@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 +1,417 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.findLayerCrossings = findLayerCrossings;
4
+ exports.countLayerCrossings = countLayerCrossings;
5
+ exports.poseAwareFit = poseAwareFit;
6
+ const math_1 = require("./poseFit/math");
7
+ const measure_1 = require("./poseFit/measure");
8
+ const model_1 = require("./poseFit/model");
9
+ const offsetField_1 = require("./poseFit/offsetField");
10
+ const posing_1 = require("./poseFit/posing");
11
+ const DEFAULTS = {
12
+ clearanceMm: 3,
13
+ thresholdMm: 0.5,
14
+ ceilingMm: 10,
15
+ proximityMm: 50,
16
+ maxPushMm: 8,
17
+ hemMaxPushMm: 4,
18
+ hemBandMm: 20,
19
+ smoothRadiusMm: 20,
20
+ iterations: 6,
21
+ };
22
+ function expand(state, groupDelta, into) {
23
+ const { groupOf } = state.weld;
24
+ for (let i = 0; i < groupOf.length; i++) {
25
+ const g = groupOf[i];
26
+ into[i * 3] = groupDelta[g * 3];
27
+ into[i * 3 + 1] = groupDelta[g * 3 + 1];
28
+ into[i * 3 + 2] = groupDelta[g * 3 + 2];
29
+ }
30
+ }
31
+ /**
32
+ * Groups whose rest-space move from (rest + `from`) to (rest + `to`) passes through another triangle of the
33
+ * same mesh as it stands AFTER the move — i.e. the vertex ended up on the other side of another sheet of
34
+ * cloth (a lining shoved through its shell, a lapel pushed through the panel under it, or a local fold-over
35
+ * where a vertex outran its own neighbourhood). No body-vs-garment measurement can see this, so the stage
36
+ * checks it itself.
37
+ */
38
+ function findLayerCrossings(state, from, to, minMoveM = 1e-5) {
39
+ const { groupPos, groupCount } = state.weld;
40
+ const T = state.triGroups;
41
+ const tris = new Float64Array(T.length * 3);
42
+ for (let t = 0; t < T.length; t++) {
43
+ const g = T[t];
44
+ tris[t * 3] = groupPos[g * 3] + to[g * 3];
45
+ tris[t * 3 + 1] = groupPos[g * 3 + 1] + to[g * 3 + 1];
46
+ tris[t * 3 + 2] = groupPos[g * 3 + 2] + to[g * 3 + 2];
47
+ }
48
+ const grid = new math_1.TriangleGrid(tris, measure_1.SURFACE_CELL_M);
49
+ const out = [];
50
+ for (let g = 0; g < groupCount; g++) {
51
+ const p0 = [groupPos[g * 3] + from[g * 3], groupPos[g * 3 + 1] + from[g * 3 + 1], groupPos[g * 3 + 2] + from[g * 3 + 2]];
52
+ const p1 = [groupPos[g * 3] + to[g * 3], groupPos[g * 3 + 1] + to[g * 3 + 1], groupPos[g * 3 + 2] + to[g * 3 + 2]];
53
+ const length = Math.hypot(p1[0] - p0[0], p1[1] - p0[1], p1[2] - p0[2]);
54
+ if (length < minMoveM)
55
+ continue;
56
+ const min = [Math.min(p0[0], p1[0]), Math.min(p0[1], p1[1]), Math.min(p0[2], p1[2])];
57
+ const max = [Math.max(p0[0], p1[0]), Math.max(p0[1], p1[1]), Math.max(p0[2], p1[2])];
58
+ let best = null;
59
+ for (const t of grid.candidatesInBox(min, max)) {
60
+ const a = T[t * 3], b = T[t * 3 + 1], c = T[t * 3 + 2];
61
+ if (a === g || b === g || c === g || a === b || b === c || a === c)
62
+ continue;
63
+ const hit = (0, math_1.segmentTriangleHit)(p0, p1, grid.corner(t, 0), grid.corner(t, 1), grid.corner(t, 2));
64
+ if (hit === null || hit.t <= 1e-9)
65
+ continue;
66
+ if (!best || hit.t < best.t) {
67
+ best = { group: g, t: hit.t, length, dir: [(p1[0] - p0[0]) / length, (p1[1] - p0[1]) / length, (p1[2] - p0[2]) / length], triangle: t, bary: hit.bary };
68
+ }
69
+ }
70
+ if (best)
71
+ out.push(best);
72
+ }
73
+ return out;
74
+ }
75
+ function countLayerCrossings(state, groupDelta) {
76
+ return findLayerCrossings(state, new Float64Array(groupDelta.length), groupDelta).length;
77
+ }
78
+ /** Stand-off kept between a stopped vertex and the sheet it would have crossed, and added when that sheet is
79
+ * asked to move instead (0.5mm — the gate's own resolution). */
80
+ const LAYER_GAP_M = 0.0005;
81
+ /**
82
+ * Makes the displacement field layer-safe, in place, against the SAME criterion the gate applies: no group's
83
+ * total move (original → `cur`) may pass through another sheet of the garment as it now stands.
