@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 +1,873 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.WORLD_WALK_CATEGORIES = exports.countDegenerate = exports.WORLD_WALK_THRESHOLDS = void 0;
4
+ exports.sanitizeNodeName = sanitizeNodeName;
5
+ exports.readGlb = readGlb;
6
+ exports.glbMeshNames = glbMeshNames;
7
+ exports.glbPrimitiveIndices = glbPrimitiveIndices;
8
+ exports.masterIndexFor = masterIndexFor;
9
+ exports.hiddenTriangles = hiddenTriangles;
10
+ exports.itemTriangles = itemTriangles;
11
+ exports.drawnVertices = drawnVertices;
12
+ exports.chainParity = chainParity;
13
+ exports.enclosure = enclosure;
14
+ exports.outwardEnclosure = outwardEnclosure;
15
+ exports.garmentEdges = garmentEdges;
16
+ exports.restCoverage = restCoverage;
17
+ exports.deepCoveredTriangles = deepCoveredTriangles;
18
+ exports.measurePoke = measurePoke;
19
+ exports.clusterPoke = clusterPoke;
20
+ exports.classifyHoles = classifyHoles;
21
+ exports.components = components;
22
+ exports.holeFrameFails = holeFrameFails;
23
+ exports.judgeHoles = judgeHoles;
24
+ exports.judgePoke = judgePoke;
25
+ exports.worldWalkEnabled = worldWalkEnabled;
26
+ // The measurements of the world-walk stage (`worldWalk.ts`), pure: no browser, no I/O.
27
+ //
28
+ // A garment that passes in the customiser's idle pose can still look broken the moment it is worn and walked: a skirt
29
+ // opens up a see-through hole as the legs move, a foot comes out through a shoe or a gown's hem. Two measured asserts,
30
+ // per base, taken at several poses of a real walk in the test grounds:
31
+ //
32
+ // wear.walk.no_holes SEE-THROUGH HOLES. The runtime hides the body a garment covers by collapsing those
33
+ // triangles (helix-web-engine-new `regionHide.ts`), so wherever the garment fails to cover a
34
+ // hidden region the player sees straight through the body. Measured by drawing the hidden
35
+ // triangles again, in flat magenta (pass `p1`, everything else flat), and counting the magenta
36
+ // pixels the garment's OUTWARD faces do not cover (pass `p2`, the item alone, front faces
37
+ // only, flat green). Hidden body poking out of the garment is invisible in the real render,
38
+ // which is why a magenta pixel in front of the garment's own outer surface does not count.
39
+ // wear.walk.no_poke_through BODY THROUGH THE GARMENT. A drawn body vertex is through the garment when a garment surface
40
+ // lies between it and the bone it hangs off (the segment from the closest point on its own
41
+ // bone to the vertex crosses a garment triangle) and no garment surface covers it from
42
+ // outside within a cloth's thickness. Only vertices the garment COVERED in the rest pose are
43
+ // judged (a surface outside them within reach, none inside), so what the item is built to
44
+ // sit inside (an ear's root in the skull, hair roots in the scalp) never counts: this is the
45
+ // motion defect the idle pose cannot show. Clustered (3 cm) and judged by depth and area.
46
+ //
47
+ // The thresholds and the fixtures they were calibrated on are in `worldWalkMath.spec.ts`.
48
+ const vehiclePenetration_1 = require("./vehiclePenetration");
49
+ exports.WORLD_WALK_THRESHOLDS = {
50
+ /** Rest-pose coverage: a garment surface within this distance OUTSIDE a body vertex covers it. */
51
+ coverReachM: 0.15,
52
+ /** In motion, a vertex the garment crossed inwards is still covered (not through) when a garment surface lies within
53
+ * this distance outside it (a lining crossed, the shell still over it). */
54
+ outsideReachM: 0.08,
55
+ /** A vertex through the garment must be out in the open: at most this share of its outward directions meets the
56
+ * garment within `pokeEnclosureReachM` (loose trousers' shell sits 8-10 cm off the knee: 0.78; a thigh out through a skirt
57
+ * panel: 0.27; a foot out of a gown: 0.20). */
58
+ pokeEnclosedMax: 0.5,
59
+ pokeEnclosureReachM: 0.15,
60
+ /** A vertex counts as through the garment beyond this depth (below it, touching). */
61
+ contactMinM: 0.002,
62
+ /** A poke cluster fails with at least `failMinPoints` points deeper than this... */
63
+ failDepthM: 0.008,
64
+ /** ...whose part deeper than `failDepthM` covers at least this much (4 cm²). */
65
+ failAreaM2: 4e-4,
66
+ failMinPoints: 3,
67
+ /** Poking vertices closer than this are one cluster. */
68
+ linkM: 0.03,
69
+ /** A joint whose chain crossed the garment since the rest pose counts as through it only this far past the crossing. */
70
+ limbMinM: 0.015,
71
+ /** A chain crossing this close to the garment's open edge (a hem, a cuff's rim) is a bone grazing the opening: not counted. */
72
+ limbEdgeM: 0.04,
73
+ /** Enclosure rays (see `enclosure`) reach this far. */
74
+ enclosureReachM: 0.3,
75
+ /** A joint counts as having left the garment only when at most this share of directions still meets it... */
76
+ limbEnclosedMax: 0.5,
77
+ /** ...and at least this much less than at rest. */
78
+ limbEnclosureDrop: 0.25,
79
+ /** Hands and fingers swing against a garment by design (a hand brushing a skirt): through its surface they fail only
80
+ * beyond this depth. */
81
+ handFailDepthM: 0.02,
82
+ /** Depth recorded for the vertices of a limb that went through (distance back to the crossing), at most this. */
83
+ limbDepthCapM: 0.25,
84
+ /** Holes: covered skin within this distance of skin the garment does not cover at rest is the garment's edge band (a hem
