@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 +101 -4
- package/dist/audit-scene-DHTFd-zs.js +69 -0
- package/dist/audit-scene-DHTFd-zs.js.map +1 -0
- package/dist/{audit-scene-Da-8SA1x.js → budgets-DQggDhEu.js} +80 -69
- package/dist/budgets-DQggDhEu.js.map +1 -0
- package/dist/budgets-Dl-AOd9T.d.ts +220 -0
- package/dist/cli.js +84 -43
- package/dist/cli.js.map +1 -1
- package/dist/index.d.ts +3 -173
- package/dist/index.js +9 -14
- package/dist/index.js.map +1 -1
- package/dist/{load-nqfCU3-k.js → load-D4bV0-2t.js} +3 -5
- package/dist/{load-nqfCU3-k.js.map → load-D4bV0-2t.js.map} +1 -1
- package/dist/node.d.ts +0 -4
- package/dist/node.js +1 -2
- package/dist/report-lines-Myjl7bcq.js +23 -0
- package/dist/report-lines-Myjl7bcq.js.map +1 -0
- package/dist/vitest.d.ts +54 -0
- package/dist/vitest.js +90 -0
- package/dist/vitest.js.map +1 -0
- package/package.json +14 -5
- package/dist/audit-scene-Da-8SA1x.js.map +0 -1
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{"version":3,"file":"load-nqfCU3-k.js","names":[],"sources":["../src/node/draco.ts","../src/node/load.ts"],"sourcesContent":["/**\n * Draco for `GLTFLoader` in Node. three's `DRACOLoader` decodes in Web Workers, which Node lacks;\n * this is its decode run in-process on `draco3dgltf` (Google's Node build of the decoder),\n * shaped like the two methods `GLTFLoader` calls on it.\n */\nimport {\n BufferAttribute,\n BufferGeometry,\n InterleavedBuffer,\n InterleavedBufferAttribute,\n} from \"three\";\n\ntype TypedArray =\n | Float32Array\n | Int8Array\n | Int16Array\n | Int32Array\n | Uint8Array\n | Uint16Array\n | Uint32Array;\ntype TypedArrayConstructor = {\n new (length: number): TypedArray;\n new (buffer: ArrayBufferLike, offset: number, length: number): TypedArray;\n BYTES_PER_ELEMENT: number;\n};\n\n/* The slice of the emscripten module this uses. */\ntype DracoAttribute = { num_components(): number };\ntype DracoMesh = { num_faces(): number; num_points(): number; ptr: number };\ntype DracoDecoder = {\n GetEncodedGeometryType(array: Int8Array): number;\n DecodeArrayToMesh(\n array: Int8Array,\n length: number,\n mesh: DracoMesh,\n ): { ok(): boolean; error_msg(): string };\n GetAttributeByUniqueId(mesh: DracoMesh, id: number): DracoAttribute;\n GetAttributeDataArrayForAllPoints(\n mesh: DracoMesh,\n attribute: DracoAttribute,\n type: number,\n byteLength: number,\n pointer: number,\n ): boolean;\n GetTrianglesUInt32Array(mesh: DracoMesh, byteLength: number, pointer: number): boolean;\n};\ntype DracoModule = {\n Decoder: new () => DracoDecoder;\n Mesh: new () => DracoMesh;\n TRIANGULAR_MESH: number;\n HEAPF32: Float32Array;\n _malloc(bytes: number): number;\n _free(pointer: number): void;\n destroy(object: unknown): void;\n [type: `DT_${string}`]: number;\n};\n\nconst DATA_TYPES: Record<string, string> = {\n Float32Array: \"DT_FLOAT32\",\n Int8Array: \"DT_INT8\",\n Int16Array: \"DT_INT16\",\n Int32Array: \"DT_INT32\",\n Uint8Array: \"DT_UINT8\",\n Uint16Array: \"DT_UINT16\",\n Uint32Array: \"DT_UINT32\",\n};\n\nconst decodeAttribute = (\n draco: DracoModule,\n decoder: DracoDecoder,\n mesh: DracoMesh,\n attribute: DracoAttribute,\n ArrayType: TypedArrayConstructor,\n) => {\n const count = mesh.num_points();\n const itemSize = attribute.num_components();\n // glTF aligns every vertex to 4 bytes; a narrower one is read interleaved.\n const srcBytes = itemSize * ArrayType.BYTES_PER_ELEMENT;\n const stride = (Math.ceil(srcBytes / 4) * 4) / ArrayType.BYTES_PER_ELEMENT;\n const byteLength = count * srcBytes;\n const pointer = draco._malloc(byteLength);\n\n decoder.GetAttributeDataArrayForAllPoints(\n mesh,\n attribute,\n draco[DATA_TYPES[ArrayType.name] as `DT_${string}`]!,\n byteLength,\n pointer,\n );\n\n const source = new ArrayType(\n draco.HEAPF32.buffer,\n pointer,\n byteLength / ArrayType.BYTES_PER_ELEMENT,\n );\n let array: TypedArray;\n\n if (stride === itemSize) {\n array = source.slice();\n } else {\n array = new ArrayType(count * stride);\n\n for (let i = 0; i < count; i += 1) {\n for (let k = 0; k < itemSize; k += 1) {\n array[i * stride + k] = source[i * itemSize + k]!;\n }\n }\n }\n\n draco._free(pointer);\n\n return stride === itemSize\n ? new BufferAttribute(array, itemSize)\n : new InterleavedBufferAttribute(new InterleavedBuffer(array, stride), itemSize, 0);\n};\n\nconst decode = (\n draco: DracoModule,\n buffer: ArrayBuffer,\n attributeIds: Record<string, number>,\n attributeTypes: Record<string, string>,\n) => {\n const decoder = new draco.Decoder();\n const array = new Int8Array(buffer);\n\n if (decoder.GetEncodedGeometryType(array) !== draco.TRIANGULAR_MESH) {\n draco.destroy(decoder);\n throw new Error(\"three-audit: Draco point clouds aren't supported\");\n }\n\n const mesh = new draco.Mesh();\n const status = decoder.DecodeArrayToMesh(array, array.byteLength, mesh);\n\n if (!status.ok() || mesh.ptr === 0) {\n draco.destroy(mesh);\n draco.destroy(decoder);\n throw new Error(`three-audit: Draco decoding failed: ${status.error_msg()}`);\n }\n\n const geometry = new BufferGeometry();\n\n for (const [name, id] of Object.entries(attributeIds)) {\n const ArrayType = (globalThis as unknown as Record<string, TypedArrayConstructor>)[\n attributeTypes[name] ?? \"Float32Array\"\n ]!;\n\n geometry.setAttribute(\n name,\n decodeAttribute(draco, decoder, mesh, decoder.GetAttributeByUniqueId(mesh, id), ArrayType),\n );\n }\n\n const indices = mesh.num_faces() * 3;\n const pointer = draco._malloc(indices * 4);\n\n decoder.GetTrianglesUInt32Array(mesh, indices * 4, pointer);\n geometry.setIndex(\n new BufferAttribute(new Uint32Array(draco.HEAPF32.buffer, pointer, indices).slice(), 1),\n );\n draco._free(pointer);\n draco.destroy(mesh);\n draco.destroy(decoder);\n\n return geometry;\n};\n\n/** Stands in for `DRACOLoader` in `gltfLoader.setDRACOLoader(...)`. Needs `draco3dgltf`. */\nexport const createNodeDracoLoader = async () => {\n let module: { createDecoderModule(options: object): Promise<DracoModule> };\n\n try {\n module = ((await import(\"draco3dgltf\")) as { default: typeof module }).default;\n } catch {\n throw new Error(\n \"three-audit: this model is Draco-compressed; install draco3dgltf to read it (npm i -D draco3dgltf)\",\n );\n }\n\n const draco = await module.createDecoderModule({});\n\n return {\n preload() {\n return this;\n },\n decodeDracoFile(\n buffer: ArrayBuffer,\n callback: (geometry: BufferGeometry) => void,\n attributeIds: Record<string, number>,\n attributeTypes: Record<string, string>,\n _colorSpace?: string,\n onError: (error: unknown) => void = () => {},\n ) {\n try {\n callback(decode(draco, buffer, attributeIds, attributeTypes));\n } catch (error) {\n onError(error);\n }\n },\n };\n};\n","/**\n * Load a glTF model in Node for the checks: `.glb`, or `.gltf` with its buffers beside it.