@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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"use strict";
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/**
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* VRM BLEND SHAPES → `helix/avatar-face@1`.
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*
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* The sibling of `vrmDynamics.ts`, and it exists for the same reason: a bridge that carries an avatar's bones
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* but not its mouth has not carried the avatar. Every VRM in the reference set declares the same five vowels
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* and a blink, and HELIX's own face contract names them identically — `vowel.aa/ih/ou/ee/oh` IS the VRM 1.0
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* preset vocabulary, and VRM 0.x's `a/i/u/e/o` is the same five under older names. So this is a rename plus an
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* index resolution, not a retarget, and there is no excuse for an imported character to arrive mute.
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*
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* What it deliberately does NOT do:
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*
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* - Invent the 15 visemes. VRM assets have five vowels; `FaceRuntime` already folds a 15-viseme provider down
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* onto five when that is all the asset has. Declaring `viseme.pp` against a mouth shape that cannot make a
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* P would be a lie the runtime then blends.
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* - Carry the emotion presets (joy, angry, sorrow, fun). They are real and they are worth having, but the
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* face contract is 24 channels of SPEECH and EYES; emotions belong to whatever expression system claims
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* them, and squatting on the contract now would make that harder, not easier.
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* - Guess. If the file has no expression block, this returns null and the caller ships an avatar with no face
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* manifest, which is honest. A name-based fallback for VRoid's `Fcl_MTH_*` exists but runs only when the
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* file's own declaration is missing, and says so in the warnings.
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.convertVrmFace = convertVrmFace;
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exports.faceManifestFrom = faceManifestFrom;
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/**
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* VRM 0.x preset -> HELIX expression id. 0.x has no `surprised`; VRoid still ships the MORPH for it, so the
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* name fallback below can recover one the declaration never mentions.
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*/
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const VRM0_EXPRESSIONS = {
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joy: 'happy', angry: 'angry', sorrow: 'sad', fun: 'relaxed', neutral: 'neutral',
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};
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/** VRM 1.0 preset -> HELIX expression id. 1.0's vocabulary IS the HELIX one; this is an identity map. */
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const VRM1_EXPRESSIONS = {
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happy: 'happy', angry: 'angry', sad: 'sad', relaxed: 'relaxed', surprised: 'surprised', neutral: 'neutral',
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};
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/** VRM 0.x preset name → HELIX semantic. `blink` alone drives BOTH eyes; the runtime blinks them together. */
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const VRM0_PRESETS = {
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a: 'vowel.aa', i: 'vowel.ih', u: 'vowel.ou', e: 'vowel.ee', o: 'vowel.oh',
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blink_l: 'blink.left', blink_r: 'blink.right', blink: 'blink.both',
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};
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/** VRM 1.0 preset name → HELIX semantic. The vowel names are already identical. */
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const VRM1_PRESETS = {
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aa: 'vowel.aa', ih: 'vowel.ih', ou: 'vowel.ou', ee: 'vowel.ee', oh: 'vowel.oh',
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blinkLeft: 'blink.left', blinkRight: 'blink.right', blink: 'blink.both',
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};
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/**
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* VRoid's morph names, used only when a file declares no expressions at all.
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*
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* Every VRoid export carries these whatever its VRM version, so a file stripped of its extension block — an
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* already-converted GLB, for instance — is still recoverable rather than mute.
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*/
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const VROID_FALLBACK = [
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['vowel.aa', 'Fcl_MTH_A'], ['vowel.ih', 'Fcl_MTH_I'], ['vowel.ou', 'Fcl_MTH_U'],
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['vowel.ee', 'Fcl_MTH_E'], ['vowel.oh', 'Fcl_MTH_O'],
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['blink.left', 'Fcl_EYE_Close_L'], ['blink.right', 'Fcl_EYE_Close_R'], ['blink.both', 'Fcl_EYE_Close'],
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];
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/**
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* VRoid's expression morphs, by name.
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*
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* Used for two different misses. A file with no expression block at all falls back to the whole table, same as
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* the vowels. A file that HAS a block still reaches here for `surprised`, because VRM 0.x has no such preset
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* while every VRoid export carries `Fcl_ALL_Surprised` — the shape is in the mesh and only the declaration is
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* missing, and dropping it would be paying for the geometry and shipping nothing.
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*/
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const VROID_EXPRESSION_FALLBACK = [
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['happy', 'Fcl_ALL_Joy'], ['angry', 'Fcl_ALL_Angry'], ['sad', 'Fcl_ALL_Sorrow'],
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['relaxed', 'Fcl_ALL_Fun'], ['surprised', 'Fcl_ALL_Surprised'], ['neutral', 'Fcl_ALL_Neutral'],
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];
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const isRecord = (value) => typeof value === 'object' && value !== null && !Array.isArray(value);
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/**
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* The name rule `helix/avatar-face@1` enforces at BOTH ends — the pipeline parser and the runtime reader.
