@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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@@ -1,6 +1,4 @@
1
1
  "use strict";
2
- // PORTED from helix-web-engine-new/tools/character-pipeline — the source of truth for the character
3
- // pipeline. SYNC OBLIGATION: fix bugs there first, then mirror the change here; do not diverge.
4
2
  var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
5
3
  if (k2 === undefined) k2 = k;
6
4
  var desc = Object.getOwnPropertyDescriptor(m, k);
@@ -35,84 +33,264 @@ var __importStar = (this && this.__importStar) || (function () {
35
33
  };
36
34
  })();
37
35
  Object.defineProperty(exports, "__esModule", { value: true });
38
- exports.bakeBaseColor = bakeBaseColor;
36
+ exports.bakeBaseColor = void 0;
37
+ exports.bakeMaterials = bakeMaterials;
38
+ exports.hasBakeableBaseColorTexture = hasBakeableBaseColorTexture;
39
+ const core_1 = require("@gltf-transform/core");
40
+ const imageLimits_1 = require("../imageLimits");
41
+ const sanitizeMaterials_1 = require("./sanitizeMaterials");
39
42
  /**
40
- * Re-bakes the SOURCE document's base-color texture onto the (decimated, freshly unwrapped) target
43
+ * Re-bakes the SOURCE document's material textures onto the (decimated, freshly unwrapped) target
41
44
  * document. For every texel of every target triangle: barycentric -> 3D point -> closest point on the
42
- * SOURCE mesh (BVH) -> source UV -> bilinear sample of the source texture. Layered surfaces (hair shell
43
- * over scalp) are disambiguated by preferring source triangles whose facing agrees with the target
44
- * triangle when their distances are comparable. Unwritten texels are dilated outward into gutters so
45
- * bilinear/mip filtering never bleeds background into charts. Base color only — imports carry a single
46
- * baked atlas by contract (the conform pipeline drops other maps).
45
+ * SOURCE triangles of the SAME material (BVH per material) -> that material's own UVs -> bilinear
46
+ * sample of that material's own textures.
47
+ *
48
+ * Up to four atlases share the new layout: base colour (sRGB), an emissive map (sRGB, only when a source
49
+ * material has a genuine one), a packed ORM (R = occlusion, G/B = metallic-roughness, linear), and a
50
+ * tangent-space normal map. Normals are transferred through object
51
+ * space: decoded in the source triangle's UV-derived tangent frame and re-encoded in the target
52
+ * triangle's, so detail survives the new UV layout. Each target material binds only the slots its
53
+ * source material had; every other texture binding is cleared, because the old images no longer match
54
+ * the new UVs.
55
+ *
56
+ * EMISSIVE: an emissiveFactor must never outlive its map. A genuine (non-black) emissive map is rebaked with its
57
+ * factor multiplied in and the target factor becomes [1,1,1]; a black map (Meshy ships one beside factor [1,1,1])
58
+ * or a zero factor contributes nothing, so the texture is dropped and the factor zeroed. Clearing the map and
59
+ * keeping the factor rendered the whole avatar flat white.
60
+ *
61
+ * Layered surfaces (hair shell over scalp) are disambiguated by preferring source triangles whose
62
+ * facing agrees with the target triangle when their distances are comparable. Unwritten texels are
63
+ * dilated outward into gutters so bilinear/mip filtering never bleeds background into charts.
47
64
  */
48
- async function bakeBaseColor(target, source, outSize) {
65
+ async function bakeMaterials(target, source, outSize) {
49
66
  const sharp = (await Promise.resolve().then(() => __importStar(require('sharp')))).default;
50
- // --- source geometry + texture ---
51
- const src = collectTriangles(source);
52
- const srcTexture = findBaseColorTexture(source);
53
- if (srcTexture === null)
67
+ const sourceMaterials = source.getRoot().listMaterials();
68
+ const targetMaterials = target.getRoot().listMaterials();
69
+ if (sourceMaterials.length !== targetMaterials.length) {
70
+ throw new Error(`bake: target has ${targetMaterials.length} materials, source has ${sourceMaterials.length}; they must be the same document`);
71
+ }
72
+ const decoded = new Map();
73
+ const decode = async (texture) => {
74
+ if (texture === null)
75
+ return null;
76
+ const cached = decoded.get(texture);
77
+ if (cached !== undefined)
78
+ return cached;
79
+ const image = texture.getImage();
80
+ if (image === null)
81
+ return null;
82
+ const raw = await sharp(Buffer.from(image), { limitInputPixels: imageLimits_1.MAX_CHARACTER_TEXTURE_PIXELS })
83
+ .ensureAlpha().raw().toBuffer({ resolveWithObject: true });
84
+ const result = { data: raw.data, width: raw.info.width, height: raw.info.height };
85
+ decoded.set(texture, result);
86
+ return result;
87
+ };
88
+ const emissiveSlot = async (material) => {
89
+ const texture = material.getEmissiveTexture();
90
+ const [fr, fg, fb] = material.getEmissiveFactor();
91
+ const factor = [fr, fg, fb];
92
+ if (texture === null)
93
+ return { emissive: null, emissiveFactor: factor, emissiveDropped: false };
94
+ const image = await decode(texture);
95
+ const nothing = image === null || image.data.length === 0 || (fr <= 0 && fg <= 0 && fb <= 0) || isBlackImage(image);
96
+ if (nothing)
97
+ return { emissive: null, emissiveFactor: factor, emissiveDropped: true };
98
+ return { emissive: await slotSource(texture, material.getEmissiveTextureInfo()), emissiveFactor: factor, emissiveDropped: false };
99
+ };
100
+ const slotSource = async (texture, info) => {
101
+ const image = await decode(texture);
102
+ if (image === null || info === null)
103
+ return null;
104
+ const transform = textureTransform(info);
105
+ const texCoord = (transform?.texCoord ?? info.getTexCoord()) === 1 ? 1 : 0;
106
+ return { image, texCoord, transform: transform?.matrix ?? null };
107
+ };
108
+ const slots = [];
109
+ for (const material of sourceMaterials) {
110
+ slots.push({
111
