@babylonjs/shared-ui-components 9.15.0 → 9.16.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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1
+ 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{ type Scene } from \"core/scene\";\r\nimport { Observable, type Observer } from \"core/Misc/observable\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { FindSmartAssetKeyForObject } from \"core/SmartAssets/smartAssetManager.pure\";\r\nimport { type IOverrideEntry, type OverrideTargetType, type OverrideValue } from \"./overrideEntry\";\r\n\r\nconst OverrideManagerKey = Symbol(\"babylonjs:overrideManager\");\r\n\r\n/**\r\n * Stateful handle for a scene's property override registry.\r\n *\r\n * Override behavior is exposed through module-level functions rather than\r\n * class methods so callers can import only the operations they need.\r\n *\r\n * Overrides are property diffs applied to scene objects identified by name.\r\n * They persist across reloads and are typically saved alongside a project\r\n * file. The override manager is fully independent of any other scene\r\n * subsystem (SmartAssetManager, loaders, etc.) — it works with any object\r\n * in the scene's standard collections (meshes, materials, lights, …)\r\n * regardless of how that object was created.\r\n *\r\n * When multiple objects share a name (e.g. two materials both called\r\n * \"Default\" loaded from different glTFs), {@link IOverrideEntry.targetIndex}\r\n * disambiguates: it stores the object's position among same-named siblings\r\n * at capture time and is used to pick the correct one at apply time.\r\n *\r\n * @example\r\n * ```typescript\r\n * AddOverride(scene, {\r\n * targetType: \"materials\",\r\n * targetName: \"canPaint\",\r\n * targetIndex: 0,\r\n * propertyPath: \"albedoColor\",\r\n * value: [1, 0, 0],\r\n * });\r\n * ```\r\n */\r\nexport type OverrideManager = {\r\n /**\r\n * The scene this manager is attached to.\r\n */\r\n readonly scene: Scene;\r\n\r\n /**\r\n * Fires whenever the override registry or applied state changes.\r\n */\r\n readonly onChangedObservable: Observable<void>;\r\n};\r\n\r\ntype OverrideManagerInternals = {\r\n overrides: IOverrideEntry[];\r\n originalValues: Map<string, unknown>;\r\n sceneDisposeObserver: ReturnType<Scene[\"onDisposeObservable\"][\"add\"]> | null;\r\n};\r\n\r\nconst OverrideManagerInternals = new WeakMap<OverrideManager, OverrideManagerInternals>();\r\nconst OnOverrideManagerCreatedObservable = new Observable<OverrideManager>();\r\n\r\n/**\r\n * Creates a new OverrideManager state object and attaches it to the scene.\r\n *\r\n * Internal: callers should use {@link GetOverrideManager} which returns the\r\n * existing manager when one is already attached.\r\n * @param scene - The scene this manager operates on.\r\n * @returns The created override manager state.\r\n */\r\nfunction CreateOverrideManager(scene: Scene): OverrideManager {\r\n const manager: OverrideManager = {\r\n scene,\r\n onChangedObservable: new Observable<void>(),\r\n };\r\n\r\n const internal: OverrideManagerInternals = {\r\n overrides: [],\r\n originalValues: new Map(),\r\n sceneDisposeObserver: null,\r\n };\r\n OverrideManagerInternals.set(manager, internal);\r\n\r\n if (!scene.metadata) {\r\n scene.metadata = {};\r\n }\r\n scene.metadata[OverrideManagerKey] = manager;\r\n\r\n // Auto-dispose when the scene is disposed so the manager doesn't outlive it.\r\n internal.sceneDisposeObserver = scene.onDisposeObservable.add(() => DisposeOverrideManager(manager));\r\n\r\n OnOverrideManagerCreatedObservable.notifyObservers(manager);\r\n\r\n return manager;\r\n}\r\n\r\n/**\r\n * Returns the OverrideManager attached to the given scene, creating and\r\n * attaching one if none exists.\r\n * @param scene - The scene to look up or attach a manager to.\r\n * @returns The existing or newly created OverrideManager.\r\n */\r\nexport function GetOverrideManager(scene: Scene): OverrideManager {\r\n const existing = scene.metadata?.[OverrideManagerKey] as OverrideManager | undefined;\r\n if (existing) {\r\n return existing;\r\n }\r\n return CreateOverrideManager(scene);\r\n}\r\n\r\n/**\r\n * Adds an observer that is notified whenever an OverrideManager is created.\r\n * @param callback - The callback to invoke with each newly created manager.\r\n * @returns The observer registration.\r\n */\r\nexport function AddOverrideManagerCreatedObserver(callback: (manager: OverrideManager) => void): Observer<OverrideManager> {\r\n return OnOverrideManagerCreatedObservable.add((manager) => callback(manager));\r\n}\r\n\r\n// ── Override CRUD ──\r\n\r\n/**\r\n * Options for {@link AddOverride}.