@needle-tools/engine 4.4.1 → 4.4.2

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 (1043) hide show
  1. package/CHANGELOG.md +3671 -3667
  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 +333 -219
  6. package/dist/needle-engine.bundle.light.js +333 -219
  7. package/dist/needle-engine.bundle.light.min.js +4 -4
  8. package/dist/needle-engine.bundle.light.umd.cjs +4 -4
  9. package/dist/needle-engine.bundle.min.js +4 -4
  10. package/dist/needle-engine.bundle.umd.cjs +4 -4
  11. package/dist/needle-engine.d.ts +130 -129
  12. package/dist/needle-engine.light.d.ts +130 -129
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine_addressables.d.ts +166 -166
  42. package/lib/engine/engine_addressables.js +608 -608
  43. package/lib/engine/engine_animation.d.ts +43 -43
  44. package/lib/engine/engine_animation.js +133 -133
  45. package/lib/engine/engine_application.d.ts +40 -40
  46. package/lib/engine/engine_application.js +104 -104
  47. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  48. package/lib/engine/engine_assetdatabase.js +344 -344
  49. package/lib/engine/engine_audio.d.ts +4 -4
  50. package/lib/engine/engine_audio.js +23 -23
  51. package/lib/engine/engine_camera.d.ts +13 -13
  52. package/lib/engine/engine_camera.js +30 -30
  53. package/lib/engine/engine_components.d.ts +110 -110
  54. package/lib/engine/engine_components.js +382 -382
  55. package/lib/engine/engine_components_internal.d.ts +9 -9
  56. package/lib/engine/engine_components_internal.js +36 -36
  57. package/lib/engine/engine_constants.d.ts +10 -10
  58. package/lib/engine/engine_constants.js +41 -41
  59. package/lib/engine/engine_context.d.ts +472 -354
  60. package/lib/engine/engine_context.js +1653 -1536
  61. package/lib/engine/engine_context.js.map +1 -1
  62. package/lib/engine/engine_context_registry.d.ts +71 -71
  63. package/lib/engine/engine_context_registry.js +117 -117
  64. package/lib/engine/engine_coroutine.d.ts +35 -35
  65. package/lib/engine/engine_coroutine.js +52 -52
  66. package/lib/engine/engine_create_objects.d.ts +118 -118
  67. package/lib/engine/engine_create_objects.js +308 -308
  68. package/lib/engine/engine_default_parameters.d.ts +2 -2
  69. package/lib/engine/engine_default_parameters.js +3 -3
  70. package/lib/engine/engine_editor-sync.d.ts +21 -21
  71. package/lib/engine/engine_editor-sync.js +4 -4
  72. package/lib/engine/engine_element.d.ts +113 -113
  73. package/lib/engine/engine_element.js +832 -832
  74. package/lib/engine/engine_element_attributes.d.ts +72 -72
  75. package/lib/engine/engine_element_attributes.js +1 -1
  76. package/lib/engine/engine_element_extras.d.ts +6 -6
  77. package/lib/engine/engine_element_extras.js +13 -13
  78. package/lib/engine/engine_element_loading.d.ts +44 -44
  79. package/lib/engine/engine_element_loading.js +349 -349
  80. package/lib/engine/engine_element_overlay.d.ts +21 -21
  81. package/lib/engine/engine_element_overlay.js +166 -166
  82. package/lib/engine/engine_fileloader.d.ts +2 -2
  83. package/lib/engine/engine_fileloader.js +8 -8
  84. package/lib/engine/engine_gameobject.d.ts +68 -68
  85. package/lib/engine/engine_gameobject.js +596 -596
  86. package/lib/engine/engine_generic_utils.d.ts +1 -1
  87. package/lib/engine/engine_generic_utils.js +13 -13
  88. package/lib/engine/engine_gizmos.d.ts +149 -149
  89. package/lib/engine/engine_gizmos.js +530 -530
  90. package/lib/engine/engine_gltf.d.ts +12 -12
  91. package/lib/engine/engine_gltf.js +15 -15
  92. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  93. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  94. package/lib/engine/engine_hot_reload.d.ts +7 -7
  95. package/lib/engine/engine_hot_reload.js +184 -184
  96. package/lib/engine/engine_input.d.ts +352 -352
  97. package/lib/engine/engine_input.js +1265 -1265
  98. package/lib/engine/engine_input_utils.d.ts +2 -2
  99. package/lib/engine/engine_input_utils.js +22 -22
  100. package/lib/engine/engine_instancing.d.ts +19 -19
  101. package/lib/engine/engine_instancing.js +39 -39
  102. package/lib/engine/engine_license.d.ts +11 -11
  103. package/lib/engine/engine_license.js +361 -361
  104. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  105. package/lib/engine/engine_lifecycle_api.js +99 -99
  106. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  107. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  108. package/lib/engine/engine_lightdata.d.ts +23 -23
  109. package/lib/engine/engine_lightdata.js +91 -91
  110. package/lib/engine/engine_loaders.d.ts +13 -13
  111. package/lib/engine/engine_loaders.js +62 -62
  112. package/lib/engine/engine_lods.d.ts +31 -31
  113. package/lib/engine/engine_lods.js +146 -146
  114. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  115. package/lib/engine/engine_mainloop_utils.js +466 -466
  116. package/lib/engine/engine_math.d.ts +114 -114
  117. package/lib/engine/engine_math.js +247 -247
  118. package/lib/engine/engine_modules.d.ts +36 -36
  119. package/lib/engine/engine_modules.js +85 -85
  120. package/lib/engine/engine_networking.d.ts +252 -252
  121. package/lib/engine/engine_networking.js +743 -743
  122. package/lib/engine/engine_networking_auto.d.ts +24 -24
  123. package/lib/engine/engine_networking_auto.js +310 -310
  124. package/lib/engine/engine_networking_blob.d.ts +48 -48
  125. package/lib/engine/engine_networking_blob.js +228 -228
  126. package/lib/engine/engine_networking_files.d.ts +35 -35
  127. package/lib/engine/engine_networking_files.js +172 -172