85
+ * or a slit may uncover it in a normal stride), so it is not drawn as sentinel. */
86
+ holeErodeM: 0.05,
87
+ /** Holes: a connected group of see-through pixels (magenta not under the garment's outer faces) smaller than this
88
+ * share of the garment's drawn pixels in the same frame is a seam speck, not a hole... */
89
+ holeMinBlobFraction: 0.004,
90
+ /** ...and smaller than this many pixels (at the frame's own resolution) too. */
91
+ holeMinBlobPx: 120,
92
+ /** A frame fails when its largest see-through blob is at least BOTH of the above. */
93
+ };
94
+ // ------------------------------------------------------------------------------------------------------- GLB tables
95
+ /** three.js `PropertyBinding.sanitizeNodeName`: the name a GLB node gets as an Object3D. */
96
+ function sanitizeNodeName(name) {
97
+ return name.replace(/\s/g, '_').replace(/[[\].:/]/g, '');
98
+ }
99
+ /** The JSON and BIN chunks of a GLB, or null when it is not one. */
100
+ function readGlb(glb) {
101
+ if (glb.length < 20)
102
+ return null;
103
+ const dv = new DataView(glb.buffer, glb.byteOffset, glb.byteLength);
104
+ if (dv.getUint32(0, true) !== 0x46546c67)
105
+ return null;
106
+ let off = 12;
107
+ let json = null;
108
+ let bin = null;
109
+ while (off + 8 <= glb.length) {
110
+ const len = dv.getUint32(off, true);
111
+ const type = dv.getUint32(off + 4, true);
112
+ const body = glb.subarray(off + 8, off + 8 + len);
113
+ if (type === 0x4e4f534a) {
114
+ try {
115
+ json = JSON.parse(new TextDecoder().decode(body));
116
+ }
117
+ catch {
118
+ return null;
119
+ }
120
+ }
121
+ else if (type === 0x004e4942)
122
+ bin = body;
123
+ off += 8 + len + ((4 - (len % 4)) % 4);
124
+ }
125
+ return json ? { json, bin } : null;
126
+ }
127
+ /** The names an item's meshes get in the scene: every mesh node's and mesh's name, sanitised as three.js does. */
128
+ function glbMeshNames(glb) {
129
+ const g = readGlb(glb);
130
+ if (!g)
131
+ return [];
132
+ const out = new Set();
133
+ for (const n of g.json.nodes ?? [])
134
+ if (n.mesh !== undefined && n.name)
135
+ out.add(sanitizeNodeName(n.name));
136
+ for (const m of g.json.meshes ?? [])
137
+ if (m.name)
138
+ out.add(sanitizeNodeName(m.name));
139
+ return [...out].filter(Boolean);
140
+ }
141
+ /** Every indexed primitive's index buffer (uncompressed GLBs; a compressed one yields none). */
142
+ function glbPrimitiveIndices(glb) {
143
+ const g = readGlb(glb);
144
+ if (!g?.bin)
145
+ return [];
146
+ const { json, bin } = g;
147
+ const out = [];
148
+ for (const m of json.meshes ?? []) {
149
+ for (const p of m.primitives ?? []) {
150
+ if (p.indices === undefined || p.attributes.POSITION === undefined)
151
+ continue;
152
+ const acc = json.accessors?.[p.indices];
153
+ const pos = json.accessors?.[p.attributes.POSITION];
154
+ if (!acc || !pos || acc.bufferView === undefined)
155
+ continue;
156
+ const bv = json.bufferViews?.[acc.bufferView];
157
+ if (!bv)
158
+ continue;
159
+ const start = bin.byteOffset + (bv.byteOffset ?? 0) + (acc.byteOffset ?? 0);
160
+ const size = acc.componentType === 5125 ? 4 : acc.componentType === 5123 ? 2 : acc.componentType === 5121 ? 1 : 0;
161
+ if (!size || start - bin.byteOffset + acc.count * size > bin.length)
162
+ continue;
163
+ const dv = new DataView(bin.buffer, start, acc.count * size);
164
+ const idx = new Uint32Array(acc.count);
165
+ for (let i = 0; i < acc.count; i++)
166
+ idx[i] = size === 4 ? dv.getUint32(i * 4, true) : size === 2 ? dv.getUint16(i * 2, true) : dv.getUint8(i);
167
+ out.push({ mesh: m.name ?? '', vertexCount: pos.count, indices: idx });
168
+ }
169
+ }
170
+ return out;
171
+ }
172
+ const degenerate = (ix, t) => ix[t * 3] === ix[t * 3 + 1] && ix[t * 3] === ix[t * 3 + 2];
173
+ /**
174
+ * The master (unhidden) index of a drawn body mesh: the primitive with the same vertex and index counts whose every
175
+ * triangle agrees with the drawn index — identical where the drawn triangle is whole, and the same first corner where the
176
+ * runtime collapsed it (`regionHide.ts` keeps corner 0 and repeats it). Null when no primitive matches exactly.
177
+ */
178
+ function masterIndexFor(prims, vertexCount, current) {
179
+ for (const p of prims) {
180
+ if (p.vertexCount !== vertexCount || p.indices.length !== current.length)
181
+ continue;
182
+ let ok = true;
183
+ for (let t = 0; t < current.length / 3 && ok; t++) {
184
+ if (degenerate(current, t))
185
+ ok = current[t * 3] === p.indices[t * 3];
186
+ else
187
+ ok = current[t * 3] === p.indices[t * 3] && current[t * 3 + 1] === p.indices[t * 3 + 1] && current[t * 3 + 2] === p.indices[t * 3 + 2];
188
+ }
189
+ if (ok)
190
+ return p.indices;
191
+ }
192
+ return null;
193
+ }
194
+ /** Triangles the runtime hid (collapsed in the drawn index, whole in the master): the master's corners, flat. */
195
+ function hiddenTriangles(master, current) {
196
+ const out = [];
197
+ for (let t = 0; t < current.length / 3; t++) {
198
+ if (degenerate(current, t) && !degenerate(master, t))
199
+ out.push(master[t * 3], master[t * 3 + 1], master[t * 3 + 2]);
200
+ }
201
+ return out;
202
+ }
203
+ const countDegenerate = (ix) => { let n = 0; for (let t = 0; t < ix.length / 3; t++)
204
+ if (degenerate(ix, t))
205
+ n++; return n; };
206
+ exports.countDegenerate = countDegenerate;