+ baseColor: await slotSource(material.getBaseColorTexture(), material.getBaseColorTextureInfo()),
112
+ metallicRoughness: await slotSource(material.getMetallicRoughnessTexture(), material.getMetallicRoughnessTextureInfo()),
113
+ occlusion: await slotSource(material.getOcclusionTexture(), material.getOcclusionTextureInfo()),
114
+ normal: await slotSource(material.getNormalTexture(), material.getNormalTextureInfo()),
115
+ ...(await emissiveSlot(material)),
116
+ });
117
+ }
118
+ if (!slots.some((slot) => slot.baseColor !== null))
54
119
  throw new Error('bake: source document has no base-color texture');
55
- const decoded = await sharp(Buffer.from(srcTexture)).ensureAlpha().raw().toBuffer({ resolveWithObject: true });
56
- const image = { data: decoded.data, width: decoded.info.width, height: decoded.info.height };
57
- const bvh = buildBvh(src.pos, src.idx);
58
- const diag = bboxDiagonal(src.pos);
120
+ const bakeBase = true;
121
+ const bakeOrm = slots.some((slot) => slot.metallicRoughness !== null || slot.occlusion !== null);
122
+ const bakeNormal = slots.some((slot) => slot.normal !== null);
123
+ const bakeEmissive = slots.some((slot) => slot.emissive !== null);
124
+ // --- source geometry, grouped by material, one BVH each ---
125
+ const src = collectByMaterial(source, sourceMaterials);
126
+ const allPos = concatPositions([...src.values()].map((soup) => soup.pos));
127
+ if (allPos.length === 0)
128
+ throw new Error('bake: no indexed triangle primitives found');
129
+ const diag = bboxDiagonal(allPos);
59
130
  const farDistSq = (0.02 * diag) ** 2;
60
- // --- rasterize every target triangle into the new atlas ---
131
+ const bvhs = new Map();
132
+ const srcFrames = new Map();
133
+ for (const [materialIndex, soup] of src) {
134
+ bvhs.set(materialIndex, buildBvh(soup.pos, soup.idx, ALIGNED_HIT_SLACK * diag));
135
+ const normalSlot = slots[materialIndex]?.normal ?? null;
136
+ srcFrames.set(materialIndex, normalSlot === null ? null : triangleFrames(soup, normalSlot));
137
+ }
138
+ // --- rasterize every target triangle into the new atlases ---
61
139
  // Render at 2x and lanczos-downsample: one hit per texel aliases hard texture boundaries
62
140
  // (necklines, makeup edges) into sawtooth; 2x supersampling is the cheapest clean fix.
63
141
  const size = outSize * 2;
64
- const out = new Uint8ClampedArray(size * size * 4);
142
+ const outBase = new Uint8ClampedArray(size * size * 4);
143
+ const outOrm = bakeOrm ? new Uint8ClampedArray(size * size * 4) : null;
144
+ const outNormal = bakeNormal ? new Uint8ClampedArray(size * size * 4) : null;
145
+ const outEmissive = bakeEmissive ? new Uint8ClampedArray(size * size * 4) : null;
65
146
  const written = new Uint8Array(size * size);
66
147
  let sampled = 0, far = 0;
67
- const tgt = collectTriangles(target);
148
+ const tgt = collectByMaterial(target, targetMaterials);
68
149
  const bary = { u: 0, v: 0, w: 0 };
69
- for (let t = 0; t < tgt.idx.length; t += 3) {
70
- const [a, b, c] = [tgt.idx[t], tgt.idx[t + 1], tgt.idx[t + 2]];
71
- const ax = tgt.uv[a * 2] * size - 0.5, ay = tgt.uv[a * 2 + 1] * size - 0.5;
72
- const bx = tgt.uv[b * 2] * size - 0.5, by = tgt.uv[b * 2 + 1] * size - 0.5;
73
- const cx = tgt.uv[c * 2] * size - 0.5, cy = tgt.uv[c * 2 + 1] * size - 0.5;
74
- const area = (bx - ax) * (cy - ay) - (by - ay) * (cx - ax);
75
- if (Math.abs(area) < 1e-9)
76
- continue;
77
- // target face normal = the layer-filter reference for the whole triangle
78
- const [nx, ny, nz] = faceNormal(tgt.pos, a, b, c);
79
- const x0 = Math.max(0, Math.floor(Math.min(ax, bx, cx))), x1 = Math.min(size - 1, Math.ceil(Math.max(ax, bx, cx)));
80
- const y0 = Math.max(0, Math.floor(Math.min(ay, by, cy))), y1 = Math.min(size - 1, Math.ceil(Math.max(ay, by, cy)));
81
- for (let py = y0; py <= y1; py++) {
82
- for (let px = x0; px <= x1; px++) {
83
- let u = ((bx - px) * (cy - py) - (by - py) * (cx - px)) / area;
84
- let v = ((cx - px) * (ay - py) - (cy - py) * (ax - px)) / area;
85
- let w = 1 - u - v;
86
- if (u < -0.02 || v < -0.02 || w < -0.02)
87
- continue; // slight tolerance closes rasterization cracks
88
- u = Math.max(u, 0);
89
- v = Math.max(v, 0);
90
- w = Math.max(w, 0);
91
- const s = u + v + w;
92
- u /= s;
93
- v /= s;
94
- w /= s;
95
- const x = u * tgt.pos[a * 3] + v * tgt.pos[b * 3] + w * tgt.pos[c * 3];
96
- const y = u * tgt.pos[a * 3 + 1] + v * tgt.pos[b * 3 + 1] + w * tgt.pos[c * 3 + 1];
97
- const z = u * tgt.pos[a * 3 + 2] + v * tgt.pos[b * 3 + 2] + w * tgt.pos[c * 3 + 2];
98
- const hit = bvh.closest(x, y, z, nx, ny, nz, bary);
99
- if (hit < 0)
100
- continue;
101
- if (bary.u * 0 !== 0)
102
- continue; // NaN guard on degenerate source triangles
103
- const sa = src.idx[hit * 3], sb = src.idx[hit * 3 + 1], sc = src.idx[hit * 3 + 2];
104
- const su = bary.u * src.uv[sa * 2] + bary.v * src.uv[sb * 2] + bary.w * src.uv[sc * 2];
105
- const sv = bary.u * src.uv[sa * 2 + 1] + bary.v * src.uv[sb * 2 + 1] + bary.w * src.uv[sc * 2 + 1];
106
- const o = (py * size + px) * 4;
107
- bilinear(image, su, sv, out, o);
108
- written[py * size + px] = 1;
109
- sampled++;
110
- if (bvh.lastDistSq > farDistSq)
111
- far++;
150
+ const px4 = new Float64Array(4);
151
+ const n = new Float64Array(3);
152
+ for (const [materialIndex, soup] of tgt) {
153
+ const bvh = bvhs.get(materialIndex);
154
+ const srcSoup = src.get(materialIndex);
155
+ if (bvh === undefined || srcSoup === undefined)
156
+ continue; // material has no source surface to sample
157
+ const matSlots = slots[materialIndex];
158
+ const sourceMaterial = sourceMaterials[materialIndex];
159
+ // An OPAQUE material's texture alpha is ignored by every renderer and is routinely junk in extracted sources, but this
160
+ // atlas may later be bound by a MASK material (a cutout overlay folded into the garment's material by
161
+ // `unifyDominantMaterial`), so write the alpha the opaque material actually renders with: 1.
