@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,411 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
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+ var __metadata = (this && this.__metadata) || function (k, v) {
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+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
9
+ };
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+ var _a;
11
+ var GLTFMeshComponent_1;
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+ import * as THREE from 'three';
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+ import * as SkeletonUtils from 'three/examples/jsm/utils/SkeletonUtils.js';
14
+ import { ENABLE_LIGHTMAPS } from '../../const.js';
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+ import { AssetPath } from '../../storage/storageProvider.js';
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+ import { EngineClass } from '../../systems/ClassRegistry.js';
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+ import { Delegate } from '../../utils/Delegate.js';
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+ import { AsyncTaskWorker, IAsyncLoadableTag } from '../../utils/IAsyncLoadable.js';
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+ import { resourceManager } from '../../utils/ResourceManager.js';
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+ import { isNode } from '../../utils/Utils.js';
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+ import { PrimitiveComponent } from '../PrimitiveComponent.js';
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+ let GLTFMeshComponent = GLTFMeshComponent_1 = class GLTFMeshComponent extends PrimitiveComponent {
23
+ static get DEFAULT_OPTIONS() {
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+ return {
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+ ...PrimitiveComponent.DEFAULT_OPTIONS,
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+ modelUrl: undefined,
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+ material: undefined,
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+ materials: undefined,
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+ excludeFromNavigation: false,
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+ useDynamicMaterials: false,
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+ };
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+ }
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+ /**
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+ * Creates a new GLTFMeshComponent with the specified options
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+ * @param options Configuration options including the model URL
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+ */
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+ constructor(options = {}) {
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+ super(options);
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+ Object.defineProperty(this, _a, {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: true
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+ });
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+ Object.defineProperty(this, "onMeshLoaded", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: new Delegate()
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+ });
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+ Object.defineProperty(this, "model", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ /** The last loaded glTF result, including animations and other data */
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+ Object.defineProperty(this, "gltf", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ Object.defineProperty(this, "_asyncTaskWorker", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: new AsyncTaskWorker()
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+ });
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+ if (this.options.modelUrl) {
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+ this.loadModel(AssetPath.fromString(this.options.modelUrl));
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+ }
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+ }
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+ async waitForLoad() {
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+ await this._asyncTaskWorker.waitUntilComplete();
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+ }
77
+ isLoading() {
78
+ return this._asyncTaskWorker.isRunning();
79
+ }
80
+ /**
81
+ * Asynchronously loads a GLTF model from the specified URL
82
+ * @param url The URL to load the GLTF model from
83
+ * @returns Promise that resolves when the model is loaded
84
+ * @throws Error if the model fails to load
85
+ */
86
+ async loadModel(path) {
87
+ await this._asyncTaskWorker.runTask(async () => {
88
+ this.options.modelUrl = path.initialPath;
89
+ const gltf = await resourceManager.loadModel(path);
90
+ if (!gltf) {
91
+ return;
92
+ }
93
+ this.model?.removeFromParent();
94
+ this.gltf = gltf;
95
+ // NOTE: the returned gltf is the same instance under the same url so we need to instantiate for this particular component
96
+ this.model = SkeletonUtils.clone(gltf.scene);
97
+ // CRITICAL: SkeletonUtils.clone() creates shallow copies of geometries, meaning multiple instances
98
+ // share the same geometry objects. This causes issues when systems like lightmapping modify
99
+ // geometries by adding UV2 coordinates - the changes affect all instances.
100
+ // This is a workaround and should be replaced down the line with a better solution.
