@zkmake/three-audit 0.2.2 → 0.3.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@zkmake/three-audit",
3
- "version": "0.2.2",
3
+ "version": "0.3.1",
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-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 };\n};\n"],"mappings":";;AAeA,MAAa,cAAc,WAAwB;;AAYnD,MAAa,QAAQ,MAAgB,SAAsB,UAAsC;CAC/F,MAAM,QAAQ,CAAC,IAAI;CAEnB,OAAO,MAAM,SAAS,GAAG;EACvB,MAAM,SAAS,MAAM,IAAI;EAEzB,IAAK,QAAQ,gBAAgB,QAAQ,CAAC,OAAO,WAAY,QAAQ,OAAO,MAAM,MAAM,MAClF;EAGF,MAAM,MAAM;EAEZ,KAAK,IAAI,IAAI,OAAO,SAAS,SAAS,GAAG,KAAK,GAAG,KAAK,GACpD,MAAM,KAAK,OAAO,SAAS,EAAG;CAElC;AACF;AAEA,MAAa,UAAU,WAAsC,OAAgB,WAAW;AAExF,MAAa,eAAe,SACzB,KAAuB,oBAAoB;AAE9C,MAAa,aAAa,SACvB,KAAgC,kBAAkB;;AAGrD,MAAa,iBAAiB,aAA6B;CACzD,MAAM,WAAW,SAAS,OAAO,SAAS,SAAS,WAAW,UAAU,SAAS;CACjF,MAAM,EAAE,OAAO,UAAU,SAAS;CAClC,MAAM,QAAQ,KAAK,IAAI,UAAU,QAAQ,KAAK,IAAI;CAElD,OAAO,KAAK,IAAI,GAAG,KAAK,MAAM,QAAQ,CAAC,CAAC;AAC1C;;AAGA,MAAa,oBAAoB,UAAuB;CACtD,IAAI,YAAY;CAChB,IAAI,YAAY;CAEhB,KAAK,IAAI,KAAK,GAAG,KAAK,MAAM,kBAAkB,MAAM,GAAG;EACrD,IAAI;EAGJ,IAAI;GACF,IAAI,CAAC,MAAM,aAAa,EAAE,GACxB;GAGF,aAAa,MAAM,gBAAgB,EAAE;EACvC,QAAQ;GACN;EACF;EAEA,MAAM,QAAQ,MAAM,mBAAmB,UAAU;EAKjD,MAAM,WAAW,MAAM,UAAU,MAAM,SAAS,QAAQ,MAAM,aAAa,MAAM;EAEjF,aAAa,KAAK,MAAM,WAAW,CAAC;EACpC,aAAa;CACf;CAEA,OAAO;EAAE;EAAW;CAAU;AAChC;;AAGA,MAAa,SAAS,QAAkB,WAAmB;CACzD,KAAK,IAAI,KAAsB,QAAQ,IAAI,KAAK,GAAG,QAAQ;EACzD,MAAM,MAAe,GAAG,SAAS;EAEjC,IAAI,QAAQ,KAAA,KAAa,QAAQ,MAC/B,OAAO,OAAO,GAAG;CAErB;CAEA,OAAO;AACT;AAEA,MAAa,UAAU,MAAgB,QAAgB,SAAgB;CACrE,IAAI,QAAQ;CAEZ,KAAK,MAAM,EAAE,KAAK,IAAI,WAAW;EAC/B,UAAU,OAAO,SAAS,YAAY,KAAA,KAAa,OAAO,SAAS,YAAY;CACjF,CAAC;CAED,OAAO;AACT;AAEA,MAAa,YAAY,SAAe,KAAK,QAAQ,KAAK,SAAS,QAAQ,KAAK,SAAS;;;;;;AAOzF,MAAa,UAAU,QAAkB,MAAuB,QAAiB,QAAQ,MAAM;CAC7F,MAAM,QAAkB,CAAC;CAEzB,KAAK,IAAI,KAAK,OAAO,QAAQ,IAAI,KAAK,OAAO,OAAO,OAAO,GAAG,QAAQ;EACpE,MAAM,MAAe,WAAW,KAAA,IAAY,KAAA,IAAY,GAAG,SAAS;EACpE,MAAM,OAAO,GAAG,SAAS,QAAQ,