207
+ /** The item's posed triangles, flat (9 numbers per triangle). `index` per item mesh comes from the rest pull. */
208
+ function itemTriangles(item, indexByMesh) {
209
+ let n = 0;
210
+ const rows = item.map((m) => ({ m, ix: (m.index ?? indexByMesh?.[m.name] ?? null) }));
211
+ for (const r of rows)
212
+ if (r.ix)
213
+ n += Math.floor(r.ix.length / 3);
214
+ const out = new Float64Array(n * 9);
215
+ let k = 0;
216
+ for (const { m, ix } of rows) {
217
+ if (!ix)
218
+ continue;
219
+ for (let t = 0; t < ix.length / 3; t++) {
220
+ if (degenerate(ix, t))
221
+ continue;
222
+ for (let c = 0; c < 3; c++) {
223
+ const v = ix[t * 3 + c] * 3;
224
+ out[k++] = m.pos[v];
225
+ out[k++] = m.pos[v + 1];
226
+ out[k++] = m.pos[v + 2];
227
+ }
228
+ }
229
+ }
230
+ return out.subarray(0, k);
231
+ }
232
+ /** Vertices referenced by a whole (drawn) triangle. */
233
+ function drawnVertices(index, vertexCount) {
234
+ const out = new Uint8Array(vertexCount);
235
+ for (let t = 0; t < index.length / 3; t++) {
236
+ if (degenerate(index, t))
237
+ continue;
238
+ out[index[t * 3]] = 1;
239
+ out[index[t * 3 + 1]] = 1;
240
+ out[index[t * 3 + 2]] = 1;
241
+ }
242
+ return out;
243
+ }
244
+ const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
245
+ const dot = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
246
+ const dist = (a, b) => Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2]);
247
+ function closestOnSegment(p, a, b) {
248
+ const ab = sub(b, a);
249
+ const l2 = dot(ab, ab);
250
+ const t = l2 < 1e-12 ? 0 : Math.max(0, Math.min(1, dot(sub(p, a), ab) / l2));
251
+ return [a[0] + ab[0] * t, a[1] + ab[1] * t, a[2] + ab[2] * t];
252
+ }
253
+ /** Per bone, the segments a vertex on it can hang off: the ones it starts AND the one that ends at it (its parent's). At a
254
+ * bent joint the skin over it is weighted to the child bone but lies beside the parent's segment: anchoring on the
255
+ * child's alone puts the anchor on the joint itself and points the "outward" line along the limb instead of across it. */
256
+ function segmentsByBone(sk) {
257
+ const out = new Map();
258
+ const add = (b, s) => { if (!out.has(b))
259
+ out.set(b, []); out.get(b).push(s); };
260
+ for (const s of sk.segments)
261
+ add(s.start, s);
262
+ for (const s of sk.segments)
263
+ if (s.end)
264
+ add(s.end, s);
265
+ return out;
266
+ }
267
+ /** The point on a vertex's own bone it hangs off: the closest point on the segments of its dominant bone (or of the
268
+ * nearest ancestor that has one), its parent's segment included. Null for an accessory (spring) bone or a bone outside the body tree. */
269
+ function anchorOf(v, bone, segs, parents) {
270
+ let b = bone ?? null;
271
+ for (let k = 0; b && k < 8; k++) {
272
+ if ((0, vehiclePenetration_1.isAccessoryBone)(b))
273
+ return null;
274
+ const ss = segs.get(b);
275
+ if (ss?.length) {
276
+ let best = null;
277
+ let bd = Infinity;
278
+ for (const s of ss) {
279
+ if (s.accessory)
280
+ continue;
281
+ const c = closestOnSegment(v, s.a, s.b);
282
+ const d = dist(c, v);
283
+ if (d < bd) {
284
+ bd = d;
285
+ best = c;
286
+ }
287
+ }
288
+ return best;
289
+ }
290
+ b = parents[b] ?? null; // twist / helper bones have no segment of their own: their parent's
291
+ }
292
+ return null;
293
+ }
294
+ function anyCrossing(grid, p, q, buf) {
295
+ const lo = [Math.min(p[0], q[0]), Math.min(p[1], q[1]), Math.min(p[2], q[2])];
296
+ const hi = [Math.max(p[0], q[0]), Math.max(p[1], q[1]), Math.max(p[2], q[2])];
297
+ for (const t of grid.query(lo, hi, buf))
298
+ if ((0, vehiclePenetration_1.segTri)(grid.tris, t, p, q) > 0)
299
+ return true;
300
+ return false;
301
+ }
302
+ /** The crossing of p->q nearest q (largest parameter), or -1. */
303
+ function lastCrossing(grid, p, q, buf) {
304
+ const lo = [Math.min(p[0], q[0]), Math.min(p[1], q[1]), Math.min(p[2], q[2])];
305
+ const hi = [Math.max(p[0], q[0]), Math.max(p[1], q[1]), Math.max(p[2], q[2])];
306
+ let best = -1;
307
+ for (const t of grid.query(lo, hi, buf)) {
308
+ const s = (0, vehiclePenetration_1.segTri)(grid.tris, t, p, q);
309
+ if (s > best)
310
+ best = s;
311
+ }
312
+ return best;
313
+ }
314
+ function prepare(pull) {
315
+ const skeleton = (0, vehiclePenetration_1.buildSkeleton)(pull.bones, pull.parents);
316
+ return { skeleton, segs: skeleton ? segmentsByBone(skeleton) : new Map() };
317
+ }
318
+ /** Every crossing parameter of p->q with the garment. */
319
+ function allCrossings(grid, p, q, buf) {
320
+ const lo = [Math.min(p[0], q[0]), Math.min(p[1], q[1]), Math.min(p[2], q[2])];
321
+ const hi = [Math.max(p[0], q[0]), Math.max(p[1], q[1]), Math.max(p[2], q[2])];
322
+ const out = [];
323
+ for (const t of grid.query(lo, hi, buf)) {
324
+ const s = (0, vehiclePenetration_1.segTri)(grid.tris, t, p, q);
325
+ if (s > 0)
326
+ out.push(s);
327
+ }
328
+ return out;
329
+ }
330
+ /**
331
+ * How many times the bone chain from the root (pelvis) to each joint crosses the garment, and the last crossing on the
332
+ * way. A joint whose count changes parity between the rest pose and a walk pose has moved THROUGH the garment (a shin out
333
+ * through a gown's front panel, a knee through a skirt), however deep — the case a vertex-to-own-bone test cannot see,
334
+ * because the whole limb is then on the outside. Accessory (spring) chains are not followed.