101
+ if (ENABLE_LIGHTMAPS) {
102
+ this.deepCloneGeometries(this.model);
103
+ }
104
+ if (!isNode()) {
105
+ if (this.options.material) {
106
+ await this.setMaterial(this.options.material);
107
+ }
108
+ else if (this.options.materials) {
109
+ await this.setMaterials(this.options.materials);
110
+ }
111
+ }
112
+ this.add(this.model);
113
+ this.updateMatrixWorld(true);
114
+ this.gltf = gltf;
115
+ // Refresh physics representation if component is already in scene and playing
116
+ this.refreshPhysics();
117
+ this.model.traverse((child) => {
118
+ if (child instanceof THREE.Mesh) {
119
+ this.bindObject3DProperties(child, ['castShadow', 'receiveShadow']);
120
+ }
121
+ });
122
+ // Clone materials if useDynamicMaterials is enabled and we're playing
123
+ // Must happen AFTER materials are loaded and applied
124
+ if (this.options.useDynamicMaterials && this.getActor()?.isPlaying()) {
125
+ this.cloneMaterials();
126
+ }
127
+ // Call all callbacks
128
+ this.onMeshLoaded.invoke(this, this.model);
129
+ });
130
+ }
131
+ /**
132
+ * Deep clones all geometries in the model to ensure each instance has unique geometry objects
133
+ * This prevents shared geometry issues when systems modify geometries (e.g., adding UV2 coordinates)
134
+ * This is a workaround and should be replaced down the line with a better solution.
135
+ */
136
+ deepCloneGeometries(object) {
137
+ object.traverse((child) => {
138
+ if (child instanceof THREE.Mesh && child.geometry) {
139
+ // Clone the geometry to create a unique instance for this component
140
+ child.geometry = child.geometry.clone();
141
+ //TODO: Might need to clone the material as well
142
+ }
143
+ });
144
+ }
145
+ /**
146
+ * Clones all materials in the model to create unique instances
147
+ * This allows runtime material modifications without affecting other instances
148
+ */
149
+ cloneMaterials() {
150
+ if (!this.model)
151
+ return;
152
+ this.model.traverse((child) => {
153
+ if (child instanceof THREE.Mesh && child.material) {
154
+ if (Array.isArray(child.material)) {
155
+ // Clone each material in the array
156
+ child.material = child.material.map(mat => mat.clone());
157
+ }
158
+ else {
159
+ // Clone single material
160
+ child.material = child.material.clone();
161
+ }
162
+ }
163
+ });
164
+ }
165
+ /**
166
+ * Refreshes the physics representation of this component
167
+ * Should be called when the model is loaded or changed significantly
168
+ */
169
+ refreshPhysics() {
170
+ const actor = this.getActor();
171
+ if (actor?.isPlaying() && this.isPhysicsEnabled()) {
172
+ const physicsEngine = this.getPhysicsEngine();
173
+ if (physicsEngine) {
174
+ // Remove existing physics representation
175
+ physicsEngine.removeComponent(this);
176
+ // Create new physics representation based on the loaded model
177
+ this.motionType = physicsEngine.addComponent(this) ?? null;
178
+ }
179
+ }
180
+ }
181
+ /**
182
+ * Sets a material to override all materials in the model
183
+ * @param material The material to use for the entire model
184
+ */
185
+ async setMaterial(material) {
186
+ if (typeof material === 'string') {
187
+ this.options.material = material;
188
+ if (!material) {
189
+ // TODO: better way to reset to default material?
