@needle-tools/engine 4.4.0-beta.3 → 4.4.0-beta.5

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 (1054) hide show
  1. package/CHANGELOG.md +3614 -3608
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +2399 -2347
  6. package/dist/needle-engine.bundle.light.js +2395 -2343
  7. package/dist/needle-engine.bundle.light.min.js +89 -89
  8. package/dist/needle-engine.bundle.light.umd.cjs +84 -84
  9. package/dist/needle-engine.bundle.min.js +89 -89
  10. package/dist/needle-engine.bundle.umd.cjs +79 -79
  11. package/dist/needle-engine.d.ts +138 -130
  12. package/dist/needle-engine.light.d.ts +138 -130
  13. package/dist/postprocessing.js +1513 -1659
  14. package/dist/postprocessing.light.js +1513 -1659
  15. package/dist/postprocessing.light.min.js +66 -80
  16. package/dist/postprocessing.light.umd.cjs +69 -83
  17. package/dist/postprocessing.min.js +66 -80
  18. package/dist/postprocessing.umd.cjs +69 -83
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +300 -300
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine.d.ts +4 -0
  50. package/lib/engine/engine.js +12 -0
  51. package/lib/engine/engine.js.map +1 -0
  52. package/lib/engine/engine_addressables.d.ts +166 -166
  53. package/lib/engine/engine_addressables.js +608 -608
  54. package/lib/engine/engine_animation.d.ts +43 -43
  55. package/lib/engine/engine_animation.js +133 -133
  56. package/lib/engine/engine_application.d.ts +40 -40
  57. package/lib/engine/engine_application.js +104 -104
  58. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  59. package/lib/engine/engine_assetdatabase.js +344 -344
  60. package/lib/engine/engine_audio.d.ts +4 -4
  61. package/lib/engine/engine_audio.js +23 -23
  62. package/lib/engine/engine_camera.d.ts +13 -13
  63. package/lib/engine/engine_camera.js +30 -30
  64. package/lib/engine/engine_components.d.ts +110 -110
  65. package/lib/engine/engine_components.js +382 -380
  66. package/lib/engine/engine_components.js.map +1 -1
  67. package/lib/engine/engine_components_internal.d.ts +9 -9
  68. package/lib/engine/engine_components_internal.js +36 -36
  69. package/lib/engine/engine_constants.d.ts +10 -10
  70. package/lib/engine/engine_constants.js +41 -41
  71. package/lib/engine/engine_context.d.ts +345 -345
  72. package/lib/engine/engine_context.js +1515 -1515
  73. package/lib/engine/engine_context_registry.d.ts +71 -71
  74. package/lib/engine/engine_context_registry.js +117 -117
  75. package/lib/engine/engine_coroutine.d.ts +35 -35
  76. package/lib/engine/engine_coroutine.js +52 -52
  77. package/lib/engine/engine_create_objects.d.ts +118 -118
  78. package/lib/engine/engine_create_objects.js +308 -308
  79. package/lib/engine/engine_default_parameters.d.ts +2 -2
  80. package/lib/engine/engine_default_parameters.js +3 -3
  81. package/lib/engine/engine_editor-sync.d.ts +21 -21
  82. package/lib/engine/engine_editor-sync.js +4 -4
  83. package/lib/engine/engine_element.d.ts +113 -113
  84. package/lib/engine/engine_element.js +829 -830
  85. package/lib/engine/engine_element.js.map +1 -1
  86. package/lib/engine/engine_element_attributes.d.ts +72 -72
  87. package/lib/engine/engine_element_attributes.js +1 -1
  88. package/lib/engine/engine_element_extras.d.ts +6 -6
  89. package/lib/engine/engine_element_extras.js +13 -13
  90. package/lib/engine/engine_element_loading.d.ts +44 -44
  91. package/lib/engine/engine_element_loading.js +349 -349
  92. package/lib/engine/engine_element_overlay.d.ts +21 -21
  93. package/lib/engine/engine_element_overlay.js +166 -166
  94. package/lib/engine/engine_fileloader.d.ts +2 -2
  95. package/lib/engine/engine_fileloader.js +8 -8
  96. package/lib/engine/engine_gameobject.d.ts +68 -68
  97. package/lib/engine/engine_gameobject.js +591 -591
  98. package/lib/engine/engine_generic_utils.d.ts +1 -1
  99. package/lib/engine/engine_generic_utils.js +13 -13
  100. package/lib/engine/engine_gizmos.d.ts +149 -149
  101. package/lib/engine/engine_gizmos.js +530 -530
  102. package/lib/engine/engine_gltf.d.ts +12 -12
  103. package/lib/engine/engine_gltf.js +15 -15
  104. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  105. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  106. package/lib/engine/engine_hot_reload.d.ts +7 -7
  107. package/lib/engine/engine_hot_reload.js +184 -184
  108. package/lib/engine/engine_input.d.ts +352 -352
  109. package/lib/engine/engine_input.js +1265 -1265
  110. package/lib/engine/engine_input_utils.d.ts +2 -2
  111. package/lib/engine/engine_input_utils.js +22 -22
  112. package/lib/engine/engine_instancing.d.ts +19 -19
  113. package/lib/engine/engine_instancing.js +39 -39
  114. package/lib/engine/engine_license.d.ts +9 -9
  115. package/lib/engine/engine_license.js +320 -320
  116. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  117. package/lib/engine/engine_lifecycle_api.js +99 -99
  118. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  119. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  120. package/lib/engine/engine_lightdata.d.ts +23 -23
  121. package/lib/engine/engine_lightdata.js +91 -91
  122. package/lib/engine/engine_loaders.d.ts +13 -13
  123. package/lib/engine/engine_loaders.js +62 -62
  124. package/lib/engine/engine_lods.d.ts +31 -31
  125. package/lib/engine/engine_lods.js +146 -146
  126. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  127. package/lib/engine/engine_mainloop_utils.js +466 -466
  128. package/lib/engine/engine_math.d.ts +114 -114
  129. package/lib/engine/engine_math.js +247 -247
  130. package/lib/engine/engine_modules.d.ts +36 -36
  131. package/lib/engine/engine_modules.js +85 -85
  132. package/lib/engine/engine_networking.d.ts +252 -252
  133. package/lib/engine/engine_networking.js +743 -743
  134. package/lib/engine/engine_networking_auto.d.ts +24 -24
  135. package/lib/engine/engine_networking_auto.js +310 -310
  136. package/lib/engine/engine_networking_blob.d.ts +48 -48
  137. package/lib/engine/engine_networking_blob.js +212 -212
  138. package/lib/engine/engine_networking_files.d.ts +35 -35
  139. package/lib/engine/engine_networking_files.js +172 -172
  140. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  141. package/lib/engine/engine_networking_files_default_components.js +42 -42
  142. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  143. package/lib/engine/engine_networking_instantiate.js +345 -345
  144. package/lib/engine/engine_networking_peer.d.ts +15 -15
  145. package/lib/engine/engine_networking_peer.js +132 -132
  146. package/lib/engine/engine_networking_streams.d.ts +123 -123
  147. package/lib/engine/engine_networking_streams.js +645 -645
  148. package/lib/engine/engine_networking_types.d.ts +22 -22
  149. package/lib/engine/engine_networking_types.js +7 -7
  150. package/lib/engine/engine_networking_utils.d.ts +2 -2
  151. package/lib/engine/engine_networking_utils.js +20 -20
  152. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  153. package/lib/engine/engine_networking_websocket.js +2 -2
  154. package/lib/engine/engine_patcher.d.ts +10 -10
  155. package/lib/engine/engine_patcher.js +142 -142
  156. package/lib/engine/engine_physics.d.ts +152 -152
  157. package/lib/engine/engine_physics.js +645 -645
  158. package/lib/engine/engine_physics.types.d.ts +40 -40
  159. package/lib/engine/engine_physics.types.js +33 -33
  160. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  161. package/lib/engine/engine_physics_rapier.js +1432 -1432
  162. package/lib/engine/engine_playerview.d.ts +26 -26
  163. package/lib/engine/engine_playerview.js +64 -64
  164. package/lib/engine/engine_scenelighting.d.ts +71 -71
  165. package/lib/engine/engine_scenelighting.js +226 -226
  166. package/lib/engine/engine_scenetools.d.ts +50 -50
  167. package/lib/engine/engine_scenetools.js +321 -321
  168. package/lib/engine/engine_serialization.d.ts +3 -3
  169. package/lib/engine/engine_serialization.js +3 -3
  170. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  171. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  172. package/lib/engine/engine_serialization_core.d.ts +85 -85
