@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 +1,80 @@
1
+ import { Document } from '@gltf-transform/core';
2
+ import { type HelixBodyRegion } from './bodyRegionHide';
3
+ /**
4
+ * Bakes a `_REGION` per-vertex glTF attribute into a HELIX canonical base body, so the platform's already-built
5
+ * `hide` grants (`character-slot-pack.ts` / `characterBase.ts`) can actually suppress the body region a garment
6
+ * covers — WITHOUT adding a single draw call.
7
+ *
8
+ * ── WHY BAKED DATA, NOT MORE PRIMITIVES ────────────────────────────────────────────────────────────────────────
9
+ * The obvious way to make "hide the thigh" real is to split the body mesh into a separate thigh primitive that
10
+ * can be toggled invisible. That is the wrong shape here: HELIX's own character draw-call budget is single
11
+ * digits per character (`docs/proposals/character-mesh-composition-optimization.md`, hero tier <= 6, target 4),
12
+ * multiplied by every character in a room, so turning ONE body draw into fifteen (one per `HELIX_BODY_REGIONS`
13
+ * entry) is a real, multiplied regression, not a style choice. Baking the region as VERTEX DATA and collapsing
14
+ * hidden triangles at runtime (`helix-web-engine-new`'s `applyComposition`) keeps the body at exactly the draw
15
+ * calls it already has — the same technique this codebase already uses for vehicle parts
16
+ * (`vehicleBatchedDraw.ts`'s "the part stays in the graph, it just stops being submitted").
17
+ *
18
+ * ── WHY THE COLLAPSE IS AN INDEX REWRITE, NOT A SHADER ────────────────────────────────────────────────────────
19
+ * A per-instance-uniform + `onBeforeCompile` shader patch was the first idea and the wrong one: this engine's
20
+ * own recent history is the reason why. `vehicleBatchedDraw.ts`'s emissive-colour patch relies on exactly that
21
+ * technique, and `WebGPURenderer` silently skips every `onBeforeCompile` patch — "every batched car rendered
22
+ * white" until the WebGPU renderer was detected and the batch gracefully degraded (helix-web-engine-new
23
+ * `11075018`, "car paint on WebGPU"). Collapsing a hidden triangle's three indices to a single shared vertex
24
+ * index, instead, needs no shader at all: it is the same index-buffer data on WebGL, WebGPU, or any future
25
+ * renderer, because a triangle whose three corners are the same point has zero area under ANY rasteriser by
26
+ * definition — there is no renderer-specific code path to keep in parity because there is no renderer-specific
27
+ * code at all.
28
+ *
29
+ * ── WHAT THIS TOOL DOES AND DOES NOT TOUCH ────────────────────────────────────────────────────────────────────
30
+ * Adds ONE custom glTF vertex attribute (`_REGION`, one unsigned byte per vertex — an index into
31
+ * `HELIX_BODY_REGIONS`, `255` for a vertex this classifier could not place). Every other accessor, node name,
32
+ * skin, material, and socket is byte-for-byte unchanged, which is the point: every add-on's `fits` already
33
+ * requires specific node/socket names from this exact body, and this must republish as a COMPATIBLE version,
34
+ * never a breaking one.
35
+ *
36
+ * ── THE HIP/TORSO SPLIT: A JOINT BOUNDARY, WIDENED BY THE BLEND ZONE THE RIG ITSELF PAINTED ──────────────────
37
+ * `body_hip` (pelvis-dominant: glutes, hip crest, lower abdomen, the ring a waistband sits on) is distinguished
38
+ * from `body_torso` (spine/clavicle-dominant: ribs, chest, upper stomach) using the rig's OWN skin weights, not
39
+ * an authored world-space height — a height threshold is population-specific (Base Male and Base Female differ
40
+ * in proportions) and would need re-tuning per body, where the rig's own weight painting needs none.
41
+ *
42
+ * A pure "which joint has the single highest weight" argmax is NOT enough on its own, though — MEASURED on the
43
+ * real Base Female against the real Sinth Ascetic Pants that motivated this file: the argmax boundary sits at
44
+ * world Y ~1.02 (of a ~1.67m-tall rest pose, i.e. ~61% up), but that pants' actual waistband reaches Y=1.057 —
45
+ * 3.5cm ABOVE where argmax alone would have drawn the line. Hiding only up to the argmax boundary would have
46
+ * left exactly the residual poke-through this file exists to close.
