@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.
- package/README.md +631 -8
- package/assets/bridge/metahuman-eye-baked.png +0 -0
- package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
- package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
- package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
- package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
- package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
- package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
- package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
- package/bridge-recipes/sims4/README.md +43 -0
- package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
- package/bridge-recipes/unreal/character-customizer/README.md +58 -0
- package/bridge-recipes/unreal/character-customizer/all.json +13 -0
- package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
- package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
- package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
- package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
- package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
- package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/top.json +6 -0
- package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
- package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-urban-ghost-hoodie.addon.json +1 -0
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- package/plugins/beamng-vehicle/lib/palette-contract.mjs +6 -0
- package/plugins/beamng-vehicle/lib/vehicle-qa.mjs +567 -0
- package/plugins/beamng-vehicle/lib/vehicle-source.mjs +247 -0
- package/plugins/beamng-vehicle/profiles/source-compatibility.json +14 -0
- package/plugins/beamng-vehicle/vendor/vehicle-package-v2.mjs +6451 -0
- package/vendor/README.md +63 -0
- package/vendor/ability-manifest.mjs +527 -6
- package/vendor/audits/asset-credits.mjs +96 -0
- package/vendor/audits/check-loaders.mjs +80 -0
- package/vendor/audits/perf-gate.mjs +759 -0
- package/vendor/audits/prove-live.mjs +307 -0
- package/vendor/audits/source-audit.mjs +530 -0
- package/vendor/audits/world-audit.mjs +439 -0
- package/vendor/capture-body.glb +0 -0
- package/vendor/capture-face.glb +0 -0
- package/vendor/installed-index.mjs +1 -1
- package/vendor/vehicle-package-v2.mjs +6451 -0
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.PointGrid = exports.STANDARD_BIND_DIRECTIONS = exports.BASE_FEMALE_POSTURE = exports.AVATAR_PREVIEW_THRESHOLDS = void 0;
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exports.weightOn = weightOn;
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exports.dominantBone = dominantBone;
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exports.vertexAreas = vertexAreas;
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exports.vertexNormals = vertexNormals;
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exports.weld = weld;
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exports.measureArmsClear = measureArmsClear;
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exports.measureSurfaceClosed = measureSurfaceClosed;
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exports.headHungBones = headHungBones;
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exports.measureSilhouette = measureSilhouette;
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exports.measureStrands = measureStrands;
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exports.measureBindPose = measureBindPose;
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exports.measurePosture = measurePosture;
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exports.judgeArmsClear = judgeArmsClear;
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exports.judgeSurfaceClosed = judgeSurfaceClosed;
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exports.judgeSilhouette = judgeSilhouette;
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exports.judgeStrands = judgeStrands;
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exports.judgeBindPose = judgeBindPose;
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exports.judgePosture = judgePosture;
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exports.backswingPhases = backswingPhases;
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exports.posedBounds = posedBounds;
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exports.AVATAR_PREVIEW_THRESHOLDS = {
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/** Forearm + hand surface (>= 0.6 weight on lowerarm/hand/fingers) lying more than `armDepthM` behind the nearest
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* torso/hip surface (>= 0.6 on pelvis/spine/thigh, within `armNearM`), as an area share AVERAGED over the walk cycle
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* (a hand brushing the hip at one phase is fine; arms that walk inside the body are inside most of the cycle).
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* Measured on the production page: good Base Male/Female 0, worst Pastel Cyberpunk 0.085 (arms bound at 20 deg,
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* pressed to the hips; peak 0.218), Brass 0.059; Cream Hoodie 1.0.6 0.180 (peak 0.259), Base Male arms-low fixture
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* 0.240, Cream Hoodie 1.0.8 0.000. */
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armDepthM: 0.03,
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armNearM: 0.1,
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armInsideShareMax: 0.13,
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/** Two sides of a hole: boundary vertices of the same connected surface, within 2 cm of each other at rest but at
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* least 7 edges apart along the surface. How far they separate in the walk (cm). Good max 0.8 (Iron Man);
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* Cream Hoodie 1.0.6 20.1 (the cut sleeve-to-torso bridge opening as the arm swings back). */
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holePairRestM: 0.02,
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holeMinHops: 7,
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holeOpenMaxM: 0.05,
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/** Geometry that is neither torso nor limb, between spine_01 and neck_01 height, standing behind / beside the torso's
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* own outline (cm, scaled to a 1.70 m body), in two classes: hung from the head (hair, ears) and everything else on
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* its own bones (capes, coat tails, accessories). Measured on the production page (held poses, dynamics settled):
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* good max Kemonomimi 28.1 (hair) / 21.8 (cape); Cream Hoodie 1.0.6 22.3 (its back hair rides on spine bones, so it
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* reads as the second class) — inside the good envelope, so 1.0.6's slab is the vision critic's to judge on the
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* motion.preview side frames; this catches gross outliers (the slab fixture: a plate 45 cm off the back). */
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silhouetteHairMaxM: 0.35,
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silhouetteClothMaxM: 0.35,
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/** A detached rest-mesh fragment longer than this, thin (area / extent^2 below `strandThinness`) and small (< 2 % of
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* the surface), is a stray strand. None in the good set. A triangle the walk stretches into a sliver (longest edge
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* > 4 cm and > 3x its rest length, < 4 mm tall) is recorded as evidence, not judged (good avatars reach 3). */
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strandMinExtentM: 0.05,
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strandThinness: 0.02,
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strandMaxShare: 0.02,
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/** ... and no vertex of it within this distance of any other surface (it floats). */
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strandFloatM: 0.02,
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/** Upper arm bound at least this far from straight down (deg). Base Female 36, worst good Pastel 19.6, Kemonomimi
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* (T-pose) 90; Cream Hoodie 1.0.6 13-15: the walk adducts ~24 deg from the clip's A-pose, so an arm bound that
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* close walks inside the body. */
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upperarmAbductionMinDeg: 17,
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/** Any other canonical bone's bind direction vs Base Female (deg). Good max: lowerarm 60 (T-pose), thigh/calf 36
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* (Brass), foot 38 (Cream Hoodie), neck 14 (T-800). */
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bindDeltaMaxDeg: { spine: 30, neck: 35, clavicle: 35, upperarm: 75, lowerarm: 80, hand: 80, thigh: 50, calf: 50, foot: 60 },
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/** Neck lean (neck_01 -> head from vertical, sagittal, deg) and torso lean (pelvis -> spine_03) through the walk vs
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* Base Female (neck 18.9..23.1, torso 5.2..9.6). Good range: neck 6.8 (Ninja) .. 34.8 (T-800). */
