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@gameable/character ​

Classes ​

BonePoseWriter ​

Writes a BonePose onto a skeleton's bones and takes it off again. One per character; the bones are found by name once per names array.

Constructors ​

Constructor ​
ts
new BonePoseWriter(root, warn?): BonePoseWriter;
Parameters ​
ParameterTypeDescription
rootObject3DThe skeleton's root (the bones are found under it by name).
warn(message) => voidWhere to say the names the skeleton has no bone for.
Returns ​

BonePoseWriter

Properties ​

missing ​
ts
readonly missing: string[] = [];

The names given that the skeleton has no bone for (said once, when they are bound).

Accessors ​

driven ​
Get Signature ​
ts
get driven(): boolean;

Whether the game has the body now (a pose has been written and not let go).

Returns ​

boolean

Methods ​

release() ​
ts
release(): void;

Hand the body back to the clips: the bones as they were when the game took them.

Returns ​

void

write() ​
ts
write(pose, scale): void;

Lay the pose on the bones. Each bone keeps what the clips had on it when first written.

Parameters ​
ParameterTypeDescription
poseBonePoseThe pose.
scalenumberHow much larger the character is drawn than its rig (the hips are given in drawn metres).
Returns ​

void


CharacterUnsupportedError ​

Thrown by createCharacter when the renderer is not on the WebGPU backend.

Characters are a WebGPU-only feature by construction: the rig deform, the lift and the decoders all run as compute on renderer.backend.device, and the WebGL fallback backend has no device to borrow. There is no CPU path — the POC had one and it cost seconds per frame, which reads as a hung avatar rather than as a slow one. Check engine.caps.characters and substitute a placeholder.

Example ​

ts
import { CharacterUnsupportedError, createCharacter } from 'gameable/character';

try {
  await createCharacter(bundle, { renderer, scene, sink });
} catch (err) {
  if (err instanceof CharacterUnsupportedError) console.warn(err.reason);
}

Extends ​

  • Error

Constructors ​

Constructor ​
ts
new CharacterUnsupportedError(reason): CharacterUnsupportedError;
Parameters ​
ParameterType
reasonstring
Returns ​

CharacterUnsupportedError

Overrides ​
ts
Error.constructor

Properties ​

name ​
ts
readonly name: "CharacterUnsupportedError" = 'CharacterUnsupportedError';
Overrides ​
ts
Error.name
reason ​
ts
readonly reason: string;

Why the renderer could not host a character.


DebugVertexLift ​

One isotropic gaussian per rig vertex, in a sink's slot range.

Example ​

ts
import { DebugVertexLift } from 'gameable/character';

const lift = new DebugVertexLift({
  device,
  sink,
  vertsBuffer: backend.vertsBuffer,
  vertexCount: backend.vertexCount,
});
const encoder = device.createCommandEncoder();
backend.encode(encoder);
lift.encode(encoder);
device.queue.submit([encoder.finish()]);
sink.markGaussiansChanged();

Constructors ​

Constructor ​
ts
new DebugVertexLift(options): DebugVertexLift;

Build the pipeline and reserve the slots.

Parameters ​
ParameterTypeDescription
optionsDebugVertexLiftOptionsSee DebugVertexLiftOptions.
Returns ​

DebugVertexLift

Throws ​

When the supplied range is smaller than the vertex count, which would silently draw part of a head.

Properties ​

range ​
ts
readonly range: SlotRange;

The slots this preview owns. Fixed for its lifetime.

vertexCount ​
ts
readonly vertexCount: number;

Vertices it draws.

Accessors ​

params ​
Get Signature ​
ts
get params(): Readonly<DebugLiftParams>;

The params as they will next be uploaded. Read-only; use the setters.

Returns ​

Readonly<DebugLiftParams>

The current parameters.

Methods ​

dispose() ​
ts
dispose(): void;

Release the GPU buffers and, when it allocated the range, the slots. Idempotent.

Returns ​

void

encode() ​
ts
encode(encoder): void;

Record the pass. The rig's own pass must already be in this encoder, or an earlier submission: one device means one queue, so ordering alone is the synchronisation.

Parameters ​
ParameterTypeDescription
encoderGPUCommandEncoderThe frame's encoder.
Returns ​

void

setShading() ​
ts
setShading(shading): void;

Change the colour source.

Parameters ​
ParameterTypeDescription
shadingDebugShadingtint, normal or flat.
Returns ​

void

setSigma() ​
ts
setSigma(sigma): void;

Change the gaussian radius.

Parameters ​
ParameterTypeDescription
sigmanumberRadius in object space, metres.
Returns ​

void

setTransform() ​
ts
setTransform(transform, centroid?): void;

Change the rig -> object placement.

Parameters ​
ParameterTypeDescription
transformreadonly number[]Row-major 3x4 affine, 12 numbers.
centroid?readonly [number, number, number]Object-space centre for normal shading. Left alone when omitted.
Returns ​

void


FightLayer ​

Constructors ​

Constructor ​
ts
new FightLayer(
   skeleton, 
   set, 
   stature, 
   height, 
   options, 
   name?
): FightLayer;
Parameters ​
ParameterTypeDefault value
skeletonFightSkeletonLikeundefined
setFightSetundefined
staturenumberundefined
heightnumberundefined
options{ bounds?: FightBounds; random?: () => number; }undefined
options.bounds?FightBoundsundefined
options.random?() => numberundefined
namestring'package'
Returns ​

FightLayer

Properties ​

body ​
ts
readonly body: FightBody;
driver ​
ts
readonly driver: FightDriver;
handed ​
ts
readonly handed: BonePose & object;

the pose handed to the bone pose door: the body's names bound once, the driver's rotations, the hips copied

Type Declaration ​
hips ​
ts
readonly hips: object;
hips.joint ​
ts
readonly joint: string;
hips.x ​
ts
x: number;
hips.y ​
ts
y: number;
hips.z ​
ts
z: number;
request ​
ts
request: FightRequest | null = null;

the request for this step, or none (the pose stays as it was)

target ​
ts
target: FightLayer | null = null;

the other fighter this one fights (the request's target, resolved by the bridge before the step), or none

turn ​
ts
turn: number = 0;

the line's turn off the floor's, as the last step had it

Accessors ​

leads ​
Get Signature ​
ts
get leads(): boolean;

the pose is the driver's own place (thrown, lying, rising): the entity follows it

Returns ​

boolean

Methods ​

contact() ​
ts
contact(def, out): boolean;

Whether this fighter's strike meets the other's body this step, as Fight Lab tests it: the strike's areas (the striking part and the path its tip swept) against the other's hurt areas, in order, the first pair that touch; out the part struck, the point (world; its depth the strike's tip's) and the struck body's nearer leg.

Parameters ​
ParameterType
defFightLayer
outFightContact
Returns ​

boolean

fall() ​
ts
fall(
   v, 
   spin, 
   turn, 
   kick?
): void;
Parameters ​
ParameterTypeDefault value
v{ x: number; y: number; z: number; }undefined
v.xnumberundefined
v.ynumberundefined
v.znumberundefined
spinnumberundefined
turnnumberundefined
kickbooleanfalse
Returns ​

void

getUp() ​
ts
getUp(quick): FightRise | null;
Parameters ​
ParameterType
quickboolean
Returns ​

FightRise | null

hit() ​
ts
hit(h): void;
Parameters ​
ParameterType
hFightHit
Returns ​

void

state() ​
ts
state(facing): FightState;
Parameters ​
ParameterType
facingnumber
Returns ​

FightState

step() ​
ts
step(): void;

one fixed step: the request on the driver

Returns ​

void


GnmRigBackend ​

GNM as a RigBackend.

Implements ​

Constructors ​

Constructor ​
ts
new GnmRigBackend(options?): GnmRigBackend;
Parameters ​
ParameterType
optionsGnmRigBackendOptions
Returns ​

GnmRigBackend

Properties ​

kind ​
ts
readonly kind: "gnm";

Which implementation this is.

Implementation of ​

RigBackend.kind

Accessors ​

assets ​
Get Signature ​
ts
get assets(): AosRigPack;

The parsed pack — the topology and UVs a caller may want for a preview mesh. After releaseBlobs it is the light pack: the big blobs are empty.

Returns ​

AosRigPack

The pack parsed by init.

controlNames ​
Get Signature ​
ts
get controlNames(): readonly string[];

The control space this backend drives, in setControls order.

Returns ​

readonly string[]

The control space this backend drives, in setControls order.

Implementation of ​

RigBackend.controlNames

vertexCount ​
Get Signature ​
ts
get vertexCount(): number;

Vertices produced per pose.

Returns ​

number

Vertices produced per pose.

Implementation of ​

RigBackend.vertexCount

vertsAABB ​
Get Signature ​
ts
get vertsAABB(): VertsAABB;

Bounds of the neutral pose, for the sink's bounding sphere.

Returns ​

VertsAABB

Bounds of the neutral pose, for the sink's bounding sphere.

Implementation of ​

RigBackend.vertsAABB

vertsBuffer ​
Get Signature ​
ts
get vertsBuffer(): GPUBuffer;

The posed vertices, in the rig's own frame and units. Valid after the encoded pass has executed; the lift's copyBufferToBuffer is what reads it.

Returns ​

GPUBuffer

The posed vertices, in the rig's own frame and units. Valid after the encoded pass has executed; the lift's copyBufferToBuffer is what reads it.

Implementation of ​

RigBackend.vertsBuffer

Methods ​

bytes() ​
ts
bytes(): number;

Approximate GPU + wasm bytes this backend holds, for memoryReport().

Returns ​

number

Implementation of ​

RigBackend.bytes

dispose() ​
ts
dispose(): void;

Release the wasm heap and every GPU buffer. Idempotent.

Returns ​

void

Implementation of ​

RigBackend.dispose

encode() ​
ts
encode(encoder): void;

Record the per-vertex pass into encoder. No submit, no fence, no readback.

Parameters ​
ParameterType
encoderGPUCommandEncoder
Returns ​

void

Implementation of ​

RigBackend.encode

frameValues() ​
ts
frameValues(): object;

This frame's values for the blend, as encode would upload them: the expression coefficients (unscaled, padded to whole vec4s), the params block (eye positions at floats 4..6 and 8..10, the two gaze quaternions at 12..19) and the skin rows (three row-major vec4 per joint). The arrays are this backend's own; do not keep them.

Returns ​

object

Views over the backend's arrays.

expr ​
ts
expr: Float32Array;
params ​
ts
params: Float32Array;
skinRows ​
ts
skinRows: Float32Array;
init() ​
ts
init(options): Promise<void>;

Build the wasm/GPU resources. Idempotent; throws loudly on a bad asset.

Parameters ​
ParameterType
optionsRigBackendInit
Returns ​

Promise<void>

Implementation of ​

RigBackend.init

initWithoutDevice() ​
ts
initWithoutDevice(options): Promise<void>;

Parse the pack and set up everything the CPU side needs, without building the WGSL pipeline: for a head pass built elsewhere (the TSL node, gnmNode.ts), which reads frameValues each frame. encode and vertsBuffer stay unavailable.

Parameters ​
ParameterTypeDescription
optionsOmit<RigBackendInit, "device">As init, without the device.
Returns ​

Promise<void>

Nothing.

releaseBlobs() ​
ts
releaseBlobs(): number;

Let the pack's file go once the head's inputs are made: on a phone four riders held their head file a second time this way (42 MB a head, 5 Oct 2026). Keeps what the frame reads (the header, the counts, the eye positions, the rest joints and their parents, the basis scale, the bind transform, the mouth's small lists, whether the bake had a neck seam) as small copies of their own; the big blobs (neutral, basis, skin, eye weights, faces, quads, uv, the seam's values) become empty arrays of their type. After it assets is that light pack and runCpu throws; the frame (setControls, frameValues, encode, the joints) runs exactly as before. Call it after the last build step that reads the pack (the head's inputs, the rest vertices, the mouth). Safe to call twice.

Returns ​

number

The bytes of the file no longer held (0 on a second call).

Example ​
ts
const head = createGnmNode(backend.assets, false);
const freed = backend.releaseBlobs(); // 42 MB for a studio head
runCpu() ​
ts
runCpu(controls): Promise<Float32Array<ArrayBufferLike>>;

The CPU reference, for calibration. Never per frame — see gnmReference.ts.

Parameters ​
ParameterTypeDescription
controlsFloat32ArrayA head_ext vector; a short one is zero-padded and a long one truncated, since this runs off the calibration path rather than the hot one.
Returns ​

Promise<Float32Array<ArrayBufferLike>>

The posed vertices as (V,3) in METRES, skinned against the joint worlds currently set.

Implementation of ​

RigBackend.runCpu

setControls() ​
ts
setControls(controls): void;

Set the whole head_ext vector.

A shorter vector is zero-padded, which is exactly what the reduced ML view (68 floats) means — block.expand pads per region, so a caller holding the reduced view must widen it first rather than passing it here.

Parameters ​
ParameterTypeDescription
controlsFloat32ArrayUp to head_ext.dim floats: the expression coefficients, then the four gaze angles in radians. A longer vector throws.
Returns ​

void

Implementation of ​

RigBackend.setControls

setJointOverrides() ​
ts
setJointOverrides(overrides): boolean;

Per-joint rotation overrides, by name — the procedural head-aim path.

Applied as a parent-relative rotation on top of the joint's rest, then propagated down the pack's own parent chain, so aiming head carries the eyes with it exactly as skinning would.

Parameters ​
ParameterTypeDescription
overridesreadonly JointOverride[]Joint name plus a (w, x, y, z) rotation. A name this pack does not carry is skipped silently — the body rig has joints the head does not. Each call rebuilds from the rest pose, so overrides do not accumulate.
Returns ​

boolean

True when this call actually moved a joint. False on a repeat of the rotations already pushed, which is what an idle head sends 60 times a second — and on a repeat NOTHING is recomputed, so the caller may leave its own rig dirty flag down.

Implementation of ​

RigBackend.setJointOverrides

setJointWorlds() ​
ts
setJointWorlds(worlds): void;

Where the body rig's joints are this frame, J*16 row-major world matrices in the pack's own compact joint order.

Defaults to the pack's rest, which makes the skinning the identity — a head posed at bind. The animation layer supplies the real matrices; the head does not solve them, because neck and head rotation are the BODY's joints.

Parameters ​
ParameterTypeDescription
worldsFloat32ArrayJ*16 row-major world matrices, in METRES, in the pack's compact joint order. The skin rows are recomputed here, not per frame.
Returns ​

void


OrlRigBackend ​

OpenRigLogic as a RigBackend, in skinning or rigid-shell mode.

Implements ​

Constructors ​

Constructor ​
ts
new OrlRigBackend(options): OrlRigBackend;
Parameters ​
ParameterType
optionsOrlRigBackendOptions
Returns ​

OrlRigBackend

Properties ​

kind ​
ts
readonly kind: "orl";

Which implementation this is.

Implementation of ​

RigBackend.kind

Accessors ​

controlNames ​
Get Signature ​
ts
get controlNames(): readonly string[];

The control space this backend drives, in setControls order.

Returns ​

readonly string[]

The control space this backend drives, in setControls order.

Implementation of ​

RigBackend.controlNames

isDriving ​
Get Signature ​
ts
get isDriving(): boolean;

True once a shell-mode backend has adopted a frame and bound a shell.

Returns ​

boolean

True in skin mode always, and in shell mode once adoptRigSpace has matched at least one shell to a joint.

vertexCount ​
Get Signature ​
ts
get vertexCount(): number;

Vertices produced per pose.

Returns ​

number

Vertices produced per pose.

Implementation of ​

RigBackend.vertexCount

vertsAABB ​
Get Signature ​
ts
get vertsAABB(): VertsAABB;

Bounds of the neutral pose, for the sink's bounding sphere.

Returns ​

VertsAABB

Bounds of the neutral pose, for the sink's bounding sphere.

Implementation of ​

RigBackend.vertsAABB

vertsBuffer ​
Get Signature ​
ts
get vertsBuffer(): GPUBuffer;

The posed vertices, in the rig's own frame and units. Valid after the encoded pass has executed; the lift's copyBufferToBuffer is what reads it.

Returns ​

GPUBuffer

The posed vertices, in the rig's own frame and units. Valid after the encoded pass has executed; the lift's copyBufferToBuffer is what reads it.

Implementation of ​

RigBackend.vertsBuffer

Methods ​

adoptRigSpace() ​
ts
adoptRigSpace(lin, offset): boolean;

Place this branch's shells in RIG space, using the frame a sibling branch already fitted (the head's calibration).

This branch cannot fit that frame itself: its mesh is not in the DNA, so there is no correspondence to fit against. The head's frame is the right one to borrow because both branches are baked in a single bundle space — measured, the borrowed frame lands these shells 0.11-0.35 cm from the DNA's own eye and teeth meshes.

MUST run before calibration. Returns false when the branch stays neutral.

Parameters ​
ParameterTypeDescription
linFloat32ArrayThe sibling's fitted rig -> bundle linear part, nine floats in the row-vector convention v·lin + offset. Inverted here to map this branch's neutral back into rig space.
offsetFloat32ArrayThe matching translation, three floats.
Returns ​

boolean

True once at least one shell is bound to a joint. False — and the branch stays at its neutral pose — in skin mode, before init, when the pack carries no joint names, when the sibling's transform is singular, or when no shell centroid landed near an eye/teeth joint.

bytes() ​
ts
bytes(): number;

Approximate GPU + wasm bytes this backend holds, for memoryReport().

Returns ​

number

Implementation of ​

RigBackend.bytes

dispose() ​
ts
dispose(): void;

Release the wasm heap and every GPU buffer. Idempotent.

Returns ​

void

Implementation of ​

RigBackend.dispose

encode() ​
ts
encode(encoder): void;

Record the per-vertex pass into encoder. No submit, no fence, no readback.

Parameters ​
ParameterType
encoderGPUCommandEncoder
Returns ​

void

Implementation of ​

RigBackend.encode

init() ​
ts
init(options): Promise<void>;

Build the wasm/GPU resources. Idempotent; throws loudly on a bad asset.

Parameters ​
ParameterType
optionsRigBackendInit
Returns ​

Promise<void>

Implementation of ​

RigBackend.init

runCpu() ​
ts
runCpu(controls): Promise<Float32Array<ArrayBufferLike>>;

Calibration path. Deliberately uses the CPU deform even when the GPU one is live: corr = neutral - runCpu(baseRig) is added to every GPU-produced frame, so the two must agree.

Parameters ​
ParameterTypeDescription
controlsFloat32ArrayOne value per name in controlNames.
Returns ​

Promise<Float32Array<ArrayBufferLike>>

A fresh array of posed vertices as xyz triples, in CENTIMETRES — the rig's own mesh in skin mode, this branch's rigid-shell pose in shell mode. Never the reused scratch, since the caller keeps it.

Implementation of ​

RigBackend.runCpu

setControls() ​
ts
setControls(controls): void;

Solve at controls. CPU-only and synchronous — there is no inference call to await — so a caller may call it several times a frame and only encode once.

Parameters ​
ParameterType
controlsFloat32Array
Returns ​

void

Implementation of ​

RigBackend.setControls

setJointOverrides() ​
ts
setJointOverrides(overrides): boolean;

No addressable joint namespace yet — head aim rides the body rig, not the DNA.

Parameters ​
ParameterTypeDescription
overridesreadonly JointOverride[]Ignored. A non-empty list logs once, so a caller wondering why its aim does nothing is told rather than left guessing.
Returns ​

boolean

Always false: nothing moved, so a caller gating its rig dirty flag on this must NOT re-run a pass. That is the whole reason the method reports a result rather than returning void — an inert override used to force a full decode of an idle head every single frame.

Implementation of ​

RigBackend.setJointOverrides


SlotAllocator ​

A deterministic first-fit allocator over [0, capacity).

Example ​

ts
import { SlotAllocator } from 'gameable/character';

const slots = new SlotAllocator(262144);
const head = slots.allocate(65536); // { offset: 0, count: 65536 }
slots.free(head);

Constructors ​

Constructor ​
ts
new SlotAllocator(capacity): SlotAllocator;
Parameters ​
ParameterType
capacitynumber
Returns ​

SlotAllocator

Properties ​

capacity ​
ts
readonly capacity: number;

Accessors ​

available ​
Get Signature ​
ts
get available(): number;

Slots not currently owned by any range.

Returns ​

number

The total free slot count, which may be spread over several blocks and so is an upper bound on the largest allocation that can still succeed.

Methods ​

allocate() ​
ts
allocate(count): SlotRange;

Reserve count contiguous slots.

Throws rather than returning null: a branch that cannot be placed renders nothing at all, and a silent null would surface as a character missing one region with no error anywhere.

Parameters ​
ParameterTypeDescription
countnumberHow many splat slots the branch needs; a positive integer.
Returns ​

SlotRange

The reserved range: offset is the branch's slot offset into the sink's storage buffers and count echoes the request.

blocks() ​
ts
blocks(): SlotRange[];

The free list, for tests and memoryReport(). Copied, never the live array.

Returns ​

SlotRange[]

The free blocks in ascending offset order, each a fresh object, so a caller cannot corrupt the allocator by mutating what it reads.

free() ​
ts
free(range): void;

Release a range and coalesce with its neighbours.

Overlap with an already-free range throws: it means two owners believe they hold the same slots, which renders one branch's gaussians at another's pose.

Parameters ​
ParameterTypeDescription
rangeSlotRangeThe range to give back, exactly as SlotAllocator.allocate returned it; it must lie inside the capacity and must not already be free.
Returns ​

void

Interfaces ​

AosrigCharacterBuild ​

A built character: its runtime and the sinks it writes.

Type Parameters ​

Type Parameter
S extends AosrigHostSink

Properties ​

runtime ​
ts
readonly runtime: AosrigSplatRuntime;
sink ​
ts
readonly sink: S;

The character's splats; hidden until the host first shows it.

teethSink ​
ts
readonly teethSink: S | null;

The teeth's splats, when the mouth was built from the teeth's points; else null.


AosrigCorrectiveFiles ​

One correction's files, as the package carries them.

Properties ​

bindings ​
ts
bindings: Uint8Array;
fade ​
ts
fade: Uint8Array;
info ​
ts
info: CorrectiveInfo;
points ​
ts
points: Uint8Array;
pointsSide ​
ts
pointsSide: Uint8Array;
side ​
ts
side: Uint8Array;

AosrigCorrectiveState ​

A character's pose corrections while it draws (corrective/, see corrective.ts).

Properties ​

angles ​
ts
readonly angles: Float32Array;

Each drive's arm elevation on the last frame, degrees from hanging: correction 0's left and right, then correction 1's.

corrections ​
ts
readonly corrections: readonly object[];

The corrections played, in the index's order: name, new splats, own splats that fade.

enabled ​
ts
enabled: boolean;

Play the corrections. Off, every weight is 0: the character draws exactly as one without them.

weights ​
ts
readonly weights: Float32Array;

The weights the GPU was given on the last frame, in the same order.


AosrigHairState ​

The hair on a character, as a host reads it (runtime.hair).

Extended by ​

Properties ​

frames ​
ts
readonly frames: number;

The frames simulated so far.

ms ​
ts
readonly ms: number;

Her sim's wall time last frame, ms (0 before the first frame).

rows ​
ts
readonly rows: number;

The rows riding the strands.

slots ​
ts
readonly slots: number;

The bone slots after the rig's joints (her proxies and every strand point).

strands ​
ts
readonly strands: number;

The guide strands.

Methods ​

reset() ​
ts
reset(): void;

After a teleport or a pose jump: the strands snap to their rest targets on the next frame.

Returns ​

void

setParams() ​
ts
setParams(params): void;

Live tuning (HAIR_DEFAULTS are Sara's chosen settings); bodyCollide stays 0 until the clean body lands.

Parameters ​
ParameterTypeDescription
paramsPartial<HairParams>The settings to change.
Returns ​

void


AosRigHeader ​

The header JSON, parsed.

Properties ​

bindTransform ​
ts
bindTransform: number[];

Row-major 4x4: head-local -> the body's bind space. See the header comment.

buffers ​
ts
buffers: AosRigBuffer[];
coeffCount ​
ts
coeffCount: number;
eyes ​
ts
eyes: object;
names ​
ts
names: string[];
headExt ​
ts
headExt: HeadExtLayout;
joints ​
ts
joints: AosRigJoint[];
maxInfluence ​
ts
maxInfluence: number;
model ​
ts
model: "gnm";
mouth? ​
ts
optional mouth?: AosRigMouthEntry;

The mouth's inside, when the bake carried it. See the file comment.

source? ​
ts
optional source?: Record<string, unknown>;

Free-form provenance the packer writes; never read by the runtime.

units ​
ts
units: "m" | "cm";
version ​
ts
version: number;
vertexCount ​
ts
vertexCount: number;

AosrigMouth ​

A character's mouth interior, while it draws.

Properties ​

enabled ​
ts
enabled: boolean;

Draw the mouth interior at all. Off, the character draws exactly as one without it.

layers ​
ts
layers: object;

Turn the mesh or the teeth's points off (for comparisons); the mask stays.

mesh ​
ts
mesh: boolean;
teeth ​
ts
teeth: boolean;
lit ​
ts
lit: boolean;

A frozen mouth lit softly from the camera (true, the default) or unlit.

mode ​
ts
mode: AosrigMouthMode | null;

A frozen mouth's drawing (AosrigMouthMode); 'textured' without the picture draws plain. Null for a mouth of the teeth's points.

object3D ​
ts
readonly object3D: Object3D;

The inside laid over the window; already under the character's splat object.

open ​
ts
readonly open: boolean;

Whether the inside was drawn on the last frame.

opening ​
ts
readonly opening: number;

Last parting in metres: polygon area / width for 'studio', the sampled lip points for the other windows.

rect ​
ts
readonly rect: object;

The mouth's rectangle of the screen on the last open frame, drawing-buffer pixels.

height ​
ts
height: number;
width ​
ts
width: number;
x ​
ts
x: number;
y ​
ts
y: number;
setBack ​
ts
readonly setBack: number;

The frozen mouth's set-back along the face's forward, metres (0 for the teeth's points).

stats ​
ts
readonly stats: object;

Sizes: the teeth's points, the mesh, the rim, the lips' edge points and what moving them reads.

coefficients ​
ts
coefficients: number;
edgePoints ​
ts
edgePoints: number;
edgeVertices ​
ts
edgeVertices: number;
points ​
ts
points: number;
rim ​
ts
rim: number;
triangles ​
ts
triangles: number;
vertices ​
ts
vertices: number;
strength ​
ts
readonly strength: number;

How much of the inside showed on the last frame, 0..1.

teeth ​
ts
readonly teeth: SplatSink | null;

The teeth's splat sink (drawn into the inside's own small render); null for a frozen mouth.

thresholds ​
ts
thresholds: object;

How far apart the lips' points must be for the inside to show, metres: nothing below start, all from full. The drawn window's defaults are DRAWN_OPEN_START_M and DRAWN_OPEN_FULL_M (1 and 2 mm, the studio's rule), the edge window's OPEN_START_M and OPEN_FULL_M; a page may tune them.

full ​
ts
full: number;
start ​
ts
start: number;
window ​
ts
window: "studio" | "drawn" | "edges";

What the window's edges follow: 'studio' (the default), the expressed head rim minus its neutral opening, inset 1.5 mm as pcMouth draws it; or 'drawn': the lips a person sees, strip by strip across the whole mouth (their seen points' median move), and the inside shows once they are DRAWN_OPEN_START_M apart on average across the mouth; or 'edges', the lips' edge points picked at rest (the window before). Switching also switches thresholds to that window's own.

