@zkmake/three-audit 0.1.0 → 0.2.0

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package/README.md CHANGED
@@ -33,6 +33,48 @@ A failure lists each pair of meshes with faces in one plane, facing the same way
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  [{ a: "windmill/plinth [stone] @ (0, 0.1, 0)", b: "windmill/wall [plaster] @ (0, 0.5, 0)", triangles: 4 }]
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  ```
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+ ## From the command line
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+
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+ Check exported models without writing any code:
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+
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+ ```sh
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+ npx @zkmake/three-audit assets/*.glb # or bunx
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+ ```
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+
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+ ```
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+ windmill.glb 4,812 triangles
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+ ✗ 1 z-fighting pair
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+ windmill/plinth [stone] @ (0, 0.1, 0)
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+ ↔ windmill/wall [plaster] @ (0, 0.5, 0) (4 triangles)
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+ ✓ no NaN geometry
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+ most triangles:
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+ 1,920 sails
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+ …
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+ ```
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+
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+ It exits 1 when any model fails a check (2 when one can't be read), so it can gate CI. Options:
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+ `--gap <m>`, `--self`, `--skip <regex>` (leave out objects by name, e.g. decals), `--top <n>`,
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+ `--json`, `--no-fail`.
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+
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+ `.glb` and `.gltf` (buffers beside it) both load. Textures are stripped first: no check reads them.
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+ Draco models need `draco3dgltf` installed and Meshopt models `meshoptimizer`
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+ (`npx -p @zkmake/three-audit -p draco3dgltf three-audit model.glb`).
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+
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+ In a test, load a model the same way:
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+
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+ ```ts
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+ import { findZFighting } from "@zkmake/three-audit";
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+ import { loadModel } from "@zkmake/three-audit/node";
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+
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+ test("windmill.glb has no z-fighting", async () => {
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+ expect(findZFighting(await loadModel("assets/windmill.glb"))).toEqual([]);
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+ });
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+ ```
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+
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+ glTF is in metres, which is what `--gap`'s default assumes. Instanced meshes
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+ (`EXT_mesh_gpu_instancing`) aren't checked for z-fighting; skinned and morphing meshes are
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+ checked in their rest pose.
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+
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  ## In the console
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  ```ts
@@ -0,0 +1,414 @@
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+ //#region src/scene.ts
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+ /** Depth-first, in child order. A skipped (or, with `visibleOnly`, hidden) object prunes its subtree. */
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+ const walk = (root, options, visit) => {
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+ const stack = [root];
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+ while (stack.length > 0) {
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+ const object = stack.pop();
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+ if (options.visibleOnly === true && !object.visible || options.skip?.(object) === true) continue;
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+ visit(object);
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+ for (let i = object.children.length - 1; i >= 0; i -= 1) stack.push(object.children[i]);
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+ }
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+ };
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+ const isMesh = (object) => object.isMesh === true;
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+ const isInstanced = (mesh) => mesh.isInstancedMesh === true;
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+ const isBatched = (mesh) => mesh.isBatchedMesh === true;
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+ /** Triangles one draw of this geometry makes: indexed or not, within its draw range. */
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+ const triangleCount = (geometry) => {
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+ const elements = geometry.index?.count ?? geometry.attributes.position?.count ?? 0;
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+ const { start, count } = geometry.drawRange;
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+ const drawn = Math.min(elements, start + count) - start;
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+ return Math.max(0, Math.floor(drawn / 3));
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+ };
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+ /** Triangles a batch draws across its visible instances, and how many instances that is. */
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+ const batchedTriangles = (batch) => {
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+ let triangles = 0;
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+ let instances = 0;
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+ for (let id = 0; id < batch.maxInstanceCount; id += 1) {
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+ let geometryId;
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+ try {
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+ if (!batch.getVisibleAt(id)) continue;
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+ geometryId = batch.getGeometryIdAt(id);
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+ } catch {
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+ continue;
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+ }
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+ const range = batch.getGeometryRangeAt(geometryId);
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+ const elements = range.count ?? (batch.geometry.index ? range.indexCount : range.vertexCount);
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+ triangles += Math.floor(elements / 3);
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+ instances += 1;
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+ }
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+ return {
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+ instances,
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+ triangles
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+ };
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+ };
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+ /** The tag of the nearest tagged ancestor (the object itself included), or `null`. */
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+ const tagOf = (object, tagKey) => {
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+ for (let at = object; at; at = at.parent) {
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+ const tag = at.userData[tagKey];
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+ if (tag !== void 0 && tag !== null) return String(tag);
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+ }
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+ return null;
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+ };
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+ const hasTag = (root, tagKey, skip) => {
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+ let found = false;
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+ walk(root, { skip }, (object) => {
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+ found ||= object.userData[tagKey] !== void 0 && object.userData[tagKey] !== null;
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+ });
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+ return found;
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+ };
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+ const meshName = (mesh) => mesh.name || mesh.geometry.name || mesh.geometry.type;
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+ const materialName = (mesh) => {
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+ const material = Array.isArray(mesh.material) ? mesh.material[0] : mesh.material;
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+ return material ? material.name || material.type : "none";
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+ };
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+ /** Adds a property JSON and `console.table` leave out: a live object that would serialise the scene. */
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+ const withHidden = (row, key, value) => Object.defineProperty(row, key, {
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+ value,
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+ enumerable: false
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+ });
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+ //#endregion
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+ //#region src/bad-geometry.ts
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+ const corner = (geometry, k) => geometry.index?.getX(k) ?? k;
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+ const check = (geometry) => {
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+ const position = geometry.attributes.position;
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+ const normal = geometry.attributes.normal;
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+ const flagged = new Uint8Array(position.count);
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+ let nonFinite = 0;
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+ let zeroNormals = 0;
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+ for (let v = 0; v < position.count; v += 1) if (!(Number.isFinite(position.getX(v)) && Number.isFinite(position.getY(v)) && Number.isFinite(position.getZ(v)) && (!normal || Number.isFinite(normal.getX(v)) && Number.isFinite(normal.getY(v)) && Number.isFinite(normal.getZ(v))))) {
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+ flagged[v] = 1;
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+ nonFinite += 1;
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+ }
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+ if (!normal) return {
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+ nonFinite,
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+ zeroNormals
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+ };
