@hypersoniclabs/helix-cli 0.1.7 → 0.1.24-helix3.438

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 +631 -8
  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
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@@ -0,0 +1,248 @@
1
+ "use strict";
2
+ var __importDefault = (this && this.__importDefault) || function (mod) {
3
+ return (mod && mod.__esModule) ? mod : { "default": mod };
4
+ };
5
+ Object.defineProperty(exports, "__esModule", { value: true });
6
+ exports.PAINT_LIMITS = exports.hexToHue = void 0;
7
+ exports.hexToRgb = hexToRgb;
8
+ exports.rgbHue = rgbHue;
9
+ exports.hueDistanceDeg = hueDistanceDeg;
10
+ exports.rgbToHsv = rgbToHsv;
11
+ exports.paintReference = paintReference;
12
+ exports.samplePaintView = samplePaintView;
13
+ exports.paintFixAdvice = paintFixAdvice;
14
+ exports.rgbToHex = rgbToHex;
15
+ exports.judgePaint = judgePaint;
16
+ /**
17
+ * Body-paint gate: does the RENDERED body read as the reference colour in the light Try Now draws it in?
18
+ *
19
+ * WHY. Rounds 3, 5 and 8 all shipped a car whose authored paint was a red but whose Try Now daylight frame read orange /
20
+ * salmon with a white bonnet hotspot. The first gate sampled the fixed `side` pose, which hides the world's local
21
+ * lights and sits on a plain backdrop, and judged hue alone: it passed the round-8 F40 (8 degrees off) while the owner
22
+ * measured saturation 0.70 (0.39 under glare) against 0.85-0.88 in the reference photos.
23
+ *
24
+ * HOW. The route renders the BODY PAINT ALONE (every other mesh hidden) from the six exterior pose cameras in the real
25
+ * test-grounds world, with its sun, environment, exposure, tone mapping and local lights untouched, plus the same camera
26
+ * with the paint hidden too; the pixels that differ are the paint (vehicle.ts `paint` phase). Here those pixels are
27
+ * judged against the reference colour: hue (chromatic paints), saturation, lightness and highlight wash. Neutral
28
+ * paints (white, silver, grey, black) have no hue, so tint and lightness are judged instead.
29
+ *
30
+ * Deterministic: fixed cameras, a fixed 2 px edge ring dropped, medians over views.
31
+ */
32
+ const sharp_1 = __importDefault(require("sharp"));
33
+ /** Reference paint colour: `#rrggbb` or `rrggbb`. Throws on a malformed value. */
34
+ function hexToRgb(hex) {
35
+ const m = /^#?([0-9a-f]{6})$/i.exec(hex.trim());
36
+ if (!m)
37
+ throw new Error(`--reference-paint must be #rrggbb or rrggbb, got "${hex}"`);
38
+ const v = parseInt(m[1], 16);
39
+ return { r: (v >> 16) & 0xff, g: (v >> 8) & 0xff, b: v & 0xff };
40
+ }
41
+ /** Hue in degrees (0..360) of an RGB triple, in [0..255]. */
42
+ function rgbHue(r, g, b) {
43
+ const rn = r / 255, gn = g / 255, bn = b / 255;
44
+ const max = Math.max(rn, gn, bn);
45
+ const min = Math.min(rn, gn, bn);
46
+ const delta = max - min;
47
+ if (delta === 0)
48
+ return 0;
49
+ let h;
50
+ if (max === rn)
51
+ h = 60 * (((gn - bn) / delta) % 6);
52
+ else if (max === gn)
53
+ h = 60 * ((bn - rn) / delta + 2);
54
+ else
55
+ h = 60 * ((rn - gn) / delta + 4);
56
+ return h < 0 ? h + 360 : h;
57
+ }
58
+ const hexToHue = (hex) => {
59
+ const { r, g, b } = hexToRgb(hex);
60
+ return rgbHue(r, g, b);
61
+ };
62
+ exports.hexToHue = hexToHue;
63
+ /** Circular distance between two hues, in degrees (0..180). */
64
+ function hueDistanceDeg(a, b) {
65
+ const d = Math.abs(a - b) % 360;
66
+ return Math.min(d, 360 - d);
67
+ }
68
+ function rgbToHsv(r, g, b) {
69
