@needle-tools/engine 4.11.5-next.f5ee735 → 4.11.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1116) hide show
  1. package/CHANGELOG.md +3958 -3958
  2. package/LICENSE.md +10 -10
  3. package/README.md +84 -84
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-DwpFkqPR.js +21 -0
  6. package/dist/{gltf-progressive-DZrY8VT6.min.js → gltf-progressive-BmSygnAC.min.js} +2 -2
  7. package/dist/{gltf-progressive-DgYz5BYa.js → gltf-progressive-DnLBuGK5.js} +24 -24
  8. package/dist/{gltf-progressive-DWcmTMCh.umd.cjs → gltf-progressive-Rs-ojtXy.umd.cjs} +1 -1
  9. package/dist/{loader.worker-Dip-PthR.js → loader.worker-DWzfDpAl.js} +4 -4
  10. package/dist/{needle-engine.bundle-CpC_7cRL.umd.cjs → needle-engine.bundle-B8HwiMM3.umd.cjs} +125 -133
  11. package/dist/{needle-engine.bundle-DtudWpG2.js → needle-engine.bundle-Cxvg_Ilj.js} +3622 -3735
  12. package/dist/{needle-engine.bundle-DvGMCIAT.min.js → needle-engine.bundle-PcoEsc5V.min.js} +113 -121
  13. package/dist/needle-engine.d.ts +176 -179
  14. package/dist/needle-engine.js +343 -344
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-Dzq4RXcy.min.js → postprocessing-B5ksn9-G.min.js} +223 -147
  18. package/dist/{postprocessing-DEkzT9iD.umd.cjs → postprocessing-DZtb9Nnn.umd.cjs} +222 -146
  19. package/dist/{postprocessing-DqdcvaFn.js → postprocessing-__7s9wON.js} +1656 -1542
  20. package/dist/{three-DfMvBzXi.js → three-BCCkyCA5.js} +1 -7
  21. package/dist/{three-qj71I7J3.umd.cjs → three-Bf2NBxAw.umd.cjs} +2 -2
  22. package/dist/{three-B7CT31Bt.min.js → three-W7zWTcfP.min.js} +1 -1
  23. package/dist/{three-examples-CsW4_6LI.umd.cjs → three-examples-Dho7cuu4.umd.cjs} +4 -4
  24. package/dist/{three-examples-D1P7eEhn.min.js → three-examples-MsJjauyk.min.js} +10 -10
  25. package/dist/{three-examples-D1SK93ek.js → three-examples-y2GeYlze.js} +2 -20
  26. package/dist/{three-mesh-ui-C_uSB5dD.js → three-mesh-ui-3nSSizT4.js} +1 -1
  27. package/dist/{three-mesh-ui-LQ44s0AL.min.js → three-mesh-ui-CIez6qJQ.min.js} +1 -1
  28. package/dist/{three-mesh-ui-DpATDXwU.umd.cjs → three-mesh-ui-zsOOA5Pq.umd.cjs} +1 -1
  29. package/dist/{vendor-DhTcel4c.umd.cjs → vendor-BrxSfR_8.umd.cjs} +38 -38
  30. package/dist/{vendor-DtTGRuXh.min.js → vendor-C0rT6Ytq.min.js} +45 -45
  31. package/dist/{vendor-Dkpn1a8s.js → vendor-CoLbzydV.js} +3068 -3134
  32. package/lib/asap/needle-asap.d.ts +1 -1
  33. package/lib/asap/needle-asap.js +95 -95
  34. package/lib/asap/sessiongranted.d.ts +3 -3
  35. package/lib/asap/sessiongranted.js +65 -65
  36. package/lib/asap/utils.d.ts +1 -1
  37. package/lib/asap/utils.js +3 -3
  38. package/lib/engine/analytics/index.d.ts +6 -6
  39. package/lib/engine/analytics/index.js +12 -12
  40. package/lib/engine/analytics/lcp.d.ts +3 -3
  41. package/lib/engine/analytics/lcp.js +34 -34
  42. package/lib/engine/api.d.ts +86 -86
  43. package/lib/engine/api.js +85 -85
  44. package/lib/engine/assets/index.d.ts +11 -11
  45. package/lib/engine/assets/index.js +47 -47
  46. package/lib/engine/assets/static.d.ts +1 -1
  47. package/lib/engine/assets/static.js +4 -4
  48. package/lib/engine/codegen/register_types.d.ts +1 -1
  49. package/lib/engine/codegen/register_types.js +320 -320
  50. package/lib/engine/debug/debug.d.ts +15 -15
  51. package/lib/engine/debug/debug.js +44 -44
  52. package/lib/engine/debug/debug_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_console.js +277 -277
  54. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  55. package/lib/engine/debug/debug_overlay.js +316 -316
  56. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  57. package/lib/engine/debug/debug_spatial_console.js +390 -390
  58. package/lib/engine/debug/debug_spector.d.ts +16 -16
  59. package/lib/engine/debug/debug_spector.js +27 -27
  60. package/lib/engine/debug/index.d.ts +2 -2
  61. package/lib/engine/debug/index.js +2 -2
  62. package/lib/engine/engine_addressables.d.ts +232 -232
  63. package/lib/engine/engine_addressables.js +684 -684
  64. package/lib/engine/engine_animation.d.ts +61 -61
  65. package/lib/engine/engine_animation.js +170 -170
  66. package/lib/engine/engine_application.d.ts +45 -52
  67. package/lib/engine/engine_application.js +104 -111
  68. package/lib/engine/engine_application.js.map +1 -1
  69. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  70. package/lib/engine/engine_assetdatabase.js +352 -352
  71. package/lib/engine/engine_audio.d.ts +4 -4
  72. package/lib/engine/engine_audio.js +23 -23
  73. package/lib/engine/engine_camera.d.ts +39 -39
  74. package/lib/engine/engine_camera.fit.d.ts +113 -113
  75. package/lib/engine/engine_camera.fit.js +194 -194
  76. package/lib/engine/engine_camera.js +102 -102
  77. package/lib/engine/engine_components.d.ts +110 -110
  78. package/lib/engine/engine_components.js +374 -374
  79. package/lib/engine/engine_components_internal.d.ts +9 -9
  80. package/lib/engine/engine_components_internal.js +36 -36
  81. package/lib/engine/engine_constants.d.ts +10 -10
  82. package/lib/engine/engine_constants.js +41 -41
  83. package/lib/engine/engine_context.d.ts +523 -523
  84. package/lib/engine/engine_context.js +1781 -1784
  85. package/lib/engine/engine_context.js.map +1 -1
  86. package/lib/engine/engine_context_registry.d.ts +71 -71
  87. package/lib/engine/engine_context_registry.js +117 -117
  88. package/lib/engine/engine_coroutine.d.ts +35 -35
  89. package/lib/engine/engine_coroutine.js +52 -52
  90. package/lib/engine/engine_create_objects.d.ts +119 -119
  91. package/lib/engine/engine_create_objects.js +344 -344
  92. package/lib/engine/engine_default_parameters.d.ts +2 -2
  93. package/lib/engine/engine_default_parameters.js +3 -3
  94. package/lib/engine/engine_editor-sync.d.ts +21 -21
  95. package/lib/engine/engine_editor-sync.js +4 -4
  96. package/lib/engine/engine_feature_flags.d.ts +3 -3
  97. package/lib/engine/engine_feature_flags.js +5 -5
  98. package/lib/engine/engine_fileloader.d.ts +2 -2
  99. package/lib/engine/engine_fileloader.js +8 -8
  100. package/lib/engine/engine_gameobject.d.ts +68 -68
  101. package/lib/engine/engine_gameobject.js +676 -676
  102. package/lib/engine/engine_generic_utils.d.ts +1 -1
  103. package/lib/engine/engine_generic_utils.js +13 -13
  104. package/lib/engine/engine_gizmos.d.ts +151 -151
  105. package/lib/engine/engine_gizmos.js +549 -549
  106. package/lib/engine/engine_gltf.d.ts +12 -12
  107. package/lib/engine/engine_gltf.js +15 -15
  108. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  109. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  110. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  111. package/lib/engine/engine_hot_reload.d.ts +8 -8
  112. package/lib/engine/engine_hot_reload.js +197 -197
  113. package/lib/engine/engine_input.d.ts +362 -362
  114. package/lib/engine/engine_input.js +1297 -1297
  115. package/lib/engine/engine_input_utils.d.ts +2 -2
  116. package/lib/engine/engine_input_utils.js +22 -22
  117. package/lib/engine/engine_instancing.d.ts +19 -19
  118. package/lib/engine/engine_instancing.js +39 -39
  119. package/lib/engine/engine_license.d.ts +11 -11
  120. package/lib/engine/engine_license.js +369 -369
  121. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  122. package/lib/engine/engine_lifecycle_api.js +106 -106
  123. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  124. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  125. package/lib/engine/engine_lightdata.d.ts +23 -23
  126. package/lib/engine/engine_lightdata.js +103 -103
  127. package/lib/engine/engine_loaders.callbacks.d.ts +98 -98
  128. package/lib/engine/engine_loaders.callbacks.js +87 -87
  129. package/lib/engine/engine_loaders.d.ts +42 -42
  130. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  131. package/lib/engine/engine_loaders.gltf.js +62 -62
  132. package/lib/engine/engine_loaders.js +341 -341
  133. package/lib/engine/engine_lods.d.ts +37 -37
  134. package/lib/engine/engine_lods.js +162 -162
  135. package/lib/engine/engine_mainloop_utils.d.ts +33 -33
  136. package/lib/engine/engine_mainloop_utils.js +478 -478
  137. package/lib/engine/engine_math.d.ts +114 -114
  138. package/lib/engine/engine_math.js +247 -247
  139. package/lib/engine/engine_modules.d.ts +36 -36
  140. package/lib/engine/engine_modules.js +85 -85
  141. package/lib/engine/engine_networking.d.ts +260 -260
  142. package/lib/engine/engine_networking.js +764 -764
  143. package/lib/engine/engine_networking_auto.d.ts +24 -24
  144. package/lib/engine/engine_networking_auto.js +310 -310
  145. package/lib/engine/engine_networking_blob.d.ts +48 -48
  146. package/lib/engine/engine_networking_blob.js +228 -228
  147. package/lib/engine/engine_networking_files.d.ts +35 -35
  148. package/lib/engine/engine_networking_files.js +172 -172
  149. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  150. package/lib/engine/engine_networking_files_default_components.js +42 -42
  151. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  152. package/lib/engine/engine_networking_instantiate.js +362 -362
  153. package/lib/engine/engine_networking_peer.d.ts +15 -15
  154. package/lib/engine/engine_networking_peer.js +132 -132
  155. package/lib/engine/engine_networking_streams.d.ts +123 -123
  156. package/lib/engine/engine_networking_streams.js +656 -656
  157. package/lib/engine/engine_networking_types.d.ts +22 -22
  158. package/lib/engine/engine_networking_types.js +7 -7
  159. package/lib/engine/engine_networking_utils.d.ts +2 -2
  160. package/lib/engine/engine_networking_utils.js +20 -20
  161. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  162. package/lib/engine/engine_networking_websocket.js +2 -2
  163. package/lib/engine/engine_patcher.d.ts +10 -10
  164. package/lib/engine/engine_patcher.js +142 -142
  165. package/lib/engine/engine_physics.d.ts +164 -164
  166. package/lib/engine/engine_physics.js +687 -691
  167. package/lib/engine/engine_physics.js.map +1 -1
  168. package/lib/engine/engine_physics.types.d.ts +40 -40
  169. package/lib/engine/engine_physics.types.js +33 -33
  170. package/lib/engine/engine_physics_rapier.d.ts +156 -156
  171. package/lib/engine/engine_physics_rapier.js +1460 -1460
  172. package/lib/engine/engine_playerview.d.ts +26 -26
  173. package/lib/engine/engine_playerview.js +64 -64
  174. package/lib/engine/engine_pmrem.d.ts +8 -8
  175. package/lib/engine/engine_pmrem.js +68 -68
  176. package/lib/engine/engine_scenelighting.d.ts +82 -82
  177. package/lib/engine/engine_scenelighting.js +245 -245
