@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.
- package/README.md +631 -8
- package/assets/bridge/metahuman-eye-baked.png +0 -0
- package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
- package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
- package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
- package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
- package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
- package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
- package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
- package/bridge-recipes/sims4/README.md +43 -0
- package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
- package/bridge-recipes/unreal/character-customizer/README.md +58 -0
- package/bridge-recipes/unreal/character-customizer/all.json +13 -0
- package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
- package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
- package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
- package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
- package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
- package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/top.json +6 -0
- package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
- package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-urban-ghost-hoodie.addon.json +1 -0
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- package/plugins/beamng-vehicle/lib/palette-contract.mjs +6 -0
- package/plugins/beamng-vehicle/lib/vehicle-qa.mjs +567 -0
- package/plugins/beamng-vehicle/lib/vehicle-source.mjs +247 -0
- package/plugins/beamng-vehicle/profiles/source-compatibility.json +14 -0
- package/plugins/beamng-vehicle/vendor/vehicle-package-v2.mjs +6451 -0
- package/vendor/README.md +63 -0
- package/vendor/ability-manifest.mjs +527 -6
- package/vendor/audits/asset-credits.mjs +96 -0
- package/vendor/audits/check-loaders.mjs +80 -0
- package/vendor/audits/perf-gate.mjs +759 -0
- package/vendor/audits/prove-live.mjs +307 -0
- package/vendor/audits/source-audit.mjs +530 -0
- package/vendor/audits/world-audit.mjs +439 -0
- package/vendor/capture-body.glb +0 -0
- package/vendor/capture-face.glb +0 -0
- package/vendor/installed-index.mjs +1 -1
- package/vendor/vehicle-package-v2.mjs +6451 -0
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@@ -0,0 +1,104 @@
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1
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+
"use strict";
|
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2
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+
Object.defineProperty(exports, "__esModule", { value: true });
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3
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+
exports.splitSharedLodSkeletons = splitSharedLodSkeletons;
|
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4
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+
const mergeLods_1 = require("./mergeLods");
|
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5
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+
function subtree(roots) {
|
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6
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+
const out = [];
|
|
7
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+
const seen = new Set();
|
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8
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+
const stack = [...roots];
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9
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+
while (stack.length > 0) {
|
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10
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+
const node = stack.pop();
|
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11
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+
if (seen.has(node))
|
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12
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+
continue;
|
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13
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+
seen.add(node);
|
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14
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+
out.push(node);
|
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15
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+
stack.push(...node.listChildren());
|
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16
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+
}
|
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17
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return out;
|
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18
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+
}
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19
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+
function cloneTree(document, root, map) {
|
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20
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+
if (root.listExtensions().length > 0) {
|
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21
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throw new Error(`repair: node '${root.getName()}' carries glTF extensions (${root.listExtensions().map((e) => e.extensionName).join(', ')}) — refusing to clone it lossily`);
|
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22
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}
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23
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const copy = document.createNode(root.getName())
|
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24
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.setTranslation([...root.getTranslation()])
|
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25
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.setRotation([...root.getRotation()])
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26
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+
.setScale([...root.getScale()])
|
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27
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.setWeights([...root.getWeights()])
|
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28
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+
.setExtras(structuredClone(root.getExtras()));
|
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29
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+
const mesh = root.getMesh();
|
|
30
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+
if (mesh)
|
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31
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+
copy.setMesh(mesh);
|
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32
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const skin = root.getSkin();
|
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33
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+
if (skin)
|
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34
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+
copy.setSkin(skin); // remapped once every joint copy exists
|
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35
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const camera = root.getCamera();
|
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36
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if (camera)
|
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37
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+
copy.setCamera(camera);
|
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38
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+
map.set(root, copy);
|
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39
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+
for (const child of root.listChildren())
|
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40
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+
copy.addChild(cloneTree(document, child, map));
|
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41
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+
return copy;
|
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42
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+
}
|
|
43
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+
function splitSharedLodSkeletons(document) {
|
|
44
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+
const scenes = document.getRoot().listScenes();
|
|
45
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+
const result = { scenes: scenes.length, scenesRepaired: 0, nodesCloned: 0, skinsCreated: 0 };
|
|
46
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+
const owner = new Map();
|
|
47
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+
for (const scene of scenes) {
|
|
48
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+
for (const node of subtree(scene.listChildren()))
|
|
49
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+
if (!owner.has(node))
|
|
50
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+
owner.set(node, scene);
|
|
51
|
+
}
|
|
52
|
+
for (const scene of scenes) {
|
|
53
|
+
const shared = scene.listChildren().filter((child) => owner.get(child) !== scene);
|
|
54
|
+
if (shared.length === 0)
|
|
55
|
+
continue;
|
|
56
|
+
const map = new Map();
|
|
57
|
+
for (const root of shared) {
|
|
58
|
+
const clone = cloneTree(document, root, map);
|
|
59
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+
scene.removeChild(root);
|
|
60
|
+
scene.addChild(clone);
|
|
61
|
+
}
|
|
62
|
+
result.nodesCloned += map.size;
|
|
63
|
+
result.scenesRepaired++;
|
|
64
|
+
// Every skinned mesh in this scene that is bound to cloned joints gets a skin over the clones.
