@zkmake/three-audit 0.2.0 → 0.2.2

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package/README.md CHANGED
@@ -27,10 +27,20 @@ test("windmill has no z-fighting and no NaN geometry", () => {
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  });
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  ```
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- A failure lists each pair of meshes with faces in one plane, facing the same way, overlapping:
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+ A failure lists each pair of meshes with faces in one plane, facing the same way, overlapping: the
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+ meshes by their named ancestors, the plane they share, and where they overlap.
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- ```
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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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+ ```ts
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+ [
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+ {
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+ a: "windmill/plinth [stone] @ (0, 0.1, 0)",
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+ b: "windmill/wall [plaster] @ (0, 0.5, 0)",
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+ triangles: 4,
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+ planes: ["y = 0.000, facing -y"],
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+ overlap: { area: 1, centre: [0, 0, 0] },
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+ count: 1,
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+ },
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+ ];
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  ```
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  ## From the command line
@@ -45,7 +55,8 @@ npx @zkmake/three-audit assets/*.glb # or bunx
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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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+ ↔ windmill/wall [plaster] @ (0, 0.5, 0)
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+ 4 triangles in y = 0.000, facing -y; overlap 1 m² at (0, 0, 0)
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  ✓ no NaN geometry
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  most triangles:
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  1,920 sails
@@ -99,10 +110,19 @@ useLayoutEffect(() => installAuditHelpers(scene, { renderer: gl }), [scene, gl])
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  | `audit()` | Meshes with NaN positions or normals, or zero-length normals |
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  | `zfight(gap?, self?)` | Pairs of meshes that z-fight |
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  | `report()` | All of the above in one JSON-safe object |
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- | `ledger()` | One frame's draw calls by object and pass, printed as tables (WebGL) |
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+ | `ledger(options?)` | One frame's draw calls by object and pass, printed as tables (WebGL) |
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+ | `beginLedger()` | `{ end() }`: draw calls between the two, for any span you choose (WebGL) |
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  | `blackFrames(10)` | Frames in the next 10 s that came out black (WebGL) |
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- From a headless browser: `agent-browser eval 'JSON.stringify(report())'`.
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+ Each one is also on `threeAudit` (`threeAudit.report()`). Where short names like `report` collide
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+ with other tooling, `installAuditHelpers(scene, { globals: false })` installs only `threeAudit`.
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+
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+ From a headless browser: `agent-browser eval 'JSON.stringify(threeAudit.report())'`.
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+
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+ A tab an agent drives is often in the background, where the browser pauses animation frames.
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+ `ledger()` and `blackFrames()` fail after 2 s with an error that says so, instead of waiting for
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+ ever. To record a background tab's draws, have the ledger record one call of your app's own
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+ render: `ledger({ render: () => app.renderOnce() })`. Black frames need a visible tab.
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  ## The checks
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@@ -119,7 +139,19 @@ World space, so parent transforms count.
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  - `skip(object)`: leave an object and its subtree out, e.g. a merged copy whose sources are still in
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  the scene: `skip: (o) => o.userData.bakedResult === true`.
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- Instanced and batched meshes are skipped: check their source parts as plain meshes.
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+ Each row names both meshes by their named ancestors (`bridge/deck/slab [concrete]`), the planes they
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+ share (`z = -3.000, facing -z`; opposite-facing faces never pair), and the overlap's area in world
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+ units² and its centre. Identical pairs, such as pooled copies of one prop parked at one spot, fold
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+ into one row with a `count`.
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+
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+ Left out because they can't fight:
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+
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+ - hidden objects
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+ - instanced and batched meshes, and `InstancedBufferGeometry`, which a shader positions. Check
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+ their source parts as plain meshes.
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+ - pairs where neither material writes depth, or one ignores depth entirely. A decal that doesn't
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+ write depth, over a wall that does, still fights and is still listed.
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+ - pairs where either material has a polygon offset, the usual decal fix
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  Typical fixes: stand the smaller part 5 mm off, shorten it inside the larger one, or fit panels
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  between each other instead of over each other's ends.
@@ -132,14 +164,19 @@ Either lights a pixel NaN, and bloom smears one NaN pixel into a black block.
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  ### `countTriangles`, `listMeshes`, `geometryCensus`
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  Where a triangle budget goes. Name meshes and geometries (`mesh.name`, `geometry.name`) so the rows
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- say something. Draw ranges are respected; a shadow pass adds roughly as much again per light.
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+ say something. A mesh row's `name` is its named ancestors, then its own name, or its geometry's name
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+ or type when it has none (`CharacterHands/left/BoxGeometry`). Draw ranges are respected; a shadow pass adds roughly as much again per light.
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  ### `recordDrawLedger(renderer)` / `beginDrawLedger(renderer)`
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  Wraps `WebGLRenderer.renderBufferDirect` and counts every draw by object name, by group (the name up
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  to its first `:` or `#`), and by pass: `shadow`, then each `render()` call by scene name, or
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- `render 1`, `render 2`… `recordDrawLedger` records exactly one animation frame; `beginDrawLedger`
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- returns `{ end() }` for any span. `printDrawLedger` prints the tables.
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+ `render 1`, `render 2`… An unnamed object goes by its named ancestors, type and material
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+ (`CharacterHands/Mesh [skin]`).
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+
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+ `recordDrawLedger` records exactly one animation frame, and fails after `timeout` (2 s) when no
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+ frame comes. `{ render }` records one call of your own render instead, frames or not.
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+ `beginDrawLedger` returns `{ end() }` for any span. `printDrawLedger` prints the tables.
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  ### `watchBlackFrames(renderer)`
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@@ -153,6 +190,12 @@ stalls the GPU, so watch, read `blackFrames`, `stop()`.
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  non-enumerable property (`row.mesh`, `row.meshes`), so they print and serialise without dragging the
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  scene along.
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+ ## Types
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+
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+ The checks take any object with three's `isObject3D` flag, and the renderer as only the methods
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+ they call. An app on a newer `@types/three` than the one this package was built against passes its
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+ scene and renderer without a cast.
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+
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  ## License
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158
