@needle-tools/engine 4.4.0-beta → 4.4.0-ci.0

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 (1046) hide show
  1. package/CHANGELOG.md +3604 -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 +8 -8
  6. package/dist/needle-engine.bundle.light.js +8 -8
  7. package/dist/needle-engine.bundle.light.min.js +2 -2
  8. package/dist/needle-engine.bundle.light.umd.cjs +2 -2
  9. package/dist/needle-engine.bundle.min.js +2 -2
  10. package/dist/needle-engine.bundle.umd.cjs +2 -2
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.light.d.ts +130 -138
  13. package/dist/postprocessing.js +1673 -1527
  14. package/dist/postprocessing.light.js +1673 -1527
  15. package/dist/postprocessing.light.min.js +80 -66
  16. package/dist/postprocessing.light.umd.cjs +83 -69
  17. package/dist/postprocessing.min.js +80 -66
  18. package/dist/postprocessing.umd.cjs +83 -69
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +298 -298
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine_addressables.d.ts +166 -166
  50. package/lib/engine/engine_addressables.js +608 -608
  51. package/lib/engine/engine_animation.d.ts +43 -43
  52. package/lib/engine/engine_animation.js +133 -133
  53. package/lib/engine/engine_application.d.ts +40 -40
  54. package/lib/engine/engine_application.js +104 -104
  55. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  56. package/lib/engine/engine_assetdatabase.js +344 -344
  57. package/lib/engine/engine_audio.d.ts +4 -4
  58. package/lib/engine/engine_audio.js +23 -23
  59. package/lib/engine/engine_camera.d.ts +13 -13
  60. package/lib/engine/engine_camera.js +30 -30
  61. package/lib/engine/engine_components.d.ts +110 -110
  62. package/lib/engine/engine_components.js +380 -380
  63. package/lib/engine/engine_components_internal.d.ts +9 -9
  64. package/lib/engine/engine_components_internal.js +36 -36
  65. package/lib/engine/engine_constants.d.ts +10 -10
  66. package/lib/engine/engine_constants.js +41 -41
  67. package/lib/engine/engine_context.d.ts +345 -345
  68. package/lib/engine/engine_context.js +1515 -1515
  69. package/lib/engine/engine_context_registry.d.ts +71 -71
  70. package/lib/engine/engine_context_registry.js +117 -117
  71. package/lib/engine/engine_coroutine.d.ts +35 -35
  72. package/lib/engine/engine_coroutine.js +52 -52
  73. package/lib/engine/engine_create_objects.d.ts +118 -118
  74. package/lib/engine/engine_create_objects.js +308 -308
  75. package/lib/engine/engine_default_parameters.d.ts +2 -2
  76. package/lib/engine/engine_default_parameters.js +3 -3
  77. package/lib/engine/engine_editor-sync.d.ts +21 -21
  78. package/lib/engine/engine_editor-sync.js +4 -4
  79. package/lib/engine/engine_element.d.ts +113 -113
  80. package/lib/engine/engine_element.js +830 -830
  81. package/lib/engine/engine_element_attributes.d.ts +72 -72
  82. package/lib/engine/engine_element_attributes.js +1 -1
  83. package/lib/engine/engine_element_extras.d.ts +6 -6
  84. package/lib/engine/engine_element_extras.js +13 -13
  85. package/lib/engine/engine_element_loading.d.ts +44 -44
  86. package/lib/engine/engine_element_loading.js +349 -349
  87. package/lib/engine/engine_element_overlay.d.ts +21 -21
  88. package/lib/engine/engine_element_overlay.js +166 -166
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +591 -591
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +7 -7
  102. package/lib/engine/engine_hot_reload.js +184 -184
  103. package/lib/engine/engine_input.d.ts +352 -352
  104. package/lib/engine/engine_input.js +1265 -1265
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +9 -9
  110. package/lib/engine/engine_license.js +320 -320
  111. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  112. package/lib/engine/engine_lifecycle_api.js +99 -99
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +91 -91
  117. package/lib/engine/engine_loaders.d.ts +13 -13
  118. package/lib/engine/engine_loaders.js +62 -62
  119. package/lib/engine/engine_lods.d.ts +31 -31
  120. package/lib/engine/engine_lods.js +146 -146
  121. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  122. package/lib/engine/engine_mainloop_utils.js +466 -466
  123. package/lib/engine/engine_math.d.ts +114 -114
  124. package/lib/engine/engine_math.js +247 -247
  125. package/lib/engine/engine_modules.d.ts +36 -36
  126. package/lib/engine/engine_modules.js +85 -85
  127. package/lib/engine/engine_networking.d.ts +252 -252
  128. package/lib/engine/engine_networking.js +743 -743
  129. package/lib/engine/engine_networking_auto.d.ts +24 -24
  130. package/lib/engine/engine_networking_auto.js +310 -310
  131. package/lib/engine/engine_networking_blob.d.ts +48 -48
  132. package/lib/engine/engine_networking_blob.js +212 -212
  133. package/lib/engine/engine_networking_files.d.ts +35 -35
  134. package/lib/engine/engine_networking_files.js +172 -172
  135. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  136. package/lib/engine/engine_networking_files_default_components.js +42 -42
  137. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  138. package/lib/engine/engine_networking_instantiate.js +345 -345
  139. package/lib/engine/engine_networking_peer.d.ts +15 -15
  140. package/lib/engine/engine_networking_peer.js +132 -132
  141. package/lib/engine/engine_networking_streams.d.ts +123 -123