47
+ *
48
+ * The fix is still entirely rig-driven: any vertex where PELVIS carries at least `HIP_BLEND_WEIGHT_THRESHOLD`
49
+ * of its total skin weight is `body_hip`, even where spine_01 is nominally the single largest contributor — the
50
+ * blend zone between two joints is real geometry the rig already describes, and reading it (rather than only
51
+ * the winning joint) is what recovers the missing 3.5cm. Measured on the same body: vertices where pelvis
52
+ * weight >= 0.1 reach up to Y=1.068, comfortably (~1.1cm) above that pants' waistband, while >= 0.25 only
53
+ * reaches Y=1.044 (still short) and "any nonzero pelvis weight at all" reaches Y=1.093 (too far, starting to
54
+ * eat into unambiguous stomach/ribs territory) — 0.1 is the threshold with headroom on the one real garment
55
+ * measured against it. This is an empirical property of THIS rig's weight painting, not a universal constant:
56
+ * re-verify (the poke-through tool's own region breakdown, or a debug region-colour render) against a real
57
+ * high-rise or low-rise pants item before trusting it unchanged on a differently-proportioned future body.
58
+ */
59
+ /** See "THE HIP/TORSO SPLIT" above — the empirically-chosen pelvis-weight blend threshold. */
60
+ export declare const HIP_BLEND_WEIGHT_THRESHOLD = 0.1;
61
+ /** `_REGION` encodes "no confident classification" as 255 (an unsigned byte, so this is the natural sentinel —
62
+ * never a valid `HELIX_BODY_REGIONS` index, since the vocabulary has far fewer than 255 entries). */
63
+ export declare const UNCLASSIFIED_REGION_INDEX = 255;
64
+ /** The region for a canonical joint name, or `null` if this classifier cannot confidently place it. */
65
+ export declare function regionForJoint(jointName: string): HelixBodyRegion | null;
66
+ export interface BakeBodyRegionsReport {
67
+ /** Skinned mesh primitives that received a `_REGION` attribute. */
68
+ primitivesBaked: number;
69
+ /** Vertices across every baked primitive. */
70
+ verticesTotal: number;
71
+ /** Vertices whose dominant joint could not be classified into a region (baked as 255). */
72
+ verticesUnclassified: number;
73
+ /** Vertex count per region name, for a sanity check against the mesh's expected proportions. */
74
+ regionCounts: Readonly<Record<string, number>>;
75
+ }
76
+ /**
77
+ * Bakes `_REGION` onto every skinned primitive in `document`, mutating it in place. Returns a report for the
78
+ * caller to log/verify; throws only if a skinned mesh has no skin (never expected for a HELIX canonical body).
79
+ */
80
+ export declare function bakeBodyRegions(document: Document): BakeBodyRegionsReport;
@@ -0,0 +1,190 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.UNCLASSIFIED_REGION_INDEX = exports.HIP_BLEND_WEIGHT_THRESHOLD = void 0;
4
+ exports.regionForJoint = regionForJoint;
5
+ exports.bakeBodyRegions = bakeBodyRegions;
6
+ const bodyRegionHide_1 = require("./bodyRegionHide");
7
+ /**
8
+ * Bakes a `_REGION` per-vertex glTF attribute into a HELIX canonical base body, so the platform's already-built
9
+ * `hide` grants (`character-slot-pack.ts` / `characterBase.ts`) can actually suppress the body region a garment
10
+ * covers — WITHOUT adding a single draw call.
11
+ *
12
+ * ── WHY BAKED DATA, NOT MORE PRIMITIVES ────────────────────────────────────────────────────────────────────────
13
+ * The obvious way to make "hide the thigh" real is to split the body mesh into a separate thigh primitive that
14
+ * can be toggled invisible. That is the wrong shape here: HELIX's own character draw-call budget is single
15
+ * digits per character (`docs/proposals/character-mesh-composition-optimization.md`, hero tier <= 6, target 4),
16
+ * multiplied by every character in a room, so turning ONE body draw into fifteen (one per `HELIX_BODY_REGIONS`
17
+ * entry) is a real, multiplied regression, not a style choice. Baking the region as VERTEX DATA and collapsing
18
+ * hidden triangles at runtime (`helix-web-engine-new`'s `applyComposition`) keeps the body at exactly the draw
19
+ * calls it already has — the same technique this codebase already uses for vehicle parts
20
+ * (`vehicleBatchedDraw.ts`'s "the part stays in the graph, it just stops being submitted").