+ const max = Math.max(r, g, b) / 255, min = Math.min(r, g, b) / 255;
70
+ return { h: rgbHue(r, g, b), s: max === 0 ? 0 : (max - min) / max, v: max };
71
+ }
72
+ /** Reference paint colour -> what to judge. Under 0.2 saturation (white, silver, grey, black) hue is undefined, so only lightness and tint are judged. */
73
+ function paintReference(hex) {
74
+ const rgb = hexToRgb(hex);
75
+ const hsv = rgbToHsv(rgb.r, rgb.g, rgb.b);
76
+ return { rgb, hsv, kind: hsv.s >= 0.2 && hsv.v >= 0.12 ? 'chromatic' : 'neutral' };
77
+ }
78
+ const median = (xs) => { if (!xs.length)
79
+ return 0; const a = [...xs].sort((x, y) => x - y); return a[Math.floor(a.length / 2)]; };
80
+ /** Pixels that differ between the paint frame and the empty frame, minus a 2 px ring at the silhouette edge. */
81
+ async function paintMask(paint, empty) {
82
+ const a = await (0, sharp_1.default)(paint).removeAlpha().raw().toBuffer({ resolveWithObject: true });
83
+ const b = await (0, sharp_1.default)(empty).removeAlpha().raw().toBuffer({ resolveWithObject: true });
84
+ if (a.info.width !== b.info.width || a.info.height !== b.info.height)
85
+ throw new Error('paint frame and empty frame differ in size');
86
+ const { width: w, height: h, channels: ch } = a.info;
87
+ // The backdrop can sit a few levels off between two frames (the sky is drawn per camera angle), so the shift is read where the
88
+ // car never reaches, the outer 12 px of the frame (the poses fill 82% of it), and removed before the two are compared.
89
+ const bias = [0, 0, 0];
90
+ for (let c = 0; c < 3; c++) {
91
+ const ds = [];
92
+ for (let y = 0; y < h; y += 3)
93
+ for (let x = 0; x < w; x += 3) {
94
+ if (x >= 12 && x < w - 12 && y >= 12 && y < h - 12)
95
+ continue;
96
+ ds.push(a.data[(y * w + x) * ch + c] - b.data[(y * w + x) * ch + c]);
97
+ }
98
+ bias[c] = median(ds);
99
+ }
100
+ const raw = new Uint8Array(w * h);
101
+ for (let i = 0; i < w * h; i++) {
102
+ const d = Math.max(Math.abs(a.data[i * ch] - b.data[i * ch] - bias[0]), Math.abs(a.data[i * ch + 1] - b.data[i * ch + 1] - bias[1]), Math.abs(a.data[i * ch + 2] - b.data[i * ch + 2] - bias[2]));
103
+ raw[i] = d > 16 ? 1 : 0;
104
+ }
105
+ const mask = new Uint8Array(w * h);
106
+ const R = 2;
107
+ for (let y = R; y < h - R; y++)
108
+ for (let x = R; x < w - R; x++) {
109
+ let all = 1;
110
+ for (let dy = -R; dy <= R && all; dy++)
111
+ for (let dx = -R; dx <= R; dx++)
112
+ if (!raw[(y + dy) * w + x + dx]) {
113
+ all = 0;
114
+ break;
115
+ }
116
+ mask[y * w + x] = all;
117
+ }
118
+ return { data: a.data, w, h, ch, mask };
119
+ }
120
+ async function samplePaintView(view, ref) {
121
+ const { data, w, h, ch, mask } = await paintMask(view.paint, view.empty);
122
+ let sumX = 0, sumY = 0, sumW = 0, clipped = 0, washed = 0, n = 0;
123
+ const sats = [], vals = [];
124
+ for (let i = 0; i < w * h; i++) {
125
+ if (!mask[i])
126
+ continue;
127
+ const r = data[i * ch], g = data[i * ch + 1], b = data[i * ch + 2];
128
+ const { h: hue, s, v } = rgbToHsv(r, g, b);
129
+ n++;
130
+ sats.push(s);
131
+ vals.push(v);
132
+ if (Math.max(r, g, b) >= 250)
133
+ clipped++;
134
+ if (ref.kind === 'chromatic' ? (v >= 0.8 && s < ref.hsv.s * 0.5) : (Math.min(r, g, b) >= 245))
135
+ washed++;
136
+ if (s >= 0.2) {
137
+ const rad = hue * Math.PI / 180;
138
+ sumX += s * Math.cos(rad);
139
+ sumY += s * Math.sin(rad);
140
+ sumW += s;
141
+ }
142
+ }
143
+ return {
144
+ id: view.id, pixels: n,
145
+ hueDeg: sumW > 0 ? ((Math.atan2(sumY, sumX) * 180 / Math.PI) + 360) % 360 : 0,
