lecodes-assets 0.2.0 → 2.4.10

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.
Files changed (128) hide show
  1. package/README.md +738 -449
  2. package/dist/cli.js +19760 -8612
  3. package/dist/index.js +19334 -8167
  4. package/package.json +15 -3
  5. package/src/bvh/fromDocument.ts +136 -0
  6. package/src/bvh/toDocument.ts +202 -0
  7. package/src/cli-kit/command.ts +100 -0
  8. package/src/cli-kit/help.ts +72 -0
  9. package/src/cli-kit/index.ts +4 -0
  10. package/src/cli-kit/parse.ts +72 -0
  11. package/src/cli-kit/run.ts +52 -0
  12. package/src/cli.ts +24 -0
  13. package/src/commands/avatar.ts +77 -0
  14. package/src/commands/bvh.ts +26 -0
  15. package/src/commands/convert.ts +156 -0
  16. package/src/commands/doctor.ts +67 -0
  17. package/src/commands/geometry.ts +45 -0
  18. package/src/commands/index.ts +24 -0
  19. package/src/commands/marks.ts +38 -0
  20. package/src/commands/mirror.ts +35 -0
  21. package/src/commands/probe.ts +43 -0
  22. package/src/commands/retarget/donor.ts +63 -0
  23. package/src/commands/retarget/index.ts +169 -0
  24. package/src/commands/retarget/map.ts +81 -0
  25. package/src/commands/retarget/report.ts +77 -0
  26. package/src/commands/scene.ts +103 -0
  27. package/src/commands/shared.ts +121 -0
  28. package/src/commands/sky.ts +35 -0
  29. package/src/commands/terrainPack.ts +40 -0
  30. package/src/commands/unpack.ts +43 -0
  31. package/src/commands/unreal.ts +109 -0
  32. package/src/commands/unwrap.ts +56 -0
  33. package/src/doctor/cardTrim.ts +286 -0
  34. package/src/doctor/doctor.ts +305 -0
  35. package/src/doctor/lod.ts +177 -0
  36. package/src/doctor/merge/accessors.ts +30 -0
  37. package/src/doctor/merge/atlasLayout.ts +94 -0
  38. package/src/doctor/merge/atlasPixels.ts +114 -0
  39. package/src/doctor/merge/bindSpace.ts +59 -0
  40. package/src/doctor/merge/classify.ts +136 -0
  41. package/src/doctor/merge/geometry.ts +167 -0
  42. package/src/doctor/merge/index.ts +98 -0
  43. package/src/doctor/merge/matrix.ts +60 -0
  44. package/src/doctor/merge/plan.ts +88 -0
  45. package/src/doctor/merge/textures.ts +60 -0
  46. package/src/doctor/merge/types.ts +77 -0
  47. package/src/doctor/normalizeScale.ts +220 -0
  48. package/src/doctor/reduceGlbBones.ts +218 -0
  49. package/src/doctor/shading.ts +95 -0
  50. package/src/doctor/transcodeKtx2.ts +275 -0
  51. package/src/doctor/transcodeTextures.ts +101 -0
  52. package/src/doctor/validateGlb.ts +264 -0
  53. package/src/doctor/vertexAo.ts +321 -0
  54. package/src/fbx/convert.ts +327 -0
  55. package/src/fbx/read.ts +111 -0
  56. package/src/fbx/toDocument.ts +227 -0
  57. package/src/filmstrip.ts +263 -0
  58. package/src/geometry.ts +222 -0
  59. package/src/index.ts +19 -0
  60. package/src/mergeSkins.ts +117 -0
  61. package/src/probe.ts +167 -0
  62. package/src/props.ts +137 -0
  63. package/src/retarget/automap.ts +276 -0
  64. package/src/retarget/ghost.ts +23 -0
  65. package/src/retarget/heading.ts +238 -0
  66. package/src/retarget/humanoid.ts +572 -0
  67. package/src/retarget/inPlace.ts +130 -0
  68. package/src/retarget/marks.ts +581 -0
  69. package/src/retarget/mirror.ts +0 -0
  70. package/src/retarget/retarget.ts +2375 -0
  71. package/src/retarget/rig.ts +545 -0
  72. package/src/retarget/unityAnim.ts +171 -0
  73. package/src/retarget/writeMarks.ts +134 -0
  74. package/src/sky/analyze.ts +136 -0
  75. package/src/sky/cmgen.ts +71 -0
  76. package/src/sky/index.ts +200 -0
  77. package/src/terrainPack.ts +208 -0
  78. package/src/textures/resolveImage.ts +202 -0
  79. package/src/unity/colliderFit.ts +287 -0
  80. package/src/unity/fbxModel.ts +194 -0
  81. package/src/unity/foliage.ts +63 -0
  82. package/src/unity/gameObjects.ts +81 -0
  83. package/src/unity/guid.ts +104 -0
  84. package/src/unity/image.ts +58 -0
  85. package/src/unity/kindGlb.ts +364 -0
  86. package/src/unity/lecodesLevel.ts +381 -0
  87. package/src/unity/levelTerrain.ts +116 -0
  88. package/src/unity/matFile.ts +179 -0
  89. package/src/unity/materialSlots.ts +53 -0
  90. package/src/unity/materialWriter.ts +306 -0
  91. package/src/unity/materials.ts +198 -0
  92. package/src/unity/math.ts +82 -0
  93. package/src/unity/png.ts +75 -0
  94. package/src/unity/prefabTree.ts +285 -0
  95. package/src/unity/prefabs.ts +54 -0
  96. package/src/unity/propertyPath.ts +43 -0
  97. package/src/unity/scene.ts +384 -0
  98. package/src/unity/serialized.ts +242 -0
  99. package/src/unity/terrain.ts +221 -0
  100. package/src/unity/triBudget.ts +77 -0
  101. package/src/unity/triplanar.ts +122 -0
  102. package/src/unity/unityMesh.ts +151 -0
  103. package/src/unity/unpack.ts +149 -0
  104. package/src/unity/yaml.ts +131 -0
  105. package/src/unreal/anim.ts +284 -0
  106. package/src/unreal/clipSource.ts +25 -0
  107. package/src/unreal/convert.ts +67 -0
  108. package/src/unreal/convertAsset.ts +81 -0
  109. package/src/unreal/index.ts +115 -0
  110. package/src/unreal/list.ts +113 -0
  111. package/src/unreal/materialGraph.ts +224 -0
  112. package/src/unreal/materials.ts +399 -0
  113. package/src/unreal/mesh.ts +205 -0
  114. package/src/unreal/oodle.ts +153 -0
  115. package/src/unreal/package.ts +677 -0
  116. package/src/unreal/probe.ts +144 -0
  117. package/src/unreal/resolve.ts +53 -0
  118. package/src/unreal/rig.ts +149 -0
  119. package/src/unreal/sequencer.ts +193 -0
  120. package/src/unreal/skeleton.ts +74 -0
  121. package/src/unreal/sound.ts +128 -0
  122. package/src/unreal/texture.ts +269 -0
  123. package/src/unreal/toDocument.ts +367 -0
  124. package/src/unreal/versions.ts +108 -0
  125. package/src/unwrap/index.ts +167 -0
  126. package/src/unwrap/lightmapUv.ts +761 -0
  127. package/src/wasm/fbxReader.js +14 -0
  128. package/src/wasm/lightmapUv.js +14 -0
@@ -0,0 +1,367 @@
1
+ // Unreal skeleton (+ mesh, + clips) → a glTF-Transform Document, in the same conventions the FBX
2
+ // route produces (`src/fbx/toDocument.ts`): metres, Y-up, one Buffer, bones as plain nodes named
3
+ // exactly as Unreal names them (the Animator binds by name, so `_l`/`_r`/`twist`/`ik_*` stay
4
+ // verbatim). The doctor passes, the writer and `probe` then run on it like on any other document.
