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

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1715) hide show
  1. package/README.md +631 -8
  2. package/assets/bridge/metahuman-eye-baked.png +0 -0
  3. package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
  4. package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
  5. package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
  6. package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
  7. package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
  8. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
  9. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
  10. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
  11. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
  12. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
  13. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
  14. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
  15. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
  16. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
  17. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
  18. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
  19. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
  20. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
  21. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
  22. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
  23. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
  24. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
  25. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
  26. package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
  27. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
  28. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
  29. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
  30. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
  31. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
  32. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
  33. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
  34. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
  35. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
  36. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
  37. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
  38. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
  39. package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
  40. package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
  41. package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
  42. package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
  43. package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
  44. package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
  45. package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
  46. package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
  47. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
  48. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
  49. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
  50. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
  51. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
  52. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
  53. package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
  54. package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
  55. package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
  56. package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
  57. package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
  58. package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
  59. package/bridge-recipes/sims4/README.md +43 -0
  60. package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
  61. package/bridge-recipes/unreal/character-customizer/README.md +58 -0
  62. package/bridge-recipes/unreal/character-customizer/all.json +13 -0
  63. package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
  64. package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
  65. package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
  66. package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
  67. package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
  68. package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
  69. package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
  70. package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
  71. package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
  72. package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
  73. package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
  74. package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
  75. package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
  76. package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
  77. package/bridge-recipes/unreal/character-customizer/top.json +6 -0
  78. package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
  79. package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
  80. package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
  81. package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
  82. package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
  83. package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
  84. package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
  85. package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
  86. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
  87. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
  88. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
  89. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
  90. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
  91. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
  92. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
  93. package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
  94. package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
  95. package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
  96. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
  97. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
  98. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
  99. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
  100. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
  101. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
  102. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
  103. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
  104. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
  105. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
  106. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
  107. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
  108. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
  109. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
  110. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
  111. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
  112. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
  113. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
  114. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
  115. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
  116. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
  117. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
  118. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
  119. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
  120. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
  121. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
  122. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
  123. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
  124. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
  125. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
  126. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
  127. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
  128. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
  129. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
  130. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
  131. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
  132. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
  133. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
  134. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
  135. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
  136. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
  137. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
  138. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
  139. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
  140. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
  141. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
  142. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
  143. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
  144. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
  145. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
  146. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
  147. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
  148. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
  149. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
  150. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
  151. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
  152. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
  153. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
  154. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
  155. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
  156. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
  157. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
  158. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
  159. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
  160. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
  161. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
  162. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
  163. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
  164. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
  165. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
  166. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
  167. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
  168. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
  169. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
  170. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
  171. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
  172. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
  173. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
  174. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
