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

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1715) hide show
  1. package/README.md +631 -8
  2. package/assets/bridge/metahuman-eye-baked.png +0 -0
  3. package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
  4. package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
  5. package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
  6. package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
  7. package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
  8. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
  9. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
  10. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
  11. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
  12. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
  13. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
  14. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
  15. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
  16. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
  17. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
  18. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
  19. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
  20. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
  21. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
  22. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
  23. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
  24. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
  25. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
  26. package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
  27. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
  28. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
  29. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
  30. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
  31. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
  32. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
  33. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
  34. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
  35. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
  36. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
  37. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
  38. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
  39. package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
  40. package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
  41. package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
  42. package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
  43. package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
  44. package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
  45. package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
  46. package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
  47. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
  48. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
  49. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
  50. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
  51. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
  52. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
  53. package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
  54. package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
  55. package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
  56. package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
  57. package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
  58. package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
  59. package/bridge-recipes/sims4/README.md +43 -0
  60. package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
  61. package/bridge-recipes/unreal/character-customizer/README.md +58 -0
  62. package/bridge-recipes/unreal/character-customizer/all.json +13 -0
  63. package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
  64. package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
  65. package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
  66. package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
  67. package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
  68. package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
  69. package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
  70. package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
  71. package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
  72. package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
  73. package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
  74. package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
  75. package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
  76. package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
  77. package/bridge-recipes/unreal/character-customizer/top.json +6 -0
  78. package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
  79. package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
  80. package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
  81. package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
  82. package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
  83. package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
  84. package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
  85. package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
  86. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
  87. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
  88. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
  89. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
  90. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
  91. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
  92. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
  93. package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
  94. package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
  95. package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
  96. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
  97. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
  98. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
  99. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
  100. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
  101. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
  102. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
  103. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
  104. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
  105. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
  106. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
  107. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
  108. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
  109. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
  110. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
  111. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
  112. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
  113. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
  114. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
  115. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
  116. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
  117. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
  118. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
  119. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
  120. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
  121. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
  122. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
  123. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
  124. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
  125. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
  126. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
  127. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
  128. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
  129. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
  130. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
  131. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
  132. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
  133. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
  134. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
  135. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
  136. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
  137. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
  138. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
  139. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
  140. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
  141. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
  142. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
  143. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
  144. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
  145. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
  146. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
  147. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
  148. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
  149. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
  150. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
  151. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
  152. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
