@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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"use strict";
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// PORTED from helix-web-engine-new/tools/character-pipeline — the source of truth for the character
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// pipeline. SYNC OBLIGATION: fix bugs there first, then mirror the change here; do not diverge.
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var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
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if (k2 === undefined) k2 = k;
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var desc = Object.getOwnPropertyDescriptor(m, k);
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@@ -35,84 +33,264 @@ var __importStar = (this && this.__importStar) || (function () {
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};
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})();
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.bakeBaseColor =
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exports.bakeBaseColor = void 0;
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exports.bakeMaterials = bakeMaterials;
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exports.hasBakeableBaseColorTexture = hasBakeableBaseColorTexture;
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const core_1 = require("@gltf-transform/core");
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const imageLimits_1 = require("../imageLimits");
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const sanitizeMaterials_1 = require("./sanitizeMaterials");
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/**
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* Re-bakes the SOURCE document's
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* Re-bakes the SOURCE document's material textures onto the (decimated, freshly unwrapped) target
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* document. For every texel of every target triangle: barycentric -> 3D point -> closest point on the
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* SOURCE
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*
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*
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*
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*
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* SOURCE triangles of the SAME material (BVH per material) -> that material's own UVs -> bilinear
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* sample of that material's own textures.
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*
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* Up to four atlases share the new layout: base colour (sRGB), an emissive map (sRGB, only when a source
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* material has a genuine one), a packed ORM (R = occlusion, G/B = metallic-roughness, linear), and a
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* tangent-space normal map. Normals are transferred through object
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* space: decoded in the source triangle's UV-derived tangent frame and re-encoded in the target
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* triangle's, so detail survives the new UV layout. Each target material binds only the slots its
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* source material had; every other texture binding is cleared, because the old images no longer match
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* the new UVs.
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*
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* EMISSIVE: an emissiveFactor must never outlive its map. A genuine (non-black) emissive map is rebaked with its
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* factor multiplied in and the target factor becomes [1,1,1]; a black map (Meshy ships one beside factor [1,1,1])
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* or a zero factor contributes nothing, so the texture is dropped and the factor zeroed. Clearing the map and
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* keeping the factor rendered the whole avatar flat white.
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*
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* Layered surfaces (hair shell over scalp) are disambiguated by preferring source triangles whose
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* facing agrees with the target triangle when their distances are comparable. Unwritten texels are
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* dilated outward into gutters so bilinear/mip filtering never bleeds background into charts.
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*/
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async function
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async function bakeMaterials(target, source, outSize) {
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const sharp = (await Promise.resolve().then(() => __importStar(require('sharp')))).default;
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const
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const sourceMaterials = source.getRoot().listMaterials();
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const targetMaterials = target.getRoot().listMaterials();
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if (sourceMaterials.length !== targetMaterials.length) {
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throw new Error(`bake: target has ${targetMaterials.length} materials, source has ${sourceMaterials.length}; they must be the same document`);
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}
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const decoded = new Map();
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const decode = async (texture) => {
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if (texture === null)
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return null;
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const cached = decoded.get(texture);
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if (cached !== undefined)
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return cached;
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const image = texture.getImage();
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if (image === null)
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return null;
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const raw = await sharp(Buffer.from(image), { limitInputPixels: imageLimits_1.MAX_CHARACTER_TEXTURE_PIXELS })
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.ensureAlpha().raw().toBuffer({ resolveWithObject: true });
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const result = { data: raw.data, width: raw.info.width, height: raw.info.height };
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decoded.set(texture, result);
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return result;
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};
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const emissiveSlot = async (material) => {
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const texture = material.getEmissiveTexture();
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const [fr, fg, fb] = material.getEmissiveFactor();
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const factor = [fr, fg, fb];
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if (texture === null)
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return { emissive: null, emissiveFactor: factor, emissiveDropped: false };
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const image = await decode(texture);
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const nothing = image === null || image.data.length === 0 || (fr <= 0 && fg <= 0 && fb <= 0) || isBlackImage(image);
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if (nothing)
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return { emissive: null, emissiveFactor: factor, emissiveDropped: true };
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return { emissive: await slotSource(texture, material.getEmissiveTextureInfo()), emissiveFactor: factor, emissiveDropped: false };
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};
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const slotSource = async (texture, info) => {
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const image = await decode(texture);
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if (image === null || info === null)
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return null;
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const transform = textureTransform(info);
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const texCoord = (transform?.texCoord ?? info.getTexCoord()) === 1 ? 1 : 0;
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return { image, texCoord, transform: transform?.matrix ?? null };
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};
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const slots = [];
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for (const material of sourceMaterials) {
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slots.push({
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baseColor: await slotSource(material.getBaseColorTexture(), material.getBaseColorTextureInfo()),
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metallicRoughness: await slotSource(material.getMetallicRoughnessTexture(), material.getMetallicRoughnessTextureInfo()),
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occlusion: await slotSource(material.getOcclusionTexture(), material.getOcclusionTextureInfo()),
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normal: await slotSource(material.getNormalTexture(), material.getNormalTextureInfo()),
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...(await emissiveSlot(material)),
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});
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}
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if (!slots.some((slot) => slot.baseColor !== null))
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throw new Error('bake: source document has no base-color texture');
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const
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const
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const
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const
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const bakeBase = true;
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const bakeOrm = slots.some((slot) => slot.metallicRoughness !== null || slot.occlusion !== null);
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const bakeNormal = slots.some((slot) => slot.normal !== null);
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const bakeEmissive = slots.some((slot) => slot.emissive !== null);
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// --- source geometry, grouped by material, one BVH each ---
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const src = collectByMaterial(source, sourceMaterials);
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const allPos = concatPositions([...src.values()].map((soup) => soup.pos));
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if (allPos.length === 0)
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throw new Error('bake: no indexed triangle primitives found');
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const diag = bboxDiagonal(allPos);
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const farDistSq = (0.02 * diag) ** 2;
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const bvhs = new Map();
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const srcFrames = new Map();
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for (const [materialIndex, soup] of src) {
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bvhs.set(materialIndex, buildBvh(soup.pos, soup.idx, ALIGNED_HIT_SLACK * diag));
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const normalSlot = slots[materialIndex]?.normal ?? null;
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srcFrames.set(materialIndex, normalSlot === null ? null : triangleFrames(soup, normalSlot));
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}
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// --- rasterize every target triangle into the new atlases ---
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// Render at 2x and lanczos-downsample: one hit per texel aliases hard texture boundaries
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// (necklines, makeup edges) into sawtooth; 2x supersampling is the cheapest clean fix.