Methods ​

compile() ​
ts
compile(): Promise<void>;

TSL: build the two passes' pipelines and the mask's and the inside's programs ahead of the first open frame (three builds them synchronously inside that frame otherwise). Once; a failure is warned and left to that frame. Nothing on the WGSL path (its pipelines were built through the device's async call already).

Returns ​

Promise<void>

Resolves once everything is built.

dispatch() ​
ts
dispatch(): void;

TSL: run the two passes (teeth, mesh) with renderer.compute, after the head pass. Nothing on the WGSL path.

Returns ​

void

dispose() ​
ts
dispose(): void;

Free what the mouth owns and take its objects out of the scene.

Returns ​

void

drawOffscreen() ​
ts
drawOffscreen(): void;

The two small renders (mask, inside), after the dispatches were submitted.

Returns ​

void

encode() ​
ts
encode(pass): void;

WGSL: record the two dispatches (teeth, mesh) into the skin pass, after the head's blend. Nothing on the TSL path.

Parameters ​
ParameterType
passGPUComputePassEncoder
Returns ​

void

outline() ​
ts
outline(): object;

The outline on the last open frame, in the world: the outer ring (mask 0) and the inner ring (mask 1), x y z per rim point.

Returns ​

object

Copies of both.

inner ​
ts
inner: Float32Array;
outer ​
ts
outer: Float32Array;
passes() ​
ts
passes(): ComputeNode[];

TSL: the passes to run this frame (teeth, mesh), each pointed at this character's buffers, for a caller that runs them in its own renderer.compute call after the head pass (one call a frame for the whole character). Empty while the mouth is shut and on the WGSL path.

Returns ​

ComputeNode[]

The compute nodes, in order.

update() ​
ts
update(
   controls, 
   skin, 
   camera
): boolean;

Follow this frame's face, head joint and camera. Allocation-free.

Parameters ​
ParameterTypeDescription
controlsArrayLike<number>The head's control vector (expression first).
skinArrayLike<number>The head joint's skin matrix, column-major 4x4, into the splat's frame.
cameraCameraThe camera the frame is drawn with.
Returns ​

boolean

Whether the inside is drawn this frame.


AosrigMouthHiddenState ​

The closed mouth's inside points (mouth_hidden.bin) while the character draws.

Properties ​

band ​
ts
readonly band: number;
bandCap ​
ts
bandCap: boolean;

Cap the deformed narrow/wide-band shapes as the lips part. Off, their sizes are unchanged.

count ​
ts
readonly count: number;

Mouth-neighbourhood splats, and the file's counts of plugs and narrow-band points.

enabled ​
ts
enabled: boolean;

Apply the gap fades, opening hide and dark sheet when no interior is drawn. Off, these rules do not act.

plugs ​
ts
readonly plugs: number;

AosrigMouthMeshFiles ​

The files the package's frozen mouth comes as.

Properties ​

glb ​
ts
glb: Uint8Array;
info ​
ts
info: MouthMeshInfo;
texture? ​
ts
optional texture?: Uint8Array<ArrayBufferLike>;

The picture's bytes (PNG), when it was fetched (the textured mode only).


AosrigMouthOptions ​

What the host supplies for a character's mouth.

Properties ​

acquireBuffer? ​
ts
optional acquireBuffer?: (attribute) => GPUBuffer;

On the WGSL path: the GPUBuffer behind a storage attribute (@gameable/splat's acquireStorageGPUBuffer).

Parameters ​
ParameterType
attributeobject
Returns ​

GPUBuffer

look? ​
ts
optional look?: "engine" | "studio" | "parts";

How a frozen mouth drawn without its picture looks: 'studio' (the default) or its alias 'parts', the teeth, gums and tongue in their part colours lit as the studio lights them (a key from the camera's side and a small fill, both darkened toward the back of the mouth); or 'engine', the lighter, evenly lit colours drawn before 2026-09-28. The picture is not changed.

mode? ​
ts
optional mode?: AosrigMouthMode;

The frozen mouth's first mode (AosrigMouth.mode), when the package carries it. The picture is fetched and uploaded only for 'textured'. Default 'off'.

releaseBuffer? ​
ts
optional releaseBuffer?: (attribute) => void;

Gives a storage attribute's buffers back (@gameable/splat's releaseStorageAttribute).

Parameters ​
ParameterType
attributeobject
Returns ​

void

renderer? ​
ts
optional renderer?: WebGPURenderer;

The renderer, when createAosrigSplat is not given one; it is the same renderer. Kept for hosts written before 2 Oct 2026.

sink? ​
ts
optional sink?: SplatSink;

A second splat sink for the teeth's points, with room for teeth.json's count (the teeth's points only: a package's frozen mouth has none).

textureSize? ​
ts
optional textureSize?: number;

The picture's side on the GPU, pixels (a phone may ask for 1024). Default: the file's.

window? ​
ts
optional window?: "studio" | "drawn" | "edges";

The window's first rule (AosrigMouth.window). Default 'studio': the head rim's opening past rest.

Methods ​

onError()? ​
ts
optional onError(error): void;

Told when the mouth cannot be built; the character then draws without it.

Parameters ​
ParameterType
errorunknown
Returns ​

void


AosRigPack ​

A parsed pack: the header plus typed views over the blobs.

Properties ​

basis ​
ts
basis: Uint32Array;

Packed fp16 pairs, vertex-major (V,E,3). Feed to the shader verbatim.

basisScale ​
ts
basisScale: Float32Array;

(E,) f32 per-coefficient scale.

bindTransform ​
ts
bindTransform: Float32Array;

Row-major 4x4 head-local -> body bind space. Identity when the bake had none.

byteLength ​
ts
byteLength: number;

Total bytes of the pack, for memoryReport().

coeffCount ​
ts
coeffCount: number;
eyePositions ​
ts
eyePositions: Float32Array;

(2,3) f32.

eyeWeights ​
ts
eyeWeights: Float32Array;

(2,V) f32.

faces ​
ts
faces: Uint32Array;
ts
header: AosRigHeader;
jointParents ​
ts
jointParents: Int32Array;

(J,) i32 parents, -1 for a root.

maxInfluence ​
ts
maxInfluence: number;
mouth? ​
ts
optional mouth?: AosRigMouth;

The teeth, gums, tongue and mouth bag. Absent when the bake had none.

neutral ​
ts
neutral: Float32Array;

(V,3) f32, metres.

quads? ​
ts
optional quads?: Uint32Array<ArrayBufferLike>;
restWorld ​
ts
restWorld: Float32Array;

(J,16) f32 row-major rest world matrices.

skinIndex ​
ts
skinIndex: Uint16Array;

(V,4) u16 into header.joints.

skinWeight ​
ts
skinWeight: Float32Array;

(V,4), expanded from the packed f16 lanes at load.

stitchLocal? ​
ts
optional stitchLocal?: Float32Array<ArrayBufferLike>;

(V,3) f32 neck-seam displacement, head-local. Absent when the bake had no seam.

uv? ​
ts
optional uv?: Float32Array<ArrayBufferLike>;
vertexCount ​
ts
vertexCount: number;

AosrigSinkRequest ​

What a host's sink maker is asked for.

Properties ​

capacity ​
ts
readonly capacity: number;

Splats it must hold.

colorSpace ​
ts
readonly colorSpace: "linear" | "srgb";

The package's colours: sRGB unless its descriptor says otherwise.

kernel? ​
ts
readonly optional kernel?: "studio";

The Gameable studio's splat kernel, for the character's own splats (not the teeth's).


AosrigSplatBundle ​

Parsed, integrity-checked assets. Version 1's rig.glb is consumed by GLTFLoader.

Properties ​

corrective? ​
ts
optional corrective?: AosrigCorrectiveFiles[];

The pose corrections (corrective/index.json and each correction's five files), when the package carries them; validated here as far as their sizes and hashes go, and dropped with a warning rather than failing the character. Absent for a package without them.

descriptor ​
ts
descriptor: AosrigSplatDescriptor;
faceArkit? ​
ts
optional faceArkit?: object;

The face's ARKit table (face.arkit and its file, hash-checked), when the package carries it. A table that does not come or does not match its hash is said, and the face falls back to the hand-made stopgap (arkitToGnmDefault.ts).

bytes ​
ts
bytes: Uint8Array;
info ​
ts
info: ArkitFaceTableInfo;
files ​
ts
files: Map<string, Uint8Array<ArrayBufferLike>>;
hair? ​
ts
optional hair?: object;

Sara's strand hair (hair/hair.json and hair/hair.bind.bin, her builder's output on the package's rows), when the package lists them and the host asked (hair, default true); hash-checked. Absent otherwise.

bind ​
ts
bind: Uint8Array;
json ​
ts
json: Uint8Array;
level ​
ts
level: CharacterLevel;

What was loaded: the package folder's name, its level name (_ogs512, _ogs256, _ogs128; null for a build) and its points, as said in the loader's first line.

mouthHidden? ​
ts
optional mouthHidden?: Uint8Array<ArrayBufferLike>;

mouth_hidden.bin, the closed mouth's inside points the lips' opening takes away, when the package carries it beside its files (see mouthHidden.ts). Absent otherwise.

mouthMesh? ​
ts
optional mouthMesh?: AosrigMouthMeshFiles;

The package's frozen mouth (mouth.json naming mouth.glb and mouth_texture.png, the picture fetched for the textured mode only), when asked for and there; the teeth's points are then not fetched. Absent otherwise.

shared? ​
ts
optional shared?: Map<string, Uint8Array<ArrayBufferLike>>;

With keepShared: file parts, head and skeleton files, by SHA-256, for another copy's reuse.

soma? ​
ts
optional soma?: object;

Version 2's body: the skeleton, and its clips (the package's own, then those of any shared clip files the host asked for, a name the package already has left out).

clips ​
ts
clips: SomaClip[];
skeleton ​
ts
skeleton: SomaSkeleton;
teeth? ​
ts
optional teeth?: AosrigTeethFiles;

The teeth's own points, when the package carries them beside its five files (teeth.json naming teeth.ply and teeth.bin; not in character.json, so not hash-checked, and validated when the mouth is built). Absent for a package without them.


AosrigSplatDescriptor ​

The creator's decoder-free, rig-bound Gaussian character format.

Version 2 (rig aosrig-v2) is the body every new package has: SOMA's skeleton in skeleton.json and the character's clips in clips.json (see soma.ts). Version 1 (rig aosrig_v0, a rig.glb holding the MHR skeleton and its clips) is still read.

Properties ​

animation? ​
ts
optional animation?: unknown;

What the creator meant by the package's animations ({ intent: 'included' | 'style' | 'none', clips?, style?, life? }). Read by gameable/animation's readAnimationIntent; absent, the package says nothing.

bounds ​
ts
bounds: object;
center ​
ts
center: [number, number, number];
radius ​
ts
radius: number;
clips? ​
ts
optional clips?: string[];

Version 2: clips.json's clip names, in its order.

colorSpace? ​
ts
optional colorSpace?: "linear" | "srgb";

What the PLY's colours (f_dc and the harmonics) mean. Absent or 'srgb': display-ready sRGB, as a character trained against photographs stores them, which the renderer draws in its sRGB pass so the screen shows the file's colours. 'linear': already linear light.

corrective? ​
ts
optional corrective?: object;

The pose corrections' index, when the package carries corrective/ and says so (the studio's exporter writes it; an older package's folder is still found beside character.json). sha256 is the index file's.

index ​
ts
index: string;
names? ​
ts
optional names?: string[];
sha256? ​
ts
optional sha256?: string;
face? ​
ts
optional face?: object;

The face's ARKit table (arkit_to_gnm.bin), when the package carries it: what the studio's own face does with 52 ARKit weights. See ArkitFaceTableInfo.

arkit? ​
ts
optional arkit?: ArkitFaceTableInfo;
files ​
ts
files: Record<string, {
  bytes?: number;
  parts?: object[];
  sha256: string;
  src?: string;
}>;
format ​
ts
format: "aosrig-splat";
headVertexCount ​
ts
headVertexCount: number;
holds? ​
ts
optional holds?: unknown;

Parts that stay as captured under every clip ({ arms, at: 'rest', joints }, both collar bones and everything below for a character whose arms are held). Read by gameable/animation's readHolds; absent, nothing is held.

jointNames ​
ts
jointNames: string[];
life? ​
ts
optional life?: unknown;

The character's Life setting, as the studio keeps it (how alive it is between the lines: level, "Looks at you", blinks). Read by gameable/animation's readLifeSetting; absent, the defaults.

look? ​
ts
optional look?: CharacterLook;

How the package asks to be drawn, when it says (the studio's exporter may write it): the point shape ('engine', three's own; 'studio', the studio page's; 'size-aware'; 'full-opacity') and where the points' colours add up ('stored', in the file's own space as the studio adds them, or 'linear', in linear light). Absent: DEFAULT_CHARACTER_LOOK, the colours as stored with the size-aware point (Isaac's choice on the looks sheet of 30 Sep 2026). The game's manifest entry (rig.look) and the bridge's extras override it.

motion? ​
ts
optional motion?: unknown;

The package's own motion set ({ src, format: 'soma-motion', takes? }: whole takes of a performer on this skeleton, text or the compact binary, beside character.json). The character bridge moves the character by it, laid over the engine's shared set; absent, the character moves by the shared set alone.

package? ​
ts
optional package?: object;

The studio's listing of every file a player may fetch beside character.json (the shared clip pack's ../ path included), with its size: what load progress counts against.

bytes? ​
ts
optional bytes?: number;
files? ​
ts
optional files?: object[];
plyToCharacter ​
ts
plyToCharacter: number[];

Row-major affine; the PLY's axes are kept and only the origin is translated.

poseAdjust? ​
ts
optional poseAdjust?: unknown;

The character's own pose adjustment ({ version: 1, space: 'parent', adjust: { joint: [x, y, z, w] }, move? }): a person's straightening of the character that holds under every animation. The package's skeleton at rest and its own clips carry it already; the character bridge lays it on the takes of a shared motion set, which do not. Absent, the takes are drawn as stored.

renderer ​
ts
renderer: "webgpu";
rig ​
ts
rig: "aosrig-v2" | "aosrig_v0";
sharedClips? ​
ts
optional sharedClips?: object;

Version 2: the shared clip pack the package plays besides its own clips (a soma-clips file every character of the batch names, beside the packages: src is relative to character.json). Hash-checked, fetched once per page; a name in clips.json wins.

bytes? ​
ts
optional bytes?: number;
clips? ​
ts
optional clips?: string[];
format ​
ts
format: "soma-clips";
sha256 ​
ts
sha256: string;
src ​
ts
src: string;
splatCount ​
ts
splatCount: number;
units ​
ts
units: "m";
version ​
ts
version: 1 | 2;

AosrigSplatLoadOptions ​

Which of a package's optional files to fetch, and how.

Properties ​

clipFiles? ​
ts
optional clipFiles?: readonly string[];

Version 2 only: more clip files of the package's clips.json format (soma-clips) to play on this character, absolute URLs or relative to character.json. A clip plays on every character of the same skeleton, so a game's shared clips live in one file.

clipFilesWin? ​
ts
optional clipFilesWin?: boolean;

Version 2 only: a clip of a clipFiles file takes the place of the package's own clip of the same name, and of the shared pack's (the core's standard locomotion set over a package's copies of the pack's walk and run). Default false: the package's own clips win, then the pack's, then the files', in that order.

corrective? ​
ts
optional corrective?: boolean;

Version 1's pose corrections (corrective/); version 2 carries none. Default true.

fetch? ​
ts
optional fetch?: (input, init?) => Promise<Response>;

The fetch every file goes through (the descriptor, the package's files, the shared clips), for a package on a private store: createAamResolver(client).fetch adds the asset manager's key. Defaults to the global fetch.

Parameters ​
ParameterType
inputURL | RequestInfo
init?RequestInit
Returns ​

Promise<Response>

firstPoints? ​
ts
optional firstPoints?: 
  | {
  count: number;
  sha256: string;
  src: string;
}
  | null;

The first part of the points, with onPoints: a packed points file of its own that draws the character by itself (the studio's published copy names one, first.psp: every point without its highlights, a third of the bytes). Fetched, hash-checked and handed to onFirstPoints before the whole points, so a host draws the character still from it while they come. src is relative to character.json. One that does not come or does not match is said and skipped: never the reason a character does not load.

hair? ​
ts
optional hair?: boolean;

The strand hair's files (hair/), when the package carries them. Default true.

keepShared? ​
ts
optional keepShared?: boolean;

Keep file parts and the head and skeleton files in the bundle's shared, by SHA-256, for another character or a fuller copy's reuse.

mouth? ​
ts
optional mouth?: boolean;

The mouth's inside: teeth.json and the files it names, and mouth_hidden.bin. Default true.

mouthMesh? ​
ts
optional mouthMesh?: "off" | "plain" | "textured";

The package's frozen mouth (mouth.glb) instead of the teeth's points: 'plain' fetches mouth.json and mouth.glb, 'textured' the picture too. Default 'off' (nothing of it fetched). Tala Me This draws Tala with it.

name? ​
ts
optional name?: string;

What the page calls this character (its manifest id), for the loader's lines: the level it loads, said first, and a refusal in words. Default: the package folder's name.

onFirstPoints? ​
ts
optional onFirstPoints?: (ply, descriptor) => void;

Handed the first part's points (unpacked), with firstPoints.

Parameters ​
ParameterType
plyUint8Array
descriptorAosrigSplatDescriptor
Returns ​

void

onPoints? ​
ts
optional onPoints?: (ply, descriptor) => void;

The points first: when given, the package's points (character.ply, unpacked when they come packed) are fetched alone before any other file starts, and handed here the moment they are in, so a host can draw the character still while the rest comes (the studio's order, webapp/src/studio/characterParts.ts: nothing waits for the head or the clips before the first picture). The bundle the load resolves with is the same either way.

Parameters ​
ParameterType
plyUint8Array
descriptorAosrigSplatDescriptor
Returns ​

void

onProgress? ​
ts
optional onProgress?: (loadedBytes, totalBytes) => void;

Told as the files arrive: the bytes so far, and the bytes the loader expects in all (the sizes character.json lists for the files it fetches, the shared clip pack included). Both count the files as they are, not as they travel: a server that compresses them sends fewer bytes. The last call has loaded === total. A package that lists no sizes reports a total of 0 until that last call.

Parameters ​
ParameterType
loadedBytesnumber
totalBytesnumber
Returns ​

void

pause? ​
ts
optional pause?: () => Promise<void>;

Awaited between blocks of turning packed files back into plain ones, so frames keep drawing while a character loads behind one already on screen. Omit to do it in one go.

Returns ​

Promise<void>

reuse? ​
ts
optional reuse?: ReadonlyMap<string, Uint8Array<ArrayBufferLike>>;

Files and parts already downloaded and checked, by SHA-256 (another character sharing a head part, or a fuller copy sharing its head and skeleton): used instead of fetching again.

sharedClips? ​
ts
optional sharedClips?: boolean;

Version 2 only: fetch the shared clip pack the package names (sharedClips). Default true; a game that brings its own clip file (clipFiles) may skip the whole pack.

teeth? ​
ts
optional teeth?: boolean;

With mouth, the teeth's points (teeth.json and the files it names). Default true; false keeps mouth_hidden.bin (the closed mouth's inside points) for a host that draws no teeth.


AosrigSplatRuntime ​

A GPU character driven by the engine body animator and GNM expression controls.

Extended by ​

Properties ​

corrective ​
ts
readonly corrective: AosrigCorrectiveState | null;

The pose corrections, when the package carries corrective/; else null.

hair ​
ts
readonly hair: AosrigHairState | null;

Sara's strand hair, when the package carries hair/ and it fits this splat (hair/hairRuntime.ts): its guide strands are bone slots after the rig's joints, ticked each frame; else null.

hiddenPoints ​
ts
readonly hiddenPoints: AosrigMouthHiddenState | null;

The closed mouth's inside points, when the package carries mouth_hidden.bin; else null.

mapper ​
ts
readonly mapper: object;

Native GNM expression mapping used by the body animator's face layer.

dim ​
ts
dim: number;
dropped ​
ts
dropped: string[];
map ​
ts
map: (arkit, out) => void;
Parameters ​
ParameterType
arkitFloat32Array
outFloat32Array
Returns ​

void

terms ​
ts
terms: number;
mouth ​
ts
readonly mouth: AosrigMouth | null;

The inside of the mouth (teeth, gums, tongue, and the teeth's own points or the package's frozen meshes), when the package carries them, the head pack its mouth and the host asked for it; else null.

Methods ​

compile() ​
ts
compile(): Promise<void>;

The GPU programs built ahead of the first frame (the deformation's passes, the mouth's); already awaited by createAosrigSplat, so a host that awaits it again (a swap, before it marks the copy compiled) waits for nothing more.

Returns ​

Promise<void>

Resolves once everything is built.

dispose() ​
ts
dispose(): void;
Returns ​

void

render() ​
ts
render(
   expression, 
   gaze, 
   camera, 
   dt?
): void;

Pose face, body and splats after AnimationMixer and procedural aim have run.

Parameters ​
ParameterTypeDescription
expressionFloat32ArrayThe face's controls.
gazeArrayLike<number>The eyes' turn.
cameraCameraThe camera the sink is drawn for.
dt?numberThe frame's time step, s, for the strand hair (the clock's own frame when the host gives none).
Returns ​

void

setEyeShear() ​
ts
setEyeShear(frame): void;

Copy calibrated rest-space eye volumes and shear vectors, or clear with null.

Parameters ​
ParameterType
frameEyeShear | null
Returns ​

void

setJointAffines() ​
ts
setJointAffines(names, affines): void;

Copy per-joint row-major [A-I | offset] surface deltas, or clear with null.

Parameters ​
ParameterType
namesreadonly string[]
affinesFloat32Array<ArrayBufferLike> | null
Returns ​

void

setPointShare()? ​
ts
optional setPointShare(share): void;

A test lever on the fallback skin: draw this share of the points (0 to 1), an evenly spread subset. Absent on the WebGPU runtime.

Parameters ​
ParameterType
sharenumber
Returns ​

void

setSkinOptions()? ​
ts
optional setSkinOptions(options): unknown;

A test lever on the fallback skin: how it spends the chip's time (WebglSkinOptions in webglSkin.ts: the skin in the vertex stage or in a pass of its own, the lazy fetches, the colour bands). Absent on the WebGPU runtime.

Parameters ​
ParameterType
options{ boneMask?: "all" | readonly string[] | "arms and hands" | "upper body"; discBelowPx?: number; drawScale?: number; drawShape?: "auto" | "full" | "disc"; extentSigma?: number; lazyFetch?: boolean; leanOrderUpload?: boolean; maskMode?: "compact" | "live"; maxPointPx?: number; minContribution?: number; nearCutM?: number; poseHz?: number; shBands?: 0 | 2 | 3 | 1; skin?: "pass" | "vertex" | "stream"; sortMaxPerSecond?: number; streamLean?: boolean; }
options.boneMask?"all" | readonly string[] | "arms and hands" | "upper body"
options.discBelowPx?number
options.drawScale?number
options.drawShape?"auto" | "full" | "disc"
options.extentSigma?number
options.lazyFetch?boolean
options.leanOrderUpload?boolean
options.maskMode?"compact" | "live"
options.maxPointPx?number
options.minContribution?number
options.nearCutM?number
options.poseHz?number
options.shBands?0 | 2 | 3 | 1
options.skin?"pass" | "vertex" | "stream"
options.sortMaxPerSecond?number
options.streamLean?boolean
Returns ​

unknown

setSortMode()? ​
ts
optional setSortMode(mode): void;

A test lever on the fallback skin: when the draw order is remade. Absent on the WebGPU runtime.

Parameters ​
ParameterType
mode"frozen" | "pose" | "turn" | "slow"
Returns ​

void

swapLevel()? ​
ts
optional swapLevel(bundle, pause?): Promise<void>;

The fallback skin only: take another level of the same character into this runtime without a new material (WebglAosrigSplat.swapLevel); the sink's capacity bounds the levels it can take.

Parameters ​
ParameterType
bundleAosrigSplatBundle
pause?() => Promise<void>
Returns ​

Promise<void>

warmSkinVariants()? ​
ts
optional warmSkinVariants(modes, nextFrame): Promise<void>;

The fallback skin only: build and compile the skin variants a page will switch between, once, behind its loading screen.

Parameters ​
ParameterType
modesreadonly ("pass" | "vertex" | "stream")[]
nextFrame() => Promise<void>
Returns ​

Promise<void>


AosrigTeethFiles ​

The teeth's files, as the package carries them.

Properties ​

binding ​
ts
binding: Uint8Array;
info ​
ts
info: TeethInfo;
ply ​
ts
ply: Uint8Array;

ArkitFaceTableInfo ​

character.json's face.arkit: the face's ARKit table, fitted by gnm-arkit against the rig the head was made from.

The file is float32 little-endian: A (channels.length x coeffs), then the correctives C (pairs.length x coeffs). For ARKit weights c (in channels' order) the head's expression coefficients are c A + sum_k clamp(c[i_k], 0, 1) clamp(c[j_k], 0, 1) C[k], the linear part not clamped. gaze turns the eyeballs: per eyeLook* channel, radians per unit weight (the weight clamped to [0, 1]); pitch + turns the eye up, yaw + toward the character's left.

Properties ​

ts
optional blinks?: string[];

The blink channels (eyeBlinkLeft, eyeBlinkRight).

bytes ​
ts
bytes: number;
channels ​
ts
channels: string[];

The ARKit channel of each row of A, as Apple spells them (eyeBlinkLeft).

coeffs ​
ts
coeffs: number;

Expression coefficients per row: the head's (383).

gaze ​
ts
gaze: Record<string, {
  axis: "pitch" | "yaw";
  eye: "left" | "right";
  radians: number;
}>;
pairs ​
ts
pairs: [number, number][];

Each corrective's two channels, as indices into channels.

sha256 ​
ts
sha256: string;
src ​
ts
src: string;
version ​
ts
version: 1;

ArkitGnmTerm ​

One coefficient an ARKit channel drives.

Properties ​

gain ​
ts
gain: number;

Coefficient units per unit of ARKit weight. Signed.

index ​
ts
index: number;

Coefficient index WITHIN that region.

region ​
ts
region: string;

head_ext region: left_eye, right_eye, lower_face, tongue or pupils.


ArkitToGnmOptions ​

Options for createArkitToGnmMap.

Properties ​

clamp? ​
ts
optional clamp?: number;

Clamp on every produced coefficient. Default 4.

gaze? ​
ts
optional gaze?: boolean;

Also fill the four gaze angles from the EyeLook* channels. Default true.