5
+ //
6
+ // UE's vertex model is wedges (per-corner point + UV) and faces (three wedges + a per-corner
7
+ // normal); glTF wants one vertex array, so normals are accumulated per wedge — one glTF vertex per
8
+ // wedge, exactly what the predecessor Python exporter did.
9
+
10
+ import { Document, type Node, type Material } from "@gltf-transform/core"
11
+ import { fixQuatContinuity, type ConvertWarning } from "../fbx/toDocument"
12
+ import type { UeSkeleton, UeBone } from "./skeleton"
13
+ import type { UeSkeletalMesh } from "./mesh"
14
+ import { keyTimes, type UeAnimSequence } from "./anim"
15
+ import { ueLocalTransform, ueWorldPoint, ueWorldDir, ueRootTranslation, ueTranslation, ueQuat, ueRootQuat, type Quat, type Vec3 } from "./convert"
16
+
17
+ export type UnrealDocumentInput = {
18
+ skeleton: UeSkeleton
19
+ mesh?: UeSkeletalMesh
20
+ clips?: UeAnimSequence[]
21
+ }
22
+
23
+ export type UnrealDocumentOptions = {
24
+ /** Names for `clips`, positionally (default: the AnimSequence's own asset name). */
25
+ clipNames?: (string | undefined)[]
26
+ warn?: (w: ConvertWarning) => void
27
+ }
28
+
29
+ export type UnrealDocumentResult = {
30
+ doc: Document
31
+ /** glTF node per skeleton bone index. */
32
+ nodes: Node[]
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+ clipNames: string[]
34
+ /** Per clip: how many of its tracks found a bone. */
35
+ bound: { name: string, bound: number, tracks: number, unbound: string[] }[]
36
+ /** Set when the winding check flipped the triangles (the Y mirror reverses handedness). */
37
+ flippedWinding: boolean
38
+ droppedWeight: number
39
+ }
40
+
41
+ const MAX_JOINTS_PER_VERTEX = 4
42
+
43
+ // ---- small matrix helpers (column-major, glTF's layout) -----------------------------------------
44
+
45
+ type Mat4 = number[]
46
+ const matCompose = (t: Vec3, q: Quat, s: Vec3): Mat4 => {
47
+ const [ x, y, z, w ] = q, x2 = x + x, y2 = y + y, z2 = z + z
48
+ const xx = x * x2, xy = x * y2, xz = x * z2, yy = y * y2, yz = y * z2, zz = z * z2, wx = w * x2, wy = w * y2, wz = w * z2
49
+ return [ (1 - (yy + zz)) * s[0], (xy + wz) * s[0], (xz - wy) * s[0], 0,
50
+ (xy - wz) * s[1], (1 - (xx + zz)) * s[1], (yz + wx) * s[1], 0,
51
+ (xz + wy) * s[2], (yz - wx) * s[2], (1 - (xx + yy)) * s[2], 0,
52
+ t[0], t[1], t[2], 1 ]
53
+ }
54
+ const matMul = (a: Mat4, b: Mat4): Mat4 => {
55
+ const o = new Array(16).fill(0)
56
+ for (let c = 0; c < 4; c++) for (let r = 0; r < 4; r++) o[c * 4 + r] = a[r] * b[c * 4] + a[4 + r] * b[c * 4 + 1] + a[8 + r] * b[c * 4 + 2] + a[12 + r] * b[c * 4 + 3]
57
+ return o
58
+ }
59
+ /** Inverse of a rigid matrix with a uniform scale — all a bone's world transform ever is here. */
60
+ const matInvRigid = (m: Mat4): Mat4 => {
61
+ const s2 = m[0] * m[0] + m[1] * m[1] + m[2] * m[2] || 1
62
+ const r: Mat4 = [ m[0] / s2, m[4] / s2, m[8] / s2, 0, m[1] / s2, m[5] / s2, m[9] / s2, 0, m[2] / s2, m[6] / s2, m[10] / s2, 0, 0, 0, 0, 1 ]
63
+ r[12] = -(r[0] * m[12] + r[4] * m[13] + r[8] * m[14])
64
+ r[13] = -(r[1] * m[12] + r[5] * m[13] + r[9] * m[14])
65
+ r[14] = -(r[2] * m[12] + r[6] * m[13] + r[10] * m[14])
66
+ return r
67
+ }
68
+
69
+ /** Bone world matrices in the glTF frame, from the converted local transforms. */
70
+ export const boneWorldMatrices = (bones: { parent: number, t: number[], q: number[], s: number[] }[]): Mat4[] => {
71
+ const world: Mat4[] = new Array(bones.length)
72
+ const visit = (i: number): Mat4 => {
73
+ const hit = world[i]
74
+ if (hit) return hit
75
+ const b = bones[i]
76
+ const l = ueLocalTransform(b.t, b.q, b.s, b.parent < 0)
77
+ const local = matCompose(l.t, l.r, l.s)
78
+ const m = b.parent >= 0 ? matMul(visit(b.parent), local) : local
79
+ world[i] = m
80
+ return m
81
+ }
82
+ for (let i = 0; i < bones.length; i++) visit(i)
83
+ return world
84
+ }
85
+
86
+ /** Inverse-bind matrices for a bone list — the bind pose IS the reference pose in Unreal. */
87
+ export const boneInverseBindMatrices = (bones: { parent: number, t: number[], q: number[], s: number[] }[]): Mat4[] =>
88
+ boneWorldMatrices(bones).map(matInvRigid)
89
+
90
+ /** A mesh's own bone list as a skeleton (a mesh carries the bind reference itself, §4.3). */
91
+ export const skeletonFromMesh = (mesh: UeSkeletalMesh): UeSkeleton => ({
92
+ name: mesh.skeletonName || mesh.name,
93
+ bones: mesh.bones.map((b): UeBone => ({ name: b.name, parent: b.parent, t: b.t, q: b.q, s: b.s })),
94
+ })
95
+
96
+ // ---- clip tracks -----------------------------------------------------------------------------
97
+
98
+ export type UnrealTrack = {
99
+ /** Index into the skeleton's bones. */
100
+ node: number
101
+ path: "translation" | "rotation" | "scale"
102
+ times: Float32Array
103
+ values: Float32Array
104
+ }
105
+
106
+ export type UnrealClipTracks = {
107
+ tracks: UnrealTrack[]
108
+ /** Bones the clip names that the skeleton does not have. */
109
+ unbound: string[]
110
+ /** How many of the clip's tracks produced at least one channel. */
111
+ bound: number
112
+ }
113
+
114
+ /**
115
+ * A clip's keys in the glTF frame, bound to a skeleton BY BONE NAME. The one place UE keys are
116
+ * converted — both the document builder and the `--clips` merge go through it, so a uasset clip
117
+ * lands identically whether it is written straight out or merged onto another model.
