@needle-tools/engine 4.4.0-beta.7 → 4.4.0-beta.9

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 (1043) hide show
  1. package/CHANGELOG.md +3618 -3616
  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 +5029 -4950
  6. package/dist/needle-engine.bundle.light.js +5030 -4951
  7. package/dist/needle-engine.bundle.light.min.js +146 -116
  8. package/dist/needle-engine.bundle.light.umd.cjs +148 -118
  9. package/dist/needle-engine.bundle.min.js +146 -116
  10. package/dist/needle-engine.bundle.umd.cjs +148 -118
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.light.d.ts +129 -130
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine.d.ts +4 -0
  42. package/lib/engine/engine.js +12 -0
  43. package/lib/engine/engine.js.map +1 -0
  44. package/lib/engine/engine_addressables.d.ts +166 -166
  45. package/lib/engine/engine_addressables.js +608 -608
  46. package/lib/engine/engine_animation.d.ts +43 -43
  47. package/lib/engine/engine_animation.js +133 -133
  48. package/lib/engine/engine_application.d.ts +40 -40
  49. package/lib/engine/engine_application.js +104 -104
  50. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  51. package/lib/engine/engine_assetdatabase.js +344 -344
  52. package/lib/engine/engine_audio.d.ts +4 -4
  53. package/lib/engine/engine_audio.js +23 -23
  54. package/lib/engine/engine_camera.d.ts +13 -13
  55. package/lib/engine/engine_camera.js +30 -30
  56. package/lib/engine/engine_components.d.ts +110 -110
  57. package/lib/engine/engine_components.js +382 -382
  58. package/lib/engine/engine_components_internal.d.ts +9 -9
  59. package/lib/engine/engine_components_internal.js +36 -36
  60. package/lib/engine/engine_constants.d.ts +10 -10
  61. package/lib/engine/engine_constants.js +41 -41
  62. package/lib/engine/engine_context.d.ts +354 -354
  63. package/lib/engine/engine_context.js +1536 -1536
  64. package/lib/engine/engine_context_registry.d.ts +71 -71
  65. package/lib/engine/engine_context_registry.js +117 -117
  66. package/lib/engine/engine_coroutine.d.ts +35 -35
  67. package/lib/engine/engine_coroutine.js +52 -52
  68. package/lib/engine/engine_create_objects.d.ts +118 -118
  69. package/lib/engine/engine_create_objects.js +308 -308
  70. package/lib/engine/engine_default_parameters.d.ts +2 -2
  71. package/lib/engine/engine_default_parameters.js +3 -3
  72. package/lib/engine/engine_editor-sync.d.ts +21 -21
  73. package/lib/engine/engine_editor-sync.js +4 -4
  74. package/lib/engine/engine_element.d.ts +113 -113
  75. package/lib/engine/engine_element.js +832 -829
  76. package/lib/engine/engine_element.js.map +1 -1
  77. package/lib/engine/engine_element_attributes.d.ts +72 -72
  78. package/lib/engine/engine_element_attributes.js +1 -1
  79. package/lib/engine/engine_element_extras.d.ts +6 -6
  80. package/lib/engine/engine_element_extras.js +13 -13
  81. package/lib/engine/engine_element_loading.d.ts +44 -44
  82. package/lib/engine/engine_element_loading.js +349 -349
  83. package/lib/engine/engine_element_overlay.d.ts +21 -21
  84. package/lib/engine/engine_element_overlay.js +166 -166
  85. package/lib/engine/engine_fileloader.d.ts +2 -2
  86. package/lib/engine/engine_fileloader.js +8 -8
  87. package/lib/engine/engine_gameobject.d.ts +68 -68
  88. package/lib/engine/engine_gameobject.js +591 -591
  89. package/lib/engine/engine_generic_utils.d.ts +1 -1
  90. package/lib/engine/engine_generic_utils.js +13 -13
  91. package/lib/engine/engine_gizmos.d.ts +149 -149
  92. package/lib/engine/engine_gizmos.js +530 -530
  93. package/lib/engine/engine_gltf.d.ts +12 -12
  94. package/lib/engine/engine_gltf.js +15 -15
  95. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  96. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  97. package/lib/engine/engine_hot_reload.d.ts +7 -7
  98. package/lib/engine/engine_hot_reload.js +184 -184
  99. package/lib/engine/engine_input.d.ts +352 -352
  100. package/lib/engine/engine_input.js +1265 -1265
  101. package/lib/engine/engine_input_utils.d.ts +2 -2
  102. package/lib/engine/engine_input_utils.js +22 -22
  103. package/lib/engine/engine_instancing.d.ts +19 -19
  104. package/lib/engine/engine_instancing.js +39 -39
  105. package/lib/engine/engine_license.d.ts +11 -9
  106. package/lib/engine/engine_license.js +361 -320
  107. package/lib/engine/engine_license.js.map +1 -1
  108. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  109. package/lib/engine/engine_lifecycle_api.js +99 -99
  110. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  111. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  112. package/lib/engine/engine_lightdata.d.ts +23 -23
  113. package/lib/engine/engine_lightdata.js +91 -91
  114. package/lib/engine/engine_loaders.d.ts +13 -13
  115. package/lib/engine/engine_loaders.js +62 -62
  116. package/lib/engine/engine_lods.d.ts +31 -31
  117. package/lib/engine/engine_lods.js +146 -146
  118. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  119. package/lib/engine/engine_mainloop_utils.js +466 -466
  120. package/lib/engine/engine_math.d.ts +114 -114
  121. package/lib/engine/engine_math.js +247 -247
  122. package/lib/engine/engine_modules.d.ts +36 -36
  123. package/lib/engine/engine_modules.js +85 -85
  124. package/lib/engine/engine_networking.d.ts +252 -252
  125. package/lib/engine/engine_networking.js +743 -743
  126. package/lib/engine/engine_networking_auto.d.ts +24 -24
  127. package/lib/engine/engine_networking_auto.js +310 -310
  128. package/lib/engine/engine_networking_blob.d.ts +48 -48
  129. package/lib/engine/engine_networking_blob.js +212 -212
  130. package/lib/engine/engine_networking_files.d.ts +35 -35
  131. package/lib/engine/engine_networking_files.js +172 -172
  132. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  133. package/lib/engine/engine_networking_files_default_components.js +42 -42
  134. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  135. package/lib/engine/engine_networking_instantiate.js +345 -345
  136. package/lib/engine/engine_networking_peer.d.ts +15 -15
  137. package/lib/engine/engine_networking_peer.js +132 -132
  138. package/lib/engine/engine_networking_streams.d.ts +123 -123
  139. package/lib/engine/engine_networking_streams.js +645 -645
  140. package/lib/engine/engine_networking_types.d.ts +22 -22
  141. package/lib/engine/engine_networking_types.js +7 -7
  142. package/lib/engine/engine_networking_utils.d.ts +2 -2
  143. package/lib/engine/engine_networking_utils.js +20 -20
  144. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  145. package/lib/engine/engine_networking_websocket.js +2 -2
  146. package/lib/engine/engine_patcher.d.ts +10 -10
  147. package/lib/engine/engine_patcher.js +142 -142
  148. package/lib/engine/engine_physics.d.ts +152 -152
  149. package/lib/engine/engine_physics.js +645 -645
  150. package/lib/engine/engine_physics.types.d.ts +40 -40
  151. package/lib/engine/engine_physics.types.js +33 -33
  152. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  153. package/lib/engine/engine_physics_rapier.js +1432 -1432
  154. package/lib/engine/engine_playerview.d.ts +26 -26
  155. package/lib/engine/engine_playerview.js +64 -64
  156. package/lib/engine/engine_scenelighting.d.ts +71 -71
  157. package/lib/engine/engine_scenelighting.js +226 -226
  158. package/lib/engine/engine_scenetools.d.ts +50 -50
  159. package/lib/engine/engine_scenetools.js +321 -321
  160. package/lib/engine/engine_serialization.d.ts +3 -3
  161. package/lib/engine/engine_serialization.js +3 -3
  162. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  163. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  164. package/lib/engine/engine_serialization_core.d.ts +85 -85
  165. package/lib/engine/engine_serialization_core.js +602 -602