The gaze half of head_ext is angles in radians, not coefficients, so it is not in the table: EyeLookUp/Down/In/Out are converted here at GAZE_FULL_SCALE radians per unit weight.

table? ​
ts
optional table?: Readonly<Record<string, readonly ArkitGnmTerm[]>>;

Replace the default table.


AutoDetail ​

The governor.

Methods ​

add() ​
ts
add(character): void;
Parameters ​
ParameterType
characterAutoDetailCharacter
Returns ​

void

budget() ​
ts
budget(): object;

The scene budget in force, points (0 = none), and the points the levels shown add up to.

Returns ​

object

points ​
ts
points: number;
shown ​
ts
shown: number;
dispose() ​
ts
dispose(): void;

No more changes.

Returns ​

void

frame() ​
ts
frame(fps, dt): void;

Once a frame: the frames a second now and the frame's length in seconds.

Parameters ​
ParameterType
fpsnumber
dtnumber
Returns ​

void

remove() ​
ts
remove(id): void;
Parameters ​
ParameterType
idstring
Returns ​

void

setBudgetPoints() ​
ts
setBudgetPoints(points): void;

Set the scene budget, points (0 = none).

Parameters ​
ParameterType
pointsnumber
Returns ​

void

setTargetFps() ​
ts
setTargetFps(fps): void;
Parameters ​
ParameterType
fpsnumber
Returns ​

void

state() ​
ts
state(): object[];

What it knows: per character the level, the wanted-by-size level, whether a swap is in flight.

Returns ​

object[]


AutoDetailCharacter ​

A character the governor looks after.

Properties ​

id ​
ts
readonly id: string;

Its name in the log.

levels ​
ts
readonly levels: readonly string[];

Its levels, lightest first (['128', '256', '512']); the ones it has.

Methods ​

current() ​
ts
current(): string;

The level shown now.

Returns ​

string

points() ​
ts
points(level): number;

Points at a level (the package's splatCount), to pick the heaviest character to step down.

Parameters ​
ParameterType
levelstring
Returns ​

number

rank()? ​
ts
optional rank(): number;

The game's own order under the scene budget, 0 first (a fight: the player, then the opponent, then the rest), before any size or view: a lower rank gets the heavier level the budget leaves. Optional: without it the looked-at or nearest character comes first.

Returns ​

number

screenHeightPx() ​
ts
screenHeightPx(): number;

Its height on screen this frame, pixels (0 when out of view).

Returns ​

number

swap() ​
ts
swap(level): Promise<void>;

Show this level; resolves when the new level draws (the old one is removed by the page after).

Parameters ​
ParameterType
levelstring
Returns ​

Promise<void>

viewAngleDeg()? ​
ts
optional viewAngleDeg(): number;

The angle between the view's direction and the character, degrees (0 = looked straight at). Optional.

Returns ​

number


AutoDetailEvent ​

What the governor reports.

Properties ​

at ​
ts
readonly at: number;
fps ​
ts
readonly fps: number;

Why: the frames a second (budget steps) or the height on screen (size steps).

from ​
ts
readonly from: string;
id ​
ts
readonly id: string;
kind ​
ts
readonly kind: "size" | "failed" | "step-up" | "step-down" | "budget-down" | "budget-up";
screenHeightPx ​
ts
readonly screenHeightPx: number;
to ​
ts
readonly to: string;

AutoDetailOptions ​

The governor's numbers.

Properties ​

adaptBudget? ​
ts
readonly optional adaptBudget?: boolean;

Let the budget move with the frames (needs budgetPoints > 0). Default true when targetFps is given.

budgetPoints? ​
ts
readonly optional budgetPoints?: number;

The scene budget, points over every character; 0 (the default) means none (the rules above alone). The page's one knob: a fixed budgetPoints, or budgetPoints as a start with targetFps, and it moves with the frames.

deriveBudget? ​
ts
readonly optional deriveBudget?: boolean;

Derive the scene budget from the characters' own level sizes whenever one is added: every character at its lightest level plus one step up for the largest step among them, and 2 % room (four heroes at 21.4k / 63k give about 130k); budgetPoints is then the fallback until a character is known. The scene defaults set it.

dwellSeconds? ​
ts
readonly optional dwellSeconds?: number;

Under the scene budget, how long (seconds) the plan must ask the same of a character before it changes: a gaze sweeping across the heroes asks a different thing every few hundred milliseconds and moves nothing; a gaze that rests moves the heavier level after this long. Default 1.5.

headroomSeconds? ​
ts
readonly optional headroomSeconds?: number;
headroomShare? ​
ts
readonly optional headroomShare?: number;

At or over this share of the target for headroomSeconds: step the nearest character up. Default 0.97 for 5 s.

holdDownSeconds? ​
ts
readonly optional holdDownSeconds?: number;

After a step down for the budget, no step up of that character for this long, seconds. Default 12.

holderMargin? ​
ts
readonly optional holderMargin?: number;

A holder keeps its heavier level unless a challenger's rank beats it by this share. Default 0.2.

log? ​
ts
readonly optional log?: (event) => void;

Where every change goes (and every refusal, for the log).

Parameters ​
ParameterType
eventAutoDetailEvent
Returns ​

void

maxBudgetPoints? ​
ts
readonly optional maxBudgetPoints?: number;

The budget's ceiling when it adapts. Default 4 x the start.

minSecondsBetween? ​
ts
readonly optional minSecondsBetween?: number;

The least time between two changes, seconds. Default 4.

now? ​
ts
readonly optional now?: () => number;

The clock, seconds. Default performance.now() / 1000.

Returns ​

number

quality? ​
ts
readonly optional quality?: Quality;

Engine rendering quality, scoped to this governor.

settleSeconds? ​
ts
readonly optional settleSeconds?: number;

How long (seconds) after one of the governor's own swaps the frames are not counted as slow or roomy: a level's load stalls the frames, and counting the stall as "slow" made the budget undo its own lift. The frames are not counted while the swap is in flight either. Default 1.

sizeBand? ​
ts
readonly optional sizeBand?: number;

The band either side of a size threshold, a share of it. Default 0.15.

sizeThresholdsPx? ​
ts
readonly optional sizeThresholdsPx?: Readonly<Record<string, number>>;

A level is worth showing when the figure is at least this tall on screen, pixels. Default 256 at 350 px, 512 at 800 px.

slowSeconds? ​
ts
readonly optional slowSeconds?: number;
slowShare? ​
ts
readonly optional slowShare?: number;

Under this share of the target for slowSeconds: step the heaviest character down. Default 0.9 for 2 s.

targetFps? ​
ts
readonly optional targetFps?: number;

Frames a second to hold (the headset's rate). Default 72.


BodyPose ​

A body pose the animation layer hands over.

Properties ​

bones? ​
ts
optional bones?: readonly JointOverride[];

Per-joint parent-relative rotations, by the rig's own joint names.

rootPos? ​
ts
optional rootPos?: readonly [number, number, number];

Root translation in scene metres. Moves the character's object3D.


BoneMaskEdge ​

The soft edge's numbers.

Properties ​

fullAbove ​
ts
readonly fullAbove: number;

A point whose share is at or over this keeps its whole opacity; between, a smooth ramp. Default 0.6.

keepBelow ​
ts
readonly keepBelow: number;

A point whose share is under this is left out. Default 0.15.


BonePose ​

A body pose a game hands a character: read by reference every frame, so change the numbers in place.

Properties ​

hips? ​
ts
readonly optional hips?: Readonly<{
  joint: string;
  x: number;
  y: number;
  z: number;
}>;

The hips' place on the joint named, in metres as the character is drawn (at its height), or none to leave them.

names ​
ts
readonly names: readonly string[];

The joints, by the skeleton's own names (a package's bone names), '' for one the game has and the skeleton does not (a game's own root). Keep the same array: it is bound to the bones once, and a new array binds again.

rotations ​
ts
readonly rotations: readonly Readonly<{
  w: number;
  x: number;
  y: number;
  z: number;
}>[];

Each joint's rotation in its parent's frame, one per name (x, y, z, w; three's own quaternions do).


CapturedLightOptions ​

Options for capturedLightSamples.

Properties ​

maxGap? ​
ts
readonly optional maxGap?: number;

Gaussians farther than this from any rig vertex are skipped, in metres. Defaults to 0.12.

maxSamples? ​
ts
readonly optional maxSamples?: number;

Gaussians visited, spread evenly over the package. Defaults to 12 000.

minOpacity? ​
ts
readonly optional minOpacity?: number;

Gaussians fainter than this opacity are skipped. Defaults to 0.3.


CapturedLightSamples ​

One sample per gaussian visited, ready for estimateKeyLightFromSurfels.

Properties ​

count ​
ts
readonly count: number;

Samples kept.

groups ​
ts
readonly groups: Uint16Array;

Main joint x 8 + colour class, per sample.

luminance ​
ts
readonly luminance: Float32Array;

Linear luminance per sample.

medianGap ​
ts
readonly medianGap: number;

Median distance from a sample to its nearest rig vertex, in metres: how well the two line up.

normals ​
ts
readonly normals: Float32Array;

Outward unit normals, three per sample.

weights ​
ts
readonly weights: Float32Array;

Opacity per sample.


Character ​

A live splat character.

Properties ​

branches ​
ts
readonly branches: readonly string[];

The branches that came alive, in manifest order.

expressionSpace ​
ts
readonly expressionSpace: ExpressionSpace;

What the animation layer is supposed to send.

object3D ​
ts
readonly object3D: Object3D;

The scene node the character hangs under.

rigKind ​
ts
readonly rigKind: string;

Which rig posed the face.

Methods ​

dispose() ​
ts
dispose(): void;

Release every GPU buffer, ORT session, wasm heap and slot range. Idempotent.

Returns ​

void

memoryReport() ​
ts
memoryReport(): MemoryReport;

Where this character's memory went.

Returns ​

MemoryReport

setBodyPose() ​
ts
setBodyPose(pose): void;

Pose the body: per-joint rotations for the rig, plus a root translation.

Parameters ​
ParameterType
poseBodyPose | null
Returns ​

void

setExpression() ​
ts
setExpression(weights): void;

Drive the face in the bundle's declared expression_space.

ARKit-52 for an arkit52 bundle, head_ext (387) or the reduced view (68) for a GNM one. An ARKit vector reaching a GNM bundle with no arkit_map is REFUSED, loudly: the two spaces are unrelated, and a silent reinterpretation is a face that moves wrongly with nothing to see.

Parameters ​
ParameterType
weightsFloat32Array
Returns ​

void

setLookAt() ​
ts
setLookAt(target): void;

Look at a world point, or null to return to rest.

Parameters ​
ParameterType
targetreadonly [number, number, number] | null
Returns ​

void

setRig() ​
ts
setRig(controls): void;

Drive the rig directly, in the bundle's OWN control space.

This is the raw vector the decoders were trained on — rig_names.json order for an ORL bundle, head_ext for a GNM one. Prefer setExpression unless you are authoring against a specific character.

Parameters ​
ParameterType
controlsFloat32Array
Returns ​

void

settled() ​
ts
settled(): Promise<void>;

Resolves when every in-flight pass has drained. For tests and screenshots.

Returns ​

Promise<void>

update() ​
ts
update(dt, camera): void;

Advance one frame.

Cheap and allocation-free when nothing changed: it compares the camera against the last decoded view and re-runs the appearance pass only when it has genuinely moved. The epsilon is 2 mm plus a turn/fov term, because a pass is an appr decode plus a lift.

Parameters ​
ParameterType
dtnumber
cameraPerspectiveCamera
Returns ​

void


CharacterBundle ​

A loaded, ready-to-instantiate character.

Properties ​

byteLength ​
ts
byteLength: number;

Sum of every resident file's bytes.

bytes ​
ts
bytes: BundleBytes;

Every resident file, by bundle-relative name.

manifest ​
ts
manifest: CharacterManifest;

Manifest + the engine's two added blocks.

preferFp16 ​
ts
preferFp16: boolean;

True when at least one decoder ships an fp16 sibling.

resolver ​
ts
resolver: AssetResolver;

How a lazily-needed file is fetched.

scene ​
ts
scene: MultiRegionScene;

Per-branch mesh topology, in manifest order.


CharacterLevel ​

What a loaded package is: its folder's name, its level name (null for a build), its points.

Properties ​

name ​
ts
readonly name: "_ogs512" | "_ogs256" | "_ogs128" | "_phone" | null;

The level name the folder ends in, or null: a build, not a level.

package ​
ts
readonly package: string;

The package folder's name as addressed (F22Elio_ogs256; a hash for a published character).

points ​
ts
readonly points: number;

The package's points (character.json's splatCount).


CharacterLook ​

A character's look, as its package, a game's manifest or a host asks for it; every field optional.

Properties ​

blend? ​
ts
optional blend?: CharacterBlend;
pointShape? ​
ts
optional pointShape?: CharacterPointShape;

CharacterManifest ​

The engine-side manifest: the exporter's scene plus the two blocks above.

Properties ​

expressionSpace ​
ts
expressionSpace: ExpressionSpace;
rig ​
ts
rig: RigManifest;
rigNames ​
ts
rigNames: string[] | null;

rig_names.json, when the bundle ships one.

scene ​
ts
scene: SceneManifest;

CharacterOptions ​

Tuning a game may pass at creation.

Properties ​

log? ​
ts
optional log?: (message) => void;

Log sink; defaults to console.log.

Parameters ​
ParameterType
messagestring
Returns ​

void

poseAnchors? ​
ts
optional poseAnchors?: boolean;

Apply the bundle's baked per-pose anchors when it ships them. DEFAULT OFF.

They correct where the head IS — the training export fitted a rigid transform per FRAME, and a face control set has no rigid head controls, so head placement is not a function of the rig at all. The correction is real (the single row-0 anchor is out by a p50 of 9.1 mm at the other trained poses) but the blend moves the head whenever the nearest trained poses change, and during speech that happens on a BLINK: measured, a blink steps the head 5.10 mm in ONE frame. A ~4.6 mm mean correction does not pay for a head pop synchronised with blinking, so this is opt-in until the neighbour search can ignore the lids.

preferFp16? ​
ts
optional preferFp16?: boolean;

Prefer the bundle's fp16-internal decoders. Default true.


CorrectiveDrive ​

One side's drive: which arm, read in which joint's frame, and the angles the blend runs between.

Properties ​

bone ​
ts
bone: [string, string];

The upper arm's joint and the joint after it (its direction is the arm's).

curve ​
ts
curve: "smoothstep";
frame ​
ts
frame: string;

The joint whose rest orientation the arm's elevation is read in (a lean of the torso does not count).

fromDeg ​
ts
fromDeg: number;

The weight leaves 0 here...

restDeg ​
ts
restDeg: number;

The arm's elevation at rest, degrees from hanging straight down.

side ​
ts
side: 0 | 1;

0 the character's left, 1 its right.

toDeg ​
ts
toDeg: number;

...and reaches 1 here (and stays 1 past it).


CorrectiveInfo ​

One correction, as corrective/index.json lists it.

Properties ​

drives ​
ts
drives: CorrectiveDrive[];
files ​
ts
files: Record<CorrectiveFileName, string>;

Paths relative to corrective/.

label ​
ts
label: string;
name ​
ts
name: string;
points ​
ts
points: number;

Its own new splats.

sha256 ​
ts
sha256: Partial<Record<CorrectiveFileName, string>>;

Hashes, when the index carries them.

splatCount ​
ts
splatCount: number;

The character's splat count it was made for (must be the package's).

trainedDeg ​
ts
trainedDeg: number | null;

The pose it was made at, degrees, when the index says.


CreateCharacterOptions ​

What createCharacter takes.

Properties ​

options? ​
ts
optional options?: CharacterOptions;
renderer ​
ts
renderer: RendererLike;
scene ​
ts
scene: Object3D;

The scene the character's root is added to.

sink ​
ts
sink: SplatSink;

The splat object this character writes its gaussians into.


CreateRigPreviewOptions ​

What createRigPreview takes.

Properties ​

backend ​
ts
backend: RigBackend;

The backend to preview. Constructed, not necessarily initialised.

controlNames? ​
ts
optional controlNames?: string[];

Control names for backend.init. Defaults to none, which GNM does not need.

device? ​
ts
optional device?: GPUDevice;

The device, when the caller already has it from prepareLiftDevice.

fetchBytes? ​
ts
optional fetchBytes?: (name) => Promise<Uint8Array<ArrayBufferLike>>;

Lazily fetch a file the eager pass skipped, handed to backend.init.

Parameters ​
ParameterType
namestring
Returns ​

Promise<Uint8Array<ArrayBufferLike>>

getBytes? ​
ts
optional getBytes?: (name) => Uint8Array<ArrayBufferLike> | undefined;

Bundle-relative file bytes. Supply them and the preview calls backend.init itself; omit them and the backend is assumed to be initialised already.

Parameters ​
ParameterType
namestring
Returns ​

Uint8Array<ArrayBufferLike> | undefined

height? ​
ts
optional height?: number;

Object-space height the rig's bounds are scaled to. Defaults to 0.35 m.

offset? ​
ts
optional offset?: readonly [number, number, number];

Object-space position of the fitted centre. Defaults to the origin.

range? ​
ts
optional range?: SlotRange;

Slots to draw into. Defaults to a fresh allocation of vertexCount.

renderer? ​
ts
optional renderer?: RendererLike;

The engine's renderer. Either this or device; the renderer owns the device.

setBounds? ​
ts
optional setBounds?: boolean;

Set the sink's bounding sphere from the fitted bounds. Defaults to true.

shading? ​
ts
optional shading?: DebugShading;

Colour source. Defaults to tint when a tint is supplied, normal otherwise.

sigma? ​
ts
optional sigma?: number;

Gaussian radius in object space, metres. Defaults to 2 mm.

sink ​
ts
sink: SplatSink;

Where the gaussians go — an AnimatedSplat from @gameable/splat.

tint? ​
ts
optional tint?: Uint32Array<ArrayBufferLike>;

One packed RGBA per vertex; see vertexTint.ts.

transform? ​
ts
optional transform?: readonly number[];

An explicit rig -> object affine (row-major 3x4), instead of the fit.


DebugLiftParams ​

Everything the params uniform carries.

Properties ​

centroid ​
ts
centroid: readonly [number, number, number];

Object-space centre the normal shading points away from.

opacity ​
ts
opacity: number;

Alpha written into every gaussian, [0, 1].

shading ​
ts
shading: DebugShading;

Colour source.

sigma ​
ts
sigma: number;

Gaussian radius in object space, metres.

slotCount ​
ts
slotCount: number;

Slots the range owns.

slotOffset ​
ts
slotOffset: number;

First slot of the range this preview owns.

transform ​
ts
transform: readonly number[];

Rig -> sink-object affine, row-major 3x4 (12 numbers).

vertexCount ​
ts
vertexCount: number;

Vertices in the rig buffer. Slots past this are cleared, not skipped.


DebugVertexLiftOptions ​

What DebugVertexLift needs at construction.

Properties ​

centroid? ​
ts
optional centroid?: readonly [number, number, number];

Object-space centre for normal shading. Defaults to the origin.

device ​
ts
device: GPUDevice;

The renderer's own device — the one the rig backend built its buffers on.

label? ​
ts
optional label?: string;

Label prefix for the GPU objects, so a capture is readable.

opacity? ​
ts
optional opacity?: number;

Alpha of every gaussian. Defaults to 1.

range? ​
ts
optional range?: SlotRange;

A range to write into. Omit and the lift allocates vertexCount slots from the sink and frees them on dispose.

shading? ​
ts
optional shading?: DebugShading;

Colour source. Defaults to tint.

sigma? ​
ts
optional sigma?: number;

Gaussian radius in object space, metres. Defaults to 2 mm.

sink ​
ts
sink: SplatSink;

Where the gaussians go.

tint? ​
ts
optional tint?: Uint32Array<ArrayBufferLike>;

One packed RGBA per vertex, from vertexTint.ts. Defaults to a flat neutral.

transform? ​
ts
optional transform?: readonly number[];

Rig -> object affine, row-major 3x4. Defaults to the identity.

vertexCount ​
ts
vertexCount: number;

How many vertices that buffer holds.

vertsBuffer ​
ts
vertsBuffer: GPUBuffer;

The rig's posed vertices, V * 3 f32 in the rig's own units.


ExpressionSpace ​

The expression_space block.

Properties ​

arkitMap? ​
ts
optional arkitMap?: number[];

For a gnm space driven from ARKit: slot index per ARKit channel, or -1. Absent until the ARKit -> GNM map is trained; a caller sending ARKit to a GNM bundle without it gets a loud refusal rather than a face that moves wrongly.

dim ​
ts
dim: number;

Vector width the animation layer sends.

kind ​
ts
kind: ExpressionKind;
names ​
ts
names: string[];

One name per slot. Empty when the space is implied by kind alone.

segments ​
ts
segments: ExpressionSegment[];

Named runs — ARKit has none; GNM has left_eye / right_eye / lower_face / tongue / pupils / gaze.


EyeShear ​

The studio's two eye volumes and reach fade; null at the setter switches them off.

Example ​

ts
character.setEyeShear({
  left: { centre: [0.03, 1.6, 0], radius: 0.014, shear: [0.2, 0, 0] },
  right: { centre: [-0.03, 1.6, 0], radius: 0.014, shear: [0.2, 0, 0] },
  fade: [1, 1.35],
});

Properties ​

fade? ​
ts
readonly optional fade?: readonly [number, number];

Reach fade in eye radii, increasing. Studio default [1, 1.35].

left ​
ts
readonly left: EyeShearVolume;
ts
readonly right: EyeShearVolume;

EyeShearVolume ​

One calibrated eye volume in the package rest frame, as pcGazeFrame supplies it.

Example ​

ts
const eye: EyeShearVolume = { centre: [0.03, 1.6, 0], radius: 0.014, shear: [0.2, 0, 0] };

Properties ​

centre ​
ts
readonly centre: readonly [number, number, number];

Rest centre in metres, including the package coordinate conversion.

radius ​
ts
readonly radius: number;

Effective volume radius (studio rho * eye.radius), metres, positive.

shear ​
ts
readonly shear: readonly [number, number, number];

Studio shearVector output; no easing, clamping or camera math in the engine.


FightSet ​

the fight set, read: the pack, the joints its takes move, and the pack's fight block as the pack carries it (JSON text)

Properties ​

joints ​
ts
readonly joints: readonly string[];
json ​
ts
readonly json: string;
name ​
ts
readonly name: string;
pack ​
ts
readonly pack: FightPack;

FightState ​

what the camera and the game read of a fighter

Properties ​

airborne ​
ts
readonly airborne: boolean;
depth ​
ts
readonly depth: number;
down ​
ts
readonly down: boolean;
faceUp ​
ts
readonly faceUp: boolean;
facing ​
ts
readonly facing: number;
headY ​
ts
readonly headY: number;
lift ​
ts
readonly lift: number;
pose ​
ts
readonly pose: object;

the pose this step (a recording's, a test's): every joint's turn in its parent, and the hips' place

hips ​
ts
readonly hips: object;
hips.x ​
ts
readonly x: number;
hips.y ​
ts
readonly y: number;
hips.z ​
ts
readonly z: number;
local ​
ts
readonly local: readonly object[];
ragdolled ​
ts
readonly ragdolled: boolean;

thrown or lying; lying at rest; getting up; thrown and still in the air; lying face up

rising ​
ts
readonly rising: boolean;
scale ​
ts
readonly scale: number;

the body's scale (its drawn height over the clips' own), the head's height, how high it is

x ​
ts
readonly x: number;

where the driver has it: along, up, across; the way it faces

y ​
ts
readonly y: number;

FittedArkitMap ​

The mapper a fitted table gives, in the shape createArkitToGnmMap returns.

Properties ​

dim ​
ts
dim: number;

Floats map writes: the pack's head_ext.

dropped ​
ts
dropped: string[];

The table's channels this reader has no ARKit channel for (left out).

map ​
ts
map: (arkit, out) => void;

ARKit weights (ARKIT_NAMES order, 52) -> head_ext. Allocates nothing.

Parameters ​
ParameterType
arkitFloat32Array
outFloat32Array
Returns ​

void

terms ​
ts
terms: number;

Rows of the table in use: channels plus correctives.


HairData ​

Properties ​

bodyCount ​
ts
bodyCount: number;
character ​
ts
character: string;
check ​
ts
check: number[][];
idx ​
ts
idx: Int32Array;

The body-splat gaussians on the strands, their 4 slots and weights.

joints ​
ts
joints: Uint16Array;
mask ​
ts
mask: Uint8Array<ArrayBufferLike> | null;

Per body gaussian (when the file has it): 0 not hair, 1 hair on its own skinning, 2 on the strands.

proxies ​
ts
proxies: number[];
strands ​
ts
strands: HairStrand[];
weights ​
ts
weights: Float32Array;

HairParams ​

Properties ​

bodyCollide ​
ts
bodyCollide: number;

1: the strands keep off the body's skin; 0: they pass through it (garments still collide). Sara (Marnie, whose package body has shoulders far wider than her splat): "hard to gauge the hair simulation when the body collision is wrong"; the body is someone else's to fix. OFF by default (2026-10-23, Sara: the bodies are being refitted and are not good yet): off, the sim never searches the skin at all.

calmFrom ​
ts
calmFrom: number;

... and the INERTIA SCALE BY SPEED (local-frame simulation, as games blend it): from calmFrom to calmTo m/s of its rest target's speed (smoothed over a quarter second) the share of its target's acceleration a point still feels eases from 1 to calmInertia; the rest moves it with its target. No pull towards the rest shape: the hair swings freely, only less (Sara, 2026-10-23, on a pull that rose with speed: Marnie's run looked "like it's trying to stay in base position the whole time instead of just limiting the movement"). The walk's targets never reach calmFrom (Jamila's: 0.38 m/s at most in the walk, 1.2 median and 2.6 at most in the run): the walk is exactly as before. calmInertia 1: off.

calmInertia ​
ts
calmInertia: number;
calmTo ​
ts
calmTo: number;
clothMargin ​
ts
clothMargin: number;
cohesion ​
ts
cohesion: number;
cohesionReach ​
ts
cohesionReach: number;
cohesionShape ​
ts
cohesionShape: number;
collide ​
ts
collide: number;

Collision correction per substep (0..1): soft, so a point on the jiggling dress does not jitter every frame.

damping ​
ts
damping: number;

Velocity damping, 1/s.

ftl ​
ts
ftl: number;

Follow-the-leader velocity correction (0..1, Müller 2012: ~0.9; without it the chain gains energy and whips).

globalRange ​
ts
globalRange: number;
globalRoot ​
ts
globalRoot: number;

Global shape pull per substep near the scalp and far from it (eased by the point's s, its distance from the scalp, over globalRange).

globalTip ​
ts
globalTip: number;
gravity ​
ts
gravity: number;

m/s^2

inertiaMax ​
ts
inertiaMax: number;

CALM IN THE RUN (Sara, 2026-10-23: "the hair movement for running was crazy too big ... ok during walk"): the most acceleration of its rest target a strand point feels as inertia, m/s^2. Each frame the target's acceleration past it is handed to the point too (it moves with its target for that part, as hair simulated partly in the body's frame): a walk's head and chest never reach it (Jamila's strand targets: 9.5 m/s^2 at most in the walk, 12 median and 53 at most in the run), so the walk is exactly as before. 0: no limit.

local ​
ts
local: number;

Local shape pull per substep.

lockCohesion ​
ts
lockCohesion: number;

The share of the cohesion a FREE LOCK of its own keeps (a curl hooking below the hairline, a mustache's curve). Not short locks: Dorian's fringe, on its own, tore 28 mm from the hair beside it (16 with full cohesion).

skinMargin ​
ts
skinMargin: number;

Clearance kept off the skin / the cloth (at most the rest one: the hair layer under a strand keeps its thickness), m.

stiffBlend ​
ts
stiffBlend: number;
stiffLayer ​
ts
stiffLayer: number;
stiffLocal ​
ts
stiffLocal: number;
stiffPull ​
ts
stiffPull: number;

STIFF NEAR THE ROOT (Sara: "stiff near the roots so we don't lose hair volume ... some movement shortly after"): a point's stiffness w is 1 within stiffLayer of the scalp skin (its rest distance, the strand file's s), easing to 0 over stiffBlend further (by DISTANCE, alike on long and short strands); it is pulled to its rest shape at least w x stiffPull a substep and bent back at least w x stiffLocal. All live (the page's Hair simulation sliders).

substep ​
ts
substep: number;

Longest substep, s.

tailInertia ​
ts
tailInertia: number;

The share of the body's acceleration a TIED TAIL feels at any speed (Sara, 2026-10-23: Marnie's pigtails "need 25 percent less movement ... they bounce too much" in the walk): the rest moves it with its tie, as the inertia scale above. 1: as loose hair.


