@zkmake/three-audit 0.2.1 → 0.3.0

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+ {"version":3,"file":"audit-scene-CJG1DgRF.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\n/** Anything the renderer draws: a mesh, line, point cloud or sprite. */\nexport const isDrawable = (object: Object3D) => {\n const flags = object as Partial<Record<\"isMesh\" | \"isLine\" | \"isPoints\" | \"isSprite\", boolean>>;\n\n return (\n flags.isMesh === true ||\n flags.isLine === true ||\n flags.isPoints === true ||\n flags.isSprite === true\n );\n};\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/**\n * A batch's visible instances by the geometry each draws: how many, and that geometry's triangles\n * (its range in the shared buffer). In first-drawn order.\n */\nexport const batchedGeometries = (batch: BatchedMesh) => {\n const geometries = new Map<number, { instances: number; triangles: number }>();\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 known = geometries.get(geometryId);\n\n if (known) {\n known.instances += 1;\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 geometries.set(geometryId, { instances: 1, triangles: Math.floor(elements / 3) });\n }\n\n return geometries;\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 (const geometry of batchedGeometries(batch).values()) {\n triangles += geometry.triangles * geometry.instances;\n instances += geometry.instances;\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\n/**\n * A skip that keeps only what's tagged `tag`: prunes objects tagged otherwise, and meshes outside\n * any object tagged `tag`. Throws when nothing under `root` carries the tag.\n */\nexport const onlyTag = (root: Object3D, tag: string, tagKey: string, skip?: Skip): Skip => {\n let found = false;\n\n walk(root, { skip }, (object) => {\n const own: unknown = object.userData[tagKey];\n\n found ||= own !== undefined && own !== null && String(own) === tag;\n });\n\n if (!found) {\n throw new Error(`three-audit: nothing is tagged userData.${tagKey} = \"${tag}\"`);\n }\n\n return (object) => {\n if (skip?.(object) === true) {\n return true;\n }\n\n const own: unknown = object.userData[tagKey];\n\n if (own !== undefined && own !== null && String(own) !== tag) {\n return true;\n }\n\n return isDrawable(object) && tagOf(object, tagKey) !== tag;\n };\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 meshLabel,\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\nexport type EmptyMeshRow = {\n /** `path/to/mesh [material]`. */\n mesh: string;\n /** Not enumerable: kept out of JSON and `console.table`. */\n readonly object: Mesh;\n};\n\n/**\n * Meshes with no vertices, hidden ones included: what a merge of nothing leaves behind. They draw\n * nothing, but each one is still a draw call and a leak to dispose. A draw range of zero doesn't\n * count: that's usually a pool waiting to fill.\n */\nexport const findEmptyMeshes = (\n root: AnyObject3D,\n options: Pick<BadGeometryOptions, \"skip\" | \"tagKey\"> = {},\n): EmptyMeshRow[] => {\n const scene = asObject3D(root);\n const rows: EmptyMeshRow[] = [];\n\n walk(scene, { skip: options.skip }, (object) => {\n if (isMesh(object) && (object.geometry.attributes.position?.count ?? 0) === 0) {\n rows.push(\n withHidden(\n { mesh: meshLabel(object, scene, options.tagKey ?? \"studioObject\") },\n \"object\",\n object,\n ),\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 { BatchedMesh, Mesh } from \"three\";\n\nimport {\n type AnyObject3D,\n asObject3D,\n batchedGeometries,\n batchedTriangles,\n isBatched,\n isDrawable,\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 is an average: `geometryCensus` breaks it down. */\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 /**\n * `geometry.name`, or its type and the start of its uuid. For a geometry in a batch, the batch's\n * `label` for it, or `batch#id`.\n */\n geometry: string;\n /** Copies drawn: every mesh using it, instances counted. */\n uses: number;\n triangles: number;\n total: number;\n /** Its part of the census's total, 0–1. */\n share: number;\n /** With `budget`: whether `share` is over it. */\n overBudget?: boolean;\n};\n\nexport type CensusOptions = TriangleOptions & {\n /**\n * Names a geometry inside a batch, e.g. from the app's own table of what it added. Default\n * `batch#id`, the batch named by its path.