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+ const corners = geometry.index?.count ?? position.count;
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+ for (let k = 0; k + 2 < corners; k += 3) {
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+ const a = corner(geometry, k);
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+ const b = corner(geometry, k + 1);
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+ const c = corner(geometry, k + 2);
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+ const ux = position.getX(b) - position.getX(a);
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+ const uy = position.getY(b) - position.getY(a);
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+ const uz = position.getZ(b) - position.getZ(a);
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+ const vx = position.getX(c) - position.getX(a);
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+ const vy = position.getY(c) - position.getY(a);
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+ const vz = position.getZ(c) - position.getZ(a);
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+ if (!(Math.hypot(uy * vz - uz * vy, uz * vx - ux * vz, ux * vy - uy * vx) > 1e-8)) continue;
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+ for (const v of [
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+ a,
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+ b,
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+ c
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+ ]) if (flagged[v] === 0 && Math.hypot(normal.getX(v), normal.getY(v), normal.getZ(v)) < 1e-4) {
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+ flagged[v] = 1;
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+ zeroNormals += 1;
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+ }
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+ }
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+ return {
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+ nonFinite,
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+ zeroNormals
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+ };
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+ };
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+ /** Meshes with geometry that renders NaN, hidden ones included. `[]` is a pass. */
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+ const findBadGeometry = (root, options = {}) => {
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+ const tagKey = options.tagKey ?? "studioObject";
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+ const rows = [];
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+ walk(root, { skip: options.skip }, (object) => {
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+ if (!isMesh(object) || !object.geometry.attributes.position) return;
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+ const { nonFinite, zeroNormals } = check(object.geometry);
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+ if (nonFinite > 0 || zeroNormals > 0) {
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+ const under = tagOf(object, tagKey) ?? object.parent?.name ?? "";
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+ rows.push(withHidden({
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+ mesh: meshName(object),
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+ under,
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+ nonFinite,
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+ zeroNormals
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+ }, "object", object));
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+ }
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+ });
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+ return rows;
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+ };
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+ //#endregion
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+ //#region src/triangles.ts
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+ const cost = (mesh) => {
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+ if (isBatched(mesh)) return batchedTriangles(mesh);
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+ const instances = isInstanced(mesh) ? mesh.count : 1;
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+ return {
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+ instances,
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+ triangles: triangleCount(mesh.geometry) * instances
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+ };
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+ };
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+ /**
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+ * Triangles one pass draws: visible meshes, instances counted, no frustum culling. A shadow pass
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+ * adds roughly as much again for each shadow-casting light.
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+ */
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+ const countTriangles = (root, options = {}) => {
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+ let total = 0;
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+ walk(root, {
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+ skip: options.skip,
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+ visibleOnly: true
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+ }, (object) => {
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+ if (isMesh(object)) total += cost(object).triangles;
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+ });
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+ return total;
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+ };
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+ /** Every visible mesh, most triangles drawn first. */
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+ const listMeshes = (root, options = {}) => {
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+ const rows = [];
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+ walk(root, {
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+ skip: options.skip,
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+ visibleOnly: true
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+ }, (object) => {
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+ if (!isMesh(object)) return;
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+ const { instances, triangles } = cost(object);
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+ const row = {
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+ name: meshName(object),
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+ triangles: instances > 0 ? Math.round(triangles / instances) : 0,
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+ instances,
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+ total: triangles
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+ };
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+ rows.push(withHidden(row, "mesh", object));
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+ });
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+ return rows.sort((a, b) => b.total - a.total);
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+ };
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+ /**
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+ * Geometries by triangles drawn, hidden meshes included, most first. Name geometries
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+ * (`geometry.name`) to make this readable. Batches are left out: their shared buffer is not one
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+ * geometry; `listMeshes` counts them.
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+ */
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+ const geometryCensus = (root, options = {}) => {
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+ const rows = /* @__PURE__ */ new Map();
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+ walk(root, { skip: options.skip }, (object) => {
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+ if (!isMesh(object) || isBatched(object) || !object.geometry.attributes.position) return;
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+ const geometry = object.geometry;
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+ const key = geometry.name || `${geometry.type}:${geometry.uuid.slice(0, 6)}`;
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+ const triangles = triangleCount(geometry);
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+ const uses = isInstanced(object) ? object.count : 1;
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+ const row = rows.get(key) ?? {
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+ geometry: key,
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+ uses: 0,
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+ triangles,
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+ total: 0
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+ };
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+ row.uses += uses;
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+ row.total += triangles * uses;
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+ rows.set(key, row);
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+ });
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+ return [...rows.values()].sort((a, b) => b.total - a.total);
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+ };
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+ //#endregion
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+ //#region src/z-fighting.ts
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+ /** Normals quantised to 1/40: neighbouring buckets are searched, so this only sets bucket size. */
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+ const QUANT = 40;
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+ /** Normals this aligned count as parallel (about 2.6°). */
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+ const PARALLEL = .999;
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+ const round = (value) => Math.round(value * 100) / 100;
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+ const labelOf = (part) => {
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+ const centre = part.min.map((low, axis) => round((low + part.max[axis]) / 2));
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+ return `${part.tag === null ? "" : `${part.tag}/`}${meshName(part.mesh)} [${materialName(part.mesh)}] @ (${centre.join(", ")})`;
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+ };
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+ /** Pairs of meshes that z-fight, most overlapping triangles first. `[]` is a pass. */
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+ const findZFighting = (root, options = {}) => {
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+ const gap = options.gap ?? .004;
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+ const self = options.self ?? false;
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+ const tagKey = options.tagKey ?? "studioObject";
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+ const tagged = options.tagged ?? hasTag(root, tagKey, options.skip);
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+ root.updateWorldMatrix(true, true);
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+ const parts = [];
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+ const owner = [];
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+ const planes = [];
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+ const corners = [];
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+ const keys = [];
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+ const buckets = /* @__PURE__ */ new Map();
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+ const keyOf = (x, y, z, d) => `${x},${y},${z},${d}`;
