@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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import type { Vec3 } from './vehicleMath';
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export interface Box3 {
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min: Vec3;
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max: Vec3;
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name?: string;
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id?: string;
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}
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export declare const CLEARANCE_DEFAULTS: {
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/** Stop at least this far short of the nearest scenery (beyond the car's own bumper). */
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readonly marginM: 1.5;
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/** Braking deceleration assumed when planning a stop (the foot brake): conservative, a road car manages 7-9. */
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readonly brakeDecelMps2: 4;
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/** The coast the spin is sampled over, seconds (the route's sampleSpin window). */
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readonly coastS: 1.3;
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/**
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* Planned time from throttle release to the brake. It must cover everything that happens at speed before the coast
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* window closes: slip settling (up to slipSettleMaxS), the camera move and page round trip before sampling starts,
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* the coast itself (coastS), the page guard's 0.25 s reaction allowance, and the push a car still gets after the
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* release (measured: the F40 gained 0.4 m/s). At 1.7 s the page guard cut the coast at 0.64-0.88 s on the 993 and the
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* F40 in the test grounds (17 m of room), so spin_with_speed failed on a harness limit, not the car.
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*/
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readonly coastPlanS: 2.6;
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/** Return-to-start: close enough along the start heading. */
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readonly returnTolM: 0.5;
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/** Return-to-start: never drive faster than this, either way. */
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readonly returnMaxSpeedMps: 3;
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/** Return-to-start: give up after this long (the occupant phase still runs; the facts say how far off it ended). */
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readonly returnMaxS: 14;
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/** Exterior cameras: the near plane sits this far short of the closest point of the car (and occupant) box. */
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readonly nearMarginM: 0.05;
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/** ...and never closer than the route's usual near. */
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readonly minNearM: 0.05;
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/** A coasting car slows at a few m/s² at most (engine drag in first gear); faster than this is an impact, not a coast. */
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readonly impactDecelMps2: 8;
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/** The coast is sampled once every wheel rolls within this fraction of road speed (launch wheelspin has died away). */
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readonly slipSettledFraction: 0.06;
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/** ...waiting at most this long for it, seconds. */
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readonly slipSettleMaxS: 0.5;
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};
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/** Entry parameter of the ray `origin + t·dir` (t ≥ 0) into an axis-aligned box; 0 when the origin is inside; null on a miss. */
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export declare function rayBoxEntry(origin: Vec3, dir: Vec3, box: Box3): number | null;
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export declare const boxContains: (box: Box3, p: Vec3, pad?: number) => boolean;
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/**
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* Clear distance from a set of ray origins (the car's bumper face, at a few heights and widths, WORLD frame) along `dir`
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* (unit) to the first scenery box. A box that already contains an origin is skipped: it is the ground slab under the
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* bumper or a mesh that encloses the whole grounds, and neither stops a car. Infinity when nothing is ahead.
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*/
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export declare function clearanceAlong(origins: Vec3[], dir: Vec3, boxes: Box3[]): {
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distanceM: number;
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box: string | null;
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skipped: number;
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};
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/** Distance needed to stop from `speed` at `decel`. */
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export declare const stoppingDistance: (speedMps: number, decelMps2?: number) => number;
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/**
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* Throttle phase: release now if, coasting `coastS` at the current speed and then braking, the car would get closer
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* than `marginM` to the scenery `clearM` metres ahead of where the throttle phase began.
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*/
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export declare function shouldRelease(o: {
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travelledM: number;
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speedMps: number;
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clearM: number;
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coastS?: number;
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marginM?: number;
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brakeDecelMps2?: number;
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}): boolean;
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/** Reverse phase: stop backing up before the planned stop would come within `marginM` of what is behind. */
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export declare function shouldStopReversing(o: {
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travelledM: number;
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speedMps: number;
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clearM: number;
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wantM: number;
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marginM?: number;
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brakeDecelMps2?: number;
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}): boolean;
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export type ReturnAction = 'forward' | 'reverse' | 'brake' | 'coast' | 'done';
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/**
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* One step of the closed-loop return to the start position. `alongM` is the car's displacement from the start along
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* the start heading (positive = ahead of it), `speedMps` its forward speed (positive = moving forward).
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*/
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export declare function returnStep(o: {
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alongM: number;
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speedMps: number;
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tolM?: number;
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maxSpeedMps?: number;
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brakeDecelMps2?: number;
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}): ReturnAction;
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export declare function unionBoxes(boxes: Array<Box3 | null | undefined>): Box3 | null;
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/** Axis-aligned box of flat xyz points (an occupant's skinned vertices). */
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export declare function boxOfPoints(points: ArrayLike<number>): Box3 | null;
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/**
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* Near plane for an exterior camera (BODY frame): just short of the closest corner of `keep` (the drawn car, with its
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* occupant and any open panel) along the view direction, so everything nearer to the lens than the car — a wall the
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* camera was put behind — is clipped, and no part of the car ever is. A camera at or inside the box keeps `minNear`.