\n */\n label?: ((batch: BatchedMesh, geometryId: number) => string | undefined) | undefined;\n /** Flag rows whose share of the total is over this, 0–1: `0.2` for anything over 20%. */\n budget?: number | undefined;\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. A batch counts each geometry in it separately, by its\n * visible instances: the row a budget is really spent on.\n */\nexport const geometryCensus = (root: AnyObject3D, options: CensusOptions = {}): GeometryRow[] => {\n const scene = asObject3D(root);\n const rows = new Map<string, GeometryRow>();\n const add = (key: string, triangles: number, uses: number) => {\n const row = rows.get(key) ?? { geometry: key, uses: 0, triangles, total: 0, share: 0 };\n\n row.uses += uses;\n row.total += triangles * uses;\n rows.set(key, row);\n };\n\n walk(scene, { skip: options.skip }, (object) => {\n if (!isMesh(object) || !object.geometry.attributes.position) {\n return;\n }\n\n if (isBatched(object)) {\n const name = [...pathOf(object, scene), meshName(object)].join(\"/\");\n\n for (const [id, { instances, triangles }] of batchedGeometries(object)) {\n add(options.label?.(object, id) ?? `${name}#${id}`, triangles, instances);\n }\n\n return;\n }\n\n const geometry = object.geometry;\n\n add(\n geometry.name || `${geometry.type}:${geometry.uuid.slice(0, 6)}`,\n triangleCount(geometry),\n isInstanced(object) ? object.count : 1,\n );\n });\n\n const all = [...rows.values()];\n const sum = all.reduce((total, row) => total + row.total, 0);\n\n for (const row of all) {\n row.share = sum > 0 ? Math.round((row.total / sum) * 1000) / 1000 : 0;\n\n if (options.budget !== undefined) {\n row.overBudget = row.total / Math.max(sum, 1) > options.budget;\n }\n }\n\n return all.sort((a, b) => b.total - a.total);\n};\n\n/**\n * Draw calls one main pass makes: one per visible mesh, line or point cloud, or one per material\n * group for a mesh with several materials. Before frustum culling; each shadow-casting light adds\n * one per caster. `recordDrawLedger` counts the real thing.\n */\nexport const countDraws = (root: AnyObject3D, options: TriangleOptions = {}) => {\n let draws = 0;\n\n walk(asObject3D(root), { skip: options.skip, visibleOnly: true }, (object) => {\n if (!isDrawable(object)) {\n return;\n }\n\n const drawable = object as Partial<Mesh>;\n\n const material = drawable.material;\n\n if (Array.isArray(material)) {\n const groups = drawable.geometry?.groups ?? [];\n\n draws += groups.filter(\n (group) => material[group.materialIndex ?? 0]?.visible !== false,\n ).length;\n } else if (material?.visible !== false) {\n draws += 1;\n }\n });\n\n return draws;\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 {\n type BadGeometryRow,\n type EmptyMeshRow,\n findBadGeometry,\n findEmptyMeshes,\n} from \"./bad-geometry.ts\";\nimport { type AnyObject3D, asObject3D, onlyTag, type Skip } from \"./scene.ts\";\nimport { countDraws, 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 /** Only the object(s) tagged this (`userData[tagKey]`): one studio object out of a scene. */\n tag?: string | undefined;\n /** How many of the costliest meshes to list. */\n top?: number;\n};\n\nexport type AuditReport = {\n triangles: number;\n /** Draw calls one main pass makes, before culling and shadows: see `countDraws`. */\n draws: number;\n zFighting: ZFightingRow[];\n badGeometry: BadGeometryRow[];\n emptyMeshes: EmptyMeshRow[];\n /** The costliest meshes, most triangles first. */\n meshes: MeshRow[];\n};\n\n/** The skip every check runs with: the caller's, narrowed to `tag` when given. */\nconst scopeOf = (\n root: AnyObject3D,\n options: { skip?: Skip | undefined; tag?: string | undefined; tagKey?: string },\n) =>\n options.tag === undefined\n ? options.skip\n : onlyTag(asObject3D(root), options.tag, options.tagKey ?? \"studioObject\", options.skip);\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`, `badGeometry` and `emptyMeshes` all `[]`.