@joystack/cli 0.0.0-stage → 0.1.43

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Files changed (56) hide show
  1. package/CHANGELOG.md +738 -0
  2. package/LICENSE +202 -0
  3. package/README.md +21 -2
  4. package/bin/joystack.mjs +300 -0
  5. package/lib/agent-session.mjs +52 -0
  6. package/lib/agent-surface.mjs +333 -0
  7. package/lib/assets-json.mjs +205 -0
  8. package/lib/assets-page.mjs +184 -0
  9. package/lib/assets-sheet.mjs +365 -0
  10. package/lib/build-id.mjs +130 -0
  11. package/lib/bundle-primitives.mjs +123 -0
  12. package/lib/changelog.mjs +193 -0
  13. package/lib/config.mjs +56 -0
  14. package/lib/create.mjs +241 -0
  15. package/lib/dev.mjs +435 -0
  16. package/lib/engine.mjs +198 -0
  17. package/lib/feedback-sync.mjs +231 -0
  18. package/lib/feedback.mjs +209 -0
  19. package/lib/freeze.mjs +108 -0
  20. package/lib/game-files.mjs +99 -0
  21. package/lib/history.mjs +612 -0
  22. package/lib/inbox-cmd.mjs +57 -0
  23. package/lib/inject.mjs +250 -0
  24. package/lib/joystack-node-doors.mjs +230 -0
  25. package/lib/lane.mjs +141 -0
  26. package/lib/legacy-names.mjs +246 -0
  27. package/lib/lint.mjs +292 -0
  28. package/lib/login.mjs +134 -0
  29. package/lib/model-bake-cli.mjs +17 -0
  30. package/lib/model-bake.mjs +869 -0
  31. package/lib/npm.mjs +38 -0
  32. package/lib/ports.mjs +234 -0
  33. package/lib/primitives.mjs +393 -0
  34. package/lib/printable.mjs +12 -0
  35. package/lib/process-tree.mjs +30 -0
  36. package/lib/project.mjs +84 -0
  37. package/lib/publish.mjs +179 -0
  38. package/lib/replay-cmd.mjs +426 -0
  39. package/lib/replay-export.mjs +1379 -0
  40. package/lib/replay-list.mjs +308 -0
  41. package/lib/replay-profile.mjs +467 -0
  42. package/lib/replay-store.mjs +719 -0
  43. package/lib/room-reload.mjs +168 -0
  44. package/lib/room-server.mjs +539 -0
  45. package/lib/self-update.mjs +162 -0
  46. package/lib/shadow-resolve.mjs +85 -0
  47. package/lib/share.mjs +149 -0
  48. package/lib/smoke-gpu-preload.mjs +91 -0
  49. package/lib/source-path.mjs +33 -0
  50. package/lib/static-server.mjs +1238 -0
  51. package/lib/test-cmd.mjs +697 -0
  52. package/lib/test-policy.mjs +157 -0
  53. package/lib/test-reporter.mjs +177 -0
  54. package/lib/test-selection-cli.mjs +18 -0
  55. package/lib/update.mjs +299 -0
  56. package/package.json +27 -4
@@ -0,0 +1,869 @@
1
+ // model bake — turn a rigged GLB into the artifacts the room needs to hit the
2
+ // model's true animated surface:
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+ //
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+ // <model>.skeleton.json bones (parent, rest transform) + baked clips — what
5
+ // shared/ui/room/lib/rig.js poses
6
+ // <model>.mesh.json vertices, skin weights, triangles, per-triangle zone
7
+ // bytes, broadphase radius — what skin-hit.js shoots
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+ //
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+ // Both are emitted TOGETHER from one read of one loaded model, because they share
10
+ // a bone ordering: the mesh's skin indices are meaningless against a differently
11
+ // ordered skeleton.
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+ //
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+ // The GLB is parsed by three.js's own GLTFLoader in a REAL browser (playwright),
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+ // not by a node-side parser. The browser's loader is the same code that will draw
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+ // the model at runtime, so whatever it decides about the asset (bone order, node
16
+ // transforms, interleaved buffers) is by construction what the drawn model does.
17
+ // A second parser would be a second opinion, and a second opinion is exactly the
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+ // drift class this pipeline exists to delete. The page is hermetic: every request
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+ // (three, the loader, the GLB bytes) is fulfilled from local disk via route
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+ // interception — no network, no server.
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+ //
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+ // Baking is normally AUTOMATIC: dev/test/publish call `ensureBaked()` and re-bake
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+ // any referenced GLB whose content hash no longer matches the artifact's recorded
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+ // source hash. `joystack model bake <glb>` is the explicit escape hatch (debugging,
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+ // forcing a re-bake). Artifacts are committed next to the model like any other
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+ // game file.
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+ //
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+ // ── Optional bake config: <model>.bake.json next to the GLB ──────────────────
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+ // {
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+ // "zones": { "head": ["Head", "Neck*"], "arm": ["*_Arm*"] },
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+ // "clips": ["fly", "idle"], // subset to bake; default = all
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+ // "generate": "drifter-gen.mjs", // generator script, relative to the GLB
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+ // "pivot": "center" // where body.(x,y,z) sits in the model:
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+ // } // "origin" (default) | "center" | "feet" | [x,y,z]
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+ // Zones use the dominant-bone rule (a triangle belongs to whichever bone most
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+ // influences its vertices — the same rule the big engines use to size their
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+ // bone-attached proxy shapes, pointed at triangles). Patterns match bone
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+ // names, `*` is a wildcard. Without config the mesh gets NO zones: hits still land
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+ // on the exact surface, damage is uniform, and `hitRay` reports `zone: null`.
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+ //
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+ // `generate` names a game-committed script that runs AT BAKE TIME with the
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+ // parsed model and returns data the engine carries: additive clips baked from a
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+ // procedural pose function (`export clips`) and/or per-triangle zone bytes for
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+ // meshes bone names can't describe (`export zones`). See the generator-script
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+ // section below for the exact contract. The script's text participates in the
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+ // staleness hash, so editing it re-bakes exactly like editing the GLB.
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+ //
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+ // ── What a bake rejects, loudly ──────────────────────────────────────────────
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+ // - scale tracks in a clip (the runtime rig is uniform-scale; a scaling clip
50
+ // cannot be reproduced, so it fails the bake instead of silently drifting)
51
+ // - >4 skin influences per vertex, non-uniform bone scale, non-unit rotations
52
+ // (scale left in a matrix — the drifter's 17° bug, caught at bake)
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+ // - skin weights outside [0,1] or not summing to ~1 (the fingerprint of reading
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+ // interleaved attributes through `.array` instead of the accessors)
55
+ // Root-bone POSITION tracks are stripped by default and reported: the entity's
56
+ // own movement owns where the creature is, and keeping root motion would apply
57
+ // it twice.