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neckLeanDeltaMaxDeg: 25,
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torsoLeanDeltaMaxDeg: 15,
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};
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const T = exports.AVATAR_PREVIEW_THRESHOLDS;
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exports.BASE_FEMALE_POSTURE = { neckLeanDeg: [18.9, 23.1], torsoLeanDeg: [5.2, 9.6] };
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/** Base Female 1.3.1 bind directions (unit, model frame) of the canonical bone pairs. */
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exports.STANDARD_BIND_DIRECTIONS = {
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'pelvis>spine_01': [0, 0.9982, -0.0602], 'spine_01>spine_03': [0, 0.9871, 0.1602], 'spine_03>neck_01': [0, 0.9897, -0.143], 'neck_01>head': [0, 0.9899, 0.1418],
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'clavicle_l>upperarm_l': [0.9957, -0.0845, -0.0386], 'upperarm_l>lowerarm_l': [0.5897, -0.8074, 0.0195], 'lowerarm_l>hand_l': [0.4929, -0.6172, 0.6133],
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'thigh_l>calf_l': [0.0542, -0.9984, -0.0143], 'calf_l>foot_l': [0.0485, -0.9974, -0.0527], 'foot_l>ball_l': [0.1079, -0.4488, 0.8871],
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'clavicle_r>upperarm_r': [-0.9957, -0.0845, -0.0386], 'upperarm_r>lowerarm_r': [-0.5897, -0.8074, 0.0195], 'lowerarm_r>hand_r': [-0.4929, -0.6172, 0.6133],
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'thigh_r>calf_r': [-0.0542, -0.9984, -0.0143], 'calf_r>foot_r': [-0.0485, -0.9974, -0.0527], 'foot_r>ball_r': [-0.1079, -0.4488, 0.8871],
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};
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const r1 = (v) => Math.round(v * 10) / 10;
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const r3 = (v) => Math.round(v * 1000) / 1000;
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const DEG = 180 / Math.PI;
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const FOREARM = /^(lowerarm|hand|thumb|index|middle|ring|pinky)_/;
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const TORSO_HIP = /^(pelvis|spine_0[1-5]|thigh_)/;
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const TORSO_DOM = /^(pelvis|spine_0[1-5]|clavicle_[lr]|neck_0[12])$/;
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const LIMB_DOM = /^(upperarm|lowerarm|hand|thumb|index|middle|ring|pinky|thigh|calf|foot|ball)_/;
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// ------------------------------------------------------------------------------------------------------------ geometry
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/** Per-vertex weight on bones whose name matches `re`. */
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function weightOn(rest, re) {
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const hit = rest.boneNames.map((n) => re.test(n));
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const out = new Float32Array(rest.nv);
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for (let i = 0; i < rest.nv; i++) {
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let s = 0;
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for (let k = 0; k < 4; k++)
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if (hit[rest.skinIndex[i * 4 + k]])
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s += rest.skinWeight[i * 4 + k];
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out[i] = s;
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}
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return out;
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}
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/** Name of each vertex's dominant bone. */
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function dominantBone(rest) {
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const out = new Array(rest.nv);
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for (let i = 0; i < rest.nv; i++) {
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let bk = 0, bw = -1;
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for (let k = 0; k < 4; k++) {
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const w = rest.skinWeight[i * 4 + k];
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if (w > bw) {
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bw = w;
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bk = k;
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}
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}
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out[i] = rest.boneNames[rest.skinIndex[i * 4 + bk]] ?? '';
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}
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return out;
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}
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function vertexAreas(P, I, nv) {
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const va = new Float64Array(nv);
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for (let t = 0; t + 2 < I.length; t += 3) {
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const a = I[t] * 3, b = I[t + 1] * 3, c = I[t + 2] * 3;
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const ux = P[b] - P[a], uy = P[b + 1] - P[a + 1], uz = P[b + 2] - P[a + 2], vx = P[c] - P[a], vy = P[c + 1] - P[a + 1], vz = P[c + 2] - P[a + 2];
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const ar = Math.hypot(uy * vz - uz * vy, uz * vx - ux * vz, ux * vy - uy * vx) / 6;
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va[I[t]] += ar;
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va[I[t + 1]] += ar;
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va[I[t + 2]] += ar;
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}
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return va;
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}
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function vertexNormals(P, I, nv) {
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const N = new Float32Array(nv * 3);
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for (let t = 0; t + 2 < I.length; t += 3) {
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const a = I[t] * 3, b = I[t + 1] * 3, c = I[t + 2] * 3;
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const ux = P[b] - P[a], uy = P[b + 1] - P[a + 1], uz = P[b + 2] - P[a + 2], vx = P[c] - P[a], vy = P[c + 1] - P[a + 1], vz = P[c + 2] - P[a + 2];
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const nx = uy * vz - uz * vy, ny = uz * vx - ux * vz, nz = ux * vy - uy * vx;
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for (const k of [a, b, c]) {
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N[k] += nx;
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N[k + 1] += ny;
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N[k + 2] += nz;
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}
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}
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for (let i = 0; i < nv; i++) {
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const l = Math.hypot(N[i * 3], N[i * 3 + 1], N[i * 3 + 2]) || 1;
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N[i * 3] /= l;
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N[i * 3 + 1] /= l;
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N[i * 3 + 2] /= l;
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}
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return N;
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}
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/** Uniform-grid nearest-neighbour index over a subset of points. */
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class PointGrid {
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P;
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cell;
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cells = new Map();
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constructor(P, ids, cell = 0.02) {
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this.P = P;
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this.cell = cell;
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for (let k = 0; k < ids.length; k++) {
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const i = ids[k];
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const key = this.key(P[i * 3], P[i * 3 + 1], P[i * 3 + 2]);
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const l = this.cells.get(key);
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if (l)
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l.push(i);
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else
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this.cells.set(key, [i]);
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}
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}
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key(x, y, z) { return `${Math.floor(x / this.cell)},${Math.floor(y / this.cell)},${Math.floor(z / this.cell)}`; }
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/** Nearest indexed point within `radius` of (x,y,z): [index, distance] or [-1, Infinity]. */
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nearest(x, y, z, radius) {
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const r = Math.ceil(radius / this.cell);
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const cx = Math.floor(x / this.cell), cy = Math.floor(y / this.cell), cz = Math.floor(z / this.cell);