|
|
65
|
+
const rebuilt = new Map();
|
|
66
|
+
for (const node of subtree(scene.listChildren())) {
|
|
67
|
+
const skin = node.getSkin();
|
|
68
|
+
if (!skin)
|
|
69
|
+
continue;
|
|
70
|
+
const joints = skin.listJoints();
|
|
71
|
+
const mapped = joints.map((joint) => map.get(joint));
|
|
72
|
+
if (mapped.every((joint) => joint === undefined))
|
|
73
|
+
continue; // bound to this scene's own joints already
|
|
74
|
+
if (mapped.some((joint) => joint === undefined)) {
|
|
75
|
+
throw new Error(`repair: skin '${skin.getName()}' in scene '${scene.getName()}' mixes shared and scene-owned joints — cannot split it safely`);
|
|
76
|
+
}
|
|
77
|
+
let replacement = rebuilt.get(skin);
|
|
78
|
+
if (!replacement) {
|
|
79
|
+
replacement = document.createSkin(skin.getName());
|
|
80
|
+
for (const joint of mapped)
|
|
81
|
+
replacement.addJoint(joint);
|
|
82
|
+
const ibm = skin.getInverseBindMatrices();
|
|
83
|
+
if (ibm)
|
|
84
|
+
replacement.setInverseBindMatrices(ibm); // same bytes, same accessor: identical binding
|
|
85
|
+
const skeleton = skin.getSkeleton();
|
|
86
|
+
if (skeleton)
|
|
87
|
+
replacement.setSkeleton(map.get(skeleton) ?? skeleton);
|
|
88
|
+
replacement.setExtras(structuredClone(skin.getExtras()));
|
|
89
|
+
rebuilt.set(skin, replacement);
|
|
90
|
+
result.skinsCreated++;
|
|
91
|
+
}
|
|
92
|
+
node.setSkin(replacement);
|
|
93
|
+
}
|
|
94
|
+
}
|
|
95
|
+
scenes.forEach((scene, index) => {
|
|
96
|
+
const skinned = subtree(scene.listChildren()).filter((node) => node.getMesh() && node.getSkin());
|
|
97
|
+
if (skinned.length === 0) {
|
|
98
|
+
throw new Error(`repair: LOD scene ${index + 1} ('${scene.getName()}') has no skinned mesh — it cannot be rebuilt from this file; re-extract the item`);
|
|
99
|
+
}
|
|
100
|
+
});
|
|
101
|
+
(0, mergeLods_1.assertSelfContainedLodScenes)(document);
|
|
102
|
+
return result;
|
|
103
|
+
}
|
|
104
|
+
//# sourceMappingURL=splitSharedLodSkeletons.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"splitSharedLodSkeletons.js","sourceRoot":"","sources":["../../../src/character/stages/splitSharedLodSkeletons.ts"],"names":[],"mappings":";;AAqEA,0DAuDC;AA3HD,2CAA2D;AAiC3D,SAAS,OAAO,CAAC,KAAsB;IACrC,MAAM,GAAG,GAAW,EAAE,CAAC;IACvB,MAAM,IAAI,GAAG,IAAI,GAAG,EAAQ,CAAC;IAC7B,MAAM,KAAK,GAAG,CAAC,GAAG,KAAK,CAAC,CAAC;IACzB,OAAO,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;QACxB,MAAM,IAAI,GAAG,KAAK,CAAC,GAAG,EAAG,CAAC;QAC1B,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC;YAAE,SAAS;QAC7B,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QACf,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACf,KAAK,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC;IACrC,CAAC;IACD,OAAO,GAAG,CAAC;AACb,CAAC;AAED,SAAS,SAAS,CAAC,QAAkB,EAAE,IAAU,EAAE,GAAoB;IACrE,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;QACrC,MAAM,IAAI,KAAK,CAAC,iBAAiB,IAAI,CAAC,OAAO,EAAE,8BAA8B,IAAI,CAAC,cAAc,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,aAAa,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,kCAAkC,CAAC,CAAC;IAC/K,CAAC;IACD,MAAM,IAAI,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;SAC7C,cAAc,CAAC,CAAC,GAAG,IAAI,CAAC,cAAc,EAAE,CAA6B,CAAC;SACtE,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,WAAW,EAAE,CAAqC,CAAC;SACxE,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAA6B,CAAC;SAC1D,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC;SAClC,SAAS,CAAC,eAAe,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;IAChD,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;IAC5B,IAAI,IAAI;QAAE,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC7B,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;IAC5B,IAAI,IAAI;QAAE,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,wCAAwC;IACtE,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;IAChC,IAAI,MAAM;QAAE,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC;IACnC,GAAG,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;IACpB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,YAAY,EAAE;QAAE,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,QAAQ,EAAE,KAAK,EAAE,GAAG,CAAC,CAAC,CAAC;IACxF,OAAO,IAAI,CAAC;AACd,CAAC;AAED,SAAgB,uBAAuB,CAAC,QAAkB;IACxD,MAAM,MAAM,GAAG,QAAQ,CAAC,OAAO,EAAE,CAAC,UAAU,EAAE,CAAC;IAC/C,MAAM,MAAM,GAAkC,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC,EAAE,WAAW,EAAE,CAAC,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;IAC5H,MAAM,KAAK,GAAG,IAAI,GAAG,EAAe,CAAC;IACrC,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE,CAAC;QAC3B,KAAK,MAAM,IAAI,IAAI,OAAO,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;YAAE,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC;gBAAE,KAAK,CAAC,GAAG,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IACjG,CAAC;IAED,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE,CAAC;QAC3B,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,EAAE,CAAC,MAAM,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,KAAK,CAAC,CAAC;QAClF,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC;YAAE,SAAS;QAClC,MAAM,GAAG,GAAG,IAAI,GAAG,EAAc,CAAC;QAClC,KAAK,MAAM,IAAI,IAAI,MAAM,EAAE,CAAC;YAC1B,MAAM,KAAK,GAAG,SAAS,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;YAC7