190
+ if (!material && typeof this.options.modelUrl === 'string') {
191
+ await this.loadModel(AssetPath.fromString(this.options.modelUrl));
192
+ return;
193
+ }
194
+ }
195
+ }
196
+ const loadedMaterial = await resourceManager.loadGenericMaterial(material);
197
+ if (loadedMaterial) {
198
+ const allMeshes = this.getAllMeshes();
199
+ for (const mesh of allMeshes) {
200
+ mesh.material = loadedMaterial;
201
+ }
202
+ }
203
+ }
204
+ /**
205
+ * Sets materials to override specific material slots in the model
206
+ * @param materials Array of materials to use for specific slots (by index)
207
+ */
208
+ async setMaterials(materials) {
209
+ this.options.materials = materials;
210
+ const allMeshes = this.getAllMeshes();
211
+ // Load all materials first
212
+ const loadedMaterials = await Promise.all(materials.map(mat => resourceManager.loadGenericMaterial(mat)));
213
+ // Apply materials by index
214
+ loadedMaterials.forEach((material, index) => {
215
+ if (material && index < allMeshes.length) {
216
+ allMeshes[index].material = material;
217
+ }
218
+ });
219
+ }
220
+ /**
221
+ * Gets the actual loaded material at a specific slot (mesh index)
222
+ * @param index The slot/mesh index to get the material from
223
+ * @returns The THREE.Material at that slot, or null if index is out of bounds
224
+ */
225
+ getMaterialBySlot(index) {
226
+ const allMeshes = this.getAllMeshes();
227
+ if (index < 0 || index >= allMeshes.length) {
228
+ return null;
229
+ }
230
+ return allMeshes[index].material;
231
+ }
232
+ /**
233
+ * Sets the material at a specific slot (mesh index)
234
+ * @param index The slot/mesh index to set the material for
235
+ * @param material The material to apply to that slot
236
+ */
237
+ async setMaterialBySlot(index, material) {
238
+ const allMeshes = this.getAllMeshes();
239
+ if (index < 0 || index >= allMeshes.length) {
240
+ console.warn(`GLTFMeshComponent: Invalid slot index ${index}. Valid range is 0-${allMeshes.length - 1}`);
241
+ return;
242
+ }
243
+ const loadedMaterial = await resourceManager.loadGenericMaterial(material);
244
+ if (loadedMaterial) {
245
+ allMeshes[index].material = loadedMaterial;
246
+ }
247
+ }
248
+ /**
249
+ * Gets the loaded THREE.Group model instance
250
+ * @returns The loaded model group, or null if no model is loaded
251
+ */
252
+ getModel() {
253
+ return this.model;
254
+ }
255
+ /**
256
+ * Gets the template model that's kept by resource manager
257
+ * @returns the template model
258
+ */
259
+ getModelTemplate() {
260
+ return this.gltf?.scene ?? null;
261
+ }
262
+ /**
263
+ * Gets the loaded GLTF model instance
264
+ * @returns The loaded GLTF model, or null if no model is loaded
265
+ */
266
+ getGLTF() {
267
+ return this.gltf;
268
+ }
269
+ /**
270
+ * Gets the loaded animations from the GLTF model
271
+ * @returns The loaded animations, or an empty array if no animations are loaded
272
+ */
273
+ getAnimations() {
274
+ return this.gltf?.animations ?? [];
275
+ }
276
+ /**
277
+ * Finds and returns the first skinned mesh in the model, if any
278
+ * @returns An object containing the skinned mesh and its skeleton, or null if none found
279
+ */
280
+ getSkinnedMeshData() {
281
+ if (!this.model)
282
+ return null;
283
+ return this.getAllSkinnedMeshes()[0] ?? null;
284
+ }
285
+ /**
286
+ * Finds all skinned meshes in the model
287
+ * @returns Array of objects containing skinned meshes and their skeletons
288
+ */
289
+ getAllSkinnedMeshes() {
290
+ if (!this.model)
291
+ return [];
292
+ const results = [];
293
+ for (const mesh of this.getAllMeshes()) {
294
+ if (mesh instanceof THREE.SkinnedMesh) {
295
+ if (mesh.skeleton && mesh.skeleton.bones && mesh.skeleton.bones.length > 0) {
296
+ results.push({
297
+ skinnedMesh: mesh,
298
+ skeleton: mesh.skeleton
299
+ });
300
+ }
301
+ }
302
+ }
303
+ return results;
304
+ }
305
+ /**
306
+ * Returns the first mesh in the model, if any