146
+ medianSaturation: median(sats), medianValue: median(vals),
147
+ clippedFraction: n ? clipped / n : 0, washedFraction: n ? washed / n : 0,
148
+ };
149
+ }
150
+ // ---------------------------------------------------------------------------------------------------------------------
151
+ // The verdict
152
+ /** Thresholds, all against the reference colour and all documented in the MCP `appearance` reference. */
153
+ exports.PAINT_LIMITS = {
154
+ /** Rendered saturation (median of the six view medians) as a share of the reference's. Chromatic paints. */
155
+ saturationShare: 0.75,
156
+ /** A chromatic body may not render darker than this share of the reference value (a maroon over-correction). */
157
+ minValueShare: 0.55,
158
+ /** Mean over the views of the share of paint pixels washed toward white (chromatic: bright and under half the reference saturation; neutral: all channels >= 245). */
159
+ washedMean: 0.3,
160
+ /** Neutral paints: tint (saturation) above the reference's by at most this, lightness within this of the reference. */
161
+ neutralTint: 0.15,
162
+ neutralValue: 0.25,
163
+ /** A neutral reference at or above this value is white/silver: near-white pixels are its colour, so wash is not judged. */
164
+ lightNeutralValue: 0.75,
165
+ /** Fewer paint pixels than this over all views and the paint cannot be judged. */
166
+ minPixels: 3000,
167
+ defaultHueToleranceDeg: 12,
168
+ };
169
+ const r3 = (n) => Math.round(n * 1000) / 1000;
170
+ const r1 = (n) => Math.round(n * 10) / 10;
171
+ const fmt = (n) => n.toFixed(2);
172
+ /** What the creator can change, with the material's real values, appended to every failing paint message. */
173
+ function paintFixAdvice(materials, ref) {
174
+ const m = materials?.[0];
175
+ const lin = (c) => { const x = c / 255; return x <= 0.04045 ? x / 12.92 : ((x + 0.055) / 1.055) ** 2.4; };
176
+ const target = `${lin(ref.rgb.r).toFixed(3)},${lin(ref.rgb.g).toFixed(3)},${lin(ref.rgb.b).toFixed(3)}`;
177
+ const now = m ? ` Now: ${m.name} baseColorFactor(linear) ${m.baseColorLinear?.map((x) => x.toFixed(3)).join(',') ?? '?'}, metallic ${m.metalness ?? '?'}, roughness ${m.roughness ?? '?'}${m.ior != null && m.ior !== 1.5 ? `, ior ${m.ior}` : ''}.` : '';
178
+ if (ref.kind === 'neutral')
179
+ return `Fix the paint MATERIAL, never exposure, tone mapping or emissive: set baseColorFactor in LINEAR values with equal r, g, b (the reference ${rgbToHex(ref.rgb)} is ${target} linear), metallic at most 0.3 and roughness 0.3-0.5 so a highlight does not blow out.${now}`;
180
+ return `Fix the paint MATERIAL, never exposure, tone mapping or emissive: set baseColorFactor in LINEAR values (the reference ${rgbToHex(ref.rgb)} is ${target} linear; the runtime's daylight is hot, so author roughly 0.4-0.6x of that, not the photo's lit colour), metallic 0.5-0.7 so a highlight keeps the paint's colour instead of going white, roughness about 0.3 (a rougher lobe washes wider), and for a solid colour keep ior at or below 1.5.${now}`;
181
+ }
182
+ function rgbToHex(c) {
183
+ return '#' + [c.r, c.g, c.b].map((x) => x.toString(16).padStart(2, '0')).join('');
184
+ }
185
+ /** Judge the six paint views against the reference. Pure: numbers in, asserts out. */
186
+ function judgePaint(referenceHex, views, materials, hueToleranceDeg = exports.PAINT_LIMITS.defaultHueToleranceDeg) {
187
+ const ref = paintReference(referenceHex);
188
+ const L = exports.PAINT_LIMITS;