C,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;YACxB,KAAK,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QACxB,CAAC;QACD,MAAM,CAAC,WAAW,IAAI,GAAG,CAAC,IAAI,CAAC;QAC/B,MAAM,CAAC,cAAc,EAAE,CAAC;QAExB,+FAA+F;QAC/F,MAAM,OAAO,GAAG,IAAI,GAAG,EAAc,CAAC;QACtC,KAAK,MAAM,IAAI,IAAI,OAAO,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;YACjD,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;YAC5B,IAAI,CAAC,IAAI;gBAAE,SAAS;YACpB,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;YACjC,MAAM,MAAM,GAAG,MAAM,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC;YACrD,IAAI,MAAM,CAAC,KAAK,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,KAAK,SAAS,CAAC;gBAAE,SAAS,CAAC,2CAA2C;YACvG,IAAI,MAAM,CAAC,IAAI,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,KAAK,SAAS,CAAC,EAAE,CAAC;gBAChD,MAAM,IAAI,KAAK,CAAC,iBAAiB,IAAI,CAAC,OAAO,EAAE,eAAe,KAAK,CAAC,OAAO,EAAE,gEAAgE,CAAC,CAAC;YACjJ,CAAC;YACD,IAAI,WAAW,GAAG,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;YACpC,IAAI,CAAC,WAAW,EAAE,CAAC;gBACjB,WAAW,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC,CAAC;gBAClD,KAAK,MAAM,KAAK,IAAI,MAAM;oBAAE,WAAW,CAAC,QAAQ,CAAC,KAAM,CAAC,CAAC;gBACzD,MAAM,GAAG,GAAG,IAAI,CAAC,sBAAsB,EAAE,CAAC;gBAC1C,IAAI,GAAG;oBAAE,WAAW,CAAC,sBAAsB,CAAC,GAAG,CAAC,CAAC,CAAC,+CAA+C;gBACjG,MAAM,QAAQ,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;gBACpC,IAAI,QAAQ;oBAAE,WAAW,CAAC,WAAW,CAAC,GAAG,CAAC,GAAG,CAAC,QAAQ,CAAC,IAAI,QAAQ,CAAC,CAAC;gBACrE,WAAW,CAAC,SAAS,CAAC,eAAe,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;gBACzD,OAAO,CAAC,GAAG,CAAC,IAAI,EAAE,WAAW,CAAC,CAAC;gBAC/B,MAAM,CAAC,YAAY,EAAE,CAAC;YACxB,CAAC;YACD,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC;QAC5B,CAAC;IACH,CAAC;IAED,MAAM,CAAC,OAAO,CAAC,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE;QAC9B,MAAM,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC,CAAC,MAAM,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC,CAAC;QACjG,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACzB,MAAM,IAAI,KAAK,CAAC,qBAAqB,KAAK,GAAG,CAAC,MAAM,KAAK,CAAC,OAAO,EAAE,mFAAmF,CAAC,CAAC;QAC1J,CAAC;IACH,CAAC,CAAC,CAAC;IACH,IAAA,wCAA4B,EAAC,QAAQ,CAAC,CAAC;IACvC,OAAO,MAAM,CAAC;AAChB,CAAC"}
|
|
@@ -0,0 +1,66 @@
|
|
|
1
|
+
import type { Document } from '@gltf-transform/core';
|
|
2
|
+
/**
|
|
3
|
+
* COLLAPSING A GARMENT'S CROSS-LOD MATERIAL DUPLICATION DOWN TO A LOW ADDON CAP.
|
|
4
|
+
*
|
|
5
|
+
* `importCharacter`'s LOD loop bakes or re-resizes each LOD level's textures independently (a
|
|
6
|
+
* genuine quality choice — LOD2 gets a smaller texture than LOD0, not a shared one), so the SAME
|
|
7
|
+
* named material can carry genuinely different texture bytes per LOD. `mergeLods` combines every
|
|
8
|
+
* level's scene into one document but does not (and should not) fold those apart-by-design variants
|
|
9
|
+
* back together: gltf-transform's own `dedup()` correctly leaves them alone, since the textures
|
|
10
|
+
* really do differ. For most add-on slots that is fine — 2-3 materials per LOD level is well under
|
|
11
|
+
* budget. It stops being fine for a slot with a LOW material cap (mask/footwear's real-world 2-4
|
|
12
|
+
* material ceiling): 2 unique per-LOD materials across 3 LODs is 6 material slots, well over.
|
|
13
|
+
*
|
|
14
|
+
* A real per-material texture atlas (baking every LOD's variant of one named material into a single
|
|
15
|
+
* texture) is the quality-preserving fix and is future work. This is the pragmatic one already
|
|
16
|
+
* proven out by hand across the male wearables pilot: rebind every primitive in the document onto
|
|
17
|
+
* whichever material covers the MOST triangles — not the biggest texture, which a small decorative
|
|
18
|
+
* accent (e.g. stitching detail) can carry more of than the garment's own main body — and prune the
|
|
19
|
+
* rest. A lower LOD loses its own downsized texture and reuses the higher-detail one instead, which
|
|
20
|
+
* costs nothing in quality (strictly better) and only a little more texture memory (already-loaded,
|
|
21
|
+
* shared, not duplicated).
|
|
22
|
+
*/
|
|
23
|
+
export interface UnifyMaterialOptions {
|
|
24
|
+
/** Hard ceiling on materials in the output. Only acts when the document is already over it. */
|
|
25
|
+
readonly maxMaterials: number;
|
|
26
|
+
/**
|
|
27
|
+
* Whether every LOD scene samples the SAME texture coordinates. True (default) on the plain route, where
|
|
28
|
+
* each LOD is a simplification of one UV layout, so rebinding a lower LOD onto LOD0's material is lossless.
|
|
29
|
+
* FALSE on the rebake route: each level is re-unwrapped and re-baked into its OWN atlas, so a lower LOD's
|
|
30
|
+
* UVs index into a different image than LOD0's. Rebinding it onto LOD0's material makes it sample garbage
|
|
31
|
+
* (measured on a live cargo-pants add-on: 28% of LOD1/LOD2 triangles landed on pure-black background
|
|
32
|
+
* texels of LOD0's atlas). With this false, every scene is unified onto its OWN dominant material, so the
|
|
33
|
+
* result is at most one material per LOD; only if even that is over the cap does it fall back to the
|
|
34
|
+
* cross-LOD rebinding (and says so in `crossSceneFallback`).
