@needle-tools/engine 4.4.0-beta → 4.4.0-beta.2

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 (1056) hide show
  1. package/CHANGELOG.md +3607 -3604
  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 +2256 -2254
  6. package/dist/needle-engine.bundle.light.js +2256 -2254
  7. package/dist/needle-engine.bundle.light.min.js +118 -118
  8. package/dist/needle-engine.bundle.light.umd.cjs +116 -116
  9. package/dist/needle-engine.bundle.min.js +118 -118
  10. package/dist/needle-engine.bundle.umd.cjs +116 -116
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.js +468 -467
  13. package/dist/needle-engine.light.d.ts +130 -138
  14. package/dist/needle-engine.light.js +468 -467
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/dist/postprocessing.js +1673 -1527
  20. package/dist/postprocessing.light.js +1673 -1527
  21. package/dist/postprocessing.light.min.js +80 -66
  22. package/dist/postprocessing.light.umd.cjs +83 -69
  23. package/dist/postprocessing.min.js +80 -66
  24. package/dist/postprocessing.umd.cjs +83 -69
  25. package/dist/vendor.js +1 -1
  26. package/dist/vendor.light.js +1 -1
  27. package/lib/asap/needle-asap.d.ts +1 -1
  28. package/lib/asap/needle-asap.js +95 -95
  29. package/lib/asap/sessiongranted.d.ts +3 -3
  30. package/lib/asap/sessiongranted.js +65 -65
  31. package/lib/asap/utils.d.ts +1 -1
  32. package/lib/asap/utils.js +3 -3
  33. package/lib/engine/analytics/index.d.ts +6 -6
  34. package/lib/engine/analytics/index.js +12 -12
  35. package/lib/engine/analytics/lcp.d.ts +3 -3
  36. package/lib/engine/analytics/lcp.js +34 -34
  37. package/lib/engine/api.d.ts +81 -81
  38. package/lib/engine/api.js +80 -80
  39. package/lib/engine/assets/index.d.ts +11 -11
  40. package/lib/engine/assets/index.js +47 -47
  41. package/lib/engine/assets/static.d.ts +1 -1
  42. package/lib/engine/assets/static.js +4 -4
  43. package/lib/engine/codegen/register_types.d.ts +1 -1
  44. package/lib/engine/codegen/register_types.js +300 -298
  45. package/lib/engine/codegen/register_types.js.map +1 -1
  46. package/lib/engine/debug/debug.d.ts +15 -15
  47. package/lib/engine/debug/debug.js +44 -44
  48. package/lib/engine/debug/debug_console.d.ts +2 -2
  49. package/lib/engine/debug/debug_console.js +307 -307
  50. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  51. package/lib/engine/debug/debug_overlay.js +316 -316
  52. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_spatial_console.js +390 -390
  54. package/lib/engine/debug/index.d.ts +2 -2
  55. package/lib/engine/debug/index.js +2 -2
  56. package/lib/engine/engine_addressables.d.ts +166 -166
  57. package/lib/engine/engine_addressables.js +608 -608
  58. package/lib/engine/engine_animation.d.ts +43 -43
  59. package/lib/engine/engine_animation.js +133 -133
  60. package/lib/engine/engine_application.d.ts +40 -40
  61. package/lib/engine/engine_application.js +104 -104
  62. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  63. package/lib/engine/engine_assetdatabase.js +344 -344
  64. package/lib/engine/engine_audio.d.ts +4 -4
  65. package/lib/engine/engine_audio.js +23 -23
  66. package/lib/engine/engine_camera.d.ts +13 -13
  67. package/lib/engine/engine_camera.js +30 -30
  68. package/lib/engine/engine_components.d.ts +110 -110
  69. package/lib/engine/engine_components.js +380 -380
  70. package/lib/engine/engine_components_internal.d.ts +9 -9
  71. package/lib/engine/engine_components_internal.js +36 -36
  72. package/lib/engine/engine_constants.d.ts +10 -10
  73. package/lib/engine/engine_constants.js +41 -41
  74. package/lib/engine/engine_context.d.ts +345 -345
  75. package/lib/engine/engine_context.js +1515 -1515
  76. package/lib/engine/engine_context_registry.d.ts +71 -71
  77. package/lib/engine/engine_context_registry.js +117 -117
  78. package/lib/engine/engine_coroutine.d.ts +35 -35
  79. package/lib/engine/engine_coroutine.js +52 -52
  80. package/lib/engine/engine_create_objects.d.ts +118 -118
  81. package/lib/engine/engine_create_objects.js +308 -308
  82. package/lib/engine/engine_default_parameters.d.ts +2 -2
  83. package/lib/engine/engine_default_parameters.js +3 -3
  84. package/lib/engine/engine_editor-sync.d.ts +21 -21
  85. package/lib/engine/engine_editor-sync.js +4 -4
  86. package/lib/engine/engine_element.d.ts +113 -113
  87. package/lib/engine/engine_element.js +830 -830
  88. package/lib/engine/engine_element_attributes.d.ts +72 -72
  89. package/lib/engine/engine_element_attributes.js +1 -1
  90. package/lib/engine/engine_element_extras.d.ts +6 -6
  91. package/lib/engine/engine_element_extras.js +13 -13
  92. package/lib/engine/engine_element_loading.d.ts +44 -44
  93. package/lib/engine/engine_element_loading.js +349 -349
  94. package/lib/engine/engine_element_overlay.d.ts +21 -21
  95. package/lib/engine/engine_element_overlay.js +166 -166
  96. package/lib/engine/engine_fileloader.d.ts +2 -2
  97. package/lib/engine/engine_fileloader.js +8 -8
  98. package/lib/engine/engine_gameobject.d.ts +68 -68
  99. package/lib/engine/engine_gameobject.js +591 -591
  100. package/lib/engine/engine_generic_utils.d.ts +1 -1
  101. package/lib/engine/engine_generic_utils.js +13 -13
  102. package/lib/engine/engine_gizmos.d.ts +149 -149
  103. package/lib/engine/engine_gizmos.js +530 -530
  104. package/lib/engine/engine_gltf.d.ts +12 -12
  105. package/lib/engine/engine_gltf.js +15 -15
  106. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  107. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  108. package/lib/engine/engine_hot_reload.d.ts +7 -7
  109. package/lib/engine/engine_hot_reload.js +184 -184
  110. package/lib/engine/engine_input.d.ts +352 -352
  111. package/lib/engine/engine_input.js +1265 -1265
  112. package/lib/engine/engine_input_utils.d.ts +2 -2
  113. package/lib/engine/engine_input_utils.js +22 -22
  114. package/lib/engine/engine_instancing.d.ts +19 -19
  115. package/lib/engine/engine_instancing.js +39 -39
  116. package/lib/engine/engine_license.d.ts +9 -9
  117. package/lib/engine/engine_license.js +320 -320
  118. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  119. package/lib/engine/engine_lifecycle_api.js +99 -99
  120. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  121. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  122. package/lib/engine/engine_lightdata.d.ts +23 -23
  123. package/lib/engine/engine_lightdata.js +91 -91
  124. package/lib/engine/engine_loaders.d.ts +13 -13
  125. package/lib/engine/engine_loaders.js +62 -62
  126. package/lib/engine/engine_lods.d.ts +31 -31
  127. package/lib/engine/engine_lods.js +146 -146
  128. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  129. package/lib/engine/engine_mainloop_utils.js +466 -466
  130. package/lib/engine/engine_math.d.ts +114 -114
  131. package/lib/engine/engine_math.js +247 -247
  132. package/lib/engine/engine_modules.d.ts +36 -36
  133. package/lib/engine/engine_modules.js +85 -85
  134. package/lib/engine/engine_networking.d.ts +252 -252
  135. package/lib/engine/engine_networking.js +743 -743
  136. package/lib/engine/engine_networking_auto.d.ts +24 -24
  137. package/lib/engine/engine_networking_auto.js +310 -310
  138. package/lib/engine/engine_networking_blob.d.ts +48 -48
  139. package/lib/engine/engine_networking_blob.js +212 -212
  140. package/lib/engine/engine_networking_files.d.ts +35 -35
  141. package/lib/engine/engine_networking_files.js +172 -172
  142. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  143. package/lib/engine/engine_networking_files_default_components.js +42 -42
  144. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  145. package/lib/engine/engine_networking_instantiate.js +345 -345
  146. package/lib/engine/engine_networking_peer.d.ts +15 -15
  147. package/lib/engine/engine_networking_peer.js +132 -132
  148. package/lib/engine/engine_networking_streams.d.ts +123 -123
  149. package/lib/engine/engine_networking_streams.js +645 -645
  150. package/lib/engine/engine_networking_types.d.ts +22 -22
  151. package/lib/engine/engine_networking_types.js +7 -7
  152. package/lib/engine/engine_networking_utils.d.ts +2 -2
  153. package/lib/engine/engine_networking_utils.js +20 -20
  154. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  155. package/lib/engine/engine_networking_websocket.js +2 -2
  156. package/lib/engine/engine_patcher.d.ts +10 -10
  157. package/lib/engine/engine_patcher.js +142 -142
  158. package/lib/engine/engine_physics.d.ts +152 -152
  159. package/lib/engine/engine_physics.js +645 -645
  160. package/lib/engine/engine_physics.types.d.ts +40 -40
  161. package/lib/engine/engine_physics.types.js +33 -33
  162. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  163. package/lib/engine/engine_physics_rapier.js +1432 -1432
  164. package/lib/engine/engine_playerview.d.ts +26 -26
  165. package/lib/engine/engine_playerview.js +64 -64
  166. package/lib/engine/engine_scenelighting.d.ts +71 -71
  167. package/lib/engine/engine_scenelighting.js +226 -226
  168. package/lib/engine/engine_scenetools.d.ts +50 -50
  169. package/lib/engine/engine_scenetools.js +321 -321
  170. package/lib/engine/engine_serialization.d.ts +3 -3
  171. package/lib/engine/engine_serialization.js +3 -3
  172. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  173. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  174. package/lib/engine/engine_serialization_core.d.ts +85 -85
  175. package/lib/engine/engine_serialization_core.js +602 -602
  176. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  177. package/lib/engine/engine_serialization_decorator.js +66 -66
  178. package/lib/engine/engine_setup.d.ts +1 -1
  179. package/lib/engine/engine_setup.js +2 -2
  180. package/lib/engine/engine_shaders.d.ts +53 -53
  181. package/lib/engine/engine_shaders.js +252 -252
  182. package/lib/engine/engine_shims.d.ts +4 -4
  183. package/lib/engine/engine_shims.js +24 -24
  184. package/lib/engine/engine_test_utils.d.ts +39 -39
  185. package/lib/engine/engine_test_utils.js +83 -83
  186. package/lib/engine/engine_texture.d.ts +28 -28
  187. package/lib/engine/engine_texture.js +64 -64
  188. package/lib/engine/engine_three_utils.d.ts +201 -201
  189. package/lib/engine/engine_three_utils.js +731 -731
  190. package/lib/engine/engine_time.d.ts +51 -51
  191. package/lib/engine/engine_time.js +82 -82
  192. package/lib/engine/engine_time_utils.d.ts +88 -88
  193. package/lib/engine/engine_time_utils.js +215 -215
  194. package/lib/engine/engine_tonemapping.d.ts +2 -2
  195. package/lib/engine/engine_tonemapping.js +194 -194
  196. package/lib/engine/engine_types.d.ts +572 -572
  197. package/lib/engine/engine_types.js +88 -88
  198. package/lib/engine/engine_typestore.d.ts +28 -28
  199. package/lib/engine/engine_typestore.js +55 -55
  200. package/lib/engine/engine_util_decorator.d.ts +13 -13
  201. package/lib/engine/engine_util_decorator.js +116 -116
  202. package/lib/engine/engine_utils.d.ts +266 -266
  203. package/lib/engine/engine_utils.js +878 -878
  204. package/lib/engine/engine_utils_format.d.ts +21 -21
  205. package/lib/engine/engine_utils_format.js +193 -193
  206. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  207. package/lib/engine/engine_utils_screenshot.js +513 -513
  208. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  209. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  210. package/lib/engine/engine_xr.d.ts +1 -1
  211. package/lib/engine/engine_xr.js +1 -1
  212. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  213. package/lib/engine/export/gltf/Writers.js +24 -24
  214. package/lib/engine/export/gltf/index.d.ts +11 -11
  215. package/lib/engine/export/gltf/index.js +123 -123
  216. package/lib/engine/export/index.d.ts +2 -2
  217. package/lib/engine/export/index.js +2 -2
  218. package/lib/engine/export/state.d.ts +7 -7
  219. package/lib/engine/export/state.js +17 -17
  220. package/lib/engine/export/utils.d.ts +2 -2
  221. package/lib/engine/export/utils.js +7 -7
  222. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  223. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  224. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  225. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  226. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  227. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  228. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  229. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  230. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  231. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  232. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  233. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  234. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  235. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  236. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  237. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  238. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  239. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  240. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  241. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  242. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  243. package/lib/engine/extensions/extension_resolver.js +1 -1