  173. package/lib/engine/engine_serialization_core.js +602 -602
  174. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  175. package/lib/engine/engine_serialization_decorator.js +66 -66
  176. package/lib/engine/engine_setup.d.ts +1 -1
  177. package/lib/engine/engine_setup.js +2 -2
  178. package/lib/engine/engine_shaders.d.ts +53 -53
  179. package/lib/engine/engine_shaders.js +252 -252
  180. package/lib/engine/engine_shims.d.ts +4 -4
  181. package/lib/engine/engine_shims.js +24 -24
  182. package/lib/engine/engine_test_utils.d.ts +39 -39
  183. package/lib/engine/engine_test_utils.js +83 -83
  184. package/lib/engine/engine_texture.d.ts +28 -28
  185. package/lib/engine/engine_texture.js +64 -64
  186. package/lib/engine/engine_three_utils.d.ts +201 -201
  187. package/lib/engine/engine_three_utils.js +731 -731
  188. package/lib/engine/engine_time.d.ts +51 -51
  189. package/lib/engine/engine_time.js +82 -82
  190. package/lib/engine/engine_time_utils.d.ts +88 -88
  191. package/lib/engine/engine_time_utils.js +215 -215
  192. package/lib/engine/engine_tonemapping.d.ts +2 -2
  193. package/lib/engine/engine_tonemapping.js +194 -194
  194. package/lib/engine/engine_types.d.ts +572 -572
  195. package/lib/engine/engine_types.js +88 -88
  196. package/lib/engine/engine_typestore.d.ts +28 -28
  197. package/lib/engine/engine_typestore.js +55 -55
  198. package/lib/engine/engine_util_decorator.d.ts +13 -13
  199. package/lib/engine/engine_util_decorator.js +116 -116
  200. package/lib/engine/engine_utils.d.ts +266 -266
  201. package/lib/engine/engine_utils.js +878 -878
  202. package/lib/engine/engine_utils_format.d.ts +21 -21
  203. package/lib/engine/engine_utils_format.js +193 -193
  204. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  205. package/lib/engine/engine_utils_screenshot.js +513 -513
  206. package/lib/engine/engine_utils_screenshot.js.map +1 -1
  207. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  208. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  209. package/lib/engine/engine_web_api.d.ts +12 -0
  210. package/lib/engine/engine_web_api.js +113 -0
  211. package/lib/engine/engine_web_api.js.map +1 -0
  212. package/lib/engine/engine_xr.d.ts +1 -1
  213. package/lib/engine/engine_xr.js +1 -1
  214. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  215. package/lib/engine/export/gltf/Writers.js +24 -24
  216. package/lib/engine/export/gltf/index.d.ts +11 -11
  217. package/lib/engine/export/gltf/index.js +123 -123
  218. package/lib/engine/export/index.d.ts +2 -2
  219. package/lib/engine/export/index.js +2 -2
  220. package/lib/engine/export/state.d.ts +7 -7
  221. package/lib/engine/export/state.js +17 -17
  222. package/lib/engine/export/utils.d.ts +2 -2
  223. package/lib/engine/export/utils.js +7 -7
  224. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  225. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  226. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  227. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  228. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  229. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  230. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  231. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  232. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  233. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  234. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  235. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  236. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  237. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  238. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  239. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  240. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  241. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  242. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  243. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  244. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  245. package/lib/engine/extensions/extension_resolver.js +1 -1
  246. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  247. package/lib/engine/extensions/extension_utils.js +152 -152
  248. package/lib/engine/extensions/extensions.d.ts +31 -31
  249. package/lib/engine/extensions/extensions.js +103 -103
  250. package/lib/engine/extensions/index.d.ts +6 -6
  251. package/lib/engine/extensions/index.js +6 -6
  252. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  253. package/lib/engine/extensions/usage_tracker.js +65 -65
  254. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  255. package/lib/engine/js-extensions/Camera.js +39 -39
  256. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  257. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  258. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  259. package/lib/engine/js-extensions/Layers.js +22 -22
  260. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  261. package/lib/engine/js-extensions/Object3D.js +136 -136
  262. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -22
  263. package/lib/engine/js-extensions/RGBAColor.js +110 -62
  264. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  265. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  266. package/lib/engine/js-extensions/Vector.js +13 -13
  267. package/lib/engine/js-extensions/index.d.ts +5 -5
  268. package/lib/engine/js-extensions/index.js +5 -5
  269. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  270. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  271. package/lib/engine/shaders/shaderData.d.ts +55 -55
  272. package/lib/engine/shaders/shaderData.js +58 -58
  273. package/lib/engine/tests/test_utils.d.ts +2 -2
  274. package/lib/engine/tests/test_utils.js +53 -53
  275. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  276. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  277. package/lib/engine/webcomponents/api.d.ts +5 -5
  278. package/lib/engine/webcomponents/api.js +4 -4
  279. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  280. package/lib/engine/webcomponents/buttons.js +237 -237
  281. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  282. package/lib/engine/webcomponents/fonts.js +32 -32
  283. package/lib/engine/webcomponents/icons.d.ts +9 -9
  284. package/lib/engine/webcomponents/icons.js +52 -52
  285. package/lib/engine/webcomponents/index.d.ts +1 -1
  286. package/lib/engine/webcomponents/index.js +1 -1
  287. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  288. package/lib/engine/webcomponents/logo-element.js +67 -67
  289. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  290. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  291. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  292. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  293. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  294. package/lib/engine/webcomponents/needle-button.js +161 -161
  295. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  296. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  297. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  298. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  299. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  300. package/lib/engine/xr/NeedleXRSync.js +188 -188
  301. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  302. package/lib/engine/xr/SceneTransition.js +69 -69
  303. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  304. package/lib/engine/xr/TempXRContext.js +187 -187
  305. package/lib/engine/xr/XRRig.d.ts +7 -7
  306. package/lib/engine/xr/XRRig.js +1 -1
  307. package/lib/engine/xr/api.d.ts +6 -6
  308. package/lib/engine/xr/api.js +6 -6
  309. package/lib/engine/xr/events.d.ts +66 -66
  310. package/lib/engine/xr/events.js +93 -93
  311. package/lib/engine/xr/internal.d.ts +12 -12
  312. package/lib/engine/xr/internal.js +25 -25
  313. package/lib/engine/xr/usdz.d.ts +12 -12
