@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.
- package/README.md +627 -6
- package/assets/bridge/metahuman-eye-baked.png +0 -0
- package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
- package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
- package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
- package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
- package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
- package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
- package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
- package/bridge-recipes/sims4/README.md +43 -0
- package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
- package/bridge-recipes/unreal/character-customizer/README.md +58 -0
- package/bridge-recipes/unreal/character-customizer/all.json +13 -0
- package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
- package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
- package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
- package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
- package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
- package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/top.json +6 -0
- package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
- package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-urban-ghost-hoodie.addon.json +1 -0
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- package/plugins/beamng-vehicle/lib/palette-contract.mjs +6 -0
- package/plugins/beamng-vehicle/lib/vehicle-qa.mjs +567 -0
- package/plugins/beamng-vehicle/lib/vehicle-source.mjs +247 -0
- package/plugins/beamng-vehicle/profiles/source-compatibility.json +14 -0
- package/plugins/beamng-vehicle/vendor/vehicle-package-v2.mjs +6451 -0
- package/vendor/README.md +63 -0
- package/vendor/ability-manifest.mjs +527 -6
- package/vendor/audits/asset-credits.mjs +96 -0
- package/vendor/audits/check-loaders.mjs +80 -0
- package/vendor/audits/perf-gate.mjs +759 -0
- package/vendor/audits/prove-live.mjs +307 -0
- package/vendor/audits/source-audit.mjs +530 -0
- package/vendor/audits/world-audit.mjs +439 -0
- package/vendor/capture-body.glb +0 -0
- package/vendor/capture-face.glb +0 -0
- package/vendor/installed-index.mjs +1 -1
- package/vendor/vehicle-package-v2.mjs +6451 -0
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/**
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* Refuse to conform/package a character add-on whose garment geometry
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* includes leftover base-body / underwear surfaces — the defect found live
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* on "Kombes Man" (`d3823cdf-dfac-4a81-a768-6817089d5144`) and "Female
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* Sweater Top" (`48d7871c-0a95-496f-b50b-9c87b2c64775`): an untextured grey
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* torso/bra shape baked into the garment's own GLB, visible under the actual
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* (textured) garment surface. Confirmed in two independent renderers (the
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* backend's `final-mesh-textured` CPU rasterizer AND the WebGPU studio
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* capture path) — a real defect in the mesh DATA, not a render bug. See
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* `run/open-alpha-qa/customizer-followups/thumbnails/scan2/SUMMARY.md` in the
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* workspace root for the original evidence.
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*
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* ── ROOT CAUSE ─────────────────────────────────────────────────────────────
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* Both items were almost certainly authored in Unreal with a base body /
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* underwear layer left visible under the garment for authoring convenience,
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* and the extraction/conform pipeline never stripped it before packaging the
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* add-on GLB. An add-on's web GLB must contain ONLY the garment surface: it
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* renders on top of the platform's own real host body at runtime, so a copy
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* of that body baked into the add-on is never correct, no matter how it got
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* there.
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*
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* ── WHY ISLANDS ARE GROUPED BY SHARED EDGE, NOT SHARED VERTEX ───────────────
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* The first version of this file grouped triangles into "islands" by shared
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* VERTEX INDEX. That is too coarse: on the real Kombes Man overalls
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* primitive, a decimated LOD's simplifier had welded a handful of isolated
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* vertices between the (real, textured) overalls fabric and the (leftover,
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* untextured) duplicate leg geometry tucked inside it — an incidental point
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* of contact, not a shared surface — and vertex-based grouping fused them
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* into ONE island. Removing that island deleted real garment triangles along
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* with the leftover ones (confirmed by re-rendering the "fixed" GLB and
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* finding holes torn in the pant legs that were never there in the source).
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*
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* A second attempt went to the opposite extreme — classifying and removing
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* every triangle independently, from only its own 3 UV corners — and
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* OVER-removed instead: sampling only 3 texels is noisy enough (seam/padding
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* bleed) that thousands of genuinely textured pant-leg triangles individually
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* misread as "mostly untextured".
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*
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* Grouping by shared EDGE (both vertices of a triangle side, not just one)
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* is the fix that keeps both properties: two triangles that are part of the
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* same authored surface almost always share a full edge, so real garment
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* geometry stays one connected island; two triangles from DIFFERENT authored
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* surfaces that happen to have a single decimation-welded vertex in common do
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* NOT share an edge, so they are never merged. Classifying and stripping at
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* this island granularity gets a large, statistically stable sample of
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* texture reads per decision (tens to hundreds, not three) while never
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* bridging into real garment geometry. Verified against the real Kombes Man
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* regression: this produces a stripped GLB with the pant legs fully intact
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* and only the actual leftover-body islands removed (see
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* `bodyGeometryGuard.spec.ts`'s fixture-backed regression tests).
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*
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* ── WHY "SAME MATERIAL, DIFFERENT ISLAND" AND NOT A NAME CHECK ──────────────
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* Both live regressions disproved the obvious heuristic. Kombes Man's
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* body-vs-garment islands share ONE material name
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* (`MI_M_KombesMan_skinning1`) and Female Sweater Top's grey bra shares its
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* single primitive with the pink sweater fabric (many disconnected islands,
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* one draw call) — so neither "does the mesh/material name contain 'body'"
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* nor "which primitive is this" separates them. What DOES separate them,
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* confirmed by isolating and rendering flagged islands from both real items:
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*
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* 1. The island's DOMINANT skin region (by the SAME dominant-joint
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* classification `bakeBodyRegions.ts` bakes onto a canonical base body)
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* is a region this add-on's OWN slot type is already platform-granted to
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* HIDE (`bodyRegionHide.ts`'s `DEFAULT_HIDE_REGIONS_BY_SLOT_TYPE`) — i.e.