|
|
35
|
+
*/
|
|
36
|
+
readonly shareAcrossScenes?: boolean;
|
|
37
|
+
}
|
|
38
|
+
export interface UnifyMaterialResult {
|
|
39
|
+
materialsBefore: number;
|
|
40
|
+
materialsAfter: number;
|
|
41
|
+
/** Name of the material every primitive was rebound onto, or null when already within budget (no-op). */
|
|
42
|
+
dominant: string | null;
|
|
43
|
+
/** Primitives whose material assignment actually changed. */
|
|
44
|
+
rebound: number;
|
|
45
|
+
/**
|
|
46
|
+
* Alpha-MASK materials folded into an OPAQUE dominant by promoting the dominant to MASK (their cutout survives).
|
|
47
|
+
* Only done when both bind the same base-colour texture, which is how the rebake route builds a shared atlas
|
|
48
|
+
* whose alpha channel already carries the cutout and is 255 on every opaque chart.
|
|
49
|
+
*/
|
|
50
|
+
cutoutsPromoted: number;
|
|
51
|
+
/** Primitives of a MASK/BLEND material rebound onto a material that could not keep their cutout: they now draw solid. */
|
|
52
|
+
cutoutsFlattened: number;
|
|
53
|
+
/** `shareAcrossScenes: false` was requested but per-scene unification still exceeded the cap, so LOD scenes were rebound across scenes. */
|
|
54
|
+
crossSceneFallback: boolean;
|
|
55
|
+
}
|
|
56
|
+
/**
|
|
57
|
+
* Rebinds primitives onto a dominant-by-triangle-count material when the document carries more materials
|
|
58
|
+
* than `options.maxMaterials`, then prunes the now-unused materials/textures. A no-op (untouched document)
|
|
59
|
+
* when already within budget — the same "don't pay for what you don't need" convention `atlasMaterials`
|
|
60
|
+
* uses for its own cap.
|
|
61
|
+
*
|
|
62
|
+
* By default ONE dominant material serves the whole document. With `shareAcrossScenes: false` (the rebake
|
|
63
|
+
* route, where each LOD scene has its own atlas and UV layout) each LOD scene is unified onto its own dominant
|
|
64
|
+
* instead; see the option's note.
|
|
65
|
+
*/
|
|
66
|
+
export declare function unifyDominantMaterial(document: Document, options: UnifyMaterialOptions): Promise<UnifyMaterialResult>;
|
|
@@ -0,0 +1,136 @@
|
|
|
1
|
+
"use strict";
|
|
2
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
|
3
|
+
exports.unifyDominantMaterial = unifyDominantMaterial;
|
|
4
|
+
const functions_1 = require("@gltf-transform/functions");
|
|
5
|
+
/** Triangles a primitive covers — the "how much of the garment does this material actually draw" measure. */
|
|
6
|
+
function triangleCountOf(primitive) {
|
|
7
|
+
const indices = primitive.getIndices();
|
|
8
|
+
if (indices !== null)
|
|
9
|
+
return Math.floor(indices.getCount() / 3);
|
|
10
|
+
const position = primitive.getAttribute('POSITION');
|
|
11
|
+
return position !== null ? Math.floor(position.getCount() / 3) : 0;
|
|
12
|
+
}
|
|
13
|
+
/** Every primitive of every mesh reachable from `scene`, once. */
|
|
14
|
+
function scenePrimitives(scene, seen) {
|
|
15
|
+
const out = [];
|
|
16
|
+
scene.traverse((node) => {
|
|
17
|
+
const mesh = node.getMesh();
|
|
18
|
+
if (mesh === null)
|
|
19
|
+
return;
|
|
20
|
+
for (const primitive of mesh.listPrimitives()) {
|
|
21
|
+
if (seen.has(primitive))
|
|
22
|
+
continue;
|
|
23
|
+
seen.add(primitive);
|
|
24
|
+
out.push(primitive);
|
|
25
|
+
}
|
|
26
|
+
});
|
|
27
|
+
return out;
|
|
28
|
+
}
|
|
29
|
+
/** The material bound to the most triangles among `primitives`; null when none is textured/bound. */
|
|
30
|
+
function dominantOf(primitives) {
|
|
31
|
+
const tris = new Map();
|
|
32
|
+
for (const primitive of primitives) {
|
|
33
|
+
const material = primitive.getMaterial();
|
|
34
|
+
if (material === null)
|
|
35
|
+
continue;
|
|
36
|
+
tris.set(material, (tris.get(material) ?? 0) + triangleCountOf(primitive));
|
|
37
|
+
}
|
|
38
|
+
let dominant = null;
|
|
39
|
+
let best = -1;
|
|
40
|
+
for (const [material, count] of tris) {
|
|
41
|
+
if (count > best) {
|
|
42
|
+
dominant = material;
|
|
43
|
+
best = count;
|
|
44
|
+
}
|
|
45
|
+
}
|
|
46
|
+
return dominant;
|
|
47
|
+
}
|
|
48
|
+
/**
|
|
49
|
+
* Rebinds one primitive onto `dominant` WITHOUT silently discarding a cutout.
|
|
50
|
+
*
|
|
51
|
+
* A decorative overlay is often an alpha-MASK material (stitching, lace, mesh panels). Rebinding it onto an
|
|
52
|
+
* OPAQUE material used to draw its transparent texels solid — on a live pair of garments that read as grey,
|
|
53
|
+
* glossy outlines along every panel edge. When both materials bind the SAME base-colour texture (the rebake
|
|
54
|
+
* route's shared atlas: the cutout is already in its alpha channel, and every opaque chart is alpha 255) the
|
|
55
|
+
* dominant is promoted to MASK instead, so the overlay keeps its holes and the rest draws exactly as before.
|
|
56
|
+
* Otherwise (different textures, or BLEND) nothing honest can be done here, so it is counted for the caller to report.