  153. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
  154. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
  155. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
  156. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
  157. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
  158. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
  159. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
  160. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
  161. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
  162. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
  163. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
  164. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
  165. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
  166. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
  167. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
  168. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
  169. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
  170. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
  171. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
  172. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
  173. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
  174. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
  175. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
  176. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
  177. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
  178. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
  179. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
  180. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
  181. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
  182. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
  183. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
  184. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
  185. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
  186. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
  187. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
  188. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
  189. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
  190. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
  191. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
  192. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
  193. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
  194. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
  195. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
  196. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
  197. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
  198. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
  199. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
  200. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
  201. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
  202. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
  203. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
  204. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
  205. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
  206. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
  207. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
  208. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
  209. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
  210. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
  211. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
  212. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
  213. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
  214. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
  215. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
  216. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
  217. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
  218. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
  219. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
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@@ -0,0 +1,670 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.HIDE_OVERLAYS = exports.INSTALL_VEHICLE_PROBE = void 0;
4
+ // Page-side probe for the vehicle render route. Installed into the test-grounds world frame as `globalThis.__vqaVeh`.
5
+ // Plain JavaScript in a string so nothing the TypeScript compiler emits can leak into the page.
6
+ //
7
+ // What "drawn" means here: the runtime batches a car's static parts into `helix:vehicle-batch:*` BatchedMeshes
8
+ // (engine `vehicleBatchedDraw.ts`). Every original mesh stays in the graph with its real transform and a material
9
+ // clone set `visible = false`; the batch pulls its matrix every render. So a batched part IS drawn, at exactly the
10
+ // pose of its proxy mesh — and the batch's own geometry (all parts packed in their local frames) is never measured.
11
+ exports.INSTALL_VEHICLE_PROBE = `(() => {
12
+ const G = globalThis;
13
+ if (G.__vqaVeh) return true;
14
+ const HW = /(wheel|rim|tyre|tire|brake|caliper|disc|disk|rotor|hub|knuckle|upright|strut|spring|damper|shock|susp|axle|driveshaft|halfshaft|cv_?joint|control_?arm|wishbone|tie_?rod)/i;
15
+ const BODYISH = /(arch|well|liner|house|fender|guard|steer|tub|light|lamp|pedal|lever)/i;
16
+ const WHEELISH = /(^|[^a-z])(wheel|rim|tyre|tire)s?([^a-z]|$)/i;
17
+ const P = {};
18
+ P.mp = () => G.__assetGym.mp;
19
+ P.e = () => P.mp().portableVehicles.presentationRows()[0].entity;
20
+ P.root = () => P.e().object3d;
21
+ P.batches = () => { const out = []; P.root().traverse((o) => { if (o.isBatchedMesh && Array.isArray(o.instances)) out.push(o); }); return out; };
22
+ P.proxies = () => { const m = new Map(); for (const b of P.batches()) for (const inst of b.instances) m.set(inst.mesh, inst); return m; };
23
+ P.chainVisible = (o, root) => { for (let p = o; p; p = p.parent) { if (p.visible === false) return false; if (p === root) return true; } return true; };
24
+ P.drawn = (o, proxies, root) => {
25
+ if (!o.isMesh || o.isBatchedMesh || !o.geometry || !o.geometry.attributes || !o.geometry.attributes.position) return false;
26
+ if (!P.chainVisible(o, root)) return false;
27
+ const inst = proxies.get(o);
28
+ if (inst) return inst.visibleIntent !== false;
29
+ const ms = Array.isArray(o.material) ? o.material : [o.material];
30
+ return ms.some((m) => m && m.visible !== false && !(m.transparent && (m.opacity ?? 1) < 0.02) && m.colorWrite !== false);
31
+ };
32
+ P.inv = () => { const r = P.root(); r.updateMatrixWorld(true); return r.matrixWorld.clone().invert(); };
33
+ P.V = () => P.root().position.constructor;
34
+ P.Q = () => P.root().quaternion.constructor;
35
+ /** Index-referenced vertices of a mesh in BODY frame, appended flat to out. At most ~maxN unique vertices. With outBone
36
+ * (skinned meshes), the skeleton index of each vertex's largest skin weight is appended to it, in the same order. */
37
+ P.meshPoints = (o, inv, maxN, out, outBone) => {
38
+ const g = o.geometry, pos = g.attributes.position;
39
+ const M = inv.clone().multiply(o.matrixWorld); const e = M.elements;
40
+ const idx = g.index ? g.index.array : null;
41
+ const start = (g.drawRange && g.drawRange.start) || 0;
42
+ const total = idx ? idx.length : pos.count;
43
+ const count = Math.min(total - start, Number.isFinite(g.drawRange && g.drawRange.count) ? g.drawRange.count : total);
44
+ const seen = new Uint8Array(pos.count);
45
+ const step = Math.max(1, Math.ceil(pos.count / maxN));
46
+ const skinned = o.isSkinnedMesh && typeof o.getVertexPosition === 'function';
47
+ const tmp = skinned ? new (P.V())() : null;
48
+ const si = skinned && outBone ? g.attributes.skinIndex : null, sw = skinned && outBone ? g.attributes.skinWeight : null;
49
+ let k = 0;
50
+ for (let i = start; i < start + count; i++) {
51
+ const vi = idx ? idx[i] : i;
52
+ if (seen[vi]) continue; seen[vi] = 1;
53
+ if ((k++ % step) !== 0) continue;
54
+ let x, y, z;
55
+ if (skinned) { o.getVertexPosition(vi, tmp); x = tmp.x; y = tmp.y; z = tmp.z; } else { x = pos.getX(vi); y = pos.getY(vi); z = pos.getZ(vi); }
56
+ if (!Number.isFinite(x) || !Number.isFinite(y) || !Number.isFinite(z)) continue;
57
+ out.push(e[0] * x + e[4] * y + e[8] * z + e[12], e[1] * x + e[5] * y + e[9] * z + e[13], e[2] * x + e[6] * y + e[10] * z + e[14]);
58
+ if (outBone) {
59
+ let bi = -1, bw = -1;
60
+ if (si && sw) for (let c = 0; c < 4; c++) { const w = sw.getComponent(vi, c); if (w > bw) { bw = w; bi = si.getComponent(vi, c); } }
61
+ outBone.push(bi);
62
+ }
63
+ }
64
+ return out;
65
+ };
66
+ /** Triangles of a mesh (body frame) whose AABB comes within reach of any hub, appended flat (9 per triangle). */
67
+ P.meshTris = (o, inv, hubs, reach, out, outMesh, mi) => {
68
+ const g = o.geometry, pos = g.attributes.position;
69
+ const M = inv.clone().multiply(o.matrixWorld); const e = M.elements;
70
+ const idx = g.index ? g.index.array : null;
71
+ const start = (g.drawRange && g.drawRange.start) || 0;
72
+ const total = idx ? idx.length : pos.count;
73
+ const count = Math.min(total - start, Number.isFinite(g.drawRange && g.drawRange.count) ? g.drawRange.count : total);
74
+ const v = new Float64Array(9);
75
+ for (let i = start; i + 2 < start + count; i += 3) {
76
+ for (let k = 0; k < 3; k++) {
77
+ const vi = idx ? idx[i + k] : i + k;
78
+ const x = pos.getX(vi), y = pos.getY(vi), z = pos.getZ(vi);
79
+ v[3 * k] = e[0] * x + e[4] * y + e[8] * z + e[12]; v[3 * k + 1] = e[1] * x + e[5] * y + e[9] * z + e[13]; v[3 * k + 2] = e[2] * x + e[6] * y + e[10] * z + e[14];