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*
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* Kept here so the converter never emits a manifest the runtime will refuse. It already did once: this avatar's
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* face mesh is called `Face (merged).baked`, parentheses and all, and a manifest naming it parsed fine through
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* the pipeline's attach step and was then silently rejected at load. The character shipped with a face block and
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* no face. A mesh hint is only a disambiguator, so an unusable one is dropped rather than fatal; an unusable
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* MORPH name is the channel itself, so that channel goes.
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*/
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const SAFE_NAME = /^[A-Za-z0-9_.: -]{1,96}$/;
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const isSafeName = (value) => SAFE_NAME.test(value) && !value.includes('..');
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/** Morph target names for a mesh, from wherever the exporter put them. */
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function targetNames(gltf, meshIndex) {
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const mesh = gltf.meshes?.[meshIndex];
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if (mesh === undefined)
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return [];
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return mesh.extras?.targetNames ?? mesh.primitives?.[0]?.extras?.targetNames ?? [];
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}
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function meshName(gltf, meshIndex) {
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const name = gltf.meshes?.[meshIndex]?.name;
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return name === undefined || name === '' ? undefined : name;
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}
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/**
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* Resolve one bind to a channel.
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*
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* `scale` is what the asset says a full expression is worth: VRM 0.x weights run 0..100, VRM 1.0 runs 0..1. A
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* group whose bind is weighted 50 wants its morph driven half way at full expression, and the contract carries
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* that as the channel's scale rather than losing it.
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*/
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function channelFrom(gltf, meshIndex, morphIndex, weight, scaleDivisor) {
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const names = targetNames(gltf, meshIndex);
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const name = names[morphIndex];
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if (name === undefined || name === '')
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return null;
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if (!isSafeName(name))
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return null;
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const scale = Math.min(Math.max(weight / scaleDivisor, 0.01), 4);
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const mesh = meshName(gltf, meshIndex);
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const usableMesh = mesh !== undefined && isSafeName(mesh) ? mesh : undefined;
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return { kind: 'morph', name, scale, ...(usableMesh === undefined ? {} : { mesh: usableMesh }) };
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}
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/** Both eyes from one group: the same morph, declared on each side. */
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function assign(channels, semantic, channel) {
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if (semantic === 'blink.both') {
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channels['blink.left'] ??= channel;
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channels['blink.right'] ??= channel;
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return;
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}
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channels[semantic] ??= channel;
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}
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function convertVrm0(gltf, vrm, warnings) {
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const master = vrm.blendShapeMaster;
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if (!isRecord(master) || !Array.isArray(master.blendShapeGroups))
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return null;
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const channels = {};
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// Presets before the two-eye blink, so a file declaring both blink_l/blink_r and blink keeps the specific pair.
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const groups = [...master.blendShapeGroups].sort((a, b) => {
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const rank = (g) => (isRecord(g) && g.presetName === 'blink' ? 1 : 0);
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return rank(a) - rank(b);
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});
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const expressions = {};
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for (const group of groups) {
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if (!isRecord(group))
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continue;
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const preset = typeof group.presetName === 'string' ? group.presetName.toLowerCase() : '';
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const semantic = VRM0_PRESETS[preset];
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const expression = VRM0_EXPRESSIONS[preset];
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if ((semantic === undefined && expression === undefined) || !Array.isArray(group.binds) || group.binds.length === 0)
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continue;
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if (group.binds.length > 1) {
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warnings.push(`'${preset}' drives ${group.binds.length} morphs; the contract carries one — kept the heaviest`);
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}
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const binds = [...group.binds].filter(isRecord)
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.sort((a, b) => Number(b.weight ?? 0) - Number(a.weight ?? 0));
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for (const bind of binds) {
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const channel = channelFrom(gltf, Number(bind.mesh), Number(bind.index), Number(bind.weight ?? 100), 100);
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if (channel === null)
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continue;
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if (semantic !== undefined)
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assign(channels, semantic, channel);
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if (expression !== undefined)
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expressions[expression] ??= channel;
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break;
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}
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}
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fillExpressionsByName(gltf, expressions);
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return Object.keys(channels).length === 0 ? null : { sourceVersion: '0.x', channels, expressions, warnings };
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}
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function convertVrm1(gltf, vrm, warnings) {
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const expressions = vrm.expressions;
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if (!isRecord(expressions) || !isRecord(expressions.preset))
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return null;
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const channels = {};
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const entries = Object.entries(expressions.preset)
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.sort(([a], [b]) => Number(a === 'blink') - Number(b === 'blink'));
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const found = {};
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for (const [preset, value] of entries) {
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const semantic = VRM1_PRESETS[preset];
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const expression = VRM1_EXPRESSIONS[preset];
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if ((semantic === undefined && expression === undefined) || !isRecord(value) || !Array.isArray(value.morphTargetBinds))
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continue;
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const binds = value.morphTargetBinds.filter(isRecord)
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.sort((a, b) => Number(b.weight ?? 0) - Number(a.weight ?? 0));
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if (binds.length > 1) {
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warnings.push(`'${preset}' drives ${binds.length} morphs; the contract carries one — kept the heaviest`);
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}
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for (const bind of binds) {
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// VRM 1.0 binds name a NODE; the morph targets live on the mesh that node points at.
