@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.INSTALL_AVATAR_PROBE = void 0;
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// Page-side probe for the avatar render route. Installed into the test-grounds world frame as `globalThis.__vqaAv`.
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// Plain JavaScript in a string so nothing the TypeScript compiler emits can leak into the page.
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//
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// The local player of a Try Now trial IS the item: `__assetGym.mp.local.model` is the avatar's drawn Group (LOD scenes,
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// skinned meshes, skeleton), standing on the test grounds' floor with its origin at the character's ground plane.
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// Everything is read in the BODY frame — origin at the model's ground point, +Z where the engine says the character
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// faces, +Y up, +X the character's left — so a camera pose means the same thing whatever the heading.
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exports.INSTALL_AVATAR_PROBE = `(() => {
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const G = globalThis;
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if (G.__vqaAv) return true;
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const A = {};
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A.mp = () => G.__assetGym.mp;
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A.model = () => A.mp().local.model;
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A.V = () => A.model().position.constructor;
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A.Q = () => A.model().quaternion.constructor;
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A.camera = () => A.mp().local.services.camera.camera;
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A.visible = (o, root) => { for (let p = o; p; p = p.parent) { if (p.visible === false) return false; if (p === root) break; } return true; };
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A.bone = (name) => { let r = null; A.model().traverse((o) => { if (!r && o.isBone && o.name === name) r = o; }); return r; };
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/** Body frame: engine forward = the model's local +Z, flattened to the ground. */
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A.basis = () => {
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const m = A.model(); m.updateMatrixWorld(true);
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const V = A.V(), Q = A.Q();
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const q = m.getWorldQuaternion(new Q());
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const f = new V(0, 0, 1).applyQuaternion(q); f.y = 0;
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if (f.length() < 1e-6) f.set(0, 0, 1);
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f.normalize();
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const up = new V(0, 1, 0);
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const l = new V().crossVectors(up, f).normalize();
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const o = m.getWorldPosition(new V());
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return { o, f, l, up };
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};
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A.toBody = (w, B) => { B = B || A.basis(); const V = A.V(); const d = new V(w.x - B.o.x, w.y - B.o.y, w.z - B.o.z); return [d.dot(B.l), d.y, d.dot(B.f)]; };
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A.toWorld = (p, B) => { B = B || A.basis(); const V = A.V(); return new V(B.o.x + B.l.x * p[0] + B.f.x * p[2], B.o.y + p[1], B.o.z + B.l.z * p[0] + B.f.z * p[2]); };
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A.bonesBody = (names) => {
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const out = {}; const B = A.basis(); const V = A.V();
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for (const n of names) { const b = A.bone(n); if (b) out[n] = A.toBody(b.getWorldPosition(new V()), B).map((v) => Math.round(v * 10000) / 10000); }
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return out;
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};
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/** Drawn vertices of the model in BODY frame (skinned vertices are posed), at most ~maxN, flat. */
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A.points = (maxN) => {
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const m = A.model(); m.updateMatrixWorld(true);
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const B = A.basis(); const V = A.V(); const tmp = new V();
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const meshes = [];
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let total = 0;
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m.traverse((o) => {