189
+ const lit = views.filter((v) => v.pixels > 0);
190
+ const pixels = lit.reduce((a, v) => a + v.pixels, 0);
191
+ const base = { referencePaint: referenceHex, referenceKind: ref.kind, referenceHsv: { h: r1(ref.hsv.h), s: r3(ref.hsv.s), v: r3(ref.hsv.v) }, views: views.map((v) => ({ id: v.id, pixels: v.pixels, hueDeg: r1(v.hueDeg), saturation: r3(v.medianSaturation), value: r3(v.medianValue), washed: r3(v.washedFraction), clipped: r3(v.clippedFraction) })), materials: (materials ?? []).slice(0, 4) };
192
+ const fix = paintFixAdvice(materials, ref);
193
+ if (!materials?.length) {
194
+ return [{ id: 'vehicle.paint.saturation', pass: false, measured: base, detail: 'paint: no body-paint material was found, so the body colour could not be sampled. Name the body materials <node>__vehicle-paint-solid (or -metallic) in the GLB so the runtime and this check can find them.' }];
195
+ }
196
+ if (pixels < L.minPixels) {
197
+ return [{ id: 'vehicle.paint.saturation', pass: false, measured: { ...base, pixels }, detail: `paint: only ${pixels} body-paint pixels showed across the six daylight views (need ${L.minPixels}); the paint-named materials cover almost none of the body. Name every body panel's material <node>__vehicle-paint-solid|metallic.` }];
198
+ }
199
+ const med = (xs) => { const a = [...xs].sort((x, y) => x - y); return a.length % 2 ? a[(a.length - 1) / 2] : (a[a.length / 2 - 1] + a[a.length / 2]) / 2; };
200
+ const sat = med(lit.map((v) => v.medianSaturation));
201
+ const val = med(lit.map((v) => v.medianValue));
202
+ const washed = lit.reduce((a, v) => a + v.washedFraction, 0) / lit.length;
203
+ const out = [];
204
+ const where = `across ${lit.length} daylight views lit as Try Now lights the car`;
205
+ if (ref.kind === 'chromatic') {
206
+ let sx = 0, sy = 0, sw = 0;
207
+ for (const v of lit) {
208
+ const w = v.pixels * v.medianSaturation;
209
+ const rad = v.hueDeg * Math.PI / 180;
210
+ sx += w * Math.cos(rad);
211
+ sy += w * Math.sin(rad);
212
+ sw += w;
213
+ }
214
+ const hue = sw > 0 ? ((Math.atan2(sy, sx) * 180 / Math.PI) + 360) % 360 : 0;
215
+ const dh = hueDistanceDeg(hue, ref.hsv.h);
216
+ out.push({ id: 'vehicle.paint.hue', pass: dh <= hueToleranceDeg, measured: { ...base, renderedHueDeg: r1(hue), hueDistanceDeg: r1(dh), toleranceDeg: hueToleranceDeg },
217
+ detail: dh <= hueToleranceDeg ? `paint hue: rendered ${hue.toFixed(1)}° vs reference ${ref.hsv.h.toFixed(1)}° (Δ ${dh.toFixed(1)}°, ≤ ${hueToleranceDeg}°) ${where}`
218
+ : `paint hue: rendered ${hue.toFixed(1)}° is ${dh.toFixed(1)}° from the reference ${referenceHex} (${ref.hsv.h.toFixed(1)}°, tolerance ${hueToleranceDeg}°) ${where}. ${fix}` });
219
+ const need = ref.hsv.s * L.saturationShare;
220
+ out.push({ id: 'vehicle.paint.saturation', pass: sat >= need, measured: { ...base, renderedSaturation: r3(sat), referenceSaturation: r3(ref.hsv.s), required: r3(need) },
221
+ detail: sat >= need ? `paint saturation: rendered ${fmt(sat)} vs reference ${fmt(ref.hsv.s)} (needs ≥ ${fmt(need)}) ${where}`
222
+ : `paint saturation: the body renders washed out, median saturation ${fmt(sat)} vs the reference ${referenceHex}'s ${fmt(ref.hsv.s)} (needs ≥ ${fmt(need)}) ${where}: it reads pastel / salmon instead of the paint colour. ${fix}` });
223
+ const minV = ref.hsv.v * L.minValueShare;
224
+ out.push({ id: 'vehicle.paint.lightness', pass: val >= minV, measured: { ...base, renderedValue: r3(val), referenceValue: r3(ref.hsv.v), required: r3(minV) },
225