  142. package/lib/engine/engine_networking_streams.js +645 -645
  143. package/lib/engine/engine_networking_types.d.ts +22 -22
  144. package/lib/engine/engine_networking_types.js +7 -7
  145. package/lib/engine/engine_networking_utils.d.ts +2 -2
  146. package/lib/engine/engine_networking_utils.js +20 -20
  147. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  148. package/lib/engine/engine_networking_websocket.js +2 -2
  149. package/lib/engine/engine_patcher.d.ts +10 -10
  150. package/lib/engine/engine_patcher.js +142 -142
  151. package/lib/engine/engine_physics.d.ts +152 -152
  152. package/lib/engine/engine_physics.js +645 -645
  153. package/lib/engine/engine_physics.types.d.ts +40 -40
  154. package/lib/engine/engine_physics.types.js +33 -33
  155. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  156. package/lib/engine/engine_physics_rapier.js +1432 -1432
  157. package/lib/engine/engine_playerview.d.ts +26 -26
  158. package/lib/engine/engine_playerview.js +64 -64
  159. package/lib/engine/engine_scenelighting.d.ts +71 -71
  160. package/lib/engine/engine_scenelighting.js +226 -226
  161. package/lib/engine/engine_scenetools.d.ts +50 -50
  162. package/lib/engine/engine_scenetools.js +321 -321
  163. package/lib/engine/engine_serialization.d.ts +3 -3
  164. package/lib/engine/engine_serialization.js +3 -3
  165. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  166. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  167. package/lib/engine/engine_serialization_core.d.ts +85 -85
  168. package/lib/engine/engine_serialization_core.js +602 -602
  169. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  170. package/lib/engine/engine_serialization_decorator.js +66 -66
  171. package/lib/engine/engine_setup.d.ts +1 -1
  172. package/lib/engine/engine_setup.js +2 -2
  173. package/lib/engine/engine_shaders.d.ts +53 -53
  174. package/lib/engine/engine_shaders.js +252 -252
  175. package/lib/engine/engine_shims.d.ts +4 -4
  176. package/lib/engine/engine_shims.js +24 -24
  177. package/lib/engine/engine_test_utils.d.ts +39 -39
  178. package/lib/engine/engine_test_utils.js +83 -83
  179. package/lib/engine/engine_texture.d.ts +28 -28
  180. package/lib/engine/engine_texture.js +64 -64
  181. package/lib/engine/engine_three_utils.d.ts +201 -201
  182. package/lib/engine/engine_three_utils.js +731 -731
  183. package/lib/engine/engine_time.d.ts +51 -51
  184. package/lib/engine/engine_time.js +82 -82
  185. package/lib/engine/engine_time_utils.d.ts +88 -88
  186. package/lib/engine/engine_time_utils.js +215 -215
  187. package/lib/engine/engine_tonemapping.d.ts +2 -2
  188. package/lib/engine/engine_tonemapping.js +194 -194
  189. package/lib/engine/engine_types.d.ts +572 -572
  190. package/lib/engine/engine_types.js +88 -88
  191. package/lib/engine/engine_typestore.d.ts +28 -28
  192. package/lib/engine/engine_typestore.js +55 -55
  193. package/lib/engine/engine_util_decorator.d.ts +13 -13
  194. package/lib/engine/engine_util_decorator.js +116 -116
  195. package/lib/engine/engine_utils.d.ts +266 -266
  196. package/lib/engine/engine_utils.js +878 -878
  197. package/lib/engine/engine_utils_format.d.ts +21 -21
  198. package/lib/engine/engine_utils_format.js +193 -193
  199. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  200. package/lib/engine/engine_utils_screenshot.js +513 -513
  201. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  202. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  203. package/lib/engine/engine_xr.d.ts +1 -1
  204. package/lib/engine/engine_xr.js +1 -1
  205. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  206. package/lib/engine/export/gltf/Writers.js +24 -24
  207. package/lib/engine/export/gltf/index.d.ts +11 -11
  208. package/lib/engine/export/gltf/index.js +123 -123
  209. package/lib/engine/export/index.d.ts +2 -2
  210. package/lib/engine/export/index.js +2 -2
  211. package/lib/engine/export/state.d.ts +7 -7
  212. package/lib/engine/export/state.js +17 -17
  213. package/lib/engine/export/utils.d.ts +2 -2
  214. package/lib/engine/export/utils.js +7 -7
  215. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  216. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  217. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  218. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  219. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  220. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  221. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  222. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  223. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  224. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  225. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  226. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  227. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  228. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  229. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  230. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  231. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  232. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  233. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  234. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  235. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  236. package/lib/engine/extensions/extension_resolver.js +1 -1