  178. package/lib/engine/engine_serialization.d.ts +3 -3
  179. package/lib/engine/engine_serialization.js +3 -3
  180. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  181. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  182. package/lib/engine/engine_serialization_core.d.ts +94 -94
  183. package/lib/engine/engine_serialization_core.js +607 -607
  184. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  185. package/lib/engine/engine_serialization_decorator.js +67 -67
  186. package/lib/engine/engine_setup.d.ts +1 -1
  187. package/lib/engine/engine_setup.js +2 -2
  188. package/lib/engine/engine_shaders.d.ts +53 -53
  189. package/lib/engine/engine_shaders.js +252 -252
  190. package/lib/engine/engine_shims.d.ts +4 -4
  191. package/lib/engine/engine_shims.js +24 -24
  192. package/lib/engine/engine_test_utils.d.ts +39 -39
  193. package/lib/engine/engine_test_utils.js +83 -83
  194. package/lib/engine/engine_texture.d.ts +28 -28
  195. package/lib/engine/engine_texture.js +64 -64
  196. package/lib/engine/engine_three_utils.d.ts +210 -210
  197. package/lib/engine/engine_three_utils.js +792 -792
  198. package/lib/engine/engine_time.d.ts +51 -51
  199. package/lib/engine/engine_time.js +82 -82
  200. package/lib/engine/engine_time_utils.d.ts +88 -88
  201. package/lib/engine/engine_time_utils.js +215 -215
  202. package/lib/engine/engine_tonemapping.d.ts +6 -6
  203. package/lib/engine/engine_tonemapping.js +198 -198
  204. package/lib/engine/engine_types.d.ts +585 -585
  205. package/lib/engine/engine_types.js +95 -95
  206. package/lib/engine/engine_typestore.d.ts +28 -28
  207. package/lib/engine/engine_typestore.js +55 -55
  208. package/lib/engine/engine_util_decorator.d.ts +13 -13
  209. package/lib/engine/engine_util_decorator.js +116 -116
  210. package/lib/engine/engine_utils.d.ts +227 -227
  211. package/lib/engine/engine_utils.js +821 -821
  212. package/lib/engine/engine_utils_attributes.d.ts +48 -48
  213. package/lib/engine/engine_utils_attributes.js +69 -69
  214. package/lib/engine/engine_utils_format.d.ts +24 -24
  215. package/lib/engine/engine_utils_format.js +245 -245
  216. package/lib/engine/engine_utils_qrcode.d.ts +23 -23
  217. package/lib/engine/engine_utils_qrcode.js +233 -233
  218. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  219. package/lib/engine/engine_utils_screenshot.js +522 -522
  220. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  221. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  222. package/lib/engine/engine_xr.d.ts +1 -1
  223. package/lib/engine/engine_xr.js +1 -1
  224. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  225. package/lib/engine/export/gltf/Writers.js +24 -24
  226. package/lib/engine/export/gltf/index.d.ts +11 -11
  227. package/lib/engine/export/gltf/index.js +123 -123
  228. package/lib/engine/export/index.d.ts +2 -2
  229. package/lib/engine/export/index.js +2 -2
  230. package/lib/engine/export/state.d.ts +7 -7
  231. package/lib/engine/export/state.js +17 -17
  232. package/lib/engine/export/utils.d.ts +2 -2
  233. package/lib/engine/export/utils.js +7 -7
  234. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  235. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  236. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  237. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  238. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  239. package/lib/engine/extensions/NEEDLE_components.js +239 -239
  240. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  241. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  242. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  243. package/lib/engine/extensions/NEEDLE_lighting_settings.js +160 -160
  244. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  245. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  246. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  247. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  248. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  249. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  250. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  251. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  252. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  253. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  254. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  255. package/lib/engine/extensions/extension_resolver.js +1 -1
  256. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  257. package/lib/engine/extensions/extension_utils.js +152 -152
  258. package/lib/engine/extensions/extensions.d.ts +32 -32
  259. package/lib/engine/extensions/extensions.js +113 -113
  260. package/lib/engine/extensions/index.d.ts +6 -6
  261. package/lib/engine/extensions/index.js +6 -6
  262. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  263. package/lib/engine/extensions/usage_tracker.js +65 -65
  264. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  265. package/lib/engine/js-extensions/Camera.js +39 -39
  266. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  267. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  268. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  269. package/lib/engine/js-extensions/Layers.js +22 -22
  270. package/lib/engine/js-extensions/Object3D.d.ts +141 -141
  271. package/lib/engine/js-extensions/Object3D.js +190 -190
  272. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  273. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  274. package/lib/engine/js-extensions/Vector.d.ts +8 -8
  275. package/lib/engine/js-extensions/Vector.js +13 -13
  276. package/lib/engine/js-extensions/index.d.ts +6 -6
  277. package/lib/engine/js-extensions/index.js +5 -5
  278. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  279. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +80 -80
  280. package/lib/engine/shaders/shaderData.d.ts +55 -55
  281. package/lib/engine/shaders/shaderData.js +58 -58
  282. package/lib/engine/tests/test_utils.d.ts +2 -2
  283. package/lib/engine/tests/test_utils.js +53 -53
  284. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  285. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  286. package/lib/engine/webcomponents/api.d.ts +5 -5
  287. package/lib/engine/webcomponents/api.js +4 -4
  288. package/lib/engine/webcomponents/buttons.d.ts +53 -53
  289. package/lib/engine/webcomponents/buttons.js +270 -270
  290. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  291. package/lib/engine/webcomponents/fonts.js +32 -32
  292. package/lib/engine/webcomponents/icons.d.ts +9 -9
  293. package/lib/engine/webcomponents/icons.js +52 -52
  294. package/lib/engine/webcomponents/index.d.ts +1 -1
  295. package/lib/engine/webcomponents/index.js +1 -1
  296. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  297. package/lib/engine/webcomponents/logo-element.js +91 -91
  298. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  299. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  300. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +192 -192
  301. package/lib/engine/webcomponents/needle menu/needle-menu.js +1077 -1077
  302. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  303. package/lib/engine/webcomponents/needle-button.js +161 -161
  304. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  305. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  306. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +70 -70
  307. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  308. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  309. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  310. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  311. package/lib/engine/webcomponents/needle-engine.js +906 -906
  312. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  313. package/lib/engine/webcomponents/needle-engine.loading.js +336 -336
  314. package/lib/engine/xr/NeedleXRController.d.ts +314 -314
  315. package/lib/engine/xr/NeedleXRController.js +1057 -1057
  316. package/lib/engine/xr/NeedleXRSession.d.ts +342 -342
  317. package/lib/engine/xr/NeedleXRSession.js +1491 -1492
  318. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  319. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  320. package/lib/engine/xr/NeedleXRSync.js +188 -188
  321. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  322. package/lib/engine/xr/SceneTransition.js +69 -69
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  1002. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  1003. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  1004. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  1005. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  1006. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1253 -1253
  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
  1010. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  1011. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  1012. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  1013. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  1014. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  1015. package/src/engine-components/particlesystem/api.ts +1 -1
  1016. package/src/engine-components/physics/Attractor.ts +44 -44
  1017. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +64 -64
  1018. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  1019. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  1020. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +106 -106
  1021. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  1022. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  1023. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  1024. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  1025. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +192 -192
  1026. package/src/engine-components/postprocessing/Effects/Sharpening.ts +143 -143
  1027. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  1028. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +103 -103
  1029. package/src/engine-components/postprocessing/Effects/Tonemapping.utils.ts +60 -60
  1030. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  1031. package/src/engine-components/postprocessing/PostProcessingEffect.ts +192 -192
  1032. package/src/engine-components/postprocessing/PostProcessingHandler.ts +586 -586
  1033. package/src/engine-components/postprocessing/Volume.ts +427 -427