KAAA,KAAa,QAAQ,OAAO,KAAK,OAAO,GAAG;EAE5E,IAAI,MACF,MAAM,QAAQ,IAAI;CAEtB;CAEA,OAAO,MAAM,SAAS,QAAQ,CAAC,KAAK,GAAG,MAAM,MAAM,CAAC,KAAK,CAAC,IAAI;AAChE;;AAGA,MAAa,aAAa,MAAY,MAAuB,WAC3D,GAAG,CAAC,GAAG,OAAO,MAAM,MAAM,MAAM,GAAG,SAAS,IAAI,CAAC,CAAC,CAAC,KAAK,GAAG,EAAE,IAAI,aAAa,IAAI,EAAE;AAEtF,MAAa,gBAAgB,SAAe;CAC1C,MAAM,WAAY,MAAM,QAAQ,KAAK,QAAQ,IAAI,KAAK,SAAS,KAAK,KAAK;CAIzE,OAAO,WAAW,SAAS,QAAQ,SAAS,OAAO;AACrD;;AAGA,MAAa,cACX,KACA,KACA,UACG,OAAO,eAAe,KAAK,KAAK;CAAE;CAAO,YAAY;AAAM,CAAC;;;AC1HjE,MAAM,UAAU,UAA0B,MAAc,SAAS,OAAO,KAAK,CAAC,KAAK;AAEnF,MAAM,SAAS,aAA6B;CAC1C,MAAM,WAAW,SAAS,WAAW;CACrC,MAAM,SAAS,SAAS,WAAW;CACnC,MAAM,UAAU,IAAI,WAAW,SAAS,KAAK;CAC7C,IAAI,YAAY;CAChB,IAAI,cAAc;CAElB,KAAK,IAAI,IAAI,GAAG,IAAI,SAAS,OAAO,KAAK,GAUvC,IAAI,EARF,OAAO,SAAS,SAAS,KAAK,CAAC,CAAC,KAChC,OAAO,SAAS,SAAS,KAAK,CAAC,CAAC,KAChC,OAAO,SAAS,SAAS,KAAK,CAAC,CAAC,MAC/B,CAAC,UACC,OAAO,SAAS,OAAO,KAAK,CAAC,CAAC,KAC7B,OAAO,SAAS,OAAO,KAAK,CAAC,CAAC,KAC9B,OAAO,SAAS,OAAO,KAAK,CAAC,CAAC,KAEvB;EACX,QAAQ,KAAK;EACb,aAAa;CACf;CAGF,IAAI,CAAC,QACH,OAAO;EAAE;EAAW;CAAY;CAGlC,MAAM,UAAU,SAAS,OAAO,SAAS,SAAS;CAElD,KAAK,IAAI,IAAI,GAAG,IAAI,IAAI,SAAS,KAAK,GAAG;EACvC,MAAM,IAAI,OAAO,UAAU,CAAC;EAC5B,MAAM,IAAI,OAAO,UAAU,IAAI,CAAC;EAChC,MAAM,IAAI,OAAO,UAAU,IAAI,CAAC;EAChC,MAAM,KAAK,SAAS,KAAK,CAAC,IAAI,SAAS,KAAK,CAAC;EAC7C,MAAM,KAAK,SAAS,KAAK,CAAC,IAAI,SAAS,KAAK,CAAC;EAC7C,MAAM,KAAK,SAAS,KAAK,CAAC,IAAI,SAAS,KAAK,CAAC;EAC7C,MAAM,KAAK,SAAS,KAAK,CAAC,IAAI,SAAS,KAAK,CAAC;EAC7C,MAAM,KAAK,SAAS,KAAK,CAAC,IAAI,SAAS,KAAK,CAAC;EAC7C,MAAM,KAAK,SAAS,KAAK,CAAC,IAAI,SAAS,KAAK,CAAC;EAG7C,IAAI,EAFS,KAAK,MAAM,KAAK,KAAK,KAAK,IAAI,KAAK,KAAK,KAAK,IAAI,KAAK,KAAK,KAAK,EAEpE,IAAI,OACX;EAGF,KAAK,MAAM,KAAK;GAAC;GAAG;GAAG;EAAC,GACtB,IAAI,QAAQ,OAAO,KAAK,KAAK,MAAM,OAAO,KAAK,CAAC,GAAG,OAAO,KAAK,CAAC,GAAG,OAAO,KAAK,CAAC,CAAC,IAAI,MAAM;GACzF,QAAQ,KAAK;GACb,eAAe;EACjB;CAEJ;CAEA,OAAO;EAAE;EAAW;CAAY;AAClC;;AAGA,MAAa,mBACX,MACA,UAA8B,CAAC,MACV;CACrB,MAAM,SAAS,QAAQ,