@hypersoniclabs/helix-cli 0.1.7 → 0.1.23

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1715) hide show
  1. package/README.md +627 -6
  2. package/assets/bridge/metahuman-eye-baked.png +0 -0
  3. package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
  4. package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
  5. package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
  6. package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
  7. package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
  8. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
  9. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
  10. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
  11. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
  12. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
  13. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
  14. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
  15. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
  16. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
  17. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
  18. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
  19. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
  20. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
  21. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
  22. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
  23. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
  24. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
  25. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
  26. package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
  27. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
  28. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
  29. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
  30. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
  31. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
  32. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
  33. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
  34. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
  35. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
  36. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
  37. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
  38. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
  39. package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
  40. package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
  41. package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
  42. package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
  43. package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
  44. package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
  45. package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
  46. package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
  47. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
  48. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
  49. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
  50. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
  51. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
  52. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
  53. package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
  54. package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
  55. package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
  56. package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
  57. package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
  58. package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
  59. package/bridge-recipes/sims4/README.md +43 -0
  60. package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
  61. package/bridge-recipes/unreal/character-customizer/README.md +58 -0
  62. package/bridge-recipes/unreal/character-customizer/all.json +13 -0
  63. package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
  64. package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
  65. package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
  66. package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
  67. package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
  68. package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
  69. package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
  70. package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
  71. package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
  72. package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
  73. package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
  74. package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
  75. package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
  76. package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
  77. package/bridge-recipes/unreal/character-customizer/top.json +6 -0
  78. package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
  79. package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
  80. package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
  81. package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
  82. package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
  83. package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
  84. package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
  85. package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
  86. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
  87. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
  88. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
  89. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
  90. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
  91. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
  92. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
  93. package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
  94. package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
  95. package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
  96. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
  97. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
  98. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
  99. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
  100. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
  101. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
  102. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
  103. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
  104. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
  105. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
  106. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
  107. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
  108. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
  109. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
  110. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
  111. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
  112. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
  113. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
  114. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
  115. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
  116. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
  117. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
  118. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
  119. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
  120. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
  121. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
  122. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
  123. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
  124. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
  125. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
  126. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
  127. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
  128. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
  129. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
  130. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
  131. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
  132. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
  133. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
  134. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
  135. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
  136. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
  137. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
  138. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
  139. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
  140. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
  141. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
  142. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
  143. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
  144. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
  145. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
  146. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
  147. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
  148. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
  149. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
  150. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
  151. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
  152. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
  153. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
  154. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
  155. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
  156. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
  157. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
  158. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
  159. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
  160. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
  161. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
  162. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
  163. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
  164. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
  165. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
  166. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
  167. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
  168. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
  169. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
  170. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
  171. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
  172. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
  173. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
  174. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
  175. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
  176. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
  177. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
  178. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
  179. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
  180. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
  181. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
  182. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
  183. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
  184. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
  185. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
  186. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
  187. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
  188. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
  189. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
  190. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
  191. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
  192. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
  193. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
  194. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
  195. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
  196. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
  197. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
  198. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
  199. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
  200. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
  201. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
  202. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
  203. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
  204. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
  205. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
  206. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
  207. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
  208. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
  209. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
  210. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
  211. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
  212. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
  213. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
  214. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
  215. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
  216. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
  217. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
  218. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
  219. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
  220. package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.addon.json +1 -0
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@@ -0,0 +1,1286 @@
1
+ "use strict";
2
+ var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
3
+ if (k2 === undefined) k2 = k;
4
+ var desc = Object.getOwnPropertyDescriptor(m, k);
5
+ if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
6
+ desc = { enumerable: true, get: function() { return m[k]; } };
7
+ }
8
+ Object.defineProperty(o, k2, desc);
9
+ }) : (function(o, m, k, k2) {
10
+ if (k2 === undefined) k2 = k;
11
+ o[k2] = m[k];
12
+ }));
13
+ var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
14
+ Object.defineProperty(o, "default", { enumerable: true, value: v });
15
+ }) : function(o, v) {
16
+ o["default"] = v;
17
+ });
18
+ var __importStar = (this && this.__importStar) || (function () {
19
+ var ownKeys = function(o) {
20
+ ownKeys = Object.getOwnPropertyNames || function (o) {
21
+ var ar = [];
22
+ for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
23
+ return ar;
24
+ };
25
+ return ownKeys(o);
26
+ };
27
+ return function (mod) {
28
+ if (mod && mod.__esModule) return mod;
29
+ var result = {};
30
+ if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]);
31
+ __setModuleDefault(result, mod);
32
+ return result;
33
+ };
34
+ })();
35
+ Object.defineProperty(exports, "__esModule", { value: true });
36
+ exports.limbOfJoint = limbOfJoint;
37
+ exports.stretchedAreaPercent = stretchedAreaPercent;
38
+ exports.limbSegments = limbSegments;
39
+ exports.repairLimbBridges = repairLimbBridges;
40
+ exports.baseColorLumaSamplers = baseColorLumaSamplers;
41
+ exports.describeLimbBridgeReport = describeLimbBridgeReport;
42
+ const mat4_1 = require("../mat4");
43
+ const posing_1 = require("./poseFit/posing");
44
+ const LIMBS = ['arm_l', 'arm_r', 'leg_l', 'leg_r'];
45
+ const isArm = (limb) => limb === 0 || limb === 1;
46
+ const isLeg = (limb) => limb === 2 || limb === 3;
47
+ /** helix-humanoid@1 joint -> limb, or null for torso/head/clavicle/root joints. */
48
+ function limbOfJoint(name) {
49
+ const arm = /^(?:upperarm|lowerarm|hand|thumb|index|middle|ring|pinky)(?:_[a-z0-9]+)*_([lr])$/.exec(name);
50
+ if (arm)
51
+ return arm[1] === 'l' ? 'arm_l' : 'arm_r';
52
+ const leg = /^(?:thigh|calf|foot|ball)(?:_[a-z0-9]+)*_([lr])$/.exec(name);
53
+ if (leg)
54
+ return leg[1] === 'l' ? 'leg_l' : 'leg_r';
55
+ return null;
56
+ }
57
+ function weldPositions(pos, n) {
58
+ const ids = new Map();
59
+ const weld = new Int32Array(n);
60
+ for (let v = 0; v < n; v++) {
61
+ const key = `${pos[v * 3]},${pos[v * 3 + 1]},${pos[v * 3 + 2]}`;
62
+ let id = ids.get(key);
63
+ if (id === undefined) {
64
+ id = ids.size;
65
+ ids.set(key, id);
66
+ }
67
+ weld[v] = id;
68
+ }
69
+ return { weld, welds: ids.size };
70
+ }
71
+ const edgeKey = (a, b) => (a < b ? a * 0x200000 + b : b * 0x200000 + a);
72
+ // ── stride gate ────────────────────────────────────────────────────────────────────────────────────────────
73
+ function rotationAboutX(angle, pivot) {
74
+ const c = Math.cos(angle), s = Math.sin(angle);
75
+ const py = pivot[1], pz = pivot[2];
76
+ // T(p) · Rx · T(-p), column-major: translation = p - Rx·p.