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+ walk(root, { skip: options.skip }, (object) => {
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+ if (!isMesh(object) || isInstanced(object) || isBatched(object) || !object.geometry.attributes.position) return;
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+ const tag = tagOf(object, tagKey);
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+ if (tagged && tag === null) return;
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+ const part = parts.length;
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+ const { index, attributes } = object.geometry;
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+ const position = attributes.position;
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+ const e = object.matrixWorld.elements;
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+ const min = [
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+ Infinity,
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+ Infinity,
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+ Infinity
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+ ];
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+ const max = [
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+ -Infinity,
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+ -Infinity,
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+ -Infinity
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+ ];
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+ const count = index?.count ?? position.count;
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+ const world = [
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0
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+ ];
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+ parts.push({
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+ mesh: object,
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+ tag,
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+ min,
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+ max
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+ });
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+ for (let k = 0; k + 2 < count; k += 3) {
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+ for (let c = 0; c < 3; c += 1) {
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+ const v = index?.getX(k + c) ?? k + c;
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+ const x = position.getX(v);
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+ const y = position.getY(v);
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+ const z = position.getZ(v);
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+ for (let axis = 0; axis < 3; axis += 1) {
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+ const value = e[axis] * x + e[axis + 4] * y + e[axis + 8] * z + e[axis + 12];
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+ world[c * 3 + axis] = value;
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+ min[axis] = Math.min(min[axis], value);
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+ max[axis] = Math.max(max[axis], value);
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+ }
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+ }
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+ const [ax, ay, az, bx, by, bz, cx, cy, cz] = world;
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+ const ux = bx - ax;
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+ const uy = by - ay;
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+ const uz = bz - az;
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+ const vx = cx - ax;
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+ const vy = cy - ay;
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+ const vz = cz - az;
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+ let nx = uy * vz - uz * vy;
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+ let ny = uz * vx - ux * vz;
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+ let nz = ux * vy - uy * vx;
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+ const length = Math.hypot(nx, ny, nz);
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+ if (!(length / 2 >= 1e-5)) continue;
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+ nx /= length;
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+ ny /= length;
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+ nz /= length;
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+ const d = nx * ax + ny * ay + nz * az;
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+ const id = owner.length;
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+ const key = [
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+ Math.round(nx * QUANT),
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+ Math.round(ny * QUANT),
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+ Math.round(nz * QUANT),
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+ Math.round(d / gap)
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+ ];
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+ const bucket = buckets.get(keyOf(...key));
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+ owner.push(part);
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+ planes.push(nx, ny, nz, d);
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+ corners.push(...world);
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+ keys.push(key);
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+ if (bucket) bucket.push(id);
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+ else buckets.set(keyOf(...key), [id]);
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+ }
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+ });
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+ const margin = gap / 2;
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+ const flat = [
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0
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+ ];
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+ const overlaps = (s, t) => {
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+ const S = s * 9;
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+ const T = t * 9;
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+ let ux = corners[S + 3] - corners[S];
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+ let uy = corners[S + 4] - corners[S + 1];
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+ let uz = corners[S + 5] - corners[S + 2];
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+ const length = Math.hypot(ux, uy, uz) || 1;
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+ ux /= length;
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+ uy /= length;
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+ uz /= length;
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+ const nx = planes[s * 4];
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+ const ny = planes[s * 4 + 1];
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+ const nz = planes[s * 4 + 2];
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+ const vx = ny * uz - nz * uy;
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+ const vy = nz * ux - nx * uz;
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+ const vz = nx * uy - ny * ux;
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+ for (let i = 0; i < 6; i += 1) {
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+ const at = i < 3 ? S + i * 3 : T + (i - 3) * 3;
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+ const px = corners[at];
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+ const py = corners[at + 1];
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+ const pz = corners[at + 2];
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+ flat[i * 2] = px * ux + py * uy + pz * uz;
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+ flat[i * 2 + 1] = px * vx + py * vy + pz * vz;
343
+ }
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+ for (let edge = 0; edge < 6; edge += 1) {
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+ const from = edge;
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+ const to = edge < 3 ? (edge + 1) % 3 : 3 + (edge + 1) % 3;
347
+ const ex = flat[to * 2] - flat[from * 2];
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+ const ey = flat[to * 2 + 1] - flat[from * 2 + 1];
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+ const edgeLength = Math.hypot(ex, ey) || 1;
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+ const axisX = -ey / edgeLength;
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+ const axisY = ex / edgeLength;
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+ let p0 = Infinity;
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+ let p1 = -Infinity;
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+ let q0 = Infinity;
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+ let q1 = -Infinity;
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+ for (let i = 0; i < 6; i += 1) {
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+ const value = flat[i * 2] * axisX + flat[i * 2 + 1] * axisY;
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+ if (i < 3) {
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+ p0 = Math.min(p0, value);
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+ p1 = Math.max(p1, value);
361
+ } else {
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+ q0 = Math.min(q0, value);
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+ q1 = Math.max(q1, value);
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+ }
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+ }
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+ if (Math.min(p1, q1) - Math.max(p0, q0) < margin) return false;
367
+ }
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+ return true;
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+ };
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+ const pairs = /* @__PURE__ */ new Map();
371
+ for (let s = 0; s < owner.length; s += 1) {
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+ const [kx, ky, kz, kd] = keys[s];
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+ for (let i = -1; i <= 1; i += 1) for (let j = -1; j <= 1; j += 1) for (let k = -1; k <= 1; k += 1) for (let l = -1; l <= 1; l += 1) for (const t of buckets.get(keyOf(kx + i, ky + j, kz + k, kd + l)) ?? []) {
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+ const a = owner[s];
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+ const b = owner[t];
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+ if (t <= s || a === b && !self || planes[s * 4] * planes[t * 4] + planes[s * 4 + 1] * planes[t * 4 + 1] + planes[s * 4 + 2] * planes[t * 4 + 2] < PARALLEL || Math.abs(planes[s * 4 + 3] - planes[t * 4 + 3]) > gap || !overlaps(s, t)) continue;
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+ const key = a < b ? `${a}:${b}` : `${b}:${a}`;
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+ const pair = pairs.get(key) ?? {
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+ a: Math.min(a, b),
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+ b: Math.max(a, b),
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+ triangles: 0
382
+ };
383
+ pair.triangles += 1;
384
+ pairs.set(key, pair);
385
+ }
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+ }
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+ return [...pairs.values()].sort((x, y) => y.triangles - x.triangles).map(({ a, b, triangles }) => withHidden({
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+ a: labelOf(parts[a]),
389
+ b: labelOf(parts[b]),
390
+ triangles
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+ }, "meshes", [parts[a].mesh, parts[b].mesh]));
392
+ };
393
+ //#endregion
394
+ //#region src/audit-scene.ts
395
+ /**
396
+ * Every check at once, JSON-safe: what a test asserts on or a headless browser prints. A clean
397
+ * scene has `zFighting` and `badGeometry` both `[]`.