UAAU;CACjC,MAAM,OAAyB,CAAC;CAEhC,KAAK,WAAW,IAAI,GAAG,EAAE,MAAM,QAAQ,KAAK,IAAI,WAAW;EACzD,IAAI,CAAC,OAAO,MAAM,KAAK,CAAC,OAAO,SAAS,WAAW,UACjD;EAGF,MAAM,EAAE,WAAW,gBAAgB,MAAM,OAAO,QAAQ;EAExD,IAAI,YAAY,KAAK,cAAc,GAAG;GACpC,MAAM,QAAQ,MAAM,QAAQ,MAAM,KAAK,OAAO,QAAQ,QAAQ;GAE9D,KAAK,KACH,WAAW;IAAE,MAAM,SAAS,MAAM;IAAG;IAAO;IAAW;GAAY,GAAG,UAAU,MAAM,CACxF;EACF;CACF,CAAC;CAED,OAAO;AACT;;;ACzEA,MAAM,QAAQ,SAAe;CAC3B,IAAI,UAAU,IAAI,GAChB,OAAO,iBAAiB,IAAI;CAG9B,MAAM,YAAY,YAAY,IAAI,IAAI,KAAK,QAAQ;CAEnD,OAAO;EAAE;EAAW,WAAW,cAAc,KAAK,QAAQ,IAAI;CAAU;AAC1E;;;;;AAMA,MAAa,kBAAkB,MAAmB,UAA2B,CAAC,MAAM;CAClF,IAAI,QAAQ;CAEZ,KAAK,WAAW,IAAI,GAAG;EAAE,MAAM,QAAQ;EAAM,aAAa;CAAK,IAAI,WAAW;EAC5E,IAAI,OAAO,MAAM,GACf,SAAS,KAAK,MAAM,CAAC,CAAC;CAE1B,CAAC;CAED,OAAO;AACT;;AAGA,MAAa,cAAc,OAAoB,UAA2B,CAAC,MAAiB;CAC1F,MAAM,OAAO,WAAW,KAAK;CAC7B,MAAM,OAAkB,CAAC;CAEzB,KAAK,MAAM;EAAE,MAAM,QAAQ;EAAM,aAAa;CAAK,IAAI,WAAW;EAChE,IAAI,CAAC,OAAO,MAAM,GAChB;EAGF,MAAM,EAAE,WAAW,cAAc,KAAK,MAAM;EAC5C,MAAM,MAAM;GACV,MAAM,CAAC,GAAG,OAAO,QAAQ,IAAI,GAAG,SAAS,MAAM,CAAC,CAAC,CAAC,KAAK,GAAG;GAC1D,UAAU,aAAa,MAAM;GAC7B,WAAW,YAAY,IAAI,KAAK,MAAM,YAAY,SAAS,IAAI;GAC/D;GACA,OAAO;EACT;EAEA,KAAK,KAAK,WAAW,KAAK,QAAQ,MAAM,CAAC;CAC3C,CAAC;CAED,OAAO,KAAK,MAAM,GAAG,MAAM,EAAE,QAAQ,EAAE,KAAK;AAC9C;;;;;;AAOA,MAAa,kBAAkB,MAAmB,UAA2B,CAAC,MAAqB;CACjG,MAAM,uBAAO,IAAI,IAAyB;CAE1C,KAAK,WAAW,IAAI,GAAG,EAAE,MAAM,QAAQ,KAAK,IAAI,WAAW;EACzD,IAAI,CAAC,OAAO,MAAM,KAAK,UAAU,MAAM,KAAK,CAAC,OAAO,SAAS,WAAW,UACtE;EAGF,MAAM,WAAW,OAAO;EACxB,MAAM,MAAM,SAAS,QAAQ,GAAG,SAAS,KAAK,GAAG,SAAS,KAAK,MAAM,GAAG,CAAC;EACzE,MAAM,YAAY,cAAc,QAAQ;EACxC,MAAM,OAAO,YAAY,MAAM,IAAI,OAAO,QAAQ;EAClD,MAAM,MAAM,KAAK,IAAI,GAAG,KAAK;GAAE,UAAU;GAAK,MAAM;GAAG;GAAW,OAAO;EAAE;EAE3E,IAAI,QAAQ;EACZ,IAAI,SAAS,YAAY;EACzB,KAAK,IAAI,KAAK,GAAG;CACnB,CAAC;CAED,OAAO,CAAC,GAAG,KAAK,OAAO,CAAC,CAAC,CAAC,MAAM,GAAG,MAAM,EAAE,QAAQ,EAAE,KAAK;AAC5D;;;;ACpDA,MAAM,QAAQ;;AAEd,MAAM,WAAW;AAajB,MAAM,SAAS,OAAe,SAAS,MAAM;CAC3C