@threenative/assets 0.3.0 → 0.3.2
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/LICENSES/Basis-Universal-Apache-2.0.txt +201 -0
- package/README.md +149 -3
- package/THIRD_PARTY_NOTICES.md +48 -0
- package/dist/apply-worker.d.ts +2 -0
- package/dist/apply-worker.js +20323 -0
- package/dist/basis_encoder.wasm +0 -0
- package/dist/blender-gpl/LICENSE.GPL +117 -0
- package/dist/blender-gpl/convert.py +192 -0
- package/dist/blender-gpl/recipes/_common.py +169 -0
- package/dist/blender-gpl/recipes/bake_ao.py +111 -0
- package/dist/blender-gpl/recipes/decimate.py +64 -0
- package/dist/blender-gpl/recipes/retarget.py +131 -0
- package/dist/blender-gpl/recipes/unwrap.py +71 -0
- package/dist/index.d.ts +527 -98
- package/dist/index.js +21017 -2181
- package/package.json +28 -5
- package/LICENSE +0 -21
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package/README.md
CHANGED
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Node-only. Carries the encoder dependencies the runtime must never inherit.
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## The delete-test, and the receipt that makes it possible
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Every baking pass in here obeys one rule: **delete the entire baked output and the game runs
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identically, just slower.** That is what separates a baking pass from a compiler of game meaning —
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the thing this project has already tried once and deleted. A pass that cannot pass the delete-test
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does not ship.
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Each compile therefore writes `public/bake.receipt.json` beside the manifest, listing every file
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the run produced — compiled outputs, auxiliary outputs like the lightmap atlas, and the Basis
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transcoder — with the producer and the source each came from. The producer writes it because only
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the producer knows: a consumer that reconstructed the list by globbing `public/` would either miss
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an output or delete a source asset, and both mistakes look like a passing test.
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Two consequences worth knowing before you add a pass:
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- **A pass that writes a file it does not declare fails the build**, by name
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(`TN_ASSETS_UNDECLARED_OUTPUT`). Declare auxiliary outputs through `auxiliaryOutputs`.
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- **Nothing in the shipped runtime reads the receipt.** `@threenative/core` falls back to the
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source path when the manifest is absent, and deleting the receipt is part of the test.
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`pnpm bake:delete-test --template starter` runs it: build, switch the dev server's asset watcher
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off so it cannot re-bake what is about to be deleted, run the scenario, delete every file the
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receipt names plus the manifest and the receipt, run the same scenario again, and compare. The
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comparison is against a same-code band measured in the same run — captures are not
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bit-deterministic — not against an assumed zero.
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It went in **red**, and the red was the finding: the loader's no-manifest fallback resolved
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`<basePath>/<logical path>`, which in a compiled project points at nothing, because the sources live
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in `assets/` and the outputs are content-addressed. A logical path now resolves against an ordered
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candidate list — verbatim first, then the source directory — and the gate is green. It runs as part
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of `pnpm test:templates`, not in CI: the delete-test compares captured frames, and the CI job that
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scaffolds templates deliberately runs only non-visual scenarios because its runner has no GPU. A run
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there reports `frames: 0`, which is the runner, not the game. The account is in
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`docs/verification/bake-delete-test-2026-08-31.md` and `delete-test-passes-2026-09-01.md`.
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## Embedded model textures
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| Setting | Default | Override |
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| --- | --- | --- |
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| `assets.models.sharedImages` | `true`: write each distinct image once under `shared/images/` | `false` embeds and re-encodes duplicate images in every model |
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With no asset config, models share their content-addressed images across the build and reuse the
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store on later builds. Tiny images retain their original bytes when KTX2 would grow the download
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without reducing resolution; an explicit slot codec override can still force compression.
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Automatic cooking also retains sources whose encode dimensions are not divisible by four,
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without changing their bytes or dimensions. The report and manifest name `block-size` as the
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reason; these retained bytes still count toward the uncooked budget. An explicit compression
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codec override rejects an unaligned image, while `codec: "none"` remains available.