|
|
57
|
+
*/
|
|
58
|
+
function rebind(primitive, dominant, result) {
|
|
59
|
+
const from = primitive.getMaterial();
|
|
60
|
+
if (from === dominant)
|
|
61
|
+
return;
|
|
62
|
+
if (from !== null && from.getAlphaMode() !== 'OPAQUE' && dominant.getAlphaMode() === 'OPAQUE') {
|
|
63
|
+
const sharedAtlas = from.getBaseColorTexture() !== null && from.getBaseColorTexture() === dominant.getBaseColorTexture();
|
|
64
|
+
if (from.getAlphaMode() === 'MASK' && sharedAtlas) {
|
|
65
|
+
const [r, g, b] = dominant.getBaseColorFactor();
|
|
66
|
+
// An OPAQUE material's factor alpha is ignored by renderers and is routinely 0 in extracted sources; under MASK it would clip everything.
|
|
67
|
+
dominant.setAlphaMode('MASK').setAlphaCutoff(from.getAlphaCutoff()).setBaseColorFactor([r, g, b, 1]);
|
|
68
|
+
result.cutoutsPromoted++;
|
|
69
|
+
}
|
|
70
|
+
else {
|
|
71
|
+
result.cutoutsFlattened++;
|
|
72
|
+
}
|
|
73
|
+
}
|
|
74
|
+
else if (from !== null && from.getAlphaMode() === 'MASK' && dominant.getAlphaMode() === 'MASK' && from.getBaseColorTexture() !== null && from.getBaseColorTexture() === dominant.getBaseColorTexture()) {
|
|
75
|
+
result.cutoutsPromoted++; // already MASK on the shared atlas: the overlay keeps its holes
|
|
76
|
+
}
|
|
77
|
+
primitive.setMaterial(dominant);
|
|
78
|
+
result.rebound++;
|
|
79
|
+
}
|
|
80
|
+
/**
|
|
81
|
+
* Rebinds primitives onto a dominant-by-triangle-count material when the document carries more materials
|
|
82
|
+
* than `options.maxMaterials`, then prunes the now-unused materials/textures. A no-op (untouched document)
|
|
83
|
+
* when already within budget — the same "don't pay for what you don't need" convention `atlasMaterials`
|
|
84
|
+
* uses for its own cap.
|
|
85
|
+
*
|
|
86
|
+
* By default ONE dominant material serves the whole document. With `shareAcrossScenes: false` (the rebake
|
|
87
|
+
* route, where each LOD scene has its own atlas and UV layout) each LOD scene is unified onto its own dominant
|
|
88
|
+
* instead; see the option's note.
|
|
89
|
+
*/
|
|
90
|
+
async function unifyDominantMaterial(document, options) {
|
|
91
|
+
const root = document.getRoot();
|
|
92
|
+
const before = root.listMaterials().length;
|
|
93
|
+
const result = { materialsBefore: before, materialsAfter: before, dominant: null, rebound: 0, cutoutsPromoted: 0, cutoutsFlattened: 0, crossSceneFallback: false };
|
|
94
|
+
if (before <= options.maxMaterials)
|
|
95
|
+
return result;
|
|
96
|
+
const every = [];
|
|
97
|
+
for (const mesh of root.listMeshes())
|
|
98
|
+
every.push(...mesh.listPrimitives());
|
|
99
|
+
const globalDominant = dominantOf(every);
|
|
100
|
+
if (globalDominant === null)
|
|
101
|
+
return result; // nothing textured to unify onto
|
|
102
|
+
// Plan the per-scene unification BEFORE touching anything, so an over-cap outcome can fall back cleanly.
|
|
103
|
+
let groups = null;
|
|
104
|
+
const scenes = root.listScenes();
|
|
105
|
+
if (options.shareAcrossScenes === false && scenes.length > 1) {
|
|
106
|
+
const seen = new Set();
|
|
107
|
+
const planned = [];
|
|
108
|
+
for (const scene of scenes) {
|
|
109
|
+
const primitives = scenePrimitives(scene, seen);
|
|
110
|
+
const dominant = dominantOf(primitives);
|
|
111
|
+
if (dominant !== null)
|
|
112
|
+
planned.push({ primitives, dominant });
|
|
113
|
+
}
|
|
114
|
+
const leftovers = every.filter((primitive) => !seen.has(primitive));
|
|
115
|
+
if (leftovers.length === 0 && new Set(planned.map((group) => group.dominant)).size <= options.maxMaterials)
|
|
116
|
+
groups = planned;
|
|
117
|
+
else
|
|
118
|
+
result.crossSceneFallback = true;
|
|
119
|
+
}
|
|
120
|
+
if (groups !== null) {
|
|
121
|
+
for (const group of groups) {
|
|
122
|
+
for (const primitive of group.primitives)
|
|
123
|
+
rebind(primitive, group.dominant, result);
|
|
124
|
+
}
|
|
125
|
+
result.dominant = groups.map((group) => group.dominant.getName()).join(', ');
|
|
126
|
+
}
|
|
127
|
+
else {
|
|
128
|
+
for (const primitive of every)
|
|
129
|
+
rebind(primitive, globalDominant, result);
|
|
130
|
+
result.dominant = globalDominant.getName();
|
|
131
|
+
}
|
|
132
|
+
await document.transform((0, functions_1.prune)());
|
|
133
|
+
result.materialsAfter = root.listMaterials().length;
|
|
134
|
+
return result;
|
|
135
|
+
}
|
|
136
|
+
//# sourceMappingURL=unifyMaterial.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"unifyMaterial.js","sourceRoot":"","sources":["../../../src/character/stages/unifyMaterial.ts"],"names":[],"mappings":";;AA0IA,sDAwCC;AAlLD,yDAAkD;AA2DlD,6GAA6G;AAC7G,SAAS,eAAe,CAAC,SAAqH;IAC5I,MAAM,OAAO,GAAG,SAAS,CAAC,UAAU,EAAE,CAAC;IACvC,IAAI,OAAO,KAAK,IAAI;QAAE,OAAO,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC,CAAC;IAChE,MAAM,QAAQ,GAAG,SAAS,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;IACpD,OAAO,QAAQ,KAAK,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;AACrE,CAAC;AAED,kEAAkE;AAClE,SAAS,eAAe,CAAC,KAAY,EAAE,IAAoB;IACzD,MAAM,GAAG,GAAgB,EAAE,CAAC;IAC5B,KAAK,CAAC,QAAQ,CAAC,CAAC,IAAI,EAAE,EAAE;QACtB,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAC5B,IAAI,IAAI,KAAK,IAAI;YAAE,OAAO;QAC1B,KAAK,MAAM,SAAS,IAAI,IAAI,CAAC,cAAc,EAAE,EAAE,CAAC;YAC9C,IAAI,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC;gBAAE,SAAS;YAClC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;YACpB,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACtB,CAAC;IACH,CAAC,CAAC,CAAC;IACH,OAAO,GAAG,CAAC;AACb,CAAC;AAED,qGAAqG;AACrG,SAAS,UAAU,CAAC,UAAgC;IAClD,MAAM,IAAI,GAAG,IAAI,GAAG,EAAoB,CAAC;IACzC,KAAK,MAAM,SAAS,IAAI,UAAU,EAAE,CAAC;QACnC,MAAM,QAAQ,GAAG,SAAS,CAAC,WAAW,EAAE,CAAC;QACzC,IAAI,QAAQ,KAAK,IAAI;YAAE,SAAS;QAChC,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,CAAC,IAAI,CAAC,GAAG,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,GAAG,eAAe,CAAC,SAAS,CAAC,CAAC,CAAC;IAC7E,CAAC;IACD,IAAI,QAAQ,GAAoB,IAAI,CAAC;IACrC,IAAI,IAAI,GAAG,CAAC,CAAC,CAAC;IACd,KAAK,MAAM,CAAC,QAAQ,EAAE,KAAK,CAAC,IAAI,IAAI,EAAE,CAAC;QACrC,IAAI,KAAK,GAAG,IAAI,EAAE,CAAC;YAAC,QAAQ,GAAG,QAAQ,CAAC;YAAC,IAAI,GAAG,KAAK,CAAC;QAAC,CAAC;IAC1D,CAAC;IACD,OAAO,QAAQ,CAAC;AAClB,CAAC;AAED;;;;;;;;;GASG;AACH,SAAS,MAAM,CAAC,SAAoB,EAAE,QAAkB,EAAE,MAA2B;IACnF,MAAM,IAAI,GAAG,SAAS,CAAC,WAAW,EAAE,CAAC;IACrC,IAAI,IAAI,KAAK,QAAQ;QAAE,OAAO;IAC9B,IAAI,IAAI,KAAK,IAAI,IAAI,IAAI,CAAC,YAAY,EAAE,KAAK,QAAQ,IAAI,QAAQ,CAAC,YAAY,EAAE,KAAK,QAAQ,EAAE,CAAC;QAC9F,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,EAAE,KAAK,IAAI,IAAI,IAAI,CAAC,mBAAmB,EAAE,KAAK,QAAQ,CAAC,mBAAmB,EAAE,CAAC;QACzH,IAAI,IAAI,CAAC,YAAY,EAAE,KAAK,MAAM,IAAI,WAAW,EAAE,CAAC;YAClD,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,GAAG,QAAQ,CAAC,kBAAkB,EAAE,CAAC;YAChD,0IAA0I;YAC1I,QAAQ,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC,cAAc,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;YACrG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC3B,CAAC;aAAM,CAAC;YACN,MAAM,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC;IACH,CAAC;SAAM,IAAI,IAAI,KAAK,IAAI,IAAI,IAAI,CAAC,YAAY,EAAE,KAAK,MAAM,IAAI,QAAQ,CAAC,YAAY,EAAE,KAAK,MAAM,IAAI,IAAI,CAAC,mBAAmB,EAAE,KAAK,IAAI,IAAI,IAAI,CAAC,mBAAmB,EAAE,KAAK,QAAQ,CAAC,mBAAmB,EAAE,EAAE,CAAC;QACzM,MAAM,CAAC,eAAe,EAAE,CAAC,CAAC,gEAAgE;IAC5F,CAAC;IACD,SAAS,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;IAChC,MAAM,CAAC,OAAO,EAAE,CAAC;AACnB,CAAC;AAED;;;;;;;;;GASG;AACI,KAAK,UAAU,qBAAqB,CAAC,QAAkB,EAAE,OAA6B;IAC3F,MAAM,IAAI,GAAG,QAAQ,CAAC,OAAO,EAAE,CAAC;IAChC,MAAM,MAAM,GAAG,IAAI,CAAC,aAAa,EAAE,CAAC,MAAM,CAAC;IAC3C,MAAM,MAAM,GAAwB,EAAE,eAAe,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC,EAAE,eAAe,EAAE,CAAC,EAAE,gBAAgB,EAAE,CAAC,EAAE,kBAAkB,EAAE,KAAK,EAAE,CAAC;IACxL,IAAI,MAAM,IAAI,OAAO,CAAC,YAAY;QAAE,OAAO,MAAM,CAAC;IAElD,MAAM,KAAK,GAAgB,EAAE,CAAC;IAC9B,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,UAAU,EAAE;QAAE,KAAK,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC,CAAC;IAC3E,MAAM,cAAc,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;IACzC,IAAI,cAAc,KAAK,IAAI;QAAE,OAAO,MAAM,CAAC,CAAC,iCAAiC;IAE7E,yGAAyG;IACzG,IAAI,MAAM,GAAkE,IAAI,CAAC;IACjF,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;IACjC,IAAI,OAAO,CAAC,iBAAiB,KAAK,KAAK,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;QAC7D,MAAM,IAAI,GAAG,IAAI,GAAG,EAAa,CAAC;QAClC,MAAM,OAAO,GAA2D,EAAE,CAAC;QAC3E,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE,CAAC;YAC3B,MAAM,UAAU,GAAG,eAAe,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;YAChD,MAAM,QAAQ,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC;YACxC,IAAI,QAAQ,KAAK,IAAI;gBAAE,OAAO,CAAC,IAAI,CAAC,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC,CAAC;QAChE,CAAC;QACD,MAAM,SAAS,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,SAAS,EAAE,EAAE,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC;QACpE,IAAI,SAAS,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,GAAG,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,IAAI,OAAO,CAAC,YAAY;YAAE,MAAM,GAAG,OAAO,CAAC;;YACxH,MAAM,CAAC,kBAAkB,GAAG,IAAI,CAAC;IACxC,CAAC;IAED,IAAI,MAAM,KAAK,IAAI,EAAE,CAAC;QACpB,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE,CAAC;YAC3B,KAAK,MAAM,SAAS,IAAI,KAAK,CAAC,UAAU;gBAAE,MAAM,CAAC,SAAS,EAAE,KAAK,CAAC,QAAQ,EAAE,MAAM,CAAC,CAAC;QACtF,CAAC;QACD,MAAM,CAAC,QAAQ,GAAG,MAAM,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAC/E,CAAC;SAAM,CAAC;QACN,KAAK,MAAM,SAAS,IAAI,KAAK;YAAE,MAAM,CAAC,SAAS,EAAE,cAAc,EAAE,MAAM,CAAC,CAAC;QACzE,MAAM,CAAC,QAAQ,GAAG,cAAc,CAAC,OAAO,EAAE,CAAC;IAC7C,CAAC;IAED,MAAM,QAAQ,CAAC,SAAS,CAAC,IAAA,iBAAK,GAAE,CAAC,CAAC;IAClC,MAAM,CAAC,cAAc,GAAG,IAAI,CAAC,aAAa,EAAE,CAAC,MAAM,CAAC;IACpD,OAAO,MAAM,CAAC;AAChB,CAAC"}
|
|
@@ -0,0 +1,144 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* VRM SpringBone → `helix/dynamics@1`.
|
|
3
|
+
*
|
|
4
|
+
* ── WHY VRM FIRST ──────────────────────────────────────────────────────────────────────────────────────────────
|
|
5
|
+
* It is the only openly specified secondary-motion format with a large body of real content, the configuration
|
|
6
|
+
* travels INSIDE the .vrm (unlike a Unity prefab, where the parameters live in a scene file that never ships),
|
|
7
|
+
* and both major versions are readable without a game engine. That makes it the honest first target for an
|
|
8
|
+
* importer and the honest test corpus for a solver. VRChat PhysBone conversion is the same shape of problem with
|
|
9
|
+
* a harder extraction step, and lands on this same intermediate form.
|
|
10
|
+
*
|
|
11
|
+
* ── THE HARD PART IS UNITS, NOT STRUCTURE ──────────────────────────────────────────────────────────────────────
|
|
12
|
+
* Chains and colliders map across almost mechanically. The parameters do not, and this is where every naive
|
|
13
|
+
* converter goes wrong — including, by its own admission, VRChat's:
|
|
14
|
+
*
|
|
15
|
+
* · VRM `stiffness` is **world units per second**. It is added to the tail as `axis * stiffness * dt`, then the
|