,MAAM,QAAQ,MAAM;CACpB,MAAM,UAAU,KAAK,MAAM,QAAQ,KAAK,IAAI;CAE5C,OAAO,YAAY,IAAI,IAAI;AAC7B;AAEA,MAAM,WAAW,SAAe;CAC9B,MAAM,SAAS,KAAK,IAAI,KAAK,KAAK,SAAS,OAAO,MAAM,KAAK,IAAI,SAAU,CAAC,CAAC;CAE7E,OAAO,GAAG,KAAK,MAAM,MAAM,OAAO,KAAK,IAAI,EAAE;AAC/C;AAEA,MAAM,SAAS,UAAkB,MAAM,OAAO,CAAC,CAAC,CAAC,QAAQ,CAAC;;AAG1D,MAAM,cAAc,IAAY,IAAY,IAAY,MAAc;CACpE,KAAK,MAAM,CAAC,MAAM,UAAU;EAC1B,CAAC,KAAK,EAAE;EACR,CAAC,KAAK,EAAE;EACR,CAAC,KAAK,EAAE;CACV,GACE,IAAI,KAAK,IAAI,KAAK,IAAI,OACpB,OAAO,GAAG,KAAK,KAAK,MAAM,IAAI,KAAK,EAAE,WAAW,QAAQ,IAAI,MAAM,MAAM;CAI5E,OAAO,IAAI,MAAM,EAAE,EAAE,IAAI,MAAM,EAAE,EAAE,IAAI,MAAM,EAAE,EAAE,UAAU,MAAM,CAAC;AACpE;AAEA,MAAM,eAAe,UAClB,MAAM,QAAQ,KAAK,QAAQ,IAAI,KAAK,WAAW,CAAC,KAAK,QAAQ,EAAA,CAAG,QAC9D,aAAmC,aAAa,KAAA,KAAa,aAAa,IAC7E;;AAGF,MAAM,YAAY,GAAS,MACzB,CAAC,EAAE,UAAU,CAAC,EAAE,WAAY,EAAE,UAAU,EAAE,SAAW,EAAE,UAAU,EAAE;;AAGrE,MAAa,iBACX,OACA,UAA4B,CAAC,MACV;CACnB,MAAM,OAAO,WAAW,KAAK;CAC7B,MAAM,MAAM,QAAQ,OAAO;CAC3B,MAAM,OAAO,QAAQ,QAAQ;CAC7B,MAAM,SAAS,QAAQ,UAAU;CACjC,MAAM,SAAS,QAAQ,UAAU,OAAO,MAAM,QAAQ,QAAQ,IAAI;CAElE,KAAK,kBAAkB,MAAM,IAAI;CAEjC,MAAM,QAAgB,CAAC;CAEvB,MAAM,QAAkB,CAAC;CACzB,MAAM,SAAmB,CAAC;CAC1B,MAAM,UAAoB,CAAC;CAC3B,MAAM,OAA2C,CAAC;CAClD,MAAM,0BAAU,IAAI,IAAsB;CAC1C,MAAM,SAAS,GAAW,GAAW,GAAW,MAAc,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG;CAEhF,KAAK,MAAM;EAAE,MAAM,QAAQ;EAAM,aAAa;CAAK,IAAI,WAAW;EAChE,IACE,CAAC,OAAO,MAAM,KACd,YAAY,MAAM,KAClB,UAAU,MAAM,KACf,OAAO,SAAqD,8BAC3D,QACF,CAAC,OAAO,SAAS,WAAW,UAE5B;EAGF,IAAI,UAAU,MAAM,QAAQ,MAAM,MAAM,MACtC;EAGF,MAAM,YAAY,YAAY,MAAM,CAAC,CAAC,QAAQ,aAAa,SAAS,YAAY,KAAK;EAErF,IAAI,UAAU,WAAW,GACvB;EAGF,MAAM,OAAO,MAAM;EACnB,MAAM,EAAE,OAAO,eAAe,OAAO;EACrC,MAAM,WAAW,WAAW;EAC5B,MAAM,IAAI,OAAO,YAAY;EAC7B,MAAM,MAAM;GAAC;GAAU;GAAU;EAAQ;EACzC,MAAM,MAAM;GAAC;GAAW;GAAW;EAAS;EAC5C,MAAM,QAAQ,OAAO,SAAS,SAAS;EACvC,MAAM,QAAQ;GAAC;GAAG;GAAG;GAAG;GAAG;GAAG;GAAG;GAAG;GAAG;EAAC;EAExC,MAAM,KAAK;GACT,MAAM;GACN,OAAO,UAAU,QAAQ,MAAM,MAAM