58
+
59
+ import { createHash } from 'node:crypto';
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+ import { existsSync, readFileSync, writeFileSync } from 'node:fs';
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+ import { join, resolve, basename, dirname } from 'node:path';
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+ import { pathToFileURL } from 'node:url';
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+ import { resolveEngine } from './project.mjs';
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+
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+ // Version stamped into artifacts. Bump when the bake OUTPUT changes shape or
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+ // meaning — it participates in the staleness hash, so old artifacts re-bake.
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+ // v2: the staleness hash gained the generator-script component, and skeletons
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+ // may carry generated additive clips.
69
+ // v3: skeletons carry a resolved `pivot`, and the broadphase radius is
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+ // measured about it instead of the model origin.
71
+ export const BAKE_VERSION = 3;
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+
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+ // ── pure helpers (unit-tested without a browser) ─────────────────────────────
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+
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+ // Sort bones parent-first and produce old→new remap. rig.js poses in one forward
76
+ // pass, so every parent must precede its children; a GLB does not promise that.
77
+ export function sortBonesParentFirst(raw) {
78
+ const order = [];
79
+ const placed = new Set();
80
+ for (let guard = 0; order.length < raw.length && guard <= raw.length; guard++) {
81
+ for (let i = 0; i < raw.length; i++) {
82
+ if (placed.has(i)) continue;
83
+ if (raw[i].parent < 0 || placed.has(raw[i].parent)) { order.push(i); placed.add(i); }
84
+ }
85
+ }
86
+ if (order.length !== raw.length) throw new Error('skeleton is not a tree (parent cycle)');
87
+ const remap = new Int32Array(raw.length);
88
+ order.forEach((old, neu) => { remap[old] = neu; });
89
+ return { order, remap };
90
+ }
91
+
92
+ // Bone-name pattern matching for the zones config. `*` matches any run of
93
+ // characters; matching is case-sensitive (bone names are authored identifiers).
94
+ export function matchesPattern(name, pattern) {
95
+ if (!pattern.includes('*')) return name === pattern;
96
+ const rx = new RegExp(`^${pattern.split('*').map((s) => s.replace(/[.*+?^${}()|[\]\\]/g, '\\$&')).join('.*')}$`);
97
+ return rx.test(name);
98
+ }
99
+
100
+ // Map each bone to a zone byte from the config. Zone 0 is always the implicit
101
+ // "body" (every unmatched bone); config keys become zones 1..n in key order.
102
+ export function boneZonesFromConfig(boneNames, zonesConfig) {
103
+ const names = ['body', ...Object.keys(zonesConfig)];
104
+ const byBone = new Uint8Array(boneNames.length);
105
+ boneNames.forEach((bn, i) => {
106
+ for (let z = 1; z < names.length; z++) {
107
+ if (zonesConfig[names[z]].some((p) => matchesPattern(bn, p))) { byBone[i] = z; return; }
108
+ }
109
+ });
110
+ return { names, byBone };
111
+ }
112
+
113
+ // Resolve the config's `pivot` — the model-space point that lands ON the
114
+ // entity's body.(x,y,z) — against the bind-pose bounding box. There is no
115
+ // universal right anchor (a flyer wants its centre, a walker its feet, a turret
116
+ // its base), so it's a per-model choice; "origin" reproduces the GLB's own
117
+ // origin and is the default. The resolved vector is written into the skeleton
118
+ // artifact; the runtime composes it into PLACEMENT only, never the inverse
119
+ // bind, so skinning is unaffected.
120
+ export function resolvePivot(pivotCfg, bbox) {
121
+ if (pivotCfg == null || pivotCfg === 'origin') return [0, 0, 0];
122
+ const mid = (a) => (bbox.min[a] + bbox.max[a]) / 2;
123
+ if (pivotCfg === 'center') return [mid(0), mid(1), mid(2)];
124
+ if (pivotCfg === 'feet') return [mid(0), bbox.min[1], mid(2)];
125
+ if (Array.isArray(pivotCfg) && pivotCfg.length === 3 && pivotCfg.every((n) => Number.isFinite(n))) {
126
+ return [pivotCfg[0], pivotCfg[1], pivotCfg[2]];
127
+ }
128
+ throw new Error(`"pivot" must be "origin", "center", "feet", or [x, y, z] — got ${JSON.stringify(pivotCfg)}`);
129
+ }
130
+
131
+ // The dominant bone of a triangle: the bone with the highest summed skin weight
132
+ // across its three vertices. `acc` is scratch sized to the bone count.
133
+ export function dominantBone(skinIndex, skinWeight, influences, index, tri, acc) {
134
+ acc.fill(0);
135
+ for (let k = 0; k < 3; k++) {
136
+ const v = index[tri * 3 + k];
137
+ for (let j = 0; j < influences; j++) acc[skinIndex[v * influences + j]] += skinWeight[v * influences + j];
138
+ }
139
+ let best = 0, bestW = -1;
140
+ for (let b = 0; b < acc.length; b++) if (acc[b] > bestW) { bestW = acc[b]; best = b; }
141
+ return best;
142
+ }
143
+
144
+ export function sha256(buf) {
145
+ return createHash('sha256').update(buf).digest('hex');
146
+ }
147
+
148
+ // The staleness key an artifact records: GLB bytes + bake config + generator
149
+ // script + bake version. If any of the four changes, the artifact is stale and
150
+ // auto-bake re-runs — editing the generator's wing maths re-bakes exactly like
151
+ // editing the GLB does.
152
+ export function sourceHash(glbBytes, configText, generatorText = '') {
153
+ return sha256(Buffer.concat([
154
+ Buffer.from(`bake${BAKE_VERSION}!`),
155
+ Buffer.from(sha256(glbBytes)),
156
+ Buffer.from(sha256(Buffer.from(configText ?? ''))),
157
+ Buffer.from(sha256(Buffer.from(generatorText ?? ''))),
158
+ ]));
159
+ }
160
+
161
+ export function artifactPaths(glbPath) {
162
+ const stem = glbPath.replace(/\.glb$/i, '');
163
+ return { skeleton: `${stem}.skeleton.json`, mesh: `${stem}.mesh.json`, config: `${stem}.bake.json` };
164
+ }
165
+
166
+ // The generator script's current text, resolved from the bake config — '' when
167
+ // the config names none. A named-but-missing script reads as null so staleness
168
+ // can answer "stale" and the bake itself can fail with the real error.
