@hypersoniclabs/helix-cli 0.1.7 → 0.1.24-helix3.438
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +631 -8
- package/assets/bridge/metahuman-eye-baked.png +0 -0
- package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
- package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
- package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
- package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
- package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
- package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
- package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
- package/bridge-recipes/sims4/README.md +43 -0
- package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
- package/bridge-recipes/unreal/character-customizer/README.md +58 -0
- package/bridge-recipes/unreal/character-customizer/all.json +13 -0
- package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
- package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
- package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
- package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
- package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
- package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/top.json +6 -0
- package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
- package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-urban-ghost-hoodie.addon.json +1 -0
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- package/plugins/beamng-vehicle/lib/palette-contract.mjs +6 -0
- package/plugins/beamng-vehicle/lib/vehicle-qa.mjs +567 -0
- package/plugins/beamng-vehicle/lib/vehicle-source.mjs +247 -0
- package/plugins/beamng-vehicle/profiles/source-compatibility.json +14 -0
- package/plugins/beamng-vehicle/vendor/vehicle-package-v2.mjs +6451 -0
- package/vendor/README.md +63 -0
- package/vendor/ability-manifest.mjs +527 -6
- package/vendor/audits/asset-credits.mjs +96 -0
- package/vendor/audits/check-loaders.mjs +80 -0
- package/vendor/audits/perf-gate.mjs +759 -0
- package/vendor/audits/prove-live.mjs +307 -0
- package/vendor/audits/source-audit.mjs +530 -0
- package/vendor/audits/world-audit.mjs +439 -0
- package/vendor/capture-body.glb +0 -0
- package/vendor/capture-face.glb +0 -0
- package/vendor/installed-index.mjs +1 -1
- package/vendor/vehicle-package-v2.mjs +6451 -0
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.TriGrid = exports.PENETRATION_THRESHOLDS = void 0;
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exports.bodyPartOfBone = bodyPartOfBone;
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exports.isAccessoryBone = isAccessoryBone;
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exports.buildSkeleton = buildSkeleton;
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exports.cabinPartOfMesh = cabinPartOfMesh;
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exports.segTri = segTri;
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exports.ownSeatTriangles = ownSeatTriangles;
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exports.vertexSpacing = vertexSpacing;
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exports.projectedArea = projectedArea;
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exports.measurePenetration = measurePenetration;
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exports.evidenceClusters = evidenceClusters;
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exports.evidenceCamera = evidenceCamera;
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exports.clusterRow = clusterRow;
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exports.judgePenetration = judgePenetration;
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exports.PENETRATION_THRESHOLDS = {
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/** A vertex counts as through a surface beyond this depth (below it is touching). */
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contactMinM: 0.001,
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/** A cluster deeper than this... */
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failDepthM: 0.008,
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/** ...over at least this much area (of the part deeper than `failDepthM`) fails the seat. 4 cm². */
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failAreaM2: 4e-4,
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/** A part sunk deeper than a finger is thick has disappeared, whatever its footprint: deeper than this... */
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swallowDepthM: 0.025,
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/** ...over at least this much (fingertips 46 mm into a thigh measured 3.1 cm²) fails too. */
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swallowAreaM2: 1.5e-4,
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/** A cluster needs this many vertices (or object samples) past the fail depth: one or two vertices of a sparse
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* garment poking through a card (a sleeve corner) is a near-contact, never a fail. */
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failMinPoints: 3,
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/** A hand closing on the steering wheel rim, a sole pressing a pedal pad: the part is MEANT to touch, and a grip or a
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* press always sinks a few millimetres into the other surface. Those pairings fail only beyond this depth. */
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contactPairDepthM: 0.02,
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/** Penetrating vertices closer than this belong to the same cluster. */
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linkM: 0.03,
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/** A breached bone's recorded entry point is this far back from its crossing, on the free side. */
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anchorBackoffM: 0.005,
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};
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// ------------------------------------------------------------------------------------------------------- vector bits
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const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
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const dot = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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const crs = (a, b) => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
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const nrm = (a) => { const l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; };
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const lerp = (a, b, t) => [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t];
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const dist = (a, b) => Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2]);
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const r4 = (v) => Math.round(v * 10000) / 10000;
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const r6 = (v) => Math.round(v * 1e6) / 1e6;
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// ------------------------------------------------------------------------------------------------------- body parts
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const BONE_EXCLUDE = /twist|facial|^ik_|_ik$|^ik$|corrective|helper|socket|attach|weapon|camera|^root$|armature/i;
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const PART_RES = [
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[/head|neck|jaw|eye|skull/i, 'head'],
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[/pelvis|hips?$|hip_|^hip/i, 'hip'],
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[/thumb|index|middle|ring|pinky|pinkie|finger|hand|palm|wrist|carpal/i, 'hand'],
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[/thigh|upleg|upperleg|upper_leg|femur/i, 'thigh'],
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[/foot|ball|toe|ankle/i, 'foot'],
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[/calf|shin|knee|lowerleg|lower_leg|leg|tibia/i, 'leg'],
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[/clavicle|shoulder|spine|chest|torso|abdomen|belly|breast|neck/i, 'torso'],
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[/upperarm|lowerarm|forearm|arm|elbow/i, 'arm'],
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];
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function bodyPartOfBone(name) {
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for (const [re, part] of PART_RES)
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if (re.test(name))
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return part;
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return null;
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}
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/**
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* Secondary / accessory bones — a tail, a skirt or coat flap, hair, ears, a cape: VRM's `J_Sec_*` / `J_Opt_*`, spring
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* chains. Their geometry is the AVATAR's (spring-simulated, avatar-specific), not something a vehicle's seat can fit, so
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* it is not judged; a fox tail through the floor pan is the avatar's business. Bust bones are the torso.
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*/
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const ACCESSORY_RE = /(^|[_.])(sec|opt)([_.]|$)|tail|skirt|hair|ponytail|braid|(^|[_.\s])ears?($|[_.\s\d])|cape|cloak|ribbon|spring|scarf|coat|cloth|dress|wing|horn|antenna|jiggle|physics|dynamic|accessor|strap/i;
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function isAccessoryBone(name) {
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return !/bust|breast/i.test(name) && ACCESSORY_RE.test(name);
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}
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/** Parts a seat holds up: their contact with the occupant's OWN seat is support, not clipping. */
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const SUPPORTED = new Set(['hip', 'torso', 'thigh', 'arm', 'head']);
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/** Normalising radius per part for the nearest-bone fallback (a finger on a thigh is the finger's, not the thigh's). */
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const PART_RADIUS = { head: 0.1, torso: 0.16, hip: 0.15, arm: 0.05, hand: 0.03, thigh: 0.085, knee: 0.085, leg: 0.06, foot: 0.045 };
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/** UE mannequin parents, for pulls older than `boneParents` (the calibration dumps of 2026-10-02). */
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const UE_PARENTS = (() => {
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const p = { pelvis: 'root', spine_01: 'pelvis', spine_02: 'spine_01', spine_03: 'spine_02', spine_04: 'spine_03', spine_05: 'spine_04', neck_01: 'spine_05', neck_02: 'neck_01', head: 'neck_02' };
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for (const s of ['l', 'r']) {
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Object.assign(p, {
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[`clavicle_${s}`]: 'spine_05', [`upperarm_${s}`]: `clavicle_${s}`, [`lowerarm_${s}`]: `upperarm_${s}`, [`hand_${s}`]: `lowerarm_${s}`,
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[`thigh_${s}`]: 'pelvis', [`calf_${s}`]: `thigh_${s}`, [`foot_${s}`]: `calf_${s}`, [`ball_${s}`]: `foot_${s}`,
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[`upperarm_twist_01_${s}`]: `upperarm_${s}`, [`upperarm_twist_02_${s}`]: `upperarm_${s}`, [`lowerarm_twist_01_${s}`]: `lowerarm_${s}`, [`lowerarm_twist_02_${s}`]: `lowerarm_${s}`,
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[`thigh_twist_01_${s}`]: `thigh_${s}`, [`calf_twist_01_${s}`]: `calf_${s}`,
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});
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for (const f of ['thumb', 'index', 'middle', 'ring', 'pinky']) {
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p[`${f}_01_${s}`] = `hand_${s}`;
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p[`${f}_02_${s}`] = `${f}_01_${s}`;
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p[`${f}_03_${s}`] = `${f}_02_${s}`;
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}
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}
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return p;
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})();
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/** Bone segments from the pelvis outwards (twist/facial/ik helpers skipped), plus a short extension past each head,
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* hand and foot leaf so the skull, finger tips and toes have a segment of their own. */
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function buildSkeleton(bones, parentsIn) {
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const names = Object.keys(bones);
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// A live pull can report a bone's parent as null (the finger roots: their parent is not a THREE.Bone in some rigs);
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// fall back to the standard skeleton's parent then, or every finger vertex maps to whatever segment is left.