;GACrC;GACA;GACA,QAAQ,UAAU,MAAM,aAAa,SAAS,eAAe,KAAK;GAClE,OAAO,UAAU,MAAM,aAAa,SAAS,cAAc,KAAK;GAChE,QAAQ,UAAU,MACf,aACC,SAAS,kBAAkB,SAC1B,SAAS,wBAAwB,KAAK,SAAS,uBAAuB,EAC3E;EACF,CAAC;EAED,KAAK,IAAI,IAAI,GAAG,IAAI,IAAI,OAAO,KAAK,GAAG;GACrC,KAAK,IAAI,IAAI,GAAG,IAAI,GAAG,KAAK,GAAG;IAC7B,MAAM,IAAI,OAAO,KAAK,IAAI,CAAC,KAAK,IAAI;IACpC,MAAM,IAAI,SAAS,KAAK,CAAC;IACzB,MAAM,IAAI,SAAS,KAAK,CAAC;IACzB,MAAM,IAAI,SAAS,KAAK,CAAC;IAEzB,KAAK,IAAI,OAAO,GAAG,OAAO,GAAG,QAAQ,GAAG;KACtC,MAAM,QAAQ,EAAE,QAAS,IAAI,EAAE,OAAO,KAAM,IAAI,EAAE,OAAO,KAAM,IAAI,EAAE,OAAO;KAE5E,MAAM,IAAI,IAAI,QAAQ;KACtB,IAAI,QAAQ,KAAK,IAAI,IAAI,OAAQ,KAAK;KACtC,IAAI,QAAQ,KAAK,IAAI,IAAI,OAAQ,KAAK;IACxC;GACF;GAEA,MAAM,CAAC,IAAI,IAAI,IAAI,IAAI,IAAI,IAAI,IAAI,IAAI,MAAM;GAW7C,MAAM,KAAK,KAAK;GAChB,MAAM,KAAK,KAAK;GAChB,MAAM,KAAK,KAAK;GAChB,MAAM,KAAK,KAAK;GAChB,MAAM,KAAK,KAAK;GAChB,MAAM,KAAK,KAAK;GAChB,IAAI,KAAK,KAAK,KAAK,KAAK;GACxB,IAAI,KAAK,KAAK,KAAK,KAAK;GACxB,IAAI,KAAK,KAAK,KAAK,KAAK;GACxB,MAAM,SAAS,KAAK,MAAM,IAAI,IAAI,EAAE;GAGpC,IAAI,EAAE,SAAS,KAAK,OAClB;GAGF,MAAM;GACN,MAAM;GACN,MAAM;GAEN,MAAM,IAAI,KAAK,KAAK,KAAK,KAAK,KAAK;GACnC,MAAM,KAAK,MAAM;GACjB,MAAM,MAAwC;IAC5C,KAAK,MAAM,KAAK,KAAK;IACrB,KAAK,MAAM,KAAK,KAAK;IACrB,KAAK,MAAM,KAAK,KAAK;IACrB,KAAK,MAAM,IAAI,GAAG;GACpB;GACA,MAAM,SAAS,QAAQ,IAAI,MAAM,GAAG,GAAG,CAAC;GAExC,MAAM,KAAK,IAAI;GACf,OAAO,KAAK,IAAI,IAAI,IAAI,CAAC;GACzB,QAAQ,KAAK,GAAG,KAAK;GACrB,KAAK,KAAK,GAAG;GAEb,IAAI,QACF,OAAO,KAAK,EAAE;QAEd,QAAQ,IAAI,MAAM,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC;EAEnC;CACF,CAAC;CAGD,MAAM,SAAS,MAAM;CACrB,MAAM,OAAO;EAAC;EAAG;EAAG;EAAG;EAAG;EAAG;EAAG;EAAG;EAAG;EAAG;EAAG;EAAG;CAAC;CAEhD,MAAM,QAAQ;EAAC;EAAG;EAAG;EAAG;EAAG;EAAG;CAAC;CAE/B,MAAM,YAAY,GAAW,MAAc;EACzC,MAAM,IAAI,IAAI;EACd,MAAM,IAAI,IAAI;EACd,IAAI,KAAK,QAAQ,IAAI,KAAM,QAAQ;EACnC,IAAI,KAAK,QAAQ,IAAI,KAAM,QAAQ,IAAI;EACvC,IAAI,KAAK,QAAQ,IAAI,KAAM,QAAQ,IAAI;EACvC,MAAM,SAAS,KAAK,MAAM,IAAI,IAAI,EAAE,KAAK;EAEzC,MAAM;EACN,MAAM