  1034. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  1035. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  1036. package/src/engine-components/postprocessing/index.ts +5 -5
  1037. package/src/engine-components/postprocessing/utils.ts +154 -154
  1038. package/src/engine-components/splines/Spline.ts +287 -287
  1039. package/src/engine-components/splines/SplineUtils.ts +33 -33
  1040. package/src/engine-components/splines/SplineWalker.ts +195 -195
  1041. package/src/engine-components/splines/index.ts +2 -2
  1042. package/src/engine-components/timeline/PlayableDirector.ts +782 -782
  1043. package/src/engine-components/timeline/SignalAsset.ts +155 -155
  1044. package/src/engine-components/timeline/TimelineModels.ts +136 -136
  1045. package/src/engine-components/timeline/TimelineTracks.ts +994 -994
  1046. package/src/engine-components/timeline/index.ts +3 -3
  1047. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  1048. package/src/engine-components/ui/Button.ts +307 -307
  1049. package/src/engine-components/ui/Canvas.ts +419 -419
  1050. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  1051. package/src/engine-components/ui/EventSystem.ts +853 -853
  1052. package/src/engine-components/ui/Graphic.ts +287 -287
  1053. package/src/engine-components/ui/Image.ts +112 -112
  1054. package/src/engine-components/ui/InputField.ts +321 -321
  1055. package/src/engine-components/ui/Interfaces.ts +57 -57
  1056. package/src/engine-components/ui/Layout.ts +334 -334
  1057. package/src/engine-components/ui/Outline.ts +13 -13
  1058. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1059. package/src/engine-components/ui/RaycastUtils.ts +70 -70
  1060. package/src/engine-components/ui/Raycaster.ts +121 -121
  1061. package/src/engine-components/ui/RectTransform.ts +375 -375
  1062. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1063. package/src/engine-components/ui/Symbols.ts +1 -1
  1064. package/src/engine-components/ui/Text.ts +587 -587
  1065. package/src/engine-components/ui/Utils.ts +113 -113
  1066. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1067. package/src/engine-components/utils/LookAt.ts +98 -98
  1068. package/src/engine-components/utils/OpenURL.ts +115 -115
  1069. package/src/engine-components/web/Clickthrough.ts +105 -105
  1070. package/src/engine-components/web/CursorFollow.ts +144 -144
  1071. package/src/engine-components/web/HoverAnimation.ts +101 -101
  1072. package/src/engine-components/web/ScrollFollow.ts +513 -513
  1073. package/src/engine-components/web/ViewBox.ts +320 -320
  1074. package/src/engine-components/web/index.ts +4 -4
  1075. package/src/engine-components/webxr/Avatar.ts +265 -265
  1076. package/src/engine-components/webxr/TeleportTarget.ts +13 -13
  1077. package/src/engine-components/webxr/WebARCameraBackground.ts +180 -180
  1078. package/src/engine-components/webxr/WebARSessionRoot.ts +882 -882
  1079. package/src/engine-components/webxr/WebXR.ts +612 -616
  1080. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1081. package/src/engine-components/webxr/WebXRImageTracking.ts +649 -649
  1082. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1083. package/src/engine-components/webxr/WebXRRig.ts +81 -81
  1084. package/src/engine-components/webxr/XRFlag.ts +150 -150
  1085. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +130 -130
  1086. package/src/engine-components/webxr/controllers/XRControllerModel.ts +377 -377
  1087. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +561 -561
  1088. package/src/engine-components/webxr/index.ts +2 -2
  1089. package/src/engine-components/webxr/types.ts +3 -3
  1090. package/src/engine-components-experimental/Presentation.ts +13 -13
  1091. package/src/engine-components-experimental/api.ts +4 -4
  1092. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1093. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1094. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1095. package/src/engine-schemes/README.md +1 -1
  1096. package/src/engine-schemes/api.ts +12 -12
  1097. package/src/engine-schemes/schemes.ts +28 -28
  1098. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1099. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1100. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1101. package/src/engine-schemes/transform.ts +50 -50
  1102. package/src/engine-schemes/transforms.fbs +25 -25
  1103. package/src/engine-schemes/vec.fbs +19 -19
  1104. package/src/engine-schemes/vec2.ts +33 -33
  1105. package/src/engine-schemes/vec3.ts +38 -38
  1106. package/src/engine-schemes/vec4.ts +43 -43
  1107. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1108. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1109. package/src/include/draco/draco_decoder.js +34 -34
  1110. package/src/include/ktx2/basis_transcoder.js +19 -19
  1111. package/src/include/needle/arial-msdf.json +1471 -1471
  1112. package/src/include/three/DragControls.js +231 -231
  1113. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1114. package/src/needle-engine.ts +70 -72
  1115. package/dist/generateMeshBVH.worker-D1Vr8UHG.js +0 -21
  1116. package/src/engine/debug/debug_spector.ts +0 -43
@@ -1,764 +1,764 @@
1
- import { Group, Object3D, Texture, TextureLoader } from "three";
2
-
3
- import { getParam, resolveUrl } from "../engine/engine_utils.js";
4
- import { destroy, type IInstantiateOptions, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
5
- import { getLoader } from "./engine_gltf.js";
6
- import type { loadAsset } from "./engine_loaders.js";
7
- import { processNewScripts } from "./engine_mainloop_utils.js";
8
- import { BlobStorage } from "./engine_networking_blob.js";
9
- import { registerPrefabProvider, syncInstantiate, SyncInstantiateOptions } from "./engine_networking_instantiate.js";
10
- import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
11
- import { Context } from "./engine_setup.js";
12
- import type { GLTF, IComponent, IGameObject, Model, SourceIdentifier } from "./engine_types.js";
13
-
14
- const debug = getParam("debugaddressables");
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-
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- /**
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- * The Addressables class is used to register and manage {@link AssetReference} types
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- * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
19
- */
20
- export class Addressables {
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-
22
- private _context: Context;
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- private _assetReferences: { [key: string]: AssetReference } = {};
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-
25
- /** @internal */
26
- constructor(context: Context) {
27
- this._context = context;
28
- this._context.pre_update_callbacks.push(this.preUpdate);
29
- }
30
-
31
- /** @internal */
32
- dispose() {
33
- const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
34
- if (preUpdateIndex >= 0) {
35
- this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
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- }
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- for (const key in this._assetReferences) {
38
- const ref = this._assetReferences[key];
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- ref?.unload();
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- }
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- this._assetReferences = {};
42
- }
43
-
44
- private preUpdate = () => {
45
-
46
- }
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-
48
-
49
- /**
50
- * Find a registered AssetReference by its URL
51
- */
52
- findAssetReference(url: string): AssetReference | null {
53
- return this._assetReferences[url] || null;
54
- }
55
-
56
- /**
57
- * Register an asset reference
58
- * @internal
59
- */
60
- registerAssetReference(ref: AssetReference): AssetReference {
61
- if (!ref.url) return ref;
62
- if (!this._assetReferences[ref.url]) {
63
- this._assetReferences[ref.url] = ref;
64
- }
65
- else {
66
-
67
- console.warn("Asset reference already registered", ref);
68
- }
69
- return ref;
70
- }
71
-
72
- /** @internal */
73
- unregisterAssetReference(ref: AssetReference) {
74
- if (!ref.url) return;
75
- delete this._assetReferences[ref.url];
76
- }
77
- }
78
-
79
- export type ProgressCallback = (asset: AssetReference, prog: ProgressEvent) => void;
80
-
81
- const $assetReference = Symbol("assetReference");
82
-
83
- /** ### AssetReferences can be used to load glTF or GLB assets
84
- * Use {@link AssetReference.getOrCreateFromUrl} to get an AssetReference for a URL to be easily loaded. When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
85
- *
86
- * **Important methods:**
87
- * - {@link preload} to load the asset binary without creating an instance yet.
88
- * - {@link loadAssetAsync} to load the asset and create an instance.
89
- * - {@link instantiate} to load the asset and create another instance.
90
- * - {@link unload} to dispose allocated memory and destroy the asset instance.
91
- *
92
- * @example Loading an asset from a URL
93
- * ```ts
94
- * import { AssetReference } from '@needle-tools/engine';
95
- * const assetRef = AssetReference.getOrCreateFromUrl("https://example.com/myModel.glb");
96
- * const instance = await assetRef.loadAssetAsync();
97
- * scene.add(instance);
98
- * ```
99
- *
100
- * @example Referencing an asset in a component and loading it on start
101
- * ```ts
102
- * import { Behaviour, serializable, AssetReference } from '@needle-tools/engine';
103
- *
104
- * export class MyComponent extends Behaviour {
105
- *
106
- * @serializable(AssetReference)
107
- * myModel?: AssetReference;
108
- *
109
- * // Load the model on start. Start is called after awake and onEnable
110
- * start() {
111
- * if (this.myModel) {
112
- * this.myModel.loadAssetAsync().then(instance => {
113
- * if (instance) {
114
- * // add the loaded model to this component's game object
115
- * this.gameObject.add(instance);
116
- * }
117
- * });
118
- * }
119
- * }
120
- * }
121
- * ```
122
- *
123
- * ### Related:
124
- * - {@link ImageReference} to load external image URLs
125
- * - {@link FileReference} to load external file URLs
126
- * - {@link loadAsset} to load assets directly without using AssetReferences
127
- */
128
- export class AssetReference {
129
-
130
- /**
131
- * Get an AssetReference for a URL to be easily loaded.