  166. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  167. package/lib/engine/engine_serialization_decorator.js +66 -66
  168. package/lib/engine/engine_setup.d.ts +1 -1
  169. package/lib/engine/engine_setup.js +2 -2
  170. package/lib/engine/engine_shaders.d.ts +53 -53
  171. package/lib/engine/engine_shaders.js +252 -252
  172. package/lib/engine/engine_shims.d.ts +4 -4
  173. package/lib/engine/engine_shims.js +24 -24
  174. package/lib/engine/engine_test_utils.d.ts +39 -39
  175. package/lib/engine/engine_test_utils.js +83 -83
  176. package/lib/engine/engine_texture.d.ts +28 -28
  177. package/lib/engine/engine_texture.js +64 -64
  178. package/lib/engine/engine_three_utils.d.ts +201 -201
  179. package/lib/engine/engine_three_utils.js +731 -731
  180. package/lib/engine/engine_time.d.ts +51 -51
  181. package/lib/engine/engine_time.js +82 -82
  182. package/lib/engine/engine_time_utils.d.ts +88 -88
  183. package/lib/engine/engine_time_utils.js +215 -215
  184. package/lib/engine/engine_tonemapping.d.ts +2 -2
  185. package/lib/engine/engine_tonemapping.js +194 -194
  186. package/lib/engine/engine_types.d.ts +572 -572
  187. package/lib/engine/engine_types.js +88 -88
  188. package/lib/engine/engine_typestore.d.ts +28 -28
  189. package/lib/engine/engine_typestore.js +55 -55
  190. package/lib/engine/engine_util_decorator.d.ts +13 -13
  191. package/lib/engine/engine_util_decorator.js +116 -116
  192. package/lib/engine/engine_utils.d.ts +266 -266
  193. package/lib/engine/engine_utils.js +878 -878
  194. package/lib/engine/engine_utils_format.d.ts +21 -21
  195. package/lib/engine/engine_utils_format.js +193 -193
  196. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  197. package/lib/engine/engine_utils_screenshot.js +513 -513
  198. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  199. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  200. package/lib/engine/engine_web_api.d.ts +12 -0
  201. package/lib/engine/engine_web_api.js +113 -0
  202. package/lib/engine/engine_web_api.js.map +1 -0
  203. package/lib/engine/engine_xr.d.ts +1 -1
  204. package/lib/engine/engine_xr.js +1 -1
  205. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  206. package/lib/engine/export/gltf/Writers.js +24 -24
  207. package/lib/engine/export/gltf/index.d.ts +11 -11
  208. package/lib/engine/export/gltf/index.js +123 -123
  209. package/lib/engine/export/index.d.ts +2 -2
  210. package/lib/engine/export/index.js +2 -2
  211. package/lib/engine/export/state.d.ts +7 -7
  212. package/lib/engine/export/state.js +17 -17
  213. package/lib/engine/export/utils.d.ts +2 -2
  214. package/lib/engine/export/utils.js +7 -7
  215. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  216. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  217. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  218. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  219. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  220. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  221. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  222. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  223. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  224. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  225. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  226. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  227. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  228. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  229. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  230. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  231. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  232. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  233. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  234. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  235. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  236. package/lib/engine/extensions/extension_resolver.js +1 -1
  237. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  238. package/lib/engine/extensions/extension_utils.js +152 -152
  239. package/lib/engine/extensions/extensions.d.ts +31 -31
  240. package/lib/engine/extensions/extensions.js +103 -103
  241. package/lib/engine/extensions/index.d.ts +6 -6
  242. package/lib/engine/extensions/index.js +6 -6
  243. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  244. package/lib/engine/extensions/usage_tracker.js +65 -65
  245. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  246. package/lib/engine/js-extensions/Camera.js +39 -39
  247. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  248. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  249. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  250. package/lib/engine/js-extensions/Layers.js +22 -22
  251. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  252. package/lib/engine/js-extensions/Object3D.js +136 -136
  253. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  254. package/lib/engine/js-extensions/RGBAColor.js +110 -110
  255. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  256. package/lib/engine/js-extensions/Vector.js +13 -13
  257. package/lib/engine/js-extensions/index.d.ts +5 -5
  258. package/lib/engine/js-extensions/index.js +5 -5
  259. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  260. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  261. package/lib/engine/shaders/shaderData.d.ts +55 -55
  262. package/lib/engine/shaders/shaderData.js +58 -58
  263. package/lib/engine/tests/test_utils.d.ts +2 -2
  264. package/lib/engine/tests/test_utils.js +53 -53
  265. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  266. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  267. package/lib/engine/webcomponents/api.d.ts +5 -5
  268. package/lib/engine/webcomponents/api.js +4 -4
  269. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  270. package/lib/engine/webcomponents/buttons.js +237 -237
  271. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  272. package/lib/engine/webcomponents/fonts.js +32 -32
  273. package/lib/engine/webcomponents/icons.d.ts +9 -9
  274. package/lib/engine/webcomponents/icons.js +52 -52
  275. package/lib/engine/webcomponents/index.d.ts +1 -1
  276. package/lib/engine/webcomponents/index.js +1 -1
  277. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  278. package/lib/engine/webcomponents/logo-element.js +67 -67
  279. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  280. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  281. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1018
  283. package/lib/engine/webcomponents/needle menu/needle-menu.js.map +1 -1
  284. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  285. package/lib/engine/webcomponents/needle-button.js +161 -161
  286. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  287. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  288. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  289. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  290. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  291. package/lib/engine/xr/NeedleXRSync.js +188 -188
  292. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  293. package/lib/engine/xr/SceneTransition.js +69 -69
  294. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  295. package/lib/engine/xr/TempXRContext.js +187 -187
  296. package/lib/engine/xr/XRRig.d.ts +7 -7
  297. package/lib/engine/xr/XRRig.js +1 -1
  298. package/lib/engine/xr/api.d.ts +6 -6
  299. package/lib/engine/xr/api.js +6 -6
  300. package/lib/engine/xr/events.d.ts +66 -66
  301. package/lib/engine/xr/events.js +93 -93
  302. package/lib/engine/xr/internal.d.ts +12 -12
  303. package/lib/engine/xr/internal.js +25 -25
  304. package/lib/engine/xr/usdz.d.ts +12 -12