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const meshIndex = gltf.nodes?.[Number(bind.node)]?.mesh;
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if (meshIndex === undefined)
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continue;
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const channel = channelFrom(gltf, meshIndex, Number(bind.index), Number(bind.weight ?? 1), 1);
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if (channel === null)
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continue;
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if (semantic !== undefined)
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assign(channels, semantic, channel);
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if (expression !== undefined)
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found[expression] ??= channel;
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break;
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}
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}
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fillExpressionsByName(gltf, found);
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return Object.keys(channels).length === 0 ? null : { sourceVersion: '1.0', channels, expressions: found, warnings };
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}
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/** Every morph name in the document, first mesh wins, keyed for lookup. */
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function morphIndex(gltf) {
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const byName = new Map();
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for (let index = 0; index < (gltf.meshes?.length ?? 0); index++) {
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for (const name of targetNames(gltf, index)) {
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if (!byName.has(name))
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byName.set(name, { name, mesh: meshName(gltf, index) });
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}
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}
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return byName;
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}
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/**
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* Fill expressions the declaration did not cover, from VRoid's fixed morph names.
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*
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* Only ever ADDS. A preset the file actually declared keeps its own bind and its own weight; this is for the
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* shapes that are in the mesh with nothing pointing at them — `surprised` on every VRM 0.x file, most often.
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*/
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function fillExpressionsByName(gltf, expressions) {
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const byName = morphIndex(gltf);
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for (const [id, morph] of VROID_EXPRESSION_FALLBACK) {
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if (expressions[id] !== undefined)
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continue;
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const found = byName.get(morph);
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if (found === undefined || !isSafeName(found.name))
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continue;
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const mesh = found.mesh !== undefined && isSafeName(found.mesh) ? found.mesh : undefined;
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expressions[id] = { kind: 'morph', scale: 1, name: found.name, ...(mesh === undefined ? {} : { mesh }) };
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}
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}
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/** Last resort for a file with no expression block: VRoid's fixed morph names, if the geometry has them. */
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function convertByName(gltf, warnings) {
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const byName = morphIndex(gltf);
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const channels = {};
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for (const [semantic, morph] of VROID_FALLBACK) {
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const found = byName.get(morph);
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if (found === undefined || !isSafeName(found.name))
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continue;
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const mesh = found.mesh !== undefined && isSafeName(found.mesh) ? found.mesh : undefined;
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assign(channels, semantic, { kind: 'morph', scale: 1, name: found.name, ...(mesh === undefined ? {} : { mesh }) });
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}
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if (Object.keys(channels).length === 0)
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return null;
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const expressions = {};
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fillExpressionsByName(gltf, expressions);
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warnings.push('no VRM expression block — mapped by VRoid morph name, which is a convention, not a declaration');
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return { sourceVersion: '0.x', channels, expressions, warnings };
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}
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/**
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* Read a VRM's expressions and return the HELIX face channels, or null if it declares none this can use.
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*
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* NO `jawOpen`, deliberately, and it took building the wrong thing first to see why. VRM has no jaw channel, and
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* the face runtime's cheap LOD rung drives `jawOpen` alone — so deriving it from the "aa" morph looked like free
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* fidelity at distance. It is not: two semantics bound to the SAME morph both write it, so driving "ih" or "oh"
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* also opened the "A" shape all the way. Measured on the reference avatar — `vowel.ih` at 1.0 left `Fcl_MTH_A`
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* at 1.0 — which is a mouth stuck in one vowel for every sound it makes.