  128. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  129. package/lib/engine/engine_networking_files_default_components.js +42 -42
  130. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  131. package/lib/engine/engine_networking_instantiate.js +345 -345
  132. package/lib/engine/engine_networking_peer.d.ts +15 -15
  133. package/lib/engine/engine_networking_peer.js +132 -132
  134. package/lib/engine/engine_networking_streams.d.ts +123 -123
  135. package/lib/engine/engine_networking_streams.js +645 -645
  136. package/lib/engine/engine_networking_types.d.ts +22 -22
  137. package/lib/engine/engine_networking_types.js +7 -7
  138. package/lib/engine/engine_networking_utils.d.ts +2 -2
  139. package/lib/engine/engine_networking_utils.js +20 -20
  140. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  141. package/lib/engine/engine_networking_websocket.js +2 -2
  142. package/lib/engine/engine_patcher.d.ts +10 -10
  143. package/lib/engine/engine_patcher.js +142 -142
  144. package/lib/engine/engine_physics.d.ts +152 -152
  145. package/lib/engine/engine_physics.js +645 -645
  146. package/lib/engine/engine_physics.types.d.ts +40 -40
  147. package/lib/engine/engine_physics.types.js +33 -33
  148. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  149. package/lib/engine/engine_physics_rapier.js +1433 -1433
  150. package/lib/engine/engine_playerview.d.ts +26 -26
  151. package/lib/engine/engine_playerview.js +64 -64
  152. package/lib/engine/engine_scenelighting.d.ts +71 -71
  153. package/lib/engine/engine_scenelighting.js +226 -226
  154. package/lib/engine/engine_scenetools.d.ts +50 -50
  155. package/lib/engine/engine_scenetools.js +321 -321
  156. package/lib/engine/engine_serialization.d.ts +3 -3
  157. package/lib/engine/engine_serialization.js +3 -3
  158. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  159. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  160. package/lib/engine/engine_serialization_core.d.ts +85 -85
  161. package/lib/engine/engine_serialization_core.js +606 -606
  162. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  163. package/lib/engine/engine_serialization_decorator.js +66 -66
  164. package/lib/engine/engine_setup.d.ts +1 -1
  165. package/lib/engine/engine_setup.js +2 -2
  166. package/lib/engine/engine_shaders.d.ts +53 -53
  167. package/lib/engine/engine_shaders.js +252 -252
  168. package/lib/engine/engine_shims.d.ts +4 -4
  169. package/lib/engine/engine_shims.js +24 -24
  170. package/lib/engine/engine_test_utils.d.ts +39 -39
  171. package/lib/engine/engine_test_utils.js +83 -83
  172. package/lib/engine/engine_texture.d.ts +28 -28
  173. package/lib/engine/engine_texture.js +64 -64
  174. package/lib/engine/engine_three_utils.d.ts +201 -201
  175. package/lib/engine/engine_three_utils.js +731 -731
  176. package/lib/engine/engine_time.d.ts +51 -51
  177. package/lib/engine/engine_time.js +82 -82
  178. package/lib/engine/engine_time_utils.d.ts +88 -88
  179. package/lib/engine/engine_time_utils.js +215 -215
  180. package/lib/engine/engine_tonemapping.d.ts +2 -2
  181. package/lib/engine/engine_tonemapping.js +194 -194
  182. package/lib/engine/engine_types.d.ts +572 -572
  183. package/lib/engine/engine_types.js +88 -88
  184. package/lib/engine/engine_typestore.d.ts +28 -28
  185. package/lib/engine/engine_typestore.js +55 -55
  186. package/lib/engine/engine_util_decorator.d.ts +13 -13
  187. package/lib/engine/engine_util_decorator.js +116 -116
  188. package/lib/engine/engine_utils.d.ts +266 -266
  189. package/lib/engine/engine_utils.js +878 -878
  190. package/lib/engine/engine_utils_format.d.ts +21 -21
  191. package/lib/engine/engine_utils_format.js +193 -193
  192. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  193. package/lib/engine/engine_utils_screenshot.js +513 -513
  194. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  195. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  196. package/lib/engine/engine_xr.d.ts +1 -1
  197. package/lib/engine/engine_xr.js +1 -1
  198. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  199. package/lib/engine/export/gltf/Writers.js +24 -24
  200. package/lib/engine/export/gltf/index.d.ts +11 -11
  201. package/lib/engine/export/gltf/index.js +123 -123
  202. package/lib/engine/export/index.d.ts +2 -2
  203. package/lib/engine/export/index.js +2 -2
  204. package/lib/engine/export/state.d.ts +7 -7
  205. package/lib/engine/export/state.js +17 -17
  206. package/lib/engine/export/utils.d.ts +2 -2
  207. package/lib/engine/export/utils.js +7 -7
  208. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  209. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  210. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  211. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  212. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  213. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  214. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  215. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  216. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  217. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  218. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  219. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  220. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  221. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  222. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  223. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  224. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  225. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  226. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  227. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  228. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  229. package/lib/engine/extensions/extension_resolver.js +1 -1