  305. package/lib/engine/xr/usdz.js +29 -29
  306. package/lib/engine/xr/utils.d.ts +11 -11
  307. package/lib/engine/xr/utils.js +34 -34
  308. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  309. package/lib/engine-components/AlignmentConstraint.js +39 -39
  310. package/lib/engine-components/Animation.d.ts +156 -156
  311. package/lib/engine-components/Animation.js +508 -508
  312. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  313. package/lib/engine-components/AnimationCurve.js +159 -159
  314. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  315. package/lib/engine-components/AnimationUtils.js +27 -27
  316. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  317. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  318. package/lib/engine-components/Animator.d.ts +217 -217
  319. package/lib/engine-components/Animator.js +354 -354
  320. package/lib/engine-components/AnimatorController.d.ts +227 -227
  321. package/lib/engine-components/AnimatorController.js +1152 -1152
  322. package/lib/engine-components/AudioListener.d.ts +33 -33
  323. package/lib/engine-components/AudioListener.js +86 -86
  324. package/lib/engine-components/AudioSource.d.ts +217 -217
  325. package/lib/engine-components/AudioSource.js +627 -627
  326. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  327. package/lib/engine-components/AvatarLoader.js +231 -231
  328. package/lib/engine-components/AxesHelper.d.ts +32 -32
  329. package/lib/engine-components/AxesHelper.js +67 -67
  330. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  331. package/lib/engine-components/BasicIKConstraint.js +43 -43
  332. package/lib/engine-components/BoxCollider.d.ts +2 -2
  333. package/lib/engine-components/BoxCollider.js +2 -2
  334. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  335. package/lib/engine-components/BoxHelperComponent.js +102 -102
  336. package/lib/engine-components/Camera.d.ts +231 -231
  337. package/lib/engine-components/Camera.js +700 -700
  338. package/lib/engine-components/CameraUtils.d.ts +1 -1
  339. package/lib/engine-components/CameraUtils.js +121 -121
  340. package/lib/engine-components/CharacterController.d.ts +55 -55
  341. package/lib/engine-components/CharacterController.js +236 -236
  342. package/lib/engine-components/Collider.d.ts +188 -188
  343. package/lib/engine-components/Collider.js +369 -369
  344. package/lib/engine-components/Component.d.ts +792 -792
  345. package/lib/engine-components/Component.js +915 -915
  346. package/lib/engine-components/ContactShadows.d.ts +82 -82
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  1017. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1018. package/src/engine-schemes/dist/vec2.js +32 -0
  1019. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1020. package/src/engine-schemes/dist/vec3.js +36 -0
  1021. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1022. package/src/engine-schemes/dist/vec4.js +40 -0
  1023. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1024. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1025. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1026. package/src/engine-schemes/schemes.ts +28 -28
  1027. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1028. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1029. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1030. package/src/engine-schemes/transform.ts +50 -50
  1031. package/src/engine-schemes/transforms.fbs +25 -25
  1032. package/src/engine-schemes/vec.fbs +19 -19
  1033. package/src/engine-schemes/vec2.ts +33 -33
  1034. package/src/engine-schemes/vec3.ts +38 -38
  1035. package/src/engine-schemes/vec4.ts +43 -43
  1036. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1037. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1038. package/src/include/draco/draco_decoder.js +34 -34
  1039. package/src/include/ktx2/basis_transcoder.js +21 -21
  1040. package/src/include/needle/arial-msdf.json +1471 -1471
  1041. package/src/include/three/DragControls.js +231 -231
  1042. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1043. package/src/needle-engine.ts +70 -70
@@ -1,609 +1,609 @@
1
- import { Object3D, TextureLoader } from "three";
2
- import { getParam, resolveUrl } from "../engine/engine_utils.js";
3
- import { destroy, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
4
- import { getLoader } from "./engine_gltf.js";
5
- import { processNewScripts } from "./engine_mainloop_utils.js";
6
- import { BlobStorage } from "./engine_networking_blob.js";
7
- import { registerPrefabProvider, syncInstantiate } from "./engine_networking_instantiate.js";
8
- import { TypeSerializer } from "./engine_serialization_core.js";
9
- import { Context } from "./engine_setup.js";
10
- const debug = getParam("debugaddressables");
11
- /**
12
- * The Addressables class is used to register and manage {@link AssetReference} types
13
- * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
14
- */
15
- export class Addressables {
16
- _context;
17
- _assetReferences = {};
18
- /** @internal */
19
- constructor(context) {
20
- this._context = context;
21
- this._context.pre_update_callbacks.push(this.preUpdate);
22
- }
23
- /** @internal */
24
- dispose() {
25
- const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
26
- if (preUpdateIndex >= 0) {
27
- this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
28
- }
29
- for (const key in this._assetReferences) {
30
- const ref = this._assetReferences[key];
31
- ref?.unload();
32
- }
33
- this._assetReferences = {};
34
- }
35
- preUpdate = () => {
36
- };
37
- /**
38
- * Find a registered AssetReference by its URL
39
- */
40
- findAssetReference(url) {
41
- return this._assetReferences[url] || null;
42
- }
43
- /**
44
- * Register an asset reference
45
- * @internal
46
- */
47
- registerAssetReference(ref) {
48
- if (!ref.url)
49
- return ref;
50
- if (!this._assetReferences[ref.url]) {
51
- this._assetReferences[ref.url] = ref;
52
- }
53
- else {
54
- console.warn("Asset reference already registered", ref);
55
- }
56
- return ref;
57
- }
58
- /** @internal */
59
- unregisterAssetReference(ref) {
60
- if (!ref.url)
61
- return;
62
- delete this._assetReferences[ref.url];
63
- }
64
- }
65
- const $assetReference = Symbol("assetReference");
66
- /** ### AssetReferences can be used to easily load glTF or GLB assets
67
- * You can use `AssetReference.getOrCreate` to get an AssetReference for a URL to be easily loaded.
68
- * When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
69
- * - `myAssetReference.preload()` to load the asset binary without creating an instance yet.
70
- * - `myAssetReference.loadAssetAsync()` to load the asset and create an instance.
71
- * - `myAssetReference.instantiate()` to load the asset and create a new instance.
72
- * - `myAssetReference.unload()` to dispose allocated memory and destroy the asset instance.
73
- */
74
- export class AssetReference {
75
- /**
76
- * Get an AssetReference for a URL to be easily loaded.
77
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
78
- * @param url The URL of the asset to load. The url can be relative or absolute.
79
- * @param context The context to use for loading the asset
80
- * @returns the AssetReference for the URL
81
- */
82
- static getOrCreateFromUrl(url, context) {
83
- if (!context) {
84
- context = Context.Current;
85
- if (!context)
86
- 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.");
87
- }
88
- const addressables = context.addressables;
89
- const existing = addressables.findAssetReference(url);
90
- if (existing)
91
- return existing;
92
- const ref = new AssetReference(url, context.hash);
93
- addressables.registerAssetReference(ref);
94
- return ref;
95
- }
96
- /**
97
- * Get an AssetReference for a URL to be easily loaded.