  237. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  238. package/lib/engine/extensions/extension_utils.js +152 -152
  239. package/lib/engine/extensions/extensions.d.ts +31 -31
  240. package/lib/engine/extensions/extensions.js +103 -103
  241. package/lib/engine/extensions/index.d.ts +6 -6
  242. package/lib/engine/extensions/index.js +6 -6
  243. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  244. package/lib/engine/extensions/usage_tracker.js +65 -65
  245. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  246. package/lib/engine/js-extensions/Camera.js +39 -39
  247. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  248. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  249. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  250. package/lib/engine/js-extensions/Layers.js +22 -22
  251. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  252. package/lib/engine/js-extensions/Object3D.js +136 -136
  253. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  254. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  255. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  256. package/lib/engine/js-extensions/Vector.js +13 -13
  257. package/lib/engine/js-extensions/index.d.ts +5 -5
  258. package/lib/engine/js-extensions/index.js +5 -5
  259. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  260. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  261. package/lib/engine/shaders/shaderData.d.ts +55 -55
  262. package/lib/engine/shaders/shaderData.js +58 -58
  263. package/lib/engine/tests/test_utils.d.ts +2 -2
  264. package/lib/engine/tests/test_utils.js +53 -53
  265. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  266. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  267. package/lib/engine/webcomponents/api.d.ts +5 -5
  268. package/lib/engine/webcomponents/api.js +4 -4
  269. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  270. package/lib/engine/webcomponents/buttons.js +237 -237
  271. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  272. package/lib/engine/webcomponents/fonts.js +32 -32
  273. package/lib/engine/webcomponents/icons.d.ts +9 -9
  274. package/lib/engine/webcomponents/icons.js +52 -52
  275. package/lib/engine/webcomponents/index.d.ts +1 -1
  276. package/lib/engine/webcomponents/index.js +1 -1
  277. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  278. package/lib/engine/webcomponents/logo-element.js +67 -67
  279. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  280. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  281. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  283. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  284. package/lib/engine/webcomponents/needle-button.js +161 -161
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  287. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  288. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +627 -627
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +694 -694
  337. package/lib/engine-components/CameraUtils.d.ts +1 -1
  338. package/lib/engine-components/CameraUtils.js +127 -127
  339. package/lib/engine-components/CharacterController.d.ts +55 -55
  340. package/lib/engine-components/CharacterController.js +236 -236
  341. package/lib/engine-components/Collider.d.ts +188 -188
  342. package/lib/engine-components/Collider.js +369 -369
  343. package/lib/engine-components/Component.d.ts +792 -792
  344. package/lib/engine-components/Component.js +915 -915
  345. package/lib/engine-components/ContactShadows.d.ts +82 -82
  346. package/lib/engine-components/ContactShadows.js +430 -430
  347. package/lib/engine-components/DeleteBox.d.ts +19 -19
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  1018. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1019. package/src/needle-engine.ts +70 -70
  1020. package/lib/engine/engine.d.ts +0 -4
  1021. package/lib/engine/engine.js +0 -12
  1022. package/lib/engine/engine.js.map +0 -1
  1023. package/lib/engine/engine_web_api.d.ts +0 -12
  1024. package/lib/engine/engine_web_api.js +0 -113
  1025. package/lib/engine/engine_web_api.js.map +0 -1
  1026. package/lib/engine-components/FlyControls.d.ts +0 -10
  1027. package/lib/engine-components/FlyControls.js +0 -29
  1028. package/lib/engine-components/FlyControls.js.map +0 -1
  1029. package/src/engine-schemes/dist/api.js +0 -17
  1030. package/src/engine-schemes/dist/api.js.meta +0 -7
  1031. package/src/engine-schemes/dist/schemes.js +0 -25
  1032. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1033. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1034. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1035. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1036. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1037. package/src/engine-schemes/dist/transform.js +0 -46
  1038. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1039. package/src/engine-schemes/dist/vec2.js +0 -32
  1040. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1041. package/src/engine-schemes/dist/vec3.js +0 -36
  1042. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1043. package/src/engine-schemes/dist/vec4.js +0 -40
  1044. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1046. 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();