@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 +1,249 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.weldByPosition = weldByPosition;
4
+ exports.buildGroupGraph = buildGroupGraph;
5
+ exports.sweepsForRadius = sweepsForRadius;
6
+ exports.smoothWithObstacles = smoothWithObstacles;
7
+ exports.capMagnitudes = capMagnitudes;
8
+ exports.distanceToBoundary = distanceToBoundary;
9
+ exports.hemBandCaps = hemBandCaps;
10
+ const math_1 = require("./math");
11
+ /** Groups vertices whose rest positions coincide to within `quantum` metres (default 1µm — far below any
12
+ * modelled feature, far above float32 round-off on character-scale coordinates). */
13
+ function weldByPosition(positions, quantum = 1e-6) {
14
+ const count = positions.length / 3;
15
+ const groupOf = new Int32Array(count);
16
+ const map = new Map();
17
+ const reps = [];
18
+ for (let i = 0; i < count; i++) {
19
+ const key = `${Math.round(positions[i * 3] / quantum)},${Math.round(positions[i * 3 + 1] / quantum)},${Math.round(positions[i * 3 + 2] / quantum)}`;
20
+ let g = map.get(key);
21
+ if (g === undefined) {
22
+ g = reps.length / 3;
23
+ map.set(key, g);
24
+ reps.push(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]);
25
+ }
26
+ groupOf[i] = g;
27
+ }
28
+ return { groupOf, groupCount: reps.length / 3, groupPos: Float64Array.from(reps) };
29
+ }
30
+ /** Builds the welded edge graph from triangles given as group ids (3 per triangle). An edge used by exactly
31
+ * one triangle is a boundary edge; non-manifold edges (3+ triangles) are treated as interior. */
32
+ function buildGroupGraph(triangleGroups, groupPos, groupCount) {
33
+ const edgeUse = new Map();
34
+ const key = (a, b) => (a < b ? a * groupCount + b : b * groupCount + a);
35
+ for (let t = 0; t < triangleGroups.length; t += 3) {
36
+ const a = triangleGroups[t], b = triangleGroups[t + 1], c = triangleGroups[t + 2];
37
+ for (const [u, v] of [[a, b], [b, c], [c, a]]) {
38
+ if (u === v)
39
+ continue;
40
+ const k = key(u, v);
41
+ edgeUse.set(k, (edgeUse.get(k) ?? 0) + 1);
42
+ }
43
+ }
44
+ const degree = new Int32Array(groupCount);
45
+ const boundary = new Uint8Array(groupCount);
46
+ let totalLen = 0;
47
+ for (const [k, uses] of edgeUse) {
48
+ const u = Math.floor(k / groupCount), v = k % groupCount;
49
+ degree[u]++;
50
+ degree[v]++;
51
+ if (uses === 1) {
52
+ boundary[u] = 1;
53
+ boundary[v] = 1;
54
+ }
55
+ totalLen += Math.hypot(groupPos[u * 3] - groupPos[v * 3], groupPos[u * 3 + 1] - groupPos[v * 3 + 1], groupPos[u * 3 + 2] - groupPos[v * 3 + 2]);
56
+ }
57
+ const offsets = new Int32Array(groupCount + 1);
58
+ for (let g = 0; g < groupCount; g++)
59
+ offsets[g + 1] = offsets[g] + degree[g];
60
+ const neighbors = new Int32Array(offsets[groupCount]);
61
+ const weights = new Float64Array(offsets[groupCount]);
62
+ const fill = offsets.slice(0, groupCount);
63
+ const meanEdgeLength = edgeUse.size > 0 ? totalLen / edgeUse.size : 0;
64
+ const floor = Math.max(meanEdgeLength * 1e-3, 1e-7);
65
+ for (const k of edgeUse.keys()) {
66
+ const u = Math.floor(k / groupCount), v = k % groupCount;
67
+ const l = Math.max(floor, Math.hypot(groupPos[u * 3] - groupPos[v * 3], groupPos[u * 3 + 1] - groupPos[v * 3 + 1], groupPos[u * 3 + 2] - groupPos[v * 3 + 2]));
68
+ neighbors[fill[u]] = v;
69
+ weights[fill[u]] = 1 / l;
70
+ fill[u]++;
71
+ neighbors[fill[v]] = u;
72
+ weights[fill[v]] = 1 / l;
73
+ fill[v]++;
74
+ }
75
+ const nearBoundary = Uint8Array.from(boundary);
76
+ for (let g = 0; g < groupCount; g++) {
77
+ if (boundary[g])
78
+ continue;
79
+ for (let e = offsets[g]; e < offsets[g + 1]; e++)
80
+ if (boundary[neighbors[e]]) {
81
+ nearBoundary[g] = 1;
82
+ break;
83
+ }
84
+ }
85
+ return { offsets, neighbors, weights, boundary, nearBoundary, meanEdgeLength };
86
+ }
87
+ /**
88
+ * How many smoothing sweeps give a falloff of roughly `radiusMeters` on a mesh with this edge length.