\n *\n * Textures are stripped before parsing: no check reads them, and decoding images needs a DOM.\n * Draco (`draco3dgltf`) and Meshopt (`meshoptimizer`) compressed geometry decode when those\n * packages are installed.\n */\nimport { readFile } from \"node:fs/promises\";\nimport { dirname, resolve } from \"node:path\";\nimport type { Group } from \"three\";\nimport { GLTFLoader } from \"three/addons/loaders/GLTFLoader.js\";\n\nimport { createNodeDracoLoader } from \"./draco.ts\";\n\ntype Json = Record<string, unknown>;\n\nconst GLB_MAGIC = 0x46546c67;\nconst JSON_CHUNK = 0x4e4f534a;\nconst BIN_CHUNK = 0x004e4942;\nconst TEXTURE_EXTENSIONS = [\n \"KHR_texture_basisu\",\n \"KHR_texture_transform\",\n \"EXT_texture_webp\",\n \"EXT_texture_avif\",\n];\n\n/** Every `…Texture` reference in a material, extensions included. */\nconst dropTextureRefs = (value: unknown) => {\n if (value === null || typeof value !== \"object\") {\n return;\n }\n\n for (const [key, child] of Object.entries(value)) {\n if (\n key.endsWith(\"Texture\") &&\n child !== null &&\n typeof child === \"object\" &&\n \"index\" in child\n ) {\n delete (value as Json)[key];\n } else {\n dropTextureRefs(child);\n }\n }\n};\n\nconst stripTextures = (json: Json) => {\n delete json.images;\n delete json.textures;\n delete json.samplers;\n dropTextureRefs(json.materials);\n\n for (const key of [\"extensionsUsed\", \"extensionsRequired\"]) {\n if (Array.isArray(json[key])) {\n json[key] = (json[key] as string[]).filter((name) => !TEXTURE_EXTENSIONS.includes(name));\n }\n }\n};\n\nconst uses = (json: Json, extension: string) =>\n Array.isArray(json.extensionsUsed) && (json.extensionsUsed as string[]).includes(extension);\n\n/** Split a GLB into its JSON and binary chunks. */\nconst readGlb = (bytes: Uint8Array) => {\n const view = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength);\n let json: Json | null = null;\n let bin: Uint8Array | null = null;\n\n for (let offset = 12; offset < bytes.byteLength;) {\n const length = view.getUint32(offset, true);\n const type = view.getUint32(offset + 4, true);\n const chunk = bytes.subarray(offset + 8, offset + 8 + length);\n\n if (type === JSON_CHUNK) {\n json = JSON.parse(new TextDecoder().decode(chunk)) as Json;\n } else if (type === BIN_CHUNK) {\n bin = chunk;\n }\n\n offset += 8 + length;\n }\n\n if (!json) {\n throw new Error(\"three-audit: GLB has no JSON chunk\");\n }\n\n return { json, bin };\n};\n\n/** A GLB from JSON and an optional binary chunk, each padded to four bytes. */\nconst writeGlb = (json: Json, bin: Uint8Array | null) => {\n const text = new TextEncoder().encode(JSON.stringify(json));\n const jsonLength = Math.ceil(text.byteLength / 4) * 4;\n const binLength = bin ? Math.ceil(bin.byteLength / 4) * 4 : 0;\n const total = 12 + 8 + jsonLength + (bin ? 8 + binLength : 0);\n const out = new Uint8Array(total);\n const view = new DataView(out.buffer);\n\n view.setUint32(0, GLB_MAGIC, true);\n view.setUint32(4, 2, true);\n view.setUint32(8, total, true);\n view.setUint32(12, jsonLength, true);\n view.setUint32(16, JSON_CHUNK, true);\n out.fill(0x20, 20, 20 + jsonLength);\n out.set(text, 20);\n\n if (bin) {\n view.setUint32(20 + jsonLength, binLength, true);\n view.setUint32(24 + jsonLength, BIN_CHUNK, true);\n out.set(bin, 28 + jsonLength);\n }\n\n return out.buffer;\n};\n\n/** A buffer's bytes: the GLB's binary chunk, a data URI, or a file beside the model. */\nconst bufferBytes = async (\n buffer: { uri?: string },\n index: number,\n bin: Uint8Array | null,\n directory: string,\n) => {\n if (buffer.uri === undefined) {\n if (index !== 0 || !bin) {\n throw new Error(\"three-audit: a buffer without a uri must be the GLB's binary chunk\");\n }\n\n return bin;\n }\n\n if (buffer.uri.startsWith(\"data:\")) {\n return new Uint8Array(Buffer.from(buffer.uri.slice(buffer.uri.indexOf(\",\") + 1), \"base64\"));\n }\n\n return new Uint8Array(await readFile(resolve(directory, decodeURIComponent(buffer.uri))));\n};\n\n/**\n * Every buffer folded into one binary chunk, the buffer views re-pointed into it. The result is a\n * self-contained GLB, so the loader never fetches: three's `FileLoader` needs browser globals.\n */\nconst packBuffers = async (json: Json, bin: Uint8Array | null, directory: string) => {\n const buffers = (json.buffers ?? []) as { uri?: string }[];\n const parts = await Promise.all(\n buffers.map((buffer, i) => bufferBytes(buffer, i, bin, directory)),\n );\n const offsets: number[] = [];\n let total = 0;\n\n for (const part of parts) {\n offsets.push(total);\n total += Math.ceil(part.byteLength / 4) * 4;\n }\n\n const packed = new Uint8Array(total);\n\n parts.forEach((part, i) => packed.set(part, offsets[i]));\n\n for (const view of (json.bufferViews ?? []) as { buffer: number; byteOffset?: number }[]) {\n view.byteOffset = (view.byteOffset ?? 0) + offsets[view.buffer]!;\n view.buffer = 0;\n }\n\n json.buffers = parts.length > 0 ? [{ byteLength: total }] : [];\n\n return parts.length > 0 ? packed : null;\n};\n\n/** Parse glTF bytes (GLB or JSON) into a three scene, textures stripped. */\nexport const parseModel = async (bytes: Uint8Array, directory = \".\"): Promise<Group> => {\n const isGlb =\n bytes.byteLength >= 12 &&\n new DataView(bytes.buffer, bytes.byteOffset).getUint32(0, true) === GLB_MAGIC;\n const { json, bin } = isGlb\n ? readGlb(bytes)\n : { json: JSON.parse(new TextDecoder().decode(bytes)) as Json, bin: null };\n\n stripTextures(json);\n\n const data = writeGlb(json, await packBuffers(json, bin, directory));\n const loader = new GLTFLoader();\n\n if (uses(json, \"KHR_draco_mesh_compression\")) {\n loader.setDRACOLoader((await createNodeDracoLoader()) as never);\n }\n\n if (uses(json, \"EXT_meshopt_compression\") || uses(json, \"KHR_meshopt_compression\")) {\n try {\n const { MeshoptDecoder } = await import(\"meshoptimizer\");\n\n await MeshoptDecoder.ready;\n loader.setMeshoptDecoder(MeshoptDecoder);\n } catch {\n throw new Error(\n \"three-audit: this model is Meshopt-compressed; install meshoptimizer to read it (npm i -D meshoptimizer)\",\n );\n }\n }\n\n const gltf = await loader.parseAsync(data, \"\");\n\n return gltf.scene;\n};\n\n/** Read and parse a `.glb` or `.gltf` file into a three scene, ready for the checks. */\nexport const loadModel = async (path: string): Promise<Group> =>\n parseModel(await readFile(path), 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{"version":3,"file":"load-D4bV0-2t.js","names":[],"sources":["../src/node/draco.ts","../src/node/load.ts"],"sourcesContent":["/**\n * Draco for `GLTFLoader` in Node. three's `DRACOLoader` decodes in Web Workers, which Node lacks;\n * this is its decode run in-process on `draco3dgltf` (Google's Node build of the decoder),\n * shaped like the two methods `GLTFLoader` calls on it.