+ detail: val >= minV ? `paint lightness: rendered value ${fmt(val)} vs reference ${fmt(ref.hsv.v)} (needs ≥ ${fmt(minV)}) ${where}`
226
+ : `paint lightness: the body renders too dark, median value ${fmt(val)} vs the reference's ${fmt(ref.hsv.v)} (needs ≥ ${fmt(minV)}) ${where}: raise the baseColorFactor or lower metallic. ${fix}` });
227
+ out.push({ id: 'vehicle.paint.glare', pass: washed <= L.washedMean, measured: { ...base, washedMean: r3(washed), limit: L.washedMean },
228
+ detail: washed <= L.washedMean ? `paint glare: ${(washed * 100).toFixed(0)}% of the paint is washed toward white (≤ ${(L.washedMean * 100).toFixed(0)}%) ${where}`
229
+ : `paint glare: ${(washed * 100).toFixed(0)}% of the body paint is blown toward white (limit ${(L.washedMean * 100).toFixed(0)}%) ${where}; worst views ${[...lit].sort((a, b) => b.washedFraction - a.washedFraction).slice(0, 2).map((v) => `${v.id.replace('pose.', '')} ${(v.washedFraction * 100).toFixed(0)}%`).join(', ')} (the bonnet and roof hotspots). ${fix}` });
230
+ }
231
+ else {
232
+ const tintMax = Math.max(ref.hsv.s, 0.1) + L.neutralTint;
233
+ out.push({ id: 'vehicle.paint.saturation', pass: sat <= tintMax, measured: { ...base, renderedSaturation: r3(sat), referenceSaturation: r3(ref.hsv.s), allowed: r3(tintMax) },
234
+ detail: sat <= tintMax ? `paint tint: neutral paint renders at saturation ${fmt(sat)} (reference ${fmt(ref.hsv.s)}, allowed ≤ ${fmt(tintMax)}) ${where}`
235
+ : `paint tint: the reference ${referenceHex} is a neutral paint but the body renders tinted, median saturation ${fmt(sat)} (allowed ≤ ${fmt(tintMax)}) ${where}. Keep baseColorFactor neutral (equal linear r, g, b).` });
236
+ const lightOk = val >= ref.hsv.v - L.neutralValue && (val <= ref.hsv.v + L.neutralValue || ref.hsv.v >= L.lightNeutralValue);
237
+ out.push({ id: 'vehicle.paint.lightness', pass: lightOk, measured: { ...base, renderedValue: r3(val), referenceValue: r3(ref.hsv.v), tolerance: L.neutralValue },
238
+ detail: lightOk ? `paint lightness: rendered value ${fmt(val)} vs reference ${fmt(ref.hsv.v)} (±${L.neutralValue}) ${where}`
239
+ : `paint lightness: the neutral body renders at value ${fmt(val)} vs the reference ${referenceHex}'s ${fmt(ref.hsv.v)} (±${L.neutralValue}) ${where}. ${fix}` });
240
+ if (ref.hsv.v < L.lightNeutralValue) {
241
+ out.push({ id: 'vehicle.paint.glare', pass: washed <= L.washedMean, measured: { ...base, washedMean: r3(washed), limit: L.washedMean },
242
+ detail: washed <= L.washedMean ? `paint glare: ${(washed * 100).toFixed(0)}% of the paint is blown to white (≤ ${(L.washedMean * 100).toFixed(0)}%) ${where}`
243
+ : `paint glare: ${(washed * 100).toFixed(0)}% of this dark/mid neutral paint is blown to white (limit ${(L.washedMean * 100).toFixed(0)}%) ${where}. ${fix}` });
244
+ }
245
+ }
246
+ return out;
247
+ }
248
+ //# sourceMappingURL=paintHue.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,37 @@
1
+ /**
2
+ * Opening-panel COVERAGE for `helix vehicle validate` (docs/vehicles.md §6): a car should open what the real car opens.
3
+ *
4
+ * WHY THIS EXISTS. Round 8's Ferrari F40 articulated its two doors and nothing else: the bonnet, engine cover and boot
5
+ * were part of the body shell, so the owner's `-` / `=` keys did nothing. The package was valid (the contract does not
6
+ * require a lid) and the preview passed (it exercises every panel the package DECLARES), so a fixed lid was never
7
+ * flagged. Per-panel validity is not coverage; this is the coverage half.