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*/
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export declare function nearPlaneClearOf(pos: Vec3, target: Vec3, keep: Box3 | null, o?: {
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marginM?: number;
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minNearM?: number;
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}): number;
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/**
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* Scenery boxes (WORLD frame) that still cross a sight line from the camera to the car after the near plane: any part of
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* the segment camera→target beyond `nearM` (measured along the segment) inside the box. A box containing a target is the
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* world the car stands in (or the ground), not an occluder, and is never reported.
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*/
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export declare function occludersOf(cam: Vec3, targets: Vec3[], boxes: Box3[], nearM?: number): Box3[];
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/** Row-major-free: a three.js `Matrix4.elements` (column-major) applied to a point. */
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export declare function applyMatrix(e: ArrayLike<number>, p: Vec3): Vec3;
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export interface CoastSample {
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t: number;
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x: number;
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z: number;
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forwardSpeed?: number;
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}
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/**
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* The spin is judged over a FREE coast. If the car hit something during the window (its physics forward speed drops faster
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* than any coast can over at least `windowMs`), only the samples before the impact are kept. Physics speed, not
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* frame-to-frame position: the physics steps at its own rate, so a render frame with no step reads as a stop.
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*/
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export declare function trimAtImpact<S extends CoastSample>(samples: S[], maxDecelMps2?: number, windowMs?: number): {
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samples: S[];
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impactAtS: number | null;
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};
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/** Worst wheel slip: |wheel surface speed − road speed| / road speed, over every wheel that reports an angular velocity. */
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export declare function worstSlip(speedMps: number, omegas: Array<number | null | undefined>, radii: number[]): number | null;
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/**
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* The radius the runtime turns a wheel with: on the v2 land solver each wheel rolls on its axle's tyre
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* (`simulation.land.tyreByAxle[min(axle, n-1)].radius`; a staggered car has a different one per axle), otherwise on the
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* wheel contact's own radius. Never one chassis-wide `wheelRadius`.
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*/
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export declare function wheelRollingRadius(contact: {
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radius: number;
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axle?: number | null;
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}, tyreByAxle?: ReadonlyArray<{
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radius?: number | null;
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} | null> | null): number;
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.stoppingDistance = exports.boxContains = exports.CLEARANCE_DEFAULTS = void 0;
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exports.rayBoxEntry = rayBoxEntry;
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exports.clearanceAlong = clearanceAlong;
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exports.shouldRelease = shouldRelease;
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exports.shouldStopReversing = shouldStopReversing;
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exports.returnStep = returnStep;
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exports.unionBoxes = unionBoxes;
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exports.boxOfPoints = boxOfPoints;
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exports.nearPlaneClearOf = nearPlaneClearOf;
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exports.occludersOf = occludersOf;
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exports.applyMatrix = applyMatrix;
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exports.trimAtImpact = trimAtImpact;
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exports.worstSlip = worstSlip;
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exports.wheelRollingRadius = wheelRollingRadius;
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const EPS = 1e-9;
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exports.CLEARANCE_DEFAULTS = {
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/** Stop at least this far short of the nearest scenery (beyond the car's own bumper). */
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marginM: 1.5,
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/** Braking deceleration assumed when planning a stop (the foot brake): conservative, a road car manages 7-9. */
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brakeDecelMps2: 4,
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/** The coast the spin is sampled over, seconds (the route's sampleSpin window). */
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coastS: 1.3,
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/**
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* Planned time from throttle release to the brake. It must cover everything that happens at speed before the coast
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27
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* window closes: slip settling (up to slipSettleMaxS), the camera move and page round trip before sampling starts,
|
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28
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* the coast itself (coastS), the page guard's 0.25 s reaction allowance, and the push a car still gets after the
|
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29
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* release (measured: the F40 gained 0.4 m/s). At 1.7 s the page guard cut the coast at 0.64-0.88 s on the 993 and the
|
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30
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* F40 in the test grounds (17 m of room), so spin_with_speed failed on a harness limit, not the car.