  244. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  245. package/lib/engine/extensions/extension_utils.js +152 -152
  246. package/lib/engine/extensions/extensions.d.ts +31 -31
  247. package/lib/engine/extensions/extensions.js +103 -103
  248. package/lib/engine/extensions/index.d.ts +6 -6
  249. package/lib/engine/extensions/index.js +6 -6
  250. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  251. package/lib/engine/extensions/usage_tracker.js +65 -65
  252. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  253. package/lib/engine/js-extensions/Camera.js +39 -39
  254. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  255. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  256. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  257. package/lib/engine/js-extensions/Layers.js +22 -22
  258. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  259. package/lib/engine/js-extensions/Object3D.js +136 -136
  260. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  261. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  262. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  263. package/lib/engine/js-extensions/Vector.js +13 -13
  264. package/lib/engine/js-extensions/index.d.ts +5 -5
  265. package/lib/engine/js-extensions/index.js +5 -5
  266. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  267. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  268. package/lib/engine/shaders/shaderData.d.ts +55 -55
  269. package/lib/engine/shaders/shaderData.js +58 -58
  270. package/lib/engine/tests/test_utils.d.ts +2 -2
  271. package/lib/engine/tests/test_utils.js +53 -53
  272. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  273. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  274. package/lib/engine/webcomponents/api.d.ts +5 -5
  275. package/lib/engine/webcomponents/api.js +4 -4
  276. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  277. package/lib/engine/webcomponents/buttons.js +237 -237
  278. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  279. package/lib/engine/webcomponents/fonts.js +32 -32
  280. package/lib/engine/webcomponents/icons.d.ts +9 -9
  281. package/lib/engine/webcomponents/icons.js +52 -52
  282. package/lib/engine/webcomponents/index.d.ts +1 -1
  283. package/lib/engine/webcomponents/index.js +1 -1
  284. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  285. package/lib/engine/webcomponents/logo-element.js +67 -67
  286. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  287. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  288. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  289. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  290. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  291. package/lib/engine/webcomponents/needle-button.js +161 -161
  292. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  293. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  294. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  295. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  296. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  297. package/lib/engine/xr/NeedleXRSync.js +188 -188
  298. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  299. package/lib/engine/xr/SceneTransition.js +69 -69
  300. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  301. package/lib/engine/xr/TempXRContext.js +187 -187
  302. package/lib/engine/xr/XRRig.d.ts +7 -7
  303. package/lib/engine/xr/XRRig.js +1 -1
  304. package/lib/engine/xr/api.d.ts +6 -6
  305. package/lib/engine/xr/api.js +6 -6
  306. package/lib/engine/xr/events.d.ts +66 -66
  307. package/lib/engine/xr/events.js +93 -93
  308. package/lib/engine/xr/internal.d.ts +12 -12
  309. package/lib/engine/xr/internal.js +25 -25
  310. package/lib/engine/xr/usdz.d.ts +12 -12
  311. package/lib/engine/xr/usdz.js +29 -29
  312. package/lib/engine/xr/utils.d.ts +11 -11
  313. package/lib/engine/xr/utils.js +34 -34
  314. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  315. package/lib/engine-components/AlignmentConstraint.js +39 -39
  316. package/lib/engine-components/Animation.d.ts +156 -156
  317. package/lib/engine-components/Animation.js +508 -508
  318. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  319. package/lib/engine-components/AnimationCurve.js +159 -159
  320. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  321. package/lib/engine-components/AnimationUtils.js +27 -27
  322. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  323. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  324. package/lib/engine-components/Animator.d.ts +217 -217
  325. package/lib/engine-components/Animator.js +354 -354
  326. package/lib/engine-components/AnimatorController.d.ts +227 -227
  327. package/lib/engine-components/AnimatorController.js +1152 -1152
  328. package/lib/engine-components/AudioListener.d.ts +33 -33
  329. package/lib/engine-components/AudioListener.js +86 -86
  330. package/lib/engine-components/AudioSource.d.ts +217 -217
  331. package/lib/engine-components/AudioSource.js +627 -627
  332. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  333. package/lib/engine-components/AvatarLoader.js +231 -231
  334. package/lib/engine-components/AxesHelper.d.ts +32 -32
  335. package/lib/engine-components/AxesHelper.js +67 -67
  336. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  337. package/lib/engine-components/BasicIKConstraint.js +43 -43
  338. package/lib/engine-components/BoxCollider.d.ts +2 -2
  339. package/lib/engine-components/BoxCollider.js +2 -2
  340. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  341. package/lib/engine-components/BoxHelperComponent.js +102 -102
  342. package/lib/engine-components/Camera.d.ts +231 -231
  343. package/lib/engine-components/Camera.js +694 -694
  344. package/lib/engine-components/CameraUtils.d.ts +1 -1
  345. package/lib/engine-components/CameraUtils.js +127 -127
  346. package/lib/engine-components/CameraUtils.js.map +1 -1
  347. package/lib/engine-components/CharacterController.d.ts +55 -55
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  1019. package/src/engine-schemes/vec2.ts +33 -33
  1020. package/src/engine-schemes/vec3.ts +38 -38
  1021. package/src/engine-schemes/vec4.ts +43 -43
  1022. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1023. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1024. package/src/include/draco/draco_decoder.js +34 -34
  1025. package/src/include/ktx2/basis_transcoder.js +21 -21
  1026. package/src/include/needle/arial-msdf.json +1471 -1471
  1027. package/src/include/three/DragControls.js +231 -231
  1028. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1029. package/src/needle-engine.ts +70 -70
  1030. package/lib/engine/engine.d.ts +0 -4
  1031. package/lib/engine/engine.js +0 -12
  1032. package/lib/engine/engine.js.map +0 -1
  1033. package/lib/engine/engine_web_api.d.ts +0 -12
  1034. package/lib/engine/engine_web_api.js +0 -113
  1035. package/lib/engine/engine_web_api.js.map +0 -1
  1036. package/lib/engine-components/FlyControls.d.ts +0 -10
  1037. package/lib/engine-components/FlyControls.js +0 -29
  1038. package/lib/engine-components/FlyControls.js.map +0 -1
  1039. package/src/engine-schemes/dist/api.js +0 -17
  1040. package/src/engine-schemes/dist/api.js.meta +0 -7
  1041. package/src/engine-schemes/dist/schemes.js +0 -25
  1042. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1043. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1044. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1045. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1046. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1047. package/src/engine-schemes/dist/transform.js +0 -46
  1048. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1049. package/src/engine-schemes/dist/vec2.js +0 -32
  1050. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1051. package/src/engine-schemes/dist/vec3.js +0 -36
  1052. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1053. package/src/engine-schemes/dist/vec4.js +0 -40
  1054. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1055. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1056. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,952 +1,952 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { EquirectangularReflectionMapping, Object3D, Scene } from "three";
8
- import { AssetReference } from "../engine/engine_addressables.js";
9
- import { registerObservableAttribute } from "../engine/engine_element_extras.js";
10
- import { destroy } from "../engine/engine_gameobject.js";
11
- import { InputEvents } from "../engine/engine_input.js";
12
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
13
- import { serializable } from "../engine/engine_serialization.js";
14
- import { getParam, setParamWithoutReload } from "../engine/engine_utils.js";
15
- import { Behaviour, GameObject } from "./Component.js";
16
- import { EventList } from "./EventList.js";
17
- const debug = getParam("debugsceneswitcher");
18
- const experimental_clearSceneOnLoad = getParam("sceneswitcher:clearscene");
19
- const ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME = "scene";
20
- registerObservableAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
21
- // ContextRegistry.registerCallback(ContextEvent.ContextRegistered, async _ => {
22
- // // We need to defer import to not get issues with circular dependencies
23
- // import("../engine/engine_element").then(res => {
24
- // const webcomponent = res.NeedleEngineHTMLElement;
25
- // if (debug) console.log("SceneSwitcher: registering scene attribute", webcomponent.observedAttributes);
26
- // if (!webcomponent.observedAttributes.includes(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME))
27
- // webcomponent.observedAttributes.push(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
28
- // });
29
- // });
30
- const couldNotLoadScenePromise = Promise.resolve(false);
31
- /** The SceneSwitcher can be used to dynamically load and unload extra content
32
- * Available scenes are defined in the `scenes` array.
33
- * Loaded scenes will be added to the SceneSwitcher's GameObject as a child and removed when another scene is loaded by the same SceneSwitcher.
34
- * Live Examples
35
- * - [Multi Scenes Sample](https://engine.needle.tools/samples/multi-scenes-dynamic-loading) (source code available)
36
- * - [Needle Website](https://needle.tools)
37
- * - [Songs Of Cultures](https://app.songsofcultures.com)
38
- *
39
- * ### Interfaces
40
- * Use the {@link ISceneEventListener} interface to listen to scene open and closing events with the ability to modify transitions and stall the scene loading process.
41
- *
42
- * ### Events
43
- * - `loadscene-start`: Called when a scene starts loading
44
- * - `loadscene-finished`: Called when a scene finished loading
45
- * - `progress`: Called when a scene is loading and the progress changes
46
- * - `scene-opened`: Called when a scene is loaded and added to the SceneSwitcher's GameObject
47
- * @example
48
- * ```ts
49
- * sceneSwitcher.addEventListener("loadscene-start", (e) => {
50
- * console.log("Loading scene", e.detail.scene.url);
51
- * });
52
- * sceneSwitcher.addEventListener("loadscene-finished", (e) => {
53
- * console.log("Finished loading scene", e.detail.scene.url);
54
- * });
55
- * sceneSwitcher.addEventListener("progress", (e) => {
56
- * console.log("Loading progress", e.loaded, e.total);
57
- * });
58
- * sceneSwitcher.addEventListener("scene-opened", (e) => {
59
- * console.log("Scene opened", e.detail.scene.url);
60
- * });
61
- * ```
62
- *
63
- * @category Asset Management
64
- * @group Components
65
- */
66
- export class SceneSwitcher extends Behaviour {
67
- /** When enabled the first scene will be loaded when the SceneSwitcher becomes active
68
- * @default true
69
- */
70
- autoLoadFirstScene = true;
71
- /**
72
- * The scenes that can be loaded by the SceneSwitcher.
73
- * @default []
74
- */
75
- scenes = [];
76
- /**
77
- * The scene that is displayed while a scene is loading.
78
- * @default undefined
79
- */
80
- loadingScene;
81
- /** the url parameter that is set/used to store the currently loaded scene in, set to "" to disable
82
- * @default "scene"
83
- */
84
- queryParameterName = "scene";
85
- /**
86
- * when enabled the scene name will be used as the query parameter (otherwise the scene index will be used)
87
- * Needs `queryParameterName` set
88
- * @default true
89
- */
90
- useSceneName = true;
91
- /**
92
- * When enabled the current scene index will be clamped to the scenes array bounds.
93
- * For example when the last scene is loaded and `clamp` is true then trying to load the `next()` scene will not change the scene.
94
- * When `clamp` is false and the last scene is loaded then the first scene will be loaded instead.