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let best = -1, bd = radius * radius;
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for (let dx = -r; dx <= r; dx++)
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for (let dy = -r; dy <= r; dy++)
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for (let dz = -r; dz <= r; dz++) {
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const l = this.cells.get(`${cx + dx},${cy + dy},${cz + dz}`);
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if (!l)
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continue;
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for (const j of l) {
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const d = (this.P[j * 3] - x) ** 2 + (this.P[j * 3 + 1] - y) ** 2 + (this.P[j * 3 + 2] - z) ** 2;
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if (d <= bd) {
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bd = d;
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best = j;
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}
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}
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}
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return best < 0 ? [-1, Infinity] : [best, Math.sqrt(bd)];
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}
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within(x, y, z, radius) {
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const r = Math.ceil(radius / this.cell);
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const cx = Math.floor(x / this.cell), cy = Math.floor(y / this.cell), cz = Math.floor(z / this.cell);
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const out = [];
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const r2 = radius * radius;
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for (let dx = -r; dx <= r; dx++)
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for (let dy = -r; dy <= r; dy++)
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for (let dz = -r; dz <= r; dz++) {
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const l = this.cells.get(`${cx + dx},${cy + dy},${cz + dz}`);
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if (!l)
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continue;
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for (const j of l)
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if ((this.P[j * 3] - x) ** 2 + (this.P[j * 3 + 1] - y) ** 2 + (this.P[j * 3 + 2] - z) ** 2 <= r2)
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out.push(j);
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}
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return out;
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}
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}
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exports.PointGrid = PointGrid;
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function weld(rest, index, nv, tol = 1e-4) {
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const map = new Map();
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const of = new Int32Array(nv);
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const rep = [];
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for (let i = 0; i < nv; i++) {
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const k = `${Math.round(rest[i * 3] / tol)},${Math.round(rest[i * 3 + 1] / tol)},${Math.round(rest[i * 3 + 2] / tol)}`;
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let w = map.get(k);
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if (w === undefined) {
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w = rep.length;
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map.set(k, w);
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rep.push(i);
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}
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of[i] = w;
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}
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const tris = [];
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for (let t = 0; t + 2 < index.length; t += 3) {
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const a = of[index[t]], b = of[index[t + 1]], c = of[index[t + 2]];
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if (a !== b && b !== c && a !== c)
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tris.push(a, b, c);
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}
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return { of, count: rep.length, rep: Int32Array.from(rep), tris: Int32Array.from(tris) };
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}
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function edgeCounts(W) {
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const m = new Map();
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const n = W.count;
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for (let t = 0; t < W.tris.length; t += 3)
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+
for (const [a, b] of [[W.tris[t], W.tris[t + 1]], [W.tris[t + 1], W.tris[t + 2]], [W.tris[t + 2], W.tris[t]]]) {
|
|
233
|
+
const k = Math.min(a, b) * n + Math.max(a, b);
|
|
234
|
+
m.set(k, (m.get(k) ?? 0) + 1);
|
|
235
|
+
}
|
|
236
|
+
return m;
|
|
237
|
+
}
|
|
238
|
+
function adjacency(W) {
|
|
239
|
+
const adj = Array.from({ length: W.count }, () => []);
|
|
240
|
+
for (let t = 0; t < W.tris.length; t += 3)
|
|
241
|
+
for (const [a, b] of [[W.tris[t], W.tris[t + 1]], [W.tris[t + 1], W.tris[t + 2]], [W.tris[t + 2], W.tris[t]]]) {
|
|
242
|
+
if (!adj[a].includes(b))
|
|
243
|
+
adj[a].push(b);
|
|
244
|
+
if (!adj[b].includes(a))
|
|
245
|
+
adj[b].push(a);
|
|
246
|
+
}
|
|
247
|
+
return adj;
|
|
248
|
+
}
|
|
249
|
+
function components(W) {
|
|
250
|
+
const p = Int32Array.from({ length: W.count }, (_, i) => i);
|
|
251
|
+
const f = (x) => { while (p[x] !== x) {
|
|
252
|
+
p[x] = p[p[x]];
|
|
253
|
+
x = p[x];
|
|
254
|
+
} return x; };
|
|
255
|
+
for (let t = 0; t < W.tris.length; t += 3) {
|
|
256
|
+
const a = f(W.tris[t]);
|
|
257
|
+
p[f(W.tris[t + 1])] = a;
|
|
258
|
+
p[f(W.tris[t + 2])] = a;
|
|
259
|
+
}
|
|
260
|
+
for (let i = 0; i < W.count; i++)
|
|
261
|
+
p[i] = f(i);
|
|
262
|
+
return p;
|
|
263
|
+
}
|
|
264
|
+
/** Forearms/hands buried inside the torso/hips while walking (#3). */
|
|
265
|
+
function measureArmsClear(rest, poses) {
|
|
266
|
+
const fore = weightOn(rest, FOREARM), body = weightOn(rest, TORSO_HIP);
|
|
267
|
+
const fi = [], bi = [];
|
|
268
|
+
for (let i = 0; i < rest.nv; i++) {
|
|
269
|
+
if (fore[i] >= 0.6)
|
|
270
|
+
fi.push(i);
|
|
271
|
+
else if (body[i] >= 0.6)
|
|
272
|
+
bi.push(i);
|
|
273
|
+
}
|
|
274
|
+
if (fi.length < 10 || bi.length < 10 || !poses.length)
|
|
275
|
+
return { measured: false, why: `${fi.length} forearm/hand and ${bi.length} torso/hip vertices, ${poses.length} poses`, insideShare: 0, peakShare: 0, phase: null, depthCm: 0, forearmVerts: fi.length };
|
|
276
|
+
const va = vertexAreas(rest.rest, rest.index, rest.nv);
|
|
277
|
+
let total = 0;
|
|
278
|
+
for (const i of fi)
|
|
279
|
+
total += va[i];
|
|
280
|
+
let best = 0, bestPhase = 0, depth = 0, sum = 0;
|
|
281
|
+
poses.forEach((ps, pi) => {
|
|
282
|
+
const P = ps.positions;
|
|
283
|
+
const N = vertexNormals(P, rest.index, rest.nv);
|
|
284
|
+
const g = new PointGrid(P, bi, 0.03);
|
|
285
|
+
let inside = 0, dep = 0;
|
|
286
|
+
for (const i of fi) {
|
|
287
|
+
const [j] = g.nearest(P[i * 3], P[i * 3 + 1], P[i * 3 + 2], T.armNearM);
|
|
288
|
+
if (j < 0)
|
|
289
|
+
continue;
|
|
290
|
+
const s = (P[i * 3] - P[j * 3]) * N[j * 3] + (P[i * 3 + 1] - P[j * 3 + 1]) * N[j * 3 + 1] + (P[i * 3 + 2] - P[j * 3 + 2]) * N[j * 3 + 2];
|
|
291
|
+
if (s < -T.armDepthM) {
|
|
292
|
+
inside += va[i];
|
|
293
|
+
dep = Math.max(dep, -s);
|
|
294
|
+
}
|
|
295
|
+
}
|
|
296
|
+
const share = inside / (total || 1);
|
|
297
|
+
sum += share;
|
|
298
|
+
if (share > best) {
|
|
299
|
+
best = share;
|
|
300
|
+
bestPhase = pi;
|
|
301
|
+
depth = dep;
|
|
302
|
+
}
|
|
303
|
+
});
|
|
304
|
+
return { measured: true, insideShare: r3(sum / poses.length), peakShare: r3(best), phase: bestPhase, depthCm: r1(depth * 100), forearmVerts: fi.length };
|
|
305
|
+
}
|
|
306
|
+
/** Holes in the surface that open as the limbs swing (#5): the two sides of a hole sit together at rest and part. */
|
|
307
|
+
function measureSurfaceClosed(rest, poses) {
|
|
308
|
+
if (!poses.length)
|
|
309
|
+
return { measured: false, why: 'no poses', openCm: 0, boundaryEdges: 0, pairs: 0, phase: null, at: null };
|
|
310
|
+
const W = weld(rest.rest, rest.index, rest.nv);
|
|
311
|
+
const ec = edgeCounts(W);
|
|
312
|
+
const n = W.count;
|
|
313
|
+
const bset = new Set();
|
|
314
|
+
let bedges = 0;
|
|
315
|
+
for (const [k, c] of ec)
|
|
316
|
+
if (c === 1) {
|
|
317
|
+
bedges++;
|
|
318
|
+
bset.add(Math.floor(k / n));
|
|
319
|
+
bset.add(k % n);
|
|
320
|
+
}
|
|
321
|
+
if (!bset.size)
|
|
322
|
+
return { measured: true, openCm: 0, boundaryEdges: 0, pairs: 0, phase: null, at: null };
|
|
323
|
+
const comp = components(W);
|
|
324
|
+
const adj = adjacency(W);
|
|
325
|
+
const bv = [...bset];
|
|
326
|
+
const R = rest.rest;
|
|
327
|
+
const repIdx = bv.map((w) => W.rep[w]);
|
|
328
|
+
const g = new PointGrid(R, repIdx, T.holePairRestM);
|
|
329
|
+
const pairs = [];
|
|
330
|
+
for (const w of bv) {
|
|
331
|
+
// hop-limited BFS: vertices within (holeMinHops-1) edges are the same side of the boundary, not across a hole.
