@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 +1,476 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.unionBox = exports.dist = exports.centreOf = exports.NOT_FLOATING_MAX_M = exports.OUTFIT_COVERAGE_MIN = exports.REGION_OVERLAP_MIN = exports.PHYSICS_CROSSCHECK_M = exports.ORIGIN_TOLERANCE_M = exports.DISTINCT_INSTANCE_M = exports.HUB_TOLERANCE_M = void 0;
4
+ exports.distinctPoints = distinctPoints;
5
+ exports.chassisPhysics = chassisPhysics;
6
+ exports.deriveHubs = deriveHubs;
7
+ exports.wheelAtSocketAssert = wheelAtSocketAssert;
8
+ exports.vehicleRegionFor = vehicleRegionFor;
9
+ exports.vehiclePartAtSocketAssert = vehiclePartAtSocketAssert;
10
+ exports.findBone = findBone;
11
+ exports.bodyRegion = bodyRegion;
12
+ exports.overlapShare = overlapShare;
13
+ exports.minDistance = minDistance;
14
+ exports.onBodyAssert = onBodyAssert;
15
+ exports.notFloatingAssert = notFloatingAssert;
16
+ exports.characterAtSocketAssert = characterAtSocketAssert;
17
+ exports.viewDirs = viewDirs;
18
+ // ── Thresholds (calibrated on the fixtures in viewer.spec.ts; change them there first) ──────────────────────────
19
+ /** A wheel instance must be centred this close to a distinct hub. */
20
+ exports.HUB_TOLERANCE_M = 0.04;
21
+ /** Two instance centres closer than this are the SAME drawn place (stacked replicas). */
22
+ exports.DISTINCT_INSTANCE_M = 0.04;
23
+ /** A non-wheel part whose drawn centre is this close to the host origin is "at the origin". */
24
+ exports.ORIGIN_TOLERANCE_M = 0.1;
25
+ /** Host wheels drawn vs the package's physics: wheelbase / track / hub height must agree within this. */
26
+ exports.PHYSICS_CROSSCHECK_M = 0.05;
27
+ /** Share of a worn item's drawn vertices that must fall inside its slot's body region. */
28
+ exports.REGION_OVERLAP_MIN = 0.6;
29
+ /** Outfits must also span this share of the neck-to-ankle height. Calibrated 2026-10-02 from the sweep: legitimate
30
+ * mini dresses and a leotard span 0.44-0.53 of neck-to-ankle, full outfits 0.8-1.3, and the 26 cm Male Police
31
+ * Uniform lump 0.12. 0.6 failed every dress under ~1 m; 0.30 keeps the lump (and a torso-only lump) failing. */
32
+ exports.OUTFIT_COVERAGE_MIN = 0.3;
33
+ /** Max gap between a worn item and the body surface (sampled body vertices), metres. */
34
+ exports.NOT_FLOATING_MAX_M = 0.04;
35
+ const r4 = (v) => Math.round(v * 10000) / 10000;
36
+ const centreOf = (b) => [r4((b.min[0] + b.max[0]) / 2), r4((b.min[1] + b.max[1]) / 2), r4((b.min[2] + b.max[2]) / 2)];
37
+ exports.centreOf = centreOf;
38
+ const dist = (a, b) => Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2]);
39
+ exports.dist = dist;
40
+ const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
41
+ const dot = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
42
+ const fmt = (v) => `(${v.map((n) => n.toFixed(2)).join(', ')})`;
43
+ const unionBox = (boxes) => {
44
+ const bs = boxes.filter((b) => !!b);
45
+ if (!bs.length)
46
+ return null;
47
+ const min = [Infinity, Infinity, Infinity];
48
+ const max = [-Infinity, -Infinity, -Infinity];
49
+ for (const b of bs)
50
+ for (let i = 0; i < 3; i++) {
51
+ min[i] = Math.min(min[i], b.min[i]);
52
+ max[i] = Math.max(max[i], b.max[i]);
53
+ }
54
+ return { min, max, size: [r4(max[0] - min[0]), r4(max[1] - min[1]), r4(max[2] - min[2])] };
55
+ };
56
+ exports.unionBox = unionBox;
57
+ /** Cluster points: returns one representative per group of points within `eps` of each other (single linkage). */
58
+ function distinctPoints(points, eps = exports.DISTINCT_INSTANCE_M) {
59
+ const groups = [];
60
+ for (const p of points) {
61
+ const hit = groups.find((g) => g.some((q) => (0, exports.dist)(p, q) <= eps));
62
+ if (hit)
63
+ hit.push(p);
64
+ else
65
+ groups.push([p]);
66
+ }
67
+ return groups;
68
+ }
69
+ const num = (v) => {
70
+ if (typeof v === 'number' && Number.isFinite(v))
71
+ return v;
72
+ if (v && typeof v === 'object' && typeof v.value === 'number')
73
+ return v.value;
74
+ return null;
75
+ };
76
+ /** Chassis numbers from a vehicle package root (`physics.chassis.*`, either bare numbers or `{value}` records). */
77
+ function chassisPhysics(pkg) {
78
+ const ch = (pkg?.physics?.chassis ?? {});
79
+ const track = num(ch.track);
80
+ return {
81
+ wheelbase: num(ch.wheelbase),
82
+ trackFront: num(ch.trackFront) ?? track,
83
+ trackRear: num(ch.trackRear) ?? track,
84
+ wheelRadius: num(ch.wheelRadius),
85
+ groundToBodyOrigin: num(ch.groundToBodyOrigin),
86
+ };
87
+ }
88
+ const SOCKET_OF = { lf: 'wheel_lf', rf: 'wheel_rf', lr: 'wheel_lr', rr: 'wheel_rr' };
89
+ /**
90
+ * Hubs from the host's OWN drawn wheel geometry (rim/tyre bounds centres, measured before anything is fitted),
91
+ * cross-checked against the package physics: wheelbase (front↔rear on each side), track (left↔right on each
92
+ * axle) and hub height above the drawn ground (= wheelRadius). When the host draws no wheel geometry the hubs are
93
+ * derived from physics alone, laid out about the host's drawn footprint, and the result says so.
94
+ */
95
+ function deriveHubs(drawn, physics, host) {
96
+ const byCorner = new Map(drawn.filter((d) => d.bounds && SOCKET_OF[d.corner]).map((d) => [d.corner, (0, exports.centreOf)(d.bounds)]));
97
+ const groundY = host.groundY ?? host.bounds?.min[1] ?? 0;
98
+ if (byCorner.size === 4) {
99
+ const [lf, rf, lr, rr] = ['lf', 'rf', 'lr', 'rr'].map((c) => byCorner.get(c));
100
+ const f = host.forward;
101
+ const wbL = Math.abs(dot(sub(lf, lr), f));
102
+ const wbR = Math.abs(dot(sub(rf, rr), f));
103
+ const trF = Math.hypot(lf[0] - rf[0], lf[2] - rf[2]);
104
+ const trR = Math.hypot(lr[0] - rr[0], lr[2] - rr[2]);
105
+ const heights = [lf, rf, lr, rr].map((p) => p[1] - groundY);
106
+ const check = {
107
+ drawnWheelbase: [r4(wbL), r4(wbR)], physicsWheelbase: physics.wheelbase,
108
+ drawnTrack: [r4(trF), r4(trR)], physicsTrack: [physics.trackFront, physics.trackRear],
109
+ drawnHubHeight: heights.map(r4), physicsWheelRadius: physics.wheelRadius,
110
+ };
111
+ const bad = [];
112
+ if (physics.wheelbase != null && Math.max(Math.abs(wbL - physics.wheelbase), Math.abs(wbR - physics.wheelbase)) > exports.PHYSICS_CROSSCHECK_M)
113
+ bad.push('wheelbase');
114
+ if (physics.trackFront != null && Math.abs(trF - physics.trackFront) > exports.PHYSICS_CROSSCHECK_M)
115
+ bad.push('trackFront');
116
+ if (physics.trackRear != null && Math.abs(trR - physics.trackRear) > exports.PHYSICS_CROSSCHECK_M)
117
+ bad.push('trackRear');
118
+ if (physics.wheelRadius != null && heights.some((h) => Math.abs(h - physics.wheelRadius) > exports.PHYSICS_CROSSCHECK_M))
119
+ bad.push('hubHeight');
120
+ const known = physics.wheelbase != null || physics.trackFront != null || physics.wheelRadius != null;
121
+ check.disagreements = bad;
122
+ return {
123
+ hubs: ['lf', 'rf', 'lr', 'rr'].map((c) => ({ socket: SOCKET_OF[c], centre: byCorner.get(c), source: 'drawn' })),
124
+ source: 'drawn',
125
+ crossCheck: check,
126
+ crossCheckOk: known ? bad.length === 0 : null,
127
+ };
128
+ }
129
+ // No drawn wheels: lay the physics pattern out about the drawn footprint's centre.