21
+ *
22
+ * ── WHY THE COLLAPSE IS AN INDEX REWRITE, NOT A SHADER ────────────────────────────────────────────────────────
23
+ * A per-instance-uniform + `onBeforeCompile` shader patch was the first idea and the wrong one: this engine's
24
+ * own recent history is the reason why. `vehicleBatchedDraw.ts`'s emissive-colour patch relies on exactly that
25
+ * technique, and `WebGPURenderer` silently skips every `onBeforeCompile` patch — "every batched car rendered
26
+ * white" until the WebGPU renderer was detected and the batch gracefully degraded (helix-web-engine-new
27
+ * `11075018`, "car paint on WebGPU"). Collapsing a hidden triangle's three indices to a single shared vertex
28
+ * index, instead, needs no shader at all: it is the same index-buffer data on WebGL, WebGPU, or any future
29
+ * renderer, because a triangle whose three corners are the same point has zero area under ANY rasteriser by
30
+ * definition — there is no renderer-specific code path to keep in parity because there is no renderer-specific
31
+ * code at all.
32
+ *
33
+ * ── WHAT THIS TOOL DOES AND DOES NOT TOUCH ────────────────────────────────────────────────────────────────────
34
+ * Adds ONE custom glTF vertex attribute (`_REGION`, one unsigned byte per vertex — an index into
35
+ * `HELIX_BODY_REGIONS`, `255` for a vertex this classifier could not place). Every other accessor, node name,
36
+ * skin, material, and socket is byte-for-byte unchanged, which is the point: every add-on's `fits` already
37
+ * requires specific node/socket names from this exact body, and this must republish as a COMPATIBLE version,
38
+ * never a breaking one.
39
+ *
40
+ * ── THE HIP/TORSO SPLIT: A JOINT BOUNDARY, WIDENED BY THE BLEND ZONE THE RIG ITSELF PAINTED ──────────────────
41
+ * `body_hip` (pelvis-dominant: glutes, hip crest, lower abdomen, the ring a waistband sits on) is distinguished
42
+ * from `body_torso` (spine/clavicle-dominant: ribs, chest, upper stomach) using the rig's OWN skin weights, not
43
+ * an authored world-space height — a height threshold is population-specific (Base Male and Base Female differ
44
+ * in proportions) and would need re-tuning per body, where the rig's own weight painting needs none.
45
+ *
46
+ * A pure "which joint has the single highest weight" argmax is NOT enough on its own, though — MEASURED on the
47
+ * real Base Female against the real Sinth Ascetic Pants that motivated this file: the argmax boundary sits at
48
+ * world Y ~1.02 (of a ~1.67m-tall rest pose, i.e. ~61% up), but that pants' actual waistband reaches Y=1.057 —
49
+ * 3.5cm ABOVE where argmax alone would have drawn the line. Hiding only up to the argmax boundary would have
50
+ * left exactly the residual poke-through this file exists to close.
51
+ *
52
+ * The fix is still entirely rig-driven: any vertex where PELVIS carries at least `HIP_BLEND_WEIGHT_THRESHOLD`
53
+ * of its total skin weight is `body_hip`, even where spine_01 is nominally the single largest contributor — the
54
+ * blend zone between two joints is real geometry the rig already describes, and reading it (rather than only
55
+ * the winning joint) is what recovers the missing 3.5cm. Measured on the same body: vertices where pelvis
56
+ * weight >= 0.1 reach up to Y=1.068, comfortably (~1.1cm) above that pants' waistband, while >= 0.25 only
57
+ * reaches Y=1.044 (still short) and "any nonzero pelvis weight at all" reaches Y=1.093 (too far, starting to
58
+ * eat into unambiguous stomach/ribs territory) — 0.1 is the threshold with headroom on the one real garment
59
+ * measured against it. This is an empirical property of THIS rig's weight painting, not a universal constant:
60
+ * re-verify (the poke-through tool's own region breakdown, or a debug region-colour render) against a real
61
+ * high-rise or low-rise pants item before trusting it unchanged on a differently-proportioned future body.