8
+ *
9
+ * Every car has doors; a car also has a bonnet/hood and a boot/trunk (or engine cover / rear clamshell / tailgate, which
10
+ * all declare `role: boot`). A WARNING, not a refusal: a model that really lacks separate lid geometry is a legitimate
11
+ * (if lesser) car, and the warning then says how to split it. Skipped for anything that is not a four-wheeled car
12
+ * (motorcycles, boats, aircraft have different panels).
13
+ *
14
+ * Pure: the package JSON, the parsed glTF and the node facts walked by validate.ts. No I/O.
15
+ */
16
+ import type { Gltf, NodeFacts, VehicleIssue } from './validate';
17
+ type Json = Record<string, unknown>;
18
+ export type PanelRole = 'door' | 'bonnet' | 'boot';
19
+ /** The roles the package articulates, from `mesh.articulation.panels[]` and the `componentBuild.articulators` that move them. */
20
+ export declare function declaredPanelRoles(pkg: Json | undefined): {
21
+ roles: Set<PanelRole>;
22
+ panelNodes: Set<string>;
23
+ panels: Array<{
24
+ id: string;
25
+ role: string;
26
+ nodes: string[];
27
+ }>;
28
+ };
29
+ export interface PanelCoverageInput {
30
+ pkg: Json | undefined;
31
+ gltf: Gltf;
32
+ facts: Map<number, NodeFacts>;
33
+ /** How many of the four wheel ids resolved by name; the check applies to four-wheeled cars only. */
34
+ wheelsFound: number;
35
+ }
36
+ export declare function checkPanelCoverage(input: PanelCoverageInput): VehicleIssue[];
37
+ export {};
@@ -0,0 +1,93 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.declaredPanelRoles = declaredPanelRoles;
4
+ exports.checkPanelCoverage = checkPanelCoverage;
5
+ const isRecord = (value) => typeof value === 'object' && value !== null && !Array.isArray(value);
6
+ /** Node names that are plausibly a separate lid, by the role they would serve. */
7
+ const LID_NAMES = {
8
+ bonnet: /(^|[^a-z])(bonnet|hood|frunk|front_?(lid|cover|clam|trunk)|nose_?(cover|clam))/i,
9
+ boot: /(^|[^a-z])(boot|trunk|tailgate|liftgate|hatch|deck_?lid|engine_?(cover|lid|hood|bay_?cover)|rear_?(cover|clam|deck|lid)|motor_?(cover|lid))/i,
10
+ };
11
+ const DOOR_NAME = /^door_?(l|r)/i;
12
+ const ROLE_LABEL = {
13
+ door: 'door',
14
+ bonnet: 'bonnet / hood (or front clamshell)',
15
+ boot: 'boot / trunk (or engine cover, tailgate, rear clamshell)',
16
+ };
17
+ const HINGE_GUIDANCE = {
18
+ bonnet: 'put the lid node\'s origin ON the hinge line (the cowl at the windscreen end for a conventional bonnet, the front edge for a front clamshell), declare it in mesh.articulation.panels[] with role "bonnet", axis [1,0,0], pivot on that line and openDeg about 55 (the sign that lifts the free edge), and add the "hood" action to specialty.componentActions',
19
+ boot: 'put the lid node\'s origin ON the hinge line (the top edge of the rear glass for a boot or tailgate, the rear edge for a rear clamshell or engine cover), declare it in mesh.articulation.panels[] with role "boot", axis [1,0,0], pivot on that line and openDeg about 50 (the sign that lifts the free edge), and add the "trunk" action to specialty.componentActions',
20
+ };
21
+ /** The roles the package articulates, from `mesh.articulation.panels[]` and the `componentBuild.articulators` that move them. */
22
+ function declaredPanelRoles(pkg) {
23
+ const roles = new Set();
24
+ const panelNodes = new Set();
25
+ const panels = [];
26
+ const mesh = pkg && isRecord(pkg.mesh) ? pkg.mesh : undefined;
27
+ const articulation = mesh && isRecord(mesh.articulation) ? mesh.articulation : undefined;
28
+ for (const panel of articulation && Array.isArray(articulation.panels) ? articulation.panels : []) {
29
+ if (!isRecord(panel))
30
+ continue;
31
+ const role = typeof panel.role === 'string' ? panel.role : '';
32
+ const nodes = Array.isArray(panel.nodes) ? panel.nodes.filter((n) => typeof n === 'string') : [];
33
+ panels.push({ id: String(panel.id ?? ''), role, nodes });
34
+ nodes.forEach((n) => panelNodes.add(n));
35
+ if (role === 'door' || role === 'bonnet' || role === 'boot')
36
+ roles.add(role);
37
+ }
38
+ // The rows are what actually move the car; a panel row's physical kind names its role when `mesh.articulation` is absent.