\n */\nimport {\n BufferAttribute,\n BufferGeometry,\n InterleavedBuffer,\n InterleavedBufferAttribute,\n} from \"three\";\n\ntype TypedArray =\n | Float32Array\n | Int8Array\n | Int16Array\n | Int32Array\n | Uint8Array\n | Uint16Array\n | Uint32Array;\ntype TypedArrayConstructor = {\n new (length: number): TypedArray;\n new (buffer: ArrayBufferLike, offset: number, length: number): TypedArray;\n BYTES_PER_ELEMENT: number;\n};\n\n/* The slice of the emscripten module this uses. */\ntype DracoAttribute = { num_components(): number };\ntype DracoMesh = { num_faces(): number; num_points(): number; ptr: number };\ntype DracoDecoder = {\n GetEncodedGeometryType(array: Int8Array): number;\n DecodeArrayToMesh(\n array: Int8Array,\n length: number,\n mesh: DracoMesh,\n ): { ok(): boolean; error_msg(): string };\n GetAttributeByUniqueId(mesh: DracoMesh, id: number): DracoAttribute;\n GetAttributeDataArrayForAllPoints(\n mesh: DracoMesh,\n attribute: DracoAttribute,\n type: number,\n byteLength: number,\n pointer: number,\n ): boolean;\n GetTrianglesUInt32Array(mesh: DracoMesh, byteLength: number, pointer: number): boolean;\n};\ntype DracoModule = {\n Decoder: new () => DracoDecoder;\n Mesh: new () => DracoMesh;\n TRIANGULAR_MESH: number;\n HEAPF32: Float32Array;\n _malloc(bytes: number): number;\n _free(pointer: number): void;\n destroy(object: unknown): void;\n [type: `DT_${string}`]: number;\n};\n\nconst DATA_TYPES: Record<string, string> = {\n Float32Array: \"DT_FLOAT32\",\n Int8Array: \"DT_INT8\",\n Int16Array: \"DT_INT16\",\n Int32Array: \"DT_INT32\",\n Uint8Array: \"DT_UINT8\",\n Uint16Array: \"DT_UINT16\",\n Uint32Array: \"DT_UINT32\",\n};\n\nconst decodeAttribute = (\n draco: DracoModule,\n decoder: DracoDecoder,\n mesh: DracoMesh,\n attribute: DracoAttribute,\n ArrayType: TypedArrayConstructor,\n) => {\n const count = mesh.num_points();\n const itemSize = attribute.num_components();\n // glTF aligns every vertex to 4 bytes; a narrower one is read interleaved.\n const srcBytes = itemSize * ArrayType.BYTES_PER_ELEMENT;\n const stride = (Math.ceil(srcBytes / 4) * 4) / ArrayType.BYTES_PER_ELEMENT;\n const byteLength = count * srcBytes;\n const pointer = draco._malloc(byteLength);\n\n decoder.GetAttributeDataArrayForAllPoints(\n mesh,\n attribute,\n draco[DATA_TYPES[ArrayType.name] as `DT_${string}`]!,\n byteLength,\n pointer,\n );\n\n const source = new ArrayType(\n draco.HEAPF32.buffer,\n pointer,\n byteLength / ArrayType.BYTES_PER_ELEMENT,\n );\n let array: TypedArray;\n\n if (stride === itemSize) {\n array = source.slice();\n } else {\n array = new ArrayType(count * stride);\n\n for (let i = 0; i < count; i += 1) {\n for (let k = 0; k < itemSize; k += 1) {\n array[i * stride + k] = source[i * itemSize + k]!;\n }\n }\n }\n\n draco._free(pointer);\n\n return stride === itemSize\n ? new BufferAttribute(array, itemSize)\n : new InterleavedBufferAttribute(new InterleavedBuffer(array, stride), itemSize, 0);\n};\n\nconst decode = (\n draco: DracoModule,\n buffer: ArrayBuffer,\n attributeIds: Record<string, number>,\n attributeTypes: Record<string, string>,\n) => {\n const decoder = new draco.Decoder();\n const array = new Int8Array(buffer);\n\n if (decoder.GetEncodedGeometryType(array) !== draco.TRIANGULAR_MESH) {\n draco.destroy(decoder);\n throw new Error(\"three-audit: Draco point clouds aren't supported\");\n }\n\n const mesh = new draco.Mesh();\n const status = decoder.DecodeArrayToMesh(array, array.byteLength, mesh);\n\n if (!status.ok() || mesh.ptr === 0) {\n draco.destroy(mesh);\n draco.destroy(decoder);\n throw new Error(`three-audit: Draco decoding failed: ${status.error_msg()}`);\n }\n\n const geometry = new BufferGeometry();\n\n for (const [name, id] of Object.entries(attributeIds)) {\n const ArrayType = (globalThis as unknown as Record<string, TypedArrayConstructor>)[\n attributeTypes[name] ?? \"Float32Array\"\n ]!;\n\n geometry.setAttribute(\n name,\n decodeAttribute(draco, decoder, mesh, decoder.GetAttributeByUniqueId(mesh, id), ArrayType),\n );\n }\n\n const indices = mesh.num_faces() * 3;\n const pointer = draco._malloc(indices * 4);\n\n decoder.GetTrianglesUInt32Array(mesh, indices * 4, pointer);\n geometry.setIndex(\n new BufferAttribute(new Uint32Array(draco.HEAPF32.buffer, pointer, indices).slice(), 1),\n );\n draco._free(pointer);\n draco.destroy(mesh);\n draco.destroy(decoder);\n\n return geometry;\n};\n\n/** Stands in for `DRACOLoader` in `gltfLoader.setDRACOLoader(...)`. Needs `draco3dgltf`. */\nexport const createNodeDracoLoader = async () => {\n let module: { createDecoderModule(options: object): Promise<DracoModule> };\n\n try {\n module = ((await import(\"draco3dgltf\")) as { default: typeof module }).default;\n } catch {\n throw new Error(\n \"three-audit: this model is Draco-compressed; install draco3dgltf to read it (npm i -D draco3dgltf)\",\n );\n }\n\n const draco = await module.createDecoderModule({});\n\n return {\n preload() {\n return this;\n },\n decodeDracoFile(\n buffer: ArrayBuffer,\n callback: (geometry: BufferGeometry) => void,\n attributeIds: Record<string, number>,\n attributeTypes: Record<string, string>,\n _colorSpace?: string,\n onError: (error: unknown) => void = () => {},\n ) {\n try {\n callback(decode(draco, buffer, attributeIds, attributeTypes));\n } catch (error) {\n onError(error);\n }\n },\n };\n};\n","/**\n * Load a glTF model in Node for the checks: `.glb`, or `.gltf` with its buffers beside it.\n *\n * Textures are stripped before parsing: no check reads them, and decoding images needs a DOM.\n * Draco (`draco3dgltf`) and Meshopt (`meshoptimizer`) compressed geometry decode when those\n * packages are installed.\n */\nimport { readFile } from \"node:fs/promises\";\nimport { dirname, resolve } from \"node:path\";\nimport type { Group } from \"three\";\nimport { GLTFLoader } from \"three/addons/loaders/GLTFLoader.js\";\n\nimport { createNodeDracoLoader } from \"./draco.ts\";\n\ntype Json = Record<string, unknown>;\n\nconst GLB_MAGIC = 0x46546c67;\nconst JSON_CHUNK = 0x4e4f534a;\nconst BIN_CHUNK = 0x004e4942;\nconst TEXTURE_EXTENSIONS = [\n \"KHR_texture_basisu\",\n \"KHR_texture_transform\",\n \"EXT_texture_webp\",\n \"EXT_texture_avif\",\n];\n\n/** Every `…Texture` reference in a material, extensions included. */\nconst dropTextureRefs = (value: unknown) => {\n if (value === null || typeof value !== \"object\") {\n return;\n }\n\n for (const [key, child] of Object.entries(value)) {\n if (\n key.endsWith(\"Texture\") &&\n child !