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if (!o.isMesh || !o.geometry || !o.geometry.attributes || !o.geometry.attributes.position) return;
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if (!A.visible(o, m)) return;
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const ms = Array.isArray(o.material) ? o.material : [o.material];
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if (ms.every((x) => !x || x.visible === false || (x.transparent && (x.opacity ?? 1) < 0.02) || x.colorWrite === false)) return;
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meshes.push(o); total += o.geometry.attributes.position.count;
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});
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const step = Math.max(1, Math.floor(total / (maxN || 60000)));
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const out = [];
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for (const o of meshes) {
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if (o.isSkinnedMesh && o.skeleton) o.skeleton.update();
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const pos = o.geometry.attributes.position; const e = o.matrixWorld.elements;
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const skinned = o.isSkinnedMesh && typeof o.getVertexPosition === 'function';
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for (let i = 0; i < pos.count; i += step) {
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let x, y, z;
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if (skinned) { o.getVertexPosition(i, tmp); x = tmp.x; y = tmp.y; z = tmp.z; } else { x = pos.getX(i); y = pos.getY(i); z = pos.getZ(i); }
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if (!Number.isFinite(x + y + z)) continue;
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const wx = e[0] * x + e[4] * y + e[8] * z + e[12], wy = e[1] * x + e[5] * y + e[9] * z + e[13], wz = e[2] * x + e[6] * y + e[10] * z + e[14];
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const dx = wx - B.o.x, dy = wy - B.o.y, dz = wz - B.o.z;
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out.push(dx * B.l.x + dz * B.l.z, dy, dx * B.f.x + dz * B.f.z);
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}
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}
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return out;
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};
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/** What the avatar is made of, for the facts block: meshes by LOD, skeleton size, materials. */
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A.describe = () => {
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const m = A.model(); const out = { root: m.name, skinned: [], bones: 0, lod: null, helixBodyHeight: m.userData && m.userData.helixBodyHeight || null, helixFace: !!(m.userData && m.userData.helixFace) };
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m.traverse((o) => {
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if (o.isBone) out.bones++;
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if (o.isSkinnedMesh) {
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const ms = Array.isArray(o.material) ? o.material : [o.material]; const mt = ms[0] || {};
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out.skinned.push({ name: o.name, verts: o.geometry.attributes.position.count, visible: A.visible(o, m), bones: o.skeleton ? o.skeleton.bones.length : 0,
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material: { type: mt.type, name: mt.name, map: !!mt.map, normalMap: !!mt.normalMap, emissiveMap: !!mt.emissiveMap, color: mt.color && mt.color.getHexString && mt.color.getHexString() } });
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}
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});
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const lod = m.getObjectByName('character-lod'); if (lod && lod.getCurrentLevel) out.lod = lod.getCurrentLevel();
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return out;
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};
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/** Pin the render camera to a body-frame pose, re-applied every frame so the follow cam cannot fight it. */
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A.setCam = (c) => {
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const cam = A.camera(); if (!cam) return false;
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if (!cam.__vqaPinned) {
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const orig = cam.updateMatrixWorld.bind(cam);
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cam.updateMatrixWorld = function (force) {
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// A frozen stride (A.freeze) is re-applied here, after the engine's mixer has posed the bones for this frame and
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// before the renderer skins the meshes, so the pinned camera sees the held pose while the engine keeps running.