77
+ return [1, 0, 0, 0, 0, c, s, 0, 0, -s, c, 0, 0, py - (c * py - s * pz), pz - (s * py + c * pz), 1];
78
+ }
79
+ /** Skinning matrices for the two gate strides (index 0: left leg forward, 1: right leg forward). */
80
+ function strideMatrices(node, strideDeg) {
81
+ const skin = node.getSkin();
82
+ if (!skin)
83
+ return null;
84
+ const joints = skin.listJoints();
85
+ const ibm = skin.getInverseBindMatrices();
86
+ const swing = [[/^thigh_l$/, 1], [/^thigh_r$/, -1], [/^upperarm_l$/, -0.85], [/^upperarm_r$/, 0.85]];
87
+ const roots = new Map();
88
+ for (const joint of joints)
89
+ for (const [re, sign] of swing)
90
+ if (re.test(joint.getName()))
91
+ roots.set(joint, sign);
92
+ if (roots.size === 0)
93
+ return null;
94
+ const angle = (strideDeg * Math.PI) / 180;
95
+ const build = (phase) => joints.map((joint, i) => {
96
+ let delta = null;
97
+ for (let n = joint; n !== null; n = n.getParentNode()) {
98
+ const sign = roots.get(n);
99
+ if (sign !== undefined) {
100
+ const w = n.getWorldMatrix();
101
+ delta = rotationAboutX(phase * sign * angle, [w[12], w[13], w[14]]);
102
+ break;
103
+ }
104
+ }
105
+ const world = joint.getWorldMatrix();
106
+ const inv = ibm ? ibm.getElement(i, new Array(16).fill(0)) : [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
107
+ return (0, mat4_1.mul4)(delta ? (0, mat4_1.mul4)(delta, world) : world, inv);
108
+ });
109
+ return [build(1), build(-1)];
110
+ }
111
+ function skinPositions(pos, n, inf, mats) {
112
+ const out = new Float64Array(n * 3);
113
+ for (let v = 0; v < n; v++) {
114
+ const x = pos[v * 3], y = pos[v * 3 + 1], z = pos[v * 3 + 2];
115
+ let sum = 0;
116
+ for (let k = 0; k < 8; k++) {
117
+ const w = inf.weights[v * 8 + k];
118
+ const j = inf.joints[v * 8 + k];
119
+ if (w <= 0 || j < 0)
120
+ continue;
121
+ const m = mats[j];
122
+ sum += w;
123
+ out[v * 3] += w * (m[0] * x + m[4] * y + m[8] * z + m[12]);
124
+ out[v * 3 + 1] += w * (m[1] * x + m[5] * y + m[9] * z + m[13]);
125
+ out[v * 3 + 2] += w * (m[2] * x + m[6] * y + m[10] * z + m[14]);
126
+ }
127
+ if (sum > 0) {
128
+ out[v * 3] /= sum;
129
+ out[v * 3 + 1] /= sum;
130
+ out[v * 3 + 2] /= sum;
131
+ }
132
+ else {
133
+ out[v * 3] = x;
134
+ out[v * 3 + 1] = y;
135
+ out[v * 3 + 2] = z;
136
+ }
137
+ }
138
+ return out;
139
+ }
140
+ /** Percent of triangle area with any edge stretched over 3x between `rest` and `posed`. */
141
+ function stretchedAreaPercent(rest, posed, tris) {
142
+ let total = 0, torn = 0;
143
+ const len = (p, a, b) => Math.hypot(p[a * 3] - p[b * 3], p[a * 3 + 1] - p[b * 3 + 1], p[a * 3 + 2] - p[b * 3 + 2]);
144
+ for (let t = 0; t < tris.length; t += 3) {
145
+ const a = tris[t], b = tris[t + 1], c = tris[t + 2];
146
+ const ux = rest[b * 3] - rest[a * 3], uy = rest[b * 3 + 1] - rest[a * 3 + 1], uz = rest[b * 3 + 2] - rest[a * 3 + 2];
147
+ const vx = rest[c * 3] - rest[a * 3], vy = rest[c * 3 + 1] - rest[a * 3 + 1], vz = rest[c * 3 + 2] - rest[a * 3 + 2];
148
+ const area = 0.5 * Math.hypot(uy * vz - uz * vy, uz * vx - ux * vz, ux * vy - uy * vx);
149
+ total += area;
150
+ let worst = 0;
151
+ for (const [i, j] of [[a, b], [b, c], [c, a]]) {
152
+ const r = len(rest, i, j);
153
+ if (r > 1e-7)
154
+ worst = Math.max(worst, len(posed, i, j) / r);
155
+ }
156
+ if (worst > 3)
157
+ torn += area;
158
+ }
159
+ return total > 0 ? (100 * torn) / total : 0;
160
+ }
161
+ const DEBRIS_TRIS = 8;
162
+ /** A piece only a bridge holds on is re-assigned to the limb it hangs from only when it is hand-sized. */
163
+ const MAX_REASSIGNED_PIECE_M = 0.2;
164
+ /** Bridge triangles (an arm-owned corner and a leg-owned corner), grouped into clusters by shared welded vertices. */
165
+ function detectBridges(index, weld, pos, label) {
166
+ const triCount = index.length / 3;
167
+ const cluster = new Int32Array(triCount).fill(-1);
168
+ const bridge = [];
169
+ for (let t = 0; t < triCount; t++) {
170
+ const ls = [label[index[t * 3]], label[index[t * 3 + 1]], label[index[t * 3 + 2]]];
171
+ if (ls.some(isArm) && ls.some(isLeg))
172
+ bridge.push(t);
173
+ }
174
+ const parent = new Map();
175
+ const find = (x) => { let r = x; while (parent.get(r) !== r)
176
+ r = parent.get(r); parent.set(x, r); return r; };
177
+ const byWeld = new Map();
178
+ for (const t of bridge) {
179
+ parent.set(t, t);
180
+ for (let k = 0; k < 3; k++) {
181
+ const w = weld[index[t * 3 + k]];
182
+ const other = byWeld.get(w);
183
+ if (other === undefined)
184
+ byWeld.set(w, t);
185
+ else
186
+ parent.set(find(t), find(other));
187
+ }
188
+ }
189
+ const ids = new Map();
190
+ const clusters = [];
191
+ const votes = [];
192
+ for (const t of bridge) {
193
+ const root = find(t);
194
+ let id = ids.get(root);
195
+ if (id === undefined) {
196
+ id = clusters.length;
197
+ ids.set(root, id);
198
+ clusters.push({ arm: 'arm_l', leg: 'leg_l', triangles: 0, min: [Infinity, Infinity, Infinity], max: [-Infinity, -Infinity, -Infinity], refused: null });
199
+ votes.push(new Map());
200
+ }
201
+ cluster[t] = id;
202
+ const c = clusters[id];
203
+ c.triangles++;
204
+ const ls = [0, 1, 2].map((k) => label[index[t * 3 + k]]);
205
+ const pair = `${LIMBS[ls.find(isArm)]}|${LIMBS[ls.find(isLeg)]}`;
206
+ votes[id].set(pair, (votes[id].get(pair) ?? 0) + 1);
207
+ for (let k = 0; k < 3; k++) {
208
+ const v = index[t * 3 + k];
209
+ for (let a = 0; a < 3; a++) {
210
+ c.min[a] = Math.min(c.min[a], pos[v * 3 + a]);
211
+ c.max[a] = Math.max(c.max[a], pos[v * 3 + a]);
212
+ }
213
+ }
214
+ }
215
+ clusters.forEach((c, i) => {
216
+ const [arm, leg] = [...votes[i].entries()].sort((a, b) => b[1] - a[1])[0][0].split('|');
217
+ c.arm = arm;
218
+ c.leg = leg;
219
+ c.min = c.min.map((x) => Math.round(x * 1000) / 1000);
220
+ c.max = c.max.map((x) => Math.round(x * 1000) / 1000);
221
+ });
222
+ return { cluster, clusters };
223
+ }
224
+ /** Union-find root per welded vertex over the triangles not in `removed` (null = all). */
225
+ function componentRoots(index, weld, welds, removed) {
226
+ const parent = new Int32Array(welds);
227
+ for (let i = 0; i < welds; i++)
228
+ parent[i] = i;
229
+ const find = (x) => { while (parent[x] !== x) {
230
+ parent[x] = parent[parent[x]];
231
+ x = parent[x];
232
+ } return x; };
233
+ for (let t = 0; t < index.length / 3; t++) {
234
+ if (removed && removed[t])
235
+ continue;
236
+ const a = find(weld[index[t * 3]]), b = find(weld[index[t * 3 + 1]]);
237
+ parent[b] = a;
238
+ const c = find(weld[index[t * 3 + 2]]);
239
+ parent[c] = find(a);
240
+ }
241
+ for (let i = 0; i < welds; i++)
242
+ parent[i] = find(i);
243
+ return parent;
244
+ }
245
+ /** Triangle groups that removing `removed` splits off the component they belonged to (the largest part stays). */
246
+ function detachedPieces(index, weld, welds, removed, baseRoot) {
247
+ const after = componentRoots(index, weld, welds, removed);
248
+ const groups = new Map();
249
+ for (let t = 0; t < index.length / 3; t++) {
250
+ if (removed[t])
251
+ continue;
252
+ const r = after[weld[index[t * 3]]];
253
+ (groups.get(r) ?? groups.set(r, []).get(r)).push(t);
254
+ }
255
+ const byBase = new Map();
256
+ for (const tris of groups.values()) {
257
+ const b = baseRoot[weld[index[tris[0] * 3]]];
258
+ (byBase.get(b) ?? byBase.set(b, []).get(b)).push(tris);
259
+ }
260
+ const pieces = [];
261
+ for (const parts of byBase.values()) {
262
+ if (parts.length < 2)
263
+ continue;
264
+ parts.sort((a, b) => b.length - a.length);
265
+ pieces.push(...parts.slice(1));
266
+ }
267
+ return pieces;
268
+ }
269
+ function extendInfluences(inf, sources) {
270
+ const count = inf.count + sources.length;
271
+ const joints = new Int32Array(count * 8).fill(-1);
272
+ const weights = new Float64Array(count * 8);
273
+ const dominant = new Int32Array(count).fill(-1);
274
+ joints.set(inf.joints);
275
+ weights.set(inf.weights);
276
+ dominant.set(inf.dominant);
277
+ sources.forEach((s, i) => {
278
+ joints.set(inf.joints.subarray(s * 8, s * 8 + 8), (inf.count + i) * 8);
279
+ weights.set(inf.weights.subarray(s * 8, s * 8 + 8), (inf.count + i) * 8);
280
+ dominant[inf.count + i] = inf.dominant[s];
281
+ });
282
+ return { count, joints, weights, dominant };
283
+ }
284
+ /**
285
+ * Ear clipping in the loop's own best-fit plane (Newell normal): only convex ears with no other loop vertex inside
286
+ * are cut, shortest diagonal first, so a cap never folds back over itself (a folded cap faces inward and renders as a
287
+ * dark shard). A loop too twisted to project cleanly falls back to the shortest convex, then shortest, diagonal.