\r\n */\r\nexport type AddOverrideOptions = {\r\n /**\r\n * If the `originalValue` field is present, the override is recorded *without*\r\n * re-applying it (the caller is presumed to have already mutated the entity)\r\n * and the field's content is captured as the property's pre-override\r\n * \"original\" so {@link RemoveOverride} can restore it later.\r\n *\r\n * Inspector-driven edits use this: by the time `onPropertyChanged` fires,\r\n * the binding has already written the new value, but it still has the prior\r\n * value in hand. Without this seeding path, an override created via\r\n * Inspector could never be reverted (the manager would have no record of\r\n * the pre-edit value).\r\n *\r\n * If the field is absent, the override is applied normally and the original\r\n * is captured by reading the property's current value on first apply.\r\n */\r\n readonly originalValue?: unknown;\r\n};\r\n\r\n/**\r\n * Adds an override entry and immediately applies it.\r\n * If an override with the same target coordinates already exists, it is replaced.\r\n *\r\n * When the caller has already mutated the target (e.g. an Inspector edit),\r\n * pass `{ originalValue }` containing the property's prior value — this seeds\r\n * the original-value map (so {@link RemoveOverride} can restore it) and skips\r\n * the redundant apply step.\r\n * @param scene - The scene whose override registry to update.\r\n * @param entry - The override to add.\r\n * @param options - Optional behavior modifiers; see {@link AddOverrideOptions}.\r\n */\r\nexport function AddOverride(scene: Scene, entry: IOverrideEntry, options?: AddOverrideOptions): void {\r\n const manager = GetOverrideManager(scene);\r\n const internal = GetOverrideInternals(manager);\r\n\r\n RemoveMatchingOverride(internal, entry.targetType, entry.targetName, entry.targetIndex, entry.propertyPath);\r\n internal.overrides.push(entry);\r\n\r\n if (options && \"originalValue\" in options) {\r\n // Caller already applied the new value. Seed the captured original from\r\n // their pre-edit snapshot — otherwise ApplyOverrideEntry would capture\r\n // the post-edit value and RemoveOverride would have nothing to restore.\r\n const origKey = MakeOriginalValueKey(entry.targetType, entry.targetName, entry.targetIndex, entry.propertyPath);\r\n if (!internal.originalValues.has(origKey)) {\r\n internal.originalValues.set(origKey, CloneValue(options.originalValue));\r\n }\r\n } else {\r\n ApplyOverrideEntry(manager, internal, entry);\r\n }\r\n\r\n manager.onChangedObservable.notifyObservers();\r\n}\r\n\r\n/**\r\n * Removes a single override matching the given coordinates. Restores the\r\n * original value if one was captured.\r\n * @param scene - The scene whose override registry to update.\r\n * @param targetType - The target type.\r\n * @param targetName - The target object name.\r\n * @param targetIndex - The target index among same-named siblings.\r\n * @param propertyPath - The property path to un-override.\r\n * @returns True if an override was removed.\r\n */\r\nexport function RemoveOverride(scene: Scene, targetType: OverrideTargetType, targetName: string, targetIndex: number, propertyPath: string): boolean {\r\n const manager = GetOverrideManager(scene);\r\n const internal = GetOverrideInternals(manager);\r\n\r\n const idx = FindOverrideIndex(internal, targetType, targetName, targetIndex, propertyPath);\r\n if (idx < 0) {\r\n return false;\r\n }\r\n\r\n internal.overrides.splice(idx, 1);\r\n\r\n const origKey = MakeOriginalValueKey(targetType, targetName, targetIndex, propertyPath);\r\n const original = internal.originalValues.get(origKey);\r\n if (original !== undefined) {\r\n const target = ResolveTarget(manager.scene, targetType, targetName, targetIndex);\r\n if (target) {\r\n SetNestedProperty(target, propertyPath, original);\r\n }\r\n internal.originalValues.delete(origKey);\r\n }\r\n\r\n manager.onChangedObservable.notifyObservers();\r\n return true;\r\n}\r\n\r\n/**\r\n * Returns all overrides currently registered with the scene.\r\n * @param scene - The scene whose override registry to read.\r\n * @returns A read-only array of override entries.\r\n */\r\nexport function GetOverrides(scene: Scene): readonly IOverrideEntry[] {\r\n return GetOverrideInternals(GetOverrideManager(scene)).overrides;\r\n}\r\n\r\n/**\r\n * Removes all overrides, optionally restoring original values.\r\n * @param scene - The scene whose override registry to clear.