== null &&\n typeof child === \"object\" &&\n \"index\" in child\n ) {\n delete (value as Json)[key];\n } else {\n dropTextureRefs(child);\n }\n }\n};\n\nconst stripTextures = (json: Json) => {\n delete json.images;\n delete json.textures;\n delete json.samplers;\n dropTextureRefs(json.materials);\n\n for (const key of [\"extensionsUsed\", \"extensionsRequired\"]) {\n if (Array.isArray(json[key])) {\n json[key] = (json[key] as string[]).filter((name) => !TEXTURE_EXTENSIONS.includes(name));\n }\n }\n};\n\nconst uses = (json: Json, extension: string) =>\n Array.isArray(json.extensionsUsed) && (json.extensionsUsed as string[]).includes(extension);\n\n/** Split a GLB into its JSON and binary chunks. */\nconst readGlb = (bytes: Uint8Array) => {\n const view = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength);\n let json: Json | null = null;\n let bin: Uint8Array | null = null;\n\n for (let offset = 12; offset < bytes.byteLength;) {\n const length = view.getUint32(offset, true);\n const type = view.getUint32(offset + 4, true);\n const chunk = bytes.subarray(offset + 8, offset + 8 + length);\n\n if (type === JSON_CHUNK) {\n json = JSON.parse(new TextDecoder().decode(chunk)) as Json;\n } else if (type === BIN_CHUNK) {\n bin = chunk;\n }\n\n offset += 8 + length;\n }\n\n if (!json) {\n throw new Error(\"three-audit: GLB has no JSON chunk\");\n }\n\n return { json, bin };\n};\n\n/** A GLB from JSON and an optional binary chunk, each padded to four bytes. */\nconst writeGlb = (json: Json, bin: Uint8Array | null) => {\n const text = new TextEncoder().encode(JSON.stringify(json));\n const jsonLength = Math.ceil(text.byteLength / 4) * 4;\n const binLength = bin ? Math.ceil(bin.byteLength / 4) * 4 : 0;\n const total = 12 + 8 + jsonLength + (bin ? 8 + binLength : 0);\n const out = new Uint8Array(total);\n const view = new DataView(out.buffer);\n\n view.setUint32(0, GLB_MAGIC, true);\n view.setUint32(4, 2, true);\n view.setUint32(8, total, true);\n view.setUint32(12, jsonLength, true);\n view.setUint32(16, JSON_CHUNK, true);\n out.fill(0x20, 20, 20 + jsonLength);\n out.set(text, 20);\n\n if (bin) {\n view.setUint32(20 + jsonLength, binLength, true);\n view.setUint32(24 + jsonLength, BIN_CHUNK, true);\n out.set(bin, 28 + jsonLength);\n }\n\n return out.buffer;\n};\n\n/** A buffer's bytes: the GLB's binary chunk, a data URI, or a file beside the model. */\nconst bufferBytes = async (\n buffer: { uri?: string },\n index: number,\n bin: Uint8Array | null,\n directory: string,\n) => {\n if (buffer.uri === undefined) {\n if (index !== 0 || !bin) {\n throw new Error(\"three-audit: a buffer without a uri must be the GLB's binary chunk\");\n }\n\n return bin;\n }\n\n if (buffer.uri.startsWith(\"data:\")) {\n return new Uint8Array(Buffer.from(buffer.uri.slice(buffer.uri.indexOf(\",\") + 1), \"base64\"));\n }\n\n return new Uint8Array(await readFile(resolve(directory, decodeURIComponent(buffer.uri))));\n};\n\n/**\n * Every buffer folded into one binary chunk, the buffer views re-pointed into it. The result is a\n * self-contained GLB, so the loader never fetches: three's `FileLoader` needs browser globals.\n */\nconst packBuffers = async (json: Json, bin: Uint8Array | null, directory: string) => {\n const buffers = (json.buffers ?? []) as { uri?: string }[];\n const parts = await Promise.all(\n buffers.map((buffer, i) => bufferBytes(buffer, i, bin, directory)),\n );\n const offsets: number[] = [];\n let total = 0;\n\n for (const part of parts) {\n offsets.push(total);\n total += Math.ceil(part.byteLength / 4) * 4;\n }\n\n const packed = new Uint8Array(total);\n\n parts.forEach((part, i) => packed.set(part, offsets[i]));\n\n for (const view of (json.bufferViews ?? []) as { buffer: number; byteOffset?: number }[]) {\n view.byteOffset = (view.byteOffset ?? 0) + offsets[view.buffer]!;\n view.buffer = 0;\n }\n\n json.buffers = parts.length > 0 ? [{ byteLength: total }] : [];\n\n return parts.length > 0 ? packed : null;\n};\n\n/** Parse glTF bytes (GLB or JSON) into a three scene, textures stripped. */\nexport const parseModel = async (bytes: Uint8Array, directory = \".\"): Promise<Group> => {\n const isGlb =\n bytes.byteLength >= 12 &&\n new DataView(bytes.buffer, bytes.byteOffset).getUint32(0, true) === GLB_MAGIC;\n const { json, bin } = isGlb\n ? readGlb(bytes)\n : { json: JSON.parse(new TextDecoder().decode(bytes)) as Json, bin: null };\n\n stripTextures(json);\n\n const data = writeGlb(json, await packBuffers(json, bin, directory));\n const loader = new GLTFLoader();\n\n if (uses(json, \"KHR_draco_mesh_compression\")) {\n loader.setDRACOLoader((await createNodeDracoLoader()) as never);\n }\n\n if (uses(json, \"EXT_meshopt_compression\") || uses(json, \"KHR_meshopt_compression\")) {\n try {\n const { MeshoptDecoder } = await import(\"meshoptimizer\");\n\n await MeshoptDecoder.ready;\n loader.setMeshoptDecoder(MeshoptDecoder);\n } catch {\n throw new Error(\n \"three-audit: this model is Meshopt-compressed; install meshoptimizer to read it (npm i -D meshoptimizer)\",\n );\n }\n }\n\n const gltf = await loader.parseAsync(data, \"\");\n\n return gltf.scene;\n};\n\n/** Read and parse a `.glb` or `.gltf` file into a three scene, ready for the checks. */\nexport const loadModel = async (path: string): Promise<Group> =>\n parseModel(await readFile(path), 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|
package/dist/node.d.ts
CHANGED
|
@@ -1,15 +1,11 @@
|
|
|
1
1
|
import { BufferGeometry, Group } from "three";
|
|
2
|
-
//#region src/node/load.d.ts
|
|
3
2
|
/** Parse glTF bytes (GLB or JSON) into a three scene, textures stripped. */
|
|
4
3
|
export declare const parseModel: (bytes: Uint8Array, directory?: string) => Promise<Group>;
|
|
5
4
|
/** Read and parse a `.glb` or `.gltf` file into a three scene, ready for the checks. */
|
|
6
5
|
export declare const loadModel: (path: string) => Promise<Group>;
|
|
7
|
-
//#endregion
|
|
8
|
-
//#region src/node/draco.d.ts
|
|
9
6
|
/** Stands in for `DRACOLoader` in `gltfLoader.setDRACOLoader(...)`. Needs `draco3dgltf`. */
|
|
10
7
|
export declare const createNodeDracoLoader: () => Promise<{
|
|
11
8
|
preload(): /*elided*/ any;
|
|
12
9
|
decodeDracoFile(buffer: ArrayBuffer, callback: (geometry: BufferGeometry) => void, attributeIds: Record<string, number>, attributeTypes: Record<string, string>, _colorSpace?: string, onError?: (error: unknown) => void): void;
|
|
13
10
|
}>;
|
|
14
|
-
//#endregion
|
|
15
11
|
//# sourceMappingURL=node.d.ts.map
|
package/dist/node.js
CHANGED
|
@@ -1,2 +1 @@
|
|
|
1
|
-
|
|
2
|
-
export { createNodeDracoLoader, loadModel, parseModel };
|
|
1
|
+
export { r as createNodeDracoLoader, t as loadModel, n as parseModel } from "./load-D4bV0-2t.js";
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
// src/report-lines.ts
|
|
2
|
+
const count = (value) => value.toLocaleString("en-US");
|
|
3
|
+