335
+ */
336
+ function chainParity(sk, grid, edges = null, edgeM = exports.WORLD_WALK_THRESHOLDS.limbEdgeM) {
337
+ const out = new Map();
338
+ out.set(sk.root, { n: 0, via: null });
339
+ const byStart = new Map();
340
+ for (const s of sk.segments)
341
+ if (s.end && !s.accessory) {
342
+ if (!byStart.has(s.start))
343
+ byStart.set(s.start, []);
344
+ byStart.get(s.start).push(s);
345
+ }
346
+ const buf = [];
347
+ const queue = [sk.root];
348
+ while (queue.length) {
349
+ const p = queue.shift();
350
+ const pp = out.get(p);
351
+ for (const s of byStart.get(p) ?? []) {
352
+ if (!s.end || out.has(s.end))
353
+ continue;
354
+ const at = (t) => [s.a[0] + (s.b[0] - s.a[0]) * t, s.a[1] + (s.b[1] - s.a[1]) * t, s.a[2] + (s.b[2] - s.a[2]) * t];
355
+ // a crossing next to the garment's own open edge (a cuff's rim, a hem) is a bone grazing an opening, not one
356
+ // going through a panel: it flips with every millimetre of motion, so it is not counted
357
+ const xs = allCrossings(grid, s.a, s.b, buf).filter((t) => !edges || !edges.near(at(t), edgeM));
358
+ const last = xs.length ? Math.max(...xs) : -1;
359
+ out.set(s.end, { n: pp.n + xs.length, via: last > 0 ? at(last) : pp.via });
360
+ queue.push(s.end);
361
+ }
362
+ }
363
+ return out;
364
+ }
365
+ const DIRS = (() => {
366
+ const out = [];
367
+ for (let x = -1; x <= 1; x++)
368
+ for (let y = -1; y <= 1; y++)
369
+ for (let z = -1; z <= 1; z++) {
370
+ if (!x && !y && !z)
371
+ continue;
372
+ const l = Math.hypot(x, y, z);
373
+ out.push([x / l, y / l, z / l]);
374
+ }
375
+ return out;
376
+ })();
377
+ /** How enclosed a point is by the garment: the share of 26 directions in which a ray of `reach` hits it. A joint inside a
378
+ * sleeve or a gown reads high (most directions meet cloth), one out in the open low, whatever the garment's internal
379
+ * layers do to a crossing count. */
380
+ function enclosure(p, grid, reach = exports.WORLD_WALK_THRESHOLDS.enclosureReachM) {
381
+ const buf = [];
382
+ let hits = 0;
383
+ for (const d of DIRS)
384
+ if (anyCrossing(grid, p, [p[0] + d[0] * reach, p[1] + d[1] * reach, p[2] + d[2] * reach], buf))
385
+ hits++;
386
+ return hits / DIRS.length;
387
+ }
388
+ /** The share of the directions in the hemisphere around `u` in which a ray of `reach` from p meets the garment: a vertex
389
+ * through an inner layer (a lining, a liner under loose trousers) still has the shell around it and reads high; one out
390
+ * in the open reads low. */
391
+ function outwardEnclosure(p, u, grid, reach) {
392
+ const buf = [];
393
+ let n = 0, hits = 0;
394
+ for (const d of DIRS) {
395
+ if (d[0] * u[0] + d[1] * u[1] + d[2] * u[2] < 0.2)
396
+ continue;
397
+ n++;
398
+ if (anyCrossing(grid, p, [p[0] + d[0] * reach, p[1] + d[1] * reach, p[2] + d[2] * reach], buf))
399
+ hits++;
400
+ }
401
+ return n ? hits / n : 0;
402
+ }
403
+ function garmentEdges(item, indexByMesh) {
404
+ const cell = 0.02;
405
+ const hash = new Map();
406
+ let count = 0;
407
+ for (const m of item) {
408
+ const ix = (m.index ?? indexByMesh?.[m.name] ?? null);
409
+ if (!ix)
410
+ continue;
411
+ const weld = new Map();
412
+ const id = (v) => {
413
+ const k = `${Math.round(m.pos[v * 3] * 1e4)},${Math.round(m.pos[v * 3 + 1] * 1e4)},${Math.round(m.pos[v * 3 + 2] * 1e4)}`;
414
+ let w = weld.get(k);
415
+ if (w === undefined) {
416
+ w = v;
417
+ weld.set(k, v);
418
+ }
419
+ return w;
420
+ };
421
+ const uses = new Map();
422
+ for (let t = 0; t < ix.length / 3; t++) {
423
+ if (degenerate(ix, t))
424
+ continue;
425
+ const c = [id(ix[t * 3]), id(ix[t * 3 + 1]), id(ix[t * 3 + 2])];
426
+ for (let e = 0; e < 3; e++) {
427
+ const a = c[e], b = c[(e + 1) % 3];
428
+ if (a === b)
429
+ continue;
430
+ const k = a < b ? `${a}:${b}` : `${b}:${a}`;
431
+ const u = uses.get(k);
432
+ if (u)
433
+ u[2]++;
434
+ else
435
+ uses.set(k, [a, b, 1]);
436
+ }
437
+ }
438
+ for (const [a, b, n] of uses.values()) {
439
+ if (n !== 1)
440
+ continue;
441
+ count++;
442
+ const pa = [m.pos[a * 3], m.pos[a * 3 + 1], m.pos[a * 3 + 2]], pb = [m.pos[b * 3], m.pos[b * 3 + 1], m.pos[b * 3 + 2]];
443
+ const mid = [(pa[0] + pb[0]) / 2, (pa[1] + pb[1]) / 2, (pa[2] + pb[2]) / 2];
444
+ for (const p of [pa, pb, mid]) {
445
+ const k = `${Math.floor(p[0] / cell)},${Math.floor(p[1] / cell)},${Math.floor(p[2] / cell)}`;
446
+ if (!hash.has(k))
447
+ hash.set(k, []);
448
+ hash.get(k).push(p);
449
+ }
450
+ }
451
+ }
452
+ return {
453
+ count,
454
+ near(p, r) {
455
+ const span = Math.ceil(r / cell);
456
+ const cx = Math.floor(p[0] / cell), cy = Math.floor(p[1] / cell), cz = Math.floor(p[2] / cell);
457
+ for (let dx = -span; dx <= span; dx++)
458
+ for (let dy = -span; dy <= span; dy++)
459
+ for (let dz = -span; dz <= span; dz++) {
460
+ for (const q of hash.get(`${cx + dx},${cy + dy},${cz + dz}`) ?? [])
461
+ if (dist(p, q) < r)
462
+ return true;
463
+ }
464
+ return false;
465
+ },
466
+ };
467
+ }
468
+ const HAND_RE = /thumb|index|middle|ring|pinky|pinkie|finger|hand|palm|wrist|carpal/i;
469
+ /** The nearest bone up the raw parent chain that `parity` knows (twist and helper bones are not in the skeleton). */
470
+ function knownBone(bone, parity, parents) {
471
+ let b = bone ?? null;
472
+ for (let k = 0; b && k < 8; k++) {
473
+ if (parity.has(b))
474
+ return b;
475
+ b = parents[b] ?? null;
476
+ }
477
+ return null;
478
+ }
479
+ /**
480
+ * Rest-pose coverage: per body mesh, which DRAWN vertices the garment covers — a garment surface within `coverReachM`
481
+ * outside the vertex (along the line from its bone through it) and none between it and its bone — and the rest parity of
482
+ * every joint's chain.