HairRuntime ​

The runtime's side of the hair: fed each frame, read by the host as AosrigHairState.

Extends ​

Properties ​

frames ​
ts
readonly frames: number;

The frames simulated so far.

Inherited from ​

AosrigHairState.frames

ms ​
ts
readonly ms: number;

Her sim's wall time last frame, ms (0 before the first frame).

Inherited from ​

AosrigHairState.ms

rows ​
ts
readonly rows: number;

The rows riding the strands.

Inherited from ​

AosrigHairState.rows

slots ​
ts
readonly slots: number;

The bone slots after the rig's joints (her proxies and every strand point).

Inherited from ​

AosrigHairState.slots

strands ​
ts
readonly strands: number;

The guide strands.

Inherited from ​

AosrigHairState.strands

Methods ​

dispose() ​
ts
dispose(): void;

Let the sim go.

Returns ​

void

reset() ​
ts
reset(): void;

After a teleport or a pose jump: the strands snap to their rest targets on the next frame.

Returns ​

void

Inherited from ​

AosrigHairState.reset

setParams() ​
ts
setParams(params): void;

Live tuning (HAIR_DEFAULTS are Sara's chosen settings); bodyCollide stays 0 until the clean body lands.

Parameters ​
ParameterTypeDescription
paramsPartial<HairParams>The settings to change.
Returns ​

void

Inherited from ​

AosrigHairState.setParams

update() ​
ts
update(dt, matrices): void;

One frame: her sim advanced by dt against the rig's fresh skin matrices, its slots written into the bone table after the rig's joints. The first call records the rest against these matrices (the rig at its bind pose, as her page does at load).

Parameters ​
ParameterTypeDescription
dtnumberThe frame's time step, s.
matricesFloat32ArrayThe bone table: the rig's jointBase skin matrices written, the slots to write.
Returns ​

void


HeadExtLayout ​

The head_ext parameter block.

Properties ​

dim ​
ts
dim: number;

387 = expression + gaze.

exprDim ​
ts
exprDim: number;
gazeDim ​
ts
gazeDim: number;

4: [pitch_L, yaw_L, pitch_R, yaw_R] radians.

reduced ​
ts
reduced: Record<string, number>;

The reduced ML view's per-region counts; they sum to 64, plus gaze = 68.

regions ​
ts
regions: [string, number][];

[["left_eye",100], ["right_eye",100], ["lower_face",150], ["tongue",32], ["pupils",1]].


JointOverride ​

A per-joint override the animation layer applies on top of the solved rig.

Properties ​

joint ​
ts
joint: string;

Joint name in the backend's own namespace.

rotation ​
ts
rotation: readonly [number, number, number, number];

Parent-relative rotation as a quaternion (w, x, y, z).


LevelPlanCharacter ​

What planLevels reads of a character: the part of AutoDetailCharacter the plan needs.

Properties ​

id ​
ts
readonly id: string;
levels ​
ts
readonly levels: readonly string[];

Its levels, lightest first.

Methods ​

current()? ​
ts
optional current(): string;

The level shown now (a holder keeps its heavier level unless beaten by the margin); optional.

Returns ​

string

points() ​
ts
points(level): number;
Parameters ​
ParameterType
levelstring
Returns ​

number

rank()? ​
ts
optional rank(): number;

The game's own order, 0 first; optional.

Returns ​

number

screenHeightPx()? ​
ts
optional screenHeightPx(): number;

Its size on screen and its angle off the view, for the order within a rank; optional (then all equal).

Returns ​

number

viewAngleDeg()? ​
ts
optional viewAngleDeg(): number;
Returns ​

number


LevelVerdict ​

What the loader does with a package on this device: a warning or a refusal, each with its line.

Properties ​

line ​
ts
readonly line: string;

The reason in words, the same on every device.

refuse ​
ts
readonly refuse: boolean;

True on a phone or a headset: the package is not loaded. A computer loads it and says the line.


LoadCharacterBundleOptions ​

Options for loadCharacterBundle.

Extends ​

  • BundleFetchOptions

Properties ​

fetch? ​
ts
optional fetch?: {
  (input, init?): Promise<Response>;
  (input, init?): Promise<Response>;
};

Overrides the global fetch; ignored when resolver is given.

Call Signature ​
ts
(input, init?): Promise<Response>;

MDN Reference

Parameters ​
ParameterType
inputURL | RequestInfo
init?RequestInit
Returns ​

Promise<Response>

Call Signature ​
ts
(input, init?): Promise<Response>;

MDN Reference

Parameters ​
ParameterType
inputstring | URL | Request
init?RequestInit
Returns ​

Promise<Response>

Inherited from ​
ts
BundleFetchOptions.fetch
preferFp16? ​
ts
optional preferFp16?: boolean;

Skip the fp16 decoders even where the bundle ships them.

resolver? ​
ts
optional resolver?: AssetResolver;

Resolve a bundle-relative name to bytes yourself (CDN, asset manager, tests).

Inherited from ​
ts
BundleFetchOptions.resolver
signal? ​
ts
optional signal?: AbortSignal;
Inherited from ​
ts
BundleFetchOptions.signal

MemoryReport ​

Where a character's memory went.

Properties ​

branches ​
ts
branches: object[];

Per branch: name, slots, GPU bytes.

gpuBytes ​
ts
gpuBytes: number;
name ​
ts
name: string;
slots ​
ts
slots: number;
bundleBytes ​
ts
bundleBytes: number;

Resident bundle bytes (decoders, meshes, rig pack).

gpuBytes ​
ts
gpuBytes: number;

Approximate GPU bytes across every branch's lift and rig.

slots ​
ts
slots: number;

Splat slots this character owns.


MouthGlbPart ​

One part of mouth.glb, expanded to its triangles' corners.

Properties ​

name ​
ts
name: string;

The node's name: mouth_teeth, mouth_gums, mouth_tongue, mouth_bag.

positions ​
ts
positions: Float32Array;

x y z per corner, three corners per triangle, the package's frame.

uvs ​
ts
uvs: Float32Array;

u v per corner (glTF's: v runs down the picture).


MouthHidden ​

The listed splats, parsed.

Properties ​

band ​
ts
band: number;
capLower? ​
ts
optional capLower?: Uint32Array<ArrayBufferLike>;
capUpper? ​
ts
optional capUpper?: Uint32Array<ArrayBufferLike>;

Cap pairs from the actual lip rim; fade pairs remain upper/lower.

count ​
ts
count: number;
fill? ​
ts
optional fill?: Float32Array<ArrayBufferLike>;

Plug sheet metadata, populated at load; two floats per listed row (column, fraction).

fillCount? ​
ts
optional fillCount?: Uint32Array<ArrayBufferLike>;

Number of plugs sharing a fill column; packed beside its column and fraction.

forward ​
ts
forward: [number, number, number];
kind ​
ts
kind: Uint8Array;
lower ​
ts
lower: Uint32Array;
motionVertices? ​
ts
optional motionVertices?: Uint32Array<ArrayBufferLike>;

Studio-style same-side inverse-distance motion for mouth-neighbourhood rows; weights include the 8–20 mm fade.

motionWeights? ​
ts
optional motionWeights?: Float32Array<ArrayBufferLike>;
plugs ​
ts
plugs: number;

How many are the lip line's plugs (kind 1), and how many the lips' band (kind 3); the rest are inside points (kind 2).

row ​
ts
row: Uint32Array;

Per listed splat: its row in character.ply, its kind, its upper and lower lip vertex.

up ​
ts
up: [number, number, number];

The head's up and forward, unit, in the character's frame.

upper ​
ts
upper: Uint32Array;
wide? ​
ts
optional wide?: Uint8Array<ArrayBufferLike>;

Load-derived wide-band membership, independent of the file's fade kind.


MouthMeshInfo ​

mouth.json, as far as the engine reads it.

Properties ​

glb ​
ts
glb: string;

The meshes' file, mouth.glb.

setBackM? ​
ts
optional setBackM?: number;

How far the studio sets the mouth back along the face's forward so it sits behind the splat's lips (metres), when the package says; the engine measures it otherwise.

texture ​
ts
texture: string;

The picture, mouth_texture.png.


OrtDeviceAttachment ​

What attachOrtDevice managed to do.

Properties ​

gpuBufferIo ​
ts
readonly gpuBufferIo: boolean;

When false, every decoder session must be built with downloadOutputs so its outputs come back as CPU arrays. A cross-device GPUBuffer is a validation error, not a slow path.

reason ​
ts
readonly reason: string | null;

Why not, when shared is false. Null on success.

shared ​
ts
readonly shared: boolean;

True when ORT accepted the renderer's device.


PoseAsk ​

What a character tells the scheduler each frame.

Properties ​

distanceM ​
ts
readonly distanceM: number;

Its distance from the eye, metres (0 when unknown: treated as near).

hz ​
ts
readonly hz: number;

Its own rate, poses a second; 0 = every frame the budget allows.

id ​
ts
readonly id: string;

The character's key.

nowS ​
ts
readonly nowS: number;

The frame's time, seconds.

points ​
ts
readonly points: number;

Points it would pose.


PoseScheduler ​

The scheduler.

Properties ​

budgetPoints ​
ts
readonly budgetPoints: number;

Methods ​

forget() ​
ts
forget(id): void;

A character left the scene.

Parameters ​
ParameterType
idstring
Returns ​

void

grant() ​
ts
grant(ask): boolean;

Ask to pose this frame; true grants it (the caller then poses).

Parameters ​
ParameterType
askPoseAsk
Returns ​

boolean

setBudgetPoints() ​
ts
setBudgetPoints(points): void;

Set the scene budget, points re-posed a frame; 0 = no limit (every character every frame, its own rate aside).

Parameters ​
ParameterType
pointsnumber
Returns ​

void

state() ​
ts
state(): object;

The scheduler's own view, for the log.

Returns ​

object

budgetPoints ​
ts
budgetPoints: number;
characters ​
ts
characters: object[];
frames ​
ts
frames: number;

RendererLike ​

The slice of WebGPURenderer this package reads.

Properties ​

backend? ​
ts
optional backend?: object;

RigBackend ​

One rig -> vertices implementation.

Lifecycle: init -> (setControls -> encode)* -> dispose. setControls is pure CPU work (the solve); encode records the per-vertex half into a caller-supplied encoder so a whole character is one submission.

Properties ​

controlNames ​
ts
readonly controlNames: readonly string[];

The control space this backend drives, in setControls order.

kind ​
ts
readonly kind: RigKind;

Which implementation this is.

vertexCount ​
ts
readonly vertexCount: number;

Vertices produced per pose.

vertsAABB ​
ts
readonly vertsAABB: VertsAABB;

Bounds of the neutral pose, for the sink's bounding sphere.

vertsBuffer ​
ts
readonly vertsBuffer: GPUBuffer;

The posed vertices, in the rig's own frame and units. Valid after the encoded pass has executed; the lift's copyBufferToBuffer is what reads it.

Methods ​

bytes() ​
ts
bytes(): number;

Approximate GPU + wasm bytes this backend holds, for memoryReport().

Returns ​

number

dispose() ​
ts
dispose(): void;

Release the wasm heap and every GPU buffer. Idempotent.

Returns ​

void

encode() ​
ts
encode(encoder): void;

Record the per-vertex pass into encoder. No submit, no fence, no readback.

Parameters ​
ParameterType
encoderGPUCommandEncoder
Returns ​

void

init() ​
ts
init(options): Promise<void>;

Build the wasm/GPU resources. Idempotent; throws loudly on a bad asset.

Parameters ​
ParameterType
optionsRigBackendInit
Returns ​

Promise<void>

runCpu() ​
ts
runCpu(controls): Promise<Float32Array<ArrayBufferLike>>;

Solve and deform ON THE CPU, for calibration only.

The rig->bundle similarity and the per-vertex corr are fitted from this, and corr is then added to every GPU-produced frame — so the two implementations must agree. Never call it per frame.

Parameters ​
ParameterType
controlsFloat32Array
Returns ​

Promise<Float32Array<ArrayBufferLike>>

setControls() ​
ts
setControls(controls): void;

Solve at controls. CPU-only and synchronous — there is no inference call to await — so a caller may call it several times a frame and only encode once.

Parameters ​
ParameterType
controlsFloat32Array
Returns ​

void

setJointOverrides()? ​
ts
optional setJointOverrides(overrides): boolean;

Apply per-joint rotation overrides on top of the solved pose (procedural head aim, gaze). Optional: a backend with no addressable joints simply omits it.

Returns whether anything actually MOVED. A converged head aim resends the same quaternions every frame and a backend with no addressable joints ignores them outright, so a caller that re-ran a full decode on every call was decoding an idle character sixty times a second.

Parameters ​
ParameterType
overridesreadonly JointOverride[]
Returns ​

boolean


RigBackendInit ​

Everything a backend needs before it can pose anything.

Properties ​

controlNames ​
ts
controlNames: string[];

The bundle's control-name list, in the order setControls takes values.

device ​
ts
device: GPUDevice;

The device the lift owns. A backend must build every buffer on THIS device.

expectVerts? ​
ts
optional expectVerts?: number;

Expected vertex count; a mismatch throws rather than posing garbage.

fetchBytes? ​
ts
optional fetchBytes?: (name) => Promise<Uint8Array<ArrayBufferLike>>;

Lazily fetch a bundle file the eager pass skipped.

Parameters ​
ParameterType
namestring
Returns ​

Promise<Uint8Array<ArrayBufferLike>>

getBytes ​
ts
getBytes: (name) => Uint8Array<ArrayBufferLike> | undefined;

Bundle-relative file bytes, already resident.

Parameters ​
ParameterType
namestring
Returns ​

Uint8Array<ArrayBufferLike> | undefined


RigManifest ​

The rig block.

Properties ​

backend ​
ts
backend: RigBackendKind;

orl (OpenRigLogic from the character's own DNA) or gnm (a baked .aosrig).

controlNames ​
ts
controlNames: string[];

The control-name list, in the order setRig takes values.

pack ​
ts
pack: string | null;

Bundle-relative pack filename: orl_pack.bin or <name>.aosrig.

vertexCount ​
ts
vertexCount: number;

Expected vertex count of the rig's output; 0 when the bundle does not state one.


RigPreview ​

A live rig preview.

Properties ​

backend ​
ts
readonly backend: RigBackend;

The backend, initialised.

lift ​
ts
readonly lift: DebugVertexLift;

The debug lift, for setSigma / setShading / setTransform.

range ​
ts
readonly range: SlotRange;

The slots the preview owns.

scale ​
ts
readonly scale: number;

Uniform scale the placement fit chose, for an overlay to report.

Methods ​

dispose() ​
ts
dispose(): void;

Release the lift's buffers, the backend's resources and the slot range.

Returns ​

void

encode() ​
ts
encode(encoder): void;

Record the rig pass and the debug lift into one encoder, in that order.

Use this when the caller owns the submission — a frame that also wants timestamp queries around the two passes, for instance.

Parameters ​
ParameterTypeDescription
encoderGPUCommandEncoderThe frame's command encoder.
Returns ​

void

render() ​
ts
render(): void;

Encode, submit and ask the sink to re-sort. The one-call-per-frame path.

Returns ​

void

setControls() ​
ts
setControls(controls): void;

Solve the rig at controls — the backend's own control space, so head_ext for GNM.

Parameters ​
ParameterTypeDescription
controlsFloat32ArrayThe control vector.
Returns ​

void


RigSurface ​

The rig mesh at rest, in the character's space.

Properties ​

normals ​
ts
readonly normals: ArrayLike<number>;

Unit vertex normals, three per vertex.

positions ​
ts
readonly positions: ArrayLike<number>;

Vertex positions, three per vertex.


SkinRules ​

The rules' numbers.

Properties ​

bandCapM ​
ts
readonly bandCapM: number;

The lips' band points' sizes are capped toward this as the lips part.

hideGapM ​
ts
readonly hideGapM: readonly [number, number];

The lips' gap (metres) over which a hidden point fades: 1 at the first, 0 from the second.

maxBones ​
ts
readonly maxBones: number;

Bone matrices a character may have.

minTriangleArea ​
ts
readonly minTriangleArea: number;

A face triangle smaller than this (twice its area) binds nothing.

plugPush ​
ts
readonly plugPush: object;

A plug's push back along the head's forward: a step of stepM over rampM of gap, then slope of the gap up to capM.

capM ​
ts
readonly capM: number;
rampM ​
ts
readonly rampM: number;
slope ​
ts
readonly slope: number;
stepM ​
ts
readonly stepM: number;
sortBins ​
ts
readonly sortBins: number;

Depth bins of the draw order (the fork's counting sort).

sortGate ​
ts
readonly sortGate: object;

The pose gate for a re-sort (the studio's rule, on matrices): a rotation entry or a translation moved this far.

positionM ​
ts
readonly positionM: number;
rotation ​
ts
readonly rotation: number;
sortTurnCos ​
ts
readonly sortTurnCos: number;

The sort's own re-sort threshold: the cosine of the view direction's turn (the fork's 0.9995, about 1.81 degrees).

stretchMax ​
ts
readonly stretchMax: number;
stretchMin ​
ts
readonly stretchMin: number;

A face point's stretch with its triangle is kept within this of its rest size, each axis.


SlotRange ​

A contiguous run of splat slots owned by one branch for its whole life.

Properties ​

count ​
ts
readonly count: number;

Slot count. Constant: culled texels write opacity 0 rather than compacting.

offset ​
ts
readonly offset: number;

First slot index.


SomaClip ​

One clip of a soma-clips file.

Properties ​

bones ​
ts
readonly bones: ReadonlyMap<string, Float32Array<ArrayBufferLike>>;

Per joint name, x y z w per frame.

contacts ​
ts
readonly contacts: SomaClipContacts | null;

When each foot is on the ground, as the file states it (contacts: { left, right }, one 0 or 1 per frame: a reading of the performance the clip was made from); null when the file does not say. somaAnimationClip then reads them off the feet's height.

floor ​
ts
readonly floor: boolean;

Whether the clip's planted feet are to stand on the character's own floor when the host asks for that (somaAnimationClip's floor): said by the file (floor: true), else true for a clip that travels (speed > 0) or names a gait. A jump's air time or a swim must not be lowered to the floor.

fps ​
ts
readonly fps: number;
frames ​
ts
readonly frames: number;
gait ​
ts
readonly gait: Gait | null;

The clip's gait, when it is one of the forward gaits the walk blend orders by speed (walk, jog, run, sprint); null for every other clip (a turn, a side step, a crouch: never in the blend, whatever locomotion says).

locomotion ​
ts
readonly locomotion: boolean;

Whether the clip belongs in the walk and run blend.

loop ​
ts
readonly loop: boolean;
name ​
ts
readonly name: string;
root ​
ts
readonly root: Float32Array;

The Hips' path, x y z per frame (the neutral body's, over its floor).

speed ​
ts
readonly speed: number;

Ground speed in metres per second, when the clip says (a locomotion clip).


SomaClipContacts ​

A clip's feet on the ground, frame by frame: 1 while the foot is down.

Properties ​

left ​
ts
readonly left: Uint8Array;
right ​
ts
readonly right: Uint8Array;

SomaClipFeet ​

What a clip's feet do on a skeleton.

Properties ​

low ​
ts
readonly low: number;

The lowest the feet reach over the clip (the middle of the ankle and the ball, rig frame, with the Hips where the clip's root puts them), metres.

planted ​
ts
readonly planted: SomaClipContacts;

The feet's contacts as their height says: per frame, 1 while the foot (left, then right) is within 3 cm of the lowest the feet reach. What stands in for a clip's own contacts when its file states none.

travel ​
ts
readonly travel: number;

The planted feet's speed over the ground, metres a second: how fast the legs really carry this skeleton (the median over the planted frames of both feet, the root's own travel taken out); 0 when no foot stays planted.


SomaClipOptions ​

How a clip is placed on the character.

Properties ​

floor? ​
ts
optional floor?: boolean;

Stand the clip's planted feet on the character's own floor: the Hips' track is raised (or lowered) by one amount for the whole clip so the lowest the feet reach is where this skeleton's feet stand at rest (somaRestFootY), instead of where the neutral body's root put them. Taken only for a clip whose feet touch the ground (SomaClip.floor).


SomaJoint ​

One joint of the skeleton, as skeleton.json states it.

Properties ​

baseLocalRotation ​
ts
readonly baseLocalRotation: Quat | null;

A twist helper's local rotation before its twist (x y z w); null for every other joint.

inverseBind ​
ts
readonly inverseBind: Matrix4;

Inverse bind matrix (three's column-major order): where the splats were bound.

localPosition ​
ts
readonly localPosition: Vec3;

Rest offset in the parent's frame, metres.

localRotation ​
ts
readonly localRotation: Quat;

Rest rotation in the parent's frame, x y z w: the character's stance.

name ​
ts
readonly name: string;

The joint's name (Hips, LeftForeArmTwist2 ...).

parent ​
ts
readonly parent: number;

Its parent's index, or -1 for Root. Parents come before their children.


SomaPoser ​

Poses a rig built by createSomaRig and writes its skin matrices.

Properties ​

worlds ​
ts
readonly worlds: Float64Array;

Each joint's rig-space world, from the last pose (16 per joint, column-major).

Methods ​

pose() ​
ts
pose(out): void;

Turn the twist helpers from the pose on the bones (the mixer's and the head aim's work), write their rotations back onto their bones, and write every joint's skin matrix (rig-space world . inverse bind, column-major) into out.

Parameters ​
ParameterTypeDescription
outFloat32Array16 floats per joint, at least.
Returns ​

void


SomaSkeleton ​

A package's skeleton, validated.

Properties ​

floorY ​
ts
readonly floorY: number;

The floor's height in the package frame (0 in every v2 package).

groundOffset ​
ts
readonly groundOffset: number;

Added to the Hips' height for a clip's root track.

helpers ​
ts
readonly helpers: readonly SomaHelper[];

The twist helpers, in the file's twist order.

hips ​
ts
readonly hips: number;

Index of Hips, where a clip's root track goes.

joints ​
ts
readonly joints: readonly SomaJoint[];

Every joint, in the file's order (character.json's jointNames).

names ​
ts
readonly names: readonly string[];

The joint names, same order.

segments ​
ts
readonly segments: readonly SomaSegment[];

The twist rule's segments.


SplatSink ​

The splat object a character writes its gaussians into.

Implemented by gameable/splat's AnimatedGaussianSplat. Slot ranges are allocated once per branch at load and never move: three's CountingSort keeps an index -> splat map across frames, so compacting on the GPU would tear the sort during camera motion.

Properties ​

buffers ​
ts
readonly buffers: SplatSinkBuffers;
capacity ​
ts
readonly capacity: number;

Total slots. A character must fit inside it or allocate throws.

nodes? ​
ts
readonly optional nodes?: object;

The four buffers as writable TSL storage nodes (gameable/splat's SplatStorageNodes), on WebGPU and the WebGL2 fallback. Absent on a sink that only speaks GPUBuffers.

center ​
ts
readonly center: StorageBufferNode<"vec4">;
color ​
ts
readonly color: StorageBufferNode<"uint">;
covarianceA ​
ts
readonly covarianceA: StorageBufferNode<"vec4">;
covarianceB ​
ts
readonly covarianceB: StorageBufferNode<"vec4">;
object3D ​
ts
readonly object3D: Object3D<Object3DEventMap>;

Scene node the splats hang under.

storageCapacity? ​
ts
readonly optional storageCapacity?: number;

Elements per buffer, capacity padded to the WebGL PBO shape; set with nodes.

Methods ​

allocate() ​
ts
allocate(count): SlotRange;

Reserve count contiguous slots. Throws when the sink is full.

Parameters ​
ParameterType
countnumber
Returns ​

SlotRange

free() ​
ts
free(range): void;

Return a range to the free list.

Parameters ​
ParameterType
rangeSlotRange
Returns ​

void

markGaussiansChanged() ​
ts
markGaussiansChanged(): void;

Force a re-sort on the next render, even when the camera has not moved.

Returns ​

void

restPoints()? ​
ts
optional restPoints(): GPUBuffer;

The rest points (array<vec4<f32>>, one per slot: xyz = the point's rest centre, w = its group as a whole number), made on first call, for a game's per-point hook. Optional: a sink without it gets no rest points, and a hook then reads each point's current centre and group 0.

Returns ​

GPUBuffer

setBoundingSphere() ​
ts
setBoundingSphere(center, radius): void;

Owner-supplied bounds; the splat object never recomputes them from the GPU.

Parameters ​
ParameterType
center[number, number, number]
radiusnumber
Returns ​

void

setFragmentAlpha()? ​
ts
optional setFragmentAlpha(builder): void;

Scale each fragment's opacity by a node built from the splat's view-space centre, or null to draw as before. Optional: a sink without it gets no mouth interior.

Parameters ​
ParameterType
builder((view) => Node<unknown>) | null
Returns ​

void


SplatSinkBuffers ​

The GPU buffers a lift writes into. All four are indexed by absolute slot.

Properties ​

center ​
ts
readonly center: GPUBuffer;

array<vec4<f32>>: xyz = centre in scene metres, w unused.

color ​
ts
readonly color: GPUBuffer;

array<u32>: pack4x8unorm(vec4f(r, g, b, opacity)).

covarianceA ​
ts
readonly covarianceA: GPUBuffer;

array<vec4<f32>>: (c00, c01, c02, c11).

covarianceB ​
ts
readonly covarianceB: GPUBuffer;

array<vec4<f32>>: (c12, c22, 0, 0).


VertsAABB ​

Axis-aligned bounds of the posed vertices, in the rig's own units.