80
+ }
81
+ let near = false;
82
+ for (const h of hubs) {
83
+ let ok = true;
84
+ for (let a = 0; a < 3 && ok; a++) { const lo = Math.min(v[a], v[3 + a], v[6 + a]), hi = Math.max(v[a], v[3 + a], v[6 + a]); if (hi < h[a] - reach || lo > h[a] + reach) ok = false; }
85
+ if (ok) { near = true; break; }
86
+ }
87
+ if (!near) continue;
88
+ for (let k = 0; k < 9; k++) out.push(Math.round(v[k] * 10000) / 10000);
89
+ outMesh.push(mi);
90
+ }
91
+ };
92
+ P.bodyQuat = (o) => { const Q = P.Q(); const rq = P.root().getWorldQuaternion(new Q()).invert(); const q = rq.multiply(o.getWorldQuaternion(new Q())); return [q.x, q.y, q.z, q.w]; };
93
+ P.bodyPos = (o, inv) => { const p = o.getWorldPosition(new (P.V())()).applyMatrix4(inv || P.inv()); return [p.x, p.y, p.z]; };
94
+ P.wheelNode = (id, i) => { const ns = P.e().wheelNodes || []; return ns.find((n) => n.name === id) || ns[i] || null; };
95
+ P.contacts = () => ((P.e().controller.tuning && P.e().controller.tuning.contacts) || []).filter((k) => k.kind === 'wheel');
96
+ P.axleOf = (node) => { const V = P.V(); const q = P.bodyQuat(node); const Q = P.Q(); const a = new V(1, 0, 0).applyQuaternion(new Q(q[0], q[1], q[2], q[3])); return [a.x, a.y, a.z]; };
97
+ const R = (v) => Math.round(v * 10000) / 10000;
98
+ /** Everything the wheel/arch analysis needs, measured on the drawn geometry. */
99
+ P.pull = () => {
100
+ const e = P.e(), root = e.object3d, inv = P.inv(), proxies = P.proxies();
101
+ const st = e.controller.getState();
102
+ const contacts = P.contacts();
103
+ const underWheel = new Set();
104
+ for (const n of e.wheelNodes || []) n.traverse((o) => underWheel.add(o));
105
+ // the radius each wheel actually rolls on is its axle's v2 tyre (staggered cars differ per axle), else the contact's own:
106
+ // see vehicleClearance.wheelRollingRadius
107
+ const v2 = e.controller.tuning && e.controller.tuning.landV2;
108
+ const tyres = v2 && Array.isArray(v2.tyreByAxle) ? v2.tyreByAxle : null;
109
+ const wheels = contacts.map((k, i) => {
110
+ const node = P.wheelNode(k.id, i);
111
+ const axle = typeof k.axle === 'number' ? k.axle : null;
112
+ const fb = (st.wheels && st.wheels[i]) || {};
113
+ const meshes = [], pts = [];
114
+ if (node) node.traverse((o) => { if (P.drawn(o, proxies, root)) { meshes.push(o.name || (o.parent && o.parent.name) || '(unnamed)'); P.meshPoints(o, inv, 8000, pts); } });
115
+ return {
116
+ id: k.id, node: node ? node.name : null, mount: k.position, restLength: k.suspension ? k.suspension.restLength : null, travel: k.suspension ? k.suspension.travel : null,
117
+ radius: k.radius, axle, steered: k.steered, powered: k.powered, compression: fb.compression ?? null, grounded: fb.grounded ?? null,
118
+ steerAngleRad: fb.steerAngleRad ?? null, contactPoint: fb.contactPoint ? [fb.contactPoint.x, fb.contactPoint.y, fb.contactPoint.z] : null,
119
+ axleNode: node ? P.axleOf(node) : null, nodePos: node ? P.bodyPos(node, inv) : null,
120
+ meshes, points: pts.map(R),
121
+ };
122
+ });
123
+ const hubs = wheels.map((w) => w.nodePos).filter(Boolean);
124
+ const maxHubY = hubs.length ? Math.max(...hubs.map((h) => h[1])) : 0;
125
+ const names = [], bpts = [], bmesh = [], strays = [], excluded = [], tris = [], triMesh = [];
126
+ let bodyMeshes = 0, bodyVerts = 0;
127
+ root.traverse((o) => {
128
+ if (underWheel.has(o) || !P.drawn(o, proxies, root)) return;
129
+ const nm = o.name || (o.parent && o.parent.name) || '(unnamed)';
130
+ if (HW.test(nm) && !BODYISH.test(nm)) {
131
+ const local = []; P.meshPoints(o, inv, 2000, local);
132
+ let cx = 0, cy = 0, cz = 0; const n = local.length / 3;
133
+ for (let j = 0; j < local.length; j += 3) { cx += local[j]; cy += local[j + 1]; cz += local[j + 2]; }
134
+ const c = n ? [cx / n, cy / n, cz / n] : null;
135
+ if (WHEELISH.test(nm)) strays.push({ mesh: nm, centre: c && c.map(R) });
136
+ excluded.push(nm);
137
+ return;
138
+ }
139
+ const local = []; P.meshPoints(o, inv, 200000, local);
140
+ const mi = names.length; names.push(nm); bodyMeshes++;
141
+ P.meshTris(o, inv, hubs, 1.0, tris, triMesh, mi);
142
+ for (let j = 0; j < local.length; j += 3) {
143
+ const x = local[j], y = local[j + 1], z = local[j + 2];
144
+ bodyVerts++;
145
+ let keep = y < maxHubY;
146
+ if (!keep) for (const h of hubs) { if (Math.hypot(x - h[0], y - h[1], z - h[2]) < 1.0) { keep = true; break; } }
147
+ if (!keep) continue;
148
+ bpts.push(R(x), R(y), R(z)); bmesh.push(mi);
149
+ }
150
+ });
151
+ return { wheels, tyreByAxle: tyres ? tyres.map((t) => ({ radius: t && typeof t.radius === 'number' ? t.radius : null })) : null, body: { names, points: bpts, mesh: bmesh }, bodyTris: { names, tris, mesh: triMesh }, strays, excludedHardware: [...new Set(excluded)].slice(0, 40), bodyMeshes, bodyVerts,
152
+ batches: P.batches().map((b) => ({ name: b.name, instances: b.instances.length })), proxies: proxies.size,
153
+ state: { speed: st.speed, forwardSpeed: st.forwardSpeed, grounded: st.grounded, position: [st.position.x, st.position.y, st.position.z] } };
154
+ };
155
+ /** Suspension compression per wheel, sampled every animation frame for ms (the car rocks for seconds after boarding). */
156
+ P.compressionWindow = (ms) => new Promise((resolve) => {
157
+ const e = P.e(); const out = P.contacts().map(() => []); const t0 = performance.now();
158
+ const tick = () => {
159
+ try { const st = e.controller.getState(); (st.wheels || []).forEach((w, i) => { if (out[i] && Number.isFinite(w.compression)) out[i].push(w.compression); }); } catch (err) { /* keep sampling */ }
160
+ if (performance.now() - t0 < ms) requestAnimationFrame(tick); else resolve(out);
161
+ };
162
+ requestAnimationFrame(tick);
163
+ });
164
+ /** Body-frame AABB of the drawn car (geometry bounding-box corners, so slightly generous). */
165
+ P.bounds = () => {
166
+ const root = P.root(), inv = P.inv(), proxies = P.proxies(), V = P.V();
167
+ const mn = [Infinity, Infinity, Infinity], mx = [-Infinity, -Infinity, -Infinity]; const c = new V();
168
+ root.traverse((o) => {
169
+ if (!P.drawn(o, proxies, root)) return;
170
+ if (!o.geometry.boundingBox) o.geometry.computeBoundingBox();
171
+ const b = o.geometry.boundingBox; if (!b) return;
172
+ const M = inv.clone().multiply(o.matrixWorld);
173
+ for (let i = 0; i < 8; i++) {
174
+ c.set(i & 1 ? b.max.x : b.min.x, i & 2 ? b.max.y : b.min.y, i & 4 ? b.max.z : b.min.z).applyMatrix4(M);
175
+ mn[0] = Math.min(mn[0], c.x); mn[1] = Math.min(mn[1], c.y); mn[2] = Math.min(mn[2], c.z);
176
+ mx[0] = Math.max(mx[0], c.x); mx[1] = Math.max(mx[1], c.y); mx[2] = Math.max(mx[2], c.z);
177
+ }
178
+ });
179
+ return { min: mn.map(R), max: mx.map(R) };
180
+ };
181
+ /** Body-frame AABB of named nodes' drawn meshes. */
182
+ P.nodeBox = (names) => {
183
+ const root = P.root(), inv = P.inv(), proxies = P.proxies();
184
+ const pts = [];
185
+ for (const n of names) { const o = root.getObjectByName(n); if (!o) continue; o.traverse((m) => { if (P.drawn(m, proxies, root)) P.meshPoints(m, inv, 3000, pts); }); }
186
+ if (!pts.length) return null;
187
+ const mn = [Infinity, Infinity, Infinity], mx = [-Infinity, -Infinity, -Infinity];
188
+ for (let j = 0; j < pts.length; j += 3) for (let a = 0; a < 3; a++) { mn[a] = Math.min(mn[a], pts[j + a]); mx[a] = Math.max(mx[a], pts[j + a]); }
189
+ return { min: mn.map(R), max: mx.map(R) };
190
+ };
191
+ P.pose = (names) => {
192
+ const root = P.root(), inv = P.inv(); const out = {};
193
+ for (const n of names) { const o = root.getObjectByName(n); out[n] = o ? { q: P.bodyQuat(o), p: P.bodyPos(o, inv) } : null; }
194
+ return out;
195
+ };
196
+ /** Pose of node b in node a's frame (rigidity check). */
197
+ P.rel = (a, b) => {
198
+ const root = P.root(); const A = root.getObjectByName(a), B = root.getObjectByName(b); if (!A || !B) return null;
199
+ root.updateMatrixWorld(true);
200
+ const V = P.V(), Q = P.Q();
201
+ const p = A.worldToLocal(B.getWorldPosition(new V()));
202
+ const rel = A.getWorldQuaternion(new Q()).invert().multiply(B.getWorldQuaternion(new Q()));
203
+ return { p: [p.x, p.y, p.z], q: [rel.x, rel.y, rel.z, rel.w] };
204
+ };
205
+ P.durable = () => { try { const v = P.mp().portableVehicleEvidence().vehicles[0]; return v ? (v.durableState || {}) : {}; } catch (err) { return {}; } };
206
+ P.steering = () => {
207
+ const e = P.e(), root = e.object3d; const st = e.controller.getState();
208
+ const rim = (e.interior && (e.interior.steeringRim || e.interior.steering)) || root.getObjectByName('steering_rim') || root.getObjectByName('steering');
209
+ const contacts = P.contacts();
210
+ return {
211
+ rimNode: rim ? rim.name : null, rimQ: rim ? P.bodyQuat(rim) : null, rimAngleRad: e.interior ? e.interior.rimAngleRad ?? null : null,
212
+ steerInput: e.controller.input ? e.controller.input.steer : null, stateSteerRad: st.steerAngleRad,
213
+ wheels: contacts.map((k, i) => { const n = P.wheelNode(k.id, i); return { id: k.id, steered: k.steered, axle: n ? P.axleOf(n) : null, physicsSteerRad: st.wheels && st.wheels[i] ? st.wheels[i].steerAngleRad : null }; }),
214
+ };
215
+ };
216
+ /**
217
+ * Sample the drawn wheels' rotation about their own axle every animation frame for ms. With a room guard
218
+ * ({ origin: [x, z], dir: [x, z], limitM, decel }) sampling ends early as soon as the car, braking at decel from now, would
219
+ * pass limitM along dir from origin; it then resolves { samples, stoppedForRoom } so the caller brakes at once.