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*/
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coastPlanS: 2.6,
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/** Return-to-start: close enough along the start heading. */
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returnTolM: 0.5,
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/** Return-to-start: never drive faster than this, either way. */
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returnMaxSpeedMps: 3,
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/** Return-to-start: give up after this long (the occupant phase still runs; the facts say how far off it ended). */
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returnMaxS: 14,
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/** Exterior cameras: the near plane sits this far short of the closest point of the car (and occupant) box. */
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nearMarginM: 0.05,
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/** ...and never closer than the route's usual near. */
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minNearM: 0.05,
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/** A coasting car slows at a few m/s² at most (engine drag in first gear); faster than this is an impact, not a coast. */
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impactDecelMps2: 8,
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/** The coast is sampled once every wheel rolls within this fraction of road speed (launch wheelspin has died away). */
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slipSettledFraction: 0.06,
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/** ...waiting at most this long for it, seconds. */
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slipSettleMaxS: 0.5,
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};
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/** Entry parameter of the ray `origin + t·dir` (t ≥ 0) into an axis-aligned box; 0 when the origin is inside; null on a miss. */
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function rayBoxEntry(origin, dir, box) {
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let t0 = 0, t1 = Infinity;
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for (let a = 0; a < 3; a++) {
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if (Math.abs(dir[a]) < EPS) {
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if (origin[a] < box.min[a] || origin[a] > box.max[a])
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return null;
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continue;
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}
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let ta = (box.min[a] - origin[a]) / dir[a];
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let tb = (box.max[a] - origin[a]) / dir[a];
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if (ta > tb)
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[ta, tb] = [tb, ta];
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t0 = Math.max(t0, ta);
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t1 = Math.min(t1, tb);
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if (t0 > t1)
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return null;
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}
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return t0;
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}
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const boxContains = (box, p, pad = 0) => p[0] >= box.min[0] - pad && p[0] <= box.max[0] + pad && p[1] >= box.min[1] - pad && p[1] <= box.max[1] + pad && p[2] >= box.min[2] - pad && p[2] <= box.max[2] + pad;
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exports.boxContains = boxContains;
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/**
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* Clear distance from a set of ray origins (the car's bumper face, at a few heights and widths, WORLD frame) along `dir`
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* (unit) to the first scenery box. A box that already contains an origin is skipped: it is the ground slab under the
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* bumper or a mesh that encloses the whole grounds, and neither stops a car. Infinity when nothing is ahead.
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*/
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function clearanceAlong(origins, dir, boxes) {
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let best = Infinity;
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let name = null;
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let skipped = 0;
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for (const b of boxes) {
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if (origins.some((o) => (0, exports.boxContains)(b, o))) {
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skipped++;
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continue;
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}
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for (const o of origins) {
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const t = rayBoxEntry(o, dir, b);
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if (t !== null && t < best) {
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best = t;
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name = b.name ?? b.id ?? null;
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}
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}
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}
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return { distanceM: best, box: name, skipped };
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}
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/** Distance needed to stop from `speed` at `decel`. */
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const stoppingDistance = (speedMps, decelMps2 = exports.CLEARANCE_DEFAULTS.brakeDecelMps2) => (speedMps * speedMps) / (2 * Math.max(decelMps2, EPS));
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exports.stoppingDistance = stoppingDistance;
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/**
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* Throttle phase: release now if, coasting `coastS` at the current speed and then braking, the car would get closer
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101
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* than `marginM` to the scenery `clearM` metres ahead of where the throttle phase began.
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*/
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function shouldRelease(o) {
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if (!Number.isFinite(o.clearM))
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return false;
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const v = Math.max(0, o.speedMps);
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const coast = v * (o.coastS ?? exports.CLEARANCE_DEFAULTS.coastPlanS);
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return o.travelledM + coast + (0, exports.stoppingDistance)(v, o.brakeDecelMps2) >= o.clearM - (o.marginM ?? exports.CLEARANCE_DEFAULTS.marginM);
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}
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/** Reverse phase: stop backing up before the planned stop would come within `marginM` of what is behind. */
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function shouldStopReversing(o) {
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const v = Math.abs(o.speedMps);
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const budget = Math.min(o.wantM, Number.isFinite(o.clearM) ? o.clearM - (o.marginM ?? exports.CLEARANCE_DEFAULTS.marginM) : o.wantM);
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return o.travelledM + (0, exports.stoppingDistance)(v, o.brakeDecelMps2) >= budget;
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}
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/**
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* One step of the closed-loop return to the start position. `alongM` is the car's displacement from the start along
|
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118
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+
* the start heading (positive = ahead of it), `speedMps` its forward speed (positive = moving forward).