169
+ function generatorText(glbPath, configText) {
170
+ if (!configText) return '';
171
+ let gen;
172
+ try { gen = JSON.parse(configText)?.generate; } catch { return ''; } // bad JSON fails in bakeModel with the real message
173
+ if (!gen) return '';
174
+ const p = resolve(dirname(glbPath), gen);
175
+ if (!existsSync(p)) return null;
176
+ return readFileSync(p, 'utf8');
177
+ }
178
+
179
+ // Is the artifact pair current for this GLB + config + generator? (Missing → stale.)
180
+ export function isStale(glbPath) {
181
+ const { skeleton, mesh, config } = artifactPaths(glbPath);
182
+ if (!existsSync(skeleton) || !existsSync(mesh)) return true;
183
+ try {
184
+ const configText = existsSync(config) ? readFileSync(config, 'utf8') : '';
185
+ const genText = generatorText(glbPath, configText);
186
+ if (genText === null) return true; // config names a script that is gone
187
+ const want = sourceHash(readFileSync(glbPath), configText, genText);
188
+ const have = JSON.parse(readFileSync(skeleton, 'utf8'))?._source?.hash;
189
+ return have !== want;
190
+ } catch {
191
+ return true; // unreadable artifact = stale artifact
192
+ }
193
+ }
194
+
195
+ // ── generator scripts: game code runs at bake time, the engine ships data ────
196
+ // bake.json may name a game-committed script: { "generate": "drifter-gen.mjs" }
197
+ // (path relative to the GLB). The script receives the parsed model and returns
198
+ // DATA — additive clip samples and/or per-triangle zone bytes. The engine
199
+ // validates and carries what it returns; it learns no geometric language and
200
+ // runs no game code after the bake. Two exports, both optional, each either the
201
+ // value or a function of the model:
202
+ //
203
+ // export function clips(model) {
204
+ // return { beat: { duration: 1, additive: true, keys: 64, sample: (t) => ({
205
+ // WingL: { rot: [x, y, z, w] }, // delta from rest, unit quaternion
206
+ // Chest: { pos: [x, y, z] }, // delta from rest, model units
207
+ // }) } };
208
+ // }
209
+ // export function zones(model) {
210
+ // return { names: ['body', 'wing'], tri: bytes }; // one byte per triangle
211
+ // }
212
+ //
213
+ // `model` = { bones, clips, mesh: { vertexCount, triangleCount, influences,
214
+ // position, skinIndex, skinWeight, index } } — everything the bake read from
215
+ // the GLB, typed arrays decoded.
216
+ //
217
+ // sample(t) must be DETERMINISTIC (no Math.random(), no Date.now()): the tracks
218
+ // it produces are replicated pose truth, and a re-bake must reproduce them
219
+ // byte-identically or the staleness hash lies.
220
+
221
+ // Sample each generated clip definition into baked additive tracks.
222
+ export function buildGeneratedClips(defs, boneNames, existingClipNames = []) {
223
+ const known = new Set(boneNames);
224
+ const existing = new Set(existingClipNames);
225
+ const clips = {};
226
+ for (const [name, def] of Object.entries(defs ?? {})) {
227
+ if (existing.has(name)) {
228
+ throw new Error(`generated clip "${name}" collides with a clip already in the GLB — rename one of them`);
229
+ }
230
+ if (def?.additive !== true) {
231
+ throw new Error(`generated clip "${name}" must declare additive: true — generated clips are deltas layered over the base pose; base clips come from the GLB`);
232
+ }
233
+ if (typeof def.sample !== 'function') {
234
+ throw new Error(`generated clip "${name}": "sample" must be a function of time`);
235
+ }
236
+ const duration = def.duration ?? 0;
237
+ // Key times are INCLUSIVE of the end (0..duration), so a looping clip
238
+ // interpolates across the seam instead of stepping at the wrap.
239
+ const keys = duration > 0 ? Math.max(2, Math.round(def.keys ?? 64)) : 0;
240
+ const times = duration > 0
241
+ ? Array.from({ length: keys + 1 }, (_, k) => (k / keys) * duration)
242
+ : [0];
243
+
244
+ // Determinism probe: the cheapest check that catches the whole class of
245
+ // Math.random()/Date.now() mistakes before they become flickering re-bakes.
246
+ if (JSON.stringify(def.sample(times[0])) !== JSON.stringify(def.sample(times[0]))) {
247
+ throw new Error(`generated clip "${name}": sample(t) is not deterministic — identical t must return identical output (no Math.random(), no Date.now()); these tracks are replicated pose truth and a re-bake must reproduce them exactly`);
248
+ }
249
+
250
+ let shape = null; // bone -> { rot: bool, pos: bool }, fixed by the first sample
251
+ const acc = new Map(); // bone -> { times, rot[], pos[] }
252
+ for (const t of times) {
253
+ const frame = def.sample(t) ?? {};
254
+ const frameBones = Object.keys(frame);
255
+ if (shape === null) {
256
+ shape = new Map();
257
+ for (const bn of frameBones) {
258
+ if (!known.has(bn)) {
259
+ throw new Error(`generated clip "${name}": sample() returned bone "${bn}" — the skeleton has no such bone. Bones are: ${boneNames.join(', ')}`);
260
+ }
261
+ shape.set(bn, { rot: !!frame[bn]?.rot, pos: !!frame[bn]?.pos });
262
+ }
263
+ if (!shape.size) throw new Error(`generated clip "${name}": sample() returned no bones`);
264
+ } else if (frameBones.length !== shape.size || !frameBones.every((bn) => shape.has(bn))) {
265
+ throw new Error(`generated clip "${name}": sample() must return the same bones (with the same rot/pos properties) at every time — t=${t} differs from t=${times[0]}`);
266
+ }
267
+ for (const [bn, spec] of shape) {
268
+ const v = frame[bn];
269
+ if (!!v?.rot !== spec.rot || !!v?.pos !== spec.pos) {
270
+ throw new Error(`generated clip "${name}": sample() must return the same bones (with the same rot/pos properties) at every time — bone "${bn}" at t=${t} differs`);
271
+ }
272
+ let entry = acc.get(bn);
273
+ if (!entry) { entry = { times: [], rot: spec.rot ? [] : null, pos: spec.pos ? [] : null }; acc.set(bn, entry); }
274
+ entry.times.push(t);
275
+ if (spec.rot) {
276
+ const q = v.rot;
277
+ const L = Math.hypot(q[0], q[1], q[2], q[3]);
278
+ if (!(L > 0) || Math.abs(L - 1) > 1e-3) {
279
+ throw new Error(`generated clip "${name}", bone "${bn}" at t=${t}: rotation is not unit length (${L.toFixed(4)}) — normalize your quaternions`);
280
+ }
281
+ entry.rot.push(q[0] / L, q[1] / L, q[2] / L, q[3] / L);
282
+ }
283
+ if (spec.pos) entry.pos.push(v.pos[0], v.pos[1], v.pos[2]);
284
+ }
285
+ }
286
+ clips[name] = {
287
+ duration,
288
+ additive: true,
289
+ tracks: [...acc.entries()].map(([bone, e]) => ({
290
+ bone, times: e.times,
291
+ ...(e.rot ? { rot: e.rot } : {}),
292
+ ...(e.pos ? { pos: e.pos } : {}),
293
+ })),
294
+ };
295
+ }
296
+ return clips;
297
+ }
298
+
299
+ // Validate a zone generator's return: bring-your-own-bytes, checked hard.