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const rawParent = (n) => parentsIn?.[n] ?? UE_PARENTS[n] ?? null;
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const root = names.find((n) => /^(pelvis|hips)$/i.test(n)) ?? names.find((n) => /pelvis|hips/i.test(n));
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if (!root)
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return null;
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const parent = new Map();
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for (const n of names) {
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if (BONE_EXCLUDE.test(n))
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continue;
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let p = rawParent(n);
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while (p && (BONE_EXCLUDE.test(p) || !bones[p]))
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p = rawParent(p);
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parent.set(n, p);
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}
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// keep only the tree under the root
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const under = (n) => { for (let p = n, k = 0; p && k < 64; p = parent.get(p) ?? null, k++)
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if (p === root)
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return true; return false; };
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const children = new Map();
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for (const [n, p] of parent)
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if (n !== root && p && under(n)) {
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if (!children.has(p))
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children.set(p, []);
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children.get(p).push(n);
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}
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const segments = [];
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// a bone's part: its own name, else (an unrecognised rig name) its nearest recognised ancestor's; accessory chains
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// stay accessory all the way down
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const partMemo = new Map();
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const accMemo = new Map();
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const isAcc = (n) => {
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if (accMemo.has(n))
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return accMemo.get(n);
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let v = false;
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for (let b = n, k = 0; b && k < 64 && b !== root; b = parent.get(b) ?? null, k++)
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if (isAccessoryBone(b)) {
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v = true;
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break;
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}
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accMemo.set(n, v);
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return v;
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};
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const partOf = (n) => {
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if (partMemo.has(n))
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return partMemo.get(n);
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let v = 'torso';
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for (let b = n, k = 0; b && k < 64; b = parent.get(b) ?? null, k++) {
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const q = bodyPartOfBone(b);
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if (q) {
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v = q;
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break;
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}
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}
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partMemo.set(n, v);
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return v;
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};
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for (const [p, cs] of children) {
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const pp = partOf(p);
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for (const c of cs) {
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const cp = partOf(c);
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// pelvis -> hip joint and pelvis -> spine are the hips; spine -> neck the torso; neck -> head the head
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const part = pp === 'hip' ? 'hip' : pp === 'torso' && cp === 'head' ? 'torso' : pp;
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const len = dist(bones[p], bones[c]);
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const r = part === 'hand' && len < 0.06 ? 0.012 : PART_RADIUS[part];
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segments.push({ start: p, end: c, a: bones[p], b: bones[c], part, r, ...(isAcc(c) ? { accessory: true } : {}) });
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}
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}
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for (const [n, p] of parent) {
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if (!p || children.has(n) || !under(n) || isAcc(n))
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continue;
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const part = partOf(n);
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if (part !== 'head' && part !== 'foot' && part !== 'hand')
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continue;
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const d = sub(bones[n], bones[p]);
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const l = Math.hypot(d[0], d[1], d[2]);
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if (l < 1e-4)
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continue;
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const ext = part === 'head' ? 0.16 : part === 'foot' ? 0.07 : /hand|palm|wrist/i.test(n) ? 0.09 : Math.min(0.03, 0.8 * l);
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const u = nrm(d);
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segments.push({ start: n, end: null, a: bones[n], b: [bones[n][0] + u[0] * ext, bones[n][1] + u[1] * ext, bones[n][2] + u[2] * ext], part, r: part === 'hand' && ext <= 0.03 ? 0.012 : PART_RADIUS[part] });
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}
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return { root, segments, parent, children };
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}
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function closestT(p, a, b) {
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const ab = sub(b, a);
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const l2 = dot(ab, ab);
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return l2 < 1e-12 ? 0 : Math.max(0, Math.min(1, dot(sub(p, a), ab) / l2));
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}
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// ------------------------------------------------------------------------------------------------------- cabin parts
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const NAME_PARTS = [
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[/parking_?brake|hand_?brake|console|gear|shift|knob|armrest|cup_?holder|tunnel|cent(re|er)_?stack/i, 'console'],
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[/pedal|throttle|clutch|accelerator/i, 'pedals'],
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[/steer|wheel_?rim|stalk|column|horn/i, 'wheel'],
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[/seat|cushion|backrest|headrest|squab|bench|bolster/i, 'seat'],
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[/roof|headliner|ceiling|lining|sunroof|visor/i, 'roof'],
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[/door|card/i, 'door'],
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[/glass|windshield|windscreen|window/i, 'glass'],
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[/pillar|[abc]_?post|cabinframe|cabin_frame|roll_?cage|cage/i, 'pillar'],
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[/dash|gauge|cluster|instrument|glove_?box|vent|needle|radio|hvac|speedo|tacho|screen|display|mirror_?interior|rearview/i, 'dash'],
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[/floor|carpet|mat$|mat_|footwell|underbody|pan$|tub|arch|well|sill|kick/i, 'floor'],
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[/body|shell|chassis|interior|cabin|^mesh(_?\d+)?$|unnamed|object|default|^node/i, 'generic'],
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];
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/** Cabin part from a mesh name, or `generic` when the name says nothing (a `bodyshell_1` that holds half the cabin). */
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function cabinPartOfMesh(name) {
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for (const [re, part] of NAME_PARTS)
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if (re.test(name))
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return part;