  314. package/lib/engine/xr/usdz.js +29 -29
  315. package/lib/engine/xr/utils.d.ts +11 -11
  316. package/lib/engine/xr/utils.js +34 -34
  317. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  318. package/lib/engine-components/AlignmentConstraint.js +39 -39
  319. package/lib/engine-components/Animation.d.ts +156 -156
  320. package/lib/engine-components/Animation.js +508 -508
  321. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  322. package/lib/engine-components/AnimationCurve.js +159 -159
  323. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  324. package/lib/engine-components/AnimationUtils.js +27 -27
  325. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  326. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  327. package/lib/engine-components/Animator.d.ts +217 -217
  328. package/lib/engine-components/Animator.js +354 -354
  329. package/lib/engine-components/AnimatorController.d.ts +227 -227
  330. package/lib/engine-components/AnimatorController.js +1152 -1152
  331. package/lib/engine-components/AudioListener.d.ts +33 -33
  332. package/lib/engine-components/AudioListener.js +86 -86
  333. package/lib/engine-components/AudioSource.d.ts +217 -217
  334. package/lib/engine-components/AudioSource.js +627 -627
  335. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  336. package/lib/engine-components/AvatarLoader.js +231 -231
  337. package/lib/engine-components/AxesHelper.d.ts +32 -32
  338. package/lib/engine-components/AxesHelper.js +67 -67
  339. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  340. package/lib/engine-components/BasicIKConstraint.js +43 -43
  341. package/lib/engine-components/BoxCollider.d.ts +2 -2
  342. package/lib/engine-components/BoxCollider.js +2 -2
  343. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  344. package/lib/engine-components/BoxHelperComponent.js +102 -102
  345. package/lib/engine-components/Camera.d.ts +231 -231
  346. package/lib/engine-components/Camera.js +700 -694
  347. package/lib/engine-components/Camera.js.map +1 -1
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  1020. package/src/engine-schemes/dist/api.js.meta +7 -0
  1021. package/src/engine-schemes/dist/schemes.js +25 -0
  1022. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1023. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1024. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1025. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1026. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1027. package/src/engine-schemes/dist/transform.js +46 -0
  1028. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1029. package/src/engine-schemes/dist/vec2.js +32 -0
  1030. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1031. package/src/engine-schemes/dist/vec3.js +36 -0
  1032. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1033. package/src/engine-schemes/dist/vec4.js +40 -0
  1034. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1035. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1036. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1037. package/src/engine-schemes/schemes.ts +28 -28
  1038. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1039. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1040. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1041. package/src/engine-schemes/transform.ts +50 -50
  1042. package/src/engine-schemes/transforms.fbs +25 -25
  1043. package/src/engine-schemes/vec.fbs +19 -19
  1044. package/src/engine-schemes/vec2.ts +33 -33
  1045. package/src/engine-schemes/vec3.ts +38 -38
  1046. package/src/engine-schemes/vec4.ts +43 -43
  1047. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1048. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1049. package/src/include/draco/draco_decoder.js +34 -34
  1050. package/src/include/ktx2/basis_transcoder.js +21 -21
  1051. package/src/include/needle/arial-msdf.json +1471 -1471
  1052. package/src/include/three/DragControls.js +231 -231
  1053. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1054. package/src/needle-engine.ts +70 -70
@@ -1,680 +1,680 @@
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 { processNewScripts } from "./engine_mainloop_utils.js";
7
- import { BlobStorage } from "./engine_networking_blob.js";
8
- import { registerPrefabProvider, syncInstantiate, SyncInstantiateOptions } from "./engine_networking_instantiate.js";
9
- import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
10
- import { Context } from "./engine_setup.js";
11
- import type { GLTF, IComponent, IGameObject, SourceIdentifier } from "./engine_types.js";
12
-
13
- const debug = getParam("debugaddressables");
14
-
15
- /**
16
- * The Addressables class is used to register and manage {@link AssetReference} types
17
- * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
18
- */
19
- export class Addressables {
20
-
21
- private _context: Context;
22
- private _assetReferences: { [key: string]: AssetReference } = {};
23
-
24
- /** @internal */
25
- constructor(context: Context) {
26
- this._context = context;
27
- this._context.pre_update_callbacks.push(this.preUpdate);
28
- }
29
-
30
- /** @internal */
31
- dispose() {
32
- const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
33
- if (preUpdateIndex >= 0) {
34
- this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
35
- }
36
- for (const key in this._assetReferences) {
37
- const ref = this._assetReferences[key];
38
- ref?.unload();
39
- }
40
- this._assetReferences = {};
41
- }
42
-
43
- private preUpdate = () => {
44
-
45
- }
46
-
47
-
48
- /**
49
- * Find a registered AssetReference by its URL
50
- */
51
- findAssetReference(url: string): AssetReference | null {
52
- return this._assetReferences[url] || null;
53
- }
54
-
55
- /**
56
- * Register an asset reference
57
- * @internal
58
- */
59
- registerAssetReference(ref: AssetReference): AssetReference {
60
- if (!ref.url) return ref;
61
- if (!this._assetReferences[ref.url]) {
62
- this._assetReferences[ref.url] = ref;
63
- }
64
- else {
65
-
66
- console.warn("Asset reference already registered", ref);
67
- }
68
- return ref;
69
- }
70
-
71
- /** @internal */
72
- unregisterAssetReference(ref: AssetReference) {
73
- if (!ref.url) return;
74
- delete this._assetReferences[ref.url];
75
- }
76
- }
77
-
78
- export type ProgressCallback = (asset: AssetReference, prog: ProgressEvent) => void;
79
-
80
- const $assetReference = Symbol("assetReference");
81
-
82
- /** ### AssetReferences can be used to easily load glTF or GLB assets
83
- * You can use `AssetReference.getOrCreate` to get an AssetReference for a URL to be easily loaded.
84
- * When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
85
- * - `myAssetReference.preload()` to load the asset binary without creating an instance yet.
86
- * - `myAssetReference.loadAssetAsync()` to load the asset and create an instance.
87
- * - `myAssetReference.instantiate()` to load the asset and create a new instance.
88
- * - `myAssetReference.unload()` to dispose allocated memory and destroy the asset instance.
89
- */
90
- export class AssetReference {
91
-
92
- /**
93
- * Get an AssetReference for a URL to be easily loaded.
94
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
95
- * @param url The URL of the asset to load. The url can be relative or absolute.
96
- * @param context The context to use for loading the asset
97
- * @returns the AssetReference for the URL
98
- */
99
- static getOrCreateFromUrl(url: string, context?: Context): AssetReference {
100
- if (!context) {
101
- context = Context.Current;
102
- if (!context)
103
- 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.");
104
- }
105
- const addressables = context.addressables;
106
- const existing = addressables.findAssetReference(url);
107
- if (existing) return existing;
108
- const ref = new AssetReference(url, context.hash);
109
- addressables.registerAssetReference(ref);
110
- return ref;
111
- }
112
-
113
- /**
114
- * Get an AssetReference for a URL to be easily loaded.
