@needle-tools/engine 4.5.0-alpha.6 → 4.5.0

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 (1070) hide show
  1. package/CHANGELOG.md +3729 -3729
  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-17f4eeec.light.js → needle-engine.bundle-0293e87a.light.js} +689 -690
  6. package/dist/{needle-engine.bundle-49c948a1.light.min.js → needle-engine.bundle-1679a09a.light.min.js} +3 -3
  7. package/dist/{needle-engine.bundle-12ffa86b.light.umd.cjs → needle-engine.bundle-2f187b48.light.umd.cjs} +5 -5
  8. package/dist/{needle-engine.bundle-a8ee7980.umd.cjs → needle-engine.bundle-4366d297.umd.cjs} +5 -5
  9. package/dist/{needle-engine.bundle-0e1129e3.min.js → needle-engine.bundle-4e21a0eb.min.js} +3 -3
  10. package/dist/{needle-engine.bundle-dd25a467.js → needle-engine.bundle-8e64768b.js} +9 -10
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.js +2 -2
  13. package/dist/needle-engine.light.d.ts +129 -130
  14. package/dist/needle-engine.light.js +2 -2
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/lib/asap/needle-asap.d.ts +1 -1
  20. package/lib/asap/needle-asap.js +95 -95
  21. package/lib/asap/sessiongranted.d.ts +3 -3
  22. package/lib/asap/sessiongranted.js +65 -65
  23. package/lib/asap/utils.d.ts +1 -1
  24. package/lib/asap/utils.js +3 -3
  25. package/lib/engine/analytics/index.d.ts +6 -6
  26. package/lib/engine/analytics/index.js +12 -12
  27. package/lib/engine/analytics/lcp.d.ts +3 -3
  28. package/lib/engine/analytics/lcp.js +34 -34
  29. package/lib/engine/api.d.ts +82 -82
  30. package/lib/engine/api.js +81 -81
  31. package/lib/engine/api.js.map +1 -1
  32. package/lib/engine/assets/index.d.ts +11 -11
  33. package/lib/engine/assets/index.js +47 -47
  34. package/lib/engine/assets/static.d.ts +1 -1
  35. package/lib/engine/assets/static.js +4 -4
  36. package/lib/engine/codegen/register_types.d.ts +1 -1
  37. package/lib/engine/codegen/register_types.js +300 -300
  38. package/lib/engine/debug/debug.d.ts +15 -15
  39. package/lib/engine/debug/debug.js +44 -44
  40. package/lib/engine/debug/debug_console.d.ts +2 -2
  41. package/lib/engine/debug/debug_console.js +307 -307
  42. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  43. package/lib/engine/debug/debug_overlay.js +316 -316
  44. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  45. package/lib/engine/debug/debug_spatial_console.js +390 -390
  46. package/lib/engine/debug/index.d.ts +2 -2
  47. package/lib/engine/debug/index.js +2 -2
  48. package/lib/engine/engine.d.ts +4 -0
  49. package/lib/engine/engine.js +12 -0
  50. package/lib/engine/engine.js.map +1 -0
  51. package/lib/engine/engine_addressables.d.ts +166 -166
  52. package/lib/engine/engine_addressables.js +608 -608
  53. package/lib/engine/engine_animation.d.ts +43 -43
  54. package/lib/engine/engine_animation.js +133 -133
  55. package/lib/engine/engine_application.d.ts +45 -45
  56. package/lib/engine/engine_application.js +104 -104
  57. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  58. package/lib/engine/engine_assetdatabase.js +344 -344
  59. package/lib/engine/engine_audio.d.ts +4 -4
  60. package/lib/engine/engine_audio.js +23 -23
  61. package/lib/engine/engine_camera.d.ts +13 -13
  62. package/lib/engine/engine_camera.js +30 -30
  63. package/lib/engine/engine_components.d.ts +110 -110
  64. package/lib/engine/engine_components.js +374 -374
  65. package/lib/engine/engine_components_internal.d.ts +9 -9
  66. package/lib/engine/engine_components_internal.js +36 -36
  67. package/lib/engine/engine_constants.d.ts +10 -10
  68. package/lib/engine/engine_constants.js +41 -41
  69. package/lib/engine/engine_context.d.ts +472 -472
  70. package/lib/engine/engine_context.js +1664 -1664
  71. package/lib/engine/engine_context_registry.d.ts +71 -71
  72. package/lib/engine/engine_context_registry.js +117 -117
  73. package/lib/engine/engine_coroutine.d.ts +35 -35
  74. package/lib/engine/engine_coroutine.js +52 -52
  75. package/lib/engine/engine_create_objects.d.ts +118 -118
  76. package/lib/engine/engine_create_objects.js +308 -308
  77. package/lib/engine/engine_default_parameters.d.ts +2 -2
  78. package/lib/engine/engine_default_parameters.js +3 -3
  79. package/lib/engine/engine_editor-sync.d.ts +21 -21
  80. package/lib/engine/engine_editor-sync.js +4 -4
  81. package/lib/engine/engine_element.d.ts +113 -113
  82. package/lib/engine/engine_element.js +832 -832
  83. package/lib/engine/engine_element_attributes.d.ts +72 -72