300
+ export function validateGeneratedZones(z, triangleCount) {
301
+ if (!z || !Array.isArray(z.names) || z.names.length === 0 || !z.names.every((n) => typeof n === 'string')) {
302
+ throw new Error('zone generator: "names" must be a non-empty array of zone name strings (index 0 is the default zone)');
303
+ }
304
+ if (z.names.length > 256) {
305
+ throw new Error(`zone generator: at most 256 zone names (got ${z.names.length}) — zones are stored one byte per triangle`);
306
+ }
307
+ const tri = z.tri;
308
+ const len = tri?.length ?? -1;
309
+ if (len !== triangleCount) {
310
+ throw new Error(`zone generator: "tri" must carry one byte per triangle — the mesh has ${triangleCount} triangles, got ${len}`);
311
+ }
312
+ const out = new Uint8Array(triangleCount);
313
+ for (let i = 0; i < triangleCount; i++) {
314
+ const v = tri[i];
315
+ if (!Number.isInteger(v) || v < 0 || v >= z.names.length) {
316
+ throw new Error(`zone generator: zone byte ${v} at triangle ${i} is out of range — must be an integer 0..${z.names.length - 1}`);
317
+ }
318
+ out[i] = v;
319
+ }
320
+ return { names: [...z.names], tri: out };
321
+ }
322
+
323
+ // ── the in-page bake ─────────────────────────────────────────────────────────
324
+ // Runs inside the browser with three + GLTFLoader importable. Everything it
325
+ // returns is plain JSON (typed arrays as b64).
326
+
327
+ const PAGE_HTML = `<!doctype html><html><head>
328
+ </head><body><script type="module">
329
+ import { THREE, GLTFLoader } from '/vendor/three-gltf.js';
330
+ window.THREE = THREE; window.GLTFLoader = GLTFLoader; window.__ready = true;
331
+ </script></body></html>`;
332
+
333
+ // Serialized into the page. `cfg` = { zones, clips } (already parsed).
334
+ async function bakeInPage(page, cfg) {
335
+ return page.evaluate(async (config) => {
336
+ const THREE = window.THREE;
337
+ const notes = [];
338
+
339
+ const buf = await (await fetch('/model.glb')).arrayBuffer();
340
+ const gltf = await new window.GLTFLoader().parseAsync(buf, '/');
341
+ const scene = gltf.scene;
342
+ scene.updateMatrixWorld(true);
343
+
344
+ // The mesh: the largest SkinnedMesh (a model may carry extras — eyes, teeth).
345
+ const skinned = [];
346
+ scene.traverse((o) => { if (o.isSkinnedMesh) skinned.push(o); });
347
+ if (!skinned.length) return { error: 'no skinned mesh in this GLB — is the model rigged?' };
348
+ skinned.sort((a, b) => b.geometry.attributes.position.count - a.geometry.attributes.position.count);
349
+ const sk = skinned[0];
350
+ if (skinned.length > 1) {
351
+ notes.push(`model has ${skinned.length} skinned meshes — baked the largest ` +
352
+ `(${sk.geometry.attributes.position.count} verts); the others are visual-only`);
353
+ }
354
+
355
+ // REST = BIND. skin-hit derives the inverse bind from the rig's rest pose, so
356
+ // the rest transforms recorded here MUST be the bind pose — not whatever pose
357
+ // the file happened to save. three's Skeleton.pose() restores exactly that.
358
+ sk.skeleton.pose();
359
+ scene.updateMatrixWorld(true);
360
+
361
+ const bones = sk.skeleton.bones;
362
+ const srcIdx = new Map(bones.map((b, i) => [b, i]));
363
+ const raw = bones.map((b) => ({
364
+ name: b.name,
365
+ parent: srcIdx.has(b.parent) ? srcIdx.get(b.parent) : -1,
366
+ t: [b.position.x, b.position.y, b.position.z],
367
+ r: [b.quaternion.x, b.quaternion.y, b.quaternion.z, b.quaternion.w],
368
+ s: [b.scale.x, b.scale.y, b.scale.z],
369
+ }));
370
+
371
+ // Parent-first sort (rig.js poses in one forward pass); remap carried into
372
+ // skinIndex below. Mirrors sortBonesParentFirst — this copy runs in-page.
373
+ const order = [];
374
+ const placed = new Set();
375
+ for (let guard = 0; order.length < raw.length && guard <= raw.length; guard++) {
376
+ for (let i = 0; i < raw.length; i++) {
377
+ if (placed.has(i)) continue;
378
+ if (raw[i].parent < 0 || placed.has(raw[i].parent)) { order.push(i); placed.add(i); }
379
+ }
380
+ }
381
+ if (order.length !== raw.length) return { error: 'skeleton is not a tree (parent cycle)' };
382
+ const remap = new Int32Array(raw.length);
383
+ order.forEach((old, neu) => { remap[old] = neu; });
384
+ const outBones = order.map((old) => {
385
+ const b = raw[old];
386
+ return { name: b.name, parent: b.parent < 0 ? -1 : remap[b.parent], t: b.t, r: b.r, s: b.s };
387
+ });
388
+ const boneNames = outBones.map((b) => b.name);
389
+
390
+ // Model-space root: from scene origin to the skeleton's parent. The artifact
391
+ // is baked in the GLB's own space; the GAME places it in the world at runtime
392
+ // (rig.evaluate's `root`), so the artifact stays game-agnostic.
393
+ const topBone = bones.find((b) => !srcIdx.has(b.parent)) || bones[0];
394
+ const rootM = topBone.parent ? topBone.parent.matrixWorld.clone() : new THREE.Matrix4();
395
+ const rp = new THREE.Vector3(), rq = new THREE.Quaternion(), rs = new THREE.Vector3();
396
+ rootM.decompose(rp, rq, rs);
397
+
398
+ // ── mesh, in scene space at bind pose ────────────────────────────────────
399
+ const geo = sk.geometry;
400
+ const V = geo.attributes.position.count;
401
+ const v3 = new THREE.Vector3();
402
+ const position = new Float32Array(V * 3);
403
+ for (let i = 0; i < V; i++) {
404
+ sk.getVertexPosition(i, v3); // bind-pose surface (skeleton is posed to bind)
405
+ position[i * 3] = v3.x; position[i * 3 + 1] = v3.y; position[i * 3 + 2] = v3.z;
406
+ }
407
+
408
+ const si = geo.attributes.skinIndex, sw = geo.attributes.skinWeight;
409
+ if (geo.attributes.skinIndex1) return { error: 'mesh uses >4 skin influences (skinIndex1) — unsupported' };
410
+ const inf = si.itemSize;
411
+ const skinIndex = new Uint16Array(V * inf);
412
+ const skinWeight = new Float32Array(V * inf);
413
+ // Through the ACCESSORS, never `.array`: interleaved buffers make `.array`
414
+ // return neighbouring attributes — silently, with the right length.