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* the island sits exactly where the base body's own skin already is, on
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* a slot that exists specifically to cover that skin.
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* 2. The island's own baked base-color texture, sampled at its own UVs
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* across many triangles, is overwhelmingly flat/untextured (low
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* saturation, mid value — the `graycheck.py` heuristic the original
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* evidence scan used) OR fully transparent (never properly unwrapped at
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* all) rather than real garment texture.
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*
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* A real garment surface skinned to, say, the torso joint (a snug crop top)
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* is expected and fine; a real garment island is NOT expected to be both
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* region-duplicate AND textureless at the same time — that combination is
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* the signature of body/underwear geometry nobody meant to ship. Requiring
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* BOTH signals together is what keeps this from flagging legitimate
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* dark/plain/grey-dyed garments (which are textured, just not colourful) or
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* legitimate underwear-slot items (whose own visible surface is the point,
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* not a duplicate of the host's hidden skin).
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*
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* ── MEASURED PRECISION (READ BEFORE TRUSTING THIS AS AN ORACLE) ──────────────
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* This check was tuned against the REAL catalogue, not a synthetic fixture:
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* every one of the 76 live published add-ons was downloaded and scanned, and
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* every flag it produced was then rendered and inspected by eye.
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*
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* signal flagged true false
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* region + untextured island (first cut) 19 2 17
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* + item-level colored-fraction gate 10 2 8
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* + minTotalFlaggedTriangles = 1000 (SHIPPED) 3 2 1
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*
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* The one residual false positive is a sneaker whose sole bed and inner
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* lining read as one large untextured surface on `body_foot_*` (~1800
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* triangles) — structurally indistinguishable from the real defect by ANY
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* texture- or region-based signal, because both are "a large untextured
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* surface where the body already is". Several stronger-sounding ideas were
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* tried AND REJECTED on evidence, not intuition: distance-to-host-body-surface
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* (a body copy is 13-30mm off the host after conform, and a real garment shell
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* is 20-34mm — no separation); UV-footprint area; material alphaMode;
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* primitive-level transparency. Each is documented at its rejection site.
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*
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* That measured residual is why this ships as a REFUSAL WITH A DOCUMENTED
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* OVERRIDE (`assertNoLeftoverBodyGeometryWithOverride`) rather than an
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* unconditional hard fail: a false positive blocks one creator's publish with
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* an itemized, actionable message they can clear, where a false negative ships
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* a visible body-shaped defect to every existing owner. The pre-fix
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* catalogue proved which of those failures actually happens.
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*
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* A name-pattern check is included too (`skin`/`torso` as a WHOLE word in a
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* mesh/node/material name) as a secondary, independent trip line, with a
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* looser texture bar — cheap, and it costs nothing to keep even though it
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* caught neither of the two real regressions here (their mesh/material names
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* carry no such marker; see `bodyGeometryGuard.spec.ts`'s regression
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* fixtures).
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*/
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import type { Document, Material, Primitive } from '@gltf-transform/core';
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import { type HelixBodyRegion } from './bodyRegionHide';
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export interface BodyGeometryFinding {
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nodeName: string;
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meshIndex: number;
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primIndex: number;
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islandIndex: number;
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triangleCount: number;
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dominantRegion: HelixBodyRegion | null;
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/** Fraction (0-1) of attempted texture samples across this island reading either flat/gray or fully transparent — i.e. no real authored pixel content. */
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untexturedFraction: number;
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/** How many samples that fraction is actually computed from. A low count means low confidence — see `minSamplesAttempted`. */
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samplesAttempted: number;
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matchedNamePattern: string | null;
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reason: 'region-and-texture' | 'name-pattern';
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}
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export interface DetectLeftoverBodyGeometryOptions {
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/** The add-on's own declared slot type, e.g. `character.top@1` — determines which regions it is already platform-granted to hide. */
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slotType: string;
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/** An island smaller than this many triangles is skipped (buttons, zippers, cuff bands, seam trims). Default 24. */
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minTriangles?: number;
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/** Minimum untextured-sample fraction for the region+texture signal. Default 0.85. */
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untexturedFractionThreshold?: number;
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/** Minimum untextured-sample fraction for the name-pattern signal (looser — the name already narrows it). Default 0.5. */
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namePatternUntexturedFractionThreshold?: number;
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/** Minimum share of an island's CLASSIFIED (non-unclassified) vertex votes a single region needs to count as "dominant". Default 0.5. */
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dominantRegionShareThreshold?: number;
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/** Cap on texture samples taken per island (perf bound on dense meshes). Default 300. */
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maxSamplesPerIsland?: number;
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/** An island needs at least this many attempted texture samples before its `untexturedFraction` is trusted. Default 24. */
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minSamplesAttempted?: number;
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/**
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* The ITEM must have at least this fraction of its own sampled surface
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* reading as genuinely authored texture (`colored`) before ANY island is
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* reported. Default 0.05.
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*
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* ── WHY THIS GATE EXISTS (MEASURED, NOT THEORISED) ──────────────────────────
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* Leftover body geometry is DEFINED by sitting under a real garment — it is
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* the duplicate that the garment covers. A garment that has essentially no
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* authored texture anywhere is just a plain/monochrome garment, and its
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* flat-grey surface IS the garment rather than a body copy beneath it. Without
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* this gate the region+texture signal fires on every plain grey item in the
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* catalogue — measured against all 76 live add-ons, it flagged 19, of which a
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* visual audit of every one showed 18 were ordinary plain-grey or dark
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* garments (an all-grey tee, an all-grey knit sneaker, a black boot, a brown
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* hair card, a Lakers-coloured short's dark trim). THIS GATE IS THE SINGLE
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* MEASUREMENT THAT SEPARATES THEM: it clears 14 of those 18 outright.