220
+ */
221
+ P.sampleSpin = (ms, guard) => new Promise((resolve) => {
222
+ const e = P.e(), root = e.object3d, proxies = P.proxies(), V = P.V();
223
+ const contacts = P.contacts();
224
+ let stoppedForRoom = false;
225
+ const wheels = contacts.map((k, i) => {
226
+ const node = P.wheelNode(k.id, i); let mesh = null;
227
+ if (node) node.traverse((o) => { if (!mesh && P.drawn(o, proxies, root)) mesh = o; });
228
+ return { node, mesh: mesh || node };
229
+ });
230
+ const qOf = (o) => { const q = P.bodyQuat(o); return new (P.Q())(q[0], q[1], q[2], q[3]); };
231
+ // reference axis: the mesh-local axis most perpendicular to the axle, chosen once
232
+ const refs = wheels.map((w) => {
233
+ if (!w.mesh) return null;
234
+ const a = new V(...P.axleOf(w.node)); const q = qOf(w.mesh);
235
+ const cands = [new V(1, 0, 0), new V(0, 1, 0), new V(0, 0, 1)];
236
+ let best = 0, bd = Infinity; cands.forEach((c, j) => { const d = Math.abs(c.clone().applyQuaternion(q).dot(a)); if (d < bd) { bd = d; best = j; } });
237
+ return cands[best];
238
+ });
239
+ const samples = [];
240
+ const t0 = performance.now();
241
+ const tick = () => {
242
+ try {
243
+ const st = e.controller.getState(); const wp = root.getWorldPosition(new V());
244
+ const ang = wheels.map((w, i) => {
245
+ if (!w.mesh || !refs[i]) return NaN;
246
+ let a = new V(...P.axleOf(w.node)); if (a.x < 0) a = a.multiplyScalar(-1);
247
+ let up = new V(0, 1, 0).sub(a.clone().multiplyScalar(a.y)).normalize();
248
+ const r = refs[i].clone().applyQuaternion(qOf(w.mesh));
249
+ r.sub(a.clone().multiplyScalar(r.dot(a)));
250
+ return Math.atan2(up.clone().cross(r).dot(a), up.dot(r));
251
+ });
252
+ samples.push({ t: performance.now(), x: wp.x, z: wp.z, forwardSpeed: st.forwardSpeed, ang });
253
+ if (guard) {
254
+ const along = (wp.x - guard.origin[0]) * guard.dir[0] + (wp.z - guard.origin[1]) * guard.dir[1];
255
+ const v = Math.max(0, st.forwardSpeed);
256
+ if (along + v * 0.25 + (v * v) / (2 * guard.decel) >= guard.limitM) stoppedForRoom = true;
257
+ }
258
+ } catch (err) { /* keep sampling */ }
259
+ if (performance.now() - t0 < ms && !stoppedForRoom) requestAnimationFrame(tick); else resolve(guard ? { samples, stoppedForRoom } : samples);
260
+ };
261
+ requestAnimationFrame(tick);
262
+ });
263
+ /** Pin the render camera to a body-frame pose, re-applied every frame so the follow cam cannot fight it. */
264
+ /**
265
+ * Project body-frame points (flat xyz) through the live camera: NDC per point, and the canvas's client rect in this
266
+ * frame, so an annotation can be drawn over the captured image exactly where the geometry is.
267
+ */
268
+ P.project = (flat) => {
269
+ const cam = P.camera(); const root = P.root(); if (!cam) return null;
270
+ root.updateMatrixWorld(true); cam.updateMatrixWorld(true);
271
+ if (cam.matrixWorldInverse) cam.matrixWorldInverse.copy(cam.matrixWorld).invert();
272
+ const V = P.V(); const v = new V(); const out = [];
273
+ for (let i = 0; i < flat.length; i += 3) { v.set(flat[i], flat[i + 1], flat[i + 2]).applyMatrix4(root.matrixWorld).project(cam); out.push(v.x, v.y, v.z); }
274
+ let best = null, area = 0;
275
+ for (const c of document.querySelectorAll('canvas')) { const r = c.getBoundingClientRect(); if (r.width * r.height > area) { area = r.width * r.height; best = r; } }
276
+ return { ndc: out, rect: best ? { left: best.left, top: best.top, width: best.width, height: best.height } : null };
277
+ };
278
+ P.camera = () => { try { return P.mp().local.services.camera.camera; } catch (err) { return G.__vqa && G.__vqa.main; } };
279
+ P.setCam = (c) => {
280
+ const cam = P.camera(); if (!cam) return false;
281
+ if (!cam.__vqaPinned) {
282
+ const orig = cam.updateMatrixWorld.bind(cam);
283
+ cam.updateMatrixWorld = function (force) {
284
+ const o = G.__vqaCam;
285
+ if (o) {
286
+ const r = P.root(); const V = P.V();
287
+ this.position.copy(r.localToWorld(new V(...o.pos)));
288
+ this.up.set(0, 1, 0);
289
+ this.lookAt(r.localToWorld(new V(...o.target)));
290
+ if (o.fov && this.fov !== o.fov) { this.fov = o.fov; this.updateProjectionMatrix(); }
291
+ if (o.near && this.near !== o.near) { this.near = o.near; this.updateProjectionMatrix(); }
292
+ }
293
+ return orig(force);
294
+ };
295
+ cam.__vqaPinned = { fov: cam.fov, near: cam.near };
296
+ }
297
+ G.__vqaCam = c; return true;
298
+ };
299
+ P.clearCam = () => { G.__vqaCam = null; const cam = P.camera(); if (cam && cam.__vqaPinned) { cam.fov = cam.__vqaPinned.fov; cam.near = cam.__vqaPinned.near; cam.updateProjectionMatrix(); } return true; };
300
+ /** Scene stats over the drawn car: batched proxies get their real material back for the (synchronous) count. */
301
+ P.stats = () => {
302
+ const swapped = [];
303
+ for (const b of P.batches()) for (const inst of b.instances) { if (inst.mesh.material === inst.hiddenMaterial && inst.originalMaterial) { swapped.push(inst); inst.mesh.material = inst.originalMaterial; } }
304
+ try { return G.__vqaStats(P.root(), { exclude: (o) => !!o.isBatchedMesh }); }
305
+ finally { for (const inst of swapped) inst.mesh.material = inst.hiddenMaterial; }
306
+ };
307
+ // ---------------------------------------------------------------------------------------------------- seated occupant
308
+ P.isUnder = (o, anc) => { for (let p = o; p; p = p.parent) if (p === anc) return true; return false; };
309
+ /** Triangles (body frame, 9 per triangle) of one mesh whose AABB overlaps the box, appended flat. */
310
+ P.meshTrisInBox = (o, inv, box, out, outMesh, mi) => {
311
+ const g = o.geometry, pos = g.attributes.position;
312
+ const M = inv.clone().multiply(o.matrixWorld); const e = M.elements;
313
+ const idx = g.index ? g.index.array : null;
314
+ const start = (g.drawRange && g.drawRange.start) || 0;
315
+ const total = idx ? idx.length : pos.count;
316
+ const count = Math.min(total - start, Number.isFinite(g.drawRange && g.drawRange.count) ? g.drawRange.count : total);
317
+ const v = new Float64Array(9);
318
+ // a mirrored node (negative determinant) flips the winding: swap two corners so the triangle's normal stays outward
319
+ const det = e[0] * (e[5] * e[10] - e[6] * e[9]) - e[4] * (e[1] * e[10] - e[2] * e[9]) + e[8] * (e[1] * e[6] - e[2] * e[5]);
320
+ const order = det < 0 ? [0, 2, 1] : [0, 1, 2];
321
+ for (let i = start; i + 2 < start + count; i += 3) {
322
+ for (let k = 0; k < 3; k++) {
323
+ const vi = idx ? idx[i + order[k]] : i + order[k];
324
+ const x = pos.getX(vi), y = pos.getY(vi), z = pos.getZ(vi);
325
+ v[3 * k] = e[0] * x + e[4] * y + e[8] * z + e[12]; v[3 * k + 1] = e[1] * x + e[5] * y + e[9] * z + e[13]; v[3 * k + 2] = e[2] * x + e[6] * y + e[10] * z + e[14];
326
+ }
327
+ let ok = true;
328
+ for (let a = 0; a < 3 && ok; a++) { const lo = Math.min(v[a], v[3 + a], v[6 + a]), hi = Math.max(v[a], v[3 + a], v[6 + a]); if (hi < box.min[a] || lo > box.max[a]) ok = false; }
329
+ if (!ok) continue;
330
+ for (let k = 0; k < 9; k++) out.push(Math.round(v[k] * 10000) / 10000);
331
+ outMesh.push(mi);
332
+ }
333
+ };
334
+ /**
335
+ * The LOCAL occupant: every bone (body frame) and the vertices of every drawn skinned mesh on it (body, hair, hats...),
336
+ * the steering wheel's vertices, and the car's own drawn triangles in a box around the pelvis. The car's triangles never
337
+ * include the occupant (skinned meshes, anything under the character model) or the wheels.