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if (G.__vqaFrozen) { try { A.applyFrozen(); } catch (e) { /* never break the render */ } }
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const o = G.__vqaCam;
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if (o) {
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const B = A.basis();
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this.position.copy(A.toWorld(o.pos, B));
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this.up.set(0, 1, 0);
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this.lookAt(A.toWorld(o.target, B));
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if (o.fov && this.fov !== o.fov) { this.fov = o.fov; this.updateProjectionMatrix(); }
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if (o.near && this.near !== o.near) { this.near = o.near; this.updateProjectionMatrix(); }
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}
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return orig(force);
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};
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cam.__vqaPinned = { fov: cam.fov, near: cam.near };
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}
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G.__vqaCam = c; return true;
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};
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A.clearCam = () => { G.__vqaCam = null; const cam = A.camera(); if (cam && cam.__vqaPinned) { cam.fov = cam.__vqaPinned.fov; cam.near = cam.__vqaPinned.near; cam.updateProjectionMatrix(); } return true; };
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A.stats = () => G.__vqaStats(A.model());
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A.materialsOf = () => {
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const m = A.model(); const mats = new Set();
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m.traverse((o) => { if (o.isMesh) for (const mt of (Array.isArray(o.material) ? o.material : [o.material])) if (mt) mats.add(mt); });
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return mats;
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};
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/** Every drawn primitive's material: does it exist, which maps it samples and whether each decoded, how much it emits
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* without an emissive map, and how many triangles it covers. The ground truth for the material asserts. */
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A.materials = () => {
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const m = A.model(); const rows = []; let tris = 0;
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const SLOTS = ['map', 'normalMap', 'emissiveMap', 'roughnessMap', 'metalnessMap', 'aoMap', 'alphaMap'];
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const decoded = (t) => {
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if (!t) return null;
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const img = t.image; const mips = t.mipmaps;
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if (t.isCompressedTexture || (mips && mips.length && mips[0] && mips[0].data)) return !!(mips && mips.length && mips[0] && mips[0].data && mips[0].data.length) || !!(img && img.width > 0);
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if (img && (img.width > 0 || img.videoWidth > 0 || (img.data && img.data.length))) return true;
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return false;
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};
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m.traverse((o) => {
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if (!o.isMesh || !o.geometry || !A.visible(o, m)) return;
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const g = o.geometry; const pos = g.attributes && g.attributes.position; if (!pos) return;
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const n = Math.floor((g.index ? g.index.count : pos.count) / 3);
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const groups = Array.isArray(o.material) && g.groups && g.groups.length ? g.groups : null;
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const ms = Array.isArray(o.material) ? o.material : [o.material];
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ms.forEach((mt, i) => {
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const t = groups ? Math.floor((groups.filter((gr) => gr.materialIndex === i).reduce((s, gr) => s + Math.min(gr.count, (g.index ? g.index.count : pos.count)), 0)) / 3) : (i === 0 ? n : 0);
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tris += t;
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if (!mt) { rows.push({ mesh: o.name || o.uuid.slice(0, 8), material: null, tris: t, missing: true }); return; }
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if (mt.visible === false || mt.colorWrite === false || (mt.transparent && (mt.opacity ?? 1) < 0.02)) { tris -= t; return; }