62
+ */
63
+ /** See "THE HIP/TORSO SPLIT" above — the empirically-chosen pelvis-weight blend threshold. */
64
+ exports.HIP_BLEND_WEIGHT_THRESHOLD = 0.1;
65
+ /** `_REGION` encodes "no confident classification" as 255 (an unsigned byte, so this is the natural sentinel —
66
+ * never a valid `HELIX_BODY_REGIONS` index, since the vocabulary has far fewer than 255 entries). */
67
+ exports.UNCLASSIFIED_REGION_INDEX = 255;
68
+ const REGION_INDEX = new Map(bodyRegionHide_1.HELIX_BODY_REGIONS.map((region, index) => [region, index]));
69
+ /**
70
+ * Canonical-skeleton joint name -> body region, for every joint whose skin-weight dominance should classify a
71
+ * vertex. A joint absent here (finger sub-segments beyond the metacarpal, twist helpers not listed, etc.)
72
+ * falls through to the regex fallback in `regionForJoint`, and failing that, `UNCLASSIFIED_REGION_INDEX`.
73
+ */
74
+ const JOINT_TO_REGION = {
75
+ head: 'body_head',
76
+ neck_01: 'body_neck', neck_02: 'body_neck',
77
+ // Spine + clavicles: everything ABOVE the pelvis's own weight zone. See the file header for why this joint
78
+ // boundary, not an authored height, is the hip/torso split.
79
+ spine_01: 'body_torso', spine_02: 'body_torso', spine_03: 'body_torso', spine_04: 'body_torso', spine_05: 'body_torso',
80
+ clavicle_l: 'body_torso', clavicle_r: 'body_torso',
81
+ pelvis: 'body_hip',
82
+ upperarm_l: 'body_upperarm_l', upperarm_twist_01_l: 'body_upperarm_l', upperarm_twist_02_l: 'body_upperarm_l',
83
+ upperarm_r: 'body_upperarm_r', upperarm_twist_01_r: 'body_upperarm_r', upperarm_twist_02_r: 'body_upperarm_r',
84
+ lowerarm_l: 'body_forearm_l', lowerarm_twist_01_l: 'body_forearm_l', lowerarm_twist_02_l: 'body_forearm_l',
85
+ lowerarm_r: 'body_forearm_r', lowerarm_twist_01_r: 'body_forearm_r', lowerarm_twist_02_r: 'body_forearm_r',
86
+ thigh_l: 'body_thigh_l', thigh_twist_01_l: 'body_thigh_l',
87
+ thigh_r: 'body_thigh_r', thigh_twist_01_r: 'body_thigh_r',
88
+ calf_l: 'body_shin_l', calf_twist_01_l: 'body_shin_l',
89
+ calf_r: 'body_shin_r', calf_twist_01_r: 'body_shin_r',
90
+ foot_l: 'body_foot_l', ball_l: 'body_foot_l',
91
+ foot_r: 'body_foot_r', ball_r: 'body_foot_r',
92
+ };
93
+ /** The region for a canonical joint name, or `null` if this classifier cannot confidently place it. */
94
+ function regionForJoint(jointName) {
95
+ const direct = JOINT_TO_REGION[jointName];
96
+ if (direct)
97
+ return direct;
98
+ if (/(pinky|ring|thumb|middle|index|hand)/.test(jointName)) {
99
+ if (jointName.endsWith('_l'))
100
+ return 'body_hand_l';
101
+ if (jointName.endsWith('_r'))
102
+ return 'body_hand_r';
103
+ }
104
+ return null;
105
+ }
106
+ /**
107
+ * Bakes `_REGION` onto every skinned primitive in `document`, mutating it in place. Returns a report for the
108
+ * caller to log/verify; throws only if a skinned mesh has no skin (never expected for a HELIX canonical body).