|
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119
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+
*/
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120
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+
function returnStep(o) {
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121
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+
const tol = o.tolM ?? exports.CLEARANCE_DEFAULTS.returnTolM;
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122
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+
const vmax = o.maxSpeedMps ?? exports.CLEARANCE_DEFAULTS.returnMaxSpeedMps;
|
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123
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+
const err = o.alongM;
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124
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+
const v = o.speedMps;
|
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125
|
+
if (Math.abs(err) <= tol)
|
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126
|
+
return Math.abs(v) < 0.3 ? 'done' : 'brake';
|
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127
|
+
const want = err > 0 ? -1 : 1; // ahead of the start: go backwards
|
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128
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+
const towards = Math.sign(v) === want ? Math.abs(v) : -Math.abs(v); // speed towards the start (negative = away)
|
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129
|
+
if (towards < -0.3)
|
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130
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+
return 'brake'; // moving the wrong way: stop first
|
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131
|
+
if (towards > 0 && (0, exports.stoppingDistance)(towards) >= Math.abs(err) - tol / 2)
|
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132
|
+
return 'brake';
|
|
133
|
+
if (towards >= vmax)
|
|
134
|
+
return 'coast';
|
|
135
|
+
return want < 0 ? 'reverse' : 'forward';
|
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136
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+
}
|
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137
|
+
const corners = (b) => {
|
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138
|
+
const out = [];
|
|
139
|
+
for (let i = 0; i < 8; i++)
|
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140
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+
out.push([i & 1 ? b.max[0] : b.min[0], i & 2 ? b.max[1] : b.min[1], i & 4 ? b.max[2] : b.min[2]]);
|
|
141
|
+
return out;
|
|
142
|
+
};
|
|
143
|
+
function unionBoxes(boxes) {
|
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144
|
+
const bs = boxes.filter((b) => !!b && b.min.every(Number.isFinite) && b.max.every(Number.isFinite));
|
|
145
|
+
if (!bs.length)
|
|
146
|
+
return null;
|
|
147
|
+
return {
|
|
148
|
+
min: [Math.min(...bs.map((b) => b.min[0])), Math.min(...bs.map((b) => b.min[1])), Math.min(...bs.map((b) => b.min[2]))],
|
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149
|
+
max: [Math.max(...bs.map((b) => b.max[0])), Math.max(...bs.map((b) => b.max[1])), Math.max(...bs.map((b) => b.max[2]))],
|
|
150
|
+
};
|
|
151
|
+
}
|
|
152
|
+
/** Axis-aligned box of flat xyz points (an occupant's skinned vertices). */
|
|
153
|
+
function boxOfPoints(points) {
|
|
154
|
+
if (points.length < 3)
|
|
155
|
+
return null;
|
|
156
|
+
const mn = [Infinity, Infinity, Infinity], mx = [-Infinity, -Infinity, -Infinity];
|
|
157
|
+
for (let i = 0; i + 2 < points.length; i += 3)
|
|
158
|
+
for (let a = 0; a < 3; a++) {
|
|
159
|
+
mn[a] = Math.min(mn[a], points[i + a]);
|
|
160
|
+
mx[a] = Math.max(mx[a], points[i + a]);
|
|
161
|
+
}
|
|
162
|
+
return { min: mn, max: mx };
|
|
163
|
+
}
|
|
164
|
+
/**
|
|
165
|
+
* Near plane for an exterior camera (BODY frame): just short of the closest corner of `keep` (the drawn car, with its
|
|
166
|
+
* occupant and any open panel) along the view direction, so everything nearer to the lens than the car — a wall the
|
|
167
|
+
* camera was put behind — is clipped, and no part of the car ever is. A camera at or inside the box keeps `minNear`.
|
|
168
|
+
*/
|
|
169
|
+
function nearPlaneClearOf(pos, target, keep, o = {}) {
|
|
170
|
+
const minNear = o.minNearM ?? exports.CLEARANCE_DEFAULTS.minNearM;
|
|
171
|
+
if (!keep)
|
|
172
|
+
return minNear;
|
|
173
|
+
const f = [target[0] - pos[0], target[1] - pos[1], target[2] - pos[2]];
|
|
174
|
+
const l = Math.hypot(f[0], f[1], f[2]) || 1;
|
|
175
|
+
let depth = Infinity;
|
|
176
|
+
for (const c of corners(keep))
|
|
177
|
+
depth = Math.min(depth, ((c[0] - pos[0]) * f[0] + (c[1] - pos[1]) * f[1] + (c[2] - pos[2]) * f[2]) / l);
|
|
178
|
+
const near = depth - (o.marginM ?? exports.CLEARANCE_DEFAULTS.nearMarginM);
|
|
179
|
+
return near > minNear ? Math.round(near * 1000) / 1000 : minNear;
|
|
180
|
+
}
|
|
181
|
+
/**
|
|
182
|
+
* Scenery boxes (WORLD frame) that still cross a sight line from the camera to the car after the near plane: any part of
|
|
183
|
+
* the segment camera→target beyond `nearM` (measured along the segment) inside the box. A box containing a target is the
|
|
184
|
+
* world the car stands in (or the ground), not an occluder, and is never reported.