\n */\nexport const auditScene = (root: AnyObject3D, options: AuditSceneOptions = {}): AuditReport => {\n const { tagKey } = options;\n const skip = scopeOf(root, options);\n const keyed = tagKey === undefined ? { skip } : { skip, tagKey };\n\n return {\n triangles: countTriangles(root, { skip }),\n draws: countDraws(root, { skip }),\n zFighting: findZFighting(root, {\n ...options,\n skip,\n ...(options.tag === undefined ? {} : { tagged: true }),\n }),\n badGeometry: findBadGeometry(root, keyed),\n emptyMeshes: findEmptyMeshes(root, keyed),\n meshes: listMeshes(root, { skip }).slice(0, options.top ?? 10),\n };\n};\n\nexport type AuditSummaryOptions = Pick<AuditSceneOptions, \"gap\" | \"skip\" | \"tag\" | \"tagKey\"> & {\n /** Run the z-fighting check, the slow one. Default true; false gives `null` counts. */\n zFighting?: boolean;\n};\n\nexport type AuditSummary = {\n triangles: number;\n draws: number;\n meshes: number;\n /** Pairs of meshes that z-fight, identical pairs counted each. */\n zFighting: number | null;\n /** Meshes that z-fight with themselves: merged geometry whose parts overlap. */\n selfZFighting: number | null;\n badGeometry: number;\n emptyMeshes: number;\n};\n\n/**\n * Every check as one count each: the single call to run after every edit. `0` everywhere (and\n * `triangles`, `draws` where you expect them) is a pass. Use `auditScene` to see what failed.\n */\nexport const summarizeScene = (\n root: AnyObject3D,\n options: AuditSummaryOptions = {},\n): AuditSummary => {\n const { tagKey } = options;\n const skip = scopeOf(root, options);\n const keyed = tagKey === undefined ? { skip } : { skip, tagKey };\n let zFighting: number | null = null;\n let selfZFighting: number | null = null;\n\n if (options.zFighting !== false) {\n zFighting = 0;\n selfZFighting = 0;\n\n for (const row of findZFighting(root, {\n ...(options.gap === undefined ? {} : { gap: options.gap }),\n ...(tagKey === undefined ? {} : { tagKey }),\n ...(options.tag === undefined ? {} : { tagged: true }),\n skip,\n self: true,\n })) {\n if (row.meshes[0] === row.meshes[1]) {\n selfZFighting += row.count;\n } else {\n zFighting += row.count;\n }\n }\n }\n\n return {\n triangles: countTriangles(root, { skip }),\n draws: countDraws(root, { skip }),\n meshes: listMeshes(root, { skip }).length,\n zFighting,\n selfZFighting,\n badGeometry: findBadGeometry(root, keyed).length,\n emptyMeshes: findEmptyMeshes(root, keyed).length,\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-D5ZaENGZ.js";
2
+ import { t as auditScene } from "./audit-scene-CJG1DgRF.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";
@@ -36,17 +36,25 @@ const version = () => {
36
36
  };
37
37
  const count = (value) => value.toLocaleString("en-US");
38
38
  const printReport = (file, report, top) => {
39
- const lines = [`${basename(file)} ${count(report.triangles)} triangles`];
39
+ const lines = [`${basename(file)} ${count(report.triangles)} triangles, ${count(report.draws)} draws`];
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 {
47
51
  lines.push(` ✗ ${report.badGeometry.length} mesh${report.badGeometry.length === 1 ? "" : "es"} with NaN geometry`);
48
52
  for (const row of report.badGeometry) lines.push(` ${row.mesh}${row.under ? ` (${row.under})` : ""}: ${row.nonFinite} non-finite, ${row.zeroNormals} zero normals`);
49
53
  }
54
+ if (report.emptyMeshes.length > 0) {
55
+ lines.push(` ! ${report.emptyMeshes.length} empty mesh${report.emptyMeshes.length === 1 ? "" : "es"} (no vertices)`);
56
+ for (const row of report.emptyMeshes) lines.push(` ${row.mesh}`);
57
+ }
50
58
  if (top > 0 && report.meshes.length > 0) {
51
59
  lines.push(" most triangles:");
52
60
  for (const row of report.meshes) lines.push(` ${count(row.total).padStart(9)} ${row.name}${row.instances > 1 ? ` ×${row.instances}` : ""}`);