84
+ * - A group that would is pulled back along its own move to LAYER_GAP_M short of that sheet, and
85
+ * - the sheet it hit is handed a requirement (for the NEXT iteration) to move out of the way by the rest of
86
+ * that distance — so stacked layers (shell over lining, lapel over panel) advance together over
87
+ * iterations instead of one being driven through the other.
88
+ * Pulling one group back moves its triangles, which can expose another crossing, so this repeats; a group
89
+ * still crossing after the clamping passes goes back to its original position outright, until none cross.
90
+ */
91
+ function resolveLayerCrossings(state, cur, carry) {
92
+ const origin = new Float64Array(cur.length);
93
+ let stopped = 0;
94
+ // Clamp for a few passes, then revert whatever still crosses. Reverting only ever grows the set of groups
95
+ // sitting at their original position (a zero-length move cannot cross anything), so this terminates.
96
+ for (let pass = 0;; pass++) {
97
+ const crossings = findLayerCrossings(state, origin, cur);
98
+ if (crossings.length === 0)
99
+ return stopped;
100
+ for (const c of crossings) {
101
+ const g = c.group;
102
+ const keep = pass < 6 ? Math.max(0, c.t * c.length - LAYER_GAP_M) / c.length : 0;
103
+ for (let k = 0; k < 3; k++)
104
+ cur[g * 3 + k] = cur[g * 3 + k] * keep;
105
+ stopped++;
106
+ const push = (0, math_1.minNormCornerPush)(c.bary, (1 - c.t) * c.length + LAYER_GAP_M);
107
+ for (let k = 0; k < 3; k++) {
108
+ if (!(push[k] > 1e-6))
109
+ continue;
110
+ const target = state.triGroups[c.triangle * 3 + k];
111
+ (0, math_1.addHalfSpace)(carry[target] ?? (carry[target] = []), c.dir, push[k]);
112
+ }
113
+ }
114
+ }
115
+ return stopped;
116
+ }
117
+ /**
118
+ * Runs the pose-aware fit on `garment` against `body`, gated by the poke-through measurement. Mutates
119
+ * `garment`'s POSITION accessors ONLY when the report's outcome is 'improved'.
120
+ */
121
+ function poseAwareFit(garment, body, options = {}) {
122
+ const started = Date.now();
123
+ const log = options.onProgress ?? (() => { });
124
+ const poseNames = [...(options.poses ?? posing_1.FIT_POSE_NAMES)];
125
+ const hiddenRegions = [...(options.hiddenRegions ?? [])];
126
+ const settings = {
127
+ clearanceMm: options.clearanceMm ?? DEFAULTS.clearanceMm,
128
+ thresholdMm: options.thresholdMm ?? DEFAULTS.thresholdMm,
129
+ ceilingMm: options.ceilingMm ?? DEFAULTS.ceilingMm,
130
+ proximityMm: options.proximityMm ?? DEFAULTS.proximityMm,
131
+ maxPushMm: options.maxPushMm ?? DEFAULTS.maxPushMm,
132
+ hemMaxPushMm: options.hemMaxPushMm ?? DEFAULTS.hemMaxPushMm,
133
+ hemBandMm: options.hemBandMm ?? DEFAULTS.hemBandMm,
134
+ smoothRadiusMm: options.smoothRadiusMm ?? DEFAULTS.smoothRadiusMm,
135
+ iterations: options.iterations ?? DEFAULTS.iterations,
136
+ poses: poseNames,
137
+ hiddenRegions,
138
+ };
139
+ for (const [key, value] of Object.entries(settings)) {
140
+ if (typeof value === 'number' && !(Number.isFinite(value) && value >= 0))
141
+ throw new Error(`poseAwareFit: ${key} must be a finite, non-negative number (got ${value})`);
142
+ }
143
+ if (settings.hemMaxPushMm > settings.maxPushMm)
144
+ throw new Error('poseAwareFit: hemMaxPushMm must not exceed maxPushMm');
145
+ const report = {
146
+ outcome: 'skipped', reason: null, settings, before: null, after: null, bestCandidate: null, chosenIteration: null,
147
+ iterations: [], applied: { verticesMoved: 0, groupsMoved: 0, maxMoveMm: 0, meanMoveMm: 0, hemGroupsMoved: 0, p50MoveMm: 0, p90MoveMm: 0, p99MoveMm: 0, groupsOver5Mm: 0, groupsOver10Mm: 0 },