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*
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* See the class doc's "MEASURED PRECISION" section for the residual
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* false-positive rate this gate leaves and why the check ships as a
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* refusable-with-override trip line rather than a silent, always-fatal gate.
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*/
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itemColoredFractionFloor?: number;
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/**
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* The item's flagged islands must total at least this many triangles before
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* anything is reported. Default 1000.
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*
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* ── WHY (MEASURED) ──────────────────────────────────────────────────────────
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* Leftover BODY geometry is a body-sized surface; a garment's own dark trim,
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* inner lining, sole bed or padding is not. Measured against all 76 live
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* add-ons after the item-level colored gate above, the eight surviving
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* false positives (a boot's lining, a plaid skirt's underskirt, a shirt's
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* dark trim, a sneaker's bed, …) each totalled 65–543 flagged triangles,
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* while the two real regressions totalled 2158 and 1897. 1000 sits in the
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* empty gap between them and clears seven of those eight.
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*
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* The one residual false positive this does NOT clear (a sneaker whose bed
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* and lining read as one large untextured surface, ~1800 triangles) is
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* documented in the class doc's "MEASURED PRECISION" section and is the
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* reason `assertNoLeftoverBodyGeometry` ships with an explicit caller
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* override rather than being unconditionally fatal.
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*/
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minTotalFlaggedTriangles?: number;
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}
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export interface TriangleIsland {
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/** Starting index (into the primitive's index accessor) of each triangle belonging to this island. */
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triangleStarts: number[];
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vertices: Set<number>;
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}
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/**
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* Group a primitive's triangles into connected surfaces by SHARED EDGE (both
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* vertices of a triangle side), not shared vertex — see file header for why
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* this is the correct granularity: it keeps one authored surface as one
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* island while never bridging two surfaces that merely happen to touch at a
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* single decimation-welded point. Exported for reuse by the strip tool.
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*/
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export declare function findTriangleIslands(prim: Primitive): TriangleIsland[];
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export interface DecodedTexture {
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width: number;
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height: number;
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/** RGBA, row-major, top-first (glTF UV origin) — same convention as the backend's `mesh-rasterizer.mjs`. */
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data: Buffer;
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}
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export declare function decodeMaterialBaseColor(material: Material): Promise<DecodedTexture | null>;
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/**
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* Scan every skinned mesh primitive in `document` for triangle islands
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* (edge-adjacency — see file header) that look like leftover
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* base-body/underwear geometry. Returns every finding; callers decide
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* whether to throw (`assertNoLeftoverBodyGeometry`) or just report.
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*/
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export declare function detectLeftoverBodyGeometry(document: Document, options: DetectLeftoverBodyGeometryOptions): Promise<BodyGeometryFinding[]>;
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/** Human-readable summary for an error message / CLI report — one line per finding. */
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export declare function describeFindings(findings: readonly BodyGeometryFinding[]): string;
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/**
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* Throws with a full, itemized report if `document` contains anything that
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* looks like leftover base-body/underwear geometry. This is the gate
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* `executeCharacterAddon` calls right after `importCharacter` produces the
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* add-on's final GLB — the add-on is not a valid deliverable until this
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* passes, exactly like `assertLooksLikeGlb`/`inspectBaseAvatarGlb` gate the
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* OTHER ways a character artifact can be malformed.
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*/
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export declare function assertNoLeftoverBodyGeometry(document: Document, options: DetectLeftoverBodyGeometryOptions): Promise<void>;
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export interface AssertNoLeftoverBodyGeometryOptions extends DetectLeftoverBodyGeometryOptions {
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/**
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* Package the add-on even when the trip line fires. Use ONLY after a human
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* has looked at the item and confirmed the flagged surface is a legitimate
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* garment panel rather than a duplicate of the host body — see the class
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* doc's "MEASURED PRECISION" section for the residual false-positive class
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* this exists for.
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*/
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allowFalsePositive?: boolean;
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}
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/**
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* Same as `assertNoLeftoverBodyGeometry`, but records and swallows a
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* confirmed false positive instead of refusing — the escape hatch the bridge
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* exposes so a creator is never permanently blocked by the trip line.
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*/
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export declare function assertNoLeftoverBodyGeometryWithOverride(document: Document, options: AssertNoLeftoverBodyGeometryOptions): Promise<BodyGeometryFinding[]>;
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@@ -0,0 +1,417 @@
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"use strict";
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2
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var __importDefault = (this && this.__importDefault) || function (mod) {
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return (mod && mod.__esModule) ? mod : { "default": mod };
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};
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.findTriangleIslands = findTriangleIslands;
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exports.decodeMaterialBaseColor = decodeMaterialBaseColor;
|
|
8
|
+
exports.detectLeftoverBodyGeometry = detectLeftoverBodyGeometry;
|
|
9
|
+
exports.describeFindings = describeFindings;
|
|
10
|
+
exports.assertNoLeftoverBodyGeometry = assertNoLeftoverBodyGeometry;
|
|
11
|
+
exports.assertNoLeftoverBodyGeometryWithOverride = assertNoLeftoverBodyGeometryWithOverride;
|
|
12
|
+
const sharp_1 = __importDefault(require("sharp"));
|
|
13
|
+
const ktx2Decode_1 = require("./ktx2Decode");
|
|
14
|
+
const bodyRegionHide_1 = require("./bodyRegionHide");
|
|
15
|
+
const bakeBodyRegions_1 = require("./bakeBodyRegions");
|
|
16
|
+
const DEFAULT_MIN_TRIANGLES = 24;
|
|
17
|
+
const DEFAULT_UNTEXTURED_FRACTION_THRESHOLD = 0.85;
|
|
18
|
+
const DEFAULT_NAME_PATTERN_UNTEXTURED_FRACTION_THRESHOLD = 0.5;
|
|
19
|
+
const DEFAULT_DOMINANT_REGION_SHARE_THRESHOLD = 0.5;
|
|
20
|
+
const DEFAULT_MAX_SAMPLES_PER_ISLAND = 300;
|
|
21
|
+
const DEFAULT_MIN_SAMPLES_ATTEMPTED = 24;
|
|
22
|
+
const DEFAULT_ITEM_COLORED_FRACTION_FLOOR = 0.05;
|
|
23
|
+
const DEFAULT_MIN_TOTAL_FLAGGED_TRIANGLES = 1000;
|
|
24
|
+
/**
|
|
25
|
+
* Whole-TOKEN match only, so "Bralette"/"Embrace"/"Torsolette" never trip this — see file header.