307
+ * @returns The first mesh, or null if no mesh found
308
+ */
309
+ getMesh() {
310
+ return this.getAllMeshes()[0] ?? null;
311
+ }
312
+ /**
313
+ * Returns all meshes in the model
314
+ * @returns Array of meshes
315
+ */
316
+ getAllMeshes() {
317
+ const meshes = [];
318
+ this.model?.traverse((object) => {
319
+ if (object instanceof THREE.Mesh) {
320
+ meshes.push(object);
321
+ }
322
+ });
323
+ return meshes;
324
+ }
325
+ /**
326
+ * Checks if the model has been successfully loaded
327
+ * @returns true if the model is loaded, false otherwise
328
+ */
329
+ isModelLoaded() {
330
+ return !!this.model;
331
+ }
332
+ onEditorPropertyChanged(path, value, result) {
333
+ super.onEditorPropertyChanged(path, value, result);
334
+ if (path === 'modelUrl') {
335
+ this.loadModel(AssetPath.fromString(value));
336
+ }
337
+ else if (path === 'material') {
338
+ this.setMaterial(value);
339
+ }
340
+ else if (path.startsWith('materials')) {
341
+ // If material (singular) is set, it takes precedence
342
+ if (!this.options.material && this.options.materials) {
343
+ this.setMaterials(this.options.materials);
344
+ }
345
+ }
346
+ }
347
+ calcBoundingBox() {
348
+ console.log('Calculating bounding box for GLTFMeshComponent', this.getActor()?.editorData?.displayName);
349
+ this._boundingBox = GLTFMeshComponent_1.calcBoundingBoxFromGLTFModel(this.getModel(), this.getActor()?.editorData?.displayName);
350
+ }
351
+ static calcBoundingBoxFromGLTF(gltf) {
352
+ if (!gltf || !gltf.scene) {
353
+ console.warn('GLTFMeshComponent: No GLTF scene available to calculate bounding box. Has the model finished loading?');
354
+ return new THREE.Box3();
355
+ }
356
+ return GLTFMeshComponent_1.calcBoundingBoxFromGLTFModel(gltf.scene);
357
+ }
358
+ static calcBoundingBoxFromGLTFModel(gltfScene, context) {
359
+ if (!gltfScene) {
360
+ console.warn('GLTFMeshComponent: No GLTF scene available to calculate bounding box. Has the model finished loading?', context);
361
+ return new THREE.Box3();
362
+ }
363
+ const boundingBox = new THREE.Box3();
364
+ gltfScene.traverse((child) => {
365
+ if (child instanceof THREE.Mesh) {
366
+ child.updateMatrixWorld(true);
367
+ child.geometry.computeBoundingBox();
368
+ const box = new THREE.Box3();
369
+ box.copy(child.geometry.boundingBox);
370
+ box.applyMatrix4(child.matrixWorld);
371
+ boundingBox.union(box);
372
+ }
373
+ });
374
+ return boundingBox;
375
+ }
376
+ describe(options) {
377
+ const result = super.describe(options);
378
+ if (options?.includeDetails) {
379
+ result.modelUrl = this.options.modelUrl;
380
+ result.material = this.options.material;
381
+ result.materials = this.options.materials;
382
+ result.useDynamicMaterials = this.options.useDynamicMaterials;
383
+ }
384
+ ;
385
+ return result;
386
+ }
387
+ //====================================================================================================
388
+ // Editor Functions
389
+ //====================================================================================================
390
+ getEditorClassIcon() {
391
+ return 'Icon_GLTFMesh';
392
+ }
393
+ };
394
+ _a = IAsyncLoadableTag;
395
+ Object.defineProperty(GLTFMeshComponent, "EDITOR_CLASS_META", {
396
+ enumerable: true,
397
+ configurable: true,
398
+ writable: true,
399
+ value: {
400
+ ...PrimitiveComponent.EDITOR_CLASS_META,
401
+ modelUrl: { type: ['model'] },
402
+ material: { type: ['material'] },
403
+ materials: { array: { child: { type: ['material'] } } },
404
+ }
405
+ });
406
+ GLTFMeshComponent = GLTFMeshComponent_1 = __decorate([
407
+ EngineClass('GLTFMeshComponent'),
408
+ __metadata("design:paramtypes", [Object])
409
+ ], GLTFMeshComponent);
410
+ export { GLTFMeshComponent };
411
+ //# 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@@ -0,0 +1,75 @@
1
+ /**
2
+ * InstancedGltfMeshComponent loads a GLTF model and creates instanced meshes for each child mesh.
