@draco-rust/decoder 0.1.0 → 0.1.2

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package/three.d.ts ADDED
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+ import type { DracoArrayType } from './index.js';
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+ import type { DecoderPool, DecoderPoolOptions } from './pool.js';
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+
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+ /**
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+ * The three.js classes the loader builds with, passed in so the package uses
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+ * the application's own copy of three: `import * as THREE from "three"` will
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+ * do. With `InterleavedBuffer` and `InterleavedBufferAttribute`, an attribute
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+ * whose items are not a multiple of four bytes is padded to one, as DRACOLoader
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+ * pads it since r181; with `Color` and `ColorManagement`, a `.drc` file's sRGB
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+ * vertex colours are made linear as DRACOLoader makes them.
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+ */
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+ export interface ThreeClasses<Geometry> {
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+ BufferGeometry: new () => Geometry;
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+ BufferAttribute: new (array: any, itemSize: number, normalized?: boolean) => any;
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+ InterleavedBuffer?: new (array: any, stride: number) => any;
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+ InterleavedBufferAttribute?: new (buffer: any, itemSize: number, offset: number) => any;
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+ Color?: new () => any;
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+ /** `colorSpaceToWorking` since three r177, `toWorkingColorSpace` before. */
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+ ColorManagement?:
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+ | { colorSpaceToWorking(color: any, colorSpace: string): any }
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+ | { toWorkingColorSpace(color: any, colorSpace: string): any };
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+ }
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+
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+ export interface DracoLoaderOptions extends DecoderPoolOptions {
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+ /** A pool to share with other loaders, instead of one of the loader's own. */
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+ pool?: DecoderPool;
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+ }
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+
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+ export interface DecodeGeometryOptions {
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+ /** three.js attribute name to Draco unique id, as glTF names them. Without
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+ * it, `position`, `normal`, `color` and `uv` are read by type. */
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+ attributeIDs?: Record<string, number>;
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+ /** three.js attribute name to the typed array it comes back in. */
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+ attributeTypes?: Record<string, DracoArrayType>;
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+ /** `"srgb"` makes vertex colours linear; the default leaves them as stored. */
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+ vertexColorSpace?: string;
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+ }
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+
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+ /** The part of three.js's DRACOLoader that GLTFLoader and `.drc` users call. */
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+ export interface DracoLoader<Geometry> {
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+ readonly pool: DecoderPool;
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+ decodeGeometry(buffer: ArrayBuffer | ArrayBufferView, options?: DecodeGeometryOptions): Promise<Geometry>;
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+ decodeDracoFile(
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+ buffer: ArrayBuffer,
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+ callback: (geometry: Geometry) => void,
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+ attributeIDs?: Record<string, number> | null,
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+ attributeTypes?: Record<string, DracoArrayType> | null,
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+ vertexColorSpace?: string,
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+ onError?: (error: unknown) => void,
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+ ): Promise<void>;
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+ parse(buffer: ArrayBuffer, onLoad: (geometry: Geometry) => void, onError?: (error: unknown) => void): void;
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+ parseAsync(buffer: ArrayBuffer | ArrayBufferView): Promise<Geometry>;
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+ preload(): this;
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+ setWorkerLimit(workers: number): this;
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+ dispose(): this;
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+ }
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+
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+ /**
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+ * A stand-in for three.js's DRACOLoader on the decoder pool:
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+ * `gltfLoader.setDRACOLoader(createDracoLoader(THREE))`.
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+ */
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+ export function createDracoLoader<Geometry>(
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+ three: ThreeClasses<Geometry>,
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+ options?: DracoLoaderOptions,
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+ ): DracoLoader<Geometry>;
package/three.js ADDED
@@ -0,0 +1,123 @@
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+ // What three.js's GLTFLoader and DRACOLoader users call, over the decoder pool.
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+ // three.js is not imported: the caller hands in the classes, so the package
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+ // works with whichever copy of three the application bundles.
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+ import { createDecoderPool } from './pool.js';
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+
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+ const SRGB = 'srgb';
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+ const LINEAR_SRGB = 'srgb-linear';
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+
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+ // DRACOLoader's defaults for a `.drc` file, read by attribute type.
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+ const defaultAttributes = {
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+ position: 'POSITION',
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+ normal: 'NORMAL',
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+ color: 'COLOR',
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+ uv: 'TEX_COORD',
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+ };
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+
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+ export function createDracoLoader(three, options = {}) {
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+ const { BufferGeometry, BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Color, ColorManagement } =
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+ three;
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+ if (typeof BufferGeometry !== 'function' || typeof BufferAttribute !== 'function') {
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+ throw new TypeError("createDracoLoader needs three.js's BufferGeometry and BufferAttribute");
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+ }
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+ const pool = options.pool ?? createDecoderPool(options);
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+ // The buffer goes to the worker by transfer, which leaves nothing here to
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+ // decode a second time; GLTFLoader asks again for a primitive it shares, and
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+ // gets the first answer, as DRACOLoader gives it.
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+ const tasks = new WeakMap();
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+
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+ // Vertex colours a `.drc` file stores in sRGB become linear, as DRACOLoader
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+ // makes them; without Color and ColorManagement they are left as stored.