89
+ * Explicit Laplacian diffusion spreads a spike over ~√k edge rings after k sweeps, so k ≈ (radius / edge)².
90
+ * Deriving k from a physical radius (instead of a fixed sweep count) keeps the falloff the same size in
91
+ * centimetres on a dense LOD0 and a coarse LOD2 — a fixed count would make LOD2's bumps 3-4× wider.
92
+ */
93
+ function sweepsForRadius(radiusMeters, meanEdgeLength, min = 1, max = 60) {
94
+ if (!(meanEdgeLength > 0) || !(radiusMeters > 0))
95
+ return 0;
96
+ return Math.max(min, Math.min(max, Math.round((radiusMeters / meanEdgeLength) ** 2)));
97
+ }
98
+ /**
99
+ * THE SMOOTHING — an obstacle-constrained membrane, not plain smoothing.
100
+ *
101
+ * Input: `offsets` (3 per group), the raw per-group displacement each vertex needs on its own, and the
102
+ * half-space requirements that produced it. Each sweep does two things:
103
+ *
104
+ * 1. Jacobi Laplacian step: x ← (1-α)·x + α·(Σ wᵢⱼ xⱼ / Σ wᵢⱼ). Spikes spread to their neighbours and
105
+ * shrink; unconstrained vertices next to a pushed one start moving with it.
106
+ * 2. Obstacle projection: every group that carries requirements is projected back onto them, so no
107
+ * smoothing sweep can ever leave a vertex short of the clearance it was asked for.
108
+ *
109
+ * The fixed point is the smoothest field that still satisfies every requirement — a "tent" draped over the
110
+ * required pushes instead of a bed of nails. That is what keeps silhouettes intact: a lone chord that has to
111
+ * move 4mm pulls its neighbourhood out in a smooth bump that fades over `radius`, instead of creating a
112
+ * 4mm dimple-in-reverse that reads as a lump in motion, and a whole region that needs clearance moves as a
113
+ * sheet. Hem-specific behaviour (so a cuff or waistband is not flared outward) is applied by the caller as a
114
+ * lower magnitude cap on boundary groups — see `capMagnitudes` and the stage's `hemMaxPushMm`.
115
+ */
116
+ function smoothWithObstacles(offsets, requirements, graph, sweeps, alpha = 0.5) {
117
+ const G = graph.boundary.length;
118
+ let cur = offsets;
119
+ let next = new Float64Array(offsets.length);
120
+ const tmp = [0, 0, 0];
121
+ for (let s = 0; s < sweeps; s++) {
122
+ for (let g = 0; g < G; g++) {
123
+ let wsum = 0, sx = 0, sy = 0, sz = 0;
124
+ for (let e = graph.offsets[g]; e < graph.offsets[g + 1]; e++) {
125
+ const n = graph.neighbors[e], w = graph.weights[e];
126
+ wsum += w;
127
+ sx += w * cur[n * 3];
128
+ sy += w * cur[n * 3 + 1];
129
+ sz += w * cur[n * 3 + 2];
130
+ }
131
+ if (wsum > 0) {
132
+ tmp[0] = (1 - alpha) * cur[g * 3] + alpha * (sx / wsum);
133
+ tmp[1] = (1 - alpha) * cur[g * 3 + 1] + alpha * (sy / wsum);
134
+ tmp[2] = (1 - alpha) * cur[g * 3 + 2] + alpha * (sz / wsum);
135
+ }
136
+ else {
137
+ tmp[0] = cur[g * 3];
138
+ tmp[1] = cur[g * 3 + 1];
139
+ tmp[2] = cur[g * 3 + 2];
140
+ }
141
+ const req = requirements[g];
142
+ if (req && req.length > 0)
143
+ (0, math_1.projectOntoHalfSpaces)(tmp, req);
144
+ next[g * 3] = tmp[0];
145
+ next[g * 3 + 1] = tmp[1];
146
+ next[g * 3 + 2] = tmp[2];
147
+ }
148
+ const swap = cur;
149
+ cur = next;
150
+ next = swap;
151
+ }
152
+ if (cur !== offsets)
153
+ offsets.set(cur);
154
+ }
155
+ /** Scales every group's TOTAL displacement (`base` + `offsets`) down to at most `caps[g]` metres, writing the
156
+ * capped increment back into `offsets`. Returns how many groups were capped. */
157
+ function capMagnitudes(offsets, base, caps) {
158
+ let capped = 0;
159
+ for (let g = 0; g < caps.length; g++) {
160
+ const tx = base[g * 3] + offsets[g * 3], ty = base[g * 3 + 1] + offsets[g * 3 + 1], tz = base[g * 3 + 2] + offsets[g * 3 + 2];
161
+ const m = Math.hypot(tx, ty, tz);
162
+ const cap = caps[g];
163
+ if (m > cap && m > 0) {
164
+ const k = cap / m;
165
+ offsets[g * 3] = tx * k - base[g * 3];
166
+ offsets[g * 3 + 1] = ty * k - base[g * 3 + 1];
167
+ offsets[g * 3 + 2] = tz * k - base[g * 3 + 2];
168
+ capped++;
169
+ }
170
+ }
171
+ return capped;
172
+ }
173
+ /**
174
+ * Shortest along-surface distance (metres, over welded edges) from every group to the nearest boundary
175
+ * group — Dijkstra from all boundary groups at once. Infinity for a closed mesh / an island with no hem.