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const size = outSize * 2;
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const
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const outBase = new Uint8ClampedArray(size * size * 4);
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const outOrm = bakeOrm ? new Uint8ClampedArray(size * size * 4) : null;
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const outNormal = bakeNormal ? new Uint8ClampedArray(size * size * 4) : null;
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const outEmissive = bakeEmissive ? new Uint8ClampedArray(size * size * 4) : null;
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const written = new Uint8Array(size * size);
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let sampled = 0, far = 0;
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const tgt =
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const tgt = collectByMaterial(target, targetMaterials);
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const bary = { u: 0, v: 0, w: 0 };
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const px4 = new Float64Array(4);
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const n = new Float64Array(3);
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for (const [materialIndex, soup] of tgt) {
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const bvh = bvhs.get(materialIndex);
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const srcSoup = src.get(materialIndex);
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if (bvh === undefined || srcSoup === undefined)
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continue; // material has no source surface to sample
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const matSlots = slots[materialIndex];
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const sourceMaterial = sourceMaterials[materialIndex];
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// An OPAQUE material's texture alpha is ignored by every renderer and is routinely junk in extracted sources, but this
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// atlas may later be bound by a MASK material (a cutout overlay folded into the garment's material by
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// `unifyDominantMaterial`), so write the alpha the opaque material actually renders with: 1.
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const opaqueSource = sourceMaterial.getAlphaMode() === 'OPAQUE';
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// A material with no metallic-roughness image renders with its FACTORS, so that is what its texels must hold. The old
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// 255/255/255 default meant metallic=1, roughness=1: invisible while the material kept its own (ORM-less) binding, but
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// it became solid glossy metal the moment the material was folded onto one that does bind this atlas.
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const ormDefaultRoughness = Math.round(Math.min(1, Math.max(0, sourceMaterial.getRoughnessFactor())) * 255);
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const ormDefaultMetallic = Math.round(Math.min(1, Math.max(0, sourceMaterial.getMetallicFactor())) * 255);
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const uv = soup.uv[0];
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if (uv === null)
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throw new Error('bake: target primitive has no TEXCOORD_0 (unwrap must run first)');
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const frameSrc = srcFrames.get(materialIndex) ?? null;
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const frameTgt = matSlots.normal === null ? null : triangleFrames(soup, { texCoord: 0, transform: null, image: matSlots.normal.image });
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for (let t = 0; t < soup.idx.length; t += 3) {
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const [a, b, c] = [soup.idx[t], soup.idx[t + 1], soup.idx[t + 2]];
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const ax = uv[a * 2] * size - 0.5, ay = uv[a * 2 + 1] * size - 0.5;
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const bx = uv[b * 2] * size - 0.5, by = uv[b * 2 + 1] * size - 0.5;
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const cx = uv[c * 2] * size - 0.5, cy = uv[c * 2 + 1] * size - 0.5;
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const area = (bx - ax) * (cy - ay) - (by - ay) * (cx - ax);
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if (Math.abs(area) < 1e-9)
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continue;
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// target face normal = the layer-filter reference for the whole triangle
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const [fx, fy, fz] = faceNormal(soup.pos, a, b, c);
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const x0 = Math.max(0, Math.floor(Math.min(ax, bx, cx))), x1 = Math.min(size - 1, Math.ceil(Math.max(ax, bx, cx)));
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const y0 = Math.max(0, Math.floor(Math.min(ay, by, cy))), y1 = Math.min(size - 1, Math.ceil(Math.max(ay, by, cy)));
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185
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for (let py = y0; py <= y1; py++) {
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for (let px = x0; px <= x1; px++) {
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let u = ((bx - px) * (cy - py) - (by - py) * (cx - px)) / area;
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let v = ((cx - px) * (ay - py) - (cy - py) * (ax - px)) / area;
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let w = 1 - u - v;
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if (u < -0.02 || v < -0.02 || w < -0.02)
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continue; // slight tolerance closes rasterization cracks
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u = Math.max(u, 0);
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v = Math.max(v, 0);
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w = Math.max(w, 0);
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195
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const s = u + v + w;
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u /= s;
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v /= s;
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w /= s;
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const x = u * soup.pos[a * 3] + v * soup.pos[b * 3] + w * soup.pos[c * 3];
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200
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const y = u * soup.pos[a * 3 + 1] + v * soup.pos[b * 3 + 1] + w * soup.pos[c * 3 + 1];
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201
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const z = u * soup.pos[a * 3 + 2] + v * soup.pos[b * 3 + 2] + w * soup.pos[c * 3 + 2];
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202
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const hit = bvh.closest(x, y, z, fx, fy, fz, bary);
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203
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if (hit < 0)
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continue;
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205
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if (bary.u * 0 !== 0)
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206
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continue; // NaN guard on degenerate source triangles
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const sa = srcSoup.idx[hit * 3], sb = srcSoup.idx[hit * 3 + 1], sc = srcSoup.idx[hit * 3 + 2];
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const o = (py * size + px) * 4;
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209
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if (matSlots.baseColor !== null) {
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210
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sampleSlot(matSlots.baseColor, srcSoup, sa, sb, sc, bary, px4);
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211
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outBase[o] = px4[0];
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212
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outBase[o + 1] = px4[1];
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213
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outBase[o + 2] = px4[2];
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214
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outBase[o + 3] = opaqueSource ? 255 : px4[3];
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215
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}
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216
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else {
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217
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+
outBase[o] = 255;
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218
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+
outBase[o + 1] = 255;
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219
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+
outBase[o + 2] = 255;
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220
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outBase[o + 3] = 255;
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221
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+
}
|
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222
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+
if (outEmissive !== null) {
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223
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// Materials with no genuine emissive map hold black (alpha 1), so folding them onto an emissive-bearing
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224
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// material later adds no light.