98
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
99
- */
100
- static getOrCreate(sourceId, url, context) {
101
- if (typeof sourceId === "string") {
102
- if (!context) {
103
- context = Context.Current;
104
- if (!context)
105
- 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.");
106
- }
107
- }
108
- else {
109
- context = sourceId.context;
110
- sourceId = sourceId.sourceId;
111
- }
112
- const fullPath = resolveUrl(sourceId, url);
113
- if (debug)
114
- console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
115
- const addressables = context.addressables;
116
- const existing = addressables.findAssetReference(fullPath);
117
- if (existing)
118
- return existing;
119
- const ref = new AssetReference(fullPath, context.hash);
120
- addressables.registerAssetReference(ref);
121
- return ref;
122
- }
123
- static currentlyInstantiating = new Map();
124
- /** @returns true if this is an AssetReference instance */
125
- get isAssetReference() { return true; }
126
- /** The loaded asset */
127
- get asset() {
128
- return this._glbRoot ?? this._asset;
129
- }
130
- set asset(val) {
131
- this._asset = val;
132
- }
133
- _loading;
134
- /** The url of the loaded asset (or the asset to be loaded)
135
- * @deprecated use url */
136
- get uri() {
137
- return this._url;
138
- }
139
- /** The url of the loaded asset (or the asset to be loaded) */
140
- get url() {
141
- return this._url;
142
- }
143
- /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
144
- get urlName() {
145
- return this._urlName;
146
- }
147
- ;
148
- /**
149
- * @returns true if the uri is a valid URL (http, https, blob)
150
- */
151
- get hasUrl() {
152
- return this._url !== undefined &&
153
- (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
154
- }
155
- /**
156
- * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
157
- */
158
- get rawAsset() { return this._asset; }
159
- _asset;
160
- _glbRoot;
161
- _url;
162
- _urlName;
163
- _progressListeners = [];
164
- _hash;
165
- _hashedUri;
166
- _isLoadingRawBinary = false;
167
- _rawBinary;
168
- /** @internal */
169
- constructor(uri, hash, asset = null) {
170
- this._url = uri;
171
- const lastUriPart = uri.lastIndexOf("/");
172
- if (lastUriPart >= 0) {
173
- this._urlName = uri.substring(lastUriPart + 1);
174
- // remove file extension
175
- const lastDot = this._urlName.lastIndexOf(".");
176
- if (lastDot >= 0) {
177
- this._urlName = this._urlName.substring(0, lastDot);
178
- }
179
- }
180
- else {
181
- this._urlName = uri;
182
- }
183
- this._hash = hash;
184
- if (uri.includes("?v="))
185
- this._hashedUri = uri;
186
- else
187
- this._hashedUri = hash ? uri + "?v=" + hash : uri;
188
- if (asset !== null)
189
- this.asset = asset;
190
- registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
191
- }
192
- async onResolvePrefab(url) {
193
- if (url === this.url) {
194
- if (this.mustLoad)
195
- await this.loadAssetAsync();
196
- if (this.asset) {
197
- return this.asset;
198
- }
199
- }
200
- return null;
201
- }
202
- get mustLoad() {
203
- return !this.asset || this.asset.__destroyed === true || isDestroyed(this.asset) === true;
204
- }
205
- /**
206
- * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
207
- isLoaded() { return this._rawBinary || this.asset !== undefined; }
208
- /** frees previously allocated memory and destroys the current `asset` instance (if any) */
209
- unload() {
210
- if (this.asset) {
211
- if (debug)
212
- console.log("Unload", this.asset);
213
- // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
214
- if ("scene" in this.asset && this.asset.scene)
215
- destroy(this.asset.scene, true, true);
216
- destroy(this.asset, true, true);
217
- }
218
- this.asset = null;
219
- this._rawBinary = undefined;
220
- this._glbRoot = null;
221
- this._loading = undefined;
222
- if (Context.Current) {
223
- Context.Current.addressables.unregisterAssetReference(this);
224
- }
225
- }
226
- /** loads the asset binary without creating an instance */
227
- async preload() {
228
- if (!this.mustLoad)
229
- return null;
230
- if (this._isLoadingRawBinary)
231
- return null;
232
- if (this._rawBinary !== undefined)
233
- return this._rawBinary;
234
- this._isLoadingRawBinary = true;
235
- if (debug)
236
- console.log("Preload", this._hashedUri);
237
- const res = await BlobStorage.download(this._hashedUri, p => {
238
- this.raiseProgressEvent(p);
239
- });
240
- this._rawBinary = res?.buffer ?? null;
241
- this._isLoadingRawBinary = false;
242
- return this._rawBinary;
243
- }
244
- // TODO: we need a way to abort loading a resource
245
- /** Loads the asset and creates one instance (assigned to `asset`)
246
- * @returns the loaded asset
247
- */
248
- async loadAssetAsync(prog) {
249
- if (debug)
250
- console.log("loadAssetAsync", this.url);
251
- if (!this.mustLoad)
252
- return this.asset;
253
- if (prog)
254
- this._progressListeners.push(prog);
255
- if (this._loading !== undefined) {
256
- // console.warn("Wait for other loading thiny");
257
- return this._loading.then(_ => this.asset);
258
- }
259
- const context = Context.Current;
260
- // TODO: technically we shouldnt call awake only when the object is added to a scene
261
- // addressables now allow loading things without adding them to a scene immediately
262
- // we should "address" (LUL) this
263
- // console.log("START LOADING");
264
- if (this._rawBinary) {
265
- if (!(this._rawBinary instanceof ArrayBuffer)) {
266
- console.error("Invalid raw binary data", this._rawBinary);
267
- return null;
268
- }
269
- this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
270
- this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
271
- }
272
- else {
273
- if (debug)
274
- console.log("Load async", this.url);
275
- this._loading = getLoader().loadSync(context, this._hashedUri, this.url, null, prog => {
276
- this.raiseProgressEvent(prog);
277
- });
278
- }
279
- const res = await this._loading;
280
- // clear all progress listeners after download has finished
281
- this._progressListeners.length = 0;
282
- this._glbRoot = this.tryGetActualGameObjectRoot(res);
283
- this._loading = undefined;
284
- if (res) {
285
- // Make sure the loaded roots all have a reference to this AssetReference
286
- // that was originally loading it.