483
+ */
484
+ function restCoverage(pull, T = exports.WORLD_WALK_THRESHOLDS, indexByMesh) {
485
+ const { skeleton, segs } = prepare(pull);
486
+ const tris = itemTriangles(pull.item, indexByMesh);
487
+ const covered = pull.body.map((m) => new Uint8Array(m.pos.length / 3));
488
+ if (!skeleton || !tris.length)
489
+ return { covered, coveredCount: 0, judged: 0, skeleton: !!skeleton, parity: {} };
490
+ const grid = new vehiclePenetration_1.TriGrid(tris, 0.04);
491
+ const parity = Object.fromEntries([...chainParity(skeleton, grid, garmentEdges(pull.item, indexByMesh), T.limbEdgeM)].map(([k, v]) => [k, v.n % 2]));
492
+ const enclosed = Object.fromEntries(Object.keys(parity).filter((b) => pull.bones[b]).map((b) => [b, enclosure(pull.bones[b], grid, T.enclosureReachM)]));
493
+ const buf = [];
494
+ let coveredCount = 0, judged = 0;
495
+ pull.body.forEach((m, mi) => {
496
+ const drawn = drawnVertices(m.index ?? [], m.pos.length / 3);
497
+ for (let i = 0; i < drawn.length; i++) {
498
+ if (!drawn[i])
499
+ continue;
500
+ const v = [m.pos[i * 3], m.pos[i * 3 + 1], m.pos[i * 3 + 2]];
501
+ const a = anchorOf(v, m.bone?.[i], segs, pull.parents);
502
+ if (!a)
503
+ continue;
504
+ const d = sub(v, a);
505
+ const r = Math.hypot(d[0], d[1], d[2]);
506
+ if (r < 1e-4)
507
+ continue;
508
+ judged++;
509
+ const u = [d[0] / r, d[1] / r, d[2] / r];
510
+ const q = [v[0] + u[0] * T.coverReachM, v[1] + u[1] * T.coverReachM, v[2] + u[2] * T.coverReachM];
511
+ if (anyCrossing(grid, v, q, buf) && !anyCrossing(grid, a, v, buf)) {
512
+ covered[mi][i] = 1;
513
+ coveredCount++;
514
+ }
515
+ }
516
+ });
517
+ return { covered, coveredCount, judged, skeleton: true, parity, enclosed };
518
+ }
519
+ /**
520
+ * The body a garment covers deep inside its coverage, for the hole renders: covered DRAWN vertices (rest pose) with no
521
+ * uncovered drawn vertex within `erodeM`, and per body mesh the drawn triangles all three of whose corners are such
522
+ * vertices (`sentinel`) and the rest of its drawn triangles (`rest`). Eroding keeps the band a garment's own edge (a hem, a
523
+ * slit, a neckline) can uncover in a normal stride out of the count: only skin that a hole IN the garment can expose stays.
524
+ */
525
+ function deepCoveredTriangles(pull, rest, erodeM = exports.WORLD_WALK_THRESHOLDS.holeErodeM) {
526
+ const cell = erodeM;
527
+ const hash = new Map();
528
+ const key = (p, dx = 0, dy = 0, dz = 0) => `${Math.floor(p[0] / cell) + dx},${Math.floor(p[1] / cell) + dy},${Math.floor(p[2] / cell) + dz}`;
529
+ const drawnBy = pull.body.map((m) => drawnVertices(m.index ?? [], m.pos.length / 3));
530
+ pull.body.forEach((m, mi) => {
531
+ const cov = rest.covered[mi];
532
+ for (let i = 0; i < drawnBy[mi].length; i++) {
533
+ if (!drawnBy[mi][i] || cov?.[i])
534
+ continue;
535
+ const p = [m.pos[i * 3], m.pos[i * 3 + 1], m.pos[i * 3 + 2]];
536
+ const k = key(p);
537
+ if (!hash.has(k))
538
+ hash.set(k, []);
539
+ hash.get(k).push(p);
540
+ }
541
+ });
542
+ return pull.body.map((m, mi) => {
543
+ const cov = rest.covered[mi];
544
+ const deep = new Uint8Array(m.pos.length / 3);
545
+ let vertices = 0;
546
+ if (cov)
547
+ for (let i = 0; i < deep.length; i++) {
548
+ if (!cov[i])
549
+ continue;
550
+ const p = [m.pos[i * 3], m.pos[i * 3 + 1], m.pos[i * 3 + 2]];
551
+ let near = false;
552
+ for (let dx = -1; dx <= 1 && !near; dx++)
553
+ for (let dy = -1; dy <= 1 && !near; dy++)
554
+ for (let dz = -1; dz <= 1 && !near; dz++) {
555
+ for (const q of hash.get(key(p, dx, dy, dz)) ?? [])
556
+ if (dist(p, q) < erodeM) {
557
+ near = true;
558
+ break;
559
+ }
560
+ }
561
+ if (!near) {
562
+ deep[i] = 1;
563
+ vertices++;
564
+ }
565
+ }
566
+ const ix = m.index ?? [];
567
+ const sentinel = [];
568
+ const restIx = [];
569
+ for (let t = 0; t < ix.length / 3; t++) {
570
+ if (degenerate(ix, t)) {
571
+ restIx.push(ix[t * 3], ix[t * 3 + 1], ix[t * 3 + 2]);
572
+ continue;
573
+ }
574
+ const a = ix[t * 3], b = ix[t * 3 + 1], c = ix[t * 3 + 2];
575
+ (deep[a] && deep[b] && deep[c] ? sentinel : restIx).push(a, b, c);
576
+ }
577
+ return { sentinel, rest: restIx, vertices };
578
+ });
579
+ }
580
+ /**
581
+ * One walk pose: every drawn body vertex now through the garment, clustered. Two ways through: (1) a vertex the garment
582
+ * covered at rest with a garment surface between it and its bone and none over it within a cloth's thickness; (2) any
583
+ * drawn vertex of a bone whose root-to-joint chain changed crossing parity since the rest pose by more than
584
+ * `limbMinM` (the bone itself went through), its depth the distance back to that crossing.