118
+ */
119
+ export const unrealClipTracks = (skeleton: UeSkeleton, clip: UeAnimSequence, warn?: (w: ConvertWarning) => void): UnrealClipTracks => {
120
+ const index = new Map<string, number>()
121
+ skeleton.bones.forEach((b, i) => { if (!index.has(b.name)) index.set(b.name, i) })
122
+ const times = keyTimes(clip)
123
+ const constantTimes = new Float32Array(clip.playLength > 0 ? [ 0, clip.playLength ] : [ 0 ])
124
+ const tracks: UnrealTrack[] = []
125
+ const unbound: string[] = []
126
+ let bound = 0
127
+ for (const tr of clip.tracks) {
128
+ const node = index.get(tr.name)
129
+ if (node === undefined) { unbound.push(tr.name); continue }
130
+ const isRoot = skeleton.bones[node].parent < 0
131
+ let any = false
132
+ const add = (path: UnrealTrack["path"], comps: number, src: Float32Array): void => {
133
+ const n = src.length / comps
134
+ if (n === 0) return
135
+ const constant = n === 1
136
+ if (!constant && n !== times.length) {
137
+ warn?.({ level: "warn", message: `clip '${clip.name}' bone '${tr.name}': ${n} ${path} keys for a ${times.length}-key clip — track dropped` })
138
+ return
139
+ }
140
+ const t = constant ? constantTimes : times
141
+ const values = new Float32Array(t.length * comps)
142
+ for (let k = 0; k < n; k++) {
143
+ const o = k * comps
144
+ const v = path === "translation" ? (isRoot ? ueRootTranslation(src[o], src[o + 1], src[o + 2]) : ueTranslation(src[o], src[o + 1], src[o + 2]))
145
+ : path === "rotation" ? (isRoot ? ueRootQuat(src[o], src[o + 1], src[o + 2], src[o + 3]) : ueQuat(src[o], src[o + 1], src[o + 2], src[o + 3]))
146
+ : [ src[o], src[o + 1], src[o + 2] ]
147
+ values.set(v, o)
148
+ }
149
+ // a constant track is written as two keys so the clip keeps its length on its own
150
+ if (constant) for (let k = 1; k < t.length; k++) values.copyWithin(k * comps, 0, comps)
151
+ if (path === "rotation") fixQuatContinuity(values)
152
+ tracks.push({ node, path, times: t, values })
153
+ any = true
154
+ }
155
+ add("translation", 3, tr.pos)
156
+ add("rotation", 4, tr.rot)
157
+ add("scale", 3, tr.scale)
158
+ if (any) bound++
159
+ }
160
+ return { tracks, unbound, bound }
161
+ }
162
+
163
+ /** Clip extras every route writes, so `probe` can print where a clip came from. */
164
+ export const clipExtras = (clip: UeAnimSequence): Record<string, unknown> => ({
165
+ lecodes: {
166
+ source: "unreal", fps: clip.fps, frames: clip.numFrames, keys: clip.numKeys,
167
+ rootMotion: clip.rootMotion, additive: clip.additive ?? undefined,
168
+ events: clip.events.length ? clip.events.map((e) => ({ name: e.name, time: e.time, kind: e.kind })) : undefined,
169
+ },
170
+ })
171
+
172
+ // ---- the builder ---------------------------------------------------------------------------------
173
+
174
+ export const unrealToDocument = (input: UnrealDocumentInput, opts: UnrealDocumentOptions = {}): UnrealDocumentResult => {
175
+ const warn = opts.warn ?? (() => {})
176
+ const { skeleton, mesh } = input
177
+ const clips = input.clips ?? []
178
+ const doc = new Document()
179
+ const buffer = doc.createBuffer("buffer")
180
+ const scene = doc.createScene("Scene")
181
+
182
+ // ---- bones ----
183
+ const nodes: Node[] = skeleton.bones.map((b) => {
184
+ const l = ueLocalTransform(b.t, b.q, b.s, b.parent < 0)
185
+ return doc.createNode(b.name).setTranslation(l.t).setRotation(l.r).setScale(l.s)
186
+ })
187
+ skeleton.bones.forEach((b, i) => {
188
+ if (b.parent >= 0) nodes[b.parent].addChild(nodes[i])
189
+ else scene.addChild(nodes[i])
190
+ })
191
+ const boneIndex = new Map<string, number>()
192
+ skeleton.bones.forEach((b, i) => { if (!boneIndex.has(b.name)) boneIndex.set(b.name, i) })
193
+
194
+ let flippedWinding = false
195
+ let droppedWeight = 0
196
+ let unweighted = 0
197
+
198
+ // ---- mesh + skin ----
199
+ if (mesh) {
200
+ // joints keep the mesh's OWN bone order, so `influences.boneIndex` maps 1:1
201
+ const joints: Node[] = []
202
+ const missing: string[] = []
203
+ for (const b of mesh.bones) {
204
+ const i = boneIndex.get(b.name)
205
+ if (i === undefined) { missing.push(b.name); joints.push(nodes[0]) } else joints.push(nodes[i])
206
+ }
207
+ if (missing.length) warn({ level: "warn", message: `mesh '${mesh.name}': ${missing.length} skin bone(s) are not in the skeleton (${missing.slice(0, 4).join(", ")}) — weights on them land on the root` })
208
+
209
+ // per-point influences, top 4 by weight
210
+ const perPoint: UeSkeletalMesh["influences"][] = Array.from({ length: mesh.points.length / 3 }, () => [])
211
+ for (const inf of mesh.influences) {
212
+ if (inf.point >= 0 && inf.point < perPoint.length) perPoint[inf.point].push(inf)