415
+ const get = (attr, i, k) => (k === 0 ? attr.getX(i) : k === 1 ? attr.getY(i) : k === 2 ? attr.getZ(i) : attr.getW(i));
416
+ for (let v = 0; v < V; v++) {
417
+ for (let k = 0; k < inf; k++) {
418
+ skinIndex[v * inf + k] = remap[get(si, v, k)];
419
+ skinWeight[v * inf + k] = get(sw, v, k);
420
+ }
421
+ }
422
+
423
+ const idxAttr = geo.index;
424
+ const index = new Uint32Array(idxAttr ? idxAttr.count : V);
425
+ if (idxAttr) for (let i = 0; i < idxAttr.count; i++) index[i] = idxAttr.getX(i);
426
+ else for (let i = 0; i < V; i++) index[i] = i;
427
+ const T = index.length / 3;
428
+
429
+ // ── zones: dominant bone → configured zone, per triangle ─────────────────
430
+ let zones = null;
431
+ if (config.zones && Object.keys(config.zones).length) {
432
+ const names = ['body', ...Object.keys(config.zones)];
433
+ const match = (name, pattern) => {
434
+ if (!pattern.includes('*')) return name === pattern;
435
+ const rx = new RegExp('^' + pattern.split('*').map((s) => s.replace(/[.*+?^${}()|[\]\\]/g, '\\$&')).join('.*') + '$');
436
+ return rx.test(name);
437
+ };
438
+ const byBone = new Uint8Array(outBones.length);
439
+ const unmatchedPatterns = [];
440
+ for (let z = 1; z < names.length; z++) {
441
+ for (const p of config.zones[names[z]]) {
442
+ if (!boneNames.some((bn) => match(bn, p))) unmatchedPatterns.push(p);
443
+ }
444
+ }
445
+ if (unmatchedPatterns.length) {
446
+ return { error: `zone patterns match no bone: ${unmatchedPatterns.join(', ')} — bones are: ${boneNames.join(', ')}` };
447
+ }
448
+ boneNames.forEach((bn, i) => {
449
+ for (let z = 1; z < names.length; z++) {
450
+ if (config.zones[names[z]].some((p) => match(bn, p))) { byBone[i] = z; return; }
451
+ }
452
+ });
453
+ const zoneTri = new Uint8Array(T);
454
+ const acc = new Float64Array(outBones.length);
455
+ for (let t = 0; t < T; t++) {
456
+ acc.fill(0);
457
+ for (let k = 0; k < 3; k++) {
458
+ const v = index[t * 3 + k];
459
+ for (let j = 0; j < inf; j++) acc[skinIndex[v * inf + j]] += skinWeight[v * inf + j];
460
+ }
461
+ let best = 0, bestW = -1;
462
+ for (let b = 0; b < acc.length; b++) if (acc[b] > bestW) { bestW = acc[b]; best = b; }
463
+ zoneTri[t] = byBone[best];
464
+ }
465
+ const counts = {};
466
+ names.forEach((n) => { counts[n] = 0; });
467
+ for (let t = 0; t < T; t++) counts[names[zoneTri[t]]]++;
468
+ zones = { names, zoneTri, counts };
469
+ }
470
+
471
+ // ── clips: every GLB animation, rotation + position tracks ───────────────
472
+ const wanted = config.clips ?? null;
473
+ const clips = {};
474
+ const rootBoneName = outBones.find((b) => b.parent === -1)?.name;
475
+ for (const anim of gltf.animations ?? []) {
476
+ if (wanted && !wanted.includes(anim.name)) continue;
477
+ const tracks = [];
478
+ for (const tr of anim.tracks) {
479
+ const m = tr.name.match(/^(.*)\.(quaternion|position|scale)$/);
480
+ if (!m) { notes.push(`clip "${anim.name}": skipped unrecognised track ${tr.name}`); continue; }
481
+ const [, nodeName, prop] = m;
482
+ if (!boneNames.includes(nodeName)) {
483
+ notes.push(`clip "${anim.name}": track for "${nodeName}" targets a non-bone node — skipped`);
484
+ continue;
485
+ }
486
+ if (prop === 'scale') {
487
+ return { error: `clip "${anim.name}" has a SCALE track on bone "${nodeName}". The room's rig is uniform-scale ` +
488
+ `and cannot reproduce it, so the hit surface would drift off the drawn model. Strip scale tracks in your export.` };
489
+ }
490
+ if (prop === 'position' && nodeName === rootBoneName) {
491
+ notes.push(`clip "${anim.name}": stripped root-motion position track on "${nodeName}" — ` +
492
+ `the entity's own movement carries the creature; keeping it would apply the motion twice`);
493
+ continue;
494
+ }
495
+ const entry = { bone: nodeName, times: Array.from(tr.times) };
496
+ if (prop === 'quaternion') entry.rot = Array.from(tr.values);
497
+ else entry.pos = Array.from(tr.values);
498
+ tracks.push(entry);
499
+ }
500
+ clips[anim.name] = { duration: anim.duration, tracks };
501
+ }
502
+
503
+ // ── pivot: where body.(x,y,z) sits in the model ──────────────────────────
504
+ // Resolved against the bind-pose bbox of the extracted positions. Mirrors
505
+ // resolvePivot — this copy runs in-page, because the broadphase radius
506
+ // below must be measured about the pivot: the runtime centres its sphere on
507
+ // body, and body IS the pivot point, so a radius measured about the origin
508
+ // could undersize the sphere and silently reject true edge hits.