  84. package/lib/engine/engine_element_attributes.js +1 -1
  85. package/lib/engine/engine_element_extras.d.ts +6 -6
  86. package/lib/engine/engine_element_extras.js +13 -13
  87. package/lib/engine/engine_element_loading.d.ts +44 -44
  88. package/lib/engine/engine_element_loading.js +349 -349
  89. package/lib/engine/engine_element_overlay.d.ts +21 -21
  90. package/lib/engine/engine_element_overlay.js +166 -166
  91. package/lib/engine/engine_fileloader.d.ts +2 -2
  92. package/lib/engine/engine_fileloader.js +8 -8
  93. package/lib/engine/engine_gameobject.d.ts +68 -68
  94. package/lib/engine/engine_gameobject.js +596 -596
  95. package/lib/engine/engine_generic_utils.d.ts +1 -1
  96. package/lib/engine/engine_generic_utils.js +13 -13
  97. package/lib/engine/engine_gizmos.d.ts +149 -149
  98. package/lib/engine/engine_gizmos.js +530 -530
  99. package/lib/engine/engine_gltf.d.ts +12 -12
  100. package/lib/engine/engine_gltf.js +15 -15
  101. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  102. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  103. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  104. package/lib/engine/engine_hot_reload.d.ts +8 -8
  105. package/lib/engine/engine_hot_reload.js +197 -197
  106. package/lib/engine/engine_input.d.ts +362 -362
  107. package/lib/engine/engine_input.js +1294 -1294
  108. package/lib/engine/engine_input_utils.d.ts +2 -2
  109. package/lib/engine/engine_input_utils.js +22 -22
  110. package/lib/engine/engine_instancing.d.ts +19 -19
  111. package/lib/engine/engine_instancing.js +39 -39
  112. package/lib/engine/engine_license.d.ts +11 -11
  113. package/lib/engine/engine_license.js +361 -361
  114. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  115. package/lib/engine/engine_lifecycle_api.js +106 -106
  116. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  117. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  118. package/lib/engine/engine_lightdata.d.ts +23 -23
  119. package/lib/engine/engine_lightdata.js +91 -91
  120. package/lib/engine/engine_loaders.callbacks.d.ts +96 -96
  121. package/lib/engine/engine_loaders.callbacks.js +85 -85
  122. package/lib/engine/engine_loaders.callbacks.js.map +1 -1
  123. package/lib/engine/engine_loaders.d.ts +48 -48
  124. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  125. package/lib/engine/engine_loaders.gltf.js +62 -62
  126. package/lib/engine/engine_loaders.js +335 -335
  127. package/lib/engine/engine_loaders.js.map +1 -1
  128. package/lib/engine/engine_lods.d.ts +31 -31
  129. package/lib/engine/engine_lods.js +146 -146
  130. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  131. package/lib/engine/engine_mainloop_utils.js +466 -466
  132. package/lib/engine/engine_math.d.ts +114 -114
  133. package/lib/engine/engine_math.js +247 -247
  134. package/lib/engine/engine_modules.d.ts +36 -36
  135. package/lib/engine/engine_modules.js +85 -85
  136. package/lib/engine/engine_networking.d.ts +260 -260
  137. package/lib/engine/engine_networking.js +764 -764
  138. package/lib/engine/engine_networking_auto.d.ts +24 -24
  139. package/lib/engine/engine_networking_auto.js +310 -310
  140. package/lib/engine/engine_networking_blob.d.ts +48 -48
  141. package/lib/engine/engine_networking_blob.js +228 -228
  142. package/lib/engine/engine_networking_files.d.ts +35 -35
  143. package/lib/engine/engine_networking_files.js +172 -172
  144. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  145. package/lib/engine/engine_networking_files_default_components.js +42 -42
  146. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  147. package/lib/engine/engine_networking_instantiate.js +345 -345
  148. package/lib/engine/engine_networking_peer.d.ts +15 -15
  149. package/lib/engine/engine_networking_peer.js +132 -132
  150. package/lib/engine/engine_networking_streams.d.ts +123 -123
  151. package/lib/engine/engine_networking_streams.js +645 -645
  152. package/lib/engine/engine_networking_types.d.ts +22 -22
  153. package/lib/engine/engine_networking_types.js +7 -7
  154. package/lib/engine/engine_networking_utils.d.ts +2 -2
  155. package/lib/engine/engine_networking_utils.js +20 -20
  156. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  157. package/lib/engine/engine_networking_websocket.js +2 -2
  158. package/lib/engine/engine_patcher.d.ts +10 -10
  159. package/lib/engine/engine_patcher.js +142 -142
  160. package/lib/engine/engine_physics.d.ts +152 -152