  230. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  231. package/lib/engine/extensions/extension_utils.js +152 -152
  232. package/lib/engine/extensions/extensions.d.ts +31 -31
  233. package/lib/engine/extensions/extensions.js +103 -103
  234. package/lib/engine/extensions/index.d.ts +6 -6
  235. package/lib/engine/extensions/index.js +6 -6
  236. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  237. package/lib/engine/extensions/usage_tracker.js +65 -65
  238. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  239. package/lib/engine/js-extensions/Camera.js +39 -39
  240. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  241. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  242. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  243. package/lib/engine/js-extensions/Layers.js +22 -22
  244. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  245. package/lib/engine/js-extensions/Object3D.js +136 -136
  246. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  247. package/lib/engine/js-extensions/RGBAColor.js +111 -110
  248. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  249. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  250. package/lib/engine/js-extensions/Vector.js +13 -13
  251. package/lib/engine/js-extensions/index.d.ts +5 -5
  252. package/lib/engine/js-extensions/index.js +5 -5
  253. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  254. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  255. package/lib/engine/shaders/shaderData.d.ts +55 -55
  256. package/lib/engine/shaders/shaderData.js +58 -58
  257. package/lib/engine/tests/test_utils.d.ts +2 -2
  258. package/lib/engine/tests/test_utils.js +53 -53
  259. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  260. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  261. package/lib/engine/webcomponents/api.d.ts +5 -5
  262. package/lib/engine/webcomponents/api.js +4 -4
  263. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  264. package/lib/engine/webcomponents/buttons.js +237 -237
  265. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  266. package/lib/engine/webcomponents/fonts.js +32 -32
  267. package/lib/engine/webcomponents/icons.d.ts +9 -9
  268. package/lib/engine/webcomponents/icons.js +52 -52
  269. package/lib/engine/webcomponents/index.d.ts +1 -1
  270. package/lib/engine/webcomponents/index.js +1 -1
  271. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  272. package/lib/engine/webcomponents/logo-element.js +67 -67
  273. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  274. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  275. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  276. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  277. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  278. package/lib/engine/webcomponents/needle-button.js +161 -161
  279. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  280. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  281. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  282. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  283. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  284. package/lib/engine/xr/NeedleXRSync.js +188 -188
  285. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  286. package/lib/engine/xr/SceneTransition.js +69 -69
  287. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  288. package/lib/engine/xr/TempXRContext.js +187 -187
  289. package/lib/engine/xr/XRRig.d.ts +7 -7
  290. package/lib/engine/xr/XRRig.js +1 -1
  291. package/lib/engine/xr/api.d.ts +6 -6
  292. package/lib/engine/xr/api.js +6 -6
  293. package/lib/engine/xr/events.d.ts +66 -66
  294. package/lib/engine/xr/events.js +93 -93
  295. package/lib/engine/xr/internal.d.ts +12 -12
  296. package/lib/engine/xr/internal.js +25 -25
  297. package/lib/engine/xr/usdz.d.ts +12 -12
  298. package/lib/engine/xr/usdz.js +29 -29
  299. package/lib/engine/xr/utils.d.ts +11 -11
  300. package/lib/engine/xr/utils.js +34 -34
  301. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  302. package/lib/engine-components/AlignmentConstraint.js +39 -39
  303. package/lib/engine-components/Animation.d.ts +156 -156
  304. package/lib/engine-components/Animation.js +508 -508
  305. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  306. package/lib/engine-components/AnimationCurve.js +159 -159
  307. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  308. package/lib/engine-components/AnimationUtils.js +27 -27
  309. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  310. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  311. package/lib/engine-components/Animator.d.ts +217 -217
  312. package/lib/engine-components/Animator.js +354 -354
  313. package/lib/engine-components/AnimatorController.d.ts +227 -227
  314. package/lib/engine-components/AnimatorController.js +1152 -1152
  315. package/lib/engine-components/AudioListener.d.ts +33 -33
  316. package/lib/engine-components/AudioListener.js +86 -86
  317. package/lib/engine-components/AudioSource.d.ts +217 -217
  318. package/lib/engine-components/AudioSource.js +634 -634
  319. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  320. package/lib/engine-components/AvatarLoader.js +231 -231
  321. package/lib/engine-components/AxesHelper.d.ts +32 -32
  322. package/lib/engine-components/AxesHelper.js +67 -67
