@zkmake/three-audit 0.3.2 → 0.4.0

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/README.md CHANGED
@@ -2,8 +2,9 @@
2
2
 
3
3
  Checks for a three.js scene: what it costs and what's wrong with it. Triangle counts, the meshes and
4
4
  geometries behind them, z-fighting, NaN geometry, black frames, and a ledger of every draw call in
5
- one frame. Zero dependencies. The geometry checks need no renderer, so they run in a unit test as
6
- well as the browser console.
5
+ one frame. One budgets file per app that tests, the CLI and three-meter's HUD all read, and Vitest
6
+ matchers to hold a scene to it. Zero dependencies. The geometry checks need no renderer, so they
7
+ run in a unit test as well as the browser console.
7
8
 
8
9
  ```sh
9
10
  bun add -d @zkmake/three-audit # or npm i -D / pnpm add -D
@@ -43,6 +44,87 @@ meshes by their named ancestors, the plane they share, and where they overlap.
43
44
  ];
44
45
  ```
45
46
 
47
+ ### Matchers
48
+
49
+ `@zkmake/three-audit/vitest` adds the checks to Vitest's `expect`. Import it once, in a test file
50
+ or a `setupFiles` module:
51
+
52
+ ```ts
53
+ import "@zkmake/three-audit/vitest";
54
+
55
+ import budgets from "../src/budgets.ts";
56
+
57
+ test("the kart", () => {
58
+ const kart = buildKart();
59
+
60
+ expect(kart).toFitBudget(budgets.parts.kart);
61
+ expect(kart).toHaveNoZFighting();
62
+ expect(kart).toHaveCleanGeometry();
63
+ });
64
+ ```
65
+
66
+ | Matcher | Passes when |
67
+ | ------------------------------- | ---------------------------------------------------------------------------- |
68
+ | `toFitBudget(budget, options?)` | Its triangles, draws and meshes are within the budget's (a part, or `frame`) |
69
+ | `toHaveNoZFighting(options?)` | `findZFighting(object, options)` finds nothing |
70
+ | `toHaveCleanGeometry(options?)` | No NaN geometry (`findBadGeometry`) and no empty meshes (`findEmptyMeshes`) |
71
+
72
+ A failure says what to fix, as the CLI does:
73
+
74
+ ```
75
+ "kart" is over its budget on triangles:
76
+ triangles 8,120 > 7,500 ✗
77
+ draws 11 ≤ 12
78
+ most triangles:
79
+ 4,000 kart/body
80
+ 2,208 kart/driver/helmet
81
+ ```
82
+
83
+ `toFitBudget` takes `{ skip, top }` (meshes listed, default 5). A frame budget's `calls` counts as
84
+ `draws`. The matchers work negated (`.not`) and as asymmetric matchers
85
+ (`expect.toFitBudget(…)`), and their types come with the import. `installMatchers()` registers
86
+ them again, for a setup that resets `expect`; `matchers` is the object for `expect.extend`. The
87
+ entry re-exports `triangles`. Vitest 5 or later.
88
+
89
+ ## Budgets
90
+
91
+ One file says what the app may draw: the frame as a whole, and each part. Tests, the CLI and
92
+ [three-meter](../three-meter)'s HUD read it, so the numbers and the reasons behind them live in one
93
+ place.
94
+
95
+ ```ts
96
+ // src/budgets.ts
97
+ import { defineBudgets } from "@zkmake/three-audit";
98
+
99
+ export default defineBudgets({
100
+ frame: { fps: 60, calls: 150, triangles: 250_000 },
101
+ parts: {
102
+ kart: { triangles: 7_500, draws: 12 },
103
+ fruit: { triangles: 600, meshes: 1 },
104
+ },
105
+ });
106
+ ```
107
+
108
+ | Key | Limit |
109
+ | ------------------- | ------------------------------------------------------------------- |
110
+ | `frame.fps` | The frame rate to hold: three-meter's `targetFps` |
111
+ | `frame.calls` | Draw calls a frame makes |
112
+ | `frame.triangles` | Triangles a frame draws |
113
+ | `frame.textureMB` | Texture memory, in MB. Kept for a perf bench; nothing checks it yet |
114
+ | `parts.*.triangles` | Triangles the part draws (`countTriangles`) |
115
+ | `parts.*.draws` | Draw calls one main pass makes for it (`countDraws`) |
116
+ | `parts.*.meshes` | Visible meshes in it |
117
+
118
+ `defineBudgets` returns them frozen, with each part in the type: `budgets.parts.truck` is an error
119
+ when no truck is listed. `parseBudgets(value)` checks budgets from anywhere else (JSON) and throws
120
+ on a bad key. `checkBudget(object, budget)` measures an object against one, a row per limit:
121
+ `{ metric, actual, limit, over }`.
122
+
123
+ - In a test: `expect(kart).toFitBudget(budgets.parts.kart)`.
124
+ - In the HUD: `mountPerfHud(monitor, { budgets })` (or `<PerfHud budgets={budgets} />`) applies the
125
+ `frame`.
126
+ - From the command line: `three-audit kart.glb --budgets budgets.json`.
127
+
46
128
  ## From the command line
47
129
 
48
130
  Check exported models without writing any code:
@@ -67,6 +149,20 @@ It exits 1 when any model fails a check (2 when one can't be read), so it can ga
67
149
  `--gap <m>`, `--self`, `--skip <regex>` (leave out objects by name, e.g. decals), `--top <n>`,
68
150
  `--json`, `--no-fail`.
69
151
 
152
+ `--budgets <file>` also holds each model to the app's [budgets](#budgets): a JSON file, or a module
153
+ whose default export is them (`.js`, or `.ts` where Node strips types). A model answers to the part
154
+ named like its file (`kart.glb` to `parts.kart`), or to `--part <name>`, and to the frame's
155
+ `triangles` and `calls` for whatever its part leaves unset.