130
+ if (host.bounds && physics.wheelbase != null && (physics.trackFront ?? physics.trackRear) != null && physics.wheelRadius != null) {
131
+ const c = (0, exports.centreOf)(host.bounds);
132
+ const f = host.forward;
133
+ const left = [f[2], 0, -f[0]]; // +X for a +Z-forward vehicle: wheel_lf sits at +x on both reference cars
134
+ const y = groundY + physics.wheelRadius;
135
+ const hub = (along, across) => [
136
+ r4(c[0] + f[0] * along + left[0] * across), r4(y), r4(c[2] + f[2] * along + left[2] * across),
137
+ ];
138
+ const wb = physics.wheelbase / 2;
139
+ const tf = (physics.trackFront ?? physics.trackRear) / 2;
140
+ const tr = (physics.trackRear ?? physics.trackFront) / 2;
141
+ return {
142
+ hubs: [
143
+ { socket: 'wheel_lf', centre: hub(wb, tf), source: 'physics' },
144
+ { socket: 'wheel_rf', centre: hub(wb, -tf), source: 'physics' },
145
+ { socket: 'wheel_lr', centre: hub(-wb, tr), source: 'physics' },
146
+ { socket: 'wheel_rr', centre: hub(-wb, -tr), source: 'physics' },
147
+ ],
148
+ source: 'physics',
149
+ crossCheck: { note: 'host draws no rim/tyre geometry; hubs laid out from physics about the drawn footprint centre (longitudinal position unverified)' },
150
+ crossCheckOk: null,
151
+ };
152
+ }
153
+ return { hubs: [], source: 'none', crossCheck: { note: 'no drawn wheels and no chassis physics' }, crossCheckOk: null };
154
+ }
155
+ /** `addon.at_socket` for a wheel set: N distinct drawn instances, each within HUB_TOLERANCE_M of a distinct hub. */
156
+ function wheelAtSocketAssert(subject, instances, hubs, declared, hostOrigin) {
157
+ const centres = instances.filter((i) => i.bounds).map((i) => (0, exports.centreOf)(i.bounds));
158
+ const clusters = distinctPoints(centres);
159
+ const want = declared.count || declared.sockets.length || 4;
160
+ const targets = hubs.filter((h) => !declared.sockets.length || declared.sockets.includes(h.socket));
161
+ // Greedy one-to-one assignment by distance.
162
+ const pairs = [];
163
+ const freeHubs = new Set(targets.map((_, i) => i));
164
+ const order = centres.map((c, i) => ({ i, c, best: Math.min(...targets.map((h) => (0, exports.dist)(c, h.centre))) })).sort((a, b) => a.best - b.best);
165
+ for (const { i, c } of order) {
166
+ let bi = -1;
167
+ let bd = Infinity;
168
+ for (const h of freeHubs) {
169
+ const d = (0, exports.dist)(c, targets[h].centre);
170
+ if (d < bd) {
171
+ bd = d;
172
+ bi = h;
173
+ }
174
+ }
175
+ if (bi < 0)
176
+ break;
177
+ freeHubs.delete(bi);
178
+ pairs.push({ instance: i, socket: targets[bi].socket, centre: c, hub: targets[bi].centre, delta: r4(bd) });
179
+ }
180
+ const seated = pairs.filter((p) => p.delta <= exports.HUB_TOLERANCE_M);
181
+ const atOrigin = centres.filter((c) => (0, exports.dist)(c, hostOrigin) <= exports.ORIGIN_TOLERANCE_M);
182
+ const pass = targets.length >= want && centres.length >= want && clusters.length >= want && seated.length >= want;
183
+ let detail;
184
+ if (!targets.length)
185
+ detail = `no hubs could be derived for the host, so ${centres.length} wheel instance(s) cannot be placed`;
186
+ else if (pass)
187
+ detail = `${centres.length} distinct wheel instances, each within ${(Math.max(...seated.map((p) => p.delta)) * 100).toFixed(1)} cm of its own hub`;
188
+ else if (clusters.length < want && centres.length >= want) {
189
+ const big = clusters.sort((a, b) => b.length - a.length)[0];
190
+ const at = big[0];
191
+ detail = `${centres.length} wheel instances drawn but only ${clusters.length} distinct position(s): ${big.length} stacked at ${fmt(at)}`
192
+ + `${atOrigin.length ? ', the host origin' : ''}; nearest hub ${(Math.min(...targets.map((h) => (0, exports.dist)(at, h.centre)))).toFixed(2)} m away`;
193
+ }
194
+ else if (centres.length < want)
195
+ detail = `only ${centres.length} of ${want} declared wheel instances are drawn`;
196
+ else
197
+ detail = `${want - seated.length} of ${want} wheels are off their hubs (worst ${Math.max(...pairs.map((p) => p.delta)).toFixed(3)} m from ${pairs.sort((a, b) => b.delta - a.delta)[0]?.socket})`;
198
+ return {
199
+ id: 'addon.at_socket', pass, severity: 'block', subject, detail,
200
+ measured: {
201
+ declared: want, sockets: declared.sockets, drawnInstances: centres.length, distinctPositions: clusters.length,
202
+ atHostOrigin: atOrigin.length, hostOrigin, tolerance: exports.HUB_TOLERANCE_M,
203
+ pairs: pairs.map((p) => ({ socket: p.socket, centre: p.centre, hub: p.hub, delta: p.delta })),
204
+ hubs: targets.map((h) => ({ socket: h.socket, centre: h.centre, source: h.source })),
205
+ },
206
+ };
207
+ }
208
+ /** Where on a vehicle a slot type's part belongs. `null` = anywhere on/in the host (engine, turbo, sway bars …). */
209
+ function vehicleRegionFor(slotType) {
210
+ const s = slotType.replace(/^vehicle\./, '').replace(/@\d+$/, '');
211
+ if (/spoiler|wing|ducktail|boot|trunk/.test(s))
212
+ return { along: 'rear', height: 'upper', why: 'a spoiler/wing belongs on the rear deck' };
213
+ if (/exhaust|muffler|tailpipe|diffuser/.test(s))
214
+ return { along: 'rear', height: 'lower', why: 'an exhaust exits at the rear, low' };
215
+ if (/bumper_?f|splitter|lip_?f|grille|headlight|bonnet|hood/.test(s))
216
+ return { along: 'front', height: null, why: 'a front-end part belongs at the nose' };
217
+ return { along: null, height: null, why: 'a mechanical part belongs inside the host footprint' };
218
+ }
219
+ /** `addon.at_socket` for a non-wheel vehicle part: inside the host, in its slot's region, not at the host origin. */
220
+ function vehiclePartAtSocketAssert(subject, part, host, ctx) {
221
+ if (!part || !host) {
222
+ return { id: 'addon.at_socket', pass: false, severity: 'block', subject, detail: part ? 'the host has no drawn bounds to place the part against' : 'the fitted part has no drawn geometry to place', measured: { part, host } };
223
+ }
224
+ const c = (0, exports.centreOf)(part);
225
+ const hc = (0, exports.centreOf)(host);
226
+ const pad = 0.1;
227
+ const inside = [0, 1, 2].every((i) => c[i] >= host.min[i] - pad && c[i] <= host.max[i] + pad);
228
+ const f = ctx.forward;
229
+ const halfLen = Math.abs(dot(sub(host.max, host.min), f.map(Math.abs))) / 2 || 1;
230
+ const along = dot(sub(c, hc), f) / halfLen; // -1 rear … +1 front
231
+ const height = (c[1] - host.min[1]) / Math.max(0.01, host.max[1] - host.min[1]); // 0 ground … 1 roof
232
+ // Extents of the part along the host: a full exhaust system runs the car's length, so it is judged by where its
233
+ // tip is (rear-most, lowest), not by its centre.