3
+ *
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+ * This component automatically loads a GLTF model and creates one THREE.InstancedMesh for each
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+ * mesh found in the model. This is ideal for rendering large numbers of complex models
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+ * efficiently, such as trees, buildings, or other detailed objects that contain multiple
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+ * sub-meshes.
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+ *
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+ * The component manages instance matrices and colors internally, providing methods
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+ * to update individual instances or all instances at once across all child meshes.
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+ *
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+ * Recommended usage (for humans and AI assistants):
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+ * - Use when you need to render many copies of a complex GLTF model efficiently.
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+ * - Perfect for vegetation, buildings, vehicles, or any detailed models with multiple parts.
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+ * - Each child mesh in the GLTF becomes its own instanced mesh for optimal performance.
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+ * - Call updateInstanceMatrix() after modifying instance transforms.
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+ * - Use setInstanceColor() for per-instance color variations.
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+ */
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+ import * as THREE from 'three';
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+ import { IAsyncLoadableTag } from '../../utils/IAsyncLoadable.js';
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+ import { BaseInstancedMeshComponent } from './BaseInstancedMeshComponent.js';
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+ import type { BaseInstancedMeshComponentOptions } from './BaseInstancedMeshComponent.js';
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+ import type { EditorClassMeta, EditorPropertyChangedResult } from '../../utils/EditorClassMeta.js';
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+ import type { IAsyncLoadable } from '../../utils/IAsyncLoadable.js';
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+ export interface InstancedGltfMeshComponentOptions extends BaseInstancedMeshComponentOptions {
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+ modelUrl?: string;
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+ }
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+ export declare class InstancedGltfMeshComponent extends BaseInstancedMeshComponent<InstancedGltfMeshComponentOptions> implements IAsyncLoadable {
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+ readonly [IAsyncLoadableTag] = true;
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+ private _modelUrl;
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+ private modelTemplate;
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+ private _asyncTaskWorker;
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+ static readonly EDITOR_CLASS_META: EditorClassMeta;
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+ static get DEFAULT_OPTIONS(): InstancedGltfMeshComponentOptions;
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+ /**
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+ * Creates a new InstancedGltfMeshComponent with the specified options
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+ * @param options Configuration options for the instanced GLTF mesh component
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+ */
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+ constructor(options?: InstancedGltfMeshComponentOptions);
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+ /**
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+ * Gets the current model URL
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+ * @returns The model URL or null if not set
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+ */
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+ getModelUrl(): string | null;
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+ /**
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+ * Gets the loaded THREE.Group model instance
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+ * @returns The loaded model group, or null if no model is loaded
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+ */
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+ getModelTemplate(): THREE.Object3D | null;
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+ /**
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+ * Sets the model URL and loads the new model
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+ * @param modelUrl The URL or AssetPath to the GLTF model
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+ */
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+ setModelUrl(modelUrl: string): Promise<void>;
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+ /**
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+ * Checks if the model is currently loading
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+ * @returns True if the model is loading, false otherwise
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+ */
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+ isLoading(): boolean;
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+ /**
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+ * Waits for the current model loading to complete
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+ * @returns Promise that resolves when loading is complete
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+ */
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+ waitForLoad(): Promise<void>;
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+ /**
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+ * Loads the GLTF model and creates instanced meshes for each child mesh
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+ */
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+ private loadModel;
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+ /**
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+ * Performs the actual model loading and mesh creation
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+ */
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+ private _internalPerformModelLoad;
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+ onEditorPropertyChanged(path: string, value: any, result: EditorPropertyChangedResult): void;
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+ getEditorClassIcon(): string | null;
75
+ }