156
+
157
+ ```
158
+ kart.glb 8,120 triangles, 11 draws
159
+ ✓ no z-fighting
160
+ ✓ no NaN geometry
161
+ ✗ over budget "kart"
162
+ triangles 8,120 > 7,500 ✗
163
+ draws 11 ≤ 12
164
+ ```
165
+
70
166
  `.glb` and `.gltf` (buffers beside it) both load. Textures are stripped first: no check reads them.
71
167
  Draco models need `draco3dgltf` installed and Meshopt models `meshoptimizer`
72
168
  (`npx -p @zkmake/three-audit -p draco3dgltf three-audit model.glb`).
@@ -180,9 +276,10 @@ Every check as one count: `{ triangles, draws, meshes, zFighting, selfZFighting,
180
276
  emptyMeshes }`. `tag` narrows it to one tagged object. `zFighting: false` skips the slowest check
181
277
  (its counts come back `null`) for a quick look at a large scene.
182
278
 
183
- ### `countTriangles`, `listMeshes`, `geometryCensus`, `countDraws`
279
+ ### `countTriangles`, `listMeshes`, `geometryCensus`, `countDraws`, `triangles`
184
280
 
185
- Where a triangle budget goes. Name meshes and geometries (`mesh.name`, `geometry.name`) so the rows
281
+ Where a triangle budget goes. `triangles(target)` is the one a test reaches for: a geometry's own
282
+ triangles (`triangleCount`, within its draw range), or what an object draws (`countTriangles`). Name meshes and geometries (`mesh.name`, `geometry.name`) so the rows
186
283
  say something. A mesh row's `name` is its named ancestors, then its own name, or its geometry's name
187
284
  or type when it has none (`CharacterHands/left/BoxGeometry`).
188
285
 
@@ -0,0 +1,69 @@
1
+ import { a as countDraws, c as listMeshes, d as findEmptyMeshes, f as asObject3D, i as findZFighting, o as countTriangles, u as findBadGeometry, v as onlyTag } from "./budgets-DQggDhEu.js";
2
+ // src/audit-scene.ts
3
+ /** The skip every check runs with: the caller's, narrowed to `tag` when given. */
4
+ const scopeOf = (root, options) => options.tag === void 0 ? options.skip : onlyTag(asObject3D(root), options.tag, options.tagKey ?? "studioObject", options.skip);
5
+ /**
6
+ * Every check at once, JSON-safe: what a test asserts on or a headless browser prints. A clean
7
+ * scene has `zFighting`, `badGeometry` and `emptyMeshes` all `[]`.
8
+ */
9
+ const auditScene = (root, options = {}) => {
10
+ const { tagKey, bakes } = options;
11
+ const skip = scopeOf(root, options);
12
+ const keyed = {
13
+ skip,
14
+ bakes,
15
+ ...tagKey === void 0 ? {} : { tagKey }
16
+ };
17
+ return {
18
+ triangles: countTriangles(root, { skip }),
19
+ draws: countDraws(root, { skip }),
20
+ zFighting: findZFighting(root, {
21
+ ...options,
22
+ skip,
23
+ ...options.tag === void 0 ? {} : { tagged: true }
24
+ }),
25
+ badGeometry: findBadGeometry(root, keyed),
26
+ emptyMeshes: findEmptyMeshes(root, keyed),
27
+ meshes: listMeshes(root, { skip }).slice(0, options.top ?? 10)
28
+ };
29
+ };
30
+ /**
31
+ * Every check as one count each: the single call to run after every edit. `0` everywhere (and
32
+ * `triangles`, `draws` where you expect them) is a pass. Use `auditScene` to see what failed.
33
+ */
34
+ const summarizeScene = (root, options = {}) => {
35
+ const { tagKey, bakes } = options;
36
+ const skip = scopeOf(root, options);
37
+ const keyed = {
38
+ skip,
39
+ bakes,
40
+ ...tagKey === void 0 ? {} : { tagKey }
41
+ };
42
+ let zFighting = null;
43
+ let selfZFighting = null;
44
+ if (options.zFighting !== false) {
45
+ zFighting = 0;
46
+ selfZFighting = 0;
47
+ for (const row of findZFighting(root, {
48
+ ...options.gap === void 0 ? {} : { gap: options.gap },
49
+ ...tagKey === void 0 ? {} : { tagKey },
50
+ ...options.tag === void 0 ? {} : { tagged: true },
51
+ skip,
52
+ bakes,
53
+ self: true
54
+ })) if (row.meshes[0] === row.meshes[1]) selfZFighting += row.count;
55
+ else zFighting += row.count;
56
+ }
57
+ return {
58
+ triangles: countTriangles(root, { skip }),
59