234
+ const corners = [0, 1, 2, 3, 4, 5, 6, 7].map((i) => [i & 1 ? part.max[0] : part.min[0], i & 2 ? part.max[1] : part.min[1], i & 4 ? part.max[2] : part.min[2]]);
235
+ const alongs = corners.map((p) => dot(sub(p, hc), f) / halfLen);
236
+ const alongMin = Math.min(...alongs);
237
+ const alongMax = Math.max(...alongs);
238
+ const heightMin = (part.min[1] - host.min[1]) / Math.max(0.01, host.max[1] - host.min[1]);
239
+ const region = vehicleRegionFor(ctx.slotType);
240
+ let regionOk = true;
241
+ if (region.along === 'rear' && region.height === 'lower')
242
+ regionOk = alongMin <= -0.6 && heightMin <= 0.4;
243
+ else {
244
+ if (region.along === 'rear')
245
+ regionOk &&= along <= -0.3;
246
+ if (region.along === 'front')
247
+ regionOk &&= alongMax >= 0.6;
248
+ if (region.height === 'upper')
249
+ regionOk &&= height >= 0.45;
250
+ if (region.height === 'lower')
251
+ regionOk &&= height <= 0.55;
252
+ }
253
+ const dOrigin = (0, exports.dist)(c, ctx.hostOrigin);
254
+ const socketAtOrigin = ctx.socket ? (0, exports.dist)(ctx.socket.at, ctx.hostOrigin) <= exports.ORIGIN_TOLERANCE_M : false;
255
+ const originOk = dOrigin > exports.ORIGIN_TOLERANCE_M || socketAtOrigin;
256
+ const pass = inside && regionOk && originOk;
257
+ const detail = !originOk
258
+ ? `the part is drawn ${(dOrigin * 100).toFixed(1)} cm from the host origin ${fmt(ctx.hostOrigin)}, not at its socket`
259
+ : !inside
260
+ ? `the part's centre ${fmt(c)} is outside the host's drawn bounds`
261
+ : !regionOk
262
+ ? `the part spans ${(alongMin * 100).toFixed(0)}…${(alongMax * 100).toFixed(0)}% along (−100 rear … +100 front), centre ${(height * 100).toFixed(0)}% up the host; ${region.why}`
263
+ : `centre ${fmt(c)} is inside the host; the part spans ${(alongMin * 100).toFixed(0)}…${(alongMax * 100).toFixed(0)}% along (−100 rear … +100 front), ${(heightMin * 100).toFixed(0)}–${(height * 100).toFixed(0)}% up (min–centre) — ${region.why}`;
264
+ return {
265
+ id: 'addon.at_socket', pass, severity: 'block', subject, detail,
266
+ measured: { centre: c, partSize: part.size ?? null, hostBounds: host, along: r4(along), alongRange: [r4(alongMin), r4(alongMax)], height: r4(height), heightMin: r4(heightMin), region, inside, distanceToHostOrigin: r4(dOrigin), hostOrigin: ctx.hostOrigin, socket: ctx.socket ?? null },
267
+ };
268
+ }
269
+ const BONE_PATTERNS = {
270
+ head: [/^head$/i, /J_Bip_C_Head$/i, /(^|:)Head$/],
271
+ neck: [/^neck_01$/i, /^neck$/i, /J_Bip_C_Neck$/i, /(^|:)Neck$/],
272
+ pelvis: [/^pelvis$/i, /^hips$/i, /J_Bip_C_Hips$/i, /(^|:)Hips$/],
273
+ spine: [/^spine_03$/i, /^spine2$/i, /J_Bip_C_Chest$/i, /(^|:)Spine2$/],
274
+ foot_l: [/^foot_l$/i, /J_Bip_L_Foot$/i, /LeftFoot$/],
275
+ foot_r: [/^foot_r$/i, /J_Bip_R_Foot$/i, /RightFoot$/],
276
+ calf_l: [/^calf_l$/i, /J_Bip_L_LowerLeg$/i, /LeftLeg$/],
277
+ calf_r: [/^calf_r$/i, /J_Bip_R_LowerLeg$/i, /RightLeg$/],
278
+ hand_l: [/^hand_l$/i, /J_Bip_L_Hand$/i, /LeftHand$/],
279
+ hand_r: [/^hand_r$/i, /J_Bip_R_Hand$/i, /RightHand$/],
280
+ };
281
+ function findBone(bones, key) {
282
+ for (const re of BONE_PATTERNS[key] ?? [new RegExp(`^${key}$`, 'i')]) {
283
+ const hit = Object.keys(bones).find((n) => re.test(n));
284
+ if (hit)
285
+ return bones[hit];
286
+ }
287
+ return null;
288
+ }
289
+ /** Body region a slot's item must overlap, as a world AABB built from the base's bones and its drawn body bounds. */
290
+ function bodyRegion(slot, bones, body) {
291
+ const head = findBone(bones, 'head');
292
+ const neck = findBone(bones, 'neck') ?? head;
293
+ const pelvis = findBone(bones, 'pelvis');
294
+ const feet = [findBone(bones, 'foot_l'), findBone(bones, 'foot_r')].filter((v) => !!v);
295
+ const calves = [findBone(bones, 'calf_l'), findBone(bones, 'calf_r')].filter((v) => !!v);
296
+ const hands = [findBone(bones, 'hand_l'), findBone(bones, 'hand_r')].filter((v) => !!v);
297
+ if (!head || !neck || !pelvis)
298
+ return null;
299
+ const w = (pad) => [body.min[0] - pad, body.max[0] + pad, body.min[2] - pad, body.max[2] + pad];
300
+ const box = (x0, x1, y0, y1, z0, z1) => ({ min: [x0, y0, z0], max: [x1, y1, z1] });
301
+ const footY = feet.length ? Math.max(...feet.map((f) => f[1])) : body.min[1] + 0.1;
302
+ const calfY = calves.length ? Math.min(...calves.map((c) => c[1])) : (pelvis[1] + footY) / 2;
303
+ const s = slot.replace(/^character\./, '').replace(/@\d+$/, '');
304
+ // `head` is a whole swapped head (character.head@1): its centre sits between the head bone and its neck skirt.