|
|
26
|
+
* Deliberately NOT a `\b` regex: `\b` treats underscore as a word character, so it never creates a
|
|
27
|
+
* boundary in the underscore-delimited names this pipeline actually sees (Unreal/DCC exports name
|
|
28
|
+
* things like `SM_CharacterBody_Torso` or `MI_M_KombesMan_skin1`) — `\btorso\b` would silently never
|
|
29
|
+
* match either real example. Splitting on any non-letter run and comparing whole tokens sidesteps that.
|
|
30
|
+
*/
|
|
31
|
+
const SUSPECT_NAME_TOKENS = new Set(['skin', 'torso']);
|
|
32
|
+
function globToRegExp(glob) {
|
|
33
|
+
const escaped = glob.replace(/[.+^${}()|[\]\\]/g, '\\$&').replace(/\*/g, '.*');
|
|
34
|
+
return new RegExp(`^${escaped}$`);
|
|
35
|
+
}
|
|
36
|
+
function regionIsHideEligibleForSlot(region, slotType) {
|
|
37
|
+
const globs = bodyRegionHide_1.DEFAULT_HIDE_REGIONS_BY_SLOT_TYPE[slotType] ?? [];
|
|
38
|
+
return globs.some((glob) => globToRegExp(glob).test(region));
|
|
39
|
+
}
|
|
40
|
+
/** Disjoint-set union over triangle indices. */
|
|
41
|
+
class Dsu {
|
|
42
|
+
parent;
|
|
43
|
+
constructor(n) {
|
|
44
|
+
this.parent = new Int32Array(n);
|
|
45
|
+
for (let i = 0; i < n; i++)
|
|
46
|
+
this.parent[i] = i;
|
|
47
|
+
}
|
|
48
|
+
find(x) {
|
|
49
|
+
while (this.parent[x] !== x) {
|
|
50
|
+
this.parent[x] = this.parent[this.parent[x]];
|
|
51
|
+
x = this.parent[x];
|
|
52
|
+
}
|
|
53
|
+
return x;
|
|
54
|
+
}
|
|
55
|
+
union(a, b) {
|
|
56
|
+
const ra = this.find(a);
|
|
57
|
+
const rb = this.find(b);
|
|
58
|
+
if (ra !== rb)
|
|
59
|
+
this.parent[ra] = rb;
|
|
60
|
+
}
|
|
61
|
+
}
|
|
62
|
+
/**
|
|
63
|
+
* Group a primitive's triangles into connected surfaces by SHARED EDGE (both
|
|
64
|
+
* vertices of a triangle side), not shared vertex — see file header for why
|
|
65
|
+
* this is the correct granularity: it keeps one authored surface as one
|
|
66
|
+
* island while never bridging two surfaces that merely happen to touch at a
|
|
67
|
+
* single decimation-welded point. Exported for reuse by the strip tool.
|
|
68
|
+
*/
|
|
69
|
+
function findTriangleIslands(prim) {
|
|
70
|
+
const indicesAcc = prim.getIndices();
|
|
71
|
+
const posAcc = prim.getAttribute('POSITION');
|
|
72
|
+
if (!indicesAcc || !posAcc)
|
|
73
|
+
return [];
|
|
74
|
+
const indices = indicesAcc.getArray();
|
|
75
|
+
const triangleCount = indices.length / 3;
|
|
76
|
+
const dsu = new Dsu(triangleCount);
|
|
77
|
+
const edgeToTriangle = new Map();
|
|
78
|
+
const edgeKey = (a, b) => (a < b ? `${a}:${b}` : `${b}:${a}`);
|
|
79
|
+
for (let t = 0; t < triangleCount; t++) {
|
|
80
|
+
const i = t * 3;
|
|
81
|
+
const a = indices[i];
|
|
82
|
+
const b = indices[i + 1];
|
|
83
|
+
const c = indices[i + 2];
|
|
84
|
+
for (const [x, y] of [
|
|
85
|
+
[a, b],
|
|
86
|
+
[b, c],
|
|
87
|
+
[c, a],
|
|
88
|
+
]) {
|
|
89
|
+
const key = edgeKey(x, y);
|
|
90
|
+
const other = edgeToTriangle.get(key);
|
|
91
|
+
if (other !== undefined)
|
|
92
|
+
dsu.union(t, other);
|
|
93
|
+
else
|
|
94
|
+
edgeToTriangle.set(key, t);
|
|
95
|
+
}
|
|
96
|
+
}
|
|
97
|
+
const byRoot = new Map();
|
|
98
|
+
for (let t = 0; t < triangleCount; t++) {
|
|
99
|
+
const root = dsu.find(t);
|
|
100
|
+
let entry = byRoot.get(root);
|
|
101
|
+
if (!entry) {
|
|
102
|
+
entry = { triangleStarts: [], vertices: new Set() };
|
|
103
|
+
byRoot.set(root, entry);
|
|
104
|
+
}
|
|
105
|
+
const i = t * 3;
|
|
106
|
+
entry.triangleStarts.push(i);
|
|
107
|
+
entry.vertices.add(indices[i]);
|
|
108
|
+
entry.vertices.add(indices[i + 1]);
|
|
109