Properties ​

max ​
ts
max: readonly [number, number, number];
min ​
ts
min: readonly [number, number, number];

WebglAosrigSplat ​

A WebGL character, as a game draws it: the runtime, its stats and the sink it draws through.

Extends ​

Properties ​

corrective ​
ts
readonly corrective: AosrigCorrectiveState | null;

The pose corrections, when the package carries corrective/; else null.

Inherited from ​

AosrigSplatRuntime.corrective

hair ​
ts
readonly hair: AosrigHairState | null;

Sara's strand hair, when the package carries hair/ and it fits this splat (hair/hairRuntime.ts): its guide strands are bone slots after the rig's joints, ticked each frame; else null.

Inherited from ​

AosrigSplatRuntime.hair

hiddenPoints ​
ts
readonly hiddenPoints: AosrigMouthHiddenState | null;

The closed mouth's inside points, when the package carries mouth_hidden.bin; else null.

Inherited from ​

AosrigSplatRuntime.hiddenPoints

mapper ​
ts
readonly mapper: object;

Native GNM expression mapping used by the body animator's face layer.

dim ​
ts
dim: number;
dropped ​
ts
dropped: string[];
map ​
ts
map: (arkit, out) => void;
Parameters ​
ParameterType
arkitFloat32Array
outFloat32Array
Returns ​

void

terms ​
ts
terms: number;
Inherited from ​

AosrigSplatRuntime.mapper

mouth ​
ts
readonly mouth: AosrigMouth | null;

The inside of the mouth (teeth, gums, tongue, and the teeth's own points or the package's frozen meshes), when the package carries them, the head pack its mouth and the host asked for it; else null.

Inherited from ​

AosrigSplatRuntime.mouth

stats ​
ts
readonly stats: WebglSkinStats;

Methods ​

compile() ​
ts
compile(): Promise<void>;

The GPU programs built ahead of the first frame (the deformation's passes, the mouth's); already awaited by createAosrigSplat, so a host that awaits it again (a swap, before it marks the copy compiled) waits for nothing more.

Returns ​

Promise<void>

Resolves once everything is built.

Inherited from ​

AosrigSplatRuntime.compile

dispose() ​
ts
dispose(): void;
Returns ​

void

Inherited from ​

AosrigSplatRuntime.dispose

referenceCenters() ​
ts
referenceCenters(): Promise<Float32Array<ArrayBufferLike>>;

Every point's posed centre through the CPU reference (skinPoint), for the last pose rendered, xyz a point: the measurement's side of the parity check against the compute pass.

Returns ​

Promise<Float32Array<ArrayBufferLike>>

The centres, from the worker.

render() ​
ts
render(
   expression, 
   gaze, 
   camera, 
   dt?
): void;

Pose face, body and splats after AnimationMixer and procedural aim have run.

Parameters ​
ParameterTypeDescription
expressionFloat32ArrayThe face's controls.
gazeArrayLike<number>The eyes' turn.
cameraCameraThe camera the sink is drawn for.
dt?numberThe frame's time step, s, for the strand hair (the clock's own frame when the host gives none).
Returns ​

void

Inherited from ​

AosrigSplatRuntime.render

setEyeShear() ​
ts
setEyeShear(frame): void;

Copy calibrated rest-space eye volumes and shear vectors, or clear with null.

Parameters ​
ParameterType
frameEyeShear | null
Returns ​

void

Inherited from ​

AosrigSplatRuntime.setEyeShear

setJointAffines() ​
ts
setJointAffines(names, affines): void;

Copy per-joint row-major [A-I | offset] surface deltas, or clear with null.

Parameters ​
ParameterType
namesreadonly string[]
affinesFloat32Array<ArrayBufferLike> | null
Returns ​

void

Inherited from ​

AosrigSplatRuntime.setJointAffines

setPointShare()? ​
ts
optional setPointShare(share): void;

A test lever on the fallback skin: draw this share of the points (0 to 1), an evenly spread subset. Absent on the WebGPU runtime.

Parameters ​
ParameterType
sharenumber
Returns ​

void

Inherited from ​

AosrigSplatRuntime.setPointShare

setSkinOptions() ​
ts
setSkinOptions(options): WebglSkinOptionsInForce;

Change how the skin spends the chip's time, live: the material is rebuilt for the vertex stage or the pass.

Parameters ​
ParameterTypeDescription
optionsWebglSkinOptionsThe fields to change; the rest stay.
Returns ​

WebglSkinOptionsInForce

The options now in force.

Overrides ​

AosrigSplatRuntime.setSkinOptions

setSortMode()? ​
ts
optional setSortMode(mode): void;

A test lever on the fallback skin: when the draw order is remade. Absent on the WebGPU runtime.

Parameters ​
ParameterType
mode"frozen" | "pose" | "turn" | "slow"
Returns ​

void

Inherited from ​

AosrigSplatRuntime.setSortMode

sortIfViewMoved() ​
ts
sortIfViewMoved(camera): void;

A request for a new order when the view moved past the sort's threshold.

Parameters ​
ParameterType
cameraCamera
Returns ​

void

swapLevel() ​
ts
swapLevel(bundle, pause?): Promise<void>;

Take another level of the same character (its package: another point count, the same rig, the same head) into this runtime: the records and harmonics parsed and packed in slices (pause between them), the worker given the new set, and, when its first order is in, the textures refilled and the counts switched in one frame. The material and its programs stay (no node build, no compile: the stall of a fresh runtime); the old points keep drawing with their last order until then. The sink's capacity bounds the levels this runtime can take: make it for the heaviest level a page will show. stats.lastSwap says what the swap cost.

Parameters ​
ParameterTypeDescription
bundleAosrigSplatBundleThe level's package.
pause?() => Promise<void>Awaited between slices of the main-thread work.
Returns ​

Promise<void>

Resolves when the new level is drawn; rejects when the level does not fit the sink or the head differs.

Overrides ​

AosrigSplatRuntime.swapLevel

warmSkinVariants() ​
ts
warmSkinVariants(modes, nextFrame): Promise<void>;

Warm the skin variants a page will switch between (skin: 'vertex' | 'pass' | 'stream') once, behind its loading screen, so the first switch of a Speed-up lever does not stall: each variant is taken in turn and drawn by the page's own frames (the headset's own cameras: the only compile that counts), two frames each, and kept (one material object a variant on the fork, one pass a variant here); a later setSkinOptions to a warmed variant reassigns what was built and compiled. The options in force are restored at the end.

Parameters ​
ParameterTypeDescription
modesreadonly ("pass" | "vertex" | "stream")[]The variants to warm (the current one is skipped).
nextFrame() => Promise<void>Resolves after the page's next drawn frame (e.g. an engine:frame listener).
Returns ​

Promise<void>

Overrides ​

AosrigSplatRuntime.warmSkinVariants


WebglSkinOptions ​

How the fallback skin spends a headset chip's time. Every field is a switch the xr levers and the device speed test can flip at run time (WebglAosrigSplat.setSkinOptions); the defaults draw today's picture today's way.

Properties ​

boneMask? ​
ts
readonly optional boneMask?: BoneMaskChoice;

boneMask: draw only the points bound mainly to a set of bones, decided at load as a compacted set (the rest never uploaded, sorted or fetched): 'all' (the default), 'arms and hands' (a first-person hero's arms, the shoulder a soft edge), 'upper body' (the waist a soft edge), or a list of the rig's joint names. Taken when the character is made (setWebglSkinDefaults or the skin option before the load); a later setSkinOptions with another mask is noted in stats.mask.wanted and takes the next load.

discBelowPx? ​
ts
readonly optional discBelowPx?: number;

discBelowPx: the height on screen under which 'auto' draws the disc. Default 220.

drawScale? ​
ts
readonly optional drawScale?: number;

drawScale: the character drawn into a buffer this share of each eye's size and scaled up with the linear filter (attachLowResDraw): 1 (the default) draws as before; 0.7 draws half the fragments, 0.5 a quarter. The page stays sharp; the character's depth test against the scene is lost (drawn alone). Not with both eyes in one pass (the helper steps aside while multiview is in force).

drawShape? ​
ts
readonly optional drawShape?: "auto" | "full" | "disc";

drawShape: the vertex stage that draws the points: 'full' (today's: the covariance projected, the eigen split), 'disc' (the cheap round point for a far or small character, fork edit 35), or 'auto' (the disc once the character stands under discBelowPx on screen, the full stage back above it, a 15 % band between). Default 'full'.

extentSigma? ​
ts
readonly optional extentSigma?: number;

The fill switches (the second cost on a headset chip: 16 M blended fragments a frame at 512). Each is a uniform or a helper, no rebuild; each changes the picture, so the defaults keep it.

extentSigma: how far each point's square reaches, in sigma of the engine's point (2 = the whole shape, the default; 1.7 draws 72 % of the fragments, 1.5 56 %). The fall-off stays the shape's, its tail pulled to zero at the new edge.

lazyFetch? ​
ts
readonly optional lazyFetch?: boolean;

The binding texels fetched only where needed (see WebglSkinTuning). Default true; no change to the picture.

leanOrderUpload? ​
ts
readonly optional leanOrderUpload?: boolean;

leanOrderUpload: a new draw order goes up as its texture alone (the fallback's vertex stage reads the texture, never the buffer): half the bytes a re-sort (0.58 MB instead of 1.2 at 146k points). Default false; the same picture.

maskMode? ​
ts
readonly optional maskMode?: "compact" | "live";

maskMode: how the bone mask is applied. 'compact' (default, today's way): the points left out are dropped at load into a compact set, the lightest draw, and another mask needs another load. 'live': the runtime keeps every point and the mask is a weight a point (a texture) plus the order's keep array: boneMask then switches in place (the arms and the whole body are one runtime; a swap costs one texture update and one order, no load), at the cost of the pass posing every point and a copy of the records kept for the weights.

maxPointPx? ​
ts
readonly optional maxPointPx?: number;

maxPointPx: cap a point's square on screen at this many pixels from its centre along either axis (the big blurry points near the eye cost the most fill); 0 = no cap. Default 0.

minContribution? ​
ts
readonly optional minContribution?: number;

minContribution: a point whose whole contribution on screen (opacity x 2 pi x the root of its footprint's determinant, pixels) is under this is not drawn: the faintest and the sub-pixel ones at a distance go first. 0 (the default) draws every point; SuperSplat's viewer uses 1.

nearCutM? ​
ts
readonly optional nearCutM?: number;

nearCutM: a point nearer the eye than this many metres is not drawn (nothing balloons in the face when the hero is seen through his own eyes). 0 draws every point; the arms preset takes 0.2 unless told otherwise.

poseHz? ​
ts
readonly optional poseHz?: number;

poseHz: this character's own posing rate, poses a second; 0 (the default) poses every frame the scene budget allows (setPoseBudgetPoints). A frame without a pose draws the last posed buffers: the bones, the head and the pass stand still for it, the picture does not.

shBands? ​
ts
readonly optional shBands?: 0 | 2 | 3 | 1;

Bands of the view-dependent colour evaluated, 0 to 3. Default 3 (the package's look); fewer flattens the sheen.

skin? ​
ts
readonly optional skin?: "pass" | "vertex" | "stream";

Where the skin runs. 'vertex' (the default): in the draw's vertex stage, once per corner of every point's square and once per eye (eight times a point a frame in a headset, more where the chip bins its tiles first). 'pass': once a point a frame, in a compute pass over the sink's four buffers (three's WebGL backend runs it as transform feedback and copies the result into the textures the draw reads), so the draw's vertex stage reads five texels (the order and the posed point) instead of about twenty-eight and does no skinning, no face binding and no harmonics. The same rules, the same picture; the frame order is one frame later on the first frame after a switch (the copy lands a frame after the pass). 'stream': the same pass, but each slot of the pass takes the point the draw order puts there, so its output is already in draw order and goes to the draw as four per-instance attributes (no texture copy, no texture fetch in the draw's vertex stage: the chip streams the posed points as it streams any mesh). The order is read by the pass, so a new order shows a frame after it arrives.

sortMaxPerSecond? ​
ts
readonly optional sortMaxPerSecond?: number;

sortMaxPerSecond: at most this many re-sorts (and order uploads) a second; 0 (the default) is as many as the gates ask. A walking character's pose gate can ask every frame; a mobile chip stalls on an upload onto a texture in use.

streamLean? ​
ts
readonly optional streamLean?: boolean;

streamLean (the 'stream' skin only): the draw reads no texture at all: the fork's four stand-in reads and its order read become constants, and the pass reads the order from the skin's own texture, so the fork's order uploads (buffer and texture) stop too. Default true; false is the earlier stream for an A/B.

swapBands? ​
ts
readonly optional swapBands?: boolean;

swapBands: make the records and harmonics textures with room for two levels (two regions, each the sink's capacity), so swapLevel copies the new level into the other region in bands over frames and flips a base uniform in its apply frame: no whole-texture upload in any frame. Costs the second region's memory (about 270 B a point of capacity on the GPU). Default false: a swap refills the textures whole (one frame's upload).


WebglSkinStats ​

What the WebGL runtime measures, for the lab pages.

Properties ​

basisEntries ​
ts
basisEntries: number;

Sparse basis entries the worker digested.

build ​
ts
build: object;
firstDrawMs ​
ts
firstDrawMs: number;

The first draw of the sink, from the fork's before-render hook to its after-render hook: the material's node build and the program's compile land here when the page did not warm them (renderer.compileAsync), and the textures' upload always does. On the desk about 450 to 600 ms a material variant.

firstFrameMs ​
ts
firstFrameMs: number;
firstPassMs ​
ts
firstPassMs: number;
longestStepMs ​
ts
longestStepMs: number;
maskMs ​
ts
maskMs: number;
packMs ​
ts
packMs: number;
parseMs ​
ts
parseMs: number;
texturesMs ​
ts
texturesMs: number;
totalMs ​
ts
totalMs: number;
workerReadyMs ​
ts
workerReadyMs: number;
counts ​
ts
counts: DrawCounts;

What this character costs the chip a frame, counted from the sizes: vertex-shader runs and texel fetches per eye, transform-feedback points per pose, blended fragments per eye (the worker's area sample times the disc's share). The eye's size in pixels is eyePx (set by the page; else the drawing buffer, halved across for two eyes). Summed over the characters, these are the numbers a cost model fits.

drawShape ​
ts
drawShape: "full" | "disc";

The vertex stage drawing the points now ('full' or 'disc'; 'auto' resolves here).

eyePx ​
ts
eyePx: [number, number];

The eye's size in pixels the fragment estimate uses, [width, height]; [0, 0] = the drawing buffer's.

framesPerSecond ​
ts
framesPerSecond: number;
heads ​
ts
heads: number;

Head blends asked of the worker.

inView ​
ts
inView: boolean;

False while the character is wholly behind the eye or outside the view (its sphere, padded for the other eye, against the eyes' frustum): nothing is posed, sorted, passed, uploaded or drawn for it then, and lastSortBins and lastSortRange are the last order's, not this frame's. The first frame back in view sorts at once.

kept ​
ts
kept: number;

Points drawn after the share lever (setPointShare): the kept count of the last order.

lastGate ​
ts
lastGate: object;

What asked for the last re-sort: the largest turn entry and place move (metres) since the order before.

camZ? ​
ts
optional camZ?: number[];
invZ? ​
ts
optional invZ?: number[];

The view test's inputs (the headset log): the camera's inverse z row, its world z column, the splat's x axis, the last order's direction.

joint ​
ts
joint: number;
lastDir? ​
ts
optional lastDir?: number[] | null;
placeM ​
ts
placeM: number;
reachM ​
ts
reachM: number;
rotation ​
ts
rotation: number;
splatX? ​
ts
optional splatX?: number[];
turnReachM ​
ts
turnReachM: number;
view ​
ts
view: boolean;
lastHeadMs ​
ts
lastHeadMs: number;
lastMainMs ​
ts
lastMainMs: number;

The main thread's own time in render, milliseconds, last frame.

lastMaskSwapMs ​
ts
lastMaskSwapMs: number;

The last live mask change's main-thread time, milliseconds (the weights, the texture's data, the message).

lastPassMs ​
ts
lastPassMs: number;
lastPoseMs ​
ts
lastPoseMs: number;
lastSortBins ​
ts
lastSortBins: number;

The last order's depth bins used (one = every depth outside the range: the index order, a see-through jumble).

lastSortMs ​
ts
lastSortMs: number;

The last sort's time in the worker (posing every centre and binning), milliseconds.

lastSortRange ​
ts
lastSortRange: object;

The last order's depth range, measured over the posed points in the view the order was made for.

far ​
ts
far: number;
near ​
ts
near: number;
lastSwap ​
ts
lastSwap: 
  | {
  applyMs: number;
  bandMs: number;
  bands: number;
  longestStepMs: number;
  maskMs: number;
  packMs: number;
  parseMs: number;
  points: number;
  texturesMs: number;
  totalMs: number;
  workerReadyMs: number;
}
  | null;

The last swapLevel: its slices' milliseconds (parse, pack, mask, the textures' arrays, the worker's digest off the main thread, the apply frame's own work), the total from the call to the new level drawn, the longest single main-thread slice, and the points taken. Null before any.

Union Members ​
Type Literal ​
ts
{
  applyMs: number;
  bandMs: number;
  bands: number;
  longestStepMs: number;
  maskMs: number;
  packMs: number;
  parseMs: number;
  points: number;
  texturesMs: number;
  totalMs: number;
  workerReadyMs: number;
}
applyMs ​
ts
applyMs: number;
bandMs ​
ts
bandMs: number;
bands ​
ts
bands: number;

The banded swap: bands copied and the longest one's milliseconds (0 without bands).

longestStepMs ​
ts
longestStepMs: number;
maskMs ​
ts
maskMs: number;
packMs ​
ts
packMs: number;
parseMs ​
ts
parseMs: number;
points ​
ts
points: number;
texturesMs ​
ts
texturesMs: number;
totalMs ​
ts
totalMs: number;
workerReadyMs ​
ts
workerReadyMs: number;

null

lastWarm ​
ts
lastWarm: object[] | null;

The last warmSkinVariants: per variant the compile's milliseconds and whether its pass was built and run.

lowRes ​
ts
lowRes: 
  | {
  height: number;
  width: number;
}
  | null;

The small buffer the character is drawn into (drawScale under 1), pixels; null while drawn at full size.

mask ​
ts
mask: object;

The bone mask: what was loaded (applied), what is wanted now, and the points kept of the package's.

applied ​
ts
applied: string;
kept ​
ts
kept: number;
of ​
ts
of: number;
wanted ​
ts
wanted: string;
passes ​
ts
passes: number;

Skin passes run (the 'pass' skin), and how long the main thread spent asking for the last one.

passGpuMs ​
ts
passGpuMs: number | null;

The pass's time on the card, milliseconds, where the renderer keeps a timer (trackTimestamp); else null.

posesPerSecond ​
ts
posesPerSecond: number;

Poses granted in the last second (the frames this character's pose moved), and frames drawn in it.

ready ​
ts
ready: boolean;

Whether the worker has digested the head and answered.

screenHeightPx ​
ts
screenHeightPx: number;

The character's height on screen, pixels, estimated from its sphere each frame (what 'auto' decides by).

share ​
ts
share: number;

The share of points asked for, 0 to 1.

skinOptions ​
ts
skinOptions: WebglSkinOptionsInForce;

The skin options in force (setSkinOptions).

sortMode ​
ts
sortMode: "frozen" | "pose" | "turn" | "slow";

When the order is remade (setSortMode): 'pose' when the pose moves past the gate or the view turns (the rule); 'turn' only when the view turns; 'slow' when the view turns or every two seconds.

sorts ​
ts
sorts: number;

Re-sorts asked of the worker, and how many were skipped because one was running.

sortsCoalesced ​
ts
sortsCoalesced: number;
sortsPerSecond ​
ts
sortsPerSecond: number;

Re-sorts asked of the worker in the last second, and the bytes uploaded for them and the head in that second.

uploadBytesPerSecond ​
ts
uploadBytesPerSecond: number;

WebglSkinTuning ​

How the source spends the chip's time; the picture is the same unless shBands drops a band.

Properties ​

lazyFetch? ​
ts
readonly optional lazyFetch?: boolean;

Fetch the record's binding texels (the rest frame's inverse, the origin, the hidden lanes: texels 7 to 10) only in the branches that read them, so a body point (no face triangle, not hidden) fetches 7 record texels instead of 11. Default true; the same values either way.

shBands? ​
ts
readonly optional shBands?: 0 | 2 | 3 | 1;

How many bands of the view-dependent colour to evaluate: 3 (all 45 harmonics, 12 texels a point), 2 (24, 8 texels), 1 (9, 5 texels) or 0 (the stored colour alone, no harmonics texel). Default 3, the package's own look.

Type Aliases ​

AosrigDeform ​

ts
type AosrigDeform = "tsl" | "wgsl" | "webgl-skin";

How an exported character deforms:

  • 'tsl' (the default): the head pass and the splat deformation as TSL compute nodes (tslDeform.ts), on WebGPU and, as transform feedback, on the WebGL2 fallback.
  • 'wgsl': bound_splat.wgsl and the mouth's WGSL passes as compute pipelines on the renderer's own device (wgslDeform.ts); WebGPU only. The path measured on Tala Me This through 1 Oct 2026.
  • 'webgl-skin': the vertex-stage skin for a phone without WebGPU (webglSkin.ts): the records in textures, the draw order from a worker; takes a splat instead of a sink.

AosrigHostSink ​

ts
type AosrigHostSink = SplatSink & object;

A sink the host made, which the host also frees.

Type Declaration ​

dispose() ​
ts
dispose(): void;
Returns ​

void


AosrigMouthMode ​

ts
type AosrigMouthMode = "off" | "plain" | "textured";

What a mouth built from the package's frozen meshes draws: nothing, the meshes in plain colours, or the picture on the teeth, gums and tongue (the bag always plain).


AosrigSplatOptions ​

ts
type AosrigSplatOptions = AosrigSplatCommonOptions & 
  | {
  acquireBuffer?: (attribute) => GPUBuffer;
  deform?: "tsl" | "wgsl";
  device?: GPUDevice;
  frame?: Object3D;
  mouth?: AosrigMouthOptions;
  mouthMotion?: "frame" | "studio";
  releaseBuffer?: (attribute) => void;
  releaseCopy?: (attribute) => void;
  sink: SplatSink;
  webgl?: boolean;
}
  | {
  deform: "webgl-skin";
  splat: WebglSkinTarget;
};

The options of createAosrigSplat: the compute paths over a sink, or the vertex-stage skin over a splat.


ArkitGnmTable ​

ts
type ArkitGnmTable = Readonly<Record<string, readonly ArkitGnmTerm[]>>;

The table: ARKit-52 channel name -> the coefficients it drives.


BoneMaskChoice ​

ts
type BoneMaskChoice = "all" | "arms and hands" | "upper body" | readonly string[];

The presets, and a list of joint names (full weight) for a page's own choice.


CharacterBlend ​

ts
type CharacterBlend = "stored" | "linear";

Where a character's colours add up: in the file's own space, as the studio adds them ('stored'), or in linear light.


CharacterPointShape ​

ts
type CharacterPointShape = "engine" | "studio" | "full-opacity" | "size-aware";

How a character's points are drawn: three's own ('engine': 2 sigma, the small-point fade of the dilation's opacity compensation), the studio page's ('studio': a small point keeps its whole opacity, 2.83 sigma with the tail pulled to zero, points under 2 pixels across not drawn), the small-point rule alone ('full-opacity'), or 'size-aware' (the engine's soft point while a point is small on screen, the studio's once it is large, blended across a band of sizes). The fork's 'trained' (the training renderer's 3-sigma box) is the align lab's measuring switch only: Isaac rejected it for characters on 30 Sep 2026, so no package, manifest or host may ask for it.


DebugShading ​

ts
type DebugShading = "tint" | "normal" | "flat";

How the shader colours a vertex.


ExpressionKind ​

ts
type ExpressionKind = "arkit52" | "gnm" | "gnm68";

How a caller addresses this character's face.


FightRequest ​

ts
type FightRequest = Omit<FightFrame, "x" | "y" | "depth" | "turn" | "target"> & object;

what the game says of a fighter each step: where it stands (world) and the yaw its object is turned by, the other fighter it fights (an entity; 0 none), and the rest

Type Declaration ​

target ​
ts
readonly target: number;
x ​
ts
readonly x: number;
y ​
ts
readonly y: number;
yaw ​
ts
readonly yaw: number;
z ​
ts
readonly z: number;

Gait ​

ts
type Gait = "walk" | "jog" | "run" | "sprint";

The forward gaits the walk blend reads, slowest first.


LevelName ​

ts
type LevelName = typeof LEVEL_NAMES[number];

One of the ladder's level names.


RigBackendKind ​

ts
type RigBackendKind = "orl" | "gnm" | "none";

Which rig backend drives this bundle's branches.


RigKind ​

ts
type RigKind = "orl" | "gnm";

Which implementation is behind a backend, for logs and the manifest.


TintKind ​

ts
type TintKind = "joint" | "uv" | "height" | "flat";

Which per-vertex colouring a preview asks for.


WebglFillPreset ​

ts
type WebglFillPreset = keyof typeof FILL_PRESETS;

A fill preset's name.


WebglSkinOptionsInForce ​

ts
type WebglSkinOptionsInForce = Readonly<Required<WebglSkinOptions>>;

The options as they stand after the defaults.


WebglSkinPreset ​

ts
type WebglSkinPreset = keyof typeof SKIN_PRESETS;

A preset's name.

Variables ​

ARKIT_NAMES ​

ts
const ARKIT_NAMES: string[];

ARKit blendshape names in the exact order the server sends them (indices 0-51). Source: AvatarosWhisper/Private/AnimationFrameLiveLinkSource.cpp

Lives in its own module so pure-logic consumers can read the canonical channel order without pulling in anything else.

Ported from aos-threejs-poc/src/lib/arkitNames.js @ cdd63b10


ARKIT_TO_GNM_DEFAULT ​

ts
const ARKIT_TO_GNM_DEFAULT: ArkitGnmTable;

The default ARKit-52 -> GNM table.

Covers the channels a face clip actually moves in a shipped idle: blink, squint, wide, the brows, the jaw, the smile/frown pair, the lateral mouth shift and the tongue. Channels with no entry contribute nothing rather than being approximated by a neighbouring mode, because a wrong mode is worse than a still one.

Example ​

ts
import { ARKIT_TO_GNM_DEFAULT } from 'gameable/character';

console.log(ARKIT_TO_GNM_DEFAULT.JawOpen[0].region); // 'lower_face'

BAND_CAP_M ​

ts
const BAND_CAP_M: 0.0025 = 0.0025;

A band splat's sizes are capped at this as the lips part there (metres).


BONE_MASK_EDGE ​

ts
const BONE_MASK_EDGE: BoneMaskEdge;

BONE_MASK_EDGE_HARD ​

ts
const BONE_MASK_EDGE_HARD: BoneMaskEdge;

The arms preset's edge: hard, no ramp. From the hero's own head the shoulder is 15 to 25 cm from the eyes, where a half-transparent band reads as smoke and costs fill for nothing (3 Oct 2026, the first-person shots): a point is in or out.


CHARACTER_BLENDS ​

ts
const CHARACTER_BLENDS: readonly CharacterBlend[];

The blends a look may name.