  175. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
  176. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
  177. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
  178. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
  179. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
  180. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
  181. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
  182. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
  183. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
  184. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
  185. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
  186. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
  187. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
  188. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
  189. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
  190. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
  191. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
  192. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
  193. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
  194. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
  195. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
  196. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
  197. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
  198. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
  199. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
  200. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
  201. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
  202. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
  203. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
  204. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
  205. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
  206. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
  207. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
  208. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
  209. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
  210. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
  211. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
  212. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
  213. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
  214. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
  215. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
  216. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
  217. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
  218. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
  219. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
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@@ -0,0 +1,179 @@
1
+ "use strict";
2
+ var __importDefault = (this && this.__importDefault) || function (mod) {
3
+ return (mod && mod.__esModule) ? mod : { "default": mod };
4
+ };
5
+ Object.defineProperty(exports, "__esModule", { value: true });
6
+ exports.LOCATION_CABIN_PARTS = exports.LOCATION_BODY_PARTS = exports.CRITIC_SYSTEM = void 0;
7
+ exports.parseCriticLocation = parseCriticLocation;
8
+ exports.runCritic = runCritic;
9
+ // Vision critic: Claude looks at the rendered frames with a category checklist and must answer pass/fail per check.
10
+ // FAIL CLOSED — a refusal, an unparseable answer, a missing check, `cannot_judge`, or no credentials is never a pass.
11
+ //
12
+ // Credentials: ANTHROPIC_API_KEY (first-party, `claude-opus-5-5`) or OPENROUTER_API_KEY (OpenRouter's
13
+ // Anthropic-compatible Messages endpoint, `anthropic/claude-opus-5.5`). Same SDK, same request either way.
14
+ // The backend runs the authoritative copy of this; this one powers `--local-critic` dry runs.
15
+ const node_fs_1 = __importDefault(require("node:fs"));
16
+ const node_path_1 = __importDefault(require("node:path"));
17
+ const sdk_1 = __importDefault(require("@anthropic-ai/sdk"));
18
+ const checklists_1 = require("./checklists");
19
+ exports.CRITIC_SYSTEM = [
20
+ 'You are a strict visual QA inspector for a 3D virtual-world marketplace. You are shown rendered frames of ONE item',
21
+ 'in the real game runtime, each preceded by its caption, then a checklist.',
22
+ 'Judge only what is visible in the frames. Any defect a player would notice is a fail. If you are unsure whether',
23
+ 'something is a defect, fail it and say what you saw. Use cannot_judge only when no frame shows what the check needs.',
24
+ 'Do not judge art direction: stylised, low-poly, blocky and flat-coloured items are legitimate design choices. Fail',
25
+ 'defects — things that are broken, misplaced, missing, torn, clipping, floating or placeholder — not taste.',
26
+ 'Answer every check id exactly once, with a one-sentence reason that names the frame(s) you used.',
27
+ 'For every failing check whose id starts with vehicle.occupant., give its location: the seat key from the',
28
+ 'occupant frame id (occupant.<seat>.<view>, null if not one seat), the body part, the cabin part it meets, and',
29
+ 'the exact id of the frame where it is most visible. Give location null for a passing check. A light touch or a',
30
+ 'near-contact that does not visibly pass through the surface is not a fail.',
31
+ ].join(' ');
32
+ /** Mirrors the backend's `VISUAL_QA_LOCATION_*` (helix-backend-api src/continuum/visual-qa/visual-qa.critic.ts). */
33
+ exports.LOCATION_BODY_PARTS = ['head', 'torso', 'arm', 'hand', 'hip', 'thigh', 'knee', 'leg', 'foot', 'other'];
34
+ exports.LOCATION_CABIN_PARTS = ['roof', 'pillar', 'door', 'seat', 'dash', 'wheel', 'pedals', 'floor', 'console', 'other'];
35
+ const LOCATION_SCHEMA = {
36
+ type: 'object',
37
+ additionalProperties: false,
38
+ required: ['seat', 'bodyPart', 'cabinPart', 'frame'],
39
+ properties: {
40
+ seat: { anyOf: [{ type: 'string' }, { type: 'null' }] },
41
+ bodyPart: { type: 'string', enum: exports.LOCATION_BODY_PARTS },
42
+ cabinPart: { type: 'string', enum: exports.LOCATION_CABIN_PARTS },
43
+ frame: { type: 'string' },
44
+ },
45
+ };
46
+ /** Strict parse of one `location` (the schema's shape, nothing more); null when it does not match. */
47
+ function parseCriticLocation(value) {
48
+ if (!value || typeof value !== 'object' || Array.isArray(value))
49
+ return null;
50
+ const r = value;
51
+ if (Object.keys(r).some((k) => !['seat', 'bodyPart', 'cabinPart', 'frame'].includes(k)))
52
+ return null;
53
+ if (r.seat !== null && typeof r.seat !== 'string')
54
+ return null;
55
+ if (typeof r.bodyPart !== 'string' || !exports.LOCATION_BODY_PARTS.includes(r.bodyPart))
56
+ return null;
57
+ if (typeof r.cabinPart !== 'string' || !exports.LOCATION_CABIN_PARTS.includes(r.cabinPart))
58
+ return null;
59
+ if (typeof r.frame !== 'string' || !r.frame.length)
60
+ return null;
61
+ return { seat: typeof r.seat === 'string' ? r.seat.slice(0, 160) : null, bodyPart: r.bodyPart, cabinPart: r.cabinPart, frame: r.frame.slice(0, 200) };
62
+ }
63
+ const SCHEMA = {
64
+ type: 'object',
65
+ additionalProperties: false,
66
+ required: ['checks', 'overall', 'summary'],
67
+ properties: {
68
+ checks: {
69
+ type: 'array',
70
+ items: {
71
+ type: 'object',
72
+ additionalProperties: false,
73
+ required: ['id', 'verdict', 'reason', 'location'],
74
+ properties: {
75
+ id: { type: 'string' },
76
+ verdict: { type: 'string', enum: ['pass', 'fail', 'cannot_judge'] },
77
+ reason: { type: 'string' },
78
+ location: { anyOf: [LOCATION_SCHEMA, { type: 'null' }] },
79
+ },
80
+ },
81
+ },
82
+ overall: { type: 'string', enum: ['pass', 'fail'] },
83
+ summary: { type: 'string' },
84
+ },
85
+ };
86
+ function client() {
87
+ if (process.env.ANTHROPIC_API_KEY) {
88
+ return { client: new sdk_1.default(), model: process.env.VISUAL_QA_CRITIC_MODEL ?? 'claude-opus-5-5', provider: 'anthropic' };
89
+ }
90
+ if (process.env.OPENROUTER_API_KEY) {
91
+ return {
92
+ client: new sdk_1.default({ apiKey: process.env.OPENROUTER_API_KEY, baseURL: 'https://openrouter.ai/api' }),
93
+ model: process.env.VISUAL_QA_CRITIC_MODEL ?? 'anthropic/claude-opus-5.5',
94
+ provider: 'openrouter',
95
+ };
96
+ }
97
+ return null;
98
+ }
99
+ const failAll = (input, model, provider, reason, t0) => ({
100
+ model,
101
+ provider,
102
+ checks: (0, checklists_1.criticChecklistFor)(input.category, input.frames).map((c) => ({ id: c.id, verdict: 'fail', reason })),
103
+ overall: 'fail',
104
+ summary: reason,
105
+ usage: { inputTokens: 0, outputTokens: 0, costUsd: null },
106
+ durationMs: Date.now() - t0,
107
+ });
108
+ async function runCritic(input) {
109
+ const t0 = Date.now();
110
+ const c = client();
111
+ if (!c)
112
+ return failAll(input, 'none', 'anthropic', 'critic unavailable: set ANTHROPIC_API_KEY or OPENROUTER_API_KEY', t0);
113
+ const checklist = (0, checklists_1.criticChecklistFor)(input.category, input.frames);
114
+ const content = [];
115
+ for (const f of input.frames) {
116
+ const bytes = f.bytes ?? (f.data ? Buffer.from(f.data, 'base64') : node_fs_1.default.readFileSync(node_path_1.default.join(input.bundleDir ?? '.', f.file)));
117
+ content.push({ type: 'text', text: `Frame ${f.id}: ${f.label}${f.subject ? ` (subject ${f.subject})` : ''}` });
118
+ content.push({ type: 'image', source: { type: 'base64', media_type: 'image/jpeg', data: bytes.toString('base64') } });
119
+ }
120
+ content.push({
121
+ type: 'text',
122
+ text: [
123
+ `Item: "${input.title}" — category ${input.category}.`,
124
+ input.context ?? '',
125
+ 'Checklist (answer every id):',
126
+ ...checklist.map((k) => `- ${k.id}: ${k.question}`),
127
+ ].filter(Boolean).join('\n'),
128
+ });
129
+ try {
130
+ const res = await c.client.messages.create({
131
+ model: c.model,
132
+ max_tokens: 8000,
133
+ system: exports.CRITIC_SYSTEM,
134
+ output_config: { effort: process.env.VISUAL_QA_CRITIC_EFFORT ?? 'low', format: { type: 'json_schema', schema: SCHEMA } },
135
+ messages: [{ role: 'user', content }],
136
+ });
137
+ const usage = res.usage;
138
+ const costUsd = typeof usage.cost === 'number' ? usage.cost : (usage.input_tokens * 4 + usage.output_tokens * 20) / 1e6;
139
+ if (res.stop_reason === 'refusal')
140
+ return { ...failAll(input, c.model, c.provider, 'critic refused the request', t0), usage: { inputTokens: usage.input_tokens, outputTokens: usage.output_tokens, costUsd } };
141
+ const text = res.content.map((b) => (b.type === 'text' ? b.text : '')).join('');
142
+ let parsed;
143
+ try {
144
+ parsed = JSON.parse(text);
145
+ }
146
+ catch {
147
+ return { ...failAll(input, c.model, c.provider, `critic answer was not valid JSON (stop_reason ${res.stop_reason})`, t0), usage: { inputTokens: usage.input_tokens, outputTokens: usage.output_tokens, costUsd } };
148
+ }
149
+ // Fail closed on omissions and on cannot_judge; keep the model's reasons.