  323. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  324. package/lib/engine-components/BasicIKConstraint.js +43 -43
  325. package/lib/engine-components/BoxCollider.d.ts +2 -2
  326. package/lib/engine-components/BoxCollider.js +2 -2
  327. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  328. package/lib/engine-components/BoxHelperComponent.js +102 -102
  329. package/lib/engine-components/Camera.d.ts +231 -231
  330. package/lib/engine-components/Camera.js +700 -700
  331. package/lib/engine-components/CameraUtils.d.ts +1 -1
  332. package/lib/engine-components/CameraUtils.js +121 -121
  333. package/lib/engine-components/CharacterController.d.ts +55 -55
  334. package/lib/engine-components/CharacterController.js +236 -236
  335. package/lib/engine-components/Collider.d.ts +188 -188
  336. package/lib/engine-components/Collider.js +369 -369
  337. package/lib/engine-components/Component.d.ts +792 -792
  338. package/lib/engine-components/Component.js +915 -915
  339. package/lib/engine-components/ContactShadows.d.ts +82 -82
  340. package/lib/engine-components/ContactShadows.js +430 -430
  341. package/lib/engine-components/DeleteBox.d.ts +19 -19
  342. package/lib/engine-components/DeleteBox.js +58 -58
  343. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  344. package/lib/engine-components/DeviceFlag.js +47 -47
  345. package/lib/engine-components/DragControls.d.ts +170 -170
  346. package/lib/engine-components/DragControls.js +1421 -1421
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  1017. package/lib/engine/engine.d.ts +0 -4
  1018. package/lib/engine/engine.js +0 -12
  1019. package/lib/engine/engine.js.map +0 -1
  1020. package/lib/engine/engine_web_api.d.ts +0 -12
  1021. package/lib/engine/engine_web_api.js +0 -113
  1022. package/lib/engine/engine_web_api.js.map +0 -1
  1023. package/lib/engine-components/FlyControls.d.ts +0 -10
  1024. package/lib/engine-components/FlyControls.js +0 -29
  1025. package/lib/engine-components/FlyControls.js.map +0 -1
  1026. package/src/engine-schemes/dist/api.js +0 -17
  1027. package/src/engine-schemes/dist/api.js.meta +0 -7
  1028. package/src/engine-schemes/dist/schemes.js +0 -25
  1029. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1030. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1031. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1032. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1033. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1034. package/src/engine-schemes/dist/transform.js +0 -46
  1035. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1036. package/src/engine-schemes/dist/vec2.js +0 -32
  1037. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1038. package/src/engine-schemes/dist/vec3.js +0 -36
  1039. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1040. package/src/engine-schemes/dist/vec4.js +0 -40
  1041. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1042. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1043. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,681 +1,681 @@
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
-
284
- if (prog) this._progressListeners.push(prog);
285
-
286
- if (this._loading !== undefined) {
287
- // console.warn("Wait for other loading thiny");
288
- return this._loading.then(_ => this.asset);
289
- }
290
- const context = Context.Current;
291
- // TODO: technically we shouldnt call awake only when the object is added to a scene
292
- // addressables now allow loading things without adding them to a scene immediately
293
- // we should "address" (LUL) this
294
- // console.log("START LOADING");
295
- if (this._rawBinary) {
296
- if (!(this._rawBinary instanceof ArrayBuffer)) {
297
- console.error("Invalid raw binary data", this._rawBinary);
298
- return null;
299
- }
300
- this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
301
- this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
302
- }
303
- else {
304
- if (debug) console.log("Load async", this.url);
305
- this._loading = getLoader().loadSync(context, this._hashedUri, this.url, null, prog => {
306
- this.raiseProgressEvent(prog);
307
- });
308
- }
309
- const res = await this._loading;
310
- // clear all progress listeners after download has finished
311
- this._progressListeners.length = 0;
312
- this._glbRoot = this.tryGetActualGameObjectRoot(res);
313
- this._loading = undefined;
314
- if (res) {
315
- // Make sure the loaded roots all have a reference to this AssetReference
316
- // that was originally loading it.
317
- // We need this when the loaded asset is being disposed
318
- // TODO: we have to prevent disposing resources that are still in use
319
- res[$assetReference] = this;
320
- if (this._glbRoot)
321
- this._glbRoot[$assetReference] = this;
322
- if (this.asset) this.asset[$assetReference] = this;
323
-
324
- // we need to handle the pre_setup callsbacks before instantiating
325
- // because that is where deserialization happens
326
- processNewScripts(context);
327
-
328
- if (res.scene !== undefined) {
329
- this.asset = res;
330
- }
331
- return this.asset;
332
- }
333
- return null;
334
- }
335
-
336
- /** loads and returns a new instance of `asset` */
337
- async instantiate(parent?: Object3D | IInstantiateOptions | null) {
338
- return this.onInstantiate(parent, false);
339
- }
340
-
341
- /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
342
- async instantiateSynced(parent?: Object3D | SyncInstantiateOptions, saveOnServer: boolean = true) {
343
- return this.onInstantiate(parent, true, saveOnServer);
344
- }
345