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225
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if (matSlots.emissive !== null) {
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226
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sampleSlot(matSlots.emissive, srcSoup, sa, sb, sc, bary, px4);
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227
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for (let k = 0; k < 3; k++)
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228
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+
outEmissive[o + k] = linearToSrgbByte(srgbByteToLinear(px4[k]) * matSlots.emissiveFactor[k]);
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|
229
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}
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230
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else {
|
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231
|
+
outEmissive[o] = 0;
|
|
232
|
+
outEmissive[o + 1] = 0;
|
|
233
|
+
outEmissive[o + 2] = 0;
|
|
234
|
+
}
|
|
235
|
+
outEmissive[o + 3] = 255;
|
|
236
|
+
}
|
|
237
|
+
if (outOrm !== null) {
|
|
238
|
+
let occlusion = 255, roughness = 255, metallic = 255;
|
|
239
|
+
if (matSlots.metallicRoughness === null) {
|
|
240
|
+
roughness = ormDefaultRoughness;
|
|
241
|
+
metallic = ormDefaultMetallic;
|
|
242
|
+
}
|
|
243
|
+
if (matSlots.occlusion !== null) {
|
|
244
|
+
sampleSlot(matSlots.occlusion, srcSoup, sa, sb, sc, bary, px4);
|
|
245
|
+
occlusion = px4[0];
|
|
246
|
+
}
|
|
247
|
+
if (matSlots.metallicRoughness !== null) {
|
|
248
|
+
sampleSlot(matSlots.metallicRoughness, srcSoup, sa, sb, sc, bary, px4);
|
|
249
|
+
roughness = px4[1];
|
|
250
|
+
metallic = px4[2];
|
|
251
|
+
}
|
|
252
|
+
outOrm[o] = occlusion;
|
|
253
|
+
outOrm[o + 1] = roughness;
|
|
254
|
+
outOrm[o + 2] = metallic;
|
|
255
|
+
outOrm[o + 3] = 255;
|
|
256
|
+
}
|
|
257
|
+
if (outNormal !== null) {
|
|
258
|
+
if (matSlots.normal !== null && frameSrc !== null && frameTgt !== null) {
|
|
259
|
+
sampleSlot(matSlots.normal, srcSoup, sa, sb, sc, bary, px4);
|
|
260
|
+
// decode in the source frame -> object space
|
|
261
|
+
const hitBary = { u: bary.u, v: bary.v, w: bary.w };
|
|
262
|
+
interpolatedNormal(srcSoup, sa, sb, sc, hitBary, hit, n);
|
|
263
|
+
const tsx = px4[0] / 127.5 - 1, tsy = px4[1] / 127.5 - 1, tsz = px4[2] / 127.5 - 1;
|
|
264
|
+
// A source that ships TANGENT was authored (and is rendered by every glTF viewer) against its interpolated
|
|
265
|
+
// vertex frame, not the per-triangle UV frame: Meshy's normal map carries most of the shading over
|
|
266
|
+
// deliberately faceted vertex normals, so decoding it in the wrong frame painted per-triangle facets.
|
|
267
|
+
const world = srcSoup.tan !== null
|
|
268
|
+
? fromVertexTangentSpace(srcSoup.tan, sa, sb, sc, hitBary, n, tsx, tsy, tsz)
|
|
269
|
+
: fromTangentSpace(frameSrc, hit, n, tsx, tsy, tsz);
|
|
270
|
+
// re-encode in the target frame at this texel
|
|
271
|
+
interpolatedNormal(soup, a, b, c, { u, v, w }, t / 3, n);
|
|
272
|
+
const [ex, ey, ez] = toTangentSpace(frameTgt, t / 3, n, world);
|
|
273
|
+
outNormal[o] = (ex + 1) * 127.5;
|
|
274
|
+
outNormal[o + 1] = (ey + 1) * 127.5;
|
|
275
|
+
outNormal[o + 2] = (ez + 1) * 127.5;
|
|
276
|
+
}
|
|
277
|
+
else {
|
|
278
|
+
outNormal[o] = 128;
|
|
279
|
+
outNormal[o + 1] = 128;
|
|
280
|
+
outNormal[o + 2] = 255;
|
|
281
|
+
}
|
|
282
|
+
outNormal[o + 3] = 255;
|
|
283
|
+
}
|
|
284
|
+
written[py * size + px] = 1;
|
|
285
|
+
sampled++;
|
|
286
|
+
if (bvh.lastDistSq > farDistSq)
|
|
287
|
+
far++;
|
|
288
|
+
}
|
|
112
289
|
}
|
|
113
290
|
}
|
|
114
291
|
}
|
|
115
292
|
// --- dilate gutters (8 texels — enough for trilinear down to 1/8 res mips) ---
|
|
293
|
+
const atlases = [outBase, outEmissive, outOrm, outNormal].filter((atlas) => atlas !== null);
|
|
116
294
|
let dilated = 0;
|
|
117
295
|
for (let pass = 0; pass < 8; pass++) {
|
|
118
296
|
const next = [];
|
|
@@ -120,68 +298,339 @@ async function bakeBaseColor(target, source, outSize) {
|
|
|
120
298
|
if (written[i] !== 0)
|
|
121
299
|
continue;
|
|
122
300
|
const px = i % size, py = (i / size) | 0;
|
|
123
|
-
|
|
301
|
+
const neighbours = [];
|
|
124
302
|
for (let dy = -1; dy <= 1; dy++) {
|
|
125
303
|
for (let dx = -1; dx <= 1; dx++) {
|
|
126
304
|
const qx = px + dx, qy = py + dy;
|
|
127
305
|
if (qx < 0 || qy < 0 || qx >= size || qy >= size || written[qy * size + qx] !== 1)