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16
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+
* tail is projected back to its authored bone length. The projection couples stiffness, bone length and drag;
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17
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* none of the three can be converted independently without changing the response.
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*
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* · VRM `dragForce` is a per-FRAME velocity multiplier. Three-vrm's reference Verlet step retains
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* `(1 - dragForce)` of the previous displacement once per update while stiffness and gravity are scaled by
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* dt. Converting it means choosing the frame rate it was authored against; 60 Hz is the preview convention.
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* We linearise that exact projected step and map its two discrete poles to the continuous spring's poles.
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* This preserves both oscillation frequency and decay instead of equating velocity retention alone, which
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* over-damped ordinary VRoid hair and flattened distinct authored values at the critical-damping clamp.
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*
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26
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* · VRM `gravityPower` is likewise a velocity, not an acceleration, so it cannot be read as m/s². The
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* conversion goes through the EQUILIBRIUM instead: in VRM the rest droop satisfies
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28
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* `tan θ ≈ gravityPower / stiffness`, and in this solver the sag is `g / (ω²L)`. Setting those equal gives
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29
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* `g = gravityPower * ω²L / stiffness`, using the bounded ω this converter actually emits. That preserves
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30
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* how far a chain hangs rather than preserving a number that means something different on each side.
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*
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* None of this is exact, and it is not claimed to be. The research that produced these relations fitted them
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* numerically and found parameter recovery good but multi-joint waveforms drifting in phase over seconds. The
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* goal is a chain that hangs and swings the way the author intended, not one that matches frame for frame.
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*/
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36
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export declare const VRM_ASSUMED_AUTHORING_HZ = 60;
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37
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/**
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* Inertia given to a chain whose VRM declares a `center` node.
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39
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*
|
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40
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* VRoid writes a `center` BY DEFAULT — its UI calls the option "prevent excessive sway during movement" — so a
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41
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* large share of real VRM files depend on it, and a converter that ignores it produces hair that flails while
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42
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* the character merely walks. Measured across the reference set: `AvatarSample_B` centres all 11 of its groups
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* and `Seed-san` 8 of its 9 springs, while `Vivi` and `AliciaSolid` centre nothing at all.
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*
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45
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* True centre-space integration resolves motion against the named node — usually the hips — and is a V2 item;
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* it needs the character root transform, which a chain anchored to the head does not have. This is the honest
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47
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* approximation available to a per-anchor scalar: carry most of the anchor's motion, keep some lag. It is
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48
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* deliberately not 1.0, because full carry would also cancel the head-turn response that makes hair read as
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49
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* hair, and the failure it is fixing is gross body translation, not rotation.