509
+ const bbox = { min: [Infinity, Infinity, Infinity], max: [-Infinity, -Infinity, -Infinity] };
510
+ for (let i = 0; i < V * 3; i += 3) {
511
+ for (let a = 0; a < 3; a++) {
512
+ const c = position[i + a];
513
+ if (c < bbox.min[a]) bbox.min[a] = c;
514
+ if (c > bbox.max[a]) bbox.max[a] = c;
515
+ }
516
+ }
517
+ let pivot;
518
+ {
519
+ const p = config.pivot;
520
+ const mid = (a) => (bbox.min[a] + bbox.max[a]) / 2;
521
+ if (p == null || p === 'origin') pivot = [0, 0, 0];
522
+ else if (p === 'center') pivot = [mid(0), mid(1), mid(2)];
523
+ else if (p === 'feet') pivot = [mid(0), bbox.min[1], mid(2)];
524
+ else if (Array.isArray(p) && p.length === 3 && p.every((n) => Number.isFinite(n))) pivot = [p[0], p[1], p[2]];
525
+ else return { error: `"pivot" must be "origin", "center", "feet", or [x, y, z] — got ${JSON.stringify(p)}` };
526
+ }
527
+
528
+ // ── broadphase radius: worst case across rest + every baked clip ─────────
529
+ // The sphere exists to REJECT cheaply, so it must never reject a true hit:
530
+ // measure every pose the clips can produce, then carry 3% slack (a ray
531
+ // grazing an extremity is near-tangent, and float error then discards a hit
532
+ // that visibly connects). Distances are about the pivot — the sphere's
533
+ // runtime centre.
534
+ let radius = 0;
535
+ const measure = () => {
536
+ scene.updateMatrixWorld(true);
537
+ sk.skeleton.update?.();
538
+ for (let i = 0; i < V; i++) {
539
+ sk.getVertexPosition(i, v3);
540
+ const d = Math.hypot(v3.x - pivot[0], v3.y - pivot[1], v3.z - pivot[2]);
541
+ if (d > radius) radius = d;
542
+ }
543
+ };
544
+ measure(); // rest pose
545
+ const mixer = new THREE.AnimationMixer(scene);
546
+ for (const anim of gltf.animations ?? []) {
547
+ if (wanted && !wanted.includes(anim.name)) continue;
548
+ const action = mixer.clipAction(anim);
549
+ action.play();
550
+ const STEPS = 24;
551
+ for (let s = 0; s <= STEPS; s++) {
552
+ mixer.setTime((anim.duration * s) / STEPS);
553
+ measure();
554
+ }
555
+ action.stop();
556
+ }
557
+ sk.skeleton.pose(); // back to bind
558
+ scene.updateMatrixWorld(true);
559
+ radius *= 1.03;
560
+
561
+ // ── weight sanity, while the source is still in hand ─────────────────────
562
+ let min = Infinity, max = -Infinity, outOfRange = 0, badSums = 0;
563
+ for (let i = 0; i < skinWeight.length; i++) {
564
+ const w = skinWeight[i];
565
+ if (w < min) min = w; if (w > max) max = w;
566
+ if (w < -1e-4 || w > 1 + 1e-4) outOfRange++;
567
+ }
568
+ for (let v = 0; v < V; v++) {
569
+ let s = 0;
570
+ for (let k = 0; k < inf; k++) s += skinWeight[v * inf + k];
571
+ if (Math.abs(s - 1) > 0.02) badSums++;
572
+ }
573
+
574
+ const b64 = (ta) => {
575
+ const u8 = new Uint8Array(ta.buffer, ta.byteOffset, ta.byteLength);
576
+ let s = '';
577
+ const CH = 0x8000;
578
+ for (let i = 0; i < u8.length; i += CH) s += String.fromCharCode.apply(null, u8.subarray(i, i + CH));
579
+ return btoa(s);
580
+ };
581
+
582
+ return {
583
+ notes,
584
+ root: { t: [rp.x, rp.y, rp.z], r: [rq.x, rq.y, rq.z, rq.w], s: [rs.x, rs.y, rs.z] },
585
+ pivot,
586
+ bones: outBones,
587
+ clips,
588
+ mesh: {
589
+ vertexCount: V, triangleCount: T, influences: inf, radius,
590
+ position: { b64: b64(position) },
591
+ skinIndex: { b64: b64(skinIndex) },
592
+ skinWeight: { b64: b64(skinWeight) },
593
+ index: { b64: b64(index) },
594
+ ...(zones ? { zones: { names: zones.names, tri: { b64: b64(zones.zoneTri) } } } : {}),
595
+ },
596
+ weightCheck: { min, max, outOfRange, badSums },
597
+ stats: {
598
+ V, T, inf, radius, bones: outBones.length,
599
+ clips: Object.keys(clips),
600
+ ...(zones ? { zoneCounts: zones.counts } : {}),
601
+ },
602
+ };
603
+ }, cfg);
604
+ }
605
+
606
+ // ── locating the loader bundle (served to the hermetic page) ─────────────────
607
+ // three + GLTFLoader ship VENDORED inside the engine (shared/ui/room/vendor/
608
+ // three-gltf.js, one self-contained ESM file) rather than as a dependency of
609
+ // this CLI — a 2D game must never download three just to own a `joystack` binary.
610
+ // The engine is also the right owner of the version pin: the code that DRAWS
611
+ // models lives there, so the loader that bakes and the loader that draws move
612
+ // together, on engine releases. The bake never touches the network.
613
+ const VENDOR_REL = 'shared/ui/room/vendor/three-gltf.js';
614
+ function engineFile(dir, rel) {
615
+ const candidates = [
616
+ // A standalone game: the engine installed under node_modules.
617
+ join(dir, 'node_modules/@joystack/engine', rel),
618
+ // This CLI running from inside the engine repo itself.
