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