132
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
133
- * @param url The URL of the asset to load. The url can be relative or absolute.
134
- * @param context The context to use for loading the asset
135
- * @returns the AssetReference for the URL
136
- */
137
- static getOrCreateFromUrl(url: string, context?: Context): AssetReference {
138
- if (!context) {
139
- context = Context.Current;
140
- if (!context)
141
- throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
142
- }
143
- const addressables = context.addressables;
144
- const existing = addressables.findAssetReference(url);
145
- if (existing) return existing;
146
- const ref = new AssetReference(url, context.hash);
147
- addressables.registerAssetReference(ref);
148
- return ref;
149
- }
150
-
151
- /**
152
- * Get an AssetReference for a URL to be easily loaded.
153
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
154
- */
155
- static getOrCreate(sourceId: SourceIdentifier | IComponent, url: string, context?: Context): AssetReference {
156
-
157
- if (typeof sourceId === "string") {
158
- if (!context) {
159
- context = Context.Current;
160
- if (!context)
161
- throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
162
- }
163
- }
164
- else {
165
- context = sourceId.context as Context;
166
- sourceId = sourceId.sourceId!;
167
- }
168
-
169
- const fullPath = resolveUrl(sourceId, url);
170
- if (debug) console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
171
- const addressables = context.addressables;
172
- const existing = addressables.findAssetReference(fullPath);
173
- if (existing) return existing;
174
- const ref = new AssetReference(fullPath, context.hash);
175
- addressables.registerAssetReference(ref);
176
- return ref;
177
- }
178
-
179
-
180
-
181
-
182
-
183
-
184
- readonly isAssetReference = true;
185
-
186
- /**
187
- * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
188
- */
189
- get rawAsset(): any { return this._rawAsset; }
190
-
191
- /** The loaded asset root
192
- */
193
- get asset(): Object3D | null {
194
- return this._glbRoot ?? (this._rawAsset?.scene || null);
195
- }
196
-
197
- protected set asset(val: Object3D | null) {
198
- if (val) {
199
- this._rawAsset = {
200
- animations: val.animations,
201
- scene: val,
202
- scenes: [val],
203
- }
204
- }
205
- else this._rawAsset = null;
206
- }
207
-
208
-
209
- /** The url of the loaded asset (or the asset to be loaded)
210
- * @deprecated use url */
211
- get uri(): string {
212
- return this._url;
213
- }
214
- /** The url of the loaded asset (or the asset to be loaded) */
215
- get url(): string {
216
- return this._url;
217
- }
218
-
219
- /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
220
- get urlName(): string {
221
- return this._urlName;
222
- };
223
-
224
- /**
225
- * @returns true if the uri is a valid URL (http, https, blob)
226
- */
227
- get hasUrl() {
228
- return this._url !== undefined &&
229
- (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
230
- }
231
-
232
- private _rawAsset: Model | null = null;
233
- private _glbRoot?: Object3D | null;
234
- private _url: string;
235
- private _urlName: string;
236
- private _progressListeners: ProgressCallback[] = [];
237
-
238
- private _isLoadingRawBinary: boolean = false;
239
- private _rawBinary?: ArrayBufferLike | null;
240
-
241
- /** @internal */
242
- constructor(params: { url: string } | { asset: Object3D })
243
- constructor(uri: string, _hash?: string, asset?: any)
244
- constructor(...args: any[]) {
245
-
246
- if (typeof args[0] === "object") {
247
- if ("url" in args[0]) {
248
- this._url = args[0].url;
249
- }
250
- else {
251
- this._url = "";
252
- if (args[0].asset) this.asset = args[0].asset;
253
- }
254
- }
255
- else {
256
- this._url = args[0];
257
- if (args[2] instanceof Object3D) this.asset = args[2];
258
- }
259
-
260
-
261
- const lastUriPart = this._url.lastIndexOf("/");
262
- if (lastUriPart >= 0) {
263
- this._urlName = this._url.substring(lastUriPart + 1);
264
- // remove file extension
265
- const lastDot = this._urlName.lastIndexOf(".");
266
- if (lastDot >= 0) {
267
- this._urlName = this._urlName.substring(0, lastDot);
268
- }
269
- }
270
- else {
271
- this._urlName = this._url;
272
- }
273
-
274
- registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
275
- }
276
-
277
- private async onResolvePrefab(url: string): Promise<Object3D | null> {
278
- if (url === this.url) {
279
- if (this.mustLoad) await this.loadAssetAsync();
280
- if (this.asset) {
281
- return this.asset;
282
- }
283
- }
284
- return null;
285
- }
286
-
287
- private get mustLoad() {
288
- return !this.asset || (this.asset as any).__destroyed === true || isDestroyed(this.asset) === true;
289
- }
290
-
291
- private _loadingPromise: Promise<Model | null | undefined> | null = null;
292
-
293
- /**
294
- * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
295
- isLoaded() { return this._rawBinary || this.asset !== undefined }
296
-
297
- /** frees previously allocated memory and destroys the current `asset` instance (if any) */
298
- unload() {
299
- if (this.asset) {
300
- if (debug) console.log("Unload", this.asset);
301
- // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
302
- if ("scene" in this.asset && this.asset.scene)
303
- destroy(this.asset.scene as Object3D, true, true);
304
- destroy(this.asset, true, true);
305
- }
306
- this.asset = null;
307
- this._rawBinary = undefined;
308
- this._glbRoot = null;
309
- this._loadingPromise = null;
310
- if (Context.Current) {
311
- Context.Current.addressables.unregisterAssetReference(this);
312
- }
313
- }
314
-
315
- /** loads the asset binary without creating an instance */
316
- async preload(): Promise<ArrayBufferLike | null> {
317
- if (!this.mustLoad) return null;
318
- if (this._isLoadingRawBinary) return null;
319
- if (this._rawBinary !== undefined) return this._rawBinary;
320
- this._isLoadingRawBinary = true;
321
- if (debug) console.log("Preload", this.url);
322
- const res = await BlobStorage.download(this.url, p => {
323
- this.raiseProgressEvent(p);
324
- });
325
- this._rawBinary = res?.buffer ?? null;
326
- this._isLoadingRawBinary = false;
327
- return this._rawBinary;
328
- }
329
-
330
- // TODO: we need a way to abort loading a resource
331
- /** Loads the asset and creates one instance (assigned to `asset`)
332
- * @returns the loaded asset
333
- */
334
- async loadAssetAsync(prog?: ProgressCallback | null): Promise<Object3D | null> {
335
- if (debug) console.log("[AssetReference] loadAssetAsync", this.url);
336
- if (!this.mustLoad) return this.asset;
337
-
338
- if (prog) this._progressListeners.push(prog);
339
-
340
- if (this._loadingPromise !== null) {
341
- return this._loadingPromise.then(_ => this.asset);
342
- }
343
- const context = Context.Current;
344
- // TODO: technically we shouldnt call awake only when the object is added to a scene
345
- // addressables now allow loading things without adding them to a scene immediately
346
- // we should "address" (LUL) this
347
- // console.log("START LOADING");
348
- if (this._rawBinary) {
349
- if (!(this._rawBinary instanceof ArrayBuffer)) {
350
- console.error("[AssetReference] Failed loading – Invalid data. Must be of type ArrayBuffer. " + (typeof this._rawBinary));
351
- return null;
352
- }
353
- this._loadingPromise = getLoader().parseSync(context, this._rawBinary, this.url, null);
354
- this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
355
- }
356
- else {
357
- if (debug) console.log("Load async", this.url);
358
- this._loadingPromise = getLoader().loadSync(context, this.url, this.url, null, prog => {
359
- this.raiseProgressEvent(prog);
360
- });
361
- }
362
- this._loadingPromise.finally(() => this._loadingPromise = null);
363
- const res = await this._loadingPromise;
364
- // clear all progress listeners after download has finished
365
- this._progressListeners.length = 0;
366
- this._glbRoot = this.tryGetActualGameObjectRoot(res);
367
- if (res) {
368
- // Make sure the loaded roots all have a reference to this AssetReference
369
- // that was originally loading it.