150
+ const byId = new Map(parsed.checks.map((k) => [k.id, k]));
151
+ const checks = checklist.map((k) => {
152
+ const got = byId.get(k.id);
153
+ if (!got)
154
+ return { id: k.id, verdict: 'fail', reason: 'critic did not answer this check' };
155
+ // `location` is required by the schema; absent reads as null, present-but-malformed fails the check (as the server does)
156
+ if (got.location !== undefined && got.location !== null) {
157
+ const loc = parseCriticLocation(got.location);
158
+ if (!loc)
159
+ return { id: k.id, verdict: 'fail', reason: `critic answered with a malformed location: ${got.reason}` };
160
+ return { id: got.id, verdict: got.verdict, reason: got.reason, location: loc };
161
+ }
162
+ return { id: got.id, verdict: got.verdict, reason: got.reason, location: null };
163
+ });
164
+ const allPass = checks.every((k) => k.verdict === 'pass');
165
+ return {
166
+ model: c.model,
167
+ provider: c.provider,
168
+ checks,
169
+ overall: allPass && parsed.overall === 'pass' ? 'pass' : 'fail',
170
+ summary: parsed.summary,
171
+ usage: { inputTokens: usage.input_tokens, outputTokens: usage.output_tokens, costUsd: +costUsd.toFixed(4) },
172
+ durationMs: Date.now() - t0,
173
+ };
174
+ }
175
+ catch (error) {
176
+ return failAll(input, c.model, c.provider, `critic call failed: ${String(error?.message ?? error).slice(0, 300)}`, t0);
177
+ }
178
+ }
179
+ //# sourceMappingURL=critic.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,10 @@
1
+ /**
2
+ * Collects every three.js AnimationMixer the page creates (its constructor assigns `_actionsByClip`), the same
3
+ * Object.prototype-setter trick browser.ts uses for scenes and cameras. Installed as an extra init script.
4
+ */
5
+ export declare const MIXER_HOOK = "(() => {\n if (globalThis.__vqeMixers) return;\n const list = []; globalThis.__vqeMixers = list;\n try {\n Object.defineProperty(Object.prototype, '_actionsByClip', {\n configurable: true, enumerable: false,\n set(v) {\n try { Object.defineProperty(this, '_actionsByClip', { value: v, writable: true, configurable: true, enumerable: true }); } catch (e) {}\n if (this && typeof this.clipAction === 'function' && !list.includes(this)) list.push(this);\n },\n get() { return undefined; },\n });\n } catch (e) {}\n})();";
6
+ /**
7
+ * Installs `globalThis.__vqe` in the frame. Requires INSTALL_SCENE_STATS (commonAsserts.ts) and INSTALL_VIEWER_PAGE
8
+ * (viewerPage.ts) to be installed first.
9
+ */
10
+ export declare const INSTALL_EMOTE_PAGE = "globalThis.__vqe = (function () {\n const r4 = (v) => Math.round(v * 10000) / 10000;\n const fresh = () => ({ mixer: null, action: null, root: null, meshes: [], restPts: null, restBox: null, restHeight: 0, ptsAt0: null, duration: 0 });\n /** One state per performer: 'main' (the viewer's body) and 'partner' (the companion body of a two-person emote). */\n const T = {};\n let S = fresh();\n function use(key) { if (!T[key]) return false; S = T[key]; return true; }\n const scene = () => (globalThis.__vqa && globalThis.__vqa.scene) || null;\n const chainVisible = (o) => { for (let p = o; p; p = p.parent) if (p.visible === false) return false; return true; };\n const isUnder = (o, root) => { for (let p = o; p; p = p.parent) if (p === root) return true; return false; };\n\n /** Every mixer's actions, for the facts. */\n function inventory() {\n const out = [];\n for (const m of (globalThis.__vqeMixers || [])) {\n const root = m.getRoot && m.getRoot();\n let skinned = 0; if (root && root.traverse) root.traverse((o) => { if (o.isSkinnedMesh) skinned++; });\n const acts = [];\n for (const a of (m._actions || [])) {\n const c = a.getClip();\n acts.push({ name: c.name, duration: r4(c.duration), tracks: c.tracks.length, weight: r4(a.getEffectiveWeight()), enabled: a.enabled, paused: a.paused, running: a.isRunning(), time: r4(a.time), loop: a.loop });\n }\n out.push({ root: root ? (root.name || root.type) : null, skinned, timeScale: m.timeScale, actions: acts });\n }\n return out;\n }\n\n /**\n * Find the action playing the pinned clip: same duration (\u00B10.05 s) and, when several match, the same name, then the\n * most tracks. Remembers the mixer, the action and the avatar root it drives.\n */\n function locate(name, duration, key, notMixer) {\n let best = null;\n const taken = new Set(Object.values(T).map((t) => t.mixer));\n for (const m of (globalThis.__vqeMixers || [])) {\n if (taken.has(m) && !(T[key] && T[key].mixer === m)) continue;\n for (const a of (m._actions || [])) {\n const c = a.getClip();\n if (Math.abs(c.duration - duration) > 0.05) continue;\n const score = (c.name === name ? 1000 : 0) + c.tracks.length;\n if (!best || score > best.score) best = { m, a, score };\n }\n }\n if (!best) return null;\n key = key || 'main';\n S = T[key] = fresh();\n S.duration = best.a.getClip().duration;\n S.mixer = best.m; S.action = best.a; S.root = best.m.getRoot();\n S.meshes = []; S.root.traverse((o) => { if (o.isSkinnedMesh && o.geometry) S.meshes.push(o); });\n return { clip: best.a.getClip().name, duration: r4(best.a.getClip().duration), tracks: best.a.getClip().tracks.length, skinnedMeshes: S.meshes.length, root: S.root.name || S.root.type };\n }\n\n /** How many of the clip's tracks resolved to a node of the avatar (an unresolved track animates nothing). */\n function binding() {\n const a = S.action; if (!a) return null;\n const clip = a.getClip();\n const pms = a._propertyBindings || [];\n let bound = 0; const unbound = [];\n for (let i = 0; i < pms.length; i++) {\n const b = pms[i] && pms[i].binding;\n if (b && b.node) bound++; else if (unbound.length < 12) unbound.push(clip.tracks[i] ? clip.tracks[i].name : String(i));\n }\n // Track data must be finite: a NaN/Infinity key explodes the skin the moment it is sampled.