585
+ */
586
+ function measurePoke(sample, pull, rest, T = exports.WORLD_WALK_THRESHOLDS, indexByMesh) {
587
+ const { skeleton, segs } = prepare(pull);
588
+ const tris = itemTriangles(pull.item, indexByMesh);
589
+ if (!skeleton || !tris.length)
590
+ return { sample, judged: 0, poking: 0, limbsThrough: [], clusters: [] };
591
+ const grid = new vehiclePenetration_1.TriGrid(tris, 0.04);
592
+ const parity = chainParity(skeleton, grid, garmentEdges(pull.item, indexByMesh), T.limbEdgeM);
593
+ const through = new Set();
594
+ for (const [bone, v] of parity) {
595
+ if (HAND_RE.test(bone))
596
+ continue; // a hand swinging into a skirt is the arm's swing, judged as a surface contact only
597
+ const r0 = rest.parity[bone];
598
+ if (r0 === undefined || v.n % 2 === r0 || !v.via)
599
+ continue;
600
+ if (dist(pull.bones[bone], v.via) < T.limbMinM)
601
+ continue;
602
+ // and the joint really left the garment: it was enclosed at rest and is out in the open now (a parity flip alone can
603
+ // be a bone line crossing an inner layer, a pocket or a fold)
604
+ const e0 = rest.enclosed?.[bone];
605
+ const e1 = enclosure(pull.bones[bone], grid, T.enclosureReachM);
606
+ if (e0 !== undefined && (e1 > T.limbEnclosedMax || e0 - e1 < T.limbEnclosureDrop))
607
+ continue;
608
+ through.add(bone);
609
+ }
610
+ const buf = [];
611
+ const pts = [];
612
+ let judged = 0;
613
+ pull.body.forEach((m, mi) => {
614
+ const cov = rest.covered[mi];
615
+ const drawn = drawnVertices(m.index ?? [], m.pos.length / 3);
616
+ for (let i = 0; i < drawn.length; i++) {
617
+ if (!drawn[i])
618
+ continue;
619
+ const v = [m.pos[i * 3], m.pos[i * 3 + 1], m.pos[i * 3 + 2]];
620
+ const bone = m.bone?.[i] ?? null;
621
+ const kb = knownBone(bone, parity, pull.parents);
622
+ if (kb && through.has(kb)) {
623
+ const via = parity.get(kb).via;
624
+ const a = anchorOf(v, bone, segs, pull.parents) ?? pull.bones[kb];
625
+ const d = sub(v, a);
626
+ const r = Math.hypot(d[0], d[1], d[2]) || 1;
627
+ const u = [d[0] / r, d[1] / r, d[2] / r];
628
+ // only what is out in the open: a vertex the garment still covers from outside (a toe inside a shoe whose insole
629
+ // runs along the foot bone) is not through, whatever the bone line did
630
+ const q = [v[0] + u[0] * T.outsideReachM, v[1] + u[1] * T.outsideReachM, v[2] + u[2] * T.outsideReachM];
631
+ if (!anyCrossing(grid, v, q, buf) && outwardEnclosure(v, u, grid, T.pokeEnclosureReachM) <= T.pokeEnclosedMax) {
632
+ pts.push({ mesh: m.name, vertex: i, p: v, depth: Math.min(dist(v, via), T.limbDepthCapM), bone: bone ?? kb, u, kind: 'limb' });
633
+ continue;
634
+ }
635
+ }
636
+ if (!cov?.[i])
637
+ continue;
638
+ const a = anchorOf(v, bone, segs, pull.parents);
639
+ if (!a)
640
+ continue;
641
+ judged++;
642
+ const d = sub(v, a);
643
+ const r = Math.hypot(d[0], d[1], d[2]);
644
+ if (r < 1e-4)
645
+ continue;
646
+ const s = lastCrossing(grid, a, v, buf);
647
+ if (s <= 0)
648
+ continue;
649
+ const depth = r * (1 - s);
650
+ if (depth < T.contactMinM)
651
+ continue;
652
+ const u = [d[0] / r, d[1] / r, d[2] / r];
653
+ const q = [v[0] + u[0] * T.outsideReachM, v[1] + u[1] * T.outsideReachM, v[2] + u[2] * T.outsideReachM];
654
+ if (anyCrossing(grid, v, q, buf))
655
+ continue; // a lining crossed, the shell still over it
656
+ if (outwardEnclosure(v, u, grid, T.pokeEnclosureReachM) > T.pokeEnclosedMax)
657
+ continue; // the shell around it, if not straight over it
658
+ pts.push({ mesh: m.name, vertex: i, p: v, depth, bone: bone ?? '?', u, kind: 'surface' });
659
+ }
660
+ });
661
+ return { sample, judged, poking: pts.length, limbsThrough: [...through].sort(), clusters: clusterPoke(sample, pts, T) };
662
+ }
663
+ function clusterPoke(sample, pts, T = exports.WORLD_WALK_THRESHOLDS) {
664
+ const n = pts.length;
665
+ const seen = new Uint8Array(n);
666
+ const cell = T.linkM;
667
+ const hash = new Map();
668
+ const key = (p, dx = 0, dy = 0, dz = 0) => `${Math.floor(p[0] / cell) + dx},${Math.floor(p[1] / cell) + dy},${Math.floor(p[2] / cell) + dz}`;
669
+ pts.forEach((p, i) => { const k = key(p.p); if (!hash.has(k))
670
+ hash.set(k, []); hash.get(k).push(i); });
671
+ const out = [];
672
+ for (let i = 0; i < n; i++) {
673
+ if (seen[i])
674
+ continue;
675
+ const members = [];
676
+ const stack = [i];
677
+ seen[i] = 1;
678
+ while (stack.length) {
679
+ const j = stack.pop();
680
+ members.push(j);
681
+ for (let dx = -1; dx <= 1; dx++)
682
+ for (let dy = -1; dy <= 1; dy++)
683
+ for (let dz = -1; dz <= 1; dz++) {
684
+ for (const k of hash.get(key(pts[j].p, dx, dy, dz)) ?? []) {
685
+ if (seen[k] || dist(pts[j].p, pts[k].p) > T.linkM)
686
+ continue;
687
+ seen[k] = 1;
688
+ stack.push(k);
689
+ }
690
+ }
691
+ }
692
+ const ps = members.map((m) => pts[m]);
693
+ const deep = ps.filter((p) => p.depth >= (HAND_RE.test(p.bone) ? T.handFailDepthM : T.failDepthM));
694
+ const mean = [0, 0, 0];
695
+ for (const p of ps) {
696
+ mean[0] += p.u[0];
697
+ mean[1] += p.u[1];
698
+ mean[2] += p.u[2];
699
+ }
700
+ const bones = new Map();
701
+ for (const p of ps)
702
+ bones.set(p.bone, (bones.get(p.bone) ?? 0) + 1);
703
+ const ranked = [...bones.entries()].sort((a, b) => b[1] - a[1]);
704
+ const areaM2 = (0, vehiclePenetration_1.projectedArea)(ps.map((p) => p.p), mean);
705
+ const areaDeepM2 = deep.length ? (0, vehiclePenetration_1.projectedArea)(deep.map((p) => p.p), mean) : 0;