|
|
185
|
+
*/
|
|
186
|
+
function occludersOf(cam, targets, boxes, nearM = 0) {
|
|
187
|
+
const out = [];
|
|
188
|
+
for (const b of boxes) {
|
|
189
|
+
if (targets.some((t) => (0, exports.boxContains)(b, t)))
|
|
190
|
+
continue;
|
|
191
|
+
for (const t of targets) {
|
|
192
|
+
const d = [t[0] - cam[0], t[1] - cam[1], t[2] - cam[2]];
|
|
193
|
+
const L = Math.hypot(d[0], d[1], d[2]);
|
|
194
|
+
if (L < EPS)
|
|
195
|
+
continue;
|
|
196
|
+
const u = [d[0] / L, d[1] / L, d[2] / L];
|
|
197
|
+
const enter = rayBoxEntry(cam, u, b);
|
|
198
|
+
if (enter === null || enter >= L)
|
|
199
|
+
continue;
|
|
200
|
+
// the part of the box on the segment must reach past the near plane to be drawn
|
|
201
|
+
const far = rayBoxExit(cam, u, b);
|
|
202
|
+
if (far !== null && Math.min(far, L) > nearM) {
|
|
203
|
+
out.push(b);
|
|
204
|
+
break;
|
|
205
|
+
}
|
|
206
|
+
}
|
|
207
|
+
}
|
|
208
|
+
return out;
|
|
209
|
+
}
|
|
210
|
+
function rayBoxExit(origin, dir, box) {
|
|
211
|
+
let t0 = 0, t1 = Infinity;
|
|
212
|
+
for (let a = 0; a < 3; a++) {
|
|
213
|
+
if (Math.abs(dir[a]) < EPS) {
|
|
214
|
+
if (origin[a] < box.min[a] || origin[a] > box.max[a])
|
|
215
|
+
return null;
|
|
216
|
+
continue;
|
|
217
|
+
}
|
|
218
|
+
let ta = (box.min[a] - origin[a]) / dir[a];
|
|
219
|
+
let tb = (box.max[a] - origin[a]) / dir[a];
|
|
220
|
+
if (ta > tb)
|
|
221
|
+
[ta, tb] = [tb, ta];
|
|
222
|
+
t0 = Math.max(t0, ta);
|
|
223
|
+
t1 = Math.min(t1, tb);
|
|
224
|
+
if (t0 > t1)
|
|
225
|
+
return null;
|
|
226
|
+
}
|
|
227
|
+
return t1;
|
|
228
|
+
}
|
|
229
|
+
/** Row-major-free: a three.js `Matrix4.elements` (column-major) applied to a point. */
|
|
230
|
+
function applyMatrix(e, p) {
|
|
231
|
+
const w = e[3] * p[0] + e[7] * p[1] + e[11] * p[2] + e[15] || 1;
|
|
232
|
+
return [
|
|
233
|
+
(e[0] * p[0] + e[4] * p[1] + e[8] * p[2] + e[12]) / w,
|
|
234
|
+
(e[1] * p[0] + e[5] * p[1] + e[9] * p[2] + e[13]) / w,
|
|
235
|
+
(e[2] * p[0] + e[6] * p[1] + e[10] * p[2] + e[14]) / w,
|
|
236
|
+
];
|
|
237
|
+
}
|
|
238
|
+
/**
|
|
239
|
+
* The spin is judged over a FREE coast. If the car hit something during the window (its physics forward speed drops faster
|
|
240
|
+
* than any coast can over at least `windowMs`), only the samples before the impact are kept. Physics speed, not
|
|
241
|
+
* frame-to-frame position: the physics steps at its own rate, so a render frame with no step reads as a stop.
|
|
242
|
+
*/
|
|
243
|
+
function trimAtImpact(samples, maxDecelMps2 = exports.CLEARANCE_DEFAULTS.impactDecelMps2, windowMs = 100) {
|
|
244
|
+
if (samples.length < 4)
|
|
245
|
+
return { samples, impactAtS: null };
|
|
246
|
+
const speedAt = (i) => {
|
|
247
|
+
const s = samples[i];
|
|
248
|
+
if (typeof s.forwardSpeed === 'number' && Number.isFinite(s.forwardSpeed))
|
|
249
|
+
return Math.abs(s.forwardSpeed);
|
|
250
|
+
// no physics speed: positions over the window
|
|
251
|
+
let j = i;
|
|
252
|
+
while (j > 0 && samples[i].t - samples[j].t < windowMs)
|
|
253
|
+
j--;
|
|
254
|
+
const dt = (samples[i].t - samples[j].t) / 1000;
|
|
255
|
+
return dt > 0 ? Math.hypot(samples[i].x - samples[j].x, samples[i].z - samples[j].z) / dt : NaN;
|
|
256
|
+
};
|
|
257
|
+
for (let i = 1; i < samples.length; i++) {
|
|
258
|
+
let j = i;
|
|
259
|
+
while (j > 0 && samples[i].t - samples[j].t < windowMs)
|
|
260
|
+
j--;
|
|
261
|
+
if (j === i)
|
|
262
|
+
continue;
|
|
263
|
+
const dt = (samples[i].t - samples[j].t) / 1000;
|
|
264
|
+
const a = speedAt(j), b = speedAt(i);
|
|
265
|
+
if (!(dt > 0) || !Number.isFinite(a) || !Number.isFinite(b) || a < 0.5)
|
|
266
|
+
continue;
|
|
267
|
+
if ((a - b) / dt > maxDecelMps2)
|
|
268
|
+
return { samples: samples.slice(0, Math.max(2, j + 1)), impactAtS: +((samples[j].t - samples[0].t) / 1000).toFixed(2) };
|
|
269
|
+
}
|
|
270
|
+
return { samples, impactAtS: null };
|
|
271
|
+
}
|
|
272
|
+
/** Worst wheel slip: |wheel surface speed − road speed| / road speed, over every wheel that reports an angular velocity. */
|
|
273
|
+
function worstSlip(speedMps, omegas, radii) {
|
|
274
|
+
const v = Math.abs(speedMps);
|
|
275
|
+
if (v < 0.5)
|
|
276
|
+
return null;
|
|
277
|
+
let worst = null;
|
|
278
|
+
omegas.forEach((w, i) => {
|
|
279
|
+
if (typeof w !== 'number' || !Number.isFinite(w) || !(radii[i] > 0))
|
|
280
|
+
return;
|
|
281
|
+
const s = Math.abs(Math.abs(w) * radii[i] - v) / v;
|
|
282
|
+
worst = worst === null ? s : Math.max(worst, s);
|
|
283
|
+
});
|
|
284
|
+
return worst;
|
|
285
|
+
}
|
|
286
|
+
/**
|
|
287
|
+
* The radius the runtime turns a wheel with: on the v2 land solver each wheel rolls on its axle's tyre
|
|
288
|
+
* (`simulation.land.tyreByAxle[min(axle, n-1)].radius`; a staggered car has a different one per axle), otherwise on the
|
|
289
|
+
* wheel contact's own radius. Never one chassis-wide `wheelRadius`.