95
- * @default true
96
- */
97
- clamp = true;
98
- /** when enabled the new scene is pushed to the browser navigation history, only works with a valid query parameter set
99
- * @default true
100
- */
101
- useHistory = true;
102
- /** when enabled you can switch between scenes using keyboard left, right, A and D or number keys
103
- * @default true
104
- */
105
- useKeyboard = true;
106
- /** when enabled you can switch between scenes using swipe (mobile only)
107
- * @default true
108
- */
109
- useSwipe = true;
110
- /** when enabled will automatically apply the environment scene lights
111
- * @default true
112
- */
113
- useSceneLighting = true;
114
- /** When enabled will automatically apply the skybox from the loaded scene
115
- * @default true
116
- */
117
- useSceneBackground = true;
118
- /** how many scenes after the currently active scene should be preloaded
119
- * @default 1
120
- */
121
- preloadNext = 1;
122
- /** how many scenes before the currently active scene should be preloaded
123
- * @default 1
124
- */
125
- preloadPrevious = 1;
126
- /** how many scenes can be loaded in parallel
127
- * @default 2
128
- */
129
- preloadConcurrent = 2;
130
- /**
131
- * When enabled will create a button for the Needle menu to switch to the next or previous scene
132
- * @default false
133
- */
134
- createMenuButtons = false;
135
- /** The index of the currently loaded and active scene */
136
- get currentIndex() { return this._currentIndex; }
137
- /** Get the progress of the currently loading scene. This is undefined if no scene is loading
138
- * You can also subscribe to the loading event by adding an event listener to the scene switcher.
139
- * For example like this `sceneSwitcher.addEventListeneer("progress", (e) => {...})`
140
- */
141
- get currentLoadingProgress() { return this._currentLoadingProgress; }
142
- /** The currently loading scene. This is undefined if no scene is loading. */
143
- get currentlyLoadingScene() { return this._currentlyLoadingScene; }
144
- /**
145
- * The currently loaded scene. This is undefined if no scene is loaded.
146
- */
147
- get currentlyLoadedScene() { return this._currentScene; }
148
- /**
149
- * Called when a scene starts loading
150
- */
151
- sceneLoadingStart = new EventList();
152
- sceneLoadingProgress = new EventList();
153
- /**
154
- * The sceneLoaded event is called when a scene/glTF is loaded and added to the scene
155
- */
156
- sceneLoaded = new EventList();
157
- _currentIndex = -1;
158
- _currentScene = undefined;
159
- _engineElementOverserver = undefined;
160
- _preloadScheduler;
161
- _menuButtons;
162
- /** @internal */
163
- awake() {
164
- if (this.scenes === undefined)
165
- this.scenes = [];
166
- // remove all scenes from the url that are in the scenes array at startup
167
- for (const scene of this.scenes) {
168
- if (scene && !scene.hasUrl && scene.asset instanceof Object3D) {
169
- scene.asset.removeFromParent();
170
- }
171
- }
172
- if (debug)
173
- console.log("SceneSwitcher", this);
174
- }
175
- /** @internal */
176
- async onEnable() {
177
- globalThis.addEventListener("popstate", this.onPopState);
178
- this.context.input.addEventListener(InputEvents.KeyDown, this.onInputKeyDown);
179
- this.context.input.addEventListener(InputEvents.PointerMove, this.onInputPointerMove);
180
- this.context.input.addEventListener(InputEvents.PointerUp, this.onInputPointerUp);
181
- if (!this._engineElementOverserver) {
182
- this._engineElementOverserver = new MutationObserver((mutations) => {
183
- for (const mut of mutations) {
184
- if (mut.type === "attributes" && mut.attributeName === ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME) {
185
- const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
186
- if (value !== null) {
187
- this.trySelectSceneFromValue(value);
188
- }
189
- }
190
- }
191
- });
192
- }
193
- this._engineElementOverserver.observe(this.context.domElement, {
194
- attributes: true
195
- });
196
- if (!this._preloadScheduler)
197
- this._preloadScheduler = new PreLoadScheduler(this);
198
- this._preloadScheduler.maxLoadAhead = this.preloadNext;
199
- this._preloadScheduler.maxLoadBehind = this.preloadPrevious;
200
- this._preloadScheduler.maxConcurrent = this.preloadConcurrent;
201
- this._preloadScheduler.begin(2000);
202
- // Begin loading the loading scene
203
- if (this.autoLoadFirstScene && this._currentIndex === -1 && !await this.tryLoadFromQueryParam()) {
204
- const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
205
- // let locked = this.lock;
206
- try {
207
- // this.lock = false;
208
- if (value === null || !await this.trySelectSceneFromValue(value)) {
209
- if (this._currentIndex === -1)
210
- this.select(0);
211
- }
212
- }
213
- finally {
214
- // this.lock = locked;
215
- }
216
- }
217
- // create the menu buttons
218
- if (this.createMenuButtons) {
219
- this._menuButtons ??= [];
220
- this._menuButtons.push(this.context.menu.appendChild({
221
- label: "Previous",
222
- icon: "arrow_back_ios",
223
- onClick: () => this.selectPrev(),
224
- priority: -1005,
225
- class: "row2"
226
- }));
227
- this._menuButtons.push(this.context.menu.appendChild({
228
- label: "Next",
229
- icon: "arrow_forward_ios",
230
- iconSide: "right",
231
- onClick: () => this.selectNext(),
232
- priority: -1000,
233
- class: "row2"
234
- }));
235
- }
236
- }
237
- /** @internal */
238
- onDisable() {
239
- globalThis.removeEventListener("popstate", this.onPopState);
240
- this.context.input.removeEventListener(InputEvents.KeyDown, this.onInputKeyDown);
241
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onInputPointerMove);
242
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onInputPointerUp);
243
- this._preloadScheduler?.stop();
244
- // remove the menu buttons
245
- if (this._menuButtons) {
246
- for (const button of this._menuButtons) {
247
- button.remove();
248
- }
249
- this._menuButtons = undefined;
250
- }
251
- }
252
- onPopState = async (_state) => {
253
- if (!this.useHistory)
254
- return;
255
- const wasUsingHistory = this.useHistory;
256
- try {
257
- this.useHistory = false;
258
- let didResolve = false;
259
- if (this.queryParameterName)
260
- didResolve = await this.tryLoadFromQueryParam();
261
- if (!didResolve) {
262
- const state = _state?.state;
263
- if (state && state.startsWith(this.guid)) {
264
- const value = state.substr(this.guid.length + 2);
265
- if (debug)
266
- console.log("PopState", value);
267
- await this.trySelectSceneFromValue(value);
268
- }
269
- }
270
- }
271
- finally {
272
- this.useHistory = wasUsingHistory;
273
- }
274
- };
275
- normalizedSwipeThresholdX = 0.1;
276
- _didSwipe = false;
277
- onInputPointerMove = (e) => {
278
- if (!this.useSwipe)
279
- return;
280
- if (!this._didSwipe && e.button === 0 && e.pointerType === "touch" && this.context.input.getPointerPressedCount() === 1) {
281
- const delta = this.context.input.getPointerPositionDelta(e.button);
282
- if (delta) {
283
- const normalizedX = delta.x / this.context.domWidth;
284
- if (normalizedX >= this.normalizedSwipeThresholdX) {
285
- this._didSwipe = true;
286
- this.selectPrev();
287
- }
288
- else if (normalizedX <= -this.normalizedSwipeThresholdX) {
289
- this._didSwipe = true;
290
- this.selectNext();
291
- }
292
- }
293
- }
294
- };
295
- onInputPointerUp = (e) => {
296
- if (e.button === 0) {
297
- this._didSwipe = false;
298
- }
299
- };
300
- onInputKeyDown = (e) => {
301
- if (!this.useKeyboard)
302
- return;
303
- if (!this.scenes)
304
- return;
305
- const key = e.key.toLowerCase();
306
- if (!key)
307
- return;
308
- const index = parseInt(key) - 1;
309
- if (index >= 0) {
310
- this.trySelectSceneFromValue(index);
311
- return;
312
- }
313
- switch (key) {
314
- case "arrowright":
315
- case "d":
316
- this.selectNext();
317
- break;
318
- case "arrowleft":
319
- case "a":
320
- this.selectPrev();
321
- break;
322
- }
323
- };
324
- /**
325
- * Add a scene to the SceneSwitcher.
326
- * If the scene is already added it will be added again.
327
- * @param urlOrAssetReference The url of the scene or an AssetReference to the scene
328
- * @returns The AssetReference of the scene that was added
329
- * @example
330
- * ```ts
331
- * // adding a scene:
332
- * sceneSwitcher.addScene("scene1.glb");
333
- * // add another scene and load it:
334
- * const scene2 = sceneSwitcher.addScene("scene2.glb");
335
- * sceneSwitcher.switchScene(scene2).then(res => { console.log("Scene loaded", res); });
336
- * ```
337
- */
338
- addScene(urlOrAssetReference) {
339
- if (typeof urlOrAssetReference === "string") {
340
- let assetReference = this.context.addressables.findAssetReference(urlOrAssetReference);
341
- if (!assetReference) {
342
- assetReference = new AssetReference(urlOrAssetReference);
343
- this.context.addressables.registerAssetReference(assetReference);
344
- }
345
- this.scenes.push(assetReference);
346
- return assetReference;
347
- }
348
- this.scenes.push(urlOrAssetReference);
349
- return urlOrAssetReference;
350
- }
351
- /**
352
- * Load the next scene in the scenes array ({@link this.currentIndex} + 1)
353
- * If the current scene is the last scene in the array and {@link this.clamp} is disabled then the first scene will be loaded.
354
- * @returns a promise that resolves to true if the scene was loaded successfully
355
- */
356
- selectNext() {
357
- return this.select(this._currentIndex + 1);
358
- }
359
- /**
360
- * Load the previous scene in the scenes array ({@link this.currentIndex} - 1)
361
- * If the current scene is the first scene in the array and {@link this.clamp} is disabled then the last scene will be loaded.
362
- * @returns a promise that resolves to true if the scene was loaded successfully
363
- */
364
- selectPrev() {
365
- return this.select(this._currentIndex - 1);
366
- }
367
- /**
368
- * Load a scene by its index in the scenes array.
369
- * @param index The index of the scene or a string that represents the scene uri (if the url is not known to the SceneSwitcher it will try to load the scene by its uri but it won't be added to the current scenes array. Use {@link addScene} to add a scene to the SceneSwitcher)
370
- * @returns a promise that resolves to true if the scene was loaded successfully
371
- */
372
- select(index) {
373
- if (debug)
374
- console.log("select", index);
375
- if (typeof index === "object") {
376
- // If a user tries to reference a scene object in a UnityEvent and invoke select(obj)
377
- // Then the object will be serialized as a object { guid : ... } or with the index json pointer
378
- // This case is not supported right now. Object references in the editor must not be scene references
379
- console.warn("Switching to \"" + index + "\" might not work. Please either use an index or a AssetReference (not a scene reference)");
380
- }
381
- if (typeof index === "string") {
382
- // If the parameter is a string we try to resolve the scene by its uri
383
- // it's either already known in the scenes array
384
- // or we create/get a new AssetReference and try to switch to that
385
- const scene = this.scenes?.find(s => s.url === index);
386
- if (!scene) {
387
- // Ok the scene is unknown to the scene switcher
388
- // we create a new asset reference (or get an existing one)
389
- // And switch to that. With this we can not modify the history
390
- // Until the scene switcher can store the uri in the history instead of the index
391
- const reference = AssetReference.getOrCreate(this.sourceId ?? "", index, this.context);
392
- return this.switchScene(reference);
393
- }
394
- if (scene)
395
- index = this.scenes?.indexOf(scene);
396
- else
397
- return couldNotLoadScenePromise;
398
- }
399
- if (!this.scenes?.length)
400
- return couldNotLoadScenePromise;
401
- if (index < 0) {
402
- if (this.clamp)
403
- return couldNotLoadScenePromise;
404
- index = this.scenes.length - 1;
405
- }
406
- else if (index >= this.scenes.length) {
407
- if (this.clamp)
408
- return couldNotLoadScenePromise;
409
- index = 0;
410
- }
411
- const scene = this.scenes[index];
412
- return this.switchScene(scene);
413
- }
414
- /**
415
- * Unload the currently loaded scene.