305
+ if (/^(head|hair|ears?|earrings?|headwear|hat|eyewear|mask|helmet|face|horns?)$/.test(s)) {
306
+ return { region: 'head', socketBone: 'head', box: box(head[0] - 0.2, head[0] + 0.2, neck[1] - 0.04, body.max[1] + 0.2, head[2] - 0.22, head[2] + 0.22) };
307
+ }
308
+ if (/^(neck|necklace|scarf)$/.test(s))
309
+ return { region: 'neck', socketBone: 'neck', box: box(neck[0] - 0.2, neck[0] + 0.2, neck[1] - 0.2, head[1] + 0.05, neck[2] - 0.2, neck[2] + 0.2) };
310
+ if (/^(footwear|shoes?|socks?)$/.test(s)) {
311
+ const [x0, x1, z0, z1] = w(0.06);
312
+ return { region: 'feet', socketBone: 'foot_l', box: box(x0, x1, body.min[1] - 0.04, (calfY + footY) / 2 + 0.06, z0, z1) };
313
+ }
314
+ if (/^(bottom|pants|trousers|shorts|skirt|legs?)$/.test(s)) {
315
+ const [x0, x1, z0, z1] = w(0.1);
316
+ return { region: 'legs', socketBone: 'pelvis', box: box(x0, x1, body.min[1] - 0.04, pelvis[1] + 0.22, z0, z1) };
317
+ }
318
+ if (/^(top|shirt|jacket|torso|vest|back|wings?|cape)$/.test(s)) {
319
+ const [x0, x1, z0, z1] = w(0.15);
320
+ return { region: s === 'back' || /wings?|cape/.test(s) ? 'back' : 'torso', socketBone: 'spine', box: box(x0, x1, pelvis[1] - 0.3, neck[1] + 0.12, z0, z1) };
321
+ }
322
+ if (/^(tail)$/.test(s))
323
+ return { region: 'pelvis', socketBone: 'pelvis', box: box(pelvis[0] - 0.4, pelvis[0] + 0.4, footY, pelvis[1] + 0.3, pelvis[2] - 0.8, pelvis[2] + 0.3) };
324
+ if (/^(gloves?|hands?)$/.test(s)) {
325
+ const [x0, x1, z0, z1] = w(0.08);
326
+ const hy = hands.length ? Math.min(...hands.map((h) => h[1])) : pelvis[1];
327
+ return { region: 'hands', socketBone: 'hand_l', box: box(x0, x1, hy - 0.25, hy + 0.15, z0, z1) };
328
+ }
329
+ if (/^(outfit|full_body|bodysuit|costume)$/.test(s)) {
330
+ const [x0, x1, z0, z1] = w(0.15);
331
+ return { region: 'body', socketBone: 'pelvis', box: box(x0, x1, body.min[1] - 0.04, neck[1] + 0.2, z0, z1) };
332
+ }
333
+ const [x0, x1, z0, z1] = w(0.1);
334
+ return { region: 'body', socketBone: 'pelvis', box: box(x0, x1, body.min[1] - 0.05, body.max[1] + 0.2, z0, z1) };
335
+ }
336
+ const inBox = (p, b) => p[0] >= b.min[0] && p[0] <= b.max[0] && p[1] >= b.min[1] && p[1] <= b.max[1] && p[2] >= b.min[2] && p[2] <= b.max[2];
337
+ const toPoints = (flat) => { const out = []; for (let i = 0; i + 2 < flat.length; i += 3)
338
+ out.push([flat[i], flat[i + 1], flat[i + 2]]); return out; };
339
+ /** Share of points inside a box. */
340
+ function overlapShare(flat, box) {
341
+ const pts = toPoints(flat);
342
+ if (!pts.length)
343
+ return 0;
344
+ return pts.filter((p) => inBox(p, box)).length / pts.length;
345
+ }
346
+ /** Smallest distance from any item point to any body point (brute force on a uniform grid hash). */
347
+ function minDistance(itemFlat, bodyFlat) {
348
+ const item = toPoints(itemFlat);
349
+ const body = toPoints(bodyFlat);
350
+ if (!item.length || !body.length)
351
+ return { min: Infinity, p50: Infinity };
352
+ const cell = 0.05;
353
+ const key = (x, y, z) => `${Math.floor(x / cell)},${Math.floor(y / cell)},${Math.floor(z / cell)}`;
354
+ const grid = new Map();
355
+ for (const p of body) {
356
+ const k = key(p[0], p[1], p[2]);
357
+ const g = grid.get(k);
358
+ if (g)
359
+ g.push(p);
360
+ else
361
+ grid.set(k, [p]);
362
+ }
363
+ const nearest = (p) => {
364
+ const cx = Math.floor(p[0] / cell);
365
+ const cy = Math.floor(p[1] / cell);
366
+ const cz = Math.floor(p[2] / cell);
367
+ let best = Infinity;
368
+ for (let ring = 0; ring < 40; ring++) {
369
+ for (let dx = -ring; dx <= ring; dx++)
370
+ for (let dy = -ring; dy <= ring; dy++)
371
+ for (let dz = -ring; dz <= ring; dz++) {
372
+ if (Math.max(Math.abs(dx), Math.abs(dy), Math.abs(dz)) !== ring)
373
+ continue;
374
+ const g = grid.get(`${cx + dx},${cy + dy},${cz + dz}`);
375
+ if (g)
376
+ for (const q of g) {
377
+ const d = (0, exports.dist)(p, q);
378
+ if (d < best)
379
+ best = d;
380
+ }
381
+ }
382
+ if (best <= ring * cell)
383
+ break; // nothing in a further ring can beat it
384
+ }
385
+ return best;
386
+ };
387
+ const ds = item.map(nearest).sort((a, b) => a - b);
388
+ return { min: r4(ds[0]), p50: r4(ds[Math.floor(ds.length / 2)]) };
389
+ }
390
+ /** `wear.on_body_bounds`: the item's drawn vertices overlap the slot's body region (and outfits span the body). */
391
+ function onBodyAssert(subject, slot, itemFlat, bones, body) {
392
+ const region = body ? bodyRegion(slot, bones, body) : null;
393
+ if (!region || !body) {
394
+ return { id: 'wear.on_body_bounds', pass: false, severity: 'block', subject, detail: 'the base exposes no head/neck/pelvis bones or drawn body, so the slot region cannot be derived', measured: { bones: Object.keys(bones).length } };
395
+ }
396
+ const share = overlapShare(itemFlat, region.box);
397
+ const pts = toPoints(itemFlat);
398
+ const ys = pts.map((p) => p[1]);
399
+ const span = ys.length ? Math.max(...ys) - Math.min(...ys) : 0;
400
+ const neck = findBone(bones, 'neck') ?? region.box.max;
401
+ const feet = [findBone(bones, 'foot_l'), findBone(bones, 'foot_r')].filter((v) => !!v);
402
+ const bodyHeight = neck[1] - (feet.length ? Math.max(...feet.map((f) => f[1])) : body.min[1]);
403
+ const outfit = region.region === 'body' && /outfit|full_body|bodysuit|costume/.test(slot);
404
+ const coverage = bodyHeight > 0 ? span / bodyHeight : 0;
405
+ const pass = share >= exports.REGION_OVERLAP_MIN && (!outfit || coverage >= exports.OUTFIT_COVERAGE_MIN);
406
+ const detail = pass
407