176
+ * Drives the hem band: a group's push cap ramps from `hemMaxPush` on the hem itself to the full `maxPush`
177
+ * `hemBand` metres in, so a cuff keeps its edge without a visible step one ring inside it.
178
+ */
179
+ function distanceToBoundary(graph) {
180
+ const G = graph.boundary.length;
181
+ const dist = new Float64Array(G).fill(Infinity);
182
+ // binary min-heap of [distance, group]
183
+ const heapD = [], heapG = [];
184
+ const push = (d, g) => {
185
+ heapD.push(d);
186
+ heapG.push(g);
187
+ let i = heapD.length - 1;
188
+ while (i > 0) {
189
+ const p = (i - 1) >> 1;
190
+ if (heapD[p] <= heapD[i])
191
+ break;
192
+ [heapD[p], heapD[i]] = [heapD[i], heapD[p]];
193
+ [heapG[p], heapG[i]] = [heapG[i], heapG[p]];
194
+ i = p;
195
+ }
196
+ };
197
+ const pop = () => {
198
+ const d = heapD[0], g = heapG[0];
199
+ const ld = heapD.pop(), lg = heapG.pop();
200
+ if (heapD.length > 0) {
201
+ heapD[0] = ld;
202
+ heapG[0] = lg;
203
+ let i = 0;
204
+ for (;;) {
205
+ const l = 2 * i + 1, r = l + 1;
206
+ let m = i;
207
+ if (l < heapD.length && heapD[l] < heapD[m])
208
+ m = l;
209
+ if (r < heapD.length && heapD[r] < heapD[m])
210
+ m = r;
211
+ if (m === i)
212
+ break;
213
+ [heapD[m], heapD[i]] = [heapD[i], heapD[m]];
214
+ [heapG[m], heapG[i]] = [heapG[i], heapG[m]];
215
+ i = m;
216
+ }
217
+ }
218
+ return [d, g];
219
+ };
220
+ for (let g = 0; g < G; g++)
221
+ if (graph.boundary[g]) {
222
+ dist[g] = 0;
223
+ push(0, g);
224
+ }
225
+ while (heapD.length > 0) {
226
+ const [d, g] = pop();
227
+ if (d > dist[g])
228
+ continue;
229
+ for (let e = graph.offsets[g]; e < graph.offsets[g + 1]; e++) {
230
+ const n = graph.neighbors[e];
231
+ const nd = d + 1 / graph.weights[e];
232
+ if (nd < dist[n]) {
233
+ dist[n] = nd;
234
+ push(nd, n);
235
+ }
236
+ }
237
+ }
238
+ return dist;
239
+ }
240
+ /** Per-group push cap: `hemMax` on the hem, ramping linearly to `max` over `band` metres of surface. */
241
+ function hemBandCaps(distToHem, max, hemMax, band) {
242
+ const caps = new Float64Array(distToHem.length);
243
+ for (let g = 0; g < caps.length; g++) {
244
+ const d = distToHem[g];
245
+ caps[g] = band > 0 && Number.isFinite(d) ? hemMax + (max - hemMax) * Math.min(1, d / band) : (Number.isFinite(d) && d === 0 ? hemMax : max);
246
+ }
247
+ return caps;
248
+ }
249
+ //# sourceMappingURL=offsetField.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,52 @@
1
+ import { type Accessor, type Document, type Node, type Primitive } from '@gltf-transform/core';
2
+ export interface PoseDelta {
3
+ joint: string;
4
+ axis: readonly [number, number, number];
5
+ angleDeg: number;
6
+ }
7
+ export declare const FIT_POSES: Readonly<Record<string, readonly PoseDelta[]>>;
8
+ export declare const FIT_POSE_NAMES: string[];
9
+ /**
10
+ * Runs `fn` with `document` posed as `poseName`, then restores every touched node's exact local TRS — the
11
+ * document is never left posed, so the same in-memory garment can be measured, fitted and written.