115
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
116
- */
117
- static getOrCreate(sourceId: SourceIdentifier | IComponent, url: string, context?: Context): AssetReference {
118
-
119
- if (typeof sourceId === "string") {
120
- if (!context) {
121
- context = Context.Current;
122
- if (!context)
123
- 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.");
124
- }
125
- }
126
- else {
127
- context = sourceId.context as Context;
128
- sourceId = sourceId.sourceId!;
129
- }
130
-
131
- const fullPath = resolveUrl(sourceId, url);
132
- if (debug) console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
133
- const addressables = context.addressables;
134
- const existing = addressables.findAssetReference(fullPath);
135
- if (existing) return existing;
136
- const ref = new AssetReference(fullPath, context.hash);
137
- addressables.registerAssetReference(ref);
138
- return ref;
139
- }
140
-
141
- private static currentlyInstantiating: Map<string, number> = new Map<string, number>();
142
-
143
- /** @returns true if this is an AssetReference instance */
144
- get isAssetReference() { return true; }
145
-
146
- /** The loaded asset */
147
- get asset(): Object3D | null {
148
- return this._glbRoot ?? this._asset;
149
- }
150
-
151
- protected set asset(val: any) {
152
- this._asset = val;
153
- }
154
-
155
- private _loading?: PromiseLike<any>;
156
-
157
- /** The url of the loaded asset (or the asset to be loaded)
158
- * @deprecated use url */
159
- get uri(): string {
160
- return this._url;
161
- }
162
- /** The url of the loaded asset (or the asset to be loaded) */
163
- get url(): string {
164
- return this._url;
165
- }
166
-
167
- /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
168
- get urlName(): string {
169
- return this._urlName;
170
- };
171
-
172
- /**
173
- * @returns true if the uri is a valid URL (http, https, blob)
174
- */
175
- get hasUrl() {
176
- return this._url !== undefined &&
177
- (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
178
- }
179
-
180
- /**
181
- * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
182
- */
183
- get rawAsset(): any { return this._asset; }
184
-
185
- private _asset: any;
186
- private _glbRoot?: Object3D | null;
187
- private _url: string;
188
- private _urlName: string;
189
- private _progressListeners: ProgressCallback[] = [];
190
-
191
- private _hash?: string;
192
- private _hashedUri: string;
193
-
194
- private _isLoadingRawBinary: boolean = false;
195
- private _rawBinary?: ArrayBufferLike | null;
196
-
197
- /** @internal */
198
- constructor(uri: string, hash?: string, asset: any = null) {
199
- this._url = uri;
200
-
201
- const lastUriPart = uri.lastIndexOf("/");
202
- if (lastUriPart >= 0) {
203
- this._urlName = uri.substring(lastUriPart + 1);
204
- // remove file extension
205
- const lastDot = this._urlName.lastIndexOf(".");
206
- if (lastDot >= 0) {
207
- this._urlName = this._urlName.substring(0, lastDot);
208
- }
209
- }
210
- else {
211
- this._urlName = uri;
212
- }
213
-
214
- this._hash = hash;
215
- if (uri.includes("?v="))
216
- this._hashedUri = uri;
217
- else
218
- this._hashedUri = hash ? uri + "?v=" + hash : uri;
219
- if (asset !== null) this.asset = asset;
220
-
221
- registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
222
- }
223
-
224
- private async onResolvePrefab(url: string): Promise<Object3D | null> {
225
- if (url === this.url) {
226
- if (this.mustLoad) await this.loadAssetAsync();
227
- if (this.asset) {
228
- return this.asset;
229
- }
230
- }
231
- return null;
232
- }
233
-
234
- private get mustLoad() {
235
- return !this.asset || (this.asset as any).__destroyed === true || isDestroyed(this.asset) === true;
236
- }
237
-
238
- /**
239
- * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
240
- isLoaded() { return this._rawBinary || this.asset !== undefined }
241
-
242
- /** frees previously allocated memory and destroys the current `asset` instance (if any) */
243
- unload() {
244
- if (this.asset) {
245
- if (debug) console.log("Unload", this.asset);
246
- // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
247
- if ("scene" in this.asset && this.asset.scene)
248
- destroy(this.asset.scene as Object3D, true, true);
249
- destroy(this.asset, true, true);
250
- }
251
- this.asset = null;
252
- this._rawBinary = undefined;
253
- this._glbRoot = null;
254
- this._loading = undefined;
255
- if (Context.Current) {
256
- Context.Current.addressables.unregisterAssetReference(this);
257
- }
258
- }
259
-
260
- /** loads the asset binary without creating an instance */
261
- async preload(): Promise<ArrayBufferLike | null> {
262
- if (!this.mustLoad) return null;
263
- if (this._isLoadingRawBinary) return null;
264
- if (this._rawBinary !== undefined) return this._rawBinary;
265
- this._isLoadingRawBinary = true;
266
- if (debug) console.log("Preload", this._hashedUri);
267
- const res = await BlobStorage.download(this._hashedUri, p => {
268
- this.raiseProgressEvent(p);
269
- });
270
- this._rawBinary = res?.buffer ?? null;
271
- this._isLoadingRawBinary = false;
272
- return this._rawBinary;
273
- }
274
-
275
- // TODO: we need a way to abort loading a resource
276
- /** Loads the asset and creates one instance (assigned to `asset`)
277
- * @returns the loaded asset
278
- */
279
- async loadAssetAsync(prog?: ProgressCallback | null) {
280
- if (debug)
281
- console.log("loadAssetAsync", this.url);
282
- if (!this.mustLoad) return this.asset;
283
- if (prog)
284
- this._progressListeners.push(prog);
285
- if (this._loading !== undefined) {
286
- // console.warn("Wait for other loading thiny");
287
- return this._loading.then(_ => this.asset);
288
- }
289
- const context = Context.Current;
290
- // TODO: technically we shouldnt call awake only when the object is added to a scene
291
- // addressables now allow loading things without adding them to a scene immediately
292
- // we should "address" (LUL) this
293
- // console.log("START LOADING");
294
- if (this._rawBinary) {
295
- if (!(this._rawBinary instanceof ArrayBuffer)) {
296
- console.error("Invalid raw binary data", this._rawBinary);
297
- return null;
298
- }
299
- this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
300
- this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
301
- }
302
- else {
303
- if (debug) console.log("Load async", this.url);
304
- this._loading = getLoader().loadSync(context, this._hashedUri, this.url, null, prog => {
305
- this.raiseProgressEvent(prog);
306
- });
307
- }
308
- const res = await this._loading;
309
- // clear all progress listeners after download has finished
310
- this._progressListeners.length = 0;
311
- this._glbRoot = this.tryGetActualGameObjectRoot(res);
312
- this._loading = undefined;
313
- if (res) {
314
- // Make sure the loaded roots all have a reference to this AssetReference
315
- // that was originally loading it.
316
- // We need this when the loaded asset is being disposed
317
- // TODO: we have to prevent disposing resources that are still in use
318
- res[$assetReference] = this;
319
- if (this._glbRoot)
320
- this._glbRoot[$assetReference] = this;
321
- if (this.asset) this.asset[$assetReference] = this;
322
-
323
- // we need to handle the pre_setup callsbacks before instantiating
324
- // because that is where deserialization happens
325
- processNewScripts(context);
326
-
327
- if (res.scene !== undefined) {
328
- this.asset = res;
329
- }
330
- return this.asset;
331
- }
332
- return null;
333
- }
334
-
335
- /** loads and returns a new instance of `asset` */
336
- async instantiate(parent?: Object3D | IInstantiateOptions | null) {
337
- return this.onInstantiate(parent, false);
338
- }
339
-
340
- /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
341
- async instantiateSynced(parent?: Object3D | SyncInstantiateOptions, saveOnServer: boolean = true) {
342
- return this.onInstantiate(parent, true, saveOnServer);
343
- }
344
-
345
- beginListenDownload(evt: ProgressCallback) {
346
- if (this._progressListeners.indexOf(evt) < 0)
347
- this._progressListeners.push(evt);
348
- }
349
-
350
- endListenDownload(evt: ProgressCallback) {
351
- const index = this._progressListeners.indexOf(evt);
352
- if (index >= 0) {
353