CHARACTER_POINT_SHAPES ​

ts
const CHARACTER_POINT_SHAPES: readonly CharacterPointShape[];

The point shapes a look may name.


DEBUG_LIFT_PARAMS_BYTES ​

ts
const DEBUG_LIFT_PARAMS_BYTES: 96 = 96;

Bytes of the params uniform: four u32, three vec4 rows, four f32, one vec4.


DEBUG_LIFT_WORKGROUP ​

ts
const DEBUG_LIFT_WORKGROUP: 64 = 64;

Threads per workgroup in debug_vertex_lift.wgsl. Mirrors the shader's literal.


DEFAULT_CHARACTER_LOOK ​

ts
const DEFAULT_CHARACTER_LOOK: Readonly<Required<CharacterLook>>;

The look a character from a package gets when nothing asks for one by name: the colours added up as stored on the engine's splat layer and the size-aware point (the engine's soft point while a point is small on screen, the studio's once large), chosen by Isaac on the looks sheet of 30 Sep 2026 by eye ("the colour fix with the size-aware point is the clear winner on Ari; Logan Paul has almost no difference"). A game, a manifest entry or a package asks for another by name.

Example ​

ts
import { DEFAULT_CHARACTER_LOOK } from 'gameable/character';
console.log(DEFAULT_CHARACTER_LOOK.pointShape, DEFAULT_CHARACTER_LOOK.blend); // 'size-aware' 'stored'

FILL_PRESET_NAMES ​

ts
const FILL_PRESET_NAMES: readonly (
  | "off"
  | "tighter 1.7"
  | "tighter 1.5"
  | "faint dropped"
  | "fill for 72"
  | "tighter 1.7, faint dropped"
  | "smaller buffer 0.7"
  | "smaller buffer 0.5"
  | "smaller buffer 0.7, tighter 1.7")[];

The fill presets' names, in the levers' order.


FILL_PRESETS ​

ts
const FILL_PRESETS: object;

The fill's named sets, a second lever beside the skin's (the two are independent: a fill preset leaves the skin's fields as they are, and the other way round); 'off' is today's picture.

Type Declaration ​

faint dropped ​
ts
readonly faint dropped: object;
faint dropped.drawScale ​
ts
readonly drawScale: 1 = 1;
faint dropped.extentSigma ​
ts
readonly extentSigma: 2 = 2;
faint dropped.maxPointPx ​
ts
readonly maxPointPx: 0 = 0;
faint dropped.minContribution ​
ts
readonly minContribution: 1 = 1;
fill for 72 ​
ts
readonly fill for 72: object;
fill for 72.drawScale ​
ts
readonly drawScale: 0.7 = 0.7;
fill for 72.extentSigma ​
ts
readonly extentSigma: 1.5 = 1.5;
fill for 72.maxPointPx ​
ts
readonly maxPointPx: 48 = 48;
fill for 72.minContribution ​
ts
readonly minContribution: 0 = 0;
off ​
ts
readonly off: object;
off.drawScale ​
ts
readonly drawScale: 1 = 1;
off.extentSigma ​
ts
readonly extentSigma: 2 = 2;
off.maxPointPx ​
ts
readonly maxPointPx: 0 = 0;
off.minContribution ​
ts
readonly minContribution: 0 = 0;
smaller buffer 0.5 ​
ts
readonly smaller buffer 0.5: object;
smaller buffer 0.5.drawScale ​
ts
readonly drawScale: 0.5 = 0.5;
smaller buffer 0.5.extentSigma ​
ts
readonly extentSigma: 2 = 2;
smaller buffer 0.5.maxPointPx ​
ts
readonly maxPointPx: 0 = 0;
smaller buffer 0.5.minContribution ​
ts
readonly minContribution: 0 = 0;
smaller buffer 0.7 ​
ts
readonly smaller buffer 0.7: object;
smaller buffer 0.7.drawScale ​
ts
readonly drawScale: 0.7 = 0.7;
smaller buffer 0.7.extentSigma ​
ts
readonly extentSigma: 2 = 2;
smaller buffer 0.7.maxPointPx ​
ts
readonly maxPointPx: 0 = 0;
smaller buffer 0.7.minContribution ​
ts
readonly minContribution: 0 = 0;
smaller buffer 0.7, tighter 1.7 ​
ts
readonly smaller buffer 0.7, tighter 1.7: object;
smaller buffer 0.7, tighter 1.7.drawScale ​
ts
readonly drawScale: 0.7 = 0.7;
smaller buffer 0.7, tighter 1.7.extentSigma ​
ts
readonly extentSigma: 1.7 = 1.7;
smaller buffer 0.7, tighter 1.7.maxPointPx ​
ts
readonly maxPointPx: 0 = 0;
smaller buffer 0.7, tighter 1.7.minContribution ​
ts
readonly minContribution: 0 = 0;
tighter 1.5 ​
ts
readonly tighter 1.5: object;
tighter 1.5.drawScale ​
ts
readonly drawScale: 1 = 1;
tighter 1.5.extentSigma ​
ts
readonly extentSigma: 1.5 = 1.5;
tighter 1.5.maxPointPx ​
ts
readonly maxPointPx: 0 = 0;
tighter 1.5.minContribution ​
ts
readonly minContribution: 0 = 0;
tighter 1.7 ​
ts
readonly tighter 1.7: object;
tighter 1.7.drawScale ​
ts
readonly drawScale: 1 = 1;
tighter 1.7.extentSigma ​
ts
readonly extentSigma: 1.7 = 1.7;
tighter 1.7.maxPointPx ​
ts
readonly maxPointPx: 0 = 0;
tighter 1.7.minContribution ​
ts
readonly minContribution: 0 = 0;
tighter 1.7, faint dropped ​
ts
readonly tighter 1.7, faint dropped: object;
tighter 1.7, faint dropped.drawScale ​
ts
readonly drawScale: 1 = 1;
tighter 1.7, faint dropped.extentSigma ​
ts
readonly extentSigma: 1.7 = 1.7;
tighter 1.7, faint dropped.maxPointPx ​
ts
readonly maxPointPx: 0 = 0;
tighter 1.7, faint dropped.minContribution ​
ts
readonly minContribution: 1 = 1;

GAITS ​

ts
const GAITS: readonly Gait[];

The gait names, in order.


GAZE_FULL_SCALE ​

ts
const GAZE_FULL_SCALE: number;

Radians of gaze per unit ARKit EyeLook* weight — 20 degrees at full deflection.

Example ​

ts
import { GAZE_FULL_SCALE } from 'gameable/character';

console.log((GAZE_FULL_SCALE * 180) / Math.PI); // 20

GNM_PACK_FILE ​

ts
const GNM_PACK_FILE: "gnm_head.aosrig" = 'gnm_head.aosrig';

Default pack name when a manifest declares none.


HANDHELD_POINTS_CAP ​

ts
const HANDHELD_POINTS_CAP: 262144 = 262_144;

The most points a phone or a headset takes in one character's package: four characters at the 256 level.


IDENTITY_3X4 ​

ts
const IDENTITY_3X4: readonly number[];

The identity 3x4, row-major: a rig whose vertices are already in object space.


LEVEL_NAMES ​

ts
const LEVEL_NAMES: readonly ["_ogs512", "_ogs256", "_ogs128", "_phone"];

The level names a character's ladder has, heaviest first; _phone is the kit's phone copy (the 512 level packed for a phone: Hollow Reign's ari_phone, 130,993 points), which the kit's pages load by that name.


MAX_CORRECTIONS_PLAYED ​

ts
const MAX_CORRECTIONS_PLAYED: 2 = 2;

How many corrections the GPU plays: two weight slots per correction (its left and right), four slots in all. A package listing more is played from the first ones, with a warning.


MH_LEN ​

ts
const MH_LEN: 188 = 188;

The MetaHuman control-vector width arkitToMh writes into.


MH_RIG_NAMES ​

ts
const MH_RIG_NAMES: string[];

The 188 MetaHuman board controls, in arkitToMh index order.


MOUTH_RENDER_ORDER ​

ts
const MOUTH_RENDER_ORDER: object;

Draw order of the inside laid over the window; the character's own splat draws at 1000.

Type Declaration ​

inside ​
ts
readonly inside: 997 = 997;

ORL_HEAD_VERTS ​

ts
const ORL_HEAD_VERTS: 24049 = 24049;

MetaHuman head_lod0 vertex count — what an ORL pack bakes. A branch mesh of any other size is not a head_lod0 and cannot be skinned by the DNA.


PACKAGE ​

ts
const PACKAGE: "@gameable/character";

Package identity marker for gameable/character.

Example ​

ts
import { PACKAGE } from 'gameable/character';

console.log(PACKAGE); // 'gameable/character'

REC ​

ts
const REC: object;

Where each value sits in a record, as the compute pass's Gaussian struct lays it out.

Type Declaration ​

band ​
ts
readonly band: 43 = HIDDEN_LANE.band;

origin.w: a band point's 1-based place in the band shapes (u32 bits), 0 for none.

blend ​
ts
readonly blend: 27 = 27;

face.w: the face binding's blend, 0 for a body point.

center ​
ts
readonly center: 0 = 0;

xyz: the rest centre, the character's space.

color ​
ts
readonly color: 12 = 12;

r g b a: the stored colour (0.5 + C0 f_dc) and the opacity.

covA ​
ts
readonly covA: 4 = 4;

c00 c01 c02 c11 of the rest covariance.

covB ​
ts
readonly covB: 8 = 8;

c12 c22.

face ​
ts
readonly face: 24 = 24;

Three head vertex indices of the face triangle (u32 bits).

fade ​
ts
readonly fade: 3 = LANE.fade;

center.w: the opacity factor a pose correction fades this point to at full blend (1: none).

hiddenKind ​
ts
readonly hiddenKind: 31 = HIDDEN_LANE.kind;

inv0.w: the closed mouth's hidden kind (u32 bits): 0 none, 1 plug, 2 hidden, 3 the lips' band.

inv0 ​
ts
readonly inv0: 28 = 28;

The rest frame's inverse, three rows of three (xyz of inv0, inv1, inv2).

inv1 ​
ts
readonly inv1: 32 = 32;
inv2 ​
ts
readonly inv2: 36 = 36;
joints ​
ts
readonly joints: 16 = 16;

Four joint indices (u32 bits).

kind ​
ts
readonly kind: 11 = LANE.kind;

covB.w: 1 for a correction's own new point (shown by its slot's weight), 0 for the character's.

lower ​
ts
readonly lower: 39 = HIDDEN_LANE.lower;

inv2.w: the lower lip vertex (u32 bits).

origin ​
ts
readonly origin: 40 = 40;

xyz: the binding's origin on the rest triangle.

slot ​
ts
readonly slot: 10 = LANE.slot;

covB.z: the correction weight slot (0 to 3).

upper ​
ts
readonly upper: 35 = HIDDEN_LANE.upper;

inv1.w: the upper lip vertex (u32 bits).

weights ​
ts
readonly weights: 20 = 20;

Four weights.


RECORD_FLOATS ​

ts
const RECORD_FLOATS: 44 = 44;

Floats a packed record holds (packGaussianChunk).


REQUIRED_STORAGE_BUFFERS ​

ts
const REQUIRED_STORAGE_BUFFERS: 8 = 8;

WebGPU's DEFAULT maxStorageBuffersPerShaderStage, which every adapter grants. The lift's heaviest pass (lift_pass1.wgsl) binds exactly 8, so no device is refused the lift over a limit. It bound 9 until valid was folded into triim (inference/liftTriim.ts), and the integrated GPUs that report exactly 8 were silently landing on a seconds-per-frame CPU path.


SCENE_DETAIL_DEFAULTS ​

ts
const SCENE_DETAIL_DEFAULTS: object;

The scene budget's defaults for a page with several characters (createSceneDetail).

Type Declaration ​

budgetPoints ​
ts
readonly budgetPoints: 130000 = 130_000;

The fallback until the characters are known: deriveBudget then takes every character at its lightest level plus the largest single step up, with 2 % room (four heroes at 21.4k / 63k: about 130k; 125k could never lift one of them).

deriveBudget ​
ts
readonly deriveBudget: true = true;
dwellSeconds ​
ts
readonly dwellSeconds: 1.5 = 1.5;
holderMargin ​
ts
readonly holderMargin: 0.2 = 0.2;
maxBudgetPoints ​
ts
readonly maxBudgetPoints: 260000 = 260_000;
minSecondsBetween ​
ts
readonly minSecondsBetween: 2 = 2;
settleSeconds ​
ts
readonly settleSeconds: 1 = 1;
targetFps ​
ts
readonly targetFps: 72 = 72;

SH_TERMS ​

ts
const SH_TERMS: readonly object[];

The real spherical harmonics of bands 1 to 3, as the compute pass evaluates them (shValue): term k of 15 is factor times a sum of monomials weight x^a y^b z^c. One table for the CPU (shBasis) and the vertex stage (webglSkinNodes.ts); the test holds the shader's text to it.


SKIN_PRESET_NAMES ​

ts
const SKIN_PRESET_NAMES: (
  | "as is"
  | "one pass"
  | "sorted stream"
  | "sorted stream, colour 1 band"
  | "one pass, colour 1 band"
  | "as is, colour 1 band"
  | "as is, eager")[];

The presets a lever offers a person, in order: the colour-band cuts are out (Isaac on the Quest 2, 3 Oct 2026: "the flat lighting" compromised the look for no frames), the eager fetch is the speed test's control only.


SKIN_PRESET_NAMES_ALL ​

ts
const SKIN_PRESET_NAMES_ALL: readonly (
  | "as is"
  | "one pass"
  | "sorted stream"
  | "sorted stream, colour 1 band"
  | "one pass, colour 1 band"
  | "as is, colour 1 band"
  | "as is, eager")[];

Every preset's name, in order (the speed test's list).


SKIN_PRESETS ​

ts
const SKIN_PRESETS: object;

The named sets the levers and the speed test flip between (the skin's work); 'as is' is today's way.

Type Declaration ​

as is ​
ts
readonly as is: object;
as is.lazyFetch ​
ts
readonly lazyFetch: true = true;
as is.shBands ​
ts
readonly shBands: 3 = 3;
as is.skin ​
ts
readonly skin: "vertex" = 'vertex';
as is, colour 1 band ​
ts
readonly as is, colour 1 band: object;
as is, colour 1 band.lazyFetch ​
ts
readonly lazyFetch: true = true;
as is, colour 1 band.shBands ​
ts
readonly shBands: 1 = 1;
as is, colour 1 band.skin ​
ts
readonly skin: "vertex" = 'vertex';
as is, eager ​
ts
readonly as is, eager: object;
as is, eager.lazyFetch ​
ts
readonly lazyFetch: false = false;
as is, eager.shBands ​
ts
readonly shBands: 3 = 3;
as is, eager.skin ​
ts
readonly skin: "vertex" = 'vertex';
one pass ​
ts
readonly one pass: object;
one pass.lazyFetch ​
ts
readonly lazyFetch: true = true;
one pass.shBands ​
ts
readonly shBands: 3 = 3;
one pass.skin ​
ts
readonly skin: "pass" = 'pass';
one pass, colour 1 band ​
ts
readonly one pass, colour 1 band: object;
one pass, colour 1 band.lazyFetch ​
ts
readonly lazyFetch: true = true;
one pass, colour 1 band.shBands ​
ts
readonly shBands: 1 = 1;
one pass, colour 1 band.skin ​
ts
readonly skin: "pass" = 'pass';
sorted stream ​
ts
readonly sorted stream: object;
sorted stream.lazyFetch ​
ts
readonly lazyFetch: true = true;
sorted stream.shBands ​
ts
readonly shBands: 3 = 3;
sorted stream.skin ​
ts
readonly skin: "stream" = 'stream';
sorted stream, colour 1 band ​
ts
readonly sorted stream, colour 1 band: object;
sorted stream, colour 1 band.lazyFetch ​
ts
readonly lazyFetch: true = true;
sorted stream, colour 1 band.shBands ​
ts
readonly shBands: 1 = 1;
sorted stream, colour 1 band.skin ​
ts
readonly skin: "stream" = 'stream';

SKIN_RULES ​

ts
const SKIN_RULES: SkinRules;

The rules' numbers, as the compute pass has them.

Functions ​

arkitToMh() ​

ts
function arkitToMh(arkit, out): Float32Array;

Map 52 ARKit blendshape weights onto the 188-element MetaHuman control array.

Parameters ​

ParameterTypeDescription
arkitArrayLike<number>Live ARKit weights, length >= 52.
outFloat32ArrayDestination, length MH_LEN. ZEROED first — many indices are never written below and would otherwise carry over from the previous frame.

Returns ​

Float32Array

out, filled with the 188 MetaHuman control weights.


arkitToRig() ​

ts
function arkitToRig(
   arkit52, 
   gather, 
   outN, 
   scratch188?, 
   rest?, 
   range?
): Float32Array;

Map a live 52-element ARKit frame to a character's N-element rig vector.

ABOUT rest. ARKit-52 can only express a SUBSET of a MetaHuman board, and arkitToMh ZEROES every control it does not write — so without a rest vector the output is "the few controls ARKit reached, and 0 everywhere else". That is only a neutral face if the control space is centred on 0. For one declaring rig_range [0,1] it is an extreme corner the decoders never saw: measured on eyeline V10-C, ARKit reaches 53 of 168 controls (115 are permanently 0) against a trained mean with 133 non-zero, and the resulting vector sits FURTHER from the training distribution (L2 3.32) than a real trained pose does (2.96). The decoders then extrapolate, which is what a washed-out, detail-free face is.

ARKit weights are deltas from neutral BY DEFINITION (0 = neutral, 1 = full expression), and arkitToMh maps them into an MH space with the same convention — arkitToMh(zeros) is all-zeros, verified. So ARKit's contribution is ADDED to rest rather than replacing it: an ARKit-neutral frame reproduces rest exactly, and the 115 controls ARKit cannot reach hold their rest value instead of collapsing to 0.

Passing no rest reproduces the previous behaviour exactly, which is correct for a bundle whose controls do rest at zero.

Parameters ​

ParameterTypeDefault valueDescription
arkit52ArrayLike<number>undefinedLive ARKit weights (length >= 52).
gatherreadonly number[]undefinedN indices into the 188 MH controls (gatherFromRigNames).
outNFloat32ArrayundefinedDestination, length N === gather.length (overwritten).
scratch188?Float32Array<ArrayBufferLike>undefinedOptional reusable 188-length buffer, to avoid a per-call allocation on the hot path.
rest?ArrayLike<number> | nullnullThe bundle's rest configuration, length N. Ignored when its length does not match the gather.
range?RigRange | nullnullEither the bundle's declared rig_range as one [lo,hi] pair, or PER-CONTROL trained-domain limits, one [lo,hi] per gathered control. Prefer the latter — see below.

Returns ​

Float32Array

outN, holding the N gathered controls — rest plus the ARKit delta, clamped to range, when a matching rest was supplied.

Example ​

ts
import { arkitToRig, ARKIT_NAMES, gatherFromRigNames } from 'gameable/character';

const gather = gatherFromRigNames(bundle.manifest.rig.controlNames);
const controls = new Float32Array(gather.length);
const weights = new Float32Array(ARKIT_NAMES.length);

weights[ARKIT_NAMES.indexOf('jawOpen')] = 0.4;
arkitToRig(weights, gather, controls);

armAngleDeg() ​

ts
function armAngleDeg(
   dx, 
   dy, 
   dz, 
   frame
): number;

The arm's elevation from hanging straight down, read in the frame joint's rest orientation: d' = R_rest · R_now⁻¹ · d, so a lean of the whole torso does not count. frame is the joint's turn since rest (its skin matrix in the character's frame, R_now · R_rest⁻¹), so d' is its transpose applied to d.

Parameters ​

ParameterTypeDescription
dxnumberThe arm's direction: the joint after the upper arm less the upper arm, x.
dynumberIts y (the character's up is +y).
dznumberIts z.
frameArrayLike<number>The frame joint's skin matrix, column-major 4x4.

Returns ​

number

Degrees: 0 hanging, 90 straight out (in any direction), 180 straight up.


attachOrtDevice() ​

ts
function attachOrtDevice(device): OrtDeviceAttachment;

Hand the renderer's GPUDevice to onnxruntime-web.

The property is ort.env.webgpu.device, and in onnxruntime-web 1.29 it is a genuine accessor pair: the SETTER takes a GPUDevice and the GETTER returns a Promise<GPUDevice> (it will create one on demand if nothing was set). Setting it only has effect BEFORE the first WebGPU inference session is created — which is why this must run immediately after prepareLiftDevice and before any decoder is built.

env.webgpu.adapter also exists and is settable, but it is deprecated in 1.29 and it is the wrong lever anyway: an adapter would let ORT build its own device off the same hardware, which is still a DIFFERENT device and still refuses a cross-device buffer. If a future ORT drops the device setter, the fallback is the one below — gpuBufferIo: false, every decoder output downloaded to a CPU Float32Array and re-uploaded by the lift. That costs one round trip per decode and is correct; it is the POC's own demote path (DecoderSession.setDownloadOutputs).

Never throws: a character that cannot share the device still renders, slower.

Parameters ​

ParameterTypeDescription
deviceGPUDeviceThe renderer's device, from prepareLiftDevice.

Returns ​

OrtDeviceAttachment

Whether ORT took the device, why it did not, and whether decoder outputs may therefore stay in GPUBuffers instead of being downloaded.


blendWeight() ​

ts
function blendWeight(thetaDeg, drive): number;

A drive's weight for an arm elevation: 0 up to fromDeg, a smoothstep to toDeg, 1 from there on.

Parameters ​

ParameterTypeDescription
thetaDegnumberThe arm's elevation from hanging, degrees.
drivePick<CorrectiveDrive, "fromDeg" | "toDeg">The drive.

Returns ​

number

The weight, 0..1.


boneMaskDefault() ​

ts
function boneMaskDefault(): BoneMaskChoice;

The mask in force for new characters.

Returns ​

BoneMaskChoice

The choice.


boneMaskEdgeFor() ​

ts
function boneMaskEdgeFor(choice): BoneMaskEdge;

The edge a choice uses: hard for the arms, soft for the upper body and a list.

Parameters ​

ParameterTypeDescription
choiceBoneMaskChoiceThe preset or the list.

Returns ​

BoneMaskEdge

The edge.


boneMaskName() ​

ts
function boneMaskName(choice): string;

A mask's name for a log or a card.

Parameters ​

ParameterTypeDescription
choiceBoneMaskChoiceThe preset or the list.

Returns ​

string

The preset's name, or the list's length.


boneMaskWeight() ​

ts
function boneMaskWeight(name, choice): number;

A joint's mask weight under a choice.

Parameters ​

ParameterTypeDescription
namestringThe joint's name.
choiceBoneMaskChoiceThe preset or the list.

Returns ​

number

1 kept, 0 left out, a fraction at a soft edge.


boneMaskWeights() ​

ts
function boneMaskWeights(jointNames, choice): Float32Array;

The mask weights for every joint of a rig.

Parameters ​

ParameterTypeDescription
jointNamesreadonly string[]The rig's joint names, in the skin's joint order.
choiceBoneMaskChoiceThe preset or the list.

Returns ​

Float32Array

One weight a joint.


buildAosrigCharacter() ​

ts
function buildAosrigCharacter<S>(o): Promise<AosrigCharacterBuild<S>>;

Build an exported character's splats and its runtime.

On failure every sink made here is freed and the error is thrown on.

Type Parameters ​

Type Parameter
S extends AosrigHostSink

Parameters ​

ParameterTypeDescription
o{ acquireBuffer?: (attribute) => GPUBuffer; bundle: AosrigSplatBundle; deform?: "tsl" | "wgsl"; frame?: Object3D<Object3DEventMap>; makeSink: (request) => Promise<S>; mouth: boolean; mouthMotion?: "studio" | "frame"; mouthSettings?: AosrigMouthSettings; onMouthError?: (error) => void; pause?: () => Promise<void>; releaseBuffer?: (attribute) => void; releaseCopy?: (attribute) => void; renderer: WebGPURenderer; restPoints?: boolean; rig: Object3D; surfaceNormals?: boolean; webgl?: boolean; }The package, its rig, the renderer and how to make a sink.
o.acquireBuffer?(attribute) => GPUBufferThe WGSL mouth's buffer behind a storage attribute (acquireStorageGPUBuffer).
o.bundleAosrigSplatBundleThe loaded package.
o.deform?"tsl" | "wgsl"The deformation: the TSL passes (default) or the WGSL pipeline (createAosrigSplat's deform).
o.frame?Object3D<Object3DEventMap>The sink is shared with other characters and draws in this object's frame (createAosrigSplat's frame): it is not hidden while the character is built (its unwritten slots draw nothing), and the mouth's inside is not built.
o.makeSink(request) => Promise<S>Makes a sink (createAnimatedSplat), with whatever the host adds (a draw order).
o.mouthbooleanDraw the inside of the mouth when the package carries the teeth's points or its frozen mouth.
o.mouthMotion?"studio" | "frame"Mouth expression motion: frame (default) or studio translation only.
o.mouthSettings?AosrigMouthSettingsThe frozen mouth's mode, look and picture size, and the window's rule.
o.onMouthError?(error) => voidTold when the mouth cannot be built; the character draws without it.
o.pause?() => Promise<void>Awaited between blocks of the build, so frames keep drawing.
o.releaseBuffer?(attribute) => voidFrees a storage attribute's GPU buffers (releaseStorageAttribute).
o.releaseCopy?(attribute) => voidDrop the copy here of an input the card holds (createAosrigSplat's releaseCopy); with acquireBuffer.
o.rendererWebGPURendererThe renderer that owns the sinks.
o.restPoints?booleanKeep every point's rest centre and group for a game's point hook.
o.rigObject3DThe rig the bindings follow.
o.surfaceNormals?booleanGive every point a surface direction at load, for the splat's lighting (createAosrigSplat's surfaceNormals).
o.webgl?booleanThe renderer is on the WebGL2 fallback.

Returns ​

Promise<AosrigCharacterBuild<S>>

The runtime and the sinks.

Example ​

ts
const { runtime, sink } = await buildAosrigCharacter({
  bundle, rig, renderer, mouth: true,
  makeSink: (request) => createAnimatedSplat(renderer, request),
});
group.add(sink.object3D);

capturedLightSamples() ​

ts
function capturedLightSamples(
   bundle, 
   rig, 
   options?
): CapturedLightSamples;

Sample a character's package for the light it was captured under. Call it while the package's bytes are still held (before the loader drops them); it reads the PLY and the bindings, keeps nothing, and costs a few tens of milliseconds once.

Parameters ​

ParameterTypeDescription
bundleAosrigSplatBundleThe loaded package (its character.ply and bindings.bin).
rigRigSurfaceThe rig mesh at rest, in the character's space.
optionsCapturedLightOptionsHow many gaussians to visit and which to skip.

Returns ​

CapturedLightSamples

The samples.

Throws ​

When the package's files are gone or malformed.


compactByBoneMask() ​

ts
function compactByBoneMask(
   records, 
   harmonics, 
   shCount, 
   count, 
   weights, 
   edge?, 
   cuts?, 
   places?
): CompactedRecords;

Keep the points the mask keeps, their opacity scaled at the soft edge, in a new compact set.