12
+ */
13
+ export declare function withPose<T>(document: Document, poseName: string, fn: () => T): T;
14
+ /** Dominant-joint region label, exactly as the checker's `regionForJoint`. */
15
+ export declare function regionForJoint(jointName: string): string | null;
16
+ export declare function regionGlobMatcher(globs: readonly string[]): ((region: string | null) => boolean) | null;
17
+ /** Up to 8 influences per vertex (JOINTS_0/WEIGHTS_0 + JOINTS_1/WEIGHTS_1), flattened 8-wide. */
18
+ export interface Influences {
19
+ count: number;
20
+ joints: Int32Array;
21
+ weights: Float64Array;
22
+ /** Joint index with the largest weight (first wins on ties, as in the checker), or -1. */
23
+ dominant: Int32Array;
24
+ }
25
+ export declare function readInfluences(prim: Primitive, count: number): Influences;
26
+ /** Per-joint skinning matrices (jointWorld · inverseBind) for a skinned node in the document's CURRENT pose. */
27
+ export declare function jointMatrices(node: Node): number[][];
28
+ /**
29
+ * Per-vertex blended skinning matrix Σ wᵢ·Mᵢ / Σ wᵢ (16 per vertex, column-major). Linear blend skinning is
30
+ * affine in the rest position, so posed = B·rest EXACTLY and posed displacement = linearPart(B)·Δrest
31
+ * EXACTLY — the fit's posed→rest conversion is an exact inverse, not a linearisation. A vertex with no
32
+ * usable weight falls back to its node's world matrix, as the checker does.
33
+ */
34
+ export declare function blendMatrices(inf: Influences, mats: readonly number[][], nodeWorld: readonly number[]): Float64Array;
35
+ /**
36
+ * Posed positions (and unit normals) computed with EXACTLY the checker's floating-point recipe —
37
+ * Σ wᵢ·(Mᵢ·p) accumulated influence by influence, then × (1/Σw); normals Σ wᵢ·(Mᵢ·n) normalised — so a
38
+ * vertex sitting right at the 0.5mm threshold, or on a normal-flip boundary, lands on the same side in the
39
+ * gate as in the checker. (Algebraically identical to `posePositions`, which the fit's own linearisation
40
+ * uses; the two differ only in the last bits.)
41
+ */
42
+ export declare function skinLikeChecker(rest: Float64Array, normals: Float64Array | null, inf: Influences, mats: readonly number[][], nodeWorld: readonly number[]): {
43
+ positions: Float64Array;
44
+ normals: Float64Array | null;
45
+ };
46
+ /** posed = B · rest for every vertex. */
47
+ export declare function posePositions(rest: Float64Array, blended: Float64Array): Float64Array;
48
+ /** Posed unit normals (linear part of B applied, renormalised — exact for the rigid-dominant blends the body uses). */
49
+ export declare function poseNormals(normals: Float64Array, blended: Float64Array): Float64Array;
50
+ export declare function readVec3(accessor: Accessor): Float64Array;
51
+ /** Every (node, mesh) pair that is skinned — the same set the checker walks. */
52
+ export declare function skinnedMeshNodes(document: Document): Node[];
@@ -0,0 +1,330 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.FIT_POSE_NAMES = exports.FIT_POSES = void 0;
4
+ exports.withPose = withPose;
5
+ exports.regionForJoint = regionForJoint;
6
+ exports.regionGlobMatcher = regionGlobMatcher;
7
+ exports.readInfluences = readInfluences;
8
+ exports.jointMatrices = jointMatrices;
9
+ exports.blendMatrices = blendMatrices;
10
+ exports.skinLikeChecker = skinLikeChecker;
11
+ exports.posePositions = posePositions;
12
+ exports.poseNormals = poseNormals;
13
+ exports.readVec3 = readVec3;
14
+ exports.skinnedMeshNodes = skinnedMeshNodes;
15
+ const core_1 = require("@gltf-transform/core");
16
+ const mat4_1 = require("../../mat4");
17
+ /**
18
+ * The canonical pose set and the linear-blend skinning the fit stage and its gate both measure in.