288
+ * Triangles keep the ring's winding.
289
+ */
290
+ function earClip(loop, P, out) {
291
+ const ring = loop.slice();
292
+ if (ring.length < 3)
293
+ return;
294
+ let nx = 0, ny = 0, nz = 0;
295
+ for (let i = 0; i < ring.length; i++) {
296
+ const a = ring[i], b = ring[(i + 1) % ring.length];
297
+ nx += (P[a * 3 + 1] - P[b * 3 + 1]) * (P[a * 3 + 2] + P[b * 3 + 2]);
298
+ ny += (P[a * 3 + 2] - P[b * 3 + 2]) * (P[a * 3] + P[b * 3]);
299
+ nz += (P[a * 3] - P[b * 3]) * (P[a * 3 + 1] + P[b * 3 + 1]);
300
+ }
301
+ const nl = Math.hypot(nx, ny, nz) || 1;
302
+ nx /= nl;
303
+ ny /= nl;
304
+ nz /= nl;
305
+ // In-plane basis (u, v) with u x v = n, so the ring runs counter-clockwise in (u, v).
306
+ let [ux, uy, uz] = Math.abs(nx) < 0.9 ? [0, -nz, ny] : [-nz, 0, nx];
307
+ const ul = Math.hypot(ux, uy, uz) || 1;
308
+ ux /= ul;
309
+ uy /= ul;
310
+ uz /= ul;
311
+ const vx = ny * uz - nz * uy, vy = nz * ux - nx * uz, vz = nx * uy - ny * ux;
312
+ const U = (v) => P[v * 3] * ux + P[v * 3 + 1] * uy + P[v * 3 + 2] * uz;
313
+ const V = (v) => P[v * 3] * vx + P[v * 3 + 1] * vy + P[v * 3 + 2] * vz;
314
+ const cross = (a, b, c) => (U(b) - U(a)) * (V(c) - V(a)) - (V(b) - V(a)) * (U(c) - U(a));
315
+ const inside = (p, a, b, c) => cross(a, b, p) > 0 && cross(b, c, p) > 0 && cross(c, a, p) > 0;
316
+ const d = (a, b) => Math.hypot(P[a * 3] - P[b * 3], P[a * 3 + 1] - P[b * 3 + 1], P[a * 3 + 2] - P[b * 3 + 2]);
317
+ while (ring.length > 3) {
318
+ let best = -1, bestLen = Infinity, convex = -1, convexLen = Infinity, any = 0, anyLen = Infinity;
319
+ for (let i = 0; i < ring.length; i++) {
320
+ const a = ring[(i + ring.length - 1) % ring.length], b = ring[i], c = ring[(i + 1) % ring.length];
321
+ const l = d(a, c);
322
+ if (l < anyLen) {
323
+ anyLen = l;
324
+ any = i;
325
+ }
326
+ if (cross(a, b, c) <= 0)
327
+ continue;
328
+ if (l < convexLen) {
329
+ convexLen = l;
330
+ convex = i;
331
+ }
332
+ if (l >= bestLen)
333
+ continue;
334
+ let clear = true;
335
+ for (const p of ring)
336
+ if (p !== a && p !== b && p !== c && inside(p, a, b, c)) {
337
+ clear = false;
338
+ break;
339
+ }
340
+ if (clear) {
341
+ bestLen = l;
342
+ best = i;
343
+ }
344
+ }
345
+ const i = best >= 0 ? best : convex >= 0 ? convex : any;
346
+ out.push(ring[(i + ring.length - 1) % ring.length], ring[i], ring[(i + 1) % ring.length]);
347
+ ring.splice(i, 1);
348
+ }
349
+ out.push(ring[0], ring[1], ring[2]);
350
+ }
351
+ function planRepair(surface, index, inf, jointLimb, cluster, accepted, cleanseRadius,
352
+ /** Per vertex: 1 arm side, 2 leg side, 0 neither (from labels, with re-assigned pieces already applied). */
353
+ vertexSide,
354
+ /** Vertices whose whole weight must follow `vertexSide` wherever they are (re-assigned pieces). */
355
+ forced,
356
+ /** Limb label per vertex (index into LIMBS, -1 none). */
357
+ label,
358
+ /** "arm|leg" limb-index pairs of the accepted clusters and re-assigned pieces. */
359
+ pairs,
360
+ /** Base-colour luminance at a vertex's texture coordinate, when the texture could be decoded. */
361
+ lumaOf) {
362
+ const { n, pos } = surface;
363
+ const keep = [];
364
+ const cutWelds = new Set();
365
+ const edgeCluster = new Map();
366
+ for (let t = 0; t < index.length / 3; t++) {
367
+ const c = cluster[t];
368
+ if (c >= 0 && accepted.has(c)) {
369
+ for (let k = 0; k < 3; k++) {
370
+ const a = index[t * 3 + k], b = index[t * 3 + ((k + 1) % 3)];
371
+ cutWelds.add(surface.weld[a]);
372
+ edgeCluster.set(edgeKey(surface.weld[a], surface.weld[b]), c);
373
+ }
374
+ continue;
375
+ }
376
+ keep.push(index[t * 3], index[t * 3 + 1], index[t * 3 + 2]);
377
+ }
378
+ const sideOfVertex = (v) => vertexSide[v];
379
+ // 2. Bow-ties: at each cut position, group the kept triangles around it into edge-connected fans.
380
+ let weld = surface.weld;
381
+ const dups = [];
382
+ const welds0 = surface.welds;
383
+ let nextWeld = welds0;
384
+ const incident = new Map();
385
+ for (let t = 0; t < keep.length / 3; t++)
386
+ for (let k = 0; k < 3; k++) {
387
+ const w = weld[keep[t * 3 + k]];
388
+ if (!cutWelds.has(w))
389
+ continue;
390
+ (incident.get(w) ?? incident.set(w, []).get(w)).push(t);
391
+ }
392
+ const weldOverride = new Map(); // vertex (incl. dups) -> weld id
393
+ const weldOf = (v) => weldOverride.get(v) ?? (v < n ? weld[v] : -1);
394
+ for (const [w, list] of incident) {
395
+ if (list.length < 2)
396
+ continue;
397
+ const parent = list.map((_, i) => i);
398
+ const find = (x) => { while (parent[x] !== x)
399
+ x = parent[x] = parent[parent[x]]; return x; };
400
+ const others = list.map((t) => [0, 1, 2].map((k) => weld[keep[t * 3 + k]]).filter((x) => x !== w));
401
+ for (let i = 0; i < list.length; i++)
402
+ for (let j = i + 1; j < list.length; j++) {
403
+ if (others[i].some((x) => others[j].includes(x)))
404
+ parent[find(j)] = find(i);
405
+ }
406
+ const fans = new Map();
407
+ list.forEach((t, i) => { const r = find(i); (fans.get(r) ?? fans.set(r, []).get(r)).push(t); });
408
+ if (fans.size < 2)
409
+ continue;
410
+ const fanList = [...fans.values()];
411
+ // The fan whose other corners are mostly on one side keeps the original; every other fan gets a copy.
412
+ for (const fan of fanList.slice(1)) {
413
+ const newWeld = nextWeld++;
414
+ const remap = new Map();
415
+ let cx = 0, cy = 0, cz = 0, cnt = 0;
416
+ for (const t of fan)
417
+ for (let k = 0; k < 3; k++) {
418
+ const v = keep[t * 3 + k];
419
+ if (weld[v] === w)
420
+ continue;
421
+ cx += pos[v * 3];
422
+ cy += pos[v * 3 + 1];
423
+ cz += pos[v * 3 + 2];
424
+ cnt++;
425
+ }
426
+ for (const t of fan)
427
+ for (let k = 0; k < 3; k++) {
428
+ const v = keep[t * 3 + k];
429
+ if (v >= n || weld[v] !== w)
430
+ continue;
431
+ let copy = remap.get(v);
432
+ if (copy === undefined) {
433
+ const p = [pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]];
434
+ if (cnt > 0) {
435
+ const dx = cx / cnt - p[0], dy = cy / cnt - p[1], dz = cz / cnt - p[2];
436
+ const d = Math.hypot(dx, dy, dz);
437
+ if (d > 0) {
438
+ p[0] += (dx / d) * 1e-4;
439
+ p[1] += (dy / d) * 1e-4;
440
+ p[2] += (dz / d) * 1e-4;
441
+ }
442
+ }
443
+ copy = n + dups.length;
444
+ dups.push({ source: v, pos: p });
445
+ remap.set(v, copy);
446
+ weldOverride.set(copy, newWeld);
447
+ }
448
+ keep[t * 3 + k] = copy;
449
+ }
450
+ }
451
+ }
452
+ let total = n + dups.length;
453
+ let P = new Float32Array(total * 3);
454
+ P.set(pos.subarray(0, n * 3));
455
+ dups.forEach((d, i) => P.set(d.pos, (n + i) * 3));
456
+ let W = new Int32Array(total);
457
+ for (let v = 0; v < total; v++)
458
+ W[v] = weldOf(v);
459
+ weld = W;
460
+ // 3. New boundary loops: directed boundary edges of the kept surface that were interior before the cut.