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const maps = {}; for (const k of SLOTS) { const d = decoded(mt[k]); if (d !== null) maps[k] = d; }
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const e = mt.emissive ? Math.max(mt.emissive.r, mt.emissive.g, mt.emissive.b) * (mt.emissiveIntensity ?? 1) : 0;
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rows.push({ mesh: o.name || o.uuid.slice(0, 8), material: mt.name || mt.type, type: mt.type, tris: t, maps, emissive: Math.round(e * 1000) / 1000,
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color: mt.color && mt.color.getHexString ? mt.color.getHexString() : null, metalness: mt.metalness ?? null, unlit: mt.type === 'MeshBasicMaterial' });
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});
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});
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return { tris, rows };
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};
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/** Re-shade the avatar for one diagnostic frame, then restore it exactly. 'albedo': unlit base colour (base colour x map
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* routed through emission, no lighting); 'mask': flat magenta, to find the avatar's pixels; 'restore': the original. */
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A.shade = (mode) => {
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let n = 0;
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for (const mt of A.materialsOf()) {
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if (mode === 'restore') {
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const S = mt.__vqaSaved; if (!S) continue;
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for (const k of Object.keys(S.props)) mt[k] = S.props[k];
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if (mt.color && S.color) mt.color.copy(S.color); if (mt.emissive && S.emissive) mt.emissive.copy(S.emissive);
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delete mt.__vqaSaved; mt.needsUpdate = true; n++; continue;
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}
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if (!mt.emissive || !mt.color) continue; // not a lit standard material (unlit/basic): leave it as drawn
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if (!mt.__vqaSaved) mt.__vqaSaved = { props: { map: mt.map, emissiveMap: mt.emissiveMap, emissiveIntensity: mt.emissiveIntensity, metalness: mt.metalness, roughness: mt.roughness, envMapIntensity: mt.envMapIntensity, toneMapped: mt.toneMapped }, color: mt.color.clone(), emissive: mt.emissive.clone() };
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const S = mt.__vqaSaved;
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mt.color.setRGB(0, 0, 0); mt.metalness = 0; mt.roughness = 1; mt.envMapIntensity = 0; mt.emissiveIntensity = 1; mt.toneMapped = false;
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if (mode === 'albedo') { mt.emissive.copy(S.color); mt.emissiveMap = S.props.map || null; }
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else { mt.emissive.setRGB(1, 0, 1); mt.emissiveMap = null; }
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mt.needsUpdate = true; n++;
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}
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return n;
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};
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// ------------------------------------------------------------------------------------------------ rig (walk) probes
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const LIMBS = [['thigh_l', 'calf_l'], ['calf_l', 'foot_l'], ['foot_l', 'ball_l'], ['thigh_r', 'calf_r'], ['calf_r', 'foot_r'], ['foot_r', 'ball_r'],
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['upperarm_l', 'lowerarm_l'], ['lowerarm_l', 'hand_l'], ['upperarm_r', 'lowerarm_r'], ['lowerarm_r', 'hand_r']];
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/** Per limb bone: its BIND-pose local rotation (from the skin's inverse bind matrices, i.e. the pose the mesh was
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* weighted in) and its own axis (towards its child, in its bind frame). */
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A.rigInit = () => {
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const m = A.model(); const V = A.V(), Q = A.Q();
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let skel = null; m.traverse((o) => { if (!skel && o.isSkinnedMesh && o.skeleton && A.visible(o, m)) skel = o.skeleton; });
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if (!skel) { A.__rig = []; return { limbs: 0, names: [], bones: 0 }; }
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const M4 = m.matrixWorld.constructor;
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const bindWorld = new Map(); skel.bones.forEach((b, i) => bindWorld.set(b, new M4().copy(skel.boneInverses[i]).invert()));
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const rig = [];