19
+ *
20
+ * POSES, their application order, the world-space pivot rotation, the joint→region table, the dominant-
21
+ * joint rule and the skinning arithmetic (`skinLikeChecker`) are copied from
22
+ * `run/open-alpha-qa/wearables-import/pilot/tools/pokethrough-check.mjs` (the wearables lane's poke-through
23
+ * checker) so the in-stage gate counts what that checker counts. Every node carrying a joint's name is posed,
24
+ * not just the first: both shipped base bodies still carry three per-LOD skeleton copies, and posing only the
25
+ * first left body LOD2/LOD3 at bind pose in every non-idle pose (Female NEO Arcane Heir Gloves read a spurious
26
+ * 0-violation PASS in arms-raised that way). Found building this stage, 2026-09-28; the checker was fixed to
27
+ * match the same day (its POSE_DUPLICATE_REASONING).
28
+ */
29
+ const FLEX_AXIS = [1, 0, 0];
30
+ exports.FIT_POSES = {
31
+ idle: [],
32
+ crouch: [
33
+ { joint: 'thigh_l', axis: FLEX_AXIS, angleDeg: -65 },
34
+ { joint: 'thigh_r', axis: FLEX_AXIS, angleDeg: -65 },
35
+ { joint: 'calf_l', axis: FLEX_AXIS, angleDeg: 100 },
36
+ { joint: 'calf_r', axis: FLEX_AXIS, angleDeg: 100 },
37
+ { joint: 'spine_01', axis: FLEX_AXIS, angleDeg: -15 },
38
+ ],
39
+ 'walk-stride': [
40
+ { joint: 'thigh_l', axis: FLEX_AXIS, angleDeg: 30 },
41
+ { joint: 'thigh_r', axis: FLEX_AXIS, angleDeg: -30 },
42
+ { joint: 'calf_l', axis: FLEX_AXIS, angleDeg: -15 },
43
+ { joint: 'calf_r', axis: FLEX_AXIS, angleDeg: 40 },
44
+ ],
45
+ 'run-stride': [
46
+ { joint: 'thigh_l', axis: FLEX_AXIS, angleDeg: 50 },
47
+ { joint: 'thigh_r', axis: FLEX_AXIS, angleDeg: -55 },
48
+ { joint: 'calf_l', axis: FLEX_AXIS, angleDeg: -25 },
49
+ { joint: 'calf_r', axis: FLEX_AXIS, angleDeg: 80 },
50
+ { joint: 'spine_01', axis: FLEX_AXIS, angleDeg: -20 },
51
+ ],
52
+ 'arms-raised': [
53
+ { joint: 'upperarm_l', axis: FLEX_AXIS, angleDeg: -150 },
54
+ { joint: 'upperarm_r', axis: FLEX_AXIS, angleDeg: -150 },
55
+ ],
56
+ };
57
+ exports.FIT_POSE_NAMES = Object.keys(exports.FIT_POSES);
58
+ /** Parent-before-child order for the joints any pose touches (a child's pivot uses its parent's posed world). */
59
+ const POSE_APPLICATION_ORDER = ['spine_01', 'thigh_l', 'thigh_r', 'calf_l', 'calf_r', 'upperarm_l', 'upperarm_r'];
60
+ const IDENTITY = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
61
+ function axisAngleMatrix(axis, angleRad) {
62
+ const l = Math.hypot(axis[0], axis[1], axis[2]) || 1;
63
+ const x = axis[0] / l, y = axis[1] / l, z = axis[2] / l;
64
+ const c = Math.cos(angleRad), s = Math.sin(angleRad), t = 1 - c;
65
+ return [
66
+ t * x * x + c, t * x * y + s * z, t * x * z - s * y, 0,
67
+ t * x * y - s * z, t * y * y + c, t * y * z + s * x, 0,
68
+ t * x * z + s * y, t * y * z - s * x, t * z * z + c, 0,
69
+ 0, 0, 0, 1,
70
+ ];
71
+ }
72
+ const translation = (t) => [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t[0], t[1], t[2], 1];
73
+ function parentNode(node) {
74
+ for (const p of node.listParents())
75
+ if (p.propertyType === core_1.PropertyType.NODE)
76
+ return p;
77
+ return null;
78
+ }
79
+ /**
80
+ * Runs `fn` with `document` posed as `poseName`, then restores every touched node's exact local TRS — the
81
+ * document is never left posed, so the same in-memory garment can be measured, fitted and written.