|
|
332
|
+
const near = new Set([w]);
|
|
333
|
+
let front = [w];
|
|
334
|
+
for (let h = 0; h < T.holeMinHops - 1 && front.length; h++) {
|
|
335
|
+
const nx = [];
|
|
336
|
+
for (const u of front)
|
|
337
|
+
for (const v of adj[u])
|
|
338
|
+
if (!near.has(v)) {
|
|
339
|
+
near.add(v);
|
|
340
|
+
nx.push(v);
|
|
341
|
+
}
|
|
342
|
+
front = nx;
|
|
343
|
+
}
|
|
344
|
+
const i = W.rep[w];
|
|
345
|
+
for (const j of g.within(R[i * 3], R[i * 3 + 1], R[i * 3 + 2], T.holePairRestM)) {
|
|
346
|
+
const wj = W.of[j];
|
|
347
|
+
if (wj <= w || near.has(wj) || comp[wj] !== comp[w])
|
|
348
|
+
continue;
|
|
349
|
+
pairs.push([i, j, Math.hypot(R[i * 3] - R[j * 3], R[i * 3 + 1] - R[j * 3 + 1], R[i * 3 + 2] - R[j * 3 + 2])]);
|
|
350
|
+
}
|
|
351
|
+
}
|
|
352
|
+
let open = 0, phase = null, at = null;
|
|
353
|
+
poses.forEach((ps, pi) => {
|
|
354
|
+
const P = ps.positions;
|
|
355
|
+
for (const [i, j, d0] of pairs) {
|
|
356
|
+
const d = Math.hypot(P[i * 3] - P[j * 3], P[i * 3 + 1] - P[j * 3 + 1], P[i * 3 + 2] - P[j * 3 + 2]) - d0;
|
|
357
|
+
if (d > open) {
|
|
358
|
+
open = d;
|
|
359
|
+
phase = pi;
|
|
360
|
+
at = [r3(R[i * 3]), r3(R[i * 3 + 1]), r3(R[i * 3 + 2])];
|
|
361
|
+
}
|
|
362
|
+
}
|
|
363
|
+
});
|
|
364
|
+
return { measured: true, openCm: r1(open * 100), boundaryEdges: bedges, pairs: pairs.length, phase, at };
|
|
365
|
+
}
|
|
366
|
+
const col = (m, c) => [m[c * 4], m[c * 4 + 1], m[c * 4 + 2]];
|
|
367
|
+
const pos = (m) => col(m, 3);
|
|
368
|
+
function heightOf(rest) { let lo = Infinity, hi = -Infinity; for (let i = 0; i < rest.nv; i++) {
|
|
369
|
+
const y = rest.rest[i * 3 + 1];
|
|
370
|
+
if (y < lo)
|
|
371
|
+
lo = y;
|
|
372
|
+
if (y > hi)
|
|
373
|
+
hi = y;
|
|
374
|
+
} return hi - lo; }
|
|
375
|
+
const CANONICAL = /^(root|pelvis|spine_0[1-5]|neck_0[12]|head|clavicle_[lr]|(upperarm|lowerarm|thigh|calf)(_twist_0\d)?_[lr]|hand_[lr]|foot_[lr]|ball_[lr]|(thumb|index|middle|ring|pinky)_\d\d_[lr])$/;
|
|
376
|
+
/** Per bone: is it hung from the head (the head, the neck, or a non-skeleton bone whose nearest skeleton ancestor is one)? */
|
|
377
|
+
function headHungBones(rest) {
|
|
378
|
+
return rest.boneNames.map((n, i) => {
|
|
379
|
+
for (let b = i, guard = 0; b >= 0 && guard < 64; b = rest.parents[b], guard++) {
|
|
380
|
+
const name = rest.boneNames[b];
|
|
381
|
+
if (/^(head|neck_0[12])$/.test(name))
|
|
382
|
+
return true;
|
|
383
|
+
if (CANONICAL.test(name))
|
|
384
|
+
return false;
|
|
385
|
+
}
|
|
386
|
+
return /hair/i.test(n);
|
|
387
|
+
});
|
|
388
|
+
}
|
|
389
|
+
/** Hair / cloth / accessories standing out of the torso's outline between the hips and the neck (#2). */
|
|
390
|
+
function measureSilhouette(rest, poses) {
|
|
391
|
+
const ix = new Map(rest.boneNames.map((n, i) => [n, i]));
|
|
392
|
+
const s1 = ix.get('spine_01'), nk = ix.get('neck_01');
|
|
393
|
+
const H = heightOf(rest);
|
|
394
|
+
const empty = { backCm: 0, sideCm: 0, hairBackCm: 0, hairSideCm: 0, clothBackCm: 0, clothSideCm: 0, phase: null, heightM: r3(H) };
|
|
395
|
+
if (s1 === undefined || nk === undefined || !poses.length)
|
|
396
|
+
return { measured: false, why: 'the skeleton has no spine_01/neck_01 to bound the torso', ...empty };
|
|
397
|
+
const dom = dominantBone(rest);
|
|
398
|
+
const hung = headHungBones(rest);
|
|
399
|
+
// 0 torso, 1 hair (hung from the head), 2 cloth/accessory, -1 limb (never judged: an arm swung back is not an outlier)
|
|
400
|
+
const cls = new Int8Array(rest.nv);
|
|
401
|
+
for (let i = 0; i < rest.nv; i++) {
|
|
402
|
+
const n = dom[i];
|
|
403
|
+
cls[i] = TORSO_DOM.test(n) ? 0 : LIMB_DOM.test(n) ? -1 : hung[ix.get(n) ?? -1] ? 1 : 2;
|
|
404
|
+
}
|
|
405
|
+
const scale = 1.7 / (H || 1.7);
|
|
406
|
+
const worst = { hairBack: 0, hairSide: 0, clothBack: 0, clothSide: 0 };
|
|
407
|
+
let phase = null;
|
|
408
|
+
let peak = 0;
|
|
409
|
+
poses.forEach((ps, pi) => {
|
|
410
|
+
const P = ps.positions;
|
|
411
|
+
const lo = pos(ps.bones[s1])[1], hi = pos(ps.bones[nk])[1];
|
|
412
|
+
const step = 0.02;