287
- // We need this when the loaded asset is being disposed
288
- // TODO: we have to prevent disposing resources that are still in use
289
- res[$assetReference] = this;
290
- if (this._glbRoot)
291
- this._glbRoot[$assetReference] = this;
292
- if (this.asset)
293
- this.asset[$assetReference] = this;
294
- // we need to handle the pre_setup callsbacks before instantiating
295
- // because that is where deserialization happens
296
- processNewScripts(context);
297
- if (res.scene !== undefined) {
298
- this.asset = res;
299
- }
300
- return this.asset;
301
- }
302
- return null;
303
- }
304
- /** loads and returns a new instance of `asset` */
305
- async instantiate(parent) {
306
- return this.onInstantiate(parent, false);
307
- }
308
- /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
309
- async instantiateSynced(parent, saveOnServer = true) {
310
- return this.onInstantiate(parent, true, saveOnServer);
311
- }
312
- beginListenDownload(evt) {
313
- if (this._progressListeners.indexOf(evt) < 0)
314
- this._progressListeners.push(evt);
315
- }
316
- endListenDownload(evt) {
317
- const index = this._progressListeners.indexOf(evt);
318
- if (index >= 0) {
319
- this._progressListeners.splice(index, 1);
320
- }
321
- }
322
- raiseProgressEvent(prog) {
323
- for (const list of this._progressListeners) {
324
- list(this, prog);
325
- }
326
- }
327
- async onInstantiate(opts, networked = false, saveOnServer) {
328
- const context = Context.Current;
329
- // clone the instantiate options immediately
330
- // in case the user is not awaiting this call and already modifying the options
331
- const options = new InstantiateOptions();
332
- if (opts instanceof Object3D) {
333
- options.parent = opts;
334
- }
335
- else if (opts) {
336
- // Assign to e.g. have SyncInstantiateOptions
337
- Object.assign(options, opts);
338
- options.cloneAssign(opts);
339
- }
340
- if (!options.parent)
341
- options.parent = context.scene;
342
- // ensure the asset is loaded
343
- if (this.mustLoad) {
344
- await this.loadAssetAsync();
345
- }
346
- if (debug)
347
- console.log("Instantiate", this.url, "parent:", opts);
348
- if (this.asset) {
349
- if (debug)
350
- console.log("Add to scene", this.asset);
351
- let count = AssetReference.currentlyInstantiating.get(this.url);
352
- // allow up to 10000 instantiations of the same prefab in the same frame
353
- if (count !== undefined && count >= 10000) {
354
- console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
355
- return null;
356
- }
357
- try {
358
- if (count === undefined)
359
- count = 0;
360
- count += 1;
361
- AssetReference.currentlyInstantiating.set(this.url, count);
362
- if (networked) {
363
- options.context = context;
364
- const prefab = this.asset;
365
- prefab.guid = this.url;
366
- const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
367
- if (instance) {
368
- return instance;
369
- }
370
- }
371
- else {
372
- const instance = instantiate(this.asset, options);
373
- if (instance) {
374
- return instance;
375
- }
376
- }
377
- }
378
- finally {
379
- context.post_render_callbacks.push(() => {
380
- if (count === undefined || count < 0)
381
- count = 0;
382
- else
383
- count -= 1;
384
- AssetReference.currentlyInstantiating.set(this.url, count);
385
- });
386
- }
387
- }
388
- else if (debug)
389
- console.warn("Failed to load asset", this.url);
390
- return null;
391
- }
392
- /**
393
- * try to ignore the intermediate created object
394
- * because it causes trouble if we instantiate an assetreference per player
395
- * and call destroy on the player marker root
396
- * @returns the scene root object if the asset was a glb/gltf
397
- */
398
- tryGetActualGameObjectRoot(asset) {
399
- if (asset && asset.scene) {
400
- // some exporters produce additional root objects
401
- const scene = asset.scene;
402
- if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
403
- const root = scene.children[0];
404
- return root;
405
- }
406
- // ok the scene is the scene, just use that then
407
- else
408
- return scene;
409
- }
410
- return null;
411
- }
412
- }
413
- class AddressableSerializer extends TypeSerializer {
414
- constructor() {
415
- super([AssetReference], "AssetReferenceSerializer");
416
- }
417
- onSerialize(data, _context) {
418
- if (data && data.uri !== undefined && typeof data.uri === "string") {
419
- return data.uri;
420
- }
421
- }
422
- onDeserialize(data, context) {
423
- if (typeof data === "string") {
424
- if (!context.context) {
425
- console.error("Missing context");
426
- return null;
427
- }
428
- if (!context.gltfId) {
429
- console.error("Missing source id");
430
- return null;
431
- }
432
- const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
433
- return ref;
434
- }
435
- else if (data instanceof Object3D) {
436
- if (!context.context) {
437
- console.error("Missing context");
438
- return null;
439
- }
440
- if (!context.gltfId) {
441
- console.error("Missing source id");
442
- return null;
443
- }
444
- const obj = data;
445
- const ctx = context.context;
446
- const guid = obj["guid"] ?? obj.uuid;
447
- const existing = ctx.addressables.findAssetReference(guid);
448
- if (existing)
449
- return existing;
450
- const ref = new AssetReference(guid, undefined, obj);
451
- ctx.addressables.registerAssetReference(ref);
452
- return ref;
453
- }
454
- return null;
455
- }
456
- }
457
- new AddressableSerializer();
458
- const failedTexturePromise = Promise.resolve(null);
459
- /** Use this if a file is a external image URL
460
- * @example
461
- * ```ts
462
- * @serializable(ImageReference)
463
- * myImage?:ImageReference;
464
- * ```
465
- */
466
- export class ImageReference {
467
- static imageReferences = new Map();
468
- static getOrCreate(url) {
469
- let ref = ImageReference.imageReferences.get(url);
470
- if (!ref) {
471
- ref = new ImageReference(url);
472
- ImageReference.imageReferences.set(url, ref);
473
- }
474
- return ref;
475
- }
476
- constructor(url) {
477
- this.url = url;
478
- }
479
- url;
480
- _bitmap;
481
- _bitmapObject;
482
- dispose() {
483
- if (this._bitmapObject) {
484
- this._bitmapObject.close();
485
- }
486
- this._bitmap = undefined;
487
- }
488
- createHTMLImage() {
489
- const img = new Image();
490
- img.src = this.url;
491
- return img;
492
- }
493
- loader = null;
494
- createTexture() {
495
- if (!this.url) {
496
- console.error("Can not load texture without url");
497
- return failedTexturePromise;
498
- }
499
- if (!this.loader)
500
- this.loader = new TextureLoader();
501
- this.loader.setCrossOrigin("anonymous");
502
- return this.loader.loadAsync(this.url).then(res => {
503
- if (res && !res.name?.length) {
504
- // default name if no name is defined
505
- res.name = this.url.split("/").pop() ?? this.url;
506
- }
507
- return res;
508
- });
509
- // return this.getBitmap().then((bitmap) => {
510
- // if (bitmap) {
511
- // const texture = new Texture(bitmap);
512
- // texture.needsUpdate = true;
513
- // return texture;
514
- // }
515
- // return null;
516
- // });
517
- }
518
- /** Loads the bitmap data of the image */
519
- getBitmap() {
520
- if (this._bitmap)
521
- return this._bitmap;
522
- this._bitmap = new Promise((res, _) => {
523
- const imageElement = document.createElement("img");
524
- imageElement.addEventListener("load", () => {
525
- this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
526
- this._bitmapObject = bitmap;
527
- res(bitmap);
528
- return bitmap;
529
- });
530
- });
531
- imageElement.addEventListener("error", err => {
532
- console.error("Failed to load image:" + this.url, err);
533
- res(null);
534
- });
535
- imageElement.src = this.url;
536
- });
537
- return this._bitmap;
538
- }
539
- }
540
- /** @internal */
541
- export class ImageReferenceSerializer extends TypeSerializer {
542
- constructor() {
543
- super([ImageReference], "ImageReferenceSerializer");
544
- }
545
- onSerialize(_data, _context) {
546
- return null;
547
- }
548
- onDeserialize(data, _context) {
549
- if (typeof data === "string") {
550
- const url = resolveUrl(_context.gltfId, data);
551
- return ImageReference.getOrCreate(url);
552
- }
553
- return undefined;
554
- }
555
- }
556
- new ImageReferenceSerializer();
557
- /** 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
558
- */
559
- export class FileReference {
560
- static cache = new Map();
561
- static getOrCreate(url) {
562
- let ref = FileReference.cache.get(url);
563
- if (!ref) {
564
- ref = new FileReference(url);
565
- FileReference.cache.set(url, ref);
566
- }
567
- return ref;
568
- }
569
- /** Load the file binary data
570
- * @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.