82
+ */
83
+ function withPose(document, poseName, fn) {
84
+ const deltas = exports.FIT_POSES[poseName];
85
+ if (deltas === undefined)
86
+ throw new Error(`poseFit: unknown pose "${poseName}" (known: ${exports.FIT_POSE_NAMES.join(', ')})`);
87
+ const byJoint = new Map(deltas.map((d) => [d.joint, d]));
88
+ const saved = [];
89
+ const nodes = document.getRoot().listNodes();
90
+ try {
91
+ for (const jointName of POSE_APPLICATION_ORDER) {
92
+ const delta = byJoint.get(jointName);
93
+ if (!delta)
94
+ continue;
95
+ for (const node of nodes) {
96
+ if (node.getName() !== jointName)
97
+ continue;
98
+ saved.push({ node, t: [...node.getTranslation()], r: [...node.getRotation()], s: [...node.getScale()] });
99
+ const parent = parentNode(node);
100
+ const parentWorld = parent ? parent.getWorldMatrix() : IDENTITY;
101
+ const worldOld = node.getWorldMatrix();
102
+ const pivot = [worldOld[12], worldOld[13], worldOld[14]];
103
+ const rot = axisAngleMatrix(delta.axis, (delta.angleDeg * Math.PI) / 180);
104
+ const pivotRotation = (0, mat4_1.mul4)((0, mat4_1.mul4)(translation(pivot), rot), translation([-pivot[0], -pivot[1], -pivot[2]]));
105
+ node.setMatrix((0, mat4_1.mul4)((0, mat4_1.invert4)(parentWorld), (0, mat4_1.mul4)(pivotRotation, worldOld)));
106
+ }
107
+ }
108
+ return fn();
109
+ }
110
+ finally {
111
+ for (let i = saved.length - 1; i >= 0; i--) {
112
+ const { node, t, r, s } = saved[i];
113
+ node.setTranslation(t).setRotation(r).setScale(s);
114
+ }
115
+ }
116
+ }
117
+ // ── body regions (the checker's --hidden-regions scope gate) ──────────────────────────────────────────────
118
+ const JOINT_TO_REGION = {
119
+ head: 'body_head', neck_01: 'body_neck', neck_02: 'body_neck',
120
+ spine_01: 'body_torso', spine_02: 'body_torso', spine_03: 'body_torso', spine_04: 'body_torso', spine_05: 'body_torso',
121
+ pelvis: 'body_hip',
122
+ clavicle_l: 'body_torso', clavicle_r: 'body_torso',
123
+ upperarm_l: 'body_upperarm_l', upperarm_twist_01_l: 'body_upperarm_l', upperarm_twist_02_l: 'body_upperarm_l',
124
+ upperarm_r: 'body_upperarm_r', upperarm_twist_01_r: 'body_upperarm_r', upperarm_twist_02_r: 'body_upperarm_r',
125
+ lowerarm_l: 'body_forearm_l', lowerarm_twist_01_l: 'body_forearm_l', lowerarm_twist_02_l: 'body_forearm_l',
126
+ lowerarm_r: 'body_forearm_r', lowerarm_twist_01_r: 'body_forearm_r', lowerarm_twist_02_r: 'body_forearm_r',
127
+ thigh_l: 'body_thigh_l', thigh_twist_01_l: 'body_thigh_l', thigh_r: 'body_thigh_r', thigh_twist_01_r: 'body_thigh_r',
128
+ calf_l: 'body_shin_l', calf_twist_01_l: 'body_shin_l', calf_r: 'body_shin_r', calf_twist_01_r: 'body_shin_r',
129
+ foot_l: 'body_foot_l', ball_l: 'body_foot_l', foot_r: 'body_foot_r', ball_r: 'body_foot_r',
130
+ };
131
+ /** Dominant-joint region label, exactly as the checker's `regionForJoint`. */
132
+ function regionForJoint(jointName) {
133
+ const direct = JOINT_TO_REGION[jointName];
134
+ if (direct)
135
+ return direct;
136
+ if (/^hand_l$|_l$/.test(jointName) && /(pinky|ring|thumb|middle|index|hand)/.test(jointName))
137
+ return 'body_hand_l';
138
+ if (/^hand_r$|_r$/.test(jointName) && /(pinky|ring|thumb|middle|index|hand)/.test(jointName))
139
+ return 'body_hand_r';
140
+ return null;
141
+ }
142
+ function regionGlobMatcher(globs) {
143
+ if (globs.length === 0)
144