\r\n * @param restoreOriginals - If true, restores all captured original values.\r\n */\r\nexport function ClearOverrides(scene: Scene, restoreOriginals: boolean = false): void {\r\n const manager = GetOverrideManager(scene);\r\n const internal = GetOverrideInternals(manager);\r\n\r\n if (restoreOriginals) {\r\n // Snapshot the entries so we can restore each original without firing\r\n // an onChangedObservable notification per entry; consumers only need\r\n // one signal that the registry was emptied.\r\n const entries = [...internal.overrides];\r\n internal.overrides.length = 0;\r\n for (const entry of entries) {\r\n const origKey = MakeOriginalValueKey(entry.targetType, entry.targetName, entry.targetIndex, entry.propertyPath);\r\n const original = internal.originalValues.get(origKey);\r\n if (original !== undefined) {\r\n const target = ResolveTarget(manager.scene, entry.targetType, entry.targetName, entry.targetIndex);\r\n if (target) {\r\n SetNestedProperty(target, entry.propertyPath, original);\r\n }\r\n }\r\n }\r\n internal.originalValues.clear();\r\n manager.onChangedObservable.notifyObservers();\r\n return;\r\n }\r\n\r\n internal.overrides.length = 0;\r\n internal.originalValues.clear();\r\n manager.onChangedObservable.notifyObservers();\r\n}\r\n\r\n/**\r\n * Updates the target coordinates on the override matching a specific (type,\r\n * old-name, old-index) so it follows an entity rename. Used by capture services\r\n * to keep overrides attached to a specific object after the user renames it.\r\n *\r\n * Only the override at the exact `(targetType, oldName, oldIndex)` slot is\r\n * updated, so other same-named siblings keep their own overrides untouched.\r\n *\r\n * @param scene - The scene whose override registry to update.\r\n * @param targetType - The target type.\r\n * @param oldName - The previous name of the renamed entity.\r\n * @param oldIndex - The previous index of the renamed entity among same-named siblings.\r\n * @param newName - The new name of the renamed entity.\r\n * @param newIndex - The new index of the renamed entity among same-named siblings.\r\n */\r\nexport function RenameOverrideTarget(scene: Scene, targetType: OverrideTargetType, oldName: string, oldIndex: number, newName: string, newIndex: number): void {\r\n const manager = GetOverrideManager(scene);\r\n const internal = GetOverrideInternals(manager);\r\n\r\n let changed = false;\r\n for (let i = 0; i < internal.overrides.length; i++) {\r\n const entry = internal.overrides[i];\r\n if (entry.targetType === targetType && entry.targetName === oldName && entry.targetIndex === oldIndex) {\r\n internal.overrides[i] = { ...entry, targetName: newName, targetIndex: newIndex };\r\n changed = true;\r\n }\r\n }\r\n\r\n // Update original-value keys to match the new identity\r\n const oldPrefix = `${targetType}::${oldName}::${oldIndex}::`;\r\n const newPrefix = `${targetType}::${newName}::${newIndex}::`;\r\n for (const [origKey, value] of Array.from(internal.originalValues.entries())) {\r\n if (origKey.startsWith(oldPrefix)) {\r\n const propertyPath = origKey.substring(oldPrefix.length);\r\n internal.originalValues.set(newPrefix + propertyPath, value);\r\n internal.originalValues.delete(origKey);\r\n }\r\n }\r\n\r\n if (changed) {\r\n manager.onChangedObservable.notifyObservers();\r\n }\r\n}\r\n\r\n/**\r\n * Rewrites override *values* that reference an entity by name when that entity\r\n * has been renamed. Mirrors {@link RenameOverrideTarget} but operates on the\r\n * `value` field rather than the `targetName` field, so overrides whose value\r\n * is `\"ref:oldName\"` (material/light/camera references) or `\"texture:oldName\"`\r\n * (non-SmartAsset texture references) follow the rename instead of silently\r\n * pointing at a non-existent entity.\r\n *\r\n * SmartAsset texture references (`\"samTexture:<key>\"`) are unaffected because\r\n * the SmartAsset key is decoupled from the texture's runtime `name` field.\r\n *\r\n * @param scene - The scene whose override registry to update.\r\n * @param valueScheme - Which encoded-reference prefix to rewrite: `\"ref\"` for\r\n * material/light/camera references, `\"texture\"` for non-SAM textures.\r\n * @param oldName - The previous name embedded in the reference.\r\n * @param newName - The new name embedded in the reference.