const plural = (n, one, many = `${one}s`) => n === 1 ? one : many;
|
|
4
|
+
const zFightingLines = (rows) => rows.flatMap((row) => {
|
|
5
|
+
const more = row.planes.length > 1 ? ` (+${row.planes.length - 1} more)` : "";
|
|
6
|
+
const copies = row.count > 1 ? `, ×${row.count} identical pairs` : "";
|
|
7
|
+
return [
|
|
8
|
+
` ${row.a}`,
|
|
9
|
+
` ↔ ${row.b}`,
|
|
10
|
+
` ${row.triangles} triangles in ${row.planes[0]}${more}; overlap ${row.overlap.area} m² at (${row.overlap.centre.join(", ")})${copies}`
|
|
11
|
+
];
|
|
12
|
+
});
|
|
13
|
+
const badGeometryLines = (rows) => rows.map((row) => ` ${row.mesh}${row.under ? ` (${row.under})` : ""}: ${row.nonFinite} non-finite, ${row.zeroNormals} zero normals`);
|
|
14
|
+
const emptyMeshLines = (rows) => rows.map((row) => ` ${row.mesh}`);
|
|
15
|
+
const meshLines = (rows) => rows.map((row) => ` ${count(row.total).padStart(9)} ${row.name}${row.instances > 1 ? ` ×${row.instances}` : ""}`);
|
|
16
|
+
/** `triangles 8,120 > 7,500 ✗`, one per limit, numbers lined up. */
|
|
17
|
+
const budgetLines = (rows) => {
|
|
18
|
+
const actual = Math.max(...rows.map((row) => count(row.actual).length));
|
|
19
|
+
return rows.map((row) => ` ${row.metric.padEnd(9)} ${count(row.actual).padStart(actual)} ${row.over ? ">" : "≤"} ${count(row.limit)}${row.over ? " ✗" : ""}`);
|
|
20
|
+
};
|
|
21
|
+
export { meshLines as a, emptyMeshLines as i, budgetLines as n, plural as o, count as r, zFightingLines as s, badGeometryLines as t };
|
|
22
|
+
|
|
23
|
+
//# sourceMappingURL=report-lines-Myjl7bcq.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"report-lines-Myjl7bcq.js","names":[],"sources":["../src/report-lines.ts"],"sourcesContent":["/**\n * The checks' rows as text lines, as the `three-audit` CLI prints them and the Vitest matchers\n * fail with.\n */\nimport type { BadGeometryRow, EmptyMeshRow } from \"./bad-geometry.ts\";\nimport type { BudgetCheck } from \"./budgets.ts\";\nimport type { MeshRow } from \"./triangles.ts\";\nimport type { ZFightingRow } from \"./z-fighting.ts\";\n\nexport const count = (value: number) => value.toLocaleString(\"en-US\");\n\nexport const plural = (n: number, one: string, many = `${one}s`) => (n === 1 ? one : many);\n\nexport const zFightingLines = (rows: readonly ZFightingRow[]) =>\n rows.flatMap((row) => {\n const more = row.planes.length > 1 ? ` (+${row.planes.length - 1} more)` : \"\";\n const copies = row.count > 1 ? `, ×${row.count} identical pairs` : \"\";\n\n return [\n ` ${row.a}`,\n ` ↔ ${row.b}`,\n ` ${row.triangles} triangles in ${row.planes[0]}${more}; overlap ${row.overlap.area} m² at (${row.overlap.centre.join(\", \")})${copies}`,\n ];\n });\n\nexport const badGeometryLines = (rows: readonly BadGeometryRow[]) =>\n rows.map(\n (row) =>\n ` ${row.mesh}${row.under ? ` (${row.under})` : \"\"}: ${row.nonFinite} non-finite, ${row.zeroNormals} zero normals`,\n );\n\nexport const emptyMeshLines = (rows: readonly EmptyMeshRow[]) =>\n rows.map((row) => ` ${row.mesh}`);\n\nexport const meshLines = (rows: readonly MeshRow[]) =>\n rows.map(\n (row) =>\n ` ${count(row.total).padStart(9)} ${row.name}${row.instances > 1 ? ` ×${row.instances}` : \"\"}`,\n );\n\n/** `triangles 8,120 > 7,500 ✗`, one per limit, numbers lined up. */\nexport const budgetLines = (rows: readonly BudgetCheck[]) => {\n const actual = Math.max(...rows.map((row) => count(row.actual).length));\n\n return rows.map(\n (row) =>\n ` ${row.metric.padEnd(9)} ${count(row.actual).padStart(actual)} ${row.over ? \">\" : \"≤\"} ${count(row.limit)}${row.over ? \" ✗\" : \"\"}`,\n );\n};\n"],"mappings":";AASA,MAAa,SAAS,UAAkB,MAAM,eAAe,OAAO;AAEpE,MAAa,UAAU,GAAW,KAAa,OAAO,GAAG,IAAI,OAAQ,MAAM,IAAI,MAAM;AAErF,MAAa,kBAAkB,SAC7B,KAAK,SAAS,QAAQ;CACpB,MAAM,OAAO,IAAI,OAAO,SAAS,IAAI,MAAM,IAAI,OAAO,SAAS,EAAE,UAAU;CAC3E,MAAM,SAAS,IAAI,QAAQ,IAAI,MAAM,IAAI,MAAM,oBAAoB;CAEnE,OAAO;EACL,SAAS,IAAI;EACb,SAAS,IAAI;EACb,SAAS,IAAI,UAAU,gBAAgB,IAAI,OAAO,KAAK,KAAK,YAAY,IAAI,QAAQ,KAAK,UAAU,IAAI,QAAQ,OAAO,KAAK,IAAI,EAAE,GAAG;CACtI;AACF,CAAC;AAEH,MAAa,oBAAoB,SAC/B,KAAK,KACF,QACC,SAAS,IAAI,OAAO,IAAI,QAAQ,KAAK,IAAI,MAAM,KAAK,GAAG,IAAI,IAAI,UAAU,eAAe,IAAI,YAAY,cAC5G;AAEF,MAAa,kBAAkB,SAC7B,KAAK,KAAK,QAAQ,SAAS,IAAI,MAAM;AAEvC,MAAa,aAAa,SACxB,KAAK,KACF,QACC,SAAS,MAAM,IAAI,KAAK,CAAC,CAAC,SAAS,CAAC,EAAE,IAAI,IAAI,OAAO,IAAI,YAAY,IAAI,KAAK,IAAI,cAAc,IACpG;;AAGF,MAAa,eAAe,SAAiC;CAC3D,MAAM,SAAS,KAAK,IAAI,GAAG,KAAK,KAAK,QAAQ,MAAM,IAAI,MAAM,CAAC,CAAC,MAAM,CAAC;CAEtE,OAAO,KAAK,KACT,QACC,SAAS,IAAI,OAAO,OAAO,CAAC,EAAE,GAAG,MAAM,IAAI,MAAM,CAAC,CAAC,SAAS,MAAM,EAAE,GAAG,IAAI,OAAO,MAAM,IAAI,GAAG,MAAM,IAAI,KAAK,IAAI,IAAI,OAAO,QAAQ,IACzI;AACF"}
|
package/dist/vitest.d.ts
ADDED
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
import { S as BadGeometryOptions, a as FrameBudget, k as Skip, o as PartBudget, u as ZFightingOptions, x as triangles } from "./budgets-Dl-AOd9T.js";
|
|
2
|
+
export type FitBudgetOptions = {
|
|
3
|
+
skip?: Skip | undefined;
|
|
4
|
+
/** How many of the costliest meshes a failure lists. Default 5. */
|
|
5
|
+
top?: number;
|
|
6
|
+
};
|
|
7
|
+
type Context = {
|
|
8
|
+
isNot: boolean;
|
|
9
|
+
utils: {
|
|
10
|
+
matcherHint: (name: string, received?: string, expected?: string) => string;
|
|
11
|
+
};
|
|
12
|
+
};
|
|
13
|
+
declare const toFitBudget: (this: Context, received: unknown, budget: PartBudget | FrameBudget, options?: FitBudgetOptions) => {
|
|
14
|
+
pass: boolean;
|
|
15
|
+
actual: {
|
|
16
|
+
[k: string]: number;
|
|
17
|
+
};
|
|
18
|
+
expected: {
|
|
19
|
+
[k: string]: number;
|
|
20
|
+
};
|
|
21
|
+
message: () => string;
|
|
22
|
+
};
|
|
23
|
+
declare const toHaveNoZFighting: (this: Context, received: unknown, options?: ZFightingOptions) => {
|
|
24
|
+
pass: boolean;
|
|
25
|
+
message: () => string;
|
|
26
|
+
};
|
|
27
|
+
declare const toHaveCleanGeometry: (this: Context, received: unknown, options?: BadGeometryOptions) => {
|
|
28
|
+
pass: boolean;
|
|
29
|
+
message: () => string;
|
|
30
|
+
};
|
|
31
|
+
/** The matchers, for `expect.extend` by hand. */
|
|
32
|
+
export declare const matchers: {
|
|
33
|
+
toFitBudget: typeof toFitBudget;
|
|
34
|
+
toHaveNoZFighting: typeof toHaveNoZFighting;
|
|
35
|
+
toHaveCleanGeometry: typeof toHaveCleanGeometry;
|
|
36
|
+
};
|
|
37
|
+
/** Registers the matchers on Vitest's `expect`. Importing this entry already has. */
|
|
38
|
+
export declare const installMatchers: () => void;
|
|
39
|
+
declare module "vitest" {
|
|
40
|
+
interface Matchers<R extends void | Promise<void> = void | Promise<void>, T = unknown> {
|
|
41
|
+
/**
|
|
42
|
+
* The object's triangles, draw calls and meshes are within the budget's: a part of
|
|
43
|
+
* `defineBudgets`'s, or its frame (`calls` counts as `draws`). Fails listing actual against
|
|
44
|
+
* budget and the costliest meshes.