706
+ const c = [0, 0, 0];
707
+ for (const p of ps) {
708
+ c[0] += p.p[0] / ps.length;
709
+ c[1] += p.p[1] / ps.length;
710
+ c[2] += p.p[2] / ps.length;
711
+ }
712
+ const kinds = new Set(ps.map((p) => p.kind));
713
+ out.push({
714
+ sample, bone: ranked[0][0], bones: ranked, kind: kinds.size > 1 ? 'mixed' : ps[0].kind, points: ps.length, deepPoints: deep.length,
715
+ maxDepthM: r5(Math.max(...ps.map((p) => p.depth))), areaM2: r7(areaM2), areaDeepM2: r7(areaDeepM2), centroid: c.map(r4),
716
+ normal: ((l) => mean.map((x) => r4(x / l)))(Math.hypot(mean[0], mean[1], mean[2]) || 1),
717
+ verdict: deep.length >= T.failMinPoints && areaDeepM2 >= T.failAreaM2 ? 'fail' : 'near',
718
+ });
719
+ }
720
+ return out.sort((a, b) => b.areaDeepM2 - a.areaDeepM2 || b.maxDepthM - a.maxDepthM);
721
+ }
722
+ const r4 = (v) => Math.round(v * 1e4) / 1e4;
723
+ const r5 = (v) => Math.round(v * 1e5) / 1e5;
724
+ const r7 = (v) => Math.round(v * 1e7) / 1e7;
725
+ const isMagenta = (r, g, b) => r > 150 && b > 150 && g < 110 && Math.abs(r - b) < 100;
726
+ const isGreen = (r, g, b) => g > 150 && r < 110 && b < 110;
727
+ /** Classify one pose/camera: P1 (hidden body magenta, item green) against P2 (item's outer faces green), RGB(A) bytes. */
728
+ function classifyHoles(frame, p1, p2, width, height, channels = 3) {
729
+ const n = width * height;
730
+ const hole = new Uint8Array(n);
731
+ let itemPx = 0, sentinelPx = 0, holePx = 0;
732
+ for (let i = 0; i < n; i++) {
733
+ const k = i * channels;
734
+ const r = p1[k], g = p1[k + 1], b = p1[k + 2];
735
+ if (isGreen(r, g, b))
736
+ itemPx++;
737
+ else if (isMagenta(r, g, b)) {
738
+ sentinelPx++;
739
+ if (!isGreen(p2[k], p2[k + 1], p2[k + 2])) {
740
+ hole[i] = 1;
741
+ holePx++;
742
+ }
743
+ }
744
+ }
745
+ const blobs = components(hole, width, height);
746
+ const big = blobs.sort((a, b) => b.px - a.px)[0] ?? null;
747
+ return {
748
+ frame, width, height, itemPx, sentinelPx, holePx,
749
+ largestBlobPx: big?.px ?? 0,
750
+ largestBlobFraction: itemPx ? r5((big?.px ?? 0) / itemPx) : 0,
751
+ blobs: blobs.length,
752
+ largestBlobBox: big ? big.box : null,
753
+ };
754
+ }
755
+ /** 8-connected components of a mask: pixel count and bounding box each. */
756
+ function components(mask, width, height) {
757
+ const seen = new Uint8Array(mask.length);
758
+ const out = [];
759
+ const stack = [];
760
+ for (let s = 0; s < mask.length; s++) {
761
+ if (!mask[s] || seen[s])
762
+ continue;
763
+ let px = 0, x0 = width, y0 = height, x1 = 0, y1 = 0;
764
+ stack.push(s);
765
+ seen[s] = 1;
766
+ while (stack.length) {
767
+ const i = stack.pop();
768
+ px++;
769
+ const x = i % width, y = (i - x) / width;
770
+ if (x < x0)
771
+ x0 = x;
772
+ if (x > x1)
773
+ x1 = x;
774
+ if (y < y0)
775
+ y0 = y;
776
+ if (y > y1)
777
+ y1 = y;
778
+ for (let dy = -1; dy <= 1; dy++)
779
+ for (let dx = -1; dx <= 1; dx++) {
780
+ const nx = x + dx, ny = y + dy;
781
+ if (nx < 0 || ny < 0 || nx >= width || ny >= height)
782
+ continue;
783
+ const j = ny * width + nx;
784
+ if (mask[j] && !seen[j]) {
785
+ seen[j] = 1;
786
+ stack.push(j);
787
+ }
788
+ }
789
+ }
790
+ out.push({ px, box: [x0, y0, x1 - x0 + 1, y1 - y0 + 1] });
791
+ }
792
+ return out;
793
+ }
794
+ function holeFrameFails(f, T = exports.WORLD_WALK_THRESHOLDS) {
795
+ return f.largestBlobPx >= T.holeMinBlobPx && f.largestBlobFraction >= T.holeMinBlobFraction;
796
+ }
797
+ /** `wear.walk.no_holes` over every pose/camera of one base. `hidden.triangles` = triangles the runtime hid on that base,
798
+ * `hidden.covered` = drawn triangles deep inside the garment's rest coverage (both drawn as sentinel). */
799
+ function judgeHoles(frames, hidden, T = exports.WORLD_WALK_THRESHOLDS) {
800
+ const thresholds = { holeMinBlobPx: T.holeMinBlobPx, holeMinBlobFraction: T.holeMinBlobFraction };
801
+ if (!hidden.measurable)
802
+ return { pass: false, detail: `not measured: ${hidden.why ?? 'the hidden body could not be reconstructed'}`, measured: { hiddenTriangles: hidden.triangles, thresholds } };
803
+ const coveredTriangles = hidden.covered ?? 0;
804
+ // Nothing hidden and nothing covered: the hole pass is not run at all (there is nothing to see through), so this is a
805
+ // genuine pass — the item's own presence was already verified when it was classified and pulled.
806
+ if (hidden.triangles + coveredTriangles === 0) {
807
+ return { pass: true, detail: 'the item neither hides nor covers any part of the body on this base, so nothing can be seen through it', measured: { hiddenTriangles: 0, frames: frames.length, thresholds } };
808
+ }
809
+ if (!frames.length)
810
+ return { pass: false, detail: 'not measured: no walk pose was rendered', measured: { hiddenTriangles: hidden.triangles, thresholds } };
811
+ // The hole pass must have actually drawn the item: a run whose every pose view carries 0 item pixels measured nothing
812
+ // (the item never rendered in the walk pass), and "nothing to see" is exactly the false pass this assert exists to
813
+ // remove — fail closed so the run re-renders. (Owner acceptance round 1: a run with hiddenTriangles 0,
814
+ // coveredTriangles 54 and 0 item pixels in all 16 views passed no_holes; the identical version re-rendered drew
815
+ // 30k-60k item pixels per view and failed at 13.34 %.)