- this._progressListeners.splice(index, 1);
354
- }
355
- }
356
-
357
- private raiseProgressEvent(prog: ProgressEvent) {
358
- for (const list of this._progressListeners) {
359
- list(this, prog);
360
- }
361
- }
362
-
363
- private async onInstantiate(opts?: Object3D | IInstantiateOptions | SyncInstantiateOptions | null, networked: boolean = false, saveOnServer?: boolean): Promise<Object3D | null> {
364
- const context = Context.Current;
365
-
366
- // clone the instantiate options immediately
367
- // in case the user is not awaiting this call and already modifying the options
368
- const options = new InstantiateOptions();
369
- if (opts instanceof Object3D) {
370
- options.parent = opts;
371
- }
372
- else if (opts) {
373
- // Assign to e.g. have SyncInstantiateOptions
374
- Object.assign(options, opts);
375
- options.cloneAssign(opts);
376
- }
377
- if (!options.parent) options.parent = context.scene;
378
-
379
- // ensure the asset is loaded
380
- if (this.mustLoad) {
381
- await this.loadAssetAsync();
382
- }
383
- if (debug)
384
- console.log("Instantiate", this.url, "parent:", opts);
385
-
386
- if (this.asset) {
387
- if (debug) console.log("Add to scene", this.asset);
388
-
389
- let count = AssetReference.currentlyInstantiating.get(this.url);
390
- // allow up to 10000 instantiations of the same prefab in the same frame
391
- if (count !== undefined && count >= 10000) {
392
- console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
393
- return null;
394
- }
395
- try {
396
- if (count === undefined) count = 0;
397
- count += 1;
398
- AssetReference.currentlyInstantiating.set(this.url, count);
399
- if (networked) {
400
- options.context = context;
401
- const prefab = this.asset;
402
- prefab.guid = this.url;
403
- const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
404
- if (instance) {
405
- return instance;
406
- }
407
- }
408
- else {
409
- const instance = instantiate(this.asset, options);
410
- if (instance) {
411
- return instance;
412
- }
413
- }
414
- }
415
- finally {
416
- context.post_render_callbacks.push(() => {
417
- if (count === undefined || count < 0) count = 0;
418
- else count -= 1;
419
- AssetReference.currentlyInstantiating.set(this.url, count)
420
- });
421
- }
422
-
423
- }
424
- else if (debug) console.warn("Failed to load asset", this.url);
425
- return null;
426
- }
427
-
428
- /**
429
- * try to ignore the intermediate created object
430
- * because it causes trouble if we instantiate an assetreference per player
431
- * and call destroy on the player marker root
432
- * @returns the scene root object if the asset was a glb/gltf
433
- */
434
- private tryGetActualGameObjectRoot(asset: any): Object3D | null {
435
- if (asset && asset.scene) {
436
- // some exporters produce additional root objects
437
- const scene = asset.scene as Group;
438
- if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
439
- const root = scene.children[0];
440
- return root;
441
- }
442
- // ok the scene is the scene, just use that then
443
- else
444
- return scene;
445
- }
446
- return null;
447
- }
448
-
449
- }
450
-
451
-
452
-
453
-
454
- class AddressableSerializer extends TypeSerializer {
455
-
456
- constructor() {
457
- super([AssetReference], "AssetReferenceSerializer");
458
- }
459
-
460
- onSerialize(data: any, _context: SerializationContext) {
461
- if (data && data.uri !== undefined && typeof data.uri === "string") {
462
- return data.uri;
463
- }
464
- }
465
-
466
- onDeserialize(data: any, context: SerializationContext) {
467
- if (typeof data === "string") {
468
- if (!context.context) {
469
- console.error("Missing context");
470
- return null;
471
- }
472
- if (!context.gltfId) {
473
- console.error("Missing source id");
474
- return null;
475
- }
476
- const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
477
- return ref;
478
- }
479
- else if (data instanceof Object3D) {
480
- if (!context.context) {
481
- console.error("Missing context");
482
- return null;
483
- }
484
- if (!context.gltfId) {
485
- console.error("Missing source id");
486
- return null;
487
- }
488
- const obj = data;
489
- const ctx = context.context;
490
- const guid = obj["guid"] ?? obj.uuid;
491
- const existing = ctx.addressables.findAssetReference(guid);
492
- if (existing) return existing;
493
- const ref = new AssetReference(guid, undefined, obj);
494
- ctx.addressables.registerAssetReference(ref);
495
- return ref;
496
- }
497
- return null;
498
- }
499
-
500
- }
501
- new AddressableSerializer();
502
-
503
-
504
-
505
- const failedTexturePromise = Promise.resolve(null);
506
-
507
- /** Use this if a file is a external image URL
508
- * @example
509
- * ```ts
510
- * @serializable(ImageReference)
511
- * myImage?:ImageReference;
512
- * ```
513
- */
514
- export class ImageReference {
515
-
516
- private static imageReferences = new Map<string, ImageReference>();
517
-
518
- static getOrCreate(url: string) {
519
- let ref = ImageReference.imageReferences.get(url);
520
- if (!ref) {
521
- ref = new ImageReference(url);
522
- ImageReference.imageReferences.set(url, ref);
523
- }
524
- return ref;
525
- }
526
-
527
- constructor(url: string) {
528
- this.url = url;
529
- }
530
-
531
- readonly url!: string;
532
-
533
- private _bitmap?: Promise<ImageBitmap | null>;
534
- private _bitmapObject?: ImageBitmap;
535
-
536
- dispose() {
537
- if (this._bitmapObject) {
538
- this._bitmapObject.close();
539
- }
540
- this._bitmap = undefined;
541
- }
542
-
543
- createHTMLImage(): HTMLImageElement {
544
- const img = new Image();
545
- img.src = this.url;
546
- return img;
547
- }
548
-
549
- private loader: TextureLoader | null = null;
550
- createTexture(): Promise<Texture | null> {
551
- if (!this.url) {
552
- console.error("Can not load texture without url");
553
- return failedTexturePromise;
554
- }
555
-
556
- if (!this.loader) this.loader = new TextureLoader();
557
- this.loader.setCrossOrigin("anonymous");
558
- return this.loader.loadAsync(this.url).then(res => {
559
- if (res && !res.name?.length) {
560
- // default name if no name is defined
561
- res.name = this.url.split("/").pop() ?? this.url;
562
- }
563
- return res;
564
- })
565
- // return this.getBitmap().then((bitmap) => {
566
- // if (bitmap) {
567
- // const texture = new Texture(bitmap);
568
- // texture.needsUpdate = true;
569
- // return texture;
570
- // }
571
- // return null;
572
- // });
573
- }
574
-
575
- /** Loads the bitmap data of the image */
576
- getBitmap(): Promise<ImageBitmap | null> {
577
- if (this._bitmap) return this._bitmap;
578
- this._bitmap = new Promise((res, _) => {
579
- const imageElement = document.createElement("img") as HTMLImageElement;
580
- imageElement.addEventListener("load", () => {
581
- this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
582
- this._bitmapObject = bitmap;
583
- res(bitmap);
584
- return bitmap;
585
- })
586
- });
587
- imageElement.addEventListener("error", err => {
588
- console.error("Failed to load image:" + this.url, err);
589
- res(null);
590
- });
591
- imageElement.src = this.url;
592
- });
593
- return this._bitmap;
594
- }
595
- }
596
-
597
-
598
- /** @internal */
599
- export class ImageReferenceSerializer extends TypeSerializer {
600
- constructor() {
601
- super([ImageReference], "ImageReferenceSerializer");
602
- }
603
-
604
- onSerialize(_data: string, _context: SerializationContext) {
605
- return null;
606
- }
607
-
608
- onDeserialize(data: string, _context: SerializationContext) {
609
- if (typeof data === "string") {
610
- const url = resolveUrl(_context.gltfId, data)
611
- return ImageReference.getOrCreate(url);
612
- }
613
- return undefined;
614
- }
615
- }
616
- new ImageReferenceSerializer();
617
-
618
-
619
-
620
- /** 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
621
- */
622
- export class FileReference {
623
-
624
- private static cache = new Map<string, FileReference>();
625
-
626
- static getOrCreate(url: string) {
627
- let ref = FileReference.cache.get(url);
628
- if (!ref) {
629
- ref = new FileReference(url);
630
- FileReference.cache.set(url, ref);
631
- }
632
- return ref;
633
- }
634
-
635
- /** Load the file binary data
636
- * @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.