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*
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251
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+
* A still mouth at forty pixels is a smaller lie than the wrong mouth shape at four hundred — and it is not
|
|
252
|
+
* even that, because `FaceRuntime` already handles the absence properly: at the jaw rung, an asset with no
|
|
253
|
+
* `jawOpen` binding has its `vowel.aa` target driven by the jaw signal instead ("their broadest open-mouth
|
|
254
|
+
* target, never a blink/expression or an arbitrary first morph"). So the fallback exists where it belongs, at
|
|
255
|
+
* the rung that needs it, instead of corrupting the full rung as an aliased channel did. An asset with a
|
|
256
|
+
* genuine, distinct jaw morph can still declare `jawOpen` in a hand-authored manifest; this converter will not
|
|
257
|
+
* invent one by aliasing a vowel.
|
|
258
|
+
*/
|
|
259
|
+
function convertVrmFace(gltf) {
|
|
260
|
+
const warnings = [];
|
|
261
|
+
const vrm1 = gltf.extensions?.VRMC_vrm;
|
|
262
|
+
const vrm0 = gltf.extensions?.VRM;
|
|
263
|
+
return (isRecord(vrm1) ? convertVrm1(gltf, vrm1, warnings) : null)
|
|
264
|
+
?? (isRecord(vrm0) ? convertVrm0(gltf, vrm0, warnings) : null)
|
|
265
|
+
?? convertByName(gltf, warnings);
|
|
266
|
+
}
|
|
267
|
+
/** The `helix/avatar-face@1` manifest for a converted face, ready for `attachFaceManifest`. */
|
|
268
|
+
function faceManifestFrom(result) {
|
|
269
|
+
return {
|
|
270
|
+
contract: 'helix/avatar-face@1',
|
|
271
|
+
channels: result.channels,
|
|
272
|
+
// Absent rather than empty — the contract rejects `{}`, and an avatar with no expressions should declare
|
|
273
|
+
// nothing rather than declare emptiness. It is also what the dial reads to decide it has no reason to exist.
|
|
274
|
+
...(Object.keys(result.expressions).length === 0 ? {} : { expressions: result.expressions }),
|
|
275
|
+
// The contract's own defaults. An imported avatar has no special claim on face detail at distance, and a
|
|
276
|
+
// per-import LOD would make two avatars in one scene disagree about when a mouth stops moving.
|
|
277
|
+
lod: { fullMinPixels: 96, jawMinPixels: 32 },
|
|
278
|
+
};
|
|
279
|
+
}
|
|
280
|
+
//# sourceMappingURL=vrmFace.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"vrmFace.js","sourceRoot":"","sources":["../../../src/character/stages/vrmFace.ts"],"names":[],"mappings":";AAAA;;;;;;;;;;;;;;;;;;;;GAoBG;;AAqQH,wCAOC;AAGD,4CAgBC;AAvQD;;;GAGG;AACH,MAAM,gBAAgB,GAA2C;IAC/D,GAAG,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,MAAM,EAAE,KAAK,EAAE,GAAG,EAAE,SAAS,EAAE,OAAO,EAAE,SAAS;CAChF,CAAC;AAEF,yGAAyG;AACzG,MAAM,gBAAgB,GAA2C;IAC/D,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,GAAG,EAAE,KAAK,EAAE,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,WAAW,EAAE,OAAO,EAAE,SAAS;CAC3G,CAAC;AAEF,8GAA8G;AAC9G,MAAM,YAAY,GAA6D;IAC7E,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU;IACzE,OAAO,EAAE,YAAY,EAAE,OAAO,EAAE,aAAa,EAAE,KAAK,EAAE,YAAY;CACnE,CAAC;AAEF,mFAAmF;AACnF,MAAM,YAAY,GAA6D;IAC7E,EAAE,EAAE,UAAU,EAAE,EAAE,EAAE,UAAU,EAAE,EAAE,EAAE,UAAU,EAAE,EAAE,EAAE,UAAU,EAAE,EAAE,EAAE,UAAU;IAC9E,SAAS,EAAE,YAAY,EAAE,UAAU,EAAE,aAAa,EAAE,KAAK,EAAE,YAAY;CACxE,CAAC;AAEF;;;;;GAKG;AACH,MAAM,cAAc,GAAqE;IACvF,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,CAAC,UAAU,EAAE,WAAW,CAAC;IAC/E,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,CAAC,UAAU,EAAE,WAAW,CAAC;IACpD,CAAC,YAAY,EAAE,iBAAiB,CAAC,EAAE,CAAC,aAAa,EAAE,iBAAiB,CAAC,EAAE,CAAC,YAAY,EAAE,eAAe,CAAC;CACvG,CAAC;AAEF;;;;;;;GAOG;AACH,MAAM,yBAAyB,GAAmD;IAChF,CAAC,OAAO,EAAE,aAAa,CAAC,EAAE,CAAC,OAAO,EAAE,eAAe,CAAC,EAAE,CAAC,KAAK,EAAE,gBAAgB,CAAC;IAC/E,CAAC,SAAS,EAAE,aAAa,CAAC,EAAE,CAAC,WAAW,EAAE,mBAAmB,CAAC,EAAE,CAAC,SAAS,EAAE,iBAAiB,CAAC;CAC/F,CAAC;AAEF,MAAM,QAAQ,GAAG,CAAC,KAAc,EAAoC,EAAE,CACpE,OAAO,KAAK,KAAK,QAAQ,IAAI,KAAK,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;AAEvE;;;;;;;;GAQG;AACH,MAAM,SAAS,GAAG,0BAA0B,CAAC;AAC7C,MAAM,UAAU,GAAG,CAAC,KAAa,EAAW,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;AAE9F,0EAA0E;AAC1E,SAAS,WAAW,CAAC,IAAc,EAAE,SAAiB;IACpD,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,SAAS,CAAC,CAAC;IACtC,IAAI,IAAI,KAAK,SAAS;QAAE,OAAO,EAAE,CAAC;IAClC,OAAO,IAAI,CAAC,MAAM,EAAE,WAAW,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC,EAAE,MAAM,EAAE,WAAW,IAAI,EAAE,CAAC;AACrF,CAAC;AAED,SAAS,QAAQ,CAAC,IAAc,EAAE,SAAiB;IACjD,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,SAAS,CAAC,EAAE,IAAI,CAAC;IAC5C,OAAO,IAAI,KAAK,SAAS,IAAI,IAAI,KAAK,EAAE,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC;AAC9D,CAAC;AAED