\r\n */\r\nexport function RenameOverrideValueReferences(scene: Scene, valueScheme: \"ref\" | \"texture\", oldName: string, newName: string): void {\r\n if (oldName === newName) {\r\n return;\r\n }\r\n const manager = GetOverrideManager(scene);\r\n const internal = GetOverrideInternals(manager);\r\n\r\n const oldValue = `${valueScheme}:${oldName}`;\r\n const newValue = `${valueScheme}:${newName}`;\r\n\r\n let changed = false;\r\n for (let i = 0; i < internal.overrides.length; i++) {\r\n const entry = internal.overrides[i];\r\n if (entry.value === oldValue) {\r\n internal.overrides[i] = { ...entry, value: newValue };\r\n changed = true;\r\n }\r\n }\r\n\r\n if (changed) {\r\n manager.onChangedObservable.notifyObservers();\r\n }\r\n}\r\n\r\n// ── Application ──\r\n\r\n/**\r\n * Applies all overrides to their current targets in the scene.\r\n *\r\n * Call this after any scene mutation that might have invalidated previously\r\n * applied state (asset reload, object recreation, project load). The override\r\n * manager does not auto-subscribe to other scene subsystems — coordination is\r\n * the caller's responsibility, which keeps the override system independent.\r\n * @param scene - The scene whose overrides to apply.\r\n */\r\nexport function ApplyAllOverrides(scene: Scene): void {\r\n const manager = GetOverrideManager(scene);\r\n const internal = GetOverrideInternals(manager);\r\n for (const entry of internal.overrides) {\r\n ApplyOverrideEntry(manager, internal, entry);\r\n }\r\n}\r\n\r\n// ── Serialization ──\r\n\r\n/**\r\n * Serializes all overrides to a JSON-compatible array.\r\n * The on-disk shape is identical to the in-memory `IOverrideEntry`.\r\n * @param scene - The scene whose overrides to serialize.\r\n * @returns An array of override entries (shallow copies).\r\n */\r\nexport function SerializeOverrides(scene: Scene): IOverrideEntry[] {\r\n const internal = GetOverrideInternals(GetOverrideManager(scene));\r\n return internal.overrides.map((o) => ({ ...o }));\r\n}\r\n\r\n/**\r\n * Loads overrides from a serialized array and applies them.\r\n * @param scene - The scene whose override registry to populate.\r\n * @param data - Array of override entries.\r\n */\r\nexport function DeserializeAndApplyOverrides(scene: Scene, data: IOverrideEntry[]): void {\r\n if (!Array.isArray(data)) {\r\n throw new Error(\"OverrideManager: Expected an array of override entries.\");\r\n }\r\n\r\n for (const entry of data) {\r\n if (!entry.targetType || entry.targetName === undefined || typeof entry.targetIndex !== \"number\" || !entry.propertyPath || entry.value === undefined) {\r\n Logger.Warn(\"OverrideManager: Skipping invalid override entry.\");\r\n continue;\r\n }\r\n AddOverride(scene, entry);\r\n }\r\n}\r\n\r\n// ── Lifecycle ──\r\n\r\n/**\r\n * Disposes the manager, clearing all overrides and detaching it from its scene.\r\n * Safe to call multiple times; subsequent calls are no-ops. Automatically invoked when the\r\n * owning scene is disposed.\r\n * @param manager - The override manager state.\r\n */\r\nexport function DisposeOverrideManager(manager: OverrideManager): void {\r\n const internal = OverrideManagerInternals.get(manager);\r\n if (!internal) {\r\n return;\r\n }\r\n OverrideManagerInternals.delete(manager);\r\n\r\n if (internal.sceneDisposeObserver) {\r\n manager.scene.onDisposeObservable.remove(internal.sceneDisposeObserver);\r\n internal.sceneDisposeObserver = null;\r\n }\r\n\r\n internal.overrides.length = 0;\r\n internal.originalValues.clear();\r\n\r\n manager.onChangedObservable.clear();\r\n\r\n if (manager.scene.metadata) {\r\n delete manager.scene.metadata[OverrideManagerKey];\r\n }\r\n}\r\n\r\n// ── Private ──\r\n\r\nfunction GetOverrideInternals(manager: OverrideManager): OverrideManagerInternals {\r\n const internal = OverrideManagerInternals.get(manager);\r\n if (!internal) {\r\n throw new Error(\"OverrideManager: Unknown manager state.\");\r\n }\r\n return internal;\r\n}\r\n\r\n/**\r\n * Applies a single override entry to its target, capturing the original value\r\n * on the first application so {@link RemoveOverride} can restore it later.\r\n * @param manager - The override manager owning the entry.\r\n * @param internal - The manager's internal state.\r\n * @param entry - The override to apply.\r\n */\r\nfunction ApplyOverrideEntry(manager: OverrideManager, internal: OverrideManagerInternals, entry: IOverrideEntry): void {\r\n const target = ResolveTarget(manager.scene, entry.targetType, entry.targetName, entry.targetIndex);\r\n if (!target) {\r\n Logger.Warn(`OverrideManager: target not found for type=\"${entry.targetType}\" name=\"${entry.targetName}\" index=${entry.targetIndex} prop=\"${entry.propertyPath}\"`);\r\n return; // Target not loaded yet — override will be applied on next ApplyAllOverrides\r\n }\r\n\r\n // Capture original value before first override\r\n const origKey = MakeOriginalValueKey(entry.targetType, entry.targetName, entry.targetIndex, entry.propertyPath);\r\n if (!internal.originalValues.has(origKey)) {\r\n const currentValue = GetNestedProperty(target, entry.propertyPath);\r\n if (currentValue !