\n let nonFinite = 0; let quatOff = 0; let maxPos = 0;\n for (const t of clip.tracks) {\n const v = t.values; let bad = false;\n for (let i = 0; i < v.length; i++) { if (!Number.isFinite(v[i])) { bad = true; break; } }\n if (bad) { nonFinite++; continue; }\n if (/\\.quaternion$/.test(t.name)) {\n for (let i = 0; i + 3 < v.length; i += 4) { const l = Math.hypot(v[i], v[i + 1], v[i + 2], v[i + 3]); if (Math.abs(l - 1) > 0.05) { quatOff++; break; } }\n } else if (/\\.position$/.test(t.name)) {\n for (let i = 0; i < v.length; i++) maxPos = Math.max(maxPos, Math.abs(v[i]));\n }\n }\n return { tracks: clip.tracks.length, bindings: pms.length, bound, unbound, nonFiniteTracks: nonFinite, unnormalisedQuatTracks: quatOff, maxPositionKey: r4(maxPos) };\n }\n\n const meshRef = (m) => {\n const g = m.geometry; const pos = g.attributes.position; const idx = g.index ? g.index.array : null;\n const n = idx ? idx.length : pos.count;\n const start = (g.drawRange && g.drawRange.start) || 0;\n const count = Math.min(n - start, (g.drawRange && Number.isFinite(g.drawRange.count)) ? g.drawRange.count : n);\n const used = new Set();\n if (idx) { for (let k = start; k < start + count; k++) used.add(idx[k]); } else { for (let k = start; k < start + count; k++) used.add(k); }\n return { m, pos, used: [...used].sort((a, b) => a - b) };\n };\n\n /** Fixed-index sample of the drawn vertices (world space). skinned=true applies the CURRENT pose; false = bind pose. */\n function samplePoints(maxPoints, skinned) {\n const refs = S.meshes.filter(chainVisible).map(meshRef);\n let total = 0; for (const r of refs) total += r.used.length;\n const step = Math.max(1, Math.ceil(total / maxPoints));\n const out = []; let nonFinite = 0;\n for (const { m, pos, used } of refs) {\n const e = m.matrixWorld.elements;\n const tmp = new (m.position.constructor)();\n for (let j = 0; j < used.length; j += step) {\n const i = used[j];\n let x, y, z;\n if (skinned) { m.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); }\n if (!Number.isFinite(x) || !Number.isFinite(y) || !Number.isFinite(z)) { nonFinite++; out.push(NaN, NaN, NaN); continue; }\n out.push(e[0] * x + e[4] * y + e[8] * z + e[12], e[1] * x + e[5] * y + e[9] * z + e[13], e[2] * x + e[6] * y + e[10] * z + e[14]);\n }\n }\n return { pts: out, nonFinite };\n }\n const boxOf = (pts) => {\n const mn = [Infinity, Infinity, Infinity], mx = [-Infinity, -Infinity, -Infinity];\n for (let i = 0; i + 2 < pts.length; i += 3) for (let k = 0; k < 3; k++) { const v = pts[i + k]; if (!Number.isFinite(v)) continue; if (v < mn[k]) mn[k] = v; if (v > mx[k]) mx[k] = v; }\n if (mn[0] > mx[0]) return null;\n return { min: mn.map(r4), max: mx.map(r4), size: mx.map((v, k) => r4(v - mn[k])) };\n };\n\n /** The avatar's own bind pose: bounds of the geometry as authored, the reference every pose is judged against. */\n function rest() {\n const s = scene(); if (s) s.updateMatrixWorld(true);\n const { pts } = samplePoints(5000, false);\n S.restPts = pts; S.restBox = boxOf(pts);\n S.restHeight = S.restBox ? Math.max(S.restBox.size[1], 1e-6) : 0;\n return { box: S.restBox, height: S.restHeight, skeletonBones: (S.meshes[0] && S.meshes[0].skeleton ? S.meshes[0].skeleton.bones.length : 0) };\n }\n\n /** Freeze the page's clock: every mixer stops; on each performer only the pinned clip's action stays on, paused at its own time. */\n function freeze() {\n for (const m of (globalThis.__vqeMixers || [])) m.timeScale = 0;\n for (const key of Object.keys(T)) {\n const m = T[key].mixer, a = T[key].action;\n for (const o of (m._actions || [])) { if (o !== a) { o.enabled = false; } }\n a.enabled = true; a.setEffectiveWeight(1); a.setEffectiveTimeScale(1); a.paused = true;\n }\n return Object.keys(T);\n }\n\n /** Seek every performer to the same FRACTION of its own clip (no measuring): what a frame shows. */\n function seekAll(f) {\n for (const key of Object.keys(T)) { const t = T[key]; t.action.time = f * t.duration; t.mixer.update(0); }\n const s = scene(); if (s) s.updateMatrixWorld(true);\n for (const key of Object.keys(T)) for (const mesh of T[key].meshes) if (mesh.skeleton) mesh.skeleton.update();\n return true;\n }\n\n /** Bone names of the performer's skeleton. */\n function boneNames() { const out = []; for (const m of S.meshes) if (m.skeleton) for (const b of m.skeleton.bones) if (b && b.name && !out.includes(b.name)) out.push(b.name); return out; }\n\n /** Rotation (degrees) of bone skinning transform i against bind: angle of bindMatrixInverse * (bone.matrixWorld * boneInverse) * bindMatrix. */\n function skinAngles() {\n const out = []; const s = scene(); if (s) s.updateMatrixWorld(true);\n for (const m of S.meshes) {\n const sk = m.skeleton; if (!sk) continue;\n const M4 = m.matrixWorld.constructor; const Q = m.quaternion.constructor; const V = m.position.constructor;\n const bi = m.bindMatrixInverse, bm = m.bindMatrix;\n const q = new Q(), p = new V(), sc = new V(); const t = new M4();\n for (let i = 0; i < sk.bones.length; i++) {\n const bone = sk.bones[i]; if (!bone || !sk.boneInverses[i]) continue;\n t.multiplyMatrices(bone.matrixWorld, sk.boneInverses[i]); t.premultiply(bi); t.multiply(bm);\n t.decompose(p, q, sc);\n const w = Math.min(1, Math.abs(q.w));\n const ang = 2 * Math.acos(w) * 180 / Math.PI;\n out.push({ bone: bone.name, deg: Number.isFinite(ang) ? ang : NaN, move: Math.hypot(p.x, p.y, p.z) });\n }\n }\n return out;\n }\n\n /** Seek the clip to t seconds and measure the avatar as drawn. */\n function poseAt(t) {\n const m = S.mixer, a = S.action; if (!m || !a) return null;\n a.time = t; m.update(0);\n const s = scene(); if (s) s.updateMatrixWorld(true);\n for (const mesh of S.meshes) if (mesh.skeleton) { mesh.skeleton.update(); }\n const { pts, nonFinite } = samplePoints(5000, true);\n const box = boxOf(pts);\n let maxMove = 0; let sumMove = 0; let nMove = 0;\n if (S.ptsAt0 && S.ptsAt0.length === pts.length) {\n for (let i = 0; i + 2 < pts.length; i += 3) {\n const d = Math.hypot(pts[i] - S.ptsAt0[i], pts[i + 1] - S.ptsAt0[i + 1], pts[i + 2] - S.ptsAt0[i + 2]);\n if (Number.isFinite(d)) { if (d > maxMove) maxMove = d; sumMove += d; nMove++; }\n }\n }\n // Farthest drawn vertex from the avatar's own hips-height centre: an exploded skin throws vertices metres away.\n const cx = S.restBox ? (S.restBox.min[0] + S.restBox.max[0]) / 2 : 0, cz = S.restBox ? (S.restBox.min[2] + S.restBox.max[2]) / 2 : 0;\n let far = 0; for (let i = 0; i + 2 < pts.length; i += 3) { const d = Math.hypot(pts[i] - cx, pts[i + 2] - cz); if (Number.isFinite(d) && d > far) far = d; }\n // Vertex-versus-rest displacement (bind pose) \u2014 how far the pose is from the T/A-pose it started as.\n let restDisp = 0; let restSum = 0; let restN = 0;\n if (S.restPts && S.restPts.length === pts.length) {\n for (let i = 0; i + 2 < pts.length; i += 3) {\n const d = Math.hypot(pts[i] - S.restPts[i], pts[i + 1] - S.restPts[i + 1], pts[i + 2] - S.restPts[i + 2]);\n if (Number.isFinite(d)) { if (d > restDisp) restDisp = d; restSum += d; restN++; }\n }\n }\n const angs = skinAngles().map((x) => x.deg).filter(Number.isFinite).sort((x, y) => x - y);\n const q = (f) => angs.length ? angs[Math.min(angs.length - 1, Math.floor(f * angs.length))] : 0;\n return { t: r4(t), box, nonFinite, maxMoveFromStart: r4(maxMove), meanMoveFromStart: r4(nMove ? sumMove / nMove : 0),\n maxFromRest: r4(restDisp), meanFromRest: r4(restN ? restSum / restN : 0), farHorizontal: r4(far),\n bones: angs.length, angleP50: r4(q(0.5)), angleP90: r4(q(0.9)), angleMax: r4(angs.length ? angs[angs.length - 1] : 0) };\n }\n\n /** Remember the pose at t = 0 as the reference for \"how far has it moved\". */\n function mark0() { const p = poseAt(0); S.ptsAt0 = samplePoints(5000, true).pts; return p; }\n\n /** Skinned-mesh stats of the avatar as it stands now (materials, textures, drawn bounds) for the shared asserts. */\n function avatarStats() {\n const s = scene(); if (s) s.updateMatrixWorld(true);\n const list = S.meshes.filter(chainVisible);\n const fake = { updateMatrixWorld() {}, traverse(cb) { for (const m of list) cb(m); } };\n return globalThis.__vqaStats(fake);\n }\n\n /** The page's own \"clip could not be applied\" banner and \"animation unavailable\" states. */\n function pageNotices() {\n const t = (document.body && document.body.innerText) || '';\n return { shownStatic: /Shown static/i.test(t), unavailable: /Animation unavailable/i.test(t), loading: /Loading animation/i.test(t) };\n }\n\n return { inventory, locate, use, boneNames, seekAll, binding, rest, freeze, poseAt, mark0, avatarStats, pageNotices,\n meshCount: () => S.meshes.length, root: () => (S.root ? (S.root.name || S.root.type) : null) };\n})();";
@@ -0,0 +1,249 @@
1
+ "use strict";
2
+ // Page-side helpers for the animation (emote) route. Plain JS strings: the CLI compiles without the DOM lib, and these
3
+ // run inside the website's own item-page viewer, where a three.js AnimationMixer plays the emote clip on an avatar.
4
+ //
5
+ // Nothing here changes what the page draws except TIME: the route freezes the mixer and seeks the clip to exact times,
6
+ // so frames and measurements are taken at the clip's start / 25 / 50 / 75 % / end, not at whatever the wall clock says.
7
+ // The numbers come from the live skeleton and the skinned vertices as drawn.
8
+ Object.defineProperty(exports, "__esModule", { value: true });
9
+ exports.INSTALL_EMOTE_PAGE = exports.MIXER_HOOK = void 0;
10
+ /**
11
+ * Collects every three.js AnimationMixer the page creates (its constructor assigns `_actionsByClip`), the same
12
+ * Object.prototype-setter trick browser.ts uses for scenes and cameras. Installed as an extra init script.
13
+ */
14
+ exports.MIXER_HOOK = `(() => {
15
+ if (globalThis.__vqeMixers) return;
16
+ const list = []; globalThis.__vqeMixers = list;
17
+ try {
18
+ Object.defineProperty(Object.prototype, '_actionsByClip', {
19
+ configurable: true, enumerable: false,
20
+ set(v) {
21
+ try { Object.defineProperty(this, '_actionsByClip', { value: v, writable: true, configurable: true, enumerable: true }); } catch (e) {}
22
+ if (this && typeof this.clipAction === 'function' && !list.includes(this)) list.push(this);
23
+ },
24
+ get() { return undefined; },
25
+ });
26
+ } catch (e) {}
27
+ })();`;
28
+ /**
29
+ * Installs `globalThis.__vqe` in the frame. Requires INSTALL_SCENE_STATS (commonAsserts.ts) and INSTALL_VIEWER_PAGE
30
+ * (viewerPage.ts) to be installed first.