213
+ }
214
+ const pointJoints = new Uint16Array(perPoint.length * MAX_JOINTS_PER_VERTEX)
215
+ const pointWeights = new Float32Array(perPoint.length * MAX_JOINTS_PER_VERTEX)
216
+ for (let p = 0; p < perPoint.length; p++) {
217
+ const list = perPoint[p].slice().sort((a, b) => b.weight - a.weight)
218
+ const keep = list.slice(0, MAX_JOINTS_PER_VERTEX)
219
+ const total = list.reduce((n, i) => n + i.weight, 0)
220
+ const kept = keep.reduce((n, i) => n + i.weight, 0)
221
+ if (total > 0) droppedWeight += total - kept
222
+ // A point with NO influence is bound to the ROOT bone — what UE's importer does with every
223
+ // unweighted vertex. Left at weight 0 it skins to the origin: the FPS Animation Pack's MX16A4
224
+ // keeps its whole barrel and handguard unweighted (14 088 of 15 696 points in one section),
225
+ // and those collapsed triangles took the desktop host down inside the next UI draw.
226
+ if (kept <= 0) { pointJoints[p * MAX_JOINTS_PER_VERTEX] = 0; pointWeights[p * MAX_JOINTS_PER_VERTEX] = 1; unweighted++; continue }
227
+ const norm = kept > 0 ? 1 / kept : 0
228
+ keep.forEach((inf, k) => {
229
+ pointJoints[p * MAX_JOINTS_PER_VERTEX + k] = inf.bone >= 0 && inf.bone < joints.length ? inf.bone : 0
230
+ pointWeights[p * MAX_JOINTS_PER_VERTEX + k] = inf.weight * norm
231
+ })
232
+ }
233
+ if (unweighted) warn({ level: "info", message: `mesh '${mesh.name}': ${unweighted} of ${perPoint.length} points carry no skin weight — bound to the root bone '${mesh.bones[0]?.name ?? "?"}', as UE's importer does` })
234
+
235
+ // normals: the per-corner TangentZ of every face using a wedge, accumulated
236
+ const wedgeCount = mesh.wedgePoint.length
237
+ const normals = new Float32Array(wedgeCount * 3)
238
+ const faceCount = mesh.faceWedges.length / 3
239
+ for (let f = 0; f < faceCount; f++) {
240
+ for (let c = 0; c < 3; c++) {
241
+ const w = mesh.faceWedges[f * 3 + c]
242
+ normals[w * 3] += mesh.faceNormals[f * 9 + c * 3]
243
+ normals[w * 3 + 1] += mesh.faceNormals[f * 9 + c * 3 + 1]
244
+ normals[w * 3 + 2] += mesh.faceNormals[f * 9 + c * 3 + 2]
245
+ }
246
+ }
247
+
248
+ // The Y mirror reverses handedness, so UE's winding may or may not survive it. Decide from the
249
+ // data — for a sample of faces, does the geometric normal agree with the shading normal? —
250
+ // rather than hiding the answer behind a double-sided material.
251
+ {
252
+ let agree = 0, disagree = 0
253
+ const step = Math.max(1, Math.floor(faceCount / 500))
254
+ for (let f = 0; f < faceCount; f += step) {
255
+ const w = [ mesh.faceWedges[f * 3], mesh.faceWedges[f * 3 + 1], mesh.faceWedges[f * 3 + 2] ]
256
+ const p = w.map((x) => {
257
+ const pt = mesh.wedgePoint[x] * 3
258
+ return ueWorldPoint(mesh.points[pt], mesh.points[pt + 1], mesh.points[pt + 2])
259
+ })
260
+ const n = ueWorldDir(
261
+ mesh.faceNormals[f * 9] + mesh.faceNormals[f * 9 + 3] + mesh.faceNormals[f * 9 + 6],
262
+ mesh.faceNormals[f * 9 + 1] + mesh.faceNormals[f * 9 + 4] + mesh.faceNormals[f * 9 + 7],
263
+ mesh.faceNormals[f * 9 + 2] + mesh.faceNormals[f * 9 + 5] + mesh.faceNormals[f * 9 + 8],
264
+ )
265
+ const e1 = [ p[1][0] - p[0][0], p[1][1] - p[0][1], p[1][2] - p[0][2] ]
266
+ const e2 = [ p[2][0] - p[0][0], p[2][1] - p[0][1], p[2][2] - p[0][2] ]
267
+ const cr = [ e1[1] * e2[2] - e1[2] * e2[1], e1[2] * e2[0] - e1[0] * e2[2], e1[0] * e2[1] - e1[1] * e2[0] ]
268
+ const d = cr[0] * n[0] + cr[1] * n[1] + cr[2] * n[2]
269
+ if (d > 0) agree++
270
+ else if (d < 0) disagree++
271
+ }
272
+ flippedWinding = disagree > agree
273
+ }
274
+
275
+ // materials, one per import-data slot (textures are a later phase: grey PBR, named by the slot)
276
+ const materials: Material[] = (mesh.materials.length ? mesh.materials : [ "material" ]).map((name) => {
277
+ const m = doc.createMaterial(name).setRoughnessFactor(0.75).setMetallicFactor(0).setDoubleSided(false)
278
+ if (/glass/i.test(name)) m.setAlphaMode("BLEND").setBaseColorFactor([ 1, 1, 1, 0.35 ])
279
+ return m
280
+ })
281
+
282
+ const gmesh = doc.createMesh(mesh.name)
283
+ const slots = new Set<number>()
284
+ for (const s of mesh.faceMaterial) slots.add(s)
285
+ for (const slot of [ ...slots ].sort((a, b) => a - b)) {
286
+ // one glTF vertex per wedge this slot uses
287
+ const remap = new Int32Array(wedgeCount).fill(-1)
288
+ const used: number[] = []
289
+ const indices: number[] = []
290
+ for (let f = 0; f < faceCount; f++) {
291
+ if (mesh.faceMaterial[f] !== slot) continue
292
+ const tri = [ mesh.faceWedges[f * 3], mesh.faceWedges[f * 3 + 1], mesh.faceWedges[f * 3 + 2] ]
293