package/dist/cli.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"cli.js","names":[],"sources":["../src/cli/main.ts","../src/cli.ts"],"sourcesContent":["/**\n * `three-audit model.glb [more.gltf …]`: load each model in Node and check it for z-fighting and\n * NaN geometry. Exits 1 when a check fails, so it can gate CI; `--json` for machines.\n */\n/* oxlint-disable no-console -- a CLI's output is the console */\nimport { readFileSync } from \"node:fs\";\nimport { basename } from \"node:path\";\nimport { parseArgs } from \"node:util\";\n\nimport { type AuditReport, auditScene } from \"../audit-scene.ts\";\nimport { loadModel } from \"../node/load.ts\";\n\nconst HELP = `Usage: three-audit <model.glb|model.gltf>… [options]\n\nChecks glTF models for z-fighting (faces in one plane, facing the same way, overlapping) and\ngeometry that renders NaN (non-finite positions or normals, zero-length normals). Exits 1 when\nany model fails a check, 2 when a model can't be read.\n\nOptions:\n --gap <m> How close two planes count as one, in metres (default 0.004)\n --self Also check for z-fighting within each mesh (merged geometry)\n --skip <regex> Leave out objects whose name matches, and everything under them (decals)\n --top <n> List the n costliest meshes (default 5, 0 for none)\n --json Print the reports as JSON\n --no-fail Exit 0 even when a check fails\n -h, --help Show this help\n -v, --version Show the version\n\nDraco and Meshopt models need draco3dgltf / meshoptimizer installed alongside.`;\n\n/** This package's version: its package.json is the nearest one up from here (`src/cli` or `dist`). */\nconst version = () => {\n for (let up = \"../\"; up.length <= 12; up += \"../\") {\n try {\n const pkg = JSON.parse(\n readFileSync(new URL(`${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 lines.push(` ${row.a}`, ` ↔ ${row.b} (${row.triangles} triangles)`);\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 ? printReport(file, report, top)\n : `${basename(file)}\\n ✗ couldn't read: ${error}`,\n )\n .join(\"\\n\\n\"),\n );\n }\n\n if (results.some((result) => result.error !== undefined)) {\n return 2;\n }\n\n const failed = results.some(\n ({ report }) => report!.zFighting.length > 0 || report!.badGeometry.length > 0,\n );\n\n return failed && !values[\"no-fail\"] ? 1 : 0;\n};\n","#!/usr/bin/env node\n/** The `three-audit` bin. 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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 = [\n `${basename(file)} ${count(report.triangles)} triangles, ${count(report.draws)} draws`,\n ];\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 (report.emptyMeshes.length > 0) {\n lines.push(\n ` ! ${report.emptyMeshes.length} empty mesh${report.emptyMeshes.length === 1 ? \"\" : \"es\"} (no vertices)`,\n );\n\n for (const row of report.emptyMeshes) {\n lines.push(` ${row.mesh}`);\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 { BatchedMesh, 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. */
@@ -23,15 +31,29 @@ 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[];
35
+ type EmptyMeshRow = {
36
+ /** `path/to/mesh [material]`. */
37
+ mesh: string;
38
+ /** Not enumerable: kept out of JSON and `console.table`. */
39
+ readonly object: Mesh;
40
+ };
41
+ /**
42
+ * Meshes with no vertices, hidden ones included: what a merge of nothing leaves behind. They draw
43
+ * nothing, but each one is still a draw call and a leak to dispose. A draw range of zero doesn't
44
+ * count: that's usually a pool waiting to fill.
45
+ */
46
+ export declare const findEmptyMeshes: (root: AnyObject3D, options?: Pick<BadGeometryOptions, "skip" | "tagKey">) => EmptyMeshRow[];
27
47
  //#endregion
28
48
  //#region src/triangles.d.ts
29
49
  type TriangleOptions = {
30
50
  skip?: Skip | undefined;
31
51
  };
32
52
  type MeshRow = {
53
+ /** `path/to/mesh`: its named ancestors, then its name (or its geometry's name or type). */
33
54
  name: string;
34
- /** Triangles in one copy (a batch's average). */
55
+ material: string;
56
+ /** Triangles in one copy. A batch's is an average: `geometryCensus` breaks it down. */
35
57
  triangles: number;
36
58
  instances: number;
37
59
  total: number;
@@ -39,26 +61,48 @@ type MeshRow = {
39
61
  readonly mesh: Mesh;
40
62
  };
41
63
  type GeometryRow = {
42
- /** `geometry.name`, or its type and the start of its uuid. */
64
+ /**
65
+ * `geometry.name`, or its type and the start of its uuid. For a geometry in a batch, the batch's
66
+ * `label` for it, or `batch#id`.