|
|
290
|
+
*/
|
|
291
|
+
function wheelRollingRadius(contact, tyreByAxle) {
|
|
292
|
+
if (tyreByAxle && tyreByAxle.length && contact.axle !== undefined && contact.axle !== null && contact.axle >= 0) {
|
|
293
|
+
const t = tyreByAxle[Math.min(contact.axle, tyreByAxle.length - 1)];
|
|
294
|
+
if (t && typeof t.radius === 'number' && t.radius > 0)
|
|
295
|
+
return t.radius;
|
|
296
|
+
}
|
|
297
|
+
return contact.radius;
|
|
298
|
+
}
|
|
299
|
+
//# sourceMappingURL=vehicleClearance.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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@@ -0,0 +1,55 @@
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1
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+
export type DriveAliveSample = {
|
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2
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+
t: number;
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3
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+
fwd: number;
|
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4
|
+
p: [number, number];
|
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5
|
+
w: Array<number | null>;
|
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6
|
+
nonFinite: string[];
|
|
7
|
+
};
|
|
8
|
+
export type DriveAudio = {
|
|
9
|
+
/** AudioContexts the World made (state + currentTime) when throttle began and when it ended. */
|
|
10
|
+
before: Array<{
|
|
11
|
+
state: string;
|
|
12
|
+
time: number;
|
|
13
|
+
}>;
|
|
14
|
+
after: Array<{
|
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15
|
+
state: string;
|
|
16
|
+
time: number;
|
|
17
|
+
}>;
|
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18
|
+
/** Non-finite values written to an AudioParam during the drive (count and the first few). */
|
|
19
|
+
nonFiniteWrites: number;
|
|
20
|
+
nonFiniteExamples: Array<{
|
|
21
|
+
method: string;
|
|
22
|
+
value: string;
|
|
23
|
+
}>;
|
|
24
|
+
/** `portableVehicleEvidence().vehicles[0].audio.issues[].reason` — `no-audio-host` means the car had no voice at all. */
|
|
25
|
+
issues: string[];
|
|
26
|
+
/** Composed `sound` rows (add-ons' audio deltas) the car carried during the drive, `<rowId>[:slot]`. */
|
|
27
|
+
fittedSoundRows?: string[];
|
|
28
|
+
/** AudioParam writes during the throttle window: a running vehicle voice writes its gains/rates every frame. */
|
|
29
|
+
paramWrites?: number;
|
|
30
|
+
};
|
|
31
|
+
export type DriveAliveFacts = {
|
|
32
|
+
throttleSeconds: number;
|
|
33
|
+
samples: DriveAliveSample[];
|
|
34
|
+
audio: DriveAudio;
|
|
35
|
+
pageErrors: string[];
|
|
36
|
+
};
|
|
37
|
+
export declare const DRIVE_ALIVE: {
|
|
38
|
+
/** Under throttle the car must reach at least this forward speed (every car on the platform clears it within a second). */
|
|
39
|
+
readonly minPeakSpeedMps: 0.5;
|
|
40
|
+
/** ... or travel at least this far (a heavy car that creeps still moves). */
|
|
41
|
+
readonly minTravelM: 0.25;
|
|
42
|
+
/** Identical consecutive state for this long, with throttle held, is a frozen simulation. */
|
|
43
|
+
readonly frozenSeconds: 0.8;
|
|
44
|
+
/** Throttle must have been held at least this long for the verdict to mean anything. */
|
|
45
|
+
readonly minThrottleSeconds: 0.8;
|
|
46
|
+
};
|
|
47
|
+
/** Paths of every non-finite number in a plain object (bounded depth), e.g. `position.x=NaN`. */
|
|
48
|
+
export declare function nonFinitePaths(value: unknown, prefix?: string, depth?: number, out?: string[]): string[];
|
|
49
|
+
export type DriveAliveVerdict = {
|
|
50
|
+
pass: boolean;
|
|
51
|
+
detail: string;
|
|
52
|
+
harnessError: string | null;
|
|
53
|
+
measured: Record<string, unknown>;
|
|
54
|
+
};
|
|
55
|
+
export declare function judgeDriveAlive(f: DriveAliveFacts, t?: typeof DRIVE_ALIVE): DriveAliveVerdict;
|
|
@@ -0,0 +1,103 @@
|
|
|
1
|
+
"use strict";
|
|
2
|
+
// Does the car still DRIVE with its sound on? `vehicle.drive.responds_with_audio`.