+ if (flippedWinding) { const t = tri[1]; tri[1] = tri[2]; tri[2] = t }
294
+ for (const w of tri) {
295
+ if (remap[w] < 0) { remap[w] = used.length; used.push(w) }
296
+ indices.push(remap[w])
297
+ }
298
+ }
299
+ if (!used.length) continue
300
+ const n = used.length
301
+ const pos = new Float32Array(n * 3), nrm = new Float32Array(n * 3), uv0 = new Float32Array(n * 2)
302
+ const uv1 = mesh.hasUv1 ? new Float32Array(n * 2) : null
303
+ const jnt = new Uint16Array(n * 4), wgt = new Float32Array(n * 4)
304
+ for (let i = 0; i < n; i++) {
305
+ const w = used[i]
306
+ const p = mesh.wedgePoint[w] * 3
307
+ const wp = ueWorldPoint(mesh.points[p], mesh.points[p + 1], mesh.points[p + 2])
308
+ pos.set(wp, i * 3)
309
+ const nw = ueWorldDir(normals[w * 3], normals[w * 3 + 1], normals[w * 3 + 2])
310
+ const len = Math.hypot(nw[0], nw[1], nw[2]) || 1
311
+ nrm[i * 3] = nw[0] / len; nrm[i * 3 + 1] = nw[1] / len; nrm[i * 3 + 2] = nw[2] / len
312
+ uv0[i * 2] = mesh.wedgeUv0[w * 2]; uv0[i * 2 + 1] = mesh.wedgeUv0[w * 2 + 1]
313
+ if (uv1) { uv1[i * 2] = mesh.wedgeUv1[w * 2]; uv1[i * 2 + 1] = mesh.wedgeUv1[w * 2 + 1] }
314
+ const pj = mesh.wedgePoint[w] * MAX_JOINTS_PER_VERTEX
315
+ for (let k = 0; k < 4; k++) { jnt[i * 4 + k] = pointJoints[pj + k]; wgt[i * 4 + k] = pointWeights[pj + k] }
316
+ }
317
+ const prim = doc.createPrimitive()
318
+ prim.setAttribute("POSITION", doc.createAccessor().setType("VEC3").setArray(pos).setBuffer(buffer))
319
+ prim.setAttribute("NORMAL", doc.createAccessor().setType("VEC3").setArray(nrm).setBuffer(buffer))
320
+ prim.setAttribute("TEXCOORD_0", doc.createAccessor().setType("VEC2").setArray(uv0).setBuffer(buffer))
321
+ if (uv1) prim.setAttribute("TEXCOORD_1", doc.createAccessor().setType("VEC2").setArray(uv1).setBuffer(buffer))
322
+ prim.setAttribute("JOINTS_0", doc.createAccessor().setType("VEC4").setArray(jnt).setBuffer(buffer))
323
+ prim.setAttribute("WEIGHTS_0", doc.createAccessor().setType("VEC4").setArray(wgt).setBuffer(buffer))
324
+ const idx = n <= 65535 ? Uint16Array.from(indices) : Uint32Array.from(indices)
325
+ prim.setIndices(doc.createAccessor().setType("SCALAR").setArray(idx).setBuffer(buffer))
326
+ prim.setMaterial(materials[Math.min(slot, materials.length - 1)])
327
+ gmesh.addPrimitive(prim)
328
+ }
329
+
330
+ const ibm = new Float32Array(mesh.bones.length * 16)
331
+ boneInverseBindMatrices(mesh.bones).forEach((m, i) => ibm.set(m, i * 16))
332
+ const skin = doc.createSkin(mesh.name)
333
+ for (const j of joints) skin.addJoint(j)
334
+ skin.setInverseBindMatrices(doc.createAccessor().setType("MAT4").setArray(ibm).setBuffer(buffer))
335
+ const meshNode = doc.createNode(mesh.name).setMesh(gmesh).setSkin(skin)
336
+ scene.addChild(meshNode)
337
+ }
338
+
339
+ // ---- clips ----
340
+ const clipNames: string[] = []
341
+ const bound: UnrealDocumentResult["bound"] = []
342
+ clips.forEach((clip, ci) => {
343
+ let name = opts.clipNames?.[ci] ?? clip.name
344
+ const taken = new Set(doc.getRoot().listAnimations().map((a) => a.getName()))
345
+ if (taken.has(name)) { let k = 2; while (taken.has(`${name} (${k})`)) k++; name = `${name} (${k})` }
346
+ clipNames.push(name)
347
+ const anim = doc.createAnimation(name)
348
+ const interpolation = clip.interpolation === "Step" ? "STEP" : "LINEAR"
349
+ const t = unrealClipTracks(skeleton, clip, warn)
350
+ for (const tr of t.tracks) {
351
+ const comps = tr.path === "rotation" ? 4 : 3
352
+ const sampler = doc.createAnimationSampler()
353
+ .setInput(doc.createAccessor().setType("SCALAR").setArray(tr.times.slice()).setBuffer(buffer))
354
+ .setOutput(doc.createAccessor().setType(comps === 4 ? "VEC4" : "VEC3").setArray(tr.values.slice()).setBuffer(buffer))
355
+ .setInterpolation(interpolation)
356
+ anim.addSampler(sampler)
357
+ anim.addChannel(doc.createAnimationChannel().setTargetNode(nodes[tr.node]).setTargetPath(tr.path).setSampler(sampler))
358
+ }
359
+ anim.setExtras(clipExtras(clip))
360
+ if (t.unbound.length) {
361
+ warn({ level: "warn", message: `clip '${name}': ${t.unbound.length}/${clip.tracks.length} tracks name a bone the skeleton does not have (${t.unbound.slice(0, 5).join(", ")}${t.unbound.length > 5 ? "…" : ""})` })
362
+ }
363
+ bound.push({ name, bound: t.bound, tracks: clip.tracks.length, unbound: t.unbound })
364
+ })
365
+
366
+ return { doc, nodes, clipNames, bound, flippedWinding, droppedWeight }
367
+ }
@@ -0,0 +1,108 @@
1
+ // Package format versions — the ONE place a layout threshold is named. `package.ts` gates every
2
+ // field on these, never on a bare number, so a new engine release is a new constant here plus the
3
+ // fields it added, not a hunt through the reader.