109
+ */
110
+ function bakeBodyRegions(document) {
111
+ let primitivesBaked = 0;
112
+ let verticesTotal = 0;
113
+ let verticesUnclassified = 0;
114
+ const regionCounts = {};
115
+ for (const node of document.getRoot().listNodes()) {
116
+ const mesh = node.getMesh();
117
+ const skin = node.getSkin();
118
+ if (!mesh || !skin)
119
+ continue;
120
+ const joints = skin.listJoints();
121
+ const jointNames = joints.map((j) => j.getName());
122
+ const jointRegionIndex = jointNames.map((name) => {
123
+ const region = regionForJoint(name);
124
+ return region === null ? exports.UNCLASSIFIED_REGION_INDEX : REGION_INDEX.get(region);
125
+ });
126
+ const pelvisJointIndex = jointNames.indexOf('pelvis');
127
+ const hipRegionIndex = REGION_INDEX.get('body_hip');
128
+ const torsoRegionIndex = REGION_INDEX.get('body_torso');
129
+ for (const prim of mesh.listPrimitives()) {
130
+ const pos = prim.getAttribute('POSITION');
131
+ if (!pos)
132
+ continue;
133
+ const count = pos.getCount();
134
+ const region = new Uint8Array(count).fill(exports.UNCLASSIFIED_REGION_INDEX);
135
+ const sets = [];
136
+ for (const s of [0, 1]) {
137
+ const j = prim.getAttribute(`JOINTS_${s}`);
138
+ const w = prim.getAttribute(`WEIGHTS_${s}`);
139
+ if (j && w)
140
+ sets.push({ j, w });
141
+ }
142
+ const jBuf = [0, 0, 0, 0];
143
+ const wBuf = [0, 0, 0, 0];
144
+ for (let i = 0; i < count; i++) {
145
+ let dominantWeight = -1;
146
+ let dominantJoint = -1;
147
+ let weightSum = 0;
148
+ let pelvisWeight = 0;
149
+ for (const { j, w } of sets) {
150
+ j.getElement(i, jBuf);
151
+ w.getElement(i, wBuf);
152
+ for (let k = 0; k < 4; k++) {
153
+ const weight = wBuf[k];
154
+ weightSum += weight;
155
+ if (pelvisJointIndex >= 0 && jBuf[k] === pelvisJointIndex)
156
+ pelvisWeight += weight;
157
+ if (weight > dominantWeight) {
158
+ dominantWeight = weight;
159
+ dominantJoint = jBuf[k];
160
+ }
161
+ }
162
+ }
163
+ let regionIndex = dominantJoint >= 0 ? jointRegionIndex[dominantJoint] : exports.UNCLASSIFIED_REGION_INDEX;
164
+ // The pelvis/spine blend-zone widening — see "THE HIP/TORSO SPLIT" above. Only ever pulls a vertex
165
+ // FROM torso INTO hip; every other region (thigh, arm, ...) is left exactly as the dominant joint says.
166
+ if (regionIndex === torsoRegionIndex && weightSum > 0 && pelvisWeight / weightSum >= exports.HIP_BLEND_WEIGHT_THRESHOLD) {
167
+ regionIndex = hipRegionIndex;
168
+ }
169
+ region[i] = regionIndex;
170
+ verticesTotal++;
171
+ if (regionIndex === exports.UNCLASSIFIED_REGION_INDEX) {
172
+ verticesUnclassified++;
173
+ }
174
+ else {
175
+ const name = bodyRegionHide_1.HELIX_BODY_REGIONS[regionIndex];
176
+ regionCounts[name] = (regionCounts[name] ?? 0) + 1;
177
+ }
178
+ }
179
+ const buffer = pos.getBuffer();
180
+ const regionAccessor = document.createAccessor()
181
+ .setType('SCALAR')
182
+ .setArray(region)
183
+ .setBuffer(buffer);
184
+ prim.setAttribute('_REGION', regionAccessor);
185
+ primitivesBaked++;
186
+ }
187
+ }
188
+ return { primitivesBaked, verticesTotal, verticesUnclassified, regionCounts };
189
+ }
190
+ //# sourceMappingURL=bakeBodyRegions.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,62 @@
1
+ /**
2
+ * Refuse a GLB whose `baseColorTexture` is a tangent-space NORMAL map.