148
+ meshes: [], excluded: [], elapsedMs: 0,
149
+ };
150
+ const finish = () => { report.elapsedMs = Date.now() - started; return report; };
151
+ let bodyModel, garmentModel;
152
+ try {
153
+ bodyModel = (0, model_1.buildBodyModel)(body, poseNames);
154
+ garmentModel = (0, model_1.buildGarmentModel)(garment, poseNames);
155
+ }
156
+ catch (error) {
157
+ report.reason = error instanceof Error ? error.message : String(error);
158
+ return finish();
159
+ }
160
+ report.excluded = garmentModel.excluded;
161
+ if (garmentModel.units.length === 0) {
162
+ report.reason = 'garment has no skinned triangle meshes';
163
+ return finish();
164
+ }
165
+ if (bodyModel.vertexCount === 0) {
166
+ report.reason = 'body has no skinned vertices';
167
+ return finish();
168
+ }
169
+ const mm = 1 / 1000;
170
+ const measureSettings = {
171
+ thresholdM: settings.thresholdMm * mm,
172
+ ceilingM: settings.ceilingMm * mm,
173
+ proximityM: settings.proximityMm * mm,
174
+ inScope: (0, posing_1.regionGlobMatcher)(hiddenRegions),
175
+ poseNames,
176
+ };
177
+ const states = garmentModel.units.map((unit) => {
178
+ const weld = (0, offsetField_1.weldByPosition)(unit.rest);
179
+ const triGroups = new Int32Array(unit.triangles.length);
180
+ for (let t = 0; t < triGroups.length; t++)
181
+ triGroups[t] = weld.groupOf[unit.triangles[t]];
182
+ const graph = (0, offsetField_1.buildGroupGraph)(triGroups, weld.groupPos, weld.groupCount);
183
+ const caps = (0, offsetField_1.hemBandCaps)((0, offsetField_1.distanceToBoundary)(graph), settings.maxPushMm * mm, settings.hemMaxPushMm * mm, settings.hemBandMm * mm);
184
+ const sweeps = (0, offsetField_1.sweepsForRadius)(settings.smoothRadiusMm * mm, graph.meanEdgeLength);
185
+ report.meshes.push({
186
+ name: unit.node.getMesh().getName() || unit.node.getName(),
187
+ vertices: unit.vertexCount,
188
+ welded: weld.groupCount,
189
+ triangles: unit.triangles.length / 3,
190
+ hemGroups: graph.boundary.reduce((s, b) => s + b, 0),
191
+ meanEdgeMm: +(graph.meanEdgeLength * 1000).toFixed(2),
192
+ smoothingSweeps: sweeps,
193
+ });
194
+ return {
195
+ unit, weld, triGroups, graph, caps, sweeps,
196
+ groupDelta: new Float64Array(weld.groupCount * 3),
197
+ vertexDelta: new Float64Array(unit.vertexCount * 3),
198
+ };
199
+ });
200
+ const measure = () => (0, measure_1.measurePokethrough)(bodyModel, garmentModel, states.map((s) => s.vertexDelta), measureSettings);
201
+ const before = measure();
202
+ report.before = before;
203
+ report.after = before;
204
+ log(`pose-fit: before — ${before.totalViolations} violation(s), ${before.totalExposedViolations ?? 'n/a'} exposed (un-oriented ${before.totalRawViolations}) across ${poseNames.length} pose(s) [${poseNames.map((p) => `${p} ${before.poses[p].violationCount}`).join(', ')}]`);
205
+ if (before.totalViolations === 0) {
206
+ report.outcome = 'unchanged-already-clean';
207
+ report.reason = 'garment already measures clean at the gate threshold — nothing to improve';
208
+ return finish();
209
+ }
210
+ const inScopeBody = [];
211
+ for (let i = 0; i < bodyModel.vertexCount; i++)
212
+ if (!measureSettings.inScope || measureSettings.inScope(bodyModel.regions[i]))
213
+ inScopeBody.push(i);
214
+ const clearanceM = settings.clearanceMm * mm;
215
+ const ceilingM = settings.ceilingMm * mm;
216
+ const proximityM = settings.proximityMm * mm;
217
+ let best = null;
218
+ let bestAny = null;
219
+ // Layer-propagation requirements carried from one iteration to the next (see resolveLayerCrossings).