162
+ const opaqueSource = sourceMaterial.getAlphaMode() === 'OPAQUE';
163
+ // A material with no metallic-roughness image renders with its FACTORS, so that is what its texels must hold. The old
164
+ // 255/255/255 default meant metallic=1, roughness=1: invisible while the material kept its own (ORM-less) binding, but
165
+ // it became solid glossy metal the moment the material was folded onto one that does bind this atlas.
166
+ const ormDefaultRoughness = Math.round(Math.min(1, Math.max(0, sourceMaterial.getRoughnessFactor())) * 255);
167
+ const ormDefaultMetallic = Math.round(Math.min(1, Math.max(0, sourceMaterial.getMetallicFactor())) * 255);
168
+ const uv = soup.uv[0];
169
+ if (uv === null)
170
+ throw new Error('bake: target primitive has no TEXCOORD_0 (unwrap must run first)');
171
+ const frameSrc = srcFrames.get(materialIndex) ?? null;
172
+ const frameTgt = matSlots.normal === null ? null : triangleFrames(soup, { texCoord: 0, transform: null, image: matSlots.normal.image });
173
+ for (let t = 0; t < soup.idx.length; t += 3) {
174
+ const [a, b, c] = [soup.idx[t], soup.idx[t + 1], soup.idx[t + 2]];
175
+ const ax = uv[a * 2] * size - 0.5, ay = uv[a * 2 + 1] * size - 0.5;
176
+ const bx = uv[b * 2] * size - 0.5, by = uv[b * 2 + 1] * size - 0.5;
177
+ const cx = uv[c * 2] * size - 0.5, cy = uv[c * 2 + 1] * size - 0.5;
178
+ const area = (bx - ax) * (cy - ay) - (by - ay) * (cx - ax);
179
+ if (Math.abs(area) < 1e-9)
180
+ continue;
181
+ // target face normal = the layer-filter reference for the whole triangle
182
+ const [fx, fy, fz] = faceNormal(soup.pos, a, b, c);
183
+ const x0 = Math.max(0, Math.floor(Math.min(ax, bx, cx))), x1 = Math.min(size - 1, Math.ceil(Math.max(ax, bx, cx)));
184
+ const y0 = Math.max(0, Math.floor(Math.min(ay, by, cy))), y1 = Math.min(size - 1, Math.ceil(Math.max(ay, by, cy)));
185
+ for (let py = y0; py <= y1; py++) {
186
+ for (let px = x0; px <= x1; px++) {
187
+ let u = ((bx - px) * (cy - py) - (by - py) * (cx - px)) / area;
188
+ let v = ((cx - px) * (ay - py) - (cy - py) * (ax - px)) / area;
189
+ let w = 1 - u - v;
190
+ if (u < -0.02 || v < -0.02 || w < -0.02)
191
+ continue; // slight tolerance closes rasterization cracks
192
+ u = Math.max(u, 0);
193
+ v = Math.max(v, 0);
194
+ w = Math.max(w, 0);
195
+ const s = u + v + w;
196
+ u /= s;
197
+ v /= s;
198
+ w /= s;
199
+ const x = u * soup.pos[a * 3] + v * soup.pos[b * 3] + w * soup.pos[c * 3];
200
+ const y = u * soup.pos[a * 3 + 1] + v * soup.pos[b * 3 + 1] + w * soup.pos[c * 3 + 1];
201
+ const z = u * soup.pos[a * 3 + 2] + v * soup.pos[b * 3 + 2] + w * soup.pos[c * 3 + 2];
202
+ const hit = bvh.closest(x, y, z, fx, fy, fz, bary);
203
+ if (hit < 0)
204
+ continue;
205
+ if (bary.u * 0 !== 0)
206
+ continue; // NaN guard on degenerate source triangles
207
+ const sa = srcSoup.idx[hit * 3], sb = srcSoup.idx[hit * 3 + 1], sc = srcSoup.idx[hit * 3 + 2];
208
+ const o = (py * size + px) * 4;
209
+ if (matSlots.baseColor !== null) {
210
+ sampleSlot(matSlots.baseColor, srcSoup, sa, sb, sc, bary, px4);
211
+ outBase[o] = px4[0];
212
+ outBase[o + 1] = px4[1];
213
+ outBase[o + 2] = px4[2];
214
+ outBase[o + 3] = opaqueSource ? 255 : px4[3];
215
+ }
216
+ else {
217
+ outBase[o] = 255;
218
+ outBase[o + 1] = 255;
219
+ outBase[o + 2] = 255;
220
+ outBase[o + 3] = 255;
221
+ }
222
+ if (outEmissive !== null) {
223
+ // Materials with no genuine emissive map hold black (alpha 1), so folding them onto an emissive-bearing
224
+ // material later adds no light.