370
- // We need this when the loaded asset is being disposed
371
- // TODO: we have to prevent disposing resources that are still in use
372
- res[$assetReference] = this;
373
- if (this._glbRoot) this._glbRoot[$assetReference] = this;
374
- if (this.asset) this.asset[$assetReference] = this;
375
-
376
- // we need to handle the pre_setup callsbacks before instantiating
377
- // because that is where deserialization happens
378
- processNewScripts(context);
379
-
380
- if (res.scene !== undefined) {
381
- this._rawAsset = res;
382
- }
383
- return this.asset;
384
- }
385
- return null;
386
- }
387
-
388
- /** loads and returns a new instance of `asset` */
389
- instantiate(parent?: Object3D | IInstantiateOptions | null) {
390
- return this.onInstantiate(parent, false);
391
- }
392
-
393
- /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
394
- instantiateSynced(parent?: Object3D | SyncInstantiateOptions, saveOnServer: boolean = true) {
395
- return this.onInstantiate(parent, true, saveOnServer);
396
- }
397
-
398
- beginListenDownload(evt: ProgressCallback) {
399
- if (this._progressListeners.indexOf(evt) < 0)
400
- this._progressListeners.push(evt);
401
- }
402
-
403
- endListenDownload(evt: ProgressCallback) {
404
- const index = this._progressListeners.indexOf(evt);
405
- if (index >= 0) {
406
- this._progressListeners.splice(index, 1);
407
- }
408
- }
409
-
410
- private raiseProgressEvent(prog: ProgressEvent) {
411
- for (const list of this._progressListeners) {
412
- list(this, prog);
413
- }
414
- }
415
-
416
-
417
- private static readonly currentlyInstantiating: Map<string, number> = new Map<string, number>();
418
-
419
- private async onInstantiate(opts?: Object3D | IInstantiateOptions | SyncInstantiateOptions | null, networked: boolean = false, saveOnServer?: boolean): Promise<Object3D | null> {
420
- const context = Context.Current;
421
-
422
- // clone the instantiate options immediately
423
- // in case the user is not awaiting this call and already modifying the options
424
- const options = new InstantiateOptions();
425
- if (opts instanceof Object3D) {
426
- options.parent = opts;
427
- }
428
- else if (opts) {
429
- // Assign to e.g. have SyncInstantiateOptions
430
- Object.assign(options, opts);
431
- options.cloneAssign(opts);
432
- }
433
- if (options.parent === undefined) options.parent = context.scene;
434
-
435
- // ensure the asset is loaded
436
- if (this.mustLoad) {
437
- await this.loadAssetAsync();
438
- }
439
- if (debug)
440
- console.log("Instantiate", this.url, "parent:", opts);
441
-
442
- if (this.asset) {
443
- if (debug) console.log("Add to scene", this.asset);
444
-
445
- let count = AssetReference.currentlyInstantiating.get(this.url);
446
- // allow up to 10000 instantiations of the same prefab in the same frame
447
- if (count !== undefined && count >= 10000) {
448
- console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
449
- return null;
450
- }
451
- try {
452
- if (count === undefined) count = 0;
453
- count += 1;
454
- AssetReference.currentlyInstantiating.set(this.url, count);
455
- if (networked) {
456
- options.context = context;
457
- const prefab = this.asset;
458
- prefab.guid = this.url;
459
- const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
460
- if (instance) {
461
- return instance;
462
- }
463
- }
464
- else {
465
- const instance = instantiate(this.asset, options);
466
- if (instance) {
467
- return instance;
468
- }
469
- }
470
- }
471
- finally {
472
- context.post_render_callbacks.push(() => {
473
- if (count === undefined || count < 0) count = 0;
474
- else count -= 1;
475
- AssetReference.currentlyInstantiating.set(this.url, count)
476
- });
477
- }
478
-
479
- }
480
- else if (debug) console.warn("Failed to load asset", this.url);
481
- return null;
482
- }
483
-
484
- /**
485
- * try to ignore the intermediate created object
486
- * because it causes trouble if we instantiate an assetreference per player
487
- * and call destroy on the player marker root
488
- * @returns the scene root object if the asset was a glb/gltf
489
- */
490
- private tryGetActualGameObjectRoot(asset: any): Object3D | null {
491
- if (asset && asset.scene) {
492
- // some exporters produce additional root objects
493
- const scene = asset.scene as Group;
494
- if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
495
- const root = scene.children[0];
496
- // HACK we want to keep the animations on the root object. Please keep in sync with engine_loader. This is so autoplay animations works (e.g. with AnimationUtils.autoplayAnimations where we get the animations from the root object). One case where an additioanl root exists is the SOC old mcdonald scene
497
- root.animations = scene.animations;
498
- return root;
499
- }
500
- // ok the scene is the scene, just use that then
501
- else
502
- return scene;
503
- }
504
- return null;
505
- }
506
-
507
- }
508
-
509
-
510
-
511
-
512
- class AddressableSerializer extends TypeSerializer {
513
-
514
- constructor() {
515
- super([AssetReference], "AssetReferenceSerializer");
516
- }
517
-
518
- onSerialize(data: any, _context: SerializationContext) {
519
- if (data && data.uri !== undefined && typeof data.uri === "string") {
520
- return data.uri;
521
- }
522
- }
523
-
524
- onDeserialize(data: any, context: SerializationContext) {
525
- if (typeof data === "string") {
526
- if (!context.context) {
527
- console.error("Missing context");
528
- return null;
529
- }
530
- if (!context.gltfId) {
531
- console.error("Missing source id");
532
- return null;
533
- }
534
- const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
535
- return ref;
536
- }
537
- else if (data instanceof Object3D) {
538
- if (!context.context) {
539
- console.error("Missing context");
540
- return null;
541
- }
542
- if (!context.gltfId) {
543
- console.error("Missing source id");
544
- return null;
545
- }
546
- const obj = data;
547
- const ctx = context.context;
548
- const guid = obj["guid"] ?? obj.uuid;
549
- const existing = ctx.addressables.findAssetReference(guid);
550
- if (existing) return existing;
551
- const ref = new AssetReference(guid, undefined, obj);
552
- ctx.addressables.registerAssetReference(ref);
553
- return ref;
554
- }
555
- return null;
556
- }
557
-
558
- }
559
- new AddressableSerializer();
560
-
561
-
562
-
563
- const failedTexturePromise = Promise.resolve(null);
564
-
565
- /**
566
- * Load images or textures from external URLs.
567
- *
568
- * **Important methods:**
569
- * - {@link createHTMLImage} to create an HTMLImageElement from the URL
570
- * - {@link createTexture} to create a Three.js Texture from the URL
571
- *
572
- * @example
573
- * ```ts
574
- * import { ImageReference, serializable } from '@needle-tools/engine';
575
- *
576
- * export class MyComponent extends Behaviour {
577
- * @serializable(ImageReference)
578
- * myImage?:ImageReference;
579
- * async start() {
580
- * if(this.myImage) {
581
- * const texture = await this.myImage.createTexture();
582
- * if(texture) {
583
- * // use the texture
584
- * }
585
- * }
586
- * }
587
- * ```
588
- *
589
- * ### Related:
590
- * - {@link AssetReference} to load glTF or GLB assets
591
- * - {@link FileReference} to load external file URLs
592
- */
593
- export class ImageReference {
594
-
595
- private static imageReferences = new Map<string, ImageReference>();
596
-
597
- static getOrCreate(url: string) {
598
- let ref = ImageReference.imageReferences.get(url);
599
- if (!ref) {
600
- ref = new ImageReference(url);
601
- ImageReference.imageReferences.set(url, ref);
602
- }
603
- return ref;
604
- }
605
-
606
- constructor(url: string) {
607
- this.url = url;
608
- }
609
-
610
- readonly url!: string;
611
-
612
- private _bitmap?: Promise<ImageBitmap | null>;
613
- private _bitmapObject?: ImageBitmap;
614
-
615
- dispose() {
616
- if (this._bitmapObject) {
617
- this._bitmapObject.close();
618
- }
619
- this._bitmap = undefined;
620
- }
621
-
622
- createHTMLImage(): HTMLImageElement {
623
- const img = new Image();
624
- img.src = this.url;
625
- return img;
626
- }
627
-
628
- private loader: TextureLoader | null = null;
629
- createTexture(): Promise<Texture | null> {
630
- if (!this.url) {
631
- console.error("Can not load texture without url");
632
- return failedTexturePromise;
633
- }
634
-
635
- if (!this.loader) this.loader = new TextureLoader();
636
- this.loader.setCrossOrigin("anonymous");
637
- return this.loader.loadAsync(this.url).then(res => {
638
- if (res && !res.name?.length) {
639
- // default name if no name is defined
640
- res.name = this.url.split("/").pop() ?? this.url;
641
- }
642
- return res;
643
- })
644
- // return this.getBitmap().then((bitmap) => {
645
- // if (bitmap) {
646
- // const texture = new Texture(bitmap);
647
- // texture.needsUpdate = true;
648
- // return texture;
649
- // }
650
- // return null;
651
- // });
652
- }
653
-
654
- /** Loads the bitmap data of the image */
655
- getBitmap(): Promise<ImageBitmap | null> {
656
- if (this._bitmap) return this._bitmap;
657
- this._bitmap = new Promise((res, _) => {
658
- const imageElement = document.createElement("img") as HTMLImageElement;
659
- imageElement.addEventListener("load", () => {
660
- this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
661
- this._bitmapObject = bitmap;
662
- res(bitmap);
663
- return bitmap;
664
- })
665
- });
666
- imageElement.addEventListener("error", err => {
667
- console.error("Failed to load image:" + this.url, err);
668
- res(null);
669
- });
670
- imageElement.src = this.url;
671
- });
672
- return this._bitmap;
673
- }
674
- }
675
-
676
-
677
- /** @internal */
678
- export class ImageReferenceSerializer extends TypeSerializer {
679
- constructor() {
680
- super([ImageReference], "ImageReferenceSerializer");
681
- }
682
-
683
- onSerialize(_data: string, _context: SerializationContext) {
684
- return null;
685
- }
686
-
687
- onDeserialize(data: string, _context: SerializationContext) {
688
- if (typeof data === "string") {
689
- const url = resolveUrl(_context.gltfId, data)
690
- return ImageReference.getOrCreate(url);
691
- }
692
- return undefined;
693
- }
694
- }
695
- new ImageReferenceSerializer();
696
-
697
-
698
-
699
- /**
700
- * Use this if a file is a external file URL. The file can be any arbitrary binary data like a videofile or a text asset.