31
+ */
32
+ exports.INSTALL_EMOTE_PAGE = `globalThis.__vqe = (function () {
33
+ const r4 = (v) => Math.round(v * 10000) / 10000;
34
+ const fresh = () => ({ mixer: null, action: null, root: null, meshes: [], restPts: null, restBox: null, restHeight: 0, ptsAt0: null, duration: 0 });
35
+ /** One state per performer: 'main' (the viewer's body) and 'partner' (the companion body of a two-person emote). */
36
+ const T = {};
37
+ let S = fresh();
38
+ function use(key) { if (!T[key]) return false; S = T[key]; return true; }
39
+ const scene = () => (globalThis.__vqa && globalThis.__vqa.scene) || null;
40
+ const chainVisible = (o) => { for (let p = o; p; p = p.parent) if (p.visible === false) return false; return true; };
41
+ const isUnder = (o, root) => { for (let p = o; p; p = p.parent) if (p === root) return true; return false; };
42
+
43
+ /** Every mixer's actions, for the facts. */
44
+ function inventory() {
45
+ const out = [];
46
+ for (const m of (globalThis.__vqeMixers || [])) {
47
+ const root = m.getRoot && m.getRoot();
48
+ let skinned = 0; if (root && root.traverse) root.traverse((o) => { if (o.isSkinnedMesh) skinned++; });
49
+ const acts = [];
50
+ for (const a of (m._actions || [])) {
51
+ const c = a.getClip();
52
+ acts.push({ name: c.name, duration: r4(c.duration), tracks: c.tracks.length, weight: r4(a.getEffectiveWeight()), enabled: a.enabled, paused: a.paused, running: a.isRunning(), time: r4(a.time), loop: a.loop });
53
+ }
54
+ out.push({ root: root ? (root.name || root.type) : null, skinned, timeScale: m.timeScale, actions: acts });
55
+ }
56
+ return out;
57
+ }
58
+
59
+ /**
60
+ * Find the action playing the pinned clip: same duration (±0.05 s) and, when several match, the same name, then the
61
+ * most tracks. Remembers the mixer, the action and the avatar root it drives.
62
+ */
63
+ function locate(name, duration, key, notMixer) {
64
+ let best = null;
65
+ const taken = new Set(Object.values(T).map((t) => t.mixer));
66
+ for (const m of (globalThis.__vqeMixers || [])) {
67
+ if (taken.has(m) && !(T[key] && T[key].mixer === m)) continue;
68
+ for (const a of (m._actions || [])) {
69
+ const c = a.getClip();
70
+ if (Math.abs(c.duration - duration) > 0.05) continue;
71
+ const score = (c.name === name ? 1000 : 0) + c.tracks.length;
72
+ if (!best || score > best.score) best = { m, a, score };
73
+ }
74
+ }
75
+ if (!best) return null;
76
+ key = key || 'main';
77
+ S = T[key] = fresh();
78
+ S.duration = best.a.getClip().duration;
79
+ S.mixer = best.m; S.action = best.a; S.root = best.m.getRoot();
80
+ S.meshes = []; S.root.traverse((o) => { if (o.isSkinnedMesh && o.geometry) S.meshes.push(o); });
81
+ return { clip: best.a.getClip().name, duration: r4(best.a.getClip().duration), tracks: best.a.getClip().tracks.length, skinnedMeshes: S.meshes.length, root: S.root.name || S.root.type };
82
+ }
83
+
84
+ /** How many of the clip's tracks resolved to a node of the avatar (an unresolved track animates nothing). */
85
+ function binding() {
86
+ const a = S.action; if (!a) return null;
87
+ const clip = a.getClip();
88
+ const pms = a._propertyBindings || [];
89
+ let bound = 0; const unbound = [];
90
+ for (let i = 0; i < pms.length; i++) {
91
+ const b = pms[i] && pms[i].binding;
92
+ if (b && b.node) bound++; else if (unbound.length < 12) unbound.push(clip.tracks[i] ? clip.tracks[i].name : String(i));
93
+ }
94
+ // Track data must be finite: a NaN/Infinity key explodes the skin the moment it is sampled.
95
+ let nonFinite = 0; let quatOff = 0; let maxPos = 0;
96
+ for (const t of clip.tracks) {
97
+ const v = t.values; let bad = false;
98
+ for (let i = 0; i < v.length; i++) { if (!Number.isFinite(v[i])) { bad = true; break; } }
99
+ if (bad) { nonFinite++; continue; }
100
+ if (/\\.quaternion$/.test(t.name)) {
101
+ for (let i = 0; i + 3 < v.length; i += 4) { const l = Math.hypot(v[i], v[i + 1], v[i + 2], v[i + 3]); if (Math.abs(l - 1) > 0.05) { quatOff++; break; } }
102
+ } else if (/\\.position$/.test(t.name)) {
103
+ for (let i = 0; i < v.length; i++) maxPos = Math.max(maxPos, Math.abs(v[i]));
104
+ }
105
+ }
106
+ return { tracks: clip.tracks.length, bindings: pms.length, bound, unbound, nonFiniteTracks: nonFinite, unnormalisedQuatTracks: quatOff, maxPositionKey: r4(maxPos) };
107
+ }
108
+
109
+ const meshRef = (m) => {
110
+ const g = m.geometry; const pos = g.attributes.position; const idx = g.index ? g.index.array : null;
111
+ const n = idx ? idx.length : pos.count;
112
+ const start = (g.drawRange && g.drawRange.start) || 0;
113
+ const count = Math.min(n - start, (g.drawRange && Number.isFinite(g.drawRange.count)) ? g.drawRange.count : n);
114
+ const used = new Set();
115
+ if (idx) { for (let k = start; k < start + count; k++) used.add(idx[k]); } else { for (let k = start; k < start + count; k++) used.add(k); }
116
+ return { m, pos, used: [...used].sort((a, b) => a - b) };
117
+ };
118
+
119
+ /** Fixed-index sample of the drawn vertices (world space). skinned=true applies the CURRENT pose; false = bind pose. */
120
+ function samplePoints(maxPoints, skinned) {
121
+ const refs = S.meshes.filter(chainVisible).map(meshRef);
122
+ let total = 0; for (const r of refs) total += r.used.length;
123
+ const step = Math.max(1, Math.ceil(total / maxPoints));
124
+ const out = []; let nonFinite = 0;