398
+ */
399
+ const auditScene = (root, options = {}) => {
400
+ const { skip, tagKey } = options;
401
+ return {
402
+ triangles: countTriangles(root, { skip }),
403
+ zFighting: findZFighting(root, options),
404
+ badGeometry: findBadGeometry(root, tagKey === void 0 ? { skip } : {
405
+ skip,
406
+ tagKey
407
+ }),
408
+ meshes: listMeshes(root, { skip }).slice(0, options.top ?? 10)
409
+ };
410
+ };
411
+ //#endregion
412
+ export { listMeshes as a, geometryCensus as i, findZFighting as n, findBadGeometry as o, countTriangles as r, triangleCount as s, auditScene as t };
413
+
414
+ //# sourceMappingURL=audit-scene-Cz1FZxhd.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"audit-scene-Cz1FZxhd.js","names":[],"sources":["../src/scene.ts","../src/bad-geometry.ts","../src/triangles.ts","../src/z-fighting.ts","../src/audit-scene.ts"],"sourcesContent":["/**\n * Scene-graph plumbing every check shares: the walk, mesh kinds, triangle counts, tags and names.\n *\n * Nothing here imports three at runtime; objects are recognised by three's own `is*` flags, so the\n * checks work on whatever copy of three the app bundles.\n */\nimport type { BatchedMesh, BufferGeometry, InstancedMesh, Material, Mesh, Object3D } from \"three\";\n\n/** Leave an object and everything under it out of a check. */\nexport type Skip = (object: Object3D) => boolean;\n\nexport type WalkOptions = {\n skip?: Skip | undefined;\n /** Prune hidden objects and their subtrees, as the renderer does. */\n visibleOnly?: boolean;\n};\n\n/** Depth-first, in child order. A skipped (or, with `visibleOnly`, hidden) object prunes its subtree. */\nexport const walk = (root: Object3D, options: WalkOptions, visit: (object: Object3D) => void) => {\n const stack = [root];\n\n while (stack.length > 0) {\n const object = stack.pop()!;\n\n if ((options.visibleOnly === true && !object.visible) || options.skip?.(object) === true) {\n continue;\n }\n\n visit(object);\n\n for (let i = object.children.length - 1; i >= 0; i -= 1) {\n stack.push(object.children[i]!);\n }\n }\n};\n\nexport const isMesh = (object: Object3D): object is Mesh => (object as Mesh).isMesh === true;\n\nexport const isInstanced = (mesh: Mesh): mesh is InstancedMesh =>\n (mesh as InstancedMesh).isInstancedMesh === true;\n\nexport const isBatched = (mesh: Mesh): mesh is BatchedMesh =>\n (mesh as unknown as BatchedMesh).isBatchedMesh === true;\n\n/** Triangles one draw of this geometry makes: indexed or not, within its draw range. */\nexport const triangleCount = (geometry: BufferGeometry) => {\n const elements = geometry.index?.count ?? geometry.attributes.position?.count ?? 0;\n const { start, count } = geometry.drawRange;\n const drawn = Math.min(elements, start + count) - start;\n\n return Math.max(0, Math.floor(drawn / 3));\n};\n\n/** Triangles a batch draws across its visible instances, and how many instances that is. */\nexport const batchedTriangles = (batch: BatchedMesh) => {\n let triangles = 0;\n let instances = 0;\n\n for (let id = 0; id < batch.maxInstanceCount; id += 1) {\n let geometryId: number;\n\n // Deleted and never-used ids throw.\n try {\n if (!batch.getVisibleAt(id)) {\n continue;\n }\n\n geometryId = batch.getGeometryIdAt(id);\n } catch {\n continue;\n }\n\n const range = batch.getGeometryRangeAt(geometryId) as {\n count?: number;\n indexCount: number;\n vertexCount: number;\n };\n const elements = range.count ?? (batch.geometry.index ? range.indexCount : range.vertexCount);\n\n triangles += Math.floor(elements / 3);\n instances += 1;\n }\n\n return { instances, triangles };\n};\n\n/** The tag of the nearest tagged ancestor (the object itself included), or `null`. */\nexport const tagOf = (object: Object3D, tagKey: string) => {\n for (let at: Object3D | null = object; at; at = at.parent) {\n const tag: unknown = at.userData[tagKey];\n\n if (tag !== undefined && tag !== null) {\n return String(tag);\n }\n }\n\n return null;\n};\n\nexport const hasTag = (root: Object3D, tagKey: string, skip?: Skip) => {\n let found = false;\n\n walk(root, { skip }, (object) => {\n found ||= object.userData[tagKey] !== undefined && object.userData[tagKey] !== null;\n });\n\n return found;\n};\n\nexport const meshName = (mesh: Mesh) => mesh.name || mesh.geometry.name || mesh.geometry.type;\n\nexport const materialName = (mesh: Mesh) => {\n const material = (Array.isArray(mesh.material) ? mesh.material[0] : mesh.material) as\n | Material\n | undefined;\n\n return material ? material.name || material.type : \"none\";\n};\n\n/** Adds a property JSON and `console.table` leave out: a live object that would serialise the scene. */\nexport const withHidden = <Row extends object, Key extends string, Value>(\n row: Row,\n key: Key,\n value: Value,\n) => Object.defineProperty(row, key, { value, enumerable: false }) as Row & Record<Key, Value>;\n","/**\n * Geometry that lights a pixel NaN: a non-finite position or normal, or a zero-length normal on a\n * triangle with area. Bloom and other blurs spread one NaN pixel into a black block.