701
- *
702
- * ### Related:
703
- * - {@link AssetReference} to load glTF or GLB assets
704
- * - {@link ImageReference} to load external image URLs
705
- */
706
- export class FileReference {
707
-
708
- private static cache = new Map<string, FileReference>();
709
-
710
- static getOrCreate(url: string) {
711
- let ref = FileReference.cache.get(url);
712
- if (!ref) {
713
- ref = new FileReference(url);
714
- FileReference.cache.set(url, ref);
715
- }
716
- return ref;
717
- }
718
-
719
- /** Load the file binary data
720
- * @returns a promise that resolves to the binary data of the file. Make sure to await this request or use `.then(res => {...})` to get the result.
721
- */
722
- async loadRaw(): Promise<Blob> {
723
- if (!this.res) this.res = fetch(this.url);
724
- return this.res.then(res => res.blob());
725
- }
726
-
727
- /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
728
- * @returns a promise that resolves to the text data of the file. Make sure to await this request or use `.then(res => {...})` to get the result. If the format is json you can use `JSON.parse(result)` to convert it to a json object
729
- */
730
- async loadText(): Promise<string> {
731
- if (!this.res) this.res = fetch(this.url);
732
- return this.res.then(res => res.text());
733
- }
734
-
735
- /** The resolved url to the file */
736
- readonly url: string;
737
-
738
- private res?: Promise<Response>;
739
-
740
- constructor(url: string) {
741
- this.url = url;
742
- }
743
- }
744
-
745
-
746
- /** @internal */
747
- export class FileReferenceSerializer extends TypeSerializer {
748
- constructor() {
749
- super([FileReference], "FileReferenceSerializer");
750
- }
751
-
752
- onSerialize(_data: string, _context: SerializationContext) {
753
- return null;
754
- }
755
-
756
- onDeserialize(data: string, _context: SerializationContext) {
757
- if (typeof data === "string") {
758
- const url = resolveUrl(_context.gltfId, data)
759
- return FileReference.getOrCreate(url);
760
- }
761
- return undefined;
762
- }
763
- }
1
+ import { Group, Object3D, Texture, TextureLoader } from "three";
2
+
3
+ import { getParam, resolveUrl } from "../engine/engine_utils.js";
4
+ import { destroy, type IInstantiateOptions, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
5
+ import { getLoader } from "./engine_gltf.js";
6
+ import type { loadAsset } from "./engine_loaders.js";
7
+ import { processNewScripts } from "./engine_mainloop_utils.js";
8
+ import { BlobStorage } from "./engine_networking_blob.js";
9
+ import { registerPrefabProvider, syncInstantiate, SyncInstantiateOptions } from "./engine_networking_instantiate.js";
10
+ import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
11
+ import { Context } from "./engine_setup.js";
12
+ import type { GLTF, IComponent, IGameObject, Model, SourceIdentifier } from "./engine_types.js";
13
+
14
+ const debug = getParam("debugaddressables");
15
+
16
+ /**
17
+ * The Addressables class is used to register and manage {@link AssetReference} types
18
+ * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
19
+ */
20
+ export class Addressables {
21
+
22
+ private _context: Context;
23
+ private _assetReferences: { [key: string]: AssetReference } = {};
24
+
25
+ /** @internal */
26
+ constructor(context: Context) {
27
+ this._context = context;
28
+ this._context.pre_update_callbacks.push(this.preUpdate);
29
+ }
30
+
31
+ /** @internal */
32
+ dispose() {
33
+ const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
34
+ if (preUpdateIndex >= 0) {
35
+ this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
36
+ }
37
+ for (const key in this._assetReferences) {
38
+ const ref = this._assetReferences[key];
39
+ ref?.unload();
40
+ }
41
+ this._assetReferences = {};
42
+ }
43
+
44
+ private preUpdate = () => {
45
+
46
+ }
47
+
48
+
49
+ /**
50
+ * Find a registered AssetReference by its URL
51
+ */
52
+ findAssetReference(url: string): AssetReference | null {
53
+ return this._assetReferences[url] || null;
54
+ }
55
+
56
+ /**
57
+ * Register an asset reference
58
+ * @internal
59
+ */
60
+ registerAssetReference(ref: AssetReference): AssetReference {
61
+ if (!ref.url) return ref;
62
+ if (!this._assetReferences[ref.url]) {
63
+ this._assetReferences[ref.url] = ref;
64
+ }
65
+ else {
66
+
67
+ console.warn("Asset reference already registered", ref);
68
+ }
69
+ return ref;
70
+ }
71
+
72
+ /** @internal */
73
+ unregisterAssetReference(ref: AssetReference) {
74
+ if (!ref.url) return;
75
+ delete this._assetReferences[ref.url];
76
+ }
77
+ }
78
+
79
+ export type ProgressCallback = (asset: AssetReference, prog: ProgressEvent) => void;
80
+
81
+ const $assetReference = Symbol("assetReference");
82
+
83
+ /** ### AssetReferences can be used to load glTF or GLB assets
84
+ * Use {@link AssetReference.getOrCreateFromUrl} to get an AssetReference for a URL to be easily loaded. When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
85
+ *
86
+ * **Important methods:**
87
+ * - {@link preload} to load the asset binary without creating an instance yet.
88
+ * - {@link loadAssetAsync} to load the asset and create an instance.
89
+ * - {@link instantiate} to load the asset and create another instance.
90
+ * - {@link unload} to dispose allocated memory and destroy the asset instance.
91
+ *
92
+ * @example Loading an asset from a URL
93
+ * ```ts
94
+ * import { AssetReference } from '@needle-tools/engine';
95
+ * const assetRef = AssetReference.getOrCreateFromUrl("https://example.com/myModel.glb");
96
+ * const instance = await assetRef.loadAssetAsync();
97
+ * scene.add(instance);
98
+ * ```
99
+ *
100
+ * @example Referencing an asset in a component and loading it on start
101
+ * ```ts
102
+ * import { Behaviour, serializable, AssetReference } from '@needle-tools/engine';
103
+ *
104
+ * export class MyComponent extends Behaviour {
105
+ *
106
+ * @serializable(AssetReference)
107
+ * myModel?: AssetReference;
108
+ *
109
+ * // Load the model on start. Start is called after awake and onEnable
110
+ * start() {
111
+ * if (this.myModel) {
112
+ * this.myModel.loadAssetAsync().then(instance => {
113
+ * if (instance) {
114
+ * // add the loaded model to this component's game object
115
+ * this.gameObject.add(instance);
116
+ * }
117
+ * });
118
+ * }
119
+ * }
120
+ * }
121
+ * ```
122
+ *
123
+ * ### Related:
124
+ * - {@link ImageReference} to load external image URLs
125
+ * - {@link FileReference} to load external file URLs
126
+ * - {@link loadAsset} to load assets directly without using AssetReferences
127
+ */
128
+ export class AssetReference {
129
+
130
+ /**
131
+ * Get an AssetReference for a URL to be easily loaded.
132
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
133
+ * @param url The URL of the asset to load. The url can be relative or absolute.
134
+ * @param context The context to use for loading the asset
135
+ * @returns the AssetReference for the URL
136
+ */
137
+ static getOrCreateFromUrl(url: string, context?: Context): AssetReference {
138
+ if (!context) {
139
+ context = Context.Current;
140
+ if (!context)
141
+ throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
142
+ }
143
+ const addressables = context.addressables;
144
+ const existing = addressables.findAssetReference(url);
145
+ if (existing) return existing;
146
+ const ref = new AssetReference(url, context.hash);
147
+ addressables.registerAssetReference(ref);
148
+ return ref;
149
+ }
150
+
151
+ /**
152
+ * Get an AssetReference for a URL to be easily loaded.