637
- */
638
- async loadRaw(): Promise<Blob> {
639
- if (!this.res) this.res = fetch(this.url);
640
- return this.res.then(res => res.blob());
641
- }
642
-
643
- /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
644
- * @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
645
- */
646
- async loadText(): Promise<string> {
647
- if (!this.res) this.res = fetch(this.url);
648
- return this.res.then(res => res.text());
649
- }
650
-
651
- /** The resolved url to the file */
652
- readonly url: string;
653
-
654
- private res?: Promise<Response>;
655
-
656
- constructor(url: string) {
657
- this.url = url;
658
- }
659
- }
660
-
661
-
662
- /** @internal */
663
- export class FileReferenceSerializer extends TypeSerializer {
664
- constructor() {
665
- super([FileReference], "FileReferenceSerializer");
666
- }
667
-
668
- onSerialize(_data: string, _context: SerializationContext) {
669
- return null;
670
- }
671
-
672
- onDeserialize(data: string, _context: SerializationContext) {
673
- if (typeof data === "string") {
674
- const url = resolveUrl(_context.gltfId, data)
675
- return FileReference.getOrCreate(url);
676
- }
677
- return undefined;
678
- }
679
- }
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 { processNewScripts } from "./engine_mainloop_utils.js";
7
+ import { BlobStorage } from "./engine_networking_blob.js";
8
+ import { registerPrefabProvider, syncInstantiate, SyncInstantiateOptions } from "./engine_networking_instantiate.js";
9
+ import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
10
+ import { Context } from "./engine_setup.js";
11
+ import type { GLTF, IComponent, IGameObject, SourceIdentifier } from "./engine_types.js";
12
+
13
+ const debug = getParam("debugaddressables");
14
+
15
+ /**
16
+ * The Addressables class is used to register and manage {@link AssetReference} types
17
+ * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
18
+ */
19
+ export class Addressables {
20
+
21
+ private _context: Context;
22
+ private _assetReferences: { [key: string]: AssetReference } = {};
23
+
24
+ /** @internal */
25
+ constructor(context: Context) {
26
+ this._context = context;
27
+ this._context.pre_update_callbacks.push(this.preUpdate);
28
+ }
29
+
30
+ /** @internal */
31
+ dispose() {
32
+ const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
33
+ if (preUpdateIndex >= 0) {
34
+ this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
35
+ }
36
+ for (const key in this._assetReferences) {
37
+ const ref = this._assetReferences[key];
38
+ ref?.unload();
39
+ }
40
+ this._assetReferences = {};
41
+ }
42
+
43
+ private preUpdate = () => {
44
+
45
+ }
46
+
47
+
48
+ /**
49
+ * Find a registered AssetReference by its URL
50
+ */
51
+ findAssetReference(url: string): AssetReference | null {
52
+ return this._assetReferences[url] || null;
53
+ }
54
+
55
+ /**
56
+ * Register an asset reference
57
+ * @internal
58
+ */
59
+ registerAssetReference(ref: AssetReference): AssetReference {
60
+ if (!ref.url) return ref;
61
+ if (!this._assetReferences[ref.url]) {
62
+ this._assetReferences[ref.url] = ref;
63
+ }
64
+ else {
65
+
66
+ console.warn("Asset reference already registered", ref);
67
+ }
68
+ return ref;
69
+ }
70
+
71
+ /** @internal */
72
+ unregisterAssetReference(ref: AssetReference) {
73
+ if (!ref.url) return;
74
+ delete this._assetReferences[ref.url];
75
+ }
76
+ }
77
+
78
+ export type ProgressCallback = (asset: AssetReference, prog: ProgressEvent) => void;
79
+
80
+ const $assetReference = Symbol("assetReference");
81
+
82
+ /** ### AssetReferences can be used to easily load glTF or GLB assets
83
+ * You can use `AssetReference.getOrCreate` to get an AssetReference for a URL to be easily loaded.
84
+ * When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
85
+ * - `myAssetReference.preload()` to load the asset binary without creating an instance yet.
86
+ * - `myAssetReference.loadAssetAsync()` to load the asset and create an instance.
87
+ * - `myAssetReference.instantiate()` to load the asset and create a new instance.
88
+ * - `myAssetReference.unload()` to dispose allocated memory and destroy the asset instance.
89
+ */
90
+ export class AssetReference {
91
+
92
+ /**
93
+ * Get an AssetReference for a URL to be easily loaded.
94
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
95
+ * @param url The URL of the asset to load. The url can be relative or absolute.
96
+ * @param context The context to use for loading the asset
97
+ * @returns the AssetReference for the URL
98
+ */
99
+ static getOrCreateFromUrl(url: string, context?: Context): AssetReference {
100
+ if (!context) {
101
+ context = Context.Current;
102
+ if (!context)
103
+ 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.");
104
+ }
105
+ const addressables = context.addressables;
106
+ const existing = addressables.findAssetReference(url);
107
+ if (existing) return existing;
108
+ const ref = new AssetReference(url, context.hash);
109
+ addressables.registerAssetReference(ref);
110
+ return ref;
111
+ }
112
+
113
+ /**
114
+ * Get an AssetReference for a URL to be easily loaded.
115
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
116
+ */
117
+ static getOrCreate(sourceId: SourceIdentifier | IComponent, url: string, context?: Context): AssetReference {
118
+
119
+ if (typeof sourceId === "string") {
120
+ if (!context) {
121
+ context = Context.Current;
122
+ if (!context)
123
+ 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.");
124
+ }
125
+ }
126
+ else {
127
+ context = sourceId.context as Context;
128
+ sourceId = sourceId.sourceId!;
129
+ }
130
+
131
+ const fullPath = resolveUrl(sourceId, url);
132
+ if (debug) console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
133
+ const addressables = context.addressables;
134
+ const existing = addressables.findAssetReference(fullPath);
135
+ if (existing) return existing;
136
+ const ref = new AssetReference(fullPath, context.hash);
137
+ addressables.registerAssetReference(ref);
138
+ return ref;
139
+ }
140
+
141
+ private static currentlyInstantiating: Map<string, number> = new Map<string, number>();
142
+
143
+ /** @returns true if this is an AssetReference instance */
144
+ get isAssetReference() { return true; }
145
+
146
+ /** The loaded asset */
147
+ get asset(): Object3D | null {
148
+ return this._glbRoot ?? this._asset;
149
+ }
150
+
151
+ protected set asset(val: any) {
152
+ this._asset = val;
153
+ }
154
+
155
+ private _loading?: PromiseLike<any>;
156
+
157
+ /** The url of the loaded asset (or the asset to be loaded)
158
+ * @deprecated use url */
159
+ get uri(): string {
160
+ return this._url;
161
+ }
162
+ /** The url of the loaded asset (or the asset to be loaded) */
163
+ get url(): string {
164
+ return this._url;
165
+ }
166
+
167
+ /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
168
+ get urlName(): string {
169
+ return this._urlName;
170
+ };
171
+
172
+ /**
173
+ * @returns true if the uri is a valid URL (http, https, blob)
174
+ */
175
+ get hasUrl() {
176
+ return this._url !== undefined &&
177
+ (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
178
+ }
179
+
180
+ /**
181
+ * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
182
+ */
183
+ get rawAsset(): any { return this._asset; }
184
+
185
+ private _asset: any;
186
+ private _glbRoot?: Object3D | null;
187
+ private _url: string;
188
+ private _urlName: string;
189
+ private _progressListeners: ProgressCallback[] = [];
190
+
191
+ private _hash?: string;
192
+ private _hashedUri: string;
193
+
194
+ private _isLoadingRawBinary: boolean = false;
195