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  MIT
@@ -1,4 +1,6 @@
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  //#region src/scene.ts
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+ /** The object as three's own type, for the walk. */
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+ const asObject3D = (object) => object;
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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];
@@ -57,6 +59,22 @@ const hasTag = (root, tagKey, skip) => {
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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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+ /**
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+ * The named ancestors above an object, outermost first, from `root` (included when named) down:
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+ * at most the nearest `depth`, with `…` for the rest. An unnamed ancestor carrying `tagKey` goes
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+ * by its tag.
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+ */
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+ const pathOf = (object, root, tagKey, depth = 3) => {
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+ const names = [];
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+ for (let at = object.parent; at; at = at === root ? null : at.parent) {
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+ const tag = tagKey === void 0 ? void 0 : at.userData[tagKey];
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+ const name = at.name || (tag === void 0 || tag === null ? "" : String(tag));
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+ if (name) names.unshift(name);
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+ }
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+ return names.length > depth ? ["…", ...names.slice(-depth)] : names;
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+ };
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+ /** `path/to/mesh [material]`: enough to find a mesh in the scene without walking it by hand. */
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+ const meshLabel = (mesh, root, tagKey) => `${[...pathOf(mesh, root, tagKey), meshName(mesh)].join("/")} [${materialName(mesh)}]`;
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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";
@@ -113,7 +131,7 @@ const check = (geometry) => {
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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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+ walk(asObject3D(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) {
@@ -144,7 +162,7 @@ const cost = (mesh) => {
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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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+ walk(asObject3D(root), {
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  skip: options.skip,
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  visibleOnly: true
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168
  }, (object) => {
@@ -153,7 +171,8 @@ const countTriangles = (root, options = {}) => {
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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 listMeshes = (scene, options = {}) => {
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+ const root = asObject3D(scene);
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  const rows = [];
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  walk(root, {
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  skip: options.skip,
@@ -162,7 +181,8 @@ const listMeshes = (root, options = {}) => {
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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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+ name: [...pathOf(object, root), meshName(object)].join("/"),
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+ material: materialName(object),
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  triangles: instances > 0 ? Math.round(triangles / instances) : 0,
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  instances,
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  total: triangles
@@ -178,7 +198,7 @@ const listMeshes = (root, options = {}) => {
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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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+ walk(asObject3D(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)}`;
@@ -202,13 +222,31 @@ const geometryCensus = (root, options = {}) => {
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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 round = (value, places = 2) => {
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+ const scale = 10 ** places;
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+ const rounded = Math.round(value * scale) / scale;
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+ return rounded === 0 ? 0 : rounded;
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+ };
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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)}] @ (${centre.join(", ")})`;
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+ return `${part.label} @ (${centre.join(", ")})`;
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  };
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+ const fixed = (value) => round(value, 3).toFixed(3);
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+ /** `z = -3.000, facing +z` for an axis-aligned plane, `(nx, ny, nz) · p = d` for any other. */
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+ const planeLabel = (nx, ny, nz, d) => {
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+ for (const [axis, value] of [
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+ ["x", nx],
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+ ["y", ny],
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+ ["z", nz]
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+ ]) if (Math.abs(value) > .9999) return `${axis} = ${fixed(d / value)}, facing ${value > 0 ? "+" : "-"}${axis}`;
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+ return `(${fixed(nx)}, ${fixed(ny)}, ${fixed(nz)}) · p = ${fixed(d)}`;
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+ };
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+ const materialsOf = (mesh) => (Array.isArray(mesh.material) ? mesh.material : [mesh.material]).filter((material) => material !== void 0 && material !== null);
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+ /** Whether two parts can fight: one writes depth the other tests, and neither is offset. */
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+ const canFight = (a, b) => !a.offset && !b.offset && (a.writes && b.tests || b.writes && a.tests);
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  /** Pairs of meshes that z-fight, most overlapping triangles first. `[]` is a pass. */
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- const findZFighting = (root, options = {}) => {
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+ const findZFighting = (scene, options = {}) => {
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+ const root = asObject3D(scene);
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  const gap = options.gap ?? .004;
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  const self = options.self ?? false;
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  const tagKey = options.tagKey ?? "studioObject";
@@ -221,10 +259,14 @@ const findZFighting = (root, options = {}) => {
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  const keys = [];
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  const buckets = /* @__PURE__ */ new Map();
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  const keyOf = (x, y, z, d) => `${x},${y},${z},${d}`;
224
- 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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+ 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) || isInstanced(object) || isBatched(object) || object.geometry.isInstancedBufferGeometry === true || !object.geometry.attributes.position) return;
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+ if (tagged && tagOf(object, tagKey) === null) return;
268
+ const materials = materialsOf(object).filter((material) => material.visible !== false);
269
+ if (materials.length === 0) return;
228
270
  const part = parts.length;
229
271
  const { index, attributes } = object.geometry;
230
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  const position = attributes.position;
@@ -253,9 +295,12 @@ const findZFighting = (root, options = {}) => {
253
295
  ];
254
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  parts.push({
255
297
  mesh: object,
256
- tag,
298
+ label: meshLabel(object, root, tagKey),
257
299
  min,
258
- max
300
+ max,
301
+ writes: materials.some((material) => material.depthWrite !== false),
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+ tests: materials.some((material) => material.depthTest !== false),
303
+ offset: materials.some((material) => material.polygonOffset === true && (material.polygonOffsetFactor !== 0 || material.polygonOffsetUnits !== 0))
259
304
  });
260
305
  for (let k = 0; k + 2 < count; k += 3) {
261
306
  for (let c = 0; c < 3; c += 1) {
@@ -317,6 +362,14 @@ const findZFighting = (root, options = {}) => {
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362
  0,
318
363
  0
319
364
  ];
365
+ const frame = [
366
+ 0,
367
+ 0,
368
+ 0,
369
+ 0,
370
+ 0,
371
+ 0
372
+ ];
320
373
  const overlaps = (s, t) => {
321
374
  const S = s * 9;
322
375
  const T = t * 9;
@@ -333,6 +386,12 @@ const findZFighting = (root, options = {}) => {
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386
  const vx = ny * uz - nz * uy;
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387
  const vy = nz * ux - nx * uz;
335
388
  const vz = nx * uy - ny * ux;
389
+ frame[0] = ux;
390
+ frame[1] = uy;
391
+ frame[2] = uz;
392
+ frame[3] = vx;
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+ frame[4] = vy;
394
+ frame[5] = vz;
336
395
  for (let i = 0; i < 6; i += 1) {
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396
  const at = i < 3 ? S + i * 3 : T + (i - 3) * 3;
338
397
  const px = corners[at];