67
+ */
43
68
  geometry: string;
44
69
  /** Copies drawn: every mesh using it, instances counted. */
45
70
  uses: number;
46
71
  triangles: number;
47
72
  total: number;
73
+ /** Its part of the census's total, 0–1. */
74
+ share: number;
75
+ /** With `budget`: whether `share` is over it. */
76
+ overBudget?: boolean;
77
+ };
78
+ type CensusOptions = TriangleOptions & {
79
+ /**
80
+ * Names a geometry inside a batch, e.g. from the app's own table of what it added. Default
81
+ * `batch#id`, the batch named by its path.
82
+ */
83
+ label?: ((batch: BatchedMesh, geometryId: number) => string | undefined) | undefined;
84
+ /** Flag rows whose share of the total is over this, 0–1: `0.2` for anything over 20%. */
85
+ budget?: number | undefined;
48
86
  };
49
87
  /**
50
88
  * Triangles one pass draws: visible meshes, instances counted, no frustum culling. A shadow pass
51
89
  * adds roughly as much again for each shadow-casting light.
52
90
  */
53
- export declare const countTriangles: (root: Object3D, options?: TriangleOptions) => number;
91
+ export declare const countTriangles: (root: AnyObject3D, options?: TriangleOptions) => number;
54
92
  /** Every visible mesh, most triangles drawn first. */
55
- export declare const listMeshes: (root: Object3D, options?: TriangleOptions) => MeshRow[];
93
+ export declare const listMeshes: (scene: AnyObject3D, options?: TriangleOptions) => MeshRow[];
56
94
  /**
57
95
  * Geometries by triangles drawn, hidden meshes included, most first. Name geometries
58
- * (`geometry.name`) to make this readable. Batches are left out: their shared buffer is not one
59
- * geometry; `listMeshes` counts them.
96
+ * (`geometry.name`) to make this readable. A batch counts each geometry in it separately, by its
97
+ * visible instances: the row a budget is really spent on.
98
+ */
99
+ export declare const geometryCensus: (root: AnyObject3D, options?: CensusOptions) => GeometryRow[];
100
+ /**
101
+ * Draw calls one main pass makes: one per visible mesh, line or point cloud, or one per material
102
+ * group for a mesh with several materials. Before frustum culling; each shadow-casting light adds
103
+ * one per caster. `recordDrawLedger` counts the real thing.
60
104
  */
61
- export declare const geometryCensus: (root: Object3D, options?: TriangleOptions) => GeometryRow[];
105
+ export declare const countDraws: (root: AnyObject3D, options?: TriangleOptions) => number;
62
106
  //#endregion
63
107
  //#region src/z-fighting.d.ts
64
108
  type ZFightingOptions = {
@@ -78,41 +122,80 @@ type ZFightingOptions = {
78
122
  skip?: Skip | undefined;
79
123
  };
80
124
  type ZFightingRow = {
81
- /** `tag/mesh [material] @ (x, y, z)`, the centre in world space. */
125
+ /** `path/to/mesh [material] @ (x, y, z)`: named ancestors, and the centre in world space. */
82
126
  a: string;
83
127
  b: string;
84
128
  /** Overlapping triangle pairs between the two. */
85
129
  triangles: number;
86
- /** Not enumerable: kept out of JSON and `console.table`. */
130
+ /**
131
+ * The planes they share, most overlap first: `z = -3.000, facing +z` when axis-aligned, else
132
+ * `(nx, ny, nz) · p = d`. Both faces point along the normal: opposite-facing faces never pair.