225
+ if (matSlots.emissive !== null) {
226
+ sampleSlot(matSlots.emissive, srcSoup, sa, sb, sc, bary, px4);
227
+ for (let k = 0; k < 3; k++)
228
+ outEmissive[o + k] = linearToSrgbByte(srgbByteToLinear(px4[k]) * matSlots.emissiveFactor[k]);
229
+ }
230
+ else {
231
+ outEmissive[o] = 0;
232
+ outEmissive[o + 1] = 0;
233
+ outEmissive[o + 2] = 0;
234
+ }
235
+ outEmissive[o + 3] = 255;
236
+ }
237
+ if (outOrm !== null) {
238
+ let occlusion = 255, roughness = 255, metallic = 255;
239
+ if (matSlots.metallicRoughness === null) {
240
+ roughness = ormDefaultRoughness;
241
+ metallic = ormDefaultMetallic;
242
+ }
243
+ if (matSlots.occlusion !== null) {
244
+ sampleSlot(matSlots.occlusion, srcSoup, sa, sb, sc, bary, px4);
245
+ occlusion = px4[0];
246
+ }
247
+ if (matSlots.metallicRoughness !== null) {
248
+ sampleSlot(matSlots.metallicRoughness, srcSoup, sa, sb, sc, bary, px4);
249
+ roughness = px4[1];
250
+ metallic = px4[2];
251
+ }
252
+ outOrm[o] = occlusion;
253
+ outOrm[o + 1] = roughness;
254
+ outOrm[o + 2] = metallic;
255
+ outOrm[o + 3] = 255;
256
+ }
257
+ if (outNormal !== null) {
258
+ if (matSlots.normal !== null && frameSrc !== null && frameTgt !== null) {
259
+ sampleSlot(matSlots.normal, srcSoup, sa, sb, sc, bary, px4);
260
+ // decode in the source frame -> object space
261
+ const hitBary = { u: bary.u, v: bary.v, w: bary.w };
262
+ interpolatedNormal(srcSoup, sa, sb, sc, hitBary, hit, n);
263
+ const tsx = px4[0] / 127.5 - 1, tsy = px4[1] / 127.5 - 1, tsz = px4[2] / 127.5 - 1;
264
+ // A source that ships TANGENT was authored (and is rendered by every glTF viewer) against its interpolated
265
+ // vertex frame, not the per-triangle UV frame: Meshy's normal map carries most of the shading over
266
+ // deliberately faceted vertex normals, so decoding it in the wrong frame painted per-triangle facets.
267
+ const world = srcSoup.tan !== null
268
+ ? fromVertexTangentSpace(srcSoup.tan, sa, sb, sc, hitBary, n, tsx, tsy, tsz)
269
+ : fromTangentSpace(frameSrc, hit, n, tsx, tsy, tsz);
270
+ // re-encode in the target frame at this texel
271
+ interpolatedNormal(soup, a, b, c, { u, v, w }, t / 3, n);
272
+ const [ex, ey, ez] = toTangentSpace(frameTgt, t / 3, n, world);
273
+ outNormal[o] = (ex + 1) * 127.5;
274
+ outNormal[o + 1] = (ey + 1) * 127.5;
275
+ outNormal[o + 2] = (ez + 1) * 127.5;
276
+ }
277
+ else {
278
+ outNormal[o] = 128;
279
+ outNormal[o + 1] = 128;
280
+ outNormal[o + 2] = 255;
281
+ }
282
+ outNormal[o + 3] = 255;
283
+ }
284
+ written[py * size + px] = 1;
285
+ sampled++;
286
+ if (bvh.lastDistSq > farDistSq)
287
+ far++;
288
+ }
112
289
  }
113
290
  }
114
291
  }
115
292
  // --- dilate gutters (8 texels — enough for trilinear down to 1/8 res mips) ---
293
+ const atlases = [outBase, outEmissive, outOrm, outNormal].filter((atlas) => atlas !== null);
116
294
  let dilated = 0;
117
295
  for (let pass = 0; pass < 8; pass++) {
118
296
  const next = [];
@@ -120,68 +298,339 @@ async function bakeBaseColor(target, source, outSize) {
120
298
  if (written[i] !== 0)
121
299
  continue;
122
300
  const px = i % size, py = (i / size) | 0;
123
- let r = 0, g = 0, b2 = 0, a2 = 0, n = 0;
301
+ const neighbours = [];
124
302
  for (let dy = -1; dy <= 1; dy++) {
125
303
  for (let dx = -1; dx <= 1; dx++) {
126
304
  const qx = px + dx, qy = py + dy;
127
305
  if (qx < 0 || qy < 0 || qx >= size || qy >= size || written[qy * size + qx] !== 1)
128
306
  continue;
129
- const q = (qy * size + qx) * 4;
130
- r += out[q];
131
- g += out[q + 1];
132
- b2 += out[q + 2];
133
- a2 += out[q + 3];
134
- n++;
307
+ neighbours.push((qy * size + qx) * 4);
135
308
  }
136
309
  }
137
- if (n > 0) {
138
- const o = i * 4;
139
- out[o] = r / n;
140
- out[o + 1] = g / n;
141
- out[o + 2] = b2 / n;
142
- out[o + 3] = a2 / n;
143
- next.push(i);
144
- dilated++;
310
+ if (neighbours.length === 0)
311
+ continue;
312
+ const o = i * 4;
313
+ for (const atlas of atlases) {
314
+ for (let ch = 0; ch < 4; ch++) {
315
+ let sum = 0;
316
+ for (const q of neighbours)
317
+ sum += atlas[q + ch];
318
+ atlas[o + ch] = sum / neighbours.length;
319
+ }
145
320
  }
321
+ next.push(i);
322
+ dilated++;
146
323
  }
147
324
  for (const i of next)
148
325
  written[i] = 1;
149
326
  }
150
- const png = await sharp(Buffer.from(out.buffer), { raw: { width: size, height: size, channels: 4 } })
327
+ const encode = async (atlas) => new Uint8Array(await sharp(Buffer.from(atlas.buffer), { raw: { width: size, height: size, channels: 4 } })
151
328
  .resize(outSize, outSize, { kernel: 'lanczos3' })
152
329
  .png()
153
- .toBuffer();
154
- const tgtTexture = target.getRoot().listTextures();
155
- if (tgtTexture.length === 0)
156
- throw new Error('bake: target document has no texture to replace');
157
- for (const tex of tgtTexture)
158
- tex.setImage(new Uint8Array(png)).setMimeType('image/png').setURI('');
159
- return { size: outSize, sampled, dilated, far };
330
+ .toBuffer());
331
+ const previous = target.getRoot().listTextures();
332
+ const baked = {};
333
+ if (bakeBase)
334