3
+ *
4
+ * ── THE DEFECT (live 2026-09-29/30, 17 Cyberpunk add-ons) ───────────────────────────────────────────
5
+ * Cyberpunk 2077 garments carry no albedo image at all: their colour is the composite of a 20-layer
6
+ * "Multilayered" shader (mask atlas x per-layer tints x shared microblend textures). Blender's glTF exporter
7
+ * cannot evaluate that node group, so it walks the graph and binds the first image it can reach — a shared
8
+ * microblend NORMAL map (`dirt_stains`, `dust_fine`, `default`) — as `baseColorTexture`. Every garment that
9
+ * took that path rendered flat lavender (RGB ~128,128,255, a tangent normal map's "straight up") in the
10
+ * catalogue thumbnail, and near-black with specular speckle in the 3D preview where the same image also sat in
11
+ * `metallicRoughnessTexture`.
12
+ *
13
+ * ── WHY EVERY EXISTING GATE PASSED IT ───────────────────────────────────────────────────────────────
14
+ * `helix bridge validate`, the old Item-first publication dry run, the draw-call / triangle / material / texture-size
15
+ * budgets, the leftover-body-geometry guard, the pose-aware fit, the skeleton checks and the engine bind check
16
+ * are all structural or budget-based. None of them reads a pixel of the albedo, so "valid glTF, correct
17
+ * skeleton, under budget" was true of a model that could not possibly look right. The only one that samples
18
+ * the albedo (`bodyGeometryGuard`) does so to find untextured *islands*, not to ask whether the image is a colour.
19
+ *
20
+ * ── THE TESTS (any one refuses) ─────────────────────────────────────────────────────────────────────────
21
+ * IDENTITY the baseColor image bytes are identical to the same material's normal / metallicRoughness /
22
+ * occlusion image. A colour map is never the same file as its own normal map. (Only fires on
23
+ * un-packaged PNG/JPEG: KTX2 encoding writes a colour and a linear copy of one source with
24
+ * different bytes, so on a bridge-packaged file CONTENT is the rule that carries the weight.)
25
+ * CONTENT the decoded pixels have a tangent normal map's signature: mean R,G within 14 of 128, mean B
26
+ * above 215, and R/G spread under 22. Real normal maps cluster tightly around (128,128,255) because
27
+ * most of a surface faces its own normal; a real albedo with that colour AND that flatness is a
28
+ * solid periwinkle fill, which belongs in `baseColorFactor`, not in a texture.
29
+ * A texture that cannot be decoded is reported as UNCHECKED and does NOT refuse (a gap in this checker must not
30
+ * become a creator's dead end — same precedent as the mesh preflight), but it is surfaced to the caller.
31
+ *
32
+ * Escape hatch for a genuine periwinkle fill: `HELIX_ALLOW_NORMAL_MAP_BASE_COLOR=1`.
33
+ */
34
+ import type { Document } from '@gltf-transform/core';
35
+ export interface BaseColorFinding {
36
+ material: string;
37
+ texture: string;
38
+ reason: 'identity' | 'content';
39
+ detail: string;
40
+ }
41
+ export interface BaseColorReport {
42
+ findings: BaseColorFinding[];
43
+ /** Materials whose baseColor image could not be decoded, so no content verdict was possible. */
44
+ unchecked: string[];
45
+ }
46
+ export declare const NORMAL_MAP_MEAN_TOLERANCE = 14;
47
+ export declare const NORMAL_MAP_MIN_BLUE_MEAN = 215;
48
+ export declare const NORMAL_MAP_MAX_RG_STDEV = 22;
49
+ export declare function inspectBaseColor(document: Document): Promise<BaseColorReport>;
50
+ export declare function describeBaseColorFindings(findings: readonly BaseColorFinding[]): string;
51
+ /** Throws with an itemized report when any material's baseColorTexture is a normal map. */
52
+ export declare function assertBaseColorIsAlbedo(document: Document, label?: string): Promise<BaseColorReport>;
53
+ /** Convenience for callers that hold GLB bytes rather than a Document. */
54
+ export declare function assertGlbBaseColorIsAlbedo(glb: Uint8Array, label?: string): Promise<BaseColorReport>;
55
+ /**
56
+ * Refuse (throw) when a character-surface GLB binds a tangent-space normal map as its base colour. Shared by the
57
+ * real publish and `--dry-run`, so the gate that is run before paying the fee is the same one that runs at it.