133
+ */
134
+ planes: string[];
135
+ /** Where they overlap: the area in world units², and its centre in world space. */
136
+ overlap: {
137
+ area: number;
138
+ centre: [number, number, number];
139
+ };
140
+ /** Identical pairs (same labels, triangles and planes) folded into this row. */
141
+ count: number;
142
+ /** Not enumerable: kept out of JSON and `console.table`. The first pair folded in. */
87
143
  readonly meshes: readonly [Mesh, Mesh];
144
+ /** Not enumerable: every pair folded in. */
145
+ readonly pairs: readonly (readonly [Mesh, Mesh])[];
88
146
  };
89
147
  /** Pairs of meshes that z-fight, most overlapping triangles first. `[]` is a pass. */
90
- export declare const findZFighting: (root: Object3D, options?: ZFightingOptions) => ZFightingRow[];
148
+ export declare const findZFighting: (scene: AnyObject3D, options?: ZFightingOptions) => ZFightingRow[];
91
149
  //#endregion
92
150
  //#region src/audit-scene.d.ts
93
151
  type AuditSceneOptions = Pick<ZFightingOptions, "gap" | "self" | "tagged"> & {
94
152
  skip?: Skip | undefined;
95
153
  tagKey?: string;
154
+ /** Only the object(s) tagged this (`userData[tagKey]`): one studio object out of a scene. */
155
+ tag?: string | undefined;
96
156
  /** How many of the costliest meshes to list. */
97
157
  top?: number;
98
158
  };
99
159
  type AuditReport = {
100
160
  triangles: number;
161
+ /** Draw calls one main pass makes, before culling and shadows: see `countDraws`. */
162
+ draws: number;
101
163
  zFighting: ZFightingRow[];
102
164
  badGeometry: BadGeometryRow[];
165
+ emptyMeshes: EmptyMeshRow[];
103
166
  /** The costliest meshes, most triangles first. */
104
167
  meshes: MeshRow[];
105
168
  };
106
169
  /**
107
170
  * Every check at once, JSON-safe: what a test asserts on or a headless browser prints. A clean
108
- * scene has `zFighting` and `badGeometry` both `[]`.
171
+ * scene has `zFighting`, `badGeometry` and `emptyMeshes` all `[]`.
109
172
  */
110
- export declare const auditScene: (root: Object3D, options?: AuditSceneOptions) => AuditReport;
173
+ export declare const auditScene: (root: AnyObject3D, options?: AuditSceneOptions) => AuditReport;
174
+ type AuditSummaryOptions = Pick<AuditSceneOptions, "gap" | "skip" | "tag" | "tagKey"> & {
175
+ /** Run the z-fighting check, the slow one. Default true; false gives `null` counts. */
176
+ zFighting?: boolean;
177
+ };
178
+ type AuditSummary = {
179
+ triangles: number;
180
+ draws: number;
181
+ meshes: number;
182
+ /** Pairs of meshes that z-fight, identical pairs counted each. */
183
+ zFighting: number | null;
184
+ /** Meshes that z-fight with themselves: merged geometry whose parts overlap. */
185
+ selfZFighting: number | null;
186
+ badGeometry: number;
187
+ emptyMeshes: number;
188
+ };
189
+ /**
190
+ * Every check as one count each: the single call to run after every edit. `0` everywhere (and
191
+ * `triangles`, `draws` where you expect them) is a pass. Use `auditScene` to see what failed.
192
+ */
193
+ export declare const summarizeScene: (root: AnyObject3D, options?: AuditSummaryOptions) => AuditSummary;
111
194
  //#endregion
112
195
  //#region src/black-frames.d.ts
113
- /** The `WebGLRenderer` methods the probe uses. */
196
+ /** The `WebGLRenderer` methods the probe uses, typed loosely to fit any copy of three's types. */
114
197
  type ProbeRenderer = {
115
- render(scene: Object3D, camera: Camera): void;
198
+ render(scene: AnyObject3D, camera: object): void;
116
199
  getContext(): unknown;
117
200
  getRenderTarget(): unknown;
118
201
  };
@@ -139,10 +222,17 @@ type BlackFrameWatch = {
139
222
  export declare const watchBlackFrames: (renderer: ProbeRenderer, options?: BlackFrameOptions) => BlackFrameWatch;
140
223
  //#endregion
141
224
  //#region src/draw-ledger.d.ts
142
- /** The two `WebGLRenderer` methods the ledger wraps. */
225
+ /**
226
+ * The two `WebGLRenderer` methods the ledger wraps. Typed loosely, so a renderer from any copy of
227
+ * three's types fits.