|
|
45
|
+
*/
|
|
46
|
+
toFitBudget: (budget: PartBudget | FrameBudget, options?: FitBudgetOptions) => R;
|
|
47
|
+
/** `findZFighting` finds nothing. Fails listing the pairs. */
|
|
48
|
+
toHaveNoZFighting: (options?: ZFightingOptions) => R;
|
|
49
|
+
/** No NaN geometry (`findBadGeometry`) and no empty meshes (`findEmptyMeshes`). */
|
|
50
|
+
toHaveCleanGeometry: (options?: BadGeometryOptions) => R;
|
|
51
|
+
}
|
|
52
|
+
}
|
|
53
|
+
export { triangles };
|
|
54
|
+
//# sourceMappingURL=vitest.d.ts.map
|
package/dist/vitest.js
ADDED
|
@@ -0,0 +1,90 @@
|
|
|
1
|
+
import { c as listMeshes, d as findEmptyMeshes, i as findZFighting, l as triangles, t as checkBudget, u as findBadGeometry } from "./budgets-DQggDhEu.js";
|
|
2
|
+
import { a as meshLines, i as emptyMeshLines, n as budgetLines, o as plural, s as zFightingLines, t as badGeometryLines } from "./report-lines-Myjl7bcq.js";
|
|
3
|
+
import { expect } from "vitest";
|
|
4
|
+
// src/vitest/index.ts
|
|
5
|
+
/**
|
|
6
|
+
* `@zkmake/three-audit/vitest`: the checks as Vitest matchers. Importing this entry registers them
|
|
7
|
+
* (in a test file, or once in a `setupFiles` module):
|
|
8
|
+
*
|
|
9
|
+
* import "@zkmake/three-audit/vitest";
|
|
10
|
+
*
|
|
11
|
+
* expect(kart).toFitBudget(budgets.parts.kart);
|
|
12
|
+
* expect(kart).toHaveNoZFighting();
|
|
13
|
+
* expect(kart).toHaveCleanGeometry();
|
|
14
|
+
*
|
|
15
|
+
* Failures print what three-audit's CLI does: actual against budget and the costliest meshes,
|
|
16
|
+
* the z-fighting pairs, the bad meshes. Vitest is a peer; the main entry never imports this one.
|
|
17
|
+
*/
|
|
18
|
+
const isObject3D = (value) => typeof value === "object" && value !== null && value.isObject3D === true;
|
|
19
|
+
const nameOf = (object) => {
|
|
20
|
+
const { name, type } = object;
|
|
21
|
+
return name ? `"${name}"` : type ?? "the object";
|
|
22
|
+
};
|
|
23
|
+
/** Throws, as a matcher must, when what it was handed isn't a three.js object. */
|
|
24
|
+
const asRoot = (received, matcher) => {
|
|
25
|
+
if (!isObject3D(received)) throw new TypeError(`${matcher}: expected a three.js object (Object3D), got ${typeof received}`);
|
|
26
|
+
return received;
|
|
27
|
+
};
|
|
28
|
+
const toFitBudget = function(received, budget, options = {}) {
|
|
29
|
+
const root = asRoot(received, "toFitBudget");
|
|
30
|
+
const checks = checkBudget(root, budget, { skip: options.skip });
|
|
31
|
+
if (checks.length === 0) throw new TypeError("toFitBudget: the budget sets no triangles, draws (calls) or meshes");
|
|
32
|
+
const over = checks.filter((check) => check.over);
|
|
33
|
+
const top = listMeshes(root, { skip: options.skip }).slice(0, options.top ?? 5);
|
|
34
|
+
const hint = this.utils.matcherHint(".toFitBudget", "object", "budget");
|
|
35
|
+
return {
|
|
36
|
+
pass: over.length === 0,
|
|
37
|
+
actual: Object.fromEntries(checks.map((check) => [check.metric, check.actual])),
|
|
38
|
+
expected: Object.fromEntries(checks.map((check) => [check.metric, check.limit])),
|
|
39
|
+
message: () => [
|
|
40
|
+
hint,
|
|
41
|
+
"",
|
|
42
|
+
this.isNot ? `${nameOf(root)} fits its budget, expected it not to:` : `${nameOf(root)} is over its budget on ${over.map((check) => check.metric).join(", ")}:`,
|
|
43
|
+
...budgetLines(checks),
|
|
44
|
+
...top.length > 0 ? [" most triangles:", ...meshLines(top)] : []
|
|
45
|
+
].join("\n")
|
|
46
|
+
};
|
|
47
|
+
};
|
|
48
|
+
const toHaveNoZFighting = function(received, options = {}) {
|
|
49
|
+
const root = asRoot(received, "toHaveNoZFighting");
|
|
50
|
+
const rows = findZFighting(root, options);
|
|
51
|
+
const hint = this.utils.matcherHint(".toHaveNoZFighting", "object", "");
|
|
52
|
+
return {
|
|
53
|
+
pass: rows.length === 0,
|
|
54
|
+
message: () => this.isNot ? `${hint}\n\n${nameOf(root)} has no z-fighting, expected some` : [
|
|
55
|
+
hint,
|
|
56
|
+
"",
|
|
57
|
+
`${nameOf(root)} has ${rows.length} z-fighting ${plural(rows.length, "pair")}:`,
|
|
58
|
+
...zFightingLines(rows)
|
|
59
|
+
].join("\n")
|
|
60
|
+
};
|
|
61
|
+
};
|
|
62
|
+
const toHaveCleanGeometry = function(received, options = {}) {
|
|
63
|
+
const root = asRoot(received, "toHaveCleanGeometry");
|
|
64
|
+
const bad = findBadGeometry(root, options);
|
|
65
|
+
const empty = findEmptyMeshes(root, options);
|
|
66
|
+
const hint = this.utils.matcherHint(".toHaveCleanGeometry", "object", "");
|
|
67
|
+
return {
|
|
68
|
+
pass: bad.length === 0 && empty.length === 0,
|
|
69
|
+
message: () => this.isNot ? `${hint}\n\n${nameOf(root)} has clean geometry, expected NaN or empty meshes` : [
|
|
70
|
+
hint,
|
|
71
|
+
"",
|
|
72
|
+
...bad.length > 0 ? [`${nameOf(root)} has ${bad.length} ${plural(bad.length, "mesh", "meshes")} with NaN geometry:`, ...badGeometryLines(bad)] : [],
|
|
73
|
+
...empty.length > 0 ? [`${nameOf(root)} has ${empty.length} empty ${plural(empty.length, "mesh", "meshes")} (no vertices):`, ...emptyMeshLines(empty)] : []
|
|
74
|
+
].join("\n")
|
|
75
|
+
};
|
|
76
|
+
};
|
|
77
|
+
/** The matchers, for `expect.extend` by hand. */
|
|
78
|
+
const matchers = {
|
|
79
|
+
toFitBudget,
|
|
80
|
+
toHaveNoZFighting,
|
|
81
|
+
toHaveCleanGeometry
|
|
82
|
+
};
|
|
83
|
+
/** Registers the matchers on Vitest's `expect`. Importing this entry already has. */
|
|
84
|
+
const installMatchers = () => {
|
|
85
|
+
expect.extend(matchers);
|
|
86
|
+
};
|
|
87
|
+
installMatchers();
|
|
88
|
+
export { installMatchers, matchers, triangles };
|
|
89
|
+
|
|
90
|
+
//# sourceMappingURL=vitest.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"vitest.js","names":[],"sources":["../src/vitest/index.ts"],"sourcesContent":["/**\n * `@zkmake/three-audit/vitest`: the checks as Vitest matchers. Importing this entry registers them\n * (in a test file, or once in a `setupFiles` module):\n *\n * import \"@zkmake/three-audit/vitest\";\n *\n * expect(kart).toFitBudget(budgets.parts.kart);\n * expect(kart).toHaveNoZFighting();\n * expect(kart).toHaveCleanGeometry();\n *\n * Failures print what three-audit's CLI does: actual against budget and the costliest meshes,\n * the z-fighting pairs, the bad meshes. Vitest is a peer; the main entry never imports this one.\n */\nimport { expect } from \"vitest\";\n\nimport { type BadGeometryOptions, findBadGeometry, findEmptyMeshes } from \"../bad-geometry.ts\";\nimport { checkBudget, type FrameBudget, type PartBudget } from \"../budgets.ts\";\nimport {\n badGeometryLines,\n budgetLines,\n emptyMeshLines,\n meshLines,\n plural,\n zFightingLines,\n} from \"../report-lines.ts\";\nimport type { AnyObject3D, Skip } from \"../scene.ts\";\nimport { listMeshes } from \"../triangles.ts\";\nimport { findZFighting, type ZFightingOptions } from \"../z-fighting.ts\";\n\nexport { triangles } from \"../triangles.ts\";\n\nexport type FitBudgetOptions = {\n skip?: Skip | undefined;\n /** How many of the costliest meshes a failure lists. Default 5. */\n top?: number;\n};\n\ntype Context = {\n isNot: boolean;\n utils: { matcherHint: (name: string, received?: string, expected?: string) => string };\n};\n\nconst isObject3D = (value: unknown): value is AnyObject3D =>\n typeof value === \"object\" &&\n value !