58
+ */
59
+ export declare function assertPublishBaseColor(opts: {
60
+ kind: string;
61
+ mesh?: string;
62
+ }, meshBytes: Uint8Array | null | undefined): Promise<void>;
@@ -0,0 +1,141 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.NORMAL_MAP_MAX_RG_STDEV = exports.NORMAL_MAP_MIN_BLUE_MEAN = exports.NORMAL_MAP_MEAN_TOLERANCE = void 0;
4
+ exports.inspectBaseColor = inspectBaseColor;
5
+ exports.describeBaseColorFindings = describeBaseColorFindings;
6
+ exports.assertBaseColorIsAlbedo = assertBaseColorIsAlbedo;
7
+ exports.assertGlbBaseColorIsAlbedo = assertGlbBaseColorIsAlbedo;
8
+ exports.assertPublishBaseColor = assertPublishBaseColor;
9
+ const core_1 = require("@gltf-transform/core");
10
+ const extensions_1 = require("@gltf-transform/extensions");
11
+ const node_crypto_1 = require("node:crypto");
12
+ const bodyGeometryGuard_1 = require("./bodyGeometryGuard");
13
+ exports.NORMAL_MAP_MEAN_TOLERANCE = 14;
14
+ exports.NORMAL_MAP_MIN_BLUE_MEAN = 215;
15
+ exports.NORMAL_MAP_MAX_RG_STDEV = 22;
16
+ const sha1 = (bytes) => (0, node_crypto_1.createHash)('sha1').update(bytes).digest('hex');
17
+ function materialLabel(material, index) {
18
+ return material.getName() || `material[${index}]`;
19
+ }
20
+ async function inspectBaseColor(document) {
21
+ const findings = [];
22
+ const unchecked = [];
23
+ const materials = document.getRoot().listMaterials();
24
+ for (let index = 0; index < materials.length; index += 1) {
25
+ const material = materials[index];
26
+ const base = material.getBaseColorTexture();
27
+ if (!base)
28
+ continue;
29
+ const label = materialLabel(material, index);
30
+ const textureName = base.getName() || '(unnamed)';
31
+ const baseImage = base.getImage();
32
+ if (baseImage) {
33
+ const baseHash = sha1(baseImage);
34
+ for (const [slot, texture] of [
35
+ ['normal', material.getNormalTexture()],
36
+ ['metallicRoughness', material.getMetallicRoughnessTexture()],
37
+ ['occlusion', material.getOcclusionTexture()],
38
+ ]) {
39
+ const image = texture?.getImage();
40
+ if (image && sha1(image) === baseHash) {
41
+ findings.push({
42
+ material: label,
43
+ texture: textureName,
44
+ reason: 'identity',
45
+ detail: `baseColor image is byte-identical to this material's ${slot} image (${texture?.getName() || 'unnamed'})`,
46
+ });
47
+ }
48
+ }
49
+ }
50
+ let decoded = null;
51
+ try {
52
+ decoded = await (0, bodyGeometryGuard_1.decodeMaterialBaseColor)(material);
53
+ }
54
+ catch {
55
+ decoded = null;
56
+ }
57
+ if (!decoded) {
58
+ unchecked.push(label);
59
+ continue;
60
+ }
61
+ const { data, width, height } = decoded;
62
+ const n = width * height;
63
+ let used = 0;
64
+ const mean = [0, 0, 0];
65
+ for (let i = 0; i < n; i += 1) {
66
+ if (data[i * 4 + 3] < 8)
67
+ continue;
68
+ used += 1;
69
+ for (let c = 0; c < 3; c += 1)
70
+ mean[c] += data[i * 4 + c];
71
+ }
72
+ if (used === 0)
73
+ continue;
74
+ for (let c = 0; c < 3; c += 1)
75
+ mean[c] /= used;
76
+ let sumR = 0;
77
+ let sumG = 0;
78
+ for (let i = 0; i < n; i += 1) {
79
+ if (data[i * 4 + 3] < 8)
80
+ continue;
81
+ sumR += (data[i * 4] - mean[0]) ** 2;
82
+ sumG += (data[i * 4 + 1] - mean[1]) ** 2;
83
+ }
84
+ const stdR = Math.sqrt(sumR / used);
85
+ const stdG = Math.sqrt(sumG / used);
86