+ ? `${(share * 100).toFixed(0)}% of the item's drawn vertices lie in the ${region.region} region${outfit ? `, spanning ${(coverage * 100).toFixed(0)}% of neck-to-ankle` : ''}`
408
+ : share < exports.REGION_OVERLAP_MIN
409
+ ? `only ${(share * 100).toFixed(0)}% of the item's drawn vertices lie in the ${region.region} region (need ${exports.REGION_OVERLAP_MIN * 100}%)`
410
+ : `an outfit spanning only ${(coverage * 100).toFixed(0)}% of neck-to-ankle (${span.toFixed(2)} m of ${bodyHeight.toFixed(2)} m)`;
411
+ return {
412
+ id: 'wear.on_body_bounds', pass, severity: 'block', subject, detail,
413
+ measured: { slot, region: region.region, regionBox: region.box, share: r4(share), points: pts.length, verticalSpan: r4(span), bodyHeight: r4(bodyHeight), coverage: r4(coverage) },
414
+ };
415
+ }
416
+ /** `wear.not_floating`: closest approach of the item to the base's body surface (sampled body vertices). */
417
+ function notFloatingAssert(subject, itemFlat, bodyFlat) {
418
+ const d = minDistance(itemFlat, bodyFlat);
419
+ const pass = Number.isFinite(d.min) && d.min <= exports.NOT_FLOATING_MAX_M;
420
+ return {
421
+ id: 'wear.not_floating', pass, severity: 'block', subject,
422
+ detail: Number.isFinite(d.min)
423
+ ? pass
424
+ ? `the item comes within ${(d.min * 100).toFixed(1)} cm of the body surface (median ${(d.p50 * 100).toFixed(1)} cm)`
425
+ : `the item never comes closer than ${(d.min * 100).toFixed(1)} cm to the body — it is floating or detached`
426
+ : 'no item or body vertices were sampled',
427
+ measured: { minM: d.min, medianM: d.p50, maxAllowedM: exports.NOT_FLOATING_MAX_M, itemPoints: itemFlat.length / 3, bodyPoints: bodyFlat.length / 3 },
428
+ };
429
+ }
430
+ /** `addon.at_socket` for a character add-on: drawn centre inside the socket bone's region, near the bone, not at the base origin. */
431
+ function characterAtSocketAssert(subject, slot, part, bones, body, baseOrigin, instances) {
432
+ const region = body ? bodyRegion(slot, bones, body) : null;
433
+ if (!part || !region) {
434
+ return { id: 'addon.at_socket', pass: false, severity: 'block', subject, detail: part ? 'the base has no recognisable skeleton to find the socket bone' : 'the fitted add-on has no drawn geometry', measured: { part, region } };
435
+ }
436
+ const c = (0, exports.centreOf)(part);
437
+ const bone = region.socketBone ? findBone(bones, region.socketBone) : null;
438
+ const dBone = bone ? (0, exports.dist)(c, bone) : null;
439
+ const dOrigin = (0, exports.dist)(c, baseOrigin);
440
+ const inRegion = inBox(c, region.box);
441
+ const nearBone = dBone == null || dBone <= 0.45;
442
+ const pass = inRegion && nearBone && dOrigin > exports.ORIGIN_TOLERANCE_M;
443
+ const detail = dOrigin <= exports.ORIGIN_TOLERANCE_M
444
+ ? `the add-on is drawn ${(dOrigin * 100).toFixed(1)} cm from the base origin ${fmt(baseOrigin)}, not at its ${region.socketBone} socket`
445
+ : !inRegion
446
+ ? `the add-on's centre ${fmt(c)} is outside the ${region.region} region of the base`
447
+ : !nearBone
448
+ ? `the add-on's centre is ${dBone.toFixed(2)} m from the ${region.socketBone} bone`
449
+ : `${instances} instance(s), centre ${fmt(c)} in the ${region.region} region, ${dBone != null ? `${(dBone * 100).toFixed(0)} cm from the ${region.socketBone} bone` : ''}`;
450
+ return {
451
+ id: 'addon.at_socket', pass, severity: 'block', subject, detail,
452
+ measured: { centre: c, region: region.region, regionBox: region.box, socketBone: region.socketBone, bone, distanceToBone: dBone == null ? null : r4(dBone), distanceToBaseOrigin: r4(dOrigin), instances },
453
+ };
454
+ }
455
+ /** View directions (unit vectors, target → camera) from a forward axis; Y is up. */
456
+ function viewDirs(forward) {
457
+ const f = [forward[0], 0, forward[2]];
458
+ const n = Math.hypot(f[0], f[2]) || 1;
459
+ f[0] /= n;
460
+ f[2] /= n;
461
+ const left = [f[2], 0, -f[0]]; // the subject's own left (+X for a +Z-forward vehicle or body)
462
+ const mix = (a, b, up) => {
463
+ const v = [f[0] * a + left[0] * b, up, f[2] * a + left[2] * b];
464
+ const m = Math.hypot(...v);
465
+ return [v[0] / m, v[1] / m, v[2] / m];
466
+ };
467
+ return {
468
+ front: mix(1, 0, 0.12),
469
+ back: mix(-1, 0, 0.12),
470
+ side: mix(0, 1, 0.1), // from the subject's left
471
+ q3front: mix(1, 0.9, 0.45), // front-left three-quarter
472
+ q3rear: mix(-1, -0.9, 0.45), // rear-right three-quarter
473
+ top: mix(0.02, 0, 1),
474
+ };
475
+ }
476
+ //# sourceMappingURL=viewerGeometry.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,11 @@
1
+ /**
2
+ * Captures every OrbitControls-like instance (anything that assigns `enableDamping` in its constructor) so the
3
+ * harness can move the page's own camera without the controls snapping it back. Same Object.prototype-setter trick
4
+ * as the scene hook in browser.ts; installed as an extra init script by the viewer route only.
5
+ */
6
+ export declare const CONTROLS_HOOK = "(() => {\n if (globalThis.__vqvControls) return;\n const list = []; globalThis.__vqvControls = list;\n try {\n Object.defineProperty(Object.prototype, 'enableDamping', {\n configurable: true, enumerable: false,\n set(v) {\n try { Object.defineProperty(this, 'enableDamping', { value: v, writable: true, configurable: true, enumerable: true }); } catch (e) {}\n if (this && !list.includes(this)) list.push(this);\n },\n get() { return undefined; },\n });\n } catch (e) {}\n})();";
7
+ /**
8
+ * Installs `globalThis.__vqv` in the frame. Requires INSTALL_SCENE_STATS (commonAsserts.ts) to be installed first.
9
+ * Every position it returns is WORLD space, rounded to 0.1 mm.