@@ -367,28 +426,146 @@ const findZFighting = (root, options = {}) => {
367
426
  }
368
427
  return true;
369
428
  };
429
+ /**
430
+ * The overlap `overlaps` just found, as area and centroid in s's plane: t's triangle clipped to
431
+ * s's (Sutherland–Hodgman), then the shoelace formula.
432
+ */
433
+ const clipped = () => {
434
+ const order = (flat[2] - flat[0]) * (flat[5] - flat[1]) - (flat[4] - flat[0]) * (flat[3] - flat[1]) >= 0 ? [
435
+ 0,
436
+ 1,
437
+ 2
438
+ ] : [
439
+ 0,
440
+ 2,
441
+ 1
442
+ ];
443
+ let polygon = flat.slice(6, 12);
444
+ for (let edge = 0; edge < 3 && polygon.length >= 6; edge += 1) {
445
+ const ax = flat[order[edge] * 2];
446
+ const ay = flat[order[edge] * 2 + 1];
447
+ const ex = flat[order[(edge + 1) % 3] * 2] - ax;
448
+ const ey = flat[order[(edge + 1) % 3] * 2 + 1] - ay;
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+ const next = [];
450
+ const n = polygon.length / 2;
451
+ for (let i = 0; i < n; i += 1) {
452
+ const px = polygon[i * 2];
453
+ const py = polygon[i * 2 + 1];
454
+ const qx = polygon[(i + 1) % n * 2];
455
+ const qy = polygon[(i + 1) % n * 2 + 1];
456
+ const dp = ex * (py - ay) - ey * (px - ax);
457
+ const dq = ex * (qy - ay) - ey * (qx - ax);
458
+ if (dp >= 0) next.push(px, py);
459
+ if (dp >= 0 !== dq >= 0) {
460
+ const k = dp / (dp - dq);
461
+ next.push(px + (qx - px) * k, py + (qy - py) * k);
462
+ }
463
+ }
464
+ polygon = next;
465
+ }
466
+ let twice = 0;
467
+ let cx = 0;
468
+ let cy = 0;
469
+ const n = polygon.length / 2;
470
+ for (let i = 0; i < n; i += 1) {
471
+ const x0 = polygon[i * 2];
472
+ const y0 = polygon[i * 2 + 1];
473
+ const x1 = polygon[(i + 1) % n * 2];
474
+ const y1 = polygon[(i + 1) % n * 2 + 1];
475
+ const cross = x0 * y1 - x1 * y0;
476
+ twice += cross;
477
+ cx += (x0 + x1) * cross;
478
+ cy += (y0 + y1) * cross;
479
+ }
480
+ return Math.abs(twice) < 1e-12 ? {
481
+ area: 0,
482
+ x: 0,
483
+ y: 0
484
+ } : {
485
+ area: Math.abs(twice) / 2,
486
+ x: cx / (3 * twice),
487
+ y: cy / (3 * twice)
488
+ };
489
+ };
490
+ const onPlane = (s, t) => {
491
+ const nx = planes[s * 4];
492
+ const ny = planes[s * 4 + 1];
493
+ const nz = planes[s * 4 + 2];
494
+ const d = planes[s * 4 + 3];
495
+ for (let c = 0; c < 3; c += 1) {
496
+ const at = t * 9 + c * 3;
497
+ if (Math.abs(nx * corners[at] + ny * corners[at + 1] + nz * corners[at + 2] - d) > gap) return false;
498
+ }
499
+ return true;
500
+ };
370
501
  const pairs = /* @__PURE__ */ new Map();
371
502
  for (let s = 0; s < owner.length; s += 1) {
372
503
  const [kx, ky, kz, kd] = keys[s];
373
504
  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)) ?? []) {
374
505
  const a = owner[s];
375
506
  const b = owner[t];
376
- 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;
507
+ if (t <= s || a === b && !self || !canFight(parts[a], parts[b]) || planes[s * 4] * planes[t * 4] + planes[s * 4 + 1] * planes[t * 4 + 1] + planes[s * 4 + 2] * planes[t * 4 + 2] < PARALLEL || !onPlane(s, t) || !onPlane(t, s) || !overlaps(s, t)) continue;
377
508
  const key = a < b ? `${a}:${b}` : `${b}:${a}`;
378
509
  const pair = pairs.get(key) ?? {
379
510
  a: Math.min(a, b),
380
511
  b: Math.max(a, b),
381
- triangles: 0
512
+ triangles: 0,
513
+ area: 0,
514
+ centre: [
515
+ 0,
516
+ 0,
517
+ 0
518
+ ],
519
+ planes: /* @__PURE__ */ new Map()
382
520
  };
521
+ const nx = planes[s * 4];
522
+ const ny = planes[s * 4 + 1];
523
+ const nz = planes[s * 4 + 2];
524
+ const d = planes[s * 4 + 3];
525
+ const { area, x, y } = clipped();
526
+ const plane = planeLabel(nx, ny, nz, d);
383
527
  pair.triangles += 1;
528
+ pair.area += area;
529
+ pair.centre[0] += area * (x * frame[0] + y * frame[3] + d * nx);
530
+ pair.centre[1] += area * (x * frame[1] + y * frame[4] + d * ny);
531
+ pair.centre[2] += area * (x * frame[2] + y * frame[5] + d * nz);
532
+ pair.planes.set(plane, (pair.planes.get(plane) ?? 0) + area);
384
533
  pairs.set(key, pair);
385
534
  }
386
535
  }
387
- return [...pairs.values()].sort((x, y) => y.triangles - x.triangles).map(({ a, b, triangles }) => withHidden({
388
- a: labelOf(parts[a]),
389
- b: labelOf(parts[b]),
390
- triangles
391
- }, "meshes", [parts[a].mesh, parts[b].mesh]));
536
+ const rows = /* @__PURE__ */ new Map();
537
+ for (const pair of [...pairs.values()].sort((x, y) => y.triangles - x.triangles)) {
538
+ const meshes = [parts[pair.a].mesh, parts[pair.b].mesh];
539
+ const a = labelOf(parts[pair.a]);
540
+ const b = labelOf(parts[pair.b]);
541
+ const planeLabels = [...pair.planes.entries()].sort((x, y) => y[1] - x[1]).map(([plane]) => plane);
542
+ const key = JSON.stringify([
543
+ a,
544
+ b,
545
+ pair.triangles,
546
+ planeLabels
547
+ ]);
548
+ const folded = rows.get(key);
549
+ if (folded) {
550
+ folded.count += 1;
551
+ folded.pairs.push(meshes);
552
+ continue;
553
+ }
554
+ const weight = pair.area > 0 ? pair.area : 1;
555
+ const row = withHidden(withHidden({
556
+ a,
557
+ b,
558
+ triangles: pair.triangles,
559
+ planes: planeLabels,
560
+ overlap: {
561
+ area: round(pair.area, 4),
562
+ centre: pair.centre.map((sum) => round(sum / weight))
563
+ },
564
+ count: 1
565
+ }, "meshes", meshes), "pairs", [meshes]);
566
+ rows.set(key, row);
567
+ }
568
+ return [...rows.values()];
392
569
  };
393
570
  //#endregion
394
571
  //#region src/audit-scene.ts
@@ -409,6 +586,6 @@ const auditScene = (root, options = {}) => {
409
586
  };
410
587
  };
411
588
  //#endregion
412
- export { listMeshes as a, geometryCensus as i, findZFighting as n, findBadGeometry as o, countTriangles as r, triangleCount as s, auditScene as t };
589
+ export { listMeshes as a, triangleCount as c, geometryCensus as i, findZFighting as n, findBadGeometry as o, countTriangles as r, pathOf as s, auditScene as t };
413
590
 
414
- //# sourceMappingURL=audit-scene-Cz1FZxhd.js.map
591
+ //# sourceMappingURL=audit-scene-BYsJcco9.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"audit-scene-BYsJcco9.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/**\n * Any three.js object, from whichever copy of three's types the app has. The checks take this, so\n * an app on a newer `@types/three` than this package was built against passes its scene as is.\n */\nexport type AnyObject3D = { readonly isObject3D: true; readonly children: readonly object[] };\n\n/** The object as three's own type, for the walk. */\nexport const asObject3D = (object: AnyObject3D) => object as unknown as Object3D;\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\n/**\n * The named ancestors above an object, outermost first, from `root` (included when named) down:\n * at most the nearest `depth`, with `…` for the rest. An unnamed ancestor carrying `tagKey` goes\n * by its tag.\n */\nexport const pathOf = (object: Object3D, root: Object3D | null, tagKey?: string, depth = 3) => {\n const names: string[] = [];\n\n for (let at = object.parent; at; at = at === root ? null : at.parent) {\n const tag: unknown = tagKey === undefined ? undefined : at.userData[tagKey];\n const name = at.name || (tag === undefined || tag === null ? \"\" : String(tag));\n\n if (name) {\n names.unshift(name);\n }\n }\n\n return names.length > depth ? [\"…\", ...names.slice(-depth)] : names;\n};\n\n/** `path/to/mesh [material]`: enough to find a mesh in the scene without walking it by hand. */\nexport const meshLabel = (mesh: Mesh, root: Object3D | null, tagKey?: string) =>\n `${[...pathOf(mesh, root, tagKey), meshName(mesh)].join(\"/\")} [${materialName(mesh)}]`;\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 } from \"three\";\n\nimport {\n type AnyObject3D,\n asObject3D,\n isMesh,\n meshName,\n type Skip,\n tagOf,\n walk,\n withHidden,\n} 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: AnyObject3D,\n options: BadGeometryOptions = {},\n): BadGeometryRow[] => {\n const tagKey = options.tagKey ?? \"studioObject\";\n const rows: BadGeometryRow[] = [];\n\n walk(asObject3D(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 } from \"three\";\n\nimport {\n type AnyObject3D,\n asObject3D,\n batchedTriangles,\n isBatched,\n isInstanced,\n isMesh,\n materialName,\n meshName,\n pathOf,\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 /** `path/to/mesh`: its named ancestors, then its name (or its geometry's name or type). */\n name: string;\n material: 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: AnyObject3D, options: TriangleOptions = {}) => {\n let total = 0;\n\n walk(asObject3D(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 = (scene: AnyObject3D, options: TriangleOptions = {}): MeshRow[] => {\n const root = asObject3D(scene);\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: [...pathOf(object, root), meshName(object)].join(\"/\"),\n material: materialName(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: AnyObject3D, options: TriangleOptions = {}): GeometryRow[] => {\n const rows = new Map<string, GeometryRow>();\n\n walk(asObject3D(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. A pair counts only when each triangle's corners lie within\n * `gap` of the other's plane, measured at the triangles: the offsets are measured from the world\n * origin, and far from it two faces a degree or two apart can share one while metres apart where\n * they stand. Overlap in the shared plane is a separating-axis test, then clipped for its area.\n *\n * Left out, as they can't fight: hidden objects, instanced and batched meshes (and geometry a\n * shader positions, `InstancedBufferGeometry`), pairs where neither side writes depth or one\n * doesn't test it, and pairs where either material has a polygon offset (the usual decal fix).\n */\nimport type { Material, Mesh } from \"three\";\n\nimport {\n type AnyObject3D,\n asObject3D,\n hasTag,\n isBatched,\n isInstanced,\n isMesh,\n meshLabel,\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 /** `path/to/mesh [material] @ (x, y, z)`: named ancestors, and the centre in world space. */\n a: string;\n b: string;\n /** Overlapping triangle pairs between the two. */\n triangles: number;\n /**\n * The planes they share, most overlap first: `z = -3.000, facing +z` when axis-aligned, else\n * `(nx, ny, nz) · p = d`. Both faces point along the normal: opposite-facing faces never pair.