338
+ */
339
+ P.occupantPull = () => {
340
+ const mp = P.mp(); const local = mp.local; const model = local && local.model; if (!model) return null;
341
+ const e = P.e(), root = e.object3d, inv = P.inv(), proxies = P.proxies();
342
+ root.updateMatrixWorld(true); model.updateMatrixWorld(true);
343
+ const bones = {}; const boneParents = {}; const skinned = [];
344
+ model.traverse((o) => { if (o.isBone) { const p = P.bodyPos(o, inv); bones[o.name] = p.map(R); boneParents[o.name] = o.parent && o.parent.isBone ? o.parent.name : null; } if (o.isSkinnedMesh && P.chainVisible(o, model)) skinned.push(o); });
345
+ const points = []; const pointBone = []; const boneNames = Object.keys(bones); const boneIx = new Map(boneNames.map((n, i) => [n, i]));
346
+ for (const m of skinned) {
347
+ const tmp = []; const tb = [];
348
+ P.meshPoints(m, inv, 30000, tmp, tb);
349
+ for (let i = 0; i < tmp.length; i++) points.push(R(tmp[i]));
350
+ // the bone with the largest skin weight per vertex (vehiclePenetration measures each vertex against its own bone)
351
+ const sb = (m.skeleton && m.skeleton.bones) || [];
352
+ for (let i = 0; i < tb.length; i++) { const b = sb[tb[i]]; const k = b ? boneIx.get(b.name) : undefined; pointBone.push(k === undefined ? -1 : k); }
353
+ }
354
+ const pel = bones.pelvis || bones.hips || Object.values(bones)[0];
355
+ const box = { min: [pel[0] - 0.8, pel[1] - 0.9, pel[2] - 0.95], max: [pel[0] + 0.8, pel[1] + 1.1, pel[2] + 0.95] };
356
+ const underWheel = new Set(); for (const n of e.wheelNodes || []) n.traverse((o) => underWheel.add(o));
357
+ const names = [], tris = [], mesh = [], meshInfo = [];
358
+ root.traverse((o) => {
359
+ if (underWheel.has(o) || o.isSkinnedMesh || !P.drawn(o, proxies, root) || P.isUnder(o, model)) return;
360
+ const mi = names.length; names.push(o.name || (o.parent && o.parent.name) || '(unnamed)');
361
+ const before = tris.length;
362
+ P.meshTrisInBox(o, inv, box, tris, mesh, mi);
363
+ if (tris.length > before) {
364
+ const inst = proxies.get(o); const m0 = (inst && inst.originalMaterial) || (Array.isArray(o.material) ? o.material[0] : o.material);
365
+ meshInfo.push({ name: names[mi], batched: !!inst, color: m0 && m0.color ? m0.color.getHexString() : null, opacity: m0 ? m0.opacity : null, transparent: m0 ? !!m0.transparent : null, side: m0 ? m0.side : null, colorWrite: m0 ? m0.colorWrite : null, tris: (tris.length - before) / 9 });
366
+ }
367
+ });
368
+ let rim = null;
369
+ const rimNode = (e.interior && (e.interior.steeringRim || e.interior.steering)) || root.getObjectByName('steering_rim') || root.getObjectByName('steering');
370
+ if (rimNode) { const pts = []; rimNode.traverse((m) => { if (m.isMesh && !m.isSkinnedMesh && m.geometry && m.geometry.attributes && m.geometry.attributes.position) P.meshPoints(m, inv, 3000, pts); }); rim = pts.map(R); }
371
+ let residual = null; try { const l = mp.seatEvidence && mp.seatEvidence().local; residual = l && l.seated ? l.seated.seatResidualM : null; } catch (err) { /* keep null */ }
372
+ return { bones, boneParents, boneNames, points, pointBone, rim, cabin: { tris, mesh, names }, seatResidualM: residual, skinned: skinned.map((m) => m.name || '(unnamed)'), meshInfo, rimNode: rimNode ? rimNode.name : null };
373
+ };
374
+ /** Body-frame position of a seat: its named node when the model has one, else the cabin's own H-point. */
375
+ P.seatPos = (id) => {
376
+ const root = P.root(); root.updateMatrixWorld(true); let o = null;
377
+ root.traverse((x) => { if (!o && x.name === id && !x.isMesh) o = x; });
378
+ if (o) return P.bodyPos(o);
379
+ try { const s = P.e().interior.cabin.seats.find((x) => x.id === id); return s ? [s.hipPoint[0], s.hipPoint[1], s.hipPoint[2]] : null; } catch (err) { return null; }
380
+ };
381
+ /** Hide (or restore) named nodes, for a labelled cutaway frame. The vehicle batch reads visibility as the AND of the ancestors up to the root. */
382
+ /**
383
+ * Evidence cutaway: hide every drawn mesh of the car except those named (by the same name the occupant pull records),
384
+ * so only the occupant and the surface it clashes with are drawn. P.unisolate() puts every flag back exactly.
385
+ */
386
+ P.isolate = (keep) => {
387
+ P.unisolate();
388
+ const mp = P.mp(); const model = mp.local && mp.local.model; const root = P.root(); const proxies = P.proxies();
389
+ const ks = new Set(keep || []); const hidden = [];
390
+ root.traverse((o) => {
391
+ if (!o.isMesh || (model && P.isUnder(o, model)) || !P.drawn(o, proxies, root)) return;
392
+ const nm = o.name || (o.parent && o.parent.name) || '(unnamed)';
393
+ if (ks.has(nm)) return;
394
+ hidden.push([o, o.visible]); o.visible = false;
395
+ });
396
+ P.__isolated = hidden; return hidden.length;
397
+ };
398
+ P.unisolate = () => { const h = P.__isolated || []; for (const [o, v] of h) o.visible = v; P.__isolated = null; return h.length; };
399
+ P.setHidden = (names, hidden) => { const root = P.root(); let n = 0; for (const nm of names) { const o = root.getObjectByName(nm); if (o) { o.visible = !hidden; n++; } } return n; };
400
+ /** The engine's own cabin-fit self-report (what it BELIEVES the occupant fit is), for comparison with what is drawn. */
401
+ // ---------------------------------------------------------------------------------------------------- scenery
402
+ /** The local player's character model (hidden for the appearance poses, never for an occupant frame). */
403
+ P.avatar = () => { try { return P.mp().local.model || null; } catch (err) { return null; } };
404
+ P.sceneRoot = () => { let s = P.root(); while (s.parent) s = s.parent; return s; };
405
+ /** Is o part of the car or of a character (the local one, or anyone skinned)? Those are never scenery. */
406
+ P.notScenery = (o, root, avatar) => P.isUnder(o, root) || (avatar && P.isUnder(o, avatar)) || o.isSkinnedMesh;
407
+ /**
408
+ * WORLD-frame boxes of every visible scenery mesh within radius of the car (the walls, kerbs and props of the test
409
+ * grounds), plus the car's body->world matrix, so the clearance and occlusion maths can run outside the page.