|
|
128
306
|
continue;
|
|
129
|
-
|
|
130
|
-
r += out[q];
|
|
131
|
-
g += out[q + 1];
|
|
132
|
-
b2 += out[q + 2];
|
|
133
|
-
a2 += out[q + 3];
|
|
134
|
-
n++;
|
|
307
|
+
neighbours.push((qy * size + qx) * 4);
|
|
135
308
|
}
|
|
136
309
|
}
|
|
137
|
-
if (
|
|
138
|
-
|
|
139
|
-
|
|
140
|
-
|
|
141
|
-
|
|
142
|
-
|
|
143
|
-
|
|
144
|
-
|
|
310
|
+
if (neighbours.length === 0)
|
|
311
|
+
continue;
|
|
312
|
+
const o = i * 4;
|
|
313
|
+
for (const atlas of atlases) {
|
|
314
|
+
for (let ch = 0; ch < 4; ch++) {
|
|
315
|
+
let sum = 0;
|
|
316
|
+
for (const q of neighbours)
|
|
317
|
+
sum += atlas[q + ch];
|
|
318
|
+
atlas[o + ch] = sum / neighbours.length;
|
|
319
|
+
}
|
|
145
320
|
}
|
|
321
|
+
next.push(i);
|
|
322
|
+
dilated++;
|
|
146
323
|
}
|
|
147
324
|
for (const i of next)
|
|
148
325
|
written[i] = 1;
|
|
149
326
|
}
|
|
150
|
-
const
|
|
327
|
+
const encode = async (atlas) => new Uint8Array(await sharp(Buffer.from(atlas.buffer), { raw: { width: size, height: size, channels: 4 } })
|
|
151
328
|
.resize(outSize, outSize, { kernel: 'lanczos3' })
|
|
152
329
|
.png()
|
|
153
|
-
.toBuffer();
|
|
154
|
-
const
|
|
155
|
-
|
|
156
|
-
|
|
157
|
-
|
|
158
|
-
|
|
159
|
-
|
|
330
|
+
.toBuffer());
|
|
331
|
+
const previous = target.getRoot().listTextures();
|
|
332
|
+
const baked = {};
|
|
333
|
+
if (bakeBase)
|
|
334
|
+
baked.baseColor = target.createTexture('helix_baked_base_color').setImage(await encode(outBase)).setMimeType('image/png');
|
|
335
|
+
if (outEmissive !== null)
|
|
336
|
+
baked.emissive = target.createTexture('helix_baked_emissive').setImage(await encode(outEmissive)).setMimeType('image/png');
|
|
337
|
+
if (outOrm !== null)
|
|
338
|
+
baked.orm = target.createTexture('helix_baked_orm').setImage(await encode(outOrm)).setMimeType('image/png');
|
|
339
|
+
if (outNormal !== null)
|
|
340
|
+
baked.normal = target.createTexture('helix_baked_normal').setImage(await encode(outNormal)).setMimeType('image/png');
|
|
341
|
+
targetMaterials.forEach((material, index) => {
|
|
342
|
+
const slot = slots[index];
|
|
343
|
+
material
|
|
344
|
+
.setBaseColorTexture(slot.baseColor !== null ? baked.baseColor : null)
|
|
345
|
+
.setMetallicRoughnessTexture(slot.metallicRoughness !== null ? baked.orm : null)
|
|
346
|
+
.setOcclusionTexture(slot.occlusion !== null ? baked.orm : null)
|
|
347
|
+
.setNormalTexture(slot.normal !== null ? baked.normal : null)
|
|
348
|
+
.setEmissiveTexture(slot.emissive !== null ? baked.emissive : null);
|
|
349
|
+
// The factor travels with its map: baked into the texels (so [1,1,1] here) when the map is carried over, zero when
|
|
350
|
+
// the map was dropped. A source with no emissive texture keeps its textureless factor untouched.
|
|
351
|
+
if (slot.emissive !== null)
|
|
352
|
+
material.setEmissiveFactor([1, 1, 1]);
|
|
353
|
+
else if (slot.emissiveDropped)
|
|
354
|
+
material.setEmissiveFactor([0, 0, 0]);
|
|
355
|
+
for (const info of [
|
|
356
|
+
material.getBaseColorTextureInfo(),
|
|
357
|
+
material.getMetallicRoughnessTextureInfo(),
|
|
358
|
+
material.getOcclusionTextureInfo(),
|
|
359
|
+
material.getNormalTextureInfo(),
|
|
360
|
+
material.getEmissiveTextureInfo(),
|
|
361
|
+
]) {
|
|
362
|
+
if (info === null)
|
|
363
|
+
continue;
|
|
364
|
+
info.setTexCoord(0);
|
|
365
|
+
info.setExtension('KHR_texture_transform', null);
|
|
366
|
+
}
|
|
367
|
+
});
|
|
368
|
+
// A TANGENT that rode through decimate + unwrap describes the SOURCE layout's frames, not the new UVs the atlases were
|
|
369
|
+
// just baked against. glTF viewers (three.js USE_TANGENT) prefer a vertex tangent over the UV-derivative frame the
|
|
370
|
+
// normal atlas is encoded in, so a stale one rotates every baked normal per triangle — the faceted, smeared Meshy
|
|
371
|
+
// faces. Drop it: without TANGENT the runtime derives the same UV-gradient frame the bake wrote.
|
|
372
|
+
for (const mesh of target.getRoot().listMeshes()) {
|
|
373
|
+
for (const prim of mesh.listPrimitives()) {
|
|
374
|
+
const tangent = prim.getAttribute('TANGENT');
|
|
375
|
+
if (tangent === null)
|
|
376
|
+
continue;
|
|
377
|
+
prim.setAttribute('TANGENT', null);
|
|
378
|
+
if (tangent.listParents().every((parent) => parent.propertyType === core_1.PropertyType.ROOT))
|
|
379
|
+
tangent.dispose();
|
|
380
|
+
}
|
|
381
|
+
}
|
|
382
|
+
// The replaced images describe the OLD UV layout; nothing may keep sampling them.