+ return null; // unscoped: every proximate vertex is eligible
145
+ const res = globs.map((glob) => new RegExp(`^${glob.replace(/[.+?^${}()|[\]\\]/g, '\\$&').replace(/\*/g, '.*')}$`));
146
+ return (region) => region !== null && res.some((re) => re.test(region));
147
+ }
148
+ function readInfluences(prim, count) {
149
+ const joints = new Int32Array(count * 8).fill(-1);
150
+ const weights = new Float64Array(count * 8);
151
+ const dominant = new Int32Array(count).fill(-1);
152
+ const sets = [];
153
+ for (const s of [0, 1]) {
154
+ const j = prim.getAttribute(`JOINTS_${s}`), w = prim.getAttribute(`WEIGHTS_${s}`);
155
+ if (j && w)
156
+ sets.push([j, w]);
157
+ }
158
+ const jb = [0, 0, 0, 0], wb = [0, 0, 0, 0];
159
+ for (let i = 0; i < count; i++) {
160
+ let best = -1;
161
+ let slot = 0;
162
+ for (const [j, w] of sets) {
163
+ j.getElement(i, jb);
164
+ w.getElement(i, wb);
165
+ for (let k = 0; k < 4; k++) {
166
+ const weight = wb[k];
167
+ if (weight <= 0) {
168
+ slot++;
169
+ continue;
170
+ }
171
+ joints[i * 8 + slot] = jb[k];
172
+ weights[i * 8 + slot] = weight;
173
+ if (weight > best) {
174
+ best = weight;
175
+ dominant[i] = jb[k];
176
+ }
177
+ slot++;
178
+ }
179
+ }
180
+ }
181
+ return { count, joints, weights, dominant };
182
+ }
183
+ /** Per-joint skinning matrices (jointWorld · inverseBind) for a skinned node in the document's CURRENT pose. */
184
+ function jointMatrices(node) {
185
+ const skin = node.getSkin();
186
+ if (!skin)
187
+ return [];
188
+ const ibm = skin.getInverseBindMatrices();
189
+ return skin.listJoints().map((joint, i) => (0, mat4_1.mul4)(joint.getWorldMatrix(), ibm ? ibm.getElement(i, new Array(16).fill(0)) : IDENTITY));
190
+ }
191
+ /**
192
+ * Per-vertex blended skinning matrix Σ wᵢ·Mᵢ / Σ wᵢ (16 per vertex, column-major). Linear blend skinning is
193
+ * affine in the rest position, so posed = B·rest EXACTLY and posed displacement = linearPart(B)·Δrest
194
+ * EXACTLY — the fit's posed→rest conversion is an exact inverse, not a linearisation. A vertex with no
195
+ * usable weight falls back to its node's world matrix, as the checker does.
196
+ */
197
+ function blendMatrices(inf, mats, nodeWorld) {
198
+ const out = new Float64Array(inf.count * 16);
199
+ for (let i = 0; i < inf.count; i++) {
200
+ let wsum = 0;
201
+ const o = i * 16;
202
+ for (let k = 0; k < 8; k++) {
203
+ const j = inf.joints[i * 8 + k];
204
+ if (j < 0)
205
+ continue;
206
+ const m = mats[j];
207
+ if (!m)
208
+ continue;
209
+ const w = inf.weights[i * 8 + k];
210
+ for (let e = 0; e < 16; e++)
211
+ out[o + e] += w * m[e];
212
+ wsum += w;
213
+ }
214
+ if (wsum > 0) {
215
+ if (wsum !== 1)
216
+ for (let e = 0; e < 16; e++)
217
+ out[o + e] /= wsum;
218
+ }
219
+ else {
220
+ for (let e = 0; e < 16; e++)
221
+ out[o + e] = nodeWorld[e];
222
+ }
223
+ }
224
+ return out;
225
+ }
226
+ /**
227
+ * Posed positions (and unit normals) computed with EXACTLY the checker's floating-point recipe —
228
+ * Σ wᵢ·(Mᵢ·p) accumulated influence by influence, then × (1/Σw); normals Σ wᵢ·(Mᵢ·n) normalised — so a
229
+ * vertex sitting right at the 0.5mm threshold, or on a normal-flip boundary, lands on the same side in the
230
+ * gate as in the checker. (Algebraically identical to `posePositions`, which the fit's own linearisation
231
+ * uses; the two differ only in the last bits.)