+ baked.baseColor = target.createTexture('helix_baked_base_color').setImage(await encode(outBase)).setMimeType('image/png');
335
+ if (outEmissive !== null)
336
+ baked.emissive = target.createTexture('helix_baked_emissive').setImage(await encode(outEmissive)).setMimeType('image/png');
337
+ if (outOrm !== null)
338
+ baked.orm = target.createTexture('helix_baked_orm').setImage(await encode(outOrm)).setMimeType('image/png');
339
+ if (outNormal !== null)
340
+ baked.normal = target.createTexture('helix_baked_normal').setImage(await encode(outNormal)).setMimeType('image/png');
341
+ targetMaterials.forEach((material, index) => {
342
+ const slot = slots[index];
343
+ material
344
+ .setBaseColorTexture(slot.baseColor !== null ? baked.baseColor : null)
345
+ .setMetallicRoughnessTexture(slot.metallicRoughness !== null ? baked.orm : null)
346
+ .setOcclusionTexture(slot.occlusion !== null ? baked.orm : null)
347
+ .setNormalTexture(slot.normal !== null ? baked.normal : null)
348
+ .setEmissiveTexture(slot.emissive !== null ? baked.emissive : null);
349
+ // The factor travels with its map: baked into the texels (so [1,1,1] here) when the map is carried over, zero when
350
+ // the map was dropped. A source with no emissive texture keeps its textureless factor untouched.
351
+ if (slot.emissive !== null)
352
+ material.setEmissiveFactor([1, 1, 1]);
353
+ else if (slot.emissiveDropped)
354
+ material.setEmissiveFactor([0, 0, 0]);
355
+ for (const info of [
356
+ material.getBaseColorTextureInfo(),
357
+ material.getMetallicRoughnessTextureInfo(),
358
+ material.getOcclusionTextureInfo(),
359
+ material.getNormalTextureInfo(),
360
+ material.getEmissiveTextureInfo(),
361
+ ]) {
362
+ if (info === null)
363
+ continue;
364
+ info.setTexCoord(0);
365
+ info.setExtension('KHR_texture_transform', null);
366
+ }
367
+ });
368
+ // A TANGENT that rode through decimate + unwrap describes the SOURCE layout's frames, not the new UVs the atlases were
369
+ // just baked against. glTF viewers (three.js USE_TANGENT) prefer a vertex tangent over the UV-derivative frame the
370
+ // normal atlas is encoded in, so a stale one rotates every baked normal per triangle — the faceted, smeared Meshy
371
+ // faces. Drop it: without TANGENT the runtime derives the same UV-gradient frame the bake wrote.
372
+ for (const mesh of target.getRoot().listMeshes()) {
373
+ for (const prim of mesh.listPrimitives()) {
374
+ const tangent = prim.getAttribute('TANGENT');
375
+ if (tangent === null)
376
+ continue;
377
+ prim.setAttribute('TANGENT', null);
378
+ if (tangent.listParents().every((parent) => parent.propertyType === core_1.PropertyType.ROOT))
379
+ tangent.dispose();
380
+ }
381
+ }
382
+ // The replaced images describe the OLD UV layout; nothing may keep sampling them.
383
+ for (const texture of previous) {
384
+ if (texture.listParents().every((parent) => parent.propertyType === core_1.PropertyType.ROOT))
385
+ texture.dispose();
386
+ }
387
+ return {
388
+ size: outSize,
389
+ sampled,
390
+ dilated,
391
+ far,
392
+ slots: Object.keys(baked).sort(),
393
+ };
160
394
  }
161
- /** Flattens all mode-4 indexed prims into one soup (positions + UVs denormalized via getElement). */
162
- function collectTriangles(document) {
163
- const pos = [], uv = [], idx = [];
395
+ /** @deprecated Kept for callers of the original base-colour-only bake; bakes every material slot. */
396
+ exports.bakeBaseColor = bakeMaterials;
397
+ function textureTransform(info) {
398
+ const extension = info.getExtension('KHR_texture_transform');
399
+ if (extension === null)
400
+ return null;
401
+ const [ox, oy] = extension.getOffset();
402
+ const [sx, sy] = extension.getScale();
403
+ const r = extension.getRotation();
404
+ const cos = Math.cos(r), sin = Math.sin(r);
405
+ // glTF: uv' = T * R * S * uv with R = [[cos, sin], [-sin, cos]]
406
+ return { matrix: [cos * sx, sin * sy, -sin * sx, cos * sy, ox, oy], texCoord: extension.getTexCoord() };
407
+ }
408
+ function slotUv(soup, slot, vertex, out) {
409
+ const uv = soup.uv[slot.texCoord] ?? soup.uv[0];
410
+ if (uv === null) {
411
+ out[0] = 0;
412
+ out[1] = 0;
413
+ return;
414
+ }
415
+ const u = uv[vertex * 2], v = uv[vertex * 2 + 1];
416
+ const m = slot.transform;
417
+ if (m === null) {
418
+ out[0] = u;
419
+ out[1] = v;
420
+ return;
421
+ }
422
+ out[0] = m[4] + m[0] * u + m[1] * v;
423
+ out[1] = m[5] + m[2] * u + m[3] * v;
424
+ }
425
+ const uvA = [0, 0], uvB = [0, 0], uvC = [0, 0];
426
+ function sampleSlot(slot, soup, a, b, c, bary, out) {
427
+ slotUv(soup, slot, a, uvA);
428
+ slotUv(soup, slot, b, uvB);
429
+ slotUv(soup, slot, c, uvC);
430
+ const su = bary.u * uvA[0] + bary.v * uvB[0] + bary.w * uvC[0];
431
+ const sv = bary.u * uvA[1] + bary.v * uvB[1] + bary.w * uvC[1];
432
+ bilinear(slot.image, su, sv, out);
433
+ }
434
+ /**
435
+ * Per-triangle tangent frames from positions and the slot's UVs: T = dP/du and B = -dP/dv. glTF's V
436
+ * runs down the image while a normal map's +Y (green) points up it, so the frame's second axis is the
437
+ * negated V gradient — the same frame Three.js derives from screen-space UV derivatives.