\n */\n planes: string[];\n /** Where they overlap: the area in world units², and its centre in world space. */\n overlap: { area: number; centre: [number, number, number] };\n /** Identical pairs (same labels, triangles and planes) folded into this row. */\n count: number;\n /** Not enumerable: kept out of JSON and `console.table`. The first pair folded in. */\n readonly meshes: readonly [Mesh, Mesh];\n /** Not enumerable: every pair folded in. */\n readonly pairs: readonly (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 = {\n mesh: Mesh;\n label: string;\n min: number[];\n max: number[];\n /** Some material writes depth / tests it / offsets it. */\n writes: boolean;\n tests: boolean;\n offset: boolean;\n};\n\nconst round = (value: number, places = 2) => {\n const scale = 10 ** places;\n const rounded = Math.round(value * scale) / scale;\n\n return rounded === 0 ? 0 : rounded;\n};\n\nconst labelOf = (part: Part) => {\n const centre = part.min.map((low, axis) => round((low + part.max[axis]!) / 2));\n\n return `${part.label} @ (${centre.join(\", \")})`;\n};\n\nconst fixed = (value: number) => round(value, 3).toFixed(3);\n\n/** `z = -3.000, facing +z` for an axis-aligned plane, `(nx, ny, nz) · p = d` for any other. */\nconst planeLabel = (nx: number, ny: number, nz: number, d: number) => {\n for (const [axis, value] of [\n [\"x\", nx],\n [\"y\", ny],\n [\"z\", nz],\n ] as const) {\n if (Math.abs(value) > 0.9999) {\n return `${axis} = ${fixed(d / value)}, facing ${value > 0 ? \"+\" : \"-\"}${axis}`;\n }\n }\n\n return `(${fixed(nx)}, ${fixed(ny)}, ${fixed(nz)}) · p = ${fixed(d)}`;\n};\n\nconst materialsOf = (mesh: Mesh) =>\n (Array.isArray(mesh.material) ? mesh.material : [mesh.material]).filter(\n (material): material is Material => material !== undefined && material !== null,\n );\n\n/** Whether two parts can fight: one writes depth the other tests, and neither is offset. */\nconst canFight = (a: Part, b: Part) =>\n !a.offset && !b.offset && ((a.writes && b.tests) || (b.writes && a.tests));\n\n/** Pairs of meshes that z-fight, most overlapping triangles first. `[]` is a pass. */\nexport const findZFighting = (\n scene: AnyObject3D,\n options: ZFightingOptions = {},\n): ZFightingRow[] => {\n const root = asObject3D(scene);\n const gap = options.gap ?? 0.004;\n const self = options.self ?? false;\n const tagKey = options.tagKey ?? \"studioObject\";\n const tagged = options.tagged ?? hasTag(root, tagKey, options.skip);\n\n root.updateWorldMatrix(true, true);\n\n const parts: Part[] = [];\n // Per triangle: its part, plane (nx, ny, nz, d) and world corners (9 numbers).\n const owner: number[] = [];\n const planes: number[] = [];\n const corners: number[] = [];\n const keys: [number, number, number, number][] = [];\n const buckets = new Map<string, number[]>();\n const keyOf = (x: number, y: number, z: number, d: number) => `${x},${y},${z},${d}`;\n\n walk(root, { skip: options.skip, visibleOnly: true }, (object) => {\n if (\n !isMesh(object) ||\n isInstanced(object) ||\n isBatched(object) ||\n (object.geometry as { isInstancedBufferGeometry?: boolean }).isInstancedBufferGeometry ===\n true ||\n !object.geometry.attributes.position\n ) {\n return;\n }\n\n if (tagged && tagOf(object, tagKey) === null) {\n return;\n }\n\n const materials = materialsOf(object).filter((material) => material.visible !== false);\n\n if (materials.length === 0) {\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({\n mesh: object,\n label: meshLabel(object, root, tagKey),\n min,\n max,\n writes: materials.some((material) => material.depthWrite !== false),\n tests: materials.some((material) => material.depthTest !== false),\n offset: materials.some(\n (material) =>\n material.polygonOffset === true &&\n (material.polygonOffsetFactor !== 0 || material.polygonOffsetUnits !== 0),\n ),\n });\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 // s's plane axes from the last `overlaps`: u, then v.\n const frame = [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 frame[0] = ux;\n frame[1] = uy;\n frame[2] = uz;\n frame[3] = vx;\n frame[4] = vy;\n frame[5] = vz;\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 /**\n * The overlap `overlaps` just found, as area and centroid in s's plane: t's triangle clipped to\n * s's (Sutherland–Hodgman), then the shoelace formula.\n */\n const clipped = () => {\n const turn =\n (flat[2]! - flat[0]!) * (flat[5]! - flat[1]!) - (flat[4]! - flat[0]!) * (flat[3]! - flat[1]!);\n // s's corners counter-clockwise.\n const order = turn >= 0 ? [0, 1, 2] : [0, 2, 1];\n let polygon = flat.slice(6, 12);\n\n for (let edge = 0; edge < 3 && polygon.length >= 6; edge += 1) {\n const ax = flat[order[edge]! * 2]!;\n const ay = flat[order[edge]! * 2 + 1]!;\n const ex = flat[order[(edge + 1) % 3]! * 2]! - ax;\n const ey = flat[order[(edge + 1) % 3]! * 2 + 1]! - ay;\n const next: number[] = [];\n const n = polygon.length / 2;\n\n for (let i = 0; i < n; i += 1) {\n const px = polygon[i * 2]!;\n const py = polygon[i * 2 + 1]!;\n const qx = polygon[((i + 1) % n) * 2]!;\n const qy = polygon[((i + 1) % n) * 2 + 1]!;\n const dp = ex * (py - ay) - ey * (px - ax);\n const dq = ex * (qy - ay) - ey * (qx - ax);\n\n if (dp >= 0) {\n next.push(px, py);\n }\n\n if (dp >= 0 !== dq >= 0) {\n const k = dp / (dp - dq);\n\n next.push(px + (qx - px) * k, py + (qy - py) * k);\n }\n }\n\n polygon = next;\n }\n\n let twice = 0;\n let cx = 0;\n let cy = 0;\n const n = polygon.length / 2;\n\n for (let i = 0; i < n; i += 1) {\n const x0 = polygon[i * 2]!;\n const y0 = polygon[i * 2 + 1]!;\n const x1 = polygon[((i + 1) % n) * 2]!;\n const y1 = polygon[((i + 1) % n) * 2 + 1]!;\n const cross = x0 * y1 - x1 * y0;\n\n twice += cross;\n cx += (x0 + x1) * cross;\n cy += (y0 + y1) * cross;\n }\n\n return Math.abs(twice) < 1e-12\n ? { area: 0, x: 0, y: 0 }\n : { area: Math.abs(twice) / 2, x: cx / (3 * twice), y: cy / (3 * twice) };\n };\n\n // Every corner of t within `gap` of s's plane, measured where t stands.\n const onPlane = (s: number, t: number) => {\n const nx = planes[s * 4]!;\n const ny = planes[s * 4 + 1]!;\n const nz = planes[s * 4 + 2]!;\n const d = planes[s * 4 + 3]!;\n\n for (let c = 0; c < 3; c += 1) {\n const at = t * 9 + c * 3;\n\n if (Math.abs(nx * corners[at]! + ny * corners[at + 1]! + nz * corners[at + 2]! - d) > gap) {\n return false;\n }\n }\n\n return true;\n };\n\n type Pair = {\n a: number;\n b: number;\n triangles: number;\n area: number;\n /** Area-weighted sums of the overlap's centre. */\n centre: [number, number, number];\n planes: Map<string, number>;\n };\n\n const pairs = new Map<string, Pair>();\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 !canFight(parts[a]!, parts[b]!) ||\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 !onPlane(s, t) ||\n !onPlane(t, s) ||\n !overlaps(s, t)\n ) {\n continue;\n }\n\n const key = a < b ? `${a}:${b}` : `${b}:${a}`;\n const pair = pairs.get(key) ?? {\n a: Math.min(a, b),\n b: Math.max(a, b),\n triangles: 0,\n area: 0,\n centre: [0, 0, 0],\n planes: new Map<string, number>(),\n };\n const nx = planes[s * 4]!;\n const ny = planes[s * 4 + 1]!;\n const nz = planes[s * 4 + 2]!;\n const d = planes[s * 4 + 3]!;\n const { area, x, y } = clipped();\n const plane = planeLabel(nx, ny, nz, d);\n\n pair.triangles += 1;\n pair.area += area;\n pair.centre[0] += area * (x * frame[0]! + y * frame[3]! + d * nx);\n pair.centre[1] += area * (x * frame[1]! + y * frame[4]! + d * ny);\n pair.centre[2] += area * (x * frame[2]! + y * frame[5]! + d * nz);\n pair.planes.set(plane, (pair.planes.get(plane) ?? 0) + area);\n pairs.set(key, pair);\n }\n }\n }\n }\n }\n }\n\n // Fold identical pairs (pooled copies of one prop, all at one spot) into one row each.\n const rows = new Map<string, ZFightingRow & { pairs: (readonly [Mesh, Mesh])[] }>();\n\n for (const pair of [...pairs.values()].sort((x, y) => y.triangles - x.triangles)) {\n const meshes = [parts[pair.a]!.mesh, parts[pair.b]!.mesh] as const;\n const a = labelOf(parts[pair.a]!);\n const b = labelOf(parts[pair.b]!);\n const planeLabels = [...pair.planes.entries()]\n .sort((x, y) => y[1] - x[1])\n .map(([plane]) => plane);\n const key = JSON.stringify([a, b, pair.triangles, planeLabels]);\n const folded = rows.get(key);\n\n if (folded) {\n folded.count += 1;\n folded.pairs.push(meshes);\n continue;\n }\n\n const weight = pair.area > 0 ? pair.area : 1;\n const row = withHidden(\n withHidden(\n {\n a,\n b,\n triangles: pair.triangles,\n planes: planeLabels,\n overlap: {\n area: round(pair.area, 4),\n centre: pair.centre.map((sum) => round(sum / weight)) as [number, number, number],\n },\n count: 1,\n },\n \"meshes\",\n meshes,\n ),\n \"pairs\",\n [meshes],\n );\n\n rows.set(key, row);\n }\n\n return [...rows.values()];\n};\n","import { type BadGeometryRow, findBadGeometry } from \"./bad-geometry.ts\";\nimport type { AnyObject3D, 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: AnyObject3D, 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.js CHANGED
@@ -1,5 +1,5 @@
1
1
  #!/usr/bin/env node
2
- import { t as auditScene } from "./audit-scene-Cz1FZxhd.js";
2
+ import { t as auditScene } from "./audit-scene-BYsJcco9.js";
3
3
  import { t as loadModel } from "./load-nqfCU3-k.js";
4
4
  import { basename } from "node:path";
5
5
  import { readFileSync } from "node:fs";
@@ -40,7 +40,11 @@ const printReport = (file, report, top) => {
40
40
  if (report.zFighting.length === 0) lines.push(" ✓ no z-fighting");
41
41
  else {
42
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)`);
43
+ for (const row of report.zFighting) {
44
+ const more = row.planes.length > 1 ? ` (+${row.planes.length - 1} more)` : "";
45
+ const copies = row.count > 1 ? `, ×${row.count} identical pairs` : "";
46
+ lines.push(` ${row.a}`, ` ↔ ${row.b}`, ` ${row.triangles} triangles in ${row.planes[0]}${more}; overlap ${row.overlap.area} m² at (${row.overlap.centre.join(", ")})${copies}`);
47
+ }
44
48
  }
45
49
  if (report.badGeometry.length === 0) lines.push(" ✓ no NaN geometry");
46
50
  else {