|
|
3
|
+
//
|
|
4
|
+
// R34 1.0.9 went live with an audio block missing engineGainDb / exhaustGainDb / muffling / min|maxLoadMix. An add-on gain
|
|
5
|
+
// delta turned the missing gain into NaN, `AudioParam.setValueAtTime(NaN)` threw inside the World's frame loop, and the
|
|
6
|
+
// car stopped simulating in Try Now (rpm 900, speed 0) — while hosted visual QA passed it, because no check asked whether
|
|
7
|
+
// the car still moved under throttle with its audio graph running, or whether a NaN had appeared anywhere.
|
|
8
|
+
//
|
|
9
|
+
// The drive (vehicle.ts `driveAndSample`) holds W as the seated driver with the World's AudioContext running and records:
|
|
10
|
+
// every vehicle-state sample (speed, position, wheel spin) under throttle, any non-finite number in the vehicle state,
|
|
11
|
+
// any non-finite value written to an AudioParam (browser.ts `installHooks`), and any page error raised during the drive.
|
|
12
|
+
// This module judges those facts. A car FAILS when, under throttle: its speed stays at ~0, the vehicle state stops
|
|
13
|
+
// changing (frozen), any NaN/Infinity appears in its state or its audio graph, or the page throws.
|
|
14
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
|
15
|
+
exports.DRIVE_ALIVE = void 0;
|
|
16
|
+
exports.nonFinitePaths = nonFinitePaths;
|
|
17
|
+
exports.judgeDriveAlive = judgeDriveAlive;
|
|
18
|
+
exports.DRIVE_ALIVE = {
|
|
19
|
+
/** Under throttle the car must reach at least this forward speed (every car on the platform clears it within a second). */
|
|
20
|
+
minPeakSpeedMps: 0.5,
|
|
21
|
+
/** ... or travel at least this far (a heavy car that creeps still moves). */
|
|
22
|
+
minTravelM: 0.25,
|
|
23
|
+
/** Identical consecutive state for this long, with throttle held, is a frozen simulation. */
|
|
24
|
+
frozenSeconds: 0.8,
|
|
25
|
+
/** Throttle must have been held at least this long for the verdict to mean anything. */
|
|
26
|
+
minThrottleSeconds: 0.8,
|
|
27
|
+
};
|
|
28
|
+
/** Paths of every non-finite number in a plain object (bounded depth), e.g. `position.x=NaN`. */
|
|
29
|
+
function nonFinitePaths(value, prefix = '', depth = 0, out = []) {
|
|
30
|
+
if (out.length >= 12 || depth > 4)
|
|
31
|
+
return out;
|
|
32
|
+
if (typeof value === 'number') {
|
|
33
|
+
if (!Number.isFinite(value))
|
|
34
|
+
out.push(`${prefix || 'value'}=${value}`);
|
|
35
|
+
return out;
|
|
36
|
+
}
|
|
37
|
+
if (!value || typeof value !== 'object')
|
|
38
|
+
return out;
|
|
39
|
+
if (Array.isArray(value)) {
|
|
40
|
+
value.slice(0, 32).forEach((v, i) => nonFinitePaths(v, `${prefix}[${i}]`, depth + 1, out));
|
|
41
|
+
return out;
|
|
42
|
+
}
|
|
43
|
+
for (const [k, v] of Object.entries(value).slice(0, 64))
|
|
44
|
+
nonFinitePaths(v, prefix ? `${prefix}.${k}` : k, depth + 1, out);
|
|
45
|
+
return out;
|
|
46
|
+
}
|
|
47
|
+
function judgeDriveAlive(f, t = exports.DRIVE_ALIVE) {
|
|
48
|
+
const s = f.samples;
|
|
49
|
+
const peak = s.reduce((m, x) => Math.max(m, Number.isFinite(x.fwd) ? x.fwd : 0), 0);
|
|
50
|
+
const first = s[0];
|
|
51
|
+
const last = s[s.length - 1];
|
|
52
|
+
const travel = first && last && [...first.p, ...last.p].every(Number.isFinite) ? Math.hypot(last.p[0] - first.p[0], last.p[1] - first.p[1]) : 0;
|
|
53
|
+
const nanSample = s.find((x) => x.nonFinite.length > 0);
|
|
54
|
+
// the longest run of byte-identical consecutive state while throttle was held
|
|
55
|
+
let frozen = 0;
|
|
56
|
+
let runStart = null;
|
|
57
|
+
const key = (x) => JSON.stringify([x.fwd, x.p, x.w]);
|
|
58
|
+
for (let i = 1; i < s.length; i++) {
|
|
59
|
+
if (key(s[i]) === key(s[i - 1])) {
|
|
60
|
+
runStart ??= s[i - 1].t;
|
|