;EACN,MAAM;EAEN,MAAM,KAAK,OAAO,IAAI;EACtB,MAAM,KAAK,OAAO,IAAI,IAAI;EAC1B,MAAM,KAAK,OAAO,IAAI,IAAI;EAC1B,MAAM,KAAK,KAAK,KAAK,KAAK;EAC1B,MAAM,KAAK,KAAK,KAAK,KAAK;EAC1B,MAAM,KAAK,KAAK,KAAK,KAAK;EAE1B,MAAM,KAAK;EACX,MAAM,KAAK;EACX,MAAM,KAAK;EACX,MAAM,KAAK;EACX,MAAM,KAAK;EACX,MAAM,KAAK;EAGX,KAAK,IAAI,IAAI,GAAG,IAAI,GAAG,KAAK,GAAG;GAC7B,MAAM,KAAK,IAAI,IAAI,IAAI,IAAI,IAAI,KAAK,IAAI,KAAK;GAC7C,MAAM,KAAK,QAAQ;GACnB,MAAM,KAAK,QAAQ,KAAK;GACxB,MAAM,KAAK,QAAQ,KAAK;GAExB,KAAK,IAAI,KAAK,KAAK,KAAK,KAAK,KAAK,KAAK;GACvC,KAAK,IAAI,IAAI,KAAK,KAAK,KAAK,KAAK,KAAK,KAAK;EAC7C;EAEA,KAAK,IAAI,OAAO,GAAG,OAAO,GAAG,QAAQ,GAAG;GACtC,MAAM,OAAO;GACb,MAAM,KAAK,OAAO,KAAK,OAAO,KAAK,IAAI,KAAM,OAAO,KAAK;GACzD,MAAM,KAAK,KAAK,KAAK,KAAM,KAAK,OAAO;GACvC,MAAM,KAAK,KAAK,KAAK,IAAI,KAAM,KAAK,OAAO,IAAI;GAC/C,MAAM,aAAa,KAAK,MAAM,IAAI,EAAE,KAAK;GACzC,MAAM,QAAQ,CAAC,KAAK;GACpB,MAAM,QAAQ,KAAK;GACnB,IAAI,KAAK;GACT,IAAI,KAAK;GACT,IAAI,KAAK;GACT,IAAI,KAAK;GAET,KAAK,IAAI,IAAI,GAAG,IAAI,GAAG,KAAK,GAAG;IAC7B,MAAM,QAAQ,KAAK,IAAI,KAAM,QAAQ,KAAK,IAAI,IAAI,KAAM;IAExD,IAAI,IAAI,GAAG;KACT,KAAK,KAAK,IAAI,IAAI,KAAK;KACvB,KAAK,KAAK,IAAI,IAAI,KAAK;IACzB,OAAO;KACL,KAAK,KAAK,IAAI,IAAI,KAAK;KACvB,KAAK,KAAK,IAAI,IAAI,KAAK;IACzB;GACF;GAEA,IAAI,KAAK,IAAI,IAAI,EAAE,IAAI,KAAK,IAAI,IAAI,EAAE,IAAI,QACxC,OAAO;EAEX;EAEA,OAAO;CACT;;;;;CAMA,MAAM,gBAAgB;EAIpB,MAAM,SAFH,KAAK,KAAM,KAAK,OAAQ,KAAK,KAAM,KAAK,OAAQ,KAAK,KAAM,KAAK,OAAQ,KAAK,KAAM,KAAK,OAErE,IAAI;GAAC;GAAG;GAAG;EAAC,IAAI;GAAC;GAAG;GAAG;EAAC;EAC9C,IAAI,UAAU,KAAK,MAAM,GAAG,EAAE;EAE9B,KAAK,IAAI,OAAO,GAAG,OAAO,KAAK,QAAQ,UAAU,GAAG,QAAQ,GAAG;GAC7D,MAAM,KAAK,KAAK,MAAM,QAAS;GAC/B,MAAM,KAAK,KAAK,MAAM,QAAS,IAAI;GACnC,MAAM,KAAK,KAAK,OAAO,OAAO,KAAK,KAAM,KAAM;GAC/C,MAAM,KAAK,KAAK,OAAO,OAAO,KAAK,KAAM,IAAI,KAAM;GACnD,MAAM,OAAiB,CAAC;GACxB,MAAM,IAAI,QAAQ,SAAS;GAE3B,KAAK,IAAI,IAAI,GAAG,IAAI,GAAG,KAAK,GAAG;IAC7B,MAAM,KAAK,QAAQ,IAAI;IACvB,MAAM,KAAK,QAAQ,IAAI,IAAI;IAC3B,MAAM,KAAK,SAAU,IAAI,KAAK,IAAK;IACnC,MAAM,KAAK,SAAU,IAAI,KAAK,IAAK,IAAI;IACvC,MAAM,KAAK,MAAM,KAAK,MAAM,MAAM,KAAK;IACvC,MAAM,KAAK,MAAM,KAAK,MAAM,MAAM,KAAK;IAEvC,IAAI,MAAM,GACR,KAAK,KAAK,IAAI,EAAE;IAGlB,IAAI,MAAM,MAAM,MAAM,GAAG;KACvB,MAAM,IAAI,MAAM,KAAK;KAErB,KAAK,KAAK,MAAM,KAAK,MAAM,GAAG,MAAM,KAAK,MAAM,CAAC;IAClD;GACF;GAEA,UAAU;EACZ;EAEA,IAAI,QAAQ;EACZ,IAAI,KAAK;EACT,IAAI,KAAK;EACT,MAAM,IAAI,QAAQ,SAAS;EAE3B,KAAK,IAAI,IAAI,GAAG,IAAI,GAAG,KAAK,GAAG;GAC7B,MAAM,KAAK,QAAQ,IAAI;GACvB,MAAM,KAAK,QAAQ,IAAI,IAAI;GAC3B,MAAM,KAAK,SAAU,IAAI,KAAK,IAAK;GACnC,MAAM,KAAK,SAAU,IAAI,KAAK,IAAK,IAAI;GACvC,MAAM,QAAQ,KAAK,KAAK,KAAK;GAE7B,SAAS;GACT,OAAO,KAAK,MAAM;GAClB,OAAO,KAAK,MAAM;EACpB;EAEA,OAAO,KAAK,IAAI,KAAK,IAAI,QACrB;GAAE,MAAM;GAAG,GAAG;GAAG,GAAG;EAAE,IACtB;GAAE,MAAM,KAAK,IAAI,KAAK,IAAI;GAAG,GAAG,MAAM,IAAI;GAAQ,GAAG,MAAM,IAAI;EAAO;CAC5E;CAGA,MAAM,WAAW,GAAW,MAAc;EACxC,MAAM,KAAK,OAAO,IAAI;EACtB,MAAM,KAAK,OAAO,IAAI,IAAI;EAC1B,MAAM,KAAK,OAAO,IAAI,IAAI;EAC1B,MAAM,IAAI,OAAO,IAAI,IAAI;EAEzB,KAAK,IAAI,IAAI,GAAG,IAAI,GAAG,KAAK,GAAG;GAC7B,MAAM,KAAK,IAAI,IAAI,IAAI;GAEvB,IAAI,KAAK,IAAI,KAAK,QAAQ,MAAO,KAAK,QAAQ,KAAK,KAAM,KAAK,QAAQ,KAAK,KAAM,CAAC,IAAI,KACpF,OAAO;EAEX;EAEA,OAAO;CACT;CAYA,MAAM,wBAAQ,IAAI,IAAkB;CAGpC,KAAK,IAAI,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK,GAAG;EACxC,MAAM,CAAC,IAAI,IAAI,IAAI,MAAM,KAAK;EAE9B,KAAK,IAAI,IAAI,IAAI,KAAK,GAAG,KAAK,GAC5B,KAAK,IAAI,IAAI,IAAI,KAAK,GAAG,KAAK,GAC5B,KAAK,IAAI,IAAI,IAAI,KAAK,GAAG,KAAK,GAC5B,KAAK,IAAI,IAAI,IAAI,KAAK,GAAG,KAAK,GAC5B,KAAK,MAAM,KAAK,QAAQ,IAAI,MAAM,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,KAAK,CAAC,CAAC,KAAK,CAAC,GAAG;GACxE,MAAM,IAAI,MAAM;GAChB,MAAM,IAAI,MAAM;GAEhB,IACE,KAAK,KACJ,MAAM,KAAK,CAAC,QACb,CAAC,SAAS,MAAM,IAAK,MAAM,EAAG,KAC9B,OAAO,IAAI,KAAM,OAAO,IAAI,KAC1B,OAAO,IAAI,IAAI,KAAM,OAAO,IAAI,IAAI,KACpC,OAAO,IAAI,IAAI,KAAM,OAAO,IAAI,IAAI,KACpC,YACF,CAAC,QAAQ,GAAG,CAAC,KACb,CAAC,QAAQ,GAAG,CAAC,KACb,CAAC,SAAS,GAAG,CAAC,GAEd;GAGF,MAAM,MAAM,IAAI,IAAI,GAAG,EAAE,GAAG,