416
- */
417
- unload() {
418
- this.__lastSwitchScene = undefined;
419
- this.__lastSwitchScenePromise = undefined;
420
- return this.__unloadCurrentScene();
421
- }
422
- /**
423
- * Reload the last scene that was loaded
424
- * @returns a promise that resolves to true if the scene was loaded successfully
425
- */
426
- async reload() {
427
- if (this.__lastSwitchScene) {
428
- const scene = this.__lastSwitchScene;
429
- this.__lastSwitchScene = undefined;
430
- return this.switchScene(scene);
431
- }
432
- return false;
433
- }
434
- // this is the scene that was requested last
435
- __lastSwitchScene;
436
- __lastSwitchScenePromise;
437
- /**
438
- * Switch to a scene by its AssetReference.
439
- * If the scene is already loaded it will be unloaded and the new scene will be loaded.
440
- * If the scene is already loading it will wait for the scene to be loaded.
441
- * If the scene is already loaded and the same scene is requested again it will return the same promise that was returned the first time the scene was requested.
442
- * @param scene The AssetReference of the scene to switch to
443
- * @returns a promise that resolves to true if the scene was loaded successfully
444
- * @example
445
- * ```ts
446
- * const myAssetReference = new AssetReference("scene1.glb");
447
- * sceneSwitcher.switchScene(myAssetReference).then(res => { console.log("Scene loaded", res); });
448
- * ```
449
- */
450
- async switchScene(scene) {
451
- if (!(scene instanceof AssetReference)) {
452
- const type = typeof scene;
453
- if (type === "string") {
454
- return this.select(scene);
455
- }
456
- else if (type === "number") {
457
- return this.select(scene);
458
- }
459
- else {
460
- console.warn("SceneSwitcher: Can't switch to scene", scene, "of type", type);
461
- return false;
462
- }
463
- }
464
- if (scene.url === this.sourceId) {
465
- console.warn("SceneSwitcher: can't load own scene - prevent recursive loading", this.sourceId);
466
- return false;
467
- }
468
- // ensure that we never run the same scene switch multiple times (at the same time) for the same requested scene
469
- if (this.__lastSwitchScene === scene && this.__lastSwitchScenePromise) {
470
- return this.__lastSwitchScenePromise;
471
- }
472
- this.__lastSwitchScene = scene;
473
- this.__lastSwitchScenePromise = this.__internalSwitchScene(scene);
474
- const res = await this.__lastSwitchScenePromise;
475
- return res;
476
- }
477
- async __unloadCurrentScene() {
478
- const current = this._currentScene;
479
- this._currentScene = undefined;
480
- if (current) {
481
- if (debug)
482
- console.log("UNLOAD", current.url, "HasURL?: " + current.hasUrl);
483
- const sceneListener = this.tryGetSceneEventListener(current.asset);
484
- if (sceneListener?.sceneClosing) {
485
- const res = sceneListener.sceneClosing();
486
- if (res instanceof Promise)
487
- await res;
488
- }
489
- // if the current scene has a URL (so it can be reloaded)
490
- // then we unload it
491
- if (current.hasUrl)
492
- current.unload();
493
- // otherwise if it's a regular Object3D we just remove it from the scene
494
- else if (current.asset instanceof Object3D) {
495
- current.asset.removeFromParent();
496
- }
497
- }
498
- }
499
- _currentlyLoadingScene;
500
- /** @internal */
501
- async __internalSwitchScene(scene) {
502
- await this.__unloadCurrentScene();
503
- const index = this._currentIndex = this.scenes?.indexOf(scene) ?? -1;
504
- try {
505
- this._currentlyLoadingScene = scene;
506
- this._currentLoadingProgress = new ProgressEvent("progress", { loaded: 0, total: 1 });
507
- const loadStartEvt = new CustomEvent("loadscene-start", { detail: { scene: scene, switcher: this, index: index } });
508
- this.dispatchEvent(loadStartEvt);
509
- this.sceneLoadingStart?.invoke(loadStartEvt.detail);
510
- await this.onStartLoading();
511
- // start loading and wait for the scene to be loaded
512
- await scene.loadAssetAsync((_, prog) => {
513
- this._currentLoadingProgress = prog;
514
- this.dispatchEvent(prog);
515
- this.sceneLoadingProgress?.invoke(prog);
516
- }).catch(console.error);
517
- await this.onEndLoading();
518
- const finishedEvt = new CustomEvent("loadscene-finished", { detail: { scene: scene, switcher: this, index: index } });
519
- this.dispatchEvent(finishedEvt);
520
- this._currentLoadingProgress = undefined;
521
- this._currentlyLoadingScene = undefined;
522
- if (finishedEvt.defaultPrevented) {
523
- if (debug)
524
- console.warn("Adding loaded scene prevented:", scene, finishedEvt);
525
- return false;
526
- }
527
- if (!scene.asset) {
528
- if (debug)
529
- console.warn("Failed loading scene:", scene);
530
- return false;
531
- }
532
- if (this._currentIndex === index) {
533
- if (debug)
534
- console.log("ADD", scene.url);
535
- this._currentScene = scene;
536
- // Experimental: replace the whole content of the scene
537
- if (experimental_clearSceneOnLoad) {
538
- const camera = this.context.mainCameraComponent?.gameObject || this.context.mainCamera;
539
- camera?.removeFromParent();
540
- const self = this.gameObject.removeFromParent();
541
- destroy(this.context.scene, true, true);
542
- this.context.scene = new Scene();
543
- this.context.scene.add(self);
544
- if (camera) {
545
- this.context.scene.add(camera);
546
- }
547
- }
548
- GameObject.add(scene.asset, this.gameObject);
549
- if (this.useSceneLighting)
550
- this.context.sceneLighting.enable(scene);
551
- // Set the background texture from the loaded scene
552
- if (this.useSceneBackground) {
553
- const skybox = this.context.lightmaps.tryGetSkybox(scene.url);
554
- if (skybox) {
555
- skybox.mapping = EquirectangularReflectionMapping;
556
- this.context.scene.background = skybox;
557
- }
558
- else if (debug) {
559
- console.warn("SceneSwitcher: Can't find skybox for scene " + scene.url);
560
- }
561
- }
562
- if (this.useHistory && index >= 0) {
563
- // take the index as the query parameter value
564
- let queryParameterValue = index.toString();
565
- // unless the user defines that he wants to use the scene name
566
- if (this.useSceneName) {
567
- queryParameterValue = sceneUriToName(scene.url);
568
- }
569
- // save the loaded scene as an url parameter
570
- if (this.queryParameterName?.length)
571
- setParamWithoutReload(this.queryParameterName, queryParameterValue, this.useHistory);
572
- // or set the history state without updating the url parameter
573
- else {
574
- const lastState = history.state;
575
- const stateName = this.guid + "::" + index;
576
- if (lastState !== stateName)
577
- history.pushState(stateName, "unused", location.href);
578
- }
579
- }
580
- // Call SceneListener opened callback (if a SceneListener is in the scene)
581
- const sceneListener = this.tryGetSceneEventListener(scene.asset);
582
- if (sceneListener?.sceneOpened) {
583
- const res = sceneListener.sceneOpened(this);
584
- if (res instanceof Promise)
585
- await res;
586
- }
587
- const openedEvt = new CustomEvent("scene-opened", { detail: { scene: scene, switcher: this, index: index } });
588
- this.dispatchEvent(openedEvt);
589
- this.sceneLoaded?.invoke(this);
590
- return true;
591
- }
592
- }
593
- catch (err) {
594
- console.error(err);
595
- }
596
- return false;
597
- }
598
- preload(index) {
599
- if (index >= 0 && index < this.scenes.length) {
600
- const scene = this.scenes[index];
601
- if (scene instanceof AssetReference)
602
- return scene.preload();
603
- }
604
- return couldNotLoadScenePromise;
605
- }
606
- tryLoadFromQueryParam() {
607
- if (!this.queryParameterName?.length)
608
- return couldNotLoadScenePromise;
609
- // try restore the scene from the url
610
- const value = getParam(this.queryParameterName);
611
- if (typeof value === "boolean")
612
- return couldNotLoadScenePromise;
613
- return this.trySelectSceneFromValue(value);
614
- }
615
- /** try to select a scene from a string or index */
616
- trySelectSceneFromValue(value) {
617
- if (typeof value === "string") {
618
- const index = parseInt(value);
619
- if (index >= 0 && index < this.scenes.length) {
620
- return this.select(index);
621
- ;
622
- }
623
- else {
624
- // Try to find a scene with a matching name
625
- // we don't care about casing. e.g. Scene1 and scene1 should both match
626
- const lowerCaseValue = value.toLowerCase();
627
- for (let i = 0; i < this.scenes.length; i++) {
628
- const scene = this.scenes[i];
629
- if (!scene)
630
- continue;
631
- if (sceneUriToName(scene.url).toLowerCase().includes(lowerCaseValue)) {
632
- return this.select(i);
633
- ;
634
- }
635
- }
636
- }
637
- }
638
- else if (typeof value === "number") {
639
- if (value >= 0 && value < this.scenes.length) {
640
- return this.select(value);
641
- ;
642
- }
643
- }
644
- if (isLocalNetwork())
645
- console.warn("Can not find scene: \"" + value + "\"", this);
646
- return couldNotLoadScenePromise;
647
- }
648
- _lastLoadingScene = undefined;
649
- _loadingScenePromise = undefined;
650
- _isCurrentlyLoading = false;
651
- _currentLoadingProgress = undefined;
652
- async onStartLoading() {
653
- this._isCurrentlyLoading = true;
654
- if (this.loadingScene) {
655
- // save the last loading scene reference so that it can be changed at runtime
656
- // since we cache the loading promise here
657
- if (this._lastLoadingScene !== this.loadingScene) {
658
- this._loadingScenePromise = undefined;
659
- }
660
- this._lastLoadingScene = this.loadingScene;
661
- if (!this._loadingScenePromise) {
662
- this._loadingScenePromise = this.loadingScene?.loadAssetAsync().then(res => res != null);
663
- }
664
- await this._loadingScenePromise;
665
- if (this._isCurrentlyLoading && this.loadingScene?.asset) {
666
- if (debug)
667
- console.log("Add loading scene", this.loadingScene.url, this.loadingScene.asset);
668
- const loadingScene = this.loadingScene.asset;
669
- GameObject.add(loadingScene, this.gameObject);
670
- const sceneListener = this.tryGetSceneEventListener(loadingScene);
671
- if (sceneListener?.sceneOpened) {
672
- const res = sceneListener.sceneOpened(this);
673
- if (res instanceof Promise)
674
- await res;
675
- }
676
- }
677
- }
678
- // Invoke the event on a loading listener on the same object as the scene switcher
679
- if (this._isCurrentlyLoading) {
680
- const listener = this.tryGetSceneEventListener(this.gameObject);
681
- if (listener) {
682
- if (listener.sceneOpened) {
683
- const res = listener.sceneOpened(this);
684
- if (res instanceof Promise)
685
- await res;
686
- }
687
- }
688
- }
689
- }
690
- async onEndLoading() {
691
- this._isCurrentlyLoading = false;
692
- if (this.loadingScene?.asset) {
693
- if (debug)
694
- console.log("Remove loading scene", this.loadingScene.url);
695
- const obj = this.loadingScene.asset;
696
- // try to find an ISceneEventListener component
697
- const sceneListener = this.tryGetSceneEventListener(obj);
698
- if (typeof sceneListener?.sceneClosing === "function") {
699
- const res = sceneListener.sceneClosing();
700
- if (res instanceof Promise)
701
- await res;
702
- }
703
- GameObject.remove(obj);
704
- }
705
- // Invoke the event on a loading listener on the same object as the scene switcher
706
- if (!this._isCurrentlyLoading) {
707
- const listener = this.tryGetSceneEventListener(this.gameObject);
708
- if (listener) {
709
- if (listener.sceneClosing) {
710
- const res = listener.sceneClosing();
711
- if (res instanceof Promise)
712
- await res;
713
- }
714
- }
715
- }
716
- }
717
- tryGetSceneEventListener(obj, level = 0) {
718
- if (!obj) {
719
- return null;
720
- }
721
- const sceneListener = GameObject.foreachComponent(obj, c => {
722
- const i = c;
723
- if (i.sceneClosing || i.sceneOpened)
724
- return i;
725
- else
726
- return undefined;
727
- });
728
- // if we didnt find any component with the listener on the root object
729
- // we also check the first level of its children because a scene might be a group
730
- if (level === 0 && !sceneListener && obj.children.length) {
731
- for (const ch of obj.children) {
732
- const res = this.tryGetSceneEventListener(ch, level + 1);
733
- if (res)
734
- return res;
735
- }
736
- }
737
- if (!sceneListener)
738
- return null;
739
- return sceneListener;
740
- }
741
- }
742
- __decorate([
743
- serializable()
744
- ], SceneSwitcher.prototype, "autoLoadFirstScene", void 0);
745
- __decorate([
746
- serializable(AssetReference)
747
- ], SceneSwitcher.prototype, "scenes", void 0);
748
- __decorate([
749
- serializable(AssetReference)
750
- ], SceneSwitcher.prototype, "loadingScene", void 0);
751
- __decorate([
752
- serializable()
753
- ], SceneSwitcher.prototype, "queryParameterName", void 0);
754
- __decorate([
755
- serializable()
756
- ], SceneSwitcher.prototype, "useSceneName", void 0);
757
- __decorate([
758
- serializable()
759
- ], SceneSwitcher.prototype, "clamp", void 0);
760
- __decorate([
761
- serializable()
762
- ], SceneSwitcher.prototype, "useHistory", void 0);
763
- __decorate([
764
- serializable()
765
- ], SceneSwitcher.prototype, "useKeyboard", void 0);
766
- __decorate([
767
- serializable()
768
- ], SceneSwitcher.prototype, "useSwipe", void 0);
769
- __decorate([
770
- serializable()
771
- ], SceneSwitcher.prototype, "useSceneLighting", void 0);
772
- __decorate([
773
- serializable()
774
- ], SceneSwitcher.prototype, "useSceneBackground", void 0);
775
- __decorate([
776
- serializable()
777
- ], SceneSwitcher.prototype, "preloadNext", void 0);
778
- __decorate([
779
- serializable()
780
- ], SceneSwitcher.prototype, "preloadPrevious", void 0);
781
- __decorate([
782
- serializable()
783
- ], SceneSwitcher.prototype, "preloadConcurrent", void 0);
784
- __decorate([
785
- serializable()
786
- ], SceneSwitcher.prototype, "createMenuButtons", void 0);
787
- __decorate([
788
- serializable(EventList)
789
- ], SceneSwitcher.prototype, "sceneLoadingStart", void 0);
790
- __decorate([
791
- serializable(EventList)
792
- ], SceneSwitcher.prototype, "sceneLoadingProgress", void 0);
793
- __decorate([
794
- serializable(EventList)
795
- ], SceneSwitcher.prototype, "sceneLoaded", void 0);
796
- function sceneUriToName(uri) {
797
- const name = uri.split("/").pop();
798
- const value = name?.split(".").shift();
799
- if (value?.length)
800
- return value;
801
- return uri;
802
- }
803
- /**
804
- * PreLoadScheduler is responsible for managing preloading of scenes.