package/dist/cli.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"cli.js","names":[],"sources":["../src/cli/main.ts","../src/cli.ts"],"sourcesContent":["/**\n * `three-audit model.glb [more.gltf …]`: load each model in Node and check it for z-fighting and\n * NaN geometry. Exits 1 when a check fails, so it can gate CI; `--json` for machines.\n */\n/* oxlint-disable no-console -- a CLI's output is the console */\nimport { readFileSync } from \"node:fs\";\nimport { basename } from \"node:path\";\nimport { parseArgs } from \"node:util\";\n\nimport { type AuditReport, auditScene } from \"../audit-scene.ts\";\nimport { loadModel } from \"../node/load.ts\";\n\nconst HELP = `Usage: three-audit <model.glb|model.gltf>… [options]\n\nChecks glTF models for z-fighting (faces in one plane, facing the same way, overlapping) and\ngeometry that renders NaN (non-finite positions or normals, zero-length normals). 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+ {"version":3,"file":"cli.js","names":[],"sources":["../src/cli/main.ts","../src/cli.ts"],"sourcesContent":["/**\n * `three-audit model.glb [more.gltf …]`: load each model in Node and check it for z-fighting and\n * NaN geometry. Exits 1 when a check fails, so it can gate CI; `--json` for machines.\n */\n/* oxlint-disable no-console -- a CLI's output is the console */\nimport { readFileSync } from \"node:fs\";\nimport { basename } from \"node:path\";\nimport { parseArgs } from \"node:util\";\n\nimport { type AuditReport, auditScene } from \"../audit-scene.ts\";\nimport { loadModel } from \"../node/load.ts\";\n\nconst HELP = `Usage: three-audit <model.glb|model.gltf>… [options]\n\nChecks glTF models for z-fighting (faces in one plane, facing the same way, overlapping) and\ngeometry that renders NaN (non-finite positions or normals, zero-length normals). Exits 1 when\nany model fails a check, 2 when a model can't be read.\n\nOptions:\n --gap <m> How close two planes count as one, in metres (default 0.004)\n --self Also check for z-fighting within each mesh (merged geometry)\n --skip <regex> Leave out objects whose name matches, and everything under them (decals)\n --top <n> List the n costliest meshes (default 5, 0 for none)\n --json Print the reports as JSON\n --no-fail Exit 0 even when a check fails\n -h, --help Show this help\n -v, --version Show the version\n\nDraco and Meshopt models need draco3dgltf / meshoptimizer installed alongside.`;\n\n/** This package's version: its package.json is the nearest one up from here (`src/cli` or `dist`). */\nconst version = () => {\n for (let up = \"../\"; up.length <= 12; up += \"../\") {\n try {\n const pkg = JSON.parse(\n readFileSync(new URL(`${up}package.json`, import.meta.url), \"utf8\"),\n ) as {\n name?: string;\n version: string;\n };\n\n if (pkg.name === \"@zkmake/three-audit\") {\n return pkg.version;\n }\n } catch {\n // Not here; one more up.\n }\n }\n\n return \"unknown\";\n};\n\nconst count = (value: number) => value.toLocaleString(\"en-US\");\n\nconst printReport = (file: string, report: AuditReport, top: number) => {\n const lines = [`${basename(file)} ${count(report.triangles)} triangles`];\n\n if (report.zFighting.length === 0) {\n lines.push(\" ✓ no z-fighting\");\n } else {\n lines.push(\n ` ✗ ${report.zFighting.length} z-fighting pair${report.zFighting.length === 1 ? \"\" : \"s\"}`,\n );\n\n for (const row of report.zFighting) {\n const more = row.planes.length > 1 ? ` (+${row.planes.length - 1} more)` : \"\";\n const copies = row.count > 1 ? `, ×${row.count} identical pairs` : \"\";\n\n lines.push(\n ` ${row.a}`,\n ` ↔ ${row.b}`,\n ` ${row.triangles} triangles in ${row.planes[0]}${more}; overlap ${row.overlap.area} m² at (${row.overlap.centre.join(\", \")})${copies}`,\n );\n }\n }\n\n if (report.badGeometry.length === 0) {\n lines.push(\" ✓ no NaN geometry\");\n } else {\n lines.push(\n ` ✗ ${report.badGeometry.length} mesh${report.badGeometry.length === 1 ? \"\" : \"es\"} with NaN geometry`,\n );\n\n for (const row of report.badGeometry) {\n lines.push(\n ` ${row.mesh}${row.under ? ` (${row.under})` : \"\"}: ${row.nonFinite} non-finite, ${row.zeroNormals} zero normals`,\n );\n }\n }\n\n if (top > 0 && report.meshes.length > 0) {\n lines.push(\" most triangles:\");\n\n for (const row of report.meshes) {\n lines.push(\n ` ${count(row.total).padStart(9)} ${row.name}${row.instances > 1 ? ` ×${row.instances}` : \"\"}`,\n );\n }\n }\n\n return lines.join(\"\\n\");\n};\n\nexport const main = async (argv: string[]): Promise<number> => {\n let parsed;\n\n try {\n parsed = parseArgs({\n args: argv,\n allowPositionals: true,\n options: {\n gap: { type: \"string\" },\n self: { type: \"boolean\", default: false },\n skip: { type: \"string\" },\n top: { type: \"string\" },\n json: { type: \"boolean\", default: false },\n \"no-fail\": { type: \"boolean\", default: false },\n help: { type: \"boolean\", short: \"h\", default: false },\n version: { type: \"boolean\", short: \"v\", default: false },\n },\n });\n } catch (error) {\n console.error(`three-audit: ${(error as Error).message}\\n\\n${HELP}`);\n\n return 2;\n }\n\n const { values, positionals } = parsed;\n\n if (values.help) {\n console.log(HELP);\n\n return 0;\n }\n\n if (values.version) {\n console.log(version());\n\n return 0;\n }\n\n if (positionals.length === 0) {\n console.error(HELP);\n\n return 2;\n }\n\n const gap = values.gap === undefined ? undefined : Number(values.gap);\n const top = values.top === undefined ? 5 : Number(values.top);\n\n if ((gap !== undefined && !(gap > 0)) || !(top >= 0)) {\n console.error(\"three-audit: --gap must be a positive number and --top zero or more\");\n\n return 2;\n }\n\n const skipPattern = values.skip === undefined ? undefined : new RegExp(values.skip);\n const results: { file: string; report?: AuditReport; error?: string }[] = [];\n\n for (const file of positionals) {\n try {\n const scene = await loadModel(file);\n const report = auditScene(scene, {\n top,\n ...(gap === undefined ? {} : { gap }),\n ...(values.self ? { self: true } : {}),\n ...(skipPattern ? { skip: (object) => skipPattern.test(object.name) } : {}),\n });\n\n results.push({ file, report });\n } catch (error) {\n results.push({ file, error: (error as Error).message });\n }\n }\n\n if (values.json) {\n console.log(JSON.stringify(results, null, 2));\n } else {\n console.log(\n results\n .map(({ file, report, error }) =>\n report\n ? 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package/dist/index.d.ts CHANGED
@@ -1,5 +1,13 @@
1
- import { BufferGeometry, Camera, Material, Mesh, Object3D, Scene } from "three";
1
+ import { BufferGeometry, Mesh, Object3D } from "three";
2
2
  //#region src/scene.d.ts
3
+ /**
4
+ * Any three.js object, from whichever copy of three's types the app has. The checks take this, so
5
+ * an app on a newer `@types/three` than this package was built against passes its scene as is.
6
+ */
7
+ type AnyObject3D = {
8
+ readonly isObject3D: true;
9
+ readonly children: readonly object[];
10
+ };
3
11
  /** Leave an object and everything under it out of a check. */
4
12
  type Skip = (object: Object3D) => boolean;
5
13
  /** Triangles one draw of this geometry makes: indexed or not, within its draw range. */
@@ -23,14 +31,16 @@ type BadGeometryRow = {
23
31
  readonly object: Mesh;
24
32
  };
25
33
  /** Meshes with geometry that renders NaN, hidden ones included. `[]` is a pass. */
26
- export declare const findBadGeometry: (root: Object3D, options?: BadGeometryOptions) => BadGeometryRow[];
34
+ export declare const findBadGeometry: (root: AnyObject3D, options?: BadGeometryOptions) => BadGeometryRow[];
27
35
  //#endregion
28
36
  //#region src/triangles.d.ts
29
37
  type TriangleOptions = {
30
38
  skip?: Skip | undefined;
31
39
  };
32
40
  type MeshRow = {
41
+ /** `path/to/mesh`: its named ancestors, then its name (or its geometry's name or type). */
33
42
  name: string;
43
+ material: string;
34
44
  /** Triangles in one copy (a batch's average). */
35
45
  triangles: number;
36
46
  instances: number;
@@ -50,15 +60,15 @@ type GeometryRow = {
50
60
  * Triangles one pass draws: visible meshes, instances counted, no frustum culling. A shadow pass
51
61
  * adds roughly as much again for each shadow-casting light.
52
62
  */
53
- export declare const countTriangles: (root: Object3D, options?: TriangleOptions) => number;
63
+ export declare const countTriangles: (root: AnyObject3D, options?: TriangleOptions) => number;
54
64
  /** Every visible mesh, most triangles drawn first. */
55
- export declare const listMeshes: (root: Object3D, options?: TriangleOptions) => MeshRow[];
65
+ export declare const listMeshes: (scene: AnyObject3D, options?: TriangleOptions) => MeshRow[];
56
66
  /**
57
67
  * Geometries by triangles drawn, hidden meshes included, most first. Name geometries
58
68
  * (`geometry.name`) to make this readable. Batches are left out: their shared buffer is not one
59
69
  * geometry; `listMeshes` counts them.
60
70
  */
61
- export declare const geometryCensus: (root: Object3D, options?: TriangleOptions) => GeometryRow[];
71
+ export declare const geometryCensus: (root: AnyObject3D, options?: TriangleOptions) => GeometryRow[];
62
72
  //#endregion
63
73
  //#region src/z-fighting.d.ts
64
74
  type ZFightingOptions = {
@@ -78,16 +88,30 @@ type ZFightingOptions = {
78
88
  skip?: Skip | undefined;
79
89
  };
80
90
  type ZFightingRow = {
81
- /** `tag/mesh [material] @ (x, y, z)`, the centre in world space. */
91
+ /** `path/to/mesh [material] @ (x, y, z)`: named ancestors, and the centre in world space. */
82
92
  a: string;
83
93
  b: string;
84
94
  /** Overlapping triangle pairs between the two. */
85
95
  triangles: number;
86
- /** Not enumerable: kept out of JSON and `console.table`. */
96
+ /**
97
+ * The planes they share, most overlap first: `z = -3.000, facing +z` when axis-aligned, else
98
+ * `(nx, ny, nz) · p = d`. Both faces point along the normal: opposite-facing faces never pair.
99
+ */
100
+ planes: string[];
101
+ /** Where they overlap: the area in world units², and its centre in world space. */
102
+ overlap: {
103
+ area: number;
104
+ centre: [number, number, number];
105
+ };
106
+ /** Identical pairs (same labels, triangles and planes) folded into this row. */
107
+ count: number;
108
+ /** Not enumerable: kept out of JSON and `console.table`. The first pair folded in. */
87
109
  readonly meshes: readonly [Mesh, Mesh];
110
+ /** Not enumerable: every pair folded in. */
111
+ readonly pairs: readonly (readonly [Mesh, Mesh])[];
88
112
  };
89
113
  /** Pairs of meshes that z-fight, most overlapping triangles first. `[]` is a pass. */
90
- export declare const findZFighting: (root: Object3D, options?: ZFightingOptions) => ZFightingRow[];
114
+ export declare const findZFighting: (scene: AnyObject3D, options?: ZFightingOptions) => ZFightingRow[];
91
115
  //#endregion
92
116
  //#region src/audit-scene.d.ts
93
117
  type AuditSceneOptions = Pick<ZFightingOptions, "gap" | "self" | "tagged"> & {
@@ -107,12 +131,12 @@ type AuditReport = {
107
131
  * Every check at once, JSON-safe: what a test asserts on or a headless browser prints. A clean
108
132
  * scene has `zFighting` and `badGeometry` both `[]`.