MAAM,GAAG,EAAE,GAAG;GAC1C,MAAM,OAAO,MAAM,IAAI,GAAG,KAAK;IAC7B,GAAG,KAAK,IAAI,GAAG,CAAC;IAChB,GAAG,KAAK,IAAI,GAAG,CAAC;IAChB,WAAW;IACX,MAAM;IACN,QAAQ;KAAC;KAAG;KAAG;IAAC;IAChB,wBAAQ,IAAI,IAAoB;GAClC;GACA,MAAM,KAAK,OAAO,IAAI;GACtB,MAAM,KAAK,OAAO,IAAI,IAAI;GAC1B,MAAM,KAAK,OAAO,IAAI,IAAI;GAC1B,MAAM,IAAI,OAAO,IAAI,IAAI;GACzB,MAAM,EAAE,MAAM,GAAG,MAAM,QAAQ;GAC/B,MAAM,QAAQ,WAAW,IAAI,IAAI,IAAI,CAAC;GAEtC,KAAK,aAAa;GAClB,KAAK,QAAQ;GACb,KAAK,OAAO,MAAM,QAAQ,IAAI,MAAM,KAAM,IAAI,MAAM,KAAM,IAAI;GAC9D,KAAK,OAAO,MAAM,QAAQ,IAAI,MAAM,KAAM,IAAI,MAAM,KAAM,IAAI;GAC9D,KAAK,OAAO,MAAM,QAAQ,IAAI,MAAM,KAAM,IAAI,MAAM,KAAM,IAAI;GAC9D,KAAK,OAAO,IAAI,QAAQ,KAAK,OAAO,IAAI,KAAK,KAAK,KAAK,IAAI;GAC3D,MAAM,IAAI,KAAK,IAAI;EACrB;CAKV;CAGA,MAAM,uBAAO,IAAI,IAAiE;CAElF,KAAK,MAAM,QAAQ,CAAC,GAAG,MAAM,OAAO,CAAC,CAAC,CAAC,MAAM,GAAG,MAAM,EAAE,YAAY,EAAE,SAAS,GAAG;EAChF,MAAM,SAAS,CAAC,MAAM,KAAK,EAAE,CAAE,MAAM,MAAM,KAAK,EAAE,CAAE,IAAI;EACxD,MAAM,IAAI,QAAQ,MAAM,KAAK,EAAG;EAChC,MAAM,IAAI,QAAQ,MAAM,KAAK,EAAG;EAChC,MAAM,cAAc,CAAC,GAAG,KAAK,OAAO,QAAQ,CAAC,CAAC,CAC3C,MAAM,GAAG,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC,CAC3B,KAAK,CAAC,WAAW,KAAK;EACzB,MAAM,MAAM,KAAK,UAAU;GAAC;GAAG;GAAG,KAAK;GAAW;EAAW,CAAC;EAC9D,MAAM,SAAS,KAAK,IAAI,GAAG;EAE3B,IAAI,QAAQ;GACV,OAAO,SAAS;GAChB,OAAO,MAAM,KAAK,MAAM;GACxB;EACF;EAEA,MAAM,SAAS,KAAK,OAAO,IAAI,KAAK,OAAO;EAC3C,MAAM,MAAM,WACV,WACE;GACE;GACA;GACA,WAAW,KAAK;GAChB,QAAQ;GACR,SAAS;IACP,MAAM,MAAM,KAAK,MAAM,CAAC;IACxB,QAAQ,KAAK,OAAO,KAAK,QAAQ,MAAM,MAAM,MAAM,CAAC;GACtD;GACA,OAAO;EACT,GACA,UACA,MACF,GACA,SACA,CAAC,MAAM,CACT;EAEA,KAAK,IAAI,KAAK,GAAG;CACnB;CAEA,OAAO,CAAC,GAAG,KAAK,OAAO,CAAC;AAC1B;;;;;;;AC1fA,MAAa,cAAc,MAAmB,UAA6B,CAAC,MAAmB;CAC7F,MAAM,EAAE,MAAM,WAAW;CAEzB,OAAO;EACL,WAAW,eAAe,MAAM,EAAE,KAAK,CAAC;EACxC,WAAW,cAAc,MAAM,OAAO;EACtC,aAAa,gBAAgB,MAAM,WAAW,KAAA,IAAY,EAAE,KAAK,IAAI;GAAE;GAAM;EAAO,CAAC;EACrF,QAAQ,WAAW,MAAM,EAAE,KAAK,CAAC,CAAC,CAAC,MAAM,GAAG,QAAQ,OAAO,EAAE;CAC/D;AACF"}