220
+ let carried = states.map((s) => new Array(s.weld.groupCount));
221
+ for (let iteration = 1; iteration <= settings.iterations; iteration++) {
222
+ const reqs = carried;
223
+ carried = states.map((s) => new Array(s.weld.groupCount));
224
+ let requirements = reqs.reduce((sum, list) => sum + list.reduce((n, h) => n + (h?.length ?? 0), 0), 0);
225
+ const carriedIn = requirements;
226
+ let flipped = 0, coveredSkipped = 0;
227
+ for (const poseName of poseNames) {
228
+ const bodyPose = bodyModel.poses.get(poseName);
229
+ states.forEach((state, k) => {
230
+ const surface = (0, measure_1.buildPosedSurface)([state.unit], [k], poseName, [state.vertexDelta]);
231
+ if (surface.grid.count === 0)
232
+ return;
233
+ const linear = state.unit.poses.get(poseName).linear;
234
+ const p = [0, 0, 0], n = [0, 0, 0], bn = [0, 0, 0];
235
+ for (const i of inScopeBody) {
236
+ p[0] = bodyPose.positions[i * 3];
237
+ p[1] = bodyPose.positions[i * 3 + 1];
238
+ p[2] = bodyPose.positions[i * 3 + 2];
239
+ const hit = surface.grid.nearest(p, proximityM);
240
+ if (!hit)
241
+ continue;
242
+ n[0] = surface.normals[hit.index * 3];
243
+ n[1] = surface.normals[hit.index * 3 + 1];
244
+ n[2] = surface.normals[hit.index * 3 + 2];
245
+ let s = (p[0] - hit.point[0]) * n[0] + (p[1] - hit.point[1]) * n[1] + (p[2] - hit.point[2]) * n[2];
246
+ if (bodyPose.normals) {
247
+ bn[0] = bodyPose.normals[i * 3];
248
+ bn[1] = bodyPose.normals[i * 3 + 1];
249
+ bn[2] = bodyPose.normals[i * 3 + 2];
250
+ // Orient the face away from the body, exactly as the gate (and the checker) do: an inward-facing
251
+ // lining is pushed OUTWARD, never along its own inward normal into the body.
252
+ if (n[0] * bn[0] + n[1] * bn[1] + n[2] * bn[2] < 0) {
253
+ n[0] = -n[0];
254
+ n[1] = -n[1];
255
+ n[2] = -n[2];
256
+ s = -s;
257
+ flipped++;
258
+ }
259
+ }
260
+ if (s <= -clearanceM || s > ceilingM)
261
+ continue;
262
+ // Covered: another sheet of this garment lies over the body point along its own normal, beyond the
263
+ // face being measured — a shell over the lining the body is near (or even through), a lapel over the
264
+ // panel. Clearance only matters against the OUTERMOST layer, so no cloth moves for a covered point:
265
+ // easing a lining toward its shell would only fight the layer order and add bulges nobody can see.
266
+ // (A point behind its nearest face is crossed once by that face itself, so it takes two hits.)
267
+ if (bodyPose.normals && surface.grid.countHitsAlong(p, bn, proximityM) >= (s > 0 ? 1 : 2)) {
268
+ coveredSkipped++;
269
+ continue;
270
+ }
271
+ const push = (0, math_1.minNormCornerPush)(hit.bary, s + clearanceM);
272
+ for (let c = 0; c < 3; c++) {
273
+ if (!(push[c] > 1e-6))
274
+ continue;
275
+ const v = surface.corners[hit.index * 4 + 1 + c];
276
+ const g = state.weld.groupOf[v];
277
+ const grad = (0, math_1.applyLinear3Transposed)(linear.subarray(v * 9, v * 9 + 9), n);
278
+ const list = reqs[k][g] ?? (reqs[k][g] = []);
279
+ (0, math_1.addHalfSpace)(list, grad, push[c]);
280
+ requirements++;
281
+ }
282
+ }
283
+ });
284
+ }
285
+ if (requirements === 0) {
286
+ log(`pose-fit: iteration ${iteration} — every in-scope body point already clears the garment by ${settings.clearanceMm}mm`);
287
+ break;
288
+ }
289
+ let groupsMoved = 0, capped = 0, maxTotal = 0, stopped = 0;
290
+ states.forEach((state, k) => {
291
+ const G = state.weld.groupCount;
292
+ const inc = new Float64Array(G * 3);
293
+ const x = [0, 0, 0];
294
+ for (let g = 0; g < G; g++) {
295
+ const list = reqs[k][g];