|
|
413
|
+
const nb = Math.max(1, Math.ceil((hi - lo) / step));
|
|
414
|
+
const mk = () => ({ z: new Float64Array(nb).fill(Infinity), x0: new Float64Array(nb).fill(Infinity), x1: new Float64Array(nb).fill(-Infinity), n: new Int32Array(nb) });
|
|
415
|
+
const acc = [mk(), mk(), mk()];
|
|
416
|
+
for (let i = 0; i < rest.nv; i++) {
|
|
417
|
+
const c = cls[i];
|
|
418
|
+
if (c < 0)
|
|
419
|
+
continue;
|
|
420
|
+
const y = P[i * 3 + 1];
|
|
421
|
+
if (y < lo || y >= hi)
|
|
422
|
+
continue;
|
|
423
|
+
const b = Math.min(nb - 1, Math.floor((y - lo) / step));
|
|
424
|
+
const x = P[i * 3], z = P[i * 3 + 2];
|
|
425
|
+
const a = acc[c];
|
|
426
|
+
a.n[b]++;
|
|
427
|
+
if (z < a.z[b])
|
|
428
|
+
a.z[b] = z;
|
|
429
|
+
if (x < a.x0[b])
|
|
430
|
+
a.x0[b] = x;
|
|
431
|
+
if (x > a.x1[b])
|
|
432
|
+
a.x1[b] = x;
|
|
433
|
+
}
|
|
434
|
+
// The torso's outline at a slice is taken over the slice and its neighbours (a slice that catches only a few torso
|
|
435
|
+
// vertices, e.g. the front of the neck, would otherwise read as a torso with no back).
|
|
436
|
+
const T0 = acc[0];
|
|
437
|
+
for (let b = 0; b < nb; b++) {
|
|
438
|
+
let n = 0, z0 = Infinity, x0 = Infinity, x1 = -Infinity;
|
|
439
|
+
for (let k = Math.max(0, b - 1); k <= Math.min(nb - 1, b + 1); k++) {
|
|
440
|
+
n += T0.n[k];
|
|
441
|
+
z0 = Math.min(z0, T0.z[k]);
|
|
442
|
+
x0 = Math.min(x0, T0.x0[k]);
|
|
443
|
+
x1 = Math.max(x1, T0.x1[k]);
|
|
444
|
+
}
|
|
445
|
+
if (n < 12)
|
|
446
|
+
continue;
|
|
447
|
+
for (const [c, kb, ks] of [[1, 'hairBack', 'hairSide'], [2, 'clothBack', 'clothSide']]) {
|
|
448
|
+
const a = acc[c];
|
|
449
|
+
if (!a.n[b])
|
|
450
|
+
continue;
|
|
451
|
+
const bk = (z0 - a.z[b]) * scale, sd = Math.max(a.x1[b] - x1, x0 - a.x0[b]) * scale;
|
|
452
|
+
if (bk > worst[kb])
|
|
453
|
+
worst[kb] = bk;
|
|
454
|
+
if (sd > worst[ks])
|
|
455
|
+
worst[ks] = sd;
|
|
456
|
+
if (Math.max(bk, sd) > peak) {
|
|
457
|
+
peak = Math.max(bk, sd);
|
|
458
|
+
phase = pi;
|
|
459
|
+
}
|
|
460
|
+
}
|
|
461
|
+
}
|
|
462
|
+
});
|
|
463
|
+
const cm = (v) => r1(v * 100);
|
|
464
|
+
return { measured: true, backCm: cm(Math.max(worst.hairBack, worst.clothBack)), sideCm: cm(Math.max(worst.hairSide, worst.clothSide)),
|
|
465
|
+
hairBackCm: cm(worst.hairBack), hairSideCm: cm(worst.hairSide), clothBackCm: cm(worst.clothBack), clothSideCm: cm(worst.clothSide), phase, heightM: r3(H) };
|
|
466
|
+
}
|
|
467
|
+
/** Stray strands on the rest mesh (#4), plus (evidence only) triangles the walk stretches into slivers. */
|
|
468
|
+
function measureStrands(rest, poses) {
|
|
469
|
+
const W = weld(rest.rest, rest.index, rest.nv);
|
|
470
|
+
const comp = components(W);
|
|
471
|
+
const R = rest.rest;
|
|
472
|
+
const area = new Map();
|
|
473
|
+
const lo = new Map();
|
|
474
|
+
const hi = new Map();
|
|
475
|
+
let total = 0;
|
|
476
|
+
for (let t = 0; t < W.tris.length; t += 3) {
|
|
477
|
+
const [a, b, c] = [W.rep[W.tris[t]], W.rep[W.tris[t + 1]], W.rep[W.tris[t + 2]]];
|
|
478
|
+
const ux = R[b * 3] - R[a * 3], uy = R[b * 3 + 1] - R[a * 3 + 1], uz = R[b * 3 + 2] - R[a * 3 + 2], vx = R[c * 3] - R[a * 3], vy = R[c * 3 + 1] - R[a * 3 + 1], vz = R[c * 3 + 2] - R[a * 3 + 2];
|
|
479
|
+
const ar = Math.hypot(uy * vz - uz * vy, uz * vx - ux * vz, ux * vy - uy * vx) / 2;
|
|
480
|
+
total += ar;
|
|
481
|
+
const k = comp[W.tris[t]];
|
|
482
|
+
area.set(k, (area.get(k) ?? 0) + ar);
|
|
483
|
+
for (const v of [a, b, c]) {
|
|
484
|
+
const l = lo.get(k) ?? [Infinity, Infinity, Infinity];
|
|
485
|
+
const h = hi.get(k) ?? [-Infinity, -Infinity, -Infinity];
|
|
486
|
+
for (let d = 0; d < 3; d++) {
|
|
487
|
+
l[d] = Math.min(l[d], R[v * 3 + d]);
|
|
488
|
+
h[d] = Math.max(h[d], R[v * 3 + d]);
|
|
489
|
+
}
|
|
490
|
+
lo.set(k, l);
|
|
491
|
+
hi.set(k, h);
|
|
492
|
+
}
|
|
493
|
+
}
|
|
494
|
+
const strands = [];
|
|
495
|
+
// A thin detached fragment is normal (hair locks, straps, piping); one that floats clear of every other surface is
|
|
496
|
+
// debris: a stray strand.