|
|
383
|
+
for (const texture of previous) {
|
|
384
|
+
if (texture.listParents().every((parent) => parent.propertyType === core_1.PropertyType.ROOT))
|
|
385
|
+
texture.dispose();
|
|
386
|
+
}
|
|
387
|
+
return {
|
|
388
|
+
size: outSize,
|
|
389
|
+
sampled,
|
|
390
|
+
dilated,
|
|
391
|
+
far,
|
|
392
|
+
slots: Object.keys(baked).sort(),
|
|
393
|
+
};
|
|
160
394
|
}
|
|
161
|
-
/**
|
|
162
|
-
|
|
163
|
-
|
|
395
|
+
/** @deprecated Kept for callers of the original base-colour-only bake; bakes every material slot. */
|
|
396
|
+
exports.bakeBaseColor = bakeMaterials;
|
|
397
|
+
function textureTransform(info) {
|
|
398
|
+
const extension = info.getExtension('KHR_texture_transform');
|
|
399
|
+
if (extension === null)
|
|
400
|
+
return null;
|
|
401
|
+
const [ox, oy] = extension.getOffset();
|
|
402
|
+
const [sx, sy] = extension.getScale();
|
|
403
|
+
const r = extension.getRotation();
|
|
404
|
+
const cos = Math.cos(r), sin = Math.sin(r);
|
|
405
|
+
// glTF: uv' = T * R * S * uv with R = [[cos, sin], [-sin, cos]]
|
|
406
|
+
return { matrix: [cos * sx, sin * sy, -sin * sx, cos * sy, ox, oy], texCoord: extension.getTexCoord() };
|
|
407
|
+
}
|
|
408
|
+
function slotUv(soup, slot, vertex, out) {
|
|
409
|
+
const uv = soup.uv[slot.texCoord] ?? soup.uv[0];
|
|
410
|
+
if (uv === null) {
|
|
411
|
+
out[0] = 0;
|
|
412
|
+
out[1] = 0;
|
|
413
|
+
return;
|
|
414
|
+
}
|
|
415
|
+
const u = uv[vertex * 2], v = uv[vertex * 2 + 1];
|
|
416
|
+
const m = slot.transform;
|
|
417
|
+
if (m === null) {
|
|
418
|
+
out[0] = u;
|
|
419
|
+
out[1] = v;
|
|
420
|
+
return;
|
|
421
|
+
}
|
|
422
|
+
out[0] = m[4] + m[0] * u + m[1] * v;
|
|
423
|
+
out[1] = m[5] + m[2] * u + m[3] * v;
|
|
424
|
+
}
|
|
425
|
+
const uvA = [0, 0], uvB = [0, 0], uvC = [0, 0];
|
|
426
|
+
function sampleSlot(slot, soup, a, b, c, bary, out) {
|
|
427
|
+
slotUv(soup, slot, a, uvA);
|
|
428
|
+
slotUv(soup, slot, b, uvB);
|
|
429
|
+
slotUv(soup, slot, c, uvC);
|
|
430
|
+
const su = bary.u * uvA[0] + bary.v * uvB[0] + bary.w * uvC[0];
|
|
431
|
+
const sv = bary.u * uvA[1] + bary.v * uvB[1] + bary.w * uvC[1];
|
|
432
|
+
bilinear(slot.image, su, sv, out);
|
|
433
|
+
}
|
|
434
|
+
/**
|
|
435
|
+
* Per-triangle tangent frames from positions and the slot's UVs: T = dP/du and B = -dP/dv. glTF's V
|
|
436
|
+
* runs down the image while a normal map's +Y (green) points up it, so the frame's second axis is the
|
|
437
|
+
* negated V gradient — the same frame Three.js derives from screen-space UV derivatives.
|
|
438
|
+
*/
|
|
439
|
+
function triangleFrames(soup, slot) {
|
|
440
|
+
const triangles = soup.idx.length / 3;
|
|
441
|
+
const frames = new Float32Array(triangles * 6);
|
|
442
|
+
for (let t = 0; t < triangles; t++) {
|
|
443
|
+
const a = soup.idx[t * 3], b = soup.idx[t * 3 + 1], c = soup.idx[t * 3 + 2];
|
|
444
|
+
slotUv(soup, slot, a, uvA);
|
|
445
|
+
slotUv(soup, slot, b, uvB);
|
|
446
|
+
slotUv(soup, slot, c, uvC);
|
|
447
|
+
const du1 = uvB[0] - uvA[0], dv1 = uvB[1] - uvA[1], du2 = uvC[0] - uvA[0], dv2 = uvC[1] - uvA[1];
|
|
448
|
+
const det = du1 * dv2 - du2 * dv1;
|
|
449
|
+
if (Math.abs(det) < 1e-12)
|
|
450
|
+
continue; // degenerate UVs: frame stays zero -> normal falls back to N
|
|
451
|
+
const r = 1 / det;
|
|
452
|
+
for (let k = 0; k < 3; k++) {
|
|
453
|
+
const e1 = soup.pos[b * 3 + k] - soup.pos[a * 3 + k], e2 = soup.pos[c * 3 + k] - soup.pos[a * 3 + k];
|
|
454
|
+
frames[t * 6 + k] = (e1 * dv2 - e2 * dv1) * r; // dP/du
|
|
455
|
+
frames[t * 6 + 3 + k] = -(e2 * du1 - e1 * du2) * r; // -dP/dv
|
|
456
|
+
}
|
|
457
|
+
}
|
|
458
|
+
return frames;
|
|
459
|
+
}
|
|
460
|
+
function interpolatedNormal(soup, a, b, c, bary, triangle, out) {
|
|
461
|
+
if (soup.nrm !== null) {
|
|
462
|
+
for (let k = 0; k < 3; k++) {
|
|
463
|
+
out[k] = bary.u * soup.nrm[a * 3 + k] + bary.v * soup.nrm[b * 3 + k] + bary.w * soup.nrm[c * 3 + k];
|
|
464
|
+
}
|
|
465
|
+
}
|
|
466
|
+
else {
|
|
467
|
+
const [x, y, z] = faceNormal(soup.pos, soup.idx[triangle * 3], soup.idx[triangle * 3 + 1], soup.idx[triangle * 3 + 2]);
|
|
468
|
+
out[0] = x;
|
|
469
|
+
out[1] = y;
|
|
470
|