+ if (Math.abs(mean[0] - 128) < exports.NORMAL_MAP_MEAN_TOLERANCE &&
87
+ Math.abs(mean[1] - 128) < exports.NORMAL_MAP_MEAN_TOLERANCE &&
88
+ mean[2] > exports.NORMAL_MAP_MIN_BLUE_MEAN &&
89
+ stdR < exports.NORMAL_MAP_MAX_RG_STDEV &&
90
+ stdG < exports.NORMAL_MAP_MAX_RG_STDEV) {
91
+ findings.push({
92
+ material: label,
93
+ texture: textureName,
94
+ reason: 'content',
95
+ detail: `baseColor pixels are a tangent-space normal map (mean RGB ${mean.map((v) => v.toFixed(0)).join(',')}, ` +
96
+ `R/G stdev ${stdR.toFixed(1)}/${stdG.toFixed(1)}; a normal map is ~128,128,255)`,
97
+ });
98
+ }
99
+ }
100
+ return { findings, unchecked };
101
+ }
102
+ function describeBaseColorFindings(findings) {
103
+ return findings.map((f) => ` - material "${f.material}", texture "${f.texture}": ${f.reason.toUpperCase()} — ${f.detail}`).join('\n');
104
+ }
105
+ /** Throws with an itemized report when any material's baseColorTexture is a normal map. */
106
+ async function assertBaseColorIsAlbedo(document, label = 'this GLB') {
107
+ const report = await inspectBaseColor(document);
108
+ if (report.findings.length === 0 || process.env.HELIX_ALLOW_NORMAL_MAP_BASE_COLOR === '1')
109
+ return report;
110
+ throw new Error(`Refusing ${label}: ${report.findings.length} material(s) use a NORMAL MAP as their base colour, so the model will ` +
111
+ `render as flat lavender (RGB ~128,128,255) instead of its real colours.\n` +
112
+ `${describeBaseColorFindings(report.findings)}\n` +
113
+ `This is the exporter binding the wrong image: the albedo was never baked (e.g. a procedural / layered shader ` +
114
+ `that Blender cannot export). Bake the diffuse colour into a texture and bind THAT as baseColor. ` +
115
+ `If this really is a solid periwinkle fill, set HELIX_ALLOW_NORMAL_MAP_BASE_COLOR=1 (better: use baseColorFactor).`);
116
+ }
117
+ /** Convenience for callers that hold GLB bytes rather than a Document. */
118
+ async function assertGlbBaseColorIsAlbedo(glb, label) {
119
+ let document;
120
+ try {
121
+ document = await new core_1.NodeIO().registerExtensions(extensions_1.ALL_EXTENSIONS).readBinary(glb);
122
+ }
123
+ catch {
124
+ // A container this reader cannot walk is the server's call to make (same precedent as the mesh preflight):
125
+ // report it as unchecked, never refuse on a gap in this checker.
126
+ return { findings: [], unchecked: ['(glTF could not be parsed locally)'] };
127
+ }
128
+ return assertBaseColorIsAlbedo(document, label);
129
+ }
130
+ /** Kinds whose GLB is a worn/avatar surface, where a normal map as albedo is always wrong and always visible. */
131
+ const BASE_COLOR_GUARDED_KINDS = new Set(['add_on', 'wearable', 'avatar']);
132
+ /**
133
+ * Refuse (throw) when a character-surface GLB binds a tangent-space normal map as its base colour. Shared by the
134
+ * real publish and `--dry-run`, so the gate that is run before paying the fee is the same one that runs at it.
135
+ */
136
+ async function assertPublishBaseColor(opts, meshBytes) {
137
+ if (!meshBytes || !BASE_COLOR_GUARDED_KINDS.has(opts.kind))
138
+ return;
139
+ await assertGlbBaseColorIsAlbedo(meshBytes, opts.mesh ?? 'the mesh');
140
+ }
141
+ //# sourceMappingURL=baseColorGuard.js.map
@@ -0,0 +1 @@
1
+ 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