109
133
  */
110
- export declare const auditScene: (root: Object3D, options?: AuditSceneOptions) => AuditReport;
134
+ export declare const auditScene: (root: AnyObject3D, options?: AuditSceneOptions) => AuditReport;
111
135
  //#endregion
112
136
  //#region src/black-frames.d.ts
113
- /** The `WebGLRenderer` methods the probe uses. */
137
+ /** The `WebGLRenderer` methods the probe uses, typed loosely to fit any copy of three's types. */
114
138
  type ProbeRenderer = {
115
- render(scene: Object3D, camera: Camera): void;
139
+ render(scene: AnyObject3D, camera: object): void;
116
140
  getContext(): unknown;
117
141
  getRenderTarget(): unknown;
118
142
  };
@@ -139,10 +163,13 @@ type BlackFrameWatch = {
139
163
  export declare const watchBlackFrames: (renderer: ProbeRenderer, options?: BlackFrameOptions) => BlackFrameWatch;
140
164
  //#endregion
141
165
  //#region src/draw-ledger.d.ts
142
- /** The two `WebGLRenderer` methods the ledger wraps. */
166
+ /**
167
+ * The two `WebGLRenderer` methods the ledger wraps. Typed loosely, so a renderer from any copy of
168
+ * three's types fits.
169
+ */
143
170
  type LedgerRenderer = {
144
- render(scene: Object3D, camera: Camera): void;
145
- renderBufferDirect(camera: Camera, scene: Scene | null, geometry: BufferGeometry, material: Material, object: Object3D, group: unknown): void;
171
+ render(scene: AnyObject3D, camera: object): void;
172
+ renderBufferDirect(camera: object, scene: object | null, geometry: object, material: object, object: AnyObject3D, group: unknown): void;
146
173
  };
147
174
  type DrawLedgerOptions = {
148
175
  /**
@@ -151,6 +178,15 @@ type DrawLedgerOptions = {
151
178
  */
152
179
  groupOf?: (name: string) => string;
153
180
  };
181
+ type RecordDrawLedgerOptions = DrawLedgerOptions & {
182
+ /**
183
+ * Record one call of this (the app's own render, sync or async) instead of one animation frame.
184
+ * For a tab in the background, where no frames come.
185
+ */
186
+ render?: () => unknown;
187
+ /** How long to wait for each animation frame before failing, in ms. Default 2000. */
188
+ timeout?: number;
189
+ };
154
190
  type LedgerRow = {
155
191
  name: string;
156
192
  total: number;
@@ -179,8 +215,11 @@ export declare const beginDrawLedger: (renderer: LedgerRenderer, options?: DrawL
179
215
  * Record exactly one frame of an app that renders from `requestAnimationFrame` (three's
180
216
  * `setAnimationLoop`, React Three Fiber): from one animation frame to the next. A demand-driven
181
217
  * loop that renders nothing that frame gives an empty ledger. Browser only.
218
+ *
219
+ * With `render`, records one call of it instead, frames or not. Without, fails after `timeout`
220
+ * when no frame comes (a background tab), rather than waiting for ever.
182
221
  */
183
- export declare const recordDrawLedger: (renderer: LedgerRenderer, options?: DrawLedgerOptions) => Promise<DrawLedger>;
222
+ export declare const recordDrawLedger: (renderer: LedgerRenderer, options?: RecordDrawLedgerOptions) => Promise<DrawLedger>;
184
223
  /** Rows shaped for `console.table`: one column per pass, then the total. */
185
224
  export declare const ledgerTable: (rows: LedgerRow[], passes: string[]) => {
186
225
  name: string;
@@ -191,19 +230,25 @@ export declare const printDrawLedger: (ledger: DrawLedger) => void;
191
230
  //#endregion
192
231
  //#region src/console-helpers.d.ts
193
232
  type AuditHelpersOptions = {
194
- /** A `WebGLRenderer`, for `ledger()` and `blackFrames()`. */
233
+ /** A `WebGLRenderer`, for `ledger()`, `beginLedger()` and `blackFrames()`. */
195
234
  renderer?: (LedgerRenderer & ProbeRenderer) | undefined;
196
235
  skip?: Skip | undefined;
197
236
  tagKey?: string;
237
+ /**
238
+ * Also put each helper on `globalThis` under its short name (`tris`, `report`…). Default true;
239
+ * false leaves only `threeAudit`, for pages where short names collide with other tooling.
240
+ */
241
+ globals?: boolean;
198
242
  };
199
243
  /**
200
- * Put the helpers on `globalThis`. Returns a function that removes them.
244
+ * Put the helpers on `globalThis`, and on `globalThis.threeAudit`. Returns a function that
245
+ * removes them.
201
246
  *
202
247
  * vanilla: installAuditHelpers(scene, { renderer })
203
248
  * R3F: const { scene, gl } = useThree();
204
249
  * useLayoutEffect(() => installAuditHelpers(scene, { renderer: gl }), [scene, gl]);
205
250
  */
206
- export declare const installAuditHelpers: (root: Object3D, options?: AuditHelpersOptions) => () => void;
251
+ export declare const installAuditHelpers: (root: AnyObject3D, options?: AuditHelpersOptions) => () => void;
207
252
  //#endregion
208
253
  export type { AuditHelpersOptions, AuditReport, AuditSceneOptions, BadGeometryOptions, BadGeometryRow, BlackFrameOptions, BlackFrameWatch, DrawLedger, DrawLedgerOptions, DrawLedgerRecording, GeometryRow, LedgerRenderer, LedgerRow, MeshRow, ProbeRenderer, Skip, TriangleOptions, ZFightingOptions, ZFightingRow };
209
254
  //# sourceMappingURL=index.d.ts.map
package/dist/index.js CHANGED
@@ -1,4 +1,4 @@
1
- import { a as listMeshes, i as geometryCensus, n as findZFighting, o as findBadGeometry, r as countTriangles, s as triangleCount, t as auditScene } from "./audit-scene-Cz1FZxhd.js";
1
+ import { a as listMeshes, c as triangleCount, i as geometryCensus, n as findZFighting, o as findBadGeometry, r as countTriangles, s as pathOf, t as auditScene } from "./audit-scene-BYsJcco9.js";
2
2
  //#region src/patch.ts
3
3
  /** Swap `key` on `target` for `value`; the returned function puts back exactly what was there. */
4
4
  const patch = (target, key, value) => {
@@ -13,6 +13,13 @@ const patch = (target, key, value) => {
13
13
  //#endregion
14
14
  //#region src/black-frames.ts
15
15
  /**
16
+ * Black-frame probe: after each frame, samples a grid of the drawing buffer and counts frames
17
+ * where several samples are pure black. Catches the flash a NaN pixel makes once bloom spreads it,
18
+ * which lasts one frame in twenty and never shows in a screenshot.
19
+ *
20
+ * WebGL only (`readPixels`). Each sample stalls the GPU pipeline, so watch, read, stop.
21
+ */
22
+ /**
16
23
  * Sample every frame the app draws to the screen. Several screen renders in one frame (an overlay
17
24
  * redrawn after the composer) count once, as the last of them: the image the display shows.
18
25
  * Browser only: frames are told apart by `requestAnimationFrame`.
@@ -72,9 +79,38 @@ const watchBlackFrames = (renderer, options = {}) => {
72
79
  };
73
80
  };
74
81
  //#endregion
82
+ //#region src/frames.ts
83
+ /**
84
+ * Waiting on animation frames without hanging: a tab in the background (an agent's browser, an
85
+ * occluded window) gets none, so every wait gives up after a timeout and says why.
86
+ */
87
+ /** Frames an agent-driven tab should see within this long, in ms. */
88
+ const FRAME_TIMEOUT = 2e3;
89
+ const noFrame = (caller, timeout, hint) => {
90
+ const hidden = typeof document !== "undefined" && document.hidden;
91
+ return /* @__PURE__ */ new Error(`three-audit: ${caller} got no animation frame in ${timeout / 1e3} s${hidden ? " (document.hidden is true: browsers pause requestAnimationFrame in background tabs)" : ""}. ${hint}`);
92
+ };
93
+ /** The next animation frame, or an error naming the cause when none comes within `timeout`. */
94
+ const nextFrame = (caller, timeout, hint) => new Promise((resolve, reject) => {
95
+ if (typeof requestAnimationFrame !== "function") {
96
+ reject(/* @__PURE__ */ new Error(`three-audit: ${caller} needs requestAnimationFrame`));
97
+ return;
98
+ }
99
+ let frame = 0;
100
+ const timer = setTimeout(() => {
101
+ cancelAnimationFrame(frame);
102
+ reject(noFrame(caller, timeout, hint));
103
+ }, timeout);
104
+ frame = requestAnimationFrame(() => {
105
+ clearTimeout(timer);
106
+ resolve();
107
+ });
108
+ });
109
+ //#endregion
75
110
  //#region src/draw-ledger.ts
76
111
  const defaultGroupOf = (name) => name.split(/[:#]/)[0] || name;
77
- const nameOf = (object, material) => object.name || `${object.type}:${material.name || material.type}`;
112
+ /** The object's name, or for an unnamed one its named ancestors, type and material. */
113
+ const nameOf = (object, material) => object.name || `${[...pathOf(object, null, void 0, 2), object.type].join("/")} [${material.name || material.type}]`;
78
114
  const tally = (rows, name, pass) => {
79
115
  const row = rows.get(name) ?? {
80
116
  name,
@@ -132,21 +168,33 @@ const beginDrawLedger = (renderer, options = {}) => {
132
168
  * Record exactly one frame of an app that renders from `requestAnimationFrame` (three's
133
169
  * `setAnimationLoop`, React Three Fiber): from one animation frame to the next. A demand-driven
134
170
  * loop that renders nothing that frame gives an empty ledger. Browser only.
171
+ *
172
+ * With `render`, records one call of it instead, frames or not. Without, fails after `timeout`
173
+ * when no frame comes (a background tab), rather than waiting for ever.