== undefined) {\r\n internal.originalValues.set(origKey, CloneValue(currentValue));\r\n }\r\n }\r\n\r\n const resolvedValue = ResolveOverrideValue(manager.scene, entry.value);\r\n SetNestedProperty(target, entry.propertyPath, resolvedValue);\r\n}\r\n\r\n/**\r\n * Locates a scene object by (targetType, targetName, targetIndex). The scene\r\n * collection is filtered to objects matching `targetName`; the N-th survivor\r\n * (per `targetIndex`) is returned. Falls back to the first match if the index\r\n * is out of range — useful when the scene shape has changed since capture.\r\n * @param scene - The scene to search.\r\n * @param targetType - The override target type.\r\n * @param targetName - The target object name (or \"\" for scene-level).\r\n * @param targetIndex - The target's position among same-named siblings.\r\n * @returns The matching scene object, or null if not found.\r\n */\r\nfunction ResolveTarget(scene: Scene, targetType: OverrideTargetType, targetName: string, targetIndex: number): object | null {\r\n // Scene-level overrides target the scene itself\r\n if (targetType === \"scene\") {\r\n return scene as unknown as object;\r\n }\r\n\r\n const collection = GetCollection(scene, targetType);\r\n if (!collection) {\r\n return null;\r\n }\r\n\r\n const matches = collection.filter((obj) => (obj as { name?: string }).name === targetName);\r\n if (matches.length === 0) {\r\n return null;\r\n }\r\n return (matches[targetIndex] ?? matches[0]) as object;\r\n}\r\n\r\n/**\r\n * Returns the scene collection corresponding to an override target type.\r\n * @param scene - The scene to inspect.\r\n * @param targetType - The target type.\r\n * @returns The collection, or null if the type has no collection.\r\n */\r\nfunction GetCollection(scene: Scene, targetType: OverrideTargetType): readonly unknown[] | null {\r\n switch (targetType) {\r\n case \"meshes\":\r\n return scene.meshes;\r\n case \"materials\":\r\n return scene.materials;\r\n case \"textures\":\r\n return scene.textures;\r\n case \"lights\":\r\n return scene.lights;\r\n case \"cameras\":\r\n return scene.cameras;\r\n case \"animationGroups\":\r\n return scene.animationGroups;\r\n default:\r\n return null;\r\n }\r\n}\r\n\r\n/**\r\n * Resolves an override value, expanding string references like \"ref:name\",\r\n * \"samTexture:key\", or \"texture:name\" into the actual scene object they refer to.\r\n * @param scene - The scene used to look up references.\r\n * @param value - The serialized override value.\r\n * @returns The runtime value to assign to the target property.\r\n */\r\nfunction ResolveOverrideValue(scene: Scene, value: OverrideValue): unknown {\r\n if (typeof value === \"string\") {\r\n if (value.startsWith(\"ref:\")) {\r\n return ResolveObjectReference(scene, value.substring(4));\r\n }\r\n if (value.startsWith(\"samTexture:\")) {\r\n return ResolveSamTextureReference(scene, value.substring(11));\r\n }\r\n if (value.startsWith(\"texture:\")) {\r\n return ResolveTextureReference(scene, value.substring(8));\r\n }\r\n }\r\n\r\n // Number arrays are passed through as-is. SetNestedProperty will use\r\n // the live target's `fromArray` method (Vector3, Color3, etc.) to push\r\n // values in-place, preserving the math instance identity.\r\n return value;\r\n}\r\n\r\n/**\r\n * Resolves a \"ref:name\" value by looking up a material, light, or camera\r\n * in the scene by name.\r\n * @param scene - The scene to search.\r\n * @param name - The object name to resolve.\r\n * @returns The matching material, light, or camera, or undefined if not found.\r\n */\r\nfunction ResolveObjectReference(scene: Scene, name: string): unknown {\r\n const mat = scene.materials.find((m) => m.name === name);\r\n if (mat) {\r\n return mat;\r\n }\r\n const light = scene.lights.find((l) => l.name === name);\r\n if (light) {\r\n return light;\r\n }\r\n const camera = scene.cameras.find((c) => c.name === name);\r\n if (camera) {\r\n return camera;\r\n }\r\n Logger.Warn(`OverrideManager: Object reference \"${name}\" not found in scene.`);\r\n return undefined;\r\n}\r\n\r\n/**\r\n * Resolves a \"texture:name\" value by looking up a texture in the scene by name.\r\n * @param scene - The scene to search.\r\n * @param name - The texture name to resolve.