not need physics, and a stylised avatar may have no
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+ // visemes. Each one is a capability the platform WILL look for at runtime, so silence about them is how an
234
+ // avatar ships diminished and nobody notices until someone speaks to it.
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+ if (dynamics === null)
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+ warn('no-dynamics', 'no helixDynamics — hair, tails and cloth will not move');
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+ if (faceChannels === null)
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+ warn('no-face', 'no helixFace — this character cannot lip-sync or blink');
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+ if (firstPersonHide === null) {
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+ warn('no-first-person-hide', 'no helixAvatar.firstPersonHide — first person will render this head across the camera unless a mesh '
241
+ + 'happens to be named FaceMesh');
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+ }
243
+ }
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+ return {
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+ ok: findings.every((finding) => finding.severity !== 'error'),
246
+ findings,
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+ summary,
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+ manifests: { dynamics, faceChannels, firstPersonHide },
249
+ };
250
+ }
251
+ /** One line per finding, plus the capability line, for the CLI's own output. */
252
+ function formatPreflight(result) {
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+ const lines = result.findings.map((f) => `${f.severity === 'error' ? '✗' : '⚠'} ${f.message}`);
254
+ const { dynamics, faceChannels, firstPersonHide } = result.manifests;
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+ lines.push(` ${result.summary.triangleCount.toLocaleString()} tris · ${result.summary.materialCount} materials · `
256
+ + `${result.summary.maxTextureEdge}px · ${(result.summary.sizeBytes / 1024 / 1024).toFixed(1)} MB · `
257
+ + `${result.summary.boneNames.length} joints`);
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+ lines.push(` physics ${dynamics ?? 0} chains · face ${faceChannels ?? 0} channels · first-person ${firstPersonHide ?? 0} surfaces`);
259
+ return lines.join('\n');
260
+ }
261
+ //# sourceMappingURL=avatarPreflight.js.map
@@ -0,0 +1 @@
1
+ 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