-
346
- beginListenDownload(evt: ProgressCallback) {
347
- if (this._progressListeners.indexOf(evt) < 0)
348
- this._progressListeners.push(evt);
349
- }
350
-
351
- endListenDownload(evt: ProgressCallback) {
352
- const index = this._progressListeners.indexOf(evt);
353
- if (index >= 0) {
354
- this._progressListeners.splice(index, 1);
355
- }
356
- }
357
-
358
- private raiseProgressEvent(prog: ProgressEvent) {
359
- for (const list of this._progressListeners) {
360
- list(this, prog);
361
- }
362
- }
363
-
364
- private async onInstantiate(opts?: Object3D | IInstantiateOptions | SyncInstantiateOptions | null, networked: boolean = false, saveOnServer?: boolean): Promise<Object3D | null> {
365
- const context = Context.Current;
366
-
367
- // clone the instantiate options immediately
368
- // in case the user is not awaiting this call and already modifying the options
369
- const options = new InstantiateOptions();
370
- if (opts instanceof Object3D) {
371
- options.parent = opts;
372
- }
373
- else if (opts) {
374
- // Assign to e.g. have SyncInstantiateOptions
375
- Object.assign(options, opts);
376
- options.cloneAssign(opts);
377
- }
378
- if (!options.parent) options.parent = context.scene;
379
-
380
- // ensure the asset is loaded
381
- if (this.mustLoad) {
382
- await this.loadAssetAsync();
383
- }
384
- if (debug)
385
- console.log("Instantiate", this.url, "parent:", opts);
386
-
387
- if (this.asset) {
388
- if (debug) console.log("Add to scene", this.asset);
389
-
390
- let count = AssetReference.currentlyInstantiating.get(this.url);
391
- // allow up to 10000 instantiations of the same prefab in the same frame
392
- if (count !== undefined && count >= 10000) {
393
- console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
394
- return null;
395
- }
396
- try {
397
- if (count === undefined) count = 0;
398
- count += 1;
399
- AssetReference.currentlyInstantiating.set(this.url, count);
400
- if (networked) {
401
- options.context = context;
402
- const prefab = this.asset;
403
- prefab.guid = this.url;
404
- const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
405
- if (instance) {
406
- return instance;
407
- }
408
- }
409
- else {
410
- const instance = instantiate(this.asset, options);
411
- if (instance) {
412
- return instance;
413
- }
414
- }
415
- }
416
- finally {
417
- context.post_render_callbacks.push(() => {
418
- if (count === undefined || count < 0) count = 0;
419
- else count -= 1;
420
- AssetReference.currentlyInstantiating.set(this.url, count)
421
- });
422
- }
423
-
424
- }
425
- else if (debug) console.warn("Failed to load asset", this.url);
426
- return null;
427
- }
428
-
429
- /**
430
- * try to ignore the intermediate created object
431
- * because it causes trouble if we instantiate an assetreference per player
432
- * and call destroy on the player marker root
433
- * @returns the scene root object if the asset was a glb/gltf
434
- */
435
- private tryGetActualGameObjectRoot(asset: any): Object3D | null {
436
- if (asset && asset.scene) {
437
- // some exporters produce additional root objects
438
- const scene = asset.scene as Group;
439
- if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
440
- const root = scene.children[0];
441
- return root;
442
- }
443
- // ok the scene is the scene, just use that then
444
- else
445
- return scene;
446
- }
447
- return null;
448
- }
449
-
450
- }
451
-
452
-
453
-
454
-
455
- class AddressableSerializer extends TypeSerializer {
456
-
457
- constructor() {
458
- super([AssetReference], "AssetReferenceSerializer");
459
- }
460
-
461
- onSerialize(data: any, _context: SerializationContext) {
462
- if (data && data.uri !== undefined && typeof data.uri === "string") {
463
- return data.uri;
464
- }
465
- }
466
-
467
- onDeserialize(data: any, context: SerializationContext) {
468
- if (typeof data === "string") {
469
- if (!context.context) {
470
- console.error("Missing context");
471
- return null;
472
- }
473
- if (!context.gltfId) {
474
- console.error("Missing source id");
475
- return null;
476
- }
477
- const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
478
- return ref;
479
- }
480
- else if (data instanceof Object3D) {
481
- if (!context.context) {
482
- console.error("Missing context");
483
- return null;
484
- }
485
- if (!context.gltfId) {
486
- console.error("Missing source id");
487
- return null;
488
- }
489
- const obj = data;
490
- const ctx = context.context;
491
- const guid = obj["guid"] ?? obj.uuid;
492
- const existing = ctx.addressables.findAssetReference(guid);
493
- if (existing) return existing;
494
- const ref = new AssetReference(guid, undefined, obj);
495
- ctx.addressables.registerAssetReference(ref);
496
- return ref;
497
- }
498
- return null;
499
- }
500
-
501
- }
502
- new AddressableSerializer();
503
-
504
-
505
-
506
- const failedTexturePromise = Promise.resolve(null);
507
-
508
- /** Use this if a file is a external image URL
509
- * @example
510
- * ```ts
511
- * @serializable(ImageReference)
512
- * myImage?:ImageReference;
513
- * ```
514
- */
515
- export class ImageReference {
516
-
517
- private static imageReferences = new Map<string, ImageReference>();
518
-
519
- static getOrCreate(url: string) {
520
- let ref = ImageReference.imageReferences.get(url);
521
- if (!ref) {
522
- ref = new ImageReference(url);
523
- ImageReference.imageReferences.set(url, ref);
524
- }
525
- return ref;
526
- }
527
-
528
- constructor(url: string) {
529
- this.url = url;
530
- }
531
-
532
- readonly url!: string;
533
-
534
- private _bitmap?: Promise<ImageBitmap | null>;
535