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return 'other';
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}
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/** A generic-named triangle's part, from where it sits around the occupant (normals are not trusted, only their axis). */
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212
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function cabinPartAt(c, n, f) {
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const flat = Math.abs(n[1]) > 0.7;
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if (flat && c[1] > f.headY - 0.08)
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return 'roof';
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if (c[1] < f.pelvis[1] - 0.15)
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return 'floor';
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if (c[2] > f.pelvis[2] + 0.35 && c[1] < f.headY)
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return 'dash';
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220
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if (c[1] > f.headY - 0.15)
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return 'pillar';
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const outboard = f.side !== 0 && Math.sign(c[0] - f.pelvis[0]) === f.side;
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if (outboard && Math.abs(c[0] - f.pelvis[0]) > 0.12)
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return 'door';
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if (!outboard && Math.abs(c[0] - f.pelvis[0]) > 0.12 && c[1] < f.pelvis[1] + 0.35)
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return 'console';
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return 'other';
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228
|
+
}
|
|
229
|
+
/** Crossings of wall surfaces closer than this along a bone are one wall (the two faces of a slab, a carpet on its pan). */
|
|
230
|
+
const WALL_MERGE_M = 0.03;
|
|
231
|
+
/** Sample spacing over a small cabin object's surface when testing it against the limbs. */
|
|
232
|
+
const OBJECT_SAMPLE_M = 0.005;
|
|
233
|
+
// ------------------------------------------------------------------------------------------------------- triangle grid
|
|
234
|
+
class TriGrid {
|
|
235
|
+
tris;
|
|
236
|
+
cell;
|
|
237
|
+
min;
|
|
238
|
+
dims;
|
|
239
|
+
cells = new Map();
|
|
240
|
+
stamp;
|
|
241
|
+
tick = 0;
|
|
242
|
+
constructor(tris, cell = 0.04) {
|
|
243
|
+
this.tris = tris;
|
|
244
|
+
this.cell = cell;
|
|
245
|
+
const n = tris.length / 9;
|
|
246
|
+
let mn = [Infinity, Infinity, Infinity], mx = [-Infinity, -Infinity, -Infinity];
|
|
247
|
+
for (let i = 0; i < tris.length; i += 3)
|
|
248
|
+
for (let a = 0; a < 3; a++) {
|
|
249
|
+
const v = tris[i + a];
|
|
250
|
+
if (v < mn[a])
|
|
251
|
+
mn[a] = v;
|
|
252
|
+
if (v > mx[a])
|
|
253
|
+
mx[a] = v;
|
|
254
|
+
}
|
|
255
|
+
if (!n) {
|
|
256
|
+
mn = [0, 0, 0];
|
|
257
|
+
mx = [0, 0, 0];
|
|
258
|
+
}
|
|
259
|
+
this.min = mn;
|
|
260
|
+
this.dims = [0, 1, 2].map((a) => Math.max(1, Math.ceil((mx[a] - mn[a]) / cell) + 1));
|
|
261
|
+
this.stamp = new Uint32Array(n);
|
|
262
|
+
for (let t = 0; t < n; t++) {
|
|
263
|
+
const k = t * 9;
|
|
264
|
+
const lo = [0, 1, 2].map((a) => this.ix(Math.min(tris[k + a], tris[k + 3 + a], tris[k + 6 + a]), a));
|
|
265
|
+
const hi = [0, 1, 2].map((a) => this.ix(Math.max(tris[k + a], tris[k + 3 + a], tris[k + 6 + a]), a));
|
|
266
|
+
for (let x = lo[0]; x <= hi[0]; x++)
|
|
267
|
+
for (let y = lo[1]; y <= hi[1]; y++)
|
|
268
|
+
for (let z = lo[2]; z <= hi[2]; z++) {
|
|
269
|
+
const key = x + this.dims[0] * (y + this.dims[1] * z);
|
|
270
|
+
let c = this.cells.get(key);
|
|
271
|
+
if (!c) {
|
|
272
|
+
c = [];
|
|
273
|
+
this.cells.set(key, c);
|
|
274
|
+
}
|
|
275
|
+
c.push(t);
|
|
276
|
+
}
|
|
277
|
+
}
|
|
278
|
+
}
|
|
279
|
+
ix(v, a) { return Math.max(0, Math.min(this.dims[a] - 1, Math.floor((v - this.min[a]) / this.cell))); }
|
|
280
|
+
/** Every triangle in a cell overlapping the box, once. */
|
|
281
|
+
query(lo, hi, out) {
|
|
282
|
+
out.length = 0;
|
|
283
|
+
if (++this.tick === 0xffffffff) {
|
|
284
|
+
this.stamp.fill(0);
|
|
285
|
+
this.tick = 1;
|
|
286
|
+
}
|
|
287
|
+
const a = [0, 1, 2].map((k) => this.ix(lo[k], k)), b = [0, 1, 2].map((k) => this.ix(hi[k], k));
|
|
288
|
+
for (let x = a[0]; x <= b[0]; x++)
|
|
289
|
+
for (let y = a[1]; y <= b[1]; y++)
|
|
290
|
+
for (let z = a[2]; z <= b[2]; z++) {
|
|
291
|
+
const c = this.cells.get(x + this.dims[0] * (y + this.dims[1] * z));
|
|
292
|
+
if (!c)
|
|
293
|
+
continue;
|
|
294
|
+
for (const t of c)
|
|
295
|
+
if (this.stamp[t] !== this.tick) {
|
|
296
|
+
this.stamp[t] = this.tick;
|
|
297
|
+
out.push(t);
|
|
298
|
+
}
|
|
299
|
+
}
|
|
300
|
+
return out;
|
|
301
|
+
}
|
|
302
|
+
}
|
|
303
|
+
exports.TriGrid = TriGrid;
|
|
304
|
+
/** Segment p->q against one triangle (two-sided). Returns the crossing parameter in (0, 1], or -1. */
|
|
305
|
+
function segTri(tris, t, p, q) {
|
|
306
|
+
const k = t * 9;
|
|
307
|
+
const dx = q[0] - p[0], dy = q[1] - p[1], dz = q[2] - p[2];
|
|
308
|
+
const e1x = tris[k + 3] - tris[k], e1y = tris[k + 4] - tris[k + 1], e1z = tris[k + 5] - tris[k + 2];
|
|
309
|
+
const e2x = tris[k + 6] - tris[k], e2y = tris[k + 7] - tris[k + 1], e2z = tris[k + 8] - tris[k + 2];
|
|
310
|
+
const px = dy * e2z - dz * e2y, py = dz * e2x - dx * e2z, pz = dx * e2y - dy * e2x;
|
|
311
|
+
const det = e1x * px + e1y * py + e1z * pz;
|
|
312
|
+
if (Math.abs(det) < 1e-14)
|
|
313
|
+
return -1;
|
|
314
|
+
const inv = 1 / det;
|
|
315
|
+
const tx = p[0] - tris[k], ty = p[1] - tris[k + 1], tz = p[2] - tris[k + 2];
|
|
316
|
+
const u = (tx * px + ty * py + tz * pz) * inv;
|
|
317
|
+
if (u < 0 || u > 1)
|
|
318
|
+
return -1;
|
|
319
|
+
const qx = ty * e1z - tz * e1y, qy = tz * e1x - tx * e1z, qz = tx * e1y - ty * e1x;
|
|
320
|
+
const v = (dx * qx + dy * qy + dz * qz) * inv;
|
|
321
|
+
if (v < 0 || u + v > 1)
|
|
322
|
+
return -1;
|
|
323
|
+
const s = (e2x * qx + e2y * qy + e2z * qz) * inv;
|
|
324
|
+
return s > 1e-9 && s <= 1 ? s : -1;
|
|
325
|
+
}
|
|
326
|
+
function triNormal(tris, t) {
|
|
327
|
+
const k = t * 9;
|
|
328
|
+
const a = [tris[k], tris[k + 1], tris[k + 2]];
|
|
329
|
+
return nrm(crs(sub([tris[k + 3], tris[k + 4], tris[k + 5]], a), sub([tris[k + 6], tris[k + 7], tris[k + 8]], a)));
|
|
330
|
+
}
|
|
331
|
+
const triCentroid = (tris, t) => {
|
|
332
|
+
const k = t * 9;
|
|
333
|
+
return [(tris[k] + tris[k + 3] + tris[k + 6]) / 3, (tris[k + 1] + tris[k + 4] + tris[k + 7]) / 3, (tris[k + 2] + tris[k + 5] + tris[k + 8]) / 3];
|
|
334
|
+
};
|
|
335
|
+
/** Exact distance from p to triangle t (Ericson, closest point on a triangle). */
|
|
336
|
+
function pointTriDist(tris, t, p) {
|
|
337
|
+
const k = t * 9;
|
|
338
|
+
const a = [tris[k], tris[k + 1], tris[k + 2]], b = [tris[k + 3], tris[k + 4], tris[k + 5]], c = [tris[k + 6], tris[k + 7], tris[k + 8]];
|
|
339
|
+
const ab = sub(b, a), ac = sub(c, a), ap = sub(p, a);
|
|
340
|
+
const d1 = dot(ab, ap), d2 = dot(ac, ap);
|
|
341
|
+
if (d1 <= 0 && d2 <= 0)
|
|
342
|
+
return dist(p, a);
|
|
343
|
+
const bp = sub(p, b);
|
|
344
|
+
const d3 = dot(ab, bp), d4 = dot(ac, bp);
|
|
345
|
+
if (d3 >= 0 && d4 <= d3)
|
|
346
|
+
return dist(p, b);
|
|
347
|
+
const vc = d1 * d4 - d3 * d2;
|
|
348
|
+
if (vc <= 0 && d1 >= 0 && d3 <= 0) {
|
|
349
|
+
const v = d1 / (d1 - d3);
|
|
350
|
+
return dist(p, [a[0] + ab[0] * v, a[1] + ab[1] * v, a[2] + ab[2] * v]);
|
|
351
|
+
}
|
|
352
|
+
const cp = sub(p, c);
|
|
353
|
+
const d5 = dot(ab, cp), d6 = dot(ac, cp);
|
|
354
|
+
if (d6 >= 0 && d5 <= d6)
|
|
355
|
+
return dist(p, c);
|
|
356
|
+
const vb = d5 * d2 - d1 * d6;
|
|
357
|
+
if (vb <= 0 && d2 >= 0 && d6 <= 0) {
|
|
358
|
+
const w = d2 / (d2 - d6);
|
|
359
|
+
return dist(p, [a[0] + ac[0] * w, a[1] + ac[1] * w, a[2] + ac[2] * w]);
|
|
360
|
+
}
|
|
361
|
+
const va = d3 * d6 - d5 * d4;
|
|
362
|
+
if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
|
|
363
|
+
const w = (d4 - d3) / (d4 - d3 + (d5 - d6));
|
|
364
|
+
return dist(p, [b[0] + (c[0] - b[0]) * w, b[1] + (c[1] - b[1]) * w, b[2] + (c[2] - b[2]) * w]);
|
|
365
|
+
}
|
|
366
|
+
const den = 1 / (va + vb + vc);
|
|
367
|
+
const v = vb * den, w = vc * den;
|
|
368
|
+
return dist(p, [a[0] + ab[0] * v + ac[0] * w, a[1] + ab[1] * v + ac[1] * w, a[2] + ab[2] * v + ac[2] * w]);
|
|
369
|
+
}
|
|
370
|
+
/** Every triangle the segment p->q crosses (with its parameter), optionally skipping a set. */
|
|
371
|
+
function crossings(grid, p, q, skip, buf) {
|
|
372
|
+
const lo = [Math.min(p[0], q[0]), Math.min(p[1], q[1]), Math.min(p[2], q[2])];
|
|
373
|
+
const hi = [Math.max(p[0], q[0]), Math.max(p[1], q[1]), Math.max(p[2], q[2])];
|
|
374
|
+
const out = [];
|
|
375
|
+
for (const t of grid.query(lo, hi, buf)) {
|
|
376
|
+
if (skip && skip[t])
|
|
377
|
+
continue;
|
|
378
|
+
const s = segTri(grid.tris, t, p, q);
|
|
379
|
+
if (s > 0)
|
|
380
|
+
out.push({ t, s });
|
|
381
|
+
}
|
|
382
|
+
return out;
|
|
383
|
+
}
|
|
384
|
+
// ------------------------------------------------------------------------------------------------------- own seat
|
|
385
|
+
/**
|
|
386
|
+
* The triangles of the occupant's own seat: the first surface straight under the hips and thighs and straight behind the
|
|
387
|
+
* spine, then (a) every triangle of a seat-NAMED mesh that holds one of them, or (b) for a generic mesh (a seat baked into