+ draws: countDraws(root, { skip }),
60
+ meshes: listMeshes(root, { skip }).length,
61
+ zFighting,
62
+ selfZFighting,
63
+ badGeometry: findBadGeometry(root, keyed).length,
64
+ emptyMeshes: findEmptyMeshes(root, keyed).length
65
+ };
66
+ };
67
+ export { summarizeScene as n, auditScene as t };
68
+
69
+ //# sourceMappingURL=audit-scene-DHTFd-zs.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"audit-scene-DHTFd-zs.js","names":[],"sources":["../src/audit-scene.ts"],"sourcesContent":["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, \"bakes\" | \"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, bakes } = options;\n const skip = scopeOf(root, options);\n const keyed = { skip, bakes, ...(tagKey === undefined ? {} : { 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<\n AuditSceneOptions,\n \"bakes\" | \"gap\" | \"skip\" | \"tag\" | \"tagKey\"\n> & {\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, bakes } = options;\n const skip = scopeOf(root, options);\n const keyed = { skip, bakes, ...(tagKey === undefined ? {} : { 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 bakes,\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 };\n};\n"],"mappings":";;;AA+BA,MAAM,WACJ,MACA,YAEA,QAAQ,QAAQ,KAAA,IACZ,QAAQ,OACR,QAAQ,WAAW,IAAI,GAAG,QAAQ,KAAK,QAAQ,UAAU,gBAAgB,QAAQ,IAAI;;;;;AAM3F,MAAa,cAAc,MAAmB,UAA6B,CAAC,MAAmB;CAC7F,MAAM,EAAE,QAAQ,UAAU;CAC1B,MAAM,OAAO,QAAQ,MAAM,OAAO;CAClC,MAAM,QAAQ;EAAE;EAAM;EAAO,GAAI,WAAW,KAAA,IAAY,CAAC,IAAI,EAAE,OAAO;CAAG;CAEzE,OAAO;EACL,WAAW,eAAe,MAAM,EAAE,KAAK,CAAC;EACxC,OAAO,WAAW,MAAM,EAAE,KAAK,CAAC;EAChC,WAAW,cAAc,MAAM;GAC7B,GAAG;GACH;GACA,GAAI,QAAQ,QAAQ,KAAA,IAAY,CAAC,IAAI,EAAE,QAAQ,KAAK;EACtD,CAAC;EACD,aAAa,gBAAgB,MAAM,KAAK;EACxC,aAAa,gBAAgB,MAAM,KAAK;EACxC,QAAQ,WAAW,MAAM,EAAE,KAAK,CAAC,CAAC,CAAC,MAAM,GAAG,QAAQ,OAAO,EAAE;CAC/D;AACF;;;;;AA0BA,MAAa,kBACX,MACA,UAA+B,CAAC,MACf;CACjB,MAAM,EAAE,QAAQ,UAAU;CAC1B,MAAM,OAAO,QAAQ,MAAM,OAAO;CAClC,MAAM,QAAQ;EAAE;EAAM;EAAO,GAAI,WAAW,KAAA,IAAY,CAAC,IAAI,EAAE,OAAO;CAAG;CACzE,IAAI,YAA2B;CAC/B,IAAI,gBAA+B;CAEnC,IAAI,QAAQ,cAAc,OAAO;EAC/B,YAAY;EACZ,gBAAgB;EAEhB,KAAK,MAAM,OAAO,cAAc,MAAM;GACpC,GAAI,QAAQ,QAAQ,KAAA,IAAY,CAAC,IAAI,EAAE,KAAK,QAAQ,IAAI;GACxD,GAAI,WAAW,KAAA,IAAY,CAAC,IAAI,EAAE,OAAO;GACzC,GAAI,QAAQ,QAAQ,KAAA,IAAY,CAAC,IAAI,EAAE,QAAQ,KAAK;GACpD;GACA;GACA,MAAM;EACR,CAAC,GACC,IAAI,IAAI,OAAO,OAAO,IAAI,OAAO,IAC/B,iBAAiB,IAAI;OAErB,aAAa,IAAI;CAGvB;CAEA,OAAO;EACL,WAAW,eAAe,MAAM,EAAE,KAAK,CAAC;EACxC,OAAO,WAAW,MAAM,EAAE,KAAK,CAAC;EAChC,QAAQ,WAAW,MAAM,EAAE,KAAK,CAAC,CAAC,CAAC;EACnC;EACA;EACA,aAAa,gBAAgB,MAAM,KAAK,CAAC,CAAC;EAC1C,aAAa,gBAAgB,MAAM,KAAK,CAAC,CAAC;CAC5C;AACF"}
@@ -1,4 +1,4 @@
1
- //#region src/scene.ts
1
+ // src/scene.ts
2
2
  /** The object as three's own type, for the walk. */
3
3
  const asObject3D = (object) => object;
4
4
  /**
@@ -136,8 +136,7 @@ const withHidden = (row, key, value) => Object.defineProperty(row, key, {
136
136
  value,
137
137
  enumerable: false
138
138
  });
139
- //#endregion
140
- //#region src/bad-geometry.ts
139
+ // src/bad-geometry.ts
141
140
  const corner = (geometry, k) => geometry.index?.getX(k) ?? k;
142
141
  const check = (geometry) => {
143
142
  const position = geometry.attributes.position;
@@ -217,8 +216,7 @@ const findEmptyMeshes = (root, options = {}) => {
217
216
  });
218
217
  return rows;
219
218
  };
220
- //#endregion
221
- //#region src/triangles.ts
219
+ // src/triangles.ts
222
220
  const cost = (mesh) => {
223
221
  if (isBatched(mesh)) return batchedTriangles(mesh);
224
222
  const instances = isInstanced(mesh) ? mesh.count : 1;
@@ -241,6 +239,11 @@ const countTriangles = (root, options = {}) => {
241
239
  });
242
240
  return total;
243
241
  };
242
+ /**
243
+ * The triangles in a geometry (one draw, within its draw range: `triangleCount`) or that an object
244
+ * draws (visible meshes, instances counted: `countTriangles`). The one helper a test needs.