61
|
+
frozen = Math.max(frozen, s[i].t - runStart);
|
|
62
|
+
}
|
|
63
|
+
else
|
|
64
|
+
runStart = null;
|
|
65
|
+
}
|
|
66
|
+
const running = (xs) => xs.filter((c) => c.state === 'running');
|
|
67
|
+
const audioAdvanced = running(f.audio.after).some((c) => f.audio.before.some((b) => c.time > b.time + 0.2));
|
|
68
|
+
const noHost = f.audio.issues.includes('no-audio-host');
|
|
69
|
+
const measured = {
|
|
70
|
+
throttleSeconds: +f.throttleSeconds.toFixed(2), peakForwardSpeedMps: +peak.toFixed(2), travelM: +travel.toFixed(2), samples: s.length,
|
|
71
|
+
frozenForS: +frozen.toFixed(2), nonFiniteState: nanSample?.nonFinite ?? [], nonFiniteAudioWrites: f.audio.nonFiniteWrites,
|
|
72
|
+
nonFiniteAudioExamples: f.audio.nonFiniteExamples, audioContexts: f.audio.after, audioAdvanced, audioIssues: f.audio.issues, fittedSoundRows: f.audio.fittedSoundRows ?? [], audioParamWrites: f.audio.paramWrites ?? null, pageErrors: f.pageErrors.slice(0, 5),
|
|
73
|
+
};
|
|
74
|
+
// the check is only meaningful with the World's audio graph actually running
|
|
75
|
+
if (!f.audio.after.length || noHost) {
|
|
76
|
+
return { pass: false, detail: `the drive ran without vehicle audio (${noHost ? 'the World supplied no audio host' : 'no AudioContext was created'}), so it cannot vouch that the car drives with its sound on`, harnessError: `drive with audio: ${noHost ? 'no-audio-host' : 'no AudioContext'} — the check needs the World's audio running`, measured };
|
|
77
|
+
}
|
|
78
|
+
if (!audioAdvanced) {
|
|
79
|
+
return { pass: false, detail: `the World's audio never ran during the drive (contexts: ${f.audio.after.map((c) => c.state).join(', ')}), so it cannot vouch that the car drives with its sound on`, harnessError: 'drive with audio: the AudioContext did not run during the drive', measured };
|
|
80
|
+
}
|
|
81
|
+
if (f.throttleSeconds < t.minThrottleSeconds && peak < t.minPeakSpeedMps) {
|
|
82
|
+
return { pass: false, detail: `throttle was held only ${f.throttleSeconds.toFixed(2)} s and the car never moved`, harnessError: null, measured };
|
|
83
|
+
}
|
|
84
|
+
const faults = [];
|
|
85
|
+
if (peak < t.minPeakSpeedMps && travel < t.minTravelM)
|
|
86
|
+
faults.push(`speed stayed at ${peak.toFixed(2)} m/s (moved ${(travel * 100).toFixed(0)} cm) under ${f.throttleSeconds.toFixed(1)} s of full throttle`);
|
|
87
|
+
if (frozen >= t.frozenSeconds)
|
|
88
|
+
faults.push(`the vehicle state froze: identical for ${frozen.toFixed(1)} s with throttle held`);
|
|
89
|
+
if (nanSample)
|
|
90
|
+
faults.push(`non-finite vehicle state at ${nanSample.t.toFixed(2)} s: ${nanSample.nonFinite.slice(0, 4).join(', ')}`);
|
|
91
|
+
if (f.audio.nonFiniteWrites > 0)
|
|
92
|
+
faults.push(`${f.audio.nonFiniteWrites} non-finite value(s) written to the audio graph (${f.audio.nonFiniteExamples.slice(0, 2).map((e) => `${e.method}(${e.value})`).join(', ')}) — e.g. a missing audio mix field turned into NaN`);
|
|
93
|
+
if (f.pageErrors.length)
|
|
94
|
+
faults.push(`the page threw during the drive: ${f.pageErrors[0].slice(0, 160)}`);
|
|
95
|
+
if (faults.length)
|
|
96
|
+
return { pass: false, detail: `the car does not drive with its audio on: ${faults.join('; ')}`, harnessError: null, measured };
|
|
97
|
+
return {
|
|
98
|
+
pass: true,
|
|
99
|
+
detail: `with the World's audio running, full throttle took the car to ${peak.toFixed(1)} m/s (${travel.toFixed(1)} m in ${f.throttleSeconds.toFixed(1)} s); no NaN in its state or audio graph, no page error, never frozen`,
|
|
100
|
+
harnessError: null, measured,
|
|
101
|
+
};
|
|
102
|
+
}
|
|
103
|
+
//# sourceMappingURL=vehicleDriveAlive.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|