\n */\nimport type { BufferGeometry, Mesh, Object3D } from \"three\";\n\nimport { isMesh, meshName, type Skip, tagOf, walk, withHidden } from \"./scene.ts\";\n\nexport type BadGeometryOptions = {\n skip?: Skip | undefined;\n /** `userData` key naming the part a mesh belongs to, for the `under` column. */\n tagKey?: string;\n};\n\nexport type BadGeometryRow = {\n mesh: string;\n /** The tagged part it sits in, or its parent's name. */\n under: string;\n /** Vertices with a NaN or infinite position or normal component. */\n nonFinite: number;\n /** Vertices of triangles with area whose normal has no length. */\n zeroNormals: number;\n /** Not enumerable: kept out of JSON and `console.table`. */\n readonly object: Mesh;\n};\n\nconst corner = (geometry: BufferGeometry, k: number) => geometry.index?.getX(k) ?? k;\n\nconst check = (geometry: BufferGeometry) => {\n const position = geometry.attributes.position!;\n const normal = geometry.attributes.normal;\n const flagged = new Uint8Array(position.count);\n let nonFinite = 0;\n let zeroNormals = 0;\n\n for (let v = 0; v < position.count; v += 1) {\n const finite =\n Number.isFinite(position.getX(v)) &&\n Number.isFinite(position.getY(v)) &&\n Number.isFinite(position.getZ(v)) &&\n (!normal ||\n (Number.isFinite(normal.getX(v)) &&\n Number.isFinite(normal.getY(v)) &&\n Number.isFinite(normal.getZ(v))));\n\n if (!finite) {\n flagged[v] = 1;\n nonFinite += 1;\n }\n }\n\n if (!normal) {\n return { nonFinite, zeroNormals };\n }\n\n const corners = geometry.index?.count ?? position.count;\n\n for (let k = 0; k + 2 < corners; k += 3) {\n const a = corner(geometry, k);\n const b = corner(geometry, k + 1);\n const c = corner(geometry, k + 2);\n const ux = position.getX(b) - position.getX(a);\n const uy = position.getY(b) - position.getY(a);\n const uz = position.getZ(b) - position.getZ(a);\n const vx = position.getX(c) - position.getX(a);\n const vy = position.getY(c) - position.getY(a);\n const vz = position.getZ(c) - position.getZ(a);\n const area = Math.hypot(uy * vz - uz * vy, uz * vx - ux * vz, ux * vy - uy * vx);\n\n if (!(area > 1e-8)) {\n continue;\n }\n\n for (const v of [a, b, c]) {\n if (flagged[v] === 0 && Math.hypot(normal.getX(v), normal.getY(v), normal.getZ(v)) < 1e-4) {\n flagged[v] = 1;\n zeroNormals += 1;\n }\n }\n }\n\n return { nonFinite, zeroNormals };\n};\n\n/** Meshes with geometry that renders NaN, hidden ones included. `[]` is a pass. */\nexport const findBadGeometry = (\n root: Object3D,\n options: BadGeometryOptions = {},\n): BadGeometryRow[] => {\n const tagKey = options.tagKey ?? \"studioObject\";\n const rows: BadGeometryRow[] = [];\n\n walk(root, { skip: options.skip }, (object) => {\n if (!isMesh(object) || !object.geometry.attributes.position) {\n return;\n }\n\n const { nonFinite, zeroNormals } = check(object.geometry);\n\n if (nonFinite > 0 || zeroNormals > 0) {\n const under = tagOf(object, tagKey) ?? object.parent?.name ?? \"\";\n\n rows.push(\n withHidden({ mesh: meshName(object), under, nonFinite, zeroNormals }, \"object\", object),\n );\n }\n });\n\n return rows;\n};\n","/**\n * Where a triangle budget goes: the total one pass draws, the meshes drawing it, and the\n * geometries behind them.\n */\nimport type { Mesh, Object3D } from \"three\";\n\nimport {\n batchedTriangles,\n isBatched,\n isInstanced,\n isMesh,\n meshName,\n type Skip,\n triangleCount,\n walk,\n withHidden,\n} from \"./scene.ts\";\n\nexport type TriangleOptions = { skip?: Skip | undefined };\n\nexport type MeshRow = {\n name: string;\n /** Triangles in one copy (a batch's average). */\n triangles: number;\n instances: number;\n total: number;\n /** Not enumerable: kept out of JSON and `console.table`. */\n readonly mesh: Mesh;\n};\n\nexport type GeometryRow = {\n /** `geometry.name`, or its type and the start of its uuid. */\n geometry: string;\n /** Copies drawn: every mesh using it, instances counted. */\n uses: number;\n triangles: number;\n total: number;\n};\n\nconst cost = (mesh: Mesh) => {\n if (isBatched(mesh)) {\n return batchedTriangles(mesh);\n }\n\n const instances = isInstanced(mesh) ? mesh.count : 1;\n\n return { instances, triangles: triangleCount(mesh.geometry) * instances };\n};\n\n/**\n * Triangles one pass draws: visible meshes, instances counted, no frustum culling. A shadow pass\n * adds roughly as much again for each shadow-casting light.\n */\nexport const countTriangles = (root: Object3D, options: TriangleOptions = {}) => {\n let total = 0;\n\n walk(root, { skip: options.skip, visibleOnly: true }, (object) => {\n if (isMesh(object)) {\n total += cost(object).triangles;\n }\n });\n\n return total;\n};\n\n/** Every visible mesh, most triangles drawn first. */\nexport const listMeshes = (root: Object3D, options: TriangleOptions = {}): MeshRow[] => {\n const rows: MeshRow[] = [];\n\n walk(root, { skip: options.skip, visibleOnly: true }, (object) => {\n if (!isMesh(object)) {\n return;\n }\n\n const { instances, triangles } = cost(object);\n const row = {\n name: meshName(object),\n triangles: instances > 0 ? Math.round(triangles / instances) : 0,\n instances,\n total: triangles,\n };\n\n rows.push(withHidden(row, \"mesh\", object));\n });\n\n return rows.sort((a, b) => b.total - a.total);\n};\n\n/**\n * Geometries by triangles drawn, hidden meshes included, most first. Name geometries\n * (`geometry.name`) to make this readable. Batches are left out: their shared buffer is not one\n * geometry; `listMeshes` counts them.