|
+
entry.vertices.add(indices[i + 2]);
|
|
110
|
+
}
|
|
111
|
+
return [...byRoot.values()];
|
|
112
|
+
}
|
|
113
|
+
const textureDecodeCache = new WeakMap();
|
|
114
|
+
async function decodeMaterialBaseColor(material) {
|
|
115
|
+
const cached = textureDecodeCache.get(material);
|
|
116
|
+
if (cached)
|
|
117
|
+
return cached;
|
|
118
|
+
const promise = (async () => {
|
|
119
|
+
const texture = material.getBaseColorTexture();
|
|
120
|
+
if (!texture)
|
|
121
|
+
return null;
|
|
122
|
+
const bytes = texture.getImage();
|
|
123
|
+
if (!bytes)
|
|
124
|
+
return null;
|
|
125
|
+
const buffer = Buffer.from(bytes);
|
|
126
|
+
if ((0, ktx2Decode_1.isKtx2)(buffer)) {
|
|
127
|
+
const { data, width, height } = await (0, ktx2Decode_1.decodeKtx2ToRgba)(buffer);
|
|
128
|
+
return { data, width, height };
|
|
129
|
+
}
|
|
130
|
+
const out = await (0, sharp_1.default)(buffer).ensureAlpha().raw().toBuffer({ resolveWithObject: true });
|
|
131
|
+
const { data, info } = out;
|
|
132
|
+
if (info.channels === 4)
|
|
133
|
+
return { data, width: info.width, height: info.height };
|
|
134
|
+
const rgba = Buffer.alloc(info.width * info.height * 4);
|
|
135
|
+
for (let i = 0; i < info.width * info.height; i++) {
|
|
136
|
+
for (let c = 0; c < 4; c++)
|
|
137
|
+
rgba[i * 4 + c] = c < info.channels ? data[i * info.channels + c] : 255;
|
|
138
|
+
}
|
|
139
|
+
return { data: rgba, width: info.width, height: info.height };
|
|
140
|
+
})();
|
|
141
|
+
textureDecodeCache.set(material, promise);
|
|
142
|
+
return promise;
|
|
143
|
+
}
|
|
144
|
+
function sampleFlatGray(tex, u, v) {
|
|
145
|
+
const wu = u - Math.floor(u);
|
|
146
|
+
const wv = v - Math.floor(v);
|
|
147
|
+
const x = Math.min(tex.width - 1, Math.max(0, Math.round(wu * (tex.width - 1))));
|
|
148
|
+
const y = Math.min(tex.height - 1, Math.max(0, Math.round(wv * (tex.height - 1))));
|
|
149
|
+
const idx = (y * tex.width + x) * 4;
|
|
150
|
+
const a = tex.data[idx + 3] / 255;
|
|
151
|
+
if (a <= 0.1)
|
|
152
|
+
return 'transparent';
|
|
153
|
+
const r = tex.data[idx] / 255;
|
|
154
|
+
const g = tex.data[idx + 1] / 255;
|
|
155
|
+
const b = tex.data[idx + 2] / 255;
|
|
156
|
+
const maxc = Math.max(r, g, b);
|
|
157
|
+
const minc = Math.min(r, g, b);
|
|
158
|
+
const sat = maxc > 0 ? (maxc - minc) / maxc : 0;
|
|
159
|
+
const val = maxc;
|
|
160
|
+
// Same thresholds as the original evidence scan's graycheck.py, applied per-sample instead of per-pixel-of-a-render.
|
|
161
|
+
return sat < 0.08 && val > 0.35 && val < 0.88 ? 'gray' : 'colored';
|
|
162
|
+
}
|
|
163
|
+
/** Dominant HELIX body region among a set of vertex indices, by the SAME dominant-joint classification `bakeBodyRegions.ts` uses. */
|
|
164
|
+
function classifyDominantRegion(prim, jointNames, vertices, dominantRegionShareThreshold) {
|
|
165
|
+
const jointRegionIndex = jointNames.map((name) => {
|
|
166
|
+
const region = (0, bakeBodyRegions_1.regionForJoint)(name);
|
|
167
|
+
return region === null ? bakeBodyRegions_1.UNCLASSIFIED_REGION_INDEX : bodyRegionHide_1.HELIX_BODY_REGIONS.indexOf(region);
|
|
168
|
+
});
|
|
169
|
+
const sets = [];
|
|
170
|
+
for (const s of [0, 1]) {
|
|
171
|
+
const j = prim.getAttribute(`JOINTS_${s}`);
|
|
172
|
+
const w = prim.getAttribute(`WEIGHTS_${s}`);
|
|
173
|
+
if (j && w)
|
|
174
|
+
sets.push({ j, w });
|
|
175
|
+
}
|
|
176
|
+
if (sets.length === 0)
|
|
177
|
+
return null;
|
|
178
|
+
const counts = new Map();
|
|
179
|
+
let classified = 0;
|
|
180
|
+
const jBuf = [0, 0, 0, 0];
|
|
181
|
+