|
|
388
|
+
* `bodyshell_1`), the surface connected to them inside a box around the seat. Floor-level flats are never grown into.
|
|
389
|
+
*/
|
|
390
|
+
function ownSeatTriangles(cabin, bones, pelvis, grid) {
|
|
391
|
+
const { tris, mesh, names } = cabin;
|
|
392
|
+
const n = tris.length / 9;
|
|
393
|
+
const own = new Uint8Array(n);
|
|
394
|
+
const seeds = new Set();
|
|
395
|
+
const buf = [];
|
|
396
|
+
const first = (o, d, reach) => {
|
|
397
|
+
const q = [o[0] + d[0] * reach, o[1] + d[1] * reach, o[2] + d[2] * reach];
|
|
398
|
+
let best = -1, bs = Infinity;
|
|
399
|
+
for (const c of crossings(grid, o, q, null, buf))
|
|
400
|
+
if (c.s < bs) {
|
|
401
|
+
bs = c.s;
|
|
402
|
+
best = c.t;
|
|
403
|
+
}
|
|
404
|
+
return best;
|
|
405
|
+
};
|
|
406
|
+
const probesDown = [];
|
|
407
|
+
for (const dx of [-0.1, 0, 0.1])
|
|
408
|
+
for (const dz of [-0.08, 0, 0.1, 0.2])
|
|
409
|
+
probesDown.push([pelvis[0] + dx, pelvis[1] + 0.05, pelvis[2] + dz]);
|
|
410
|
+
for (const s of ['l', 'r']) {
|
|
411
|
+
const th = bones[`thigh_${s}`], ca = bones[`calf_${s}`];
|
|
412
|
+
if (th && ca)
|
|
413
|
+
for (const k of [0.3, 0.55]) {
|
|
414
|
+
const m = lerp(th, ca, k);
|
|
415
|
+
probesDown.push([m[0], m[1], m[2]]);
|
|
416
|
+
}
|
|
417
|
+
}
|
|
418
|
+
for (const o of probesDown) {
|
|
419
|
+
const t = first(o, [0, -1, 0], 0.4);
|
|
420
|
+
if (t >= 0)
|
|
421
|
+
seeds.add(t);
|
|
422
|
+
}
|
|
423
|
+
const spine = Object.keys(bones).filter((b) => /^spine_0[2-5]$|^spine$|^chest$|spine1|spine2|upperchest/i.test(b)).map((b) => bones[b]);
|
|
424
|
+
for (const sp of spine)
|
|
425
|
+
for (const dx of [-0.12, 0, 0.12]) {
|
|
426
|
+
const t = first([sp[0] + dx, sp[1], sp[2]], [0, 0, -1], 0.4);
|
|
427
|
+
if (t >= 0)
|
|
428
|
+
seeds.add(t);
|
|
429
|
+
}
|
|
430
|
+
const head = bones.head ?? Object.entries(bones).find(([k]) => /head/i.test(k))?.[1];
|
|
431
|
+
if (head) {
|
|
432
|
+
const t = first(head, [0, 0, -1], 0.3);
|
|
433
|
+
if (t >= 0)
|
|
434
|
+
seeds.add(t);
|
|
435
|
+
}
|
|
436
|
+
if (!seeds.size)
|
|
437
|
+
return own;
|
|
438
|
+
const box = { min: [pelvis[0] - 0.36, pelvis[1] - 0.4, pelvis[2] - 0.5], max: [pelvis[0] + 0.36, (head?.[1] ?? pelvis[1] + 0.7) + 0.2, pelvis[2] + 0.6] };
|
|
439
|
+
const inBox = (t) => { const c = triCentroid(tris, t); return c[0] >= box.min[0] && c[0] <= box.max[0] && c[1] >= box.min[1] && c[1] <= box.max[1] && c[2] >= box.min[2] && c[2] <= box.max[2]; };
|
|
440
|
+
const floorLevel = (t) => Math.abs(triNormal(tris, t)[1]) > 0.8 && triCentroid(tris, t)[1] < pelvis[1] - 0.2;
|
|
441
|
+
const seatMeshes = new Set();
|
|
442
|
+
const genericSeeds = [];
|
|
443
|
+
for (const t of seeds) {
|
|
444
|
+
const part = cabinPartOfMesh(names[mesh[t]] ?? '');
|
|
445
|
+
if (part === 'seat')
|
|
446
|
+
seatMeshes.add(mesh[t]);
|
|
447
|
+
else if (part === 'generic' && inBox(t) && !floorLevel(t))
|
|
448
|
+
genericSeeds.push(t);
|
|
449
|
+
}
|
|
450
|
+
for (let t = 0; t < n; t++)
|
|
451
|
+
if (seatMeshes.has(mesh[t]) && inBox(t))
|
|
452
|
+
own[t] = 1;
|
|
453
|
+
if (genericSeeds.length) {
|
|
454
|
+
// connectivity through shared vertex positions (0.1 mm), within the box, never into floor-level flats
|
|
455
|
+
const key = (x, y, z) => `${Math.round(x * 1e4)},${Math.round(y * 1e4)},${Math.round(z * 1e4)}`;
|
|
456
|
+
const byVert = new Map();
|
|
457
|
+
const vkeys = [];
|
|
458
|
+
for (let t = 0; t < n; t++) {
|
|
459
|
+
const ks = [];
|
|
460
|
+
if (cabinPartOfMesh(names[mesh[t]] ?? '') === 'generic' && inBox(t)) {
|
|
461
|
+
for (let c = 0; c < 3; c++) {
|
|
462
|
+
const k = key(tris[t * 9 + c * 3], tris[t * 9 + c * 3 + 1], tris[t * 9 + c * 3 + 2]);
|
|
463
|
+
ks.push(k);
|
|
464
|
+
let l = byVert.get(k);
|
|
465
|
+
if (!l) {
|
|
466
|
+
l = [];
|
|
467
|
+
byVert.set(k, l);
|
|
468
|
+
}
|
|
469
|
+
l.push(t);
|
|
470
|
+
}
|
|
471
|
+
}
|
|
472
|
+
vkeys.push(ks);
|
|
473
|
+
}
|
|
474
|
+
const stack = [...genericSeeds];
|
|
475
|
+
for (const s of stack)
|
|
476
|
+
own[s] = 1;
|
|
477
|
+
while (stack.length) {
|
|
478
|
+
const t = stack.pop();
|
|
479
|
+
for (const k of vkeys[t])
|
|
480
|
+
for (const u of byVert.get(k) ?? []) {
|
|
481
|
+
if (own[u] || mesh[u] !== mesh[t] || floorLevel(u))
|
|
482
|
+
continue;
|
|
483
|
+
own[u] = 1;
|
|
484
|
+
stack.push(u);
|
|
485
|
+
}
|
|
486
|
+
}
|
|
487
|
+
}
|
|
488
|
+
return own;
|
|
489
|
+
}
|
|
490
|
+
// ------------------------------------------------------------------------------------------------------- area
|
|
491
|
+
/** The vertex spacing of a set of surface points: the median distance to each point's nearest neighbour (pairs closer
|
|
492
|
+
* than 1 mm, a cloth layer lying on the skin, are not neighbours). One point alone stands for a 1 cm patch. */
|
|
493
|
+
function vertexSpacing(points) {
|
|
494
|
+
if (points.length < 2)
|
|
495
|
+
return 0.01;
|
|
496
|
+
const cell = 0.02;
|
|
497
|
+
const hash = new Map();
|
|
498
|
+
const key = (p) => `${Math.floor(p[0] / cell)},${Math.floor(p[1] / cell)},${Math.floor(p[2] / cell)}`;
|
|
499
|
+
points.forEach((p, i) => { const k = key(p); if (!hash.has(k))
|
|
500
|
+
hash.set(k, []); hash.get(k).push(i); });
|
|
501
|
+
const nn = [];
|
|
502
|
+
points.forEach((p, i) => {
|
|
503
|
+
const c = key(p).split(',').map(Number);
|
|
504
|
+
let best = Infinity;
|
|
505
|
+
for (let dx = -1; dx <= 1; dx++)
|
|
506
|
+
for (let dy = -1; dy <= 1; dy++)
|
|
507
|
+
for (let dz = -1; dz <= 1; dz++) {
|
|
508
|
+
for (const j of hash.get(`${c[0] + dx},${c[1] + dy},${c[2] + dz}`) ?? []) {
|
|
509
|
+
if (j === i)
|
|
510
|
+
continue;
|
|
511
|
+
const d = dist(p, points[j]);
|
|
512
|
+
if (d > 0.001 && d < best)
|
|
513
|
+
best = d;
|
|
514
|
+
}
|
|
515
|
+
}
|
|
516
|
+
if (Number.isFinite(best))
|
|
517
|
+
nn.push(best);
|
|
518
|
+
});
|
|
519
|
+
if (!nn.length)
|
|
520
|
+
return 0.01;
|
|
521
|
+
nn.sort((x, y) => x - y);
|
|
522
|
+
return Math.min(0.03, Math.max(0.002, nn[Math.floor(nn.length / 2)]));
|
|
523
|
+
}
|
|
524
|
+
/**
|
|
525
|
+
* Projected area of surface points onto the plane with normal `normal`: each vertex stands for the `spacing` x `spacing`
|
|
526
|
+
* patch of surface around it (its share of a mesh sampled at that spacing), rasterised on a fine grid so overlapping
|
|
527
|
+
* patches (a sleeve over the skin, a curved region folding over itself in projection) count once.
|
|
528
|
+
*/
|
|
529
|
+
function projectedArea(points, normal, spacing = vertexSpacing(points)) {
|
|
530
|
+
if (!points.length)
|
|
531
|
+
return 0;
|
|
532
|
+
const n = nrm(normal);
|
|
533
|
+
const ref = Math.abs(n[1]) < 0.9 ? [0, 1, 0] : [1, 0, 0];
|
|
534
|
+
const u = nrm(crs(n, ref)), w = crs(n, u);
|
|
535
|
+
const minSpacing = Array.isArray(spacing) ? Math.min(...spacing) : spacing;
|
|
536
|
+
const fine = Math.min(0.0025, Math.max(0.0005, minSpacing / 4));
|
|
537
|
+
const set = new Set();
|
|
538
|
+
const K = 1 << 20;
|
|
539
|
+
for (let pi = 0; pi < points.length; pi++) {
|
|
540
|
+
const p = points[pi];
|
|
541
|
+
const half = (Array.isArray(spacing) ? spacing[pi] : spacing) / 2;
|
|
542
|
+
const pu = dot(p, u), pw = dot(p, w);
|
|
543
|
+
const i0 = Math.round((pu - half) / fine), i1 = Math.round((pu + half) / fine) - 1;
|
|
544
|
+
const j0 = Math.round((pw - half) / fine), j1 = Math.round((pw + half) / fine) - 1;
|
|
545
|
+
for (let i = i0; i <= i1; i++)
|
|
546
|
+
for (let j = j0; j <= j1; j++)
|
|
547
|
+
set.add((i + K / 2) * K + (j + K / 2));
|
|
548
|
+
}
|
|
549
|
+
return set.size * fine * fine;
|
|
550
|
+
}
|
|
551
|
+
/** Every penetration of one seated occupant into the cabin around it (and of its hands into its own thighs). Pure. */
|
|
552
|
+
function measurePenetration(pull, T = exports.PENETRATION_THRESHOLDS) {
|
|
553
|
+
const t0 = Date.now();
|
|
554
|
+
const P = pull.points;
|
|
555
|
+
const nPts = P.length / 3;
|
|
556
|
+
const { tris, mesh, names } = pull.cabin;
|
|
557
|
+
const nTris = tris.length / 9;
|
|
558
|
+
const empty = { seat: pull.seatKey, vertices: nPts, cabinTriangles: nTris, ownSeat: { triangles: 0, meshes: [] }, breached: [], clusters: [], support: [], assignment: 'nearest-bone', accessoryVertices: 0, ms: 0 };
|
|
559
|
+
const sk = buildSkeleton(pull.bones, pull.boneParents);
|
|
560
|
+
if (!sk || !nPts)
|
|
561
|
+
return { ...empty, ms: Date.now() - t0 };
|
|
562
|
+
const pelvis = pull.bones[sk.root];
|
|
563
|
+
const headBone = pull.bones.head ?? Object.entries(pull.bones).find(([k]) => /head/i.test(k) && !/top|end/i.test(k))?.[1] ?? [pelvis[0], pelvis[1] + 0.6, pelvis[2]];
|
|
564
|
+
const frame = { pelvis, headY: headBone[1] + 0.12, side: Math.abs(pelvis[0]) > 0.05 ? Math.sign(pelvis[0]) : 0 };
|
|
565
|
+
const grid = new TriGrid(tris);
|
|
566
|
+
const own = nTris ? ownSeatTriangles(pull.cabin, pull.bones, pelvis, grid) : new Uint8Array(0);
|
|
567
|
+
const meshPart = names.map((nm) => cabinPartOfMesh(nm));
|
|
568
|
+
const partOfTri = (t) => {
|
|
569
|
+
if (own[t])
|
|
570
|
+
return 'seat';
|
|
571
|
+
const p = meshPart[mesh[t]];
|
|
572
|
+
return p === 'generic' ? cabinPartAt(triCentroid(tris, t), triNormal(tris, t), frame) : p;
|
|
573
|
+
};
|
|
574
|
+
const buf = [];
|
|
575
|
+
const near = [];
|
|
576
|
+
// A small closed OBJECT (a steering rim or hub, a pedal pad, a gear knob) is crossed in AND out: a vertex past it is
|
|
577
|
+
// not inside it, so its crossings count by parity. Every other surface is a WALL: a vertex past it is through it.