461
+ const edgeUse = new Map();
462
+ for (let t = 0; t < keep.length; t += 3)
463
+ for (let k = 0; k < 3; k++) {
464
+ const key = edgeKey(weld[keep[t + k]], weld[keep[t + ((k + 1) % 3)]]);
465
+ edgeUse.set(key, (edgeUse.get(key) ?? 0) + 1);
466
+ }
467
+ const origWeldOf = (wid, v) => (wid < welds0 ? wid : surface.weld[v < n ? v : dups[v - n].source]);
468
+ // Hole traversal: a boundary edge a->b of a kept triangle is walked b->a by the hole.
469
+ const next = new Map();
470
+ let failed = -1;
471
+ for (let t = 0; t < keep.length; t += 3)
472
+ for (let k = 0; k < 3; k++) {
473
+ const va = keep[t + k], vb = keep[t + ((k + 1) % 3)];
474
+ const a = weld[va], b = weld[vb];
475
+ if (edgeUse.get(edgeKey(a, b)) !== 1)
476
+ continue;
477
+ const c = edgeCluster.get(edgeKey(origWeldOf(a, va), origWeldOf(b, vb)));
478
+ if (c === undefined)
479
+ continue; // a pre-existing border (cuff, neckline) — never filled
480
+ if (next.has(b)) {
481
+ failed = c;
482
+ continue;
483
+ }
484
+ next.set(b, { to: a, vertex: vb, cluster: c });
485
+ }
486
+ const fill = [];
487
+ let holes = 0;
488
+ const seen = new Set();
489
+ for (const start of next.keys()) {
490
+ if (seen.has(start))
491
+ continue;
492
+ const loop = []; // vertex indices
493
+ let w = start, guard = 0, closed = false, c = -1;
494
+ while (guard++ < 100000) {
495
+ const step = next.get(w);
496
+ if (!step)
497
+ break;
498
+ c = step.cluster;
499
+ seen.add(w);
500
+ loop.push(step.vertex);
501
+ w = step.to;
502
+ if (w === start) {
503
+ closed = true;
504
+ break;
505
+ }
506
+ if (seen.has(w))
507
+ break;
508
+ }
509
+ if (!closed) {
510
+ failed = failed >= 0 ? failed : c;
511
+ continue;
512
+ }
513
+ holes++;
514
+ const holeStart = fill.length;
515
+ // A loop that runs through unowned vertices can carry an arm-owned stretch and a leg-owned stretch: close
516
+ // each owned run against its flanking unowned vertices first, so no fill triangle joins an arm to a leg.
517
+ const cls = (v) => { const l = label[v < n ? v : dups[v - n].source]; return isArm(l) ? 1 : isLeg(l) ? 2 : 0; };
518
+ let ring = loop.slice();
519
+ if (ring.some((v) => cls(v) === 1) && ring.some((v) => cls(v) === 2)) {
520
+ const shift = ring.findIndex((v) => cls(v) === 0);
521
+ ring = [...ring.slice(shift), ...ring.slice(0, shift)];
522
+ const rest = [];
523
+ for (let i = 0; i < ring.length;) {
524
+ if (cls(ring[i]) === 0) {
525
+ rest.push(ring[i]);
526
+ i++;
527
+ continue;
528
+ }
529
+ let j = i;
530
+ while (j < ring.length && cls(ring[j]) !== 0)
531
+ j++;
532
+ earClip([ring[i - 1], ...ring.slice(i, j), ring[j % ring.length]], P, fill);
533
+ i = j;
534
+ }
535
+ ring = rest;
536
+ }
537
+ earClip(ring, P, fill);
538
+ // The fill gets its own copies of the loop vertices (same position, same weld, same weights) that all sample
539
+ // one texel — the loop vertex nearest the hole's centre — instead of interpolating across atlas charts.
540
+ let cx = 0, cy = 0, cz = 0;
541
+ for (const v of loop) {
542
+ cx += P[v * 3];
543
+ cy += P[v * 3 + 1];
544
+ cz += P[v * 3 + 2];
545
+ }
546
+ cx /= loop.length;
547
+ cy /= loop.length;
548
+ cz /= loop.length;
549
+ let rep = loop[0], repD = Infinity;
550
+ for (const v of loop) {
551
+ const dd = Math.hypot(P[v * 3] - cx, P[v * 3 + 1] - cy, P[v * 3 + 2] - cz);
552
+ if (dd < repD) {
553
+ repD = dd;
554
+ rep = v;
555
+ }
556
+ }
557
+ const root = (v) => (v < n ? v : dups[v - n].source);
558
+ if (lumaOf) {
559
+ // With the texture at hand, the patch takes the rim's MEDIAN brightness: a seam line or a baked fold shadow
560
+ // under the nearest vertex would paint the whole cap dark.
561
+ const ranked = loop.map((v) => [v, lumaOf(root(v))]).filter(([, l]) => Number.isFinite(l)).sort((x, y) => x[1] - y[1]);
562
+ if (ranked.length > 0)
563
+ rep = ranked[Math.floor(ranked.length / 2)][0];
564
+ }
565
+ const copies = new Map();
566
+ for (let i = holeStart; i < fill.length; i++) {
567
+ const v = fill[i];
568
+ let copy = copies.get(v);
569
+ if (copy === undefined) {
570
+ copy = n + dups.length;
571
+ dups.push({ source: root(v), pos: [P[v * 3], P[v * 3 + 1], P[v * 3 + 2]], uvFrom: root(rep) });
572
+ weldOverride.set(copy, weld[v]);
573
+ copies.set(v, copy);
574
+ }
575
+ fill[i] = copy;
576
+ }
577
+ }
578
+ total = n + dups.length;
579
+ P = new Float32Array(total * 3);
580
+ P.set(pos.subarray(0, n * 3));
581
+ dups.forEach((d, i) => P.set(d.pos, (n + i) * 3));
582
+ W = new Int32Array(total);
583
+ for (let v = 0; v < total; v++)
584
+ W[v] = weldOf(v);
585
+ weld = W;
586
+ if (failed >= 0)
587
+ return { tris: new Uint32Array(0), dups, inf, fillTris: 0, holes: 0, reweighted: 0, failedCluster: failed };
588
+ const tris = new Uint32Array(keep.length + fill.length);
589
+ tris.set(keep);
590
+ tris.set(fill, keep.length);
591
+ // 4. Cleanse cross-limb weight near the cut: two multi-source Dijkstra fronts over the repaired surface.
592
+ const out = extendInfluences(inf, dups.map((d) => d.source));
593
+ const adj = new Map();
594
+ const link = (a, b) => {
595
+ const wa = weld[a], wb = weld[b];
596
+ if (wa === wb)
597
+ return;
598
+ const l = Math.hypot(P[a * 3] - P[b * 3], P[a * 3 + 1] - P[b * 3 + 1], P[a * 3 + 2] - P[b * 3 + 2]);
599
+ (adj.get(wa) ?? adj.set(wa, new Map()).get(wa)).set(wb, l);
600
+ (adj.get(wb) ?? adj.set(wb, new Map()).get(wb)).set(wa, l);
601
+ };
602
+ for (let t = 0; t < tris.length; t += 3) {
603
+ link(tris[t], tris[t + 1]);
604
+ link(tris[t + 1], tris[t + 2]);
605
+ link(tris[t + 2], tris[t]);
606
+ }
607
+ const weldVerts = new Map();
608
+ for (let v = 0; v < total; v++)
609
+ (weldVerts.get(weld[v]) ?? weldVerts.set(weld[v], []).get(weld[v])).push(v);
610
+ const front = (side) => {
611
+ const dist = new Map();
612
+ const queue = [];
613
+ for (const [wid, vs] of weldVerts) {
614
+ const orig = origWeldOf(wid, vs[0]);
615
+ if (!cutWelds.has(orig))
616
+ continue;
617
+ if (!adj.has(wid))
618
+ continue;
619
+ if (vs.some((v) => sideOfVertex(v < n ? v : dups[v - n].source) === side)) {
620
+ dist.set(wid, 0);
621
+ queue.push([0, wid]);
622
+ }
623
+ }
624
+ // Small graphs: a sorted array queue is enough (the zone is a few thousand vertices).
625
+ while (queue.length > 0) {
626
+ queue.sort((x, y) => y[0] - x[0]);
627
+ const [dw, wid] = queue.pop();
628
+ if (dw > (dist.get(wid) ?? Infinity))
629
+ continue;
630
+ for (const [nb, l] of adj.get(wid) ?? []) {
631
+ const nd = dw + l;
632
+ if (nd > cleanseRadius || nd >= (dist.get(nb) ?? Infinity))
633
+ continue;
634
+ dist.set(nb, nd);
635
+ queue.push([nd, nb]);
636
+ }
637
+ }
638
+ return dist;
639
+ };
640
+ const armDist = front(1), legDist = front(2);
641
+ const zone = new Set([...armDist.keys(), ...legDist.keys()]);
642
+ // Limbs on each side of the accepted cuts: a vertex owned by one of them (anywhere on the mesh) drops the
643
+ // limbs it was cut from; an unowned vertex within the cleanse radius sides with the nearer cut edge.