245
+ */
246
+ const triangles = (target, options = {}) => "isBufferGeometry" in target ? triangleCount(target) : countTriangles(target, options);
244
247
  /** Every visible mesh, most triangles drawn first. */
245
248
  const listMeshes = (scene, options = {}) => {
246
249
  const root = asObject3D(scene);
@@ -321,8 +324,7 @@ const countDraws = (root, options = {}) => {
321
324
  });
322
325
  return draws;
323
326
  };
324
- //#endregion
325
- //#region src/z-fighting.ts
327
+ // src/z-fighting.ts
326
328
  /** Normals quantised to 1/40: neighbouring buckets are searched, so this only sets bucket size. */
327
329
  const QUANT = 40;
328
330
  /** Normals this aligned count as parallel (about 2.6°). */
@@ -673,73 +675,82 @@ const findZFighting = (scene, options = {}) => {
673
675
  }
674
676
  return [...rows.values()];
675
677
  };
676
- //#endregion
677
- //#region src/audit-scene.ts
678
- /** The skip every check runs with: the caller's, narrowed to `tag` when given. */
679
- const scopeOf = (root, options) => options.tag === void 0 ? options.skip : onlyTag(asObject3D(root), options.tag, options.tagKey ?? "studioObject", options.skip);
678
+ // src/budgets.ts
679
+ const FRAME_KEYS = [
680
+ "fps",
681
+ "calls",
682
+ "triangles",
683
+ "textureMB"
684
+ ];
685
+ const PART_KEYS = [
686
+ "triangles",
687
+ "draws",
688
+ "meshes"
689
+ ];
690
+ const isRecord = (value) => typeof value === "object" && value !== null && !Array.isArray(value);
691
+ /** A copy of `value` with only `keys`, each a number ≥ 0, frozen. Throws naming `where`. */
692
+ const limits = (value, keys, where) => {
693
+ if (!isRecord(value)) throw new TypeError(`three-audit: budgets ${where} must be an object`);
694
+ const out = {};
695
+ for (const [key, limit] of Object.entries(value)) {
696
+ if (!keys.includes(key)) throw new TypeError(`three-audit: budgets ${where} has "${key}"; expected ${keys.map((name) => `"${name}"`).join(", ")}`);
697
+ if (limit === void 0) continue;
698
+ if (typeof limit !== "number" || !(limit >= 0) || !Number.isFinite(limit)) throw new TypeError(`three-audit: budgets ${where}.${key} must be a number ≥ 0`);
699
+ out[key] = limit;
700
+ }
701
+ return Object.freeze(out);
702
+ };
680
703
  /**
681
- * Every check at once, JSON-safe: what a test asserts on or a headless browser prints. A clean
682
- * scene has `zFighting`, `badGeometry` and `emptyMeshes` all `[]`.
704
+ * Checks budgets read from anywhere (a JSON file, a module) and returns them frozen. Throws a
705
+ * `TypeError` naming the first bad key.
683
706
  */
684
- const auditScene = (root, options = {}) => {
685
- const { tagKey, bakes } = options;
686
- const skip = scopeOf(root, options);
687
- const keyed = {
688
- skip,
689
- bakes,
690
- ...tagKey === void 0 ? {} : { tagKey }
691
- };
692
- return {
693
- triangles: countTriangles(root, { skip }),
694
- draws: countDraws(root, { skip }),
695
- zFighting: findZFighting(root, {
696
- ...options,
697
- skip,
698
- ...options.tag === void 0 ? {} : { tagged: true }
699
- }),
700
- badGeometry: findBadGeometry(root, keyed),
701
- emptyMeshes: findEmptyMeshes(root, keyed),
702
- meshes: listMeshes(root, { skip }).slice(0, options.top ?? 10)
703
- };
707
+ const parseBudgets = (value) => {
708
+ if (!isRecord(value)) throw new TypeError("three-audit: budgets must be an object with `frame` and `parts`");
709
+ const parts = {};
710
+ if (value.parts !== void 0) {
711
+ if (!isRecord(value.parts)) throw new TypeError("three-audit: budgets parts must be an object of part budgets");
712
+ for (const [name, part] of Object.entries(value.parts)) parts[name] = limits(part, PART_KEYS, `parts.${name}`);
713
+ }
714
+ return Object.freeze({
715
+ frame: limits(value.frame ?? {}, FRAME_KEYS, "frame"),
716
+ parts: Object.freeze(parts)
717
+ });
704
718
  };
705
719
  /**
706
- * Every check as one count each: the single call to run after every edit. `0` everywhere (and
707
- * `triangles`, `draws` where you expect them) is a pass. Use `auditScene` to see what failed.
720
+ * The app's budgets, typed and frozen: one file every reader imports.
721
+ *
722
+ * export default defineBudgets({
723
+ * frame: { fps: 60, calls: 150, triangles: 250_000 },
724
+ * parts: { kart: { triangles: 7_500, draws: 12 } },
725
+ * });
726
+ *
727
+ * `budgets.parts.kart` is typed, and a part not listed is a type error.
708
728
  */
709
- const summarizeScene = (root, options = {}) => {
710
- const { tagKey, bakes } = options;
711
- const skip = scopeOf(root, options);
712
- const keyed = {
713
- skip,
714
- bakes,
715
- ...tagKey === void 0 ? {} : { tagKey }
716
- };
717
- let zFighting = null;
718
- let selfZFighting = null;
719
- if (options.zFighting !== false) {
720
- zFighting = 0;
721
- selfZFighting = 0;
722
- for (const row of findZFighting(root, {
723
- ...options.gap === void 0 ? {} : { gap: options.gap },
724
- ...tagKey === void 0 ? {} : { tagKey },
725
- ...options.tag === void 0 ? {} : { tagged: true },
726
- skip,
727
- bakes,
728
- self: true
729
- })) if (row.meshes[0] === row.meshes[1]) selfZFighting += row.count;
730
- else zFighting += row.count;
731
- }
732
- return {
733
- triangles: countTriangles(root, { skip }),
734
- draws: countDraws(root, { skip }),
735
- meshes: listMeshes(root, { skip }).length,
736
- zFighting,
737
- selfZFighting,
738
- badGeometry: findBadGeometry(root, keyed).length,
739
- emptyMeshes: findEmptyMeshes(root, keyed).length
729
+ const defineBudgets = (budgets) => parseBudgets(budgets);
730
+ /**
731
+ * An object measured against a part budget (or the frame's `triangles` and `calls`), one row per
732
+ * limit the budget sets. Nothing over is a pass.