153
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
154
+ */
155
+ static getOrCreate(sourceId: SourceIdentifier | IComponent, url: string, context?: Context): AssetReference {
156
+
157
+ if (typeof sourceId === "string") {
158
+ if (!context) {
159
+ context = Context.Current;
160
+ if (!context)
161
+ throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
162
+ }
163
+ }
164
+ else {
165
+ context = sourceId.context as Context;
166
+ sourceId = sourceId.sourceId!;
167
+ }
168
+
169
+ const fullPath = resolveUrl(sourceId, url);
170
+ if (debug) console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
171
+ const addressables = context.addressables;
172
+ const existing = addressables.findAssetReference(fullPath);
173
+ if (existing) return existing;
174
+ const ref = new AssetReference(fullPath, context.hash);
175
+ addressables.registerAssetReference(ref);
176
+ return ref;
177
+ }
178
+
179
+
180
+
181
+
182
+
183
+
184
+ readonly isAssetReference = true;
185
+
186
+ /**
187
+ * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
188
+ */
189
+ get rawAsset(): any { return this._rawAsset; }
190
+
191
+ /** The loaded asset root
192
+ */
193
+ get asset(): Object3D | null {
194
+ return this._glbRoot ?? (this._rawAsset?.scene || null);
195
+ }
196
+
197
+ protected set asset(val: Object3D | null) {
198
+ if (val) {
199
+ this._rawAsset = {
200
+ animations: val.animations,
201
+ scene: val,
202
+ scenes: [val],
203
+ }
204
+ }
205
+ else this._rawAsset = null;
206
+ }
207
+
208
+
209
+ /** The url of the loaded asset (or the asset to be loaded)
210
+ * @deprecated use url */
211
+ get uri(): string {
212
+ return this._url;
213
+ }
214
+ /** The url of the loaded asset (or the asset to be loaded) */
215
+ get url(): string {
216
+ return this._url;
217
+ }
218
+
219
+ /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
220
+ get urlName(): string {
221
+ return this._urlName;
222
+ };
223
+
224
+ /**
225
+ * @returns true if the uri is a valid URL (http, https, blob)
226
+ */
227
+ get hasUrl() {
228
+ return this._url !== undefined &&
229
+ (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
230
+ }
231
+
232
+ private _rawAsset: Model | null = null;
233
+ private _glbRoot?: Object3D | null;
234
+ private _url: string;
235
+ private _urlName: string;
236
+ private _progressListeners: ProgressCallback[] = [];
237
+
238
+ private _isLoadingRawBinary: boolean = false;
239
+ private _rawBinary?: ArrayBufferLike | null;
240
+
241
+ /** @internal */
242
+ constructor(params: { url: string } | { asset: Object3D })
243
+ constructor(uri: string, _hash?: string, asset?: any)
244
+ constructor(...args: any[]) {
245
+
246
+ if (typeof args[0] === "object") {
247
+ if ("url" in args[0]) {
248
+ this._url = args[0].url;
249
+ }
250
+ else {
251
+ this._url = "";
252
+ if (args[0].asset) this.asset = args[0].asset;
253
+ }
254
+ }
255
+ else {
256
+ this._url = args[0];
257
+ if (args[2] instanceof Object3D) this.asset = args[2];
258
+ }
259
+
260
+
261
+ const lastUriPart = this._url.lastIndexOf("/");
262
+ if (lastUriPart >= 0) {
263
+ this._urlName = this._url.substring(lastUriPart + 1);
264
+ // remove file extension
265
+ const lastDot = this._urlName.lastIndexOf(".");
266
+ if (lastDot >= 0) {
267
+ this._urlName = this._urlName.substring(0, lastDot);
268
+ }
269
+ }
270
+ else {
271
+ this._urlName = this._url;
272
+ }
273
+
274
+ registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
275
+ }
276
+
277
+ private async onResolvePrefab(url: string): Promise<Object3D | null> {
278
+ if (url === this.url) {
279
+ if (this.mustLoad) await this.loadAssetAsync();
280
+ if (this.asset) {
281
+ return this.asset;
282
+ }
283
+ }
284
+ return null;
285
+ }
286
+
287
+ private get mustLoad() {
288
+ return !this.asset || (this.asset as any).__destroyed === true || isDestroyed(this.asset) === true;
289
+ }
290
+
291
+ private _loadingPromise: Promise<Model | null | undefined> | null = null;
292
+
293
+ /**
294
+ * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
295
+ isLoaded() { return this._rawBinary || this.asset !== undefined }
296
+
297
+ /** frees previously allocated memory and destroys the current `asset` instance (if any) */
298
+ unload() {
299
+ if (this.asset) {
300
+ if (debug) console.log("Unload", this.asset);
301
+ // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
302
+ if ("scene" in this.asset && this.asset.scene)
303
+ destroy(this.asset.scene as Object3D, true, true);
304
+ destroy(this.asset, true, true);
305
+ }
306
+ this.asset = null;
307
+ this._rawBinary = undefined;
308
+ this._glbRoot = null;
309
+ this._loadingPromise = null;
310
+ if (Context.Current) {
311
+ Context.Current.addressables.unregisterAssetReference(this);
312
+ }
313
+ }
314
+
315
+ /** loads the asset binary without creating an instance */
316
+ async preload(): Promise<ArrayBufferLike | null> {
317
+ if (!this.mustLoad) return null;
318
+ if (this._isLoadingRawBinary) return null;
319
+ if (this._rawBinary !== undefined) return this._rawBinary;
320
+ this._isLoadingRawBinary = true;
321
+ if (debug) console.log("Preload", this.url);
322
+ const res = await BlobStorage.download(this.url, p => {
323
+ this.raiseProgressEvent(p);
324
+ });
325
+ this._rawBinary = res?.buffer ?? null;
326
+ this._isLoadingRawBinary = false;
327
+ return this._rawBinary;
328
+ }
329
+
330
+ // TODO: we need a way to abort loading a resource
331
+ /** Loads the asset and creates one instance (assigned to `asset`)
332
+ * @returns the loaded asset
333
+ */
334
+ async loadAssetAsync(prog?: ProgressCallback | null): Promise<Object3D | null> {
335
+ if (debug) console.log("[AssetReference] loadAssetAsync", this.url);
336
+ if (!this.mustLoad) return this.asset;
337
+
338
+ if (prog) this._progressListeners.push(prog);
339
+
340
+ if (this._loadingPromise !== null) {
341
+ return this._loadingPromise.then(_ => this.asset);
342
+ }
343
+ const context = Context.Current;
344
+ // TODO: technically we shouldnt call awake only when the object is added to a scene
345
+ // addressables now allow loading things without adding them to a scene immediately
346
+ // we should "address" (LUL) this
347
+ // console.log("START LOADING");
348
+ if (this._rawBinary) {
349
+ if (!(this._rawBinary instanceof ArrayBuffer)) {
350
+ console.error("[AssetReference] Failed loading – Invalid data. Must be of type ArrayBuffer. " + (typeof this._rawBinary));
351
+ return null;
352
+ }
353
+ this._loadingPromise = getLoader().parseSync(context, this._rawBinary, this.url, null);
354
+ this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
355
+ }
356
+ else {
357
+ if (debug) console.log("Load async", this.url);
358
+ this._loadingPromise = getLoader().loadSync(context, this.url, this.url, null, prog => {
359
+ this.raiseProgressEvent(prog);
360
+ });
361
+ }
362
+ this._loadingPromise.finally(() => this._loadingPromise = null);
363
+ const res = await this._loadingPromise;
364
+ // clear all progress listeners after download has finished
365
+ this._progressListeners.length = 0;
366
+ this._glbRoot = this.tryGetActualGameObjectRoot(res);
367
+ if (res) {
368
+ // Make sure the loaded roots all have a reference to this AssetReference
369
+ // that was originally loading it.
370
+ // We need this when the loaded asset is being disposed
371
+ // TODO: we have to prevent disposing resources that are still in use
372
+ res[$assetReference] = this;
373
+ if (this._glbRoot) this._glbRoot[$assetReference] = this;
374
+ if (this.asset) this.asset[$assetReference] = this;
375
+
376
+ // we need to handle the pre_setup callsbacks before instantiating
377
+ // because that is where deserialization happens
378
+ processNewScripts(context);
379
+
380
+ if (res.scene !== undefined) {
381
+ this._rawAsset = res;
382
+ }
383
+ return this.asset;
384
+ }
385
+ return null;
386
+ }
387
+
388
+ /** loads and returns a new instance of `asset` */
389
+ instantiate(parent?: Object3D | IInstantiateOptions | null) {
390
+ return this.onInstantiate(parent, false);
391
+ }
392
+
393
+ /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
394
+ instantiateSynced(parent?: Object3D | SyncInstantiateOptions, saveOnServer: boolean = true) {
395
+ return this.onInstantiate(parent, true, saveOnServer);
396
+ }
397
+
398
+ beginListenDownload(evt: ProgressCallback) {
399
+ if (this._progressListeners.indexOf(evt) < 0)
400
+ this._progressListeners.push(evt);
401
+ }
402
+
403
+ endListenDownload(evt: ProgressCallback) {
404
+ const index = this._progressListeners.indexOf(evt);
405
+ if (index >= 0) {
406
+ this._progressListeners.splice(index, 1);
407
+ }
408
+ }
409
+
410
+ private raiseProgressEvent(prog: ProgressEvent) {
411
+ for (const list of this._progressListeners) {
412
+ list(this, prog);
413
+ }
414
+ }
415
+
416
+
417
+ private static readonly currentlyInstantiating: Map<string, number> = new Map<string, number>();
418
+
419
+ private async onInstantiate(opts?: Object3D | IInstantiateOptions | SyncInstantiateOptions | null, networked: boolean = false, saveOnServer?: boolean): Promise<Object3D | null> {
420
+ const context = Context.Current;
421
+
422
+ // clone the instantiate options immediately
423
+ // in case the user is not awaiting this call and already modifying the options
424
+ const options = new InstantiateOptions();
425
+ if (opts instanceof Object3D) {
426
+ options.parent = opts;
427
+ }
428
+ else if (opts) {
429
+ // Assign to e.g. have SyncInstantiateOptions
430
+ Object.assign(options, opts);
431
+ options.cloneAssign(opts);
432
+ }
433
+ if (options.parent === undefined) options.parent = context.scene;
434
+
435
+ // ensure the asset is loaded
436
+ if (this.mustLoad) {
437
+ await this.loadAssetAsync();
438
+ }
439
+ if (debug)
440
+ console.log("Instantiate", this.url, "parent:", opts);
441
+
442