644
+ const pairedArms = new Set(), pairedLegs = new Set();
645
+ for (const pair of pairs) {
646
+ const [a, l] = pair.split('|').map(Number);
647
+ pairedArms.add(a);
648
+ pairedLegs.add(l);
649
+ }
650
+ let reweighted = 0;
651
+ const orphans = [];
652
+ for (let v = 0; v < total; v++) {
653
+ const src = v < n ? v : dups[v - n].source;
654
+ const own = label[src];
655
+ let side = 0;
656
+ if (forced.has(src))
657
+ side = sideOfVertex(src);
658
+ else if (own >= 0 && (pairedArms.has(own) || pairedLegs.has(own)))
659
+ side = isArm(own) ? 1 : 2;
660
+ else if (zone.has(weld[v])) {
661
+ const da = armDist.get(weld[v]) ?? Infinity, dl = legDist.get(weld[v]) ?? Infinity;
662
+ side = da < dl ? 1 : dl < da ? 2 : sideOfVertex(src);
663
+ }
664
+ if (side === 0)
665
+ continue;
666
+ const drop = side === 1 ? pairedLegs : pairedArms;
667
+ let changed = false, sum = 0;
668
+ for (let k = 0; k < 8; k++) {
669
+ const j = out.joints[v * 8 + k], w = out.weights[v * 8 + k];
670
+ if (j < 0 || w <= 0)
671
+ continue;
672
+ if (drop.has(jointLimb[j])) {
673
+ out.weights[v * 8 + k] = 0;
674
+ out.joints[v * 8 + k] = -1;
675
+ changed = true;
676
+ continue;
677
+ }
678
+ sum += w;
679
+ }
680
+ if (!changed)
681
+ continue;
682
+ reweighted++;
683
+ if (sum < 1e-4) {
684
+ orphans.push(v);
685
+ continue;
686
+ }
687
+ for (let k = 0; k < 8; k++)
688
+ out.weights[v * 8 + k] /= sum;
689
+ }
690
+ // Orphans (a hand vertex that carried only thigh weight) inherit their cleansed neighbours' blend.
691
+ const vertexNeighbours = (v) => [...(adj.get(weld[v])?.keys() ?? [])].flatMap((wid) => weldVerts.get(wid) ?? []);
692
+ let pending = orphans;
693
+ for (let pass = 0; pass < 64 && pending.length > 0; pass++) {
694
+ const stillPending = [];
695
+ const resolved = [];
696
+ const isPending = new Set(pending);
697
+ for (const v of pending) {
698
+ const acc = new Map();
699
+ for (const u of vertexNeighbours(v)) {
700
+ if (isPending.has(u))
701
+ continue;
702
+ for (let k = 0; k < 8; k++) {
703
+ const j = out.joints[u * 8 + k], w = out.weights[u * 8 + k];
704
+ if (j >= 0 && w > 0)
705
+ acc.set(j, (acc.get(j) ?? 0) + w);
706
+ }
707
+ }
708
+ if (acc.size === 0)
709
+ stillPending.push(v);
710
+ else
711
+ resolved.push([v, acc]);
712
+ }
713
+ for (const [v, acc] of resolved) {
714
+ const top = [...acc.entries()].sort((a, b) => b[1] - a[1]).slice(0, 4);
715
+ const s = top.reduce((x, [, w]) => x + w, 0);
716
+ for (let k = 0; k < 8; k++) {
717
+ out.joints[v * 8 + k] = -1;
718
+ out.weights[v * 8 + k] = 0;
719
+ }
720
+ top.forEach(([j, w], k) => { out.joints[v * 8 + k] = j; out.weights[v * 8 + k] = w / s; });
721
+ }
722
+ if (stillPending.length === pending.length)
723
+ break;
724
+ pending = stillPending;
725
+ }
726
+ if (pending.length > 0) {
727
+ // Nothing to inherit from: keep the source blend rather than leave a weightless vertex.
728
+ for (const v of pending) {
729
+ const src = v < n ? v : dups[v - n].source;
730
+ out.joints.set(inf.joints.subarray(src * 8, src * 8 + 8), v * 8);
731
+ out.weights.set(inf.weights.subarray(src * 8, src * 8 + 8), v * 8);
732
+ }
733
+ }
734
+ return { tris, dups, inf: out, fillTris: fill.length / 3, holes, reweighted, failedCluster: -1 };
735
+ }
736
+ function setAccessorArray(prim, semantic, accessor, array) {
737
+ const sharedElsewhere = accessor.listParents().some((p) => p !== prim && p.propertyType !== 'Root');
738
+ if (sharedElsewhere) {
739
+ const copy = accessor.clone().setArray(array);
740
+ if (semantic === '__indices')
741
+ prim.setIndices(copy);
742
+ else
743
+ prim.setAttribute(semantic, copy);
744
+ }
745
+ else
746
+ accessor.setArray(array);
747
+ }
748
+ function appendElements(accessor, sources, overridePos) {
749
+ const src = accessor.getArray();
750
+ const size = accessor.getElementSize();
751
+ const Ctor = src.constructor;
752
+ const out = new Ctor(src.length + sources.length * size);
753
+ out.set(src);
754
+ sources.forEach((s, i) => {
755
+ for (let k = 0; k < size; k++)
756
+ out[(accessor.getCount() + i) * size + k] = overridePos ? overridePos[i][k] : src[s * size + k];
757
+ });
758
+ return out;
759
+ }
760
+ function writeInfluences(prim, inf, total) {
761
+ for (const set of [0, 1]) {
762
+ const ja = prim.getAttribute(`JOINTS_${set}`), wa = prim.getAttribute(`WEIGHTS_${set}`);
763
+ if (!ja || !wa)
764
+ continue;
765
+ const JC = ja.getArray().constructor;
766
+ const WC = wa.getArray().constructor;
767
+ const jarr = new JC(total * 4), warr = new WC(total * 4);
768
+ const normalizedInt = !(warr instanceof Float32Array);
769
+ const scale = warr instanceof Uint8Array ? 255 : warr instanceof Uint16Array ? 65535 : 1;
770
+ for (let v = 0; v < total; v++)
771
+ for (let k = 0; k < 4; k++) {
772
+ const j = inf.joints[v * 8 + set * 4 + k], w = inf.weights[v * 8 + set * 4 + k];
773
+ jarr[v * 4 + k] = j >= 0 && w > 0 ? j : 0;
774
+ warr[v * 4 + k] = j >= 0 && w > 0 ? (normalizedInt ? Math.round(w * scale) : w) : 0;
775
+ }
776
+ setAccessorArray(prim, `JOINTS_${set}`, ja, jarr);
777
+ setAccessorArray(prim, `WEIGHTS_${set}`, wa, warr);
778
+ }
779
+ }
780
+ function limbSegments(node) {
781
+ const skin = node.getSkin();
782
+ const ibm = skin?.getInverseBindMatrices();
783
+ if (!skin || !ibm)
784
+ return null;
785
+ const at = new Map();
786
+ skin.listJoints().forEach((joint, i) => {
787
+ const m = (0, mat4_1.invert4)(ibm.getElement(i, new Array(16).fill(0)));
788
+ at.set(joint.getName(), [m[12], m[13], m[14]]);
789
+ });
790
+ const segs = [[], [], [], []];
791
+ const chain = (limb, names, tipScale) => {
792
+ const pts = names.map((name) => at.get(name));
793
+ for (let i = 0; i + 1 < pts.length; i++)
794
+ if (pts[i] && pts[i + 1])
795
+ segs[limb].push([...pts[i], ...pts[i + 1]]);
796
+ const a = pts[pts.length - 2], b = pts[pts.length - 1];
797
+ if (a && b && tipScale > 0)
798
+ segs[limb].push([...b, b[0] + (b[0] - a[0]) * tipScale, b[1] + (b[1] - a[1]) * tipScale, b[2] + (b[2] - a[2]) * tipScale]);
799
+ };
800
+ for (const [i, s] of [[0, 'l'], [1, 'r']])
801
+ chain(i, [`upperarm_${s}`, `lowerarm_${s}`, `hand_${s}`], 0.45);
802
+ for (const [i, s] of [[2, 'l'], [3, 'r']])
803
+ chain(i, [`thigh_${s}`, `calf_${s}`, `foot_${s}`, `ball_${s}`], 0);
804
+ return segs.every((x) => x.length > 0) ? segs : null;
805
+ }
806
+ /** Unit vector from the nearest point of the limb's segments to p. */
807
+ function radial(p, segs) {
808
+ let best = [0, 0, 0], bestD = Infinity;
809
+ for (const [ax, ay, az, bx, by, bz] of segs) {
810
+ const dx = bx - ax, dy = by - ay, dz = bz - az;
811
+ const len2 = dx * dx + dy * dy + dz * dz;
812
+ const t = len2 > 0 ? Math.max(0, Math.min(1, ((p[0] - ax) * dx + (p[1] - ay) * dy + (p[2] - az) * dz) / len2)) : 0;
813
+ const rx = p[0] - (ax + t * dx), ry = p[1] - (ay + t * dy), rz = p[2] - (az + t * dz);
814
+ const d = Math.hypot(rx, ry, rz);
815
+ if (d < bestD) {
816
+ bestD = d;
817
+ best = d > 0 ? [rx / d, ry / d, rz / d] : [0, 0, 0];
818
+ }
819
+ }
820
+ return best;
821
+ }
822
+ /** Area-weighted vertex normals over welded positions (Meshy's per-copy normals are shredded at seams). */