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The images inside a `.glb` go through the pipeline too, on by default. A prop carrying three
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2048x2048 JPEGs is a small file and about 64 MiB of VRAM once the driver decodes it, so each
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embedded image is transcoded to KTX2/Basis (UASTC for normal maps, ETC1S for colour and
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simplified candela.glb: 99482 -> 15104 triangles (15.2% kept, requested 5.0%) — the error tolerance 0.001 stopped it short
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```
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`assets.models: "none"
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Android QuickJS and iOS JSC have no WebAssembly and therefore no Basis transcoder. The build
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automatically skips the unsupported texture and model passes for those targets; games do not
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need an `assets.models: "none"` override. Already-compressed source assets still fail native
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preflight when their required decoder is unavailable.
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## Static lightmaps
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| Web gameplay | Packed-tarball sandbox required `material.lightMap` before reaching the goal could win. |
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| Negative control | Setting `material.lightMap = null` made `staticLightReady` and the win assertion fail. |
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| Native status | Linux desktop rendered the packed GLB/KTX2 with a clean playtest; Android/iOS still fail closed because their hosts have no KTX2 decoder. |
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155
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+
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156
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+
## Audio conditioning
|
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157
|
+
|
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158
|
+
`AssetKind` classified `.ogg`, `.wav` and `.mp3` as audio from the beginning and nothing acted on
|
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159
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+
it, so audio was classified and then shipped through untouched. This pass does the conditioning a
|
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160
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+
game should never hand-roll, and — like the model pass — measures its own output rather than
|
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161
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+
trusting that the chain behaved.
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162
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+
|
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163
|
+
Which clips loop, which are positional, and what a clip is *for* are facts only the game knows, so
|
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+
every one of them is declared. There is no filename convention: a pass that decided `chime.ogg`
|
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165
|
+
must be a chime would be confidently wrong on the first asset named against it.
|
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166
|
+
|
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167
|
+
```ts
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+
assets: {
|
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169
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+
audio: {
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+
overrides: [
|
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+
{ glob: "audio/*-bed.ogg", loop: true },
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172
|
+
{ glob: "audio/music/*.ogg", loop: { crossFadeMs: 0 } },
|
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173
|
+
{ glob: "audio/step-*.ogg", positional: true, spectrum: { band: "sub", maxPercent: 15 } },
|
|
174
|
+
{ glob: "audio/landmark.ogg", spectrum: { band: "high", minPercent: 40 } },
|
|
175
|
+
],
|
|
176
|
+
},
|
|
177
|
+
}
|
|
178
|
+
```
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|
+
|
|
180
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+
| Declaration | What it turns on |
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181
|
+
| --- | --- |
|
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182
|
+
| `loop: true` | Equal-power tail-onto-head cross-fade, then the seam assertion below. |
|
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183
|
+
| `loop: { crossFadeMs: 0 }` | Keeps the clip's own length — a bar-accurate musical loop — and still asserts the seam. |
|
|
184
|
+
| `loop: { spliceToleranceMs }` | How far the splice may move to find a quiet join. Default 25 ms. |
|
|
185
|
+
| `positional: true` | Mono downmix, which halves the decoded cost as well as the wire cost. |
|
|
186
|
+
| `spectrum: { band, minPercent }` | Fails the build when too little of the clip's energy is in the band it is for. |
|
|
187
|
+
| `spectrum: { band, maxPercent }` | Fails the build when too much of it is somewhere it should not be. |
|
|
188
|
+
| `normalise: "peak"` | Lifts a quiet clip to the ceiling. Off by default: see below. |
|
|
189
|
+
| `peakDb` | The ceiling, in dBFS. Default `-1`. |
|
|
190
|
+
| `conditioning: "none"` | Ships the bytes as committed. Measurement, and a declared loop's assertion, still run. |
|
|
191
|
+
| `assets.audio: "none"` | Drops the pass, exactly as `textures: "none"` drops the KTX2 pass. |
|
|
192
|
+
|
|
193
|
+
**Ogg Vorbis is forced, not preferred.** `packages/runtime-native`'s `decodeAudioFile` implements
|
|
194
|
+
exactly RIFF/WAVE and Ogg Vorbis, compiled into desktop, Android and iOS alike, so an MP3 asset is
|
|
195
|
+
silent on every native target. The pass therefore reads only those two containers and fails the
|
|
196
|
+
bake, naming the file and the re-encode command, rather than letting a build reach a player and
|
|
197
|
+
play nothing. Both codecs are in-process WASM — as with the KTX2 pass, users install nothing extra
|
|
198
|
+
and there is no `ffmpeg` in the install story.