733
+ */
734
+ const checkBudget = (root, budget, options = {}) => {
735
+ const part = budget;
736
+ const draws = part.draws ?? part.calls;
737
+ const rows = [];
738
+ const add = (metric, limit, measure) => {
739
+ if (limit !== void 0) {
740
+ const actual = measure();
741
+ rows.push({
742
+ metric,
743
+ actual,
744
+ limit,
745
+ over: actual > limit
746
+ });
747
+ }
740
748
  };
749
+ add("triangles", part.triangles, () => countTriangles(root, options));
750
+ add("draws", draws, () => countDraws(root, options));
751
+ add("meshes", part.meshes, () => listMeshes(root, options).length);
752
+ return rows;
741
753
  };
742
- //#endregion
743
- export { triangleCount as _, countTriangles as a, findBadGeometry as c, batchedTriangles as d, isBatched as f, pathOf as g, meshLabel as h, countDraws as i, findEmptyMeshes as l, isMesh as m, summarizeScene as n, geometryCensus as o, isInstanced as p, findZFighting as r, listMeshes as s, auditScene as t, asObject3D as u, walk as v };
754
+ export { meshLabel as _, countDraws as a, triangleCount as b, listMeshes as c, findEmptyMeshes as d, asObject3D as f, isMesh as g, isInstanced as h, findZFighting as i, triangles as l, isBatched as m, defineBudgets as n, countTriangles as o, batchedTriangles as p, parseBudgets as r, geometryCensus as s, checkBudget as t, findBadGeometry as u, onlyTag as v, walk as x, pathOf as y };
744
755
 
745
- //# sourceMappingURL=audit-scene-Da-8SA1x.js.map
756
+ //# sourceMappingURL=budgets-DQggDhEu.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"budgets-DQggDhEu.js","names":[],"sources":["../src/scene.ts","../src/bad-geometry.ts","../src/triangles.ts","../src/z-fighting.ts","../src/budgets.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\n/**\n * What a check sees of a bake (`@zkmake/three-batch`'s `bake` and `<Baked>`), which hides its\n * parts and draws one merged mesh per material instead. `sources`: the parts, as if shown, and not\n * the merge, so rows name real parts. `merged`: what the renderer draws.\n */\nexport type Bakes = \"sources\" | \"merged\";\n\nexport type WalkOptions = {\n skip?: Skip | undefined;\n /** Prune hidden objects and their subtrees, as the renderer does. */\n visibleOnly?: boolean;\n /** With `sources`: prune bake results, and walk the parts a bake hid as though visible. */\n bakes?: Bakes | undefined;\n};\n\n/**\n * A part a bake hid in favour of its merge: flagged `userData.bakeSource` by three-batch, or (for\n * bakes from before that flag) inside an object that holds a `userData.bakedResult` merge.\n */\nexport const isBakeSource = (object: Object3D) => {\n if (object.userData.bakeSource === true) {\n return true;\n }\n\n for (let at = object.parent; at; at = at.parent) {\n if (at.children.some((child) => child.userData.bakedResult === true)) {\n return true;\n }\n }\n\n return false;\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 const sources = options.bakes === \"sources\";\n\n while (stack.length > 0) {\n const object = stack.pop()!;\n\n if (\n (sources && object.userData.bakedResult === true) ||\n (options.visibleOnly === true && !object.visible && !(sources && isBakeSource(object))) ||\n options.skip?.(object) === true\n ) {\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 type Bakes,\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 /** A bake's parts (default), or its merged meshes: see `Bakes`. Not both, or each counts twice. */\n bakes?: Bakes | undefined;\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, bakes: options.bakes ?? \"sources\" }, (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: BadGeometryOptions = {},\n): EmptyMeshRow[] => {\n const scene = asObject3D(root);\n const rows: EmptyMeshRow[] = [];\n\n walk(scene, { skip: options.skip, bakes: options.bakes ?? \"sources\" }, (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, BufferGeometry, 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/**\n * The triangles in a geometry (one draw, within its draw range: `triangleCount`) or that an object\n * draws (visible meshes, instances counted: `countTriangles`). The one helper a test needs.