438
+ */
439
+ function triangleFrames(soup, slot) {
440
+ const triangles = soup.idx.length / 3;
441
+ const frames = new Float32Array(triangles * 6);
442
+ for (let t = 0; t < triangles; t++) {
443
+ const a = soup.idx[t * 3], b = soup.idx[t * 3 + 1], c = soup.idx[t * 3 + 2];
444
+ slotUv(soup, slot, a, uvA);
445
+ slotUv(soup, slot, b, uvB);
446
+ slotUv(soup, slot, c, uvC);
447
+ const du1 = uvB[0] - uvA[0], dv1 = uvB[1] - uvA[1], du2 = uvC[0] - uvA[0], dv2 = uvC[1] - uvA[1];
448
+ const det = du1 * dv2 - du2 * dv1;
449
+ if (Math.abs(det) < 1e-12)
450
+ continue; // degenerate UVs: frame stays zero -> normal falls back to N
451
+ const r = 1 / det;
452
+ for (let k = 0; k < 3; k++) {
453
+ const e1 = soup.pos[b * 3 + k] - soup.pos[a * 3 + k], e2 = soup.pos[c * 3 + k] - soup.pos[a * 3 + k];
454
+ frames[t * 6 + k] = (e1 * dv2 - e2 * dv1) * r; // dP/du
455
+ frames[t * 6 + 3 + k] = -(e2 * du1 - e1 * du2) * r; // -dP/dv
456
+ }
457
+ }
458
+ return frames;
459
+ }
460
+ function interpolatedNormal(soup, a, b, c, bary, triangle, out) {
461
+ if (soup.nrm !== null) {
462
+ for (let k = 0; k < 3; k++) {
463
+ out[k] = bary.u * soup.nrm[a * 3 + k] + bary.v * soup.nrm[b * 3 + k] + bary.w * soup.nrm[c * 3 + k];
464
+ }
465
+ }
466
+ else {
467
+ const [x, y, z] = faceNormal(soup.pos, soup.idx[triangle * 3], soup.idx[triangle * 3 + 1], soup.idx[triangle * 3 + 2]);
468
+ out[0] = x;
469
+ out[1] = y;
470
+ out[2] = z;
471
+ }
472
+ const len = Math.hypot(out[0], out[1], out[2]) || 1;
473
+ out[0] = out[0] / len;
474
+ out[1] = out[1] / len;
475
+ out[2] = out[2] / len;
476
+ }
477
+ /** Gram-Schmidt the triangle frame against the shading normal; null when the UVs are degenerate. */
478
+ function orthonormalFrame(frames, triangle, n) {
479
+ const t = [frames[triangle * 6], frames[triangle * 6 + 1], frames[triangle * 6 + 2]];
480
+ const b = [frames[triangle * 6 + 3], frames[triangle * 6 + 4], frames[triangle * 6 + 5]];
481
+ const dot = (p, q) => p[0] * q[0] + p[1] * q[1] + p[2] * q[2];
482
+ const nt = dot(t, n);
483
+ for (let k = 0; k < 3; k++)
484
+ t[k] = t[k] - n[k] * nt;
485
+ const tl = Math.hypot(t[0], t[1], t[2]);
486
+ if (tl < 1e-12)
487
+ return null;
488
+ for (let k = 0; k < 3; k++)
489
+ t[k] = t[k] / tl;
490
+ const nb = dot(b, n), tb = dot(b, t);
491
+ for (let k = 0; k < 3; k++)
492
+ b[k] = b[k] - n[k] * nb - t[k] * tb;
493
+ const bl = Math.hypot(b[0], b[1], b[2]);
494
+ if (bl < 1e-12)
495
+ return null;
496
+ for (let k = 0; k < 3; k++)
497
+ b[k] = b[k] / bl;
498
+ return [t, b];
499
+ }
500
+ function fromTangentSpace(frames, triangle, n, x, y, z) {
501
+ const frame = orthonormalFrame(frames, triangle, n);
502
+ if (frame === null)
503
+ return [n[0], n[1], n[2]];
504
+ const [t, b] = frame;
505
+ const out = [
506
+ x * t[0] + y * b[0] + z * n[0],
507
+ x * t[1] + y * b[1] + z * n[1],
508
+ x * t[2] + y * b[2] + z * n[2],
509
+ ];
510
+ const len = Math.hypot(...out) || 1;
511
+ return [out[0] / len, out[1] / len, out[2] / len];
512
+ }
513
+ /**
514
+ * glTF's vertex tangent frame at a barycentric point: T = interpolated TANGENT.xyz Gram-Schmidt'd against the shading
515
+ * normal, B = cross(N, T) * w — exactly what three.js (USE_TANGENT) and the glTF spec decode a normal map with.