4
+ //
5
+ // A package carries three versions: the legacy file version (the shape of the summary's head),
6
+ // `FileVersionUE4` (frozen at 522 for every UE5 file) and `FileVersionUE5` (what actually moves
7
+ // between releases). Values below are `EUnrealEngineObjectUE5Version` / `EUnrealEngineObjectUE4Version`
8
+ // from ObjectVersion.h, verified on real files of each release (Stairs Set 5.0, soldier 5.3,
9
+ // Roll & Dodge 5.4, AGLS 5.5 / 5.6 / 5.7).
10
+
11
+ /** `FileVersionUE5` — the version that changes between UE5 releases. */
12
+ export const UE5 = {
13
+ INITIAL_VERSION: 1000,
14
+ /** The name table is split: names [0, count) are referenced from export data. */
15
+ NAMES_REFERENCED_FROM_EXPORT_DATA: 1001,
16
+ /** Payload table of contents (virtualised bulk) offset in the summary. */
17
+ PAYLOAD_TOC: 1002,
18
+ /** `bImportOptional` per import, `bGeneratePublicHash` per export. */
19
+ OPTIONAL_RESOURCES: 1003,
20
+ /** Large world coordinates: core types serialise doubles (`FTransform` = 80 bytes). UE 5.0. */
21
+ LARGE_WORLD_COORDINATES: 1004,
22
+ /** Package guid dropped from `FObjectExport`. */
23
+ REMOVE_OBJECT_EXPORT_PACKAGE_GUID: 1005,
24
+ /** `bIsInheritedInstance` per export. */
25
+ TRACK_OBJECT_EXPORT_IS_INHERITED: 1006,
26
+ FSOFTOBJECTPATH_REMOVE_ASSET_PATH_FNAMES: 1007,
27
+ /** Soft object path list count/offset in the summary. */
28
+ ADD_SOFTOBJECTPATH_LIST: 1008,
29
+ /** Bulk/data resource table offset in the summary. UE 5.3. */
30
+ DATA_RESOURCES: 1009,
31
+ /** Script (tagged property) start/end offsets per export — where an object's tag list sits. */
32
+ SCRIPT_SERIALIZATION_OFFSET: 1010,
33
+ /**
34
+ * Every object's tag list opens with a class-serialization-control byte, and every tag (old or
35
+ * new layout) may carry an extension byte. UE 5.4.
36
+ */
37
+ PROPERTY_TAG_EXTENSION_AND_OVERRIDABLE_SERIALIZATION: 1011,
38
+ /**
39
+ * The tag's type is a TREE of names (`ArrayProperty(StructProperty(Vector3f(/Script/CoreUObject)))`)
40
+ * instead of a type name plus per-type extras, and array index / guid / bool live in a flags byte.
41
+ */
42
+ PROPERTY_TAG_COMPLETE_TYPE_NAME: 1012,
43
+ ASSETREGISTRY_PACKAGEBUILDDEPENDENCIES: 1013,
44
+ /** Metadata offset in the summary. UE 5.5. */
45
+ METADATA_SERIALIZATION_OFFSET: 1014,
46
+ /** Verse cell import/export tables in the summary. */
47
+ VERSE_CELLS: 1015,
48
+ /** The summary's guid becomes a 20-byte saved hash, written up front with the header size. */
49
+ PACKAGE_SAVED_HASH: 1016,
50
+ /** UE 5.6. */
51
+ OS_SUB_OBJECT_SHADOW_SERIALIZATION: 1017,
52
+ /** Import type hierarchy table in the summary. UE 5.7. */
53
+ IMPORT_TYPE_HIERARCHIES: 1018,
54
+ } as const
55
+
56
+ /** `FileVersionUE4` thresholds the layouts still key on (all satisfied by 522). */
57
+ export const UE4 = {
58
+ ENGINE_VERSION_OBJECT: 336,
59
+ ADD_STRING_ASSET_REFERENCES_MAP: 384,
60
+ PACKAGE_SUMMARY_HAS_COMPATIBLE_ENGINE_VERSION: 444,
61
+ SERIALIZE_TEXT_IN_PACKAGES: 459,
62
+ COOKED_ASSETS_IN_EDITOR_SUPPORT: 485,
63
+ /** A struct array's payload opens with an inner tag naming the struct. */
64
+ INNER_ARRAY_TAG_INFO: 500,
65
+ /** A property tag may carry a property guid (a has-guid byte after the extras). */
66
+ PROPERTY_GUID_IN_PROPERTY_TAG: 503,
67
+ NAME_HASHES_SERIALIZED: 504,
68
+ PRELOAD_DEPENDENCIES_IN_COOKED_EXPORTS: 507,
69
+ TEMPLATE_INDEX_IN_COOKED_EXPORTS: 508,
70
+ ADDED_SEARCHABLE_NAMES: 510,
71
+ BIG_EXPORT_SIZE_FIXES: 511,
72
+ ADDED_PACKAGE_SUMMARY_LOCALIZATION_ID: 516,
73
+ ADDED_PACKAGE_OWNER: 518,
74
+ NON_OUTER_PACKAGE_IMPORT: 520,
75
+ /** What every UE5 package carries — frozen since 4.27. */
76
+ FROZEN: 522,
77
+ } as const
78
+
79
+ /** Legacy file version: the shape of the summary's first fields. */
80
+ export const LEGACY = {
81
+ /** UE4 packages — float transforms, older export layout; not read here. */
82
+ UE4: -7,
83
+ /** UE 5.0 – 5.5: `FileVersionUE5` follows `FileVersionUE4`. */
84
+ UE5: -8,
85
+ /** UE 5.6+: same head (the UE3 field is still written); the differences are versioned below. */
86
+ UE5_6: -9,
87
+ } as const
88
+
89
+ /** The oldest `FileVersionUE4` a UE4 package may carry when a reader opts in (`{ ue4: true }`):
90
+ * `ADDED_PACKAGE_OWNER`, UE 4.25 — the "Bullet Impact VFX" pack, whose "UE_5.0" download is 4.25
91
+ * packages throughout. */
92
+ export const UE4_VERSION_MIN = 459
93
+
94
+ /** The newest `FileVersionUE5` this reader has verified against real files. */
95
+ export const UE5_VERSION_MAX = UE5.IMPORT_TYPE_HIERARCHIES
96
+ /** The oldest — UE 5.0. Earlier UE5 previews are refused. */
97
+ export const UE5_VERSION_MIN = UE5.LARGE_WORLD_COORDINATES
98
+
99
+ /** The engine release a `FileVersionUE5` belongs to, for messages ("UE 5.4" for 1011–1013). */
100
+ export const releaseOfVersion = (ue5: number): string => {
101
+ if (ue5 >= UE5.IMPORT_TYPE_HIERARCHIES) return "5.7"
102
+ if (ue5 >= UE5.OS_SUB_OBJECT_SHADOW_SERIALIZATION) return "5.6"
103
+ if (ue5 >= UE5.METADATA_SERIALIZATION_OFFSET) return "5.5"
104
+ if (ue5 >= UE5.PROPERTY_TAG_EXTENSION_AND_OVERRIDABLE_SERIALIZATION) return "5.4"
105
+ if (ue5 >= UE5.DATA_RESOURCES) return "5.3"
106
+ if (ue5 >= UE5.FSOFTOBJECTPATH_REMOVE_ASSET_PATH_FNAMES) return "5.1"
107
+ return "5.0"
108
+ }
@@ -0,0 +1,167 @@
1
+ // The lightmap unwrap of whole GLB files — `lecodes assets unwrap` (commands/unwrap.ts) and `lecodes lightmap bake`'s
2
+ // pre-step (the CLI reaches it through `unwrapGlbFiles` in src/cli.ts). The geometry work is ./lightmapUv.ts.