;;;;;;GAMG;AACH,SAAS,WAAW,CAClB,IAAc,EAAE,SAAiB,EAAE,UAAkB,EAAE,MAAc,EAAE,YAAoB;IAE3F,MAAM,KAAK,GAAG,WAAW,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;IAC3C,MAAM,IAAI,GAAG,KAAK,CAAC,UAAU,CAAC,CAAC;IAC/B,IAAI,IAAI,KAAK,SAAS,IAAI,IAAI,KAAK,EAAE;QAAE,OAAO,IAAI,CAAC;IACnD,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC;QAAE,OAAO,IAAI,CAAC;IACnC,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,GAAG,YAAY,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC;IACjE,MAAM,IAAI,GAAG,QAAQ,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;IACvC,MAAM,UAAU,GAAG,IAAI,KAAK,SAAS,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,SAAS,CAAC;IAC7E,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;AACnG,CAAC;AAED,uEAAuE;AACvE,SAAS,MAAM,CACb,QAA0D,EAC1D,QAAwC,EACxC,OAAuB;IAEvB,IAAI,QAAQ,KAAK,YAAY,EAAE,CAAC;QAC9B,QAAQ,CAAC,YAAY,CAAC,KAAK,OAAO,CAAC;QACnC,QAAQ,CAAC,aAAa,CAAC,KAAK,OAAO,CAAC;QACpC,OAAO;IACT,CAAC;IACD,QAAQ,CAAC,QAAQ,CAAC,KAAK,OAAO,CAAC;AACjC,CAAC;AAED,SAAS,WAAW,CAAC,IAAc,EAAE,GAA4B,EAAE,QAAkB;IACnF,MAAM,MAAM,GAAG,GAAG,CAAC,gBAAgB,CAAC;IACpC,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,gBAAgB,CAAC;QAAE,OAAO,IAAI,CAAC;IAC9E,MAAM,QAAQ,GAAqD,EAAE,CAAC;IACtE,gHAAgH;IAChH,MAAM,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,gBAAgB,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE;QACxD,MAAM,IAAI,GAAG,CAAC,CAAU,EAAU,EAAE,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,UAAU,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACvF,OAAO,IAAI,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC,CAAC,CAAC;IACH,MAAM,WAAW,GAAkD,EAAE,CAAC;IACtE,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE,CAAC;QAC3B,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC;YAAE,SAAS;QAC/B,MAAM,MAAM,GAAG,OAAO,KAAK,CAAC,UAAU,KAAK,QAAQ,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;QAC1F,MAAM,QAAQ,GAAG,YAAY,CAAC,MAAM,CAAC,CAAC;QACtC,MAAM,UAAU,GAAG,gBAAgB,CAAC,MAAM,CAAC,CAAC;QAC5C,IAAI,CAAC,QAAQ,KAAK,SAAS,IAAI,UAAU,KAAK,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,KAAK,CAAC,MAAM,KAAK,CAAC;YAAE,SAAS;QAC9H,IAAI,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YAC3B,QAAQ,CAAC,IAAI,CAAC,IAAI,MAAM,YAAY,KAAK,CAAC,KAAK,CAAC,MAAM,uDAAuD,CAAC,CAAC;QACjH,CAAC;QACD,MAAM,KAAK,GAAG,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,CAAC,MAAM,CAAC,QAAQ,CAAC;aAC5C,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,MAAM,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,MAAM,IAAI,CAAC,CAAC,CAAC,CAAC;QACjE,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE,CAAC;YACzB,MAAM,OAAO,GAAG,WAAW,CAAC,IAAI,EAAE,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC,IAAI,CAAC,MAAM,IAAI,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;YAC1G,IAAI,OAAO,KAAK,IAAI;gBAAE,SAAS;YAC/B,IAAI,QAAQ,KAAK,SAAS;gBAAE,MAAM,CAAC,QAAQ,EAAE,QAAQ,EAAE,OAAO,CAAC,CAAC;YACh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|
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@@ -1,9 +1,23 @@
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1
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import { Document } from '@gltf-transform/core';
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import { type FaceRegionOptions } from './faceRegion';
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export interface WeldedSimplifyResult {
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before: number;
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after: number;
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/** Fraction of output triangles whose three corners agreed on one source UV chart (1 = zero smear). */
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uvCoherence: number;
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/** Face-region triangles (see faceRegion.ts) before and after, when face protection ran. */
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face?: {
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before: number;
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after: number;
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budget: number;
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};
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}
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export interface FaceProtection extends FaceRegionOptions {
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/**
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* Fraction of each primitive's triangle target reserved for its FACE region. The face never gets less than its
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* uniform (area-blind) share and never more than it had. 0 disables protection.