== null &&\n (value as { isObject3D?: unknown }).isObject3D === true;\n\nconst nameOf = (object: AnyObject3D) => {\n const { name, type } = object as { name?: string; type?: string };\n\n return name ? `\"${name}\"` : (type ?? \"the object\");\n};\n\n/** Throws, as a matcher must, when what it was handed isn't a three.js object. */\nconst asRoot = (received: unknown, matcher: string) => {\n if (!isObject3D(received)) {\n throw new TypeError(\n `${matcher}: expected a three.js object (Object3D), got ${typeof received}`,\n );\n }\n\n return received;\n};\n\nconst toFitBudget = function (\n this: Context,\n received: unknown,\n budget: PartBudget | FrameBudget,\n options: FitBudgetOptions = {},\n) {\n const root = asRoot(received, \"toFitBudget\");\n const checks = checkBudget(root, budget, { skip: options.skip });\n\n if (checks.length === 0) {\n throw new TypeError(\"toFitBudget: the budget sets no triangles, draws (calls) or meshes\");\n }\n\n const over = checks.filter((check) => check.over);\n const top = listMeshes(root, { skip: options.skip }).slice(0, options.top ?? 5);\n const hint = this.utils.matcherHint(\".toFitBudget\", \"object\", \"budget\");\n\n return {\n pass: over.length === 0,\n actual: Object.fromEntries(checks.map((check) => [check.metric, check.actual])),\n expected: Object.fromEntries(checks.map((check) => [check.metric, check.limit])),\n message: () =>\n [\n hint,\n \"\",\n this.isNot\n ? `${nameOf(root)} fits its budget, expected it not to:`\n : `${nameOf(root)} is over its budget on ${over.map((check) => check.metric).join(\", \")}:`,\n ...budgetLines(checks),\n ...(top.length > 0 ? [\" most triangles:\", ...meshLines(top)] : []),\n ].join(\"\\n\"),\n };\n};\n\nconst toHaveNoZFighting = function (\n this: Context,\n received: unknown,\n options: ZFightingOptions = {},\n) {\n const root = asRoot(received, \"toHaveNoZFighting\");\n const rows = findZFighting(root, options);\n const hint = this.utils.matcherHint(\".toHaveNoZFighting\", \"object\", \"\");\n\n return {\n pass: rows.length === 0,\n message: () =>\n this.isNot\n ? `${hint}\\n\\n${nameOf(root)} has no z-fighting, expected some`\n : [\n hint,\n \"\",\n `${nameOf(root)} has ${rows.length} z-fighting ${plural(rows.length, \"pair\")}:`,\n ...zFightingLines(rows),\n ].join(\"\\n\"),\n };\n};\n\nconst toHaveCleanGeometry = function (\n this: Context,\n received: unknown,\n options: BadGeometryOptions = {},\n) {\n const root = asRoot(received, \"toHaveCleanGeometry\");\n const bad = findBadGeometry(root, options);\n const empty = findEmptyMeshes(root, options);\n const hint = this.utils.matcherHint(\".toHaveCleanGeometry\", \"object\", \"\");\n\n return {\n pass: bad.length === 0 && empty.length === 0,\n message: () =>\n this.isNot\n ? `${hint}\\n\\n${nameOf(root)} has clean geometry, expected NaN or empty meshes`\n : [\n hint,\n \"\",\n ...(bad.length > 0\n ? [\n `${nameOf(root)} has ${bad.length} ${plural(bad.length, \"mesh\", \"meshes\")} with NaN geometry:`,\n ...badGeometryLines(bad),\n ]\n : []),\n ...(empty.length > 0\n ? [\n `${nameOf(root)} has ${empty.length} empty ${plural(empty.length, \"mesh\", \"meshes\")} (no vertices):`,\n ...emptyMeshLines(empty),\n ]\n : []),\n ].join(\"\\n\"),\n };\n};\n\n/** The matchers, for `expect.extend` by hand. */\nexport const matchers = { toFitBudget, toHaveNoZFighting, toHaveCleanGeometry };\n\n/** Registers the matchers on Vitest's `expect`. Importing this entry already has. */\nexport const installMatchers = () => {\n expect.extend(matchers);\n};\n\ninstallMatchers();\n\ndeclare module \"vitest\" {\n interface Matchers<R extends void | Promise<void> = void | Promise<void>, T = unknown> {\n /**\n * The object's triangles, draw calls and meshes are within the budget's: a part of\n * `defineBudgets`'s, or its frame (`calls` counts as `draws`). Fails listing actual against\n * budget and the costliest meshes.\n */\n toFitBudget: (budget: PartBudget | FrameBudget, options?: FitBudgetOptions) => R;\n /** `findZFighting` finds nothing. Fails listing the pairs. */\n toHaveNoZFighting: (options?: ZFightingOptions) => R;\n /** No NaN geometry (`findBadGeometry`) and no empty meshes (`findEmptyMeshes`). */\n toHaveCleanGeometry: (options?: BadGeometryOptions) => R;\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;;AA0CA,MAAM,cAAc,UAClB,OAAO,UAAU,YACjB,UAAU,QACT,MAAmC,eAAe;AAErD,MAAM,UAAU,WAAwB;CACtC,MAAM,EAAE,MAAM,SAAS;CAEvB,OAAO,OAAO,IAAI,KAAK,KAAM,QAAQ;AACvC;;AAGA,MAAM,UAAU,UAAmB,YAAoB;CACrD,IAAI,CAAC,WAAW,QAAQ,GACtB,MAAM,IAAI,UACR,GAAG,QAAQ,+CAA+C,OAAO,UACnE;CAGF,OAAO;AACT;AAEA,MAAM,cAAc,SAElB,UACA,QACA,UAA4B,CAAC,GAC7B;CACA,MAAM,OAAO,OAAO,UAAU,aAAa;CAC3C,MAAM,SAAS,YAAY,MAAM,QAAQ,EAAE,MAAM,QAAQ,KAAK,CAAC;CAE/D,IAAI,OAAO,WAAW,GACpB,MAAM,IAAI,UAAU,oEAAoE;CAG1F,MAAM,OAAO,OAAO,QAAQ,UAAU,MAAM,IAAI;CAChD,MAAM,MAAM,WAAW,MAAM,EAAE,MAAM,QAAQ,KAAK,CAAC,CAAC,CAAC,MAAM,GAAG,QAAQ,OAAO,CAAC;CAC9E,MAAM,OAAO,KAAK,MAAM,YAAY,gBAAgB,UAAU,QAAQ;CAEtE,OAAO;EACL,MAAM,KAAK,WAAW;EACtB,QAAQ,OAAO,YAAY,OAAO,KAAK,UAAU,CAAC,MAAM,QAAQ,MAAM,MAAM,CAAC,CAAC;EAC9E,UAAU,OAAO,YAAY,OAAO,KAAK,UAAU,CAAC,MAAM,QAAQ,MAAM,KAAK,CAAC,CAAC;EAC/E,eACE;GACE;GACA;GACA,KAAK,QACD,GAAG,OAAO,IAAI,EAAE,yCAChB,GAAG,OAAO,IAAI,EAAE,yBAAyB,KAAK,KAAK,UAAU,MAAM,MAAM,CAAC,CAAC,KAAK,IAAI,EAAE;GAC1F,GAAG,YAAY,MAAM;GACrB,GAAI,IAAI,SAAS,IAAI,CAAC,qBAAqB,GAAG,UAAU,GAAG,CAAC,IAAI,CAAC;EACnE,CAAC,CAAC,KAAK,IAAI;CACf;AACF;AAEA,MAAM,oBAAoB,SAExB,UACA,UAA4B,CAAC,GAC7B;CACA,MAAM,OAAO,OAAO,UAAU,mBAAmB;CACjD,MAAM,OAAO,cAAc,MAAM,OAAO;CACxC,MAAM,OAAO,KAAK,MAAM,YAAY,sBAAsB,UAAU,EAAE;CAEtE,OAAO;EACL,MAAM,KAAK,WAAW;EACtB,eACE,KAAK,QACD,GAAG,KAAK,MAAM,OAAO,IAAI,EAAE,qCAC3B;GACE;GACA;GACA,GAAG,OAAO,IAAI,EAAE,OAAO,KAAK,OAAO,cAAc,OAAO,KAAK,QAAQ,MAAM,EAAE;GAC7E,GAAG,eAAe,IAAI;EACxB,CAAC,CAAC,KAAK,IAAI;CACnB;AACF;AAEA,MAAM,sBAAsB,SAE1B,UACA,UAA8B,CAAC,GAC/B;CACA,MAAM,OAAO,OAAO,UAAU,qBAAqB;CACnD,MAAM,MAAM,gBAAgB,MAAM,OAAO;CACzC,MAAM,QAAQ,gBAAgB,MAAM,OAAO;CAC3C,MAAM,OAAO,KAAK,MAAM,YAAY,wBAAwB,UAAU,EAAE;CAExE,OAAO;EACL,MAAM,IAAI,WAAW,KAAK,MAAM,WAAW;EAC3C,eACE,KAAK,QACD,GAAG,KAAK,MAAM,OAAO,IAAI,EAAE,qDAC3B;GACE;GACA;GACA,GAAI,IAAI,SAAS,IACb,CACE,GAAG,OAAO,IAAI,EAAE,OAAO,IAAI,OAAO,GAAG,OAAO,IAAI,QAAQ,QAAQ,QAAQ,EAAE,sBAC1E,GAAG,iBAAiB,GAAG,CACzB,IACA,CAAC;GACL,GAAI,MAAM,SAAS,IACf,CACE,GAAG,OAAO,IAAI,EAAE,OAAO,MAAM,OAAO,SAAS,OAAO,MAAM,QAAQ,QAAQ,QAAQ,EAAE,kBACpF,GAAG,eAAe,KAAK,CACzB,IACA,CAAC;EACP,CAAC,CAAC,KAAK,IAAI;CACnB;AACF;;AAGA,MAAa,WAAW;CAAE;CAAa;CAAmB;AAAoB;;AAG9E,MAAa,wBAAwB;CACnC,OAAO,OAAO,QAAQ;AACxB;AAEA,gBAAgB"}
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{
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"name": "@zkmake/three-audit",