125
+ for (const { m, pos, used } of refs) {
126
+ const e = m.matrixWorld.elements;
127
+ const tmp = new (m.position.constructor)();
128
+ for (let j = 0; j < used.length; j += step) {
129
+ const i = used[j];
130
+ let x, y, z;
131
+ if (skinned) { m.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); }
132
+ if (!Number.isFinite(x) || !Number.isFinite(y) || !Number.isFinite(z)) { nonFinite++; out.push(NaN, NaN, NaN); continue; }
133
+ out.push(e[0] * x + e[4] * y + e[8] * z + e[12], e[1] * x + e[5] * y + e[9] * z + e[13], e[2] * x + e[6] * y + e[10] * z + e[14]);
134
+ }
135
+ }
136
+ return { pts: out, nonFinite };
137
+ }
138
+ const boxOf = (pts) => {
139
+ const mn = [Infinity, Infinity, Infinity], mx = [-Infinity, -Infinity, -Infinity];
140
+ for (let i = 0; i + 2 < pts.length; i += 3) for (let k = 0; k < 3; k++) { const v = pts[i + k]; if (!Number.isFinite(v)) continue; if (v < mn[k]) mn[k] = v; if (v > mx[k]) mx[k] = v; }
141
+ if (mn[0] > mx[0]) return null;
142
+ return { min: mn.map(r4), max: mx.map(r4), size: mx.map((v, k) => r4(v - mn[k])) };
143
+ };
144
+
145
+ /** The avatar's own bind pose: bounds of the geometry as authored, the reference every pose is judged against. */
146
+ function rest() {
147
+ const s = scene(); if (s) s.updateMatrixWorld(true);
148
+ const { pts } = samplePoints(5000, false);
149
+ S.restPts = pts; S.restBox = boxOf(pts);
150
+ S.restHeight = S.restBox ? Math.max(S.restBox.size[1], 1e-6) : 0;
151
+ return { box: S.restBox, height: S.restHeight, skeletonBones: (S.meshes[0] && S.meshes[0].skeleton ? S.meshes[0].skeleton.bones.length : 0) };
152
+ }
153
+
154
+ /** Freeze the page's clock: every mixer stops; on each performer only the pinned clip's action stays on, paused at its own time. */
155
+ function freeze() {
156
+ for (const m of (globalThis.__vqeMixers || [])) m.timeScale = 0;
157
+ for (const key of Object.keys(T)) {
158
+ const m = T[key].mixer, a = T[key].action;
159
+ for (const o of (m._actions || [])) { if (o !== a) { o.enabled = false; } }
160
+ a.enabled = true; a.setEffectiveWeight(1); a.setEffectiveTimeScale(1); a.paused = true;
161
+ }
162
+ return Object.keys(T);
163
+ }
164
+
165
+ /** Seek every performer to the same FRACTION of its own clip (no measuring): what a frame shows. */
166
+ function seekAll(f) {
167
+ for (const key of Object.keys(T)) { const t = T[key]; t.action.time = f * t.duration; t.mixer.update(0); }
168
+ const s = scene(); if (s) s.updateMatrixWorld(true);
169
+ for (const key of Object.keys(T)) for (const mesh of T[key].meshes) if (mesh.skeleton) mesh.skeleton.update();
170
+ return true;
171
+ }
172
+
173
+ /** Bone names of the performer's skeleton. */
174
+ function boneNames() { const out = []; for (const m of S.meshes) if (m.skeleton) for (const b of m.skeleton.bones) if (b && b.name && !out.includes(b.name)) out.push(b.name); return out; }
175
+
176
+ /** Rotation (degrees) of bone skinning transform i against bind: angle of bindMatrixInverse * (bone.matrixWorld * boneInverse) * bindMatrix. */
177
+ function skinAngles() {
178
+ const out = []; const s = scene(); if (s) s.updateMatrixWorld(true);
179
+ for (const m of S.meshes) {
180
+ const sk = m.skeleton; if (!sk) continue;
181
+ const M4 = m.matrixWorld.constructor; const Q = m.quaternion.constructor; const V = m.position.constructor;
182
+ const bi = m.bindMatrixInverse, bm = m.bindMatrix;
183
+ const q = new Q(), p = new V(), sc = new V(); const t = new M4();
184
+ for (let i = 0; i < sk.bones.length; i++) {
185
+ const bone = sk.bones[i]; if (!bone || !sk.boneInverses[i]) continue;
186
+ t.multiplyMatrices(bone.matrixWorld, sk.boneInverses[i]); t.premultiply(bi); t.multiply(bm);
187
+ t.decompose(p, q, sc);
188
+ const w = Math.min(1, Math.abs(q.w));
189
+ const ang = 2 * Math.acos(w) * 180 / Math.PI;
190
+ out.push({ bone: bone.name, deg: Number.isFinite(ang) ? ang : NaN, move: Math.hypot(p.x, p.y, p.z) });
191
+ }
192
+ }
193
+ return out;
194
+ }
195
+
196
+ /** Seek the clip to t seconds and measure the avatar as drawn. */
197
+ function poseAt(t) {
198
+ const m = S.mixer, a = S.action; if (!m || !a) return null;
199
+ a.time = t; m.update(0);
200
+ const s = scene(); if (s) s.updateMatrixWorld(true);
201
+ for (const mesh of S.meshes) if (mesh.skeleton) { mesh.skeleton.update(); }
202
+ const { pts, nonFinite } = samplePoints(5000, true);
203
+ const box = boxOf(pts);
204
+ let maxMove = 0; let sumMove = 0; let nMove = 0;
205
+ if (S.ptsAt0 && S.ptsAt0.length === pts.length) {
206
+ for (let i = 0; i + 2 < pts.length; i += 3) {
207
+ const d = Math.hypot(pts[i] - S.ptsAt0[i], pts[i + 1] - S.ptsAt0[i + 1], pts[i + 2] - S.ptsAt0[i + 2]);
208
+ if (Number.isFinite(d)) { if (d > maxMove) maxMove = d; sumMove += d; nMove++; }
209
+ }
210
+ }
211
+ // Farthest drawn vertex from the avatar's own hips-height centre: an exploded skin throws vertices metres away.
212
+ const cx = S.restBox ? (S.restBox.min[0] + S.restBox.max[0]) / 2 : 0, cz = S.restBox ? (S.restBox.min[2] + S.restBox.max[2]) / 2 : 0;
213
+ let far = 0; for (let i = 0; i + 2 < pts.length; i += 3) { const d = Math.hypot(pts[i] - cx, pts[i + 2] - cz); if (Number.isFinite(d) && d > far) far = d; }
214
+ // Vertex-versus-rest displacement (bind pose) — how far the pose is from the T/A-pose it started as.