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*/
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share: number;
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}
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export interface SeamAnalysis {
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verts: number;
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@@ -29,4 +43,4 @@ export declare function analyzeSeams(document: Document): SeamAnalysis;
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* every other attribute (JOINTS/WEIGHTS/...) rides along with the chosen copy, so skinning survives.
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* NEVER use on first-party identity-texture bodies — this trades UV fidelity for triangle count.
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*/
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export declare function weldedSimplify(document: Document, targetTris: number, errorCap?: number): Promise<WeldedSimplifyResult>;
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export declare function weldedSimplify(document: Document, targetTris: number, errorCap?: number, faceProtection?: FaceProtection): Promise<WeldedSimplifyResult>;
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@@ -1,11 +1,10 @@
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"use strict";
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// PORTED from helix-web-engine-new/tools/character-pipeline — the source of truth for the character
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// pipeline. SYNC OBLIGATION: fix bugs there first, then mirror the change here; do not diverge.
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.analyzeSeams = analyzeSeams;
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exports.weldedSimplify = weldedSimplify;
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const meshoptimizer_1 = require("meshoptimizer");
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const report_1 = require("./report");
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const faceRegion_1 = require("./faceRegion");
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/** Measures how seam-shredded a mesh is: index-connectivity islands ARE the atlas charts. */
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function analyzeSeams(document) {
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let verts = 0, charts = 0, tris = 0;
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@@ -55,13 +54,14 @@ function analyzeSeams(document) {
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* every other attribute (JOINTS/WEIGHTS/...) rides along with the chosen copy, so skinning survives.
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* NEVER use on first-party identity-texture bodies — this trades UV fidelity for triangle count.
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*/
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async function weldedSimplify(document, targetTris, errorCap = 0.05) {
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async function weldedSimplify(document, targetTris, errorCap = 0.05, faceProtection) {
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const before = (0, report_1.countTriangles)(document);
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if (before <= targetTris)
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return { before, after: before, uvCoherence: 1 };
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await meshoptimizer_1.MeshoptSimplifier.ready;
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let coherentTris = 0;
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let outputTris = 0;
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let face;
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for (const mesh of document.getRoot().listMeshes()) {
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for (const prim of mesh.listPrimitives()) {
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if (prim.getMode() !== 4 || prim.getIndices() === null || prim.getAttribute('POSITION') === null)
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@@ -69,14 +69,83 @@ async function weldedSimplify(document, targetTris, errorCap = 0.05) {
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const primTris = prim.getIndices().getCount() / 3;
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// Multi-prim imports: each prim gets a share of the target proportional to its share of the tris.