296
+ if (!list)
297
+ continue;
298
+ x[0] = 0;
299
+ x[1] = 0;
300
+ x[2] = 0;
301
+ (0, math_1.projectOntoHalfSpaces)(x, list);
302
+ inc[g * 3] = x[0];
303
+ inc[g * 3 + 1] = x[1];
304
+ inc[g * 3 + 2] = x[2];
305
+ }
306
+ (0, offsetField_1.smoothWithObstacles)(inc, reqs[k], state.graph, state.sweeps);
307
+ capped += (0, offsetField_1.capMagnitudes)(inc, state.groupDelta, state.caps);
308
+ for (let e = 0; e < inc.length; e++)
309
+ state.groupDelta[e] += inc[e];
310
+ stopped += resolveLayerCrossings(state, state.groupDelta, carried[k]);
311
+ for (let g = 0; g < G; g++) {
312
+ const m = Math.hypot(state.groupDelta[g * 3], state.groupDelta[g * 3 + 1], state.groupDelta[g * 3 + 2]);
313
+ if (m > 1e-6)
314
+ groupsMoved++;
315
+ if (m > maxTotal)
316
+ maxTotal = m;
317
+ }
318
+ expand(state, state.groupDelta, state.vertexDelta);
319
+ });
320
+ const measurement = measure();
321
+ const layerCrossings = states.reduce((s, state) => s + countLayerCrossings(state, state.groupDelta), 0);
322
+ const rejectedBecause = (0, measure_1.gateRejection)(before, measurement, layerCrossings);
323
+ const qualifies = rejectedBecause === null;
324
+ report.iterations.push({
325
+ iteration, requirements, carriedLayerRequirements: carriedIn, stoppedAtLayer: stopped, groupsMoved, maxTotalMoveMm: +(maxTotal * 1000).toFixed(3), capped, orientationFlipped: flipped, coveredSkipped,
326
+ totalViolations: measurement.totalViolations, totalBeyondCeiling: measurement.totalBeyondCeiling,
327
+ totalRawViolations: measurement.totalRawViolations, totalExposedViolations: measurement.totalExposedViolations, layerCrossings, qualifies,
328
+ perPose: Object.fromEntries(Object.entries(measurement.poses).map(([pose, m]) => [pose, [m.violationCount, m.exposedViolationCount]])),
329
+ rejectedBecause,
330
+ });
331
+ log(`pose-fit: iteration ${iteration} — ${requirements} requirement(s), ${groupsMoved} group(s) moved (max ${(maxTotal * 1000).toFixed(2)}mm, ${capped} capped, ${stopped} stopped at a layer), ${coveredSkipped} covered point(s) skipped, ${flipped} inward face(s) oriented → ${measurement.totalViolations} violation(s), ${measurement.totalExposedViolations ?? 'n/a'} exposed (un-oriented ${measurement.totalRawViolations})${layerCrossings > 0 ? `, ${layerCrossings} layer crossing(s)` : ''}${qualifies ? '' : ` — rejected: ${rejectedBecause}`}`);
332
+ if (!bestAny || measurement.totalViolations < bestAny.totalViolations)
333
+ bestAny = measurement;
334
+ const better = (a, b) => a.totalViolations < b.totalViolations
335
+ || (a.totalViolations === b.totalViolations && (a.totalExposedViolations ?? 0) < (b.totalExposedViolations ?? 0));
336
+ if (qualifies && (!best || better(measurement, best.measurement))) {
337
+ best = { measurement, deltas: states.map((s) => Float64Array.from(s.groupDelta)), iteration };
338
+ }
339
+ }
340
+ report.bestCandidate = best?.measurement ?? bestAny;
341
+ if (!best) {
342
+ report.outcome = 'unchanged-no-improvement';
343
+ report.reason = report.iterations.length === 0
344
+ ? 'no in-scope body point needed clearing — the violations are outside what the fit may move (beyond the ceiling, out of scope or inward-facing)'
345
+ : `no candidate passed the gate — original geometry kept (last rejection: ${report.iterations.filter((i) => i.rejectedBecause).at(-1)?.rejectedBecause ?? 'none'})`;
346
+ log(`pose-fit: ${report.reason}`);
347
+ return finish();
348
+ }
349
+ // Gate passed: write the chosen candidate's rest positions. This is the ONLY mutation of `garment`.