|
|
578
|
+
const objectMesh = names.map((nm) => { const p = cabinPartOfMesh(nm); return p === 'wheel' || p === 'pedals' || p === 'console'; });
|
|
579
|
+
const isObject = (t) => !own[t] && objectMesh[mesh[t]];
|
|
580
|
+
const startState = new Map([[sk.root, { odd: false, entry: null, through: null }]]);
|
|
581
|
+
const segInfo = new Map();
|
|
582
|
+
const breached = [];
|
|
583
|
+
const segsByStart = new Map();
|
|
584
|
+
for (const s of sk.segments) {
|
|
585
|
+
if (!segsByStart.has(s.start))
|
|
586
|
+
segsByStart.set(s.start, []);
|
|
587
|
+
segsByStart.get(s.start).push(s);
|
|
588
|
+
}
|
|
589
|
+
const advance = (st, s, cross, upTo) => {
|
|
590
|
+
let out = st;
|
|
591
|
+
const len = Math.max(dist(s.a, s.b), 1e-6);
|
|
592
|
+
let lastWall = -Infinity;
|
|
593
|
+
for (const c of cross) {
|
|
594
|
+
if (c.s >= upTo)
|
|
595
|
+
break;
|
|
596
|
+
// the two faces of a panel (a door card modelled as a thin slab, a carpet on its pan) are ONE wall
|
|
597
|
+
if (!isObject(c.t)) {
|
|
598
|
+
const at = c.s * len;
|
|
599
|
+
if (at - lastWall < WALL_MERGE_M) {
|
|
600
|
+
lastWall = at;
|
|
601
|
+
continue;
|
|
602
|
+
}
|
|
603
|
+
lastWall = at;
|
|
604
|
+
}
|
|
605
|
+
out = out.odd ? { odd: false, entry: null, through: null }
|
|
606
|
+
: { odd: true, entry: lerp(s.a, s.b, Math.max(0, c.s - T.anchorBackoffM / len)), through: names[mesh[c.t]] ?? '?' };
|
|
607
|
+
}
|
|
608
|
+
return out;
|
|
609
|
+
};
|
|
610
|
+
const queue = [sk.root];
|
|
611
|
+
while (queue.length) {
|
|
612
|
+
const b = queue.shift();
|
|
613
|
+
const st = startState.get(b) ?? { odd: false, entry: null, through: null };
|
|
614
|
+
for (const s of segsByStart.get(b) ?? []) {
|
|
615
|
+
const cross = (nTris && !s.accessory ? crossings(grid, s.a, s.b, own, buf) : []).sort((x, y) => x.s - y.s);
|
|
616
|
+
segInfo.set(s, { state: st, cross });
|
|
617
|
+
if (!s.end)
|
|
618
|
+
continue;
|
|
619
|
+
const end = advance(st, s, cross, Infinity);
|
|
620
|
+
startState.set(s.end, end);
|
|
621
|
+
if (end.odd && !st.odd)
|
|
622
|
+
breached.push({ bone: s.end, throughMesh: end.through ?? '?' });
|
|
623
|
+
queue.push(s.end);
|
|
624
|
+
}
|
|
625
|
+
}
|
|
626
|
+
// ---- vertex -> segment
|
|
627
|
+
const boneNames = pull.boneNames ?? null;
|
|
628
|
+
const useSkin = !!(pull.pointBone && boneNames && pull.pointBone.length === nPts);
|
|
629
|
+
const segOfBone = new Map();
|
|
630
|
+
for (const s of sk.segments) {
|
|
631
|
+
if (!segOfBone.has(s.start))
|
|
632
|
+
segOfBone.set(s.start, []);
|
|
633
|
+
segOfBone.get(s.start).push(s);
|
|
634
|
+
}
|
|
635
|
+
const endSeg = new Map();
|
|
636
|
+
for (const s of sk.segments)
|
|
637
|
+
if (s.end)
|
|
638
|
+
endSeg.set(s.end, s);
|
|
639
|
+
const mapBone = (name) => {
|
|
640
|
+
for (let b = name, k = 0; b && k < 32; k++) {
|
|
641
|
+
const segs = segOfBone.get(b);
|
|
642
|
+
if (segs)
|
|
643
|
+
return segs;
|
|
644
|
+
const e = endSeg.get(b);
|
|
645
|
+
if (e)
|
|
646
|
+
return [e];
|
|
647
|
+
b = sk.parent.get(b) ?? pull.boneParents?.[b] ?? UE_PARENTS[b] ?? null;
|
|
648
|
+
}
|
|
649
|
+
return [];
|
|
650
|
+
};
|
|
651
|
+
const assign = (p, i) => {
|
|
652
|
+
let cands = bodySegments;
|
|
653
|
+
if (useSkin) {
|
|
654
|
+
const c = mapBone(boneNames[pull.pointBone[i]] ?? '');
|
|
655
|
+
if (c.length)
|
|
656
|
+
cands = c;
|
|
657
|
+
}
|
|
658
|
+
let best = cands[0], bt = 0, bd = Infinity;
|
|
659
|
+
for (const s of cands) {
|
|
660
|
+
const t = closestT(p, s.a, s.b);
|
|
661
|
+
const d = dist(p, lerp(s.a, s.b, t)) / (useSkin ? 1 : s.r);
|
|
662
|
+
if (d < bd) {
|
|
663
|
+
bd = d;
|
|
664
|
+
best = s;
|
|
665
|
+
bt = t;
|
|
666
|
+
}
|
|
667
|
+
}
|
|
668
|
+
return { s: best, t: bt };
|
|
669
|
+
};
|
|
670
|
+
const bodySegments = sk.segments.filter((s) => !s.accessory);
|
|
671
|
+
const subPart = (s, t) => (s.part === 'thigh' && t > 0.85 ? 'knee' : s.part === 'leg' && t < 0.12 ? 'knee' : s.part);
|
|
672
|
+
// ---- every vertex: is a cabin surface between it and the free point of its own bone?
|
|
673
|
+
const hits = [];
|
|
674
|
+
let accessoryVertices = 0;
|
|
675
|
+
const assigned = new Array(nPts);
|
|
676
|
+
for (let i = 0; i < nPts; i++) {
|
|
677
|
+
const p = [P[i * 3], P[i * 3 + 1], P[i * 3 + 2]];
|
|
678
|
+
const { s, t } = assign(p, i);
|
|
679
|
+
const part = subPart(s, t);
|
|
680
|
+
assigned[i] = { s, t, part };
|
|
681
|
+
if (s.accessory) {
|
|
682
|
+
accessoryVertices++;
|
|
683
|
+
continue;
|
|
684
|
+
}
|
|
685
|
+
if (!nTris)
|
|
686
|
+
continue;
|
|
687
|
+
// measured against its own bone. (A bone itself through a surface is the envelope test's case below: anchoring
|
|
688
|
+
// a limb to the last free point of its chain was measured to misfire wherever a wall has a hole — a window opening
|
|
689
|
+
// lets the shoulder-to-elbow line miss a door the elbow is through, and the whole hand then reads as behind it.)
|
|
690
|
+
// a leaf's extension (skull top, finger tip, toe) is a guess along the last bone: it can dip through a floor the toes
|
|
691
|
+
// rest ON, so a vertex on one is measured against the real joint it starts at
|
|
692
|
+
const anchor = s.end ? lerp(s.a, s.b, t) : s.a;
|
|
693
|
+
const supported = SUPPORTED.has(part);
|
|
694
|
+
const all = crossings(grid, p, anchor, null, buf);
|
|
695
|
+
if (!all.length)
|
|
696
|
+
continue;
|
|
697
|
+
const perObject = new Map();
|
|
698
|
+
for (const c of all)
|
|
699
|
+
if (isObject(c.t))
|
|
700
|
+
perObject.set(mesh[c.t], (perObject.get(mesh[c.t]) ?? 0) + 1);
|
|
701
|
+
const cs = all.filter((c) => !isObject(c.t) || (perObject.get(mesh[c.t]) % 2) === 1);
|
|
702
|
+
if (!cs.length)
|
|
703
|
+
continue;
|
|
704
|
+
const lineLen = dist(p, anchor);
|
|
705
|
+
let bestDepth = -1, best = null, bestSupport = null;
|
|
706
|
+
for (const c of cs) {
|
|
707
|
+
const n = triNormal(tris, c.t);
|
|
708
|
+
const k = c.t * 9;
|
|
709
|
+
// How far behind the surface it crossed: its distance to that surface's plane, but never more than the distance to
|
|
710
|
+
// the crossing itself, nor more than to the nearest surface of the same mesh (a vertex inside a rim tube, a pedal
|
|
711
|
+
// box or a hollow door is as deep as its way out; a small tilted triangle's plane would say far more).
|
|
712
|
+
let d = Math.min(Math.abs(dot(sub(p, [tris[k], tris[k + 1], tris[k + 2]]), n)), c.s * lineLen);
|
|
713
|
+
if (d > T.contactMinM) {
|
|
714
|
+
const r = d;
|
|
715
|
+
const mi = mesh[c.t];
|
|
716
|
+
for (const u of grid.query([p[0] - r, p[1] - r, p[2] - r], [p[0] + r, p[1] + r, p[2] + r], near)) {
|
|
717
|
+
if (mesh[u] !== mi)
|
|
718
|
+
continue;
|
|
719
|
+
const du = pointTriDist(tris, u, p);
|
|
720
|
+
if (du < d)
|
|
721
|
+
d = du;
|
|
722
|
+
}
|
|
723
|
+
}
|
|
724
|
+
if (supported && own[c.t]) {
|
|
725
|
+
if (!bestSupport || d > bestSupport.d)
|
|
726
|
+
bestSupport = { d, t: c.t };
|
|
727
|
+
continue;
|
|
728
|
+
}
|
|
729
|
+
if (d > bestDepth) {
|
|
730
|
+
bestDepth = d;
|
|
731
|
+
best = c;
|
|
732
|
+
}
|
|
733
|
+
}
|
|
734
|
+
if (best && bestDepth >= T.contactMinM) {
|
|
735
|
+
let n = triNormal(tris, best.t);
|
|
736
|
+
if (dot(n, sub(anchor, p)) < 0)
|
|
737
|
+
n = [-n[0], -n[1], -n[2]];
|
|
738
|
+
hits.push({ i, p, depth: bestDepth, part, mesh: names[mesh[best.t]] ?? '?', cabinPart: partOfTri(best.t), normal: n, support: false, source: 'skin' });
|
|
739
|
+
}
|
|
740
|
+
else if (bestSupport && bestSupport.d >= T.contactMinM) {
|
|
741
|
+
hits.push({ i, p, depth: bestSupport.d, part, mesh: names[mesh[bestSupport.t]] ?? '?', cabinPart: 'seat', normal: triNormal(tris, bestSupport.t), support: true });
|
|
742
|
+
}
|
|
743
|
+
}
|
|
744
|
+
// ---- each limb's own drawn surface: the outermost vertex per (2 cm station, 15 degree sector) around its bone, so a
|
|
745
|
+
// point can be tested for being INSIDE the limb without occupant triangles
|
|
746
|
+
const NA = 24, STATION = 0.02;
|
|
747
|
+
const limbs = [];
|
|
748
|
+
const polar = (l, p) => {
|
|
749
|
+
const d = sub(p, l.s.a);
|
|
750
|
+
const z = dot(d, l.ax);
|
|
751
|
+
const radial = [d[0] - l.ax[0] * z, d[1] - l.ax[1] * z, d[2] - l.ax[2] * z];
|
|
752
|
+
return { z, r: Math.hypot(radial[0], radial[1], radial[2]), ang: Math.atan2(dot(radial, l.e2), dot(radial, l.e1)), dir: nrm(radial) };
|
|
753
|
+
};
|
|
754
|
+