+ private _rawBinary?: ArrayBufferLike | null;
196
+
197
+ /** @internal */
198
+ constructor(uri: string, hash?: string, asset: any = null) {
199
+ this._url = uri;
200
+
201
+ const lastUriPart = uri.lastIndexOf("/");
202
+ if (lastUriPart >= 0) {
203
+ this._urlName = uri.substring(lastUriPart + 1);
204
+ // remove file extension
205
+ const lastDot = this._urlName.lastIndexOf(".");
206
+ if (lastDot >= 0) {
207
+ this._urlName = this._urlName.substring(0, lastDot);
208
+ }
209
+ }
210
+ else {
211
+ this._urlName = uri;
212
+ }
213
+
214
+ this._hash = hash;
215
+ if (uri.includes("?v="))
216
+ this._hashedUri = uri;
217
+ else
218
+ this._hashedUri = hash ? uri + "?v=" + hash : uri;
219
+ if (asset !== null) this.asset = asset;
220
+
221
+ registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
222
+ }
223
+
224
+ private async onResolvePrefab(url: string): Promise<Object3D | null> {
225
+ if (url === this.url) {
226
+ if (this.mustLoad) await this.loadAssetAsync();
227
+ if (this.asset) {
228
+ return this.asset;
229
+ }
230
+ }
231
+ return null;
232
+ }
233
+
234
+ private get mustLoad() {
235
+ return !this.asset || (this.asset as any).__destroyed === true || isDestroyed(this.asset) === true;
236
+ }
237
+
238
+ /**
239
+ * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
240
+ isLoaded() { return this._rawBinary || this.asset !== undefined }
241
+
242
+ /** frees previously allocated memory and destroys the current `asset` instance (if any) */
243
+ unload() {
244
+ if (this.asset) {
245
+ if (debug) console.log("Unload", this.asset);
246
+ // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
247
+ if ("scene" in this.asset && this.asset.scene)
248
+ destroy(this.asset.scene as Object3D, true, true);
249
+ destroy(this.asset, true, true);
250
+ }
251
+ this.asset = null;
252
+ this._rawBinary = undefined;
253
+ this._glbRoot = null;
254
+ this._loading = undefined;
255
+ if (Context.Current) {
256
+ Context.Current.addressables.unregisterAssetReference(this);
257
+ }
258
+ }
259
+
260
+ /** loads the asset binary without creating an instance */
261
+ async preload(): Promise<ArrayBufferLike | null> {
262
+ if (!this.mustLoad) return null;
263
+ if (this._isLoadingRawBinary) return null;
264
+ if (this._rawBinary !== undefined) return this._rawBinary;
265
+ this._isLoadingRawBinary = true;
266
+ if (debug) console.log("Preload", this._hashedUri);
267
+ const res = await BlobStorage.download(this._hashedUri, p => {
268
+ this.raiseProgressEvent(p);
269
+ });
270
+ this._rawBinary = res?.buffer ?? null;
271
+ this._isLoadingRawBinary = false;
272
+ return this._rawBinary;
273
+ }
274
+
275
+ // TODO: we need a way to abort loading a resource
276
+ /** Loads the asset and creates one instance (assigned to `asset`)
277
+ * @returns the loaded asset
278
+ */
279
+ async loadAssetAsync(prog?: ProgressCallback | null) {
280
+ if (debug)
281
+ console.log("loadAssetAsync", this.url);
282
+ if (!this.mustLoad) return this.asset;
283
+ if (prog)
284
+ this._progressListeners.push(prog);
285
+ if (this._loading !== undefined) {
286
+ // console.warn("Wait for other loading thiny");
287
+ return this._loading.then(_ => this.asset);
288
+ }
289
+ const context = Context.Current;
290
+ // TODO: technically we shouldnt call awake only when the object is added to a scene
291
+ // addressables now allow loading things without adding them to a scene immediately
292
+ // we should "address" (LUL) this
293
+ // console.log("START LOADING");
294
+ if (this._rawBinary) {
295
+ if (!(this._rawBinary instanceof ArrayBuffer)) {
296
+ console.error("Invalid raw binary data", this._rawBinary);
297
+ return null;
298
+ }
299
+ this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
300
+ this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
301
+ }
302
+ else {
303
+ if (debug) console.log("Load async", this.url);
304
+ this._loading = getLoader().loadSync(context, this._hashedUri, this.url, null, prog => {
305
+ this.raiseProgressEvent(prog);
306
+ });
307
+ }
308
+ const res = await this._loading;
309
+ // clear all progress listeners after download has finished
310
+ this._progressListeners.length = 0;
311
+ this._glbRoot = this.tryGetActualGameObjectRoot(res);
312
+ this._loading = undefined;
313
+ if (res) {
314
+ // Make sure the loaded roots all have a reference to this AssetReference
315
+ // that was originally loading it.
316
+ // We need this when the loaded asset is being disposed
317
+ // TODO: we have to prevent disposing resources that are still in use
318
+ res[$assetReference] = this;
319
+ if (this._glbRoot)
320
+ this._glbRoot[$assetReference] = this;
321
+ if (this.asset) this.asset[$assetReference] = this;
322
+
323
+ // we need to handle the pre_setup callsbacks before instantiating
324
+ // because that is where deserialization happens
325
+ processNewScripts(context);
326
+
327
+ if (res.scene !== undefined) {
328
+ this.asset = res;
329
+ }
330
+ return this.asset;
331
+ }
332
+ return null;
333
+ }
334
+
335
+ /** loads and returns a new instance of `asset` */
336
+ async instantiate(parent?: Object3D | IInstantiateOptions | null) {
337
+ return this.onInstantiate(parent, false);
338
+ }
339
+
340
+ /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
341
+ async instantiateSynced(parent?: Object3D | SyncInstantiateOptions, saveOnServer: boolean = true) {
342
+ return this.onInstantiate(parent, true, saveOnServer);
343
+ }
344
+
345
+ beginListenDownload(evt: ProgressCallback) {
346
+ if (this._progressListeners.indexOf(evt) < 0)
347
+ this._progressListeners.push(evt);
348
+ }
349
+
350
+ endListenDownload(evt: ProgressCallback) {
351
+ const index = this._progressListeners.indexOf(evt);
352
+ if (index >= 0) {
353
+ this._progressListeners.splice(index, 1);
354
+ }
355
+ }
356
+
357
+ private raiseProgressEvent(prog: ProgressEvent) {
358
+ for (const list of this._progressListeners) {
359
+ list(this, prog);
360
+ }
361
+ }
362
+
363
+ private async onInstantiate(opts?: Object3D | IInstantiateOptions | SyncInstantiateOptions | null, networked: boolean = false, saveOnServer?: boolean): Promise<Object3D | null> {
364
+ const context = Context.Current;
365
+
366
+ // clone the instantiate options immediately
367
+ // in case the user is not awaiting this call and already modifying the options
368
+ const options = new InstantiateOptions();
369
+ if (opts instanceof Object3D) {
370
+ options.parent = opts;
371
+ }
372
+ else if (opts) {
373
+ // Assign to e.g. have SyncInstantiateOptions
374
+ Object.assign(options, opts);
375
+ options.cloneAssign(opts);
376
+ }
377
+ if (!options.parent) options.parent = context.scene;
378
+
379
+ // ensure the asset is loaded
380
+ if (this.mustLoad) {
381
+ await this.loadAssetAsync();
382
+ }
383
+ if (debug)
384
+ console.log("Instantiate", this.url, "parent:", opts);
385
+
386
+ if (this.asset) {
387
+ if (debug) console.log("Add to scene", this.asset);
388
+
389
+ let count = AssetReference.currentlyInstantiating.get(this.url);
390
+ // allow up to 10000 instantiations of the same prefab in the same frame
391
+ if (count !== undefined && count >= 10000) {
392
+ console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
393
+ return null;
394
+ }
395
+ try {
396
+ if (count === undefined) count = 0;
397
+ count += 1;
398
+ AssetReference.currentlyInstantiating.set(this.url, count);
399
+ if (networked) {
400
+ options.context = context;
401
+ const prefab = this.asset;
402
+ prefab.guid = this.url;
403
+ const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
404
+ if (instance) {
405
+ return instance;