228
+ */
143
229
  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;
230
+ render(scene: AnyObject3D, camera: object): void;
231
+ renderBufferDirect(camera: object, scene: object | null, geometry: object, material: object, object: AnyObject3D, group: unknown): void;
232
+ /** For pass sizes: the target being drawn to, `null` for the screen. */
233
+ getRenderTarget?(): unknown;
234
+ /** For pass sizes: the screen's drawing buffer, device pixels. */
235
+ getContext?(): unknown;
146
236
  };
147
237
  type DrawLedgerOptions = {
148
238
  /**
@@ -151,12 +241,33 @@ type DrawLedgerOptions = {
151
241
  */
152
242
  groupOf?: (name: string) => string;
153
243
  };
244
+ type RecordDrawLedgerOptions = DrawLedgerOptions & {
245
+ /**
246
+ * Record one call of this (the app's own render, sync or async) instead of one animation frame.
247
+ * For a tab in the background, where no frames come.
248
+ */
249
+ render?: () => unknown;
250
+ /** How long to wait for each animation frame before failing, in ms. Default 2000. */
251
+ timeout?: number;
252
+ };
154
253
  type LedgerRow = {
155
254
  name: string;
156
255
  total: number;
157
256
  /** Draws per pass name. */
158
257
  passes: Record<string, number>;
159
258
  };
259
+ type PassRow = {
260
+ name: string;
261
+ draws: number;
262
+ /** Distinct objects drawn: for `shadow`, the casters. */
263
+ objects: number;
264
+ /** Triangles drawn, instances counted. */
265
+ triangles: number;
266
+ /** Sizes drawn to, in device pixels: `2880×1800`, or `screen 2880×1800`. */
267
+ targets: string[];
268
+ /** Every call was one small mesh through an orthographic camera: a post-processing pass. */
269
+ fullscreen: boolean;
270
+ };
160
271
  type DrawLedger = {
161
272
  /**
162
273
  * Pass names in the order they first drew: `shadow`, then each `render()` call as its scene's
@@ -168,6 +279,11 @@ type DrawLedger = {
168
279
  /** By object name, most draws first. */
169
280
  objects: LedgerRow[];
170
281
  draws: number;
282
+ /** Each pass's draws, triangles, casters and target sizes, in `passes` order. */
283
+ passStats: PassRow[];
284
+ /** `render()` calls that drew one fullscreen pass, and the pixels they shaded between them. */
285
+ fullscreenPasses: number;
286
+ fullscreenPixels: number;
171
287
  };
172
288
  type DrawLedgerRecording = {
173
289
  /** Restore the renderer and return what was drawn since `beginDrawLedger`. */
@@ -179,8 +295,11 @@ export declare const beginDrawLedger: (renderer: LedgerRenderer, options?: DrawL
179
295
  * Record exactly one frame of an app that renders from `requestAnimationFrame` (three's
180
296
  * `setAnimationLoop`, React Three Fiber): from one animation frame to the next. A demand-driven
181
297
  * loop that renders nothing that frame gives an empty ledger. Browser only.
298
+ *
299
+ * With `render`, records one call of it instead, frames or not. Without, fails after `timeout`
300
+ * when no frame comes (a background tab), rather than waiting for ever.
182
301
  */
183
- export declare const recordDrawLedger: (renderer: LedgerRenderer, options?: DrawLedgerOptions) => Promise<DrawLedger>;
302
+ export declare const recordDrawLedger: (renderer: LedgerRenderer, options?: RecordDrawLedgerOptions) => Promise<DrawLedger>;
184
303
  /** Rows shaped for `console.table`: one column per pass, then the total. */
185
304
  export declare const ledgerTable: (rows: LedgerRow[], passes: string[]) => {
186
305
  name: string;
@@ -191,19 +310,60 @@ export declare const printDrawLedger: (ledger: DrawLedger) => void;
191
310
  //#endregion
192
311
  //#region src/console-helpers.d.ts
193
312
  type AuditHelpersOptions = {
194
- /** A `WebGLRenderer`, for `ledger()` and `blackFrames()`. */
313
+ /** A `WebGLRenderer`, for `ledger()`, `beginLedger()` and `blackFrames()`. */
195
314
  renderer?: (LedgerRenderer & ProbeRenderer) | undefined;
196
315
  skip?: Skip | undefined;
197
316
  tagKey?: string;
317
+ /** Names geometries inside a batch in `census()`: see `geometryCensus`'s `label`. */
318
+ batchLabel?: ((batch: BatchedMesh, geometryId: number) => string | undefined) | undefined;
319
+ /**
320
+ * Also put each helper on `globalThis` under its short name (`tris`, `report`…). Default true;
321
+ * false leaves only `threeAudit`, for pages where short names collide with other tooling.