232
+ */
233
+ function skinLikeChecker(rest, normals, inf, mats, nodeWorld) {
234
+ const count = rest.length / 3;
235
+ const positions = new Float64Array(count * 3);
236
+ const outNormals = normals ? new Float64Array(count * 3) : null;
237
+ for (let i = 0; i < count; i++) {
238
+ const px = rest[i * 3], py = rest[i * 3 + 1], pz = rest[i * 3 + 2];
239
+ let ax = 0, ay = 0, az = 0, nx = 0, ny = 0, nz = 0, wsum = 0;
240
+ const qx = normals ? normals[i * 3] : 0, qy = normals ? normals[i * 3 + 1] : 0, qz = normals ? normals[i * 3 + 2] : 0;
241
+ for (let k = 0; k < 8; k++) {
242
+ const j = inf.joints[i * 8 + k];
243
+ if (j < 0)
244
+ continue;
245
+ const m = mats[j];
246
+ if (!m)
247
+ continue;
248
+ const w = inf.weights[i * 8 + k];
249
+ ax = ax + (m[0] * px + m[4] * py + m[8] * pz + m[12]) * w;
250
+ ay = ay + (m[1] * px + m[5] * py + m[9] * pz + m[13]) * w;
251
+ az = az + (m[2] * px + m[6] * py + m[10] * pz + m[14]) * w;
252
+ if (normals) {
253
+ nx = nx + (m[0] * qx + m[4] * qy + m[8] * qz) * w;
254
+ ny = ny + (m[1] * qx + m[5] * qy + m[9] * qz) * w;
255
+ nz = nz + (m[2] * qx + m[6] * qy + m[10] * qz) * w;
256
+ }
257
+ wsum += w;
258
+ }
259
+ if (wsum > 0) {
260
+ const inv = 1 / wsum;
261
+ positions[i * 3] = ax * inv;
262
+ positions[i * 3 + 1] = ay * inv;
263
+ positions[i * 3 + 2] = az * inv;
264
+ }
265
+ else {
266
+ const m = nodeWorld;
267
+ positions[i * 3] = m[0] * px + m[4] * py + m[8] * pz + m[12];
268
+ positions[i * 3 + 1] = m[1] * px + m[5] * py + m[9] * pz + m[13];
269
+ positions[i * 3 + 2] = m[2] * px + m[6] * py + m[10] * pz + m[14];
270
+ if (normals) {
271
+ const m2 = nodeWorld;
272
+ nx = m2[0] * qx + m2[4] * qy + m2[8] * qz;
273
+ ny = m2[1] * qx + m2[5] * qy + m2[9] * qz;
274
+ nz = m2[2] * qx + m2[6] * qy + m2[10] * qz;
275
+ }
276
+ }
277
+ if (outNormals) {
278
+ const l = Math.hypot(nx, ny, nz) || 1;
279
+ outNormals[i * 3] = nx / l;
280
+ outNormals[i * 3 + 1] = ny / l;
281
+ outNormals[i * 3 + 2] = nz / l;
282
+ }
283
+ }
284
+ return { positions, normals: outNormals };
285
+ }
286
+ /** posed = B · rest for every vertex. */
287
+ function posePositions(rest, blended) {
288
+ const count = rest.length / 3;
289
+ const out = new Float64Array(count * 3);
290
+ for (let i = 0; i < count; i++) {
291
+ const m = blended.subarray(i * 16, i * 16 + 16);
292
+ const p = (0, mat4_1.transformPoint)(m, [rest[i * 3], rest[i * 3 + 1], rest[i * 3 + 2]]);
293
+ out[i * 3] = p[0];
294
+ out[i * 3 + 1] = p[1];
295
+ out[i * 3 + 2] = p[2];
296
+ }
297
+ return out;
298
+ }
299
+ /** Posed unit normals (linear part of B applied, renormalised — exact for the rigid-dominant blends the body uses). */
300
+ function poseNormals(normals, blended) {
301
+ const count = normals.length / 3;
302
+ const out = new Float64Array(count * 3);
303
+ for (let i = 0; i < count; i++) {
304
+ const m = blended.subarray(i * 16, i * 16 + 16);
305
+ const x = normals[i * 3], y = normals[i * 3 + 1], z = normals[i * 3 + 2];
306
+ const nx = m[0] * x + m[4] * y + m[8] * z, ny = m[1] * x + m[5] * y + m[9] * z, nz = m[2] * x + m[6] * y + m[10] * z;
307
+ const l = Math.hypot(nx, ny, nz) || 1;
308
+ out[i * 3] = nx / l;
309
+ out[i * 3 + 1] = ny / l;
310
+ out[i * 3 + 2] = nz / l;
311
+ }
312
+ return out;
313
+ }
314
+ function readVec3(accessor) {
315
+ const count = accessor.getCount();
316
+ const out = new Float64Array(count * 3);
317
+ const b = [0, 0, 0];
318
+ for (let i = 0; i < count; i++) {
319
+ accessor.getElement(i, b);
320
+ out[i * 3] = b[0];
321
+ out[i * 3 + 1] = b[1];
322
+ out[i * 3 + 2] = b[2];
323
+ }
324
+ return out;
325
+ }
326
+ /** Every (node, mesh) pair that is skinned — the same set the checker walks. */
327
+ function skinnedMeshNodes(document) {
328
+ return document.getRoot().listNodes().filter((node) => node.getMesh() !== null && node.getSkin() !== null);
329
+ }
330
+ //# sourceMappingURL=posing.js.map