410
+ */
411
+ P.sceneBoxes = (radius) => {
412
+ const root = P.root(), scene = P.sceneRoot(), avatar = P.avatar(), V = P.V();
413
+ root.updateMatrixWorld(true);
414
+ const at = root.getWorldPosition(new V()); const out = []; const c = new V();
415
+ scene.traverse((o) => {
416
+ if (!o.isMesh || !o.geometry || !o.geometry.attributes || !o.geometry.attributes.position) return;
417
+ if (P.notScenery(o, root, avatar)) return;
418
+ for (let p = o; p; p = p.parent) if (p.visible === false) return;
419
+ // effects (particles, glows, soft quads) write no depth and stop nothing: not scenery
420
+ const ms = Array.isArray(o.material) ? o.material : [o.material];
421
+ if (ms.every((m) => !m || m.depthWrite === false || m.visible === false || (m.transparent && (m.opacity ?? 1) < 0.35))) return;
422
+ if (!o.geometry.boundingBox) o.geometry.computeBoundingBox();
423
+ const b = o.geometry.boundingBox; if (!b || b.isEmpty()) return;
424
+ const mn = [Infinity, Infinity, Infinity], mx = [-Infinity, -Infinity, -Infinity];
425
+ for (let i = 0; i < 8; i++) {
426
+ c.set(i & 1 ? b.max.x : b.min.x, i & 2 ? b.max.y : b.min.y, i & 4 ? b.max.z : b.min.z).applyMatrix4(o.matrixWorld);
427
+ mn[0] = Math.min(mn[0], c.x); mn[1] = Math.min(mn[1], c.y); mn[2] = Math.min(mn[2], c.z);
428
+ mx[0] = Math.max(mx[0], c.x); mx[1] = Math.max(mx[1], c.y); mx[2] = Math.max(mx[2], c.z);
429
+ }
430
+ const dx = Math.max(mn[0] - at.x, 0, at.x - mx[0]), dz = Math.max(mn[2] - at.z, 0, at.z - mx[2]);
431
+ if (Math.hypot(dx, dz) > (radius || 60)) return;
432
+ out.push({ id: o.uuid, name: o.name || (o.parent && o.parent.name) || '(unnamed)', min: mn.map(R), max: mx.map(R) });
433
+ });
434
+ return { boxes: out, bodyToWorld: Array.from(root.matrixWorld.elements) };
435
+ };
436
+ /** Hide (true) or restore (false) scenery meshes by uuid, for one frame; restore puts back exactly what was changed. */
437
+ P.hideScenery = (ids, on) => {
438
+ if (!on) { const h = P.__sceneHidden || []; for (const [o, v] of h) o.visible = v; P.__sceneHidden = null; return h.length; }
439
+ const want = new Set(ids || []); const h = P.__sceneHidden || []; const scene = P.sceneRoot();
440
+ scene.traverse((o) => { if (want.has(o.uuid) && o.visible !== false) { h.push([o, o.visible]); o.visible = false; } });
441
+ P.__sceneHidden = h; return h.length;
442
+ };
443
+ /**
444
+ * Appearance poses: everything but the car is hidden (scenery AND the player's own avatar) over a plain neutral
445
+ * backdrop, lit by the world's own lights/environment. P.backdrop(false) puts every flag and the background back.
446
+ */
447
+ /**
448
+ * Appearance poses: every lamp OFF and no local light, so nothing blooms over the nose (F40 round 1: a white blob over
449
+ * pose.front and pose.top; measured, it was the test grounds' stage point lights on glossy paint, not the lamps).
450
+ * Zeroes the emissive of every material the car draws with (its batch materials and each batched part's own material
451
+ * too), hides additive-blended coronas under the car, and zeroes every spot/point/area light in the scene (the
452
+ * runtime's headlamp beams and the world's practical lamps); the sun/sky and the environment stay. The engine never
453
+ * rewrites emissive per frame, so this holds for the frames. P.lightsOff(false) restores every value exactly.
454
+ */
455
+ P.lightsOff = (on) => {
456
+ if (!on) {
457
+ const st = P.__lightsOff; if (!st) return null;
458
+ for (const [m, i, c] of st.mats) { m.emissiveIntensity = i; if (c && m.emissive) m.emissive.copy(c); m.needsUpdate = true; }
459
+ for (const [o, v] of st.hidden) o.visible = v;
460
+ for (const [l, i] of st.lights) l.intensity = i;
461
+ P.__lightsOff = null; return { materials: st.mats.length, coronas: st.hidden.length, lights: st.lights.length };
462
+ }
463
+ if (P.__lightsOff) return null;
464
+ const root = P.root(), scene = P.sceneRoot(), V = P.V();
465
+ const mats = [], hidden = [], lights = []; const seen = new Set();
466
+ const take = (m) => {
467
+ if (!m || seen.has(m)) return; seen.add(m);
468
+ if (typeof m.emissiveIntensity !== 'number' && !m.emissive) return;
469
+ const black = m.emissive ? m.emissive.clone() : null;
470
+ mats.push([m, m.emissiveIntensity, black]);
471
+ if (typeof m.emissiveIntensity === 'number') m.emissiveIntensity = 0;
472
+ if (m.emissive) m.emissive.setRGB(0, 0, 0);
473
+ m.needsUpdate = true;
474
+ };
475
+ const proxies = P.proxies();
476
+ root.traverse((o) => {
477
+ const ms = o.material ? (Array.isArray(o.material) ? o.material : [o.material]) : [];
478
+ for (const m of ms) take(m);
479
+ const inst = proxies.get(o); if (inst) { take(inst.originalMaterial); take(inst.hiddenMaterial); }
480
+ if ((o.isMesh || o.isPoints || o.isSprite) && o.visible !== false && ms.some((m) => m && m.blending === 2)) { hidden.push([o, o.visible]); o.visible = false; }
481
+ });
482
+ // every LOCAL light off too (spot and point: the car's beams, and the world's own practical lamps; the test grounds'
483
+ // stage lights put a white hotspot on a glossy nose): the poses are lit by the sun/sky and the environment only
484
+ scene.traverse((o) => {
485
+ if (!(o.isSpotLight || o.isPointLight || o.isRectAreaLight) || !(o.intensity > 0)) return;
486
+ lights.push([o, o.intensity]); o.intensity = 0;
487
+ });
488
+ P.__lightsOff = { mats, hidden, lights };
489
+ return { materials: mats.length, coronas: hidden.length, lights: lights.length };
490
+ };
491
+ P.backdrop = (on, hex) => {
492
+ const scene = P.sceneRoot();
493
+ if (!on) {
494
+ const st = P.__backdrop; if (!st) return 0;
495
+ for (const [o, v] of st.hidden) o.visible = v;
496
+ scene.background = st.background; P.__backdrop = null; return st.hidden.length;
497
+ }
498
+ if (P.__backdrop) return P.__backdrop.hidden.length;
499
+ const root = P.root(), avatar = P.avatar(); const hidden = [];
500
+ scene.traverse((o) => {
501
+ if (!(o.isMesh || o.isSprite || o.isPoints || o.isLine) || o.visible === false) return;
502
+ if (P.isUnder(o, root) && !(avatar && P.isUnder(o, avatar))) return;
503
+ hidden.push([o, o.visible]); o.visible = false;
504
+ });
505
+ if (avatar && avatar.visible !== false) { hidden.push([avatar, avatar.visible]); avatar.visible = false; }
506
+ const st = { hidden, background: scene.background };
507
+ let Color = null;
508
+ root.traverse((o) => { if (!Color && o.material && !Array.isArray(o.material) && o.material.color) Color = o.material.color.constructor; });
509
+ if (Color) scene.background = new Color(hex || 0x8c8f94);
510
+ P.__backdrop = st; return hidden.length;
511
+ };
512
+ /**
513
+ * Daylight paint sample: with the backdrop already on (every non-car mesh hidden over a flat key colour), hide every
514
+ * drawn car mesh whose material is not body paint, so the only pixels left that are not the key colour are paint. The
515
+ * world's lights and the lamps are NOT touched: this is the paint exactly as the Try Now frame lights it, hotspots
516
+ * and all (the appearance poses turn the local lights off, which is why they never showed the bonnet glare).