const wBuf = [0, 0, 0, 0];
|
|
182
|
+
for (const vertex of vertices) {
|
|
183
|
+
let dominantWeight = -1;
|
|
184
|
+
let dominantJoint = -1;
|
|
185
|
+
for (const { j, w } of sets) {
|
|
186
|
+
j.getElement(vertex, jBuf);
|
|
187
|
+
w.getElement(vertex, wBuf);
|
|
188
|
+
for (let k = 0; k < 4; k++) {
|
|
189
|
+
const weight = wBuf[k];
|
|
190
|
+
if (weight > dominantWeight) {
|
|
191
|
+
dominantWeight = weight;
|
|
192
|
+
dominantJoint = jBuf[k];
|
|
193
|
+
}
|
|
194
|
+
}
|
|
195
|
+
}
|
|
196
|
+
const regionIndex = dominantJoint >= 0 ? jointRegionIndex[dominantJoint] : bakeBodyRegions_1.UNCLASSIFIED_REGION_INDEX;
|
|
197
|
+
if (regionIndex !== bakeBodyRegions_1.UNCLASSIFIED_REGION_INDEX) {
|
|
198
|
+
classified++;
|
|
199
|
+
counts.set(regionIndex, (counts.get(regionIndex) ?? 0) + 1);
|
|
200
|
+
}
|
|
201
|
+
}
|
|
202
|
+
if (classified === 0)
|
|
203
|
+
return null;
|
|
204
|
+
let bestRegion = -1;
|
|
205
|
+
let bestCount = 0;
|
|
206
|
+
for (const [region, count] of counts) {
|
|
207
|
+
if (count > bestCount) {
|
|
208
|
+
bestCount = count;
|
|
209
|
+
bestRegion = region;
|
|
210
|
+
}
|
|
211
|
+
}
|
|
212
|
+
if (bestRegion < 0 || bestCount / classified < dominantRegionShareThreshold)
|
|
213
|
+
return null;
|
|
214
|
+
return bodyRegionHide_1.HELIX_BODY_REGIONS[bestRegion];
|
|
215
|
+
}
|
|
216
|
+
/**
|
|
217
|
+
* Sample this island's own UVs against its material's decoded base-color
|
|
218
|
+
* texture and report what fraction of samples carry no real authored
|
|
219
|
+
* content: either flat/gray (the `graycheck.py` heuristic) OR fully
|
|
220
|
+
* transparent.
|
|
221
|
+
*
|
|
222
|
+
* Transparent counts as "untextured" too, and deliberately stays in the
|
|
223
|
+
* denominator rather than being skipped: geometry nobody meant to ship often
|
|
224
|
+
* never got a real UV unwrap at all, so its texture coordinates land on empty
|
|
225
|
+
* atlas padding rather than a packed island — a vertex reading alpha=0 is not
|
|
226
|
+
* "no signal", it IS the signal.
|
|
227
|
+
*/
|
|
228
|
+
function sampleIslandUntexturedFraction(prim, texture, island, maxSamples) {
|
|
229
|
+
const uvAcc = prim.getAttribute('TEXCOORD_0');
|
|
230
|
+
if (!uvAcc)
|
|
231
|
+
return { untexturedFraction: 0, samplesAttempted: 0 };
|
|
232
|
+
const indicesAcc = prim.getIndices();
|
|
233
|
+
const indices = indicesAcc.getArray();
|
|
234
|
+
const uvBuf = [0, 0];
|
|
235
|
+
const totalTriangles = island.triangleStarts.length;
|
|
236
|
+
const stride = Math.max(1, Math.floor(totalTriangles / Math.max(1, Math.floor(maxSamples / 3))));
|
|
237
|
+
let untextured = 0;
|
|
238
|
+
let attempted = 0;
|
|
239
|
+
for (let t = 0; t < totalTriangles; t += stride) {
|
|
240
|
+
const start = island.triangleStarts[t];
|
|
241
|
+
for (let k = 0; k < 3; k++) {
|
|
242
|
+
const vertex = indices[start + k];
|
|
243
|
+
uvAcc.getElement(vertex, uvBuf);
|
|
244
|
+
const verdict = sampleFlatGray(texture, uvBuf[0], uvBuf[1]);
|
|
245
|
+
attempted++;
|
|
246
|
+
if (verdict === 'gray' || verdict === 'transparent')
|
|
247
|
+
untextured++;
|
|
248
|
+
}
|
|
249
|
+
}
|
|
250
|
+
return { untexturedFraction: attempted === 0 ? 0 : untextured / attempted, samplesAttempted: attempted };
|
|
251
|
+
}
|
|
252
|
+
/**
|
|
253
|
+
* Bounded whole-item sample of how much of the mesh's own surface reads as
|
|
254
|
+
* genuinely AUTHORED texture (`colored`) vs flat grey / transparent — the
|
|
255
|
+
* item-level gate described in `DetectLeftoverBodyGeometryOptions.itemColoredFractionFloor`.