const binKey = (z, ang) => (Math.floor(z / STATION) + 512) * NA + (Math.floor(((ang + Math.PI) / (2 * Math.PI)) * NA) % NA);
|
|
755
|
+
{
|
|
756
|
+
const bySeg = new Map();
|
|
757
|
+
for (let i = 0; i < nPts; i++) {
|
|
758
|
+
const a = assigned[i];
|
|
759
|
+
if (!bySeg.has(a.s))
|
|
760
|
+
bySeg.set(a.s, []);
|
|
761
|
+
bySeg.get(a.s).push(i);
|
|
762
|
+
}
|
|
763
|
+
for (const [seg, idx] of bySeg) {
|
|
764
|
+
if (seg.accessory || !seg.end)
|
|
765
|
+
continue;
|
|
766
|
+
const axis = sub(seg.b, seg.a);
|
|
767
|
+
const L = Math.hypot(axis[0], axis[1], axis[2]);
|
|
768
|
+
if (L < 0.02 || idx.length < 12)
|
|
769
|
+
continue;
|
|
770
|
+
const ax = nrm(axis);
|
|
771
|
+
const ref = Math.abs(ax[1]) < 0.9 ? [0, 1, 0] : [1, 0, 0];
|
|
772
|
+
const e1 = nrm(crs(ax, ref)), e2 = crs(ax, e1);
|
|
773
|
+
const l = { s: seg, ax, e1, e2, L, bins: new Map(), rMax: 0, lo: [Infinity, Infinity, Infinity], hi: [-Infinity, -Infinity, -Infinity] };
|
|
774
|
+
for (const i of idx) {
|
|
775
|
+
const p = [P[i * 3], P[i * 3 + 1], P[i * 3 + 2]];
|
|
776
|
+
const q = polar(l, p);
|
|
777
|
+
if (q.z < 0 || q.z > L)
|
|
778
|
+
continue;
|
|
779
|
+
const k = binKey(q.z, q.ang);
|
|
780
|
+
if ((l.bins.get(k) ?? 0) < q.r)
|
|
781
|
+
l.bins.set(k, q.r);
|
|
782
|
+
if (q.r > l.rMax)
|
|
783
|
+
l.rMax = q.r;
|
|
784
|
+
for (let c = 0; c < 3; c++) {
|
|
785
|
+
if (p[c] < l.lo[c])
|
|
786
|
+
l.lo[c] = p[c];
|
|
787
|
+
if (p[c] > l.hi[c])
|
|
788
|
+
l.hi[c] = p[c];
|
|
789
|
+
}
|
|
790
|
+
}
|
|
791
|
+
if (l.bins.size >= 6)
|
|
792
|
+
limbs.push(l);
|
|
793
|
+
}
|
|
794
|
+
}
|
|
795
|
+
/** How deep a point is inside a limb's drawn surface (null: outside, or the limb's surface is not known there). */
|
|
796
|
+
const insideLimb = (l, p) => {
|
|
797
|
+
if (p[0] < l.lo[0] || p[1] < l.lo[1] || p[2] < l.lo[2] || p[0] > l.hi[0] || p[1] > l.hi[1] || p[2] > l.hi[2])
|
|
798
|
+
return null;
|
|
799
|
+
const q = polar(l, p);
|
|
800
|
+
if (q.z < 0 || q.z > l.L || q.r > l.rMax)
|
|
801
|
+
return null;
|
|
802
|
+
const zi = Math.floor(q.z / STATION), ai = Math.floor(((q.ang + Math.PI) / (2 * Math.PI)) * NA) % NA;
|
|
803
|
+
let rs = 0, seen = 0;
|
|
804
|
+
for (const dz of [-1, 0, 1])
|
|
805
|
+
for (const da of [-1, 0, 1]) {
|
|
806
|
+
const v = l.bins.get((zi + dz + 512) * NA + ((ai + da + NA) % NA));
|
|
807
|
+
if (v !== undefined) {
|
|
808
|
+
seen++;
|
|
809
|
+
rs = Math.max(rs, dz === 0 && da === 0 ? v : v * 0.98);
|
|
810
|
+
}
|
|
811
|
+
}
|
|
812
|
+
// the centre bin itself must be known: a sector with no drawn vertex (the gap between curled fingers) is not flesh
|
|
813
|
+
if (seen < 4 || !l.bins.has((zi + 512) * NA + ai) || rs <= 0)
|
|
814
|
+
return null;
|
|
815
|
+
const depth = rs - q.r;
|
|
816
|
+
return depth >= T.contactMinM ? { depth, dir: q.dir } : null;
|
|
817
|
+
};
|
|
818
|
+
// ---- hands into the occupant's own thighs
|
|
819
|
+
for (const l of limbs) {
|
|
820
|
+
if (l.s.part !== 'thigh')
|
|
821
|
+
continue;
|
|
822
|
+
for (let i = 0; i < nPts; i++) {
|
|
823
|
+
if (assigned[i].part !== 'hand')
|
|
824
|
+
continue;
|
|
825
|
+
const p = [P[i * 3], P[i * 3 + 1], P[i * 3 + 2]];
|
|
826
|
+
const q = polar(l, p);
|
|
827
|
+
if (q.z < 0.1 * l.L || q.z > 0.9 * l.L)
|
|
828
|
+
continue;
|
|
829
|
+
const inn = insideLimb(l, p);
|
|
830
|
+
if (inn)
|
|
831
|
+
hits.push({ i, p, depth: inn.depth, part: 'hand', mesh: l.s.start, cabinPart: 'self', normal: [-inn.dir[0], -inn.dir[1], -inn.dir[2]], support: false, source: 'skin' });
|
|
832
|
+
}
|
|
833
|
+
}
|
|
834
|
+
// ---- small cabin OBJECTS inside a limb (a steering rim through a knee, a pedal pad inside a sole, a gear knob in a
|
|
835
|
+
// thigh): their surface, sampled every 5 mm, tested against each limb's drawn surface. The vertex test cannot see an
|
|
836
|
+
// object that lies between the skin and the bone (crossed in AND out). Walls are not tested this way: a limb's
|
|
837
|
+
// envelope (outermost vertex per sector) bulges over concave skin, and a seat bolster baked into a generic mesh would
|
|
838
|
+
// read as clipping. A hand is judged by its vertices only: a fist closes AROUND the rim it grips.
|
|
839
|
+
if (nTris && limbs.length) {
|
|
840
|
+
const body = limbs.filter((l) => l.s.part !== 'hand');
|
|
841
|
+
const lo = [Infinity, Infinity, Infinity], hi = [-Infinity, -Infinity, -Infinity];
|
|
842
|
+
for (const l of body)
|
|
843
|
+
for (let c = 0; c < 3; c++) {
|
|
844
|
+
lo[c] = Math.min(lo[c], l.lo[c]);
|
|
845
|
+
hi[c] = Math.max(hi[c], l.hi[c]);
|
|
846
|
+
}
|
|
847
|
+
const near = [];
|
|
848
|
+
// walls only where a limb's BONE goes through them (a floor through the ankle of a foot sunk 11 cm, an elbow out
|
|
849
|
+
// through a door card): the wall is tested against that limb within its own radius of the crossing
|
|
850
|
+
const wallAt = new Map();
|
|
851
|
+
for (const l of body) {
|
|
852
|
+
const info = segInfo.get(l.s);
|
|
853
|
+
for (const c of info?.cross ?? []) {
|
|
854
|
+
if (isObject(c.t))
|
|
855
|
+
continue;
|
|
856
|
+
const x = lerp(l.s.a, l.s.b, c.s);
|
|
857
|
+
const r = l.rMax;
|
|
858
|
+
for (const u of grid.query([x[0] - r, x[1] - r, x[2] - r], [x[0] + r, x[1] + r, x[2] + r], buf)) {
|
|
859
|
+
if (mesh[u] !== mesh[c.t] || own[u] || isObject(u))
|
|
860
|
+
continue;
|
|
861
|
+
if (!wallAt.has(u))
|
|
862
|
+
wallAt.set(u, []);
|
|
863
|
+
wallAt.get(u).push({ x, l });
|
|
864
|
+
}
|
|
865
|
+
}
|
|
866
|
+
}
|
|
867
|
+
for (const t of grid.query(lo, hi, near)) {
|
|
868
|
+
const walls = wallAt.get(t);
|
|
869
|
+
if (!isObject(t) && !walls)
|
|
870
|
+
continue;
|
|
871
|
+
const k = t * 9;
|
|
872
|
+
const A = [tris[k], tris[k + 1], tris[k + 2]], B = [tris[k + 3], tris[k + 4], tris[k + 5]], C = [tris[k + 6], tris[k + 7], tris[k + 8]];
|
|
873
|
+
const cand = (walls ? [...new Set(walls.map((w) => w.l))] : body).filter((l) => {
|
|
874
|
+
for (let c = 0; c < 3; c++)
|
|
875
|
+
if (Math.max(A[c], B[c], C[c]) < l.lo[c] || Math.min(A[c], B[c], C[c]) > l.hi[c])
|
|
876
|
+
return false;
|
|
877
|
+
return true;
|
|
878
|
+
});
|
|
879
|
+
if (!cand.length)
|
|
880
|
+
continue;
|
|
881
|
+
const step = OBJECT_SAMPLE_M;
|
|
882
|
+
const n = Math.min(400, Math.max(1, Math.ceil(Math.max(dist(A, B), dist(B, C), dist(C, A)) / step)));
|
|
883
|
+
const mname = names[mesh[t]] ?? '?';
|
|
884
|
+
for (let i = 0; i <= n; i++)
|
|
885
|
+
for (let j = 0; j <= n - i; j++) {
|
|
886
|
+
const u = i / n, v = j / n;
|
|
887
|
+
const p = [A[0] + (B[0] - A[0]) * u + (C[0] - A[0]) * v, A[1] + (B[1] - A[1]) * u + (C[1] - A[1]) * v, A[2] + (B[2] - A[2]) * u + (C[2] - A[2]) * v];
|
|
888
|
+
let best = null;
|
|
889
|
+
for (const l of cand) {
|
|
890
|
+
// a wall counts only within the limb's radius of where its bone crosses it
|
|
891
|
+
if (walls && !walls.some((w) => w.l === l && dist(w.x, p) <= l.rMax))
|
|
892
|
+
continue;
|
|
893
|
+
const inn = insideLimb(l, p);
|
|
894
|
+
if (inn && (!best || inn.depth > best.depth))
|
|
895
|
+
best = { ...inn, l };
|
|
896
|
+
}
|
|
897
|
+
if (!best)
|
|
898
|
+
continue;
|
|
899
|
+
const part = subPart(best.l.s, closestT(p, best.l.s.a, best.l.s.b));
|
|
900
|
+
hits.push({ i: -1, p, depth: best.depth, part, mesh: mname, cabinPart: partOfTri(t), normal: [-best.dir[0], -best.dir[1], -best.dir[2]], support: false, source: 'object' });
|
|
901
|
+
}
|
|
902
|
+
}
|
|
903
|
+
}
|
|
904
|
+
// ---- each skin hit's share of surface: its spacing to its nearest neighbour in the WHOLE occupant cloud (a few
|
|
905
|
+
// penetrating vertices of a sparse shirt are not each other's neighbours), and which of its neighbours are hits too
|
|
906
|
+
const occHash = new Map();
|
|
907
|
+
const OC = 0.03;
|
|
908
|
+
const ocKey = (x, y, z) => ((Math.floor(x / OC) + 512) * 1024 + (Math.floor(y / OC) + 512)) * 1024 + (Math.floor(z / OC) + 512);
|
|
909
|
+
for (let i = 0; i < nPts; i++) {
|
|
910
|
+
const k = ocKey(P[i * 3], P[i * 3 + 1], P[i * 3 + 2]);
|
|
911
|
+
let l = occHash.get(k);
|
|
912
|
+
if (!l) {
|
|
913
|
+
l = [];
|
|
914
|
+
occHash.set(k, l);
|
|
915
|
+
}
|
|
916
|
+
l.push(i);
|
|
917
|
+
}
|
|
918
|
+
const neighbourhood = (i) => {
|
|
919
|
+
const p = [P[i * 3], P[i * 3 + 1], P[i * 3 + 2]];
|
|
920
|
+
const cand = [];
|
|
921
|
+
for (let dx = -1; dx <= 1; dx++)
|
|
922
|
+
for (let dy = -1; dy <= 1; dy++)
|
|
923
|
+
for (let dz = -1; dz <= 1; dz++) {
|
|
924
|
+