517
+ * A body-paint mesh is one whose material name carries "paint" (the <node>__vehicle-paint-solid|metallic family
518
+ * suffix). Batched parts follow their proxy mesh's visible flag on the next sync. P.paintOnly(false) restores.
519
+ * Returns the paint materials as the runtime really draws them (colour, roughness, clearcoat...).
520
+ */
521
+ /** The lighting rig the frame is drawn with: scene environment/background/fog, every light, and what the gym exposes of the renderer. */
522
+ P.lighting = () => {
523
+ const scene = P.sceneRoot(), out = { background: null, environment: !!scene.environment, environmentIntensity: scene.environmentIntensity ?? null, backgroundIntensity: scene.backgroundIntensity ?? null, fog: scene.fog ? scene.fog.type || scene.fog.constructor.name : null, lights: [], gym: Object.keys(G.__assetGym || {}).slice(0, 40), renderer: null };
524
+ const bg = scene.background; out.background = bg ? (bg.isColor ? '#' + bg.getHexString() : (bg.constructor && bg.constructor.name)) : null;
525
+ scene.traverse((o) => { if (o.isLight) out.lights.push({ type: o.type, name: o.name || null, intensity: o.intensity, color: o.color ? '#' + o.color.getHexString() : null, visible: o.visible }); });
526
+ const r = (G.__assetGym && (G.__assetGym.renderer || (G.__assetGym.mp && G.__assetGym.mp.renderer))) || G.__vqaRenderer || null;
527
+ if (r) out.renderer = { toneMapping: r.toneMapping, exposure: r.toneMappingExposure, outputColorSpace: r.outputColorSpace, type: r.constructor && r.constructor.name };
528
+ return out;
529
+ };
530
+ /** With paintOnly on: show (true) or hide (false) the paint meshes too, for the empty-scene reference frame the mask is taken against. */
531
+ P.paintShow = (v) => { for (const o of P.__paintMeshes || []) o.visible = v; return (P.__paintMeshes || []).length; };
532
+ P.paintOnly = (on) => {
533
+ if (!on) { const h = P.__paintHidden || []; for (const [o, v] of h) o.visible = v; for (const o of P.__paintMeshes || []) o.visible = true; P.__paintHidden = null; P.__paintMeshes = null; return h.length; }
534
+ if (P.__paintHidden) return null;
535
+ const root = P.root(), proxies = P.proxies(); const hidden = []; const mats = new Map(); const paintMeshes = [];
536
+ const avatar = P.avatar();
537
+ root.traverse((o) => {
538
+ if (!o.isMesh || o.isBatchedMesh || (avatar && P.isUnder(o, avatar))) return;
539
+ const inst = proxies.get(o);
540
+ const src = inst ? inst.originalMaterial : o.material;
541
+ const ms = (Array.isArray(src) ? src : [src]).filter(Boolean);
542
+ const paint = ms.filter((m) => /paint/i.test(m.name || ''));
543
+ if (paint.length) { for (const m of paint) if (!mats.has(m)) mats.set(m, 0); paintMeshes.push(o); return; }
544
+ if (o.visible !== false) { hidden.push([o, o.visible]); o.visible = false; }
545
+ });
546
+ P.__paintHidden = hidden; P.__paintMeshes = paintMeshes;
547
+ const hex = (c) => c && c.isColor ? '#' + c.getHexString() : null;
548
+ const R3 = (v) => typeof v === 'number' ? Math.round(v * 1000) / 1000 : null;
549
+ return [...mats.keys()].map((m) => ({
550
+ name: m.name, type: m.type, baseColorLinear: m.color ? [R3(m.color.r), R3(m.color.g), R3(m.color.b)] : null, baseColorHex: hex(m.color),
551
+ metalness: R3(m.metalness), roughness: R3(m.roughness), clearcoat: R3(m.clearcoat), clearcoatRoughness: R3(m.clearcoatRoughness),
552
+ ior: R3(m.ior), specularIntensity: R3(m.specularIntensity), envMapIntensity: R3(m.envMapIntensity), emissive: hex(m.emissive), emissiveIntensity: R3(m.emissiveIntensity),
553
+ hasMap: !!m.map,
554
+ }));
555
+ };
556
+ /**
557
+ * Seat placement as authored vs as the runtime seats it: the seat's own GLB node (the authored H-point, body frame)
558
+ * and the cabin seat the occupant is posed on after the runtime's cabin fit.
559
+ */
560
+ P.seatFit = (id) => {
561
+ const root = P.root(); root.updateMatrixWorld(true); let node = null;
562
+ root.traverse((x) => { if (!node && x.name === id && !x.isMesh) node = x; });
563
+ let cabin = null;
564
+ try { const s = P.e().interior.cabin.seats.find((x) => x.id === id); if (s && s.hipPoint) cabin = [s.hipPoint[0], s.hipPoint[1], s.hipPoint[2]].map(R); } catch (err) { /* none */ }
565
+ return { node: node ? P.bodyPos(node).map(R) : null, cabin };
566
+ };
567
+ P.cabinFit = () => { try { const f = P.e().cabinFit; return f ? JSON.parse(JSON.stringify(f.report ?? f)) : null; } catch (err) { return null; } };
568
+ /**
569
+ * GRIP / STILLNESS window (vehicleGrip.ts): the local occupant's arm, hand and finger bones on each of the next n
570
+ * animation frames, read after the engine posed them. Every finger joint is also given in its own HAND's frame
571
+ * (rotation only, metres), so a hand that travels with the steering wheel does not read as its fingers moving. At the
572
+ * end: the steering wheel's vertices (body frame, at most ~1500) and its rotation, and the controller's steer input.