\r\n * @returns The matching texture, or undefined if not found.\r\n */\r\nfunction ResolveTextureReference(scene: Scene, name: string): unknown {\r\n const tex = scene.textures.find((t) => t.name === name);\r\n if (tex) {\r\n return tex;\r\n }\r\n Logger.Warn(`OverrideManager: Texture reference \"${name}\" not found.`);\r\n return undefined;\r\n}\r\n\r\n/**\r\n * Resolves a \"samTexture:key\" value by looking up a SmartAsset-tracked texture\r\n * by its registry key. The SAM key is stable across save/load whereas the\r\n * texture's `name` (for SAM textures, the blob URL) changes on every reload,\r\n * so this is the only reliable way to round-trip texture references on\r\n * user-uploaded SmartAsset textures.\r\n * @param scene - The scene to search.\r\n * @param key - The SmartAsset key to resolve.\r\n * @returns The matching texture, or undefined if not found.\r\n */\r\nfunction ResolveSamTextureReference(scene: Scene, key: string): unknown {\r\n const tex = scene.textures.find((t) => FindSmartAssetKeyForObject(scene, t) === key);\r\n if (tex) {\r\n return tex;\r\n }\r\n Logger.Warn(`OverrideManager: SmartAsset texture \"${key}\" not found.`);\r\n return undefined;\r\n}\r\n\r\n/**\r\n * Finds the index of an override matching the given coordinates.\r\n * @param internal - The manager's internal state.\r\n * @param targetType - The target type.\r\n * @param targetName - The target object name.\r\n * @param targetIndex - The target index among same-named siblings.\r\n * @param propertyPath - The property path.\r\n * @returns The matching index, or -1 if none found.\r\n */\r\nfunction FindOverrideIndex(internal: OverrideManagerInternals, targetType: OverrideTargetType, targetName: string, targetIndex: number, propertyPath: string): number {\r\n return internal.overrides.findIndex((o) => o.targetType === targetType && o.targetName === targetName && o.targetIndex === targetIndex && o.propertyPath === propertyPath);\r\n}\r\n\r\n/**\r\n * Removes any existing override that matches the given coordinates. Used by\r\n * {@link AddOverride} to enforce one entry per (type, name, index, property).\r\n * @param internal - The manager's internal state.\r\n * @param targetType - The target type.\r\n * @param targetName - The target object name.\r\n * @param targetIndex - The target index among same-named siblings.\r\n * @param propertyPath - The property path.\r\n */\r\nfunction RemoveMatchingOverride(internal: OverrideManagerInternals, targetType: OverrideTargetType, targetName: string, targetIndex: number, propertyPath: string): void {\r\n const idx = FindOverrideIndex(internal, targetType, targetName, targetIndex, propertyPath);\r\n if (idx >= 0) {\r\n internal.overrides.splice(idx, 1);\r\n }\r\n}\r\n\r\n/**\r\n * Creates a unique key for storing original values.\r\n * @param targetType - The override target type.\r\n * @param targetName - The target object name.\r\n * @param targetIndex - The target index among same-named siblings.\r\n * @param propertyPath - The property path.\r\n * @returns A composite string key uniquely identifying the original value slot.\r\n */\r\nfunction MakeOriginalValueKey(targetType: OverrideTargetType, targetName: string, targetIndex: number, propertyPath: string): string {\r\n return `${targetType}::${targetName}::${targetIndex}::${propertyPath}`;\r\n}\r\n\r\n/**\r\n * Gets a nested property from an object using a dot-separated path.\r\n * @param obj - The root object to traverse.\r\n * @param path - The dot-separated property path.\r\n * @returns The value at the path, or undefined if any segment is missing.\r\n */\r\nfunction GetNestedProperty(obj: object, path: string): unknown {\r\n const parts = path.split(\".\");\r\n let current: unknown = obj;\r\n\r\n for (const part of parts) {\r\n if (current === null || current === undefined || typeof current !== \"object\") {\r\n return undefined;\r\n }\r\n current = (current as Record<string, unknown>)[part];\r\n }\r\n\r\n return current;\r\n}\r\n\r\n/**\r\n * Sets a nested property on an object using a dot-separated path.\r\n *\r\n * When the value is a number array and the existing property is a Babylon\r\n * math type (Vector*, Quaternion, Color3/4, Matrix), uses the math type's\r\n * `fromArray` method to mutate it in place — preserving the live instance\r\n * identity that consumers may already hold references to. Otherwise falls\r\n * back to direct property replacement.\r\n * @param obj - The root object to mutate.\r\n * @param path - The dot-separated property path.\r\n * @param value - The new value to assign.