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const primTarget = Math.max(1, Math.round((primTris / before) * targetTris));
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const
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const faceMask = faceProtection !== undefined && faceProtection.share > 0 ? (0, faceRegion_1.faceTriangleMask)(document, prim, faceProtection) : null;
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const stats = simplifyPrimitive(document, prim, primTarget, errorCap, faceMask, faceProtection?.share ?? 0);
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coherentTris += stats.coherent;
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outputTris += stats.tris;
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if (stats.face !== undefined) {
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face ??= { before: 0, after: 0, budget: 0 };
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face.before += stats.face.before;
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face.after += stats.face.after;
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face.budget += stats.face.budget;
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}
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}
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}
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return { before, after: (0, report_1.countTriangles)(document), uvCoherence: outputTris > 0 ? coherentTris / outputTris : 1 };
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return { before, after: (0, report_1.countTriangles)(document), uvCoherence: outputTris > 0 ? coherentTris / outputTris : 1, ...(face !== undefined && { face }) };
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}
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-
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/**
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* Region-budgeted collapse on the welded mesh: the face keeps `faceBudget` triangles, the rest of the mesh gets the
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* remainder. Two locked passes (meshopt vertex_lock): body first with every face-touching slot frozen, then the face
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* with every body-only slot frozen, so neither region can spend the other's budget and the shared boundary ring stays
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* watertight (a locked vertex never moves; an unlocked neighbour may still collapse onto it).
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*/
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function regionSimplify(weldedIdx, weldedPos, faceTri, targetTris, errorCap, share) {
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const slots = weldedPos.length / 3;
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const tris = weldedIdx.length / 3;
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// Slot roles from the ORIGINAL welded topology: 1 = touched by face triangles only (interior), 2 = touched by both
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// (the boundary ring). A triangle is FACE when it has an interior corner — stable under both passes: in pass 1 every
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// face-touching slot is locked and no body edge reaches an interior slot, so body collapses can never mint "face"
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// triangles (an all-corners-face-slot test counted body triangles squashed onto the ring and starved the body).
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const touch = new Uint8Array(slots); // bit 1 = face triangle, bit 2 = body triangle
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for (let t = 0; t < tris; t++) {
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const bit = faceTri[t] === 1 ? 1 : 2;
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for (let k = 0; k < 3; k++)
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touch[weldedIdx[t * 3 + k]] |= bit;
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}
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const faceSlot = new Uint8Array(slots); // locked in pass 1: every face-touching slot (interior + ring)
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for (let s = 0; s < slots; s++)
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faceSlot[s] = (touch[s] & 1) !== 0 ? 1 : 0;
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const isFace = (indices, t) => touch[indices[t * 3]] === 1 || touch[indices[t * 3 + 1]] === 1 || touch[indices[t * 3 + 2]] === 1;
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const countFace = (indices) => {
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let n = 0;
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for (let t = 0; t < indices.length / 3; t++)
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if (isFace(indices, t))
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n++;
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return n;
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};
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const experimental = meshoptimizer_1.MeshoptSimplifier.useExperimentalFeatures;
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meshoptimizer_1.MeshoptSimplifier.useExperimentalFeatures = true; // vertex_lock lives on simplifyWithAttributes (meshopt 0.22)
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try {
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const noAttributes = new Float32Array(slots);
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const lockedPass = (indices, lock, target) => {
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const goal = Math.max(0, Math.min(indices.length / 3, target)) * 3;
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if (goal >= indices.length)
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return indices;
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const [out] = meshoptimizer_1.MeshoptSimplifier.simplifyWithAttributes(indices, weldedPos, 3, noAttributes, 1, [0], lock, goal, errorCap, []);
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return out;
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};
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const faceBefore = countFace(weldedIdx);
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const uniform = Math.round((faceBefore / tris) * targetTris);
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const budget = Math.min(faceBefore, Math.max(uniform, Math.round(targetTris * share)));
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// Pass 1 — body: face-touching slots frozen (face + boundary ring), body collapses to the remainder.
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const pass1 = lockedPass(weldedIdx, faceSlot, targetTris - budget + faceBefore);
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// Pass 2 — face: body-only slots frozen; the face collapses to its budget.
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const bodyLock = new Uint8Array(slots);
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for (let s = 0; s < slots; s++)
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bodyLock[s] = faceSlot[s] === 1 ? 0 : 1;
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const faceCount1 = countFace(pass1);
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let pass2 = lockedPass(pass1, bodyLock, pass1.length / 3 - Math.max(0, faceCount1 - budget));
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// The ring stays frozen through pass 1 and the body through pass 2, so on an aggressive far-LOD target the error
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// budget can stall both short of it. The level's triangle target wins over face protection: finish unlocked.