516
+ */
517
+ function fromVertexTangentSpace(tan, a, b, c, bary, n, x, y, z) {
518
+ const t = [0, 1, 2].map((k) => bary.u * tan[a * 4 + k] + bary.v * tan[b * 4 + k] + bary.w * tan[c * 4 + k]);
519
+ const handed = bary.u * tan[a * 4 + 3] + bary.v * tan[b * 4 + 3] + bary.w * tan[c * 4 + 3] < 0 ? -1 : 1;
520
+ const nt = t[0] * n[0] + t[1] * n[1] + t[2] * n[2];
521
+ for (let k = 0; k < 3; k++)
522
+ t[k] = t[k] - n[k] * nt;
523
+ const tl = Math.hypot(t[0], t[1], t[2]);
524
+ if (tl < 1e-12)
525
+ return [n[0], n[1], n[2]];
526
+ for (let k = 0; k < 3; k++)
527
+ t[k] = t[k] / tl;
528
+ const bt = [
529
+ (n[1] * t[2] - n[2] * t[1]) * handed,
530
+ (n[2] * t[0] - n[0] * t[2]) * handed,
531
+ (n[0] * t[1] - n[1] * t[0]) * handed,
532
+ ];
533
+ const out = [
534
+ x * t[0] + y * bt[0] + z * n[0],
535
+ x * t[1] + y * bt[1] + z * n[1],
536
+ x * t[2] + y * bt[2] + z * n[2],
537
+ ];
538
+ const len = Math.hypot(...out) || 1;
539
+ return [out[0] / len, out[1] / len, out[2] / len];
540
+ }
541
+ function toTangentSpace(frames, triangle, n, world) {
542
+ const frame = orthonormalFrame(frames, triangle, n);
543
+ if (frame === null)
544
+ return [0, 0, 1];
545
+ const [t, b] = frame;
546
+ const x = world[0] * t[0] + world[1] * t[1] + world[2] * t[2];
547
+ const y = world[0] * b[0] + world[1] * b[1] + world[2] * b[2];
548
+ const z = Math.max(0, world[0] * n[0] + world[1] * n[1] + world[2] * n[2]);
549
+ const len = Math.hypot(x, y, z) || 1;
550
+ return [x / len, y / len, z / len];
551
+ }
552
+ /** Flattens mode-4 indexed prims into one triangle soup per material index (positions/normals/UV0/UV1). */
553
+ function collectByMaterial(document, materials) {
554
+ const index = new Map(materials.map((material, i) => [material, i]));
555
+ const parts = new Map();
164
556
  const el = [];
165
557
  for (const mesh of document.getRoot().listMeshes()) {
166
558
  for (const prim of mesh.listPrimitives()) {
167
- const p = prim.getAttribute('POSITION'), t = prim.getAttribute('TEXCOORD_0'), ix = prim.getIndices();
168
- if (prim.getMode() !== 4 || p === null || t === null || ix === null)
559
+ const p = prim.getAttribute('POSITION'), ix = prim.getIndices();
560
+ const material = prim.getMaterial();
561
+ if (prim.getMode() !== 4 || p === null || ix === null || material === null)
169
562
  continue;
170
- const base = pos.length / 3;
563
+ const materialIndex = index.get(material);
564
+ const nrm = prim.getAttribute('NORMAL');
565
+ const tan = prim.getAttribute('TANGENT');
566
+ const t0 = prim.getAttribute('TEXCOORD_0'), t1 = prim.getAttribute('TEXCOORD_1');
567
+ let part = parts.get(materialIndex);
568
+ if (part === undefined) {
569
+ part = { pos: [], nrm: [], tan: [], uv0: [], uv1: [], idx: [] };
570
+ parts.set(materialIndex, part);
571
+ }
572
+ const base = part.pos.length / 3;
171
573
  for (let v = 0; v < p.getCount(); v++) {
172
574
  p.getElement(v, el);
173
- pos.push(el[0], el[1], el[2]);
174
- t.getElement(v, el);
175
- uv.push(el[0], el[1]);
575
+ part.pos.push(el[0], el[1], el[2]);
576
+ if (part.nrm !== null) {
577
+ if (nrm === null)
578
+ part.nrm = null;
579
+ else {
580
+ nrm.getElement(v, el);
581
+ part.nrm.push(el[0], el[1], el[2]);
582
+ }
583
+ }
584
+ if (part.tan !== null) {
585
+ if (tan === null)
586
+ part.tan = null;
587
+ else {
588
+ tan.getElement(v, el);
589
+ part.tan.push(el[0], el[1], el[2], el[3] < 0 ? -1 : 1);
590
+ }
591
+ }
592
+ if (part.uv0 !== null) {
593
+ if (t0 === null)
594
+ part.uv0 = null;
595
+ else {
596
+ t0.getElement(v, el);
597
+ part.uv0.push(el[0], el[1]);
598
+ }
599
+ }
600
+ if (part.uv1 !== null) {
601
+ if (t1 === null)
602
+ part.uv1 = null;
603
+ else {
604
+ t1.getElement(v, el);
605
+ part.uv1.push(el[0], el[1]);
606
+ }
607
+ }
176
608
  }
177
609
  const arr = ix.getArray();
178
610
  for (let i = 0; i < arr.length; i++)
179
- idx.push(base + arr[i]);
611
+ part.idx.push(base + arr[i]);
180
612
  }
181
613
  }
182
- if (idx.length === 0)
183
- throw new Error('bake: no indexed triangle primitives found');
184
- return { pos: new Float32Array(pos), uv: new Float32Array(uv), idx: new Uint32Array(idx) };
614
+ const out = new Map();
615
+ for (const [materialIndex, part] of parts) {
616
+ out.set(materialIndex, {
617
+ pos: new Float32Array(part.pos),
618
+ nrm: part.nrm === null ? null : new Float32Array(part.nrm),
619
+ tan: part.tan === null || part.nrm === null ? null : new Float32Array(part.tan),
620
+ uv: [part.uv0 === null ? null : new Float32Array(part.uv0), part.uv1 === null ? null : new Float32Array(part.uv1)],
621
+ idx: new Uint32Array(part.idx),
622
+ });
623
+ }
624
+ return out;
625
+ }
626
+ function concatPositions(parts) {
627
+ const out = new Float32Array(parts.reduce((sum, part) => sum + part.length, 0));
628
+ let offset = 0;
629
+ for (const part of parts) {
630
+ out.set(part, offset);
631
+ offset += part.length;
632
+ }
633
+ return out;