\n */\nexport const geometryCensus = (root: Object3D, options: TriangleOptions = {}): GeometryRow[] => {\n const rows = new Map<string, GeometryRow>();\n\n walk(root, { skip: options.skip }, (object) => {\n if (!isMesh(object) || isBatched(object) || !object.geometry.attributes.position) {\n return;\n }\n\n const geometry = object.geometry;\n const key = geometry.name || `${geometry.type}:${geometry.uuid.slice(0, 6)}`;\n const triangles = triangleCount(geometry);\n const uses = isInstanced(object) ? object.count : 1;\n const row = rows.get(key) ?? { geometry: key, uses: 0, triangles, total: 0 };\n\n row.uses += uses;\n row.total += triangles * uses;\n rows.set(key, row);\n });\n\n return [...rows.values()].sort((a, b) => b.total - a.total);\n};\n","/**\n * Z-fighting found by geometry instead of by eye: pairs of meshes with triangles in (nearly) one\n * plane, facing the same way, overlapping. Those flicker wherever depth precision runs out.\n *\n * Triangles are bucketed by their quantised plane (normal and offset), so only triangles in\n * neighbouring buckets are compared; overlap in the shared plane is a separating-axis test.\n */\nimport type { Mesh, Object3D } from \"three\";\n\nimport {\n hasTag,\n isBatched,\n isInstanced,\n isMesh,\n materialName,\n meshName,\n type Skip,\n tagOf,\n walk,\n withHidden,\n} from \"./scene.ts\";\n\nexport type ZFightingOptions = {\n /**\n * How close two planes count as one, in world units. 0.004 (4 mm at 1 unit = 1 m) is about what\n * depth precision loses with a camera ~50 m out. Scale it with your units.\n */\n gap?: number;\n /** Also compare triangles within one mesh: for merged geometry whose parts share a buffer. */\n self?: boolean;\n /**\n * Only meshes inside a tagged object (`userData[tagKey]`), so a studio's ground and props stay\n * out. Defaults to true when anything under the root is tagged, false otherwise.\n */\n tagged?: boolean;\n tagKey?: string;\n skip?: Skip | undefined;\n};\n\nexport type ZFightingRow = {\n /** `tag/mesh [material] @ (x, y, z)`, the centre in world space. */\n a: string;\n b: string;\n /** Overlapping triangle pairs between the two. */\n triangles: number;\n /** Not enumerable: kept out of JSON and `console.table`. */\n readonly meshes: readonly [Mesh, Mesh];\n};\n\n/** Normals quantised to 1/40: neighbouring buckets are searched, so this only sets bucket size. */\nconst QUANT = 40;\n/** Normals this aligned count as parallel (about 2.6°). */\nconst PARALLEL = 0.999;\n\ntype Part = { mesh: Mesh; tag: string | null; min: number[]; max: number[] };\n\nconst round = (value: number) => Math.round(value * 100) / 100;\n\nconst labelOf = (part: Part) => {\n const centre = part.min.map((low, axis) => round((low + part.max[axis]!) / 2));\n const tag = part.tag === null ? \"\" : `${part.tag}/`;\n\n return `${tag}${meshName(part.mesh)} [${materialName(part.mesh)}] @ (${centre.join(\", \")})`;\n};\n\n/** Pairs of meshes that z-fight, most overlapping triangles first. `[]` is a pass. */\nexport const findZFighting = (root: Object3D, options: ZFightingOptions = {}): ZFightingRow[] => {\n const gap = options.gap ?? 0.004;\n const self = options.self ?? false;\n const tagKey = options.tagKey ?? \"studioObject\";\n const tagged = options.tagged ?? hasTag(root, tagKey, options.skip);\n\n root.updateWorldMatrix(true, true);\n\n const parts: Part[] = [];\n // Per triangle: its part, plane (nx, ny, nz, d) and world corners (9 numbers).\n const owner: number[] = [];\n const planes: number[] = [];\n const corners: number[] = [];\n const keys: [number, number, number, number][] = [];\n const buckets = new Map<string, number[]>();\n const keyOf = (x: number, y: number, z: number, d: number) => `${x},${y},${z},${d}`;\n\n walk(root, { skip: options.skip }, (object) => {\n if (\n !isMesh(object) ||\n isInstanced(object) ||\n isBatched(object) ||\n !object.geometry.attributes.position\n ) {\n return;\n }\n\n const tag = tagOf(object, tagKey);\n\n if (tagged && tag === null) {\n return;\n }\n\n const part = parts.length;\n const { index, attributes } = object.geometry;\n const position = attributes.position!;\n const e = object.matrixWorld.elements;\n const min = [Infinity, Infinity, Infinity];\n const max = [-Infinity, -Infinity, -Infinity];\n const count = index?.count ?? position.count;\n const world = [0, 0, 0, 0, 0, 0, 0, 0, 0];\n\n parts.push({ mesh: object, tag, min, max });\n\n for (let k = 0; k + 2 < count; k += 3) {\n for (let c = 0; c < 3; c += 1) {\n const v = index?.getX(k + c) ?? k + c;\n const x = position.getX(v);\n const y = position.getY(v);\n const z = position.getZ(v);\n\n for (let axis = 0; axis < 3; axis += 1) {\n const value = e[axis]! * x + e[axis + 4]! * y + e[axis + 8]! * z + e[axis + 12]!;\n\n world[c * 3 + axis] = value;\n min[axis] = Math.min(min[axis]!, value);\n max[axis] = Math.max(max[axis]!, value);\n }\n }\n\n const [ax, ay, az, bx, by, bz, cx, cy, cz] = world as [\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n ];\n const ux = bx - ax;\n const uy = by - ay;\n const uz = bz - az;\n const vx = cx - ax;\n const vy = cy - ay;\n const vz = cz - az;\n let nx = uy * vz - uz * vy;\n let ny = uz * vx - ux * vz;\n let nz = ux * vy - uy * vx;\n const length = Math.hypot(nx, ny, nz);\n\n // Slivers under ~1e-5 m² show nothing.\n if (!