+
out[2] = z;
|
|
471
|
+
}
|
|
472
|
+
const len = Math.hypot(out[0], out[1], out[2]) || 1;
|
|
473
|
+
out[0] = out[0] / len;
|
|
474
|
+
out[1] = out[1] / len;
|
|
475
|
+
out[2] = out[2] / len;
|
|
476
|
+
}
|
|
477
|
+
/** Gram-Schmidt the triangle frame against the shading normal; null when the UVs are degenerate. */
|
|
478
|
+
function orthonormalFrame(frames, triangle, n) {
|
|
479
|
+
const t = [frames[triangle * 6], frames[triangle * 6 + 1], frames[triangle * 6 + 2]];
|
|
480
|
+
const b = [frames[triangle * 6 + 3], frames[triangle * 6 + 4], frames[triangle * 6 + 5]];
|
|
481
|
+
const dot = (p, q) => p[0] * q[0] + p[1] * q[1] + p[2] * q[2];
|
|
482
|
+
const nt = dot(t, n);
|
|
483
|
+
for (let k = 0; k < 3; k++)
|
|
484
|
+
t[k] = t[k] - n[k] * nt;
|
|
485
|
+
const tl = Math.hypot(t[0], t[1], t[2]);
|
|
486
|
+
if (tl < 1e-12)
|
|
487
|
+
return null;
|
|
488
|
+
for (let k = 0; k < 3; k++)
|
|
489
|
+
t[k] = t[k] / tl;
|
|
490
|
+
const nb = dot(b, n), tb = dot(b, t);
|
|
491
|
+
for (let k = 0; k < 3; k++)
|
|
492
|
+
b[k] = b[k] - n[k] * nb - t[k] * tb;
|
|
493
|
+
const bl = Math.hypot(b[0], b[1], b[2]);
|
|
494
|
+
if (bl < 1e-12)
|
|
495
|
+
return null;
|
|
496
|
+
for (let k = 0; k < 3; k++)
|
|
497
|
+
b[k] = b[k] / bl;
|
|
498
|
+
return [t, b];
|
|
499
|
+
}
|
|
500
|
+
function fromTangentSpace(frames, triangle, n, x, y, z) {
|
|
501
|
+
const frame = orthonormalFrame(frames, triangle, n);
|
|
502
|
+
if (frame === null)
|
|
503
|
+
return [n[0], n[1], n[2]];
|
|
504
|
+
const [t, b] = frame;
|
|
505
|
+
const out = [
|
|
506
|
+
x * t[0] + y * b[0] + z * n[0],
|
|
507
|
+
x * t[1] + y * b[1] + z * n[1],
|
|
508
|
+
x * t[2] + y * b[2] + z * n[2],
|
|
509
|
+
];
|
|
510
|
+
const len = Math.hypot(...out) || 1;
|
|
511
|
+
return [out[0] / len, out[1] / len, out[2] / len];
|
|
512
|
+
}
|
|
513
|
+
/**
|
|
514
|
+
* glTF's vertex tangent frame at a barycentric point: T = interpolated TANGENT.xyz Gram-Schmidt'd against the shading
|
|
515
|
+
* normal, B = cross(N, T) * w — exactly what three.js (USE_TANGENT) and the glTF spec decode a normal map with.
|
|
516
|
+
*/
|
|
517
|
+
function fromVertexTangentSpace(tan, a, b, c, bary, n, x, y, z) {
|
|
518
|
+
const t = [0, 1, 2].map((k) => bary.u * tan[a * 4 + k] + bary.v * tan[b * 4 + k] + bary.w * tan[c * 4 + k]);
|
|
519
|
+
const handed = bary.u * tan[a * 4 + 3] + bary.v * tan[b * 4 + 3] + bary.w * tan[c * 4 + 3] < 0 ? -1 : 1;
|
|
520
|
+
const nt = t[0] * n[0] + t[1] * n[1] + t[2] * n[2];
|
|
521
|
+
for (let k = 0; k < 3; k++)
|
|
522
|
+
t[k] = t[k] - n[k] * nt;
|
|
523
|
+
const tl = Math.hypot(t[0], t[1], t[2]);
|
|
524
|
+
if (tl < 1e-12)
|
|
525
|
+
return [n[0], n[1], n[2]];
|
|
526
|
+
for (let k = 0; k < 3; k++)
|
|
527
|
+
t[k] = t[k] / tl;
|
|
528
|
+
const bt = [
|
|
529
|
+
(n[1] * t[2] - n[2] * t[1]) * handed,
|
|
530
|
+
(n[2] * t[0] - n[0] * t[2]) * handed,
|
|
531
|
+
(n[0] * t[1] - n[1] * t[0]) * handed,
|
|
532
|
+
];
|
|
533
|
+
const out = [
|
|
534
|
+
x * t[0] + y * bt[0] + z * n[0],
|
|
535
|
+
x * t[1] + y * bt[1] + z * n[1],
|
|
536
|
+
x * t[2] + y * bt[2] + z * n[2],
|
|
537
|
+
];
|
|
538
|
+
const len = Math.hypot(...out) || 1;
|
|
539
|
+
return [out[0] / len, out[1] / len, out[2] / len];
|
|
540
|
+
}
|
|
541
|
+
function toTangentSpace(frames, triangle, n, world) {
|
|
542
|
+
const frame = orthonormalFrame(frames, triangle, n);
|
|
543
|
+
if (frame === null)
|
|
544
|
+
return [0, 0, 1];
|
|
545
|
+
const [t, b] = frame;
|
|
546
|
+
const x = world[0] * t[0] + world[1] * t[1] + world[2] * t[2];
|
|
547
|
+
const y = world[0] * b[0] + world[1] * b[1] + world[2] * b[2];
|
|
548
|
+
const z = Math.max(0, world[0] * n[0] + world[1] * n[1] + world[2] * n[2]);
|
|
549
|
+
const len = Math.hypot(x, y, z) || 1;
|
|
550
|
+
return [x / len, y / len, z / len];
|
|
551
|
+
}
|
|
552
|
+
/** Flattens mode-4 indexed prims into one triangle soup per material index (positions/normals/UV0/UV1). */
|
|
553
|
+
function collectByMaterial(document, materials) {
|
|
554
|
+
const index = new Map(materials.map((material, i) => [material, i]));
|
|
555
|
+
const parts = new Map();
|
|
164
556