10
+ */
11
+ export declare const INSTALL_VIEWER_PAGE = "globalThis.__vqv = (function () {\n const r4 = (v) => Math.round(v * 10000) / 10000;\n const S = { before: null, beforeMeshes: null, host: null, controls: null, pinned: null };\n const scene = () => { const draw = activeDraw(); return (draw && draw.scene) || (globalThis.__vqa && globalThis.__vqa.scene) || null; };\n\n /**\n * HOLD THE AIMED POSE. A single camera.position/lookAt write is not enough: the surface's own render loop drives its\n * OrbitControls every frame (controls.update() recomputes position from ITS target and spherical), and a re-fit on a\n * layout edge writes camera.position outright, so the aimed pose is gone before the screenshot and every fitted frame\n * renders the surface's default view \u2014 a rear-mounted part is then never in frame. Re-apply the pose from a wrapper\n * around camera.updateMatrixWorld, which three.js calls during every render (after the surface's own writes), so the\n * drawn frame is the aimed one. The same pin the whole-vehicle route uses (vehicleProbe `setCam`).\n *\n * Each camera retains only its own current pose. Update the entry before aim's matrix update, or that update\n * would restore the previous shot. Never lend one camera's pose to another captured camera.\n */\n function pinCam(cam, pose) {\n if (!S.pinned) S.pinned = new Map();\n const existing = S.pinned.get(cam);\n if (existing) { existing.pose = pose; return; }\n const entry = { orig: cam.updateMatrixWorld, pose };\n S.pinned.set(cam, entry);\n cam.updateMatrixWorld = function (force) {\n const p = entry.pose;\n cam.position.set(p.pos[0], p.pos[1], p.pos[2]);\n cam.up.set(p.up[0], p.up[1], p.up[2]);\n cam.lookAt(p.target[0], p.target[1], p.target[2]);\n return entry.orig.call(cam, force);\n };\n }\n /** Restore exactly the method each camera had before capture. */\n function releaseCam() {\n if (S.pinned) { for (const [cam, entry] of S.pinned) cam.updateMatrixWorld = entry.orig; S.pinned = null; }\n return true;\n }\n const meshesOf = (root) => { const out = []; if (root) root.traverse((o) => { if (o.isMesh && !o.isBatchedMesh && o.geometry) out.push(o); }); return out; };\n const chainVisible = (o) => { for (let p = o; p; p = p.parent) if (p.visible === false) return false; return true; };\n const fakeRoot = (list) => ({ updateMatrixWorld() {}, traverse(cb) { for (const m of list) cb(m); } });\n const statsOf = (list) => { const s = scene(); if (s) s.updateMatrixWorld(true); return globalThis.__vqaStats(fakeRoot(list)); };\n const worldPos = (o) => { const e = o.matrixWorld.elements; return [r4(e[12]), r4(e[13]), r4(e[14])]; };\n\n /**\n * The viewer owns a scene-level Group containing its loaded model; the customiser adds the GLTF Group directly.\n * Studio lights and the contact-shadow/floor meshes are siblings of that container, never its descendants.\n * Select that ownership boundary by object identity/type, not authored names: a studio lamp, floor rug, or\n * model named \"studio-contact-shadow\" is still the subject. Missing containers fail closed.\n */\n function hostRoot() {\n const s = scene(); if (!s) return null;\n let host = null;\n for (const c of s.children) {\n if (!c.isGroup && !c.isScene) continue;\n if (!meshesOf(c).length) continue;\n // A different viewer layout needs an explicit root contract; never guess among multiple model containers.\n if (host) return null;\n host = c;\n }\n return host;\n }\n\n /** Remember every object in the scene now (before the part is fitted). */\n function snapshot() {\n const s = scene(); if (!s) return null;\n s.updateMatrixWorld(true);\n S.before = new Set(); S.beforeMeshes = [];\n s.traverse((o) => { S.before.add(o); if (o.isMesh && o.geometry) S.beforeMeshes.push(o); });\n S.host = hostRoot();\n return { objects: S.before.size, meshes: S.beforeMeshes.length, host: S.host ? (S.host.name || S.host.type) : null };\n }\n\n /** Meshes that did not exist at snapshot time and are drawn (visible chain). */\n function newMeshes() {\n const s = scene(); if (!s || !S.before) return [];\n const out = [];\n // A `helix:vehicle-batch:*` BatchedMesh (re)built after the fit packs every part in its LOCAL frame: it is never\n // the part. The parts it draws stay in the graph as proxies with their real transforms, and those are measured.\n if (S.host) S.host.traverse((o) => { if (o.isMesh && !o.isBatchedMesh && o.geometry && !S.before.has(o) && chainVisible(o)) out.push(o); });\n return out;\n }\n function newMeshCount() { return newMeshes().length; }\n\n /** Group new meshes into fitted instances: one group per top-most newly-added ancestor. */\n function instances() {\n const groups = new Map();\n for (const m of newMeshes()) {\n let top = m;\n while (top.parent && !S.before.has(top.parent)) top = top.parent;\n if (!groups.has(top)) groups.set(top, []);\n groups.get(top).push(m);\n }\n const out = [];\n for (const [top, list] of groups) {\n let socket = null; const chain = [];\n for (let p = list[0]; p; p = p.parent) { chain.push(p.name || p.type); if (!socket && /^socket:/.test(p.name || '')) socket = p.name.slice(7); }\n const st = statsOf(list);\n out.push({ key: top.name || top.type, socket, attachedTo: top.parent ? (top.parent.name || top.parent.type) : null,\n chain: chain.slice(0, 7).join(' < '), meshes: list.length, triangles: st.triangles, bounds: st.bounds, origin: worldPos(top) });\n }\n return out;\n }\n\n /** SceneStats over every new mesh (the fitted part as drawn). */\n function partStats() { return statsOf(newMeshes()); }\n /** SceneStats of the subject (host / base) as drawn at snapshot time. */\n function hostStats() { return S.host ? statsOf(meshesOf(S.host).filter(chainVisible)) : null; }\n /** SceneStats over the drawn meshes owned by the model container (prop route: the item is the whole subject). */\n function subjectStats() { const h = hostRoot(); return h ? statsOf(meshesOf(h).filter(chainVisible)) : null; }\n\n /** Per-corner drawn wheel geometry of the host (rim/tyre/wheel nodes), measured at snapshot time. */\n function hostWheels() {\n const h = S.host; if (!h) return [];\n const corners = new Map(); const norm = { fl: 'lf', fr: 'rf', rl: 'lr', bl: 'lr', br: 'rr' };\n h.traverse((o) => {\n const m = /^(rim|rims|tyre|tire|tyres|tires|wheel|whl|hub)[_\\-. ]?(lf|rf|lr|rr|fl|fr|rl|bl|br)(?![a-z])/i.exec(o.name || '');\n if (!m) return;\n const c = norm[m[2].toLowerCase()] || m[2].toLowerCase();\n if (!corners.has(c)) corners.set(c, { nodes: new Set(), meshes: new Set() });\n corners.get(c).nodes.add(o.name);\n for (const mm of meshesOf(o)) if (chainVisible(mm)) corners.get(c).meshes.add(mm);\n });\n const out = [];\n for (const [corner, v] of corners) {\n const st = statsOf([...v.meshes]);\n out.push({ corner, nodes: [...v.nodes].sort(), meshes: v.meshes.size, bounds: st.bounds });\n }\n return out;\n }\n\n /** Host frame facts: origin (vehicle_root if present, else the subject root), scale, quaternion. */\n function hostFrame() {\n const h = S.host || hostRoot(); if (!h) return null;\n h.updateMatrixWorld(true);\n let vr = null; h.traverse((o) => { if (!vr && /^vehicle_root$/i.test(o.name || '')) vr = o; });\n const e = (vr || h).matrixWorld.elements;\n const sc = Math.hypot(e[0], e[1], e[2]);\n return { node: (vr || h).name || (vr || h).type, origin: [r4(e[12]), r4(e[13]), r4(e[14])], scale: r4(sc),\n xAxis: [r4(e[0] / sc), r4(e[1] / sc), r4(e[2] / sc)], zAxis: [r4(e[8] / sc), r4(e[9] / sc), r4(e[10] / sc)] };\n }\n\n /**\n * The presentation transform a viewer put on the model: walking down from the subject root through single-child\n * groups, the first node carrying a non-unit uniform scale (the item viewer's fitModelToStage scales the model to a\n * 2.15 m stage). Bounds divided by it are the item's authored size.