- private _bitmapObject?: ImageBitmap;
536
-
537
- dispose() {
538
- if (this._bitmapObject) {
539
- this._bitmapObject.close();
540
- }
541
- this._bitmap = undefined;
542
- }
543
-
544
- createHTMLImage(): HTMLImageElement {
545
- const img = new Image();
546
- img.src = this.url;
547
- return img;
548
- }
549
-
550
- private loader: TextureLoader | null = null;
551
- createTexture(): Promise<Texture | null> {
552
- if (!this.url) {
553
- console.error("Can not load texture without url");
554
- return failedTexturePromise;
555
- }
556
-
557
- if (!this.loader) this.loader = new TextureLoader();
558
- this.loader.setCrossOrigin("anonymous");
559
- return this.loader.loadAsync(this.url).then(res => {
560
- if (res && !res.name?.length) {
561
- // default name if no name is defined
562
- res.name = this.url.split("/").pop() ?? this.url;
563
- }
564
- return res;
565
- })
566
- // return this.getBitmap().then((bitmap) => {
567
- // if (bitmap) {
568
- // const texture = new Texture(bitmap);
569
- // texture.needsUpdate = true;
570
- // return texture;
571
- // }
572
- // return null;
573
- // });
574
- }
575
-
576
- /** Loads the bitmap data of the image */
577
- getBitmap(): Promise<ImageBitmap | null> {
578
- if (this._bitmap) return this._bitmap;
579
- this._bitmap = new Promise((res, _) => {
580
- const imageElement = document.createElement("img") as HTMLImageElement;
581
- imageElement.addEventListener("load", () => {
582
- this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
583
- this._bitmapObject = bitmap;
584
- res(bitmap);
585
- return bitmap;
586
- })
587
- });
588
- imageElement.addEventListener("error", err => {
589
- console.error("Failed to load image:" + this.url, err);
590
- res(null);
591
- });
592
- imageElement.src = this.url;
593
- });
594
- return this._bitmap;
595
- }
596
- }
597
-
598
-
599
- /** @internal */
600
- export class ImageReferenceSerializer extends TypeSerializer {
601
- constructor() {
602
- super([ImageReference], "ImageReferenceSerializer");
603
- }
604
-
605
- onSerialize(_data: string, _context: SerializationContext) {
606
- return null;
607
- }
608
-
609
- onDeserialize(data: string, _context: SerializationContext) {
610
- if (typeof data === "string") {
611
- const url = resolveUrl(_context.gltfId, data)
612
- return ImageReference.getOrCreate(url);
613
- }
614
- return undefined;
615
- }
616
- }
617
- new ImageReferenceSerializer();
618
-
619
-
620
-
621
- /** 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
622
- */
623
- export class FileReference {
624
-
625
- private static cache = new Map<string, FileReference>();
626
-
627
- static getOrCreate(url: string) {
628
- let ref = FileReference.cache.get(url);
629
- if (!ref) {
630
- ref = new FileReference(url);
631
- FileReference.cache.set(url, ref);
632
- }
633
- return ref;
634
- }
635
-
636
- /** Load the file binary data
637
- * @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.
638
- */
639
- async loadRaw(): Promise<Blob> {
640
- if (!this.res) this.res = fetch(this.url);
641
- return this.res.then(res => res.blob());
642
- }
643
-
644
- /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
645
- * @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
646
- */
647
- async loadText(): Promise<string> {
648
- if (!this.res) this.res = fetch(this.url);
649
- return this.res.then(res => res.text());
650
- }
651
-
652
- /** The resolved url to the file */
653
- readonly url: string;
654
-
655
- private res?: Promise<Response>;
656
-
657
- constructor(url: string) {
658
- this.url = url;
659
- }
660
- }
661
-
662
-
663
- /** @internal */
664
- export class FileReferenceSerializer extends TypeSerializer {
665
- constructor() {
666
- super([FileReference], "FileReferenceSerializer");
667
- }
668
-
669
- onSerialize(_data: string, _context: SerializationContext) {
670
- return null;
671
- }
672
-
673
- onDeserialize(data: string, _context: SerializationContext) {
674
- if (typeof data === "string") {
675
- const url = resolveUrl(_context.gltfId, data)
676
- return FileReference.getOrCreate(url);
677
- }
678
- return undefined;
679
- }
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
+
284
+ if (prog) this._progressListeners.push(prog);
285
+
286
+ if (this._loading !== undefined) {
287
+ // console.warn("Wait for other loading thiny");
288
+ return this._loading.then(_ => this.asset);
289
+ }
290
+ const context = Context.Current;
291
+ // TODO: technically we shouldnt call awake only when the object is added to a scene
292
+ // addressables now allow loading things without adding them to a scene immediately
293
+ // we should "address" (LUL) this
294
+ // console.log("START LOADING");
295
+ if (this._rawBinary) {
296
+ if (!(this._rawBinary instanceof ArrayBuffer)) {
297
+ console.error("Invalid raw binary data", this._rawBinary);
298
+ return null;
299
+ }
300
+ this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
301
+ this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
302
+ }
303
+ else {
304
+ if (debug) console.log("Load async", this.url);
305
+ this._loading = getLoader().loadSync(context, this._hashedUri, this.url, null, prog => {
306
+ this.raiseProgressEvent(prog);
307
+ });
308
+ }
309
+ const res = await this._loading;
310
+ // clear all progress listeners after download has finished
311
+ this._progressListeners.length = 0;
312
+ this._glbRoot = this.tryGetActualGameObjectRoot(res);
313
+ this._loading = undefined;
314
+ if (res) {
315
+ // Make sure the loaded roots all have a reference to this AssetReference
316
+ // that was originally loading it.