+ if (this.asset) {
443
+ if (debug) console.log("Add to scene", this.asset);
444
+
445
+ let count = AssetReference.currentlyInstantiating.get(this.url);
446
+ // allow up to 10000 instantiations of the same prefab in the same frame
447
+ if (count !== undefined && count >= 10000) {
448
+ console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
449
+ return null;
450
+ }
451
+ try {
452
+ if (count === undefined) count = 0;
453
+ count += 1;
454
+ AssetReference.currentlyInstantiating.set(this.url, count);
455
+ if (networked) {
456
+ options.context = context;
457
+ const prefab = this.asset;
458
+ prefab.guid = this.url;
459
+ const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
460
+ if (instance) {
461
+ return instance;
462
+ }
463
+ }
464
+ else {
465
+ const instance = instantiate(this.asset, options);
466
+ if (instance) {
467
+ return instance;
468
+ }
469
+ }
470
+ }
471
+ finally {
472
+ context.post_render_callbacks.push(() => {
473
+ if (count === undefined || count < 0) count = 0;
474
+ else count -= 1;
475
+ AssetReference.currentlyInstantiating.set(this.url, count)
476
+ });
477
+ }
478
+
479
+ }
480
+ else if (debug) console.warn("Failed to load asset", this.url);
481
+ return null;
482
+ }
483
+
484
+ /**
485
+ * try to ignore the intermediate created object
486
+ * because it causes trouble if we instantiate an assetreference per player
487
+ * and call destroy on the player marker root
488
+ * @returns the scene root object if the asset was a glb/gltf
489
+ */
490
+ private tryGetActualGameObjectRoot(asset: any): Object3D | null {
491
+ if (asset && asset.scene) {
492
+ // some exporters produce additional root objects
493
+ const scene = asset.scene as Group;
494
+ if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
495
+ const root = scene.children[0];
496
+ // HACK we want to keep the animations on the root object. Please keep in sync with engine_loader. This is so autoplay animations works (e.g. with AnimationUtils.autoplayAnimations where we get the animations from the root object). One case where an additioanl root exists is the SOC old mcdonald scene
497
+ root.animations = scene.animations;
498
+ return root;
499
+ }
500
+ // ok the scene is the scene, just use that then
501
+ else
502
+ return scene;
503
+ }
504
+ return null;
505
+ }
506
+
507
+ }
508
+
509
+
510
+
511
+
512
+ class AddressableSerializer extends TypeSerializer {
513
+
514
+ constructor() {
515
+ super([AssetReference], "AssetReferenceSerializer");
516
+ }
517
+
518
+ onSerialize(data: any, _context: SerializationContext) {
519
+ if (data && data.uri !== undefined && typeof data.uri === "string") {
520
+ return data.uri;
521
+ }
522
+ }
523
+
524
+ onDeserialize(data: any, context: SerializationContext) {
525
+ if (typeof data === "string") {
526
+ if (!context.context) {
527
+ console.error("Missing context");
528
+ return null;
529
+ }
530
+ if (!context.gltfId) {
531
+ console.error("Missing source id");
532
+ return null;
533
+ }
534
+ const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
535
+ return ref;
536
+ }
537
+ else if (data instanceof Object3D) {
538
+ if (!context.context) {
539
+ console.error("Missing context");
540
+ return null;
541
+ }
542
+ if (!context.gltfId) {
543
+ console.error("Missing source id");
544
+ return null;
545
+ }
546
+ const obj = data;
547
+ const ctx = context.context;
548
+ const guid = obj["guid"] ?? obj.uuid;
549
+ const existing = ctx.addressables.findAssetReference(guid);
550
+ if (existing) return existing;
551
+ const ref = new AssetReference(guid, undefined, obj);
552
+ ctx.addressables.registerAssetReference(ref);
553
+ return ref;
554
+ }
555
+ return null;
556
+ }
557
+
558
+ }
559
+ new AddressableSerializer();
560
+
561
+
562
+
563
+ const failedTexturePromise = Promise.resolve(null);
564
+
565
+ /**
566
+ * Load images or textures from external URLs.
567
+ *
568
+ * **Important methods:**
569
+ * - {@link createHTMLImage} to create an HTMLImageElement from the URL
570
+ * - {@link createTexture} to create a Three.js Texture from the URL
571
+ *
572
+ * @example
573
+ * ```ts
574
+ * import { ImageReference, serializable } from '@needle-tools/engine';
575
+ *
576
+ * export class MyComponent extends Behaviour {
577
+ * @serializable(ImageReference)
578
+ * myImage?:ImageReference;
579
+ * async start() {
580
+ * if(this.myImage) {
581
+ * const texture = await this.myImage.createTexture();
582
+ * if(texture) {
583
+ * // use the texture
584
+ * }
585
+ * }
586
+ * }
587
+ * ```
588
+ *
589
+ * ### Related:
590
+ * - {@link AssetReference} to load glTF or GLB assets
591
+ * - {@link FileReference} to load external file URLs
592
+ */
593
+ export class ImageReference {
594
+
595
+ private static imageReferences = new Map<string, ImageReference>();
596
+
597
+ static getOrCreate(url: string) {
598
+ let ref = ImageReference.imageReferences.get(url);
599
+ if (!ref) {
600
+ ref = new ImageReference(url);
601
+ ImageReference.imageReferences.set(url, ref);
602
+ }
603
+ return ref;
604
+ }
605
+
606
+ constructor(url: string) {
607
+ this.url = url;
608
+ }
609
+
610
+ readonly url!: string;
611
+
612
+ private _bitmap?: Promise<ImageBitmap | null>;
613
+ private _bitmapObject?: ImageBitmap;
614
+
615
+ dispose() {
616
+ if (this._bitmapObject) {
617
+ this._bitmapObject.close();
618
+ }
619
+ this._bitmap = undefined;
620
+ }
621
+
622
+ createHTMLImage(): HTMLImageElement {
623
+ const img = new Image();
624
+ img.src = this.url;
625
+ return img;
626
+ }
627
+
628
+ private loader: TextureLoader | null = null;
629
+ createTexture(): Promise<Texture | null> {
630
+ if (!this.url) {
631
+ console.error("Can not load texture without url");
632
+ return failedTexturePromise;
633
+ }
634
+
635
+ if (!this.loader) this.loader = new TextureLoader();
636
+ this.loader.setCrossOrigin("anonymous");
637
+ return this.loader.loadAsync(this.url).then(res => {
638
+ if (res && !res.name?.length) {
639
+ // default name if no name is defined
640
+ res.name = this.url.split("/").pop() ?? this.url;
641
+ }
642
+ return res;
643
+ })
644
+ // return this.getBitmap().then((bitmap) => {
645
+ // if (bitmap) {
646
+ // const texture = new Texture(bitmap);
647
+ // texture.needsUpdate = true;
648
+ // return texture;
649
+ // }
650
+ // return null;
651
+ // });
652
+ }
653
+
654
+ /** Loads the bitmap data of the image */
655
+ getBitmap(): Promise<ImageBitmap | null> {
656
+ if (this._bitmap) return this._bitmap;
657
+ this._bitmap = new Promise((res, _) => {
658
+ const imageElement = document.createElement("img") as HTMLImageElement;
659
+ imageElement.addEventListener("load", () => {
660
+ this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
661
+ this._bitmapObject = bitmap;
662
+ res(bitmap);
663
+ return bitmap;
664
+ })
665
+ });
666
+ imageElement.addEventListener("error", err => {
667
+ console.error("Failed to load image:" + this.url, err);
668
+ res(null);
669
+ });
670
+ imageElement.src = this.url;
671
+ });
672
+ return this._bitmap;
673
+ }
674
+ }
675
+
676
+
677
+ /** @internal */
678
+ export class ImageReferenceSerializer extends TypeSerializer {
679
+ constructor() {
680
+ super([ImageReference], "ImageReferenceSerializer");
681
+ }
682
+
683
+ onSerialize(_data: string, _context: SerializationContext) {
684
+ return null;
685
+ }
686
+
687
+ onDeserialize(data: string, _context: SerializationContext) {
688
+ if (typeof data === "string") {
689
+ const url = resolveUrl(_context.gltfId, data)
690
+ return ImageReference.getOrCreate(url);
691
+ }
692
+ return undefined;
693
+ }
694
+ }
695
+ new ImageReferenceSerializer();
696
+
697
+
698
+
699
+ /**
700
+ * Use this if a file is a external file URL. The file can be any arbitrary binary data like a videofile or a text asset.
701
+ *
702
+ * ### Related:
703
+ * - {@link AssetReference} to load glTF or GLB assets
704
+ * - {@link ImageReference} to load external image URLs
705
+ */
706
+ export class FileReference {
707
+
708
+ private static cache = new Map<string, FileReference>();
709
+
710
+ static getOrCreate(url: string) {
711
+ let ref = FileReference.cache.get(url);
712
+ if (!ref) {
713
+ ref = new FileReference(url);
714
+ FileReference.cache.set(url, ref);
715
+ }
716
+ return ref;
717
+ }
718
+
719
+ /** Load the file binary data
720
+ * @returns a promise that resolves to the binary data of the file. Make sure to await this request or use `.then(res => {...})` to get the result.
721
+ */
722
+ async loadRaw(): Promise<Blob> {
723
+ if (!this.res) this.res = fetch(this.url);
724
+ return this.res.then(res => res.blob());
725
+ }
726
+
727
+ /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
728
+ * @returns a promise that resolves to the text data of the file. Make sure to await this request or use `.then(res => {...})` to get the result. If the format is json you can use `JSON.parse(result)` to convert it to a json object
729
+ */
730
+ async loadText(): Promise<string> {
731
+ if (!this.res) this.res = fetch(this.url);
732
+ return this.res.then(res => res.text());
733
+ }
734
+
735
+ /** The resolved url to the file */
736
+ readonly url: string;
737
+
738
+ private res?: Promise<Response>;
739
+
740
+ constructor(url: string) {
741
+ this.url = url;
742
+ }
743
+ }
744
+
745
+
746
+ /** @internal */
747
+ export class FileReferenceSerializer extends TypeSerializer {
748
+ constructor() {
749
+ super([FileReference], "FileReferenceSerializer");
750
+ }
751
+
752
+ onSerialize(_data: string, _context: SerializationContext) {
753
+ return null;
754
+ }
755
+
756
+ onDeserialize(data: string, _context: SerializationContext) {
757
+ if (typeof data === "string") {
758
+ const url = resolveUrl(_context.gltfId, data)
759
+ return FileReference.getOrCreate(url);
760
+ }
761
+ return undefined;
762
+ }
763
+ }
764
764
  new FileReferenceSerializer();