135
174
  */
136
- const recordDrawLedger = (renderer, options = {}) => new Promise((resolve, reject) => {
137
- if (typeof requestAnimationFrame !== "function") {
138
- reject(/* @__PURE__ */ new Error("three-audit: recordDrawLedger needs requestAnimationFrame"));
139
- return;
140
- }
141
- requestAnimationFrame(() => {
175
+ const recordDrawLedger = async (renderer, options = {}) => {
176
+ const { render, timeout = FRAME_TIMEOUT, ...ledgerOptions } = options;
177
+ if (render) {
178
+ const recording = beginDrawLedger(renderer, ledgerOptions);
142
179
  try {
143
- const recording = beginDrawLedger(renderer, options);
144
- requestAnimationFrame(() => resolve(recording.end()));
180
+ await render();
145
181
  } catch (error) {
146
- reject(error);
182
+ recording.end();
183
+ throw error;
147
184
  }
148
- });
149
- });
185
+ return recording.end();
186
+ }
187
+ const hint = "Bring the tab to the front, or pass { render } to record one call of your own.";
188
+ await nextFrame("recordDrawLedger", timeout, hint);
189
+ const recording = beginDrawLedger(renderer, ledgerOptions);
190
+ try {
191
+ await nextFrame("recordDrawLedger", timeout, hint);
192
+ } catch (error) {
193
+ recording.end();
194
+ throw error;
195
+ }
196
+ return recording.end();
197
+ };
150
198
  /** Rows shaped for `console.table`: one column per pass, then the total. */
151
199
  const ledgerTable = (rows, passes) => rows.map((row) => ({
152
200
  name: row.name,
@@ -164,6 +212,13 @@ const printDrawLedger = (ledger) => {
164
212
  };
165
213
  //#endregion
166
214
  //#region src/console-helpers.ts
215
+ /**
216
+ * The checks as console globals, for a dev page or a headless browser's `eval`: `tris()`,
217
+ * `meshes()`, `census()`, `audit()`, `zfight()`, `report()`, and with a renderer `ledger()`,
218
+ * `beginLedger()` and `blackFrames()`. All of them also sit on `threeAudit`, which is the only
219
+ * global with `globals: false`.
220
+ */
221
+ const NAMESPACE = "threeAudit";
167
222
  const NAMES = [
168
223
  "auditRoot",
169
224
  "tris",
@@ -173,13 +228,15 @@ const NAMES = [
173
228
  "zfight",
174
229
  "report",
175
230
  "ledger",
231
+ "beginLedger",
176
232
  "blackFrames"
177
233
  ];
178
234
  const needsRenderer = (name) => () => {
179
235
  throw new Error(`three-audit: ${name}() needs installAuditHelpers(scene, { renderer })`);
180
236
  };
181
237
  /**
182
- * Put the helpers on `globalThis`. Returns a function that removes them.
238
+ * Put the helpers on `globalThis`, and on `globalThis.threeAudit`. Returns a function that
239
+ * removes them.
183
240
  *
184
241
  * vanilla: installAuditHelpers(scene, { renderer })
185
242
  * R3F: const { scene, gl } = useThree();
@@ -207,26 +264,40 @@ const installAuditHelpers = (root, options = {}) => {
207
264
  skip,
208
265
  tagKey
209
266
  }),
210
- ledger: renderer ? async () => {
211
- const ledger = await recordDrawLedger(renderer);
267
+ ledger: renderer ? async (ledgerOptions) => {
268
+ const ledger = await recordDrawLedger(renderer, ledgerOptions);
212
269
  printDrawLedger(ledger);
213
270
  return ledger;
214
271
  } : needsRenderer("ledger"),
215
- blackFrames: renderer ? (seconds = 10) => new Promise((resolve) => {
272
+ beginLedger: renderer ? (ledgerOptions) => {
273
+ const recording = beginDrawLedger(renderer, ledgerOptions);
274
+ return { end: () => {
275
+ const ledger = recording.end();
276
+ printDrawLedger(ledger);
277
+ return ledger;
278
+ } };
279
+ } : needsRenderer("beginLedger"),
280
+ blackFrames: renderer ? async (seconds = 10) => {
281
+ await nextFrame("blackFrames()", FRAME_TIMEOUT, "Black frames only show in a visible tab: bring it to the front.");
216
282
  const watch = watchBlackFrames(renderer);
217
- setTimeout(() => {
218
- watch.stop();
219
- resolve({
220
- frames: watch.frames,
221
- blackFrames: watch.blackFrames
222
- });
223
- }, seconds * 1e3);
224
- }) : needsRenderer("blackFrames")
283
+ return new Promise((resolve) => {
284
+ setTimeout(() => {
285
+ watch.stop();
286
+ resolve({
287
+ frames: watch.frames,
288
+ blackFrames: watch.blackFrames
289
+ });
290
+ }, seconds * 1e3);
291
+ });
292
+ } : needsRenderer("blackFrames")
225
293
  };
226
- Object.assign(globalThis, helpers);
294
+ const namespace = { ...helpers };
295
+ const scope = globalThis;
296
+ if (options.globals !== false) Object.assign(scope, helpers);
297
+ scope[NAMESPACE] = namespace;
227
298
  return () => {
228
- const scope = globalThis;
229
299
  for (const name of NAMES) if (scope[name] === helpers[name]) delete scope[name];
300
+ if (scope[NAMESPACE] === namespace) delete scope[NAMESPACE];
230
301
  };
231
302
  };
232
303
  //#endregion
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","names":[],"sources":["../src/patch.ts","../src/black-frames.ts","../src/draw-ledger.ts","../src/console-helpers.ts"],"sourcesContent":["/** Swap `key` on `target` for `value`; the returned function puts back exactly what was there. */\nexport const patch = <Target extends object, Key extends keyof Target>(\n target: Target,\n key: Key,\n value: Target[Key],\n) => {\n const own = Object.hasOwn(target, key);\n const original = target[key];\n\n target[key] = value;\n\n return () => {\n if (own) {\n target[key] = original;\n } else {\n delete target[key];\n }\n };\n};\n","/**\n * Black-frame probe: after each frame, samples a grid of the drawing buffer and counts frames\n * where several samples are pure black. Catches the flash a NaN pixel makes once bloom spreads it,\n * which lasts one frame in twenty and never shows in a screenshot.\n *\n * WebGL only (`readPixels`). Each sample stalls the GPU pipeline, so watch, read, stop.\n */\nimport type { Camera, Object3D } from \"three\";\n\nimport { patch } from \"./patch.ts\";\n\n/** The `WebGLRenderer` methods the probe uses. */\nexport type ProbeRenderer = {\n render(scene: Object3D, camera: Camera): void;\n getContext(): unknown;\n getRenderTarget(): unknown;\n};\n\nexport type BlackFrameOptions = {\n /** Samples per side: 3 reads a 3 × 3 grid at the quarter lines. */\n grid?: number;\n /** Black samples that make a frame black. */\n threshold?: number;\n};\n\nexport type BlackFrameWatch = {\n /** Frames sampled since the start or the last `reset()`. */\n readonly frames: number;\n /** Which of those frames (1-based) were black. */\n readonly blackFrames: readonly number[];\n reset: () => void;\n /** Restore the renderer and stop sampling. */\n stop: () => void;\n};\n\ntype ReadPixels = Pick<\n WebGLRenderingContext,\n \"RGBA\" | \"UNSIGNED_BYTE\" | \"drawingBufferHeight\" | \"drawingBufferWidth\" | \"readPixels\"\n>;\n\n/**\n * Sample every frame the app draws to the screen. Several screen renders in one frame (an overlay\n * redrawn after the composer) count once, as the last of them: the image the display shows.\n * Browser only: frames are told apart by `requestAnimationFrame`.\n */\nexport const watchBlackFrames = (\n renderer: ProbeRenderer,\n options: BlackFrameOptions = {},\n): BlackFrameWatch => {\n const context = renderer.getContext() as Partial<ReadPixels> | null;\n\n if (typeof context?.readPixels !== \"function\") {\n throw new TypeError(\"three-audit: the black-frame probe needs a WebGLRenderer\");\n }\n\n if (typeof requestAnimationFrame !== \"function\") {\n throw new TypeError(\"three-audit: the black-frame probe needs requestAnimationFrame\");\n }\n\n const gl = context as ReadPixels;\n const grid = options.grid ?? 3;\n const threshold = options.threshold ?? 3;\n const pixel = new Uint8Array(4);\n const render = renderer.render;\n let frames = 0;\n let black: number[] = [];\n let pending: boolean | null = null;\n\n const isBlack = () => {\n let count = 0;\n\n for (let i = 1; i <= grid; i += 1) {\n for (let j = 1; j <= grid; j += 1) {\n const x = Math.floor((gl.drawingBufferWidth * i) / (grid + 1));\n const y = Math.floor((gl.drawingBufferHeight * j) / (grid + 1));\n\n gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);\n\n if (pixel[0]! < 4 && pixel[1]! < 4 && pixel[2]! < 4 && pixel[3]! > 250) {\n count += 1;\n }\n }\n }\n\n return count >= threshold;\n };\n\n // Commit the frame's last screen sample once per animation frame.\n let raf = 0;\n const commit = () => {\n if (pending !== null) {\n frames += 1;\n\n if (pending) {\n black.push(frames);\n }\n\n pending = null;\n }\n\n raf = requestAnimationFrame(commit);\n };\n\n raf = requestAnimationFrame(commit);\n\n const restore = patch(renderer, \"render\", function (this: unknown, scene, camera) {\n render.call(this, scene, camera);\n\n // Read before the browser presents (and, without preserveDrawingBuffer, clears) the buffer.\n if (renderer.getRenderTarget() === null) {\n pending = isBlack();\n }\n });\n\n return {\n get frames() {\n return frames;\n },\n get blackFrames() {\n return black;\n },\n reset: () => {\n frames = 0;\n black = [];\n pending = null;\n },\n stop: () => {\n cancelAnimationFrame(raf);\n restore();\n },\n };\n};\n","/**\n * A ledger of every draw call over one frame: which object drew, in which pass. Exact counts from\n * the renderer itself, where `renderer.info` gives one total (and resets it every `render()`).