317
+ // We need this when the loaded asset is being disposed
318
+ // TODO: we have to prevent disposing resources that are still in use
319
+ res[$assetReference] = this;
320
+ if (this._glbRoot)
321
+ this._glbRoot[$assetReference] = this;
322
+ if (this.asset) this.asset[$assetReference] = this;
323
+
324
+ // we need to handle the pre_setup callsbacks before instantiating
325
+ // because that is where deserialization happens
326
+ processNewScripts(context);
327
+
328
+ if (res.scene !== undefined) {
329
+ this.asset = res;
330
+ }
331
+ return this.asset;
332
+ }
333
+ return null;
334
+ }
335
+
336
+ /** loads and returns a new instance of `asset` */
337
+ async instantiate(parent?: Object3D | IInstantiateOptions | null) {
338
+ return this.onInstantiate(parent, false);
339
+ }
340
+
341
+ /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
342
+ async instantiateSynced(parent?: Object3D | SyncInstantiateOptions, saveOnServer: boolean = true) {
343
+ return this.onInstantiate(parent, true, saveOnServer);
344
+ }
345
+
346
+ beginListenDownload(evt: ProgressCallback) {
347
+ if (this._progressListeners.indexOf(evt) < 0)
348
+ this._progressListeners.push(evt);
349
+ }
350
+
351
+ endListenDownload(evt: ProgressCallback) {
352
+ const index = this._progressListeners.indexOf(evt);
353
+ if (index >= 0) {
354
+ this._progressListeners.splice(index, 1);
355
+ }
356
+ }
357
+
358
+ private raiseProgressEvent(prog: ProgressEvent) {
359
+ for (const list of this._progressListeners) {
360
+ list(this, prog);
361
+ }
362
+ }
363
+
364
+ private async onInstantiate(opts?: Object3D | IInstantiateOptions | SyncInstantiateOptions | null, networked: boolean = false, saveOnServer?: boolean): Promise<Object3D | null> {
365
+ const context = Context.Current;
366
+
367
+ // clone the instantiate options immediately
368
+ // in case the user is not awaiting this call and already modifying the options
369
+ const options = new InstantiateOptions();
370
+ if (opts instanceof Object3D) {
371
+ options.parent = opts;
372
+ }
373
+ else if (opts) {
374
+ // Assign to e.g. have SyncInstantiateOptions
375
+ Object.assign(options, opts);
376
+ options.cloneAssign(opts);
377
+ }
378
+ if (!options.parent) options.parent = context.scene;
379
+
380
+ // ensure the asset is loaded
381
+ if (this.mustLoad) {
382
+ await this.loadAssetAsync();
383
+ }
384
+ if (debug)
385
+ console.log("Instantiate", this.url, "parent:", opts);
386
+
387
+ if (this.asset) {
388
+ if (debug) console.log("Add to scene", this.asset);
389
+
390
+ let count = AssetReference.currentlyInstantiating.get(this.url);
391
+ // allow up to 10000 instantiations of the same prefab in the same frame
392
+ if (count !== undefined && count >= 10000) {
393
+ console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
394
+ return null;
395
+ }
396
+ try {
397
+ if (count === undefined) count = 0;
398
+ count += 1;
399
+ AssetReference.currentlyInstantiating.set(this.url, count);
400
+ if (networked) {
401
+ options.context = context;
402
+ const prefab = this.asset;
403
+ prefab.guid = this.url;
404
+ const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
405
+ if (instance) {
406
+ return instance;
407
+ }
408
+ }
409
+ else {
410
+ const instance = instantiate(this.asset, options);
411
+ if (instance) {
412
+ return instance;
413
+ }
414
+ }
415
+ }
416
+ finally {
417
+ context.post_render_callbacks.push(() => {
418
+ if (count === undefined || count < 0) count = 0;
419
+ else count -= 1;
420
+ AssetReference.currentlyInstantiating.set(this.url, count)
421
+ });
422
+ }
423
+
424
+ }
425
+ else if (debug) console.warn("Failed to load asset", this.url);
426
+ return null;
427
+ }
428
+
429
+ /**
430
+ * try to ignore the intermediate created object
431
+ * because it causes trouble if we instantiate an assetreference per player
432
+ * and call destroy on the player marker root
433
+ * @returns the scene root object if the asset was a glb/gltf
434
+ */
435
+ private tryGetActualGameObjectRoot(asset: any): Object3D | null {
436
+ if (asset && asset.scene) {
437
+ // some exporters produce additional root objects
438
+ const scene = asset.scene as Group;
439
+ if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
440
+ const root = scene.children[0];
441
+ return root;
442
+ }
443
+ // ok the scene is the scene, just use that then
444
+ else
445
+ return scene;
446
+ }
447
+ return null;
448
+ }
449
+
450
+ }
451
+
452
+
453
+
454
+
455
+ class AddressableSerializer extends TypeSerializer {
456
+
457
+ constructor() {
458
+ super([AssetReference], "AssetReferenceSerializer");
459
+ }
460
+
461
+ onSerialize(data: any, _context: SerializationContext) {
462
+ if (data && data.uri !== undefined && typeof data.uri === "string") {
463
+ return data.uri;
464
+ }
465
+ }
466
+
467
+ onDeserialize(data: any, context: SerializationContext) {
468
+ if (typeof data === "string") {
469
+ if (!context.context) {
470
+ console.error("Missing context");
471
+ return null;
472
+ }
473
+ if (!context.gltfId) {
474
+ console.error("Missing source id");
475
+ return null;
476
+ }
477
+ const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
478
+ return ref;
479
+ }
480
+ else if (data instanceof Object3D) {
481
+ if (!context.context) {
482
+ console.error("Missing context");
483
+ return null;
484
+ }
485
+ if (!context.gltfId) {
486
+ console.error("Missing source id");