\n */\n function presentationScale() {\n let n = hostRoot(); if (!n) return { scale: 1, origin: [0, 0, 0], node: null };\n n.updateMatrixWorld(true);\n for (let depth = 0; n && depth < 6; depth++) {\n const sc = n.scale;\n if (Math.abs(sc.x - 1) > 1e-4 && Math.abs(sc.x - sc.y) < 1e-6 && Math.abs(sc.x - sc.z) < 1e-6) {\n const e = n.matrixWorld.elements;\n return { scale: r4(Math.hypot(e[0], e[1], e[2])), origin: [r4(e[12]), r4(e[13]), r4(e[14])], node: n.name || n.type, depth };\n }\n const kids = n.children.filter((c) => !c.isLight);\n if (kids.length !== 1 || n.isMesh) break;\n n = kids[0];\n }\n return { scale: 1, origin: [0, 0, 0], node: null };\n }\n\n /** World position of named host nodes (first match per name). */\n function nodePositions(names) {\n const s = scene(); const out = {}; if (!s) return out;\n s.updateMatrixWorld(true);\n s.traverse((o) => { if (names.includes(o.name) && !out[o.name]) { const st = statsOf(meshesOf(o).filter(chainVisible)); out[o.name] = { origin: worldPos(o), drawn: st.bounds }; } });\n return out;\n }\n\n /** Bones of the base (any skinned mesh in the snapshot subject), world positions. */\n function bones() {\n const out = {}; const s = scene(); if (!s) return out;\n s.updateMatrixWorld(true);\n const root = S.host || hostRoot(); if (!root) return out;\n root.traverse((o) => { if (o.isBone && !(o.name in out)) out[o.name] = worldPos(o); });\n return out;\n }\n\n /**\n * Evenly sampled WORLD vertices of a mesh list (skinning applied), flat [x,y,z,...], at most maxPoints. Only\n * index-referenced vertices inside the draw range count: a POSITION buffer can carry vertices nothing draws.\n */\n function sample(list, maxPoints) {\n const s = scene(); if (s) s.updateMatrixWorld(true);\n const refs = list.map((m) => {\n const g = m.geometry; const pos = g.attributes.position; if (!pos) return null;\n const idx = g.index ? g.index.array : null; const n = idx ? idx.length : pos.count;\n const start = (g.drawRange && g.drawRange.start) || 0;\n const count = Math.min(n - start, (g.drawRange && Number.isFinite(g.drawRange.count)) ? g.drawRange.count : n);\n let used;\n if (idx) { used = new Set(); for (let k = start; k < start + count; k++) used.add(idx[k]); used = [...used]; }\n else { used = []; for (let k = start; k < start + count; k++) used.push(k); }\n return { m, pos, used };\n }).filter(Boolean);\n let total = 0; for (const r of refs) total += r.used.length;\n const step = Math.max(1, Math.ceil(total / maxPoints));\n const out = [];\n for (const { m, pos, used } of refs) {\n const e = m.matrixWorld.elements;\n const skinned = m.isSkinnedMesh && typeof m.getVertexPosition === 'function';\n const tmp = skinned ? new (m.position.constructor)() : null;\n for (let j = 0; j < used.length; j += step) {\n const i = used[j];\n let x, y, z;\n if (skinned) { m.getVertexPosition(i, tmp); x = tmp.x; y = tmp.y; z = tmp.z; } else { x = pos.getX(i); y = pos.getY(i); z = pos.getZ(i); }\n if (!Number.isFinite(x) || !Number.isFinite(y) || !Number.isFinite(z)) continue;\n out.push(r4(e[0] * x + e[4] * y + e[8] * z + e[12]), r4(e[1] * x + e[5] * y + e[9] * z + e[13]), r4(e[2] * x + e[6] * y + e[10] * z + e[14]));\n }\n }\n return out;\n }\n function samplePart(maxPoints) { return sample(newMeshes(), maxPoints); }\n function sampleBody(maxPoints) { return sample((S.beforeMeshes || []).filter((m) => S.host && isUnder(m, S.host)), maxPoints); }\n function isUnder(o, root) { for (let p = o; p; p = p.parent) if (p === root) return true; return false; }\n\n /**\n * The camera the surface ACTUALLY draws the visible canvas with, and its controls.\n *\n * `__vqa.main` is the most-used camera across every `render(scene, camera)` call, which is NOT the buyer-facing\n * camera once an add-on is fitted: the surface then runs an internal orthographic pass (the environment/shadow\n * render), and main flips to that ortho camera. Aiming it moves a camera that never draws the canvas, so every\n * fitted frame renders the surface's default view. The surface's own OrbitControls are constructed with the visible\n * camera. The completed default-framebuffer receipt binds that camera to the canvas; ambiguous canvases fail.\n */\n const ids = new WeakMap(); let nextId = 0;\n const idOf = (object) => { if (!object) return null; if (!ids.has(object)) ids.set(object, ++nextId); return ids.get(object); };\n function activeDraw() {\n const H = globalThis.__vqa || {};\n const marked = typeof document !== 'undefined' ? document.querySelector('[data-vqv-canvas]') : null;\n const matches = [...(H.draws || new Map()).values()].filter((d) => d.scene?.isScene && d.camera.isPerspectiveCamera\n && d.canvas === d.renderer.domElement && (!marked || d.canvas === marked));\n return matches.length === 1 ? matches[0] : null;\n }\n function rig() {\n const draw = activeDraw(); const cam = draw && draw.camera;\n const ctl = (globalThis.__vqvControls || []).find((c) => c && c.object === cam && c.target) || null;\n return { cam, ctl, draw };\n }\n function renderCam() {\n const { cam, draw } = rig(); if (!cam || !draw) return null;\n const e = cam.matrixWorld.elements;\n return { cameraId: idOf(cam), rendererId: idOf(draw.renderer), canvasId: idOf(draw.canvas),\n pos: cam.position.toArray(), matrixWorld: [e[12], e[13], e[14]], worldMatrix: e.slice(), projection: cam.projectionMatrix.elements.slice(), zoom: cam.zoom, fov: cam.fov, aspect: cam.aspect, view: !!cam.view?.enabled,\n draw: { cameraId: idOf(draw.camera), rendererId: idOf(draw.renderer), canvasId: idOf(draw.canvas),\n frame: draw.frame, worldMatrix: draw.worldMatrix, projection: draw.projection, zoom: draw.zoom, view: draw.view, pos: draw.pos, matrixWorld: draw.matrixWorld, direction: draw.direction, up: draw.up } };\n }\n /** Select only the canvas actually drawn by the subject's perspective camera. */\n function isolateCanvas() {\n const draw = activeDraw(); const canvas = draw && draw.canvas;\n if (!canvas) return false;\n canvas.setAttribute('data-vqv-canvas', '1');\n for (let node = canvas; node && node !== document.body && node.parentElement; node = node.parentElement) {\n for (const sib of node.parentElement.children) if (sib !== node && sib.style) { sib.style.setProperty('visibility', 'hidden', 'important'); sib.style.setProperty('opacity', '0', 'important'); }\n }\n return true;\n }\n\n /** Point the page's camera at box [min,max] from direction dir (unit, target\u2192camera). */\n /**\n * Point the page's camera from direction dir (unit, target\u2192camera). `fit` chooses what must fill the frame:\n * 'box' = the 8 corners of [min,max]; 'scene' = sampled drawn vertices of the subject + the fitted part;\n * 'part' = sampled drawn vertices of the fitted part only. Vertex fits are tight and re-centred on the silhouette.