for (const j of occHash.get(ocKey(p[0] + dx * OC, p[1] + dy * OC, p[2] + dz * OC)) ?? []) {
|
|
925
|
+
if (j === i)
|
|
926
|
+
continue;
|
|
927
|
+
const d = Math.hypot(P[j * 3] - p[0], P[j * 3 + 1] - p[1], P[j * 3 + 2] - p[2]);
|
|
928
|
+
if (d > 0.001)
|
|
929
|
+
cand.push([j, d]);
|
|
930
|
+
}
|
|
931
|
+
}
|
|
932
|
+
if (!cand.length)
|
|
933
|
+
return { spacing: 0.01, near: [] };
|
|
934
|
+
const nn = cand.reduce((m, c) => Math.min(m, c[1]), Infinity);
|
|
935
|
+
const spacing = Math.min(0.03, Math.max(0.002, nn));
|
|
936
|
+
return { spacing, near: cand.filter((c) => c[1] <= 1.6 * spacing).map((c) => c[0]) };
|
|
937
|
+
};
|
|
938
|
+
/** Patch side per hit for the area of the part deeper than `D`: a hit whose neighbours are as deep stands for its full
|
|
939
|
+
* share of surface; one at the edge of the region (or alone: a single vertex spike) only for the part of it that the
|
|
940
|
+
* surface, interpolated to shallower neighbours, keeps deeper than D. */
|
|
941
|
+
const patchSides = (hs, D) => {
|
|
942
|
+
const deepIdx = new Set(hs.filter((h) => h.depth >= D && h.i >= 0).map((h) => h.i));
|
|
943
|
+
return hs.map((h) => {
|
|
944
|
+
if (h.source === 'object' || h.i < 0)
|
|
945
|
+
return OBJECT_SAMPLE_M;
|
|
946
|
+
const nb = neighbourhood(h.i);
|
|
947
|
+
const frac = nb.near.length ? nb.near.filter((j) => deepIdx.has(j)).length / nb.near.length : 0;
|
|
948
|
+
return nb.spacing * Math.max(frac, Math.max(0, (h.depth - D) / h.depth));
|
|
949
|
+
});
|
|
950
|
+
};
|
|
951
|
+
// ---- clusters: per penetrated mesh, vertices linked within linkM
|
|
952
|
+
const groups = new Map();
|
|
953
|
+
for (const h of hits) {
|
|
954
|
+
const k = `${h.support ? 'S' : 'P'}|${h.mesh}|${h.cabinPart}`;
|
|
955
|
+
if (!groups.has(k))
|
|
956
|
+
groups.set(k, []);
|
|
957
|
+
groups.get(k).push(h);
|
|
958
|
+
}
|
|
959
|
+
const clusters = [];
|
|
960
|
+
const support = [];
|
|
961
|
+
for (const [k, hs] of groups) {
|
|
962
|
+
const isSupport = k.startsWith('S|');
|
|
963
|
+
const parent = hs.map((_, i) => i);
|
|
964
|
+
const findp = (x) => { while (parent[x] !== x) {
|
|
965
|
+
parent[x] = parent[parent[x]];
|
|
966
|
+
x = parent[x];
|
|
967
|
+
} return x; };
|
|
968
|
+
const cellOf = (p) => [Math.floor(p[0] / T.linkM), Math.floor(p[1] / T.linkM), Math.floor(p[2] / T.linkM)];
|
|
969
|
+
const hash = new Map();
|
|
970
|
+
hs.forEach((h, i) => { const c = cellOf(h.p).join(','); if (!hash.has(c))
|
|
971
|
+
hash.set(c, []); hash.get(c).push(i); });
|
|
972
|
+
hs.forEach((h, i) => {
|
|
973
|
+
const c = cellOf(h.p);
|
|
974
|
+
for (let dx = -1; dx <= 1; dx++)
|
|
975
|
+
for (let dy = -1; dy <= 1; dy++)
|
|
976
|
+
for (let dz = -1; dz <= 1; dz++) {
|
|
977
|
+
for (const j of hash.get(`${c[0] + dx},${c[1] + dy},${c[2] + dz}`) ?? []) {
|
|
978
|
+
if (j <= i || dist(h.p, hs[j].p) > T.linkM)
|
|
979
|
+
continue;
|
|
980
|
+
const a = findp(i), b = findp(j);
|
|
981
|
+
if (a !== b)
|
|
982
|
+
parent[a] = b;
|
|
983
|
+
}
|
|
984
|
+
}
|
|
985
|
+
});
|
|
986
|
+
const comps = new Map();
|
|
987
|
+
hs.forEach((h, i) => { const r = findp(i); if (!comps.has(r))
|
|
988
|
+
comps.set(r, []); comps.get(r).push(h); });
|
|
989
|
+
for (const c of comps.values()) {
|
|
990
|
+
const nsum = [0, 0, 0];
|
|
991
|
+
for (const h of c) {
|
|
992
|
+
nsum[0] += h.normal[0];
|
|
993
|
+
nsum[1] += h.normal[1];
|
|
994
|
+
nsum[2] += h.normal[2];
|
|
995
|
+
}
|
|
996
|
+
const normal = Math.hypot(nsum[0], nsum[1], nsum[2]) > 1e-6 ? nrm(nsum) : c[0].normal;
|
|
997
|
+
const area = projectedArea(c.map((h) => h.p), normal, patchSides(c, T.contactMinM));
|
|
998
|
+
const maxD = c.reduce((m, h) => Math.max(m, h.depth), 0);
|
|
999
|
+
const counts = new Map();
|
|
1000
|
+
for (const h of c)
|
|
1001
|
+
counts.set(h.part, (counts.get(h.part) ?? 0) + 1);
|
|
1002
|
+
const parts = [...counts.entries()].sort((a, b) => b[1] - a[1]);
|
|
1003
|
+
if (isSupport) {
|
|
1004
|
+
support.push({ bodyPart: parts[0][0], cabinMesh: c[0].mesh, maxDepthM: r4(maxD), areaM2: r6(area), vertices: c.length });
|
|
1005
|
+
continue;
|
|
1006
|
+
}
|
|
1007
|
+
const pair = (c[0].cabinPart === 'wheel' && parts[0][0] === 'hand') || (c[0].cabinPart === 'pedals' && parts[0][0] === 'foot');
|
|
1008
|
+
const failDepth = pair ? T.contactPairDepthM : T.failDepthM;
|
|
1009
|
+
const deep = c.filter((h) => h.depth >= failDepth);
|
|
1010
|
+
const areaDeep = projectedArea(deep.map((h) => h.p), normal, patchSides(c, failDepth).filter((_, k) => c[k].depth >= failDepth));
|
|
1011
|
+
const cen = [0, 0, 0];
|
|
1012
|
+
for (const h of c) {
|
|
1013
|
+
cen[0] += h.p[0] / c.length;
|
|
1014
|
+
cen[1] += h.p[1] / c.length;
|
|
1015
|
+
cen[2] += h.p[2] / c.length;
|
|
1016
|
+
}
|
|
1017
|
+
clusters.push({
|
|
1018
|
+
seat: pull.seatKey, bodyPart: parts[0][0], bodyParts: parts, cabinPart: c[0].cabinPart, cabinMesh: c[0].mesh,
|
|
1019
|
+
maxDepthM: r4(maxD), meanDepthM: r4(c.reduce((s, h) => s + h.depth, 0) / c.length), areaM2: r6(area), areaDeepM2: r6(areaDeep), vertices: c.length,
|
|
1020
|
+
centroid: [r4(cen[0]), r4(cen[1]), r4(cen[2])], normal: [r4(normal[0]), r4(normal[1]), r4(normal[2])],
|
|
1021
|
+
radiusM: r4(c.reduce((m, h) => Math.max(m, dist(h.p, cen)), 0)), failDepthM: failDepth,
|
|
1022
|
+
points: c.filter((_, i) => i % Math.max(1, Math.ceil(c.length / 800)) === 0).map((h) => [r4(h.p[0]), r4(h.p[1]), r4(h.p[2])]),
|
|
1023
|
+
verdict: deep.length >= T.failMinPoints && maxD >= failDepth
|
|
1024
|
+
&& (areaDeep >= T.failAreaM2 - 1e-9 || (maxD >= Math.max(failDepth, T.swallowDepthM) && areaDeep >= T.swallowAreaM2 - 1e-9)) ? 'fail' : 'near',
|
|
1025
|
+
});
|
|
1026
|
+
}
|
|
1027
|
+
}
|
|
1028
|
+
clusters.sort((a, b) => (a.verdict === b.verdict ? b.maxDepthM * Math.sqrt(b.areaM2) - a.maxDepthM * Math.sqrt(a.areaM2) : a.verdict === 'fail' ? -1 : 1));
|
|
1029
|
+
support.sort((a, b) => b.maxDepthM - a.maxDepthM);
|
|
1030
|
+
const ownMeshes = new Set();
|
|
1031
|
+
let ownCount = 0;
|
|
1032
|
+
for (let t = 0; t < nTris; t++)
|
|
1033
|
+
if (own[t]) {
|
|
1034
|
+
ownCount++;
|
|
1035
|
+
ownMeshes.add(names[mesh[t]] ?? '?');
|
|
1036
|
+
}
|
|
1037
|
+
return {
|
|
1038
|
+
seat: pull.seatKey, vertices: nPts, cabinTriangles: nTris, ownSeat: { triangles: ownCount, meshes: [...ownMeshes] }, breached,
|
|
1039
|
+
clusters, support, assignment: useSkin ? 'skin-weights' : 'nearest-bone', accessoryVertices, ms: Date.now() - t0,
|
|
1040
|
+
};
|
|
1041
|
+
}
|
|
1042
|
+
// ------------------------------------------------------------------------------------------------------- verdicts
|
|
1043
|
+
const mmS = (m) => `${(m * 1000).toFixed(0)} mm`;
|
|
1044
|
+
const cm2 = (a) => `${(a * 1e4).toFixed(1)} cm²`;
|
|
1045
|
+
const describe = (c) => `${c.seat}: ${c.bodyPart} through ${c.cabinPart === 'self' ? `its own ${c.cabinMesh.replace(/_/g, ' ')}` : `the ${c.cabinPart} (${c.cabinMesh})`} ${mmS(c.maxDepthM)} deep, ${cm2(c.areaDeepM2)} deeper than ${mmS(c.failDepthM)} (${cm2(c.areaM2)} in all)`;
|
|
1046
|
+
/** The failing clusters worth a picture: deduped by (seat, body part, cabin part), worst first (depth x sqrt(area)). */
|
|
1047
|
+
function evidenceClusters(clusters, max = 3) {
|
|
1048
|
+
const score = (c) => c.maxDepthM * Math.sqrt(Math.max(c.areaDeepM2, 1e-6));
|
|
1049
|
+
const seen = new Set();
|
|
1050
|
+
const out = [];
|
|
1051
|
+
for (const c of clusters.filter((x) => x.verdict === 'fail').sort((a, b) => score(b) - score(a))) {
|
|
1052
|
+
const k = `${c.seat}|${c.bodyPart}|${c.cabinPart}`;
|
|
1053
|
+
if (seen.has(k))
|
|
1054
|
+
continue;
|
|
1055
|
+
seen.add(k);
|
|
1056
|
+
out.push(c);
|
|
1057
|
+
if (out.length >= max)
|
|
1058
|
+
break;
|
|
1059
|
+
}
|
|
1060
|
+
return out;
|
|
1061
|
+
}
|
|
1062
|
+
/**
|
|
1063
|
+
* A camera that shows a cluster as geometry crossing, for a frame in which only the occupant and the clashing mesh are
|
|
1064
|
+
* drawn: from the far side of the penetrated surface (the cluster normal points into the occupant, so the camera stands
|
|
1065
|
+
* along its opposite, where the body part comes THROUGH the surface towards it), tilted outboard for a floor or a roof (a
|
|
1066
|
+
* camera under the car would be under the ground), and side-on along the thigh for a hand in its own thigh. Never a
|
|
1067
|
+
* clipping near plane: slicing the occupant reads as torn geometry.