185
634
  }
186
635
  function findBaseColorTexture(document) {
187
636
  for (const mat of document.getRoot().listMaterials()) {
@@ -191,6 +640,26 @@ function findBaseColorTexture(document) {
191
640
  }
192
641
  return null;
193
642
  }
643
+ /** Every texel's RGB at or below the black-emissive ceiling (see `BLACK_EMISSIVE_MAX_CHANNEL`). */
644
+ function isBlackImage(image) {
645
+ for (let i = 0; i < image.data.length; i += 4) {
646
+ if (image.data[i] > sanitizeMaterials_1.BLACK_EMISSIVE_MAX_CHANNEL || image.data[i + 1] > sanitizeMaterials_1.BLACK_EMISSIVE_MAX_CHANNEL || image.data[i + 2] > sanitizeMaterials_1.BLACK_EMISSIVE_MAX_CHANNEL)
647
+ return false;
648
+ }
649
+ return true;
650
+ }
651
+ function srgbByteToLinear(value) {
652
+ const c = Math.min(1, Math.max(0, value / 255));
653
+ return c <= 0.04045 ? c / 12.92 : ((c + 0.055) / 1.055) ** 2.4;
654
+ }
655
+ function linearToSrgbByte(value) {
656
+ const c = Math.min(1, Math.max(0, value));
657
+ return Math.round((c <= 0.0031308 ? c * 12.92 : 1.055 * c ** (1 / 2.4) - 0.055) * 255);
658
+ }
659
+ /** True only when the rebake stage has actual embedded pixels to sample. */
660
+ function hasBakeableBaseColorTexture(document) {
661
+ return findBaseColorTexture(document) !== null;
662
+ }
194
663
  function faceNormal(pos, a, b, c) {
195
664
  const ux = pos[b * 3] - pos[a * 3], uy = pos[b * 3 + 1] - pos[a * 3 + 1], uz = pos[b * 3 + 2] - pos[a * 3 + 2];
196
665
  const vx = pos[c * 3] - pos[a * 3], vy = pos[c * 3 + 1] - pos[a * 3 + 1], vz = pos[c * 3 + 2] - pos[a * 3 + 2];
@@ -208,19 +677,26 @@ function bboxDiagonal(pos) {
208
677
  }
209
678
  return Math.hypot(max[0] - min[0], max[1] - min[1], max[2] - min[2]);
210
679
  }
211
- /** Bilinear sample with repeat wrap; writes RGBA to out[o..o+3]. */
212
- function bilinear(image, u, v, out, o) {
680
+ /** Bilinear sample with repeat wrap; writes RGBA (0..255) to out[0..3]. */
681
+ function bilinear(image, u, v, out) {
213
682
  const fx = (u - Math.floor(u)) * image.width - 0.5, fy = (v - Math.floor(v)) * image.height - 0.5;
214
683
  const x0 = Math.floor(fx), y0 = Math.floor(fy);
215
684
  const tx = fx - x0, ty = fy - y0;
216
685
  const wrap = (n, m) => ((n % m) + m) % m;
217
686
  for (let ch = 0; ch < 4; ch++) {
218
687
  const s = (x, y) => image.data[(wrap(y, image.height) * image.width + wrap(x, image.width)) * 4 + ch];
219
- out[o + ch] = s(x0, y0) * (1 - tx) * (1 - ty) + s(x0 + 1, y0) * tx * (1 - ty) + s(x0, y0 + 1) * (1 - tx) * ty + s(x0 + 1, y0 + 1) * tx * ty;
688
+ out[ch] = s(x0, y0) * (1 - tx) * (1 - ty) + s(x0 + 1, y0) * tx * (1 - ty) + s(x0, y0 + 1) * (1 - tx) * ty + s(x0 + 1, y0 + 1) * tx * ty;
220
689
  }
221
690
  }
222
691
  /** Median-split AABB tree over triangles; queries prefer facing-aligned hits when distances are close. */
223
- function buildBvh(pos, idx) {
692
+ /**
693
+ * How much FARTHER (as a fraction of the source's bbox diagonal, ~1 cm on an avatar) a facing-aligned source triangle may be
694
+ * than the closest one and still win. A decimated cloth surface passes within a millimetre of the BACK of a thin shell
695
+ * (Meshy models a hoodie as two opposite-facing sheets ~1 mm apart); the 1.5x-relative rule alone then took the inner
696
+ * sheet for ~20% of texels on a 52k-tri Dreamer avatar (job 8a976ac2), and its inward normal baked as dark shards.
697
+ */
698
+ const ALIGNED_HIT_SLACK = 0.005;
699
+ function buildBvh(pos, idx, alignSlack = 0) {
224
700
  const triCount = idx.length / 3;
225
701
  const order = new Uint32Array(triCount);
226
702
  for (let t = 0; t < triCount; t++)
@@ -280,10 +756,12 @@ function buildBvh(pos, idx) {
280
756
  // distance is within 1.5x of the absolute best (layered-surface disambiguation).
281
757
  let bestD = Infinity, bestT = -1, bu = 0, bv = 0, bw = 0;
282
758
  let alignD = Infinity, alignT = -1, au = 0, av = 0, aw = 0;
759
+ // aligned-acceptance radius: 1.5x the closest distance, or that distance plus the absolute slack
760
+ const acceptSq = (d) => Math.max(d * 2.25, (Math.sqrt(d) + alignSlack) ** 2);
283
761
  const visit = (node) => {
284
- // prune at the aligned-acceptance radius (bestD * 1.5²): beyond it a hit can neither win
285
- // outright nor qualify as the preferred aligned hit
286
- if (aabbDistSq(node.bounds, x, y, z) > bestD * 2.25)
762
+ // prune at the aligned-acceptance radius: beyond it a hit can neither win outright nor qualify
763
+ // as the preferred aligned hit
764
+ if (aabbDistSq(node.bounds, x, y, z) > acceptSq(bestD))
287
765
  return;
288
766
  if (node.left === null) {
289
767
  for (let i = node.start; i < node.start + node.count; i++) {
@@ -318,7 +796,7 @@ function buildBvh(pos, idx) {
318
796
  }
319
797
  };
320
798
  visit(root);
321
- if (alignT >= 0 && alignD <= bestD * 2.25) {
799
+ if (alignT >= 0 && alignD <= acceptSq(bestD)) {
322
800
  bary.u = au;
323
801
  bary.v = av;
324
802
  bary.w = aw;