\n */\nexport const triangles = (\n target: AnyObject3D | { readonly isBufferGeometry: true },\n options: TriangleOptions = {},\n) =>\n \"isBufferGeometry\" in target\n ? triangleCount(target as unknown as BufferGeometry)\n : countTriangles(target, options);\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 * A bake's hidden parts are checked in place of its merge (`bakes`). Left out, as they can't\n * fight: other 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 type Bakes,\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 * A bake's parts (default), or its merged meshes: see `Bakes`. The parts name what to fix; the\n * merge is the same faces under one name.\n */\n bakes?: Bakes | 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(\n root,\n { skip: options.skip, visibleOnly: true, bakes: options.bakes ?? \"sources\" },\n (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\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","/**\n * One budgets file per app: what a frame may cost, and what each part of the scene may. The\n * matchers in `@zkmake/three-audit/vitest`, the `three-audit --budgets` CLI and three-meter's HUD\n * all read it, so the numbers live in one place.\n */\nimport { type AnyObject3D, type Skip } from \"./scene.ts\";\nimport { countDraws, countTriangles, listMeshes } from \"./triangles.ts\";\n\n/** What one frame may cost, all parts together. */\nexport type FrameBudget = {\n /** The frame rate to hold: three-meter's `targetFps`. */\n fps?: number | undefined;\n /** Draw calls a frame makes. */\n calls?: number | undefined;\n triangles?: number | undefined;\n /** Texture memory in MB. No reader checks it yet; kept for a perf bench. */\n textureMB?: number | undefined;\n};\n\n/** What one part (a model, a prop, a kart) may cost. */\nexport type PartBudget = {\n triangles?: number | undefined;\n /** Draw calls one main pass makes for it: see `countDraws`. */\n draws?: number | undefined;\n /** Visible meshes in it. */\n meshes?: number | undefined;\n};\n\nexport type BudgetsInput<Part extends string = string> = {\n frame: FrameBudget;\n parts?: Record<Part, PartBudget>;\n};\n\n/** `defineBudgets`'s result: frozen, every part named in its type. */\nexport type Budgets<Part extends string = string> = {\n readonly frame: Readonly<FrameBudget>;\n readonly parts: { readonly [Name in Part]: Readonly<PartBudget> };\n};\n\nconst FRAME_KEYS = [\"fps\", \"calls\", \"triangles\", \"textureMB\"] as const;\nconst PART_KEYS = [\"triangles\", \"draws\", \"meshes\"] as const;\n\nconst isRecord = (value: unknown): value is Record<string, unknown> =>\n typeof value === \"object\" && value !== null && !Array.isArray(value);\n\n/** A copy of `value` with only `keys`, each a number ≥ 0, frozen. Throws naming `where`. */\nconst limits = <Key extends string>(value: unknown, keys: readonly Key[], where: string) => {\n if (!isRecord(value)) {\n throw new TypeError(`three-audit: budgets ${where} must be an object`);\n }\n\n const out: Partial<Record<Key, number>> = {};\n\n for (const [key, limit] of Object.entries(value)) {\n if (!keys.includes(key as Key)) {\n throw new TypeError(\n `three-audit: budgets ${where} has \"${key}\"; expected ${keys.map((name) => `\"${name}\"`).join(\", \")}`,\n );\n }\n\n if (limit === undefined) {\n continue;\n }\n\n if (typeof limit !== \"number\" || !(limit >= 0) || !Number.isFinite(limit)) {\n throw new TypeError(`three-audit: budgets ${where}.${key} must be a number ≥ 0`);\n }\n\n out[key as Key] = limit;\n }\n\n return Object.freeze(out);\n};\n\n/**\n * Checks budgets read from anywhere (a JSON file, a module) and returns them frozen. Throws a\n * `TypeError` naming the first bad key.