|
|
199
|
+
|
|
200
|
+
**Content is the check that matters most.** The hand pass this replaces got every join right and
|
|
201
|
+
never looked at what was *in* the clips: it shipped a chime that was 83% low-mid where a struck bell
|
|
202
|
+
should be, and fifteen footsteps carrying up to 45% of their energy below 100 Hz — a band a wood has
|
|
203
|
+
nothing in, and which spends a phone speaker's whole headroom on something nobody can hear. A seam
|
|
204
|
+
check alone would have caught neither, which is why both a floor and a ceiling are declarable.
|
|
205
|
+
|
|
206
|
+
Bands are named, not measured in Hz, and the names and edges are the audio inspector's own — `sub`
|
|
207
|
+
(0-100 Hz), `low` (100-500), `mid` (500-2k), `high` (2k-8k), `air` (8k-Nyquist) — so a game declares
|
|
208
|
+
one band in one vocabulary and means the same thing to the build gate and to
|
|
209
|
+
`packages/playtest`'s inspector. Percentages are on the same 0-100 scale for the same reason. Every
|
|
210
|
+
clip's full five-band profile is measured and reported whether or not a bound was declared.
|
|
211
|
+
|
|
212
|
+
**The seam is judged as a ratio, not a magnitude.** A click is a step that is anomalous *where it
|
|
213
|
+
happens*: the same 0.02 jump is inaudible under a dense bed and an obvious tick in near-silence, so
|
|
214
|
+
an absolute bound condemns loud clips and excuses quiet ones. What the pass measures is the wrap
|
|
215
|
+
step against the 99th-percentile ordinary step within 50 ms of the join, and the default limit is
|
|
216
|
+
`1.5x` — not `1.0x`, because a flawless wrap that lands on the signal's steepest point legitimately
|
|
217
|
+
*is* the largest step in its neighbourhood, and a looped pure sine scores `1.000000000000223` there
|
|
218
|
+
on float error alone. This is the same measurement `packages/playtest`'s audio inspector makes, so
|
|
219
|
+
the build gate and the inspector cannot disagree about one file; `audio-seam-parity.spec.ts` pins
|
|
220
|
+
them together.
|
|
221
|
+
|
|
222
|
+
It is measured on the **decoded output bytes**, because a cross-fade that is exact in the
|
|
223
|
+
intermediate PCM and undone by the encoder is still a click in the player's ears.
|
|
224
|
+
|
|
225
|
+
**The fade length is not a lottery ticket, and this was checked rather than assumed.** After a
|
|
226
|
+
tail-onto-head cross-fade the wrap step is exactly the source's own adjacent-sample delta wherever
|
|
227
|
+
the splice lands, so with a fixed fade length the *bare step* is a draw from the material's step
|
|
228
|
+
distribution — on one real bed it moved from 0.0084 at a 250 ms fade to 0.0807 at 400 ms, a spread
|
|
229
|
+
that would make a magnitude gate's verdict luck. In the ratio the gate actually reads, the same
|
|
230
|
+
sweep over 17 fade lengths and three real beds stays between 0.00x and 0.89x and never reaches the
|
|
231
|
+
1.5x limit, because the numerator and denominator move together. The pass also searches a declared
|
|
232
|
+
tolerance for the quietest join, which takes it to 0.00x at every fade length tested and 0.00x-0.23x
|
|
233
|
+
after a real encode.
|
|
234
|
+
|
|
235
|
+
The one configuration that can still lose that lottery is `spliceToleranceMs: 0`, which pins the
|
|
236
|
+
fade where the declared length puts it. When the gate fires it says which situation the build is in
|
|
237
|
+
— splice pinned, no fade at all, or a search that had room and found nothing — and it deliberately
|
|
238
|
+
never offers raising `seamMaxRatio` or walking `crossFadeMs` as the way out, because a throwing gate
|
|
239
|
+
people learn to tune around is worse than no gate.
|
|
240
|
+
|
|
241
|
+
**The peak is a ceiling, not a target.** Normalising every clip up to one level would make a
|
|
242
|
+
footstep as loud as a chime and force the game to undo the pipeline in its volume settings — that
|
|
243
|
+
is deciding how the game sounds, and it belongs to the game.
|
|
244
|
+
|
|
245
|
+
**A pass with nothing to do says so.** A source that is already Ogg Vorbis, already the right
|
|
246
|
+
channel count, under the ceiling and carrying no DC is shipped byte-identical, because re-encoding
|
|
247
|
+
it would cost a generation of lossy Vorbis to deliver the same audio.