3
+ //
4
+ // IN PLACE, not `<name>.fixed.glb` like the doctor's passes: scenes reference the original file, so a fixed copy next
5
+ // to it was one the owner copied over the original by hand (and the copies stayed). A file whose every primitive the
6
+ // unwrap would lay out already carries TEXCOORD_1 is left alone (`force` re-unwraps it). The write is atomic: a temp
7
+ // file beside the target, renamed over it — a failed or killed run leaves the original as it was.
8
+
9
+ import { existsSync, mkdirSync, renameSync, statSync, unlinkSync, writeFileSync } from "node:fs"
10
+ import { basename, dirname, join } from "node:path"
11
+ import type { Document, Material, TextureInfo } from "@gltf-transform/core"
12
+ import { ensureCodecs, makeIO } from "../doctor/reduceGlbBones"
13
+ import { applyUnwrap, planNeedsUnwrap, planUnwrap, type UnwrapOptions, type UnwrapPlan, type UnwrapResult } from "./lightmapUv"
14
+
15
+ export { applyUnwrap, planNeedsUnwrap, planUnwrap, DEFAULT_UNWRAP_TEXEL, UNWRAP_PADDING } from "./lightmapUv"
16
+ export type { UnwrapGroup, UnwrapOptions, UnwrapPlan, UnwrapResult } from "./lightmapUv"
17
+
18
+ export interface UnwrapFileOptions extends UnwrapOptions {
19
+ /** unwrap again even when every primitive already carries TEXCOORD_1 */
20
+ force?: boolean
21
+ /** write here instead of over the input */
22
+ output?: string
23
+ }
24
+
25
+ export interface UnwrapFileReport {
26
+ input: string
27
+ /** where the unwrapped file went; null when nothing was written */
28
+ output: string | null
29
+ status: "unwrapped" | "skipped" | "failed"
30
+ /** why it was skipped or failed */
31
+ reason?: string
32
+ /** one line: what the unwrap made of the file (describeUnwrap) */
33
+ summary: string
34
+ result?: UnwrapResult
35
+ /** primitives the unwrap leaves as they are (skinned, not a triangle list, …) */
36
+ kept: { name: string, reason: string }[]
37
+ /** TEXCOORD_1 sets the unwrap replaced (`force`, or a file that had them on some primitives only) */
38
+ replaced: number
39
+ warnings: string[]
40
+ ms: number
41
+ bytesBefore: number
42
+ bytesAfter: number
43
+ }
44
+
45
+ const message = (e: unknown): string => (e instanceof Error ? e.message : String(e))
46
+
47
+ /** Materials of the planned primitives with a texture on TEXCOORD_1 (an AO map on the second set): they would sample the
48
+ * lightmap layout once the set is replaced. */
49
+ const uv1Samplers = (plan: UnwrapPlan): string[] => {
50
+ const names = new Set<string>()
51
+ const infos = (m: Material): (TextureInfo | null)[] => [
52
+ m.getBaseColorTextureInfo(), m.getNormalTextureInfo(), m.getOcclusionTextureInfo(), m.getEmissiveTextureInfo(), m.getMetallicRoughnessTextureInfo(),
53
+ ]
54
+ for (const p of [ ...plan.prims, ...plan.lods ]) {
55
+ const m = p.prim.getMaterial()
56
+ if (m && infos(m).some((i) => i?.getTexCoord() === 1)) names.add(m.getName() || "material")
57
+ }
58
+ return [ ...names ]
59
+ }
60
+
61
+ /** Write `bytes` to `target` through a temp file beside it, renamed over it. */
62
+ const writeAtomic = (target: string, bytes: Uint8Array): void => {
63
+ const dir = dirname(target)
64
+ if (!existsSync(dir)) mkdirSync(dir, { recursive: true })
65
+ const tmp = join(dir, `.${basename(target)}.unwrap-${process.pid}.tmp`)
66
+ try {
67
+ writeFileSync(tmp, bytes)
68
+ renameSync(tmp, target)
69
+ } catch (e) {
70
+ try { unlinkSync(tmp) } catch { /* never written */ }
71
+ throw e
72
+ }
73
+ }
74
+
75
+ /** Unwrap one document in memory (no file): the plan's verdict, and the result when it did. */
76
+ export async function unwrapDocument(doc: Document, opts: UnwrapFileOptions = {}): Promise<Omit<UnwrapFileReport, "input" | "output" | "summary" | "ms" | "bytesBefore" | "bytesAfter">> {
77
+ const plan = planUnwrap(doc, opts)
78
+ const kept = plan.skipped
79
+ if (plan.prims.length === 0) return { status: "skipped", reason: kept.length ? "nothing to unwrap" : "no meshes", kept, replaced: 0, warnings: [] }
80
+ if (!opts.force && !planNeedsUnwrap(plan)) {
81
+ return { status: "skipped", reason: `has TEXCOORD_1 on its ${plan.prims.length + plan.lods.length} primitive(s)`, kept, replaced: 0, warnings: [] }
82
+ }
83
+ const replaced = plan.prims.filter((p) => p.hasUv1).length + plan.lods.filter((l) => l.hasUv1).length
84
+ const warnings: string[] = []
85
+ const samplers = replaced ? uv1Samplers(plan) : []
86
+ if (samplers.length) warnings.push(`${samplers.join(", ")} sample${samplers.length === 1 ? "s" : ""} a texture on TEXCOORD_1 — it now reads the lightmap layout`)
87
+ const result = await applyUnwrap(doc, plan)
88
+ // glTF's top-level `scene` is optional and glTF-Transform only writes it when set; strict loaders then load no roots.