|
const el = [];
|
|
165
557
|
for (const mesh of document.getRoot().listMeshes()) {
|
|
166
558
|
for (const prim of mesh.listPrimitives()) {
|
|
167
|
-
const p = prim.getAttribute('POSITION'),
|
|
168
|
-
|
|
559
|
+
const p = prim.getAttribute('POSITION'), ix = prim.getIndices();
|
|
560
|
+
const material = prim.getMaterial();
|
|
561
|
+
if (prim.getMode() !== 4 || p === null || ix === null || material === null)
|
|
169
562
|
continue;
|
|
170
|
-
const
|
|
563
|
+
const materialIndex = index.get(material);
|
|
564
|
+
const nrm = prim.getAttribute('NORMAL');
|
|
565
|
+
const tan = prim.getAttribute('TANGENT');
|
|
566
|
+
const t0 = prim.getAttribute('TEXCOORD_0'), t1 = prim.getAttribute('TEXCOORD_1');
|
|
567
|
+
let part = parts.get(materialIndex);
|
|
568
|
+
if (part === undefined) {
|
|
569
|
+
part = { pos: [], nrm: [], tan: [], uv0: [], uv1: [], idx: [] };
|
|
570
|
+
parts.set(materialIndex, part);
|
|
571
|
+
}
|
|
572
|
+
const base = part.pos.length / 3;
|
|
171
573
|
for (let v = 0; v < p.getCount(); v++) {
|
|
172
574
|
p.getElement(v, el);
|
|
173
|
-
pos.push(el[0], el[1], el[2]);
|
|
174
|
-
|
|
175
|
-
|
|
575
|
+
part.pos.push(el[0], el[1], el[2]);
|
|
576
|
+
if (part.nrm !== null) {
|
|
577
|
+
if (nrm === null)
|
|
578
|
+
part.nrm = null;
|
|
579
|
+
else {
|
|
580
|
+
nrm.getElement(v, el);
|
|
581
|
+
part.nrm.push(el[0], el[1], el[2]);
|
|
582
|
+
}
|
|
583
|
+
}
|
|
584
|
+
if (part.tan !== null) {
|
|
585
|
+
if (tan === null)
|
|
586
|
+
part.tan = null;
|
|
587
|
+
else {
|
|
588
|
+
tan.getElement(v, el);
|
|
589
|
+
part.tan.push(el[0], el[1], el[2], el[3] < 0 ? -1 : 1);
|
|
590
|
+
}
|
|
591
|
+
}
|
|
592
|
+
if (part.uv0 !== null) {
|
|
593
|
+
if (t0 === null)
|
|
594
|
+
part.uv0 = null;
|
|
595
|
+
else {
|
|
596
|
+
t0.getElement(v, el);
|
|
597
|
+
part.uv0.push(el[0], el[1]);
|
|
598
|
+
}
|
|
599
|
+
}
|
|
600
|
+
if (part.uv1 !== null) {
|
|
601
|
+
if (t1 === null)
|
|
602
|
+
part.uv1 = null;
|
|
603
|
+
else {
|
|
604
|
+
t1.getElement(v, el);
|
|
605
|
+
part.uv1.push(el[0], el[1]);
|
|
606
|
+
}
|
|
607
|
+
}
|
|
176
608
|
}
|
|
177
609
|
const arr = ix.getArray();
|
|
178
610
|
for (let i = 0; i < arr.length; i++)
|
|
179
|
-
idx.push(base + arr[i]);
|
|
611
|
+
part.idx.push(base + arr[i]);
|
|
180
612
|
}
|
|
181
613
|
}
|
|
182
|
-
|
|
183
|
-
|
|
184
|
-
|
|
614
|
+
const out = new Map();
|
|
615
|
+
for (const [materialIndex, part] of parts) {
|
|
616
|
+
out.set(materialIndex, {
|
|
617
|
+
pos: new Float32Array(part.pos),
|
|
618
|
+
nrm: part.nrm === null ? null : new Float32Array(part.nrm),
|
|
619
|
+
tan: part.tan === null || part.nrm === null ? null : new Float32Array(part.tan),
|
|
620
|
+
uv: [part.uv0 === null ? null : new Float32Array(part.uv0), part.uv1 === null ? null : new Float32Array(part.uv1)],
|
|
621
|
+
idx: new Uint32Array(part.idx),
|
|
622
|
+
});
|
|
623
|
+
}
|
|
624
|
+
return out;
|
|
625
|
+
}
|
|
626
|
+
function concatPositions(parts) {
|
|
627
|
+
const out = new Float32Array(parts.reduce((sum, part) => sum + part.length, 0));
|
|
628
|
+
let offset = 0;
|
|
629
|
+
for (const part of parts) {
|
|
630
|
+
out.set(part, offset);
|
|
631
|
+
offset += part.length;
|
|
632
|
+
}
|
|
633
|
+
return out;
|
|
185
634
|
}
|
|
186
635
|
function findBaseColorTexture(document) {
|
|
187
636
|
for (const mat of document.getRoot().listMaterials()) {
|
|
@@ -191,6 +640,26 @@ function findBaseColorTexture(document) {
|
|
|
191
640
|
}
|
|
192
641
|
return null;
|
|
193
642
|
}
|
|
643
|
+
/** Every texel's RGB at or below the black-emissive ceiling (see `BLACK_EMISSIVE_MAX_CHANNEL`). */
|
|
644
|
+
function isBlackImage(image) {
|
|
645
|
+
for (let i = 0; i < image.data.length; i += 4) {
|
|
646
|
+
if (image.data[i] > sanitizeMaterials_1.BLACK_EMISSIVE_MAX_CHANNEL || image.data[i + 1] > sanitizeMaterials_1.BLACK_EMISSIVE_MAX_CHANNEL || image.data[i + 2] > sanitizeMaterials_1.BLACK_EMISSIVE_MAX_CHANNEL)
|
|
647
|
+
return false;
|
|
648
|
+
}
|
|
649
|
+
return true;
|
|
650
|
+
}
|
|
651
|
+
function srgbByteToLinear(value) {
|
|
652
|
+
const c = Math.min(1, Math.max(0, value / 255));
|
|
653
|
+