571
- */
572
- async loadRaw() {
573
- if (!this.res)
574
- this.res = fetch(this.url);
575
- return this.res.then(res => res.blob());
576
- }
577
- /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
578
- * @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
579
- */
580
- async loadText() {
581
- if (!this.res)
582
- this.res = fetch(this.url);
583
- return this.res.then(res => res.text());
584
- }
585
- /** The resolved url to the file */
586
- url;
587
- res;
588
- constructor(url) {
589
- this.url = url;
590
- }
591
- }
592
- /** @internal */
593
- export class FileReferenceSerializer extends TypeSerializer {
594
- constructor() {
595
- super([FileReference], "FileReferenceSerializer");
596
- }
597
- onSerialize(_data, _context) {
598
- return null;
599
- }
600
- onDeserialize(data, _context) {
601
- if (typeof data === "string") {
602
- const url = resolveUrl(_context.gltfId, data);
603
- return FileReference.getOrCreate(url);
604
- }
605
- return undefined;
606
- }
607
- }
608
- new FileReferenceSerializer();
1
+ import { Object3D, TextureLoader } from "three";
2
+ import { getParam, resolveUrl } from "../engine/engine_utils.js";
3
+ import { destroy, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
4
+ import { getLoader } from "./engine_gltf.js";
5
+ import { processNewScripts } from "./engine_mainloop_utils.js";
6
+ import { BlobStorage } from "./engine_networking_blob.js";
7
+ import { registerPrefabProvider, syncInstantiate } from "./engine_networking_instantiate.js";
8
+ import { TypeSerializer } from "./engine_serialization_core.js";
9
+ import { Context } from "./engine_setup.js";
10
+ const debug = getParam("debugaddressables");
11
+ /**
12
+ * The Addressables class is used to register and manage {@link AssetReference} types
13
+ * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
14
+ */
15
+ export class Addressables {
16
+ _context;
17
+ _assetReferences = {};
18
+ /** @internal */
19
+ constructor(context) {
20
+ this._context = context;
21
+ this._context.pre_update_callbacks.push(this.preUpdate);
22
+ }
23
+ /** @internal */
24
+ dispose() {
25
+ const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
26
+ if (preUpdateIndex >= 0) {
27
+ this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
28
+ }
29
+ for (const key in this._assetReferences) {
30
+ const ref = this._assetReferences[key];
31
+ ref?.unload();
32
+ }
33
+ this._assetReferences = {};
34
+ }
35
+ preUpdate = () => {
36
+ };
37
+ /**
38
+ * Find a registered AssetReference by its URL
39
+ */
40
+ findAssetReference(url) {
41
+ return this._assetReferences[url] || null;
42
+ }
43
+ /**
44
+ * Register an asset reference
45
+ * @internal
46
+ */
47
+ registerAssetReference(ref) {
48
+ if (!ref.url)
49
+ return ref;
50
+ if (!this._assetReferences[ref.url]) {
51
+ this._assetReferences[ref.url] = ref;
52
+ }
53
+ else {
54
+ console.warn("Asset reference already registered", ref);
55
+ }
56
+ return ref;
57
+ }
58
+ /** @internal */
59
+ unregisterAssetReference(ref) {
60
+ if (!ref.url)
61
+ return;
62
+ delete this._assetReferences[ref.url];
63
+ }
64
+ }
65
+ const $assetReference = Symbol("assetReference");
66
+ /** ### AssetReferences can be used to easily load glTF or GLB assets
67
+ * You can use `AssetReference.getOrCreate` to get an AssetReference for a URL to be easily loaded.
68
+ * When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
69
+ * - `myAssetReference.preload()` to load the asset binary without creating an instance yet.
70
+ * - `myAssetReference.loadAssetAsync()` to load the asset and create an instance.
71
+ * - `myAssetReference.instantiate()` to load the asset and create a new instance.
72
+ * - `myAssetReference.unload()` to dispose allocated memory and destroy the asset instance.
73
+ */
74
+ export class AssetReference {
75
+ /**
76
+ * Get an AssetReference for a URL to be easily loaded.
77
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
78
+ * @param url The URL of the asset to load. The url can be relative or absolute.
79
+ * @param context The context to use for loading the asset
80
+ * @returns the AssetReference for the URL
81
+ */
82
+ static getOrCreateFromUrl(url, context) {
83
+ if (!context) {
84
+ context = Context.Current;
85
+ if (!context)
86
+ 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.");
87
+ }
88
+ const addressables = context.addressables;
89
+ const existing = addressables.findAssetReference(url);
90
+ if (existing)
91
+ return existing;
92
+ const ref = new AssetReference(url, context.hash);
93
+ addressables.registerAssetReference(ref);
94
+ return ref;
95
+ }
96
+ /**
97
+ * Get an AssetReference for a URL to be easily loaded.
98
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
99
+ */
100
+ static getOrCreate(sourceId, url, context) {
101
+ if (typeof sourceId === "string") {
102
+ if (!context) {
103
+ context = Context.Current;
104
+ if (!context)
105
+ 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.");
106
+ }
107
+ }
108
+ else {
109
+ context = sourceId.context;
110
+ sourceId = sourceId.sourceId;
111
+ }
112
+ const fullPath = resolveUrl(sourceId, url);
113
+ if (debug)
114
+ console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
115
+ const addressables = context.addressables;
116
+ const existing = addressables.findAssetReference(fullPath);
117
+ if (existing)
118
+ return existing;
119
+ const ref = new AssetReference(fullPath, context.hash);
120
+ addressables.registerAssetReference(ref);
121
+ return ref;
122
+ }
123
+ static currentlyInstantiating = new Map();
124
+ /** @returns true if this is an AssetReference instance */
125
+ get isAssetReference() { return true; }
126
+ /** The loaded asset */
127
+ get asset() {
128
+ return this._glbRoot ?? this._asset;
129
+ }
130
+ set asset(val) {
131
+ this._asset = val;
132
+ }
133
+ _loading;
134
+ /** The url of the loaded asset (or the asset to be loaded)
135
+ * @deprecated use url */
136
+ get uri() {
137
+ return this._url;
138
+ }
139
+ /** The url of the loaded asset (or the asset to be loaded) */
140
+ get url() {
141
+ return this._url;
142
+ }
143
+ /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
144
+ get urlName() {
145
+ return this._urlName;
146
+ }
147
+ ;
148
+ /**
149
+ * @returns true if the uri is a valid URL (http, https, blob)
150
+ */
151
+ get hasUrl() {
152
+ return this._url !== undefined &&
153
+ (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
154
+ }
155
+ /**
156
+ * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
157
+ */
158
+ get rawAsset() { return this._asset; }
159
+ _asset;
160
+ _glbRoot;
161
+ _url;
162
+ _urlName;
163
+ _progressListeners = [];
164
+ _hash;
165
+ _hashedUri;
166
+ _isLoadingRawBinary = false;
167
+ _rawBinary;
168
+ /** @internal */
169
+ constructor(uri, hash, asset = null) {
170
+ this._url = uri;
171
+ const lastUriPart = uri.lastIndexOf("/");
172