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for (const [bn, cn] of LIMBS) {
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const b = skel.bones.find((x) => x.name === bn); const c = skel.bones.find((x) => x.name === cn);
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if (!b || !c) continue;
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const bw = bindWorld.get(b); const pw = b.parent && bindWorld.get(b.parent);
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const local = pw ? new M4().copy(pw).invert().multiply(bw) : bw.clone();
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const q = new Q(); local.decompose(new V(), q, new V());
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const cp = new V(); new M4().copy(bw).invert().multiply(bindWorld.get(c)).decompose(cp, new Q(), new V());
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if (cp.length() < 1e-6) continue;
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rig.push({ name: bn, bone: b, bindQ: q, axis: cp.normalize() });
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}
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A.__rig = rig;
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return { limbs: rig.length, names: rig.map((r) => r.name), bones: skel.bones.length };
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};
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/** Each limb bone's twist about its own axis away from its bind pose (deg, 0..180), and the direction each knee bends
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* (deg from the body's forward, measured only when the leg is bent by more than 3 cm). */
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A.rigSample = () => {
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const out = { twist: {}, knee: {} }; const V = A.V();
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for (const r of A.__rig || []) {
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const qr = r.bindQ.clone().invert().multiply(r.bone.quaternion);
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const d = qr.x * r.axis.x + qr.y * r.axis.y + qr.z * r.axis.z;
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out.twist[r.name] = Math.round(2 * Math.atan2(Math.abs(d), Math.abs(qr.w)) * 1800 / Math.PI) / 10;
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}
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const B = A.basis(); const at = (n) => { const b = A.bone(n); return b ? A.toBody(b.getWorldPosition(new V()), B) : null; };
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204
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for (const s of ['l', 'r']) {
|
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205
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+
const h = at('thigh_' + s), k = at('calf_' + s), a = at('foot_' + s);
|
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206
|
+
if (!h || !k || !a) continue;
|
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|
+
const ha = [a[0] - h[0], a[1] - h[1], a[2] - h[2]]; const L2 = ha[0] ** 2 + ha[1] ** 2 + ha[2] ** 2 || 1;
|
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208
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+
const t = ((k[0] - h[0]) * ha[0] + (k[1] - h[1]) * ha[1] + (k[2] - h[2]) * ha[2]) / L2;
|
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209
|
+
const bend = [k[0] - (h[0] + ha[0] * t), k[1] - (h[1] + ha[1] * t), k[2] - (h[2] + ha[2] * t)];
|
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210
|
+
const horiz = Math.hypot(bend[0], bend[2]);
|
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211
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out.knee[s] = { bendCm: Math.round(Math.hypot(bend[0], bend[1], bend[2]) * 1000) / 10, deg: horiz > 1e-4 ? Math.round(Math.acos(Math.max(-1, Math.min(1, bend[2] / horiz))) * 1800 / Math.PI) / 10 : null };
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212
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+
}
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+
return out;
|
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+
};
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215
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+
/** Sample up to maxTris triangles of every visible skinned mesh and remember their BIND (rest) areas and edge lengths. */
|
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216
|
+
A.skinInit = (maxTris) => {
|
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217
|
+
const m = A.model(); const meshes = [];
|
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218
|
+
m.traverse((o) => { if (o.isSkinnedMesh && typeof o.getVertexPosition === 'function' && A.visible(o, m) && o.geometry && o.geometry.attributes && o.geometry.attributes.position) meshes.push(o); });
|
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219
|
+
let total = 0; for (const o of meshes) total += Math.floor((o.geometry.index ? o.geometry.index.count : o.geometry.attributes.position.count) / 3);
|
|
220
|
+
const step = Math.max(1, Math.floor(total / (maxTris || 20000)));