(length / 2 >= 1e-5)) {\n continue;\n }\n\n nx /= length;\n ny /= length;\n nz /= length;\n\n const d = nx * ax + ny * ay + nz * az;\n const id = owner.length;\n const key: [number, number, number, number] = [\n Math.round(nx * QUANT),\n Math.round(ny * QUANT),\n Math.round(nz * QUANT),\n Math.round(d / gap),\n ];\n const bucket = buckets.get(keyOf(...key));\n\n owner.push(part);\n planes.push(nx, ny, nz, d);\n corners.push(...world);\n keys.push(key);\n\n if (bucket) {\n bucket.push(id);\n } else {\n buckets.set(keyOf(...key), [id]);\n }\n }\n });\n\n // Overlap in s's plane, with a margin so triangles merely sharing an edge don't count.\n const margin = gap / 2;\n const flat = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\n\n const overlaps = (s: number, t: number) => {\n const S = s * 9;\n const T = t * 9;\n let ux = corners[S + 3]! - corners[S]!;\n let uy = corners[S + 4]! - corners[S + 1]!;\n let uz = corners[S + 5]! - corners[S + 2]!;\n const length = Math.hypot(ux, uy, uz) || 1;\n\n ux /= length;\n uy /= length;\n uz /= length;\n\n const nx = planes[s * 4]!;\n const ny = planes[s * 4 + 1]!;\n const nz = planes[s * 4 + 2]!;\n const vx = ny * uz - nz * uy;\n const vy = nz * ux - nx * uz;\n const vz = nx * uy - ny * ux;\n\n // Corners 0–2 are s, 3–5 are t, as (x, y) in the plane.\n for (let i = 0; i < 6; i += 1) {\n const at = i < 3 ? S + i * 3 : T + (i - 3) * 3;\n const px = corners[at]!;\n const py = corners[at + 1]!;\n const pz = corners[at + 2]!;\n\n flat[i * 2] = px * ux + py * uy + pz * uz;\n flat[i * 2 + 1] = px * vx + py * vy + pz * vz;\n }\n\n for (let edge = 0; edge < 6; edge += 1) {\n const from = edge;\n const to = edge < 3 ? (edge + 1) % 3 : 3 + ((edge + 1) % 3);\n const ex = flat[to * 2]! - flat[from * 2]!;\n const ey = flat[to * 2 + 1]! - flat[from * 2 + 1]!;\n const edgeLength = Math.hypot(ex, ey) || 1;\n const axisX = -ey / edgeLength;\n const axisY = ex / edgeLength;\n let p0 = Infinity;\n let p1 = -Infinity;\n let q0 = Infinity;\n let q1 = -Infinity;\n\n for (let i = 0; i < 6; i += 1) {\n const value = flat[i * 2]! * axisX + flat[i * 2 + 1]! * axisY;\n\n if (i < 3) {\n p0 = Math.min(p0, value);\n p1 = Math.max(p1, value);\n } else {\n q0 = Math.min(q0, value);\n q1 = Math.max(q1, value);\n }\n }\n\n if (Math.min(p1, q1) - Math.max(p0, q0) < margin) {\n return false;\n }\n }\n\n return true;\n };\n\n const pairs = new Map<string, { a: number; b: number; triangles: number }>();\n\n // Every neighbouring bucket, so near-equal planes that round apart still meet.\n for (let s = 0; s < owner.length; s += 1) {\n const [kx, ky, kz, kd] = keys[s]!;\n\n for (let i = -1; i <= 1; i += 1) {\n for (let j = -1; j <= 1; j += 1) {\n for (let k = -1; k <= 1; k += 1) {\n for (let l = -1; l <= 1; l += 1) {\n for (const t of buckets.get(keyOf(kx + i, ky + j, kz + k, kd + l)) ?? []) {\n const a = owner[s]!;\n const b = owner[t]!;\n\n if (\n t <= s ||\n (a === b && !self) ||\n planes[s * 4]! * planes[t * 4]! +\n planes[s * 4 + 1]! * planes[t * 4 + 1]! +\n planes[s * 4 + 2]! * planes[t * 4 + 2]! <\n PARALLEL ||\n Math.abs(planes[s * 4 + 3]! - planes[t * 4 + 3]!) > gap ||\n !overlaps(s, t)\n ) {\n continue;\n }\n\n const key = a < b ? `${a}:${b}` : `${b}:${a}`;\n const pair = pairs.get(key) ?? { a: Math.min(a, b), b: Math.max(a, b), triangles: 0 };\n\n pair.triangles += 1;\n pairs.set(key, pair);\n }\n }\n }\n }\n }\n }\n\n return [...pairs.values()]\n .sort((x, y) => y.triangles - x.triangles)\n .map(({ a, b, triangles }) =>\n withHidden({ a: labelOf(parts[a]!), b: labelOf(parts[b]!), triangles }, \"meshes\", [\n parts[a]!.mesh,\n parts[b]!.mesh,\n ] as const),\n );\n};\n","import type { Object3D } from \"three\";\n\nimport { type BadGeometryRow, findBadGeometry } from \"./bad-geometry.ts\";\nimport type { Skip } from \"./scene.ts\";\nimport { countTriangles, listMeshes, type MeshRow } from \"./triangles.ts\";\nimport { findZFighting, type ZFightingOptions, type ZFightingRow } from \"./z-fighting.ts\";\n\nexport type AuditSceneOptions = Pick<ZFightingOptions, \"gap\" | \"self\" | \"tagged\"> & {\n skip?: Skip | undefined;\n tagKey?: string;\n /** How many of the costliest meshes to list. */\n top?: number;\n};\n\nexport type AuditReport = {\n triangles: number;\n zFighting: ZFightingRow[];\n badGeometry: BadGeometryRow[];\n /** The costliest meshes, most triangles first. */\n meshes: MeshRow[];\n};\n\n/**\n * Every check at once, JSON-safe: what a test asserts on or a headless browser prints. A clean\n * scene has `zFighting` and `badGeometry` both `[]`.\n */\nexport const auditScene = (root: Object3D, options: AuditSceneOptions = {}): AuditReport => {\n const { skip, tagKey } = options;\n\n return {\n triangles: countTriangles(root, { skip }),\n zFighting: findZFighting(root, options),\n badGeometry: findBadGeometry(root, tagKey === undefined ? { skip } : { skip, tagKey }),\n meshes: listMeshes(root, { skip }).slice(0, options.top ?? 10),\n 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package/dist/cli.d.ts ADDED
@@ -0,0 +1 @@
1
+ export {}
package/dist/cli.js ADDED
@@ -0,0 +1,144 @@
1
+ #!/usr/bin/env node
2
+ import { t as auditScene } from "./audit-scene-Cz1FZxhd.js";
3
+ import { t as loadModel } from "./load-nqfCU3-k.js";
4
+ import { basename } from "node:path";
5
+ import { readFileSync } from "node:fs";
6
+ import { parseArgs } from "node:util";
7
+ //#region src/cli/main.ts
8
+ /**
9
+ * `three-audit model.glb [more.gltf …]`: load each model in Node and check it for z-fighting and
10
+ * NaN geometry. Exits 1 when a check fails, so it can gate CI; `--json` for machines.