+ if (lastUriPart >= 0) {
173
+ this._urlName = uri.substring(lastUriPart + 1);
174
+ // remove file extension
175
+ const lastDot = this._urlName.lastIndexOf(".");
176
+ if (lastDot >= 0) {
177
+ this._urlName = this._urlName.substring(0, lastDot);
178
+ }
179
+ }
180
+ else {
181
+ this._urlName = uri;
182
+ }
183
+ this._hash = hash;
184
+ if (uri.includes("?v="))
185
+ this._hashedUri = uri;
186
+ else
187
+ this._hashedUri = hash ? uri + "?v=" + hash : uri;
188
+ if (asset !== null)
189
+ this.asset = asset;
190
+ registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
191
+ }
192
+ async onResolvePrefab(url) {
193
+ if (url === this.url) {
194
+ if (this.mustLoad)
195
+ await this.loadAssetAsync();
196
+ if (this.asset) {
197
+ return this.asset;
198
+ }
199
+ }
200
+ return null;
201
+ }
202
+ get mustLoad() {
203
+ return !this.asset || this.asset.__destroyed === true || isDestroyed(this.asset) === true;
204
+ }
205
+ /**
206
+ * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
207
+ isLoaded() { return this._rawBinary || this.asset !== undefined; }
208
+ /** frees previously allocated memory and destroys the current `asset` instance (if any) */
209
+ unload() {
210
+ if (this.asset) {
211
+ if (debug)
212
+ console.log("Unload", this.asset);
213
+ // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
214
+ if ("scene" in this.asset && this.asset.scene)
215
+ destroy(this.asset.scene, true, true);
216
+ destroy(this.asset, true, true);
217
+ }
218
+ this.asset = null;
219
+ this._rawBinary = undefined;
220
+ this._glbRoot = null;
221
+ this._loading = undefined;
222
+ if (Context.Current) {
223
+ Context.Current.addressables.unregisterAssetReference(this);
224
+ }
225
+ }
226
+ /** loads the asset binary without creating an instance */
227
+ async preload() {
228
+ if (!this.mustLoad)
229
+ return null;
230
+ if (this._isLoadingRawBinary)
231
+ return null;
232
+ if (this._rawBinary !== undefined)
233
+ return this._rawBinary;
234
+ this._isLoadingRawBinary = true;
235
+ if (debug)
236
+ console.log("Preload", this._hashedUri);
237
+ const res = await BlobStorage.download(this._hashedUri, p => {
238
+ this.raiseProgressEvent(p);
239
+ });
240
+ this._rawBinary = res?.buffer ?? null;
241
+ this._isLoadingRawBinary = false;
242
+ return this._rawBinary;
243
+ }
244
+ // TODO: we need a way to abort loading a resource
245
+ /** Loads the asset and creates one instance (assigned to `asset`)
246
+ * @returns the loaded asset
247
+ */
248
+ async loadAssetAsync(prog) {
249
+ if (debug)
250
+ console.log("loadAssetAsync", this.url);
251
+ if (!this.mustLoad)
252
+ return this.asset;
253
+ if (prog)
254
+ this._progressListeners.push(prog);
255
+ if (this._loading !== undefined) {
256
+ // console.warn("Wait for other loading thiny");
257
+ return this._loading.then(_ => this.asset);
258
+ }
259
+ const context = Context.Current;
260
+ // TODO: technically we shouldnt call awake only when the object is added to a scene
261
+ // addressables now allow loading things without adding them to a scene immediately
262
+ // we should "address" (LUL) this
263
+ // console.log("START LOADING");
264
+ if (this._rawBinary) {
265
+ if (!(this._rawBinary instanceof ArrayBuffer)) {
266
+ console.error("Invalid raw binary data", this._rawBinary);
267
+ return null;
268
+ }
269
+ this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
270
+ this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
271
+ }
272
+ else {
273
+ if (debug)
274
+ console.log("Load async", this.url);
275
+ this._loading = getLoader().loadSync(context, this._hashedUri, this.url, null, prog => {
276
+ this.raiseProgressEvent(prog);
277
+ });
278
+ }
279
+ const res = await this._loading;
280
+ // clear all progress listeners after download has finished
281
+ this._progressListeners.length = 0;
282
+ this._glbRoot = this.tryGetActualGameObjectRoot(res);
283
+ this._loading = undefined;
284
+ if (res) {
285
+ // Make sure the loaded roots all have a reference to this AssetReference
286
+ // that was originally loading it.
287
+ // We need this when the loaded asset is being disposed
288
+ // TODO: we have to prevent disposing resources that are still in use
289
+ res[$assetReference] = this;
290
+ if (this._glbRoot)
291
+ this._glbRoot[$assetReference] = this;
292
+ if (this.asset)
293
+ this.asset[$assetReference] = this;
294
+ // we need to handle the pre_setup callsbacks before instantiating
295
+ // because that is where deserialization happens
296
+ processNewScripts(context);
297
+ if (res.scene !== undefined) {
298
+ this.asset = res;
299
+ }
300
+ return this.asset;
301
+ }
302
+ return null;
303
+ }
304
+ /** loads and returns a new instance of `asset` */
305
+ async instantiate(parent) {
306
+ return this.onInstantiate(parent, false);
307
+ }
308
+ /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
309
+ async instantiateSynced(parent, saveOnServer = true) {
310
+ return this.onInstantiate(parent, true, saveOnServer);
311
+ }
312
+ beginListenDownload(evt) {
313
+ if (this._progressListeners.indexOf(evt) < 0)
314
+ this._progressListeners.push(evt);
315
+ }
316
+ endListenDownload(evt) {
317
+ const index = this._progressListeners.indexOf(evt);
318
+ if (index >= 0) {
319
+ this._progressListeners.splice(index, 1);
320
+ }
321
+ }
322
+ raiseProgressEvent(prog) {
323
+ for (const list of this._progressListeners) {
324
+ list(this, prog);
325
+ }
326
+ }
327
+ async onInstantiate(opts, networked = false, saveOnServer) {
328
+ const context = Context.Current;
329
+ // clone the instantiate options immediately
330
+ // in case the user is not awaiting this call and already modifying the options
331
+ const options = new InstantiateOptions();
332
+ if (opts instanceof Object3D) {
333
+ options.parent = opts;
334
+ }
335
+ else if (opts) {
336
+ // Assign to e.g. have SyncInstantiateOptions
337
+ Object.assign(options, opts);
338
+ options.cloneAssign(opts);
339
+ }
340
+ if (!options.parent)
341
+ options.parent = context.scene;
342
+ // ensure the asset is loaded
343
+ if (this.mustLoad) {
344
+ await this.loadAssetAsync();
345
+ }
346
+ if (debug)
347
+ console.log("Instantiate", this.url, "parent:", opts);
348
+ if (this.asset) {
349
+ if (debug)
350
+ console.log("Add to scene", this.asset);
351
+ let count = AssetReference.currentlyInstantiating.get(this.url);
352
+ // allow up to 10000 instantiations of the same prefab in the same frame
353
+ if (count !== undefined && count >= 10000) {
354
+ console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
355
+ return null;
356
+ }
357
+ try {
358
+ if (count === undefined)
359
+ count = 0;
360
+ count += 1;
361
+ AssetReference.currentlyInstantiating.set(this.url, count);
362
+ if (networked) {
363
+ options.context = context;
364
+ const prefab = this.asset;
365
+ prefab.guid = this.url;
366
+ const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