|
|
256
|
+
*/
|
|
257
|
+
async function sampleItemColoredFraction(document, maxSamples) {
|
|
258
|
+
let colored = 0;
|
|
259
|
+
let attempted = 0;
|
|
260
|
+
for (const node of document.getRoot().listNodes()) {
|
|
261
|
+
const mesh = node.getMesh();
|
|
262
|
+
if (!mesh)
|
|
263
|
+
continue;
|
|
264
|
+
for (const prim of mesh.listPrimitives()) {
|
|
265
|
+
const material = prim.getMaterial();
|
|
266
|
+
const indicesAcc = prim.getIndices();
|
|
267
|
+
const uvAcc = prim.getAttribute('TEXCOORD_0');
|
|
268
|
+
if (!material || !indicesAcc || !uvAcc)
|
|
269
|
+
continue;
|
|
270
|
+
const texture = await decodeMaterialBaseColor(material);
|
|
271
|
+
if (!texture)
|
|
272
|
+
continue;
|
|
273
|
+
const indices = indicesAcc.getArray();
|
|
274
|
+
const triangleCount = indices.length / 3;
|
|
275
|
+
const stride = Math.max(1, Math.floor(triangleCount / Math.max(1, Math.floor(maxSamples / 3))));
|
|
276
|
+
const uvBuf = [0, 0];
|
|
277
|
+
for (let t = 0; t < triangleCount; t += stride) {
|
|
278
|
+
const start = t * 3;
|
|
279
|
+
for (let k = 0; k < 3; k++) {
|
|
280
|
+
uvAcc.getElement(indices[start + k], uvBuf);
|
|
281
|
+
const verdict = sampleFlatGray(texture, uvBuf[0], uvBuf[1]);
|
|
282
|
+
attempted++;
|
|
283
|
+
if (verdict === 'colored')
|
|
284
|
+
colored++;
|
|
285
|
+
}
|
|
286
|
+
}
|
|
287
|
+
}
|
|
288
|
+
}
|
|
289
|
+
return { coloredFraction: attempted === 0 ? 0 : colored / attempted, samples: attempted };
|
|
290
|
+
}
|
|
291
|
+
/**
|
|
292
|
+
* Scan every skinned mesh primitive in `document` for triangle islands
|
|
293
|
+
* (edge-adjacency — see file header) that look like leftover
|
|
294
|
+
* base-body/underwear geometry. Returns every finding; callers decide
|
|
295
|
+
* whether to throw (`assertNoLeftoverBodyGeometry`) or just report.
|
|
296
|
+
*/
|
|
297
|
+
async function detectLeftoverBodyGeometry(document, options) {
|
|
298
|
+
const minTriangles = options.minTriangles ?? DEFAULT_MIN_TRIANGLES;
|
|
299
|
+
const untexturedFractionThreshold = options.untexturedFractionThreshold ?? DEFAULT_UNTEXTURED_FRACTION_THRESHOLD;
|
|
300
|
+
const namePatternUntexturedFractionThreshold = options.namePatternUntexturedFractionThreshold ?? DEFAULT_NAME_PATTERN_UNTEXTURED_FRACTION_THRESHOLD;
|
|
301
|
+
const dominantRegionShareThreshold = options.dominantRegionShareThreshold ?? DEFAULT_DOMINANT_REGION_SHARE_THRESHOLD;
|
|
302
|
+
const maxSamplesPerIsland = options.maxSamplesPerIsland ?? DEFAULT_MAX_SAMPLES_PER_ISLAND;
|
|
303
|
+
const minSamplesAttempted = options.minSamplesAttempted ?? DEFAULT_MIN_SAMPLES_ATTEMPTED;
|
|
304
|
+
const itemColoredFractionFloor = options.itemColoredFractionFloor ?? DEFAULT_ITEM_COLORED_FRACTION_FLOOR;
|
|
305
|
+
const minTotalFlaggedTriangles = options.minTotalFlaggedTriangles ?? DEFAULT_MIN_TOTAL_FLAGGED_TRIANGLES;
|
|
306
|
+
// Item-level gate: a garment that has essentially NO authored texture
|
|
307
|
+
// anywhere is simply a plain/monochrome garment — its untextured surface IS
|
|
308
|
+
// the garment, not a duplicate of the body. Leftover body geometry only
|
|
309
|
+
// exists where there is ALSO a real garment surface for it to sit under.
|
|
310
|
+
const { coloredFraction } = await sampleItemColoredFraction(document, maxSamplesPerIsland);
|
|
311
|
+
if (coloredFraction < itemColoredFractionFloor)
|
|
312
|
+
return [];
|
|
313
|
+
const findings = [];
|
|
314
|
+
const meshes = document.getRoot().listMeshes();
|
|
315
|
+
for (const node of document.getRoot().listNodes()) {
|
|
316
|
+
const mesh = node.getMesh();
|
|
317
|
+
const skin = node.getSkin();
|
|
318
|
+
if (!mesh || !skin)
|
|
319
|
+
continue;
|
|
320
|
+
const jointNames = skin.listJoints().map((j) => j.getName());
|
|
321
|
+
const meshIndex = meshes.indexOf(mesh);
|
|
322
|
+
const prims = mesh.listPrimitives();
|
|
323
|
+
for (let primIndex = 0; primIndex < prims.length; primIndex++) {
|
|
324
|
+
const prim = prims[primIndex];
|
|
325
|
+
const material = prim.getMaterial();
|
|
326
|
+
const islands = findTriangleIslands(prim);
|
|
327
|
+
const namedSuspect = matchSuspectName(mesh, node, material);
|
|
328
|
+
for (let islandIndex = 0; islandIndex < islands.length; islandIndex++) {
|
|
329
|
+
const island = islands[islandIndex];
|
|
330
|
+
const triangleCount = island.triangleStarts.length;
|
|
331
|
+
if (triangleCount < minTriangles)
|
|
332
|
+
continue;
|
|
333
|
+
const dominantRegion = classifyDominantRegion(prim, jointNames, island.vertices, dominantRegionShareThreshold);
|
|
334
|
+
const texture = material ? await decodeMaterialBaseColor(material) : null;
|
|
335
|
+
const { untexturedFraction, samplesAttempted } = texture
|
|
336
|
+
? sampleIslandUntexturedFraction(prim, texture, island, maxSamplesPerIsland)
|
|
337
|
+
: { untexturedFraction: 0, samplesAttempted: 0 };
|
|
338
|
+
const enoughSamples = samplesAttempted >= minSamplesAttempted;
|
|
339
|
+
const regionSignal = enoughSamples &&
|
|
340
|
+
dominantRegion !== null &&
|
|
341
|
+
regionIsHideEligibleForSlot(dominantRegion, options.slotType) &&
|
|
342
|
+
untexturedFraction >= untexturedFractionThreshold;
|
|
343
|
+
const nameSignal = enoughSamples && namedSuspect !== null && untexturedFraction >= namePatternUntexturedFractionThreshold;
|
|
344
|
+
if (regionSignal || nameSignal) {
|
|
345
|
+
findings.push({
|
|
346
|
+
nodeName: node.getName(),
|
|
347
|
+
meshIndex,
|
|
348
|
+
primIndex,
|
|
349
|
+
islandIndex,
|
|
350
|
+
triangleCount,
|
|
351
|
+
dominantRegion,
|
|
352
|
+
untexturedFraction: Math.round(untexturedFraction * 1000) / 1000,
|
|
353
|
+
samplesAttempted,
|
|
354
|
+
matchedNamePattern: namedSuspect,
|
|
355
|
+
reason: regionSignal ? 'region-and-texture' : 'name-pattern',
|
|
356
|
+
});
|
|
357
|
+
}
|
|
358
|
+
}
|
|
359
|
+
}
|
|
360
|
+
}
|
|
361
|
+
// Total-size floor — see `minTotalFlaggedTriangles` for the measured gap this sits in.