11
+ */
12
+ const HELP = `Usage: three-audit <model.glb|model.gltf>… [options]
13
+
14
+ Checks glTF models for z-fighting (faces in one plane, facing the same way, overlapping) and
15
+ geometry that renders NaN (non-finite positions or normals, zero-length normals). Exits 1 when
16
+ any model fails a check, 2 when a model can't be read.
17
+
18
+ Options:
19
+ --gap <m> How close two planes count as one, in metres (default 0.004)
20
+ --self Also check for z-fighting within each mesh (merged geometry)
21
+ --skip <regex> Leave out objects whose name matches, and everything under them (decals)
22
+ --top <n> List the n costliest meshes (default 5, 0 for none)
23
+ --json Print the reports as JSON
24
+ --no-fail Exit 0 even when a check fails
25
+ -h, --help Show this help
26
+ -v, --version Show the version
27
+
28
+ Draco and Meshopt models need draco3dgltf / meshoptimizer installed alongside.`;
29
+ /** This package's version: its package.json is the nearest one up from here (`src/cli` or `dist`). */
30
+ const version = () => {
31
+ for (let up = "../"; up.length <= 12; up += "../") try {
32
+ const pkg = JSON.parse(readFileSync(new URL(`${up}package.json`, import.meta.url), "utf8"));
33
+ if (pkg.name === "@zkmake/three-audit") return pkg.version;
34
+ } catch {}
35
+ return "unknown";
36
+ };
37
+ const count = (value) => value.toLocaleString("en-US");
38
+ const printReport = (file, report, top) => {
39
+ const lines = [`${basename(file)} ${count(report.triangles)} triangles`];
40
+ if (report.zFighting.length === 0) lines.push(" ✓ no z-fighting");
41
+ else {
42
+ lines.push(` ✗ ${report.zFighting.length} z-fighting pair${report.zFighting.length === 1 ? "" : "s"}`);
43
+ for (const row of report.zFighting) lines.push(` ${row.a}`, ` ↔ ${row.b} (${row.triangles} triangles)`);
44
+ }
45
+ if (report.badGeometry.length === 0) lines.push(" ✓ no NaN geometry");
46
+ else {
47
+ lines.push(` ✗ ${report.badGeometry.length} mesh${report.badGeometry.length === 1 ? "" : "es"} with NaN geometry`);
48
+ for (const row of report.badGeometry) lines.push(` ${row.mesh}${row.under ? ` (${row.under})` : ""}: ${row.nonFinite} non-finite, ${row.zeroNormals} zero normals`);
49
+ }
50
+ if (top > 0 && report.meshes.length > 0) {
51
+ lines.push(" most triangles:");
52
+ for (const row of report.meshes) lines.push(` ${count(row.total).padStart(9)} ${row.name}${row.instances > 1 ? ` ×${row.instances}` : ""}`);
53
+ }
54
+ return lines.join("\n");
55
+ };
56
+ const main = async (argv) => {
57
+ let parsed;
58
+ try {
59
+ parsed = parseArgs({
60
+ args: argv,
61
+ allowPositionals: true,
62
+ options: {
63
+ gap: { type: "string" },
64
+ self: {
65
+ type: "boolean",
66
+ default: false
67
+ },
68
+ skip: { type: "string" },
69
+ top: { type: "string" },
70
+ json: {
71
+ type: "boolean",
72
+ default: false
73
+ },
74
+ "no-fail": {
75
+ type: "boolean",
76
+ default: false
77
+ },
78
+ help: {
79
+ type: "boolean",
80
+ short: "h",
81
+ default: false
82
+ },
83
+ version: {
84
+ type: "boolean",
85
+ short: "v",
86
+ default: false
87
+ }
88
+ }
89
+ });
90
+ } catch (error) {
91
+ console.error(`three-audit: ${error.message}\n\n${HELP}`);
92
+ return 2;
93
+ }
94
+ const { values, positionals } = parsed;
95
+ if (values.help) {
96
+ console.log(HELP);
97
+ return 0;
98
+ }
99
+ if (values.version) {
100
+ console.log(version());
101
+ return 0;
102
+ }
103
+ if (positionals.length === 0) {
104
+ console.error(HELP);
105
+ return 2;
106
+ }
107
+ const gap = values.gap === void 0 ? void 0 : Number(values.gap);
108
+ const top = values.top === void 0 ? 5 : Number(values.top);
109
+ if (gap !== void 0 && !(gap > 0) || !(top >= 0)) {
110
+ console.error("three-audit: --gap must be a positive number and --top zero or more");
111
+ return 2;
112
+ }
113
+ const skipPattern = values.skip === void 0 ? void 0 : new RegExp(values.skip);
114
+ const results = [];
115
+ for (const file of positionals) try {
116
+ const scene = await loadModel(file);
117
+ const report = auditScene(scene, {
118
+ top,
119
+ ...gap === void 0 ? {} : { gap },
120
+ ...values.self ? { self: true } : {},
121
+ ...skipPattern ? { skip: (object) => skipPattern.test(object.name) } : {}
122
+ });
123
+ results.push({
124
+ file,
125
+ report
126
+ });
127
+ } catch (error) {
128
+ results.push({
129
+ file,
130
+ error: error.message
131
+ });
132
+ }
133
+ if (values.json) console.log(JSON.stringify(results, null, 2));
134
+ else console.log(results.map(({ file, report, error }) => report ? printReport(file, report, top) : `${basename(file)}\n ✗ couldn't read: ${error}`).join("\n\n"));
135
+ if (results.some((result) => result.error !== void 0)) return 2;
136
+ return results.some(({ report }) => report.zFighting.length > 0 || report.badGeometry.length > 0) && !values["no-fail"] ? 1 : 0;
137
+ };
138
+ //#endregion
139
+ //#region src/cli.ts
140
+ /** The `three-audit` bin. The work is in `cli/main.ts`, which the tests import. */
141
+ process.exitCode = await main(process.argv.slice(2));
142
+ //#endregion
143
+
144
+ //# sourceMappingURL=cli.js.map