|
|
221
|
+
const V = A.V(); const tris = [];
|
|
222
|
+
for (const o of meshes) {
|
|
223
|
+
const g = o.geometry; const pos = g.attributes.position; const idx = g.index ? g.index.array : null; const n = Math.floor((idx ? idx.length : pos.count) / 3);
|
|
224
|
+
for (let t = 0; t < n; t += step) {
|
|
225
|
+
const a = idx ? idx[t * 3] : t * 3, b = idx ? idx[t * 3 + 1] : t * 3 + 1, c = idx ? idx[t * 3 + 2] : t * 3 + 2;
|
|
226
|
+
const pa = new V().fromBufferAttribute(pos, a), pb = new V().fromBufferAttribute(pos, b), pc = new V().fromBufferAttribute(pos, c);
|
|
227
|
+
const area = new V().subVectors(pb, pa).cross(new V().subVectors(pc, pa)).length() / 2;
|
|
228
|
+
if (!(area > 1e-10)) continue;
|
|
229
|
+
tris.push({ o, a, b, c, area, e: [pa.distanceTo(pb), pb.distanceTo(pc), pc.distanceTo(pa)] });
|
|
230
|
+
}
|
|
231
|
+
}
|
|
232
|
+
A.__tris = tris;
|
|
233
|
+
return { meshes: meshes.length, sampled: tris.length, step };
|
|
234
|
+
};
|
|
235
|
+
/** Posed vs bind triangles: area-weighted shares of collapsed (< 15 % of rest area), stretched (> 4x) and
|
|
236
|
+
* edge-stretched (an edge > 3x its rest length) triangles, normalised by the median so a uniform scale cancels. */
|
|
237
|
+
A.skinSample = () => {
|
|
238
|
+
const tris = A.__tris || []; if (!tris.length) return null;
|
|
239
|
+
const V = A.V(); const cache = new Map(); const m = A.model(); m.updateMatrixWorld(true);
|
|
240
|
+
const seen = new Set(); for (const t of tris) if (!seen.has(t.o)) { seen.add(t.o); if (t.o.skeleton) t.o.skeleton.update(); }
|
|
241
|
+
const P = (o, i) => { let mm = cache.get(o); if (!mm) { mm = new Map(); cache.set(o, mm); } let v = mm.get(i); if (!v) { v = new V(); o.getVertexPosition(i, v); mm.set(i, v); } return v; };
|
|
242
|
+
const rows = []; let total = 0; let bad = 0;
|
|
243
|
+
for (const t of tris) {
|
|
244
|
+
const pa = P(t.o, t.a), pb = P(t.o, t.b), pc = P(t.o, t.c);
|
|
245
|
+
const area = new V().subVectors(pb, pa).cross(new V().subVectors(pc, pa)).length() / 2;
|
|
246
|
+
if (!Number.isFinite(area)) { bad += t.area; total += t.area; continue; }
|
|
247
|
+
const es = Math.max(pa.distanceTo(pb) / (t.e[0] || 1e-9), pb.distanceTo(pc) / (t.e[1] || 1e-9), pc.distanceTo(pa) / (t.e[2] || 1e-9));
|
|
248
|
+
rows.push([area / t.area, es, t.area]); total += t.area;
|
|
249
|
+
}
|
|
250
|
+
const sorted = rows.map((r) => r[0]).sort((x, y) => x - y); const med = sorted[Math.floor(sorted.length / 2)] || 1; const sm = Math.sqrt(med);
|
|
251
|
+
let collapsed = 0, stretched = 0, edge = 0;
|
|
252
|
+
for (const [ar, es, w] of rows) { const r = ar / med; if (r < 0.15) collapsed += w; if (r > 4) stretched += w; if (es / sm > 3) edge += w; }
|
|
253
|
+
const f = (v) => Math.round((v / (total || 1)) * 100000) / 100000;
|
|
254
|
+
return { median: Math.round(med * 10000) / 10000, collapsed: f(collapsed + bad), stretched: f(stretched), edgeStretched: f(edge) };
|
|
255
|
+
};
|
|
256
|
+
/** Hold the current pose for rendering while the engine keeps animating underneath (re-applied before every render). */
|
|
257
|
+
A.freeze = () => { const snap = []; A.model().traverse((o) => { if (o.isBone) snap.push([o, o.position.clone(), o.quaternion.clone(), o.scale.clone()]); }); G.__vqaFrozen = snap; return snap.length; };
|
|
258
|
+
A.unfreeze = () => { G.__vqaFrozen = null; return true; };
|
|
259
|
+
A.applyFrozen = () => { const s = G.__vqaFrozen; if (!s) return; for (const [b, p, q, sc] of s) { b.position.copy(p); b.quaternion.copy(q); b.scale.copy(sc); } A.model().updateMatrixWorld(true); };
|
|
260
|
+
A.position = () => A.model().position.toArray();
|
|
261
|
+
G.__vqaAv = A;
|
|
262
|
+
return true;
|
|
263
|
+
})()`;
|
|
264
|
+
//# sourceMappingURL=avatarProbe.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"avatarProbe.js","sourceRoot":"","sources":["../../src/visualQa/avatarProbe.ts"],"names":[],"mappings":";;;AAAA,oHAAoH;AACpH,gGAAgG;AAChG,EAAE;AACF,wHAAwH;AACxH,kHAAkH;AAClH,oHAAoH;AACpH,sGAAsG;AACzF,QAAA,oBAAoB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;KA4P/B,CAAC"}
|
|
@@ -0,0 +1,116 @@
|
|
|
1
|
+
import { type BrowserChannel } from './pinnedChrome';
|
|
2
|
+
import { type WebGpuSelfTest } from './webgpuSelfTest';
|
|
3
|
+
import type { BrowserContext, Frame, Page } from 'playwright';
|
|
4
|
+
import { type CandidateConfig } from './candidate';
|
|
5
|
+
/** The engine's line when a car cannot be composed (an add-on bind root absent, a vehicle material role with no host material, …). A string match, so it works before and after the engine names it. */
|
|
6
|
+
export declare const RUNTIME_FAULT_RE: RegExp;
|
|
7
|
+
export interface VqaBrowser {
|
|
8
|
+
ctx: BrowserContext;
|
|
9
|
+
page: Page;
|
|
10
|
+
fetchedAssets: string[];
|
|
11
|
+
pageErrors: string[];
|
|
12
|
+
/**
|
|
13
|
+
* Console errors that say the runtime refused to compose the car (`[helix-vehicle] composition failed: …`). The throw
|
|
14
|
+
* happens while the car is being composed, so it is never presented and the page raises no error of its own.