|
|
362
|
+
const totalFlaggedTriangles = findings.reduce((sum, f) => sum + f.triangleCount, 0);
|
|
363
|
+
if (totalFlaggedTriangles < minTotalFlaggedTriangles)
|
|
364
|
+
return [];
|
|
365
|
+
return findings;
|
|
366
|
+
}
|
|
367
|
+
function matchSuspectName(mesh, node, material) {
|
|
368
|
+
for (const candidate of [mesh.getName(), node.getName(), material?.getName() ?? '']) {
|
|
369
|
+
for (const token of candidate.split(/[^a-zA-Z]+/)) {
|
|
370
|
+
if (SUSPECT_NAME_TOKENS.has(token.toLowerCase()))
|
|
371
|
+
return token;
|
|
372
|
+
}
|
|
373
|
+
}
|
|
374
|
+
return null;
|
|
375
|
+
}
|
|
376
|
+
/** Human-readable summary for an error message / CLI report — one line per finding. */
|
|
377
|
+
function describeFindings(findings) {
|
|
378
|
+
return findings
|
|
379
|
+
.map((f) => ` - node "${f.nodeName}" mesh[${f.meshIndex}] prim[${f.primIndex}] island[${f.islandIndex}]: ` +
|
|
380
|
+
`${f.triangleCount} tris, region=${f.dominantRegion ?? 'unclassified'}, untexturedFraction=${f.untexturedFraction} (n=${f.samplesAttempted}), ` +
|
|
381
|
+
`reason=${f.reason}${f.matchedNamePattern ? ` (name matched "${f.matchedNamePattern}")` : ''}`)
|
|
382
|
+
.join('\n');
|
|
383
|
+
}
|
|
384
|
+
/**
|
|
385
|
+
* Throws with a full, itemized report if `document` contains anything that
|
|
386
|
+
* looks like leftover base-body/underwear geometry. This is the gate
|
|
387
|
+
* `executeCharacterAddon` calls right after `importCharacter` produces the
|
|
388
|
+
* add-on's final GLB — the add-on is not a valid deliverable until this
|
|
389
|
+
* passes, exactly like `assertLooksLikeGlb`/`inspectBaseAvatarGlb` gate the
|
|
390
|
+
* OTHER ways a character artifact can be malformed.
|
|
391
|
+
*/
|
|
392
|
+
async function assertNoLeftoverBodyGeometry(document, options) {
|
|
393
|
+
const findings = await detectLeftoverBodyGeometry(document, options);
|
|
394
|
+
if (findings.length === 0)
|
|
395
|
+
return;
|
|
396
|
+
throw new Error(`Refusing to package this character add-on (slotType=${options.slotType}): ` +
|
|
397
|
+
`${findings.length} triangle island(s) look like leftover base-body/underwear geometry baked into the garment mesh — ` +
|
|
398
|
+
`an add-on's GLB must contain ONLY the garment surface; it renders on top of the platform's own real host body.\n` +
|
|
399
|
+
`${describeFindings(findings)}\n` +
|
|
400
|
+
`This is measured to be a TRIP LINE, not an oracle: against the 76 live add-ons it catches both known real ` +
|
|
401
|
+
`regressions exactly, at a measured residual false-positive rate (see the class doc's "MEASURED PRECISION"). ` +
|
|
402
|
+
`If you have LOOKED at this item and confirmed the flagged surface is legitimate (a plain/dark garment panel, an ` +
|
|
403
|
+
`inner lining, a sole bed), re-check the source export for a body/underwear layer left visible for authoring ` +
|
|
404
|
+
`reference — and if there genuinely is none, pass \`allowFalsePositive: true\` to package it anyway.`);
|
|
405
|
+
}
|
|
406
|
+
/**
|
|
407
|
+
* Same as `assertNoLeftoverBodyGeometry`, but records and swallows a
|
|
408
|
+
* confirmed false positive instead of refusing — the escape hatch the bridge
|
|
409
|
+
* exposes so a creator is never permanently blocked by the trip line.
|
|
410
|
+
*/
|
|
411
|
+
async function assertNoLeftoverBodyGeometryWithOverride(document, options) {
|
|
412
|
+
if (options.allowFalsePositive)
|
|
413
|
+
return detectLeftoverBodyGeometry(document, options);
|
|
414
|
+
await assertNoLeftoverBodyGeometry(document, options);
|
|
415
|
+
return [];
|
|
416
|
+
}
|
|
417
|
+
//# sourceMappingURL=bodyGeometryGuard.js.map
|