\r\n */\r\nfunction SetNestedProperty(obj: object, path: string, value: unknown): void {\r\n const parts = path.split(\".\");\r\n let current: unknown = obj;\r\n\r\n for (let i = 0; i < parts.length - 1; i++) {\r\n if (current === null || current === undefined || typeof current !== \"object\") {\r\n return;\r\n }\r\n current = (current as Record<string, unknown>)[parts[i]];\r\n }\r\n\r\n if (current === null || current === undefined || typeof current !== \"object\") {\r\n return;\r\n }\r\n\r\n const lastPart = parts[parts.length - 1];\r\n const existing = (current as Record<string, unknown>)[lastPart];\r\n\r\n if (Array.isArray(value) && existing && typeof existing === \"object\" && typeof (existing as any).fromArray === \"function\") {\r\n (existing as any).fromArray(value);\r\n return;\r\n }\r\n\r\n (current as Record<string, unknown>)[lastPart] = value;\r\n}\r\n\r\n/**\r\n * Snapshots a value for original-value tracking.\r\n *\r\n * Scene entities (textures, materials, meshes, etc.) are stored by reference\r\n * because cloning them would register unwanted duplicates in the scene.\r\n * Plain math types (Vector3, Color3, etc.) are cloned so mutations to the\r\n * live object don't corrupt the saved original.\r\n * @param value - The value to snapshot.\r\n * @returns The snapshot value (cloned for plain math types, by reference for entities).\r\n */\r\nfunction CloneValue(value: unknown): unknown {\r\n if (value === null || value === undefined) {\r\n return value;\r\n }\r\n if (typeof value !== \"object\") {\r\n return value;\r\n }\r\n if (typeof (value as any).getScene === \"function\") {\r\n return value;\r\n }\r\n if (\"clone\" in (value as object) && typeof (value as any).clone === \"function\") {\r\n return (value as any).clone();\r\n }\r\n return { ...value };\r\n}\r\n"]}
@@ -0,0 +1,143 @@
1
+ import "@babylonjs/core/Loading/Plugins/babylonFileLoader.js";
2
+ import { type Scene } from "@babylonjs/core/scene.js";
3
+ import { type ISerializedSmartAssetMap } from "@babylonjs/core/SmartAssets/smartAssetSerializer.js";
4
+ import { type IOverrideEntry } from "./overrideEntry.js";
5
+ /**
6
+ * ## `.babylonproj` project file format
7
+ *
8
+ * The `.babylonproj` zip on disk packages three layers:
9
+ * 1. **SmartAsset registry** — URL references to external assets (glb/gltf/textures
10
+ * loaded via SAM). Local blob/data assets are bundled inside the zip and
11
+ * extracted to fresh blob URLs on load.
12
+ * 2. **OverrideManager state** — declarative property overrides applied after load.
13
+ * 3. **Companion `.babylon`** — meshes, lights, cameras, transform nodes, and
14
+ * materials that are *not* tracked by SAM (i.e. user-created scene content).
15
+ * Plus a `companionBindings` side table mapping material texture slots back
16
+ * to SAM-tracked textures so re-attachment works without embedding texture
17
+ * bytes in the companion.
18
+ *
19
+ * ### What round-trips cleanly
20
+ * - SAM-tracked assets (re-fetched from their URLs or extracted from the zip)
21
+ * - User-created `Mesh` geometry, `Material`s (Standard/PBR/Multi/Node), and
22
+ * `*Texture` slot bindings to SAM textures
23
+ * - `Light`s, `Camera`s, `TransformNode`s, scene/material image processing,
24
+ * clear color, fog, environment intensity
25
+ * - Property overrides on any of the above
26
+ *
27
+ * ### Known gaps (not preserved on save/load)
28
+ * - `PostProcess` attachments to cameras (a post-process attaches to a *specific*
29
+ * camera instance; we dispose+recreate cameras, leaving post-processes orphaned).
30
+ * - `AdvancedDynamicTexture` GUI controls — not in `.babylon` format.
31
+ * - Audio (`Sound` / `AudioEngine` state).
32
+ * - Particle systems with runtime state, baked vertex animations.
33
+ * - Complex shader-driven content like GaussianSplatting: the mesh round-trips
34
+ * but its companion utility materials (`gaussianSplattingDepth`, `ProxyMaterial`)
35
+ * get duplicated on each load cycle.
36
+ * - Skeleton animation playback state.
37
+ *
38
+ * If you hit a "the scene looks different after load" issue, it's almost
39
+ * certainly one of the gaps above rather than camera or mesh state drift.
40
+ */
41
+ /**
42
+ * Reserved smart asset key for user-created objects (materials, lights, cameras)
43
+ * that are persisted as a companion `.babylon` file alongside the project JSON.
44
+ */
45
+ export declare const ProjectLocalsKey = "__project_locals__";
46
+ /**
47
+ * The result of serializing a project. Contains the project JSON and,
48
+ * if the scene has user-created objects, a companion `.babylon` blob.