|
|
15
|
+
*/
|
|
16
|
+
runtimeFaults: string[];
|
|
17
|
+
/** The browser this session runs on, as recorded in the bundle (`harness.browser`). */
|
|
18
|
+
info: VqaBrowserInfo;
|
|
19
|
+
close(): Promise<void>;
|
|
20
|
+
}
|
|
21
|
+
/** `harness.browser` in every bundle: which exact build drew the frames, where it came from, and its WebGPU self-test. */
|
|
22
|
+
export interface VqaBrowserInfo {
|
|
23
|
+
/** `Chrome for Testing`, `Playwright Chromium (chromium-1243)`, … */
|
|
24
|
+
name: string;
|
|
25
|
+
/** Full four-part version from CDP `Browser.getVersion` (the UA string reduces it to `153.0.0.0`). */
|
|
26
|
+
version: string | null;
|
|
27
|
+
executablePath: string | null;
|
|
28
|
+
/** `pinned-cft` (the gate's own current-stable pin), `env-override` (HELIX_VQA_CHROME / HELIX_VQA_WIN_CHROME),
|
|
29
|
+
* `explicit` (--chrome), `remote-cdp` (HELIX_VQA_CDP_URL: a browser this process did not start). */
|
|
30
|
+
channel: BrowserChannel;
|
|
31
|
+
userAgent: string | null;
|
|
32
|
+
webgpu?: {
|
|
33
|
+
status: WebGpuSelfTest['webgpu'] | 'skipped';
|
|
34
|
+
adapter?: string | null;
|
|
35
|
+
selfTest: 'pass' | 'fail' | 'skipped';
|
|
36
|
+
detail?: string;
|
|
37
|
+
ms?: number;
|
|
38
|
+
};
|
|
39
|
+
}
|
|
40
|
+
export interface VqaLaunchOptions {
|
|
41
|
+
/** Playwright storageState JSON (cookies + localStorage) of a signed-in QA account. */
|
|
42
|
+
storageState?: string;
|
|
43
|
+
width?: number;
|
|
44
|
+
height?: number;
|
|
45
|
+
/** Explicit Chromium executable. Defaults to the pinned current-stable Chrome for Testing; the macOS system Chrome is refused. */
|
|
46
|
+
executablePath?: string;
|
|
47
|
+
/** `session` = only mints a sign-in cookie (no WebGPU self-test). Default `render`. */
|
|
48
|
+
purpose?: 'render' | 'session';
|
|
49
|
+
}
|
|
50
|
+
/** @deprecated the gate resolves the pinned Chrome for Testing (pinnedChrome.ts); kept for callers of the old export. */
|
|
51
|
+
export declare function defaultExecutable(playwrightDefault?: string): string | undefined;
|
|
52
|
+
/** True when the harness should drive a Windows-native Chromium over CDP (WSL: the real GPU) instead of a Linux one. */
|
|
53
|
+
export declare function useWindowsChrome(): boolean;
|
|
54
|
+
export declare function gpuArgs(platform?: NodeJS.Platform): string[];
|
|
55
|
+
/** Page-side hook source. Plain function so Playwright serialises it; runs before any page script in every frame. */
|
|
56
|
+
export declare function installHooks(): void;
|
|
57
|
+
export declare function resetBrowserAbort(): void;
|
|
58
|
+
export declare function abortAllBrowsers(): Promise<void>;
|
|
59
|
+
export declare function setCandidate(config: CandidateConfig | null): void;
|
|
60
|
+
/** The site serves the platform runtime's addons through a cross-origin redirect (`/api/platform-runtime/<pkg>/<file>` -> backend
|
|
61
|
+
* -> CDN). A browser with ANY request interception on refuses that redirect chain for lack of an `Access-Control-Allow-Origin`
|
|
62
|
+
* header on the first hop (the backend answers `null`), and the page dies with "Something went wrong" before the avatar or
|
|
63
|
+
* car is ever presented. Windows Chrome over CDP on the hosted runner hit it for every candidate (version-move) render. */
|
|
64
|
+
export declare const PLATFORM_RUNTIME_URL_RE: RegExp;
|
|
65
|
+
/** Fetch the platform runtime's scripts in Node (redirects followed there) and hand them back with the header. Install it
|
|
66
|
+
* on every context that intercepts requests. */
|
|
67
|
+
export declare function installPlatformRuntimeCors(ctx: Pick<BrowserContext, 'route'>): Promise<void>;
|
|
68
|
+
export declare function launchVqaBrowser(opts?: VqaLaunchOptions): Promise<VqaBrowser>;
|
|
69
|
+
/** Display name of a build, from where it lives: Playwright's bundled pre-stable build is named as such so a bundle
|
|
70
|
+
* rendered on it can never be mistaken for the pinned stable one. */
|
|
71
|
+
export declare function browserName(executablePath: string | null, product: string | null): string;
|
|
72
|
+
export declare function resetBrowserRecords(): void;
|
|
73
|
+
/** The browser that drew this render: the first render launch, else the first launch of any kind, else null. */
|
|
74
|
+
export declare function renderBrowser(): VqaBrowserInfo | null;
|
|
75
|
+
/** Distinct builds this render launched (normally one). */
|
|
76
|
+
export declare function distinctBrowserVersions(): string[];
|
|
77
|
+
/**
|
|
78
|
+
* Launch, self-test and close one browser — the hosted worker's preflight, so a host on a broken build refuses to
|
|
79
|
+
* claim jobs at all instead of burning each job's attempts on harness errors.