350
+ let verticesMoved = 0, groupsMoved = 0, hemGroupsMoved = 0, sum = 0, maxMove = 0;
351
+ const moves = [];
352
+ states.forEach((state, k) => {
353
+ const delta = best.deltas[k];
354
+ for (let g = 0; g < state.weld.groupCount; g++) {
355
+ const m = Math.hypot(delta[g * 3], delta[g * 3 + 1], delta[g * 3 + 2]);
356
+ if (m <= 1e-9)
357
+ continue;
358
+ groupsMoved++;
359
+ sum += m;
360
+ maxMove = Math.max(maxMove, m);
361
+ moves.push(m);
362
+ if (state.graph.boundary[g])
363
+ hemGroupsMoved++;
364
+ }
365
+ const vertexDelta = new Float64Array(state.unit.vertexCount * 3);
366
+ expand(state, delta, vertexDelta);
367
+ state.unit.accessors.forEach((accessor, a) => {
368
+ const base = state.unit.accessorBase[a];
369
+ const count = accessor.getCount();
370
+ const out = new Float32Array(count * 3);
371
+ for (let i = 0; i < count; i++) {
372
+ const v = base + i;
373
+ const moved = vertexDelta[v * 3] !== 0 || vertexDelta[v * 3 + 1] !== 0 || vertexDelta[v * 3 + 2] !== 0;
374
+ if (moved)
375
+ verticesMoved++;
376
+ for (let c = 0; c < 3; c++)
377
+ out[i * 3 + c] = state.unit.rest[v * 3 + c] + vertexDelta[v * 3 + c];
378
+ }
379
+ accessor.setArray(out);
380
+ });
381
+ });
382
+ // Re-judge what actually SHIPS. The loop measured each candidate as posedRest + L·Δ in float64; the file
383
+ // holds float32(rest + Δ), skinned by the checker's own arithmetic. The two agree to ~1e-8 m, but near-ties
384
+ // between two garment faces (a lining meeting its shell at a fold) can flip on that, and did: Male Casual
385
+ // Blazer's winning candidate read 213 in the loop and 204 in the checker on the written file. So the gate
386
+ // is applied once more to a fresh, checker-exact measurement of the written geometry — the number reported
387
+ // is the number the checker will print — and a candidate that no longer passes is rolled back to the
388
+ // original bytes.
389
+ const shipped = (0, measure_1.measurePokethrough)(bodyModel, (0, model_1.buildGarmentModel)(garment, poseNames), garmentModel.units.map((u) => new Float64Array(u.vertexCount * 3)), measureSettings);
390
+ const shippedRejection = (0, measure_1.gateRejection)(before, shipped, 0);
391
+ if (shippedRejection !== null) {
392
+ for (const state of states) {
393
+ state.unit.accessors.forEach((accessor, a) => {
394
+ const base = state.unit.accessorBase[a];
395
+ accessor.setArray(Float32Array.from(state.unit.rest.subarray(base * 3, (base + accessor.getCount()) * 3)));
396
+ });
397
+ }
398
+ report.outcome = 'unchanged-no-improvement';
399
+ report.after = before;
400
+ report.reason = `the chosen candidate failed the gate once written at float32 precision (${shippedRejection}) — original geometry restored`;
401
+ log(`pose-fit: ${report.reason}`);
402
+ return finish();
403
+ }
404
+ report.outcome = 'improved';
405
+ report.after = shipped;
406
+ report.chosenIteration = best.iteration;
407
+ moves.sort((x, y) => x - y);
408
+ const pct = (q) => (moves.length > 0 ? +(moves[Math.min(moves.length - 1, Math.floor(q * moves.length))] * 1000).toFixed(3) : 0);
409
+ report.applied = {
410
+ verticesMoved, groupsMoved, maxMoveMm: +(maxMove * 1000).toFixed(3), meanMoveMm: groupsMoved > 0 ? +((sum / groupsMoved) * 1000).toFixed(3) : 0, hemGroupsMoved,
411
+ p50MoveMm: pct(0.5), p90MoveMm: pct(0.9), p99MoveMm: pct(0.99),
412
+ groupsOver5Mm: moves.filter((m) => m > 0.005).length, groupsOver10Mm: moves.filter((m) => m > 0.01).length,
413
+ };
414
+ log(`pose-fit: improved ${before.totalViolations} → ${shipped.totalViolations} violation(s) (iteration ${best.iteration}); moved ${groupsMoved} welded vertex group(s), max ${(maxMove * 1000).toFixed(2)}mm`);
415
+ return finish();
416
+ }
417
+ //# sourceMappingURL=poseAwareFit.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,141 @@
1
+ /**
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+ * Pure geometry kernel for the pose-aware garment fit stage (`../poseAwareFit.ts`). No glTF, no I/O —
3
+ * everything here is unit-tested in isolation (`math.spec.ts`), because every earlier attempt at this
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+ * pass was undone by a linear-algebra or search bug that produced plausible-looking, wrong numbers.
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+ *
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+ * CONVENTIONS — read before touching anything here:
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+ *
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+ * - 4x4 matrices are glTF column-major flat arrays (`m[col * 4 + row]`), exactly as `../../mat4.ts`.
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+ * - 3x3 matrices in this file are ROW-MAJOR flat arrays `[a,b,c, d,e,f, g,h,i]` meaning
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+ * `[[a,b,c],[d,e,f],[g,h,i]]`, applied to a column vector as a plain matrix-vector product.
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+ * `linearPart` is the ONLY place that crosses from one convention to the other, and the round-trip
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+ * tests in `math.spec.ts` pin it: `linearPart(M) · v` must equal `transformDir(M, v)` for any M, and
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+ * `transformPoint(M, r + inv(linearPart(M)) · d) - transformPoint(M, r)` must equal `d` exactly.