|
|
497
|
+
let others = null;
|
|
498
|
+
const byComp = new Map();
|
|
499
|
+
for (let w = 0; w < W.count; w++) {
|
|
500
|
+
const k = comp[w];
|
|
501
|
+
const l = byComp.get(k);
|
|
502
|
+
if (l)
|
|
503
|
+
l.push(W.rep[w]);
|
|
504
|
+
else
|
|
505
|
+
byComp.set(k, [W.rep[w]]);
|
|
506
|
+
}
|
|
507
|
+
for (const [k, ar] of area) {
|
|
508
|
+
const l = lo.get(k), h = hi.get(k);
|
|
509
|
+
const ext = Math.hypot(h[0] - l[0], h[1] - l[1], h[2] - l[2]);
|
|
510
|
+
if (!(ext > T.strandMinExtentM && ar / (ext * ext) < T.strandThinness && ar < T.strandMaxShare * total))
|
|
511
|
+
continue;
|
|
512
|
+
if (!others)
|
|
513
|
+
others = new PointGrid(R, Array.from(W.rep), 0.02);
|
|
514
|
+
const mine = byComp.get(k) ?? [];
|
|
515
|
+
let gap = Infinity;
|
|
516
|
+
for (const i of mine) {
|
|
517
|
+
for (const j of others.within(R[i * 3], R[i * 3 + 1], R[i * 3 + 2], T.strandFloatM))
|
|
518
|
+
if (comp[W.of[j]] !== k) {
|
|
519
|
+
gap = 0;
|
|
520
|
+
break;
|
|
521
|
+
}
|
|
522
|
+
if (gap === 0)
|
|
523
|
+
break;
|
|
524
|
+
}
|
|
525
|
+
if (gap === 0)
|
|
526
|
+
continue;
|
|
527
|
+
strands.push({ extentCm: r1(ext * 100), areaCm2: r1(ar * 1e4), at: [r3((l[0] + h[0]) / 2), r3((l[1] + h[1]) / 2), r3((l[2] + h[2]) / 2)] });
|
|
528
|
+
}
|
|
529
|
+
// posed slivers (evidence)
|
|
530
|
+
const I = rest.index;
|
|
531
|
+
const L0 = new Float32Array(I.length / 3);
|
|
532
|
+
const tri = (P, t) => {
|
|
533
|
+
const a = I[t * 3] * 3, b = I[t * 3 + 1] * 3, c = I[t * 3 + 2] * 3;
|
|
534
|
+
const e1 = Math.hypot(P[b] - P[a], P[b + 1] - P[a + 1], P[b + 2] - P[a + 2]), e2 = Math.hypot(P[c] - P[b], P[c + 1] - P[b + 1], P[c + 2] - P[b + 2]), e3 = Math.hypot(P[a] - P[c], P[a + 1] - P[c + 1], P[a + 2] - P[c + 2]);
|
|
535
|
+
const L = Math.max(e1, e2, e3);
|
|
536
|
+
const ux = P[b] - P[a], uy = P[b + 1] - P[a + 1], uz = P[b + 2] - P[a + 2], vx = P[c] - P[a], vy = P[c + 1] - P[a + 1], vz = P[c + 2] - P[a + 2];
|
|
537
|
+
return [L, Math.hypot(uy * vz - uz * vy, uz * vx - ux * vz, ux * vy - uy * vx) / (L || 1e-9)];
|
|
538
|
+
};
|
|
539
|
+
for (let t = 0; t < L0.length; t++)
|
|
540
|
+
L0[t] = tri(R, t)[0];
|
|
541
|
+
let sl = 0, slMax = 0;
|
|
542
|
+
let slAt = null;
|
|
543
|
+
for (const ps of poses) {
|
|
544
|
+
let n = 0;
|
|
545
|
+
for (let t = 0; t < L0.length; t++) {
|
|
546
|
+
const [L, h] = tri(ps.positions, t);
|
|
547
|
+
if (L > 0.04 && h < 0.004 && L > 3 * L0[t]) {
|
|
548
|
+
n++;
|
|
549
|
+
if (L > slMax) {
|
|
550
|
+
slMax = L;
|
|
551
|
+
const a = I[t * 3];
|
|
552
|
+
slAt = [r3(R[a * 3]), r3(R[a * 3 + 1]), r3(R[a * 3 + 2])];
|
|
553
|
+
}
|
|
554
|
+
}
|
|
555
|
+
}
|
|
556
|
+
sl = Math.max(sl, n);
|
|
557
|
+
}
|
|
558
|
+
return { strands: strands.sort((a, b) => b.extentCm - a.extentCm).slice(0, 20), components: new Set(comp).size, posedSlivers: sl, posedSliverMaxCm: r1(slMax * 100), posedSliverAt: slAt };
|
|
559
|
+
}
|
|
560
|
+
/** Each canonical bone's bind direction vs the standard skeleton (#6). */
|
|
561
|
+
function measureBindPose(rest) {
|
|
562
|
+
const ix = new Map(rest.boneNames.map((n, i) => [n, i]));
|
|
563
|
+
const p = (n) => { const i = ix.get(n); const m = i === undefined ? null : rest.bind[i]; return m ? pos(m) : null; };
|
|
564
|
+
const abd = {};
|
|
565
|
+
const delta = {};
|
|
566
|
+
for (const [key, ref] of Object.entries(exports.STANDARD_BIND_DIRECTIONS)) {
|
|
567
|
+
const [a, b] = key.split('>');
|
|
568
|
+
const pa = p(a), pb = p(b);
|
|
569
|
+
if (!pa || !pb)
|
|
570
|
+
continue;
|
|
571
|
+
const v = [pb[0] - pa[0], pb[1] - pa[1], pb[2] - pa[2]];
|
|
572
|
+
const l = Math.hypot(...v);
|
|
573
|
+
if (l < 1e-4)
|
|
574
|
+
continue;
|
|
575
|
+
const u = v.map((x) => x / l);
|
|
576
|
+
delta[key] = r1(Math.acos(Math.max(-1, Math.min(1, u[0] * ref[0] + u[1] * ref[1] + u[2] * ref[2]))) * DEG);
|
|
577
|
+
if (a.startsWith('upperarm_'))
|
|
578
|
+
abd[a] = r1(Math.acos(Math.max(-1, Math.min(1, -u[1]))) * DEG);
|
|
579
|
+
}
|
|
580
|
+
if (!('upperarm_l' in abd) || !('upperarm_r' in abd))
|
|
581
|
+
return { measured: false, why: 'the skin binds no upperarm_l/lowerarm_l and upperarm_r/lowerarm_r pair', upperarmAbductionDeg: abd, deltaDeg: delta };
|
|
582
|
+
return { measured: true, upperarmAbductionDeg: abd, deltaDeg: delta };
|
|
583
|
+
}
|
|
584
|
+
/** Head and torso lean through the walk (#7), read from the posed skeleton. */
|
|
585
|
+
function measurePosture(rest, poses) {
|
|
586
|
+
const ix = new Map(rest.boneNames.map((n, i) => [n, i]));