619
+ join(import.meta.dirname, '../../..', rel),
620
+ ];
621
+ for (const c of candidates) if (existsSync(c)) return c;
622
+ throw new Error(
623
+ `the installed engine does not include ${rel} — run \`npx joystack update\` to get a newer engine`,
624
+ );
625
+ }
626
+ const threeBundle = (dir) => engineFile(dir, VENDOR_REL);
627
+
628
+ // ── the driver ───────────────────────────────────────────────────────────────
629
+
630
+ export async function bakeModel(glbPath, { dir = process.cwd(), log = console.log } = {}) {
631
+ const abs = resolve(glbPath);
632
+ if (!existsSync(abs)) throw new Error(`no such file: ${glbPath}`);
633
+ const paths = artifactPaths(abs);
634
+ const glbBytes = readFileSync(abs);
635
+ const configText = existsSync(paths.config) ? readFileSync(paths.config, 'utf8') : '';
636
+ let cfg = {};
637
+ if (configText) {
638
+ try { cfg = JSON.parse(configText); } catch (e) {
639
+ throw new Error(`${basename(paths.config)} is not valid JSON: ${e.message}`);
640
+ }
641
+ }
642
+
643
+ const { chromium } = await import('playwright');
644
+ const bundle = threeBundle(dir);
645
+ const browser = await chromium.launch();
646
+ try {
647
+ const page = await browser.newPage();
648
+ const pageErrors = [];
649
+ page.on('pageerror', (e) => pageErrors.push(e.message));
650
+ await page.route('**/*', (route) => {
651
+ const url = new URL(route.request().url());
652
+ const p = url.pathname;
653
+ if (p === '/' || p === '/bake.html') return route.fulfill({ contentType: 'text/html', body: PAGE_HTML });
654
+ if (p === '/model.glb') return route.fulfill({ contentType: 'model/gltf-binary', body: glbBytes });
655
+ if (p === '/vendor/three-gltf.js') {
656
+ return route.fulfill({ contentType: 'text/javascript', body: readFileSync(bundle) });
657
+ }
658
+ return route.fulfill({ status: 404, body: 'not baked in' });
659
+ });
660
+ await page.goto('http://bake.joystack.invalid/bake.html');
661
+ await page.waitForFunction(() => window.__ready === true, { timeout: 30_000 });
662
+
663
+ const baked = await bakeInPage(page, cfg);
664
+ if (baked.error) {
665
+ throw new Error(`${baked.error}${pageErrors.length ? `\n(page errors: ${pageErrors.join('; ')})` : ''}`);
666
+ }
667
+
668
+ // ── validate before writing — a bad artifact must never reach the room ───
669
+ const problems = [];
670
+ const uni = (s, what) => {
671
+ const m = Math.max(Math.abs(s[0]), Math.abs(s[1]), Math.abs(s[2])) || 1;
672
+ if (Math.abs(s[0] - s[1]) / m > 1e-3 || Math.abs(s[0] - s[2]) / m > 1e-3) problems.push(`${what} scale is non-uniform: ${s}`);
673
+ return (s[0] + s[1] + s[2]) / 3;
674
+ };
675
+ const rootS = uni(baked.root.s, 'root');
676
+ baked.bones.forEach((b, i) => {
677
+ if (b.parent >= i) problems.push(`bone ${i} ${b.name}: parent ${b.parent} does not precede it`);
678
+ const L = Math.hypot(...b.r);
679
+ if (Math.abs(L - 1) > 1e-3) problems.push(`bone ${i} ${b.name}: rotation not unit (${L.toFixed(4)}) — scale left in the matrix`);
680
+ b.sAvg = uni(b.s, `bone ${i} ${b.name}`);
681
+ });
682
+ if (!(baked.mesh.radius > 0)) problems.push('broadphase radius is not positive');
683
+ const w = baked.weightCheck;
684
+ if (w.outOfRange > 0) problems.push(`${w.outOfRange} skin weights outside [0,1] (range ${w.min.toFixed(3)}..${w.max.toFixed(3)}) — attributes read wrongly?`);
685
+ if (w.badSums > 0) problems.push(`${w.badSums} vertices whose weights do not sum to ~1`);
686
+ if (problems.length) throw new Error(`BAKE INVALID:\n ${problems.join('\n ')}`);
687
+
688
+ const skeletonJson = {
689
+ root: { t: baked.root.t, r: baked.root.r, s: rootS },
690
+ pivot: baked.pivot,
691
+ bones: baked.bones.map((b) => ({ name: b.name, parent: b.parent, t: b.t, r: b.r, s: b.sAvg })),
692
+ clips: baked.clips,
693
+ };
694
+
695
+ // ── the generator script, if the config names one ────────────────────────
696
+ let genText = '';
697
+ let generatedNames = [];
698
+ let genZones = null;
699
+ if (cfg.generate) {
700
+ const scriptPath = resolve(dirname(abs), cfg.generate);
701
+ if (!existsSync(scriptPath)) {
702
+ throw new Error(`${basename(paths.config)} names generate: "${cfg.generate}" but ${scriptPath} does not exist`);
703
+ }
704
+ genText = readFileSync(scriptPath, 'utf8');
705
+ // The hash query re-imports a changed script within one process (node
706
+ // caches module URLs forever; ensureBaked may bake twice in one run).
707
+ const mod = await import(`${pathToFileURL(scriptPath).href}?v=${sha256(Buffer.from(genText)).slice(0, 12)}`);
708
+ if (!mod.clips && !mod.zones) {
709
+ throw new Error(`generator ${cfg.generate} exports neither clips nor zones — nothing to generate`);
710
+ }
711
+ const fromB64 = (Ctor, entry) => {
712
+ const buf = Buffer.from(entry.b64, 'base64');
713
+ return new Ctor(buf.buffer.slice(buf.byteOffset, buf.byteOffset + buf.byteLength));
714
+ };
715
+ const model = {
716
+ bones: skeletonJson.bones,
717
+ clips: baked.clips,
718
+ mesh: {
719
+ vertexCount: baked.mesh.vertexCount,
720
+ triangleCount: baked.mesh.triangleCount,
721
+ influences: baked.mesh.influences,
722
+ position: fromB64(Float32Array, baked.mesh.position),
723
+ skinIndex: fromB64(Uint16Array, baked.mesh.skinIndex),
724
+ skinWeight: fromB64(Float32Array, baked.mesh.skinWeight),
725
+ index: fromB64(Uint32Array, baked.mesh.index),
726
+ },
727
+ };
728
+ const boneNames = skeletonJson.bones.map((b) => b.name);
729
+ if (mod.clips) {
730
+ const defs = typeof mod.clips === 'function' ? mod.clips(model) : mod.clips;
731
+ const generated = buildGeneratedClips(defs, boneNames, Object.keys(baked.clips));
732
+ generatedNames = Object.keys(generated);
733
+ Object.assign(skeletonJson.clips, generated);
734
+
735
+ // The broadphase sphere must contain every pose the LAYERS can reach —
736
+ // the in-page measure only saw the GLB's own clips. Skin the mesh
737
+ // through each generated clip alone at weight 1 and add each clip's
738
+ // worst vertex displacement to the radius. A sum over clips is
739
+ // deliberately conservative (layers combine): an oversized sphere only
740
+ // costs broadphase efficiency, an undersized one silently discards
741
+ // true hits on a flared wing. Weights are expected in [0, 1].