89
+ const root = doc.getRoot()
90
+ if (!root.getDefaultScene() && root.listScenes().length > 0) root.setDefaultScene(root.listScenes()[0])
91
+ return { status: "unwrapped", result, kept, replaced, warnings }
92
+ }
93
+
94
+ /** Unwrap one GLB file: in place unless `output` names another file. Never throws for the file's sake — a failure is the
95
+ * report's status. */
96
+ export async function unwrapGlbFile(input: string, opts: UnwrapFileOptions = {}): Promise<UnwrapFileReport> {
97
+ const t0 = performance.now()
98
+ const rep: UnwrapFileReport = { input, output: null, status: "failed", summary: "", kept: [], replaced: 0, warnings: [], ms: 0, bytesBefore: 0, bytesAfter: 0 }
99
+ const done = (): UnwrapFileReport => { rep.ms = performance.now() - t0; rep.summary = describeUnwrap(rep); return rep }
100
+ if (!existsSync(input)) { rep.reason = "not found"; return done() }
101
+ rep.bytesBefore = statSync(input).size
102
+ await ensureCodecs()
103
+ const io = makeIO()
104
+ let doc: Document
105
+ try { doc = await io.read(input) } catch (e) { rep.reason = `unreadable: ${message(e)}`; return done() }
106
+ try {
107
+ Object.assign(rep, await unwrapDocument(doc, opts))
108
+ } catch (e) {
109
+ rep.status = "failed"
110
+ rep.reason = message(e)
111
+ return done()
112
+ }
113
+ if (rep.status !== "unwrapped") return done()
114
+ const output = opts.output ?? input
115
+ try {
116
+ const bytes = await io.writeBinary(doc)
117
+ writeAtomic(output, bytes)
118
+ rep.output = output
119
+ rep.bytesAfter = bytes.byteLength
120
+ } catch (e) {
121
+ rep.status = "failed"
122
+ rep.reason = `not written: ${message(e)}`
123
+ }
124
+ return done()
125
+ }
126
+
127
+ /** Where `-o` sends an input: none = in place; one input and a path that is not a folder = that file; else the folder. */
128
+ export const unwrapOutputFor = (input: string, out: string | undefined, batch: boolean): string | undefined => {
129
+ if (!out) return undefined
130
+ const norm = out.replace(/\\/g, "/")
131
+ const asDir = batch || norm.endsWith("/") || (existsSync(norm) && statSync(norm).isDirectory())
132
+ return asDir ? join(norm, basename(input)).replace(/\\/g, "/") : out
133
+ }
134
+
135
+ /** Unwrap several GLB files one after the other (xatlas is single-threaded wasm; memory stays one file's). `out` as `-o`;
136
+ * `onFile` hears each report as it lands. */
137
+ export async function unwrapGlbFiles(files: string[], opts: UnwrapFileOptions & { out?: string, onFile?: (r: UnwrapFileReport) => void } = {}): Promise<UnwrapFileReport[]> {
138
+ const { out, onFile, ...rest } = opts
139
+ const reports: UnwrapFileReport[] = []
140
+ for (const input of files) {
141
+ const r = await unwrapGlbFile(input, { ...rest, output: unwrapOutputFor(input, out, files.length > 1) ?? rest.output })
142
+ reports.push(r)
143
+ onFile?.(r)
144
+ }
145
+ return reports
146
+ }
147
+
148
+ const kb = (n: number): string => `${Math.round(n / 1024)} KB`
149
+
150
+ /** One line per file: what the unwrap made of it. */
151
+ export const describeUnwrap = (r: UnwrapFileReport): string => {
152
+ if (r.status !== "unwrapped" || !r.result) return `${r.status === "failed" ? "failed" : "skipped"}: ${r.reason ?? "?"}`
153
+ const res = r.result
154
+ const lod = res.lodPrimitives ? `; ${res.lodPrimitives} LOD primitive(s) by projection` : ""
155
+ const groups = res.groups.length ? `, ${res.groups.length} groups${res.splitNodes ? ` (${res.splitNodes} node(s) cut)` : ""}` : ""
156
+ return `${res.charts} charts over ${res.primitives} primitive(s)${groups}, vertices ${res.verticesBefore} → ${res.verticesAfter} (+${res.verticesAfter - res.verticesBefore} on seams)${lod}${r.replaced ? `; ${r.replaced} TEXCOORD_1 set(s) replaced` : ""}, ${(r.ms / 1000).toFixed(1)} s`
157
+ }
158
+
159
+ /** The detail lines under a file's line: groups, what was left as it was, warnings, where it went. */
160
+ export const detailUnwrap = (r: UnwrapFileReport): string[] => {
161
+ const lines: string[] = []
162
+ r.result?.groups.forEach((g, k) => lines.push(`group ${k}: ${g.primitives} primitive(s), ${g.area.toFixed(0)} m², ${g.charts} charts${g.texelScale > 1 ? `, texel ×${g.texelScale}` : ""}`))
163
+ if (r.kept.length) lines.push(`left as is: ${r.kept.slice(0, 6).map((s) => `${s.name} (${s.reason})`).join(", ")}${r.kept.length > 6 ? ` … ${r.kept.length - 6} more` : ""}`)
164
+ for (const w of r.warnings) lines.push(`⚠ ${w}`)
165
+ if (r.output) lines.push(`${r.output === r.input ? "written in place" : `written to ${r.output}`} (${kb(r.bytesBefore)} → ${kb(r.bytesAfter)})`)
166
+ return lines
167
+ }