215
+ let restDisp = 0; let restSum = 0; let restN = 0;
216
+ if (S.restPts && S.restPts.length === pts.length) {
217
+ for (let i = 0; i + 2 < pts.length; i += 3) {
218
+ const d = Math.hypot(pts[i] - S.restPts[i], pts[i + 1] - S.restPts[i + 1], pts[i + 2] - S.restPts[i + 2]);
219
+ if (Number.isFinite(d)) { if (d > restDisp) restDisp = d; restSum += d; restN++; }
220
+ }
221
+ }
222
+ const angs = skinAngles().map((x) => x.deg).filter(Number.isFinite).sort((x, y) => x - y);
223
+ const q = (f) => angs.length ? angs[Math.min(angs.length - 1, Math.floor(f * angs.length))] : 0;
224
+ return { t: r4(t), box, nonFinite, maxMoveFromStart: r4(maxMove), meanMoveFromStart: r4(nMove ? sumMove / nMove : 0),
225
+ maxFromRest: r4(restDisp), meanFromRest: r4(restN ? restSum / restN : 0), farHorizontal: r4(far),
226
+ bones: angs.length, angleP50: r4(q(0.5)), angleP90: r4(q(0.9)), angleMax: r4(angs.length ? angs[angs.length - 1] : 0) };
227
+ }
228
+
229
+ /** Remember the pose at t = 0 as the reference for "how far has it moved". */
230
+ function mark0() { const p = poseAt(0); S.ptsAt0 = samplePoints(5000, true).pts; return p; }
231
+
232
+ /** Skinned-mesh stats of the avatar as it stands now (materials, textures, drawn bounds) for the shared asserts. */
233
+ function avatarStats() {
234
+ const s = scene(); if (s) s.updateMatrixWorld(true);
235
+ const list = S.meshes.filter(chainVisible);
236
+ const fake = { updateMatrixWorld() {}, traverse(cb) { for (const m of list) cb(m); } };
237
+ return globalThis.__vqaStats(fake);
238
+ }
239
+
240
+ /** The page's own "clip could not be applied" banner and "animation unavailable" states. */
241
+ function pageNotices() {
242
+ const t = (document.body && document.body.innerText) || '';
243
+ return { shownStatic: /Shown static/i.test(t), unavailable: /Animation unavailable/i.test(t), loading: /Loading animation/i.test(t) };
244
+ }
245
+
246
+ return { inventory, locate, use, boneNames, seekAll, binding, rest, freeze, poseAt, mark0, avatarStats, pageNotices,
247
+ meshCount: () => S.meshes.length, root: () => (S.root ? (S.root.name || S.root.type) : null) };
248
+ })();`;
249
+ //# sourceMappingURL=emotePage.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"emotePage.js","sourceRoot":"","sources":["../../src/visualQa/emotePage.ts"],"names":[],"mappings":";AAAA,uHAAuH;AACvH,oHAAoH;AACpH,EAAE;AACF,uHAAuH;AACvH,wHAAwH;AACxH,6EAA6E;;;AAE7E;;;GAGG;AACU,QAAA,UAAU,GAAG;;;;;;;;;;;;;MAapB,CAAC;AAEP;;;GAGG;AACU,QAAA,kBAAkB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;MAwN5B,CAAC"}
@@ -0,0 +1,74 @@
1
+ import type { Vec3 } from './vehicleMath';
2
+ export interface Overlay {
3
+ polys: Array<{
4
+ pts: Vec3[];
5
+ fill: string;
6
+ opacity: number;
7
+ stroke?: string;
8
+ }>;
9
+ lines: Array<{
10
+ pts: Vec3[];
11
+ stroke: string;
12
+ width: number;
13
+ }>;
14
+ dots: Array<{
15
+ p: Vec3;
16
+ r: number;
17
+ fill: string;
18
+ }>;
19
+ legend: Array<{
20
+ colour: string;
21
+ text: string;
22
+ }>;
23
+ }
24
+ export declare const emptyOverlay: () => Overlay;
25
+ /** Penetration: the cluster's points red over the clashing mesh's triangles within `reach` of the clash, translucent cyan. */
26
+ export declare function penetrationOverlay(points: Vec3[], centroid: Vec3, cabin: {
27
+ tris: ArrayLike<number>;
28
+ mesh: ArrayLike<number>;
29
+ names: string[];
30
+ } | null, meshName: string | null, legend: {
31
+ body: string;
32
+ mesh: string;
33
+ }, reach?: number, maxTris?: number): Overlay;
34
+ /**
35
+ * Wheel cross-section: the tyre circle at its centre plane, the body's section in the plane across the tread where it
36
+ * reaches deepest into the tyre, and, per 2 degree sector, the part of the tyre the body reaches into in ANY of five
37
+ * planes across the tread (the arch lip intrudes at the outer shoulder, not at the centre plane), filled red: from the
38
+ * body's innermost point (outside the rim barrel) out to the tyre's radius. Returns the overlay and the deepest intrusion.
39
+ */
40
+ export declare function wheelSectionOverlay(centre: Vec3, axle: Vec3, radius: number, bodyTris: ArrayLike<number>, hubZoneFraction?: number, legend?: {
41
+ tyre: string;
42
+ body: string;
43
+ overlap: string;
44
+ }, width?: number): {
45
+ overlay: Overlay;
46
+ maxIntrusionM: number;
47
+ sectors: number;
48
+ };
49
+ /** Every 3D point an overlay needs projected, flat, in a fixed order (see `renderOverlay`). */
50
+ export declare function overlayPoints(o: Overlay): number[];
51
+ export interface Projection {
52
+ /** NDC x, y, z per overlay point, in `overlayPoints` order. */
53
+ ndc: number[];
54
+ /** The canvas rect inside its frame, and the frame's offset in the page (CSS px). */
55
+ rect: {
56
+ left: number;
57
+ top: number;
58
+ width: number;
59
+ height: number;
60
+ };
61
+ frameOffset: {
62
+ x: number;
63
+ y: number;
64
+ };
65
+ /** Captured image px per CSS px. */
66
+ scale: number;
67
+ }
68
+ /** The overlay as an SVG of the captured image's size. Points behind the camera are dropped (and polys touching them). */
69
+ export declare function overlaySvg(o: Overlay, pr: Projection, width: number, height: number): string;
70
+ /** Draw the overlay onto the captured JPEG in place. Returns how many of its points landed in front of the camera. */
71
+ export declare function annotateFrame(file: string, o: Overlay, pr: Projection): Promise<{
72
+ drawn: number;
73
+ total: number;
74
+ }>;