406
+ }
407
+ }
408
+ else {
409
+ const instance = instantiate(this.asset, options);
410
+ if (instance) {
411
+ return instance;
412
+ }
413
+ }
414
+ }
415
+ finally {
416
+ context.post_render_callbacks.push(() => {
417
+ if (count === undefined || count < 0) count = 0;
418
+ else count -= 1;
419
+ AssetReference.currentlyInstantiating.set(this.url, count)
420
+ });
421
+ }
422
+
423
+ }
424
+ else if (debug) console.warn("Failed to load asset", this.url);
425
+ return null;
426
+ }
427
+
428
+ /**
429
+ * try to ignore the intermediate created object
430
+ * because it causes trouble if we instantiate an assetreference per player
431
+ * and call destroy on the player marker root
432
+ * @returns the scene root object if the asset was a glb/gltf
433
+ */
434
+ private tryGetActualGameObjectRoot(asset: any): Object3D | null {
435
+ if (asset && asset.scene) {
436
+ // some exporters produce additional root objects
437
+ const scene = asset.scene as Group;
438
+ if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
439
+ const root = scene.children[0];
440
+ return root;
441
+ }
442
+ // ok the scene is the scene, just use that then
443
+ else
444
+ return scene;
445
+ }
446
+ return null;
447
+ }
448
+
449
+ }
450
+
451
+
452
+
453
+
454
+ class AddressableSerializer extends TypeSerializer {
455
+
456
+ constructor() {
457
+ super([AssetReference], "AssetReferenceSerializer");
458
+ }
459
+
460
+ onSerialize(data: any, _context: SerializationContext) {
461
+ if (data && data.uri !== undefined && typeof data.uri === "string") {
462
+ return data.uri;
463
+ }
464
+ }
465
+
466
+ onDeserialize(data: any, context: SerializationContext) {
467
+ if (typeof data === "string") {
468
+ if (!context.context) {
469
+ console.error("Missing context");
470
+ return null;
471
+ }
472
+ if (!context.gltfId) {
473
+ console.error("Missing source id");
474
+ return null;
475
+ }
476
+ const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
477
+ return ref;
478
+ }
479
+ else if (data instanceof Object3D) {
480
+ if (!context.context) {
481
+ console.error("Missing context");
482
+ return null;
483
+ }
484
+ if (!context.gltfId) {
485
+ console.error("Missing source id");
486
+ return null;
487
+ }
488
+ const obj = data;
489
+ const ctx = context.context;
490
+ const guid = obj["guid"] ?? obj.uuid;
491
+ const existing = ctx.addressables.findAssetReference(guid);
492
+ if (existing) return existing;
493
+ const ref = new AssetReference(guid, undefined, obj);
494
+ ctx.addressables.registerAssetReference(ref);
495
+ return ref;
496
+ }
497
+ return null;
498
+ }
499
+
500
+ }
501
+ new AddressableSerializer();
502
+
503
+
504
+
505
+ const failedTexturePromise = Promise.resolve(null);
506
+
507
+ /** Use this if a file is a external image URL
508
+ * @example
509
+ * ```ts
510
+ * @serializable(ImageReference)
511
+ * myImage?:ImageReference;
512
+ * ```
513
+ */
514
+ export class ImageReference {
515
+
516
+ private static imageReferences = new Map<string, ImageReference>();
517
+
518
+ static getOrCreate(url: string) {
519
+ let ref = ImageReference.imageReferences.get(url);
520
+ if (!ref) {
521
+ ref = new ImageReference(url);
522
+ ImageReference.imageReferences.set(url, ref);
523
+ }
524
+ return ref;
525
+ }
526
+
527
+ constructor(url: string) {
528
+ this.url = url;
529
+ }
530
+
531
+ readonly url!: string;
532
+
533
+ private _bitmap?: Promise<ImageBitmap | null>;
534
+ private _bitmapObject?: ImageBitmap;
535
+
536
+ dispose() {
537
+ if (this._bitmapObject) {
538
+ this._bitmapObject.close();
539
+ }
540
+ this._bitmap = undefined;
541
+ }
542
+
543
+ createHTMLImage(): HTMLImageElement {
544
+ const img = new Image();
545
+ img.src = this.url;
546
+ return img;
547
+ }
548
+
549
+ private loader: TextureLoader | null = null;
550
+ createTexture(): Promise<Texture | null> {
551
+ if (!this.url) {
552
+ console.error("Can not load texture without url");
553
+ return failedTexturePromise;
554
+ }
555
+
556
+ if (!this.loader) this.loader = new TextureLoader();
557
+ this.loader.setCrossOrigin("anonymous");
558
+ return this.loader.loadAsync(this.url).then(res => {
559
+ if (res && !res.name?.length) {
560
+ // default name if no name is defined
561
+ res.name = this.url.split("/").pop() ?? this.url;
562
+ }
563
+ return res;
564
+ })
565
+ // return this.getBitmap().then((bitmap) => {
566
+ // if (bitmap) {
567
+ // const texture = new Texture(bitmap);
568
+ // texture.needsUpdate = true;
569
+ // return texture;
570
+ // }
571
+ // return null;
572
+ // });
573
+ }
574
+
575
+ /** Loads the bitmap data of the image */
576
+ getBitmap(): Promise<ImageBitmap | null> {
577
+ if (this._bitmap) return this._bitmap;
578
+ this._bitmap = new Promise((res, _) => {
579
+ const imageElement = document.createElement("img") as HTMLImageElement;
580
+ imageElement.addEventListener("load", () => {
581
+ this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
582
+ this._bitmapObject = bitmap;
583
+ res(bitmap);
584
+ return bitmap;
585
+ })
586
+ });
587
+ imageElement.addEventListener("error", err => {
588
+ console.error("Failed to load image:" + this.url, err);
589
+ res(null);
590
+ });
591
+ imageElement.src = this.url;
592
+ });
593
+ return this._bitmap;
594
+ }
595
+ }
596
+
597
+
598
+ /** @internal */
599
+ export class ImageReferenceSerializer extends TypeSerializer {
600
+ constructor() {
601
+ super([ImageReference], "ImageReferenceSerializer");
602
+ }
603
+
604
+ onSerialize(_data: string, _context: SerializationContext) {
605
+ return null;
606
+ }
607
+
608
+ onDeserialize(data: string, _context: SerializationContext) {
609
+ if (typeof data === "string") {
610
+ const url = resolveUrl(_context.gltfId, data)
611
+ return ImageReference.getOrCreate(url);
612
+ }
613
+ return undefined;
614
+ }
615
+ }
616
+ new ImageReferenceSerializer();
617
+
618
+
619
+
620
+ /** 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
621
+ */
622
+ export class FileReference {
623
+
624
+ private static cache = new Map<string, FileReference>();
625
+
626
+ static getOrCreate(url: string) {
627
+ let ref = FileReference.cache.get(url);
628
+ if (!ref) {
629
+ ref = new FileReference(url);
630
+ FileReference.cache.set(url, ref);
631
+ }
632
+ return ref;
633
+ }
634
+
635
+ /** Load the file binary data
636
+ * @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.
637
+ */
638
+ async loadRaw(): Promise<Blob> {
639
+ if (!this.res) this.res = fetch(this.url);
640
+ return this.res.then(res => res.blob());
641
+ }
642
+
643
+ /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
644
+ * @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
645
+ */
646
+ async loadText(): Promise<string> {
647
+ if (!this.res) this.res = fetch(this.url);
648
+ return this.res.then(res => res.text());
649
+ }
650
+
651
+ /** The resolved url to the file */
652
+ readonly url: string;
653
+
654
+ private res?: Promise<Response>;
655
+
656
+ constructor(url: string) {
657
+ this.url = url;
658
+ }
659
+ }
660
+
661
+
662
+ /** @internal */
663
+ export class FileReferenceSerializer extends TypeSerializer {
664
+ constructor() {
665
+ super([FileReference], "FileReferenceSerializer");
666
+ }
667
+
668
+ onSerialize(_data: string, _context: SerializationContext) {
669
+ return null;
670
+ }
671
+
672
+ onDeserialize(data: string, _context: SerializationContext) {
673
+ if (typeof data === "string") {
674
+ const url = resolveUrl(_context.gltfId, data)
675
+ return FileReference.getOrCreate(url);
676
+ }
677
+ return undefined;
678
+ }
679
+ }
680
680
  new FileReferenceSerializer();