742
+ const rigLib = await import(pathToFileURL(engineFile(dir, 'shared/ui/room/lib/rig.js')).href);
743
+ const skinLib = await import(pathToFileURL(engineFile(dir, 'shared/ui/room/lib/skin-hit.js')).href);
744
+ const rig = rigLib.createRig(skeletonJson);
745
+ const root = { t: skeletonJson.root.t, r: skeletonJson.root.r, s: skeletonJson.root.s };
746
+ const skinned = skinLib.createSkinnedMesh({
747
+ vertexCount: model.mesh.vertexCount, influences: model.mesh.influences,
748
+ position: model.mesh.position, skinIndex: model.mesh.skinIndex,
749
+ skinWeight: model.mesh.skinWeight, index: model.mesh.index,
750
+ invBind: skinLib.restInvBind(rig, root),
751
+ });
752
+ const rest = Float32Array.from(skinLib.skin(skinned, rigLib.evaluate(rig, { root })));
753
+ let inflate = 0;
754
+ for (const name of generatedNames) {
755
+ const clip = skeletonJson.clips[name];
756
+ const STEPS = clip.duration > 0 ? 24 : 1;
757
+ let worst = 0;
758
+ for (let s = 0; s <= STEPS; s++) {
759
+ const t = clip.duration > 0 ? (clip.duration * s) / STEPS : 0;
760
+ const sample = rigLib.sampleAdditive(rig, name, t, 1);
761
+ const posed = skinLib.skin(skinned, rigLib.evaluate(rig, { ...sample, root }));
762
+ for (let v = 0; v < model.mesh.vertexCount * 3; v += 3) {
763
+ const d = Math.hypot(posed[v] - rest[v], posed[v + 1] - rest[v + 1], posed[v + 2] - rest[v + 2]);
764
+ if (d > worst) worst = d;
765
+ }
766
+ }
767
+ inflate += worst;
768
+ }
769
+ if (inflate > 0) baked.mesh.radius = (baked.mesh.radius + inflate) * 1.03;
770
+ }
771
+ if (mod.zones) {
772
+ if (cfg.zones && Object.keys(cfg.zones).length) {
773
+ throw new Error(`${basename(paths.config)} has BOTH a "zones" bone-name map and a generator exporting zones() — pick one strategy per model`);
774
+ }
775
+ const raw = typeof mod.zones === 'function' ? mod.zones(model) : mod.zones;
776
+ genZones = validateGeneratedZones(raw, baked.mesh.triangleCount);
777
+ const b64 = Buffer.from(genZones.tri).toString('base64');
778
+ baked.mesh.zones = { names: genZones.names, tri: { b64 } };
779
+ const counts = {};
780
+ genZones.names.forEach((n) => { counts[n] = 0; });
781
+ for (const z of genZones.tri) counts[genZones.names[z]]++;
782
+ baked.stats.zoneCounts = counts;
783
+ }
784
+ }
785
+
786
+ const source = { hash: sourceHash(glbBytes, configText, genText), glb: basename(abs), bakeVersion: BAKE_VERSION };
787
+ const note = 'GENERATED by the Joystack model baker — do not hand-edit; edit the GLB or its .bake.json and re-bake.';
788
+ writeFileSync(paths.skeleton, JSON.stringify({
789
+ _generated: note,
790
+ _source: source,
791
+ ...skeletonJson,
792
+ }, null, 1) + '\n');
793
+ writeFileSync(paths.mesh, JSON.stringify({ _generated: note, _source: source, ...baked.mesh }) + '\n');
794
+
795
+ const s = baked.stats;
796
+ log(`baked ${basename(abs)} → ${basename(paths.skeleton)} + ${basename(paths.mesh)}`);
797
+ log(` bones ${s.bones} vertices ${s.V} triangles ${s.T} radius ${baked.mesh.radius.toFixed(3)}`);
798
+ log(` clips: ${s.clips.length ? s.clips.join(', ') : '(none in this GLB)'}`);
799
+ if (generatedNames.length) log(` generated additive clips: ${generatedNames.join(', ')}`);
800
+ if (s.zoneCounts) log(` zones: ${Object.entries(s.zoneCounts).map(([k, v]) => `${k} ${v}`).join(' ')}`);
801
+ for (const n of baked.notes) log(` note: ${n}`);
802
+ return { paths, stats: s, notes: baked.notes };
803
+ } finally {
804
+ await browser.close();
805
+ }
806
+ }
807
+
808
+ // ── auto-bake: the staleness sweep dev/test/publish run ──────────────────────
809
+ // The game's DECLARATION says which models matter: every `src` in `assets.js`
810
+ // that names a `.glb`. Paths there are GAME-ROOT-relative — the same string is
811
+ // the presenter's fetch URL (the page sits at the game root) — so they resolve
812
+ // against the game dir here too. Each declared GLB whose artifacts are missing
813
+ // or stale re-bakes. A bake failure is a real failure, surfaced with the model
814
+ // named and never swallowed: a stale artifact means the server shoots at a shape
815
+ // the player no longer sees.
816
+ //
817
+ // Entity definitions are NOT scanned. A `rig-hitbox.model` is an asset id, so
818
+ // there is no path in an entity.json left to find — and the declaration is the
819
+ // better list anyway, because it also holds models a game loads from its own
820
+ // code, which the entity scan never saw.
821
+ //
822
+ // Read as TEXT rather than imported, by the engine's own reader
823
+ // (`shared/ui/assets/declared.js`) — the same one the entity lint uses, so the
824
+ // two gates cannot disagree about what a game declares. Its blind spot is a
825
+ // computed `src`, which mirrors the one the entity scan had for a computed model
826
+ // reference.
827
+
828
+ // The reader is passed IN rather than imported: it lives in the engine tree
829
+ // (which the CLI resolves at run time — in a creator's repo it sits under
830
+ // node_modules), and handing it over keeps this function a pure filter over a
831
+ // parse somebody else did.
832
+ export function referencedModels(gameDir, readDeclaration) {
833
+ const manifest = join(gameDir, 'assets.js');
834
+ if (!existsSync(manifest) || typeof readDeclaration !== 'function') return [];
835
+ let declared;
836
+ try {
837
+ declared = readDeclaration(readFileSync(manifest, 'utf8'));
838
+ } catch {
839
+ return []; // unreadable assets.js fails its own gate
840
+ }
841
+ const found = new Set();
842
+ for (const src of declared.sources.values()) {
843
+ if (/\.glb$/i.test(src)) found.add(resolve(gameDir, src));
844
+ }
845
+ return [...found].filter(existsSync);
846
+ }
847
+
848
+ // The engine's declaration reader, or null when there is no engine to read with.
849
+ async function declarationReader(gameDir) {
850
+ try {
851
+ const { dir } = resolveEngine(gameDir);
852
+ const mod = await import(pathToFileURL(join(dir, 'shared', 'ui', 'assets', 'declared.js')).href);
853
+ return mod.readDeclaration;
854
+ } catch {
855
+ return null;
856
+ }
857
+ }
858
+
859
+ export async function ensureBaked({ dir = process.cwd(), log = console.log } = {}) {
860
+ const models = referencedModels(dir, await declarationReader(dir));
861
+ const baked = [];
862
+ for (const glb of models) {
863
+ if (!isStale(glb)) continue;
864
+ log(`model ${basename(glb)} changed — re-baking so the server hits the surface you see…`);
865
+ await bakeModel(glb, { dir, log });
866
+ baked.push(glb);
867
+ }
868
+ return { models, baked };
869
+ }