Parameters ​

ParameterTypeDefault valueDescription
recordsFloat32ArrayundefinedThe packed records, RECORD_FLOATS a point (the whole-number lanes as u32 bits).
harmonicsFloat32ArrayundefinedshCount floats a point (any length when shCount is 0).
shCountnumberundefinedHarmonics a point.
countnumberundefinedPoints.
weightsFloat32ArrayundefinedOne mask weight a joint (boneMaskWeights).
edgeBoneMaskEdgeBONE_MASK_EDGEThe soft edge's numbers.
cutsreadonly BoneSegmentCut[][]-
placesFloat32Array...-

Returns ​

CompactedRecords

The compacted set (the inputs themselves when every point is kept whole).

Example ​

ts
const weights = boneMaskWeights(d.jointNames, 'arms and hands');
const { records, harmonics, count } = compactByBoneMask(all, sh, 45, n, weights);

correctivePoints() ​

ts
function correctivePoints(corrections): number;

The new splats the GPU is given room for: those of the corrections it plays.

Parameters ​

ParameterTypeDescription
correctionsreadonly object[] | undefinedThe package's corrections, in the index's order (or none).

Returns ​

number

Their point counts summed, over the first MAX_CORRECTIONS_PLAYED.


createAosrigSplat() ​

ts
function createAosrigSplat(options): Promise<AosrigSplatRuntime>;

Bind an animated skeleton to the exported Gaussian cloud: version 2's aosrig-v2 skeleton (createSomaRig of the bundle's) or version 1's aosrig_v0 glTF rig.

By default the face and the splats deform in two TSL compute passes (tslDeform.ts) that the renderer runs once a frame, on WebGPU or, as transform feedback, on the WebGL2 fallback. deform: 'wgsl' keeps the WGSL compute pipeline (bound_splat.wgsl) on the renderer's own device, and deform: 'webgl-skin' the vertex-stage skin for a phone without WebGPU (AosrigDeform). Every path plays the same package the same way: the pose corrections, the closed mouth's inside points and their band cap, and (on the compute paths) the mouth.

Parameters ​

ParameterTypeDescription
optionsAosrigSplatOptionsVerified export, its rig, the renderer and the splat sink (or splat).

Returns ​

Promise<AosrigSplatRuntime>

A deformation runtime; call render after the body animator updates.

Example ​

ts
const character = await createAosrigSplat({ bundle, rig, sink, renderer });
character.render(expression, [0, 0, 0, 0], camera);

createArkitToGnmMap() ​

ts
function createArkitToGnmMap(layout, options?): object;

Build an ExpressionSpace.map for a pack's layout.

The returned function is what gameable/animation's createAnimator calls every frame, so it ALLOCATES NOTHING: the table is resolved to absolute slots here, once, and the per-frame path is a loop over a flat array.

Terms that fall outside the layout — a coefficient a truncated pack dropped, a region that pack does not declare — are discarded at build time and reported, rather than being clamped into a neighbouring coefficient.

Parameters ​

ParameterTypeDescription
layoutHeadExtLayoutThe pack's header.headExt.
optionsArkitToGnmOptionsSee ArkitToGnmOptions.

Returns ​

object

The mapper plus what it resolved: dim to size the output with, the terms it kept, and the entries it dropped with the reason.

dim ​
ts
dim: number;
dropped ​
ts
dropped: string[];
map ​
ts
map: (arkit, out) => void;
Parameters ​
ParameterType
arkitFloat32Array
outFloat32Array
Returns ​

void

terms ​
ts
terms: number;

Example ​

ts
import { createArkitToGnmMap, parseAosRig } from 'gameable/character';

const pack = parseAosRig(bytes);
const { dim, map } = createArkitToGnmMap(pack.header.headExt);
const animator = createAnimator({ root, expressionSpace: { kind: 'gnm', dim, map } });

createAutoDetail() ​

ts
function createAutoDetail(options?): AutoDetail;

Make the governor.

Parameters ​

ParameterTypeDescription
optionsAutoDetailOptionsThe numbers.

Returns ​

AutoDetail

The governor.

Example ​

ts
const detail = createAutoDetail({ targetFps: 72, budgetPoints: 125_000, log: (e) => console.log(e) });
detail.add({ id: 'tala', levels: ['128', '256', '512'], current: () => level, points, screenHeightPx, swap });
engine.events.on('engine:frame', ({ dt }) => detail.frame(fps, dt));

createCharacter() ​

ts
function createCharacter(bundle, init): Promise<Character>;

Bring a loaded bundle to life against a splat sink.

Parameters ​

ParameterTypeDescription
bundleCharacterBundleThe already-loaded bundle, from loadCharacterBundle.
initCreateCharacterOptionsThe renderer whose device everything borrows, the scene to parent the splat object under, the sink whose slots the branches are lifted into, and the optional tuning in init.options.

Returns ​

Promise<Character>

The live character: setRig / setExpression / setBodyPose / setLookAt to drive it, update once a frame, and dispose to give back every GPU buffer, ORT session and slot range.

Throws ​

(from ./errors.ts, via prepareLiftDevice) when the renderer is not on the WebGPU backend.

Example ​

ts
const bundle = await loadCharacterBundle('assets/characters/myra');
const character = await createCharacter(bundle, { renderer, scene, sink });
character.setExpression(arkitWeights);
character.update(dt, camera);

createFittedArkitMap() ​

ts
function createFittedArkitMap(table, layout): FittedArkitMap;

Build the ExpressionSpace.map for a package's fitted face table.

head_ext's expression block is the head's coefficients in order, so the table's columns land on it one to one; its gaze block (pitchL, yawL, pitchR, yawR, pitch + looking down, yaw + toward the character's left) takes the eyeLook* channels' turns, the table's pitch (+ up) negated.

Parameters ​

ParameterTypeDescription
table{ bytes: Uint8Array; info: ArkitFaceTableInfo; }The descriptor's face.arkit and the file's bytes (hash already checked).
table.bytesUint8Array-
table.infoArkitFaceTableInfo-
layoutHeadExtLayoutThe pack's header.headExt.

Returns ​

FittedArkitMap

The mapper.

Throws ​

When the table does not fit this head (another coefficient count, a file of another size), so the caller can fall back to the stopgap.

Example ​

ts
import { createFittedArkitMap } from 'gameable/character';

const face = createFittedArkitMap(bundle.faceArkit, pack.header.headExt);
const animator = createAnimator({ root, expressionSpace: { kind: 'gnm', dim: face.dim, map: face.map } });

createHairRuntime() ​

ts
function createHairRuntime(
   data, 
   jointBase, 
   params?
): HairRuntime;

The hair runtime for one character.

Parameters ​

ParameterTypeDescription
dataHairDataThe hair, checked against the splat already.
jointBasenumberThe rig's joint count: the slots start there.
paramsPartial<HairParams>Her settings to change from HAIR_DEFAULTS (none: hers).

Returns ​

HairRuntime

The runtime.

Example ​

ts
const hair = createHairRuntime(data, descriptor.jointNames.length);
// each frame, after the rig's skin matrices are written and before the bone table is uploaded:
hair.update(dt, matrices);

createPoseScheduler() ​

ts
function createPoseScheduler(): PoseScheduler;

Make a scheduler.

Returns ​

PoseScheduler

The scheduler.

Example ​

ts
const schedule = createPoseScheduler();
schedule.setBudgetPoints(120_000);
if (schedule.grant({ id: 'tala', points: 62_193, distanceM: 1.8, hz: 0, nowS: performance.now() / 1000 })) pose();

createRigPreview() ​

ts
function createRigPreview(options): Promise<RigPreview>;

Put a rig backend on screen without any decoders.

Parameters ​

ParameterTypeDescription
optionsCreateRigPreviewOptionsSee CreateRigPreviewOptions.

Returns ​

Promise<RigPreview>

The live preview.

Throws ​

When the renderer is on the WebGL fallback.

Example ​

ts
import { createRigPreview, GnmRigBackend, jointTint } from 'gameable/character';

const preview = await createRigPreview({
  renderer,
  sink: splat,
  backend: new GnmRigBackend({ packFile: 'myra_head.aosrig' }),
  getBytes: (name) => files.get(name),
});
preview.setControls(headExt);
preview.render();

createSceneDetail() ​

ts
function createSceneDetail(options?): AutoDetail;

The detail governor for a page with several characters, the scene budget as its default path: the looked-at or nearest hero heavier, the others lighter, within a budget in points that moves with the frames; the heavier level follows a gaze that rests (the dwell) and never a gaze that sweeps. The options override the defaults.

Parameters ​

ParameterTypeDescription
optionsAutoDetailOptionsWhat to change from SCENE_DETAIL_DEFAULTS (budgetPoints first).

Returns ​

AutoDetail

The governor.

Example ​

ts
const detail = createSceneDetail({ budgetPoints: 125_000 });
for (const hero of heroes) detail.add(hero);

createSomaPoser() ​

ts
function createSomaPoser(skeleton, bones): SomaPoser;

The per-frame poser for a skeleton's bones. Allocation-free after construction.

Parameters ​

ParameterTypeDescription
skeletonSomaSkeletonThe skeleton.
bonesreadonly Object3D<Object3DEventMap>[]Its bones, in its order (createSomaRig's).

Returns ​

SomaPoser

The poser.


createSomaRig() ​

ts
function createSomaRig(skeleton): object;

The skeleton as three bones at rest (the stance), under one group: what the engine's animator and mixer drive, named as the file names them.

Parameters ​

ParameterTypeDescription
skeletonSomaSkeletonThe skeleton.

Returns ​

object

The group and the bones in the skeleton's order.

bones ​
ts
bones: Bone<Object3DEventMap>[];
root ​
ts
root: Group;

createWebglAosrigSplat() ​

ts
function createWebglAosrigSplat(options): Promise<WebglAosrigSplat>;

Bind a package to its rig on the WebGL fallback: the records in textures, the skin in the vertex stage, the order from a worker. The same interface as createAosrigSplat.

Parameters ​

ParameterTypeDescription
options{ bundle: AosrigSplatBundle; pause?: () => Promise<void>; renderer: WebGPURenderer; rig: Object3D; skin?: WebglSkinOptions; splat: WebglSkinTarget; }The package, its rig, the renderer and the splat to draw through.
options.bundleAosrigSplatBundle-
options.pause?() => Promise<void>Awaited between slices of the build's main-thread work.
options.rendererWebGPURenderer-
options.rigObject3D-
options.skin?WebglSkinOptionsHow the skin spends the chip's time; the module's defaults (setWebglSkinDefaults) when omitted.
options.splatWebglSkinTarget-

Returns ​

Promise<WebglAosrigSplat>

The runtime; call render after the body animator updates.

Example ​

ts
const splat = createWebglSkinnedSplat(renderer, { capacity: d.splatCount, colorSpace: 'srgb' });
const character = await createWebglAosrigSplat({ bundle, rig, renderer, splat });
character.render(expression, [0, 0, 0, 0], camera);

cutLeavesOut() ​

ts
function cutLeavesOut(
   f, 
   u, 
   o, 
   cuts, 
   places
): boolean;

Whether a segment cut leaves a point out: the point is bound mostly to one of the cut's members and its rest centre projects onto the segment before cutAt.

Parameters ​

ParameterTypeDescription
fFloat32ArrayThe records as floats.
uUint32ArrayThe same as u32.
onumberThe point's first lane.
cutsreadonly BoneSegmentCut[]The cuts.
placesFloat32ArrayThe joints' rest places, xyz a joint (the character's space).

Returns ​

boolean

True when a cut leaves the point out.


debugLiftDispatch() ​

ts
function debugLiftDispatch(slotCount): number;

Dispatch size for a slot range.

Parameters ​

ParameterTypeDescription
slotCountnumberSlots the preview owns.

Returns ​

number

Workgroups to dispatch — every slot is visited, including the ones past the vertex count, because those have to be cleared rather than left stale.

Example ​

ts
import { debugLiftDispatch } from 'gameable/character';

console.log(debugLiftDispatch(17_821)); // 279

fitVertsTransform() ​

ts
function fitVertsTransform(aabb, options?): object;

A rig -> object transform that centres the vertices and scales them to a target size.

The two rigs disagree about units (GNM metres, ORL centimetres) and neither puts a head anywhere near the origin, so a preview that did not normalise would render off screen at the wrong size and look like a failure. This is a VIEWING convenience and nothing downstream depends on it.

Parameters ​

ParameterTypeDescription
aabbVertsAABBThe backend's neutral-pose bounds, in its own units.
options{ height?: number; offset?: readonly [number, number, number]; scale?: number; }Placement overrides.
options.height?numberObject-space height the bounds are scaled to. Defaults to 0.35 m, a head at conversational distance.
options.offset?readonly [number, number, number]Where the fitted centre lands. Defaults to the origin.
options.scale?numberA uniform scale, overriding height outright.

Returns ​

object

A row-major 3x4 affine, ready for DebugLiftParams.transform, plus the scale it chose and the object-space centroid the normal shading needs.

centroid ​
ts
centroid: [number, number, number];
scale ​
ts
scale: number;
transform ​
ts
transform: number[];

flatTint() ​

ts
function flatTint(vertexCount, colour?): Uint32Array;

One flat colour for every vertex.

Parameters ​

ParameterTypeDescription
vertexCountnumberVertices to colour.
colourreadonly [number, number, number]RGB in [0, 1]. Defaults to a light neutral.

Returns ​

Uint32Array

One packed RGBA per vertex, opaque.


gatherFromRigNames() ​

ts
function gatherFromRigNames(rigNames): number[];

Parameters ​

ParameterTypeDescription
rigNamesstring[]The bundle's rig_names.json (N control names).

Returns ​

number[]

N indices into the 188-control arkitToMh output.

Throws ​

When rigNames is not a non-empty string array, or any name is missing from the canonical 188 ordering.


gazeToEyeRotations() ​

ts
function gazeToEyeRotations(gaze): [EyeQuaternion, EyeQuaternion];

Gaze [pitch_L, yaw_L, pitch_R, yaw_R] (radians) -> a rotation per eye.

The readable form, for tests and for the CPU reference. gazeToEyeRotationsInto is the same maths without the two tuples, and is what the per-frame path calls.

Parameters ​

ParameterTypeDescription
gazeArrayLike<number>Four radians: [pitch_L, yaw_L, pitch_R, yaw_R].

Returns ​

[EyeQuaternion, EyeQuaternion]

The left and right eye rotations, each (w, x, y, z).


gnmForward() ​

ts
function gnmForward(pack, headExt): GnmForwardResult;

head_ext -> head-local vertices, BEFORE the seam stitch and before skinning.

Reproduces BakedHead.forward: the linear expression model, then GNM's own eye rotation blended by each eye joint's skinning weight.

Parameters ​

ParameterTypeDescription
packAosRigPackThe parsed .aosrig, supplying the neutral, the basis and the eyes.
headExtArrayLike<number>One frame's packed rig vector — expression coefficients plus the four gaze angles, split by unpackHeadExt.

Returns ​

GnmForwardResult

The head-local vertices as (V,3) in METRES, before the seam stitch and before skinning.


gnmPose() ​

ts
function gnmPose(
   pack, 
   headExt, 
   jointWorld?
): Float32Array;

The full rig -> vertices path on the CPU: gnmForward, the baked neck seam, then linear-blend skinning against jointWorld.

jointWorld is J*16 row-major world matrices in the pack's compact joint order, defaulting to the pack's own rest (which makes the skinning the identity).

Parameters ​

ParameterTypeDefault valueDescription
packAosRigPackundefinedThe parsed .aosrig.
headExtArrayLike<number>undefinedOne frame's packed rig vector, as gnmForward takes it.
jointWorldFloat32Arraypack.restWorldJ*16 row-major world matrices in the pack's compact joint order. Defaults to pack.restWorld.

Returns ​

Float32Array

The posed vertices as (V,3) in METRES, in the body's bind space — bindTransform is folded into the skin matrices rather than applied here.


hairRestMismatch() ​

ts
function hairRestMismatch(
   data, 
   count, 
   restCentre
): string | null;

Her rule that the files belong to this splat (hairMismatch, on a row reader instead of a whole centres array): the row count, and the 16 check rows' rest centres within 0.1 mm.

Parameters ​

ParameterTypeDescription
dataHairDataThe hair.
countnumberThe splat's rows.
restCentre(row) => readonly [number, number, number] | nullThe rest centre of a row in the character's frame (x, y, z), or null past the end.

Returns ​

string | null

Why the files do not fit, or null when they do.

Example ​

ts
const why = hairRestMismatch(data, descriptor.splatCount, (row) => centreOf(row));
if (why) console.warn('aosrig-splat: the hair is not used:', why);

hairSlotCount() ​

ts
function hairSlotCount(data): number;

The bone slots the hair adds after the rig's joints: her proxies, then every strand point.

Parameters ​

ParameterTypeDescription
dataHairDataThe hair.

Returns ​

number

The slot count.

Example ​

ts
const slots = hairSlotCount(data); // the bone table grows by this many

headExtNames() ​

ts
function headExtNames(layout): string[];

Every control name the layout declares, in order — the manifest's control_names.

Parameters ​

ParameterTypeDescription
layoutHeadExtLayoutThe pack's header.headExt.

Returns ​

string[]

layout.dim names: <region>_000-style per-coefficient names, then the four gaze angles.


headJointOf() ​

ts
function headJointOf(d): string;

The joint the head hangs from: the one the mouth follows.

Parameters ​

ParameterTypeDescription
dPick<AosrigSplatDescriptor, "version">A validated descriptor.

Returns ​

string

Head for version 2, c_head for version 1.


heightTint() ​

ts
function heightTint(verts, vertexCount): Uint32Array;

A colour per vertex from its height inside the vertex bounds — a plain ramp.

The backend-agnostic fallback: it needs nothing but the vertices, so it works for a rig whose pack this package cannot read at all.

Parameters ​

ParameterTypeDescription
vertsFloat32Array(V,3) vertices in the rig's own units.
vertexCountnumberVertices to colour.

Returns ​

Uint32Array

One packed RGBA per vertex, opaque. A zero-height bound yields a flat ramp value rather than a division by zero.


hiddenAlpha() ​

ts
function hiddenAlpha(gapM): number;

The listed splat's opacity factor for a lips' gap.

Parameters ​

ParameterTypeDescription
gapMnumberThe gap at the splat, metres (the two lip vertices' parting past rest, along up).

Returns ​

number

1 while the lips touch, 0 from 2 mm apart, a smoothstep between.


jointTint() ​

ts
function jointTint(pack): Uint32Array;

A colour per vertex from the vertex's dominant skinning joint, with the eyes called out.

This is the colouring that makes a rig bug obvious: a vertex weighted to the wrong joint is a wrongly-coloured patch on an otherwise clean head, and a pack whose eye weights did not survive the bake has no cyan in it at all.

Parameters ​

ParameterTypeDescription
packAosRigPackThe parsed .aosrig, for skinIndex, skinWeight and eyeWeights.

Returns ​

Uint32Array

One packed RGBA per vertex, opaque.


legJointsOf() ​

ts
function legJointsOf(skeleton): boolean[];

Which joints hang below the Hips on a leg rather than up the spine: a joint whose chain to the Hips does not pass through the Head's own chain.

Parameters ​

ParameterTypeDescription
skeletonSomaSkeletonThe skeleton.

Returns ​

boolean[]

Per joint index, true for a leg joint.


levelForScreenHeight() ​

ts
function levelForScreenHeight(
   px, 
   levels, 
   thresholds?, 
   current?, 
   band?
): string;

The level a figure's height on screen asks for: the heaviest level whose threshold it clears. A level without a threshold (the lightest) is always allowed. With current and a band, the answer sticks near a threshold.

Parameters ​

ParameterTypeDefault valueDescription
pxnumberundefinedThe figure's height on screen, pixels.
levelsreadonly string[]undefinedThe character's levels, lightest first.
thresholdsReadonly<Record<string, number>>DEFAULT_THRESHOLDSPixels a level needs.
current?stringundefinedThe level shown now, for the band (optional).
band?number0.15The band either side of a threshold, a share of it.

Returns ​

string

The level.

Example ​

ts
levelForScreenHeight(900, ['128', '256', '512']); // '512'

levelLine() ​

ts
function levelLine(who, level): string;

The loader's first line for a character: who, how many points, which level (or that it is a build).

Parameters ​

ParameterTypeDescription
whostringWhat the page calls the character (its manifest id), or the package folder's name.
levelCharacterLevelThe package as read.

Returns ​

string

The line.

Example ​

ts
import { levelLine, levelOfPackage } from 'gameable/character';

console.log(levelLine('Elio', levelOfPackage('/c/F22Elio_ogs256/character.json', 128_699)));
// 'Elio: 128,699 points, the _ogs256 level'

levelOfPackage() ​

ts
function levelOfPackage(url, points): CharacterLevel;

What a package is, from where its character.json sits and how many points it declares.

Parameters ​

ParameterTypeDescription
urlstringThe character.json's address (where the fetch ended).
pointsnumberThe package's points (splatCount).

Returns ​

CharacterLevel

The folder's name, its level name (null for a build) and the points.

Example ​

ts
import { levelOfPackage } from 'gameable/character';

const level = levelOfPackage('https://play.test/chars/F22Elio_ogs256/character.json', 128_699);
console.log(level.name, level.points); // '_ogs256' 128699

levelVerdict() ​

ts
function levelVerdict(
   who, 
   level, 
   device?, 
   insteadPoints?
): LevelVerdict | null;

Whether a device may take a package: a phone or a headset refuses a package with more than HANDHELD_POINTS_CAP points, a computer takes it and says the same line as a warning; a package with no level name on its folder but within the cap is taken by every device and said (the kit's own games name no level on some folders: a name is said, the points decide).

Parameters ​

ParameterTypeDefault valueDescription
whostringundefinedWhat the page calls the character.
levelCharacterLevelundefinedThe package as read.
deviceDeviceKind...The device the page runs on; the page's own when omitted.
insteadPointsnumber | nullnullThe points of the _ogs256 level beside the package, when known, for the line.

Returns ​

LevelVerdict | null

Null when the package is a level any device takes; else the line and whether it is refused.

Example ​

ts
import { levelVerdict, levelOfPackage } from 'gameable/character';

const build = levelOfPackage('/c/F22Elio/character.json', 1_735_813);
console.log(levelVerdict('Elio', build, 'phone', 128_699)?.line);
// 'Elio: 1,735,813 points is a build, not a level; on a phone load _ogs256 (128,699 points)'
console.log(levelVerdict('Elio', levelOfPackage('/c/F22Elio_ogs256/character.json', 128_699), 'phone')); // null
console.log(levelVerdict('Ari', levelOfPackage('/c/ari_phone/character.json', 130_993), 'phone')); // null
console.log(levelVerdict('Kael', levelOfPackage('/c/kael/character.json', 200_000), 'phone')?.refuse); // false

loadAosrigSplatBundle() ​

ts
function loadAosrigSplatBundle(
   url, 
   signal?, 
   options?
): Promise<AosrigSplatBundle>;

Load an extracted character archive, validating all content hashes.

Parameters ​

ParameterTypeDescription
urlstringURL of character.json.
signal?AbortSignalOptional cancellation signal.
options?AosrigSplatLoadOptionsWhich optional files to fetch, progress, a custom fetch (see AosrigSplatLoadOptions).

Returns ​

Promise<AosrigSplatBundle>

Verified descriptor and files.

Example ​

ts
const bundle = await loadAosrigSplatBundle('characters/hero/character.json');
console.log(bundle.descriptor.splatCount);

loadCharacterBundle() ​

ts
function loadCharacterBundle(url, options?): Promise<CharacterBundle>;

Fetch and parse a character bundle.

Parameters ​

ParameterTypeDescription
urlstringThe bundle directory, or any string the supplied resolver understands.
optionsLoadCharacterBundleOptionsfetch / signal / resolver and the fp16 preference.

Returns ​

Promise<CharacterBundle>

Everything createCharacter needs: the parsed manifest with the engine's rig and expression blocks, per-branch mesh topology in manifest order, every eagerly fetched file kept resident, a resolver for the lazy ones, whether the fp16 decoders are to be used, and the resident byte total.

Example ​

ts
import { loadCharacterBundle } from 'gameable/character';

const bundle = await loadCharacterBundle('assets/characters/myra/');
console.log(bundle.manifest.rig.backend, bundle.manifest.expressionSpace.dim);

mapMouthGlb() ​

ts
function mapMouthGlb(
   parts, 
   mesh, 
   rest
): MouthCorners;

Lay mouth.glb's parts on the pack's mouth mesh, triangle for triangle: part k of the mesh is the glb's node named mouth_<name> (the bag: mouth_bag), or its k-th node.

Parameters ​

ParameterTypeDescription
partsMouthGlbPart[]parseMouthGlb's parts.
meshMouthMeshThe pack's mouth (buildMouthMesh).
restArrayLike<number>The pack's rest vertices in the character frame (restVertices).

Returns ​

MouthCorners

The corners and each vertex's offset.

Throws ​

When a part's triangles are not the pack's, or stand too far from them.


mouthRecess() ​

ts
function mouthRecess(
   face, 
   rest, 
   rim, 
   forward
): number;

How far the splat's lips stand behind the head model's (metres, 0 when they do not): for each vertex of the lips' inner rim, the front-most opaque point within 3 mm of the line through it along the face's forward (and 15 mm of it), less the vertex; the median, turned round. The studio's rule (face_gnm_api.mouth_recess, measured there on the lips' outside: Tala 5.9 mm), here on the rim, the lips the engine has; a package that states its setBackM is taken at its word instead.

Parameters ​

ParameterTypeDescription
faceFaceSplatsThe face's splats.
restArrayLike<number>The pack's rest vertices in the character frame.
rimArrayLike<number>The lips' inner rim, pack vertex ids.
forwardreadonly [number, number, number]The face's forward at the mouth (unit).

Returns ​

number

Metres.


orlDriveMode() ​

ts
function orlDriveMode(vertexCount): OrlDriveMode;

Decide the drive mode from the branch mesh alone.

Parameters ​

ParameterTypeDescription
vertexCountnumberThe branch mesh's vertex count.

Returns ​

OrlDriveMode

skin at exactly ORL_HEAD_VERTS, shell at or below ORL_SHELL_MAX_VERTS, and none for anything bigger — a real body or hair branch, which renders at its neutral pose.


ownIdleClip() ​

ts
function ownIdleClip(idle, skeleton): AnimationClip;

Build the character's own idle from the package's idle and its skeleton.

Parameters ​

ParameterTypeDescription
idleSomaClipThe package's idle clip (idle, a copy of the shared standing clip).
skeletonSomaSkeletonThe package's skeleton, whose rest is the stance.

Returns ​

AnimationClip

The clip, named as the idle, looping, tagged as the idle was.

Example ​

ts
import { ownIdleClip } from 'gameable/character';

const idle = bundle.soma.clips.find((c) => c.name === 'idle');
const clip = ownIdleClip(idle, bundle.soma.skeleton);
console.log(clip.name, clip.duration > 0); // 'idle' true

packAosRig() ​

ts
function packAosRig(header, blobs): Uint8Array;

Build a pack.