823
+ function weldedNormals(pos, index, weld, welds) {
824
+ const acc = new Float64Array(welds * 3);
825
+ for (let t = 0; t < index.length; t += 3) {
826
+ const a = index[t], b = index[t + 1], c = index[t + 2];
827
+ 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];
828
+ 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];
829
+ const nx = uy * vz - uz * vy, ny = uz * vx - ux * vz, nz = ux * vy - uy * vx;
830
+ for (const v of [a, b, c]) {
831
+ const w = weld[v];
832
+ acc[w * 3] += nx;
833
+ acc[w * 3 + 1] += ny;
834
+ acc[w * 3 + 2] += nz;
835
+ }
836
+ }
837
+ for (let w = 0; w < welds; w++) {
838
+ const l = Math.hypot(acc[w * 3], acc[w * 3 + 1], acc[w * 3 + 2]);
839
+ if (l > 0) {
840
+ acc[w * 3] /= l;
841
+ acc[w * 3 + 1] /= l;
842
+ acc[w * 3 + 2] /= l;
843
+ }
844
+ }
845
+ return acc;
846
+ }
847
+ /** A vertex weighted to both an arm and a leg sides with the limb its surface faces away from: on a thigh, the
848
+ * normal points away from the thigh bone and TOWARDS the resting hand's bone; on the hand, the reverse. */
849
+ const FACING_MARGIN = 0.35;
850
+ /** Surface distance from a weight-detected bridge within which contact vertices are sided by facing. */
851
+ const FACING_RADIUS_M = 0.08;
852
+ function runPass(state, jointLimb, settings, segs, lumaOf) {
853
+ const { n, pos, index, inf } = state;
854
+ const { weld, welds } = weldPositions(pos, n);
855
+ const surface = { n, pos, weld, welds };
856
+ const normals = segs ? weldedNormals(pos, index, weld, welds) : null;
857
+ const label = new Int8Array(n).fill(-1);
858
+ const vertexSide = new Int8Array(n);
859
+ for (let v = 0; v < n; v++) {
860
+ const sums = [0, 0, 0, 0];
861
+ for (let k = 0; k < 8; k++) {
862
+ const j = inf.joints[v * 8 + k], w = inf.weights[v * 8 + k];
863
+ if (j >= 0 && w > 0 && jointLimb[j] >= 0)
864
+ sums[jointLimb[j]] += w;
865
+ }
866
+ let best = -1, bw = 0;
867
+ sums.forEach((s, l) => { if (s > bw) {
868
+ bw = s;
869
+ best = l;
870
+ } });
871
+ if (bw >= settings.dominance)
872
+ label[v] = best;
873
+ const arm = sums[0] + sums[1], leg = sums[2] + sums[3];
874
+ vertexSide[v] = arm > leg ? 1 : leg > arm ? 2 : 0;
875
+ }
876
+ // Near a bridge, weights do not say which surface a vertex is on: the rigger spread hand weight over the thigh
877
+ // under the resting hand and thigh weight over the hand. There, a limb-owned vertex sides with the limb whose
878
+ // bone its surface faces away from (the thigh's normal points away from the thigh bone and towards the hand's
879
+ // bone; the hand's the other way round). Nothing outside FACING_RADIUS_M of a weight-detected bridge moves.
880
+ let facingRelabels = 0;
881
+ const seed = detectBridges(index, weld, pos, label);
882
+ if (normals && segs && seed.clusters.length > 0) {
883
+ const adj = new Map();
884
+ const link = (a, b) => {
885
+ const wa = weld[a], wb = weld[b];
886
+ if (wa === wb)
887
+ return;
888
+ const l = Math.hypot(pos[a * 3] - pos[b * 3], pos[a * 3 + 1] - pos[b * 3 + 1], pos[a * 3 + 2] - pos[b * 3 + 2]);
889
+ (adj.get(wa) ?? adj.set(wa, []).get(wa)).push([wb, l]);
890
+ (adj.get(wb) ?? adj.set(wb, []).get(wb)).push([wa, l]);
891
+ };
892
+ for (let t = 0; t < index.length; t += 3) {
893
+ link(index[t], index[t + 1]);
894
+ link(index[t + 1], index[t + 2]);
895
+ link(index[t + 2], index[t]);
896
+ }
897
+ const dist = new Map();
898
+ const queue = [];
899
+ for (let t = 0; t < seed.cluster.length; t++)
900
+ if (seed.cluster[t] >= 0)
901
+ for (let k = 0; k < 3; k++) {
902
+ const w = weld[index[t * 3 + k]];
903
+ if (!dist.has(w)) {
904
+ dist.set(w, 0);
905
+ queue.push([0, w]);
906
+ }
907
+ }
908
+ while (queue.length > 0) {
909
+ queue.sort((x, y) => y[0] - x[0]);
910
+ const [dw, w] = queue.pop();
911
+ if (dw > (dist.get(w) ?? Infinity))
912
+ continue;
913
+ for (const [nb, l] of adj.get(w) ?? []) {
914
+ const nd = dw + l;
915
+ if (nd > FACING_RADIUS_M || nd >= (dist.get(nb) ?? Infinity))
916
+ continue;
917
+ dist.set(nb, nd);
918
+ queue.push([nd, nb]);
919
+ }
920
+ }
921
+ // Facing score per welded position (arm-facing minus leg-facing), smoothed over the surface so the side
922
+ // boundary follows the contact instead of speckling across normal noise.
923
+ const nearest = (p, limbs, sums) => {
924
+ const owned = limbs.filter((l) => sums[l] > 0);
925
+ if (owned.length === 1)
926
+ return owned[0];
927
+ if (owned.length === 2)
928
+ return sums[limbs[0]] >= sums[limbs[1]] ? limbs[0] : limbs[1];
929
+ let best = limbs[0], bd = Infinity;
930
+ for (const l of limbs)
931
+ for (const sg of segs[l]) {
932
+ const d = Math.hypot(p[0] - (sg[0] + sg[3]) / 2, p[1] - (sg[1] + sg[4]) / 2, p[2] - (sg[2] + sg[5]) / 2);
933
+ if (d < bd) {
934
+ bd = d;
935
+ best = l;
936
+ }
937
+ }
938
+ return best;
939
+ };
940
+ const score = new Map();
941
+ const pairOf = new Map();
942
+ for (let v = 0; v < n; v++) {
943
+ const w = weld[v];
944
+ if (!dist.has(w) || score.has(w))
945
+ continue;
946
+ const sums = [0, 0, 0, 0];
947
+ for (let k = 0; k < 8; k++) {
948
+ const j = inf.joints[v * 8 + k], wt = inf.weights[v * 8 + k];
949
+ if (j >= 0 && wt > 0 && jointLimb[j] >= 0)
950
+ sums[jointLimb[j]] += wt;
951
+ }
952
+ if (sums[0] + sums[1] + sums[2] + sums[3] < settings.dominance)
953
+ continue;
954
+ const p = [pos[v * 3], pos[v * 3 + 1], pos[v * 3 + 2]];
955
+ const a = nearest(p, [0, 1], sums), l = nearest(p, [2, 3], sums);
956
+ const nv = [normals[w * 3], normals[w * 3 + 1], normals[w * 3 + 2]];
957
+ const ra = radial(p, segs[a]), rl = radial(p, segs[l]);
958
+ score.set(w, (nv[0] * ra[0] + nv[1] * ra[1] + nv[2] * ra[2]) - (nv[0] * rl[0] + nv[1] * rl[1] + nv[2] * rl[2]));
959
+ pairOf.set(w, [a, l]);
960
+ }
961
+ let smooth = score;
962
+ for (let it = 0; it < 3; it++) {
963
+ const nextScore = new Map();
964
+ for (const [w, sc] of smooth) {
965
+ let sum = sc, cnt = 1;
966
+ for (const [nb] of adj.get(w) ?? []) {
967
+ const x = smooth.get(nb);
968
+ if (x !== undefined) {
969
+ sum += x;
970
+ cnt++;
971
+ }
972
+ }
973
+ nextScore.set(w, sum / cnt);
974
+ }
975
+ smooth = nextScore;
976
+ }
977
+ for (let v = 0; v < n; v++) {
978
+ const w = weld[v];
979
+ const sc = smooth.get(w);
980
+ if (sc === undefined)
981
+ continue;
982
+ const [a, l] = pairOf.get(w);
983
+ const side = sc > FACING_MARGIN ? a : sc < -FACING_MARGIN ? l : -1;
984
+ if (side < 0 || label[v] === side)
985
+ continue;
986
+ facingRelabels++;
987
+ label[v] = side;
988
+ vertexSide[v] = isArm(side) ? 1 : 2;
989
+ }
990
+ }
991
+ const triCount = index.length / 3;
992
+ const baseRoot = componentRoots(index, weld, welds, null);
993
+ const forced = new Set();
994
+ const reassigned = [];
995
+ const reassignedPairs = new Set();
996
+ let found = detectBridges(index, weld, pos, label);
997
+ // A piece that only the bridge holds on is not a second body part: it is either debris trapped between
998
+ // bridge triangles (delete it with them) or part of the limb it hangs from, wrongly weighted to the other
999
+ // limb (re-assign it to that limb and look again). Each piece is re-assigned at most once.