367
+ if (instance) {
368
+ return instance;
369
+ }
370
+ }
371
+ else {
372
+ const instance = instantiate(this.asset, options);
373
+ if (instance) {
374
+ return instance;
375
+ }
376
+ }
377
+ }
378
+ finally {
379
+ context.post_render_callbacks.push(() => {
380
+ if (count === undefined || count < 0)
381
+ count = 0;
382
+ else
383
+ count -= 1;
384
+ AssetReference.currentlyInstantiating.set(this.url, count);
385
+ });
386
+ }
387
+ }
388
+ else if (debug)
389
+ console.warn("Failed to load asset", this.url);
390
+ return null;
391
+ }
392
+ /**
393
+ * try to ignore the intermediate created object
394
+ * because it causes trouble if we instantiate an assetreference per player
395
+ * and call destroy on the player marker root
396
+ * @returns the scene root object if the asset was a glb/gltf
397
+ */
398
+ tryGetActualGameObjectRoot(asset) {
399
+ if (asset && asset.scene) {
400
+ // some exporters produce additional root objects
401
+ const scene = asset.scene;
402
+ if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
403
+ const root = scene.children[0];
404
+ return root;
405
+ }
406
+ // ok the scene is the scene, just use that then
407
+ else
408
+ return scene;
409
+ }
410
+ return null;
411
+ }
412
+ }
413
+ class AddressableSerializer extends TypeSerializer {
414
+ constructor() {
415
+ super([AssetReference], "AssetReferenceSerializer");
416
+ }
417
+ onSerialize(data, _context) {
418
+ if (data && data.uri !== undefined && typeof data.uri === "string") {
419
+ return data.uri;
420
+ }
421
+ }
422
+ onDeserialize(data, context) {
423
+ if (typeof data === "string") {
424
+ if (!context.context) {
425
+ console.error("Missing context");
426
+ return null;
427
+ }
428
+ if (!context.gltfId) {
429
+ console.error("Missing source id");
430
+ return null;
431
+ }
432
+ const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
433
+ return ref;
434
+ }
435
+ else if (data instanceof Object3D) {
436
+ if (!context.context) {
437
+ console.error("Missing context");
438
+ return null;
439
+ }
440
+ if (!context.gltfId) {
441
+ console.error("Missing source id");
442
+ return null;
443
+ }
444
+ const obj = data;
445
+ const ctx = context.context;
446
+ const guid = obj["guid"] ?? obj.uuid;
447
+ const existing = ctx.addressables.findAssetReference(guid);
448
+ if (existing)
449
+ return existing;
450
+ const ref = new AssetReference(guid, undefined, obj);
451
+ ctx.addressables.registerAssetReference(ref);
452
+ return ref;
453
+ }
454
+ return null;
455
+ }
456
+ }
457
+ new AddressableSerializer();
458
+ const failedTexturePromise = Promise.resolve(null);
459
+ /** Use this if a file is a external image URL
460
+ * @example
461
+ * ```ts
462
+ * @serializable(ImageReference)
463
+ * myImage?:ImageReference;
464
+ * ```
465
+ */
466
+ export class ImageReference {
467
+ static imageReferences = new Map();
468
+ static getOrCreate(url) {
469
+ let ref = ImageReference.imageReferences.get(url);
470
+ if (!ref) {
471
+ ref = new ImageReference(url);
472
+ ImageReference.imageReferences.set(url, ref);
473
+ }
474
+ return ref;
475
+ }
476
+ constructor(url) {
477
+ this.url = url;
478
+ }
479
+ url;
480
+ _bitmap;
481
+ _bitmapObject;
482
+ dispose() {
483
+ if (this._bitmapObject) {
484
+ this._bitmapObject.close();
485
+ }
486
+ this._bitmap = undefined;
487
+ }
488
+ createHTMLImage() {
489
+ const img = new Image();
490
+ img.src = this.url;
491
+ return img;
492
+ }
493
+ loader = null;
494
+ createTexture() {
495
+ if (!this.url) {
496
+ console.error("Can not load texture without url");
497
+ return failedTexturePromise;
498
+ }
499
+ if (!this.loader)
500
+ this.loader = new TextureLoader();
501
+ this.loader.setCrossOrigin("anonymous");
502
+ return this.loader.loadAsync(this.url).then(res => {
503
+ if (res && !res.name?.length) {
504
+ // default name if no name is defined
505
+ res.name = this.url.split("/").pop() ?? this.url;
506
+ }
507
+ return res;
508
+ });
509
+ // return this.getBitmap().then((bitmap) => {
510
+ // if (bitmap) {
511
+ // const texture = new Texture(bitmap);
512
+ // texture.needsUpdate = true;
513
+ // return texture;
514
+ // }
515
+ // return null;
516
+ // });
517
+ }
518
+ /** Loads the bitmap data of the image */
519
+ getBitmap() {
520
+ if (this._bitmap)
521
+ return this._bitmap;
522
+ this._bitmap = new Promise((res, _) => {
523
+ const imageElement = document.createElement("img");
524
+ imageElement.addEventListener("load", () => {
525
+ this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
526
+ this._bitmapObject = bitmap;
527
+ res(bitmap);
528
+ return bitmap;
529
+ });
530
+ });
531
+ imageElement.addEventListener("error", err => {
532
+ console.error("Failed to load image:" + this.url, err);
533
+ res(null);
534
+ });
535
+ imageElement.src = this.url;
536
+ });
537
+ return this._bitmap;
538
+ }
539
+ }
540
+ /** @internal */
541
+ export class ImageReferenceSerializer extends TypeSerializer {
542
+ constructor() {
543
+ super([ImageReference], "ImageReferenceSerializer");
544
+ }
545
+ onSerialize(_data, _context) {
546
+ return null;
547
+ }
548
+ onDeserialize(data, _context) {
549
+ if (typeof data === "string") {
550
+ const url = resolveUrl(_context.gltfId, data);
551
+ return ImageReference.getOrCreate(url);
552
+ }
553
+ return undefined;
554
+ }
555
+ }
556
+ new ImageReferenceSerializer();
557
+ /** 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
558
+ */
559
+ export class FileReference {
560
+ static cache = new Map();
561
+ static getOrCreate(url) {
562
+ let ref = FileReference.cache.get(url);
563
+ if (!ref) {
564
+ ref = new FileReference(url);
565
+ FileReference.cache.set(url, ref);
566
+ }
567
+ return ref;
568
+ }
569
+ /** Load the file binary data
570
+ * @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.
571
+ */
572
+ async loadRaw() {
573
+ if (!this.res)
574
+ this.res = fetch(this.url);
575
+ return this.res.then(res => res.blob());
576
+ }
577
+ /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
578
+ * @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
579
+ */
580
+ async loadText() {
581
+ if (!this.res)
582
+ this.res = fetch(this.url);
583
+ return this.res.then(res => res.text());
584
+ }
585
+ /** The resolved url to the file */
586
+ url;
587
+ res;
588
+ constructor(url) {
589
+ this.url = url;
590
+ }
591
+ }
592
+ /** @internal */
593
+ export class FileReferenceSerializer extends TypeSerializer {
594
+ constructor() {
595
+ super([FileReference], "FileReferenceSerializer");
596
+ }
597
+ onSerialize(_data, _context) {
598
+ return null;
599
+ }
600
+ onDeserialize(data, _context) {
601
+ if (typeof data === "string") {
602
+ const url = resolveUrl(_context.gltfId, data);
603
+ return FileReference.getOrCreate(url);
604
+ }
605
+ return undefined;
606
+ }
607
+ }
608
+ new FileReferenceSerializer();
609
609
  //# sourceMappingURL=engine_addressables.js.map