805
- * It handles scheduling and limiting concurrent downloads of scenes based on specified parameters.
806
- */
807
- class PreLoadScheduler {
808
- /** Maximum number of scenes to preload ahead of the current scene */
809
- maxLoadAhead;
810
- /** Maximum number of scenes to preload behind the current scene */
811
- maxLoadBehind;
812
- /** Maximum number of scenes that can be preloaded concurrently */
813
- maxConcurrent;
814
- _isRunning = false;
815
- _switcher;
816
- _loadTasks = [];
817
- _maxConcurrentLoads = 1;
818
- /**
819
- * Creates a new PreLoadScheduler instance
820
- * @param rooms The SceneSwitcher that this scheduler belongs to
821
- * @param ahead Number of scenes to preload ahead of current scene
822
- * @param behind Number of scenes to preload behind current scene
823
- * @param maxConcurrent Maximum number of concurrent preloads allowed
824
- */
825
- constructor(rooms, ahead = 1, behind = 1, maxConcurrent = 2) {
826
- this._switcher = rooms;
827
- this.maxLoadAhead = ahead;
828
- this.maxLoadBehind = behind;
829
- this.maxConcurrent = maxConcurrent;
830
- }
831
- /**
832
- * Starts the preloading process after a specified delay
833
- * @param delay Time in milliseconds to wait before starting preload
834
- */
835
- begin(delay) {
836
- if (this._isRunning)
837
- return;
838
- if (debug)
839
- console.log("Preload begin", { delay });
840
- this._isRunning = true;
841
- let lastRoom = -10;
842
- let searchDistance;
843
- let searchCall;
844
- const array = this._switcher.scenes;
845
- const startTime = Date.now() + delay;
846
- const interval = setInterval(() => {
847
- if (this.allLoaded()) {
848
- if (debug)
849
- console.log("All scenes (pre-)loaded");
850
- this.stop();
851
- }
852
- if (!this._isRunning) {
853
- clearInterval(interval);
854
- return;
855
- }
856
- if (Date.now() < startTime)
857
- return;
858
- if (this.canLoadNewScene() === false)
859
- return;
860
- if (lastRoom === -10 || lastRoom !== this._switcher.currentIndex) {
861
- lastRoom = this._switcher.currentIndex;
862
- searchCall = 0;
863
- searchDistance = 0;
864
- }
865
- const searchForward = searchCall % 2 === 0;
866
- if (searchForward)
867
- searchDistance += 1;
868
- searchCall += 1;
869
- const maxSearchDistance = searchForward ? this.maxLoadAhead : this.maxLoadBehind;
870
- if (searchDistance > maxSearchDistance)
871
- return;
872
- const roomIndex = searchForward ? lastRoom + searchDistance : lastRoom - searchDistance;
873
- if (roomIndex < 0)
874
- return;
875
- // if (roomIndex < 0) roomIndex = array.length + roomIndex;
876
- if (roomIndex < 0 || roomIndex >= array.length)
877
- return;
878
- if (!this._loadTasks.some(t => t.index === roomIndex)) {
879
- const scene = array[roomIndex];
880
- if (debug)
881
- console.log("Preload scene", { roomIndex, searchForward, lastRoom, currentIndex: this._switcher.currentIndex, tasks: this._loadTasks.length }, scene?.url);
882
- new LoadTask(roomIndex, scene, this._loadTasks);
883
- }
884
- }, 200);
885
- }
886
- /**
887
- * Stops the preloading process
888
- */
889
- stop() {
890
- this._isRunning = false;
891
- }
892
- /**
893
- * Checks if a new scene can be loaded based on current load limits
894
- * @returns True if a new scene can be loaded, false otherwise
895
- */
896
- canLoadNewScene() {
897
- return this._loadTasks.length < this._maxConcurrentLoads;
898
- }
899
- /**
900
- * Checks if all scenes in the SceneSwitcher have been loaded
901
- * @returns True if all scenes are loaded, false otherwise
902
- */
903
- allLoaded() {
904
- if (this._switcher.scenes) {
905
- for (const scene of this._switcher.scenes) {
906
- if (scene?.isLoaded() === false)
907
- return false;
908
- }
909
- }
910
- return true;
911
- }
912
- }
913
- /**
914
- * Represents a single preloading task for a scene
915
- */
916
- class LoadTask {
917
- /** The index of the scene in the scenes array */
918
- index;
919
- /** The AssetReference to be loaded */
920
- asset;
921
- /** The collection of active load tasks this task belongs to */
922
- tasks;
923
- /**
924
- * Creates a new LoadTask and begins loading immediately
925
- * @param index The index of the scene in the scenes array
926
- * @param asset The AssetReference to preload
927
- * @param tasks The collection of active load tasks
928
- */
929
- constructor(index, asset, tasks) {
930
- this.index = index;
931
- this.asset = asset;
932
- this.tasks = tasks;
933
- tasks.push(this);
934
- this.awaitLoading();
935
- }
936
- /**
937
- * Asynchronously loads the asset and removes this task from the active tasks list when complete
938
- */
939
- async awaitLoading() {
940
- if (this.asset && !this.asset.isLoaded()) {
941
- if (debug)
942
- console.log("Preload start: " + this.asset.url, this.index);
943
- await this.asset.preload();
944
- if (debug)
945
- console.log("Preload finished: " + this.asset.url, this.index);
946
- }
947
- const i = this.tasks.indexOf(this);
948
- if (i >= 0)
949
- this.tasks.splice(i, 1);
950
- }
951
- }
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { EquirectangularReflectionMapping, Object3D, Scene } from "three";
8
+ import { AssetReference } from "../engine/engine_addressables.js";
9
+ import { registerObservableAttribute } from "../engine/engine_element_extras.js";
10
+ import { destroy } from "../engine/engine_gameobject.js";
11
+ import { InputEvents } from "../engine/engine_input.js";
12
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
13
+ import { serializable } from "../engine/engine_serialization.js";
14
+ import { getParam, setParamWithoutReload } from "../engine/engine_utils.js";
15
+ import { Behaviour, GameObject } from "./Component.js";
16
+ import { EventList } from "./EventList.js";
17
+ const debug = getParam("debugsceneswitcher");
18
+ const experimental_clearSceneOnLoad = getParam("sceneswitcher:clearscene");
19
+ const ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME = "scene";
20
+ registerObservableAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
21
+ // ContextRegistry.registerCallback(ContextEvent.ContextRegistered, async _ => {
22
+ // // We need to defer import to not get issues with circular dependencies
23
+ // import("../engine/engine_element").then(res => {
24
+ // const webcomponent = res.NeedleEngineHTMLElement;
25
+ // if (debug) console.log("SceneSwitcher: registering scene attribute", webcomponent.observedAttributes);
26
+ // if (!webcomponent.observedAttributes.includes(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME))
27
+ // webcomponent.observedAttributes.push(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
28
+ // });
29
+ // });
30
+ const couldNotLoadScenePromise = Promise.resolve(false);
31
+ /** The SceneSwitcher can be used to dynamically load and unload extra content
32
+ * Available scenes are defined in the `scenes` array.
33
+ * Loaded scenes will be added to the SceneSwitcher's GameObject as a child and removed when another scene is loaded by the same SceneSwitcher.
34
+ * Live Examples
35
+ * - [Multi Scenes Sample](https://engine.needle.tools/samples/multi-scenes-dynamic-loading) (source code available)
36
+ * - [Needle Website](https://needle.tools)
37
+ * - [Songs Of Cultures](https://app.songsofcultures.com)
38
+ *
39
+ * ### Interfaces
40
+ * Use the {@link ISceneEventListener} interface to listen to scene open and closing events with the ability to modify transitions and stall the scene loading process.
41
+ *
42
+ * ### Events
43
+ * - `loadscene-start`: Called when a scene starts loading
44
+ * - `loadscene-finished`: Called when a scene finished loading
45
+ * - `progress`: Called when a scene is loading and the progress changes
46
+ * - `scene-opened`: Called when a scene is loaded and added to the SceneSwitcher's GameObject
47
+ * @example
48
+ * ```ts
49
+ * sceneSwitcher.addEventListener("loadscene-start", (e) => {
50
+ * console.log("Loading scene", e.detail.scene.url);
51
+ * });
52
+ * sceneSwitcher.addEventListener("loadscene-finished", (e) => {
53
+ * console.log("Finished loading scene", e.detail.scene.url);
54
+ * });
55
+ * sceneSwitcher.addEventListener("progress", (e) => {
56
+ * console.log("Loading progress", e.loaded, e.total);
57
+ * });
58
+ * sceneSwitcher.addEventListener("scene-opened", (e) => {
59
+ * console.log("Scene opened", e.detail.scene.url);
60
+ * });
61
+ * ```
62
+ *
63
+ * @category Asset Management
64
+ * @group Components
65
+ */
66
+ export class SceneSwitcher extends Behaviour {
67
+ /** When enabled the first scene will be loaded when the SceneSwitcher becomes active
68
+ * @default true
69
+ */
70
+ autoLoadFirstScene = true;
71
+ /**
72
+ * The scenes that can be loaded by the SceneSwitcher.