487
+ return null;
488
+ }
489
+ const obj = data;
490
+ const ctx = context.context;
491
+ const guid = obj["guid"] ?? obj.uuid;
492
+ const existing = ctx.addressables.findAssetReference(guid);
493
+ if (existing) return existing;
494
+ const ref = new AssetReference(guid, undefined, obj);
495
+ ctx.addressables.registerAssetReference(ref);
496
+ return ref;
497
+ }
498
+ return null;
499
+ }
500
+
501
+ }
502
+ new AddressableSerializer();
503
+
504
+
505
+
506
+ const failedTexturePromise = Promise.resolve(null);
507
+
508
+ /** Use this if a file is a external image URL
509
+ * @example
510
+ * ```ts
511
+ * @serializable(ImageReference)
512
+ * myImage?:ImageReference;
513
+ * ```
514
+ */
515
+ export class ImageReference {
516
+
517
+ private static imageReferences = new Map<string, ImageReference>();
518
+
519
+ static getOrCreate(url: string) {
520
+ let ref = ImageReference.imageReferences.get(url);
521
+ if (!ref) {
522
+ ref = new ImageReference(url);
523
+ ImageReference.imageReferences.set(url, ref);
524
+ }
525
+ return ref;
526
+ }
527
+
528
+ constructor(url: string) {
529
+ this.url = url;
530
+ }
531
+
532
+ readonly url!: string;
533
+
534
+ private _bitmap?: Promise<ImageBitmap | null>;
535
+ private _bitmapObject?: ImageBitmap;
536
+
537
+ dispose() {
538
+ if (this._bitmapObject) {
539
+ this._bitmapObject.close();
540
+ }
541
+ this._bitmap = undefined;
542
+ }
543
+
544
+ createHTMLImage(): HTMLImageElement {
545
+ const img = new Image();
546
+ img.src = this.url;
547
+ return img;
548
+ }
549
+
550
+ private loader: TextureLoader | null = null;
551
+ createTexture(): Promise<Texture | null> {
552
+ if (!this.url) {
553
+ console.error("Can not load texture without url");
554
+ return failedTexturePromise;
555
+ }
556
+
557
+ if (!this.loader) this.loader = new TextureLoader();
558
+ this.loader.setCrossOrigin("anonymous");
559
+ return this.loader.loadAsync(this.url).then(res => {
560
+ if (res && !res.name?.length) {
561
+ // default name if no name is defined
562
+ res.name = this.url.split("/").pop() ?? this.url;
563
+ }
564
+ return res;
565
+ })
566
+ // return this.getBitmap().then((bitmap) => {
567
+ // if (bitmap) {
568
+ // const texture = new Texture(bitmap);
569
+ // texture.needsUpdate = true;
570
+ // return texture;
571
+ // }
572
+ // return null;
573
+ // });
574
+ }
575
+
576
+ /** Loads the bitmap data of the image */
577
+ getBitmap(): Promise<ImageBitmap | null> {
578
+ if (this._bitmap) return this._bitmap;
579
+ this._bitmap = new Promise((res, _) => {
580
+ const imageElement = document.createElement("img") as HTMLImageElement;
581
+ imageElement.addEventListener("load", () => {
582
+ this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
583
+ this._bitmapObject = bitmap;
584
+ res(bitmap);
585
+ return bitmap;
586
+ })
587
+ });
588
+ imageElement.addEventListener("error", err => {
589
+ console.error("Failed to load image:" + this.url, err);
590
+ res(null);
591
+ });
592
+ imageElement.src = this.url;
593
+ });
594
+ return this._bitmap;
595
+ }
596
+ }
597
+
598
+
599
+ /** @internal */
600
+ export class ImageReferenceSerializer extends TypeSerializer {
601
+ constructor() {
602
+ super([ImageReference], "ImageReferenceSerializer");
603
+ }
604
+
605
+ onSerialize(_data: string, _context: SerializationContext) {
606
+ return null;
607
+ }
608
+
609
+ onDeserialize(data: string, _context: SerializationContext) {
610
+ if (typeof data === "string") {
611
+ const url = resolveUrl(_context.gltfId, data)
612
+ return ImageReference.getOrCreate(url);
613
+ }
614
+ return undefined;
615
+ }
616
+ }
617
+ new ImageReferenceSerializer();
618
+
619
+
620
+
621
+ /** 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
622
+ */
623
+ export class FileReference {
624
+
625
+ private static cache = new Map<string, FileReference>();
626
+
627
+ static getOrCreate(url: string) {
628
+ let ref = FileReference.cache.get(url);
629
+ if (!ref) {
630
+ ref = new FileReference(url);
631
+ FileReference.cache.set(url, ref);
632
+ }
633
+ return ref;
634
+ }
635
+
636
+ /** Load the file binary data
637
+ * @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.
638
+ */
639
+ async loadRaw(): Promise<Blob> {
640
+ if (!this.res) this.res = fetch(this.url);
641
+ return this.res.then(res => res.blob());
642
+ }
643
+
644
+ /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
645
+ * @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
646
+ */
647
+ async loadText(): Promise<string> {
648
+ if (!this.res) this.res = fetch(this.url);
649
+ return this.res.then(res => res.text());
650
+ }
651
+
652
+ /** The resolved url to the file */
653
+ readonly url: string;
654
+
655
+ private res?: Promise<Response>;
656
+
657
+ constructor(url: string) {
658
+ this.url = url;
659
+ }
660
+ }
661
+
662
+
663
+ /** @internal */
664
+ export class FileReferenceSerializer extends TypeSerializer {
665
+ constructor() {
666
+ super([FileReference], "FileReferenceSerializer");
667
+ }
668
+
669
+ onSerialize(_data: string, _context: SerializationContext) {
670
+ return null;
671
+ }
672
+
673
+ onDeserialize(data: string, _context: SerializationContext) {
674
+ if (typeof data === "string") {
675
+ const url = resolveUrl(_context.gltfId, data)
676
+ return FileReference.getOrCreate(url);
677
+ }
678
+ return undefined;
679
+ }
680
+ }
681
681
  new FileReferenceSerializer();