Blobs are written in the given order and the header's key order is fixed, so packing the same bake twice is BYTE-IDENTICAL — which is what makes a re-bake diff meaningful.

Parameters ​

ParameterTypeDescription
headerOmit<AosRigHeader, "buffers">Everything but buffers, which is derived from the laid-out blobs.
blobsAosRigBlob[]The blobs, in the order they are written. Each is copied verbatim; the declared shape and dtype are what parseAosRig checks its length against.

Returns ​

Uint8Array

The whole container: magic, header JSON, then the 8-byte-aligned blobs.

Throws ​

When the header's encoded length does not converge in four passes.


packRgba() ​

ts
function packRgba(
   r, 
   g, 
   b, 
   a?
): number;

Pack a colour the way pack4x8unorm does.

Parameters ​

ParameterTypeDefault valueDescription
rnumberundefinedRed in [0, 1]; out-of-range values are clamped.
gnumberundefinedGreen in [0, 1].
bnumberundefinedBlue in [0, 1].
anumber1Alpha in [0, 1]. Defaults to 1.

Returns ​

number

The 32 bits a WGSL unpack4x8unorm reads back as that colour.

Example ​

ts
import { packRgba } from 'gameable/character';

console.log(packRgba(1, 0, 0, 1).toString(16)); // 'ff0000ff'

parseAosRig() ​

ts
function parseAosRig(bytes): AosRigPack;

Parse a .aosrig pack.

Throws on anything it cannot trust. A GNM head that silently loads half its expression basis renders a face that moves a little and looks nearly right, which is the failure mode with no symptom.

Parameters ​

ParameterTypeDescription
bytesArrayBuffer | Uint8Array<ArrayBufferLike>The downloaded pack, as bytes or a whole buffer.

Returns ​

AosRigPack

The parsed pack: the header plus typed views over the blobs. Only skinWeight is materialised (widened from its f16 lanes) and the mouth's small blobs are copied (the mouth keeps them); everything else is a view into bytes. bindTransform falls back to the identity when the bake declared none.

Throws ​

On a bad magic, a length that disagrees with the header, a version or model this build does not read, a missing required blob, or any array whose length contradicts V, E, the joint list or maxInfluence.

Example ​

ts
import { parseAosRig } from 'gameable/character';

const pack = parseAosRig(await (await fetch('assets/myra.aosrig')).arrayBuffer());
console.log(pack.vertexCount, pack.header.headExt.dim); // 17821 387

parseCharacterLook() ​

ts
function parseCharacterLook(value, where): CharacterLook;

Validate a look as JSON gives it: an object whose pointShape and blend, when present, are known names.

Parameters ​

ParameterTypeDescription
valueunknownThe raw value.
wherestringNamed in the error.

Returns ​

CharacterLook

The look, its two fields when present.

Example ​

ts
import { parseCharacterLook } from 'gameable/character';
parseCharacterLook({ pointShape: 'studio' }, 'character.json'); // { pointShape: 'studio' }

parseCorrectiveIndex() ​

ts
function parseCorrectiveIndex(value, descriptor): CorrectiveInfo[];

Validate corrective/index.json against the package it rides with.

Parameters ​

ParameterTypeDescription
valueunknownParsed JSON.
descriptor{ jointNames: readonly string[]; splatCount: number; }The package's splat count and joint names.
descriptor.jointNamesreadonly string[]-
descriptor.splatCountnumber-

Returns ​

CorrectiveInfo[]

The corrections, in the index's order.

Throws ​

When the format is not this one, a correction was made for another character (splat count), a drive names a joint the rig lacks, its angles are not in order, or a path is not a plain path under corrective/.


parseHairFiles() ​

ts
function parseHairFiles(json, bind): HairData | null;

Read hair.json and hair.bind.bin (her format, FORMAT.md) into her HairData.

Parameters ​

ParameterTypeDescription
jsonUint8ArrayThe bytes of hair.json.
bindUint8ArrayThe bytes of hair.bind.bin (HBND0001).

Returns ​

HairData | null

The data, or null when either file is not hers.

Example ​

ts
const data = parseHairFiles(files.get('hair/hair.json'), files.get('hair/hair.bind.bin'));
if (data) console.log(data.strands.length, 'strands on', data.idx.length, 'rows');

parseMouthGlb() ​

ts
function parseMouthGlb(bytes): MouthGlbPart[];

The parts of mouth.glb (one triangle-list primitive per node, positions and texture coordinates, indexed or not), each expanded to its corners in triangle order.

Parameters ​

ParameterTypeDescription
bytesUint8ArrayThe GLB.

Returns ​

MouthGlbPart[]

The parts, in the file's node order.

Throws ​

When it is not a GLB of that shape.


parseMouthHidden() ​

ts
function parseMouthHidden(
   bytes, 
   splatCount, 
   headVertexCount
): MouthHidden;

Parse mouth_hidden.bin.

Parameters ​

ParameterTypeDescription
bytesUint8ArrayThe file.
splatCountnumberThe character's splat count (rows must be under it).
headVertexCountnumberThe head model's vertex count (the lip vertices must be under it).

Returns ​

MouthHidden

The list.

Throws ​

On a bad magic or size, a row or vertex out of range, a kind that is not 1, 2 or 3, a row listed twice, or an up or forward that is not a direction.


parseMouthMeshInfo() ​

ts
function parseMouthMeshInfo(value): MouthMeshInfo;

Read mouth.json.

Parameters ​

ParameterTypeDescription
valueunknownThe parsed JSON.

Returns ​

MouthMeshInfo

What the engine reads.

Throws ​

When it does not name the two files.


parseSomaClips() ​

ts
function parseSomaClips(value, skeleton): object;

Validate a soma-clips file (a package's clips.json, or a shared clip file of the same format) against a skeleton. A clip that breaks a rule is left out and said, never the whole file.

Parameters ​

ParameterTypeDescription
valueunknownThe parsed JSON.
skeletonSomaSkeletonThe skeleton the clips play on.

Returns ​

object

The clips, and each refused clip with its reason.

clips ​
ts
clips: SomaClip[];
refused ​
ts
refused: object[];

Throws ​

When the file is not a soma-clips file at all.


parseSomaSkeleton() ​

ts
function parseSomaSkeleton(value, jointNames): SomaSkeleton;

Validate skeleton.json against the descriptor's joint names.

Parameters ​

ParameterTypeDescription
valueunknownThe parsed JSON.
jointNamesreadonly string[]character.json's jointNames.

Returns ​

SomaSkeleton

The skeleton.

Throws ​

When the file is not an aosrig-v2 skeleton of those joints.


planLevels() ​

ts
function planLevels(
   characters, 
   budgetPoints, 
   options?
): Map<string, string>;

The level each character should show under a scene budget in points: by rank (the game's own order first, then the looked-at or nearest), the heaviest level the budget leaves after every other character's lightest; a holder of a heavier level keeps its place in the rank unless a challenger beats it by holderMargin. With no current this is the plan a fight starts on: every character at its heaviest level when they all fit the budget, else the first in rank at the heaviest and the rest a step down, never over the budget.

Parameters ​

ParameterTypeDescription
charactersreadonly LevelPlanCharacter[]The characters, with their levels and points.
budgetPointsnumberThe budget, points posed a frame (252,000 on a phone or a headset).
options{ holderMargin?: number; wanted?: (c) => string; }wanted(c): the heaviest level a character's size asks for (default its heaviest); holderMargin (default 0.2).
options.holderMargin?number-
options.wanted?(c) => string-

Returns ​

Map<string, string>

Each character's level, by id.

Example ​

ts
import { planLevels } from 'gameable/character';

const plan = planLevels(
  [
    { id: 'jake', levels: ['128', '256'], points: (l) => (l === '128' ? 30_561 : 119_333), rank: () => 0 },
    { id: 'elio', levels: ['128', '256'], points: (l) => (l === '128' ? 30_007 : 117_210), rank: () => 1 },
    { id: 'desmond', levels: ['128', '256'], points: (l) => (l === '128' ? 26_683 : 103_851), rank: () => 2 },
  ],
  252_000,
);
console.log([...plan.values()]); // ['256', '128', '128']: after the first at 256, the others do not fit at 256

plugPush() ​

ts
function plugPush(gapM): number;

How far back along the head's forward a plug is pushed for a lips' gap.

Parameters ​

ParameterTypeDescription
gapMnumberThe gap, metres.

Returns ​

number

Metres.


poseMovedPastGate() ​

ts
function poseMovedPastGate(
   bones, 
   sorted, 
   places, 
   sortedPlaces, 
   reach, 
   joints, 
   gate
): boolean;

Whether the pose moved past the gate since the last order (the studio's rule, made about points and about the order): a joint's turn (the largest change of its skin matrix's 3 x 3 entries) times its reach, or a joint's place moved RELATIVE to the whole body's move (the mean of the joints' moves: a body that only sways or walks keeps its draw order, its points all move alike), further than gate.positionM; a turn past gate.rotation counts on its own.

Parameters ​

ParameterTypeDescription
bonesFloat32ArrayThe skin matrices now, 16 a joint.
sortedFloat32ArrayThe ones the order was made for.
placesFloat32ArrayThe joints' places now, xyz a joint.
sortedPlacesFloat32ArrayThe ones the order was made for.
reachArrayLike<number>Each joint's reach (jointReach).
jointsnumberHow many joints to compare.
gate{ positionM: number; rotation: number; }The gate.
gate.positionMnumber-
gate.rotationnumber-

Returns ​

boolean

True when a new order is due for the pose.


poseScheduler() ​

ts
function poseScheduler(): PoseScheduler;

The page's one scheduler (every fallback skin asks it).

Returns ​

PoseScheduler

The scheduler.


prepareLiftDevice() ​

ts
function prepareLiftDevice(renderer): GPUDevice;

The GPUDevice a character's compute runs on: the renderer's own.

Throws CharacterUnsupportedError when the renderer is on the WebGL fallback backend or has not been initialised, because there is then no device to borrow and no CPU path to demote to.

Parameters ​

ParameterTypeDescription
rendererRendererLikeThe engine's WebGPURenderer, already init()ed; only backend.device and backend.isWebGPUBackend are read.

Returns ​

GPUDevice

The renderer's own device, confirmed to grant at least REQUIRED_STORAGE_BUFFERS storage buffers per shader stage.

Example ​

ts
import { attachOrtDevice, prepareLiftDevice } from 'gameable/character';

await renderer.init();
const device = prepareLiftDevice(renderer);
attachOrtDevice(device); // before the first ONNX session

readFightSet() ​

ts
function readFightSet(source, parse): FightSet;

the pack, its joints and its fight block (as the pack carries it, JSON text) from a set's own words (what decodeMotionSet or the text gives)

Parameters ​

ParameterType
sourceunknown
parse(value) => FightPack

Returns ​

FightSet


regionSlices() ​

ts
function regionSlices(layout): Record<string, {
  end: number;
  start: number;
}>;

Where each expression region sits inside head_ext.

Parameters ​

ParameterTypeDescription
layoutHeadExtLayoutThe pack's header.headExt.

Returns ​

Record<string, { end: number; start: number; }>

A { start, end } half-open COEFFICIENT range per region name, tiled in declaration order from 0. Gaze sits past the last region and is not included.


releaseSharedClips() ​

ts
function releaseSharedClips(): void;

Forget the page's shared clip packs (their bytes and the clips read from them), so their memory goes once the characters that play them are gone. A host calls it when its last character is disposed; a character loaded afterwards fetches the pack again.

Returns ​

void

Nothing.

Example ​

ts
character.dispose();
releaseSharedClips(); // the last one: the shared pack can go

resolveSkinOptions() ​

ts
function resolveSkinOptions(options, base): WebglSkinOptionsInForce;

Options over a base, fields left out keeping the base's.

Parameters ​

ParameterTypeDescription
optionsWebglSkinOptions | undefinedThe fields given.
baseWebglSkinOptionsInForceWhat they change.

Returns ​

WebglSkinOptionsInForce

The whole set.


screenHeightPx() ​

ts
function screenHeightPx(
   heightM, 
   distanceM, 
   viewportHeightPx, 
   verticalFovDeg
): number;

A figure's height on screen, pixels, from its height in metres, its distance to the eye and the eye's own numbers.

Parameters ​

ParameterTypeDescription
heightMnumberThe figure's height, metres.
distanceMnumberIts distance from the eye, metres.
viewportHeightPxnumberThe eye's picture height, pixels.
verticalFovDegnumberThe eye's vertical field of view, degrees.

Returns ​

number

Pixels (0 at or behind the eye).

Example ​

ts
screenHeightPx(1.7, 1.5, 1346, 98); // about 660

setBoneMaskDefault() ​

ts
function setBoneMaskDefault(choice): BoneMaskChoice;

The mask every character made from now on starts with (a page sets it before its characters load; the WebGL skin's own boneMask option overrides it per character).

Parameters ​

ParameterTypeDescription
choiceBoneMaskChoiceThe preset or the list.

Returns ​

BoneMaskChoice

The choice in force.

Example ​

ts
setBoneMaskDefault('arms and hands');

setPoseBudgetPoints() ​

ts
function setPoseBudgetPoints(points): number;

The scene budget: points re-posed a frame across every character; 0 (the default) is no limit.

Parameters ​

ParameterTypeDescription
pointsnumberThe budget.

Returns ​

number

The budget in force.

Example ​

ts
setPoseBudgetPoints(120_000); // four heroes at 256 pose in turn, about two a frame

setWebglSkinDefaults() ​

ts
function setWebglSkinDefaults(options): WebglSkinOptionsInForce;

The options every fallback skin made from now on starts with (a page sets them before its characters load; setSkinOptions on a runtime changes one that is already drawn).

Parameters ​

ParameterTypeDescription
optionsWebglSkinOptionsThe fields to change; the rest keep the built-in defaults.

Returns ​

WebglSkinOptionsInForce

The options now in force for new skins.

Example ​

ts
setWebglSkinDefaults({ skin: 'pass' });

shBasis() ​

ts
function shBasis(
   k, 
   x, 
   y, 
   z
): number;

Term k of SH_TERMS at a unit direction.

Parameters ​

ParameterTypeDescription
knumberThe term, 0 to 14.
xnumberDirection x.
ynumberDirection y.
znumberDirection z.

Returns ​

number

The basis value.


shTermsForBands() ​

ts
function shTermsForBands(bands): number;

Harmonics per channel a band count evaluates: band 1 is 3 terms, band 2 adds 5, band 3 adds 7 (SH_TERMS).

Parameters ​

ParameterTypeDescription
bandsnumberBands, 0 to 3.

Returns ​

number

Terms per colour channel.


shTexelsFetched() ​

ts
function shTexelsFetched(shCount, bands): number;

How many harmonics texels a point's colour reads for a band count, given the package's own count: the three channels' lanes are planar (all red, then all green, then all blue), so fewer bands skip whole texels only where the lanes line up (45 harmonics: 12 texels at 3 bands, 8 at 2, 5 at 1, 0 at 0).

Parameters ​

ParameterTypeDescription
shCountnumberHarmonics a point in the package (0, 9, 24 or 45).
bandsnumberBands evaluated.

Returns ​

number

Texels fetched per point.


siblingLevelUrl() ​

ts
function siblingLevelUrl(url, level): string | null;

Where the _ogs256 level beside a package would sit: the package's folder with its level name swapped (or added, for a build), character.json inside it.

Parameters ​

ParameterTypeDescription
urlstringThe package's character.json address (where the fetch ended).
levelCharacterLevelThe package as read.

Returns ​

string | null

The sibling's character.json address, or null when the package is that level already.

Example ​

ts
import { levelOfPackage, siblingLevelUrl } from 'gameable/character';

const build = levelOfPackage('https://play.test/c/F22Elio/character.json', 1_735_813);
console.log(siblingLevelUrl('https://play.test/c/F22Elio/character.json', build));
// 'https://play.test/c/F22Elio_ogs256/character.json'

skeletonOfRig() ​

ts
function skeletonOfRig(rig): FightSkeletonLike;

a character's rig at rest as a skeleton the fight body is built from

Parameters ​

ParameterType
rigObject3D

Returns ​

FightSkeletonLike


skinColor() ​

ts
function skinColor(
   f, 
   o, 
   harmonics, 
   h, 
   shCount, 
   skinned, 
   at, 
   camera, 
   out, 
   to
): void;

One point's colour with its view-dependent part, on the CPU, as the compute pass evaluates it: the harmonics read in the point's own rest frame (J orthonormalised), the result clamped to 0..1, as stored (before any colour-space decode).

Parameters ​

ParameterTypeDescription
fFloat32ArrayThe records.
onumberThe point's first lane.
harmonicsArrayLike<number>The point's harmonics, shCount floats a point, channel-planar (all red, all green, all blue).
hnumberThe point's first harmonic.
shCountnumberHarmonics a point (0, 9, 24 or 45).
skinnedFloat32ArrayWhat skinPoint wrote for the point with full (the centre at at, J at at + 10).
atnumberWhere it wrote.
cameraArrayLike<number>The camera in the character's space, xyz.
outFloat32ArrayWhere to write r g b.
tonumberThe first float to write.

Returns ​

void

Nothing; out is written.


skinPoint() ​

ts
function skinPoint(
   rules, 
   f, 
   u, 
   o, 
   bones, 
   head, 
   headRest, 
   bandShapes, 
   params, 
   out, 
   at, 
   full
): void;

One point's skin, on the CPU: the reference the worker runs for the draw order and the tests hold both shaders to. Self-contained on purpose (no closure, no import: its source is copied into the worker as text), so every number it needs comes in as an argument.

Writes the posed centre to out[at .. at + 2]; with full, also the posed covariance c00 c01 c02 c11 c12 c22 to out[at + 3 .. at + 8], the opacity to out[at + 9] and the point's shape turn J (3 x 3, row-major) to out[at + 10 .. at + 18], which the colour's view direction is read through.

Parameters ​

ParameterTypeDescription
rulesSkinRulesThe numbers (SKIN_RULES).
fFloat32ArrayThe records, 44 floats a point.
uUint32ArrayThe same records read as u32 (the whole-number lanes).
onumberThe point's first lane (i * 44).
bonesFloat32ArrayThe skin matrices, 16 column-major floats a joint (the compute pass's uniform).
headArrayLike<number>The head's vertices this frame, xyz each (the character's space).
headRestArrayLike<number>The head's vertices at rest, xyz each.
bandShapesArrayLike<number>The lips' band points' own shapes, 8 floats a band point (turn wxyz, sizes xyz, pad).
paramsArrayLike<number>16 floats: the head's up (xyz; w 1 while the hidden points play), the head's forward (xyz; w 1 while the band's size cap is on), the four correction weights, then four spare.
outFloat32ArrayWhere to write.
atnumberThe first float to write.
fullbooleanWhether to write the covariance, the opacity and the turn too.

Returns ​

void

Nothing; out is written.


somaAnimationClip() ​

ts
function somaAnimationClip(
   clip, 
   skeleton, 
   options?
): AnimationClip;

A clip as three's mixer plays it: a quaternion track per joint it names and the Hips' position from its root track, in Root's frame. userData.aos carries its loop flag, its speed, its gait, its feet's reading (somaClipFeet: the planted feet's real travel on this skeleton) and its feet's contacts (contacts: left and right, one 0 or 1 per frame at fps, authored when the clip's file states them and false when they were read off the feet's height), as the engine's clip index reads them. A looping clip is closed with its first frame again at frames / fps, so its wrap skips no frame.

Parameters ​

ParameterTypeDescription
clipSomaClipA parsed clip.
skeletonSomaSkeletonThe skeleton it plays on.
optionsSomaClipOptionsHow it is placed.

Returns ​

AnimationClip

The clip, named as the package names it.


somaClipFeet() ​

ts
function somaClipFeet(clip, skeleton): SomaClipFeet;

Read a clip's feet on a skeleton: the lowest they reach and the planted feet's travel. Walks only the leg chains, once per clip at load; nothing per frame.

Parameters ​

ParameterTypeDescription
clipSomaClipThe clip.
skeletonSomaSkeletonThe skeleton it plays on.

Returns ​

SomaClipFeet

The feet's reading.

Example ​

ts
import { somaClipFeet } from 'gameable/character';

const feet = somaClipFeet(walk, skeleton);
console.log(feet.travel > 0.5); // true for a walk

somaRestFootY() ​

ts
function somaRestFootY(skeleton): number;

Where a skeleton's feet stand at rest: the middle of the ankle and the ball, rig frame, metres (the two feet averaged). A planted foot in a clip stands here.

Parameters ​

ParameterTypeDescription
skeletonSomaSkeletonThe skeleton.

Returns ​

number

The height.

Example ​

ts
import { somaRestFootY } from 'gameable/character';

console.log(somaRestFootY(skeleton) > 0); // true

sortByDepth() ​

ts
function sortByDepth(
   centers, 
   count, 
   view, 
   near, 
   far, 
   bins, 
   order, 
   scratch, 
   share?, 
   keep?
): number;

The draw order from posed centres: the fork's counting sort on the CPU (_sortCPU), depth binned over [near, far] into bins, the far bin first, a permutation of [0, count). Self-contained, for the worker.

Parameters ​

ParameterTypeDefault valueDescription
centersFloat32Arrayundefinedxyz a point, the splat's own space.
countnumberundefinedPoints.
viewArrayLike<number>undefinedThe splat-to-view matrix, 16 column-major floats (camera.matrixWorldInverse * splat.matrixWorld).
nearnumberundefinedThe depth range's near, metres.
farnumberundefinedIts far.
binsnumberundefinedDepth bins.
orderUint32ArrayundefinedWhere the permutation goes, count entries (the capacity's extra slots, if any, are left as they are).
scratchUint32ArrayundefinedWork space: count u32 for the bins, then bins + 1 u32 twice for counts and offsets (the extra bin holds the points a share leaves out; a scratch of the older size, count + 2 * bins, sorts every point).
sharenumber1The share of points kept, 0 to 1 (a test lever: a quarter, a sixteenth): a fixed, evenly spread subset by each point's own index, so the picture thins rather than loses a limb; the rest go after the kept ones in order, where a draw count of the kept number leaves them undrawn. Default 1, every point.
keepUint8Array<ArrayBufferLike> | nullnullOne byte a point, 0 for a point a live bone mask leaves out: it goes after the kept ones too (the draw count stops before it), with no new set and no new upload. Null: every point.

Returns ​

number

How many points were kept at the front of order (count at share 1 with no mask).


unpackHeadExt() ​

ts
function unpackHeadExt(
   headExt, 
   layout, 
   out?
): object;

head_ext -> the two halves the model consumes.

The split is a slice, not a parse, and it is the one place the 383/4 boundary is written down on this side. Gaze is [pitch_L, yaw_L, pitch_R, yaw_R] in radians, head-local: pitch > 0 looks DOWN (about +X), yaw > 0 looks toward character-LEFT (about +Y). Neck and head rotation are NOT here — they live in the body joints neck_01 / neck_02 / head.

Parameters ​

ParameterTypeDescription
headExtArrayLike<number>One frame's rig vector, at least layout.dim long. A longer one is accepted and its tail ignored.
layoutHeadExtLayoutThe pack's header.headExt, which owns the 383/4 boundary.
out?{ expr: Float32Array; gaze: Float32Array; }Optional destination buffers, reused across frames so the per-frame caller (GnmRigBackend.encode) allocates nothing. Either buffer that is too short is replaced by a fresh one of the right width.
out.expr?Float32ArrayDestination for the exprDim expression coefficients.
out.gaze?Float32ArrayDestination for the gazeDim gaze angles.

Returns ​

object

The exprDim expression coefficients and the gazeDim gaze angles — out's buffers when they were supplied and wide enough, else fresh arrays.

expr ​
ts
expr: Float32Array;
gaze ​
ts
gaze: Float32Array;

Throws ​

When headExt is shorter than the layout declares.

Example ​

ts
import { parseAosRig, unpackHeadExt } from 'gameable/character';

const pack = parseAosRig(bytes);
const { expr, gaze } = unpackHeadExt(new Float32Array(pack.header.headExt.dim), pack.header.headExt);
console.log(expr.length, gaze.length);

upperArmCuts() ​

ts
function upperArmCuts(jointNames, cutAt?): BoneSegmentCut[];

The arms preset's cuts: each upper arm at its mid-length, applied to the upper arm's points, its twists' and the clavicle's. Empty when the rig has no such joints.

Parameters ​

ParameterTypeDefault valueDescription
jointNamesreadonly string[]undefinedThe rig's joint names.
cutAtnumber0.5Where along the upper arm, 0 at the shoulder joint, 1 at the elbow. Default 0.5.

Returns ​

BoneSegmentCut[]

The cuts, one a side that has both joints.


uvTint() ​

ts
function uvTint(uv, vertexCount): Uint32Array;

A colour per vertex from the mesh's UVs: red = u, green = v.

The UV view is how a texture-space problem shows itself — a seam in the wrong place, a flipped island, a bake that dropped uv entirely (every vertex then comes out the same colour, which is itself the finding).

Parameters ​

ParameterTypeDescription
uvFloat32Array(V,2) texture coordinates.
vertexCountnumberVertices to colour; uv must hold at least 2 * vertexCount.

Returns ​

Uint32Array

One packed RGBA per vertex, opaque.


verifyOrtDevice() ​

ts
function verifyOrtDevice(device): Promise<boolean>;

Confirm ORT is really on device once the first session exists.

The getter resolves to whatever ORT actually built, so this is the only honest check — a successful set is an intention, not an outcome. A mismatch DEMOTES loudly rather than handing the lift a foreign buffer.

Parameters ​

ParameterTypeDescription
deviceGPUDeviceThe device ORT was asked to adopt, from prepareLiftDevice.

Returns ​

Promise<boolean>

True when ORT's device is that same object; false — with a warning — when ORT built its own or exposes no env.webgpu, meaning outputs must be downloaded.


writeDebugLiftParams() ​

ts
function writeDebugLiftParams(params, into?): ArrayBuffer;

Pack the params uniform.

Separate from the class so the byte layout can be asserted in a node test — a mis-packed uniform is a head at the wrong scale or in the wrong place, with no error anywhere.

Parameters ​

ParameterTypeDescription
paramsDebugLiftParamsThe values to write.
into?ArrayBufferAn existing 96-byte buffer to fill. A fresh one is allocated when omitted, which the per-frame path never does.

Returns ​

ArrayBuffer

The buffer, filled.

Throws ​

When transform is not 12 numbers, or into is the wrong size.


yieldingPause() ​

ts
function yieldingPause(ms?): () => Promise<void>;

A pause for a character's load and build (the loader's and createAosrigSplat's pause): once ms of work has gone by, it gives the page back for a moment (a message-channel task, so a frame that is due draws, and a hidden tab, whose frames and timers are held back, still loads at full speed). The app's own scene keeps drawing while a character is unpacked and built.

Parameters ​

ParameterTypeDefault valueDescription
msnumber8Work allowed between yields.

Returns ​

The pause.

() => Promise<void>

Example ​

ts
const pause = yieldingPause();
const bundle = await loadAosrigSplatBundle(url, signal, { pause });