73
+ * @default []
74
+ */
75
+ scenes = [];
76
+ /**
77
+ * The scene that is displayed while a scene is loading.
78
+ * @default undefined
79
+ */
80
+ loadingScene;
81
+ /** the url parameter that is set/used to store the currently loaded scene in, set to "" to disable
82
+ * @default "scene"
83
+ */
84
+ queryParameterName = "scene";
85
+ /**
86
+ * when enabled the scene name will be used as the query parameter (otherwise the scene index will be used)
87
+ * Needs `queryParameterName` set
88
+ * @default true
89
+ */
90
+ useSceneName = true;
91
+ /**
92
+ * When enabled the current scene index will be clamped to the scenes array bounds.
93
+ * For example when the last scene is loaded and `clamp` is true then trying to load the `next()` scene will not change the scene.
94
+ * When `clamp` is false and the last scene is loaded then the first scene will be loaded instead.
95
+ * @default true
96
+ */
97
+ clamp = true;
98
+ /** when enabled the new scene is pushed to the browser navigation history, only works with a valid query parameter set
99
+ * @default true
100
+ */
101
+ useHistory = true;
102
+ /** when enabled you can switch between scenes using keyboard left, right, A and D or number keys
103
+ * @default true
104
+ */
105
+ useKeyboard = true;
106
+ /** when enabled you can switch between scenes using swipe (mobile only)
107
+ * @default true
108
+ */
109
+ useSwipe = true;
110
+ /** when enabled will automatically apply the environment scene lights
111
+ * @default true
112
+ */
113
+ useSceneLighting = true;
114
+ /** When enabled will automatically apply the skybox from the loaded scene
115
+ * @default true
116
+ */
117
+ useSceneBackground = true;
118
+ /** how many scenes after the currently active scene should be preloaded
119
+ * @default 1
120
+ */
121
+ preloadNext = 1;
122
+ /** how many scenes before the currently active scene should be preloaded
123
+ * @default 1
124
+ */
125
+ preloadPrevious = 1;
126
+ /** how many scenes can be loaded in parallel
127
+ * @default 2
128
+ */
129
+ preloadConcurrent = 2;
130
+ /**
131
+ * When enabled will create a button for the Needle menu to switch to the next or previous scene
132
+ * @default false
133
+ */
134
+ createMenuButtons = false;
135
+ /** The index of the currently loaded and active scene */
136
+ get currentIndex() { return this._currentIndex; }
137
+ /** Get the progress of the currently loading scene. This is undefined if no scene is loading
138
+ * You can also subscribe to the loading event by adding an event listener to the scene switcher.
139
+ * For example like this `sceneSwitcher.addEventListeneer("progress", (e) => {...})`
140
+ */
141
+ get currentLoadingProgress() { return this._currentLoadingProgress; }
142
+ /** The currently loading scene. This is undefined if no scene is loading. */
143
+ get currentlyLoadingScene() { return this._currentlyLoadingScene; }
144
+ /**
145
+ * The currently loaded scene. This is undefined if no scene is loaded.
146
+ */
147
+ get currentlyLoadedScene() { return this._currentScene; }
148
+ /**
149
+ * Called when a scene starts loading
150
+ */
151
+ sceneLoadingStart = new EventList();
152
+ sceneLoadingProgress = new EventList();
153
+ /**
154
+ * The sceneLoaded event is called when a scene/glTF is loaded and added to the scene
155
+ */
156
+ sceneLoaded = new EventList();
157
+ _currentIndex = -1;
158
+ _currentScene = undefined;
159
+ _engineElementOverserver = undefined;
160
+ _preloadScheduler;
161
+ _menuButtons;
162
+ /** @internal */
163
+ awake() {
164
+ if (this.scenes === undefined)
165
+ this.scenes = [];
166
+ // remove all scenes from the url that are in the scenes array at startup
167
+ for (const scene of this.scenes) {
168
+ if (scene && !scene.hasUrl && scene.asset instanceof Object3D) {
169
+ scene.asset.removeFromParent();
170
+ }
171
+ }
172
+ if (debug)
173
+ console.log("SceneSwitcher", this);
174
+ }
175
+ /** @internal */
176
+ async onEnable() {
177
+ globalThis.addEventListener("popstate", this.onPopState);
178
+ this.context.input.addEventListener(InputEvents.KeyDown, this.onInputKeyDown);
179
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onInputPointerMove);
180
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onInputPointerUp);
181
+ if (!this._engineElementOverserver) {
182
+ this._engineElementOverserver = new MutationObserver((mutations) => {
183
+ for (const mut of mutations) {
184
+ if (mut.type === "attributes" && mut.attributeName === ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME) {
185
+ const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
186
+ if (value !== null) {
187
+ this.trySelectSceneFromValue(value);
188
+ }
189
+ }
190
+ }
191
+ });
192
+ }
193
+ this._engineElementOverserver.observe(this.context.domElement, {
194
+ attributes: true
195
+ });
196
+ if (!this._preloadScheduler)
197
+ this._preloadScheduler = new PreLoadScheduler(this);
198
+ this._preloadScheduler.maxLoadAhead = this.preloadNext;
199
+ this._preloadScheduler.maxLoadBehind = this.preloadPrevious;
200
+ this._preloadScheduler.maxConcurrent = this.preloadConcurrent;
201
+ this._preloadScheduler.begin(2000);
202
+ // Begin loading the loading scene
203
+ if (this.autoLoadFirstScene && this._currentIndex === -1 && !await this.tryLoadFromQueryParam()) {
204
+ const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
205
+ // let locked = this.lock;
206
+ try {
207
+ // this.lock = false;
208
+ if (value === null || !await this.trySelectSceneFromValue(value)) {
209
+ if (this._currentIndex === -1)
210
+ this.select(0);
211
+ }
212
+ }
213
+ finally {
214
+ // this.lock = locked;
215
+ }
216
+ }
217
+ // create the menu buttons
218
+ if (this.createMenuButtons) {
219
+ this._menuButtons ??= [];
220
+ this._menuButtons.push(this.context.menu.appendChild({
221
+ label: "Previous",
222
+ icon: "arrow_back_ios",
223
+ onClick: () => this.selectPrev(),
224
+ priority: -1005,
225
+ class: "row2"
226
+ }));
227
+ this._menuButtons.push(this.context.menu.appendChild({
228
+ label: "Next",
229
+ icon: "arrow_forward_ios",
230
+ iconSide: "right",
231
+ onClick: () => this.selectNext(),
232
+ priority: -1000,
233
+ class: "row2"
234
+ }));
235
+ }
236
+ }
237
+ /** @internal */
238
+ onDisable() {
239
+ globalThis.removeEventListener("popstate", this.onPopState);
240
+ this.context.input.removeEventListener(InputEvents.KeyDown, this.onInputKeyDown);
241
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onInputPointerMove);
242
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onInputPointerUp);
243
+ this._preloadScheduler?.stop();
244
+ // remove the menu buttons
245
+ if (this._menuButtons) {
246
+ for (const button of this._menuButtons) {
247
+ button.remove();
248
+ }
249
+ this._menuButtons = undefined;
250
+ }
251
+ }
252
+ onPopState = async (_state) => {
253
+ if (!this.useHistory)
254
+ return;
255
+ const wasUsingHistory = this.useHistory;
256
+ try {
257
+ this.useHistory = false;
258
+ let didResolve = false;
259
+ if (this.queryParameterName)
260
+ didResolve = await this.tryLoadFromQueryParam();
261
+ if (!didResolve) {
262
+ const state = _state?.state;
263
+ if (state && state.startsWith(this.guid)) {
264
+ const value = state.substr(this.guid.length + 2);
265
+ if (debug)
266
+ console.log("PopState", value);
267
+ await this.trySelectSceneFromValue(value);
268
+ }
269
+ }
270
+ }
271
+ finally {
272
+ this.useHistory = wasUsingHistory;
273
+ }
274
+ };
275
+ normalizedSwipeThresholdX = 0.1;
276
+ _didSwipe = false;
277
+ onInputPointerMove = (e) => {
278
+ if (!this.useSwipe)
279
+ return;
280
+ if (!this._didSwipe && e.button === 0 && e.pointerType === "touch" && this.context.input.getPointerPressedCount() === 1) {
281
+ const delta = this.context.input.getPointerPositionDelta(e.button);
282
+ if (delta) {
283
+ const normalizedX = delta.x / this.context.domWidth;
284
+ if (normalizedX >= this.normalizedSwipeThresholdX) {
285
+ this._didSwipe = true;
286
+ this.selectPrev();
287
+ }
288
+ else if (normalizedX <= -this.normalizedSwipeThresholdX) {
289
+ this._didSwipe = true;
290
+ this.selectNext();
291
+ }
292
+ }
293
+ }
294
+ };
295
+ onInputPointerUp = (e) => {
296
+ if (e.button === 0) {
297
+ this._didSwipe = false;
298
+ }
299
+ };
300
+ onInputKeyDown = (e) => {
301
+ if (!this.useKeyboard)
302
+ return;
303
+ if (!this.scenes)
304
+ return;
305
+ const key = e.key.toLowerCase();
306
+ if (!key)
307
+ return;
308
+ const index = parseInt(key) - 1;
309
+ if (index >= 0) {
310
+ this.trySelectSceneFromValue(index);
311
+ return;
312
+ }
313
+ switch (key) {
314
+ case "arrowright":
315
+ case "d":
316
+ this.selectNext();
317
+ break;
318
+ case "arrowleft":
319
+ case "a":
320
+ this.selectPrev();
321
+ break;
322
+ }
323
+ };
324
+ /**
325
+ * Add a scene to the SceneSwitcher.
326
+ * If the scene is already added it will be added again.
327
+ * @param urlOrAssetReference The url of the scene or an AssetReference to the scene
328
+ * @returns The AssetReference of the scene that was added
329
+ * @example
330
+ * ```ts
331
+ * // adding a scene:
332
+ * sceneSwitcher.addScene("scene1.glb");
333
+ * // add another scene and load it:
334
+ * const scene2 = sceneSwitcher.addScene("scene2.glb");
335
+ * sceneSwitcher.switchScene(scene2).then(res => { console.log("Scene loaded", res); });
336
+ * ```
337
+ */
338
+ addScene(urlOrAssetReference) {
339
+ if (typeof urlOrAssetReference === "string") {
340
+ let assetReference = this.context.addressables.findAssetReference(urlOrAssetReference);
341
+ if (!assetReference) {
342
+ assetReference = new AssetReference(urlOrAssetReference);
343
+ this.context.addressables.registerAssetReference(assetReference);
344
+ }
345
+ this.scenes.push(assetReference);
346
+ return assetReference;
347
+ }
348
+ this.scenes.push(urlOrAssetReference);
349
+ return urlOrAssetReference;
350
+ }
351
+ /**
352
+ * Load the next scene in the scenes array ({@link this.currentIndex} + 1)
353
+ * If the current scene is the last scene in the array and {@link this.clamp} is disabled then the first scene will be loaded.
354
+ * @returns a promise that resolves to true if the scene was loaded successfully
355
+ */
356
+ selectNext() {
357
+ return this.select(this._currentIndex + 1);
358
+ }
359
+ /**
360
+ * Load the previous scene in the scenes array ({@link this.currentIndex} - 1)
361
+ * If the current scene is the first scene in the array and {@link this.clamp} is disabled then the last scene will be loaded.
362
+ * @returns a promise that resolves to true if the scene was loaded successfully
363
+ */
364
+ selectPrev() {
365
+ return this.select(this._currentIndex - 1);
366
+ }
367
+ /**
368
+ * Load a scene by its index in the scenes array.