|
|
1068
|
+
*/
|
|
1069
|
+
function evidenceCamera(c, outboard, occupant) {
|
|
1070
|
+
const n = nrm(c.normal);
|
|
1071
|
+
const side = [outboard || 1, 0, 0];
|
|
1072
|
+
const r = Math.max(0.05, Math.min(0.25, c.radiusM));
|
|
1073
|
+
const D = 0.45 + 1.6 * r;
|
|
1074
|
+
let first;
|
|
1075
|
+
if (c.cabinPart === 'self') {
|
|
1076
|
+
const d = dot(side, n);
|
|
1077
|
+
first = nrm([side[0] - n[0] * d, side[1] - n[1] * d + 0.3, side[2] - n[2] * d]);
|
|
1078
|
+
}
|
|
1079
|
+
else {
|
|
1080
|
+
first = [-n[0], -n[1], -n[2]];
|
|
1081
|
+
if (Math.abs(first[1]) > 0.6)
|
|
1082
|
+
first = nrm([first[0] * 0.45 + side[0] * 0.85, first[1] * 0.45, first[2] * 0.45 + 0.1]);
|
|
1083
|
+
}
|
|
1084
|
+
// the occupant's OTHER parts can stand in front of the clash (a forearm over a knee): of a few views around the first,
|
|
1085
|
+
// keep the one whose line of sight passes the fewest occupant vertices before it reaches the cluster
|
|
1086
|
+
const tilt = (v, w, k) => nrm([v[0] + w[0] * k, v[1] + w[1] * k, v[2] + w[2] * k]);
|
|
1087
|
+
const views = [first, tilt(first, side, 0.8), tilt(first, [0, 1, 0], 0.7), tilt(first, [0, -1, 0], 0.5), tilt(first, [0, 0, 1], 0.8), tilt(first, [0, 0, -1], 0.8), side];
|
|
1088
|
+
const occlusion = (v) => {
|
|
1089
|
+
if (!occupant)
|
|
1090
|
+
return 0;
|
|
1091
|
+
let k = 0;
|
|
1092
|
+
const len = D - r - 0.03;
|
|
1093
|
+
for (let i = 0; i < occupant.length; i += 3) {
|
|
1094
|
+
const q = [occupant[i] - c.centroid[0], occupant[i + 1] - c.centroid[1], occupant[i + 2] - c.centroid[2]];
|
|
1095
|
+
const t = dot(q, v);
|
|
1096
|
+
if (t < r + 0.03 || t > len + r)
|
|
1097
|
+
continue;
|
|
1098
|
+
const perp = Math.hypot(q[0] - v[0] * t, q[1] - v[1] * t, q[2] - v[2] * t);
|
|
1099
|
+
if (perp < 0.04 + 0.1 * (t / D))
|
|
1100
|
+
k++;
|
|
1101
|
+
}
|
|
1102
|
+
return k;
|
|
1103
|
+
};
|
|
1104
|
+
let best = views[0], bestK = occlusion(views[0]);
|
|
1105
|
+
for (const v of views.slice(1)) {
|
|
1106
|
+
if (bestK === 0)
|
|
1107
|
+
break;
|
|
1108
|
+
const k = occlusion(v);
|
|
1109
|
+
if (k < bestK * 0.5) {
|
|
1110
|
+
best = v;
|
|
1111
|
+
bestK = k;
|
|
1112
|
+
}
|
|
1113
|
+
}
|
|
1114
|
+
const pos = [c.centroid[0] + best[0] * D, c.centroid[1] + best[1] * D, c.centroid[2] + best[2] * D];
|
|
1115
|
+
const fov = Math.min(60, Math.max(24, (2 * Math.atan((r + 0.1) / D) * 180) / Math.PI));
|
|
1116
|
+
return { pos, target: c.centroid, fov, near: 0.02, occluders: bestK };
|
|
1117
|
+
}
|
|
1118
|
+
/** One table row per cluster, for facts and the assert's measured block. */
|
|
1119
|
+
function clusterRow(c) {
|
|
1120
|
+
return {
|
|
1121
|
+
seat: c.seat, bodyPart: c.bodyPart, cabinPart: c.cabinPart, cabinMesh: c.cabinMesh, maxDepthMm: +(c.maxDepthM * 1000).toFixed(1),
|
|
1122
|
+
areaCm2: +(c.areaM2 * 1e4).toFixed(1), areaDeepCm2: +(c.areaDeepM2 * 1e4).toFixed(1), vertices: c.vertices, centroid: c.centroid, verdict: c.verdict,
|
|
1123
|
+
};
|
|
1124
|
+
}
|
|
1125
|
+
/** `vehicle.occupants.penetration` (block) and `vehicle.occupants.near_contact` (warn) over every measured seat. */
|
|
1126
|
+
function judgePenetration(results, seats, T = exports.PENETRATION_THRESHOLDS) {
|
|
1127
|
+
const got = results.filter((r) => !!r);
|
|
1128
|
+
const missing = seats.filter((s) => !got.some((r) => r.seat === s));
|
|
1129
|
+
const all = got.flatMap((r) => r.clusters);
|
|
1130
|
+
const fails = all.filter((c) => c.verdict === 'fail');
|
|
1131
|
+
const near = all.filter((c) => c.verdict === 'near');
|
|
1132
|
+
const thresholds = { failDepthMm: T.failDepthM * 1000, failAreaCm2: T.failAreaM2 * 1e4, swallowDepthMm: T.swallowDepthM * 1000, swallowAreaCm2: T.swallowAreaM2 * 1e4, failMinPoints: T.failMinPoints, contactPairDepthMm: T.contactPairDepthM * 1000, contactMinMm: T.contactMinM * 1000 };
|
|
1133
|
+
const perSeat = got.map((r) => ({ seat: r.seat, vertices: r.vertices, accessoryVertices: r.accessoryVertices, cabinTriangles: r.cabinTriangles, ownSeat: r.ownSeat, breached: r.breached, assignment: r.assignment, support: r.support.slice(0, 6) }));
|
|
1134
|
+
const measuredOk = got.length > 0 && missing.length === 0 && got.every((r) => r.vertices > 0 && r.cabinTriangles > 0);
|
|
1135
|
+
return [
|
|
1136
|
+
{
|
|
1137
|
+
id: 'vehicle.occupants.penetration',
|
|
1138
|
+
pass: measuredOk && fails.length === 0,
|
|
1139
|
+
severity: 'block',
|
|
1140
|
+
detail: !got.length ? 'no occupant measured'
|
|
1141
|
+
: !measuredOk ? `penetration not measured for ${missing.length ? missing.join(', ') : got.filter((r) => !r.vertices || !r.cabinTriangles).map((r) => r.seat).join(', ')}`
|
|
1142
|
+
: fails.length ? `occupant through the cabin: ${fails.slice(0, 6).map(describe).join('; ')}${fails.length > 6 ? `; +${fails.length - 6} more` : ''} (fails deeper than ${mmS(T.failDepthM)} over >= ${cm2(T.failAreaM2)}, or deeper than ${mmS(T.swallowDepthM)} over >= ${cm2(T.swallowAreaM2)})`
|
|
1143
|
+
: `no occupant surface deeper than ${mmS(T.failDepthM)} over ${cm2(T.failAreaM2)} into the cabin in ${got.map((r) => r.seat).join(', ')}${near.length ? ` (${near.length} near-contacts, see vehicle.occupants.near_contact)` : ''}`,
|
|
1144
|
+
measured: { thresholds, clusters: fails.map(clusterRow), seats: perSeat },
|
|
1145
|
+
},
|
|
1146
|
+
{
|
|
1147
|
+
id: 'vehicle.occupants.near_contact',
|
|
1148
|
+
pass: near.length === 0,
|
|
1149
|
+
severity: 'warn',
|
|
1150
|
+
detail: near.length
|
|
1151
|
+
? `${near.length} contact${near.length > 1 ? 's' : ''} under the fail threshold: ${near.slice(0, 5).map((c) => `${c.seat} ${c.bodyPart} into ${c.cabinPart === 'self' ? c.cabinMesh : `${c.cabinPart} (${c.cabinMesh})`} ${mmS(c.maxDepthM)}, ${cm2(c.areaM2)}`).join('; ')}${near.length > 5 ? `; +${near.length - 5} more` : ''}`
|
|
1152
|
+
: 'no occupant surface touches the cabin deeper than 1 mm',
|
|
1153
|
+
measured: { thresholds, clusters: near.map(clusterRow) },
|
|
1154
|
+
},
|
|
1155
|
+
];
|
|
1156
|
+
}
|
|
1157
|
+
//# sourceMappingURL=vehiclePenetration.js.map
|