|
|
587
|
+
const need = ['pelvis', 'spine_03', 'neck_01', 'head'];
|
|
588
|
+
if (!poses.length || need.some((n) => !ix.has(n)))
|
|
589
|
+
return { measured: false, why: `the skeleton lacks ${need.filter((n) => !ix.has(n)).join(', ') || 'poses'}`, neckLeanDeg: null, torsoLeanDeg: null };
|
|
590
|
+
const lean = (ps, a, b) => { const pa = pos(ps.bones[ix.get(a)]), pb = pos(ps.bones[ix.get(b)]); return Math.atan2(pb[2] - pa[2], pb[1] - pa[1]) * DEG; };
|
|
591
|
+
const nl = poses.map((ps) => lean(ps, 'neck_01', 'head')), tl = poses.map((ps) => lean(ps, 'pelvis', 'spine_03'));
|
|
592
|
+
return { measured: true, neckLeanDeg: [r1(Math.min(...nl)), r1(Math.max(...nl))], torsoLeanDeg: [r1(Math.min(...tl)), r1(Math.max(...tl))] };
|
|
593
|
+
}
|
|
594
|
+
const notMeasured = (why, data = {}) => ({ pass: false, detail: `not measured: ${why}`, measured: { ...data, measured: false } });
|
|
595
|
+
function judgeArmsClear(m) {
|
|
596
|
+
if (!m || !m.measured)
|
|
597
|
+
return notMeasured(m?.why ?? 'the Marketplace preview walk was never read', { ...m });
|
|
598
|
+
const ok = m.insideShare <= T.armInsideShareMax;
|
|
599
|
+
const pc = (v) => (v * 100).toFixed(1);
|
|
600
|
+
return { pass: ok, measured: { ...m, threshold: T.armInsideShareMax, depthM: T.armDepthM },
|
|
601
|
+
detail: ok ? `forearms and hands stay out of the body through the walk (${pc(m.insideShare)}% of their surface more than ${T.armDepthM * 100} cm inside the torso/hips on average over the cycle, peak ${pc(m.peakShare)}%; limit ${T.armInsideShareMax * 100}%)`
|
|
602
|
+
: `the forearms and hands walk INSIDE the body: on average over the walk cycle ${pc(m.insideShare)}% of their surface is more than ${T.armDepthM * 100} cm inside the torso/hips (peak ${pc(m.peakShare)}% at phase ${m.phase}, up to ${m.depthCm} cm deep; limit ${T.armInsideShareMax * 100}%) — the arms are bound too close to the body for the Marketplace walk` };
|
|
603
|
+
}
|
|
604
|
+
function judgeSurfaceClosed(m) {
|
|
605
|
+
if (!m || !m.measured)
|
|
606
|
+
return notMeasured(m?.why ?? 'the Marketplace preview walk was never read', { ...m });
|
|
607
|
+
const ok = m.openCm <= T.holeOpenMaxM * 100;
|
|
608
|
+
return { pass: ok, measured: { ...m, thresholdCm: T.holeOpenMaxM * 100 },
|
|
609
|
+
detail: m.boundaryEdges === 0 ? 'the surface is closed (no open boundary edges)'
|
|
610
|
+
: ok ? `${m.boundaryEdges} open boundary edges; no hole opens as the limbs swing (widest ${m.openCm} cm, limit ${T.holeOpenMaxM * 100} cm)`
|
|
611
|
+
: `the surface tears open while walking: two sides of a hole that touch at rest (near ${JSON.stringify(m.at)}) part by ${m.openCm} cm at phase ${m.phase} (limit ${T.holeOpenMaxM * 100} cm) — see-through when the limb swings` };
|
|
612
|
+
}
|
|
613
|
+
function judgeSilhouette(m) {
|
|
614
|
+
if (!m || !m.measured)
|
|
615
|
+
return notMeasured(m?.why ?? 'the Marketplace preview walk was never read', { ...m });
|
|
616
|
+
const hl = T.silhouetteHairMaxM * 100, cl = T.silhouetteClothMaxM * 100;
|
|
617
|
+
const hair = Math.max(m.hairBackCm, m.hairSideCm), cloth = Math.max(m.clothBackCm, m.clothSideCm);
|
|
618
|
+
const bad = [];
|
|
619
|
+
if (hair > hl)
|
|
620
|
+
bad.push(`hair (or something else hung from the head) stands ${m.hairBackCm >= m.hairSideCm ? `${m.hairBackCm} cm off the back` : `${m.hairSideCm} cm out beside the torso`} (limit ${hl} cm)`);
|
|
621
|
+
if (cloth > cl)
|
|
622
|
+
bad.push(`cloth or an accessory stands ${m.clothBackCm >= m.clothSideCm ? `${m.clothBackCm} cm off the back` : `${m.clothSideCm} cm out beside the torso`} (limit ${cl} cm)`);
|
|
623
|
+
return { pass: bad.length === 0, measured: { ...m, thresholdsCm: { hair: hl, cloth: cl } },
|
|
624
|
+
detail: bad.length ? `something stands out of the body's outline while walking (phase ${m.phase}, at 1.70 m): ${bad.join('; ')}`
|
|
625
|
+
: `hair stays within ${hair} cm and cloth/accessories within ${cloth} cm of the torso's outline between the hips and the neck (limits ${hl} / ${cl} cm at 1.70 m)` };
|
|
626
|
+
}
|
|
627
|
+
function judgeStrands(m) {
|
|
628
|
+
if (!m)
|
|
629
|
+
return notMeasured('the rest mesh was never read');
|
|
630
|
+
const ok = m.strands.length === 0;
|
|
631
|
+
return { pass: ok, measured: { ...m },
|
|
632
|
+
detail: ok ? `no stray strands on the rest mesh (${m.components} connected surfaces)${m.posedSlivers ? `; the walk stretches ${m.posedSlivers} triangle(s) into slivers (longest ${m.posedSliverMaxCm} cm), recorded only` : ''}`