39
+ const specialty = pkg && isRecord(pkg.specialty) ? pkg.specialty : undefined;
40
+ const build = specialty && isRecord(specialty.componentBuild) ? specialty.componentBuild : undefined;
41
+ for (const row of build && Array.isArray(build.articulators) ? build.articulators : []) {
42
+ if (!isRecord(row))
43
+ continue;
44
+ const physical = isRecord(row.physical) ? row.physical : undefined;
45
+ const kind = physical && isRecord(physical.panel) ? physical.panel.kind : undefined;
46
+ if (kind === 'door')
47
+ roles.add('door');
48
+ else if (kind === 'hood')
49
+ roles.add('bonnet');
50
+ else if (kind === 'trunk')
51
+ roles.add('boot');
52
+ if (typeof row.node === 'string')
53
+ panelNodes.add(row.node);
54
+ }
55
+ return { roles, panelNodes, panels };
56
+ }
57
+ function checkPanelCoverage(input) {
58
+ const { pkg, gltf, facts, wheelsFound } = input;
59
+ const issues = [];
60
+ if (wheelsFound !== 4)
61
+ return issues;
62
+ const mesh = pkg && isRecord(pkg.mesh) ? pkg.mesh : undefined;
63
+ if (mesh && typeof mesh.classId === 'string' && /(motorcycle|bike|boat|ship|aircraft|plane|heli|rotor|tractor|forklift|trailer)/i.test(mesh.classId))
64
+ return issues;
65
+ const { roles, panelNodes } = declaredPanelRoles(pkg);
66
+ const nodes = gltf.nodes ?? [];
67
+ // Nodes that carry geometry in their subtree: an empty socket called `boot` is not a lid.
68
+ const hasGeometry = (index) => {
69
+ const visit = (i) => nodes[i]?.mesh !== undefined || (nodes[i]?.children ?? []).some(visit);
70
+ return visit(index);
71
+ };
72
+ const candidates = (role) => [...facts.values()].filter((f) => LID_NAMES[role].test(f.name) && hasGeometry(f.index) && !panelNodes.has(f.name)).map((f) => f.name);
73
+ const add = (code, path, message, fix) => { issues.push({ code, level: 'warn', path, message, fix }); };
74
+ if (!roles.has('door')) {
75
+ const doorNodes = [...facts.values()].filter((f) => DOOR_NAME.test(f.name) && hasGeometry(f.index)).map((f) => f.name);
76
+ add('PANEL_ROLE_MISSING_DOOR', 'mesh.articulation.panels', `the package declares no opening door panel; every car has doors${doorNodes.length ? ` (the model has ${doorNodes.map((n) => `'${n}'`).join(', ')})` : ' and the model has no separate door node'}`, doorNodes.length
77
+ ? 'declare each door in mesh.articulation.panels[] with role "door", axis [0,1,0], pivot at the front hinge line and openDeg about +/-62'
78
+ : 'split each door (and its glass) from the body into its own node with the origin on the front hinge line, then declare it as a door panel');
79
+ }
80
+ for (const role of ['bonnet', 'boot']) {
81
+ if (roles.has(role))
82
+ continue;
83
+ const found = candidates(role);
84
+ if (found.length > 0) {
85
+ add(`PANEL_ROLE_UNDECLARED_${role.toUpperCase()}`, 'mesh.articulation.panels', `the model has a separate ${ROLE_LABEL[role]} node (${found.map((n) => `'${n}'`).join(', ')}) but the package declares no ${role} panel, so it never opens`, `declare it: ${HINGE_GUIDANCE[role]}`);
86
+ }
87
+ else {
88
+ add(`PANEL_ROLE_NO_NODE_${role.toUpperCase()}`, 'mesh.articulation.panels', `the package declares no ${role} panel and the model has no separate ${ROLE_LABEL[role]} node (the lid is part of the body shell), so it can never open; the real car opens it`, `split the lid from the body shell into its own node (closed shape unchanged, a matching opening left in the body), ${HINGE_GUIDANCE[role]}; if the real car's lid genuinely does not open, say so in the package notes`);