  161. package/lib/engine/engine_physics.js +645 -645
  162. package/lib/engine/engine_physics.types.d.ts +40 -40
  163. package/lib/engine/engine_physics.types.js +33 -33
  164. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  165. package/lib/engine/engine_physics_rapier.js +1433 -1433
  166. package/lib/engine/engine_playerview.d.ts +26 -26
  167. package/lib/engine/engine_playerview.js +64 -64
  168. package/lib/engine/engine_scenelighting.d.ts +71 -71
  169. package/lib/engine/engine_scenelighting.js +226 -226
  170. package/lib/engine/engine_scenetools.d.ts +50 -62
  171. package/lib/engine/engine_scenetools.js +321 -336
  172. package/lib/engine/engine_scenetools.js.map +1 -1
  173. package/lib/engine/engine_serialization.d.ts +3 -3
  174. package/lib/engine/engine_serialization.js +3 -3
  175. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  176. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  177. package/lib/engine/engine_serialization_core.d.ts +85 -85
  178. package/lib/engine/engine_serialization_core.js +606 -606
  179. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  180. package/lib/engine/engine_serialization_decorator.js +66 -66
  181. package/lib/engine/engine_setup.d.ts +1 -1
  182. package/lib/engine/engine_setup.js +2 -2
  183. package/lib/engine/engine_shaders.d.ts +53 -53
  184. package/lib/engine/engine_shaders.js +252 -252
  185. package/lib/engine/engine_shims.d.ts +4 -4
  186. package/lib/engine/engine_shims.js +24 -24
  187. package/lib/engine/engine_test_utils.d.ts +39 -39
  188. package/lib/engine/engine_test_utils.js +83 -83
  189. package/lib/engine/engine_texture.d.ts +28 -28
  190. package/lib/engine/engine_texture.js +64 -64
  191. package/lib/engine/engine_three_utils.d.ts +201 -201
  192. package/lib/engine/engine_three_utils.js +731 -731
  193. package/lib/engine/engine_time.d.ts +51 -51
  194. package/lib/engine/engine_time.js +82 -82
  195. package/lib/engine/engine_time_utils.d.ts +88 -88
  196. package/lib/engine/engine_time_utils.js +215 -215
  197. package/lib/engine/engine_tonemapping.d.ts +2 -2
  198. package/lib/engine/engine_tonemapping.js +194 -194
  199. package/lib/engine/engine_types.d.ts +578 -578
  200. package/lib/engine/engine_types.js +95 -95
  201. package/lib/engine/engine_typestore.d.ts +28 -28
  202. package/lib/engine/engine_typestore.js +55 -55
  203. package/lib/engine/engine_util_decorator.d.ts +13 -13
  204. package/lib/engine/engine_util_decorator.js +116 -116
  205. package/lib/engine/engine_utils.d.ts +266 -266
  206. package/lib/engine/engine_utils.js +878 -878
  207. package/lib/engine/engine_utils_format.d.ts +23 -23
  208. package/lib/engine/engine_utils_format.js +212 -212
  209. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  210. package/lib/engine/engine_utils_screenshot.js +513 -513
  211. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  212. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  213. package/lib/engine/engine_web_api.d.ts +12 -0
  214. package/lib/engine/engine_web_api.js +113 -0
  215. package/lib/engine/engine_web_api.js.map +1 -0
  216. package/lib/engine/engine_xr.d.ts +1 -1
  217. package/lib/engine/engine_xr.js +1 -1
  218. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  219. package/lib/engine/export/gltf/Writers.js +24 -24
  220. package/lib/engine/export/gltf/index.d.ts +11 -11
  221. package/lib/engine/export/gltf/index.js +123 -123
  222. package/lib/engine/export/index.d.ts +2 -2
  223. package/lib/engine/export/index.js +2 -2
  224. package/lib/engine/export/state.d.ts +7 -7
  225. package/lib/engine/export/state.js +17 -17
  226. package/lib/engine/export/utils.d.ts +2 -2
  227. package/lib/engine/export/utils.js +7 -7
  228. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  229. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  230. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  231. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  232. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  233. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  234. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  235. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  236. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  237. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  238. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  239. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  240. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  241. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  242. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  243. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  244. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  245. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  246. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  247. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  248. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  249. package/lib/engine/extensions/extension_resolver.js +1 -1