return c <= 0.04045 ? c / 12.92 : ((c + 0.055) / 1.055) ** 2.4;
|
|
654
|
+
}
|
|
655
|
+
function linearToSrgbByte(value) {
|
|
656
|
+
const c = Math.min(1, Math.max(0, value));
|
|
657
|
+
return Math.round((c <= 0.0031308 ? c * 12.92 : 1.055 * c ** (1 / 2.4) - 0.055) * 255);
|
|
658
|
+
}
|
|
659
|
+
/** True only when the rebake stage has actual embedded pixels to sample. */
|
|
660
|
+
function hasBakeableBaseColorTexture(document) {
|
|
661
|
+
return findBaseColorTexture(document) !== null;
|
|
662
|
+
}
|
|
194
663
|
function faceNormal(pos, a, b, c) {
|
|
195
664
|
const ux = pos[b * 3] - pos[a * 3], uy = pos[b * 3 + 1] - pos[a * 3 + 1], uz = pos[b * 3 + 2] - pos[a * 3 + 2];
|
|
196
665
|
const vx = pos[c * 3] - pos[a * 3], vy = pos[c * 3 + 1] - pos[a * 3 + 1], vz = pos[c * 3 + 2] - pos[a * 3 + 2];
|
|
@@ -208,19 +677,26 @@ function bboxDiagonal(pos) {
|
|
|
208
677
|
}
|
|
209
678
|
return Math.hypot(max[0] - min[0], max[1] - min[1], max[2] - min[2]);
|
|
210
679
|
}
|
|
211
|
-
/** Bilinear sample with repeat wrap; writes RGBA to out[
|
|
212
|
-
function bilinear(image, u, v, out
|
|
680
|
+
/** Bilinear sample with repeat wrap; writes RGBA (0..255) to out[0..3]. */
|
|
681
|
+
function bilinear(image, u, v, out) {
|
|
213
682
|
const fx = (u - Math.floor(u)) * image.width - 0.5, fy = (v - Math.floor(v)) * image.height - 0.5;
|
|
214
683
|
const x0 = Math.floor(fx), y0 = Math.floor(fy);
|
|
215
684
|
const tx = fx - x0, ty = fy - y0;
|
|
216
685
|
const wrap = (n, m) => ((n % m) + m) % m;
|
|
217
686
|
for (let ch = 0; ch < 4; ch++) {
|
|
218
687
|
const s = (x, y) => image.data[(wrap(y, image.height) * image.width + wrap(x, image.width)) * 4 + ch];
|
|
219
|
-
out[
|
|
688
|
+
out[ch] = s(x0, y0) * (1 - tx) * (1 - ty) + s(x0 + 1, y0) * tx * (1 - ty) + s(x0, y0 + 1) * (1 - tx) * ty + s(x0 + 1, y0 + 1) * tx * ty;
|
|
220
689
|
}
|
|
221
690
|
}
|
|
222
691
|
/** Median-split AABB tree over triangles; queries prefer facing-aligned hits when distances are close. */
|
|
223
|
-
|
|
692
|
+
/**
|
|
693
|
+
* How much FARTHER (as a fraction of the source's bbox diagonal, ~1 cm on an avatar) a facing-aligned source triangle may be
|
|
694
|
+
* than the closest one and still win. A decimated cloth surface passes within a millimetre of the BACK of a thin shell
|
|
695
|
+
* (Meshy models a hoodie as two opposite-facing sheets ~1 mm apart); the 1.5x-relative rule alone then took the inner
|
|
696
|
+
* sheet for ~20% of texels on a 52k-tri Dreamer avatar (job 8a976ac2), and its inward normal baked as dark shards.
|
|
697
|
+
*/
|
|
698
|
+
const ALIGNED_HIT_SLACK = 0.005;
|
|
699
|
+
function buildBvh(pos, idx, alignSlack = 0) {
|
|
224
700
|
const triCount = idx.length / 3;
|
|
225
701
|
const order = new Uint32Array(triCount);
|
|
226
702
|
for (let t = 0; t < triCount; t++)
|
|
@@ -280,10 +756,12 @@ function buildBvh(pos, idx) {
|
|
|
280
756
|
// distance is within 1.5x of the absolute best (layered-surface disambiguation).
|
|
281
757
|
let bestD = Infinity, bestT = -1, bu = 0, bv = 0, bw = 0;
|
|
282
758
|
let alignD = Infinity, alignT = -1, au = 0, av = 0, aw = 0;
|
|
759
|
+
// aligned-acceptance radius: 1.5x the closest distance, or that distance plus the absolute slack
|
|
760
|
+
const acceptSq = (d) => Math.max(d * 2.25, (Math.sqrt(d) + alignSlack) ** 2);
|
|
283
761
|
const visit = (node) => {
|
|
284
|
-
// prune at the aligned-acceptance radius
|
|
285
|
-
//
|
|
286
|
-
if (aabbDistSq(node.bounds, x, y, z) > bestD
|
|
762
|
+
// prune at the aligned-acceptance radius: beyond it a hit can neither win outright nor qualify
|
|
763
|
+
// as the preferred aligned hit
|
|
764
|
+
if (aabbDistSq(node.bounds, x, y, z) > acceptSq(bestD))
|
|
287
765
|
return;
|
|
288
766
|
if (node.left === null) {
|
|
289
767
|
for (let i = node.start; i < node.start + node.count; i++) {
|
|
@@ -318,7 +796,7 @@ function buildBvh(pos, idx) {
|
|
|
318
796
|
}
|
|
319
797
|
};
|
|
320
798
|
visit(root);
|
|
321
|
-
if (alignT >= 0 && alignD <= bestD
|
|
799
|
+
if (alignT >= 0 && alignD <= acceptSq(bestD)) {
|
|
322
800
|
bary.u = au;
|
|
323
801
|
bary.v = av;
|
|
324
802
|
bary.w = aw;
|