369
+ * @param index The index of the scene or a string that represents the scene uri (if the url is not known to the SceneSwitcher it will try to load the scene by its uri but it won't be added to the current scenes array. Use {@link addScene} to add a scene to the SceneSwitcher)
370
+ * @returns a promise that resolves to true if the scene was loaded successfully
371
+ */
372
+ select(index) {
373
+ if (debug)
374
+ console.log("select", index);
375
+ if (typeof index === "object") {
376
+ // If a user tries to reference a scene object in a UnityEvent and invoke select(obj)
377
+ // Then the object will be serialized as a object { guid : ... } or with the index json pointer
378
+ // This case is not supported right now. Object references in the editor must not be scene references
379
+ console.warn("Switching to \"" + index + "\" might not work. Please either use an index or a AssetReference (not a scene reference)");
380
+ }
381
+ if (typeof index === "string") {
382
+ // If the parameter is a string we try to resolve the scene by its uri
383
+ // it's either already known in the scenes array
384
+ // or we create/get a new AssetReference and try to switch to that
385
+ const scene = this.scenes?.find(s => s.url === index);
386
+ if (!scene) {
387
+ // Ok the scene is unknown to the scene switcher
388
+ // we create a new asset reference (or get an existing one)
389
+ // And switch to that. With this we can not modify the history
390
+ // Until the scene switcher can store the uri in the history instead of the index
391
+ const reference = AssetReference.getOrCreate(this.sourceId ?? "", index, this.context);
392
+ return this.switchScene(reference);
393
+ }
394
+ if (scene)
395
+ index = this.scenes?.indexOf(scene);
396
+ else
397
+ return couldNotLoadScenePromise;
398
+ }
399
+ if (!this.scenes?.length)
400
+ return couldNotLoadScenePromise;
401
+ if (index < 0) {
402
+ if (this.clamp)
403
+ return couldNotLoadScenePromise;
404
+ index = this.scenes.length - 1;
405
+ }
406
+ else if (index >= this.scenes.length) {
407
+ if (this.clamp)
408
+ return couldNotLoadScenePromise;
409
+ index = 0;
410
+ }
411
+ const scene = this.scenes[index];
412
+ return this.switchScene(scene);
413
+ }
414
+ /**
415
+ * Unload the currently loaded scene.
416
+ */
417
+ unload() {
418
+ this.__lastSwitchScene = undefined;
419
+ this.__lastSwitchScenePromise = undefined;
420
+ return this.__unloadCurrentScene();
421
+ }
422
+ /**
423
+ * Reload the last scene that was loaded
424
+ * @returns a promise that resolves to true if the scene was loaded successfully
425
+ */
426
+ async reload() {
427
+ if (this.__lastSwitchScene) {
428
+ const scene = this.__lastSwitchScene;
429
+ this.__lastSwitchScene = undefined;
430
+ return this.switchScene(scene);
431
+ }
432
+ return false;
433
+ }
434
+ // this is the scene that was requested last
435
+ __lastSwitchScene;
436
+ __lastSwitchScenePromise;
437
+ /**
438
+ * Switch to a scene by its AssetReference.
439
+ * If the scene is already loaded it will be unloaded and the new scene will be loaded.
440
+ * If the scene is already loading it will wait for the scene to be loaded.
441
+ * If the scene is already loaded and the same scene is requested again it will return the same promise that was returned the first time the scene was requested.
442
+ * @param scene The AssetReference of the scene to switch to
443
+ * @returns a promise that resolves to true if the scene was loaded successfully
444
+ * @example
445
+ * ```ts
446
+ * const myAssetReference = new AssetReference("scene1.glb");
447
+ * sceneSwitcher.switchScene(myAssetReference).then(res => { console.log("Scene loaded", res); });
448
+ * ```
449
+ */
450
+ async switchScene(scene) {
451
+ if (!(scene instanceof AssetReference)) {
452
+ const type = typeof scene;
453
+ if (type === "string") {
454
+ return this.select(scene);
455
+ }
456
+ else if (type === "number") {
457
+ return this.select(scene);
458
+ }
459
+ else {
460
+ console.warn("SceneSwitcher: Can't switch to scene", scene, "of type", type);
461
+ return false;
462
+ }
463
+ }
464
+ if (scene.url === this.sourceId) {
465
+ console.warn("SceneSwitcher: can't load own scene - prevent recursive loading", this.sourceId);
466
+ return false;
467
+ }
468
+ // ensure that we never run the same scene switch multiple times (at the same time) for the same requested scene
469
+ if (this.__lastSwitchScene === scene && this.__lastSwitchScenePromise) {
470
+ return this.__lastSwitchScenePromise;
471
+ }
472
+ this.__lastSwitchScene = scene;
473
+ this.__lastSwitchScenePromise = this.__internalSwitchScene(scene);
474
+ const res = await this.__lastSwitchScenePromise;
475
+ return res;
476
+ }
477
+ async __unloadCurrentScene() {
478
+ const current = this._currentScene;
479
+ this._currentScene = undefined;
480
+ if (current) {
481
+ if (debug)
482
+ console.log("UNLOAD", current.url, "HasURL?: " + current.hasUrl);
483
+ const sceneListener = this.tryGetSceneEventListener(current.asset);
484
+ if (sceneListener?.sceneClosing) {
485
+ const res = sceneListener.sceneClosing();
486
+ if (res instanceof Promise)
487
+ await res;
488
+ }
489
+ // if the current scene has a URL (so it can be reloaded)
490
+ // then we unload it
491
+ if (current.hasUrl)
492
+ current.unload();
493
+ // otherwise if it's a regular Object3D we just remove it from the scene
494
+ else if (current.asset instanceof Object3D) {
495
+ current.asset.removeFromParent();
496
+ }
497
+ }
498
+ }
499
+ _currentlyLoadingScene;
500
+ /** @internal */
501
+ async __internalSwitchScene(scene) {
502
+ await this.__unloadCurrentScene();
503
+ const index = this._currentIndex = this.scenes?.indexOf(scene) ?? -1;
504
+ try {
505
+ this._currentlyLoadingScene = scene;
506
+ this._currentLoadingProgress = new ProgressEvent("progress", { loaded: 0, total: 1 });
507
+ const loadStartEvt = new CustomEvent("loadscene-start", { detail: { scene: scene, switcher: this, index: index } });
508
+ this.dispatchEvent(loadStartEvt);
509
+ this.sceneLoadingStart?.invoke(loadStartEvt.detail);
510
+ await this.onStartLoading();
511
+ // start loading and wait for the scene to be loaded
512
+ await scene.loadAssetAsync((_, prog) => {
513
+ this._currentLoadingProgress = prog;
514
+ this.dispatchEvent(prog);
515
+ this.sceneLoadingProgress?.invoke(prog);
516
+ }).catch(console.error);
517
+ await this.onEndLoading();
518
+ const finishedEvt = new CustomEvent("loadscene-finished", { detail: { scene: scene, switcher: this, index: index } });
519
+ this.dispatchEvent(finishedEvt);
520
+ this._currentLoadingProgress = undefined;
521
+ this._currentlyLoadingScene = undefined;
522
+ if (finishedEvt.defaultPrevented) {
523
+ if (debug)
524
+ console.warn("Adding loaded scene prevented:", scene, finishedEvt);
525
+ return false;
526
+ }
527
+ if (!scene.asset) {
528
+ if (debug)
529
+ console.warn("Failed loading scene:", scene);
530
+ return false;
531
+ }
532
+ if (this._currentIndex === index) {
533
+ if (debug)
534
+ console.log("ADD", scene.url);
535
+ this._currentScene = scene;
536
+ // Experimental: replace the whole content of the scene
537
+ if (experimental_clearSceneOnLoad) {
538
+ const camera = this.context.mainCameraComponent?.gameObject || this.context.mainCamera;
539
+ camera?.removeFromParent();
540
+ const self = this.gameObject.removeFromParent();
541
+ destroy(this.context.scene, true, true);
542
+ this.context.scene = new Scene();
543
+ this.context.scene.add(self);
544
+ if (camera) {
545
+ this.context.scene.add(camera);
546
+ }
547
+ }
548
+ GameObject.add(scene.asset, this.gameObject);
549
+ if (this.useSceneLighting)
550
+ this.context.sceneLighting.enable(scene);
551
+ // Set the background texture from the loaded scene
552
+ if (this.useSceneBackground) {
553
+ const skybox = this.context.lightmaps.tryGetSkybox(scene.url);
554
+ if (skybox) {
555
+ skybox.mapping = EquirectangularReflectionMapping;
556
+ this.context.scene.background = skybox;
557
+ }
558
+ else if (debug) {
559
+ console.warn("SceneSwitcher: Can't find skybox for scene " + scene.url);
560
+ }
561
+ }
562
+ if (this.useHistory && index >= 0) {
563
+ // take the index as the query parameter value
564
+ let queryParameterValue = index.toString();
565
+ // unless the user defines that he wants to use the scene name
566
+ if (this.useSceneName) {
567
+ queryParameterValue = sceneUriToName(scene.url);
568
+ }
569
+ // save the loaded scene as an url parameter
570
+ if (this.queryParameterName?.length)
571
+ setParamWithoutReload(this.queryParameterName, queryParameterValue, this.useHistory);
572
+ // or set the history state without updating the url parameter
573
+ else {
574
+ const lastState = history.state;
575
+ const stateName = this.guid + "::" + index;
576
+ if (lastState !== stateName)
577
+ history.pushState(stateName, "unused", location.href);
578
+ }
579
+ }
580
+ // Call SceneListener opened callback (if a SceneListener is in the scene)
581
+ const sceneListener = this.tryGetSceneEventListener(scene.asset);
582
+ if (sceneListener?.sceneOpened) {
583
+ const res = sceneListener.sceneOpened(this);
584
+ if (res instanceof Promise)
585
+ await res;
586
+ }
587
+ const openedEvt = new CustomEvent("scene-opened", { detail: { scene: scene, switcher: this, index: index } });
588
+ this.dispatchEvent(openedEvt);
589
+ this.sceneLoaded?.invoke(this);
590
+ return true;
591
+ }
592
+ }
593
+ catch (err) {
594
+ console.error(err);
595
+ }
596
+ return false;
597
+ }
598
+ preload(index) {
599
+ if (index >= 0 && index < this.scenes.length) {
600
+ const scene = this.scenes[index];
601
+ if (scene instanceof AssetReference)
602
+ return scene.preload();
603
+ }
604
+ return couldNotLoadScenePromise;
605
+ }
606
+ tryLoadFromQueryParam() {
607
+ if (!this.queryParameterName?.length)
608
+ return couldNotLoadScenePromise;
609
+ // try restore the scene from the url
610
+ const value = getParam(this.queryParameterName);
611
+ if (typeof value === "boolean")
612
+ return couldNotLoadScenePromise;
613
+ return this.trySelectSceneFromValue(value);
614
+ }
615
+ /** try to select a scene from a string or index */
616
+ trySelectSceneFromValue(value) {
617
+ if (typeof value === "string") {
618
+ const index = parseInt(value);
619
+ if (index >= 0 && index < this.scenes.length) {
620
+ return this.select(index);
621
+ ;
622
+ }
623
+ else {
624
+ // Try to find a scene with a matching name
625
+ // we don't care about casing. e.g. Scene1 and scene1 should both match
626
+ const lowerCaseValue = value.toLowerCase();
627
+ for (let i = 0; i < this.scenes.length; i++) {
628
+ const scene = this.scenes[i];
629
+ if (!scene)
630
+ continue;
631
+ if (sceneUriToName(scene.url).toLowerCase().includes(lowerCaseValue)) {
632
+ return this.select(i);
633
+ ;
634
+ }
635
+ }
636
+ }
637