  250. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  251. package/lib/engine/extensions/extension_utils.js +152 -152
  252. package/lib/engine/extensions/extensions.d.ts +32 -32
  253. package/lib/engine/extensions/extensions.js +107 -107
  254. package/lib/engine/extensions/index.d.ts +6 -6
  255. package/lib/engine/extensions/index.js +6 -6
  256. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  257. package/lib/engine/extensions/usage_tracker.js +65 -65
  258. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  259. package/lib/engine/js-extensions/Camera.js +39 -39
  260. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  261. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  262. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  263. package/lib/engine/js-extensions/Layers.js +22 -22
  264. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  265. package/lib/engine/js-extensions/Object3D.js +136 -136
  266. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  267. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  268. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  269. package/lib/engine/js-extensions/Vector.js +13 -13
  270. package/lib/engine/js-extensions/index.d.ts +5 -5
  271. package/lib/engine/js-extensions/index.js +5 -5
  272. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  273. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  274. package/lib/engine/shaders/shaderData.d.ts +55 -55
  275. package/lib/engine/shaders/shaderData.js +58 -58
  276. package/lib/engine/tests/test_utils.d.ts +2 -2
  277. package/lib/engine/tests/test_utils.js +53 -53
  278. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  279. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  280. package/lib/engine/webcomponents/api.d.ts +5 -5
  281. package/lib/engine/webcomponents/api.js +4 -4
  282. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  283. package/lib/engine/webcomponents/buttons.js +263 -263
  284. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  285. package/lib/engine/webcomponents/fonts.js +32 -32
  286. package/lib/engine/webcomponents/icons.d.ts +9 -9
  287. package/lib/engine/webcomponents/icons.js +52 -52
  288. package/lib/engine/webcomponents/index.d.ts +1 -1
  289. package/lib/engine/webcomponents/index.js +1 -1
  290. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  291. package/lib/engine/webcomponents/logo-element.js +67 -67
  292. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  293. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  294. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  295. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  296. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  297. package/lib/engine/webcomponents/needle-button.js +161 -161
  298. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  299. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  300. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  301. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  302. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  303. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  304. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  305. package/lib/engine/webcomponents/needle-engine.js +831 -831
  306. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  307. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  308. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  309. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  310. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  311. package/lib/engine/xr/NeedleXRSession.js +1448 -1448
  312. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  313. package/lib/engine/xr/NeedleXRSync.js +188 -188
  314. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  315. package/lib/engine/xr/SceneTransition.js +69 -69