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if (pass2.length / 3 > targetTris * 1.02)
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[pass2] = meshoptimizer_1.MeshoptSimplifier.simplify(pass2, weldedPos, 3, targetTris * 3, errorCap, []);
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return { indices: pass2, face: { before: faceBefore, after: countFace(pass2), budget } };
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}
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finally {
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meshoptimizer_1.MeshoptSimplifier.useExperimentalFeatures = experimental;
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}
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}
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function simplifyPrimitive(document, prim, targetTris, errorCap, faceMask = null, faceShare = 0) {
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const idx = prim.getIndices().getArray();
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const pos = prim.getAttribute('POSITION').getArray();
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const nVerts = pos.length / 3;
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@@ -117,12 +186,24 @@ function simplifyPrimitive(document, prim, targetTris, errorCap) {
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weldedPos[s * 3 + 2] = pos[o * 3 + 2];
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}
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const weldedIdx = [];
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const weldedFace = [];
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for (let i = 0; i < idx.length; i += 3) {
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const a = slotOf[idx[i]], b = slotOf[idx[i + 1]], c = slotOf[idx[i + 2]];
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-
if (a !== b && b !== c && a !== c)
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+
if (a !== b && b !== c && a !== c) {
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weldedIdx.push(a, b, c);
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weldedFace.push(faceMask?.[i / 3] ?? 0);
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}
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+
}
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+
let simplified;
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let face;
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+
if (faceMask !== null && weldedFace.some((f) => f === 1)) {
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const region = regionSimplify(new Uint32Array(weldedIdx), weldedPos, Uint8Array.from(weldedFace), targetTris, errorCap, faceShare);
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simplified = region.indices;
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face = region.face;
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}
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else {
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[simplified] = meshoptimizer_1.MeshoptSimplifier.simplify(new Uint32Array(weldedIdx), weldedPos, 3, targetTris * 3, errorCap, []);
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}
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-
const [simplified] = meshoptimizer_1.MeshoptSimplifier.simplify(new Uint32Array(weldedIdx), weldedPos, 3, targetTris * 3, errorCap, []);
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207
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// Re-point each output corner at a real original vertex: per triangle, the chart covering the most
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208
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// corners wins; corners without a copy in that chart fall back to their first copy (the smear case).
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128
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let coherent = 0;
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@@ -197,6 +278,6 @@ function simplifyPrimitive(document, prim, targetTris, errorCap) {
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197
278
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});
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198
279
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prim.setAttribute('NORMAL', document.createAccessor().setType('VEC3').setArray(normals).setBuffer(buffer));
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}
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200
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-
return { tris: outIdx.length / 3, coherent };
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281
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+
return { tris: outIdx.length / 3, coherent, ...(face !== undefined && { face }) };
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201
282
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}
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//# sourceMappingURL=weldedSimplify.js.map
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@@ -1 +1 @@
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1
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-
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@@ -0,0 +1,33 @@
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1
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+
import { Document, type Node } from '@gltf-transform/core';
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2
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+
export interface FuseSpec {
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3
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+
a: string;
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4
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+
b: string;
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5
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+
/** Columns of `a` and of `b` whose faces open towards each other (three consecutive columns each). */
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6
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+
colsA: [number, number, number];
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7
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+
colsB: [number, number, number];
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8
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+
/** Height range of the contact, metres. */
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9
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+
y: [number, number];
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10
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+
/** Weight of the other part's joint spread over each side's contact vertices (default 0.35). */
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11
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+
bleed?: number;
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12
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+
}
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13
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+
export interface BridgeFixtureOptions {
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|
14
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+
fuse?: FuseSpec[];
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15
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+
/** Rename joints to helix-humanoid@1 names (what the stage sees after retarget). Default false (Meshy names). */
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16
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+
helixNames?: boolean;
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17
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+
/** Parts NOT tied to the torso (e.g. 'hand_l': the arm then hangs on the thigh by its bridge alone). */
|
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18
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+
untied?: string[];
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19
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+
}
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20
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+
export interface BridgeFixture {
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|
21
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+
document: Document;
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|
22
|
+
meshNode: Node;
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|
23
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+
/** Triangles that join the fused parts (webs + caps). */
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24
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+
bridgeTriangles: number;
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25
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+
}
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26
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+
/** Left hand onto the left thigh: hand columns 5..7 face -x, thigh columns 11..1 face +x. */
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|
27
|
+
export declare const LEFT_HAND_ON_THIGH: FuseSpec;
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|
28
|
+
export declare const RIGHT_HAND_ON_THIGH: FuseSpec;
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29
|
+
/** A skirt panel between the thighs. */
|
|
30
|
+
export declare const SKIRT_BETWEEN_THIGHS: FuseSpec;
|
|
31
|
+
/** A left hand in a hoodie pocket: fused to the torso. */
|
|
32
|
+
export declare const HAND_IN_POCKET: FuseSpec;
|
|
33
|
+
export declare function buildBridgeFixture(options?: BridgeFixtureOptions): BridgeFixture;
|