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+ * The garment-refit scratch tool (`run/open-alpha-qa/garment-refit/tools/pose-aware-pushout-v2.mjs`)
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+ * once had an inverse whose cofactor layout disagreed with its apply step — right magnitude, right
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+ * general direction, systematically wrong — and only a round-trip identity test caught it.
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+ */
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+ export type V3 = [number, number, number];
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+ /** Upper-left 3x3 of a column-major 4x4, returned ROW-major (see file header). */
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+ export declare function linearPart(m4: ArrayLike<number>): number[];
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+ /** Row-major 3x3 times column vector. */
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+ export declare function applyLinear3(m: ArrayLike<number>, v: readonly number[]): V3;
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+ /** Transpose of a row-major 3x3 times column vector (`Mᵀ · v`) — used to pull a posed-space normal back
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+ * into a rest-space constraint gradient: if posed displacement = L · Δrest, then n · (L Δ) = (Lᵀ n) · Δ. */
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+ export declare function applyLinear3Transposed(m: ArrayLike<number>, v: readonly number[]): V3;
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+ /** Inverse of a row-major 3x3 via the adjugate, or null when (near-)singular. Adjugate entry (r,c) is the
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+ * cofactor of (c,r); written out in the same row-major layout as the input. */
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+ export declare function invertLinear3(m: ArrayLike<number>): number[] | null;
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+ export declare const dot: (a: readonly number[], b: readonly number[]) => number;
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+ export declare const len: (a: readonly number[]) => number;
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+ export interface ClosestPoint {
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+ point: V3;
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+ /** Barycentric weights of `point` for corners a, b, c (sum 1, each in [0,1]). */
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+ bary: V3;
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+ }
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+ /**
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+ * Closest point on triangle (a,b,c) to p — Ericson, Real-Time Collision Detection §5.1.5 — returning the
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+ * barycentric weights of the region it lands in directly (no separate area-ratio re-derivation, which is
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+ * ill-conditioned for slivers). Identical case analysis to `pokethrough-check.mjs`'s `closestPointOnTriangle`
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+ * so the fit targets exactly the point the checker measures from.
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+ */
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+ export declare function closestPointOnTriangle(p: readonly number[], a: readonly number[], b: readonly number[], c: readonly number[]): ClosestPoint;
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+ /**
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+ * Allocation-free core of `closestPointOnTriangle` for the hot loop: the triangle is 9 numbers of `T` starting
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+ * at `o`; writes the closest point to `out[0..2]` and its barycentrics to `out[3..5]`; returns the distance
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+ * (as `Math.hypot`, like the checker). (The public wrapper above calls this, so the unit tests exercise exactly this code.)
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+ */
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+ export declare function closestPointFlat(px: number, py: number, pz: number, T: Float64Array, o: number, out: Float64Array): number;
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+ /**
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+ * A point q = Σ λᵢ vᵢ on a triangle must move by `amount` along a direction; how much must each corner vᵢ
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+ * move along that same direction? Any δ with Σ λᵢ δᵢ = amount works — this returns the MINIMUM-NORM one,
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+ * δᵢ = amount · λᵢ / Σ λⱼ². At a corner (λ = 1,0,0) the whole push lands on that corner; at the centroid
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+ * every corner moves the full amount (the face translates rigidly); in between it is weighted toward the
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+ * nearer corners. It hits `amount` EXACTLY in one step, where the scratch tool's `δᵢ = amount · λᵢ`
55
+ * under-shot by a factor Σλ² (as little as 1/3 at the centroid) and had to rely on iteration to converge.
56
+ */
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+ export declare function minNormCornerPush(bary: readonly number[], amount: number): V3;
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+ /**
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+ * One requirement on a garment vertex's REST-space displacement Δ: `ĝ · Δ ≥ r` with ĝ a unit vector. Every
60
+ * (pose, body point) that needs a garment vertex to move contributes one; a vertex that must clear the body
61
+ * in two poses whose skinning differs gets two differently-oriented half-spaces.
62
+ */
63
+ export interface HalfSpace {
64
+ g: V3;
65
+ r: number;
66
+ }
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+ /** Collapses near-parallel requirements (cos > `mergeCos`) onto the stronger one and keeps at most `cap` —
68
+ * a dense body surface emits many near-identical constraints per garment vertex; solving them all buys
69
+ * nothing and costs a lot. */
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+ export declare function addHalfSpace(list: HalfSpace[], g: readonly number[], r: number, mergeCos?: number, cap?: number): void;
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+ /**
72
+ * Moves `x` (in place) into the intersection of the half-spaces by cyclic orthogonal projection (Kaczmarz /
73
+ * POCS). Starting from 0 it lands on (or next to) the minimum-norm feasible point for the few, mostly
74
+ * well-separated constraints a garment vertex carries. Returns the largest residual violation left after
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+ * `sweeps` — non-zero only when requirements genuinely conflict (two poses asking for opposite pushes).