89
+ }
90
+ }
91
+ return issues;
92
+ }
93
+ //# sourceMappingURL=panelCoverage.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,71 @@
1
+ export type Json = Record<string, unknown>;
2
+ export declare const isRecord: (value: unknown) => value is Json;
3
+ export interface Requester {
4
+ request<T>(method: string, path: string, body?: unknown): Promise<T>;
5
+ }
6
+ export type BytesFetch = (url: string) => Promise<{
7
+ status: number;
8
+ bytes: Uint8Array;
9
+ }>;
10
+ export declare const defaultBytesFetch: BytesFetch;
11
+ export declare const sha256Hex: (bytes: Uint8Array | string) => string;
12
+ export declare const cidOf: (sha: string) => string;
13
+ export declare const sleep: (ms: number) => Promise<void>;
14
+ /** RFC 4122 v5 (SHA-1, name-based) UUID. Deterministic Package ids keep a re-run on the same Package. */
15
+ export declare function uuidV5(name: string, namespace: string): string;
16
+ /** Namespace for every vehicle/add-on Package id this CLI derives (a fixed random v4). */
17
+ export declare const VEHICLE_PACKAGE_NAMESPACE = "5b8f2a43-7c1e-4d39-9a0e-2f6c1d4b8e71";
18
+ export interface ItemAsset {
19
+ id: string;
20
+ rendition: string;
21
+ status: string;
22
+ cdnUrl?: string;
23
+ sizeBytes?: number;
24
+ mimeType?: string;
25
+ metadata?: Json | null;
26
+ }
27
+ export interface ItemRead {
28
+ id: string;
29
+ slug: string;
30
+ title: string;
31
+ kind: string;
32
+ status: string;
33
+ creatorId?: string;
34
+ hostKind?: string | null;
35
+ slotType?: string | null;
36
+ fits?: Json | null;
37
+ properties?: Json;
38
+ assets?: ItemAsset[];
39
+ continuumPackagePin?: {
40
+ packageId: string;
41
+ version: string;
42
+ manifestCid: string;
43
+ } | null;
44
+ }
45
+ export declare function getItem(api: Requester, itemId: string): Promise<ItemRead>;
46
+ /** Wait until the item's `rendition` asset is `ready` (vehicles and add-ons are verified inline; the web rendition can lag). */
47
+ export declare function waitForAsset(api: Requester, itemId: string, rendition: string, opts?: {
48
+ timeoutMs?: number;
49
+ intervalMs?: number;
50
+ onWait?: (msg: string) => void;
51
+ }): Promise<{
52
+ item: ItemRead;
53
+ asset: ItemAsset;
54
+ }>;
55
+ /**
56
+ * The public, content-addressed URL of a public Continuum object. An object uploaded with audience `public` is served
57
+ * at `<content origin>/content/sha256/<aa>/<sha>` immediately (verified live on helix3 2026-10-03 — before any seal),
58
+ * so a package can cite it in the same pass that mints the item. The origin is discovered, never hardcoded: the
59
+ * `HELIX_CONTENT_ORIGIN` override, then the CDN origins the backend's own item assets use; the backend's public object
60
+ * route is the fallback. The URL is only returned once it has served the exact bytes.
61
+ */
62
+ export declare function publicObjectUrl(apiUrl: string, sha: string, bytes: number, deps?: {
63
+ fetchBytes?: BytesFetch;
64
+ origins?: string[];
65
+ attempts?: number;
66
+ delayMs?: number;
67
+ }): Promise<string>;
68
+ /** Fetch a public Continuum object's exact bytes by sha256 (content URL first, then the API's public object route). */
69
+ export declare function fetchPublicObject(apiUrl: string, sha: string, fetchBytes?: BytesFetch): Promise<Uint8Array | undefined>;
70
+ export declare function contentOrigins(apiUrl: string, fetchImpl?: typeof fetch): Promise<string[]>;
71
+ export { jwtSubject as tokenSubject } from '../config';