322
+ */
323
+ globals?: boolean;
198
324
  };
199
325
  /**
200
- * Put the helpers on `globalThis`. Returns a function that removes them.
326
+ * Put the helpers on `globalThis`, and on `globalThis.threeAudit`. Returns a function that
327
+ * removes them.
201
328
  *
202
329
  * vanilla: installAuditHelpers(scene, { renderer })
203
330
  * R3F: const { scene, gl } = useThree();
204
331
  * useLayoutEffect(() => installAuditHelpers(scene, { renderer: gl }), [scene, gl]);
205
332
  */
206
- export declare const installAuditHelpers: (root: Object3D, options?: AuditHelpersOptions) => () => void;
333
+ export declare const installAuditHelpers: (root: AnyObject3D, options?: AuditHelpersOptions) => () => void;
334
+ //#endregion
335
+ //#region src/measure.d.ts
336
+ type MeasureOptions = {
337
+ /** `userData` key a string target is looked up by. Default `studioObject`. */
338
+ tagKey?: string;
339
+ };
340
+ /** What to measure: an object, or a tag (`userData[tagKey]`), or failing that an object name. */
341
+ type Target = string | AnyObject3D;
342
+ type Bounds = {
343
+ min: [number, number, number];
344
+ max: [number, number, number];
345
+ size: [number, number, number];
346
+ centre: [number, number, number];
347
+ };
348
+ type Clearance = {
349
+ /**
350
+ * The smallest gap between the two, in world units. Measured between triangles' bounding boxes:
351
+ * exact for faces square to the axes, a slight underestimate for sloped ones. 0 when they touch
352
+ * or intersect.
353
+ */
354
+ gap: number;
355
+ /** The axis the gap is measured along, when it's straight along one; `null` when diagonal. */
356
+ axis: "x" | "y" | "z" | null;
357
+ /** The closest meshes, one from each side. */
358
+ between: [string, string];
359
+ };
360
+ /** A target's world envelope, from its visible meshes' vertices; `null` when it draws nothing. */
361
+ export declare const measureBounds: (root: AnyObject3D, target: Target, options?: MeasureOptions) => Bounds | null;
362
+ /**
363
+ * The gap between two targets, and which of their meshes come closest. Throws when a target
364
+ * matches nothing; `null` when either draws nothing. Meshes in both targets are left out of `a`.
365
+ */
366
+ export declare const measureClearance: (root: AnyObject3D, a: Target, b: Target, options?: MeasureOptions) => Clearance | null;
207
367
  //#endregion
208
- export type { AuditHelpersOptions, AuditReport, AuditSceneOptions, BadGeometryOptions, BadGeometryRow, BlackFrameOptions, BlackFrameWatch, DrawLedger, DrawLedgerOptions, DrawLedgerRecording, GeometryRow, LedgerRenderer, LedgerRow, MeshRow, ProbeRenderer, Skip, TriangleOptions, ZFightingOptions, ZFightingRow };
368
+ export type { AnyObject3D, AuditHelpersOptions, AuditReport, AuditSceneOptions, AuditSummary, AuditSummaryOptions, BadGeometryOptions, BadGeometryRow, BlackFrameOptions, BlackFrameWatch, Bounds, CensusOptions, Clearance, DrawLedger, DrawLedgerOptions, DrawLedgerRecording, EmptyMeshRow, GeometryRow, LedgerRenderer, LedgerRow, MeasureOptions, MeshRow, PassRow, ProbeRenderer, RecordDrawLedgerOptions, Skip, Target, TriangleOptions, ZFightingOptions, ZFightingRow };
209
369
  //# sourceMappingURL=index.d.ts.map