76
+ */
77
+ export declare function projectOntoHalfSpaces(x: V3, list: readonly HalfSpace[], sweeps?: number): number;
78
+ export interface NearestHit {
79
+ /** Index of the winning triangle (its position in the flat triangle array). */
80
+ index: number;
81
+ distance: number;
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+ point: V3;
83
+ bary: V3;
84
+ }
85
+ /**
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+ * Uniform-grid nearest-triangle index that returns the TRUE nearest triangle, not the first one it trips
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+ * over. Two bugs of exactly this class were already found in this project's tooling (`pokethrough-check.mjs`
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+ * and the scratch push-out both stopped widening their search at the first non-empty ring, returning a
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+ * farther triangle with a different normal and therefore a wrong signed distance), so the termination rule
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+ * here is the provable one:
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+ *
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+ * After scanning every cell within Chebyshev radius r of the query's cell, any triangle not yet seen lies
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+ * entirely outside that (2r+1)³ block, so its distance to p is at least r·cell (p sits inside the centre
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+ * cell). Stop as soon as the best distance found is ≤ r·cell — nothing unseen can beat it.
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+ *
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+ * Rings are scanned as shells (only the cells new at radius r), so no cell is visited twice. EXACT ties are
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+ * common, not exotic — a body vertex whose nearest garment point is a garment vertex is equidistant from
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+ * every triangle sharing it, and which one "wins" decides the normal the signed distance is taken along —
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+ * so ties are broken the way the checker's own scan breaks them (see `scanFirst`), keeping the gate's
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+ * verdict identical to the checker's rather than merely close. `maxDistance`
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+ * bounds the work: once r·cell > maxDistance nothing within range can remain, and null is returned when the
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+ * nearest triangle is farther than that. Brute-force parity is asserted in `math.spec.ts`.
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+ */
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+ export declare class TriangleGrid {
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+ readonly cell: number;
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+ private readonly tris;
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+ /** Per-triangle axis-aligned bounds (min xyz, max xyz) — a cheap exact lower bound on its distance. */
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+ private readonly boxes;
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+ private readonly grid;
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+ /** Query stamp per triangle, so a triangle bucketed in several cells is tested once per query. */
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+ private readonly stamp;
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+ private query;
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+ private readonly scratch;
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+ readonly count: number;
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+ /** Bounds of every triangle (min xyz, max xyz) — lets a query far from the whole surface return at once. */
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+ private readonly bounds;
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+ /** `tris`: 9 numbers per triangle (a.xyz, b.xyz, c.xyz). */
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+ constructor(tris: Float64Array, cell: number);
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+ corner(t: number, k: number): V3;
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+ /** Triangle indices whose bucket cells overlap the axis-aligned box [min, max] (a superset of the
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+ * triangles that actually intersect it — callers run an exact test on each). */
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+ candidatesInBox(min: readonly number[], max: readonly number[]): number[];
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+ /** How many triangles the segment [p, p + d·maxLength] crosses (touches closer than `minDistance` ignored)
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+ * — the number of garment sheets stacked over a body point along its normal. */
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+ countHitsAlong(p: readonly number[], d: readonly number[], maxLength: number, minDistance?: number): number;
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+ /** Distance along the unit direction `d` from `p` to the first triangle the segment [p, p + d·maxLength]
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+ * crosses (ignoring touches closer than `minDistance`), or null when it crosses none. */
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+ firstHitAlong(p: readonly number[], d: readonly number[], maxLength: number, minDistance?: number): number | null;
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+ nearest(p: readonly number[], maxDistance: number): NearestHit | null;
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+ }
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+ /**
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+ * Segment p0→p1 against triangle (a,b,c), Möller–Trumbore. Returns the segment parameter t ∈ [0,1] of the
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+ * crossing, or null. Used to detect a pushed garment vertex passing THROUGH another layer of the same
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+ * garment (a lining shoved through its shell), which no body-vs-garment measurement can see.
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+ */
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+ export declare function segmentHitsTriangle(p0: readonly number[], p1: readonly number[], a: readonly number[], b: readonly number[], c: readonly number[]): number | null;
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+ /** As `segmentHitsTriangle`, also returning the barycentric weights (for a, b, c) of the crossing point. */
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+ export declare function segmentTriangleHit(p0: readonly number[], p1: readonly number[], a: readonly number[], b: readonly number[], c: readonly number[]): {
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+ t: number;
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+ bary: V3;
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+ } | null;