|
|
633
|
+
: `${m.strands.length} stray strand(s) on the rest mesh: detached thin fragments ${m.strands.slice(0, 3).map((s) => `${s.extentCm} cm long at ${JSON.stringify(s.at)}`).join('; ')}` };
|
|
634
|
+
}
|
|
635
|
+
function judgeBindPose(m) {
|
|
636
|
+
if (!m || !m.measured)
|
|
637
|
+
return notMeasured(m?.why ?? 'the skeleton was never read', { ...m });
|
|
638
|
+
const bad = [];
|
|
639
|
+
for (const [b, deg] of Object.entries(m.upperarmAbductionDeg))
|
|
640
|
+
if (deg < T.upperarmAbductionMinDeg)
|
|
641
|
+
bad.push(`${b} is bound ${deg} deg from the body (standard 36, minimum ${T.upperarmAbductionMinDeg}): the walk's arm swing drives it into the torso`);
|
|
642
|
+
for (const [k, deg] of Object.entries(m.deltaDeg)) {
|
|
643
|
+
const cls = k.split('>')[0].replace(/_[lr]$/, '').replace(/_0\d$/, '').replace(/^pelvis$/, 'spine');
|
|
644
|
+
const lim = T.bindDeltaMaxDeg[cls];
|
|
645
|
+
if (lim !== undefined && deg > lim)
|
|
646
|
+
bad.push(`${k.replace('>', '→')} is bound ${deg} deg off the standard skeleton (limit ${lim})`);
|
|
647
|
+
}
|
|
648
|
+
return { pass: bad.length === 0, measured: { ...m, thresholds: { upperarmAbductionMinDeg: T.upperarmAbductionMinDeg, bindDeltaMaxDeg: T.bindDeltaMaxDeg } },
|
|
649
|
+
detail: bad.length ? `bind pose: ${bad.join('; ')}` : `bind pose matches the standard skeleton: upper arms ${Object.values(m.upperarmAbductionDeg).join('/')} deg from the body, worst bone ${Object.entries(m.deltaDeg).sort((a, b) => b[1] - a[1])[0]?.join(' ') ?? '-'} deg` };
|
|
650
|
+
}
|
|
651
|
+
function judgePosture(m) {
|
|
652
|
+
if (!m || !m.measured || !m.neckLeanDeg || !m.torsoLeanDeg)
|
|
653
|
+
return notMeasured(m?.why ?? 'the Marketplace preview walk was never read', { ...m });
|
|
654
|
+
const mid = (r) => (r[0] + r[1]) / 2;
|
|
655
|
+
const dn = mid(m.neckLeanDeg) - mid(exports.BASE_FEMALE_POSTURE.neckLeanDeg), dt = mid(m.torsoLeanDeg) - mid(exports.BASE_FEMALE_POSTURE.torsoLeanDeg);
|
|
656
|
+
const bad = [];
|
|
657
|
+
if (Math.abs(dn) > T.neckLeanDeltaMaxDeg)
|
|
658
|
+
bad.push(`the head ${dn > 0 ? 'hangs forward' : 'is pulled back'} ${Math.abs(dn).toFixed(0)} deg ${dn > 0 ? 'more' : 'less'} than Base Female's on the same walk (limit ${T.neckLeanDeltaMaxDeg})`);
|
|
659
|
+
if (Math.abs(dt) > T.torsoLeanDeltaMaxDeg)
|
|
660
|
+
bad.push(`the torso leans ${Math.abs(dt).toFixed(0)} deg ${dt > 0 ? 'further forward' : 'further back'} than Base Female's (limit ${T.torsoLeanDeltaMaxDeg})`);
|
|
661
|
+
return { pass: bad.length === 0, measured: { ...m, baseFemale: exports.BASE_FEMALE_POSTURE, neckDeltaDeg: r1(dn), torsoDeltaDeg: r1(dt), thresholds: { neck: T.neckLeanDeltaMaxDeg, torso: T.torsoLeanDeltaMaxDeg } },
|
|
662
|
+
detail: bad.length ? `posture: ${bad.join('; ')}` : `posture within Base Female's envelope: neck lean ${m.neckLeanDeg.join('..')} deg (BF ${exports.BASE_FEMALE_POSTURE.neckLeanDeg.join('..')}), torso ${m.torsoLeanDeg.join('..')} deg` };
|
|
663
|
+
}
|
|
664
|
+
/** Phases at which each arm swings furthest back (hand furthest behind the pelvis), for the critic's frames. */
|
|
665
|
+
function backswingPhases(rest, poses) {
|
|
666
|
+
const ix = new Map(rest.boneNames.map((n, i) => [n, i]));
|
|
667
|
+
const pick = (hand) => {
|
|
668
|
+
const h = ix.get(hand), p = ix.get('pelvis');
|
|
669
|
+
if (h === undefined || p === undefined || !poses.length)
|
|
670
|
+
return null;
|
|
671
|
+
let best = 0, bz = Infinity;
|
|
672
|
+
poses.forEach((ps, i) => { const z = pos(ps.bones[h])[2] - pos(ps.bones[p])[2]; if (z < bz) {
|
|
673
|
+
bz = z;
|
|
674
|
+
best = i;
|
|
675
|
+
} });
|
|
676
|
+
return best;
|
|
677
|
+
};
|
|
678
|
+
return { left: pick('hand_l'), right: pick('hand_r') };
|
|
679
|
+
}
|
|
680
|
+
/** Body-frame bounds of every posed vertex over the given poses. */
|
|
681
|
+
function posedBounds(poses) {
|
|
682
|
+
const min = [Infinity, Infinity, Infinity], max = [-Infinity, -Infinity, -Infinity];
|
|
683
|
+
for (const ps of poses)
|
|
684
|
+
for (let i = 0; i + 2 < ps.positions.length; i += 3)
|
|
685
|
+
for (let k = 0; k < 3; k++) {
|
|
686
|
+
const v = ps.positions[i + k];
|
|
687
|
+
if (!Number.isFinite(v))
|
|
688
|
+
continue;
|
|
689
|
+
if (v < min[k])
|
|
690
|
+
min[k] = v;
|
|
691
|
+
if (v > max[k])
|
|
692
|
+
max[k] = v;
|
|
693
|
+
}
|
|
694
|
+
return Number.isFinite(min[0]) ? { min, max } : null;
|
|
695
|
+
}
|
|
696
|
+
//# sourceMappingURL=avatarPreviewMath.js.map
|