\n */\n function aim(min, max, dir, margin, fit) {\n const { cam, ctl, draw } = rig(); if (!cam) return { ok: false, why: 'no unique subject canvas/camera draw' };\n const V = cam.position.constructor;\n const c = new V((min[0] + max[0]) / 2, (min[1] + max[1]) / 2, (min[2] + max[2]) / 2);\n if (cam.clearViewOffset) cam.clearViewOffset();\n const vfov = (cam.fov || 40) * Math.PI / 180; const aspect = cam.aspect || 1.6;\n const tv = Math.tan(vfov / 2), th = Math.tan(vfov / 2) * aspect;\n const d = new V(dir[0], dir[1], dir[2]).normalize();\n const upRef = Math.abs(d.y) > 0.98 ? new V(0, 0, -1) : new V(0, 1, 0);\n const right = new V().crossVectors(upRef, d).normalize(); const up = new V().crossVectors(d, right).normalize();\n let pts = [];\n if (fit === 'scene' || fit === 'part') {\n const list = fit === 'part' ? newMeshes() : newMeshes().concat(meshesOf(S.host || hostRoot()).filter(chainVisible));\n const flat = sample(list, 6000);\n for (let i = 0; i + 2 < flat.length; i += 3) pts.push(new V(flat[i], flat[i + 1], flat[i + 2]));\n }\n if (!pts.length) for (let i = 0; i < 8; i++) pts.push(new V(i & 1 ? max[0] : min[0], i & 2 ? max[1] : min[1], i & 4 ? max[2] : min[2]));\n // Re-centre on the silhouette in the image plane, then take the distance at which every point just fits.\n let x0 = Infinity, x1 = -Infinity, y0 = Infinity, y1 = -Infinity;\n for (const p of pts) { const q = p.clone().sub(c); const x = q.dot(right), y = q.dot(up); if (x < x0) x0 = x; if (x > x1) x1 = x; if (y < y0) y0 = y; if (y > y1) y1 = y; }\n c.addScaledVector(right, (x0 + x1) / 2).addScaledVector(up, (y0 + y1) / 2);\n let dist = 0.05;\n for (const p of pts) {\n const q = p.clone().sub(c);\n const along = q.dot(d); const x = Math.abs(q.dot(right)); const y = Math.abs(q.dot(up));\n dist = Math.max(dist, along + x / th, along + y / tv);\n }\n dist *= (margin || 1.08);\n const upv = Math.abs(d.y) > 0.98 ? [0, 0, -1] : [0, 1, 0];\n const px = c.x + d.x * dist, py = c.y + d.y * dist, pz = c.z + d.z * dist;\n // PIN THIS SHOT'S POSE FIRST. If an earlier shot already installed the updateMatrixWorld wrapper, the call below\n // would re-apply the PREVIOUS pose (overwriting cam.position) and every fitted frame would render the first shot's\n // camera. Setting this camera's pose first makes that call re-apply the NEW pose; the return uses the\n // computed numbers so it can never report a stale position.\n pinCam(cam, { pos: [px, py, pz], target: [c.x, c.y, c.z], up: upv });\n cam.position.set(px, py, pz);\n cam.near = Math.max(0.005, dist / 200); cam.far = Math.max(cam.far || 100, dist * 20);\n cam.up.set(upv[0], upv[1], upv[2]);\n cam.lookAt(c); cam.updateProjectionMatrix(); cam.updateMatrixWorld(true);\n if (ctl) {\n try {\n ctl.autoRotate = false; ctl.minDistance = 0; ctl.maxDistance = Infinity; ctl.minPolarAngle = 0; ctl.maxPolarAngle = Math.PI;\n ctl.minAzimuthAngle = -Infinity; ctl.maxAzimuthAngle = Infinity; if ('maxTargetRadius' in ctl) ctl.maxTargetRadius = Infinity;\n if ('minZoom' in ctl) ctl.minZoom = 0;\n ctl.target.copy(c); ctl.update(); ctl.dispatchEvent && ctl.dispatchEvent({ type: 'change' });\n } catch (e) {}\n }\n cam.updateMatrixWorld(true);\n return { worldMatrix: cam.matrixWorld.elements.slice(), projection: cam.projectionMatrix.elements.slice(), zoom: cam.zoom, ok: true, controls: !!ctl, pinned: true, centre: [r4(c.x), r4(c.y), r4(c.z)], distance: r4(dist), camera: [r4(px), r4(py), r4(pz)], cameraId: idOf(cam), rendererId: idOf(draw.renderer), canvasId: idOf(draw.canvas), beforeDrawFrame: draw.frame, fov: cam.fov, aspect: cam.aspect };\n }\n\n /** Temporarily hide (true) / restore (false) the snapshot subject's own meshes, leaving the fitted part drawn. */\n function hideHost(on) {\n if (on) { S.hidden = (S.beforeMeshes || []).filter((m) => m.visible && S.host && isUnder(m, S.host)); for (const m of S.hidden) m.visible = false; }\n else { for (const m of S.hidden || []) m.visible = true; S.hidden = null; }\n return (S.hidden || []).length;\n }\n\n /** Temporarily hide (true) / restore (false) the fitted part's meshes. */\n function hidePart(on) {\n if (on) { S.hiddenPart = newMeshes(); for (const m of S.hiddenPart) m.visible = false; }\n else { for (const m of S.hiddenPart || []) m.visible = true; S.hiddenPart = null; }\n return (S.hiddenPart || []).length;\n }\n\n /**\n * X-ray: draw the subject's own meshes translucent (opacity, no depth write) so an enclosed part reads through the\n * body; the fitted part stays opaque. Materials are swapped for clones and restored exactly on xray(false).\n */\n function xray(on, opacity) {\n if (on) {\n S.xray = [];\n const clones = new Map();\n for (const m of (S.beforeMeshes || []).filter((x) => x.visible && S.host && isUnder(x, S.host))) {\n const orig = m.material;\n const swap = (mat) => {\n if (!mat) return mat;\n if (!clones.has(mat)) {\n const c = mat.clone();\n c.transparent = true; c.opacity = opacity == null ? 0.18 : opacity; c.depthWrite = false;\n if ('transmission' in c) c.transmission = 0;\n c.needsUpdate = true;\n clones.set(mat, c);\n }\n return clones.get(mat);\n };\n m.material = Array.isArray(orig) ? orig.map(swap) : swap(orig);\n S.xray.push([m, orig, m.renderOrder]);\n m.renderOrder = 10;\n }\n // The part goes LAST in the transparent pass, fully opaque and depth-writing: the translucent host (which\n // writes no depth) is blended first, so the part is drawn crisp on top instead of veiled by every body layer.\n const onTop = new Map();\n for (const m of newMeshes()) {\n const orig = m.material;\n const lift = (mat) => {\n if (!mat) return mat;\n if (!onTop.has(mat)) { const c = mat.clone(); c.transparent = true; c.opacity = 1; c.depthWrite = true; c.depthTest = true; c.needsUpdate = true; onTop.set(mat, c); }\n return onTop.get(mat);\n };\n m.material = Array.isArray(orig) ? orig.map(lift) : lift(orig);\n S.xray.push([m, orig, m.renderOrder]);\n m.renderOrder = 999;\n }\n return S.xray.length;\n }\n for (const [m, orig, ro] of S.xray || []) { m.material = orig; m.renderOrder = ro; }\n const n = (S.xray || []).length; S.xray = null;\n return n;\n }\n\n /** Resolve after n animation frames (and report how many renders happened meanwhile). */\n function frames(n) {\n const H = globalThis.__vqa || {}; const f0 = H.frames || 0;\n return new Promise((res) => { let k = 0; const tick = () => { if (++k >= n) res((H.frames || 0) - f0); else requestAnimationFrame(tick); }; requestAnimationFrame(tick); });\n }\n\n return { snapshot, newMeshCount, instances, partStats, hostStats, subjectStats, hostWheels, hostFrame, nodePositions, bones,\n samplePart, sampleBody, isolateCanvas, aim, releaseCam, renderCam, frames, hideHost, hidePart, xray, presentationScale, rig: () => { const r = rig(); return { camera: !!r.cam, controls: !!r.ctl, fov: r.cam ? r.cam.fov : null, aspect: r.cam ? r.cam.aspect : null }; } };\n})();";