|
|
248
|
+
|
|
249
|
+
Measured over one game's nineteen generated clips: the three declared beds cross-fade to seam
|
|
250
|
+
ratios of `0.10x`, `0.03x` and `0.10x`, and the other sixteen pass through byte-identical. The
|
|
251
|
+
declared-band checks fail the build on both of that game's real defects — the chime that came back
|
|
252
|
+
a hum, and the footsteps built out of sub-bass — neither of which any seam check would have seen.
|
|
@@ -0,0 +1,48 @@
|
|
|
1
|
+
# Third-party notices
|
|
2
|
+
|
|
3
|
+
The private KTX2 adapter in this package derives from `ktx2-encoder` 0.6.0, copyright 2020
|
|
4
|
+
Hu Song, under the MIT License. Its bundled `basis_encoder.js` and `basis_encoder.wasm` derive
|
|
5
|
+
from Basis Universal, copyright 2016–2026 Binomial LLC, under Apache License 2.0.
|
|
6
|
+
|
|
7
|
+
The Basis build is intentionally modified from upstream commit
|
|
8
|
+
`1b33fd5098c6e7b58324146b8f5518cbb4cdfb72`: the wasm32 ceiling for the lower-memory ETC1S and
|
|
9
|
+
UASTC LDR 4x4 compressors is raised from 12 to 16 Mi texels. The conservative HDR ceiling is
|
|
10
|
+
unchanged. The modified source patch and reproducible build are in `scripts/`.
|
|
11
|
+
|
|
12
|
+
Build provenance:
|
|
13
|
+
|
|
14
|
+
- Emscripten 4.0.15 container digest:
|
|
15
|
+
`sha256:27bc6267cb285223b8aebb7627bfebae7cb3ad2aaa0d5923b8aa5321793033e8`
|
|
16
|
+
- Configuration: wasm32, non-threaded Release, `KTX2_ZSTANDARD=ON`, `SUPPORT_ASTCENC=OFF`,
|
|
17
|
+
`-s EXPORT_ES6=1`
|
|
18
|
+
- `basis_encoder.js` SHA-256:
|
|
19
|
+
`059621ec63379c496ac93814f53afc6c7065ecdf6291b2ac8db951cb7bac4c64`
|
|
20
|
+
- `basis_encoder.wasm` SHA-256:
|
|
21
|
+
`f020c8ed7d2ccadf752c0e64b86195f09e0bfeacc2de3d94b28c89ea72ce5bd5`
|
|
22
|
+
|
|
23
|
+
The complete MIT and Apache-2.0 license texts remain available from the upstream projects:
|
|
24
|
+
https://github.com/gz65555/ktx2-encoder and https://github.com/BinomialLLC/basis_universal.
|
|
25
|
+
The Apache-2.0 text is also shipped in `LICENSES/Basis-Universal-Apache-2.0.txt`.
|
|
26
|
+
Basis Universal's NOTICE attribution is:
|
|
27
|
+
|
|
28
|
+
> Basis Universal™ Supercompressed GPU Texture Compression Library. Copyright © 2016–2026
|
|
29
|
+
> Binomial LLC. All rights reserved except as granted under the Apache 2.0 license. Basis
|
|
30
|
+
> Universal is a trademark of Binomial LLC.
|
|
31
|
+
|
|
32
|
+
The MIT terms for the derived `ktx2-encoder` portions are:
|
|
33
|
+
|
|
34
|
+
> Copyright (c) 2020 HU SONG
|
|
35
|
+
>
|
|
36
|
+
> Permission is hereby granted, free of charge, to any person obtaining a copy of this software
|
|
37
|
+
> and associated documentation files (the "Software"), to deal in the Software without
|
|
38
|
+
> restriction, including without limitation the rights to use, copy, modify, merge, publish,
|
|
39
|
+
> distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
|
|
40
|
+
> Software is furnished to do so, subject to the following conditions: the above copyright notice
|
|
41
|
+
> and this permission notice shall be included in all copies or substantial portions of the
|
|
42
|
+
> Software.
|
|
43
|
+
>
|
|
44
|
+
> THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
|
|
45
|
+
> BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
|
46
|
+
> NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
|
|
47
|
+
> DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
48
|
+
> OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|