|
|
80
|
+
*/
|
|
81
|
+
export declare function preflightVqaBrowser(opts?: {
|
|
82
|
+
executablePath?: string;
|
|
83
|
+
}): Promise<VqaBrowserInfo>;
|
|
84
|
+
/**
|
|
85
|
+
* `HELIX_VQA_FIXTURE_MODEL=<sha256 hex>=<path to .glb>`: answer every request for that content hash with a local file, so a
|
|
86
|
+
* deliberately broken fixture (an emissive wash-out, a twisted bone roll, torn skin weights) is drawn by the REAL runtime
|
|
87
|
+
* through the real route. A run with a fixture always carries a harness error, so its verdict is `error` and it can never
|
|
88
|
+
* be submitted as a pass (`runVisualQa` adds the error); it exists to prove that each assert fails on what it claims to catch.
|
|
89
|
+
*/
|
|
90
|
+
export declare function fixtureModel(env?: NodeJS.ProcessEnv): {
|
|
91
|
+
hex: string;
|
|
92
|
+
file: string;
|
|
93
|
+
} | null;
|
|
94
|
+
/** Pad a GLB to exactly `length` bytes with a trailing unknown-type chunk; unchanged when it cannot fit. */
|
|
95
|
+
export declare function padGlb(glb: Buffer, length: number): Buffer;
|
|
96
|
+
/** Page-side (fixture runs only): a digest of bytes that begin like the fixture (after the GLB header) reports the pinned model's hash. */
|
|
97
|
+
export declare function fixtureDigestSpoof(arg: {
|
|
98
|
+
prefix: string;
|
|
99
|
+
hex: string;
|
|
100
|
+
}): void;
|
|
101
|
+
/** The renderer string actually in use (never inferred from flags). */
|
|
102
|
+
export declare function rendererInfo(page: Page): Promise<string | null>;
|
|
103
|
+
/** JPEG screenshot of the viewport (or a frame's element) after letting `settleMs` of frames render. */
|
|
104
|
+
export declare function captureJpeg(page: Page, file: string, settleMs?: number): Promise<{
|
|
105
|
+
width: number;
|
|
106
|
+
height: number;
|
|
107
|
+
}>;
|
|
108
|
+
/** Find the first frame (main or iframe) where `probe` returns truthy. */
|
|
109
|
+
export declare function findFrame(page: Page, probe: () => unknown, timeoutMs?: number): Promise<Frame>;
|
|
110
|
+
/**
|
|
111
|
+
* Sign a throwaway headless browser in as the CLI's own user and save its storage state, so the harness renders as
|
|
112
|
+
* the publisher — who owns the item being judged, which the customiser needs for anything not yet listed. Uses the
|
|
113
|
+
* website's `sso-tokens` provider, which validates the bearer server-side against /users/me (a forged token never
|
|
114
|
+
* makes a session). Returns the username the session resolved to.
|
|
115
|
+
*/
|
|
116
|
+
export declare function mintStorageState(webBase: string, accessToken: string, file: string, executablePath?: string): Promise<string>;
|