+ }
638
+ else if (typeof value === "number") {
639
+ if (value >= 0 && value < this.scenes.length) {
640
+ return this.select(value);
641
+ ;
642
+ }
643
+ }
644
+ if (isLocalNetwork())
645
+ console.warn("Can not find scene: \"" + value + "\"", this);
646
+ return couldNotLoadScenePromise;
647
+ }
648
+ _lastLoadingScene = undefined;
649
+ _loadingScenePromise = undefined;
650
+ _isCurrentlyLoading = false;
651
+ _currentLoadingProgress = undefined;
652
+ async onStartLoading() {
653
+ this._isCurrentlyLoading = true;
654
+ if (this.loadingScene) {
655
+ // save the last loading scene reference so that it can be changed at runtime
656
+ // since we cache the loading promise here
657
+ if (this._lastLoadingScene !== this.loadingScene) {
658
+ this._loadingScenePromise = undefined;
659
+ }
660
+ this._lastLoadingScene = this.loadingScene;
661
+ if (!this._loadingScenePromise) {
662
+ this._loadingScenePromise = this.loadingScene?.loadAssetAsync().then(res => res != null);
663
+ }
664
+ await this._loadingScenePromise;
665
+ if (this._isCurrentlyLoading && this.loadingScene?.asset) {
666
+ if (debug)
667
+ console.log("Add loading scene", this.loadingScene.url, this.loadingScene.asset);
668
+ const loadingScene = this.loadingScene.asset;
669
+ GameObject.add(loadingScene, this.gameObject);
670
+ const sceneListener = this.tryGetSceneEventListener(loadingScene);
671
+ if (sceneListener?.sceneOpened) {
672
+ const res = sceneListener.sceneOpened(this);
673
+ if (res instanceof Promise)
674
+ await res;
675
+ }
676
+ }
677
+ }
678
+ // Invoke the event on a loading listener on the same object as the scene switcher
679
+ if (this._isCurrentlyLoading) {
680
+ const listener = this.tryGetSceneEventListener(this.gameObject);
681
+ if (listener) {
682
+ if (listener.sceneOpened) {
683
+ const res = listener.sceneOpened(this);
684
+ if (res instanceof Promise)
685
+ await res;
686
+ }
687
+ }
688
+ }
689
+ }
690
+ async onEndLoading() {
691
+ this._isCurrentlyLoading = false;
692
+ if (this.loadingScene?.asset) {
693
+ if (debug)
694
+ console.log("Remove loading scene", this.loadingScene.url);
695
+ const obj = this.loadingScene.asset;
696
+ // try to find an ISceneEventListener component
697
+ const sceneListener = this.tryGetSceneEventListener(obj);
698
+ if (typeof sceneListener?.sceneClosing === "function") {
699
+ const res = sceneListener.sceneClosing();
700
+ if (res instanceof Promise)
701
+ await res;
702
+ }
703
+ GameObject.remove(obj);
704
+ }
705
+ // Invoke the event on a loading listener on the same object as the scene switcher
706
+ if (!this._isCurrentlyLoading) {
707
+ const listener = this.tryGetSceneEventListener(this.gameObject);
708
+ if (listener) {
709
+ if (listener.sceneClosing) {
710
+ const res = listener.sceneClosing();
711
+ if (res instanceof Promise)
712
+ await res;
713
+ }
714
+ }
715
+ }
716
+ }
717
+ tryGetSceneEventListener(obj, level = 0) {
718
+ if (!obj) {
719
+ return null;
720
+ }
721
+ const sceneListener = GameObject.foreachComponent(obj, c => {
722
+ const i = c;
723
+ if (i.sceneClosing || i.sceneOpened)
724
+ return i;
725
+ else
726
+ return undefined;
727
+ });
728
+ // if we didnt find any component with the listener on the root object
729
+ // we also check the first level of its children because a scene might be a group
730
+ if (level === 0 && !sceneListener && obj.children.length) {
731
+ for (const ch of obj.children) {
732
+ const res = this.tryGetSceneEventListener(ch, level + 1);
733
+ if (res)
734
+ return res;
735
+ }
736
+ }
737
+ if (!sceneListener)
738
+ return null;
739
+ return sceneListener;
740
+ }
741
+ }
742
+ __decorate([
743
+ serializable()
744
+ ], SceneSwitcher.prototype, "autoLoadFirstScene", void 0);
745
+ __decorate([
746
+ serializable(AssetReference)
747
+ ], SceneSwitcher.prototype, "scenes", void 0);
748
+ __decorate([
749
+ serializable(AssetReference)
750
+ ], SceneSwitcher.prototype, "loadingScene", void 0);
751
+ __decorate([
752
+ serializable()
753
+ ], SceneSwitcher.prototype, "queryParameterName", void 0);
754
+ __decorate([
755
+ serializable()
756
+ ], SceneSwitcher.prototype, "useSceneName", void 0);
757
+ __decorate([
758
+ serializable()
759
+ ], SceneSwitcher.prototype, "clamp", void 0);
760
+ __decorate([
761
+ serializable()
762
+ ], SceneSwitcher.prototype, "useHistory", void 0);
763
+ __decorate([
764
+ serializable()
765
+ ], SceneSwitcher.prototype, "useKeyboard", void 0);
766
+ __decorate([
767
+ serializable()
768
+ ], SceneSwitcher.prototype, "useSwipe", void 0);
769
+ __decorate([
770
+ serializable()
771
+ ], SceneSwitcher.prototype, "useSceneLighting", void 0);
772
+ __decorate([
773
+ serializable()
774
+ ], SceneSwitcher.prototype, "useSceneBackground", void 0);
775
+ __decorate([
776
+ serializable()
777
+ ], SceneSwitcher.prototype, "preloadNext", void 0);
778
+ __decorate([
779
+ serializable()
780
+ ], SceneSwitcher.prototype, "preloadPrevious", void 0);
781
+ __decorate([
782
+ serializable()
783
+ ], SceneSwitcher.prototype, "preloadConcurrent", void 0);
784
+ __decorate([
785
+ serializable()
786
+ ], SceneSwitcher.prototype, "createMenuButtons", void 0);
787
+ __decorate([
788
+ serializable(EventList)
789
+ ], SceneSwitcher.prototype, "sceneLoadingStart", void 0);
790
+ __decorate([
791
+ serializable(EventList)
792
+ ], SceneSwitcher.prototype, "sceneLoadingProgress", void 0);
793
+ __decorate([
794
+ serializable(EventList)
795
+ ], SceneSwitcher.prototype, "sceneLoaded", void 0);
796
+ function sceneUriToName(uri) {
797
+ const name = uri.split("/").pop();
798
+ const value = name?.split(".").shift();
799
+ if (value?.length)
800
+ return value;
801
+ return uri;
802
+ }
803
+ /**
804
+ * PreLoadScheduler is responsible for managing preloading of scenes.
805
+ * It handles scheduling and limiting concurrent downloads of scenes based on specified parameters.
806
+ */
807
+ class PreLoadScheduler {
808
+ /** Maximum number of scenes to preload ahead of the current scene */
809
+ maxLoadAhead;
810
+ /** Maximum number of scenes to preload behind the current scene */
811
+ maxLoadBehind;
812
+ /** Maximum number of scenes that can be preloaded concurrently */
813
+ maxConcurrent;
814
+ _isRunning = false;
815
+ _switcher;
816
+ _loadTasks = [];
817
+ _maxConcurrentLoads = 1;
818
+ /**
819
+ * Creates a new PreLoadScheduler instance
820
+ * @param rooms The SceneSwitcher that this scheduler belongs to
821
+ * @param ahead Number of scenes to preload ahead of current scene
822
+ * @param behind Number of scenes to preload behind current scene
823
+ * @param maxConcurrent Maximum number of concurrent preloads allowed
824
+ */
825
+ constructor(rooms, ahead = 1, behind = 1, maxConcurrent = 2) {
826
+ this._switcher = rooms;
827
+ this.maxLoadAhead = ahead;
828
+ this.maxLoadBehind = behind;
829
+ this.maxConcurrent = maxConcurrent;
830
+ }
831
+ /**
832
+ * Starts the preloading process after a specified delay
833
+ * @param delay Time in milliseconds to wait before starting preload
834
+ */
835
+ begin(delay) {
836
+ if (this._isRunning)
837
+ return;
838
+ if (debug)
839
+ console.log("Preload begin", { delay });
840
+ this._isRunning = true;
841
+ let lastRoom = -10;
842
+ let searchDistance;
843
+ let searchCall;
844
+ const array = this._switcher.scenes;
845
+ const startTime = Date.now() + delay;
846
+ const interval = setInterval(() => {
847
+ if (this.allLoaded()) {
848
+ if (debug)
849
+ console.log("All scenes (pre-)loaded");
850
+ this.stop();
851
+ }
852
+ if (!this._isRunning) {
853
+ clearInterval(interval);
854
+ return;
855
+ }
856
+ if (Date.now() < startTime)
857
+ return;
858
+ if (this.canLoadNewScene() === false)
859
+ return;
860
+ if (lastRoom === -10 || lastRoom !== this._switcher.currentIndex) {
861
+ lastRoom = this._switcher.currentIndex;
862
+ searchCall = 0;
863
+ searchDistance = 0;
864
+ }
865
+ const searchForward = searchCall % 2 === 0;
866
+ if (searchForward)
867
+ searchDistance += 1;
868
+ searchCall += 1;
869
+ const maxSearchDistance = searchForward ? this.maxLoadAhead : this.maxLoadBehind;
870
+ if (searchDistance > maxSearchDistance)
871
+ return;
872
+ const roomIndex = searchForward ? lastRoom + searchDistance : lastRoom - searchDistance;
873
+ if (roomIndex < 0)
874
+ return;
875
+ // if (roomIndex < 0) roomIndex = array.length + roomIndex;
876
+ if (roomIndex < 0 || roomIndex >= array.length)
877
+ return;
878
+ if (!this._loadTasks.some(t => t.index === roomIndex)) {
879
+ const scene = array[roomIndex];
880
+ if (debug)
881
+ console.log("Preload scene", { roomIndex, searchForward, lastRoom, currentIndex: this._switcher.currentIndex, tasks: this._loadTasks.length }, scene?.url);
882
+ new LoadTask(roomIndex, scene, this._loadTasks);
883
+ }
884
+ }, 200);
885
+ }
886
+ /**
887
+ * Stops the preloading process
888
+ */
889
+ stop() {
890
+ this._isRunning = false;
891
+ }
892
+ /**
893
+ * Checks if a new scene can be loaded based on current load limits
894
+ * @returns True if a new scene can be loaded, false otherwise
895
+ */
896
+ canLoadNewScene() {
897
+ return this._loadTasks.length < this._maxConcurrentLoads;
898
+ }
899
+ /**
900
+ * Checks if all scenes in the SceneSwitcher have been loaded
901
+ * @returns True if all scenes are loaded, false otherwise
902
+ */
903
+ allLoaded() {
904
+ if (this._switcher.scenes) {
905
+ for (const scene of this._switcher.scenes) {
906
+ if (scene?.isLoaded() === false)
907
+ return false;
908
+ }
909
+ }
910
+ return true;
911
+ }
912
+ }
913
+ /**
914
+ * Represents a single preloading task for a scene
915
+ */
916
+ class LoadTask {
917
+ /** The index of the scene in the scenes array */
918
+ index;
919
+ /** The AssetReference to be loaded */
920
+ asset;
921
+ /** The collection of active load tasks this task belongs to */
922
+ tasks;
923
+ /**
924
+ * Creates a new LoadTask and begins loading immediately
925
+ * @param index The index of the scene in the scenes array
926
+ * @param asset The AssetReference to preload
927
+ * @param tasks The collection of active load tasks
928
+ */
929
+ constructor(index, asset, tasks) {
930
+ this.index = index;
931
+ this.asset = asset;
932
+ this.tasks = tasks;
933
+ tasks.push(this);
934
+ this.awaitLoading();
935
+ }
936
+ /**
937
+ * Asynchronously loads the asset and removes this task from the active tasks list when complete
938
+ */
939
+ async awaitLoading() {
940
+ if (this.asset && !this.asset.isLoaded()) {
941
+ if (debug)
942
+ console.log("Preload start: " + this.asset.url, this.index);
943
+ await this.asset.preload();
944
+ if (debug)
945
+ console.log("Preload finished: " + this.asset.url, this.index);
946
+ }
947
+ const i = this.tasks.indexOf(this);
948
+ if (i >= 0)
949
+ this.tasks.splice(i, 1);
950
+ }
951
+ }
952
952
  //# sourceMappingURL=SceneSwitcher.js.map