816
+ if (!frames.some((f) => f.itemPx > 0)) {
817
+ return { pass: false, detail: `not measured: the item was never drawn in the walk pass (0 item pixels in all ${frames.length} pose views) — re-render`, measured: { hiddenTriangles: hidden.triangles, coveredTriangles, frames: frames.length, thresholds } };
818
+ }
819
+ const failing = frames.filter((f) => holeFrameFails(f, T));
820
+ const worst = [...frames].sort((a, b) => b.largestBlobFraction - a.largestBlobFraction || b.largestBlobPx - a.largestBlobPx)[0];
821
+ const rows = frames.map((f) => ({ frame: f.frame, itemPx: f.itemPx, holePx: f.holePx, largestBlobPx: f.largestBlobPx, largestBlobFraction: f.largestBlobFraction }));
822
+ const measured = { hiddenTriangles: hidden.triangles, coveredTriangles, frames: frames.length, failingFrames: failing.map((f) => f.frame), worst: worst ? { frame: worst.frame, largestBlobPx: worst.largestBlobPx, largestBlobFraction: worst.largestBlobFraction, box: worst.largestBlobBox } : null, rows, thresholds };
823
+ const pct = (x) => `${(x * 100).toFixed(2)} %`;
824
+ if (failing.length) {
825
+ const w = [...failing].sort((a, b) => b.largestBlobFraction - a.largestBlobFraction)[0];
826
+ return { pass: false, detail: `see-through hole while walking: in ${failing.length} of ${frames.length} pose views the body it hides or covers shows through the item (worst ${w.frame}: ${w.largestBlobPx} px, ${pct(w.largestBlobFraction)} of the item's pixels; limit ${T.holeMinBlobPx} px and ${pct(T.holeMinBlobFraction)})`, measured };
827
+ }
828
+ return { pass: true, detail: `no see-through hole in ${frames.length} pose views while walking (largest ${worst?.largestBlobPx ?? 0} px, ${pct(worst?.largestBlobFraction ?? 0)} of the item's pixels; limit ${T.holeMinBlobPx} px and ${pct(T.holeMinBlobFraction)})`, measured };
829
+ }
830
+ /** `wear.walk.no_poke_through` over every walk pose of one base. */
831
+ function judgePoke(samples, cover, T = exports.WORLD_WALK_THRESHOLDS) {
832
+ const thresholds = { failDepthM: T.failDepthM, failAreaM2: T.failAreaM2, failMinPoints: T.failMinPoints, contactMinM: T.contactMinM, coverReachM: T.coverReachM, outsideReachM: T.outsideReachM, limbMinM: T.limbMinM };
833
+ if (!cover.skeleton)
834
+ return { pass: false, detail: 'not measured: the base has no skeleton to measure the body against', measured: { thresholds } };
835
+ if (!samples.length)
836
+ return { pass: false, detail: 'not measured: no walk pose was pulled', measured: { thresholds } };
837
+ // Same fail-closed rule as no_holes: with no drawn item triangles to measure against, "no poke-through" is vacuous.
838
+ if ((cover.itemTriangles ?? 1) === 0)
839
+ return { pass: false, detail: 'not measured: the item has no drawn triangles to measure poke-through against', measured: { thresholds } };
840
+ const clusters = samples.flatMap((s) => s.clusters);
841
+ const fails = clusters.filter((c) => c.verdict === 'fail');
842
+ const top = (fails.length ? fails : clusters).slice(0, 8).map((c) => ({ sample: c.sample, bone: c.bone, kind: c.kind, points: c.points, deepPoints: c.deepPoints, maxDepthMm: +(c.maxDepthM * 1000).toFixed(1), areaDeepCm2: +(c.areaDeepM2 * 1e4).toFixed(2), areaCm2: +(c.areaM2 * 1e4).toFixed(2), verdict: c.verdict }));
843
+ const measured = {
844
+ coveredVertices: cover.covered, judgedVertices: cover.judged,
845
+ samples: samples.map((s) => ({ sample: s.sample, judged: s.judged, poking: s.poking, limbsThrough: s.limbsThrough, clusters: s.clusters.length, failing: s.clusters.filter((c) => c.verdict === 'fail').length })),
846
+ clusters: top, thresholds,
847
+ };
848
+ const mm = (m) => (m * 1000).toFixed(0);
849
+ const cm2 = (a) => (a * 1e4).toFixed(1);
850
+ if (fails.length) {
851
+ const w = fails[0];
852
+ const poses = new Set(fails.map((c) => c.sample)).size;
853
+ const how = w.kind === 'surface' ? 'through the item\'s surface' : 'with the limb itself outside the item';
854
+ return { pass: false, detail: `body pokes through the item while walking: ${fails.length} cluster(s) in ${poses} of ${samples.length} poses (worst at ${w.bone}, ${w.sample}, ${how}: ${mm(w.maxDepthM)} mm deep over ${cm2(w.areaDeepM2)} cm²; limit ${mm(T.failDepthM)} mm over ${cm2(T.failAreaM2)} cm²)`, measured };
855
+ }
856
+ const worst = clusters[0];
857
+ return { pass: true, detail: `no body poke-through in ${samples.length} walk poses${worst ? ` (deepest contact ${mm(worst.maxDepthM)} mm over ${cm2(worst.areaDeepM2)} cm² at ${worst.bone})` : ''}; limit ${mm(T.failDepthM)} mm over ${cm2(T.failAreaM2)} cm²`, measured };
858
+ }
859
+ // ------------------------------------------------------------------------------------------------------- options
860
+ exports.WORLD_WALK_CATEGORIES = new Set(['wearable', 'character-addon', 'avatar']);
861
+ /** Whether the world-walk stage runs: on for wearables, character add-ons and avatars unless `--no-world-walk` or
862
+ * `HELIX_VQA_WORLD_WALK=0|off|false`. Anything else in the variable is ignored (on). */
863
+ function worldWalkEnabled(category, flag, env = process.env) {
864
+ if (!exports.WORLD_WALK_CATEGORIES.has(category))
865
+ return { enabled: false, reason: `a ${category} is not worn` };
866
+ if (flag === false)
867
+ return { enabled: false, reason: 'disabled with --no-world-walk' };
868
+ const v = (env.HELIX_VQA_WORLD_WALK ?? '').trim().toLowerCase();
869
+ if (v === '0' || v === 'off' || v === 'false' || v === 'no')
870
+ return { enabled: false, reason: 'disabled with HELIX_VQA_WORLD_WALK' };
871
+ return { enabled: true, reason: 'on' };
872
+ }
873
+ //# sourceMappingURL=worldWalkMath.js.map