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"description": "Scene checks for three.js: triangle counts, cost census, NaN normals, z-fighting, black frames
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"description": "Scene checks for three.js: triangle counts, cost census, NaN normals, z-fighting, black frames, a one-frame draw-call ledger, and per-app budgets with Vitest matchers. Zero dependencies.",
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{"version":3,"file":"audit-scene-Da-8SA1x.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\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, Mesh } from \"three\";\n\nimport {\n type AnyObject3D,\n asObject3D,\n batchedGeometries,\n batchedTriangles,\n isBatched,\n isDrawable,\n isInstanced,\n isMesh,\n materialName,\n meshName,\n pathOf,\n type Skip,\n triangleCount,\n walk,\n withHidden,\n} from \"./scene.ts\";\n\nexport type TriangleOptions = { skip?: Skip | undefined };\n\nexport type MeshRow = {\n /** `path/to/mesh`: its named ancestors, then its name (or its geometry's name or type). */\n name: string;\n material: string;\n /** Triangles in one copy. A batch's is an average: `geometryCensus` breaks it down. */\n triangles: number;\n instances: number;\n total: number;\n /** Not enumerable: kept out of JSON and `console.table`. */\n readonly mesh: Mesh;\n};\n\nexport type GeometryRow = {\n /**\n * `geometry.name`, or its type and the start of its uuid. For a geometry in a batch, the batch's\n * `label` for it, or `batch#id`.\n */\n geometry: string;\n /** Copies drawn: every mesh using it, instances counted. */\n uses: number;\n triangles: number;\n total: number;\n /** Its part of the census's total, 0–1. */\n share: number;\n /** With `budget`: whether `share` is over it. */\n overBudget?: boolean;\n};\n\nexport type CensusOptions = TriangleOptions & {\n /**\n * Names a geometry inside a batch, e.g. from the app's own table of what it added. Default\n * `batch#id`, the batch named by its path.\n */\n label?: ((batch: BatchedMesh, geometryId: number) => string | undefined) | undefined;\n /** Flag rows whose share of the total is over this, 0–1: `0.2` for anything over 20%. */\n budget?: number | undefined;\n};\n\nconst cost = (mesh: Mesh) => {\n if (isBatched(mesh)) {\n return batchedTriangles(mesh);\n }\n\n const instances = isInstanced(mesh) ? mesh.count : 1;\n\n return { instances, triangles: triangleCount(mesh.geometry) * instances };\n};\n\n/**\n * Triangles one pass draws: visible meshes, instances counted, no frustum culling. A shadow pass\n * adds roughly as much again for each shadow-casting light.\n */\nexport const countTriangles = (root: AnyObject3D, options: TriangleOptions = {}) => {\n let total = 0;\n\n walk(asObject3D(root), { skip: options.skip, visibleOnly: true }, (object) => {\n if (isMesh(object)) {\n total += cost(object).triangles;\n }\n });\n\n return total;\n};\n\n/** Every visible mesh, most triangles drawn first. */\nexport const listMeshes = (scene: AnyObject3D, options: TriangleOptions = {}): MeshRow[] => {\n const root = asObject3D(scene);\n const rows: MeshRow[] = [];\n\n walk(root, { skip: options.skip, visibleOnly: true }, (object) => {\n if (!isMesh(object)) {\n return;\n }\n\n const { instances, triangles } = cost(object);\n const row = {\n name: [...pathOf(object, root), meshName(object)].join(\"/\"),\n material: materialName(object),\n triangles: instances > 0 ? Math.round(triangles / instances) : 0,\n instances,\n total: triangles,\n };\n\n rows.push(withHidden(row, \"mesh\", object));\n });\n\n return rows.sort((a, b) => b.total - a.total);\n};\n\n/**\n * Geometries by triangles drawn, hidden meshes included, most first. Name geometries\n * (`geometry.name`) to make this readable. A batch counts each geometry in it separately, by its\n * visible instances: the row a budget is really spent on.\n */\nexport const geometryCensus = (root: AnyObject3D, options: CensusOptions = {}): GeometryRow[] => {\n const scene = asObject3D(root);\n const rows = new Map<string, GeometryRow>();\n const add = (key: string, triangles: number, uses: number) => {\n const row = rows.get(key) ?? { geometry: key, uses: 0, triangles, total: 0, share: 0 };\n\n row.uses += uses;\n row.total += triangles * uses;\n rows.set(key, row);\n };\n\n walk(scene, { skip: options.skip }, (object) => {\n if (!isMesh(object) || !object.geometry.attributes.position) {\n return;\n }\n\n if (isBatched(object)) {\n const name = [...pathOf(object, scene), meshName(object)].join(\"/\");\n\n for (const [id, { instances, triangles }] of batchedGeometries(object)) {\n add(options.label?.(object, id) ?? `${name}#${id}`, triangles, instances);\n }\n\n return;\n }\n\n const geometry = object.geometry;\n\n add(\n geometry.name || `${geometry.type}:${geometry.uuid.slice(0, 6)}`,\n triangleCount(geometry),\n isInstanced(object) ? object.count : 1,\n );\n });\n\n const all = [...rows.values()];\n const sum = all.reduce((total, row) => total + row.total, 0);\n\n for (const row of all) {\n row.share = sum > 0 ? Math.round((row.total / sum) * 1000) / 1000 : 0;\n\n if (options.budget !== undefined) {\n row.overBudget = row.total / Math.max(sum, 1) > options.budget;\n }\n }\n\n return all.sort((a, b) => b.total - a.total);\n};\n\n/**\n * Draw calls one main pass makes: one per visible mesh, line or point cloud, or one per material\n * group for a mesh with several materials. Before frustum culling; each shadow-casting light adds\n * one per caster. `recordDrawLedger` counts the real thing.\n */\nexport const countDraws = (root: AnyObject3D, options: TriangleOptions = {}) => {\n let draws = 0;\n\n walk(asObject3D(root), { skip: options.skip, visibleOnly: true }, (object) => {\n if (!isDrawable(object)) {\n return;\n }\n\n const drawable = object as Partial<Mesh>;\n\n const material = drawable.material;\n\n if (Array.isArray(material)) {\n const groups = drawable.geometry?.groups ?? [];\n\n draws += groups.filter(\n (group) => material[group.materialIndex ?? 0]?.visible !== false,\n ).length;\n } else if (material?.visible !== false) {\n draws += 1;\n }\n });\n\n return draws;\n};\n","/**\n * Z-fighting found by geometry instead of by eye: pairs of meshes with triangles in (nearly) one\n * plane, facing the same way, overlapping. Those flicker wherever depth precision runs out.\n *\n * Triangles are bucketed by their quantised plane (normal and offset), so only triangles in\n * neighbouring buckets are compared. A pair counts only when each triangle's corners lie within\n * `gap` of the other's plane, measured at the triangles: the offsets are measured from the world\n * origin, and far from it two faces a degree or two apart can share one while metres apart where\n * they stand. Overlap in the shared plane is a separating-axis test, then clipped for its area.\n *\n * 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)) ?? 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