573
+ */
574
+ P.occupantFrames = (n, stride) => new Promise((resolve) => {
575
+ const every = Math.max(1, stride || 1); let tick = 0;
576
+ let model = null; try { model = P.mp().local.model; } catch (err) { model = null; }
577
+ if (!model) { resolve(null); return; }
578
+ const ARM = /^(clavicle|upperarm|lowerarm|forearm|hand|thumb|index|middle|ring|pinky|pink)(_\\d+)?(_twist_?\\d*)?[_.](l|r)$/i;
579
+ const FINGER = /^(thumb|index|middle|ring|pinky|pink)(_\\d+)?[_.](l|r)$/i;
580
+ const bones = []; model.traverse((o) => { if (o.isBone && ARM.test(o.name)) bones.push(o); });
581
+ const hands = {}; for (const b of bones) { const m = /^hand[_.](l|r)$/i.exec(b.name); if (m) hands[m[1].toLowerCase()] = b; }
582
+ const V = P.V(), Q = P.Q(); const frames = []; const t0 = performance.now();
583
+ const step = () => {
584
+ if ((tick++ % every) !== 0) { requestAnimationFrame(step); return; }
585
+ const inv = P.inv(); const body = {}; const inHand = {}; const localQ = {};
586
+ for (const b of bones) { body[b.name] = P.bodyPos(b, inv).map(R); if (FINGER.test(b.name)) localQ[b.name] = [b.quaternion.x, b.quaternion.y, b.quaternion.z, b.quaternion.w].map((v) => Math.round(v * 1e5) / 1e5); }
587
+ for (const side of Object.keys(hands)) {
588
+ const h = hands[side]; const hp = h.getWorldPosition(new V()); const hq = h.getWorldQuaternion(new Q()).invert();
589
+ for (const b of bones) {
590
+ const f = FINGER.exec(b.name); if (!f || f[3].toLowerCase() !== side) continue;
591
+ const p = b.getWorldPosition(new V()).sub(hp).applyQuaternion(hq);
592
+ inHand[b.name] = [p.x, p.y, p.z].map(R);
593
+ }
594
+ }
595
+ frames.push({ t: Math.round(performance.now() - t0), body, inHand, localQ });
596
+ if (frames.length >= n) {
597
+ let rim = null, rimQ = null, rimNode = null, steer = null;
598
+ try {
599
+ const e = P.e(), root = e.object3d; const inv2 = P.inv();
600
+ const rn = (e.interior && (e.interior.steeringRim || e.interior.steering)) || root.getObjectByName('steering_rim') || root.getObjectByName('steering');
601
+ if (rn) { const pts = []; rn.traverse((m) => { if (m.isMesh && !m.isSkinnedMesh && m.geometry && m.geometry.attributes && m.geometry.attributes.position) P.meshPoints(m, inv2, 1500, pts); }); rim = pts.map(R); rimQ = P.bodyQuat(rn); rimNode = rn.name; }
602
+ steer = e.controller && e.controller.input ? e.controller.input.steer : null;
603
+ } catch (err) { /* keep nulls */ }
604
+ resolve({ frames, rim, rimQ, rimNode, steer, hands: Object.keys(hands) });
605
+ return;
606
+ }
607
+ requestAnimationFrame(step);
608
+ };
609
+ requestAnimationFrame(step);
610
+ });
611
+ /**
612
+ * NIGHT for the inspection frames: the test grounds have no time-of-day control, so dim the world's sun, sky,
613
+ * environment and exposure each frame (scene.onBeforeRender). The car's own lamps (spot lights, emissive lenses) are
614
+ * untouched. Ported from the vehicle-pipeline harness. P.setNight(false) restores every value.
615
+ */
616
+ P.setNight = (on, dim) => {
617
+ // dim: the fraction of the world's exposure kept (0.08 = black night, the harness's value; the inspection uses a dusk
618
+ // level so the body still reads beside its lit lamps)
619
+ const k = typeof dim === 'number' && dim > 0 ? dim : 0.08;
620
+ const sc = P.sceneRoot();
621
+ const st = (P.__night = P.__night || (() => {
622
+ const o = { s: sc, lights: [], envI: sc.environmentIntensity, bgI: sc.backgroundIntensity, bg: sc.background && sc.background.isColor ? sc.background.getHex() : null, fog: sc.fog && sc.fog.color ? sc.fog.color.getHex() : null, sky: null, prev: sc.onBeforeRender, on: false };
623
+ // every light of the WORLD (sun, sky fill, the test grounds' own spot lights on the pads); the car's own lamps stay
624
+ const car = P.root();
625
+ sc.traverse((l) => { if (l.isLight && !P.isUnder(l, car) && !/^portable-cabin-lamp|^portable-vehicle|headlamp|headlight/i.test(l.name || '')) o.lights.push({ l, i: l.intensity }); });
626
+ for (const m of sc.children) if (m.isMesh && m.material && m.material.name === 'HosekWilkieSkyShader') { const u = m.material.uniforms; o.sky = { m, scale: u.radianceScale ? u.radianceScale.value : undefined, disc: u.showSunDisc ? u.showSunDisc.value : undefined }; }
627
+ return o;
628
+ })());
629
+ if (on && !st.on) {
630
+ st.s.onBeforeRender = function (...a) {
631
+ const rd = a[0];
632
+ if (rd && typeof rd.toneMappingExposure === 'number') { if (st.lastExp === undefined || rd.toneMappingExposure !== st.lastExp) st.baseExp = rd.toneMappingExposure; rd.toneMappingExposure = st.baseExp * k; st.lastExp = rd.toneMappingExposure; st.rd = rd; }
633
+ for (const x of st.lights) x.l.intensity = x.i * k * 0.5;
634
+ // the environment keeps a moonlit share so the body still reads beside its lamps
635
+ st.s.environmentIntensity = Math.max(k * 0.4, Math.min(0.3, k * 0.9)); if (typeof st.s.backgroundIntensity === 'number') st.s.backgroundIntensity = k * 0.4;
636
+ if (st.s.background && st.s.background.isColor) st.s.background.setRGB(0.004, 0.006, 0.012);
637
+ if (st.s.fog && st.s.fog.color) st.s.fog.color.setRGB(0.004, 0.006, 0.012);
638
+ if (st.sky) { const u = st.sky.m.material.uniforms; if (typeof st.sky.scale === 'number') u.radianceScale.value = st.sky.scale * 0.02; if (u.showSunDisc) u.showSunDisc.value = false; }
639
+ return st.prev ? st.prev.apply(this, a) : undefined;
640
+ };
641
+ st.on = true;
642
+ } else if (!on && st.on) {
643
+ st.s.onBeforeRender = st.prev || (() => {}); st.on = false;
644
+ if (st.rd && st.baseExp !== undefined) st.rd.toneMappingExposure = st.baseExp; st.lastExp = undefined;
645
+ for (const x of st.lights) x.l.intensity = x.i;
646
+ st.s.environmentIntensity = st.envI; if (st.bgI !== undefined) st.s.backgroundIntensity = st.bgI;
647
+ if (st.bg != null) st.s.background.setHex(st.bg); if (st.fog != null) st.s.fog.color.setHex(st.fog);
648
+ if (st.sky) { const u = st.sky.m.material.uniforms; if (st.sky.scale !== undefined) u.radianceScale.value = st.sky.scale; if (u.showSunDisc) u.showSunDisc.value = st.sky.disc; }
649
+ }
650
+ return st.on;
651
+ };
652
+ G.__vqaVeh = P;
653
+ return true;
654
+ })()`;
655
+ /** Hide every positioned overlay (HUD, hints, menus) that does not contain the canvas, in one frame. */
656
+ exports.HIDE_OVERLAYS = `(() => {
657
+ const els = document.querySelectorAll('body *');
658
+ let n = 0;
659
+ for (const el of els) {
660
+ if (el.tagName === 'CANVAS' || el.tagName === 'IFRAME' || el.dataset.vqaHidden) continue;
661
+ const pos = getComputedStyle(el).position;
662
+ if (pos !== 'fixed' && pos !== 'absolute' && pos !== 'sticky') continue;
663
+ if (el.querySelector('canvas,iframe')) continue;
664
+ el.dataset.vqaHidden = '1';
665
+ el.style.setProperty('visibility', 'hidden', 'important');
666
+ n++;
667
+ }
668
+ return n;
669
+ })()`;
670
+ //# sourceMappingURL=vehicleProbe.js.map