1000
+ for (let round = 0; round < 6; round++) {
1001
+ let relabelled = false;
1002
+ for (let id = 0; id < found.clusters.length; id++) {
1003
+ const removed = new Uint8Array(triCount);
1004
+ for (let t = 0; t < triCount; t++)
1005
+ if (found.cluster[t] === id)
1006
+ removed[t] = 1;
1007
+ for (const piece of detachedPieces(index, weld, welds, removed, baseRoot)) {
1008
+ if (piece.length <= DEBRIS_TRIS) {
1009
+ for (const t of piece)
1010
+ found.cluster[t] = id;
1011
+ found.clusters[id].triangles += piece.length;
1012
+ continue;
1013
+ }
1014
+ const verts = new Set(piece.flatMap((t) => [index[t * 3], index[t * 3 + 1], index[t * 3 + 2]]));
1015
+ if ([...verts].some((v) => forced.has(v)))
1016
+ continue; // re-assigned once already; the final gate refuses the cluster
1017
+ // Only a hand-sized piece is re-assigned; a whole limb hanging by the bridge is left alone and the gate below
1018
+ // refuses its cluster.
1019
+ const lo = [Infinity, Infinity, Infinity], hi = [-Infinity, -Infinity, -Infinity];
1020
+ for (const v of verts)
1021
+ for (let a = 0; a < 3; a++) {
1022
+ lo[a] = Math.min(lo[a], pos[v * 3 + a]);
1023
+ hi[a] = Math.max(hi[a], pos[v * 3 + a]);
1024
+ }
1025
+ if (Math.hypot(hi[0] - lo[0], hi[1] - lo[1], hi[2] - lo[2]) > MAX_REASSIGNED_PIECE_M)
1026
+ continue;
1027
+ let armVotes = 0, legVotes = 0;
1028
+ for (const v of verts) {
1029
+ if (isArm(label[v]))
1030
+ armVotes++;
1031
+ else if (isLeg(label[v]))
1032
+ legVotes++;
1033
+ }
1034
+ const c = found.clusters[id];
1035
+ const to = legVotes >= armVotes ? LIMBS.indexOf(c.arm) : LIMBS.indexOf(c.leg);
1036
+ for (const v of verts) {
1037
+ label[v] = to;
1038
+ vertexSide[v] = isArm(to) ? 1 : 2;
1039
+ forced.add(v);
1040
+ }
1041
+ reassigned.push(`${piece.length} tris -> ${LIMBS[to]}`);
1042
+ reassignedPairs.add(`${LIMBS.indexOf(c.arm)}|${LIMBS.indexOf(c.leg)}`);
1043
+ relabelled = true;
1044
+ }
1045
+ }
1046
+ if (!relabelled)
1047
+ break;
1048
+ found = detectBridges(index, weld, pos, label);
1049
+ }
1050
+ const { cluster, clusters } = found;
1051
+ for (const c of clusters)
1052
+ if (c.triangles > settings.maxClusterTris)
1053
+ c.refused = `larger than ${settings.maxClusterTris} triangles (deliberate geometry?)`;
1054
+ const result = {
1055
+ clusters, reassigned, bridgeTriangles: clusters.reduce((x, c) => x + c.triangles, 0),
1056
+ removedTriangles: 0, fillTriangles: 0, holes: 0, bowties: 0, reweighted: 0, next: null,
1057
+ };
1058
+ if (result.bridgeTriangles === 0 && forced.size === 0)
1059
+ return result;
1060
+ // Structural gate per cluster, after debris and re-assignment: cutting it must not detach geometry.
1061
+ clusters.forEach((c, id) => {
1062
+ if (c.refused)
1063
+ return;
1064
+ const removed = new Uint8Array(triCount);
1065
+ for (let t = 0; t < triCount; t++)
1066
+ if (cluster[t] === id)
1067
+ removed[t] = 1;
1068
+ if (detachedPieces(index, weld, welds, removed, baseRoot).length > 0)
1069
+ c.refused = 'cutting it would detach a piece of the mesh';
1070
+ });
1071
+ const accepted = new Set(clusters.flatMap((c, i) => (c.refused ? [] : [i])));
1072
+ let plan = null;
1073
+ while (accepted.size > 0 || forced.size > 0) {
1074
+ const pairs = new Set([...accepted].map((id) => `${LIMBS.indexOf(clusters[id].arm)}|${LIMBS.indexOf(clusters[id].leg)}`));
1075
+ for (const p of reassignedPairs)
1076
+ pairs.add(p);
1077
+ const p = planRepair(surface, index, inf, jointLimb, cluster, accepted, settings.cleanseRadius, vertexSide, forced, label, pairs, lumaOf ? (v) => lumaOf(state.uvOrigin[v]) : null);
1078
+ if (p.failedCluster < 0) {
1079
+ plan = p;
1080
+ break;
1081
+ }
1082
+ clusters[p.failedCluster].refused = 'the hole it leaves is not a closed loop';
1083
+ accepted.delete(p.failedCluster);
1084
+ }
1085
+ if (!plan) {
1086
+ result.refusedReason = 'every bridge cluster was refused';
1087
+ return result;
1088
+ }
1089
+ const total = n + plan.dups.length;
1090
+ const P = new Float32Array(total * 3);
1091
+ P.set(pos);
1092
+ plan.dups.forEach((d, i) => P.set(d.pos, (n + i) * 3));
1093
+ const origin = new Int32Array(total), uvOrigin = new Int32Array(total);
1094
+ origin.set(state.origin);
1095
+ uvOrigin.set(state.uvOrigin);
1096
+ plan.dups.forEach((d, i) => { origin[n + i] = state.origin[d.source]; uvOrigin[n + i] = state.uvOrigin[d.uvFrom ?? d.source]; });
1097
+ result.removedTriangles = [...accepted].reduce((x, id) => x + clusters[id].triangles, 0);
1098
+ result.fillTriangles = plan.fillTris;
1099
+ result.holes = plan.holes;
1100
+ result.bowties = plan.dups.filter((d) => d.uvFrom === undefined).length;
1101
+ result.reweighted = plan.reweighted;
1102
+ result.next = { n: total, pos: P, index: plan.tris, inf: plan.inf, origin, uvOrigin };
1103
+ return result;
1104
+ }
1105
+ function applyState(prim, state, n0) {
1106
+ const extra = Array.from(state.origin.subarray(n0));
1107
+ if (extra.length > 0) {
1108
+ const extraPos = extra.map((_, i) => [state.pos[(n0 + i) * 3], state.pos[(n0 + i) * 3 + 1], state.pos[(n0 + i) * 3 + 2]]);
1109
+ for (const semantic of prim.listSemantics()) {
1110
+ if (/^(JOINTS|WEIGHTS)_/.test(semantic))
1111
+ continue;
1112
+ const accessor = prim.getAttribute(semantic);
1113
+ const from = /^TEXCOORD_/.test(semantic) ? Array.from(state.uvOrigin.subarray(n0)) : extra;
1114
+ setAccessorArray(prim, semantic, accessor, appendElements(accessor, from, semantic === 'POSITION' ? extraPos : undefined));
1115
+ }
1116
+ for (const target of prim.listTargets()) {
1117
+ for (const semantic of target.listSemantics()) {
1118
+ const accessor = target.getAttribute(semantic);
1119
+ target.setAttribute(semantic, accessor.clone().setArray(appendElements(accessor, extra)));
1120
+ }
1121
+ }
1122
+ }
1123
+ writeInfluences(prim, state.inf, state.n);
1124
+ const indices = prim.getIndices();
1125
+ const arr = state.n > 65535 || indices.getArray() instanceof Uint32Array ? state.index : Uint16Array.from(state.index);
1126
+ setAccessorArray(prim, '__indices', indices, arr);
1127
+ }
1128
+ /** Cuts can expose new arm<->leg triangles (an unowned vertex that sided with the arm next to one that sided
1129
+ * with the leg), so the repair runs in passes until the mesh is clean or a pass stops helping. */
1130
+ const MAX_PASSES = 4;
1131
+ /**
1132
+ * Detect and (by default) repair arm<->leg bridge geometry on every skinned triangle primitive of `document`.
1133
+ * Joint names must already be helix-humanoid@1 (run after retarget/conform).