\n */\nexport const parseBudgets = (value: unknown): Budgets => {\n if (!isRecord(value)) {\n throw new TypeError(\"three-audit: budgets must be an object with `frame` and `parts`\");\n }\n\n const parts: Record<string, Readonly<PartBudget>> = {};\n\n if (value.parts !== undefined) {\n if (!isRecord(value.parts)) {\n throw new TypeError(\"three-audit: budgets parts must be an object of part budgets\");\n }\n\n for (const [name, part] of Object.entries(value.parts)) {\n parts[name] = limits(part, PART_KEYS, `parts.${name}`);\n }\n }\n\n return Object.freeze({\n frame: limits(value.frame ?? {}, FRAME_KEYS, \"frame\"),\n parts: Object.freeze(parts),\n });\n};\n\n/**\n * The app's budgets, typed and frozen: one file every reader imports.\n *\n * export default defineBudgets({\n * frame: { fps: 60, calls: 150, triangles: 250_000 },\n * parts: { kart: { triangles: 7_500, draws: 12 } },\n * });\n *\n * `budgets.parts.kart` is typed, and a part not listed is a type error.\n */\nexport const defineBudgets = <const Part extends string = never>(\n budgets: BudgetsInput<Part>,\n): Budgets<Part> => parseBudgets(budgets) as Budgets<Part>;\n\nexport type BudgetMetric = \"triangles\" | \"draws\" | \"meshes\";\n\nexport type BudgetCheck = {\n metric: BudgetMetric;\n actual: number;\n limit: number;\n over: boolean;\n};\n\n/**\n * An object measured against a part budget (or the frame's `triangles` and `calls`), one row per\n * limit the budget sets. Nothing over is a pass.\n */\nexport const checkBudget = (\n root: AnyObject3D,\n budget: PartBudget | FrameBudget,\n options: { skip?: Skip | undefined } = {},\n): BudgetCheck[] => {\n const part = budget as PartBudget & FrameBudget;\n const draws = part.draws ?? part.calls;\n const rows: BudgetCheck[] = [];\n const add = (metric: BudgetMetric, limit: number | undefined, measure: () => number) => {\n if (limit !== undefined) {\n const actual = measure();\n\n rows.push({ metric, actual, limit, over: actual > limit });\n }\n };\n\n add(\"triangles\", part.triangles, () => countTriangles(root, options));\n add(\"draws\", draws, () => countDraws(root, options));\n add(\"meshes\", part.meshes, () => listMeshes(root, options).length);\n\n return rows;\n};\n"],"mappings":";;AAeA,MAAa,cAAc,WAAwB;;;;;AAwBnD,MAAa,gBAAgB,WAAqB;CAChD,IAAI,OAAO,SAAS,eAAe,MACjC,OAAO;CAGT,KAAK,IAAI,KAAK,OAAO,QAAQ,IAAI,KAAK,GAAG,QACvC,IAAI,GAAG,SAAS,MAAM,UAAU,MAAM,SAAS,gBAAgB,IAAI,GACjE,OAAO;CAIX,OAAO;AACT;;AAGA,MAAa,QAAQ,MAAgB,SAAsB,UAAsC;CAC/F,MAAM,QAAQ,CAAC,IAAI;CACnB,MAAM,UAAU,QAAQ,UAAU;CAElC,OAAO,MAAM,SAAS,GAAG;EACvB,MAAM,SAAS,MAAM,IAAI;EAEzB,IACG,WAAW,OAAO,SAAS,gBAAgB,QAC3C,QAAQ,gBAAgB,QAAQ,CAAC,OAAO,WAAW,EAAE,WAAW,aAAa,MAAM,MACpF,QAAQ,OAAO,MAAM,MAAM,MAE3B;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;;AAGxF,MAAa,cAAc,WAAqB;CAC9C,MAAM,QAAQ;CAEd,OACE,MAAM,WAAW,QACjB,MAAM,WAAW,QACjB,MAAM,aAAa,QACnB,MAAM,aAAa;AAEvB;AAEA,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;;;;;AAMA,MAAa,qBAAqB,UAAuB;CACvD,MAAM,6BAAa,IAAI,IAAsD;CAE7E,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,WAAW,IAAI,UAAU;EAEvC,IAAI,OAAO;GACT,MAAM,aAAa;GACnB;EACF;EAEA,MAAM,QAAQ,MAAM,mBAAmB,UAAU;EAKjD,MAAM,WAAW,MAAM,UAAU,MAAM,SAAS,QAAQ,MAAM,aAAa,MAAM;EAEjF,WAAW,IAAI,YAAY;GAAE,WAAW;GAAG,WAAW,KAAK,MAAM,WAAW,CAAC;EAAE,CAAC;CAClF;CAEA,OAAO;AACT;;AAGA,MAAa,oBAAoB,UAAuB;CACtD,IAAI,YAAY;CAChB,IAAI,YAAY;CAEhB,KAAK,MAAM,YAAY,kBAAkB,KAAK,CAAC,CAAC,OAAO,GAAG;EACxD,aAAa,SAAS,YAAY,SAAS;EAC3C,aAAa,SAAS;CACxB;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;;;;;AAMA,MAAa,WAAW,MAAgB,KAAa,QAAgB,SAAsB;CACzF,IAAI,QAAQ;CAEZ,KAAK,MAAM,EAAE,KAAK,IAAI,WAAW;EAC/B,MAAM,MAAe,OAAO,SAAS;EAErC,UAAU,QAAQ,KAAA,KAAa,QAAQ,QAAQ,OAAO,GAAG,MAAM;CACjE,CAAC;CAED,IAAI,CAAC,OACH,MAAM,IAAI,MAAM,2CAA2C,OAAO,MAAM,IAAI,EAAE;CAGhF,QAAQ,WAAW;EACjB,IAAI,OAAO,MAAM,MAAM,MACrB,OAAO;EAGT,MAAM,MAAe,OAAO,SAAS;EAErC,IAAI,QAAQ,KAAA,KAAa,QAAQ,QAAQ,OAAO,GAAG,MAAM,KACvD,OAAO;EAGT,OAAO,WAAW,MAAM,KAAK,MAAM,QAAQ,MAAM,MAAM;CACzD;AACF;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