\n *\n * WebGL only: it wraps `WebGLRenderer.renderBufferDirect`, which every draw goes through, and\n * `render()`, to tell passes apart. Draws with a depth or distance material are the shadow maps.\n */\nimport type { BufferGeometry, Camera, Material, Object3D, Scene } from \"three\";\n\nimport { patch } from \"./patch.ts\";\n\n/** The two `WebGLRenderer` methods the ledger wraps. */\nexport type LedgerRenderer = {\n render(scene: Object3D, camera: Camera): void;\n renderBufferDirect(\n camera: Camera,\n scene: Scene | null,\n geometry: BufferGeometry,\n material: Material,\n object: Object3D,\n group: unknown,\n ): void;\n};\n\nexport type DrawLedgerOptions = {\n /**\n * The group an object name files under. Default: up to the first `:` or `#`, so a bake's\n * `wagon:paint` and a strip's `grass#3` group as `wagon` and `grass`.\n */\n groupOf?: (name: string) => string;\n};\n\nexport type LedgerRow = {\n name: string;\n total: number;\n /** Draws per pass name. */\n passes: Record<string, number>;\n};\n\nexport type DrawLedger = {\n /**\n * Pass names in the order they first drew: `shadow`, then each `render()` call as its scene's\n * name, or `render 1`, `render 2`… when unnamed (a post-processing chain is several).\n */\n passes: string[];\n /** By group, most draws first. */\n groups: LedgerRow[];\n /** By object name, most draws first. */\n objects: LedgerRow[];\n draws: number;\n};\n\nexport type DrawLedgerRecording = {\n /** Restore the renderer and return what was drawn since `beginDrawLedger`. */\n end: () => DrawLedger;\n};\n\nconst defaultGroupOf = (name: string) => name.split(/[:#]/)[0] || name;\n\nconst nameOf = (object: Object3D, material: Material) =>\n object.name || `${object.type}:${material.name || material.type}`;\n\nconst tally = (rows: Map<string, LedgerRow>, name: string, pass: string) => {\n const row = rows.get(name) ?? { name, total: 0, passes: {} };\n\n row.total += 1;\n row.passes[pass] = (row.passes[pass] ?? 0) + 1;\n rows.set(name, row);\n};\n\nconst sorted = (rows: Map<string, LedgerRow>) =>\n [...rows.values()].sort((a, b) => b.total - a.total);\n\n/** Start counting every draw. Call `end()` after the frame to restore the renderer and read it. */\nexport const beginDrawLedger = (\n renderer: LedgerRenderer,\n options: DrawLedgerOptions = {},\n): DrawLedgerRecording => {\n if (typeof renderer.renderBufferDirect !== \"function\") {\n throw new TypeError(\"three-audit: the draw ledger needs a WebGLRenderer\");\n }\n\n const groupOf = options.groupOf ?? defaultGroupOf;\n const render = renderer.render;\n const renderBufferDirect = renderer.renderBufferDirect;\n const passes: string[] = [];\n const objects = new Map<string, LedgerRow>();\n const groups = new Map<string, LedgerRow>();\n let renders = 0;\n let current = \"direct\";\n let draws = 0;\n\n const restoreRender = patch(renderer, \"render\", function (this: unknown, scene, camera) {\n const outer = current;\n\n renders += 1;\n current = scene.name || `render ${renders}`;\n\n try {\n render.call(this, scene, camera);\n } finally {\n current = outer;\n }\n });\n\n const restoreDraw = patch(\n renderer,\n \"renderBufferDirect\",\n function (this: unknown, camera, scene, geometry, material, object, group) {\n const shadow =\n (material as { isMeshDepthMaterial?: boolean }).isMeshDepthMaterial === true ||\n (material as { isMeshDistanceMaterial?: boolean }).isMeshDistanceMaterial === true;\n const pass = shadow ? \"shadow\" : current;\n const name = nameOf(object, material);\n\n if (!passes.includes(pass)) {\n passes.push(pass);\n }\n\n draws += 1;\n tally(objects, name, pass);\n tally(groups, groupOf(name), pass);\n renderBufferDirect.call(this, camera, scene, geometry, material, object, group);\n },\n );\n\n return {\n end: () => {\n restoreDraw();\n restoreRender();\n\n return { passes, groups: sorted(groups), objects: sorted(objects), draws };\n },\n };\n};\n\n/**\n * Record exactly one frame of an app that renders from `requestAnimationFrame` (three's\n * `setAnimationLoop`, React Three Fiber): from one animation frame to the next. A demand-driven\n * loop that renders nothing that frame gives an empty ledger. Browser only.\n */\nexport const recordDrawLedger = (renderer: LedgerRenderer, options: DrawLedgerOptions = {}) =>\n new Promise<DrawLedger>((resolve, reject) => {\n if (typeof requestAnimationFrame !== \"function\") {\n reject(new Error(\"three-audit: recordDrawLedger needs requestAnimationFrame\"));\n\n return;\n }\n\n requestAnimationFrame(() => {\n try {\n const recording = beginDrawLedger(renderer, options);\n\n requestAnimationFrame(() => resolve(recording.end()));\n } catch (error) {\n reject(error);\n }\n });\n });\n\n/** Rows shaped for `console.table`: one column per pass, then the total. */\nexport const ledgerTable = (rows: LedgerRow[], passes: string[]) =>\n rows.map((row) => ({\n name: row.name,\n ...Object.fromEntries(passes.map((pass) => [pass, row.passes[pass] ?? 0])),\n total: row.total,\n }));\n\n/** The ledger as two console tables: by group, and every object collapsed beneath. */\nexport const printDrawLedger = (ledger: DrawLedger) => {\n /* oxlint-disable no-console -- printing is this function's job */\n console.group(`Draw ledger: ${ledger.draws} draws in one frame`);\n console.table(ledgerTable(ledger.groups, ledger.passes));\n console.groupCollapsed(\"Every object\");\n console.table(ledgerTable(ledger.objects, ledger.passes));\n console.groupEnd();\n console.groupEnd();\n /* oxlint-enable no-console */\n};\n","/**\n * The checks as short console globals, for a dev page or a headless browser's `eval`:\n * `tris()`, `meshes()`, `census()`, `audit()`, `zfight()`, `report()`, and with a renderer\n * `ledger()` and `blackFrames()`.\n */\nimport type { Object3D } from \"three\";\n\nimport { auditScene } from \"./audit-scene.ts\";\nimport { findBadGeometry } from \"./bad-geometry.ts\";\nimport { type ProbeRenderer, watchBlackFrames } from \"./black-frames.ts\";\nimport { type LedgerRenderer, printDrawLedger, recordDrawLedger } from \"./draw-ledger.ts\";\nimport type { Skip } from \"./scene.ts\";\nimport { countTriangles, geometryCensus, listMeshes } from \"./triangles.ts\";\nimport { findZFighting } from \"./z-fighting.ts\";\n\nexport type AuditHelpersOptions = {\n /** A `WebGLRenderer`, for `ledger()` and `blackFrames()`. */\n renderer?: (LedgerRenderer & ProbeRenderer) | undefined;\n skip?: Skip | undefined;\n tagKey?: string;\n};\n\nconst NAMES = [\n \"auditRoot\",\n \"tris\",\n \"meshes\",\n \"census\",\n \"audit\",\n \"zfight\",\n \"report\",\n \"ledger\",\n \"blackFrames\",\n] as const;\n\nconst needsRenderer = (name: string) => () => {\n throw new Error(`three-audit: ${name}() needs installAuditHelpers(scene, { renderer })`);\n};\n\n/**\n * Put the helpers on `globalThis`. Returns a function that removes them.\n *\n * vanilla: installAuditHelpers(scene, { renderer })\n * R3F: const { scene, gl } = useThree();\n * useLayoutEffect(() => installAuditHelpers(scene, { renderer: gl }), [scene, gl]);\n */\nexport const installAuditHelpers = (root: Object3D, options: AuditHelpersOptions = {}) => {\n const { renderer, skip } = options;\n const tagKey = options.tagKey ?? \"studioObject\";\n\n const helpers: Record<(typeof NAMES)[number], unknown> = {\n auditRoot: root,\n tris: () => countTriangles(root, { skip }),\n meshes: () => listMeshes(root, { skip }),\n census: () => geometryCensus(root, { skip }),\n audit: () => findBadGeometry(root, { skip, tagKey }),\n zfight: (gap?: number, self?: boolean) =>\n findZFighting(root, {\n skip,\n tagKey,\n ...(gap === undefined ? {} : { gap }),\n ...(self === undefined ? {} : { self }),\n }),\n report: () => auditScene(root, { skip, tagKey }),\n ledger: renderer\n ? async () => {\n const ledger = await recordDrawLedger(renderer);\n\n printDrawLedger(ledger);\n\n return ledger;\n }\n : needsRenderer(\"ledger\"),\n blackFrames: renderer\n ? 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Default: up to the first `:` or `#`, so a bake's\n * `wagon:paint` and a strip's `grass#3` group as `wagon` and `grass`.\n */\n groupOf?: (name: string) => string;\n};\n\nexport type RecordDrawLedgerOptions = DrawLedgerOptions & {\n /**\n * Record one call of this (the app's own render, sync or async) instead of one animation frame.\n * For a tab in the background, where no frames come.\n */\n render?: () => unknown;\n /** How long to wait for each animation frame before failing, in ms. 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@zkmake/three-audit",
3
- "version": "0.2.0",
3
+ "version": "0.2.2",
4
4
  "description": "Scene checks for three.js: triangle counts, cost census, NaN normals, z-fighting, black frames and a one-frame draw-call ledger. Zero dependencies.",
5
5
  "keywords": [
6
6
  "audit",
@@ -1 +0,0 @@
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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