49
+ */
50
+ export interface IProjectBundle {
51
+ /** The project JSON document (assets + overrides, no embedded scene data). */
52
+ readonly project: ISerializedProject;
53
+ /**
54
+ * A companion `.babylon` file containing user-created objects not owned by
55
+ * any smart asset. Undefined if there are no such objects.
56
+ */
57
+ readonly companionBabylon?: Blob;
58
+ }
59
+ /**
60
+ * Maps each user-created material (by name) to its texture-slot bindings.
61
+ * A binding records "this `*Texture` slot on this material should be
62
+ * re-attached to the SmartAsset registered under this key" so that texture
63
+ * references survive a save/load round-trip without embedding the texture
64
+ * data inside the companion `.babylon`.
65
+ */
66
+ export type CompanionTextureBindings = Record<string, Record<string, string>>;
67
+ /**
68
+ * A versioned project file that composes a smart asset map with overrides.
69
+ * This is the unified on-disk format for persisting a complete project.
70
+ */
71
+ export interface ISerializedProject {
72
+ /** Schema version. Must be 2 for the current version. */
73
+ readonly version: 2;
74
+ /** Smart asset key→URL mappings (from SmartAssetManager). */
75
+ readonly assets: ISerializedSmartAssetMap["assets"];
76
+ /** Property overrides (from OverrideManager). */
77
+ readonly overrides: IOverrideEntry[];
78
+ /**
79
+ * Optional bindings that re-attach SmartAsset-tracked textures to
80
+ * user-created material slots after the companion `.babylon` loads.
81
+ * Omitted when no user-created material references a SmartAsset texture.
82
+ */
83
+ readonly companionBindings?: CompanionTextureBindings;
84
+ }
85
+ /**
86
+ * Serializes a scene's smart asset map and override registry into a project
87
+ * bundle. User-created objects (materials, lights, cameras not owned by any
88
+ * smart asset) are serialized into a companion `.babylon` file rather than
89
+ * embedded in the project JSON.
90
+ *
91
+ * Both managers are looked up (and created if missing) via their respective
92
+ * `Get…Manager(scene)` accessors, so this function can be called on any scene.
93
+ *
94
+ * @param scene - The scene to serialize.
95
+ * @param baseUrl - Optional base URL for making asset paths relative.
96
+ * @returns A project bundle containing the JSON document and optional companion file.
97
+ */
98
+ export declare function SerializeProject(scene: Scene, baseUrl?: string): IProjectBundle;
99
+ /**
100
+ * Loads a project file from a URL, File, or pre-parsed object.
101
+ * Registers all asset entries on the scene's SmartAssetManager, loads all
102
+ * assets (including the companion `.babylon` for user-created objects), then
103
+ * applies all overrides via the OverrideManager.
104
+ *
105
+ * For loading the `.babylonproj` zip on-disk format, use {@link LoadProjectFileAsync}
106
+ * instead — it extracts the zip and then calls this function with the embedded
107
+ * JSON document.
108
+ *
109
+ * @param scene - The scene to populate.
110
+ * @param source - A URL string, File object, or pre-parsed ISerializedProject.
111
+ * @param rootUrl - Optional root URL for resolving relative asset paths.
112
+ */
113
+ export declare function LoadProjectAsync(scene: Scene, source: string | File | ISerializedProject, rootUrl?: string): Promise<void>;
114
+ /**
115
+ * Validates and parses a serialized project document.
116
+ * @param data - The raw data to validate (typically parsed JSON).
117
+ * @returns The validated project document.
118
+ * @throws If the data does not conform to the expected schema.
119
+ */
120
+ export declare function DeserializeProject(data: unknown): ISerializedProject;
121
+ /**
122
+ * Serializes a scene's project (smart assets + overrides) into a `.babylonproj`
123
+ * zip bundle.
124
+ *
125
+ * The zip contains:
126
+ * - `project.json` — the project document (assets + overrides)
127
+ * - `__project_locals__.babylon` — companion file for user-created objects (if any)
128
+ * - Bundled local asset files (blobs the user dragged in from disk)
129
+ *
130
+ * Remote URLs (http/https) are left as references and not bundled.
131
+ *
132
+ * @param scene - The scene to serialize.
133
+ * @returns A Blob containing the zip bundle.
134
+ */
135
+ export declare function SaveProjectFileAsync(scene: Scene): Promise<Blob>;
136
+ /**
137
+ * Loads a `.babylonproj` zip bundle into a scene. Extracts all files, creates
138
+ * blob URLs for bundled assets, and loads the project through SAM.
139
+ *
140
+ * @param scene - The scene to load the project into.
141
+ * @param zipFile - The `.babylonproj` zip file to load.
142
+ */
143
+ export declare function LoadProjectFileAsync(scene: Scene, zipFile: File): Promise<void>;