;;ACvNjE,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;EAAM,OAAO,QAAQ,SAAS;CAAU,IAAI,WAAW;EAC5F,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;;;;;;AAcA,MAAa,mBACX,MACA,UAA8B,CAAC,MACZ;CACnB,MAAM,QAAQ,WAAW,IAAI;CAC7B,MAAM,OAAuB,CAAC;CAE9B,KAAK,OAAO;EAAE,MAAM,QAAQ;EAAM,OAAO,QAAQ,SAAS;CAAU,IAAI,WAAW;EACjF,IAAI,OAAO,MAAM,MAAM,OAAO,SAAS,WAAW,UAAU,SAAS,OAAO,GAC1E,KAAK,KACH,WACE,EAAE,MAAM,UAAU,QAAQ,OAAO,QAAQ,UAAU,cAAc,EAAE,GACnE,UACA,MACF,CACF;CAEJ,CAAC;CAED,OAAO;AACT;;AC5FA,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;;;;;AAMA,MAAa,aACX,QACA,UAA2B,CAAC,MAE5B,sBAAsB,SAClB,cAAc,MAAmC,IACjD,eAAe,QAAQ,OAAO;;AAGpC,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,UAAyB,CAAC,MAAqB;CAC/F,MAAM,QAAQ,WAAW,IAAI;CAC7B,MAAM,uBAAO,IAAI,IAAyB;CAC1C,MAAM,OAAO,KAAa,WAAmB,SAAiB;EAC5D,MAAM,MAAM,KAAK,IAAI,GAAG,KAAK;GAAE,UAAU;GAAK,MAAM;GAAG;GAAW,OAAO;GAAG,OAAO;EAAE;EAErF,IAAI,QAAQ;EACZ,IAAI,SAAS,YAAY;EACzB,KAAK,IAAI,KAAK,GAAG;CACnB;CAEA,KAAK,OAAO,EAAE,MAAM,QAAQ,KAAK,IAAI,WAAW;EAC9C,IAAI,CAAC,OAAO,MAAM,KAAK,CAAC,OAAO,SAAS,WAAW,UACjD;EAGF,IAAI,UAAU,MAAM,GAAG;GACrB,MAAM,OAAO,CAAC,GAAG,OAAO,QAAQ,KAAK,GAAG,SAAS,MAAM,CAAC,CAAC,CAAC,KAAK,GAAG;GAElE,KAAK,MAAM,CAAC,IAAI,EAAE,WAAW,gBAAgB,kBAAkB,MAAM,GACnE,IAAI,QAAQ,QAAQ,QAAQ,EAAE,KAAK,GAAG,KAAK,GAAG,MAAM,WAAW,SAAS;GAG1E;EACF;EAEA,MAAM,WAAW,OAAO;EAExB,IACE,SAAS,QAAQ,GAAG,SAAS,KAAK,GAAG,SAAS,KAAK,MAAM,GAAG,CAAC,KAC7D,cAAc,QAAQ,GACtB,YAAY,MAAM,IAAI,OAAO,QAAQ,CACvC;CACF,CAAC;CAED,MAAM,MAAM,CAAC,GAAG,KAAK,OAAO,CAAC;CAC7B,MAAM,MAAM,IAAI,QAAQ,OAAO,QAAQ,QAAQ,IAAI,OAAO,CAAC;CAE3D,KAAK,MAAM,OAAO,KAAK;EACrB,IAAI,QAAQ,MAAM,IAAI,KAAK,MAAO,IAAI,QAAQ,MAAO,GAAI,IAAI,MAAO;EAEpE,IAAI,QAAQ,WAAW,KAAA,GACrB,IAAI,aAAa,IAAI,QAAQ,KAAK,IAAI,KAAK,CAAC,IAAI,QAAQ;CAE5D;CAEA,OAAO,IAAI,MAAM,GAAG,MAAM,EAAE,QAAQ,EAAE,KAAK;AAC7C;;;;;;AAOA,MAAa,cAAc,MAAmB,UAA2B,CAAC,MAAM;CAC9E,IAAI,QAAQ;CAEZ,KAAK,WAAW,IAAI,GAAG;EAAE,MAAM,QAAQ;EAAM,aAAa;CAAK,IAAI,WAAW;EAC5E,IAAI,CAAC,WAAW,MAAM,GACpB;EAGF,MAAM,WAAW;EAEjB,MAAM,WAAW,SAAS;EAE1B,IAAI,MAAM,QAAQ,QAAQ,GAAG;GAC3B,MAAM,SAAS,SAAS,UAAU,UAAU,CAAC;GAE7C,SAAS,OAAO,QACb,UAAU,SAAS,MAAM,iBAAiB,EAAE,EAAE,YAAY,KAC7D,CAAC,CAAC;EACJ,OAAO,IAAI,UAAU,YAAY,OAC/B,SAAS;CAEb,CAAC;CAED,OAAO;AACT;;;ACtIA,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,KACE,MACA;EAAE,MAAM,QAAQ;EAAM,aAAa;EAAM,OAAO,QAAQ,SAAS;CAAU,IAC1E,WAAW;EACV,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,CACF;CAGA,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;;ACtfA,MAAM,aAAa;CAAC;CAAO;CAAS;CAAa;AAAW;AAC5D,MAAM,YAAY;CAAC;CAAa;CAAS;AAAQ;AAEjD,MAAM,YAAY,UAChB,OAAO,UAAU,YAAY,UAAU,QAAQ,CAAC,MAAM,QAAQ,KAAK;;AAGrE,MAAM,UAA8B,OAAgB,MAAsB,UAAkB;CAC1F,IAAI,CAAC,SAAS,KAAK,GACjB,MAAM,IAAI,UAAU,wBAAwB,MAAM,mBAAmB;CAGvE,MAAM,MAAoC,CAAC;CAE3C,KAAK,MAAM,CAAC,KAAK,UAAU,OAAO,QAAQ,KAAK,GAAG;EAChD,IAAI,CAAC,KAAK,SAAS,GAAU,GAC3B,MAAM,IAAI,UACR,wBAAwB,MAAM,QAAQ,IAAI,cAAc,KAAK,KAAK,SAAS,IAAI,KAAK,EAAE,CAAC,CAAC,KAAK,IAAI,GACnG;EAGF,IAAI,UAAU,KAAA,GACZ;EAGF,IAAI,OAAO,UAAU,YAAY,EAAE,SAAS,MAAM,CAAC,OAAO,SAAS,KAAK,GACtE,MAAM,IAAI,UAAU,wBAAwB,MAAM,GAAG,IAAI,sBAAsB;EAGjF,IAAI,OAAc;CACpB;CAEA,OAAO,OAAO,OAAO,GAAG;AAC1B;;;;;AAMA,MAAa,gBAAgB,UAA4B;CACvD,IAAI,CAAC,SAAS,KAAK,GACjB,MAAM,IAAI,UAAU,iEAAiE;CAGvF,MAAM,QAA8C,CAAC;CAErD,IAAI,MAAM,UAAU,KAAA,GAAW;EAC7B,IAAI,CAAC,SAAS,MAAM,KAAK,GACvB,MAAM,IAAI,UAAU,8DAA8D;EAGpF,KAAK,MAAM,CAAC,MAAM,SAAS,OAAO,QAAQ,MAAM,KAAK,GACnD,MAAM,QAAQ,OAAO,MAAM,WAAW,SAAS,MAAM;CAEzD;CAEA,OAAO,OAAO,OAAO;EACnB,OAAO,OAAO,MAAM,SAAS,CAAC,GAAG,YAAY,OAAO;EACpD,OAAO,OAAO,OAAO,KAAK;CAC5B,CAAC;AACH;;;;;;;;;;;AAYA,MAAa,iBACX,YACkB,aAAa,OAAO;;;;;AAexC,MAAa,eACX,MACA,QACA,UAAuC,CAAC,MACtB;CAClB,MAAM,OAAO;CACb,MAAM,QAAQ,KAAK,SAAS,KAAK;CACjC,MAAM,OAAsB,CAAC;CAC7B,MAAM,OAAO,QAAsB,OAA2B,YAA0B;EACtF,IAAI,UAAU,KAAA,GAAW;GACvB,MAAM,SAAS,QAAQ;GAEvB,KAAK,KAAK;IAAE;IAAQ;IAAQ;IAAO,MAAM,SAAS;GAAM,CAAC;EAC3D;CACF;CAEA,IAAI,aAAa,KAAK,iBAAiB,eAAe,MAAM,OAAO,CAAC;CACpE,IAAI,SAAS,aAAa,WAAW,MAAM,OAAO,CAAC;CACnD,IAAI,UAAU,KAAK,cAAc,WAAW,MAAM,OAAO,CAAC,CAAC,MAAM;CAEjE,OAAO;AACT"}