  316. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  317. package/lib/engine/xr/TempXRContext.js +187 -187
  318. package/lib/engine/xr/XRRig.d.ts +7 -7
  319. package/lib/engine/xr/XRRig.js +1 -1
  320. package/lib/engine/xr/api.d.ts +6 -6
  321. package/lib/engine/xr/api.js +6 -6
  322. package/lib/engine/xr/events.d.ts +66 -66
  323. package/lib/engine/xr/events.js +93 -93
  324. package/lib/engine/xr/internal.d.ts +12 -12
  325. package/lib/engine/xr/internal.js +25 -25
  326. package/lib/engine/xr/usdz.d.ts +12 -12
  327. package/lib/engine/xr/usdz.js +29 -29
  328. package/lib/engine/xr/utils.d.ts +11 -11
  329. package/lib/engine/xr/utils.js +34 -34
  330. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  331. package/lib/engine-components/AlignmentConstraint.js +39 -39
  332. package/lib/engine-components/Animation.d.ts +156 -156
  333. package/lib/engine-components/Animation.js +508 -508
  334. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  335. package/lib/engine-components/AnimationCurve.js +159 -159
  336. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  337. package/lib/engine-components/AnimationUtils.js +27 -27
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  1012. package/src/engine-components/utils/OpenURL.ts +114 -114
  1013. package/src/engine-components/webxr/Avatar.ts +265 -265
  1014. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1015. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1016. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1017. package/src/engine-components/webxr/WebXR.ts +585 -585
  1018. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1019. package/src/engine-components/webxr/WebXRImageTracking.ts +518 -518
  1020. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1021. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1022. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1023. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1024. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1025. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1026. package/src/engine-components/webxr/index.ts +2 -2
  1027. package/src/engine-components/webxr/types.ts +3 -3
  1028. package/src/engine-components-experimental/Presentation.ts +12 -12
  1029. package/src/engine-components-experimental/api.ts +4 -4
  1030. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1031. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1032. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1033. package/src/engine-schemes/README.md +1 -1
  1034. package/src/engine-schemes/api.ts +12 -12
  1035. package/src/engine-schemes/dist/api.js +17 -0
  1036. package/src/engine-schemes/dist/api.js.meta +7 -0
  1037. package/src/engine-schemes/dist/schemes.js +25 -0
  1038. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1040. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1042. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1043. package/src/engine-schemes/dist/transform.js +46 -0
  1044. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec2.js +32 -0
  1046. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec3.js +36 -0
  1048. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vec4.js +40 -0
  1050. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1051. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1052. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1053. package/src/engine-schemes/schemes.ts +28 -28
  1054. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1055. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1056. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1057. package/src/engine-schemes/transform.ts +50 -50
  1058. package/src/engine-schemes/transforms.fbs +25 -25
  1059. package/src/engine-schemes/vec.fbs +19 -19
  1060. package/src/engine-schemes/vec2.ts +33 -33
  1061. package/src/engine-schemes/vec3.ts +38 -38
  1062. package/src/engine-schemes/vec4.ts +43 -43
  1063. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1064. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1065. package/src/include/draco/draco_decoder.js +34 -34
  1066. package/src/include/ktx2/basis_transcoder.js +21 -21
  1067. package/src/include/needle/arial-msdf.json +1471 -1471
  1068. package/src/include/three/DragControls.js +231 -231
  1069. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1070. package/src/needle-engine.ts +70 -70
@@ -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();