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+ function toWorkingColorSpace(attribute) {
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+ const convert = ColorManagement?.colorSpaceToWorking ?? ColorManagement?.toWorkingColorSpace;
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+ if (!Color || !convert) return;
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+ const color = new Color();
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+ for (let i = 0; i < attribute.count; i += 1) {
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+ color.fromBufferAttribute(attribute, i);
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+ convert.call(ColorManagement, color, SRGB);
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+ attribute.setXYZ(i, color.r, color.g, color.b);
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+ }
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+ }
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+
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+ // An item that is not a multiple of four bytes is padded to one, and the
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+ // attribute interleaved over the padding, as DRACOLoader does since r181
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+ // for glTF's data alignment rule -- when the classes for it were handed in.
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+ function attributeOf(array, itemSize) {
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+ const bytes = array.BYTES_PER_ELEMENT;
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+ const stride = Math.ceil((itemSize * bytes) / 4) * (4 / bytes);
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+ if (stride === itemSize || !InterleavedBuffer || !InterleavedBufferAttribute) {
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+ return new BufferAttribute(array, itemSize);
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+ }
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+ const count = array.length / itemSize;
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+ const padded = new array.constructor(count * stride);
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+ for (let i = 0; i < count; i += 1) {
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+ padded.set(array.subarray(i * itemSize, (i + 1) * itemSize), i * stride);
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+ }
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+ return new InterleavedBufferAttribute(new InterleavedBuffer(padded, stride), itemSize, 0);
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+ }
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+
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+ async function decode(buffer, attributeIDs, attributeTypes, vertexColorSpace) {
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+ const byId = !!attributeIDs;
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+ const requests = Object.entries(attributeIDs ?? defaultAttributes).map(([name, id]) => ({
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+ name,
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+ ...(byId ? { id } : { semantic: id }),
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+ type: attributeTypes?.[name] ?? 'Float32Array',
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+ }));
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+ const result = await pool.decode(buffer, requests, { transfer: buffer instanceof ArrayBuffer });
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+ if (!result.success) throw new Error(result.error);
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+
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+ const geometry = new BufferGeometry();
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+ if (result.index) geometry.setIndex(new BufferAttribute(result.index, 1));
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+ for (const { name, array, itemSize } of result.attributes) {
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+ const attribute = attributeOf(array, itemSize);
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+ if (name === 'color') {
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+ if (vertexColorSpace === SRGB) toWorkingColorSpace(attribute);
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+ attribute.normalized = !(array instanceof Float32Array);
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+ }
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+ geometry.setAttribute(name, attribute);
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+ }
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+ return geometry;
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+ }
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+
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+ function decodeGeometry(buffer, { attributeIDs, attributeTypes, vertexColorSpace = LINEAR_SRGB } = {}) {
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+ const key = JSON.stringify([attributeIDs ?? null, attributeTypes ?? null, vertexColorSpace]);
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+ const cached = buffer instanceof ArrayBuffer ? tasks.get(buffer) : undefined;
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+ if (cached?.key === key) return cached.promise;
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+ if (cached && buffer.byteLength === 0) {
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+ return Promise.reject(new Error('this buffer was already decoded with other settings and handed to a worker'));
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+ }
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+ const promise = decode(buffer, attributeIDs, attributeTypes, vertexColorSpace);
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+ if (buffer instanceof ArrayBuffer) tasks.set(buffer, { key, promise });
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+ return promise;
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+ }
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+
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+ const loader = {
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+ pool,
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+ decodeGeometry,
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+ /** DRACOLoader's entry for GLTFLoader's `KHR_draco_mesh_compression`. */
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+ decodeDracoFile(buffer, callback, attributeIDs, attributeTypes, vertexColorSpace = LINEAR_SRGB, onError = () => {}) {
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+ return decodeGeometry(buffer, { attributeIDs, attributeTypes, vertexColorSpace }).then(callback).catch(onError);
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+ },
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+ /** A `.drc` file's contents, as DRACOLoader's `parse`. */
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+ parse(buffer, onLoad, onError = () => {}) {
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+ loader.decodeDracoFile(buffer, onLoad, null, null, SRGB, onError);
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+ },
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+ parseAsync(buffer) {
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+ return decodeGeometry(buffer, { vertexColorSpace: SRGB });
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+ },
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+ preload() {
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+ // A failure shows again on the first decode, which is where it is handled.
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+ pool.preload().catch(() => {});
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+ return loader;
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+ },
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+ setWorkerLimit(workers) {
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+ pool.setWorkerLimit(workers);
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+ return loader;
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+ },
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+ dispose() {
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+ pool.dispose();
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+ return loader;
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+ },
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+ };
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+ return loader;
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+ }
package/worker.js ADDED
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+ // A decoder worker. The pool sends it the compiled module once, then streams
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+ // to decode; it answers each with its result, handing the arrays back by
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+ // transfer. Runs as a Web Worker and as a Node worker thread.
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+ import init, { decode_draco } from './index.js';
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+
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+ const web = typeof self !== 'undefined' && typeof self.postMessage === 'function';
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+ const port = web ? self : process.getBuiltinModule('node:worker_threads').parentPort;
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+ const listen = (handler) =>
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+ web ? self.addEventListener('message', (event) => handler(event.data)) : port.on('message', handler);
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+
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+ let ready = null;
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+
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+ listen(async (message) => {
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+ if (message.type === 'init') {
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+ ready = init({ module_or_path: message.module });
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+ return;
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+ }
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+ const { id, data, attributes } = message;
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+ try {
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+ await ready;
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+ const result = decode_draco(data, attributes);
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+ const transfer = result.attributes.map((attribute) => attribute.array.buffer);
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+ if (result.index) transfer.push(result.index.buffer);
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+ port.postMessage({ id, result }, transfer);
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+ } catch (error) {
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+ port.postMessage({ id, error: String(error?.message ?? error) });
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+ }
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+ });