1134
+ */
1135
+ function repairLimbBridges(document, options = {}) {
1136
+ const mode = options.mode ?? 'repair';
1137
+ const report = { mode, units: [], removedTriangles: 0, fillTriangles: 0, verticesReweighted: 0 };
1138
+ if (mode === 'off')
1139
+ return report;
1140
+ const settings = {
1141
+ dominance: options.limbDominance ?? 0.5,
1142
+ cleanseRadius: options.cleanseRadiusM ?? 0.06,
1143
+ maxClusterTris: options.maxClusterTris ?? 1500,
1144
+ };
1145
+ const strideDeg = options.strideDeg ?? 35;
1146
+ for (const node of document.getRoot().listNodes()) {
1147
+ const mesh = node.getMesh(), skin = node.getSkin();
1148
+ if (!mesh || !skin)
1149
+ continue;
1150
+ const jointLimb = Int8Array.from(skin.listJoints().map((j) => { const l = limbOfJoint(j.getName()); return l === null ? -1 : LIMBS.indexOf(l); }));
1151
+ if (!LIMBS.every((_, i) => jointLimb.includes(i)))
1152
+ continue; // not a full humanoid: nothing to separate
1153
+ const strides = strideMatrices(node, strideDeg);
1154
+ const restMats = (0, posing_1.jointMatrices)(node);
1155
+ const segs = options.facing === false ? null : limbSegments(node);
1156
+ const measure = (st) => {
1157
+ if (!strides)
1158
+ return [0, 0];
1159
+ const rest = skinPositions(st.pos, st.n, st.inf, restMats);
1160
+ return [
1161
+ stretchedAreaPercent(rest, skinPositions(st.pos, st.n, st.inf, strides[0]), st.index),
1162
+ stretchedAreaPercent(rest, skinPositions(st.pos, st.n, st.inf, strides[1]), st.index),
1163
+ ];
1164
+ };
1165
+ const sum = (x) => x[0] + x[1];
1166
+ for (const prim of mesh.listPrimitives()) {
1167
+ const posAcc = prim.getAttribute('POSITION'), idxAcc = prim.getIndices();
1168
+ if (prim.getMode() !== 4 || !posAcc || !idxAcc || !prim.getAttribute('JOINTS_0'))
1169
+ continue;
1170
+ const n0 = posAcc.getCount();
1171
+ const start = {
1172
+ n: n0, pos: Float32Array.from(posAcc.getArray()), index: Uint32Array.from(idxAcc.getArray()),
1173
+ inf: (0, posing_1.readInfluences)(prim, n0), origin: Int32Array.from({ length: n0 }, (_, i) => i),
1174
+ uvOrigin: Int32Array.from({ length: n0 }, (_, i) => i),
1175
+ };
1176
+ const uv = prim.getAttribute('TEXCOORD_0')?.getArray() ?? null;
1177
+ const sample = uv ? options.sampleLuma?.(prim) ?? null : null;
1178
+ const lumaOf = sample && uv ? (v) => sample(uv[v * 2], uv[v * 2 + 1]) : null;
1179
+ const before = measure(start);
1180
+ const unit = {
1181
+ mesh: mesh.getName() || node.getName(), triangles: start.index.length / 3, bridgeTriangles: 0, clusters: [],
1182
+ removedTriangles: 0, fillTriangles: 0, holesClosed: 0, bowtiesSplit: 0, verticesReweighted: 0, reassignedPieces: [],
1183
+ stretchBefore: before.map(round2), stretchAfter: null, outcome: 'clean', passes: 0,
1184
+ };
1185
+ report.units.push(unit);
1186
+ let state = start, current = before;
1187
+ for (let pass = 0; pass < MAX_PASSES; pass++) {
1188
+ const r = runPass(state, jointLimb, settings, segs, lumaOf);
1189
+ if (pass === 0) {
1190
+ unit.bridgeTriangles = r.bridgeTriangles;
1191
+ unit.clusters = r.clusters;
1192
+ }
1193
+ unit.reassignedPieces.push(...r.reassigned);
1194
+ if (!r.next) {
1195
+ if (pass === 0 && r.refusedReason) {
1196
+ unit.outcome = 'refused';
1197
+ unit.reason = r.refusedReason;
1198
+ }
1199
+ break;
1200
+ }
1201
+ const after = measure(r.next);
1202
+ if (strides !== null && !(sum(after) < sum(current))) {
1203
+ if (pass === 0) {
1204
+ unit.outcome = 'no-improvement';
1205
+ unit.reason = 'the stride stretch did not fall';
1206
+ unit.stretchAfter = after.map(round2);
1207
+ }
1208
+ break;
1209
+ }
1210
+ unit.removedTriangles += r.removedTriangles;
1211
+ unit.fillTriangles += r.fillTriangles;
1212
+ unit.holesClosed += r.holes;
1213
+ unit.bowtiesSplit += r.bowties;
1214
+ unit.verticesReweighted += r.reweighted;
1215
+ unit.passes = pass + 1;
1216
+ state = r.next;
1217
+ current = after;
1218
+ }
1219
+ if (state === start)
1220
+ continue;
1221
+ unit.stretchAfter = current.map(round2);
1222
+ // Final gate against the source: lower in the sum of both strides, higher in neither.
1223
+ if (strides !== null && !(sum(current) < sum(before) && current[0] <= before[0] + 1e-9 && current[1] <= before[1] + 1e-9)) {
1224
+ unit.outcome = 'no-improvement';
1225
+ unit.reason = 'the stride stretch did not fall in both strides';
1226
+ continue;
1227
+ }
1228
+ report.removedTriangles += unit.removedTriangles;
1229
+ report.fillTriangles += unit.fillTriangles;
1230
+ report.verticesReweighted += unit.verticesReweighted;
1231
+ if (mode === 'report') {
1232
+ unit.outcome = 'would-repair';
1233
+ continue;
1234
+ }
1235
+ applyState(prim, state, n0);
1236
+ unit.outcome = 'repaired';
1237
+ }
1238
+ }
1239
+ return report;
1240
+ }
1241
+ /** Decodes every base-colour texture once (sharp) and returns a luminance sampler factory for `sampleLuma`. */
1242
+ async function baseColorLumaSamplers(document) {
1243
+ const sharp = (await Promise.resolve().then(() => __importStar(require('sharp')))).default;
1244
+ const decoded = new Map();
1245
+ for (const material of document.getRoot().listMaterials()) {
1246
+ const texture = material.getBaseColorTexture();
1247
+ if (!texture || decoded.has(texture))
1248
+ continue;
1249
+ const image = texture.getImage();
1250
+ try {
1251
+ const raw = image ? await sharp(Buffer.from(image)).ensureAlpha().raw().toBuffer({ resolveWithObject: true }) : null;
1252
+ decoded.set(texture, raw ? { data: raw.data, width: raw.info.width, height: raw.info.height } : null);
1253
+ }
1254
+ catch {
1255
+ decoded.set(texture, null);
1256
+ } // KTX2 or anything sharp cannot read: fall back to the nearest-centre texel
1257
+ }
1258
+ return (prim) => {
1259
+ const img = decoded.get(prim.getMaterial()?.getBaseColorTexture() ?? null) ?? null;
1260
+ if (!img)
1261
+ return null;
1262
+ return (u, v) => {
1263
+ const x = Math.min(img.width - 1, Math.max(0, Math.floor((u - Math.floor(u)) * img.width)));
1264
+ const y = Math.min(img.height - 1, Math.max(0, Math.floor((v - Math.floor(v)) * img.height)));
1265
+ const o = (y * img.width + x) * 4;
1266
+ return 0.2126 * img.data[o] + 0.7152 * img.data[o + 1] + 0.0722 * img.data[o + 2];
1267
+ };
1268
+ };
1269
+ }
1270
+ const round2 = (x) => Math.round(x * 100) / 100;
1271
+ /** One log line per unit that had anything to say. */
1272
+ function describeLimbBridgeReport(report) {
1273
+ const lines = [];
1274
+ for (const u of report.units) {
1275
+ if (u.bridgeTriangles === 0 && u.reassignedPieces.length === 0)
1276
+ continue;
1277
+ const clusters = u.clusters.map((c) => `${c.arm}|${c.leg} ${c.triangles}${c.refused ? ` refused: ${c.refused}` : ''}`).join('; ');
1278
+ const what = u.outcome === 'repaired' || u.outcome === 'would-repair'
1279
+ ? `${u.outcome === 'repaired' ? 'cut' : 'would cut'} ${u.removedTriangles} tris, closed ${u.holesClosed} hole(s) with ${u.fillTriangles} tris, split ${u.bowtiesSplit} bow-tie vert(s), reweighted ${u.verticesReweighted} vert(s)${u.reassignedPieces.length > 0 ? `, re-assigned ${u.reassignedPieces.join(', ')}` : ''}`
1280
+ : `${u.outcome}${u.reason ? ` (${u.reason})` : ''}`;
1281
+ const stretch = `stride stretch ${u.stretchBefore.join('/')}%${u.stretchAfter ? ` -> ${u.stretchAfter.join('/')}%` : ''}${u.passes > 1 ? ` (${u.passes} passes)` : ''}`;
1282
+ lines.push(`limb bridges: ${u.mesh}: ${u.bridgeTriangles} arm<->leg tris in ${u.clusters.length} cluster(s) [${clusters}] — ${what}; ${stretch}`);
1283
+ }
1284
+ return lines;
1285
+ }
1286
+ //# sourceMappingURL=limbBridge.js.map