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50
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+
*/
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51
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+
export declare const CENTRE_INERTIA = 0.6;
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52
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export interface ImportedChain {
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53
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id: string;
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54
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root: string;
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55
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importance: 'critical' | 'high' | 'normal' | 'decorative';
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56
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+
stiffness: number;
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57
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+
damping: number;
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58
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+
inertia?: number;
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59
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+
gravity?: number;
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60
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+
gravityDir?: [number, number, number];
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61
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+
radius?: number;
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62
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+
colliders?: string[];
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63
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+
endpoint?: [number, number, number];
|
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64
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+
}
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65
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+
export interface ImportedCollider {
|
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66
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+
id: string;
|
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67
|
+
bone: string;
|
|
68
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+
shape: 'sphere' | 'capsule';
|
|
69
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+
offset?: [number, number, number];
|
|
70
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+
radius: number;
|
|
71
|
+
tail?: [number, number, number];
|
|
72
|
+
inside?: boolean;
|
|
73
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+
}
|
|
74
|
+
export interface VrmImportResult {
|
|
75
|
+
contract: 'helix/dynamics@1';
|
|
76
|
+
chains: ImportedChain[];
|
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77
|
+
colliders: ImportedCollider[];
|
|
78
|
+
/** Anything dropped or approximated, in creator-readable terms. */
|
|
79
|
+
warnings: string[];
|
|
80
|
+
/** `0.x` or `1.0`, for reporting. */
|
|
81
|
+
sourceVersion: string;
|
|
82
|
+
}
|
|
83
|
+
/** ω (rad/s) → the contract's normalised 0..1 stiffness. The inverse of `stiffnessToOmega`. */
|
|
84
|
+
export declare function omegaToStiffness(omega: number): number;
|
|
85
|
+
/** Continuous response plus its bounded `helix/dynamics@1` representation. */
|
|
86
|
+
export interface ConvertedSpring {
|
|
87
|
+
/** Unclamped continuous natural frequency, in rad/s. */
|
|
88
|
+
omega: number;
|
|
89
|
+
/** Unclamped continuous damping ratio. Values above one cannot be represented by dynamics@1. */
|
|
90
|
+
dampingRatio: number;
|
|
91
|
+
/** Natural frequency of the closest representable response, before the engine's 2..40 rad/s clamp. */
|
|
92
|
+
mappedOmega: number;
|
|
93
|
+
/** Natural frequency after the dynamics@1 clamp; this is what the runtime actually solves. */
|
|
94
|
+
engineOmega: number;
|
|
95
|
+
/** Damping ratio of the bounded dynamics@1 representation. */
|
|
96
|
+
mappedDampingRatio: number;
|
|
97
|
+
/** Normalised dynamics@1 stiffness. */
|
|
98
|
+
stiffness: number;
|
|
99
|
+
/** Normalised dynamics@1 damping. */
|
|
100
|
+
damping: number;
|
|
101
|
+
}
|
|
102
|
+
/**
|
|
103
|
+
* Convert one VRM projected-Verlet joint to the continuous `helix/dynamics@1` spring.
|
|
104
|
+
*
|
|
105
|
+
* For a small angular displacement `x`, three-vrm's documented update linearises to:
|
|
106
|
+
*
|
|
107
|
+
* q = 1 + (stiffness / boneLength) dt
|
|
108
|
+
* x[n+1] = ((1 + retention) / q) x[n] - (retention / q) x[n-1]
|
|
109
|
+
*
|
|
110
|
+
* The roots of that recurrence are the response sampled at the authoring rate. Mapping their magnitude and
|
|
111
|
+
* phase to `exp((-ζω ± iωd)dt)` gives the continuous spring parameters directly. Dynamics@1 cannot express an
|
|
112
|
+
* overdamped response, so real positive roots map to a critical spring at the slow pole's rate. That preserves
|
|
113
|
+
* the visible return tail by lowering stiffness, as the contract requires, instead of clamping damping while
|
|
114
|
+
* retaining the geometric-mean frequency and making a heavily dragged chain snap back too quickly.
|
|
115
|
+
*/
|
|
116
|
+
export declare function convertSpring(vrmStiffness: number, dragForce: number, boneLengthM: number, hz?: number): ConvertedSpring;
|
|
117
|
+
/** VRM `gravityPower` → a multiplier on real world gravity, via the equilibrium droop. See the header. */
|
|
118
|
+
export declare function convertGravity(gravityPower: number, vrmStiffness: number, boneLengthM: number, engineOmega: number): number;
|
|
119
|
+
/**
|
|
120
|
+
* Guess how much a chain matters from its bone names.
|
|
121
|
+
*
|
|
122
|
+
* Importance drives the frame budget, so getting it roughly right is what lets a crowd degrade sensibly rather
|
|
123
|
+
* than uniformly. Nothing in VRM carries this, and asking a creator to hand-classify twenty-two chains is the
|
|
124
|
+
* kind of chore the platform is supposed to absorb. Names in real content are remarkably consistent — VRoid
|
|
125
|
+
* emits `J_Sec_Hair*`, `*Skirt*`, `*Bust*` — so a table gets most of it, and it is only ever a default.
|
|
126
|
+
*/
|
|
127
|
+
export declare function guessImportance(name: string): ImportedChain['importance'];
|
|
128
|
+
interface GltfNode {
|
|
129
|
+
name?: string;
|
|
130
|
+
children?: number[];
|
|
131
|
+
translation?: number[];
|
|
132
|
+
}
|
|
133
|
+
interface GltfLike {
|
|
134
|
+
nodes?: GltfNode[];
|
|
135
|
+
extensions?: Record<string, unknown>;
|
|
136
|
+
}
|
|
137
|
+
/**
|
|
138
|
+
* Convert the spring-bone configuration of a parsed VRM glTF document.
|
|
139
|
+
*
|
|
140
|
+
* Takes the JSON chunk, not a file path or a three.js scene, so it runs in the pipeline, in a test, and in a
|
|
141
|
+
* browser importer without change.
|
|
142
|
+
*/
|
|
143
|
+
export declare function convertVrmDynamics(gltf: GltfLike): VrmImportResult | null;
|
|
144
|
+
export {};
|